The one where we reduce the amount of cards while trying to not reduce the amount of Uno, resulting in a far more concentrated and, thus, potent amalgam.
I feel like a big part of charm in UNO *is* the fact that a lot of the cards simply don't do anything, it would be jarringly overwhelming if every single card someone discards has a +2 or a cancel turn, or a reverse order, having normal numbered cards are what makes effect cards so great
Tomska had a good response when people asked about movement mechanics in his game Muffin Time: You're allowed play them whenever you want, but if you are really playing a card that has movement mechanics agaisnt someone you know may not be physically able to participate, then everyone at the table will be able to awknowledge you as an asshole
I love how we've reached the point where being under 1000 cards is considered "reasonable". I'm gonna pull this game out when it gets physically released at my parents and we're gonna have to split the deck in twain just to get it in the door.
i’ve got to thank monopoly cheaters edition for being SO BAD someone had to go and make hour long videos on it, which caused me to find this absolutely CRAZY series!! that honestly might be the only good thing to come out of that game.. and i also have to thank YOU for being my favorite flavor of insane!! this series is a pleasure to watch (except for when my brain automatically turns itself off after the 50th wild-card-slap and suddenly there are two more insta-death cards.. but hell even that’s fun) and i’m really hyped for everything about it! also also gotta thank you for your general attitude towards this project and your community! the way you handle criticism and questions that have been answered before etc is so admirable (i could NEVER) and refreshing to see. ..either way I’M FINALLY CAUGHT UP WITH THIS!!! (i can’t believe the uno brainrot is real,,,,) can’t wait to finally experience the joy of seeing a new chemicards episode in my notifications!!!
So true! I'm glad you've enjoyed this series and my Monopoly videos! I'm glad you're hyped for more as well! Thanks for watching the entire Amalgam series! There's a lot more to come!
8:41 Honestly? This is just my opinion but I think doing the opposite would be more aesthetically pleasing. Flipping the card to indicate red or green, rotating the card 180 degrees to indicate lives. It would both be in-line with most of the other card designs, and also vaguely resemble a playing card, which I think could be a cool visual choice.
@@MassacresMansion Don't ignore the possibility of rotating the card 90 degrees either. That can make it much clearer which state something is in at a glance
Ooo I actually really like the fact you condensed some of the wilds by using the uno flip mechanic. One of my biggest problems from a game design perspective as the amalgum grew was the fact that since there are so many mechanics, some mechanics might outshine others. This kind of solves that problem by not only highlighting a mechanic (that being the flip powers), but also the sheer amount of unique wilds. Condensing them this way allows the flip powers to be utilized more, while also increasing the liklihood, as well as the strategy behind the wild cards.
Yea some card mechanics are definitely meant to be more prevalent than others. Letting some of the smaller effects fold into those would be a good way to condense a few cards.
As someone who has been following this from the beginning and is physically disabled I think you have a great take. When I inevitably play this I'll just be removing or altering the movement cards. Its not rocket science lmao.
suggestion: rename the flex mechanic to "catalyzing"? fits the chemistry theme, and gives in-lore explanation on why the properties of the cards change and/or get stronger
From a chemistry perspective (as a chemist myself) catalyzing doesn’t really make that much sense, and neither does isomerizing. Catalyze is to lower the activation barrier so a reaction occurs faster while isomerizing is changing from one structural form to another but both retain the same chemical formula overall. Both of these don’t really fit into the “becoming stronger” thing. I would say it would be “increasing potency”
@@personperson5848 Perhaps "accelerant" would fit better? I like catalyst, even if it doesn't exactly make chemical sense, just due to the self-explanatory nature of it. You use a thing, and it makes another thing better. Unfortunately I'm coming up short on ideas for "make thing better" that also fit with chemistry.
I think it's very important to keep a high number of "do nothing" number cards (like the ratios already there), it reduces decision paralysis/complexity from your hand and smooths gameplay a lot (especially for players who are learning the mechanics). I say this from experience as someone who plays commander in mtg, there's only so many unique effects you can process before you shut down at it. So only having like 2~3 in hand is a looot more manageable than a full hand of 6 different effects you have to consider.
Wild Creeperific Urrggg should be the flex side for Wild Behind the Scenes because getting to act like a zombie while giving out cards is an insane buff (also it would be really funny to have to use a resource just for that)
I'm so relieved you're not just removing cards just to reduce card count, the fact that you're taking into consideration how the game plays is excellent. That solution for combining the power, life, movement and even putting in player numbers for convenience sake is really clever. Excited to see whatever clever ideas you come up with in phase 2!
THANK YOU LUKE. YOU FINALLY DECIDED TO RID THE PILE OF ROTTEN PIZZA TOPPINGS THAT WAS SITTING IN THE GUEST ROOM. Now i can actually afford the electric bills because now I don’t have to blast the ventilation 24/7 in every room!
Honestly astounded this came out this fast. Was genuinely expecting a several month break before hearing about the amalgam again, but here you are, still going strong as ever. Love it as always.
Luke: "Time to shrink the amalgam" *Starts doing all the flex and number card modifications and to get the card total to 999* Viewers: "Cool but how are you gonna test that?" Luke: "That's a problem for future Luke and the discord members to figure out"
Yea its going to be a nightmare for this poor man when he starts having to print out chemicards, test it, make a small change, then print it out again.
@@dawg1744 only partially. A lot of the mechanics aren't going to work outside of a physical game. Off the top of my head I know there's a rule about the discard piles falling over, as an example.
For thematic reasons, consider looking at elemental atomic numbers for tying effects to the bonus number cards. So adding a defense effect to card number 82 for lead and its radiation blocking effects. I haven't kept track of every bonus number, but if you are looking for some sort of rhyme or reason to pair numbers and effects with this is a good avenue
Maybe split them over both sides and the flex effect. This would even be a time to justify the flex effect being radically different than the bad as long as it is more powerful
The high number cards are basically an effect in themselves (win war minigames) so it might be interesting to have them lose their number in exchange for a powerful effect when flexed, meaning in the right context, you could trade defence for offence.
HOLY [[Cungadero]] I'M IN [[Chemicards Video 24]] [[Mama, look at me go!]] I'M REALLY THERE!! [[Heaven]] ARE YOU WATCHING?? IT'S TIME FOR SPAMTONS [[Bluelight Specil]]!!!
[[@@MassacresMansion]] OF COURSE I MADE IT, MY [[Valued Patron]]!! IT'S MY [[Debut Appearance]] AFTER ALL!! [[I've also been here ever since the beginning, I would never miss a video. Aside from the video after the elimination episode]]
The whole system of combining similar Wild effects onto the "flex" side of wild cards is a genius way to cut down on some cards. Literally as you were explaining that system my mind went to the Frozen and Finding Dory effects (I think it was those versions, they concerned blue cards or something like that) which are pretty similar and would totally work for a system like that. As for the Flex Power card combinations... I feel like the mock-up design is a bit busy? I like the idea of player numbers being assigned on the Flex Power cards, but wouldn't it make more sense to include UNO Junior Move actions and life counters onto the Character cards instead? If you put the Junior Move actions onto Character cards, that can inspire people to play different characters each time for their Move actions and not just their "abilities", and you could flip a Character card over when you've lost a life to show their portrait all disheveled and damaged to signify they're on their last life (If you'd put that much effort into the portraits. I assume that's gonna be a video or two down the line). I'd at least consider putting the UNO Junior Move actions onto the character cards because with how things are, Player 1 will always have the same Move action no matter what game they play. A little change like that would result in more variety when playing the game and could act as a pretty goofy way to "balance" a character's ability if you deem it powerful in the Chemicards environment, or flesh out the character with an action they'd naturally perform. i.e. Sludge jumping or Legs dancing.
Glad you like it! Also yes, those cards are busy, but almost every card will be! Next episode you'll see what I mean. XD I can't put the movements and life stuff onto character cards because the character cards already have too much information on them! And movements are supposed to be randomly given as well so I want to maintain that consistency.
@@MassacresMansion that totally makes sense! I was just caught by the fact that the life/flex power cards seemed to have one specific motion on them, but if you have plans for randomizing them in the final release, I trust in your game-making skills!
Adore the references you put in these, like the spamton stuff really got me. Fully think having the flex for more powerful versions is a good idea, and also suggest the same for the flip aspect of these cards as well. Both versions of uno play with the “this mechanic buffs these effects” and seeing them used to bind all the other effects would bring better cohesion to the game. Cannot wait to see what more your big brain gives us.
As someone who’s currently stuck with a badly broken foot and probably couldn’t do many move mechanics, that’s such an obviously solved problem with house rules and I’m glad your not falling into the trap of unnecessary compromise for accessibility. I feel like this project is inaccessible for many people (not in a bad way, I think that part of the main draw is this is almost designed to be hell for that one friend who sucks at learning game rules) and if it turns out fun enough that people play it several times groups will likely often have their own house rules anyways to circumvent mechanics that they deem too inconvenient/tedious/inaccessible. For instance the food mechanics from what I recall require you to have certain food on hand, and it could go against dietary restrictions or whatever, but instead of caving the vision of the project it’s very simple to let groups just omit these rules informally - it presents a perfect opportunity for them to get creative with their own replacement house rules even and it would be a joyless approach to axe content because not everyone could take full advantage of it unmodified when they’re an important part of the spirit of the project
15:00 that power up of one element to the other would fit the chemistry theme of Chemicards! You're creating compounds of card abilities by adding something you offer to create the result of a formula
I have to catch the train tomorrow morning and when I saw this I hoped it would come out in time for it. This comes out at like, the opposite of when I need it haha, it literally comes out when I go to bed.
I've been holding onto the promise of left-handed cards since the start of the project, glad to see it become a relevant element of the current phase. It's going to be so funny watching people who are new get flash-banged with random bits of design that you've settled on throughout phase one. (Like the extra-slippery water-proofing)
A lot of this sounds deeply interesting and honestly answers my questions on how you would go about refining the game since it felt overly complex. It will be intriguing to see how Chemicards turn out by the second episode. An idea I had heavily inspired by someone else's idea, which I believe can be done now to make the game easily understandable, is giving each category a specific symbol so a player can learn to memorize them when playing the game. These symbols would be a standard for effects to derive from, so even if one effect is different from another fellow effect, like let's say effect X forces all players but the user to draw until they find a specific color effect B is similar but the difference is the user can choose the color. Effect X would get the draw category symbol with something to indicate the specific color, while effect B would have the same draw symbol but another symbol to indicate the user can choose any color. These are my thoughts on how the game can be optimized further than it already is.
Thank you! Also, each effect will have unique symbol, but no memorization will be required because the effect descriptions will be written on the cards!
Man I discovered your channel and this series just a month ago. I'm so entertained by tour videos (That's why I subscribed btw). Anyways I watched the series from the first video and now I'm waiting for this one.
I love the flex wild card fix, its so helpful mechanically and thematically. Perfection. Also I agree that putting too many effects onto number cards would be bad. Having at least a good chunk of the numbers have no particular effect is important to the feel of the game, otherwise there wouldn't really be any downtime for normal turns which (especially with a game with as many surrounding mechanics as Chemicards has) will make each turn oppressively cluttered.
1 day 2 milestones 1. Chamicards finally got phase 2 2. Finally after over 6 months the (PC) game I'm working on has it's hardest part done (still hating myself for picking roguelike for my first big thing, one of the hardest game genre to make)
I am going to once bring up the "Wild Draw Color (Uno 2 Go)" symbol. While you haven't included it before, I think this could be a perfect symbol to go on the flex side of the normal "Wild Draw Color" symbol. Think about it. Normal side is: "Choose a color. The next player in turn order must draw cards until they get a card of that color". Flex side is: "That player must also publicly reveal each card as they draw them". It may not be a huge upgrade, but it's one that gives you extra information of which cards that player drew. So I think it could make for a good flex. Speaking of "Uno 2 Go", it has actually just been rebranded to Uno Wonder. For the sake of people reading the doc not mistaking it for a new game, I suggest you rename this entry in the game list, to have both names for best clarity. Like "Uno 2 Go (a.k.a. Uno Wonder)", or something like that.
I know I'm late to this but almost caught up, just wanted to say I loved the idea of taking the Flex mechanic and reducing the wild cards that way! My main concern when I was watching through was the overabundance of wild cards and how similar some of the effects were, so this seems like a great way to cut down on those! Keep up the awesome work!!
I think there was a mechanic where a card had two colors. That could be used to theoretically half the amount of non-number action cards which should get the ratios much closer to base Uno. But I think this too should only be used sparingly as I think these kinds of cards always being able to be played on two colors would be a different experience than what is expected of Uno.
I love the idea of "flexing" some wilds! If nothing else, it will help bring the "luck" factor down a bit, which is more in line with a standard game of Uno. Like, Uno always needs SOME luck to win. But randomly drawing ridiculously powerful cards makes it TOO random imo. Now you need luck *and* the strategy of knowing when to take advantage of that luck.
I noticed there are alot of effects that only apply to a single color card, mainly red, yellow and pink,could we get some of these effects to effect card color like brown. Since Brown cards have no effect that are used on them specifically. While there are lots of effects that only care about red cards. I think spreading out the specific color effects between all the colors would make for a more enjoyable experience. Just a thought. I hope you have fun on your journey to create the most enjoyable torture device!
Thank you so much for the donation! I appreciate it! As for color exclusive effects, I'm pretty sure I addressed this in a previous Clarification Time, but I don't plan on spreading out the color exclusive mechanics, simply because that would defeat the point of them being color exclusive in the first place. I want to stay accurate the original mechanics as much as possible. With this system in place, I feel the strategy of the game has increased, because you'll have to think about which colors you're more willing to play/keep when you're taking your turn. For example, while red cards certainly have more color exclusive effects than most other colors, each red card is also worth -1 points to your total thanks to Uno Hearts, so there's a little bit of risk/reward built into having color exclusive variety!
Can't wait to see how Flex effects combine with Flip to create 4 related cards that are distinct, and increasingly get more powerful. I would imagine the order of power would go something like: Normal < Flip < Normal Flex < Flip Flex
Heck, just the ability to flip, flex or both. Can add a tactical dimension behind card usage. With the potential for the most powerful of card effects being amplified, if both flipped and flexed.
The front/back distribution is planned to just be completly random. In fact, there won't be any distinction between the normal side and flip side. and opposite sides of a card could just be comoletly unrelated.
Putting the more powerful wild card effects as flex effects is actually a great idea imo! It adds a layer of strategy and resource management rather than just having weird game-changing turns going off at random.
I believe that for the purposes of say the 62 face of "Skip Everyone" you could have it be a flex effect, have it be a normal 62 face, and then when flexed skip everyone, it would both shrink the card amount and leave it to where it could possibly still be a normal card. I believe that it's not the worst idea given the fact that skipping everyone is kind of great for the purposes of winning Uno. (And has the down side of being a large number face, which would hurt you if you lost) Just an idea.
I dont know if you've been in contact with card manufacturers, but it might be worth seeing if they have any "breakpoints" where a deck dramatically changes in price per card based on its size, and then using that as a soft target.
this video is basically if the pizza chef realized he put too many toppings on the pizza but instead of removing some of the toppings he mashes some of the toppings together because “it just wouldn’t taste the same”
The entire point of the pizza is to be every type of pizza at once while still being a pizza. Some condensing and modification is still necessary to achieve the final product, however reducing the amount of topics simply goes against the entire project, no matter how silly it may be
I think having effectless number cards is very important in keeping the feeling of uno. Also, it’s important as way to keep the game from getting too bogged down by players having too many complicated effect cards in their hand that they have to take time to read and understand, as well as to make decisions about which to play. Considering the game has multiple discard piles, there will be a genuinely much larger variety of choices players will have on their turn compared to normal uno. I think people will go into this expecting to face some complexity and a learning curve, so it’s okay to some extent, but if players are constantly evaluating card effects it could become mentally draining over the course of the game. All that to say I think effectless number cards are healthy to the atmosphere of the game.
Fair point on the physical accessibility questions. Might add it to the one house rule I know I'll have; this game is called Wild Card SLAP! I've heard it too many times to call it anything else 😂 P.S. The use of the Flex barrier is inspired. You've made me more confident than ever that this thing has legs.
I think your stance on accessibility makes sense and house rules are a reasonable accomodation. But i did have one thought I wanted to share: if all movement effects were guaranteed to be on flip sides of each other, people could freely omit those cards if they wanted.
I feel it would be simpler to just nullify those effects as they appear, rather than removing cards from the deck. Also I intend for each card face on a card to be randomized like Uno Flip is.
I must say, the ideas that is mentioned here in the video makes sense and I absolutely support it. I really like how you made 64 different cards to be just 16 different cards with the health system and all that.
wait, if you put the player numbers on the cards, then every time you get a specific movement, you also get the same player number; i think everything else can remain on the same card tho. basically, if you have 4 players (and you always play with 4 players), then you are forced to keep the same four movements
An idea i have is simply having it go from two of each number/color combo, to three. That way you have more number cards to work with, and it would help balance tye ratios.
@@MassacresMansion I'm going to throw a wild guess. And presume it's the 'setup' for the Wild Card Royale. Or, 'how you will DELETE', and trim your pizza toppings.
Finally after all these months. I love board game design and I was wandering all this time how can you deal with such a big mess of a card game. Good luck on further development, and keep up the good work!
Random idea I got for the combining: what if instead of high numbers being paired with symbols, they would be scattered around various high number cards? To continue with the 62 example, maybe 5/10 cards can have 5 different symbols while 5/10 would just be 62 cards with no extra stuff. This would make it so that, for example, a yellow all skip 62 could be able to be played on a brown vanilla 62, making getting rid of these higher numbers easier, and also it would make so that multiple symbols could be played on top of each other to create fun portions of the game where maybe all the 85s get used at the same time. This should ofc all be randomized just so that it’s also kinda unpredictable, because if all 62s have the same symbol then the 62 part of the card becomes almost irrelevant other than point mechanics and wars. Oh and also about wars but unrelated, wouldnt it be fun to have 100 beat the J, Q, K and A cards? I just believe 100 is a more satisfying “win all wars” cards instead of A which is on 10 different sides currently and is a lot more common. Also it would be funny to me that the stuck in your hand Ono 99 would lose a war to these cards while 100 would beat them. By the way, thank you so much for this series, it’s been so fun!! I caught up with all of it in like 2 days because I got obsessed. I hope I’ll be able to support this and other of your projects in the future
Valid points and great ideas honestly! Also thank you for taking the time to watch the whole series! I'm glad you've been enjoying it so far! Thanks for the comment and your support!
Having the flex cards be rotated instead of flipping is so much better. We’ve only played Uno Flex a handful of times but some of the cards have already been wrecked by people trying to pick them up off the table
Food is the best mechanic in the game. This video was great as always. This is a shorter comment than usual from me. Best wishes, keep going, lots of love, Eliasstenbak ❤😺
The vindication I felt as you said you would be expanding the flex machanic to combine similar cards was unreal. I haven't wanted to be a bother and say it each time as I was pretty sure others have brought it up plenty and you likely thought of doing it even before that, but ever since the addition of the flex machanic there have been several points in each video where i've said to myself "that should just be the flex effect of [X card]"
Honestly, pairing up various effect cards and locking some of the more powerful effects behind flex seems like a good idea. Makes the flex mechanic more interesting and , as you said, soft-nerfs some of the more powerful effects. Looking forward to hearing more of your efforts as always :D
This is likely more of a card design element than a size reduction or balancing element, but breaking down all of the unique cards in the game into the individual actions they are comprised of* could allow you to display the effects of cards in a more digestible way, and subsequently eliminate some cards that are only negligibly different. This solution obviously has it's own problems such as cutting representation of specific versions, and messing with the ratio of action/wild to number cards, but having so many representations is inherently a trade off between the intended chaotic gameplay and a realistic card count even after condensing them. (Great job by the way!) *You previously mentioned differentiating effects and modifiers and I've watched all the videos but potentially since we're only still just getting into phase 2 or potentially by my own misunderstanding I'm still a little unsure what these modifiers entail. I could entirely be proposing the same system you already intend to implement, and if that is the case sorry for the redundant comment.
Honestly, I think it's perfect that Uno Teams is the first post-phase-one Uno version we get - It means that the first expansion will feel substantial, adding a major mechanic right away!
Everything about this video is done very well and I am excited to see where the project goes next. The only thing I can see as a problem is that if the move cards are assigned to player numbers with the power-life-move-number cards, then some movements will be locked behind certain player counts, and others would show up in every game played, decreasing overall variety of the movements seen per game. I don’t know how big of a problem this would be, it’s just something that’s been bugging me for a bit
The way I see it, this is a non issue. Considering there are only four different movements, and I'm not creating new ones, the same four movements will repeat four times across the 16 different player number cards. Uno Junior Move certainly was not designed to have more than four players, so having the different movements repeat in this way makes it so they'll all show up at least one with four or more players.
Cool art idea for the life/flex indicator/ movement card: shape it to be a battery. The flex sides can be positive and negitive current, the heart can represent if the battery is still alive, and movement cards can be desinged to look like they attach to the battery. It also fits the "chemical" theming because most batteries are run off of conductive chemicals.
Excellent video as always! The optimization begins and it's so exciting to see. I've got a few thoughts on the video: I was thinking before watching this about how you could potentially combine wilds into having multiple effects, and the flex solution is incredibly elegant. I'm sure that there will be a pretty reasonable amount of wilds you can combine in that way, and I look forward to seeing how you do that. The life/action/power card is well executed as well, really like that optimization. I also think having fewer things in front of each player is better, and that cuts 2 things to keep track of. To weigh in on the number/non-numeric effect cards, I think that due to how much can and will go on in this game as is, there should be a decent amount of non-effect cards to keep turns from being a constant headache. I understand that this is becoming a fundamentally different game than base uno as is, but I also think hand management is a lot more exciting and strategic if the amount of effect type cards is reduced. This is all just my opinion tho. But again, great video as always, I'm very excited to see where this goes and I'm loving the way you're optimizing this game down not only so that it's more cost efficient, but also more streamlined to allow for easier play! Can't wait to pick it up when you're finished!
I actually think that these card condensing ideas are freaking great and to some extent, using more flex stuff is probably one of my favourite mechanics beyond the flip mechanic.
The flex effect expansion is way more interesting than I couldve predicted, it kind of makes it play more like a trading card game with sacrifices/evolutions. Really cool!!!
Shame I couldn’t make it to the stream, but amazing that we’re now in phase two of the uno amalgam. Also love to see the ways you optimized the cards. Optimization is fun.
Oh goody I'm on time to one of these for once! Oh right, I should say something about the video too now. As a person with (an admittedly mostly mild) physical disability, I was already planning to just not use the cards that would prove to be problematic or like ignore/alter the effect, or whatever. It never struck me as some kind of issue to address on a greater level, and it most certainly wouldn't discourage me from playing the game. Very clever ways to condense cards! I really like keeping some of the action cards and number cards separate, so I'm glad it sounds like you're looking for a good sweet spot. Super excited for the second episode of phase 2!
1:50 I showed up around the 50% mark, and I KNEW there had to be more! All I request is that the players make this be optional, as in before the match is started, you can enable or disable movement mechanics.
The first thing I thought of to condense action cards would be to pretty much fold some effects into others. For example, adding some of the more boring activity card effects to the dare cards as additional options. If I remember correctly, there's also some cards that need a dice, but you have to reroll sometimes due to having an odd number of effects. Those would be prime spots to fill in with miscellaneous effects, especially if you don't want that effect to happen as often. Doing that would kind of be of like how you want to turn wild effects into flex effects. Except, rather than hiding strong effects behind a resource, it would let you get some of the more boring or simple action cards and mix them into cards that are already intended to be complicated. Besides that, you could probably lose a couple of cards by making some mechanics color exclusive. Not all of them obviously, but giving the new colors something fun to do would make them feel less tacked on, plus give every color a unique feel. "Oh shoot we're on pink so there's going to be a lot more friendship cards" as a random example.
Another thing about flex, and while at it, flip, is that while 50% of all cards have a flex effect, and all cards have a flip effect, very few cards actually give you a flex or a flip
Seeing the progression of how you make and speak these videos has been a neat thing I've noticed as I've rewatched some episodes. Then when I saw this video I was thrown off with new ways you changed your vocalization away from reading off uno mechanics. I mostly had only one concern but using the flex cards as "upgraded" versions of their unflexed counterparts nearly eliminated it. Still hyped for phase 2 and when those finishing touches start coming. :)
For the fist time, the amalgam can no longer grow. The amalgam must shrink.
The Amalgam must confine itself to the shape of its container. XD
like a cat :)@@MassacresMansion
The cutout royale is among us now...
@@MassacresMansion the amalgam must amalgamate into itself
No…….
The one where we reduce the amount of cards while trying to not reduce the amount of Uno, resulting in a far more concentrated and, thus, potent amalgam.
CORRECT
The stars have to be mathematically aligned in this. For too many Wild Cards can make an entire UNO Anagram game, a Wild Card Slap off
Mr "I'm going to combine every version of uno" is now suffering from too much Uno. More news at ten.
Who could have seen this coming 😂
At least this, is where the unholy sauce would be made from...
The crushed cards, of many a forgotten and verboten UNO edition.
Was this a reference to a kirby superstar commercial
@@5000p-o9p not intentionally ¯\_(ツ)_/¯
It took a lot of courage for Massacre to rename every card to Friendship to make things less confusing
I would never 😂
.... Be glad there was never, a cheaters chard in the first place.
@@masterbasher9542 People say this often, but the original Wild Draw 4 was basically a cheating gimmick
Maybe the cards truly were the friendships we gained along the way
@@nikk-named-.-I paid $100 for this game.
Ah yes, the true meta joke, getting rid of cards in a game about getting rid of cards… deck thinning forever
I’m playing a card-shedding game fr 😂
@@MassacresMansion game designer edition. The truest form of card shedding.
@@MassacresMansionNo, don’t do any card-culling after this, leave it *B I G*
@@MatthewConnellan-xc3ojthat's a terrible idea. some of us actually want to play this eventually.
@@algotkristoffersson15 this sounds like a topic you have no personal experience with.
I feel like a big part of charm in UNO *is* the fact that a lot of the cards simply don't do anything, it would be jarringly overwhelming if every single card someone discards has a +2 or a cancel turn, or a reverse order, having normal numbered cards are what makes effect cards so great
You mean Exploding Kittens?
Yeah, it's hard to imagine the chaos if every single card had an effect, with no exceptions. What meaning was there even be to the turn order?
I agree with this sentiment. Uno is at its best when there is a gap between the chaos.
@@Necroxion exploding kittens is a great game btw
Yeah thats why this is a different game
Tomska had a good response when people asked about movement mechanics in his game Muffin Time:
You're allowed play them whenever you want, but if you are really playing a card that has movement mechanics agaisnt someone you know may not be physically able to participate, then everyone at the table will be able to awknowledge you as an asshole
Tomska is very wise. XD
I love how we've reached the point where being under 1000 cards is considered "reasonable". I'm gonna pull this game out when it gets physically released at my parents and we're gonna have to split the deck in twain just to get it in the door.
have fun with week-long games of uno, too!
or at least a couple days, if you pull full days of playing
It’s all a matter of perspective 😂😂😂 This game is going to have a lot of cards no matter what I do 😂
Don't blame him for adding Junior Move, blame me for suggesting Junior Move.
Okay! shame. shame. shame. shame. shame.
FOR SHAME MR LOCKWOOD FOR SHAME!!
**gigachad speech bubble**
I'll get the stockades
I am A bigot, so thank you./J
Damn you, shrinkflation. It even got to the UNO Amalgam.
Thankfully you’ll be getting your full value still!
we must compress the amalgam. it will become the UNO neutron star
DENSE
Can't wait to see the soft amalgamma repeater!
I did research for this pun. Why did I do this?
THE PROBLEM:
There are too many card in the Uno Amalgam
THE SOLUTION:
Turn them INTO a solution...
Precisely 😎
Just turn it into three different games.
...and do it ourselves!
i’ve got to thank monopoly cheaters edition for being SO BAD someone had to go and make hour long videos on it, which caused me to find this absolutely CRAZY series!!
that honestly might be the only good thing to come out of that game..
and i also have to thank YOU for being my favorite flavor of insane!! this series is a pleasure to watch (except for when my brain automatically turns itself off after the 50th wild-card-slap and suddenly there are two more insta-death cards.. but hell even that’s fun) and i’m really hyped for everything about it!
also also gotta thank you for your general attitude towards this project and your community! the way you handle criticism and questions that have been answered before etc is so admirable (i could NEVER) and refreshing to see.
..either way I’M FINALLY CAUGHT UP WITH THIS!!! (i can’t believe the uno brainrot is real,,,,)
can’t wait to finally experience the joy of seeing a new chemicards episode in my notifications!!!
So true! I'm glad you've enjoyed this series and my Monopoly videos! I'm glad you're hyped for more as well! Thanks for watching the entire Amalgam series! There's a lot more to come!
I would argue, but the amalgam is founded through years of scholarly debate. Who am I to reject the shrinkening?
The Amalgam won’t be losing any of its effects, don’t worry!
Chemicards' Final Form:
One Massive, Omni-Powerful Wild Card
Truly the stuff of legend. XD
KAM SANDWICH????
once this comes out, put it in the wbgoat tourney.
also,
video 7 of asking for We're Doomed
@@swileyhedrick2373 Oh shoot other people's videos still count 😄
8:41 Honestly? This is just my opinion but I think doing the opposite would be more aesthetically pleasing. Flipping the card to indicate red or green, rotating the card 180 degrees to indicate lives. It would both be in-line with most of the other card designs, and also vaguely resemble a playing card, which I think could be a cool visual choice.
That’s a good idea honestly! Perhaps I’ll make a mock-up of both versions and see which I prefer!
@@MassacresMansion Don't ignore the possibility of rotating the card 90 degrees either. That can make it much clearer which state something is in at a glance
@@MassacresMansion While you're doing mock-ups, I think the red-green should be lengthways, personally..
Ooo I actually really like the fact you condensed some of the wilds by using the uno flip mechanic. One of my biggest problems from a game design perspective as the amalgum grew was the fact that since there are so many mechanics, some mechanics might outshine others. This kind of solves that problem by not only highlighting a mechanic (that being the flip powers), but also the sheer amount of unique wilds. Condensing them this way allows the flip powers to be utilized more, while also increasing the liklihood, as well as the strategy behind the wild cards.
I think you confused flip and flex, he's more taking advantage of flex effects.
FLEX CARD SLAP
Yea some card mechanics are definitely meant to be more prevalent than others. Letting some of the smaller effects fold into those would be a good way to condense a few cards.
@@algotkristoffersson15 OOPS
Heck yeah!
Ah yes, the next step… liquifying UNO
Tastey drink :)
waterproof plastic juice
Does it taste like strawberry ink? Or No U juice? Tune in to find out that chemical...
Would be great to add a big "Phase 2" to the thumbnail! Might catch some folks who have been waiting
That’s a good idea!
@@MassacresMansion Maybe for the second chapter, with pizza sauce and all.
As someone who has been following this from the beginning and is physically disabled I think you have a great take. When I inevitably play this I'll just be removing or altering the movement cards. Its not rocket science lmao.
I’m glad you agree! :)
suggestion: rename the flex mechanic to "catalyzing"?
fits the chemistry theme, and gives in-lore explanation on why the properties of the cards change and/or get stronger
How about isomerization?
Both suggestions here are amazing
From a chemistry perspective (as a chemist myself) catalyzing doesn’t really make that much sense, and neither does isomerizing. Catalyze is to lower the activation barrier so a reaction occurs faster while isomerizing is changing from one structural form to another but both retain the same chemical formula overall. Both of these don’t really fit into the “becoming stronger” thing. I would say it would be “increasing potency”
I like this
@@personperson5848 Perhaps "accelerant" would fit better? I like catalyst, even if it doesn't exactly make chemical sense, just due to the self-explanatory nature of it. You use a thing, and it makes another thing better. Unfortunately I'm coming up short on ideas for "make thing better" that also fit with chemistry.
I think it's very important to keep a high number of "do nothing" number cards (like the ratios already there), it reduces decision paralysis/complexity from your hand and smooths gameplay a lot (especially for players who are learning the mechanics). I say this from experience as someone who plays commander in mtg, there's only so many unique effects you can process before you shut down at it. So only having like 2~3 in hand is a looot more manageable than a full hand of 6 different effects you have to consider.
@@algotkristoffersson15
wow that really solves the problem
I agree!
Wild Creeperific Urrggg should be the flex side for Wild Behind the Scenes because getting to act like a zombie while giving out cards is an insane buff (also it would be really funny to have to use a resource just for that)
So true!!!
😂😂😂😂😂
I'm so relieved you're not just removing cards just to reduce card count, the fact that you're taking into consideration how the game plays is excellent. That solution for combining the power, life, movement and even putting in player numbers for convenience sake is really clever. Excited to see whatever clever ideas you come up with in phase 2!
Yes, he's really skilled!
Thank you thank you! :D
THANK YOU LUKE. YOU FINALLY DECIDED TO RID THE PILE OF ROTTEN PIZZA TOPPINGS THAT WAS SITTING IN THE GUEST ROOM. Now i can actually afford the electric bills because now I don’t have to blast the ventilation 24/7 in every room!
What a relief 😂
I don't think the bill will get any smaller with us running your oven for super-slow cooking that pizza we are making.
@@benji-menji YOUR USING WHAT?
This conjured the image in my head of a pile of toppings so big the original pizza cannot even be seen. It made me lol.😂
@@michaelkindt3288 imma be real wiþ you chief
ðat shit was hard to parse
Honestly astounded this came out this fast. Was genuinely expecting a several month break before hearing about the amalgam again, but here you are, still going strong as ever. Love it as always.
Thank you so much! I’m just so hyped to see this project become real!
Luke: "Time to shrink the amalgam"
*Starts doing all the flex and number card modifications and to get the card total to 999*
Viewers: "Cool but how are you gonna test that?"
Luke: "That's a problem for future Luke and the discord members to figure out"
Playtesting is going to be very fun 😂
Yea its going to be a nightmare for this poor man when he starts having to print out chemicards, test it, make a small change, then print it out again.
Can tabletop simulator used for playtesting?
@@dawg1744 only partially. A lot of the mechanics aren't going to work outside of a physical game. Off the top of my head I know there's a rule about the discard piles falling over, as an example.
@@MercuryA2000he does not need to print it all over again, just changed cards. Still a lot to do, but not that bad
For thematic reasons, consider looking at elemental atomic numbers for tying effects to the bonus number cards. So adding a defense effect to card number 82 for lead and its radiation blocking effects. I haven't kept track of every bonus number, but if you are looking for some sort of rhyme or reason to pair numbers and effects with this is a good avenue
That’s a neat idea!
idea: combine literally every friendship mechanic into a single card. I don't care how cluttered or crazy it would become, it would be very funny
Maybe split them over both sides and the flex effect. This would even be a time to justify the flex effect being radically different than the bad as long as it is more powerful
I cannot imagine how much text would be on that card 😂
@@MassacresMansion but it would be funny.
@@MassacresMansion
I don't think you should because the game is going to cost a lot more if it has to come with a microscope
@@MassacresMansionhave it be added with the foil cards.
All I will say here is. Remember those times we got the Wild Card Slap?
Wait until we get to the Wild Card Chop suey. Or trim...
🤯
The high number cards are basically an effect in themselves (win war minigames) so it might be interesting to have them lose their number in exchange for a powerful effect when flexed, meaning in the right context, you could trade defence for offence.
That’s a great way to think about it!
Can't wait for chemi-cards no house rules 4-players any% speedrun 🥶🥶
I would love to see a speedrun of this game honestly 😂
It'd be 10x funnier if the speed run consists of only reading the ruleset, card names and card effects (WR will probably not be a sub 10 hour)
@@MassacresMansionI'm gonna do it
Due to the rule where effects get nullified if it's impossible to do, being disabled is now optimal for winning Chemicards.
I wouldn’t recommend becoming disabled to win this game 😂
@@MassacresMansioninstructions unclear, deleted my legs
Uno Amalgam: Friendship Edition
😂 Friendship!!!
HOLY [[Cungadero]] I'M IN [[Chemicards Video 24]] [[Mama, look at me go!]] I'M REALLY THERE!! [[Heaven]] ARE YOU WATCHING?? IT'S TIME FOR SPAMTONS [[Bluelight Specil]]!!!
Here, have a [KROMER]
@@hunterchichester5720 [[HyperlinkBlocked]]
You made it Spamton! 😂
[[@@MassacresMansion]] OF COURSE I MADE IT, MY [[Valued Patron]]!! IT'S MY [[Debut Appearance]] AFTER ALL!! [[I've also been here ever since the beginning, I would never miss a video. Aside from the video after the elimination episode]]
What happened to @number2ratedsalesman_1998 ?
You could take a page from Magic's book. When a player uses their Flex power card, they tap it by rotating it to it's side.
Imagine if his next project is to combine the amalgam with another card game like MTG or Yu-Gi-Oh
So true!
The whole system of combining similar Wild effects onto the "flex" side of wild cards is a genius way to cut down on some cards. Literally as you were explaining that system my mind went to the Frozen and Finding Dory effects (I think it was those versions, they concerned blue cards or something like that) which are pretty similar and would totally work for a system like that.
As for the Flex Power card combinations... I feel like the mock-up design is a bit busy? I like the idea of player numbers being assigned on the Flex Power cards, but wouldn't it make more sense to include UNO Junior Move actions and life counters onto the Character cards instead? If you put the Junior Move actions onto Character cards, that can inspire people to play different characters each time for their Move actions and not just their "abilities", and you could flip a Character card over when you've lost a life to show their portrait all disheveled and damaged to signify they're on their last life (If you'd put that much effort into the portraits. I assume that's gonna be a video or two down the line).
I'd at least consider putting the UNO Junior Move actions onto the character cards because with how things are, Player 1 will always have the same Move action no matter what game they play. A little change like that would result in more variety when playing the game and could act as a pretty goofy way to "balance" a character's ability if you deem it powerful in the Chemicards environment, or flesh out the character with an action they'd naturally perform. i.e. Sludge jumping or Legs dancing.
Glad you like it!
Also yes, those cards are busy, but almost every card will be! Next episode you'll see what I mean. XD I can't put the movements and life stuff onto character cards because the character cards already have too much information on them! And movements are supposed to be randomly given as well so I want to maintain that consistency.
@@MassacresMansion that totally makes sense! I was just caught by the fact that the life/flex power cards seemed to have one specific motion on them, but if you have plans for randomizing them in the final release, I trust in your game-making skills!
Adore the references you put in these, like the spamton stuff really got me.
Fully think having the flex for more powerful versions is a good idea, and also suggest the same for the flip aspect of these cards as well. Both versions of uno play with the “this mechanic buffs these effects” and seeing them used to bind all the other effects would bring better cohesion to the game.
Cannot wait to see what more your big brain gives us.
Happy to hear it! :)
Also glad you agree!!!
Guys, I think Massacre's Mansion is onto something with this video about the game with every card from every Uno
Something to ponder. 🤔
I like the Series so much. Every time i get the notification from the premiere of the Uno Amalgam I'm looking forward to it.😍😍😍😍
I’m happy to hear that! Thank you!
As someone who’s currently stuck with a badly broken foot and probably couldn’t do many move mechanics, that’s such an obviously solved problem with house rules and I’m glad your not falling into the trap of unnecessary compromise for accessibility. I feel like this project is inaccessible for many people (not in a bad way, I think that part of the main draw is this is almost designed to be hell for that one friend who sucks at learning game rules) and if it turns out fun enough that people play it several times groups will likely often have their own house rules anyways to circumvent mechanics that they deem too inconvenient/tedious/inaccessible. For instance the food mechanics from what I recall require you to have certain food on hand, and it could go against dietary restrictions or whatever, but instead of caving the vision of the project it’s very simple to let groups just omit these rules informally - it presents a perfect opportunity for them to get creative with their own replacement house rules even and it would be a joyless approach to axe content because not everyone could take full advantage of it unmodified when they’re an important part of the spirit of the project
Indeed!
@@MassacresMansioncan you add that to the rule book?
@@Aaa-vp6ug most likely.
15:00 that power up of one element to the other would fit the chemistry theme of Chemicards! You're creating compounds of card abilities by adding something you offer to create the result of a formula
So true!
"alloy", "compound", "experiment" or "concentration" could be a fitting mechanic name
Oh yes it's so perfect
I have to catch the train tomorrow morning and when I saw this I hoped it would come out in time for it. This comes out at like, the opposite of when I need it haha, it literally comes out when I go to bed.
I am so sorry 😂
it will be perfect for after work
Combine every single friendship or power of friendship card into one horrendous atrocity
Oh no 😂😂😂
Phase 2... It's finally here, our patience rewarded
Absolutely 😎
Just be careful of Phase Three through Phase 10
I've been holding onto the promise of left-handed cards since the start of the project, glad to see it become a relevant element of the current phase. It's going to be so funny watching people who are new get flash-banged with random bits of design that you've settled on throughout phase one. (Like the extra-slippery water-proofing)
So true! 😂 I’m sure I’ll get a lot of comments from new viewers like “HUH?” 😂
A lot of this sounds deeply interesting and honestly answers my questions on how you would go about refining the game since it felt overly complex. It will be intriguing to see how Chemicards turn out by the second episode.
An idea I had heavily inspired by someone else's idea, which I believe can be done now to make the game easily understandable, is giving each category a specific symbol so a player can learn to memorize them when playing the game. These symbols would be a standard for effects to derive from, so even if one effect is different from another fellow effect, like let's say effect X forces all players but the user to draw until they find a specific color effect B is similar but the difference is the user can choose the color. Effect X would get the draw category symbol with something to indicate the specific color, while effect B would have the same draw symbol but another symbol to indicate the user can choose any color.
These are my thoughts on how the game can be optimized further than it already is.
Thank you!
Also, each effect will have unique symbol, but no memorization will be required because the effect descriptions will be written on the cards!
Man I discovered your channel and this series just a month ago. I'm so entertained by tour videos (That's why I subscribed btw). Anyways I watched the series from the first video and now I'm waiting for this one.
Thank you for subscribing and watching the whole series! Glad you’re enjoying it so far! :)
@@MassacresMansion No seriously this project is VERY interesting Keep up the work!
I love the flex wild card fix, its so helpful mechanically and thematically. Perfection. Also I agree that putting too many effects onto number cards would be bad. Having at least a good chunk of the numbers have no particular effect is important to the feel of the game, otherwise there wouldn't really be any downtime for normal turns which (especially with a game with as many surrounding mechanics as Chemicards has) will make each turn oppressively cluttered.
Glad we agree!
I have fun imagining the size of the deck without the flex card or flip card mechanics. It would certainly be too many cards without them.
That would quite literally have a 2 foot tall draw pile 😂
I agree that at least SOME basic number cards need to exist. It wouldn't be the same without them imo
I agree!
1 day 2 milestones
1. Chamicards finally got phase 2
2. Finally after over 6 months the (PC) game I'm working on has it's hardest part done (still hating myself for picking roguelike for my first big thing, one of the hardest game genre to make)
Good luck (or much success) buddy. You can do this.
Rogue like may be hard but is one of the faster ones to develop at least
@@secunsecun6313 more that I think about it. 6 months on the generator, with 4 revamps of the system. It's actually quite a lot for one person
Woah cool!
I am going to once bring up the "Wild Draw Color (Uno 2 Go)" symbol.
While you haven't included it before, I think this could be a perfect symbol to go on the flex side of the normal "Wild Draw Color" symbol.
Think about it.
Normal side is: "Choose a color. The next player in turn order must draw cards until they get a card of that color".
Flex side is: "That player must also publicly reveal each card as they draw them".
It may not be a huge upgrade, but it's one that gives you extra information of which cards that player drew. So I think it could make for a good flex.
Speaking of "Uno 2 Go", it has actually just been rebranded to Uno Wonder.
For the sake of people reading the doc not mistaking it for a new game, I suggest you rename this entry in the game list, to have both names for best clarity. Like "Uno 2 Go (a.k.a. Uno Wonder)", or something like that.
Interesting idea. Hm.. I'll make a note of it! Also I will do that when I update the document next!
I know I'm late to this but almost caught up, just wanted to say I loved the idea of taking the Flex mechanic and reducing the wild cards that way! My main concern when I was watching through was the overabundance of wild cards and how similar some of the effects were, so this seems like a great way to cut down on those! Keep up the awesome work!!
Thank you very much! :D
I think there was a mechanic where a card had two colors. That could be used to theoretically half the amount of non-number action cards which should get the ratios much closer to base Uno. But I think this too should only be used sparingly as I think these kinds of cards always being able to be played on two colors would be a different experience than what is expected of Uno.
That's something I haven't considered before!
I love the idea of "flexing" some wilds! If nothing else, it will help bring the "luck" factor down a bit, which is more in line with a standard game of Uno.
Like, Uno always needs SOME luck to win. But randomly drawing ridiculously powerful cards makes it TOO random imo. Now you need luck *and* the strategy of knowing when to take advantage of that luck.
Indeed!!!
I noticed there are alot of effects that only apply to a single color card, mainly red, yellow and pink,could we get some of these effects to effect card color like brown. Since Brown cards have no effect that are used on them specifically. While there are lots of effects that only care about red cards.
I think spreading out the specific color effects between all the colors would make for a more enjoyable experience.
Just a thought. I hope you have fun on your journey to create the most enjoyable torture device!
Thank you so much for the donation! I appreciate it!
As for color exclusive effects, I'm pretty sure I addressed this in a previous Clarification Time, but I don't plan on spreading out the color exclusive mechanics, simply because that would defeat the point of them being color exclusive in the first place. I want to stay accurate the original mechanics as much as possible. With this system in place, I feel the strategy of the game has increased, because you'll have to think about which colors you're more willing to play/keep when you're taking your turn. For example, while red cards certainly have more color exclusive effects than most other colors, each red card is also worth -1 points to your total thanks to Uno Hearts, so there's a little bit of risk/reward built into having color exclusive variety!
Can't wait to see how Flex effects combine with Flip to create 4 related cards that are distinct, and increasingly get more powerful. I would imagine the order of power would go something like:
Normal < Flip < Normal Flex < Flip Flex
Heck, just the ability to flip, flex or both. Can add a tactical dimension behind card usage. With the potential for the most powerful of card effects being amplified, if both flipped and flexed.
The front/back distribution is planned to just be completly random.
In fact, there won't be any distinction between the normal side and flip side.
and opposite sides of a card could just be comoletly unrelated.
>:)
Putting the more powerful wild card effects as flex effects is actually a great idea imo! It adds a layer of strategy and resource management rather than just having weird game-changing turns going off at random.
So true! Thank you!
I believe that for the purposes of say the 62 face of "Skip Everyone" you could have it be a flex effect, have it be a normal 62 face, and then when flexed skip everyone, it would both shrink the card amount and leave it to where it could possibly still be a normal card. I believe that it's not the worst idea given the fact that skipping everyone is kind of great for the purposes of winning Uno. (And has the down side of being a large number face, which would hurt you if you lost) Just an idea.
That's definitely something for me to consider!
I dont know if you've been in contact with card manufacturers, but it might be worth seeing if they have any "breakpoints" where a deck dramatically changes in price per card based on its size, and then using that as a soft target.
From what I understand, there isn’t any!
this video is basically if the pizza chef realized he put too many toppings on the pizza but instead of removing some of the toppings he mashes some of the toppings together because “it just wouldn’t taste the same”
The entire point of the pizza is to be every type of pizza at once while still being a pizza. Some condensing and modification is still necessary to achieve the final product, however reducing the amount of topics simply goes against the entire project, no matter how silly it may be
@@mihaiioc.3809 I know that, I’m not against it. I just think it’s funny.
Very accurate 😂
There better still be enough for the +99 thing to work and actually make them draw 99 cards
There probably will be. XD
@@MassacresMansionyeah in a likely unofficial uno game they have a +99 but it just makes them lose since the deck doesn't have 99 cards
I think having effectless number cards is very important in keeping the feeling of uno. Also, it’s important as way to keep the game from getting too bogged down by players having too many complicated effect cards in their hand that they have to take time to read and understand, as well as to make decisions about which to play. Considering the game has multiple discard piles, there will be a genuinely much larger variety of choices players will have on their turn compared to normal uno. I think people will go into this expecting to face some complexity and a learning curve, so it’s okay to some extent, but if players are constantly evaluating card effects it could become mentally draining over the course of the game. All that to say I think effectless number cards are healthy to the atmosphere of the game.
I completely agree!
Fair point on the physical accessibility questions. Might add it to the one house rule I know I'll have; this game is called Wild Card SLAP! I've heard it too many times to call it anything else 😂
P.S. The use of the Flex barrier is inspired. You've made me more confident than ever that this thing has legs.
Nice. XD
Also thank you!!
I hope with a name like Chemicards, it goes Periodic Table/Chemistry themed. I would LOVE a game like that!
It’s very likely >:)
14:01 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 37, 39, 40, 41, 42, 43, 45, 46, 47, 48, 49, 51, 53, 56, 57, 58, 59, 61, 63, 64, 65, 66, 67, 68, 69, 71, 72, 73, 74, 75, 76, 77, 78, 79, 81, 82, 83, 84, 86, 89, 92, 93, 94, 96, and 98:
Yes 😂
Honestly converting some of the wild effects into upgraded flex effects is perfect for the game balance
Thank you!!!
ah yes, we must *compress* the uno...
YES
Condense it to Base 2 in binary...
I think your stance on accessibility makes sense and house rules are a reasonable accomodation. But i did have one thought I wanted to share:
if all movement effects were guaranteed to be on flip sides of each other, people could freely omit those cards if they wanted.
I feel it would be simpler to just nullify those effects as they appear, rather than removing cards from the deck. Also I intend for each card face on a card to be randomized like Uno Flip is.
The Amalgam must... shrink?
Like a Black Hole Sun...
Condense 😎
I must say, the ideas that is mentioned here in the video makes sense and I absolutely support it. I really like how you made 64 different cards to be just 16 different cards with the health system and all that.
Thank you thank you!
wait, if you put the player numbers on the cards, then every time you get a specific movement, you also get the same player number; i think everything else can remain on the same card tho. basically, if you have 4 players (and you always play with 4 players), then you are forced to keep the same four movements
Indeed, but there are also only four different movements. XD
@@MassacresMansion wait so is the maximum player count 4?
An idea i have is simply having it go from two of each number/color combo, to three. That way you have more number cards to work with, and it would help balance tye ratios.
That would unfortunately make the game a LOT more expensive :(
You mean I can't have an entire tower of cards?
It’ll still be an absurdly tall tower, just not quite as tall as it is now 😂
Don't forget that they are in waterproof plastic so they are slippery.
Just get more copies of the game so every card has like 10 copies
Makes sense how the simple act of combining things can change their properties so dramatically. That's what chemistry _is,_ after all.
Very true!
Ah yes, elimination time
Not quite. You’ll see 😎
@@MassacresMansion I'm going to throw a wild guess. And presume it's the 'setup' for the Wild Card Royale. Or, 'how you will DELETE', and trim your pizza toppings.
27:39 Breaking the Uno Amalgam : Cooking Time
Yeah!
Finally after all these months. I love board game design and I was wandering all this time how can you deal with such a big mess of a card game. Good luck on further development, and keep up the good work!
Thank you so much!
Random idea I got for the combining: what if instead of high numbers being paired with symbols, they would be scattered around various high number cards? To continue with the 62 example, maybe 5/10 cards can have 5 different symbols while 5/10 would just be 62 cards with no extra stuff. This would make it so that, for example, a yellow all skip 62 could be able to be played on a brown vanilla 62, making getting rid of these higher numbers easier, and also it would make so that multiple symbols could be played on top of each other to create fun portions of the game where maybe all the 85s get used at the same time. This should ofc all be randomized just so that it’s also kinda unpredictable, because if all 62s have the same symbol then the 62 part of the card becomes almost irrelevant other than point mechanics and wars. Oh and also about wars but unrelated, wouldnt it be fun to have 100 beat the J, Q, K and A cards? I just believe 100 is a more satisfying “win all wars” cards instead of A which is on 10 different sides currently and is a lot more common. Also it would be funny to me that the stuck in your hand Ono 99 would lose a war to these cards while 100 would beat them.
By the way, thank you so much for this series, it’s been so fun!! I caught up with all of it in like 2 days because I got obsessed. I hope I’ll be able to support this and other of your projects in the future
Valid points and great ideas honestly!
Also thank you for taking the time to watch the whole series! I'm glad you've been enjoying it so far! Thanks for the comment and your support!
Having the flex cards be rotated instead of flipping is so much better. We’ve only played Uno Flex a handful of times but some of the cards have already been wrecked by people trying to pick them up off the table
👍 Magic the Gathering understood this way back in '93
So true!
Food is the best mechanic in the game.
This video was great as always.
This is a shorter comment than usual from me.
Best wishes, keep going, lots of love, Eliasstenbak ❤😺
Indeed it is! 😂 Thank you so much for your donation and support! :)
The vindication I felt as you said you would be expanding the flex machanic to combine similar cards was unreal. I haven't wanted to be a bother and say it each time as I was pretty sure others have brought it up plenty and you likely thought of doing it even before that, but ever since the addition of the flex machanic there have been several points in each video where i've said to myself "that should just be the flex effect of [X card]"
Great minds think alike. B)
this is some really well considered game design, the fact that you can even stomach *thinking* about balancing so many mechanics is insane to me
Thank you so much! :)
Honestly, pairing up various effect cards and locking some of the more powerful effects behind flex seems like a good idea. Makes the flex mechanic more interesting and , as you said, soft-nerfs some of the more powerful effects. Looking forward to hearing more of your efforts as always :D
Thank you thank you! Glad you enjoy my ideas!
This is likely more of a card design element than a size reduction or balancing element, but breaking down all of the unique cards in the game into the individual actions they are comprised of* could allow you to display the effects of cards in a more digestible way, and subsequently eliminate some cards that are only negligibly different.
This solution obviously has it's own problems such as cutting representation of specific versions, and messing with the ratio of action/wild to number cards, but having so many representations is inherently a trade off between the intended chaotic gameplay and a realistic card count even after condensing them. (Great job by the way!)
*You previously mentioned differentiating effects and modifiers and I've watched all the videos but potentially since we're only still just getting into phase 2 or potentially by my own misunderstanding I'm still a little unsure what these modifiers entail. I could entirely be proposing the same system you already intend to implement, and if that is the case sorry for the redundant comment.
I will not be removing effects, no matter how little their differences are from similar effects. XD
Honestly, I think it's perfect that Uno Teams is the first post-phase-one Uno version we get - It means that the first expansion will feel substantial, adding a major mechanic right away!
Very true!
Everything about this video is done very well and I am excited to see where the project goes next. The only thing I can see as a problem is that if the move cards are assigned to player numbers with the power-life-move-number cards, then some movements will be locked behind certain player counts, and others would show up in every game played, decreasing overall variety of the movements seen per game. I don’t know how big of a problem this would be, it’s just something that’s been bugging me for a bit
The way I see it, this is a non issue. Considering there are only four different movements, and I'm not creating new ones, the same four movements will repeat four times across the 16 different player number cards. Uno Junior Move certainly was not designed to have more than four players, so having the different movements repeat in this way makes it so they'll all show up at least one with four or more players.
@@MassacresMansion Ima be honest, I completely forgot junior move only has 4 movements.
Cool art idea for the life/flex indicator/ movement card: shape it to be a battery. The flex sides can be positive and negitive current, the heart can represent if the battery is still alive, and movement cards can be desinged to look like they attach to the battery. It also fits the "chemical" theming because most batteries are run off of conductive chemicals.
That is such a cool idea!!!
Excellent video as always! The optimization begins and it's so exciting to see. I've got a few thoughts on the video:
I was thinking before watching this about how you could potentially combine wilds into having multiple effects, and the flex solution is incredibly elegant. I'm sure that there will be a pretty reasonable amount of wilds you can combine in that way, and I look forward to seeing how you do that.
The life/action/power card is well executed as well, really like that optimization. I also think having fewer things in front of each player is better, and that cuts 2 things to keep track of.
To weigh in on the number/non-numeric effect cards, I think that due to how much can and will go on in this game as is, there should be a decent amount of non-effect cards to keep turns from being a constant headache. I understand that this is becoming a fundamentally different game than base uno as is, but I also think hand management is a lot more exciting and strategic if the amount of effect type cards is reduced. This is all just my opinion tho.
But again, great video as always, I'm very excited to see where this goes and I'm loving the way you're optimizing this game down not only so that it's more cost efficient, but also more streamlined to allow for easier play! Can't wait to pick it up when you're finished!
It seems we agree on all fronts! Glad you like my solutions, and glad you’re enjoying phase 2 so far! :)
I actually think that these card condensing ideas are freaking great and to some extent, using more flex stuff is probably one of my favourite mechanics beyond the flip mechanic.
Thank you! Glad you think so!
I'm so so so glad you decided to use the Flex method for combining because I think that will really make the game feel significantly more cohesive!
Heck yes!
The flex effect expansion is way more interesting than I couldve predicted, it kind of makes it play more like a trading card game with sacrifices/evolutions. Really cool!!!
Indeed! Thank you!
Shame I couldn’t make it to the stream, but amazing that we’re now in phase two of the uno amalgam. Also love to see the ways you optimized the cards. Optimization is fun.
Glad you enjoyed! And don’t worry, there will be more premieres!
Oh goody I'm on time to one of these for once!
Oh right, I should say something about the video too now.
As a person with (an admittedly mostly mild) physical disability, I was already planning to just not use the cards that would prove to be problematic or like ignore/alter the effect, or whatever. It never struck me as some kind of issue to address on a greater level, and it most certainly wouldn't discourage me from playing the game.
Very clever ways to condense cards! I really like keeping some of the action cards and number cards separate, so I'm glad it sounds like you're looking for a good sweet spot.
Super excited for the second episode of phase 2!
Glad you agree, and thank you!
1:50 I showed up around the 50% mark, and I KNEW there had to be more! All I request is that the players make this be optional, as in before the match is started, you can enable or disable movement mechanics.
That’s something the players can easily do using house rules!
The first thing I thought of to condense action cards would be to pretty much fold some effects into others. For example, adding some of the more boring activity card effects to the dare cards as additional options. If I remember correctly, there's also some cards that need a dice, but you have to reroll sometimes due to having an odd number of effects. Those would be prime spots to fill in with miscellaneous effects, especially if you don't want that effect to happen as often.
Doing that would kind of be of like how you want to turn wild effects into flex effects. Except, rather than hiding strong effects behind a resource, it would let you get some of the more boring or simple action cards and mix them into cards that are already intended to be complicated.
Besides that, you could probably lose a couple of cards by making some mechanics color exclusive. Not all of them obviously, but giving the new colors something fun to do would make them feel less tacked on, plus give every color a unique feel. "Oh shoot we're on pink so there's going to be a lot more friendship cards" as a random example.
Unfortunately that would remove some unique effects and unnecessarily alter others which is not what I'm trying to do. XD
Another thing about flex, and while at it, flip, is that while 50% of all cards have a flex effect, and all cards have a flip effect, very few cards actually give you a flex or a flip
I mean, technically 50% of cards give you a flex or a flip. 😂
Seeing the progression of how you make and speak these videos has been a neat thing I've noticed as I've rewatched some episodes. Then when I saw this video I was thrown off with new ways you changed your vocalization away from reading off uno mechanics.
I mostly had only one concern but using the flex cards as "upgraded" versions of their unflexed counterparts nearly eliminated it.
Still hyped for phase 2 and when those finishing touches start coming. :)
I get to have a lot more fun with the script in phase 2 and it's nice. XD
Also nice! Glad you're hyped!
I love how clarification time is starting to sound like you're a general giving a speech to soldiers going to war.
My army is great 😂