Difference between revisions of "Talk:Public School deck"

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[[User:Natanz|Natanz]] 15:53, 23 December 2008 (UTC)
[[User:Natanz|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?
{{card
|title=Call in a favor
|cornervalue=0
|type=Action
|text=Play only if you have a Wingman.
Destroy target non-Wingman if opponent controls no Wingman(s)
|bgcolor=009600
|minicard=true
|creator=Aetherknight}}
{{card
|title=Math Club
|cornervalue=1
|type=Thing
|text=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
|bgcolor=0000AA
|minicard=true
|creator=Aetherknight}}
{{card
|title=Big Secret
|cornervalue=2
|type=Action
|text=Look at an opponent's hand. If he has a girlfriend card gain control of one of his HWs.
|minicard=true
|flavortext=Hand it over or else I she'll find out...
|bgcolor=009600
|creator=Aetherknight}}

Revision as of 18:50, 23 December 2008

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