Author Topic: Danmaku!! Let me AX you a question  (Read 282577 times)

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #120 on: April 18, 2014, 02:37:29 AM »
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?

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #121 on: April 18, 2014, 02:41:58 AM »
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.
« Last Edit: April 18, 2014, 05:27:30 PM by Moogs Parfait »

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #122 on: April 25, 2014, 12:37:37 AM »
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/).

[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]

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]

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.

Colticide

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #123 on: April 25, 2014, 12:58:53 AM »
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,
Touhou Fugyouseki ~ Nightmare of Sleeping Girl English Patch
I run a crappy YouTube channel, check it out if you wish~

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #124 on: April 25, 2014, 04:12:49 AM »
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. 

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #125 on: April 25, 2014, 10:47:24 AM »
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 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

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #126 on: April 25, 2014, 07:26:27 PM »
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.

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #127 on: April 28, 2014, 08:29:22 PM »
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
Characters Errata (Large Size)
Characters Errata (Small Size)

« Last Edit: April 28, 2014, 08:31:27 PM by Moogs Parfait »

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #128 on: April 29, 2014, 06:49:02 PM »
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. ^^

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #129 on: May 01, 2014, 02:43:47 AM »
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?

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #130 on: May 01, 2014, 02:48:40 AM »
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

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #131 on: May 01, 2014, 03:00:24 AM »
Ah, okay, I'll keep that in mind.
Regarding Miko, what qualifies as discarding versus trashing a card?

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #132 on: May 01, 2014, 03:06:28 AM »
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.
« Last Edit: May 01, 2014, 03:08:56 AM by Moogs Parfait »

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #133 on: May 01, 2014, 03:11:39 AM »
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?

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #134 on: May 01, 2014, 03:32:51 AM »
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.

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #135 on: May 01, 2014, 02:39:48 PM »
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;

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #136 on: May 01, 2014, 04:26:19 PM »
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/QuickReferenceSheet.pdf
« Last Edit: May 01, 2014, 04:28:57 PM by Moogs Parfait »

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #137 on: May 02, 2014, 06:42:43 PM »
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/


The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #138 on: May 02, 2014, 06:44:43 PM »
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...

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #139 on: May 02, 2014, 06:59:14 PM »
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

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #140 on: May 03, 2014, 09:09:39 AM »
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.

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #141 on: May 04, 2014, 11:23:02 AM »
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.)

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #142 on: May 04, 2014, 07:17:18 PM »
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

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #143 on: May 05, 2014, 03:23:57 AM »
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?

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #144 on: May 05, 2014, 03:17:16 PM »
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. ^^

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #145 on: May 05, 2014, 05:45:51 PM »
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)

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #146 on: May 07, 2014, 01:23:29 AM »
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.

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #147 on: May 07, 2014, 04:45:57 AM »
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.

Pesco

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #148 on: May 07, 2014, 04:51:44 AM »
Congrats! I'll see if we can give you a fancy forum tag for the event.

The Greatest Dog

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #149 on: May 07, 2014, 06:36:22 AM »
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.