Talk:Mario RPG CCG set
General Discussion
So the idea with this deck is to put in all the detail left out of the Mario Bros. deck and to put it in a format more capable of dealing with it. A CCG should have much more card interaction than a normal deck though, so many of the cards will need major changes. Also, the victory condition is going to need some discussion. To keep the two decks separate, I think the victory condition should be different between the two. Since the other deck came first, I think it'd be best to decide on it's victory condition first, then work out a different one for this deck. MagiMaster 19:38, 23 April 2007 (BST)
Oh yeah. Since a CCG typically has much more complex rules and card interactions, the card text should be kept... well, I can't think of the right word, but you get the idea. (Right?) MagiMaster 19:53, 23 April 2007 (BST)
Deeper? More... Detailed? Whatever. Also, I think your old idea of having the X cards you have to have out to win. Maybe they would come after you beat a boss or something, and then you'd have to beat the most bosses to win, and then when they're all gone, either the person with the most Plot Items wins, or you'd have to defeat other people bosses, or a combination. Finally, would enemies be able to attack enemies, and Vice Versa with heroes? --BM 23:16, 23 April 2007 (BST)
- I don't know yet, but don't make too many cards before we work out the game system. For example, Super Hammer might not make sense as written if there is no Jump Check (which I figure there won't be).
I fixed Super Hammer and added a few new cards. Also, I think the Heroes should be called Partners, like all cards from Thoreau to Lakilester. And, on the subject of damage, I would suggest that damage is cumulative because
- A That's how some CCGs, not to mention all RPGs work.
- B I've never played M:TG, and wouldn't know if that system would work out all too well.
Finally, you never answered my question on enemies being able to attack enemies and the like. --BM 02:34, 24 April 2007 (BST)
- I don't mind cumulative damage, but just to point out, M:TG (aka Magic: the Gathering) is the largest, longest running CCG ever. If there's a lesson to be learned about CCGs, they've already learned it (well, nearly so). As far as Heroes goes, I meant for cards like Mario, Peach and Goombella to be heroes. As for enemy vs. enemy, I don't know yet. It depends on other descisions. Designing a game is a lot of work and shouldn't be rushed. MagiMaster 02:43, 24 April 2007 (BST)
Victory Condition
Right now, this is just a list of possible Victory Conditions. Once the list is made, we can narrow it down and vote for a final decision.
- Collect plot coupons
- Defeat the other players
- Beat up the players
- Beat up the enemies controlled by the other players
- Victory cards
- Each hero has a victory point, need several to win
- Each hero has a victory condition, need one to win
- Non-hero victory points
- Non-hero goal cards
- Plot coupon cards
- Single victory card
Possible Abbreviations
Since this deck has the potential for passing 100 cards, it'd be best to abbreviate common mechanics. It looks like the following three will certainly be needed.
- HP - This hasn't been defined yet
- DEF - This hasn't been defined yet
- ATK - Action: Deal target n damage.
Most likely, the first two will be abbreviated further as HP/DEF in the corner value. MagiMaster 02:39, 24 April 2007 (BST)
That's exactly what I was doing in my cards. Well, I named the ATK's, so it would be more like Action: Jump: Deal target n damage. Also wiki's use 3 apostrophes for bold and 2 for Italics --BM 02:46, 24 April 2007 (BST)
- Ack... Yeah, I know that. I just keep forgetting. Anyway, when I say ATK as an abbreviation, what I meant was:
This is still an example.
- IMO, attacks don't need to be named. It's flavor text, but it's in the middle of the card and I find it a bit distracting. The Pokemon CCG does it though, so it's not without precedent. MagiMaster 02:55, 24 April 2007 (BST)