Upvote Upvoted 15 Downvote Downvoted
TF2 6v6 TCG!
posted in Off Topic
1
#1
14 Frags +

Feels kinda odd that this is my first post on this site after stalking it for months, haha.

This has originally been posted on ETF2L a couple hours ago:

Sorta kinda big update on the TCG front!

We're working in small group of (officially) 3 people as well quite a few people having a little but sometimes very awesome input! The core three at the moment are E-Thug, smzi and me.

http://i.imgur.com/Rus7PF7.jpg

We would love to get community input and expand our team by one or two more people to playtest/get input/work on the cards and to make that a bit more attractive, I'd love to explain the game a bit (not all because the basics are - by the average attention span- already a lot to take in). In the just 3 days we've been working on this, we have made enourmous progress. We've gotten to a point that we have a proper system to play with and mechanics that should work in theory and we've gotten so far that we can start 'beta-testing' very, very soon.

Our goal is to have a functioning game in a physical (printed) version once i49 comes around and play it over a pint.

But onto the game: The 6v6 TCG will revolve around positioning and strategy and we focus on reducing luck elements to a bare minimum.

You always start the game with three 'core classes' which are the Pocket, Medic and Demo. Scouts and roamer have to be played into a 'rollout zone' facing down and turned on their side. Outside of the first turn it takes a turn to put them into the game.
The field has 4 zones: The aforementioned Rollout, the 'Backfield', 'Extended' and 'Overextended'. The core classes start in the Backfield, Scouts and Roamer will be put in Extended. I'd like to point at my notes here http://i.imgur.com/QywWJxt.jpg . It will be a lot easier to know what I'm talking about when you see a drawn field. The opposing player has the same zones but mirrored, obviously, so your Extended zone counts as his Overextended zone.

A turn functions as follows. You start your turn by drawing a card, then the player whose turn it is can move up to 4 classes by one space. The defending play is allowed to move 2 classes. Then explosive damage is dealt (Soldiers and demo). Most classes have two ways of dealing damage: One is direct damage, the other spam (indicated respectively by numbers left/right next to a weapon). Direct damage can only be applied to a card aligned to your target. Spam can only be dealt to a class with one space inbetween it and your card.

After that damage has been dealt, the Scouts may move by one more space (special rule/ability for scouts) and then inflict their damage. The pocket soldier can damage in that same phase as well but not move beforehand (Special Pocket rule/ability). Then the turn ends and your opponent's turn starts.

Classes that are defeated (had their HP drop to 0) go to a special discard pile called the 'Respawn Room'. If a core class gets put there, you get to return it to your hand right away. A Scout or Roamer have to be drawn from it at the end of your turn but you get only one back at random. You can also use your movement turn to 'Retreat' a class and remove them from the current battle to save them for the next point.
Classes played from your hand go into the Rollout zone and can enter the field again in your next turn.

Since this is emulating 6v6, the 'format' is 5cp. You cap a point by spending a specific amount of time in your opponent's overextended zone. 'POINT CARDS' indicate what point you're playing for. If you capped a point you are allowed to play the next point (2nd in this case), same goes for last. If you cap it, you score one point and both players shuffle all cards save for the core classes into their decks and begin anew (best of three, win difference 5, till 5, we don't know yet; testing will show).

TO BE CONTINUED

Feels kinda odd that this is my first post on this site after stalking it for months, haha.

This has originally been posted on ETF2L a couple hours ago:

Sorta kinda big update on the TCG front!

We're working in small group of (officially) 3 people as well quite a few people having a little but sometimes very awesome input! The core three at the moment are E-Thug, smzi and me.

[img]http://i.imgur.com/Rus7PF7.jpg[/img]

We would love to get community input and expand our team by one or two more people to playtest/get input/work on the cards and to make that a bit more attractive, I'd love to explain the game a bit (not all because the basics are - by the average attention span- already a lot to take in). In the just 3 days we've been working on this, we have made enourmous progress. We've gotten to a point that we have a proper system to play with and mechanics that should work in theory and we've gotten so far that we can start 'beta-testing' very, very soon.

Our goal is to have a functioning game in a physical (printed) version once i49 comes around and play it over a pint.

[b]But onto the game:[/b] The 6v6 TCG will revolve around positioning and strategy and we focus on reducing luck elements to a bare minimum.

You always start the game with three 'core classes' which are the Pocket, Medic and Demo. Scouts and roamer have to be played into a 'rollout zone' facing down and turned on their side. Outside of the first turn it takes a turn to put them into the game.
The field has 4 zones: The aforementioned Rollout, the 'Backfield', 'Extended' and 'Overextended'. The core classes start in the Backfield, Scouts and Roamer will be put in Extended. I'd like to point at my notes here http://i.imgur.com/QywWJxt.jpg . It will be a lot easier to know what I'm talking about when you see a drawn field. The opposing player has the same zones but mirrored, obviously, so your Extended zone counts as his Overextended zone.

A turn functions as follows. You start your turn by drawing a card, then the player whose turn it is can move up to 4 classes by one space. The defending play is allowed to move 2 classes. Then explosive damage is dealt (Soldiers and demo). Most classes have two ways of dealing damage: One is direct damage, the other spam (indicated respectively by numbers left/right next to a weapon). Direct damage can only be applied to a card aligned to your target. Spam can only be dealt to a class with one space inbetween it and your card.

After that damage has been dealt, the Scouts may move by one more space (special rule/ability for scouts) and then inflict their damage. The pocket soldier can damage in that same phase as well but not move beforehand (Special Pocket rule/ability). Then the turn ends and your opponent's turn starts.

Classes that are defeated (had their HP drop to 0) go to a special discard pile called the 'Respawn Room'. If a core class gets put there, you get to return it to your hand right away. A Scout or Roamer have to be drawn from it at the end of your turn but you get only one back at random. You can also use your movement turn to 'Retreat' a class and remove them from the current battle to save them for the next point.
Classes played from your hand go into the Rollout zone and can enter the field again in your next turn.

Since this is emulating 6v6, the 'format' is 5cp. You cap a point by spending a specific amount of time in your opponent's overextended zone. 'POINT CARDS' indicate what point you're playing for. If you capped a point you are allowed to play the next point (2nd in this case), same goes for last. If you cap it, you score one point and both players shuffle all cards save for the core classes into their decks and begin anew (best of three, win difference 5, till 5, we don't know yet; testing will show).

TO BE CONTINUED
2
#2
7 Frags +

RIGHT HERE:

A couple factors can influence what's happening on the field aside from the classes and their special abilities (Scouts have increased movement, pocket attacks twice demo has enhanced spam and range, medic builds uber):

Point Cards: Changes certain factors like damage taken, maybe movement (highground).

Action Cards: Majority of cards in your deck. Includes things like Rocket Jump Cards (Movement boni at the cost of health), Double Jump (damage evasion), Medigun Heals, Uber, Sticky Traps, Uber, Hiding Spots and more.

Tool Cards: Health Kits (Healing), Resup and Ammo Crates (card drawing/searching/general utility)

Offclass cards: Don't wanna get into these as it's going to take a lot more time to
explain.

This is going to be a non-profit project and is purely driven by love for TF2 and card games and an eagerness to see the two combined.

RIGHT HERE:

A couple factors can influence what's happening on the field aside from the classes and their special abilities (Scouts have increased movement, pocket attacks twice demo has enhanced spam and range, medic builds uber):

[b]Point Cards:[/b] Changes certain factors like damage taken, maybe movement (highground).

[b]Action Cards[/b]: Majority of cards in your deck. Includes things like Rocket Jump Cards (Movement boni at the cost of health), Double Jump (damage evasion), Medigun Heals, Uber, Sticky Traps, Uber, Hiding Spots and more.

[b]Tool Cards:[/b] Health Kits (Healing), Resup and Ammo Crates (card drawing/searching/general utility)

[b]Offclass cards[/b]: Don't wanna get into these as it's going to take a lot more time to
explain.

This is going to be a non-profit project and is purely driven by love for TF2 and card games and an eagerness to see the two combined.
3
#3
2 Frags +

Why not play the actual game

Why not play the actual game
4
#4
22 Frags +

how do you airshot

how do you airshot
5
#5
13 Frags +
breloomhow do you airshot

throw your hand of cards in their face and walk away

[quote=breloom]how do you airshot[/quote]

throw your hand of cards in their face and walk away
6
#6
5 Frags +

ded

ded
7
#7
3 Frags +

http://www.youtube.com/watch?v=SFkdcQgNJHo

[youtube]http://www.youtube.com/watch?v=SFkdcQgNJHo[/youtube]
8
#8
0 Frags +
FanofAngelsI play yugioh and I kinda wanna try this just to see how it plays.

We're gonna have a 'closed beta' starting by the end of this week which will help us sort out early big balancing issues but more importantly help us find an easy to understand ruleset with hopefully no loopholes. Once that's done we intend to try an open beta. Those early versions of the cards are basically only pieces of paper with names and effects written on them so one can easily print them out, cut them out and slide them into an existing deck of Yugioh or Magic cards.
We're happy to get as much feedback as possible once we're that far c:

[quote=FanofAngels]I play yugioh and I kinda wanna try this just to see how it plays.[/quote]

We're gonna have a 'closed beta' starting by the end of this week which will help us sort out early big balancing issues but more importantly help us find an easy to understand ruleset with hopefully no loopholes. Once that's done we intend to try an open beta. Those early versions of the cards are basically only pieces of paper with names and effects written on them so one can easily print them out, cut them out and slide them into an existing deck of Yugioh or Magic cards.
We're happy to get as much feedback as possible once we're that far c:
9
#9
0 Frags +

Seems like you guys are just trolling, but if this is serious, PLEASE put exodia the deck of cards.

Seems like you guys are just trolling, but if this is serious, PLEASE put exodia the deck of cards.
10
#10
14 Frags +

card ideas:
airshot
successful spy play
uber drop
shitposting on tftv
24/7 mge practice

card ideas:
airshot
successful spy play
uber drop
shitposting on tftv
24/7 mge practice
11
#11
0 Frags +

The heart of the cards, believe in it.

The heart of the cards, believe in it.
12
#12
12 Frags +

Is it going to be as exciting as this?

http://www.youtube.com/watch?v=7HtuV2K8E7w

Is it going to be as exciting as this?
[youtube]http://www.youtube.com/watch?v=7HtuV2K8E7w[/youtube]
13
#13
5 Frags +
zigzterIs it going to be as exciting as this?

We try to follow suit and also improve on their example. Pillows are integral to our game

[quote=zigzter]Is it going to be as exciting as this?[/quote]
We try to follow suit and also improve on their example. Pillows are integral to our game
14
#14
9 Frags +

TF2 is growing so fast, we have our own trading card game. Take that LoL

TF2 is growing so fast, we have our own trading card game. Take that LoL
15
#15
0 Frags +
FanofAngelsI play yugioh and I kinda wanna try this just to see how it plays.

Sorry fan, but you just activated my sticky trap card.

HAVE FUN IN THE SHADOW REALM N00B!

[quote=FanofAngels]I play yugioh and I kinda wanna try this just to see how it plays.[/quote]

Sorry fan, but you just activated my sticky trap card.

HAVE FUN IN THE SHADOW REALM N00B!
16
#16
1 Frags +

I play Magic the Gathering as of current, used to play tons of card games before I had a PC (Yu Yu hakusho, Marvel VS DC... ETC) Wouldn't mind helping or giving some advice if possible. Just friday nights I shall be busy playing friday night magic at local game shop haha.

I play Magic the Gathering as of current, used to play tons of card games before I had a PC (Yu Yu hakusho, Marvel VS DC... ETC) Wouldn't mind helping or giving some advice if possible. Just friday nights I shall be busy playing friday night magic at local game shop haha.
17
#17
-2 Frags +
anjirocoolcard ideas:
airshot
successful spy play
uber drop
shitposting on tftv
24/7 mge practice
DDOS Stream
[quote=anjirocool]card ideas:
airshot
successful spy play
uber drop
shitposting on tftv
24/7 mge practice
DDOS Stream
[/quote]
18
#18
5 Frags +

Got card effects for pretty much everything now. We even got airshots.
Starting our closed beta now and then hopefully an open beta with a comprehensible ruleset for everyone to test for themselves.

Got card effects for pretty much everything now. We even got airshots.
Starting our closed beta now and then hopefully an open beta with a comprehensible ruleset for everyone to test for themselves.
19
#19
1 Frags +

we need hats for this game too! :D

we need hats for this game too! :D
20
#20
-7 Frags +

this is probably the gayest thing i've ever seen

this is probably the gayest thing i've ever seen
21
#21
1 Frags +

if this works out, could be cool collectors item. useful for prizes raffles etc. giveaway during fullycharged episodes

if this works out, could be cool collectors item. useful for prizes raffles etc. giveaway during fullycharged episodes
22
#22
0 Frags +
natapon... useful for prizes raffles etc. giveaway during fullycharged episodes

Nice idea

nataponwe need hats for this game too! :D

This is supposed to be a TF2 card game, right? There shall be hats

[quote=natapon]... useful for prizes raffles etc. giveaway during fullycharged episodes[/quote]
Nice idea

[quote=natapon]we need hats for this game too! :D[/quote]
This is supposed to be a TF2 card game, right? There shall be hats
23
#23
1 Frags +

Why doesn't the pocket card have 300 hp??

Why doesn't the pocket card have 300 hp??
24
#24
0 Frags +
atmoWhy doesn't the pocket card have 300 hp??

It does :o Look closely. He has a big 200 in the middle of the cross. That's his default HP. If you look right above it, it has a red 300 in the overheal glow. That's the overheal. Not making 300 the default is necessary since he'll eventually drop below 300 and there are cards that grant overheal and cards that don't. Gotta know where the limits for both are.

(also put the card in the thread and removed the link. Looks better that way and is more convenient.)

[quote=atmo]Why doesn't the pocket card have 300 hp??[/quote]

It does :o Look closely. He has a big 200 in the middle of the cross. That's his default HP. If you look right above it, it has a red 300 in the overheal glow. That's the overheal. Not making 300 the default is necessary since he'll eventually drop below 300 and there are cards that grant overheal and cards that don't. Gotta know where the limits for both are.

(also put the card in the thread and removed the link. Looks better that way and is more convenient.)
25
#25
1 Frags +

Been a month, eh?
We went through 3 different rulesets/mechanics and finally found one that actually is fun and dynamic to play, got a proper ruleset and test decks. I’d like to start doing a closed beta (for lack of a better word) soon if people are interested to playtest the game. If you’re interested, add me and once we got a good amount of people, we’ll share the rules and card sheets with you. All you’d have to do is play game game with friends and write down if there’s a way to abuse certain cards, rule loopholes and any other suggestions you think could make the game better.
And to give you a taste, here's what what some classes from our test games look like :B http://imgur.com/XmZrCUm

Been a month, eh?
We went through 3 different rulesets/mechanics and finally found one that actually is fun and dynamic to play, got a proper ruleset and test decks. I’d like to start doing a closed beta (for lack of a better word) soon if people are interested to playtest the game. If you’re interested, add me and once we got a good amount of people, we’ll share the rules and card sheets with you. All you’d have to do is play game game with friends and write down if there’s a way to abuse certain cards, rule loopholes and any other suggestions you think could make the game better.
And to give you a taste, here's what what some classes from our test games look like :B http://imgur.com/XmZrCUm
Please sign in through STEAM to post a comment.