TL;DR Version
-Balance for Competitive Multiplayer
-Combine Triple Triad & Tetra Master
-Reduce RNG-Reliance
-Achievements/Collector’s Level
-Adjustable Trade Rules
-Card Bonding/Leveling
-Card Conversion
-Custom/Tournament Rules
-Division/League Play
-Global/Regional Ladder/Ranking
-In-Game Seeded Tournaments!!!
-New Rule Options: Draft & Unique
-Refreshed Purpose for Older Content
Both FF8 & FF9's Card Games had their own strengths & weaknesses. I'd like to propose we create a better card game for FF14, drawing from the strengths of the former. My hope is SE uses this thread to help inform the inevitable release of their card game, or takes inspiration from the text. Please share your own contributions & feedback!
FF8's Triple Triad
9-Grid (3x3)
Cardinals
Elements
Static Cards
Trade Rules
+purely skill-based
+finely balanced cards
+customizable ruleset
-lacks depth
-some silly rules
FF9's Tetra Master
16-Grid
Card Leveling
Card Powers
Diagonals
Grid-Blocks
+lots of depth
+collector's level
-grossly rng-based
-no custom rules
The larger board & randomized grid-blocks made for a wonderful experience in Tetra Master which ultimately felt much more rich than Triple Triad. However, too much reliance on RNG killed any competitive value Tetra Master might have otherwise had. On the flip side, Triple Triad has that "easy to learn, hard to master" appeal.
Custom Rules that worked:
Combo (connected weaker cards taken also)
Elemental (bonus for matching element, hindrance for opposing)
Open (visible hands)
Plus (sum of two connected cards equals power, flip both)
Random (random hands)
Same (two connected cards both equal to power, flip both)
Additionally, I would add two new Rule Options: Draft & Unique. Draft would be an open-handed form of play where players take turns selecting their playing cards. Unique means what it sounds like, no cards of the same kind in your hand.
As well, I would opt to remove Same-Wall, made for too much custom "bloat" imo (the grid-walls would count as powers of 10 for Plus & Same Rule purposes).
Trade Rules were a nice touch as well. Having the option to decide between One (winner takes one among cards captured), Diff (winner takes equal to the difference of cards captured), Direct (winner/loser both keep their respective card captures), & All (winner takes all) would be exciting in player-matches. However, I think this option should be limited to "in-person duels" (versus ranked queue).
Custom Rules ought also mostly be limited to in-person duels so as to reduce queue times & create a more standardized, "tournament" ruleset for ladder/ranking purposes. Perhaps Combo defaulted on & option for either "Open" or "Closed" Hand queues.
Lastly, a revision of Card Powers is essential for this game to thrive. In Tetra Master, a godlike card could lose to a bottom-tier card on the basis of severe RNG. A power of 10 could random-roll any number between 0-175 vs. a defense of 1 able to random-roll any number between 0-15... you merely "upped your odds" of success probability-wise against a terrible card, but were still subject to losing in lieu of harsh RNG.
Some RNG is okay & often beneficial, however it shouldn't be game-breaking or spoil competitive play. This method turned Tetra Master into a luck-based game vs. skill & would ultimately ruin the experience in a PvP environment.
I propose all the RNG lie in randomized element & grid-blocks placement. Naturally, the board should spawn no more than 6 each of elements & grid-blocks, though I think it'd be neat for in-person dueling only to be able to adjust these figures.
What I propose:
16-Grid (4x4)
Card Powers
Collector's Level
Custom Rules
Diagonals
Elements
Grid-Blocks
Minimal RNG
Trade Rules
As you can tell, this is much more akin to Tetra Master but draws heavily from Triple Triad. Tetra Master naturally had Combos enabled by default, but I think having the option to disable them would be interesting. Additionally, I've infused it with Custom Rule Options (plus Unique, minus Same-Wall), Elements, & Trade Rules. As stated above, there must be a standardized Ranked Queue for the sake of competitive play.
It would be extremely exciting if you could move up divisions/leagues. Card Tier ranges would rise with Player Rank & to queue within certain ranges, you must possess a minimum card amount in the respective tiers. Ex. Low-Grade Tier Queue could require 10 of each tier 1, 2, & 3 cards, etc.
Card Powers should be tweaked thusly:
As above, remove the RNG element.
In Tetra Master, cards had an offensive strength & type as well as both physical & magical defensive stats. Ex. an 8P64 would beat a 5M42 in direct combat as 8 physical (P) power trumps 4 physical defense. Types include: P, M, X, or A. P & M would match against physical & magical defensive stats, respectively. X would match against the lesser of the two defensive stats (think Chaos damage) & A would match against the lowest figure altogether (like X but also pairs against card power).
Like before, a power of 10 could lose against a defense of 1 & I don't think that should be the case here. The offensive types alone serve strategic play well enough, especially when combined with rules like Plus or Same.
Three final touches would cap this suggestion off nicely: Card Bonding, Card Leveling, & Collector's Level.
Card Bonding is the process of Spirit-Bonding cards through use. Once Spiritbonded, a card can be converted into an item from the creature's loot table (with a flat % chance for HQ) or an exclusive, unique drop (e.g. Twintania or Xande Minions!). Special drops should be cosmetic/vanity-based only so as not to 'force' anyone into playing.
Hunt Marks cards could even convert into Allied Seals with a chance for a Blood-Spattered Log!
A neat bonus to this feature is the ability to net one add'l loot for the week from current lockout content. This wouldn't be overly cheap as card drops from raid bosses would be somewhat rare anyway, SB at a slower, & nobody is guaranteed a loot item for the week anyway ("I main MNK & only ever see BRD drops!"), this could curb that to a very minor degree.
Cards would be tradable on the MB, however Spiritbond % would reset upon sale/trade. Raid Boss cards would either be untradable or become unconvertible upon sale/trade so as to prevent the gain of loot players haven't earned themselves (I prefer the latter).
Card Leveling would occur at both 50 & 100% SB rates. Say a card has an ilvl of 20, it would increase to i25 & i30 at max, providing a slight edge to those who've invested into their compositions. A single point raise in one form of defense could be equivalent to 5 ilvl's while a rise in power could equal 10. Therefore, some cards may not grow until 100% in the case of a power gain.
Another exciting aspect of this is that the type of growth could random/unknowable on a per-card basis. You could have one Dark Helmet card that grows in power & another which grows in defense (either 1 phys. & 1 mag. or 2 phys. or mag.).
Tiers could be every 20 ilvl's so a max-SB card would technically fall in like a "x.5" Tier Category, the edge of having a full-SB team could help a player push divisions but wouldn't be game-breaking due to the minor nature of the bonus (more fun than anything).
Ex. T1: i20-30, T2: i40-50, & etc. Divisions could be Tier-specific with Leagues every 3 Tiers; 12 Divisions & 4 Leagues (C, B, A, & S). Tiers could be compromised of mobs every 5 levels (e.g. T1: mobs 1-5, T10: mobs 45-50), while Tiers 11/12 would comprise current & past Dungeon/Raid Content (e.g. T11: High-Level Dungeons, CT, Older Primals, BC1-5, T12: Expert-Level Dungeons, ST, Newer Primals, BC6-9).
Divisions & Tiers match while League-Play could require the use of cards from the prior 3 Divisions, for instance: a C League Deck must perhaps be comprised of 3 D1, 2 D2, & 1 D3 cards. Players could queue both by league & divisionally though maybe only League-Play would count toward Ladder/Ranking.
Collector's Level would be awesome for achievers & completionists. For every X number of unique cards gained, one could rise in CL & earn unique achievement rewards/titles. A fun example of special reward would be Minion//Mount/NPC cards (e.g. Fat Chocobo & Hildebrand cards!). Would give plenty of reason for players to go out into the world & back into those older dungeons which would be a huge plus for FFXIV in my opinion.
What do you all think?!