Search results for "18edef323d5d78d39d0fb399db9244a0" in md5 (6)

/biz/ - /GME/ - Payon Edition
Anonymous No.60887198
>>60887173
and what did I say?
/tg/ - Thread 96367444
Anonymous No.96374679
Entities:

Entities are the primary damage dealer in the game. In MTG terms, they have Haste, Trample, and Vigilance by default.

Entities are vulnerable to other Entities because the other Entity only need to have 1 stat higher to remove it through combat.

Entity's effects are usually tap effects. Tap in Frenopolis means "reduce stat by 1" (it also has a 90 degree rotation, but it can be repeated 4 times before returning to its original position because the cards have 4 stat). This means that to use an Entity effect, you have to make it weaker, and it makes it especially vulnerable to other Entities which all have a base stat of 4. In this way Entity effects are expensive and high risk.

The combat operation for Entity vs Entity is:
Reduce each Entity's Will from the other until the end of the combat phase, and subtract any difference from the player who controls the lower stat card.

Entities also have a more difficult time against Structures. The combat equation for Entity (Will) vs Structure (Equilibrium) is:
(Will - Equilibrium) +1

Because all the basic card types have 4 stat, this means it would take an Entity (with 4 stat) 3 turns to get through a single Structure (with 4 stat).

Example:
On the first attack the Entity would do 1 damage: (4 Will - 4 Equilibrium) + 1 = 1 damage, resulting in a 3 stat Structure.
On the second attack the Entity would do 2 damage (4 Will - 3 Equilibrium) + 1 = 2 damage, resulting in a 1 stat Structure.
On the third attack the Entity would do 4 damage (4 Will - 1 Equilibrium) + 1 = 4 damage,
resulting in a -3 stat Structure. Cards are removed when they reach 0 stat.

Entities cannot attack other player's Entities if they control any Structures. The Structures must be removed first.

Entities cannot conduct combat against Memes.

You choose the targets for all attacks, like yugioh.
/tg/ - Frenopolis
Anonymous No.96129866
-color pie is strictly defined on an effect/board level

-the internal balancing is transparent and predictable

-power creep cannot exist due to the formulaic assignment of costs. Old cards will always be useful

-every card is useful in multiple contexts

-can be arbitrarily expanded

-the game contains a vastly simplified miniature version of itself by just isolating the fren card type

-the entire balance (cost to effect correspondence) across all cards can be changed and controlled from a single table

-low (exoteric) and high (esoteric) level gameplay available via the same cards/rules due to the strictness of the color pie and effect distribution

-complexity of interactions are produced from a relatively small number of predefined effects mixed together

-effects, terminology, and symbols are generalized across all cards/effects

-knowledge from mtg, yugioh, and other tcgs/tabletop has a high transfer rate. shares most in common with early magic and yugioh

-small number of special cases – special cases are are just applications of general rules in uncommon contexts

-basic rules fit on a playmat

-advanced rules fit on 1 side of 1 page

-no financial motive in game design (chase cards, randomization, pandering, unbalanced rare cards, etc)

-skill > cards

-can be played by 2+ players using the same rules

-deck optimization is streamlined due to transparency of internal balancing and construction of the game database

-development is open to the community

-the physical game is literally free
/biz/ - /GME/ - 34 Years of the Blue Blur Edition
Anonymous No.60542109
If I had a share for every time GME crabbed at $23 i'd have exactly as many shares as I have.
/biz/ - Thread 60540146
Anonymous No.60540261
/biz/ - Thread 60536353
Anonymous No.60536353
BTC literally can't go under 100k without activating my slurp card