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#21
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First to answer Orochimaru's Son's question: I came up with the rules at 2 in the morning while reading this thread. It took me close to an hour and about 3 revisions
. I'm amazed that people consider my idea considering I was half asleep when I made them .It seems everyone like's the Asuma idea that Hatake Kakashi and Kirigakure no Kijin came up with. If you like it by all means use it. It's a great idea (I can't believe I didn't come up with it ...) and I it pleases me to see other people coming up with solutions.Now to address some of the things Tekkarath brought up: 1. Ganging Up: I thought about this issue while I was coming up with the rules. After some thought I came to two conclusions: 1a. To implement rules on ganging up I would have to change the fundamentals of the game itself. My goal was to create simple/understandable rules that would stick as close to the main game as possible 1b. Ganging up is just a part of multiplay. Normally they go for the strong first and if a player is good they'll pull through. If not well stby. 2. Time: I came up with my rules based upon the amount of time I had to play during lunch. I needed the game to be over in about 25-30 minutes (leaving me time to eat and get to class). Prolonged games may be "fun" but they totally ruin schoolyard play. 3. Elimination: The elimination of players helps the time factor and sticks with the 10 battle reward=loss of the main game. 4. Damage, Battle Rewards, and Killing Things: The battle reward system is still in the game, it's just been tweaked and I no longer call them battle rewards (since they aren't being awarded to somebody). The amount of damage dealt still determines the amount of cards removed from the top of the deck (which in turn decides the winner). Killing things is fun, end of discussion. I also refuse to bite you ![]() |
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#22
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Well schoolyard play is all good and fun, but some people aren't in school anymore.
The main point I wanted to get across about my multiplayer system is simply this: It'll stay a multiplayer game till the end, and it keeps the game playing as it was meant to be played. [Achieving victory for your village, not killing everyone.] I just bought a Starter last sunday, and havent gotten to play with anyone yet. Fundamentals are more important to me when playing a card game such as this. With my system instead of changing around rules and card text, you simply add one to two rules [When a player would recieve 2 BR, he/she may instead take 1 BR from that opponent. And one of the two optional rules.] It's just that I hate to see a card game like this with a very noble way of winning become a 'OMG I KILLZ YOO' game like so many others. Achieving victory ≠ Beating Opponents |
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#23
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Here is my take on the mutliplayer rules (totally stolen from magic).
1. Follow all rules as you wold normalling except for the following rules: 2.You can only attack the player to your right (this stops ganging up). To deterimine if someone is to your "Right" make sure you figure out a clockwise (or counter clockwise) turn order. 3. When a player attacks you, you put the battle rewards in your area. When you get 10 you lose. 4. When something says "both players" it means "all players". If its a specific effect that only effects "your opponent" then you choose any player to use that effect on. It keeps the game aggresive, without people teaming up on you. It doesnt make the game take forever with stalling like normal beacuse you cant retailiate against the guy on your left, so you have to take out the guy on your right ASAP. |
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#24
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omg so many rules !!!!
Me, Granny T and his gf played over the weekend. No special rules.. we just played how you would with two players. When it was your turn you could choose which person you wanted to attack. We only played once.. but it was fun. Granny T's gf was out first.. (she just couldn't get anything good out) then me and him continued to play after she was out. I dont know, like I said we only played once.. but it was fun none the less. Im sure we'll try it out again.. but I dont see the need in all these additional rules. *shrug* |
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#25
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ive already started big games and its a pain to watch rock lee get up into the twenties. we played with normal rules but we added two things.
1. a player can not be attacked if he has already untill after his next turn, unless everyone has been attacked before his next turn ends. 2. a player can attack everyone if possible. we upped the battle rewards up to 15 but that took all day. so we dropped it back down to 10. |
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#26
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That's right little 10-10 i was out first. But after i get my box of cards (IF) i ever get my box of cards- i will destroy you with my all Chouji deck! 25 Choujis!!!!! Then you'll be crying!!! MEAAAAAAAAAAAAAT TANK!
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#27
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MykeXero had a good idea. i read his rule 3 on a thread here and its somethin they might start doin for tournaments so people wont get their cards stolen. its a good idea and works just like a normal battle reward zone. instead of u gaining battle rewards ur opponent does and the first to 10 or whatever loses. and any cards that affect it do they same things.
also about getting kicked out its kinda part of the game but u could do it so when someone loses they still play but they already lost. they just help keep the other people on their toes. but once they lost they cant unlose or gain or lose any points. they are just there to mess with the rest! |
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#28
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Heh, I love these double dual type things. I remember doing things like this in just about every card game that I've played. Someone always brings up this topic lol.
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#29
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yea its fun to have massive battles thats why mmorpgs and xbox live are so popular. people just love to kill and destroy lots and lots of things not just a few things.
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#30
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Quote:
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