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  1. #1
    Player
    Antanias's Avatar
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    Mar 2011
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    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80

    Golden Saucer Card Game Suggestion: Umbral Break

    The devs have mentioned a few times that they would like to put in an area similar to the Golden Saucer after 2.0 hits. For those not in the know, The Golden Saucer was a place where you could go and play games to get away from the grind of the actual adventure.

    After reading about this, I decided to come up with a concept for a card game that could be both fun and simple and replicate ff14's combat (sorry DoH/DoL's ).

    WARNING: I will not be posting a tl;dr version of this

    Umbral Break
    Named after the current ongoing 7th Umbral Era storyline and serves as a legacy to players who have experienced pre-2.0 and to hopefully intrigue players post-2.0. I just added break to the title since it appears in several forms throught the Final Fantasy series (Limit Break, Sphere Break, Break [petrification])...so why not here?

    Object
    To be the first player to defeat your opponent's Party.

    Zones
    I'm not gonna upload pictures since my drawings look like s**t, but since there are only three zones (not counting your hand) I think it'll be pretty straightforward.

    Deck: Place your deck here. A deck may contain no less than 30 cards (not counting Character cards).

    Character Zones: Arrange your Character cards horizontally in any way you see fit. Use 4 Characters for a Light Party game or 8 Characters for a Full Party game.

    Recast Zone: Place your used Action cards here. Cards in this zone return to the bottom of your deck after a certain number of turns have passed.


    Card Attributes
    There are two types of cards: Characters and Actions.

    Characters: These cards start the game in the Character Zones (there are 8 empty slots, but only 4 or 8 are used depending on the type of game you're playing).

    Characters will possess the following attributes (aside from their names):

    HP - The Character's Health Points (in increments of 10). Once they reach 0, it's turned face down where it remains out of play. It can't be the target of any actions or abilities unless the card states otherwise. If the character took any previous damge, it recovers 10HP during your Replenish Step.
    MP - The Character's Magic Points. A character will start off with 0MP and gain 10MP during your Replenish Step per turn. (Caps at 100MP)
    TP - The Character's Tactical Points. A character will start off with 0TP. In order to gain TP, the Character must make a successful Auto-Attack or gain TP through the use of certain Actions/Character Abilities. (Caps at 100TP)
    Abilitiy (or abilities, if any) - A Character may possess an ability that can be played during one of the game's steps. If an ability would activate during your Active Step, the corresponding Character cannot declare an auto-attack or use an equipped Action Card.

    Actions: These cards will be in your deck. You can equip these to Character cards you control so that they can either employ powerful spells, utilize weapon skills, or use abilities that can help turn the tide of battle.

    Actions will possess the following attributes (aside from their names):

    Recast Value - The number of turns a used Action Card must remain in the Recast Zone. Afterwards, it is placed on the bottom of your deck. If more than one card meets the conditions, you choose the order of the returned cards.
    Type - The Action's type. There are three different ones; Spell, Weaponskill, and Ability.
    HP/MP/TP Costs - The cost associated with using the Action Card (the cost is not applied when equipped to a character unless the card states otherwise).
    Rules Text - What the Action does after a Character uses it in place of an Auto-Attack. After the card's effect is resolved, it is placed into the Recast Zone (see 'Recast Value' above).


    Starting the Game
    1) Place your Character cards horizontally in front of you in any order. During each of your Active Steps, the Characters will get to perform actions such as auto-attack or equipped actions. Place 4 Characters for a Light Party game, or 8 Characters for a Full Party game.

    2) Shuffle your deck and draw 5 cards. A deck cannot contain less than 30 cards and cannot have more than 3 copies of a single card. Action Cards can sometimes state how many copies of itself are allowed in your deck.

    3) Decide who goes first. You can flip a coin, roll a dice, etc. as long as it's fair.


    Turn Progression
    There are four Steps in a single turn of the game: Draw, Replenish, Passive, and Active

    Draw Step: Draw 2 cards.

    Replenish Step: During this step, Characters gain 10MP and Characters that have been damaged previously will gain 10HP. Also, Action Cards that are in your Recast Zone get one turn closer to returning to the bottom of your deck.

    Passive Step: During this step, you may equip any of your characters with Action Cards. A Character can't have more than 3 Action cards equipped to it.

    Active Step:Each of your characters with may do one of the following (unless they have 0HP):

    1) Auto-Attack: Deal 10 damage to any of your opponent's characters and gain 10TP. If an Auto-Attack is prevented in any way, the Character doesn't gain any TP.

    2) Action: Use ONE of a Character's equipped Action Card's. After the Action Card's effects have resolved, place it in the Recast Zone.

    3) Ability: If a Character has an ability that would activate during the Active Step, you may choose to play it instead of an Auto-Attack or an equipped Action Card. Once the ability resolves, the next Character begins their attack (if applicable).

    After each of your characters have completed their attacks, your opponent's turn begins. This continues until one player manages to defeat all 4 (Light Party) or 8 (Full Party) of their opponent's Characters.
    I'm not expecting this to actually be put into the game (it IS just an idea, after all) and I am open to any questions/comments. I'll reserve my next post for some card concepts (again, not gonna post pics since I draw like I'm f***ing 4 xD )
    (5)
    Last edited by Antanias; 05-16-2012 at 10:50 AM. Reason: Took out the left-right attack order.
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  2. #2
    Player
    Antanias's Avatar
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    Mar 2011
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    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    Reserved for card concepts and other stuff (like what I initially removed before posting the op)

    EDIT: Here are a few card ideas:

    Highlander Pugilist/260HP
    Character/Puglist
    Ability) If ~ would be the target of an auto-attack, once a turn you may flip a coin. If heads, you may prevent that damage.

    Second Wind/(2) <--Recast Value, fyi
    Action/Ability
    Recover 20 HP. If the equipped Character is a Pugilist, it recovers 30HP instead.
    MP Cost: 0
    TP Cost: 0

    Aura Pulse/(4)
    Action/Weapon Skill
    Deal 30 damage to each opposing Character.
    MP Cost: 0
    TP Cost: 50

    Elezen Gladiator/340HP
    Character/Gladiator
    Ability) If any of your other Characters would be attacked, flip a coin. If heads, ~ becomes the target of that attack.

    Shield Bash/(3)
    Action/Ability
    Deal 20 damage to target Character. It cannot act during its controller's next Active Step.
    MP Cost: 0
    TP Cost: 20

    Riot Blade/(5)
    Action/Weapon Skill
    Deal 20 damage to target Character. Until the end of your Active Step, your remaining Characters can deal 10 extra damage with their Auto-Attacks or equipped nonspell Actions.
    MP Cost: 0
    TP Cost: 40

    Lalafell Marauder/320HP
    Character/Marauder
    Ability) During your Replenish Step, you may choose not to recover HP. If you do so, ~ deals 10 damage more (You cannot recover HP during your Replenish Step if this Character has full HP).

    Bloodbath/(3)
    Action/Ability
    Whenever equipped Character deals damage during your next Active Step, equipped Character recovers HP equal to half of the damage dealt (rounded down).
    MP Cost: 0
    TP Cost: 0

    Brutal Swing/(2)
    Action/Weapon Skill
    Deal 20 damage to target Character. If target Character is positioned to the left or right of the opposing Character directly facing equipped Character, Brutal Swing deals 10 more damage.
    MP Cost: 0
    TP Cost: 30

    Maim/(4)
    Action/Weapon Skill
    Deal 40 damage to target Character.
    COMBO - Maim: If equipped Character used Maim during your previous Active Step, it deals 10 more damage for each Action Card equipped (excluding this card). You do not lose TP if Maim successfully deals damage to an opposing Character.
    MP Cost: 0
    TP Cost: 50

    Roegadyn Lancer/300HP
    Character/Lancer
    Ability) If ~ was attacked last turn and took 0 damage, you may flip a coin. If heads, ~'s next Auto-Attack or equipped Action deals 10 more damage.

    Invigorate/(3)
    Action/Ability
    Equipped Character gains 20 TP. If equipped Character was a Lancer, it gains 30 TP instead.
    MP Cost: 0
    TP Cost: 0

    Keen Flurry/(4)
    Action/Ability
    Equipped Character loses 40 HP. If equipped Character would use a Weapon Skill on its next turn, the TP cost for that Weapon Skill becomes 0 for that turn only. If equipped Character was a Lancer, the Recast Value of this card becomes 2.
    MP Cost: 0
    TP Cost: 0

    Chaos Thrust/(7)
    Action/Weapon Skill
    ~ can only be equipped to a Lancer.
    Flip six coins. For each heads, deal 20 damage to target opposing Character.
    COMBO - Impulse Drive: If equipped Character used Impulse Drive during your previous Active Step, flip four coins instead. Impulse Drive deals 50 damage to target opposing Character plus 30 damage for each heads. You do not lose TP if Chaos Thrust successfully deals damage to an opposing Character.
    MP Cost: 0
    TP Cost: 100

    Miqo'te Conjurer/250HP
    Character/Conjurer
    Ability) Whenever ~ uses an equipped spell that recovers a Character's HP, flip a coin. If heads, that spell recovers an additional 10HP.

    Cure/(1)
    Action/Spell
    Target Character recovers 20HP. If the equipped Character was a conjurer, that Character recovers an additional 10HP.
    MP Cost: 10
    TP Cost: 0

    Aero/(2)
    Action/Spell
    Deal 20 damage to target Character, then flip a coin. If heads, that Character takes 10 damage during its controller's next Replenish Step (that Character doesn't recover HP during that Replenish Step).
    MP Cost: 20
    TP Cost: 0

    Aerora/(5)
    Action/Spell
    Deal 30 damage to each opposing Character.
    COMBO - Aero: If equipped Character used Aero during your previous Active Step, it deals 60 damage to target Character instead.
    MP Cost: 60
    TP Cost: 0

    Hyur Thaumaturge/240HP
    Character/Thaumaturge
    Ability) Whenver ~ uses an equipped spell that deals damage, flip a coin. If heads, it deals 10 more damage to target Character (if the spell damages more than one opposing Character, choose only one).

    Fire/(3)
    Action/Spell
    Deal 20 damage to each opposing Character.
    MP Cost: 30
    TP Cost: 0

    Fira/(5)
    Action/Spell
    Deal 40 damage to each opposing Character.
    COMBO - Fire: If equipped Character used Fire during your previous Active Step, it deals 50 damage to each opposing Character instead.
    MP Cost: 40
    TP Cost: 0

    Firaga(8)
    Action/Spell
    Deal 70 damage to each opposing Character.
    COMBO - Fira: If equipped Character used Fira during your two previous Active Steps, it deals 90 damage to each opposing Character instead.
    MP Cost: 70
    TP Cost: 0
    (2)
    Last edited by Antanias; 03-28-2012 at 03:29 AM. Reason: Adding stuff and stuff and stuff
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  3. #3
    Player
    Sabaku_Usagi's Avatar
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    Limsa Lominisa
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    Character
    Sabaku Usagi
    World
    Hyperion
    Main Class
    Alchemist Lv 50
    This seems a little too in-depth for a mini-game. It seems more like a rehash of the MTG/Pokemon/etc. cards. While i'm not trying to put down your idea, I think simplification would help you out a lot.
    (1)

  4. #4
    Player
    Antanias's Avatar
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    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Sabaku_Usagi View Post
    This seems a little too in-depth for a mini-game. It seems more like a rehash of the MTG/Pokemon/etc. cards. While i'm not trying to put down your idea, I think simplification would help you out a lot.
    It was WAY more in-depth when I thought of it (There was a zone for field/dungeon cards for different rules, items, weapons, etc.) and I do realize there is still a long way to go before it's simple enough to implement. I do apologize for not putting anything in for Archer for the above reason. I also realize that the character abilities are a tad convoluted, but they're only placeholders in case something better can be implemented or made vanilla (no abilities, just have its own HP with the standard 100 cap on both mp and tp) entirely.

    One of the things I wanted to aim for was NOT using a traditional discard pile/graveyard. You get to reuse some of your actions in-game so why not have a way of incorporating that aspect? I'm thinking for the 15min job abilities (once I figure out a way to put in jobs) the maximum recast value of 9 or have them turned face down in the recast zone where it remains "out of play" until the game's end. Another aspect was the "Light" and "Full" party versions to cater towards those who enjoy a regular game and those who don't have time, but would like to play.

    Haven't figured out a way to obtain cards, but maybe a certain job/ability used against regular mobs could be a source.
    It seems more like a rehash of the MTG/Pokemon/etc. cards.
    I've been a long-time player of both games and they're still going strong so obviously they're doing something right
    (0)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  5. #5
    Player
    Daniel_Fury's Avatar
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    Jan 2012
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    Limsa Lominsa
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    Character
    Daniel Fury
    World
    Sargatanas
    Main Class
    Miner Lv 70
    This would be fun ^^
    (1)

  6. #6
    Player
    Valmonte's Avatar
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    United Federation of Awsome
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    Character
    Felix Valmont
    World
    Balmung
    Main Class
    Lancer Lv 35
    Triple Triad or nothing. simple mechanics, complicated by the cards being fielded.
    (3)

  7. #7
    Player
    Colino's Avatar
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    Mar 2011
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    Gridania
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    Character
    Colino Nyea
    World
    Omega
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Valmonte View Post
    Triple Triad or nothing. simple mechanics, complicated by the cards being fielded.
    Agreed, the game needs to be something simple yet with enough depth to make it worth playing, just like Triple Triad. Anything more complicated than that would be a waste of time in all honesty, I wouldn't see enough people caring especially since the rewards will always be trivial (other cards).
    (0)

  8. #8
    Player
    Lienn's Avatar
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    Lienn Deleene
    World
    Gungnir
    Main Class
    Alchemist Lv 50
    tl;dr: Ya, necrobumped it because found it a nice idea.

    Well, I was bored enough to read this...and i found it a raw yet interesting idea. I'd change it a bit tho.

    a) Too much HP. Things can be much more strategic if you lower the HP and add ways of healing I particularly like the idea of the strongest attack being able to OHKO the target and the weakest attack being able to take like 10% of target's HP...so seeing you want a base 10 damage/healing I’d say 100 HP would be good enough for the bulkiest cards.

    b) Remove TP and recast. You already have MP…no need of TP since here they would work the same way. Also, if you adding auto-attack, no need of MP regeneration. It would be, pretty much, you AA for low damage and MP generation or using actions for special effects with MP depletion.

    c) Attack order is important. You can’t force the player to attack with left-to-right…letting players to pick the attacking order would favor the strategic gameplay.

    d) Midgame upgrades. If you want players to have a static set of characters then you must support some strategic upgrading after the fight started. An example would be instead of having your “Highlander/Gladiator” with giant HP, you having just the “Highlander” card. Here the card types I’d use:

    d.1) Character card. It has HP and clan ability. You pick them prior to fight and place them face down at your character zone. All character can AA so it doesn’t need to be indicated there (pretend everyone knows the AA deals standard 10 damage).

    Example: Highlander - HP 60 - Ability: There can only be one! - Deals additional 10 damage against Highlander characters.

    d.2) Weapon/Gear Card. It often offers you additional effects (like damage increase) or special attacks that replace the AA.

    Example 1: Colossal Axe - Requires MRD – Attack: Broad Swing – Deals 10 damage to target and to all foes adjacent to it.

    d.3) Class Card. Adds an additional ability or attack to the character.

    Example: Gladiator – Ability: Block – If you have a shield equipped, every time you gets attacked you flip a coin and, if heads, you take no damage.

    d.4) Job Card. Adds signature move and attribute bonus to the class card.

    Example: Paladin – Requires Gladiator – HP+ 30 – Ability: Cover – Once per opponent turn you can move the target from one of foe’s attacks to this character.

    d.5) Action/Weaponskill/Spell Card. Deals increased damage and/or special effects in exchange of MP depletion.

    Example: Provoke – Consumes 40 MP to place provoke tokens at half of enemy characters (rounded down). Any target with provoke token can only attack Paladin characters. Remove one token every time that character damages a paladin character.

    d.6) Food/Medicine Card. Cards that add temporary bonuses.

    Example: Grilled Hare – Any damage dealt by this character will be increased by 10 damage until the end of the opponent’s next turn.

    e) Restrictions. To keep balance some restrictions are important.

    e.1) Only weapons flagged as 1-handed can stack with shield or another 1-handed weapon.

    e.1) Food can stack with medicines as soon as one is food and the other medicine. You cannot stack 2 food cards or 2 medicine cards.

    e.3) One character can have only one class and job attached to it, but you can remove any of them at any time during passive step and, for every card removed, the character receives 10 MP. However, if you remove a card that is requirement of another card, the other cards will be removed as well.

    Example: If I have a paladin with a sword equipped, if I remove the gladiator card I’ll also be removing the paladin card and the sword card.

    e.4) One character can be upgraded only once per turn (class, job or gear cards only) and the card upgraded cannot attack that turn.

    Most of these points actually are just to add more strategic aspects to it since your game was a bit too “straight” regarding cards…if it was a good character card then it was a good character card…not leaving space for growth and ending like the good ol’ Yu-gi-oh that, when it started, was pretty much “who had the biggest number win earlier.”…
    (1)

  9. #9
    Player
    wolfsspirit's Avatar
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    Mar 2012
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    276
    Character
    Lakota Pride
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Anyone remember the battle arena in golden saucer ? lol , i would like to see chocobo races and the arena ingame.
    Also the cardgame in FF9 was pretty nice and not that hard to get the hang of it.
    (0)
    Last edited by wolfsspirit; 05-15-2012 at 10:50 PM.

  10. #10
    Player
    KiriA500's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    2,434
    Character
    Doctor Beatbox
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    What's up with this community and card games?

    There are other types of mini-games, ya know.
    (1)

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