I am seeking help playtesting frenopolis, a memetic game in the form of a tcg.
You can request a free playtesting portion of the physical game by following the instructions in the video description below. You cannot buy it from me, it is only being distributed for playtesting/review/feedback purposes.
I may send additional portions of the game to those who provide valuable feedback.
physical demo/request instructions:
https://youtube.com/shorts/j0Dhm_Vk_Q0
>>96069525 (OP)you don't need to provide any payment or even identifying information to request a playtesting set (unless you want to)
the game is comprised of 1080 unique cards, divided into 6 basic colors (red, orange, yellow, blue, indigo, violet), and 4 composite colors (green, white, black, and gray - these are distributed into the basic color packs). it's easy to pick up if you have tcg experience, especially yugioh or magic. the cards are regularly distributed (non-randomized) into packs of 15 cards, in 12 sets of 6 packs - each set has exactly 90 unique cards. a set (playtesting portion) is enough for 2 fully playable (but sub-optimal) decks.
the general theme of the basic colors are:
red - /biz/
orange - alchemy
yellow - christo
blue - /g/
indigo - /x/
violet - opposition
black - colorless
white - avatars
gray - stories
green โ frens
>>96069525 (OP)>frenopolis, a memetic game This sounds nightmarishly cringe, faggoty, and lame. I hope you nothing but suffering and agony. May God have mercy on your wretched soul.
frenopolis media:
frennercial 1
https://youtu.be/oPoBUoagO_k
frennercial 2
https://youtu.be/kY8SItl-Utg
frennercial 3
https://youtu.be/Onxtw8PRGGQ
>>96069525 (OP)You're 10 years late, plebbitor.
>>96069525 (OP)This really kind of just looks like you threw a bunch of 4chan know your meme pages into a screenshot into one of those "please like me" 3x3s
>>96070098yeah i would image you would be able to find a lot of them on know your meme
https://www.youtube.com/watch?v=aPny43uQDvs
Bumping because this has sovl thoughbeit in a controversial sort of manner
It was also kind of ballsy of you to post Sharty memes here
>>96070880ty for the bump. i suppose it is a bit controversial. it pulls from a lot places that are siloed and so /tg/ is the only place it can really fit as on-topic since its a card game
>>96069540>the rulesHoly shit.
And I thought nuMtG was overloaded with unnecessary clutter.
>>96071307mtg's comprehensive rules are over 200 pages. this is under 20. it's over 90% less.
if you know how to play mtg, you can pick it up in 1 game. you can be good after 2-3 games. at least with the mtg players i play tested with.
>>96069525 (OP)I'm not giving views to your fucking jewtube channel.
>>96072520200 pages accrued over three decades.
You START with freaking seven game zones, more than three terms for playing a card, and esoteric shit like "tetrapolar influence".
>>96069525 (OP)>checks out youtube channel >just wojak shit and /pol/tardationAs expected.
>>96072520Anon, the fact you're comparing the comprehensive rules to your rules is a huge red flag.
The comprehensive rules are a tournament guide for complex interactions between ALL the printed cards over decades of Magic. The basics of MTG can be listed on a quad-fold pamplet that they have stuffed into deck boxes.
>>96074825>>96072774the rulebook posted contains exhaustive definitions and all complex interactions, yet it is about the same length as the intro/basic rulebook for mtg.
the basics could be summed up in about 1 page. any mtg player knows that the little fold outs provided by mtg (or yugioh for that matter) in deck boxes are woefully inadequate for any kind of serious play, let alone development.
if there was a genuine interest, a person could ask for a simplified version. I'm providing the comprehensive reference manual up front because I am soliciting real feedback in an development environment where I may not be present to answer questions.
so far it has mostly just been desperate grasping for things to mald about in bad faith.
not a single constructive question has been asked.
>>96069525 (OP)>>96069540this is the faggiest shit i've seen all year
>>96069525 (OP)This is the gayest thing I've seen in /tg/ in a while and DNDiddlers, warhammerfaggots and MTGmoors are constantly shitting up the board with their rectum smegma
>>96076404Anon. In the politest words possible: This is in no state for constructive criticism; my initial impressions and takeaways are-- and you can quote me exactly on this: What the fuck is this shit?
You have a large number of zones with ambiguous and unintuitive names, example cards with a large number of symbolic effects and statistics with neither reminder text nor clear keywording. I cannot with certainty even say how many different card types there are because my eyes glaze over each time I try and read through the clusterfuck of color-type tables.
You want people to playtest your game, post playtest rules. I have no idea what the fuck you want us to do with these. I can't even find how players are supposed to win.
>>96076689i'll make a condensed starter guide.
> I can't even find how players are supposed to winyou're right, it's buried under the avatar definition. you loose when the other player's avatar's time is reduced to zero. i will make this more clear.
an avatar is similar to an mtg commander or a one piece leader, and time = life/life points. max time varies by avatar.
as far as the large number of zones, it's similar to a more organized mtg board, where different card types are played in their own row instead of wherever.
>>96076689>You have a large number of zones with ambiguous and unintuitive names, example cards with a large number of symbolic effectsif you have mtg experience:
triangle = tap effect
circle = non-tap effect
lighting = instant
this much just has to be memorized, even mtg doesn't provide reminder text for the tap symbol. the sideways triangle is pretty similar to it anyway.
>and statistics ?
with neither reminder text nor >clear keywording
there are no keyword effects.
>I cannot with certainty even say how many different card types there are because my eyes glaze over each time I try and read through the clusterfuck of color-type tables.if you have mtg experience, it can try to translate in those terms:
entity (creature) - triangle stat
structure (similar to former mtg wall) - cube stat
meme (sorcery/instant) - biohazard stat
energy (mana) - upside down card
avatar (commander) - white card w/ 8 spoked wheel
these are not exact equivalencies, but enough to make it intelligible.
>>96069525 (OP)there seems to be alot going on in this game desu. (card types, multiple fields, elements). also, the cards should say what they do instead of using the stupid symbols. the symbols i would say are my least favorite part of the game. also, cut out the effect parsing syntax, it sucks
>t. played magic from 2014-2022
it's easier to learn if it can explained in the context of whatever tcg the player already knows. the mtg players i playtested with irl were able to pick it up very quickly. it also shares a lot in common with yugioh.
i imagine it would be very daunting and annoying to try to learn directly from informal technical definitions which were meant to be used to resolve complex interactions (there's a lot of sneaky technical stuff you can with effect resolutions, similar to yugioh and magic)
i will upload a play demo soon
>>96076817>cut out the effect parsing syntaxboth magic and yugioh use it, it is needed for clear thread/stack/chain resolutions. my implementation is more similar to yugioh's, and i think it is very succinct and versatile. changing it would require a significant addition of redundant text.
the average word count on the cards is about 20 and I want to keep it as low as possible.
i would be more willing to entertain suggestions for massive modifications from those who have physically played the game
>>96076689He doesnโt want people to playtest his game, just like most wojak posters he just want to spam his slop on here because people called him out for being cringe. This isnโt going to go anywhere, he will drop it in a few months and move on to something else. This is all just to get a rise out of people an โโโtrollโโโ. Thatโs the attitude all wojak posters have.
this is really good card because it can transmute any existing card type into any other type. for example an entity (similar to mtg creature) into a structure (similar to former mtg wall) or vice versa.
the reason this is such a power effect is because when a card changes types, it reprojected (similar to cast in mtg), so that goes back on the thread (stack) and resolves (enters) again.
this resets any stat reductions, and once per turn effect limitations because it is a new card. you can effectively double the effect output and heal it.
this can be used to move a card outside of the opponents effect reach, or move a card into your effect reach.
these green cards, "frens", are projected (similar to mtg cast) by combining cards you already control (similar to yugioh's sacrifice mechanic), merging their stats and effects into a single card.
they have what is effectively summoning sickness ("autism") when you do this because the resulting card is generally very powerful. otherwise there is no general summoning sickness.
>>96078036here is a step by step board state/thread(stack/chain) resolution of the projection (casting/summoning) of a fren
>>96078100"fren towards enemy" has a [red] stat "frenliness" of 3, meaning that you need to combine exactly 3 manifest cards you already control.
because the puzzle piece is red, it means that the fren must be projected into the entity zone as an entity.
you know it is a fren because it has a green border and a puzzle piece for its stat.
>>96078100like magic or yugioh, this process is highly streamlined, and you don't actually need to go through each step tediously/explicitly.
every step of the process is elaborated to show all the interaction points.
the execution of this process in real world gameplay takes a couple seconds, the same as casting a creature or monster in yugioh.
the length of this process can be extended if the other player(s) interacts during any point during the priority passing process, exactly the same in yugioh or magic.
the process of "frenning" is similar to a simplified and generalized yugioh's xyz summon
>>96072774>and esoteric shit like "tetrapolar influence".>tetrapolar influenceโinfluenceโ is just the game terminology for โeffectโ
everything in the game is categorized by the elements: fire, air, water, earth โ these are the โpolesโ. So โtetrapolarโ means tetra (4) elements.
Frens are tetrapolar, meaning their effects act on all 4 poles. This is why on all the fren's effects target โcardsโ (any card) instead of specifying specific card types, such as entity or structure.
entity = fire
structure = earth
meme = air
energy = water
you don't need to know anything about these elemental assignments to play the game. This information is provided because it is the underlying structure of the game. You can simply follow the written text on the cards.
If you do know them, it allows you infer certain information about the board state and possibilities in an abbreviated manner.
For example, if the first card your opponent plays is a blue card, you know that it is comprised of the earth and air elements, meaning their effects will ONLY be able to target things subject to those elements, in this case:
earth = structures : archive (mtg/yugioh โgraveyardโ)
air = memes/stories : void (mtg/yugioh โremoved from playโ)
so knowing that, you'd want to play a card that earth or air can't target, an entity (fire). Blue card effects are entirely blind to entities (fire). You'd also know that they have no way of protecting their hand (fire), entities (fire), energies (water), or soul (water). You'd also know that they are operating out of the archive and void, and so you'd want to move cards from those zones to the hand (fire) or soul (water), where they can't get (target) them.
There is more that can be inferred (that i didn't mention) from knowing the elemental assignments, but again, it's not necessary knowledge required to play. you could probably brute force it by just being familiar with the card effects.
>>96078111>>96078970This card, grug, is a good example of this when compared to โFren Towards Enemyโ:
they both have transmuting effects, but Grug, a [red] card, is comprised of the fire and earth elements, so his transmuting effects are limited to entities (fire) or structures (earth).
While Fren Towards Enemy is a fren (tetrapolar), so its transmuting effect can target any manifest card (fire, air, water, earth).
Grug is really good card because it can target itself at both transmutation types: ie it can infinitely loop itself through the two types. If Grug had another effect, he would be able to use it infinitely by constantly reprojecting (mtg โphasingโ) himself via transmutation. But because he doesn't the possibilities are limited.
It is possible to add effects to Grug through Frenning (combining stats and effects into a single card). However, frenned cards have autism (mtg โsummoning sicknessโ) upon projection, so this would stop the infinite loop, but enable repeated usage of โonce while manifestโ effects, which are generally energy removal (mtg land destruction)
the upside down text you see on Grug is an Energy (mtg land/manna) effect. There are no dedicated energy (land) cards. Any card can be an energy (land) by playing it upside down into the energy zone (once per turn) from your hand. This is more similar to the Duel Masters mechanics.
>>96076404>real feedbackLess is more.
>>96079003in this post i referred to the wrong fren card: "Fren Towards Enemy". (from this post
>>96078111)
I was referring to a Fren with a transmuting effect, comparing it to Grug. The Fren I meant to refer to was "Magic Carpet", here:
>>96078036Magic Carpet, like Grug, is able to target itself for the transmutation, however because Magic Carpet is a Fren, it has Autism (mtg summoning sickness), so it can't be used for infinite loops, although it is more versatile.
Frennning allows you to create cards with very high stats and powerful synergistic effects not otherwise available, but it comes with the cost of investing all its constituent cards into one place (zone/type), meaning if it is removed, you loose everything you invested into it. it is the risk/reward trade off of the Fren mechanic.
almost all card have a base stat of 4, which is its combined effect power (number of uses), health (mtg toughness), and attack
the color pie in frenopolis is STRICTLY defined - there are no exceptions.
if you have mtg experience, the approach to the Ravnica set is similar, except of 5 base colors (like mtg) producing 10 pairs, there are 4 elements (these aren't colors, but an abstraction level below), and these combine to create the 6 colors. you can think of the primary pie colors in frenopolis as the guilds in ravnica. so it is a similar but different approach, built in at the base level of the game.
>>96079075here is a quick reference collage which contains all of the information necessary for basic play. the comprehensive rulebook can be referred to for advanced interactions.
>>96085044it misses some details but i'll improve it. it is enough to not be overwhelmed by information ard foreign terms.
the reason for the effect symbols and parsing syntax is to abstract thread/stack/chain mechanics from written effects. it saves a lot of text and allows for very precise definition of influences (effects) thread (stack chain) interactions. each of these symbols has a weight which is used to calculate a card's total power value, which is used to determine its exact cost. all cards energy (manna) costs are the result of a fixed equation. the card numbers are assigned based on the number produced from the equation.
>>96085096for example, you will never see a card which removes a manifest card from the board that costs less than 2 of the same color.
it was a way to insulate from power creep.
the effects cards have are also non-random or arbitrary. they are pulled from a pool of board (elemental) categorizations, sort of like abstracted chess piece movements. the distribution of these effects onto cards is also non-random and fixed according to a rule(s).
this, in part, is what allows the elemental assignments to be such powerful shortcut in understanding the board state/possibilities with no other information.
>>96085111for example, the cheapest manifest card removal will cost a minimum of 2 (if the card has no other effects). because this card has a color, you know it reach will only be elements, or two types, such as
Entities (fire) or Structures (earth)
in the case of [red] card (fire and earth).
so as player, you can go mono-color, and accumulate power in a particular elemental scope quickly, or you can go multi-color, and accumulate reach (at the expense of power). this trade off is limited by the fact you can only play 1 energy per turn.
so on turn 4, you could play the strongest red card costing 4 red, by playing 1 red energy each turn. but you would be completely limited to the fire and earth element. you would be very vulnerable to the other elements ( water and air), but have great control over the fire and earth element (entities, structures, avatar, archive, and hand).
or by turn 4, you could have played 2 red energies and 2 indigo energies, and you would have moderate control over all 4 elements. you would theoretically have the ability to remove any manifest card (because it costs 2), but you wouldn't have the ability to do energy removal or energy transmutation, which are more expensive effects.
for example, the cheapest manifest card removal will cost a minimum of 2 (if the card has no other effects). because this card has a color, you know it reach will only be 2 elements, or two types, such as
Entities (fire) or Structures (earth)
in the case of a [red] card (fire and earth).
so as player, you can go mono-color, and accumulate power in a particular elemental scope quickly, or you can go multi-color, and accumulate reach (at the expense of power). this trade off is limited by the fact you can only play 1 energy per turn.
so on turn 4, you could play the strongest red card costing 4 red, by playing 1 red energy each turn. but you would be completely limited to the fire and earth element. you would be very vulnerable to the other elements (water and air), but have great control over the fire and earth elements(entities, structures, avatar, archive, and hand).
or by turn 4, you could have played 2 red energies and 2 indigo energies, and you would have moderate control over all 4 elements. you would theoretically have the ability to remove any manifest card (because it costs 2), but you wouldn't have the ability to do energy removal or energy transmutation, which are more expensive effects.
there are lots of clever ways to mitigate these trade offs, but they involve risks.
>>96078036Why isn't autism permanent? You should come up with a better name.
>>96086057if you have mtg experience, this question is the equivalent to asking:
"why isn't summoning sickness permanent?"
the answer is that the card would never be usable.
the reason it is temporary is to give the other player a chance to respond to what is a powerful card/play
austism (mtg summoning sickness) does not apply to normally played cards (more like yugioh) because their impact is much more limited compared to the high stat highly synergistic composite cards (created through frenning)
>>96069525 (OP)This is the hardcore schizokino i'm here for.
My first impression is that you should make a virtual client for it. Firstly, because the rules, while cool, are too demanding for a meme game; secondly, because finding someone to play this with irl would be hellish. You're target audience is 4chan.
If you don't want to make it a video card game, then you will need to dumb down the rules. Even if they aren't that bad, they seem bad, and again, you're target audience is 4chan. If you're unwilling to dumb down the rules, having a set of starter decks and a set of n00b frenly rules is a must (like how Dune does it).
I'll try it out at some point, and read the rules more thoroughly when i'm less tired.
>>96092519>set of starter decks and a set of n00b frenly rulessee
>>96085044 for abbreviated rules.
the starter sets offered in OP are exactly that. you can literally take any 40 cards from it and it will be a functioning deck.
still working on more optimized mtg/yugioh tier intro rules. but that will share the same issues as mtg and yugioh's intro rules, in that it doesn't explain any complex interactions or advanced gameplay. mtg's intro rules only explain the most basic elements of gameplay and ignore the rest, which maybe I will do, only explaining the combat system. the long rulebook initially provided is more comparable to mtg comprehensive rulebook, which is definitely a nightmare to read and even worse to learn the game from.
you can actually isolate all the "fren" cards to create a separate vastly simplified version of the game just with those cards (because there's only 1 color and all the effects are generalized to "any card"). this version is even more simple than early magic and yugioh, and easily translates into the full game.
I will release a play through video where every action and the reason for it explained as we go.
if you have mtg experience, think of it as mtg with separate rows for creatures, sorceries, and artifacts. this is an over simplification, but from that point it is much easier to explain. it has similar mechanics from several games and also original mechanics. mtg or yugioh is the easiest departure point for understanding though. it is more similar to early magic or goat yugioh.
if you are familliar with modern yugioh, you know about "hand traps". hand traps are cards you can discard or reveal from your hand to use an effect.
here is an example of a hand trap implementation. "Mooninites"
you just banish (exile) it from your hand (on any player's turn), and you can nullify (remove all effects, brick it) any card in play. these hand traps function similarly to ash blossom or infinite impermanence and are just as useful.
>>96092893>>96092907imo, the frenopolis implementation is much more succinct
>>96069525 (OP)This is more retarded than Harem Knights and the Unified Setting for /tg/ combined.
>>96092868>you can actually isolate all the "fren" cards to create a separate vastly simplified version of the game just with those cards (because there's only 1 color and all the effects are generalized to "any card"). this version is even more simple than early magic and yugioh, and easily translates into the full game.This is great! What i meant by basic rules. Just getting people to play something is hard enough, and getting people to play something new is even harder, but once you get them playing it's not so hard to keep them playing. I don't know when i'll be able to try it out, but when i do i'll make a thread about it.
>>96092893>Banish this card from your Hand:= exile (mtg) this card from your hand
":" = and bypass the stack (mtg) - resolve immediately
>Identify a Manifest or Projected Entity, Energy, or Avatar:= target (mtg) a creature (mtg), land (mtg), or commander (mtg) [in play or on the stack]
":" = and bypass the stack (mtg) - resolve immediately
>Nullify it:= remove all of its effects
these translations are not exact but very close.
>>96092893>>96092907>>96092916here is another hand trap. it's really good.
(translating to mtg terms)
>Banish this card from you Hand:= exile this card from your hand on any player's turn
":" = and bypass the stack - resolve immediately
>Identify a Manifest or Projected Entity with Intensity (X):= target a creature in play or on the stack with converted manna cost X
":" = and bypass the stack - resolve immediately
>Change its Will by X until the end of the turn:= increase or decrease its power by X until the end of the turn
":" = and bypass the stack - resolve immediately
>You may Nullify it, or Invoke it until the end of the turn:= You can either (permanently) remove all of its effects, or use one of its effects
":" = and bypass the stack - resolve immediately
it's a very strong offensive and defensive card that can't be countered because it entirely bypasses the stack
here's another very good card: "Information"
(to mtg terms)
once per any player's turn:
> Identify a Hand:
= target a player's hand:
":" = and bypass the stack - resolve immediately
>Reveal an Entity from it.
= Look at their hand, and make a Creature in that hand public game knowledge (if they have one)
"." Resolve FILO (normal stack)
>You may Transmute it.
= permanently convert it into a land
(you can do this because there are no dedicated land cards, every card is potentially a land)
"." resolve this FILO (normal stack)
this is a very good card because it only costs 1 (it can be played on turn 1), it's a wall, it gives you hand knowledge even if they don't have a creature, and you can force them to play creatures as energies, narrowing their options.
cards can always be transmuted back to their original type, and also revealed cards can be the target of other effects.
>>96092868>will release a play through video where every action and the reason for it explained as we go.You've played before? How did it go? If you can, make that video postable here so people have no excuse to avoid it.
>>96093052the conversion (transmutation) of the creature occurs while its in the player's hand. it doesn't go to the board, they don't get a free land on the board. they just get one of their creatures turned into public game knowledge ("revealed" state), and you can convert it into a land/energy while its in their hand.
usually the best response when this happens to you is to just play the converted (transmuted) card as an energy immediately and then dump the rest of you entities asap.
>>96093057yes, i'm releasing it here because i'm done with private playtesting (with myself and mtg players). I need fresh eyes. the game has changed a lot through playtesting.
the mtg players were able to pick it up in 1 game when explained in person in mtg terms, and be good in 2-3 games. though certain mtg habits were hard to break, like playing a land (energy) every turn if able.
>>96079003>>96093052here's a powerful combo with "Information" and "Grug".
(mtg terms)
you can use Information's effect to convert a creature to a land in a player's hand.
then you can use Grug's effect to transmute Information into a creature, and use its effect again. (the once per turn limitation is bypassed because information entered the battlefield again [a new card])
then you can use Grug's effect again to transmute the creature-Information back into a structure, and use its effect a third time.
so you could potentially take out 3 creature cards from a player's hand on 1 turn, forcing them to play them as energies.
>>96093178when a card is transmuted into an energy, it is turned upside, whether in the hand or on the field.
so say for example, the other player used Information's effect on you, and you had Grug (creature/entity) in your hand, and they transmuted it into a land.
Then, during your turn, you could play the now converted Grug as an energy, and gain access to his Energy effect. these are written upside down because they only become available when the card is played as an energy/land.
Grug's energy effect basically allows you swap an entity(creature) or structure(artifact/wall) in your hand with an entity (creature) or structure (artifact/wall) in the archive (discard)
>>96093210you could also just plainly play grug as an energy from your hand during your turn. you wouldn't need any special effect to convert it to an energy/land, since any card can be played as an energy/land.
i'm just saying you'd be able to recover some reach from being Information'd
>>96092893"floodgates" are another type of card well known in yugioh. the concept is translated to frenopolis as well.
here's an example of a classic goat yugioh floodgate
>>96094008this card "King Longnose" is one of the best floodgates in frenopolis.
(rough mtg translation)
>Structures and Memes cannot Influence.=Neither player can use the effects of artifacts/sorceries.
Can you show pics of your already printed physical materials? Also explain the process you did to make those packages and the costs if you could please
>>96069525 (OP)What a fascinating trainwreck of a thread. I am in awe. I can't believe you put this much effort into something so stupid.
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>>96098350the costs are a little complex because it involved a lot of custom specs. the production is broken up into complete 1080 card sets (with dice and life counters (like mtg)), and also the starter packs (offered in the OP).
the playtesting packs are just 90 card sections of the complete set (mono color). so all 12 of the different playtesting packs = 1 complete 1080 card set (the packs are not randomized). the 90 cards in a playtesting kit contain 5 15 card packs, as shown in picrel. they are printed on 330gsm black core using a heidelberg offset press. desu some room for improvement on the production, mostly color matching, cutting, and packaging.
but on average, with all the packaging (packs, box sets, extra costs, life counters, shipping, taxes etc) it was about 4 cents/card.
in picrel, the opened set you see contained 6 packs, exactly 90 predetermined unique cards. in this case, it is 1/2 of the purple color (along with 1/12th of the non-primary colors (black, white, green, grey)
OP, I respect the effort you put into all of this. That said, it's such an autistic waste of effort that I wish eternal rectal cancer upon you.
here is a table of all the effect weightings. from this table the entire balance of the game is controlled. mostly derived from playtesting. generally, effects that cause more recursion are more expensive.
these value are used to determine the energy (mana) cost of a card.
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>>96101837the columns (1-9) are fibbonaci indices. the purpose of this is so that if you take a medium power effect and combine it with a low power effect, it barely moves the total power of the card (when you add up the total effect power value of the card).
>>96085044the general effect types, such a Quick (spell speed 2), or instant (bypass stack/chain), each increment the fibbonaci index of the card's total effect power .
so for example, the circled effect, "remove all manifest" (of a specific type, like black hole (yugioh)/ wrath of god (mtg)), has a base index of 6, meaning the minimum it will cost is 2 of the same color ( a turn 2 card).
however, if you make that same effect Quick (spell speed 2), the index is incremented by 1, and it moves to 1 color 2 any (3 total cost), a turn 3 card.
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>>96101851the same is true with the general effect types. the base effect power is for tap effects. but if you take the same effect, and make once per either player's turn (no tap), it would increase the fibbonaci index by 3, which can move a very weak effect to a mid+ effect.
>>96101851>>96101856this is to standardize the cost-effect distribution across all cards, and eliminate of power creep
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the board vectors (effects) are serialized, weighted, and evenly distributed across each color.
there are 132 cards for each primary color (44*3)
44 entities
44 memes
44 structures
and the possible board vectors for each color are evenly distributed across each of the 44. so you will have 3 occurrences of every effect in every color, and 1 on each sub type of a color
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>>96101879this is all organized into a database. it makes advanced deck building very easy
>>96101879for example, here are all of the possible violet board vectors (effects). these are distributed (mixed and matched) among each of the 44 violet entities, structures, and memes.
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>>96101886https://www.youtube.com/watch?v=ZT8M4GWK9cY
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>>96101920i call the effects "vectors" because they are just movements within the elemental categories which comprise the board. like chess piece movements on a board with 4 colors.
>>96098350physical demo/physical play testing kit request instructions (see video description):
https://youtube.com/shorts/j0Dhm_Vk_Q0
This is the worst thing I've ever seen.
https://youtu.be/XtEseA8PqKY
>>96102044It's the Time Cube of TCGs
Will we finally have a new meme that isn't 15 years old
"Avatars" are sort of like commanders in mtg, but you don't ever cast them into play, and also they set your life for the game (it can vary by avatar). sometimes they give unique win conditions.
instead of casting your commander like in magic, you instead spend energy (mana) to put energy on them. you can then use this energy to use their effects.
avatars can only be energized by 3 of the 6 main colors, so they only fit with certain deck color compositions.
they generally have a generic card draw effect, which basically allows you to never waste mana,
this avatar, "Yakub" is pretty good. he can transmute energies (mtg lands) into entities.
the reason this is such a powerful ability is that because there are no dedicated energy (land) cards, you can just play your best card as an energy, then transmute it from the energy (land) zone, into the entity (creature) zone, even if it's a structure or meme.
another reason why this is power is that you could play without any explicit entities (creatures) in your deck, and instead just rely on transmuting non-entities from the energy zone, or frenning together non-entities into the entity zone, as an entity.
this a way to cover a deficit in the fire element during deck construction
>>96102400frenopolis frennercial 2:
https://youtu.be/kY8SItl-Utg
frennercial 2:
https://youtu.be/kY8SItl-Utg
>>96069525 (OP)Why is this a video on your youtube channel and why do you sound like a 45 year old man with a smoking problem?
>>96102611it was uploaded (before the person who originally uploaded it took it down) to show the inversion of the esoteric jewish view of christian eschatology. it's almost a 1:1 exact inversion, not that you care.
>>96102666>schizo post ironic shit on youtube channel>makes a game about memes that have been dead for a decadeYeup, thatโs a tourist newfag alright.
"Frenning" is a core mechanic of frenopolis.
it can be done in 3 ways:
- a written card effect can fren cards together
- you can project (cast/summon) a card of identical type onto itself, frenning them (sort of like yugioh XYZ)
- the "Fren" (green border) card type can only be projected (cast/summoned) by frenning any manifest cards you control together.
this mechanic allows you to play card vertically, stacking their stats and effects into a single card. the trade off is that you loose all the card if they are removed (also they have autism/summoning sickness).
you can also fren cards to your avatar. only colors composed of the fire element can do this(3 of 6 colors), and it is a good way to deposit effects where they are difficult to reach.
you can do the same with energies, which are the most expensive card type to remove
>>96094014>>96102734here is another floodgate card, "Hypnotoad".
it blocks frenning (just for the other player(s)), and completely stops the other player's entity combat, sort of like swords of revealing light in goat yugioh
>>96102734here is a fren that can fren cards
>>96102709>IMGI think it's pretty kino.
>>96102666Ironic get.
>>96102400posting some cool avatars:
"The Lamb" is one of the few avatars with a unique Time (life/life points). most avatars have 40.
the reason most avatars have 40 life is because the average card stat is 4. in mtg the average card stat is around 2, and the starting life is 20, so i just extrapolated.
The Lamb:
>Once per game, when your Time (life) is reduced below 1 - Set it to 22: If your influence fulfills this condition - (You) win the game:this basically says that if you drop below 1, you get reset to 22, which sort of means a base life of 33+22= 55.
additionally, you land the killing blow on yourself using card effects before this effect triggers, you win the game.
>Identify an Avatar: Nullify the next Time change to it.this means you can block the next increase or decrease of time/life to any avatar. this is especially useful for stalling for the first effect, or when you are playing teams or more than 2 players.
all the card effects are written to work with 2+ players.
>Collect a card from a Soul.all avatars have a card draw effect, but there is a subtle difference with this once, it doesn't have to be your soul (deck), it's any deck. Nor does it have to be the top card, or revealed.
"Apu" is the only card in the game that allows the projection (casting/summoning) of Frens and skipping their frenning requirement. (Frens can only be projected (cast/summoned) by combining cards you already control, like yugioh XYZ summon).
Apu also has the effect of giving all of your manifest cards the tap (tap = -1 stat) effect of reducing the energy (mana) cost of the next card you project (cast/summon) by 1.
the choke point on this avatar is running out of cards quickly or getting forced into a defensive position where you can't spread out low cost cards.
The Lion is another interesting avatar.
when another player's time changes (increase or decreases), your time increases by the same amount. however you only start at 10 time/life.
also none of your cards or effects can be negated.
additionally, you 2 cards from any players soul (deck) for 3 energy (mana), instead of the normal 1 card from your soul (deck) for 2 energy (mana)
this is a very strong card in 2+ player. if you play against it you have to go very aggro or you will fall behind and loose.
>>96092999here's another really good hand trap.
>Reveal this card from your Hand:=make it public game knowledge.
>Choose one:>Identify an Entity Influence: Nullify it, or changes its Identification to Manifest Entity:= target a creature/monter effect on the stack/chain. negate/counter it or change its target to another creature/monster
>Identify a Meme Influence: Nullify it, or changes its Identification to Manifest Meme:= target a sorcery/spell effect on the stack/chain. negate/counter it or change its target to another sorcery/spell
since you are only revealing it from your hand, you can still play it as an entity (though it is expensive) or energy (though it is colorless) later if you want.
>>96103201>Apu also has the effect of giving all of your manifest cards the tap (tap = -1 stat) effect of reducing the energy (mana) cost of the next card you project (cast/summon) by 1.this probably needs to be changed to "until the end of the turn"
>>96103019for what processes?
>>96069525 (OP)>>96069540Long time /tg/ lurker here. Honestly not a terrible prototype/first draft for a board game. I've seen 3-4 similar iterations over the years of a "4chan board game", so while it's not an original concept this is a decent attempt.
I would recommend leaning either harder into the memes/references (make that the center of the game), or lean in the other direction (e.g. make everything referential but generic). If you wanted to go the "meme" route, I'd make every card some iconic meme, if not I'd recommend using AI, royalty free art, or your own ("programmer") art to make your own.
Currently I think the game feels caught thematically between iconic memes and generic/vague concepts. Mechanically, I appreciate your candor, but the system looks too complex currently: particularly the "zones". YGO has some similarly bullshit zones to try and learn, so I'd recommend both try to use more evocative names (of what the zone actually does, so a new player largely understands it from name alone) or cutting/merging zones/mechanics and only keeping the best/most streamlined.
>>96104967thanks for your feedback
see
>>96085044 for simplified rules.
you can think of the zones this way, if you have MMO experience
structures = tanks
entities = dps
memes = ranged
narrative = healer/support
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>>96104967>>96105189it's basically the same a magic board, except artifacts, creatures, and sorceries go in separate rows.
structures = artifacts
entities = structures
memes = sorcery/instants
energy = mana
>>96105324Maybe if you had the Matrix zones be columns instead of rows it would be less overwhelming? I bet it would also make the game physically easier to play, at least.
>>96105614the horizontal makes more sense imo because your other cards cannot be attacked while you have structures, they act sort of as tanks/walls, so it makes the most sense for them to be in front of your other cards. I would have made it the bottom row if it werent for this.
besides that, it's just monster/creature row and spell/trap row (and manna of course)
i think a playmat might actually be the best solution, something similar to
>>96085044 (one that people can print out).
i'll produce a more streamlined rulebook, but after looking into magics basic rulebook (36 pages), and yugioh's basic rulebook (32 pages), I was sort of amazed at how around 80% of the game is contained in this image
>>96085044, which is clearly readable on a single A4 printed sheet, with room to spare. I think I can get 95%+ of it in 2 pages if I exclude the very technical stuff like the elements, theory, and rare complex interactions.
but i do appreciate your feedback. simplification has been the resounding constructive feedback which is very possible to do.
>>96105951the other thing is that the way this was designed, the combat or implicit effect of cards (such as structures acting as walls) can be easily redefined without any changes to the printed cards.
>>96105978>>96105951the entities and memes could be merged into a single row (their elemental assignments would remain but that is an abstraction layer below view which does matter for gameplay). the only reason the structures are in front is because they are acting as tanks from attacks.
mtg players regularly mix cards in a single row which
can attack
can't be attacked
block attacks
>>96105951You don't attack the players, right? So, why does forward-backward make more sense than left-right? The cards are longer along x than y, and most tables are the other way. I could not fit your game on the desk i'm using now without turning the zones into columns.
>>96106253i will play test this. my first concern was that if you play more than 2 of the same type, you end up with the same spacing issue, but you could just double up the columns
>>96108173Jakifying the board to kill the last vestige of board culture.
>>96102400>>96103166>>96103201>>96103224Here's another Avatar, "Glowie".
this avatar is good for both basic and advanced gameplay due the simplicity and power of the effect.
>Your next Influence is Quick and Instant.= Your next effect cannot be responded to and resolves immediately.
>Identify a Manifest card: Nullify it:(Avatars are Nullified until your next turn).
= Target a card on the field: Permanently remove all of its effects (brick it)
":" = means this effect is resolves immediately.
This is a really good avatar because it is very disruptive to most strategies that the other player relies on (from the point of preconstructed card combo engines). It forces them almost exclusively into ad-hoc combos and the decentralization of the their board state/effect sources.
some weakness of this this avatar is:
1.) spreading your effects across the board so they are too expensive to nullify.
2.) accumulating effects into your avatar where it is also prohibitive expensive to nullify (because on the avatar it is only a temporary nullification).
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>>96111498also, the color-type of glowie is white, meaning that it can be energized by any color(s). it can be used in any deck color construction. it's 1 of 4 avatars that have this trait.
>>96111498Iโm gonna start posting rage comics in here.
here is a combo rulebook-playmat which should work for anyone with tcg or tabletop experience. everything important can be quickly referenced on the board itself.
this can be made of 6 A4 sheets taped together. i'll upload the pieces.
>>96112095this playmat and 1 other A4 sheet is probably enough for all the way up to advanced gameplay.
these playmat pieces go left to right top to bottom
>>96112209>>96112213>>96112220>>96112224>>96112228these have .25 inch margins removed, they are 8.25inch *10.75inch.
should be able to print them directly actual size on normal printer.
>>96112254Brother please remove the background to make it printer friendly
removed background rule-playmat full
removed background 8.25*10.75 (print actual size).
file number sequence left to right top to bottom
small improvements to the starter playmat-rulebook
>>96113613this playmat is enough for a person with tcg experience to start playing easily and have reminders for everything important.
picrel is a 1-page detailed reference for complex interactions and things not explicitly mentioned in the playmat.
between these 2, covers about 100%.
>>96113613besides having different elemental assignments, being in different columns, and having different combat mechanics, a primary difference between the three main card types (structures, entities, memes) are their effect types:
structures generally have:
non-tap (once per turn, no cost) effects
they output reliable effects
entities generally have:
tap effects (must reduce their stat by 1 to use the effect).
entities do the most damage, but to use their effects, you have to reduce their damage dealing ability.
because all cards have a base stat of 4, reducing a card's stat by 1 can make it very vulnerable/cheap to remove. this is one of the ways structures are the strongest defensively.
it takes a single entity 3 turns of attacks to remove a structure.
very powerful entities can be a kind of implicit defense.
meme generally have:
-once per any turn quick effects (meaning they can only be responded to by other quick effects)
-always can be played on any turn
this makes their effects very hard to counter, and they can be put into play by surprise.
-additionally, they can "snipe" any card type, ignoring the structure->entity->avatar order of attacking precedence.
as mentioned before, even making a card go -1 can be significant, because then it can picked off easily by an entity.
>>96113927there are exceptions though, for example this card.
these exceptions are factored into the equation which determines a card's energy cost/total power.
this is a meme, but the effect one per not your turn. it can projected on any player's turn because it's a meme. it's a very good cheap defensive control card.
>>96113952>but the effect one per not your turnbut the effect is non-tap once per not your turn
(vs the normal once tap per any player's turn which is the standard for memes)
remember "tap" has a similar meaning to mtg, but it's not exactly the same, it's generalized across most interactions. it means "reduce stat by 1". with normal (non composite) cards (with 4 stat), you can tap it (rotate 90 degrees) 4 times, and when it returns to its original position (0 stat), it's archived.
the reason "tap" seems to function the same with energies (mana) is because they are binary state cards, which is a technical difference but they function similarly.
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here is how the color pie works. colors (and their combinations) have different inherent weakness and synergies in the form of their elemental composition (effect reach).
you don't need to know this to play the game
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here is how the color pie works. colors (and their combinations) have different inherent weakness and synergies in the form of their elemental composition (effect reach).
the color pie is strictly defined.
you don't need to know this to play the game
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here is how the color pie works. colors (and their combinations) have different inherent weakness and synergies in the form of their elemental composition (effect reach).
the color pie is strictly defined.
you don't need to know this to play the game
made some improvements on the play mat.
v1.3
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>>96119476BTW - anyone interested in playtesting:
you can get this mat printed in full color on mousepad material with hemmed edges for $0.01 (one cent) via
https://www.mousepadsnow.com/product/mouse-pads/gaming-mouse-pad?smp=true
they have a promotion where you can get a custom mat (even custom size) [17*33inch btw] for a cent if you pay shipping ($6.99)
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>>96119488you can even do all the premium options.
>>96119488>>96119506resized/increased border for bleed. this one is 17*33 + .3inch bleed on each side.
>>96119508>someone actually does something>itoddler seethes impotently What a pathetic fuck you are. Can't even spam right, though you are trying your best. Hopefully senpai notices you, and you get your participation trophy.
>>96119870I like the rage comics more desu
>>96119870Sorry anon but wojaks are just rage comics for zoomers, except while rage comics lasted for about three years and died here immediately once they breached the mainstream people are still peddling wojaks over a decade after they got stale. The only people who unironically still posts wojaks and pepes are newfags who came here during the election from r/thedonald, facebook and youtube greentext stories and thought 4chan culture was wojaks. Most wojak-shitters use them to hide unsubtle political commentary through a layer of post-irony (see Milleniathinker, Murdoc Murdoc, OPs youtube channel or even the people at the sharty who doxes people because they think indie game devs are part of satanic world conspiracies). Rage comic faggots never took themselves that seriously and they let them die when it was time, therefore rage comics will always reign superior.
Also OPs game is shit.
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here is another configuration option, it is about 2in longer than starter mtg playmats (28in) at 20*30in
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this is the mat configuration i used for solo play testing, it was the most natural
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>>96101851>fibbonacipicrel is a simplified diagram of how effect power translates to a card's total card cost. each effect, effect type, and speed of every card has weighting that calculates the card's cost (and indirectly what turn it can played on)
>>96120384toilet philosopher
>>96120384>IMG_deadmeme.hypcrt>buzzword buzzword buzzword>>96120387Not so bad. Setting the shared areas to the side does a lot for it.
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>>96120985>>96120387the only issue is that it can't be printed with 6 A4 sheets. it needs 8 for 20*30
[==][==]
[==][==]
[==][==]
[==][==]
also the number of cards in the narrative usually expands it, so it needs room. this is somewhat solved by putting it in the middle. but gameplay is way more smooth with structure zone to structure zone being the border. it's just cleaner. plus putting it in the middle expands the length about 3 inches.
mostly I guess the issue is making the board out of A4 sheets. If i can assume a custom print, then it's not really an issue. I can keep it under 30inches long and maybe do 25 or so long to provide side space for whatever might happen.
in play-testing, it's very rare that all zones are needed/used.
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>>96121608if anyone wants to also test a playmat configuration, I can send a laminated foldable along with the mono color starter kit if you let me know.
gonna make this mat too
>>96120387, i think it will be better
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>>96121666i've been using picrel (like mtg mat) because I know all the zones. it's just 6 taped laminated A4 sheets and its plenty of room.
>>96122626Violet: Fire/Earth
here are ALL of the Violet effects (distributed once each across the Violet Structures, Entities, and Memes - 3x of every Violet effect total).
>>96101920you can see that every single effect ONLY involves:
Avatar
Entities
Memes
-in/to/from:
Hand, Void, and Matrix
I would rather play Joeys castle than this frognigger bullshit. Take a hike
-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 โ 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
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Purple [Psi] (Air/Water) have effects which involve:
Memes (Air), Stories (Air), and Energies (Water)
in/to/from the:
Void (Air), Soul (Water), and Matrix (field)
Blue [Technology] (Air/Earth) have effects which involve:
Memes (Air), Stories (Air), and Structures (Earth)
in/to/from the:
Void (Air), Archive (Earth), and Matrix (field)
Purple (Air/Water) and Blue (Air/Earth) have and elemental conjuction (overlap) in the Air element. This means that a Purple/Blue deck will have effects which involve:
Memes (Air), Stories (Air), Energies (Water) and Structures (Earth)
in/to/from the:
Void (Air), Soul (Water), Archive (Earth), and Matrix (field)
a Purple/Blue (lacking the Fire element) deck will not able to effect:
Entities (Fire) or Avatar (Fire)
nor will it be able to effect anything in a Hand (Fire).
It can still remove/attack Entities (Fire) through combat, just not through card effects.
This deficit in the Fire element can be compensated for by using Frens (which can reach all 4 elements - their effects are generalized to "any card"), but this carries its own trade offs.
This deficit in the Fire element can also be compensated for by using Colorless cards (which have mono-element effects, and can be paid for by any single color, but are more expensive - also the colorless cards only give colorless energy, when played as an energy).
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cyber dragon is a staple effect in goat yugioh
>>96130293here's a similar frenopolis implementation.
it can be used on any player's turn.
also he can snatch cards from other player's hands if they are revealed
it's a good card, the only one with this cyber dragon like effect. like a cyber dragon hand trap
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>>96093052>>96093178here's another really good turn-1 combo with Tyrone Biggums and Information:
-it's the first turn, nothing on the board:
1.) You can first project (cast/summon) Tyrone for free because his condition is fulfilled (you don't control any cards.
2.) Then you can play any Orange card as an Energy, then tap it to project (cast/summon) Information.
3.) Then you can use Information's effect to Reveal an Entity from another player's Hand.
4.) Pass turn (skip combat because it's the first turn)
5.) As soon as the other player does an action which passes priority to you, you can use Tyrone's effect, and snatch the Entity you revealed from their hand.
30x22inch board with reminder text for
-effect symbols
-common terms
-turn phases
-thread/stack/chain order
-things you can do on your turn
-combat
>>96131380more improvements. this playment reduces the secondary advanced rules (single sheet 1 side) by around 30%.
>>96132936picrel is a mtg "newcomer mat". two of these together is 28inch.
>>96132936>more improvements. this playment reduces the secondary advanced rules (single sheet 1 side) by around 30%.fixed typo
You've put a lot of work into it, but what exactly is the sales pitch? It's MtG with memes?
>>96129866I like your intentions, but I do not like the card game you've shown in this thread. Good luck though, I hope whatever possessed you to do this manifests something more useful.
>>96133168there is no sales pitch, it's not for sale. it's just an interactive piece of artwork that i thought was cool and fun enough to share.
>>96133299if you don't see the value/utility in it, no problem, it's not for you
>>96138096>there is no sales pitch, it's not for saleI appreciate that, but let me clarify my question. To get anyone to playtest (much less play) you have to market it, that means "selling" your idea even if it's free. I cannot stress this enough, I play four TCG's, browse /tg/, do amateur projects myself and am interested in game design. I'm literally your target audience and I'm listening BUT I'm not sure why I should play this over the others? You have a long list of potential benefits, it also has promise for community if a few of us come together to engage with it. Problem is that it also has a number of weaknesses, things other anons have raised in this thread. I'm not sure if I care to play but I'm interested in talking to you about it. So I'll put it this way...what's the pitch to the other anons?
>>96139322 (me)
Adding to this, is there an associated lore with Frenopolis? Are you the Avatar making Frens?
>>96139322see
>>96129866>Problem is that it also has a number of weaknesses, things other anons have raised in this threadi think i've addressed everything constructive, such as
condensing the rules
18 pages -> 1 page + board mat
reducing the board size
now 30inches (2 inches longer than mtg starter board)
the only other thing I can think of is a tabletop sim implementation, which I can do on the open source tabletop club (or also tabletop sim), especially if a person is willing to spend some time learning it with me on it. I could set up a free steam distribution.
if there's anything else addressable please point me to it and i'll work on it
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>>96139399i suppose it is sort of similar to the INWO lore except you are not trying to dominate through evil, you (the player) are the spirit animating the avatar, through which you are trying to maintain control of the elements which are an expression of the entities, structures, ideas, and energies (and their relationships) which comprise the world. it is a sort of gamified metaphysical kabuki
>>96139558it's sort of a gamified microcosm
>>96139558in almost all cases, from the perspective of the written effects, there is no distinction between the sides of the board.
almost all effects reference
"an Archive (discard)"
"a Hand"
"an Entity"
etc
yours or the other players - they're the same from the "perspective" of the card effects.
>>96139402The rules aren't too bad but it's still a bit much to expect from mtg or yu-gi-oh. For something that initially sells itself on a casual premise (the OP pic) it comes across as obtuse and it doesn't help that your lore description has nothing to do with Frens. I feel like this is best served as frogs having fun or fighting off glowies and longnoses, instead we get a metaphysical theme that contradicts what should be a simple and fun premise. Anyway, none of us know why we should play this over other games but we like the work you've out into it. You don't even follow through on your 4chan theme (where's the /b/ randomization cards?) with a /biz/, /x/ and /g/ category but that just feels like a short list of boards you personally visit
>>96140433>instead we get a metaphysical theme that contradicts what should be a simple and fun premise>should beimo you are holding it to expectations I never purported. i never said it was a casual 4chan website game. It just uses some memes/images found on 4chan (and many other places) because 4chan is the memetic nexus. what goes on on 4chan is not just simple, fun, and causal to everyone all the time. it is understandable you had this impression if that is what those images represent to you/your experience of 4chan, but this isn't the case for everyone. personally, one of the reasons I use 4chan is because it can break my expectations. it would be a mistake to treat this as only a tcg game, that is only one of its aspects.
>>96140433> a bit much to expect from mtg or yu-gi-ohmy irl experience with mtg/yugioh people who tried it without expectations picked it in 1-3 games, without a rulebook, got good, and had fun.
>with a /biz/, /x/ and /g/ category but that just feels like a short list of boards you personally visityes, they are. it also has categories that don't have 4chan boards, such as "Christo", "Opposition", and "Alchemy". You can consider /b/ and /pol/ to baked into every color if you'd like (because they are memetically).
I'll continue to use the terms "Biz", "Psi", and "Technology" (like here
>>96122626) to help clear up expectations it is a casual 4chan website themed game that is beholden to any theme besides what I described here
>>96139558. the images and card names are just the external dressing of the game.
>Anyway, none of us know why we should play this over other games but we like the work you've out into it.
thank you and thank you generally for your feedback. there are others who are interested.
if it seems cool and interesting to you, i'm offering it physically and virtually for free along with personal teaching of it if desired.
if you need more than that, if you've got too much going on and it's confusing and meh to you, no problem - stick with what's interesting to you. i'll continue developing it and posting about it here, and maybe you can revisit it another time.
part of the fun is discovering and making the lore.
it's one of the only activities in both the physical and virtual world that non-frens can't do
>>96141034>thank you and thank you generally for your feedback. there are others who are interested.Yeah, I didn't mean no one is. I don't want to be condescending, I'm trying to understand where you're coming from since I see a lot of people with a similar sentiment to myself and I'm just trying to understand where you're coming from. You've done a lot of work, good luck to you and your frens :)
>>96141034>thank you and thank you generally for your feedback. there are others who are interested.Yeah, I didn't mean no one is. I don't want to be condescending. I see a lot of people with a similar sentiment to myself and am just trying to understand where you're coming from. You've done a lot of work. good luck to you and your frens, I'll keep an eye on this thread if it lasts.
https://www.youtube.com/watch?v=630qu6u7JN4&t=2146
>>96139558>which are an expression of which are expressed by*
given that your deck is termed "soul", the entities/structures/ideas/stories/energies, and the elements behind them, are also representative of internal psychic components (especially considering that there is only 1 side of the board from the perspective of the effects/vectors)
>>96143080it's a gamified microcosm. it can be viewed on multiple levels.
the cutoff date for meme additions (card image selection) was ~mid-2024
those selections are of course associated with what resonated with me at the time, which depends on a lot of factors and changes. i have made a few iterations of the game and the meme selection always drifts, some become cringe and a new based takes their place. there are few that survived several years of the selection process.
in any case it is a sort of interactive meme time capsule circa 2024 Anno Domini colored from my subjectivity
the main addition to this iteration of the game was the complete reworking of the fundamentals (elemental assignments of the board zones/cards, effect definitions and distribution, balancing/cost formula, mechanic and rule definitions, etc).
before then it was mostly an unbalanced mtg clone with memes
>>96069525 (OP)> (~2 frens in each pack)this made me kek
working on tabletop sim implementation. got delayed due to complexity of batch conversion of vector files to .jpgs at correct resolution.
the card images i've been sharing are from the batch vector converter i've been using. stuck at 200dpi. they are low quality compare to the source files (600dpi).
file
md5: b31dfa54fb0cceb520b4c598a979be3a
๐
>>96151166will try for ready to play 2 starter deck implementation tomorrow hopefully
>>96069525 (OP)This is a very cancerous image.
have non-fren cards been considered?
>>96156266what do you mean?
>>96156266would consider other types if they have a place in the current mechanics
breakdown of the card types in the game:
1080 cards total
6 main colors (composed of elemental pairs)
red, orange, yellow, blue, purple, violet:
132 each
44 entites
44 memes
44 structures
frens (green)
144
36 of each of the 4 elements corresponding to the 4 basic card types
colorless (black)
44
stories (grey)
72
avatars (white)
28
>>96158479each pack contains:
11 unique cards of a single color (ex 11 red cards)
2 frens
1-2 stories (grey)
0-1 avatars (white)
no repeats, no randomization in the packs.
>>96158486the starter sets have 6 packs of 15 cards.
there are 2 starter sets for each color, 12 total start packs.
all 12 starter sets = a complete 1080 card set
>>96158493with the starter sets of 6packs/90 cards, you can just open them, take out the extra avatars (pick 1 to play with), divide the stack in half, and start playing.
there is mostly an even distribution of memes, entites, and structures in every pack. the starter sets are good for quick fully functional play, and also gives you an exact portion of the game. so it is also an idea card trading position as well