MArcomage

Free multiplayer on-line fantasy card game

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lord Alex on 12:50, 24. Jan, 2009
Is it posible to include cards like this?

Poison 12 Gems (uncommon)
Enemy recruit -20% per round
Duration: 3 rounds

Or

Vampirism 0 (rare)
Attack of all your cards +10
If you don’t attack the enemy stock-2

Cure of Vampirism 0 (rare)

Drought 0 (uncommon)
Both Player’s Production= ½
Duration: 5 rounds

I hope it’s possible…

garbageonly on 14:56, 24. Jan, 2009
If I remember correctly it's not
Endovior on 15:05, 24. Jan, 2009
Yep, not. This isn't to say that the system won't be upgraded at some point, but currently there's no support for this kind of effect... as evidenced by the fact that there aren't any cards that do this.
DPsycho on 15:09, 24. Jan, 2009
I like the idea of a card that reduces enemy resources by a percentage. Could make an interesting addition alongside existing resource-reducing cards. That being said, no, ongoing effects aren't currently possible from what I've understood when similar suggestions were made before.
garbageonly on 15:16, 24. Jan, 2009
There is 'Tax' that reduce by %
Xenogeist on 05:24, 26. Jan, 2009
I think one way around this problem would be to make a card both quick and durable. Using your poison suggestion for instance:

Poison 12 Gems (uncommon) (quick) (durable)
Enemy recruits -20%

This would be one way of having a "continuous" effect while allowing other cards to be played. Not exactly the same of course because it can be used more than once a turn and doesn't disappear after 3 rounds but its the closest I can think of.

lord Alex on 13:23, 26. Jan, 2009
But, it has to be a „Can’t be played after itself“-keyword „
You also have to reduce the cost, because you have to pay 12 Gems every round, but then it’s purely overpowered…
Another Question: Is it possible to include cards, which you can’t pick in your deck?
I think that’s a better solution:

Poison 12 Gems uncommon
Enemy recruit -20%
Next cards received will be Poison repercussions

Poison repercussion 0 (Quick)
Enemy Recruits -15%
Next card received will be end of poisoning

End of poisoning 0 (Quick)
Enemy Recruits -10%
lord Alex on 13:35, 26. Jan, 2009
But I don’t know how to around the double quick-combo, because you are able to play End of poisoning after Poison repercussion in one round.
DPsycho on 18:32, 26. Jan, 2009
I had proposed a Toxic/Poison keyword some time back that worked in ways being touched upon here. It produced effects similar to the Purified ashes we have today. While it did not cause resource reductions, it did cause "pollution" cards to appear that needed discard or mass clearing to eliminate. I'll locate and bump the thread as the ideas may be merged.
Mojko on 18:45, 28. Jan, 2009
I don't think it's a good idea. What you're trying to do is following:

There are card games (MTG for example) where you have these "continuous" effect cards. Since we don't support them you are trying to emulate it's effect with all we have.

Arcomage is a simple turn based game. This is the reason why I chose this game for implementation. (there were other choices, it is explained in project history section, which will be added in the next update).

So in short "continuous" effect cards were and are out of scope of this game.
lord Alex on 13:36, 30. Jan, 2009
You’re right, the game shouldn’t be too complicate, but I think, the “if” cards are more complicate than "continuous" cards.
I don’t think, that newcomers will be overextended, because the main principle is easy, it would be invitingly to pick these cards in his/her deck for all ranks of MArcomage players, its easy and on a high level.
But it’s your game and I don’t want to be importunate.
KingPirux on 19:52, 30. Jan, 2009
an alternative to continuos cards is the cards that call other cards continuosly... like cursed amulet, the cards goes to oponent hand and then it comes againt to yours(yea right... ¬¬... i still thinking that this card has no reason to exist more than being anoying when is called randomly for wind or cards like it...)

so for poison it could be something like:

Poison (quick)
stock -1
replace 1 card from hand with Poison and
replace 3 random cards from enemy hand with
The Posion card


The posion (quick)
stock -2
Mojko on 20:06, 4. Feb, 2009
You know, it may seem that I have something against the continuous effect cards, but I don't. Actually I really like them. You see, when I started this project I wanted to pick some other game then Arcomage and that game had such cards.

The problem with these cards is not only implementation in current system, but also we would need a "support area". This is a location where all active continuos effect cards are placed after played. And that's a complication.

I would like to keep MArcomage a simple turn based game, maybe later we will and the other game that I wanted to implement in the first place.
Progressor on 20:53, 4. Feb, 2009
You make me curious about the other game. :-P
kakerlake on 20:55, 4. Feb, 2009
with the other game, you dont mean magic the gathering, do you?
Mojko on 21:03, 4. Feb, 2009
Nope, I mean LOTR TCG.