-
I finally get to reveal the card game I've been working on with my friends. I present to you Danmaku!!, a party game for Touhou fans.
Hidden Roles
Danmaku!! is a game of hidden roles, where players fight it out to discover who is their ally and who is their enemy. There are four basic roles, but there are also special roles that may replace one of the basic roles. The basic roles are as follows:
The Heroine wants to defeat the Stage Bosses sand Extra Boss.
Stage Bosses want to defeat the Heroine.
Extra Bosses want to defeat all of the Stage Bosses, then defeat the Heroine.
Partners want to help the Heroine defeat the Stage Bosses and Extra Bosses.
(http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/role_cards.png)
Special Roles
In addition to the four basic roles, there are seven special roles, which might replace the basic roles at the beginning of the game. Each of the special roles has a slightly different win condition, though they still count as the four types: Heroine, Partner, Stage Boss, or Extra Boss. With the special roles, you can never be quite sure who?s really on your team.
Stage Bosses
In addition to the basic Stage Boss, there are three special Stage Boss roles, each with their own particular win condition:
(http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/stage_bosses.png)
- The Challenger is a Stage Boss that wants to defeat the Extra Boss before defeating the Heroine.
- The Final Boss is a Stage Boss that wants to defeat the Partners before defeating the Heroine.
- The Anti-Heroine is a Stage Boss that wants to defeat a fellow Stage Boss before defeating the Heroine.
Partners
Like the Stage Bosses, there is are special Partner roles with different win conditions:
(http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/partners.png)
- The One True Partner can?t stand any other partners and wants to defeat them before defeating the Stage Bosses and Extra Bosses.
- The EX Midboss isn?t really the Heroine?s partner at all! She wants to defeat the Stage Bosses, then defeat the Heroine, helping the Extra Boss win!
Extra Bosses
Extra Bosses have it rough, as they want to defeat all the Stage Bosses on top of defeating the Heroine. Fortunately, Extra Bosses have the unique ability to reveal themselves during the game in order to gain special advantage. There are two kinds of Extra Bosses:
(http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/extra_bosses.png)
- The EX Boss can draw an extra card each turn while revealed.
- The Phantom Boss has the ability to manipulate the Incident deck while revealed.
There are two cards for each Extra Boss: The EX Boss and the EX Boss Revealed; then the Phantom Boss and the True Phantom Boss. Be sure you only include the EX Boss and Phantom Boss cards when assigning roles. The other cards are used when the Extra Boss uses their reveal power.
The Heroine and the Rival
In addition to the Heroine, a player may be dealt the Rival card. The Rival is like a second Heroine. The Rival really wants to become the Heroine, and the only way to do that is to take down the current Heroine and take her place!
(http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/heroine_rival.png)
Selecting Roles
- 5 players: 1 Heroine, 1 Partner, 2 Stage Bosses, 1 Extra Boss
- 6 players: 1 Heroine, 1 Partner, 3 Stage Bosses, 1 Extra Boss
- 7 players: 1 Heroine, 2 Partners, 3 Stage Bosses, 1 Extra Boss
- 8 players: 1 Heroine, 2 Partners, 3 Stage Bosses, 1 Extra Boss, 1 Rival
Basics of Play
Danmaku!! is played in a circular, turn-based fashion. Each player has a hand of cards drawn from the Battle Deck. Players play these cards on their turn to try to attack other players. The most common of these is Shoot!.
| (http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/shoot_graze.png) | |
Shoot! allows a player to attack another player in range. A player who is attacked has a chance to avoid the attack by playing a Graze! card; otherwise, they lose one life. A player that loses all of their life is defeated.
So what does ?in range? mean? All players start out the game with a Range of 1. This means you can attack a player whose Distance is 1 away. Cards such as Power can increase your Range, allowing you to attack further players.
(http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/focus_power.png)
Your distance to another player is the number of seats to the player, plus any Distance modifiers they have. Players sitting next to each other start at a distance of 1, but cards such as Focus increase your Distance modifier. This only makes you harder to hit ? you don?t count your own Distance modifiers when counting to another player. Also, defeated players don?t count, so as players are defeated, everyone gets closer.
(http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/distance.png)
The above chart shows the distance from A in a hypothetical game. Players F and G both have +1 distance. Note that distance modifiers other players have aren?t counted, so the distance from A to E is still only 3, even going through F and G
Characters and Bombs
In addition to choosing a role, at the start of the game, each player chooses a character from the Touhou universe to play as. Danmaku!! comes with dozens of characters to play as, each with their own unique Abilities and Spell Cards.
A character?s Ability allows them to bend the normal rules in their favor. These benefits are in effect throughout the game. In addition, each character has access to a Spell Card. Spell Cards are attacks that come with an additional powerful effect.
(http://danmaku.mysteryparfait.com/wp-content/uploads/2013/11/character_bomb.png)
Players can activate their Spell Card by playing a Bomb card. Bombs can also be used to perform a ?Bomb Cancel,? countering a Shoot! or Bomb played by another player. This makes Bombs one of the most powerful and versatile cards in the Battle Deck.
Project Status (Danmaku Unstable 4-18 has been released. Some character errata was released on 4-29)
This is today's errata release for the trouble characters:
http://danmaku.mysteryparfait.com/download/danmaku418/tts/ErrataPita5.jpg
Yuuka's bomb now attacks all.
Marisa got a complete rewrite, check her out.
Tenshi gained some independence from 1up cards, since her spell card is the only one with a downside.
Okuu got her new passive rolled into her bomb, trading utility for a triple attack.
Eirin's bomb is now Omiki/Cheers and heals herself and another for 1.
PDFs:
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large.pdf)
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck.pdf)
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large-BW.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large-BW.pdf)
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck-BW.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck-BW.pdf)
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Errata418.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Errata418.pdf)
TTS (steamcommunity.com/groups/DanmakuTTS (http://steamcommunity.com/groups/DanmakuTTS))
http://danmaku.mysteryparfait.com/download/danmaku418/tts/Danmaku418-Save.zip (http://danmaku.mysteryparfait.com/download/danmaku418/tts/Danmaku418-Save.zip)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck1.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck1.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck2.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck2.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck-back.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck-back.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/characters.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/characters.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/character-back.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/character-back.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/roles.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/roles.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/role-back.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/role-back.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/incidents.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/incidents.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/incident-back.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/incident-back.jpg)
Changelog:
- Several characters gained secondary passives to help them out
- Remilia nerfed, now only draws instead of steals
- Marisa steals regardless of whether or not she hits!
- Okuu can also discard Invocation cards to draw 2
- Meiling's max hand size is 7 on other player's turns
- Futo gained Alice's "No discard powerups" as well
- Miko can just give cards to another player once per turn
- Party cards are now distributed secretly, Miko's bomb too
- Satori gained a 25% evasion, making her the hardest to play base character. Carrot wanted to unlimit her mind reading but it slows the game too much.
- Reimu now bans categories, and they're listed on her card to help noobs.
- Any dodge card counts against Reimu's passive (There's still only one kind in the base set, but this is future proofing)
- Suika has +1 Range, and +1 Distance at 1 life
- Nitori still has +1 Distance, but can also discard an Item to draw 1 card. Not a good deal but it helps
- Cirno has +2 Range now, she retains her blind spot and vulnerability to her own bomb.
- Eirin's bomb now just heals any one player for 2. That's still a lot by the card advantage rubrik but it's not as spikey.
- Yuuka lost her Tempest bomb, her bomb now negates avoiding her attacks that turn.
- Trashing a card via Seal Away is now optional
- Carrot got sick of 4 player games sucking and is working on an alternate game mode. The game now officially supports 5+ players only until he works that out
- Carrot confirmed there are supposed to be 4 1ups
- Anti-Heroine now only needs to kill 1 stage boss then the Heroine
- Finally got the TPB's Incident ignoring on the card
Thanks for reading, I hope all of you download and enjoy Danmaku!!
-
A pleasant surprise, and wow, this is surely the first non-program/PC game that I've seen being released on RikaNitori. Usually they end up in Rumia's Party Games.
Do you intend to print them as real cards by a professional printing company?
-
A pleasant surprise, and wow, this is surely the first non-program/PC game that I've seen being released on RikaNitori. Usually they end up in Rumia's Party Games.
Do you intend to print them as real cards by a professional printing company?
Did I mispost? I thought that forum was for games on the forum, whereas this one is for game dev, even if it was assumed to be computer games.
We have every intention of printing them professionally. Our goal for this year is to make it to Otacon and Gencon with the completed game, but with everything happening with our group this year that may be a tall order.
-
No you didn't miss post, since this is actually a real off-line playable game instead of Forum Game. Rumia is for text-based forum games though people have hosted board games there for fun online.
It is just rare to see such things appearing as fanwork from fans. I am quite surprised and amazed. And you even intend to release it at a con. Good luck!
-
Yeeeeeeeeeaaaaaaaaaaaah!
I've been following this on Tumblr!
I remember in 2011 someone else tried to make a Touhou card game similar to Bang! as well, but the project died. This one, however, seems to be gaining much more momentum, and I'm really excited to see where it goes.
-
@Helepolis
Thanks for the well wishes!
@KrackoCloud
You follow us on tumblr? I'm amazed since I felt that of the social media sites it was the most dead. I am admittedly bad at tumblr though.
Gaining any attention has been really hard. The Touhou fanbase seems to be extremely decentralized. We took an early alpha to Animefest last year though, and were able to get non-Touhou fans to play and enjoy the game, so we're confident in our work at least.
-
It baffles me how you received no attention with it.
The art looks amazingly well done and I really like the idea for the game, I would totally play it!
-
It's really a matter of engagement. The creator of the Dilbert comic once said that the true test of his comics was if people showed them to their friends and coworkers. We have to generate that kind of excitement as well.
If anyone feels like helping out, it gives us a big boost whenever someone shares our posts. We are planning some fun events to encourage this in the near future. We usually update all the sites on Thursdays. I will also update this thread as well from now on.
Links ahoy!
Main Site: http://danmaku.mysteryparfait.com/
FB: https://www.facebook.com/pages/Danmaku-Mystery-Parfait/606266389426434
Twitter: https://twitter.com/MysteryParfait
Tumblr: http://mysteryparfait.tumblr.com/
dA: http://mysteryparfait.deviantart.com/
-
Are you aiming also for the eastern fandom or just for west for now? Otherwise I would definitely suggest to record a NicoNico video where you subtitle in Japanese to explain the game and show some examples.
-
Eastern fandom as well, the website even has a Japanese version. My partner Carrot suffered to make it so I hope it pans out.
-
I think you should put the japanese site link on a more noticeable place like above the site banner, I didn't saw it earlier and actually have to look carefully to find it.
-
I don't have 2hu friends IRL, are you planning to create any PC/Web version in the future?
Anyway nice job this project ;)
-
I don't have 2hu friends IRL, are you planning to create any PC/Web version in the future?
Anyway nice job this project ;)
It's something we'd like to do in the future, but right now we're concentrating on the game itself. The game is great at converting people into 2hu fans though. ;)
-
Hey everyone, one of our artists, DejiNyucu, has agreed to livestream a card being made.
Live Stream is Saturday, Time of Day TBD
She'll be working on the Bomb card illustration, here's a sneak preview:
(http://danmaku.mysteryparfait.com/wp-content/uploads/2014/02/bomb.jpg)
The stream will be here: http://www.livestream.com/nyucu
I'll have a stream time for you for Thursday's update, this is just to give people who want to come extra time to plan.
-
Time and timezone? Since I myself am in GMT+1/2 :V
-
Still working on a time with Deji. She is at GMT -3 so it will likely be in the evening for you Helepolis.
-
This looks like an amazing idea and i totally support your efforts! Really nice art too!
P.S. I was sold the very moment i saw in the first image that the Heroine actually have "PLOT ARMOR"..... laughed SO hard at that! :D
-
Still working on a time with Deji. She is at GMT -3 so it will likely be in the evening for you Helepolis.
Hmmm I'll be most likely avail after 18:00 GMT+1 until 23:00 so i'll be keeping an eye on this thread.
-
Livestream Saturday the 22nd 7PM GMT
http://www.livestream.com/nyucu
Bomb Card
(http://danmaku.mysteryparfait.com/wp-content/uploads/2014/02/bomb.jpg)
Livestream Saturday the 1st 7PM GMT
http://www.livestream.com/nyucu
Power Card
(http://danmaku.mysteryparfait.com/wp-content/uploads/2014/02/power-e1393007044213.jpg)
Edit: Helepolis, would it be okay if I cross-posted to the art forum?
-
Helepolis, would it be okay if I cross-posted to the art forum?
As long as it is purely for promoting the art instead of the game I think there shouldn't be any issues with that.
Though you'll need to think of your image file sizes, they exceed way for the 150kb we usually maintain. Please do something about that (thumbnail the art). Also it would be nice to avoid the 72pt :V as it creates huge scrolling a long with the images. I edited them out for now as links, leaving you to decide/fix.
-
I've edited the sketch images down and will reformat the rest of the posts to fall in line.
I may post to the art board in the future but for now I'll keep it here. Don't want to be too irritating with the promotions.
To keep this from being a chatter post, have a Remilia:
(http://danmaku.mysteryparfait.com/wp-content/uploads/2014/02/Remilia_Sketch2-.jpg)
-
I've edited the sketch images down and will reformat the rest of the posts to fall in line.
We don't go slapping sticks or punishing for going over the limit a few kbs. It is also usually to keep the mobile phone users and other low speed users happy.
To keep this from being a chatter post, have a Remilia:
(http://danmaku.mysteryparfait.com/wp-content/uploads/2014/02/Remilia_Sketch2-.jpg)
I say, I say, reflects my Sunday mornings when I work on Danmakufu.
-
Whelp, Livestream got cancelled due to technical difficulties. Sorry everybody.
Edit: Deji didn't want to give up so we're using this now: https://join.me/222-059-320
-
This looks like a really unique card game that seems very fun, I kinda flipped out when I saw how far it's been designed and have told a few of my friends already. With how popular Hearthstone is and a few other card games this seems like a good time as any since I'm sure someone will find it and try it out. Trying to think on how one could do a YouTube video promoting it, also can't think of any large card game website to spread the news about this around either. (not very huge on the card game scene...)
-
I'm back having recovered from the plague! Oh hey people posted!
This looks like a really unique card game that seems very fun, I kinda flipped out when I saw how far it's been designed and have told a few of my friends already. With how popular Hearthstone is and a few other card games this seems like a good time as any since I'm sure someone will find it and try it out. Trying to think on how one could do a YouTube video promoting it, also can't think of any large card game website to spread the news about this around either. (not very huge on the card game scene...)
We believe in talking about things you have done instead of things you're going to do. Though this has resulted in us being a bit unheard of ^^;
Also thank you very much for telling your friends. We really need to spread the word at this point.
Update Time!
China Hong Meiling, the Gatekeeper of the Scarlet Devil Mansion has joined the battle!
Meiling was illustrated by Finni Chang. She?s got a bunch of other work on her website http://finnichang.com/ (http://finnichang.com/).
(http://danmaku.mysteryparfait.com/images/china-shrinemaiden.jpg)
Meiling brings to Danmaku!! the power of . . . naps. We chose to go with the fanon interpretation and allow Meiling to take it easy for a turn, which gives her a nice card bonus.
Meiling?s spell card helps her perform her duties as a guard even while sleeping on the job. She can attack an aggressor and draw two more cards, giving her more opportunities to use a Graze! on behalf of her allies.
Also! Dejinyucu will be live streaming once again this weekend. This time she?ll be working on the Power card. I?ll post a reminder here and our other sites with the link.
Chile: 4pm! (Deji?s time)
EST: 2pm!
CST: 1pm!
PST: 11am!
(http://danmaku.mysteryparfait.com/wp-content/uploads/2014/02/power-e1393007044213.jpg)
-
Edit: Livestreaming finished!
-
+1 given on fb. Not sure about the stream timings to SEA but I'll probably be able to follow if I'm on night shift.
-
+1 given on fb. Not sure about the stream timings to SEA but I'll probably be able to follow if I'm on night shift.
Woot! Thank you!
For the time being those were the streams. They were kind of an inpromptu thing. Deji is scheduled to do more cards but at a later date.
For those who missed them, these are the results. Their backgrounds are in flux because first ones failed a print test.
(http://danmaku.mysteryparfait.com/images/powerups.jpg)
-
We now have final art for two of the most important cards in the game: Bomb and Power. Both of these pieces were drawn by the very talented M. Beatriz Garc?a, a.k.a. Deji.
We have large versions you can download at our site.
(http://danmaku.mysteryparfait.com/wp-content/uploads/2014/03/power_promo-280x210.jpg)(http://danmaku.mysteryparfait.com/wp-content/uploads/2014/03/bomb_promo-280x210.jpg) (http://danmaku.mysteryparfait.com/bomb-and-power/)
-
Awesome! How would you suggest one start playing this? Print them off on normal paper or something? I;d like to try it with a group of people to see how we like it.
-
You can already download a free print and play version of Danmaku!! at our website (http://danmaku.mysteryparfait.com/play/).
:D
-
I may have miss worded what I said, I have no idea what to print this on.
-
Awesome! How would you suggest one start playing this? Print them off on normal paper or something? I;d like to try it with a group of people to see how we like it.
We recommend making what are called proxy cards. These are used in games like Magic: The Gathering to test deck ideas.
What you do is print out all the cards on paper, then slide them into a card sleeve with a real playing card to provide support and weight. It's best if you use different colors of card sleeves.
I made a (blurry)picture:
(http://i.imgur.com/DQE6tvbl.jpg) (http://imgur.com/DQE6tvb)
This is a picture of one of the alpha decks I have lying around, complete with art we don't own and only a single color for card borders. You can see the paper proxy on top, a playing card, and then the colored card sleeve.
If you go with the double sized character cards we find that they're OK as is since they don't get a lot of shuffling, but you may want them to be firmer so we have the option of printing normal sized ones.
We're working on more proper tutorial on how to do this, but it's not done yet. :blush:
You can get colored card sleeves at your friendly local gaming shop or at Walmart.
-
Oh now that makes a bit more sense, thank you. I kept getting just magic tuts on proxies and not how to actually make a card for normal use. Think a all clear sleeve could work and print both the front and the back?
-
Regular paper is really thin and you'd likely be able to see what a card is if any light shines on it. If you take them to a print shop they might have some heavier paper that won't show through.
The PnP documents don't have card backs. I'll discuss it with the others, maybe we can offer a download option with card backs that masks what the front of the card is but doesn't cost a fortune in ink.
Edit: I must go to sleep since I have to be up in 4.5 hours. I'll answer any more questions then.
-
Wow that is an excellent tip for self-made card games. I never thought of using regular deck of cards and the protective sleeves which is indeed used for Magic and such.
I am extremely intrigued by your methods Moogs. I remember when I was a child, I printed my own "Pokemon" cards but just glued them on a real pokemon card :V
-
If any of you are considering buying playing cards to make proxies please be aware that prices on playing cards can vary wildly. Prices for a single 52 card deck range from $0.80 to $4.50 USD and you will need three decks worth of cards.
I did some shopping for you
Actual Poker Cards $1.60/pack
Aviator looks like the best bet without looking like it's coming from a sketchy seller.
http://www.webstaurantstore.com/aviator-playing-cards-poker/1151014271.html?utm_source=Amazon
Premium Blank Cards $1.50/pack
You can buy the actual materials games are made of here
http://www.printplaygames.com/product/blank-cards
Third Option: Bulk Magic Commons
Go to a gaming shop and ask if they have a free common box.
Edit: My partner called me to correct me that lands are not the cheapest.
-
I am extremely intrigued by your methods Moogs. I remember when I was a child, I printed my own "Pokemon" cards but just glued them on a real pokemon card :V
Did you have questions? I'll answer ones I can, I'm often surprised by what people ask so it's hard to just tell them before they ask.
-
Curses! Idea #5069123 I thought was original, but someone beat me to.
All exaggeration aside, this is really well done, and I would be more than happy to play it, and I even hate card games. I'm looking forward to seeing more!
-
Curses! Idea #5069123 I thought was original, but someone beat me to.
All exaggeration aside, this is really well done, and I would be more than happy to play it, and I even hate card games. I'm looking forward to seeing more!
That's an endorsement I'll take!
Man. Ideas. As far as ideas go, I've noticed that in general you have about 5 years from the time you have the idea to implement it because of Multiple Discovery (http://en.wikipedia.org/wiki/Multiple_discovery). People already in the industry will already be thinking the same thing or possibly have started thinking it years ago. Then you're in a race against time to get a good implementation done. Even if you're behind you can still do it better though. Of course you really could be a special snowflake but that comes with other problems.
-
This will be a dumb question and I could look it up but I just want to be sure for your card sizes, what size are they exactly? I'm looking at the Blank cards and I see a 2.5" by 1.75" and a 2.5" by 3.5".
-
The latter, standard poker size 2.5" by 3.5"
-
Thank you very much, again sorry about asking so much, I'd like it to be as authentic as possible. Do you already have backs designed or was that for later in the project?
-
Questions aren't a problem. :)
The card backs are something that will be completed later.
-
Did you have questions?
None, just following this development.
This will be a dumb question...
Dumb questions don't exist, imo.
Thank you very much, again sorry about asking so much, I'd like it to be as authentic as possible. Do you already have backs designed or was that for later in the project?
Pretty sure that is the purpose of a forum and a thread, communication :V The publicity is well worth and questions are a part of it to be honest.
-
Oh hey, guess what has been posted.
(http://danmaku.mysteryparfait.com/images/remilia.png) (http://rumi-kuu.deviantart.com/art/Danmaku-Remilia-Scarlet-438772260)
-
I've been watching this from afar and have really high hopes. Maybe I can end up getting my friends into playing this, too v:
-
I've been watching this from afar and have really high hopes. Maybe I can end up getting my friends into playing this, too v:
In general we've discovered that the average nerd enjoys the game, and the average anime nerd really enjoys it. It's a pretty good gateway drug to Touhou too. :D The artists and people we've playtested with have started getting into it.
-
How much total you invested in artist commission for this?
-
How much total you invested in artist commission for this?
I'm afraid that one is secret for now.
-
Reimu Livestream Thursday!
LS Link: http://new.livestream.com/accounts/1043104/events/2832196 (http://new.livestream.com/accounts/1043104/events/2832196)
Site Post: http://danmaku.mysteryparfait.com/reimu-livestream/ (http://danmaku.mysteryparfait.com/reimu-livestream/)
This caught me off guard too, but fans seem to really like the live streams and that's when Gina is working.
Edit: Gina had to move the stream to Thursday
-
I tried out Danmaku!! with my friend group last night (even though we all needed to study) and even my roommate who isn't into anime and Touhou at all thought it was pretty fun.
We ended up using quarters to keep track of our lives because when you die in Touhou, you have to feed credits to continue. :3
-
Awesome! Do you mind telling me about your game? How many players did you have? Which characters came up and which incidents?
-
We had a total of five players, but only one other person initially understood the rules because of the similarities to Bang! Marisa was the Ex Boss (which is pretty appropriate for Master Spark not caring who gets hurt, as long as the Heroine is alive still), Meiling was the Heroine, Reisen was the Partner, while myself (Futo) and Miko were stage bosses.
Meiling was pretty happy to draw the Grimoire first turn, in addition to pulling UNDEFINED FANTASTIC OBJECT APPEAR! as the first incident so the first few draws were a bit filled with beer and power.
Then Reisen got a Mini-Hakkero and I was basically "well the bosses are doomed"
Marisa got a Supernatural Border, then the next incident played was Worldly Desires. :V
Two Kourindous appeared relatively close to each other, so Marisa picked up a stopwatch, Miko got a Last Word, I got a bomb, Meiling got a Master Plan (!!!) and totally sent Lily White straight to the bottom of the deck. :V
Eternal Night came up and Miko went on a full on shooting spree between Shoot!!ing, replacing the rest of her hand via spellcard, pulling a Sorcerer's Sutra, Shoot!!ing some more and basically gibbing the Heroine.
It seems like we forgot that we can play Graze! on behalf of other people, in addition to defensive bombs being a thing so we'll go for it again sometime around.
-
Fast Fantatic, that's a really great story, I love hearing them! Thanks for sharing. I've posted it to reddit and will probably post it elsewhere too.
Also, the live stream is up for those of you who are subscribed to this thread.
-
Just in time for me to chill after a night shift.
A link for the stream in the OP would be nice too.
-
Done. Also CLICK HERE FOR STREAM (http://new.livestream.com/accounts/1043104/events/2832196)
Edit: Stream is done but Gina is goofing around taking requests
-
Livestream ovar. Recording is here:
http://new.livestream.com/accounts/1043104/events/2832196/videos/45082757 (http://new.livestream.com/accounts/1043104/events/2832196/videos/45082757)
We also got over 100 likes on our FB page finally. The excitement has left me exhausted.
-
This looks pretty fancy. I've never played Bang!, but I know people like it. I might have to proxy up a set in time for convention season.
-
I rarely post on the forums but this has my interest in a stranglehold.
With luck, I'll proxy up a deck and meet up with friends tomorrow. This project is exciting and I can't wait for a full version to be done!
Questions:
Do we have an estimated time for completion?
How much will it cost to buy a full game?
Same questions for any expansions.
-
I rarely post on the forums but this has my interest in a stranglehold.
With luck, I'll proxy up a deck and meet up with friends tomorrow. This project is exciting and I can't wait for a full version to be done!
Questions:
Do we have an estimated time for completion?
How much will it cost to buy a full game?
Same questions for any expansions.
In the interest of being open like a good indie group I'm going to answer these questions best I can, but please remember that these are estimates and anything can happen. So don't string me up if I turn out to be wrong.
Completion: This year is almost certain, as I told Helepolis we're trying to have the finished game ready by the last cons of the season. The big risk to this is I'm expecting my first child in May. If something happened that pulled me away Carrot would have a very difficult time by himself as Danmaku's production is not a one person job.
Price: We have a range that is shrinking over time, you should expect to pay at least $30.
-
I'm expecting my first child in May.
Oh wow man, congrats!
30 dollars... hmm seems like I'll just have to play off proxies for a while :ohdear: Oh well, maybe if I somehow pile money together... c:
-
Oh wow man, congrats!
30 dollars... hmm seems like I'll just have to play off proxies for a while :ohdear: Oh well, maybe if I somehow pile money together... c:
Thank you!
I forget that some people on this forum are too young to even have a part time job. Well we're planning some giveaways so maybe you'll get lucky. :D
-
For those who do have access to money but no access to cons, how would one pay for it? Will it be through the website somehow?
-
20 dollars for a card game is actually quite decent. If I have to judge subjectively based on artwork and looks (haven't played it so cannot judge game play), it sounds within the prizes of card-based games. Machiavelli for example costs ?18 here (roughly 20 dollars).
Btw Moogs, when you have a full product in its final shape I will be highly interested in actually buying a set from you which I want to donate at a certain dutch touhou community. They hold small national cons on their own expenses collected by the members and they bring games over to enjoy. I feel it is a great gift in my opinion. Do note, this is a serious request. I will be watching warmly as the game is being prepared. :getdown:
-
For those who do have access to money but no access to cons, how would one pay for it? Will it be through the website somehow?
Yes. There's no way we'd be able to reach sales goals without online and international orders. We've even got the game already translated into Japanese for this reason.
20 dollars for a card game is actually quite decent. If I have to judge subjectively based on artwork and looks (haven't played it so cannot judge game play), it sounds within the prizes of card-based games. Machiavelli for example costs ?18 here (roughly 20 dollars).
Btw Moogs, when you have a full product in its final shape I will be highly interested in actually buying a set from you which I want to donate at a certain dutch touhou community. They hold small national cons on their own expenses collected by the members and they bring games over to enjoy. I feel it is a great gift in my opinion. Do note, this is a serious request. I will be watching warmly as the game is being prepared. :getdown:
I actually quoted $30 (USD). I think you got that but I wanted to make sure. ^^;;;
Thanks for the prepreorder! :3 You can definitely expect some sort of proper preorder mechanic from us as we get closer to final production.
In semi-related news, I have no idea why I bought Dark Souls 2 since it's just going to sit in its plastic for the foreseeable future. :ohdear:
I have to go now, but sometime later today or tomorrow I will reformat the front post to be more informational about the project status.
-
I actually quoted $30 (USD). I think you got that but I wanted to make sure. ^^;;;
Doh, typo in my previous post. Though the comparison stays to card-games. 20-30 prize range is decent for an high art card game.
-
This seems like a really cool project, and the art looks great. I'll be looking forward to the release!
-
I'll pre-order too if you accept Visa debit cards. :V
-
I wonder what type of payment we can make. Paypal? CC?
Edit:
Thanks to Pesco's notification, I was able to catch a live stream of Danmaku!! art in progress. What a lovely experience it was. Thank you Gina :3
-
Yeah I didn't have time to announce it yesterday or today. My day job was crazy. =
I'm glad you enjoyed it though Helepolis. I'm watching the recording while I write today's update.
I consider having CC/Debit payments required so I'll be very frustrated if that doesn't happen somehow.
Click to Shoot!
(http://danmaku.mysteryparfait.com/wp-content/uploads/shoot.jpg) (http://danmaku.mysteryparfait.com/shootcardreveal/)
Click to stream!
(http://danmaku.mysteryparfait.com/wp-content/uploads/Reimu-preview-e1395098946515.jpg)
(http://new.livestream.com/accounts/1043104/events/2832196)
-
$30 is a very reasonable for something like this. Assuming the final price is around that estimate or a little over I'm almost certainly in for a copy.
-
$30 is a very reasonable for something like this. Assuming the final price is around that estimate or a little over I'm almost certainly in for a copy.
I'm glad you think so!
Also thanks for posting and setting off everyone's new post alarm. :D
Stream is live everyone! has lived a full life and departs us with no regrets, survived by a beautiful illustration.
Click to see a recording!
(http://danmaku.mysteryparfait.com/wp-content/uploads/Reimu-preview-e1395098946515.jpg)
(http://new.livestream.com/accounts/1043104/events/2832196)
Because the internet never forgets.
-
Yeah I didn't have time to announce it yesterday or today. My day job was crazy. =\
I'm glad you enjoyed it though Helepolis. I'm watching the recording while I write today's update.
I consider having CC/Debit payments required so I'll be very frustrated if that doesn't happen somehow.
http://danmaku.mysteryparfait.com/shootcardreveal/
http://danmaku.mysteryparfait.com/wp-content/uploads/Reimu-preview-e1395098946515.jpg
(http://new.livestream.com/accounts/1043104/events/2832196)
I will be watching warmly until the official release/purchase day arrives.
Also the following I am about to say is honest and no intentions of on purposely praising: When I view Touhou art, I always mind the style and unique feeling it gives. When I view a thumbnail on Pixiv or Danbooru and I get the "Oh hey, it is that artist" thought, then the artist did it correctly in my opinion. Since there are tons of artists and similar styles, only a few of them are truly feeling unique when compared. To give a number of extremely unique and identifiable artists: Imizu (Nitro Unknown), Warugaki, Colonel Aki, Morino Hon.
When I look at Gina's art, the face, eyes, mouth, expressions (specifically expressions) I can only conclude I have never seen it before. Expressions are for me very important and I like the way Danmaku!! brings forward this feeling. Not only because of the beautiful artwork, but also the dynamic feeling/senses/motion the touhou characters present (Note: Meiling's danmaku!! art).
Again this isn't to suck it all. I cherish and respect all artistic work on RikaNitori, whether it be card game, board game, RPG, fighting: Doesn't matter!
Thank you all for your hard work.
-
You've made two artists very happy, Helepolis.
Did I post Remilia? I'll post Remilia again since I think people missed it!
http://rumi-kuu.deviantart.com/art/Danmaku-Remilia-Scarlet-438772260 (http://rumi-kuu.deviantart.com/art/Danmaku-Remilia-Scarlet-438772260)
-
To give a number of extremely unique and identifiable artists: Imizu (Nitro Unknown), Warugaki, Colonel Aki, Morino Hon.
You should checkout kozou_(soumuden) too, his style is the most unique and beautiful of all I have saw so far.
also, the detail of Remilia's wings on the pic above could be improved IMO, it look too featureless compared to the rest of the artwork, still a very well-made picture though.
-
If the actual game is half as awesome as the art...
-
Hi everyone! It's been awhile. I suggest none of you ever get bronchitis. Especially is you've got circumstances that prevent you from taking the good meds.
We've added a bunch of mobile wallpapers to download and we'll add more as more art gets revealed. Click the image below to head to our site where you can download them.
(http://danmaku.mysteryparfait.com/wp-content/uploads/wallpapers.jpg) (http://danmaku.mysteryparfait.com/wallpapers/)
-
I've been lurking on this thread here for a while now, and I have to say that this game is great! ^^
The only downside for me right now is to convince people to play this game with me, one of the hurdles being that the game is not in German (which I personally don't mind, but some people I know might not like this too much).
I really like the concept and the great replay value due to the many different characters, and all of them having different, although some of them seemingly broken (I'm looking at you, Yuuka and Yukari!), abilities. ^^
Keep up the great work, and I can't wait to see all of the cards with their final artwork. ^^
Even though I just said I might have some problems finding some people to play this game with me, I actually somehow convinced some of my friends to give this game a try (not telling them it was Touhou certainly helped out. xD )
We played a couple of games together.
Some of my friends weren't all too excited about this game after the first round, because we had forgotten about a rule here and there which in turn broke the game. xD;
Also, since it was the first game for everyone, we needed a lot of time to finish even one round, so some of my friends were a little frustrated, especially the ones dying first, for having to wait so long.
But from the second gameonward, everyone enjoyed it. Unfortunately, we couldn't finish any of the games from the second one onward, because we were playing the game during our breaks then, and we were just taking too much time. xD
I ran into one problem with the game's design, though.
While that problem heavily relies on the playstyle of all players, I think that there might be a problem with the 4 player game variant (it's still fun, just something that I noticed).
I guess I'll best explain it by retelling the first game we played (as best as I can remember).
So, I was the heroine, coincidentally playing as Reimu. Player2 was Patchouli (EX Boss), Player3, opposite of the heroine, was Satori (Partner) and Player4 was Okuu (Boss).
[I'll proceed using the character names for everyone but me from now on.]
So, I started the game by equipping a Power charm and that was pretty much it. I didn't know who to attack, and since I didn't want to accidentally kill my partner, I rather shot no one.
Patche (p2) equipped a Focus and then proceeded to attack Satori (p3), since Patchouli didn't want to become the main target of the me. Satori lost one life. Satori, in her turn, then attacked Okuu, possibly to signalize me that Okuu was another enemy of mine.
Okuu (p4) then "Borrowed" my power and shot at Satori twice, one shot was dodged with graze, avoiding attacking me since she didn't want to become my target, either.
I took the borrowing personal though and then proceeded to play a Fairy Wave, a Shoot and then, because Okuu was almost dead anyway since she couldn't dodge anything, decided to activate my spellcard and finish her off.
Then, Satori got killed by Patchouli, and in the end, Patchouli won the match because she got a second Focus and because we forgot you could use multiple Shoot to increase your range.
Also, I sort of gave up because I kind of had broken the rules. We had forgotten that you cannot go over your max life. I, on the other hand, had 9 lives at some point in time. I would have lost either way, though, because of the Focuses that I could not overcome. xD
But from that game I realized a problem: the player opposite of the heroine probably will not live for all too long.
As I already hinted at, no one wants to attack the heroine in the first turn to not become her target. Since player2 and player4 only attack the heroine and player3, they usually choose to attack player3. Which is kind of bad. I don't know how to fix this problem, or if other people choose to attack the heroine in the first round, but that was just something I noticed when playing this game.
Five player games are more balanced, fortunately. Although I still died in the first (or second) round because everyone focused on me simply for being the person knowing the rules. xD
(At least I could deal some counter damage to them for being Byakuren. The only problem was that my starting hand consisted of nothing but Shoots, so I had no way of defending myself normally. ^^; )
It didn't help that we had Cirno in this round, and that Cirno was sitting two spaces away from me. xD;
Just something random here: It's kind of fun seeing the possibilities in this game from a story kind of standpoint. We had Cirno with a Mini-Hakkero once. Everyone who knew the Touhou characters ran for their lives. xD
Well, I think I wrote way too much already. ^^;
I just wanted to say that your game rocks and I'm most certainly going to buy this game once it comes out (if you ship it to Germany, that is.)
-
Always interested in player data and stories!
Translations
Touhou has a worldwide fanbase so languages besides English and Japanese are possible. I'll have to get some regional data before we consider that kind of thing though.
Yukari and Yuuka
Yukari hasn't changed in a long time so she's pretty fine as is. Yuuka has gone through several revisions though so she's had less playtesting (only a few months) in her current form. I'd be particularly interested in data on her. I do see she needs a wording change though.
Other stuff
How long were your breaks? The target game time for Danmaku!! is ~30 minutes. Past ~45 minutes people get tired like you mentioned, particularly if they get defeated early on. Once everyone understands the rules it moves much faster as well, which is true for any game.
Player style does certainly affect how the game goes. Personally I'm used to psychopath Heroines who open with things like Last Word and Partners who will shoot the Heroine to throw off the Bosses. It sounds like your group is more conservative. It also sounds like you had a huge lack of Graze! card draws.
I'm going to add what we call the "Noob Setup" in the instruction manual. We recommend new players limit the characters to Reimu, Marisa, Patchy, Youmu, Utsuho, Remilia, and Tenshi. This allows people to concentrate on the cards in the deck before getting into complicated people like Reisen and Yukari. You can use incidents or not depending on how you feel, it sounds like your group didn't use them?
I also love player stories particularly because of the narrative that comes out of them. It's like doujinshi fuel
Thanks for posting your story!
-
Well, the thing with Yuuka is that, with some lucky draws, she can obliterate other players with her ability, since she can draw a card with each attack. Couple that with some Power cards or even the Stopwatch, and she'll wreck everyone (given that she targets someone with no chance to dodge and/ or has or draws lots of Danmaku cards). xD
Admittedly, she's never come up in a game we played and I might just overestimating Yuuka's capabilities, but drawing a card per hitting attack card seems quite powerful to me. I might be wrong on that, though. ^^
Our breaks were 30 minutes, but in that time, we also had needed to set up the game, so we did have less time to actually play.
Seems like we are all way to honest and don't like risking the success of our missions. xD
And yeah, usually, cards of the same kind tend to stick together for whatever reason, another person mostly had Grazes in turn. ^^
Reimu was actually one character that confused some players. Well, not her specifically, but in the second round, my friends thought Reimu's ability (the enemy needing two cards to dodge) was an effect granted by her being the hero. Maybe I just explained stuff badly, though. ^^
We actually did use Incidents (Normal Setting. Some wanted Easy, I wanted Hard. So we went for the in between).
But only one incident came up the first game, and it didn't affect the game by much (I can't even remember which one came into play). I believe we had Eternal Night in one of our games, but during that time, no one had that many Danmaku cards to begin with.
I'll share more stories if we play a full game again if you want. ^^
-
Well, the thing with Yuuka is that, with some lucky draws, she can obliterate other players with her ability, since she can draw a card with each attack. Couple that with some Power cards or even the Stopwatch, and she'll wreck everyone (given that she targets someone with no chance to dodge and/ or has or draws lots of Danmaku cards). xD
Admittedly, she's never come up in a game we played and I might just overestimating Yuuka's capabilities, but drawing a card per hitting attack card seems quite powerful to me. I might be wrong on that, though. ^^
(snip)
I'll share more stories if we play a full game again if you want. ^^
Oh, I wouldn't worry about Yuuka's passive. We know that one is good, it's her bomb that kept changing.
The Stopwatch takes the main limiter off and allows any character to go nuts really. It's best dealt with swiftly.
Shooting Powers off of characters is also extremely important. So is defensive bombing to shut down combos. Keine is a nice character because her bomb is a true counterspell, allowing one to cancel Voile, which is probably more dangerous than even the Stopwatch.
I always like player stories! ^^
-
So, two questions. The rulebook says that there is no loot for killing a partner, but the partner card itself gives loot to bosses. Also, what exactly happens in Crisis of Faith? I'm not exactly sure what the deal is.
My friend group has basically deemed Remilia, Tenshi, Reimu, and Sakuya top tier, in a sense. Nobody wants to shoot Remilia directly and -that bomb-, Tenshi is such a masochist, Reimu's bomb and passive are just really good, and Sakuya has auto-stopwatch.
Then, there's Nitori who seems very underwhelming. Sure, it's a card that "gains" potency as your target has more permanents, like Sanae deals more damage with more Shoot!!, but Nitori just returns the target to normal. If the target doesn't die off by your next turn, then it's back to square one.
Granted, her passive is strong. But if Nitori's spell could be buffed reasonably, that'd be cool. Disable the target's passive ability and permanents? I dunno.
It's to the point where, if given the choice of Remila or Sakuya or Nitori, choosing Nitori is almost intentionally gimping yourself.
It took me a while to realize why Aya can basically cancel Shoot! with her own. She plays Shoot the Bullet.
-
1. Partner Loot
The rulebook is out of date and the cards are correct, we will get that fixed.
2. Crisis of Faith
(http://danmaku.mysteryparfait.com/wp-content/uploads/CRISIS-OF-FAITH.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/CRISIS-OF-FAITH.jpg)
Crisis of Faith is like an election with bullets. Once it starts the goal is to shoot the person you don't want to be the Heroine every time they become the Heroine. The incident ends when someone manages to be the Heroine when their turn comes up. It's a bit of a complicated card but where your confusion is coming from I think is that it only has an effect on Hard mode, which means it needs to be changed. We kept the difficulty levels in the instructions, but Hard is definitely the most fun once everyone knows the rules, and thus what all of our playtesting groups played after awhile.
3. Tiers & Nitori
We've managed to get the characters reasonably close to each other in power level, tiers vary from group to group, but since you just discovered two other mistakes I'll take a look at Nitori again. A previous version of her was an invincible tank. =P
Tenshi and Utsuho are consistently favorites to play as because of their recklessness. One guy at AnimeFest was kinda disappointed to draw Tenshi, but a fourth of the way into the game he was like "...now I get it!" and went on to win and be a big fan of her.
4. Aya
As someone with an odd sense of humor, it makes me extremely happy you got my joke.
Thanks for sharing! I have to get some assignments to an artist, but I'm going to post about Incidents tonight, look forward to it!
-
Sanae's card has some differences in the rulebook as well. One indicates that her spell's attack deals damage equal to the Shoot! while the other indicates that she attacks once for each Shoot! And Miracle Fruit versus Bewitching Power Spoiler. Though I assume the card is the current version again?
I think the "tier" grouping is mostly balanced. I mean, the characters I mentioned already, plus Aya, Byakuren, Alice, Satori, Youmu, Marisa, and Reisen get regular usage, and everyone else has enough situational merit depending on your role.
The issue I see with Nitori is that her passive is -just- (I say that loosely) a Focus in contrast to Sakuya having one of the most terrifying and rare cards by default. And all it takes is a power for an adjacent hostile and you're completely vulnerable to two Shoots! like normal. Either she manages to be relatively safe or bunches of attacks wail on her at once.
-
Okay everyone, I want to talk about Incidents, and I want you all to let me know what your favorite incident is. Even if you haven't played Danmaku!! yet I want to hear your opinions!
Incident Rules
Incidents are global effects that change how the game is played. They add a yet another random factor to Danmaku!! games so that each game is very different.
As long as you're not playing on Easy mode (No Incidents). The game starts with the Heroine turning over the top of the incident deck before she takes her turn. New incidents come in according to the game difficulty:
Normal: If there isn't an active incident at the start of the Heroine's turn, draw a new one.
Hard: If there isn't an active incident at the start of any player's turn, draw a new one.
Lunatic: Draw a new incident at the start of the Heroine's turn, regardless of whether or not there is an active incident. Multiple incidents can be active at once, and you activate their effects in the order they were drawn.
We recommend Hard for the most fun play.
Most Incidents have a resolution completed by collecting cards. The incident sucks up any cards going to the discard pile that would count towards its resolution. Once the resolution condition is met then the incident is discarded. A few incidents have special resolutions, we'll talk about those when we get to them.
Worldy Desires
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-WORLDLY-DESIRES.jpg)
Wordly Desires immediately wipes the board of permanents and keeps them out of play until Rinnosuke shows up or four permanents get discarded. It can resolve itself instantly if there are enough permanents in play when it comes out.
Undefined Fantastic Object
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-UNDEFINED-FANTASTIC-OBJECT.jpg)
FREE BEER! Wandering UFOs bring a bounty to all. This incident resolves through a timer effect. Once enough cards that aren't what it's looking for are drawn it goes away.
Scarlet Weather Rhapsody
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-SCARLET-WEATHER-RHAPSODY.jpg)
CHAOS! An incident with random effects, each player doesn't know what they're going to get, but they do know they have a 50% chance of getting whatever plans they had dashed as their hand changes with someone next to them.
Spring Snow
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-SPRING-SNOW.jpg)
Cools off the game and prevents spell card activation. Ironically hurts strong-bomber Cirno quite a bit. Maybe it calms her righteous fury?
Saigyou Ayakashi Blooming
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-SAIGYOU-AYAKASHI-BLOOMING.jpg)
The second incident ever designed, sudden death mode. If a game is running too long this one will eventually show up and put a stop to it. Quotes about Blooming:
Heroine: "That ****ing evil tree!"
Heroine: "I'm dead unless we can end it now"
Heroine: "DOESN'T ANYONE HAVE ANY WINTER CARDS?"
Boss: "I do but I'm a Boss =D"
Scarlet Mist
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-SCARLET-MIST.jpg)
Another cooldown card, this one is more mild. Tends to result in a short phase of everyone gathering power.
Rekindle Blazing Hell
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-REKINDLE-BLAZING-HELL.jpg)
Everyone gets pumped up with extra card draw. Lots of action and bullets created by this one.
OVERDRIVE
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-OVERDRIVE.jpg)
Turns Danmaku!! into a shounen manga and everyone gets hot-blooded. Don't overextend yourself though, unless you like being pure white ash.
Great Barrier Weakening
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-GREAT-BARRIER-WEAKENING.jpg)
This card makes the game a lot more tactical, since the next player gets the last card you play. It can be very interesting during a 1 vs 1 final battle. Just FYI infinite loops aren't possible.
Lily White
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-LILY-WHITE.jpg)
The very first incident we designed and how the incident mechanic came to be! Lily White comes in an has a 1/4 chance of nearly one-shotting any player. However she also has a 1/4 chance of wandering off.
Why does Lily do so much damage? Pick any you please:
1. Power of Yuri
2. She's a Rogue and does Sneak Attack damage.
3. It's Spring!
Giant Sighting
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-GIANT-SIGHTING.jpg)
A new challenger has arrived! Challenging someone doesn't count as an attack so it bypasses several effects, including basic Range requirements. This incident essentially allows people to hit twice if they've got the cards to do it.
Five Impossible Requests
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-FIVE-IMPOSSIBLE-REQUESTS.jpg)
Kaguya brutalizes everyone's hand with unreasonable demands. This incident leaves players unable to defend themselves so it's another game ender.
Crisis of Faith
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-CRISIS-OF-FAITH.jpg)
The Blue Shell of Danmaku!! and one of my favourite incidents, CoF turns the game on its head by changing who the Heroine is. Imagine you're playing Touhou 15 and stage 5 rolls around and suddenly Kogasa is the protagonist. It's that kind of card. It ends when one of the Heroines' turn comes up while they're the Heroine. I like this one because it feels like a big incident is happening.
Eternal Night
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-ETERNAL-NIGHT.jpg)
"What if there was a global Stopwatch?"
"Oh shi-*pitchuun*"
Endless Party
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-ENDLESS-PARTY.jpg)
Cards for everyone! Each turn everyone gets a round, courtesy of the the house (Rinnosuke)
This can slow the game down if your player's aren't experienced. Still it's a very popular incident.
Crossing to Higan
(http://danmaku.mysteryparfait.com/wp-content/uploads/Incident-CROSSING-TO-HIGAN.jpg)
Let's mill the deck shall we? Crossing to Higan refreshes everyone's hand on their turn, preventing players from planning ahead and urging them to act now. It ends when the deck becomes empty and needs to be reshuffled.
That's it for the base set. There are more incidents that didn't make the cut, and some that go with the expansions that affect those expansion's mechanics. So I'll ask again.
Which incident is your favorite? Which incident is most incidenty to you?
I'm tired. That took longer to write than I expected and it wasn't that much text.
-
Why does Lily do so much damage? Pick any you please:
1. Power of Yuri
2. She's a Rogue and does Sneak Attack damage.
3. It's Spring!
Marisa: Templates like that are forbidden.
Sorry, I couldn't resist. ^^;
Deciding which incident I like the most is a difficult task indeed. Because I like pretty much half of them. xD
It doesn't help that I have barely seen any of these cards in action.
But I think I can put them into three categories, each category being slightly better/ funnier than the last:
#3: Discard Incidents
With that I mean Five Impossible Requests (no hand cards), Crossing to Higan (reshuffle hand cards) and Worldly Desires (ban all permanents)
I like them all pretty much the same because FIR and WD bring everyone close to each other power-wise, while Crossing to Higan just messes up everyone's plans, also leaving them to rely on the luck of the draw. And with my usual luck, that means that I'm dead. xD
#2: (Chip) Damage Incidents
These Include Lily White, Saigyou Ayakashi Blooming and Giant Sighting.
Lily White is so ridiculous that I just love it. Although I don't want to be on the receiving end. Again, my luck will probably mean that I am the only one to draw Spring, though. ^^
Saigyou Ayakashi Blooming is really great in the way that you have to act fast in order to beat everyone else down so they HAVE to play Winter cards to survive. Either that, or you are dead. ^^
Really great in how drastically this may change the play style of people.
And Giant Sighting is great in the case that, if you know an enemy doesn't have any danmaku cards anymore, and you have, say, three of them (or are Yuuka who can draw a new card for each damage done and have some luck with your card draws (sorry for bringing Yuuka's passive ability up again)), you can deal some really heavy damage to them if they can't cancel the card. ^^
I think I like Saigyou Ayakashi Blooming the most out of these, though.
#1: Crisis of Faith
If you can make a Heroine into a Boss and an EX Boss can become a Heroine, then this clearly is an incident. ^^
This incident is so ridiculous that I really want this card to come up once. ^^
Also, the whole mystery of who has what role will probably not stay for much longer once this incident has come up. ^^
Again, I still have to see most of these incidents in action, so they might not be as funny/ great as I think they are, but from what I can imagine, those are the ones I like the most.
-
Funny, Rekindle Blazing Hell and Endless Party are incidents that always get put on top if a Master Plan allows it. Everyone in my friend group like distributing cards with reckless abandon so it works. I'm personally fond of Overdrive since having spells flying around all the time is pretty hectic.
-
The incidents go down pretty much just as you theorize, ShadowNCS.
I like how you and Fast Fanatic don't really overlap in the incidents your groups like.
If you want to try out all the incidents, a good way to do it is to not reshuffle the incident deck between games.
To answer FF's earlier question, card Sanae is correct and the instructions are out of date again.
PS: Being forbidden just makes it more enticing.
-
New character art for you guys. This time it's everyone's favorite Ordinary Magician.
IMO Wanaca90 nailed this one. Her deviantArt page (http://wanaca90.deviantart.com/)
(http://danmaku.mysteryparfait.com/wp-content/uploads/KIRISAME-MARISA.jpg)
-
Marisaaa, oh, I'm so gonna print a deck or two to try this out. I'm glad I still have my poker deck and extra card sleeves.
-
I also love player stories particularly because of the narrative that comes out of them. It's like doujinshi fuel
In that case, consider the following 2700+ words story your "fault". ^^
Because now, it's Story Time!
I felt uncomfortable with having such a large comment in a forum (you never know how mods might react if somebody basically writes down a story in a forum thread), so I posted the story on dA instead.
Here's the link if you want to read it: http://fav.me/d7d085y
And whoops. This story turned out a little longer than I thought. ^^;
I hope it was interesting to read (and that my writing style did not bore anybody reading it to death xD; )
It's possible that my memories are a little wrong on how some of the events turned out, but that's pretty much it.
The dialog, except for the beginning bit, has been freely invented to make the story more interesting. ^^
And really, I don't know what was wrong with Miko's cards. She might have attacked a little more than in my story, but still, Miko was a rather... unmemorable character in this game. She barely attacked, and somehow still ended up almost losing because she never had any Grazes either. Miko must have had really bad card draws all the time. xD;
Also, if it seems that some of the players had too many cards on their hand, then that's my faulty story. ^^
Also, we had forgotten that you could discard a card for the fairy wave instead of losing a life. Either that, or Nitori had a Power and used a Last Word. I can only remember that everybody lost a life at the fairy wave point in the story.
And yes, Nitori had some amazing card draws. The person having played Nitori later told me that he started with THREE bombs. No wonder I could never make use of my permanents. XD
And Nitori's passive ability granting her one distance is really nice to have.
-
In that case, consider the following 2700+ words story your "fault". ^^
Because now, it's Story Time!
The following work of fiction is copyright Mystery Parfait, with only minor involvement by someone named ShadowNCS. ;)
The story is great, thanks so much. :)
Are you sure that Reimu wasn't Marisa in disguise? It really felt like she was
Also I'm glad Nitori's passive got a chance to shine. It is actually one of the stronger passives. At the start of the game without a power card, it takes 2 Shoot! cards to hit Nitori once, which is somewhat the opposite of Reimu's ability. In addition her bomb can shut down people's power cards with 100% success.
-
The following work of fiction is copyright Mystery Parfait, with only minor involvement by someone named ShadowNCS. ;)
The story is great, thanks so much. :)
Are you sure that Reimu wasn't Marisa in disguise? It really felt like she was
I had a lot of fun writing it, so I'm glad you enjoyed it. ^^
Well, it doesn't help that Reimu started out with a Mini Hakkero and then Borrowed some stuff from Keine (and that I'm a huge Marisa fan), yeah.
But who knows, maybe she was really Marisa in disguise? :3
Also I'm glad Nitori's passive got a chance to shine. It is actually one of the stronger passives. At the start of the game without a power card, it takes 2 Shoot! cards to hit Nitori once, which is somewhat the opposite of Reimu's ability. In addition her bomb can shut down people's power cards with 100% success.
I just realized how useful Cirno's passive ability can be against Nitori if she is sitting next to her. "+1 Range. Cirno cannot attack any players at a distance of 1 [...]" But Nitori's distance is 2. Cirno is a genius after all! For she has found a way to bypass Nitori's passive ability! xD
-
You haven't really Danmaku!!'d until someone forgets about Cirno's ability and puts themselves into range by using a Power and loses the game.
The stolen borrowed alpha art for Master Plan was that picture of Cirno calculating Pi's exact value after all.
-
Well, let it be known I tried to play a match with my friends. As soon as I said I have a Touhou card game that I want to try, they all sorta laughed at me. It sucks being the only Touhou fan in my entire school. Now I have an entire deck of the cards, and no one to play with. Shoot.
-
The stolen borrowed alpha art for Master Plan was that picture of Cirno calculating Pi's exact value after all.
That's more of an incident than a Master Plan. That truly shows her true genius. ^^
Well, let it be known I tried to play a match with my friends. As soon as I said I have a Touhou card game that I want to try, they all sorta laughed at me. It sucks being the only Touhou fan in my entire school. Now I have an entire deck of the cards, and no one to play with. Shoot.
I know your problem. I'm the only one in my circle of friends who's into Touhou, too. The way I basically tricked them into playing this game was that I told them everything about the game except that it was Touhou (and what it's called because they would have been able to count one and one together). That I only told them after they had agreed to try the game.
I guess trying out that tactic is a little too late for you now, though. ^^;
Maybe you can convince them to at least try it out by comparing this game to other (trading) card games they might like?
-
Maybe you can convince them to at least try it out by comparing this game to other (trading) card games they might like?
That's actually really clever, because for some reason or another, Magic: The Gathering has been really popular lately. Time to come up with ways to trick them convince them to play the game.
(I should probably learn how to play Magic first.)
-
It might upset some people but I could always provide a 4kids version of the PnP.
(http://danmaku.mysteryparfait.com/wp-content/uploads/RACHEL-KNIGHT.jpg)
Maybe a tutorial on introducing your friends to the game would be better.
-
Please, don't! What would Beer!! and Endless Party and -everything- be called?
My friend group didn't even know what Touhou was, but they just liked the concept of the game and shooting each other up.
-
It might upset some people but I could always provide a 4kids version of the PnP.
provide a 4kids version
4kids
4Kids is, let us say that subjectively they are good at messing things up on this planet and take away people's enjoyment.
-
I know your problem. I'm the only one in my circle of friends who's into Touhou, too. The way I basically tricked them into playing this game was that I told them everything about the game except that it was Touhou (and what it's called because they would have been able to count one and one together). That I only told them after they had agreed to try the game.
I guess trying out that tactic is a little too late for you now, though. ^^;
Maybe you can convince them to at least try it out by comparing this game to other (trading) card games they might like?
You say that, but they know how much of a Touhou fan I am, and even though I've called it Danmaku!! to their faces and they haven't realized it. Just describing the gameplay and roles and nothing else has them interested.
It's just that these people primarily play video games so I need to convince them -further- to play.
-
Well, you cannot expect everyone to be a Touhou fan or know about Touhou. And if not, expect them to be interested in Touhou. There is no written rule for people to be fan of X because they play/know Y. Take card games in general (Uno, Machiavelli, etc). They aren't always the same and different games have different feeling, audience, interest level.
Danmaku!! puts an emphasis on Touhou both as art-work and content (gameplay), and therefore the setting is pretty much a focus on Touhou-fans.
-
We're definitely targeting existing Touhou fans, but telling people about the game before telling them the theme of the game is fair play, I think.
I'm not supposed to work Sunday evenings but I was bored, so I made a silly thing.
(http://danmaku.mysteryparfait.com/wp-content/uploads/MOMO-PARFAIT.jpg)
-
you know if that was an actual character I would bomb everything with her.
How many incidents are we talking about...?
-
Well there are 16 in the base set and each expansion adds two more...
-
Momo Parfait certainly looks interesting as a character. :D
She probably would have broken the game we played today. xD
We got so close to a Crisis of Faith, but since the heroine drew it, it didn't activate. Curses. xD
Speaking of which, I wrote another story about our game today. http://fav.me/d7drwr9
That'll be the last of my gameplay stories for now. Not because my usual group (great, now I sound like a D&D player... not that I mind ^^) doesn't want to play, but because of the upcoming holidays.
Well, maybe we can meet during the holidays and play your game, who knows. ^^
-
Awesome!
I had some questions
Do your players still telegraph when they have a Capture Spell Card or playing Satori and want to copy someone's spell card? In my experience people forget what the bombs do and you can tell when they are about to copy someone.
What are your thoughts on Nitori? You've had several games with her it sounds like.
-
Do your players still telegraph when they have a Capture Spell Card or playing Satori and want to copy someone's spell card? In my experience people forget what the bombs do and you can tell when they are about to copy someone.
In our case it was more like that the player of Nitori first played the Capture Spellcard and THEN looked around what to do with it. (And only after he had decided I laid down the bomb. :D )
In Satori's case, I think her player never got a Spell Card (until the very end when it didn't even matter any more).
But still, I don't think any of my friends remember the Spellcards just yet.
What are your thoughts on Nitori? You've had several games with her it sounds like.
Nitori is a tank. And a great one at that. From what we've played, nobody wants to attack her, leaving her with a great health advantage.
Especially early on, Nitori will see (next to) no damage simply because you don't know what role she has anyway, so you might as well take down some other characters.
Of course, if the players aren't so stupid as to destroy Mini Hakkeros instead of stealing them (I admit that was a stupid move on my end), she might not be that much of an annoyance. But if Nitori is lucky (or rather anyone in her range unlucky) with the cards, she's really difficult to take down.
She's great in the way that you need to adapt to a new strategy in order to deal with her, especially if she acts as a shield for the heroine (as in our last game).
I wouldn't say that she is broken, as she lacks in the offensive department. But you don't really need offense in a free for all when everyone is killing each other and leaving you untouched.
So, really, I would say that Nitori is one of the better characters. Either that, or we just have bad luck or plain suck at adapting a style to deal with her. xD;
I would really like to play Nitori at some point (but since we draw the characters randomly, it was a miracle both Nitori and Reimu came up again to begin with), but knowing my luck, when I get to play Nitori, Cirno will end up sitting next to me. xD
-
It seems like there's a generally different playstyle between our groups, where everyone in my circle likes to hoard cards when possible through incidents like Rekindle Blazing Hell and Endless Party, in addition to characters like Remilia, Tenshi and Yuuka being ever popular. As a result, getting a singular Power tends to be easy, and there goes the Distance advantage.
Characters like Byakuren, Marisa, Youmu, Alice, and Suika are also popular, who have entirely roundabout ways of attacking Nitori anyways.
-
It seems like there's a generally different playstyle between our groups, where everyone in my circle likes to hoard cards when possible through incidents like Rekindle Blazing Hell and Endless Party
Yeah, I tend to play my cards as soon as possible in the hopes I can deal with my enemies quickly. I usually fail at that, though. (What a surprise.) xD
Remilia, Tenshi and Yuuka [...] Byakuren, Marisa, Youmu, Alice, and Suika
To be fair, except for Byakuren, who was downed in like one and a half turns because she only had Shoot! cards on her hand and everyone focusing on her because her player, me, was the one knowing the game best, we haven't had the chance to play as any of these characters.
All I can say is that with the characters we've had so far, Nitori is great. ^^
(But that reminds me, I probably should take a look at the abilities of those characters.)
-
I have a print-and-play copy sleeved up on my desk right now, ready to go for some trial runs this weekend. I wish I had taken the time to do it before the convention I was at last weekend since it had a nice gaming space and probably a lot of willing participants, but oh well.
I haven't played yet, but I have gone over the rules with a few board game folks. Here are the comments and questions we have so far:
-The rulebook refers to some things that, as far as we could tell, seem to not be in the game. The ones I can remember are the Shikigami card (couldn't find this anywhere, was it removed, has it not been implemented yet, or did we just miss it?) and the reference to Suika returning to 2 life if someone saves her with Beer (is this part of an old/not yet implemented ability, or a property of her or of Beer that just isn't explained on those cards?)
-Youmu's passive ability, assuming we understood it, has some extraneous wording. It reads "Youmu may choose to attack an additional different player with each Danmaku card". If we're reading correctly it could say "Youmu may attack an additional player with each Danmaku card" and seems like it would be slightly clearer and slightly less wordy. "Additional player" already seems to imply that you can't attack the player you're already attacking again, and "may choose" seems redundant.
-Yuuka's passive ability also seems to have some redundant wording. It currently says "When one or more players lose life from a card played by Yuuka, she may draw a card. Use this ability one once per card played". The second sentence isn't necessary, since "one or more" is already conditional and should imply that it doesn't occur more than once per card. If players were getting confused about how the ability works then the second sentence couldn't hurt I guess, but I don't think it's necessary.
I've definitely got three people ready to play on Saturday, so assuming we can pick up at least one more we'll play some games, take notes, and I'll report back.
-
Rulebook is still outdated, will try get it updated this weekend.
1. Shikigami was a card deemed too confusing and was taken out. It basically allowed you to use an inactive character as a meat shield and activate their bomb.
2. Suika used to gain 2 life from Beer cards, instead we gave her the infinite gourd effect.
3. We'll take a look at the wording. Implication seems to not be enough a lot of the time , lots of people are not used to to reading technical rules language.
Thanks for the feedback, I look forward to more.
My scheduled post didn't post to the websites...I'll do that now.
-
The Half-Ghost Half-Human Gardener, Konpaku Youmu, was illustrated by Mins, who worked like a champ to complete her in-between school assignments. His deviantArt page is http://minevi.deviantart.com/ (http://minevi.deviantart.com/).
[img width= height= alt=youmu mobile wallpaper 1080" width="168" height="300" class="size-medium wp-image-415]http://danmaku.mysteryparfait.com/wp-content/uploads/youmu-wallpaper-1080-168x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/youmu-wallpaper-1080.jpg)
Like many of the characters you've seen already, Youmu is a character we recommend new groups limit their character card pool to. Her ability is simple, with every Danmaku card she attacks two different people. Her spell card makes her range unlimited until her next turn and allows her to attack twice like usual. In both cases she isn't forced to attack a second person, it's optional.
[img width= height= alt=Konpaku Youmu Character Card" width="280" height="196" class="size-medium wp-image-414]http://danmaku.mysteryparfait.com/wp-content/uploads/konpaku-youmu-280x196.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/konpaku-youmu.jpg)
Youmu's forte is her precision. She can neatly cut down her foes while sparing her allies. This ability is unique among Danmaku!! characters.
Youmu doesn't seem to realize it, but she's living the dream. Many people wish they had two bodies for reasons mundane and not so mundane.
-
Rulebook is still outdated, will try get it updated this weekend.
1. Shikigami was a card deemed too confusing and was taken out. It basically allowed you to use an inactive character as a meat shield and activate their bomb.
2. Suika used to gain 2 life from Beer cards, instead we gave her the infinite gourd effect.
3. We'll take a look at the wording. Implication seems to not be enough a lot of the time , lots of people are not used to to reading technical rules language.
Thanks for the feedback, I look forward to more.
My scheduled post didn't post to the websites...I'll do that now.
1.-2. Fair enough, that's what we figured, just wanted to make sure I didn't miss printing a page somehow or something.
3. I definitely think leaning toward wordings that are over-explained rather than under-explained would be a good idea, but for people who are used to precise rules language the non-standard phrasing actually confused us more and we had to take a moment to re-read everything to figure out what it actually did. Seems like we got the idea though, so if that's the tradeoff then I suppose that's fair.
-
Played a game earlier with six people. Koishi was the heroine, I was the partner with Sanae. Reimu and Suika kept the game relatively locked down with their bombs for a few turns while the bosses accumulated Shoot!s, and the turn before they were ready to kill Koishi we hit the Lilly White incident and she hit three people in a row with her ability, including Koishi. I tried to save her, but everyone jumping on her at once was too much.
These were the comments people had:
-Reimu seems too good. Half of the game revolved around her bomb and people copying her bomb, and her passive also seemed way stronger than everyone else's passive. If Reimu has range to the heroine it's pretty difficult to keep her alive.
-The rulebook doesn't say what to do when the deck runs out. I assume you re-shuffle the discard pile, but it doesn't say that anywhere that I could find.
-The phrase "reveal" means to look at the top card of the deck, note it, and discard it. Usually when a game says "reveal" it just means to show the card to everyone and then put it back, since nothing about the word "reveal" suggests that you do anything with the card except look at it. Consider changing the term, clarifying in any text that cares about revealing that the card is discarded afterward, or changing the effect so that the card gets put back.
-I found the wording of Seal Away to be ambiguous and had to check the clarifications to figure out what it did. It reads "Choose a player and force them to trash a card at random from their hand or a permanent of theirs in play". It's not immediately clear who decides whether they discard a card or a permanent. The FAQ confirms that the player using Seal Away does, but I think the wording leans toward the victim making the choice. Consider clarifying this with something like "Choose a player. You may choose to have that player trash a card at random from their hand or trash a permanent of theirs in play".
-I don't think keeping roles hidden makes sense for Touhou. The flavor makes sense for Bang!, but the bosses not knowing who the other bosses are seems strange. I don't know what the fix for this is, but it seemed weird.
-Is the Ex Boss harder to win with than the Renegade in Bang!? People were insisting that the Renegade doesn't have to kill the Deputy, but the Ex Boss does have to kill the Partner. I didn't have a copy of Bang! on hand to check that out.
The hardcore board gamers seemed kind of frustrated by the similarities to Bang!. They didn't seem to think that the game was different enough to justify being its own thing. Everyone kept saying "Why aren't we just playing Bang!? This is exactly the same game". As someone who cares about the theme I obviously don't share that reaction, but it was enough of a thing that it seemed to be worth noting.
I liked it enough to play it again, but a few of the other people I played with didn't love it. And fair enough, they didn't know anything about the theme and had already played basically the same game.
-
That's regrettable that your group didn't seem to like it. Theme is unfortunately a double edged sword and it sounds like it hurt us here. We obviously think Danmaku is different enough from Bang to warrant its own game, I won't enumerate the differences here though. In general I've noted your wording suggestions, I'll address specific things below.
Played a game earlier with six people. Koishi was the heroine, I was the partner with Sanae. Reimu and Suika kept the game relatively locked down with their bombs for a few turns while the bosses accumulated Shoot!s, and the turn before they were ready to kill Koishi we hit the Lilly White incident and she hit three people in a row with her ability, including Koishi. I tried to save her, but everyone jumping on her at once was too much.
I assume you mean Satori? Koishi isn't in the base set. Though maybe you made your own Koishi since she's got some obvious implied mechanics.
-The rulebook doesn't say what to do when the deck runs out. I assume you re-shuffle the discard pile, but it doesn't say that anywhere that I could find.
Yes you reshuffle, I've noted to add that.
-I don't think keeping roles hidden makes sense for Touhou. The flavor makes sense for Bang!, but the bosses not knowing who the other bosses are seems strange. I don't know what the fix for this is, but it seemed weird.
Really? What started this whole thing was how similar the themes of Touhou and Bang are. Even before the EX Boss comes in, Touhou usually has a fight at least one boss who is completely uninvolved, one who is tangentially involved, and then the final boss and her minions. Your allies may even attack you. Of course everything is mixed up for Danmaku, but the youkai still all win if Reimu is indisposed.
-Is the Ex Boss harder to win with than the Renegade in Bang!? People were insisting that the Renegade doesn't have to kill the Deputy, but the Ex Boss does have to kill the Partner. I didn't have a copy of Bang! on hand to check that out.
The latest version of Danmaku!! doesn't require the Partners be defeated.
-
That's regrettable that your group didn't seem to like it. Theme is unfortunately a double edged sword and it sounds like it hurt us here. We obviously think Danmaku is different enough from Bang to warrant its own game, I won't enumerate the differences here though. In general I've noted your wording suggestions, I'll address specific things below.
Yeah, board game snobs gonna be board game snobs. You probably weren't going to rope most of these particular guys in anyway, so not getting them hooked at this point doesn't mean much. The one other guy who was familiar with Touhou liked it okay, although he had never played Bang! either.
I assume you mean Satori? Koishi isn't in the base set. Though maybe you made your own Koishi since she's got some obvious implied mechanics.
Oh yeah, I meant Satori.
Really? What started this whole thing was how similar the themes of Touhou and Bang are. Even before the EX Boss comes in, Touhou usually has a fight at least one boss who is completely uninvolved, one who is tangentially involved, and then the final boss and her minions. Your allies may even attack you. Of course everything is mixed up for Danmaku, but the youkai still all win if Reimu is indisposed.
It doesn't totally not work, but it seemed weird at the time. Yeah, I guess if I contextualize it as the first half of the game before the story-relevant bosses show up it works fine. Since most of the characters are the later stage bosses it just kind of threw me off of how the flavor works in theory.
It's exactly the same. We didn't change that from Bang! The Renegade loses if they don't kill the Deputy first.
Fair enough. That's what I was told, doesn't make it true.
-
It's Thursday so update time.
We've updated and posted Remilia's art officially. You all may notice her art's been updated.
(http://danmaku.mysteryparfait.com/wp-content/uploads/remilia-wallpaper-1080.jpg)
In project news, we're doing a final art push to get the art for the demo game. The artist we'd selected to do the role cards was really sick until this week so it's going to come down to the wire.
I still haven't updated the rulebook, but I finished the nursery! :derp: The doctor told us the baby is coming a week early so everything got moved up.
Sakuracon is this weekend so I'll be happy to have Carrot's assistance again after his Mahjong panels are done.
-
This is still very exciting! And loving the artwork more and more. Not sure if this was asked yet but how many characters do you plan to have playable?
-
Hey, if I can ask, why does the EX Boss role card have a different symbol on the bottom right than all of the other cards?
I mean, I guess I can see Koishi's heart/Mokou's fire...
extra boss stuff
I dunno. What is it about?
-
This is still very exciting! And loving the artwork more and more. Not sure if this was asked yet but how many characters do you plan to have playable?
There are 24 Characters in the base set. All expansions will add characters and those characters will function without their expansions' extra rules. We have about 20 expansion characters in the alpha stage. Edit: To actually answer your question, there will likely be a dozen or so playable characters per expansion, so at least 60.
Base set has these characters:
Alice Margatroid
Cirno
Hakurei Reimu
Hijiri Byakuren
Hinanawi Tenshi
Hong Meiling
Ibuki Suika
Izayoi Sakuya
Kamishirasawa Keine
Kawashiro Nitori
Kazami Yuuka
Kirisame Marisa
Kochiya Sanae
Komeji Satori
Konpaku Youmu
Mononobe no Futo
Patchouli Knowledge
Reisen Udongein Inaba
Reiuji Utsuho
Remilia Scarlet
Shameimaru Aya
Toyosatomimi no Miko
Yagokoro Eirin
Yakumo Yukari
Hey, if I can ask, why does the EX Boss role card have a different symbol on the bottom right than all of the other cards?
I mean, I guess I can see Koishi's heart/Mokou's fire...
I dunno. What is it about?
Augh. That's a build/export error. That symbol is the second expansion's symbol, it focuses on the role of the EX Boss and features more complicated roles, which is why it has Mokou's. Those symbols are so you can sort the game modules easily.
-
Update day. I'm officially working from home at my day job now, waiting for the baby to come. Carrot may be doing next week's update.
In the here and now though, this week is Tenko!
The Celestial, Hinanawi Tenshi, joins Danmaku!! to stir up trouble. Tenshi was illustrated by Kyuriin (http://kyuriin.deviantart.com/gallery/ (http://kyuriin.deviantart.com/gallery/)).
[img width= height= alt=tenshi wallpaper 1080" width="168" height="300" class="size-medium wp-image-437]http://danmaku.mysteryparfait.com/wp-content/uploads/tenshi-wallpaper-1080-168x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/tenshi-wallpaper-1080.jpg)
Tenshi is one of the most popular characters in Danmaku!! Since Tenshi originated in one of the Touhou fighting games, she is all about challenging people. In fanon, she is also often depicted as a masochist, so we gave her an ability where she wants to get hurt. She wants it bad.
Her spell card, Sword of Swagger, allows her to draw two cards and mimic the Challenge card. If Tenshi loses the challenge she gains yet another 2 cards thanks to her ability.
[img width= height= alt=Tenshi Character Card" width="280" height="196" class="size-medium wp-image-438]http://danmaku.mysteryparfait.com/wp-content/uploads/HINANAWI-TENSHI-280x196.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/HINANAWI-TENSHI.jpg)
Tenshi is fun because she rewards players for playing recklessly. She can overextend herself though - if she runs out of defense and can't draw more, she may get more punishment than she asked for.
-
Awesome picture! She look very fun to play with, maybe for a beginner maybe? Being new to the game can make you reckless and that just the thing for Tenshi,
-
You got it exactly right, Colticide. Most of the characters who have art already are from the newbie set, the characters we recommend for beginners. Tenshi is on that list.
Cirno, Sakuya, and Meiling have art but aren't on that list. They were all promotional pieces we got from artists we already had a working relationship with; or their friends.
-
I'm a huge board game fan and I love the concept, I've had a chance to play Danmaku!! with a couple of groups (4, 5, & 7 players) to mixed fanfare. If you're interested I wanted to share our questions and findings. Disclaimer: None of us are experts or professionals, just a mismatch of anime fans, MTG players, a game design major, a DnD/Pathfinder DM, and a statistician.
Questions:
1. Can you use 'Capture Spell Card' to use a reactionary Spell Card on someone else's turn (like Meiling's)?
2. If you use the 'Beer' Card to revive someone, is their role still revealed/card draw effects occur?
Observations/Rambling Ideas:
-Someone above described the same thing that happened in my 4 player game, where everyone just ganged up on the person across from the heroine.
-The larger games were more chaotic, but characters that had access to card draw generally overpowered everyone else, as most payers tended to run out of cards quickly.
-The game is very luck based which is quite the turn-off for my MTG player friends who generally prefer to be able to strategize a turn or two in advance.
-It's hard to find in-game reasons to stop people from hitting you. I can think of plenty or reason why Patchouli may not shoot Marisa, but Alan had nothing to give Zac, Alejandro, or I to not get stomped in our 4-player game. It felt like we should have something in-game to barter with, but we just couldn't see it.
-There was a consistent confusion about the bomb/spell card terminology, It may make the learning curve shallower to choose one or the other.
-It would be nice to be able to bring people back after they've died with the caveat that they remain 'defeated', still counting toward victory conditions and unable to provide more card on death. kinda like showing back up as a mid boss.
-I don't know about anyone else my my playgroups universally agreed that Patchouli stands above all other characters as the most powerful. Seriously people kept asking me, "Is Patchouli supposed to be the most powerful/strongest/unbeatable Touhou?"
Final thoughts:
I love the core concept: throwing around technicolor bullets, not knowing who is friend or foe. I love the theme, I'm lovin' the art you've got so far.
BUT
In practice it's missing something: whether it's a balance issue, missing 'diplomacy' elements, or something beyond my ken, the 3 Danmaku!! game I played all ended rather anti-climatically, with someone (usually the person who's managed to draw the most cards) clearing the table once 1 or 2 people have died. Losers feel like they didn't have much of a chance. of the 11 people that I've played it with only 2 have expressed interest in playing it again, one is a fellow Touhou fan, the other just killed 2, almost 3 people in one turn as Patchouli with the stopwatch.
I think Quinns of shutupandsitdown.com (http://shutupandsitdown.com) said it well, "the best board games make the best stories" it's the close-calls, the turn turnarounds, the clever deceptions and the lightning Helix's off the top that make great board games. I see potential in the rewards for killing players, the back and forth nature of attacks and grazes/cancels, but in practice those interactions are more rare, especially once people lose steam and are down to 2 cards a turn.
One friend says hidden identities shouldn't be a thing, that teams are decided from the start, another says the game would work better if we were all role playing the Touhous, Another suggests that the victory condition should hinge on the incidents instead of player death, I just don't know.
I hate to say it but I think there's something in Danmaku!!'s design that holding it back.
PS: Though I'll have a little trouble getting more people to play with me, I'm sure I can wrangle some up for a few games if you're interested in more playtesting :D
-
Okay, you and several other players have brought up a number of issues and we think we see where the problems are now. You all have been a really big help. We'll publish some modified cards here if you all can help playtest them for us.
A big one is that Stopwatch will be changing. There are also some other things we'd like to try out, but if those of you who have PnP versions can continue to playtest, that would be invaluable to us.
-
Alright everyone, thanks to your input we've updated several cards to fix the balance issues. Most notably Stopwatch is no longer infinite and Crisis of Faith always activates when drawn.
Rule Changes
- Static Hand Size - Do not decrease maximum hand size when your life is below maximum.
- Swing Draw - When a player loses life, they draw 1 card. (Tenshi draws 2)
- Reduced Loot - You get 2 cards for defeating a player instead of 3.
Gameplay Time
If you are playtesting, please time your games. If it runs more than 40 minutes consider using Static Hand Sizes or Swing Draw, but not both. If the games run long but everyone likes the new rules we will probably change the Shoot!/Graze!/Beer ratios.
Downloads (PDF)
Battle Deck, Roles, Incidents Errata (http://danmaku.mysteryparfait.com/wp-content/uploads/Errata/Errata.pdf)
Characters Errata (Large Size) (http://danmaku.mysteryparfait.com/wp-content/uploads/Errata/Errata%20Characters%20Large.pdf)
Characters Errata (Small Size) (http://danmaku.mysteryparfait.com/wp-content/uploads/Errata/Errata%20Characters%20Small.pdf)
| (http://danmaku.mysteryparfait.com/wp-content/uploads/Errata/STOPWATCH.jpg) | (http://danmaku.mysteryparfait.com/wp-content/uploads/Errata/CRISIS OF FAITH.jpg) |
-
Someone above described the same thing that happened in my 4 player game, where everyone just ganged up on the person across from the heroine.
That would be me. ^^
I'm glad(?) I'm not the only one having this problem.
It would be nice to be able to bring people back after they've died with the caveat that they remain 'defeated', still counting toward victory conditions and unable to provide more card on death. kinda like showing back up as a mid boss.
That would be a cool idea, but don't you think that might break the game?
Although, if you are the last boss and have to fight against the heroine AND the partner, then you've pretty much lost immediately. Being able to bring back a fallen boss (or even the EX Boss, if she helps you out) might equal the situation by a bit. Even if they can only draw a little attention through increasing your distance by one on one side, it might be a benefit.
And if you are the heroine, you will need some back up. Unless you are really clever and/ or lucky.
I like the idea!
Seriously people kept asking me, "Is Patchouli supposed to be the most powerful/strongest/unbeatable Touhou?"
Yes, she is. On a good day, anyway. (Patchouli fan speaking here.) Although Yukari would still kick her behind. And so does Marisa. And Reimu. And probably Flandre... I better stop now. xD;
It's hard to find in-game reasons to stop people from hitting you. I can think of plenty or reason why Patchouli may not shoot Marisa [...]
another says the game would work better if we were all role playing the Touhous,
In my opinion, that seems like a concept with potential. Like "Alice would not attack Marisa. If she still does, she has to discard one card" or "Mokou gets to draw an additional card if she attacks Kaguya (for an example)" or "Keine gets to draw a card if she protects a human player" or something. That would give the players reason to attack or protect another player outside of their role, obscuring the fact which role you are playing even more.
Also, this might sort of decrease the problem of everybody attacking the character opposite of the heroine in a four player game.
Of course, most, if not all, characters would need such an additional effect to be balanced, which would take a lot of time and, well, balancing. xD;
And with 24 (I believe) characters already, those rules would have to be broad enough to actually come up in a game. Like, if Alice only get a penalty for attacking Marisa, there's a really high chance for this effect to be useless because Marisa doesn't show up.
Maybe broaden the effects to the characters' races (like youkai gaining a card for attacking humans) and additionally get special effects for specific characters. Then the effects may actually come into play consistently.
But I'm not working on the game, so I guess I can't do any more than making suggestions, huh? xD;
Still, I think this is a great concept worth exploring in an expansion maybe. (Or now even, if you are not pressed for time.)
Anyway, I may be able to play test the new changes. If I can, I'll try to remember to time the play time (we might have one or two new players, though, so we will probably need more time than usual), and this time, I will write down the turns immediately to better write how the game played out. If I can remember to do so, that is.
Either way, I like the changes done to the cards. Especially Crisis of Faith. It is rare enough that it comes up already, and then seeing it not being activated is kind of a shame. This way it's better. :D
Although the player after the heroine now has the biggest chance of switching with the (former) heroine (since they are able to draw the first card in case the heroine and they get to draw this card). But oh well. It could be worse. ^^
But I'm not really certain about the static hand size. On the one hand, it is a better way for players with low life to come back since they are not additionally kept low with having less cards to defend themselves with. Heck, I'd almost say give characters with less life MORE cards!
Which kind of is the case with the combination of static hand size plus swing draw. Huh. I think my former doubt that static hand size might not convince me is gone now. XD
What I wanted to say was that I kind of liked the fact that you had to prevent getting low on life at all cost... but that's kind of the case already since everybody only has so little life to begin with.
Uh... yeah, I'll definitely try out the new rules. ^^
-
Swing Draw suddenly makes Utsuho very powerful, getting a free card for a life. Overdrive also becomes really favorable as an incident.
In the new characters sheet, did Nitori and Tenshi actually get any changes?
-
Swing Draw suddenly makes Utsuho very powerful, getting a free card for a life. Overdrive also becomes really favorable as an incident.
In the new characters sheet, did Nitori and Tenshi actually get any changes?
Nitori didn't actually change, we thought about it but not right now. Tenshi got a wording change
Also you should only get a card when you aren't sacrificing a life. That would be silly after all. If we implement these rules into the game that will be clarified
-
Ah, okay, I'll keep that in mind.
Regarding Miko, what qualifies as discarding versus trashing a card?
-
Trash most often is a hostile discard. In practice it's a discard that triggers abilities. Miko's ability triggers off of trashing, which happens when she is the target of a Seal Away. The Power card says you must Discard a Power card when you're hit, so that doesn't trigger Miko's ability.
Cards/effects use one of the two words intentionally so whether a card says discard or trash is important.
-
Okay, this is the last question:
Crisis of Faith was in play for a while but it never got resolved.
The current Heroine has 1 HP, and gets successfully attacked without being saved.
Does the game instantly end with a Stage Boss victory, or does the previous Heroine retake her role and the incident gets resolved?
-
Okay this could go either way so to simplify things:
If the active Heroine bites it then the game instantly ends.
Also I'm going to take this time to answer some questions I missed earlier.
Questions:
1. Can you use 'Capture Spell Card' to use a reactionary Spell Card on someone else's turn (like Meiling's)?
2. If you use the 'Beer' Card to revive someone, is their role still revealed/card draw effects occur?
1. Yes. Like Bomb it uses your spell card's timing.
2. If someone is revived by Beer then their role is not revealed and no loot is given out. Tenshi would still draw though, but only after reviving.
-
So, I got to play test the new rules with my friends yesterday. We had both Card Swing and Static Hand Size active, and everyone preferred the new rules compared to the old ones.
I, in my position, wouldn't have minded because I was Patchouli. :D (Other than that, I think the new rules are way better.)
So, we timed our game and got a play time of 66 minutes.
I wrote down every card played as we were playing (which didn't increase our play time that much, maybe by five minutes because I had to write stuff down during my turns), so I have collected quite a bit of data (too much to write everything down).
So here's a small list of various stats:
- Play Time: 66 minutes
- Number of Players: 4 (Suika (Heroine), Yukari (EX Boss), Patchouli (Stage Boss), Byakuren (Partner) in that order)
- Position of Patchouli (me): Opposite of the Heroine. That position is really unforgiving. You really need to do something about that IMHO.
- Attacks until I (Patchouli) died [mine excluded]: 25 [20]
- Attacks on Patchouli [my Shoots excluded]: 12; 48% [60%!]
- Rounds taken to kill the first character (Patchouli): 7.5
- Number of Rounds Total: 10
- Number of Beers drunken Total: 9
- Number of Grazes played Total: 20
- Number of Shoots played Total: 31? (We had a Fairy Wave doing damage, a couple of Spell Cards, and Yukari's passive ability)
We were all always pretty high on lives, until I died (the beers and grazes being the reason for that). Then everything went pretty chaotic life wise. xD;
From what we have played, you definitely need to reduce the amount of Beers. Maybe exchange them with Grazes, since, with those at least, you won't get an additional card draw, which has saved my life quite a bit. Which was good for me, but not for the game time. xD;
Yukari's passive ability was really great. Even after my death, the EX Boss' player almost single handedly defeated both the Partner and the Heroine. Although the player had a lot of luck with his card draws near the end. And since everyone was focusing on Patchouli beforehand, Yukari was still in really good shape in the 3 player match.
Anyway, (I'm repeating myself), you need to implement something to reduce the amount of attacks on the person opposite of the heroine in a 4 player game. The only reason I survived as long as I did was because I had tons of Grazes and two Beers. And Patchouli with her bomb. Otherwise, even with the new rules, I would have died a lot sooner.
Maybe I'm just a little bitter about that position because in all of our four player games, I sat opposite of the heroine (except for once, when I WAS the heroine and we still didn't know the rules that well). And I'm always the first person to die. Maybe I'm just playing bad, that's also possible. xD;
-
Dat data. I'm glad the new rules are working.
Also for some of you may be past the point of needing this but how about a sheet of these cards.
(http://danmaku.mysteryparfait.com/wp-content/uploads/QUICK-REFERENCE.jpg)
http://danmaku.mysteryparfait.com/wp-content/uploads/QuickReferenceSheet.pdf (http://danmaku.mysteryparfait.com/wp-content/uploads/QuickReferenceSheet.pdf)
-
Hello everyone,
Reimu's art has been posted for everyone who missed the stream. This one was done by SaiyaGina who did Oku and Shoot!
http://saiyagina.deviantart.com/gallery/ (http://saiyagina.deviantart.com/gallery/)
(http://danmaku.mysteryparfait.com/wp-content/uploads/HAKUREI-REIMU.jpg)
-
Quick question~
Any reason that the character cards have seasons on them, or is it purely decorative at this point of the game?
I should probably start PMing about these minor things because they're starting to hog up the thread...
-
Quick question~
Any reason that the character cards have seasons on them, or is it purely decorative at this point of the game?
I should probably start PMing about these minor things because they're starting to hog up the thread...
Rules clarifications are okay. Character seasons are decorative at this point, they come into play heavily later
-
Got a game in today, people were distracted but here was the lowdown:
Clockwise:
Heroine - Hijiri
EX-Boss - Sakuya
Partner - Futo (Newbie)
Boss - Patchouli (Me)
Boss - Okuu
FYI - We play with a Modified Pathcouli & Nitori:
-Patchouli's passive is now a flat +1 Hand Size
-Nitori's Passive is now +1 Distance & Range
Also we forgot the Draw 1 card when you are hit rule, so the following stuff may be tilted
Round 1:
Hijiri Pases, Sakuya starts wailing on Futo dealing 2 damage with 3 attacks then plays a Grimoire, Futo tries and fails to hit her back due to graze and plays a Power, Patchouli tries to hit Okuu, fails and borrow's Sakuya's Grimoire, Okuu plays a power and wails on Hijiri dealing 2 damage
Hijiri (3 HP), Sakuya (4 HP), Futo (2 HP), Patchouli (4 HP), Okuu (4 HP)
Round 2:
Hijiri hits Okuu for 1 and heals one with a beer, Sakuya plays last word then hits futo for 1 more, killing her, Patchouli plays a power and hits Hijiri once, Okuu plays the Mini Hakero and shoots Hijiri twice, Okuu discards her last 2 cards for the bomb kill, but Hijri steals Sakuya's Spellcard dodging the fatal bomb and return fire on Okuu
Hijiri (2 HP), Sakuya (4 HP), Futo (Dead), Patchouli (3 HP), Okuu (1 HP)
Round 3:
Hijiri plays some permanent (Power maybe?) and passes, Sakuya borrow's her Grimoire back, Patchouli attempts to hit Hijiri and is grazed, Okuu discards the 2 cards she drew for the turn to use the Mini Hakero's Power to kill Hijiri and end the game.
I'm leaving out sutra scrolls, Kourindou, and a voile and I believe everyone played and lost a power at some point.
We did not play with incidents due to the new player.
Post Game thoughts:
+1 Hand Size Patchouli feels more fair.
Mini Hakero's ability maybe should be 3 cards, or it may just be Okuu?
The quick reference sheets are nice: they cleared up some significant confusion that was plaguing the game.
The static hand sizes and reduced loot didn't feel relevant, but obviously a quick game like this is a poor test of those
Like MTG going into top decking mode slows down game play, while not a strictly bad thing, many gamers I know and I do not like it. I will admit that the extra cards from damage would have extended the game, but with the partner's early demise and Okuu right next to Hijiri I doubt the outcome would be different.
Also the Sakuya player mentioned that they weren't paying attention when the Mini Hakero was played and used, which they should have borrowed instead of the Grimoire.
The new player wandered off after dying on turn 2, said player
I'm experimenting on a version of Danmaku!! using the concept of 'new turn new hand' present in most deckbuilding games as opposed to the more classic 2 cards/turn. This has a profound effect on game play and interaction, but I feel oddly compelled to try for my own amusement, especially since my game group and I have fallen in love with Artic Scavengers recently.
Oh ShadowNCS, the beer card I want to test looks something like this:
Beer (Action):
You and up to one other player gain 1 HP (you may not go above your max HP)
OR
Revive a fallen player at 1 HP, they still count as defeated as such they will give no loot upon death and are not need to be killed again for any victory condition, They gain your victory condition. (their hand will be empty until their next turn, you do not need to reveal your victory condition to them)
The 1st ability give nice politicking oportunities, the second is the fun stuff though: it turn the least important players (the dead ones) into people of great interest. Second it allows people to get playing while the game still progresses (less and less people will be counted towards the victory condition). As an action it also give priority to the victor to use beer and revive them on their side ideally maintaining some momentum. Also there's Nothing more Touhou than drinking and making friends right after kicking their ass.
-
Oh ShadowNCS, the beer card I want to test looks something like this:
Beer (Action):
You and up to one other player gain 1 HP (you may not go above your max HP)
I don't know about the first option, there. It seems fine in the way that you can help out the people with a similar goal or simply to confuse the other players by healing someone unexpected, but on my last round we had too much healing going on already, making our game extremely long.
And especially how my friends are playing the game, in other words, they are not hiding their roles at all, the first option would only benefit the hero and the partner. Who are always winning to begin with if the partner is not sitting opposite of the hero.
The boss and EX boss would only get medium usage out of this, as healing the EX boss would mean that they would kick your behind if you got close to killing the heroine if the partner is still alive, and the EX boss has to kill the boss anyway. So why even bother unless heroine and partner are getting the upper hand? Well, because of that very reason, I guess. ^^
But it still would benefit heroine and partner a lot more.
(In general, four player games seem a little unbalanced in my opinion.)
OR
Revive a fallen player at 1 HP, they still count as defeated as such they will give no loot upon death and are not need to be killed again for any victory condition, They gain your victory condition. (their hand will be empty until their next turn, you do not need to reveal your victory condition to them)
The second option seems more interesting, though. Because then we don't have the problem of somebody not doing anything at all once they're dead.
However, if the revived person is revived by the heroine or partner, in a four player game, the remaining Boss/ EX Boss is even deader than they already were. So I fear that would unbalance the game even more. Maybe if they keep their victory condition, then that would work, since you have to be careful with reviving someone (especially the EX Boss or a vengeful player), as they might attack you (the reviver) just because they feel like it.
And even if the rule stated that you are not allowed to harm the reviver, that still doesn't resolve the problem of being revived by the heroine (3 against 1 is just terribly unfair. I know what I'm talking of. I usually happen to be the unlucky 1. xD; We really need a fifth player so that there's no "opposite of the heroine" position.)
-
Apparently the forum didn't email me when Zhelot777 posted. Maybe because it was the middle of the night for me?
Anyway, thanks for the data Zhelot777. We call the revive a player card Kyonshi Ofuda and the double beer Omiki. Such cards we left out of the base set to keep things simpler since the game is really complex already.
We're tossing around ideas for making 4 player games more fun as well as some other additions for general play. I'll very likely have you all test out such ideas.
Let's play a game, see if you can guess what these cards do, the first few should be easy:
Cosplay - Battle Deck, Permanent, Artifact
Hot Springs - Incident
Take it Easy - Battle Deck, Permanent
This one is harder:
Blazing Klaxons - Battle Deck, Permanent, Artifact
-
Cosplay... become another character for a bit? I dunno.
Mandatory Hot Springs episode gives Aya unlimited Shoots, clearly.
If the Heroine has 5 lives and swaps roles, does she keep the fifth health over four max life, or does she lose it immediately?
-
Hm, I'm guessing the Cosplay card will allow you to copy any (non-) active character's passive ability (and possibly the bomb).
The Hot Springs might restore the life of a character by one during their incident step.
Take It Easy: Become a Yukkuri. Become the target of everyone. Whoever kills you eats you and regains one life. :D
Alternatively: Equip this card on somebody else. Whoever has this card equipped may only use either a Spell Card or a Danmaku card per turn.
Or something like that. At least that's what I'd do with a Yukkuri (or their catchphrase). ^^
... I don't even know what a Klaxon is (without looking it up).
Hm...
Maybe something about distracting/ annoying everyone else.
Whenever any player is attacking anyone, you may choose to activate this artifact. In that case, the attacking player has to throw a coin. If the coin shows heads, the attacker hits. Otherwise, they miss the attack.
I'm probably way off, but it sounds reasonable. ^^
-
Apparently the forum didn't email me when Zhelot777 posted. Maybe because it was the middle of the night for me?
Anyway, thanks for the data Zhelot777. We call the revive a player card Kyonshi Ofuda and the double beer Omiki. Such cards we left out of the base set to keep things simpler since the game is really complex already.
Yep I work an overnight shift so that's where I do a majority of my Touhou and PC based activities.
I would have guessed the Kyonshi Ofuda would be Orin themed (Zombification)
As a long time player & huge fan of dominion I can say with certainty that if you can maintain keeping most of the rules on the cards, the learning curve remains shallow. Having a singular shared card pool will probably steepen it. (After once game of Dominion most new players are at 80-90 proficient vs DC deckbuilding & Lord of the Rings deckbuilding which takes 2-3 games for the same amount, in my experience)
I think ShadowNCS is on the money for Cosplay.
Hotsprings: regain HP on you incident step, but watch out: chance of Evil Ghosts... Spooooooky! (+1 HP, reveal: if summer discard a card?)
Take it Easy (attach to someone else): Act like you've lost 60 IQ points: you may not use the graze card or bomb cancel? (that's a legit death sentence)
Blazing Klaxons: Definitely Okuu themed, and I'd guess spell cards; your spell cards do +1 Damage? (alternatively your spell cards get a bad-ass accompaniment)
One thing my group enjoys playing with is multiple uses for cards, such as the Mini Hakero's ability and Suika's heal, these abilities are powerful, flavorful, and give that feel of decision making. You can easily have to many of such effects do I think it's great if they're limited to Character abilities & Artifacts.
Another house rule that we're trying is Max Power which is 2 modifications to the Power Card:
-When you're hit give one of your Power Permanents to the source of the damage (trash it if the damage came from an incident)
-When you have 4 (or 3?) or more Power Permanents all of your attacks do +1 Damage
I like the idea of giving incentive to attack non-win condition players (Which Kyonshi Ofuda also does) and it feels hella thematic.
An idea for 4 player games: no Ex-boss, 2v2 heroine & partner vs 2 bosses no bonus cards & life for the heroine?
Lastly I have a more academic question Moogs Parfait, what would happen if Shot & Graze were 2 split sides of the same card? (I Honestly don't know myself, but I find the prospect fascinating)
-
So, I scored an instant kill with Sanae's bomb on turn one after a series of Endless Party supplying a boss with Shoot! and Reimu sealed off Graze cards.
It was the most amazing feeling but I felt awful.
-
I have to keep this short cause I just became a daddy yesterday and I'm still at the hospital. I got a break though cause my girls are sleeping.
That's some incredible luck FF. Sanae is one if the harder characters to use so I've never heard a story like that.
Hot Springs is a global version of Satori's passive. Once per round you can peak at another player's hand. How is that for flavor? ;)
The rest you guys got pretty close on.
Hopefully we'll be home Thursday so I can do updates but if I'm not around assume I'm busy with baby.
-
Congrats! I'll see if we can give you a fancy forum tag for the event.
-
Whoa, congrats! It seems there weren't any sudden obstacles?
I don't expect to replicate that instant kill any time soon, but it was incredible in terms of what Sanae can do. She seems difficult to use effectively, like Futo, but it makes me think Sanae can counter characters like Tenshi and Patchouli who usually have many cards in their hand.
I introduced Danmaku!! to an entirely different friend circle over the last 36 hours and they're all total addicts. Not surprisingly, they've taken a liking to Remilia, Reimu, and Youmu. Other characters that got good reactions to in this group were Yukari, Reisen, Byakuren. Meiling, Marisa, Satori, and Alice. While they got with those, I experimented with Futo, Utsuho, and Sanae (as seen above).
Utsuho's bomb is fittingly powerful, no matter how much utility she -doesn't- have. Of all the characters, she benefits a -lot- from Impossible Requests because she doesn't need cards to inflict damage. She should probably take a passive stance until you're absolutely sure her spell can hit the Heroine.
Futo also seems rather difficult to make the most out of, relying on a massive game-changer by swapping two hands... but you don't know anything about other cards aside from their quantity. While Swing Draw benefits everybody, Futo gets a little shafted when only Permanent cards that have already been laid down can be used to defend.
Some part of me thought it would have been incredibly cool if Futo could discard a permanent to increase her attack for a bit, like breaking plates in Hopeless Masquerade. Futo currently seems very one-dimensional and could benefit from having another "choice" of what to do with permanents.
-
Congrats! I wish you a happy & healthy Baby.
-
Congratulations! ^^
Take good care of your family, especially since you are one person more now! ^^
-
Thanks for all your well wishes for me and my family. :D Since FF asked, birth story is at the bottom.
One thing my group enjoys playing with is multiple uses for cards, such as the Mini Hakero's ability and Suika's heal, these abilities are powerful, flavorful, and give that feel of decision making. You can easily have to many of such effects do I think it's great if they're limited to Character abilities & Artifacts.
Another house rule that we're trying is Max Power which is 2 modifications to the Power Card:
-When you're hit give one of your Power Permanents to the source of the damage (trash it if the damage came from an incident)
-When you have 4 (or 3?) or more Power Permanents all of your attacks do +1 Damage
I like the idea of giving incentive to attack non-win condition players (Which Kyonshi Ofuda also does) and it feels hella thematic.
An idea for 4 player games: no Ex-boss, 2v2 heroine & partner vs 2 bosses no bonus cards & life for the heroine?
Lastly I have a more academic question Moogs Parfait, what would happen if Shot & Graze were 2 split sides of the same card? (I Honestly don't know myself, but I find the prospect fascinating)
Yeah, choice is good for games we've learned. That's why many cards have two uses.
Does your group end up with friendly fire and team kills? It sounds like a lot of people figure out roles really quickly, the mystery isn't meant to persist the entire game but when I've played team kills and the EX Boss tricking people has definitely been a thing.
No EX Boss and 2 bosses is something we're tossing around for 4 player games so I'd be interested if you try it.
There needs to be more Shoots than Grazes to keep the game drifting towards an end. I believe before Swing Draw was implemented it was exactly a 3/2 ratio.
Which reminds me, those of you playing with Swing Draw should change 2 Beer cards to Graze! cards.
I don't expect to replicate that instant kill any time soon, but it was incredible in terms of what Sanae can do. She seems difficult to use effectively, like Futo, but it makes me think Sanae can counter characters like Tenshi and Patchouli who usually have many cards in their hand.
I introduced Danmaku!! to an entirely different friend circle over the last 36 hours and they're all total addicts. Not surprisingly, they've taken a liking to Remilia, Reimu, and Youmu. Other characters that got good reactions to in this group were Yukari, Reisen, Byakuren. Meiling, Marisa, Satori, and Alice. While they got with those, I experimented with Futo, Utsuho, and Sanae (as seen above).
Utsuho's bomb is fittingly powerful, no matter how much utility she -doesn't- have. Of all the characters, she benefits a -lot- from Impossible Requests because she doesn't need cards to inflict damage. She should probably take a passive stance until you're absolutely sure her spell can hit the Heroine.
Futo also seems rather difficult to make the most out of, relying on a massive game-changer by swapping two hands... but you don't know anything about other cards aside from their quantity. While Swing Draw benefits everybody, Futo gets a little shafted when only Permanent cards that have already been laid down can be used to defend.
Some part of me thought it would have been incredibly cool if Futo could discard a permanent to increase her attack for a bit, like breaking plates in Hopeless Masquerade. Futo currently seems very one-dimensional and could benefit from having another "choice" of what to do with permanents.
Thanks for introducing more people! Were they anime/Touhou fans?
It sounds like those cards are working as intended. Oku doesn't hit the hardest but she's supposed to be consistently a threat. Impossible Requests is like Blooming in that it's sudden death mode. Even without Oku in play people tend to start going down. Sacrifice characters seem to be really popular so we'll make a note of that.
We're going to change Futo to be able to discard from her hand, permanents are so much more valuable than Grazes! so it's no trouble, and having to put them down first is a bit weird.
If the Heroine has 5 lives and swaps roles, does she keep the fifth health over four max life, or does she lose it immediately?
She loses her extra life immediately.
Take It Easy is actually a skip like Cirno's bomb, but players hated it. Losing your turn is no fun, even with the anti-stunlock rule. We decided that Cirno alone having it is okay though, especially since her passive is a kind of non-ability.
Birth Story
Everything was going swimmingly, my wife was dilated to a 5 (goal is 10) all by herself, but she'd been sick the past week so she'd had enough and asked for the epidural. That went well and her contractions even sped up, she got to 7 and things slowed down/stopped. The doctors broke her water to get things moving along again.
About an hour later two things happened. 1. Her epidural failed and suddenly she was in a lot of pain. 2. The baby's heart rate dropped to 50 (it should be around 150). The nurses told her that if this continued they'd have to do a C Section. They also had her try various positions to get the heart rate back up, when they told her she had to get on her hands and knees with a "now" tone, my wife jumped from a laying down position and did a mid air roll onto her hands and knees. Those mom hormones are crazy and that position got the baby back up to 150.
But like 10 minutes later the epidural got fixed and my wife's legs turned to jello and baby's heart rate went back down to 50. This summoned what seemed like the entire floor's staff and they whisked her away to the operating room.
I asked a running nurse if how long it'd take, she told me an hour. However I only had 7 minutes to contemplate the worst as a nurse came to get me to come see mom and baby.
My daughter Sibyl was born at 4:08 pm on Cinco de Mayo, by emergency C-Section. Her heart rate kept dropping because she'd gotten her cord wrapped around her arm, leg, and torso (three loops, not one big one), so she was destined for the C-Section no matter what. However all of her vitals came back great so it was only a physical issue with the cord getting tangled.
I'm extremely thankful for the doctors and nurses who saved her life. I asked if they could receive gifts so I'm planning to get a basket for the entire floor and a massage gift certificate for the nurse who attended us during delivery.
-
A bit late but I'm here with some card backs!
Today for your weekly Danmaku!! we bring you a first look at the backs of some card types. These are made by our very own team member, Carrot Parfait.
[img width= height= alt=card backs" width="559" height="294" class="aligncenter size-full wp-image-472]http://danmaku.mysteryparfait.com/wp-content/uploads/card-backs.png[/img]
First is the back of the main deck cards. These sport a similar color scheme to the card face, but with a different background pattern. Our card frames and backs are styled after patterns found on Omamori, the charms that one can get at shrines in Japan.
[img width= height= alt=Danamku!! is power da ze" width="214" height="300" class="size-medium wp-image-471]http://danmaku.mysteryparfait.com/wp-content/uploads/card-back-214x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/card-back.jpg)
Next is the Role Card back which serves a functional purpose. You can use it to keep track of your life total and whether or not your spell card is active. Just slide the edge around under your Character Card as needed. Since there are 7 roles and the Heroine is always displayed, we will include an 8th blank role card in Danmaku!! use it to keep track of the Heroine's life or to even make your own custom role!
[img width= height= alt=How much plot armor you have left" width="214" height="300" class="size-medium wp-image-470]http://danmaku.mysteryparfait.com/wp-content/uploads/role-back-214x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/role-back.jpg)
Finally, my favorite, is the Character Card back. Look at that magic circle, isn't it fantastic?
[img width= height= alt= A magic spell to change your identity" width="280" height="196" class="size-medium wp-image-473]http://danmaku.mysteryparfait.com/wp-content/uploads/character-back-280x196.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/character-back.jpg)
-
Diggin' the functional role card back. :)
Does your group end up with friendly fire and team kills? It sounds like a lot of people figure out roles really quickly, the mystery isn't meant to persist the entire game but when I've played team kills and the EX Boss tricking people has definitely been a thing.
No EX Boss and 2 bosses is something we're tossing around for 4 player games so I'd be interested if you try it.
There needs to be more Shoots than Grazes to keep the game drifting towards an end. I believe before Swing Draw was implemented it was exactly a 3/2 ratio.
Which reminds me, those of you playing with Swing Draw should change 2 Beer cards to Graze! cards.
In my games the roles have either been obvious or superfluous (in the case of 4 player games) which has been a little bit of disappointment to myself and the person most interested. We both got excited by the prospect of subterfuge, but so far it hasn't been a thing in our Danmaku!! games yet (Tips/Alternate rules for more sneaky, political play would be very appreciated).
I got a game in yesterday though it was a 5 player so we couldn't test out the 4 player mod, sportscaster replay below.
I can see that though after the 1st game with 2 different groups our games don't last very long (3-5 rounds) I wish I had more opportunities to test but a lot of my friends spend their game time on ShiDH (EDH using cards rated < 3.1 on gatherer. It's quite shitty, thus the appeal). If I can get some people interested I would like to try having the game state progress through permanents (IE the MAX power concept + artifacts that give you alternate resource options like the Mini Hakero does) but that might be a little too ambitious.
Swing Draw + Stable hand size = substantial game play improvements! Great Job Moogs playing with the swing draw this time had a noticeable impact, especially keeping losing players invested. Kudos!
The Game:
Characters (Clockwise)
Heroine: Keine
EX Boss: Suika
Boss: Youmu
Partner (me): Eirin
Boss: Cirno
Turn 1: Keine hits Suika. Suika tries to hit Keine but is grazed and plays a power. Youmu attacks Keine & Eirin, then plays a Supernatural Border, Eirin grazes & Suika loses her power. Eirin hits Cirno, steals Cirno's Spellcard to skip her turn and hit her again, then borrows Youmu's Supernatural Border.
Keine (5), Suika (2), Youmu (4), Eirin (4), Cirno (2)
Turn 2: Keine Plays Mini Hakero and hits Suika, Suika tries to hit Keine again but is grazed by Eirin & plays a Supernatural Border and a Beer, Youmu plays the Stopwatch, then uses last word (Suika & Keine Grazes), then hits Eirin. Eirin Plays Fairy Wave (hitting Keine & Youmu) then attempts to bomb Cirno (which is canceled) then gains 1 life with Beer.
Cirno gets her 1st turn starting with 6 cards in hand, draws up to 8 (we don't play with the immediate discard rule), borrows Youmu's stopwatch, plays 3 Power, Draws 2 off of Sutra Scrolls, Attacks Eirin 4 times (1 of which is grazed) Then attempts a Tempest. Keine discards 2 cards to activate her bomb which stops tempest and kills Cirno.
Keine(4), Suika (2), Youmu (3), Eirin (1), Cirno (Dead)
Turn 3: Keine kills Suika and nits Youmu once, Youmu kills Eirin but can't finish off Keine
Keine(3) Youmu (2)
Turn 4: Keine wins
Post-game Thoughts:
Swing draw allowed the epic Cirno play which could have worked out except for a well timed bomb on Keine's part.
Cirno right next to both partners was, in hindsight, hilarious.
We played with Incidents this time but they ended up being more of a distraction than anything (Great Barrier Weakening, followed by Endless Party, then Saigyou Akakashi Blooming, then Spring Snow). SAB was drawn by Cirno and left before the end of her turn, Endless Party was cool but it slowed the turns it was active down considerably, and I think Great barrier weakening would be cooler if it wasn't the 1st incident drawn.
Hope you're able to get some sleep, I hear that can be tough to come by with a baby.
-
Your games are so weird to me, Zhelot. Like I don't understand why the EX Boss retaliated against the Heroine, instead of pretending to be a Partner, or how everyone attacked only the opposite team. That shutdown of Cirno's last play was really brutal.
With Swing Draw we'll probably need to increase the time that incidents stay in play...
-
Your games are so weird to me, Zhelot. Like I don't understand why the EX Boss retaliated against the Heroine, instead of pretending to be a Partner, or how everyone attacked only the opposite team. That shutdown of Cirno's last play was really brutal.
Lol! Our games usually start with the Heroine whacking someone because they can, they usually retaliate (unless they're the partner) saying '@#$% you too' followed by the partner attacking them and the bosses jumping on either the heroine or the partner. It's rare among any of our games that our roles are not obvious (sans Ex-boss) by the end of the 1st round.
Also in our games, unless expressly forbidden, the Partner is the only player who hints at her role, while everyone else stays surprisingly quiet. I don't know why this happens but it has been very rare that someone has openly lied or bluffed about their role.
Lastly there's always been at least 1 new player in each game (that new player was Suika, the EX-Boss). Combined most of our games seem to become a slug fest very quickly, not that that is particularly a bad thing, but it does make the hidden roles mechanic somewhat unnecessary.
A thought between a friend of mine in myself was to have the game state progress based on getting an advantage via permanents, (ie artifacts and the max power idea) allowing individual player to push past an initial game state where attacking is either unprofitable or very risky.
-
I have a special update today. We have extra space on the printing sheets so this happened, if you all could add her to your character decks and tell me how she plays that'd be awesome.
(http://danmaku.mysteryparfait.com/wp-content/uploads/KIJIN-SEIJA1.jpg)
PDF Download (http://danmaku.mysteryparfait.com/wp-content/uploads/Seija1.pdf)
A thought between a friend of mine in myself was to have the game state progress based on getting an advantage via permanents, (ie artifacts and the max power idea) allowing individual player to push past an initial game state where attacking is either unprofitable or very risky.
You're going to have to explain this a bit more because I don't quite get you. Do you mean something like 7 Wonders with its stages of completion?
-
Question. Does Seija get to pick which card from everyone else's hand/permanents to trash or is that up to the respective owners?
In addition, if Seija gets a Mini-Hakkero she might be able to cause a loop between herself and the two players adjacent to her by repeatedly burning two cards on their turns.
Moreover, it can have interesting effects if another bomb is still active, like Reimu or Suika.
Forcing a player to suffer through an incident nearly twice in a row sounds terrifying.
-
This is what I get for posting right after I wake up.
Question. Does Seija get to pick which card from everyone else's hand/permanents to trash or is that up to the respective owners?
In addition, if Seija gets a Mini-Hakkero she might be able to cause a loop between herself and the two players adjacent to her by repeatedly burning two cards on their turns.
Moreover, it can have interesting effects if another bomb is still active, like Reimu or Suika.
Forcing a player to suffer through an incident nearly twice in a row sounds terrifying.
It's random from the hand. I updated the card.
Remember the difference between trashing and discarding. Hakkero discards, Seal Away trashes.
If you want to brutalize people, copy Miko's spell card as Seija. Everyone loses X cards but you. Miko's ally would also get her cards delegated to her though so they wouldn't get completely screwed.
-
I think I didn't say the Mimi-Hakkero thing right; if she repeatedly uses her bomb on the players adjacent to her, other players may never be able to get another turn in unless the bomb gets cancelled.
Because Seija is in between the two players, she's consistently refreshing her spell for the round and drawing two cards to fuel another bomb.
-
Hmm. That would require a drawing incident in play to prevent her from quickly burning out of cards. She only has the cards in hand if she is dropping 2 cards every time her turn comes up.
Still, these perfect storm scenarios can cause player grievances. I'll discuss with Carrot in case we need an anti-stunlock rule. Perhaps Hakkero should be 3 cards like someone said earlier.
-
I think the Mini-Hakkero's cost is fine as is, but perhaps there could be an exception for Seija's spell refreshing to a complete circle has to be made at least once before she can play her spell again.
As it stands now, the absolute worst case scenarios would be
1) Fantasy Seal is active with Bomb rendered unusable, such that neither of the adjacent players can cancel the Mini-Hakkero spell
2) A Keine that happens to be allied with Seija is one of the adjacent players and is willing to cancel a Bomb cancel with her own spell.
Otherwise, it's up to one of the adjacent players to get a Bomb and cancel it the next time Seija casts.
Also, if Sakuya uses Za Warudo during the "You may attack a player in range" part of Seija's spell, the current player's turn gets skipped entirely, no incident step or anything. Once again, assuming a lot of teamwork but it's a terrifying thought.
I absolutely love the idea of her abilities, but since I haven't tried yet I'm going to be extremely wary of how her spell can be used.
-
I'll print out a copy of Sieja and make sure she gets used in the next few games I play, but her bomb raises some red flags. Seems like it could create some really un-fun gameplay in a game with a lot of people. Reversing play order several times could lead to the player who would have gone after her not getting a turn for quite a long time, even without other people copying her bomb in various ways.
-
We can increase her cooldown to everyone getting a turn. It's probably better to be safe than sorry. I have a playtesting session this weekend so I will test too.
Would you rather
- It lock out reversing the order of play globally so that copying the card doesn't work
- Only prevent Seija or the original caster from doing it again, allowing the rare instance of a team play or a reverse of a reverse.
Either way I've put both in a file for you all:
http://danmaku.mysteryparfait.com/wp-content/uploads/Seija2.pdf (http://danmaku.mysteryparfait.com/wp-content/uploads/Seija2.pdf)
-
From a convenience view, I think 1) is nice because you can probably make a unique token or something for the player that gets switched on. Like, "Remove this at the beginning of your next turn. While this is in play, the order of turns cannot be reversed"
From a gameplay view, I think 2) is nice because it offers the possibility of a game changing teamwork thing.
-
Some of you lurkers need to let me know if I should continue posting general project updates. Since we've got playtesters here now I'm not sure what content you quiet ones are interested in.
Here's today's post:
We were so wowed with Saiyagina's (https://www.facebook.com/SaiyaGina) work on Utsuho that we invited her to create the cover art for Danmaku!!'s box. If you've seen the Shoot! card illustration, this might look familiar. This piece was created to serve that dual purpose. With the full picture revealed we see Yukari is the target of Reimu's extermination, though Yukari doesn't seem terribly troubled by the shrine maiden's onslaught.
[img width= height= alt=Fufufufu" width="280" height="210" class="aligncenter size-medium wp-image-486]http://danmaku.mysteryparfait.com/wp-content/uploads/Danmaku-Cover-Wallpaper-2560x1920-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/Danmaku-Cover-Wallpaper-2560x1920.jpg)
As a gift to our fans, we've made this amazing illustration available as a desktop wallpaper in multiple sizes.
http://danmaku.mysteryparfait.com/wp-content/uploads/Danmaku-Cover-Wallpaper-2560x1920.jpg
http://danmaku.mysteryparfait.com/wp-content/uploads/Danmaku-Wallpaper-1600x1200.jpg
http://danmaku.mysteryparfait.com/wp-content/uploads/Danmaku-Cover-Wallpaper-1024x768.jpg
http://danmaku.mysteryparfait.com/wp-content/uploads/Danmaku-Cover-Wallpaper-1920x1200.jpg
http://danmaku.mysteryparfait.com/wp-content/uploads/Danmaku-Cover-Wallpaper-1920x1080.jpg
http://danmaku.mysteryparfait.com/wp-content/uploads/Danmaku-Cover-Wallpaper-1280x720.jpg
-
Hmmm 1600x1200 is a broken link.
-
Hmmm 1600x1200 is a broken link.
Really? 'cuz that link works for me...
-
Helepolis isn't crazy, I silently fixed it earlier.
-
Art for the role cards is finished. Also today we had a good artist cold call us wanting to join the project, that felt really good.
[img width= height= alt=Fun, Duty, The Scoop" width="280" height="210" class="size-medium wp-image-498]http://danmaku.mysteryparfait.com/wp-content/uploads/heroine-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/heroine.jpg)
[img width= height= alt=Poor Sanae" width="280" height="210" class="size-medium wp-image-499]http://danmaku.mysteryparfait.com/wp-content/uploads/partner-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/partner.jpg)
[img width= height= alt=Charisma, No Reason At All, and The Hated" width="280" height="210" class="size-medium wp-image-500]http://danmaku.mysteryparfait.com/wp-content/uploads/stage-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/stage.jpg)
[img width= height= alt=Dammit Yukari!" width="280" height="210" class="size-medium wp-image-497]http://danmaku.mysteryparfait.com/wp-content/uploads/EX-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/EX.jpg)
-
It's been a while since I've posted anything, but we only recently got to play another round. No story today, though, because I can't remember all too much from the battle.
But first off, nice role pictures. I especially love Yuuka on the EX Boss card. :D
So, we were playing around with the rules a bit. We played with static hand size, swing draw and replaced the EX Boss with an additional Stage Boss. We also replaced two Beers in favor of two Grazes.
We didn't play with Seija, because we hadn't even gone through all the other characters, yet. We had a couple of repeat characters, like Reimu, but I made them redraw until we had new characters. :D
We pretended to play with hidden roles, but in the first round it was obvious who was who already. xD
Characters/ Roles (in order)
Marisa/ Heroine
Alice/ Boss (tsundere to Marisa? Or just tsun? :D )
Eirin/ Boss
Meiling/ Partner (I only just now realized how ridiculous this setup actually is in a story sense)
In the first round, the heroine didn't do anything because there was no certainty the partner would not be hit. A few permanents were played, though.
The two bosses both attacked the heroine. I believe she dodged both. The partner attacked Eirin.
To help getting one boss down, the heroine played a power and attacked Eirin as well.
I can't remember the second round at all. But some cards were played, some were canceled, some Spell Cards were played, some permanents were sealed away, and Eirin got close to dying.
In round three, on Eirin's turn, a Master Plan was played. We had Giant Sighting (or so) as an incident, but no one had made use of the ability, ever. Not because no one wanted to, at least for me, but I never had had enough shoots to be comfortable to make use of the ability. Can't talk for the others though. Anyway, that one got discarded with the Master Plan, and Eirin placed Saigyou Ayakashi Blooming on top. And the heroine only had one life left at that point in time.
The partner finished off Eirin, the heroine tried to kill Alice, but since she still had three lives left, it was no use. Marisa was saved by a beer of the partner, but the next turn, Alice used a Power and finished off Marisa. Alice also still had a Challenge on her hand, so the heroine would have lost no matter what.
So, funny thing is, previously, I had always been the Boss or EX Boss and lost. The heroine had always been played by the same person.
This time around, now that the game was more evened out, the previous heroine was one of the bosses while I was the heroine.
It seems like I'm not meant to win this game. xD;
But still, with two bosses, this game seems a lot fairer than with a Boss and an EX Boss. Had Saigyou Ayakashi Blooming not turned up, the heroine might have actually still won. With a lot of luck.
So really, for four player battles, I highly recommend to ditch the EX Boss and instead play with an additional normal Boss.
Oh, also, this time, we only took about 45 minutes (and four rounds) compared to the 66 minutes (and ten rounds) I had played last time without replacing two beers for Grazes, so it seems to help out the game time immensely. Or maybe the 66 minutes game had just had some ridiculous card draws, I don't know. xD
-
Oh hi ShadowNCS, I didn't get an email that you'd posted. Thanks for the data, especially on 4 players with 2 bosses. =3
I've noticed in my own playtesting that with swing draw every turn/round is much more active, and they take longer but the overall game isn't that much longer.
I'm also glad you liked the role cards, I was wondering if no one here cared. :ohdear:
For this week's update, I bring all of you Sanae's character art. She's illustrated by Inma R, an artist who is new to the project but is doing at least one more card.
[img width= height= alt=To whom do I give my faith?" width="168" height="300" class="size-medium wp-image-513]http://danmaku.mysteryparfait.com/wp-content/uploads/Sanae-Wallpaper-1080-168x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/Sanae-Wallpaper-1080.jpg)
-
I was in a similar situation of not having played any games recently, and I figured posting for the sake of one comment would be trivial.
That said, I love how Aya is considered a Heroine. Almost makes me wish Cirno could be considered one in that sense, but there are only so many spots~
The text on Sanae's finished card, having those visual "peeeeeww" symbols next to Danmaku!! cards is the most helpful thing ever seriously
So much confusion would be saved by having that on every card where Danmaku cards come up.
-
Those are on every card now, there are symbols for everything in the text. We've been doing lots of small updates like that for the demo printing.
Look at Bomb
(http://danmaku.mysteryparfait.com/wp-content/uploads/InTextSymbols.jpg)
Edit: Carrot wanted me to use the very latest
-
Can you upload Reimu's and Marisa's art? because they are great and I love them!!
-
Reimu and Marisa were posted awhile back, you can see the backlog of posts at our website http://danmaku.mysteryparfait.com (http://danmaku.mysteryparfait.com)
Reimu
http://danmaku.mysteryparfait.com/character-art-hakurei-reimu/ (http://danmaku.mysteryparfait.com/character-art-hakurei-reimu/)
Marisa
http://danmaku.mysteryparfait.com/character-art-kirisame-marisa/ (http://danmaku.mysteryparfait.com/character-art-kirisame-marisa/)
-
Why do Touhous love to screw up the weather?
Today we bring you the first final art for an Incident, Scarlet Weather Rhapsody. Painted by Wanaca90, who also did Marisa's Character Card (http://danmaku.mysteryparfait.com/character-art-kirisame-marisa/). Check out her deviantArt gallery (http://wanaca90.deviantart.com/).
Scarlet Weather Rhapsody is an incident that messes with everyone's hand. On your turn you either gain or lose a card from your hand, or swap hands with another player.
To end the Scarlet Weather Rhapsody, the Incident must collect two cards of each season to bring balance back to nature.
[img width= height= alt=Meteorologist's Nightmare" width="214" height="300" class="size-medium wp-image-528]http://danmaku.mysteryparfait.com/wp-content/uploads/Scarlet-Weather-Rhapsody-card-214x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/Scarlet-Weather-Rhapsody-card.jpg)
Of course we have wallpapers for you! Pick your poison below.
[img width= height= alt=天候の天子(てんこ)" width="280" height="157" class="size-medium wp-image-532]http://danmaku.mysteryparfait.com/wp-content/uploads/SWR-Wallpaper-1920x1080-280x157.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/SWR-Wallpaper-1920x1080.jpg)
2560 ? 1920 (http://danmaku.mysteryparfait.com/wp-content/uploads/SWR-Wallpaper-2560x1920.jpg)
1920 ? 1200 (http://danmaku.mysteryparfait.com/wp-content/uploads/SWR-Wallpaper-1920x1200.jpg)
1920 ? 1080 (http://danmaku.mysteryparfait.com/wp-content/uploads/SWR-Wallpaper-1920x1080.jpg)
1600 ? 1200 (http://danmaku.mysteryparfait.com/wp-content/uploads/SWR-Wallpaper-1600x1200.jpg)
1280 ? 720 (http://danmaku.mysteryparfait.com/wp-content/uploads/SWR-Wallpaper-1280x720.jpg)
1024 ? 768 (http://danmaku.mysteryparfait.com/wp-content/uploads/SWR-Wallpaper-1024x768.jpg)
-
You wouldn't happen to have Seija in the small card format, would you?
-
Oh sure. My software spaced them weirdly but they are the correct size. I printed all 3 versions.
http://danmaku.mysteryparfait.com/download/SeijaSmall.pdf
-
!! Chiko with a healthy chest. I like.
Also how is the final product coming along? Perhaps bit too soon for me to ask though I am still watching warmly for it.
-
Another uncommon depiction was we ended up with a very moe Eirin (not loli eirin though)
Project Status
Art for the cards remains our biggest hurdle, but one we have been steadily progressing on. Artists come and go constantly according to each country's convention and university schedule. We had a temporary setback when every single one of the artists we tapped for action scenes had to drop out. Before I said that we wanted to release at Otakon and GenCon, I don't think we can get all our art done in that time and due to family obligations our team can't make it anymore. Still art is speeding up, we're always adding artists and we translated our commission materials into Japanese, so we'll be tapping the pixiv community too.
We've selected our top 3 manufacturers for the final product. For the demo we're going with a print on demand shop. I need to set up a storefront so we can start taking preorders.
I guess this is as good as time as any to announce that we'll be at Anime Expo. We'll be in the game room playing the Danmaku!! demo with guests. I hope some people here can visit us.
-
Hey everyone, as told, today we have a cute Eirin.
(http://danmaku.mysteryparfait.com/wp-content/uploads/YAGOKORO-EIRIN-e1403216633756.jpg)
This week was a rollercoaster, I'm glad it's almost over.
-
That's indeed some unexpectedly cute Eirin. ^^
I'm here to deliver more Danmaku!! stories. :D
Well, not so much stories, but just a couple of funny sections. ^^
We finally got around to play with the last characters we somehow never got to play as (except for Seija, because I still haven't printed out her card).
We played two games. The first game was funny in how "bad" things went for my plans. xD
In the first game our characters were Youmu (Hero), Sanae (Boss), Alice (Boss) and Remilia (Partner). So it pretty much was Team "Certain Spell Card Hit" vs. Team "OMG I'm scared of Sanae's Spell Card". xD
Accordingly, I (as Youmu) immediately targeted Sanae, not caring whether she's my partner or not because I didn't want to risk having any Shoots on my hand as long as she's around. Sanae really invokes some pressure just by being around.
The very first incident that came to be was Worldly Desires. And my hand was was filled with Permanents. I felt a little ripped off, but it was funny nonetheless how nobody dared to play a Permanent because it would have been lost immediately. ^^
Once Remilia's turn came around, a Master Plan was played. First, everybody rejoiced at Worldly Desires being ended. The problem was: the incident placed on top by Remilia (who was the partner) was Spring Snow Incident.
And in the very next turn, I got a Bomb. I already knew (or as close to knowing as you can come) that Remilia was my partner at that time, but I was thinking about attacking her either way just because of how annoyed I was about not being able to use my bomb. xD
Either way, we somehow defeated Sanae relatively quickly (and in hindsight, putting the Spring Snow incident on top was not a bad idea with Sanae's Spell Card around), and afterwards, Alice got defeated as well.
The fun game was the second one, though.
We had Marisa (Hero), Satori (Boss), Keine (Boss) and Yuuka (Partner, me), so it was Team "Master Spark/ Hit and Card Draw" vs Team "Literate" (can't think of a better name right now)
So, we all drew our starting hands, then opened the first incident: Crossing to Higan. Well, so much for building up a strategy! Might as well use all of our Grazes immediately, at least! xD
When it was finally Yuuka's (my) turn, I first played as many cards as I could, and then just because I could, I used Yuuka's spell card (the revisioned one, which acts like Tempest). So everybody had to redraw their cards again. xD
After that, in the hero's very next turn, a Tempest was played. We really went through the cards like mad. xD
And, I'm not kidding, the heroine actually managed to legitimately play all of her 7 hand cards within one round, and after playing that Tempest, still managed to use a few cards. It was kind of ridiculous. And really bad for the bosses. ^^;
In the next round, heroine's turn, Worldly Desires showed up again. At that point, the heroine had had 4 Permanents equipped, and together with the Permanents I had had, the incident was resolved immediately. xD
The player of the heroine was slightly pissed off, but he took it like a good sport.
Now I get to a point where I'm not so certain about whether we've played things correctly or not. I couldn't remember if you said anything about this already in this thread or not, but the thing is:
Keine's Spell Card is a Reaction Type Spell Card.
Satori's Spell Card can copy the Spell Card of other people, but is an Action Type Spell Card. So, is Satori able to activate Keine's Spell Card at any time? Because, since Satori's is Action Type, it would have to be her turn to be activated, right?
And then there's the "Capture Spell Card" card. THAT card is simply a "Spell Card" kind of card, neither Action nor Reaction. So you should be able to play this card at any time if you copy a Reaction Type Spell Card like Keine's right?
At least that's how we played it in our game, Satori unable to capture Keine's, but Capture Spell Card being able to do so.
Anyway, next, Satori used her Spell Card and decided to copy Yuuka's Spell Card to refresh her hand.
I (Yuuka) decided to play Capture Spell Card and copied Keine's Reaction Type Spell Card to cancel Satori's and attack Keine (because she was the only one in range outside the heroine). Keine dodged, though. ^^
That brings me to another question, though. Keine's Spell Card states that she can cancel ANY card with it. We took it literally and eventually, a Spirit Away was canceled with it.
The funniest part (for the hero side at least) was the very end, though.
Keine only had 2 more lives, Satori had 3.
Marisa (heroine) had three Challenges on her hand. She played two of them on Keine, who from the beginning didn't have a single Danmaku card, and immediately lost. With each Challenge, Marisa stole one of Keine's cards. Once Keine was defeated, she drew two more cards as loot.
Then, Marisa used the last Challenge on Satori, who ALSO got hit.
During all the card steals and the loot drawing, Marisa had gotten a Power and a Stopwatch. She played three more Shoots (one was evaded) and annihilated Satori as well.
So, Marisa alone defeated both enemies, 5 lives in total, within one turn.
That makes me think we did something wrong with the Challenges (like only one is allowed per turn), but my version of the cards didn't say anything about that.
But either way, this ending was pretty ridiculous. xD
Sadly, I think I'm not going to be able to post any more gameplay experiences anymore, because my training/ apprenticeship/ whatever has (finally) ended, and I'm going to go studying next (if everything works out all right). And since some of my friends playing this game with me are moving away, I don't know if I can get a group to play this game with anymore. Maybe I can find some other people to play your game with, but if, then that'll take quite a while, I fear. ^^;
But if I find some people, I'll make sure to post more stuff. ^^
-
This Project Seems Nice. Would You Sell This On Ebay Someday? '3'
-
Probably not ebay, though there will be some kind of storefront eventually.
ShadowNCS, check your PMs.
Project Status: Constructing additional pylons
-
It's finally here, Danmaku!!'s first print run. This is what we'll be bringing to Anime Expo.
[img width= height= alt=Danmaku!! Demo Set" width="280" height="157" class="size-medium wp-image-553]http://danmaku.mysteryparfait.com/wp-content/uploads/20140630_212146-280x157.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/20140630_212146.jpg)
Edit: I almost forgot our special guests for the preview version!
[img width= height= alt=Guests from the Mobs expansion!" width="168" height="300" class="size-medium wp-image-558]http://danmaku.mysteryparfait.com/wp-content/uploads/20140630_215432-168x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/20140630_215432.jpg)
-
Is it wrong now that I see a physical picture of it that I want it twice as much.
-
With more abilities that focus on trashing it's becoming increasingly better to play Seiga, apparently.
Hina gonna spin a revolution with Seiga!
Umm, if Hina trashes one of Miko's cards, whose ability would take priority?
-
Is it wrong now that I see a physical picture of it that I want it twice as much.
It just became a lot more real for everyone, I see Helepolis always talking about projects going nowhere, and I feel like we just showed we won't be one of those.
Umm, if Hina trashes one of Miko's cards, whose ability would take priority?
Miko's would, we follow MtG convention in that the target gets to choose which order the effects go, so we assume they would choose which benefits them. This is like how Yukari wins in Yukari vs Reisen, but if Yukari's redirection misses, Reisen can resume redirecting with her ability.
-
It's finally here, Danmaku!!'s first print run. This is what we'll be bringing to Anime Expo.
[img width= height= alt=Danmaku!! Demo Set" width="280" height="157" class="size-medium wp-image-553]http://danmaku.mysteryparfait.com/wp-content/uploads/20140630_212146-280x157.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/20140630_212146.jpg)
Edit: I almost forgot our special guests for the preview version!
[img width= height= alt=Guests from the Mobs expansion!" width="168" height="300" class="size-medium wp-image-558]http://danmaku.mysteryparfait.com/wp-content/uploads/20140630_215432-168x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/20140630_215432.jpg)
キタ━━━━━━(゚∀゚)━━━━━━!!!!!
Edit: Also seriously, box art is important and I am loving the artwork chosen for the top of the box. It is colourful, blazing, action packed and features after all one of the most favoured characters: Reimu and Yukari. Also that is Gina's style right?
/me takes off his hat and salutes.
It just became a lot more real for everyone, I see Helepolis always talking about projects going nowhere, and I feel like we just showed we won't be one of those.
I stand corrected for now.
Now then, I will be watching even more warmly when I can order my print copy specially.
Edit2: I don't have much twitter followers, majority of them are even Japanese but proper retweets have been done.
-
Gina did do the cover, Helepolis, I'm glad you like it!
Thanks fit the retweet as well. We got two random Facebook likes so I'll assume you did those. =D
I'm currently melting in L.A. it's cooler than my home but I don't go outside at home and walk around either
-
This was painful:
https://twitter.com/Eirilia/status/484479291116097536
-
I hope it gets fixed! Hate for the showing to be cancelled, at least that's what I assume would happen.
-
Twitter message says they registered them by hand. :V
-
Something could still happen?? Sorry read it wrong I guess.
-
Not sure, I guess Moogs can tell us that part of the story but judging from the twitter message they managed to register manually but was :effort:
-
I stood in line for six hours and my sunscreen failed. But eventually the systems got fixed. We're heading to the con proper now
-
That's great to hear let us know how others thought of the game.
-
Well 100% positive reactions so far. I've lost every game I was in and I'm starting to lose my voice, but I'm satisfied with my epic Reisen play. I also met a shrine maiden lurker!
-
Was it someone who played that style or a lurker dressed as a shrine maiden? I am for real BTW.
-
They were a plain clothed lurker of this thread. I also said hi to a cross crossplay Patchouli who growled at me
-
Greetings, Moogs. I had been a lurker on this thread until now, and I wanted to say a few things, if I can. I apologize if this come off as snippy or rude...
First off, some questions:
1. Keine's spellcard states "Cancel any card as its being played." Can it cancel Remilia's spellcard by canceling the Bomb card that would be played to activate it?
2. Supernatural Border seems to rely on a Spring card appearing. While I kinda can figure why, due to the origin of said card, I was wondering if the card text could be rewritten as: "When you play this card, declare a season. Whenever you are attacked, reveal the top card of the deck. If the season of that card matches the season that you've declared for this card, the attack is avoided." That way, it gives the players a choice of which season they want to use as their "shield", instead of being limited to just Spring.
3. A minor quibble. Grimoire is the "permanent that allows for one extra card to be drawn per turn" and Sorcerer's Sutra Scroll is the "one time use card that lets you draw 2 card". My thought on this: Given that Voile is the "Draw 3 cards" card, wouldn't it make sense for Grimoire to be the "one time use card that lets you draw 2 card" and Sorcerer's Sutra Scroll to be the "permanent that allows for one extra card to be drawn per turn"?
My reasoning is that thematically, it would give the sense that Grimoires and Voile are connected, given that in Touhou canon, Voile is the best place to find such books(which is why Marisa loves to "borrow" such things from there, much to Patchouli's dismay). As for Sorcerer's Sutra Scroll, like the Mini-Hakkero, it's a one of a kind iconic item for a character, so it would make sense for said scroll to be an Artifact, rather than a one time use item. I apologize if I'm annoying you with said quibble, I just wanted to speak my thoughts on this is all...
Finally, I had a thought for an incident card, and I want to know what you would think of it...
Name: Great Fairy Wars
Effect: During each player's incident step, all players must discard a Danmaku card or lose one life.
Resolution: 16 Danmaku cards or 1 Fairy Wave
Essentially a constant version of Fairy Wave, and a incident that forces each player to make a choice: Give up a Danmaku card, or tank the hit. In a way, it's like Saigyou Ayakashi Blooming, expect that it's easier to resolve due to the conditions to do so(especially the fact that it has two ways to resolve it). What do you think of it?
-
No worries about tone, you were really polite and that's something we greatly appreciate.
Updates will be delayed while I recover from a total pc failure but I'll answer your questions.
1. Short answer: No.
Long answer: If Danmaku were a video game, when you activate a spell card it would be the same as playing the bomb card as a virtual card that defines your character's spell card. It would be an effect that immediately resolves and copies the contents of your spell card into the bomb card, thus the Bomb card becomes the spell card and gains all of its rules.
2. This creates extra game state for players to keep track of and because Danmaku cycles the battle deck very quickly it is of very limited use to people who count cards. Any benefit from the knowledge that X% of the remaining cards are a certain season can vanish very quickly. We don't think this is a good idea.
3. We agree with you and will be making this text change in a future version, probably the version after this next one coming out. We'd like the PnP and the Preview version to remain the same for awhile.
Great Fairy Wars: This is a good incident and something we might use, it'd be good flavor for the Mobs expansion. I'd suggest reducing the number of Danmaku cards it needs because 16 is quite a bit. Then again if you want more "end the game" incidents that number could be good.
-
Moogs, I'm so glad that you answered, so I'll respond back in return.
1. Thank you for clarifying that point, as I felt that that point needed clarification.
2. Your answer was actually a most unexpected one, but it does in fact make a lot of sense. I can understand why you guys don't see it as a good idea.
3. I am glad that you agree with me on that point, and I'm equally glad that I was able to contribute to this wonderful game with my input.
Great Fairy Wars: This is a good incident and something we might use, it'd be good flavor for the Mobs expansion. I'd suggest reducing the number of Danmaku cards it needs because 16 is quite a bit. Then again if you want more "end the game" incidents that number could be good.
Hm, you are right. As it is now, GFW is essentially a "sudden death" incident, and for both the sake of injecting some Touhou flavor and to ease up the requirements on this card...
Name: Great Fairy Wars
Effect: During each player's incident step, all players must discard a Danmaku card or lose one life.
Resolution: 9 Danmaku cards or 1 Fairy Wave
9 should be a good number for a quick incident, and the number is actually kind of symbolic, considering the name of the incident...
-
GFW sounds cool, but it could also be self-perpetuating, especially if Swing Draw isn't in effect and nobody can throw down a danmaku card to begin with.
If there isn't a surplus of Danmaku cards available to kill the incident quickly, it can very quickly kill off bunches of lives.
Graze!! cards could lose value very quickly while in effect, because everyone is focused on protecting themselves. Power can't be used that well because if you burn all your protection shooting too hastily, you'll lose that power when you take damage anyways.
Focus becomes largely irrelevant because that damage circumvents distance, too.
If it only targeted the current player on a turn, it'd be much more manageable, but then it wouldn't be much different from Saigyou Ayakashi Blooming.
At least, that's what the people I've mentioned it to have said.
-
FYI Swing Draw is going into the base rules along with static hand size. Both mitigate GFW's threat quite a bit by making it a short incident.
Trivia: There used to be an incident called Flandre Scarlet that attacked all players every round. It was removed because we felt such a major character should be playable.
-
And now my idea has essentially taken said Scarlet's spot as an incident. Again, I'm glad that I could contribute to this wonderful game.
Also, one thing that I want to say...
I'm not supposed to work Sunday evenings but I was bored, so I made a silly thing.
(http://danmaku.mysteryparfait.com/wp-content/uploads/MOMO-PARFAIT.jpg)
This is an interesting card, if a silly one. I was wondering if a card like this would end up appearing sometime in the future, if only as a promo card that not exactly meant to be used for actual play...
Hm...
I have an idea...
--
Momo Parfait
Incident Card
When this incident is put into play, draw a card from the incident deck and put it into play. (Any existing incidents remain in play.)
When any incident is resolved while this incident is in play, draw a card from the incident deck and put it into play. (Any existing incidents remain in play.)
For each full round that this card is in play, draw a card from the incident deck and put it into play. (Any existing incidents remain in play.)
Resolution: 3 Incidents are resolved. When this incident is resolved, draw a card from the incident deck and put it into play. (Any existing incidents remain in play.)
--
An incident that revolves around causing incidents!?
This card is essentially Momo Parfait in incident form, causing trouble left, right, and center as she wreaks havoc on everyone. And even a Master Plan doesn't leave people unscathed, as her exit leaves an incident behind for people to deal with. Truly, a troublesome fairy, if ever there was one.
(If an actual Touhou character or event is needed for justification for this card, then it could be based on the incident caused by the Miracle Mallet(Miracle Mallet Rebellion would probably be a good name for it, maybe), since it did cause quite a bit of trouble and left a big mess afterwards...)
So, what do you think of it?
-
It's an Incident that causes Lunatic difficulty which is new incident every Heroine turn. I'm assuming you'd do incident effects in the order they were drawn like that mode (you'd need to put this on the card) it would get crazy fast.
We've come up with a few multi-incident incidents, but we've never actually playtested any. We've consistently decided to put complexity points elsewhere. Like yuri mode where everyone has 2 characters, I think it's probably best as an alternate game mode. That being said we encourage people to change the game to their liking. Though doing it when playtesting makes it hard on us when playtesters report on custom games.
This does make me think of a question for the thread. How do you feel about blank DIY cards? Have you ever used one to create your own custom card?
-
Ah, now I understand. That actually makes sense, considering that you want to refine the core mechanics of the main game first before all else. The old "KISS"(Keep It Simple and Straightforward) principle is clearly being used here, and understandably so.
This does make me think of a question for the thread. How do you feel about blank DIY cards? Have you ever used one to create your own custom card?
DIY? You mean the card that the site says that you can use for creating a custom role? If it can be used for other things, such as making new incidents, or a new shield or artifact, then...
Also, I actually remember that Seija ended up as part of the game because there was a extra space left, correct? As strange as it would be for me to ask... Could a blank Character Card be set up for the express purpose of creating a custom character?
I apologize if this is being rude or selfish of me...
-
That's basically what I'm asking. Would you rather have a blank character card for replacement or custom characters, or would you rather have another "official" character that's been playtested and has high quality art.
Edit: To elaborate more, printers do cards in sheets. If there is extra space on the sheet we're still charged for it regardless of whether or not we're using that space. Depending on whether or not we can nail down Seija she may end up in the final game, but blank character cards are also a possibility. It could also happen that the final printer uses sheets that 24 is a multiple of and Seija doesn't make it in. We're commited to the current 24 but otherwise it's up in the air. I may do a social media poll in the future, but for now I thought I'd ask the forums.
-
This does make me think of a question for the thread. How do you feel about blank DIY cards? Have you ever used one to create your own custom card?
I have never used a packed-in blank card for anything. If I'm going to make custom cards I prefer to scan and edit the normal cards so that my custom one has art. That said, if you've got an empty slot and you feel like you would have the time and resources to playtest another character and get art for it and everything, I'd like to see that. If not, I'm sure a blank card would be fine. It's not preferable to me, but it would be better than a rushed extra character or nothing.
-
Would you rather have a blank character card for replacement or custom characters, or would you rather have another "official" character that's been playtested and has high quality art.
I completely agree with commandercool.
Also, I fear that, if that blank card were to be used, some pretty unbalanced characters might come out of that. That alone is reason enough for me not to use that card for a custom character. xD
So yeah, if you've still got time to playtest a character for the blank card, then I'd prefer that option, too. ^^
-
Custom cards could really be unfair depending on who's playing. I'm up for another character if you can.
-
Lately I get the feeling you guys don't really care about the art posts.
Super Rare Mega Card Capture Spell Card (http://danmaku.mysteryparfait.com/capture-spell-card/)
(http://danmaku.mysteryparfait.com/wp-content/uploads/CSC-Wallpaper-1024x768.jpg)
-
waiting patiently for Byakuren's art :V
Considering that the art is already better than a lot of party card games I've seen, so I dunno how to say anything more than "This looks really good!"
Although Reimu's art is chilling out as my phone's background.
-
Oh god my heart! Satori! Just made my day... Or what's left of it lol. I love the art updates but I'd hate to make you feel the need to rush on getting it to us.
-
If everyone feels that way then I suppose silence is golden. Byakuren will show up shortly, but not her character card. She's on some other cards in the update queue.
Satori captured your heart did she Coilticide? We post weekly anyway as a project heartbeat to let everyone know we're still going.
-
Whoa, this game looks fun! I would love to try it out, but I don't have any friends who would play card games with me :(. I'll be following along and learning the game rules in the meantime. Keep up the good work!
Any chance for Koishi or Kokoro to appear in an expansion? :)
As a side note, I don't know if this is happening to anyone else, but your main page is being flagged for malware by BitDefender Total Security. I went to the site and had absolutely no problems, so I'm pretty sure it's a false alarm.
-
If everyone feels that way then I suppose silence is golden. Byakuren will show up shortly, but not her character card. She's on some other cards in the update queue.
Satori captured your heart did she Coilticide? We post weekly anyway as a project heartbeat to let everyone know we're still going.
I'm sure once the game is out officially the silence will end. If you don't mind post the art asap then I won't stop you, I'll patiently wait for the update.
There is a small group of characters that do that and Satori is adorable in most art. Kenie has some kind of devil horns going on, I'm assuming she is all translucent because Satori is using one of her spell cards?
-
Whoa, this game looks fun! I would love to try it out, but I don't have any friends who would play card games with me :(. I'll be following along and learning the game rules in the meantime. Keep up the good work!
Any chance for Koishi or Kokoro to appear in an expansion? :)
As a side note, I don't know if this is happening to anyone else, but your main page is being flagged for malware by BitDefender Total Security. I went to the site and had absolutely no problems, so I'm pretty sure it's a false alarm.
Thanks
You bet.
Sigh. Sorry if you guys heard me cursing from a thousand miles away, but I really don't need this kind of junk. =_=;;
I'm sure once the game is out officially the silence will end. If you don't mind post the art asap then I won't stop you, I'll patiently wait for the update.
There is a small group of characters that do that and Satori is adorable in most art. Kenie has some kind of devil horns going on, I'm assuming she is all translucent because Satori is using one of her spell cards?
Kagura just does horns like that and we decided roll with it, check out her Suika (http://kagura-kurosaki.deviantart.com/art/Suika-466366659). And yes, Satori is using her spell card. It's hard to notice links on this forum but the Main Site Post (http://danmaku.mysteryparfait.com/capture-spell-card/) (http://danmaku.mysteryparfait.com/capture-spell-card/) has a link to Kagura's dA page and you can see the icon for the new Victory Point alt rules.
As an aside, a personal commission for our Nursery just got finished:
-
2 X adorable combo! I think I need to eat lava now, to many awwws. But to be fair the pokemon one is pretty sweet.
Is that gonna be on your wall in the nursery? (Don't know very much about that stuff sorry)
-
Lately I get the feeling you guys don't really care about the art posts.
Not true!
Sorry I haven't posted in a while, I started making modifications to Danmaku!! to fit my main playgroup I wanted to check in once I felt it was 'complete' but it just kept changing and changing and changing. I'm definitely going add the main game to my collection when it comes out, but I've been having a blast modifying and testing my changes and learning about game design in the process. Just FYI I have no intention of selling my mod, but I will happily share or not share according to your wishes.
Here's an example of some modifications I've been working with:
(http://i83.photobucket.com/albums/j293/Zhelot/Patchouli.jpg?t=1405674511?365)
And I am interested in the art post, partially because this is what I've been using for Capture Spell Card:
(http://i83.photobucket.com/albums/j293/Zhelot/CaptureSpellCard.jpg)
Keep up the good work!
-
Is that gonna be on your wall in the nursery? (Don't know very much about that stuff sorry)
Yeah, I'm working on a Pokemon themed nursery.
Sorry I haven't posted in a while, I started making modifications to Danmaku!! to fit my main playgroup I wanted to check in once I felt it was 'complete' but it just kept changing and changing and changing. I'm definitely going add the main game to my collection when it comes out, but I've been having a blast modifying and testing my changes and learning about game design in the process. Just FYI I have no intention of selling my mod, but I will happily share or not share according to your wishes.
A fangame of my fangame? I guess I've hit the big time!
I don't really have the ability to or interest in stopping such things. If you share it, I'd be extremely careful about using other people's art without their permission. People really get up in arms about that. I think Walfas's sprites are free to use and there might be some others.
-
That is the coolest thing ever! I can imagine what it could look like too. (Sorry that this is a bit off topic, as I have yet to play the card game I have limited input.)
-
If everyone feels that way then I suppose silence is golden.
I think that's the way it is. I don't have anything to add on any of the art aside from "Yeah, really good!". The art quality is excellent. Much better than a lot of widely-sold retail card games. I think it's going to make roping random board gamers into trying the game a lot easier too.
-
Do you have any plan to make, like, a computer game out of this?
-
That's another project all by itself, with servers, customer service, etc. It's not an anytime soon thing.
-
Something that one of my friends said, actually, he'd be interested in having more cards that can be played on reaction... usually he ended up trying to play Borrow or Seal Away cards when he was attacked but that might be the Magic in him wishing this was Magic.
-
Do you have any plan to make, like, a computer game out of this?
That's another project all by itself, with servers, customer service, etc. It's not an anytime soon thing.
A port to OCTGN http://octgn.net/ (http://octgn.net/) is probably viable, but it is a project of it's own.
-
Hi everyone. We've updated the Print and Play to include Swing Draw and Static Hand Size as core rules. We've also included the new Victory Point rules if you want to try those out.
Thanks to everyone on this board who helped playtest the rules changes.
http://danmaku.mysteryparfait.com/print-and-play-danmaku-updated/ (http://danmaku.mysteryparfait.com/print-and-play-danmaku-updated/)
-
Also I think I got everyone but if you've sent us playtest data and you didn't get a PM from me, send me one.
-
I like the new incident that stealthily made its way in there.
I actually had a round of Danmaku!! a few days ago, where I ran as Yuuka and got the mini-Hakkero.
Just saying, Yuuka with a mini-Hakkero is -incredibly- potent. Toss two cards to refresh your entire hand? Other players usually benefit from obtaining more cards, too, so they rarely bomb-cancel it.
-
It's great when you're already winning, not so great when you're outnumbered.
Also I'm really tired. My kid sleeps through the night already but she isn't interested in going to bed early (the world is too damn interesting) and there's really squat I can do about it.
Giant Sighting was a kind of Non-Incident and in the end didn't fit the purpose of incidents, so it got replaced.
My wife is cosplaying Sailor Mars soon because her friend is being Mercury. She doesn't know anything about Sailor Moon so I'm making her watch the original dub in addition to the remake. It's been hilarious.
"(Tuxedo Mask appears) I thought this was a yuri harem show"
"Wait, her name is BUNNY?"
-
Oh good god, I remember the original but never seen the remake? Is it worth watching? Heck yeah Mars and Mercury! I'm gonna try to cosplay this year but not sure if my idea will go very well lol.
-
If you enjoyed the original Sailor Moon you'll enjoy the remake I think. There's less filler and in some ways it's more modern, but it's one giant nostalgia bomb.
In Danmaku!! news, I really like how Swing Draw really evens the playing field concerning card draw and makes the randomness more fun. We had Tenshi get hit by Lily White when she had full health. The player didn't care, they were like "Oh, it's my turn and I have...twelve cards." They still lost though when Reisen shut down their combo.
-
Oh really making me want play this! I really want to learn this strategy elements to this game. Plus Tenshi looks fun to play, but what is Reisen all about?
-
Reisen is a neat character who can cancel almost any spell and copy it for her own use, even turning the spell against its original user.
For a character like Tenshi whose spell lets her draw two additional cards, stealing that effect is a big deal.
-
Reisen is all about illusion and misdirection. Her ability gives her do-overs on her grazed attacks, "No I really meant to attack Marisa...I swear!"
Her spell card, Lunatic Red Eyes, is an upgraded Bomb Cancel. LRE redirects another player's spell card as it's happening. In the above scenario she redirected Tenshi's spell card, which replicates a Challenge. The card draw and the fact that Reisen was suddenly the initiator of the Challange allowed Reisen to hit Tenshi for that last life.
(http://danmaku.mysteryparfait.com/wp-content/uploads/REISEN-UDONGEIN-INABA.jpg)
Edit: In don't mean to talk over you FF but I'd already written my post =P
-
Byakuren art today for Sorcerer's Sutra Scroll
(http://danmaku.mysteryparfait.com/wp-content/uploads/Sutra-Scroll-Wallpaper-1600x1200.jpg)
-
As I prepare another deck to give as a present, I gotta say, everyone I've shown this to is incredibly hyped.
How close is the project to having a release date at this point?
Also, regarding permanents - Mini-Hakkero and Stopwatch both provide an immediate effect on the turn you play it. A complaint I've seen with Grimoire is that you do have to wait a full turn to see any benefits, which is ample time to be smacked with a Seal Away or Borrow.
While it's still incredibly powerful to draw three cards instead of two, maybe there could be an immediate card draw when it's played as well?
-
Mmm hype, delicious.
I think by the new year we'll have a real release date.
I've thought similar about Grimoire but haven't run it by the team at all yet.
In case someone here isn't on our social media sites, we posted Eternal Night's art, by Isakysaku (http://isakysaku.deviantart.com/gallery/)
(http://danmaku.mysteryparfait.com/wp-content/uploads/Eternal-Night-1600x1200-280x210.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/Eternal-Night-1600x1200.jpg)
-
This week's update will be early/late because I will be at AnimeFest for funsies. I'll mostly be visiting friends but I wanted to make the offer to anyone here who is interested that I will bring Danmaku!! and schedule a game time if someone here is interested.
-
More art from Gina, featuring Byakuren and Miko stirring crap up. Nitori went to market, Reimu and Sanae stayed home, Kogasa had none, and Chen went HONK HONK HONK all the way home.
(http://danmaku.mysteryparfait.com/wp-content/uploads/CRISIS-OF-FAITHWM.jpg)
-
... I always thought Crisis of Faith was more of a "Kanako shutting down the Hakurei Shrine" thing but I'm completely okay with more Byakuren!
-
I'm sure it's Kanako's fault one way or another, or at least that she'd claim it was.
Also I just realized we don't have a "Hakurei Shrine is destroyed" incident, though in the Alpha version Seal Away was originally Mysterious Button and had this as the picture
-
Poor Reimu, but to be fair If my house got destroyed I'd rather have it explode like that one lol.
-
Also I just realized we don't have a "Hakurei Shrine is destroyed" incident, though in the Alpha version Seal Away was originally Mysterious Button and had this as the picture
The shrine didn't get destroyed that often, did it? Only in the very first Touhou and twice in SWR, if I'm not mistaken. Yet again, some things just have to be exploited by fans, just like Marisa's habit for stealing and Knuckles's Master Emerald being stolen all the time (whoops, wrong fandom).
... Both involve stealing? Crap, now I have a stupid idea. On to the drawing board!
Either way, I wonder how a "Hakurei Shrine Destruction" incident could turn out like in your game.
And while I'm at it, I love the artwork for Sorcerer's Sutra Scroll and Crisis of Faith. ^^
-
Since I've started this project people have been pretty vocal about how the fandom goes too far with the memes and such but we've never had any complaints directed at Danmaku!!. We haven't really shy'd away from it either, the fanon abilities are really popular mechanics.
Here, completely unedited, unreviewed. and unplaytested incident. This was also unreasonably difficult to export for stupid reasons.
(http://danmaku.mysteryparfait.com/wp-content/uploads/DOMESTIC-DESTRUCTION1.jpg)
I'm glad you like the art =3
-
I just thought of an idea for the Hakurei shrine destruction one, if it even could become a card. Also since I'm still not familiar with the game the idea might be too much or too little.
The incident could act as a debuffer for the heroine and/or partners. It could reveal who the partners are in the game since the destruction of what you would mostly consider the hakurei shrine to be the heroine base would affect the partners in a actual event like that. The debuffs could act as something like a movement restriction or makes the distance longer, power rebuff requiring more cards to use.
Like I said I don't know very much how the game is played to the balance could be bad. Wow, I finally made a post about the game for a change!
-
Since I've started this project people have been pretty vocal about how the fandom goes too far with the memes and such but we've never had any complaints directed at Danmaku!!. We haven't really shy'd away from it either, the fanon abilities are really popular mechanics.
Here, completely unedited, unreviewed. and unplaytested incident. This was also unreasonably difficult to export for stupid reasons.
(http://danmaku.mysteryparfait.com/wp-content/uploads/DOMESTIC-DESTRUCTION1.jpg)
I'm glad you like the art =3
I like the idea and execution of this a lot. The only minor tweak I might suggest considering is changing it so that if it doesn't successfully blow up any of your stuff when you reveal it, it just resolves automatically. I can see this being weird if a player draws it very early in the game, and that would prevent it from appearing too early most of the time. Plus it makes flavor sense. Maybe the tempating would be weird and maybe it wouldn't be necessary, but that's my first impression. Cool idea, great art.
-
I just thought of an idea for the Hakurei shrine destruction one, if it even could become a card. Also since I'm still not familiar with the game the idea might be too much or too little.
The incident could act as a debuffer for the heroine and/or partners. It could reveal who the partners are in the game since the destruction of what you would mostly consider the hakurei shrine to be the heroine base would affect the partners in a actual event like that. The debuffs could act as something like a movement restriction or makes the distance longer, power rebuff requiring more cards to use.
Like I said I don't know very much how the game is played to the balance could be bad. Wow, I finally made a post about the game for a change!
TBH I'm not sure how a team debuff incident would work out. It could result in bad feelings if it were too powerful, and feelings are almost as important as game balance. Then again Lily White is pretty popular, we've only had 2 bad reactions to her in the 1.5 years of playtesting. But the hot-potato aspect of LW is what people like. I dunno.
I like the idea and execution of this a lot. The only minor tweak I might suggest considering is changing it so that if it doesn't successfully blow up any of your stuff when you reveal it, it just resolves automatically. I can see this being weird if a player draws it very early in the game, and that would prevent it from appearing too early most of the time. Plus it makes flavor sense. Maybe the tempating would be weird and maybe it wouldn't be necessary, but that's my first impression. Cool idea, great art.
It nukes your hand too so it's probably okay? It's like having your house burn down at night, you have someone naked or nearly naked standing on the street, usually crying. Also makes for a great first incident, the heroine's house blows up and she goes on a rampage.
In minor project news I got an artist's name wrong for the first time, I knew I would eventually, but here's the kicker: I called her by the card she was hired for, so I called her Nitori.
-
Greetings once again, Moogs Parfait. I come with comments and questions, as always...
Giant Sighting was a kind of Non-Incident and in the end didn't fit the purpose of incidents, so it got replaced.
For the record, what was the effect of that incident? Maybe something can be made out of it, be it incident card, or something else...
In minor project news I got an artist's name wrong for the first time, I knew I would eventually, but here's the kicker: I called her by the card she was hired for, so I called her Nitori.
:] :] :] :] :]
Anyways, on to another note, I had noted that Futo's card still says that you can discard a permanent to avoid an attack, and I do recall something about "considering to change said cost from 'a permanent in play' to 'discard a card from your hand'" due to the fact that "Permanents in play are far more valuable than cards in one's hand". May I inquire about why said change had not occurred for Futo's card, if I'm not being rude in the asking?
-
It nukes your hand too so it's probably okay? It's like having your house burn down at night, you have someone naked or nearly naked standing on the street, usually crying. Also makes for a great first incident, the heroine's house blows up and she goes on a rampage.
Oh, okay. I just read it wrong, that sounds perfect. It seemed weird that you could gain the benefits of it without losing anything, but emptying the hand too makes doing that a lot harder. Forget what I said, pretty cool.
-
EDIT: I'm being told by the lead game designer that Futo may not change, jury is still out.
Giant Sighting allowed players to pay one shoot card as a Challenge per turn. It kept coming up for new players though and really confusing them, as well as it would last forever because no one would use it.
Most of the "this card can be played as another card" effects had been removed already as well. Besides capture spell card and Satori which are staying I think they're all gone.
Edit: Urt
(http://danmaku.mysteryparfait.com/wp-content/uploads/GRIMOIRE.jpg)
-
Giant Sighting allowed players to pay one shoot card as a Challenge per turn. It kept coming up for new players though and really confusing them, as well as it would last forever because no one would use it.
Most of the "this card can be played as another card" effects had been removed already as well. Besides capture spell card and Satori which are staying I think they're all gone.
Given this knowledge, why not phrase the card like this?
--
Giant Sighting
Once on each player's turn, they may choose another player. If they do, starting with the chosen player, both players take turns discarding Danmaku cards until one player passes. That player loses 1 life, while the other player draws 2 cards.
Collect the top card of the deck during each player's incident step. Collect any Danmaku cards.
Resolution: Collect 15 cards.
--
Essentially, I just removed the cost and replaced it with a "once per turn" mechanic, so that it doesn't go through the whole "treat one card like it's something else" sort of thing, but is essentially a "Challenge one player for free, and receive a reward if you win" sort of incident, which will lead people to want to use said effect for a chance at drawing cards. A high risk, high reward sort of card, if you would.
I also set a sort of time limit to the card, much in the same vein as the Eternal Night incident card, so that if no one uses it for some reason, then it won't linger for too long. It still takes 15 cards to resolve it, though, so that if people do use it, then it can be used a few times before fizzling out.
What do you think about said adjustment to the card?
-
That's definitely better, but we'd rather Shoots be used for extending other Shoot! cards and for teamplay Graze! cards. The current Challenges in the deck are at a good ratio to the number of Shoots. Additionally the new heal-ban incident, Journey to Makai, is something we want more for the game.
Giant Sighting may return later, but if it does it will likely be in a brand new form or part of something else.
Maybe we'll be successful enough to be able to afford having lots of new incidents in each expansion. It's one of the easy ways for people to customize their game.
BTW if some of you still haven't experienced all the incidents and you want to, I recommend not shuffling the incident deck between games. We would do that during playtesting.
-
I know I'm super late on that reaction, but what? Giant Sighting has been replaced? I kind of liked that card! :(
Because you had to plan ahead, wait for the right situation when you thought the opponents had no Danmaku cards left (or at least less than you) that you could use that incidents effect. And in return, since everybody knew someone could use a Challenge at any turn, they would use less Danmaku cards in order not to become the target of a Giant Sighting's Challenge. So I personally like how it reduces the amount of attacks made and everybody being paranoid. :D
Although I can see how it slows down the game and prevents new incidents coming into play.
Also, for some reason, I always imagined Grimoire to be a Patchouli related item, since she has a ton of Grimoires in her library. But thinking about it, it does fit Alice a bit better since she has a Grimoire named after her.
-
Hey guys, sorry for no update last week, the art queue went all wibbly-wobbly.
Do you realize that when her fan is out, Yuyuko looks like a wifi symbol? Here is the Blooming art:
(http://danmaku.mysteryparfait.com/wp-content/uploads/Blooming.jpg)
Shadow,
It's going to be Grimoire=Alice, Voile=Patchy, and Sutra Scroll=Byakuren.
I think Marisa is on the most different cards, but Reimu is on Shoot! which is like 40% of the deck.
-
Love the Alice and Yuyuko art. Can't wait for the physical cards.
-
No offence or bad opinions about the artists cooperating on this card game (they all have high quality art), but Gina's art really strikes me really somehow. I don't know what it is, but the way she draws the expressions and poses just makes it feel graceful and badass. Unique style she has.
Really I feel like watching the artwork of Magic The Gathering, except Touhou style. So props for making this high quality.
-
Gina is exceptional on all counts and can actually illustrate in numerous styles. I particularly like her art nouveau stuff since I'm interested in that, but she also does a lot of fun Nintendo stuff. She is also great on the invisible skills like professionalism and just plain communication.
As you might imagine MtG comes up a lot, both as a reference point and when people ask who is doing the art I frequently say we're doing it Magic-style with a bunch of artists.
Speaking of a bunch of artists and communication, I need to poke a half dozen of them. I spend so many hours just writing emails for this project.
-
Gina's art page should be on the OP right?
How many emails we talking?
-
Edit: wait you guys don't think this was done by Gina do you? It was actually new artist Hyde. http://hai-do.deviantart.com
Gina did the cover and Reimu. Her da gallery is here http://saiyagina.deviantart.com
Today I have to send six emails asking for updates and probably one telling one artist it's ok she didn't meet her promised delivery time.
Those don't take too long though. It's the recruitment, negotiations, and commission details emails that take forever.
-
It's been a long time, I have UFO art for you by Meago.
http://meago.deviantart.com/
(http://danmaku.mysteryparfait.com/wp-content/uploads/UFO-280x210.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/UFO.jpg)
Where have I been? Imagine a baby crying forever. Conveniently since we started tapping the pixiv community, Carrot was able to take over managing the artists. I haven't had a good night's sleep in days.
-
If you know where to look, you can find Danmaku!! art previews sometimes.
(http://pbs.twimg.com/media/Bz3-Sz7IIAIlk4b.png) (https://twitter.com/hitsukuya/status/521852733939531776)
-
Gahh! Why!? When I decided to check on what's been going I'm greeted by a adorable Satori! Your gonna give me a heart condition. Jokes aside that art looks fantastic, any hint as to what it'll be used for? Character or something else?
-
Man I didn't get the update from you, time to check my spam filter again.
This is Satori's character card, Hitsu's art is 120% adorable. I bought her Madoka fanbook (http://hitsukuya.storenvy.com/products/7236245-metamophosis-madoka-magica-fanbook), no regrets.
Today we have...a man! This one is by Pinlin (http://pinlin.deviantart.com/art/Antique-shop-Kourindou-489512572).
(http://danmaku.mysteryparfait.com/wp-content/uploads/antique_shop_kourindou_by_pinlin-d83fybg-280x210.png) (http://danmaku.mysteryparfait.com/wp-content/uploads/antique_shop_kourindou_by_pinlin-d83fybg.png)
(http://danmaku.mysteryparfait.com/wp-content/uploads/KOURINDOU.jpg)
-
Seal Away
by Ibuki Notsu (http://www.pixiv.net/member_illust.php?id=7013)
(http://danmaku.mysteryparfait.com/wp-content/uploads/Seal-Away-280x210.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/Seal-Away.jpg)
This is the first of the JP artists. My email is full of moonrunes.
-
In the absurdity department. After lots of difficulty getting payment to one artist, they suggested we pay them in Amazon gift cards. We're probably going to do it too.
-
Still works in my book lol!
-
Amazon gift cards are now a standard payment method for us, lulz.
Satori was finished, here she is:
(http://danmaku.mysteryparfait.com/wp-content/uploads/Satori-s-168x300.jpg) (http://danmaku.mysteryparfait.com/the-moe-even-the-evil-spirits-fear/)
At my day job, the past two months have beat me into the ground. We went live today though and I didn't kill anyone/get fired for threatening to, so things are looking up!
-
Welcome back, Moogs here.
My email is full of Japanese which only Carrot understands, it took me a bit to find this for you.
Alice Margatroid, the Seven-Colored Puppeteer comes to Danmaku!! illustrated by Cierra, who has a deep love for her (http://www.pixiv.net/member.php?id=2948941). Shanghai and Hourai guest star in the illustration, but that's to be expected.
(http://danmaku.mysteryparfait.com/wp-content/uploads/Alice-Tallpaper-168x300.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/Alice-Tallpaper.jpg)
Alice is a great character to be because she doesn't lose Power cards when she gets hit! They must be on strings or something. She may also discard any of her permanents to activate her Spell Card. I guess Marisa was right, she's a bit cruel.
(http://danmaku.mysteryparfait.com/wp-content/uploads/ALICE-MARGATROID-280x196.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/ALICE-MARGATROID.jpg)
That Spell Card, Doll's War, deals damage to all other players if they don't play a shoot card. It also doesn't count as an attack so it doesn't trigger things like counters!
Did you know that canon Alice likes a challenge? At one point in Danmaku!!'s alpha stage, she had Tenshi's Spell Card effect. Moving abilities and spell cards from one character to another happened a lot in the early days.
-
Do I really need to say what I feel about this update? I mean just look <-- there and v down there! In all seriousness I now know my new favorite to play as, setting off counters are something I always end up doing in card games and Alice seems to be a safe bet if you fall for those. Anymore news on a possible date for a physical release?
-
What's going on behind the curtain right now is a lots of hiring and such, we're telling all the artists the new year is the deadline.
I hope to start taking preorders at the new year, setting that up is my current big task. Carrot is busy managing the JP artists.
-
Wow just around the corner, I personally can't wait to preorder! Thank you for your and Carrot's hard work!
Also gameplay question: When picking characters do you pick who ever you want or is it a draw a character card and use that for the game kind-of-way?
-
We found most methods that intend to be fair, are.
In the rulebook it says to use whatever method you like, but the suggested default is that after roles are handed out, everyone draws two characters at random and chooses one. Gettings roles first is important beacuse a handful of characters (read:Eirin) are distinctly better at some roles than others.
When teaching the game we aways use the 7 simple characters. Those being Reimu, Marisa, Tenshi, Patchouli, Utsuho, Remilia, and Youmu. (Edit: Youmu, not Satori, derp)
A common houserule is that if your character survives a game you can keep it for the next game.
-
Damn, last time I looked at this it looked super interesting, now I come back to see preorders coming up, nice. Can't wait to see more art of this if it'll all be turned in by year's end.
-
So what do you all want to see in a Danmaku!! update?
Art is a safe interest, but other than airing our dirty laundry and the chaos that goes on behind the scenes, which I'm not going to do, I don't really know what people are interested in. I tend to post big milestones obviously, but I'd like to post twice a week if I can generate content for it.
Someone on reddit asked what our artist selection process was, I gave a short answer there but I could give a big one. Though that's only one post.
Would you be interested in artist profiles?
I dunno...
-
Well this is a good way to get introduced to artists that's for sure. What kind of info would be on their profiles?
-
I'd like to see as many design notes as possible. So profiles on individual cards or characters with the iterations they went through in design and things like that would be interesting for me. The art's cool too though. Whatever, just seeing updates of any kind is fun.
-
So what do you all want to see in a Danmaku!! update?
I would like to see a video (or archived one if already made) of game flow / example and explanations why the mechanics were designed like this. Like explaining the various strategies and such. Doesn't needs to be a huge video but max 10min would be more than plenty.
Or maybe an example duel ?
-
I would like to see a video (or archived one if already made) of game flow / example and explanations why the mechanics were designed like this. Like explaining the various strategies and such. Doesn't needs to be a huge video but max 10min would be more than plenty.
Or maybe an example duel ?
I fully second this!
-
3rded, the art is sweet, but I'm more interested in that crunch (possibly of the captain variety).
Gameplay videos, mechanics discussion, and design decisions are what really interest me, personally. :D
I really like the design space of a single shared deck, I'm curious on your methodology for balancing singletons and 2-4 copies of cards (One of the big criticisms in my circle was that Voile was just too swingy though that's definitely subjective).
-
Thanks for your thoughts.
Tutorial/Demo videos are probably the most common request we get but also the hardest. We should make one or two though I know. I'll try out tech articles and artist profiles too. Most of the artists have bigger fandoms than us, but a little introduction to a new audience never hurts.
For a tech article I think I might start with the 80 card deck and the thoughts behind that, rather than characters or specific rules.
For artist profile I'll see if one of our more prolific artists wants to do something, perhaps someone accessable like Inma. http://inma.deviantart.com/ (http://inma.deviantart.com/) Some artists specialize in R-18 material though...
-
Posting early because of the turkey invasion.
Today?s card is the monk on the offensive, Hijiri Byakuren, illustrated by speed demon Inma R. This is her fourth character card for Danmaku!!, we greatly appreciate her contributions.
(http://danmaku.mysteryparfait.com/wp-content/uploads/HIJIRI-BYAKUREN-TALLPAPER-168x300.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/HIJIRI-BYAKUREN-TALLPAPER.jpg)
Byakuren?s ability allows her to make a counter attack against any aggressors, but requires her to use a Danmaku card to do it. Her self titled spell card buffs her Range and Distance so that she?s simultaniously extremely difficult to hit and can easily hit others.
(http://danmaku.mysteryparfait.com/wp-content/uploads/HIJIRI-BYAKUREN-280x196.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/HIJIRI-BYAKUREN.jpg)
Byakuren?s spell card is powerful, but comes with a hidden cost. If you face Byakuren, cancelling her spell card with a Bomb cancel of your own can disrupt her plans greatly. Byakuren is particularly weak against Reisen, who can steal the spell card?s effect outright. She is strong against multi-attackers like Youmu and Marisa, who provoke many counters.
-
Love how the eyes are done! Till the game is out I think most of my attention is on the art. Byakuren seems a bit more advanced then some of the others I've seem.
-
There could be any number of reasons for that, we paid Inma a little more for this one, she leveled up, she was inspired, dunno. If you mean better than the other artists, I think Inma is one of our best simply because she seems to get what we need. She's also extremely professional.
If you can afford it and want art done, perhaps for your Danmakufu project, I highly recommend hiring her:
http://inma.deviantart.com/journal/Commissions-Status-Waitlist-closed-232241340#03
I'm assuming though that you're not talking about boobs when you say "advanced"
Inma drew a cuter Byakuren for Sutra Scroll, and afterwards she was like "You should have told me the common depiction of her was more mature!" We hadn't been complaining mind you, she just was concerned she got it wrong.
http://danmaku.mysteryparfait.com/danmaku-art-sorcerers-sutra-scroll/
-
There could be any number of reasons for that, we paid Inma a little more for this one, she leveled up, she was inspired, dunno. If you mean better than the other artists, I think Inma is one of our best simply because she seems to get what we need. She's also extremely professional.
If you can afford it and want art done, perhaps for your Danmakufu project, I highly recommend hiring her:
http://inma.deviantart.com/journal/Commissions-Status-Waitlist-closed-232241340#03
I'm assuming though that you're not talking about boobs when you say "advanced"
Inma drew a cuter Byakuren for Sutra Scroll, and afterwards she was like "You should have told me the common depiction of her was more mature!" We hadn't been complaining mind you, she just was concerned she got it wrong.
http://danmaku.mysteryparfait.com/danmaku-art-sorcerers-sutra-scroll/
Oh don't tempt me, I can totally afford to get some art from her for my rpg project! (what a time saver, but still need to learn how to draw on my own)
By advanced I meant to say about her play style and not her breasts lol.
-
I really like promoting artists (even though many of them have bigger followings than us) so I'd also recommend RisuMon as a cheap option:
https://www.facebook.com/RisuMonArt
I think her queue is currently full, but artists art typically open to serious clients regardless.
I'm curious why you think of her as an advanced play style character. Most of the difficult to use characters have been moved to the EX Expansion, which includes a lot of final bosses and EX bosses. All the shapeshifters are there for instance, both Mamizou and Nue require knowledge of all characters in order to not have handicaps.
-
Well it mostly comes from my own experience with card games, the counter and the buff to range and distance just seemed like a extra layer of stuff to keep track of, which is why I said she seemed more advanced. It's just me and my inability to plan with cards rather then an issue with the game.
-
We?ve had a lot of pretty girl posts lately, so let?s have an action post! Mieharu provided us with Challenge?s art. Lots of other Touhou stuff on his pixiv page so check him out.
Challenge is an interesting card. It?s a Shoot! that?s not a Shoot!. First of all it doesn?t count as an attack, so abilities and counters that work off attacks don?t work for it. There?s no interfering with another?s duel! It also isn?t a Danmaku card, so it doesn?t count against your round limit for those. Thirdly it works regardless of range, which is useful all on its own. However, you can actually lose the Challenge and lose a life yourself.
(http://danmaku.mysteryparfait.com/wp-content/uploads/Challenge-1600x1200-280x210.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/Challenge-1600x1200.jpg)
Wallpapers on main site:
http://danmaku.mysteryparfait.com/alice-vs-youmu/
-
Nice, new wallpaper to add! Not to sure what else to add but again, looks great.
-
How about the influence of Youmu's bloomers on the theme of stoicism vs cynicism in post modern art.
-
(http://danmaku.mysteryparfait.com/wp-content/uploads/Blooming.jpg)
Oh man, I just saw this now.
I'm hoping that means Yuyuko's in here.
-
Yuyuko is someone whose design we had a lot of trouble with, she will come in a later set for sure though. Assuming Danmaku!! isn't a miserable failure that is.
-
Well marketing is both the best and expensive way to get word around. The problem I'm finding is that I don't know any large card guys or places or YouTube channels for them to showcase.
-
Oh hey Freeze-Ex is streaming Scarlet Mist
https://www.picarto.tv/live/channel.php?watch=FreezeEx#
-
Yeah! About time Freeze got some artwork in this game!
-
We've been in his queue for months on his dA page, I'm surprised no one noticed =P
-
Here is the very rough first draft of the tech article you guys wanted, sorry I don't have a video yet, still trying to figure that one out.
Posting this here first to get feedback, I figure at least half of you are aspiring game designers so I'd like your questions and thoughts.
Hello everyone,
Those of you have been following us for awhile know this, but those of you who are new may not.
Danmaku!! is not a collectable card game.
We wanted Danmaku!! to be a standalone game you could play with your friends, without the investment that collectable card games (CCG) require. Thus, when you play Danmaku!! everyone plays with the same deck, the "Battle Deck."
The Battle Deck is an 80 card deck that contains all the actions you can take in a game.
Design Rule #1: Attacking is easier than Defending.
Offensive cards are more common than defensive cards. Of the two basic actions, Shoot! and Graze!, Shoot! is twice as common as Graze!
In total, the cards that could be considered Offensive versus those that could be considered Defensive is a ratio of 60/40.
This rule keeps the game moving towards an end. The average game of Danmaku!! with brand new players will last 40 minutes. Experienced players can expect a 15-20 minute game.
Design Rule #2: Use CCG rarity.
[attach=1]
Even though Danmaku!! is not a CCG, the chances of you getting a super powerful card on a draw are rare. Cards designated as Rare are 12.5% of the deck, and there's only one of each, so relying on them isn't a good idea.
Shoot! cards make up a whopping 30% of the battle deck, with Graze! cards being the second most common at 15%. Both of these cards allow you to spend excess Shoot! cards for extra options, either extra range or team defense.
Bomb and Power cards also considered Common. Power because it can be "shot off" of your character.
Bomb is one of the best cards in the game, but it's common because:
"I can think of nothing sadder than playing a game without getting to use your spell card." - Carrot
Spell cards have big effects and are fun, so we want people to use them. If you count Capture Spell Card, cards that activate your spell card are the 3rd most common card in the battle deck.
Design Rule #3: Choices choices
Board game enthusiasts will tell you: it's choices that make a game interesting. Many Danmaku!! cards force you to carefully review your options.
Do you use your extra Shoot! cards to attack a far away player? Or do you save them for a time when you have more information or are faced with a Challenge?
Do you want to Seal Away or Borrow a known card on the table, or a hidden card in a player's hand?
Master Plan can reorder the top three cards of any deck, which deck do you want to reorder?
Do I really want to Challenge Tenshi? It's like arguing on the internet.
What about Kourindou, Fairy Wave, Last Word, Tempest, and Party? How many of these players are my allies and how many are enemies? Should you play them now or wait till the situation changes?
-
I am interested in this. I am going to make some comments, and hopefully they make any sense to anyone but me. :V
Design Rule #1: Attacking is easier than Defending.
Offensive cards are more common than defensive cards. Of the two basic actions, Shoot! and Graze!, Shoot! is twice as common as Graze!
In total, the cards that could be considered Offensive versus those that could be considered Defensive is a ratio of 60/40.
This rule keeps the game moving towards an end. The average game of Danmaku!! with brand new players will last 40 minutes. Experienced players can expect a 15-20 minute game.
Keeping the game moving toward a conclusion is important, and one of the trickiest things to balance right. On one hand you can weight offense more heavily than defense to keep the game moving toward the end, but on the other hand you can use a comeback mechanism to prevent snowball victories. Would you say that your game has a comeback mechanism? Sometimes in social games like this comebacks are self-balancing because players who get off to a slow start don't get attacked and players who get too powerful have everyone gunning for them, but are there any other mechanics of effects that work to balance games ending too quickly? Especially with the power of some of the artifacts it seems like sometimes players can get off to significant runaway leads.
Design Rule #2: Use CCG rarity.
[attach=1]
Even though Danmaku!! is not a CCG, the chances of you getting a super powerful card on a draw are rare. Cards designated as Rare are 12.5% of the deck, and there's only one of each, so relying on them isn't a good idea.
Shoot! cards make up a whopping 30% of the battle deck, with Graze! cards being the second most common at 15%. Both of these cards allow you to spend excess Shoot! cards for extra options, either extra range or team defense.
Bomb and Power cards also considered Common. Power because it can be "shot off" of your character.
Bomb is one of the best cards in the game, but it's common because:
"I can think of nothing sadder than playing a game without getting to use your spell card." - Carrot
Spell cards have big effects and are fun, so we want people to use them. If you count Capture Spell Card, cards that activate your spell card are the 3rd most common card in the battle deck.[/quote]
I think this is the most interesting idea here. I have a few reactions to it. First, it kind of goes against my gaming sensibility to make powerful cards lower frequency, since it increases variability in a way that I would think makes the game more luck-based. It sort of works in this game because the rarest cards aren't necessarily the most powerful (see bombs), and the ones that tend to be (the artifacts) are visible so players can gang up on the lucky ones accordingly. Still, the "strictly better" thing, especially with the card draw cards, grates against all of my gaming instincts a little.
Second, I think the comparison to CCG rarity only sort of works. It obviously makes the parallel between Danmaku and a sealed card game (one in which players get all of their cards by opening packs at an event, so everyone in theory has the same number of random cards of each rarity). Since in a constructed game (a game where players build their own decks out of cards they already own and bring them to games) rarity doesn't have an actual gameplay effect in most games. Just because a card is rare doesn't mean you'll see less of it in a constructed game (in fact, it often means the opposite), but it does in a sealed game.
What do you think of this parallel? If we are comparing Danmaku to a CCG does it play like a sealed game? On one hand the low frequency of rare cards is like a sealed game, but on the other hand the limited card pool is like a constructed game, where players tend to focus on the best cards in the environment (as opposed to sealed games where players have to make use of a wider pool of cards, using even sub-optimal cards because they simply don't have as many cards to pick from and can't afford to min-max as much). Beyond rarity do you see or intend any other similarities to CCGs? The different characters remind me of the avatar cards in games like the World Of Warcraft CCG or the Vanguard format in Magic, but beyond that I'm not sure where the actual gameplay similarities begin and end.
Design Rule #3: Choices choices
Board game enthusiasts will tell you: it's choices that make a game interesting. Many Danmaku!! cards force you to carefully review your options.
Do you use your extra Shoot! cards to attack a far away player? Or do you save them for a time when you have more information or are faced with a Challenge?
Do you want to Seal Away or Borrow a known card on the table, or a hidden card in a player's hand?
Master Plan can reorder the top three cards of any deck, which deck do you want to reorder?
Do I really want to Challenge Tenshi? It's like arguing on the internet.
What about Kourindou, Fairy Wave, Last Word, Tempest, and Party? How many of these players are my allies and how many are enemies? Should you play them now or wait till the situation changes?
[/quote]
I like games with a lot of choices. My very favorite games tend to be the ones that look on the surface like they don't have a ton of relevant choices, but the more you look at them the more axes of choice you begin to uncover (the best example of this in my opinion is the board game Seasons, which at first glance could almost be accused of playing itself, but the more you look at it the more the dizzyingly huge number of choices that effect the game becomes clear), and I think Danmaku sort of fits that mold.
A lot of those choices have to do with the hidden roles, which makes holding on to cards for late in the game when you have a better idea of who has which roles a possible choice pretty much all of the time. One of the complaints that some of the more casual players I played with the few times I've tested the game was that they didn't understand what they were supposed to do early in the game before anyone knew the roles, but that's kind of an important part of the game and I can see why it might be intimidating. That element of hidden information exponentially increases the number of relevant choices you can make, and that's interesting but also potentially confusing.
-
I am interested in this. I am going to make some comments, and hopefully they make any sense to anyone but me. :V
Keeping the game moving toward a conclusion is important, and one of the trickiest things to balance right. On one hand you can weight offense more heavily than defense to keep the game moving toward the end, but on the other hand you can use a comeback mechanism to prevent snowball victories. Would you say that your game has a comeback mechanism? Sometimes in social games like this comebacks are self-balancing because players who get off to a slow start don't get attacked and players who get too powerful have everyone gunning for them, but are there any other mechanics of effects that work to balance games ending too quickly? Especially with the power of some of the artifacts it seems like sometimes players can get off to significant runaway leads.
That mechanic is Swing Draw, added pretty late to the game yes, but it really changed this up. It refills a player's hand as they take damage, and allows a defenseless player a chance to stop an assault that would be otherwise hopeless.
The social aspect is definitely there, my friends often us the phrase "that's enough out of you" when Borrowing or Sealing Away. Also the Sutra Scroll (Which is now the +1 draw per turn artifact) will replace itself (draw 1) when it's played in the final version, because it's such a high-value target that playing it seems futile without it.
I think this is the most interesting idea here. I have a few reactions to it. First, it kind of goes against my gaming sensibility to make powerful cards lower frequency, since it increases variability in a way that I would think makes the game more luck-based. It sort of works in this game because the rarest cards aren't necessarily the most powerful (see bombs), and the ones that tend to be (the artifacts) are visible so players can gang up on the lucky ones accordingly. Still, the "strictly better" thing, especially with the card draw cards, grates against all of my gaming instincts a little.
Second, I think the comparison to CCG rarity only sort of works. It obviously makes the parallel between Danmaku and a sealed card game (one in which players get all of their cards by opening packs at an event, so everyone in theory has the same number of random cards of each rarity). Since in a constructed game (a game where players build their own decks out of cards they already own and bring them to games) rarity doesn't have an actual gameplay effect in most games. Just because a card is rare doesn't mean you'll see less of it in a constructed game (in fact, it often means the opposite), but it does in a sealed game.
What do you think of this parallel? If we are comparing Danmaku to a CCG does it play like a sealed game? On one hand the low frequency of rare cards is like a sealed game, but on the other hand the limited card pool is like a constructed game, where players tend to focus on the best cards in the environment (as opposed to sealed games where players have to make use of a wider pool of cards, using even sub-optimal cards because they simply don't have as many cards to pick from and can't afford to min-max as much). Beyond rarity do you see or intend any other similarities to CCGs? The different characters remind me of the avatar cards in games like the World Of Warcraft CCG or the Vanguard format in Magic, but beyond that I'm not sure where the actual gameplay similarities begin and end.
Maybe the comparison is sort of sideways, but I think it's more Sealed than Constructed. Each player is working with the cards they draw, but it's important to not rely on the rare draws. This really comes out when a Kourindou is played, your best choice may be to take that Graze! instead of the Last Word.
Rares in Danmaku!! aren't game ending nukes though, they're more tip the scales type cards. So they're not that swingy.
The rarity of cards has a different aspect that I forgot to talk about. As game designers, what do we want to happen commonly, and what frequently? All of the Rare cards you don't want to be going off all the time because it would ruin the fun.
I like games with a lot of choices. My very favorite games tend to be the ones that look on the surface like they don't have a ton of relevant choices, but the more you look at them the more axes of choice you begin to uncover (the best example of this in my opinion is the board game Seasons, which at first glance could almost be accused of playing itself, but the more you look at it the more the dizzyingly huge number of choices that effect the game becomes clear), and I think Danmaku sort of fits that mold.
A lot of those choices have to do with the hidden roles, which makes holding on to cards for late in the game when you have a better idea of who has which roles a possible choice pretty much all of the time. One of the complaints that some of the more casual players I played with the few times I've tested the game was that they didn't understand what they were supposed to do early in the game before anyone knew the roles, but that's kind of an important part of the game and I can see why it might be intimidating. That element of hidden information exponentially increases the number of relevant choices you can make, and that's interesting but also potentially confusing.
The optimal play depends on your group, really, but I think Danmaku!! is at its most fun when every plays at their most sneaky. The Heroine is a central focus, and she can attack indiscriminately. As long as everyone else is losing faster than her, she still wins. Additionally, if no one is attacking the Heroine, but attacking each other, things get interesting. Danmaku!! is at its most boring when everyone tips their hand immediately.
I've only done it once, but I was able to trick the Heroine once into beating her Partner as the EX Boss, which caused her to lose all of her cards and ensured my victory, it was my greatest triumph. The EX Boss should be played like a Traitor character.
As an addtion Danmaku!!, like Magic, is a game where the best player wins on average. Especially with the incident deck, the game is intended to be chaotic. My hope is that people can have fun losing. In the 1st (Mobs) expansion, you can lose to the game itself.
-
I've only done it once, but I was able to trick the Heroine once into beating her Partner as the EX Boss, which caused her to lose all of her cards and ensured my victory, it was my greatest triumph. The EX Boss should be played like a Traitor character.
Is that because only the Heroine announces who they are? So if your the EX boss and act like your helping the Heroine?
I'll be honest I read it all, but it's gonna take a while for it to settle in for me, but I can say that it's impressive that it feels balanced in how the cards are. The custom deck is something I always had issues with CCGs, I either can't make a good enough deck because of the amount of cards to use (and the synergy between cards) or someone has that one setup that you can't even get started and get taken out quickly. I like having a set deck that everyone plays with and it all depends on your character to make use of how you play instead of what cards you have. (they still make a difference but Shoot! is only one card but isn't part of five other variants, it's simple and with no need to over think on cards but focus on strategy instead. Then again I'm an idiot so I'm limited in what I can think up of.)
-
Is that because only the Heroine announces who they are? So if your the EX boss and act like your helping the Heroine?
I'll be honest I read it all, but it's gonna take a while for it to settle in for me, but I can say that it's impressive that it feels balanced in how the cards are. The custom deck is something I always had issues with CCGs, I either can't make a good enough deck because of the amount of cards to use (and the synergy between cards) or someone has that one setup that you can't even get started and get taken out quickly. I like having a set deck that everyone plays with and it all depends on your character to make use of how you play instead of what cards you have. (they still make a difference but Shoot! is only one card but isn't part of five other variants, it's simple and with no need to over think on cards but focus on strategy instead. Then again I'm an idiot so I'm limited in what I can think up of.)
Yes. The EX Boss wants to have a big showdown with the Heroine at the end of the game. She doesn't have to defeat the Partners, but it's in her interest to do so if she can't take out the Heroine right away. The EX Boss can be a big source of confusion if she wants to be. Table talk is encouraged!
I've said before the EX Expansion adds advanced roles and difficult rules for experienced players. Because it's my favorite, check out this alternate EX Boss:
(http://danmaku.mysteryparfait.com/wp-content/uploads/YANDERE.jpg)
-
How can you defeat the partners before bosses if you only know who the heroine is?
-
You have to figure that out using social deduction.
Edit: Actually the help text seems off. I don't understand why you'd have to, unless this is an alternate Partner card. Now I'm confused. It's been ages since we touched this stuff...
-
I've said before the EX Expansion adds advanced roles and difficult rules for experienced players. Because it's my favorite, check out this alternate EX Boss:
(http://danmaku.mysteryparfait.com/wp-content/uploads/YANDERE.jpg)
I've come back from studying to tell you that this alternate EX Boss is awesome. :D
It must be really confusing for the heroine if she has basically two partners all of a sudden. Only that one of them wins without the heroine.
But still, from what I can tell, the Yandere seems to have an easier goal than the regular EX Boss (at least in the group I was usually playing with, where every role was apparent after the first round. Although I guess a Yandere might mix things up and conceal the roles a little better). But then again, I haven't played that expansion yet. ;)
Although I wonder, does everyone know that a certain role has been switched out for an alternate version? Because things will get pretty interesting if you don't know if a standard EX Boss is just messing with you or if you actually have a Yandere in your group. >:D
I better go back to studying again. *swooshes away*
-
It is easier than the old EX Boss that had to beat the bosses and partners, then the Heroine, but the current EX Boss doesn't need to beat the Partners.
You don't know which roles are switched out. What you do is take the role cards and sort them into piles based on their normal form, then you blindly draw from those piles the roles you'll be using.
So in a 7 player game there'd be:
1 EX Boss or Alternate
3 Bosses or Alternates
2 Partners or Alternates
1 Heroine (No alternates for Heroine ATM, though Seija makes me want one)
That set got put back into beta due to the changes we made to the base in the last few months. Mobs somehow got out unscathed.
-
1 Heroine (No alternates for Heroine ATM, though Seija makes me want one)
A Seija role? Would that mean that the heroine wins if all the Partners have been defeated? xD
That would be kind of easy, though, I would imagine. ^^
-
Or a heroine has to beat all players involved, like a anti heroine.
-
Wh-what madness is this?? I?ve become a playing piece in some game?!
Mononobe no Futo was illustrated by Socha (http://www.pixiv.net/member.php?id=10210)
(http://danmaku.mysteryparfait.com/wp-content/uploads/Futo-Tallpaper-168x300.jpg)
(http://danmaku.mysteryparfait.com/wp-content/uploads/Futo-Tallpaper.jpg)
Futo is a fantastic henchman. With her ability to break dishes (permanents) to avoid attacks, she has extra survivability.
Her spell card, Oomonoimi?s Dinner, is a real mouthful and can make or break a game. She can?t choose to swap hands herself, so she needs an ally to take advantage of its full power.
(http://danmaku.mysteryparfait.com/wp-content/uploads/MONONOBE-NO-FUTO-280x196.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/MONONOBE-NO-FUTO.jpg)
If you face Futo, keep in mind that with a defensive ability and a utility spell card, her offense isn?t as high as other characters. If you can get her alone, she can become an easy target indeed.
-
Lily White stream OFF.
(http://danmaku.mysteryparfait.com/wp-content/uploads/LilyWhite_v2_entrega-150x150.jpg) (https://join.me/473-432-085)
-
I'm just here to brag, look on and be amazed at what my friend made me.
(http://i.imgur.com/JgmEXGWl.jpg) (http://imgur.com/JgmEXGW)
-
I'm just here to brag, look on and be amazed at what my friend made me.
(http://i.imgur.com/JgmEXGWl.jpg) (http://imgur.com/JgmEXGW)
Are those power and bomb pillows?
-
Yes they are
-
Yes they are
(http://memoria.sakura.ne.jp/image/parsee03.jpg)
Paru paru
Planning on getting a point one too?
-
Does the one on the right explode if you throw it?
-
Sorta. It allows me to activate my spell card which explodes clothing.
http://i.imgur.com/7MTWGwx.gifv (http://imgur.com/7MTWGwx)
-
Sorta. It allows me to activate my spell card which explodes clothing.
http://i.imgur.com/7MTWGwx.gifv (http://imgur.com/7MTWGwx)
Oh god! I seen that somewhere before.
-
Oh god! I seen that somewhere before.
Plastic Nee-san, in case you don't recall it.
-
Okay I'm tired of making Death Note references already, but I have no regrets.
(http://danmaku.mysteryparfait.com/wp-content/uploads/Master-Plan-1024x768-280x210.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/Master-Plan-1024x768.jpg)
(http://danmaku.mysteryparfait.com/wp-content/uploads/MASTER-PLAN-Card.jpg)
Also, what's this?
(http://danmaku.mysteryparfait.com/wp-content/uploads/TTS-280x165.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/TTS.jpg)
-
Also, what's this?
(http://danmaku.mysteryparfait.com/wp-content/uploads/TTS-280x165.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/TTS.jpg)
*Shakes uncontrolingly* Ahhh Yeah!
-
Also, what's this?
(http://danmaku.mysteryparfait.com/wp-content/uploads/TTS-280x165.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/TTS.jpg)
:getdown: I can't control my hype...
-
(http://memoria.sakura.ne.jp/image/parsee03.jpg)
Paru paru
Planning on getting a point one too?
My friend who made them said she wasn't doing something like that again because it was a huge pain.
I'm glad she loves me enough for two pillows.
-
Okay!
I've created files for importing Danmaku!! into Table Top Simulator. They're in 4 decks because they have different backs and I don't want TTS to think they're the same object.
My steam name is Moogs Parfait, who would like to play with me sometime?
http://danmaku.mysteryparfait.com/download/tts/deck1.jpg
http://danmaku.mysteryparfait.com/download/tts/deck2.jpg
http://danmaku.mysteryparfait.com/download/tts/deck-back.jpg
http://danmaku.mysteryparfait.com/download/tts/characters.jpg
http://danmaku.mysteryparfait.com/download/tts/character-back.jpg
http://danmaku.mysteryparfait.com/download/tts/roles.jpg
http://danmaku.mysteryparfait.com/download/tts/role-back.jpg
http://danmaku.mysteryparfait.com/download/tts/incidents.jpg
http://danmaku.mysteryparfait.com/download/tts/incident-back.jpg
-
Is tts free?
-
$10.04 usd (What a weird price)
-
$10.04 usd (What a weird price)
I'll look into it next month when money is plenty. I can't guarantee I'll be good at the game but I'd love to try it. I'll let ya know when I get it.
-
PM your email or something or otherwise send me your steam id and I'll give you and the next 4 people who can't afford a copy.
Seriously, I live across the country from the playtest group so I never get to play.
If you aren't interested, you can watch FreezeEx streaming the Scarlet Mist card.
https://www.picarto.tv/live/channel.php?watch=FreezeEx
-
Also, what's this?
(http://danmaku.mysteryparfait.com/wp-content/uploads/TTS-280x165.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/TTS.jpg)
WUT fuck it I'll play you all. Do I have to have Steam?
-
I think it does require steam.
I need to discuss with the wife but I'll try to set up a time where I can guarantee I'll be around
-
I am highly amused it has a 'Flip Table' button. Can someone demonstrate with a video how it looks like? :V
-
http://youtu.be/0b-ws2WY_8Y?t=52s (http://youtu.be/0b-ws2WY_8Y?t=52s)
Quite amusing when playing with friends ;)
(Don't worry, there's an undo button and an option for the host to turn it off completely)
Seeing Danmaku!! played on TTS will be exciting! :D
-
(http://danmaku.mysteryparfait.com/wp-content/uploads/MASTER-PLAN-Card.jpg)
For some reason, I always imagined Letty to be the perfect character for the Master Plan card. After all, she WAS the Master Mind. In Sakuya's scenario, anyway.
But Kanako is great as well. :D
(http://danmaku.mysteryparfait.com/wp-content/uploads/TTS-280x165.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/TTS.jpg)
Huh. All of a sudden, I feel like buying the Tabletop Simulator might be a good idea. And I have absolutely no idea why. :3
-
http://youtu.be/0b-ws2WY_8Y?t=52s (http://youtu.be/0b-ws2WY_8Y?t=52s)
Quite amusing when playing with friends ;)
Oh god I had to lol irl at the office.
-
How does 2pm Central time Jan 3rd sound?
https://countingdownto.com/countdown/shrinemaiden-danmaku-countdown-clock
-
I make no promises because I don't want Steam on my computer and therefore will have to steal someone else's, and Saturday is not a good day for me because that's IRL board game time, but I'll try to be there.
-
okay not sure why you don't want steam on your pc, maybe consider a virtual machine if it's privacy issues? (I'd actually be interested to hear about that since I haven't heard anything)
Also, Jan 3rd is a Sunday.
Anyway, basically I'll be around Sunday after lunch, as that's my "Do no work, do no projects" rest time.
-
okay not sure why you don't want steam on your pc, maybe consider a virtual machine if it's privacy issues? (I'd actually be interested to hear about that since I haven't heard anything)
Also, Jan 3rd is a Sunday.
Anyway, basically I'll be around Sunday after lunch, as that's my "Do no work, do no projects" rest time.
I've always found it cumbersome, and my setup isn't incredibly stable right now because my Windows 8 has a lot of addons to disable all of its Window-8-ness and many of them don't get along or are just generally kind of shitty. It's definitely something I could fix, but I haven't. That being the case I don't want to add anything to the mix or risk overheating my computer, which has happened before.
-
(http://danmaku.mysteryparfait.com/wp-content/uploads/nengajou-2015.jpg)
Real post will be coming later today as usual. Happy new year everyone.
-
Happy new year! How long has this project been going on?
-
The project is two years old. We spent a year designing and started production this time last year.
-
How does 2pm Central time Jan 3rd sound?
I just bought the Tabletop Simulator. I'll be ready. :D
Also, Happy New Year!
:flowerpower:
-
Okay nevermind, I just spent 6 hours writing new years emails and I'm exhausted. Today's main site update is a teaser for TTS, which you all already know about.
An aside: I really like the Mexican Touhou meme, some of the results are a little too fitting.
-
An aside: I really like the Mexican Touhou meme, some of the results are a little too fitting.
Obligatory. (https://www.youtube.com/watch?v=fT-QcrYYelY&hd=1)
-
Obligatory. (https://www.youtube.com/watch?v=fT-QcrYYelY&hd=1)
I am not going to lie: That 'stache suits her. :yukkuri:
-
How does 2pm Central time Jan 3rd sound?
https://countingdownto.com/countdown/shrinemaiden-danmaku-countdown-clock
I might be late (it's my sleeping time). Anyway, I can come back in the evening (Central time).
Sorry for late answer. I've just seen this ???
-
Bugs. I messed up the date, I meant it to be today at 2pm (about 2 hours from this post)
Going to manually round people up
-
Well, unlike yesterday I am available today, sort of. I can try to dig out my backup laptop, update Steam, and download the game, but I can't promise it will work well.
-
the more the merrier
my steam id again is riznar, send me a request. I'm going to try to get the baby to sleep so the wife can join us
-
I was wandering why nothing showed up yesterday. xD
I've got time today, so count me in! ^^
-
Okay, installing now. Be there eventually.
Edit: How I input mod?
-
Okay, installing now. Be there eventually.
Edit: How I input mod?
Go start a single player match then hit host. Go to custom and in the lower right corner there should be items. Click the card and use the URL of the images and the card amount. Don't forget to save the decks too.
-
Thanks to everyone who came and played, it was really fun.
If you wanted to come and missed it, we'll play again another time for sure.
-
I just got your message, I was in a skype chat with someone. My bad.
-
Learned a little more about TTS, so keeping the game organized will be a lot easier now I think.
(http://danmaku.mysteryparfait.com/wp-content/uploads/Grid-280x187.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/Grid.jpg)
-
Any archived streams / recordings?
-
Learned a little more about TTS, so keeping the game organized will be a lot easier now I think.
(http://danmaku.mysteryparfait.com/wp-content/uploads/Grid-280x187.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/Grid.jpg)
Lookin' good! That should speed things up considerably.
Any archived streams / recordings?
You probably wouldn't want to watch if there were (and I don't think there are). It was s-l-o-w and problem-ridden. My computer overheated half way through and cards kept getting misplaced and knocked around. It took us something like three and a half hours for two games. We got faster as we went along though, so hopefully in the future somebody can reach stream-quality organization and speed.
-
Lookin' good! That should speed things up considerably.
You probably wouldn't want to watch if there were (and I don't think there are). It was s-l-o-w and problem-ridden. My computer overheated half way through and cards kept getting misplaced and knocked around. It took us something like three and a half hours for two games. We got faster as we went along though, so hopefully in the future somebody can reach stream-quality organization and speed.
Ah then I'm glad I'm gonna wait for the next one. Nothing worse then a disorganized table + a new player like me.
-
I think there are more than a few issues with TTS Danmaku!! at present. The first that comes to mind are the controls -- I think "Shift to Push" is something that was accidentally pushing around objects far too much, as well as the clunkiness of moving cards for the people not using a mouse.
I had to ask what exactly I can do a lot, which combined with my super defensive play overall slowed down the game too.
-
Luckily it looks like the keymaps are quite customizable so people who use shift to talk don't have to change that up. Danmaku especially doesn't need the push functionality in TTS.
gtbot, who introduced me to the idea, told me that he experienced the same delay when his group started playing Danmaku via TTS, but it went away after they got used to it.
-
The controls were a mess, but I think that's fixable. The bigger concern for me is the illegibility of the board state. There are a lot of cards on the table, most of them matter at any given time, and at maximum resolution I could barely read the text when zoomed in. Can you zoom closer with a mouse wheel than you can with the zoom button? I had to have the physical deck on the table next to me for reference so I could actually read what the characters did. The orientation of the landscape cards didn't help, but again maybe there's a command to rotate them that I didn't know about.
Making special digital versions of the cards with larger text and consistent orientations might help, but it would be a huge undertaking for not a ton of payoff. And even if you did it wouldn't help much with the difficulty of tracking all of the active, relevant cards on the board. Maybe playmats that lock cards in consistent places would help that so you can tell at a glance if a particular player has any permanents would make a big difference, but even then seeing what the player across the table has without messing with the camera constantly would be a problem. Of course, that's true in real life too, so maybe that's unavoidable.
-
The controls were a mess, but I think that's fixable. The bigger concern for me is the illegibility of the board state. There are a lot of cards on the table, most of them matter at any given time, and at maximum resolution I could barely read the text when zoomed in. Can you zoom closer with a mouse wheel than you can with the zoom button? I had to have the physical deck on the table next to me for reference so I could actually read what the characters did. The orientation of the landscape cards didn't help, but again maybe there's a command to rotate them that I didn't know about.
....
Maybe playmats that lock cards in consistent places would help that so you can tell at a glance if a particular player has any permanents would make a big difference, but even then seeing what the player across the table has without messing with the camera constantly would be a problem. Of course, that's true in real life too, so maybe that's unavoidable.
I think you missed something when we were discussing controls. If you hover over a card and press alt it shows this and allows you to mouse wheel to zoom.
It looks like this:
(http://i.imgur.com/TA3xjUCl.jpg) (http://imgur.com/TA3xjUC)
-
I think you missed something when we were discussing controls. If you hover over a card and press alt it shows this and allows you to mouse wheel to zoom.
It looks like this:
(http://i.imgur.com/TA3xjUCl.jpg) (http://imgur.com/TA3xjUC)
Right, I knew about the alt thing. Without the mouse zoom the text is still very hard to read, at least for me. I didn't know if the mouse allowed more zoom than the z button, but it looks like it does. That would pretty much fix the problem for anyone using a mouse, which I don't.
-
Is someone here BATMANDANCEPARTY on steam?
Also I think I need to make another thread for Danmaku TTS
-
Wow, I check back in after the holidays to find you've been playing on TTS, I'd love to hop in a game =).
My steam id is 'Zhelot', Moogs, you wouldn't happen to be from Mazowieckie, Poland and play a lot of Counter-Strike: Global offensive would you?
-
Nope I didn't play a FPS till I was like 24 so I nevered developed the skill and don't play them at all.
-
Nope I didn't play a FPS till I was like 24 so I nevered developed the skill and don't play them at all.
Weird, that's who shows up as riznar when I search steam. :?
-
So wait, people have been playing Danmaku via TTS, and yet the files aren't available anywhere? I'm just confused on what's going on with that.
-
Okay!
I've created files for importing Danmaku!! into Table Top Simulator. They're in 4 decks because they have different backs and I don't want TTS to think they're the same object.
My steam name is riznar, who would like to play with me sometime?
http://danmaku.mysteryparfait.com/download/tts/deck1.jpg
http://danmaku.mysteryparfait.com/download/tts/deck2.jpg
http://danmaku.mysteryparfait.com/download/tts/deck-back.jpg
http://danmaku.mysteryparfait.com/download/tts/characters.jpg
http://danmaku.mysteryparfait.com/download/tts/character-back.jpg
http://danmaku.mysteryparfait.com/download/tts/roles.jpg
http://danmaku.mysteryparfait.com/download/tts/role-back.jpg
http://danmaku.mysteryparfait.com/download/tts/incidents.jpg
http://danmaku.mysteryparfait.com/download/tts/incident-back.jpg
So wait, people have been playing Danmaku via TTS, and yet the files aren't available anywhere? I'm just confused on what's going on with that.
Using the above pictures you can create custom decks within TTS, I'm still working on figuring out how to modify card size and how to set dice to specific values quickly.
EDIT: the -/+ keys can modify card sizes in game.
-
Oh, I thought that the main site didn't have them yet or something, I didn't notice the files were here in the thread all along. Oops. Thanks for pointing them out. ^^;
-
It doesn't. This Sunday was the first game ever. Which reminds me I need to write the big update since I told reddit I'd tell them how the test game went.
ALSO! I need someone to test to see if they can load the saved game I have attached to this post.
It goes in your TTS saves location, which can vary, but as an example mine is:
C:\Users\mooog_000\Documents\My Games\Tabletop Simulator\Saves
I trust one of you smart people can figure it out. I have a baby who is up past her bedtime to correct.
-
ALSO! I need someone to test to see if they can load the saved game I have attached to this post.
It works on my laptop.
-
Ah, okay.
Also the file was able to load, so I suppose that's good there?
-
Weird, that's who shows up as riznar when I search steam. :?
I changed my handle on steam to Moogs Parfait to avoid confusion...look where it got me!
-
Okay guys, the Danmaku x TTS thread is up in Help Me, Eirin! This topic is now for Danmaku!! dev updates and discussion thereof.
https://www.shrinemaiden.org/forum/index.php/topic,17849.0.html (https://www.shrinemaiden.org/forum/index.php/topic,17849.0.html)
-
i assume that this is based off Bang? (saw a couple similar things)
even though Bang is one of my least favorite games (too light for me, i am a heavy euro gamerXD), i would love to make a pnp of this just for the Touhou and i will make sure it hits the table once every two months or so (which is a lot, i got 100 or so games, with only 2 game nights a weekXD)
is there any pnp files (with pictures) i can find?
if there are, i would like to make myself a copy and try to get it to the table on my monday session (unfortunately one person in my friday sessions is completely anti-bang like games, it'll be hard to convince her to try it, even though she liked some other Touhou themed tabletop games)
i did find the link, but it doesn't look like any of the cards has pics on them
not sure if it has been said, but for fellow DIYers, its very easy to print on regular paper and sleeve the printed cards with a regular playing card of the right size, this gives the cards a good feel and provides ease of shuffling, and regular playing cards are cheap to come by
-
There are a lot of shooter games now, Danmaku!! isn't really similar to Bang!
If you disliked Bang, you should check the optional rules section in the rulebook, as it has rules to address people's most common complaints about Bang. Danmaku!! is already heavier than Bang with things like spell cards and incidents.
If your gaming group is the type to be super serious and competitive, I would caution you that Danmaku!! is intended to be played casually and has some high RNG points. See the incidents like Scarlet Weather Rhapsody and Crisis of Faith.
The pnp links you found are them if they're pdf. If you found jpg files those are for tabletop simulator. The TTS files have some art for visual ease with TTS, the PNP has none. The final version will not be free like these versions, as art represents 95% of the cost of production.
PNP:
http://danmaku.mysteryparfait.com/play/ (http://danmaku.mysteryparfait.com/play/)
TTS:
http://danmaku.mysteryparfait.com/danmaku-x-table-top-simulator/ (http://danmaku.mysteryparfait.com/danmaku-x-table-top-simulator/)
-
If I had one word to describe Yuuka, it'd be sweety.
(http://danmaku.mysteryparfait.com/wp-content/uploads/YuukaTallpaper-169x300.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/YuukaTallpaper.jpg)
(http://danmaku.mysteryparfait.com/wp-content/uploads/KAZAMI-YUUKA-280x196.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/KAZAMI-YUUKA.jpg)
-
And here I thought I was done with heart problems lol. That is absolutely beautiful!
-
The style is different from our usual direction, but we were really pleased with the result. Also I could use some reflowering, this week has been stressful for us too.
-
I'm just gonna sit down here for a minute and look at it.
-
I'm really glad you/ the artist went with a lovable Yuuka rather than a sadistic one (not saying that this lovely face can't hide a cruel interior).
There's even less of a reason now not to be playing as Yuuka when you get the chance to. :*
-
Like yuri, fanon characteristics are beautiful because of their ambiguity.
Actually I don't believe that, just read it in a manga once.
-
This might have been asked before, but what's the timing on "Attack the attacker" effects? (e.g. Byakuren's ability, Meiling's bomb)
Does the original or reactive attack resolve first? If the reactive attack goes first and kills the original attacker, does the original still go off? If the first attack kills somebody, can you draw loot and then immediately dodge/beer/counterbomb the second? If multiple people want to react to a single attack in such a fashion, who has priority? Can you chain reactive attacks (i.e. reactively attack a reactive attacker)?
-
Wow okay sounds like you had a hell of a game. This is the current rules, but these are one of the areas under review that may change before the final.
Currently the defender/target's reaction goes first and you draw cards immediately upon death
Cancelling takes priority though when multiple people react, and the other reactors get their cards back
Attacks and such keep going post-death
Finally you can react to reactive attacks
-
Psst
https://mobile.twitter.com/u_u_zan/status/557597805540540419
-
Nice, I'm really diggin' the stopwatch art.
-
- Badass expression, check
- Good artwork, check
- Red eyes Sakuya, check
- Slit pupils, .... check!
This... I am weak against such badass art/expressions.
-
Helepolis is weak against oppai and badass, noted.
-
Helepolis is weak against oppai and badass, noted.
Who isn't?
-
Who isn't?
All those lolicons on /r/touhou
-
All those lolicons on /r/touhou
:] Oh I can't contain my laughter.
-
https://mobile.twitter.com/u_u_zan/status/557597805540540419
Who isn't?
Those lovely curves, the nice colors, the stunning shading! And let's not forget about this beautiful face! That really is a perfect Stopwatch!
Oh, and Sakuya looks good, too, I guess.
:D
Team Flat-Chest, ready!
What? Just because I tend to have Yuuka or Mima as my avatars doesn't mean I don't like flat chested characters, too. (In all seriousness, though, I don't really care for chest size. Komachi and Eiki both look good to me. :D )
-
DAT AYA :V
(http://danmaku.mysteryparfait.com/wp-content/uploads/aya-212x300.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/aya.jpg)
The Tengu Aya was adorably illustrated by Uraziro (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=48319281), check out their pixiv account for more Touhou-related art.
In Danmaku!!, Aya's superior speed is represented by her being really hard to hit. This dodgy reporter can shoot the bullet using her Danmaku cards, effectively turning all Shoot! cards into optional Graze! cards as well.
Her spell card, Wind God Girl, buffs her so that her Shoot! cards count as both a Graze! and a Shoot! at the same time. That's some strong Heroine qualifications!
If you face Aya, be aware that she doesn't have any utility buffs, so you can beat her with card advantage or card quality advantage. She must sacrifice offense for her extra defense to work, and her spell card, while powerful, can't be used as a reaction and is always telegraphed.
-
Oh I didn't know that picture was for Danmaku!, that's awesome.
Also lovely lovely Aya, thank god for the convenient censoring huh. :V
-
Well it's true what they say, sex sells. Aya's pic broke the record in all user interaction categories that Facebook tracks.
-
Well it's true what they say, sex sells. Aya's pic broke the record in all user interaction categories that Facebook tracks.
Well now... I guess I don't feel as bad? Not sure how to feel about that really ha ha.
-
As I was saying: for the sake of my curiosity, I would like to know how Steam works.
As: if you cannot play the digital version of the game without steam, then it it must be "related to Steam" in some capacity.
-
Helepolis is weak against oppai and badass, noted.
Wait, how did you know about the first one? I never spoke of it before here!
As I was saying: for the sake of my curiosity, I would like to know how Steam works.
As: if you cannot play the digital version of the game without steam, then it it must be "related to Steam" in some capacity.
As Moogs said: It isn't published on Steam nor it is offered in the Steam Workshop. It is not available to the public and therefore doesn't break ZUN's guidelines. As soon as Moogs tries to publish it through steam, it will start violating the guidelines.
-
It's less about how Steam works and more that this is a card game; it isn't even related to TTS. There is no "digital version", all that's presented is a set of images. You can link to the URLs of these images when playing TTS to simulate online play, but this is just taking advantage of a feature of TTS. You can play using Skype just because you could make a video conference with webcams showing each player's cards, or anything else equally ridiculous yet plausible. The game is as related to Steam through TTS just the same as Pokemon and MtG and Uno and these scribbles I just made (http://i.imgur.com/2Fu9NT9.png) are.
I'm not sure if you bothered looking it up, but TTS is basically a physics sandbox with lots of sprinkles to facilitate making up tabletop games. TTS doesn't even contain game logic itself. You should check out some videos of it and I think this will make its non-relation with Danmaku!! really obvious.
-
Wait, how did you know about the first one? I never spoke of it before here!
You liked the chesty Tenshi we got for Scarlet Weather Rhapsody.
Also thanks to you, Drake, and Tengukami for clarifying things while I was asleep
-
Also thanks to you, Drake, and Tengukami for clarifying things while I was asleep
No worries! I actually downloaded the rules to this game ages ago and have found it fascinating. Whatever I can do to help this endeavor, as I see it.
-
You liked the chesty Tenshi we got for Scarlet Weather Rhapsody.
Oh. . . right!
Aya's pic broke the record in all user interaction categories that Facebook tracks.
I am not surprised to be honest. Her expression + pose is quite similar to those you find on Pixiv/Danbooru where things become questionable. And it is pretty solid art. But so has been pretty much all characters in Danmaku!!
I cannot even point one work where the artwork is so-so or less.
Honestly I am tempted to request a commissioned drawing. But I'll refrain from that. All sorts of things can go wrong with such requests. :V
-
I cannot even point one work where the artwork is so-so or less.
Everyone's made a strong showing. I don't think it's anything we can take credit for, but a combination of Touhou love and a kind of passive peer pressure.
I very often get comments like:
"I can't do a bad job next to so many awesome artists!"
"Touhous are so fun to draw!" <-- Usually from people who don't draw Touhou normally.
An interesting cultural note, artists often phrase it as "I was allowed to draw ___" when they post their work. This is true for both Western and Eastern artists.
Honestly I am tempted to request a commissioned drawing. But I'll refrain from that. All sorts of things can go wrong with such requests. :V
While that's true, commissions are one of my very favorite things to spend disposable income on.
I don't think there are idol fans in this thread, but Deji is doing Idolise commissions right now:
http://dejinyucu.tumblr.com/post/109205813902/idol-fever-dejis-sketch-idol-commissions-open
-
Card Backs for Ambitious Print-and-Players
http://danmaku.mysteryparfait.com/download/Danmaku-Decks-Backs.pdf
http://danmaku.mysteryparfait.com/download/Danmaku-Characters-Large-Backs.pdf
If people want other versions I'll make them, but I presume you all use color and large character cards
-
While that's true, commissions are one of my very favorite things to spend disposable income on.
I wasn't afraid of my disposable income going wrong (well, not directly). More like the content of the request :3 (Not that I will ask for straight R-18, but something like the Aya you shown us)
-
I wasn't afraid of my disposable income going wrong (well, not directly). More like the content of the request :3 (Not that I will ask for straight R-18, but something like the Aya you shown us)
Not even sure what the word for that would be...
I'm pretty new to the whole commission thing (which I believe I made a fool of myself once for the mixup), I assume there is a lot of waiting involved to just get your request in right? (Depending on the artist of course.)
-
Artists do have wait lists for personal commissions, for commercial commissions where you're also buying the copyright there is a separate list which is unpublished but unlike the personal list you can usually schedule their time in advance if they have time for you.
Also lots of artists do actual porn, the ones that don't will state clearly on their page that they do not.
Should I write something up about commissioning people?
-
Artists do have wait lists for personal commissions, for commercial commissions where you're also buying the copyright there is a separate list which is unpublished but unlike the personal list you can usually schedule their time in advance if they have time for you.
Also lots of artists do actual porn, the ones that don't will state clearly on their page that they do not.
Should I write something up about commissioning people?
I would certainly like that. Now that I've decided that im going to try to sell my game at conventions im going to need to commission an artist for conversation portraits.
-
Okay I'm writing something up. I sent a draft to some of the artists for their comments.
In the meantime check Focus's art out:
(http://danmaku.mysteryparfait.com/wp-content/uploads/Focus-1600x1200-280x210.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/Focus-1600x1200.jpg)
-
(http://danmaku.mysteryparfait.com/wp-content/uploads/FOCUS.jpg)
Love the Focus art, (though I'm more than a little biased toward Meiling)! I would also like to compliment you on the new card design, expanding the text box and removing the 'battle deck' blue bar. It looks clean & streamlined and adds more space for card text, kudos!
On the topic, have you considered colors for your symbols? Something like Permanents being red, Danmaku being orange, actions being blue, reactions green, artifacts purple, and so on? It can help digesting the card information quicker and easier.
Also what about changing the back of the role cards to the same color as the front? They're pretty easy to differentiate due to the stars on the back, but it since the battle deck and the incidents back matches their border, it just seems appropriate to me.
-
Well, Focus is really showing off his name in this piece of work. In multiple ways. Graceful grazing Reimu's needles I assume.
Also, pardon my rudeness but the text on her hat reads very close to 乳 :V . Except probably is not.
-
Oh on Saturday (1/31/15) myself and at least 1 friend will be trying to get some games of Danmaku!! in starting at about 1pm EST on Tabletop simulator via steam. I'll have some copies of TTS to give out if you want to play but don't have the game already.
And if there's enough interest I might break out my Danmaku!! mod for a game or 2. Add me on Steam, username 'Zhelot' and join the Danmaku!! TTS group on steam too if you're interested.
-
Well, Focus is really showing off his name in this piece of work. In multiple ways. Graceful grazing Reimu's needles I assume.
Also, pardon my rudeness but the text on her hat reads very close to 乳 :V . Except probably is not.
ITT we ruin Touhou.
This artist did the art for Focus.
Shiraso Fami
http://www.pixiv.net/member.php?id=5860132
I can't crop it on my phone but it doesn't say that. Though if it makes you like it more you can pretend it does.:v
(http://danmaku.mysteryparfait.com/wp-content/uploads/FOCUS.jpg)
Love the Focus art, (though I'm more than a little biased toward Meiling)! I would also like to compliment you on the new card design, expanding the text box and removing the 'battle deck' blue bar. It looks clean & streamlined and adds more space for card text, kudos!
On the topic, have you considered colors for your symbols? Something like Permanents being red, Danmaku being orange, actions being blue, reactions green, artifacts purple, and so on? It can help digesting the card information quicker and easier.
Also what about changing the back of the role cards to the same color as the front? They're pretty easy to differentiate due to the stars on the back, but it since the battle deck and the incidents back matches their border, it just seems appropriate to me.
We tried colored symbols but it always came out a distracting mess.
We also went through several versions of the role card back, though I think we might go back to that one. At one point it was this atrocious pink and yellow.
Oh on Saturday (1/31/15) myself and at least 1 friend will be trying to get some games of Danmaku!! in starting at about 1pm EST on Tabletop simulator via steam. I'll have some copies of TTS to give out if you want to play but don't have the game already.
And if there's enough interest I might break out my Danmaku!! mod for a game or 2. Add me on Steam, username 'Zhelot' and join the Danmaku!! TTS group on steam too if you're interested.
People go to Zhelots games. Maybe I can make a schedule of regular hosts eventually
-
Sorry for the double post, but I've got a draft of the commissioning document up. If you have questions I'll answer them and update the doc.
https://docs.google.com/document/d/1J2EMPIkCDjkcBWSkXyO5HbNF5WY2V4ofYNX0VUzpQYE/edit?usp=sharing
-
Sorry for the double post, but I've got a draft of the commissioning document up. If you have questions I'll answer them and update the doc.
https://docs.google.com/document/d/1J2EMPIkCDjkcBWSkXyO5HbNF5WY2V4ofYNX0VUzpQYE/edit?usp=sharing
Um in regards to music wise does the commission rules count too? I'm thinking about starting up a RPG project and I wanted to ask does the commission rule count towards music too.
-
I've yet to commission a musician but it should be a similar process. You'll get concepts and drafts and you want to get edits out of the way as soon as possible. References become even more important there, the musician will want to know what you want the piece to sound like. It helps if you find one that does similar things to what you want already, so you can say "Like your piece X"
Edit: For an RPG be sure to ask for sections that can loop, unless you don't mind starting the track all over again once it's done playing.
-
https://docs.google.com/document/d/1J2EMPIkCDjkcBWSkXyO5HbNF5WY2V4ofYNX0VUzpQYE/edit?usp=sharing
Thanks for that, Moogs! That's going to be really helpful for everyone needing to do commissions. ^^
[...] music [...]
... God dang it, why do games need to have music *finally realized that, while he can draw sprites and character portraits (sort of), he's still missing music for his games*
Oh well, I first have to get to the point where I actually get far enough with a game to require music...
Also, good luck with your RPG, MewMewHeart!
-
Haven't found the right time to mention this but thanks a bunch for that write up! I'll definitely be trying to follow the advice in there to the best of my ability.
I do have one more question though:
Would creating a thread here or on similar forums to ask for art commissions be a good idea? I've seen it done before by at least one other. I feel like it has the advantage of saving the time of asking each individual artist and may attract artists that you weren't aware of. If so, is there anything I should do differently? Is there any additional advice you can offer for that?
-
NP
I think that's a question for Helepolis. Other forums oriented towards development have marketplaces. Here is the Lemma Soft (Visual Novels) one:
http://lemmasoft.renai.us/forums/viewforum.php?f=58&sid=00ca9ffd28fec1cba1882ead6d2feb53
But consider this: When you do a job posting, you're essentially saying anyone will do, subject to whatever decision you make, but if you contact an artist directly, you're saying "I want your work."
It's your call though, for Danmaku!! we wanted to at least try to keep a certain look going for the 60+ pieces across many artists, so we looked for artists ourselves to meet that goal.
-
Well I wanted to do it more like an audition type thing. Send examples of your work and ill see if its what im looking for. But I totally get what you're saying too. Thanks for that!
-
So I went and tried playing this with some of my friends, only I had forgotten the rules. And when I went on the site to get the rules, I noticed they've been taken down in preparation for a new version. That's fine and dandy, but uh... in that case, does anyone have a copy of the old rules, at least?
-
I have it
https://mega.co.nz/#!bRU11JbT!-10WObFMZIXSEiNoYy0kmGSUAGWzNvhK56ydLWoH_0Q
-
Today's double update is alternatively titled, "Fun with Art Direction"
Both illustrations today feature the rabbit from the moon, Reisen Udonge Inaba. They are very different depictions of Reisen though. We knew from the beginning we wanted these two cards to have very different art, so we chose two artists with radically different styles.
Reisen's character card is super cute, bunny girls are cute, right? The character card was done by Nanase Nao (http://www.pixiv.net/member_illust.php?id=312852).
[img width= height= alt=Grazing on your love shot...okay that sounded lewder than I intended." width="212" height="300" class="size-medium wp-image-788]http://danmaku.mysteryparfait.com/wp-content/uploads/Reisen-s-212x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/Reisen-s.jpg)
Reisen's abilities are all about misdirection. Her passive allows her to redirect her shot if it's avoided. Her spell card, Lunatic Red Eyes, was the first reaction spell card we designed. It steals another spell card while it's being played and redirects it.
The incident card's art, Overdrive, is decidedly something else. It was created by Kanari, some happy friends may have been involved (http://www.pixiv.net/member.php?id=180460).
[img width= height= alt=O-O-Overdrive!" width="280" height="210" class="size-medium wp-image-785]http://danmaku.mysteryparfait.com/wp-content/uploads/Overdrive-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/Overdrive-e1423788578251.jpg)
Overdrive is an incident that allows all players to sacrifice a life to activate their spell card. True to the art, Reisen can become very dangerous when this incident is in play.
-
The contrast between the two styles is... wow. That's something.
-
It occurs to me you all don't really know who is behind Mystery Parfait.
Carrot
(http://www.mysteryparfait.com/images/sqav_carrot.jpg)
One of the founders of Mystery Parfait, mahjong otaku, Hoenheim cosplayer, and professional game designer. Carrot has an abundance of interests and hobbies, but has suffered through the process of giving up some to concentrate on the more important ones.
Deji
(http://www.mysteryparfait.com/images/sqav_deji.jpg)
Mystery Parfait's primary artist, super active member of the English visual novel scene, and openly polyamorous with both a fiance and a girlfriend. Deji is the first person we go to when we need illustrations done and designed Momo, our mascot. We met her when she was in university and have been working with her since. She has done more Danmaku!! illustrations than anyone else.
Moogs
(http://www.mysteryparfait.com/images/sqav_moogs.jpg)
Mystery Parfait's other founder is me. Carrot literally asked me to create the circle with him because I was good at organising our group of friends. I have a wife and daughter, and really like yuri romance. I'm a professional software developer and now it seems a semi-professional email writer.
Momo
(https://www.shrinemaiden.org/images/avatars/avatar_25532_1392399874.png)
Our mascot, Momo Parfait. She's an ice cream fairy and cosplaying is her job!
Honorable Mentions:
Miss Teatime
Carrot's big sister lives near me and directly helps out behind the scenes. She has yet to make her creative debut but you'll see something from her later this year. Currently known for being a fancy dresser and addicted to Animal Crossing.
Various members of the Seattle Mahjong Group
https://www.facebook.com/groups/SeattleMahjong/
Danmaku!! beta testers, when I mention beta testing it's usually these guys. Since Carrot is heavily involved with them it happened naturally.
-
You mean that wasn't Marisa with PC-98 design?!. . . way to go with cosplaying! Overall, seems everyone is unique. Nice to know the team now. :D
-
Now that does indeed explain a lot. Nice to see the crew being exposed a little bit more in detail. That will erase a lot of people's "Secondaries" title :V
Whenever the time is right, allow me 'Helepolis' to challenge Carrot-san to a manly Mahjong battle. None of the cutesy things involved on my play style. We'll handle this like Sakurai-san does/did.
-
If sports manga has taught me anything, I'm sure it will be filled with blazing animal avatars
-
Carrot asked me to post his birthday present from me. He calls it "Incep-chen." Art is by Squ-chan (http://squ-chan.deviantart.com/)
(http://danmaku.mysteryparfait.com/wp-content/uploads/chennnnnn-s-194x300.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/chennnnnn-s.jpg)
-
Sheesh. I thought Aya and Remilia were characters that people have difficulty wanting to attack, but Chen autoevading everything? Haha.
I can hope she gets implemented soon enough, one way or another.
-
What.
*holds laptop upside down* holy crap you really can read it
Chen is in development still, she's in Mobs
-
Probably not even my position or right to criticize artwork, but it really makes me wonder: Is there a specific reason for the pinkish hearts in her eyes? They look really random/off and usually imply some sort of R-18 event the character is undergoing. :V
I'm sorry :o
-
ええええええええええええええええええん!!
Some really cute art updates as of late, I really can't wait to order this game for myself once I get some cash flow again, every time I look at updates it makes me stare lasers at my poor wallet that can't handle such abuse. (I had bought a preorder for the Secret Santa though!)
-
The Chen card looks really cute! I also fully approve of the pun. :D
*holds laptop upside down* holy crap you really can read it
*Holds his desktop PC upside down*
It doesn't do anything for me! Help!
-
Probably not even my position or right to criticize artwork, but it really makes me wonder: Is there a specific reason for the pinkish hearts in her eyes? They look really random/off and usually imply some sort of R-18 event the character is undergoing. :V
I'm sorry :o
Well its a present for Carrot and he really likes Chen. But if it was r18 it wouldn't be Squ doing the art
ええええええええええええええええええん!!
Some really cute art updates as of late, I really can't wait to order this game for myself once I get some cash flow again, every time I look at updates it makes me stare lasers at my poor wallet that can't handle such abuse. (I had bought a preorder for the Secret Santa though!)
I about had an anxiety attack because I put the boxes in the mail box without getting the tracking number. But it was on the receipt.
The Chen card looks really cute! I also fully approve of the pun. :D
*Holds his desktop PC upside down*
It doesn't do anything for me! Help!
Try holding your router upside down to flip the Internet
-
Try holding your router upside down to flip the Internet
Ah, it's working now. Thanks a lot! :D
(On a less jokey note, that does remind me of a forum entry I once read where a person was worried that the Internet might not reach his computer because his LAN-cable was going up and down a door frame, and he thought the bits might not be fast enough to travel upwards. Or that bits might fall out of the cable because of centrifugal forces. It was pretty funny for all but the involved. xD; )
-
Teaser for tomorrow =P
(http://i.imgur.com/P0dZBwil.jpg) (http://imgur.com/P0dZBwi)
-
Man am I psysed to see what all these new roles are about. :D
Oh, I don't know if you've been hosting the deck images on imigur like the above image, but I've found imigur compresses stored images, which makes them blurry when loaded in TTS.
I've switched to using a public folder on my google drive, & also can recommend drop box for the same purpose.
-
Another art update, hopefully we can put the finishing touches on the new version soon. I'm getting antsy.
OH MY MADOKA, IT'S SPRING!
Ninamo brings Lily White to Danmaku!!, and Lily White brings SPRING!! to everyone! You can find Ninamo's deviantArt page here http://ninamo-chan.deviantart.com/ (http://ninamo-chan.deviantart.com/). She's got lots of Touhou and Love Live art to check out!
[img width= height= alt=SPRING!" width="280" height="210" class="size-medium wp-image-801]http://danmaku.mysteryparfait.com/wp-content/uploads/48706188_p0_master1200-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/48706188_p0_master1200.jpg)
[img width= height= alt="Lily is Judgement" - Carrot" width="214" height="300" class="size-medium wp-image-803]http://danmaku.mysteryparfait.com/wp-content/uploads/lilywhitecard-214x300.png[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/lilywhitecard.png)
SPRING!!!!!
-
Milestone Achieved: All of the art is completed.
-
Milestone Achieved: All of the art is completed.
:getdown: :toot: Congratulations!
-
Milestone Achieved: All of the art is completed.
:toot: :toot:
meanwhile i'm still slogging through my own art :fail:
-
Milestone Achieved: All of the art is completed.
Oh wow, that's nice to hear! Congratulations!
Too bad that that also means that we won't be getting (many) more pictures posted here... sooo, when's the artwork for the expansions going to be released? :P
meanwhile i'm still slogging through my own art :fail:
Aren't we all doing so? ^^;
-
Thanks a bunch everyone. It's been a grind
Oh wow, that's nice to hear! Congratulations!
Too bad that that also means that we won't be getting (many) more pictures posted here... sooo, when's the artwork for the expansions going to be released? :P
It'll be worse for the expansions since we have a huge list of artists to work with now and they'll be in parallel. But yeah now things will focus on production updates and news about events we can make. When orders go live you'll get sick of hearing about it :p
-
So... when can we pre-order? :D
-
I've been interested in this for some time, so I finally got around to making proxies with the card images and did some testing by myself, hopefully this will be followed with other people in a couple days. Needless to say I've really liked what I tried so far. Some very interesting situations came up, and although playing against yourself isn't exactly the same as playing against others, the possibilities are exciting.
A couple questions about the game system:
- When a player loses life because of Yuuka, does she draw first or does that player draw first?
- When Scarlet Weather Rhapsody is active and the Spring effect is activated, what happens if the player to the right has no cards left?
- Sakuya's The World states that "the current turn ends immediately". Does that mean that the player targeted by Sakuya cannot defend himself, or does his turn end after he uses a card to avoid or cancel The World? Does the player take his discard step?
- Can Alice choose to discard a Power card when she is hit, activating her Spell Card if she hadn't done it during her turn?
- Players whose turns are skipped are obviously still affected by Incidents like Saigyou Ayakashi, but if such a player finds himself with more cards than his hand maximum before his skipped turn has come, does he have to discard and bring his hand back to normal?
And when is the new version coming out already?
-
A couple questions about the game system:
- When a player loses life because of Yuuka, does she draw first or does that player draw first?
- When Scarlet Weather Rhapsody is active and the Spring effect is activated, what happens if the player to the right has no cards left?
- Sakuya's The World states that "the current turn ends immediately". Does that mean that the player targeted by Sakuya cannot defend himself, or does his turn end after he uses a card to avoid or cancel The World? Does the player take his discard step?
- Can Alice choose to discard a Power card when she is hit, activating her Spell Card if she hadn't done it during her turn?
- Players whose turns are skipped are obviously still affected by Incidents like Saigyou Ayakashi, but if such a player finds himself with more cards than his hand maximum before his skipped turn has come, does he have to discard and bring his hand back to normal?
No official response, but I think I can answer most of these questions, too. ^^
? Well, except for the first one. We tend to not really care about who draws first, but I would assume that Yuuka's ability kicks in first. Back when Marisa could still steal cards from your hand, we usually activated her passive first as well, so she wouldn't be able to draw the new card the hurt person just got.
? If a person has no hand cards, then too bad for the person needing to switch with them. You exchange hand cards no matter what, even if the hand is empty.
? Defending yourself is reactionary, and as such, it really does not matter whether you defend yourself during your turn or during someone else's. But the attacked person can defend themselves. You can even bomb cancel it, canceling Sakuya's effect of ending the turn. [So by that logic, defending yourself should be during your own turn, but again, as far as I know, it doesn't really matter.]
Regarding the discard step, we usually do discard, since it says end and not skip like with Cirno's Spell Card or Meiling's passive.
? Alice's spell is an Action, so she can only use it during her own turn. If Alice gets hit by a reaction type attack during her own turn, then it doesn't really matter, because Alice holds on to her Power-Ups if she gets hit anyway.
? Fun Fact: Players who skip their turn are actually not affected by incidents, as they skip the entirety of their turn (even Meiling, since the "start of the turn" happens before the "incident step"). That is one huge strategy behind playing Meiling: Skipping your turn when you might otherwise die to Lily White or Saigyou Ayakashi Blooming late in the game.
Regarding the hand size, we've been playing it that e.g. if Meiling skips her turn and ends up with more cards than her max hand size, she has to discard down after the next player's turn ends [I don't know which version of the rules you have, but in the latest version, you discard down to your max hand size at any player's end of the turn, not just your own], as Meiling skipped her own "end of the turn" step. (Remember, the entire turn is skipped).
Then again, we've been house-ruling some stuff, so if Moogs thinks some of our choices weren't what was intended, he'll probably correct me on what I've been writing here.
But that's how the regulars have been ruling these things.
Hope I could help! ^^
-
NCS is correct about everything except triggered ability order. In the above example the defender draws first, and old Marisa would have stolen that card.
If you want to play the unstable version and are willing to accept the things that come with that, head to the steam group.
http://steamcommunity.com/groups/DanmakuTTS
-
Oh my, what do I find in my dA message box today, but Danmaku!! fanart?!
http://shadowncs.deviantart.com/art/Lily-DEATH-523567093
NCS is awesome
-
S҉̯̜͙P͙̗RI̝͜I̯͡I̲̟̟̼̦̯͇Ḭ̖̜̣̖̲̀I̜̹̼̜̲I̤̙͖I̤͙͙̜̩͇͡ͅN͖̱̬̕G͍̭̖̟̥̳
-
Thanks for the reply, NCS.
I think Moogs will be pleased to hear that I've tested the game with a dozen or so people that know nothing or practically nothing about Touhou, and that they loved it. Congratulations!
By the way, one spectator who knew a bit about Touhou asked where Flandre was. Will she be joining the roster in an expansion? I think I read somewhere that you're planning to add a dozen or something characters to the game, but I can't remember well.
-
Woot! That's awesome to hear Big Fairy.
Currenlty planned are the Mobs and EX expansions. Each expansion adds a special deck as well as several playable characters. Mobs focuses on 1-2 stage bosses, and EX focuses on Final and EX bosses. Flandre is likely to appear in the EX expansion.
-
A Kappa's religion.
Artist: Ibuki (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=49605897)
Spiritual Attack is a new card in Danmaku?s latest version. It is another method of activating your spell card alongside Bomb. Unlike Bomb though it does not allow you to cancel attacks or spell cards. This allows the game to have more spellcard activations without disrupting game balance with too many counters, because Danmaku!! is most fun when you get to use your spell card!
(http://danmaku.mysteryparfait.com/wp-content/uploads/spiritualkappa-280x210.jpg) (http://danmaku.mysteryparfait.com/wp-content/uploads/spiritualkappa.jpg)
(http://danmaku.mysteryparfait.com/wp-content/uploads/SPIRITUAL-ATTACK.jpg)
-
What will be the ratio between Spiritual Attacks and Bombs? A big part of Remilia's spell was that it couldn't be cancelled by other Bomb cards, but by reducing everybody's ability to cancel, I'm curious about what will happen to Remilia's popularity.
At the very least, Remilia's guaranteed damage won't feel as unique, since more spells will be thrown about without more cards to cancel them?
-
Equal Spiritual Attacks and Bombs, 4 each.
There's also a weaker Spear the Gungnir called Laser Shot, it's a Danmaku card that cannot be avoided, only cancelled.
On the defense side, Supernatural Border is now 50% evasion but you lose it like a Power if you get hit. And you can still avoid the attack portion of Spell Cards with Graze even if you can't avoid the effect.
-
A Kappa's religion.
man, the internet has ruined that word for me :derp:
-
When the religious leaders were arguing in SoPM was easily the worst moment for me. "You're all so annoying, shut up!"
Also I like the word "Cucumberism"
-
On the defense side, Supernatural Border is now 50% evasion but you lose it like a Power if you get hit. And you can still avoid the attack portion of Spell Cards with Graze even if you can't avoid the effect.
50%? Like a coin flip? Imo it is usually a bad move to put luck-based elements in game based on strategy. From experience 50 translates to either "never" or "always"
-
50%? Like a coin flip? Imo it is usually a bad move to put luck-based elements in game based on strategy. From experience 50 translates to either "never" or "always"
I do wish people would stop thinking of Danmaku as a super serious thing. The RNG is completely intentional.
OH MY MADOKA, IT'S SPRING!
Ninamo brings Lily White to Danmaku!!, and Lily White brings SPRING!! to everyone! You can find Ninamo's deviantArt page here http://ninamo-chan.deviantart.com/ (http://ninamo-chan.deviantart.com/). She's got lots of Touhou and Love Live art to check out!
[img width= height= alt=SPRING!" width="280" height="210" class="size-medium wp-image-801]http://danmaku.mysteryparfait.com/wp-content/uploads/48706188_p0_master1200-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/48706188_p0_master1200.jpg)
[img width= height= alt="Lily is Judgement" - Carrot" width="214" height="300" class="size-medium wp-image-803]http://danmaku.mysteryparfait.com/wp-content/uploads/lilywhitecard-214x300.png[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/lilywhitecard.png)
SPRING!!!!!
-
Once you've lost a game by only receiving damage from Lily White, you realize quickly that this game is just a game to have some good time with your friends. (That round was really amazing.)
Seriously, though, the entire incident deck with its randomness and game-changing factor should be evidence enough that this game isn't serious, IMO.
Although I have to agree on the "50% means always or never" part. But that's the fun of the game. Sometimes your border fails, and sometimes the border always works for your enemies. :D
-
I do wish people would stop thinking of Danmaku as a super serious thing. The RNG is completely intentional.
that's fair to think, but not everyone is so casual with games, even with good intentions. Mario Party is a game that ruins friendships, after all. Some people just naturally see competition in everything. (i admit to being this, in fact)
-
that's fair to think, but not everyone is so casual with games, even with good intentions. Mario Party is a game that ruins friendships, after all. Some people just naturally see competition in everything. (i admit to being this, in fact)
Fortunately as a doujin work we get to make the game we want to make, which is not No Items, Fox Only, Final Destination.
-
:/
I'm not saying you have to appeal to competitive gamers, I'm just saying adding random chance to a particular character's spellcard isn't the best design choice, random chance tends to lead to frustration because it's unreliable. The whole card-drawing aspect notwithstanding, since that's the core of the game.
You don't have to get super-defensive over this, cripes. It's just a nitpick. I'm not asking you to make your game the new Magic The Gathering here, I'm just pointing out what I consider a design flaw.
-
Supernatural Border isn't a player's spell. It's a permanent card that anyone can draw.
Because there's no penalty associated with having it, it's a nice bonus when it procs and "oh well, guess I have to play a Graze like I normally would" when it doesn't.
-
oh? Eh... I thought it was a spellcard. I guess that isn't such a big deal to nitpick on then.
-
(http://i.imgur.com/CxiIQLr.jpg) (http://i.imgur.com/CEz9nFO.jpg)
^ The card in question
To be fair it used to be a 25% chance, which it was often forgotten. Forgetting it it less common now, especially since avoiding attacks triggers Remilia & Yukari's Passives.
Question though: When you Copy Melee, does the "effect" count as a card you can cancel?
-
It took me a while to realize what you were asking, but yes Zhelot.
I'll see about normalizing the language for copying cards.
-
Since when was there a melee card? In the last version that was up/the version for TTS, there wasn't such a card. I didn't even think any of the "new" cards or anything were downloadable or up anywhere. At least they aren't on the main site.
EDIT: Oh, because the stuff was all released for the Steam group (looking at it now), but... not announced here. I think it would have been a good idea to post the follow-up to the teaser in the thread, not just the teaser and then the actual content behind said teaser elsewhere. I honestly thought that when the teaser was posted, there was going to be a follow-up, and then there... wasn't.
-
Actually, I think it's been in there the whole time. Atleast the beta version I have had it in it.
-
I checked the version I have, which is the first TTS version back when it was first released (which is also a slightly updated version of the original print-and-play), and Melee's not in there. Safe to say it was recently added, probably in that version released in the Steam group a couple weeks back.
-
Were there multiple versions of the box set? That was the beta tester I was referring to, and had a chuckle over that card.
-
As far as I know, the print-and-play on the website had two versions, both before the major roles update. It was the second version of the print-and-play used for the original TTS file.
Speaking of the roles update, I took a look at them, and I think expanding the roles and making them able to be thrown in randomly like that makes for more varied games, and perhaps for better role-based mindgames. I'm looking forward to giving it a go with my friends. :V
-
The steam group version is basically an "unstable" version I've been testing with the players there. We've been waiting to update the main site until the rulebook and a bunch of other stuff is finished. It's taken too long and I apologise for that but the delays have been beyond our control.
Personally I feel like doing the unstable release was a bit of a mistake, as without a formalized up-to-date rulebook it's lead to endless questions :\
It did allow us to collect a lot of valuable data though.
Anyway, I ask for everyone's patience as we get everything sorted. If you want to send feedback for the new version, contact@mysteryparfait.com is the team email.
-
Delays happen, can't do much about them. My only advice about this is that if you tease something in the thread, I guess try to follow up on it unless there is a very good reason not to? I actually was excited at the roles post a few weeks ago, then I figured maybe you forgot about it or something, only to find all of the stuff related to that was posted on the Steam group a good week or two after the teaser, which I can only imagine was due to said delays (and I only found that all today because I'm not a member of the group). Otherwise I dunno, I've never run a project like this myself, so I can only imagine the amount of work that's being put into it on all aspects, gameplay-related or no.
Other than that, though, I'm glad that things are progressing with the artwork (in terms of having it all done and everything) and getting the non-gameplay parts worked on too, so hey, keep up the good work, sorry if anything I've said's negative. ^^;
-
Oops, didn't realize I was supposed to keep the unstable steam version on the DL, I will say running & playing the unstable version has been a lot of fun, and has been a good opportunity to put the rubber to the road with different play-styles and familiarity with game syntax. Plus you get free QA, I mean you often have to pay for that sort of thing =).
-
Oh no it's fine to share and such.
I would like you to not call it the Steam version though, as that can lead to bad misunderstandings.
Aren't there companies that charge to be in the beta? I should do that!
-
Would there happen to be print and play version of the unstable version? I'd like to try this out but in a physical setting with my friends and all.
I'm just -mostly- sure of all the rule changes after looking through the cards, but I can redirect more questions to you as always, right?
-
Would there happen to be print and play version of the unstable version? I'd like to try this out but in a physical setting with my friends and all.
I'm just -mostly- sure of all the rule changes after looking through the cards, but I can redirect more questions to you as always, right?
I'm doing something for a friend right now so I can't make pdfs but I have the individual card files. If you can print a 3x3 grid they should work just as well.
danmaku.mysteryparfait.com/download/danmaku-unstable-327.zip (http://danmaku.mysteryparfait.com/download/danmaku-unstable-327.zip)
How to use the new Roles: Pull the roles that have a number less than or equal to the number of players you have. Put these roles into 4 face down piles based on color, and draw the appropriate number of roles for each color.
Example 5 player game:
Pull out:
Gold - Heroine
Green - Partner x 2, and EX Midboss
Red - Stage Boss x 3, Anti-Heroine, Final Boss, and Challenger
Blue - EX Boss and Phantom Boss
In a 5 player game you have 1 Gold, 1 Green, 2 Red, and 1 Blue role. So you would randomly draw from each of those piles to get the roles you will play with.
Clarifications:
Draw 2 for defeating a role unless it says otherwise.
Blue Roles may reveal on their turn.
The True Phantom Boss may ignore incidents effects at will.
-
I think I should apologize for nitpicking earlier when I didn't understand what I was really nitpicking over, I thought it was a literal coinflip. I actually do like the whole seasons mechanic on the cards, actually.
-
Sorry for snapping at you. I get a lot of knee-jerk criticism from the "no rng ever" crowd and I lost my patience, doesn't make it right to take it out on you.
-
My opinion on RNG in the past has always been "the faster the game is, the more RNG it's allowed to have". Bang! and by extension Danmaku! are relatively long games typically, more because of the social dynamic than any actual mechanical reasons.
That said, the RNG in them is not very high, relatively. Card draw is a thing, but there are a lot of all of the important cards and the powerful one-ofs have to be played visibly, which means the social dynamics balance them (play an artifact and watch everyone gang up).
The cards with actual RNG mechanics outside of card draw are fairly weak and rare, so they don't matter too much. Lily White is the worst offender, but she creates so many wacky outcomes and stories that everyone loves her and she has to stay.
-
Aww, that was really heart warming to see you guys make up like that. :)
I think the discussion about the false dichotomy of Casual/Hardcore and Danmaku!!'s place on the depth/complexity spectrum IS important, and I'd like to have that discussion once I've processed the thoughts of friends & acquaintances on the matter.
For the moment I want to post something more trite that I gave my word to provide, and that's a tier listing of the unstable version of Danmaku on Steam. I would like to start that this is entirely my opinion from hosting this version twice weekly for a couple of months now, and while I may have some experience with gaming (Touhou, MtG, excetra) I am by no mean an expert on the matter, nor am I the perceptive of it of people I know, BUT I feel like some good can come of this experience and so I present to you: dem teirs.
A forward, I'm going to reference concepts such as 'card advantage' and virtual 'cards' while I can't really do those concepts justice myself, there is plenty or reading material out there on the subject (for example: http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/lo/286)
You can find the character images here: (http://i.imgur.com/jebVhkk.jpg)
Tier 0, Insane (Extremely Powerful): Eirin Yagokoro
Tier 1, VERY Good (Powerful abilities that can get even better): Reimu, Reisen, Remilia, Sakuya, Youmu
Tier 2 (Solid, get a lot more powerful with luck): Alice, Keine, Patchouli, Tenshi, Satori
Tier 2.5 (Oddballs): Aya, Meiling
Tier 3 (Luck Dependent): Byakuren, Cirno, Marisa, Nitori, Sanae, Yukari,
Tier 4 (Weak, very situational abilities and/or lack of synergy between abilities): Futo, Suika, Yuuka
Tier 5 (Does very little): Miko, Utsuho
Eirin: While her passive isn't all that impressive, her Spell Card's ability to turn 4 cards into 7 is card advantage alchemy bordering madness, coupled with an ally and you've got a duo that can easily face 3 opponents. [That's Spiritual Attack/Bomb + 3 random cards -> 1 Shoot (the attack) + 3 Life (each takes 1 card from an opponent to remove & nets you a card from swing draw)]
Reimu: Her passive allows you to get damage through very easily, add a power or stopwatch and you have some nasty damage output that put players down quick when you want to. Add on a Spell Card that gives you control over what you're most afraid of (Shoots, Bombs, 1-Ups, & Tempest are all solid options, Graze doesn't help you as much, but can allow an ally next in turn order to finish one or 2 players off), and you've got yourself a powerhouse.
Reisen: Her passive can often generate a free 'card' which is really nice. Her Spell Card is a huge turn around, (If you consider the average spell card to be 3 'cards', then a successful copy is deny an opponent 3 cards and generating 3 for yourself, which is nuts, but more conditional than you might assume, please consider the card advantage less if you're forced to discard these cards due to being unable to play them, or if you're canceling cards that would be used against an opponent.) though due to it's reaction speed it can be played around to an extent, but this has the advantage of being a nice deterrent for using Spell Cards against you.
Remilia: Her passive and Spell Card do not respect range, which is huge (and is why Yukari is much lower). Her passive generates some great card advantage and works quite well as an intimidation factor (each graze replaces itself and denies resources from your opponent, that's a 2 for 1, PLUS you can get even more from having a Supernatural Border). Her Spell Card is ends players, respects nothing (range, avoidance, & cancels) and can often net you an opportunistic kill, generating loot (another 2 cards!). Probably the best of this bunch.
Sakuya: +2 Danmaku/Round is very powerful (artifact level even) and lets you dish out damage quickly, your biggest restriction being range at that point, which is easy enough to get around (Power, Mini-Hakkero, Laser Shot, Melee), if you're lucky enough to draw a Stopwatch you can often kill a player on your own with a deluge of Danmaku. Her Spell Card looks situational, but due to the nature of the game and your passive, if they're unable to use all their attacks you usually come out ahead in any damage race.
Youmu: "Yo dog we put a shoot in your shoot so you could wreck face while you wreck face" Yes you need 2 targets, so she may not shine as brightly as a Stage boss, but if she's one of the many roles with multiple obvious enemies, they need to watch out, because it doesn't take much for her to lay on the hurt. Her Spell Card is just more damage, hell the infinite range is just icing off of the cake of wrecking your enemies, it doens't take much for Youmu to put out 6 damage in 1 turn (Spiritual Attack/Bomb + Shoot + Power/Melee/Stopwatch)
Alice: Being able to build up power & hold onto your Supernatural Border through damage is really nice, but leaves you a great target for Borrow & Seal Away. Basically Alice gets better the longer players leaver her alone, however her Spell Card has the tendency to annoy players and attract aggro, and since it's non targeted it's harder to politic with it, though in the late game it can dish out some nice hits.
Keine: For a passive that's easily forgotten, card selection is no joke in Danmaku, and when it's remembered it's quite good, maybe not as good as generating free cards, but good. Her Spell Card on the other hand gives her an unprecedented amount of control over the game, stopping inopportune tempests, 1-Up uses and action Spell Cards with a damage on top of it is great value, and can often stop tide turners
Patchouli: A large hand is powerful & intimidating. Patchouli needs to time her major plays before Tempests to really keep ahead, as a smaller hand can be blown past by characters who can generate card advantage. Her Spell Card is IMO standard fare, a grimoire (Sutra Scroll in older versions) stapled onto a shoot for 3 'cards'. With only 2 1-Ups (Beer in older versions) in the deck she's not particularly busted, but if you play with 3 or 4 she becomes much more powerful as she has the ability to draw into them more easily than most other characters.
Tenshi: Like Patchouli Tenshi draws a lot of cards, and like Patchouli this can be intimidating to other players. Unlike Patchouli she doesn't have as strong of an early game, though her Spell Card is substantially better (Chalenge + Grimoire, avoids graze/border/distance even if you fail you take cards from them & draw 2 more!). Also like Patchouli she gets a lot better the more 1-Ups are in the deck, as she also can draw into them, and then draw even more cards!
Satori: The best Spell Card in the game, but it's more situational than you might think, largely due to currently being unable to use defeated character's Spell Cards, so as the game goes on you will have less & less options. Her passive is situationally useful (Seeing if Remilia or Yukari have grazes in hand, and being able to out a player unable to defend themselves), but unfortunately it's also easily forgotten.
Aya: Highly dependent on having Danmaku cards. Luckily this is the most common type of card in the deck (32/80) unluckily without them she does very little. Canceling Laser Shots and Reimu's Shoots is quite good, plus her Spell Card has the effect of being a draw 2 or better 2/3rds of the time. What makes her slightly awkward it that your offensive resource is the same as your primary defensive resource, each shoot spent attacking someone is a potential life point saved for yourself or your ally, and these decisions can make a substantial difference.
Meiling: I'm Biased, 1st she's my fav Touhou, 2nd I really like her wonky playstyle. Speaking of Such skipping a turn to draw 2 more cards is not as bad as it sounds. Early game it gives you card selection while staying out of the political intrigue, late game it allows you to gain card advantage AND dodge incidents that can be potentially deadly (Fairies & Trees). Her Spell Card kind of Synergizes with her passive, allowing you to attack when you're turn has been skipped, ignoring range. However, you can often end up discarding due to already filling your hand to max, or being unable to finish someone off on your turn because your bomb is reactive. Play Meiling smart and you will do well.
Byakuren: Like Aya you need Danamaku, unlike Aya you need to know your target and wait for them to attack while still having other means of protecting yourself if they attack you. Her Spell Card is powerful especially the range, but due to the prevalence of cards & Spell Cards that ignore range (Laser Shot, Melee, Last Word, and to a lesser extent Mini-Hakkero for example) poping it does not make her as safe as she used to be.
Cirno: Funny passive, though just because the person you target is 2 distance from you doesn't mean they can't get revenge relatively easily. Her Spell Card is good, denying someone both 2 cards and the ability to play actions & items before they discard from Swing draw or tempest is powerful, but players tend to HATE skipping turns, so don't be surprised if you are murdered quickly solely for picking Cirno. Also she's the most common target of Capture Spell Card, freezing her so she doesn't freeze others.
Marisa: Man that passive looks good, and it is... when you get through, when they have an item left after they discard a power-up. It's not impossible to get your hands on items through her passive but it's harder than it looks. Her Spell Card does have synergy in this regard, though it's almost surprising how the players with items to lose are much more willing to expend cancels or grazes on your attacks over others.
Nitori: Main distance isn't what it used to be, not that she's bad, especially since you can't have both focuses, so your max distance is +3 (passive, focus, stopwatch), though she faces the same problem as Byakuren in that regard. Her Spell Card is situaltionally very useful but lacks the power of characters higher up on this list.
Sanae: Giving cards to allies is big game, and preventing swing draw or the person after you from getting really good cards isn't bad either, there's some synergy with Lilly White and SWR incidents too. Her Spell card is this all or nothing role of the dice that sometimes gets grazed, sometimes does 1 damage and sometimes just kills someone (look for people with cards in hand that haven't had a power/stopwatch for 2+ turns). The only problem her is that none of her abilities can reliably give YOU card advantage, so it's best to make friends, & quick.
Yukari: Another graze focused character, but Yukari is range dependent, which is a big deal when the players wailing on you are out of range due to items/positioning/abilities. ON the plus side your passive is a good deterrent for the players next to you, often wanting to be (temporary) friends on the bad side this may make it so you don't have any good targets for your passive. Her Spell Card takes a card from hand, which is best right after a tempest, when players haven't played their best cards yet, otherwise you often net another graze. Lastly her Spell Card also respects range so make sure to hold onto a way to extend it.
Futo: Her passive isn't bad but requires that you've built up a board presence unmolested (that means dodging Borrows, Seal Aways & Worldy Desires as you can do nothing about those) which is a lot easier said than done. Her Spell Card can be very good IF you've got an ally whose hand is comparatively low, as you can't switch your own sometimes the hand switching effect doesn't do much of anything.
Suika: Her passive is fair (2 cards for 2 cards), especially since you have the option of discarding items in play, the problem is this is only good when you would otherwise need to discard, which is rare outside of the early game (where you often have max life anyways). Empty hands lead to taking damage and losing your life again, though this effect is useful against life loss incidents like Lilly White & the tree. Her Spell Card has 3 modes, everyone is in range, everyone is out of range (barring Mini-Hakkero), and everyone with less range bonus than you is boned. Personally I favor the later, as putting everyone out of range means you can't attack with the card, and isn't going to give you enough time to heal up. Putting everyone in range can work but it can also backfire spectacularly.
Yuuka: Wow she looks so much better at 1st glance than she is. Her passive looks great, and is... when you actually can hit someone (like Marisa easier said than done, especially when they're more careful of you). Her biggest problem is her Spell Card works against her passive (Tempest + Shoot). Any extra cards drawn before your Spell Card Activation get discarded, and the attack from the spell card and her subsequent attacks have to get through her opponents fresh hands! Though if you can get your hands on a Sutra-Scroll that's living the dream, just don't expect to hold onto it.
Miko: So the thing about Miko's ability is you can only get your free Spell Card activation once all card & ability effects have resolved, no playing a Voile as your last card, no activation during tempest, you need a legitimately empty hand, the problem being is that her Spell Card is not very good ([new] Party + Shoot) means everyone gets a card, everyone knows what your only card is, and you have to give a card to the player your attacking (Graze to block it, a shoot to hit you back with, or something even better). If you have more enemies than allies (which is usually) then you're actually generating card DISADVNATAGE whenever you play her spell card. Consider playing Miko's current incarnation Lunatic Mode.
Utsuho: She looks like she does things, but she really doesn't. I've noticed that in all the time that Overdrive has come and gone through the games I've played I can count the times people have paid life for their spell card on 1 hand, and that's for Spell Cards that are a LOT better than Utusho's. IMO Utusho's Spell Card is worth 1.5 'cards' (1/2 of the 3 average I mentioned earlier) it's worth 1 card if grazed/canceled and 2 cards if it hits or grazed by a different player. In the best case scenario you can pay a life in place of a Spiritual Attack/Bomb (1/10th of the deck) to finish someone off, but often in damage race situations you won't have the life to pay OR their hands are full enough that a graze is likely.
In conclusion I'm not saying the game isn't fun or that perfect balance is the ultimate goal or anything concrete like that, just that some characters lead to a better time than others. I hope this information is useful to you Danmakers new and old.
-
Well, after writing a lot and adding some points to Zhelot's (admitteldy great) analysis, my post got eaten by my Browser. Oh joy.
I'll try to write most of my points again, although I'll keep myself short(er) this time.
Eirin: While her passive isn't all that impressive, her Spell Card's ability to turn 4 cards into 7 is card advantage alchemy bordering madness, coupled with an ally and you've got a duo that can easily face 3 opponents. [That's Spiritual Attack/Bomb + 3 random cards -> 1 Shoot (the attack) + 3 Life (each takes 1 card from an opponent to remove & nets you a card from swing draw)]
Completely agreeing here, but you still shouldn't underestimate the power of Eirin's passive. Although it would be limited to certain roles (Partner) or situations, being able to defend someone else from dying is nothing to sneeze at. (Especially if her Spell Card actually worked together with that passive).
Sakuya: +2 Danmaku/Round is very powerful (artifact level even) and lets you dish out damage quickly, your biggest restriction being range at that point, which is easy enough to get around (Power, Mini-Hakkero, Laser Shot, Melee), if you're lucky enough to draw a Stopwatch you can often kill a player on your own with a deluge of Danmaku. Her Spell Card looks situational, but due to the nature of the game and your passive, if they're unable to use all their attacks you usually come out ahead in any damage race.
One big problem with Sakuya though is that you need the Danmaku to be effective. If you can't get any more Danmaku cards after a (first) bloodbath, you will likely find yourself to be the target of a lot of angry people. And you Spell Card can only safe you so much, especially since any reaction type Spell Card can be countered with another Bomb.
Sill, Sakukya is definitely one of the better characters.
Youmu: [...] she may not shine as brightly as a Stage boss, [...]
Well, she can still target any player she suspects to be the Partner in that case. ^^
Alice: Being able to build up power & hold onto your Supernatural Border through damage is really nice, but leaves you a great target for Borrow & Seal Away. Basically Alice gets better the longer players leaver her alone, however her Spell Card has the tendency to annoy players and attract aggro, and since it's non targeted it's harder to politic with it, though in the late game it can dish out some nice hits.
Personally, I think Alice is only really good as the Heroine, as otherwise, people just tend to take away her Items because they are afraid of what she will do with them. And since Alice's Spell Card can be really easily avoided, as Danmaku cards are so common, her Spell Card really lacks some killing power, making her weaker than you might think.
I'd actually rank her lower than Byakuren and Yukari, since those two, while also situational, can at least turn around a situation with their passives, while Alice can't really do that (as easily) IMO.
I think there was another point I had, but I forget. ^^;
Patchouli: A large hand is powerful & intimidating. [...]
Which sadly makes Patchouli mostly really great at the beginning of the game and after Tempests. However, with more people in the game, since the deck is reshuffled so often, it makes fiklling her hand via Tempests rather easy, but the less people there are, the worse Patchouli becomes, until in the late game, when there are barely cards in your hand anyway, Patchouli becomes an average character. But at least it's fairly easy to get into the late game with her.
Tenshi: Like Patchouli Tenshi draws a lot of cards, and like Patchouli this can be intimidating to other players. [...]
It's kind of funny how Tenshi is almost the exact opposite of Patchouli, as Tenshi becomes stronger during the late game. Since she gets 2 cards for being hit, she tends to have a fuller hand than most other characters, and with her Spell card, she can almost guaranteed damage someone in the end game, when hand cards are limited.
Actually, now I want to know who'd win in a direct 1v1 match up, Patchouli or Tenshi...
Aya: [...] What makes her slightly awkward it that your offensive resource is the same as your primary defensive resource, each shoot spent attacking someone is a potential life point saved for yourself or your ally, and these decisions can make a substantial difference.
I don't find this that much of an awkward situation, as you can easily Graze as long as you have Grazes (or discard those in favor of Shoots if you have too many cards), and only start using Shoots when it's really necessary, like during the endgame. And by that point, if you don't defend yourself, you're dead anyway, so might as well use your Shoots for something.
And the fact that you can (rather easily) get more Shoots with Aya's (new) Spell Card, and since you can use Shoots to protect other player's, Aya is a really great character for me.
Meiling: I'm Biased, 1st she's my fav Touhou, 2nd I really like her wonky playstyle. Speaking of Such skipping a turn to draw 2 more cards is not as bad as it sounds. Early game it gives you card selection while staying out of the political intrigue, late game it allows you to gain card advantage AND dodge incidents that can be potentially deadly (Fairies & Trees). Her Spell Card kind of Synergizes with her passive, allowing you to attack when you're turn has been skipped, ignoring range. However, you can often end up discarding due to already filling your hand to max, or being unable to finish someone off on your turn because your bomb is reactive. Play Meiling smart and you will do well.
The problem with Meiling, though, is that her skipping her turn is rather situational. True, you can dodge incidents with that, and during a 1v1 match during the endgame, you can get a lot of valuable cards. But as soon as you find yourself in a situation where you have more enemies than friends, even if you have more life than both enemies combined, you'll have a hard time with Meiling. And since her Spell Card can only counter, but not cancel any incoming attacks, that makes Meiling a little difficult as well.
She's not bad, but not great either. But she is definitely more balanced than one might at first think.
Byakuren: Like Aya you need Danamaku, unlike Aya you need to know your target and wait for them to attack while still having other means of protecting yourself if they attack you. [...]
Byakuren seems like a really powerful character because of her passive at first, until you realize that, if you attack everybody, you'll only make some powerful enemies for yourself. And if you focus your fire on one person, they#ll just focus their fire on you as well (provided that they can hit you).
But Byakuren can still do some nice work as the Heroine, since she can deal out equal damage early on, and during the end game, she can just attack the attacker back, giving her some little advantage over her opponents.
Still, Byakuren seems better at first than she ultimately is.
Cirno: Funny passive, though just because the person you target is 2 distance from you doesn't mean they can't get revenge relatively easily. Her Spell Card is good, denying someone both 2 cards and the ability to play actions & items before they discard from Swing draw or tempest is powerful, but players tend to HATE skipping turns, so don't be surprised if you are murdered quickly solely for picking Cirno. Also she's the most common target of Capture Spell Card, freezing her so she doesn't freeze others.
A nice character to have some with with because of her passive, but as you said, you tend to not get a chance to really make use of it because Cirno tends to be the first one to be frozen by her own Spell card. [Seriously, Cirno's passive shouls state that she cannot be frozen by her own Spell Card. xD; ]
Marisa: Man that passive looks good, and it is... when you get through, when they have an item left after they discard a power-up. It's not impossible to get your hands on items through her passive but it's harder than it looks. Her Spell Card does have synergy in this regard, though it's almost surprising how the players with items to lose are much more willing to expend cancels or grazes on your attacks over others.
Don't forget that Marisa got worse now that the Supernatural Border activated 50% of the time rather than 25%, and even if you hit, the Border WILL go away (even if the hit person has some Powers, they'd rather get rid of the Border than giving it to you). So yeah, Marisa isn't what she used to be.
And it doesn't help that Marisa's Spell Card makes her the perfect pick for EX Boss, a reckless Heroine or the Anti-Heroine, so if you pick her while not being the Heroine, you'll get mercilessly targeted by everyone (or at least the Heroine, as it#s unlikely that you're the Partner).
But I'd still consider her to be on terms with Alice.
Yukari: Another graze focused character, but Yukari is range dependent, which is a big deal when the players wailing on you are out of range due to items/positioning/abilities. ON the plus side your passive is a good deterrent for the players next to you, often wanting to be (temporary) friends on the bad side this may make it so you don't have any good targets for your passive. Her Spell Card takes a card from hand, which is best right after a tempest, when players haven't played their best cards yet, otherwise you often net another graze. Lastly her Spell Card also respects range so make sure to hold onto a way to extend it.
At least Yukari got a little better with Supernatural Border activating more often now. Although, because of that, it is usually Sealed Away of Borrowed immediately.
Her Spell Card is also really good in the endgame, when you just need to dish out some more damage to your opponent. Taking away a Graze isn't that bad in such a situation. ^^
Miko: So the thing about Miko's ability is you can only get your free Spell Card activation once all card & ability effects have resolved, no playing a Voile as your last card, no activation during tempest, you need a legitimately empty hand, the problem being is that her Spell Card is not very good ([new] Party + Shoot) means everyone gets a card, everyone knows what your only card is, and you have to give a card to the player your attacking (Graze to block it, a shoot to hit you back with, or something even better). If you have more enemies than allies (which is usually) then you're actually generating card DISADVNATAGE whenever you play her spell card. Consider playing Miko's current incarnation Lunatic Mode.
At least you might be able to convince people to pity you and get spared for a while. Although, even if you get to the end, you're probably going to die just because you can't really keep up with other characters' passives and Spell Cards.
I hope I could provide some interesting points (or at least some nice additions) to what Zhelot wrote. Although I think I mostly agreed. xD
-
Sorry your commentary got eaten by the browser, I end up writing longer posts on notepad for that reason.
I think everything you said, NCS, is valid, though I do have to add an addendum in supporting my Alice & Sakuya rankings.
So in my experience a lot of the late game often comes down to a damage race situation, 2v1 is common, being able to use every card you draw often makes the difference. While Defensive items are nothing to scoff at, I find that the player able to use the most Danmaku in those situations comes out ahead, and Alice and Sakuya are the most resistant to being cut off from that precious 2 Danmaku uses/turn. I mean it turns an awful but common draw of 2 shoots into a great draw.
-
This is all really valuable. Thank you.
If someone has more comments like this we really want to hear them.
-
Danmaku!! regrets
Moogs: When Suika takes damage, put a 1/1 Suika-chan counter into play
Carrot: lol
Moogs: She's a slime
Moogs: Sake Slime
Carrot: Is there some way to make that work in our rules?
Moogs: Not without a lot of extra state
For once I'm awake when Carrot is. Also I think I have a sinus infection.
-
Danmaku!! regrets
Moogs: When Suika takes damage, put a 1/1 Suika-chan counter into play
Carrot: lol
Moogs: She's a slime
Moogs: Sake Slime
Carrot: Is there some way to make that work in our rules?
Moogs: Not without a lot of extra state
For once I'm awake when Carrot is. Also I think I have a sinus infection.
"Each time you are successfully attacked, gain a Suika-Chan Counter.
You may use an additional Danmaku use per round for each Suika-Chan Counter you have.
If a player would attack you they may remove a Suika-Chan counter instead.
This replaces the attack so it cannot be avoided."
-
Sorry to hear you've got a sinus infection, that sucks. By the way, I also had some MORE RULES CLARIFICATION QUESTIONS (Avoiding attacks edition):
(http://i.imgur.com/ZA4DHAQ.jpg) (http://i.imgur.com/kidRU3N.jpg)
Remilia: Does her ability activate if she grazes for someone else? What if someone else grazes for her?
(http://i.imgur.com/PoP2JI3.jpg)
Yukari: Same thing
(http://i.imgur.com/MHExdIf.jpg)
Futo: Can she avoid an attack aimed at someone else?
Flavor-fully it would fit that Remilia's only works for attacks aimed at her, while Yukari can redirect any attack, but someone pushing her out of the way doesn't count.
Mechanically, "to play this on the behalf on another character" is kinda vague maybe "to avoid an attack FOR them" or "so that they avoid the attack" kinda locks you in one way or another, but you can always change one of them to "When an attack that would hit you is avoided" or even "When you avoid an attack that would hit you" if you want to only have the ability count for grazes coming at you.
Another option is to say "avoid an attack that would hit you" "avoid an attack that would hit another player" so that the possession of the avoiding action is differentiated from the effect.
Final invasive design thought, Remi's passive may be less brutal card advantage wise, if she drew a card every time she avoid an attack instead of stealing one.
-
We've been working on the changes for the next version, which includes a lot of character edits based on feedback here and elsewhere, and will include decisions on the above. We also did our taxes x_x
Final invasive design thought, Remi's passive may be less brutal card advantage wise, if she drew a card every time she avoid an attack instead of stealing one.
I was surprised when you weren't there when I dropped in on Sunday. I mentioned that this is happening to Remi. Excepting Yukari, we're removing all hand disruption from the base set.
-
I was surprised when you weren't there when I dropped in on Sunday. I mentioned that this is happening to Remi. Excepting Yukari, we're removing all hand disruption from the base set.
I'm glad it was noted that I wasn't there, and that makes sense. If you're trying to build a 'lighter' feeling experience, it's probably best to weed out feel bad moments (like getting your cards ripped from you hand), while focusing on simple feel good experiences.
if there's time and interest this Sunday I'd like to test some character balancing of my own (trying to being everyone in my evaluation to the tier 1-3 range) and a proof of concept for Resurrection, aided by some community members, submitted for your discernment:
(http://i.imgur.com/CM0cDKS.png) (http://i.imgur.com/OncGz0H.png)
-
Hi, I've been playing Danmaku for the last few months with my friends at my university (anywhere from 5-7 people every time we've played), and recently we've been trying out the unstable card set and if it's cool, I'd like to state some impressions on the new card set stuff so far.
Deck Cards:
My friends and I LOVE the new Melee card. It's hectic and really speeds up the pace of the game. Yukari interacts with melee incredibly strongly; it's really sad for the person to her left!
The new Kourindou card and Voile change are also really nice; it's really cool to be able to chain Voile into Lily White (and it also somewhat alleviates the crazy 5 card draw that seems to happen all the time from SSS+Voile).
At first I was a bit nervous about losing challenges and Fairy Wave since they were one of the few cards that outright guaranteed life loss, but with Melee and Laser Shot, it seems like the games are overall progressing faster than they did before.
The new Seal Away seems to not be well liked among the group I play with; the stipulation that you must attack a player that you use seal away on (or use it on someone else and lose a potential attack) makes it the go-to card to discard, with most people more preferring to use the card either to shoot someone further away or to discard at the end of turns. The fact that there are much fewer defensive cards than there used to be relative to the attacking cards (Shoot+SA+Bomb+Seal Away+Melee+LW vs. Graze+Bomb+SB) means that power cards are not usually kept for too long,
which makes the seal away card even less appealing as a use for your danmaku limit.
The ability to take cards off the field is definitely necessary, but it feels like (at least, so far) it's more reliable just to borrow the items away or just shoot the guy (since most of the items are also power-ups) instead. Of course, we've only played around 4-5 games with the new set, it might just find its niche later.
The new Supernatural is *really* good, especially since (as far as we understand the rules) you can discard other items before it. A 50% protection is crazy good, especially when you can graze afterwards! I suppose that seal away could be very effective in shutting it down, but since you have to be in range to get the shoot out of it, it seems like (so far) most people are just using it when it's on hand rather than on behalf of other people.
With all the cards that now ignore range, focus (and Nitori) seem to have lost a lot of their appeal, especially in the former's case since it has to compete with SB. It seems like if you play a focus, everyone (rightfully so) throws you as a target for melee's and laser shots, which kind of makes the card a trade off between protection from shoots (most attacks) vs. aggro.
---------------------
Incidents:
Great Fairy Wars is great. I think it's a great move to move Fairy wave to an incident. : )
The new crisis of faith works well with the new role cards, though I personally kinda enjoyed the old one simply for the funny mind games when a partner switches with the heroine and they pretend to shoot each other :p
I'm so glad Impossible Requests is gone, I liked it for what it was but it was definitely a game slower, especially when it was drawn first turn.
----
Characters:
Youmu is really, really strong now, with the ability to double attack with both melee and Laser shot from any range (!); if Youmu is a partner or anti-heroine/challenger, you can outright murder people with her crazy burst. Of course, she get's aggroed really hard but it's definitely interesting trying to manage two melees at the same time.
I'm not sure about Marisa, simply because I'm not sure if she takes items before or after they would be removed from life loss-- if it's after,then she's much weaker than she was before, because the only items she can take are....focus and artifacts, both of which you can only have one of each type of.
Miko also seems really weak, with spiritual attacks and defense items (can you play a focus to remove a focus of your own from the field?) in the deck, oftentimes there's no way you can empty your hand enough to use her passive, and on top of that, if your hand is empty you're probably about to have a bad time.
---
Roles:
It seems like Anti-heroine is super hard mode. It's like playing Ex Boss, except you have no true allies and you can't pretend to be a partner (eg. grazing/healing heroine), etc without stabbing your future prospects in the foot. The Ex-Boss before (and especially now) had it easier since he could pretend to be a partner until there were 2-3 people left, but for the anti-heroine, every stage boss you kill sets your end goal back, and if the partner dies early then your game is over, too, since the heroine will no doubt die early or the Ex boss will reveal and now the Heroine knows you're a boss, too and he has no lasting motivation to keep you alive. It seems too based on chance to win as anti-heroine, which is fun in its own right but harsh if someone's new to the game.
The new EX boss cards are really cool. We like it a lot!
The heroine punishment on partner death thing really forces the heroine to hang back for most of the game, because if you attack early and you're wrong, then the game is basically over, since anyone you attack is likely gonna get ganked by the rest of the players, and since there's no difference between who kills the partner...even the buffed Ex boss can't save you in 6 player from the likely stage boss+final boss mix actively swinging to kill you while you have two cards in hand.
We have a question about the EX Midboss-- if the ex boss dies, what exactly happens to the ex midboss? Do they instantly lose too, or are they still in the game but unable to win at this point?
We're still trying the stuff out, but that's our basic impression so far. I hope it's helpful, keep up the good work!
-
I'm glad it was noted that I wasn't there, and that makes sense. If you're trying to build a 'lighter' feeling experience, it's probably best to weed out feel bad moments (like getting your cards ripped from you hand), while focusing on simple feel good experiences.
if there's time and interest this Sunday I'd like to test some character balancing of my own (trying to being everyone in my evaluation to the tier 1-3 range) and a proof of concept for Resurrection, aided by some community members, submitted for your discernment:
(http://i.imgur.com/CM0cDKS.png) (http://i.imgur.com/OncGz0H.png)
Trust me, you not being there is always noticed. Because then, I have one target less to just indiscriminately target whenever I want. ;)
The Part-Time Maid looks really sweet!
I especially like the "Hollow Loyalty" and "Low Wages" titles. I don't know why, but I just find those amusing. (Probably because that's how I envision the fairy maids in the SDM to be like. Having hollow loyalty and getting paid in food ans shelter only. ^^ )
But speaking of the Part-Time Maid, there's a huge potential of that role completely unbalancing the game. After all, spending one 1Up to hire a defeated player, you basically get up to 3 damage tanked (assuming the maid got two grazes), or even more if the maid survives a round.
Also, by making the 1Up only resurrect and prevent death, this card is useless during the first half of the game, when no player has died yet. (Of course, right now they're useless if you have full health as well, but at least that doesn't last as long as no one having died.) And since 1Up is too good of a card to just let go to waste, I fear that this card just takes up space for quite a long time.
But I guess we'll see how your modifications work out once we test them. ^^
Hi, I've been playing Danmaku for the last few months with my friends at my university (anywhere from 5-7 people every time we've played), and recently we've been trying out the unstable card set and if it's cool, I'd like to state some impressions on the new card set stuff so far.
Nice to see some new faces around here. You really need to join the games on Steam/ TableTop Simulator at Sundays if you can. ^^
Youmu is really, really strong now, with the ability to double attack with both melee and Laser shot from any range (!); if Youmu is a partner or anti-heroine/challenger, you can outright murder people with her crazy burst. Of course, she get's aggroed really hard but it's definitely interesting trying to manage two melees at the same time.
If I'm not mistaken, Youmu only gets another attack; so she won't duplicate a Melee with her ability. Still, if she gets targeted by a Melee, being able to hit one player with the copied Melee and another one with a free attack is still a scary thought. ^^
I'm not sure about Marisa, simply because I'm not sure if she takes items before or after they would be removed from life loss-- if it's after,then she's much weaker than she was before, because the only items she can take are....focus and artifacts, both of which you can only have one of each type of.
Marisa gets to draw afterwards, so her ability is pretty much useless, yeah. Especially seeing how hard it is to hit people if they really don't want you to get one of your items. It almoist feels as if players keep their Grazes just for Marisa... >.>
Miko also seems really weak, with spiritual attacks and defense items (can you play a focus to remove a focus of your own from the field?) in the deck, oftentimes there's no way you can empty your hand enough to use her passive, and on top of that, if your hand is empty you're probably about to have a bad time.
True, Miko is generally considered the weakest character (and thus never picked other than for lols). And I'd say you can replace an equipped Focus with one from your hand, as that's the same as when replacing a Mini Hakkero for a Stopwatch or something like that (or a Focus for a Supernatural Border). It doesn't matter that the played card is the same type as the one being replaced. The rules just stated that you can't have two shields at a time. ^^
Roles:
It seems like Anti-heroine is super hard mode. It's like playing Ex Boss, except you have no true allies and you can't pretend to be a partner (eg. grazing/healing heroine), etc without stabbing your future prospects in the foot. The Ex-Boss before (and especially now) had it easier since he could pretend to be a partner until there were 2-3 people left, but for the anti-heroine, every stage boss you kill sets your end goal back, and if the partner dies early then your game is over, too, since the heroine will no doubt die early or the Ex boss will reveal and now the Heroine knows you're a boss, too and he has no lasting motivation to keep you alive. It seems too based on chance to win as anti-heroine, which is fun in its own right but harsh if someone's new to the game.
I agree with you to a point. Everyone not attacking the heroine currently is an ally to some extend. So if you attack one of the bosses as the Anti-Heroine, even if it's obvious you are one, the Heroine might spare you for now (depending on the player being the Heroine), seeing that you currently need to keep her alive, and thus, you are one person tipping the scale in the favor of the heroine, which is always a nice thought for her.
That said, yes, the Anti-Heroine is clearly the most difficult role. Whoever has to play that role needs a ton of luck to win the game.
The heroine punishment on partner death thing really forces the heroine to hang back for most of the game,
With our games, if it's not clear who is who, the heroine just tries to bring all players on an equal level health wise, and only targets the one who has targeted her before. That way, the heroine often times stays at a high HP level, while everyone else slowly but steadily gets closer to death. And then, even if one of the partners dies, the rest of the players is so weak already while the heroine is still close to/ at max HP, that even the loss of cards won't matter much. So much for the theory, but if you have an aggressive set of Bosses, or if something else goes wrong, this strategy might not work out as well as it could.
Long story short, our heroines tend to be rather active and still have a decent win chance (unless Crisis of Faith appears. And it does. A lot. xD )
We have a question about the EX Midboss-- if the ex boss dies, what exactly happens to the ex midboss? Do they instantly lose too, or are they still in the game but unable to win at this point?
We play it that the EX Midboss just needs to defeat all the bosses and then the heroine. If the Extra Boss is dead, oh well. Doesn't matter. They get the chance to avenge their master, that's fine enough. ;)
-
AeroReborn, looks like NCS answered all you questions, but welcome regardless!
But speaking of the Part-Time Maid, there's a huge potential of that role completely unbalancing the game. After all, spending one 1Up to hire a defeated player, you basically get up to 3 damage tanked (assuming the maid got two grazes), or even more if the maid survives a round.
Also, by making the 1Up only resurrect and prevent death, this card is useless during the first half of the game, when no player has died yet. (Of course, right now they're useless if you have full health as well, but at least that doesn't last as long as no one having died.) And since 1Up is too good of a card to just let go to waste, I fear that this card just takes up space for quite a long time.
I'm glad you like the Flavor, which was really all Onge's idea. As for unbalancing the game, yes this is definitely a potential, though I think you may be overlooking 2 things:
1) in a significant # of our games people die early (round 1-2) then deaths drop off after hand's deplete and players enter "top deck mode" (to use a MTG term). The key idea behind this is to address the issue of one or 2 players sitting there for upwards of an hour waiting for the next game.
2) This role does NOT need to be defeated for anyone's victory condition, and Hollow Loyalty incentivises players to target their bosses to "loot" their servants.
Taking this in mind to get an "extra life" from hiring a fallen player, their 2 cards need to consist of atleast 1 Bomb, 1UP, or a graze/shoot combination, pulling up the trusty Hypergeometric Calculator (http://stattrek.com/online-calculator/hypergeometric.aspx), we can get an idea of what the odds of that are.
Assuming the only card in the discard pile is the 1-UP you just played and everyone else's hand is empty(worst case scenario). The odds of the PTM drawing 1 Bomb or the other 1-UP is approx 12.0% while the odds of drawing 2 of those 5 is approx 0.3%. Drawing 1 graze (12/79) + 1 Danmaku card (30/78) is approx 5.8% combined you have a grand possibility of 18.1% this is of course at the cost of the guaranteed 1 life from holding onto the 1-UP for personal use
In a different hypothetical board-state, where all item are in play or in someone's hand and everything else is in the battle deck (66 cards remaining 13 items + the 1-UP) you're looking at 14.2% for 1 of the 5, 0.5% for both of the 5 and 8.4% (12/66)*(30/65) for a total of 23.1%.
Testing will illuminate, but I'm feeling pretty confident that this doesn't break everything.
-
As for unbalancing the game, yes this is definitely a potential, though I think you may be overlooking 2 things:
1) in a significant # of our games people die early (round 1-2) then deaths drop off after hand's deplete and players enter "top deck mode" (to use a MTG term). The key idea behind this is to address the issue of one or 2 players sitting there for upwards of an hour waiting for the next game.
It's not so much that I forgot about that, it's more like this wasn't part of the unbalancing I was talking about. I was mostly talking about the role unbalancing, but true, people dying early and having to watch the others play for a long time really needs some fix.
2) This role does NOT need to be defeated for anyone's victory condition, and Hollow Loyalty incentivises players to target their bosses to "loot" their servants.
Okay, I didn't think about that, though. For some reason, I only thought of the possibility of the reviver still having, like, 3 or 4 life, which would mean taking them out would just take too long. But during the late game, when everyone is low on health, I guess taking out the reviver is also a good option, true.
[Maths and Statistics]
Testing will illuminate, but I'm feeling pretty confident that this doesn't break everything.
You know way too much about the amount of each card type, don't you. xD
Let's hope it won't break everything. ^^
I'm looking forward to testing this with you!
-
New version tonight.
Preview :
Remi no longer steals just draws.
Miko becomes boss again, backroom negotiations are a thing
Futo gets tanky (ship girl?)
Reimu gets categorized
Marisa becomes a master thief
Eirin gets a child proof lid
Nitori tinkers
Suika becomes a ninja
Yuuka gets brutal
Meiling finds out Patchy is her father
Cirno is no longer Dan
-
... man, I just printed and cut out the previously new version.
In a pengdood way, the only thing to do now is "Wait and see"!
-
I'll make an errata deck when I do the tts export. It's mostly character changes
-
New version tonight.
Preview :
Remi no longer steals just draws.
Miko becomes boss again, backroom negotiations are a thing
Futo gets tanky (ship girl?)
Reimu gets categorized
Marisa becomes a master thief
Eirin gets a child proof lid
Nitori tinkers
Suika becomes a ninja
Yuuka gets brutal
Meiling finds out Patchy is her father
Cirno is no longer Dan
Ooh speculation fuel:
Nitori: Once per round, on your turn you may discard an item to reveal cards from the top of the battle deck until you reveal an item card, put it into play and put the other revealed cards into the discard pile.
Suika: When you play a Danmaku but before it resolves you may choose to replace it with another card from your hand. You do not get the Danmaku use back. (Wow Ninjusu doesn't translate well to Danmaku!)
Meiling: Now never has to discard due to beyond max hand-size? Meiling's restriction on napping twice in a row is removed!? Meiling's Spell card can only be used against every even danmaku? (Hype gotten)
Reimu's Spell Card: Choose a consonant, all cards containing that letter cannot be played until your next turn.
...Yeah all of my ideas here are terrible, but part of me want's to play a Meiling that could potentially draw the entire battle deck.
-
New version tonight.
Preview :
Remi no longer steals just draws.
Miko becomes boss again, backroom negotiations are a thing
Futo gets tanky (ship girl?)
Reimu gets categorized
Marisa becomes a master thief
Eirin gets a child proof lid
Nitori tinkers
Suika becomes a ninja
Yuuka gets brutal
Meiling finds out Patchy is her father
Cirno is no longer Dan
I'm so looking forward to playing with these changes. Especially seeing a usable Miko again will be a nice thing. ^^
Patchouli: Remilia never told you what happened to your father.
Meiling: She told me enough! She told me you killed him!
Patchouli: No... I AM you father!
... you better not cut her arm off, though.
And wait, a Cirno who's no longer Dan Hibiki?! I'm REALLY looking forward to that adorable badass! :D
Although I never really considered Cirno to be weak. Rather, I saw her as TOO GOOD, in the sense that everybody was afraid of her Spell Card so that everybody instantly stole it and froze her instead. Then again, such a meta game weakness CAN be considered as a weakness, huh. ^^;
-
I may fall asleep before Carrot finishes his edits, will bring Danmaku RC3 to you as soon as I can...
-
Double posting because I can't figure out how to delete an entire post. ???
Danmaku 4-18 (Not quite grazing it) has been released.
PDFs:
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large.pdf)
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck.pdf)
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large-BW.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large-BW.pdf)
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck-BW.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck-BW.pdf)
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Errata418.pdf (http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Errata418.pdf)
TTS:
http://danmaku.mysteryparfait.com/download/danmaku418/tts/Danmaku418-Save.zip (http://danmaku.mysteryparfait.com/download/danmaku418/tts/Danmaku418-Save.zip)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck1.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck1.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck2.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck2.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck-back.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck-back.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/characters.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/characters.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/character-back.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/character-back.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/roles.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/roles.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/role-back.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/role-back.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/incidents.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/incidents.jpg)
http://danmaku.mysteryparfait.com/download/danmaku418/tts/incident-back.jpg (http://danmaku.mysteryparfait.com/download/danmaku418/tts/incident-back.jpg)
Changelog:
- Several characters gained secondary passives to help them out
- Remilia nerfed, now only draws instead of steals
- Marisa steals regardless of whether or not she hits!
- Okuu can also discard Invocation cards to draw 2
- Meiling's max hand size is 7 on other player's turns
- Futo gained Alice's "No discard powerups" as well
- Miko can just give cards to another player once per turn
- Party cards are now distributed secretly, Miko's bomb too
- Satori gained a 25% evasion, making her the hardest to play base character. Carrot wanted to unlimit her mind reading but it slows the game too much.
- Reimu now bans categories, and they're listed on her card to help noobs.
- Any dodge card counts against Reimu's passive (There's still only one kind in the base set, but this is future proofing)
- Suika has +1 Range, and +1 Distance at 1 life
- Nitori still has +1 Distance, but can also discard an Item to draw 1 card. Not a good deal but it helps
- Cirno has +2 Range now, she retains her blind spot and vulnerability to her own bomb.
- Eirin's bomb now just heals any one player for 2. That's still a lot by the card advantage rubrik but it's not as spikey.
- Yuuka lost her Tempest bomb, her bomb now negates avoiding her attacks that turn.
- Trashing a card via Seal Away is now optional
- Carrot got sick of 4 player games sucking and is working on an alternate game mode. The game now officially supports 5+ players only until he works that out
- Carrot confirmed there are supposed to be 4 1ups
- Anti-Heroine now only needs to kill 1 stage boss then the Heroine
- Finally got the TPB's Incident ignoring on the card
-
Changelog:
- Several characters gained secondary passives to help them out
- Remilia nerfed, now only draws instead of steals
- Marisa steals regardless of whether or not she hits!
- Okuu can also discard Invocation cards to draw 2
- Meiling's max hand size is 7 on other player's turns
- Futo gained Alice's "No discard powerups" as well
- Miko can just give cards to another player once per turn
- Party cards are now distributed secretly, Miko's bomb too
- Satori gained a 25% evasion, making her the hardest to play base character. Carrot wanted to unlimit her mind reading but it slows the game too much.
- Reimu now bans categories, and they're listed on her card to help noobs.
- Any dodge card counts against Reimu's passive (There's still only one kind in the base set, but this is future proofing)
- Suika has +1 Range, and +1 Distance at 1 life
- Nitori still has +1 Distance, but can also discard an Item to draw 1 card. Not a good deal but it helps
- Cirno has +2 Range now, she retains her blind spot and vulnerability to her own bomb.
- Eirin's bomb now just heals any one player for 2. That's still a lot by the card advantage rubrik but it's not as spikey.
- Yuuka lost her Tempest bomb, her bomb now negates avoiding her attacks that turn.
- Trashing a card via Seal Away is now optional
- Carrot got sick of 4 player games sucking and is working on an alternate game mode. The game now officially supports 5+ players only until he works that out
- Carrot confirmed there are supposed to be 4 1ups
Wow, Cirno having +2 range now is awesome and frightning for her player at the same time. I can imagine that she will get attacked a lot more by people being afraid of her bomb now that she has a high chance of attacking anyone she wants (outside the people rigt next to her).
Reimu now banning types of cards instead of specific ones really helps out new time players who don't know all the different card names yet, so that's really neat. And powerful. xD
One question: If Reimu bans Invocation type cards, are Bombs completely banned or just their Invocation part? (I would assume the latter, but you never know).
Meiling's passive new ability finally makes it really useful to skip a turn, even (especially?) early on. I like it!
I also like how Suika's passive of +1 Range plays into her Spell Card now.
Suika: Gotta crank up the distance to 2, so no one can hit me without discarding or powers! But _I_ can attack everyone! Mwahahah!
Cirno: :>
Suika: Ah, crud!
Yuuka indeed has become brutal. That passive and active ability synergy is really frightening.
I think she's become a Sakuya 2.0 in the making. >.>
But I like it! :D
Also, I have the bad feeling that everyone will now target Marisa just so she won't get the chance to steal stuff with her Master Spark...
OH MY GOD! That Master Spark is really frightening now!!!
... You might want to do something about Satori's new ability, though. If she has a Supernatural Border equipped, she has a 75% chance of evasion. I don't know if this was intentional or not, but if it wasn't, then that's brutally powerful.
(Then again, Borrows and Seal Aways are a thing. And so is Master thief Marisa.)
... oh, I only just realized that you probably need to draw another card to test if her passive activates, rather than one card for both passive and Supernatural Border. Still, that would make it a... I've never been good at probability. xD;
[I think it's a 62.5% chance? Still kind of powerful, especially since you can STILL graze to keep your Border.]
Miko: Here, have my Spiritual Attack Card.
Futo: Why?
Miko: Fufufu, now, that my hand is empty... Secret Treasure "Armillary Sphere of Ikaruga-dera"!
Futo: ^^;
Eirin still seems powerful, but at least she can't heal herself to max from only 1 HP anymore. But now she doesn't need to discard anymore, either, so we'll need to see if she's still God-Tier or not.
I can imagine that 4-player games are still kinda wonky. I hope Carrot will find an interesting game mode! ^^
I'm still missing my Challenges, though. :(
-
It's a 62.5% chance if she has a Supernatural Border, yes. Satori was basically stealth nerfed by everyone getting more passive-bomb synergy, which she doesn't get. Carrot considered her a C-lister
As for banning split cards, I'm going to say it only bans half the card.
-
"Character Changes"
It's a 62.5% chance if she has a Supernatural Border, yes. Satori was basically stealth nerfed by everyone getting more passive-bomb synergy, which she doesn't get. Carrot considered her a C-lister
As for banning split cards, I'm going to say it only bans half the card.
Sorry to be the resident rules lawer, I like a lot of the changes here, i also have some concerns, we'll see how founded or unfounded they are in testing.
Rules clarifications:
Marisa: if here attack is canceled does her ability still trigger? (wording in comparison to other card games would imply it would still trigger.)
Futo: can she graze for others with her passive?
Yukari/Remilia: Do their abilities trigger when they graze for others, what if others graze for them?
Satori: is there a set order to which gets activated 1st (passive or border)? I foresee a lot of flips without declarations.
I love Utusho's & Meiling's new passive, I like Suika's synergy & how Cirno's passive provides a benefit. Though I worry even more range nerfs focus even harder. Eirin's Spell card still seems insane to me, much better than patchouli's anyways, but I expect the new god tier on the block to be Yuuka, that's some nutty synergy. I like how Reimu doesn't breeze past barriers anymore. I like Satori's new passive (I kinda had that pegged for Nitori tbh, you know optical camo n such instead of distance.)
Looking forward to trying these out!
Edit: oh hey the text box for passives & spell cards is contiguous, looks good!
-
Marisa doesn't trigger when canceled.
When you play a card on behalf of another player like a graze, that player is the one who avoids the attack, so if you have a passive that triggers on avoid do so when others graze for you but not when you graze for others.
Futo does not cancel attacks she avoids them, and her passive says nothing about helping others so she can't.
It doesn't matter as long as you're consistent. I would do item first.
-
BS that happened this week
1. I broke my laptop
2. I'm currently in the hospital for what is likely appendicitis, I'm waiting on my cat scan to make sure
Assume no updates for a week or two
Edit: help me, Eirin!
-
Ooof that sounds bad. I wish you a the best of luck and a nice recovery.
-
Okay not appendicitis but an old people stomach disease. I have to stay at the hospital for a few days fur observation
-
Oh dear, well best of luck recovering and I'd like to think this won't be too serious health wise
Getting stuck in a hospital is probably lonely since company can't stay over for too long (not to mention boring since your stuck there)
Hopefully it'll be a speedy process getting back home with your fam, where you belong
Best wishes for ya' moog
-
Thanks for the well wishes you guys.
It is extremely boring. But I get to end my 2 day fast now! I'm stupidly excited about that
-
Thanks for the well wishes you guys.
It is extremely boring. But I get to end my 2 day fast now! I'm stupidly excited about that
I wish you a speedy recovery, and fasts suck, I hope you don't have to take a laxative afterwards.
More rules clarification questions (Stack edition):
So as I understand it, Responses go on "the stack (http://mtgsalvation.gamepedia.com/Stack)" and resolve BEFORE the effect they are responding too. In the case of Meiling & Byakuren, they get to deal damage to a player before their initial damage resolves. So what happens when either one of those abilities Kill a player before their attack resolves? Does the attack still deal damage (aka Mutually Assured Destruction), or do all of defeated players effects immediately get removed from the game (ala MTG)?
Question 2: If a player starts their turn with 1 power in play, procedes to play 2 shoots, loses a life and therefore the power, but then draws into another power (via a swing draw or maybe just holding it in hand), and plays it, is that player able to play another shoot?
Put another way, do players count their danmaku used that turn and then compare that number to the extra uses they have available in play? Or does each item/ability give you extra danmaku uses individually (probably the solution easier to keep track of)?
Lastly, you had submitted the following Stage rules for testing, to mixed feedback (if anyone else reading wants to test this please leave your own feedback):
(http://i.imgur.com/akl9UDY.png)
I compiled some suggestions and made an alternate version if anyone wants to test with that as well:
(http://i.imgur.com/j9IEi05.jpg)
-
Sorry to hear about you being hospitalized, Moogs, but it sounds like you're doing okayish, so that's good, at least. ^^;
Lastly, you had submitted the following Stage rules for testing, to mixed feedback (if anyone else reading wants to test this please leave your own feedback):
(http://i.imgur.com/akl9UDY.png)
I compiled some suggestions and made an alternate version if anyone wants to test with that as well:
(http://i.imgur.com/j9IEi05.jpg)
So... what does this mean, exactly? Like what does stage progression actually do, and what does it mean for minimum health, maximum health, and distance?
-
So... what does this mean, exactly? Like what does stage progression actually do, and what does it mean for minimum health, maximum health, and distance?
The idea is that too many players are dieing on the first round/before they even get a turn, and stalemates are never fun. Stage Progression is basically each round (from the heroine's perspective) the minimum heath of players goes down, and then the maximum health of players goes down, along with players getting closer to each other to prevent players turtling. (Even though distance is starting to become less relevant with things that straight up ignoring it.)
It's still a work in progress, if it is even an idea that could be used.
-
Why would the maximum health of players go down, though? Wouldn't that mean everyone gets reduced to close to zero HP if they didn't get hurt at all? I don't know, I get the minimum health thing, but the maximum health thing seems a bit silly. It's like basically saying "well everyone now has one HP and can be offed easily" once the game has gone on a certain amount. I understand it would make for shorter games but it sort of makes health... trivial? Maybe?
EDIT: Or rather... would the current HP of a player, if their maximum HP goes down, be forced down with the maximum HP, or would it be sort of like a broken limit, in the sense that it cannot go up any further, but it's not reduced because of the max HP reduction? I'm thinking of like Labyrinth of Touhou where Eirin can "overheal" and break people's maximum HP, but cannot necessarily heal more than that. Or in terms of this game itself, if someone has 4 HP (as their max), then it gets to the round where max HP goes down by 1, that player would still have 4 HP, but if they go down to 3 HP, they cannot get back up to 4 HP due to the max HP going down. Or... something.
-
Why would the maximum health of players go down, though? Wouldn't that mean everyone gets reduced to close to zero HP if they didn't get hurt at all? I don't know, I get the minimum health thing, but the maximum health thing seems a bit silly. It's like basically saying "well everyone now has one HP and can be offed easily" once the game has gone on a certain amount. I understand it would make for shorter games but it sort of makes health... trivial? Maybe?
EDIT: Or rather... would the current HP of a player, if their maximum HP goes down, be forced down with the maximum HP, or would it be sort of like a broken limit, in the sense that it cannot go up any further, but it's not reduced because of the max HP reduction? I'm thinking of like Labyrinth of Touhou where Eirin can "overheal" and break people's maximum HP, but cannot necessarily heal more than that. Or in terms of this game itself, if someone has 4 HP (as their max), then it gets to the round where max HP goes down by 1, that player would still have 4 HP, but if they go down to 3 HP, they cannot get back up to 4 HP due to the max HP going down. Or... something.
Currently, the way this is handled, current HP goes down together with max HP. The reason is that (with 4 1-UP cards), games would go on forever because everyone would heal themselves, and if you had a character like Eirin, who can heal herself to max really easily, she couldn't be killed during the endgame as long as she could activate her Spell card every once in a while.
To be fair, this mechanic shouldn't be introduced to solve the problem of having too many 1-UP cards in the deck (and neither Eirin's broken bomb), but there are probably also other reasons (that I can't think of right now) of why there is a max life cap.
I personally prefer the overhealing as well, but as things currently are, your current life cannot be more than your max life.
-
Hrrm... yeah, I dunno, I think the max HP reduction as the game goes on does not really fix much with that whole situation. I dunno, I mean again, I understand that it's meant to rectify long game times, but if the issue is healing, why not rebalance healing instead of forcing low HP totals? I dunno, it just doesn't sit well. Plus does it really make sense for everyone's maximum HP to just sharply drop as time goes on?
Here's personally what I would recommend if you wanted to keep the whole max HP reduction thing. Do not reduce current life along with maximum HP, just make it so that you cannot restore above that much. That way people don't just lose life randomly because oh hey the game is going on too long, but it also mitigates the power of healing. That's how I would do it, at least. I dunno, I haven't been in any of the Steam group games, but this is a serious suggestion to try out, because the way it works is akin to people taking damage from time, which... makes no sense.
-
Hello. This is Carrot, the other half of Mysery Parfait. Usually I let Moogs handle the forum stuff, but this response is going to be lengthy enough and he's out sick so I figure I would crawl out of my cave and type it up myself.
The Stack
Danmaku!! does not use the stack, in Magic: The Gathering sense. Instead, Danmaku is broken down into actions and reactions. Instead, Danmaku!! uses The Queue.
The Queue
Really, Danmkau!! should be a lot simpler than Magic: the Gathering. We don't want that level barrier-of-entry for players. The general rule of thumb is to just play cards and respond in the order that they come up. However, we recognize that you can get into some situations where order of play matters and players want some sort of ruling on how to resolve the cards. Allow me to take a first cut at describing the way actions should be resolved in Danmaku!!
The basic premise is that when a card is played, the entirety of the card text is executed. Players play responses, and these responses happen in the order played, after the execution of the card completes. Each of these responses card are then executed in entirety, and any responses to those cards get added to the end of the queue.
Steps of Card Resolution:
- Announce card
- Reveal card
- Declare targets
- Allow responses (Cancel effects)
- For each effect:
- Check targets
- Perform effect
- Allow responses
- Resolve responses
- Clean up action
[/list]
Announce card or ability
The player whose turn it is is called the current player. They have the option to play a card or invoke an ability. They also choose when to progress from one step of their turn to the next. All abilities that can be used on another player's turn are generated in response to an event.
The current player chooses an Action card to play, such as Shoot!, or an ability such as the ability to activate your Spell Card using the Mini-Hakkero. If it is a card from their hand, they place it on the table so that others can see it.
As part of playing it, they declare any targets required on the card. This is any time that a card refers to "a player" or "another player" and not "you" on the card. Some effects refer to the chosen players. These cannot be changed once the card is declared.
Targets do not necessarily need to be legal before the card is played. For instance, Byakuren's spell card gives her +5 Range and +5 Distance. She can use this, and attack a player who then becomes in range.
Allow responses (Cancel effects)
Starting with the current player and going in play order, players may play a response to the card being played. This will generally be written in the form "Play/Activate as another player plays a _____ card."
Most cards and abilities of this type allow the player to Cancel the card or ability being played. If this happens, then the card that is being canceled skips all effects and moves straight to the "resolve responses" step.
If a card has more effects in addition to the cancel effect (such as Reisen's Spell Card), these get added to the Queue.
Perform effects
For each effect on a card, you perform the effect in the order listed. An effect is a block of text written on the card that states an action to perform, separated by vertical padding. This does not include reminder text in italics, or text that defines a condition to use the card, or text that defines when the card can be played for reaction cards, or text that describes alternate costs or play modes, such as the ability on Graze! to play the card on behalf of other players, or the ability on Shoot! to increase the range of the attack. Multiple sentences together may be part of the same effect. For instance, "Choose a player. That player gains 1 life," is a single same effect. Most Spell Cards provide two effects, an initial effect like "Draw 2 cards," and then a second effect of "Attack a player in range."
Check targets
At the start of the effect, check to see if the targets are legal. For instance, if a target must be "in range," check the attacker's total Range against the total Distance to that target. These numbers can change between the time the card was announced and the time the effect is checked, depending on other effects previously executed. A card might have been played in response to another card, but by the time that card got executed, a target may no longer be legal.
Perform effect
Then, the actions listed on the effect are performed. This could be drawing cards, attacking a player, etc. Note that a player is not defeated even if they are at 0 health at this point.
Allow responses
If a player has a Reaction that can be played in response to when an effect is performed, they may play that response now. The effects of the response are not performed yet, but the card or ability gets added to the end of the queue. If multiple people have responses, add them in play order. If one of these responses cancels or avoids an attack, that part of the effect is enacted immediately. Any additional effects are added to the queue.
At this point the next effect listed on the card is performed, and so forth until all effects on the card are performed.
Resolve responses
Any cards played in response to the card or its effects now are resolved in the order they were played. They use the same steps for resolution, so a response may generate additional responses, which get added to the end of the queue.
Clean up action
Once all responses are resolved, the action is then complete. All cards are placed in the discard pile in the order they were played, with the initial card on the bottom. At this point, and only at this point are life totals checked. In other words, you can keep shooting and shooting in response, but a player will not die until all responses are finished. This makes it possible for a double-KO. At this point 1Up cards can be played to save a person who would otherwise be defeated.
Shortcutting and Rewinding
It's important to note that players will usually bypass this process and instead move to an abridged version. It's recommended to not use the above resolution system unless absolutely necessary. Instead the rule of thumb for quick play is to shortcut and rewind when a conflict occurs.
Example:
Patchouli uses her spell card to draw two cards and attack Yukari.
Yukari plays a Graze! card in response.
Reisen says she uses her own spell card to cancel Patchouli's spell card.
At this point, you would rewind to before Patchouli draws the cards or attacks Yukari. Yukari takes back her Graze! card, and Patchouli puts back the cards she drew.
If you want to avoid a case like this from happening, you can stop after playing a card and ask everyone, "does anyone want to cancel this?" If nobody chooses to cancel the spell card, then the chance is gone and players can no longer "retroactively" cancel it. Progress with the responses in a similar way.
If multiple people try play Graze! cards for the same person (on behalf of that person, for instance), then allow them to decide between themselves who is playing the Graze!, and the other player takes back their Graze! card (and Shoot! cards if played on another's behalf).
Let me know if there are any specific questions and I will try to answer them.
-
Thanks Carrot,
I think I got it, you've answered the 4 major questions I've had about Danmaku!! under the hood: That targets are declared upon playing the card, that canceling takes priority over reactions, and that "The Queue" is an [almost] first in, first out vs "The Stack" which is first in, last out, and that players survive until The Queue empties.
I'm guessing the hit to 0 is what determines who gets loot? (Or can Byakuren last hit someone post Reisen/Meiling's Spell Card for loot?)
Validon98,
My understanding was that the intent behind the stage progression system was to speed up larger games (7+ players) and to prevent people from being offed 1st round and then twiddling their thumbs for the rest of said long game.
Does it work? Kinda?
It does keep people from dying 1st round. Though players that end up at the minimum life often find themselves in trouble to be eliminated soon. It seems to be a solid strategy to do nothing aggressive in the early game to avoid making enemies and prepare to clean up those that got dropped down early. Though as a result of both the above, the Heroine is rarely attacked in the early game and has a greater advantage picking off targets while at full health in the mid game.
My experience has been once the end game (2-3 players) has been reached distance is already not much of a factor so the penalties to distance end up hosing any defensive strategy.
On the plus side (for some folks at least) the dropping maximum health makes it so as the game wears eventually all players are in reach of killing each other, making no one out of reach, however this has the unfortunate side effect of making turn order from the heroine even more important.
Frankly, more testing and opinions would be welcome. ^^
-
Get well soon Moogs. Good thing it's not appendicitis because that can be dangerous and quite painful.
These new and improved cards of version 4-18 look great. I was honestly a bit worried that the update would maybe break the old game system which I liked, but it looks like it's made it even better. Hopefully in a few days I'll be able to test them IRL.
A bit surprised about the change that Crisis of Faith underwent. Did the old effect end up being too problematic?
Okuu seems to have become better, but I still feel she lacks something. Would it be imbalanced if she had something like the attack provided by her Spell Card attack requiring 2 Dodge cards to be avoided? Did you consider something like this?
Eirin indeed used to be way too powerful, or at least annoying (a game that would have ended 15mins in went on for a whole 3 hours because of her once). She seems to have become much more balanced now, but would you guys here prefer her Spell Card to be nerfed into providing only +1 HP instead of +2?
As a side note, conflicted about Beer becoming 1UP. Now on one hand, Beer was humorous and reminiscent of Age of Ethanols... but on the other hand, embarrassing situations in which Byakuren uses Beer to heal are now avoided :D
-
While it wasn't appendicitis or an ulcer, I had an inflamed intestine and possibly a small hole, there was a danger of me going septic. I'm on a ton of antibiotics; it's nuclear winter in my system right now. It's...extremely frustrating to be this weak and have this short list of foods I can eat for the near future. But I'm long past tired of griping about it.
CoF confused people with its "Danmaku Election" mechanic, so we just made it instant. It's something I fought for a long time but eventually it became clear there was no other way.
This is today's errata release for the trouble characters:
http://danmaku.mysteryparfait.com/download/danmaku418/tts/ErrataPita5.jpg
Yuuka's bomb now attacks all.
Marisa got a complete rewrite, check her out.
Tenshi gained some independence from 1up cards, since her spell card is the only one with a downside.
Okuu got her new passive rolled into her bomb, trading utility for a triple attack.
Eirin's bomb is now Omiki/Cheers and heals herself and another for 1.
I finally feel like we're homing in on a final version after the big rewrite, and as you saw above, Carrot is writing the new manual.
Edit: I'm editing the first post as well. I think this is setting some people's notifiers off so I wanted to let you know what was happening.
-
"This attack deals 1 damage, plus 1 damage for each PowerUp card you have in play.
Whoa. That makes Marisa reeeal dangerous. I so have to try that out at my next opportunity.
Tenshi's new Spell Card is...interesting. It seems to take a bit of the gamble of Challenge away, which isn't a bad thing, really.
Interesting seeing Okuu going with multi attacks. Wanna see how that plays out.
(Also, nice to see that you're getting better, Moogs.)
-
Got around to playing a couple games with the new version, have some questions and observations:
- Can Melee's effect be copied after the player avoids its attack?
Is the card's effect copied only towards the attacker? It doesn't seem very logical if instead of turning into an exchange of blows between 2 players it rather involves the player getting hit to teleport somewhere else and hit someone else. But if it's actually like this, then does the unrelated player who was attacked get to discard a Danmaku card to attack another unrelated person and keep on copying Melee this way? - Is Miko's card giving effect usable only once per turn?
- Can Seal Away be used to attack a player that has no Items? People wanted a clarification on this.
- When Crossing to Higan takes place, do modifiers (be they Focus cards, natural bonuses like Nitori's passive or temporary ones like Byakuren's Spell Card) still apply? I'm guessing they don't but we couldn't be sure about it.
- Does the Rival still do the role swap if the Heroine has been defeated by someone else? We played as if the Heroine defeat would complete the Boss' objective so the Rival had to defeat the Heroine herself first.
- Unless Spear the Gungnir's immunity to canceling apply to Bomb Cancels, wouldn't it be better for the effect to read something like "deal 1 damage to a player of your choice. This does not count as an attack."? Or is the current text future proofing for a future card that will have some sort of bizarre cancel ability?
- Although it's fun to activate Spell Cards more often, I think that the number of Bombs is now too few and it can create situations where 2 powers loop back and forth. On the latest game we played, Byakuren constantly received Bombs and Spiritual Attacks and activated her power each turn, while Miko kept giving her hand away to an ally and activating her Spell Card. Byakuren was perfectly fine with this, so she never cancelled the activation, and those of us who weren't fine with it couldn't do anything as we did have Spiritual Attacks but no Bombs.
- Focus seems to be quite a bit useless now since it can't stack, but there weren't many opportunities to evaluate it more fairly. Overall people preferred to have a Supernatural Border in than a Focus though. In the same manner 4x 1UPs seem to be a bit too much, but the number of games we played wasn't really enough to judge this fairly.
We couldn't test the Stages system.
Everybody really liked the new Roles.
Overall the game is even more fun than before and I feel that (provided that people don't spend hours on their decisions) it tends to move a bit faster too.
-
- Can Melee's effect be copied after the player avoids its attack?
Is the card's effect copied only towards the attacker? It doesn't seem very logical if instead of turning into an exchange of blows between 2 players it rather involves the player getting hit to teleport somewhere else and hit someone else. But if it's actually like this, then does the unrelated player who was attacked get to discard a Danmaku card to attack another unrelated person and keep on copying Melee this way?
Melee can be copied even when avoided and can be used against any other player. Melee can be copied until one attacked player decides not to discard a danmaku card to copy it, turning the battlefield into one huge brawl. Just imagine the user of Melee to fly to another person to hit them in the face. Although why a close range attack can ignore distance while a long ranged one can't doesn't make that much sense to me, either (I mean, the activator of Melee would be shot down before they can get close enough for an attack). xD;
But it still works. :D
- Is Miko's card giving effect usable only once per turn?
We've been playing it the way that Miko can activate it multiple times, but I don't have the card in front of me right now, so I can't say if it's 100% correct that way.
- Can Seal Away be used to attack a player that has no Items? People wanted a clarification on this.
I think the latest version of Seal Away states that you can do that.
- When Crossing to Higan takes place, do modifiers (be they Focus cards, natural bonuses like Nitori's passive or temporary ones like Byakuren's Spell Card) still apply? I'm guessing they don't but we couldn't be sure about it.
Crossing to Higan places you all right next to each other, modifiers by passives, Spell Cards and items are disabled, making Focus even more useless. ^^;
- Does the Rival still do the role swap if the Heroine has been defeated by someone else? We played as if the Heroine defeat would complete the Boss' objective so the Rival had to defeat the Heroine herself first.
The way we've played it, as long as the Heroine is killed and the Rival is still alive, they switch roles. I don't have the Rival card in front of me right now, so I can't double check what it states exactly, but that's at least how we've always played it.
- Unless Spear the Gungnir's immunity to canceling apply to Bomb Cancels, wouldn't it be better for the effect to read something like "deal 1 damage to a player of your choice. This does not count as an attack."? Or is the current text future proofing for a future card that will have some sort of bizarre cancel ability?
I think the way it is worded is because attacks are treated different from life loss. For example, if I'm not mistaken, Byakuren can shoot a Danmaku at any person attacking, including Remilia when using her Spell card. This would not be possible if Remi's Spell stated that it counts as life loss.
I hope I could clarify most of your points. (Until Moogs comes around and states that we've been playing the game all wrong. :D )
-
NCS gets an A+
Upon the advice of my friends who run guilds, I set up a Mumble server instead of a TeamSpeak server.
Official Mumble Server (Max 16 users, I will create more room if need be):
Host: vx38.commandchannel.com
Port: 4253
(http://i.imgur.com/lRjZF2d.png)
-
Thank you for the clarifications NCS.
Melee can be copied even when avoided and can be used against any other player. Melee can be copied until one attacked player decides not to discard a danmaku card to copy it, turning the battlefield into one huge brawl. Just imagine the user of Melee to fly to another person to hit them in the face. Although why a close range attack can ignore distance while a long ranged one can't doesn't make that much sense to me, either (I mean, the activator of Melee would be shot down before they can get close enough for an attack). xD;
But it still works. :D
I see. I guess a more logical mechanic would be something like players being able to cancel Melee via a danmaku card, unless the player who played melee used a dodge card with it (so it would be like grazing projectiles and linking it to physical attack in IaMP/SWR/Hisoutensoku), but I'm pretty sure that would be impractical. Melee is concept-wise a bit weird but it also leads to some quite fun moments actually.
We've been playing it the way that Miko can activate it multiple times, but I don't have the card in front of me right now, so I can't say if it's 100% correct that way.
It says "During her turn, Miko may give another player any number of cards from her hand." Going by Moogs' response I assume giving X number of cards to a player more than once per turn is correct. Isn't it a bit overkill though?
The way we've played it, as long as the Heroine is killed and the Rival is still alive, they switch roles. I don't have the Rival card in front of me right now, so I can't double check what it states exactly, but that's at least how we've always played it.
Did this ever make things too hard for roles like Anti-Heroine and Challenger?
I think the way it is worded is because attacks are treated different from life loss. For example, if I'm not mistaken, Byakuren can shoot a Danmaku at any person attacking, including Remilia when using her Spell card. This would not be possible if Remi's Spell stated that it counts as life loss.
Right, I didn't think of that.
-
It says "During her turn, Miko may give another player any number of cards from her hand." Going by Moogs' response I assume giving X number of cards to a player more than once per turn is correct. Isn't it a bit overkill though?
It really isn't. After all, if you give your entire hand to one other person, you are likely to be targeted by everyone else. This actually happened once. Miko regretted her decision afterwards.
And even if you give multiple players cards from your hand, keep in mind that you are basically defenseless after using your Spell Card by emptying your hand, and people you didn't give any cards to/ people who are on other teams than the one you gave cards to are likely to attack you, since you'll only have two cards, whereas you most likely GAVE YOUR OPPONENT some firepower via a Shoot card. Not that great of a trade-off, all things considered.
Did this ever make things too hard for roles like Anti-Heroine and Challenger?
Not really. I think the Rival has outlived the Heroine only once.
Every other time, the Rival is most likely the first one to die, since:
Heroine: knows not who to attack in the first round, so she might as well attack the only other person with the role revealed, who will try to kill you eventually anyway
Partner: there are two of you, so why risk hitting the other one when you can instead kill someone who opposes the Heroine?
Bosses: You have a high risk of hitting another boss, so let's just kill the Rival, since even the Heroine is okay with that. Also, you can just pretend to be a Partner trying to help out the Heroine by killing one of the people who will eventually try to kill her.
EX Boss: The Ex Boss is actually the only one who can attack whoever he wants. Unless he fears accidentally hitting the EX Mid-Boss, if there even is one in the game.
No matter how you look at it, the Rival is the butt-monkey of the group.
So, no, it doesn't really make things more difficult for the other players. At least not with the people I play with.
In general, I think the Rival needs some reworking so their player won't be the first one to be targeted/ killed, but it might just be a problem with the people I play with (myself included).
-
Rival is getting tweaked but I want to point out that the above partner behavior is bad play. Attacking someone just because you can doesn't help you unless you want the loot,and the rival is fundamentally on the side of the partners.
-
[...] the rival is fundamentally on the side of the partners.
I guess that's one fact that people, me included, never really think about, since the Rival's role states that you need to kill the Heroine, whom the Partners need to protect.
Or maybe they do think about it, but just want to show allegiance to the Heroine so that player won't accidentally attack the Partner. I don't really know, actually, since I tend to be a Boss when we have 8 player games. xD;
-
Carrot is requesting feedback from newbies and veterans alike on the new rulebook he is working on.
https://docs.google.com/document/d/13HsO97-Nk6HHRNuOrySJyE0m97hVLwHd3KeKaqZC1mc/edit?usp=sharing
-
Carrot is requesting feedback from newbies and veterans alike on the new rulebook he is working on.
https://docs.google.com/document/d/13HsO97-Nk6HHRNuOrySJyE0m97hVLwHd3KeKaqZC1mc/edit?usp=sharing
Alright, I read through the rule book and have found a couple of things, ranging from typos to just simple things I wanted to comment on.
"Defeated players cannot win the game, even if their goal is completed."
You may say so, but in my book, even a defeated Partner is a victor as long as the Heroine wins. ^^
Seasons:
As obvious as it is which symbol represents which season, you should still explain which icon represents which season. For we all know, even if we idiot-proof or programs games, along will come a bigger idiot.
Although I've seen multiple places where the icons are missing, so it might just not be in this google doc just yet.
When I read "Flipping", I immediately thought of "Flipping the Table". A clear sign that I've been playing your game on TTS for far too long. xD;
Main Step:
"You can also use a Bomb's secondary effect to to [...]"
Trashing: "[...] This is generally the same as discarding."
Unless this is explained somewhere else, IS it the same or not? I think we "often" had an argument whether or not Miko's(?) old ability (give any card you would trash to another player) would trigger when she had to discard (e.g. at the end of the turn).
If there is a difference, I would explain that certain rules are only triggered by trashing explicitly. Otherwise, I would get rid of the "generally" in the above text, since it still indicates some sort of difference.
Item Cards: "[...] You can only put permanent cards in play on your turn"
I don't know if this is a typo/ left-over from the item-less version of the game, or if this was intentional, but shouldn't "Item cards" be used here? Because they've never been called permanent cards before. Just wanted to make sure if this is a typo or not.
Healing Cards:
You may want to include/ repeat in the Healing Cards section that a player cannot go above their Max Life.
"Defense cards: Shields [...]"
Which is it now? "Defense Card" or "Shield". This is the only inconsistently named card type in the Card Type section, and while the Defense cards have a Shield symbol, you still might change "Shields" to "Defense Cards" for consistency's sake.
In the Spell Cards Section:
"In order to use the character?s Spell Card, it must be activated by playing a card such as Spiritual Attack or Bomb"
Wouldn't "[...] activated by playing an Invocation card, such as [...]" be better?
Oh, new chibis (and chibi arrangements) for the Roles cards! I like them! ^^
Although with Touhou 15, you may want to remove Reisen from the Stage Boss card and place her... well, there really isn't any more space in the Rival card, so I guess leaving her where she is might be better after all.
And the Rival now doesn't need to reveal themselves. Probably for the better. ^^;
Some typos in the Roles texts (unless I'm mistaking):
"The One True Partner can?t stand any other partners and want to defeat" (wants)
"Extra Bosses have the unique ability to reveal themselves during the game in order to gain special advantage" (to gain a special advantage/ to gain special advantages)
Characters:
Oh, so you CAN use defeated player's Spell Cards with Capture Spell Card now. Okay.
Wait, did Byakuren's ability change, or why can she activate ACTION cards now? If it did change, this might be pretty nice. Activating a Last Word or a Laser Shot ( >:D ) as a counter.
Nitori: " If another player gains a one of these Items"
"Patchouli starts the game with 8 cards in hand if she is the Heroine."
I think Patche has become slightly more terrifying.
-
Carrot is requesting feedback from newbies and veterans alike on the new rulebook he is working on.
https://docs.google.com/document/d/13HsO97-Nk6HHRNuOrySJyE0m97hVLwHd3KeKaqZC1mc/edit?usp=sharing
For the sake of completeness it would be good to add an explanation about what the term Reveal means.
Definitely get rid of the "generally the same as discarding" part for Trashing as NCS said.
It might be useful to explain the difference between Avoiding and Cancelling before talking about card types.
When talking about "a player ever has two (shields or artifacts)", it would be good again for the sake of completeness to elaborate on whether this means having two in the field or in the hand.
It would be good to tell players to put cards to the discard pile in order due to the possibility of Great Barrier Weakening being activated. Unless this only has to be taken into account after the incident is activated?
For Patchouli's ability clarification, maybe something like "these values are affected by the +1 hand size bonus given to Heroines" can be added to the card itself.
I still think that a clarification about what the "the current turn ends immediately" part in Sakuya's Spell Card would be good.
Typos:
"Once you play a Danamku card,"
"Dodge cards include any card that let a player" (lets)
"You can use the Spell Card of defeated players." (cards)
By the way, does Perfect Freeze still freeze the target even if its attack is avoided, or did I dream this up? It seemed to me like it was mentioned somewhere...
-
Jeeze, I read through it had a bunch of comments, forgot to type them all down, then got distracted, my B.
Big Fairy & NCS all asked good questions and I should probably try to recall all the rules clarification questions we've dealt with in play testing and as well as the 2 more clarification questions I keep forgetting to ask:
Piggybacking on Big Fairy:
The interaction between Revealing and reaction cards needs to be more solid, ie: if someone reveals their role signifying they're about to die, can they be 1-UPed afterwards? If so do you try to play the game as if it wasn't revealed or is that intentional that you can use 1-Up that way and have their role be revealed from now on?
Can an EX-Boss reveal themselves (if the condition of 1 player down is met) right before the EX-mid dies/as the ex-mid dies? (For instance, if they were to warn the EX-Boss before they would take the finishing blow.
The Trashing/Discarding paradigm is kinda wierd, you have 2 mechanics that are functionally identical, yet lacking flavor differences to set them apart, the difference has been confusing, and since Miko changed it almost seems irrelevant now. Not to mention you could always phrase abilities to pay attention t where cards are discarded from instead "If a card is discarded from a hand" / "If a card is discarded from play" excetra.
Canceling & Triggered abilities: If someone cancels a shoot, does that also stop Sanae's & Youmu's Passive? MTG precedent says they wouldn't, due to 'countering' not stopping the card from being played in the 1st place, it just does not resolve. Though by that reasoning Youmu gets an un-cancel-able attack each time she plays a danmaku. Alternate phrasing, "When Youmu attacks 1 player with a danmaku card, she may have that danmaku attack another player in range."
Artifact/Shield "Legend" rule, if you play or borrow an artifact or shield, can you keep the old one and discard the new one (MTG legend rule, as of a couple years ago)?
You could phrase patchouli as "Patchouli gets +3 to her Max & Starting Handsizes"
Meiling, can apparently draw 4 more cards if she gets frozen by Cirno, as such maybe phrase her like so: """
Meiling's Max Hansize is 7 when it's not her turn.
Meiling draws 4 cards when she skips her turn.
Meiling may choose skip her turn.
You may not skip 2 turns in a row.
"""
Oh, I really like fun, quirky rules intros, I mean I love reading the flavor text on the Dominion (http://wiki.dominionstrategy.com/index.php/Dominion_(Base_Set)#Flavor_Text) rule (http://wiki.dominionstrategy.com/index.php/Intrigue#Flavor_Text) books (http://wiki.dominionstrategy.com/index.php/Seaside#Flavor_text), they're (http://wiki.dominionstrategy.com/index.php/Prosperity#Flavor_Text) always (http://wiki.dominionstrategy.com/index.php/Hinterlands#Flavor_Text) really (http://wiki.dominionstrategy.com/index.php/Adventures#Flavor_Text) fun (http://wiki.dominionstrategy.com/index.php/Dark_Ages#Flavor_Text). But beware, as Formal Ferret Games more elegantly describes (http://gil.hova.net/2008/12/02/game-design-mistakes-1-when-your-games-theme-and-mechanisms-meet-and-it-all-comes-out-pastel/): Be careful that your theming does not create dissonance between player's expectations of gameplay and the gameplay your mechanics deliver. Danmaku can be lighthearted, but it can also be a bunch of people subtly or overtly plotting against each other and/or ganging up on each other.
-
I'm glad this is doing so well. Definitely going to purchase when released!
-
I believe you should reconsider and actually formally use the stack underneath.
It seems to make more sense to use that elegant and well tested system instead of house ruling all those interactions between diffrent things and card types. Proper use of the stack for most of the game actions will allow you to streamline most of the 'response' cards in a very natural way. In addition, each player gets a chance to respond to each action (including their own). Any response cards that you intend to happen 'after the fact' can simply modify the target ability or spell/card.
Basically your 'countering' mechanic is essentially the old 'interrupt' mechanic, or its own mini-stack in a way, so you're already using the concepts. You're also already essentially using priority when every player has to agree to counter or not.
Also, only one effect has to be considered at a time for 'figuring out what happens' or rule based purposes. Therefore the correct interaction becomes decidable. You should try to read http://archive.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr255, it has an interesting view on things, why this fairly abstract concept of a stack was created in the first place: it simplified a lot of interactions between diffrent rules that were tacked on as time went on, reducing the overhead of learning the game by having a sort of fundamental framework to build card interaction on.
-
Finally got to play a game of this! (Thanks Zhelot!) Surprisingly complex and tactful like popular card games, but also really easy to get the hang of. Can't wait for the physical release! Your team made a great game Moogs!
-
I'm glad new people are finding and enjoying the game. I'm capturing everyone's feedback as well so don't think I don't see it!
I worked extra hard to set up a brand new PC today and write this post. Despite the fact that I have to send the PC back because it doesn't work properly; so I have to set up another later. That means you all better appreciate today's post (http://danmaku.mysteryparfait.com/)!
-
Yay more offical art! Thanks for your hard work Moogs.
@ Aphid_MOTK
Thanks for the Rosewater link, I always get something good from his experience, as for the Stack in Danmaku, there are some snags that make it undesirable for direct implementation in Danmaku, but the core design concept of keeping interaction simple is definitely ideal.
The issues I see with the stack for Danmaku lie largely in the priority system, waiting in turn order for reactions is both time consuming from a getting everyone focused standpoint, and makes reaction politicking a lot more awkward, not to mention canceling taking priority over general reactions, means either extra rounds of priority separate for canceling, and each reaction/trigger (I'm looking & Byakuren & Yukari's abilities). A more open reaction period, in practice, flows better.
On the flip side, the Queue as described above makes no mention of triggered effects and where they occur within the que, and if they resolve if their initial clause is canceled (Sanae, Youmu, & Yukari). The Stack has support for this, the Queue could use it.
PS: An elegant side-solution I'm really fond of is to have abilities add text to cards instead of triggering separate clauses ala Soulfire Grand Master (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391927). Example Youmu's Ability can be phrased as: Danmaku Cards Youmu plays that attack a single player gain: "You may attack a different player in range."
PPS: We had our 1st layers interaction/issue: So according to the rules a Heroine Patchouli's Max Handsize is 8, if She has the Sutra Scroll in play "Your max hand size is now 7" does it set her handsize down to 7 (ala timestamp in MTG) or does her Heroine Bonus to max handsize (+1) Also affect the Sutra Scroll? (meaning all Heroines that use the Sutra Scroll will have a max handsize of 8?)
-
Thanks everyone. BTW I haven't heard anything about the new Miko and Oku and Tenshi. Is that good?
-
Thanks everyone. BTW I haven't heard anything about the new Miko and Oku and Tenshi. Is that good?
Oh, my impressions are as follows:
Okuu: Major improvement in the spell card department, though players tend to see her as a Poor Man's Sakuya, especially since her overdrive-esque passive still doesn't see much use (The losing a power to activate your spell card via life loss has stopped it's potential use once or twice). She's most effective against Aya due to getting a lot of damage that Aya usually can't cancel. (I would put her @ Tier 2.5 now)
Tenshi: It was rare that she lost the challenge on her spell card before (probably due to the card draw on her turn and the ability to pick targets) now makes her spell card a rather reliable source of Self healing, which has a bigger impact the longer the game has gone on. (I would put her @ Tier 1 now)
Miko: Giving players card opens up political options, but leaves her rather vulnerable, even with a free spell card. Eirin, Youmu, & Sanae still overshadow her as ideal partners. (I would put her @ Tier 4 now)
-
Alright lurkers, I need to hear from everyone on this:
Blank or create your own Danmaku!! cards:
http://strawpoll.me/4541831
-
I actually spent hours to photoshop pictures into all of the cards before printing them as I couldn't stand playing with just a bunch of Danmaku!! logos (and because pretty pictures always work better to capture the attention of all those people who aren't Touhou fans). Coincidentally, the Voile I printed ended up being the exact same as the official card. Neat.
I had the occasion to test the new Miko only once (where she was a partner) and she boosted the Heroine quite well, however this was because no one could/would cancel her spell card activation. I think that she could be pretty dangerous when teamed up with Patchouli. But perhaps she could be boosted a bit further.
New Okuu now has considerable power output now and can't be taken lightly. The old one had become sort of a disliked character in my group because the risk of spending a life to activate her spell just wasn't worth it (I think around 90% of these ended with the target player grinning and playing a Graze), but the new one was well-liked by those who got to play as her. In one noticeable incident, as Heroine she inflicted a first round, one hit (one shot+spell card) defeat... on her partner.
Old Tenshi gave solid results most of the time, new Tenshi has been no different, except that she's even better now. Unfortunately the new version has been used once or twice only so I can't report on what kind of effect the healing has.
As I understand these blank cards would let you photocopy them and design your own cards to use in 'informal' games? That could be fun.
-
Oku is a bird brain after all.
The blank cards are for customization and replacement. The intent is you write on them and they're indistinguishable from the others when face down. Though you can just use sleeved cards with proxies as well.
Lots of people expressed that they wanted their favorite Touhou in the game, so this would be an option for them. Though I suspect that includes us doing the work to make the character fun and balanced. Balancing characters is difficult, only trumped by balancing the battle deck as a whole.
-
Danmaku 6-5-15 has been released:
http://danmaku.mysteryparfait.com/danmaku-pnp-6-5-15-released/
-
Character cards not found?
-
Weird, that worked when I was previewing, anyway it's fixed.
-
Eirin's card in the new batch has the wrong Spell Card (heals a player for 2 points instead of healing herself and another for 1)
-
Go home Eirin you're drunk
-
So the Changes from the last TTS version are:
Alice's Bomb is now Shoot + Manifest the next Item card .
(If you go through the deck & don't find one, do you reshuffle the deck and keep going? What if all items are in players hand's or in play?)
Eirin's Bomb is now Shoot and +2 life to 1 player.
-1 Melee
-2 1-UPs
+1 Focus
+2 Spiritual Attacks
Focus now gives +2 Distance
Am I missing anything?
Edit: Oh & Meiling's Ability wording is different.
-
I think you got most of it, and Eirin was a mistake and has been corrected.
the wording on phantom boss is also different
-
That's right, so The True Phantom Boss loses "ignore incidents at will" and gains "May skip their incident step"?
Also the EX Boss Revealed gains "+1 Max hand size"
-
Currently considering wether sarcrificing life involves discarding power cards or not.
This involves early Yoshika design as one may expect
-
Currently considering wether sarcrificing life involves discarding power cards or not.
This involves early Yoshika design as one may expect
On 1 hand, more flexibility in rules give you more design space,
On the other hand, more exceptions within the rules makes learning the game harder, which can limit your potential audience.
Personally I lean toward the latter, especially since I believe good art is birthed in constraint. Philosophy, aside the decision isn't that major, though a side note, Yoshika has some cool design space, being a Jaing-Shi I immediately jumped to getting advantage from life loss or defeat, however her noted special trait is the ability to eat anything which also opens up advantage from discard.
In terms of gains from life loss, defeating characters is interesting but is much harder to pull off while it makes kill-stealing a very real problem for you. Gains from inflicting damage (ala Yuuka) are more common, but still surprisingly rare especially compared to narrowness of play style it encourages you into (very aggro, the more you wait the more you fall behind kind of deal). Another option is gains from your own life loss (ala Tenshi), which IMO is the strongest in that it limits your opponents options, thus allowing you more flexibility in play (the ideal way to get Tenshi is to make her draw when it would put it over her max hand size and/or deal as much damage to her in bursts).
In terms of gaining advantage from discard, you can go with a triggered ability but the most consistent form of discard is due to being above max hand size. That's still an interesting source of gains, the other option being a activated ability. The cost of such can include discarding cards by card type, amount, season, combined point value, and/or minimum point value. There's a lot of cool design space here.
Also, in testing today we've noticed that if the EX-Boss dies, the EX-Midboss cannot win. If they manage to defeat all Stage Bosses, that triggers the Heroine's win condition before they get the opportunity to defeat them. The Solution that comes to mind is the give the EX-Mid the ability to reveal their role to gain a new role of the Boss or Extra Boss variety.
-
The issues I see with the stack for Danmaku lie largely in the priority system, waiting in turn order for reactions is both time consuming from a getting everyone focused standpoint, and makes reaction politicking a lot more awkward, not to mention canceling taking priority over general reactions, means either extra rounds of priority separate for canceling, and each reaction/trigger (I'm looking & Byakuren & Yukari's abilities). A more open reaction period, in practice, flows better.
The general point of the stack is to be able to say that we 'eliminate' the double round, and just do a single round of 'reaction'. In a way encompassing both react and counter type spells.
Example I; A react spell Y can be played and put on top of an original spell X. Stack contains YX. If no reactions are played to Y, Y resolves, usually modifying spell X. Another round of priority follows, and here someone could play 'counter' type spell Z, preventing X from happening. As you can see the player holding the Z card still gets to counter X so still gets to have the 'initiative' in the game; it is not necessary to have multiple rounds in the 'order' of precedence you would as a game creator like the cards to apply in, this order happens at play time.
Example 2; Stronger still, a player can cast Z while Y is still on the stack, forming the stack ZYX. When this stack resolves (and suppose for this example it fully resolves), then Z counters X, leaving Y with an illegal target, which means this spell will do nothing. (In the previous example, any effects of Y beyond modifying X will still matter in the game).
Example 3; In the case where the countering player is 'first' to make the decision, putting ZX as the stack, the player with the spell 'Y' can still decide to cast it, for X still exists before Z resolves. Of course, anything spell Y does to modify X will not apply, but perhaps the other effects are useful.
A quick note: No matter what you settle on, if two non-allied players are holding on to a counter card, the 'prisoner's dilemma' that ensues when the third player (which is not allied to either other player in this example) casts something both of the first players would like to counter is generally unavoidable. Thus my general recommendation here is that each gets one chance to react via priority. If one reacts, everyone recursively gets another priority round. A game where a big 'bomb' card can get through due to opponents' greed seems more fun to me as well :D
PS: An elegant side-solution I'm really fond of is to have abilities add text to cards instead of triggering separate clauses ala Soulfire Grand Master. Example Youmu's Ability can be phrased as: Danmaku Cards Youmu plays that attack a single player gain: "You may attack a different player in range."
This is exactly how a card would be phrased in a stack-based system if it's intended to 'modify' another card, or happen 'right after' another card but be used as an mtg instant or reaction card.
PPS: We had our 1st layers interaction/issue: So according to the rules a Heroine Patchouli's Max Handsize is 8, if She has the Sutra Scroll in play "Your max hand size is now 7" does it set her handsize down to 7 (ala timestamp in MTG) or does her Heroine Bonus to max handsize (+1) Also affect the Sutra Scroll? (meaning all Heroines that use the Sutra Scroll will have a max handsize of 8?)
So using 'layers', then the Sutra Scroll would be an Attribute setting effect. (Layer VII-B). '+1 hand size' would be an attribute operative effect (adding, removing, multiplying, etc.) applying in layer VII-C. So in other words if you use the mtg layer system, you end up with a max hand size of '8'. The gist of how it works, is that the layers are:
I Copy (anything continuously copying anything else),
II Control (think of an O-ring from MTG),
III Text alteration (e.g. replace all instances of 'spring' with 'summer' on a card),
IV Type alteration (type of card, e.g. Artifact, Danmaku)
V Colour alteration (Season),
VI Adding or removing abilities
VII Attributes. Each effect is placed in the topmost corresponding layer. In MTG Attributes have some sublayers, where it goes:
A: CDA (any 'variable' attribute like an X),
B: 'SET', (attribute 'becomes X),
C: Nonset (double, triple, add three, subtract two),
D: Adding 'tokens' or 'counters'
E: Switching attributes around
Apply all continuous effects in each layer in the order of layers listed. If there is more than one effect in each layer, whichever effect has been in play the longest happens first. There's no special precedence rules for type of card, just for what the card 'does'. The only exception is when effects depend on eachother. E.g. when a card has a certain effect, but the effect of another card IN THE SAME LAYER would remove the effect of the first card by changing the first card. This takes precedence above everything. (Note: the stack enforces a strict timestamp order, so cases of ambiguity are rare.).
The layers were made in this way to minimize paradoxes and arranged to make most combinations intuitive.
Now this would be the case if modifying an 'object'. If there's no qualms about making 'hand size' an 'object' then this is how things would wind down. Making 'hand size' a game rule, makes things more interesting, or complicated, however you could see that.
Suppose for example we have this setup:
Base hand size is 5, heroine has +1 in this example.
Sanae (Heroine, holding Sutra Scroll), Cirno, Byakuren, and Eirin.
Since 'being the heroine' has been present from the game start, this effect applied first, thus Sanae has a hand size of 7. Her default of 5, +1 from heroine is 6. Then the sutra scroll sets it to 7. Hand sizes are thus:
7, 5, 5, 5.
After this, Cirno 'steals' Sanae's sutra scroll. This resets the timestamp on the scroll, which is still newer than the 'Heroine' card, thus applies last, which does not matter here. The hand sizes become:
6, 7, 5, 5
Cirno's hand size is now simply 7, only one effect applies. The same holds for Sanae's 6.
Now suppose someone plays a 'Crisis of Faith', and Cirno ends up being the Heroine. Hand sizes now become:
5, 8, 5, 5.
Why is Cirno's hand size bigger than Sanae's was at the start? Since Crisis of Faith generated the 'Heroine' card this card is now considered 'newer' than the Sutra scroll. Ownership transferred, so the Heroine card went to a new zone and gained a new timestamp (like the scroll).
Summary table:
| Action | Sanae | Cirno | Byakuren | Eirin |
| Begin situation | 7 | 5 | 5 | 5 |
| Cirno steals | 6 | 7 | 5 | 5 |
| Crisis of faith | 5 | 8 | 5 | 5 |
So umm.. I guess my answer would be 'it depends on the situation, and whether hand size is an attribute' ???
-
Patchy's Ability and Sutra Scroll both do the same thing: They set your max hand size to 7, regardless of timestamps.
Heroine adds another +1 to this for a total of 8 if you have Patchy/Scroll. The total is even 8 if you're Heroine Patchy with the Scroll.
-
TTS files as promised.
I did this without my scripts, which I forgot to backup from my last PC. Kill me.
http://danmaku.mysteryparfait.com/download/danmaku605/tts/deck1.jpg
http://danmaku.mysteryparfait.com/download/danmaku605/tts/deck2.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck-back.jpg
http://danmaku.mysteryparfait.com/download/danmaku605/tts/chars.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/character-back.jpg
http://danmaku.mysteryparfait.com/download/danmaku605/tts/roles.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/role-back.jpg
http://danmaku.mysteryparfait.com/download/danmaku605/tts/incidents.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/incident-back.jpg
-
TTS files as promised.
I did this without my scripts, which I forgot to backup from my last PC. Kill me.
Ouch, thanks for that!
BTW, you probably don't want to hear this, but I did a tally of the Battle deck, and there are 21 Fall cards, 20 Winter cards, 18 Spring cards, and 21 Summer cards.
... I probably have a little too much time on my hands.
Patchy's Ability and Sutra Scroll both do the same thing: They set your max hand size to 7, regardless of timestamps.
Heroine adds another +1 to this for a total of 8 if you have Patchy/Scroll. The total is even 8 if you're Heroine Patchy with the Scroll.
OK, I think I've been miscommunicating the issue I am trying to bring to your attention here, and that's my bad.
The issue is NOT the ambiguous situations themselves, rather mechanics and/or rules with multiple interpretations can be a catalyst for player arguments that can damper and at times ruin a play session for players that are not even a part of the argument. To be fair, this is not all players, in fact I would go so far as to say they're in the minority, however there are certain players who won't abide by an interpretation other than their own, and they will prioritize being right over having fun.
I know players like this IRL and I may have one who I've played Danmaku with online. This doens't make them bad people, but as a game group host, having them can be somewhat limiting. IRL these type of players I know are often attracted to MTG BECAUSE of the detailed and consistent rules set that governs the experience, and such arguments almost never pop up in games with "inflexible/encompassing" rules, but any "loopholes" they find they will have an opinion on pro or con.
As I mentioned before MTG addresses this player type issue by being thorough with it's rules, however this is not an answer that's easy and generally takes a lot of feedback loops to maintain a satisfactory state. Other games like Cards Against Humanity will put rules arbitration into the hands of a player (Card Czar), though in a game like Danmaku the potential conflict of interest can undermine the groups respect for that kind of authority, plus I've noticed this player type tends to have issues with authority to begin with.
The other option I can think of is to say this isn't for serious types, and call it a wrap. This is the easiest option, but I wouldn't recommend it, largely because it's actually rather hard to organize a play session and not have or purposefully exclude that kind of person. This is especially true for a 4-8 player game.
If that kind of person is in your board game oriented group of friends you have to either only pull out the "silly" game when they're not there, make plans to play it when they happen to not be available or with the intention of not inviting them. If you're playing with strangers at say a con or a game store/group you don't have that kind of discretion, and you risk the argument breakout, even if it is your game.
Personally I've been bringing up these issues as nudging toward the having an "encompassing" rules set, but building and refining this is work. My point being is that if you wish to pursue such a design challenge, you'll need to focus on comprehension and clarity, ESPECIALLY with players who have little to no experience with CCGs. You have a good avenue to that kind of player base in the TTS group if you so wish to use it as such.
-
If one reacts, everyone recursively gets another priority round. A game where a big 'bomb' card can get through due to opponents' greed seems more fun to me as well :D
2 Things: You wouldn't happen to be a MTG Judge, would you? And you should join the TTS group, I'd love to have ya! ^^
Well I also like the idea of tense react/don't react prisoner's decisions due to turn order, In my experience a lot of the more "casual" players do not like that. On paper is looks great, but in practice players get cold feet, want take backs, or want to discuss a bunch. As a result the process ends up taking a lot longer than you would think. More "serious" players will generally play faster, but you also have the difficulty finding 4+ of them (though http://www.theresistanceonline.com/ seems to do this more or less fine).
-
Ouch, thanks for that!
BTW, you probably don't want to hear this, but I did a tally of the Battle deck, and there are 21 Fall cards, 20 Winter cards, 18 Spring cards, and 21 Summer cards.
... I probably have a little too much time on my hands.
As a quick fix I have fixed the ratios by copy-pasting a Shoot! Please ignore that the card numbers are off.
I'd agree with you but I think that'd be the pot calling the kettle black. Do you know how much free time I'd have if I abandoned my projects?
Ambiguity
I knew what you meant but it's nice to hear you say it, since it's easy to feel like people are looking for trouble. Perhaps I haven't been doing my part well enough. I will make an attempt here to clarify our position.
Our intent is a fun party game, as has been stated over and over. We realize it falls to us as the creators to have clear and consistent rules to minimize the anti-fun situations you described above, but it also falls to us to keep a low barrier of entry for new and casual players. The MtG comprehensive rules come with a disclaimer for precisely this reason. We do want to clarify general cases instead of specifics, things like what "play on behalf of another player" means will be continually reviewed up until, and unfortunately probably past printing. We will probably end up with a Danmaku!! Comprehensive Rulebook whether we want one or not, but we want to minimize the need for it as much as possible.
Neither Carrot nor I think importing MtG's rules are the way to resolve that. We would spend more time clarifying where Danmaku!! and MtG differ, I would go so far as to say that from what I've seen, familiarity with MtG's comprehensive rules muddies the waters for our game on some of the core elements, whereas casual players of both understood those core elements intuitively. Now there's some issue of scope here, MtG's comprehensive rules are 200 pages and cover thousands of cards. I don't see Damaku!! passing 500 cards even if Carrot and I managed to balance and publish every single card idea we've had, so we'd only be importing a subset anyway, but we would still like as simple rules as possible.
-
(http://i.imgur.com/zhvsxNM.jpg) (http://imgur.com/zhvsxNM)
WISE FROM YOUR GWAVE AND FINISH THE DAMN PROJECT
(http://danmaku.mysteryparfait.com/wp-content/uploads/1UP.png)
Thanks Deji/Tewi, I needed that.
Hello all, I've let this thread linger for too long. Scratch that, I've let everything linger too long, I didn't realize how badly things had fallen apart after my hospitalization. Did you know that wash+fold laundry services are totally worth it? Especially when you have a 150 lb (68 kg) backlog of laundry.
The project rolls on behind the scenes, we're still shopping for printing and we've had a few quotes, including a silly one for $40,000 USD. I've managed to meet the TTS group to play for 2 weeks in a row, and I fell asleep in the middle of talking to Zhelot.
Anyway, expect to hear from me regularly again and here's an unofficial incident that totes should be a real one.
(http://danmaku.mysteryparfait.com/wp-content/uploads/WHITE-LILY-FESTIVAL.jpg)
-
Where is the delete button?
-
The 1up image looks really nice. ^^
The incident should totally be official. :D
It reminds me of the "Imperishable Night play mode" someone came up with (can't remember who it was).
(When I read the incident's name, I was wondering what Lily White had to do with this. :derp: Until I remembered the Japanese word for Lily. :V )
Hope you'll find a good (and cheap) printing shop soon! ^^
I don't think there is a delete button. >.>
-
Anyway, expect to hear from me regularly again and here's an unofficial incident that totes should be a real one.
(http://danmaku.mysteryparfait.com/wp-content/uploads/WHITE-LILY-FESTIVAL.jpg)
Unofficial incident is a broken card, indeed. It doesn't say what happens to the second player cards after the incident ends. So, if the incident is played more than once than would it lead to three character attacks per player?
Anyways, I got a question for you, Moogs. For Nitori's ability to discard a Item card to draw a card, is it just from your hand or can it be from the field?
Also, I thought of something(idea for Rin Satsuki, of all people), and I wanted to know if such a thing is considered broken...
---
Rin Satsuki
Character Card
Abilities
When anyone loses life for any reason, you may discard a card from your hand to restore 1 life to that character. You can play this ability only once per instance of lost life. (You may not exceed a character's maximum life.)
Rin does not need to discard Powerup cards when she loses a life.
Spellcard
Clouds to the Moon, Winds to the Blossoms
"Cherry Flavored Justice"
This spellcard cannot be cancelled.
For each of these effects, you may choose a player to apply it to.
- Gain 1 life. (You may not exceed a character's maximum life.)
- Draw a card.
- Trash a card of your choosing that they have in play.
- Discard a card from their hand.
(You may choose the same target for more than one effect. You may choose different targets for different effects.)
You may attack a player, regardless of range.
---
That would honestly be the first thing that I would put on a blank character card. So, is it good? Bad? OP? The spellcard's wording is confusing? Please let me know...
-
I meant for the secondary chargers to be discarded, whoops. I guess yuri is eternal.
So your Rin turns her hand into an extra life bar for her team. Additionally if she herself ever gets hit she can immediately heal and draw a card from swing draw, infinitely, so she's invincible except to characters like Marisa and Sanae.
Then on her spell, using everyone's favorite metric of card advantage, her spell is +6. Most spell cards are +3.
2 for healing, 1 for draw, 1 for trash, 1 for discard, and 1 for attacking.
Your wording is pretty good but it took me awhile to understand your reminder text in parentheses.
-
Rin Satsuki
Character Card
Abilities
When anyone loses life for any reason, you may discard a card from your hand to restore 1 life to that character. You can play this ability only once per instance of lost life. (You may not exceed a character's maximum life.)
Rin does not need to discard Powerup cards when she loses a life.
Spellcard
Clouds to the Moon, Winds to the Blossoms
"Cherry Flavored Justice"
This spellcard cannot be cancelled.
For each of these effects, you may choose a player to apply it to.
- Gain 1 life. (You may not exceed a character's maximum life.)
- Draw a card.
- Trash a card of your choosing that they have in play.
- Discard a card from their hand.
(You may choose the same target for more than one effect. You may choose different targets for different effects.)
You may attack a player, regardless of range.
While I'm not Moogs, it might still be interesting to hear the opinion of a regular player, right? No? Well, I'll state my opinion anyway. :yukkuri:
Rin seems like a really powerful character. And with that, I mean that her passive ability alone is overpowered.
Generally, restoring life is a very powerful ability, that is usually worth 2 - 3 cards (you gain a card for being hit, the enemy needs to play at least one card to hit you to begin with, and you need a card to restore your life via Beer).
As such, being able to restore one life at any time, multiple times per round, would mean that Satsuki would be the ultimate defensive character. Heck, if she used this ability on herself, she could not possibly lose, as anytime she'd be dealt damage, she can just heal it again with the card she draws. Or rather, the card she uses to heal herself with would be reclaimed by the Swing Draw.
The keeping powerup cards after being hit in addition to that isn't even worth mentioning.
Spellcards that cannot be canceled are always a huge thing. People still think Remilia is a good character because of her Spear the Gungnir alone, since it is a surefire way to defeat an enemy when they are at one life.
Even though Rin's spellcard does not deal any damage, let me put up an estimation of how many cards a Spell Card is worth (for reference, Spellcards are usually around 3 card's worth: Patchouli's Spell Card is an attack (one card) + 2 cards drawn)
? Gain 1 life: as mentioned earlier, this is already 2 - 3 cards worth by itself
? Draw a card: another 1 card worth
? Trash a card of your choosing: I'd say another 1.5 cards, since items are worth a lot. Ever wanted to get rid of a Supernatural Border? Or a character is just out of range because of a Focus? It's gone now. Let's not talk about artifacts.
? Discard a card (I assume at random) from their hand: another card [if not at random, then add another card's worth, because knowing your opponent's hand is powerful)
? Cannot be canceled: Another card (at least).
So, in total, your Spell Card is worth 6.5 to 7.5 cards worth. More than twice as good as any other Spell Card.
While your idea is interesting, it is completely overpowered.
Maybe make it so that Satsuki's passive can only be used once per round, and only on other people. Or make it actually cost 2 cards (and limiting to other players still, because self heal is always enormous. Back when Eirin still healed a lot with her Spell Card, she could survive an onslaught of two enemies all by herself. And that was limited to once per round and by the fact that you needed an invocation card).
With her Spellcard, if you want ALL of these effects, you can make it so the player has to decide for ONE of these, as well as dealing damage to another player.
(Although even that might be a bit too powerful, as having choice is also always a bit advantage.)
So, yeah, Satsuki Rin is a powerhouse and a character is unlikely to lose.
-
I meant for the secondary chargers to be discarded, whoops. I guess yuri is eternal.
So your Rin turns her hand into an extra life bar for her team. Additionally if she herself ever gets hit she can immediately heal and draw a card from swing draw, infinitely, so she's invincible except to characters like Marisa and Sanae.
Then on her spell, using everyone's favorite metric of card advantage, her spell is +6. Most spell cards are +3.
2 for healing, 1 for draw, 1 for trash, 1 for discard, and 1 for attacking.
Your wording is pretty good but it took me awhile to understand your reminder text in parentheses.
While I'm not Moogs, it might still be interesting to hear the opinion of a regular player, right? No? Well, I'll state my opinion anyway. :yukkuri:
Rin seems like a really powerful character. And with that, I mean that her passive ability alone is overpowered.
Generally, restoring life is a very powerful ability, that is usually worth 2 - 3 cards (you gain a card for being hit, the enemy needs to play at least one card to hit you to begin with, and you need a card to restore your life via Beer).
As such, being able to restore one life at any time, multiple times per round, would mean that Satsuki would be the ultimate defensive character. Heck, if she used this ability on herself, she could not possibly lose, as anytime she'd be dealt damage, she can just heal it again with the card she draws. Or rather, the card she uses to heal herself with would be reclaimed by the Swing Draw.
The keeping powerup cards after being hit in addition to that isn't even worth mentioning.
Spellcards that cannot be canceled are always a huge thing. People still think Remilia is a good character because of her Spear the Gungnir alone, since it is a surefire way to defeat an enemy when they are at one life.
Even though Rin's spellcard does not deal any damage, let me put up an estimation of how many cards a Spell Card is worth (for reference, Spellcards are usually around 3 card's worth: Patchouli's Spell Card is an attack (one card) + 2 cards drawn)
? Gain 1 life: as mentioned earlier, this is already 2 - 3 cards worth by itself
? Draw a card: another 1 card worth
? Trash a card of your choosing: I'd say another 1.5 cards, since items are worth a lot. Ever wanted to get rid of a Supernatural Border? Or a character is just out of range because of a Focus? It's gone now. Let's not talk about artifacts.
? Discard a card (I assume at random) from their hand: another card [if not at random, then add another card's worth, because knowing your opponent's hand is powerful)
? Cannot be canceled: Another card (at least).
So, in total, your Spell Card is worth 6.5 to 7.5 cards worth. More than twice as good as any other Spell Card.
While your idea is interesting, it is completely overpowered.
Maybe make it so that Satsuki's passive can only be used once per round, and only on other people. Or make it actually cost 2 cards (and limiting to other players still, because self heal is always enormous. Back when Eirin still healed a lot with her Spell Card, she could survive an onslaught of two enemies all by herself. And that was limited to once per round and by the fact that you needed an invocation card).
With her Spellcard, if you want ALL of these effects, you can make it so the player has to decide for ONE of these, as well as dealing damage to another player.
(Although even that might be a bit too powerful, as having choice is also always a bit advantage.)
So, yeah, Satsuki Rin is a powerhouse and a character is unlikely to lose.
Hm...
If the measure of said effects are that good, then I have severely underestimated the power of life restoration. In fact, I may of underestimated everything about effects in general. (I also forgot about Swing Draw. Whoops.)
How about this...
--
Rin Satsuki
Character Card
Abilities
When anyone other than Rin loses life for any reason, you may discard a card from your hand to restore 1 life to that character. You can play this ability only once per instance of lost life. (You may not exceed a character's maximum life.)
Rin may skip her turn to regain 2 life. (You may not exceed your maximum life. You can not use this ability on consecutive rounds.)
Rin does not need to discard Powerups cards when she loses life.
Spellcard - Action
Clouds to the Moon, Winds to the Blossoms
"Cherry Flavored Justice"
You may discard up to three cards from your hand when you play this spellcard.
Choose a player, and choose one of the following effects to apply to said player. For each card discarded, you may choose an additional different effect, and choose a player to apply it to. (You may choose the same target for more than one effect. You may choose different targets for different effects. You can not use the same effect more than once per spellcard activation.)
- Gain 1 life. (You may not exceed a character's maximum life.)
- Draw a card.
- Trash a card of your choosing that they have in play.
- Discard a card from their hand.
You may attack a player, regardless of range.
--
And I just looked into the rules and found that you draw 2 cards every turn by default and your hand is, barring anything that would alter it somehow, 4. Huh. I really didn't think about Swing Draw at all, or know of these aspects.
Also, if I'm understanding the rules correctly, Rin's spellcard now requires that you burn what is effectively your entire hand to use it to full effect, and it's a disadvantage due to the fact that she kind of needs cards to actually do stuff. I also rewrote her healing ability in two ways, making it so that she can't heal herself with her "1 card equals 1 life" ability, and that she has to forgo her turn to heal for 2, which I imagine is powerful enough on it's own(presuming that 1 life equals 2 cards, and Meiling's version draws 4 cards, so...), and like Meiling's "skip a turn" ability, she can't use it twice in a row. However, unlike Meiling, Rin can't use her spellcard if she skips her turn, so there's that. Also, the fact that the spellcard wasn't able to be cancelled was meant to make it better, but if that makes it far too good, I'll take that part out. I'm still keeping the "attack regardless of range" part, though.
So what do you think of the changes?
Also, I was curious about the "discard an Item card to draw a card" from Nitori. Is it from from your hand, the field, or can it be either?
And finally, I was thinking of a few different effects, although I have no idea where or who to apply it to(Not Rin, as she's powerful enough as is)...
"For each Item card you have in play, you are allowed to play one additional Danmaku card per round. This is in addition to the effect of the Item itself."
"This character can have two Defense cards in play. They can not be two of the same name. (You can not have two Focuses, for example.)"
"This character can have two Artifact cards in play."
Hm...
Why do I get the feeling that if I put those abilities together, I could create a Rinnosuke character card? Seems odd... And maybe something that's terribly OP...
-
Abilities
When anyone other than Rin loses life for any reason, you may discard a card from your hand to restore 1 life to that character. You can play this ability only once per instance of lost life. (You may not exceed a character's maximum life.)
Rin may skip her turn to regain 2 life. (You may not exceed your maximum life. You can not use this ability on consecutive rounds.)
Rin does not need to discard Powerups cards when she loses life.
The passive is better now, although I think a one card per heal still makes her really powerful, even if not as broken as before.
For reference, Eirin can only use her heal once per turn, and has to get a relatively rare Invocation card to heal herself and another person of choice.
While limiting the healing effect only to use it for other players is making it less useful for Rin herself, she becomes a great Partner who can basically heal/ prevent life-loss of the Heroine for up to 4 Life in one round (even more if you have the Sutra Scroll). And the heroine still draws a card for every time being hit, so that generates up to 4 (or 7) free cards for the heroine. True, Rin will then be the target of every boss (if they don't attack her earlier than that already), but that's part of the Meta-game, and while that is an important part, I don't want to include that aspect to value the strength of a character card. ^^
If you want to keep the skip turn thing, I would reduce the amount of life gained to 1. It's true that Satsuki cannot use her Spell Card unlike Meiling, but you still can generate 2 card draws out of this due to Swing Draw, and it rivals the power of Eirin's Spell Card. And passive abilities should never be as strong as another character's Spell Card, especially not if it isn't even the entirety of the passive.
If I made this character (which I don't, so feel free to ignore my opinions if you disagree), I'd remove the turn skip ability again, since her first passive is strong enough already to be worth choosing Rin solely on that. And not having to lose Powerups on top of that is just silly powerful IMO. ^^
Spellcard - Action
Clouds to the Moon, Winds to the Blossoms
"Cherry Flavored Justice"
You may discard up to three cards from your hand when you play this spellcard.
Choose a player, and choose one of the following effects to apply to said player. For each card discarded, you may choose an additional different effect, and choose a player to apply it to. (You may choose the same target for more than one effect. You may choose different targets for different effects. You can not use the same effect more than once per spellcard activation.)
- Gain 1 life. (You may not exceed a character's maximum life.)
- Draw a card.
- Trash a card of your choosing that they have in play.
- Discard a card from their hand.
You may attack a player, regardless of range.
And I just looked into the rules and found that you draw 2 cards every turn by default and your hand is, barring anything that would alter it somehow, 4. Huh. I really didn't think about Swing Draw at all, or know of these aspects.
Also, if I'm understanding the rules correctly, Rin's spellcard now requires that you burn what is effectively your entire hand to use it to full effect, and it's a disadvantage due to the fact that she kind of needs cards to actually do stuff. I also rewrote her healing ability in two ways, making it so that she can't heal herself with her "1 card equals 1 life" ability, and that she has to forgo her turn to heal for 2, which I imagine is powerful enough on it's own(presuming that 1 life equals 2 cards, and Meiling's version draws 4 cards, so...), and like Meiling's "skip a turn" ability, she can't use it twice in a row. However, unlike Meiling, Rin can't use her spellcard if she skips her turn, so there's that. Also, the fact that the spellcard wasn't able to be cancelled was meant to make it better, but if that makes it far too good, I'll take that part out. I'm still keeping the "attack regardless of range" part, though.
Don't forget that, if you start the turn with 4 cards in hand, you will have 6 cards, meaning you can end your turn with another 2 cards in hand. Just wanted to note that.
Oh, your Spell does actually attack as well, AND regardless of range? Ouch, add another 1.5 cards to the Spell Card value. xD
The Spell Card is a lot better already, since you are now far more limited. But you still have a lot of choice. You can still heal up to 3 life, which is massive.
And you still have a lot of choice. If you need to quickly destroy the defenses of a walled in player, you can easily trash all of their items, which is especially evil against characters like Alice.
If you are at 1 life, you can effectively go back to max life, which is a total game changer. With one single Spell Card. Yes, you'll need to waste most of your hand with that, but don't forget that for each card spend with that, you can draw another card through Swing Draw. And if you only discard Shoots and get Grazes back, hey, you just got life AND better cards in one!
If I harp on the choice part of your Spell card a lot, that's because choice is way more powerful than you may think at first.
Which is why I personally would reduce the amount of choice you have with the Spell Card.
One way to do so would be:
"Discard up to 3 cards from your hand.
For each Danmaku card, you may draw a card.
For each Dodge card, you may trash a random card from any one player's hand.
For each Item, not Artifact, card, you may trash any item of a player of your choosing.
For each Artifact, a player of your choosing gains one life.
You may attack a player." [no regardless of range because the Spell Card is still powerful IMO, but I can't tell how powerful exactly without play-testing.]
This way, not only do you limit the choice to the cards on your hand, but you also give players a reason to draw cards instead of gaining life. xD
The reason I chose those types of cards are:
? Danmaku cards are fairly common, and you are basically just Kourindou-ing your Danmaku cards.
? Dodges are fairly hard to come by in the most recent version, however, trashing a card from someone's hand is powerful, too, and heavily annoys players, which is why characters who initially stole cards from other players' hands don't so anymore. Although I guess you could make this to Reaction cards in general, as most, if not all, reactions are either Dodges or Bomb cards anyway.
? Artifacts are extremely rare. There are only 3 in the core deck. And unless I'm mistaking, there are only two 1-Ups, too. So that should indicate just how powerful a healing effect is, and it should be worth discarding another powerful card for it. But, hey, if you happen to have a second Artifact, you can actually generate some worth out of it instead of just dumping it like everyone else would have to!
? Items that are not Artifacts. Sadly, artifacts are Items, too, so I had to word it this stupid, but I also couldn't think of any other card type that wasn't invocation or reaction, one being too rare and useful to choose here, and the other one overlapping with the dodges and being too common. ^^;
Anyway, trashing an item is too powerful to not come at some cost. As I mentioned earlier, stripping a walled-in character off all their Items is something that no one expects to happen quickly. So having to spend another Item for that might be appropriate. And at least you can get rid of duplicate Focuses or something.
Anyway, that is my recommendation for how to make this Spell Card interesting, while not making it too OP. Hopefully.
But again, if you don't like my suggestions, feel free to ignore them. ^^
Also, I was curious about the "discard an Item card to draw a card" from Nitori. Is it from from your hand, the field, or can it be either?
If it doesn't state that it has to be from your hand, assume that it can be one that is in play. That's how we handle it.
"For each Item card you have in play, you are allowed to play one additional Danmaku card per round. This is in addition to the effect of the Item itself."
"This character can have two Defense cards in play. They can not be two of the same name. (You can not have two Focuses, for example.)"
"This character can have two Artifact cards in play."
Hm...
Why do I get the feeling that if I put those abilities together, I could create a Rinnosuke character card? Seems odd... And maybe something that's terribly OP...
The first one seems incredibly powerful. Maybe you should limit it to Powerup cards, or plainly state that Power cards generate two additional Danmaku uses instead of one.
Alternatively, you can make it so that Item cards generate an additional Danmaku use unless the Item itself generates more uses.
But it might actually not be as powerful as I think it is, since Danmaku uses are limited by the amount of cards in your hand. Then again, Yuuka with this ability would go berserk...
The second ability seems okay to me.
The third one, however... just imagine a person with a Sutra Scroll AND a Stop Watch. It might not seem that strong at first, but getting one draw more from the Scroll AND being able to use two more Danmaku at the same time without running to lose these uses by being hit (and having one more distance as well)... there's a reason the game limits you to one Artifact. ^^
Then again, the base deck only has three Artifact, so getting two, while possible, is rather infrequent to be a good passive ability.
I personally would probably not choose a character with the third ability, unless it came with something else. But then it might be too powerful. *shrug*
Adding all three of these together is definitely broken, though. xD;
-
NCS is right about Nitori, also about Rin's power level.
I don't have time to write a big post, but I think you should take a step back with Rin. It really seems like you want her to do all the things; which is a tempting thing for a favored character, but an important part of creativity is that restriction builds intensity. Decide what kind of character you want Rin to be and make her only that.
FYI Carrot & I's favorite characters are Youmu and Reisen, both of them are very specialized in theme: Youmu always hits twice and Reisen is all about misdirection.
I don't know much of her history besides what's on the wiki, but as a deleted character she has a natural association with the void. Additionally it seems due to the data we do have, she was a healer type.
I think you're correctly identified Meiling as a possible inspiration for Rin, the official team has another character that functions the same way already. The Truant/Phasing ability though feels best when it is paired with a spell card that allows you to act out of turn.
Additionally as a deleted character, consumption abilities (discarding cards for effects) also are in theme, so you're fine there. I would however limit these abilities to "Use X card to gain X effect." A list of options would be more in line with a Rinnosuke card, as you mentioned.
Both of these can also combine into a kind of vampirism or swapping ability. Perhaps existance and non-existance?
-
Hm...
I was actually in the middle of writing a response to posting to what ShadowNCS said when you posted what you said, Moogs.
So, I'll simply say that at the start, I actually considered for her to burn up an item card for the sake of using her heal. I had also considered using "reduce damage to zero" instead of "heal life" as her passive's effect. I do not know how powerful such an effect would be due to the fact that rules would have to be written for how it would interact with other cards and effects of cards.
As for her spellcard, I really didn't know what to do there. But...
Given the idea of "existence and non-existence" due to her deleted character status, it is odd...
Healing is a theme for Rin, and that is beyond a doubt for me. Still, the idea of "preventing damage" seems to be something that appeals to me...
How about this...
---
Rin Satsuki
Character Card
Abilities
Rin does not need to discard Powerup cards when losing a life.
Whenever someone is attacked, Rin may discard an Item card in play to reduce all damage from that attack to zero. If multiple players are being attacked simultaneously, you must discard a Item card in play for each player that you wish to apply this passive to. This does not count as avoiding an attack, and any effects due to life loss or avoiding that attack don't happen(This includes drawing cards due to loss of life). Any effects other than damage from said attack do still happen. Any effects that trigger due to being hit or damaged still trigger, even though said damage is zero.
Spellcard - Action
Kirin Sign
Clouds to the Moon, Winds to the Blossoms
Attack a player, regardless of range. If your attack hits, choose a player. That player draws a card and gains one life.
---
There. She's focused on healing and preventing damage. A defense oriented character, and despite her holding a attack that does not respect range, any additional effects after that only work if she hits the target, meaning that an opponent dodging the hit will cause it to completely fail. Risk and reward is therefore present for the card, and it's simple as well. My only issue is how "reducing damage to zero" will interact with other effects, but that should do for now. Besides, this can be as much for a "protective guardian" theme as much as a "existence and non-existence" one, and I imagine that damage prevention is a very powerful ability(probably to the point where I might need to write it as "two Item cards to prevent all damage from an attack" to keep it from being overpowered), although it does not stop secondary effects(like Cirno's turn skip effect).
Also, as a bonus...
---
Rinnosuke Morichika
Character Card
Abilities
For each Item card that Rinnosuke has in play, you may play an additional Danmaku card per round.
Rinnosuke may have two Shield cards in play at the same time.
Spellcard - Action
Item Sign
"Eagle-Eyed Shop Owner's Saga"
You may discard as many cards as you like from your hand. Draw cards from the deck equal to the number of cards you've discarded plus one.
You may attack a player in range.
---
A card that combines two seemingly useful abilities with a spellcard that is effectively Kourindou + Shoot. I think that maybe I should remove the "Two of the same name can't be used" clause on the second ability? The worst that Rinnosuke can do if that was removed would be having two Supernatural Borders, which would gain him an unparalelled defense due to how said cards actually work(that would be revealing the top two cards and if either are Spring of Summer, the attack is dodged), and for such annoyances, there's always Seal Away...
Edit: I removed the "two of the same name can't be used" clause, if that makes him OP, I'll just add it back in later.
Any thoughts on these two cards?
-
I fell asleep in the middle of talking to Zhelot
I have that effect on people. ^^
For those curious, Imperishable Night mode allows you to keep 2 character cards (out of a pool of 3-4). You get access to both passive abilities, and you can choose which spell card to activate. Character Synergy is pretty important, though I am happy to report that the MAlice cannon is real.
Given the idea of "existence and non-existence" due to her deleted character status, it is odd...
Healing is a theme for Rin, and that is beyond a doubt for me. Still, the idea of "preventing damage" seems to be something that appeals to me...
I like how you've got a couple of themes going ala void hero and preventing damage. You can def work w/ that. next I would look at context & Synergy.
In terms of context, compare her passive to Futo's "Futo does not need to discard Powerups when she loses life. + Futo may discard an item card in play to avoid an attack"
Rin's passive is stronger in that you can avoid for multiple people, but in my experience Futo's passive doesn't see a lot of action. This may be due to item cards being quite valuable.
Another character with a similar 'void like' ability is Aya: "Aya may discard a Danmaku card to cancel a danmaku card" This ability is very good, Aya sees a lot of play and is the most defensive character in the game in no small part to her abilite's synergy. (more on that below)
In terms of Rin's Spell Card, the most straightforward comparison is Tenshi, challenge + life gain + 1 card. This spell card is amazing, it also ignores range, but has a potential downside depending on Tenshi's handsize relative to the target. Rin's Spell card does not have this disadvantage.
In terms of virtual cards this new spell card is approx 4.5 (1.5 for shoot sans range, 2 for 1 life gain, 1 for the card draw), restricting it to a rangeless shoot + 1 life if it connects seems reasonable to me (there are 12/80 grazes, & 2 Supernatural borders in the deck).
Now to synergy. What makes Aya such a powerful character is that her spell card works together with her passive, giving her more danmaku to defend with. Synergy can give a character a consistent theme and a distinct playstyle, though it can teeter into over powered territory.
ON Kourin, the defenisve passive could be good, it could also do very little, I think testing would probably answer that better than conjecture. His extra danmaku uses per item card seems nuts, allowing him to dish out a lot of hurt quickly.
As for his spell card "Shoot + Kourindou" I tried a kourin with the same spell card, it ended up being rather lackluster.
(http://i.imgur.com/edej9MM.png)
This is the Kourin I run now, the passive is cute and gives some card selection similar to Keine, His spell card generates a lot of cards, but they are usually all Shoots. Without a means of using them ie Power/stopwatch he ends up discarding almost all of them on the end of his turn, so that keeps his card advantage in check.
-
I like how you've got a couple of themes going ala void hero and preventing damage. You can def work w/ that. next I would look at context & Synergy.
In terms of context, compare her passive to Futo's "Futo does not need to discard Powerups when she loses life. + Futo may discard an item card in play to avoid an attack"
Rin's passive is stronger in that you can avoid for multiple people, but in my experience Futo's passive doesn't see a lot of action. This may be due to item cards being quite valuable.
Another character with a similar 'void like' ability is Aya: "Aya may discard a Danmaku card to cancel a danmaku card" This ability is very good, Aya sees a lot of play and is the most defensive character in the game in no small part to her abilite's synergy. (more on that below)
In terms of Rin's Spell Card, the most straightforward comparison is Tenshi, challenge + life gain + 1 card. This spell card is amazing, it also ignores range, but has a potential downside depending on Tenshi's handsize relative to the target. Rin's Spell card does not have this disadvantage.
In terms of virtual cards this new spell card is approx 4.5 (1.5 for shoot sans range, 2 for 1 life gain, 1 for the card draw), restricting it to a rangeless shoot + 1 life if it connects seems reasonable to me (there are 12/80 grazes, & 2 Supernatural borders in the deck).
Now to synergy. What makes Aya such a powerful character is that her spell card works together with her passive, giving her more danmaku to defend with. Synergy can give a character a consistent theme and a distinct playstyle, though it can teeter into over powered territory.
ON Kourin, the defenisve passive could be good, it could also do very little, I think testing would probably answer that better than conjecture. His extra danmaku uses per item card seems nuts, allowing him to dish out a lot of hurt quickly.
As for his spell card "Shoot + Kourindou" I tried a kourin with the same spell card, it ended up being rather lackluster.
(http://i.imgur.com/edej9MM.png)
This is the Kourin I run now, the passive is cute and gives some card selection similar to Keine, His spell card generates a lot of cards, but they are usually all Shoots. Without a means of using them ie Power/stopwatch he ends up discarding almost all of them on the end of his turn, so that keeps his card advantage in check.
Rinnosuke's defensive and offensive passives relies on Item cards, and his spellcard is meant to assist in getting the right cards in his hands more quickly(and it's thematic of him since he's the owner of the Kourindou, so...). Still, you are right about it being lackluster.
Hm... Perhaps this could help...
---
Rin Satsuki
Character Card
Abilities
Whenever someone is attacked, you may discard a Reaction or Item card from your hand to reduce all damage from that attack to zero. If multiple players are being attacked simultaneously with the same attack, you may choose which players are protected by this ability. This does not count as avoiding an attack, and any effects due to life loss or avoiding that attack don't happen(This includes drawing cards or discarding Powerup cards due to loss of life). Any effects other than damage from said attack do still happen. Any effects that trigger due to being hit or damaged still trigger, even though said damage is zero.
Once per round, you may discard 3 Danmaku cards to gain 1 life.
Spellcard - Action
Clouds to the Moon, Winds to the Blossoms
Cherry Flavored Justice
You may any number of Danmaku cards when you play this spell card.
Attack a player in range. For every Danmaku card discarded, this attack gains +1 range.
If your attack hits, choose a player. That player draws a card and gains one life.
---
No longer relies on just Items to power her ability. Also, I gave the spell card back it's old name. For Great Justice!
---
Rinnosuke Morichika
Character Card
Abilities
For each Item card that Rinnosuke has in play, you may play an additional Danmaku card per round.
Rinnosuke may have two Shield cards in play at the same time.
Spellcard - Action
Item Sign
"Eagle-Eyed Shop Owner's Saga"
Reveal the top five cards of the deck. You may put any Item cards among them into your hand or into play. Discard any other cards revealed in this way.
You may attack a player in range.
---
Since you mentioned Aya and her synergy between her passive and spell card, I decided to make Rinnosuke's new card a copy of Aya's, expect that it targets Item cards instead of Danmaku cards and you can put the Item cards into your hand or into play. That should make Rinnosuke's two passives more relevant, as Shields do count as Items, and if enough items are dug up at once, Rinnosuke can suddenly become very dangerous in a hurry, especially if he manages to get enough Powerups and has enough Danmaku cards to back them up. In fact, Rinnosuke's biggest problem may be that he's end up being able to be allowed to fire more Danmaku cards than he'll ever have on hand at once(not that that's much of a problem in the first place, but)...
Also, since Shields count as Items, Focus is more useful, as it grants distance and the ability to shoot one more Danmaku thank to the passive, and since he can hold two, he can say far away from most shots aimed at him while fighting back.
What do you think of them now, Zhelot?
Edit: I edited Rin's ability to use either Item or Reaction cards to activate it, as the former tends to be valuable enough to make it somewhat difficult to want to use, and the latter includes cards that are not so common in the first place, so being able to use both should grant some degree of flexibility. Also, I left a note as to why it doesn't respect range(because it's inspired by Tenshi's spell card, mainly), and deleted a certain part of a message about Rinnosuke(because it's obvious that the "for each item you have in play, +1 Danmaku card can be played" passive is powerful enough that it needs no further buff), so there's that...
2nd Edit: Changed Rin's passive back to "no Powerup discard from life loss", since it makes sense for a person who can use Items for her ability to need that, and I feel that her "+ 1 max life and hand size" passive might be too much... I'm also very tempted to add a "discard two cards to gain one life, once per round" ability, but given how powerful that could be, I've opted to not do so. Rin should be more balanced here, and her current ability can be put to use very easily now. Her ability and spell card both are meant to be tools for the sake of the meta-game, which she would be very flexible. However, her spell can be dodged to make it fail, and it can be cancelled, or even outright stolen by some characters(Reisen is a good example of why this card is not as powerful as it might seem at first glance), so it stays the way it is.
3rd Edit: I changed her spell card to respect range, but also use up Danmaku cards to extend said range, thus mimicking that aspect of the Shoot card. Since Danmaku cards are common in the deck, the difference for the most part is fairly minimal, and Rin's defensive power is powerful, as I said before, so the real challenge of fighting against Rin is to actually pierce her defenses in the first place. Since the average hand size is 4 cards without modifiers, and her ability requires either Item or Reaction cards from her hand, it's far from almighty, but it's more than strong enough that I need to really think about what she can use to compliment said abilities. For now though, I'll give her a "once per round, discard 3 Danmaku cards to regain 1 life", since Danmaku cards are common, and 3 Danmaku is a fairly good cost for 1 life, since the ability is effectively -1 in terms of card advantage and it's once per round, so it's not something that you could activate every round unless you had a Sutra Scroll(which is why Seal Away is likely the first thing that'll happen to it if you put one into play). As for synergy, the fact that Rin doesn't have a way to deal with her constant burning of cards is going to have to be on purpose, since if she did have such a way, she would be completely broken. I would add a "for each Item or Reaction card discarded, the attacked player must play an additional Dodge in order to avoid this attack" in the spell card, but something tells me that that would make her so OP that it wouldn't be funny.
And now I'll leave this alone until someone responds, because I need to learn how to be patient for stuff...
-
My instinct is that Rin is still really powerful, historically having multiple Abilities has resulted in OP characters. In the base game, those with 2 abilities usually have weak ones, or they really have 1 ability with multiple parts (Meiling).
For Rinnosuke I think 2 Def cards is good by itself, and doubling shots per Power card is really OP by itself.
If you show up to the Table Top Simulator group that's probably the quickest way to do an actual playtest, unless you have a group you play with IRL. If I can make it tomorrow (I'm doing a lot of overtime lately) I'd be willing to play a playtest game with you.
As an aside, the allure of giving characters multiple abilities or a multieffect spell card seems really strong. I'm left wondering what the draw is.
-
Hm... If that's the case, then I'll have to see if that can actually be done with this connection of mine, as I feel that it just might be a bit too unreliable for that...
However, I could give a revised version of the two character cards, given the information that you've given me...
---
Rin Satsuki
Character Card
Abilities
Whenever someone is attacked, you may discard a Reaction or Item card from your hand to reduce all damage from that attack to zero. If multiple players are being attacked simultaneously with the same attack, you may choose which players are protected by this ability. This does not count as avoiding an attack, and any effects due to life loss or avoiding that attack don't happen(This includes drawing cards or discarding Powerup cards due to loss of life). Any effects other than damage from said attack do still happen. Any effects that trigger due to being hit or damaged still trigger, even though said damage is zero.
Spellcard - Action
Clouds to the Moon, Winds to the Blossoms
Cherry Flavored Justice
You may any number of Danmaku cards when you play this spell card.
Attack a player in range. For every Danmaku card discarded, this attack gains +1 range.
If your attack hits, choose a player. That player draws a card and gains one life.
---
Omitted the second ability, keeping everything else. Because if Rin's theme of being attuned to the void is used here, then the use of Danmaku cards in her spell card would not be out of place. An increase in range means that it's more flexible then some spell cards, but since it comes at the same price as a Shoot card, it's effectively a Shoot card in it's entirety plus an additional effect upon landing a hit.
Rin's forte is her "damage to zero" ability, though, as it can easily stop many would be fatal blows. It's far from almighty due to the nature of the game itself(hand sizes, Utsuho, concentrated assaults, etc.), so it should work as a single unique ability. "An ounce of prevention equals a pound of cure", as they say.
---
Rinnosuke Morichika
Character Card
Abilities
Rinnosuke may have two Shield cards in play at the same time.
Once per round, on your turn, you may discard a Item card to draw a card.
Spellcard - Action
Item Sign
"Eagle-Eyed Shop Owner's Saga"
Reveal the top five cards of the deck. You may put any Item cards among them into your hand or into play. Discard any other cards revealed in this way.
You may attack a player in range.
---
Replaced the "more danmaku for each item" with Nitori's weaker ability, allowing him to trade an item for a card once a turn. I'm also glad that you think that his 2 Shields at once passive is good, since he could potentially be quite a good survivor of enemy attacks if you play him smartly(especially if you can manage to grab a duet of Supernatural Borders to protect yourself, as a 50/50 defense x 2 is a truly beautiful thing).
As for what the draw of granting such things are, I think that people simply want to make their character cards more unique by doing such things, standing out from the rest of the crowd in a way that leaves a mark on whoever plays as or against them.
And now, I'm going to sleep, since I really need the rest to deal with the rest of the week...
-
I think with those changes these characters are about as far as theorycrafting can take them without playtesting. Good job!
Fake Edit: Ah, note that Shield cards are now called Defense cards.
As for what the draw of granting such things are, I think that people simply want to make their character cards more unique by doing such things, standing out from the rest of the crowd in a way that leaves a mark on whoever plays as or against them.
The design space for this game is moderately large, I am often surprised by how far it can go. Making the character stand out is more a matter of mixing rules and flavor. That's why I brought up the character concept earlier. Earlier in the thread we talked about Yoshika in a similar way.
Here's a theoretical Yoshika I came up with:
Yoshika
Yoshika may discard an Invocation card to gain 1 life.
Yoshika may discard 2 Reaction cards to activate her spell card.
Poison Nail "Zombie Claw"
Attack a player in range, if you hit, they cannot play Reaction cards until the start of your next turn.
-
Sorry for the delay, I got sucked into Dark Souls for the last week.
I'd be totally down to test out your 2 characters on our next session (usually Sunday/Wednesday on TTS @ 3-4pm EST, you should come, add me on Steam: 'Zhelot'). Though 2 things I would change:
Whenever someone is attacked, you may discard a Reaction or Item card from your hand to reduce all damage from that attack to zero. If multiple players are being attacked simultaneously with the same attack, you may choose which players are protected by this ability. This does not count as avoiding an attack, and any effects due to life loss or avoiding that attack don't happen(This includes drawing cards or discarding Powerup cards due to loss of life). Any effects other than damage from said attack do still happen. Any effects that trigger due to being hit or damaged still trigger, even though said damage is zero.
HOLY $%^& that's a lot of text for 'prevent all damage to one player from an attack' I understand the caveats and I actually appreciate the foresight into it (though I would like to mention that the only things affected are laser shot, Spear the Gugnir, Yuuka's passive, and Rin's own spell card").
The problem is a lot of people are just going to pass over this due to the text overload (for example check out Possibility Storm (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=possibility+storm)). Another thing to mention is danmaku already has 2 mechanics for preventing damage: avoiding attacks and canceling. Both fit theme and to be fair turning a graze into a prevent all damage is an interesting side-grade, in most situations it will be effectively the same.
In addition the restriction of item cards in hand really restricts it's usability. Playing your item cards allows you to get the passive benefits, avoid discarding to max hand size, come out ahead after a tempest. With the exception of maybe power not playing your item cards risks a lot. On the flip side a more punishing character may not be such a bad thing, and players looking for a challenge may gravitate towards them. [Side-Side Note, having a character draft is really interesting design possiblity that can allow players to play with the characters they want to AND give more information to the awkward 1st round]
Basically I'm saying that while mechanically reasonable, the design of the passive is clunky, I would recommend using or branching off of familiar mechanics rather than building a 3rd form of preventing damage, but that's just, like my opinion. man.
Suggestion #2: Buff Kourins passive, up to 2 artifacts & up to 2 defensive items. People LOVE the idea of 2 artifacts, people have been asking me about it since I started playing Danmaku over a year ago. hell I made a Sukuna built around that ability in my silly mod.
Also buff the spell card to 7+ cards, with 14/80 items in the deck 7 is a 75% chance of seeing at least 1 item. Thank you trusty hypergeometric calculator (http://stattrek.com/online-calculator/hypergeometric.aspx).
BTW for anyone that's interested here (https://www.mediafire.com/?qole43mgnebr4a0) is the template I use to make custom character cards for TTS. Feel free to make your own! (btw I usual scale/crop character pics to 262x371 pixels then add an alpha-channel and erase out space for the season & expansion symbol)
-
Sorry for the delay, I got sucked into Dark Souls for the last week.
I'd be totally down to test out your 2 characters on our next session (usually Sunday/Wednesday on TTS @ 3-4pm EST, you should come, add me on Steam: 'Zhelot').
...aaand that's going to hurt me big time, as I do not have Steam in the first place... Nevermind, I got everything needed. I'll see you on Sunday.
HOLY $%^& that's a lot of text for 'prevent all damage to one player from an attack' I understand the caveats and I actually appreciate the foresight into it (though I would like to mention that the only things affected are laser shot, Spear the Gugnir, Yuuka's passive, and Rin's own spell card").
The problem is a lot of people are just going to pass over this due to the text overload (for example check out Possibility Storm (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=possibility+storm)). Another thing to mention is danmaku already has 2 mechanics for preventing damage: avoiding attacks and canceling. Both fit theme and to be fair turning a graze into a prevent all damage is an interesting side-grade, in most situations it will be effectively the same.
In addition the restriction of item cards in hand really restricts it's usability. Playing your item cards allows you to get the passive benefits, avoid discarding to max hand size, come out ahead after a tempest. With the exception of maybe power not playing your item cards risks a lot. On the flip side a more punishing character may not be such a bad thing, and players looking for a challenge may gravitate towards them. [Side-Side Note, having a character draft is really interesting design possiblity that can allow players to play with the characters they want to AND give more information to the awkward 1st round]
Basically I'm saying that while mechanically reasonable, the design of the passive is clunky, I would recommend using or branching off of familiar mechanics rather than building a 3rd form of preventing damage, but that's just, like my opinion. man.
To be fair, I can actually understand that MTG card just fine(I'm a turbo nerd, so complicated text isn't an issue for me). Also, the fact that Rin prevents damage and has all that text is for both explaining the mechanic and for the sake of futureproofing, And stopping damage without stopping secondary effects makes it something quite different, which is the other point of it, really. And the whole reason that I aimed for Reaction and Item cards from the player's hand is that if I wanted it to use Item cards in play as an option, that would make it make more text heavy, which you have stated is a problem, although I personally don't see the text as an issue as long as it's clear on what it does. Also, given that the average hand size is 4 cards, the restrictions keep Rin's defense from becoming flat out OP.
In all honesty, the main reason for me creating an effect like this is because of Remilia's Spear The Gungnir, as her bomb guarantees that someone is losing a life normally. (I don't hate Remilia for that, by the by. And Rin having said counter to Remilia's spell card would be a kind of nod to which game that she came from, as Rin was supposed to be a protagonist in EoSD, but was cut out. Remilia's true power, maybe?) I actually was planning to create a Shield card called Sacrifice Doll, which would negate all damage at the cost of itself(although having it used up to avoid damage rather than negate damage would kind of make more sense, but it wouldn't be able to stop Remilia's spell card), and I might just suggest that as a Shield card in the near future, since it would be a guaranteed evade at the cost of itself, although maybe it needs something else as a passive to go along with it... I need to think about it.
Besides, between the two types, this passive can use almost half of the deck for fuel, which is more than any other passive that asks for a specific kind of card for an effect. That should be more than enough to reliably make use of said ability.
Also, being blunt here, Utsuho is an effective person to use against Rin's passive, as Rin has to discard three from her hand using her passive to stop her attack. Rin is meant to be a defensive character, roughly put.
Suggestion #2: Buff Kourins passive, up to 2 artifacts & up to 2 defensive items. People LOVE the idea of 2 artifacts, people have been asking me about it since I started playing Danmaku over a year ago. hell I made a Sukuna built around that ability in my silly mod.
Also buff the spell card to 7+ cards, with 14/80 items in the deck 7 is a 75% chance of seeing at least 1 item. Thank you trusty hypergeometric calculator (http://stattrek.com/online-calculator/hypergeometric.aspx).
BTW for anyone that's interested here (https://www.mediafire.com/?qole43mgnebr4a0) is the template I use to make custom character cards for TTS. Feel free to make your own! (btw I usual scale/crop character pics to 262x371 pixels then add an alpha-channel and erase out space for the season & expansion symbol)
Uh...
The second ability seems okay to me.
The third one, however... just imagine a person with a Sutra Scroll AND a Stop Watch. It might not seem that strong at first, but getting one draw more from the Scroll AND being able to use two more Danmaku at the same time without running to lose these uses by being hit (and having one more distance as well)... there's a reason the game limits you to one Artifact. ^^
Then again, the base deck only has three Artifact, so getting two, while possible, is rather infrequent to be a good passive ability.
I personally would probably not choose a character with the third ability, unless it came with something else. But then it might be too powerful. *shrug*
That about sums it up for my view, as I actually do agree with that guy. On the one hand, Sutra Scroll + Stopwatch = serious pain. On the other, it easy to see coming, it's far too easy to counter(Seal Away, Marisa, etc.), and there are only three Artifacts in game, so...
As for his spell card, I limited his draw to 5 because that's how much Aya draws from her spell card for Danmaku cards. I actually don't see how it would be harder for him, really.
I think with those changes these characters are about as far as theorycrafting can take them without playtesting. Good job!
Thank you, Moogs. I'm glad that I was able to do that much.
Fake Edit: Ah, note that Shield cards are now called Defense cards.
Welp, I can always edit Rinnosuke's card for that, so no problem there.
The design space for this game is moderately large, I am often surprised by how far it can go. Making the character stand out is more a matter of mixing rules and flavor. That's why I brought up the character concept earlier. Earlier in the thread we talked about Yoshika in a similar way.
Here's a theoretical Yoshika I came up with:
Yoshika
Yoshika may discard an Invocation card to gain 1 life.
Yoshika may discard 2 Reaction cards to activate her spell card.
Poison Nail "Zombie Claw"
Attack a player in range, if you hit, they cannot play Reaction cards until the start of your next turn.
*blinks*
Invocation cards is rare enough for life gain? Huh.
Reaction cards for spell card activation... Sounds interesting.
And that spell card! That's why I wrote in all that stuff for Rin! Rin can stop the damage, but not the "stiffening" effect, because it's a side-effect of her spell card.
Also, it's a good spell card, as I can see it emulating Yoshika's "zombie effect" on others. It really captures Yoshika's flavor, and I actually would enjoy seeing her in a card fight...
Or I would, if I got Steam onto my compy and hope that it doesn't cause chaos on the bandwidth...
Edit: I've installed Steam, and I'll attend as soon as possible, presuming that my bandwidth doesn't punch me in the face...
2nd Edit: Zhelot, it says that your friend list is full. I can't seem to add you in. I'll search for anyone else whose associated with Danmaku!! that's listed here, or maybe the Danmaku!! thing itself...
3rd Edit: Found the DanmakuTTS group, joined said group, and now I simply need to get myself into a game with the normal cards for a few rounds before I start trying out Rin...
4th Edit: Edited a few things, and I'm ready for Sunday. Also, complete overhaul of Rin's card...
---
Rin Satsuki
Character Card
Abilities
Once per round, you may discard any combination of 2 Danmaku, Item, or Reaction cards. If you do, choose a player. That player either gains 1 life or draws 2 cards. (You choose the effect.)
You may discard 3 of any combination of Danmaku, Item, or Reaction cards to activate her spell card.
If Rin activates one of these two passives, she can not activate the other passive during the same round.
Spellcard - Reaction
Clouds to the Moon, Winds to the Blossoms
Cherry Flavored Justice
Activate whenever a player is being attacked. If this spell card was activated with Rin's passive, it cannot be cancelled.
Negate all damage that would be dealt from said attack to the attacked player. Negate all special effects that would affect the attacked player. You may attack the attacker, regardless of range.
When you activate this spell card, you may discard a Invocation card. If you do, negate all damage that Rin would receive from attacks until the beginning of her next turn. (Any special effects from an attack will still occur.)
---
So, until someone responds to this, I'll go deal with some other stuff...
-
Kazu has done a lot of pieces for us, here is her excellent Komachi in Crossing to Higan.
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=48319599 (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=48319599)
[img width= height= alt=Crossing to Higan Art" width="280" height="210" class="aligncenter size-medium wp-image-874]http://danmaku.mysteryparfait.com/wp-content/uploads/CtH-280x210.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/CtH.jpg)
Crossing to Higan is a simple incident that makes all players in range until someone is defeated. If it's in play, your Focus card is pretty much worthless, but a Supernatural Border may be able to save you. If you've got a Master Plan up your sleeve you may be able to escape without bloodshed. Otherwise you may as well take advantage of the incident and make sure it's not you who crosses the river.
[img width= height= alt=CROSSING TO HIGAN" width="214" height="300" class="aligncenter size-medium wp-image-878]http://danmaku.mysteryparfait.com/wp-content/uploads/CROSSING-TO-HIGAN-214x300.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/CROSSING-TO-HIGAN.jpg)
-
Crossing to Higan's art is magnificent. Keep up good work!
-
Looking at that art, and it's beautiful, Moogs. Simply beautiful.
Anyways, I had been making a few cards out since that time when I played Danmaku!! with you guys for the first time and got all that info on card design...
---
Character Card
Cherry Kirin Nurse
Rin Satsuki
Abilities
+1 Max Life and Hand Size.
Once per round, Rin may discard two cards. If you do, choose a player. You may have that player either gain 1 life or draw 2 cards.
Spellcard - Action
Clouds to the Moon, Winds to the Blossoms "Cherry Flavored Justice"
Attack a player regardless of range. If it hits, choose a player. You may have that player either gain 1 life or draw two cards.
---
I recall saying that I would write it in as "if you hit, a player you choose gains 1 life and draws a card", but I felt that having the spell card have the same effect as the ability would be better in this case. I also added a passive that makes good use of both her ability and spell card, and is a really good passive overall, as it lets Rin have the heroine's boost in life and hand size without actually being the heroine, meaning that she'll have more health than anyone else in any role, and if she has the Heroine role and a Sutra Scroll, she would also have the biggest hand size in the game as well(7 from the Scroll + 1 from the Heroine Role + 1 from Rin's passive), which would be living the short lived dream, since no one going to want you having one of those no matter what. Basically, her ability, passive, and spell card are all fairly simple, but powerful for the sake of helping yourself or others.
---
Character Card
Mistress of Hakugyokurou
Yuyuko Saigyouji
Abilities
When Yuyuko avoids an attack, you may choose a player. That player loses 1 life. (This is not considered an attack.)
Spellcard - Action
Lifespan "Ticket to the Ageless Land"
Choose a player, regardless of range. That player loses one life. (This is not considered an attack.)
Draw a card.
---
I actually had added a second ability to Yuyuko which effectively turned her hand into Graze cards, before I realized that I pretty much knew better and took that ability away. Anyways, Yuyuko's main focus is on causing life loss, and she can cause it out of evading any attack that comes her way. She also deals life loss due to her spell card, and even draws a card on top of that. So, she can become quite deadly if you don't deal with her properly.
As an aside, I think that Yuyuko can sneak into the game through the Mobs expansion(which is for Stage 1 and 2 bosses), if only because she's the only final boss who is also a Stage 1 boss, which would be a hilarious continuity nod.
---
Character Card
Ferrywoman of the Sanzu
Komachi Onozuka
Abilities
Distance +1 for every 1 life difference between her current and max life.
When a player is defeated, they must give two cards total from their hand and/or what they had on the field to Komachi. If the player has nothing in neither their hand or the field, Komachi draws two cards instead.
Spellcard - Action
Hell "Narrow Confines of Avici"
Choose a player, regardless of range. That player's range and distance is now 1, ignoring any modifiers. This effect lasts until the beginning of Komachi's next turn.
You may attack that player.
---
As a ferrywoman, she gains profit from others as they fall, although if they have more than two total, they can decide what to give to Komachi as payment. As a being who can manipulate distance, she can make it harder for you to hit her the lower her life gets, serving as a defense. Thankfully, there are ways around such distance based nonsense, so she's far from invincible here. As for her spell card, it effectively marks you for death, as becoming in range for everyone while losing all of your reach from Items and other things is a serious pain, although you can still dodge attacks and there are attacks that ignore range in the first place, rendering that part of her spell card moot. Still, this is one card that you you might want to try to reserve a Bomb card for, circumstances allowing, of course.
As an aside, this post of mine was actually being constructed over the course of a few days, and seeing that Komachi pic before I could finish this kind of puts a smile to my face. I don't know why.
---
Artifact Card
Hakurei Purification Rod
You may discard a card in order to play an additional Danmaku card.
Once per round, if you are attacked or targeted by a discard effect, you may discard 2 cards to cancel the card that caused that attack or effect. You may then attack that player if they are in range.
---
An artifact that nullifies one card that tries to force a card discard or an attack, and then counterattack them, and it can be used once per round. It also lets you discard cards in order to play additional Danmaku cards, meaning that if you have enough cards to burn, you can assault the enemy with Danmaku attacks, which is very useful for someone who needs for opportunities to attack.
---
Character Card
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan
Abilities
Kaguya may play Item and Action cards during other player's turns, and may be played in response to other cards.
Kaguya does not need to discard Powerup cards whenever she loses life.
Spellcard - Action
Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-"
Attack a player in range. For each Item in play, you may attack a player in range. (You can choose a different target for each attack. A player can be targeted by more than one attack from this spell card.)
Draw a card.
---
Kaguya possesses the power of eternity and the instantaneous and her passives reflect this. Being able to play Action and Items at Reaction card speed lets her do many interesting things(playing a Focus after an attack has been declared to suddenly make yourself "out of range" is a good example of clever use of said power), and being able to keep your Items from being lost due to life loss is helpful without being OP(I hope) and has synergy with her spell card. Said spell card, by the way, is effectively a hybrid of Marisa's(powers up from Items in play), Utsuho's(multiple attacks to a player) and Youmu's(can aim her attacks at different players) spell cards, which is as dangerous as it sounds. While the attacks respect range and can be dodged, the sheer number of attacks per spell card is not to be underestimated by far. However, because of this, a Kaguya player will likely need to play very smart in order to stay alive long enough to do so, since no one's going to want her to live long enough to bring her full power to bear.
As a side note to this, I actually considered giving Kaguya the ability "if attacked, you may discard a Item card in play. Nullify all damage from attacks until the beginning of Kaguya's next turn" instead of the "does not discard Powerups upon life loss" passive, as eternity is considered as immutability, or the rejection of change, in Touhou canon, and damage nullification would fit that theme flavor-wise. However, when I thought about her first passive and how a smart player could use it to protect themselves without being OP, I decided to remove the ability, as it would make Kaguya too powerful.
Honestly, I'm starting to think the power to nullify all damage dealt to a player from attacks for the rest of that round may be too powerful for any character in terms of balance. An Artifact card might be more suited for that sort of power, since it can be removed via Seal Away and other methods, but not a character card.
And with that, I'll post this now, as I've been typing into this for a few days now, so...
-
Ah, I know this Komachi picture (fav'd the artist on Pixiv). It really looks nice. ^^
Character Card
Cherry Kirin Nurse
Rin Satsuki
Abilities
+1 Max Life and Hand Size.
Once per round, Rin may discard two cards. If you do, choose a player. You may have that player either gain 1 life or draw 2 cards.
Spellcard - Action
Clouds to the Moon, Winds to the Blossoms "Cherry Flavored Justice"
Attack a player regardless of range. If it hits, choose a player. You may have that player either gain 1 life or draw two cards.
Satsuki looks okay now. I'm not sure if giving her a Heroine buff as a passive is too strong or not, but I guess this can be tested out.
Character Card
Mistress of Hakugyokurou
Yuyuko Saigyouji
Abilities
When Yuyuko avoids an attack, you may choose a player. That player loses 1 life. (This is not considered an attack.)
Spellcard - Action
Lifespan "Ticket to the Ageless Land"
Choose a player, regardless of range. That player loses one life. (This is not considered an attack.)
Draw a card.
The passive is too powerful. Even with less Grazes in the game, which has sort of crippled graze based characters like Remilia and Yukari, it is too powerful.
It is basically a better Yukari, since with her, people at least had a chance of dodging. As soon as Yuyuko has a graze though, unless it is tempested away, it equals in life loss. So unless the entire group focuses on her and makes sure she dies before she can draw any more grazes, her opponents are bound to loose a lot of life just from her being around.
And it doesn't even consider range. AND you don't even have to target the attacker, but you can target ANYONE? If Yuyuko is a Stage Boss, all it takes for her are five grazes to win the game.
Her Spell Card is a better Spear the Gungnir, since stuff like Byakuren's passive doesn't work on it. Oh, wait, you can still bomb it, huh. That makes it better (AKA less powerful), I guess, but to be fair, I think Remi's Spell Card is on the brder of being too overpowered, too.
Especially when combining Yuyuko's passive and Spell Card, she is definitely too powerful.
Character Card
Ferrywoman of the Sanzu
Komachi Onozuka
Abilities
Distance +1 for every 1 life difference between her current and max life.
When a player is defeated, they must give two cards total from their hand and/or what they had on the field to Komachi. If the player has nothing in neither their hand or the field, Komachi draws two cards instead.
Spellcard - Action
Hell "Narrow Confines of Avici"
Choose a player, regardless of range. That player's range and distance is now 1, ignoring any modifiers. This effect lasts until the beginning of Komachi's next turn.
You may attack that player.
Komachi is fine, although I think her Spell Card would be better if the targeted player's distance is 1 to only Komachi, since I really don't want to be the poor sod who's targeted by that Spell card. But that might just be me.
Another way to balance (IMO) the Spell Card would be to make it like Crossing to Higan for one round ("Every player has a distance of one for one turn"), simply so that not everyone jumps at the one player who is in range of everyone.
Character Card
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan
Abilities
Kaguya may play Item and Action cards during other player's turns, and may be played in response to other cards.
Kaguya does not need to discard Powerup cards whenever she loses life.
Spellcard - Action
Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-"
Attack a player in range. For each Item in play, you may attack a player in range. (You can choose a different target for each attack. A player can be targeted by more than one attack from this spell card.)
Draw a card.
Her passive is a way better version of Byakuren's, who can only use Danmaku cards as a response to someone attacking.
Also, playing any Action card at reaction speed (like Tempest) might be confusing to handle.
Her Spell Card seems a little strong to me, too. Since Kaguya doesn't need to discard Powerups, she can hoard them pretty well, and it is likely for her to gain 4 or 5 Items in total, meaning her Spell Card can hit for up to 5 or 6 damage, and you would need to dodge for all of them. It can be an instant kill you can barely do anything about.
In comparison, Sanae's Spell Card can also deal a huge amount of damage, but all of it can be avoided with one Graze. And the fact that Kaguya can hit multiple people only makes this more powerful, as she can switch her targets as soon as one of her victims dies.
Unless everyone works together to keep Kaguya from collecting Items, she will be too powerful, IMO.
This Spell Card is simply a better new Master Spark of Marisa, as it uses Items instead of Powerups.
If you want it to stay Items, maybe you should make it to "one attack per two items held" or something like that.
Kaguya isn't as overpowered as Yuyuko and needs only slight tweaks, but as she is currently, I think she might be too good.
-
Satsuki looks okay now. I'm not sure if giving her a Heroine buff as a passive is too strong or not, but I guess this can be tested out.
Yeah, that's something that I do want to test out, truth be told.
The passive is too powerful. Even with less Grazes in the game, which has sort of crippled graze based characters like Remilia and Yukari, it is too powerful.
It is basically a better Yukari, since with her, people at least had a chance of dodging. As soon as Yuyuko has a graze though, unless it is tempested away, it equals in life loss. So unless the entire group focuses on her and makes sure she dies before she can draw any more grazes, her opponents are bound to loose a lot of life just from her being around.
And it doesn't even consider range. AND you don't even have to target the attacker, but you can target ANYONE? If Yuyuko is a Stage Boss, all it takes for her are five grazes to win the game.
Her Spell Card is a better Spear the Gungnir, since stuff like Byakuren's passive doesn't work on it. Oh, wait, you can still bomb it, huh. That makes it better (AKA less powerful), I guess, but to be fair, I think Remi's Spell Card is on the brder of being too overpowered, too.
Especially when combining Yuyuko's passive and Spell Card, she is definitely too powerful.
*reads the C&C about Yuyuko, realizes that I forgot to put something there*
Character Card
Mistress of Hakugyokurou
Yuyuko Saigyouji
Abilities
Once per round, when Yuyuko avoids an attack, you may discard a Danmaku card. If you do, choose a player. That player loses 1 life. (This is not considered an attack.)
Spellcard - Action
Lifespan "Ticket to the Ageless Land"
Choose a player, regardless of range. That player loses one life. (This is not considered an attack.)
Draw a card.
---
Added two restrictions(Once per turn, requires discarding a Danmaku card) to weaken said passive. I knew that I forgot something about Yuyuko... I hope that this makes said passive easier to deal with.
Komachi is fine, although I think her Spell Card would be better if the targeted player's distance is 1 to only Komachi, since I really don't want to be the poor sod who's targeted by that Spell card. But that might just be me.
Another way to balance (IMO) the Spell Card would be to make it like Crossing to Higan for one round ("Every player has a distance of one for one turn"), simply so that not everyone jumps at the one player who is in range of everyone.
...in all honesty, if Komachi's Spell Card did a Crossing to Higan effect, she would be nullifying her own defensive passive in the process, so that would be rather problematic. Besides, as it is now, it bluntly makes it so that you want to save a Bomb to counter this.
Her passive is a way better version of Byakuren's, who can only use Danmaku cards as a response to someone attacking.
Also, playing any Action card at reaction speed (like Tempest) might be confusing to handle.
Well, in all honesty, I was thinking more along the lines of playing Danmaku(since all Danmaku cards are also Action cards and you can use Danmaku to counterattack) and Shield cards(can instantly make yourself unreachable via Focus) when I made that passive. Besides, playing Action cards in response to other people's cards only matters if someone's intending on cancelling that card, and unless it's a Danmaku card(which there are counters for) or a Tempest(which you won't want to play that way anyway), I doubt people will bother cancelling Action cards in general, making the issue moot.
If anything, I want to know how the Mini-Hakkero's effect of activating Spell Cards would interact with Kaguya's Spell Card, since Invocation cards are not covered by Kaguya's passive, but Kaguya's Spell Card is an Action based Spell Card. Would the Mini-Hakkero's effect allow her to activate her Spell Card on other people's turns?
Her Spell Card seems a little strong to me, too. Since Kaguya doesn't need to discard Powerups, she can hoard them pretty well, and it is likely for her to gain 4 or 5 Items in total, meaning her Spell Card can hit for up to 5 or 6 damage, and you would need to dodge for all of them. It can be an instant kill you can barely do anything about.
In comparison, Sanae's Spell Card can also deal a huge amount of damage, but all of it can be avoided with one Graze. And the fact that Kaguya can hit multiple people only makes this more powerful, as she can switch her targets as soon as one of her victims dies.
Unless everyone works together to keep Kaguya from collecting Items, she will be too powerful, IMO.
This Spell Card is simply a better new Master Spark of Marisa, as it uses Items instead of Powerups.
If you want it to stay Items, maybe you should make it to "one attack per two items held" or something like that.
Kaguya isn't as overpowered as Yuyuko and needs only slight tweaks, but as she is currently, I think she might be too good.
Bare in mind that Kaguya doesn't have a means to find Item cards by herself, so it's not as easy as it appears for her to become strong enough to pull off such high end damage.
Still, if it really that strong, then...
Character Card
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan
Abilities
Kaguya may play Item and Action cards during other player's turns, and may be played in response to other player's cards.
Whenever Kaguya is being attacked or targeted by a Spell Card, you may discard an Item card from play to cancel it.
Spellcard - Action
Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-"
Attack a player in range. For each Item in play, you may attack a player in range. (You can choose a different target for each attack. A player can be targeted by more than one attack from this spell card.)
Draw a card.
---
Kaguya can lose powerups from life loss now(meaning that she needs to avoid losing life to keep her stuff) and she can burn an Item to cancel attacks or Spell Cards that are aimed at her(keeping her theme and actually making it so that Items end up as a defensive resource as well). However, since you need Item cards to use your defense and power up your Spell Card, it effectively becomes "trading offensive power for a Bomb Cancel", which is a sacrifice for someone who has no means outside the cards themselves to go searching for Item cards. Also, unless I'm remembering it wrong, you don't have to attack when you use a Seal Away, so she can't activate her defense if you simply destroy an Item without attacking her.
Finally, I noticed that you actually didn't give an opinion on the Artifact card that I made. Maybe you didn't notice that it was there?
-
Added two restrictions(Once per turn, requires discarding a Danmaku card) to weaken said passive. I knew that I forgot something about Yuyuko... I hope that this makes said passive easier to deal with.
Okay, that makes her way less broken all of a sudden. xD
It still seems powerful, but due to the once per round, she can't finish off other people in the endgame (as easily) anymore.
But now I'd actually want to test her (and test playing against her) instead of just wanting to ban her. xD
...in all honesty, if Komachi's Spell Card did a Crossing to Higan effect, she would be nullifying her own defensive passive in the process, so that would be rather problematic. Besides, as it is now, it bluntly makes it so that you want to save a Bomb to counter this.
That's a valid point. Well, my suggestion on Komachi was only a minor one. Maybe I'm overestimating the power of her Spell Card, can't tell for sure without testing.
or a Tempest(which you won't want to play that way anyway)
I think I'd do it just to piss off other people. xD
If anything, I want to know how the Mini-Hakkero's effect of activating Spell Cards would interact with Kaguya's Spell Card, since Invocation cards are not covered by Kaguya's passive, but Kaguya's Spell Card is an Action based Spell Card. Would the Mini-Hakkero's effect allow her to activate her Spell Card on other people's turns?
Her passive ability allows her to play cards during her turn. Mini Hakkero requires discarding though, so I would think not.
Character Card
The Sinner of Eternity and the Instantaneous
Kaguya Houraisan
Abilities
Kaguya may play Item and Action cards during other player's turns, and may be played in response to other player's cards.
Whenever Kaguya is being attacked or targeted by a Spell Card, you may discard an Item card from play to cancel it.
Spellcard - Action
Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-"
Attack a player in range. For each Item in play, you may attack a player in range. (You can choose a different target for each attack. A player can be targeted by more than one attack from this spell card.)
Draw a card.
I personally like that better now, since people generally don't like using Items to cancel attacks... or at least Grazing, which is what Futo currently does. But since Kaguya doesn't hold on to Powerups now, it might actually become a more useful ability. That, and now Kaguya's Spell Card has a harder time of overpowering other people. xD
Finally, I noticed that you actually didn't give an opinion on the Artifact card that I made. Maybe you didn't notice that it was there?
I noticed it, but I don't know what to think of it.
I think of it as too powerful and underpowered (compared to the other artifacts) at the same time, so I really have no idea what to write here.
It definitely is worth testing, though.
-
Okay, that makes her way less broken all of a sudden. xD
It still seems powerful, but due to the once per round, she can't finish off other people in the endgame (as easily) anymore.
But now I'd actually want to test her (and test playing against her) instead of just wanting to ban her. xD
And I'm glad that I added that "once per turn clause", since what I forgot technically was just the cost.
Still, I'm glad that her current state is something that's worth testing, instead of just banning outright.
That's a valid point. Well, my suggestion on Komachi was only a minor one. Maybe I'm overestimating the power of her Spell Card, can't tell for sure without testing.
To be honest, I kind of feel that her Spell Card is actually quite powerful, considering that it puts her target in a serious bind. Still, you're right on the need for testing, since I myself would like to see just how powerful this is.
I think I'd do it just to piss off other people. xD
Ah, the sacred art of trolling, eh?
Her passive ability allows her to play cards during her turn. Mini Hakkero requires discarding though, so I would think not.
NCS, I don't think that the Mini-Hakkero says that you can't use the discard ability on other people's turns(if it couldn't be used on other people's turns, then that ability would be useless for anyone that have a Reaction type spell card, since activation from those spells often are on other people's turns to begin with). That's kind of why I was asking.
I personally like that better now, since people generally don't like using Items to cancel attacks... or at least Grazing, which is what Futo currently does. But since Kaguya doesn't hold on to Powerups now, it might actually become a more useful ability. That, and now Kaguya's Spell Card has a harder time of overpowering other people. xD
Well, having the tough decision of offense or defense was something that I thought would balance things out for her.
I noticed it, but I don't know what to think of it.
I think of it as too powerful and underpowered (compared to the other artifacts) at the same time, so I really have no idea what to write here.
It definitely is worth testing, though.
Ah, you don't know how to properly measure it's power without testing, huh? Fair enough. I would like to see how other people react to having something that lets you do what it does.
-
NCS, I don't think that the Mini-Hakkero says that you can't use the discard ability on other people's turns(if it couldn't be used on other people's turns, then that ability would be useless for anyone that have a Reaction type spell card, since activation from those spells often are on other people's turns to begin with). That's kind of why I was asking.
I actually completely forgot about Reaction Spell Cards there. xD;
In that case, it does seem like Kaguya can use the Mini Hakkero to activate her Spell Cards on other people's turns, unless I'm missing something.
-
I actually completely forgot about Reaction Spell Cards there. xD;
In that case, it does seem like Kaguya can use the Mini Hakkero to activate her Spell Cards on other people's turns, unless I'm missing something.
I'm glad that I asked, since it means that Kaguya can combo with Artifacts better than anyone else in the game thus far, which actually is in theme with her as well.
It also means that a Kaguya player can actually launch a surprise attack on someone like this:
1. Get a Mini-Hakkero and some other Item cards in your hand.
2. Wait for a moment where you can attack freely(read: having two spare cards in hand to activate the Artifact, and possibly waiting for something like Crossing to Higan to come into play).
3. Play the Mini-Hakkero and Item cards, discard the two cards to activate it, and commence with the slaughter.
Naturally, this is a hell of a lot harder to set up than it sounds, but the reward for pulling it off can indeed be sweet. Given that there are so many things that can go wrong in that scenario, whereas it's in setting it up(Any form of hand disruption, Reimu banning Items) or even after firing it off(Bomb cancel, Keine's spell card, an opponent's good fortune with Supernatural Border or Satori's passive, and even the Artifact that I made earlier), it ends up falling into the "awesome, but impractical" side of things. Still, it's great when you can pull it off, and can score a surprise kill via burst damage, so it's actually a fun possibility to consider.
-
So many card ideas.
Coincidentally, I had a Yuyuko idea in mind as well, but never thought about dropping it in here.
If nobody objects...
Character Card
Yuyuko Saigyouji
Ghost Girl in the Netherworld Tower
Ability
Whenever a card is revealed during Yuyuko's turn, Yuyuko may choose to treat that card as a Spring card.
Whenever a card is revealed during another player's turn, Yuyuko may discard a Winter card. Treat the revealed card as though it is a Spring card.
Spellcard - Action
Resurrection Butterfly
This spell cannot be cancelled.
Until the beginning of Yuyuko's next turn, she may treat any of her cards as though they are Winter cards.
Choose a player. That player takes three damage. Any player may discard up to three Spring or Invocation cards to reduce damage taken by one for each card discarded. This does not count as an attack.
So. I had a few things in mind when theorycrafting this.
1) Despite the seasons being a core part of the game, there isn't a character that -really- uses the seasons to function.
2) Yuyuko appears to be ditzy (What with lines like "What's wrong with random shots? They'll hit eventually.") but is still one of the most knowledgeable and perceptive characters. She's also an incident causer, so I wanted her to have the ability to influence them and be very scary when given a Master Plan.
Thus, I decided that letting Yuyuko turn cards into Springs and Winters would give her considerable control over cards relating to Perfect Cherry Blossom; she can force a Lily White nuke, trigger Supernatural Border for herself or allies, her spell can quickly tear through Saigyou Ayakashi as it turns her whole hand into Winter cards...
Then I realized that the ability to change revealed cards comes up so infrequently it might as well be a non-ability. When the opportunity to use it does appear, your foes will have a bad time, but for the most part it's less of an issue than even Cirno's ability (pre-buff!).
Cirno compensates by having a very powerful spell. So, because Yuyuko can sometimes have a useful ability, I tried to gauge her spell as "Just below Cirno" in power.
The first thing that Resurrection Butterfly does is let her convert her hand to Winters. Again, this is only a supplement to a marginally useful ability, but if she holds a Supernatural Border then her durability is unsurpassed.
The second is truly represents the terrifying power of RB. It is not something you can cancel, it is only something you survive by dropping your spring cards or bombing a lot. Fortunately, any player can contribute to helping the target survive, and while Spring cards supposedly take up only 1/4th of the deck, the attack is very clearly telegraphed by Yuyuko even being a player. Fun fact: 8 out of the 24 Shoot! cards are Spring, and Shoot!s are the most likely to be held due to lack of Power.
She's all over the place. Potentially dangerous, but mostly scattered. She desperately wants to keep a precious Supernatural Border, so she might even drop Bombs to cancel Seal Aways of all things.
-
Okay, I'm going to flat out say this now. I'm a caustic C&C on stuff, so please don't take anything that I say personally, I'm simply being blunt and truthful here.
With that out of the way, let's review this card of yours.
Ability
Whenever a card is revealed during Yuyuko's turn, Yuyuko may choose to treat that card as a Spring card.
Whenever a card is revealed during another player's turn, Yuyuko may discard a Winter card. Treat the revealed card as though it is a Spring card.
Spellcard - Action
Resurrection Butterfly
This spell cannot be cancelled.
Until the beginning of Yuyuko's next turn, she may treat any of her cards as though they are Winter cards.
Choose a player. That player takes three damage. Any player may discard up to three Spring or Invocation cards to reduce damage taken by one for each card discarded. This does not count as an attack.
So. I had a few things in mind when theorycrafting this.
1) Despite the seasons being a core part of the game, there isn't a character that -really- uses the seasons to function.
2) Yuyuko appears to be ditzy (What with lines like "What's wrong with random shots? They'll hit eventually.") but is still one of the most knowledgeable and perceptive characters. She's also an incident causer, so I wanted her to have the ability to influence them and be very scary when given a Master Plan.
Thus, I decided that letting Yuyuko turn cards into Springs and Winters would give her considerable control over cards relating to Perfect Cherry Blossom; she can force a Lily White nuke, trigger Supernatural Border for herself or allies, her spell can quickly tear through Saigyou Ayakashi as it turns her whole hand into Winter cards...
Then I realized that the ability to change revealed cards comes up so infrequently it might as well be a non-ability. When the opportunity to use it does appear, your foes will have a bad time, but for the most part it's less of an issue than even Cirno's ability (pre-buff!).
Cirno compensates by having a very powerful spell. So, because Yuyuko can sometimes have a useful ability, I tried to gauge her spell as "Just below Cirno" in power.
The first thing that Resurrection Butterfly does is let her convert her hand to Winters. Again, this is only a supplement to a marginally useful ability, but if she holds a Supernatural Border then her durability is unsurpassed.
The second is truly represents the terrifying power of RB. It is not something you can cancel, it is only something you survive by dropping your spring cards or bombing a lot. Fortunately, any player can contribute to helping the target survive, and while Spring cards supposedly take up only 1/4th of the deck, the attack is very clearly telegraphed by Yuyuko even being a player. Fun fact: 8 out of the 24 Shoot! cards are Spring, and Shoot!s are the most likely to be held due to lack of Power.
She's all over the place. Potentially dangerous, but mostly scattered. She desperately wants to keep a precious Supernatural Border, so she might even drop Bombs to cancel Seal Aways of all things.
I sense that you're going with a theme of "character that manipulates seasons" here, simply from reading the abilities section. A few problems to note here.
1. Yuyuko doesn't have a power that says that she does just that, if I recall my knowledge from Touhou canon right, but that's more owing to flavor over anything.
2. Said season manipulation, if I'm figuring right, is effectively too powerful, especially if you're using it the way that I'm thinking that you're intending on using it(triggering Lily White, activating Supernatural Border).
3. Using her abilities or spell card can become confusing and complicated when used to interfere with certain incidents and how they collect cards, as you have to remember which card are considered as "altered" into Winter or Spring, and things that make things more complicated in terms of play is something that tends to be avoided in the construction of cards for Danmaku!! in general.
4. A "3 damage spell card that is unable to be cancelled and is not considered an attack" is far too powerful, and the fact that anyone can mitigate the damage does not help its case. I'm sorry to say it, but the spell card is exceedingly overpowered here. Also, if you're flat out describing a character like this...
Fortunately, any player can contribute to helping the target survive, and while Spring cards supposedly take up only 1/4th of the deck, the attack is very clearly telegraphed by Yuyuko even being a player.
...then that should be a clear red flag that your character is OP.
Again, I apologize for the harshness of what I'm saying, but as I said before, I'm being honest here. I would strongly encourage you to get some second opinions on how to improve on this card or on how to figure out how to use the theme of seasons from the other people who frequent this particular place in MotK, as I'm not the best source of advice on the subject of improving cards myself.
-
This spell cannot be cancelled.
Until the beginning of Yuyuko's next turn, she may treat any of her cards as though they are Winter cards.
Choose a player. That player takes three damage. Any player may discard up to three Spring or Invocation cards to reduce damage taken by one for each card discarded. This does not count as an attack.
...
She's all over the place. Potentially dangerous, but mostly scattered. She desperately wants to keep a precious Supernatural Border, so she might even drop Bombs to cancel Seal Aways of all things.
OK, 1st I actually think you're theory crafting is pretty spot on, she highly depends on certain cards "ie Lily white & supernatural border" plus she can do things w/ Scarlet Weather Rhapsody. Outside of that she can help ppl w/ borders which is cute.
Personally I don't tend to design for characters that require specific draws to function, as I don't tend to enjoy playing that type of character, but that in no way makes that nonviable (it does make it harder to test though, I mean you need more data to determine how strong she is on average vs her performance peaks).
I do love the spell card's damage mechanic, It's deceptively powerful, well if you change it from 3 damage to 3 attacks (a 3 damage attack can be negated w/ 1 graze or border trigger fyi). Players with 2 or less cards in hand are pretty common in my experience, and if they manage to chuck spring cards on one turn, they will ususally be vulnerable on the next 2 turns.
I would really remove the "cannot be cancelled" part, reducing interaction actually reduces the fun moments that happen in the game, with such a high amount of variance, spell cards that have certainty tend to be both very good and rather boring. (For example Remi's "Spear the Gungir" is one of the go to picks for capture spell card due to it's lack of interaction, and is one of the most resigning spell cards "Oh, I'm at 20-25% health, I'm just as good as dead because Remi's on board"). While Yuyuko's Spell Card has more interaction than Remi's it also has a MUCH higher upside, especially considering it's synergy w/ her passive.
Kaguya may play Item and Action cards during other player's turns, and may be played in response to other player's cards.
Whenever Kaguya is being attacked or targeted by a Spell Card, you may discard an Item card from play to cancel it.
So, I like the theme you're going for, but I've got bad news. The rules set for Danmaku!! (posted earlier on this thread) does not support instant speed interaction. The quick-fix of making all items and actions be reactions to all cards is actually VERY powerful.
The immediate and kind of relevant question is if an effect's (say a shoot) range changes in between declaration and resolution, will is fizzle if the target is now out of range? (Currently Byakuren can shoot/sealaway power to achieve this, but Kaguya can do that AND play a focus in response to a spell card, hold borders in hand to prevent the from being targeted by borrows/seal aways until she would take damage, hold a sutra scroll in hand until the end of the turn right before her's, hold onto draw spells until she need to use them defensively.) There is a lot of degenerate things that that ability alone can potentially do.
Item for a spell card is really good, I can't say off the top of my head if that's overpowered, but it gives her some serious control over the game.
Her spell card seems REALLY powerful to me, especially since you get a card on top of Master Spark.
Yuyuko
Ok, so politically people will be scared of attacking Yuyuko due to her passive (which you can't interact with at all). And her spell card can only be touched by a Bomb. She seems REALLY powerful, and reminds me a lot of old Remi, who only took a card from your hand with a graze.
The big problem situation I can see is as a Stage Boss, she can use grazes to life loss the heroine, making it possible for multiple ppl to agrro her and she can still pull off a solo victory.
Rin
I'm w/ NCS on this she seems good, but I'm iffy on the Heroine buff, kinda seems like patchouli (to me +1 life & +1 starting card is similar to +3 starting cards).
Komachi
I don't know how good her passives are, but the scaling distance to life loss almost seems good enough on it's own. (Also her other passive has the awkward part of making farming revived players a thing in my mod :/)
I like the "all players treat that player as distance 1 from them, regardless of modifiers" part but I think the range part is overkill, with Komachi's passively scaling distance her spell card can prevent that player from doing almost ANYTHING to her, to me that elimination of interactivity is less than ideal.
Hakurei Purification Rod
It's an artifact that protects itself via a modded copy of Keine's spell card, that costs 2 cards (like mini-hakkero). It doesn't seem broken, though access to an extra spell seems very good.
-
1. The power to manipulate seasons is not a thing she does, correct. However, the entire plot of PCB revolved around "There's too much winter because this girl has our spring." That's as close to changing the seasons will ever get in Touhou so far.
2. No, I don't think the ability to trigger Supernatural Borders by dropping a winter card is overpowered; as is, winter cards only take up 17 of the 80 cards, and include some of the most coveted cards like a 1up, Capture Spellcard, and Stopwatch. Not to mention it requires having a border, or a person you want to protect having one.
Lily White triggers are a dangerous thing, but again, a rare event that is dispelled as easily as it comes.
3. I don't think the complication issue is as paramount as it seems. It's very easily treated by, "Oh, yeah, I changed a card here."
Besides, the only incidents affected are Spring Snow, Lily White, Scarlet Weather Rhapsody, Saigyou Ayakashi Blooming, Voyage to Makai, and Rekindle Blazing Hell.
SS and SAB are affected by Yuyuko's spell; LW and SWR are by her ability. VtM and RBH are affected by things that could be collected but were altered instead, but as they're either really intrusive or beneficial to everybody, I'm sure everyone will pay very close attention to when those two resolve.
At least, VtM has been far more intrusive than Overdrive will ever be, for example.
4. Yes? No? Yuyuko is such an odd character with -two- incidents (Spring Snow, Saigyou Ayakashi) relating to her specifically that you could do so many things. But replicating SS for a turn? Reimu does that already and she has a better ability. Replicating Saigyou? Everyone takes one damage and there's nothing anyone can do about it? Holy shit.
She has a time-bomb attack, "damage over time", the strongest deathbomb in IN, wide ranging attacks, and of course the ability to invoke death.
Are these things that would place unconventional states, or are already done by other characters? Yes. So I would like to avoid those.
3 is excessive, yea? But what else is Yuyuko supposed to do? Utsuho does that but better in that Grazes are less common than Springs; she also has a relevant ability being able to trade certain cards for two.
Instead, we could probably implement Yuyuko's snow-relation more directly to Scarlet Weather Rhapsody's "Snow" effect, like, "Attack a player. If this attack deals damage, the target discards a card instead of drawing." Or even apply that globally for a turn. It would be no more difficult to recall than Byakuren's buff, Reimu's laws, and so on.
Re: Zhelot
Launching three separate attacks is -probably- better. I might word it as, "That player is attacked three times. However, any player may cancel one or more of these attacks by discarding either Spring or Invocation cards."
If I remove the "Cannot be cancelled" part from the overall spell, I would still like Spiritual Attacks to count towards reducing the damage received at least! Hence, Invocations are still included.
-
OK, 1st I actually think you're theory crafting is pretty spot on, she highly depends on certain cards "ie Lily white & supernatural border" plus she can do things w/ Scarlet Weather Rhapsody. Outside of that she can help ppl w/ borders which is cute.
Personally I don't tend to design for characters that require specific draws to function, as I don't tend to enjoy playing that type of character, but that in no way makes that nonviable (it does make it harder to test though, I mean you need more data to determine how strong she is on average vs her performance peaks).
...from my perceptive, "altering what card is what season" sounds like adding a additional layer of states to the cards that would complicate matters under certain circumstances(incidents that collect certain cards based on seasons), which is a worry. Confusing players is a serious thing to think about when designing cards, if I remember right...
I do love the spell card's damage mechanic, It's deceptively powerful, well if you change it from 3 damage to 3 attacks (a 3 damage attack can be negated w/ 1 graze or border trigger fyi). Players with 2 or less cards in hand are pretty common in my experience, and if they manage to chuck spring cards on one turn, they will ususally be vulnerable on the next 2 turns.
I would really remove the "cannot be cancelled" part, reducing interaction actually reduces the fun moments that happen in the game, with such a high amount of variance, spell cards that have certainty tend to be both very good and rather boring. (For example Remi's "Spear the Gungir" is one of the go to picks for capture spell card due to it's lack of interaction, and is one of the most resigning spell cards "Oh, I'm at 20-25% health, I'm just as good as dead because Remi's on board"). While Yuyuko's Spell Card has more interaction than Remi's it also has a MUCH higher upside, especially considering it's synergy w/ her passive.
Zhelot, you do realize that one of the reasons that this spell card is OP is because "it doesn't count as an attack" is flat out written on it, meaning that Grazes don't work on it, so it's effectively no different than saying "Target player loses three life", which is too powerful, even with other people being able to mitigate its effect(relying on other people to save you from a massive hit is not exactly a reliable strategy). Besides, 3 damage is one point shy of an instant kill, which I can not stress enough at this point.
So, I like the theme you're going for, but I've got bad news. The rules set for Danmaku!! (posted earlier on this thread) does not support instant speed interaction. The quick-fix of making all items and actions be reactions to all cards is actually VERY powerful.
The immediate and kind of relevant question is if an effect's (say a shoot) range changes in between declaration and resolution, will is fizzle if the target is now out of range? (Currently Byakuren can shoot/sealaway power to achieve this, but Kaguya can do that AND play a focus in response to a spell card, hold borders in hand to prevent the from being targeted by borrows/seal aways until she would take damage, hold a sutra scroll in hand until the end of the turn right before her's, hold onto draw spells until she need to use them defensively.) There is a lot of degenerate things that that ability alone can potentially do.
And that's why I'm likely going to have to talk with Moogs a lot in order to see if this form of Kaguya is ever going to see the light of day...
And the stuff that you say is "degenerate" is kind of why Kaguya would be fun to play as to begin with. Her main issue is that she needs to find Items to "clean house", and no one going to really want to let her have that, not with the power that her spell card's packing, so her passive lets her have a way to try to protect her stuff by keeping in in her hand, which is a problem and a half in and of itself, due to anything that can mess with your hand(Miko, Futo, Tempests, SWR, etc.). Plus, Worldly Desires is a wrecking ball to the face for her if they're in play, so there's that.
Item for a spell card is really good, I can't say off the top of my head if that's overpowered, but it gives her some serious control over the game.
Her spell card seems REALLY powerful to me, especially since you get a card on top of Master Spark.
In all fairness, NCS said that people dislike discarding Items to pull stuff like that off, so her defense is effectively depleting her of some of her offensive power.
Also, if the "draw a card" at the end of her spell card is too much, I can always remove that later.
Ok, so politically people will be scared of attacking Yuyuko due to her passive (which you can't interact with at all). And her spell card can only be touched by a Bomb. She seems REALLY powerful, and reminds me a lot of old Remi, who only took a card from your hand with a graze.
The big problem situation I can see is as a Stage Boss, she can use grazes to life loss the heroine, making it possible for multiple ppl to agrro her and she can still pull off a solo victory.
Yuyuko's passive is once per round and requires using a Graze and discarding a Danmaku card to activate. That sort of thing is not that easy to activate. If it becomes too powerful though, I can set the discard cost to 2 Danmaku to limit it further.
Also, the fact that Yuyuko's spell card actually can be cancelled is what makes it worse than Remilia's Spear the Gungnir.
I'm w/ NCS on this she seems good, but I'm iffy on the Heroine buff, kinda seems like patchouli (to me +1 life & +1 starting card is similar to +3 starting cards).
That is what's testing is for, to put it simply. To see if it really is OP for her to have it.
I don't know how good her passives are, but the scaling distance to life loss almost seems good enough on it's own. (Also her other passive has the awkward part of making farming revived players a thing in my mod :/)
I like the "all players treat that player as distance 1 from them, regardless of modifiers" part but I think the range part is overkill, with Komachi's passively scaling distance her spell card can prevent that player from doing almost ANYTHING to her, to me that elimination of interactivity is less than ideal.
If the range thing is truly as such, I could remove that portion of it, especially if it makes it fair. Let me speak with the others about it before any changes, okay?
It's an artifact that protects itself via a modded copy of Keine's spell card, that costs 2 cards (like mini-hakkero). It doesn't seem broken, though access to an extra spell seems very good.
All that it grants is a once per round 2 card Bomb cancel and a "discard a card to play a Danmaku card" ability, so it's powerful for an Artifact. Speaking of which...
---
Artifact Card
Sword of Hisou
Once per round, whenever your attack hits another player, you may discard two cards. If you do, reveal the top card of the deck and apply the effect according to that season.
Spring: You gain 1 life.
Summer: You draw two cards.
Autumn: Force the player that you hit to trash an Item card of your choice in play.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.
---
Uses the power of seasons to decide its effect, which can only do so once per round, discarding two cards, and only if you're hitting someone. I would add something to it, but something tells me that this ability by itself is good enough for now.
1. The power to manipulate seasons is not a thing she does, correct. However, the entire plot of PCB revolved around "There's too much winter because this girl has our spring." That's as close to changing the seasons will ever get in Touhou so far.
Technically, the one who took the spring was Youmu, not Yuyuko. Still, flavor quibble, so take it with a grain of salt.
2. No, I don't think the ability to trigger Supernatural Borders by dropping a winter card is overpowered; as is, winter cards only take up 17 of the 80 cards, and include some of the most coveted cards like a 1up, Capture Spellcard, and Stopwatch. Not to mention it requires having a border, or a person you want to protect having one.
Lily White triggers are a dangerous thing, but again, a rare event that is dispelled as easily as it comes.
3. I don't think the complication issue is as paramount as it seems. It's very easily treated by, "Oh, yeah, I changed a card here."
Besides, the only incidents affected are Spring Snow, Lily White, Scarlet Weather Rhapsody, Saigyou Ayakashi Blooming, Voyage to Makai, and Rekindle Blazing Hell.
SS and SAB are affected by Yuyuko's spell; LW and SWR are by her ability. VtM and RBH are affected by things that could be collected but were altered instead, but as they're either really intrusive or beneficial to everybody, I'm sure everyone will pay very close attention to when those two resolve.
At least, VtM has been far more intrusive than Overdrive will ever be, for example.
Supernatural Border already has a 50% rate of activation, and Satori uses Winter cards for evasion as a passive, so if those two are in play and are helping each other, Satori is effectively immune to most attacks once Yuyuko activates her spell card. Not common, but it can end up sucking badly if that comes up.
And Lily can one-shot anyone who isn't at full life if they're not the Heroine or someone else who has an increased maximum life to work with. Having every card count as a Spring count is effectively a supercharged version of Saigyou Ayakashi Blooming which Yuyuko can easily do with her spell card.
Also, it's less about the fact that you changed which cards, and more about how many times you have to remind people that you've done so. Besides, if you have to remind people about what you've changed, then I imagine that there'll be some complications when it ends up mattering. As they say, keep it simple and straightforward, and this has the potential to be anything but if people's memories are not so good on things like this...
4. Yes? No? Yuyuko is such an odd character with -two- incidents (Spring Snow, Saigyou Ayakashi) relating to her specifically that you could do so many things. But replicating SS for a turn? Reimu does that already and she has a better ability. Replicating Saigyou? Everyone takes one damage and there's nothing anyone can do about it? Holy shit.
She has a time-bomb attack, "damage over time", the strongest deathbomb in IN, wide ranging attacks, and of course the ability to invoke death.
Are these things that would place unconventional states, or are already done by other characters? Yes. So I would like to avoid those.
3 is excessive, yea? But what else is Yuyuko supposed to do? Utsuho does that but better in that Grazes are less common than Springs; she also has a relevant ability being able to trade certain cards for two.
And this is why I focused on Yuyuko's ability, turning it into "life loss" for the sake of flavor vs. gameplay balance(and she's still considered OP to some), when I made my version of her. I wanted Yuyuko to use something that would both fit flavor wise to her character and be unique among the character cards in Danmaku!!.
Of course, what I'm saying is simply C&C, so you're free to ignore me if you want.
-
I'm gone for two days and you all start writing visual novels...
If you want me to comment on your cards, please try to get them into a stable state then post them here, I don't have time to do the back and forth with new versions each day. :(
Anyway I'm just here to drop off a much-needed bugfix. Please let me know if this makes things too easy/difficult on any team.
(http://danmaku.mysteryparfait.com/wp-content/uploads/EX-MIDBOSS1.jpg)
-
I'm gone for two days and you all start writing visual novels...
If you want me to comment on your cards, please try to get them into a stable state then post them here, I don't have time to do the back and forth with new versions each day. :(
Sorry about that, Moogs. I apologize for myself being so verbose on things here.
As for myself, I'm already done with Rin Satsuki, and she has what we talked about before(I just need to use the GIMP file to actually create the card itself). As for anything else, I actually want to show you the two Artifact Cards that I made, the Hakurei Purification Rod and the Sword of Hisou, as I received no negative criticism from them, and barring anything that comes up during actual playtesting, I don't see how they would need anything to be change, so they're effectively finalized.
Artifact Card
Hakurei Purification Rod
You may discard a card in order to play an additional Danmaku card.
Once per round, if you are attacked or targeted by a discard effect, you may discard 2 cards to cancel the card that caused that attack or effect. You may then attack that player if they are in range.
Artifact Card
Sword of Hisou
Once per round, whenever your attack hits another player, you may discard two cards. If you do, reveal the top card of the deck and apply the effect according to that season.
Spring: You gain 1 life.
Summer: You draw two cards.
Autumn: Force the player that you hit to trash an Item card of your choice in play.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.
And here's Rin Satsuki for a final check, since I actually figured out how to operate the GIMP file... Somewhat.
(http://i.imgur.com/RG7D2xb.png)
Anyway I'm just here to drop off a much-needed bugfix. Please let me know if this makes things too easy/difficult on any team.
(http://danmaku.mysteryparfait.com/wp-content/uploads/EX-MIDBOSS1.jpg)
This looks good to me already. Sadly, I actually don't host any games myself, so I can't really say.
By the way, is it possible to get a copy of the template for a card for the battle deck? I would indeed be grateful for that.
-
Sorry about that, Moogs. I apologize for myself being so verbose on things here.
...
By the way, is it possible to get a copy of the template for a card for the battle deck? I would indeed be grateful for that.
I don't want to discourage people from making their own cards, I'm just saying I can't always go back and forth with you all.
We're not giving out templates yet, we enjoy mods and custom stuff though so maybe in the future.
As for your cards:
Artifact Card
Hakurei Purification Rod
You may discard a card in order to play an additional Danmaku card.
Once per round, if you are attacked or targeted by a discard effect, you may discard 2 cards to cancel the card that caused that attack or effect. You may then attack that player if they are in range.
This artifact is fine, Trashing and Discarding are still seperate effects so you might make it Trashing. (Trashing triggers things, Discard does not)
Artifact Card
Sword of Hisou
Once per round, whenever your attack hits another player, you may discard two cards. If you do, reveal the top card of the deck and apply the effect according to that season.
Spring: You gain 1 life.
Summer: You draw two cards.
Autumn: Force the player that you hit to trash an Item card of your choice in play.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.
I think this would be fine with only 1 card activation cost. Also review Scarlet Weather Rhapsody for your wording.
And here's Rin Satsuki for a final check, since I actually figured out how to operate the GIMP file... Somewhat.
(http://i.imgur.com/RG7D2xb.png)
I think Rin's built in Heroine ability is better than her pseudo second bomb. The game is not designed to handle multiple Spellcard Activations, that's a hard rule we've been operating under.
2. No, I don't think the ability to trigger Supernatural Borders by dropping a winter card is overpowered; as is, winter cards only take up 17 of the 80 cards, and include some of the most coveted cards like a 1up, Capture Spellcard, and Stopwatch. Not to mention it requires having a border, or a person you want to protect having one.
I'm not sure which version you have but that's a screw up on our part, there should be 20 of each season because we use that for 25%, 50%, and 75% proc chances. It's easy to fix by adding and removing Shoots of certain seasons.
-
I don't want to discourage people from making their own cards, I'm just saying I can't always go back and forth with you all.
I know, Moogs, and it's fun to see what you think of the stuff that we're making here. I also know that you're a busy man and all, so I understand that you don't always have time to check and see this stuff.
We're not giving out templates yet, we enjoy mods and custom stuff though so maybe in the future.
...I guess I'll either have to wait until then or figure out how to use GIMP enough to create one...
This artifact is fine, Trashing and Discarding are still seperate effects so you might make it Trashing. (Trashing triggers things, Discard does not)
Huh. I didn't realized that there was a difference in that sense. If that's how it goes in Danmaku!!, then I'll have to rewrite what triggers it, since rewording it to "Trash effects" makes it miss a few things that "Discard effects" does not...
I think this would be fine with only 1 card activation cost. Also review Scarlet Weather Rhapsody for your wording.
Funny thing is that I did read SWR when I wrote this card. I suppose it would be easier to understand if it was written in the exact same way as SWR in terms of wording?
Also, if a 1 card activation is fine for it, then I'll write that in. It'll make it easier to use, and since that's it's only ability, it'll be more useful, even if it's somewhat random in what it does(somewhat because there are ways to control what's on the top of the deck).
I think Rin's built in Heroine ability is better than her pseudo second bomb. The game is not designed to handle multiple Spellcard Activations, that's a hard rule we've been operating under.
Oh, I see. So anything that grants anything resembling a second Spell Card is kind of a bad thing, huh?
---
Major Edit, since this isn't big enough to warrant a double post by far, so I'm dividing it with a three dash diving thingie...
Anyways, on with brewing and editing of card ideas...
---
Artifact Card
Hakurei Purification Rod
You may discard a card in order to play an additional Danmaku card.
Whenever your attack hits another player, you may discard a card. If you do, force the player to trash a Item card of your choice that they have in play. (If multiple players are hit at the same time, you must discard one card for each player that you wish to target with this effect.)
---
Changed the effect and trigger, now it can give all attacks the power of Seal Away when you discard a card, which is powerful in the right hands. I'll save the Bomb cancel effect for another card.
---
Artifact Card
Sword of Hisou
Once per round, whenever your attack hits another player, you may discard a card. If you do, reveal the top card of the deck and perform the following action according to its season.
Spring: You gain 1 life.
Summer: You draw two cards.
Autumn: Force the player that you hit to trash an Item card of your choice in play.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.
---
Altered as suggested. Between this and Hakurei Purification Rod, there are now two Artifacts that can trash Items that are in play.
---
Powerup Card
Full Power
+3 range.
You may play 3 additional Danmaku cards per round.
---
A simple Powerup card that's essentially 3 Power cards on a single card. A powerful boost, but also a tempting target to Seal Away or Borrow.
---
Artifact Card
Tengu's Fan
+1 Range and Distance.
Once per round, if you are the target of a Danmaku card or a Spell Card, you may discard 2 cards to cancel it.
---
I placed the Bomb cancel here on a separate Artifact, and made it trigger on both Danmaku cards and Spell Cards, covering Seal Away and the effect of Miko's spell card if it's aimed at you. You can't trigger it on attacks that aren't either of these(although there aren't many things that do that in the current set), though.
---
Defense Card
Sacrificial Doll
Once per round, if you are attacked, you may reduce the damage dealt from that attack by one. (This does not count as avoiding the attack.)
Whenever you are attacked, you may discard a card to reduce the damage of that attack by one. (This does not count as avoiding the attack.)
On your turn, you may discard this card from play in order to attack a player in range for 2 damage.
---
Working with the idea of negation, I was weighting my options between those first two effects and a "Reduce the damage of all attacks by one" effect, and decided that these effects is usable, since the other effect would be flat out broken and discourage people from even thinking about using its other ability, which is effectively a one shot attack for 2 damage. A defense that can be thrown at the enemy for good damage.
---
Artifact Item
Swallow's Cowrie Shell
Once per round, you may discard 2 cards in order to gain one life.
If you are about to be defeated, you may discard this card from play in order to return to life with 1 life.
---
Given that life gain is obscenely powerful in Danmaku!!, this card effectively is as useful as an Artifact Card can get, serving as a means to trade two cards for a heal once per round and a means to even come back from defeat by discarding the card itself. Still, it's easily taken away by the usual methods and also by the first two Artifact cards that I listed here, so it actually isn't as broken as one would think, or at least I hope not...
-
Given that life gain is obscenely powerful in Danmaku!!...
Life gain in and of itself is not that powerful. Suika had a passive where she could discard 2 cards to gain 1 life, and it was rarely used because it was rarely good.
To explain this phenomenon I like to refer to Card Advantage Theory, the basic tenant being, "The player with the most cards played in their favor is most likely to win."
In Danmaku!!, a multiplayer game with specific win conditions, you can equate "cards played in your favor" to "cards that help my goal" usually card that damage or take away cards from the roles I need defeated.
Cards like power & stopwatch allow you to play Danmaku cards at an increased rate, allowing you to outpace other players.
Defensive cards like Focus & Supernatural border negate cards used against their holder, reducing the effective cards "played" against them.
Drawing cards gives you the potential to play more cards in your favor BUT if you end up discarding them (a la tempest), or you just die before you can play them you should not count them as cards played in your favor.
In this model Life Gain does 2 things, it "negates" a card used against you to do damage, and it gives you a potential card in the future (when you lose the life and swing draw kicks in). In this way 1 life gained is worth 2 virtual cards, 1 known card (the shoot or whatever damaged you) & 1 unknown card (the random card you draw from swing draw). What makes life gain good in Danmaku!! is when you get these benefits for 1 card. 1-UP can be considered worth 2 "cards" though you can consider it better than Grimoire in a sense because Grimoire provides 2 unknown cards.
In this model Erin's Spell card has the potential to be worth 5 virtual cards, if & only if it heals both targets & both targets are working towards the same goal.
Tenshi's Spell card has the potential to be worth 4 cards, if she's down 1 life. Even if you lose the challenge, you will end up drawing a total of 3 cards and removing 1 more Danmaku card from your opponent than you yourself discarded. (Again if they never would have gotten the chance to use said Danmaku then their discarded Danmaku is worth less.)
In summation, discarding 2 random cards for 1 life is probably not worth it. Discarding 2 cards you would unable to otherwise use is worth 1 life (like 2 Shoot when you have another Danmaku in hand and you have no grazes).
-
Ah, I see. well, I would like to know more about how this works later...
Anyways, here's a new version of Rin.
(http://i.imgur.com/nhYyoqP.png)
I'm showing this because people asked to see this, so...
Life gain in and of itself is not that powerful. Suika had a passive where she could discard 2 cards to gain 1 life, and it was rarely used because it was rarely good.
To explain this phenomenon I like to refer to Card Advantage Theory, the basic tenant being, "The player with the most cards played in their favor is most likely to win."
In Danmaku!!, a multiplayer game with specific win conditions, you can equate "cards played in your favor" to "cards that help my goal" usually card that damage or take away cards from the roles I need defeated.
Cards like power & stopwatch allow you to play Danmaku cards at an increased rate, allowing you to outpace other players.
Defensive cards like Focus & Supernatural border negate cards used against their holder, reducing the effective cards "played" against them.
Drawing cards gives you the potential to play more cards in your favor BUT if you end up discarding them (a la tempest), or you just die before you can play them you should not count them as cards played in your favor.
In this model Life Gain does 2 things, it "negates" a card used against you to do damage, and it gives you a potential card in the future (when you lose the life and swing draw kicks in). In this way 1 life gained is worth 2 virtual cards, 1 known card (the shoot or whatever damaged you) & 1 unknown card (the random card you draw from swing draw). What makes life gain good in Danmaku!! is when you get these benefits for 1 card. 1-UP can be considered worth 2 "cards" though you can consider it better than Grimoire in a sense because Grimoire provides 2 unknown cards.
In this model Erin's Spell card has the potential to be worth 5 virtual cards, if & only if it heals both targets & both targets are working towards the same goal.
Tenshi's Spell card has the potential to be worth 4 cards, if she's down 1 life. Even if you lose the challenge, you will end up drawing a total of 3 cards and removing 1 more Danmaku card from your opponent than you yourself discarded. (Again if they never would have gotten the chance to use said Danmaku then their discarded Danmaku is worth less.)
In summation, discarding 2 random cards for 1 life is probably not worth it. Discarding 2 cards you would unable to otherwise use is worth 1 life (like 2 Shoot when you have another Danmaku in hand and you have no grazes).
So in short, "2 cards for 1 life" is situational at best. And since I actually have changed Rin's ability to activate when she dodges, it would probably make more sense to reduce it's cost to 1 card, as that would give Rin an advantage while dodging. The only thing is that I fear that it would make Rin's ability too easy to use, and make the game take too long...
I have been told that Danmaku!! games are supposed to be short, like a party game. However, this is not to say that defensive abilities, passives, and cards are bad. You just need a balance in those sort of things...
At this point, I'm going to think on this issue for a while, so I'll stop responding here for a bit. Sorry if this sounds bad or odd or something, but it really isn't. I just don't know how to continue from here, especially since most Danmaku!! games are not supposed to last for 2 hours per game...
-
Today brings us some character errata for your Danmaku!! Print and Play versions.
[img width= height= alt=Screw the terms and conditions!" width="280" height="196" class="size-medium wp-image-886]http://danmaku.mysteryparfait.com/wp-content/uploads/REIUJI-UTSUHO-0-280x196.jpg[/img] (http://danmaku.mysteryparfait.com/wp-content/uploads/REIUJI-UTSUHO-0.jpg)
One major update is to Okuu's character card. Now she can activate her spell card by discarding any 2 cards. Her spell card is a triple attack! However, be sure to read the entire effect, because it comes with a recoil of 1 life loss.
This ties in with a new rule: Life Loss, such as from Incidents and Okuu's spell card, does not result in you losing your power up cards.
Sanae's Miracle Fruit is now also a multihit, Suika's passive is now a missing power, and Miko's delegation powers got a big buff.
As a special bonus, these character cards come with chibi art!
You can find the files here:
PDF (http://danmaku.mysteryparfait.com/download/Danmaku-Characters-Chibi.pdf)
TTS (http://danmaku.mysteryparfait.com/download/chibicharacters.jpg)
Kirin:
Danmaku!! games are in fact supposed to be short, 40 minutes or less. Overly tanky or turtly characters can really wreck this.
-
Good news everyone! We have a small Learn Danmaku!! workshop at Touhoucon.
We're also trying to get an exhibitor booth! I'll keep you updated.
-
Umm, can this game be downloaded? If so, could you link me?
By the wall texts of comments and the amount of pages on this thread, I suppose it's really good.
-
Here's a download link:
http://danmaku.mysteryparfait.com/danmaku-pnp-6-5-15-released/
Note that this comes with some updates, including a rule change that when you're hit by an attack you lose a power up card, not when you lose a life.
-
Good news everyone! We have a small Learn Danmaku!! workshop at Touhoucon.
We're also trying to get an exhibitor booth! I'll keep you updated.
Cool! I will be visiting you when I am free from artist alley :D
-
Oh, it's a cards game...well, though it's fun, I don't have a printer. :V
Though, is there any prevision to make it a PC / Windows game? Or it'll never happen?
-
You can play using Table Top Simulator, there is a Steam community here that plays most often on Wednesdays and Sundays.
http://steamcommunity.com/groups/DanmakuTTS
-
Cool! I will be visiting you when I am free from artist alley :D
I keep forgetting to reply to this. Anyway cool see you there.
Update: Our workshop is at 4:20 pm Friday
-
I know you guys supply TTS files for people to import into the Tabletop Sim, but do you think you could create a private mod on the Steam workshop? And then just update the mod whenever you have an official update to Danmaku?
-
Publishing via Steam Workshop is publishing on Steam, thus violating ZUN's rules. So no, we can't do that.
-
:L
Oh, that makes sense now.
Do you have a download link to the currently updated version of the game?
-
Dark Kijin: I'll post it soon, currently we just got our last minute confirmation for our booth at Touhoucon so we're panicing a bit.
-
Sorry for offtop, b-b-but! :ohdear:
I wanna say big thanks to all creators of that game! We played (http://www.youtube.com/watch?v=JYDlKrcBVc4) and it was very enjoyable. So again, thank you for this amazing game, ZE! (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/marisa004-2.png)
-
That's awesome Algo! Thanks for sharing! I'm currently running myself to exhaustion at touhoucon. I'll try to get this thread updated soon
-
EDIT: Managed to get together with someone who went to Touhoucon and played a few rounds with them. It was interesting hearing some of the changes to the rules compared to what I read from the PDF rulebook. I would like give some questions/feedback. I don't know where else to put this so I will do it here since this is where I first heard about this game.
FEEDBACK:
---For picking a character, I like it much more with three cards instead of just two. I feel like I have a bit more options without completely giving myself away of what my role is. Plus it gives slightly more chances to pick a favorite.
---When picking characters, are the unused ones discarded face up or face down? Face up tells everyone what characters are not in play before they pick their own character.
---Most of the rules are pretty straight forward. But, things can get very confusing when several Reaction cards/spellcards are used in quick succession. A number of Reaction type Spellcards need some clarification.
---For example, if Reisen attacks someone and Sakuya does The World, does she still get to do her Passive attack?
---How does Reisen's Lunatic Red Eyes work with something like The World? Can she copy it even if it is a Reaction? What if you Lunatic Red Eyes The World and then someone copies Lunatic Red Eyes and Lunatic Red Eyes the Lunatic Red Eyes? (Yes, this happened)
---Satori's passive allows her to avoid attacks by flipping a Winter card while Supernatural Border avoids attacks by flipping Spring or Summer cards. I always treated these as separate effects (they are from two different abilities) so I always flip one card for Satori's passive THEN flip a card for Supernatural Border. It makes the most sense to me. But, the person I played with said that she had the effects stack (flipping only one card and checking for Spring, Summer, or Winter). This definitely requires clarification.
---Another rule not mentioned in the PDF but was being done in Touhoucon was drawing a card every time you are hit with an attack. I see why this was done (sucks being attacked multiple times when you have no cards or no grazes in hand). Just make sure this is included in the rules. I almost want to suggest applying this to all damage such as losing life from Incident cards but that may require some testing.
---Speaking of Incidents, are there any you feel the players should ignore if it is the first round of the game? If so, they probably need to be mentioned on the card. For some reason, some people did not like starting with Lily White or Crisis of Faith. Personally, I think all are fine for first round and create some unique effects in the game.
---For Crisis of Faith, there is a rule about Table Talk where you should not be just telling people your roles. But with Crisis of Faith, the new Heroine knows the former Heroine's new role is. Should he/she be able to say this aloud?
---For the Great Fairy Wars, if the person who drew the Incident has no cards or no danmaku cards in hand, does this mean they lose 2 life (lose one life for the incident coming to play AND lose one life for the incident phase itself)? If this is true, I may suggest being able to draw a card whenever you lose life at all, not just from attacks. Having no cards in hand and immediately losing 2 life because of this incident is pretty rough (at least Lily White is only a 25% chance of triggering in theory).
---For Masterful Plan, do all three cards have to go together to the top or bottom of the deck or can you split them (put one on top and two on bottom for example)?
Hopefully this helps you and points out where there is some confusion. I will be making a video of the games I played soon and perhaps more people will see this great game. Thanks!
-
Edit: Oops, meant to modify, not quote. T.T
-
Not sure how old your copy of the rules is. Current rulebook is here: https://docs.google.com/document/d/13HsO97-Nk6HHRNuOrySJyE0m97hVLwHd3KeKaqZC1mc/edit#
Picking Characters
With 3 characters you eventually run into the problem of people picking their favorites over and over. If your group is fine with it, go ahead and pick from 3. Also unpicked characters remain hidden.
Lunatic Red Eyes/The World
LRE works with The World and other reaction spell cards, keep in mind that ending the turn with The World does not stop attacks and other effects.
LRE can be canceled by itself, there usually isn't a reason to then copy it, but you could have something like
Oku Bombs
Sakuya Bombs
Reisen Bombs Sakuya's
Satori Bombs Reisen with Reisen's own spell, then copies it and Cancel's Oku's
Satori's Passive & Supernatural Border
Satori's passive doesn't merge with SB, flip for each individually.
Swing Draw
Your rulebook must be very old indeed. All characters draw 1 card when they lose a life for any reason.
Incident Houserules
Like picking characters, you can pretty much do what you want with the Incident Deck, I've told people to just remove ones they don't like in the past.
Table Talk
The thing about TT is that it can be part of the game. There are groups who play their roles straight, and groups who will lie their pants off. If your group is the former, I suggest no Table Talk, which includes revealing the swapped roles on CoF. If your group likes subterfuge, talk all you want to whoever will believe you.
Great Fairy Wars
The Swing Draw rule exists so if you draw this Incident when your hand is empty you do have a chance to topdeck.
Master Plan
Choose what happens to each card individually.
-
Thanks for responding! Umm that is the rulebook I was referring to. I only now noticed the draw rule for loss of life (It was under the Life section, I was looking in Draw or Attack T.T)
Only reason I mentioned the 3 characters was because the person I played with did that when playing over at Touhoucon. Not sure if that was just a con thing or what. So got it, I'll stick with the two then.
And thank you for the clarifications! With how some cards are worded, it can be hard to understand the intent. Seems I was mostly on the right idea for them.
Can't wait to see more of this game. ^.^
-
Sorry for double post. Would you prefer questions be submitted here, the Steam group, or the email listed in the rulebook?
Played a few more sessions and we ran into a few more questions.
Cirno
So her gimmick is that she cannot attack characters that are 1 Distance away unless she loops around the table the long way. But, can she still do this when under Suika's "Gathering and Dissipating" and everyone is set to 1 Distance with no modifiers? We assumed no (Suika does do weird things with space) but then that means Cirno is completely locked down by Suika's spellcard.
Also, can Cirno still use Laser Beam since it ignores distance?
Last Word
So originally, I thought this just hits all characters like it says on the card. But, most cards usually say if it ignores distance so I got a bit confused. So does Last Word hit everyone regardless of distance or only those within range?
Nitori's Kappa's Flash Flood
So this disables all items. Does this include the card draw for playing Sorcerer's Sutra Scroll? I am assuming it did but, the question did come up.
-
Yes, Suika can shut down Cirno with her spell card.
Also, Cirno can attack at distance 1 with Laser Shot, since she can curvy laser all the way around the circle. (Real lasers have curves)
Last Word attacks all other players regardless of range. Typically we say "in range" when we want to specify it, though we also tend to say "regardless of range" when we want it to be explicit.
Kappa's Flash Flood does disable Sutra Scroll's draw. I'm curious why someone thought it would be exempt.
If you email questions or ask them on our Facebook page that's the quickest way to get ahold of us, you can quickly get me or Carrot answering with those methods. If it's night time in N America it's probably Carrot you'll talk to.
-
Not much to update, Touhoucon went well for us. Game should be ready by the end of the year.
Girls are printing, please wait warming.
(http://i.imgur.com/Ua1es2Hl.jpg)
-
Um. Sorry, but we have a few questions. Sorry about my bad english and i hope you understand me (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/chirno011-2.png)
1) Can i resurrect myself (on my turn) with 1UP, if i die? (Like incident step, i die from Saigyou Ayakashi, but have 1UP in my hand. Can i resurrect myself?)
2) Can Utsuho use her spellcard in Overdrive, if she have 2 life? (Like Utsuho cannot use spellcard, if she die from it, but in Overdrive you can suicide)
3) If incedent is Endless party and deck end, but not all players draw card (because deck is end), they need pick card from new reshuffle deck or incident is over?
4) What Satori with supernatural border check first? Her ability or supernatural border?
-
1. Yes
2. Yes Oku can use her bomb to suicide strike. Death is checked for once all effects are resolved. (Which is against what I previously said where the game ends immediately once a victory is declared) This can result in a draw
3. If Endless Party empties the deck, go ahead and shuffle and everyone gets their cards, but the incident does end.
4. For Satori, or any similar effects, you can do them in any order. Just make sure you say which you are using before the check
-
Thank you for answer, Moogs! Thank you all for this wonderful game again, we enjoyed playing danmaku!! (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/remiria008-2.png)
-
I'm debugging! Look what quick and dirty code of mine looks like!
http://pastebin.com/NPFRBUXC
Pastebin'd because scroll bar dies. -Helepolis
-
A certain Danmaku!! modder also sent me this today.
-
Dank Gengetsu memes, m8. i r8 8/8.
-
EDIT: Thinking and reconsidering what had been said in the other 20 pages, I figured it all out and some, new house-rules and even alt modes. I just come now to clear since they seem almost obvious and the others must be playing it in some way.[Relatively long writing , please specify if anyone wants a summary or a clarification about some parts]
(Touhou)Danmaku!! :3 Such a wonderful project for card games, tabletops and tactics ; his own game reminding me partly more of "Samurai swords" and "Samurai" than Bang! yet smoother than first ones and deeper than the last without/with expansions . Naturally come the balance issues but also all your appreciated efforts in overall balancement !
This article and the site are most helpful. And in reference to help, since FAQ is under building,I have a couple clarifications to ask and suggestions to make. Thanks in advance for reading.
A small doubt on Remilia's spellcard immune to cancel and even by Reisen's but still copyable by her ....Seems clear and I would apply it like that.
HOWEVER by the off-chance the MTG mechanic is still applied in a tricky way : negating the first effect of ONE'S PLAYER-INFLICTED ABILITY BY OPPOSING INFLICTED ABILITY AND HIS RIGHT OF CHOICE gives the CHOICE to the INFLICTED to ignore BOTH ITS EFFECTS.
Tricky and remote,although it'd open up a tactical choice: the Scarlet Mistress choosing copyable if supposedly allied [u/],on the contrary she rebukes The Red-eyed Lunar Rabbit.
Moving on, I found out here too that the alt role "True Phantom Boss" (revealed) ability is "may ignore incident effects" ....But on the site it says "Incident Deck manipulation", a more extensive Touhou atmosphere, gameplay and even balance....So should(suggestion) they have an alt ability enabling a "switch incident" replacing the current with one in their hand or pulled randomly off the Incident Deck minding that their "ignore incidents" is SWITCHED OFF till their next turn when they may opt for it OR a re-switch . Previous incident is not resolved and thus is reshuffled in the pile.
A suggestion about the 4-format which Carrot is reworking on it and now alas is officially suspended. I reckon the solution could either lay in more roles being Hero(obligatory general redraw if not picked up),2 Bosses,Extra Boss AND Partner AND/OR Ex Midboss/ similar expansion role" " ; next to the 5-format but also test-played with "Hero,2 bosses and partner" by ShadowNCS, as read.
The vulnerable 3rd player gains social survivability,the gaming group strategy.
Another fix for their delicate could be adding a one-time ability reflecting their "advanced position".
Before the game starts,the 3rd player must declare that he/she may utilize for once in a match any of of his card on his turn like a beer,a graze or a spiritual attack(other powerups seemed too great) by choosing and writing it down secretly or by pulling one out of the deck face-down[/b] ; it is not revealed , so there is a further layer of strategy but not time-consuming. Hopefully this might be a start.
I would love to talk more about it and have more talk of it in Italy ; while not on a big-scale,in a fair way among the lively,expanding and experimenting tabletop community I frequent. ;) Cheers and well-wishing !
-
House rules are house rules, I don't have much to say about your Reisen x Remilia interaction.
Posts on the site that are outside of the FAQ section shouldn't be regarded as rules. The True Phantom Boss has 3 abilities:
1. +1 max life
2. Resolve the current incident and put a new one on top.
3. Skip her incident step.
2 and 3 are the "incident manipulation" the post talks about. That's just a more casual wording for it.
Mastermind: You have +1 max life.
At the start of your turn you may resolve the current incident. If you do, search the Incident deck for a card, shuffle it, then put the chosen card on top of it.
You may skip your Incident step.
4 Play games ended up being Heroine, Boss x 2 (Stage Boss only), and EX Boss (either one). This allows you to have a 2 vs 2 match that can become a 1 vs 1 match later.
-
Let's literally get real.
Our printer sent some (potato quality) photos of the box & manual before the sheets are cut up.
(http://i.imgur.com/TbThyKxl.jpg) (http://imgur.com/TbThyKx)
(http://i.imgur.com/eTE7PcNl.jpg) (http://imgur.com/eTE7PcN)
-
Twilight shining through the barrier. It seems your journey is finally over.
You are filled with DETERMINATION.
I'm glad to see it's almost done.
Where can I buy my copy? :D
-
(http://i.imgur.com/oRH2KBP.jpg)
Due to ZUN's rules you'll be able to buy it at http://danmaku.party or at any convention we show up at. Touhoucon is a good bet for the latter, the bigger cons consider us small potatoes so yeah
Since people are actually still watching this thread, more photos here: http://imgur.com/a/93L5n
-
(http://i.imgur.com/oRH2KBP.jpg)
Due to ZUN's rules you'll be able to buy it at http://danmaku.party or at any convention we show up at. Touhoucon is a good bet for the latter, the bigger cons consider us small potatoes so yeah
Since people are actually still watching this thread, more photos here: http://imgur.com/a/93L5n
Can't wait for the release. Any tips on international shipping? This is an instabuy for me!
-
When do you think you'll have the game up for purchase on danmaku.party?
I'm so excited for an actual copy of the game :D
-
The game should be available late January or early February.
International shipping shouldn't be too much of a problem. I see from your profile that you're in the EU which could subject you to extra taxes. I believe I can get a crate to originate from an EU warehouse and save you some money there. I understand other groups do that.
-
The game should be available late January or early February.
International shipping shouldn't be too much of a problem. I see from your profile that you're in the EU which could subject you to extra taxes. I believe I can get a crate to originate from an EU warehouse and save you some money there. I understand other groups do that.
That would be fantastic. I'll make sure to spread the word. There's definitely a big fanbase here and many of my friends would be delighted to know about this.
-
Merry Xmas to Moogs, all developers and players of this wonderful game (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/chirno006-2.png)
We regulary play in danmaku and have soooo many silly questions.
1) Can Miko use her spellcard on other player turn (not on Miko turn), if her hand is empty?
2) Can Nitori discard her item card what she has in play (not in hand) to draw a card?
2a) Can Nitori discard items in play of other players to draw a card?
3) Can players use master plan card and/or true phantom boss ability, if no incident in play?
(Like if incident was Crossing to Higan, player was defeted and incident is over, but still my turn and i have master plan card. Can i use master plan to look 3 cards of any deck)
And where we can find new rulebook? Or this rulebook (https://docs.google.com/document/d/13HsO97-Nk6HHRNuOrySJyE0m97hVLwHd3KeKaqZC1mc/edit#) is new and will be stable?
Can we buy danmaku!! on steam and will you update TTS save file on steam?
That all so far, thank you for this super game (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/remiria008-2.png)
-
Thank you very much! Merry Christmas to you too!
1. Yes, but only once per round still, her hand being empty does not get around this restriction
2. Yes
2a. No, only Item cards she controls
3. Yes
You've got the up to date rulebook link.
I will update the PnP and the rulebook with the final version when the game is available to purchase.
ZUN does not allow Touhou fanworks to be published through any publisher besides Sony, and to do the latter you have to work out a deal with him. So no it won't be on Steam.
You'll be able to buy a physical copy on our website when the time comes.
-
Hello Moogs and fellow Danmaku! players.
During our games several important issues and questions arose and we would like to have developers explain their position on those.
1) In rules it is stated that announcing your role directly counts as "bad manners". Then does allowing players to pledge team allegiance (for example stating that your are red/green/blue) count as "going against spirit of the game and bad manners" or not?
1a) Are intimidation tactics within the boundaries of the "spirit of the game"? Recently dominant strategy for Heroine players was establishing ironclad regime and monitoring actions of all players to the point of explicitly deciding where, when and how everyone is supposed to attack and even if they are allowed to defend themselves. Anyone who does not comply is eradicated. Several players are dissatisfied with that and question if it is even allowed.
2) Marisa with 1 Power card in play uses her SpellCard on Meiling, which responds with her own spellcard. Both doesn't have any dodge cards in their hands. Which attack resolves first - Marisa's or Meiling's?
2a) If meiling's card resolves first then how much damage is dealt by Master Spark - 1 or 2?
2b) If meiling's card resolves first then can China draw into Dodge cards and actually dodge master spark?
2b.1) What about drawing into Bomb? Can she cancel Marisa's spellcard in that case?
2.5) How exactly play order works? I expected that there is "declaration phase" during which it can be canceled, then "resolution phase" during which attacks occur. But rules contradict that by stating that you can bomb after checking for Supernatural Border. That brings question about about Aya's innate, Reisen's and Keine's spellcards - can I use them after checking for Supernatural Border?
3) Are players obliged to declare all targets for their spell cards immediately when they play it, or can they wait until they resolve first step (Aya's draw, Futo's hand swap, other effects like this) to declare targets for their attack?
3a) If former, is Alice forced to declare only targets in her current range? Or can she declare farther targets in hope of drawing Power? If she can, will her attack fail if she doesn't get range? Also, does this opens an opportunity to discard Shoots by declaring them against far targets?
3b) If latter, then how exactly do Bombs work? For example in case of Aya, imagine that she first draws her cards, then declares an attack, and then attacked player (for example) wants to bomb this. Is he allowed to use Bomb, and will bomb only cancel attack part of Spell Card (since draw part was already resolved)?
4) Is it possible to target yourself with danmaku? If it is, then
4a) What is the distance to yourself?
4a.1) Can it be changed with Focus and Stopwatch? What about Suika's Spellcard?
5) Additional question about victory conditions. By RAW dead players can "share" victory with those who are actually left alive, which leads to strange situations. For example in our games Partners willingly committed suicide several times to share victory with One True Partner. Is that intended?
Again, thanks for making this game, it is great fun.
-
Hey there! Nice to see a new face around.
Regular player here, so allow me to answer some of your questions. ^^
1) In rules it is stated that announcing your role directly counts as "bad manners". Then does allowing players to pledge team allegiance (for example stating that your are red/green/blue) count as "going against spirit of the game and bad manners" or not?
1a) Are intimidation tactics within the boundaries of the "spirit of the game"? Recently dominant strategy for Heroine players was establishing ironclad regime and monitoring actions of all players to the point of explicitly deciding where, when and how everyone is supposed to attack and even if they are allowed to defend themselves. Anyone who does not comply is eradicated. Several players are dissatisfied with that and question if it is even allowed.
Talk about your rule as little as possible, even if it's "just" your color. However, pretty much anything else is allowed. For example, you can tell a person that attacking you is a pretty bad idea, hinting at that you're in the same team as them; e.g. if the heroine is considering attacking you, you can tell them that they probably shouldn't do that if they don't want to lose all their items (as that's what happens if the partner dies). However, the thing is, you might as well be pretending to be the partner and just bluffing your way out of harm.
On the other side, you might as well form alliances with other players until you know whether you're on the same side as them or not. For example, A Challenger Miko might give the heroine cards for free with her ability until her other goal is finished, in the hopes of the heroine thinking Miko is the partner until Miko can actually start finishing the heroine off.
The ironclad regime is technically allowed, but using this strategy is just being "that player", AKA the player nobody wants to play with because they're rude, to put it nicely.
If your players are unsatisfied by it (which I can't blame them for), then tell the heroine that this kind of play is ruining everyone's fun, and, if needed, just ignore your roles and join forces with the enemies to destroy the heroine and consider that the group's collective win condition. (The ironclad regime only works as long as people are willing to cooperate with the heroine.)
After all, having fun is the most important rule of Danmaku!!, or pretty much any game.
We had situations as well (involving Crisis of Faith) where we ignored our (new) roles because the game up until that point was too epic to suddenly switch sides because of an incident. xD
Long story short, don't state your role, but feel free to form alliances and bluff your way to victory... or get killed trying.
2) Marisa with 1 Power card in play uses her SpellCard on Meiling, which responds with her own spellcard. Both doesn't have any dodge cards in their hands. Which attack resolves first - Marisa's or Meiling's?
Reactions always go first. That means, Graze goes before attacking, Countering goes before any attack, even Byakuren's passive ability of firing Danmaku at a person who attacks goes before the initial attack (though the attack still is active, even if its initial user dies).
2a) If meiling's card resolves first then how much damage is dealt by Master Spark - 1 or 2?
2b) If meiling's card resolves first then can China draw into Dodge cards and actually dodge master spark?
2b.1) What about drawing into Bomb? Can she cancel Marisa's spellcard in that case?
That's a good question. I'd say Master Spark only deals 1 damage then, as by the point of its effect being used, Marisa has no Powers anymore.
And yes, since the card draw is part of her Spell Card's effect, if you get a dodge card, feel free to use it!
Regarding the Bomb, I would say no, as Meiling's Spell Card requires an attack; if the initial attack is made void, there is nothing to Counter anymore. At least that's how we handle Bombs targeting the initial attack being played after someone plays a Counter Spell Card (like Reisen's).
3) Are players obliged to declare all targets for their spell cards immediately when they play it, or can they wait until they resolve first step (Aya's draw, Futo's hand swap, other effects like this) to declare targets for their attack?
TECHNICALLY you perform your actions in the order they're written down in, so if it says "Draw 2 cards. You may attack a player in range.", you first draw 2 cards, then you declare who to attack.
However, often times, people want to save their bombs for until they are attacked, which causes the problem that, in the aforementioned example, you'd have to put the cards drawn back into the draw pile, which is just inconvenient. So we tend to just declare our targets, and then, if nobody chimes in to play a bomb, we do the action and then perform the actual attack part of the Spell Card.
This is also (probably) why Futo is (one of) the only character who attacks before her special part of her Spell Card goes of. Because otherwise, the targeted player might get a Bomb from the hand swap, with which they would want to stop the attack, which would also negate the hand swap and create a black hole in the process.
But, uh, yeah, the most convenient thing is to just declare your target, if nobody Bombs, follow the rest of the Spell Card's effect in order.
3a) If former, is Alice forced to declare only targets in her current range? Or can she declare farther targets in hope of drawing Power? If she can, will her attack fail if she doesn't get range? Also, does this opens an opportunity to discard Shoots by declaring them against far targets?
You can say "I'm going to attack X, but if I get a power, I'll attack Y" if you want to declare targets first, but that'll create lots of enemies. ^^;
So it's probably best in Alice's case to wait with declaring targets until after the draw, but people can still bomb and cancel your obtained Item. Alice has probably the most inconvenient Spell Card in that regard.
3b) If latter, then how exactly do Bombs work? For example in case of Aya, imagine that she first draws her cards, then declares an attack, and then attacked player (for example) wants to bomb this. Is he allowed to use Bomb, and will bomb only cancel attack part of Spell Card (since draw part was already resolved)?
And that's exactly why we tend to ignore the order of the actions and declare first. xD
But if you declared afterwards, the Bomb would cancel the drawn Danmaku cards. But since it's messy, we declare and Bomb first.
4) Is it possible to target yourself with danmaku? If it is, then
4a) What is the distance to yourself?
4a.1) Can it be changed with Focus and Stopwatch? What about Suika's Spellcard?
We had this question come up during play as well, and the answer is no, you cannot target yourself, as funny as it would be. xD
-
Hello Moogs and fellow Danmaku! players.
During our games several important issues and questions arose and we would like to have developers explain their position on those.
1) In rules it is stated that announcing your role directly counts as "bad manners". Then does allowing players to pledge team allegiance (for example stating that your are red/green/blue) count as "going against spirit of the game and bad manners" or not?
1a) Are intimidation tactics within the boundaries of the "spirit of the game"? Recently dominant strategy for Heroine players was establishing ironclad regime and monitoring actions of all players to the point of explicitly deciding where, when and how everyone is supposed to attack and even if they are allowed to defend themselves. Anyone who does not comply is eradicated. Several players are dissatisfied with that and question if it is even allowed.
5) Additional question about victory conditions. By RAW dead players can "share" victory with those who are actually left alive, which leads to strange situations. For example in our games Partners willingly committed suicide several times to share victory with One True Partner. Is that intended?
Again, thanks for making this game, it is great fun.
Adding a bit to what NCS wrote.
1) Stating your color is almost as good as stating your role, this would fall under "bad manners".
1a) The ironglad regime is allowed, but like NCS said the most important thing is that everyone have fun. I'd encourage your group to not fall to such intimidation tactics, as a super aggressive heroine should not be able to back up that kind of attitude for long.
5) In Danmaku!! you can't target yourself so I'm not sure how they are commiting suicide (Attacking each other?) What are the bosses doing during this time? If a Partner dies the Heroine loses a lot of her cards, it should be easy to assassinate her then. It seems like a good time to end the ironclad regime. People dying for their OTP sounds very internet, BTW
I'm glad new people are finding and enjoying the game
-
More production photos, these are of the sample copy Carrot is reviewing.
(http://i.imgur.com/2szZvKAl.jpg) (http://imgur.com/2szZvKA)
(http://i.imgur.com/A8UM6c3l.jpg) (http://imgur.com/A8UM6c3)
(http://i.imgur.com/3hMSztDl.jpg) (http://imgur.com/3hMSztD)
(http://i.imgur.com/LEZP72vl.jpg) (http://imgur.com/LEZP72v)
(http://i.imgur.com/iWPnJd9l.jpg) (http://imgur.com/iWPnJd9)
(http://i.imgur.com/4K7IvVYl.jpg) (http://imgur.com/4K7IvVY)
Since we don't need to worry about shelf presense, the whole box is slightly larger than the 5"x3.5" character cards.
-
Confession:
I get really salty at some of the dumb questions we get on social media, particularly on posts that address those very questions.
No there isn't a kickstarter.
No we aren't like the Touhou Smash guys.
No we aren't the Garden of Souls people.
I don't mind new people not knowing anything but the people who assume something sinister grate on me.
-
Confession:
I get really salty at some of the dumb questions we get on social media, particularly on posts that address those very questions.
No there isn't a kickstarter.
No we aren't like the Touhou Smash guys.
No we aren't the Garden of Souls people.
I don't mind new people not knowing anything but the people who assume something sinister grate on me.
You and me both. We (me and the rest of Hourai Teahouse) too keep getting flack for something we never did. The very fact that they got so well known for such scandals is incredibly irritating.
On another note, release hype!
(http://vignette2.wikia.nocookie.net/payday/images/3/3f/Shut-up-and-take-my-money.jpg/revision/latest/scale-to-width-down/640?cb=20140806123327)
-
Any chance of the game being shipped before or during this spring? We have a local anime con here in March (or maybe early April now, I forget) and it would be a great opportunity to play if I can get my hands on a copy before then. Sorry if this has been answered somewhere a million times.
-
james:
We'll just have to replace them as the prominant Western circles
commandercool:
I'd say it's very likely, but I feel like Sagume every time I say that.
-
Well, I'm ready when you are. Fingers crossed, but if it doesn't happen it doesn't happen.
I'm questioning my ability to get my game buddies to play this with me regularly since we have a ton of games already and everybody's real into Magic right now which eats up basically all of our game time. Anime fans at a con seem like easy targets, but I'm also working on indoctrinating some of my buddies into Touhou via the fighting games, so maybe I can get them to play.
-
Hype levels are going up with these pictures! It all looks great.
We still play the game quite regularly, and between now and my last post even more people have learned and liked the game. I'd say that 90% or more of the people that have tried it like it a lot, and generally ask me to bring the cards. I don't know if they'd buy the game themselves, but I really hope that Danmaku!! gets the success it deserves once it's out.
On a related note, are we going to be able to purchase the game in Europe?
-
Shipping to the EU will be entirely possible, because of VAT you'll have to pay a little more of course, I'll let you know what that will be when we release
-
The game looks really nice!
It's a shame that my friends dont like touhou though :(
-
Shipping to the EU will be entirely possible, because of VAT you'll have to pay a little more of course, I'll let you know what that will be when we release
Alright, cool.
The game looks really nice!
It's a shame that my friends dont like touhou though :(
Unless they actively hate it you could always get the print version and suggest giving it a go, from my experience people who don't know anything about Touhou or don't become fans after playing still enjoy this game a lot.
-
I'm so ready to get this game.
I just got my mid-January paycheck and have already set aside a bit of money for whenever the game is available for purchase :D
-
Latest release estimate is late March. Silver lining is that with all the horror stories you hear about Chinese businesses, our printer gives its staff Chinese New Year off.
-
RIP February birthday presents :|
Really, I can only say things like "Take my money" but that's not contributing. How much is it to ship around the US, would you think?
-
I don't have the final weight yet for a unit but it will be $4-5 domestic. If our primary fulfillment service falls through it could be like $8. I'm frutrated and hesitate to make any promises at this point.
-
Hello there, this is one of the most interesting card game to play. Similar to Bang!, but this seems more complex and feel like a different game.
Some questions:
1. We can freely print the cards for personal use, right?
2. Is the printed version the latest?
3. Can we use other artwork other than the provided?
I hope this game will become a lot more popular.
-
Thanks! We consider it an entirely different game
1. Yes you can
2. The current version will be the latest until release
3. Yes, though we ask that you do not redistribute the game with art you don't own or have permission to use. If you mod the game, consider changing the set symbol(the yin yang orb) in the lower left.
We hope so too. Even though we didn't do a kickstarter we still rely on the same word of mouth promotion. Sharing us on social media helps a lot, particularly Facebook, but I'm about to restart all of the campaigns for release. I'm going to focus on tumblr and Instagram more this time since I was so bad at them the first time.
-
I love the concept, my favorite childhood games were card games, but just asking...
Is there an online game project going or done?
I`m pretty much the only one at my school who knows about Touhou and so i can`t really play using real cards with a entire group due to lack of people.
But i understand if there isn`t. Best of luck!
Heroines have Plot Armor..... Yup, this is detailed alright.
-
It's been imported into Table Top Simulator, which is currently $20 on Steam.
There is a steam community, they've added their own art to the cards and there are at least 2 mods for the game.
http://steamcommunity.com/groups/DanmakuTTS
(http://steamcommunity.com/groups/DanmakuTTS)
-
Thanks ! Actually here on my Steam it's about 9 Dollars, which is awesome cause 20 dollars would be 80 bucks here, Touhou 6 itself cost 100 bucks. Now all that's left is to learn to play the game well.
-
(http://danmaku.mysteryparfait.com/wp-content/uploads/spring-1024x767.jpg)
The Herald of Danmaku!! flips the top of the deck, and IT?S SPRING!! That?s right, Danmaku!! will be available for purchase very soon.
Now this project likes to make a liar out of me, but this is a generous estimate of late March for the release date. Once I know no more ?Incidents? can happen I?ll give an exact date.
-
Great news indeed!
Waiting with passion~ (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/daityan011.png)
-
春ですよ!
You know, when I look back at like the first few pages when this game was still heavily in design form. What a lovely sight to see it all come together.
-
I wonder if it'll be so much of a success it will reach South America and also be a thing here. Please make this happen.
I'm internally cheering with a flag for it to go well, after all it's a rather new concept of card games for me that is kinda mafia-ish in my mind.
*Go Danmaku !*
-
Top 5 countries where fans of Danmaku!! live (according to Facebook)
1. USA
2. Mexico
3. Indonesia
4. Thailand
5. Brazil
This seems to come as a surprise to people we encounter pretty often, but the Spanish and Portuguese speaking countries have a really good Otaku Power Level. Many of our artists are also from such countries, most notably Gina from Mexico, Deji from Chile, and Inma from Spain.
Does this mean Danmaku!! in more languages? I don't know. I think it'd have to be a runaway success for that to happen, but who knows what the future holds.
春ですよ!
You know, when I look back at like the first few pages when this game was still heavily in design form. What a lovely sight to see it all come together.
That was such a ridiculously long time ago, dang. I'll be thrilled when people make unboxing videos, I think I'll offer to share them on our social media if they do.
-
I have a favor to ask, those of you who use tumblr, can you follow and reblog our posts?
We're at http://mysteryparfait.tumblr.com/
I'm trying to restart the tumblr and get it going for real after my initial lackluster performance.
-
There's also the /r/touhou at reddit, if you're looking for people and publicity.
There's not THAT many people, but I'm sure some of them will do the publicity to some of their friends.
If you got free time, a youtube video in which you present the game, its contents and etc would work out.
But of course these are just ideas thrown in the air. Do what you want c;
-
I do post on /r/touhou! They're the ones that really pushed for us to include a blank character card.
I spent 5+ hours today working on our website, and brought it down at least once. Had several important victories though.
I really need better equipment to do videos I discovered. I just got my tax return so I'll probably build a new PC to put in the office I'm putting together.
If the project is successful enough I may publish a public post-mortem. The struggle behind the scenes has been crazy, and I've wished I could talk about it, I don't need people tearing me apart though if I've already failed.
-
Hello, Moogs! Um... new portion silly questions from us here >__<
Today about one of the most powerful character in the game - Aya (http://i.imgur.com/MzO3cKg.gif)
- Can Aya cancel with danmaku card copy of Melee? (like someone play Melee, and then player who being attacked copy of that card in Aya/someone else)
- When player can copy Melee? Before he need graze/minus life or after? (like what i need to do first - graze and then copy Melee, or i can instant copy Melee with new target and then i need graze)
- Can Aya cancel with danmaku card ability of Youmu? (like if Youmu attack someone and Aya through ability - can Aya cancel that attack)
Because ability of Youmu have danmaku icon
(http://i.imgur.com/wKaZK6C.png)
And just question about new version of danmaku
- Focus card will be changed?
We played with Nitori + Focus and it was very hard to shoot her, because even players who left/right of her need 3 range >__<
That all, thank you again for wonderful game, we play very often and stream our games on our twitch channel (http://www.twitch.tv/opentouhou/v/44925736) and youtube (http://www.youtube.com/watch?v=F_hQJy95G5g)~
Baka fairy can not in english, so sorry about that (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/chirno011-2.png)
-
Yes, Aya can cancel copies of Melee
Graze/Damage then copy
No, that was a mistake in the card setup that has since been corrected. (The symbols are right next to each other in the editor)
Focus and Nitori are the same in the final.
Try to alter your strategy for Nitori and Aya to deal with their defensive nature. Part of the strategy of Danmaku!! is dealing with who is on the board. For Nitori you want to Borrow or Seal Away her items, and Aya you want to store Bombs to cancel her Spell Card, forcing her to empty her hand. Also since English isn't your first language make sure your group knows that Aya cannot cancel the attack generated by Spell Cards.
-
Oi moogs, are there still preorders for this? I'm still broke as hell but one day (or when I get my tax return) I still want to buy this ASAP so that next time I go to a con with my friends or something I can take this game with me and spread the love.
-
Preorders are not likely, current release estimate is late March. Basically as soon as the games hit the location we will ship from we'll turn on the store and they'll go out immediately
-
I haven't been here in a while, although I did hear the call to signal boost the tumblr blog, and I did so with my tumblr blog.
But anyways, I'm glad to see that this is coming to fruition. Also, I have heard that someone wants to make the seasons matter somehow. Outside the Sword of Hisou Artifact Card that I made, perhaps this can help as well...
---
Symbol of Abundance and Plenty
Minoriko Aki
Character Card
Abilities
Whenever a Autumn card is played, trashed or revealed by anyone, you may choose a player. That player draws a card.
+1 Hand size. You may trash an Autumn card from your hand to draw a card.
Spellcard - Action
Plenty Sign
Owotoshi Harvester
You may choose to shuffle the discard pile into the battle deck. Reveal the top 7 cards of the battle deck. For each Autumn card revealed in this way, choose a player and put it into their hand. For all other cards, you may place each one on the top or bottom of the battle deck.
You may attack a player in range.
---
I hope that I'm not being disruptive by putting this up now. I just love theory crafting when it comes to games like this...
-
Thanks for the signal boost, it really helps.
Character Seasons and Points will matter more in expansions, they're on the current cards so the game can be smoothly expanded. For your Minoriko, the Ability seems really powerful, but I like the Spell Card. I think I've said this before, but Minoriko will be in Mobs, where Character Seasons come into play.
-
Well, Autumn is my favorite season, after all. :D
For the spell card, I honestly chose a range of seven cards due to the fact that you essentially have a one in four chance of drawing a Autumn card, so five probably wouldn't be enough. Also, I'm glad that you like it, Moogs.
-
I dunno if any of you make financial decisions at any level for a business, but those salesmen who message you for SEO/Marketing/Whatever really show they didn't bother researching when you're a doujin group.
Our fulfillment plans fell through, so I'm converting my guest bedroom into an office/shipping center and I'll be N-Forza 2.0. I'm actually kinda excited, epecially since some friends volunteered to help during the initial surge so I don't die.
-
If I post these on social media people will just gripe that it isn't available yet.
Confirming the shipping details now.
SoonTM
(http://i.imgur.com/f39NDWNl.jpg) (http://imgur.com/f39NDWN)
(http://i.imgur.com/GahwqKel.jpg) (http://imgur.com/GahwqKe)
(http://i.imgur.com/OTjtjOhl.jpg) (http://imgur.com/OTjtjOh)
-
Hello, Moogs! It's me... again >__<
The more we play, the more we have questions. But it because we love your game and play Danmaku almost every week!
And again we have many silly question, so sorry about being so baka (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/chirno010-2.png)
First of all, many questions about characters.
About Miko ability:
1) When Miko can use her ability give cards to another player?
a) Can she give cards before incident step?
b) Can she give cards before draw cards step?
c) Can she give cards when Miko was attacked by reactions spell cards/ability of Byakuren? (like Miko plays Shoot into someone, Byakuren use her ability and attack Miko. Can Miko give card to another players before she Graze/lose life?)
2)How many times Miko can use her ability and how many players she may give cards?
About Keine spell card:
3) Can Keine cancel spell cards? (because many of them have action icon)?
a) Can Keine cancel spell card Miko, if Miko use her not in her turn? (Like someone turn, Miko activate her spell card due empty hand and attack Keine/someone else. Can Keine cancel Miko spell card [because spell card of Miko have action icon] and attack Miko/someone in range)
About Eirin ability:
4) Can Eirin plays item cards not in her turn? (Like turn of someone, can Eirin give that player item card, like Focus/Power up etc)
About Marisa ability:
5) If Marisa choose draw one card and want take Sutra Scroll from someone, she will draw extra card due Sutra or not?
About Reisen spell card:
6) Spellcard Reisen is reaction type in anyways or it copy type of cancelled spell card? (Like Reisen copy spell card, so if Reisen copy spellcard of Miko - spell card now have action type?)
7) Can player copy Melee, if he dies? (Like i've been attacked by Melee - i don't have graze/bomb etc, i die. But can i throw danmaku card and copy Melee into another player?)
8) If player use Borrow, he gain control of item. Player take item into his hand or not? (Like if i take Power Up i take it into my hand or in play)
a) If i take Sutra Scroll with Borrow, i draw extra card because Sutra or not?
Questions about incidents:
9) Can i drop all cards into UFO incident, even if there is invocation/healing/power up? (Like if i reveal Shoot, Seal Away and Bomb - can i drop all of them into incident, even Bomb)
10) Another question about Great Fairy Wars incident.
If incident enters play and all players die, who won or it result in a draw? (Like incident enter, i have only one danmaku card and 1 life. I discard Shoot, another players die because incident, but i still need discard second danmaku card because it's my incident step. But another players already dead! Can i win (if my role allow)? Or i still need discard another danmaku card, which i don't have - so i'm die too and... well, all died, who won?)
And question about turn orders:
11) If Miko get attacked by someone by Shoot, but her hand is empty and she activate her spell card (discard her zero cards and draw three cards), what she need to do first?
Take damage, take a card for losing life and... she cannot activate her spell card! Or she can activate her spell card and then graze/lose life?
And really dumb situation what we have in one game.
Incident was Crossing to Higan, so all players was in range.
Was turn Reisen. On her turn she attack Miko. Miko have one card, it was Graze. So Miko use Graze and, due her hand is empty, activate her spell card on herself and attack Reisen. Because Miko graze, Reisen want attack another player (because Reisen ability) - Keine. Can Keine cancel Reisen attack by her (Keine) spell card? Or Reisen attack due ability cannot be canceled by Keine spell card?
.
But it's not over yet! Because Reisen attacked Miko, Byakuren discard Shoot and attack Reisen. But because Byakuren attacked Reisen, Meiling activate her spell card and attacked Byakuren. But! Because Meiling attacked Byakuren, Sakuya activate her spell card and attacked Meiling (and Byakuren avoids attack of Meiling due Sakuya spell card). Reisen activate her spell card because Miko use spell card, cancel that and copy on Keine. Can Keine cancel spellcard Reisen?
So... the sequence in which all play?
And when we need end turn because spell card of Sakuya?
Again, questions may be silly, but we don't understand turn order of actions and reactions >__<
I was so glad when read about release of Danmaku in march! Hope we can order game in EU. Best regards to Moogs and all Danmaku!! players.
With love from Russia :blush:
-
Heya,
regular player here trying to answer your questions.
About Miko ability:
1) When Miko can use her ability give cards to another player?
a) Can she give cards before incident step?
b) Can she give cards before draw cards step?
c) Can she give cards when Miko was attacked by reactions spell cards/ability of Byakuren? (like Miko plays Shoot into someone, Byakuren use her ability and attack Miko. Can Miko give card to another players before she Graze/lose life?)
a+b) The card states "during her turn", so it isn't limited to any phase. As long as it's Miko's turn, she can give her cards away.
c) This one is a tricky question. She CAN give her card away before she gets hit AFAIK, but I think her Spell Card still activates after she gets hit, since her Spell Card itself is not reaction, thus it has a lower priority than a reaction type passive ability (like Byakuren's).
2)How many times Miko can use her ability and how many players she may give cards?
There's no limit to the amount of times Miko can use her ability, so you can give multiple players cards during the same turn.
About Keine spell card:
3) Can Keine cancel spell cards? (because many of them have action icon)?
a) Can Keine cancel spell card Miko, if Miko use her not in her turn? (Like someone turn, Miko activate her spell card due empty hand and attack Keine/someone else. Can Keine cancel Miko spell card [because spell card of Miko have action icon] and attack Miko/someone in range)
Keine can cancel Action type Spell Cards. That includes Miko's Spell Card, even if it is activated via her passive, as her Spell Card is still an Action Type.
4) Can Eirin plays item cards not in her turn? (Like turn of someone, can Eirin give that player item card, like Focus/Power up etc)
"On behalf of other players" implies that a card has to be played during its proper turn, meaning if it's an Item card, you can only play it during your own turn.
About Marisa ability:
5) If Marisa choose draw one card and want take Sutra Scroll from someone, she will draw extra card due Sutra or not?
The way I see this, everything that states "during your Draw Step" has to be done at the beginning of the Draw Step. Since Marisa's passive ability takes place during the Draw Step, it isn't its beginning anymore, meaning the time to activate the Sutra Scroll's ability is over, thus you won't get an extra card draw from it.
About Reisen spell card:
6) Spellcard Reisen is reaction type in anyways or it copy type of cancelled spell card? (Like Reisen copy spell card, so if Reisen copy spellcard of Miko - spell card now have action type?)
Reisen's Spell Card stays Reaction Type, but the copied card keeps its type (e.g. Action) as well.
For example:
? Marisa uses Master Spark
? Reisen uses her Lunatic Red Eyes to cancel and copy Marisa's Master Spark and decides to redirect it at Keine
? Keine uses her own Spell Card to cancel the new (Reisen's) Master Spark. However, Marisa's Master Spark is still canceled.
7) Can player copy Melee, if he dies? (Like i've been attacked by Melee - i don't have graze/bomb etc, i die. But can i throw danmaku card and copy Melee into another player?)
I'm pretty sure that, if you're dead, you aren't able to punch any more people. ^^
In other words, one Melee has to be completely resolved before you can copy it and use it yourself. If resolving it means you're dead, then you cannot copy it.
8) If player use Borrow, he gain control of item. Player take item into his hand or not? (Like if i take Power Up i take it into my hand or in play)
a) If i take Sutra Scroll with Borrow, i draw extra card because Sutra or not?
You cannot take cards into your own hands with Borrow.
You only gain an extra card (not during the draw step) from playing the card itself. With Borrow, you're only equipping it, meaning you won't get an extra card.
9) Can i drop all cards into UFO incident, even if there is invocation/healing/power up? (Like if i reveal Shoot, Seal Away and Bomb - can i drop all of them into incident, even Bomb)
The card says "you MAY choose", so I'd think if you really don't want to take a card, you don't have to.
10) Another question about Great Fairy Wars incident.
If incident enters play and all players die, who won or it result in a draw? (Like incident enter, i have only one danmaku card and 1 life. I discard Shoot, another players die because incident, but i still need discard second danmaku card because it's my incident step. But another players already dead! Can i win (if my role allow)? Or i still need discard another danmaku card, which i don't have - so i'm die too and... well, all died, who won?)
It's all the same incident step, so I'd say it's a draw.
And question about turn orders:
11) If Miko get attacked by someone by Shoot, but her hand is empty and she activate her spell card (discard her zero cards and draw three cards), what she need to do first?
Take damage, take a card for losing life and... she cannot activate her spell card! Or she can activate her spell card and then graze/lose life?
Miko can only use he Spell Card right after she gets rid of her last card in her hand. So that means that she cannot use it as a counter to someone's Shoot.
Alternatively, if Miko uses her last card to attack someone, and e.g. Byakuren decided to attack Miko because of that, Miko's ability would activate first (as it is activated IMMEDIATELY after her hand is emptied).
And really dumb situation what we have in one game.
Incident was Crossing to Higan, so all players was in range.
Was turn Reisen. On her turn she attack Miko. Miko have one card, it was Graze. So Miko use Graze and, due her hand is empty, activate her spell card on herself and attack Reisen. Because Miko graze, Reisen want attack another player (because Reisen ability) - Keine. Can Keine cancel Reisen attack by her (Keine) spell card? Or Reisen attack due ability cannot be canceled by Keine spell card?
.
I'd say Keine can cancel the attack directed at her, since Reisen is targeting her with a "virtual" Shoot card, which still has the Action type.
But it's not over yet! Because Reisen attacked Miko, Byakuren discard Shoot and attack Reisen. But because Byakuren attacked Reisen, Meiling activate her spell card and attacked Byakuren. But! Because Meiling attacked Byakuren, Sakuya activate her spell card and attacked Meiling (and Byakuren avoids attack of Meiling due Sakuya spell card). Reisen activate her spell card because Miko use spell card, cancel that and copy on Keine. Can Keine cancel spellcard Reisen?
So... the sequence in which all play?
And when we need end turn because spell card of Sakuya?
You really brought yourselves in quite a situation. I wish I could have been there to see that. xD
Keine, as long as she hasn't used her Spell Card to cancel the Shoot that was redirected at her (or simply uses a Bomb), can cancel the copy of Miko's Spell Card (since it is still Action type).
And since no one activated anything because of Miko's Spell Card (unless I got lost in this chain of events), everything being activated after Miko's Spell Card is still valid. Meaning that Reisen's turn is over because Sakuya wanted to protect Byakuren from Meiling.
Again, questions may be silly, but we don't understand turn order of actions and reactions >__<
No question is silly. We've faced a lot of these and/ or similar questions when we're playing this game, too. ^^
I was so glad when read about release of Danmaku in march! Hope we can order game in EU. Best regards to Moogs and all Danmaku!! players.
With love from Russia :blush:
Moogs stated we can order the game in EU.
Best regards to you, too. ^^
And greetings from Germany. :D
-
Okay that was a lot of questions, and after double checking, ShadowNCS is correct about everything. I will add jut a bit more though to 7 & 10.
Reaction type cards are the only thing that can save a player from defeat once they reach 0 Life. Once the current Action ends all players at 0 Life are defeated at once, a draw is entirely possible.
Note to non-USA folks
I'm still trying to get fulfillment for the EU but it isn't looking likely. Apparently we're too small for them. =\
Overseas shipping is insanely expensive, but it gets dramatically cheaper in bulk. If you have friends who are ordering their own copy of Danmaku!!, it's best if you do it together, it could save you a lot of money. Maybe people here are used to import costs though?
-
Note to non-USA folks
I'm still trying to get fulfillment for the EU but it isn't looking likely. Apparently we're too small for them. =\
Overseas shipping is insanely expensive, but it gets dramatically cheaper in bulk. If you have friends who are ordering their own copy of Danmaku!!, it's best if you do it together, it could save you a lot of money. Maybe people here are used to import costs though?
Ah, that's a shame. >.<
When it comes to me, I import goods from Japan every once in a while, so yeah, I'm used to high import costs. :D
So as long as I can order it from you, then I will. ^^
-
Note to non-USA folks
I'm still trying to get fulfillment for the EU but it isn't looking likely. Apparently we're too small for them. =\
Overseas shipping is insanely expensive, but it gets dramatically cheaper in bulk. If you have friends who are ordering their own copy of Danmaku!!, it's best if you do it together, it could save you a lot of money. Maybe people here are used to import costs though?
(http://i.imgur.com/IMPCCg3.png)
Ah, well, import it is, I guess.
-
If we in Malaysia wanted to order a bunch, would we be able to? :)
-
Of course. Unless you live in a restricted area like North Korea or someplace away from civilization or dangerous I can take an order.
-
March is a really good month for me this year :D
> Gets a new phone (Galaxy S7)
> Will be getting a Gear VR
> Gets to buy Danmaku!!
I'm so excited :D
-
Currently trying to gather a few interested friends for a bulk order.
-
Note to non-USA folks
I'm still trying to get fulfillment for the EU but it isn't looking likely. Apparently we're too small for them. =\
Overseas shipping is insanely expensive, but it gets dramatically cheaper in bulk. If you have friends who are ordering their own copy of Danmaku!!, it's best if you do it together, it could save you a lot of money. Maybe people here are used to import costs though?
What does getting fulfillment mean exactly? Something to do with special shipping rates?
Guess we'll make do either way. For now I have one additional order to place, and maybe there will be more within the week. Do you have a new estimate for the shipping cost? I'll probably have to say something about it to those interested.
Also, a long overdue question, but can anyone clarify the turn ending part of Sakuya's The World? Our group has been going along with the way we understood it for like a year now, but lately it's been bugging me.
-
Order fulfillment is when you send your product to a remote warehouse and then send them your orders and they mail it to your customer. These warehouses do get special rates with the shipping companies and shipment can also be cheaper just because of location.
I'm negotiating with a fulfillment company right now, but the stock is already on its way to me, so if we do get fulfillment setup it will be cheaper for non-USA people but you'll have to wait a few more weeks for it to be available.
I don't have my MP computer on me right now, but shipping to the USA will be $5-$7 for one unit and scales a few $ with each additional unit until you get to 5, at which point 5-10 is all the same price, $13 I think.
International with be, worst case, $23 for a single unit, $26 for 2, etc. The international flat rate is $45 I think, which would be the best price from 5-10 .
In the final version, Sakuya's The World prevents any further Action cards from being played on the current turn, only allowing Reactions. This is functionally similar but less confusing we found. You can consider this errata for her card.
-
Alright, thanks. I'll go with these numbers for now then.
In the final version, Sakuya's The World prevents any further Action cards from being played on the current turn, only allowing Reactions. This is functionally similar but less confusing we found. You can consider this errata for her card.
So players continue taking turns normally after Sakuya, Incident Steps and all, but can't play anything other than Reactions, and everything returns to normal once it's Sakuya's turn to play once more. Is this correct?
-
The current Turn is 1 player's time to play action cards. A Round is once around the table.
So The World only lasts till the end of the current turn, not until Sakuya's next turn.
-
Play this game with french guys trying to popular it on the french community, I love it !
I can tell you that playing with just two people, in a duel is very fun. We just pick the Heroine and a Stage Boss and pick randomly a character. The Stage Boss begin.
Playing on Tabletop Simulator but I'll buy this game when I'll meet Quentcat, who got event of the game.
-
Oh hey! Nice to meet you. Yeah, I know Quentcat from the Facebook group. It looks like I'll be mailing a lot of games to your community, I really appreciate the support. \
Also there are so many people on the Steam group that I've never spoken to, but they're quietly organizing games, it's a little unreal.
Duels huh? Now I'm wondering how EX Boss VS Phantom Boss would go down.
-
Oh hey! Nice to meet you. Yeah, I know Quentcat from the Facebook group. It looks like I'll be mailing a lot of games to your community, I really appreciate the support. \
Also there are so many people on the Steam group that I've never spoken to, but they're quietly organizing games, it's a little unreal.
There's a Steam groupe? What's his name?
Duels huh? Now I'm wondering how EX Boss VS Phantom Boss would go down.
Only try Heroine VS Stage Boss, I think EX Boss and Phantom Boss are too powerful but I'll try it.
-
Steam group, not groupe/groupie, that means something else in English! :V
The group is here:
http://steamcommunity.com/groups/DanmakuTTS (http://steamcommunity.com/groups/DanmakuTTS)
-
I played duel with both ex and phantom boss.
Verdicte, the phantom boss is too strong, he can control incidents so it's like there's an other enemy for the ex boss.
-
Play this game with french guys trying to popular it on the french community, I love it !
Would be pretty nice if this caught on in the French community, because we're also part of it. Be sure to invite non-Touhou fans to try it out too!
By the way Moogs, is there any exact price for the game itself that you can give at this point, or do we wait on the Dominion-Tanto Cuore estimate until release?
-
Yeah, it's going to be $34.99 USD for a game of Danmaku!! Bonus is I don't have to charge you guys sales tax.
Unfortunately the shipping company has yet to get me an ETA, so it looks like it's going to be early April now which I'm frustrated about but there's nothing I can do and at least it's not several months delay like this was a Kickstarter.
Edit: Oh and if you're doing a big order for your club or something like Quentcat from Howard's club is doing, you will do it directly through me.
-
Would be pretty nice if this caught on in the French community, because we're also part of it. Be sure to invite non-Touhou fans to try it out too!
It would be nice.
We invite non-touhou fans too and they liked the game !
-
Hell yeah, I worked my ass off this month so I have some extra money in the bank for once. I think I'm gonna treat myself to buying the game as soon as it releases.
-
Wild baka appear! ...again (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/chirno010-2.png)
So hello Moogs and Danmaku!! players
First of all, thank you ShadowNCS and Moogs for answers, buuuuuut
We have a little more questions <__> (seems we always will have questions)
1) Can Reisen use spell card of Remilia? (Like Reisen cancel and copy spell card, but spell card of Remilia cannot ba cancelled, so. Can Reisen with her spell card cancel and copy spell card of Remilia)
2) Can Miko activate her spell card during Tempest, in between discard cards and draw another? (Like if someone play Tempest, all players discard hands. But Miko can activate her spell card whenever her hand is empty, and it's empty due Tempest)
3)How calculate damage of spell card of Marisa, if she get her items banned due Nitori spell card? (Like Marisa has 4 Power Up, but Nitori use her spell card on Marisa and banned her items. Master Spark of Marisa now has 5 damage or 1, due her items have no effect)
4) Can Keine with her spell card cancel ability of Aya? (Like someone plays Last Word, Aya discard Shoot and cancel Last Word. Can Keine activate her spell card on Aya's Shoot and cancel it)
5) Can Utsuho and Alice activate spell card due ability before/after incident step, before draw cards step? (Like i play Utsuho, it's my turn. I wanna discard 2 cards and activate spell card. Can i do it before my incident step, after incident step, before draw cards step)
5a) "During her turn" phrase allow player plays ability of character/role in any time? Before incident, after incident, before draw cards?
(Like if i got Shoot in me due ability of Byakuren and i'm EX BOSS, can i reveal this role before i need graze/lose life.)
6) Can i check Supernatural Border and then cancel attack with Bomb?
7) When Keine cancel Korindou to someone, what cards need place into discard? (Like i play Korindou and discard 2 cards, but Keine cancel it with her spell card, what i need to do? Discard only Korindou and put cards into my hand, or discard Korindou and 2 cards)
Not so game question, but i was asked to ask this question
8) Is quantity of danmaku cards (shoots, laser shot etc) in deck is good and will be not changed?
Thank you again for patience and answers on our questions.
Hype of release is for real! (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/furan010-2.png)
-
1) Yes. The Cancel doesn't work but the Copy does.
2) Miko's ability triggers once the current Action is resolved. The game doesn't really have a concept of interrupts, so once a card's sequence of events is kicked off it can't be stopped.
3) Marisa's Items still exist so they still count towards her Master Spark damage. The same way Items disabled can also be the target of Borrow or Seal Away.
4) Keine's Spell Card only affects Action type cards. Aya's Ability doesn't have a type besides Ability, so it can't be targeted.
5) No. Unless it says otherwise like Miko's Ability, alternate Spell Card activations must take place when the Spell Card would normally be able to be activated. For Action ones like Alice and Utsuho, this means during their main step.
5a) Yes. This is the text of the final card:
True Form: Any time during your turn, if at least one other player has been defeated, you may reveal this role. If you do, replace it with the EX Boss Revealed role card and gain 1 life.
6) In the current PnP, No. But this is changed in the Final version to be possible.
7) You lose the Kourindou but keep the cards you discarded to draw more.
The Attack/Defense ratios are different in the final, besides wording it was something we worked on the most.
These are the final numbers:
24 Shoot
14 Graze
6 Spiritual Attacks
6 Power
4 Seal Away
4 Bombs
2 Supernatural Border
2 Focus
2 1-Up
1 Last Word
1 Laser Shot
1 Melee
1 Capture Spell Card
-
Hello again, Moogs! Thank you very much for answers. Buuuut >__<
Yes, again i'm with questions
I was asking about cancel Korindou with Keine spell card, but suddenly we have similar question
How work cancel?
I mean if i Shoot into someone and add 3 Shoot more for additional range and it's cancelled with Bomb, how many Shoot i need discard, 4 or only 1?
Can ability of characters be cancelled or not?
And if yes, ability of what character may be cancelled?
I mean
Keine cannon cancel ability of Aya Keine's Spell Card only affects Action type cards. Aya's Ability doesn't have a type besides Ability, so it can't be targeted.
Aya cannot cancel ability of Youmu No, that was a mistake in the card setup that has since been corrected.
But Keine can cancel ability of Reisen! I'd say Keine can cancel the attack directed at her, since Reisen is targeting her with a "virtual" Shoot card, which still has the Action type.
Okay that was a lot of questions, and after double checking, ShadowNCS is correct about everything.
And how we can know type of ability? (Like action type ability, no type ability and so on)
Best regards and while waiting for release (http://blog-imgs-45.fc2.com/k/i/n/kinginsan/udonge009.png)
-
Keine cannon cancel ability of Aya
Aya cannot cancel ability of Youmu
But Keine can cancel ability of Reisen!
And how we can know type of ability? (Like action type ability, no type ability and so on)
Best regards and while waiting for release
I think I can answer this. Abilities never have types (they don't have an Action, Danmaku, Reaction or other regular icons), so they cannot be canceled. You have to look at what cards the ability involves, and in what way.
Aya's "shooting the bullet" cannot be cancelled, because although she uses an Action type card to cancel another card, she doesn't play that card, but discards it.
Aya cannot cancel Youmu's second, "virtual" attack, because that attack doesn't come directly from a card. She has to cancel Youmu's "original" shot in the first place. Same with Byakuren, her ability makes her discard a Danmaku card and not play one to create a virtual attack, so Aya can't cancel that attack.
Now the part about Keine is a bit confusing. The card I have simply states that "Reisen can attack another, different player in range", which should mean that it generates a virtual attack, like with Youmu or Byakuren, that cannot be canceled by Aya or Keine. Maybe ShadowNCS thought you were talking about Reisen's Spell Card?
-
The card I have simply states that "Reisen can attack another, different player in range", which should mean that it generates a virtual attack, like with Youmu or Byakuren, that cannot be canceled by Aya or Keine. Maybe ShadowNCS thought you were talking about Reisen's Spell Card?
I was talking about Reisen's passive ability back then, at least I think so from reading over that passage again. Maybe Moogs misunderstood me and confirmed something false?
I'm just a regular player, so none of my statements are necessarily 100% correct, but they're what we've come up with during our hours of playing this game (and from asking Moogs ourselves).
Keine cannot cancel ability of Aya
That is correct. Keine's ability states that she can cancel any Action Card being played, but Aya discards a card for her effect.
Aya cannot cancel ability of Youmu
That is correct as well. Aya's ability states that she can "cancel any Danmaku Card as it is being played". That infers that the card, well, needs to be taken from your hand and put down onto the table, at least that's my definition of "play a card".
Youmu's passive, however, duplicates a card (with a different target), so to say, meaning it is technically not being played, thus falls out of Aya's territory. Aya can still cancel the original Danmaku card, though, and with that, also stop Youmu's ability from triggering.
But Keine can cancel ability of Reisen!
... aaand I just debunked my own rules, as Keine's Spell Card also talks about "playing a card".
The only difference I can see here is that in Youmu's case, she creates a new virtual card for attacking, whereas for Reisen, she "redirects" her old attack to a new target.
But on a rules level, both of those abilities should be treated the same way, as there are no rules for "redirecting" (not that this word ever appears on any card).
Either the text on some of the cards is old and says something different now that explains the difference in treatment (and what I said back then was a lucky positive) or something went wrong here. Or I'm missing something.
But yeah, seems like only the Mystery Parfait team can answer this question. ^^;
-
No, I simply got version confusion from back when Reisen got to choose new targets when she missed. I was wrong to confirm that NCS was correct.
Reisen, Youmu, and Yukari were all changed to generate an attack when their given condition is met for this reason. This is an attack without a card, it doesn't have types and can only be reacted to by things that react to attacks (Example: Byakuren).
You'll probably hear me refer to this as a "Basic Attack" sometime, it doesn't have an official name in the rules but that's what I call it when designing stuff, it's a holdover from my D&D days.
-
No, I simply got version confusion from back when Reisen got to choose new targets when she missed. I was wrong to confirm that NCS was correct.
Ah, okay, I must have remembered that version as well, then. Or at least I remembered how we handled Reisen back when that was her ability.
At least that clears up the confusion from earlier. ^^
-
NM look below
-
RELEASE POST
:getdown: :getdown: :getdown: :getdown:
Danmaku!! is now on sale! Click Below!
(http://danmaku.mysteryparfait.com/wp-content/uploads/LilyWhite_v2_entrega.jpg) (http://www.mysteryparfait.com/products-page/danmaku/danmaku-the-curtain-fire-card-game/)
-
Wonderful job! Already ordered a copy!
And of course the release post would have Lily White.
-
Leap into her tender embrace
-
TAKE MY MONEY MOOGS
-
Yes Ma'am/Sir/Frisk!
-
You've done pretty well if people are asking you to take their money!
I put in my order as well, so. IT'S SPRING, HYYYYPE
-
Congratulations on the release!! :toot:
-
AGH MY DEBIT CARD WONT VERIFY ON PAYPAL OF ALL THE TIMES FOR IT NOT TO WORK WHY NOW
I CANT THROW MONEY LIKE THIS
-
If you're using verified by visa you can skip that step. At least I could last time I used it on newegg, I hate that crap
-
I dunno how to skip it though, I put it all the info right and it just errors out and asks me to put in the info again. :/
EDIT FIGURED IT OUT I REMEMBERED I ACTUALLY MADE A PAYPAL ACCOUNT A YEAR AND A HALF AGO AND NEVER USED IT
EDIT2: I DID IT I THREW MONEY AT MOOGS
-
Congrats on the release of this awesome game!
That said, Danmaku HYPE! :getdown:
Now I only need to convince people IRL to actually play the game with me. xD
-
Buy buy buy buy buy buy buy. Congratulations on the release. Waiting warmly.
-
:toot:
Now, if only I didn't live in the middle of nowhere...'
Eh, maybe when I get back to college. Bought nonetheless.
-
I appreciate all of you "art book" buyers too!
Thanks so much everyone for your support
-
YES
So uh, it seems like we'll be able to throw money at you not this weekend but within the week. When would we be receiving them in that case? I might need to get someone else to receive the packages depending on the arrival date, or place an order a little later in the worst case.
I actually have no idea how international bulk orders work, as in whether you need to pay customs or other things like that, I assume all that will be discussed with the person overseeing bulk orders.
-
YES
So uh, it seems like we'll be able to throw money at you not this weekend but within the week. When would we be receiving them in that case? I might need to get someone else to receive the packages depending on the arrival date, or place an order a little later in the worst case.
I actually have no idea how international bulk orders work, as in whether you need to pay customs or other things like that, I assume all that will be discussed with the person overseeing bulk orders.
Sorry, I don't remember what country you're in. I could give you an estimate if I had that.
You actually talk to me when you do a bulk order. I take your information and how many copies you want, and we discuss shipping options. If you order 5-10 for instance I like to put it in the USPS International Flat rate box, which is $66.50 USD and I insure it for however many you ordered, for example the total would be $73 for 10.
Above 10 we get into weight based shipping and the options go all wonky and the shipping prices are unpredictable.
-
I see, I'm sending a mail then.
-
just got an email about my package being shipped, the hype train has left the station.
-
Congratz!! I was reading through the rules pages and I just might have to throw money at you myself, the incident system seems really fun. Maybe someone already asked this, but are you considering expansion packs at some point? Around what price do you imagine that would be?
-
Thank you very much! We do have expansions planned but I haven't priced them out yet , I have a rough price point in my head from what I know the from the base set but last time I gave an estimate this early I was wildly wrong
-
Okay seriously I have more orders from France than I do any other non-USA country by far
Is there a doujin shop I should contact? I know touhou.net is based there...
-
Okay seriously I have more orders from France than I do any other non-USA country by far
Is there a doujin shop I should contact? I know touhou.net is based there...
I contacted some people who should contact you back soon.
-
In France, there's touhou.net, yes, you can talk to Hakkai here (http://forum.touhou.net/index.php).
Else, you have Touhou Bohu, there (https://www.touhoubohu.ch/) or there (https://www.facebook.com/touhoubohu/), they're in Switzerland but they speak french and make some conventions in France, actually, they're more active than touhou.net.
-
Am i imagining things or is moogs adding an extra exclamation point to the topic title every time he posts?
-
Hey there, yeah touhou.net is based in france but we're not a shop, we're mostly a doujin fan circle however we might probaly help you, i'm gonna send you a small PM soon.
-
Thanks everyone. I was mostly wondering if there was a large interest there and if I should work with someone to carry Danmaku in a place closer to the community
Am i imagining things or is moogs adding an extra exclamation point to the topic title every time he posts?
I think I've done that each time I change the title because of project progress... But not each time I post at least.
Hey there, yeah touhou.net is based in france but we're not a shop, we're mostly a doujin fan circle however we might probaly help you, i'm gonna send you a small PM soon.
Oh I thought you had a web store where your sold imports for some reason. Well I look forward to speaking with you
-
(http://i.imgur.com/GEpSKBq.png)
:getdown: :getdown: :getdown:
-
Mine were supposed to be Friday originally, but tracking says they're out for delivery right now. But I won't be home this afternoon to look at them oh noooooo. And the post office has a bad habit of just skipping my building and making me hunt down my packages.
-
Everyone is sleeping in today, and it's Donut Parfait's 2nd birthday.
(https://imgur.com/LSN1jGwl.jpg)
She's like a palette swap of me, with my wife's skin and my mom's hair color, but it's starting to curl like mine and she has my face.
I've continually failed to get my unboxing video done. I've asked a friend to help out.
If anyone has any trouble with their package let me know and I'll fix it. So far only one person got a misprint,I have a box of spare parts I can send you replacements from.
-
(*-*)
Can i pet her please ? :smokedcheese:
And i hope that nothing goes wrong with you, i'd throw money at you too, but it's not like i would have someone to play with sadly, plus i have no access to credit cards or paypal or something like that.
-
(http://i.imgur.com/Yk2uRxK.jpg)
OH MAN ITS HERE THE HYPE IS REAL, CHRISTMAS IN MAY!!!
(http://i.imgur.com/OKFjxjS.jpg)
TIME TO OPEN THIS SUCKER UP!
(http://i.imgur.com/6rl83FY.jpg)
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA :getdown: :getdown: :getdown: :getdown: :getdown:
(http://i.imgur.com/Y4SMpcG.jpg)
Wow it's actually surprisingly really small. For some reason I was expecting something huge that wouldn't fit in the postbox. Was pleasantly surprised to find it was in the box and not placed beside it and immediately stolen.
I don't know what to look for as far as misprints, but I'll definitely take a much closer look at all the pretty, pretty cards and do a head count once I'm done with work today.
-
(http://i.imgur.com/Yk2uRxK.jpg)
Stop putting cute stuff here ! You're gonna kill me with excessive dosages of cuteness !
.....now gimme that Chen Plushie ! ....please... ?
-
Oh shiiiit looks like the smallness is real because USPS tracking says mine is in mailbox. They never leave packages in the mailbox.
Now I want to leave work early so I can open it in the twenty minutes before I have to leave again to see Captain America 3...
-
Wow it's actually surprisingly really small. For some reason I was expecting something huge that wouldn't fit in the postbox. Was pleasantly surprised to find it was in the box and not placed beside it and immediately stolen.
I don't know what to look for as far as misprints, but I'll definitely take a much closer look at all the pretty, pretty cards and do a head count once I'm done with work today.
The standard board game comes with a box that's usually 10x too big. It's because the industry discovered that customers equate box size with value when it's sitting on a store shelf. It's funny because they're pretty open about it "It's a dumb human thing"
Danmaku!! doesn't sit on shelves so we chose a box that fits the contents exactly, which is nice because I don't know how I'd keep our stock in my house otherwise.
One person got a misprint in that 2 cards were stuck together and damaged when pulled apart, of all the orders that's the only problem I've heard of so I'll take it.
-
As someone who owns a shitload of board games I generally appreciate that. The only smalll downside os that future releases won't fit in the core box, but they can just stay in their own boxes and you could theroretically sell a nice bigger box to hold everything once you're a few expansions in. Mostly saving shelf space is good news though.
-
We briefly talked about doing a "Danmaku!! Big Box" at the end of the project that contains everything It'd probably be something we specifically took preorders for.
But printing a collector's box is probably easier on everyone.
-
The Table Top Simulator option is still open correct ? Or has something happened that slipped by me ?
-
It is still there, I will be updating it to version 1.0 later. The final version which will have Eirin and Byakuren's chibis finally
-
Byakuren's chibis
There are chibis ?!? And Namusan one too ?!?
Can i throw you money via Steam ?
-
Took some real quick pictures before I gotta run. Sorry for poor quality.
(http://i.imgur.com/YgjWOv3.jpg)
The box
(http://i.imgur.com/HDjqmsK.jpg)
Contents of the box
(http://i.imgur.com/H6qNR5n.jpg)
I found the important card! Love that art.
(http://i.imgur.com/b9CrBeL.jpg)
Look out Sukusuku!
-
There are chibis ?!? And Namusan one too ?!?
Can i throw you money via Steam ?
Yeah the print and play has chibis for character art.
Not sure if you're joking or serious so I'll answer you seriously. We can't take payments on steam but we're setting up an alternative to PayPal
-
Not sure if you're joking or serious so I'll answer you seriously. We can't take payments on steam but we're setting up an alternative to PayPal
I am in fact, the only way of mine to buy games/online stuff is by what we call here boletos, a bank document that i take to a bank or lottery establishment along with the game's price +1,50 bucks on taxes to pay for it, the amount of time required for the payment to register varies, with a minimum of 1 day and a maximum of almost 1 month (Goddamnit Starcraft.).
So yea, if you're able to set up a viable way for me to throw you some money i'll gladly do it ! ^w^
Namusan♡
-
What checkout services can you use with that? Amazon? Google?
Namusan!
-
Well, they`re linked with the banks here in Brazil and many other private companies and such, so it`s like having the bank be a middleman for you and said company, but it seems like only some major companies like Steam, Blizzard, Riot Games and the likes have that option, i dunno if Amazon or Paypal have the same option, since i`m only 16 and can`t really make an Paypal account, nor is buying Danmaku really viable since i lack other people to play with and shipping to Brazil is wonky to say the least from what i heard from my geography teacher.
-
I need a new router, I may pay BestBuy's prices just to have it today.
Also: I see Danmaku!! for the first time and nearly faint
https://www.youtube.com/watch?v=RM9sz5M7ppo (https://www.youtube.com/watch?v=RM9sz5M7ppo)
-
and shipping to Brazil is wonky to say the least from what i heard from my geography teacher.
Have you met "I get my secret santa presents in May" HakureiSM? He's also brazillian.
-
Have you met "I get my secret santa presents in May" HakureiSM? He's also brazillian.
Yea i have (Not personally of course), however he lives in Espirito Santo, which is located at the Southeast Region, the richest one here and where Rio and S?o Paulo are located in, i live in Paraiba, on the Northeast Region, the region with the most social and economical problems here, and besides, he`s 23, i`m just 16, but i get the point.
-
(http://imgur.com/kdPH0nE.jpg)
I'm a happy dog today, no matter how badly finals went
-
So this is happening
(http://i.imgur.com/bA3nZsf.png) (http://gensokyoradio.net)
-
Oh, nice! Congratulations on being interviewed (and getting more publicity :D )!
Studying for exams be damned, I'll definitely tune in!
-
Seeing Moogs faring so well... it fills me with a mix of joy and pleasure ! ^^
-
Cripes, I'll have to see if I can get a recording of that lol
-
They keep a backlog on their site so even if you're in the wrong timezone to catch it or normally asleep at that time like Carrot WILL NOT be then you can catch it later.
-
Did one of you do this? It's a French unboxing video.
https://www.youtube.com/watch?v=vY7Pz64AnqY&feature=youtu.be (https://www.youtube.com/watch?v=vY7Pz64AnqY&feature=youtu.be)
-
I have created a new Table Top Simulator save file for those of you who play there, this version includes chibi art for all characters as well as art previews for all other cards.
TTS Version 1.0 Save File
http://danmaku.mysteryparfait.com/download/danmakutts1.0.zip
(http://danmaku.mysteryparfait.com/download/danmakutts1.0.zip)
Steam Community Group
http://steamcommunity.com/groups/DanmakuTTS
(http://steamcommunity.com/groups/DanmakuTTS)
A full 25% of our orders are outside the US! I?m working on getting those shipping costs down, I will publish a questionnaire soon for those of you who are turned off by the high international shipping cost. Please wait warmly.
-
Still haven't had a chance to play with my copies. Big chunks of my board game group have been conspicuously missing for the last couple of weeks. I had five people over last night, but two of them were very casual board game players so we just played Forbidden Desert. Maybe next time I'll make them try Danmaku anyway. It's not excessively complicated or anything, but I can see the theme confounding them.
-
From the radio show when asked about getting people into the game.
"On selling the setting, this is what I told someone who knows nothing about anime or manga or whatever. In a nature preserve for forgotten gods, heroes, and monsters; everyone decides that instead of killing each other they will play magical dodgeball. They may or may not all be drunk."
-
That is an amazing summary of Touhou. I may try to use that. :V
-
From the radio show when asked about getting people into the game.
"On selling the setting, this is what I told someone who knows nothing about anime or manga or whatever. In a nature preserve for forgotten gods, heroes, and monsters; everyone decides that instead of killing each other they will play magical dodgeball. They may or may not all be drunk."
This is an excellent selling point.
-
Mod note: This post has been merged because it subject is Danmaku!! -Helepolis
(Weird, I could have sworn I had an account here already. Granted, I haven't been here in quite some time, but I digress...)
I Just got back from a weekend of hanging out with tabletop friends up in the mountains, and we gave Danmaku!, the card game by Mystery Parfait, a few whirls at the table. It's great, a very worthwhile and fun game. Being loudly drunk and blasting the game soundtracks helped a lot.
However, once the booze wore off, being a group of both aspiring and junior game designers (two of whom, myself included, were fresh off of hosting the Gensokyo Survival Guide panel at Touhoucon 2015 where we debuted our Touhou pen-and-paper RPG) started doing that thing we do... you know... "how do we take fun and make more fun?"
What we propose is a Co-Op format for Danmaku!.
Being a group who gets together to play pen-and-paper tabletops, the competitive element really turned off my peers in the long run. In addition, the "minimum 4 players" stipulation somewhat restricts when we can casually start up a game. Since it's not everyday one can get four friends into Touhou together, when we discussed when we could next play Danmaku! we found ourselves saying "well, we can either play Pathfinder set in Gensokyo as usual, or we can play Danmaku..." Game day shouldn't be about reminding us how limited our free time is.
Even if it becomes just a set of casual houserules and fancards, I intend to make a players vs board "fan expansion" for this game. Alternate formats worked for MTG, and new ways to play and increased accessibility are fun for everyone!
In the spirit of doujin, I want to make this a group effort. When I posted this at Mystery Parfait's Facebook, they pointed me here as a good place to start. I need ideas to play with, and other creative minds to help me chew over my own.
Ideas so Far
*Superincidents. Obviously, something bigger than the usual incidents would draw all the frenemies in Gensokyo to stop playing magical dodgeball and start playing magical dodgeball in (coordinated) teams. Whether it's the appearance of a huge labyrinthine dungeon, an invasion by a parallel Bizzaro Gensokyo, or even World War III, superincidents should feel grander in scale and require more to solve than simply a byproduct of fighting each other. These should set the mood and goal for the game, which we'll call a "Co-op Campaign." A Co-op Campaign can be won by solving either the, or a set number of, superincident(s). A game should be described in hindsight as "Reimu, Patchouli, Utsuho, and Cirno teamed up to [Stop the Concealed Conclusion]. Next game, they set out to [Quell the Lunar Invasion], but sadly in the third game the team of Nitori, Aya, and Youmu fell during a [Zombie Outbreak]."
*United we Stand... Obviously, there are no roles. It's the players against the board. Perhaps instead of role cards with game goals, Everyone plays as if they were a combination of the Heroine and the Partner and instead gain cards that modify their role in the "party," granting a new passive or spellcard. For example, a "healer/medic" role might have a passive that lets her use cards on behalf of her allies, similar to (perhaps broader than? narrower than?) Eirin's ability.
*No, Miss Hakurei, I expect you to DIE. So who do the players fight? There's still magical energy and far too many girls with itchy trigger fingers. You gotta shoot at bad guys. This could be fulfilled by Mini-Characters who pop up in a similar vein to how the old incidents did, and have a set amount of health that one can keep track of with counters, a range and distance, and a hand size of (typically) one. On their turn, they play their hand and attack a (randomly determined?) player(s), with danmaku cards having their usual effect and decisions being made by the player(s) affected (For example, if Sealed Away is played on a player with an item, they choose one of their items to be discarded)
Let's get brainstorming!
-
Regarding co-op Danmaku!!, I'm envisioning it working best as a game that's still partially competitive. I think it would be to the gameplay's benefit if players still had an incentive to keep their hands secret.
Co-op games with open information can often devolve into just a clear series of optimal plays, often steered by the best player at the table with little real input from everyone else.
If it's a PvE game that still has roles and still has one single winner then players have to work together to win, but they'll each be making their own decisions because everyone will be working toward their own ends as well as the collective goal of beating the incident or whatever.
-
Maaaybe my imagination is lacking...
but I really can't imagine Danmaku!! as coop game. The whole premise is backstabby competition, not unlike Munchkin.
The most important thing however, is, as commandercool said, for Danmaku!! to stay what it is.
Moogs, thanks for getting into that shipping stuff. Maybe getting the game shipped to Poland won't be so FREAKIN EXPENSIVE (the game itself is rather expensive - goddamned exchange ratios and low salaries - but with shipping it gets almost doubled. Over 200 PLN, while most people earn circa 1500 is almost crazy for "a bit of cardboard")
-
@Commandercool
Hey, maybe the points values on the cards finally matter in some way XD
One way to accomplish that might be to count "points" as defeated enemies or milestones in the superincidents- that way, true to the spirit of Gensokyo you'd have to balance your own personal gloryhounding with getting things done!
-
From the radio show when asked about getting people into the game.
"On selling the setting, this is what I told someone who knows nothing about anime or manga or whatever. In a nature preserve for forgotten gods, heroes, and monsters; everyone decides that instead of killing each other they will play magical dodgeball. They may or may not all be drunk."
Frag!! I missed the show entirely :/
And there's no upload yet on it either...
In another note: I may be able to test out the game this Thursday, I have the day off and there's a weekly boardgaming night at the local hobby shop.
-
I'm trying to get shipping costs down and as part of that; here's a Google Form for Non-US people who would order but can't swallow the shipping costs, I need to know how many of you there are and where you live.
http://goo.gl/forms/rxsO55XLMMQkqt9T2
-
Good to know it seems to be going somewhere.
Not wanting to pry too much, but is this game printed on demand?
-
No we did a for-real print run. Print on demand is very expensive and lower quality
-
How many units do you have, moogs? Any sales numbers you can reveal?
-
Not really gonna reveal numbers surrounding sales and money, sorry.
I will say that if all the people who are filling out this form eventually order, the number of international orders will jump to 40-50%
-
dumb post
-
I might try to get my local card shop in on this game. They might enjoy it.
-
dumb post
Your post wasn't dumb, I do have a pyramid of Danmaku!! in my house but all the shipping boxes have personal info on them and they're really heavy to move. =(
I also kinda overdid it shortly after release and suffered for it, then we got confirmed for AX and I've got a bunch of paperwork deadlines coming soon, sorry =(
-
I've been having a hard time getting random board game people to look past the anime theme. When we've got a selection of games to choose from a lot of people tend to lean toward games with generic themes. I'll rope people in eventually, there's always a copy in my game bag, but it seems to be a hard sell a lot of the time.
-
Getting 200lb of Danmaku!! to AX
Official AX Freight: $700
USPS to Hotel w/hotel fees: $380
USPS to Airbnb: $180
Moogs Hulks Out and Carries 100lb around with him: $60 (Also not going to happen)
Flat Rate Boxes are OP
-
Big big question/clarification here.
We were playing a game with a Reisen. Someone spell carded. The target of that spell card used Capture Spell Card to copy Reisen's spell card to cancel it and redirect, but Reisen herself spell carded to cancel the Capture Spell Card. What can Reisen do in this case? Does Reisen cancel Capture Spell Card or the copied spell card? As in, can Reisen copy the entirety of Capture Spell Card and choose another player's spell card to copy? or is it only copy the previously copied spell card? or does it copy Reisen's copied spell card? In that last case, what does that spell card do? Since Reisen is copying her own spell card at that point, which does nothing without a different spell card to copy.
To add to this, what happens if someone bombs/Keine spell cards Reisen's spell card?
-
Big big question/clarification here.
We were playing a game with a Reisen. Someone spell carded. The target of that spell card used Capture Spell Card to copy Reisen's spell card to cancel it and redirect, but Reisen herself spell carded to cancel the Capture Spell Card. What can Reisen do in this case? Does Reisen cancel Capture Spell Card or the copied spell card? As in, can Reisen copy the entirety of Capture Spell Card and choose another player's spell card to copy? or is it only copy the previously copied spell card? or does it copy Reisen's copied spell card? In that last case, what does that spell card do? Since Reisen is copying her own spell card at that point, which does nothing without a different spell card to copy.
To add to this, what happens if someone bombs/Keine spell cards Reisen's spell card?
Okay so Cirno activates her spell card.
Reisen does too, cancelling Cirno's and copying it...
But wait!
2P Reisen activates and targets 1P Reisen's. She cancels it then copies it, to cancel and then copy Cirno's spell.
Flavor wise Reisen creates a trap illusion that causes someone else's spell card to have different targets, so in the double Reisen situation it's an illusion within an illusion like a chapter of Death Note.
Keine can then declare "Stand in the hall!" and cancel 2P Reisen's double illusion copy of Cirno's spell, and the only thing that happens is 4 players now have to cooldown their spell card and Keine smacks someone with a piece of chalk.
Edit: While we're on the subject, if Reisen bombs Remilia, the spear breaks probability and hits everyone =D
-
Okay so Cirno activates her spell card.
Reisen does too, cancelling Cirno's and copying it...
But wait!
2P Reisen activates and targets 1P Reisen's. She cancels it then copies it, to cancel and then copy Cirno's spell.
Flavor wise Reisen creates a trap illusion that causes someone else's spell card to have different targets, so in the double Reisen situation it's an illusion within an illusion like a chapter of Death Note.
Keine can then declare "Stand in the hall!" and cancel 2P Reisen's double illusion copy of Cirno's spell, and the only thing that happens is 4 players now have to cooldown their spell card and Keine smacks someone with a piece of chalk.
Edit: While we're on the subject, if Reisen bombs Remilia, the spear breaks probability and hits everyone =D
The main issue wasn't so much Reisen targeting her own spell card as much as it was with Capture Spell Card, which I believe results in Reisen copying the spell card itself rather than Capture Spell Card, since Capture Spell Card is an Invocation card but Reisen's spell card refers specifically to cancelling and copying spell cards. After that, Reisen can cancel and copy the original spell card (as Moogs stated).
Moogs will probably correct me if I got that wrong.
-
That's correct. You basically never respond to invocation cards directly, as invoking causes that card to become the spell card.
-
I have a question concerning Alice's Spell Card.
If there is no Item left in either the Discard pile or the Main Deck, are we stuck in an infinite loop? Or do we stop when there is no more deck?
-
Stop when there's no more deck.
Also I got international shipping costs down. Over 20% for 1 and 50% for 2
-
(Closed) AX Volunteers needed!
This is a volunteer position. It requires at least 4 hour commitment per day (16 hours total over the con).
The responsibilities include staffing our space in the game hall, teaching players how to play Danmaku!!, answering questions, and running games with new players. You will not need to sell or handle merchandise.
We can offer all volunteers the following:
* Exhibitor badge to Anime Expo (If you already have a general attendee badge, you can defer that badge to next year)
* Complimentary copy of Danmaku!!
* Up to 3 posters of Danmaku!! art
* Danmaku!! T-shirt (to be worn while staffing if not in cosplay)
Volunteers must provide their own lodging and transportation to the convention.
-
Wish I lived near LA.
Also I got to try to play the game for the first time yesterday. It was a learning experience, but I know enough now for next time I play.
-
Was someone here besides Starlighthawk interested in non-Paypal payments? I've gotten SquareUp setup though it kinda leaves a lot to be desired
-
I notice that some of the artwork is different on the tabletop simulator savestate... Like I'm looking at the first post (and the website) and the character art for Reimu is different the character art for Reimu in tabletop. This goes for Cirno as well. Also the art bomb, power, shoot and graze look different too. Why is this? Were there some art updates? Is it possible to change it?
-
The TTS files do not contain the full art, more like an art preview while still being functional. The full version doesn't contain chibi art for characters for instance, but fancypants illustrations.
-
I wonder if other cards still contain only the logo, or some simple art?
-
They contain art previews for the most part, since the logo was confusing new players.
Also our interview on Gensokyo Radio is finally up!
https://www.mixcloud.com/GensokyoRadio/gensokyo-radio-live-44-with-mystery-parfait/ (https://www.mixcloud.com/GensokyoRadio/gensokyo-radio-live-44-with-mystery-parfait/)
-
I don't know if I'm allowed to do that, but I just wanted to share something that happened yesterday.
(https://pbs.twimg.com/media/CkxO6wlWkAAvLMZ.jpg:large)
6 damage Master Spark is delicious.
-
Totally legal, though usually very difficult
(http://i.imgur.com/fojPVckl.jpg)
-
Preparing for Anime Expo, here is the WIP tower of Danmaku!! It's cheapest to ship the game with the flat rate boxes, because Danmaku!! is heavy.
(http://i.imgur.com/MLQn6aHl.jpg) (http://imgur.com/MLQn6aH)
-
It's cheapest to ship the game with the flat rate boxes, because Danmaku!! is heavy.
But it's just projectiles made of energy, how can it be heavy ? :V
Seriously, i wish to you the best of luck and try to have as much fun as possible, i wish i could do more, but yea.
-
AX Volunteers needed!
I sent a pm as well, but since this is a bit time sensitive, I'll ask down here too, so apologies if it seems a bit impatient. Is this offer still up? I'd rather be constantly helping out and communicating with fellow touhou fans (or fans to be) than aimlessly wandering around as usually happens for me.
-
We are out of exhibitor badges for our group but you are more than welcome to come hang out and help as you like. The primary action will be at the game hall
-
I was just going to mention about not needing whatever perks or whatever, but viewing the site, it seems like the exhibitor badge lets one in the hour before and after during setup/take down time in the exhibition hall. I won't force myself on if you really lack the space or don't need an extra pair of left feet to trip things up, but I'd rather have something to actually do, so if you can spare the space, what if I paid you for the worth of an exhibitor's badge to get one for me so I could help you out around the clock whenever?
-
We are past the deadline for new exhibitor badges, but that's ok, you don't need an exhibitor badge to be on board, it just means we can't leave you alone at either location. We'll be working in shifts too so there's no need to be there constantly as well.
If you can commit to 4hrs/day I don't mind giving you the offered rewards minus the tshirt since we already ordered those. If you already have a badge send your confirmation email to contact@mysteryparfait.com. If you have Facebook send our page a message https://www.facebook.com/DanmakuGame/
Also I'm gonna close further volunteering now.
-
Sorry if I seemed pushy, I hate being pushy, but I'd love to be on board! -- I can commit 4 hrs/day, actually gives me something fun to do. This is kinda a last minute thing since I just found out about our lord and savior ZUN showing up, and this volunteering thing was the last deciding factor for me, decision-wise anyway. I'm going to hope to get everything else sorted out within the next day and a half and send notifications to either of those you linked. If I absolutely cannot get anything worked out, I'll send you a pm.
But thanks so much! If all works out, I'll be super super looking forward to this!
-
With my current semester finally over (no more exams (for now)!), my pals from university met up to have a barbecue at a friend's place, and I brought Danmaku!! along as well.
Somehow, I could convince (read: bribe) 4 out of 11 people (both times excluding myself) to play the game.
According to them, they had a lot of fun playing the game, although they had some difficulty getting into it. From my perspective, they played rather well, though.
...
And of course, I forgot to take the rules book home with me. (Thankfully I know the rules in and out anyway, so I'm in no need to go and get the rules back.) xD
Game story time!
We had Sakuya (me, Stage Boss)
Satori (Challenger)
Meiling (Ex Mid Boss)
Remilia (Heroine)
and Miko (poor sod, Phantom Boss)
We start the game, I'm done explaining the "basic" rules, and our first incident is Saigyou Ayakashi Blooming. Could have been better, considering people had some trouble with the max hand size rule (probably due to me explaining it badly), so swing draw at the beginning of the game was a little confusing for some. xD;
Remilia declared war with everybody (mostly with her boyfriend, Meiling, though), and attacked Meiling.
Miko used her first turn to piss both stage bosses off somehow (thanks to a power), and paid with it in blood.
I used both 1-ups I had in my starting hand (and that even though I handed out one card at a time. That luck, man xD), and attacked Miko.
Satori did the rest and killed Miko in round one. Sorry. ^^;
(After the game Miko's player still claimed he had fun, though.)
The Ex Mid Boss revealed himself (I didn't know the exact wording anymore, so I just said "in case anyone has the Ex Mid, we all look at our roles and take a look if Ex Mid had to reveal after Ex Boss' death. Thankfully I did so, otherwise the Ex mid wouldn't have revealed himself as he had forgotten about that part, too. Understandably for a first time player. Not so much for myself, though. xD; )
The Challenger convinced me to kill the Ex Mid ("It's easier if we take out the Ex Mid since he's lower on life!"), and then it was a two on one game. Statori and Sakuya vs. Remilia.
I somehow drew another 1-up (>.>; ) to heal Satori.
We destroyed Remi.
I felt bad for destroying the first time players. xD;
Though, as she noted later, it was Satori who killed everyone, so it wasn't all my fault? :3
Interestingly enough, most Gungnirs had been thrown by Satori. I think Remi hadn't thrown a single one, now that I think about it. xD;
All in all, the players had fun (or so they said), but didn't agree to my threats suggestions to buy the game, too. I tried, Moogs. xD
-
I was about to ask if they were drinking but Germans
Getting feedback from many sources I have absorbed 2 facts:
1. Danmaku!! is a great Beer & Pretzels game
2. Danmaku!! is a great Touhou gateway game
I think people have to already be anime nerds to make the jump to purchase if they're not explicitly Touhou fans, but I'm still proud of that. It paid off to have art that you aren't embarrassed to show in public
-
I was about to ask if they were drinking but Germans
In fact, most of the beers drunken were alcohol-free. But we DID have an alcoholic dessert...
But someone DID suggest we should do a drinking game.
"Take a shot every time you're hit!"
"No, take a shot every time you Shoot!"
Me "You'd be drunk in no time!"
"That's the point!"
Damn, they are right! xD
-
We may or may not be working on official drinking game rules :3
"Take 3 drinks when someone else gets hit by Lily White"
-
We may or may not be working on official drinking game rules :3
"Take 3 drinks when someone else gets hit by Lily White"
I have a friend who bought one. Then we played together with other friends. After playing I checked all the incident cards, and I saw Lily White.
The effect is really BS lol. Hope the RNG doesn't hate you, if not say goodbye for your 3 lives.
Also Saigyou Ayakashi's Blooming is also pretty BS. Just imagine everyone has 1 life with no 1UP. Last one in the cycle wins lol.
-
(http://i.imgur.com/8DRbRoY.jpg)
-
I see we have another instance of Lily DEATH.
How long will it take until it is an actual part of the fandom? xD
Edit: Then again, "haru DEATH yo~!" is part of the fandom already.
-
The effect is really BS lol. Hope the RNG doesn't hate you, if not say goodbye for your 3 lives.
It's like Lunatic PoFV, man.
-
(http://i.imgur.com/8DRbRoY.jpg)
This should have been the artwork of the card.
3 people died, Moogs. THREE OF THEM.
(And two of them were Stage Bosses, come on, Heroine killed me after that. :c )
-
Finally bought TTS, now I can enjoy Danmaku!! with my friends online as well as IRL. (Though I've only gotten to play it IRL once so far....)
-
I truly appreciate people like you who mostly play on TTS but bought the game anyway. I think about things like conversion rates and such a lot lately. For instance if I could convince all the people who have liked our Facebook page to actually buy the game, I could greenlight both upcoming expansions and the project would have basically no financial worries until completion.
Friend and major Danmaku!! contributor Dejinyucu recently had a successful Kickstarter campaign for her otome visual novel (https://www.kickstarter.com/projects/applecider/caramel-mokaccino-otome-visual-novel) and I'm super jealous. She countered that she's jealous that I already have a family life though. We agreed that emotions are dumb.
Two years ago at AX we had a hard time being found in the game hall, this year we've enlisted some 7 foot tall help
(http://i.imgur.com/Wym3Fd5l.jpg) (http://imgur.com/Wym3Fd5)
Here's Carrot being a dork
(http://i.imgur.com/L6Q1MS0l.jpg) (http://imgur.com/L6Q1MS0)
-
Hey just got TTS and Danmkau working properly. When do you guys normally meet up? Im down to play some :D
-
The /r/touhou discord is currently the best place to find a TTS game.
https://discord.gg/0uVfXeLNQb6XlVQP (https://discord.gg/0uVfXeLNQb6XlVQP)
I didn't get to go to the ZUN panels today. I didn't finish Danmaku!! work till 11pm and was a walking, sweaty, chaffed, zombie. I'm going to make sure I get into the signing events now, you have to buy $30 of NIS goods to get a ticket. Like I wouldn't have anyway.
Danmaku!! did well, I'm happy and will continue to be happy with successes like this. Lots of new people who have never heard of it bought, or went down to the gaming hall to learn it, then bought.
A bunch of the artists were super excited to see that we'd released and were at the con. I have a feeling my mass email to them ended up in their spam folders. Kurot (Cirno's Card) started fanning me without prompt because I was sweating like crazy, "Hang in there, it's only the first day!"
"I will...no that's a lie I'm gonna die"
"No dying!"
It's only warm and humid instead of hot and humid like where I usually live, but where I usually live spends a fortune on air conditioning to keep people from dying.
My airbnb is in a super rough part of town but it and my host are great. *shrug* Still I think I'm going to go back to hotels in the future so that I can do things like shower in the middle of the night when work keeps me away all day.
Tomorrow will be a more con-related update as I'm going to use my exhibitor badge privledges to do some early shopping.
-
Con report day 2
I headed up to the NIS booth to get some loot and my ZUN signing ticket way early, turns out they were already open and selling to other exhibitors like me =D
I bought the Love Live movie, a Prinny Cap, and a Prinny Tote as gifts. I got a "Barrel!" shirt from the Atelier series and some artbooks as bonuses as well as some sunglasses (???)
Neko Atsume is here, they're also on my shopping list. =3
After my shift at the booth I checked out the ZUN signing event. "Doujin products are not allowed" Rats. I couldn't get him to sign my Reisen or Oku cards. I went and got myself a brand new copy of Subterranian Animism for him to sign instead, then got in line.
I was pretty close to the front of the line with Rune Devros. I had a copy of Danmaku!! with me but A. it was already half open and B. I didn't know what ZUN's gift policy was. I can imagine him being overloaded with gifts and taking on a policy of non-acceptance out of need. I've been told I worry about these things too much, which seemed true because when I got up there they were all like "Danmku!!" and I was like O_O "Yeah I'm one of the creators!" and I was told I should definitely show it to ZUN. I shifted left and Zun said asked me if I wanted the cover or the disc of SA signed, I said the disc and he got bright eyed and said "Danmaku!!" On autopilot now I just handed it to him and he looked thrilled "Domo Arigatou Gozaimasu." Then the Remilia taking photos with people's cameras handed me back mine and I bowed and said my thank yous and an Eirin said to the bewildered me "Right this way!"
(https://imgur.com/7wd574al.jpg) (https://imgur.com/7wd574a)
This all happened in about 10 seconds. Or maybe it was much longer, I'm not sure.
Tomorrow Carrot is going and I'm gonna have him take sealed copies for the Touhou group that's visiting as well as a JP PNP version of the game to facilitate understanding.
After this I went to our booth to grab my things, only to find out that my bag of NIS stuff was gone. I realized that our booth didn't back up to another booth, and behind the curtain was an area people liked to sit. I'm guessing my bag got pushed through the curtain and someone saw it sitting there for hours and decided hey free stuff. Lost and Found didn't have any clue sadly. I will probably buy all that stuff again, they were gifts for my wife. I'm not too upset but a little frustrated.
After cleaning up the booth I hadn't eaten in 8 hours so I went and had some cute sliders at Tom's Urban.
(http://i.imgur.com/xvIkB6Wl.jpg) (http://i.imgur.com/xvIkB6Wl.jpg)
And...that was my day. It's really hard to be at a con when you're working as well. I don't have Carrot's stamina to function on 4 hours of sleep each night for weeks straight, so I'm going to bed.
-
Hey moogs, perhaps someone already pointed this out, but Nitori's character card has a typo in the passive skill area, where it says "...she she...", ie: it's written 'she' twice.
And I'm assuming that Cirno's freeze can be avoided if you dodge the initial attack?
-
We know about the typo it pains Carrot.
And no you can't dodge the perfect freeze
-
Super stupid question: since Eirin can reaction cards on behalf of other players: can she shoot someone with a danmaku card or heal someone with her spell card, then immediately graze or cancel it on their behalf? Said cards say "another player does X".
Was trolling hard and this exact situation happened. Healed another player on the verge of death, then canceled my own spell card with a bomb.
-
Technically yes
When you play on someone else's behalf, it is as if that player played the card
-
I was wondering, well, when your website will get completed. FAQ, downloadable rulebook etc.
-
hey Moogs, came up in a game I thought was weird, but can the Phantom Boss search the whole incident deck or just the non-discards?
-
I was wondering, well, when your website will get completed. FAQ, downloadable rulebook etc.
Never because as soon as it is people will request another feature. Like how within 30 minutes of release people were requesting expansions.
hey Moogs, came up in a game I thought was weird, but can the Phantom Boss search the whole incident deck or just the non-discards?
non-discards, so they can't keep getting the same incident
-
First of all, I just wanted to thank you all for working so hard to make this awesome game. I got many of my friends into this game, and they don't even play Touhou. After about 5 games, all with 8 players, we have noticed a few things that we wanted to share:
Some highlights:
+Players loves Crisis of Faith
+Players enjoy discovering funny roles like One True Partner
+Players enjoy playing around with items
Some possible areas of improvement:
-Cirno's Perfect Freeze is very in-character, but it is also uninteractive because players get bored when they skip turns, especially in larger games. This feels especially uninteractive for characters who don't have a reaction spellcard. A possible fix would be to make the target unable to play more than one card on their next turn, which at least gives them some chance to interact.
-Master Plan is an interesting card, but the player who uses it almost always looks through the incident deck, so the "any deck" choice is not put into effect
-Lily White killing someone was funny the first time, but after a while players got tired of suddenly finding themselves dead; maybe a nerf is in order, or an item that prevents incident damage
I look forward to hearing more news about Danmaku!!
-
I'm glad everyone enjoys the game. More Items, particularly more Artifacts, are specific goals for the game's future.
At the moment we don't plan any errata or nerfs, etc. Lily White in particular has become a symbol of the game and will probably never change.
On Master Plan, the words "Any Deck" and later "Any Playable Deck" are future proofing verbiage as well as part of Danmaku!!'s modular nature. You are able to play the game without the Incident deck, this is why no characters reference it. There will be more special decks in the future that you can use Master Plan on. In addition, you should consider using Master Plan to get past someone's Supernatural Border by determining what cards they will flip.
-
At the moment we don't plan any errata or nerfs, etc. Lily White in particular has become a symbol of the game and will probably never change.
(http://i.imgur.com/3dJ2vhf.png)
There are house rules for that anyway, so it's fine.
-
no FAQ completed EVER.
what the heck
Although I'm glad to hear that the game is going to be developed further. Even if the lack of FAQ is a bit bothering (note: lamest excuse).
Removing Lily White card from the deck propably won't disbalance the game, right? If some groups do not like getting instanuked by Spring-Field wielding fairy, they can just put the card aside, I think.
-
You can change the incident deck as much as you like.
FAQ is actually being worked on right now but I make no promises.
-
Clearly Master Plan is best utilized with a Phantom Boss, to Lily White whoever you want~
I am looking forwards to more content though! (and so is my wallet!)
What I would like to see in the FAQ is more rulings on non-character cards. I can think of a few times I was confused by something in the deck, though none come off the top of my head at the moment.
-
Playmat preorder form is now live, only gonna order what people tell me to order.
http://danmaku.mysteryparfait.com/preorder-playmats/ (http://danmaku.mysteryparfait.com/preorder-playmats/)
(http://danmaku.mysteryparfait.com/wp-content/uploads/Playmat-1024x768.jpg)
-
Hahaha holy cow. I'm at Matsuricon and I was thinking of finding somewhere to sit down and try to start a game of Danmaku!! And almost immediately I run into a person who is carrying... another box of Danmaku!!
-
Haha I've heard that happens since the game is so compact. I hope you have/had fun playing with strangers!
-
just spent 6 hours in the board game room playing Danmaku. for like most of the games we played with like the base cards just partners and Stage bosses everyone had a blast. then for the last game I put out the special roles into the deck with 6 players. and the game just went into pure chaos.
I've never had more fun spending an hour in a screaming match then playimg that game. it was glorious. then I recommended the games with bunch of people like almost everyone wanted to buy it
-
I'm glad everyone enjoys the game. More Items, particularly more Artifacts, are specific goals for the game's future.
I guess that means that that stuff that I posted on possible Item and Artifact cards would be relevant here, so I'll post it again here(with a few edits based on what I have learned from playing Danmaku!! on TTS, along with a few new cards to boot)...
---
Artifact Card
Hakurei Purification Rod
You may discard a card in order to play an additional Danmaku card.
Whenever your attack hits another player, you may discard a card. If you do, force the player to trash a Item card of your choice that they have in play. (If multiple players are hit at the same time, you must discard one card for each player that you wish to target with this effect.)
---
Artifact Card
Sword of Hisou
Once per round, whenever your attack hits another player, you may discard a card. If you do, reveal the top card of the deck and perform the following action according to its season.
Spring: You gain 1 life.
Summer: Force the player that you hit to trash an Item card of your choice in play.
Autumn: You draw two cards.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.
---
Powerup Card
Full Power
+3 range.
You may play 3 additional Danmaku cards per round.
---
Artifact Card
Tengu's Fan
+1 Range and Distance.
Once per round, if you are the target of a Danmaku card or a Spell Card, you may discard a card from your hand to cancel it.
---
Defense Card
Sacrificial Doll
Once per attack, whether you would normally discard a Powerup card or lose life from being hit by an attack, you may discard a card from your hand instead to choose to either negate all damage from that attack or to not discard a Powerup card from being hit by said attack.
---
Artifact Item
Swallow's Cowrie Shell
Once per round, you may discard a card from your hand in order to gain one life.
If you are about to be defeated, you may discard this card from play in order to return to life with 1 life.
---
Artifact Card
Robe of the Fire Rat
When you attack another player, you may flip the top card of the deck. If it is a Summer card, you may force the player that you hit to trash an Item card of your choice in play.
When you are attacked, you may flip the top card of the deck. If it is a Summer card, the attacker loses 1 life.
---
Incident Card
Stop The Lunar Invasion
When this incident enters play, each player draws 1 card.
Anytime a player would lose life, that player may discard cards from their hand up to the amount of life lost in order to regain life equal to the number of cards discarded in this way. (Players may use this effect to save themselves from being defeated.) Collect all cards discarded in this way. Collect the top card from the deck during your incident step.
Resolution: Collect 12 cards.
---
I hope that no one minds my theoretical card crafting here...
-
Sacrificial Doll sounds better as a Defense item that you can discard to absorb the effects of losing a life (power loss and life loss). It would be less overpowered. It would make for an interesting Borrow target as well.
Having too many items that let you ignore damage or gain life is bad for the game as a whole though, since it hinders game progression. It makes me glad there's only two 1-ups in the game since it makes regaining life pretty tough outside of being Eirin/Tenshi.
-
Hm... as a player, I don't like most of your card ideas, sorry.
I'll try to state why as precisely as possible.
I hope I'm not treading too much into Mystery Parfait's territory here by analyzing these cards, but it's good practice for creating rules for my own (video) game, so I can't let this chance pass by. xD;
Disclaimer: All of these statements are my own opinion. Even if I say "this is bad", read it as "I think it's bad". Even though this should be obvious, I feel like I should make this clear.
Hakurei Purification Rod:
I would (almost) never discard a card to be able to use another attack card.
Due to the card limit of 4, under normal circumstances, you have 6 cards at most in your hand in any given turn, usually less.
One card is spent for attacking (leaving you at 5 or less). Usually, you have a usable card in your hand (an Item card, an Invocation card, another Action card) (4 cards). If you've just played a Power, you can attack again. Alternatively, assume you're playing another Action card now. (3 cards left).
Now you want to leave some cards in hand to pretend you can dodge enemy attacks; heck, dodge cards are too valuable to burn no matter what. Also, you want to be capable of attacking in LATER turns, too.
So really, I would never spend my last cards so I can attack once more, leaving me at 1 card and as an easy target to pick up by any other player.
Also, this example was done with a hand of 6 cards. If you have less cards, the purification rod becomes even less useful.
As for discarding a card to turn your attack into a Seal Away... it's useful, but I don't know, I just don't like it when thinking of the person on the receiving end.
---
Sword of Hisou:
Read: Discard a card to get a (semi-)random effect.
The randomness makes the life gain viable, winter is just unfun for the player on the receiving end.
But this card is at least more useful than the Hakurei Purification Rod, IMO.
---
Full Power:
Even if you only put this card a single time in the entire deck, it is too powerful.
It can swing the entire game in such a way that it's not even funny.
Suddenly being able to attack three more times can potentially win you the game out of nothing. Given that you have the necessary attack cards for it.
---
Tengu's Fan:
Reads: Once per round, be Aya with more range and distance.
In general, I don't like permanent cards that are like character's abilities, just weaker. Because, since they are permanent, you BECOME said character (with a limit), making this character less unique.
---
Sacrificial Doll:
Terribly worded. It's basically "Once per attack, you may discard a card from your hand to either negate its damage or to not discard a Powerup card for taking damage."
Meh, could have worded it better, too, but whatever.
I REALLY don't like this card, as it's another PERMANENT card that basically makes you Aya. Except that you can still lose your Powerups upon negating damage, but instead, you can discard ANY card in your hand. AND you can use it on any attack, not just Danmaku cards.
Also, in general, Danmaku!! games are a little on the long side already, and cards like these here, that prevent damage (or let you regain health), only help to make the game even longer, which is something you REALLY want to avoid.
---
Swallow's Cowrie Shell:
What I said above. There's a reason there are only two One Ups, and only one character with the ability to heal. Well, two if you count Tenshi, but in her case, it's more of a safety net in case her Spell Card fails.
Even if you limit it to once per round (as you did), regaining life by burning most likely useless cards is too powerful and just makes the game drag on longer than it should.
Also, "discard this card FROM PLAY"?! I really wouldn't want to introduce a mechanic for one card in the entire game; especially if it's a game where every player should have equal chance of getting a certain card.
But removing this card from play, it basically means "Haha, I got saved, you you can't get saved by this card cause it's gone now! Sucks to be you, guys!" *dies the following attack anyway*
This scenario is just not fun.
---
Robe of the Fire Rat:
You really like the Trashing mechanic, don't you?
I don't, at least when it's overused. Which it really becomes if all your cards were to be in the game. xD;
My reason is, because Items show a certain progression in the game. People with more items are more powerful. But by having too many cards that trash items, it becomes incredibly tough to hold onto these items, because EVERYTHING can destroy them.
Regarding the counter part of the fire robe... it's interesting, but I don't particularly like it as something so powerful should not be a) coming for free, even if it is b) unreliable, thus barely even useful. And when it hits, it mostly feels cheap. Also, I just realized that it is actual LIFE LOSS and not just an attack, which makes it even cheaper, as you can't really play around it... unless you use one of the many "trash an item of your choosing" cards you have introduced.
---
Stop the Lunar Invasion:
This is basically a reversed Fairy Wars. And that's why it's bad.
Fairy Wars makes you discard a (danmaku) card so you won't lose one life at the beginning of your turn. If you don't/ can't, it speeds up the game.
With your incident, it just helps prolong the game, and for a short time, creates a stalemate in which "only" your active hand size is reduced.
Again, cards that make the game last even longer are something to avoid, as the games can take rather long with enough people already.
Sorry for being so harsh on your cards; they all have interesting ideas, but I just think they don't really work out in this game.
Thankfully, I'm not a dev of this game, so who knows, maybe Moogs likes them or knows ways to make these cards work.
-
No worries, NCS. I don't mind a harsh C&C, as long as it's helpful.
Hakurei Purification Rod:
I would (almost) never discard a card to be able to use another attack card.
Due to the card limit of 4, under normal circumstances, you have 6 cards at most in your hand in any given turn, usually less.
One card is spent for attacking (leaving you at 5 or less). Usually, you have a usable card in your hand (an Item card, an Invocation card, another Action card) (4 cards). If you've just played a Power, you can attack again. Alternatively, assume you're playing another Action card now. (3 cards left).
Now you want to leave some cards in hand to pretend you can dodge enemy attacks; heck, dodge cards are too valuable to burn no matter what. Also, you want to be capable of attacking in LATER turns, too.
So really, I would never spend my last cards so I can attack once more, leaving me at 1 card and as an easy target to pick up by any other player.
Also, this example was done with a hand of 6 cards. If you have less cards, the purification rod becomes even less useful.
As for discarding a card to turn your attack into a Seal Away... it's useful, but I don't know, I just don't like it when thinking of the person on the receiving end.
Personally, the fact that both abilities are situational is kind of why it's like this. The first ability is for when you have far more cards than you can keep for your turn due to hand sizes(which does happen, if rarely), and the second ability, I admit is a mean one, but with the advent of more Artifacts and Items, such an effect would become needed to counterbalance it.
Sword of Hisou:
Read: Discard a card to get a (semi-)random effect.
The randomness makes the life gain viable, winter is just unfun for the player on the receiving end.
But this card is at least more useful than the Hakurei Purification Rod, IMO.
I made this card because not many cards use the seasons as a trigger, since I remembered that that was a thing that would become more relevant in the expansion packs to come.
Full Power:
Even if you only put this card a single time in the entire deck, it is too powerful.
It can swing the entire game in such a way that it's not even funny.
Suddenly being able to attack three more times can potentially win you the game out of nothing. Given that you have the necessary attack cards for it.
...I'll admit that you might be right there, NCS. It's kind of game breaking depending on how many Danmaku cards you could have.
Tengu's Fan:
Reads: Once per round, be Aya with more range and distance.
In general, I don't like permanent cards that are like character's abilities, just weaker. Because, since they are permanent, you BECOME said character (with a limit), making this character less unique.
I'm surprised that you mentioned Aya, because when I was making this card, I was told that it seemed more like a limited form of Keine's Spellcard. Besides, Item cards are only permanent as long as nothing and no one takes it away from you.
Sacrificial Doll:
Terribly worded. It's basically "Once per attack, you may discard a card from your hand to either negate its damage or to not discard a Powerup card for taking damage."
Meh, could have worded it better, too, but whatever.
I REALLY don't like this card, as it's another PERMANENT card that basically makes you Aya. Except that you can still lose your Powerups upon negating damage, but instead, you can discard ANY card in your hand. AND you can use it on any attack, not just Danmaku cards.
Also, in general, Danmaku!! games are a little on the long side already, and cards like these here, that prevent damage (or let you regain health), only help to make the game even longer, which is something you REALLY want to avoid.
Ah, I see. I did indeed phrased that wrong. It's supposed to be meant to be used whenever you are attacked. Still, the main reason for this Defense is to give a partial defense to Spear the Gungnir, since otherwise there's no way to avoid losing a life to it.
Swallow's Cowrie Shell:
What I said above. There's a reason there are only two One Ups, and only one character with the ability to heal. Well, two if you count Tenshi, but in her case, it's more of a safety net in case her Spell Card fails.
Even if you limit it to once per round (as you did), regaining life by burning most likely useless cards is too powerful and just makes the game drag on longer than it should.
Also, "discard this card FROM PLAY"?! I really wouldn't want to introduce a mechanic for one card in the entire game; especially if it's a game where every player should have equal chance of getting a certain card.
But removing this card from play, it basically means "Haha, I got saved, you you can't get saved by this card cause it's gone now! Sucks to be you, guys!" *dies the following attack anyway*
This scenario is just not fun.
I think that I phrased that last part wrong. Thanks for catching that one. Still, Swallow's Cowrie Shell is one of my less thought out cards, so I'm not surprised on that. I think that this is a card that seriously needs to go back to the drawing board...
Robe of the Fire Rat:
You really like the Trashing mechanic, don't you?
I don't, at least when it's overused. Which it really becomes if all your cards were to be in the game. xD;
My reason is, because Items show a certain progression in the game. People with more items are more powerful. But by having too many cards that trash items, it becomes incredibly tough to hold onto these items, because EVERYTHING can destroy them.
Regarding the counter part of the fire robe... it's interesting, but I don't particularly like it as something so powerful should not be a) coming for free, even if it is b) unreliable, thus barely even useful. And when it hits, it mostly feels cheap. Also, I just realized that it is actual LIFE LOSS and not just an attack, which makes it even cheaper, as you can't really play around it... unless you use one of the many "trash an item of your choosing" cards you have introduced.
Well, the robe was something that I made on the spot. Perhaps it would of been better if the counter part is an attack instead. I also was thinking about whether or not the first effect should instead be a second attack, but I kind of had trouble phrasing it so that it doesn't trigger off of the attacks made by the robe itself.
Stop the Lunar Invasion:
This is basically a reversed Fairy Wars. And that's why it's bad.
Fairy Wars makes you discard a (danmaku) card so you won't lose one life at the beginning of your turn. If you don't/ can't, it speeds up the game.
With your incident, it just helps prolong the game, and for a short time, creates a stalemate in which "only" your active hand size is reduced.
Again, cards that make the game last even longer are something to avoid, as the games can take rather long with enough people already.
I consider GFW an accomplishment, since I was the guy who thought that incident up, but details...
When I made this incident, I was thinking of how to emulate something from LOLK. Namely, the point device mode. I guess that it just doesn't translate well into Danmaku!!...
I'll go refine these cards and be back in a while. Thanks for the C&C, NCS.
-
OwO apparently the guy I met with the game set of his own runs the tts group and helped beta test it. Wow.
-
Personally, the fact that both abilities are situational is kind of why it's like this.
Okay, I guess that's a good point? Personally, I think that if something is an artifact, which you only can have one of, it better be always helpful, even if only half of it (like the +Distance or +Range portions of Stopwatch and Mini Hakkero). ^^
I made this card because not many cards use the seasons as a trigger, since I remembered that that was a thing that would become more relevant in the expansion packs to come.
Nothing I can really argue with here.
Though I still don't like the "target player can't use their Spell Card until next turn" part, as Spell cards are an important part of the game, and simply being denied the use of a game feature feels bad. But at least it's not Cirno's Perfect Freeze, which makes you sit out an entire round... (What, I can feel bad about actual mechanics, too. ^^ )
I'm surprised that you mentioned Aya, because when I was making this card, I was told that it seemed more like a limited form of Keine's Spellcard. Besides, Item cards are only permanent as long as nothing and no one takes it away from you.
It's called Tengu's Fan. Also, Keine can trigger off of any Action card AFAIR, Aya only off of Danmaku cards. I guess this artifact is something in between, since it can be used against both Danmaku and Spell Cards.
And yes, they are only permanent as long as nobody can get rid off them. But in the actual game so far, those means a Seal Away (a Danmaku card that can be canceled with this very Artifact) and Borrow (which only transfers this problem from one player to another). It's true, with the many "Trash an Item" cards you introduced, this would be less of a problem, but that still means that you first HAVE to have a card to get rid off this permanent to begin with, and that's my problem with it. ^^
Ah, I see. I did indeed phrased that wrong. It's supposed to be meant to be used whenever you are attacked. Still, the main reason for this Defense is to give a partial defense to Spear the Gungnir, since otherwise there's no way to avoid losing a life to it.
If that was your concept idea, then this card is pretty good on paper. You wanted a counter against Spear the Gungnir, but got a card usable even outside of this very situational use.
The problem I have with it is, well, what I said in my previous post. We don't want to have too many cards to avoid all damage etc.
Well, the robe was something that I made on the spot. Perhaps it would of been better if the counter part is an attack instead. I also was thinking about whether or not the first effect should instead be a second attack, but I kind of had trouble phrasing it so that it doesn't trigger off of the attacks made by the robe itself.
So something like
"Whenever you use a Danmaku card, you may discard a Danmaku card to attack again.
When you are attacked by another player, you may flip a card. If it is Summer, you may attack the attacker."
Limiting it to danmaku cards, because Spell Cards are powerful enough already.
Also, it solves the problems of extending your second attack to a third to a forth (like if it said "Whenever you attack [...] attack again.", whereas there is no difference in wording between the original attack and the extended one) and the problem of triggering the second attack off of the counter.
I like that idea more, since it is no life loss for the counter (which is still unreliable and for free, but I guess always being able to counter would be too powerful. And discarding a danmaku card for it would make you into Byakuren).
And since the entire item now evolves around attacking your opponents mercilessly, it's not that important if the counter portion barely triggers, as you still get a lot of attacks in with this artifact.
I consider GFW an accomplishment, since I was the guy who thought that incident up, but details...
Oh, right. xD
When I made this incident, I was thinking of how to emulate something from LOLK. Namely, the point device mode. I guess that it just doesn't translate well into Danmaku!!...
I figured as much, and as for flavor, the card fits to LoLK. The problem is, like you noted, the card doesn't translate well into this game.
(Though if you ask me, Point Device mode doesn't even translate well into Touhou to begin with.)
I'll go refine these cards and be back in a while. Thanks for the C&C, NCS.
You're welcome. Glad I could help.
OwO apparently the guy I met with the game set of his own runs the tts group and helped beta test it. Wow.
... doesn't Moogs run the TTS group (on Steam)? :smokedcheese:
-
... doesn't Moogs run the TTS group (on Steam)?
Helps run it then, I guess. He was talking to me about how he's been playing for years, which means Moogs is probably well-associated with him.
-
Let's try this again.
---
Artifact Card
Hakurei Purification Rod
Once per round, whenever your attack hits another player, you may discard a card. If you do, force the player to trash a Item card of your choice that they have in play. (If multiple players are hit at the same time, you can only affect one of them.)
Once per round, if you are the target of a Spell Card, you may discard a card from your hand to cancel it.
---
Artifact Card
Sword of Hisou
Once per round, whenever your attack hits another player, you may discard a card. If you do, reveal the top card of the deck and perform the following action according to its season.
Spring: You gain 1 life.
Summer: Force the player that you hit to trash an Item card of your choice in play.
Autumn: You draw two cards.
Winter: The player that you hit cannot activate their Spell Card until the end of their next turn.
---
Powerup / Defense Card
Sacrificial Doll
Whenever you are hit by a attack, you may discard a card from your hand to either negate its damage or to not discard a Powerup card for taking damage. You may use this effect only once per hit taken.
---
Artifact Card
Nuclear Control Rod
Once per round, whenever you hit another player with a Danmaku card, you may discard a card to attack that player again, regardless of range.
Once per round, whenever you are attacked by another player, you may discard a card. Attack the attacker, regardless of range.
---
Artifact Card
Swallow's Cowrie Shell
+1 max life, max hand size, Distance and Range.
You may play 2 additional Danmaku cards per round.
When you put this Item into play, you gain 1 life and draw a card.
---
Artifact Card
Tengu's Fan
+1 Range and Distance.
Whenever you are attacked, if it's from a Danmaku card, you may discard a card to avoid the attack.
---
Incident Card
Miracle Mallet Rebellion
When this Incident enters play, draw a card from the Incident deck and put it into play. (Apply the effects of each incident in the order in which they are put into play, starting with this one.)
Once per round, draw a card from the Incident deck and put it into play.
When this Incident is resolved, draw a card from the Incident deck and put it into play.
Resolution: 3 Incidents are resolved.
---
Hakurei Purification Rod originally had the power that was given to Tengu's Fan, and after thinking about it, I decided to sent it back to the rod. I made it only affect spellcards, because that lets it be more unique without making it OP.
I decided against changing the Sword of Hisou's Winter effect since it's not easy to control what effect you get, so it's hard to get that effect out of the sword. Also, it adds to the uniqueness of the card, since it's a one turn variant of Spring Snow.
I rewrote the wording on Sacrificial Doll to be clear on when it can be used and how. It still stalls the game somewhat, but that's what makes it a good target for Seal Away, and since it's now a Powerup card as well, a player can actually lose it from getting hit, so they'll need to consider that as well. Also, it turns Alice and Futo into defensive tanks due to their shared passive, that's something.
After some thought over the effect of "attacking again once per round", I decided to use it, but named it what it is now due to it fitting with how Okuu fights in Danmaku!!. The defensive part is just a bonus.
I decided that since I couldn't think of anything better for a "all around stat booster", I decided to make that into Swallow's Cowrie Shell. The "gain 1 life and draw a card" part simply lets the person use the effects of increased max life and hand size immediately, which helps somewhat, and given that it's an Artifact, it kind of justifies the fact that it boost a good number of things(including max life, which is the unique part of this card).
Tengu's Fan is now altered to evade Danmaku attacks via discarding a card, not cancel them out. This means that Seal Away is still a threat to it, and it can't save the player from spellcards at all. Hopefully this card isn't too powerful.
Fun Fact about Miracle Mallet Rebellion: This Incident card was originally inspired by a joke card made by Moogs, for the character Momo Parfait, the Mascot of Danmaku!!. I had originally named the incident after her, in fact, and said that if I had to use a canon event to fit this in, I would call it "Miracle Mallet Rebellion", since that was something that both caused and left quite a bit of trouble, and here we are.
What do you guys think?
-
Swallow's Cowrie Shell. I don't agree with it being objectively better than the published version of Stopwatch, and arguably better at what Sorcerer's Sutra Scroll does as well (+1 life on entering play means you get +2 cards once you lose that life)
Also, if it's Borrowed, then does the new owner gain one life and draw a card?
Tengu's Fan. For as long as Remilia can ward off Seal Away (possibly with the assistance of an allied Aya?) she becomes untouchable by anything short of spellcards (or, Reimu's homing attacks). Discard a card; draw a card for avoiding; and so forth. I'm pretty sure that's one of two big reasons Aya cancels instead of guarantees evasion.
Hakurei Purification Rod. Nitori uses her spell to null the holder's items; can the spell still be cancelled by discarding a card?
Moreover, due to a target of spells frequently being chosen after card revealing, card draw effects and the like, it could cause a lot more backpedaling than there already is by letting any discard cancel spells instead of just Bombs.
-
Regarding Sword of Hisou: in Hearthstone, there's the card Spellslinger, that gives you and the opponent each any one spell.
You getting an awesome random spell from Spellslinger, while your opponent gets a shitty one, is, statistically seen, rare and random, but it still feels awful if you're on the receiving end because you can do nothing about it. And to me, that's what the Winter effect of the Sword of Hisou feels like. Random, but if you can't do anything about it, then great, no Spell Card for you.
And there are ways in the game to manipulate RNG, albeit only few (Keine's passive ability, Voile, Master Plan).
In general, IMO, you should try to avoid using effects that limit any player in options ("you can't avoid/ cancel" [like Remi's Spell Card], "you can't play type X card" [like Reimu's Spell Card], etc.), unless you counter balance it. (Remi's spell is pure aggro and does not synergize with her passive, Reimu's spell inconveniences EVERYONE, possibly even herself if not careful [like when banning dodge cards]), and even then you should only use such effects with caution. Players just don't like having their options being taken away.
Nuclear Control Rod:
I like it, both effects have the same theme (pure aggro), and I think it's fairly balanced.
The "regardless of range" portion is also interesting, since it means you can spend extra Shoot! for your first attack to target someone normally out of your range, but you only need to discard another one for an extra attack, meaning that you can play around the Range/ Distance of people a bit, without completely negating the mechanic.
Swallow's Cowrie Shell:
This card is broken. Period. It's power creep at its finest.
It's basically Sutra Scroll and Stop Watch combined, but EVEN BETTER.
+ Distance + 2 additional Danmaku: it's already Stop Watch.
+ Range: Now it's more powerful.
+ 1 max hand size + draw 1 card: Stop it already!
+ 1 Max Life + 1 Current Life: :objection!:
At least you don't draw an extra card per turn. But you do when playing the card, and most times, Sutra Scroll doesn't stay longer anyway because people don't like others having more card draw.
The fun of this type of game is having choice. But just imagine you have this card, Stopwatch and Sutra Scroll in your hand. Which card would you play? Stopwatch? It's contained within Cowrie Shell. Sutra Scroll? It's objectively weaker than Cowrie Shell, so why would you?
Also, while it is less of a problem here than in Trading/ Collectible Card Games, since we all draw off of the same deck, it still feels terrible if your opponent draws an objectively MUCH better card than you do. Not situationally better, but objectively better. 100% of the time.
It's nice that you wanted to introduce an all "around stat booster", but make something like "+Range, +Distance, +1Attack/Round". That's enough already.
It may not be as good as the Stopwatch, since you're missing one Attack per Round, but hey, when you don't have too many Danmaku cards in hand, then having Range instead is actually better. Unless you don't need the Range, either. Then both are equally as good.
And regarding the life gain, like I said in my previous post, it's nice to play around with, but there's a reason why Mystery Parfait decided to keep it limited. Because it just makes the game drag on. And Max Life gain just makes things confusing, IMO, especially if it can shift as quickly as with an Artifact that can be Sealed Away.
Tengu's Fan:
Tengu's Fan. For as long as Remilia can ward off Seal Away (possibly with the assistance of an allied Aya?) she becomes untouchable by anything short of spellcards (or, Reimu's homing attacks). Discard a card; draw a card for avoiding; and so forth. I'm pretty sure that's one of two big reasons Aya cancels instead of guarantees evasion.
Nice catch, I didn't even realize that. But that's a serious problem, indeed.
Miracle Mallet Rebellion:
I think Zhelot made a card like this once, too? It got confusing really quickly. Though it was fun in just how ridiculous things could get.
Though personally, I would limit it to putting 3 incidents into play, and then it resolving itself, because the more incidents to keep track of, the more complex everything becomes, and you usually want to minimize complexity. That, and some of the combinations of incidents can just be terrible and unfun.
"Everybody is in Range" "Unlimited Danmaku uses" "No Life Regain"
Someone is going to die really quickly is all I'm saying, and that's "only" 3 incidents. >.>
Anyway, nice concept, but it needs thorough testing.
-
Swallow's Cowrie Shell:
This card is broken. Period. It's power creep at its finest.
It's basically Sutra Scroll and Stop Watch combined, but EVEN BETTER.
+ Distance + 2 additional Danmaku: it's already Stop Watch.
+ Range: Now it's more powerful.
+ 1 max hand size + draw 1 card: Stop it already!
+ 1 Max Life + 1 Current Life: :objection!:
At least you don't draw an extra card per turn. But you do when playing the card, and most times, Sutra Scroll doesn't stay longer anyway because people don't like others having more card draw.
The fun of this type of game is having choice. But just imagine you have this card, Stopwatch and Sutra Scroll in your hand. Which card would you play? Stopwatch? It's contained within Cowrie Shell. Sutra Scroll? It's objectively weaker than Cowrie Shell, so why would you?
Also, while it is less of a problem here than in Trading/ Collectible Card Games, since we all draw off of the same deck, it still feels terrible if your opponent draws an objectively MUCH better card than you do. Not situationally better, but objectively better. 100% of the time.
It's nice that you wanted to introduce an all "around stat booster", but make something like "+Range, +Distance, +1Attack/Round". That's enough already.
It may not be as good as the Stopwatch, since you're missing one Attack per Round, but hey, when you don't have too many Danmaku cards in hand, then having Range instead is actually better. Unless you don't need the Range, either. Then both are equally as good.
And regarding the life gain, like I said in my previous post, it's nice to play around with, but there's a reason why Mystery Parfait decided to keep it limited. Because it just makes the game drag on. And Max Life gain just makes things confusing, IMO, especially if it can shift as quickly as with an Artifact that can be Sealed Away.
Swallow's Cowrie Shell. I don't agree with it being objectively better than the published version of Stopwatch, and arguably better at what Sorcerer's Sutra Scroll does as well (+1 life on entering play means you get +2 cards once you lose that life)
Also, if it's Borrowed, then does the new owner gain one life and draw a card?
Hmm... I didn't realize that Stopwatch was being made obsolete here...
---
Powerup / Artifact Card
Swallow's Cowrie Shell
+1 max life, max hand size, Distance and Range.
When you put this card into play, draw a card.
---
Danmaku boost removed, life gain removed, and it can be lost from a hit. However, as for the shifting of max life totals, doesn't that usually happen with Crisis of Faith anyway?
Regarding Sword of Hisou: in Hearthstone, there's the card Spellslinger, that gives you and the opponent each any one spell.
You getting an awesome random spell from Spellslinger, while your opponent gets a shitty one, is, statistically seen, rare and random, but it still feels awful if you're on the receiving end because you can do nothing about it. And to me, that's what the Winter effect of the Sword of Hisou feels like. Random, but if you can't do anything about it, then great, no Spell Card for you.
And there are ways in the game to manipulate RNG, albeit only few (Keine's passive ability, Voile, Master Plan).
In general, IMO, you should try to avoid using effects that limit any player in options ("you can't avoid/ cancel" [like Remi's Spell Card], "you can't play type X card" [like Reimu's Spell Card], etc.), unless you counter balance it. (Remi's spell is pure aggro and does not synergize with her passive, Reimu's spell inconveniences EVERYONE, possibly even herself if not careful [like when banning dodge cards]), and even then you should only use such effects with caution. Players just don't like having their options being taken away.
I thought that the fact that it was controlled by the top card's season WAS the counter-balance... Still, it's too much, then...
---
Artifact Card
Sword of Hisou
Once per round, whenever your attack hits another player, you may discard a card. If you do, reveal the top card of the deck and perform the following action according to its season.
Spring: You gain 1 life.
Summer: You may attack that player again, regardless of range.
Autumn: You draw two cards.
Winter: Force the player that you hit to trash an Item card of your choice in play.
---
Since I couldn't think of a new Winter effect outside of "opponent loses 1 life", which is cheap, I decided to simply give it Summer's effect and make a new Summer effect instead. Since it's a once per round effect, it can't be repeated, so it should be fine.
Tengu's Fan. For as long as Remilia can ward off Seal Away (possibly with the assistance of an allied Aya?) she becomes untouchable by anything short of spellcards (or, Reimu's homing attacks). Discard a card; draw a card for avoiding; and so forth. I'm pretty sure that's one of two big reasons Aya cancels instead of guarantees evasion.
Tengu's Fan:Nice catch, I didn't even realize that. But that's a serious problem, indeed.
Sigh. I didn't even think of Remilia when I made this card(and I kind of don't see the fact that she can synergize with this card as a "serious problem", especially when Borrows and Marisa herself exist as a counterbalance). Still, if it's a problem...
---
Artifact Card
Tengu's Fan
+1 Range and Distance.
Once per round, whenever you are attacked, you may discard a card to avoid that attack.
---
Limited to once a round, but can now dodge any attack in exchange, so it's like trading a card in your hand for a Graze to use immediately.
Hakurei Purification Rod. Nitori uses her spell to null the holder's items; can the spell still be cancelled by discarding a card?
Moreover, due to a target of spells frequently being chosen after card revealing, card draw effects and the like, it could cause a lot more backpedaling than there already is by letting any discard cancel spells instead of just Bombs.
The backpedaling doesn't seem to be that big of a deal to me, since it's the same as with Bombs, and a player can only use it once per round. Also, since it's effectively a "discard a card to Bomb" thing, I would think that it could stop Nitori's spellcard, so...
Miracle Mallet Rebellion:
I think Zhelot made a card like this once, too? It got confusing really quickly. Though it was fun in just how ridiculous things could get.
Though personally, I would limit it to putting 3 incidents into play, and then it resolving itself, because the more incidents to keep track of, the more complex everything becomes, and you usually want to minimize complexity. That, and some of the combinations of incidents can just be terrible and unfun.
"Everybody is in Range" "Unlimited Danmaku uses" "No Life Regain"
Someone is going to die really quickly is all I'm saying, and that's "only" 3 incidents. >.>
Anyway, nice concept, but it needs thorough testing.
You make a good point about it needing a limit, but as for complexity, I do believe that Moogs told me that I had to write in that "do the incidents in the order in which they are played" in order for it to not be confusing. So, for now, I would wish that it was possible to make a test version of this card to find out if it's viable.
-
Powerup / Artifact Card
Swallow's Cowrie Shell
+1 max life, max hand size, Distance and Range.
When you put this card into play, draw a card.
---
Danmaku boost removed, life gain removed, and it can be lost from a hit. However, as for the shifting of max life totals, doesn't that usually happen with Crisis of Faith anyway?
It does happen with Crisis of Faith, yes, but that's limited to once per game. But it's still a case where we had to ask Moogs once how to deal with a full life former heroine now having less max life.
Sigh. I didn't even think of Remilia when I made this card(and I kind of don't see the fact that she can synergize with this card as a "serious problem", especially when Borrows and Marisa herself exist as a counterbalance). Still, if it's a problem...
Requiring a random character to balance another random character, or a card that exists two(?) times in a deck with... I forgot how many cards, but it's a lot, is not a good counter balance. Remilia becomes nearly unbeatable with the old version, and having BARELY ANY counter measures against something that upsets the ENTIRE game is troublesome. (True, Seal Away could still work, but considering this is a card that benefits Remilia INCREDIBLY MUCH more than any other character, that means that anyone who does not play Remilia immediately has a huge disadvantage just for not playing as Remilia, who is already a good character on her own.)
That's one of the big problems with this type of game (TCG/ CCG type games), not accidentally breaking something by creating something players can exploit. And even experienced game designers still accidentally break stuff, just take a look at Blizzard with Hearthstone.
I think your new solution works better, although seeing how it is mostly defensive, maybe this should become a Defense card instead of an Artifact? Not saying that my opinion is right, but I did notice you mostly creating Artifacts and barely any Defense cards. If you think it's strong enough to stay as an Artifact, then that's perfectly okay.
-
It does happen with Crisis of Faith, yes, but that's limited to once per game. But it's still a case where we had to ask Moogs once how to deal with a full life former heroine now having less max life.
I thought that "said Heroine effectively just loses that life in accordance to her new life total" was a more obvious thing. :wat:
Requiring a random character to balance another random character, or a card that exists two(?) times in a deck with... I forgot how many cards, but it's a lot, is not a good counter balance. Remilia becomes nearly unbeatable with the old version, and having BARELY ANY counter measures against something that upsets the ENTIRE game is troublesome. (True, Seal Away could still work, but considering this is a card that benefits Remilia INCREDIBLY MUCH more than any other character, that means that anyone who does not play Remilia immediately has a huge disadvantage just for not playing as Remilia, who is already a good character on her own.)
That's one of the big problems with this type of game (TCG/ CCG type games), not accidentally breaking something by creating something players can exploit. And even experienced game designers still accidentally break stuff, just take a look at Blizzard with Hearthstone.
I think your new solution works better, although seeing how it is mostly defensive, maybe this should become a Defense card instead of an Artifact? Not saying that my opinion is right, but I did notice you mostly creating Artifacts and barely any Defense cards. If you think it's strong enough to stay as an Artifact, then that's perfectly okay.
Hm... Tengu's Fan does sound more like a defensive card, huh?
---
Powerup / Defense Card
Tengu's Fan
+1 Range and Distance.
Once per round, whenever you are attacked, you may discard a card to avoid that attack.
---
That should do it, since it can be lost by taking a hit as well.
And technically, I was brewing up Artifacts because Moogs stated that it was a focus of future developments. Still, I do have an idea for a non-Item card...
---
Action Card
Exchange
Choose a player. Trade up to 2 Item cards that you have in play for the same number of Item cards that that player has in play, or trade up to 3 cards from your hand for the same number of cards chosen at random that that player has in their hand.
---
What do you think of this?
-
Action Card
Exchange
Choose a player. Trade up to 2 Item cards that you have in play for the same number of Item cards that that player has in play, or trade up to 3 cards from your hand for the same number of cards chosen at random that that player has in their hand.
It's interesting to say the least. It's basically "Borrow" with a catch. I don't know about the hand card exchange, as players tend to get pissed if you steal those from them, but since you get (generally useless (to you)) cards in exchange rather than just losing them, it might be okay. The only way to say if this card works out or not is to get the opinion of the actual creators of the game and/ or test it out.
-
Backpedaling isn't something I have an issue with as is because there are only four Bomb cards in the deck that can actually cause that. But I think there should be some greater barrier to cancelling Spells on a regular basis (discard an Invocation card instead?)
It's hard to say whether Exchange would be something people -want- to use. Even giving a person 2 shoots from your hand could be dangerous and (IMO) seen as an act of desperation if you're cycling them out randomly.
Similarly, even the most common item card to have in play - Power - isn't something I would hand over to an enemy or friend in bulk, for the sake of obtaining an artifact or whatnot in return.
Something that allows evasion inherently benefits Remilia more than anything else - two examples being Supernatural Border and ZA WARUDO. Of course, one is an unreliable, transient powerup card and the other is a Bomb, so. Yukari also has a similar issue but at least she's not paid to dodge things.
I think an alternative means of "being" Aya would be to look at the disposable toy camera in Impossible Spellcard. It does cancel attacks, but to emulate its limited usage you could give it a chance to break after each cancel?
Well. I'm just theorizing now.
-
I think the best potential Exchange would have would be to dump something dangerous into the hands of someone far away from you while hopefully taking their defensive stuff. Bolsters your defense, weakens theirs, poses a threat to other players who will hopefully eat the majority of the offensive power you just gave them. If they're at low health even better, since you just made them a threat and they now should be easy for other, closer players to finish off.
While that is potentially a game-winning play it is pretty niche though. Not sure you would be happy to draw that card a vast majority of the time.
Edit: I guess it could be very useful in certain weird role-based situations too.
-
Eyyyy I recognize you from the touhou subreddit. I gotta admit I didn't expect this to get so far, but life is full of surprises~
Congratz! :)
-
Got my playmats in the mail today. Lookin' pretty sharp! That was surprisingly fast. I wouldn't have been shocked to get these in like, November given when the order period ended.
(Incidentally the box was squashed to hell and a significant amount of the tape was popped off as a result. Didn't hurt the contents any and was definitely the postal service's fault and not yours, but that's how I found mine just in case it ever comes up.)
-
Inked Gaming was super fast. Within thirty minutes of them getting in the office we'd completed the transaction, then later they apologized that they'd be delayed cause they had to order materials and I was like "wut, don't worry." I was in communication with them way ahead of time and they knew I'd be ordering on the 6th so I guess that could be an oversight on their part.
Did you get a white triangle box or a brown rectangle? The latter I'm really unhappy with. I had to tape the crap out of them or they'd pop open in minutes, but I expected the triangles to hold up better.
-
White triangle. Still popped open, but like I said, it looks like somebody dropped a piano on it so it may have been fine otherwise.
-
These playmats are boss. Moogs is the best shipper.
I ordered mine because I felt like throwing money at things until I felt better, and a couple days later my mom called me asking why a tube showed up at her house from the mail (I probably put in the wrong address by accident lol) and I was flabbergasted that it was the mat that'd already came in.
Mine came in a cardboard tube which was really convenient. Came with tracking and everything, really great.
Also it's a huge mat and looks really cool.
(http://i.imgur.com/N2fRM9o.jpg)
-
I try to offer the customer service that I would want =D
Glad you like the playmat! About the address: you've probably still got your old address stored in Paypal. You're not the first person who has had it show up at their parents place. :V
-
Boop
-
For the sake of the topic and so Moogs doesn't have to bump the thread, I will post all of the card ideas that I have come up with until now here in this post.
---
Artifact Card
Hakurei Purification Rod
Once per round, whenever your attack hits another player, you may discard a card. If you do, force the player to trash a Item card of your choice that they have in play. (If multiple players are hit at the same time, you can only affect one of them.)
Once per round, if you are the target of a Spell Card, you may discard a card from your hand to cancel it.
---
Defense Card
Sacrificial Doll
Whenever you are hit by a attack, you may discard a card from your hand to either negate its damage or to not discard a Powerup card for being hit. You may use this effect only once per hit taken.
---
Artifact Card
Nuclear Control Rod
Once per round, whenever you hit another player with a Danmaku card, you may discard a card to attack that player again, regardless of range.
Once per round, whenever you are attacked by another player, you may discard a card. Attack the attacker, regardless of range.
---
Powerup / Defense Card
Tengu's Fan
+1 Range and Distance.
Once per round, whenever you are attacked, you may discard a card to avoid that attack.
---
Artifact Card
Sword of Hisou
Once per round, whenever your attack hits another player, you may discard a card. If you do, reveal the top card of the deck and perform the following action according to its season.
Spring: You gain 1 life.
Summer: You may attack that player again, regardless of range.
Autumn: You draw two cards.
Winter: Force the player that you hit to trash an Item card of your choice in play.
---
Action Card
Exchange
Choose a player. You may either trade up to 2 Item cards that you have in play for the same number of Item cards that that player has in play, or trade up to 3 cards from your hand for the same number of cards chosen at random that that player has in their hand.
---
Incident Card
Miracle Mallet Rebellion
When this Incident enters play, draw a card from the Incident deck and put it into play. (Apply the effects of each incident in the order in which they are put into play, starting with this one.)
Once per round, draw a card from the Incident deck and put it into play.
When this Incident is resolved, draw a card from the Incident deck and put it into play.
Resolution: 3 Incidents are resolved.
---
Changes are as follows:
Sacrificial Doll is changed to no longer be a Powerup card. This is due to a scenario that I thought of where "If this was the only Powerup in play and you're hit, could you use the effect of damage negation before you would be forced to discard it?" and decided to avoid the potential confusion instead. Got to keep it simple.
-
Sacrificial Doll is changed to no longer be a Powerup card. This is due to a scenario that I thought of where "If this was the only Powerup in play and you're hit, could you use the effect of damage negation before you would be forced to discard it?" and decided to avoid the potential confusion instead. Got to keep it simple.
But now you have the problem that this card becomes overly powerful while you don't have any powerup cards at all (or are one of the characters that does not need to discard powerups, in which case, it doesn't matter anyway), as that means that, not only can you negate all the damage incoming to you (which includes Spell Cards that may deal more than one damage with one hit, like Marisa's), but you don't have any drawback to it, since you can't lose any powerups, anyway, making this item in this situation a more powerful version of Aya's passive ability, which must use danmaku cards to avoid a danmaku attack.
Also, if all what you want to do is to make sure there's no confusion with the Sacrificial Doll's ordering, just phrase its effect as "Whenever you are about to be hit by an attack [...]", meaning that this card's effect clearly triggers before the actual hit and thus the discarding of a powerup.
-
(http://i.imgur.com/Jen3lmu.jpg) (http://danmaku.party/danmaku-store)
-
But now you have the problem that this card becomes overly powerful while you don't have any powerup cards at all (or are one of the characters that does not need to discard powerups, in which case, it doesn't matter anyway), as that means that, not only can you negate all the damage incoming to you (which includes Spell Cards that may deal more than one damage with one hit, like Marisa's), but you don't have any drawback to it, since you can't lose any powerups, anyway, making this item in this situation a more powerful version of Aya's passive ability, which must use danmaku cards to avoid a danmaku attack.
Also, if all what you want to do is to make sure there's no confusion with the Sacrificial Doll's ordering, just phrase its effect as "Whenever you are about to be hit by an attack [...]", meaning that this card's effect clearly triggers before the actual hit and thus the discarding of a powerup.
...and C&C like this is why I'm glad that I reposted my stuff. Thanks for catching that, NCS.
---
Powerup / Defense Card
Sacrificial Doll
Whenever you are about to be hit by a attack, you may discard a card from your hand to either negate its damage or to not discard a Powerup card for being hit. You may use this effect only once per hit taken.
---
(http://i.imgur.com/Jen3lmu.jpg) (http://danmaku.party/danmaku-store)
Appropriate fairy is appropriate.
December 12/4 Edit: Thought of a new card, although I need to hammer it out a bit...
---
Danmaku Card
Deep Ecological Bomb
Attack a player regardless of range. This card cannot be cancelled.
---
Given that Laser Shot is a Danmaku that can't be dodged, but can be cancelled, I feel that a Danmaku card that is the reverse of that card would also be useful. After all, it's the only Danmaku card that can't be stopped by a Bomb(fitting that a bomb can be defeated by a bigger bomb), plus the fact that it doesn't respect range any more than Laser Shot does makes it useful still.
-
For everyone who has alerts for this thread, I've started a new one for the expansion:
https://www.shrinemaiden.org/forum/index.php/topic,20478.0.html (https://www.shrinemaiden.org/forum/index.php/topic,20478.0.html)