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View Poll Results: What do you think of Double Battles?
Awesome, fun to play! 17 73.91%
Fun, but I prefer Single Battles. 4 17.39%
Horrible, I'll never play one again! 0 0%
Looks alright, but I'll never play a Double Battle. 1 4.35%
Don't look good, don't think I'll ever try one. 1 4.35%
Voters: 23. You may not vote on this poll

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  #11  
Old 02-12-2010, 01:25 PM
dragonslayersai dragonslayersai is offline
Jonin
 
Join Date: Jun 2009
Posts: 270
also a rule for missions for example jldc can only be used 1 per turn (a turn is considered when all four players turns have went through 1 rotation) it slows down the both players draw off of 1 drift and makes the team thinks who needs a fresh hand at the time
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  #12  
Old 02-12-2010, 02:00 PM
The Taijutsu Specialist The Taijutsu Specialist is offline
Jonin
 
Join Date: Dec 2006
Posts: 816
I like the way you're thinking, I was thinking along the same lines as well. And again, that's what text reworking is for. Thanks.
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  #13  
Old 02-12-2010, 07:44 PM
SharinganHeir SharinganHeir is offline
Jonin
 
Join Date: Jan 2008
Posts: 5,424
Quote:
Originally Posted by dragonslayersai View Post
also a rule for missions for example jldc can only be used 1 per turn (a turn is considered when all four players turns have went through 1 rotation) it slows down the both players draw off of 1 drift and makes the team thinks who needs a fresh hand at the time
If you define turn like that, then what happens with effects that say "this turn and the next turn"? For example, 4 Times Faster. Does that mean that everyone gets 2 chances to play a ninja while their turn marker is ahead by 4?

I don't think it would be a good idea to call a cycle of all four players 1 turn. A turn should be from one start phase to the end phase, then it goes to the next turn.


I think the reason this works for dragon ball is because their Events are terrible and rarely used compared to Naruto's Missions. There are definitely kinks to be worked out.


edit: I think the easiest way around this issue is to either give missions a uniqueness rule or make it so that the two decks combined can't contain more than a specific number of missions with the same name.

Last edited by SharinganHeir : 02-12-2010 at 07:54 PM.
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  #14  
Old 02-12-2010, 08:31 PM
The Taijutsu Specialist The Taijutsu Specialist is offline
Jonin
 
Join Date: Dec 2006
Posts: 816
Quote:
Originally Posted by SharinganHeir View Post
If you define turn like that, then what happens with effects that say "this turn and the next turn"? For example, 4 Times Faster. Does that mean that everyone gets 2 chances to play a ninja while their turn marker is ahead by 4?

I don't think it would be a good idea to call a cycle of all four players 1 turn. A turn should be from one start phase to the end phase, then it goes to the next turn.
This is fixed by reworking text on certain cards so as to make them not as broken in this format. The Double Battle rules for Dragonball CCG did the same thing for some of their cards. Difference here: Way too many Naruto CCG cards to go through! That's why I need people to come across problems themselves and inform me so that I can make the necessary adjustments.

I could spend some time looking over all the cards in the game, but that could take weeks. I do intend to do it, but not every single night till it's done. I don't live at the computer.

Quote:
Originally Posted by SharinganHeir View Post
edit: I think the easiest way around this issue is to either give missions a uniqueness rule or make it so that the two decks combined can't contain more than a specific number of missions with the same name.
I wouldn't say add a uniqueness rule for Missions, just make it so that you can only have up to three cards with the same name in play at once, Missions or Ninjas. That way you can only get the same number out whether you're playing teams or by yourself. At for limiting decks combined, that is a possible play style for this format. All of this information has already been added to the 1st and 9th posts.


But please, explain everything you see that could possibly not work well! I wanna work out every kink I can to make this near perfect, but I can't fix a kink I don't know about.
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  #15  
Old 02-12-2010, 09:24 PM
dragonslayersai dragonslayersai is offline
Jonin
 
Join Date: Jun 2009
Posts: 270
what i meant is this lets change the term turn to expanded turn for this example i will use 4 times faster as an example

Effect: Look at all the cards in your opponent's hand. Then, you can move both player's turn marker up by 4. In that case, at the end of your opponent's next turn, move both player's turn marker down by 4.

first off since he already stated it i would choose which 1 opponents hand to look at my and his turn marker go up only

second i will use jldc as an example and define the turn procedure i meant that i should have clarified before

im player a
my turn 1 i play JLDC (i can activate effect or allow my teammate (player c) to use the effect) this way we as a team dont gain a +x off the effect but the effect will reset at the begining of my next turn when i remove a coin from it. Now on the other hand if i play it but he needs a new hand more then i do i can choose not to activate it then he can activate it.

(example of my other rule mentioned)
i play jldc then he plays jldc since we have 2 on the field i cannot play a 3rd one at that time but giving every mission the effect of nondupliation i feel is useless i would have to alter my playstyle to the point im not used to .
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  #16  
Old 02-12-2010, 10:07 PM
SharinganHeir SharinganHeir is offline
Jonin
 
Join Date: Jan 2008
Posts: 5,424
Quote:
Originally Posted by dragonslayersai View Post
but giving every mission the effect of nondupliation i feel is useless i would have to alter my playstyle to the point im not used to .
The fact that you are playing in a doubles match already means you will have to alter your play style.
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  #17  
Old 02-12-2010, 10:23 PM
The Taijutsu Specialist The Taijutsu Specialist is offline
Jonin
 
Join Date: Dec 2006
Posts: 816
Quote:
Originally Posted by dragonslayersai View Post
what i meant is this lets change the term turn to expanded turn for this example i will use 4 times faster as an example

Effect: Look at all the cards in your opponent's hand. Then, you can move both player's turn marker up by 4. In that case, at the end of your opponent's next turn, move both player's turn marker down by 4.

first off since he already stated it i would choose which 1 opponents hand to look at my and his turn marker go up only
This is actually self-explanatory based on the Double Battle rules. Since you select an opponent to look at their hand, you've designated them the opponent for the effect. Thus it only effects their hand and turn marker and only goes down after their turn.

Quote:
Originally Posted by dragonslayersai View Post
second i will use jldc as an example and define the turn procedure i meant that i should have clarified before

im player a
my turn 1 i play JLDC (i can activate effect or allow my teammate (player c) to use the effect) this way we as a team dont gain a +x off the effect but the effect will reset at the begining of my next turn when i remove a coin from it. Now on the other hand if i play it but he needs a new hand more then i do i can choose not to activate it then he can activate it.

(example of my other rule mentioned)
i play jldc then he plays jldc since we have 2 on the field i cannot play a 3rd one at that time
The reworked text in post 9 fixes the problem with this card in a Double Battle.

Quote:
Originally Posted by SharinganHeir View Post
Quote:
Originally Posted by dragonslayersai View Post
giving every mission the effect of nondupliation i feel is useless i would have to alter my playstyle to the point im not used to .
The fact that you are playing in a doubles match already means you will have to alter your play style.
Quoted for truth!
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  #18  
Old 02-13-2010, 08:28 AM
dragonslayersai dragonslayersai is offline
Jonin
 
Join Date: Jun 2009
Posts: 270
Question

Quote:
Originally Posted by SharinganHeir View Post
The fact that you are playing in a doubles match already means you will have to alter your play style.
to a degree yes but should it hinder the way i play my turns and raise consistancy for my decktype. should i not be allowed to play drifting transmitter bbq etc... because my teammate played one or not double transmitter(or bbq) off naruto yamato
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  #19  
Old 02-14-2010, 06:57 AM
SharinganHeir SharinganHeir is offline
Jonin
 
Join Date: Jan 2008
Posts: 5,424
Quote:
Originally Posted by dragonslayersai View Post
to a degree yes but should it hinder the way i play my turns and raise consistancy for my decktype. should i not be allowed to play drifting transmitter bbq etc... because my teammate played one or not double transmitter(or bbq) off naruto yamato
Why should you?

We're just trying to find a logical and fair way to prevent certain cards from becoming abusable in doubles format. Doubles game are inevitably going to be different from singles, so why shouldn't some of the rules be different as well?
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  #20  
Old 02-14-2010, 07:38 AM
HBK1996 HBK1996 is offline
Jonin
 
Join Date: Jan 2010
Posts: 310
I think 2v2 would be a awesome idea. But, there is one thing that bothers me in the rules. The section that has Ninja on the second point changes alot of the game. Usually if there are parenthesis in a ninjas name the ninja is not considered to have the same name. You put as a example you and your teamate cannot have two cards with the same name like Naruto Uzimaki cannot be on the field at the same time Naruto Uzimaki (Tailed Beast Mode) cannot be on the field either. But other then that 2v2 is going to possibly be an official format. Besides what I quated isn't really that big of a deal.
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