A short while ago, I decided that I was going to BENCH (and therefore stop working on) "Monster Keep" (MK). Why? Because "Crystal Heroes" (CH) is based on Medieval Fantasy and I felt that having MK with the same type of "theme" might be no good (too much repetition). Although CH is very different than MK, that aspect of the theme being similar had me thinking that there was little VALUE in the MK franchise.
But in the last couple of weeks, I have had RENEWED interest in MK. Basically I reviewed the cards and thought: "How neat they are!" The cards with their Tactics, Stats (Power, Skill and Magic), the cleverness of the MATH, etc... It all led me to re-believe in this small-footprint game.
Of course the MK design is NOT final.
There is still a LOT of work to be done especially fine-tuning details such as HOW to permit attacking, what are the values able to attack and determining the housekeeping and how attacking will affect it.
I will post back when I have MORE news about the design. In the present moment, I'm just doing some fine-tuning of MK to see where it can lead me.
Sincerely.
Comments
So let's talk STRATEGY! What makes Monster Keep SPECIAL???
One of the first things to take note of is that the very first set-up step is to roll 3 White Dice 3D6 and 1 Black Die 1BD6. That roll sets the tone for the battle within the Keep and it is crucial to understand that this mechanic of rolling 4 dice, changes dramatically the strategy available to BOTH players.
Why? How?!
It's very simple... Those dice roll allow flexible rules to determine the amount of Resources a player has. So there is no "Mana Screwed" for one player, BOTH players will have a limited resource pool if the dice outcome is poor. But that doesn't mean it's the END of the game... No it makes the match-up more DIFFICULT but at the same time, much more strategic.
So you START with dice... Is it all about Dice Rolling?! I would say Dice Rolling is an "important" mechanic not only at the START of the game but also during Combat. But before we delve into that... Let talk a bit about PURE strategy and HIDDEN INFORMATION.
Next you will want to play the Monsters from your hand into the Keep assigning in 100% confidential way the "REACH" Level of each Monster which is a value of 1 to 3. Although I haven't exhausted this topic... It is true that the opening Round (#1) offers players NO INFORMATION to make their decisions. They are made in a vacuum and rely on experience, guts, boldness and a bit of luck too!
Now we move on to Combat. Each card specifies the number of dice that need to be rolled (+1 Black die), the number of retries to reach the "To-Hit" Value... And if you manage to roll high enough, you will deal a predefined "Damage". While all this is fine and dandy... You must pay one (1) resource of the type of Attack you are launching and your Monster must have the SAME "REACH" Level and have HP for the attacking STAT (Power, Skill or Magic).
So there is some dice rolling. And you could be lucky/unlucky to roll a PAIR which matches with the Black die which deals "+1 Damage" ... If your roll failed, you deal only "1 Damage" to your opponent... So Boohoohoo on you... The dice got the better part of you on that Attack.
Lastly after all Damage has been recorded on your Scorecard and you've added it all up, that gives you your FINAL SCORE and hopefully it is HIGHER than your opponent' score in order to WIN the duel!
That's "Monster Keep" (MK) in a nutshell...
Notice that the game works in Rounds
Three (3) Round to be accurate and each Round is the Level of the Keep (1 to 3).
The First (1st) Round players play three (3) out of five (5) Monsters from their hand into play. Assigning each Monster a "REACH" Level (from 1 to 3) which is kept hidden from the opponent.
Next players reveal one card at a time, alternating between players. If a Passive Tactic is revealed, it is IMMEDIATELY resolved at that moment. And the impact of such a Tactic is done and dealt with.
After the reveal, players alternate Battling their opponent. Once there are no more possible attacks (by either side) or one side has passed on his turn to do Combat, the opponent gets one last attack and then the Round ends.
The Second (2nd) Round is similar to the first but only two (2) out of five (5) cards are played. It is important to note, that when the players choose their three (3) cards for the First Round (1st), they may choose to discard the two (2) remaining cards or alternatively keep one or both of them meaning that instead of drawing five (5) NEW cards, they refresh their hand to five (5) cards including the one(s) put aside.
Round Three (3rd) is again similar but only one (1) Monster is played into the Keep...
Part of the KEY strategy is NOT "wasting" Resources and having good dice rolls. Dice rolls may be a bit luck-oriented... But with the multiple rolls the odds sort of balance themselves out. The "To-Hit" value also plays an important role in making more favorable odds for each Monster to deal Damage.
This is complimentary information from the previous comment which completes the explanation of the game.
If you have any questions, comments, ideas, feedback feel free to share and respond to this topic. I'm very pleased that the 19th Generation of the game is something SOLID, PLAYABLE, and FUN too.
Notice that I have not explained ALL the strategy... There is much to discuss when it comes to "Deck Construction" and when to play which cards (Round selection) and what cards are important depending on HOW aggressive your opponent plays... That is probably a post to be left to a later date once more playtesting has been done to see how to "stress-test" and try to break the game.
Cheers all!
"Breaking" the game (or meta-game)
So there are a couple "3" Damage cards in the First Edition. To be more specific exactly "2". But at the same time, they are also some of the "beefy" Monsters in the First Edition. What do I mean?
Well aside from breaking down all the cards and doing a one-by-one analysis of each card/Monster, I will concede that even thought they can deal more Damage, that's not necessarily the cards you want in play.
Why? Well because they are like Tanks, they have a higher amount of HPs. And we all know what that means, right?! More damage for the opposing Monsters to do on all these cards because they are RIPE with HP and therefore a bunch of Victory Points you can use to win the game.
So if you're thinking the game is BROKEN given "6" cards (3 each x 2 Monsters) well you need to remember the "REACH" Level. Next even if you distribute your six (6) Monsters: "1, 2, 3, 1, 2, 3"... You could have a Deck Drawing issue in that you cannot get the two (2) Monsters for this strategy of HIGH ATTACKING.
Also if you think that the opponent cannot "out-smart" your Deck, you'd be surprised on how the remainder of the Monsters can be "useful" and offer you a better return that the two (2) "most damaging" Monsters.
I think it's possible if all the "stars align" but it's a HARD Deck to draw from especially if you are Banking on ONLY one (1) strategy in your Deck.
Cheers...
Keeping (Pun Intended) the Rendered Cards Secret!
I've decided for reasons of anticipating the webstore and what will be online to purchase, I am not going to "disclose" what the Rendered Cards look like. This means for any in-store future demos, I will be using a "fixed" version of the 19th Generation (call it the 20th Generation if you like) so as to allow the people who PLAY the game and maybe want to BUY it a bit of a "feast for their eyes" when they go online to the webstore...
It just made sense that instead of revealing everything so early, that I WAIT until the webstore is ready to go... And on that front there is probably still one (1) month of work to be done.
No worries, I'm updating the PROTOTYPE cards this morning and have been working on them since 6:30 AM... What can I say, I took a shower and then I went to be early ... So my body had enough sleep that I was up earlier than normal.
This doesn't bother me... I've been looking at the "meta game" and trying to "break" the game as much as possible. I see a few DOMINANT strategies that I am working to "resolve" (meaning I am planning to weaken some cards due to the fact that AS-IS they are just TOO POWERFUL)! Clearly with some additional limitations ... I should get the "meta game" to something more reasonable and more controlled in terms of "area of effect".
Clearly the "Treant" Monster Card is WAY TOO POWERFUL:
- 5 HP: 2P + 3M
- Entangling Roots: Block one Monster from using its Tactic
- 3x (9 > 3)
- 2 Build Points
So while the "Treant" can have more HP... I'm fine with that. It's the combo of the Ability and the number of rolls (3x) with the amount of Damage (3 Damage) which concerns me.
"9" To-Hit is HIGH... So I may lower this to "2x" rolls. Just to SOFTEN that Monster a tiny bit... At least that's what I am thinking ATM.
I'll let you all know when I get to that card and figure out IF I want to do this or not... Clearly there is the possibility to ABUSE this card and put up a WALL of "Treants" and that's something that I want to "prevent" or "dissuade" we shall see...
So I nerfed the "Treant" Monster Card... Hehehe.
I had no choice, the card was just TOO POWERFUL. I have re-edited all my PROTOTYPE cards (20th Generation)... But just some aesthetics and fine tuning like the "Treant" nerfing and making the "Hobbit" have an EXTRA Roll (the one I took away from the "Treant"...)
I was going to print the "real" cards and cut them... But then I realized that it would be no suspense or interest (for that matter) if the cards LOOKED final even if they were STILL "prototypes". And so I opted to edit the prototype version AGAIN ... And will be cutting those (as not to reveal the FINAL design)!
I had the sheets all prepared and designed (less the EDITs that I made this morning...) but thought about it a bit and figured I'd rather surprise the buyers with the AMAZING looking "Rendered" Cards rather than have them during DEMOS or further PLAYTESTING.
My nerfing of the "Treant" was necessary ... Making it a little bit HARDER to deal "3 Damage" (which is the strongest attack). There are only two (2) cards in the current roster which have such a HIGH attack. And I honestly I don't really care if players just "stuff" their Decks with those cards and TRY to get those cards out... There are other WAYS of playing that allow you to get around these STRONG cards too.
I also nerfed the "Werewolf" card... It's Tactic was: "Block one opposing Monster from attacking." I changed it to: "Block a Monster attack this Round." So it's not as POWERFUL (and insanely strong) as before but still can be very HELPFUL in Round #3 (for example).
And so there is this concept of "LOCALE": WHEN (?) do you use a Tactic and where do you play your Monsters (Levels) and strategically which "REACH" Level to use to get the most out of your Monsters.
Anyhow... Definitely a CLEVER little game ATM. If people LIKE it ... I can produce more cards for the First Edition (after a few sales cycles). I can't really imagine that it would become TOO POPULAR ... Because I have limited amount of funds and cannot share this with everyone on BGG (aside from the Announcement Section when the WEBSTORE is UP-AND-READY)! What I mean is that there is NO "Marketing Budget" aside from BGG Announcement, BGDF Announcement and posting on a bunch of Facebooks Groups that the game is available to purchase (Not yet... I mean when the time comes...)
Maybe in a Month or so... I also have to work on my WEBSITE too... Generally speaking there is a bunch of things that are NOT resolved ATM ... And I will need to wait a bit before those things get resolved first (before the LAUNCH of the webstore).
Been working on the META-GAME for Monster Keep!
Finding ways to BREAK the game has been what I've been working on over the holiday season and the Freezing Rain Storm that we had this past week...
I know that the "Meta-Game" can be something that can DEVASTATE a game that to most seems BALANCED and then all of a sudden, one (1) player shows up with a Deck that is FOOL-PROOF and works like a charm every time. Now that right there is what I call "IRONY"!
I've been working on the META for the last week or so and have come up with a bunch of interesting EDITs to the Monsters and even came up with a different Tactic TYPE: "Active" Tactics.
So now you have:
1. Passive: resolved immediately as they are revealed and occur once per game.
2. Interrupt: resolve when a player chooses and occur once per game.
3. Active: resolve when a player chooses and occur once per ROUND.
There are currently FIVE (5) of each of these different Tactics rounding off the First Edition variety just a bit... A little bit of BALANCE, if you know what I mean!
I'll talk more about some of the other changes in my NEXT comment. For the time being... It is good to know that with a THIRD (3rd) Tactic Type, the game is a bit more BALANCE (including the Meta-Game which I will examine soon...)
Cheers all!
How do the "Active" Tactics affect the "Meta-Game"???
So I know most people are going to be like: "Why does a new category of Tactics make an impact on the Meta-Game?"
To put it simply, it means that a sort of LARGER "Balance" where some cards will now be STRONGER and can AFFECT the style of play not only some kind of DUMBED-DOWN version of the game.
If will share ONE (1) such a change:
Why is this at all relevant??? Well IF you sacrifice ONE (1) Card for the Orcish Shaman, this means you only need one of these Monsters to SCRY for up to three (3) Turns.
This improves the Meta-Game because it means that secretly you can PUSH any DESIRED Meta or Strategy you want at the cost of one (1) card/Monster. But at the same time, you may want several of these cards/Monsters in order to gain the benefit of Scrying as "Early" as possible.
Because this allows you to CONTROL the Meta and Strategy of your hands and Deck.
And what this effectively does is ADD to the Meta. What do I mean? Well it means that the game is not broken by two (2) Cards, now there is a third (3rd) Card in the portrait and all of a sudden you go from 2 cards to now 3! Genius.
I will conduct further examination this week regarding more "Meta-Gaming" specifically how a 3-Card Meta can be thwarted by more cards which are even more relevant and capable of "countering" these three (3) cards/Monsters.
Patience... More playtesting is required.
I will keep you all posted on my playthroughs and what may come of them.
If you have any questions/feedback/ideas/comments feel free to respond and share your thoughts!
Sincerely.
More on the Meta...
So I've paired down the Micro Deck to three (3) Cards/Monsters. That's nine (9) cards out of fifteen (15). That means that there are six (6) Cards/Monsters that are OPEN. Of course with the "Build Points" (BPs) you have that the nine (9) Cards/Monsters are 21 BPs with 9 points remaining for six (6) Cards/Monsters.
And so even with the Meta Deck, you still have some flexibility.
Let's say you want to pursue the Meta some more... That would mean three (3) additional Cards/Monsters and so that means that the card pool went from 2 to 3 and now 3 to 4.
I really think the last three (3) Cards/Monsters is really up to each Player. I'm not even 100% of the fourth (4th) Card/Monster TBH. I just expected this to be one of the more "interesting" cards in the Deck... But there are OTHERS too.
So my conclusion is that the "Meta Gaming" is done. Yes there are some BASIC Cards/Monsters that the Players may ALWAYS choose to build their Micro Decks, just because they are very "strong" and then there are some support cards which can go a long way in improving the odds of building your Keep to a pre-designed set of Cards/Monsters...
There still are about SIX (6) Cards/Monsters which can be flexible in terms of what you can choose... Actually all fifteen (15) are open... but we are assuming the "Meta Gaming" and that means trying to Break the game... And so that means that NINE (9) Cards/Monsters are PRE-DEFINED (and required as per the Meta)... And in reality maybe only SIX (6) are REAL Meta Cards/Monsters...
Which would mean that you would have like NINE (9) Cards/Monsters which are FLEXIBLE as per the "Meta Gaming". There are some alternatives and options in any case... But we can EXPECT to see SOME Decks with Meta in mind...
Best!
Permanently Nerfed!
After discussing with @X3M viewpoint on FPS games and slower games for an older crowd... I have determined that I should permanently NERF the "Treant" and change its Monster Tactic from "Block one Monster Tactic this Round" to "Reduce a Monster Attack by -1 dice rolls"
What this means is that it can be used to BLOCK Attacks (since some Monsters only having one dice roll attempt) but makes it much LESS potent. It can still have a bit of a punch ... But no more the ALL powerful BLOCK of a Tactic.
This is GOOD because it means NOW MORE "scoring" of Attack Points and no way to STOP an opponent from using some of their Tactics which are "pretty cool" BTW and this whole blocking just was getting in the way of making the game WEAKER and a Meta-Gaming which was too STRONG.
Like I said, I had no choice. I'd rather players score more points than simply do Take-That and BLOCK each other till the sun don't shine... If you know what I mean.
You can still BLOCK an "Attack" during a Round... But that means that NEXT Round it's Open Season again and no harm or foul ... The opponent can exert his revenge! Haha.
This is better for the game... As what's the point if the opponent stocks up on BLOCKs and it makes for a more BORING game. And essentially part of the Meta-Gaming that I am TRYING HARD to counter.
Cheers all.
Note #1: Ahhh... I feel MUCH better! This change makes the "Treant" STRONG (Stats-wise) but having an "average" tactic. It's not as ALL powerful as before making it a DEFINITE "Meta-Gaming" choice (or even requirement)! Blocking Attacks is FINE... Making it HARDER for an opponent to Deal Damage is FINE TOO.
But BLOCKING "Monster Tactics" is just plain "crappy"!
I'm very happy with this CHANGE... It was for the better of the game TBH.
Note #2: What I meant is that for the Meta-Gaming previously it was REQUIRED to choose the "Treant", "Orc" and "Shaman". Now with the "Treant" nerf-ed ... It is no longer essential, the "Orc" may be of value still but it is debatable. And lastly the "Shaman" is good for pretty much any Deck since it allows you to SCRY your Deck and get the cards YOU WANT to play as opposed to the luck of the draw.
The game is in a way MORE strategic and with greater flexibility ... The Meta-Gaming is toned down a bit... Cheers.
So what is the status of the Meta NOW???
By NERF-ing the "Treant" Monster that has taken AWAY a MUCH too powerful Monster Tactic from the game. I can't even explain how there is a SIGNIFICANT difference in the Meta-Gaming now...
There are always going to be "Stronger Cards" and "Weaker Cards" that in essence the gist of reality and when you NERF a Card that only means that ANOTHER Card will take its place as a GO-TO Card/Monster.
Naturally you would think the "Orc" might rise to the occasion ... But in reality I think the "Fairy" with it's +1 "REACH" Level is a more STRATEGIC card. Yes I already have a Micro Deck with three (3) of these Cards/Monsters so NO SURPRISE there. In terms of the "Meta" not much going on here except changing or improving the odds of attacking. Which in MY book is FINE!
The "Orc" is a good Card/Monster ... But its Passive Ability of +1 Resource is not the BEST possible Tactic. So while he may have STRONG Stats, he's no longer as powerful as his past counter-part (the "Treant").
Overall I feel like there is a bit more BALANCE and more avenues for DIFFERENT Decks and how they all PLAY OUT. Sure the "Shaman" may be useful, but you don't need "3" of them in a Deck... "2" may suffice (for example).
Again opening up the doors to another Card/Monster to fill that 3rd spot and offer up other alternatives in how the player(s) approach the game.
Therefore ATM I would say the NEXT "Meta-Gaming" question(?) is requiring three (3) Frolicking Fairies and two (2) Orc Shaman.
You kind of want those 5 Cards (33% of the 15 cards Micro Deck) and the rest is a bit left over to different "sub-strategies" which I will explore further this week. Like I said, the Meta changes every time I impact the game and make a CHANGE to the set in order to LOWER the Meta-Gaming and focus on a more FLEXIBLE way of designing Micro Decks.
Will keep you all posted! Sincerely.
Also ...
The Meta Deck went from ~12 Cards/Monsters to about ~5 Cards/Monsters. That's a SIGNIFICANT change. And a very POSITIVE one because it's in a way LESS about "Take-That" style of play to more strategic thinking about how to outsmart your opponent and squeak out a victory (by even only a couple of points).
The LOWER Meta count is significant because it OPENS up the Deck Construction mechanic and make the choice of strategies more COMPLEXE. 3 vs. 10 Cards open to figuring out another way to react to an opponent's play.
But I still need to make some more analysis and see what comes of the Meta and TRYING to "Break the game".
Like my previous comment, I will let you all know how this new version fares vs. the Meta-Gaming and are there any BLATANT Red Lights (and warning signs) to be looked at further and closely inspected for TROUBLESOME game results or dumbed-down style of Deck Construction.
Best!
Effect on the Meta...?
At first I thought: "OMG that's going to BALANCE the game out nicely!" And then after some thinking, I started realizing that the Meta-Gaming will NOW be how to squeeze as much points out as possible from Monster Tactics since there is no way to prevent them as before.
So where does the Meta go now???
Interesting enough, the "Goblin" can deal up to 4 Additional 1P Damage... A card that was in the shadows but still not completely perfect due to the imbalance of the "Treant". That "Treant" just prohibited all of the other cards from doing Jack-Sh!t. Now with the change, Tactics are now free to damage, restore, steal or improve Resources ... And there is no way to "BLOCK" them.
Well technically that is NOT true for Damage. You can "BLOCK" with the "Werewolf" and the "Treant" with no rolls... But it's very COSTLY operation and you need to see if that is VALUABLE or not.
I will continue to review the cards and see what other thoughts come up when it come to the Meta-Gaming!
Regards.
Nine (9) Monsters vs. Five (5) Monsters
That's presently the SITUATION with the Meta-Gaming. In games such as Magic: the Gathering (MtG) and Pokemon you are allow duplicates of the SAME card. In both of those two games it's FOUR (4). But the Decks are a Whooping 60 cards!
So without the Meta-Gaming in-mind, I made five (5) different Pre-Constructed Micro Decks of fifteen (15) cards! Each of those decks have NINE (9) UNIQUE Monsters... This to me sounds all GREAT both interesting and strategic. But... The real question is: "Does this play into the Meta-Gaming OR NOT???"
For the Meta, I am believing that FIVE (5) UNIQUE Monsters and three (3) of EACH is what Meta Micro Decks will look like. Why? Because the Meta-Gaming is ALWAYS about having ONE (1) DISTINCT strategy and trying to ensure that strategy plays out 99.9% of the time.
I have no problem with my Pre-Con Micro Decks and will SELL them AS-IS ... After some further examination and refinement... But still I feel HARDCORE gamers will look towards Decks with LESS variety and more predictable strategy.
This is like in MtG and Pokemon. Once you find a Deck that is a WINNER ... You stick with it... Until someone beats it and then you start playing the opponent's Deck as it won the dominant strategy.
So that's the state of the Meta: 9 vs 5. I really don't have much else to say about the Meta-Gaming in this context because it seems clear that THIS IS the dominant strategy when it comes to "reproducing" a repeatable method of play.
And that's partially what Meta-Gaming is all about: breakdown the game to its most simplest form and then perfecting a strategy and lastly repeating that strategy as best as possible. Is "Monster Keep" (MK) a broken game??? Not really ... It's just that the Meta-Gaming will tighten up the game a bit much like First Edition of Pokemon did!
People will realize that there are BETTER "Micro" Decks than the Pre-Con Decks which will initiate them to the game. The players who will want to PERFECT their game, will notice that such a RESTRICTIVE selection will produce better repeatability. And that's when people will discover the Meta-Gaming in due time...
Hopefully that's how the Gamers will see it...
Kind regards.
# of Rolls is now # or Re-Rolls (e.g one roll as the DEFAULT)
In discussions with @Ramon, I came to a neat conclusion concerning the "Treant" Tactic which was "Reduce a Monster Attack by -1 Rolls". This initially had me a bit perplexed because some cards like the "Hooded Assassin" only had a VALUE of "1". So -1 Rolls meant ZERO (0) attacks and that felt BAD and BROKEN.
But inspiration struck and decided to make the value on the cards the # of RE-ROLLS... Meaning that you would get ONE (1) Roll PLUS the # of re-rolls specified on the cards themselves.
This means that the worst-case scenario for the "Hooded Assassin" is ONLY ONE (1) Roll (Hit-or-miss). And I guess that's GREAT now because if it drops to ZERO (0) that simply means you only get one chance to deal "2 Damage"!
I'm happy with this revelation because it IMPROVES the "Treant" usage and doesn't make the Game feel a bit "BROKEN" as it was before.
Cool beans!
WIth some more thought in mind...
I have come to the conclusion that while "Extra Re-Rolls" is COOL and all... Maybe if there was some kind of Push-Your-Luck (PYL) Mechanic to the whole dice rolling combat mechanic.
How? I'm not sure 100% just yet. But simply put if you are unsuccessful with the rolling of ONE (1) attempt (the default - every Monster gets ONE attempt), next the "Number of Re-Rolls" kicks-in.
This is a value from 1 to 5 depending on the Monster.
I don't like simply re-rolling To-hit the opponent... I really feel like there should be some kind of PYL Mechanic to make this rolling more CHALLENGING! And obviously you can STOP whenever you choose to do so.
Here are some early possibilities:
1> Each subsequent attempt to Re-Roll adds +1 To-hit. This makes it more difficult as you retry but still if you fail you have a chance of SUCCEEDING!
2> The Black die instead of HELPING you ... Hinders you. The more dice you roll (1 to 3 White dice) the higher the odds of "matching" the Black die. So if you roll a PAIR, that attempt FAILS even if you manage To-hit the opponent.
I don't know if this will make dice rolling too (overly) complicated or not. But it does introduce some PYL dynamics which I kind of like. Not sure if this approach is IDEAL... For now they are ONLY "early thoughts" on the matter. I will ponder more this approach to see what other possibilities could exist in putting for a PYL mechanic that is more effective and works.
Right now the Black die is a bit ambiguous in its usage. If there is a MATCH you score "1 Damage". If your roll is high enough (To-hit) you deal "Damage +1" ... But this is super chaotic and not very attractive in terms of a mechanic TBH.
I'll see what I can come up with tonight and playtest those "early" ideas tomorrow night.
Cheers.
Note #1: Although I would WANT a PYL mechanic; from a Damage PoV this is not really relevant (and I don't really NEED it).
Since cards normally deal between 1 and 3 Damage which more closer to 2 Damage, I don't necessarily WANT more than "3" Damage per attack. Generally speaking it's more of a BINARY operation: Deal Damage or No Damage.
So maybe there Option #2 about the "Black" die hindering the players... The more dice, the higher the odds for a MATCH and therefore a failed attempt. I really don't think Option #1 (increasing the To-hit value) makes for any type of real LOGIC ATM.
And so I am leaning against MODIFYING the existing mechanics ... JUST BECAUSE I may think a PYL Mechanic is COOL.
More thought on this matter is required... I will take a break to ponder on this and will see how I feel on the matter later tonight!
What would make for a better game is...
If the more Damage you dealt would be harder to achieve. Like dealing "3" Damage is HARDER than dealing "2" or "1" Damage. Although each Monster has a "To-hit" value which varies per the number of dice rolls (1 to 3 dice PLUS the Black die), I'm not sure how those values are MORE difficult to achieving their goal (To-hit).
So like getting a To-hit value of "12" rolling "3" Dice and "1" Black die ... if you are successful the "Vampire" deals "2 Damage".
So "12" is like 4 + 4 + 4 (= 12). How to compute the probabilities of doing this is a bit challenging ATM ... But I'll look into the matter tomorrow.
I need some more time to ponder on HOW a "difficulty" can be setup to make it harder for a "3 Damage" to deal its Damage is HARDER than "2 Damage" for the Vampire (for example)...
TBD folks... More thought required on this issue!
Last post with regards to MK tonight...
So getting back to that "Black" die. Another IDEA that I had would be a LOCK Die and it would operate as follows:
A> Roll the Black die and get a value from 1 to 6. That VALUE is LOCKED.
B> Roll x D6s as per the Monster.
C> If you roll a value that MATCHES the Black die, that DIE IS LOCKED and CANNOT be re-rolled.
D> Continue this process until you max-out the number of Re-Rolls.
If at ANY POINT in time you match the "To-hit" Value, you Deal "X Damage" (as indicated by the Monster's Card).
So now we see some sort of BALANCE between a HIGH Black die roll and a LOW Black die roll. With a HIGH value, you have better odds on a Re-Roll to reach the "To-hit" value and DEAL DAMAGE. With a LOW value, it's the opposite, it makes rolling harder with less dice in addition to a low die value.
This therefore works as a PENALTY/BONUS depending on the Black die roll.
Could be rather "clever" and make for an interesting dynamic which can be FAVORABLE or PENALIZING.
I will think about this more tonight ... I'm off to bed. I will take some notes down and see what my mind can conclude given some down-time before sleeping.
Cheers all.
Okay ... After some more thinking last night ...
Here is where I am at:
1> The "Dice Poll" suggests that most Gamers prefer 1-6 for Combat Resolution.
2> I've decided to go with a STANDARD roll of 4d6s: 3 White and 1 Black.
3> The dice manipulation method will be IDENTICAL to the original method of rolling for "Resources" at the start of the game.
4> The difference here is that some cards will only be able to do "1 Damage" and others could do "2 Damage" and at most "3 Damage".
But what is the key take-away???
Let's look at three (3) different examples:
A> Goblin: (8/0/0). What this means is that this Monster can ONLY deal "Power" Damage and the combined roll of 1 White Die + 1 Black Die must be EIGHT (8) or greater to deal "1 Damage" (again Power only).
B> Angel: (7/7/7). This means that this Monster can deal "Power" OR "Skill" OR "Magic" Damage. The combined roll 1 White Die + 1 Black Die results in "1 Damage" provided the value is greater or equal to SEVEN (7). But you can ONLY deal "1 Damage" at MOST.
C> Vampire: (6/6/6). This devilish Monster can deal up to "3 Damage" depending on the luck of the roll. The combined roll of 1 White Die + 1 Black Die is chosen by the attacking player and means that you COULD deal "1 Power" + "1 Skill" + "1 Magic" (so up to 3 in total) Damage... But the odds are not in the favor of three ... Perhaps the average lies around "1" or "2" Damage (like "1.5" maybe).
So no more Re-Rolls... They were annoying. (P + S + M) values with the Arcane Die making for some "combined" Damage to deal from "1" to "3" Damage depending on the stats of the Monster chosen to attack.
This is much more REASONABLE and does not lead to so many advantages in terms of the Meta Gaming. I will work on Prototype #21 and see what may come of it. I need to do some more MATH and compute some probabilities this time.
I will also see what can be done to Battle other Monsters (like ones with Skill even if the "Skill" Stat is NOT present in your Monster's HP)...
TBD... Will work on this LATER today... Regards.
I call this "Dice Allocation"
Which is similar to "Worker Placement"... It adds a layer of additional STRATEGY over the dice rolling which many people dislike (33.3% from the poll). So a third don't like to roll dice, more than half say to limit it between 1 and 6 dice...
I'm just playing around with the three (3) Monsters that I put up as examples and it does work pretty good. I tested the "Vampire" and if you roll one (1) "6" the odds are you will do probably "2 Damage"... So that's indeed what I was looking to achieve with this NEW combat mechanic.
The "Goblin" is pretty easy to deal "1 Power" as Damage, I'd probably need to compute the AnyDice probabilities but it's too complicated ATM for me to figure out HOW to make the computation... Hmm...
I will continue to work on that now and see what I can figure out.
Sincerely.
I'm currently working on the NEW "Combat" Mechanic
I've been working on the latest and greatest prototype (Version 21). I'm doing some dice simulation and seeing how BALANCED the rolls and stats are. So far it seems pretty decent...
The "Fairy" has (0/4/5) which means she can deal "2 Damage": 1 Skill + 1 Magic. And the player can decide which "Resource" they use to deal damage (either Skill OR Magic). This "Monster" has a pretty decent "Active" Tactic which is "+1 REACH Level to any Monster in play."
I just finished working on the 2nd sheet of Monsters... Which have a bit more variety than the 1st sheet (which is primarily "Power" Monsters). It's just how I have created the Monsters (per sheet for the prototype). It amounts to nine (9) Monster per sheet and four (4) sheets (for a total of 36 cards to playtest).
Now on to the 3rd sheet which is more "Powerful" Monsters. Well even if some Monsters SEEM better ... They each have uses and benefits in addition to less attractive features like the "Angel" (7/7/7) which means he can deal ANY type of Damage but only "1 Damage" per Attack. He also has a good Tactic which allows you to HEAL one of your own card (or even an opponent's Monster - to deal yet another point of Damage...) Hehehe.
I'll see how I feel about this 3rd sheet... There is a 4th sheet too... With Monsters like the "Vampire" which are also more powerful too! But again, I'm going to ensure that I don't need to NERF any of the NEW stats ... Because that's the whole point of this EXCERCISE!!!
Regards.
Note #1: I've finished up three (3) out of four (4) sheets and have been working on the various stats all the while playtesting the rolls and value. I'm hoping that I can wrap up the LAST sheet tonight ... And then revise tomorrow and see when I can plan to make the PDFs and print the new Version 21. I'm thinking on Monday (since I will be in that area anyhow...)
Note #2: I'm tired and want to sleep... the fourth (4th) sheet will be finished tomorrow. I'm 33.3% done and missing only 6 cards with one that has not yet been "designed" (stat-wise with the new resolution method).
Further observations...
I had a bit of a "issue" with Attacking/Defending. See when you ROLL & ATTACK, you would need to spend "1 Resource" depending on the outcome of the roll and how you allocate the dice.
But previously, the idea was that the opponent could strike-back. The question was evidently, if they roll dice ... Is it a FREE retaliation or should it cost "1 Resource" depending on how they attack.
Well now with this NEW "Combat" Mechanic... My guess is that there is ONLY an ATTACK Phase. No Defending. If an opponent wants to "strike-back", he/she can do so on their NEXT Turn.
This method breaks with standard Card Game Tradition in that a player CAN REACT to his opponent. Although some Tactics can be used (Interrupts) ... For the most part it's all about ATTACKER rolls to deal damage to the Defender. And that's it; nothing further or more complicated.
There are NO BLOCKERS to DECLARE, the DEFENSIVE Monster cannot do anything to the ATTACKING Monster (on this turn) but wait to see the result of the dice rolls. And then he/she can interrupt the Attack (if possible) and then it's the opponent's turn to COUNTER-ATTACK or ATTACK another Monster (perhaps)!
And so this Game is very different than most games... In a way simpler, in a way more Balanced... TBD. I'm still editing the cards and hopefully will think about the Meta-Gaming and see what I can come up with that MIGHT "break" the game...
Cheers!
I've finished editing all of the sheets/cards
Now I've got to go to the print shop (Staples) and print the PDFs and then CUT the cards over the weekend (if that is possible). What I might do this time, is to keep Version 20 and Version 21 together. Since the cards are SLEEVED ATM, I can easily ADD another card into the sleeve...
It may make the Micro Deck slightly thicker... But TBH a paper of additional thickness over 15 cards will be relatively unnoticeable.
I want to do this... Because Version 20 is pretty decent. I'm not 100% confident in this NEW "Combat" Mechanic and will need to test it out to see which is better: Version 20 or 21?!
I will work on cutting the cards tomorrow and take it from there and hopefully get the cards playtested on Sunday (Maybe)!
We'll have to see how things go and what my timing looks like. But I'm hoping that I can do ALL of this before Monday. I've got the weekend pretty much off all weekend and no appointment or duties to attend to ... So I am pretty much free to go to Staples tomorrow morning... And then cut in the afternoon and later into the evening...
We'll see how things progress... Best.
I've decided to PRINT them "at home"...
Why? Well this is a BIG change and I need to assess from the STATs used for the "Combat" Mechanic if the game is balanced (from my Sample Dice throws, it does feel balanced ... but who knows in reality!) and see if the game flows well or not.
Hard copies off my Laser Printer will be enough to cut and validate to see what the state of the game looks like with these dramatic changes. And of course what the Meta-Game looks like too.
That's also something I need to figure out... What is the STATE of the "Meta-Game" and are there weaknesses in the current design. We'll have to wait and see.
I will print tonight and cut tomorrow and wait on the STATUS of the Version 21 of the game to see what things seem to look-like and is the game improved with all the "core" changes.
Cheers.
Note #1: I've managed to PRINT some "crappy" B&W copies to determine if the NEW "Combat" Mechanic works well (or not)! I will begin cutting in a hour or so... And see how long it takes and how much progress I get. Cutting is always a PAIN in the butt ... But necessary if I expect to PLAYTEST anything TBH! So we move forwards and will begin seeing what are the FLAWs (if any) of this new Mechanic.
Some early thoughts... on the Meta-Game
It seems like the "Meta-Game" might be BALANCED. In that IF you INSIST on using Stronger Monster, the opponent can deal MORE Damage to those Monsters too... So while using STRONGER Monsters, you open up the opportunity to score MORE points for YOUR OPPONENT.
So the "Meta-Gaming" would suggest why not then use ALL WEAK Monsters. Well that means that you will only score a few points (LESS). But also allow you opponent to score less also. Playing WEAK Monsters is NOT a "Strategy". Especially when it does little to IMPROVE your own situation (namely scoring more).
My thoughts are that most players will conclude... A BALANCED Deck would be ideal and you react to the cards played by your opponent (meaning you need to have more than a fixed deck of 5 unique Monsters). How much? That is to be determined with more playtesting because it's clear that if you have WEAK Monsters, your opponent may be able to "knock" them out if he has STRONGER ones.
And so some of my EARLY thoughts is that the "Meta-Game" is under control and favors a larger VARIETY of Monsters in a Deck to REACT correctly to what your opponent is doing (and how his/her Deck performs). It's not dumbed-down Meta like DO ALL THIS or DO ALL THAT... Which is VERY positive TBH.
But more playtesting will need to be done to see HOW the "Meta-Game" looks like and have there been some aspect which I have not consider so far... That's the thing with PREDICTING outcomes and the future: you cannot be sure that you have factored in all the possibilities and tried sufficient strategies to see what "could" be broken and therefore exploited in the "Meta-Game".
Regards!
Went to Staple to print color-copies of the cards
I decided this morning to go to Staples and print color-copies of the cards. Why did I do this? Because my B&W Laser printer is on it's last legs (Drum kit needs to be replaced) and producing major "streaks". It's an OLD Windows 98 Printer... Imagine that, I have the driver for Windows XP but it keeps asking me to FIND the latest driver and update the OS. I don't because I know the RIGHT driver is the one already installed. It prints, it's just BAD quality ATM.
I bought a Lexmark Full-Duplex 1200 dpi x 1200 dpi B&W Laser printer which is almost the SAME size as my current printer (It's a smaller device) and it's maybe a few inches SMALLER in depth (13.1") and weighs about 15 lbs (or 6.8 kg).
I got the printer at a DISCOUNT ($185.49 vs. $305.49) plus I got FREE shipping and managed to get a $10-Off Discounts for orders of $100 or more. So with all the taxes (yeah I need to pay sales tax) = $200.00 CAD. Not bad for a NEW printer with Full-duplex, 250 pages tray, single feed (for labels and envelopes) and wireless (or Network/USB) connectivity.
Bottom line I saved myself about $150.00 CAD.
I'm very happy with this purchase and we'll see how long it takes to DELIVER the printer... TBD. It says around May 1, 2023 so in about a week or so... Will need to keep an eye on the shipping and be sure that I am home on the DAY they decide to deliver the printer.
Best.
Note #1: The shipping label was created but the shipment has not yet been picked-up from the warehouse by UPS. I'm glad it's UPS because we have a "Brown" Store not too far away in the event that no-one is home to sign for the box... I'm sure "Brown" won't deliver WITHOUT a signature... Which is good to know, because I don't want them to just LEAVE the box "outside" on the porch... So I've got a week or so to wait for it.
New "concern" (or issue may have arisen)
The issue in question is WHEM(?) to "End-a-Round". What I mean is that when Players have revealed all their Monsters in Round #1 (First Level of the Keep), the next Phase of the Round is "Combat". And here is the nature of the issue:
The problem arises when one (1) Player decides to STOP "Attacking" and passes his turn. What this means (old version), is that the opponent may attack one (1) more time and then the Round ends.
Is this still a VIABLE "Play Strategy"??? If one of the two players is "Combat-averred" and does NOT want to COMBAT... This is good because he she can CONTROL the flow of Combat.
But perhaps it is bad and does not give the opponent sufficient chances to STRIKE-BACK?!
Anyhow this is one thing that I need to figure out and playtest to see if IT DOES make sense or not.
Will keep you all posted on this one... It's a tricky issue for certain!
1-2-3 could this lead to "Meta Gaming"???
I have another concern with regards to Monsters who only DEAL at MAX "1 Damage". These are WEAK units which normally have a STRONG "Tactic" which makes them interesting for OTHER reasons. Be it an Active Attack that can last 3 Round and deal 3 Damage (for example) or an interrupt that simply damage all adjacent units by "1 Power" (so potentially 4 units affected)!
But this does make me think that some player will build their decks with the units that have the "potential" to deal the most damage (or "3 Damage" per Attack)... I'm not talking about Tactics... Just BASIC "Attacking" / Combat.
Of course I won't have time to cut the cards today nor tomorrow... Maybe as early as Wednesday and get playtests on Thursday or Friday evening.
The concern seems REAL to me... And I will need to see what cards to WHAT and how this influences anything that can BREAK the Deck Construction or the Micro Decks, etc.
Another day, another issue! Hahaha.
Too much "Back-and-forth" for ATTACKS...
Our latest issue is too fiddly "Back-and-forth" ATTACKS. I'm thinking that the Health Tracking needs to be DIFFERENT. It needs to be SIMPLIFIED to maybe 1 or 2 HP per STAT depending on the Monster/Unit.
While it's nice to IMAGINE having "3 Power" and "2 Magic" or "1 Power" and "4 Magic" ... That's just too much PLAYING AROUND in a ROUND. It amounts to TOO MANY "Turns". One of the early ideas is to have LESS HP and lower the amount of possible attacks. This seems like the EASIEST method but I'm not sure about it.
The OTHER method which means something similar (LESS HP But...) in that the HP is PER ROUND. So IF I have "1P + 1S + 1M" or 3 HP (one of each type) this means a total of 9 HP across all three (3) ROUNDS.
And maybe you can SCORE KNOCK-OUT POINTS each ROUND ... Would make SCORING VERY "dynamic" and definitely create more chance for GREATER SCORING. This is another avenue that I could take and it might make for a BETTER game.
Or KNOCK-OUT POINT can only occur as bonuses for the CURRENT ROUND. Meaning that the bottom of the KEEP can only score +1 Bonus Points IF the Monster is Knocked-out in the 1st Round.
ATM I don't think the HP is viable PER ROUND. Why? Because it seems like a "Rinse-and-repeat" type of ACTION and I don't want players with TOO MANY options. While RESTRICTING the HP per Monster/Unit SEEMS like a plausible way to encourage LESS "Attacking" (Back-and-forth) ... It does make for a more reasonable amount of battles per round.
Right now I see a "sorta" Analysis-Paralysis in WHO is to ATTACK WHOM and HOW OFTEN is this permitted.
Take for example the "Treant": "2 Power" and "3 Magic" in terms of HP = 3 + 2 = 5 HP (a STRONGER Monster). Do I really want to ALLOW FIVE (5) TURNS of ATTACKING the opponent??? Or perhaps even MORE Turns?! Because with Mana Pool you could have more than this as being possible...
Maybe it should be only "2 Power" and "1 Magic" = 2 + 1 = 3 HP (AT MAX).
Somehow I need to REDUCE the amount of "BATTLES" in order to have a more REASONABLE FLOW of ATTACKS in a Round. Too much makes it tedious always going Back-and-forth for too many Turns... Plus combining this with TOO MANY dice rolls... well... it just doesn't WORK.
I need some time to THINK about it. Maybe "4 HP" should be MAX... And most have 2 or 3 and SOME have 4. TBD... I need to see what ideas spring from this LATEST playtest which CONCLUDES that TOO MUCH TIME per ROUND and TOO MANY OPTIONS available to do.
That doesn't mean that I will RID myself of the HP Tracking... It just means that I need to REFINE it to reduce the overall amount of Combat and make it just a bit EASIER to handle the 1st Round which is the BIGGEST of the three (3) Rounds ... and might make the other later Rounds MORE COMPLICATED than necessary.
Previously I said that there would be NO COUNTER-ATTACK. And I realize this is BAD because if you defeat an opposing Monster's HP (for any STAT), that Monster cannot attack with that STAT. So the 1st Player has an advantage that he deals damage before his opponent and odds-wise he has a better chance of knocking out his opponent's Monster/Unit before the 2nd Player has time to retaliate.
Notice the WORD "retaliate"... It means something is this context. And maybe it should also mean something in the GAME. TBD. More thinking to be done.
I'll let you know where I am at over the weekend. I'm going to make this Version 21... As not the definitive version and therefore require making more changes to the cards (unfortunately).
The new STATs work just fine and are IN-TUNE with the HP. And this is where the HP is not working well... It needs to be fixed. Again this requires a bit more thought and not jumping into the first solution that SEEMS to work.
I will take down notes and see what may come of it.
Cheers all!
Other noteworthy thoughts...
If there COULD be a way to COMBINE HP attacks... Like DEAL "3 Power" of Damage instead of just "1 Point" that could be good. But ATM I only have ONE (1) "Black" D6 to work with. And it's being used for "To-hit" Values > 6 (7 to 12).
That's something else to think about... That would NOT require to CHANGE the HP, but work with it in some DIFFERENT way.
How?! TBH I don't know ATM...
Need to take some time to think about all these issues. I don't want to move to a Version 22 TOO QUICKLY because there are OPTIONS open to me... And there are things to consider in terms of COMBINING or DEALING MORE DAMAGE than "1 Power" (for example)...
Let me think about it... Over the weekend and see what I can come up with...
Best.
Working with Probabilities and Statistics ...
And I've got it down to 10 Outcomes (3 Choose 3 order unimportant) and 15 outcomes (3 choose 4 again order unimportant). What I am going to do with these "Outcomes" is "re-design" the cards BUT... Not immediately. I'm going to work on it tomorrow (Sunday) and see however else my spirit moves me and see what else I can think of which could maybe help rectify the situation a bit.
So from "5" HP to "4" or "3" HP seems to be the present strategy.
PPP, PPS, PPM, PSS, PMM,
PSM, SSS, SSM, SMM, MMM
PPPP, PPPS, PPPM, PPSS, PPSM,
PPMM, PSSS, PSSM, PSMM, PMMM,
SSSS, SSSM, SSMM, SMMM, MMMM
I will keep you all informed as to the direction I take with Version 22.
Sincerely.
This means that in TOTAL there are...
Twenty-Five (25) Unique Combinations of STATs (Power-Skill-Magic) which means that while the "base set" will feature only Fifteen (15) Unique Monsters, that set can be expanded upon by adding Ten (10) more Monsters... Which could be created and expanded upon if sufficient Gamers LIKE the game. What I mean is if there is a PLAYER BASE, well then if the cards sell and do "Okay", I'm open to adding more cards that can be played with AND collected. Something like that!
So far, I have not come up with a BETTER solution that reducing the HP for some of the Monsters... I will continue to think about this today as it's a major problem that leads to "Analysis-Paralysis" (AP)... Some confusion about what and who to attack WHEN(?!)
I will conduct more thought experiments and see how this can be IMPROVED upon.
So I have reviewed ALL of the Monsters and ...
I have also taken the time to "refine" the HP and STATs such that there are a bunch of "collections" in the various STATs and that HP is either "3" or "4".
No more "5"... Even "4" seems a bit HIGH. And I'm working on that too...
If you prefer "decisiveness" (like I do), I prefer the amount of CHOICES to be limited than too much "AP" (Analysis-Paralysis). Even a LITTLE bit of AP is BAD. But I realize that too little of choices make the game "feel" dumbed-down.
I like it being like a CHOICE: Attack or not. And I'm still thinking about how to COMBINE attacks of the SAME "type" (remember: Power, Skill and Magic).
So while I LIKE "1 Power + 1 Skill" of Damage... I would also LIKE "2 Power" OR "2 Skill" TYPES of Damage. How to do this??? IDK TBH!
Needs more thought for sure...
Update #1: So I have a VARIANT of rolling when greater than six (6) ">6"... What this means that it REQUIRES the "Arcane Die" but it could also mean that such an attack DEAL "2 Damage" instead of only "1". This is a possibility but definitely NEEDS to be playtested.
I will work on a NEW Batch of cards with all the categorizations that I have done over the weekend ... And we'll see this week when I can get a set printed and cut for the NEXT series of "playtests"!
Update #2: With the "3" and "4" HP changes, I'm not so certain that the ideas behind Update #1 will work. If a Monster has "3 HP" and an opposing Monster deals "2 Damage" ... That means in 2 attacks the Monster dies. That seems much too dire TBH. "3 HP" and "1 Damage" mean something like 2 attacks and one Tactic and that unit is done... More interaction and NOT strictly based on the HP and STATs alone.
Let's stick to making the NEW changes and playtesting to see what it is that I can get out of these ideas and see WHAT works...
As the topic of this thread indicates...
Another Prototype, this time Version 22 ... And it seems like everyone (almost) has been "nerfed" when it comes to their STATs and HP. I will see IF I can get a print done later in the week. But for now the cards are edited and I feel like I have two (2) very unique options:
1> Keep the STATs as is and focus on lower amounts of Damage per Monster.
2> Use the variant rule that indicates that in excess of six (>6) To-hit points will inflict "2 Damage".
The second option which works pretty well kinda evens out the playing field in terms of STRENGTH of the Monsters. Yes there are six (6) that deal "3 Damage" but nine (9) that deal "2 Damage". No more "1 Damage" and four (4) more "3 Damage". So I'm going to playtest BOTH methods and see what works better.
For sure there is less going on ... So the amount of AP (Analysis-Paralysis) should be down too. Given the REACH Levels that too makes a difference and has been a cornerstone of the NEWER versions.
Maybe over the weekend I should get a better idea about what works and doesn't and what is the next steps for "Monster Keep" (MK).
Best!
Note #1: So this last iteration, I made updates to my OLD spreadsheet (from Version 19) and it allowed me to make quite a few standards in that the STATs match up with SETs and grouping of the other Monsters/Units. I did this because at first in the last version (Version 20 and 21) the STATs were (I'll admit it) a bit "random". Not quite but something about how I FELT a Monster should have as STATs and how much damage it could deal.
In Version 22, I streamlined all of this into sub-categories with all kind of different STATs and HP to be more aligned with something more COHESIVE.
We'll have to wait and see if this IS ENOUGH or not...
So I printed the new Version 22 cards and now...
I must start to CUT those darn cards... Hehehe. That's usually the LONGEST and hardest phase of making a prototype: cutting. It takes about 2-Hours but it feels like LONGER... Hehehe. If I do it on several days, it feels like my day was dominated by me cutting cards!
I will get to this next batch in the evening and do one (1) Deck today and another one tomorrow (maybe if time permits).
Just wanted to share some of the progress and let people know where I am at and what are the NEXT "steps"!
Cheers.
i will motivate myself to CUT the cards TOMORROW!
Well the conclusion that I have come to, is that I have been procrastinating the actual cutting of the latest batch of cards. Even with two (2) methods of play to playtest, I've been a bit on a downer... Why? IDK... I just feel like the game is taking longer than I had expected to "cement". I thought Version 21 would have been the definite version from Version 19 ... But Version 22 was required to streamline the STATs a bit and to try out the two (2) methods of play:
1> Either as previously determined in Version 21, one (1) point per STAT.
2> Or as newly thought up, two (2) points per STAT over six points (>6).
This in a way should be very exciting and hopefully enough to CEMENT the Version and conclude that the design is DONE. Keep you all posted and maybe I'll find the time to BOTH CUT and Playtest tomorrow!
Cheers.
OMG ... What kind of disaster is this???
I don't know WHY(?) but at some point in time I got the bright idea for using CMYK for print in Illustrator for "Monster Keep" (MK) since all the files were going to be exported to PDFs and then printed at Staples.
Well I notice that the color in my templates (Black & White) with the exception of illustrations (Card Art) looked GRAY in print.
Ad so I was kind of annoyed but figured maybe that's the way it is in CMYK. Because I was using C=0, M=0, Y=0 and K=100%. Well it turns out that it is NOT the best color of Black. I should instead use "Rich Black" which is C=60%, M=60%, Y=60% and K=100%. That corresponds to TRUE Black when printing.
Also found out that in Edit > Preferences > Appearance of Black, I should change the setting from "Display all Blacks as Rich Black" to "Display all Blacks Accurately". And change that for Printing/Exporting too.
Now what does this MEAN?
I need to go through ALL the freaken shapes and change the value to "Rich Black" for ALL of them! What a nightmare!!! Because "Output all Blacks as Rich Black" for some reason does NOT work.
I can VISUALLY see the difference ON-SCREEN... But now I need to slog through ALL the OBJECTS and such and CHANGE the color of "Black" to "Rich Black"... What a ROYAL PAIN IN THE A$$!!!
P.S.: As per @FrankM suggestion to get back to "cutting cards", I have almost finished 50% of the cards. I should get them done by tomorrow evening. And then I can reward myself with a couple "Mandalorian" Videos afterwards.
This mean I can MAYBE expect to do a couple playtests on Thursday afternoon.
Cheers all... Somewhere I'm going to have to find time to CHANGE all the BLACKS to "Rich Black" too! Fcuken mess... Totally.
Update: I managed to find a YouTube Video with a couple of ways to change all the objects to "Rich Black". It involved me creating a Swatch Color called "Rich Black" (with the right coloring) and then selecting all objects with the same "Fill Color" and then a 2nd time the same "Stroke Color" and choosing to replace the current color with my "Rich Black".
It worked ... But there are a LOT of old artifacts from the various generations and shapes no longer in use but there for HISTORIC purposes. Those I cannot change unless I re-enable each one.
For now it works ... The PDF exports look fine and I even managed to catch an error on the 4th Sheet which had the incorrect Stroke Color (to Black not "Rich Black")! Got that fixed and now the exports all look good with the RIGHT BLACK!
Disaster averted, Thank you YouTube!!!
Finished 50% of the Cards (One Deck)
I've got to wrap up the remainder of the cards tomorrow evening (after 7:00 PM). That should allow me to be able to playtest the different options on Thursday evening. And then we'll see what is better (in terms of Combat Rules).
I watched about a couple of hours of the "Mandelorian" which is always cool TBH.
Everything in due time. I've had some progress this week. And I've also worked on the KS for "Monster Keep" (MK) too. I've been working on the description for each card ... Since I plan to list ALL "Cards" and corresponding descriptions so that Backers can choose which ever option is better for them.
I still need to account for enough cards of each type. And figure out how may of each type I will allow (TBD).
Again "Thank You" to @FrankM for motivating me to cut some cards tonight. They've literally been waiting for me to have more time. And I finally made some time tonight... So things are progressing!
Cheers all...
Disaster averted
Glad to hear there was a time-saving tip lurking out there for you. Always check to see if someone else has had your problem before!
This is the way.
This is the way.
I finally finished cutting BOTH Decks and all the "extra" cards for various configurations of the Deck(s). I will maybe do one (1) playtest later tonight.
We'll see. It depends on how I feel. And will I be sufficiently motivated to do that playtest or wait until some time tomorrow.
I already vacuumed the entire apartment in the event that the Bell Technician needs access to my home. But from what I saw of the work order, all he really needs is access to the BOX (outside) and to re-program my 25 mbps to 30 mbps...
Not a big change... It's just that it's $10/mth less (for +5 mbps). How could I not take the deal, especially since my Year-Plan was coming to an end (next week) the timing was right and the deal was great for what I need it for?!
So we'll see how it goes... Hopefully the same as last year.
I'm guessing that the change of plans was required since they no longer OFFER 25 mbps... Hehehe... How tech changes so rapidely. They probably got a TON of new clients that they decided to lower the barrier to entry with their services...
I've got to make supper (had a coffee and muffin earlier) but I'm going to make a reasonable meal from scratch (I cook ok) and enjoy that with something lite this time of the year. Maybe only dirty a cup, bowl and frying pan.
In any event, I should have time for a playtest around 9-ish! We'll see...
Keep you posted.
I've got a playtest going ... And we'll try???
The "1 Point" (>6 To-hit) method. This is because I have already paired down the Health Points (HP) on many cards to 3 or 4 HP. No more 5 HP. Also wit the help of a Spreadsheet, I normalized the To-hit STATs and grouped them into various categories... Which means the cards feel LESS "random" and more unified in form.
I have yet to reveal the cards and we'll see what they give.
Haven't played Round #1 only the setup and selection of cards for the 1st Round. I am hoping that the game will feel LESS "random" and provide no A/P (Analysis-Paralysis) and that combat will be much more effortless.
This is the moment of TRUTH and we'll see... I will post a few updates to this comment once I resume play and have a "feel" for the game as-it-is. The good news is that for a few days I don't need to "cut cards"! Hahaha...
Update #1: Round #1 went pretty smoothly, used some Tactics as a smart bonus and no A/P in the Round. A card from one player was "Knocked-Out" ... But the round was reasonable with Player #1 scoring "5 VPs" and Player #2 only scoring "3 VPs"...
Round #2 cards were chosen, REACH Levels selected and the cards all revealed. Now for the Combat Phase of the 2nd Round. I'll report back on the progress of the end of the 2nd Round...
Update #2: Round #2 went even more smoothly, some Tactics and again no A/P in the Round. Player #1 managed to "Knock-Out" a Monster from the opposite side of the table and the VPs stand as "7 VPs" (Player #1) vs. "5 VPs" (Player #2).
Now come preparation for Round #3 ... Drawing of cards and REACH Levels, etc. I will see how this last Round plays out and is it too late for Player #2 to deal some additional Damage to Player #1 to squeek out a victory or will Player #1 be the dominant player and win the game... TBD.
Update #3: Deserves it's OWN comment...
I realize that this 3rd Update of Round #3 ... Deserves it's own comment because I have figured out something of INTEREST. Before I get to that... Let me recap the score: Player #1 = 10 VPs and Player #2 = 9 VPs.
Pretty decent. Active Tactics are a bit "tricky"... Overall the game plays pretty good. The game took 40 minutes and so I would say about 45 minutes for a 2-Player Duel. This may be more than a game of Magic: the Gathering (MtG) or a Magic: Arena match (MagicA) ... But is very different. Now let's talk about the interesting thing that I have figured out...!
That sounds AWESOME!!! So any Monster Knocked-Out in Round #1 only gives +1 VP. But if you wait for Round #2, +2 VPs or even Round #3, +3 VPs...
Of course this is YOU "pushing your luck" if you WAIT too long... You may have more to contend with in the 3rd Round that you had not foreseen and it is a bit dangerous to leave cards in-play which can still deal damage ... Just because you decided NOT to Kill-them-off!!!
Now THAT is COOL... I'm going to STICK with the "1 Point" for all Attacks even those with higher To-hit Values (>6) ... It works good with the present system... The PYL option in this comment is VERY KEWL!
There is a LOT going on ... And it can be tricky to remember all the STEPS for each Phase/Round. Active Tactics are also tricky in that each Round you get another selection of that Tactic to strike 2 maybe 3 times in a Game. Scrying definitely HELPS major ... Because it allows you to check-out your deck and what cards are coming next.
The change to "3" or "4" HP is VERY HELPFUL too. And as you can see by the SCORE... the PYL mechanic will add a bit more DRAMA to the game...
So THAT's the EXTRA Victory Points (bonuses) that I will ADD to the game on the next playthru tomorrow. Overall it's NOT too bad. I want the "Knock-out" Bonuses to make a more SERIOUS statement and AFFECT the game further.
It'll be interesting to see what STRATEGY the players choose in the NEXT game!
I wanted to be sure that the game is UNDER 60 minutes and clearly there is another 20 minutes to go for that which is GREAT! A shorter game is preferred as this means more matches can be played in one sitting (with the same or a different opponent).
The KEY will be the Round Knock-outs which will AFFECT VPs more dramatically and add a LAYER of "Oomph". And that is very much a sort of Gambling Effect!
@FrankM: I realize that the term "Knock-out" was used which is similar to "Epic Battle" ... TBH I had that terminology before "Epic Battle" rules were shown. And furthermore, my game relies on Victory Points (and Scoring) rather than the actual fact of "knocking-out all your opponent's cards". Rest assured I did not copy you on this term... I've been using that term for a long while and it is coincidental that we are BOTH using this terminology.
My PYL "Bonus" system is also different... Because it relies on "Knock-outs" in subsequent rounds to score HIGHER Victory Points. So we have two (2) very different systems going even if some of the terms may sound similar.
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The DICE ROLLS are great now that there is NO MORE THINKING INVOLVED! You always rolls 4D6s on all attacks, independent of the STATs or To-hit Values. This is GREAT and I'm happy that I streamlined this for Combat in-general because it simplifies what the player needs to roll. One-size fits all!
The NEW To-hit values also "feel" good too... That's also positive because I had to do spreadsheet analysis to UNIFY them into categories which mean that there is LESS "randomness" and more "predictability".
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My one BEEF ... Is that it took more than 30 minutes. I would have liked a match to last around 30 minutes or less... I suspect that with the introduction of the PYL (Bonus Points system) that will add a bit more time to a game (maybe 5 minutes at most) bringing the game more around 45 minutes.
It's OK... But I would have preferred a SHORTER game.
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I guess that's it for my Thursday Night Adventure!!! I'm getting sleepy and it really is getting late (almost 1:00 AM!) So I will call it a NIGHT... And do some more playtests tomorrow. I'm happy that I gave it a TRY tonight as this was really unexpected and totally spontaneous.
Last note, that while I feel there is a bit of Back-and-forth between cards... This is something that I don't know how to fix or correct (if it is even needed). But in a ROUND, eventually you run out of OPTIONS and Mana from your MANA POOLS. That's good because it limits the game.
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ATM I am thinking that IF I used the OTHER rule (>6) = "2 Damage" that could MAYBE ACCELERATE the game a little bit and REDUCE the amount of Back-and-forth which could be EXACTLY what I am looking for. TBD.
My NEXT playtest looks like this:
1> To-hit Values (>6) deal "2 Damage" of that Resource.
2> Push-Your-Luck on SLAYED (instead of "Knocked-out") Monsters produce more VPs Bonuses depending on the Round the card was slain (Round #1 = +1 VP, Round #2 = +2 VPs and Round #3 = +3 VPs)
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Something that I have noticed is that VALUES in the tiny boxes on the Scorecard are hard to erase and re-write... I have an idea for this and I also figured out a way to impose a HARD-LIMIT to the VPs per card.
My thoughts are nine (9) Victory Points per card x 6 cards = 54 Victory Points.
That's the TOP SCORE (in theory). Now will players be able to ACHIEVE this??? IDK... More will be "3" + "3" (Max) = 6 VPs. x 5 Cards = 30 VPs a more reasonable goal... Far from "9" or "10" in my sample duel... But I did not yet have the PYL Mechanic and adding this will influence scoring for certain.
So we end it on that note tonight. More from me tomorrow!
Cheers.
No problem using "Knock-out!"
Glad to hear it's coming together!
I was never trying to lay claim to the "knock out" term :)
I do have a slight beef with the term "victory point," however. Sounds too generic, and usually implies a multiple-paths-to-victory feature that Monster Keep doesn't really have.
I mean it makes sense semantically: they're points, and you accumulate them by scoring tactical victories. The term isn't wrong. Just think of something else that might fit in there. I think simple "points" might work better than "victory points," but something thematic would be even better.
If keeping the sequence-of-play in mind is a challenge, this is the perfect opportunity to put the steps on each player's mat.
There are still some issues to iron out... <Darn!>
Here are some of the important IDEAS that I have in mind that will SHIFT the way the game is played into something "better" (right now I have some issues with the gameplay — I'll explain...)
A> The game is TOO LONG. 40 to 45 Minutes is just too long to play what was supposed to be a SHORT duel.
This is definitely a BIG issue. Clearly the method of play just isn't sufficiently well adapted to players being able to play the game and have it done in around 30 or so minutes.
What do I propose?
Well clearly this will be a DRAMATIC change: I want to CHANGE the "Health Points" and the way Damage is dealt. So "Health Points" will be SELECTED by the PLAYERS themselves. Instead of REACH in the TOP-LEFT CORNER, the players will allocate 30 Points among Monsters in Play.
To cut down on TIME, player will NOT Battle Between Rounds. Instead the Combat will be done ONCE after the three "basic" Rounds. This will dramatically reduce the time to PLAY since Combat requires A LOT of THINKING.
The game will have FOUR (4) Rounds:
1: Play three (3) Monster hidden and reveal. Blind Round.
2: Play two (2) Monster hidden and reveal. Partial Information Round.
3: Play one (1) Monster hidden and reveal. Perfect Information Round.
4: The "Combat" Round.
B> Both the STATs and DICE are GREAT! I will keep these AS-IS since they are important parts to the game and are 100% compatible with the previous point (A).
C> I may introduce a sort of RPS (Rock-Paper-Scissors) Mechanic into the game.
How? I'm not sure exactly... I'm thinking of having some kind of RESISTANCE & WEAKNESS or something like this. Plus I want to have some kind of Damage Type that is either: Power, Skill or Magic PER Monster.
What I mean is that some cards will be PRESET others will have CHOICES and so forth. It's part of the STRATEGY to TRY to prepare your best Monsters against your opponent given the information in all Rounds.
So in a WAY "No" to "Health Points" but "Yes" to a Health of a specific TYPE.
D> I want to introduce COMBOS (maybe!) I am thinking that Monsters with the SAME Level of Health can attack as a GROUP. So all Monsters with "2" HP can attack TOGETHER any other Monster(s).
This needs MORE development. Right now the idea is embryonic... I still have to think about it some more before I manage to SOLVE how this is going to WORK!
E> The Scorecard is going back to it's previous Version... I really DON'T like the new one. Just not what I want it to look like. I will be reverting to Version 19.
Again this was to try something in Version 22 ... That didn't quite excite me.
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Believe it or not, Version 22 has helped in giving me MORE ideas and how to IMPROVE the game to make it QUICKER, SIMPLER, MORE FUN and most importantly a BETTER GAME OVERALL.
The game in its present form is ... Hmm... So-So. Not AMAZING but not too BAD... So it's not GREAT... It may be, hmm... "Mediocre" to me. TBH I'd much rather spend my time PLAYING "Crystal Heroes" (CH). CH is a GREAT little Gateway game, it hits all the check-boxes.
But "Monster Keep" (MK) is TOO COMPLICATED. Although there is not any A/P (Analysis-Paralysis) it is DIFFICULT to make choices and the "Health Points" just make the game HARDER to play. Yes there were EARLIER (in previous Versions) the need to have HP and figure out how it should be used... But NOW I think I've got the game to a level where I can STRIP BACK some of the various layers and FIX them.
I've thought about these CHANGES for a couple days after concluding that the PLAY TIME was TOO LONG and the game was TOO COMPLICATE that EVEN ME as the Game's Designer was forgetting to do steps (in the game!) That shows me that the game is too DETAIL-ORIENTED and while some "Grognards" that enjoy rolling dice and games with a lot of decision making involved ... For the AVERAGE gamer the game is WAY TOO COMPLICATED. Granted it is simpler than a Miniatures or Wargame... For my crowd, it's TBH just TOO MUCH...
Like I said, IF I forget STEPS ... Imagine what the AVERAGE gamer will miss. And no I don't say this as being the Aficionado of Games or CCGs, more simply because I am DESIGNING the game and so I see the various challenges or issues that come from this.
I want the GAME to BE FUN!
That's the most important part. And I've seen games that some people PLAY that are "Not FUN" IMO. I'll never understand the FUN behind games like "Lorenzo Il Magnifico" (for example). Just too many moving parts (for me that is).
So that's my GOAL with the game: to make the game MORE FUN.
A noble goal I might add... So we'll see... I will work on this NEXT WEEK as it's Mother's Day weekend and I'm spending quality time with Family.
Cheers all!
Here are some of my further thoughts on the proposed changes
The FIRST three (3) Rounds will mean that the game's SETUP will take probably at most FIVE (5) Minutes. It's very quick and easy ... And the choices are very easy with no A/P.
Choosing six (6) cards is simple and can be done in LESS than five (5) Minutes... But selecting HP and HP-Type could mean it takes a bit more time. Plus the other rounds (2 or 3) require more thought as to which cards/Monsters will be played and how much HP will be required.
I really doubt it will take "too much" time to select cards/Monsters. Usually this is pretty quick and is relatively easy to do.
And that's FACTUAL information... I'm pretty sure that will happen rather QUICKLY. The problem is that the "Battle Round" which only occurs ONCE is a bit more challenging. No doubt a similar to the previous "3rd Round" in the earlier attempt of Version 19 to 21 of the Game. So strip away two (2) rounds of combat and do it ONLY once to see who is the Winner!
All of this indicates a SPEEDIER game. Okay so it may take 20 Minutes to play the 4th Round... It's as PLANNED, less than 30 Minutes to play a duel! Just right IMO!
Next week... Once I have spent more time dealing with the card edits... Of course more editing, printing and cutting. Like I said in the title of this THREAD: "Another day, another prototype"! I will be able to see how well I implement all these "changes" and see what WORKS and what doesn't. Right now most of the issues are dealt with and there is limited amount of thought to be done to finalize Version 23!
Regards.
Introducing an RPS to create some BALANCE
And so I've been thinking more about this... "RPS" and how it can act like a NEW "REACH" Level... Since the "REACH" Level was replaced with the HP (of a specific type), I was thinking that even IF the 4th Round was the ONLY "Combat" Round, there could be some problems and potential A/P (Analysis-Paralysis) in the final Round which could make the game (AGAIN!) difficult to PLAY.
So I am thinking a bit like a "Resistance" to indicate which COLORS cannot ATTACK a given Monster. This is SIMPLE and effective and could actually WORK with an RPS-5 (given five different colors of cards).
I'm working on it NOW... Before going to BED. But the idea behind this special "status" (Resistance) is that 2-COLORS cannot attack each and every other card. This will add further limitation to the "Combat" Round and make the game that much more playable without any A/P.
Report back when I have come up with the correct "scheme"!
Right now there are two (2) different RPS involved
The first (1st) one is a natural RPS-5 based on COLORS:
Red, Green, Blue, Orange and Purple.
This RPS-5 works by currently defining TWO (2) colors per Monster that have a "Resistance" to those colors. Meaning that they cannot be ATTACKED by those two colors. It's not like in Pokemon where the resistance lowers attacks... No it's more like an "immunity" to attack by the two colors.
The second (2nd) one is based on type of Damage being dealt:
Melee, Explosive, Ranged, Wizardry, and Flying.
This RPS-5 is still a bit of a "mystery"!? I have not figured out what I am going to do with it just yet... But I've got some time to think about it... ATM it is just a "proposal" a theoretical attempt to add a second RPS for some level of good measure. I'm not quite sure what I will do with this RPS ... But I'm going to think about it.
That's what I've got going currently. It all seems to work good and I am going to work on the EDITs soon enough (in the next few days).
Let you all know how it works out!
Best.
Even more NATURAL RPS in the game
What I mean to say is that there are already rules for a NATURAL RPS which works with the "Type" of HP for each Monster. If the Monster has "Power" as a "Type", this means that the Monster can ONLY be attacked by a Monster which deals "Power" Damage... If the Monster has a "Type" with BOTH "Power" + "Skill" that means it may be attacked by BOTH those type of attacks.
This creates a very UNIQUE and synergistic pool of Monsters with different STATs and "Types" of HP.
I honestly feel like the "Color" RPS-5 is NOT needed. It's just adding TOO MUCH variability and could create difficult situations for attacking which are no longer necessary due to the NATURAL RPS used by the "Type" of HP (and the type of Damage that may be dealt).
We'll have to WAIT and SEE. I need to finish the EDITING of the cards and then print out a FRESH Batch of cards and then cut them to see IF this NATURAL RPS is sufficient enough to "filter" the attacks and offer more VARIABILITY.
TBD... I'll let you all know if this will be enough or not!
Sincerely.
A RPS with a goal
There are a lot of players that need an obvious RPS mechanic to focus on. The other RPS can be discovered and then used by the more experienced players.
This is how I always feel about things.
Furthermore...
Scoring is affected by the NEW "HP" tracking. How so? Well instead of dealing the most Damage and recording the Damage (which may seem reasonable was just too tedious and required too much erasing which made the mechanic difficult to use), we can now simply record the damage done and at the end sum the values remaining.
So I (ATM) revised the amount of Points to be distributed to 30. This is double the original 15 Points I had thought of earlier ... Because 15 seems too low and you can't create any interesting dynamics with only that small amount.
While 30 Points may seem "excessive", it works out to be 5 Points per Monster.
So instead of recording Damage on the Scorecard, all you do is write the ending amount of HPs per Monster and add that up to get your SCORE. The player with the higher score WINS the duel. As easy as that.
Another bit of streamlining which may dramatically improve the gameplay. But I still need to finish up editing (which is 50% done ATM) and then print the files tomorrow such that I can get the right cards for the next series of playtests. I'm still working on it...
Cheers!
Yes ... I understood.
Well it's to LIMIT the way the "Battle Round" is to be played. If there was NO RPS... It would be total A/P (Analysis-Paralysis). But since there is a NATURAL RPS defined by who can attack whom... This reduces the amount of actual ways that the players can attack/battle each other. This RPS is ESSENTIAL! Otherwise the game would be broken and would not work.
Right now the 2nd RPS which is the "Damage Type" is of no apparent use, more like a way to categorize my cards/Monsters such that there is some variability.
I don't know what I am going to do with it... TBH I really don't know. Other than making categories for my cards/Monsters it could be a bonus or PENALTY system, not sure yet. I hate things that give BONUSES... But PENALTIES are more acceptable. Something like Melee Attacker is facing a Flying Attacker, the Melee Attacker takes a "Damage Penalty" of -1 DMG (meaning he will deal one less point of damage when attacking any Flying Attacker).
Something like that might be permissible.
I am dropping the COLOR-PIE. I don't need it and it just over-complicates matters even further. Plus it puts too many LIMITATIONS on the ways a card/Monster can attack.
But the 2nd RPS is TBD. At the moment I am using it for CLASSIFICATION. Even that is not perfect since I realize that some of my cards are repetitions... Meaning that there are two (2) of the same in one category. I could FIX this... But I think FOR NOW, it's best to leave things AS-IS.
I will need to now RE-EDIT AGAIN all the cards and remove the COLOR-PIE.
I will also need to ponder about NEW "Tactics" since some of them no longer work in this NEW version (#23) of the game. No worries ... I've got a couple of hours to wrap up the EDITS and TRY to figure out the correct "Tactics".