Difference between revisions of "Talk:Wild West deck"

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
(New page: yeah, I sorta missed you guys on the MUSH. Clint eastwood? Chuck Norris? Cowboys? Hmmm... so there's only one way to get rid of John Wayne, eh?.... Hmmmm... Gimanator 00...)
 
 
(2 intermediate revisions by one other user not shown)
Line 1: Line 1:
yeah, I sorta missed you guys on the MUSH. Clint eastwood? Chuck Norris? Cowboys? Hmmm... so there's only one way to get rid of John Wayne, eh?.... Hmmmm... [[User:Gimanator|Gimanator]] 00:04, 12 March 2008 (UTC)
yeah, I sorta missed you guys on the MUSH. Clint eastwood? Chuck Norris? Cowboys? Hmmm... so there's only one way to get rid of John Wayne, eh?.... Hmmmm... [[User:Gimanator|Gimanator]] 00:04, 12 March 2008 (UTC)
I probably just made John Wayne one of the weaker cards by making his ability based on a coin flip.  Please leave any suggestions you have of how to keep John Wayne one of the stronger cards but still have a chance of being destroyed (by more than just "Fill 'em Full of Lead"). [[User:Gimlear|Gimlear]] 21:38, 19 March 2008 (UTC)
I just made a few changes according to some ideas that my friend and I have been throwing around.  It is now possible to win in one turn; however, it is VERY unlikely.  --[[User:Gimlear|Gimlear]] 02:54, 11 April 2008 (BST)
I think there should be more discard to avoid hoarding of cards. If you draw both win cards outside of Cactus, and Quick draw which is hardly even considerable because it does nothing to prevent hoarding (just choose not to play those cards or not to discard win cards). I apologize if there is a mechanic that fixes this or if the nature of the deck and game play some how inherently avoid this as of this post have not physically play tested the cards yet. Love the concept of embracing the cliches, my favorite being Tumbleweed. Some things ARE rather overpowered and there's not a lot of things in the deck. Many outlaws, only one Cowboy for good guy ending and shouldn't Hole in the Wall Gang be listed as an outlaw or is there some reason for this? Everything is so fragile and everything is a bomb waiting to happen. My suggestion is to make some cards dependent like
{{card
|title=6 shooter
|type=Thing
|minicard=true
|text=Play only if you control a Cowboy. Action:Destroy an outlaw.Destroy this card.
|creator=Aetherknight}}
{{card
|title=Train Robbery
|type=Action
|minicard=true
|text=Discard an Outlaw card, look at an opponent's hand and take a card from it.
|creator=Aetherknight}}
{{card
|title=I's the law
|type=Thing
|minicard=true
|text=When an outlaw comes into play destroy this card. Sheriffs you control cannot be destroyed.
|creator=Aetherknight}}
{{card
|title=Indian Guide
|type=Thing
|minicard=true
|text=Play only if you control no outlaws. Look at the top card of the deck before you draw, you may put this card at the bottom of the deck.
|creator=Aetherknight}}
great idea though, I'll be sure to try it. [[User:Aetherknight|Aetherknight]] 09:21, 31 December 2008 (UTC)

Latest revision as of 09:21, 31 December 2008

yeah, I sorta missed you guys on the MUSH. Clint eastwood? Chuck Norris? Cowboys? Hmmm... so there's only one way to get rid of John Wayne, eh?.... Hmmmm... Gimanator 00:04, 12 March 2008 (UTC)

I probably just made John Wayne one of the weaker cards by making his ability based on a coin flip. Please leave any suggestions you have of how to keep John Wayne one of the stronger cards but still have a chance of being destroyed (by more than just "Fill 'em Full of Lead"). Gimlear 21:38, 19 March 2008 (UTC)

I just made a few changes according to some ideas that my friend and I have been throwing around. It is now possible to win in one turn; however, it is VERY unlikely. --Gimlear 02:54, 11 April 2008 (BST)

I think there should be more discard to avoid hoarding of cards. If you draw both win cards outside of Cactus, and Quick draw which is hardly even considerable because it does nothing to prevent hoarding (just choose not to play those cards or not to discard win cards). I apologize if there is a mechanic that fixes this or if the nature of the deck and game play some how inherently avoid this as of this post have not physically play tested the cards yet. Love the concept of embracing the cliches, my favorite being Tumbleweed. Some things ARE rather overpowered and there's not a lot of things in the deck. Many outlaws, only one Cowboy for good guy ending and shouldn't Hole in the Wall Gang be listed as an outlaw or is there some reason for this? Everything is so fragile and everything is a bomb waiting to happen. My suggestion is to make some cards dependent like

6 shooter
Thing
Play only if you control a Cowboy. Action:Destroy an outlaw.Destroy this card.
Card by Aetherknight
Train Robbery
Action
Discard an Outlaw card, look at an opponent's hand and take a card from it.
Card by Aetherknight
I's the law
Thing
When an outlaw comes into play destroy this card. Sheriffs you control cannot be destroyed.
Card by Aetherknight
Indian Guide
Thing
Play only if you control no outlaws. Look at the top card of the deck before you draw, you may put this card at the bottom of the deck.
Card by Aetherknight

great idea though, I'll be sure to try it. Aetherknight 09:21, 31 December 2008 (UTC)