What changes should i make to my handmade tcg template
▲ 9 r/cardgamedesign+2 crossposts

What changes should i make to my handmade tcg template

Should i use fineliner pen

Should i include the info that will be on every card on the template, like set name, date, illustrater, stat names etc

What other changes

The border will be the colour of the rarity, so im not doing it for the template

u/Stazy67 — 3 days ago

How can i improve the back for my cards besides centering

My tcg is based on sci fi vs fantasy. Aka future vs past, which gives the colours on the back.

Both factions or eras are at the same time, so thats why its called anachron tcg.

u/Stazy67 — 4 days ago

How to make the template for my cards look better without digital use

I want better and more proffessional looking templates for front and back sides for all my cards.

I would like to do this before making the cards, so i have a good foundation for all the cards, and so i can print multiple cards with the same template, instead of hoping it will look the same with drawing it for each card.

Plus it should save time and be more effecient

Thanks in advance

u/Stazy67 — 5 days ago

Which deck counters most matchups the best. Im at 10k

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The decks are all variations of a hogs cycle/ control deck

The decks change around mini tanks, support and big spells

u/Stazy67 — 6 days ago

Which deck counters most matchups. Im at 10k

The decks are all variations of a hogs cycle/ control deck

The decks change around mini tanks, support and big spells

u/Stazy67 — 6 days ago

Which deck counters most matchups. Im at 10k

First deck - hogs, mighty miner , evo baby dragon

Second deck- hogs , hero bowler, evo baby dragon, dart goblin

Third deck- hogs eq with mighty miner, evo furnace, cannon

Fourth deck- hogs eq with skeleton king, evo furnace, tesla

Fifth deck- same as fourth, but lightning instead of eq

Sixth deck- same as third , but lightning instead of eq

u/Stazy67 — 7 days ago

How do i make all my homemade tcg cards good quality, handcrafted and playable

MY GOAL

I made this card a while ago from the images. Its not exact like real tcgs. I dont want to use digital at all for my game because i prefer doing it by hand and im better traditional art than digital. Basically i want my cards to feel high quality, unique, hand made and easy to pick up

IDEA - I FULLY MAKE THE TCG ART BASED AND THEN SOMEONE ELSE PLAYTESTS LATER

*Very important*--- I would like my tcg to be a finished handmade tcg at one point. But i dont like testing out the games rules and things like playtesting.

So would it be possible if i made blank stats like in the photo or stats that i think might work. Then i make the tcg purely on art/ collection based.

And then maybe after someone online could help playtest the game fully if it gets more known and appreciated. Would this help my issue. I just want to get it started, so this was the best way i could think so that it might end up as a playable game

PRINTING QUESTIONS

If i draw all my cards in a page with 9 different cards, can i print those out into cardstock with a printer.

My cards stock doesnt work with my printer. Would it be fine to do it at a library. Im just thinking with how many pages i want to print

NOT ENOUGH PAPER FOR MY GOAL

I have thick enough card stock. About 20 copies i think. So 9 cards per page leads to 180 cards. I want there to be card backs as well so that leads to 90 cards. I want 3 copies per card so that leads to 30 different cards. But i want 18 different cards in each faction, and 6 factions for now. So thats 108 different cards, compared to my 30 max i can do with my pages.

Plus theres a few other different cards that arent in the deck per faction which brings 108 to 138 different cards

u/Stazy67 — 12 days ago

Goblin settlement as arena 1 to replace goblin stadium

This is the first arena out of something like 40 total arenas for my reworked ladder and arena progression system for clash royale.

Its the goblin settlement. Its a neolithic goblin themed settlement. With grassy hilly rocky landscape, early structures like goblin huts, cages, stone monoliths and fences, and crops and livestock as well

There are the 4 original goblin cards. And 2 new cards.

The first one is the ward monolith. Its a new card for a new card type " beacon". It has a radius of 6.5 tiles, lifetime of 30 seconds and is a 4 elixir common.

It pushes back enemy troops and gives friendly troops a 100 hp shield. These happen if the troop is in the area of the effect and it can only happen once for each troop. Once its pushed back it doesnt get pushed back anymore.

The next card is called wheat guard. I couldnt think of a better name for it that fits with its effect and theme.

The spell makes enemy cards deal 5% less damage for 3 seconds.

Friendly cards get cleansed from all negative effects such as freeze, slow, vines, snares, pushed and pulled. But this is one time effect for each card that goes into the area of the spell. So if they snowball your troop, it cleanses the troop, but they can then do another negative effect like tornado and it wouldnt cleanse it.

Wheat guard has radius of 2. 5 tiles, targets ground only, common. And is a 1 elixir spell. Im not sure if this would be too good, but its effects seem pretty tame. Maybe the radius is changed to something like 1.5 tiles and lasts 1.5 seconds. Im not sure how to make it balanced, but i tried. If any of you have good ideas, i could change it.

Beacons are a new card type that are like a mix between buildings and spells. They have a radius area which gives negative effects to enemy cards and positive effects to friendly cards.

They have a big radius and lifetime like a building. They usually have less health than a building. They dont attack, like buildings do

They can only be targeted by air targeting cards including spells. Examples are musketeer, skeleton dragons and fireball

The medal quests will be shown with the arena in a different post. I jyst wanted to get this post out with the most important parts, because this took me a while already.

Btw im off for summer, so i can do this if i want , because i have more time than school times

u/Stazy67 — 13 days ago

Can you guess what the card is by the drawings but they get more badly drawn each time

u/Stazy67 — 13 days ago

How to improve my conlang idea for a clock themed abugida

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Its for my fantasy/ sci fi fictional world. My world has huge important themes of time and time differences, do i thought this would fit well.

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I want it to feel curvy, smooth and callygrophic, like tolkiens elvish language, tengwar.

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But let me know how i can improve

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Total of 30 consonants ( 12 plosives, 12 fricatives, 6 sonorants) , 10 vowels. 40 in total.

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Any advice for how i can improve it.

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Its only the letters for now, ill do everything else when im sorted with all the letters. The letters are not connected, unlike something like arabic

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The vowels are a bit off, but i wanted them to be based off of chime parts, because chimes are the closest to an airy sound, related to clocks. These vowels/ diacritics are placed under or over the consonant based on which variant it is. A is above , while ay is below, like in the photos

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Thanks in advance

u/Stazy67 — 17 days ago

How should i improve my try at a clock themed abugida

Its for my fantasy/ sci fi fictional world. My world has huge important themes of time and time differences, do i thought this would fit well.

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I want it to feel curvy, smooth and callygriphic, like tolkiens elvish language, tengwar.

But let me know how i can improve

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Total of 30 consonants ( 12 plosives, 12 fricatives, 6 sonorants) , 10 vowels. 40 in total.

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Any advice for how i can improve it.

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Its only the letters for now, ill do everything else when im sorted with all the letters. The letters are not connected, unlike something like arabic

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The vowels are a bit off, but i wanted them to be based off of chime parts, because chimes are the closest to an airy sound, related to clocks. These vowels/ diacritics are placed under or over the consonant based on which variant it is. A is above , while ay is below, like in the photos

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Thanks in advance

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u/Stazy67 — 17 days ago
▲ 46 r/ClashRoyale+2 crossposts

Is there a way to make a conlang themed on animals

I want all the letters to be different animals but i dont know if it works

I would like it to be like those plant/ flower conlangs on reddit that have multiple letters connected

I would alsi like if it was smooth, curvy and calligriphic like tolkiens elvish language. And i want it to be an abugida, where there are diactrics over or under the consonants that are the vowels. Maybe they are parts of the animals like feathers and scales

u/Stazy67 — 15 days ago

How do i make my game well made and playable without playtesting

I dont like playtesting and playing the game

But i love making the cards, art and designs

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So is there any way my game can be playtested or become playable without me playtesting much

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Like is there any website or person that can help playtest and make the game work and be fun

u/Stazy67 — 25 days ago
▲ 61 r/drawing

How can i really get better at drawing

Like what step by step method should i do to get better.

Apart from practicing, because if i keep practicing refrences i know im not going to get better

List the things in order. Like dont just say anatomy and just that, because i obviously need to learn more than that

u/Stazy67 — 25 days ago

New card type idea for clash royale

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This idea was used from last post of all the updates, because people said it would be better to post them in smaller sections

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The new card type idea is called sigils.

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They enchant allies , downgrade enemies or modify a big area of the arena.

They are placed like a building, have a fixed duration but only get destroyed by spells if its enough damage.

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They cant be targeted by troops, so they arent like buildings in that way. They cant attack, but they have hp.

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Most of them are only on your side of the arena like buildings. Each sigil that you place , removes/replaces the last sigil that you placed, so you cant stack effects.

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They are kind of like spells mixed with buildings in a sense. But i want them to have a different identity frok spells with their effects. So if you have ideas what the kind of theme the effects have let me know

u/Stazy67 — 25 days ago

My update ideas for clash royale i think supcell should add

These update ideas try to cover improvements to progression, ladder, ranked, seasonal arenas, quests, clan improvements, free 2 play improvements, fair play systems, gamemodes, rewards, cosmetic rewards, quality of life, tournaments, seasonal events, new card type, collectable card system like a tcg,

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Im making all the arena and ranked progression including new cards and arenas in multiple seperate posts , which will be in a while. I used ai to convert the writing from my notebook to digital text because that would take too long, and using ai this way is fine because i already wrote the update ideas myself

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I tried my best to make it as good quality as possiblw with the best improvements and changes. This took me a long time, to write and think of ideas, so i would appreciate support and advice, thanks

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Here is the digitilsed text

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Page 1

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​Clash Royale Arena and Card Reworks & Changes

​Ladder Rework

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​Ladder goes from 0 - 13,500 trophies 🏆.

​Arenas go from training camp (arena 0) to arena 31. The final arena is 13,000–13,500.

​At 13,500 trophies you unlock the ranks and ranked arenas.

​Ranks are still Master 1 to Ultimate Champion.

​Since there are 7 ranks from Master to Ultimate Champion, there are 7 Ranked arenas, for each Rank. This leaves the last arena to be arena 38.

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​Ranked Arena System

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​The Ranked arenas work like the ranks. There are 11 steps in the ranked arenas. Winning moves you up a step, losing you move down one.

​The Golden steps still act as safe points so you don't drop down. Once you have reached the 11 steps (like trophy count) you move on to the next Ranked arena. You reset back to first ranked arena every season, which is Master 1 Also, you can climb back easier with a win multiplier based on how high you climbed the previous season. Each Ranked arena is the name of that arena, the number of that arena (e.g. arena 36) or the rank for that arena (e.g. Master 1 for arena 32).

​Each ranked arena rewards you with progression rewards like gold, chests, gems & cards.

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​Seasonal Arenas System

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​There are now seasonal arenas for different positions in the final rank, Ultimate Champion. One for being at the bottom of Ultimate Champion to top 10,000. One for top 10,000 – top 1,000. Another one for top 1,000 – top 100. The final 2 seasonal arenas are top 100–20 and top 20–1.

​The seasonal arenas are replaced every season and there are 5 total seasonal arenas. As you progress key points in Ultimate Champion like top 10,000, 5,000, 1,000 etc. you get progression rewards, badges, emotes and near the top of Ultimate Champion there are also rewards such as tower and card skins, rare emotes and even some rare new text emotes that are the same type of emote as "well played" and "good game".

​These seasonal arenas have very good quality sound effects, visuals, details, backgrounds, themes and extra special additions. Each seasonal arena as you progress gives a slight colour change to cards to make it feel special, such as silver parts on the card at the bottom of Ultimate Champion and diamond or crystal at the top of Ultimate Champion.

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​Boost in Progression

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​At the start of every season, every player above 9,000 trophies gains a small boost in trophy progression, and reward progression, until they have reached their peak trophies.

​Some arenas have stayed, some removed, some have been replaced. If you have entered a new arena or rank position, you also gain a small boost in reward progression.

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​Page 2

​Ranked – Rank System and Rewards

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​Every player that reaches Master 1 or higher resets to Master 1 every season, but higher depending on your last season's rank. Ultimate Champion last season might bring you to Champion in the new season.

​Each Ranked arena has an arena tower and card skin at the end of the Ranked arena. Higher the Ranked arena the better the cosmetic reward.

​If you get to top 10–1 that season you get a badge and a style font exclusive for your name for those 10 players. The 1st player gets those rewards and an exclusive emote and their own skin for a card they request.

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​Fair Play System

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​If your deck has way higher levels than opponents, you gain fewer trophies on win to discourage farming.

​Better systems for ranked and competitive play to detect cheating, win trading and other unallowed practices. You need leaderboard eligibility for top players. 2 factor authentication for account changes.

​If you have high level cards you can't match up with players with cards that are a lot lower level. If you have a level 11 deck for example, the system finds a player with around a level 11 deck and trophy count for your next match.

​All competitive paths like ranked have a level cap of 15. Level 15 cards are now way easier to get for free to play players.

​Each win you now get elo. Each loss you lose elo. Your elo number or rating is the total amount of elo you have gained on all your matches. The game chooses your opponent based on a similar elo to you, similar trophy range and similar card levels.

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​Cards and Rewards for Each Arena

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​Card unlocks are from arena 0 (training camp) to arena 22. Arena 22 is the final arena for card unlocks. There are now 150 cards in total, 29 new ones. Each card is placed around where they are currently in progression, but with also a factor of the theme of the arena and card. Some cards have been moved a few arenas, but I tried to make them not be too far from their original arena.

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Page 3

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​Clash Royale Ladder Redesign

​Reward System in Ladder

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​Arena 23–31 give only cosmetics instead of cards. Players can still get progression rewards such as resources and cards that were in previous arenas.

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​Medals & Medal Quests

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​Medals are a new system in arenas 1–32. There are 4 tiers: Bronze (reach the arena), Silver (3 medal quests), Gold (5 medal quests), Platinum (5 medal quests and reach next arena).

​Medal quests are quests you complete throughout matches. They require you to play the game more, do specific tasks or challenges and reward different plays. Medal quest examples are 'win 3 battles with a certain card', 'Deal x damage with a certain card', 'Reach X trophies with a certain 3 cards', 'Deploy x card, an x amount of times in one battle', 'or in multiple battles'. There are a wide range of different type of quests but these are good examples.

​Every tier of medal is a medal that can be displayed in the main menu before a match and in your collection. You can also select up to 3 medals on your name bar when in a match.

​Bronze medal is bronze background and has some image to represent the arena you have reached, like a pekka for pekka's playhouse.

​Silver medal and gold are same as bronze but have more shine and are silver or gold.

​Platinum medal quest rewards you with the platinum medal which is animated and is platinum colour, and a basic emote, based on that arena.

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​Clash Tokens and Better Progression

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​To upgrade cards you now need cards + clash tokens. Clash tokens replace gold. You get clash tokens by duplicate cards (more for a higher rarity), chests, clan requests, the season shop, the free and paid pass and by progressing through ladder and ranked.

​Clash tokens and cards are way easier to get, and get a lot of in this update to progression, than gold and cards used to be.

​Players are also given a 3 star lucky drop or higher, small amount of clash tokens and gems and a golden chest or higher every day they log in to clash royale and play at least 2 games.

​Every offer in the game, whether its the pass or buying gems, is now significantly cheaper and are better value, but not so cheap that the clash devs are at a loss.

​There are now daily, weekly, and seasonal quests that are challenging but give good value rewards for progression.

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Page 4

​Clan Integration

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​There are now weekly clan quests. If at least 80\% do their quests then everyone gets a 5 star lucky drop and some clash tokens. If a player hasn't been too active or is recently joined and hasn't done the quests then they aren't considered in the 80\% mark.

​Clans compete, in a 5 day race, with 4 clans and the rewards are clan trophies, card tokens, a 3 star and 4 star lucky drop and a custom clan logo, tower skin and name plate. These races are seasonal. Battles are levels with tournament standard.

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​Cosmetic Rewards for Later Arenas

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​For arenas 23–31 there is a cosmetic system for each trophy point in the arena, as well as the cosmetic medal system still being there.

Requirement Rarity Cosmetic Reward

  1. Reach arena Common Card outline/border skin based on arena theme

  2. Win 6 battles Common Emote for arena's theme

  3. Complete 2 medal quests and gain 180 trophies from arena start Common Card skin for arena's theme

  4. Complete 3 medal quests and gain a 3 win streak Uncommon Effect of tower destruction based off arena's theme

  5. Complete 4 medal quests and (2 clan quests within 1 week) Uncommon Emote for arena's theme

  6. Complete 4 medal quests and gain 360 trophies from arena start Rare Card skin for arena's theme

  7. Complete 5 medal quests, 3 clan quests and gain a 4 win streak Rare Only tower troop skin for arena's theme (not king tower)

  8. Complete 5 medal quests, and win 20 times in this arena Epic Emote for arena's theme

  9. Complete 5 medal quests, 5 clan quests, play 50 matches Legendary Card skin for arena's theme

  10. Complete 5 medal quests, reach the end of the arena Champion King tower skin for arena's theme

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​Each cosmetic reward enters a player's chest loot pool only after the player met its set requirement and unlocked all previous cosmetic tiers.

​All cosmetic rewards will be explained and shown for each of the arenas 23–31. Each cosmetic reward will be shortly described and have a picture of it. Each cosmetic reward has the same themes of that arena. Example is poison fish emote in a poison swamp arena.

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​Page 5

​Reward System for Ranked Arenas (arena 32–37)

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​Ultimate Champion is not a ranked arena, it has multiple seasonal arenas and Ultimate Champion has its own special cosmetic rewards, so its not included in this reward system.

​For this system and the cosmetic system for arenas 23–31, you gain each reward in order, you can't skip to last tier for example.

​This reward system below is for ranked arenas 32–37. Each reward is a first time reward unlocked after reaching that ranked arena or rank, players get the reward every season. These rewards aren't from chests but gained automatically.

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Ranked Arena Progression Reward Cosmetic Reward

32, Master 1 100 gems, 10,000 clash tokens Emote based on arena theme

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33, Master 2 150 gems, 15,000 clash tokens Emote based on arena theme, card outline

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34, Master 3 200 gems, 20,000 clash tokens, Magical chest Emote based on arena theme, card skin

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35, Champion 250 gems, 30,000 clash tokens, 5,000 common wild cards, epic chest Emote based on arena theme, king & tower skin

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36, Grand Champion 350 gems, 50,000 clash tokens, 1,000 rare wild cards, 160 epic cards, legendary chest Emote based on arena theme, animated card, your profile background

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37, Royal Champion 500 gems, 75,000 clash tokens, 2,000 common, 500 rare, 75 epic, 5 legendary, 5 champion wild cards, 2 card boost potions, 2 evo shards, 50 hero shards, 1 champion chest Emote based on arena theme, card and full tower theme skins, king animation of loss/win

​Note: All of the cosmetic rewards above are themed on that arena's themes.

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​New Collectable Card System

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​In this update, there are also trading card versions of cards players can obtain from new clash packs. These are like trading card booster packs and have a rarity system. You are guaranteed commons, rares and one epic. Legendaries or champions are from higher tier packs like legendary packs. Evolutions and heroes have their own packs to guarantee one.

​These clash packs are mainly for cosmetic/collection. The different cards from the packs go into your collection binder. You can view each card in this binder. The commons are the common rarity of cards in Clash Royale like skeletons and knight. But the different rarities also show how rare they are to get in the packs, and how stylised and special the art works and effects on the cards are.

​The features that are different from a normal Clash Royale card are different artworks, different card borders, variants like gold cards, rainbow, silver, alternate arts, holographic illustration cards, environment cards etc. On the card, there can also be information like the arena its from, the illustrator, the amount of copies that exists in the lootpool, and players can even sign their cards. Players can also sell their cards in a marketplace in game for other cards or progression to their account like clash tokens or gems.

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​Page 6

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​New Gamemodes

​Casual Gamemode Ideas

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​Sudden Elixir

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​A gamemode where each player starts with 10 elixir, but your elixir doesn't regenerate. Every card you kill gives 50\% of the elixir that card costed back to you. This is the main way to get elixir back. Destroying a princess tower gives 5 elixir. Destroying the king tower wins you the game.

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​Mayhem Mirror Mode

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​A gamemode where each player is given a randomly selected deck by the game. The deck needs to have 2 spells, 1 building, 4 random troops with 1 win condition. Both players in a randomly selected deck mirror match.

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​Tower Blitz

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​A gamemode where both players have 3\times elixir and both players can select defence, offense or random before the match. On defense, the player has no king tower, but 3 princess towers in a row. Defender has 2 minutes to defend as many towers as they can. On offense, the player tries to destroy as many towers as they can. On offense you have no towers and try to get as many crowns, as possible.

​By the end of the 2 minutes, each tower destroyed on offense and tower defended on defense is rewarded as 1 crown. For example offense player destroys 2 towers, so they have 2 crowns, and defense player defended 1 tower, so they have 1 crown. The next round, the sides switch for each player so each player plays offense and defense throughout the game.

​Before the next round starts, you can switch between your premade decks, so you can switch to a defense/offense style deck. First to 6 crowns through the rounds wins the game. The 3\times elixir makes each round fast, but usually ends with around 3 rounds, so it balances it out.

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​The Arena Tower

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​A roguelike clash royale gamemode, where you climb a 31 arena tower, with each arena acting as floors. Each arena/floor is the 31 arenas from ladder. Each arena/floor you face an ai opponent but for every floor the ai gets better and gets new cards based on the card unlocks for each arena. You select 1 deck at the start of the run. It can be any level or any card assortment.

​If you lose one game you go back to the start, but after arena 31 is beaten, the ranked arenas and seasonal arenas are unlocked, and if you lose a game in these arenas, you have a checkpoint at arena 32, each time.

​But, every win you get upgrade options for your cards that get better as you climb the arenas like chaos mode upgrades, but scaled down a bit. The ai has different upgrades along with your upgrade options to make the challenge more difficult and interesting.

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​Page 7

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​Practice Gamemode

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​I watched the morten interview with the Clash Royale developer and the developer's idea of a defense gamemode against certain cards, like a practice mode sounded interesting to me, so I wanted to credit him before I talk about the gamemode.

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​The gamemode would have custom developer made 'levels' to defend against and community made levels as well. Examples of the different levels could be defending against an evo witch + evo mega knight or evo mortar + rascals. The different options of defense are, only having certain cards to use, having a limited elixir to defend fully, or only using a certain amount of cards. There could be other defense options they could implement, but those are the only ones I could think of. With the community made levels, and multiple defense modes like limited elixir or certain cards, there can be a lot of different and various level options with a huge level amount to choose from as well.

​I think this game

mode is really good quality, fun, interesting and challenging. I feel like this gamemode should have been added sooner, due to how many different levels they could have and mainly because it helps players learn, practice and get better at the game with defense. Maybe there could be an attacking variant as well, but I don't know how that could be done. There could also be other variants for practicing, like practicing placement of cards, practicing timing, reaction, decisions or other things to get better.

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​New Competitive Mode

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​This new competitive gamemode called [Blank] is supposed to add on to Ranked and mega tactics as the only real competitive modes. Each card has 3 talent slots. There are around 8 talent options per card. These talents are unlocked by playing that card in this gamemode. The talents are unlocked in different times in the game when you have the talents already. The talents are like perks that give the card more stats or an extra ability. These talents have 3 levels each one is considered a better upgrade. So each player has a common, rare and epic talent for each card, unlocked throughout the game. Every card has at least 3 talent options at the release of this mode, over time more talent options would be added.

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​When its time for the first talent option, it shows all of your cards and their talent option. Each time you pick 2 talents to pick from your 8 cards. The times when talent options show up are 2 minutes and 30 seconds left, 1 and a half minutes left and 30 seconds left. Each of those times are for talents level 1, 2, and 3 respectively and each level shows as a bar at the side of the screen, so the talents don't pop up in a bad unfair moment. Players can keep playing while the talent option is at the side because players might need to keep playing in important moments so they don't lose. If a player opens the talent menu they can go out of it when they want. These options ensures that this gamemode is fair and can be competitive.

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​There is also a ranked system just like the ranked arenas and ranks in regular ladder. There are also rewards for getting good ranks, so the mode feels competitive

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Page 8

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​Friendly and Competitive Draft Tournaments

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​Clan leaders or friends can start a draft, triple draft or mega draft tournament, for a friendly style tournament. Players can also compete in competitive ranked draft tournaments with rewards and possibly prize pools. These competitive tournaments are played by the best players and function the same as friendly/clan draft tournaments.

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​The tournament is a total of 8–16 players and the winner in the clan gets a few rewards like gems. Players can bet who they think will win with clash tokens or gems. Players decide which type of draft they want to play, because there's different options in the gamemode list.

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​Quality of Life Additions

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​Players can mix tower skins from different arenas or where they got the tower skin. For example you can choose arena 5 tower skin on 1 princess tower, a different tower skin on the other princess tower and another different skin for the king tower. Change them in a skin menu.

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​Players can now convert clash tokens into gems with a daily limit. They can also convert clash tokens into wild cards or evo/hero shards. They can convert gems into these resources as well, and the amount the player can convert is 1,000,000 a day, for clash tokens and gems.

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​Players can watch replays of specific players with a search bar. Players can also filter by card, archetypes, win conditions, etc with trophy range/rank to get certain matches. Players can also rewind in time amounts, view where the opponent is holding/hovering a card before they place it, switch between the players' perspective in the match, see both players' card list that are coming back into hand and be able to keep replays stored in a storage menu so you can look at it in the future. Players can also now save replays of their own games into a storage menu, up to a certain limit.

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​Stat menu for history of your matches, certain seasons to pick from that you had an account during, certain dates etc. The stats can be anything from total damage with a certain card or total time playing the game.

​Spectator emotes like "good game", guide for certain decks, cards or counters in the game menu made by devs, searching for a card with a mechanic like stun etc.

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​Seasonal Events

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​Seasonal events last 1 season, with unique rule modifiers like rage spell everywhere and there is a 20–30 event tier with rewards. Complete matches, wins, quests to get further into the different rewards.

​The seasonal event they should start with is; each player has 2 king towers in the middle but no princess towers. Destroying both wins the game.

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​New Card Type — Sigils: Sigils are enchantments that modify a big area of the arena. They are placed like buildings, fixed duration but only die to spells if enough damage.

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Page 9

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​Other Final Factors About This New Update

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​Each arena has a unique name, visual themes, description, trophy range and set of cards. Cards are positioned by progression (as in where they fit in trophy range) and thematic fit to the arena e.g. pekka in pekka's playhouse.

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​New sigil card type targeted by troops, every sigil placed per player removes the last one. Examples of sigils are enemy troops take more damage to spells or friendly troops gain faster attack speed and enemies have less attack speed.

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​There are 29 new cards and there are new arenas. Each card and arena has unique themes or mechanics.

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​Max level is back to level 15. Players who spent resources onto level 16 are given back all the resources they spent as compensation. Progression is also easier so players can reach max level easier and faster.

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​This update also adds a feature which shows top players in each arena. You can view their deck, trophy count etc. This update also, lets you chat, add, battle with players in a search bar. All of the gamemodes in clans like 7\times elixir are now also available for regular matches, so its not limited to just your clanmates. There are also 2v2 and maybe 3v3 versions of every gamemode seen in clans, like 2v2 7 times elixir and more.

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​Full Ladder and Ranked Arena Progression

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​Training camp stays the exact same.

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​Arena 1 – Goblin Settlement – 0–300 Trophies 🏆

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u/Stazy67 — 26 days ago

What should i change in my card layout

My tcg is homemade/ hand made and i think the layout on the front and back need to have a finalised better version. I would like to keep full words for potency aka attack , vitality aka health etc. The border just outside the art is supposedto have colours of the faction of the card. The card border is the colour of the rarity

u/Stazy67 — 1 month ago

What do you all think of my opinions for each of these pokemon categories

I started in gen 3, but didnt do a proper playthrough until it was sun and moon

u/Stazy67 — 1 month ago

Advice and suggestions for my card layouts and design

My tcg is based on high fantasy vs the future, with factions for each of these eras.

Players have 5 buildings. Destroy enough creatures for 40 points or destroy all 5 buildings to win. Could anyone suggest for ways to improve my gameplay system and card design/layout

The stats and abilities arent written in yet because these are final cards not playtest cards, and i need to playtest to figure out correct stats.

u/Stazy67 — 1 month ago