Author Topic: Danmaku!! Let me AX you a question  (Read 228842 times)

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #150 on: May 07, 2014, 09:59:43 AM »
Congrats! I wish you a happy & healthy Baby.

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #151 on: May 07, 2014, 07:34:42 PM »
Congratulations! ^^
Take good care of your family, especially since you are one person more now! ^^

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #152 on: May 07, 2014, 08:51:28 PM »
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
Quote from: 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.
« Last Edit: May 07, 2014, 09:03:52 PM by Moogs Parfait »

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #153 on: May 09, 2014, 04:20:20 AM »
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]

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]

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]
« Last Edit: May 09, 2014, 08:54:40 AM by Moogs Parfait »

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #154 on: May 10, 2014, 03:15:33 PM »
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.

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #155 on: May 12, 2014, 01:52:47 AM »
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...

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #156 on: May 14, 2014, 09:53:47 AM »
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.

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #157 on: May 14, 2014, 05:53:58 PM »
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.



PDF Download



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?
« Last Edit: May 15, 2014, 12:40:34 AM by Moogs Parfait »

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #158 on: May 15, 2014, 12:33:41 AM »
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.

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #159 on: May 15, 2014, 12:47:10 AM »
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.

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #160 on: May 15, 2014, 12:54:14 AM »
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.

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #161 on: May 15, 2014, 01:10:54 AM »
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.

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #162 on: May 15, 2014, 01:36:35 AM »
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.
« Last Edit: May 15, 2014, 06:22:52 AM by Fast Fanatic »

commandercool

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #163 on: May 15, 2014, 12:17:26 PM »
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.
I made a PADHerder. It's probably out of date though.

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #164 on: May 15, 2014, 03:23:03 PM »
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

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #165 on: May 15, 2014, 06:03:28 PM »
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.


Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #166 on: May 17, 2014, 12:06:38 AM »
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 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]

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
« Last Edit: May 17, 2014, 04:33:31 PM by Moogs Parfait »

Helepolis

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #167 on: May 17, 2014, 08:19:10 AM »
Hmmm 1600x1200 is a broken link.

Koog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #168 on: May 17, 2014, 05:15:27 PM »
Hmmm 1600x1200 is a broken link.
Really? 'cuz that link works for me...
Mwahahahahha!

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #169 on: May 17, 2014, 05:48:32 PM »
Helepolis isn't crazy, I silently fixed it earlier.


ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #171 on: June 05, 2014, 06:42:33 PM »
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

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #172 on: June 05, 2014, 11:15:21 PM »
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]

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #173 on: June 06, 2014, 12:32:07 AM »
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.

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #174 on: June 06, 2014, 12:47:08 AM »
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


Edit: Carrot wanted me to use the very latest
« Last Edit: June 06, 2014, 01:32:16 AM by Moogs Parfait »

Koog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #175 on: June 08, 2014, 07:24:34 AM »
Can you upload Reimu's and Marisa's art? because they are great and I love them!!
Mwahahahahha!

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #176 on: June 08, 2014, 03:25:48 PM »

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #177 on: June 12, 2014, 11:28:55 PM »
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.  Check out her deviantArt gallery.

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&#039;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]

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]

2560 ? 1920
1920 ? 1200
1920 ? 1080
1600 ? 1200
1280 ? 720
1024 ? 768
« Last Edit: June 13, 2014, 02:03:16 AM by Moogs Parfait »

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #178 on: June 13, 2014, 01:00:32 AM »
You wouldn't happen to have Seija in the small card format, would you?

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #179 on: June 13, 2014, 01:50:37 AM »
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