Do All Good Card Games Have Lands?

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  • Опубліковано 28 лис 2024

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  • @BigHoles
    @BigHoles  5 місяців тому +748

    Anyway- back to the useless swamp, its pretty cool.

    • @thebababooey2723
      @thebababooey2723 5 місяців тому +6

      Nah the cool lands are way cooler

    • @josephmartin9737
      @josephmartin9737 5 місяців тому +7

      Idk feels useless

    • @BingoosBongoos
      @BingoosBongoos 5 місяців тому +4

      Can you make this a physical game when you are done

    • @abyss_waker1276
      @abyss_waker1276 5 місяців тому +2

      You can make the board wider and a bit longer

    • @Snowmon89
      @Snowmon89 5 місяців тому +11

      Hey, this is going to sound a bit weird, but I don't think that the numbers on the land cards are Health, but rather something more akin to "size limits". As in you can only use lands that equal to, let's say 17. Jake's three corn fields are size 5, but his wastelands is only 2. I'm kind of saying this because the amount of space that the (non-card) lands take up vary in obviously uneven ways. This might have something to do with the hexgrids we see before the lands are Flooped. (If this were turned into a physical copy, obviously the board itself would have to be a "Digital display" for convenience sake). Because I think that's exactly why it's all holographic in the show to begin with. Doing this may also limit the amount of "special lands" when one is deck building within the show's vague rules.
      (Not really a mana system, but the same could be said about any creatures that are played. Like you're limited to one structure and one creature on each land, but distributed "size" for what creatures you can have in play. (more specifically from hand). Though again, that may be overcomplicating things, even for the show.)

  • @rodrixam
    @rodrixam 5 місяців тому +1220

    > "useless swamp"
    > looks inside
    > it is useful

    • @josephmartin9737
      @josephmartin9737 5 місяців тому +99

      Useless swamp is ironically the only land we see an ability used for

    • @WTHDallas022WasTaken
      @WTHDallas022WasTaken 5 місяців тому +6

      Just like Seward’s Folly.

    • @BabyGhast4
      @BabyGhast4 5 місяців тому +18

      @@josephmartin9737 Well don’t cornfields have corn growing, which greatly boosts the strength of corn creatures, at the cost of leaving the creatures reliant on them (they are greatly weakened if the corn is destroyed). That’s an ability, right?

    • @Cutielove9770
      @Cutielove9770 5 місяців тому +4

      @@BabyGhast4 No, I think the corn horsemen's/cavalry's ability was that if a cornfield is damaged, they die

    • @4ryd511
      @4ryd511 5 місяців тому

      real xD

  • @FromOrbit
    @FromOrbit 5 місяців тому +375

    Borrowing from Magic wording a bit, you can reword Centipede Wizard to the following: “Reveal cards from the top of your deck until you reveal a spell. Cast it. If you don’t find a spell, or can’t cast it for any reason, the card is discarded and Centipede Wizard dies. Shuffle your deck.”

    • @cylihou5307
      @cylihou5307 5 місяців тому +4

      That’s such a solid idea👌

    • @bulutcoskuner9774
      @bulutcoskuner9774 5 місяців тому +13

      I’d change the last part to “Shuffle the other revealed cards back into the deck.” That way, what happens to the revealed cards is more clear.

    • @aiacfrosti1772
      @aiacfrosti1772 5 місяців тому +5

      @@bulutcoskuner9774 In MTG templating, "revealing" does not cause the cards to change zone, nor does it change their order if the zone has an order. Because the cards were not instructed to leave the library they are already included in any instruction that affects all cards in the library, whether that is shuffling or another instruction.
      For non-magic templates, whether or not the additional words are worth the cardstock they are printed on depends on the amount of space on the card dedicated to rules text. The frame of these cards is mostly dedicated to art, so reducing the word count is going to be far more important than being explicit with a declaration that can be easily marked in the rules pamphlet (and for most people who already play card games, intuited)

    • @BigHoles
      @BigHoles  5 місяців тому +66

      Words are hard

    • @soundrogue4472
      @soundrogue4472 5 місяців тому +1

      @@BigHoles Words aren't all that difficult unless it's Japanese, just take a complex idea and try to represent it with limited words to explain an ability.

  • @bradymclaughlin6376
    @bradymclaughlin6376 5 місяців тому +209

    The idea "Card Wars:Edgelord Expansion, introducing the Blood, Fire, Demon, Motorcycle, Electric Guitar, and New Jersey elements," sprang into my head fully formed

    • @2bluedragons492
      @2bluedragons492 5 місяців тому +26

      Old Jersey would totally be a land.

    • @Drip_Wooper
      @Drip_Wooper 5 місяців тому +13

      I actually laughed for 2 whole minutes bc of this
      if we're going by things edgy kids like, the 'Edgelord Expansion' should have a "Gun Element', but a Gun Spell probably be a part of the New Jersey element so making a full element out of it would be redundant, alternatively, there was a New Jersey element without a gun card wouldn't right so we can't just take it out

  • @LewisGingerman
    @LewisGingerman 5 місяців тому +1470

    Hope your doing well mate, remember if your ever feeling burnt out, no one will be mad if you take a break, other than that, great work so far :)

    • @Alexander_B42
      @Alexander_B42 5 місяців тому +45

      YES we all agree please we like the game but not at the cost of your health❤

    • @Reid_Unlimited
      @Reid_Unlimited 5 місяців тому +8

      *you're (you used the wrong your/you're twice)

    • @Alexander_B42
      @Alexander_B42 5 місяців тому +27

      @@Reid_Unlimited shut up bro we are wholesome here🗣️

    • @mitchellenderson7194
      @mitchellenderson7194 5 місяців тому +8

      @@Reid_Unlimited🤓

    • @alexanderrosulek159
      @alexanderrosulek159 5 місяців тому +2

      I may be mad

  • @galladite4924
    @galladite4924 5 місяців тому +301

    This is the only current series I get genuinely excited about whenever a new episode comes out!

    • @dew7555
      @dew7555 5 місяців тому +3

      You should check out the Uno Amalgam

  • @tylerp.5004
    @tylerp.5004 5 місяців тому +234

    I know this is based on just heavy interpretation, but since the Wheat Field ability has the stipulation of opponent having gluten allergy, maybe the implication is that it's a powerful passive that only applies in situational circumstances? You could interpret this in-game as this only applies to creatures with certain tags. That clears up the whole "Active VS Passive power scaling" issue.

    • @DuskoftheTwilight
      @DuskoftheTwilight 5 місяців тому +49

      The phrasing actually implies that it's a passive effect with a condition based on your opponent, as in the person sitting across from you. If they have a gluten allergy, they have to suffer that debuff, otherwise it does nothing.

    • @durttheelder4035
      @durttheelder4035 5 місяців тому +35

      @@DuskoftheTwilight also tfinn has another land that says "All plant life costs 1 less to play" and that's his 4th land meadow
      I feel like this pretty much confirms that there is a cost to every card

    • @tylerp.5004
      @tylerp.5004 5 місяців тому +16

      @@DuskoftheTwilight I know, which is pretty funny and in-line for Card Wars in-universe, but I'm saying in-game as in the version being developed, since it'd be weird and bad for balance to base it off of a opponent's medical condition.

    • @DonnaPinciot
      @DonnaPinciot 5 місяців тому +3

      @@tylerp.5004
      Maybe you could draw 'pre-existing status' cards before setting up lands, giving your entire deck a random drawback or benefit?

    • @jmurray1110
      @jmurray1110 4 місяці тому

      Fairly certain it’s passive ability based on player data
      Honestly have things interact with the fact there’s a play can be weird in general yugioh has some of them mostly ti get past effect text
      Obviously example being that one old card that states neither player can tribute summon no matter the circumstance (can you tell it hasn’t been reprinted after PSCT)

  • @mrmooseman7059
    @mrmooseman7059 5 місяців тому +160

    Idea: Optional deck building, now hear me out (Ive been designing card games for about 10yrs). It can be a more advanced mechanic where each deck has a limit of points, different cards give different points based on how powerful they are. Big sun man could be 10 points, but he would take up 1/10 of your total allowed points in your deck. Additionally decks have a minimum number of cards. Cards like behaviors which are bad for the player can have negative points allowing for more powerful cards in your deck.
    This would allow for more comboing, eg a cornfield based deck without it being purely "gee I hope I get the right cards" before your opponent draws all the cornfield based cards.
    Hope you enjoyed my speil, its ur game at the end of the day so up to u 👍

    • @francogiobbimontesanti3826
      @francogiobbimontesanti3826 5 місяців тому +18

      This is definitely the way to go. Fixed decks just take away a lot of the fun of card games like these.

    • @zinc657
      @zinc657 5 місяців тому +6

      I believe this is already going to be implemented. There’s just not enough card variety yet

    • @karibou008
      @karibou008 5 місяців тому +1

      Could potentially simplify it even more and just allow a certain amount of cards with a rarity, high power cards are usually higher rarity and thus less of them are allowed in a deck

    • @cookies23z
      @cookies23z 5 місяців тому

      Reminds me of chaotic(the cardgame/cartoon) where attack decks used for combat had a 20 card deck and 20point limit, with some attacks costing more points but being stronger, like a 2 cost attack, 3,4,etc but each time you put one in you would need to fill up your deck with 0 costs to balance it back out to 20points (most 0costs were really weak or niche)

    • @heroeko
      @heroeko 5 місяців тому +1

      I liked it!

  • @mfpippin9972
    @mfpippin9972 5 місяців тому +65

    I think it'd be interesting if each of the elements had one "cursed" land option. Providing a super powerful ability / passive, but with negative effects as well. It would complement the chaotic nature of the game, and add some interesting risk vs reward choices as well.
    Additionally, consider REALLY leaning into an almost "roguelike" balancing philosophy for the game - super quick chaotic matches, but you can get lucky with broken builds. Losing to your friends broken build is almost as fun as playing one imo. This sort of balancing philosophy would really harmonize with the aesthetic of Card Wars. Love the series, keep it up

  • @santiagovidelaleiva
    @santiagovidelaleiva 5 місяців тому +51

    From playing Marvel snap, location mapulation is pretty crazy, i know the game works different but i still think for a better gameplay perspective the ability to destroy lands should be reserved to very few cards and not any card.
    A new special keyword may be needed, one that means the creature can attack the land itself. I know this is kinda the thing you want to avoid, of being different mini games inside the game, but i think is necessary for this specific thing.
    A healthy medium can be reached, where "land pillagers/pillager" (possible name?) are prevalent enough in the game to keep in mind but not something all creatures can do. And same for "land reclaimers". Kinda how "workers" work right now.
    Both of these types of creatures would work for normal purposes too.

    • @epicjeong
      @epicjeong 5 місяців тому +6

      Fair point. There IS a difference between punching dirt and digging, after all

  • @pining_tree6788
    @pining_tree6788 5 місяців тому +44

    I still am awaiting the intelligent firework dog given that little mistake from a while back

  • @BaconSpider
    @BaconSpider 5 місяців тому +12

    in the show workers seem to be represented by the same holograms as creatures and i always interpreted finn moving his creatures into certain structures as the "worker placement" jake mentioned
    so my idea would be to give certain building cards worker slots instead of the land areas. then you move a creature piece onto/into a building to get an effect as the worker placement mechanic. (you could also put the worker slots on the land cards)
    in a physical version you could even give the land buildings little spots to set the worker pieces
    though if you wanted it to be more like traditional worker placement you could have it be that whenever you play a worker creature (or a worker creature comes under your control for whatever other reason) you get a worker piece and whenever one of your worker creatures dies (or you lose control of it for whatever other reason) you lose a worker piece
    then on certain turn phases (probably the main phase?) you could have the option to place one of your worker pieces onto a cards worker slot to get a certain effect depending on the card
    like getting some money, drawing and discarding, buffing the creature (or just buffing one of your creatures if the worker pieces aren't tied to specific cards), or even more powerful effects like drawing without discarding, or forcing your opponent to discard without drawing, or weird stuff like messing with the economy tracker
    and then your opponent gets the opportunity to place one of their workers
    then at the begging of a turn each player gets all their workers back
    you could also give the different work structure cards different requirements like only allowing workers of a certain creature type or with certain stats
    the worker placement abilities could be a little stronger than normal abilities with the drawback that your opponent can also place workers onto your worker slots to get the effect
    you may also want to consider other placement limitations like only being able to place a worker if you have a creature in the same or an adjacent zone to the work station card
    as for booting a worker from a slot to place your own thats not typically something you can do in other worker placement games, you could have it be that you can place a worker in an occupied slot if it's stats are higher than those of the worker currently there. or you could have it be that you can place a worker in an occupied slot for an additional money cost if you want to link it to the economy system but i dont necessarily think you should
    because it's on cards and not the board if you dont want to play with worker placement you just dont put the cards that have worker slots in the pool of cards you build your deck from
    related to that i'd recommend giving cards related to optional mechanics (and just cards in general) set symbols to make setting up the card pool easier
    like all the cards would have the "set 1" symbol, cards related to the eco mechanic would have the "economy" set symbol added, and cards related to worker placement would have the "worker placement" set symbol
    sorry for the super long comment lol. there's a lot you can do with the worker placement and i have a lot of thoughts on it that i'm not sure i really got across well
    the game looks really cool so far! keep up the good work and remember to take a break if you need to

  • @AroyalMcWiener
    @AroyalMcWiener 5 місяців тому +6

    Not sure if you're taking ideas on land cards yet but I have them so why not give them
    - Space land: 5 health: Any none space creature that ends their turn on the space land loses 2 health. (It seemed like all the land tiles where op)
    It comes with such cards as:
    - Astronaut Goldfish(In a glass bowl)
    - T.Rex skull asteroid - when killing an enemy unit There's a chance of exploding (1/6) and dying and then a (2/6) chance of destroying the land it attacked in.
    - Apple with a wormhole in it: when destroyed you can draw the top 3 cards and if any of them is a creature you get to play that creature.
    - Moon cow: Get moon milk from the moon cow. Moon milk can remove emotions
    - Cosmonaut Cat

  • @Spoon80085
    @Spoon80085 5 місяців тому +12

    You could use the health stat on land cards to determine how to refloop them (if unflooped by an attacking player). One idea could be making the the defending player "repair" the land by using a similar system as attacking. If their attack is higher than the land's health, they can refloop it. Otherwise, it remains unflooped and the opposing player can still attack it.
    (You could also use a defending creature's health for reparing, just because it seems more fitting and just the right combination of esoteric and efficient use of the stats)

  • @iceboundwings6107
    @iceboundwings6107 5 місяців тому +50

    I don’t play tabletop sim- yet I love this series. Keep it up!

    • @justjaden2121
      @justjaden2121 5 місяців тому +2

      This really has nothing to do with tabletop sim, he’s just using it to develop the game until it’s fleshed out and ready for a physical production.

    • @op2265
      @op2265 5 місяців тому

      ​@@justjaden2121how would he release it fully without facing copyright issues tho?

    • @Scaryland42
      @Scaryland42 5 місяців тому

      ​@@op2265he is using original cards

    • @iceboundwings6107
      @iceboundwings6107 5 місяців тому

      @@justjaden2121 that’s pretty bold lol. I’d love to buy a version of this event without AT branding but we’d have to wait and see.

    • @justjaden2121
      @justjaden2121 5 місяців тому +2

      @@op2265 unsure, but if you watch the other videos he clarify table top simulator is a medium before the physical game. I don’t know the legality of it however.

  • @lorddiana7746
    @lorddiana7746 5 місяців тому +2

    I simply LOVE that you're making it so unbalanced and random and full optional little things, it sounds so FUN
    On top of being a truly faithful and thoughtful Card Wars Recreation, it just sounds like such a fun game on its own! In a way that few mainstream games that I know of are, and in a way I always wanted card games to be

  • @djordjerankovic7217
    @djordjerankovic7217 5 місяців тому +3

    Honestly when it comes to lands the simpler the better in my opinion. For such a core mechanic of the game it should be as simple as possible while providing just enough substance for it to make the game more interesting.
    Also great job so far, cant wait to see more!

  • @_vallee_5190
    @_vallee_5190 5 місяців тому +3

    One of the main things in the show and in the official card game is energy requirements, all creatures require energy to attack and attacking land cards results in their energy source being lost. As an example the husker knights, or feedman in CCW or DDCCW.

  • @swirbl
    @swirbl 5 місяців тому +9

    But I also really like the idea of showing what the troop capacity a land has.
    For instance, if a land has the number 2 on it, it can hold one troop worth two points or two troops, each worth one point. And because the land can't hold many / strong troops, it gets a nice bonus effect, like protecting troops from spells.

    • @Nate_M123
      @Nate_M123 5 місяців тому +1

      this is perfect. It could also be that if X amount if creatures are in the land, then buff/Debuff is applied

  • @Rolman3D
    @Rolman3D 5 місяців тому +41

    This video and card game made some level of sense and was somewhat show accurate in it's systems and gameplay until in this video you have stated being able to take over an opponents land card. Kill the creature defending that land card instantly by destroying that land card. It should be that once that landscape is destroyed then you can't summon any more creatures onto that land. The needless over complication of adding sub variants to corn when you clearly see Useless Swamp, Corn Fields, Corn Fields and Corn Fields makes no logical sense and actually adds more work for you as a developer. The logical reason for no descriptions on Corn Field cards is the comparison of 1 + 5 + 5 + 5 = 16 for Jakes lands vs Fins 1 + 2 + 3 + 3 = 9. Therefore of course one of Fins Blue Plains cards would make the opponent have to pay 1 extra per card and theirs to cost 1 less for the sake of balance. This would further prove that there is in fact a cost system to summon cards.
    Logically the workers are the cards that are entered into the lanes, they work when not being attacked during your turn. The mana is the resources that are produced by workers and then are used to summon cards, cast spells and summon buildings.

    • @kood995
      @kood995 5 місяців тому +12

      I honestly have no idea why he's trying to avoid card costs. It's so very obvious that's a thing.

    • @Rolman3D
      @Rolman3D 5 місяців тому +2

      @@kood995 I pointed it out to him after painstakingly extracting the meaning of all ep 1 cards and then saw this video

    • @kood995
      @kood995 5 місяців тому

      @@Rolman3D Smh

    • @chicho_111
      @chicho_111 5 місяців тому +2

      please rewrite this. the structure is confusing which is a shame because i feel like you have good points

  • @gregwalker9152
    @gregwalker9152 5 місяців тому +10

    Absolutely loving everything about this project, keep it up!

  • @kennethmoore6482
    @kennethmoore6482 5 місяців тому +16

    For the Land confusion, perhaps you could classify the playing field as Terrains?

    • @isaac_marcus
      @isaac_marcus 5 місяців тому +2

      I was thinking the reverse, but do think Terrain is a good word to add. To me Land is an area, while the Terrain describes that area.

    • @CrashJetTech
      @CrashJetTech 5 місяців тому +2

      Zone feels like it would be a good word for describing the sections of the board, with Land being the cards themselves that influence each Zone.

    • @maxtube1952
      @maxtube1952 5 місяців тому

      Or just have land cards be structures. That's what I assumed they were at first, honestly...
      Edit: Actually, thinking now, they seem to essentially be a subset of structures.
      🤔

  • @Bobthepencil-zs6hs
    @Bobthepencil-zs6hs 5 місяців тому +9

    Wow I’m so glad this is going so well

  • @Pepe-pq3om
    @Pepe-pq3om 5 місяців тому +38

    3:19 Why did you completely ignored the fact that the ability implies there is a "mana" system where you need to spend something to activate certain cards? I'm not hating or anything, but that seems really important if you are going for the show accurate route.

    • @Balmong7-y4s
      @Balmong7-y4s 5 місяців тому +5

      This could also be a use for the worker placement system, the workers could be what generates the mana.

    • @MiauFrito
      @MiauFrito 5 місяців тому +1

      Obviously, and the lands probably generate it with their little number there, though other cards such as creatures don't really have an apparent cost, just the a/b attack def,
      so maybe it is their health after all, unless all the creatures cost the same, which is technically possible

    • @MiauFrito
      @MiauFrito 5 місяців тому +1

      There is also the fact that the rules for this were made haphazardly, so maybe they just forgot to add more than one number to the creature cards, unless, one is the attack AND defense, and the second one is the cost of the card

  • @Tjthemedic
    @Tjthemedic 5 місяців тому +2

    At the start of the game, both players floop their land cards, which takes over the lands in front of them. I think it would be consistent to make it so that flooping an unflooped land card is the action that takes over an empty land - both at the start of the game, and if a land card is destroyed.

  • @ChronoCommander
    @ChronoCommander 5 місяців тому +2

    A way to give the land card values meaning without bloating setup too much, is by having the values relate to the point cost of choosing that land to draw cards from, allowing for a agreed upon number by the players to Modulate the power scaling of matches. For example if you set the point total for a match to 15 you could choose two cornfields (5x2), a plains (3) and a wheat field (2).

  • @Black_golem
    @Black_golem 5 місяців тому +2

    😊I feel like to take over a land you would need to put a structure or put another land card and you could incorporate your worker placement mechanic, so you would need to put a worker on the land to claimant and these could allow for more customization like if you have one less enemy card, but one extra land card. or something along those lines I’m just shooting out ideas

  • @GagePulkrabek
    @GagePulkrabek 5 місяців тому +3

    maybe the land number means what can be played on it at the start of the game 4:07

  • @imawesome2120
    @imawesome2120 5 місяців тому +2

    Idea: Maybe Work can be defined as when you link a Monster to a structure, and improving the monster and/or the structure by doing so. I'm basing this off how, in the show, Finn sends his scholar inside to learn and then learns how to resurrect the pig as a result.

  • @giancarlocasiple7438
    @giancarlocasiple7438 5 місяців тому +2

    Man aftet all of this is finished i cant wait for the graphics for this game👀

  • @spencer2113
    @spencer2113 5 місяців тому

    Every video I’m astounded at how much work is being put into this! Take youre time and keep having fun!

  • @anthonywestbrook2155
    @anthonywestbrook2155 5 місяців тому

    Worker placement! Also known as "action drafting." It's one of my favorite game mechanisms. One totally different approach you could use would be cards that come out and create a spot that a worker controlled by either player can go to activate an ability.
    If you take this route, can I suggest "pedestals" as the terminology, just so it matches the visuals of the show (even though the show doesn't have cards for the pedestals).
    These abilities don't have to be tied to the economy necessarily. They could effect key words, turn sequence, land types, stats, or anything else. Some could have an effect when placed, while others would have passive effects as long as your worker is there. Displacing workers, as shown in the show, doesn't have to be a core element of worker placement, it could be a special ability that isn't always available (like a card that changes a worker into a big ol' bully worker, or a floop that lets it happen).
    Because they would be accessible to either player, they should be cheaper or free to get on the board (since you wouldn't want to spend valuable cards or resources just for your opponent to swoop in). This could be done a few ways. You could have random ones enter play via the chaotic behavior deck (or whatever it's called), either from a set of core pedestal cards, or provided by the players. You could have them played from hand automatically when drawn, but then always letting them draw a new card to replace it (played automatically, so that you can't time it too much in your own favor, if it's already free to play).
    I think the toughest design choice would be deciding if workers are just a thing players always have, or if they need to be created in game. Maybe certain land types give a small number of workers, so that it's easy to start with at least one or two workers, but it's not a given, and some decks wouldn't have any. But then having other ways to get workers could be fun.
    If any of this interests you, I'd be happy to discuss it as much as you want. This is a topic I could go on about for hours.

  • @PixeletDan
    @PixeletDan 5 місяців тому +4

    obsessed with this series, keep up the amazing work and be sure to take care of yourself and take a break if you need to ❤

  • @g0dzilla5
    @g0dzilla5 5 місяців тому +16

    I don’t play card games and never watched adventure time. Why am I here?? Couldn’t tell you but I bet I’ll click on the next one the second it hits my feed too.

  • @a1rg3ar31
    @a1rg3ar31 5 місяців тому +2

    Wheat Field's effect in the show is so funny.

  • @gabrielepoli9140
    @gabrielepoli9140 5 місяців тому +2

    Nice man keep up the good work, this project is a dream come true for me

  • @scoople
    @scoople 5 місяців тому +1

    I just wanted to say, thank you so much for recreating and allowing me to play one of my child hood dreams, I’ve ALWAYS wanted this to exist as a kid and it only took like 10 years for this

  • @rileyhill3277
    @rileyhill3277 5 місяців тому +9

    I’ve finally caught up on this series, and have an idea for how the health of the terrain could relate to the puzzle-piece/ uneven areas of the holographic land.
    Each piece appears to start on the player side as an equal fraction of the width of the board, then get wavy and end as an unequal fraction of the board in the middle.
    What if the health determines what portion of the middle of the board each land makes up. Players build their board up a total health limit, and the larger or smaller segments fit together to make a whole half-board.
    A health limit of 25 with three 5 Health corn fields + one 10 health useless swamp for example.
    How that becomes a land segment boarder shape that is compatible with all other combinations of 4 land segments, I don’t know yet, definitely easier as a program than in printed cardboard

  • @isgrin8823
    @isgrin8823 5 місяців тому

    I like that you are focusing on making the game fun and not directed to the competitive scene, I think thats its charnm and the point of the adventure time's card game, to have a fun time playing a whimsical card game with friends. I like the idea of making decks random so you have to play bad cards that are cute or funny or ridiculous that you wouldnt play otherwise. Also i think combos and synergies is gonna make it so fun to play, always discovering new posibilities for card combinations of effects is so fun

  • @moylefam5394
    @moylefam5394 5 місяців тому

    I saw the last two videos right before I slept, and now this video will join them. Amazing work love the videos

  • @slimybagelsam1145
    @slimybagelsam1145 5 місяців тому +2

    What if the number on the land is the number of turns before it activates. Not sure about how many turns are taken in the actual episode, but it makes sense for the corn to take about 5 turns to grow, and then once the corn is grown Jake can then play the cards that get buffed by or require the corn to exist.

  • @MathewSan_
    @MathewSan_ 5 місяців тому +1

    Great video 👍

  • @micahnewman6165
    @micahnewman6165 5 місяців тому +2

    Really exited to see were this goes!

  • @hollowriller
    @hollowriller 5 місяців тому

    For when an a land gets taken by the other side, it can be made so they get "connected".
    Your opponent can put their units on any half but yours needs to fight through both tiles and if they get to the end the whole lane gets "ruined" and no more cards can be put there though if you manage to fight into their area they can no longer deploy on your side.
    Could have units being able to deal 1 damage while no defending units exist, or mill for 1 card etc as a wining condition for taking over lands.
    Upside to having taking over a land besides being able to attack your opponent faster can be resource advantage, you get +1 to buy limit or something of that kind but if you lose a land you don't get a -1 as that would snowball to much and pretty much just lose you the game.
    Ruin a lane or just defending it while focusing down others could be a tactical choice, with some cards favoring a turtling strategy for when you are just stalling but takes up draw per turn so not good to have many in the deck if you are winning -> requires a careful balance of what cards the players decide to make a deck around.
    Not having watched the show, just finding game development interesting i might be missing out on how things work from the show so just some ideas i thought of.
    Looking forward to the next progress update :D

  • @seffdog3287
    @seffdog3287 5 місяців тому

    Keep on keeping on! I'm excited for more to come!!

  • @TheSoggyMuffin
    @TheSoggyMuffin 5 місяців тому

    I'm happy to see this project starting to take shape

  • @Mrpokemon718
    @Mrpokemon718 5 місяців тому

    This is my engagement comment for the algorithm. I am thrilled to see so many constant updates, and the play test streams are wonderful!

  • @BIGM1R
    @BIGM1R 5 місяців тому

    this has been the best series i watched in a minute

  • @baggedlunchen6465
    @baggedlunchen6465 5 місяців тому

    I love your progress so far!!!
    I always thought since watching this series is that buildings on land cards would act as some defense so in order to take over a land you first need to pave it flat to attack directly.
    Encouraging players to have buildings in their land n stuff

  • @Bjdunnobi
    @Bjdunnobi 5 місяців тому

    11:06 one thing that might help is instead of having the lane be claimed when a player destroys to also have it be claimed when a worker is replaced or whatever the previous worker had direction over(if you want to relate it to money, then ever few turns that the workers are in play they lose one gold or such

  • @swirbl
    @swirbl 5 місяців тому +7

    My personal idea of how lands could work is that it's points-based. Let's say you have a total of 10 points, and each land has an individual price.
    The higher the price of a land, the better it is.
    This means you need to strategically decide which lands you want to use and if you even want all the land slots to be filled

  • @jarredbartley7642
    @jarredbartley7642 5 місяців тому

    A good way to do worker replacement could be to intertwine it with land, if a worker is on a lane Double the value of the land they are working (1 wheat field counts as 2 sort of thing) and Double money produced on your side.

  • @rohanmyers1732
    @rohanmyers1732 5 місяців тому

    So impressive how far you’ve come so far!

  • @djuv4375
    @djuv4375 5 місяців тому

    Oh boy, here's a big one:
    So, what if at the start of the game, you start with a certain amount of money. And you can spend money to use land, or you can save your money and use fewer land and make it more risky to use less land and have more money.
    Another thing for health is that you can make the health for land low, but if you have structures on the land, you'd have to destroy the structures before destroying the land.
    One thing that I didn't hear in the video but might be cool to add if you didn't think of this, is that the land can cause people to change their mood for all things in it, so you could have a dance party land that causes everyone go into a "hyperactive" state or something.
    Also, with the idea of other resources could work maybe if you do it like this:
    The corn field generates 3 corn a turn. But you don't stack it next turn.
    So basically, you can't stack to like 20 corn in a couple of turns, you always are capped at 3.
    So if you have a structure that generates more corn on the corn land, you can have more corn per turn. So you could make it 5 instead of 3.
    Meaning resources are always manageable, and allows it to be balanced.

  • @sargargar
    @sargargar 5 місяців тому

    love the cult of the land theme in the background ❤❤

  • @Justgottaadamup
    @Justgottaadamup 3 місяці тому

    Found this series today, still watching them all but this is something I’d definitely like to homebrew when finished. I collected the Cryptozoic card game but I like how much closer to the show version of the game this is.

  • @Xatomxgaming
    @Xatomxgaming 5 місяців тому

    Yo this is possibly the best concept yet, I here for the growth on discord! Let's go!!!

  • @DarkWarriorShadowClaw
    @DarkWarriorShadowClaw 5 місяців тому

    In a manufactured variant, landmasses could possibly shown by some lightsources - green light, blue light etc. There are tons of board games out there with some kind of tech built into it, so lights should be probably a cheaper option

  • @Hound_Manix
    @Hound_Manix 5 місяців тому

    I think worker cards and structure cards could be addons to the setup phase INSTEAD of active pieces in the game itself, each player can set up a structure and a worker for said structure on each row. And depending on the worker/structure combo, depends on effects.
    Certain worker/structure pairings produce money, while others produce positive or negative lane/land effects.
    Like Finns lab/school thing and his wizard from OCW.
    Although, I am certain you could come up with a better idea than this. You've done a lot of great work already! Will def stay tuned from now on.

  • @Ryu_D
    @Ryu_D 5 місяців тому

    Thank you for the video.

  • @connormoore8430
    @connormoore8430 5 місяців тому

    I actually just started watching these. Im glad i am able to watch one early

  • @ninonook677
    @ninonook677 5 місяців тому

    So I’m guessing for deck building is that it’s going to be taken by sets, like how how your side based on a general color, it seems that a deck would be hard centered on a type (corn for example), which means there isn’t customization for your deck aside from what type you’d use, I’d also say adding that there are no duplicate cards (within reason), (as it seems every card in play is unique)

  • @thegodlydemon2605
    @thegodlydemon2605 5 місяців тому

    Just so you know, theres quite a few videos on it, but its still possible to download original card wars as long as u get the sdk file from online. You can only use it offline but it could be useful for footage or inspiration

  • @WTHDallas022WasTaken
    @WTHDallas022WasTaken 5 місяців тому

    For lands, you’d definitely have to go more into archetypes and deck building. The deck building you have set up will probably still work out best, but I don’t know if your spells are also in a separate deck and randomly selected as well.
    But I probably wouldn’t let someone choose multiple of the same lands because the deck building part will be less randomized, and I don’t really see people in the show with same lands beside each other.
    However, think of Lands in this game like field spell cards in Yugioh. Also, you can make spells that target lands, just like Mystical Space Typhoon hits a field spell.
    Also, adding in a counter spell kind of card can help balance out the overpowered cards.
    Another note, I can see taking over an opponent’s land being very unbalanced because you can just push middle while setting up sides. After you have your opponents middle on your next turn you should be able to push another lane or two if they don’t have a response. Instead, make it into a wasteland kind of deal and have a way to terraform it back.
    And this last point is just a suggestion from me. Make a land out to specifically cater to a wizard archetype. If you choose that land, you can opt to draw more spell cards instead of wizard creatures. And make more cards like wizard centipede. Have one like Wizard Millipede that essentially has a higher cost, but grabs the spell from your trash instead of deck. Deck cycling and searching is healthy and makes things less luck based. Each type of land can have its own type of searchers with different drawbacks.

  • @Balmong7-y4s
    @Balmong7-y4s 5 місяців тому

    I would love to see the worker placement more mimic like Lords of Waterdeep. Where you and your opponent take turns claiming points on the board and those grant you the resources you can spend that turn. Maybe each land has 1 or 2 locations for a worker to occupy and players aren’t limited to their own side of the board. Then you generate things like coins, mana, the ability to heal a monster, whatever.

  • @ShelbyAQD
    @ShelbyAQD 5 місяців тому

    One way you could counteract the issue of some cards/elements/lands being obviously better than others is to let the players decide 2 of their opponent's starting lands. That way no one has complete control of their options, and they'd have to work around their opponent's choices.

  • @MadBomb15
    @MadBomb15 5 місяців тому +1

    I think the ability to takeover land is interesting but sense your main goal is to make as close of a show accurate game in real life as you can I don’t ever remember being able to take over lands being in an episode but I could be wrong and keep up the great work

  • @MrBlbll
    @MrBlbll 5 місяців тому

    I thought the "workers" would be the minions you play. Excited to see your vision!

  • @charliewilson8782
    @charliewilson8782 5 місяців тому

    It seems like lands are a lot easier to destroy in the show than the three turn system shown here. Usually the lands are destroyed in one turn with a really powerful attack - maybe lands can only be destroyed by special abilities on certain creatures, and they also seem easier to restore since iirc Jake restores his corn fields twice in the original episode. Also, the cornfields are a little odd because the corn seems separate from the land card itself: when jake uses the volcano, it destroys the corn, but not the cornfields, and then he reconstitutes the corn with another spell.

  • @cxrruptlxrd442
    @cxrruptlxrd442 5 місяців тому +1

    u should def make some sort of card type that can be played in empty lands or it can stay around even if lands r lost sort of thing, like a void walking sort of thing?

  • @thetophat9814
    @thetophat9814 5 місяців тому

    This is just so awesome

  • @maximillion322
    @maximillion322 5 місяців тому +1

    You should make “worker” a tag for certain creatures. Then locations that generate money can refer to “worker” creatures.

  • @two_dimensional2D
    @two_dimensional2D 5 місяців тому

    This man is pumping out videos like crazy, I respect it, feel free to take a brake too

  • @GxIPrime
    @GxIPrime 5 місяців тому

    0:00 Huh.
    You've about described at least half of Magic: The Gathering with this video title.🤫😄😎

  • @J_GamerSP
    @J_GamerSP 5 місяців тому

    Don't worry about the spelling mistakes and such small errors!
    It's insane that this is only month 2 and you've already made so much progress! That's why I became a member ^^

  • @BobBob-jm3yy
    @BobBob-jm3yy 5 місяців тому +1

    What if land cards abilities activate when the opposing land card (in the same lane) is destroyed
    This could make it so that they are mostly an optional but powerful endgame wincon for decks built to destroy enemy land

  • @Raindrizzle
    @Raindrizzle 5 місяців тому

    For the land values you could have them as costs for a larger value, like 15, so the player can pick and choose which cards based on their values

  • @dj3mNot-pho3nix
    @dj3mNot-pho3nix 5 місяців тому

    I love these indepth videos! 🔥🙏

  • @stephenvanraalte3452
    @stephenvanraalte3452 5 місяців тому

    Its so cool to see this series has already grown so much, I've watched pretty much all of your videos around 12 hours after they come out and now they average 50k+ views like whaatttt? Anyway once again just a nothing comment for the dreaded algorithm gods!

  • @vincethescienceprince1810
    @vincethescienceprince1810 5 місяців тому

    In the official card wars tcg, I thought it was a fun gimmick that each type of card had a function that they excelled at. Like cornfields having extra attack and having bonuses for extra corn cards, or sand creatures focusing more on defense, etc. I think it makes for an interesting case of rock paper scissors that creates play styles and unique combinations. Like having a blue plains land for your 3 corn to counter your counter.

  • @atonedudeatsnotsubscribed8313
    @atonedudeatsnotsubscribed8313 5 місяців тому

    I think there is a way to get competitive deck building to work while still keeping overpowered cards and that’s by giving cards a “value” the value of a card only comes into play in deck building. It would work like how Pokémon draft league works where you have a set amount of points you can use on cards. Stronger cards would cost more and weaker cards would cost less. So while you could opt in for strong cards you would only have a small amount in your deck

  • @darthyubnub3813
    @darthyubnub3813 5 місяців тому

    Thank you for doing this vary important and cool thing

  • @kingerrulez
    @kingerrulez 5 місяців тому

    I just started and finished watching the series of these videos on the day this video came out 😅

  • @377GhrHello
    @377GhrHello 5 місяців тому

    I love this (and other people sure do also since the least popular cardwars video is over 10x the views of any other video.... which is very well deserved... this is some quality content)

  • @Nate_M123
    @Nate_M123 5 місяців тому

    The number on the land cards can also indicate how many troops need to be on the land for its effect to take place

  • @wedjininja
    @wedjininja 5 місяців тому

    Good job

  • @Skeleton_Dork
    @Skeleton_Dork 5 місяців тому +1

    LAND UPDATE POG

  • @Ngrizz4899
    @Ngrizz4899 5 місяців тому

    There should definitely be a type of cards that synergies with the 4 elements (candy, slime, fire and ice) and the main of the ability of the cards is that it can transform your lands or your opponents lands into an land of an adjacent type and if all lands turn into a single element you win the game. The idea is based off of the elements series where each of the four elements try to make the entirety of OOO into the single element. It can be balance that other than the cards that specifically synergies with the strategy you would be playing with cards that wouldn’t work to well together and all 4 elements has to be played together for the cards to work.

  • @douglasburck1611
    @douglasburck1611 5 місяців тому

    Sorry it took so long to respond. I had trouble figuring out good cards to submit. Still can't attach artwork, here goes. Monster...Spider Tank ( description, a tarantula with a gun turret on it's thorax). 20/20 special ability,sniper. It can hit an opponent anywhere on the board. When flooped, produces2D6 coins worth of silk trade goods.

  • @durttheelder4035
    @durttheelder4035 5 місяців тому +1

    With your exhaust system of costs
    every card could have 1 at a base or something
    and lands could pay for this
    it would make lands more important and destruction of them scary
    this would explain why infin haymaker wins a game
    as it I feel like is clearly talking about a infinite combo with eating all of their lands (as they creature was shown to eat a land so that + combo would only make sense as eating all lands)
    this could also be something with the dog freezing everything resulting in end game as people would no longer be able to play cards
    also this explanation could be why Jake doesn't really do much on the turns he attacked
    (oh also if cards cost something you could have super weak cards that don't cost anything like a wandering bald man)

  • @thunderrex59
    @thunderrex59 5 місяців тому

    might need an extra deck mechanic for any cards that might summon other cards or for things like maze walker. or for things like set collections, like you draw the head of that weird baby king thing from the random deck and you add the rest of the set to your deck from the extra deck (or yours and your opponents decks). this might help keep the set collections mechanic from bloating the random deck

  • @pedrotom3015
    @pedrotom3015 5 місяців тому +1

    card wars is pretty much like manga yu gi oh a hybrid between dnd and chess

  • @Jambguus
    @Jambguus 5 місяців тому

    Yet another W video from Cable Huge Gaps

  • @ElaMarstrand
    @ElaMarstrand 5 місяців тому +1

    Personally i think that deckbuilding is more fun than playing card games, so while this approach is cool and unique, the game could be so much cooler with deckbuilding (in my opinion)

  • @RogueMage50
    @RogueMage50 5 місяців тому

    This might be a renaissance for tabletop games

  • @bloodneverrots
    @bloodneverrots 5 місяців тому

    Workers should probably have jobs on the lands. So there would likely be some mechanic needed between lands, properties, and creatures for it. A thought for this would be maybe you have a useless swamp with a mine on it or something. Creature, depending on type, could mine the mine. Idk, I want to play this demo😂

  • @aiacfrosti1772
    @aiacfrosti1772 5 місяців тому

    The most important aspect of "worker placement" to take away that I think this project is missing is that worker placement does not actually imply a game object that is exclusively a worker or literal spatial placement.
    The worker placement tag only indicates that the game gives you a certain amount of actions (or game objects that each get their own set of actions, usually 1; often called the "worker"), and the most important cost of interacting with those resources is their opportunity cost:
    - A creature that is fighting is not earning money.
    - A creature that is inside a building (earning money or performing another named ability provided by that building) is not defending
    A creature that is doing *anything* is not doing something else; (and here's the key part) the game does not provide (or makes it very hard) to gain more actions (or workers); because the strategy in the game is about managing too few resources and is not about expansion or alleviating the limited resources (in the way that a 4X is).
    If players can consistently have more "action points" than "actions" (in the case of this game, more creatures than buildings & lands with activated abilities), then you are not fulfilling the promise of the worker placement tag.
    One pattern that may be helpful in this game's design is
    Exhaust [X creatures // creatures with combined [power // toughness] X or more // One creature with at least X [power // toughness]]; if you do: [building // land] [performs some special ability].
    And don't forget the importance of counters for abilities like research!! (Even if those counters are implicit)
    "Exhaust 1 smartypants; if you do, put a research counter on wizard's tower.
    Remove 5 research counters from wizard's tower; if you do, reveal cards from your library until you reveal a smartypants spell card. Put that card into your hand and shuffle the rest back into your deck."

    • @aiacfrosti1772
      @aiacfrosti1772 5 місяців тому

      You can use implicit counters pretty simply by indicating that "Exhausted creatures become readied at the beginning of your turn. Flooped creatures become ready when the action they are performing is complete."
      Then specifying things like "Research - Floop a smartypants: In three turns, reveal cards from your library until you reveal a smartypants spell card. Put that card into your hand and shuffle the rest back into your deck." on your building cards.
      An interesting side effect of this is that it requires the *same* worker to be busied up for a number of consecutive turns. It also becomes implicitly vulnerable, as they are no longer able to defend themselves (as they are exhausted and cannot be activated to participate in combat) and killing them not only moves your opponent closer to victory, but also prevents some special effect from occurring!

    • @aiacfrosti1772
      @aiacfrosti1772 5 місяців тому

      Another thing to note, is that while catan's houses *are* workers, it does not matter if the available worker slots are shared between players. Even if each player has their own playerboard with some number of worker slots that only they can use, the only things that matter are (in order of importance)
      1) A worker slot can accommodate a fixed number of workers, usually 1.
      2) There are more total worker slots than workers.
      3) There are fewer worker slots for each type of action than there are workers.
      Catan's hexes all become unique worker slots because of the different biomes on them, but also because they are on a grid on a board and spatial placement *does* matter in that game.
      Card games shouldn't lean too hard on spatial placement, but Card Wars fits rule three pretty naturally because each building card will become a unique type of worker slot.

  • @Noisymedal
    @Noisymedal 5 місяців тому

    I think players could build their own decks even with the massive swath in card power if there are limits on deck construction.
    Like if every card had a cost and the total deck cost has to be below a certain value, then low-power cards would still see use to free up space for the high-power ones.

  • @Joemama-so1hu
    @Joemama-so1hu 5 місяців тому

    love this keep working

  • @stevesamuals2651
    @stevesamuals2651 5 місяців тому

    I mean you say making the lands removable items would be combersom, but I'm fairly certain board games have been doing expansions like thet for years, especially for games like dnd and war games.
    You could just make each element a separate expansion for the initial board setup which allows players to select if they want to commit to the base game roster of cards or adapt with the new expansions.