Card Game Creatures That Act On Their Own

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  • เผยแพร่เมื่อ 15 พ.ค. 2024
  • Devlog 04
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    Script edited by Quinn A.
    #BigHoles #episode2 #adventuretime #cardwars #adventuretimefanart #jakethedog #finnthehuman #devlog #gamedev #gamedeveloper #cartoonnetwork #tabletop #adventure #time #whatif #analysis #breakdown #adventuretimefanart #indiegamedev #cardwars #cardgame #boardgame #newgame #playtest
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ความคิดเห็น • 1K

  • @Justap1g
    @Justap1g 29 วันที่ผ่านมา +2870

    i find it so hilarious how the only fight scene is still the bald man versus the pig

    • @drilltotheheavens1695
      @drilltotheheavens1695 29 วันที่ผ่านมา +189

      It’s genuinely hilarious.

    • @josephmartin9737
      @josephmartin9737 29 วันที่ผ่านมา +54

      It’s amazing

    • @ARandomEliatrope
      @ARandomEliatrope 29 วันที่ผ่านมา +80

      it's such a funny and amazing concept to make that the only scene

    • @kerroseir4764
      @kerroseir4764 29 วันที่ผ่านมา +32

      It’s like clash royale: if there’s any interaction between certain horde cards then the game just ends

    • @cosmiclaziness
      @cosmiclaziness 28 วันที่ผ่านมา +1

      ​@kerroseir4764 that game incentives attack cards over defense cards too

  • @michaelfixedsys7463
    @michaelfixedsys7463 29 วันที่ผ่านมา +2310

    unpredictable behavior: yawning: prevents movement/attack, but spreads to nearby pieces.

    • @clickingz
      @clickingz 29 วันที่ผ่านมา +21

      Hello

    • @devonharrell1699
      @devonharrell1699 29 วันที่ผ่านมา +55

      really enjoyable idea

    • @growthstunt
      @growthstunt 29 วันที่ผ่านมา +8

      ​@@clickingz -Mr frog

    • @cooly1234
      @cooly1234 29 วันที่ผ่านมา +34

      infinite yawn loop

    • @EmptyYEET
      @EmptyYEET 29 วันที่ผ่านมา +24

      *"Did you know that yawning is contagious?"*

  • @AraikSarkisyan
    @AraikSarkisyan 29 วันที่ผ่านมา +1146

    10:20 Image playing card and hear from your opponent "oh yeah, my creature now is pregnant! Now I can sacrifice 1/1 baby to activate that spell!"

    • @gergelyritter4412
      @gergelyritter4412 29 วันที่ผ่านมา +155

      Only in cardwars

    • @mo6ujlhoe4y4ejlo3
      @mo6ujlhoe4y4ejlo3 29 วันที่ผ่านมา +44

      Brutal

    • @jonsnow1324
      @jonsnow1324 29 วันที่ผ่านมา +58

      New occult deck?

    • @wurmschn3693
      @wurmschn3693 29 วันที่ผ่านมา +21

      I want that so badly

    • @BigHoles
      @BigHoles  29 วันที่ผ่านมา +308

      I mean, would you really want it any other way?

  • @someoneindeed
    @someoneindeed 29 วันที่ผ่านมา +793

    I love that this whole mechanic just came from the wandering bald man wandering (could've just made it card specific but this is more interesting)

    • @snowyforest6058
      @snowyforest6058 29 วันที่ผ่านมา +65

      That's what I thought at first. From what I've seen no other card has a do-something-in-between-actions action. Thus, the *wandering* bald man should be the only card to *wander* because it's called the *wandering* bald man. However, adding this as a whole new mechanic has intrigued me.

    • @an_annoying_cat
      @an_annoying_cat 29 วันที่ผ่านมา +15

      still can be, the wandering bald man could have a mechanic involving all u.p. cards causing him to wander or smthing

    • @snowyforest6058
      @snowyforest6058 29 วันที่ผ่านมา +15

      @@an_annoying_cat Except he's not making Card Wars cards. He's making his own original cards. Goodbye wandering bald man, never met ya but I wish I did.

    • @user-lb4vk1xx8r
      @user-lb4vk1xx8r 28 วันที่ผ่านมา +2

      ​@@an_annoying_cat Alternatively, his name might derive from something special happening when a UB card causes him to wander. What that might be I don't know, since nothing of note seems to happen after he wanders in the show (unless getting stuck after wandering is his special "ability", but that's kinda lame).

    • @camblycreeper7999
      @camblycreeper7999 28 วันที่ผ่านมา +4

      Wandering Bald Man: Existing
      Bigholes: Write that down, WRITE THAT DOWN!

  • @jackotherstar
    @jackotherstar 29 วันที่ผ่านมา +392

    Having mechanics called flipping and flooping feels like such a card wars idea with how similar they are

    • @jolynemalone
      @jolynemalone 28 วันที่ผ่านมา +16

      next we need flopping

    • @jackotherstar
      @jackotherstar 28 วันที่ผ่านมา +13

      @@jolynemalone Knowing how many more mechanics I’m sure will be added later on I wouldn’t be surprised

  • @josephmartin9737
    @josephmartin9737 29 วันที่ผ่านมา +834

    This is a renaming suggestion: replace exhaust with rest. It’s quicker to say and works better in my opinion. Seems small, but it really smoothens gameplay to have a single syllable word to say about things being unable to do things.

    • @calemr
      @calemr 29 วันที่ผ่านมา +113

      I'll note that among online card games, "Exhaust" is also frequently a keyword for "Remove this from your deck for the rest of the game."
      And it's usually a good idea to try to avoid using common keywords in a manner different to how they may be expected for people coming from other popular games.

    • @josephmartin9737
      @josephmartin9737 29 วันที่ผ่านมา +7

      @@calemr That’s true

    • @tomekk.1889
      @tomekk.1889 29 วันที่ผ่านมา +17

      ​@@calemrYeah this is why it should be renamed. Players come with previous card game experiences. You should build on their experiences and make use of them not change them

    • @kood995
      @kood995 29 วันที่ผ่านมา +3

      @@calemr Really? I have only ever seen the word used in the same context as MTG's "tap."

    • @solsystem1342
      @solsystem1342 29 วันที่ผ่านมา +2

      ​@@kood995same here. I've seen "exhaust" used to mean "remove from deck until end of battle" un rougelike deckbuilders but that's very specific.

  • @bheowolfe
    @bheowolfe 29 วันที่ผ่านมา +197

    The Wandering Bald Guy would, in theory, wander more than other cards.
    Maybe he has an effect where whenever he would do an Unpredictable Behavior, there's a chance that he would wander instead of doing what is stated on the card.

    • @funnymandoafunny1810
      @funnymandoafunny1810 29 วันที่ผ่านมา +28

      Either that or he could shuffle “Wander”s into the deck, since they’re already being taken in and out of the deck

    • @deekay1306
      @deekay1306 29 วันที่ผ่านมา +10

      perhaps he can only wander?

    • @xaeCarolina1865
      @xaeCarolina1865 28 วันที่ผ่านมา +3

      What if wandering bald man had to draw more behavior cards than others since he moves more

    • @Lankpants
      @Lankpants 28 วันที่ผ่านมา +18

      I like the idea that he'd have a very high unpredictability score (maybe even infinite) and whenever any behavior card is played on him he'd instead wander. So he's a kind of sponge for the cards that converts them into a fairly neutral action for as long as you can defend him (which sucks to do since he can just put himself into garbage positions), so he'd stop any of the truly atrocious cards from ruining your strategy especially if you had a fairly unpredictable high stated card.

    • @yizzardpalmero
      @yizzardpalmero 28 วันที่ผ่านมา +6

      Yeah I like the idea that he absorbs all wander cards, like instead of the normal unpredictability thing he just has the ability that if wander is drawn it affects him instead of whoever the target should be

  • @jadenbrooks6115
    @jadenbrooks6115 29 วันที่ผ่านมา +255

    I like how this is implemented in slay the spire's board game adaptation. At the beginning of a turn cycle, a single d6 is rolled, and then that d6 affects *all* actions on the board that call for randomness. Not one roll for action, but if a 3 is rolled, every card and effect and enemy with randomness accepts and uses that same 3 until the beginning of the next turn cycle.

    • @haazmat
      @haazmat 29 วันที่ผ่านมา +21

      That's a cool way to do it.

    • @bulutcoskuner9774
      @bulutcoskuner9774 29 วันที่ผ่านมา +14

      It also makes artifacts that mess with the dice roll much more interesting.

    • @vernicimo
      @vernicimo 29 วันที่ผ่านมา +7

      The person with the smallest total number of structures and creatures can be the one to roll/influence the dice. This way can work as a come back mechanic

  • @grimtygranule5125
    @grimtygranule5125 29 วันที่ผ่านมา +54

    "I was wrong about something"
    *immediately shows a scene of BMO jumping into the ocean*
    I feel your pain.

  • @henioq1254
    @henioq1254 29 วันที่ผ่านมา +82

    I like the idea that if you get too many coins Dragon comes and lands on them with his own mechanics, it's neatly solves the issue, references Tolkien which is always a plus, and I can imagine it in the show. If anything it's always a idea for a future card idea that punishes afk farming.

  • @EMLtheViewer
    @EMLtheViewer 29 วันที่ผ่านมา +166

    Suggestion regarding generating revenue:
    Someone else on the previous video mentioned that solitary structures should not generate money by themselves and should require a correctly associated worker to do so (such as a librarian + library). Someone else responded saying that that would make certain buildings far superior to those that cannot produce income due to being workerless (such as a wall).
    To balance this out, I propose that certain cards have special conditional abilities that can generate money. For instance, an assassin/hitman type card produces x amount of money upon defeating a creature (perhaps requiring the defeated creature to have a certain keyword or tag). Maybe allowing your crops to grow undamaged on your land for y amount of turns and then harvesting them provides extra money as well.
    This also gives me an idea for how money could be taken away. Let’s say there’s an accountant card that has a chance to reduce the amount of money spent on a transaction, or which produces some other form of low passive income. When the accountant dies, maybe you lose x amount of money due to your kingdom now having to redo their finances because the accountant was the only one who had access to them (or whatever other made-up reason. This is just an example).
    It would increase gameplay variety and could encourage strategy involving creature placement and offense.
    Any thoughts on this?

    • @soundbynaive
      @soundbynaive 29 วันที่ผ่านมา +2

      absolutely right 👍

    • @nahemiasalbo5927
      @nahemiasalbo5927 29 วันที่ผ่านมา +4

      i feel like it would reduce the money in the game even more, and again, so far the money is the only way to draw cards so is important to have more consistent ammount of it

    • @EMLtheViewer
      @EMLtheViewer 29 วันที่ผ่านมา

      @@nahemiasalbo5927 Perhaps, but it depends heavily on the quantity of these money-generating cards and the frequency that their condition is fulfilled.

    • @mranderson9553
      @mranderson9553 29 วันที่ผ่านมา +5

      if i understand the developers ideals he want's money to be something that can pop up but doesn't have to, making money something you have to spec into by taking certain buildings feels like that would reduce the variety of buildings you might take and go against this idea, it's not a bad idea but i think there would have to be some modifications in the design that i'm not clever enough to think of

    • @EMLtheViewer
      @EMLtheViewer 29 วันที่ผ่านมา +1

      @@mranderson9553 Same here. It was just an idea that I thought might be worth considering because it might help give some better ideas of how the economy can work with refinement.

  • @tomsmurf4225
    @tomsmurf4225 29 วันที่ผ่านมา +80

    "Mind Goblin" made me laugh

    • @supersnizelz
      @supersnizelz 29 วันที่ผ่านมา +1

      i dont get the joke

    • @bravefire4103
      @bravefire4103 29 วันที่ผ่านมา +1

      Why would you laugh at the poor Mind Goblin?

    • @emanuelacola726
      @emanuelacola726 29 วันที่ผ่านมา +7

      "It's psyonic"

    • @tomsmurf4225
      @tomsmurf4225 29 วันที่ผ่านมา

      @@supersnizelz mind gobblin deez nuts

    • @catsoul3022
      @catsoul3022 29 วันที่ผ่านมา

      @@supersnizelz mind gobbling on deez nuts?

  • @thebrunoo2730
    @thebrunoo2730 29 วันที่ผ่านมา +28

    Mind goblin being banned in mtg and suddently making an appearance in CardWars is so funny

  • @genericcatgirl
    @genericcatgirl 29 วันที่ผ่านมา +44

    Unpredictable behavior ideas:
    Mitosis (Monster): Splits into 2 cards, stats halved (rounding up). Effects applied before the split apply to both. Idk how you would represent it with the cards, but it would be pretty funny.
    Terrible Singing (Simple/Friendly): screams at the top of its lungs, forcing one creature in the same land to leave to an adjacent land (both of your choice)
    Gig Work (Intelligent): the creature cannot act this turn, but earns 1 money for you instantly

    • @BobMcBobJr
      @BobMcBobJr 28 วันที่ผ่านมา +1

      Mama Rock: Friendly
      Picture - A rock in front of a smaller rock with it's arms out and an stern/angry face.
      Stats - 1atk/30hp
      Card Effect- Cannot move except by card effects. When a unit in this unit's land is attacked this unit takes all damage but reduced by half (round up).

    • @emmadelaney3133
      @emmadelaney3133 28 วันที่ผ่านมา

      i like gig work

  • @samueljackson5314
    @samueljackson5314 29 วันที่ผ่านมา +137

    I think the idea of behavior cards being added to the deck is so interesting. I’d love to potentially see cards entirely about their own behavior, like they force you to add that specific behavior to your deck so that they get boosted when it comes into play or something along those lines

    • @green11ndy
      @green11ndy 29 วันที่ผ่านมา +3

      Also could have units/creatures that can affect the moods of their own or their opponents creatures!

    • @deekay1306
      @deekay1306 29 วันที่ผ่านมา +5

      maybe even cards that are immune to certain random behaviors. like "Monk-ey" which is just a monkey monk whos immune to the tantrum random behavior.

    • @CowCommando
      @CowCommando 29 วันที่ผ่านมา

      Tie them to the lands you bring.

    • @Lankpants
      @Lankpants 28 วันที่ผ่านมา +3

      You could also have cards that just transform behavior cards. For example WBM could have an effect like "if a behavior card is played on this card it does not perform that effect and instead wanders". That way you could have cards that are incredibly prone to behaving in a certain way and can act to absorb extremely negative behavior cards from your own deck.

  • @northernfresh1319
    @northernfresh1319 29 วันที่ผ่านมา +282

    I think a hilarious unpredictable behaviour is “fart: target farts. This has no effect”

    • @paultapping9510
      @paultapping9510 29 วันที่ผ่านมา +34

      "He Who Smelt It...
      when a creature you control would Fart, the player initiating the Fart Event now Farts, while the initially targetted creature does not.
      This has no effect"

    • @paultapping9510
      @paultapping9510 29 วันที่ผ่านมา +8

      oh, but seriously. Then you could have cards that get Nauseous or have other effects if a creature in adjacent lanes Farts 😂

    • @lukasoliverleo3730
      @lukasoliverleo3730 29 วันที่ผ่านมา +3

      you could expand on this with other creature effects. Like a gas elemental that gets stronger when a creature on the same board half farts.
      Or a fire spell that gets automatically triggered when a creature farts. Regardless of turn order or usual casting cost

    • @anitamiller8175
      @anitamiller8175 29 วันที่ผ่านมา +5

      Or instead the card gets embarrassed which means the next behavior card drawn must happen to them

    • @jootersblaccat
      @jootersblaccat 28 วันที่ผ่านมา +2

      This feels perfectly in line with Adventure Time's humor!

  • @zuzu6470
    @zuzu6470 29 วันที่ผ่านมา +118

    YES YES YES YES YES MORE CARD WARSSSSS

  • @odistabettor
    @odistabettor 29 วันที่ผ่านมา +18

    Unpredictable behavior idea: Investigate - Next time a creature dies, the affected creature travels to the scene of the crime.
    Also, inanity could look too much like insanity when read quickly in a small font.
    Also, really love to see this coming along so well. It's clear you're putting a lot of time and thought and effort into this and it appears to be paying off.

  • @asleepency
    @asleepency 29 วันที่ผ่านมา +26

    Idea for moving workers: Maybe cards with the worker tag that are on the same land as a flipped structure card "work" at that structure until your next turn. The downside being that while it is "working" that it cannot perform any other action including defending itself on the reaction phase of your opponents following turn. Maybe this could generate 1 extra money upon surviving to your next turn to add a risk vs reward element. This way you could either be forced to move your worker to a different land if you want to flip a structure so that it doesn't work there and become vulnerable, or alternatively could make you want to move the worker to a land where they can "get work". This might also have the bonus of forcing players not to flip all of their structures to generate money or else their worker cards will be left vulnerable as well.
    Alternatively you could have "worker" cards be "compelled" to inhabit a lane with a flipped structure card if it is in a lane adjacent to it?
    Just some random ideas. This project is super cool I look forward to seeing more from it!!

    • @SalvadorRuberto
      @SalvadorRuberto 29 วันที่ผ่านมา +1

      I love this idea, the thought that came to me is that, since the money mechanic is suposed to be a non intrusive or elementary mechanich that completly halts a game, maybe not all structure cards have to generate money, instead have structures that could generate extra money once the corresponding worker goes into it(maybe have sinergies within structures so that if a worker that is intelligent goes into an intelligence related structure it is somehow more advantageous) while being less useful overall and structures that dont generate any money to have more useful mechanics by themselves

  • @J0PPE
    @J0PPE 29 วันที่ผ่านมา +29

    I think a good change would be to immediately draw the unpredictable behaviour card when it's on the top of the deck. That way you won't be able to plan your turn around the unpredictable behaviour card before you draw it, but you still get a monster that turn.

    • @CowCommando
      @CowCommando 29 วันที่ผ่านมา +8

      I suspect the behavior cards will have the same back as the regular cards and were different here for demonstration purposes only.

    • @firelasto
      @firelasto 28 วันที่ผ่านมา +4

      @@CowCommando thatd make it annoying to sort them out of the deck once the games over tho, if you actually printed these cards out and had physical decks, which i definitely wanna do at some point

    • @johnspartan5722
      @johnspartan5722 28 วันที่ผ่านมา +1

      @@firelasto unless they go with the idea that you draw cards per element as deck generation in which case you would basically deconstruct the deck anyway

  • @_SomeThingsILike_
    @_SomeThingsILike_ 29 วันที่ผ่านมา +27

    I gotta say, Get Pregnant is the most vile card name I've laid eyes on. I was only half-listening while working and hearing "pregnancy" was like a shotgun blast to the gut.

    • @cat-cat...
      @cat-cat... 29 วันที่ผ่านมา +6

      I get that it's a little weird and certainly can catch you off guard, but why is it vile?

    • @reiianyt
      @reiianyt 29 วันที่ผ่านมา +3

      Twitter has ruined us all.

    • @paultapping9510
      @paultapping9510 29 วันที่ผ่านมา +3

      I... what? What an interesting reaction.

    • @omatic_opulis9876
      @omatic_opulis9876 28 วันที่ผ่านมา

      ​@@paultapping9510But what does it mean?!

    • @shrekeyes2410
      @shrekeyes2410 27 วันที่ผ่านมา

      definitely

  • @haazmat
    @haazmat 29 วันที่ผ่านมา +21

    Definitely do some art for the emotion cards.
    It doesn't have to be as big as other cards (so you can fit text easily),
    but knowing the card by just taking a glance at the art instead of reading is always fun.

  • @tic_tac_maniac2397
    @tic_tac_maniac2397 29 วันที่ผ่านมา +16

    The intelligence could be replaced with "Sadness" or "Madness" a creature card is one of the two with a number determining how much. works in adventure time lore as sadness and madness are a big part of the magic system.

    • @HiddenDragon555
      @HiddenDragon555 29 วันที่ผ่านมา +3

      Is getting pregnant Sadness or Madness?

    • @omatic_opulis9876
      @omatic_opulis9876 28 วันที่ผ่านมา +1

      ​@@HiddenDragon555yes

  • @blank9793
    @blank9793 29 วันที่ผ่านมา +8

    I personally love how you handled randomized behavior.
    In a video game it's easy to program "personality traits" into the creatures themselves and have their parameters run in the background.
    But for a tabletop game, it would just be a mess. Using behavior cards keeps it simple and adds a lot to the game. Well done.

  • @jaydennunn9210
    @jaydennunn9210 29 วันที่ผ่านมา +27

    Babe wake up, Card Wars devlog just dropped

  • @JoeRose8
    @JoeRose8 29 วันที่ผ่านมา +16

    For the wandering bald man specifically has nobody considered that the wandering bald man's wandering could be caused from a card effect. Cussing him to move on the board for an action your opponent takes.

    • @parmesanzero7678
      @parmesanzero7678 22 วันที่ผ่านมา +1

      Yeah it’s right in his name. I don’t see why we’d assume all creatures would have random behavior. I assumed it was part of the card.

    • @RipOffProductionsLLC
      @RipOffProductionsLLC 12 วันที่ผ่านมา +1

      Yeah, it's not like every creature had a descriptive epithet that coralated to a random behavior.
      Through sone kind of "behavior" phase during turns where cards that have such things activate(or attempt to activate) would still make sense.
      Say such "random" behaviors have a chart/list of actions tied to a die/dice roll, with a single such roll being part of the phase and then shared among all random behavior cards.
      Say the Wondering Bald Man moves left on a 6 or 1, right on a 3 or 4, and does nothing on a 2 or 5.
      Meanwhile some other card, let's call it "the screaming baby" does nothing on a 1, 2, 4, or 5, but on a 4 or 6 will cry so obnoxiously that all enemies that attack must target it if they are able.
      Bald Man getting stuck is obviously a feature of the terrain, probably worded as "creatures in this space can not move unless they have keyword fly/hover/ghost/spirit/[whatever else makes sense here] or use an ability with keyword teleport"

  • @GJERocks
    @GJERocks 29 วันที่ผ่านมา +5

    Great videos so far! A lot of the simulated behavior reminds me of a game I heard about a while ago called Dwarf Fortress, which has insane levels of emergent interactions. I recommend giving it a look, even though I don't know much about it. It may help spring up ideas.
    There's a famous story where in-game cats had started dying unexpectedly too often in-game, and it turned out that was because they would walk over puddles of spilled beer in bars, and then later die of alcohol poisoning when grooming themselves later.

  • @57chevy01
    @57chevy01 29 วันที่ผ่านมา +27

    This series has been so awesome to follow along, keep up the great work!

  • @trevorritzke2099
    @trevorritzke2099 29 วันที่ผ่านมา +6

    Instead of calling it "unpredictable behavior cards", call them "chaos cards" with workers and buildings having a "chaos modifier" for how different cards are more unpredictable. A larger chaos modifier means that the chaos card is more impactful to that card. For example, wander applied to a chaos mod of one means they can only wander on your side of the field, a chaos mod of 3 or more means they can wander to the other side of the board and immediatly be attacked or attack an enemy card.

  • @pastramiandrye
    @pastramiandrye 29 วันที่ผ่านมา +5

    Alternate names for Inanity/Unpredictability: Quirk/quirkiness, unbalance, nerve index, Habits, Uselessness, Ennui, Joi de vivre, unctuousness, salubrious score, vim, vanity
    I think a cool way to include this with the worker placement mechanic would be that a creature can feel sad for being removed from a job or just not having anything to do, happy for being promoted, or be ambitious/sneaky and push another creature off the job post to take their place.
    I'm not sure if it lines up *exactly* with the system but it might be neat to also allow a creature to be influenced by whether or not they're employed, either making them resistant or vulnerable to abilities and affects based on their land/employment type
    You could also have a trigger mechanism for events that can create moods, for example - if this character is attacked, search the deck for a relevant personality mood card, then reshuffle

  • @JasonKings77
    @JasonKings77 29 วันที่ผ่านมา +10

    I think it could be interesting to have the opposing player pick the Unpredicable Behavior Cards that will be placed in a players deck at the start of the game. It could add a layer of strategy to deck building as well as unique feel to the playstyle of the game, while keeping some level of randomness with the cards working how they do currently

    • @UncreativePF
      @UncreativePF 29 วันที่ผ่านมา

      Oooo I like this idea

  • @blacky7801
    @blacky7801 29 วันที่ผ่านมา +30

    I have no recollection of opening this video, yet here it is, somehow open in my browser. Not that I am complaining of course, love the series!

    • @elio7610
      @elio7610 29 วันที่ผ่านมา +2

      maybe you have autoplay enabled.

    • @blacky7801
      @blacky7801 29 วันที่ผ่านมา

      @@elio7610 That can't be it. I suspected that too and checked. It was turned off.

    • @elio7610
      @elio7610 29 วันที่ผ่านมา +3

      @@blacky7801 yeah, it would be obvious if that was the case. well, i guess you are haunted.

    • @blacky7801
      @blacky7801 29 วันที่ผ่านมา

      @@elio7610 help

    • @rx.frost7745
      @rx.frost7745 29 วันที่ผ่านมา +1

      @@elio7610 Maby this conversation could be a card

  • @colbycoles6983
    @colbycoles6983 29 วันที่ผ่านมา +6

    The amount of time dedicated to the wandering bald man in these videos is honestly legendary at this point

  • @NorthOfEarthAlex
    @NorthOfEarthAlex 29 วันที่ผ่านมา +5

    Behavior names: Unpredictable, attacking, casting spells -> MADNESS, Harmless, wandering, seeking love -> SADNESS

  • @mikaeluhl
    @mikaeluhl 29 วันที่ผ่านมา +6

    You definitely know how to take the right directions
    I wouldn't know what is right for this real life adaptation but when you say "i decided against this because.." i always feel relieved that you did

  • @zuzu6470
    @zuzu6470 29 วันที่ผ่านมา +70

    I just had an idea regarding both Finn’s and Jake’s ace creatures, The Pig and The Immortal Maze Walker. It can be either one of two things:
    1. Ace cards, either one creature, artifact or structure that are hidden at the start of the game and come up when you choose to play them. They have a very special mechanic that essentially drives your main gameplan forward.
    2. Secret Boss, a unique and powerful creature that “hides” in a land and, just like ace cards, are only revealed when played. When that secret boss dies however, you lose the game.

    • @mikaeluhl
      @mikaeluhl 29 วันที่ผ่านมา +7

      I bet this guy plays league of legends

    • @zuzu6470
      @zuzu6470 29 วันที่ผ่านมา

      @@mikaeluhl H m m m m

    • @zuzu6470
      @zuzu6470 29 วันที่ผ่านมา

      @@mikaeluhl H m m m

    • @ThefifthBishopofGord
      @ThefifthBishopofGord 29 วันที่ผ่านมา +7

      Those are interesting ideas. I personally think there is the possibility that it could be that certain cards can have no more than one that card played in the game on either side. The Pig is a card that completely counters a corn deck and if a person could hypothetically fill a deck with The Pig if they knew their opponent runs mainly corn decks, it would be one sided and extremely unfair for the player that runs a corn deck is can barely play a deck.
      The Immortals Maze Walker probably has keyword that involves the fact it is immortal. It probably takes no damage while on the corn element land or an actual maze land.
      For an actual explanation on how I possibly think the immortal keyword works: This card cannot take damage while the land this card is on has the same element as it.
      I think this explanation works to my knowledge.

    • @zuzu6470
      @zuzu6470 29 วันที่ผ่านมา +3

      @@ThefifthBishopofGord Love that idea!

  • @Dr.Infin8ty3810
    @Dr.Infin8ty3810 29 วันที่ผ่านมา +7

    Also, the behaviour thing , the wandering bald man was the only creture that exhibited a behaviour and non of Finn's cards so maybe the behaviour is a customization thing , where you can make a card exhibit a certain animation

  • @Ludi_Chris
    @Ludi_Chris 29 วันที่ผ่านมา +12

    This is becoming better by the video.

  • @JakeSeven541
    @JakeSeven541 28 วันที่ผ่านมา +2

    The idea behind Behaviour cards is interesting. I think the wandering bald man in the show wanders because of his card discription.
    For the behaviour of cards I would suggest a card to have:
    °The Description of the card
    °Passive behaviour (eg. The wandering bald man just wanders aimlessly through all the four sections of board)
    °Active Behaviour is when you floop the card.
    Some questions may rise like how do you control the pigs behaviour to go sleep. Or the witch going into the cabin to study revival magic. I think the logic behind that would be the structure cards description that you can take any monster card and make it sleep inside or a specific monster card like the witch can only use the cabin to study.
    (This way you won't need behaviour cards or dices)
    The structure cards this way reminds me alot about Yu gi oh's spell and trap cards. Some are specific to which type or certain card and some can be used on all cards.

  • @geofrizy
    @geofrizy 25 วันที่ผ่านมา +3

    some random behaviours you may like:
    • sing/whistle
    • vomit
    • dance
    • play and instrument
    • feel shy
    • chat
    • panic
    • faint

  • @ruzgaryazici8165
    @ruzgaryazici8165 29 วันที่ผ่านมา +3

    keep up the good work, watching your passion and determination is very inspiring

  • @georg1573
    @georg1573 29 วันที่ผ่านมา +5

    Suggestion for the randomness/unpredictability stat: "Whimsy Gauge"

  • @calmagnum3186
    @calmagnum3186 29 วันที่ผ่านมา +4

    The cult of the lamb background= 🔥🔥🔥

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +2

    personality card: mid-life crises: one card of any type gets a mid-life crisis. turns into a toke depression type, getting -1 damage.

  • @jones639
    @jones639 29 วันที่ผ่านมา +8

    Yay, new update!!! Love this projekt!!!❤

  • @witchboy44
    @witchboy44 29 วันที่ผ่านมา +5

    Yessss! Now the mind goblin isn’t just a deez nuts meme

  • @quokkaawakening3639
    @quokkaawakening3639 23 วันที่ผ่านมา +2

    Honestly I believe that this is the best moment for u to add the field cards, these could solve the problem of worker position not mattering that much, you could have certain combinations of fields, cards and structures, produce more money or some similar buff to the economy according to the type of card. You could also add a way for the fields to affect the combat stage, we can see how the mud field inmovilices the bald man.
    One aspect that I think should be reworked is cards combinations of all types, the way the game is thought right now doesn’t allow for a lot combinations like we see in the first episode of card wars like the corn field being necessary for the corn warriors to function or the wizard being able to resurrect cards after entering the library for some turns.
    I don’t know how you could solve this tho, maybe someone else can

  • @kirbs0001
    @kirbs0001 24 วันที่ผ่านมา +1

    Something you did in an earlier video that I think may have interesting gameplay impacts is tracking economy by drawing and discarding cards.
    With this implementation of unpredictable behaviours, that means that UBs are triggered more often.
    Additionally, if there are rules around deck construction, it means players will be less able to stack their deck, since they'll be discarding cards they might otherwise want to draw.
    It also allows you to make the economy something the players choose to engage in, rather than something the meta demands that they must, since doing so means discarding cards.

  • @The_Rusty_Screwdriver
    @The_Rusty_Screwdriver 29 วันที่ผ่านมา +5

    I love this community I clicked on the video and the number of likes and views were parallel

    • @elio7610
      @elio7610 29 วันที่ผ่านมา +3

      the like button is a flawed feature, we should just ignore it. a "like" just doesn't really mean anything or provide any useful data. you can determine people's interest by views and watchtime and from a purely business perspective it doesn't even matter if viewers enjoyed the video as long they keep watching. as a viewer, i can't really gauge quality from the number of likes, especially when dislikes are hidden or nonexistant. it is useless for both the audience and the creator, it is pointless.

    • @The_Rusty_Screwdriver
      @The_Rusty_Screwdriver 27 วันที่ผ่านมา

      @@elio7610 The amount of people who asked is equal to your body count.

  • @nandesz5756
    @nandesz5756 29 วันที่ผ่านมา +3

    Letsgoo, my favourite series has a new episode. Please keep going, I love this series so much and I wish you the best

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: calming: one aggressive creature meditates turning them into a friendly card. if the cards has a predictability above 7 they turn into a token Munk (token is a card or stat that is unattainable by drawing or conventional ways ex if a car spawned another car that card would be a token. token is like a hidden part of the game.) not being able to attack but getting double defense (feel free to give any suggestions or change anything about the card)

  • @jogodedois4863
    @jogodedois4863 27 วันที่ผ่านมา +2

    U.B Idea: Overthinking: Makes it so that the card does everything it can, it floops, activates, generates cash(if it's a worker). All those effects are applied but the creature cannot do anything for 2 turns afterwards.

  • @Deer8616
    @Deer8616 29 วันที่ผ่านมา +3

    Unpredictable behavior idea: monster
    Start a revolution against your controller so that every card in the same lane as the chosen card attacks a structure on your own side in the same lane.

  • @pining_tree6788
    @pining_tree6788 29 วันที่ผ่านมา +4

    I’m happy to keep churning away!

  • @zonebooth
    @zonebooth 26 วันที่ผ่านมา +1

    I really like the idea that your opponent provides your Unpredictable Behavior Cards. That would make for a competitive element to it, and have a lot of strategy behind it.

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: bend over: one card of any type bends over gaining agility. for the next attack they can move to any adjacent lane. if there is a joke made with bend over it also gets +1 damage (feel free to give any suggestions or change anything about the card)

  • @rafaelsegala6502
    @rafaelsegala6502 29 วันที่ผ่านมา +3

    I hope you make the board bigger in the final product

  • @mewt5358
    @mewt5358 29 วันที่ผ่านมา +2

    Not sure how to feel about the "get pregnant" card

  • @AroyalMcWiener
    @AroyalMcWiener 29 วันที่ผ่านมา +1

    Stupidly op behaviour card: Ascension - The highest attack card ascends to godhood, removing them from the field, but converts one of your opponents least intelligent creature to your side (you gain controll of the card) and protects any holy building on your side of the board from (almost?) any attack.
    It might be somewhat balanced since one of your best cards disapears but still does some pretty big damage toward the opponent.

  • @spitfyre8688
    @spitfyre8688 29 วันที่ผ่านมา +1

    Unpredictable behavior for friendly: Convince, floop affected creature, enemy creature in nearest land acts under your command for next turn. If distance is tied between multiple creatures, it affects the one with the lowest total stats added together.

  • @maddestcattest
    @maddestcattest 29 วันที่ผ่านมา +4

    1 view in 42 seconds, BigBlud really fell off 😔💅

  • @ShelbyAQD
    @ShelbyAQD 21 วันที่ผ่านมา

    As someone who loves dreaming up impractacle game concepts, this series is an absolute delight.

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: blink: one of any card type blinks. if it has a predictability higher than 10 roll a D20 and if it lands on 10 you win the game. the blink is so powerful it flips the table (if the table is not flipped ex it is drilled to the floor, then you don't win. You HAVE to flip the table to win) (feel free to give any suggestions or change anything about the card)

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: dry through: one friendly non-water creature gets thirsty causing to go to any landscape/building with water to take a drink. if no land/building have water -1 comfort +1 unpredictable (feel free to give any suggestions or change anything about the card)

  • @hughmungus7320
    @hughmungus7320 26 วันที่ผ่านมา +1

    Unpredictable behavior: midlife crisis
    Creature buys a car and writes a novel

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: Flatuphobia: one simple creature ganes Flatuphobia then proceeds to fart, giving such a scar they go into any building hiding for two turns. if another fart occurs during the match the creature leaves the board and can't be played for one game. if there are no buildings it huddles on the ground having 0 damage and 1 health. (feel free to give any suggestions or change anything about the card)

  • @EliManny2000
    @EliManny2000 24 วันที่ผ่านมา +1

    I think structures should care about personality type. For example, the wizard research tower should have a mechanical synergy with intelligent creatures. I keep fixating on that wizard learning necromancy. I think it could make sense that the structure says something like "An intelligent creature can spend X amount of turns in this structure. Then, once on each of your turns, as long as that creature is on the battlefield, you may reanimate one of your dead creatures."

  • @magpy_
    @magpy_ 27 วันที่ผ่านมา +1

    I was thinking on how the Wizard went into the library to research in the first cardwars episode. That feels like an action that would only be available to the wizard when the library is available, because the pig going into the library would probably end with it eating the books or something. I was thinking that, instead of the mechanic being unique to the library or the wizard, what if the action that a creature can do in a building depends on its personality? Each building/structure has its normal abilities, but there’s also a table of actions that can be done depending on the creatures personality. The wizard clearly has Intelligent as its personality, so research would be the action a creature with intelligent can do at the library, but a creature with intelligent at the cave would meditate and probably increase attack, unlike the pig which rested in the cave and healed. The creatures using the building/structure in this way would require them to “go inside” the structure, which is a risk, because if the building/structure is destroyed while they’re using it, so would the creature be destroyed, just like how when the pig was resting in the cave and it got destroyed, the pig died.
    An example of the Library personality table:
    Intelligent: Research - Search through your deck. Set aside the first spell you find for use at any time, seperate from your hand. Reshuffle deck. If creature that researched this spell dies, shuffle spell back into deck.
    Simple: Librarian - Creature asks a librarian for help. Next turn, spawn a 0 attack, 1 health librarian. Flooping Librarian adds +1 attack to a selected creature on this land.
    Friendly: Storytime - Creature reads a story to all creatures in this land and opposing this land. Exhaust all creatures in this land and opposing land.
    Aggressive: Campfire - Creature tears books apart to start a campfire. Heal creature for +1 health for each turn spent in this structure.
    Monster: Campaign - Creature interrupts a group of TTRPG players and gets chased out. Move creature to an adjacent land of choice, do not exhaust creature.
    This would probably massively complicate things, require a seperate mini hand book for players to make reference to if they want to be really strategic and make perfect choices, but I think it would be really fun addition if players had a creature use a structure and then look at the structure’s personality action table for what happens. It would add a little bit of randomness and personality to the game that already has a ton.

  • @g0dzilla5
    @g0dzilla5 28 วันที่ผ่านมา +1

    The narration is getting vaguely more sassy over time and I’m here for it

    • @BigHoles
      @BigHoles  28 วันที่ผ่านมา

      I have the approval of Godzilla Junior!

  • @fazdingo29
    @fazdingo29 29 วันที่ผ่านมา +1

    no i'm pretty sure you were right about the stats. you could interpret what happened to the husker knights as them losing their attack power and not their health since they don't actually die in that combat which is demonstrated by the fact that they "revive" when the land is regenerated which shouldn't happen unless they never actually died. this is also supported by the fact that the cerebral bloodstorm was able to damage the husker knights even though the cornfields were already destroyed and if we assume that the bloodstorm only does minor damage, it wouldn't have killed the husker knights due to them having 6 health

  • @Zawaito
    @Zawaito 29 วันที่ผ่านมา

    Idea for emotion and behavior cards:
    - They are shuffled in your deck.
    - They have a base effect "when you draw, draw another card. If Behavior or Emotion, shuffle it and draw another." (So that you always gain an actual card)
    - they have to always be played when you draw it
    Two options:
    1st - randomized:
    - assign a number to every creature eligible
    - roll a die, give the behavior/emotion to the creature rolled.
    2nd - Personality based:
    - assign a tag to each card corresponding to its main personality
    - you can assign the card to any creature you want
    - it will have special/enhanced effects if the personality matches the card.
    What behaviors could do:
    - force a creature to move
    - force a creature to defend a building
    - force a creature to defend another creature
    - force a creature to flee from danger
    Etc.
    What emotions could do:
    - give a buff to a creature
    - give a debuff to a creature
    - make a creature do a preset action
    - make a creature react to an action differently.
    For example:
    Behavior - wander:
    Roll 1d6, make the creature move that many steps/zones. Lasts until another behavior is asigned.
    If "agressive", move towards the nearest opponent instead.
    Emotion - angry
    Creature deals +1 damage after being attacked. (Explaining the bald man)
    Lasts until the conflict is over
    If "agressive", deals +2 damage, takes +3 on the next hit
    Also, some emotions and behaviors could have the tag "reaction". They are played upside down on the creature and are revealed once you or the opponent trigger it, creating room for bluffs and mindgames

  • @jonjonathon9906
    @jonjonathon9906 28 วันที่ผ่านมา +1

    Unpredictable behaviour: Cramps: the creature develops a cramp in their leg and can only move half their usual movement. If female they also become immune to pregnancy for 29 turns

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: snap: one of any type over 3 predictability thinks to snap. The next time that card goes to fight another card it snaps causing you to attack twice. if over 7 predictability that card snaps twice getting three attacks in before the enemy attacks back. if over 9 predictability the card snaps three times by which the opposite card attacks back instantly killing your card. (feel free to give any suggestions or change anything about the card)

  • @TheNerdySimulation
    @TheNerdySimulation 28 วันที่ผ่านมา

    Rules suggestion here that perhaps instead of drawing the U.B./Event cards (ones with purple backs) you activate when their backside is revealed in a draw pile and resolve it before continuing effects. This skips the need to worry about the drawing cards limitation and adds to the "surprise" factor. You could also limit it to 1 per player a turn, which would allow for the scenario where Wandering Bald Man moves during Finn's turn instead of Jake's as represented in the show and stops a chain from derailing actual play actions.
    U.B. Cards:
    *Fart* - An awkward poot shoots out your boot(y). Affected creature loses all abilities until end of turn.
    *Gamble* - Always one hit away from winning. Flip affected creature and toss a coin. If you win the toss you instead net 2 income, if you lose you instead lose an income.
    *PARTY PARTY PARTY* - Groove with infectious intensity. All nearby creatures are considered bros until your next turn and gain a Dancing token. (Could also have them floop w/o effects activating but thought "Dancing token" was more fun and allowed for possible creativity)

  • @pedrosedrez8220
    @pedrosedrez8220 23 วันที่ผ่านมา +1

    After watching this video 5 times, only now I've heard the cult of the lamb soundtrack on the background

  • @gasparliboreiro4572
    @gasparliboreiro4572 26 วันที่ผ่านมา +1

    about the money, you could make that money isn't useful in all builds, but with surtain structures and creatures it becomes a resource you need for power, something like a bank that gives double the money, police that protect structures but have to get paid, etc etc

  • @cristhianherrera1173
    @cristhianherrera1173 23 วันที่ผ่านมา +1

    Food for thought regarding how to make money:
    Have you considered having a specific type of building which its entire function is to generate money and have that be the main way players gain money?
    It would introduce the conflict and decision making for players where they have to choose whether to build a structure that will generate them money or a structure with other effects and abilities.
    I believe that it would be helpful in balancing the money generation part of the game as players could theorecally just commit their board to produce money at the cost of having more useful buildings or players dont build any money generating structures and the lack of money would let their opponent run the economy.
    Im not sure how this would interact with other aspects of your game as I dont know how your structures work at the moment but I thought it would be something worth considering.
    Also the structures could be thematic to type of deck the player is running. A corn deck could have corn farms that would sell corn. A snow deck could have Ice cream shops. Etc...
    Love the videos and everything youre doing please keep it up!

  • @dr_beeee2809
    @dr_beeee2809 28 วันที่ผ่านมา +1

    Unpredictable behavior: backflip: does nothing but it’s pretty cool huh

  • @reco7234
    @reco7234 29 วันที่ผ่านมา

    Card wars has been a dream for so long, i fell like this project might finally make it a reality, thank you so much!

  • @user-zh2lh4iz8j
    @user-zh2lh4iz8j 28 วันที่ผ่านมา +1

    Unpredictable Attack behavior: the attacking creature ALWAYS attacks first unless dictated otherwise by a cards effect/status the creature rolls from its “Max” attack (displayed on the card) to zero any number between that is a viable hit number. if the defender survives roll the same as the attacker (Max - Zero). after this first round if both are alive add 1 to the minimum and maximum attack value (for this attack only) repeat till one creature (or building) remains
    (edit) after the first round if a attacking pig and defending pig survive Both their attacks would go up for that combat meaning after round 1 (now round 2) the attack would be 2:0+1 for both then be fully reset for the next combat that the winner would be in

  • @user-jw3sf7nl9z
    @user-jw3sf7nl9z 29 วันที่ผ่านมา +2

    You should add economic/infastructure cards. Land specific/resource, while they dont offer direct benefit they may offer something hyperspecific.
    Like goblin bar card, which only works in goblin land cards, which can be used to turn resource cards into money or something like that.
    Just have some cards that directly interact with the economy specifically, but arent necessary to win a match.
    Right now the economy cards seem to be ineracted with vaguely.
    Isolating the system is good, but I think itd be funny if a beetle could go into debt.
    Maybe cards that work with emotion cards, for you or against your opponent.
    Goblin Casino Card, which hijacks an enemy when they have a negative emotion to gamble money at the casino. Smthing like that.
    Maybe implement a money stealing mechanic? Idk, just pissing in the win for this.
    Or make only specific tags or emotion types effected by certain cards.
    A theoretical Road Work Ahead card, that makes it so neither you or your opponent can move across one land tile border.
    But this wouldn't effect monster type cards because they are illeterate.
    Maybe a marriage card, where two cards have to pick a venue.
    Gnomio & Juliet card, where one of your cards fall in love with an enemy card and vice versa.
    Maybe separate resource cards from deck cards, but that might get a little to complicated.
    Have worker cards be able to work in specific buildings, that use resource cards to produce money.

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: squat: one simple card squat downs gaining +1 mobility allowing it to move to an adjacent lane when attacking for the next attack faze (feel free to give any suggestions or change anything about the card)

  • @seanh2785
    @seanh2785 28 วันที่ผ่านมา

    I love the changes made! It is so great to see your project change and evolve!

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: deadly smouldering star: one Aggressive creature gives a star to any enemy creature in the opposite lane. That creature cannot attack the Aggressive creature for one turn and get -1 attack when attacking it in any other turn. If there are no enemy creatures to star at then the Aggressive creature stars at any agasent friendly creature causing them to not be able to pass over the lane for as long as the aggressive creature is there. if it is the only creature on the holl board then it smolders to the opposite player causing them to not be able to look at the board for as long as the creature is there. if the opposing opponent is not at the board, then you must forfeit the game. (feel free to give any suggestions or change anything about the card)

  • @quinnivia
    @quinnivia 28 วันที่ผ่านมา

    Having the intro start as Finn goes to speak made me laugh more than it should have and I really don’t know why. My humour is so unhinged jfc

  • @aterribleperson9119
    @aterribleperson9119 29 วันที่ผ่านมา +1

    There should be rules for if two creatures end up getting a crush on each other. Given that you can choose who the crush is on, as well as generally having some control over who gets a crush to begin with, there should probably be some kind of benefit to making this happen. The fact that one of the behaviours is Get Pregnant is very tempting, a mutual crush could lead to one or both creatures getting pregnant, possibly ending the crush. Alternatively, the two creatures could simply run away together, both leaving the game. This would be a way to easily eliminate an enemy creature at the cost of one of your own, leading to strategy for both players. When the first crush card is pulled, the choice becomes more than "who would be the least bad to not attack", now you might target a creature you want off the board, though you have to consider that the other player would likely have to agree to remove both creatures, which similarly incentivises not just dumping the crush on the weakest creature possible. There could also potentially be a rule where if you draw Has A Crush and one of the eligible options to select is a creature another creature has a crush on, you cannot choose, and must make the crush mutual.

  • @pawots6448
    @pawots6448 29 วันที่ผ่านมา

    I am loving these devlogs so far!

  • @PikaBolaChan
    @PikaBolaChan 29 วันที่ผ่านมา +1

    i always thought it was a very small number of certain cards that could make money, like how they floop the wizard to research the raise the dead, certain cards can be flooped to earn money in a similar amount of time 2-3 turns, but that’s mostly what they do with bad stats. it makes it obvious to the enemy that you’re making money (but it is your choice how much you auction with), and it’s optional and so you can just use the card for attacking if you want for beginner players like Finn was

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: dry eyes: normal = friendly. One normal creature looks at the nearest light in the room. its eyes get dry causing its next attack to be a miss. If there is no light in the room (ex the moon) then the creature is not affected (feel free to give any suggestions or change anything about the card)

  • @bulutcoskuner9774
    @bulutcoskuner9774 29 วันที่ผ่านมา

    7:16 Hell yeah! A Cosmic Encounter mention!

  • @marshall3861
    @marshall3861 29 วันที่ผ่านมา

    I always get so excited when I see you posted a card wars vid! Keep ‘em up❤

  • @KingNedya
    @KingNedya 29 วันที่ผ่านมา

    6:14 I didn't expect to see DRG referenced but it was a pleasant surprise, it feels like ever since I started playing over a year ago I see it everywhere

  • @0hate9
    @0hate9 29 วันที่ผ่านมา

    I love that you keep putting cave story music in your videos. it makes me very happy.

  • @mightbetoad6786
    @mightbetoad6786 29 วันที่ผ่านมา +1

    This is from an earlier video but if you recall saying the x in the corner of some cards is because it doesn't have health, i think thatms actually damage, and x signifies that it varies, according to the description of the card

  • @coolcatmanc8476
    @coolcatmanc8476 29 วันที่ผ่านมา

    Here’s an idea I thought up basically immediately for an Unpredictable Behavior card:
    Defenestrate. Target immediately leaves building out the window, interrupting whatever they were doing in there. If building doesn’t have a window, leaving this building damages it. If building is multiple stories tall, leaving this building damages the creature. Both statements may apply at once. If no creatures to which this is applicable exist, reshuffle this card into your deck.

  • @megaswords1142
    @megaswords1142 29 วันที่ผ่านมา

    I really like the emotion mechanic! It's simple yet very interesting. Keep up the good work!

  • @Maxsmack
    @Maxsmack 22 วันที่ผ่านมา

    Being validated that Jake is running a 45/5 Mazewalker made my day. I said roughly “Jake is the kind of person to run a min max build like that”

  • @toxic_phish6304
    @toxic_phish6304 27 วันที่ผ่านมา +1

    8:46 maybe the stat is called goofyness,sillyness,wierdness ,lack of embaracement, chaosoul or somthing like daring

  • @rx.frost7745
    @rx.frost7745 29 วันที่ผ่านมา +1

    personality card: fallen over: one simple creature falls over taking one damage. that creature satays fallen for one turn. if another creature attempts to pass over this lane, they too will fall over the original fallen-over creature. Taking one damage and staying in that lane (feel free to give any suggestions or change anything about the card)

  • @Tommyhillpicker
    @Tommyhillpicker 29 วันที่ผ่านมา

    Alternate name for Unpredictable / Unpredictability : Volatile / Volatility (?) Also separately I think I'd suggest the cards themselves being simply called "Behavior" cards -- I feel like that is what would be used colloquially anyway and rolls off the tongue a lot easier.
    Some ideas for U.B. cards:
    - Defect: Your opponent gains control of the behaving creature.
    - Tag Out: Swap the behaving creature with another creature in your hand.
    - Rage: The behaving creature must attack this turn. It deals and receives +2 damage in combat this turn.
    - Run Away Together: Shuffle the behaving creature and target creature an opponent controls into their owners' decks.
    - Imitate: The behaving creature becomes a copy of some other target creature until end of turn.
    - Do Taxes: The behaving creature becomes exhausted and you gain money equal to its volatility if it is Intelligent or Rich. Otherwise, you lose 2 money.