Monday, January 29, 2007

The greatest plans... were meant to be broken?

It's January. A new year. Time for some new plans perhaps since the old one was really out of date anyways. So this is what can be expected for the first 6 months of this year and beyond. Of course, the disclaimer is that everything is subject to change though.

January - Weave and Universal cards gets rolled out for comments on the Custom Card Forums
I just realised that I still haven't finished the custom card designs for those 2 regions. These have to be done ASAP to ensure that they get added for playtesting at the same time with the other cards as well. I'll do Universal today and Weave hopefully by tomorrow.

February - Exodus Flight gears up for playtesting
Arderial will be the first region added for playtesting. If there's time in February, Bograth and Cald would also be added. I realised that I haven't exactly setup the code to accept Exodus Flight cards so I would have to do that first before adding any cards. Playtesting is only available to people who have signed up on the CCGW Forums though.

March - A Cure for All Seasons gears up for playtesting
I think there's some excitement about this series of 4 magi and these will get added in March, together with EF's Core, KT, Nar and Naroom, all for playtesting.

I'm still looking for images for Ancient of Days though, so that will be done in between adding all the cards for playtesting. Remember that images made using the 2i Card maker website that are posted in the Custom Card forums might get added to AoD.

May - Twilight War moves off playtesting and becomes custom legal
I decided to make May the month that new sets are made custom legal, so TW will join the ranks of EL and TG (and SP and KQ). DJ still has a while to go yet though.

2nd half 2007 - DJ becomes custom legal
No idea when this will happen or if it'll even change. I haven't seen too much complaints about the cards since they entered playtesting. I expected people to say they were underpowered, but that hasn't surfaced yet. This might still change, but I think the cards would fit in the custom legal environment.

Remember, originally, these cards weren't even supposed to be custom legal. They were supposed to be created and banned for tournaments, making them useless most of the time. I think it's with the collective effort of everyone who has been involved with the custom cards that has got the cards suitable for the custom legal environment, and I thank everyone involved in the making of the cards.

Sometime 2007 - AoD design begins
I still haven't finished collecting the art for AoD yet, and yes, it's difficult to get the art now. I think this set will go ahead, eventhough I still haven't gotten the 50 images needed for half the set. I will get there, I think sometime this year. After that though, the remaining 50 images needs to be created/collected, before it gets passed on to the card designers to do their magic.

Other Plans:

The invaders will probably NOT make an appearance due to the fact that I couldn't get enough images to justify a separate region. That would mean removing all references to them in EF onwards.

Project Second Chance - Awakenings would probably get kicked off sometime this year if there's interest. I'm sure Doug or someone would start a thread on it soon to see how many people are interested in that.

As usual, I'm still looking for artwork. Anything is welcomed. Dartax's sister has been going crazy with great new art stuff. If you know anyone who can draw and colour on a computer, see if you can get them to do something for the custom cards.

And of course, the MND cartoon will be shown on WB (in the US) and CBC (in Canada) sometime this year, probably in fall/autumn. That might mean the end of the Custom cards... or it might not.

Not a lot to look forward in 2007.

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Tuesday, December 19, 2006

Second Best?

I was just thinking the other day about something that perplexes me somewhat. There seems to be an invisible line that custom-card players won't wanna cross for some reason and I wonder why that line is thus drawn. Lemme illustrate this.

Suppose I was to design a new Brub in a new set. I add in some power or effect that is similar to the original Brub. Obviously it'll be a bit powerful. People will use it right? Well, if it works for them they will try it out. Now let me add "Alternate Brub" to the subtitle, will it still be used? I think so because alternate creatures really isn't a big deal particularly if they are better than their original Parent. How about if I reuse the picture from the original card somewhat, will people still use it? I guess so, I mean people use Grim Pyder in their decks eventhough that's just a recoloured Pyder.

What happens though when I name this new Brub as "Brub" - P2C as in to put it into Project Second Chance custom set? Suddenly it seems people shy away from using the card. Why? It's a custom card. The only difference between "Brub" - P2C and a "Custom Brub" is name is slightly different and the "Custom Brub" will probably use a recoloured image. That is what is perplexing me. I guess each player probably have their own reasons for not wishing to change and play with a P2C card.

I really wanted P2C to work because I'm running out of images for future card expansions and reusing existing card images as part of P2C is a new way of making new custom cards without having to worry about the images. Due to the lackluster response on the Custom Card Forums though, it makes me wonder if it's even viable to go this route. A review of Awakenings is up next, but I think I might scratch that unless there is at least 6 people who post their interest or something.

Nevertheless, as promised previously, all the 9 P2C cards have been added to gEngine for play. The usual rules apply - make sure you ask your opponents if it's OK with them if you played with these cards before you actually play with them and get people steamed and everything. Please try not to drive away the new players however much they may complain or act high-and-mighty. Unlike what I posted previously, I'll only make these cards custom legal early next year so there's a 2 week period for people to actually play with them and stuff - they won't be boosted in power though as I'm rather comfortable with the power-ups that was given to them as part of P2C.

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Tuesday, November 07, 2006

Custom Card happenings

It's the end of the year. Time to hand out Christmas presents?

Just a quick notice for those who are interested what will be happening over the next few months for the custom cards on gEngine:

November: Double Jeopardy gets added to gEngine for playtesting.

This is the last chance for people to comment on the Double Jeopardy cards on the Custom Card forums. Please take the time to see where you can improve on the cards there, including the grammar. All help will be appreciated. It's up to you to shape some of the most powerful cards ever.

December: Project Second Chance Base sets gets added to be immediately custom legal.

I think I'll just go ahead with the cards already listed and based on the list of cards that people have posted. I'm going to do away with the voting. The cards will be immediately custom legal when added, but I have no idea if anyone will be playing with them.

January: Twilight War moves off playtesting and becomes custom legal.

This gives us 2 more months to playtest the cards. After January though, the'll be custom legal online on gEngine. There'll be launch events for these cards and stuff between January and May which is the official date that they'll be off playtesting offline. Anyone with strong opinions on any of the cards from the set better get ready their last chance to voice out their objections on the Custom Card forums.

February onwards: Exodus Flight gets added to gEngine for playtesting.

Nine regions are alreadya available for comments on the Custom Card forums. The remaining 4 will be added in December (Paradwyn and Underneath) and January (Weave and Universal). Post your comments in the respective threads on the Custom Card forums. Things are still fluid at this point. Designers are reminded to respond to the comments for their regions as well (yes, that includes you Doug).

March: Cure for All Seasons gets added to gEngine for playtesting

Cure for All Seasons is the custom promo set to go along with Exodus Flight. It's only a 4 card set and will feature 1 Naroom magi. Dartax and I will be working on the cards over the next few months. Oh and a preview?



May onwards: Ancient of Days starts getting designed.

The images are slowly getting added, the designers are being co-opted to make sure they get what they want. Design will officially start after May, but it may start earlier for some regions. Ancient of Days is a 100 card set with the same breakdown as Twilight War. The set will (and supposedly) focus on early Moonlands, particularly Agram, Une and Rayje. There will be two other sets associated with AoD. Ancient Enemy, 50 cards, details of which are still sketchy at this point so I won't say anything until things are more firm and Guardians Promo custom set, which will probably feature all 12 guardians. The latter will not be based on the playtest cards for the guardians.

Future Plans

The 2nd custom expansion based on the Insiider RP material will be next - the current title for the expansion is titled Fallen Hour. There'll be machine cards in this expansion, but it'll also include leftover cards from the development of Exodus Flight. The set will be the same in terms of numbers as Exodus Flight: 12 cards for each region and 6 from Universal. There'll probably only be one magi for Fallen Hour, but the spell count will be upped to two and there'll be 9 relics/creatures.

The promo set that goes along with Fallen Hour hasn't yet been determined yet... obviously I've got to source the artwork and stuff which will probably determine the set after that. This will be done closer to the time of the development of Fallen Hour.

The final custom set that we will be doing is probably High Noon, which as the name suggests involves mainly shootouts and reacts. Burn spells will predominate with Cald and Nar taking to the fore for this expansion. It is uncertain if this set will be a full 100 card set, or just a promo set of less than 50 cards. The thing that limits this set will be the amount of art I would be able to source for this. We are talking about 2009 here though... and the game might be fully dead by then so who knows what will happen?

Art Request

Since I'm on the topic of art requests, anyone who wants to submit art for the custom cards is more than welcome to do so. Thanks goes to SuperRyoga, Essense, Whyrl and Dartax's sister who has been providing a large number of good stuff so far. I'm still currently collecting images for AoD/AE and need to colour the guardians. Anyone willing to offer any help in either of these is more than welcome.

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Saturday, July 29, 2006

By the Ancients!

First off, a few random comments:

Doug must be really enjoying his stint as the Arderial card designer for Exodus Flight. He's already finished his first draft of his cards while some others haven't yet started. Here's a preview:



Conscript Vemment
Arderial Dream Creature
[4]
Power - Pull Down: Discard 1 energy from Conscript Vemment to discard 2 energy from all opposing creatures with less energy then the number of Vemments you have in play.
"Come on down!" - Koriko
Art by: Vega/Nov
Card by: Brown/Nov

It's an OK card I think. Somewhere along the way though, I realised that working with Doug was just way too much hassle than was worth it and at the end of the day, I don't think I will be using him to design cards for future expansions, even if he gets his spell-checker to work!

Secondly, I still haven't received a reply from nightlight as to whether I could use his image for the custom cards, so rather than waiting, I think I'll have to change the image. I found one of Whyrl's earlier artwork (shown below) and will be using that instead of the really cool one that she did for nightlight.


So once that is templated, it would mean that all 150 cards have been templated for Exodus Flight.

Third, I have been so caught up with the card design process for Exodus Flight that I'm semi out of the hiatus and have been designing cards alongside the rest of the designers. I've completed one region, but there's still many more for me to go. It has been enjoyable designing the cards though and they should be going up for public review in a couple of month's time.

Fourth, Project Second Chance is still ongoing. Not many people have been posting though. We've already moved through Cald and Arderial. There isn't going to be a third chance for the cards. The first card will probably be going up on gEngine in a month's time (or thereabouts) for the monthly winner of the summer league.

Yes the summer league is still ongoing... the winner this month gets to pick a DJ magi for inclusion on gEngine for "Advance Playtesting". At the moment, it seems bpd9383 will be the winner, but there's still 24 more hours to go, so I guess anything can happen.

And back to the topic of this post - whew there's just so much happening, I could take another hiatus even before I've ended my last one - the expansion after Exodus Flight would be Ancient of Days/Ancient Enemy. Why such a long and weird name? The short form explaination for the name is that AoD/AE will really be two expansion combined into one.

AoD will be a 100 card expansion with the following breakdown:

Arderial/Cald/Core/Naroom/Orothe/Underneath/Universal - 6 cards each
Kybar's Teeth/Weave - 8 cards each
Bograth/Paradwyn - 9 cards each
d'Resh/Nar - 11 cards each

Unlike EF, no new stuff will be introduced in this set, but it will continue to support existing themes and ideas. The power level of the cards will escalate slightly as EF isn't suppose to raise power levels. I have no idea will be in there yet, because the set is just an idea at this point, but that's the rough gist of the expansion.

Now AE will be a different beast altogether. It will not have any of the usual regions, but will instead comprise of one region - Invader. Yes, you heard right, the Invaders are coming! I have no idea how many cards will be going into this set or what the cards will do or even if I'm going to introduce new rules for it as of yet. Those decisions will ultimately have to be made, but not at this point in time. I have already displayed one of the Invader cards a long while back, but here it is again...


Wow, the card was done in August 2005, almost a year back...

I have no idea how the fans will take this idea, but should this concept prove successful, I don't see why future sets shouldn't have more Invader cards... and maybe other new regions? Conversely, should the idea prove unpopular, AE can easily be removed without damaging AoD in any form. Hence the reason why it's named separately from AoD.

All this could be pure speculation though. At the rate things are going 2i might put out official Invader cards before I can get this set online, which would be a good thing. I think...

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Tuesday, July 18, 2006

Taking off?

This may not be news to all, but I thought I'd best mention it.

Exodus Flight design has started.

No, I'm still on a hiatus, I'm not doing much, but the regulars who have been designing cards have been so charged up with card design and was rearing to go, so I gave them the go ahead to go crazy with the cards.

The designers and the regions they are designing are as follows:

Douglas Brown - Arderial
Christoph Prenner - Bograth
Robert Doktorow - Kybar's Teeth
Mitchell Wyatt - Nar and Orothe
Daniel Burke - Naroom
Tim Kouba - Underneath

I guess I best get ready for the madness that is sure to follow from the antics of the card designs. And I like pretty pictures when I blog here, it makes this place looks less... nerdy. So here's the image I'm trying to get permission to make a card of...



Art by Alison Strom/Whyrl. Image was comissioned for Nightlight.

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Tuesday, July 04, 2006

A revitalised Summer League

First off, if you haven't already downloaded the Desktop calendar for July, you can do so at Novelty's Custom Cards under Calendar. A thumbnail is shown below.



I seem to be on the MND phase of the hiatus, so I might as well roll with it. I've updated the prizes for the MND Summer League on gEngine. Monthly winners now get to pick which custom card to be added to the engine. This month's winner will pick a Double Jeopardy card, while next month's winner gets to decide the first card for Project Second Chance. The overall winner gets a custom card with art drawn by myself. Well, that isn't such great a prize since my art is horrible, like the card below:


That's what I drew yesterday... the background is by Essence though, which is great. I wish I could draw like that. OK, back to adding the rest of the TW cards to the engine!

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Saturday, June 24, 2006

Project Second Chance

Project Second Chance is a MRP project. MRP stands for Most Recent Printing. This project seeks to "upgrade" the underpowered cards, especially creatures, from the earlier sets with an MRP (custom) version. Additional text (no text will be removed) will be added as part of the project.

The project will focus by expansion and then by region within the expansion in a systemic and orderly fashion. The cards to receive MRP will be determined by the general public. First a list of underpowered cards will be produced by the public. These are then approved or eliminated, by a vote.

There is no "closing date" for this project. It is always ongoing. However, wait for Novelty to start discussion on the expansion and the regions for this project.

Will everyone playing online be forced to use these cards when they are added to gEngine? No, the PSC cards will be clearly marked as such and, like all custom cards, players can have a choice to either use them or ignore them. Some CCGW tournaments though, will mandate that PSC cards be used instead of the official versions.

When will we get to see PSC cards on the engine? Each individual PSC card will be added as soon as it is completed - the process is list (get listed on the forums), vote (majority voted to be in the project), design (new text), add (to gEngine).

Your participation is welcomed. Start having your say in your game.

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Thursday, June 22, 2006

Dreams of Flying

I'm on a hiatus. A hiatus. Hi-a-tus. OK, I just have to get that point out first and out of the way before I can continue the article. I am getting tired of people asking "Are you really on hiatus?" Yes, I'm on a hiatus, a break, a time off making MND custom cards so that I can do other things. I hope that is clear.

So what about Exodus Flight and the next few custom sets? When I end the hiatus, whenever that may be, I will continue working on the custom cards. When I choose to work on them. Below are my thoughts regarding the direction that Exodus Flight will be taking...

Arderial - It needs to expand on its telepathy ability - i.e. to look through an opponent's hand to do something. The other thing I'd like to explore in Arderial would be the Resistance effect, and variations thereof, i.e. This relic can only be affected by Arderial Spells, This Creature can only be affected by Arderial powers, etc. Oh and EF will probably be the first expansion ever not to have a Xyx! I'll probably let someone design the region for a change. Yes, Arderial is powerful so it has to be someone who knows the ins and outs of the other regions, particularly Orothe so as not to design broken cards. If one can be found...

Bograth - Christoph did a good job the last time around, and I see no reason why he shouldn't do it here again. Bograth needs help for its shifty deck (still!), but support for Stuff will take a backseat in this set. Hopefully the Transformers, particularly Ninibom going 4th, will see something to help them along. I also wonder if a magi or a relic with the ability "As an opposing card discards all your creature from play, choose a creature - that creature is not discarded" or something like that. A Volcanic bograth creature might also be interesting.

Cald - Oh boy, I get more than 6 cards in EF to play around with in Cald. Support naturally goes to creatureful Cald and defensive Cald, both hopefully with a bigger bite. Volcanic creatures will probably get a boost. More importantly though, I want to take the mechanism introduced in TR where creatures are removed from the discard (shuffled back to deck) to discard energy. That seems an interesting way to go.

Core - Another region that I'd like to let someone else design, but Core is one of the hardest region to design for because of the special rules. Core in EF will probably be setting up for AoD/AE (yes, those are the initials of that set at this point in time) and I don't want to reveal too much there. The other thing with Core is that the original RP cards has something similar to the Oracles in the form of the 7 deadly sins, so this might get incorporated.

d'Resh - The power level in d'Resh has been rising fast over the last few expansions, so I think I should limit it a bit by designing it on my own, although I would rather someone else take over the design chores for this region. Recurring decks need to get a bit more nastier and more useful, Oracles need some support, but otherwise, it'll be pretty much low key.

Kybar's Teeth - This is Bobby's region mainly and I know he's looking for small creatures with invulnerability, well, this expansion will probably feature that. Perpetual Motion still needs a lot of support so I hope he'll design cards with that in mind to make the decktype better. I'd also like to see something to support a Baldar deck, and a KT magi who can play rainbow cards, pretty much like T'Dek and Travelling Healer.

Nar - Mitch was rather excited someone was playing his Puddle Arboll the other day. Nar is his 2nd region and he usually have fun with it. His Kintor decktype still does need some support, and I would like to see Nar making life difficult if an opposing magi was from Orothe. Hopefully he remembers that creatureless Nar players would like some great spells as well. Other than that though, it's a good chance to build up Nar's creature type menagarie.

Naroom - "D", the other regular poster on this blog, pretty much is the Naroom player on gEngine and although I would say he's the weakest of the current batch of people who I've got designing cards, he's also one of the best once he gets some direction. I hope this time he realises that Forest cards (if any) are for the Forest decktype, for example. There was a huge hue and cry about Hoctne, so perhaps this would be a good time to play up her strength by creating creatures that do something extra if played during the Play Creatures stage... and there are a lot of creatures to work with this time.

Orothe - Mitch's other region, and his main one. I have no idea what he has in mind for this though. What I'd like to see is more dice action with Orothe cards going back to the theme established in EL. Perhaps also, something to go against overgrowth and Naroom in general... now that would be interesting to see. One thing I'm tired about is the relic support. I know it'll probably get some, but I hope not to see too much of this in EF, especially after Xarien/Burkey/Orlon's Ring. I guess Doug has got me turned off by relics for Orothe after all.

Paradwyn - Scarletsong probably won't get too much this expansion, and Dreamwarp is the norm. I really need to see if Stalking, both creatures and magi could be made more efficient. I want to create a creature that stalks a magi for starters and something that would make attacking stalked creatures at a disadvantage. Hmm... why just attacking... could extend it to powers as well I guess, or maybe not.

Underneath - I haven't even finished collecting the artwork for Underneath at the moment so that will have to be done after the hiatus. Tim though is the man for Underneath and I liked his designs so far. People are clamouring for more Crystal support so I hope that will make the cut. Korrits too need something to go for them in this expansion. Creatureless too. Hopefully all that will be catered for.

Weave - I need to play a few games with the Weave TW cards before I decide what Weaves needs in EF. Perhaps something that would make a creature that can't attack actually attack by shuffling a card from discard back to deck. That would be interesting. Some more attached spells would also be helpful for Weave, but there aren't that many spells in this set, so that's out of the picture. More support for the Weave mechanic is a definate given, but what about a other-Weave, where you get to move or remove an energy from an opposing creature that you're attacking? It could be interesting...

So, that's what I have in mind now... but a lot can change between now and when I end my hiatus, whenever that may be. If anyone wants to ask me "Can I design region X?", don't even bother, the answer is "No". It has been my policy for a while now that anyone who asks me to let them design a region usually get declined because of perceived lack of humility.

If you do want to design cards though, show an interest - write up playtest reports for the cards being playtested, join in the card designing contests on the Custom Card forums, write up 101s for a region or two. If I notice the interest and I think you are good enough, I might even ask you to design a region when I end my hiatus... if ever!

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Tuesday, May 30, 2006

No Brushfire Left Behind

I know the expression "flying by the seat of your pants" is American (at least I think it is), but it seems some people have begun taking established cards and making up the rules for the card as they go along.

Take this question that was posted on the CCGW forums just today:

"Do the rules prevent the playing of multiple brushfires from the discard?

About half of the people I play say that 'any one brushfire' means that I can play more than one and the other half says it means I can only play one."

Let's have a look at the card:



The card is a dual region card - the Cald version is shown above. The region is not the issue here, and since it is a spell, the usual regional restriction and regional penalties apply.

The text of the card in question here is:

"Once per turn, you may play any one Brushfire from your discard pile as if it were in your hand."

So what does it mean? Let's break it down:

You may play: This simply means you may pay the cost and use the effect of the card
any one Brushfire: One and only one and not two or three, but any one of it, either the cald one or the weave one
from your discard pile: Go look through your discard pile and only your discard pile. Not your deck, not your hand, not your opponent's deck or discard pile or hand. Just your discard pile.
as if it were in your hand: so that any effects that triggers when you play a spell from your hand will trigger

Put it all together: Go look through your discard pile, grab your favourite copy of Brushfire, be it the one that was defaced by Holmberg at GenCon 2002 or the one you improved upon the art by painting the rabbit creature bright yellow, pay the cost for it from your magi - usually two, but you might have cost reduction cards in play like a Rayje's Construct, or alternatively, you might have to pay the regional penalty of 1e, while remembering that the regional restriction applies, so if your magi is core, unless you have some way of playing a cald or weave card, you can't play it - then do what the card says, choose a creature and remove two energy from it, effects and interruptive spells trigger at the appropriate times as a spell is played as if from hand - so remove an extra one energy if you have a scroll of fire in play and one less energy if the chosen creature's magi has a weave hut in play, for example - and when all is done discard the card from play - i.e. it goes into your discard pile.

With me so far? Good. So how many times can you play the card? Well, the first part of the special text says "Once per turn". Now, usually "once" means one time and "once per turn" would mean "one time every turn". Can you do the same thing next turn with the same copy of Brushfire? What does the card say? "Once per turn..." How many times every turn? "Once per turn..."

I have no idea how else to explain that phrase which would make the meaning of the card easier to understand. Texas used to have a "No Child Left Behind" policy. I wonder if it should be applied to the rest of the world...

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Thursday, May 18, 2006

Glimpses of Legality

Tainted Glimpses and Keeper's Quest recently moved out of playtesting into Custom set proper and that has got a few people a bit miffed about the status of everything else (as usual). It's going to get even crazier defining what's "gEngine tournament legal" in the future with more sets so here's the start of something simpler.

"Custom legal"

Here's the proposal for something called "custom legal". What is "custom legal"? Custom Legal will be the list of legal cards for online tournaments on CCGW's gEngine. So instead of defining the expansions and the cards that are legal for each tournament, all anyone has to define is "custom legal" and it would automatically imply the list of cards below.

Custom Legal cards as of May 2006:
All printed English cards excluding Power of the Creators and Tony at a Con. (i.e. all black cards on gEngine)
All spoilt Traitor's Reach cards, including promos. (i.e. all purple cards on gEngine)
Custom sets Elder's Legacy and Tainted Glimpses. (blue cards on gEngine)
Custom promo sets Shadowsfall Promo and Keeper's Quest Promo. (blue cards on gEngine)
All Japanese promo cards. (i.e. all green cards on gEngine)
Custom promo cards - Glimpses, Dion, Elder's Legacy, Ploomb. (blue cards on gEngine)

Cards that are not Custom Legal as of May 2006:
Power of the Creators and Tony at a Con (red background on gEngine)
Double Jeopardy (custom promo) cards (red background on gEngine)
All cards in playtest (grey cards on gEngine)

This list will reside on the CCGW MND forums and will be updated if there is any further changes.

Note that the Novelty Tainted Glimpses Tournament uses Custom Legal cards.

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Thursday, May 11, 2006

Twilight Warring with the Hiatus

I wonder how many people picked up the nuance that the hiatus doesn't apply to Twilight War. Not many perhaps, but it's stated very clearly in Flight Cancelled that it only applies to Exodus Flight and later. Twilight War is definately before Exodus Flight (see this list) which means that work is still on-going on that set.

I have finally finished fleshing out the Weave cards earlier in the week on Twilight War, and it's there for the players to comment on at the moment. Links to a page for each region with all the proposed cards are at the CCGW forums, although the pages for KT, Underneath and Arderial have already been superceded by their current versions on the engine. It's still fair game to comment on any one of the cards though, although I hope people will follow the rules.

I see people making comments like "I like Card X a lot." and although that's good for my ego (heh!), it's not good from a Card design point of view. It's got nothing I can use because I have no idea why that person likes that particular card. Is it because of the colour? the art? the FT? the name? What exactly about it do they like? I wish they would state their reasons so that I can incorporate them into future versions of the cards.

What I do like are the negative constructive criticism as I mentioned in passing in the previous blog entry. No, I'm not a sadist. Constructive criticism, even if they are negative tells me what a player doesn't like about the card, what I should try to avoid, and what doesn't work with the cards. However, it seems not many people are adept at giving constructive criticism; they often miss out the "why" part. Standalone statements like "I don't like Card Y." or "Card Z is useless." is worthless to me because they don't say why said person doesn't like Card Y or think Card Z is useless. There's nothing there I can use to improve the card and that frustrates me more than the negativity itself. I just wish people would mention "why" for every comment.

The other thing to remember is that I'm not designing to please just one person or one group of person. Ever set has to try to please everyone. Yes, I will repeat it again, every set, even a custom set, has to try to please everyone. But that's impossible? Well, not really though. I didn't say that every CARD has to please everyone. It means that in any likely given set, if a player like a least a small fraction, say 5% of the cards, or even 1 card in the entire set, then I have done my job in delivering the set. Those are the cards designed for the said players. The other cards are designed for different other demographics/players.

Let me illustrate. As a mainly Creatureless player (sometimes, if I get the time to play), I have no interest in creatures, and that's probably a quarter or more of a set that I would have no interest in. Now not all spells and relics are created equal... naroom spells and relics are more likely to add energy to creatures, which would be useless to me as a Creatureless player, so there's more cards out of the window. However, if I find that cool Nar spell that I can use in my Creatureless paradwyn deck, or the great KT spell that combos nicely with the final magi in my creatureless Core deck, then I'd be happy... for eventhough most of the set is useless to my play style, there are at least 2 spells on cursory inspection that I would be excited about as a player. Now, these 2 spells might be worthless to a Naroom creature player, but it doesn't matter. The spells are not designed for the Naroom creature player in mind, and in an ideal set, the Naroom creature player should get excited about some other cards in the set, probably a number of Naroom creature cards, which will be of no interest to a creatureless player.

Some people intuitively understood all that. When I got the designed cards back from Tim for Underneath, I didn't even change a word that he submitted on those cards, nor made any comments, because he captured the feel of the Underneath set of cards just right. There was something for everyone, be it Korrits or Burrow or even Creatureless underneath.

By contrast, when I got the list of cards from Daniel, I was aghast and ... well, bored. All the cards looked and felt the same and all of them seemed to be designed for one deck and one type of player in mind. While it might find use outside of that one deck, it would probably be very unlikely that it would be used so, and I wrote a rather gentle email back telling him that the card designed were technically perfect, but were boring and lacking. Credit should be given to Daniel as he took the comments away and worked on the cards after about 4 or 5 edits later, laced with all my comments (and some of those were negative yet constructive), he produced a series of cards that were, well, almost there. I edited a couple of the cards and posted them for comments and there were a number of people praising Daniel in that thread. Good for him.

The thing was, he took his designs away, and together with my comments, redesigned the cards. He didn't let the negative (yet constructive) criticism get him down, but he persevered and rewrote and rewrote as many times as possible to end up with a result that both he as the region designer and I as the overall set designer can be comfortable with. I think only one idea out of the original 6 was retained for the second draft which I got, and eventually, even that one idea was thrown out the window for something more robust and interesting and... divergent. I like the end result of the 6 cards. Each one of them cater to a different type of player and the cards now have a distinct personality to them. Perhaps one of these days, I'll post an example here on this blog.

(And I'm rambling, but some days, it surprises me to see someone using all the custom cards from one region in a single deck and calling it a playtest. The cards were not designed for a single deck, and I think a single playtest with all the cards from one region cheapens the cards somewhat.)

So, it's the final stretch before playtest begins in earnest. Sometime by the middle of May, I'll begin coding the remainder of the 10 regions onto gEngine so that the playtest can begin in ernest. And then after that, of course, there's still Double Jeopardy (which according to the same list is before Exodus Flight). Exodus Flight and Cure for All Seasons will probably take a leisurely stroll down the adaptation road, but look out for the announcement for Cure after Double Jeopardy goes onto the engine!

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Monday, March 20, 2006

Perpetual Design

I don't work in the CCG industry. I probably live so far away from the industry that I doubt I'll ever have a chance to work in it full time. I have however been involved with Custom Cards expansions for quite a while now... and for quite a number of games and I guess that gives me a unique perspective on it. Also, and perhaps more important, I consider CCG (custom) card design a hobby and as such have read up enough on it to know how things are done "professionally" in the real world. And, I guess, that is one advantage I have over most other people.

Few people know that most companies are at least 2 expansions ahead in terms of expansions, with the exception of games like Magic perhaps, who tend to be an entire block ahead most of the time. That is something that is being emulated on the engine which as of today, there are three expansions still within playtesting - one nearing its end while another has just started - and I'm already ahead with the images for the next expansion after those two. It means that sets begin their life 2 expansions ahead of the current one and thus it provides a good chance to see the development of the cards as the expansions progresses, especially in a game like MND where cards do not cycle out with a new set/expansion/edition/block.

That tends to be tiring at times. While the players are playing with cards from the current set, I'm already at least 2 expansion ahead, detailing the themes, the looks, the names, the number of cards, etc. for that expansion. It is no wonder I can never enjoy the cards because I know their inadequacies even before they are "play legal" and what has been done to improve it in the next expansion, etc. Thus the cards get "old" for me and hence the reason why I'm taking a hiatus.

However, a forced hiatus doesn't mean things are sunshines and roses. My mind is still on the "lookout" for things I can use for the custom cards. Damn me and my stupid devotion. Exodus Flight is on hold though and every expansion after that, and I'm glad that it's on hold because I have a great promo expansion to go along with that. It's tentatively entitled A Cure for all Seasons, which is a bit wordy for an expansion, even a promo expansion, but it promises to take a different direction, artwise at least. It's still being based on artwork by a regular MND artist and will probably offer nothing special mechanics wise, but that remains to be seen.

The other thing that a forced hiatus has been doing is driving a number of people (i.e. Christoph and Daniel - you'll have to guess their screen names!) slightly... well, crazy. Having tasted the power of desiging cards for Twilight War, they, like Gollum and the One Ring, seemed to have gone ... well, not power crazy, but design crazy, itching for every opportunity to design cards for everything and anything. They haven't exihibited symptoms of MPD yet or started speaking with a sybillant inflection, but I think they are close to it.

One of the advantages of designing cards for Twilight War was that I got to veto each and every card created. Comments might be as simple as "Too boring" or "Too complex" to a whole article about why the card design isn't what I'm looking for (it's never "wrong", but it can definately be unsuitable). It's not easy to "hit the nail on the head" for the first time and I remember the days when I got pages and pages of proposed card text and ideas only to have each and every one of them rejected with a valid reason. I'll list three of the most common reasons below.

The first reason was regional identity. Quite a few people forget that each region has a character and that the card should reflect the character of the region. Cald does direct energy removal, Orothe has the relic thing and Paradwyn has the starting energy thing. Crossing regional boundaries, although not unusual, is difficult for a first time card designer, and I do have first hand experience there.

The second reason was that the ideas presented lacked support for a regional subtheme, whether that subtheme be creature type, mechanic (e.g. burrow, weave, illusion) or card type (e.g. recurring, jungle stalker). Anyone can create generic cards, but to actually create cards that have a unique feel to it is difficult. One test I use is to read the text without even checking to see the name or region the card comes from and then to guess the reason. If I can't do it correctly, then something is wrong with the design.

The third reason is that the card do not conform with the existing cultural references that are within the game. Not many people will notice that Bograth Magi have subtitles that are more than just the "Bograth Magi" norm that would be expected of it. Also, a Transformer card (i.e. a card that deals with the effect Transform), for example, has quotes/flavour text from The Transformer Movie. These are little things, but nevertheless they have a significance in the overall card design (although it does not very often affect gameplay).

Forcing someone to rework on a card based on the comments seems to be something relished and when they get the cards to about 90% done, I can easily tweak the final design to get it balanced and within my expectations for a custom card in a set that I design. It is perhaps this "teamwork" - where I give their card design special attention - is what has been driving some people (especially those 2 persons) to seek more opportunities to debase themselves to request for more design responsibilities on more cards.

Sadly, I'm on hiatus though. Exodus Flight's text is contentious and is tied into the RPG game so besides tweaks, I doubt it can be majorly redesigned. The closure of the monthly Double Jeopardy Promo Contest did not help as well, as there are no more cards to design on the Custom Card Forum. So I guess there isn't much that is going on from my end to cater for these people (especially the 2 mentioned above) who seemed to have caught the MND card design disease.

My reprise has always been "Get me the artwork, and I'll let you design as many cards as you want based on those" So far, besides the now defunct Magi-Project members, Stephan and Darius, I haven't got anything from anyone. Which I guess is fine for me. I'm on hiatus after all! But one do has to keep in mind though, that getting images is way way harder than actually designing a card.

So where do the MND custom cards go from here? Well, the hiatus doesn't cover Twilight War, which is still work in progress, nor does it cover Double Jeoapardy, which will be what I'm working on after that. It also doesn't cover the expansions already in playtesting Tainted Glimpses, of which there is a playtesting tournament this month, or its poorer sibling Keeper's Quest Promo, both of which should hopefully be Engine tournament legal before summer.

Also, keep an eye out on the Custom Card forums... and expect an announcement in April...

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Monday, January 30, 2006

Flight Cancelled... or at the very least delayed...

Someone gave me the moniker "Mr. MND" a while back. Heh, I wish that was true, but it's not... not really anyways. I'm just the most public face for anything MND related, well, online anyways. Some days if I wonder if that's a good thing.

Perhaps you've noticed that I've put Exodus Flight on a permanent hiatus, and have iced everything else after that. Perhaps not. Not a lot of people would care anyways... and not a lot of people know what Exodus Flight is anyways. I have mentioned what it is many times elsewhere, so I won't repeat it here again. Suffice to say, this is just a quick explaination as to why I have decided to do this and I'll lay it down in a simple numbered format.

1) I'm running out of artwork. Not many people realise it, but I have had to beg and plead and borrow most of the artwork for the custom cards, and where there is none, I had to create my own for them. That takes time and energy and I'm beginning to wonder if my time and energy would be better spent elsewhere.

2) I'm losing interest in the game. It's a bit ironic that the custom cards and the online tournaments that's suppose to kindle interest for everyone else is making me lose interest in the game. There is just no surprise for me anymore. I'm don't look forward to any custom card because by the time they are playable, I would probably have spent more time than everyone else combined on those cards. Likewise, since I'm organising the online tournaments, I can't join in the fun. So I lose out on both counts.

3) Time is precious. Perhaps my time can be spent elsewhere doing things I want instead of trying to keep everyone else happy.

4) The game is dead... and interest is waning despite (or because?) of my involvement in trying to keep the game alive. The number of online monthly tournament games for instance has declined from over 30 at the height of things just a few months ago to less than 10 recently.

5) The game may be revived in a few months time... which would probably make all the custom cards irrelevant... or worse, they could send a not so polite letter requesting the shut down of all custom cards. Either way, the custom cards would be as good as gone.

I'm tired, and perhaps a little bit of the game as well. Several incidents recently about the custom cards have been disheartening. Also, I've also put up with almost 2 years of negative comments regarding the custom cards - I think there comes a point when I don't think I want to take anymore of it just to make my life easier (and that would be bad for the custom cards since constructive negative critique is often the best form of help for the custom cards). The negative reactions and the lack of positive encouragement indicates to me that I should probably do something I would like to do for a change.

And as to the future of MND? Well, as I said a few years ago... the game is still there, there's still a whole library of cards, both custom and official. As long as someone plays it, it will still be kept alive, if only just. Then there's always the hope that the new animated series will rocket the game into popularity once more.

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Saturday, January 21, 2006

Novelty's MND Custom Expansions... the design philosophy behind the cards

It's coming up to the 2nd anniversary of the day when I decided "Hey, let's make a custom card expansion for MND". Well, custom cards were nothing new for the game, people have been making them since the beginning of the game... but an entire expansion... complete with art... now that was definately something new... at least for MND.

After all, I had known and even worked with some of the following people who have made custom cards for other games. Some of these include
  • Bruce Mason, one of the designers for Precedence's Babylon 5 prior to the demise of Precedence. After Precedence went under, Bruce continued to create custom expansions based on the ideas in progress from his work for Precedence. He has since then made the fan made sets Anla'shok and The Vorlons with some help from the online community and a third expansion - The Dying Races - being in the works.
  • Jsson Roosevelt, together with his childhood friend Shane Saunders, created a whole universe of cards for Wildstorms. A few of my card ideas was transformed into custom cards for that game.
  • Tomi Nieminen, part of Doomtrooper Finland, who have created and are still creating custom expansions for Doomtrooper. Some of their custom cards are hosted on the official site of the creator of the game.
  • HC O'Neill, one of the troika of people who rules on Rage. They are currently working on their fourth custom expansion.
I remember those perilous days in the beginning with the flame wars over at Insiider and half of almost everyone claiming their right to free speech by denouncing the expansion, while the other half was zealously backing the concept of custom cards, if not the expansion then in progress. Those days are long gone of course. The game is dead... well, almost dead... there are still pockets of survivors who play regularly offline (and I've got to give a shout to Dave and his Springfield players) and online (especially those European players who could never find anyone to play except online).

Before I ramble on about multitudes of unconnected things, I best get to the point of this article/post/blog/whatever - what are the major guidelines and design philosophy behind the custom expansions. To make it easy on the memory, I've decided to keep it to three items and that they'll all start with the letter P (so pardon me for the horrible shoehorning).

1. Power Escalation Potential
Power Escalation is always a problem in a CCG where cards do not rotate out, or otherwise retired. Cards in an expansion has to be incrementally more powerful (read attractive) so that players will use them. Over time, the increment in power levels with each new expansion adds up until such a time when the first few expansions become underused because they are too weak. This issue was one faced by Mike Liesik, the last designer at Interactive Imaginations for the game, and was already evident after the release of Voice of the Storms.

Hence the custom cards that I with the help of the gEngine faithful are making are governed by the rule that the power escalation cannot be too much more than what already is available in the game, although there are some exceptions¹. I have been disparaged for making cards less powerful during playtesting of each expansion, and that's because of the wish to not increase the power levels too much. Also, a power card can make the design of future cards even more difficult. The existance of the creature cards Mist Hyren and Cawh, for example forced the text of Wawek's card to ensure that those creatures cannot be abused with Scyalla. The Core spell Entomb, as another example, forces each custom spell created to be checked that it is not broken when used with a Core magi.

What are the alternatives to power escalation? How can we make new cards, keep the power level about constant, yet make the cards attractive to the players to want to use them? The solution has been to move "sideways" instead of "up and up".

There are many themes, concepts and gameplay mechanics that have not been explored and instead of making existing themes and decktypes more powerful, the custom expansions that we have been working on tries to explore those other concepts. How can we increase the usefulness of Perpetual Motion... or Jungle Stalkers... or Shifty... or Arctic? Design of useful cards for these little used mechanics is one of the ways of going "sideways".

The other way of going "sideways" for MND in particular is to focus on the creature themes. For example, the Forest theme was introduced to Naroom with the first custom expansion, and in the design of the latest expansion, I had to remind the card designer to design the card for that decktype. Likewise, creature types such as Korrits, Kintors and Stuff has been expanded and reinfoced. Every custom expansion also has a Xyx creature, following the precedence set by the official expansions.

2. Player Interest

I work on the principle that if at least one card in an expansion catches the eye of a player such that they go "That is a great card!" than I would call the expansion a success. There are many different types of players out there and there is no way an expansion can please every player with every custom card created. Each player would have their individual likes and dislikes and each expansion seeks to have at least one card designed for that (type of) player in the expansion.

Someone recently posted (and I paraphrase) "I like cards 1, 3, 4 and 6, don't like 2 and 7, neutral about 5" to which another person replied (and again I paraphrase) "but cards 2 and 7 would be so useful in my deck". This only illustrates that what is one person's pleasure may be another's poison and special care is taken when designing the custom cards to ensure that there is, hopefully, something for everyone.

A large CCG manufacturing company likes to think that there are three basic types of players (although each type is not unique, i.e. some players have 2 of the 3 types, and some of the rarer players are a combination of all 3 types).

The first type is termed "Timmy". These are the player who like power cards - big creatures, big spells, big numbers. These are the players who would look at All High King Korg with his 26 starting energy and love the card just for that one stat alone. To them, each game is about playing (or to be able to play) those large cards.

The second type of player is termed "Johnny". The Johnny-types are the types who love to win by exotic ways. Combos are the mainstay of their game, the harder it is to pull off the combo the better. They get the satisfaction of winning with a combo. Sometimes, even if they don't win, as long as they are able to pull off that elusive combo, they are happy with the game.

The third type of player is the "Spike" type, probably named after a skinny Vampire on TV. These are the types who will win whatever the cost. They may copy decks off the internet, or abuse power cards or broken combos. It doesn't matter how they win, as long as they win every game they play, casual or otherwise.

3. Playing Experience

The final guideline behind the creation of the custom cards is to enhance the playing experience and renew interest in the game. There are a number of things that decreases playing experience - not being able to drow or play a card during your turn every turn... infinite energy combos... instakills. These are termed Negative Play Experience (shorted to NPE) by most CCG players and is to be avoided at all costs.

Although the custom cards toys with denial mechanics - for example: restricting energize, discarding cards, restricting draw - each of these cards are designed such that there are answers to the card in question, be it built into the card itself as a weakness, or in the form of another card.²

One little looked way of increasing the playing experience is to enhance the uniqueness of each region. It is well known, that Orothe is the Relic region and KT has the big creatures. Some of these have been expanded, and new ones have been created. Weave is gradually getting the ability to manipulate the discard pile, Arderial has its Telepathy elements enforced and Paradwyn is beginning to get more adept at manipulating creature's starting energy. To ensure that each ability is unique, some form of regional enforcement is hardwired into the card such that it gets pretty much useless outside of its intended region, and thus creating the uniqueness for the desired region.

Conclusion

One further thing that doesn't fit in the 3 categories above is the fact that each custom card created must have some sort of art, preferable in the same style as the existing cards. This is often the most difficult part of the card design - to draw/get the correct artwork (and permission to use the artwork) for any custom card. Often times, whenever someone demands that I should make this or that card, I retort with the reply "Get me the art first". Creating the text might be easy... creating the artwork is often beyond the ability of most people.

This is a sneaky way of making sure that the guest custom card designers have a better picture of what needs to go into the custom cards that they are responsible for. Hopefully they will now understand the reasons why I vetoed some of their card designs. This is also meant to be an invaluable resource not only to those who are currently helping with the design of the custom cards, but also to the wannabes.

Most everyone would think that making custom cards is and easy thing, and I would have to agree. However, the creation of custom cards as part of an expansion is a completely different story, and I have to say that even after a few hundred cards, I still find the process difficult, but as someone said when I first started " go write a million cards first". In other words practice makes perfect.

Footnotes:
¹ Power escalation (for the custom expansions) is slightly more in weaker regions and weaker decktypes to ensure that they catch up to the power-regions and to level the playing field.
² Hence the increase in spell and relic discards with each custom expansion, not just a mechanic in and of itself, but to ensure that there are "answers" available.

Links:
This is the blog version of the article, most of the links are on the right.

Custom Expansions:
The following lists the custom expansions which have at least some work carried out on them.
























































Expansion NameExpansion Type & Number of cardsDesign Status
Elder's LegacyCustom Expansion 50 cardsCustom Tournament Legal
Shadowsfall PromoCustom Promo Expansion 12 cardsCustom Tournament Legal
Tainted GlimpsesCustom Expansion 100 cards + 3 PromosPlaytesting
Keeper's Quest PromoCustom Promo Expansion 4 cardsPlaytesting
Twilight WarCustom Expansion 100 cards + 4? PromosUnder Design
Double JeopardyCustom Promo Expansion 8 cardsUnder Design
Exodus FlightCustom Expansion 150 cardsCollecting Images
CureCustom Promo Expansion at least 4 cardsCollecting Images
Ancient EnemyCustom Expansion 100 cardsCollecting Images
Fallen HourCustom Expansion 150? cardsCollecting Images

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Tuesday, December 06, 2005

And War begins!

I haven't been posting here for a while, I guess life just likes throwing in a spanner into the works that I call mediocre boredom to spice things up. No, I haven't had a new baby (Congrats Dartax! Yes! again!) nor have been put on Cymbals (poor poor Malovis... hopefully it doesn't clash and clang too much) or anything funny like that. No siree!

Those of you who visit Novelty's Novelties and Novelty's Custom Cards will probably have a good glipse of what I've been up to lately - that has been eating into my free time. Oh and (shameless plug alert) have you got the 2005 December Calendar yet? Background by one of Mal's good friend at RespondCreate, give that site a twirl when you get the time. It's cool.

No, what I came on here to say is that Twilight War cards have begun appearing on the Custom Card forums. Check out the first draft of the Arderial cards by myself and the Underneath cards by GoC. Still draft of course. People who have been invited to submit the rest of the cards include fellow contributors to this blog - Malovis (Orothe & Underneath) and Dartax (Naroom) as well as November's tournament winner Freigabe (Bograth) and the 2003 World's semifinalist GodofChoas (Underneath), with the leftover cards from Tainted Glimpses being re-used for KT and d'Resh. More info about the design process is in the CCGW forums.

What happens next? Well, there's 11 more regions that needs to be posted, but that's from the designer's side, not the player's side (although the designers are players as well, which is a bonus, given that it's a fan made set). Players though at this point in time can shape the cards that have been revealed so far through their comments, until two months after all the regions have been posted. Then the cards get added to gEngine and playtesting begins for another 6 months or so to gauge out the stats and the little in game abilities before the expansion is complete.

Yeah, join the fun in making a fan set... it's going to be fun.

Twilight War is a 100 card fan-made custom set and will include cards from every region. It features artwork by artists like Matt Holmberg, Rich Werner and Alison Strom (with whom we have obtained their permission to use their artwork) and fan artists. The cards are being designed by a group of CCGW MND players, although comments are welcome from everyone.

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Thursday, September 01, 2005

September MND events on gEngine

The month of September is shaping up to be rather interesting. Here are some of the gEngine events for the month.

The Malovis Challenge
Challenge Malovis to play 3 games and if you win at least 2, you get tokens for more games on gEngine. More details are available on the gEngine MND Forums.

Double Jeopardy #3
This is the third round of the card design competition for Double Jeopardy. Create the text for the dual magi "Bash Brothers" and the winner possibly gets their designed text onto the card for play on gEngine. Entries should be posted at the MND Custom Card Forum thread.

Tainted Glimpses and Keeper's Quest Playtesting
Playtesting for the fan made sets Tainted Glimpses and Keeper's Quest are still ongoing on gEngine. Post a full playtest report and earn copper tokens. For more details, check out the Tainted Glimpses Rewards Program.

Twilight War artwork
Novelty is still looking for more artwork, particularly d'Resh, Nar and Universal, for Twilight War. He'll give out 15 copper tokens or 5 silver tokens for any artwork that is accepted for Twilight War. Anyone interested should ask Novelty for more details.

Exodus Flight magi
Insiider RPers with artwork of their magi or NPCs and who wishes these to be used in the gEngine set Exodus Flight can now submit them to Novelty. More infomation about which regions still require magi can be found in the Exodus Flight post.

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Saturday, August 27, 2005

The Malovis Challenge

Malovis has been the winner of the past 4 MND tournaments on gEngine. Here's your chance to prove that you're better than him, or to take your revenge, whichever you prefer.

During the whole month of September, you can challenge Malovis to three matches. Win at least two out of the three, and you not only get bragging rights, but 5 copper tokens. If you win all 3 games against Malovis, I'll throw in another copper token. If you play with at least 2 Shadowsfall magi in all 3 games against Malovis, I'll throw in a silver token.

Examples:
Played 2 games against Malovis, won none or one game = 0 tokens
Played 3 games against Malovis, won none or one game, but had 2 Shadowsfall magi in all 3 games = 1 silver token
Played 2 games against Malovis, won two = 5 copper tokens
Played 3 games against Malovis, won two = 5 copper tokens
Played 3 games against Malovis, won three = 6 copper tokens
Played 3 games against Malovis, won three, had 2 Shadowsfall magi in all 3 games = 6 copper tokens + 1 silver token

To make sure Malovis doesn't use his powerful decks, you get to choose which region (except Universal) you would wish Malovis to use. You may request a different region per game if you wish.

Rules:
1. Legal cards = all Shadowsfall Promo, all Elder's Legacy cards, all Traitor's Reach cards on gEngine and all printed cards with the exception of Tony at a Con and Power of the Creators. Tainted Glimpses, Twilight War and Double Jeopardy cards are not legal. Non-Core custom promo cards and Taint are also not legal for this tournament.
2. Rules = official MND rules (deck of at least 40 cards, 3 magi, etc.)
3. You don't have to use the same deck for every game - you are allowed to tweak your deck in between games, as long as #1 and #2 and all other normal rules are met.
4. Novelty's decision on the tournament is final.

Date:
You can start playing the games now. Malovis will report the results here in this thread. If you are using any Shadowsfall Promo magi in your deck, please show them to Malovis, so that he can include them in his report.

You don't have to play all your games in a single day. They can be play anytime from now until 30th September.

What to do:
Play at least 2 games, but no more than 3, with Malovis. You get to pick which region you want Malovis to play. You may pick a (different) region for each game you play with Malovis. Win at least 2 to get tokens.

Prizes:
5 copper tokens for winning 2 games
6 copper tokens for winning 3 games
1 silver token for using at least 2 Shadowsfall Promo magi in all 3 games.

Sign-up:
There is no sign up, just challenge Malovis if you see him on gEngine.

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Sunday, July 24, 2005

Suggestions needed.

Two completely different things here...

Double Jeopardy has been previewing cards all over the internet... and 6 of the 7 cards have already been previewed (check the CCGW forum thread to see where they are). I'm at a lost as to where to preview the 7th card, so I'm open to suggestions. The site should be one with a predominate MND content though, so if anyone wants to suggest anything, please feel free to comment.

Also, since Exodus Flight will be made for gEngine players, I'm giving the opportunity to the players to comment on the cards and images. The cards can be seen in the Custom Cards site and comments are being solicitated Exodus Flight Forum. All comments from regular gEngine players are welcomed, but note that text and FT for the cards are not being accepted just yet.

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Sunday, July 03, 2005

101s

Remember school and there was lots of 101s that you had to do before you can do the other courses? Those were always the real basics, the "introductory" stuff, the "get to know" bits and pieces.

Well, in MND, a "101" is something like that - it gives an overview of the cards, the good, the bad and the ugly and it touches briefly on the strategies, but it doesn't go into detail with either. I wrote a Paradwyn 101 a while ago, and updated it just recently to include Elder's Legacy. The four parter may be found at:

CCG Workshop:
Introduction and Magi
Relics
Spells
Creatures

Insiider:
Paradwyn 101

So, anyone has enough free time this summer to write up a 101 for their favourite region?

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Saturday, June 25, 2005

Keeper's Quest enters playtesting

Keeper's Quest, is a series of 4 promotional cards based on the images from the MND Puzzle game Keeper's Quest. The cards are now available for playtesting on CCG Workshop's gEngine. The cards were designed by the players in a series of competitions entitled "Keeper's Question" found at the Keeper's Quest Custom Card Forum.

Links:
CCG Workshop: http://www.ccgworkshop.com
Novelty's Custom Cards: http://www.dukenostalgia.com/mnd/index.htm
Keeper's Quest Custom Card Forum: http://elitrix.net/noveltycustoms/viewforum.php?f=21

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