Talk:Mario Bros. deck
This reminds me of the Platform Game deck (which I should upload since nobody else will) Zaratustra 16:38, 21 March 2007 (UTC)
- That doesn't really surprise me since Mario is pretty much the original platformer. Just about anything related to a platformer would also relate to Mario. MagiMaster 17:48, 21 March 2007 (UTC)
CashCrazed, thanks for sorting the cards. I was planning on doing that myself later. MagiMaster 15:41, 26 March 2007 (BST)
Water Levels
I have Soda Lake as an underwater location for the moment, but for the flying fish (etc.) I need an overwater level too. Does anyone know how these should be dealt with? Should Soda Lake be under or overwater? Either way, what should the other be? MagiMaster 02:46, 22 March 2007 (UTC)
Cheese Bridge. Zaratustra 04:40, 26 March 2007 (BST)
- That sounds good. I'll make that the over water level for now, and leave Soda Lake the under water level. MagiMaster 15:25, 26 March 2007 (BST)
Victory Condition
So, the only way to win is to play Princess Rescue when Bowser's Castle is in play? Zaratustra 04:40, 26 March 2007 (BST)
- Yeah, on the last Level. I added a question under 'other thoughts' about whether Levels should be for the whole game or each player. MagiMaster 15:25, 26 March 2007 (BST)
Scope?
Which Mario games does this deck cover? It seems to draw most of its cards from Super Mario Bros. and Super Mario World, with a few from other oldskool Mario games. Which, if any, newer games should be allowed? Super Mario 64("Lost Cap")? New Super Mario Bros? ("Blue Shell") Paper Mario? ("Super Hammer") What about older games, such as Donkey Kong?
- So far I've been using Mario 3, Super Mario World and Paper Mario: TTYD for most of the cards I've been making. Basically though, those are just the ones I'm most familiar with. The only restriction I've had in mind was that all the action should take place in the Mushroom Kingdom (as opposed to Isle Delfino or Rogueport). If yall want though, we could use those for locations too. (Actually though, I think Donkey Kong may be a bit off too since Mario wasn't the hero in that one.) Also, the super hammer and the special hats (from SM64) might make good cards. MagiMaster 16:29, 26 March 2007 (BST)
Specific Cards
Cards by Bucky
Starman
I think Starman should also incorporate the effect of the Tanuki Suit (can't be affected by enemies). Also, how long should Starman's effect last (probably either 1 turn or 3)? MagiMaster 17:52, 21 March 2007 (UTC)
Keyhole
Should Keyhole destroy the stack of Location cards when advancing? All other methods of advancing do. MagiMaster 16:11, 26 March 2007 (BST)
Cards by MagiMaster
Star Road
I don't really like how the math works out for Star Road at the moment, but I can't think of a better way to word it either. MagiMaster 06:27, 22 March 2007 (UTC)
Cards by BM
Bullet Bill
I'm not sure about having a player roll a Jump Check in the middle of someone else's turn. I made the Jump Check at the beginning of the turn to keep the amount of rolling down. Does anyone else have an opinion on this? MagiMaster 23:41, 25 March 2007 (BST)
I fixed it so it's the last Jump-Check. I really don't know what sounds good what shouldn't be done etc. regarding card games as I haven't played one in a while. Sorry about that. I don't usually make big contributions to things, so I'm glad you helped clarify on that. I changed it already, tell me if it needs more fine-tuning. BM 19:47, 25 March 2007 (PST)
- Do you choose what they lose, or do they? I'll rewrite the card for now, but change it if you don't think I got it right. MagiMaster 15:25, 26 March 2007 (BST)
Spade Game
So Spade Game lets you look at the cards from the opponents hand as well? 'Look at three of the opponents cards and maybe draw three cards' seems a little powerful. Maybe instead you could have 'Draw three cards. If they are all the same type, keep them, otherwise discard them.' MagiMaster 23:41, 25 March 2007 (BST)
Your idea sounds a bit better, but they should shuffle the deck after so people don't know what card the next 3 people are going to have. By The Way, I'm totally fine with you editing my cards, as long as you don't totally change what I'm doing with the card. Sorry about that. I don't usually make big contributions to things, so I'm glad you helped clarify on that. I changed it already, tell me if it needs more fine-tuning. BM 19:52, 25 March 2007 (PST)
- I'll rewrite that card to be a bit clearer. Let me know if I didn't get it right. MagiMaster 15:25, 26 March 2007 (BST)
Warp Whistle
I like the idea, but I think the text needs some clarification. I don't know how what's written should be played out. MagiMaster 23:43, 25 March 2007 (BST)
Sorry about that. I don't usually make big contributions to things, so I'm glad you helped clarify on that. I changed it already, tell me if it needs more fine-tuning. BM 19:43, 25 March 2007 (PST)
- The Location cards in the stack are the ones that have already been played. The other Location cards are in the draw pile. Do you mean 'Take the top three cards in the Location stack, discard two and put one back in play' or 'Draw three Location cards, discard two and put one into play'? MagiMaster 15:25, 26 March 2007 (BST)
I meant 3 location cards from the stack. I probably wasn't reading the rules clear enough, sorry. BM 7:41, 26 March 2007 (PST)
- Alright. Just one more question. Why lay the stack out face-down? You can see all the cards in the stack at any time. (It's not like the draw pile.) If you follow the card text exactly, then what happens to all the other cards? Your original text read more like 'Destroy two of the top three Locations'. Sorry for all the questions, but it's hard to understand some stuff like this when it's just text. MagiMaster 16:06, 26 March 2007 (BST)
Bowser's Overkill
What happens if you have exactly 5 enemies? MagiMaster 15:39, 26 March 2007 (BST) I'll go fix to 5 and over enemies. It was late, I missed some things. BM 7:43, 26 March 2007 (PST)
Cards by CashCrazed
You Forgot the Princess!
I don't mind a card that can take the game back a level, but it'll likely be a very long time between level ups, and this card might prevent the game from progressing at all. Can you think of any way of limiting how often it can be played, such as only during the first few rounds after a level up (or something)? MagiMaster 15:39, 26 March 2007 (BST)
Glitch
I like the card, but can you think of a name that better fits the theme? MagiMaster 15:39, 26 March 2007 (BST)
Bonus Round
Same question as for Glitch. Maybe it could be called 'Special Road'? That was a location in Super Mario World (at least AFAIR). MagiMaster 15:39, 26 March 2007 (BST)