For nearly 25 years, a gameplay streamlining tool has been available to Card Game Designers the world over, and yet some games still choose to not use it... Follow me on Twitter! kohdok
Пікірлер: 646
@LuvzToLol214 жыл бұрын
Magic: "exile" Yugioh: "banish" Pokemon TCG: *"THE LOST ZONE"*
@xolotltolox76262 жыл бұрын
"Removed from play"
@Dyllon20122 жыл бұрын
I wonder what the deepest removal in any TCG is? In some sense, Yu-Gi-Oh has a degree of 3 (GY, banish, and finally banished facedown).
@Zetact_ Жыл бұрын
@@Dyllon2012 Isn't there some gimmick card in Magic that requires you tear it up after playing?
@grantflippin7808 Жыл бұрын
@@Zetact_ blacker lotus
@basedeltazero71410 ай бұрын
@2012 The deepest removal is a removal so deep it removes *itself* from existence, and thus, cannot be observed. Or: The banlist counts as a removal mechanic.
@Wslasher4 жыл бұрын
This last one feels so short. I'm going to miss this series.
@kennydarmawan134 жыл бұрын
I think we already can sum up this sin of TCG easily.
@notabene98044 жыл бұрын
This will probably have a more lengthy follow up; he usualy does a case study after and i assume this wouldnt be any different.
@kankouya4 жыл бұрын
Wslasher, why are you just everywhere???
@Wslasher4 жыл бұрын
@@kankouya Because I'm not bound to my channel's contents & have a multitude of other interest?
@evilmidget4 жыл бұрын
Here's hoping we get a lengthy follow up video
@dsfan21004 жыл бұрын
Meanwhile Yugioh changes "graveyard" to "GY" and calls it a day.
@viktoria_pikovsky4 жыл бұрын
And it's all because the card effects became so long, they can't fit into the card text box anymore. One the flip side tho, it's something Konami should have done a lot sooner, as there never was a reason to keep writing the terms "graveyard" and "remove from play" on each and every card, since everyone already knew what those terms mean.
@ScionStorm14 жыл бұрын
TCG still uses "Tribute Summon" while OCG changed it to "Advance Summon". Took them forever to officially adopt the term "Piercing" battle damage and "Banish".
@HasekuraIsuna4 жыл бұрын
It is more of a problem in the TCG than the OCG, as the Japanese get more info-per-character in their language.
@Yous01474 жыл бұрын
Yeah, Yugioh tried really hard to not make use of keywords in most respects, which worked alright for a good while until the cards became bloated. There's a good reason for this being that the card designs didn't really lend themselves to cohesive keywords until archetypes became a thing, so at first there was no need for it until later.
@viktoria_pikovsky4 жыл бұрын
Regarding the "tribute" and "advance" summonings, the change doesn't really mean anything tho, as it's simply a cosmetic change for the OCG to be cooler then actually trim down the fat of the card's texts. And both terms are basically interchangeable when used among the player community, more so when talking about duels shown in the anime.
@Cimoooooooo4 жыл бұрын
Meanwhile, Yu-Gi-Oh: *Stares at Endymion*
@viktoria_pikovsky4 жыл бұрын
Hey, it's Cimooo! How's going pal? as a fellow YGO player, I can confirm. At least you know what it does when you finally read it, unlike with Pot of Greed.
@Sombres4 жыл бұрын
Yeah. We made some progress with piercing damage and whatnot, but oof.
@iSearchYoutube4 жыл бұрын
That's more so a case of the card having multiple effects, not that they can be abbreviated into smaller sentences (considering the card plays with counters which isn't that universal)
@feritperliare28904 жыл бұрын
@@iSearchKZbin well in more general cases like instead of saying this card cannot be destroyed by battle why not just something like relentless maybe?
@iSearchYoutube4 жыл бұрын
@@feritperliare2890 That's actually a valid argument. I was just thinking how "negate" effects can't really use key words. Since a card could negate the activation or just the effect, it could destroy, banish or not even remove the card negated. But your example is spot on
@Kanra_04 жыл бұрын
One other note with how reminder text is used in Magic: The common and uncommon cards usually have reminder text while the rares and mythics don't. This ensures that the most commonly viewed cards by newer players or in a draft environment have the necessary explanation whereas the cards that are used more by experienced players have room for larger text related to their other effects. This also feeds into a design pattern where they make a certain number of commons and uncommons with just the new keyword for the set tacked on and then make some rares and mythics that use that new keyword in an interesting way.
@hitlord4 жыл бұрын
This design also gives them room for walls of text, like my boy Questing Beast.
@REDSREDSREDS4 жыл бұрын
it's not that rares and mythics don't have it. they also printed it on rares++ if it's new mechanic (e.g. mutate) or older mechanic that made a resurface on new cards.
@hitlord4 жыл бұрын
@Jay Morales Ice Cauldron comes from an unoptimized age, that barely counts. Everything that tried to do somethind different back then was a wall of text. Banding alone could make a card be a wall of text.
@jameslucrative20544 жыл бұрын
Or just cause they have more room for reminder text because even by tcg standards Magic has gotten super gacha and there's no way a common or uncommon is gonna be on equal power as a rare But somehow they avoid gambling laws
@Ashebrethafe4 жыл бұрын
James Lucrative Gambling laws were the reason they had to remove ante from the game. (The rules originally stated that each player had to remove a random card from their deck at the start of the game, and whoever won would keep both cards. This was later made optional -- resulting in cards being printed with the text "remove [this] from your deck before playing if you are not playing for ante", either because they interacted with the ante or because they had abilities that forced the opponent to trade them for one of their cards -- and then removed entirely, resulting in all cards with that text being banned.) Also, they had the "Mr. Suitcase" problem in mind from the beginning and tried to fight it by making rarer cards more situational rather than strictly better. I remember reading that they try to make commons always somewhat useful, uncommons useful in certain situations, rares potentially game-winning in decks built around them, and mythics hard to get into play but game-winning if you do.
@hirumaredx4 жыл бұрын
The seven deadly sins were good and everything, but what about the 14 deadly sins?
@laughingfurry4 жыл бұрын
I think I already see one of the 7 more. Bad layout. I admit some games I never picked up because the layout was confusing to look at. Nothing to draw the eye to where to look. Can be just me, but I'm curious if others have a similar mindset.
@MABfan114 жыл бұрын
are you TheDuelLogs?
@feritperliare28904 жыл бұрын
@@laughingfurry that redemption game he reviewed for example has pretty bad layout that makes my eyes get confused and I'm playing eye of the storm in commander mtg
@genocidegames84234 жыл бұрын
Maybe 7 Saintly Virtues?
@shadowmanwkp4 жыл бұрын
Correct, that's his WOW account.
@deletethis78484 жыл бұрын
The Virgin Keywords vs the Chad Endymion Bible
@newcontentin100years94 жыл бұрын
“Imagine having keywords”. -This post was made by Yugioh players
@erickjr94 жыл бұрын
@@newcontentin100years9 Hey! We do have keywords, like Piercing, and Banish, and... and... Piercing... But we do have keywords!!
@dhanriel45194 жыл бұрын
@@erickjr9 dont forget target and my favorite send/
@lucascerbasi45184 жыл бұрын
who needs keywords when we have the legandary psct
@TheSimmus4 жыл бұрын
I still check up on Yugioh every now and then to see if it finally broke under it's messy ruleset. Heard they made two new formats. Speed Duel with the old (good) characters and old cards. And Rush Duel, with playground rules (no sacrifice required, draw until you have 5 cards in hand). Most importantly, they finally try to fix the reminder text on the cards!
@rainfall44104 жыл бұрын
There's also the idea of "The Seven Heavenly Virtues of Game Design"....
@smileywarhead51784 жыл бұрын
10 Commandments
@MrZer0934 жыл бұрын
10 commandments implies that games would have to follow them to succeed. Plenty of games violate the 7 deadly sins in this series and survive beyond the two year curse but they tend to be exceptions if for no other reason than the fact that they tend to grab an audience long enough with its own unique mechanics. So, heavenly virtues works well so as to not imply that games must follow them to succeed or just because you follow them, you will succeed.
@c.d.dailey80134 жыл бұрын
I can figure that out. The seven deadly sins video series is awesome. There is a lot of good ranting and critisim. Yet when I look past the negativity, I can find ways to improve. The video do give good suggestions on how to improve. The criticism is more constructive. I have seen all the videos. So I know how things can improve. From there I can construct the Seven Heavenly Virtues of Game Design. It is like how the original deadly sins of Christianity have a set of seven virtues, which re the opposite. 1. Don't rotate sets without innovating. 2. Keep track of progression without milling. 3. Have moderate mixing of attributes. 4. Use standard card sizes. 5. Make an original intellectual property. 6. Use a deck and some small pieces. 7. Add reminder text.
@fufunumnum4 жыл бұрын
Man, remember how long it took Konami to figure out "Piercing" and "Banish"? Good times..
@huyphan78254 жыл бұрын
Also deal remaining damage to life points card is removed from play also deal remaining damage to life points card is removed from play EXCEPT FROG THE JAM
@promisnwekenta97033 жыл бұрын
I still laugh at Man Eater Bug very first version. Destroy 1 monster on the field "(REGARDLESS OF POSITION)" 😂😂
@sawderf7412 жыл бұрын
You do not need to offer a tribute for the special summon of a level 5 or higher monster.
@evanbanjo4 жыл бұрын
This is the cardinal sin of TCGs, in my opinion. I've had numerous heated discussions with the people who did the fan translated Digimon 2020 cards, because they would only print reminder on ONE card and the rest just had the keyword. Luckily the official cards use reminder text every damn time.
@HunterSerge4 жыл бұрын
Oh boy that group is the absolute worst with that stuff.
@evanbanjo4 жыл бұрын
@@HunterSerge Seriously. When BT2 came out, it took me way too long to figure out what "Vengeance" (Retaliation) did because they only put it on Myotismon.
@CynicalPete4 жыл бұрын
eh, that doesn't seem too bad to me. these days stuff like that can be looked up so easily it renders reminder text unnecessary
@erickjr94 жыл бұрын
@@CynicalPete It is bad, when you think that you shouldn't be searching for things on other places on a tournament, or how every game can take a lot more if you need to search what a card does.
@Yous01474 жыл бұрын
I agree with you but calling it the cardinal sin of TCG might be a bit much lol, keywords don't always need reminder text. The original only use reminder text if there's room for it in the card, which is a good way to do it.
@gunn06244 жыл бұрын
This is one of the places where digital card games have a major advantage. Just looking at digital versions of Magic like Arena or Duels of the Planeswalkers, the reminder text is always available with just a simple button press or hover. It's one of the reasons I feel those are two of the best ways to introduce somebody to MtG. Heck my mom learned how to play that way.
@revimfadli46664 жыл бұрын
Indeed, especially for some games like Slay the Spire or its derivatives where keyword descriptions themselves can have keywords within them, which in turn can recursively have other keywords in their own descriptions, and so ont
@TheLomdr4 жыл бұрын
It helped with a digital deck building game that I tried out on my phone. Sadly, the tutorial is a grating experience to sit through because of how weird the voiceover was
@jmurray111010 ай бұрын
Slay the spire uses it wonderfully
@KingBobXVI4 жыл бұрын
4:24 - On the topic of Haste's reminder text, it's actually a perfect example of what the often misunderstood adage "exception that proves the rule" means, and is a great way of teaching people how the game works through the cards themselves. The reminder text for haste teaches new players of MTG that usually creatures may _NOT_ attack and use tap abilities the turn it comes under your control - it is an exception to a rule that players might night know about already, and the exception helps to explain this rule. The same is true for the reminder text for vigilance in the next shot - "Attacking doesn't cause this creature to tap" is another exception which helps to teach new players that _normally,_ attacking _does_ require creatures to tap. Writing out these rules as abilities that function as exceptions to those rules helps players learn the basics on their own with only the cards. The phrase does apply in real life as well and is a good way to teach people without some kind of exposition dump. A "No Right On Red" sign is another example of something that proves that a general rule of, "you may make right turns at red lights" exists, just not where the sign is present. Unfortunately, "an exception that proves the rule", seems to usually get misunderstood as some kind of declaration that a rule isn't a _real_ rule until it's broken, or something, which is just kind of dumb.
@suddenllybah4 жыл бұрын
More of an exception shows that a rule normally applies. ... and the exception gets you hype for more stuff that breaks rules.
@ScribeAwoken Жыл бұрын
ngl this is actually the first time I've heard this particular interpretation of that adage. I'd actually kinda been operating on a third, also incorrect but completely different interpretation. So the adage comes from a medieval legal principle that was often written out in Latin as "exceptio probat regulam in casibus non exceptis" or literally "the exception tests the rule in the cases not excepted." I had interpreted it not as "an explicit exception to a rule implies the existence of that rule" or "a rule having exceptions proves that the rule is valid, actually," but as "an exception to a rule that tests the limits or validity of that rule," assuming that "proves" was a mistranslation that became more widespread than a more correct translation like "the exception that tests the rule" or "the exception that probes the rule"
@jojojo92408 ай бұрын
now it all makes sense...
@teamcyeborg10 ай бұрын
"Phasing is probably MTG's most infamous keyword" Banding would like to have a word (or 50) with you.
@prycenewberg39762 ай бұрын
Or Storm Or Ante...
@walkaroundincircles4 жыл бұрын
Banding is an infinitely more notorious and hated mechanic than Phasing.
@herrabanani4 жыл бұрын
they're both insanely complex but banding is more "it's insanely complex but no one uses it today because all the cards that have it are terrible" while phasing and phase out still exist in cards that are used in the older formats so people still have to deal with it
@caveshinobi17264 жыл бұрын
@@herrabanani Eh, phasing is much simpler to understand, regardless. All you have to know is "thing on the field phases out before untap, it ceases to exist. At the same time, things that were phased out phase back in and exist again, without triggering any ETB". There. I just explained it in less than 2 lines. Now, banding? Banding has a huge rules baggage related to how it works, how blocking with it works, how damage with it works. It's a nightmare.
@xfroggs11834 жыл бұрын
my exact words while watching the video
@flametitan1004 жыл бұрын
@@caveshinobi1726 Banding on its own is pretty straightforward; the problems with it that cause banding to be such a headache are in relation to how it interacts with keywords that affect how damage is assigned (and what happens when an effect kills the banding creature after blockers are declared but before combat resolves)
@caveshinobi17264 жыл бұрын
@@flametitan100 And that's kind of the point I made. All the baggage that comes with banding IS hard to understand, because it has just way too much stuff. Phasing doesn't have any extra complexity besides what I just said. Absolutely everything that asks "what happens if I try to X the phased out permanent?" can be answered by "nothing, it doesn't exist". It ceases to exist and then exists again at the beginning of the following turn. Simple as that.
@gmeaki024 жыл бұрын
Keywords can also have reminder text when there is room for simple cards, while more complex cards in the same set can just have the keyword as they need the space for their unique abilities.
@elijahdavila36844 жыл бұрын
This. In addition to that, it makes sense to have reminder text on low rarity cards that will show up in packs often as this allows players to see that reminder text constantly and learn what the keyword does through osmosis. Then games can leave the text off of the higher rarity cards that will by nature show up less often because they will already know what the keywords mean by going through dozens of more common cards.
@aruretheincomprehensible204 жыл бұрын
Boy do I have a story about this. During the end of my fourth year in college, I decided to try and make my own card game. I ended up modelling it heavily after the card game Yomi (like simultaneous turns, focus on non-creature combat, and the preconstructed decks built with a single character in mind) but added elements of deckbuilding games like Slay the Spire (where cards get put into your deck during gameplay) and the use of permanents like in Magic, Pokemon, etc. (Yomi's simultaneous turns didn't allow for permanents because of the problems with activating effects from existing cards on the field). Long story short I ended up using way too many keywords (at one point I had at least 30 keywords across around 70 unique cards), and because of the nature of simultaneous turns each card needed more text so there wasn't much room for explaining the mechanics. Soon after I started playtesting and quickly learned that having so many keywords, especially without reminder text, was really, really bad because players kept getting confused about what cards do. Throw in an unreasonably large 11 card types, unique shuffling mechanics, detrimental placeholder statistic art, and a combat system with an unreasonably large number of exceptions and you have perhaps the most unnecessarily complex card games ever made. Eventually I reduced the number of keywords to a much more reasonable 12-13. This included getting rid of unreasonably complex keywords, adjusting keywords so others weren't necessary, adjusting card types to reduce "simulation" keywords that were there just so one card type could simulate another. I still don't have reminder text, but I did design around it by including all keywords in the instruction manual in an easy-to-access location and by making each keyword either used by every character (so the keyword is constantly reinforced) or by having it heavily used by one character (so it's not something you need to learn when not playing against that character). These can be further reinforced by having a separate rules card for each character that lets both players learn their unique mechanics in an easily accessible way. I'm still technically playtesting it, but it's come a long way from my original designs in terms of simplifying the mechanics so it's easier to understand while still having the depth that it offered.
@Schmoltis4 жыл бұрын
That was a great point you made with that "Burn" keyword. Rules should also take into consideration the keywords used in other card games. Expect to have players who are brand new to card games and veterans who play many. Don't fall into the trap of confusing veteran card game players by making their previous knowledge of other games hurt them when playing yours.
@CaptBackwards4 жыл бұрын
Some keywords you have to "dodge" if you are making your own game. Because lawsuits and etc. Yeah that was a stupid usage of the term burn when they applied it to a keyword.
@postmodernguava95183 жыл бұрын
5:02 *Fun Fact:* Old Fogey is the _only_ MtG card with the "Bands with other" keyword. All the other cards with it are a creature that makes tokens with "Bands with other," five lands that grant "Bands with other" to certain-colored legendary creatures, and a creature that _removes_ "Bands with other" from enemy creatures.
@zachall15734 жыл бұрын
I'm surprised this video never mentioned digital card games and how they handle keywords and reminder text. Hearthstone, for example, doesn't put reminder text on the card but rather has that text appears next to the card whenever you hover over it. Given how Hearthstone is designed for a very casual audience as well as competitive players, their cards tend not to have card text that's very long, being quite big on the card itself. The hearthstone card with the most text is Curious Glimmerroot I believe, and it only has 19 words of card text, which isn't a lot. Saving on real-estate with keywords has got to be one of the biggest advantaged to digital-only card games.
@MEGASTRIX4 жыл бұрын
Kinda like LOR too.
@Observador_Pol4 жыл бұрын
I now It may sound weird, but would you talk about alternative win conditions in Trading Card Games? Other forms outside the standard forms that the game gives the players in order to win the game. Exodia the Forbidden One been one of the most famous example of an alternative win condition in Trading Card Games.
@default93144 жыл бұрын
Are you the dinomist guy?? From the yugioh create a card contest????
@CloaksCosplays4 жыл бұрын
Id love to see that!
@notsoundgenoff4 жыл бұрын
Yeah, but that's not a sin, let alone a deadly sin. Magic the Gathering does alternate win conditions all of the time. In the past 2 years alone, we've had 4 new cards that win you the game outright, of which only 3 are worth playing, only 2 have seen play (coincidentally, they share the same condition - if your deck is empty, you win the game), and only ONE of them actually sees competitive play (Thassa's Oracle). And even then, that card is not overpowered, or busted or anything. We've also had five cards that read "an opponent loses the game". None of them has been actually used in any competitive setting to win the game through their game-ending effect.
@Observador_Pol4 жыл бұрын
@@notsoundgenoff I mean talk about the alternate win conditions overall, not only in Magic, also in other TCG. In an off-topic video.
@jdb20024 жыл бұрын
Though the cards say "you win the duel" if certain conditions are met, which are explained on the main card (The card "Exodia the Forbidden One" (which has the head), the card "Destiny Board", etc.)
@RegiRuler4 жыл бұрын
Can't wait for Yugioh to implement the _Linear Algebra_ keyword.
@joshuahadams Жыл бұрын
What, Linear Equation Cannon having its formula written down rather than it being a word problem? g = (xl)+c
@BenMarcWilliams4 жыл бұрын
It really amuses me that, in the intro, the Hecatomb card doesn't scroll offscreen properly. It just stops 90% of the way there, then disappears.
@BenMarcWilliams4 жыл бұрын
@GamerBear I'm confident it's because of the abnormal shape. It scrolls offscreen enough that a standard card wouldn't be visible anymore, so I suspect that, whatever video editing software Kohdok used, he programmed the cards to scroll a certain distance offscreen before stopping and then disappearing. But since Hecatomb cards are regular pentagons, they're wider, and that distance isn't enough for them, so it's got a corner sticking out.
@oneinfinity3 жыл бұрын
Funny thing: When you showed off a bunch of cards at 4:41 to show how Magic uses reminder text on new mechanics to be able to leave it out in subsequent sets, the Golgari Thug with the reminder text for the Dredge mechanic is actually a reprint released years after the mechanic first showed up, while your example without the reminder text, Golgari Grave-Troll, was printed just like this in the first set the ability showed up in.
@Excellsion4 жыл бұрын
Meanwhile Yugioh has like 7 keywords if not fewer, and has an essay on every card.
@FlamyEX4 жыл бұрын
I would say that PSCT in and of itself could be considered the real keywords of YGO, but yes, a lot of it is just understanding the underlying "mechanics" of the card text, and reminder text could not help the elaborate effects
@Roboshi20074 жыл бұрын
Ygo introduced problem solving card text like 4 years ago though which really helped in the clarity. But those long text explanations are down to the D&D inspirations the game took on.
@erickjr94 жыл бұрын
@@Roboshi2007 It was like 10 years ago, but it wouldn't be bad to update it to some degree, specially for things like Endymion
@MiguelitoJimz4 жыл бұрын
@@erickjr9 Keywords don't work in Yugioh because even similar effects might have different conditions, restrictions and execution
@viktoria_pikovsky4 жыл бұрын
YGO doesn't actually use keywords. The full effect is simply always written down on the card itself, in great details. But it doesn't mean the game doesn't have specific terms for specific effects and board placements, and it tends to use those terms to simplify the effects written on the cards.
@zanforian4 жыл бұрын
I imagine this being said in the “No pomegranates” voice.
@c3eo1254 жыл бұрын
Sad to see this series go...
@JettKuso4 жыл бұрын
This is one of the best series on game design I've ever watched. Absolutely incredible work.
@fablemeboi88024 жыл бұрын
I will always hold this series in high regards
@chrislloyd43884 жыл бұрын
This series and your channel have been a huge help to me! I have been working on a card game for a couple years now, had to restart after losing all my previous work more than a couple times but in finding your series you have helped give me a lot of ideas and advice on what and what not to do. Your channel and game knowledge especially about TCG's is priceless. I hopeto see more videos even though the series has ended. Card games have been a huge part of my life and my experiences with learning to get out of my comfort zone. I hope one day I can share the same passion with a new group of people and maybe create something fresh to keep minds sharp and tables roaring with laughter and fun. Please keep up the good work! Godspeed
@StormriderVarskil14 жыл бұрын
Nice vids. Definitely deserves a "7 More Deadly Sins... " series.
@TheThirdGenQ4 жыл бұрын
Or seven virtues?
@0penthaughtz2 жыл бұрын
When I was developing my card game, I just looked up other cards online and just took notes from other cards texts, without even thinking about it. Now I see with keywords, I made the right call.
@vacamaspps4 жыл бұрын
Love the way you talk about card games, really going to miss this series...
@SFTortoise4 жыл бұрын
I loved this series! Thank you for putting in so much time and effort into the rewatchability in this series and the thought process of dummy-down for viewers like me!
@SquibbyJ4 жыл бұрын
The pokemon tcg gba music is so good
@MrVovoda4 жыл бұрын
Scroll here to read this. What a wonderful tune.
@icarus2120014 жыл бұрын
Nice touch using DQ VIII battle music in your description of keywords. Clearly you're a man of taste.
@alexanderdavis57764 жыл бұрын
I know you are really only talking about physical card games in this video, but digital card games are a lot better than physical ones if there is no reminder text on it. You were talking about the physical card game of Lightseekers, how having no reminder text is bad, but in the digital version of it, it's actually a blesssing, as the reminder text can pop up to tell you what the card does. Anyway, this was great video nonetheless, and congrats on finishing on the "Seven Deadly Sins" series! It was a great ride all the way through.
@Caesim94 жыл бұрын
I think the seven deadly sins lay an excellent foundation for your yt channel because if you talk about specific tcgs you can simply link to these videos. Btw, if you haven't heard about it, Warhammer: Age of Sigmar Champions is a tcg with quite some neat ideas and it incorporates it's idea of "hero" cards pretty well in my opinion. But what completely destroyed it was deck splitting. Yeah, there are 4 factions and I can't mix cards for decks. So that game is pretty dead. I bought a whole booster display for 10 bucks.
@TheL0rd0fSpace3 жыл бұрын
Hugely agree, but one major benefit you missed around 4:25 is that you can put the reminder text on the common cards (the ones opened in largest quantities which new/inexperienced players will have a ton of and which already have little rules text anyway), while omitting them on rare cards. That way, you can use the advantages of keywording when you really need it on rare cards, but forego this benefit on common cards when it's not necessary.
@brathering86444 жыл бұрын
I like how weird yugioh keywords are, theres the psct, Toon, Tuner, Gemini etc and the symbols on the spell and trapcards.
@trondordoesstuff4 жыл бұрын
in Hearthstone, you can get reminder text on any keyword by hovering over it and yet they still chose to replace "Enrage" with just its reminder text. also partially Echo, and arguably Overkill...
@alexanderkosten76113 жыл бұрын
The Hearthstone designers have this weird obsession with making keywords COMPLETELY set- or season-specific, with only a few exceptions: keywords like Rush and Discover that have essentially replaced old text, Rush having replaced "Charge, but cannot attack heroes this turn" (a wording that is technically still available in Wild, and can be used for screwball combo setups Rush can't do) and Discover having displaced a lot of draw/generation effects that didn't give any direct control. They're also very slow to introduce any keywords into classes they didn't originate in. These two decisions, in hindsight, have probably contributed to the game's near-total collapse over the past year, as the dev team's obsession with introducing at least one new keyword per set gave rise to unprecedentedly meta-destroying cards like Questlines (or rather, the about 3-4 specific ones that are Tier 1, and the rest are kinda meh), or ones that are just janky to use like Frenzy and Tradeable.
@Troller2354 жыл бұрын
The Chad Yugioh commited nearly every sin and is still going strong
@eavyeavy28644 жыл бұрын
Less than Voldemort sins
@noukan424 жыл бұрын
No set rotation, no unmixable attributes, no life decking, use the asian standard card size (wich is A standard), does not require more than a deck and some coin, if anything to much reminder text. It commited just one lol. If anything commited many mistakes that were not part of the 7.
@nottobay67684 жыл бұрын
I think you put this one in the right spot, if there's anyone you want to stick better the others in new designers heads, it's this one.
@LostInkwell4 жыл бұрын
I would love a follow-up video about Yu-Gi-Oh about reminder text and it's inclusion/exclusion in the card game.
@ScionStorm14 жыл бұрын
And their use of PSCT
@goncaloferreira64294 жыл бұрын
@@ScionStorm1 people praise the thing but it doesnt seem to have solved any problem.
@ecassl29944 жыл бұрын
@@goncaloferreira6429 It does.
@JustJules2504 жыл бұрын
@@goncaloferreira6429 it solved a lot of problems actually. Look up Dzeef who has a whole series on old cards pre-PSCT with nonsensical/confusing ways to write effects. But outside of those extremes, there was general confusion on basic things like cost, if something targeted, etc. PSCT made things uniform in that regard so as long as you knew the "grammar" of the cards, you could work it out. After that the ruling confusion came from the effect and interactions themselves, rather than just the way they were written.
@goncaloferreira64294 жыл бұрын
@@ecassl2994 it seems people think yugioh ha s no problems and no confusion anymore. it gets me confused.but hey, its the world of yugioh.
@23bcx4 жыл бұрын
I mean IMO banding is the most infamous mtg keyword not phasing.
@CaptBackwards4 жыл бұрын
IDK I think phasing is really up there. I think more people are aware of phasing in comparison to branding.
@23bcx4 жыл бұрын
@@CaptBackwards as someone who made an edh deck that's entire goal was to confuse ppl, I can tell you without a doubt banding gets more of a response from players than phasing. I have seen other ppl run phasing cards whereas I had to remove most banding cards from the deck as it was becoming an issue explaining it. Phasing means "before this card's controller's untap step this card either phases in or out. While it's phased out treat it like it's not there" Banding means "all cards with banding and up to one without act like one creature in combat, kinda. If you can block one you block the entire band and among the band it's controller assigns combat damage" I think
@dragonlogos14 жыл бұрын
So I didn’t know what either of these were (don’t play magic) so was looking it up and on the wiki under banding it says “Although some players claim to understand banding, in reality, almost no one does.” Given that this is not on the phasing page I am forced to agree with you.
@ktvx.944 жыл бұрын
The Pokemon TCG music at the end... one of my single most favorite songs in all of video games. Loved this series!
@yifever4 жыл бұрын
Yo Kohdak man congratz on completing such an ambitious project, looking forward to your next series
@ericgee61144 жыл бұрын
I've heard a lot of discussion about how yugioh just avoids keywords all together. I could see this being in the follow up to this video. But definitely needs to be discussed
@erickjr94 жыл бұрын
It's weird that YGO actually seems like a common game, but once you analize it with other games, it basically follows a unique style of design
@goncaloferreira64294 жыл бұрын
@@erickjr9 are you saying it is special?
@erickjr94 жыл бұрын
@@goncaloferreira6429 I wouldn't say it isn't, but I think "Unique" works better
@goncaloferreira64294 жыл бұрын
@@erickjr9 trying to clarify since every game is unique.
@erickjr94 жыл бұрын
@@goncaloferreira6429 To some degree, everything is unique, but no one can say that most games have some kind of inspiration, mainly on Magic, while Yu-gi-oh took a different arguably more straightforward way, like the Final Fantasy to Magic's Dragon Quest or a Pokémon to Shin Megami Tensei comparison, not like it is necesarilly a better way, but it is more unique, atleast on the biggest TCG spectrum.
@PlasticSiding4 жыл бұрын
Great video, I can remember my friends and I when we first started playing magic at 10 years old. We had no clue what some of the words or symbols meant so we just made up explinations. For example: llanowar elves says "tap: add [forest mana symbol] to your mana pool". We thought the mana pool meant the area where you have your mana cards, so we assumed it meant search your library for a forest land card and put it in the pool. Needless to say everyone would splash green and add llanowar elves to quickly ramp. The game is still fun with the correct rules, but those crazy ones we made up made the game very wild.
@DeadlyGrim9 ай бұрын
(Three years late but, eh) 2:53 I'd say that Donate'ing Illusions of Grandeur wasn't a "meme strategy". It was the basis of the Trix deck archetype, which was extremely strong for several years. It was a blue-black control deck which used card draw, tutors, and fast mana to get Illusions/Donate out quickly. Aggro decks couldn't deal with the opponent gaining 20 life on turn 2 or 3 and combo/other control decks had a really tough time dealing with the amount of counters and hand disruption that Trix threw around.
@BramLastname4 жыл бұрын
I love Duel Masters From a mechanics standpoint, Ignoring the stuff that's Japan exclusive. But still the basic premise is so good.
@GemBlenders4 жыл бұрын
Love this series so much- thanks Kohdok!
@Zerato4 жыл бұрын
And then yugioh shows up saying fuck that noise and still continues to be a top game
@CloaksCosplays4 жыл бұрын
Im honestly very surprised YuGiOh! didnt even touch this episode. That TCG is the undisputed king of "no reminder text." Between uncertain terminology of the old school cards that needed to be cleaned up (what does it mean to "excavate" a card?), unwritten rules that you simply have to know beforehand (spell speed, chain order, inherent summon, target/nontarget) and this game's infamous habit of introducing a new summoning type every format with no indication on the card how it is supposed to be summoned, there is a reason why more and more current YGO players are having difficulty getting new people into the game. I argue that this is the most difficult mainstream TCG to get into simply because there is so much a prospective player has to know beforehand that is barely available from the merchandise itself. YGO is doing great because it managed to dodge other egregious sins such as Set Rotation, Lifedecking, Nonstandard Card Size, and a real attribute system, but I feel this game embodies Sin #7, and I really wish this video took the time to explore that. As always, great video, great content, and I am so unbelievably sad to see this series come to a close. I really hope to see more mini-documentary style content like this from you in the future. Take care, and stay safe!
@goncaloferreira64294 жыл бұрын
yugioh needed to be adressed. set rotation: would be good for the game. the game has rotation of decks but not oficially. other formats would be good as well. yugioh does not have standard card size?
@CloaksCosplays4 жыл бұрын
@@goncaloferreira6429 - Set rotation would be awful for the game. Konami shouldnt get to decide which strategies can and cannot be used outside of banning/limiting certain cards that bottleneck the meta. That is why it is a gaming sin. It is far better to breathe new life into old decks with legacy support than to simply ban entire archetypes. Add, never take away. - Yugioh DOES use a standard card size, it is the japanese standard that over here in the United States is called "Standard Small"
@goncaloferreira64294 жыл бұрын
@@CloaksCosplays so, not standard. you still cant understand that the company making the game always dictates what is playable or not? formats should be crafted very carefully. if not, problems emerge and bans become necessary, something that happens to often in yugioh. but alas, it is a lots cause as everyone acepts banning cards as perfectly normal and the correct way to manage the game.
@CloaksCosplays4 жыл бұрын
@@goncaloferreira6429 Oh yeah, I bet Konami would love you to stop playing Burning Abyss for 5 years in a row so you can buy more cards from them. That's totally because you needed to inject excitement into the game. Is that how you want Konami to do it? Every card with "_____" in its name is now illegal until we say so. That'll totally get someone to invest money into a deck and play at tournaments. And yeah, standard. small. There are two mainstream sizes, American and Japanese, and every bit of card holding equipment is designed to hold one of those two. Did you even watch TCG Sins #1 and #4?
@goncaloferreira64294 жыл бұрын
@@CloaksCosplays yeah, because competitive players go that long without spending any cards right? I guess you never tryed diferent games? ever tryed using your mtg sleeves on yugioh cards? guess tou will have to spend a little more money to get into that game. no problem there. move along.
@schlockfather4 жыл бұрын
Dude Rampage is an awesome mechanic. It's simple, if only one dude blocks a dude with rampage then the rampage guy is chill. For every dude blocking after that, the rampage guy flips shit for each dude blocking.
@a.dennis48353 жыл бұрын
7:45 - 8:18 Personally, I guessed that "burn" was some effect that forces your opponent to discard the top cards on their deck.
@cameronpilgrim36733 жыл бұрын
Me sees you playing Kaijudo: Okay he knows his stuff. Me sees you playing BuddyFight: A man of true culture!
@MGDrzyzga4 жыл бұрын
Yeah, I feel like Yu-Gi-Oh is pretty bad about this. Examples: 1) "Inherent summon" is a fan-term that helps distinguish "yes, you can negate this summon" or "no, you cannot negate this summon," despite, you know, both cases being a card being summoned vs a card that negates summons. 2) Missing timing. The phrasing "When X, you can Y," "When X, Y," and "If X, you can Y" are very different, and only the first requires you to double check the order a series of events happens to see if it's valid. And the rulebooks in starter decks don't explicitly state that. 3) Reviving. Some cards have a unique summoning method (Fusion, Ritual, Synchro, Xyz, Link, Semi-Nomi.) If they end up in the Graveyard, they care that you check if they were summoned by their unique method first. Also, Semi-Nomi is an unofficial term. Also not in the rulebooks provided with starter decks. 4) Hard once per turn vs soft once per turn. This can be worse, since the wording of hard once per turn is changing. Basically, if you control 3 copies of the same card, can you use that effect 3 times, or once? If the answer is 3 times, you're also allowed to reuse it (potentially infinitely) if you remove it from the field and put it back on the field.
@goncaloferreira64294 жыл бұрын
one of the problems that yugioh has compared to mtg and pokemon is that it changed a lot through the years. the other games have a stronger base to build upon and have remained more consistent trough the years
@prohobbyist58724 жыл бұрын
None of this has to do with keywords.
@MGDrzyzga4 жыл бұрын
@@prohobbyist5872 I was talking fan terms, which are unofficial keywords.
@TheGoodOne19984 жыл бұрын
Hard once per turn vs soft, it works like this, if the card says 'Once per turn' you can play other copies of the card during that turn(soft once per turn), 'Only once per turn' it the hard once per turn as the effect can only be used once per turn even with other copies of the card.
@chudleycannonfodder3 жыл бұрын
Me: oh this series looks interesting I’m going to check out the first video. Me at 3am: oh no I just watched the entire season of it This was really fun! Thanks for making the series!
@ivohunter244 жыл бұрын
Since the Digimon TCG is my tcg of choice, I'll talk about it. What it does with keywords is the first card in the set with it has the reminder text. This means that commmon and uncommon, sometimes rare cards get it. Meaning that most players will see it. Of course, the first card in Structure Decks also have reminder text.
@BrunoNunes834 жыл бұрын
now that I know all t7ds, I can make a TCG based on Brazilian folklore! TY! 👏🏼👏🏼😄
@matejlieskovsky96254 жыл бұрын
Go for it, man! Let us know once you have a prototype?
@pabloschulman47264 жыл бұрын
As a brazilian, I'd love to see that. There was a project called Batalha de Mitos, but I think it folded. The artwork was awesome.
@thiago.leal174 жыл бұрын
I'm actually very interested, but I can't think of a viable way of keeping it going for years. You could extend to Urban legends as well, but it would still be limited. Well, perhaps my mind is limited and you already have a great idea in yours
@pabloschulman47264 жыл бұрын
@@thiago.leal17 I don't think one need to come up with new creatures in order to support a ccg... at any rate, if I were to create something based on brazilian folklore, I'd go for an assimetrical, one closed deck per character kind of thing
@thiago.leal174 жыл бұрын
@@pabloschulman4726 that's an interesting idea. But one would have to find a way to not turn it into another vanguard
@lancesmith829810 ай бұрын
And now, several years later, it’s kinda clear that Magic’s given up on new keywords being easily readable, at least as paper cards, three sets in a row. “Craft” is a mechanic that does have reminder text, but only because it is so complicated that every damn Standard card needs reminder text for every different take on it. “Collect evidence” is mercifully just a set of words and a number afterwards, but still a little more involved, and gives no hints as to how it works. And once Thunder Junction comes out, I feel so, so bad for every judge who has to explain what the rules for “committing a crime” is. Your keywords should not be three words long, or mistaken for an out of game action, or mistaken for a bad joke about Commander table dynamics
@DrewskiTheLegend9 ай бұрын
At this point they are just jamming one-off dumb keywords into the game to make hamfisted nods to the flavor of the card instead of using existing keywords to build top down flavor where possible and trusting their audience’s intelligence in deciphering them. I haven’t played any MKM limited because it’s the dumbest looking set ever, but it’s the whole descent/fathomless descend bs. Surely there is design space already explored with this without having to keyword 2 incredibly similarly keyworded mechanics in a set that already has at least 2 more new keywords already. And don’t get me started on cards that have a sentence as a keyword, for flavor alone… of course non-intuitive effects for those keywords, as you’re saying. It’s exhausting playing limited these days if you’re unfamiliar with the cards, so many words and it only increases the complexity for the less enfranchised player. The sets don’t even have a shelf life long enough to justify this complexity creep.
@svcross-do4 жыл бұрын
I really loved this series. Thank you. I'm really looking forward for your next videos.
@packardgoose4004 жыл бұрын
Seriously Kohdok, you're one of the best TCG channels.
@SephonDK4 жыл бұрын
Mark Rosewater noted something interesting about keyword reminder text; people tend not to read it again after thinking they know the mechanic. This has some drawbacks when the keywords are designed unintuitively (Flanking has this problem, even if I love the mechanic), but means that keywords with reminder text actually take much less reading than explaining the rules without keywords. Imagine if Trample wasn't keyworded; it would be a nightmare to make sure it's the same each time.
@Luna_Everywhere2 жыл бұрын
Bakugan's symbol-based reminder text also helps that not all of their target audience can read yet! Symbols instead of words mean that a small child can tell most of the abilities a card has without having to have that card read to them
@prohobbyist58724 жыл бұрын
Yugioh has keywords as well with the introduction psct. It is just less obvious
@avee12104 жыл бұрын
I feel a lot of people don’t realize just how helpful psct is
@matheusaragao76404 жыл бұрын
PSCT doesn't really involve keywords past "banish" or "piercing", and even then, it's sloppily added on to the existing card text. Most of Yu-Gi-Oh!'s PSCT rulings are so that the text follows a consistent structure to make it simpler to understand
@qedsoku8494 жыл бұрын
Jetstream Matt “(Quick Effect):”, “Flip:”, “destroy”, “Tribute”, “Equip”, “material”, “linked”, “co-linked”, “negate”, “set”, “target”, basically every summoning method, and more are all keywords. They mean something specific that is different from what the words mean normally, and have rules attached to them. PSCT is full of generic keywords to describe parts of effects, rather than the keywords being effects themselves like in magic, where you see a keyword and maybe a cost or number attached.
@matheusaragao76404 жыл бұрын
@@qedsoku849 ???? most of these describe the actions by themselves. These are not keywords. How is material a keyword? Tributing has been in the game since the beggining. Equip? Negate? Set? These are all basic game mechanics.
@qedsoku8494 жыл бұрын
Jetstream Matt In the same way “banish” is an action. Yugioh doesn’t have keywords that describe full effects, and it doesn’t have many that describe full activation conditions, but it has a lot that describe specific parts of effects, “material” refers to any monster used to summon an extra deck monster, monsters like “eater of millions” read “cannot be used as material for a __ Summon”.
@rhysjonsmusic4 жыл бұрын
Kohdok: *Uploads a new 7 sins of tcgs video* Vanguard and Yugioh players: allow us to introduce ourselves
@lovetownsend4 жыл бұрын
Designing my own TCG, your series was awesome, awesome editing, great tips, and funny too :p Thanks man
@melcasucre29714 жыл бұрын
that's why PSCT is the best way to write effects-
@Franciscomeirajr4 жыл бұрын
What's that?
@adrisedona4 жыл бұрын
@@Franciscomeirajr Problem-Solving Card Text
@JustJules2504 жыл бұрын
@@Franciscomeirajr it's for yugioh. Normalized all the ways to describe an effect and broke down condition, cost and effect in a sentence format that could be easily deciphered without relying on keywords/reminder text in the first place.
@melcasucre29714 жыл бұрын
@@Franciscomeirajr read yu gi oh cards
@MrVovoda4 жыл бұрын
@@JustJules250 You could still rely on keywords on top of PSCT (which is a template to word card effects properly and should be a standard for any game really) so that you don't end up with bloated text. "Cannot be destroyed by battle" could be cut to "indestructible" or "cannot be targeted by card effect" could be "hexproof" (from Mtg). This would help toward reducing text on card because PSCT can be quite wordy.
@kurodakanemoto40234 жыл бұрын
What's the name of the game that shows at 6:56 ?
@My1xT4 жыл бұрын
Also a nice bonus of keywords amd reminder text is that you can literally just skip over the reminder text if you know the keyword already which makes reading easier
@TheLomdr4 жыл бұрын
As someone that used to watch poker during that Craze (Which did a lot to bring up card quality in board and card games, imo), Burn also means something different to a poker player: remove the top card from the deck from play without letting players see what that card (or cards) is. It's typically a thing in modern board game or non-TCG/LCG Card Game setup to add variability to the game and/or make it so that the game doesn't run for too long with lower player counts. No Thanks! uses this kind of set up to make sure that it's harder to get runs of cards to reduce your score (No Thanks! is pretty much Golf as a card game, where the LOWEST score wins). Citadels is another game that does this, where some cards are removed round by round but only the first card removed from the round is hidden. And there is one Deck Builder game that I consider similar to a LCG due to the loads of expansions it has: Dominion. It is like at Expansion 12 now and had a revised core set and revised 1st expansion. At the same time, I can see why it's still big in 2020, even if it's not the best game to go back to if you've played a deck builder before it because of the weird play rules.
@confettius4 жыл бұрын
One thing - when MTG gains new keyword it (for most of the time) have reminder text only on Common and Uncommon cards - Rares and Mithic Rares rarely use reminder texts even for new keywords.
@fernandobanda57343 жыл бұрын
This was true a while back. It's very very rare to see a card with a new block keyword that doesn't have reminder text. It only happens when the card is craving for text space.
@hydranoid674 жыл бұрын
I love the edit on the might of night to have reminder text while it was crawling across the screen XD
@endtimestcg51463 жыл бұрын
Reminder TEXT CHECK! 5:10 LOVE THE ORCISH HELLRAISER! MY CARD! Loved to play Empty the Warrens in Standard with those seethings songs...back in 2008!
@ShayVMG4 жыл бұрын
This exact sin is the reason why I struggled to pick up Keyforge and, despite loving the flow of play and the interactions between the cards, why I have NEVER been able to successfully get a friend or family member to pick up the game even casually. Since each keyforge deck is random, it should make the case for even MORE reminder text, not less.
@kylenguyen73714 жыл бұрын
"Opppnent's face roughly over here" had me laughing more than it probably should have.
@LucasDrakel4 жыл бұрын
I want to thank you for this series. I'm an aspiring game maker and this is all very useful advice. Hopefully you will be talking positively about one of my games in the future.
@Teifling4 жыл бұрын
Reminder text is super is super important. Make sure that text is worded appropriately. When Provoke came out in Legions, the second set in the Onslaught Block of Magic the Gathering, the wording on the reminder texted had a lot of people at our lunch table and LGS debating how it worked. How Provoke is worded on the card: When this attacks, you may have target creature defending player controls untap and block it if able. How is was misinterpreted: only a tapped creature who normally can legally block the attacking creature can be provoked. How it actually works: Target creature blocks the attacking creature if able. If that creature is tapped, untap it. If you had the rules insert fron one of the 4 preconstructed Theme decks, this ability read properly because you had a paragraph to explain it in your deck box. If you cracked Goblin Grappler from a booster, with no context, you likely read it the former way.
@HeroSphereTCG4 жыл бұрын
I’ve been really loving this series man. You’re really doing a great job with it!
@devonhilt93894 жыл бұрын
Wrow, catching it the second it comes out. Nice
@metleon4 жыл бұрын
I love how digital card games can just print the keyword and then have another text box pop up when you hover over it to get the best of both worlds.
@FlamingViCTiM4 жыл бұрын
4:35 the effect of spirit link and lifelink are not the same. the lifegain of lifelink just gives you live as the creature does damage as a special action, while spirit link is a triggered ability, so it goes on the stack and can be interacted with
@JKaiser9944 жыл бұрын
Having watching series it almost seems a miracle that yugioh survived as long as it did, like its not the same size as pokemon and MTG, it doesnt really do keywords (psct might possibly be the closest thing) in addition to others
@Yous01474 жыл бұрын
If you want to know the cardinal sin of TCG's beyond anything that is related to design, I'd say it's the monetization scheme that has been the industry standard since MTG began. I honestly think, beyond some of these game design flaws, that the expectation from a regular player to put 100+ dollars into your game every few months or so quite ridiculous, especially with how you as a game tend to reward them with any lack of reliance.
@shawnjavery4 жыл бұрын
Not really. For a new game its quite a lot yeah, but once you get a player base it's not unreasonable for people to be incentivized to spend money on new cards. There should be budget options of course but you need some chase cards to sell product after all.
@Yous01474 жыл бұрын
@@shawnjavery I guess we can agree to disagree then. I love card games, but even if one was modestly well off I'd say that the cost and investment you'd have to put into a game like that, besides just wrapping your head around the meta, is beyond anything that most games can reasonably expect. The biggest problem is how the cards designs are shaped by this system. It's just inherently made so that you have a mountain load of unusable toss cards no one uses for anything besides the occasional proxy back, and then you have the pool or couple of cards that actually constitute a playable part of the game, that's not even considering chase cards or meta defining ones that in turn makes those obselete in a more competitive setting. The design of the cards tend to follow the money stream, and so power creep ends up being the core mechanism by which to innovate, which is sadly something you see has defined all of the big 3 lately too. 1 card game that doesn't do this and is actually doing really well is legends of Runeterra, and you see periodically lots of hearthstone and MTG players migrate to there for some of these reasons.
@shawnjavery4 жыл бұрын
@@Yous0147 I mean this from the point of view of a company, you can have a successful game be pricey and still be successful, although that's a terrible idea for the start of a game, but needing to buy new decks to keep up isn't a problem for the game. So long as the cards out of most people's reach aren't too good, being necessary to compete on a competitive level, a card game can survive. Time investment is often the prohibitive aspect for people, not money. A game where the format is massively shaken up every pack doesn't sound too bad, although if literally every deck was power crept it'd be annoying.
@Yous01474 жыл бұрын
@@shawnjavery That's fair, I agree that you can have a game be pricey without problem so long as you target that demographic, so long as you understand that it pricier it is the more niche the game will be and the more of the overall market you'll be carving it in favor of that. I wasn't so much talking about the price tag by itself, It's moreso the kinds of monetization schemes that follow the example of making over-performing chase cards, selling them through booster boxes at a time, and then banning them right before the next set hits, flooding the game with literally useless cards, paper that will never be used just to prop up sales. And that's just one example, the whole industry is rife with deliberate control and manipulation of a cards supply and demand to maximise profits. The problem is that this is a short sighted system, and only works if you're so succesful that your bloated beyond simple failure, likely because of the intense love some players have for the game and entirely on that alone, instead of actual good will and a fair and good fostering of relationship between the game and the players. You end up with a game that only has whales and collectors, and you lose the people that simply can't afford to play, let alone those that don't have the mental space for it. Time is a different problem entirely from this, that's something every game has to content with, but these kinds of problems I touched upon stem from the kind of ways TCG's have been marketed and sold.
@shawnjavery4 жыл бұрын
@@Yous0147 Yeah there's a lot of waste but I don't think having chase cards is a bad thing since they sell product. I'm not too familiar with MTG but do they really ban newly released cards a few months after the release? In yugioh there's strong cards printed that warp the format all the time but they rarely ever ban a card before a year or so after its release . The only times they have done it was when a deck was so strong that it took 90% of top cut at an event, with the deck still being the strongest deck of the format after the hits, and some very degenerate cards getting banned 6 months or so after release, which are typically not archetype important cards, but are generically strong.
@drakke14894 жыл бұрын
Humankind (another chilean game) had the problem of keywords used only (or mostly, forgot after so many years) symbols, so you always had to have a rulebook with you to remember what things can any card do with different symbols or not very clear words. Like "cell" who was something of that can with another "cell" block the same creature together, or something like that.
@GamerMasterlink4 жыл бұрын
OH BOY that making of Mitos y Leyendas TCG at the start really brings back memories that game was the one that woke up this obsesion with cards I had a blast with them.
@MH-dn3jz4 жыл бұрын
HEAR HEAR. I played L5R for years and they... didn't do this. So sometimes a character was just a ninja, and that was just a keyword tag for other cards to reference "ninjas" on. And sometimes it was "Oh this character is a Samurai - there is actually obscure corner case mechanic I can use if I know that word is also shorthand for rules." And then there were times where it was "Oh this card is labeled berserker - OH. That actually means it can do some really really dope stuff in combat."
@sablonanime6504 жыл бұрын
The more I watch these videos, the more I realize how much of a fluke yugioh was, they don’t have any reminder card text and they have non standard card size? That’s 2 sins right off the bat. Eh, still my favorite tcg.
@jonathantillian65284 жыл бұрын
When large game companies design games (like Steve Jackson or Decipher) the guideline for keywords was, "use something that sounds like what's happening. If the description of what's happening is more than 10 words, write it out." I think a lot of games suffer from this aspect of design. Magic screws up by having "ability words" in conjunction with keywords.
@joshuagroom70683 жыл бұрын
This is why as much as people dunk on Yugioh for having so much text, I found it really easy to get into because the effects made sense and didn't take a lot to memorize.
@alejandrox3454 жыл бұрын
pendulum does not need reminder text WHEN IT IS THE BEST DECK LETS GOOOOOOOOOOO
@GokaiPlatinum4 жыл бұрын
Oh why did there only have to be seven sins? This series got me into your channel and has kept me coming back. Guess we'll have to see what's next!
@thefatgamer9734 жыл бұрын
Lol yugioh didn't have problem solving card text for half it's life. We just kept official judges in or basement back in the day
@MorbidAri4 жыл бұрын
Really great video and I really love this series. I know that for whatever reason you hate it, but this series got me into Cardfight!! Vanguard. I've played magic since 1994, and never cared about any other card game. Watching this series opened my eyes, and I took the plunge on a new game. Still no idea why you hate that game, but regardless, I have you to thank for opening my horizons.
@FarelForever4 жыл бұрын
I only started following your channel because of this series, but your other stuff seemed pretty interesting too, so I think I'll stick around for now :)
@samnottheotherone43634 жыл бұрын
Magic finally figured out mill as a keyword
@xXUltaMattXx3 ай бұрын
Magic stops putting reminder text on extended art and special variants of cards, the regular printings will still quite often have the uncommon keywords abilities described on them.
@Yous01474 жыл бұрын
I think with Keywords the golden rules should be to add reminder text if the card has room for it, otherwise just have the Keyword alone. It's very intuitive why, if the card has room for it there's little to no harm in actually adding a reminder, and it facilitates easy transition and learning, but if a card is so text-heavy that it doesn't have room for it, then the card is probably more complex and not aimed at beginners, so the keyword is sufficient and doing its task of condensing information. That said, I actually disagree with the notion that keywords always need reminder texts, but I do think it helps a great deal in this regard.
@thrillhouse41514 жыл бұрын
1:44 ahh the Dragon Quest music! Reminds me of the monster summons