My favorite thing about card wars was all the silly and weird designs that are the epitomy of adventure time. Seeing cards like "Mind Hole Lizard" and "River of boats" make me so happy and excited to see where these go.
I'd also like to see different monsters from the show being cards in the game, especially the demon cat, imagine how fun a card with semi omniscience, retractable claws and a tongue with a cat lure would be
Jake actually says his Husker Knights "revive" instead of "survive". This means that Reclaim Landscape can also revive creatures! This doesn't, however, explain why the Husker Knights revived and the Earlings didn't. Perhaps Reclaim Landscape only revives ONE creature of your choice, and Jake chose the Husker Knights? This would make it a lot more balanced than "your entire side revives", while also fully explaining what the hell is up with this apparent discrepancy. Great work! This series is super enjoyable! :) EDIT: On rewatch, it appears the Wandering Bald Man survived the volcano as well. However, a close watch reveals that the Volcano is only shown destroying Jake's three cornfields, with his useless swamp offscreen, potentially undamaged. When combined with the fact that Jake says he's reconstituting his cornfields (no mention of the swamp), I'm pretty sure this means that the Volcano only floods the lane it's on, plus the two adjacent lands, with lava. Essentially, the Husker Knights got revived, and the Wandering Bald Man survived because he was in Jake's undamaged useless swamp. I'm 90% sure this explanation clears up all the weirdness in that scene.
That'd make sense for why Jake had the volcano positioned there to begin with, cause he knew he could always resuscitate the corn fields easily. Also I believe the Husker knights are instead directly linked to the status of a/all cornfield in play, hence them coming back to life when he reclaims landscape and dying when the pig eats the corn. AKA they cannot be permanently killed unless you replace the corn landscapes or do some other more obtuse method of removal.
Perhaps the Wandering Bald Man has an ability like "The first time this unit receives an attack, take one less damage." Seems like a reasonable ability you might see out of a low-level card like that.
I love the way draw and discard is right now. It just makes the game so much more unique and interesting, decisions more important and a smaller deck is more manageable for casual players. The way you design the game is awesome
Something I STRONGLY recommend is setting size and line art thickness requirements for card art. Line art thickness and color is one of the most important things you need to do to make a set of illustrations look cohesive.
You could also do it like Pokemon cards- have different artists use their own styles but keep the rest of the card the same. That way it's not so much work for just one artist
These cards are so early in development I think anything that is added will be redrawn into a more cohesive form eventually. Rn the drawing are only there so the cards aren’t boring to look at so keeping them coherent isn’t important
I really hope they produce a spin-off series about Card Wars. I know it's a bit stupid idea and it won't come true, but it would be great. I mean, they could make a dimension of the Card Wars that includes all the characters of the game.
I want to again point out, rather than 5 cards over the entire game, it could be discarding as many cards as you don't want, and then drawing up to your hand size at the start of your turn. for instance, you play four cards on your opponent's turn, leaving you with one. on your next turn, before your draw, you can either discard that last card and draw 5, or keep it and draw 4. this might be what Jake did during his turn.
and, if he doesn't want to do that, he could take the "worker" cards and make them floop to draw. it would give a reason to keep the worker cards in the back, and give a reason to have them in a deck.
I love how all the Adventure Time and card wars fanatics are bringing their heads together to help you out. I have always been a huge fan of card wars and I even spent weeks doodling card designs when I was younger. I can't wait to be able to play the finished product.
tbh this made me realize that cardwars is less of a cardgame and more of a board game with pieces drawn from a deck of representative cards, i love this idea. the whole 5 cards per game rule encourages this too i realy realy like it and i hope you dont change that part of it
this makes sense from the title if you think about it, its a card, war. card is the adjective describing the war. card wars is an rts with card game elements, and not a card game with rts elements as it at first appears.
About not wanting to waste time making perfect rulebook explanations, I used to take that approach until recently I've learned some tricks to keep rules even more concise than I usually make them. I find that its helping me save time and its not difficult to write this way as I go. E.g. "You may use this ability until the end of your turn" is now "Active until turn end". The ability to quickly review a rule, keep it in mind while testing, and iterate on it when its this concise is very nice. Its something you would see in card abilities in many published games but it never hit me to write like that until recently, probably because I come from a video game design background where being concise is not required to this extent. Strongly recommend.
The way i see it the pig doesnt become yellow because of the effect of the mud, he becomes yellow because he stayed on the opponent side of the board after his turn ended, the mud just made it so that he couldnt leave.
I like the idea that a mode you could have is that you have a 40-60 card “deck” that you can only choose 10-20 cards for each battle and can’t be used for future battles until you get a best 2/3 victory. This would both allow for super short games while also giving way for larger strategy plans. Love this dev log so much! :)
Sorta like spades! each "trick" is super short, but the actual depth of strategy comes from how each round plays over the course of an entire game, once you start counting points and stuff. Or witcher 3 gwent.
What's interesting, is this is almost exactly the idea behind the Pokemon card game, when actually played correctly. 90% of games are over fast enough that you don't get to use more than 1/3 of your deck.
This is incredible. When I was young I made my OWN version of card wars by assigning regular playing cards as different monsters and abilities and creating my own rules! Seeing someone else truly bring it to life is incredible
A cool chaotic card concept (even if it would be very broken) would be a card that once placed and flooped starts stacking +1 damage each turn but when told to attack has a 50% chance of either attacking the opponent or you
card wars was such an impactful little piece of my childhood i can’t wait to see this projects future and i’ll definitely be there for it. hopefully sometime soon i can support financially but for now hope the view helps ❤
In the show it looks like their are element specific resources like corn from the corn element so that could be something you could incorporate in the game like a creature card that gets plus 4 attack from something like blue wheat.
It would be fun if there was a card like "Two Goblins In A Trenchcoat" which has the effect of splitting itself into two cards when it enters the opponent's side of the board & you distribute the stats of original card to the two new ones as you want. Could be a goofy card to use if you wanna overwhelm their side of the field, and I think its a fun play on the usual goblin mechanic in MTG where Goblins are all about swarming the opponent.
Quickly becoming my favorite series on youtube to follow. It reminds me a lot of channels that are making video games from scratch. Seeing the process of going from very vague ideas and concepts slowly being molded into an actual tangible thing is just cool.
I really like the idea of changing the real-world card designs slightly to make them more functional instead of being limited to the shows basic interpretation of them. It reminds me of what they did for the English dubs of the Yu-Gi-Oh anime(s) - editing the full cards complete with Japanese text into simplified versions where they only show a picture of the card with its ATK and DEF points - it totally works in this case as reasoning for the differences from the show to the board.
I think a huge charm of the game comes from the goofy weird universe it is set in. Makes me happy that you somehow managed to capture that with "Magiculon", "Two Hands", "Visage of Death", and the most op card of them all, "River of Boats"
Bigholes, I think there is something called a kingdom phase. I have put it in the discord forums. It could help answer the economy issue if we put our heads together. The reason I think there might be a kingdom phase is because jake had said "now that you have your kingdom built" which can a variety of things but I subscribe to the kingdom phase theory
This definitely works with my idea of buildings using the economy to pay for activating mechanics! Like maybe Jake used a mud land since it’s associated buildings are cheap or free to use for less powerful but useful utility effects. And the corn buildings use a lot of gold as a part of its main strategy to pay for the knights and powerful building effects!
Yeah I feel that makes the most sense with the limited nature of drawing new cards too. Like sometimes you will want to hang onto your hand in that case if you think you got your gameplan set.
the correct way to solve the drawing card mechanic would be that you can draw a card A: when you discard a card. or B: You draw a card when you do not play any cards from your hand( up to 5). So in the case you run out of cards you can draw one or you can draw one if you have less than 5 cards but none of them could or should be played. This makes it so that you atleast some hope if you have a crap hand.
Can I suggest that the card numbers might be health and *number of attacks*? The Pig is a 2/2, so it attacks twice when it goes into combat and has 2 health. The damage numbers would perhaps be 1d4, 1d6, or based on the "creature type" or "creature size" which could be a classification of creature cards (Tiny, small, average, large, gigantic) and each size has a different hit die, and hits how many times it is assigned to. So, a Gargantuan Gobbler, a 5/10 creature, could have 5 attacks and rolls a 1d20 for its attack phase, and has 10 health before it dies. That kind of thing. Wacky and overtuned, but it seems to be on theme...
My two cents on the draw/discard phase: Maybe (just mayubeeeee) if the draw/discard phace is flipped, like discard then draw, you can use at least one card. It is often enough like, card game players, do not quote or even quote the order of phases wrong. You can still play almost the same game. So, maybe they are doing just that, misquoting. In fact, Jake is the one teaching Finn so technically only Jake is wrong, Finn is repeating the wrong teaching.
HELL YEAH TAGS! I assume they’d be different than the element, and im excited to see the madness build. I brought it up in discord but I think that since we’ve seen that land cards have a value, it could be a situation where your land together must be at or below a certain number. Said number would probably be between 15 and 20 given that Jake only uses 3 cornfields despite how useful they are for him. I can also see it as less about lands being for elements, and more some elements preferring different lands (like how wheat will probably prefer wheat fields, but it seems blue can use wheat fields too). It also seems like the lands can decide buildings, as I suspect even on the element basis certain buildings can only be built on certain land types (like if its a fishery or something the land needs to be or have a body of water). This could also allow a flow of deck building. You choose your element, you decide what format of lands you can use for the buildings you want, and you choose the creatures that best support it) Given the mud value is 1, one can assume that the value either maxes at 16, or that its a little bit higher but Jake was using that land for his build, but either way less than 20. Ah, the cards being shown made me wish i was smart enough for mechanics and numbers, alas some day
"It's consistent in its inconsistencies" adventure time in a nutshell. A lot of card games/rogue lites have a lot of mini mechanics, like slay the spire. I still suggest tot take a look at Krosmaga.
imagine if the economy aspect of the game was what made you able to draw more, discard more, discard YOUR OPPONENT'S cards and stop them from drawing, but that is far ahead in the development process as there are things, such as the win condition, that don't feel right in my opinion ( i think jake said that he won when he got to control fin's monsters was a way to dunk on him and say he basically had no chance than actually winning by controlling the monsters)
My idea for the economy and commodities is tying it to buildings. We see Jake use a rather OP hand look and card steal effect, but it could be that it takes a ton of gold as a cost. Then workers are a way to maintain buildings and accruing gold. It could also be that some strategies use the economy more than others (like corn would be very big on it) and other mechanics like betting could utilize it too. Cards could also have additional costs to play them if they’re powerful enough, like a powerful mercenary requires payment to attack, but if it isn’t paid it can also retreat for free but remains exhausted for another turn or until it’s paid (or paid double, etc.).
@@jemm113 i thought about this first before my idea, but since big holes seems like not wanting to create a resource system right now and i figuring people probably already thought about a system like this and my idea can work very well with your idea, you can have decks that sacrifice cards in order for better but more resource heavy spells and monsters and the other way around
@@BRAZILIAN_MIKU I think the matter of resource systems is more about base mechanics of playing cards in general. It seems the topic of the economy will come back around in the near future once more stuff is fleshed out. As for win condition I 100% agree. It’s like you’re playing magic and your opponent plays a card that steals all your creatures and gives them haste. You lose because your face gets beaten in for more than your life total not strictly because you have 0 creatures. On the flip side games like Pokemon TCG do use 0 Pokemon as a loss state but the main way to win is from drawing the 6 prize cards (since the opponent can refill their bench given the cards in hand). As for a win condition implementation, I think we can implement the numbers on the lands! Since this game has some vague idea about players having a “Kingdom” (Jake mentions having a kingdom built as a prerequisite for starting the game proper), then perhaps we have to attack the opponents lands directly to win, and each land has health. This relies on us destroying the buildings on said lands, and the reformed combat rules have some form of overflow damage. Or when a building is destroyed the enemy creature gets one last attempt at doing damage if it didn’t die in combat. Someone else mentioned the land numbers being tied to some form of deck building restriction, where perhaps each player has a maximum number of points to assign to lands. Some decks may run less than this total if the types of lands matter (and if some special lands gave additional effects other than being an element). Another way to implement land placement is to have a randomized deck of lands that players draw 4 to 5/6 lands to pick from at the start. It would be a small deck but would semi-randomize your choices. If lands have effects, there should be something to stop people from stacking OP lands for their element/strategy, if only for variety.
@@jemm113 i completely agree with your idea and I think locking lands to have at maximum 2 land effects active at the same time is pretty much required, players could draw land cards and either switch them once per turn or put the old one on the discard pile, so players have to think before turbo switching between different land effects
Having only 5 cards is really limiting. Either increase the number of cards or add a round system. If you do the round system, you can make it so players choose a number of cards from a larger deck which they then get to play for that round. Ex: Players build a 40 card deck for a best out of 3 rounds game, then they choose 10 cards for one round, then for the following round they must pick 10 different cards. Another fun idea is that both players bring smaller decks to the 3 round game and must pick/draw their cards from a combined deck. Ex: both players bring 30 card decks, then they combine it into a 60 card deck, and each player then picks/draws 10 cards to use for the round, and after the round they pick/draw 10 different cards.
An idea for how to balance not paying for creatures: Every card has a built in number. The number doesnt impact gameplay, but you can only have up to a number of these card numbers. Like lets say you have a broken card, the number on it is 30, and the maximum number is 100. So if you have that broken card in your deck, all the rest of the cards cumulative numbers have to be equal to or less than 70, since 30 were spent on the one card. This way, even if you can play anything free of charge, you can only have a limited number of cards, so you still have to be careful not to deck yourself out. It would also help with deck diversity. It annoys me to no end when im building an mtg deck and i have to sacrifice a card slot that could be a game winner just to have some sacs or ramp. But this way, you can do both or only one. You could run a deck with 300 weak cards that are balanced so that you dont just topple the other player by flogging them with cards, or you could run a deck with 20 cards that are all very strong but you are always at risk of running out of cards or not having any variety. Anyways, luv yuh, and, if anything, dont limit it to 5 cards thru the whole game. Its either gonna be way too quick or just boring. Keep up the good work though.
Man I remember playing the card wars game on android and being so disappointed. This got my excited to see an actual version of it that is actually fun.
I think making the game board bigger With a zoom and zoom out feature will help detailing process with the game similar to tabs -totally accurate battle simulator using details from that game can help you make characters that are fighting on the board look cool like in the show
7:30 the battle system reminds of super auto pets, their battling system is pretty simple yet complex too so you can maybe also draw some inspiration from that game
Each episode i get more and more excited about this man, thank you for doing this, this has absolutely brightened up these last few weeks. Aside from that, I still have an idea for the research mechanic incase you haven't seen my suggestion/still want ideas. Basically each turn/phase you roll a dice, dnd style, to determine whether or not your creature has successed in "learning" whatever they were researching. However, each turn/phase that passes makes it so that the total required sum on the dice roll becomes lower and lower until it is eventually guaranteed. This way, there can be tense, random moments of hoping your unit makes it in time that'll perfectly synergise with the chaotic feel the game currently has, while still playing into the simulation aspect of the game. I'd love to know what you think of the idea, i look forward to seeing you do next with the project. Best of luck!
The husker knights, could just have an effect that prevents them from perma dying even at 0 health aslong as they are on corn field, as a corn seems to be some kind of necromancy element in the show
a cool thing to make it more balanced id maybe like to see is like a draft format where cards have an assigned value and the cumulative value of your deck cannot exceed a certain amount, this would explain why both jake and finn had 'useless' cards like the wandering bald man and the pig. this would also prevent having a deck of just op cards. :)
This is beautiful. I’ve tried to create my own board/card game hybrid in the past after seeing something like Card Wars (and Chaotic) and seeing this journey along with the process you’ve gone through to get here has made me wonder if I should take another crack at it. Even if I don’t, I’ve got Card Wars to look forward to
What if the land columns had 2-4 rows? Like you can place structures on the back rows to keep them more safe, or up front to defend the units behind them? This would allow ranged attacks to be used like they are in the show. We see the ranged corn attacks destroy structures further back, but not the units in front of them. I don’t know how this would affect the whole land mechanics but it might open up a lot of opportunities.
have you've ever thought about the beginning of the game board state, Because In CW fin and Jake already have set cards both hidden under creatures and structures and lands already placed. I think at the start of the game everyone should draw 10 to 12 cards, Then you place structure and creature and equipment cards down until you reach 5 cards in hand, The Land Cards seem simply enough to implement - The Lands only allow certain creatures so be summoned on that area, That's why Jake Plays 3 Corn Fields and the Worthless wastes so he can summon Immortal maze walker. And for husker Knights the reason why they were probably not destroyed is because they have the special ability of being immortal as long as there on a cornfield space and if your cornfield where they were summoned is destroyed the Husker knights can do nothing and your not able to summon creatures on that space. So that's why they don't die by volcano but get resurrected by the reclaim landscape spell.
In my interpretation of combat, it’s that it’s like magic the gathering. Where your “attack” is going up against the defenders “toughness” and that damage calculation happens all at once. The key change for card wars though, is that it’s simulating the battle. In a theoretical fight between a ninja sausage and an axe wielding carrot. Do they both hit only once? A ninja might use multiple “tools” for his attack that would in this theoretical fight, add up to his “attack value” listed on the card. While the axe wielding carrot might go for a single hit to match its “attack value”. This would mean that the pig was only doing 2 damage and the bald man was doing 1. The fight was just being simulated as an event for flavor and the theme of the game. However this idea would be complicated if there were cards shown that would have a “multi hit” feature. Similar to magic the gatherings “double strike” ability where the creature with it attacks with its value twice, or with multi hit Pokémon moves like “double slap” or “bullet seed”.
I feel this would be a safer interpretation as card wars is at its core “a cinematic game” where things are being simulated on the board by cards. And this way of thinking can leave open for more complex forms of attacking later on
What if the back and forth of the combat is that damage is dealt 1 point at a time. So let’s say a 2/2 attacks a 7/1. The 2/2 does 1 damage first (being the attacker) and the 7/1 dies before doing any damage. You can add keywords that cause the 7/1 to attack 7 in 1 step if they’re attacking (that way it’s a glass cannon). This would mean that combat would look very different between a 2/3 and 3/2 depending on which is attacking and what keywords the cards have. If they both have the glass cannon keyword then the attacker wins, but if the 2/3 attacks without the glass cannon keyword they’ll lose. Here’s how A: 2/3 regular creature D: 3/2 glass cannon creature A: deals 1 damage. D: deals 3 damage. A: dies before dealing anymore damage. This is of course assuming that “glass cannon” doesn’t require the creature to be an attacker to activate. Just some food for thought. Could even add a keyword that lets a defending creature attack first instead of second, but that might be too powerful without restricting its ability to attack as well.
The pig vs bald man fight gives me the impression that cards fight until they die. Whoever attacks gets the first hit, and the reason the pig deals 2 damage is because it has some sort of effect or keyword. For example Bald man - 1/3 - No effect Pig - 1/2 - Rebuke 1 (This card gains +1 damage against enemies that have it.)
Yep I also think that they fight until they die . And I think the baldman has an effect when in the mud which makes him receive 50% less damage or something op like all damage received reduced to 1 . And the pig stats are as shown in the show 2/2 and this explains it all.
@@kaizenyasou6963 I think that might make sense, damage reduction on first hit. Makes it potentially survive or at least it is a funny effect, damage reduction on the first strike
I know you commented on this a little In the video but I want to make sure I could get read. I believe that your lanes or terrine are determined by the cards you play at the beginning such as structure cards. It’s would allow more flexibility in how you set up your board and is show in the beginning when jake has cards and lanes but Finns board is blank.
something that might be noteworthy is that the wandering bald man could have had a passive or something on the field did which altered the first hit of pigs damage which could explain the inconsistency with damage in the show
I think he receives 50% less damage in the mud or maybe all the damge he receives gets reduced to 1 when in the mud. Also it's not random that he got into the mud but it's a part of his passive skill where he moves to the mud after a certain rounds from being summoned on another land.(:
Idk if this has been said already or you already know, but I used to have THE card wars game on my phone as kid. made by cartoon network and everything, played close to show as well. I don't even know if it's available anymore or playable because its super old and servers most likely shut down but might be worth a check for some extra information for your game. I love that you're bringing this game to life keep up with the hard work!
I love this series. It’s really nostalgic. As a kid, I actually made my own version of Card Wars. It became popular in my class, even though the rules were basic. Others would sometimes submit their own cards. We didn’t have decks. Everyone just threw their cards into a pile and we should shuffle them between opponents. Giving everyone their original cards at the end of each match was a pain. The win condition changed between matches, but it generally was that you lost if you didn’t have any monster card for 3 turns. At first, we just played until one person ran out of cards, but the decks eventually became bloated with all the new additions. For some reason, the 3 monster types were: Humans, Beasts, and Ghosts. Buildings and spells also existed but were less popular since everyone wanted to make a monster. My friend made an overpowered guy who could shift from Human to Monster and would always ask us to re-shuffle if he didn’t get him. Most of the cards were blank white paper on the back except this one with a black-neon pattern, which annoyed me. Still, he was my friend, so I allowed it (everyone saw me as a sort of “arbitrator” who got to decide what went into the game).
What if Pete Moss when he hydrates one of his options he places a "water token" of sorts on it. This could have the effect of negating the next fire damage done to the applied card, or in the case of plants when a turn has passed with a water token on it the plant might spread or become a stronger version of itself, or spawn a unit, or whatever other effect depending on what plant it is.
i hope this project garners enough attention to get a fully simulated video game with your version of card wars. that would be literally the best. because you guys saying things like "i'm going to strap a nuke to my mind hole lizard" would be INSANE in a video game that visualizes this!
I feel like it could be fun and maybe allow for certain more specific deck builds if structures were effected by not just the land they're on but the ones next to them and opposite to them. If a barn had some special bonus if it's on a corn field but also next to a mud field or a tower of fire gets some effect if it's opposite an ice field. It could also make a whole level of strategy and choice if things can affect what land a field is and structures and creatures change in response.
When damaging another card, you could instead make so both players roll a dice, and the amount of damage you take is based of what number you got. For example, when bald guy and the pig was fighting let's say Jake rolled a four and Finn rolled a 5. So Finn deals 1 damge cause he rolled one number higher. Then let's say that Jake rolled a 1 and Finn rolled a 3 dealing 2 damage.
The funniest possible thing you can do with the beetle card is to turn it into a super versatile low-tier thing that can be thrown into any deck. Have its _worker_ trait make it awful at combat but great at anything you wouldn't want to waste an actually powerful card on, like learning spells or being sacrificed for some other effect. Because its a hard worker!
I like the idea of the pig getting angry and doing more damage. So maybe it does only half of its damage normally until it gets hurt, and then gets angry and does full damage!
The numbers on the card could be hitpoints and max damage. For example the pig has 2hp and 2 max damage, maybe it has an ability where the damage ramps up or the damage is random.
I don’t think playing 5 cards a game will work out - but I also think you’re smart enough to find a work around 👍. I agree with many others that either discard~>draw being the standard or a rule that you can’t EVER have more than 5 cards (which players abide by through discarding before drawing if they have 5 cards. This is called rummaging in MTG) makes more sense.
maybe you could create a "rarity" system that reflects the power of cards, and limit the amount of each "rarity" allowed in a deck? Makes it to where you would see both "bad" and "overpowered" cards in a deck to better reflect the show. (spit-balling here, probably too early to be thinking abt this stuff)
I feel like this funnily enough does make sense with what we've seen. Jake and Finn in their match start with 3 creatures each on their side 2 of what I could only call "Average power" (Cyber Dog, Mage)+(Husk Knights, Scarecrows) and then 1 "weak" creature each (Pig and Wandering Bald Man) The only exception to this is the Maze Walker but given that card was hidden I imagine there's some special clause in play, or you just have a 4th "Strong" card hidden under a land. But in any case this rarity system makes the most sense given their setups cause like why WOULDNT you start with the guy who steals your opponents monsters or the guy who destroys your opponents buildings otherwise. Because they're too high rarity to be on the starting board! Idk if rarity would limit cards in decks, but it feels like rarity/strength definitely limits the starting board's cards.
At the risk of bogging you down in yet more games to research, Sorcery TCG may be worth studying since part of the game involves filling the realm grid with Sites (lands) and your minions must be summoned into your sites and traverse the realm to enemy sites.
God im loving this and im so happy to see someome make some goof card wars progress. I always wanted a card wars game so much i own some real card wars cards. I cant wait to see some more card wars videos!
Please stay strong and keep the 5 cards in hand over the entire game rule. It is a really strong and compelling part of the game. Don't fall to the pressure!!
Tournament points could be based on the total amount of unplayed cards. That would make Jake winning by a single point mean his team had played 2 less cards total before taking out the entire map. Having a card like that instantly makes the opponents consider their card economy never letting it go below 1 more played cards in tournament play. Would also make sense why its a cheap move that late in the tournament.
The tags are probably the mechanic that has the coolest potentialities too; for instance there may be some spells or units that have abilities that change these tags permanently so long as the card is live (in play, not dead, not returned to hand, not stolen, etc). As an example, there could be a landscape card such as a tundra that converts water creatures to ice creatures if they end their turn in the landscape. Or perhaps there is a spell card that crystallizes creatures turning them into a structure instead. Then in these cases, perhaps there are unique abilities on some units that play off of these mechanics such as "cannot be tag-changed" or "if frozen (in the case of water tag to ice tag) and destroyed, release shards damaging all creatures in the landscape" giving even more possibilities for self-inflicted damage or plays that could go wrong and be a detriment turning into game-winning risks So excited to see where this goes, this looks awesome so far!
While it may not be show accurate, Different colored borders to distinguish major card types such as Lands, Structures, Creatures, Equipment, and Spells would add readability to the game.
I have an idea for a Rogue/Thief class/keyword. [Artwork: a magical-esk purple sticky hand (looks like a master hand from Windwaker) popping out of a coin purse] Tags: Creature/Artifact Name: Penny Snatch Keyword: Rogue Health: 1 Damage: X Passive Ability - Skittish (or) Jumpy: Always attacks first (Even during the Reaction phase) When Flooped - Snatch: Remove two coins/money from target within Range 1. Penny Snatch deals X damage, where X is the amount of money held. (Can hold an infinite amount of money) (I assume creatures drop whatever items or things they’re holding when they die.)
i think you should add a betrayal system since we have seen the giant spirit and the pig betray finn and jake during their game they were sure about the giant spirit but non of them were aware about the pig betrayal so it could be based on chance
Just saw your series. Made a previous comment that I'll copy/paste here to increase the chances of you seeing it, because I think its a really good idea that doesn't encourage card spam. There are TONS of cards in the game. Obv not shown, but they exist. I feel like it would be a waste to limit the decks to be 10 cards or something lol. Maybe players can draw a card everytime a creature dies or a building is destroyed, the player can choose to void its soul/the debris to draw a card. Token creatures don't get souls, and cards that summon multiple creatures require all creatures to be voided as a package deal to draw another card. This would allow players to draw through more of their deck, keep a very similar scale of power in the game, and prevents a snowball effect due to one player just running out of resources. I'm unsure what to do about spells because you lose long term power when they are played, but maybe that could be part of the strategy. If spells drew cards when you played them, you could just make a deck that's nothing but spells and spell spam. But if casting spells reduced your max hand size (Since there is no way to replace the spells that have been cast) it would truly work like a non-replenishable mana system. This would also allow you to make more powerful spells since they cost more to cast.
the pigs 2/2 damage inconsistency may just be its maximum damage whilst the other is its health, like rolling 1d6 dmg in dnd, 6 is your maximum but 3 is your average also consider adding diamond dan. i hear he's a pretty chill dude (crystals element)
this game sounds like it's for nerds who do not know how life is outside of the nerd universe
Pin of absolute shame
That sounds like it could be a quote from the show
@iunnoo it is man, but I still totally want to play it
@@nmr7203 it is :D
Bro, you have a playlist only for Steven Universe songs. Buy a mirror and look at yourself.
My favorite thing about card wars was all the silly and weird designs that are the epitomy of adventure time. Seeing cards like "Mind Hole Lizard" and "River of boats" make me so happy and excited to see where these go.
I'd also like to see different monsters from the show being cards in the game, especially the demon cat, imagine how fun a card with semi omniscience, retractable claws and a tongue with a cat lure would be
Jake actually says his Husker Knights "revive" instead of "survive". This means that Reclaim Landscape can also revive creatures!
This doesn't, however, explain why the Husker Knights revived and the Earlings didn't. Perhaps Reclaim Landscape only revives ONE creature of your choice, and Jake chose the Husker Knights? This would make it a lot more balanced than "your entire side revives", while also fully explaining what the hell is up with this apparent discrepancy.
Great work! This series is super enjoyable! :)
EDIT: On rewatch, it appears the Wandering Bald Man survived the volcano as well. However, a close watch reveals that the Volcano is only shown destroying Jake's three cornfields, with his useless swamp offscreen, potentially undamaged.
When combined with the fact that Jake says he's reconstituting his cornfields (no mention of the swamp), I'm pretty sure this means that the Volcano only floods the lane it's on, plus the two adjacent lands, with lava.
Essentially, the Husker Knights got revived, and the Wandering Bald Man survived because he was in Jake's undamaged useless swamp. I'm 90% sure this explanation clears up all the weirdness in that scene.
That'd make sense for why Jake had the volcano positioned there to begin with, cause he knew he could always resuscitate the corn fields easily.
Also I believe the Husker knights are instead directly linked to the status of a/all cornfield in play, hence them coming back to life when he reclaims landscape and dying when the pig eats the corn. AKA they cannot be permanently killed unless you replace the corn landscapes or do some other more obtuse method of removal.
Perhaps the Wandering Bald Man has an ability like "The first time this unit receives an attack, take one less damage." Seems like a reasonable ability you might see out of a low-level card like that.
I like this idea better!
This is a good interpretation
alternatively, the pig could have a rage ability that lets it increase it's damage by 1 for each subsequent attack
@@spiceyicey That wouldn't solve the discrepancy of the pig being a 2/2 on its card but only doing 1 damage on its first attack
or maybe it could have, at the start of your turn, wandering bald man moves to another adjacent land
I love the way draw and discard is right now. It just makes the game so much more unique and interesting, decisions more important and a smaller deck is more manageable for casual players. The way you design the game is awesome
Exactly! Totally feel the same
But it's not show accurate, which was the whole point...
Something I STRONGLY recommend is setting size and line art thickness requirements for card art. Line art thickness and color is one of the most important things you need to do to make a set of illustrations look cohesive.
Yes, do this before it's too late
You could also do it like Pokemon cards- have different artists use their own styles but keep the rest of the card the same. That way it's not so much work for just one artist
i dont think any of the cards are going to last as they are to begin with, sooner or later theyll be filled out with show accurate stuff
Yes i need this! I want to help but its hard with no visual base line.
These cards are so early in development I think anything that is added will be redrawn into a more cohesive form eventually. Rn the drawing are only there so the cards aren’t boring to look at so keeping them coherent isn’t important
I really hope they produce a spin-off series about Card Wars. I know it's a bit stupid idea and it won't come true, but it would be great. I mean, they could make a dimension of the Card Wars that includes all the characters of the game.
Adventure Time does Yu Gi Oh is a really fun idea!
Tbf if we had a minecraft episode then it's possible
I want to again point out, rather than 5 cards over the entire game, it could be discarding as many cards as you don't want, and then drawing up to your hand size at the start of your turn. for instance, you play four cards on your opponent's turn, leaving you with one. on your next turn, before your draw, you can either discard that last card and draw 5, or keep it and draw 4. this might be what Jake did during his turn.
I hope he sees this because it makes way more sense
@FlareFritz this is actually how red dragon inn does its drawing mechanics. that why I immediately thought of it.
This would be very silly and wacky
and, if he doesn't want to do that, he could take the "worker" cards and make them floop to draw. it would give a reason to keep the worker cards in the back, and give a reason to have them in a deck.
I like this idea
I love how all the Adventure Time and card wars fanatics are bringing their heads together to help you out. I have always been a huge fan of card wars and I even spent weeks doodling card designs when I was younger. I can't wait to be able to play the finished product.
tbh this made me realize that cardwars is less of a cardgame and more of a board game with pieces drawn from a deck of representative cards, i love this idea. the whole 5 cards per game rule encourages this too i realy realy like it and i hope you dont change that part of it
this makes sense from the title if you think about it, its a card, war. card is the adjective describing the war. card wars is an rts with card game elements, and not a card game with rts elements as it at first appears.
About not wanting to waste time making perfect rulebook explanations, I used to take that approach until recently I've learned some tricks to keep rules even more concise than I usually make them. I find that its helping me save time and its not difficult to write this way as I go. E.g. "You may use this ability until the end of your turn" is now "Active until turn end". The ability to quickly review a rule, keep it in mind while testing, and iterate on it when its this concise is very nice. Its something you would see in card abilities in many published games but it never hit me to write like that until recently, probably because I come from a video game design background where being concise is not required to this extent. Strongly recommend.
Really excited to see this journey unfold!
Same
you mean... Un-*floop*
The way i see it the pig doesnt become yellow because of the effect of the mud, he becomes yellow because he stayed on the opponent side of the board after his turn ended, the mud just made it so that he couldnt leave.
creatures that are not on your side of the field at turn end leave your control, maybe?
That would actually be a very interesting way to balance out the mud field, no normal walking creatures can leave the field not even your own cards
I like the idea that a mode you could have is that you have a 40-60 card “deck” that you can only choose 10-20 cards for each battle and can’t be used for future battles until you get a best 2/3 victory. This would both allow for super short games while also giving way for larger strategy plans. Love this dev log so much! :)
Sorta like spades! each "trick" is super short, but the actual depth of strategy comes from how each round plays over the course of an entire game, once you start counting points and stuff.
Or witcher 3 gwent.
GENIUS
That’s the absolute best solution I’ve seen. I like the 5 cards in hand for whole game but it defeats deck building but that would completely help.
Thats a cool idea
What's interesting, is this is almost exactly the idea behind the Pokemon card game, when actually played correctly. 90% of games are over fast enough that you don't get to use more than 1/3 of your deck.
This is incredible. When I was young I made my OWN version of card wars by assigning regular playing cards as different monsters and abilities and creating my own rules! Seeing someone else truly bring it to life is incredible
"pete moss" is right out of adventure time. I just know he'd be a chill dude.
A cool chaotic card concept (even if it would be very broken) would be a card that once placed and flooped starts stacking +1 damage each turn but when told to attack has a 50% chance of either attacking the opponent or you
"Semi-Loyal" sounds like a fair effect or special trait for cards like this.
"Get them my semi loyal pet!"
card wars was such an impactful little piece of my childhood i can’t wait to see this projects future and i’ll definitely be there for it. hopefully sometime soon i can support financially but for now hope the view helps ❤
Same here. 20 year old me is gonna make 12 year old me’s dream come true
Same, the Cartoon Network’s site never had satisfying games, but this project looks promising
Same for me :(
@@raphaelthesaguimaraes6607 there was the card war game on mobile. but sadly it was cancelled like 4 years ago.
@@raphaelthesaguimaraes6607cartoon network DID release a card wars mobile game, tho it has since been discontinued
In the show it looks like their are element specific resources like corn from the corn element so that could be something you could incorporate in the game like a creature card that gets plus 4 attack from something like blue wheat.
BigHole I freaking love Globulin….please make him a card..
i agree
"Globulin" sounds like a protein, curiously.
It would be fun if there was a card like "Two Goblins In A Trenchcoat" which has the effect of splitting itself into two cards when it enters the opponent's side of the board & you distribute the stats of original card to the two new ones as you want. Could be a goofy card to use if you wanna overwhelm their side of the field, and I think its a fun play on the usual goblin mechanic in MTG where Goblins are all about swarming the opponent.
Since I was equally as confused watching you play as watching it being played in the show I'd say you've done a great job so far.
Quickly becoming my favorite series on youtube to follow. It reminds me a lot of channels that are making video games from scratch. Seeing the process of going from very vague ideas and concepts slowly being molded into an actual tangible thing is just cool.
5:41
thanks for including that gameplay, I was getting disengaged for a second there
I think that the pig dealing 1 damage and then 2 collectively is why its card says 2/2. It deals 2 hp over a period of 2 turns.
I really like the idea of changing the real-world card designs slightly to make them more functional instead of being limited to the shows basic interpretation of them. It reminds me of what they did for the English dubs of the Yu-Gi-Oh anime(s) - editing the full cards complete with Japanese text into simplified versions where they only show a picture of the card with its ATK and DEF points - it totally works in this case as reasoning for the differences from the show to the board.
I think a huge charm of the game comes from the goofy weird universe it is set in. Makes me happy that you somehow managed to capture that with "Magiculon", "Two Hands", "Visage of Death", and the most op card of them all, "River of Boats"
Bigholes, I think there is something called a kingdom phase. I have put it in the discord forums. It could help answer the economy issue if we put our heads together. The reason I think there might be a kingdom phase is because jake had said "now that you have your kingdom built" which can a variety of things but I subscribe to the kingdom phase theory
This definitely works with my idea of buildings using the economy to pay for activating mechanics! Like maybe Jake used a mud land since it’s associated buildings are cheap or free to use for less powerful but useful utility effects. And the corn buildings use a lot of gold as a part of its main strategy to pay for the knights and powerful building effects!
A simple solution to Jake skipping the discard and draw phase is to simply let the players choose if they do or don't discard and draw.
Yeah I feel that makes the most sense with the limited nature of drawing new cards too. Like sometimes you will want to hang onto your hand in that case if you think you got your gameplan set.
12:56 that’s such a cool drawing
Did you watch the video on 1 billion times speed??
How did bro 💀
the correct way to solve the drawing card mechanic would be that you can draw a card A: when you discard a card. or B: You draw a card when you do not play any cards from your hand( up to 5). So in the case you run out of cards you can draw one or you can draw one if you have less than 5 cards but none of them could or should be played. This makes it so that you atleast some hope if you have a crap hand.
Can I suggest that the card numbers might be health and *number of attacks*?
The Pig is a 2/2, so it attacks twice when it goes into combat and has 2 health. The damage numbers would perhaps be 1d4, 1d6, or based on the "creature type" or "creature size" which could be a classification of creature cards (Tiny, small, average, large, gigantic) and each size has a different hit die, and hits how many times it is assigned to.
So, a Gargantuan Gobbler, a 5/10 creature, could have 5 attacks and rolls a 1d20 for its attack phase, and has 10 health before it dies. That kind of thing. Wacky and overtuned, but it seems to be on theme...
My two cents on the draw/discard phase: Maybe (just mayubeeeee) if the draw/discard phace is flipped, like discard then draw, you can use at least one card. It is often enough like, card game players, do not quote or even quote the order of phases wrong. You can still play almost the same game. So, maybe they are doing just that, misquoting. In fact, Jake is the one teaching Finn so technically only Jake is wrong, Finn is repeating the wrong teaching.
HELL YEAH TAGS! I assume they’d be different than the element, and im excited to see the madness build.
I brought it up in discord but I think that since we’ve seen that land cards have a value, it could be a situation where your land together must be at or below a certain number. Said number would probably be between 15 and 20 given that Jake only uses 3 cornfields despite how useful they are for him. I can also see it as less about lands being for elements, and more some elements preferring different lands (like how wheat will probably prefer wheat fields, but it seems blue can use wheat fields too). It also seems like the lands can decide buildings, as I suspect even on the element basis certain buildings can only be built on certain land types (like if its a fishery or something the land needs to be or have a body of water). This could also allow a flow of deck building. You choose your element, you decide what format of lands you can use for the buildings you want, and you choose the creatures that best support it)
Given the mud value is 1, one can assume that the value either maxes at 16, or that its a little bit higher but Jake was using that land for his build, but either way less than 20.
Ah, the cards being shown made me wish i was smart enough for mechanics and numbers, alas some day
"It's consistent in its inconsistencies" adventure time in a nutshell.
A lot of card games/rogue lites have a lot of mini mechanics, like slay the spire. I still suggest tot take a look at Krosmaga.
imagine if the economy aspect of the game was what made you able to draw more, discard more, discard YOUR OPPONENT'S cards and stop them from drawing, but that is far ahead in the development process as there are things, such as the win condition, that don't feel right in my opinion ( i think jake said that he won when he got to control fin's monsters was a way to dunk on him and say he basically had no chance than actually winning by controlling the monsters)
My idea for the economy and commodities is tying it to buildings. We see Jake use a rather OP hand look and card steal effect, but it could be that it takes a ton of gold as a cost. Then workers are a way to maintain buildings and accruing gold. It could also be that some strategies use the economy more than others (like corn would be very big on it) and other mechanics like betting could utilize it too.
Cards could also have additional costs to play them if they’re powerful enough, like a powerful mercenary requires payment to attack, but if it isn’t paid it can also retreat for free but remains exhausted for another turn or until it’s paid (or paid double, etc.).
@@jemm113 i thought about this first before my idea, but since big holes seems like not wanting to create a resource system right now and i figuring people probably already thought about a system like this
and my idea can work very well with your idea, you can have decks that sacrifice cards in order for better but more resource heavy spells and monsters and the other way around
@@BRAZILIAN_MIKU I think the matter of resource systems is more about base mechanics of playing cards in general. It seems the topic of the economy will come back around in the near future once more stuff is fleshed out.
As for win condition I 100% agree. It’s like you’re playing magic and your opponent plays a card that steals all your creatures and gives them haste. You lose because your face gets beaten in for more than your life total not strictly because you have 0 creatures. On the flip side games like Pokemon TCG do use 0 Pokemon as a loss state but the main way to win is from drawing the 6 prize cards (since the opponent can refill their bench given the cards in hand).
As for a win condition implementation, I think we can implement the numbers on the lands! Since this game has some vague idea about players having a “Kingdom” (Jake mentions having a kingdom built as a prerequisite for starting the game proper), then perhaps we have to attack the opponents lands directly to win, and each land has health. This relies on us destroying the buildings on said lands, and the reformed combat rules have some form of overflow damage. Or when a building is destroyed the enemy creature gets one last attempt at doing damage if it didn’t die in combat. Someone else mentioned the land numbers being tied to some form of deck building restriction, where perhaps each player has a maximum number of points to assign to lands. Some decks may run less than this total if the types of lands matter (and if some special lands gave additional effects other than being an element).
Another way to implement land placement is to have a randomized deck of lands that players draw 4 to 5/6 lands to pick from at the start. It would be a small deck but would semi-randomize your choices. If lands have effects, there should be something to stop people from stacking OP lands for their element/strategy, if only for variety.
@@jemm113 i completely agree with your idea and I think locking lands to have at maximum 2 land effects active at the same time is pretty much required, players could draw land cards and either switch them once per turn or put the old one on the discard pile, so players have to think before turbo switching between different land effects
I love the GOW(God of war) music in the background of you explaining the battle phase
Having only 5 cards is really limiting. Either increase the number of cards or add a round system. If you do the round system, you can make it so players choose a number of cards from a larger deck which they then get to play for that round. Ex: Players build a 40 card deck for a best out of 3 rounds game, then they choose 10 cards for one round, then for the following round they must pick 10 different cards.
Another fun idea is that both players bring smaller decks to the 3 round game and must pick/draw their cards from a combined deck. Ex: both players bring 30 card decks, then they combine it into a 60 card deck, and each player then picks/draws 10 cards to use for the round, and after the round they pick/draw 10 different cards.
An idea for how to balance not paying for creatures: Every card has a built in number. The number doesnt impact gameplay, but you can only have up to a number of these card numbers. Like lets say you have a broken card, the number on it is 30, and the maximum number is 100. So if you have that broken card in your deck, all the rest of the cards cumulative numbers have to be equal to or less than 70, since 30 were spent on the one card. This way, even if you can play anything free of charge, you can only have a limited number of cards, so you still have to be careful not to deck yourself out. It would also help with deck diversity. It annoys me to no end when im building an mtg deck and i have to sacrifice a card slot that could be a game winner just to have some sacs or ramp. But this way, you can do both or only one. You could run a deck with 300 weak cards that are balanced so that you dont just topple the other player by flogging them with cards, or you could run a deck with 20 cards that are all very strong but you are always at risk of running out of cards or not having any variety. Anyways, luv yuh, and, if anything, dont limit it to 5 cards thru the whole game. Its either gonna be way too quick or just boring. Keep up the good work though.
Man I remember playing the card wars game on android and being so disappointed. This got my excited to see an actual version of it that is actually fun.
I think making the game board bigger With a zoom and zoom out feature will help detailing process with the game similar to tabs -totally accurate battle simulator using details from that game can help you make characters that are fighting on the board look cool like in the show
7:30 the battle system reminds of super auto pets, their battling system is pretty simple yet complex too so you can maybe also draw some inspiration from that game
Each episode i get more and more excited about this man, thank you for doing this, this has absolutely brightened up these last few weeks. Aside from that,
I still have an idea for the research mechanic incase you haven't seen my suggestion/still want ideas. Basically each turn/phase you roll a dice, dnd style, to determine whether or not your creature has successed in "learning" whatever they were researching. However, each turn/phase that passes makes it so that the total required sum on the dice roll becomes lower and lower until it is eventually guaranteed. This way, there can be tense, random moments of hoping your unit makes it in time that'll perfectly synergise with the chaotic feel the game currently has, while still playing into the simulation aspect of the game. I'd love to know what you think of the idea, i look forward to seeing you do next with the project. Best of luck!
You are literally executing my dreams as a kid. I think all of us saw the original episode and immediately wanted to play it ourselves. Thank you.
Jack stuber?
The husker knights, could just have an effect that prevents them from perma dying even at 0 health aslong as they are on corn field, as a corn seems to be some kind of necromancy element in the show
Tabletop prototype seemed super complex and fun. I'm happily anticipating to struggle learning the mechanics and phase rules!
a cool thing to make it more balanced id maybe like to see is like a draft format where cards have an assigned value and the cumulative value of your deck cannot exceed a certain amount, this would explain why both jake and finn had 'useless' cards like the wandering bald man and the pig. this would also prevent having a deck of just op cards. :)
This is beautiful. I’ve tried to create my own board/card game hybrid in the past after seeing something like Card Wars (and Chaotic) and seeing this journey along with the process you’ve gone through to get here has made me wonder if I should take another crack at it. Even if I don’t, I’ve got Card Wars to look forward to
What if the land columns had 2-4 rows? Like you can place structures on the back rows to keep them more safe, or up front to defend the units behind them? This would allow ranged attacks to be used like they are in the show. We see the ranged corn attacks destroy structures further back, but not the units in front of them. I don’t know how this would affect the whole land mechanics but it might open up a lot of opportunities.
have you've ever thought about the beginning of the game board state, Because In CW fin and Jake already have set cards both hidden under creatures and structures and lands already placed.
I think at the start of the game everyone should draw 10 to 12 cards, Then you place structure and creature and equipment cards down until you reach 5 cards in hand, The Land Cards seem simply enough to implement - The Lands only allow certain creatures so be summoned on that area, That's why Jake Plays 3 Corn Fields and the Worthless wastes so he can summon Immortal maze walker. And for husker Knights the reason why they were probably not destroyed is because they have the special ability of being immortal as long as there on a cornfield space and if your cornfield where they were summoned is destroyed the Husker knights can do nothing and your not able to summon creatures on that space. So that's why they don't die by volcano but get resurrected by the reclaim landscape spell.
In my interpretation of combat, it’s that it’s like magic the gathering. Where your “attack” is going up against the defenders “toughness” and that damage calculation happens all at once. The key change for card wars though, is that it’s simulating the battle. In a theoretical fight between a ninja sausage and an axe wielding carrot. Do they both hit only once? A ninja might use multiple “tools” for his attack that would in this theoretical fight, add up to his “attack value” listed on the card. While the axe wielding carrot might go for a single hit to match its “attack value”. This would mean that the pig was only doing 2 damage and the bald man was doing 1. The fight was just being simulated as an event for flavor and the theme of the game. However this idea would be complicated if there were cards shown that would have a “multi hit” feature. Similar to magic the gatherings “double strike” ability where the creature with it attacks with its value twice, or with multi hit Pokémon moves like “double slap” or “bullet seed”.
I feel this would be a safer interpretation as card wars is at its core “a cinematic game” where things are being simulated on the board by cards. And this way of thinking can leave open for more complex forms of attacking later on
There could be a list of actions that a card can be "activated" to do; attack, study, ponder, sneak, defend, hide, etc
What if the back and forth of the combat is that damage is dealt 1 point at a time.
So let’s say a 2/2 attacks a 7/1. The 2/2 does 1 damage first (being the attacker) and the 7/1 dies before doing any damage.
You can add keywords that cause the 7/1 to attack 7 in 1 step if they’re attacking (that way it’s a glass cannon). This would mean that combat would look very different between a 2/3 and 3/2 depending on which is attacking and what keywords the cards have.
If they both have the glass cannon keyword then the attacker wins, but if the 2/3 attacks without the glass cannon keyword they’ll lose.
Here’s how
A: 2/3 regular creature
D: 3/2 glass cannon creature
A: deals 1 damage.
D: deals 3 damage.
A: dies before dealing anymore damage.
This is of course assuming that “glass cannon” doesn’t require the creature to be an attacker to activate. Just some food for thought.
Could even add a keyword that lets a defending creature attack first instead of second, but that might be too powerful without restricting its ability to attack as well.
The pig vs bald man fight gives me the impression that cards fight until they die. Whoever attacks gets the first hit, and the reason the pig deals 2 damage is because it has some sort of effect or keyword.
For example
Bald man - 1/3 - No effect
Pig - 1/2 - Rebuke 1 (This card gains +1 damage against enemies that have it.)
Yep I also think that they fight until they die .
And I think the baldman has an effect when in the mud which makes him receive 50% less damage or something op like all damage received reduced to 1 .
And the pig stats are as shown in the show 2/2 and this explains it all.
@@kaizenyasou6963 I think that might make sense, damage reduction on first hit. Makes it potentially survive or at least it is a funny effect, damage reduction on the first strike
I know you commented on this a little In the video but I want to make sure I could get read. I believe that your lanes or terrine are determined by the cards you play at the beginning such as structure cards. It’s would allow more flexibility in how you set up your board and is show in the beginning when jake has cards and lanes but Finns board is blank.
something that might be noteworthy is that the wandering bald man could have had a passive or something on the field did which altered the first hit of pigs damage which could explain the inconsistency with damage in the show
I think he receives 50% less damage in the mud or maybe all the damge he receives gets reduced to 1 when in the mud.
Also it's not random that he got into the mud but it's a part of his passive skill where he moves to the mud after a certain rounds from being summoned on another land.(:
@@kaizenyasou6963 the problem with this is that he takes 2 damage after taking 1 damage which is inconsistent
Idk if this has been said already or you already know, but I used to have THE card wars game on my phone as kid. made by cartoon network and everything, played close to show as well. I don't even know if it's available anymore or playable because its super old and servers most likely shut down but might be worth a check for some extra information for your game. I love that you're bringing this game to life keep up with the hard work!
I love this series. It’s really nostalgic.
As a kid, I actually made my own version of Card Wars. It became popular in my class, even though the rules were basic. Others would sometimes submit their own cards. We didn’t have decks. Everyone just threw their cards into a pile and we should shuffle them between opponents. Giving everyone their original cards at the end of each match was a pain.
The win condition changed between matches, but it generally was that you lost if you didn’t have any monster card for 3 turns. At first, we just played until one person ran out of cards, but the decks eventually became bloated with all the new additions.
For some reason, the 3 monster types were: Humans, Beasts, and Ghosts. Buildings and spells also existed but were less popular since everyone wanted to make a monster. My friend made an overpowered guy who could shift from Human to Monster and would always ask us to re-shuffle if he didn’t get him. Most of the cards were blank white paper on the back except this one with a black-neon pattern, which annoyed me. Still, he was my friend, so I allowed it (everyone saw me as a sort of “arbitrator” who got to decide what went into the game).
To be honest, it's super exciting and cool to be watching your journey to make this game a reality, so keep the work up, it is looking awesome
always a good day when BigHoles has a new devlog
What if Pete Moss when he hydrates one of his options he places a "water token" of sorts on it. This could have the effect of negating the next fire damage done to the applied card, or in the case of plants when a turn has passed with a water token on it the plant might spread or become a stronger version of itself, or spawn a unit, or whatever other effect depending on what plant it is.
One of my favorite episodes, always wanted to play this as a kid, I’m excited to watch the journey
The river of boats play and the reaction to it was the perfect embodiment of card wars
4:59 CRAWL MUSIC! YESSSS
AIN'T NO WAY
thats hollow knight 💀
@@goldyjh I'm talking about the music that was played alongside the glitchy sound effects.
From AO to Crawl to HK, this man is so based in his music choice
I noticed it too, great choice
i hope this project garners enough attention to get a fully simulated video game with your version of card wars. that would be literally the best. because you guys saying things like "i'm going to strap a nuke to my mind hole lizard" would be INSANE in a video game that visualizes this!
im in love with the series and can't wait for the game to come out
I feel like it could be fun and maybe allow for certain more specific deck builds if structures were effected by not just the land they're on but the ones next to them and opposite to them. If a barn had some special bonus if it's on a corn field but also next to a mud field or a tower of fire gets some effect if it's opposite an ice field. It could also make a whole level of strategy and choice if things can affect what land a field is and structures and creatures change in response.
Hope this projects goes far!
When damaging another card, you could instead make so both players roll a dice, and the amount of damage you take is based of what number you got. For example, when bald guy and the pig was fighting let's say Jake rolled a four and Finn rolled a 5. So Finn deals 1 damge cause he rolled one number higher. Then let's say that Jake rolled a 1 and Finn rolled a 3 dealing 2 damage.
please dont stop bro, i NEED this
This is so epic, I am so glad to be a part of this journey!
Also good job! I'm entranced by this series and can't wait to see more.
The funniest possible thing you can do with the beetle card is to turn it into a super versatile low-tier thing that can be thrown into any deck. Have its _worker_ trait make it awful at combat but great at anything you wouldn't want to waste an actually powerful card on, like learning spells or being sacrificed for some other effect. Because its a hard worker!
I like the idea of the pig getting angry and doing more damage. So maybe it does only half of its damage normally until it gets hurt, and then gets angry and does full damage!
I LOVE THISS my gosh i cant wait to play this
this series makes me so happy im glad you're getting the attention you deserve
The numbers on the card could be hitpoints and max damage. For example the pig has 2hp and 2 max damage, maybe it has an ability where the damage ramps up or the damage is random.
Not only is this video peak, it uses COTL music, a peak game with peak music :D
I don’t think playing 5 cards a game will work out - but I also think you’re smart enough to find a work around 👍. I agree with many others that either discard~>draw being the standard or a rule that you can’t EVER have more than 5 cards (which players abide by through discarding before drawing if they have 5 cards. This is called rummaging in MTG) makes more sense.
maybe you could create a "rarity" system that reflects the power of cards, and limit the amount of each "rarity" allowed in a deck? Makes it to where you would see both "bad" and "overpowered" cards in a deck to better reflect the show. (spit-balling here, probably too early to be thinking abt this stuff)
Excellent idea this will allow the game to escape the meta trap.
I feel like this funnily enough does make sense with what we've seen.
Jake and Finn in their match start with 3 creatures each on their side 2 of what I could only call "Average power" (Cyber Dog, Mage)+(Husk Knights, Scarecrows) and then 1 "weak" creature each (Pig and Wandering Bald Man)
The only exception to this is the Maze Walker but given that card was hidden I imagine there's some special clause in play, or you just have a 4th "Strong" card hidden under a land.
But in any case this rarity system makes the most sense given their setups cause like why WOULDNT you start with the guy who steals your opponents monsters or the guy who destroys your opponents buildings otherwise. Because they're too high rarity to be on the starting board!
Idk if rarity would limit cards in decks, but it feels like rarity/strength definitely limits the starting board's cards.
Add races found in the Adventure time universe...
Like the candy, slime, fire, and ice.
With some additions like humans and robots
Finally More content i have Been waiting just For this moment
At the risk of bogging you down in yet more games to research, Sorcery TCG may be worth studying since part of the game involves filling the realm grid with Sites (lands) and your minions must be summoned into your sites and traverse the realm to enemy sites.
God im loving this and im so happy to see someome make some goof card wars progress. I always wanted a card wars game so much i own some real card wars cards. I cant wait to see some more card wars videos!
Please stay strong and keep the 5 cards in hand over the entire game rule. It is a really strong and compelling part of the game. Don't fall to the pressure!!
I really like the devlog genre of content this projects videos are. I wish more channels were of this quality and creativity
Never been this early to a devlog
Tournament points could be based on the total amount of unplayed cards. That would make Jake winning by a single point mean his team had played 2 less cards total before taking out the entire map. Having a card like that instantly makes the opponents consider their card economy never letting it go below 1 more played cards in tournament play. Would also make sense why its a cheap move that late in the tournament.
Never clicked so fast for a vid in a while
The tags are probably the mechanic that has the coolest potentialities too; for instance there may be some spells or units that have abilities that change these tags permanently so long as the card is live (in play, not dead, not returned to hand, not stolen, etc).
As an example, there could be a landscape card such as a tundra that converts water creatures to ice creatures if they end their turn in the landscape. Or perhaps there is a spell card that crystallizes creatures turning them into a structure instead.
Then in these cases, perhaps there are unique abilities on some units that play off of these mechanics such as "cannot be tag-changed" or "if frozen (in the case of water tag to ice tag) and destroyed, release shards damaging all creatures in the landscape" giving even more possibilities for self-inflicted damage or plays that could go wrong and be a detriment turning into game-winning risks
So excited to see where this goes, this looks awesome so far!
While it may not be show accurate, Different colored borders to distinguish major card types such as Lands, Structures, Creatures, Equipment, and Spells would add readability to the game.
Good idea
I have an idea for a Rogue/Thief class/keyword.
[Artwork: a magical-esk purple sticky hand (looks like a master hand from Windwaker) popping out of a coin purse]
Tags: Creature/Artifact
Name: Penny Snatch
Keyword: Rogue
Health: 1
Damage: X
Passive Ability - Skittish (or) Jumpy: Always attacks first (Even during the Reaction phase)
When Flooped - Snatch: Remove two coins/money from target within Range 1.
Penny Snatch deals X damage, where X is the amount of money held. (Can hold an infinite amount of money)
(I assume creatures drop whatever items or things they’re holding when they die.)
i think you should add a betrayal system since we have seen the giant spirit and the pig betray finn and jake during their game they were sure about the giant spirit but non of them were aware about the pig betrayal so it could be based on chance
this would be such a great idea i hope bigholes sees this and adds it as a feature
@@someone_from_somewhere_bruh this comment sadly didnt blow up
wow, almost 100k subs already! its been cool seeing this idea gain traction and its community grow so fast. i wish you great succsess in your endevour
dont everr stop on this even if people arent watching these as much as they should everyones gonna play this when its out
The creativity and brainstroming is inspiring! Keep up the good work. Can't wait for your next update!
How do you plan to get around copyright when you realese the game
Different name, different art, self-developed mechanics, completely different game, copyright basically doesn't matter.
Just saw your series. Made a previous comment that I'll copy/paste here to increase the chances of you seeing it, because I think its a really good idea that doesn't encourage card spam.
There are TONS of cards in the game. Obv not shown, but they exist. I feel like it would be a waste to limit the decks to be 10 cards or something lol.
Maybe players can draw a card everytime a creature dies or a building is destroyed, the player can choose to void its soul/the debris to draw a card. Token creatures don't get souls, and cards that summon multiple creatures require all creatures to be voided as a package deal to draw another card.
This would allow players to draw through more of their deck, keep a very similar scale of power in the game, and prevents a snowball effect due to one player just running out of resources.
I'm unsure what to do about spells because you lose long term power when they are played, but maybe that could be part of the strategy. If spells drew cards when you played them, you could just make a deck that's nothing but spells and spell spam. But if casting spells reduced your max hand size (Since there is no way to replace the spells that have been cast) it would truly work like a non-replenishable mana system.
This would also allow you to make more powerful spells since they cost more to cast.
CAAAAAAAAAAAAAAAAAAAAARD WAAAAAAAAAAAAAAAAAAAARS
the pigs 2/2 damage inconsistency may just be its maximum damage whilst the other is its health, like rolling 1d6 dmg in dnd, 6 is your maximum but 3 is your average
also consider adding diamond dan. i hear he's a pretty chill dude (crystals element)