Another thing which is going to hit me personally next year is the whole point of woc2 is not only to make is easier for people to grasp but it makes it a Hella lot easier to manage the game when drawing up, testing and altering cards before a set is released. The cards are easily readable, the abilities are basic, the scoring system is easy. It just make the game easier to create this increasing speed and playability. Personally, I'm not a fan of super long games no more which is why I moved onto a second design. But, I'll tell you now, it's a dam site easier to make!
With the card game I'm working on, I found one of the best things I did was get rid of separate turns, so players take turns performing actions (there is a limit of actions per round after which actions and creatures ready again), so even though rounds can be relatively long its always going back and forth.
@@ShardTCG I never actually tried the game before I made that decision, but the game does flow pretty good and there is very little downtime aside from figuring out the best move.
I think when you are designing a card game at least for me making sure monsters that have good effects always have sucky attack and defense. So you can at least atk in to it
Most of the time, yes. An exception to this rule would be your finisher cards. The extremely difficult/ high cost cards. These will normally have both dangerous effects and high stats. This is purely to end the game faster and stop things from dragging out. Sometimes, when a game is neck and neck, you need that final big ramp up in power to see you over the finish line.
I appreciate the honest look in the mirror. I would say the complicated nature of Shard TCG doesn't make it an inferior product, but it does limit the appeal for casuals. I haven't tried it yet, but I liked the sound of the combat options, betting it's more fulfilling than MTG combat.
I am making a card game (digitally) and I want help with the resource system. Quick Overview Planned 5 Factions, each faction will have 30 main cards and 3 Heroes (I like hearthstone) each Hero has a different Signature Card (That will start in your hand) and an Ability. The resource system is the Trove. The Trove contains your Treasure, which is used to play cards. Cards have a fixed hire cost and an Adventure Value and Type. With Cards having the ability to go on an Adventure during the adventure step (Draw -> Adventure -> Play -> Fight -> End) to get that much treasure. A card might adventure and get 5 1 Cost treasure cards in their trove which is better than 1 5 Cost Card because you must spend the entirety of the treasure card to play cards. Cards on Adventures can’t be used to attack, use their abilities (unless specifically stated otherwise) and can’t be the target of abilities. I like this system because it lets me balance cards in very odd ways all cards have a fixed and normal cost but can have a weird treasure such as putting a treasure map in the trove and getting a higher payout later off, a card could be cheap and strong but provide no treasure or might have an Upkeep and cost you treasure each turn. It allows for a lot of balancing (i think) because I can change 5 Treasure into a 5 Value Chest which is worse because you have to spend it all at once, which could get players to prioritise actually properly spending their treasure right and getting and spending just the right amount. Your thoughts? (If you want to share them)
I don't think I actually understood your system. But if you want all cards to have the same cost, you can try a system similar to hearthstone battlegrounds. I'm also thinking about making a DIGITAL card game. I would love to talk about that.
Oh, I know. If I mentioned them being on the field, I just meant the satisfying reveal of all 5 in your hand. I will usually do this by laying them on the table.
Sorry about that. My mic was picking up static, and I needed something to cover it. Otherwise, it would have just sounded worse. I'm hoping I can fix it for next time 👍
With the games I got the complexity is from the targeting and positioning as well as the random of what the player picks. After all, a card can only do so much without aiming.
They *could* also prevent the whole issue with life points as a resource, as long as giving your opponent victory points doesn't become a cost, that comes as a consequence of you beginning the game with 0 of any other resources (+a starting hand) and all your life points, making them a comparatively 'cheap' resource. Of course the concept of just taking an attack to the face to protect your other resources will always be a thing, but that is at least not a mechanics thing but a skill thing of knowing when it is most beneficial to do which etc.
This is 1 of the reasons why when I tried it out I didn’t care for MTG. I like being able to play my strongest cards in the 1st few turns regularly. I get a mindgasm whenever I summon 4+ HERO boss monsters on my 1st turn. I enjoy the kill or be killed environment of modern yugioh. I had my greatest mindgasm when I put 45k+ DMG on board on my 1st turn going 2nd with my Destiny HEROs. I liked hearing my friend begging for mercy and asking me to spare him a turn. Red MTG decks just didn’t feel aggressive enuf for me. I have been off and on coming up with ideas for a TCG that captures this feeling while switching the focus of complexity from card effects to instead the battle phase, while not being as fast in turns. A game where the strategy is all about being more aggressive in the most tactful way while not having so much “NO!” effects like yugioh. It leans full throttle into the aggressive and defensive playstyles and having little to do with the stall and control playstyles. The idea I’ve come to is coming along nicely but I believe still has some kinks to iron out.
It is a tough balance to achieve. I understand the lure towards powerful game finishing combos. Though my taste was usually finding a hero/creature that didn't seem very threatening and proofing my opponent wrong with the right combo that lead to unforeseen killing power.
the substance of this video was good, but the greater lesson was your attidue and willingness to make critical descisions about your tcg i hope its going well
I've played MANY card games over the past 25+ years. My favorite card game was The Spoils TCG. It added a complexity in deck construction that other games have yet to have again. Unfortunately, I don't play TCGs anymore, I just don't agree with the distribution model. ECGs are my future.
@@hugod3735 Expandable Card Game. Think TCG, but you just buy the set at one time. Basically all the deck construction and pvp, without any of the rare chasing. Examples are EPIC by Wise Wizard Games, ASHES Rise of the Phoenix Born by Pladhat Games, Rivals: Vampire the Masquerade by Renegade Games, Android: Netrunner by FFG.
@@aj16cook So to play cards you had to look at two things. The cost, which is what you think it is, a number you paid for via your resources, but also what is called the threshold. The threshold was a number of faction icons that you had to have showing in your resource cards. For example a card could be 0 cost to play, meaning you didn't have to pay anything, BUT it could have a high threshold, like 8 icons. Now unlike MtG you could play any card facedown as a generic resource and during the game setup you chose and put out 2 basic resources before the game began. This meant that if your deck had ALL cards that had a threshold that was met by those opening basic resources, you didn't have to put in anymore resources into the deck at all and just use face down cards for resource build. On the opposite side of that spectrum, cards that had high threshold were typically single color decks and had lots of resource cards clogging up the deck, like in MtG. So typically in deck construction your first question was "Am I just going to use the typically weaker cards of low thresholds and have a more consistent deck and have more room for cards that actually did something OR am I going to venture into mid, high, or very high thresholds in order to more potent combos?" This was on top of the normal deck construction questioning of how much cost per card should I think about for my deck.
Another thing which is going to hit me personally next year is the whole point of woc2 is not only to make is easier for people to grasp but it makes it a Hella lot easier to manage the game when drawing up, testing and altering cards before a set is released.
The cards are easily readable, the abilities are basic, the scoring system is easy. It just make the game easier to create this increasing speed and playability.
Personally, I'm not a fan of super long games no more which is why I moved onto a second design. But, I'll tell you now, it's a dam site easier to make!
That's great man. This is how we learn and become better.
With the card game I'm working on, I found one of the best things I did was get rid of separate turns, so players take turns performing actions (there is a limit of actions per round after which actions and creatures ready again), so even though rounds can be relatively long its always going back and forth.
That's fantastic because you remove the downtime between player turns. I bet it flows so much better that way!
@@ShardTCG I never actually tried the game before I made that decision, but the game does flow pretty good and there is very little downtime aside from figuring out the best move.
Star Wars Unlimited just came out recently and plays with "shared" turns. Works great!
I think when you are designing a card game at least for me making sure monsters that have good effects always have sucky attack and defense. So you can at least atk in to it
Most of the time, yes.
An exception to this rule would be your finisher cards. The extremely difficult/ high cost cards. These will normally have both dangerous effects and high stats.
This is purely to end the game faster and stop things from dragging out. Sometimes, when a game is neck and neck, you need that final big ramp up in power to see you over the finish line.
I appreciate the honest look in the mirror. I would say the complicated nature of Shard TCG doesn't make it an inferior product, but it does limit the appeal for casuals. I haven't tried it yet, but I liked the sound of the combat options, betting it's more fulfilling than MTG combat.
I think you phrased that excellently.
I might want to explain something in this manner in a future video.
Thanks.
@@ShardTCG TY for the reply! Loving all your content and watching in-between working on my game.
Can I ask What did you use for drawings, which app? Amazing contant btw
I am making a card game (digitally) and I want help with the resource system.
Quick Overview
Planned 5 Factions, each faction will have 30 main cards and 3 Heroes (I like hearthstone) each Hero has a different Signature Card (That will start in your hand) and an Ability.
The resource system is the Trove.
The Trove contains your Treasure, which is used to play cards.
Cards have a fixed hire cost and an Adventure Value and Type. With Cards having the ability to go on an Adventure during the adventure step (Draw -> Adventure -> Play -> Fight -> End) to get that much treasure.
A card might adventure and get 5 1 Cost treasure cards in their trove which is better than 1 5 Cost Card because you must spend the entirety of the treasure card to play cards.
Cards on Adventures can’t be used to attack, use their abilities (unless specifically stated otherwise) and can’t be the target of abilities.
I like this system because it lets me balance cards in very odd ways all cards have a fixed and normal cost but can have a weird treasure such as putting a treasure map in the trove and getting a higher payout later off, a card could be cheap and strong but provide no treasure or might have an Upkeep and cost you treasure each turn. It allows for a lot of balancing (i think) because I can change 5 Treasure into a 5 Value Chest which is worse because you have to spend it all at once, which could get players to prioritise actually properly spending their treasure right and getting and spending just the right amount.
Your thoughts? (If you want to share them)
I don't think I actually understood your system. But if you want all cards to have the same cost, you can try a system similar to hearthstone battlegrounds. I'm also thinking about making a DIGITAL card game. I would love to talk about that.
I love your videos
Is shard ever gonna do starter decks? The cards look great but I am not into just buying packs for a game I haven't played yet.
Yeah, we are overdue releasing our structures and starter decks.
Should be soon!
Just for correction: Exodia is not put on the field for the win condition. You need all of them in your hand
Oh, I know. If I mentioned them being on the field, I just meant the satisfying reveal of all 5 in your hand. I will usually do this by laying them on the table.
The background feedback bassline of the music is very distracting/off putting to me in this particular vid
Sorry about that. My mic was picking up static, and I needed something to cover it. Otherwise, it would have just sounded worse. I'm hoping I can fix it for next time 👍
@@ShardTCG gotcha. (I listen at 2x speed, so that probably makes it worse.)
@@foyoGames makes sense. I'll have to give it a listen in 2x speed to see how noticeable it is.
Why? Is that a autism thing? Why not listen at the speed of human?
@@sindelmybelle2215 why do you think they have the 2x speed option built into the app, genius?
With the games I got the complexity is from the targeting and positioning as well as the random of what the player picks. After all, a card can only do so much without aiming.
"After all, a card can only do so much without aiming" I LOVE THIS!
My current design used victory points (like board games) instead of life points
Victory points work well and are something I forget to mention in a few of my videos 😅
They *could* also prevent the whole issue with life points as a resource, as long as giving your opponent victory points doesn't become a cost, that comes as a consequence of you beginning the game with 0 of any other resources (+a starting hand) and all your life points, making them a comparatively 'cheap' resource.
Of course the concept of just taking an attack to the face to protect your other resources will always be a thing, but that is at least not a mechanics thing but a skill thing of knowing when it is most beneficial to do which etc.
I've started working on my ECG, thanks for this video.
This is 1 of the reasons why when I tried it out I didn’t care for MTG. I like being able to play my strongest cards in the 1st few turns regularly. I get a mindgasm whenever I summon 4+ HERO boss monsters on my 1st turn. I enjoy the kill or be killed environment of modern yugioh. I had my greatest mindgasm when I put 45k+ DMG on board on my 1st turn going 2nd with my Destiny HEROs. I liked hearing my friend begging for mercy and asking me to spare him a turn. Red MTG decks just didn’t feel aggressive enuf for me.
I have been off and on coming up with ideas for a TCG that captures this feeling while switching the focus of complexity from card effects to instead the battle phase, while not being as fast in turns. A game where the strategy is all about being more aggressive in the most tactful way while not having so much “NO!” effects like yugioh. It leans full throttle into the aggressive and defensive playstyles and having little to do with the stall and control playstyles. The idea I’ve come to is coming along nicely but I believe still has some kinks to iron out.
It is a tough balance to achieve. I understand the lure towards powerful game finishing combos. Though my taste was usually finding a hero/creature that didn't seem very threatening and proofing my opponent wrong with the right combo that lead to unforeseen killing power.
there is a bussing sound with your audio
Sorry about that.
Bad cable.
All fixed now.
the substance of this video was good, but the greater lesson was your attidue and willingness to make critical descisions about your tcg i hope its going well
I've played MANY card games over the past 25+ years. My favorite card game was The Spoils TCG. It added a complexity in deck construction that other games have yet to have again. Unfortunately, I don't play TCGs anymore, I just don't agree with the distribution model. ECGs are my future.
That's great to hear. A game needs a certain level of complexity to have us as players feel engaged. It's all about finding the balance.
What does ECG stand for?
@@hugod3735 Expandable Card Game. Think TCG, but you just buy the set at one time. Basically all the deck construction and pvp, without any of the rare chasing. Examples are EPIC by Wise Wizard Games, ASHES Rise of the Phoenix Born by Pladhat Games, Rivals: Vampire the Masquerade by Renegade Games, Android: Netrunner by FFG.
What aspects of the spoils tcg did the complexity of deck construction come from?
@@aj16cook So to play cards you had to look at two things. The cost, which is what you think it is, a number you paid for via your resources, but also what is called the threshold. The threshold was a number of faction icons that you had to have showing in your resource cards. For example a card could be 0 cost to play, meaning you didn't have to pay anything, BUT it could have a high threshold, like 8 icons.
Now unlike MtG you could play any card facedown as a generic resource and during the game setup you chose and put out 2 basic resources before the game began. This meant that if your deck had ALL cards that had a threshold that was met by those opening basic resources, you didn't have to put in anymore resources into the deck at all and just use face down cards for resource build. On the opposite side of that spectrum, cards that had high threshold were typically single color decks and had lots of resource cards clogging up the deck, like in MtG.
So typically in deck construction your first question was "Am I just going to use the typically weaker cards of low thresholds and have a more consistent deck and have more room for cards that actually did something OR am I going to venture into mid, high, or very high thresholds in order to more potent combos?" This was on top of the normal deck construction questioning of how much cost per card should I think about for my deck.