RMNVERSE COLLECTIBLE CARD GAME!

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Dudesoft
always a dudesoft, never a soft dude.
6309
Seiromem
I would have more makerscore If I did things.
6375
I'm speechless at how much that made me smile.
Dudesoft
always a dudesoft, never a soft dude.
6309


More to come, I just wanted to get some easy ones out of the way.

Augment Card:
1. Mew Mew
2. If attacked by Earth or Fire, the rider is uneffected, however, Mew Mew is discarded.
3. "It's okay, we still have lots of time to get there!"

Gladiator Card
1. Bun-Bo
2. Air
3. Late!: Act as if this Gladiator appeared after your opponent's turn. Suffer penalty of having no Gladiator in the arena, while this happens.
4. "Come on, Bun-Bo! You're better than this!"

Equipment Card
1. Dream Crusher Hammer
2. Find the power within. Attach any support card to your Gladiator while it is in the arena.
3. "RĂ¡pido, Bun-Bo! The only way to defeat him now is with the Dream Crusher Hammer." -Ricardo
pianotm
The TM is for Totally Magical.
32388
Okay, we need to start working on game mechanics for this here. I'm thinking:

Hit points are displayed on the card for each Guardian.

Guardians can only act through support, augment, or any card that affects them, so in addition to their personal support cards, there should be a few generic ones.

Support cards determine the amount of damage dealt.

The game ends when all cards are wiped off an opponent's field.

Only guardians and augments (that aren't single use) may occupy the field. When a guardian goes, it's augment goes.

Players may only place one guardian per round unless a card mechanic specifically states otherwise.

Guardians may not act the turn that they were placed on the field unless the card, or a card in effect specifically states otherwise.


Can we think of some more mechanics and find a way to tweak these?
Dudesoft
always a dudesoft, never a soft dude.
6309
The way I originally envisioned this playing is each player has a 'Bench', and on it can place like say, 7 Gladiator cards. In between both players is the Arena, where they each can place 1 Gladiator card along with augments etc that are only able to place on a Gladiator while it is on the Bench. As if it needs to gear up before heading out to fight.
And the player has 3 strikes before their team loses the match, instead of having wizard HP, You play more of a team coach, and if you can't have a Gladiator on the field DURING your turn, you get 1 strike. So the point is to clear out your opponent's gladiators long enough to force them to forfeit the round.

I'll reread your ideas and try to incorporate them, but I am still unsure how to handle damage or card HP, since that is a whole new ball of wax in terms of balance. (Not that we can expect to actually play this game!)
Seiromem
I would have more makerscore If I did things.
6375
Oh, let me add in YET ANOTHER set of cards since I'm egotistical inspired!

I'll edit them in.

Gladiator Card
1. Dr. Toadly
2. Technology
3. Insane Genius?: You cannot equip this card with an augment or power card. Have two turns of inaction to construct a machine of epic proportions! After the two turns, grab your choice of Dr. Toadly Machine Augment card from your hand and equip it to Dr. Toadly.
4. ~Egotistical, scattered, derogatory rant~

Augment Card
1. Dr. Toadly's AeroCruiser
2. Can only be equipped to Dr. Toadly. Gives him extra health and the powers "Canon Blast!" Fire a cannon ball at a gladiator, damaging them.
and "Platform!" Create a platform allowing an extra gladiator to be on the field and take an action. Afterwards return them to the bench. Can only be used every 3 turns.
3. "You'll never catch me! No matter how many times you try!" -Dr. Toadly

Augment Card
1. Dr. Toadly's Globez
2. Can only be equipped to Dr. Toadly. Gives him extra health and the power "Mega-Deluxe Blaster!" Charge for one turn. On the second turn fire a laser that deals massive damage!
3. "This baby has Kame-hame-ha function among 100 more!" -Dr. Toadly

Augment Card
1. Dr. Toadly's Tram
2. Can only be equipped to Dr. Toadly. Gives him extra health and the power "Cargo" Take supplies from your cargo and roll a die. 1&2 damages yourself, 3&4 damages a gladiator, 5&6 Heals yourself.
3. "Ugh, you're persistent! That ends now!" -Dr. Toadly

Gladiator Card
1. Toadly's Henchmen
2. Technology
3. Protect Your Master: Take damage that would have otherwise been dealt to another gladiator.
4. "You won't leave here alive!" -Horde of Minions
pianotm
The TM is for Totally Magical.
32388
My ideas are really just suggestions. I took mechanics from Magic: The Gathering and the card game from Xenosaga: Ep. 1 and kind of combined them into something that seemed to make these goofy cards playing them. Giving them HP and Attack points seemed logical based on the type of game you billed this as.
Oh, you did a great job with my card, Dudesoft! Thanks, it looks really cool! :D
Ratty524
The 524 is for 524 Stone Crabs
12986
Still room for more? I haven't played many card games so forgive me if anything I put in is stupid.

Gladiator Card
1. Name of Character: Ratty
2. Elemental Type: Earth
3. Special Ability: Sketch - When this card is first put into play, copy the opposing gladiator's special ability. The copied ability remains throughout the game until Ratty is knocked out.
4. Short quote from the character: "No one likes me enough to give a unique special ability, so I'll just draw one up!"

Augment Card
Name of Character: 524 Ratties
Power: Attacks from Gladiator cards to 1 additional point of damage, and any attack from the opponent's side deals an additional point of damage as well.
Quote: "We 'Watties always bump heads 'wit each other!"

The sketches for both cards is below, the left for the gladiator card and the right for the augment card. I'm not that great with digital art myself, so would you mind spoofing these up?
Here's reference for the Ratties: http://super-rmn-world.wikia.com/wiki/The_Ratties

http://rpgmaker.net/media/content/users/4622/locker/RattyStuff.jpg
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