RERN Card Game Dev. Room

Nice, I like it. That sounds like a pretty wicked sweet idea.
MagicWorkStation works similarly. I'm not sure how to go about making a custom database for it, though. I know it's possible, but I'm not sure how to do it. I could maybe try if someone wanted me to, though.

I love card games, by the way. XD (Including that Magi-Nation. >_>)
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One idea that would seem interesting: Double use cards. Virii are both used as enemies AND chips; the "top" half of the card has the virii spec, the bottom half has the chip specs. Flip a navi and it becomes a cross/navi chip. There could be of course chip cards that are only single type and in exchange are stronger...

This opens up a bunch of strategic options; we could forego the "enemy pile" and have only one deck, where you can either use the cards for a single attack (as a chip), or put it on the field as a permanent (virii), and risk being captured by the opponent.

Well, uh, random ideas over, as I don't have much time now. I'll be back with more later XD
Heat's gone to bed already, but:

Each player then flips enemies up from their deck to comprise the "first wave." This wave is set at a cap of 100 EP, and enemy cards are flipped face up until their total is equal to 100. If the first card flipped exceeds 100, it is returned to the bottom of the deck.

This section didn't work, so we're doing it more like this.

Each player then flips enemies up from their deck to comprise the "first wave." This wave is set at a cap of 100 EP, and enemy cards are flipped face up until their total is equal to or exceeding 100. If the number exceeds 100, the exceeding virus is discarded. If the first card is labeled a miniboss it alone is played (any minibosses picked up after a virus is drawn are discarded).

Also, there will be a max 4 of each card per deck (and a max 1 of each navi).

EDIT: Also, thanks for the input. Let's see... I kind of like the idea of putting the virus/chip on one card, but I'm not so sure about the idea of viruses and navis battling alongside each other. Just cause the idea seems kind of RERN unfaithful. But hrmmm... if you have any more on the idea feel free to post it.

Quote (Knight)

Sign me up!

One idea that would seem interesting: Double use cards. Virii are both used as enemies AND chips; the "top" half of the card has the virii spec, the bottom half has the chip specs. Flip a navi and it becomes a cross/navi chip. There could be of course chip cards that are only single type and in exchange are stronger...

This opens up a bunch of strategic options; we could forego the "enemy pile" and have only one deck, where you can either use the cards for a single attack (as a chip), or put it on the field as a permanent (virii), and risk being captured by the opponent.

Well, uh, random ideas over, as I don't have much time now. I'll be back with more later XD

That actually seems like a pretty cool idea.
I guess it'd be perfectly fine to still keep the waves, but do like you said, with drawing a hand of chip-virus cards and putting them down or keeping them as you choose. Only concern I still have is that it seems like getting chips both as rewards and from this is kind of weird.
I miss triple triad from FF8 >_>;
Thanks for resurrecting the pain q_q
: D
I'm just gonna through out the fact that the .hack//enemy card game would be best style for this type of thing, only adding the options of playing viruses and navis as weapons, for chips and crosses respectively, and sig attacks replacing actions...

let me scratch you the rules as a DJ! wiki wiki

edit: also put me on the list
I'm having a hard time rousing discussion in the chat today, but I did read the ideas posted so far and give Niax's link a look. I'd encourage others to as well, as the system seems like it could provide some insight on our own.

That said, due to today seeming like a bad pacing time for working on this (I also have Statics to do), I encourage everyone to look over everything posted so far and to post any other solid ideas or recommendations they have. In the near future, maybe tomorrow, I'll begin actively changing around my idea based on these suggestions (unless somebody wants to post up an entirely new system based on the ideas people have brought up).
Well, I might as well throw my thoughts into the buckets of ideas.

Instead of bringing virii up from your deck, you could maybe have one person who acts as the "moderator", and chooses the amount of virii that you battle and the ones that you do battle. They could also make scenarios, bring in help for big battles, make bosses and such. They could also have their own deck of "Mod Cards" which could be, like the comical cards that Pocket suggested.

Mods could take turns tending to each player, like, for example, say I'm playing with NaviGuy, and ModGuy is the Mod. It's my turn, so ModGuy turns to me, and I do my actions and stuff. He calculates the damage and such, and does the virii turn, for as we all know, sometimes the virii don't ALWAYS attack. Then, after all that business, ModGuy will turn to NaviGuy. While NaviGuy has his turn to blast through, I have a chance to think of a strategy for my next attack, giving you some time to think without holding everyone back.

You maybe could also have the "virus in your deck" function to use them as chips or maybe the Mod can use them to add to the wave, or even you could use them as a small companion for a turn or two. Also, the Mod would work with both Navi players when the finally clash in battle.
I dunno, my main problem with that idea personally is that I'm not crazy about the idea of a mod acting essentially as the "Dungeon mod" with the setup. It seems like that could overcomplicate the system to the point that it became more like RE:RN we just happened to be playing with cards, rather than a standalone card game where you're concerned with building a unique deck. It just seems like the RE:RN mod's job isn't to actively try and kill the player, it's to keep his journey going and making sense while providing interesting challenges, which is what it sounds like in your game. However, I actually prefer it if during the card game, there's a strict sense of competition (or possibly cooperation). This line

Quote ()

He calculates the damage and such, and does the virii turn, for as we all know, sometimes the virii don't ALWAYS attack.

particularly calls this to mind. This is a restraint system created on RE:RN to balance difficulty artificially, and works well. In a competitive card game, however, I really prefer that there's two players on a similar field with no holding back. The idea of "scenarios" sounds like an interesting variation, but I'm not sure about basing the entirety of the game's system around it. If you're really interested in it, though, type up a system you might get interest for it.

There are a number of concerns for me with having chips/viruses as the same cards. First off, I don't see a huge strategic base for separating between using a chip as a chip or as a summonable virus, barring making chips ridiculously powerful to excuse the fact that summons create a bigger target. My bigger concern, however, is that I felt with the system I designed, it still seems as though the viruses are a separate force from the players. We don't allow virus summons in RE:RN as a very specific rule, and every player doing it in the card game seems kind of off.
Another concern I have for the viruses giving you their chip as a prize, speaking in the sense of our current system, is that you could exploitably design your virus deck to give no chips of value so that the Versus stage would be a cakewalk. While this could be artificially balanced and prevented, it seems to me that it would be just another complication to worry about. I'm not entirely opposed to this system, though, it seems to make some good sense. If anyone has a good idea that sets this worry to rest, please post it.
We did have that idea that if you clear the final of the three waves before the time limits up you get the big reward of your final sig, right? It seems like that never got out there.

The reason you wouldn't want to make an enemy deck that gave nothing but lame rewards is because then your opponent would get his final sig for certain.
Alright lets then work off of this concept.

The game phase is split into several steps. All steps are taken by each player separately, then the next, etc.

Draw
Establish Enemies
Attack enemies
Determine Rewards
Fight Players?

In order to make this progress effectively then, a few things need to be established.

1: Drawing
The quantity draw, under what conditions it is drawn. The less of a hand size and the more consistently drawn, the more deck building matters. The greater a hand size and the more erratically drawn, the more tactics matter.

2: Establishing Enemies
How are enemies chosen? I recommend the double-card idea. Virii are categorized as both rewards and the virus that drops them. They can be placed in three different tiers and should be balanced accordingly. Attempting to classify them more finely will make things awkward with selection. The maximum total tiers of virii in a wave is equal to the current turn number.

3: Attacking Enemies
Each turn, players gain the ability to attack the virii that their opponent placed. f a player defeats all of the virii on the board, he may play from his hand a chip of one half the tier of all the virii defeated. Virii are combated by the use of Navi abilities and Chip cards. Different Navis have different attributes which can be explained later. Chip cards work as they might be expected. There is no control of the Virii once they have been placed. They automatically attack at the end of the turn for the specified damage (or not if specified. Mets for example might be immune to damage and not attack for their first turn.) The point here is that combat is streamlined and does not take too long. If we get too bogged down with rules complications the system will be impractical.

4: Determine Rewards
Rewards are equal to one half the total enemy-tiers defeated this turn, or just one-half the current turn if all enemies are defeated. Virii will likely be a limited resource if this game is to have a solid strategic element and it will be difficult to have a full set every time this means there will be strategy about when to place, and I dont believe depriving should be a valid tactics itself. Zenny counters are given for every half left left over during a fight, including the remainder if a player chooses not to play a chip or plays one of a lower tier than is available.

*Reminder Text
Clearly there needs to be a reward for completing, otherwise it will just be ideal to starve your opponent. For this reason I prefer the solution of just giving turn/2 every turn.

5: Fight Players?
Currently you would fight players like you fight virii. The conditions for it, as it stands, are fairly simple. When one player runs out of cards from his deck, he may initiate a fight. When both run out, it begins regardless.

Later I will detail concepts for numbers on cards and uses of zenny (mostly upgrading).
Hmm...

What if it'd go like...

Draw phase:

First you draw your cards, these will be the chips your navi can use (This means that if you stuck your deck full of shitty reward virii, you'll be likely to draw shitty yourself).

Encounter Phase:

First, both you and your opponent flip your top card from the deck; this card will be your "base" encounter. The level will determine the order of future flips (the one who has the higher level card will go first) In case of draw, you flip again (for this reason I think there should be at least 5 levels, maybe more, so that draws are not common... or just use a coin instead of a second flip). Then the one who has the higher level encounter has a three way choice. He can:

- Flip a card and add it to his own encounter
- Flip a card and add it to the encounter of his opponent
- End the encounter phase

Then it's the other player's turn to do the same. Encounter tops at 3 virii's each, so they will be forced to stop when both players reach that limit (this part could be altered; in fact, maybe it would be better if it was turn/number of virus).

Battle Phase:

The player with the higher total level encounter goes first, controlling his own navi, the other player controls the virii, then they switch. Viriis killed are put into the killer's hand to be used as chips. If the navi is deleted, the player has to (randomly) discard a number of cards from his hands, equal to the number of virii remaining (EJO :P) Exact mechanics of battle come later.

Encounter and battle phase repeat until...

Showdown:

Actually, this is the part where I don't know what to do. I really don't like the number of repeats predetermined... My crazy idea would be that the encounter deck has not just virii, but event cards, such as mistery data, vendors, missions etc... and it would also have "SHOWDOWN IN ***!" cards, that force the navis to do battle at a certain location ("SHODOWN IN UNDERNET!"), which gives negatives/bonuses to certain things. The winner is who wins X showdowns first.

If events/non battle stuff sticks, they could be played in the encounter phase instead of flipping the top card. Also, you could counter events by discarding an event of the same type from your hand...

If there is interest in the idea, I'll elaborate further on balance and the meta behind it

Quote (Leon)

I miss triple triad from FF8 >_>;
Thanks for resurrecting the pain q_q
: D

Whhyyy did you bring up the Triad, you bastard?!

Just when the wounds were almost sealed, you come along and tear them open again...

ToT

Quote (SpaceMonkeySteve)

Quote (Leon)

I miss triple triad from FF8 >_>;
Thanks for resurrecting the pain q_q
: D

Whhyyy did you bring up the Triad, you bastard?!

Just when the wounds were almost sealed, you come along and tear them open again...

ToT

SPEAK FOR YOURSELF STEVE! I LOVED TT from FF8!
I think there should be a class of card that is basically like a spell/event/instant. Most tcg/ccgs have them and I think they're integral to making a game incorporate strategies and such.

If this would be implemented, there are a two things that I think should be taken into consideration:
-Theme (would these cards use serious terminology from the mmbn game, in-game silliness, or use terms like 'moderator' and 'forum'?)
-Cost (would there be some limiting resource that prevents someone from playing all of these cards from their hand)
Okay, I'm finally getting around to posting just a bit of the change I talked to RoboTek in the chat about yesterday. I still need to talk to him again when I get a chance to confirm some things, but one pivotal thing that's been changed is that we came up with a way that viruses could be combined with chips and the two decks, enemy and resource, could be merged into one. Essentially, his idea has viruses and the related chips organized into three tiers. Rather than "waves," as I'd planned, each round players would have a hand and would play some of the cards from it to fill "tiers" of enemies available. Round 1 would allow you to play one tier of virus for the enemy to face, 2 for round 2, and so forth. The rest of the cards in your hand not used to form these enemy tiers could be kept as chips for your Navi to use as a resource. Defeating enemies would not give you their respective chip, instead yielding access to prizes formed by the player's deck. While the exact mechanics of a lot of this are fuzzy to me (I talked to him all about it yesterday then backspaced and lost the conversation, then dove into statics homework and spazzed out entirely), this gives you a bit of an idea of a change that I'm now going to be including as an integral part of the system unless I get a concept to convince me otherwise.

As for your latest mentioned point, chips DO function a bit as the "spells" we're speaking of here, but I think you have a bit of a point that there should probably be additional resources more along the idea of the "event" cards a lot of games have. Another concern Bomber mentioned in the chat is the inclusion of operators. While I hadn't thought these were necessary at first, there seems to be some amount of demand for their inclusion. One idea that occured to me is that we could have "Tactic" and "Event" cards included in the game (exactly how to be determined later if this idea sounds good). "Tactics" could include things such as player strategies, like "Cover," allowing a player to make additional use of object chips placed, or things that we take to be natural Navi tactics, like "Submerge," allowing an Aqua Navi to submerge in water or a Fire Navi to submerge in lava. "Event" cards could be more like moderator events. In particular, I was thinking these could effect your opponent's field during the virus-busting stage to make things more difficult for him. These could include things such as a terrain change or imbuing a virus with "break" properties of some sort. The Operator could be included in this new setup as a card included in the deck that determines what chips and tactics you start out with: these could be specified at the bottom of the card, and we might expect to see someone like Rania drawing close-range tactics or someone like Don starting with things integral to forming the Dimension-mobile of RE:CN notoriety. They could also provide some sort of static bonuses.

In any case, this latter section is a batch of fresh ideas I just cooked up and thus have not discussed with anyone. Please give me any feedback up or down on them and mention if you have a good idea of how they could be implemented. Also, I'll try and get more specific on the changes going on in that first section when I get a chance to hammer it out.
hi, robo made me type up this old memory, but I couldn't write it in paragraph form.

if you can understand this, you get an award...

Niax's RM:RN TCG

Card Types:
Navi
Chips
Virus
Areas
Sig attacks

Style:
Summon(MtG, yugioh)

Deck size:
60 — 100

Cost:
Bandwidth - 30

Life:
Server — 20 points

Gameplay points:

- Each card has a certain bandwidth cost, showing the power of a card(like the stars in yugioh). You cannot go over your server's bandwidth in summoning virus or navis.
- Viruses have a set amount of damage that can be increased only by field cards. This gives them a lower bandwidth cost than navi's.
- Navi's gain power from chip cards field cards, and each navi has their own sig effect cards. Because of their greater strength, one navi could have the same bandwidth cost as several viruses, and their base attack will always be 1.
- Chip cards can be equipped to navis, but each chip has a certain number of turns it can be used for. Most chips can only be used for 1 turn, but some can be used to 2 or 4 turns. These also override the navi's damage
- Sigcards can be used once, and only on the specific navi that the card specifies (djinni can't use Voids "dagger torrent")
- Areas are cards that will give strengths and weaknesses to certain elements and can cause other effects. Each player can have a different area, allowing for more strategy with area cards. (such as boosting a fire card from your side, then hitting the grass side for more damage)
- The winner is decided when you crash an opponent's server, which is done by lowering his points to 0.
- Cards have attack/hp stats, which every time a card is attacked the hp are lowered and stay down unless healed. So a metool would look like 1/ 4, and a navi with a cannon would be 4/ 10.
- Each turn you can play 1/ draw 1 card.
- You can play 1 navi on top of another, boosting hp, attack, and useable sigs by both navis. They can also attack 2 times each turn, but the "placed" navi is removed at the end of 3 turns and put in the discard pile. The bottom navi's bandwidth is also increased by half of the "placed" navi's cost.
Interesting, I will be designing a full version of mine later.

Thanks Void.. err.. Niax