Wednesday, September 14, 2011

We can dream, cant we? (homebrewed set)

So, this game is gone, into the dust of ages past- but not forgotten! No! Never!
So, what would a third set look like? I think that given the english anime version, we might have seen the Outers... but what if they had not restricted themselfs to the english? (they would have) but, just for sake of augment, thats plenty more sets that could have been made. Still, even if we are to limit ourselfs to the english verison of the show, there is still plenty. Well - what set would be next -the S series of course, the outers- Satern, Uranus, Neptune, Pluto... and the eggs. Oh man the eggs! I would have also wanted to see the "Return of the rose" movie's villan(S) get there cards- (three total, the big flower, the main flower, and the main villin) They would most likely belong to the Cardian family - since they look like them. And it would give the cardians a much needed villan boost. Plus they do drain power, so they would fit the theem. What would Satern Do? She is probley one of the most powerfull,



But, she would also be the weekest - 10 hp? I'm thinking that sounds really vunable to Hot Soup, but if shes going to have the attack I want, its a fair trade off.
So - powered by mind. And having the most costly in terms of power - 6 mind power.
"Remove Sailor Satern, remove a target monster or villan from the game"
This would be the famous Silent Grave attack - where she kills herself to end the enimey.

Now, a few notes about that attack -its an instant removal (you wouldnt get any vp) you could target any monster/villan (your own if you wanted) and they dont get to do anything about it. Sounds bad? Well, remember- Grampa Hino could make a comeback with knocking your own monsters/villans out automaticly should you happen to remove there only monster/villan in play! So I think that this idea for Satern would be powerfull, something to be feared, and usefull... in the right deck.

I think we would want more location cards, as well as cards that move them or destory them- one of the bigest problems I had with locations is them just being in play - you cant target them unless a monster or Villan is on top of them- so something that would target locations no matter what would be in order. Perhaps "Sailor Teleport" an event that moves a location to the discard pile, or attaches it to a monster/villan (that does not allready have a location on it)

Also, Princess Serenity ingored location benifits - so we could give Uranus's attack "world shaking" a discard to location bonus (on the win of jkp perhaps)

Like I said, plenty of things that could be possible with making a new set. One day I hope to design it, right now, its just kickn around in my head, besides I'd have to watch the whole "S" seasion and take notes! LOTS OF NOTES! :D
Untill then, we can all dream about new sets, and possiblitys.

Thursday, September 1, 2011

Cardians... pick a card!

A freind of mine "Dendalus" from youtube asked if its possible to make a Cardian deck, of course it is! I'm going with the theem of discarding power, and discarding people (Moly if they have her, anyone else if they dont) and keeping your oppenent's options limited to what attack they can do that will really matter. Its a simple deck and only has 4 defence events! But, idealy the monsters defence should keep your oppenent from being able to do anything! Played right, you should be able to win
as you can attack more offen then they can!
=========================
(Set one only)
Starting:
Sailor Venus lv1
Artimis
Nacrid

People:
Andrew
Luna
Sami Tsukino

Items:
2 Negamoon bomb
4 Lunaball
4 Luna Pen
2 Caradin flute

Events:
4 cram school
1 Overpowering attack
2 Baby sitting

Defence events:
4 Green Yoma from londen
1 Hidden

Monsters/Villans:

4 Skulker
2 Racy
1 Alen
1 Ann

Scouts:
1 Sailor Venus lv 2
1 Sailor Venus lv 3
1 Sailor Mercury lv 1
1 Sailor Mercury lv 2
1 Sailor Mercury lv 3

Power:
24 Mind

Friday, August 19, 2011

Homebrew: Multiplayers rules

The offical rules said that any number of people could play, I played a 6 player game, once, and my idea to make it work was not that great, its been years since then, and I belive I have a way to make it work. Idealy, try to have an even number of players, but hopefully this should not matter.
------------
Okay, so all of the rules from normal are in effect, or use my homebrewed rules from combind attacks, but be sure to use my home rule for no infinite deck looping.
The following is going to change for the multiplayer game.
----
Start with a 2Vp monster and a 1Vp monster in play.

Hand balance is incresed by 1 for everyone. (6 without Artemis, 7 with)

VP total for win should be 6 + 1 for each player beound two (7 vp for 3 players) ((I normaly play to 10 vp so for me this would be 10+1))

Unlike the normal or home rules, attack on turn one is alowed.

Because your Scouts/Knights are facing meny monsters the "self knock out of monster" rule only is active if NO OTHER PLAYER (other then you) has a monster out, this is very unlikely but in theroy could happen.

Typicly in multi player games someone gets attacked so much that they might feel frustrated and quit, to prevent this the "king of the hill" rule is in place- this rule is that whomever has the highest VP is the one that all players may attack, if there is a tie for top VP then players may attack whomever they conseder a threat.
If no one is in the lead, or everyone is tied the rule is that one player may be attacked by any number of players - however, if one player has had more then one player attack there monsters/villans the next round they must have 1 less player attack them.

For this example I am in a 4 player game. (including myself)
Example I have No Vp (nor does anyone else) but since I am really good at this game, everyone in the game with me desides to go after my monsters. Thats 3 players who have all toseed whatever they had at my monsters! All on the first turn! Yikes. I am wiped of monsters by the end, but I make a very good recovery and set up for next time. This following round, only 2 players can go after me since 3 players went after me last round. ((You might want a marker to keep track of how meny players went after you every round)) - So 2 players go after me again, geez! Next round only 1 can. Now - the key here is that it will never drop below 1. Someone should always be able to go after you, if they want. This rule is just to keep things more fair.

--------

Teams. 2 vs 2, 3 vs 3, etc.

Teams are OKAY - I would say that teams are really not nessary, but if you REALLY want to, the only thing that changes is seeing each other hands - and possibly being able to use each others cards- BUT, although this does (in theroy) open up the possibly of one person making an all "defenceive" deck and the other making an all attack deck - it also makes discarding a pain since you should still discard the cards to whomever owns them discard pile - this is not a problem if you have difernt sleeves on the cards. Things like Chad would always target your discard, never your teammate, there Luna and your Luna only count for your/there scout/knights - not both.

But, I have not been able to do team testing AT ALL so I am not sure about this, the main rules should work fine for multi player. Let me know if you ever try out my ideas for team play! Untill next time, Sailor Moon says seeya!

Thursday, February 3, 2011

Home rules for Sailor Moon CCG

Here are a few rules I came up with.

First, when your deck is depleated, no more drawing. Drawing from the discard would be alowed, but the deck itself is done with.
What this fixes: When you played cram school , as the current rules are writen, if you had no deck the discard pile becomes the deck - if you had no discard pile (its happened to me) then you could play cram school + (whatever) and infinite loop the card you played. Infintie loops are bad. This fixes that.

Combined attacks - I outlined this prevously, the current rules just are to complex for combined attacks and I think my fixes will help that.

Turn 1 (for both players) no one can attack. This is something that I expermetnt with, the way the current rules stand the person who goes second actualy can attack where as the first player can not. Typicly being the first player is GOOD not bad, so in this modfyed version, neather player can attack there first turn, and that makes palyer 1 the one who can attack, it does give player 2 the ablity to set up defences, so thats a good thing as well. I feel this fix balances play.

Play to 10 vp. 6 is the "max" but I like 10 vp, it makes the game longer, its pretty fun.

Mutliplayer - whoever got attacked last cant be attacked untill the end of there turn, this makes multi player a bit more fair.

Friday, December 3, 2010

Rejuvantion is for those without LOVE LETTER.

Sure, you COULD get a good nights rest:

















But who can rest when we got a Love Letter?























Love Letter does the same basic function of normal rejuvation, only less so, as I recal, rejuvation heals 30. (40 with Serena's Parents) This does 20. Still, your saving a Power Card (yes you are discarding an item) but I think it all balances out.

See, with Love Letter, you could drop all 4 into play, and have them out of your hand, and saved up for when you really want them, power can be destructed and so can items, BUT item destcution is not as common. Also several monsters can work to help you get out items (Zoisite). Also, unlike Good Nights Rest - this is a one card drop - not a two card drop. With Good Night Rest, you must play that AND discard your power card. With Love Letter, its instant Love!

Rats!



I always hated this card! Its a great way to slow your oppenent down, they still get to balance, but the lack of draw can really be a hinderance. No, this does not cancel Cram School or Cross Roads Jr. High, as it clearly says "begining of turn" so it is a minor bump in the road, still, its a very good way to slow someone down. Combo with with Detention! For some real fun. Or use Confusion! One of the best disruptions would be Confusion + Detention + Rats! What a way to mess with your oppenent!

Thursday, November 18, 2010

Combined Attacks = Too complex?.

Combined attacks is something that I really think should get some home rule treatment. In the actual game it goes like this.

For each power card you discard from a Scout you add 30 dammage to your final attack, for each power card you discard from a Knight, you add 20.

You must have 2 (or more) Scout/Knight in order to do a combined attack.

Both must have 2 Power cards on them each.

Both must discard 1 power min.

THEN after all this you play JKP and only if you WIN do you actualy get to do the result. HOWEVER you must target a monster or villan, meening that you must get though there loacation, there defence, the hand defnece, and still get an attack back, the controler of the card may do however much dammage the monster/villan does to all the involved Scout/Knights. Min 10. So if the monster does 50, it could do 10 to one and 40 to the other.

All this adds up to an insainly giant attack that will go wrong long before it hits.

Now, keeping the game as is, there ARE cards that can help you pull this off, or make pulling it off even more powerfull.

Reni.
Moon Star Locket. (Lunaball to copy)
Warm Feelings.
Detention.
Princess Dimand.

So, in theroy, you could replay several of the failed JKPs...
but really, why go to all this bother? Its risky, it rairly pays off. Normal attacks are less costly, and more relyable.

So, how can it be fixed?
Why would you want to fix it?

Two reasions:

Alone
Moon Kingdom
(and to make Crystal Tokyo more usefull/with out the Distracted by a Kiss defence combo)

So just for those two cards lets make a home rulling for this!

The first thing to go is the JKP, if your going to keep all the other requirements, then lose this insainty.

In place of JKP I'm requiring the player to remove from the game Power cards attached. (Removed from game/RFG) that you do the 30. No more 20 at all for Knights. It is now 30 across the board.

I'm reqiring you to have 2 power on all those involved in the attack. Everything else stays the same. (restriction of type matching Scout/Knight stays, targeting stays, etc)

So, in total two Scout/Knight must have 2 power on each of them, and both must moondust at least 2 in order to do 60.

That would be the smallest amount you could do, with no max.



Removing from game , or moondusting, makes this something you cant do all the time, unless your making a deck to do it. It IS faster and more damage early on. But at a risk. Its a change that I think will work for the game, and make some cards more playable, and open up new deck builds.