4 Cards That Will COMPLETE Your Homemade TCG | Talk TCG

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  • Опубліковано 27 чер 2024
  • I have broken down trading card types into 4 categories that your HTCG (Homemade Trading Card Game) must have in order to work in a fun way for your TCG players. Lets take a look at your homemade TCG and see if you have created all of these trading card designs in your homemade card game. By just missing one of these 4 card types in your homemade TCG, you will risk serious imbalance in your trading card game's play and chance more problems with you TCG in the future. I hope this TCG guide will help you with making and your Trading card game design. Creating a TCG is a massive uphill battle and by sticking to these 4 simple trading card making tips, you will have a much smoother journey.
    👍 Please like and subscribe to follow us as we make this homemade trading card game 👍
    Shard TCG CARDS and MERCH: shardtcg.com/store
    Shard TCG RULES: shardtcg.com/rules
    Get Shard TCG through Tabletop Simulator on the Steam Workshop: steamcommunity.com/sharedfile...
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    Music by TeknoAXE: / teknoaxe
    0:00 Intro
    0:46 First Card Category
    2:53 Resetting The Game
    4:13 Types of Resets
    5:25 Cards That Are Below The Power Curve
    7:41 When to End Your Game
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КОМЕНТАРІ • 49

  • @pbrown7501
    @pbrown7501 6 місяців тому +42

    In summary:
    1. Scaling, esp. via synergy
    2. Catch-up, ex. board resets
    3. Cards below the power curve, but with other appeal
    4. Efficient win conditions

  • @pichade5
    @pichade5 6 місяців тому +15

    good vid but the excessive camera movement was really tiring to watch and made it harder to follow

    • @phaseshifter3d455
      @phaseshifter3d455 2 місяці тому +2

      I personally had no problem following. You could try listening without watching the screen though.

  • @danielpayne1597
    @danielpayne1597 Місяць тому +1

    This is my intro to your channel. Great points made and I love the small editing touches -- Kronk's "It's all coming together" always good for a chuckle.

    • @ShardTCG
      @ShardTCG  Місяць тому +1

      Thanks for noticing the little edits. It's nice you took the time to let me know you appreciate them. Really means a lot 👍

  • @andresmc1802
    @andresmc1802 6 місяців тому +6

    yo babe wake up, there's a new Shard TCG vid

    • @ShardTCG
      @ShardTCG  6 місяців тому +2

      That there is!

  • @Sol-Gem
    @Sol-Gem 6 місяців тому +4

    As usual, highly inspirational! Thank you for another great video J!

    • @ShardTCG
      @ShardTCG  6 місяців тому +1

      Thank you.
      I hope it gives you that jolt of motivation for the weekend.

  • @kronusexodues7283
    @kronusexodues7283 18 днів тому

    I played several tcgs over the years and my favourite turned out to be Vampire the Eternal Struggle. It has always felt very different from other card games and after this video, I feel that even stronger. I wouldn't say that it has none of those cards, but everything is extremely toned down.
    In terms of engine building, you are of course able to build something up, but there aren't really any (actually played) cards that create more than the sum of their parts. You can give a minion a permanent +1 intercept with one card. and with another one, you can give them another +1 intercept. Of course there are cards that scale well with that, like anything allowing you to block an additional time, but it's really tame compared to other TCGs and only a few decks actually do build anything up.
    In terms of Catch-Up, I can't really think of anything that damages a player, who is ahead, more than one, who is behind, nor any card that scales with how well your opponent is doing. When you are behind, there is not really a card that will bring you back. Instead, all catchup is done through multiplayer dynamics. When someone is ahead, they are the target of more players and when you are behind, people will help you getting back into the game so you can help them deal with the player who is ahead.
    Trash cards absolutely exist.
    Finishers really don't exist in any sense. because VtES does not build up resources over time but instead starts with a fixed amount of resources that you slowly deplete, there is no grand finale that you build up towards. for example a heavy burn card that deals a lot of damage in that game is equally valuable early in the game as in the end, because damage dealt is damage dealt. Likewise you don't build up to your boss monster. if your deck has a boss monster, you will more likely start with that and slowly use it up over the game.
    So, while those four rules are good rules to have, exceptions, even heavy exceptions, are absolutely possible.

  • @petersmythe6462
    @petersmythe6462 2 місяці тому +4

    "anyone can make a game that is way too fast and anyone can make a game that is way too slow."
    It takes Konami to make the same game be both though.

    • @Caprikel-ov2od
      @Caprikel-ov2od 29 днів тому +1

      Lmao, yeah, I sure do love the 40 minute games that last 2 turns.

  • @SupremeVictoryStudios5377
    @SupremeVictoryStudios5377 6 місяців тому +9

    excuse me sir but i hit the like button before our rabbit friend came into the picture soo he's like me hehehehe. thanks for the great content.

    • @ShardTCG
      @ShardTCG  6 місяців тому +2

      That rabbit needs to be more like you then 🤣
      Glad you had a good viewing experience today 😆

    • @SupremeVictoryStudios5377
      @SupremeVictoryStudios5377 6 місяців тому +1

      @@ShardTCG I did! I'm in the beginning stages of designing a web3 TCG game, I am learning a lot from your content. Thanks 👍

    • @ShardTCG
      @ShardTCG  6 місяців тому +1

      That's awesome!
      It's always super exciting at the beginning. Keep pushing while the fire is hot 🔥

  • @mikeundercofler8108
    @mikeundercofler8108 Місяць тому

    I've off and on thought about making a card game for a while, just found your channel yesterday and I am loving it!

  • @ohisideho3460
    @ohisideho3460 6 місяців тому +3

    Love your vids man

    • @ShardTCG
      @ShardTCG  6 місяців тому

      Thanks!
      Appreciate it, man.

  • @diddlydude30
    @diddlydude30 6 місяців тому

    I love the tone change when you talked about trash cards 😂

  • @abyssal113
    @abyssal113 6 місяців тому +2

    Another extra role I think you can have for purposefully bad cards is "griefer" strategies. Things like stall, "tax" and "resource destruction" are often quite hated when they are dominating the metagame because they can lead to players feeling frustrated as they interrupt their ability of players to play. But there are also some players who quite enjoy playing those strategies, so I think it is a good idea to have those cards exist in some form, but never be quite cost-efficient.

    • @ShardTCG
      @ShardTCG  6 місяців тому +1

      I also don't enjoy being shut down. I think both players should get to play their own strategy without ruining the experience for the other.

  • @kittybeans8192
    @kittybeans8192 3 місяці тому +2

    @2:38 I do wish I could be like that little bunny, pressing the like button. Alas, if I did that, I would be *Un*liking the video, as I already pressed it. I guess this is just how my life is going to be from now on, forever doomed to not be like that adorable little rabbit.

  • @AutisticBoardGamer
    @AutisticBoardGamer 4 місяці тому +1

    I'm waiting for this channel to start reviewing indie card games

  • @Phanox
    @Phanox 6 місяців тому +1

    Really helpful! I came up with a strategy for my own tcg concept that definitely needs some balancing, but I'm curious whether or not it would combat the snowball effect:
    Essentially, every time your hero/player character takes damage, you receive 1 extra point of card-playing currency. This allows players who are taking a lot of hits to recover by playing high-cost cards, while still providing a consequence for bad play in that too much damage will kill them. It also adds a sort of strategic risk-vs-reward mechanic where you might *want* to take a few small hits to get your currency up. Great video!

    • @ShardTCG
      @ShardTCG  6 місяців тому +1

      Thanks!
      This could balance things up.
      You would have to play test it, of course. People are smart and may try to build decks purely for one turn kills. That way, their opponent doesn't receive card playing currency. Keep working on it and see what happens! It's very exciting.

    • @cephalosjr.1835
      @cephalosjr.1835 Місяць тому +1

      Damage-as-resource is fairly common in Japanese TCGs, such as Cardfight!! Vanguard. I would recommend you look into how those games handle damage (and snowballing) for ideas similar to that.
      I don’t think combining a mana system with damage going to resource area has been done before, but it should be possible. (WIXOSS has a similar mechanic, where damage you take becomes ener (the game’s main resource), but it’s noticeably different because ener is consumable and you don’t need it for a lot of things, including playing most cards.)

  • @kagemushashien8394
    @kagemushashien8394 4 місяці тому +2

    I like the concept of showing how powerful cards are by Comparison, but that just makes gambling fodder, look at the big 3, they have so many that players are willing to rip up cards, don't believe me, see the school system, I've seen cards ripped to shreds just cause they're useless, still don't believe me, watch Yugioh videos on War Rocks, I like the old school concept, but seriously, compared to the meta, might aswell rip up all vanilla cards (no effect cards), cause it won't change either way, players will resort towards meta cards if they want to win, but what if every card is useful in a way, what If every card has a chance, and not be potential fodder for the fireplace. Collectors are different, but in gameplay games where it matters, will be mocked and ripped to shreds by those competitive players who does not care.
    If I am going to create fodder cards, I want them to be valuable to not be ripped, like specific effects that are powerful but are niche, and story driven cards that tell the story, but better. If all cards where on a frequency grid, I don't want cards that go very deep or very up, balanced out so that all cards are playable, so they can meld whatever they want while have the chance of winning either way, what matters left is player skill.

  • @JustinTuthill
    @JustinTuthill 2 місяці тому

    Tyrannomon playmat, where?!

  • @unleashed-TCG
    @unleashed-TCG 6 місяців тому +17

    What was that fake yugioh game at the start 😂

    • @ShardTCG
      @ShardTCG  6 місяців тому +13

      I got them on Ali express. They look closer to the anime. I thought they would be fun for some B-roll with the larger pictures to show off.

  • @GuYuebai
    @GuYuebai Місяць тому +1

    But I still don't understand, whats engine building card

    • @ShardTCG
      @ShardTCG  24 дні тому +1

      cards that make the game go brrrrr...
      But seriously, engine cards are cards that build on your strategy.
      If your focus is card draw and you have cards that trigger effects when cards are drawn then your engine cards are the ones that say "Draw 1 card after you attack" or "Draw 1 card when Destroyed"
      This effect trigger other effeects such as "When you Draw a card, deal 2 damage to the opponent" or "When you draw a card, play a level 1 card"
      It is all about compounding the effects of your other cards from engine cards that trigger the initial effect.
      Hope this helps.

  • @sephirothbahamut245
    @sephirothbahamut245 2 місяці тому

    Counterpoint to your first category: Flesh and Blood does the exact opposite

    • @crait
      @crait Місяць тому

      And it's not good for that reason. 😊

  • @Sawakiy
    @Sawakiy 5 місяців тому

    great content ! One advice, turn down the background music. It is a bit too loud and makes it harder to follow the content of the video.

    • @ShardTCG
      @ShardTCG  5 місяців тому

      Thanks for the tip!

  • @orichumo
    @orichumo 2 місяці тому +2

    the delivery makes this impossible to watch

  • @codysextremescenetvjunior
    @codysextremescenetvjunior 6 місяців тому +1

    4:07 you’re referring to how in like Yu-Gi-Oh, you have trap cards and spell cards that some can destroy cards, and some can like the swords of light card can stop players from attacking for X amount of turns, right?

    • @ShardTCG
      @ShardTCG  6 місяців тому +1

      Yes, mostly.
      I suppose I didn't cover cards like swords of revealing light that are designed to stall games. Game stalling can be fun to build tension, but overall, stalling a game is dragging out the game. I would keep stalling cards to a minimum but never outright get rid of them. They are still an interesting and sometimes fun strategy when used sparingly.

    • @codysextremescenetvjunior
      @codysextremescenetvjunior 6 місяців тому

      @@ShardTCG Yeah and you can also have counters to cards like swords of light I don’t know if YGO has any, but i’m sure there is or you can even make it in your rules like I’m pretty sure YGO has a rule against how many swords of light you can have in a Deck

    • @cephalosjr.1835
      @cephalosjr.1835 Місяць тому

      Yugioh isn’t a great example of this because in Yugioh, stalling cards are really, really bad because most decks will just remove the stalling cards if they’re not disrupted, and stalling cards take up valuable spots that could be used for engine (cards that accomplish your strategy) or disruption.
      Magic’s fog effects are a better example. (EDIT: Though they’re also quite bad.)

  • @Sleepy0173
    @Sleepy0173 5 місяців тому +1

    I think it's better to not focus on trash cards too much. They will happen even if you try not to do it, and after a while in the case of non-rotating formats like Yugioh, your initial pool's meta staples can eventually become trash cans too.
    Making them worse to make the others look better risks them hitting that mark of "it's so bad it's not even worth making a challenge over it in a way that'd make it fun". Or seeing how it stands when even the intended better cards fall a little short from hitting the mark of being good themselves.
    I love casual pack filler but even that needs a level of functionality. I'm not entirely sure on the formula since I'm a Yugioh player primarily and I measure it by thinking filler cards feel "good" and meta cards feel "unfair", and that in reality means filler cards are not good but bad, and the staple and meta relevant cards are "good". xD

  • @petersmythe6462
    @petersmythe6462 2 місяці тому +1

    I don't like the idea of including cards that are decidedly below power curve. And here's why: cards that don't see play at any level may as well not exist. If you have the option to play a skull red bird or an Uraby in Yu-Gi-Oh, you'll always play the bird. Factions permitting, you'll also always include the bird and only the bird in your deck.

    • @codyjacobs6899
      @codyjacobs6899 Місяць тому

      To be fair, ygo is an extreme example of this. 70% of the cards in any set to this day are just garbage. But it is important to have "weaker" common cards so that brand new players can build a functional deck without breaking the bank. They just shouldn't be absolutely useless like in ygo.

  • @ohisideho3460
    @ohisideho3460 6 місяців тому +1

    First!

  • @loganquasar5124
    @loganquasar5124 4 місяці тому

    WTF? U Brazilian?