Tabletop Simulator

Tabletop Simulator

Cards Mastery - fan-made card game
31 Comments
XRVR  [author] 21 Sep, 2024 @ 6:57am 
@MrBalloons - As I already established this game is my hobby project and took a very long time so as long as people will give feedback I'll try to improve it until I'm fed up with it. I cannot distribute this as it is literally 'borrowed' cards from other games but when it comes to getting some fixes to the tabletop sim I'm here for it.
The only issue is the game is slowly sinking under newer creations and fewer and fewer people find it. I do not know how to fix that.

Once again thanks for your words of courage and I am glad you're enjoying the game.
MrBalloons 21 Sep, 2024 @ 3:39am 
I really hope this game doesn't die out as it's very promising, the possibilities are quite exciting.
Just a shame that some characters who would make nice Commanders are actually already cards in the decks.
Could be cool if there was a way, like Magic does, to have basically all cards as a Commander with some way to balance out the effect of said cards to be so.
XRVR  [author] 21 Sep, 2024 @ 3:27am 
@RockBeast - I did misunderstand you. The case you are asking about is quite specific but we (my friends and I) also encountered it, and a few others alike.
In your example, the answer is 'no', the 'Generous Gemcrafter' doesn't activate itself and the reason is interesting.
It happens because effects in my game are designed to activate one by one, from 'top to bottom' (as in the case of e.g. reaction chain). What that means is cards having multiple effects have them activated in order.
A combo of Generous Gemcrafter happens BEFORE the "Whenever.." effect is yet "ready".
It's similar to how a 'Kabal Talonpriest' granting a unit bonus HP with an OnPlay effect cannot target self because that 'Kabal Talonpriest' is not yet "on the table", it's just the effect that happens prior to its arrival.
So, 'Generous Gemcrafter's "Whenever.." triggers from any activated 'Combo' of a card with said keyword AFTER the card is on the table, thus not from self.
RockBeast 20 Sep, 2024 @ 5:51pm 
@XRVR
Thanks for the response

In regards to the combo question, I think you misunderstood what I was asking, so let me give you an example:
I have Generous Gemcrafter. If I play Generous Gemcrafter as the second or latest card in my turn, then activate its combo to add a Sand Treasure. Does activating that Sand Treasure count as a 'combo' and activate Gemcrafter to give me another Sand Treasure? Or do only cards that say 'combo' on them count for Generous Gemcrafter?
MrBalloons 20 Sep, 2024 @ 8:37am 
I like to follow rules as usually the maker of the game knows best ;)
XRVR  [author] 20 Sep, 2024 @ 8:33am 
@Mrballoons - Barrier, unless stated otherwise, is permanent until "popped". The barrier is very strong, I agree. If you have a certain card that is annoying in mind let me know. Otherwise, you can bend the rules to your liking, that's what games are for - to be fun.
MrBalloons 20 Sep, 2024 @ 8:26am 
Also, is Barrier permanent for turns to come as long as it isn't broken by something damaging the unit? If that's the case, that is absurdly annoying X)
XRVR  [author] 20 Sep, 2024 @ 8:25am 
@MrBalloons - DT (domination tokens) is the main form of gaining bonus hand cards, yes. But there are card effects that also provide that. :steamthumbsup:
XRVR  [author] 20 Sep, 2024 @ 8:22am 
[2/2]
> There is indeed no rule in the Rulebook about reacting to the end of the turn but I like that mechanic a lot so I'm going to add it in the upcoming patch.
> 'Combo'-keyword cards activate their bonus effect from any card player prior to the combo card. Combo cards need ANY card played before them to be activated for an entire turn basically.
XRVR  [author] 20 Sep, 2024 @ 8:22am 
@RockBeast - I'm glad you are all having a blast. Really appreciate it.
> TY-PHON is a unit, not an ability (spell) and so cannot be played as a response. It states on the card it can be played on another player's turn, but it has nothing to do with the react mechanic. It's just you playing a unit as if that was your time to do so even tho another player has a move now.
>> You cannot play TY-PHON as an end-of-the-turn effect. You can arrange it among yourselves if you'd like to simply play it as soon as somebody's turn ends for more card value and that's absolutely fine but the idea was to make it so you need to listen to what one is doing and not to be too slow to play it.
>>> Yes, TY-PHON is also "invulnerable" to the damaging effects of 5+ STR cards.
MrBalloons 20 Sep, 2024 @ 8:21am 
I too have one more question then, is the Domination Tokens the only way to get cards into the Bonus hand? Or is there some way from the rules that slipped to me?
RockBeast 19 Sep, 2024 @ 9:36am 
Oh and
3) Another question for TY-PHON: If a monster with less than 5 STR has an effect that inflicts damage, does TY-PHON's effect prevent that damage?
RockBeast 19 Sep, 2024 @ 6:41am 
A couple rulings I would like cleared up as I don't think they are mentioned anywhere in the rulebook:

1) Can you respond to the ending of a PT with a card/effect.
Example: I have TY-PHON in my hand and wish to play it as late as possible into my opponent's turn. If they end their turn, can I play TY-PHON or not? I know that in Yu-Gi-Oh, you can activate cards in response to ending a phase/turn.

2) Do cards activated as the second or latest card in your turn count as 'combos' or do only cards that say combo count?

Great game by the way! Having a ton of fun with friends
XRVR  [author] 18 Sep, 2024 @ 3:03pm 
@MrBalloons - [2|2]
> You understand the effect of costly correctly but probably I should write that more clearly. A costly card reduces the amount of wild IP you would get at the start of the new round but only the basic 3 IP. Nothing more; nothing less.
> Exactly nothing happens when you "get into more debt" with many costly cards (over the value of 3). Because you gain an exact value of 3 (base) wild IP every round, that is also the maximum you can lose. There are no additional repercussions for big-loans or something.

Cheers :steamthumbsup:
XRVR  [author] 18 Sep, 2024 @ 3:03pm 
@MrBalloons - [1|2]
Hi! I'll try to respond to all so here I go:
> When a player has at least 1 IP at the end of a full round, meaning all players ended their (both preparation and) combat turns, that player may use that 'leftover' to get more cards as the cost 1-for-1 2-for-3 described later. Rules state MAY as one may also choose not to draw more to not exceed the hand card limit.
> Preparation turns are not something everyone does at the same time. All turns are played one by one, player by player, in given order. An active player in this context is a term describing a person whose preparation turn currently is. So, what that means when put simply is that once per round, in prep round (not combat) everyone will (must) draw a card as their turn comes. Everyone - once.
> As the "The Storm's Fury" case is considered, yes, I did not intend it to become an infinite free loop. To be completely honest, I was sure I've written "non-Costly" units but I did not. I will fix that one.
MrBalloons 18 Sep, 2024 @ 10:46am 
What actually happens if one would be to go over 3 Costly Cards wild Ip Reduction? lose the other two non-wild IPs? Or nothing happens in that case?
MrBalloons 18 Sep, 2024 @ 10:45am 
And staying in that same case, when Costly cards lose "base wild IP" does that mean they just reduce the amount of Wild IP one would get at the start of the round and that's it? Or is there something i'm missing?
MrBalloons 18 Sep, 2024 @ 10:37am 
Also, in a different matter, isn't the effect of "The Storm's Fury" dumb? I mean, you play a Card as a Costly Card 2 it costs one less and then she generates a Sand Treasure, but that same Sand treasure costs 1, so you could play it as a Costly Card 2 for 1 less IP and generate a Sand Treasure, and you could do it again and again and again... is that Intended?
MrBalloons 18 Sep, 2024 @ 10:10am 
A legitimate question though, the rules say that at the start of a Preparation Turn the "Active Player" must draw 1 Card, does that mean that only the starting player of each round draws that card? Or does anyone draw one card at the start of their turn in the Preparation turn?
MrBalloons 18 Sep, 2024 @ 9:59am 
Never mind, i completely misread the second part about the cost of drawing cards.
MrBalloons 18 Sep, 2024 @ 9:41am 
I have a question regarding the rules, when the Manuel says that one can draw 2 Cards if they "end and Entire Round with leftovers of IP by spending thst IP".. what does that mean? They have to skip the entirety of the Round without spending a single IP? Or is it something else?
Like this it seems that they could spend all of it except for one, then end theyr round and spend the one to draw 2 cards.
XRVR  [author] 10 Sep, 2024 @ 2:51am 
@GurkenGottheit - I managed to recreate the bug. It seems that playing on a very low graphical pre-set causes the problem.
To be exact, I found that the issue is the "Full Size Textures" option in "Configuration->Graphics." You can enable it on whatever graphical pre-set, and the cards will work correctly.
I hope it helps! :steamthumbsup:
GurkenGottheit 9 Sep, 2024 @ 8:33am 
i dont know what the problem is but the commander cards dont load, they are just white blank cards
Zero 5 Sep, 2024 @ 1:32pm 
@XRVR It worked!! Thank you!
XRVR  [author] 5 Sep, 2024 @ 4:37am 
@therawkhawk64 - I suppose what you have in mind is "Jace, the Mind Sculptor", the cards with a blueish background. If so, it is called a "Commander" and is placed among similar cards with no cost or stats. Commanders are described in the Rulebook in the [MTG] section. Shortly, it works similarly to Hero in Hearthstone or Leader in GWENT. The idea is that it describes who you are as a player, as "you". Commander cards cannot be lost, stolen, etc., and just exist on the table as separate entities (there is a certain spot on the player board for this purpose). Every Commander card has a small "region" symbol like normal cards to identify from which region (game) it is from, e.g. Jace being a MTG Commander.
therawkhawk64 5 Sep, 2024 @ 1:02am 
So, I was fiddling around with this (might try and talk my friends into playing), and I noticed that one of the Jace Planeswalkers doesn't have any cost or anything on the card. Just his name, picture, and effect.
XRVR  [author] 4 Sep, 2024 @ 3:02am 
@Zero - It might be a memory issue due to Pc specs. Happened to me a few times. Try disabling "Mod Threading" in options: "configuration"->"game". I hope it helps :steamthumbsup:
Zero 3 Sep, 2024 @ 8:19pm 
Whenever I try to open this, it just crashes? I'm not sure what's happening, but I'd love to try this game still ;-;
Juice Kelly 2 Sep, 2024 @ 10:33am 
Effervescent

can't wait to try it out
XRVR  [author] 2 Sep, 2024 @ 7:28am 
@Daisy Upy - That's quite a combo not gonna lie. I'm surprised none of my pals nor I had thought about that Deus Ex Machina exploit. I will push the fix when more feedback comes. I hope you had a lot of fun nonetheless.
Daisy Upy 2 Sep, 2024 @ 6:43am 
step 1. play Deus ex Machina from slay the spire, get 2 miracles
step 2. draw the deus ex machina from my graveyard with a miracle
step 3. play the other miracle to get 1 mana or get another card back from my graveyard
repeat as many times as i want. infinite mana + graveyard recursion on the first turn of the game.
step 4. play Murder from mtg on my own Academy Drake from mtg, then recast the academy drake via the miracle loop to draw a card, then recast the murder also via the miracle loop. like this, draw my whole deck.
step 5. kill my opponents with Aetherflux Reservoir or Ancestral Recall (i had both)
pretty successful turn. this was our first time playing btw