i find it so hilarious how the only fight scene is still the bald man versus the pig
@drilltotheheavens16956 ай бұрын
It’s genuinely hilarious.
@josephmartin97376 ай бұрын
It’s amazing
@ARandomEliatrope6 ай бұрын
it's such a funny and amazing concept to make that the only scene
@kerroseir47646 ай бұрын
It’s like clash royale: if there’s any interaction between certain horde cards then the game just ends
@cosmiclaziness6 ай бұрын
@kerroseir4764 that game incentives attack cards over defense cards too
@michaelfixedsys74636 ай бұрын
unpredictable behavior: yawning: prevents movement/attack, but spreads to nearby pieces.
@clickingz6 ай бұрын
Hello
@devonharrell16996 ай бұрын
really enjoyable idea
@growthstunt6 ай бұрын
@@clickingz -Mr frog
@cooly12346 ай бұрын
infinite yawn loop
@EmptyYEET6 ай бұрын
*"Did you know that yawning is contagious?"*
@AraikSarkisyan6 ай бұрын
10:20 Image playing card and hear from your opponent "oh yeah, my creature now is pregnant! Now I can sacrifice 1/1 baby to activate that spell!"
@gergelyritter44126 ай бұрын
Only in cardwars
@mo6ujlhoe4y4ejlo36 ай бұрын
Brutal
@jonsnow13246 ай бұрын
New occult deck?
@wurmschn36936 ай бұрын
I want that so badly
@BigHoles6 ай бұрын
I mean, would you really want it any other way?
@someoneindeed6 ай бұрын
I love that this whole mechanic just came from the wandering bald man wandering (could've just made it card specific but this is more interesting)
@snowyforest60586 ай бұрын
That's what I thought at first. From what I've seen no other card has a do-something-in-between-actions action. Thus, the *wandering* bald man should be the only card to *wander* because it's called the *wandering* bald man. However, adding this as a whole new mechanic has intrigued me.
@an_annoying_cat6 ай бұрын
still can be, the wandering bald man could have a mechanic involving all u.p. cards causing him to wander or smthing
@snowyforest60586 ай бұрын
@@an_annoying_cat Except he's not making Card Wars cards. He's making his own original cards. Goodbye wandering bald man, never met ya but I wish I did.
@hgjgf-d2n6 ай бұрын
@@an_annoying_cat Alternatively, his name might derive from something special happening when a UB card causes him to wander. What that might be I don't know, since nothing of note seems to happen after he wanders in the show (unless getting stuck after wandering is his special "ability", but that's kinda lame).
@camblycreeper79996 ай бұрын
Wandering Bald Man: Existing Bigholes: Write that down, WRITE THAT DOWN!
@jackotherstar6 ай бұрын
Having mechanics called flipping and flooping feels like such a card wars idea with how similar they are
@jolynemalone6 ай бұрын
next we need flopping
@jackotherstar6 ай бұрын
@@jolynemalone Knowing how many more mechanics I’m sure will be added later on I wouldn’t be surprised
@josephmartin97376 ай бұрын
This is a renaming suggestion: replace exhaust with rest. It’s quicker to say and works better in my opinion. Seems small, but it really smoothens gameplay to have a single syllable word to say about things being unable to do things.
@calemr6 ай бұрын
I'll note that among online card games, "Exhaust" is also frequently a keyword for "Remove this from your deck for the rest of the game." And it's usually a good idea to try to avoid using common keywords in a manner different to how they may be expected for people coming from other popular games.
@josephmartin97376 ай бұрын
@@calemr That’s true
@tomekk.18896 ай бұрын
@@calemrYeah this is why it should be renamed. Players come with previous card game experiences. You should build on their experiences and make use of them not change them
@kood9956 ай бұрын
@@calemr Really? I have only ever seen the word used in the same context as MTG's "tap."
@solsystem13426 ай бұрын
@@kood995same here. I've seen "exhaust" used to mean "remove from deck until end of battle" un rougelike deckbuilders but that's very specific.
@bheowolfe6 ай бұрын
The Wandering Bald Guy would, in theory, wander more than other cards. Maybe he has an effect where whenever he would do an Unpredictable Behavior, there's a chance that he would wander instead of doing what is stated on the card.
@funnymandoafunny18106 ай бұрын
Either that or he could shuffle “Wander”s into the deck, since they’re already being taken in and out of the deck
@deekay13066 ай бұрын
perhaps he can only wander?
@xaeCarolina18656 ай бұрын
What if wandering bald man had to draw more behavior cards than others since he moves more
@Lankpants6 ай бұрын
I like the idea that he'd have a very high unpredictability score (maybe even infinite) and whenever any behavior card is played on him he'd instead wander. So he's a kind of sponge for the cards that converts them into a fairly neutral action for as long as you can defend him (which sucks to do since he can just put himself into garbage positions), so he'd stop any of the truly atrocious cards from ruining your strategy especially if you had a fairly unpredictable high stated card.
@yizzardpalmero6 ай бұрын
Yeah I like the idea that he absorbs all wander cards, like instead of the normal unpredictability thing he just has the ability that if wander is drawn it affects him instead of whoever the target should be
@jadenbrooks61156 ай бұрын
I like how this is implemented in slay the spire's board game adaptation. At the beginning of a turn cycle, a single d6 is rolled, and then that d6 affects *all* actions on the board that call for randomness. Not one roll for action, but if a 3 is rolled, every card and effect and enemy with randomness accepts and uses that same 3 until the beginning of the next turn cycle.
@haazmat6 ай бұрын
That's a cool way to do it.
@bulutcoskuner97746 ай бұрын
It also makes artifacts that mess with the dice roll much more interesting.
@vernicimo6 ай бұрын
The person with the smallest total number of structures and creatures can be the one to roll/influence the dice. This way can work as a come back mechanic
@henioq12546 ай бұрын
I like the idea that if you get too many coins Dragon comes and lands on them with his own mechanics, it's neatly solves the issue, references Tolkien which is always a plus, and I can imagine it in the show. If anything it's always a idea for a future card idea that punishes afk farming.
@grimtygranule51256 ай бұрын
"I was wrong about something" *immediately shows a scene of BMO jumping into the ocean* I feel your pain.
@EMLtheViewer6 ай бұрын
Suggestion regarding generating revenue: Someone else on the previous video mentioned that solitary structures should not generate money by themselves and should require a correctly associated worker to do so (such as a librarian + library). Someone else responded saying that that would make certain buildings far superior to those that cannot produce income due to being workerless (such as a wall). To balance this out, I propose that certain cards have special conditional abilities that can generate money. For instance, an assassin/hitman type card produces x amount of money upon defeating a creature (perhaps requiring the defeated creature to have a certain keyword or tag). Maybe allowing your crops to grow undamaged on your land for y amount of turns and then harvesting them provides extra money as well. This also gives me an idea for how money could be taken away. Let’s say there’s an accountant card that has a chance to reduce the amount of money spent on a transaction, or which produces some other form of low passive income. When the accountant dies, maybe you lose x amount of money due to your kingdom now having to redo their finances because the accountant was the only one who had access to them (or whatever other made-up reason. This is just an example). It would increase gameplay variety and could encourage strategy involving creature placement and offense. Any thoughts on this?
@soundbynaive6 ай бұрын
absolutely right 👍
@Cfdrifbloom6 ай бұрын
i feel like it would reduce the money in the game even more, and again, so far the money is the only way to draw cards so is important to have more consistent ammount of it
@EMLtheViewer6 ай бұрын
@@Cfdrifbloom Perhaps, but it depends heavily on the quantity of these money-generating cards and the frequency that their condition is fulfilled.
@mranderson95536 ай бұрын
if i understand the developers ideals he want's money to be something that can pop up but doesn't have to, making money something you have to spec into by taking certain buildings feels like that would reduce the variety of buildings you might take and go against this idea, it's not a bad idea but i think there would have to be some modifications in the design that i'm not clever enough to think of
@EMLtheViewer6 ай бұрын
@@mranderson9553 Same here. It was just an idea that I thought might be worth considering because it might help give some better ideas of how the economy can work with refinement.
@northernfresh13196 ай бұрын
I think a hilarious unpredictable behaviour is “fart: target farts. This has no effect”
@paultapping95106 ай бұрын
"He Who Smelt It... when a creature you control would Fart, the player initiating the Fart Event now Farts, while the initially targetted creature does not. This has no effect"
@paultapping95106 ай бұрын
oh, but seriously. Then you could have cards that get Nauseous or have other effects if a creature in adjacent lanes Farts 😂
@lukasoliverleo37306 ай бұрын
you could expand on this with other creature effects. Like a gas elemental that gets stronger when a creature on the same board half farts. Or a fire spell that gets automatically triggered when a creature farts. Regardless of turn order or usual casting cost
@LovesickJo6 ай бұрын
Or instead the card gets embarrassed which means the next behavior card drawn must happen to them
@jootersblaccat6 ай бұрын
This feels perfectly in line with Adventure Time's humor!
@samueljackson53146 ай бұрын
I think the idea of behavior cards being added to the deck is so interesting. I’d love to potentially see cards entirely about their own behavior, like they force you to add that specific behavior to your deck so that they get boosted when it comes into play or something along those lines
@green11ndy6 ай бұрын
Also could have units/creatures that can affect the moods of their own or their opponents creatures!
@deekay13066 ай бұрын
maybe even cards that are immune to certain random behaviors. like "Monk-ey" which is just a monkey monk whos immune to the tantrum random behavior.
@CowCommando6 ай бұрын
Tie them to the lands you bring.
@Lankpants6 ай бұрын
You could also have cards that just transform behavior cards. For example WBM could have an effect like "if a behavior card is played on this card it does not perform that effect and instead wanders". That way you could have cards that are incredibly prone to behaving in a certain way and can act to absorb extremely negative behavior cards from your own deck.
@genericcatgirl6 ай бұрын
Unpredictable behavior ideas: Mitosis (Monster): Splits into 2 cards, stats halved (rounding up). Effects applied before the split apply to both. Idk how you would represent it with the cards, but it would be pretty funny. Terrible Singing (Simple/Friendly): screams at the top of its lungs, forcing one creature in the same land to leave to an adjacent land (both of your choice) Gig Work (Intelligent): the creature cannot act this turn, but earns 1 money for you instantly
@BobMcBobJr6 ай бұрын
Mama Rock: Friendly Picture - A rock in front of a smaller rock with it's arms out and an stern/angry face. Stats - 1atk/30hp Card Effect- Cannot move except by card effects. When a unit in this unit's land is attacked this unit takes all damage but reduced by half (round up).
@emmadelaney31336 ай бұрын
i like gig work
@tomsmurf42256 ай бұрын
"Mind Goblin" made me laugh
@supersnizelz6 ай бұрын
i dont get the joke
@bravefire41036 ай бұрын
Why would you laugh at the poor Mind Goblin?
@emanuelacola7266 ай бұрын
"It's psyonic"
@tomsmurf42256 ай бұрын
@@supersnizelz mind gobblin deez nuts
@catsoul30226 ай бұрын
@@supersnizelz mind gobbling on deez nuts?
@thebrunoo27306 ай бұрын
Mind goblin being banned in mtg and suddently making an appearance in CardWars is so funny
@BrosephBrostar-j6f6 ай бұрын
fr
@tic_tac_maniac23976 ай бұрын
The intelligence could be replaced with "Sadness" or "Madness" a creature card is one of the two with a number determining how much. works in adventure time lore as sadness and madness are a big part of the magic system.
@HiddenDragon5556 ай бұрын
Is getting pregnant Sadness or Madness?
@omatic_opulis98766 ай бұрын
@@HiddenDragon555yes
@zuzu64706 ай бұрын
YES YES YES YES YES MORE CARD WARSSSSS
@odistabettor6 ай бұрын
Unpredictable behavior idea: Investigate - Next time a creature dies, the affected creature travels to the scene of the crime. Also, inanity could look too much like insanity when read quickly in a small font. Also, really love to see this coming along so well. It's clear you're putting a lot of time and thought and effort into this and it appears to be paying off.
@_SomeThingsILike_6 ай бұрын
I gotta say, Get Pregnant is the most vile card name I've laid eyes on. I was only half-listening while working and hearing "pregnancy" was like a shotgun blast to the gut.
@cat-cat...6 ай бұрын
I get that it's a little weird and certainly can catch you off guard, but why is it vile?
@paultapping95106 ай бұрын
I... what? What an interesting reaction.
@omatic_opulis98766 ай бұрын
@@paultapping9510But what does it mean?!
@shrekeyes24106 ай бұрын
definitely
@shrekeyes24106 ай бұрын
@@cat-cat... Your innocence shines on our souls
@asleepency6 ай бұрын
Idea for moving workers: Maybe cards with the worker tag that are on the same land as a flipped structure card "work" at that structure until your next turn. The downside being that while it is "working" that it cannot perform any other action including defending itself on the reaction phase of your opponents following turn. Maybe this could generate 1 extra money upon surviving to your next turn to add a risk vs reward element. This way you could either be forced to move your worker to a different land if you want to flip a structure so that it doesn't work there and become vulnerable, or alternatively could make you want to move the worker to a land where they can "get work". This might also have the bonus of forcing players not to flip all of their structures to generate money or else their worker cards will be left vulnerable as well. Alternatively you could have "worker" cards be "compelled" to inhabit a lane with a flipped structure card if it is in a lane adjacent to it? Just some random ideas. This project is super cool I look forward to seeing more from it!!
@SalvadorRuberto6 ай бұрын
I love this idea, the thought that came to me is that, since the money mechanic is suposed to be a non intrusive or elementary mechanich that completly halts a game, maybe not all structure cards have to generate money, instead have structures that could generate extra money once the corresponding worker goes into it(maybe have sinergies within structures so that if a worker that is intelligent goes into an intelligence related structure it is somehow more advantageous) while being less useful overall and structures that dont generate any money to have more useful mechanics by themselves
@inbrief-shorts5 ай бұрын
some random behaviours you may like: • sing/whistle • vomit • dance • play and instrument • feel shy • chat • panic • faint
@haazmat6 ай бұрын
Definitely do some art for the emotion cards. It doesn't have to be as big as other cards (so you can fit text easily), but knowing the card by just taking a glance at the art instead of reading is always fun.
@kingdingaling33766 ай бұрын
Little smiley faces
@J0PPE6 ай бұрын
I think a good change would be to immediately draw the unpredictable behaviour card when it's on the top of the deck. That way you won't be able to plan your turn around the unpredictable behaviour card before you draw it, but you still get a monster that turn.
@CowCommando6 ай бұрын
I suspect the behavior cards will have the same back as the regular cards and were different here for demonstration purposes only.
@firelasto6 ай бұрын
@@CowCommando thatd make it annoying to sort them out of the deck once the games over tho, if you actually printed these cards out and had physical decks, which i definitely wanna do at some point
@johnspartan57226 ай бұрын
@@firelasto unless they go with the idea that you draw cards per element as deck generation in which case you would basically deconstruct the deck anyway
@blank97936 ай бұрын
I personally love how you handled randomized behavior. In a video game it's easy to program "personality traits" into the creatures themselves and have their parameters run in the background. But for a tabletop game, it would just be a mess. Using behavior cards keeps it simple and adds a lot to the game. Well done.
@Crunchy_Toast076 ай бұрын
Babe wake up, Card Wars devlog just dropped
@JasonKings776 ай бұрын
I think it could be interesting to have the opposing player pick the Unpredicable Behavior Cards that will be placed in a players deck at the start of the game. It could add a layer of strategy to deck building as well as unique feel to the playstyle of the game, while keeping some level of randomness with the cards working how they do currently
@UncreativePF6 ай бұрын
Oooo I like this idea
@57chevy016 ай бұрын
This series has been so awesome to follow along, keep up the great work!
@JoeRose86 ай бұрын
For the wandering bald man specifically has nobody considered that the wandering bald man's wandering could be caused from a card effect. Cussing him to move on the board for an action your opponent takes.
@parmesanzero76785 ай бұрын
Yeah it’s right in his name. I don’t see why we’d assume all creatures would have random behavior. I assumed it was part of the card.
@RipOffProductionsLLC5 ай бұрын
Yeah, it's not like every creature had a descriptive epithet that coralated to a random behavior. Through sone kind of "behavior" phase during turns where cards that have such things activate(or attempt to activate) would still make sense. Say such "random" behaviors have a chart/list of actions tied to a die/dice roll, with a single such roll being part of the phase and then shared among all random behavior cards. Say the Wondering Bald Man moves left on a 6 or 1, right on a 3 or 4, and does nothing on a 2 or 5. Meanwhile some other card, let's call it "the screaming baby" does nothing on a 1, 2, 4, or 5, but on a 4 or 6 will cry so obnoxiously that all enemies that attack must target it if they are able. Bald Man getting stuck is obviously a feature of the terrain, probably worded as "creatures in this space can not move unless they have keyword fly/hover/ghost/spirit/[whatever else makes sense here] or use an ability with keyword teleport"
@blacky78016 ай бұрын
I have no recollection of opening this video, yet here it is, somehow open in my browser. Not that I am complaining of course, love the series!
@elio76106 ай бұрын
maybe you have autoplay enabled.
@blacky78016 ай бұрын
@@elio7610 That can't be it. I suspected that too and checked. It was turned off.
@elio76106 ай бұрын
@@blacky7801 yeah, it would be obvious if that was the case. well, i guess you are haunted.
@blacky78016 ай бұрын
@@elio7610 help
@rx.frost77456 ай бұрын
@@elio7610 Maby this conversation could be a card
@pastramiandrye6 ай бұрын
Alternate names for Inanity/Unpredictability: Quirk/quirkiness, unbalance, nerve index, Habits, Uselessness, Ennui, Joi de vivre, unctuousness, salubrious score, vim, vanity I think a cool way to include this with the worker placement mechanic would be that a creature can feel sad for being removed from a job or just not having anything to do, happy for being promoted, or be ambitious/sneaky and push another creature off the job post to take their place. I'm not sure if it lines up *exactly* with the system but it might be neat to also allow a creature to be influenced by whether or not they're employed, either making them resistant or vulnerable to abilities and affects based on their land/employment type You could also have a trigger mechanism for events that can create moods, for example - if this character is attacked, search the deck for a relevant personality mood card, then reshuffle
@GJERocks6 ай бұрын
Great videos so far! A lot of the simulated behavior reminds me of a game I heard about a while ago called Dwarf Fortress, which has insane levels of emergent interactions. I recommend giving it a look, even though I don't know much about it. It may help spring up ideas. There's a famous story where in-game cats had started dying unexpectedly too often in-game, and it turned out that was because they would walk over puddles of spilled beer in bars, and then later die of alcohol poisoning when grooming themselves later.
You definitely know how to take the right directions I wouldn't know what is right for this real life adaptation but when you say "i decided against this because.." i always feel relieved that you did
@colbycoles69836 ай бұрын
The amount of time dedicated to the wandering bald man in these videos is honestly legendary at this point
@trevorritzke20996 ай бұрын
Instead of calling it "unpredictable behavior cards", call them "chaos cards" with workers and buildings having a "chaos modifier" for how different cards are more unpredictable. A larger chaos modifier means that the chaos card is more impactful to that card. For example, wander applied to a chaos mod of one means they can only wander on your side of the field, a chaos mod of 3 or more means they can wander to the other side of the board and immediatly be attacked or attack an enemy card.
@zuzu64706 ай бұрын
I just had an idea regarding both Finn’s and Jake’s ace creatures, The Pig and The Immortal Maze Walker. It can be either one of two things: 1. Ace cards, either one creature, artifact or structure that are hidden at the start of the game and come up when you choose to play them. They have a very special mechanic that essentially drives your main gameplan forward. 2. Secret Boss, a unique and powerful creature that “hides” in a land and, just like ace cards, are only revealed when played. When that secret boss dies however, you lose the game.
@mikaeluhl6 ай бұрын
I bet this guy plays league of legends
@zuzu64706 ай бұрын
@@mikaeluhl H m m m m
@zuzu64706 ай бұрын
@@mikaeluhl H m m m
@ThefifthBishopofGord6 ай бұрын
Those are interesting ideas. I personally think there is the possibility that it could be that certain cards can have no more than one that card played in the game on either side. The Pig is a card that completely counters a corn deck and if a person could hypothetically fill a deck with The Pig if they knew their opponent runs mainly corn decks, it would be one sided and extremely unfair for the player that runs a corn deck is can barely play a deck. The Immortals Maze Walker probably has keyword that involves the fact it is immortal. It probably takes no damage while on the corn element land or an actual maze land. For an actual explanation on how I possibly think the immortal keyword works: This card cannot take damage while the land this card is on has the same element as it. I think this explanation works to my knowledge.
@zuzu64706 ай бұрын
@@ThefifthBishopofGord Love that idea!
@JakeSeven5416 ай бұрын
The idea behind Behaviour cards is interesting. I think the wandering bald man in the show wanders because of his card discription. For the behaviour of cards I would suggest a card to have: °The Description of the card °Passive behaviour (eg. The wandering bald man just wanders aimlessly through all the four sections of board) °Active Behaviour is when you floop the card. Some questions may rise like how do you control the pigs behaviour to go sleep. Or the witch going into the cabin to study revival magic. I think the logic behind that would be the structure cards description that you can take any monster card and make it sleep inside or a specific monster card like the witch can only use the cabin to study. (This way you won't need behaviour cards or dices) The structure cards this way reminds me alot about Yu gi oh's spell and trap cards. Some are specific to which type or certain card and some can be used on all cards.
@Ludi_Chris6 ай бұрын
This is becoming better by the video.
@dr_beeee28096 ай бұрын
Unpredictable behavior: backflip: does nothing but it’s pretty cool huh
@Dr.Infin8ty38106 ай бұрын
Also, the behaviour thing , the wandering bald man was the only creture that exhibited a behaviour and non of Finn's cards so maybe the behaviour is a customization thing , where you can make a card exhibit a certain animation
@quokkaawakening36395 ай бұрын
Honestly I believe that this is the best moment for u to add the field cards, these could solve the problem of worker position not mattering that much, you could have certain combinations of fields, cards and structures, produce more money or some similar buff to the economy according to the type of card. You could also add a way for the fields to affect the combat stage, we can see how the mud field inmovilices the bald man. One aspect that I think should be reworked is cards combinations of all types, the way the game is thought right now doesn’t allow for a lot combinations like we see in the first episode of card wars like the corn field being necessary for the corn warriors to function or the wizard being able to resurrect cards after entering the library for some turns. I don’t know how you could solve this tho, maybe someone else can
@jones6396 ай бұрын
Yay, new update!!! Love this projekt!!!❤
@g0dzilla56 ай бұрын
The narration is getting vaguely more sassy over time and I’m here for it
@BigHoles6 ай бұрын
I have the approval of Godzilla Junior!
@ruzgaryazici81656 ай бұрын
keep up the good work, watching your passion and determination is very inspiring
@kirbs00015 ай бұрын
Something you did in an earlier video that I think may have interesting gameplay impacts is tracking economy by drawing and discarding cards. With this implementation of unpredictable behaviours, that means that UBs are triggered more often. Additionally, if there are rules around deck construction, it means players will be less able to stack their deck, since they'll be discarding cards they might otherwise want to draw. It also allows you to make the economy something the players choose to engage in, rather than something the meta demands that they must, since doing so means discarding cards.
@georg15736 ай бұрын
Suggestion for the randomness/unpredictability stat: "Whimsy Gauge"
@zonebooth5 ай бұрын
I really like the idea that your opponent provides your Unpredictable Behavior Cards. That would make for a competitive element to it, and have a lot of strategy behind it.
@calmagnum31866 ай бұрын
The cult of the lamb background= 🔥🔥🔥
@pedrosedrez82205 ай бұрын
After watching this video 5 times, only now I've heard the cult of the lamb soundtrack on the background
@The_Rusty_Screwdriver6 ай бұрын
I love this community I clicked on the video and the number of likes and views were parallel
@elio76106 ай бұрын
the like button is a flawed feature, we should just ignore it. a "like" just doesn't really mean anything or provide any useful data. you can determine people's interest by views and watchtime and from a purely business perspective it doesn't even matter if viewers enjoyed the video as long they keep watching. as a viewer, i can't really gauge quality from the number of likes, especially when dislikes are hidden or nonexistant. it is useless for both the audience and the creator, it is pointless.
@The_Rusty_Screwdriver6 ай бұрын
@@elio7610 The amount of people who asked is equal to your body count.
@Derek-le4erАй бұрын
I just discovered these devlog videos and holy crap this is so entertaining. I love Card Wars!!! You're doing an amazing job!!!
@pining_tree67886 ай бұрын
I’m happy to keep churning away!
@cristhianherrera11735 ай бұрын
Food for thought regarding how to make money: Have you considered having a specific type of building which its entire function is to generate money and have that be the main way players gain money? It would introduce the conflict and decision making for players where they have to choose whether to build a structure that will generate them money or a structure with other effects and abilities. I believe that it would be helpful in balancing the money generation part of the game as players could theorecally just commit their board to produce money at the cost of having more useful buildings or players dont build any money generating structures and the lack of money would let their opponent run the economy. Im not sure how this would interact with other aspects of your game as I dont know how your structures work at the moment but I thought it would be something worth considering. Also the structures could be thematic to type of deck the player is running. A corn deck could have corn farms that would sell corn. A snow deck could have Ice cream shops. Etc... Love the videos and everything youre doing please keep it up!
@nandesz57566 ай бұрын
Letsgoo, my favourite series has a new episode. Please keep going, I love this series so much and I wish you the best
@magpy_6 ай бұрын
I was thinking on how the Wizard went into the library to research in the first cardwars episode. That feels like an action that would only be available to the wizard when the library is available, because the pig going into the library would probably end with it eating the books or something. I was thinking that, instead of the mechanic being unique to the library or the wizard, what if the action that a creature can do in a building depends on its personality? Each building/structure has its normal abilities, but there’s also a table of actions that can be done depending on the creatures personality. The wizard clearly has Intelligent as its personality, so research would be the action a creature with intelligent can do at the library, but a creature with intelligent at the cave would meditate and probably increase attack, unlike the pig which rested in the cave and healed. The creatures using the building/structure in this way would require them to “go inside” the structure, which is a risk, because if the building/structure is destroyed while they’re using it, so would the creature be destroyed, just like how when the pig was resting in the cave and it got destroyed, the pig died. An example of the Library personality table: Intelligent: Research - Search through your deck. Set aside the first spell you find for use at any time, seperate from your hand. Reshuffle deck. If creature that researched this spell dies, shuffle spell back into deck. Simple: Librarian - Creature asks a librarian for help. Next turn, spawn a 0 attack, 1 health librarian. Flooping Librarian adds +1 attack to a selected creature on this land. Friendly: Storytime - Creature reads a story to all creatures in this land and opposing this land. Exhaust all creatures in this land and opposing land. Aggressive: Campfire - Creature tears books apart to start a campfire. Heal creature for +1 health for each turn spent in this structure. Monster: Campaign - Creature interrupts a group of TTRPG players and gets chased out. Move creature to an adjacent land of choice, do not exhaust creature. This would probably massively complicate things, require a seperate mini hand book for players to make reference to if they want to be really strategic and make perfect choices, but I think it would be really fun addition if players had a creature use a structure and then look at the structure’s personality action table for what happens. It would add a little bit of randomness and personality to the game that already has a ton.
@witchboy446 ай бұрын
Yessss! Now the mind goblin isn’t just a deez nuts meme
@EliManny20005 ай бұрын
I think structures should care about personality type. For example, the wizard research tower should have a mechanical synergy with intelligent creatures. I keep fixating on that wizard learning necromancy. I think it could make sense that the structure says something like "An intelligent creature can spend X amount of turns in this structure. Then, once on each of your turns, as long as that creature is on the battlefield, you may reanimate one of your dead creatures."
@Deer86166 ай бұрын
Unpredictable behavior idea: monster Start a revolution against your controller so that every card in the same lane as the chosen card attacks a structure on your own side in the same lane.
@rx.frost77456 ай бұрын
personality card: mid-life crises: one card of any type gets a mid-life crisis. turns into a toke depression type, getting -1 damage.
@rafaelsegala65026 ай бұрын
I hope you make the board bigger in the final product
@TheNerdySimulation6 ай бұрын
Rules suggestion here that perhaps instead of drawing the U.B./Event cards (ones with purple backs) you activate when their backside is revealed in a draw pile and resolve it before continuing effects. This skips the need to worry about the drawing cards limitation and adds to the "surprise" factor. You could also limit it to 1 per player a turn, which would allow for the scenario where Wandering Bald Man moves during Finn's turn instead of Jake's as represented in the show and stops a chain from derailing actual play actions. U.B. Cards: *Fart* - An awkward poot shoots out your boot(y). Affected creature loses all abilities until end of turn. *Gamble* - Always one hit away from winning. Flip affected creature and toss a coin. If you win the toss you instead net 2 income, if you lose you instead lose an income. *PARTY PARTY PARTY* - Groove with infectious intensity. All nearby creatures are considered bros until your next turn and gain a Dancing token. (Could also have them floop w/o effects activating but thought "Dancing token" was more fun and allowed for possible creativity)
@mewt53586 ай бұрын
Not sure how to feel about the "get pregnant" card
@rx.frost77456 ай бұрын
personality card: calming: one aggressive creature meditates turning them into a friendly card. if the cards has a predictability above 7 they turn into a token Munk (token is a card or stat that is unattainable by drawing or conventional ways ex if a car spawned another car that card would be a token. token is like a hidden part of the game.) not being able to attack but getting double defense (feel free to give any suggestions or change anything about the card)
@MaddestCattestGaming6 ай бұрын
1 view in 42 seconds, BigBlud really fell off 😔💅
@Zawaito6 ай бұрын
Idea for emotion and behavior cards: - They are shuffled in your deck. - They have a base effect "when you draw, draw another card. If Behavior or Emotion, shuffle it and draw another." (So that you always gain an actual card) - they have to always be played when you draw it Two options: 1st - randomized: - assign a number to every creature eligible - roll a die, give the behavior/emotion to the creature rolled. 2nd - Personality based: - assign a tag to each card corresponding to its main personality - you can assign the card to any creature you want - it will have special/enhanced effects if the personality matches the card. What behaviors could do: - force a creature to move - force a creature to defend a building - force a creature to defend another creature - force a creature to flee from danger Etc. What emotions could do: - give a buff to a creature - give a debuff to a creature - make a creature do a preset action - make a creature react to an action differently. For example: Behavior - wander: Roll 1d6, make the creature move that many steps/zones. Lasts until another behavior is asigned. If "agressive", move towards the nearest opponent instead. Emotion - angry Creature deals +1 damage after being attacked. (Explaining the bald man) Lasts until the conflict is over If "agressive", deals +2 damage, takes +3 on the next hit Also, some emotions and behaviors could have the tag "reaction". They are played upside down on the creature and are revealed once you or the opponent trigger it, creating room for bluffs and mindgames
@AroyalMcWiener6 ай бұрын
Stupidly op behaviour card: Ascension - The highest attack card ascends to godhood, removing them from the field, but converts one of your opponents least intelligent creature to your side (you gain controll of the card) and protects any holy building on your side of the board from (almost?) any attack. It might be somewhat balanced since one of your best cards disapears but still does some pretty big damage toward the opponent.
@rx.frost77456 ай бұрын
personality card: blink: one of any card type blinks. if it has a predictability higher than 10 roll a D20 and if it lands on 10 you win the game. the blink is so powerful it flips the table (if the table is not flipped ex it is drilled to the floor, then you don't win. You HAVE to flip the table to win) (feel free to give any suggestions or change anything about the card)
@gasparliboreiro45725 ай бұрын
about the money, you could make that money isn't useful in all builds, but with surtain structures and creatures it becomes a resource you need for power, something like a bank that gives double the money, police that protect structures but have to get paid, etc etc
@hughmungus73205 ай бұрын
Unpredictable behavior: midlife crisis Creature buys a car and writes a novel
@bengoodwin21413 ай бұрын
A thought: Instead of behavior cards, each character has a personality which represents what they do in certain circumstances. For example, the "wanderer" personality is like: "Whenever anyone rolls a dice, this card moves in a direction corresponding to the number rolled." This also fits well with the hexagonal cells, there are 6 dice numbers and 6 adjacent cells.
@ShelbyAQD5 ай бұрын
As someone who loves dreaming up impractacle game concepts, this series is an absolute delight.
@suproxd6 ай бұрын
about the wandering man getting stuck, I always thought it was because of the card and terrain descriptions, example: mud area: if a card thats not a farm or swamp card enters the area it gets stuck for 1 turn wandering bald man: when your turn ends wandering bald man wanders to a random zone on your side of the board it would be explained by just thinking jake made an awfull move with counter synergy and it would make sense
@rx.frost77456 ай бұрын
personality card: bend over: one card of any type bends over gaining agility. for the next attack they can move to any adjacent lane. if there is a joke made with bend over it also gets +1 damage (feel free to give any suggestions or change anything about the card)
@fazdingo296 ай бұрын
no i'm pretty sure you were right about the stats. you could interpret what happened to the husker knights as them losing their attack power and not their health since they don't actually die in that combat which is demonstrated by the fact that they "revive" when the land is regenerated which shouldn't happen unless they never actually died. this is also supported by the fact that the cerebral bloodstorm was able to damage the husker knights even though the cornfields were already destroyed and if we assume that the bloodstorm only does minor damage, it wouldn't have killed the husker knights due to them having 6 health
@mightbetoad67866 ай бұрын
This is from an earlier video but if you recall saying the x in the corner of some cards is because it doesn't have health, i think thatms actually damage, and x signifies that it varies, according to the description of the card
@lava18466 ай бұрын
Loving how this project is slowly developing. I really like the behaviour card idea. To provide a potential example of how to help discern behaviour cards when sorting a deck without using the back. Cardfight vanguard uses a yellow border at the base of it's "trigger units", which I have found to be very useful while sorting my decks as it nicely contrasts the normal black border quite clearly. While this might be a little extreme I think something simple in an easily comparable spot like the base or corner of the card would make the post game sorting process at lot simpler.
@paulamarina046 ай бұрын
a few ideas for u.p. cards: rebels (aggressive): disillusioned by the world, it rebels against you and joins the enemy forces. after a turn it outgrows this phase and returns back to normal develops impostor syndrome (simple, monster): it doubts its own abilities and reduces its attack by half, rounding down. if a friendly card is in the same field, it offers emotional support and the effect goes away birthday (friendly): turns one year older. enemies dont want to ruin its special day, so it cant be attacked this turn organizes a strike (intelligent): convinces all cards in its field to take part in a strike and become immobile for a turn, including enemies hugs (friendly, monster): hugs a card of your choosing. if it is friendly, both it and the hugged card gain +1 hp. otherwise it gains +2hp and the hugged card loses -1hp
@spitfyre86886 ай бұрын
Unpredictable behavior for friendly: Convince, floop affected creature, enemy creature in nearest land acts under your command for next turn. If distance is tied between multiple creatures, it affects the one with the lowest total stats added together.
@PikaBolaChan6 ай бұрын
i always thought it was a very small number of certain cards that could make money, like how they floop the wizard to research the raise the dead, certain cards can be flooped to earn money in a similar amount of time 2-3 turns, but that’s mostly what they do with bad stats. it makes it obvious to the enemy that you’re making money (but it is your choice how much you auction with), and it’s optional and so you can just use the card for attacking if you want for beginner players like Finn was
@coolcatmanc84766 ай бұрын
Here’s an idea I thought up basically immediately for an Unpredictable Behavior card: Defenestrate. Target immediately leaves building out the window, interrupting whatever they were doing in there. If building doesn’t have a window, leaving this building damages it. If building is multiple stories tall, leaving this building damages the creature. Both statements may apply at once. If no creatures to which this is applicable exist, reshuffle this card into your deck.
@puhgamingaur6 ай бұрын
i absolutely love your ideas! i was thinking instead of unpredictability it could be called craziness or mind or something of this sort because these (especially craziness) are themes often explored in the original show (for example: Betty. Simon/Ice King, Magic Man, etc)
@jogodedois48636 ай бұрын
U.B Idea: Overthinking: Makes it so that the card does everything it can, it floops, activates, generates cash(if it's a worker). All those effects are applied but the creature cannot do anything for 2 turns afterwards.
@tailez6066 ай бұрын
For the Unpredictable Behavior cards, you could add multiple behaviors on one card. Then they could all happen at the same time and target various different things on the board. Or the card could have a clause that describes which behavior(s) happen based on criteria unique to that card. You could have goofy stuff like "Ask opponent if they yawned in the last 24h, if they did, X behavior happens, else Y behavior", or more "competitive" conditions like "Pick behavior based on number of creatures on the board: 1-2 = X, 3-4 = Y, 5+ = Z". I think there's no limit to the amount of conditions that could then be used. Some might be more thematic too, in order to allow the kind of unpredictability that we see in the show, where "you didn't expect THAT to happen"
@getoveryourself22125 ай бұрын
Idk if i'm a little off, but for Event Cards you could possibly after every 5 turns any 1 person in the table can pick a random card to affect the atmosphere to add ambiance (not a choice of who picks the card or what card to pick) it could either add a hostile enemy or change the weather to either benefit or not towards the players it'll be exactly like how the old Mario Party games used to be (Mario Party 7, Bowser does something to either all players or 1 player alone) Edit: I want to add, The enemy doesn't have to catastrophic like D&D where it can end a game / campaign it can be an enemy like in Borderlands 2 in Caustic Caverns The Crystalisks or like in Darksouls, The Crystal Lizards it also possibly gives either a small, or large payout, + it adds the value to "High Risk, High Reward"
@GagePulkrabek6 ай бұрын
Unpredictable Attack behavior: the attacking creature ALWAYS attacks first unless dictated otherwise by a cards effect/status the creature rolls from its “Max” attack (displayed on the card) to zero any number between that is a viable hit number. if the defender survives roll the same as the attacker (Max - Zero). after this first round if both are alive add 1 to the minimum and maximum attack value (for this attack only) repeat till one creature (or building) remains (edit) after the first round if a attacking pig and defending pig survive Both their attacks would go up for that combat meaning after round 1 (now round 2) the attack would be 2:0+1 for both then be fully reset for the next combat that the winner would be in
@KingNedya6 ай бұрын
6:14 I didn't expect to see DRG referenced but it was a pleasant surprise, it feels like ever since I started playing over a year ago I see it everywhere
@dig46486 ай бұрын
Mechanic Suggestion: Workers need to gather food and eat, if you don’t feed them, they could be with the status effect of “unwilling to work” which they cannot work untill fed. 1 Turn is needed to gather food, and the player commands the Worker to gather food, Example: Worker card is commanded to gather food or automatically goes to gather food( could be a setting) , if i have a worker in a cornfield land lane, they would gather corn, and they would get a random amount of food from 1-3 , you could also make them move to go gather food, and then it would be 2 turns to do that. That’s one way to add material card. You could also make the mud land lane harvestable, and made into bricks by laying it in the sun, so the worker would go get the mud (would take 1 turn to happen) so you can and put it to dry in the sun, (2 turns) and that could repair a structure on your side of the board. You could also try to get resources from enemy lanes, but it would be needed to be without any creature cards.
@Irregular-d7y6 ай бұрын
You should add economic/infastructure cards. Land specific/resource, while they dont offer direct benefit they may offer something hyperspecific. Like goblin bar card, which only works in goblin land cards, which can be used to turn resource cards into money or something like that. Just have some cards that directly interact with the economy specifically, but arent necessary to win a match. Right now the economy cards seem to be ineracted with vaguely. Isolating the system is good, but I think itd be funny if a beetle could go into debt. Maybe cards that work with emotion cards, for you or against your opponent. Goblin Casino Card, which hijacks an enemy when they have a negative emotion to gamble money at the casino. Smthing like that. Maybe implement a money stealing mechanic? Idk, just pissing in the win for this. Or make only specific tags or emotion types effected by certain cards. A theoretical Road Work Ahead card, that makes it so neither you or your opponent can move across one land tile border. But this wouldn't effect monster type cards because they are illeterate. Maybe a marriage card, where two cards have to pick a venue. Gnomio & Juliet card, where one of your cards fall in love with an enemy card and vice versa. Maybe separate resource cards from deck cards, but that might get a little to complicated. Have worker cards be able to work in specific buildings, that use resource cards to produce money.
@seanh27856 ай бұрын
I love the changes made! It is so great to see your project change and evolve!
@pavelsini34256 ай бұрын
suggestion, use of keywords for recurrent effects, like hearthstone, few but effective keywords can comunicate their effects (for example lifesteal: steal life from target. Taunt: fight me before you fight others.) Pros: -less text on cards (unlike yugioh) -cards can have multiple effects Cons: -requires crossreferencing with a guide book for new players -if a lot of keywords are added makes the referencing book bigger some small ideas for keywords/effects -reckless: the creature attacks until it faints(dies?) or no more targets are in play -Coward: the creature always flips at the end of your turn (could be a token like creature with low stats since it creates money) -enchant: take control of a creature until the end of the turn -muffled (X): the creature can use on of the next things: attack, flip, use its effect until X turn have passed (kinda like regigigas in pokemon where it has lowers stats until an amount of turns have passed, so the effects and stats should reflect this balance) -intimidating: once per summon, their first target can't attack on their next turn (this gets balanced against effects that allow to attack multiple times since is just once) -zombie: comes back as a 1/1 1M token with the same tags/tribes+zombie with no effects (can be a generic token so no special artwork is needed for each creature) -Madness: when summoned set a creatures inanity to X (where X is this creatures inanity) -naturist: the land where this minion is has protection against destructive effects (ends when it dies) -for-hire: this creature stats are equal to your current amount of coins (they can become strong but UB cards affect them the most since it would also increase) -betrayed: whenever this attacks it also damages an allied creature really looking forward for the next update
@passiveviewer5 ай бұрын
I just binged this video series. Something that kept coming to mind was land claiming. If for instance I am playing as corn lands and my opposition moves 3 or more mud knights onto one of my land within two turns then my corn land is now contested. contesting and claiming is different, i dont know how to claim, but maybe being the only one to have a creature on it for three turns. then once you claim all lands you win? Im not sure how or if you should work this in but the idea of having an element of worry if my opposition will weaken my corn with his mud. AND if there were environment bonuses. for instance, you can play any faction on any land but scarecrows get +2 defense on corn land. then multi-fractioning with a certain land and creature type. like using water to melt mud and ripen corn lands. this card game has alot of potential and im super exited to see it come to fruition. sadly my facilities only admit my contributions to KZbin comment. have you set up a email specifically for suggestions kind of like a notes box at resturants?
@iamishin76755 ай бұрын
You could have the random event deck and have it draw based on other cards. For example, a meteor spell has an additional effect of drawing from the event deck.
@rx.frost77456 ай бұрын
personality card: Flatuphobia: one simple creature ganes Flatuphobia then proceeds to fart, giving such a scar they go into any building hiding for two turns. if another fart occurs during the match the creature leaves the board and can't be played for one game. if there are no buildings it huddles on the ground having 0 damage and 1 health. (feel free to give any suggestions or change anything about the card)
@rx.frost77456 ай бұрын
personality card: dry through: one friendly non-water creature gets thirsty causing to go to any landscape/building with water to take a drink. if no land/building have water -1 comfort +1 unpredictable (feel free to give any suggestions or change anything about the card)
@rando56736 ай бұрын
For the resource in the different lanes, they can represent the maximum population of that lane. If your opponent eats your corn, you discard creatures until you're no longer overpopulated
@quinnivia6 ай бұрын
Having the intro start as Finn goes to speak made me laugh more than it should have and I really don’t know why. My humour is so unhinged jfc
@beegman276 ай бұрын
i had an idea for implementing the concept of "overworked land". for each action initiated from that land, turn the land card 90 degrees clockwise, and flip it when it makes a full turn. only when all cards (or maybe 3/4) are tyrned, all lands refresh
@stevesamuals26516 ай бұрын
Heres a few unpredictable behavior card ideas: Lucky- the monster is feeling extra lucky today, allowing it to avoid death in battle or guarantee a crit when battling. Homesick- monster is sad about not being at home, and retreats to the nearest structure on your side of the board for the remainder of the turn. Gamer- the monster fuels up on some mountain dew and Doritos, tripling it's stats and refreshing its floop ability. But becomes exhausted the next turn. Gaming too hard comes at a cost. Nobile inspiration- inspired by their ancestors, this monster will now sacrifice itself to protect one monster or building on your side of the board. Apon death, it boosts the items stats by the original monsters till the end of your opponents turn. Drug trip- the monster becomes so separated from reality it ignores all cards that target it for the remainder of the turn
@austinmaurer17765 ай бұрын
I do think that the truly best way to do card wars is a VR card game, which would make a lot of these things more straightforward. But ai love your creative solutions and i am suprised and impressed by how much youre working on it.