I don't know how good this is for prototype testing, but for anyone who wants to try this approach of "just making cards" while also having a lot of fun with friends, I recommend playing "100 blank cards" You buy a pack of 100 blank index cards. Give each participant 10 to begin with. And tell them to make 10 cards with these rules in mind: - all cards are mixed together into a deck in the middle - every player starts with 5 cards in hand and an empty "zone" - you can play 1 card per turn into any zone, then draw one from the deck - cards played into a player's zone only affect that player - cards played in the middle zone affect every player - cards can have point values (rec. starting range -10 to 10) and they can have effects - unless otherwise stated (or agreed upon between players), cards stay in play indefinitely, even after they resolve - when the deck runs out, all players add the points of all "their" (personal and middle zone) cards together. The player with the most wins. - after a round players can ban some cards and make 5 more afterwards and play again. I promise you that if you have any creativity you can make a lot of crazy stuff happen with this loose framework. Use it to test wacky ideas or completely transform the game. You can do anything you want really. All you need is some index cards and 1 more person
I was going to recommend this exact approach. When making a new game, I like to add a bunch of blanks in with the rest of the cards I create. Then when I draw it I can think "what is the card I would want to draw right now?" Boom. New card design.
@@Anemoi_1 that's interesting, I haven't tried that. I find though that as soon as someone makes a really interesting design that shapes the rest of the session in a similar way
Sidenote: Don't be too worried about fine tuning statlines and all the little minute details. You want to stick to the primary loops and interesting mechanics. Broad strocks and a simple pallate of colours. "Cards go BRRRRRR" should be the feeling you aim for.
Good point of easy to give advice, much harder to take the step of implementing the same advice yourself. I started a "but the world needs yet another mtg clone!" game with some base rules and a mock-up of about 5 cards, got stuck, and abandoned it. Your video did inspire me to at least think about reviving an old concept for a non-tcg non-deckbuilding card game that's vaguely Wile E Coyote meets Wacky Races via Rube Goldberg contraptions though!
I've been struggling with this quite a bit, but I think it's mostly just perfectionism - wanting a concept to be well-designed and well-integrated before I commit it to a card, and not wanting to feel like I'm copying from other games. There's also the part when making a game that has an MTG-like approach to deckbuilding where the sheer volume of cards needed to make the game work is a major time demand even when you do know what those cards are going to be.
Great advice, after I came up with my concept, I went through this process on an excel spreadsheet. Having each card listed out like that made it simple to make the next one.
The thing that I find difficult is moreso to take the step of bringing what I have out for people and players to try out, basically getting my rocks out for people to bash.
One of your best videos, brevity being the soul of wit and all. But you could make it even better by using Dragon Quest Monsters Joker 2 gameplay for the next one 😁
Dang, was hoping to learn something new, and I did, but I already did that. I’m just now finishing up my 16th test deck, each has a unique mechanic, and have enough variety to where my testers can pretty much play any theme they want.
I wish I was in your discord, I'd love to have a long chat about this stuff lol. I have a random idea of a card game themed around chess... but I deliberately avoid it for now, since I don't want to get distracted.
Man, I want to get some of these Ultraman cards but they're not available anywhere. I checked out the rules and I can already see some of the weaknesses in the build.
Spongebob trying to write his essay is a good funny visual example.
"Populate, Test, Cull, Modify."
That's some A+ stuff right there.
I don't know how good this is for prototype testing, but for anyone who wants to try this approach of "just making cards" while also having a lot of fun with friends, I recommend playing "100 blank cards"
You buy a pack of 100 blank index cards. Give each participant 10 to begin with. And tell them to make 10 cards with these rules in mind:
- all cards are mixed together into a deck in the middle
- every player starts with 5 cards in hand and an empty "zone"
- you can play 1 card per turn into any zone, then draw one from the deck
- cards played into a player's zone only affect that player
- cards played in the middle zone affect every player
- cards can have point values (rec. starting range -10 to 10) and they can have effects
- unless otherwise stated (or agreed upon between players), cards stay in play indefinitely, even after they resolve
- when the deck runs out, all players add the points of all "their" (personal and middle zone) cards together. The player with the most wins.
- after a round players can ban some cards and make 5 more afterwards and play again.
I promise you that if you have any creativity you can make a lot of crazy stuff happen with this loose framework. Use it to test wacky ideas or completely transform the game. You can do anything you want really. All you need is some index cards and 1 more person
Sounds like a lot of fun!
I wonder if adding some sort of theme to the cards would enhance the experience, like "modular" or "repeatable"
I was going to recommend this exact approach. When making a new game, I like to add a bunch of blanks in with the rest of the cards I create. Then when I draw it I can think "what is the card I would want to draw right now?" Boom. New card design.
@@Anemoi_1 that's interesting, I haven't tried that. I find though that as soon as someone makes a really interesting design that shapes the rest of the session in a similar way
i agree with this method epic style
Sidenote: Don't be too worried about fine tuning statlines and all the little minute details. You want to stick to the primary loops and interesting mechanics. Broad strocks and a simple pallate of colours. "Cards go BRRRRRR" should be the feeling you aim for.
Good point of easy to give advice, much harder to take the step of implementing the same advice yourself. I started a "but the world needs yet another mtg clone!" game with some base rules and a mock-up of about 5 cards, got stuck, and abandoned it.
Your video did inspire me to at least think about reviving an old concept for a non-tcg non-deckbuilding card game that's vaguely Wile E Coyote meets Wacky Races via Rube Goldberg contraptions though!
Congrats on getting second place! Sounds like a fun game.
I've been struggling with this quite a bit, but I think it's mostly just perfectionism - wanting a concept to be well-designed and well-integrated before I commit it to a card, and not wanting to feel like I'm copying from other games. There's also the part when making a game that has an MTG-like approach to deckbuilding where the sheer volume of cards needed to make the game work is a major time demand even when you do know what those cards are going to be.
1:42 thanks for helping me with my thesis
Great advice, after I came up with my concept, I went through this process on an excel spreadsheet. Having each card listed out like that made it simple to make the next one.
I hope to see you at pax! I'll be there too!
I discovered i do better at making "expansions" than a base product
Thank you for the advice, Kohdok!
The thing that I find difficult is moreso to take the step of bringing what I have out for people and players to try out, basically getting my rocks out for people to bash.
i have the opposite problem. i've made over 800 cards but cant decide on what the card border should look like.
make different borders for each type
One of your best videos, brevity being the soul of wit and all. But you could make it even better by using Dragon Quest Monsters Joker 2 gameplay for the next one 😁
Dang, was hoping to learn something new, and I did, but I already did that. I’m just now finishing up my 16th test deck, each has a unique mechanic, and have enough variety to where my testers can pretty much play any theme they want.
I wish I was in your discord, I'd love to have a long chat about this stuff lol. I have a random idea of a card game themed around chess... but I deliberately avoid it for now, since I don't want to get distracted.
Dragon warrior 7? That's a good game
Van Go 😂😂
Sorry, Van Go*phlem*
Man, I want to get some of these Ultraman cards but they're not available anywhere. I checked out the rules and I can already see some of the weaknesses in the build.
thumbs up for Dragon Quest VII and VIII
Third