My TCG/CCG: Beta 2

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Squishy Rex
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My TCG/CCG: Beta 2

Postby Squishy Rex » Fri Jul 15, 2016 7:46 pm

Dragoona Battles is a TCG/CCG game I’ve been working on for nearly 10 years. Many of the Creature cards included in this game are taken from the storyline of a book I was writing called “Dragoona Tales: Rise of the Dark Master”. The concept as a whole basically uses themed battle zones, Creatures/Objects and places from the story.

Over the years, I’ve shaped the game itself, based upon the working backbone of other TCG/CCGs without blatantly ripping them off. Some of the elements used are inspired by games such as Yu-Gi-Oh! and apparently, Pokemon too, though I’ve never really looked into these claims. In any case, Dragoona Battles, like most other card games, requires you to either defeat your opponent by reducing their health, or by making them Deck out. That said, there are a small number of other ways of grasping victory, like how Yu-Gi-Oh! has Exodia’s instant win guarantee.
Dragoona Battles also in ways, requires the need for strategies to send certain Creatures through their evolutionary stages to become more powerful, but to also manipulate special Powerplays to affect the battle zone and the Creatures on it.

Prototype 51
Spoiler: show
But, going to back where it all started, I’ll firstly show you the game, or parts of it, in its earliest stage of infancy. The game originally consisted of 51 cards, and was made specifically as a school art project, which consisted of designing our games. So, Prototype 51 was born, and with it, some features which are still present in Beta 2, the current dev stage.

The original 51 cards, were much more plain in design, mainly due to time constraints and also used terms, which were no longer used after the end of Prototype 51. Some of which can be seen below:

- All cards used “PWR” instead of “AP”. “PWR” stood for “Power” and “AP” meaning “Attack Power”. This was changed when Creatures also gained “Defense Power” or “DP”.
- Magic cards (now known as “Power” cards) had infinite “PWR”. Cards of any sort no longer have infinite “PWR”.
- Creatures were referred to as “Monsters”.
- Creatures could be “Jinxed”. This was changed to “Disarmed”.
- Creature types were referred to as “(Type) Stone Monsters”. E.g. “Earth Stone Monsters”. Stone was a reference to the early storyline where each type of Creature were classed under a Type Talisman, which in the storyline, were made of Stone.
- The Battle Zone was known as “The Island”, which referred to the “Island of Dragoona”.
- The Crypt/discard pile, was known as “The Isle of Spooks”, which was an island from the storyline that served as a place of fallen spirits.
- Creature cards only included descriptions about their respective Creature. None had their own Powerplays.
- Power Cards were the only cards to use Powerplays.
- Prototype 51 included a “Food” type, which was discontinued after the end of the prototype. The 6 “Food” type Creatures were removed till Beta 2, with the exception of “Gassy Gut”, who was changed to the “Alien” type.
- 8 of the cards from Prototype 51 were not reproduced in Beta 1. 6 of them of course, were the “Food” type Creatures.
Here is a list of the cards from Prototype 51:
Spoiler: show
Image
Many of the cards experienced a change of some sort between Prototype 51 and Beta 1. Mostly this was an adjustment of their AP, however a few had their names and/or images changed to nullify copyrighted material that was used solely for art project as mock-up cards. Some cards experienced a name change, simply for the fact that they sounded a little too simplistic and undescriptive.

Beta 1
Spoiler: show
Beta 1 was drawn up within the few months that followed the end of Prototype 51. There were a number of changes made to the basic card design and other changes which occurred during the production of Beta 1. The first of which happened from the card # 501 - #1000, the second of which affected cards #1001 -#1050. #1050 was the last card made during Beta 1.
The changes made can be seen below:
- Beta 1 introduces new Creature/card types:
• Forbidden
• Legendary
• Plant
• Bug
• Alien
• Nightmare
• Dreamer
• Power-Up
- Cards from Beta 1 include printed Rarities: C,UC,R,SR,GR,PR (Common, Uncommon, Rare, Silver Rare, Gold Rare, Platinum Rare.)
- Cards include printed Type names (E.g “Earth”)
- “PWR” becomes “AP”.
- All Card type Mark Letters and Type Icons become separated into their own squares.
- Card #501-#1000 include an extra printed subtype (E.g Earth/Rock, Machine/Metal, Elemental/Air)
- Cards #501-#1050 introduce the “Legendary” type.
- Cards #1001-#1050 introduce the “Dreamer”, “Nightmare” and “Forbidden” types.
Beta 2
Spoiler: show
Beta 2 was drawn up towards the end of Beta 1 and includes many new updates, some of which are updates to run with the mechanics of the game itself.
The new additions and changes to the previous Beta 1 can be seen below:
- Cards now include both an “AP” and “DP”.
- Cards now only use a Type Icon, Mark Letters were removed, as they were considered pointless.
- Creature Cards now use a printed Sacrifice Icon to show how many sacrifices are required to summon said Creature. These are shown in dot form, like that shown on a dice.
- “AP” icons have been moved to the bottom left corner, with the addition of the “DP” icon now using the bottom right corner.
- Power-Up cards have been turned into Power cards to make obsolete of an unnecessary card type.
- “Nightmare” Creatures and “Ghost” Creatures have been combined to become “Dark” Creatures, again removing an unnecessary type.
- “Dreamer” Creatures have been combined with the existing “Light” type.
- “Relic” and “Karma” Creatures have been introduced.
- “World” and “Element” Power cards have been introduced.
- Beta 2 also introduces a new rarity, "Diamond Rare", printed as "DR". Diamond Rare is now the highest Rarity, above "Platinum Rare".

News and Updates
I know I've been gone for a while, however, I've had some time to focus on this once more. I've now managed to push the game itself into Beta 2 finally, changing some older existing mechanics and tending to a few obvious issues in terms of prepping the actual gameplay and rules. I've also developed a few new archetypes recently, though none of which have their own strategies as of yet. A lot of research has gone into these archetypes because they are based on real-world themes, the legends behind the Moai of Easter Island and the legends behind the native American Totem Poles, including many of the animals and gods generally depicted upon them, including Mawdzeks and the Thunderbird.

As always, if anyone has ideas for new card names or themes, feel free to post them, though remember, no copyrighted material. :)

Muyoko
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Re: My TCG/CCG: Beta 2

Postby Muyoko » Fri Jul 15, 2016 9:30 pm

Oh! This could be fun!

Squishy Rex
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Re: My TCG/CCG: Beta 2

Postby Squishy Rex » Fri Jul 15, 2016 10:15 pm

Terminology and Rulings v1.3.2
Spoiler: show
Powerplay: Most Creature Cards come with 1 or more specific Powerplay(s) which can alter the game. Most are generally temporary, though some are permanent. A Creature’s Powerplay is written in the box at the bottom of the card.
Disarm: A Creature that is “Disarmed” cannot activate its Powerplay(s), however it can still launch attacks. Creatures that are “Hidden” are considered “Disarmed”, as they cannot activate their Powerplay(s) whilst in a “Hidden” position.
Stun: A Creature that is “Stunned” cannot attack or activate Powerplay(s). A Creature can only be “Stunned” for 1 turn, unless a specific Powerplay instructs otherwise.
Enrage: Some Creatures can enter an “Enraged” mode. To do this, you can activate a Creature’s Powerplay that specifies said Creature can enter “Enraged” mode. Summon the Creature’s “Enraged” form from your Deck or Hand and place it on top of that Creature’s card. “Enraged” Creatures can only remain on the Battlefield for 1 turn. If an “Enraged” Creature is “Hidden” by a Powerplay during that turn, the Enraged” form is destroyed and sent to the Crypt.
Revive: Creatures can be revived, using a Revival Summon. This is when a Creature is Summoned from the Crypt. Revival Summons can only be performed by a card’s Powerplay which calls for a Revival Summon.
Hide: To “Hide” or “Hidden Summon” a Creature, it must be placed face-down on the Battlefield. A Hidden Creature cannot attack or activate Powerplays unless specified otherwise.
Attach: Certain Creatures or Power Cards can be “Attached” to other Creature Cards. Cards that have to ability to attach themselves to other cards have Powerplay(s) which call for this action. An “Attached” card is placed face-up underneath the chosen Creature or Power Card.
Combine: Certain Creatures can be combined via a “Combo Summon” to call upon other Creatures. Creatures used in a “Combo Summon” become “Attached” to the Summoned Creature.
Split: A “Splitting” Powerplay can only be used with Creature(s) who have been “Combo Summoned”. When a “Splitting” Powerplay activates, the Combo Creature is destroyed and the Creatures used in the “Combo Summon” are left on the field in their own Battlefield Zones.
HP: HP refers to the number of Health Points each player has.
AP: AP refers to a Creature’s Attack Points.
DP: DP refers to a Creature’s Defence Points.
Power Card: A Power Card is not a Creature card. It has no AP/DP stats and does not have “Summoning Sacrifice” stats. Each Power Card has an “Activation Limit”, meaning the number present on each Power Card defines the number of turns said Power Card can remain active for, before it is destroyed. Power Cards can only be “Hidden Summoned” unless they are activated directly from your Hand. While a Power Card is “Hidden”, it is considered not active, and is not affected by its “Activation Limit”.
Battlefield Zones: These refer to the marked squares on the Battlefield where a Creature can be Summoned. Power Cards cannot be placed here, unless they are “Attached” to a specific Creature.
Power Zones: Power Zones refer to the marked squares on the Battlefield where a Power Card can be placed. Creature Cards cannot be placed here.
Summoning Sacrifice: Each Creature card has a printed “Summoning Sacrifice” number. This is the number of Creatures on the Battlefield that must be sacrificed to Summon said Creature. If the “Summoning Sacrifice is printed as zero, it requires no sacrifices.
Sacrifice: The term used when a Creature is sent to the Crypt that has not been destroyed in a Battle with another Creature or due to the Powerplay of another card.
Activation Limit: An Activation Limit is a number printed on each Power Card. This number indicates the amount of turns each Power Card can remain on the field after being activated. Once the limit is reached, the active Power Card is destroyed.
Super Summon: A Super Summon is a summoning which allows for one or more extra summoning(s ) during your respective turn.
New Creature Type Rulings v1.3.2
Spoiler: show
Relic Creatures:
• All Relic Creatures have both a “Sealed” and “Released” form. The only way to Summon a Creature’s “Released” form is to sacrifice a “Sealed” form of a corresponding Creature when it has fulfilled all of its “Release” Powerplay(s).
• Relic Creatures use an Ankh as a Tribe symbol.
• When a “Released” form is summoned, it is known as an “Unsealing Summon”.
• “Released” forms can ONLY be summoned by an “Unsealing Summon”.
• Only 1 Relic Creature can be on a player’s field at a time, this includes both “Sealed” and “Released” forms.
• “Sealed” forms can attack, but they are immediately destroyed, whereas “Released” forms can both attack and defend.
• Relic Creatures cannot be sacrificed to summon other Creatures unless they are also Relic Creatures.
• Example:
“Relic Golem – Sealed Form”
This card can only be sacrificed to perform an “Unsealing Summon” of “Relic Golem – The Ancient Defender”. This card can only be sacrificed when all of its Powerplay(s) are fulfilled. Once per turn while this card remains on the field, sacrifice 1 Creature from your field. Once 3 Creatures have been sacrificed by this card’s Powerplay, perform an “Unsealing Summon” of “Relic Golem – The Ancient Defender”.

Sealed Away!: Target 1 “Relic” Creature on the field. Return it to its respective owner’s Deck. Target that “Relic” Creature’s corresponding “Sealed Form” in the Crypt and return it to the field.

Karma Creatures:
• There are only a small number of Karma Creatures available.
• Only 1 Karma Creature can be on either side of the field at a time.
• Circling Arrow for Tribe Symbol
• Karma Powerplays that are activated affect both players at the same time.
Karma Suture: When the Powerplay of a Karma Creature activates, target that Karma Creature. That Karma Creature’s Powerplay has the opposite effect on the player that activates this card.

Muyoko
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Re: My TCG/CCG: Beta 2

Postby Muyoko » Fri Jul 15, 2016 10:39 pm

From where this is going, I am thinking Munchkin meets YuGiOh! Meets Infinity Wars/Pokemon Trading Card Game. I am looking forward to seeing more.

Squishy Rex
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Re: My TCG/CCG: Beta 2

Postby Squishy Rex » Fri Jul 15, 2016 11:53 pm

Cool, I'm glad you like it, though I've never heard of the Munchkin or Infinity Wars games. I might have to check those out. In any case, have a few concept artworks:

The Black Dragon:
Spoiler: show
Image
Saurasmash, Iron Shell, Boxing Jellyfish & Fire-Flame Drake:
Spoiler: show
Image
Skeleton Dragon:
Spoiler: show
Image
Angel of Zobu & Zobunicorn:
Spoiler: show
Image
Zombu, Zobu Magician, Zobu Knight & Dark Zobu:
Spoiler: show
Image
Nightfall Possum, Waawot, Zobounty, Spirit of the Forest & Snow Mountain Wizard:
Spoiler: show
Image

Muyoko
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Re: My TCG/CCG: Beta 2

Postby Muyoko » Fri Jul 15, 2016 11:58 pm

These look great. Though be careful with shading since it sometimes makes some of the monsters (Zobunicorn and Winged Zobu for instance) look like YuGiOh! cards.

Squishy Rex
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Re: My TCG/CCG: Beta 2

Postby Squishy Rex » Sun Jul 17, 2016 12:57 am

I suppose in a way that could be bad, however, the art style I was going for, was similar to that of the artworks used in the earlier sets of Yu-Gi-Oh!'s first series. It's a much more simplistic manga style and it's something I prefer more so than say Magic for example. On that note, I don't want it looking like Pokemon either. I'll have some more rulings and things up soon too once I finalize how each step in either player's turn runs.

Muyoko
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Re: My TCG/CCG: Beta 2

Postby Muyoko » Sun Jul 17, 2016 1:05 am

Ah. That makes sense, actually.


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