MArcomage

Free multiplayer on-line fantasy card game

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Fithz Hood on 15:40, 20. Jul, 2008
It's quite simple to explain: if you use a "slow" card you lose your next turn.
some card ideas using "slow":
Lazy crowd: common, cost 7 recruits, slow, attack 14
Tower restauration: common, cost 4 bricks, slow, tower +10
Withdraw: common, cost 5/5/5, slow, discards your hand and receive eight new cards
Accumulation: uncommon, cost 0, slow, resources +6
Spite: uncommon, cost 5/5/5, slow, discard one opponent's card
Lazy apprentice: uncommon, cost 8 gems, slow, magic +1
Sleepy dragon: rare, cost 20 recruits, dragon, slow, durable, attack 40
DPsycho on 17:20, 20. Jul, 2008
Would you still gain stock from your facilities in the off turn?
wormfog on 17:23, 20. Jul, 2008
erm... that would be more like swift cards. nice idea btw. new card keyword
Mojko on 20:37, 20. Jul, 2008
Nice, but unimplementable in our current system. Maybe with the help of the history module, but the source of this problem is the keyword effect. It happenes in the future, not in the present. This is very close to the continues effect cards (like the ones used in MTG). When we designed the card system, we decided NOT to make such cards. So, we would have to make seriuos card system redesign to make it possible.
Fithz Hood on 10:08, 22. Jul, 2008
maybe there is a way to simulate "slow" but is quite complicated: after using a slow card your hand will be discarded and you get 8 "wait" cards, after using a "wait" card (cost 0 production *0) discard your hand and get the cards discarded on the previous turn. this process doesn't involve the "future" and makes you lose one turn after a slow card is played, but it's a really ugly solution. is it possible to make this process automatic and invisible for the players?
amaster on 21:47, 3. Aug, 2008
It's too late. Anyway...

The idea is wonderful. Some cards are light and quick so they can act faster (similar to the concept of "swift"/"quick") while some are slow and heavy (your concept of "slow"). I like it.

Some other possible penalties (for brainstorming):
- the next draw will be a dumb card (loss: waste one draw, and one round to discard this dumb card. A feeling of look bulky and slow hehe...), and/or
- lose all production in this turn to play "slow card" (= Production X0) or even more (eg Production X -1, X -2), and/or
- lose all stock or one type of resources (eg all recruits) to play "super slow card" (super slow card has relatively low price tag but quite powerful, but you lose all resources after play. It takes a while to recover and launch another attack. A feeling of slow again, hehe...)
DPsycho on 01:36, 4. Aug, 2008
Those suggestions are fine for individual, powerful cards, but not necessarily cause for an entire keyword.
amaster on 02:55, 4. Aug, 2008
===============
Those suggestions are fine for individual, powerful cards, but not necessarily cause for an entire keyword.
===============

The keyword of Rebirth is used by one card only. Still it can form a keyword. So why not? ^o^

After all, keywords are really nothing special. It's just a way to express a certain effect which is used across several cards. The text to explain the effect is usually long so we develop keyword to describe such an effect.
viperio on 15:35, 5. Aug, 2008
I really like the idea of the "Wait" mechanic - you get the card but you need to wait N turns before you can use it. It can function like the counters in MTG and it can be made somewhat independent of the the history of the fight.

Example (brainstorming): Sleeping Giant (keyword: Wait(2)) - in this case you have to wait for 2 turns before you can play this card. At the end of each turn the Wait(n) will lower by 1 and when you loose the Wait keyword - you can play the card. Perhaps it can function as a new card draw - at the end of turn check all cards with Wait, decrements their counters by 1 (actually modifying the existing card with the keyword Wait(n-1)) - something like the Facilities.

Topic opened for suggestions :)
Progressor on 15:42, 5. Aug, 2008
Id simulate it by putting production X0 cards in a deck, with the costs of the card but it hasn't the effect of that card, but summons a free version of the card.

For the rest, Im not sure about the keyword. Don't thing I like it that much...
Mojko on 00:41, 15. Aug, 2008
"Wait" mechanic is unimplementable in our current game engine. But the "slow" idea is nice - needs more thinking...
Deception on 03:29, 15. Aug, 2008
something like this could work

canon (uncommon) (destruction)
cost 15 bricks

do 25 damage
discard all ur hand and replace all cards with second chance


the problem is u will have new cards....