#[Concepting] Tokens

16 messages · Page 1 of 1 (latest)

noble creek
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This is based on a post by Patricia Taxxon (the youtuber and musician) on tumblr detailing her ideas for utility cards that would not be used as playing cards but instead be used with the existing actions in the game to provide benefits. I want to contribute proper in-game rules for her and provide my own concepts, and maybe also use this as an opportunity to learn lua modding in the future. I've decided to call them tokens based off of what similar styles of utility cards are called in tcgs like Magic the Gathering. I will link to the original post if you want to get an idea of the original concept.

Obtaining tokens: Available at rates similar to tarots at default in the shop and in dedicating booster packs, both to go right into your deck be drawable like a card. They also have rarities like jokers to allow them to have more variety in power level.

Token rules: Depending on the effect of a token, there are different ways the effect can trigger and different rules for what happens afterwards. It could be required to play or discard one alongside the cards you want it to effect, it could use an effect the moment it is drawn and either stay in hand as a cost or immediately discard and allow another card to take its place., or doing a certain thing with a token could prompt a card selection.

Token Ideas from the original post:
what I mean by "end of draw" is that this action happens after the hand is filled or other effects draw all their cards, meaning if a card is discarded in this time it will not be replaced to meet the hand limit

Greed token (common):
If in hand at end of draw, draw 2 additional cards and discard this token (greed tokens drawn with this effect draw 1 less)

Hand token (uncommon):
+1 hand, gets discarded after drawing ends

Discard token (uncommon):
+1 discard, gets discarded after drawing ends

Flame token (common):
If discarded alongside only one other card, destroys that card

More ideas soon.

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Orignal post card ideas cont.

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Sift token (common): On play, select a card in hand, and draw the next card in your deck with the same rank as it

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Sort token (common) (sort of personal idea): On play, select a card in hand, and draw the next two cards in your deck with the same base suit as it

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Radar token (uncommon) (personal idea): On play, select a card in hand, and draw the next card in your deck with the same modification combo (enhancement, seal, edition) as it

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Increment and Decrement tokens (uncommon): On play, up to three cards played with this are increased/decreased in rank

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And that's most of the ideas from the post (except for the temp retriggers and hand play size ones, those could be entire game systems of their own)

wet viper
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oh! that was me!

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(in the reply i'm not patricia taxxon)

noble creek
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Cool

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Saw the post and got started thinking of the game rules required to make it work and thought i might as well write it down

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And I know programming pretty well so I thought it would be a nice side project

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Also basic stuff I wasnt really thinking about earlier: Multiple play/discard triggered tokens can be used at once if they dont interact with non-tokens plated

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And hands with tokens don't trigger scoring like regular hands unless specified

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For baron and obelisk reasons