Also! If anyone knows of games that have systems, rules or mechanics already in them that are similar to mechanics I'll need to recreate, or games that might just be worth looking at due to overall similarities, let me know here or in the discord! For example- a game that has simple research trees, single creature combat or commodity speculation! (preferably tabletop games) Thanks!
In terms of games that have mechanics you could use - there’s a game made by the designer of Flee, Fear, and Fortress (3 separate games). The gimmick is that there’s a bunch of modular mechanics that combine randomly into a unique game, but I’m fairly certain it has some of the mechanics you seek.
Hi, avid magic player/ccg enthusiast and fellow game dev here, (This game is a spoof on magic the gathering and Yu-Gi-Oh and has elements of both mixed in) Similarities to Magic Flooping vs activation In magic card abilities have an associated cost. Once a cost is paid you can use their abilities. One cost is tapping a card. When a card is tapped, it cannot attack or use abilities that have a cost of tapping the card until it is untapped (Which usually occurs at the start of a players turn). In magic you turn a card on its side to show that it is tapped. It seems that flooping is slang for activated abilities that require tapping a card as they tap cards when they "floop" them and do not when they "activate" them. Lands and the Color Pie Magic has this thing called the color pie which is 5 different colors and colorless. Lands will be one or more of these 6 colors (Including colorless). These provide you with mana which you use to cast spells. It appears that in CW all cards are free but you can only put cards in a deck if you match them to the lands you chose at the start of the game. I believe that you can start with any 4 lands and you can summon any card that has a typing that matches a land that you have in play. I'd also say that this means you can have lands that do not match each other but lets say you had the following; 1 corn, 1 wheat, 1 blue, 1 crystals. If your opponent destroys the corn land you would not be able to cast any of the corn cards that you have in your hand (Typing decided on by color and style). This means having different lands would give you more versatility but also increase risk of not being able to play certain cards in your hand, creating the same effect that making multi-colored decks does in magic. Numbers on cards In magic the left number is power (Attack) and the right is toughness (Defense). If a creature is dealt damage equal or greater than its toughness it dies, but at the end of the turn all creatures heal up to their toughness. It appears that for cards that do not attack (Like lands and structures) only a toughness is listed and cards that are one time effects only a power is listed as evidenced by the spell with an "X" doing "X" damage and the "10" doing "10" damage. Artifacts Artifacts are colorless cards that can be included in any deck. Many cards will specifically reference the card type with things like "Destroy target artifact". Similarities to YuGiOh Cards Played in a turn In YuGiOh you can play 1 creature per turn and as many spells as you want. Because they are not tapping lands for mana it seems like they are using a YuGiOh style of paying for cards. Exodia / winning the game The guy holding five cards, one head, two arms, and two legs, is a reference to Exodia, a famous pentad of YuGiOh cards. Having all five of these cards in your hand is a different way that you can win. This implies that there are other effects that would allow winning besides killing all of your opponents creatures. In regards to winning I'd also hazard a guess and say that killing all of Finn's creatures didn't make Jake win but made Finn lose and in a two-player game this made Jake win. If they were in a four player game that'd mean that losing your creatures makes you lose but the other three keep playing until one is declared the victor. General rules Setting up It appears that each player starts with some sort of side board for beginning the game including four lands, three creatures, and three structures. Cards placed under others (Like the maise/maze walker) do not count against the number of cards that you are allowed to start with on the field for the purposes of this game.
I always assumed the game was slightly sentient, and that's why Jake wasn't 100% certain how things interacted. Like some things just happened, even though it wasn't written on the card.
It definitely would be- The problem is that even in VR or digitally for that matter, you can't get rid of the nerd stuff. What makes it so awesome is that its got all the flashy exciting fantasy of a super nerdy game, without any of the actual nerdy stuff- The game just sorta knows what you want to do so you don't have to dig too deep and slow down the game all the time. So once we get VR that can read your mind- true CardWars here we come.
@@pineapplefarmer7352 Also, WotC’s patent on “the trading card game method of play” only expired like, five years ago. >Well then how did any other card game exist then? The same way people get around the copyright of “living card game” today: not using that specific first word. The Pokemon Trading Card Game is, legally, a collectible card game.
@@lancesmith8298 The process by which trademark rights are diminished or lost as a result of common use in the marketplace is known as genericization. Lets make that happen gang!
@@toomanydum4084 To give them a fair chance, though, tapping mana used to be a lot more evocative than it is three decades later, and the last card I can remember tying into that lore was Lorwyn, AKA as old as planeswalkers as a card type. Tapping, as it is in the lore, is kind of like tapping a maple tree for syrup, but instead of a maple it’s a plane of existence, and instead of pancake topping, it’s mana. While it is abstracted to be a thing you’re doing while playing, it’s also super important to early Magic lore, which is why early Magic had lots of land destruction, and why The Brother’s War involved it so often. In short, it is technically part of the brand identity, so it’s gonna be hard to not have that enforced. Also activating is totally open, so it’s not worth it
No one seems to remember that there WAS a Card Wars mobile game! The servers shut down in January 2020 because there weren’t enough players, but I don’t understand why because it was AMAZING. Every creature from the episode appeared in the game. I remember the rules fairly well. You had 5 land/creature types: Corn Fields (Yellow), Blue Plains (Blue), Swamp (Green), Candy (Pink), and Sandylands (Beige.) Every creature would pertain to one of these five. Corn fields creatures focused on basic strength and damage: you had Husker Knights, Archer Dan, and this one big nasty brute I can’t remember the name of, but he had two heads and a really cool design. I think there was a cyclopse, too. And an Immortal Maze Walker. Swamp creatures used poison and were the most insidious and crafty. Poison attacks damage an enemy over time, giving little spurts of damage after the initial attack. I didn’t really like this playstyle because it felt sneaky, but a lot of players used it and were very good at it. (You could battle other players online). Candy creatures are mainly for healing and tanking damage, but there were some powerful ones too. Blue plains focus on spells and trickery. (You had the pig and the ancient scholar, of course.) Sandylands are spiky, like cacti: when you hit them, you usually take damage. Each player is allowed to have 5 creatures on the board at one time. You get your creature to attack an enemy creature by dragging it, and the enemy creature responds by hitting back. It’s similar to mtg, but you don’t necessarily need land cards to summon creatures pertaining to that land-you just summon the creature and the land sort of grows up around them. They come onto the board with a platform themed to their land type. It was honestly my favorite game, I played it for hours every day and I’m still so sad it’s gone ❤️🩹
I used to play that with my friends back in 8th grade. It was overshadowed with games like minecraft and fnaf tho so it didn't really hit it off well among us
@@sharequsman596 You know g, I don't remember much about it. I just know it was a great game. The graphics were awesome and it was different from all the trash games around. Today it would be gold!
Adventure Time Card Wars and Card Wars Kingdoms on the app store was the most nostagic game I can remember. I played both game after school for year and years, long after the app store turn the servers off, and up until they were both taken off the app store. As a long time tabletop player and adoring fan of the cartoon series and the online card games, I will be seated and ready to thank you for making this, and best know I will be your first paid contributing member if this ever releases!!! A BIG thank you from all the card wars/card wars kingdom fans!!!!!
Same I looked around the Internet for days when I saw the episode. It is *that* interesting. Oh and I believe that is the sole reason that made me get into card games.
I can imagine the eratta/extra info book for card wars is 3 feet tall and a foot thick. Like, rules for what every creature learns when it goes to the college, card combinations etc
7:47 "The card 'Bean Ball Bomba' has an 'X' instead of a number, which probably means it's an instant spell, so it has no life. However, cerebral blood storm, which is also likely a spell, has a '10'. I would imagine this is because its effect isn't instantaneous, and behaves like a creature for its duration. But who knows, the spell teleport also has a number." Read the text on the bean ball card. It's actually visible. "Deals X damage, where X is the number of beans in play" 'X' doesn't necessarily mean whether or not it has life. X means it's a variable. Whether that means that the number is damage, or health, or it depends on the card, I can't say. But if it is damage, then, in the case of the bean ball, it just is the number of beans in play. If the number is consistently health, then with the bean ball, it means the health and damage are the same- Which I suppose makes sense in this case, the more beans in play, the larger the bean ball, the harder it will be to fall apart- a bit harder to destroy a boulder than a rock, and all that.
Potentially 'Beans' are lost whenever bean-related cards take damage, causing them to be a very cool system where multiple bean cards share the same bean health pool. Attacking one bean card essentially would hurt all of them but at the same time healing one bean card (by introducing more beans) would also heal all of them. Beans would thus be a super unique all-or-nothing build that players might have their decks built around.
When i heard about the *X* I remember that in Yu gi oh they use* ? * imprinted on the monsters attack or deff so that it will be chosen what att and deff will monster have depending of what it says on the card like"monster will gain 100 attack for every monster that has died while this card is in your hand" or something like that.
X in card games stands for "Subject to current Changes" meaning the Bean Ball Bomba is very accurately describing what it does, deal "Subject to change" damage equal to "amount of beans on the board". The numbers on the spells are DAMAGE not health.
Someone else pointed this out to me for that specific card as well. It doesn't make sense, in my opinion, for us to generally assume the number is damage, considering nearly every card has a number, including structures. If you mean that the number means damage when on a "spell" specifically, it would be weird for them to use the same exact spot on the card. That said, evidence can be found for both arguments because we are zooming in on frames in the animation that were never meant to be analyzed. From my perspective at least, I think calling it health is a safer assumption- so I will run with that for the time being.
The card description literally says "Deal x damage where x is the number of beans on the board" Spells use it for damage, creatures have 2 values for damage and health and structures that aren't capable of damage only have health. It makes perfect sense and most older games used this simplified design of putting health and damage in the same spot because you have Base Rules to say all the common variants and exception rules that are per card for example the Bean spell not having a number. Example: Yu-Gi-Oh, nearly all creature cards and some rare trap/spell cards have the values in the same spot regardless of if they can or can't defend/attack, some cards have higher defend values and some higher attack values but its in the same spot regardless of if they even can use it unless its something specific to the cards gimmick.
@BigHoles it might be more of a cost thing. In magic, some cards have X cost, where you can pay as much as you want, and if you use them their effect does X damage or something like that
@@BigHoles You could maybe just call it power, and two cards that interact compare power. That way it's neither health nor attack, and certain cards can use their power in a different way
dude lowkey my biggest gripe with any card wars games that have been made is none of them simulate like the weird tabletop 3D like, almost wargame structure. so honestly nailing the vibe is more important than nailing the rules imo, but hell yeah excited for this
@@scrfreak1019As weird as it sounds, that’ll be the “easy part” after establishing the overly complex rules and card abilities/stats. Obviously it won’t be easy in a traditional sense, but a small team of programmers could, with relative ease, program the card interactions for a 3D game. That being said, all of those automated interactions have to be formulated through game design and balancing before a finished 3D project could ever be truly started (let alone playable), hence why he’s going at this the way he is while he’s still in the game design phase of the project. I agree that a fully 3D version of the game with all of the programmed interactions would be absolutely wicked and I’m excited to see the project move in that direction over time, but we mustn’t get ahead of ourselves because actually designing a game with this many moving parts is an absolutely monumental task, even with some source material to go off of.
that's a weird thing to focus on. the first most important thing is that it works, is short and fun to play and worth playing more than just once. if you need big constructed sets to play there's no portability there, and you're putting that before the actual game rules.
@@gokufirespit8418I've played around with ue4 a while ago. Tried to make an adventure time dungeon crawler based on dungeon train... got frustrated and stopped after getting a few crystal ants to smash open. This might inspire me to try working on a VR version as he gets the rules figured out...
@@gokufirespit8418you’re right, even if you’re not down with physical adaptation this could pave the way for developers who wouldn’t want to deal with the details and intrinsic of card wars
My theory for Jake not knowing anything is that the cards prolly have a % chance of doing something. Like: "The pig might be hungry, there's a 50% that it will eat anything edible on the enemy's board."
Maybe it isn't a strategy he's familiar with or is a very niche counter + he didn't play the game for the past 10 years + he used to play competitively so he might have been using a beginner level deck that had a niche counter he didn't see
my headcanon is that the deck with the pig he gave to finn was one he used early on before switching to the corn based deck wich is better in most cases, he just never realised his newer deck was countered by the pig in that older deck lol
Player 1: "Ok, I rolled an 8... That gives you a rock, and me two wood. Uh... Do you want to trade me that rock for a clay?" Player 2: "Uh, sure." Player 1: "Ok. So with that rock... I tap one rock, one sheep, and one wheat to activate Black Lotus for three victory points. I tribute two victory points the summon Blue-Eyes White Dragon. I equip Blue-Eyes with Muscle Band Pokemon Tool card. I go to combat!" Player 2: "On combat declaration, I reveal my face down knight and place it on the Hex that Blue-Eyes was summoned to. He can no longer collect resources or declare attacks. Also I am taking a card from your hand." Player 1: "... Damn knights."
This is the best random recommendation youtube has ever given me. You're making my childhood dreams come true here, and I am all for watching this journey.
I don’t find myself saying this often but, I had an immense sense of joy reading the title of this video. playing a complete show accurate game of Card Wars has been one of my most sacred dreams. None of the previous interpretations of the game has ever came close to satisfying my hunger, and fulfilled the sense of wonder I had when watching the episode. You have my unyielding respect and I wish you nothing but success, fortune and happiness Bless you my friend, you are the cool guy
Its also worth noting that, as for the pig, once he gets in the swamp landscape, he switches sides being at jakes control because pigs stay in the mud once they get in, this implies that not only the landscapes all have a variety of effects that can be active at all times ( such as small units being able to sink in the mud of the swamp ) but that those effects may affect in a different way to each unit ( to the wandering bald man it hinders its movement but it also can be used to seize control of an specific unit )
For the wandering bald man, it could be an effect that lets him move to an adjacent lanes, and the land might have an ability that gets monsters stuck.
True, the main issue is that it happens on Finn's turn, and I'd rather not have players constantly rolling even when its not their turn to check if creatures wander or get stuck.
@@BigHoles you could run with the assumption that this is a sort of background element. Something not relevant. As we see it return to the place it started. So it could just be an aspect of the card to be a visual gag that he walks atound and always gets stuck in the mud. Hence wandering mud man. He always wanders back into the mud.
@@BigHolesit doesnt need to be random it can wander every time the phase changes and the mud have the effect of trapping troops during battle phase so it always wanders back and forth but during battle phase the mud traps everything so enemy units have to attack there (and get stuck there)
@@BigHoles i dont remember exactly much of the episode. But the core concept of 4 locations is probably key to make a functional card wars. I have been playing a lot of Marvel snap lately. A posible solution for the bald man is a card like Silk in snap. Silk: "moves to a random location whenever a card is played in that location." (It triggers even when the opponent plays were Silk currently is) In marvel snap locations are shared, but in card wars, directly opposite locations could have some sort of link between them to apply mechanics like this. With just an added D4 then you can have bald man moving to any location. PD: in general, D4s could be a good answer for much of the randomness simulation, just applying a number to each one of the 4 locations at the start of the game could make many of the random spells and attacks feel aproppiate, the volcano destroying a random enemy building by trhowing a d4 for example.
Possible simplification for the bald man could be a coin flip at the end of each player's draw phase. If heads the man goes left, if tails the man goes right, if he's on the edge of the board he remains in the section. This would make sure he doesn't just randomly warp to different sections of the board since he is not shown in the source material to warp to different sections. The idea of a coin being a decision for certain active and passive card effects may help for future cards.
I recommend adding biomes themed after the remaining two adventure time elements, candy and slime. I would imagine the in-lore game would have these two, given their influence on in universe culture
Yea I believe they are, at a minimum, safe fallbacks. Although burning and frozen lakes don't exactly qualify as Fire and Ice. In lore as well I'm not actually sure how common knowledge it is that those are the true four elements. I plan on making polls or surveys of some sort in the future to give people a say in what elements are made! Thank you for watching!
@@BigHolesdont forget that you can and probably should develop this game like terraria. What i mean by that is endless devolvement to facilitate endless complications. I feel like cardwars deserves this type of development. Simply because it gets more complicated every time the show says anything about it
@@BigHolesdon't forget that you can and maybe should take a terraria development type stance with card wars. Every time it comes up in the show it gets more complicated so why not do the same irl and infinitely ad-,on to the game
This will sound stupid but when I was in middle school I tried to make a show-accurate card wars game by rewatching the episode over and over again For reminding me of that you have gained a subscriber
I tried doing this years ago as a kid! I used literally sheets of cardboard from boxes to make cards, and it was total nonsense from front to back. I didn't have any way to rewatch the episode on demand at the time, so I'd just be badly analyzing reruns. Ended up losing them all long before DDCW came out.
I probably said it somewhere else in these comments but I did too! I forgot about the fact that I probably didn't have it on demand either- but I do know our game was somewhat playable and I think more like hearthstone with buildings than CW.
7:47 The card beam ball bomba clearely states that X is the number of damage it deals, and the value of x depends on "the numbers of beans in display". This means that when a x appears on a card, it's health or damage (depends on the card) depends on a certain condition. It is however true that there is no number or x for hp so that does mean that the card is instant or atleast can't be killed with regular damage. Please like this so he can see this and correct his mistake in a future devlog 🙏🙏🙏
MTG player here, and I was coming to comment this, X is usually used as a way to show what amount of cost has been paid or how many of a thing (like type of creature or card in this case) is on the board so the more beans the more damage, and it seems like for spell card types the number is damage, for creatures it is power and toughness, and for structures it is just toughness Edit: also it was seen that the wandering bald man has a 1/1 for his stats but took anywhere from 2-3 damage to die, clearly this game was not meant to be recreated 1 for 1, and I think that there can be some room for inaccuracies in terms of show accuracy, but it would be cool to see how close it gets to the show
I think it means either damage, amount of mana it takes to play it, or it’s number of actions per turn (like the pig had a 2/2 meaning that either you can place a maximum of two pigs per game or it’s allowed two actions per turn)
@@codyphung7912it might be the amount you’re allowed to play per game (like once you play the card or use a certain special move it becomes 0/1) or the amount of turns he has per battle phase
@@codyphung7912 Yeah exactly! Also the damage might work different than in other games considering the inconsistent damage/health ammount the bald man took, and also considering in this game creatures are sentient. So each creature may have hidden moddifiers acording to their personalities or upgrades they got on the battlefield such as the mage who spend a while studying or the pig that got angry. Perhaps the bald man got more health due to the ammount of planted corn? Maybe he got a boost by fighting in his own terrain? The possibilities are too many to account for hahah
It looks like "Wandering Bald Man" probably uses a passive ability between turns to "Wander" without input from the player. This could be simulated with a four sided die, which would determine whether he travels to Lands 1-4.
Oh- I also forgot, fire ice candy and slime would all make sense as elements, but compared to how oddly specific the other game elements are- I'm not sure yet. (Crystal is pretty broad though.) I imagine ill do some sort of poll in the future with a bunch of ideas and room for people to suggest.
@@BigHoles It seems like burning and frozen lakes correspond to fire and ice, so maybe instead of adding the other elements directly, you could do a biome themed after them, like sludge puddles or taffy swamp
I have to say for the Wandering Bald Man. ‘Wandering’ could be a keyword for the card, and all Wandering cards have an affect where, at a random time each player’s turn (could roll a die to see whether it’s draw and discard, main, battle, etc.) it moves to another random lane on the board. Two dice rolls, which isn’t great, but much simpler than anything else I could think of.
I had the same thought. The mud lane could also have a passive where a wandering card walking onto the mud lane wouldn’t be able to wander for the next turn
0:08 I never realized how well Cult of the Lamb's OST blends into the visual style of Adventure Time. Thank you for making such a well synthesized blend!
It should be noted for Bean Ball Bomba, it does not have a null value. It has an X Read the card, X is the amount of beans in play (which is also the damage this card does). So its likely to be health and certain cards can counter these non-creature cards
Theory: the reason the first guy finn summons goes straight into a hut and studies is because the first card you put down has an additional 3rd unique action where it goes into a passive mode, forcing the player to sacrifice one character to become essentially a living flag to capture, which would be an awesome element
An idea for setup that explain the two decks, is that lands are shuffled in to one starting deck at the beginning of game. Then in setup players take turns revealing the top card of their deck. If they reveal a land they must put it into a lane. Structures and creatures revealed must be place in lanes that have an appropriate land, if not they are discarded into a second deck. After meeting some build requirements, mostly likely stated on the lands, setup is complete. You can draw and discard into either deck. Then for ddcw since it was a tournament there might be a quick setup method that results in no second deck forming at the start of the game for convenience.
What if the lands themselves mention the number or type of structure or creature you place on them. Like place two monster with less than two go or one hey type structure
I do think there being either different formats like Jake vs Finn's game or the tournament gameplay makes sense MTG partially inspired card wars I believe and one thing it has is Commander which is an at home variant of magic that is supposed to take longer and be more fun based with building around things that don't work in most of its other more competitive formats with even a different setup to normal magic (100 cards, 1 sitting on side board that you can play vs just 60 cards and starting off with nothing additional)
This and dungeon train need to be turned into VR games. I started working on a vr Dungeon train a long time ago. Made some Fins old sword and the demon blade, and some crystal ants inside a train car. The ants would shatter when you hit them. Unfortunately I know very little about coding and got frustrated and stopped.
Cartoon Network actually made a mobile game version of Card Wars back in the day, but I think I remember it being incredibly simplified (for understandable reasons). I don’t know if its up anymore, but at the very least there’s probably inspiration you can take from it.
They did, it was, and it is fantastic. My partner has it still on an iPad which hasn't been updated since lord knows how long to make sure the game wouldn't die but ya no online play etc
To simplify combat simulated in the pig vs bald guy interaction, it may be the -2 is cumulative. So each creature deals -1 hp to its opponent per attack with the attacker going first. The second attack from the pig shows a -2 but since it is the second attack of the interaction, it may be its second -1 attack displayed as a total of -2.
To answer your theory of numbers, I have an answer: The number represents different things depending on the card. On the creature cards is represents HP/Attack. On Bean Bomb Bomba the X represented a variable. The card's description is shown in the show, "Deal x damage where x is the number of beans played." I however do not know what the number in cerebral blood-storm is supposed to be. I also have lots of great ideas for this game and will be following this series and providing tips and ideas until the game is complete.
in my head its refrencing MTG where casting spels reqires you to use mana and some spells have "X mana cost" that means that you can pay as much as you want and in this cases cards have efects like deal X+2 dmg or summon X/X monster and X refers to how much you payed while casting
@@BigHoles I imagine the number on its own is always representative of damage. Thats why Bean Bomb Bomba has the X, and Cerebral Blood-Storm has a number too
Thank you brave internet stranger. Since I was a kid I've always wanted to play this absolute madness of a Game. PLEASE MAKE IT POSSIBLE! I HAVE FAITH IN YOU
This shows a deep understanding of both game design, but also narrative analysis with how you used narrative beats to extract information about Card Wars and adjacent systems. Amazing
Dude, YES! This is the exact sort of rabbit-hole I love. Card Wars got me into CCGs, and Dungeon Train got me into TTRPGs, so these episodes have a special place in my heart.
I love that no matter how you look at this game, a casual viewer enjoying the episode, or a game dev closely analyzing the rules, it's always clear that Jake is just really bad at the game lmao
I... I am so happy that the algorithm threw this at me. I've always loved the idea of Card Wars and can't wait to see what else you may have to offer. I'd like to recommend you look at the elements Ooo has at it's disposal too when properly deciding on lane types. Not just the main 5 of Candy; Slime; Ice; Fire and Lumps but other factors that have garnered their own princesses and kingdoms like food for Hot Dogs and Breakfast and undead for Skeletons, Ghosts and, of course, Vampires.
Card Wars feels like a mix of a Table Top card game with an RTS game. As you said, some of the creatures could possibly do things automatically in real time while players are playing. It definitely seems like a complex task to emulate that specific way the show portrays it, but if done right it could produce a unique take on combining both turn based and real time strategy mechanics into one package.
Yo, fellow game dev! The attention to detail and the whole creative process? Mad respect. Can’t wait to see this project evolve. Keep rockin’, BigHoles! 🙌👾
Things like the wandering bald man can be simulated in real life by random dice rolls associated with a special table for each card that requires it. For example based on different dice rolls, each turn the wandering bald man could move X distance in Y direction, or take a nap, or try to look for a snack near him, etc.
a great idea. I have a small observation that may be of help. It is related to the actions in the turns and the numbers on the cards and perhaps, the numbers represent the energy cost to use the card and summon it. The pig has a 2/2, because it costs 2 to summon him and 2 to use his special ability, the ultra dog has a 1/2 because it costs 2 to summon him and 1 to activate his special ability (the numbers may be reversed, but I think that it's understandable). This becomes more evident when you see that the cards that have only one number are structures that are from the beginning waiting for you to activate their ability, spell cards or artifacts that, seeing the descriptions, are only "feature" cards (I don't know how). are called) but basically they are these that allow you to perform "meta actions" that are related to the game, but not necessarily with what happens with the board, in this case, as spells that allow you to directly influence your deck or the opponent's deck, other better known examples in real games are the typical "shuffle your deck" or "take 3" or things like that. and if you notice, structures, spells and artifacts are numbered "x" and not "x/x". Although what confuses me the most is the structures, they are somewhat contradictory, because at minute 1:59, below the group of structures on the left, one of the form x/x appears, but in the group on the right, a single number appears, a 4, with structures that are not in place from the beginning. It seems like an inconsistency with the point I said before... but I think it has an explanation. although it can be somewhat confusing: my theory is that the first structure cards do not carry an energy cost, that is why they are not of the x/x type, but if it is active, then to explain the discrepancy with the following structures, the way to explain it is that there are structures that only have a summoning cost, because they have passive abilities or other forms of use, such as the cabin or the cave that Finn summons, but there are other structures that, in addition to the summoning cost, have an active ability. Now the last point is the one that connects everything above. my assumption is that the points that appear on the cards are "resources", which are passively generated by the terrain cards you have summoned (I will assume that they stack indefinitely because there are cards like jacke's castle that are very expensive ). These resources can also be displayed on the board through changes in the terrain, in this case, the corn growing in Jacke's field. You can also interact with resources, as demonstrated by Finn's pig eating his corn. Now, why do the corn warriors (unit cards) disappear when the pig eats the corn? Could it be because instead of having a "summon cost" they have a "maintenance cost?" This means that summoning them will not cost you resources, but if they took up a certain "resource slot", for example, if you have 5 resource and you have two cards of cost 3, it would be a total cost of 6, therefore, you would have to choose only one unit card to occupy that space and if resources are destroyed or you misuse an ability, your units can disappear.
I remember I had the physical card wars game of the set Finn and Jake had in that episode as a kid. I would play it with my friends all the time but when I moved houses my parents got rid of it and I wanted it back ever since. Good luck on recreating card wars, I’ll definitely be checking back in to see the progress you make!
As someone who plays a lot of magic, when I see x, I think variable. Bean Ball Bomba says it deals x damage, where x is the number of beans in play. Since number of beans in play is x, I think that means the bottom left number is defined by the number of beans in play on bean ball bomba.
Brother, this was my favourite episode, because of how cool were the visuals and mechanics like pig eating the corn soldiers. I even made a paper version of this game, with cards made of that cardboard from the back of a paper block, that we used to play in primary school. I wish you luck recreating it and I'll definitely play it when it comes out!
One of the rare moments I thank the algorithm for bringing me here. Loved this episode and the idea of this game, SOOOOO wished it to be real, simulation and all. Played the official game on mobile for a few months then dropped it as u would. Now I am here, couldn't be more glad.
I never got to play that card mobile game they made so you thinking this through so clearly makes me so happy man. Give us helldivers two except it's card wars, the deep interactive nature of a game doing things on its own and the player coming in to mess about with other players is probably my favorite concept for a video game.
I was fascinated by this as a kid and I wanted to play it sooo bad. Later in life I realised that it would be really hard to make a game like that that's also fun That said, I believe in you and I wish you the best of luck!
I never knew it was that complicated, it's not the "Put a ton of things together and we'll solve it later" Type of complicated, is actually a playable game, with mechanics and strategy, that's crazy
Thanks! The more I look at the game the more I feel like it will be just as much a tabletop tactics game as it will be a card game. That said, what is "mines?"
Halfway through this video I'm forced to internalize a new headcannon: Jake never plays blue. He built that blue deck from booster packs and never touched it.
Not only is this a great video and project that I will be keeping up with, but the Cult of the Lamb soundtrack in the background is something to fangirl over on its own.
Jake is surprised by the specific interactions between certain cards because unique interactions like those aren’t listed on the cards, but rather hidden information only gained through experience. Obviously just my theory but it would explain the minimalist card faces and inconsistent abilities from the original game.
I feel like he'd have that experience with his own cards at least- Or as Finn said- its just logic. I wish I could emulate that complexity shrouded in minimalism, and I'm going to try to capture it as best as I can- but ultimately both players need to know the rules to play a game, unlike in a tv show
You sir, are literally turning my childhood dream into a reality. I haven't been excited for a project like this in a while. I wish you the best of luck : )
this is such a well put together video and an awesome task! good luck with completing your version of card wars! also i recognised the music from into the breach haha
After CW I got into ugieo as well. I settled on MTG for a while but everyone in school started bringing decks they spent $100 on, and so I'd always lose.
The X on Beam ball Bomba is probably a cost. The card resemble a lot "fireball" from magic the gathering, having an X in is cost that mean: "you choose the amount of resource to pay for this, and depending on how much you pay something happen"; for semplicity (and this is often the case in magic) that "something" is either "repeat tgis X times" or "do X of this". This whole thing would implicate the existence of a resource system to pay for the spell. Giving what we see, probably each structure have an amount of "resurce" that provides to the player each turn. Since there is no indicator on the table of this resource, it's also brobable that said resource is resetting at the end of the enemy turn (otherwise there should be an indicator somewhereon the table). So each player need to choose how much resource use during their turn or during the defense in the opponent turn. By the way, the fact that the bald guy stumbled into the mud by itself can be explained with "At the beginning of each phase, this move in a random adiacent lane". This seems like a dumb effect, but makes perfect sens if you consider that the guy starts in play when the game begins and If a plauer don't control creatues, it loses the game. Since the game is divided in lane, I would also expect some obstacle for a creature to change lane, maybe is a cost, maybe require some ability, baybe need a special condition, or the combination of these factor... in this optic, changing lane randomly 1could also be a strong defensive skill.
8:11 so the bean ball bomba has an x on it And it says it does x damage X being the number of beans on the field Thus it can be assumed the little number is the damage for spells And damage/health for creatures
i feel like the safest video a new youtuber could is something related to adventure time card games, literally almost every vid i saw about it blew up way more than the youtuber's normal vids
“At the beginning of your turn, flip a coin. If you lose the flip, Wandering Bald Man moves 1 lane. Flip a second coin to determine which direction.” This feels like Magic: The Gathering. I’m pretty sure I could recreate all the game elements using Mtg as a framework.
Bro thank you! When I was kid watching that episode ,I was searching for that card game for weeks :( but I didn't find it ,but now you've made a replica of it :D
I always seen card wars as the Card Game that hit peak Power Creep, where all cards could do so much the board ends up simulating most of them. So Wandering Bald Man, means each words carries weight. Wandering = Unit moves from one battle lane to another adjacent at random during play, only stopping in battle phase as in the episode. Bald = may actually mean anything effecting hair leaves Bald Man safe as well Bald can have a chance of reflecting back a spell. Man = may just be specifying for character or can come up among other cards like one of a succubus card only effecting Man base cards.
It is also likely that cards that are bipedal can preform certain actions involving cards that is simulated. For an example an armory building will likely not equip the pig with a weapon unless research is done to do so but a bipedal card like the Wandering Bald Man could get one if it enters the land area.
I immediately recognized the cult of the lamb OST! Just started that game and its such a bop!~♡ Loved this video, and i cant wait to see how this progresses!
Also! If anyone knows of games that have systems, rules or mechanics already in them that are similar to mechanics I'll need to recreate, or games that might just be worth looking at due to overall similarities, let me know here or in the discord! For example- a game that has simple research trees, single creature combat or commodity speculation! (preferably tabletop games) Thanks!
You could get the battle phase from Yugiho not sure if spelt correctly 😂
Magic the Gathering is what this game is largely parodying, so that’s probably a good place to start?
In terms of games that have mechanics you could use - there’s a game made by the designer of Flee, Fear, and Fortress (3 separate games). The gimmick is that there’s a bunch of modular mechanics that combine randomly into a unique game, but I’m fairly certain it has some of the mechanics you seek.
There’s also a comic that is about a cardwars tournament if you wanted to know :)
Hi, avid magic player/ccg enthusiast and fellow game dev here, (This game is a spoof on magic the gathering and Yu-Gi-Oh and has elements of both mixed in)
Similarities to Magic
Flooping vs activation
In magic card abilities have an associated cost. Once a cost is paid you can use their abilities. One cost is tapping a card. When a card is tapped, it cannot attack or use abilities that have a cost of tapping the card until it is untapped (Which usually occurs at the start of a players turn). In magic you turn a card on its side to show that it is tapped. It seems that flooping is slang for activated abilities that require tapping a card as they tap cards when they "floop" them and do not when they "activate" them.
Lands and the Color Pie
Magic has this thing called the color pie which is 5 different colors and colorless. Lands will be one or more of these 6 colors (Including colorless). These provide you with mana which you use to cast spells. It appears that in CW all cards are free but you can only put cards in a deck if you match them to the lands you chose at the start of the game. I believe that you can start with any 4 lands and you can summon any card that has a typing that matches a land that you have in play. I'd also say that this means you can have lands that do not match each other but lets say you had the following; 1 corn, 1 wheat, 1 blue, 1 crystals. If your opponent destroys the corn land you would not be able to cast any of the corn cards that you have in your hand (Typing decided on by color and style). This means having different lands would give you more versatility but also increase risk of not being able to play certain cards in your hand, creating the same effect that making multi-colored decks does in magic.
Numbers on cards
In magic the left number is power (Attack) and the right is toughness (Defense). If a creature is dealt damage equal or greater than its toughness it dies, but at the end of the turn all creatures heal up to their toughness. It appears that for cards that do not attack (Like lands and structures) only a toughness is listed and cards that are one time effects only a power is listed as evidenced by the spell with an "X" doing "X" damage and the "10" doing "10" damage.
Artifacts
Artifacts are colorless cards that can be included in any deck. Many cards will specifically reference the card type with things like "Destroy target artifact".
Similarities to YuGiOh
Cards Played in a turn
In YuGiOh you can play 1 creature per turn and as many spells as you want. Because they are not tapping lands for mana it seems like they are using a YuGiOh style of paying for cards.
Exodia / winning the game
The guy holding five cards, one head, two arms, and two legs, is a reference to Exodia, a famous pentad of YuGiOh cards. Having all five of these cards in your hand is a different way that you can win. This implies that there are other effects that would allow winning besides killing all of your opponents creatures. In regards to winning I'd also hazard a guess and say that killing all of Finn's creatures didn't make Jake win but made Finn lose and in a two-player game this made Jake win. If they were in a four player game that'd mean that losing your creatures makes you lose but the other three keep playing until one is declared the victor.
General rules
Setting up
It appears that each player starts with some sort of side board for beginning the game including four lands, three creatures, and three structures. Cards placed under others (Like the maise/maze walker) do not count against the number of cards that you are allowed to start with on the field for the purposes of this game.
I always assumed the game was slightly sentient, and that's why Jake wasn't 100% certain how things interacted. Like some things just happened, even though it wasn't written on the card.
procedural ruleset
every copy of card wars is personalised
I hope they do that. That would be super fun.
Ancient Psychic Tandem Card Wars
I always assumed the same. It's a big reason the concept of the game fascinated me as a child lol
To this day, I will die on the hill that a Card wars vr game would be amazing.
It definitely would be- The problem is that even in VR or digitally for that matter, you can't get rid of the nerd stuff. What makes it so awesome is that its got all the flashy exciting fantasy of a super nerdy game, without any of the actual nerdy stuff- The game just sorta knows what you want to do so you don't have to dig too deep and slow down the game all the time. So once we get VR that can read your mind- true CardWars here we come.
Fr Fr
Cards and tankards, both on steam and VR, not *exactly* what you're looking for, but it's still interesting.
@whyisthismyaccount5444 funny enough I just got off cards and tankards and this was the first video I see
It would allow me to activate Pot of Greed, allowing me to draw an additional 3 cards from my deck.
Jake truly is the ultimate Yugioh player. Doesnt read cards, gets mad when something that was clearly telegraphed happens, hes just like me
he's juss laik me fr
@@KaitoverMoonHas jazz lake my French
The idea that jake is essentially a ygo player playing essentially even more complicated mtg is hilarious to me xD
I just wait for my turn in yugioh, and react to whatever the scenario is. If I have a spell i can play i try to use it on cards I actually understand.
You gotta have a super over the top reaction when someone places a game ending card. Like fly into the ceiling or something idk
"I floop the pig" is now something I seek to be able to say during every single Magic The Gathering game I play from now until the end of time.
Fun fact: the reason why they keyworded “floop” for this one-off gag is because “tap” in the context of turning a card sideways is copyrighted by MTG.
@@lancesmith8298 wotc really do just copyright half the dictionary, don't they
@@pineapplefarmer7352 Also, WotC’s patent on “the trading card game method of play” only expired like, five years ago.
>Well then how did any other card game exist then?
The same way people get around the copyright of “living card game” today: not using that specific first word. The Pokemon Trading Card Game is, legally, a collectible card game.
@@lancesmith8298 The process by which trademark rights are diminished or lost as a result of common use in the marketplace is known as genericization. Lets make that happen gang!
@@toomanydum4084 To give them a fair chance, though, tapping mana used to be a lot more evocative than it is three decades later, and the last card I can remember tying into that lore was Lorwyn, AKA as old as planeswalkers as a card type.
Tapping, as it is in the lore, is kind of like tapping a maple tree for syrup, but instead of a maple it’s a plane of existence, and instead of pancake topping, it’s mana. While it is abstracted to be a thing you’re doing while playing, it’s also super important to early Magic lore, which is why early Magic had lots of land destruction, and why The Brother’s War involved it so often.
In short, it is technically part of the brand identity, so it’s gonna be hard to not have that enforced.
Also activating is totally open, so it’s not worth it
No one seems to remember that there WAS a Card Wars mobile game! The servers shut down in January 2020 because there weren’t enough players, but I don’t understand why because it was AMAZING. Every creature from the episode appeared in the game.
I remember the rules fairly well. You had 5 land/creature types: Corn Fields (Yellow), Blue Plains (Blue), Swamp (Green), Candy (Pink), and Sandylands (Beige.)
Every creature would pertain to one of these five.
Corn fields creatures focused on basic strength and damage: you had Husker Knights, Archer Dan, and this one big nasty brute I can’t remember the name of, but he had two heads and a really cool design. I think there was a cyclopse, too. And an Immortal Maze Walker.
Swamp creatures used poison and were the most insidious and crafty. Poison attacks damage an enemy over time, giving little spurts of damage after the initial attack. I didn’t really like this playstyle because it felt sneaky, but a lot of players used it and were very good at it. (You could battle other players online).
Candy creatures are mainly for healing and tanking damage, but there were some powerful ones too.
Blue plains focus on spells and trickery. (You had the pig and the ancient scholar, of course.)
Sandylands are spiky, like cacti: when you hit them, you usually take damage.
Each player is allowed to have 5 creatures on the board at one time. You get your creature to attack an enemy creature by dragging it, and the enemy creature responds by hitting back. It’s similar to mtg, but you don’t necessarily need land cards to summon creatures pertaining to that land-you just summon the creature and the land sort of grows up around them. They come onto the board with a platform themed to their land type.
It was honestly my favorite game, I played it for hours every day and I’m still so sad it’s gone ❤️🩹
i also used to play it back then and im really confused that 95% of comment section doesn’t know about it
Just a correction
Only 4 aisles were allowed at a time so thus only 4 creatures at a time
(Very recently played this game like 2 weeks ago)
I have this game in my play store library
I used to play that with my friends back in 8th grade. It was overshadowed with games like minecraft and fnaf tho so it didn't really hit it off well among us
@@pie48cowthere can you get it
Only OG Adventure Time fans remember the official Card Wars game that got deleted some time after its release. Oh boy, it was an AMAZING game.
I’m still so sad it was my favorite 😭
@@alexstandallsnyder386 yeah same dawg.
@@fuji_filmsMy childhood bro I loved it.I remember when I got the maE walker the first time
@@sharequsman596 You know g, I don't remember much about it. I just know it was a great game. The graphics were awesome and it was different from all the trash games around. Today it would be gold!
I still have both on my phone(: I miss the physical cards though
i like how the hardest part of this isn’t actually making the game, but understanding what cardwars actually is
Adventure Time Card Wars and Card Wars Kingdoms on the app store was the most nostagic game I can remember. I played both game after school for year and years, long after the app store turn the servers off, and up until they were both taken off the app store. As a long time tabletop player and adoring fan of the cartoon series and the online card games, I will be seated and ready to thank you for making this, and best know I will be your first paid contributing member if this ever releases!!! A BIG thank you from all the card wars/card wars kingdom fans!!!!!
the pig card itself says it does damage based off "anger level"
Seeing a fully fledged, complex as hell rendition of card wars in real life has been my dream since childhood
so... since yesterday?
@@dts5302what? You realize that episode came out over a decade ago, right?
@@seanmcelroy9738dude has a 4 year old youtube account, so they are probably a child.
@@HavokBWR good guess, dinosaur, good guess... u just missed a little bit
@dts5302 so you are a child... I mean, you seem obsessed with dinosaurs, typical of someone your age.
My childhood dreams finally realized….
Take more initiative and do it yourself next time
Stop having dreams, sleep in darkness.
there was a cardwars app
@@xlbluefish Alright, who hurt you?
@@vee-bee-athe darkness.
I will follow this dev log until I DIE. I’ve wanted show accurate card wars ever since I saw the OCW episode.
Facts. I loved the idea
Same I looked around the Internet for days when I saw the episode.
It is *that* interesting. Oh and I believe that is the sole reason that made me get into card games.
I can imagine the eratta/extra info book for card wars is 3 feet tall and a foot thick. Like, rules for what every creature learns when it goes to the college, card combinations etc
7:47 "The card 'Bean Ball Bomba' has an 'X' instead of a number, which probably means it's an instant spell, so it has no life. However, cerebral blood storm, which is also likely a spell, has a '10'. I would imagine this is because its effect isn't instantaneous, and behaves like a creature for its duration. But who knows, the spell teleport also has a number."
Read the text on the bean ball card. It's actually visible.
"Deals X damage, where X is the number of beans in play"
'X' doesn't necessarily mean whether or not it has life. X means it's a variable. Whether that means that the number is damage, or health, or it depends on the card, I can't say. But if it is damage, then, in the case of the bean ball, it just is the number of beans in play. If the number is consistently health, then with the bean ball, it means the health and damage are the same- Which I suppose makes sense in this case, the more beans in play, the larger the bean ball, the harder it will be to fall apart- a bit harder to destroy a boulder than a rock, and all that.
Potentially 'Beans' are lost whenever bean-related cards take damage, causing them to be a very cool system where multiple bean cards share the same bean health pool. Attacking one bean card essentially would hurt all of them but at the same time healing one bean card (by introducing more beans) would also heal all of them. Beans would thus be a super unique all-or-nothing build that players might have their decks built around.
@@tarkovaboriginal You do realize that it's possible to edit a comment.
@@tarkovaboriginal But yeah, that'd be a cool system for a card game.
@@chaoticsilver8442 huh, so it is 😅
When i heard about the *X* I remember that in Yu gi oh they use* ? * imprinted on the monsters attack or deff so that it will be chosen what att and deff will monster have depending of what it says on the card like"monster will gain 100 attack for every monster that has died while this card is in your hand" or something like that.
X in card games stands for "Subject to current Changes" meaning the Bean Ball Bomba is very accurately describing what it does, deal "Subject to change" damage equal to "amount of beans on the board". The numbers on the spells are DAMAGE not health.
Someone else pointed this out to me for that specific card as well. It doesn't make sense, in my opinion, for us to generally assume the number is damage, considering nearly every card has a number, including structures. If you mean that the number means damage when on a "spell" specifically, it would be weird for them to use the same exact spot on the card. That said, evidence can be found for both arguments because we are zooming in on frames in the animation that were never meant to be analyzed. From my perspective at least, I think calling it health is a safer assumption- so I will run with that for the time being.
@@BigHoles I could be that the card's health changes depending on how many beans are on the board, and that's why there's an X there.
The card description literally says "Deal x damage where x is the number of beans on the board"
Spells use it for damage, creatures have 2 values for damage and health and structures that aren't capable of damage only have health.
It makes perfect sense and most older games used this simplified design of putting health and damage in the same spot because you have Base Rules to say all the common variants and exception rules that are per card for example the Bean spell not having a number.
Example: Yu-Gi-Oh, nearly all creature cards and some rare trap/spell cards have the values in the same spot regardless of if they can or can't defend/attack, some cards have higher defend values and some higher attack values but its in the same spot regardless of if they even can use it unless its something specific to the cards gimmick.
@BigHoles it might be more of a cost thing. In magic, some cards have X cost, where you can pay as much as you want, and if you use them their effect does X damage or something like that
@@BigHoles You could maybe just call it power, and two cards that interact compare power. That way it's neither health nor attack, and certain cards can use their power in a different way
When you get hyped to binge the full series only to find (with dread) that the first video in the series was posted 3 days ago…
literally me lol
Bro same
Exactly me
dude lowkey my biggest gripe with any card wars games that have been made is none of them simulate like the weird tabletop 3D like, almost wargame structure. so honestly nailing the vibe is more important than nailing the rules imo, but hell yeah excited for this
We need magical nonsense, physical card games won’t nail this vibe at all. 3D graphics or bust
@@scrfreak1019As weird as it sounds, that’ll be the “easy part” after establishing the overly complex rules and card abilities/stats. Obviously it won’t be easy in a traditional sense, but a small team of programmers could, with relative ease, program the card interactions for a 3D game. That being said, all of those automated interactions have to be formulated through game design and balancing before a finished 3D project could ever be truly started (let alone playable), hence why he’s going at this the way he is while he’s still in the game design phase of the project. I agree that a fully 3D version of the game with all of the programmed interactions would be absolutely wicked and I’m excited to see the project move in that direction over time, but we mustn’t get ahead of ourselves because actually designing a game with this many moving parts is an absolutely monumental task, even with some source material to go off of.
that's a weird thing to focus on. the first most important thing is that it works, is short and fun to play and worth playing more than just once.
if you need big constructed sets to play there's no portability there, and you're putting that before the actual game rules.
@@gokufirespit8418I've played around with ue4 a while ago. Tried to make an adventure time dungeon crawler based on dungeon train... got frustrated and stopped after getting a few crystal ants to smash open.
This might inspire me to try working on a VR version as he gets the rules figured out...
@@gokufirespit8418you’re right, even if you’re not down with physical adaptation this could pave the way for developers who wouldn’t want to deal with the details and intrinsic of card wars
My theory for Jake not knowing anything is that the cards prolly have a % chance of doing something. Like:
"The pig might be hungry, there's a 50% that it will eat anything edible on the enemy's board."
Maybe it isn't a strategy he's familiar with or is a very niche counter + he didn't play the game for the past 10 years + he used to play competitively so he might have been using a beginner level deck that had a niche counter he didn't see
my headcanon is that the deck with the pig he gave to finn was one he used early on before switching to the corn based deck wich is better in most cases, he just never realised his newer deck was countered by the pig in that older deck lol
I don't know why, but the words "Magic: The Gathering mixed with Catan" popped into my head watching this, and that would be so cool
Ah another M:TG player, nice
Player 1: "Ok, I rolled an 8... That gives you a rock, and me two wood. Uh... Do you want to trade me that rock for a clay?"
Player 2: "Uh, sure."
Player 1: "Ok. So with that rock... I tap one rock, one sheep, and one wheat to activate Black Lotus for three victory points. I tribute two victory points the summon Blue-Eyes White Dragon. I equip Blue-Eyes with Muscle Band Pokemon Tool card. I go to combat!"
Player 2: "On combat declaration, I reveal my face down knight and place it on the Hex that Blue-Eyes was summoned to. He can no longer collect resources or declare attacks. Also I am taking a card from your hand."
Player 1: "... Damn knights."
@@williamfalls bro forgot to floop the pig
i’ve always thought it was similar to magic tg!
@@2tarynnI'm pretty sure Card Wars is just a parody of MTG and what's it like for veterans vs new players
This is the best random recommendation youtube has ever given me. You're making my childhood dreams come true here, and I am all for watching this journey.
I don’t find myself saying this often but, I had an immense sense of joy reading the title of this video. playing a complete show accurate game of Card Wars has been one of my most sacred dreams. None of the previous interpretations of the game has ever came close to satisfying my hunger, and fulfilled the sense of wonder I had when watching the episode. You have my unyielding respect and I wish you nothing but success, fortune and happiness
Bless you my friend, you are the cool guy
Its also worth noting that, as for the pig, once he gets in the swamp landscape, he switches sides being at jakes control because pigs stay in the mud once they get in, this implies that not only the landscapes all have a variety of effects that can be active at all times ( such as small units being able to sink in the mud of the swamp ) but that those effects may affect in a different way to each unit ( to the wandering bald man it hinders its movement but it also can be used to seize control of an specific unit )
For the wandering bald man, it could be an effect that lets him move to an adjacent lanes, and the land might have an ability that gets monsters stuck.
True, the main issue is that it happens on Finn's turn, and I'd rather not have players constantly rolling even when its not their turn to check if creatures wander or get stuck.
@@BigHoles you could run with the assumption that this is a sort of background element. Something not relevant. As we see it return to the place it started. So it could just be an aspect of the card to be a visual gag that he walks atound and always gets stuck in the mud.
Hence wandering mud man. He always wanders back into the mud.
@@BigHolesit doesnt need to be random it can wander every time the phase changes and the mud have the effect of trapping troops during battle phase so it always wanders back and forth but during battle phase the mud traps everything so enemy units have to attack there (and get stuck there)
@@BigHoles i dont remember exactly much of the episode.
But the core concept of 4 locations is probably key to make a functional card wars.
I have been playing a lot of Marvel snap lately. A posible solution for the bald man is a card like Silk in snap.
Silk: "moves to a random location whenever a card is played in that location." (It triggers even when the opponent plays were Silk currently is)
In marvel snap locations are shared, but in card wars, directly opposite locations could have some sort of link between them to apply mechanics like this.
With just an added D4 then you can have bald man moving to any location.
PD: in general, D4s could be a good answer for much of the randomness simulation, just applying a number to each one of the 4 locations at the start of the game could make many of the random spells and attacks feel aproppiate, the volcano destroying a random enemy building by trhowing a d4 for example.
Possible simplification for the bald man could be a coin flip at the end of each player's draw phase. If heads the man goes left, if tails the man goes right, if he's on the edge of the board he remains in the section. This would make sure he doesn't just randomly warp to different sections of the board since he is not shown in the source material to warp to different sections.
The idea of a coin being a decision for certain active and passive card effects may help for future cards.
I recommend adding biomes themed after the remaining two adventure time elements, candy and slime. I would imagine the in-lore game would have these two, given their influence on in universe culture
Yea I believe they are, at a minimum, safe fallbacks. Although burning and frozen lakes don't exactly qualify as Fire and Ice. In lore as well I'm not actually sure how common knowledge it is that those are the true four elements. I plan on making polls or surveys of some sort in the future to give people a say in what elements are made! Thank you for watching!
@@BigHoles I really hope this project goes well, it seems really interesting. Good luck!
@@BigHolesdont forget that you can and probably should develop this game like terraria. What i mean by that is endless devolvement to facilitate endless complications.
I feel like cardwars deserves this type of development. Simply because it gets more complicated every time the show says anything about it
@@BigHolesdon't forget that you can and maybe should take a terraria development type stance with card wars.
Every time it comes up in the show it gets more complicated so why not do the same irl and infinitely ad-,on to the game
@@BigHolesinfinitely complications equal goodness
Now this is a Hole I can fall down! More of this please.
This comment brought to you by the bureau of internal advertising.
Yes daddy
WanderingMudMancore
This will sound stupid but when I was in middle school I tried to make a
show-accurate card wars game by rewatching the episode over and over again
For reminding me of that you have gained a subscriber
I tried doing this years ago as a kid! I used literally sheets of cardboard from boxes to make cards, and it was total nonsense from front to back. I didn't have any way to rewatch the episode on demand at the time, so I'd just be badly analyzing reruns. Ended up losing them all long before DDCW came out.
I probably said it somewhere else in these comments but I did too! I forgot about the fact that I probably didn't have it on demand either- but I do know our game was somewhat playable and I think more like hearthstone with buildings than CW.
Dude me to I ended up using my own rules because the episode rarely played
7:47 The card beam ball bomba clearely states that X is the number of damage it deals, and the value of x depends on "the numbers of beans in display".
This means that when a x appears on a card, it's health or damage (depends on the card) depends on a certain condition.
It is however true that there is no number or x for hp so that does mean that the card is instant or atleast can't be killed with regular damage.
Please like this so he can see this and correct his mistake in a future devlog 🙏🙏🙏
MTG player here, and I was coming to comment this, X is usually used as a way to show what amount of cost has been paid or how many of a thing (like type of creature or card in this case) is on the board so the more beans the more damage, and it seems like for spell card types the number is damage, for creatures it is power and toughness, and for structures it is just toughness
Edit: also it was seen that the wandering bald man has a 1/1 for his stats but took anywhere from 2-3 damage to die, clearly this game was not meant to be recreated 1 for 1, and I think that there can be some room for inaccuracies in terms of show accuracy, but it would be cool to see how close it gets to the show
I was just about to comment this hope he sees this
I think it means either damage, amount of mana it takes to play it, or it’s number of actions per turn (like the pig had a 2/2 meaning that either you can place a maximum of two pigs per game or it’s allowed two actions per turn)
@@codyphung7912it might be the amount you’re allowed to play per game (like once you play the card or use a certain special move it becomes 0/1) or the amount of turns he has per battle phase
@@codyphung7912 Yeah exactly! Also the damage might work different than in other games considering the inconsistent damage/health ammount the bald man took, and also considering in this game creatures are sentient.
So each creature may have hidden moddifiers acording to their personalities or upgrades they got on the battlefield such as the mage who spend a while studying or the pig that got angry.
Perhaps the bald man got more health due to the ammount of planted corn? Maybe he got a boost by fighting in his own terrain? The possibilities are too many to account for hahah
Jake has the vibe of a kid that gets the cards but only goes for the biggest and strongest ignoring strategy
In Magic that kind of player is called a “Timmy”
Nah, he’s more like the guy who has his strategy and charges forward with it even when it can get countered
Bro bought a corn themed pre-made deck and just used that
It looks like "Wandering Bald Man" probably uses a passive ability between turns to "Wander" without input from the player. This could be simulated with a four sided die, which would determine whether he travels to Lands 1-4.
Also I'm impressed with the amount of effort put into making this video.
I clicked on this video because you are answering my childhood dream.. then i realize this is magiculon
slime should be an element
What?! No no no, no Magiculon here! I don't know what you're talking about! I certainly don't wear a wizard costume in the recording booth- no sir.
Oh- I also forgot, fire ice candy and slime would all make sense as elements, but compared to how oddly specific the other game elements are- I'm not sure yet. (Crystal is pretty broad though.) I imagine ill do some sort of poll in the future with a bunch of ideas and room for people to suggest.
@@BigHoles It seems like burning and frozen lakes correspond to fire and ice, so maybe instead of adding the other elements directly, you could do a biome themed after them, like sludge puddles or taffy swamp
@@BigHoles candy crystals? :P
@@BigHoles Lumps should also be one
I have to say for the Wandering Bald Man. ‘Wandering’ could be a keyword for the card, and all Wandering cards have an affect where, at a random time each player’s turn (could roll a die to see whether it’s draw and discard, main, battle, etc.) it moves to another random lane on the board. Two dice rolls, which isn’t great, but much simpler than anything else I could think of.
it could be one roll, we have four rounds and four lanes, so it can be if we roll a 3, he will move during battle phase to lane 3
I had the same thought. The mud lane could also have a passive where a wandering card walking onto the mud lane wouldn’t be able to wander for the next turn
0:08 I never realized how well Cult of the Lamb's OST blends into the visual style of Adventure Time. Thank you for making such a well synthesized blend!
Thank you so much! I was going mad trying to remember where the music is from
@@gareththorn4356 You're welcome!
Praise the Lamb!
It should be noted for Bean Ball Bomba, it does not have a null value. It has an X
Read the card, X is the amount of beans in play (which is also the damage this card does).
So its likely to be health and certain cards can counter these non-creature cards
Theory: the reason the first guy finn summons goes straight into a hut and studies is because the first card you put down has an additional 3rd unique action where it goes into a passive mode, forcing the player to sacrifice one character to become essentially a living flag to capture, which would be an awesome element
An idea for setup that explain the two decks, is that lands are shuffled in to one starting deck at the beginning of game. Then in setup players take turns revealing the top card of their deck. If they reveal a land they must put it into a lane. Structures and creatures revealed must be place in lanes that have an appropriate land, if not they are discarded into a second deck. After meeting some build requirements, mostly likely stated on the lands, setup is complete. You can draw and discard into either deck. Then for ddcw since it was a tournament there might be a quick setup method that results in no second deck forming at the start of the game for convenience.
What if the lands themselves mention the number or type of structure or creature you place on them. Like place two monster with less than two go or one hey type structure
I do think there being either different formats like Jake vs Finn's game
or the tournament gameplay
makes sense
MTG partially inspired card wars I believe
and one thing it has is Commander which is an at home variant of magic that is supposed to take longer and be more fun based with building around things that don't work in most of its other more competitive formats
with even a different setup to normal magic (100 cards, 1 sitting on side board that you can play vs just 60 cards and starting off with nothing additional)
I love this, i‘ve wanted to play card wars ever since i watched that episode for the first time
Card Wars not having a nonsensical 1-1 game is the biggest missed opportunity. Keep doing this great work!
This and dungeon train need to be turned into VR games. I started working on a vr Dungeon train a long time ago. Made some Fins old sword and the demon blade, and some crystal ants inside a train car. The ants would shatter when you hit them. Unfortunately I know very little about coding and got frustrated and stopped.
It did have a game on the App Store way back but got discontinued :,(
I remember that game only thing is they just made it into a generic card game with monsters @@kennyboi4895
There is an (official?) card game, I owned it at one point.
@@Badideasjpg did it have commodity speculation and blind auctioning?
Cartoon Network actually made a mobile game version of Card Wars back in the day, but I think I remember it being incredibly simplified (for understandable reasons). I don’t know if its up anymore, but at the very least there’s probably inspiration you can take from it.
It had a sequel too by the way, both are dead now. and then it ahd a p2w spinoff which also died. so
They did, it was, and it is fantastic. My partner has it still on an iPad which hasn't been updated since lord knows how long to make sure the game wouldn't die but ya no online play etc
I used to play it all the time! So much fun.
Oh yeah! I actually think I still own the base game- if I remember correctly they sold alternate decks as well.
I used to play it all the time lol
I really truly miss the mobile game version that existed for a bit. It didn’t have a long run sadly, but I believe it was fun at the time.
The mobile game was great, I put far too much time into it.
You can still find an APK to play it.
i just redownloaded it from the app store. Apparently the first time I played it was in 2014
This is the most exciting gaming project I have ever seen holy hell
To simplify combat simulated in the pig vs bald guy interaction, it may be the -2 is cumulative. So each creature deals -1 hp to its opponent per attack with the attacker going first. The second attack from the pig shows a -2 but since it is the second attack of the interaction, it may be its second -1 attack displayed as a total of -2.
To answer your theory of numbers, I have an answer: The number represents different things depending on the card. On the creature cards is represents HP/Attack. On Bean Bomb Bomba the X represented a variable. The card's description is shown in the show, "Deal x damage where x is the number of beans played." I however do not know what the number in cerebral blood-storm is supposed to be. I also have lots of great ideas for this game and will be following this series and providing tips and ideas until the game is complete.
I'm always down to receive ideas! Although it will be a bit before I worry too much about cards with truly unique powers. Thank you for your support!
in my head its refrencing MTG where casting spels reqires you to use mana and some spells have "X mana cost" that means that you can pay as much as you want and in this cases cards have efects like deal X+2 dmg or summon X/X monster and X refers to how much you payed while casting
@@piotrlatuszek171 Yeah, that's pretty much what I was thinking of
@@BigHoles I imagine the number on its own is always representative of damage. Thats why Bean Bomb Bomba has the X, and Cerebral Blood-Storm has a number too
I adored the CW game and played the shit out of it on my grandmums ipad as a kid. I sure as shit am strapped in to see this become a reality!
I remember playing the app on an ipad as well, however my memory of it is so hazy. There isn't a lot of good footage of it online either.
@@BigHolesit also doesn’t exist on the App Store anymore. It’s a shame cuz it was really fun
@@BigHoles I'll say it was nothing like the show, it was seriously just MTG
@@BigHoles I've heard of there being apks for the game that still work
@@BigHolesStreamer phonecatss played it a lot you can find footage there
Thank you brave internet stranger. Since I was a kid I've always wanted to play this absolute madness of a Game. PLEASE MAKE IT POSSIBLE! I HAVE FAITH IN YOU
This shows a deep understanding of both game design, but also narrative analysis with how you used narrative beats to extract information about Card Wars and adjacent systems. Amazing
Dude, YES! This is the exact sort of rabbit-hole I love. Card Wars got me into CCGs, and Dungeon Train got me into TTRPGs, so these episodes have a special place in my heart.
Yes I have biochemistry exam tomorrow and I am watching this
this is amazing, ive always wanted to play this game in all its convoluted glory
The process will be equally convoluted I expect! I hope you'll enjoy the process!
I love that no matter how you look at this game, a casual viewer enjoying the episode, or a game dev closely analyzing the rules, it's always clear that Jake is just really bad at the game lmao
This is exactly what I wanted for years ago
I'm happy to help
at 5:10 while everyone else was getting confused, I was vibing to the mantis lords theme.
I... I am so happy that the algorithm threw this at me.
I've always loved the idea of Card Wars and can't wait to see what else you may have to offer. I'd like to recommend you look at the elements Ooo has at it's disposal too when properly deciding on lane types. Not just the main 5 of Candy; Slime; Ice; Fire and Lumps but other factors that have garnered their own princesses and kingdoms like food for Hot Dogs and Breakfast and undead for Skeletons, Ghosts and, of course, Vampires.
Card Wars feels like a mix of a Table Top card game with an RTS game. As you said, some of the creatures could possibly do things automatically in real time while players are playing. It definitely seems like a complex task to emulate that specific way the show portrays it, but if done right it could produce a unique take on combining both turn based and real time strategy mechanics into one package.
The rise of big holes
Always workin' at it
Yo, fellow game dev! The attention to detail and the whole creative process? Mad respect. Can’t wait to see this project evolve. Keep rockin’, BigHoles! 🙌👾
Things like the wandering bald man can be simulated in real life by random dice rolls associated with a special table for each card that requires it. For example based on different dice rolls, each turn the wandering bald man could move X distance in Y direction, or take a nap, or try to look for a snack near him, etc.
a great idea. I have a small observation that may be of help. It is related to the actions in the turns and the numbers on the cards and perhaps, the numbers represent the energy cost to use the card and summon it. The pig has a 2/2, because it costs 2 to summon him and 2 to use his special ability, the ultra dog has a 1/2 because it costs 2 to summon him and 1 to activate his special ability (the numbers may be reversed, but I think that it's understandable). This becomes more evident when you see that the cards that have only one number are structures that are from the beginning waiting for you to activate their ability, spell cards or artifacts that, seeing the descriptions, are only "feature" cards (I don't know how). are called) but basically they are these that allow you to perform "meta actions" that are related to the game, but not necessarily with what happens with the board, in this case, as spells that allow you to directly influence your deck or the opponent's deck, other better known examples in real games are the typical "shuffle your deck" or "take 3" or things like that. and if you notice, structures, spells and artifacts are numbered "x" and not "x/x".
Although what confuses me the most is the structures, they are somewhat contradictory, because at minute 1:59, below the group of structures on the left, one of the form x/x appears, but in the group on the right, a single number appears, a 4, with structures that are not in place from the beginning. It seems like an inconsistency with the point I said before... but I think it has an explanation. although it can be somewhat confusing: my theory is that the first structure cards do not carry an energy cost, that is why they are not of the x/x type, but if it is active, then to explain the discrepancy with the following structures, the way to explain it is that there are structures that only have a summoning cost, because they have passive abilities or other forms of use, such as the cabin or the cave that Finn summons, but there are other structures that, in addition to the summoning cost, have an active ability.
Now the last point is the one that connects everything above. my assumption is that the points that appear on the cards are "resources", which are passively generated by the terrain cards you have summoned (I will assume that they stack indefinitely because there are cards like jacke's castle that are very expensive ). These resources can also be displayed on the board through changes in the terrain, in this case, the corn growing in Jacke's field. You can also interact with resources, as demonstrated by Finn's pig eating his corn. Now, why do the corn warriors (unit cards) disappear when the pig eats the corn? Could it be because instead of having a "summon cost" they have a "maintenance cost?" This means that summoning them will not cost you resources, but if they took up a certain "resource slot", for example, if you have 5 resource and you have two cards of cost 3, it would be a total cost of 6, therefore, you would have to choose only one unit card to occupy that space and if resources are destroyed or you misuse an ability, your units can disappear.
I remember I had the physical card wars game of the set Finn and Jake had in that episode as a kid. I would play it with my friends all the time but when I moved houses my parents got rid of it and I wanted it back ever since. Good luck on recreating card wars, I’ll definitely be checking back in to see the progress you make!
The editting amd aound effects as you zoom in on and focus on certain aspects was really charming:)
Wonderful video
As someone who plays a lot of magic, when I see x, I think variable. Bean Ball Bomba says it deals x damage, where x is the number of beans in play. Since number of beans in play is x, I think that means the bottom left number is defined by the number of beans in play on bean ball bomba.
You would think that by today we would have holographic card game tables
You’re doing gods work. As a kid really wanted to recreate Card Wars and loved the mobile game. I hope you continue with this :)
Brother, this was my favourite episode, because of how cool were the visuals and mechanics like pig eating the corn soldiers. I even made a paper version of this game, with cards made of that cardboard from the back of a paper block, that we used to play in primary school. I wish you luck recreating it and I'll definitely play it when it comes out!
awesome video im super excited to hear more about this as you make it
Thank you mabooki
This was great, looking forward to future dev logs as this project inevitably leads to some sort of decent into madness.
I appreciate your efforts, i've been waiting for someone to do something about card wars for a looooong time.
Thank you, I'm gunna do my best to deliver a product people are excited about!
One of the rare moments I thank the algorithm for bringing me here. Loved this episode and the idea of this game, SOOOOO wished it to be real, simulation and all. Played the official game on mobile for a few months then dropped it as u would. Now I am here, couldn't be more glad.
I never got to play that card mobile game they made so you thinking this through so clearly makes me so happy man. Give us helldivers two except it's card wars, the deep interactive nature of a game doing things on its own and the player coming in to mess about with other players is probably my favorite concept for a video game.
I love the Exodia reference at 1:24
Mad respect for taking on the task of making this deranged card game a reality tho I also want to say the editing is very snappy and clear.
I was fascinated by this as a kid and I wanted to play it sooo bad.
Later in life I realised that it would be really hard to make a game like that that's also fun
That said, I believe in you and I wish you the best of luck!
u gotta play card wars kingdom
I never knew it was that complicated, it's not the "Put a ton of things together and we'll solve it later" Type of complicated, is actually a playable game, with mechanics and strategy, that's crazy
Love your video and I would love to play that, i think this game would be like, rts-card collection mines.
Thanks! The more I look at the game the more I feel like it will be just as much a tabletop tactics game as it will be a card game. That said, what is "mines?"
@@BigHoles like little figures tô your card on the tabble, like in The game phobies on cellphone
7:50 bean ball bomba has an x because it’s damage is a variable. It says so on the card description
Based pfp
Halfway through this video I'm forced to internalize a new headcannon: Jake never plays blue. He built that blue deck from booster packs and never touched it.
Not only is this a great video and project that I will be keeping up with, but the Cult of the Lamb soundtrack in the background is something to fangirl over on its own.
Cult of the lamb OST has such a chill and drippy vibe it's insane
Into the Breach soundtrack, too
"balls" - OneVulture
That does sound like something Grunt would say, but I don't think he said it anywhere in the video
Jake is surprised by the specific interactions between certain cards because unique interactions like those aren’t listed on the cards, but rather hidden information only gained through experience.
Obviously just my theory but it would explain the minimalist card faces and inconsistent abilities from the original game.
I feel like he'd have that experience with his own cards at least- Or as Finn said- its just logic. I wish I could emulate that complexity shrouded in minimalism, and I'm going to try to capture it as best as I can- but ultimately both players need to know the rules to play a game, unlike in a tv show
IVE BEEN LONGING FOR THIS FOR YEARS... there was a time they made a cardwars game but they've removed it. Glad that you're doing this for a project.
I wish you luck, this sounds like a nightmare to try making
It hasn't fully set in yet
As someone really interested in making a card game rn i'm really looking forward for more videos keep it up man and good luck!
Sounds awesome! I hope I can be of some help getting the ball rolling for you!
Why not collab?
You sir, are literally turning my childhood dream into a reality. I haven't been excited for a project like this in a while. I wish you the best of luck : )
there's already a tabletop version and two online versions
this is such a well put together video and an awesome task! good luck with completing your version of card wars! also i recognised the music from into the breach haha
as a kid, ocw showed me that card games are fckin' awesome. yu-gi-oh further strengthened that. nice going with analyzing the gameplay, btw
After CW I got into ugieo as well. I settled on MTG for a while but everyone in school started bringing decks they spent $100 on, and so I'd always lose.
The X on Beam ball Bomba is probably a cost. The card resemble a lot "fireball" from magic the gathering, having an X in is cost that mean: "you choose the amount of resource to pay for this, and depending on how much you pay something happen"; for semplicity (and this is often the case in magic) that "something" is either "repeat tgis X times" or "do X of this".
This whole thing would implicate the existence of a resource system to pay for the spell. Giving what we see, probably each structure have an amount of "resurce" that provides to the player each turn. Since there is no indicator on the table of this resource, it's also brobable that said resource is resetting at the end of the enemy turn (otherwise there should be an indicator somewhereon the table). So each player need to choose how much resource use during their turn or during the defense in the opponent turn.
By the way, the fact that the bald guy stumbled into the mud by itself can be explained with "At the beginning of each phase, this move in a random adiacent lane". This seems like a dumb effect, but makes perfect sens if you consider that the guy starts in play when the game begins and If a plauer don't control creatues, it loses the game. Since the game is divided in lane, I would also expect some obstacle for a creature to change lane, maybe is a cost, maybe require some ability, baybe need a special condition, or the combination of these factor... in this optic, changing lane randomly 1could also be a strong defensive skill.
8:11 so the bean ball bomba has an x on it
And it says it does x damage
X being the number of beans on the field
Thus it can be assumed the little number is the damage for spells
And damage/health for creatures
One of my favorite episodes. I love this virtual kind of stuff. Glad I see a whole million people audience who is also interested in this!
i feel like the safest video a new youtuber could is something related to adventure time card games, literally almost every vid i saw about it blew up way more than the youtuber's normal vids
Okay you got me hooked and I’m gonna keep taps on you and hope you blow up to make more card wars.
I appreciate the support! I very much intend to see this through if possible.
9:38 it may be that the second attack also dealt 1 damage but the game shows the total amount of damage dealt with the two attacks
Let's gooo, its about time we get a more accurate card wards, thanks for taking on this herculian task, godspeed brother
like this comment if you're pissed the mobile card wars game got deleted
I used to play it all the time 😭
@@WhiffTheRubbishEngine1869same
I loved playing both of them
“At the beginning of your turn, flip a coin. If you lose the flip, Wandering Bald Man moves 1 lane. Flip a second coin to determine which direction.”
This feels like Magic: The Gathering. I’m pretty sure I could recreate all the game elements using Mtg as a framework.
Dude this is awesome! I've always wanted this game but all of the games have been disappointing. Good luck to you on this journey!
I wouldn't want to disparage the official adaptations, they aren't bad games. But I appreciate the support- This is going to take a while!
Bro thank you! When I was kid watching that episode ,I was searching for that card game for weeks :( but I didn't find it ,but now you've made a replica of it :D
splendid video
splendid comment
I always seen card wars as the Card Game that hit peak Power Creep, where all cards could do so much the board ends up simulating most of them. So Wandering Bald Man, means each words carries weight. Wandering = Unit moves from one battle lane to another adjacent at random during play, only stopping in battle phase as in the episode. Bald = may actually mean anything effecting hair leaves Bald Man safe as well Bald can have a chance of reflecting back a spell. Man = may just be specifying for character or can come up among other cards like one of a succubus card only effecting Man base cards.
It is also likely that cards that are bipedal can preform certain actions involving cards that is simulated. For an example an armory building will likely not equip the pig with a weapon unless research is done to do so but a bipedal card like the Wandering Bald Man could get one if it enters the land area.
When I saw the title, the only thing that came to mind was that scene from Star Wars:
"We will watch your career with great interest."
I immediately recognized the cult of the lamb OST! Just started that game and its such a bop!~♡
Loved this video, and i cant wait to see how this progresses!