Porting goonstation's Griffening (ss13 themed card game)

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What would you think of this?

I don't like it
2
17%
I like it
8
67%
This will become one of the reasons I play tgstation
2
17%
 
Total votes: 12

ma44
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Porting goonstation's Griffening (ss13 themed card game)

Post by ma44 » #315499

Ey

Currently working on mostly porting over descriptions and names for really mostly everything in here (along with new cards)

https://github.com/goonstation/goonstat ... rds.dm#L91

Just posting here mostly for a public opinion, I will post all the cards i have made so far after some work is done while pull requesting it.

I'm also currently attempting to get a group of coders to help out with more of the technical things (oh man hologram cards? lets go totally do that!)

The goonstation already does have a framework on automatic ruling + holograms as well as over a hundred unique cards, and that's only by touching a couple of departments, nook ops, traitors and lings.
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DemonFiren
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by DemonFiren » #316009

on one hand, nice
on the other hand, yet another game that no one will ever play
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Dr_bee » #316021

DemonFiren wrote:on one hand, nice
on the other hand, yet another game that no one will ever play
Jokes on you, Ill probably try to organize a game as a round gimmick every once and awhile.

More roleplay options is not a bad thing, also I can see theme decks happening.

my cargo/security deck will kick the ass of any med/sci deck
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by InsaneHyena » #316030

Why don't you organize something that already exists in the game, instead of a nice thing nobody has the attention span to learn or play
Bring back papercult.

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DemonFiren
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by DemonFiren » #316080

anyway
why isn't there an emag equippable?

oh, right
it would be op as fuck
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ma44
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by ma44 » #316084

Working on fixing the cards and all of that in a mergable state, but there will definitely be a emag (if there was a reason to have one lul)
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DemonFiren
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by DemonFiren » #316087

Emag might be used to draw and play any non-Escape Shuttle area from your deck, or to negate Door Bolts. Perhaps it can also be used to permanently convert one cyborg or robot, who will gib upon death instead of moving to the discard pile.

Speaking of fixing cards, Atmos Tech probably needs an ability. Instantly draw either one Plasma Fire or Firefighting Grenade card when Atmos Tech is played and Engineering is the active area card?
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by John_Oxford » #316094

>deleting posts in a idea thread

stop
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Remie Richards » #316099

John it was a needless fight between two people.
One of the people involved flagged the other person's as trash.

they were both trash, and you can't leave half a conversation around, ergo they're both gone.

You're next boyo, keep it on topic foilhead.
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Cobby » #316102

John_Oxford wrote:>deleting posts in a idea thread

stop
wait a minute...
Voted best trap in /tg/ 2014-current
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DemonFiren
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by DemonFiren » #316149

so this thread made me think

consider
not like it's going to happen but consider
just consider
spess gwent
would it even work?
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Armhulen » #316154

ExcessiveCobblestone wrote:
John_Oxford wrote:>deleting posts in a idea thread

stop
wait a minute...
oh god
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DemonFiren
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by DemonFiren » #316155

i don't get it
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Armhulen » #316157

DemonFiren wrote:i don't get it
unlike you, he gets it

(USER WAS BANNED FOR THIS POST)
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Anonmare » #316228

Spoiler:
Robotics console: When played, incapacitate all enemy cyborgs in play on field or destroy all cyborgs on the field, including yours. Requires a research director to be on your side or sacrifice a roboticist.

Chaplain: Medium ATK, Medium-High DEF Human creature. Immune to Blood Cult and Clockwork spell effects. Is considered to have double ATK and DEF against Cult creature cards.

Blood Cultist: Medium-high ATK, low DEF creature. If two or more are in play, you may sacrifice a non-security Human creature and convert into another Blood Cultist - Three or more and you may sacrifice security Humans and create a filled soul shard instead. The Human is sent to the gibbed pile upon doing the latter. You may not have a Chaplain and any Blood Cultist or construct in play at the same time.

Soul Shard: You may use this on any incapacitated Humans your opponent posses to gib that Human, upon doing so, discard this card and draw a filled soul shard card.

Construct Shell: May only be used if a filled soul shard is in play. Sacrifice the soul shard to create a construct of your choice (Wraith, Artificer or Juggernaut).

Wraith: High ATK, low DEF creature that treats enemy creatures as having half their actual DEF value. A construct cannot be incapacitated.

Juggernaut: High DEF, low ATK creature. May, at the start of your turn, dramatically raise the DEF value of another creature, including itself, until the beginning of the next turn. A construct cannot be incapacitated.

Artificer: Low-mid ATK, low-mid DEF. At the beginning of your turn, you may search your deck or either player's discard pile, for a soul shard or construct shell, or incapacitate three creatures in play, and may do so again after 2 turns have elapsed. A construct cannot be incapacitated.

Clockwork Cultist: If two or less clockwork cultists and servant constructs/silicons are in play, you may convert a Human creature into another Clockwork Cultist, or convert a targetted cyborg into a servant cyborg for free. You may not have a Chaplain and any Clockwork Cultist or servant construct/silicon at the same time.

Servant Cyborg: No longer affected by Law cards or the robotics console. May no longer draw a door bolts card.

Tinkerer's Cache: At the beginning of your turn, for every cache in play, you may search your deck for a Clockwork spell card.

Geis: Clockwork spell. Allows you to convert a non-antagonist Human or cyborg into either a Clockwork Cultist or a Servant Cyborg.

Vanguard: Clockwork spell. Give all Clockwork Cult creatures in play incapacitation immunity for the turn.


That's all I got for now
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by iamgoofball » #316237

we need a grizzly bear card
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by ShadowDimentio » #316243

This is a total waste of effort, adding yet another meme game for nobody to play.
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by ma44 » #316256

Quick update: Literally everything for blood cultists is done, which includes it's own conversion mechanics, mostly all ported functions of tomes, weapons, structures and talismans and even includes a narsie boss battle!

https://pastebin.com/raw/De6YJaFt

Going to go and make some clock cultists right now so that's great I guess
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by ma44 » #316263

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DemonFiren
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by DemonFiren » #316267

just make sure to search-replace any "narsie" with "Nar-Sie"
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Armhulen » #316271

DemonFiren wrote:just make sure to search-replace any "narsie" with "Nar-Sie"
Nar'Sie
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by DemonFiren » #316273

Armhulen wrote:
DemonFiren wrote:just make sure to search-replace any "narsie" with "Nar-Sie"
Nar'Sie
about that
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by John_Oxford » #316461

remember guys content bloat is the key to making good games
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I don't even know what the fuck tg is.

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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Anonmare » #316462

My god, ma44 is Todd Howard! He's going to make us pre-order Skyrim for the Nintendo Switch!
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DemonFiren
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by DemonFiren » #316505

make argonians great again you hack
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Cobby » #316547

John_Oxford wrote:remember guys content bloat is the key to making good games
What if someone makes it so you have to force battle them with your deck and the loser dies :^)

No Deck? You are OOL
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Anonmare » #316563

Wizards need magical variant that summons actual monsters. And a magical ability to make a game a Honk realm game (alter to your fluff text as needed) where the loser is bound to the winner's service or banished to the Honk realm.
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Dr_bee » #316607

John_Oxford wrote:remember guys content bloat is the key to making good games
In roleplaying games yes. More options for player interaction is always a good thing. More flavor makes the world feel more real and fleshed out.

A silly card game that is all the rage on nanotrasen stations would be a fun little addition.
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by Remie Richards » #316609

John_Oxford wrote:remember guys content bloat is the key to making good games
>bloat is bad guys
>but let's add 350 variants of different gun parts to stick together

NOGGIN: JOGGED.
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by kevinz000 » #316628

remie's right again.
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by D&B » #316634

That clock deck seems a tad strong
Spoiler:
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lying little shit with your bullshit stat
fuck you
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by calzilla1 » #316635

D&B wrote:That clock deck seems a tad strong
So then it's accurate to the real game
Life is too short for anything meaningful and too long for anything memeingful
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Re: Porting goonstation's Griffening (ss13 themed card game)

Post by ma44 » #316663

As of right now I'm currently reworking tome/slab to instead just allow you to bring back those cards into your hand, so you would have to use some of your deck space to store the cards (which were tokens before)
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