Author Topic: Master List of CCG/TCG...missing any?  (Read 10407 times)

browarod

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Re: Master List of CCG/TCG...missing any?
« Reply #25 on: February 12, 2011, 04:38:15 PM »
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Sounds like an entirely new game.  It's about time for Cactus to make a new one...
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Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #26 on: February 12, 2011, 04:39:43 PM »
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Are you kidding?  Look at the string of hit TCG's Cactus has put out!

/sarcasm
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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The Schaef

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Re: Master List of CCG/TCG...missing any?
« Reply #27 on: February 12, 2011, 08:07:40 PM »
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I think a new CCG at this point in time would not go well.  They had their time in the sun, but it's been a decade since the crash and they haven't come back.  The ones still hanging around today are the stalwarts with still enough people buying the cards to make it worth their time.  Magic, Pokemon, Yu-Gi-Oh, L5R, that sort of thing.  Even Star Wars and LotR have folded their tents, and Decipher basically dumped their whole line of CCGs to focus on selling Fight Klub in boxed sets.

If Cactus did make another card game in the wake of Redemption, a different format would likely be required.  Something sold in a non-collectible set like Fight Klub, or a deckbuilding-style game like Dominion or Thunderstone.  Who knows, if Redemption goes another five, ten years without running dry, even the deckbuilding games may be passe and another kind of card game will be in style.

Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #28 on: February 12, 2011, 08:10:01 PM »
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Sounds like an entirely new game.  It's about time for Cactus to make a new one...

A new dimension to the game, to be more precise. I'm sure the same feelings came up when sites were first introduced, then fortresses, then territory-class enhancements.

The biggest change would be to add a new way to win. As much as winning Lost Souls was the basic premise of the original game, how many games have been won without 5 LSs? What about site lockout? What about unbeatable (or just annoying) combos?

The idea behind the Time Period cards would be to give benefits to specific types of characters for a short time, until a new Time Period enters play. Each player would try to block Time Period changes the same way they currently block rescue attempts. The trick would be for each player to decide whether their resources (and enhancements) would be better served blocking Time Period changes versus blocking rescues. However, if a player is locked out with sites, they could turn their focus toward Time Period changes.

The bottom line is that each player would have Time Period cards in their deck. Only one can be active at a time (for example). Each player, on their turn, could try to change the Time Period rather than make a rescue (especially if there are no LSs to rescue). The opponent would try to block the Time Period change. This would allow the opponent to keep the current active benefits, or prevent the increase in Time Periods. After a single player plays a set number of Time Period cards, they would win.

Now realize that "Time Period" is just an example. The new type of card could be whatever we wanted. The new way to win is the focus of the change.  
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Offline SomeKittens

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Re: Master List of CCG/TCG...missing any?
« Reply #29 on: February 12, 2011, 08:33:39 PM »
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Also: True control decks.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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The Schaef

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Re: Master List of CCG/TCG...missing any?
« Reply #30 on: February 12, 2011, 09:09:25 PM »
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Kinda feels like we'd be borrowing a page from Testament, who stage their game in "eras".

The ideas I liked best from the Vs. system were the Leaders, who conferred bonuses onto characters around them in "territory", and the resource row, where you could put cards face down, and then turn by turn you turn them up and get new benefits each turn.  At one point I thought this might be a good mechanism for prophecies, the idea being that certain things are known in advance but don't come to pass until later on.  But I was never sure if it should be per-player or a common pool of cards, whether it would be in the deck or laid out separately in advance, how to keep people from stacking an overpowered deck... it was one of those things that sounded better than it turned out as I thought about it.

Offline YourMathTeacher

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Re: Master List of CCG/TCG...missing any?
« Reply #31 on: February 12, 2011, 10:57:47 PM »
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Actually, the Prophecies idea could be used in place of "Time Periods" from my previous posts. Once a player has seven prophecies come true, for instance, they would win the game. The blocking player could try to block prophecies from coming true OR block a rescue attempt.
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Offline RTSmaniac

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Re: Master List of CCG/TCG...missing any?
« Reply #32 on: April 26, 2011, 11:00:53 AM »
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