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Thread 96166115

107 posts 124 images /tg/
Anonymous No.96166115 >>96166143 >>96166364 >>96166381 >>96167618 >>96168155 >>96168386 >>96172115 >>96172646 >>96175788 >>96179571 >>96189052 >>96226418
Frenopolis
Frenopolis is an opensource gamified microcosm in which players compete to control the elements which comprise the psychic and material worlds, in the form of a tcg.

It is easiest to learn with goat Yugioh and/or early MTG experience.

You can request a free physical 2-player/90 card playtesting starter set by following the instructions in description of this video:
(no identifying or payment information required)
https://youtu.be/oPoBUoagO_k

Tabletop Simulator demo implementation:
(let me know if you'd like to set up a game)
https://steamcommunity.com/sharedfiles/filedetails/?id=3532880446

This thread is for the discussion, feedback, and development of Frenopolis.
Anonymous No.96166143 >>96166157 >>96166263 >>96171377
>>96166115 (OP)
picrel is a starter playmat which has all the zones and the basic rules/definitions.

it is 30*22inches, 2 inches longer than MTG starter playmats which serve the same function.
Anonymous No.96166157
>>96166143
Here is a quick reference sheet that covers the more advanced interactions. It is 8.5*11inches.

Between the starter playmat, and this quick reference page, you can play at an advanced level.
Anonymous No.96166263 >>96166288
>>96166143
All the board zones and card types are assigned 1 of 4 elements:
Fire, Air, Water, or Earth.

The effects on every card are defined in terms of movements or vectors between these elements.

The color pie is strictly defined through these elemental relationships.

You do not need to know these to play. This is just the underlying construction of the game.

Knowing these definitions and relationships allow you to derive meta-information about the board state and possibilities in an abbreviated manner, derived solely from a card's color.
Anonymous No.96166288 >>96166303
>>96166263
For example:
A Purple (Psi) and Blue (Technology) deck will have a strictly predefined interaction scope:

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)
Anonymous No.96166303
>>96166288
a Purple/Blue (lacking the Fire element) deck will not able to affect:
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" in a specific zone), 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).
Anonymous No.96166364 >>96166381
>>96166115 (OP)
Here's a printed/laminated physical board.

You can get a rollable vinyl version for about
$7 (if you get 24*36inch)
or
$15 (if you get 22*30inch)

from "banner buzz". They do the lowest cost vinyl printing by far. The cost increase for the lower size is due to a custom size. I have no affiliation with them.

Just let me know if you want the high res source image. It's too big to upload here.
Anonymous No.96166381
>>96166115 (OP)
>>96166364
Here's the Tabletop Simulator implementation:

It has 2 preconstructed, somewhat optimized decks which showcase almost every game mechanic.
Anonymous No.96166390
neat, schizophrenia in board game form
Anonymous No.96166445
Here are some card samples. A card's color is determined by its boarder color. Its type is determined by the symbol on the bottom.
Anonymous No.96166602 >>96167124
picrel is a box of starter/playtesting sets.

They each contain 6 packs of 15 cards each.
Each pack contains:
11 of a single color (all 6 packs are the same mono color)
2 frens (green)
1-2 stories (grey)
0-1 avatars (white)

Each of these kits contain 90 cards, and exactly 1/2 of a full color. There are 6 basic colors, so 12 sets total. There is no randomization or repeats. If you were to get all 12 kits, you'd have a complete 1080 card set.

To play with these starter sets, all you need to do is remove the white cards (avatars), then shuffle the cards together, and split the pile in half.

Then you need to select 1 of the removed avatars for each of the 2 players.

After that you can begin playing.
Anonymous No.96167124
>>96166602
>They each contain 6 packs of 15 cards each.
>Each pack contains:
>11 of a single color (all 6 packs are the same mono color)
>2 frens (green)
>1-2 stories (grey)
>0-1 avatars (white)

correction, it is:
11 of a single color (all 6 packs are the same mono color)
2 frens (green)
1 story (grey)
0-1 colorless (black)
0-1 avatars (white)
Anonymous No.96167149 >>96167170
both topical and very good cards
Anonymous No.96167170 >>96180335
>>96167149
Trump can snatch Structures, and also do some art of the deal with Structures for Entities or Structures (Quick effect).

Epstein can snatch Entities (Quick effect), and then also attach these snatched Entities to Avatars.
Anonymous No.96167329 >>96168155 >>96171377
Schizoanon, please for the love of God take a minute before hitting the Post button and put your 20 garbage posts in to a single one. You train of thought like an actual lunatic
Anonymous No.96167618 >>96171377
>>96166115 (OP)
>10,000 images for your rulebook
My brother in christ, we can upload .pdf files here. Take 10 minutes to compile your shit.
Anonymous No.96168155 >>96171377 >>96171377
>>96166115 (OP)
Same as last thread, not a terrible prototype for a game, but biggest detriments are the complexity and overly generic terminology. It probably needs 60% of the rules it currently has in the base game to be accessible enough to ever find an audience; you don't have to throw out those other rules/content, just make them into an expansion. Replace the generic terms like "Entity" and "Structure" with something more evocative, like "Creature Zone" or "Graveyard" etc.

>>96167329
This too please. A 2nd post is fine, but the run-on dozen replies every thread is weird and excessive.
Anonymous No.96168386 >>96171628
>>96166115 (OP)
This is so based
Anonymous No.96171377 >>96171989
>>96167618
>10,000 images for your rulebook
it's literally a single 8.5*11inch sheet and a playmat

>My brother in christ, we can upload .pdf files here
no, you can't.

>>96168155
> It probably needs 60% of the rules it currently has in the base game to be accessible enough to ever find an audience.
It's literally a single 8.5*11inch sheet and a playmat.
Not even small text or full page coverage.
-yugioh's starter rulebook is 32 pages.
-magic's starter rulebook is 36 pages.

It's unreasonable to request to the rules be reduced to a couple sentences. No other game does this or has this expectation.

> Replace the generic terms like "Entity" and "Structure" with something more evocative, like "Creature Zone" or "Graveyard" etc.
See the starter playmat, shown here >>96166143
it does exactly that.

>>96167329
>>96168155
there is a character limit.
there is an image upload limit of 1.
the posts are separated by topic.
the images in the posts are related to the topic/contexts of the post.
Anonymous No.96171628
>>96168386
what's your favourite part about it? Are you going to request one of op's packs and play test?
Anonymous No.96171989 >>96172512
>>96171377
The character limit has nothing to do with your constant double posting, look at the Trump/Epstein post immediately followed by a couple sentences of how the cards work.
If you're too actually schizophrenic to see how that is annoying and suboptimal I'm not even going to bother trying to comprehend your rulebabble
Anonymous No.96172115 >>96172512
>>96166115 (OP)
You already made a thread for this shit, you where the only one active in it, most people don't give a shit, you suck at explaining your game. Wojaks and pepes where played out a decade ago. Also your game sucks ass.
Anonymous No.96172512 >>96172553
>>96171989
>>96172115
this seems like the real sentiment behind the frivolous complaints.
Anonymous No.96172553 >>96172561
>>96172512
>the game is bad and so is your thread
>frivolous
Seems like an important detail to me.
Anonymous No.96172561 >>96172737 >>96172799
>>96172553
not according to people who have played it
Anonymous No.96172646
>>96166115 (OP)
~2 FRENS PER PACK
Anonymous No.96172737
>>96172561
At this point I don't believe you have any non imaginary people in your life
Anonymous No.96172799
>>96172561
Why does no one talk about your game in this thread except (you)?
Anonymous No.96172888 >>96172960 >>96173045 >>96173045 >>96173067 >>96173290 >>96173324 >>96173442 >>96174252 >>96174293 >>96174310 >>96174321 >>96174344
There are 7 card types in Frenopolis. A card's type is indicated by the symbol on the bottom of the card which contains its stat. There are no subtypes.

They are:
1.) Entity (like creatures or monsters)

2.) Structure (like artifact-sorcery-walls or perma defense mode monsters)

3.) Meme (like instant sorceries or trap cards)

4.) Energy (like duel masters mana)

5.) Avatar (like a commander)

6.) Story (like a field spell)

7.) Fren (like a xyz monster)

These comparisons are rough, and I will explain them each in more detail below.
Anonymous No.96172960
>>96172888
Entities:

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

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

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.
Anonymous No.96173045 >>96174310 >>96174321 >>96174344
>>96172888
>>96172888
Entities:

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

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.
Anonymous No.96173067 >>96174310 >>96174321 >>96174344
>>96172888
Structures:

Structures are your primary defense and cheap/reliable effect output.

Structures cannot conduct combat, but they prevent the other player from attacking your Entities or your Avatar directly. They are like a defensive wall.

Structure's effects are usually once-per-your-turn (no tap), meaning they can be used for free during your turn. This makes them very reliable low risk effect output.
Anonymous No.96173290 >>96174310 >>96174321 >>96174344
>>96172888
Memes:

Memes are your primary ranged damage and fast/expensive effect output. Memes can be played on any player's turn (the rarespawn symbol on the Energy cost), like a MTG instant.


Meme effects are generally once per EITHER player's turn, and Quick. This effectively doubles their effect output relative to other cards. Quick means that their effects can only be responded to by other Quick effects. This is like spell speed 3 in yugioh.

Meme cannot be attacked, except by other Memes.

Memes do not protect your Avatar from being attacked.

They are like a spell/trap/sorcery that has a specialized mode of combat.

Meme Combat:
Memes have 2 options for combat. They can:
1.) -1 (tap) any card on the field.
2.) Reduce the Meme's stat (Virulence) by X, then reduce the stat of any card on the field by X.

These options are mutually exclusive - you can only choose one.

Memes are especially useful for strategically sniping cards out of reach, such as reducing an expensive Entity's stat (Will) by 1, making it vulnerable to even the cheapest Entity. Because a card's combat, health, and effect output power are combined into 1 stat, reducing a card's stat reduces all of those things.

When you build powerful Memes, you can remove complete cards in one hit.
Anonymous No.96173324 >>96174321 >>96174344
>>96172888
Energies:

Energies function similarly to MTG mana, but there is no dedicated Energy cards. Energies are any card you play upside down from your hand into the Energy zone.

Energies do not conduct combat.

Energies can be used to pay for cards and energize your Avatar, giving access to powerful Avatar effects.

Cards give Energy color corresponding to their color. So a Blue card gives Blue Energy. A green (a fren) gives Green energy.

Energy removal is one of the most expensive and restricted effects in the game.
Anonymous No.96173442 >>96174310 >>96174321 >>96174344
>>96172888
Avatars:

Avatars are similar to MTG commanders, but they are not cast into the battlefield, and they set your Time (life) for the game. Avatars can even grant unique win conditions.

Avatars have 2 effects which can be used at any time as long it has the requisite Energy.

You can add Energy (Energize) your Avatar once per turn by tapping X Energies of the same color which are indicated on the Avatar's Time symbol.

Most Avatars can be Energized by 3 of 6 Energies, so not all Avatars work with all decks. Picrel Avatar, "Wojak" can be Energized by the Purple, Violet, and Blue colors.

There are 4 Avatars which can be Energized with any Color.

Avatars generally have some sort of generic card draw effect, and then other effects which correspond to the elements which comprise their Colors.

You attach cards to your Avatar, and Avatars can be nullified (temporarily remove their effects).

Identical decks with different Avatars may have vastly different approaches to gameplay.
Anonymous No.96174252 >>96174310 >>96174321 >>96174344
>>96172888
Stories:

Stories constitute the Narrative. The last person to play a Story controls the Narrative, and all the cards in it. It is sort of like a contested field spell zone which increases in power whenever control of it changes.

You can use any of the effects in the Narrative, if you control it.

The Narrative has a meta-stat of "Depth", which is just the number of Stories "Narrative Elements" which comprise the Narrative.

The Narrative conducts combat by distributing X +1 to any cards, where X is the Depth (number of cards which make up the Narrative).

Distributing +1 to cards is mostly defensive, but it can also be used offensively, for example by +1ing an Entity you control, so it can 1 shot another Entity or Structure. It can also be used to increase the effect output of cards with tap (-1 as cost) effects.

You can also Transmute cards into and out of the Narrative. See "Transmuting".
Anonymous No.96174293 >>96174310 >>96174321 >>96174344
>>96172888
Frens:

Frens are special card type that can only be played by combining cards you already control together into a single new composite card. Fren cards have the combined stats and effects of all the constituent cards. They basically build cards vertically.

Frens have very simple but powerful effects which do not appear on any other cards.

Frens come in 4 colors, which correspond to the 4 basic types/zones: Entities, Memes, Structures, and Energies.

You can use Frens to combine cards of different (any) types, into a new type.

Frens have Austism when you play them, which is basically MTG summoning sickness.

Fren's stat "Frenliness" denotes the number of cards you need to combine together to make the Fren.

Frens can use to give you reach into a type you don't otherwise have access to, which has a wide variety of offensive and defensive applications. Additionally, the playing ("Projection") of a Fren can be used to fizzle effects, as to removes the target of an effect by forming it into a new card.
Anonymous No.96174310
The 7 Card Types Summary:
>>96172888

Card Type Detail:
Entities:
>>96173045
Structures:
>>96173067
Memes:
>>96173290
Avatars:
>>96173442
Stories:
>>96174252
Frens:
>>96174293
Anonymous No.96174321
The 7 Card Types Summary:
>>96172888 (You)

Card Type Detail:
Entities:
>>96173045
Structures:
>>96173067
Memes:
>>96173290
Energies:
>>96173324
Avatars:
>>96173442
Stories:
>>96174252
Frens:
>>96174293
Anonymous No.96174344 >>96177281
The 7 Card Types Summary:
>>96172888

Card Type Detail:
Entities:
>>96173045
Structures:
>>96173067
Memes:
>>96173290
Energies:
>>96173324
Avatars:
>>96173442
Stories:
>>96174252
Frens:
>>96174293
Anonymous No.96174354
Jesus fuck learn to post
Anonymous No.96175788 >>96179575
>>96166115 (OP)
if someone was going to include coins when they send their info, do you like windmill coins, or related like luthers, or rather something else?
Anonymous No.96177281 >>96179512 >>96179668
>>96174344
your theme is all over the place, you "transmute narratives" and "project frens", neither of which make sense. Memes have a stat called "virulence but they don't actually spread anywhere, and then you win by fighting another avatar with entities which makes me feel like entity aggro is the most viable deck type (with a meme to reduce the defending structure).
Anonymous No.96178609 >>96178789 >>96179520
>39 posts in this thread
>24 are from the OP
Fucking christ dude, make a fucking blog at this point.
Anonymous No.96178789
>>96178609
this is a no bully zone bub
Anonymous No.96178920
This was shitty the first time you posted it and it is still shitty in every way.
Anonymous No.96179512
>>96177281
>which makes me feel like entity aggro is the most viable deck type (with a meme to reduce the defending structure).

you can find out by playing!
from my testing of this method (even a more advanced form of it, which can triple+ the output, it's not as reliable as you'd think)

the combat system is only a partial aspect of what advances the gameplay. much of the movement is in the effects. you can think of it like a mtg or yugioh deck with a bunch of high attack effectless monsters/creatures vs a deck with all kind of interactions and synergies. investing entirely in entities (fire element), makes you very vulnerable to effects that control the fire element. also a single big structure can block an entire board of entities. there's always many ways to do things, and if you rely on a single approach you will probably loose.

there's an entity heavy output deck in the tabletop sim demo. if anyone wants to play i will walk you through it.
Anonymous No.96179520
>>96178609
https://www.youtube.com/watch?v=b5i_mQReNus
Anonymous No.96179571
>>96166115 (OP)
this is op. im trans btw UwU
Anonymous No.96179575
>>96175788
thank you fren, you can surprise me whatever you think is cool.
Anonymous No.96179587
https://www.youtube.com/watch?v=Vk7tiBCJLyc
Anonymous No.96179668 >>96179684 >>96179786
>>96177281
>Memes have a stat called "virulence but they don't actually spread anywhere
You can think of it like the potency of a meme (virality) being expended as its effects are used. like the process of meme becoming stale and disappearing as it becomes overused.

>you win by fighting another avatar with entities
This is only 1 way to approach the win condition. You actually win by controlling the elements which comprise the board. Entites are fire element. If you have a bunch of Entities and don't control the fire element it's more of a lose condition as they will be taken from you or used against you.

You approach the win condition through Meme combat, and through effects. Colors with the Earth element able to grant Structures the ability to conduct combat (as Entities).

For example picrel, Killdozer, is a really good Red card. It can conduct combat during both player's main phases via an effect. This has lots of applications.
Anonymous No.96179684 >>96179786
>>96179668
>You approach the win condition through Meme combat, and through effects.
You *can* approach.

You actually win by controlling the elements longer than the other player, which manifests as a superior board state.
Anonymous No.96179786 >>96179807
>>96179668
>>96179684
chat, how are these rules?
Anonymous No.96179807 >>96180176
>>96179786
those aren't the rules, that is the underlying game design which is an abstraction level below the rules. you don't actually need to know them to play, but those who know them will have significant advantages over others who do not know them.
Anonymous No.96180137 >>96180363 >>96180465 >>96180724 >>96181322 >>96181485 >>96181530 >>96181542
Here the core mechanics of Frenopolis. Most advanced operations are just the application of these general concepts:

1.) The Thread (like mtg Stack or ygo Chain)

2.) Influencing and Directly Influencing (effects and combat)

3.) Effect (Influence) Types (spell speeds)

4.) Projection and Manifestation (a card on the stack vs a card in play)

5.) Frenning (combining cards together)
Anonymous No.96180176 >>96180199
>>96179807
Rules are by their very nature abstractions, having "abstraction layers below the rules" makes no fucking sense.
Anonymous No.96180199 >>96180214
>>96180176
maybe to you. not for the people who built the machines you are expressing that opinion on.
Anonymous No.96180214 >>96180237
>>96180199
These are computing principles, not rules for games. Talking about abstraction layers in computing and programming is a fundamentally different thing from writing rules for a tabletop game you spaz.
Anonymous No.96180237 >>96180283
>>96180214
Anonymous No.96180283 >>96180306
>>96180237
I have a degree in computer science and work with computers as my trade. I am very familiar with the concept of abstraction in computer science and it’s actually not applicable here. It’s arguably not even applicable if you’d wanted to translate your game into a computer game unless there is some kind of mechanic that is hard to represent concretely, for example how tabletop roleplaying games can model conversations in a very convincing way due to the nature of the GM while computer roleplaying games usually just settle for a conversation tree with hard coded choices.

Game rules are either completely abstract (GO for example), or they try to emulate something from reality but due to the nature of game mechanics have to abstract elements of reality to work as rules for a game. A tabletop roleplaying game like Phoenix Command might try to emulate firefights as accurate to reality as possible with complex calculations for balistics and injury with different hit locations while something like World of Darkness just settle for a simple dice roll to see if you hit and then how much damage you make preferring to keep combat abstract.

None of this has anything to do with β€œabstraction layers”, you figure out what the goal of your game is and how abstract your rules should be. That’s it, it’s simple. This is not computer science. Of course the wojak and pepefag is spouting nonsense about shit he doesn’t understand.
Anonymous No.96180306 >>96180331
>>96180283
ok fren sounds like you got it all figured out. now that the case is closed I guess you can move onto something you like
Anonymous No.96180331 >>96180354
>>96180306
So with this we’ve established that you’re spouting a bunch of nonsense that doesn’t mean anything, which doesn’t bode well for the quality of your game. You’ve definitely got a dunning-kruger effect going on. Instead of writing incoherent nonsense in a thread only you post in try to actually capture the essence in your game in a short post and engage with others in the thread instead of spouting meaningless terms and spamming cards.
Anonymous No.96180335 >>96180368
>>96167170
>do some art of the deal
wouldn't this just result in nothing happening like all of Trump's """deals"""?
Anonymous No.96180354
>>96180331
yes, you've established that.
Anonymous No.96180363 >>96181542
>>96180137
The Thread:

The Thread is the FILO (first in last out) resolution sequence of game actions. It's similar to MTG's stack or YGO's chain, and it shares some similarities and differences with them both. Like MTG and YGO, having knowledge of the Thread interactions allows you sequence effects in a more advantageous manner.

Key differences:
1.) Unlike MTG's stack, you can only add 1 item to the Thread at a time.
2.) Unlike YGO's chain, you can still add an item to the Thread as it is resolving.

You can only add an effect to the Thread if you have Priority.

Whenever an action is added to or resolves on the Thread, a round of Priority consecutively passes clockwise to all players from the player who added the action. When all players consecutively pass Priority, the last item on the Thread resolves, and Priority returns to Turn Player.

When turn player passes Priority while the Thread is empty, the Turn Phase increments. Tapping Energies or cards as cost does not pass Priority.

The Projection (playing) of a card DOES pass Priority, and a Projected card is NOT a Manifest card - it cannot Invoked (use its effects or attack) or be targeted by cards that do not specifically target Projected cards. Most effects target Manifest cards. See more on "Projection and Manifestation".
Anonymous No.96180368
>>96180335
it depends on what the Opposition does
Anonymous No.96180465 >>96181530 >>96181542
>>96180137
Influencing and Directly Influencing:

Influencing is just the game terminology for a written card effect.
Directly Influencing is the game terminology for a combat (implicit) operation.

Influences (effects) are put on the Thread while they await resolution. Card effects can Nullify them while they are on the Thread, or even change their target.

Like pre-MTG10 rules update, Directly Influencing (attacking) DOES use the Thread.

Like YGO, and unlike MTG, you choose the targets of your attacks (Direct Influences).

As Turn Player conducting combat during the combat phase, you can only add regular Influences (written card effects) to the stack in response to another's player's response. Basically you are limited to conducting exclusively Direct Influences (combat operations) during the combat phase unless the other player has a response, in which case you can respond normally with effects.

Direct Influence operations are simple stat comparison calculations, which are notated on the starter playmat for easy reference. If a card's stat reaches 0, it is Archived (sent to the grveyard).

Entity Combat:
vs Entities:
Subtract each Entity's Will from the other until the end of the Combat Phase.
vs Avatars:
Subtract your Entity's Will from the Avatar's Time. (a direct attack)
vs Structures:
Reduce target Structure's Equilibrium by: (Will - Equilibrium) + 1

Meme Combat:
(Choose one)
1.) -1 to any player's Manifest card.
2.) Reduce your Meme's Virulence by (X+1), then reduce the stat of any single Manifest card by X.
[Because you can build card vertically, resetting them and combining their stats and effects, option #2 becomes important]

An Influence is NOT a Direct Influence. For example, an effect that Nullifies an Influence, cannot be used to Nullify a Direct Influence, and vice versa.
Anonymous No.96180724 >>96181530 >>96181542
>>96180137
Effects Types and Syntax (Influence Speel Speeds and Types):

In Frenopolis, spell speeds, usage frequency, and stack interactions are abstracted on a per-effect basis. This is generalized into a small set of symbols which can be mixed and matched to define effect (Influence) mechanics on an effect and sentence level.

Sentence Level Syntax:
Normal "." (period) "resolve FILO"
Condition "-" (dash) "continue if true"
Instant ":" (colon) "resolve immediately"

Effect Level Syntax (Effect Types):
Shapes:
Triangle = Tap effect (reduce stat by 1 as cost)
Circle = Non-tap effect (no cost)
Colors:
Black = Once during your turn.
White = Once during NOT your turn.
Black+White = Once during ANY turn.
Modifier:
Lightning= Quick effect (only Quick other effects can respond).

For example, an effect that has a ":" (colon) cannot be responded to before it resolves, however you can prevent a person adding a ":" effect to the thread by first adding a lighting bolt (Quick) effect to the thread. This is like adding a spell speed 3 effect to the chain so the other player can't add a spell speed 2 effect. The main difference is that in Frenopolis, there are effects which resolve immediately upon being added to the Thread. ":" Quick effects are impossible to respond to or stop (but very rare and expensive).

By mixing these basic shapes and colors, 12 difference effect types are produced. You only need to know the meaning of 5 symbols to produce these. A quick reference for these is provided on the starter playmat.
vanguard noob No.96181014 >>96181160
So this game is just a jumble of the worst mechanics ever implemented in TCGs, with an aesthetic so dull it's already outdated before it's even been released? Is that it?
Anonymous No.96181160
>>96181014
https://vocaroo.com/1hExU3Wai9hH
Anonymous No.96181322 >>96181530 >>96181542
>>96180137
Projection and Manifestation:

The playing of a card is broken up into two steps on the Thread (stack/chain). A Projected card is not a Manifest card.

1.) A card is first "Projected" onto the board and Thread. It has not yet resolved on the Thread. It cannot be Invoked or conduct combat. Nor can it be targeted by cards that specifically target only Manifest cards. In MTG terms, it has not yet entered the battlefield.

2.) Once a Projected card resolves on the Thread (its Projection is uncontested), then it becomes Manifest. Once it becomes Manifest, it is fully functional: it can be Invoked (use its effects) and conduct combat (Directly Influence).

The Projection of a card is not an effect, but it is an item on the Thread. Therefore Quick (lighting bolt) effects do not preclude it.

The Projection of a card can be used along with Frenning (see Frenning) to fizzle card effects by removing their target.

There are card effects which specifically target only Projected cards, meaning they only interact with the card as it is being played.

There are card effects which specifically target only Manifest cards (most card effects), which do not interact with Projected cards.

There are also card effects which do not specify (non-targeting effects), and they affect both Projected and Manifest cards, sort of like YGO "Dark Hole".
Anonymous No.96181485 >>96181530 >>96181542 >>96187778
>>96180137
Frenning:

Frenning is a very important mechanic in Frenopolis. It is the fundamental mechanic behind the combining of cards into a single card. It is used:

Implicitly - You can Fren 2 cards together by playing a card onto a card of identical type, for example an Entity onto an Entity.

Via Effect - There are card effects which Fren (combine) cards together. These are not limited to identical typing, the typing is explicitly stated on the effect text, for example "Fren an Entity to a Structure".

Via a Fren - Frens are a card type that can only be played by combining cards you already control together into a single new composite card. Fren cards have the combined stats and effects of all the constituent cards. They basically build cards vertically. You can use any types of cards for the Projection of a Fren.

Frens come in 4 colors, which correspond to the 4 basic types/zones: Entities, Memes, Structures, and Energies. For example, a Red Fren would combine any cards you control into an Entity.

In addition to creating powerful cards, Frenning can be used to fizzle effects by removing the target of the effect. For example, if a player uses an effect which removes your Entity, and you respond by Frenning it into a Meme, the effect resolves without a valid target.

When you produce a new card through Frenning, its constituent card elements are Projected on the Thread as a single card.

When a Fren is Manifested (resolves on the Thread), it has Autism, which is basically MTG summoning sickness (normal cards do not have Austism).
Anonymous No.96181530
The Core Mechanics of Frenopolis Summary:
>>96180137

Core Mechanics Detail:
Influencing and Direct Influencing (effects and combat):
>>96180465

Effect Types and Syntax:
>>96180724

Projection and Manifestation:
>>96181322

Frenning:
>>96181485
Anonymous No.96181542
The Core Mechanics of Frenopolis Summary:
>>96180137

Core Mechanics Detail:

The Thread (stack/chain):
>>96180363

Influencing and Direct Influencing (effects and combat):
>>96180465

Effect Types and Syntax:
>>96180724

Projection and Manifestation:
>>96181322

Frenning:
>>96181485
Anonymous No.96186992
You work for the government.
Anonymous No.96187094 >>96187191 >>96187482 >>96187778 >>96187989
The Core Operations:

All card effects are composed of the following basic terms. Most of these terms have correspondences to MTG and YGO mechanics. There are no keyword abilities.

Archive
Banish
Conceal
Collect
Transmute

Identify
Nullify
Invoke

Fren

Coherence
Reveal
Anonymous No.96187191 >>96187989 >>96187989
>>96187094
These are the most basic operations.

1.) Archive - Move a card to the Archive (graveyard).

2.) Banish - Move a card to the Void (exile).

3.) Conceal - Move a card to a Soul (deck).

4.) Collect - Move a card to a Hand.

5.) Project - Move a card to the Matrix (into play).
Anonymous No.96187482 >>96187919 >>96187989
>>96187094

Transmuting:

Transmuting is a very simple but very strategically important operation. To Transmute a card, you simply move it a new type-zone.

For example to Transmute a Structure into an Entity, you just move the Structure to the Entity Zone (picrel).

1.) Transmuting allows you to move cards in and out of range of the player's effects. For example if the other player has effects which are powerful against Structures, if you Transmute your Structure into an Entity, it's no longer vulnerable.

This works in the reverse direction as well. If you have effects which are powerful against Structures, but the other player only has Entities, you can Transmute their Entities into Structures so you can affect them.

2.) In terms of the Thread, a Transmutation occurs by Projecting a card Type as a new Type. This means that the card:
-Must resolve again on the Thread
-Becomes a new card

This means that its stats and any per-turn limitations are also reset, because it is a new card. This allows you to "heal" cards by resetting their stat, and also gain additional effect output.

There are many useful things you can do with Transmutation due to it "recasting" or "resummoning" a card.

3.) You can Transmute card while they in player's Hands, Archive (graveyard), Soul (deck), or Void). When cards not on the field are Transmuted, they always become Energies (they are vertically inverted like Energies). This allows you to brick cards while they off the field.

4.) You can also Transmute Energies, and cards into and out of the Narrative.

Because Energies are just cards you play upside down into the Energy Zone, Transmuting an Energy into play basically allows you to ignore all of its costs (except of the card itself as an Energy). Transmuting Energies is one of the most expensive effects.
Anonymous No.96187778 >>96187989
>>96187094
Identify:
Target a card.

Nullify:
Remove an effect from the Thread (stack).
or
Remove all the effects from a card.

Invoke:
Use an effect from a card.

Fren:
Combine cards together into a single new card.
See: >>96181485

Coherence:
The number of Energies a player controls (pick one).

Reveal:
Make a card public game knowledge. To target cards in Hidden areas, like the Hand or Soul (deck), they must be Revealed first. This is explicitly stated on the card effects.
Anonymous No.96187919 >>96187989
>>96187482
Transmutation Addendum:
2.) Because a card is Projected as a new Type when it is Transmuted, you could use this in combination with implicit Frenning, where you can Fren cards together by Projecting identical Types onto eachother.

For example, if you have a Meme and a Structure, you could Transmute the Meme into a Structure, and either Project the Transmuted Meme as a separate Structure, or combine the Structures together into a single card (resetting its stats and any per turn limitations).
Anonymous No.96187989
>>96187191
Frenopolics Core Operations:
>>96187094

Basic Operations Detail:
>>96187191

Transmuting:
>>96187482
>>96187919

Basic Definitions:
>>96187778
Anonymous No.96189052
>>96166115 (OP)
Children's card game? ON MOTOR CYCLES?
Its more likely than you think,
Anonymous No.96196272
picrel will be available as a 6-fold rigid gameboard for playtesting
Anonymous No.96196298
Anonymous No.96196459
https://youtu.be/wu7pgjnui9A?t=207
Anonymous No.96199951
yesterday was busier than expected. didn't get a chance to ship my info. will 100% do it this weekend
Anonymous No.96207716 >>96207774
Looks interesting but I'm confused about it.
Anonymous No.96207774 >>96207848
>>96207716
Anonymous No.96207848 >>96208004
>>96207774
We are, it's awful. I know you say people are contacting you about play test versions, but this thread is almost silent in regards to anyone other than (you) talking about themes or mechanics. If anyone likes the look of this, can you explain why?
Anonymous No.96208004 >>96208197 >>96209380 >>96209479
>>96207848
if no one wanted it, and everyone hated it, i'd still be posting about it. take it or leave it. or in your case, mald and seethe about it.

https://www.youtube.com/watch?v=XtEseA8PqKY
Anonymous No.96208197
>>96208004
>mald and seethe
will do. enjoy your pointless spamming, fren
Anonymous No.96208565 >>96208581
There are several levels at which you can approach the play of Frenopolis.

These are the basic levels which can be done by simply reading the card text.
-Card advantage - Just plain being able to do more stuff than the other player by having more cards
-Stat advantage - Having stronger cards (big number win) than the other player. This approach relies heavily on being able to conduct combat unimpeded.

This is an advanced level which can be done by knowing the color pie. It can be mixed with all other approaches
-Elemental advantage - With this approach, the number or strength of your cards is less important than which elements you have control over, and from what elements.

For example (Manifest cards), if you have an Entity (Fire) that can remove Structures (Earth), you can have control of the Fire element through the Earth element.

If you have an Entity (Fire) and a Meme (Air) that can remove or negate Structures (Earth), you have control of the Earth element from the Fire and Air element.

If you had control of every element from every element, you would have an unbreakable board. Due to how the color pie is constructed and the interference of the other player, this is very hard to do without being very clever and adaptive.
Anonymous No.96208581
>>96208565
In addition to controlling Manifest cards, you can also control pools (deck, hand, exile, graveyard) by moving cards between them where they can or can't be accessed by cards which draw from them.

For example, if the other player has a deck that is focused on the Air element, you know they will be working heavily out of the Void (exile). You could move cards out of the Void (exile) into the Archive (graveyard), where they can't reach them but you can.

The elemental approach does not rely on stat or card advantage, can produce them with minimal input, but is a more sophisticated approach to play.

Card/stat advantage is a sort of brute force approach to elemental advantage.
Anonymous No.96209380 >>96209479
>>96208004
But no one wants it, everyone hates it. Wojaks and pepes where played our a decade ago and is dated, your rules suck, your explanations are pretentious and nonsensical and as soon as the thread is about to die you bump it with some nonsensical rules explanation.
Anonymous No.96209479
>>96209380
>>96208004
Anonymous No.96209853
>>96209488
you're the only fren posting tho. your image should be you shidding yourself alone in front of a bunch of smug wojaks. no offence
Anonymous No.96210979
>>96209488
The problem here isn’t that you’re posting the epic frog or whatever, the problem is that the meme got ran into the ground a decade ago and a significant amount of people on here are tired of it. By basing your whole game concept on it you’re putting most people off from even considering trying it, it’s stale. It’s like if someone tried making a rage comic game, though that’d at least have some nostalgic charm at this point.
Anonymous No.96216353
Inversion:

Inversion is a mechanic in Frenopolis that is based on the fact that a card's stat can be denoted by its rotational position.

An upright card has 4 stat (like most cards), and you can rotate it 90 degrees to the right each time it is reduced by 1 stat (tapping), reaching 0 when it returns to the upright position (and sent to the Archive (graveyard)).

With Inversion, you simply rotate the card 180 degrees. So:
1 -> 3
2 -> 4
3 -> 1
4 -> 2

Inversion as a mechanic applies to all cards a specific Type (both yours and the other player's). It is also a very cheap mechanic in terms of effect to card cost. There are lots of advantageous things you can do with the Inversion mechanic.
Anonymous No.96216777
Anonymous No.96225976 >>96226738
here is live play demo
https://youtu.be/pqS8RL8VTpA
Anonymous No.96226418 >>96226742 >>96226747 >>96226751
>>96166115 (OP)
I guess this is what MtG and yugi look like to someone than never played them...
Can you share more cards samples?
Anonymous No.96226738
>>96225976
increased audio. other video is now unlisted. same video:
https://youtu.be/KIGdAsFzgHI
Anonymous No.96226742
>>96226418
Anonymous No.96226747
>>96226418
.
Anonymous No.96226751
>>96226418
.
.
Anonymous No.96226777
https://www.youtube.com/watch?v=We-Jo9yqQkM