Search Results
6/29/2025, 3:03:58 AM
>>95973424
Thank you!
>>95973217
>>95970361
I took a glance at Dreamblade, but I'll give a brief rundown on what the game is meant to be like.
Several months ago, I remember sharing the game idea on here. Essentially, it's kinda like Marvel Snap in that you have three locations you're trying to win over before the turn counter counts down to Zero. So there is no life points or anything like that, your goal is to get as many points as you can to win 2/3 Locations, while reducing the number of points on your opponent's side.
I remember this idea also being laughed at a little on here, before other people pointed out the system actually predates Marvel Snap as well, and that THAT game copied this other game, I forget the name of the game, and that the system in general is pretty good.
And I have to agree, the way tempo builds to this really climactic final turn keeps things exciting, and keep you on the edge all the way to the end.
Now, where this differs from Marvel Snap, the shared turn is obviously gone. Earlier versions of the game had some sort of take on that, but I ended up scrapping it for the DM-like standard 3 Phase turn structure, and made sure that the Final Phase, the combat phase is highly interactive. Which was my main goal with the game actually. I wanted a game where Decision-making, strategy, and skill expression heavily outweighed luck in the outcome. So as a result, combat is the most dynamic and interactive part of the game, by a long shot.
Essentially, the game is taking influence from other TCG as well, including Pokemon, MtG's combat, and Naruto CCG in some ways.
Like Pokemon, you can put as many basic grade "Units" (they're called Vessels now), in the board as you want. And the the "Supporter/Event" card (now called Memories) is a hard ONLY ONCE PER turn. Additionally, like Pokemon, AND Battle Spirits, like you see here >>95968810 you have to charge your Vessels in order unlock their Abilities, which includes attacks.
Thank you!
>>95973217
>>95970361
I took a glance at Dreamblade, but I'll give a brief rundown on what the game is meant to be like.
Several months ago, I remember sharing the game idea on here. Essentially, it's kinda like Marvel Snap in that you have three locations you're trying to win over before the turn counter counts down to Zero. So there is no life points or anything like that, your goal is to get as many points as you can to win 2/3 Locations, while reducing the number of points on your opponent's side.
I remember this idea also being laughed at a little on here, before other people pointed out the system actually predates Marvel Snap as well, and that THAT game copied this other game, I forget the name of the game, and that the system in general is pretty good.
And I have to agree, the way tempo builds to this really climactic final turn keeps things exciting, and keep you on the edge all the way to the end.
Now, where this differs from Marvel Snap, the shared turn is obviously gone. Earlier versions of the game had some sort of take on that, but I ended up scrapping it for the DM-like standard 3 Phase turn structure, and made sure that the Final Phase, the combat phase is highly interactive. Which was my main goal with the game actually. I wanted a game where Decision-making, strategy, and skill expression heavily outweighed luck in the outcome. So as a result, combat is the most dynamic and interactive part of the game, by a long shot.
Essentially, the game is taking influence from other TCG as well, including Pokemon, MtG's combat, and Naruto CCG in some ways.
Like Pokemon, you can put as many basic grade "Units" (they're called Vessels now), in the board as you want. And the the "Supporter/Event" card (now called Memories) is a hard ONLY ONCE PER turn. Additionally, like Pokemon, AND Battle Spirits, like you see here >>95968810 you have to charge your Vessels in order unlock their Abilities, which includes attacks.
Page 1