(Apologies for being late) 00:00 Introduction 01:21 Clarification Time 03:42 Clarification Time Over 04:28 Addition 91: Uno 35th Anniversary (Þat’s an odd number to celebrate…) 05:13 Addition 92: Uno Super Street Fighter 2 Turbo HD Remix (Wiþout “First Suggested By:” I þought it was safe from laborious typing) 05:56 Addition 93: Uno By Gamesloft 07:14 Addition 94: Ubisoft’s Uno 08:25 Addition 95: Uno Rabbids 15:03 Addition 96: Uno Just Dance 2017 20:42 Addition 97: Uno Rayman 22:09 Addition 98: Uno Fenyx’s Quest First Suggested By: saltedswords8852 (First “First Suggested By:” of þe video…) 23:21 Addition 99: Uno The Call of Yara 24:39 Addition 100: Uno Valhalla (🥳🎉🍾) 25:44 Recap 27:42 Thank you time!
I loved the part where every copy of Chemicards comes with a Linux computer that you can only access the console with and then every time a certain card is played the target has to use the computer to code an entire text-based adventure game before their next turn or they’re eliminated. Bravo.
@@ddawesome449 Purple has to be Poison, Grey can be Smoke, Orange could be Napalm? Does overlap with Red, but Red then could be Blood. Pink's the hardest, but we could use the other person's suggestion of Plasma because I think plasma is cool and plasma globes kinda look pinkish.
Chemicards' creation progress feels like creating an ultimate Subway sandwich by visiting all Subways in the world and adding any new toppings/sauses/additions you see to create a true amalgam no one understands unless they see the process from the very beginning. Im sure it's either incredible (for you) or confusing (for your not knowing the story friends)
Because there are 8 colours, you should make the craft wild card card produce a wild card with the four colours you discard. It adds more room for strategy and it makes the card a bit more interesting.
That’s a good idea, but the effects of each card would need to be resolved before the next player takes their turn, so either almost everyone would be punished for something they can’t control, or everyone would get a lot longer than three seconds to plan their play, which kinda invalidated the mechanics entirely. ):
Since the game has so many effects, could it be devastating enough for a card to force just the next player to play a card in 3 seconds? Just having to play one card you haven't read the rules for yet might cause enough chaos already. And putting the card down might knock over a stack, the card might be unplayable so you draw one etc.
@@MassacresMansion I'd make it so you have to Decide on an action within 3 seconds Not Resolve the action (basically am I playing a card or am I drawing till I have a playable card ) so instead of it being an Impossible to resolve in time challenge it's a which strategy to pick within 3 seconds time (I'd also make it longer then 3 seconds by saying it must be counted down Dramatically like the new year's countdown or similar so it's not 321 suffer it's 3.......2.........1.......0.. ) Basically once to make your first action in a turn the timer stops and it's more a Dramatic tension card then you absolutely must do this card (maybe include an optional Rule that if the players all agree the Countdown effect can be Voided) Example turn plays draw 4 opponents turn. Searches for draw or negate in the dramatic Countdown but as it's about to end says I will draw and once the action is stated the countdown ends with no negative results
@@MassacresMansionSo it could be picking which card to play that’s limited (or maybe also drawing if you don’t have a card) In the original format, that would be done automaticity anyway.
If this series lasts all the way into April (which given the number of Uno version left, it probably will) I think it would be really funny if for April 1st you did an episode that started normally, but part way through you start trying to add card games that aren't even close to Uno. Like, imagine trying to incorporate Blue-Eyes White Dragon into the amalgam!
Explaining that you aren't going to do the Hurry Up mechanic really shows that you're putting thought into this being playable and not just smashing everything together mindlessly.
please bring back the old jazzy background music. it was so comforting and relaxing, and without it it’s honestly harder to keep my attention on the video
I can't wait to see how you'll manage to adapt all the insane random bullshit from Ubisoft's Uno into the amalgam without causing the metaphorical pizza to immediately combust into flames. I really want to know how long this video will be. 😊
Throwing in my two cents to request a total card counter on the two screens showcasing all of the different cards, I think it could be super fun to see how with each addition (or at the very least at the beginning or end (or both) of every episode) the card count grows slowly but surely. Love the content, you’re doing great! Edit: I’d also like to add that I’m still not caught up yet so if this is actually a thing in the few episodes I haven’t seen yet please ignore me😂
I'm just wondering how I'm shuffling the damn thing. 625... a base deck isn't too bad, but now ima have to divide it into multiple packs and have people shuffle them and then mix them back together and then split em apart again. Safe to say ima need a game mat just so I know where everything goes. And maybe an auto shuffle thing.
@@MassacresMansion you should do it so you have both old card count, new card count, and perhaps also "this addition added N cards" (which could transition into the total added card count) so that way it's easy to see how many cards have been added, without having to keep track, or wait until the very end
That the top number is not used if the effect doesn't exist means that all effects 0-99 will be VERY much more likely! This makes it not truly random which effect will be triggered! To solve this, you would have to reroll the die if you hit a number not possible. You could try something fancy like a modulus operation, but this will only work if we get 100 or 500 rules. Else it will still not be fair! Likewise for 10s and 1s that does not exist. Say we have 275 rules. If we roll 286, with the current rules we would land on 206. Likewise roll 277, we would land on 270. This can not stand!
Could be that the first digit (and only first digit) is semi-modulused to get it in range. Say it ends with 413 rules, and you roll 612. You'd "approximate" it as 6 mod 4 = 2, effectively rolling a 212. This would still be less-than-even if it's not X00 rules in all, but it'd be more even than limiting the range to 00-99 (in this example, the highest "adjusted" possibility is rule 399, meaning only rules 400-413 would be reachable by exact number only, 200-399 have two rolls that result in them, and 0-199 have three possibilities... whereas the current rule, everything 100+ is exact roll only and 0-99 (as of this video) have seven chances each)...
I don't think that's an oversight, I got the impression it was meant to work that way. The pre-100s mostly have simpler effects compared to the later batches right?
I think you all are underestimating how many unique mechanics are going to be present in the game by the end of this. There’s a very real chance we’ll surpass 1,000.
I started watching your videos from the Choopo video, and I have found one my new favorite channels. You are doing something amazing for those who want to see their friends suffer ❤.
I think a fun house rule for deciding turn order would be a DnD style "initiative" roll... each player rolls the d20, starting with the person who suggested the game, and whoever rolls the highest initiative OR whoever rolls the first nat20 goes first (everyone rolls only once, ofc)
I love the thought of getting the experiment card to land on the “everyone gets an experiment card” card. Potential (but unlikely) Infinite loop of crazy!
Unfortunately this will be near impossible in the final game. ): I plan on having a general rule that says something like "If an effect is not physically possible, it's nullified."
it's probably gonna take a week to play, and require an rather large table, lol, given you need like 5 discard piles and every player would also have several decks and so on
Im super excited to see what the art direction and character cards end up looking like! I have a small idea for the box art, the background could be like a huge pattern that includes references to various themed versions. But off brand. Mutated bunnies for Rabbids, spiders for the marvel packs, snowmans for frozen etc.
finally goddamn, been waiting for so long for the digital version to be added, i remember suggesting the rayman pack in like episode 4(when the reflect card got added) and again in another episode
For the experiment card: I'd suggest that if the first dice rolls a number too high it doesn't have an effect, rather than making it 0, reroll. Making it 0 means effects 1-99 get picked a disporpotional amount of times.
@@MassacresMansionconsidering the number of effects current may not surpass 300 => re-roll chance is still too high as about 66% I think the fairest way is to perform modulus operation (take remainder after division) between the roll result and the maximum number of effects. For example if there are 250 effects listed and the roll results in 376, then 376 % 250 = 126 => apply effect #126
@@yuseifudo5830 Just heads up that modulus wouldn't quite line up 'fairly' either. Consider the case where you have 400 effects in the book, then the results from 0-400 and 401-800 are evenly distributed, but 801-999 bump up the odds for only the first 200. Also assuming the rules aren't a perfect number like 250 doing a modulus on the fly in a party uno setting sounds like a nightmare haha
For the rabbids time mechanic, you COULD possibly add the timer for the table top simulator version if you end up making, because that doesn't add to physical cost and it gets everyone to shut up once they play with it and see its shit
Honestly a simple solution to the 3s timer is have the whole group count down "3, 2, 1, draw!" If they dont get a card down, then evaluate the effects outside of a timer. People naturally drag out their counting to be in sync with others, it distracts the person going next so they really only have the 3s to figure out their move, and it just adds to the chaos even if its not exactly 3 seconds each time Also the 3d10 gives huge preference to 001-099 effects until you hit 999 effects, you're better off doing similar with the d20 matching players, if we only hit 399 effects use a d4, 4 is zero. 499 use a d6, 5 is zero 6 is reroll or flip
Counting is unfortunately susceptible to human error and bias, no matter how small, and if effects were resolved outside of the timer, then the original intent of the mechanic would one lost. ): Also I'm estimating there will be near 1000 effects in the end lol.
@@MassacresMansion I felt that the original intent was to stress people about which card to play, do they match the number, the colour, if they go colour should they use a number they've got multiple of or use the last one, should they activate their crazy wild with some insane effect or save it for later, and in Chemicards which draw pile do they use, increased chance of knocking stuff over too, but then once a card is played the timer is pointless, the actual game has the timer restart to pick a colour on a wild but that doesn't add much. Plus human error and bias is perfect for the chaos xD Oh yeah if we'll be near 1000 then it doesn't matter haha, thanks for taking the time to reply, i really love this series and am so excited to throw money at you to get a copy
You have a group of several people with different goals who are supposed to count down in snych, which is not gonna happen, and then it's supposed to be fair and you have no way to gusrantee that they actually will give everybody the same time. And one of the people counting is the player who's turn it is. With many players, it will be impossible to tell when the time is actually up, and with few people, single players can and will have big impact on the length of the countdown. I think this is a very creative idea but I think it opens too many other issues
If not added yet, Uno Glee (based on a popular TV series musicals) has a special sabotage card - "Sabotage card allows you to select an opponent whose hand you wish to view, then allows you to swap a card you don't want with one you desire from the hand of the opponent you selected"
I love seeing these, man! It feels almost poetic that Valhalla was the 100th version added. Keep it up 👍 Once again, my contract requires I ask for Spider-Man Uno to be added to the amalgam, only then will my curse be lifted and I will be set free.
I just found out about the jelly belly version of uno, where when you force someone to draw cards, you grab that many jelly beans from the pile. If you get to 10 beans, you get an instant Uno.
For The "Rabbids, Hurry Up And Run You" Card You Could Just Have Use A D6 Or D8 As A Count Down Die. Every Turn It Passes To The Next Player And They Reduce The Number, When It Reaches 0 Then That Player Draws 3.
I have to say, I do enjoy your professionalism on implementing mechanics that would work best, on your explanations of mechanics and the way you respond to comments and questions that would seem ridiculous. It'S easy to see that you're more than capable for developing this well and, especially cause it's so many rules: are able to make it playable against all the odds. Other than that, I enjoyed the addition of the ubisoft Uno game a lot c: this game is gonna be so fun to play with my family in the future >:) hehehe
Each time you eliminate a bug the idea of a version of the game where all the bugs aren’t eliminated gets funnier. Imagine how long and complicated even just a single turn would be, playing a full game would be a day-long endeavor.
idea for rabbids three second timer: instead of a timer, just have the rabbid running around as a mechanic if a player gets eliminated they become the rabbid running around and instead of a timer, they get to annoy the player who's turn it is for however many turns you want it to be (3? 4? 5?)
Or they would have to run around the table, and the turn starts when they touch the shoulder of the turn player, end their time is up, when the rabbid makes a around, or two, if small table. Also, resolving card effects is outside timing, so the rabbid will have to wait, until any such thing happens. It sounds fun, but would be complicated... Also, heavily dependent on the environment, since sometimes, you can't easily or safely get around the table.
Or, hear me out, just have all the other players countdown out loud? Like, as soon as it’s your turn, everyone starts saying “Three! Two! One! Draw!” which makes it so much simpler. No need for a BUG Timer.
For the timer rabbids card, you could have everyone else count to 3. I still understand why completing a turn in 3 seconds is almost impossible, but still. Wish you the best of luck with finishing this!
for the Rabbids timer thing I have a solution once the card is played you can have one or everyone start counting down on each person’s turn (I think it would be funny if they all screamed if they didn’t manage to play a card). It can go to the person who played the card or just a couple of times. and for each card having mechanic you can just make it so they just have to play the card.
Ok, I'm sorry to do this, but I am going to have to play devil's advocate for a minute here: Even though given all of the reasons you listed, there are still definitely some ways to be able to include the Rabbids Timer mechanic specifically in the Amalgam. First of all the turn timer is not exactly about taking your turn in 3 seconds. In practice, the rules plays out something like so: "Whenever a player needs to take a game action that involves making a decision, that player has 3 seconds to make a decision." So a player's turn can still take over 3 seconds to complete in order to resolve any effects that automatically occur so long as none of them involve making any additional decisions, in which case that person then has another full 3 seconds to complete making that new decision. But, if we're super uptight about it needing to be 3 seconds per turn and not per decision, we could make it so that no other card effects from modifiers or whatnot trigger when this timer is in effect, but that that point we are just making up our own rules and it gets messy when it comes to +2s and wilds and wild +4s plus a bunch of other reasons that make trying to turn off card modifiers maybe not work. As for the timer itself, because the time of 3 seconds is so short it should be fairly simple to just have all of the other players count to 3 in unison. Sure it may not be as accurate as an actual timer, but if this is meant to be a party game then who cares? People can be accurate enough to simulate this effect in physical. That all being said, I do actually agree that timer mechanics like this should be excluded when possible. But for this Rabbids timer, let me add in some MORE reasons why we shouldn't include it. For one, this video didn't mention HOW LONG this effect is supposed to last. My first two guesses would be either (guess what) a 2nd timer or a set (or randomly set) number of turns! I don't think I need to mention why needing a timer is bad when the vid already explains it for me, so we'll move on to the 2nd option where one player is keeping track of the number of turns that has gone by. This is basically the exact same problem as the timer where one player has to manage an additional game component as the other players while still trying to play their own game, which as we've gone over with the timer is not good. In addition, I mentioned the idea of the players being the 3 second counter instead right? Well, that just opens up the possibility to all kinds of abuse. Sure, it is a party game so people shouldn't take it seriously, but you know there are going to be people who will try to count way too fast so as to only give players 1 actual second to take their actions, or even those on the other end of the spectrum who will count more slowly as some form of favoritism. Letting the humans count basically allows the players to be able to make the decision on how long the timer should be which I would imagine would not be the intention. So yeah, again, I'm sorry, I had to throw out there some more reasons why mechanics like this can't work, my favorite for this one specifically being how this could actually require 2 timers instead of just 1. I was actually thinking that this one specifically could work b/c I wasn't convinced enough by the explanation given in the video, but after going through it myself and coming to the above conclusions I am now very firmly of the belief that Chemicards should try to avoid timers as much as possible. Regardless, keep up the great work! I can tell the quality of the videos are getting better and better! Probably because of the new Christmas setup allows for it now, but it is seeming to be even more than just that now by this point! Edit: I almost forgot, I want to mention for the Just Dance's "Wild Experiment" card how simply saying "turn all invalid digits into 0's" doesn't really work for giving each of the special rules/effects an equal chance of being rolled. It gives 0 a 90% of being chosen and 1 only a 10%. Luckily, you already mentioned the solution earlier with the d20 and the players, just reroll for the digit. However, since the first d10 digit roll only has two valid values for now, them being 0 & 1, this is extremely inefficient and it would just be easier to roll a d2 instead (which yes, is just flipping a coin) or use the even and odd numbers on the d10 die to mean using a 0 or a 1 respectfully. But since we are going to be adding more rules to this for sure, trying to figure this out now is not very important as we are likely to throw out any exact method of doing this until we get an exact number to work with. But yeah, rolling each digit and checking if the resulting digit is valid individually would be the most fair way to handle this, it'll take a lot longer than rolling all three digits at once but at least you won't have bigger math & dice nerds than me breathing down your neck. lol
Won’t some rules be more likely to be rolled with the experiment card because rule 82 can be gotten with 982,882,782 etc while 123 could only be gotten by rolling 123. Also won’t the higher digit numbers be more likely to be gotten because to get a 2 digit you need to roll the 1/10 chance for a 0 on the first digit. Can anybody who knows statistics fact check me on this.
I agree, this definitely a problem, you are not alone who noticed it. If under 200 rules, the chances are 1/10, to get effect no100 and above, while 9/10 will be 2 digits. This very heavily skewed. Please, Maker Guy, notice us here, being real constructive!
Thank you so much for changing the music I've been watching every video every time a new one comes out and the usual piano was starting to get to me- great additions as usual
19:25 The method of ignoring out of bounds digits will unfairly boost the probabilies of smalled numbered effects. Instead a fairer method would be taking the modiolus of the total number of effects, that is if you roll out of bounds subtract the total number of effects until youre back in bounds. This is only perfectly fair if the range of the dice is a multiple of the number of effects but is fairer none the less
A problem with this is that the total amount of rules is most likely going to be a weird number, suppose it is 373. And suppose you rolled 832. You would have to subtract 832 - 746 = 76. Which is something that would be difficult to do during a game without massively taking out the momentum. I would just suggest to replace the first die with the closest fitting die and accept the imbalance, since then the lower digits will at most have a x2 probability
My initial idea for implementing the Dance Machine card: When played, each player takes a card from the draw pile and places it face down in front of them. At any time, the card can be played without using its play conditions BUT if the card has no special effects, you take cards from the draw pile until you get one with special effects. Resolve the special effect of the card, leave the skipped cards in discard pile (or shuffle them back). This way, all the effects present in the game are used, they are random, unknown, having one is tracked by a face-down card in front of you, and no BUGs or overarching rulebook structures are required!
I feel like instead of rolling a d10 for the hundreds place and only treating the result as a one if the die actually lands on a 1, it might be a bit better to break up the possible numbers into groups that represent a certain digit (ie if the number of mechanics doesn’t go above 300 make it so 0-3 means 0, 4-6 means 1, and 7-9 means 2). It doesn’t guarantee perfect randomness, but it’s a lot better than having a disproportionately high chance of an effect numbered below 100 in my opinion.
You've legit just created a natural draw 23 and that's kinda terrifying. There's the draw 10 card plus the card that forces the next player to draw to draw an extra 3 plus the new card that reflects and doubles the number of cards to draw. I say draw 23 bc i think the x2 to come before +3 bc of PEMDAS
I think instead of adding a timer you could just add a rule where everyone but the player whose turn it is counts down as a group. Putting stress on them while adding socialization. Though the timer should be longer
If this was done, and the card placed has longer effects to resolve, the current player would be punished for something they can’t control, or the next player would get much longer than three seconds to plan their play, invalidating the mechanic. ):
I am late. But a good way of doing a D16 without standardizing it is using the already existing coin (tails - 0 heads - 1) and then according to that using the D6 or D10 depending on if it was heads or tails :) (tails + 10 = player 10, heads + 1-6 is players 11 to 16, tails + anything else from the the D10 accounts for players 1-9.)
Wish you could have added the digital bugs but cutting them is better than the alternative. These could be good in an expansion containing cards and a rule book that go over mechanics that can't fit for one reason or another. Like how MTG has the un-sets, but even worse. The rules could expect people to make the bugs themselves like a game board or digital app that makes these work in some way, even if clunky.
Fun fact relating to the outro - streams often only get sent to yt notifications basically when they have been done twice if you don't press the specific stream's notification button. So if you do a 2 hour stream, people who missed it will be notified 4 hours after the start of stream.
I have a question about the future. Once you wrap up the uni amalgam and the Masacards series (as much as they could be, anyways) will you be trying new games? What about every monopoly in one? I ask because I have a special love for monopoly, and would be thrilled. In any case, you are doing incredible work, and I can’t wait to see the video!
But that doesn’t solve the problem of someone being forced to operate the timer, putting them at a disadvantage for the Hurry Up mechanic specifically.
@@MassacresMansionInstead of one player operating the timer, what if it's passed around such that the person operating the timer is always the next one to take their turn?
Here's a good question; how does one gather 16 people to play Chemicards? I could see pro gamers and youtubers pulling it off, but what about normal people with -real- normal jobs?
I discovered this project thanks to Choopos video and I'm definitely gonna be sticking through to the end on this one. I guessed the timer card wouldn't have worked, but it's cool to see both of you acknowledge each other and shout eachother out like this.
just a question of how it’s going on the uno amalgam, how many strokes did you go through for making the rules and implementing bugs in the entirety of the uno amalgam’s lifespan?
HUGE future proofing on the player start die: each player is assigned equally spaced numbers (to the nearest thousandth) between 1 and 100, then a percent dice is rolled, and the player with the closest number starts; if it lands exactly between two numbers, one chooses even and the other odd, and the d20 is rolled.
A potentially elegant solution to the Just Dance Experiment effects: When listing the effects in the rules, order them so that the first 100 (or 1000) are valid effects, preferably the more interesting ones if there are too many. This way you don't need to roll as many d10s, AND you don't get any dud effects that don't interact well with the Experiments mechanic.
A way around the issues for the Hurry Up card would be to just play as fast as possible, and if the group thinks you took too long (roughly more than 3 seconds) they can call it. It doesn't *need* to be an exact timed 3 seconds as the main appeal with this card is how it forces players to be quick and have no time to consider their next move. 3 seconds is a short enough time that players won't lose track of it, and if needed, the other players can count down for the current player. The 3 seconds should only apply from the start of the turn to the placing of the card. Any effects caused by the card are allowed to sit outside of those 3 seconds, and the player must call the end of their turn for the next 3 seconds to begin. This way the mechanic can still be implemented and create speed-based chaos without breaking the game entirely. You may even end up playing a card that could hurt you without thinking, AND FURTHER MORE they might end up knocking over the discard pile. SYNERGY!
Sure the mechanic could still be introduced this way, but the original intent of the mechanic was to reduce turn lengths to three seconds, and if players had to resolve effects, the next player would likely have way longer than three seconds to prepare. This sort of trivializes the existence of the mechanic ):
Since I'm early enough that I might not get drowned out, I'll finally state my request: where's UNO MOO!!! The greatest BUG to ever grace the UNO universe.
You could keep the spirit of the Rabids timer by saying, for a round everyone has to play a blank boring card as fast as they can or else they draw 1 and skip their turn.
Okay, not only in this series do you do this wonderful combining of Uno mechanics, you also include niche Hot Wheels movie and card game references. I can't thank you enough for both of those, and I 100% plan on buying Chemicards once it comes out. I already introduced multiple house rules to my Uno set to make people hate it more, and this will be a WELCOME method of that.
(Apologies for being late)
00:00 Introduction
01:21 Clarification Time
03:42 Clarification Time Over
04:28 Addition 91: Uno 35th Anniversary
(Þat’s an odd number to celebrate…)
05:13 Addition 92: Uno Super Street Fighter 2 Turbo HD Remix
(Wiþout “First Suggested By:” I þought it was safe from laborious typing)
05:56 Addition 93: Uno By Gamesloft
07:14 Addition 94: Ubisoft’s Uno
08:25 Addition 95: Uno Rabbids
15:03 Addition 96: Uno Just Dance 2017
20:42 Addition 97: Uno Rayman
22:09 Addition 98: Uno Fenyx’s Quest First Suggested By: saltedswords8852
(First “First Suggested By:” of þe video…)
23:21 Addition 99: Uno The Call of Yara
24:39 Addition 100: Uno Valhalla
(🥳🎉🍾)
25:44 Recap
27:42 Thank you time!
Thank you once again!
Yoo it's this guy, he's on every video 😂
@@MassacresMansion If you put time-stamps in the description it adds them to the video bar
@@MassacresMansionYou missed some of the added special DLC cards from the Carbonated Games version of Uno on the Xbox 360.
@@kronosbach5263 Are those automatic? I always assumed the uploader had to add them manually.
I loved the part where every copy of Chemicards comes with a Linux computer that you can only access the console with and then every time a certain card is played the target has to use the computer to code an entire text-based adventure game before their next turn or they’re eliminated. Bravo.
That sounds like a horror game 😂
This sounds delightful and not at all horrifying
Plus the only editor you’re allowed to use is ed, or I guess vim if you’re inexperienced
Eh,its a bug,he will find a way to make That a card
It'll be tough to do it within the 3 second timer, but that's just what you have to do to avoid picking up a card
Oh hey that’s me! (I thought the bug would be funny teehee)
I miss your baboon comics bro...
the man the legend!
You really got me there. 😂
Yooooo!
@@i_like_treins3449 I like minecraft
The Amalgam feels like the Uno equivalent of Ultra Custom Night, but you have to play 745/20 mode
Sounds about right.
I love this comparison so much. It makes me happy. 😂
theres literally an ucn fangame that does that exact thing
@@steponkusceponas4085do
do you realize that's what they're referring to
*by name*
@@steponkusceponas4085 thats exactly what *ultra* custom night is, like they said
"Everyone has UNO, it came free with your fricking Xbox!"
So true 😂😂😂
I didn't get it, and I have the oldest Xbox known to man.
@@Alexifeu No you don't, I bought mine on day one
@@hank1302Well, i dont have it
@@marcelodias5625YOU HAVE UNO
I wonder if labeling the colors like red=fire yellow=acid green=radiation blue=flood and things like that would work for Chemicards.
I think having blue be something like "Liquid Nitrogen" would make more sense for the theme than a simple 'flood'.
there also needs to be ones for Orange Grey Purple Pink (I think)
@@ddawesome449lava plasma gravel and idk pink
@@ddawesome449 Purple has to be Poison, Grey can be Smoke, Orange could be Napalm? Does overlap with Red, but Red then could be Blood. Pink's the hardest, but we could use the other person's suggestion of Plasma because I think plasma is cool and plasma globes kinda look pinkish.
These are wonderful ideas!!!
The experiment card feels VERY fitting for chemicards tbh
Absolutely 😂
Chemicards' creation progress feels like creating an ultimate Subway sandwich by visiting all Subways in the world and adding any new toppings/sauses/additions you see to create a true amalgam no one understands unless they see the process from the very beginning.
Im sure it's either incredible (for you) or confusing (for your not knowing the story friends)
That’s such an incredible comparison 😂
Because there are 8 colours, you should make the craft wild card card produce a wild card with the four colours you discard. It adds more room for strategy and it makes the card a bit more interesting.
Great idea!
That actually wasn't a half bad Homer impression.
Thank you! 😂
Does the japanese Uno RPG mean that Uno amalgam will get a story mode? 🤔
The what‽
@@gabrieltellez8148you heard what they said
excuse me, what?
Might be referring to that one UNO game on the SEGA Saturn. If not, then idk.
Quite possibly 😂
Love the part where choopo appears out of nowhere and says something stupid
Choopo is very wise 😂
"You HAVE Uno!" ~Cerberus Ultrak*ll.
So true 😂
Yay, new Amalgam/Chemicards episode!
By the way, I love these increasingly unhinged thumbnails, they’re incredible lol.
Thank you so much! ;D
For short timers, such as the rabbids’ hurry up card, maybe you could have everybody else count out loud “1, 2, 3”.
That’s a good idea, but the effects of each card would need to be resolved before the next player takes their turn, so either almost everyone would be punished for something they can’t control, or everyone would get a lot longer than three seconds to plan their play, which kinda invalidated the mechanics entirely. ):
Since the game has so many effects, could it be devastating enough for a card to force just the next player to play a card in 3 seconds? Just having to play one card you haven't read the rules for yet might cause enough chaos already. And putting the card down might knock over a stack, the card might be unplayable so you draw one etc.
@@MassacresMansion I'd make it so you have to Decide on an action within 3 seconds Not Resolve the action (basically am I playing a card or am I drawing till I have a playable card ) so instead of it being an Impossible to resolve in time challenge it's a which strategy to pick within 3 seconds time (I'd also make it longer then 3 seconds by saying it must be counted down Dramatically like the new year's countdown or similar so it's not 321 suffer it's 3.......2.........1.......0.. )
Basically once to make your first action in a turn the timer stops and it's more a Dramatic tension card then you absolutely must do this card (maybe include an optional Rule that if the players all agree the Countdown effect can be Voided)
Example turn plays draw 4 opponents turn.
Searches for draw or negate in the dramatic Countdown but as it's about to end says I will draw and once the action is stated the countdown ends with no negative results
@@MassacresMansionSo it could be picking which card to play that’s limited (or maybe also drawing if you don’t have a card) In the original format, that would be done automaticity anyway.
@@sebay4654I second this idea!
Playing this game is going to be interesting since if you accidentally bump into the playing area, hundreds of cards are going to fly everywhere.
Absolutely 😂
Imagine all the +2s you'd need to draw!
If this series lasts all the way into April (which given the number of Uno version left, it probably will) I think it would be really funny if for April 1st you did an episode that started normally, but part way through you start trying to add card games that aren't even close to Uno. Like, imagine trying to incorporate Blue-Eyes White Dragon into the amalgam!
That sounds hilarious 😂
Explaining that you aren't going to do the Hurry Up mechanic really shows that you're putting thought into this being playable and not just smashing everything together mindlessly.
I appreciate your recognition of that!
The rules doc should have "WARNING! WHILE READING THIS YOUR PACIENCE MAY SPONTANIOUSLY COMBUST"
😂
please bring back the old jazzy background music. it was so comforting and relaxing, and without it it’s honestly harder to keep my attention on the video
Alright 😂
I can't wait to see how you'll manage to adapt all the insane random bullshit from Ubisoft's Uno into the amalgam without causing the metaphorical pizza to immediately combust into flames.
I really want to know how long this video will be. 😊
Glad you’re excited to watch this one!
Also… over 25 minutes 😂
What side of the amalgam are you on, Chocolate, pizza, or popcorn?
Throwing in my two cents to request a total card counter on the two screens showcasing all of the different cards, I think it could be super fun to see how with each addition (or at the very least at the beginning or end (or both) of every episode) the card count grows slowly but surely. Love the content, you’re doing great!
Edit: I’d also like to add that I’m still not caught up yet so if this is actually a thing in the few episodes I haven’t seen yet please ignore me😂
That’s an excellent idea! Thank you!
Yeah no problem! You have a good one.
I'm just wondering how I'm shuffling the damn thing.
625... a base deck isn't too bad, but now ima have to divide it into multiple packs and have people shuffle them and then mix them back together and then split em apart again.
Safe to say ima need a game mat just so I know where everything goes. And maybe an auto shuffle thing.
@@MassacresMansion you should do it so you have both old card count, new card count, and perhaps also "this addition added N cards" (which could transition into the total added card count)
so that way it's easy to see how many cards have been added, without having to keep track, or wait until the very end
As someone who has played Rayman, I also have no idea why thought they should call it “Punching Things”.
Wonderful 😂
Shuffling over 500 cards will be a nightmare
Correct!
5 people each shuffling 100
at that point it’d be easier to scatter the cards everywhere and pick them back up
That the top number is not used if the effect doesn't exist means that all effects 0-99 will be VERY much more likely! This makes it not truly random which effect will be triggered!
To solve this, you would have to reroll the die if you hit a number not possible. You could try something fancy like a modulus operation, but this will only work if we get 100 or 500 rules. Else it will still not be fair!
Likewise for 10s and 1s that does not exist. Say we have 275 rules. If we roll 286, with the current rules we would land on 206. Likewise roll 277, we would land on 270.
This can not stand!
Could be that the first digit (and only first digit) is semi-modulused to get it in range. Say it ends with 413 rules, and you roll 612. You'd "approximate" it as 6 mod 4 = 2, effectively rolling a 212. This would still be less-than-even if it's not X00 rules in all, but it'd be more even than limiting the range to 00-99 (in this example, the highest "adjusted" possibility is rule 399, meaning only rules 400-413 would be reachable by exact number only, 200-399 have two rolls that result in them, and 0-199 have three possibilities... whereas the current rule, everything 100+ is exact roll only and 0-99 (as of this video) have seven chances each)...
Agreed, commented elsewhere too! Hopefully, we'll be seen.
I don't think that's an oversight, I got the impression it was meant to work that way. The pre-100s mostly have simpler effects compared to the later batches right?
@@thisisasupersayin376should be included in clarification time regardless
I think you all are underestimating how many unique mechanics are going to be present in the game by the end of this. There’s a very real chance we’ll surpass 1,000.
I hope this will cover 2v2 and "Side to Side" mode. These are two relatively small changes in the rules, yet they change how it plays a lot.
😈
I started watching your videos from the Choopo video, and I have found one my new favorite channels. You are doing something amazing for those who want to see their friends suffer ❤.
Thank you very much! I appreciate it! :)
Nice :D
For the 2v2 / team mode, don't forget that you can at any time view your opponent's cards (in the video game you can always see them)
Indeed!
I think a fun house rule for deciding turn order would be a DnD style "initiative" roll... each player rolls the d20, starting with the person who suggested the game, and whoever rolls the highest initiative OR whoever rolls the first nat20 goes first (everyone rolls only once, ofc)
That’s a fun idea!
that’s how most games using dice work anyway. you just reroll if two people both roll the same highest number
I love the thought of getting the experiment card to land on the “everyone gets an experiment card” card. Potential (but unlikely) Infinite loop of crazy!
I feel like that would be invalidated, especially if everyone already HAS an experiment card.
Unfortunately this will be near impossible in the final game. ): I plan on having a general rule that says something like "If an effect is not physically possible, it's nullified."
Loved the Just Dance additions. Randomised effects are so incredibly crazy, and it will only get more nuts the more effects are added. :D
Absolutely 😎
even after a binge watching of 10 episodes i still dont know everything here
Oop
Man Ubisoft was WILDING with some of those expansions, I can’t imagine a game board getting into the amalgam
Neither can I 😎
it's probably gonna take a week to play, and require an rather large table, lol, given you need like 5 discard piles and every player would also have several decks and so on
Im super excited to see what the art direction and character cards end up looking like! I have a small idea for the box art, the background could be like a huge pattern that includes references to various themed versions. But off brand. Mutated bunnies for Rabbids, spiders for the marvel packs, snowmans for frozen etc.
That’s such a neat idea! I’ll definitely keep that in mind when designing the box!
Bad idea:
After all the videos for this are done combine all the videos into an amalgam video amalgam
This is definitely happening 😂
This give Mort Theory vibes
@@MassacresMansionNot a compilation, just overlay all the videos at once
@@XorbityXorbGlowbeOh no! It's perfect! I hate it!
finally goddamn, been waiting for so long for the digital version to be added, i remember suggesting the rayman pack in like episode 4(when the reflect card got added) and again in another episode
I finally got to it!
For the experiment card: I'd suggest that if the first dice rolls a number too high it doesn't have an effect, rather than making it 0, reroll. Making it 0 means effects 1-99 get picked a disporpotional amount of times.
You're absolutely right and I plan on shadow-adding this to the rules doc so the people who hate rerolling don't get mad lol.
@@MassacresMansionconsidering the number of effects current may not surpass 300 => re-roll chance is still too high as about 66%
I think the fairest way is to perform modulus operation (take remainder after division) between the roll result and the maximum number of effects. For example if there are 250 effects listed and the roll results in 376, then 376 % 250 = 126 => apply effect #126
@@yuseifudo5830 Just heads up that modulus wouldn't quite line up 'fairly' either. Consider the case where you have 400 effects in the book, then the results from 0-400 and 401-800 are evenly distributed, but 801-999 bump up the odds for only the first 200.
Also assuming the rules aren't a perfect number like 250 doing a modulus on the fly in a party uno setting sounds like a nightmare haha
For the rabbids time mechanic, you COULD possibly add the timer for the table top simulator version if you end up making, because that doesn't add to physical cost and it gets everyone to shut up once they play with it and see its shit
Honestly, good idea 😂
I adore this project, I can't wait to own a copy. I wish you the best of luck in all of your endeavours!
Thank you so much for the donation! I appreciate the praise! Thank you!
There's gonna be so many topings on this pizza, there won't be a pizza to put topings on, just more topings.
Oh yes XD
Honestly a simple solution to the 3s timer is have the whole group count down "3, 2, 1, draw!" If they dont get a card down, then evaluate the effects outside of a timer. People naturally drag out their counting to be in sync with others, it distracts the person going next so they really only have the 3s to figure out their move, and it just adds to the chaos even if its not exactly 3 seconds each time
Also the 3d10 gives huge preference to 001-099 effects until you hit 999 effects, you're better off doing similar with the d20 matching players, if we only hit 399 effects use a d4, 4 is zero. 499 use a d6, 5 is zero 6 is reroll or flip
Counting is unfortunately susceptible to human error and bias, no matter how small, and if effects were resolved outside of the timer, then the original intent of the mechanic would one lost. ):
Also I'm estimating there will be near 1000 effects in the end lol.
@@MassacresMansion I felt that the original intent was to stress people about which card to play, do they match the number, the colour, if they go colour should they use a number they've got multiple of or use the last one, should they activate their crazy wild with some insane effect or save it for later, and in Chemicards which draw pile do they use, increased chance of knocking stuff over too, but then once a card is played the timer is pointless, the actual game has the timer restart to pick a colour on a wild but that doesn't add much. Plus human error and bias is perfect for the chaos xD
Oh yeah if we'll be near 1000 then it doesn't matter haha, thanks for taking the time to reply, i really love this series and am so excited to throw money at you to get a copy
You have a group of several people with different goals who are supposed to count down in snych, which is not gonna happen, and then it's supposed to be fair and you have no way to gusrantee that they actually will give everybody the same time. And one of the people counting is the player who's turn it is.
With many players, it will be impossible to tell when the time is actually up, and with few people, single players can and will have big impact on the length of the countdown.
I think this is a very creative idea but I think it opens too many other issues
I am so glad that the Pizza Analogy is back
Had to make the callback!
Man, i think we're gonna need a playmat for this many cards
Quite possibly 😂
If not added yet, Uno Glee (based on a popular TV series musicals) has a special sabotage card - "Sabotage card allows you to select an opponent whose hand you wish to view, then allows you to swap a card you don't want with one you desire from the hand of the opponent you selected"
Noted!!!
Who are these 4 people waiting 2 days before it is posted
me
The hype is real! 😂
* cries *
This isnt even my final form
- amalgam
So true 😂
I love seeing these, man! It feels almost poetic that Valhalla was the 100th version added. Keep it up 👍
Once again, my contract requires I ask for Spider-Man Uno to be added to the amalgam, only then will my curse be lifted and I will be set free.
(Do you by chance know the unique mechanic of the version you’re requesting? I believe there are multiple spider man versions lol)
I just found out about the jelly belly version of uno, where when you force someone to draw cards, you grab that many jelly beans from the pile. If you get to 10 beans, you get an instant Uno.
Noted!!!
Cant wait to renew my game pass subscription to get the amalgam on my xbox.
That would be something 😂
Ok but that Homer impression was really good 15:12
Thank you! 😎
happy 100th addition! I can't wait to see what horrors this ends up becoming!
Thank you so much!
For The "Rabbids, Hurry Up And Run You" Card You Could Just Have Use A D6 Or D8 As A Count Down Die. Every Turn It Passes To The Next Player And They Reduce The Number, When It Reaches 0 Then That Player Draws 3.
That sounds like a cool idea for a custom card!
That sounds like a cool idea for a custom card!
I have to say, I do enjoy your professionalism on implementing mechanics that would work best, on your explanations of mechanics and the way you respond to comments and questions that would seem ridiculous.
It'S easy to see that you're more than capable for developing this well and, especially cause it's so many rules: are able to make it playable against all the odds.
Other than that, I enjoyed the addition of the ubisoft Uno game a lot c:
this game is gonna be so fun to play with my family in the future >:) hehehe
I have to say, thank you thank you thank you so much! I really appreciate this comment! ♥️ Thank you for believing in me!
Each time you eliminate a bug the idea of a version of the game where all the bugs aren’t eliminated gets funnier. Imagine how long and complicated even just a single turn would be, playing a full game would be a day-long endeavor.
It definitely would be 😂
idea for rabbids three second timer:
instead of a timer, just have the rabbid running around as a mechanic
if a player gets eliminated they become the rabbid running around and instead of a timer, they get to annoy the player who's turn it is for however many turns you want it to be (3? 4? 5?)
Or they would have to run around the table, and the turn starts when they touch the shoulder of the turn player, end their time is up, when the rabbid makes a around, or two, if small table. Also, resolving card effects is outside timing, so the rabbid will have to wait, until any such thing happens. It sounds fun, but would be complicated...
Also, heavily dependent on the environment, since sometimes, you can't easily or safely get around the table.
@@abelnemeth4346sounds too complicated
Or, hear me out, just have all the other players countdown out loud? Like, as soon as it’s your turn, everyone starts saying “Three! Two! One! Draw!” which makes it so much simpler. No need for a BUG Timer.
Sounds incredible 😂
Can we just appreciate this guy responding to every single one of the comments? It adds to my respect for him
Thanks! :)
For the timer rabbids card, you could have everyone else count to 3. I still understand why completing a turn in 3 seconds is almost impossible, but still. Wish you the best of luck with finishing this!
Thank you for the support!
@@MassacresMansion can't someone just use their phone?
for the Rabbids timer thing I have a solution once the card is played you can have one or everyone start counting down on each person’s turn (I think it would be funny if they all screamed if they didn’t manage to play a card). It can go to the person who played the card or just a couple of times. and for each card having mechanic you can just make it so they just have to play the card.
Unfortunately that method would be susceptible to human bias and error. ):
KEEP IT UP KEEP IT UP
Thank you so much for the donation! Again! 😂 I appreciate you! ♥️ And I shall continue!
Ok, I'm sorry to do this, but I am going to have to play devil's advocate for a minute here: Even though given all of the reasons you listed, there are still definitely some ways to be able to include the Rabbids Timer mechanic specifically in the Amalgam. First of all the turn timer is not exactly about taking your turn in 3 seconds. In practice, the rules plays out something like so: "Whenever a player needs to take a game action that involves making a decision, that player has 3 seconds to make a decision." So a player's turn can still take over 3 seconds to complete in order to resolve any effects that automatically occur so long as none of them involve making any additional decisions, in which case that person then has another full 3 seconds to complete making that new decision. But, if we're super uptight about it needing to be 3 seconds per turn and not per decision, we could make it so that no other card effects from modifiers or whatnot trigger when this timer is in effect, but that that point we are just making up our own rules and it gets messy when it comes to +2s and wilds and wild +4s plus a bunch of other reasons that make trying to turn off card modifiers maybe not work. As for the timer itself, because the time of 3 seconds is so short it should be fairly simple to just have all of the other players count to 3 in unison. Sure it may not be as accurate as an actual timer, but if this is meant to be a party game then who cares? People can be accurate enough to simulate this effect in physical.
That all being said, I do actually agree that timer mechanics like this should be excluded when possible. But for this Rabbids timer, let me add in some MORE reasons why we shouldn't include it. For one, this video didn't mention HOW LONG this effect is supposed to last. My first two guesses would be either (guess what) a 2nd timer or a set (or randomly set) number of turns! I don't think I need to mention why needing a timer is bad when the vid already explains it for me, so we'll move on to the 2nd option where one player is keeping track of the number of turns that has gone by. This is basically the exact same problem as the timer where one player has to manage an additional game component as the other players while still trying to play their own game, which as we've gone over with the timer is not good. In addition, I mentioned the idea of the players being the 3 second counter instead right? Well, that just opens up the possibility to all kinds of abuse. Sure, it is a party game so people shouldn't take it seriously, but you know there are going to be people who will try to count way too fast so as to only give players 1 actual second to take their actions, or even those on the other end of the spectrum who will count more slowly as some form of favoritism. Letting the humans count basically allows the players to be able to make the decision on how long the timer should be which I would imagine would not be the intention.
So yeah, again, I'm sorry, I had to throw out there some more reasons why mechanics like this can't work, my favorite for this one specifically being how this could actually require 2 timers instead of just 1. I was actually thinking that this one specifically could work b/c I wasn't convinced enough by the explanation given in the video, but after going through it myself and coming to the above conclusions I am now very firmly of the belief that Chemicards should try to avoid timers as much as possible. Regardless, keep up the great work! I can tell the quality of the videos are getting better and better! Probably because of the new Christmas setup allows for it now, but it is seeming to be even more than just that now by this point!
Edit: I almost forgot, I want to mention for the Just Dance's "Wild Experiment" card how simply saying "turn all invalid digits into 0's" doesn't really work for giving each of the special rules/effects an equal chance of being rolled. It gives 0 a 90% of being chosen and 1 only a 10%. Luckily, you already mentioned the solution earlier with the d20 and the players, just reroll for the digit. However, since the first d10 digit roll only has two valid values for now, them being 0 & 1, this is extremely inefficient and it would just be easier to roll a d2 instead (which yes, is just flipping a coin) or use the even and odd numbers on the d10 die to mean using a 0 or a 1 respectfully. But since we are going to be adding more rules to this for sure, trying to figure this out now is not very important as we are likely to throw out any exact method of doing this until we get an exact number to work with. But yeah, rolling each digit and checking if the resulting digit is valid individually would be the most fair way to handle this, it'll take a lot longer than rolling all three digits at once but at least you won't have bigger math & dice nerds than me breathing down your neck. lol
Sound reasoning!
This game gonna be Uno for rich and smart people, after it's done
I think you’ll be able to play this game regardless of your intelligence 😂
@@MassacresMansion I mean trying to remember everything lol
@@Holy_Light65 If you remember all the rules there's something else going on with you, regardless of intelligence.
The idea of detangling the amalgamation of Chemicards after play is genuinely horrific.
Detangling? 😂
@@MassacresMansion Scattered cards across the table, it's already a hassle to clean up uno, chemicards can only be harder
@@kronosbach5263 ah! Yes absolutely. 😂
Won’t some rules be more likely to be rolled with the experiment card because rule 82 can be gotten with 982,882,782 etc while 123 could only be gotten by rolling 123. Also won’t the higher digit numbers be more likely to be gotten because to get a 2 digit you need to roll the 1/10 chance for a 0 on the first digit. Can anybody who knows statistics fact check me on this.
I agree, this definitely a problem, you are not alone who noticed it. If under 200 rules, the chances are 1/10, to get effect no100 and above, while 9/10 will be 2 digits. This very heavily skewed. Please, Maker Guy, notice us here, being real constructive!
Also, dear @MassacresMansion, sorry I don't know your name, I really didn't catch it 😅
Didn’t see this before I left my comment, but yeah, it’s not a fair roll the way he’s set it up 😭
@@beanstalks1028 It’s alright, plus more comments more chance he’ll notice this.
Currently this is the case, but I’m nowhere near done with this project, and it’s quite possible for this project to surpass 1000 mechanics 😂
Thank you so much for changing the music I've been watching every video every time a new one comes out and the usual piano was starting to get to me- great additions as usual
Thank you! And you’re welcome! :)
19:25 The method of ignoring out of bounds digits will unfairly boost the probabilies of smalled numbered effects. Instead a fairer method would be taking the modiolus of the total number of effects, that is if you roll out of bounds subtract the total number of effects until youre back in bounds.
This is only perfectly fair if the range of the dice is a multiple of the number of effects but is fairer none the less
A problem with this is that the total amount of rules is most likely going to be a weird number, suppose it is 373. And suppose you rolled 832. You would have to subtract 832 - 746 = 76. Which is something that would be difficult to do during a game without massively taking out the momentum.
I would just suggest to replace the first die with the closest fitting die and accept the imbalance, since then the lower digits will at most have a x2 probability
There will likely be close to 1,000 mechanics, so the more I add the more fair it gets. 😂
@@MassacresMansionif somehow they do stay under 512, using a d8 with base 8 numbers might be a choice worth considering
My initial idea for implementing the Dance Machine card:
When played, each player takes a card from the draw pile and places it face down in front of them. At any time, the card can be played without using its play conditions BUT if the card has no special effects, you take cards from the draw pile until you get one with special effects. Resolve the special effect of the card, leave the skipped cards in discard pile (or shuffle them back).
This way, all the effects present in the game are used, they are random, unknown, having one is tracked by a face-down card in front of you, and no BUGs or overarching rulebook structures are required!
Unfortunately this method would make some modifier effects unobtainable from the experiment card. ):
I feel like instead of rolling a d10 for the hundreds place and only treating the result as a one if the die actually lands on a 1, it might be a bit better to break up the possible numbers into groups that represent a certain digit (ie if the number of mechanics doesn’t go above 300 make it so 0-3 means 0, 4-6 means 1, and 7-9 means 2). It doesn’t guarantee perfect randomness, but it’s a lot better than having a disproportionately high chance of an effect numbered below 100 in my opinion.
That’s a good idea! The thing is, there will probably be close to 1,000 mechanics by the time I’m done. 😂
100 additions, let's go. Love the series, and I'm sorry I missed the premier, I completly forgot.
That’s totally ok! Thank you for the support!
You've legit just created a natural draw 23 and that's kinda terrifying. There's the draw 10 card plus the card that forces the next player to draw to draw an extra 3 plus the new card that reflects and doubles the number of cards to draw.
I say draw 23 bc i think the x2 to come before +3 bc of PEMDAS
because of the 25 card rule, that can get a player to lose immediately if they have anything more than UNO
You lost me at 'the card that the card that forces...'
@@Toadfish10 fixed it
There are already single cards worse than that combination of three cards 😂
20:31 The numbered effects can also make it easier to find effect on your card if it's added below symbol/modifier.
Absolutely!
16:26 "And when everyone has UNO...
...no one will."
Incredible reference 😎
The amalgam must grow
😈
I think instead of adding a timer you could just add a rule where everyone but the player whose turn it is counts down as a group. Putting stress on them while adding socialization. Though the timer should be longer
If this was done, and the card placed has longer effects to resolve, the current player would be punished for something they can’t control, or the next player would get much longer than three seconds to plan their play, invalidating the mechanic. ):
I am late. But a good way of doing a D16 without standardizing it is using the already existing coin (tails - 0 heads - 1) and then according to that using the D6 or D10 depending on if it was heads or tails :) (tails + 10 = player 10, heads + 1-6 is players 11 to 16, tails + anything else from the the D10 accounts for players 1-9.)
That’s a neat idea tho!
Wish you could have added the digital bugs but cutting them is better than the alternative. These could be good in an expansion containing cards and a rule book that go over mechanics that can't fit for one reason or another. Like how MTG has the un-sets, but even worse. The rules could expect people to make the bugs themselves like a game board or digital app that makes these work in some way, even if clunky.
Something like that could be possible!
Uno: Fenyx's Quest and Uno: Assassin's Creed: Valhalla are the funniest things I've ever seen
Glad I could show you them!
I have a feeling a chocolate banana might be involved!
What would make you think that? 😂
Fun fact relating to the outro - streams often only get sent to yt notifications basically when they have been done twice if you don't press the specific stream's notification button. So if you do a 2 hour stream, people who missed it will be notified 4 hours after the start of stream.
That’s wack!
I have a question about the future. Once you wrap up the uni amalgam and the Masacards series (as much as they could be, anyways) will you be trying new games?
What about every monopoly in one? I ask because I have a special love for monopoly, and would be thrilled.
In any case, you are doing incredible work, and I can’t wait to see the video!
Thank you so much for your support! And yes! I have a lot of future projects I could dive into once one of these reaches a stopping point! :)
You should add a few blank labels for stuff like the hurry up card and new versions of uno released after the amalgam releases
There will be blank cards in the game!
Uno *OOPS No Cards* edition
The cards are made of pixels 🤯
12:28
People can be assumed to have phones, especially if they are aware of the amalgam
Phone timers
But that doesn’t solve the problem of someone being forced to operate the timer, putting them at a disadvantage for the Hurry Up mechanic specifically.
@@MassacresMansionInstead of one player operating the timer, what if it's passed around such that the person operating the timer is always the next one to take their turn?
Here's a good question; how does one gather 16 people to play Chemicards? I could see pro gamers and youtubers pulling it off, but what about normal people with -real- normal jobs?
Who knows. People who really like Uno probably. 😂
@@MassacresMansion yeah
you could pitch this to "Big Potato Games", they are all happy with silly projects like this, they released the "Muffin Time"
That’s a good idea!
1:00 feels like an ace meme 🖤🩶🤍💜
If you're ace enough _any_ meme is an ace meme
♥️
@@lilyofluck371 As a fellow ace, I fully support this thought process.
I discovered this project thanks to Choopos video and I'm definitely gonna be sticking through to the end on this one. I guessed the timer card wouldn't have worked, but it's cool to see both of you acknowledge each other and shout eachother out like this.
Glad you’re here! Choopo is a cool person so it was fun to do this indirect collab! :)
just a question of how it’s going on the uno amalgam, how many strokes did you go through for making the rules and implementing bugs in the entirety of the uno amalgam’s lifespan?
I have been hospitalized twice since the Amalgam’s creation 😂
HUGE future proofing on the player start die: each player is assigned equally spaced numbers (to the nearest thousandth) between 1 and 100, then a percent dice is rolled, and the player with the closest number starts; if it lands exactly between two numbers, one chooses even and the other odd, and the d20 is rolled.
Oh my god 😂😂😂
No one is gonna read this anyway so im just gonna say that i love femboys :3
:3
Good for you. I don’t judge. 😂
I read this…
me too
if i get the amalgam i'll print this and add to rules
A potentially elegant solution to the Just Dance Experiment effects:
When listing the effects in the rules, order them so that the first 100 (or 1000) are valid effects, preferably the more interesting ones if there are too many.
This way you don't need to roll as many d10s, AND you don't get any dud effects that don't interact well with the Experiments mechanic.
I could do this, but it all depends on how many effects the final game has.
@@MassacresMansion True enough, I suppose if you end up with 900 effects then it might be better to roll a d1000 than try to choose which 100 to use.
A way around the issues for the Hurry Up card would be to just play as fast as possible, and if the group thinks you took too long (roughly more than 3 seconds) they can call it. It doesn't *need* to be an exact timed 3 seconds as the main appeal with this card is how it forces players to be quick and have no time to consider their next move. 3 seconds is a short enough time that players won't lose track of it, and if needed, the other players can count down for the current player. The 3 seconds should only apply from the start of the turn to the placing of the card. Any effects caused by the card are allowed to sit outside of those 3 seconds, and the player must call the end of their turn for the next 3 seconds to begin. This way the mechanic can still be implemented and create speed-based chaos without breaking the game entirely. You may even end up playing a card that could hurt you without thinking, AND FURTHER MORE they might end up knocking over the discard pile. SYNERGY!
Sure the mechanic could still be introduced this way, but the original intent of the mechanic was to reduce turn lengths to three seconds, and if players had to resolve effects, the next player would likely have way longer than three seconds to prepare. This sort of trivializes the existence of the mechanic ):
Dude you’re INSANE for including this many UNO versions, and I’m all for it
I appreciate that! :)
Since I'm early enough that I might not get drowned out, I'll finally state my request: where's UNO MOO!!! The greatest BUG to ever grace the UNO universe.
Noted 😈
Honestly, the way you handled Fenyx's (Phoenix) Quest was super fair, at the time it was suggested the game didnt have 16 players intended lol
I appreciate you saying that. 😂👌
Been watching since the first uno amalgam video and now 10 videos in and it’s just sinking in how many versions of uno there are.
There are many XD
Thank you for being here!
You could keep the spirit of the Rabids timer by saying, for a round everyone has to play a blank boring card as fast as they can or else they draw 1 and skip their turn.
That sounds somewhat viable!
Okay, not only in this series do you do this wonderful combining of Uno mechanics, you also include niche Hot Wheels movie and card game references. I can't thank you enough for both of those, and I 100% plan on buying Chemicards once it comes out. I already introduced multiple house rules to my Uno set to make people hate it more, and this will be a WELCOME method of that.
Thank you so much! Thank you for the support, and I’m glad you appreciate my references!
Can’t wait for this game to get so complicated that some really weird dice like spin-downs have to be tossed in
That would be so wild 😂
The experiment card goes so well with the theme of the game
So true!
I actually came from choopos video and subbed to the amalgam, it may have been why you got to 20k (21K as commenting) subs
Thank you for being here!