Jump to content

Teishi jikan no Zexel(in progress)


Zexel

Good Bad?  

2 members have voted

  1. 1. Do you think this idea is good or bad?

    • Superb
      0
    • Very good
      0
    • Good
      0
    • Half-half
      0
    • Bad
    • Vary bad
      0
    • Complete disaster


Recommended Posts

Hi guys!

Me and my friend got a bit bored with battles that are the same and we desided to mix some of the TCG we know and make a good NEW game rules for using yu-gi-oh cards.

Im working on the rules book and my friend is doing the new effects for all the monsters, this is going to take some time so please give me ideas and f you want I will take the ideas and put them into the game.

Well here is the Lay out of where you put the cards and etc. (I'll get a pic. ready soon to show you how it should look)

The version 1 for the ley out info.

The ley out:
There are 3 rows of 3 spaces for cards, in the middle(The second space of the 2nd row) is your 'starter card', this card has to be summoned at the begging of the match. The rows have special assigments the first row is only for flying Zexcores, the middle is only for Walking Zexcores (Excluding your starter card') and finnaly the last row is for 'semi' Zexcores which means they can eaither fly or walk.on the right of the first row there is your deck whereas on the left there is the 'abyss' which you would call graveyard. On the back of the last row you should have your free space for the life damage cards to go into. Finnaly on the top of your first row there are your shields they will make your opponents ground type Zexcores stop from attacking you.Remember!: In Teishi jikan no zexel we dont use spell/trap cards!


Tell me what you think of the general idea of this and what you thin will come of it.
Any ways thanks for reading this!


Edit 13/04 17:22:
Some improvements on the rulebook (Already 2 pages^^ so happy xD)

Edit 13/04 19:44:
Well... so I started working with some sites of game designing (Thanks Griffin ^^ A + to you and ill send you 5 points just for the sake of it), right now I'm reading,writing and designing.
Link to comment
Share on other sites

Let me quote the awesome Mikhail Tal.

[i]And out of the undergrowth crawl the beasts. With eyes of flame and twisted grins, these are fearsome beasts indeed. Have fear, young one, for you have awakened the TCG trolls. These rejects of the lesser chans pride themselves in a lack of grammar and violent swearing, shouting over all who disagree with them on the list position of Card Trooper or the searching spectrum of Sangan. They are worshipping by the ignorant underlings of the TCG section, seen as tyrannical gods. Fear not, for with some witty put-downs and two-sentence long explanations (anything more would cause them to "tl;dr", posting anecdotal evidence results in a resounding "cool story bro"), you may be able to distract them long enough to make your escape.[/i]
Link to comment
Share on other sites

Alright. I can't tell you all that much without knowing the exact nuances of the rules, but having a really strong rules that follow good game design is important. If I were you, I would lay out every aspect of your rules and then add pros and cons next to each of them, from a game design standpoint. If you don't know very much about game design, I highly recommend www.sirlin.net - but you'd be smart to spend time searching around yourself for other materials after you've finished all the articles on there.

As an example, I'll go over what the creators of Yugioh might have produced using this system (this isn't everything, just some extracts from what it 'could have been like'.)

[b]Drawing cards:[/b]
[b]How it's implemented:[/b] Deck Size 40-60, maximum 3 of each card, draw 5 at start and 1 during each turn. No re-draw/mulligan engine.
[b]Pros:[/b]
[list]
[*]A reasonably small Deck Size and letting players use multiples should allow players to draw into planned combos and strategies with a decent amount of consistency.
[*]The maximum of 3 cards should stop a particular combo becoming too powerful since basing your entire Deck around one combo should be inconsistent
[/list]
[b]Cons:[/b]
[list]
[*]If a player gets a bad hand, it changes fairly slowly and they don't have an option to change, resulting in games that can effectively be lost just by seeing your opening hand.
[*]If cards are added later that make drawing easier, then the second 'pro' might be canceled due to the small Deck size.
[/list]
[b]How to fix this:[/b]
Add a mulligan/re-draw rule, which should itself reduce the need for more cards that draw, removing both cons.

[b]Losing cards:[/b]
[b]How it's implemented:[/b] Cards that are destroyed/used/ect are usually sent to the Graveyard, but can be sent to the removed from play pile by certain card effects. Quite a few effects recover from the Graveyard, but much less from the removed from play pile.
[b]Pros:[/b]
[list]
[*]Having a removed from play pile stops Decks from hinging on just one strategy, since the key card of that could be removed, so Decks are forced to be more interesting.
[*]Having quite a few cards that recover from the Graveyard should give players lots of options at any time, making things interesting.
[/list]
[b]Cons:[/b]
[list]
[*]The removed from play pile could get irritating by reducing the number of options to a player.
[*]The removed from play pile might be used to remove the only responses to a particular strategy that a player has, making the game over too quickly because there just isn't anything in the Deck that can save them, which would be really boring!
[/list]
[b]How to fix this:[/b]
Several options to be considered. Get rid of the RFG pile, make sure no Decks can be defeated by removing only a few key cards, or make RFG recovery really accessible, such as a really good generic card which has other uses so it doesn't become a dead draw!



As you can see, I was just picking random topics in the game and could already have improved Yugioh in two aspects. Please don't design a game that's this easy to pick flaws in by going through and checking your game design. I'd recommend using game design terms in your actual draft, because they'd be more concise and make more sense to a game designer, but I've avoided them here since you might not have looked into that yet.
Link to comment
Share on other sites

Thanks I'll keep that in mind and I'm already going to visit the site you gave me.

When I was making the layout I had the general idea of where cards are going to be if you want me to show you what I've done so far with everything else in the rule book feel free to ask ^^
Link to comment
Share on other sites

Alrighti then im getting up for an all night of work ^^

Griffin was this the kind of thing you ment?

Drawing cards:
Basics:Deck size 50-70 cards,Draw 8 cards at the start,Draw 1 card each turn, Draw 3 cards if you dont do anything ona turn(Zero turn), Maximum of 4 of each cards(Only 3 of each Trriger cores).
Pros:
A bigger deck means bigger gameplay
More cards give more choices
More of each cards gives an advantage
Zero turn can give an advantage of having more cards
Cons:
Bigger deck makes battle longer and sometimes duller
Zero turn gives an advantage to the opponent
1 card per turn makes the game go slower than drawing 2 each turn
More of each cards for example god cards can make it harder for the opponent
How to fix: Turn zero turn into something that gives a smaller advantage to your opponent, Maybe make 2 cards drawen each turn, Add a ban for more than 1 god card to be added to your deck.

There are the acctual rules for the game im going to change them a bit though^*^
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...