Talk:Public School deck

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Nice idea, have you tested it much? Natanz 22:23, 22 December 2008 (UTC)

I have tested it. I want to test it with 3 or more players still. It works alright but sometimes its rather long and sometimes its really short. I had more cards in mind but it pushed the deck count too far and the HWs would be drowned.

Some of my ideas were

0
Nerd
Thing
Play only if you have no friends. Reduce the HW cost of each friend by 1
1
Thug
Thing
When this card comes into play destroy a friend
2
Rumors
Action
Destroy all girlfriends
3
Fire Drill
Action
Draw a card for each friend you control




I think it's somewhat too much chance and not skill. I mean, if someone plays a card and you have one to counter it, you would always play it. The gameplay is basically: you put down a card and your opponent can destroy it if she has the right card. If you want to play a girlfriend you need another card (prankster for example), if you have it you play it, else you'll have to wait for it. See what I mean?

How you could solve this and make the game more skill-based? That would be difficult but it would be worth trying to figure out. Or do you see it differently?

Natanz 15:53, 23 December 2008 (UTC)

The only real skill that is involved is probability where you decide to play Art over History because you think your opponent has a Copied Art or History and whether to play Arnold or Harold because you think you're more likely to get Art than History. Whether or not to build your strategy on one girlfriend assuming your opponent doesn't have it. Prankster is meant to be powerful and Snitch is meant to destroy them because playing a Prankster is a risk you have to be willing to take. However if you have at least 1 Snitch in your hand than it is probably likely that you will win before they even get to draw the other Snitch card.

Making games skill-based in a deck that people share is a more difficult than say a CCG where you know you need a card and you have ways of dealing with other cards that suit your strategy. Also the nature of the game being one where its just mostly the same games but 5 different varieties means it will be based on luck to some degree if I choose to leave those cards in. I see what you mean and now I understand why the games take so long or end very quickly and I do want to work on this deck to make it more enjoyable.

Perhaps I could make the spot-removal more demanding but not impossible and/or more specific?

0
Call in a favor
Action
Play only if you have a Wingman. Destroy target non-Wingman if opponent controls no Wingman(s)
Card by Aetherknight
1
Math Club
Thing
Discard a Melvin or Math Card to play this As long as Math Club is in play cards with "Melvin" or "Math" in their name cannot be detroyed
Card by Aetherknight
2
Big Secret
Action
Look at an opponent's hand. If he has a girlfriend card gain control of one of his HWs.
Hand it over or else I she'll find out...
Card by Aetherknight

Aetherknight 19:15, 23 December 2008 (UTC)



Making 'social' games like this is definitely difficult, especially since social life has so many areas. I agree with what you said. Let me think about this game and I may come up with a way to make it more skill-based. Could you sign your posts with 4x ~ so you can see when your post ends! Natanz 18:56, 23 December 2008 (UTC)

Sorry I'm still rather new at this Aetherknight 19:15, 23 December 2008 (UTC)

Personalities

The five main characters should be slightly different to give them distinct personalities. For example, Prankster (Ernest) may not exist because Ernest won't stoop so far as to destroy homework, and Wingman (Sydney) may only introduce you to two of the four girlfriends because he doesn't know the other two. Ideally, the pranksters should all have completely different abilities. -Bucky 20:12, 23 December 2008 (UTC)

If they did have different personalities I would make them either a pattern or intuitive because I wanted to reduce the amount of reading players have to do, and make memorization not such a burden. The way the game is set up now all players have to remember is that Melvin is Math and apply the relationship to all the other cards. Once you get one type of the card you get the other five. If someone were to think of a way to make each personality unique that was still intuitive or somehow kept the amount of reading to a minimum (which I think is key in keeping a player's interest) then I think we'd have a much better game. -Aetherknight 21:26, 23 December 2008 (UTC)

That they have the same abilities isn't that bad. Maybe you could test it with just 3 of the friends and see how that's different. Natanz 00:08, 24 December 2008 (UTC)