u/QuadoraTCG

Image 1 — Decklife revamped with attack system changed
Image 2 — Decklife revamped with attack system changed

Decklife revamped with attack system changed

(I am using a riftbound template to create playtesting cards with random images on the internet. These are not my assets or custom riftbound cards)

I have gotten a lot of feedback from people about my decklife system and player opinions on this idea. I am still looking into how I can improve it and I still would like to play test with ideas people have given me. (Thankyou for the advice (:

Players obviously want to play the cards that they put into there decks. (This is pretty obvious). A decklife system means that players won’t be able to play every card they put into there deck. Although in my game at the moment this still will happens I want the player who is being attacked to still feel like there cards can/have had the chance to do something.

First of all from the examples above I’m going to introduce this “security” keyword. What is means is if it is going to be exiled from the deck, from ur opponent attacking the effect is applied. This means from deck building standpoint players “can build to be attacked” and means that there are cards that no matter what will have an impact on the game.

The second thing is adding a new system for how damage is checked on the deck. The new system is:
- A unit is attacking a player
- the power is checked for how many cards will be ‘checked’
- the top card will be flipped of defending player
- if the power of the card flipped is the same or greater the attacking card is destroyed and the flipped card is sent to the discard pile instead.
- if the power of the flipped card is lower than the attacking card or is a spell then the card exiled and the attack checks continues till it fails or has no more checks left

This system works well for 3 things. It means that even if a high power unit is sent to the discard pile it could have destroyed an opponents unit. When u need to have a low power to be destroyed to be sent to the grave, u can attack ur opponent directly to have it destroyed. Finally ur “bigger units” have a better chance of being sent to the grave where they can be retrieved more easily.

I know this doesn’t “fix the issue” but I think it’s a step in the direction.

With that being said, if there is anything that this particular change in the system may need changing or the cards please let me know. Or if u have any ideas.

u/QuadoraTCG — 4 days ago

Mana and health system for my TCG

For my tcg your health is tracked by the amount of cards within your deck. And your mana is tracked by the amount of cards within your graveyard.

I am now designing the system for this. I need advice on any “red flags” that might come of the system I have made and if you know how to mitigate it.

decklife system:

Your health is equal to the amount of cards within your deck, when you take damage from an opponents unit or spell, u exile the amount of damage from the top of the deck face up (skipping the grave). I have made it skip the grave to not punish the player for attacking too much by giving the opponent more mana to work with.

When you have 0 cards in deck, you only lose when you attempt to draw. When a card is exiled it is not a check for if you lose.

Grave Mana system:

For your first turn u will mill one card from the top of ur deck to allow for plays. To play a 1 cost unit, u have to exile 1 card from your grave and for a 2, cost two card, etc.

I’m hoping with a simple system like this I can more easily balance the game. But if there is anything that straight away seems to be an issue please let me know.

reddit.com
u/QuadoraTCG — 5 days ago

How much lore have you put into your TCG?

As the title says, yugioh, mtg and riftbound for example, all have varying degrees of importance on the lore for the game. I was wondering for my own tcg the level of importance it has to the game and how much others value it as a core part.

how detailed is the lore within the cards?

and

how do you convey your lore through the cards?

reddit.com
u/QuadoraTCG — 5 days ago

Quadora TCG - Starting my first TCG

I have never made a TCG before and I have never made art before so I am learning to do everything as I go along. I have played lots of tcgs so I think that I have a good idea on how they work.

Quadora is played mainly in a 1v1 competitive format. As for the game loops: The mana system is tied to the health system. As to playing cards, you must exile the cost from your grave, and when you attack your opponent they exile cards from the top of there deck as the damage. The way you win is decking out the opponent.

Personally for me I don’t like dealing with all of the extra riffraff that comes with deck building (extra deck, points trackers, battlefields, etc) so I am trying to design the game where all you need is main deck and maybe a champion card. Life is kept track by how many cards are still in your deck, and mana is kept track by how many cards are in your graveyard. This keeps a streamline system with lots of breathing room for development.

I feel excited to start this journey and show my progress here. This is my first attempt at this so any help is greatly appreciated.

If there are videos people recommend or specific Redditor’s to go through there pages to help me get an idea that would be greatly appreciated too.

reddit.com
u/QuadoraTCG — 7 days ago
▲ 2 r/TCG

Quadora TCG

Hey everyone!! I’m beginning my journey into making my own TCG. I am new to all of it. This is my first attempt at making a card from scratch. I’m planning to redo everything and make it look good.

The game is based around the idea that your health, mana and deck are all one recourse. I’ll be going into more detail about the game and the creative process in soon to come posts.

If that interests you feel free to follow on instagram or here on reddit!!

u/QuadoraTCG — 11 days ago