Maidens of the Kaleidoscope

~Hakurei Shrine~ => Help Me, Eirin! => Topic started by: Imasock on March 04, 2011, 03:47:19 AM

Title: BorderCross - A multiplayer card game
Post by: Imasock on March 04, 2011, 03:47:19 AM
(http://imasock.pestermom.com/BorderCross/BorderCrossLogo1.png)

What is BorderCross?
BorderCross is a Touhou-based card game intended for 4-9 players. There are 205 cards: 65 characters, 34 pieces of equipment, 44 spell cards, 52 utility cards, 1 status card, and 9 role cards.

Story:
The Hakurei Border links the human world with the world of Gensokyo. Also known as the ?Border?, ?The Great Boundary?, or ?Hakurei Barrier?, the border exists to prevent precarious ?Youkai? from snatching humans for the purposes of consumption. The only point at which the border may be legitimately crossed is through the Hakurei Shrine. The border is not impenetrable, though, and must be supervised by ever-vigilant sentinels, for there are those who venture to snatch up a stray human wandering close to the border; or worse yet, those who wish to destroy the border and incite mass chaos between Gensokyo and the human world as was once the case long ago?

Game Overview:
The game is played with anywhere from 4 to 9 players, each with their own group-specific objective they must carry out to achieve victory. Players take turns equipping items, charging, and casting spell cards to defeat other players to conquer their opponents and fulfill their objectives.

History:
The game?s concept arose on the 4th of January 2011, when a friend of mine and I were conversing about the state of TCG games in general. We originally had plans to create a Touhou TCG of our own, but due to time constraints, resources, and other various aspects of involvement, we could not see our idea to completion. Rather than give up, I turned the concept toward a different direction ? a multiplayer game without the cost commonly associated with playing and maintaining current TCG games.
After many dead ends on coming up with a manageable system for the cards, I settled on borrowing concepts from a fabulous card game my close friends and I enjoyed, which was originally published by Italian publisher daVinci Editrice in 2002, called ?Bang!?. Much of the flow and approach of the game comes from ?Bang!,? but with several system tweaks of my own.
The game?s production somewhat started around January 8th. By the 11th, all of the cards had been entered into Excel for brainstorming and balancing. By the 13th, all cards had text and powers were assigned to characters. Graphical design and artwork searches took somewhere around a week, putting the finishing touches on actual designs around the 18th. After that, cards were fully compiled and data entry began in Photoshop before the 20th. Creation processes were slow due to graduate work beginning to pile up in the beginning of the semester, but finalized card sheets were being assembled and ready for printing by the 26th. Proofreading and editing caused delays, meaning a new set of print sheets being designed before the 30th of January.
The first batch of cards was printed on February 3rd and 4th. Half were cut out individually, by hand, before February 8th. The cards were fully cut out and sleeved on the 12th, ready to play. In its entirety, the project was finished (aside from proofreading, error fixes, and actual printing/play-testing) in approximately four weeks. Since then, I have made various revisions, edits, and grammatical fixes, which will most likely always be subject to tweaks or further edits.
During the course of the project, various individuals were shown bits and pieces to gather unbiased opinions about the game. The purpose of this was to get feedback on individual portions of the design or style without anyone knowing what it was for. Aesthetically and technically, this creates the ?purest? opinions without quickly making judgments simply because it?s X, or Y, or looks like Z. No one person had ever seen the completed product as a whole until February 25th, when the game was played for the first time.

Sample Cards:
(The corners are white due to saving small versions as jpgs. Click for full size PNG format.

Characters
(http://imasock.pestermom.com/BorderCross/Byakuren%20Hijiri.jpg) (http://imasock.pestermom.com/BorderCross/Byakuren%20Hijiri.png)  (http://imasock.pestermom.com/BorderCross/Minamitsu%20Murasa.jpg) (http://imasock.pestermom.com/BorderCross/Minamitsu%20Murasa.png)  (http://imasock.pestermom.com/BorderCross/Reimu%20Hakurei.jpg) (http://imasock.pestermom.com/BorderCross/Reimu%20Hakurei.png)

Equipment
(http://imasock.pestermom.com/BorderCross/Nazrin%27s%20Dowsing%20Rods.jpg) (http://imasock.pestermom.com/BorderCross/Nazrin%27s%20Dowsing%20Rods.png)  (http://imasock.pestermom.com/BorderCross/Shikieiki%27s%20Rod%20of%20Remorse.jpg) (http://imasock.pestermom.com/BorderCross/Shikieiki%27s%20Rod%20of%20Remorse.png)  (http://imasock.pestermom.com/BorderCross/Kisume%27s%20Bucket.jpg) (http://imasock.pestermom.com/BorderCross/Kisume%27s%20Bucket.png)

Spell Cards
(http://imasock.pestermom.com/BorderCross/Sun%20&%20Moon%20Sign%20Royal%20Diamond%20Ring.jpg) (http://imasock.pestermom.com/BorderCross/Sun%20&%20Moon%20Sign%20Royal%20Diamond%20Ring.png)  (http://imasock.pestermom.com/BorderCross/Embryo%27s%20Dream.jpg) (http://imasock.pestermom.com/BorderCross/Embryo%27s%20Dream.png)  (http://imasock.pestermom.com/BorderCross/Forbidden%20Arcanum%20Hourai%20Elixir.jpg) (http://imasock.pestermom.com/BorderCross/Forbidden%20Arcanum%20Hourai%20Elixir.png)

Utility Cards:
(http://imasock.pestermom.com/BorderCross/Utsuho%27s%20Radiation%20Spring.jpg) (http://imasock.pestermom.com/BorderCross/Utsuho%27s%20Radiation.png)  (http://imasock.pestermom.com/BorderCross/Rebound%20Spring.jpg) (http://imasock.pestermom.com/BorderCross/Rebound%20Spring.png)  (http://imasock.pestermom.com/BorderCross/Supernatural%20Border%20Summer.jpg) (http://imasock.pestermom.com/BorderCross/Supernatural%20Border%20Summer.png)

Sample Print Sheet (6mb):
http://imasock.pestermom.com/BorderCross/Spells%20Sheet%204.png

Known Issues:
The original card size was placed incorrectly into Photoshop, and instead of 2.5 by 3.5 inch dimensions, I incorrectly set it to 2.5 by 3.375 inches. I also added a 10 pixel buffer to all sides and this caused the cards to print too wide, squeezing the card in on itself when placed in protective sleeves. As a result, the cards had to be sized to 310 dpi rather than 300 dpi to ensure they were not too wide for sleeves. This created a further discrepancy in regard to card height, which now rests somewhere around 1/7th of an inch short of actual card games. If you sleeve these cards, they will be shorter by a bit.
The cards were created in standard RGB 8bit color modes; however, most printers do not print RGB proficiently. Instead, the cards should have been designed from the ground up in CMYK color modes to allow for further color accuracy. If you have Photoshop available for use, printing these cards using the ?Photoshop manages colors? mode instead of ?Printer manages colors?, you will likely see a greater picture and color fidelity. Converting the images to CMYK prior to printing actually causes a greater color loss and the cards appear quite bland, especially on the background colors of the bullet pattern on all the cards, so it is advised to use Photoshop?s management of color options, if possible.
I am only one individual; there are bound to be errors with either grammar or syntax. I have done my best to ensure that most cards retain consistency in terms of wording and description, but there may be some that seem different from others. If this is the case, please e-mail me about it so I can look into it and possibly change the cards wording to reflect a more accurate approach to all the cards. I consider myself to be quite proficient in catching errors, but I?m a mathematician, not a linguist, so I anticipate there will be errors.

BEFORE DOWNLOADING
The game is not 100% balanced. This is simply due to a lack of playing the game. My friends and I do not have the easiest schedules to work around, especially to get 7-9 of us together to play the same game. If a particular card, ability, character, etc. seems too overpowered, there?s a definite possibility that it is. Do keep in mind that some cards are meant to be strong, and others are meant to be weaker. As mentioned above, I did not intend for cards to be overtly powerful in the sense that they break the game; I doubt I could have come up with an outcome for every situation even if I wanted. Please contact me or send me an e-mail if there is an issue with a card, or with a certain combination of cards. We are continually playing the game to make further improvements and changes where necessary.
I hope that people will play the game and give feedback, because there will be no way to check every outcome on my own or with my friends. The more people that play it, the better for the game's final result. Download the manual first to see if you're even interested in the game before you actually take the time to download a package.

Download the Manual (56 pages):
BorderCross v1.1 PDF Manual (2mb) (http://imasock.pestermom.com/BorderCross/BorderCross%20v1.1%20Manual.pdf)
BorderCross v1.1 Docx Manual (6.1mb) (http://imasock.pestermom.com/BorderCross/BorderCross%20v1.1%20Manual.docx)
BorderCross v1.1 Doc Manual (6.3mb) (http://imasock.pestermom.com/BorderCross/BorderCross%20v1.1%20Manual.doc)

Download the Game:

Essential Version (162mb)
Contains Print Sheets and Manual:

http://imasock.pestermom.com/BorderCross/BorderCross%20v1.1%20Essentials.rar

Single Card Version (344mb)
Contains Print Sheets, Manual, and Single Card images:

http://imasock.pestermom.com/BorderCross/BorderCross%20v1.1%20+%20Single%20Cards.rar

Complete Version (1.24gb)
Contains Print Sheets, Manual, Single Cards, and all image sources + spell card videos:

http://imasock.pestermom.com/BorderCross/BorderCross%20v1.1%20Complete.rar

Enjoy,
-Imasock
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 04, 2011, 05:18:24 AM
Aren't those images a bit too big?  :wat:

Images show up on your screen at 72 DPI.

These are set to print at 310 DPI, meaning they shrink down over 4x their size when printed on actual paper, bringing them to around 3.25 x 2.5 inches - standard TCG size cards, meant to be sleeved. It says 310 DPI in the post.
Title: Re: BorderCross - A multiplayer card game
Post by: Cystral Dragon on March 04, 2011, 05:20:09 AM
Do you perhaps have a shorter version of the manual with only the rules and general-ness? No changes or history.
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 04, 2011, 05:24:43 AM
Do you perhaps have a shorter version of the manual with only the rules and general-ness? No changes or history.

When you go to print the document, just tell word or acrobat to print only pages 1 to 14.
Title: Re: BorderCross - A multiplayer card game
Post by: Asperon on March 04, 2011, 05:25:44 AM
The game is up! Awesome!
Title: Re: BorderCross - A multiplayer card game
Post by: Letty Whiterock on March 04, 2011, 05:33:17 AM
cool name i wonder who came up with it :V
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 04, 2011, 08:51:16 AM
That is a good question, oh wait...
Title: Re: BorderCross - A multiplayer card game
Post by: 8lue Wizard on March 04, 2011, 07:01:41 PM
Quote
Whenever Kogasa suffers damage from a spell card, she deals 1 damage back to her opponent. This damage stacks with any damage dealt if Kogasa dodges the spell with Rebound or Supernatural Border.

But... if she dodges the spell, then she's not taking any damage from it, and the ability doesn't activate, right?
Title: Re: BorderCross - A multiplayer card game
Post by: Pesco on March 04, 2011, 10:36:05 PM
Looks pretty awesome.

Is it portable to MagicWorkStation?
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 05, 2011, 01:42:16 AM
But... if she dodges the spell, then she's not taking any damage from it, and the ability doesn't activate, right?
That should have been fixed in v1.1.  It was previously set that way, and on my end the document was fixed, but it wasn't in the documents that were packaged.

Her ability should read "Whenever Kogasa is the target of a spell...".
Thanks for the catch, you'll be credited and it will be corrected when the documents for v1.2 are published.

Looks pretty awesome.

Is it portable to MagicWorkStation?
I don't know what MagicWorkStation really does, but I don't see why it couldn't be compatible in some form. Don't know how it would be done though.
Title: Re: BorderCross - A multiplayer card game
Post by: 8lue Wizard on March 05, 2011, 02:25:03 AM
Right. The clarification section made it clear how it's intended to act, but my inner rules lawyer just cringed when I read it. I would imagine the spells that do damage to everybody (e.g. Banquet of 12 General Gods) trigger this ability too, even though they don't really target anybody? Might wanna add a clarification about that, too.

And while we're on the subject of errors, Kanako Yasaka is listed in the PDF as Kanako Asoka in several spots.
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 05, 2011, 02:31:21 AM
Right. The clarification section made it clear how it's intended to act, but my inner rules lawyer just cringed when I read it. I would imagine the spells that do damage to everybody (e.g. Banquet of 12 General Gods) trigger this ability too, even though they don't really target anybody? Might wanna add a clarification about that, too.

And while we're on the subject of errors, Kanako Yasaka is listed in the PDF as Kanako Asoka in several spots.
Anything that deals damage has to target something first, thus Kogasa's ability would trigger no matter what because she's a target at that point. Recollection Pandemonium and Banquet damage all players, but the damage is dealt in a clockwise pattern targeting each player individually. This is because some characters' abilities may trigger during the attacks that cause some other thing to occur.

For example, say you used Recollection and damaged all players. It would start with the player to your left, targeting each player as it went around. Each player has a chance to respond, in order, by dodging or activating abilities, etc. Say one player was using Suwako, with 2 life points and 4 regeneration tokens. Suwako's ability says whenever another player gains a life, she gains 2 regen tokens. So, someone dodges your Recollection using a Supernatural Border, they counterattack and damage you, thus gaining enough regeneration tokens to gain a life. Because of this, Suwako gains 2 regeneration tokens, regains a life point because she only needed 5 and already had 4, meaning she gains a life to be at 3. Suwako is now the target of Recollection and cannot dodge, so she goes down to 1 life point.

In this example, if all players were the target of Recollection simultaneously, Suwako would have been knocked out before her ability would have activated.

As for Kanako, I'm unsure how that got past me. I must have hit "change" instead of "ignore all" when spell check ran. Unfortunate, at best. Thanks once again.
Title: Re: BorderCross - A multiplayer card game
Post by: 8lue Wizard on March 05, 2011, 03:27:59 AM
Huh. So, if somebody uses a Supernatural Border or something and kills the caster while such a spell is in the middle of resolving, then what happens?
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 05, 2011, 04:01:50 AM
Huh. So, if somebody uses a Supernatural Border or something and kills the caster while such a spell is in the middle of resolving, then what happens?
Then the spell ends. If the casting player is knocked out, they're not in the game to target the next player.
Title: Re: BorderCross - A multiplayer card game
Post by: Pesco on March 05, 2011, 07:10:28 AM
Seems like a derivative work game so let's take this topic to the right forum.
Title: Re: BorderCross - A multiplayer card game
Post by: KrackoCloud on March 05, 2011, 07:18:32 AM
Wow, this looks really medium rare well done!
Just wondering, what did you use to create/edit the cards?
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 05, 2011, 04:41:33 PM
Wow, this looks really medium rare well done!
Just wondering, what did you use to create/edit the cards?
Thank you for the kind words, =)

Everything was done from scratch in Photoshop aside from the artwork used on the cards. I used Excel for data tracking and initial creation. Everything is listed in the post and the manual.

Click for a larger resolution.
(http://imasock.pestermom.com/BorderCross/icon.jpg) (http://imasock.pestermom.com/BorderCross/Large.png)
Title: Re: BorderCross - A multiplayer card game
Post by: Pesco on March 07, 2011, 09:52:03 AM
It's my first look at the actual cards and I notice some inconsistencies with the game text. Some character cards refer to the card by name and some refer by 'she'. IMO calling it by card name is smoother overall.

Edit: I've read through the rules and gameplay more closely now. Porting it to MWS is impossible as it's limited to 2 players. It can be worked with to play in MapTools.

If you want to organise a game of it, come gather interest in RPG (http://www.shrinemaiden.org/forum/index.php/board,13.0.html). You'll need 10 posts before you can post in there though.
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 08, 2011, 01:58:35 AM
It's my first look at the actual cards and I notice some inconsistencies with the game text. Some character cards refer to the card by name and some refer by 'she'. IMO calling it by card name is smoother overall.
The only two cards that do not state the character's names are Hong Meiling and Ichirin Kumoi, and their cards are that way because they do not reference any other players in them - they're all self-centered abilities.
Title: Re: BorderCross - A multiplayer card game
Post by: Kerigis on March 08, 2011, 03:12:42 AM
Greetings, Imasock. My name is Kerigis.

First of all, I have to congratulate for the effort of making not only the design of the game, but also the images of the cards and the effort of making a manual (even in pdf!). It really makes a nice contribution to the Touhou games around!

Now, onto the constructive criticism:

The problems so far are these:
-Extra Card Rule
The "Power" rule says that you can have more cards than you can have if it was drawn via ability or equipment. This is completely hectic for a couple of reasons:
--For the player: The player must know which cards he drew via normal way and which ones were extra. That's one needless thing the player has to keep in mind.
--For the opponents: The opponents cannot be sure whether the player can be confused on his draws or, in the worst case, easy cheating.
-Player Multi-tasking.
Players have to keep up track of many things, and not only the Bang! stats, but also extra things like regeneration, and different spell card damage. That, added up to the rules and role bonuses, and most importantly metagaming, etc, it really makes it tough to make decision. Moreso with the high amount of players, thus extending the game probably for up to 2 or 3 hours. Early eliminated players might be turning into spectators.
-Minor typos, like the "Kanako Asoka" one.

Beside all that reading the rules, I really would like to try on the game itself and see which cards work and which ones need to be balanced.

Cheers.
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 08, 2011, 03:33:59 AM
Greetings, Imasock. My name is Kerigis.

First of all, I have to congratulate for the effort of making not only the design of the game, but also the images of the cards and the effort of making a manual (even in pdf!). It really makes a nice contribution to the Touhou games around!

Now, onto the constructive criticism:

The problems so far are these:
-Extra Card Rule
The "Power" rule says that you can have more cards than you can have if it was drawn via ability or equipment. This is completely hectic for a couple of reasons:
--For the player: The player must know which cards he drew via normal way and which ones were extra. That's one needless thing the player has to keep in mind.
--For the opponents: The opponents cannot be sure whether the player can be confused on his draws or, in the worst case, easy cheating.

Thank you for taking the time to read the manual/rules and comment, =D

Power is a variable, so it can change throughout the game very rapidly in some cases. Every character has a base power, and you can never have more cards in your hand at the end of your own turn than your power level. Equipment increases your character's power level, enabling you to hold more cards in your hand at the end of your own turn.

If you have a maximum power of 4 and you have 4 cards, then use a substitution and get to draw a card, making your hand at 5, you keep all 5. When your turn comes around, you draw 3 cards and now you have 8, which is fine. You just cannot have more than 4 cards at the end of your own turn, so you must play 4 of your 8 cards that turn, otherwise you'll have to discard down so that you only have 4 at the end of your own turn.

If you have a piece of equipment that says +1 to your power, now you can hold 5 cards at the end of your turn. Drawing "normal" or "extra" cards doesn't matter; it all counts towards your maximum hand size (power), but power only means something when it is the end of your own turn. There should be no confusion because power is only to be considered for a player at the end of that player's turn.  Just because I have 6 cards in my hand on YOUR turn but I only 5 power does not mean I can only have 5 cards, it just means I can only have 5 cards at the end of MY turn.

-Player Multi-tasking.
Players have to keep up track of many things, and not only the Bang! stats, but also extra things like regeneration, and different spell card damage. That, added up to the rules and role bonuses, and most importantly metagaming, etc, it really makes it tough to make decision. Moreso with the high amount of players, thus extending the game probably for up to 2 or 3 hours. Early eliminated players might be turning into spectators.

We use 34mm D20 dice, so keeping track of everyone's life is relatively easy. Reserve slots are not hard to keep track of because every character in the game has either 1 or 2, with the exception of 3 characters who can have a maximum of 3. There is only one role bonus: the Keeper's, which everyone knows who that is at the start of the game. All other "bonuses" are only situational bonuses, such as knocking out a mischief maker, or the Keeper knocking out a Protectorate. Regeneration tokens should be bright tokens kept on the character card for everyone to see (we use solid white glass beads you can typically find at craft stores, though most commonly people use the glass bead things to fill fish tanks, etc.). Even when we had 8 players, our games of BorderCross have never lasted more than an hour. Conversely, we have had "Bang!" games last 2-3 hours before, so it's nothing new. Decision-making in "Bang!" was far too simple for us; it is very easy for the game to become stale, so I included a few alternate mechanics to keep decisions tactical rather than obvious.

Part of the fun in BorderCross and "Bang!" is that aside from the Keeper/Sherrif, you really have no idea who's who until people start making drastic moves. Even then, there are still players who you won't know the identity of until they're knocked out; that's part of the metagame. Players who move in a tactical manner can keep their roles well hidden until the right moment, and players who play poorly will find themselved removed from the game quite quickly.

Players must be wary of when they attack at low life, because they may be countered, and if they have no dodge, they could very well end up killing themselves, much like the way Dynamite worked in "Bang!" without it being based on pure luck. Players can actually benefit from multiple combinations of cards and abilities that were simply not possible in "Bang!" due to the aforementioned strategy and tactical aspect I wanted in the game. It should require more thought, indeed.

"Bang!" tournaments I've seen at our local game store have also had players knocked out before they even get a turn. If a player has 3 life and they draw no "missed" cards (dodge cards, basically), they can easily be destroyed by "gatling", "indians", and other players' "bang" cards before their turn comes, and then they're out of the game until the next round. It is not all that uncommon.

-Minor typos, like the "Kanako Asoka" one.

Beside all that reading the rules, I really would like to try on the game itself and see which cards work and which ones need to be balanced.

Yes, Kanako's typos have already been fixed (I must have hit change all instead of ignore all in one of my spell-check reviews), as well as several other clarifications and fixes to various rules we have run across issues with.
Thank you very much for your input, I hope I've helped clear up your questions/comments.

Also, I felt it was worth mentioning and illustrating how a typical player's cards should look like when fully equipped and on the table (Click to enlarge):

(http://imasock.pestermom.com/BorderCross/Photo0064S.png) (http://imasock.pestermom.com/BorderCross/Photo0064.png)
Title: Re: BorderCross - A multiplayer card game
Post by: Pesco on March 08, 2011, 07:40:52 AM
I'm not understanding how the equipment cards with range work. Let's use the pic in your post for the example.

Lyrica's Keyboard is range 3, does that mean I can now attack players who I see at up to 3 range?

Who begins the duel in Spell Lock?

Can all utility spells be played at any time?

Quote
If the main deck has zero cards in it before a player has finished drawingall of their cards, shuffle the main deck

If the main deck is out of cards, where do you get more cards to shuffle?

Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 09, 2011, 12:52:18 AM
I'm not understanding how the equipment cards with range work. Let's use the pic in your post for the example.

Lyrica's Keyboard is range 3, does that mean I can now attack players who I see at up to 3 range?

Yes, as stated in the manual:
"All players may only attack with spells at a range of one (with the exception of Wriggle Nightbug). Right hand equipment cards will increase your range to higher values, allowing you to damage characters further away from you. The range required to damage a player is determined by the number of players in play, the seating arrangement of all players, and any equipment cards that modify range values as seen by other players or yourself (i.e. Aya?s Camera). Range is calculated in a linear fashion, moving around the play area according to how players are seated. Every additional player to your right or left is +1 range away. This is known as the Line.
If you do not meet the required range requirements to deal damage to a player, you may not attempt to cast a spell card (with the exception of the Recollection "Pandemonium" and Shikigami "Banquet of 12 General Gods" spell cards, which damage all players regardless of the range of the caster)."

There are several examples and illustrations in the manual showing ranges of players and how they are seen by you.

Who begins the duel in Spell Lock?
When you play the card, you have begun the Spell Lock. The first player to play a spell is your opponent, then you respond, and you continue going back and forth if you so choose. You can choose to not play a spell and take the damage.

Can all utility spells be played at any time?
All utility cards can be played during your own turn. The only utility cards that may be played out of your turn are Graze, Rebound, Substitution, and Supernatural Border cards.

If the main deck is out of cards, where do you get more cards to shuffle?
The discard pile is reshuffled.
Title: Re: BorderCross - A multiplayer card game
Post by: Pesco on March 09, 2011, 05:41:11 AM
Mystia gets a little screwed over for choice if the discard pile disappears :/
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 09, 2011, 05:45:38 AM
It's not a huge deal. We've never shuffled the discard pile more than once in a single game. For all of 1 turn she would possibly be unable to use her power, and that only happens if she happens to be right after the active player when the discard pile disappears. She can still draw all 3 cards from the main deck.
Title: Re: BorderCross - A multiplayer card game
Post by: Pesco on March 09, 2011, 05:49:28 AM
I know, but how swingy has card quality (advantage) proven to be in some scenarios?
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 09, 2011, 06:00:13 AM
Depends on your card draws, the allies and enemies you have, and how well you play out your strategies and roles. It really is quite variable, mileage may vary between players, playstyles, and the aforementioned factors.

You could like, try the game out and see for yourself. =O
Title: Re: BorderCross - A multiplayer card game
Post by: Pesco on March 09, 2011, 06:05:11 AM
I'm hoping to. We'd need a minimum of 5 people to do a 4-player over IRC/Maptools.
Title: Re: BorderCross - A multiplayer card game
Post by: 8lue Wizard on March 09, 2011, 05:57:18 PM
Have printed out a set and am bringing it to my gaming group tonight. Will report how it goes. Low turnout fail. Stupid midterms, making everybody stay home and study.
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 10, 2011, 03:09:41 AM
Low turnout fail. Stupid midterms, making everybody stay home and study.

That's unfortunate, =/
Title: Re: BorderCross - A multiplayer card game
Post by: 8lue Wizard on March 11, 2011, 07:01:03 AM
I dunno about you, but one of my favorite parts about Bang! was the crazy variations like "Superman", where everybody got like three different character abilities at the same time. So, in celebration of the start of spring break, I rubbed the few brain cells that survived midterms together and came up with a couple variant rulesets:

~) Support Teams (~

When dealing out character cards at the beginning of the game, each player receives 6 cards instead of 5. They choose one "Main" character (MC), and one "Support" character (SC). Vital stats from the Support character are ignored, but both characters' abilities are active. You are encouraged to refer to your characters with a portmanteau name.

Exceptions:
-If Ran is your SC, your RTR is 8, unless your MC's RTR is naturally higher. (lol Cirno)

-If Cirno is your SC, her ability reads "Winter cards played by others or already in play in front of others that are used against Cirno do not affect her." (essentially, she loses the crazy regen gain.)

-If Rumia is your SC, your RTR is 5, unless your MC's RTR is naturally lower. (otherwise you're just asking for someone to park at 5+ regen tokens and stall the game out.)

-If Nitori is your SC, you draw 2 cards at 0 tokens, 6 cards at RTR tokens*, 5 cards at (RTR-1) tokens, 4 cards at (RTR-2) tokens, and 3 cards otherwise. This ability uses your MC's printed RTR. (with similar adjustments for the NitoRan and NitoRumia)
*possible with Yuugi's Shackles

-(Iku Clause) You cannot be unaffected by more than one season at a time. (e.g. Sanae, Cirno, and of course, Iku)


Clarifications:
-Yuuka/Utsuho: Spells saved with Yuuka's ability do get the +1 bonus from Utsuho's ability when recast.

-If Patchy is your SC, you start with a number of cards determined by your MC's Power, and have no hand size limit.

-For multiple abilities that draw a card and look at its season (e.g. Alice/Kisume) resolve each ability sequentially, with separate draws.


Power-Up Phase shenanigans:
-No more than one alternative draw ability (e.g. Koishi, Prismrivers, Yorihime) may be used per turn.

-Abilities like Keine's and Eirin's only take effect if the card(s) in question were drawn normally from the top of the deck.

-If you are drawing more than 3 cards because of an ability, alternative draw abilities only replace the first three draws. If you are drawing less than three cards because of an ability, (e.g. Nitori) you may not use an alternative draw.


Banned Combos:
-Ran/Rumia - because of the RTR conflict
-(I'm also eyeing Utsuho/Kaguya rather suspiciously. Thoughts?)



~) Red Oni Blue Oni (~

Players: 6-12, evens

Two Keepers: one Red, one Blue. Everyone else is a Protectorate, also color coded. Protectorates sit around their Keeper to maximize distance between the Keeper and the other team. Keepers sit directly across from each other. When one Keeper is knocked out, the other team wins. Killing an opposing Protectorate brings the reward for killing a Mischief Maker. Killing an allied Protectorate brings the penalty for a Keeper killing a Protectorate, even if the killer was not a Keeper. Additional rules to prevent friendly fire (for spells like Pandemonium) are optional.

For extra hijinx, add a "Traitor" role (can't think of a good title atm) on each team who's secretly working for the other team. Killing a traitor brings the reward/penalty based on which team he was actually working for, not the team he appeared to be working for. A traitor may reveal themselves when killing an "ally" to receive the reward instead of the penalty.
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 11, 2011, 11:05:17 PM
I actually toyed with the idea of supports, similar to how Imperishable Night functioned with alternate characters, but then I decided against it. There simply wasn't enough room on the cards for secondary effects or support roles, and there were too many conflicting results. Certain pairs would literally make you immune to half the deck, and other combinations with RTR and such would make things ridiculous in terms of life gain, token gains, etc. So, I decided it wasn't reasonable, but that's not to stop you from doing whatever. The team play might be possible, but tough to implement.

There are seasons on the character cards as well, and I originally had the idea to use ability draws for seasons done through the leftover player cards instead of using the main deck, but that kind of dilutes the power of some characters' abilities, but I figured I'd let it go for now and see how it works with the main deck.
Title: Re: BorderCross - A multiplayer card game
Post by: Xenos Hydrargirum on March 14, 2011, 09:11:30 AM
'Sock-san, ore's now researching the game (and searching for the place to print it..)

But i have a request of international meaning.
Some of my friends do NOT know english enough for playing games.. And the native language is more comfortable for leisure playing.
Thus, could you please share the RAW (psd' or whatever you used instead of photoshopping) version of "manual+single+printsheet+font", with the text possible to be edited simplier?
(the game's still yours, the pictures are all ther owners', only want greatly to translate the text fields, Will upload back and report all the errors found in text. (if the beta 's supposed to be reported about.))

Appreciating your answer.
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 14, 2011, 11:40:42 PM
I don't particularly wish to release the .PSD files due to a few reasons, one being that anyone who has them could freely modify everything about the cards if they wished, including removing the copyright and illustration credits for the game. I also don't really want to release my PSD work because others then have the opportunity to take credit for things themselves, and I don't want that either.

However, depending on how hard it would be to do, I could remake the cards with the appropriate text on them if I had translations for everything. I would not mind taking the time to re-do the text for that.
Title: Re: BorderCross - A multiplayer card game
Post by: Xenos Hydrargirum on March 16, 2011, 11:23:29 AM
An expected answer, Imasock-san.
Well, roger that! Appreciate your help/ (though still interested in the font for my collection :))
Now translating, thanks for copying all the text and edits to the textguide.

One question on the rules: Which cards are shown to other players and which are not?
Only the "roles" and "utility/spell" in hand are hidden?
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on March 17, 2011, 04:48:01 AM
The cards in your hand are not shown, and your role card is not shown. Everything else is to be visible, such as equipment, reserve spells, and your character card.
Title: Re: BorderCross - A multiplayer card game
Post by: Aterisk on April 08, 2011, 07:18:56 PM
Hope im not necro-ing :(
But perhaps we could get a game going in RPG ?
I would love to try this out~
Title: Re: BorderCross - A multiplayer card game
Post by: Xenos Hydrargirum on April 23, 2011, 12:26:10 PM
Khem. Imasock-san, new questions:

1) does character's season affinity change something? (not meaning cirno)

2) Would you be able to typeset the translation during this week? (work in progress)

3) How is "spell lock" played?
a) spells opened do no damage?
b)-I use it, then attack-1, player2 attacks-2, i attack-3, finished. Player2 loses 3 life, I get 3 regen?
c)-i use it, attack1, p2-attack2,i attack3,p2 attack4, we finished - I lose 4 life, p2 gets 4 regen?
d) --then user+winner will never get 2 regen - 1st+3nd owned, 2nd enemy's - minimum of 3.?
e) And are the used-up spells discarded?

4.Eirin Character:
a) card: "must show the winter card to others and get 2 tokens for each"
b) italics in manual: "must not show the 1st and 3rd cards, but she gets 4 tokens this way"
Thus, she MUST or she MAY?

5. Mokou Character - not attackable by spells with the power of two. Are there spells with the power of one? Will Mokou get hit with the second wave of spells like "hell's wheel of pain" (3 to 1st target, 2 to nearby one) and so on? (sorry if misspelled the card name - already translated it into russian and now back...)

6. p1 - Iku Nagae Character - chose Winter;
p2 - Fujivara no Mokou.
p3 - someone else, uses Shinigami 12 great gods' banquet spell.
p4 loses 2 life, mokou loses 2 life (specially mentionned on the card), Iku loses nothing, because during this turn she's invincible to winter cards?

7. Kogasa Character: "Whenever Kogasa suffers damage" should be "Whenever Kogasa is attacked" - she can use her +1 counter-damage even when she dodges and thus takes no damage.
and does she return the +1 counter when attacked with a likes of "12 gods' banquet"?
+ practically the same goes for Hong Meiling.

8. Is stealing cards such a frequent thing?
Maribel Han - her cards don't get stolen? What about discarding? What about Koishi's ablity to get other person's card?
Title: Re: BorderCross - A multiplayer card game
Post by: Imasock on April 25, 2011, 10:31:00 AM
All of these will be addressed in the 1.2 update, which is still in progress.

The game has been played several times and I've made some adjustments as I've come across them, as well as what's been brought up in the thread and through other questions posed.
Title: Re: BorderCross - A multiplayer card game
Post by: Xenos Hydrargirum on April 25, 2011, 10:58:26 AM
Well, if it's gonna hapen - when is it possible to, and couldn't you give the changes list so our copies didn't vary?

Resend the translation. Would you be able to type it? *two people worrying*

translated and checked for 1.1 including manual. (Also remembered, that mailed you - please, read that notice)