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Shard TCG
United Kingdom
เข้าร่วมเมื่อ 4 ม.ค. 2020
Here to help you with TCG design.
So many more people are becoming interested in card game design, and video by video I am gathering knowledge to share with you on how to make the best homemade TCG you can.
So follow me on my own Homemade TCG journey, and let's see what we learn a long the way.
So many more people are becoming interested in card game design, and video by video I am gathering knowledge to share with you on how to make the best homemade TCG you can.
So follow me on my own Homemade TCG journey, and let's see what we learn a long the way.
How Marvel Snap Creator Makes Games | TCG R&D
Analysing Ben Brode's GDC talk about how to make a Trading card game.
Using examples from Marvel Snap and Hearthstone we can draw ideas to use in our own homemade TCG.
ORIGINAL VIDEO: th-cam.com/video/HjhsY2Zuo-c/w-d-xo.html
Shard TCG CARDS and MERCH: shardtcg.com/store
Get Shard TCG through Tabletop Simulator on the Steam Workshop: steamcommunity.com/sharedfiles/filedetails/?id=2309808896
Join the Shard TCG Discord: discord.gg/Zv4UZ9hzTU
0:00 Intro
0:39 Existing Ingredients
1:48 Hearthstone's Recipe
3:46 Inspiration From Conventions
5:47 Winning High vs Losing Low
7:54 Beginner Handicap
9:25 Word Count Matters
11:42 Reading Red Flag
12:30 The Jenga Effect
15:03 Skill and Luck Ratio
16:48 Summary
Using examples from Marvel Snap and Hearthstone we can draw ideas to use in our own homemade TCG.
ORIGINAL VIDEO: th-cam.com/video/HjhsY2Zuo-c/w-d-xo.html
Shard TCG CARDS and MERCH: shardtcg.com/store
Get Shard TCG through Tabletop Simulator on the Steam Workshop: steamcommunity.com/sharedfiles/filedetails/?id=2309808896
Join the Shard TCG Discord: discord.gg/Zv4UZ9hzTU
0:00 Intro
0:39 Existing Ingredients
1:48 Hearthstone's Recipe
3:46 Inspiration From Conventions
5:47 Winning High vs Losing Low
7:54 Beginner Handicap
9:25 Word Count Matters
11:42 Reading Red Flag
12:30 The Jenga Effect
15:03 Skill and Luck Ratio
16:48 Summary
มุมมอง: 1 342
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Easy To Make Homemade TCG Card Design In 1 HOUR
มุมมอง 1.6K21 วันที่ผ่านมา
I made an EASY trading card design using the Game Crafter template for homemade TCGs. From card template to finished trading card, this took me just 1 HOUR to complete. Using this simple, effective design, I have made a unique trading card to show you how making a trading card can be done with ease. #TheGameCrafter #homemadetcg #cardgamedesign #tcgdesign 👍 Please like and subscribe to follow us...
Professional Designs Teach Us How To Make a Trading Card | TCG R&D
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Looking at professional designs of cards from other games is a great step towards making your own Homemade TCG. So today we look at a number of trading cards and card like designs to learn what it is that make a "good" card design. Card Ratios & Layout Balance: We’ll explore the space distribution on cards-such as how much real estate is given to the artwork, text, and card stats-and why these ...
4000 Subscriber Milestone!
มุมมอง 269หลายเดือนก่อน
Just a thank you video for all the support on the journey to 4000 subscribers. 👍 Please like and subscribe to follow us as we make this homemade trading card game 👍 Shard TCG CARDS and MERCH: shardtcg.com/store Get Shard TCG through Tabletop Simulator on the Steam Workshop: steamcommunity.com/sharedfiles/filedetails/?id=2309808896 Join the Shard TCG Discord: discord.gg/wwBgqHffF6
4 Ways Power Creep Appears In TCGs | Talk TCG
มุมมอง 2Kหลายเดือนก่อน
Dealing with power creep looks very simple in TCGs. But beyond raw numbers, what other forms does power creep appear to us in our favourite card games. I have identified and explained 4 forms of power creep that will occur in TCGs if left unchecked, that I call, the 4 horsemen of power creep. Join me as we divide power creep into these 4 horsemen of power creep and discuss what each horseman's ...
What's Your UNIQUE TCG Experience? | TCG R&D
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Looking at Pokemon, YuGiOh, Magic The Gathering and other TCGs to see what gimmicks make these card games have something that players fall in love with. Whether you're a fan of TCGs or a new game designer, this video is aimed to entertain and educate. Thank you. 0:00 Intro 0:18 Story Telling. 4:57 TCG Alternate Win Conditions. 7:24 Adjusting Randomness Of Your Card Game. 9:16 Inherited Effects....
Red Flags When Making A TCG | Talk TCG
มุมมอง 7K2 หลายเดือนก่อน
Red flags you need to watch out for when making your TCG. Your TCG could be making these design mistakes and you need to be aware of the warning signs. Lets take a look at a few red flags in TCG design that could trip you up when you are making a homemade TCG. 0:00 Intro 0:25 Game Breaking Mechanic 0:48 Player Asking Questions 2:42 Victory Conditions 5:39 Boring Gameplay 7:32 Exceptions to the ...
Name That TCG Mechanic | TCG QUIZ
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Some TCG mechanics need a name. Let's see what Kate names these popular TCG mechanics, as we explore legends of runeterra, redakai, the spoils card game, magic the gathering, hearthstone, and duel masters. The TCG QUIZ is a fun way to learn about lots of different popular and unpopular TCGs all while having fun... mostly. #tcg #tcgquiz #gameshow #tradingcards #tradingcardgame Kate's Published B...
Why Do You Need Luck In TCGs? | TCG R&D
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Why Do You Need Luck In TCGs? | TCG R&D
The Battle of Making a Card Game | Talk TCG
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The Battle of Making a Card Game | Talk TCG
Starting a TCG? AI Can Help | TCG R&D
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Starting a TCG? AI Can Help | TCG R&D
TCG Keyword Mistakes That Newbies Make | TCG QUIZ
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TCG Keyword Mistakes That Newbies Make | TCG QUIZ
Exploring Homemade Trading Card Design IDEAS | TCG R&D
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Exploring Homemade Trading Card Design IDEAS | TCG R&D
The Most HATED TCG Mechanic Designs | TCG R&D
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The Most HATED TCG Mechanic Designs | TCG R&D
UNREAL Demon Slayer Collectable Cards | Pack Opening
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UNREAL Demon Slayer Collectable Cards | Pack Opening
The Most Loved TCG Mechanic Designs | TCG R&D
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The Most Loved TCG Mechanic Designs | TCG R&D
Neopet TCG is BACK??? BattledomeTCG | TCG R&D
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Neopet TCG is BACK??? BattledomeTCG | TCG R&D
Solving Your Homemade TCG Problems Backwards? | Talk TCG
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Solving Your Homemade TCG Problems Backwards? | Talk TCG
Hidden Gem? Unboxing More Palworld Collectable Cards!
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What Your Homemade TCG CAN'T Do | Talk TCG
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What Your Homemade TCG CAN'T Do | Talk TCG
Unboxing Palworld Card Game! Is It Worth It?
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Putting Good Design in Your TCG | TCG R&D
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Putting Good Design in Your TCG | TCG R&D
My BEST Homemade TCG Design Tips | Talk TCG
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EPIC Homemade TCG Pack Opening! Astronomica & Runiverse TCG
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AVOID Over Designing Your Homemade TCG | TCG R&D
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Monster Design & Creature Design IDEAS | TCG R&D
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Monster Design & Creature Design IDEAS | TCG R&D
Master Randomness in TCG Design | TCG R&D
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Master Randomness in TCG Design | TCG R&D
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Are those horsemen ai? The faces are…
So i think the effect of card destroy many cards should be cost like "only once per duel of the rest" should be good instead making card that make deadly combo
Are there tools or apps I can use to design card arts because I'm terrible at drawing
To those struggling on finding time for your TCG ir any hobby you want to work on. What I do is wake up super early. Make a cup of coffee and work on it while I drink my coffee. This usually gives me 1-2 hours if I don't get distracted with my phone games. So try that. Wake up w couple of hours before your day actually starts. It has helped me and I'm halfway through the first 2 decks. Mind you I have no drawing skills so I'm using Google and AI for arts but this are place holders. Eventually the art will be original but it is an idea
I have a smaller rarity system, with Common, Rare and Special Rare cards, mainly because the card Rank system is doing a fair amount of heavy lifting. So far, my first major set appears to have the complexity curve you recommend if I do it right. For example, Artemis Response Force is a Rank 3 Monster that lets you add its Attack power to a Monster you control that's come under attack once per turn, and if you want to do it again, you have to take a Monster out of play from the graveyard to do so. This would be a Rare. Another monster, Psy Delta, a Rank 1 Monster, adds a token to itself for each attack it lands, and at 5 tokens, becomes Psy Gamma if it can by summoning from the deck and moving Delta to the graveyard, and Gamma keeps the tokens. Gamma, a Rank 2 Monster, keeps Delta's tokens if it was summoned with this condition, and adds tokens for each monster destroyed. If that counter reaches a max of 10, it gains 60 attack until it's destroyed. Psy Delta would be a Special Rare, and Psy Gamma would be a rare to keep pulling Psy Delta from bumming you out from the effect complexity.
hate to point it out but would that not be the dislike button? cool art and i still liked
Also copy exactly gameplay from another tcg is also red flag
My Red Flag is Lazy, because lazyness destroy creativity
Raging Bolt watching this 😬
The TCG I'm designing uses an "initiative" system to eliminate the blockiness of turn-based play, and when I found out a few days ago that SWU uses a similar mechanic, I briefly balked -- what if I'm accused of copycatting, even though I came up with it before I'd heard of SWU's similar feature -- but the shopkeep who told me this immediately said "just cuz you use one similar mechanic doesn't mean you stole it or it isn't good and original! Make it, and if it's good, people will play!"
So money cards should be high rarity and complex cards Should be lower rarity Mind you after playing Pokemon, Yu-Gi-Oh and cardfight Vanguard my TCG leans between a fusion of vanguard and Yu-Gi-Oh with mana management from duel Masters. Easiest way to introduce new players is release a Fire And electric coded decks, more technical decks should have a different colour mechanic My card game operates on a shield break mechanic and a Ace monster mechanic.
How do I play using these cards plssd tell
Unfortunately, they're not really playable with only one stat and no effect. I just admire the art
Thank you for the great input, that enlighten me.
I had no idea anyone actually unironically enjoyed the boring monotony of grinding
Instant gratification has its limits. A good grind in a game makes the rewards so much better. Real life is a grind, and people thrive on it, whether it is losing weight, saving up money, or learning a new skill.
@@ShardTCG I never mentioned anything about instant gratification. You made that assumption. Grinding a pointless endless repeatitive task over and over and over just to watch a single tiny number tick up a little bit is indicative of terrible game design. Life is only a grind if you're doing it wrong. You can learn new skills without it being boring or repeatitive. If you really think it's the only way then frankly you lack imagination.
Your definition of grinding seems to be different to mine. Grind is synonymous with hard work. We work on ourselves to improve ourselves. If we didn't work for it, then we couldn't say we deserved it. I hope that clears things up, and I am sorry to have clearly triggered and upset you. I'll leave you be now.
@@ShardTCG And for me, grinding is synonymous with pointless busywork, like grinding levels in a game instead of actually just playing it, overcoming challenges, and making meaningful progress. Slaying 100 identical mobs for the sake of watching a progress bar go up vs adventuring through a landscape and maybe slaying some mobs on the way. You don't need to apologise. Differences of opinion and definition happens, and as long as we can resolve our differences all is good :)
All My cards are trash cards 😅
The thing is: what if that mechanic, item or gimmick is patented by a company? (i.e. I wanted to make a tabletop game with a square board like monopoly. But I can't because the board is patented)
Most games of Alpha Clash TCG I've played, have keept the potential to win alive until quite late. Even if the final Life totals doesn't show it,. That game can quickly shift the initiative, if you over extended or the other player pulls a trick (or a curse) on you.
Yo, targeting a card's rarity sounds crazy. I love it.
So when I was a kid, I grea up in one of those 90's puritanical households. Instead of Magic, Yugioh, or anything of that nature, I had Redemption. Your deck was comprised of offensive heroes and defensive villains (each with their own colored factions) and a resource called Lost Souls. You had to include 1 Lost Soul per so many cards in the deck, and the goal was to win Lost Souls from your opponent. I always liked that idea of having to put your opponent's win condition into your own deck and being forced to play those the moment they entered your hand.
Benny Boy loves the smell of money. He will milk this IP
I really like how this can be a really good game design advice as well as a cooking advice
I'm dating myself a little bit but I love the personalized aspect of decks like in the old DBZ CCG. The two things you played during Setup was your army's flag to let them know what kind of battle they were in for: your Z Fighter, and your Deck Mastery.
"consistency creep" is an interesting idea - Pokemon definitely suffers from that. Nice play.mat, btw.
This is one of the reasons I love using the Deckbuilding Game framework. You get a natural -and noticeable- Beginning, Middle, and End Game flow as more cards are purchased and added to your draw deck.
As mucha as i may disagree in certain aspects of your opinions and suggestions and such due to my own point of view regarding some stuff and all that, i must admit that your videos are really helping me designing my TCG. It's still on development, and i might not have the resources at the moment to bring it to the physical format, but i must show my gratitude towards your work an effort.
Fantastic topic and video,thank you so much!
Glad you enjoyed it!
Fix your Game... Please!
TCG? What T can you do in SNAP??
Unfortunately, you're halfway right. Marvel Snap is not a Trading Card Game, it's actually a 'Collectible' Card Game. While it has every aspect of what you expect from a TCG (Decent deckbuilding and card strategy), it lacks the fundamental aspect of what makes TCG a TCG; Trading cards with other players.
And somehow this video got that very wrong.
I look at other games to inspire TCG design. I never said Marvel Snap was a TCG.
Ben. Plz fix your game yo. Best game i ever pplayed but cant get cards i want
8 words Max ...hold my 🍺 - Yugioh
This was a really great video. You’ve summarized that talk in a really easy to watch and understand way.
First, thank you for doing this video. His Chef philosophy is how I design games. Once you move past trying to be completely unique you have so many ideas that eventually do become a unique thing. Next you should do a comparison between Pokémon TCG and Pokémon Pocket. Because Pocket feels like a perfect evolution of the original TCG mechanics. 7:10 I think what he was saying is if the feels are both equal, you have not created any new joy. But if you make losing more fun, then it stops being completely zero sum and both players had fun. So yeah, it should be more fun to win but that's just natural to games itself. 11:00 I have tried to embrace the nature of the 8 Words concept. In my TCG (the wrestling game I posted some of my cards for in your Discord), I use keywords and cycles to lessen that burden. If you make a cycle that are all kinda wordy, but they all do effectively the same thing. Then your players only really need to learn one to know all N cards in the cycle. Mine has a cycle that plays an attack from your discard based on its target (Head, Arms, Legs, Torso). Each card functions the same just playing the attack with their matching Target. 16:50 when it comes to luck vs skill I find a few games interesting on this front. I've mentioned them many times in my comments because I think they aren't talked about enough. Star Wars CCG (Decipher) and WWE Raw Deal are both Very Low Luck and High Skill games. What's interesting about these two in this way is they're both deck as life games. The low luck comes from how much searching and deck manipulation are in both games. You start with many cards on table, in SWCCG those are typically pulled from your deck to start. Both lowering the variance because of deck thinning, but ensuring you always have the same cards to start. I often say that these two are the Chess of TCGs. There is as little randomness as you can get with a TCG, putting all the emphasis on skill because you won't get a God Hand every time, but you know you'll get these N cards every game due to the mechanics of the cards that start in play.
I gotta disagree about Pocket improving the TCG's rules. Player 1 can't attach energy without a Misty card, but still can attack if you cheat energy into play turn 1, so going 2nd is almost always better. All they had to do was keep the same "attach energy, but no attack or support T1 for player 1" and it'd be fine.
@danielpayne1597 T1 advantages those who have an early evolution with a single energy attack. See Rapidash or Exeggutor (+Ex). Also something to consider is we only have very limited supporters and the rules would be engineered with future sets in mind. So yes, you can't place an energy on turn 1 if you go first. But some decks can take advantage, if through Misty to get around that restriction or Rapidash where it's less of an issue because they low energy attacks. It's all just layers of the strategy in the game. The more I play it the more I see this.
I didn't know that pokemon pocket varied from the pokemon tcg playstyle. I'll have to give it a look now. Thanks.
@@darthnixilis304 That T1 advantage is more a statement on those specific evo cards than the mechanic itself.
@@danielpayne1597 that means they were designed with that mechanic in mind. So that's the same thing. I just don't think the no energy on T1 to be a design mistake as much as something we will understand over the course of future sets. Right now though, there are cards that can take advantage of it. But going second is more preferred. A turn being preferred is an issue in all games. In chess going first gives you an advantage, but someone has to go first. Many don't like the rule, but as designers we know that doesn't doesn't always make a rule bad. Especially with how far in advance these games design for.
I was teaching Flesh & Blood at the intro event of my LGS. I've played for about 8 months vs their 0. I lost every game bar 1 and it was so much fun seeing them all win... no i still haven't lived down the shame of teaching & loosing at the same time haha
Haha, that's a great story. The reason we love these games is for the stories we tell others.
Rules are made to be broken. A creative new tcg is better than a refurbished mtg/pokemon, etc. I dont see the point of trying to imitate what works for others. Rather, make your own.
I remember losing to my friend 60 times in a row in Smash Ultimate. Once I beat him one time, I never lost to that specific character ever again when he used them. I was using Wii Fit Trainer and he used Captain Falcon
The Luck/Skill scale slide is a big deal. I respect Chess as a classic strategy game, but I don't play it. Why? It's solved. It has a movement-as-combat system, you set up the board the same way every time, and to play it well you have to memorize. I prefer play experiences that force you to adapt at least a little bit. Don't want the result to all come down to RNG, that's the inferior end of the spectrum for me, but if the result is decided before I play a single card, I haven't had the enjoyment of making intelligent decisions and attempting to pursue an outcome.
I pride myself on sharpening my design skills, but it helped to remember that players are usually in it for the emotional ride. Logic can't be everything.
I have recently seen a few homebrew TCGs and Lorcana for example where they have gotten rid of killing and lowering people's health. Where the alternative is Victory points or something similar. So, the loser doesn't "lose" they just got less victory points. If you make a game with 2 out of 3 wins are necessary or more. Then you can play many games without the feeling of losing.
@@SubzeroBlack68 that's a good idea. Now if I can stop getting inspired to make fighting games I should use this idea.