Tabletop Simulator

Tabletop Simulator

Arenaverse TCG (Prototype)
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Update: Nov 22 @ 2:56am

Micro Update
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It turns out I can make changes to card image through Dexterous themselves, so in doing this I have updated all cards to show the type of energy they need rather than the colour fitting with the theme going forward.

I have also fixed some wording on a couple of cards to better explain effects and fix any text errors.

Lastly I have added a basic playmat layout, please give it a try and let me know how it feels to use.

Update: Nov 14 @ 3:53pm

Changelog:

A small update this time around, after a quick playtest of the starter deck I realised there was an issue with two different cards, with different costs, having the same effect. So I figured while I'm there I'd make a few other small changes and additions.

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Card Changes:
- All Red cards are now Land subtype and colour changed to brown to match.
- Source cards have been changed to reflect the new theme change. Red/volcanic cells are now brown/land cells.
- All buff cards now have a weight subtype. This will open the door for weight specialist effects later on.
- All coloured champions now have the subtype matching their colour/theme. Colourless has no sub type as they are not based on the other worlds and are instead themed on the humans of earth and their robotic inventions. (Not to say some characters wont join a colour later maybe)

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Fixes:
- Fast Recovery (Starter Deck): Fixed the effect so that it shows the correct text for what it is meant to do.
- Hardened Bark (Buff): Renamed to Petrified Bark. Fixing the issue of a buff and a skill having confusingly similar names.

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Questionnaire:
The addition of a questionnaire link to give feedback directly and help shape the game for the future - https://docs.google.com/forms/d/e/1FAIpQLSeJsEM09BoxYwKBfxUM1AZHWtnaDtQiafejxxQLfosmdHWoOw/viewform?usp=publish-editor

Update: Nov 10 @ 3:15am

This new update brings a much needed gameplay change, a bunch of new cards, and a lot of card reworks.
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Gameplay Changes:
Decks are made up of:
- Champions x3
- Buffs x20
- Skill/Traps x20

Source cards are now a seperate deck of 15, placed next to the source zone (currently wherever you feel until a game space is set out, I have a few ideas for this but want to play test a bit more before deciding). At the start of a players turn, they ready up their cards and put the top card of the source deck into play.
A rules guide will be put together for a future update to clearly outline and give tips, in the meantime the turn/rules card has been updated to reflect changes.
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Card Additions:
Tri-Boomerang (Colourless/Buff/Common)
Iron Lance (Colourless/Buff/Common)
Reinforced Farm Shovel (Green/Buff/Common)-|Human Green Tool | Gardening Theme
Farming Trowel (Green/Buff/Common)-|Human Green Tool | Gardening Theme
Heavy Grab Hoe (Green/Buff/Common)-|Human Green Tool | Gardening Theme
Rusty Pickaxe (Red/Buff/Common)-|Human Red Tool | Mining Theme
Heavy Stone Mallet (Red/Buff/Common)-|Human Red Tool | Mining Theme
Pitching Chisel (Red/Buff/Common)-|Human Red Tool | Mining Theme
Harpoon Lance (Blue/Buff/Common)-|Human Blue Tool | Whaling Theme
Iron Whale Hook (Blue/Buff/Common)-|Human Blue Tool | Whaling Theme
Flensing Knife (Blue/Buff/Common)-|Human Blue Tool | Whaling Theme
Boom Bow (Green & Red/Buff/Rare)
Equipment Sabbotage (Green & Red/Skill/Uncommon)
Geyser Boots (Blue & Red/Buff/Rare)
Stockroom Theft (Blue & Red/Skill/Uncommon)
Seaweed Rope (Green & Blue/Buff/Uncommon)
Defensive Manouvers (Green & Blue/Skill/Uncommon)
Iron Dagger (Colourless/Buff/Common)
Iron Broadsword (Colourless/Buff/Common)
Steel Claymore (Colourless/Buff/Common)
Early Prep (Colourless/Skill/Common)
Stockpile (Colourless/Skill: Utility/Uncommon)
Collateral (Red/Speed Skill/Common)
Go With The Flow (Blue/Speed Skill/Common)
Show of Might (Green/Speed Skill/Common)
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Card Changes:
Chargrey, Coalate House Chef - Altered wording of effect to be more specific.
Polleyn, Pilgrim Botanist - Altered wording of effect to adhear to game rules change.
Oakveil, Channeler of the Tribe - Altered wording of effect to adhear to the game rules change.
Velumira, Eyless Oracle - Altered effect to give more info for the same cost. Worded to be effective in a multiplayer (3+ player) game.
Vauren, Northern Curator - Cost now includes tapping it, but lets you draw 2 cards instead of 1.
Giant Clam Discus - Now gives +2 Pwr instead of +1. Cost altered to 'x2 + Bx1', instead of 'x1 Bx2'.
Mega-Crab Shell - Cost to play reduced by 1x B.
Reinforced Quarterstaff - Effect reworded to better state what it does.
Harness Nature - Altered wording of effect to adhear to the gameplay changes. Now lets you search the source deck for a source card of your choice.
Tinder Boots - Slightly shortened effect text to better fit the resized text box.
Sulfur Surge - Slightly shortened effect text to better fit the resized text box. Cost also altered to be 'x3 + R x2', instead of 'Rx5'.
Ka-Boom - Cost altered to be 'x1 + Rx1', instead of 'Rx2'.
Power Overload - Cost altered to be 'x2 + Rx2', instead of 'Rx4'.
Miracle Wave - Cost changed to 6, altered to 'x4 + Bx2', instead of the possible 'Bx6'.
Read the Tides - Cost altered to 'x3 + Bx1', instead of 'Bx4'.
Raid the Food Stores - Cost altered to 'x1 + Gx1', instead of 'Gx2'.
Treefolk Union - Cost altered to 'x2 + Gx2', instead of 'Gx4'.
Might over Muscle - Altered cost to 'x4 + Gx2' instead of 'Gx6'.
Oak Shield - Cost altered to 'x1 + Gx1', instead of 'Gx2'.
Leyline Coating - Cost altered to 'x3 + Gx2', instead of 'x2 + Gx4'.
Oak Greatshield - Cost altered to 'x3 + Gx1', instead of 'x2 + Gx2'.
Jagged Pauldrons - Cost altered to 'x3 + Rx1', instead of 'x2 + Rx2'.
Blazing Cloak - Cost altered to 'x3 + Rx2', instead of 'x3 + Rx3'.
Tinder Boots - Cost altered to 'x2 + Rx2', instead of 'x2 + Rx3'.
Cobalt Bident - Cost altered to 'x1 + Bx1', instead of 'Bx2'.
Relic Trident - Cost altered to 'x3 + Bx1', instead of 'x2 + Bx2'.
Unipus Horn Trumpet - Cost altered to 'x3 + Bx2', instead of 'x1 + Bx3'.
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Keyword Changes:
Recycle - Now has you draw a card instead of creating a cell token. Play test was finding that there was a lack of card draw but an already sufficient amount of energy production.
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Layout Changes:
Champion stats and buff bonuses are now placed on the left of their cards, as well as the position of the card cost to the left too. The reason for this is so that when you hold a hand of cards, you can still see all the info you need cost and stat wise to plan what to play.
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Next Time:
The next update will completely change the game in terms of theme, card colours will be updated to reflect the change. Red will change to a light brown, where green and blue will be made slightly lighter. This is to reflect the new theme for the champions of Land, Sky, and Water. By changing the overall theme to this, I believe there can be more creative freedom when it comes to designing cards. There will also be two other colours introduced later down the line, as well as multi-colour cards, for example a hero that can fly at high speeds but lives on the ground would be Sky/Land (Brown/Green).

To test this new theme, there is a new sneak peak starter deck in this update. It can be found in the top left of the table. This will replace the current three starter decks as I am looking to give 1 three colour deck to get folk started. This will give both a great staring point and open up to a lot of core components for building a 1 or 2 colour deck with some boosters.

With this theme change will come card name changes and possibly alternative effects. I will not be disposing of the cards we currently have, more just putting them in my back pocket to utilise officially at a later date. The new theme is the direction I feel the game needs and will hopefully bring more fun and flavour to the game.

Additionally, next update will see a name change for the game. While Arenaverse fits I don't like the fact that doing a YouTube search for the name brings up nothing but AI generated shorts and videos on NFTs, Myself and the company (ChibiMediaWorks) don't wish to be associated with either NFTs or AI generated content.

Additionally, additionally, buffs will be getting sub types. Currently they are all based on weapons, so I feel that a good addition to the game would be to add size/weight classes to them. This will open up the door for new types of support and searcher cards later on. Buff sub types will be: Light, Medium, Heavy.

Update: Aug 3 @ 11:02am

Updates:
All starter decks now have an updated set of chapions at the helm. Made up of 2 commons and 1 uncommon. This is to get players started and give a base to build upon with booster packs.
Cards in the main decks now make use of the new cards. See bellow for additions.
All decks contain 1 rare that ties in with that colours themed ability for the set.

Decks are made up of:
- Champions x3
- Base Sources x14
- Buffs x14
- Skill/Traps x12
These mostly consist of commons with a few of the sets uncommons and 1 rare.

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Additions:
Sinder, Sparking Archer (Red/Champion/Common)
Chargrey, Coalate House Chef (Red/Champion/Common)
Polleyn, Pilgrim Botanist (Green/Champion/Common)
Oakale, Oak Tribe Gate Guard (Green/Champion/Common)
Chamark, Trench Spy (Blue/Champion/Common)
Velumira, Eyeless Oracle (Blue/Champion/Common)
Bracken, Hired Muscle (Colourless/Champion/Common)
PRINT3X M-1, Combat Printer (Colourless/Champion/Common)
Lorenzo, Head of R&D (Colourless/Champion/Uncommon)

Swift Rapier (Colourless/Buff/Uncommon)
Reinforced Quarterstaff (Colourless/Buff/Uncommon)
Weapon Token (Colourless/Buff/Token)

Tinder Dart (Red/Speed Skill/Uncommon)
Poison Dart (Green/Speed Skill/Uncommon)
Murex Shell Dart (Blue/Speed Skill/Uncommon)
Disarm (Colourless/Skill/Common)
Combat Ready (Colourless/Skill/Common)
Throwing Dart (Colourless/Speed Skill/Common)

Bringing the total amount of cards (not including tokens) to:
Commons - 30
Uncommons - 27
Rares - 14
Champions - 24
Sources - 6

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Introducing:
Weapon tokens - These give +1 PWR and DEF to the attached champion and are created via the effects of champions and skill cards. When they come into play they are auto attached to a champion of your choice. They follow the same rules as any buff would, so if you have 3 attached already, you'll have to ditch one to attach the token.

Tick counters - these do 1 damage to a champion at the start of their controllers turn. Then remove 1 counter. These are to represent status afflictions like burns or poison.

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If you are looking to create your own booster packs, here is a small guide to make them:
- Separate all the commons, uncommons and rares. Do the same with the champions and sources.
- double, triple, quadruple up on the stacks.
- shuffle all the champions together, and shuffle the sources together.
- shuffle each of the stacks you now have and take cards from the top of each in line with the following pack guide.

9 Card Pack
common x5, uncommon x2, rare x1, champion x1

This was put together with sealed and draft in mind.

This would go to an 11 card pack IRL with the addition of:
source x1, Token x1

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REMINDER:
All current cards are not final. This game is still in the very early days of testing, and as such the next focus is balancing. The names, effects, bonuses, and costs may all change depending on user feedback and testing.
All rules on how to play are included in the notebook and rules/tips cards.

Update: Jun 30 @ 12:33pm

This update adds a lot of new cards and reworks the starter decks accordingly. In such a style that all but one (Steel Knuckles) is in single, so as to reflect how a starter deck would be IRL. Making player want to buy multiples or booster packs to upgrade ha ha ha.

Also added in this update is the rest of the current set of cards, for you to have a go at deck building and upgrading to challenge friends, family, pets, undead, whoever you want.

A lot has been added and a couple minor changes. Below you'll find a long list of said additions and changes. I hope you enjoy.

Quick note, the cards name, stats, costs and effects are not set in stone, they may change throughout the prototyping process.

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Introducing Counters:
Splinter Counters - At the end of a players turn, their champions take 1 damage for each splinter counter on them, then remove 1 counter.

Introducing Tokens:
Cell Tokens - Add 1 energy but destroy it.

Introducing Keywords:
Kindle (Red Only) - Choose between 2 buffs, one weaker and one stronger. However the stronger comes with a cost at the end of the turn.
Rend (Blue Only) - Nullifies buff effects and bonuses.
Recycle (Green Only) - Turns buffs into energy cell tokens.
Splinter (All Colours) - When the champion deals damage to another, put splinter counters on the damaged champions(s)

Introducing New Card Sub-Type:
Utility - Doesn't get removed once used, stays in the arena and can be used once per turn.

Card Additions:
Maple Splintered Sword (Green/Uncommon/Buff)
Leyline Coating (Green/Rare/Buff)
Coal Blaster (Red/Uncommon/Buff)
Tinder Boots (Red/Rare/Buff)
Splinter Urchin Blowgun (Blue/Uncommon/Buff)
Unipus Horn Trumpet (Blue/Rare/Buff)
Makeshift Bonk (Colourless/Common/Buff)
Makeshift Shield (Colourless/Common/Buff)
Iron Coated Shield (Colourless/Common/Buff)
Humongous Bonk (Colourless/Common/Buff)
Generous Benefactor (Colourless/Uncommon/Skill)
Rearranging Forge (Colourless/Uncommon/Skill: Utility)
Sulfur Surge (Red/Rare/Skill)
Read the Tides (Blue/Rare/Speed Skill)
Might Over Muscle (Green/Rare/Skill)
Tech to Scrap (Green/Uncommon/Trap)
Sulfur Mine (Red/Uncommon/Trap)
Coiling Whirlpool (Blue/Uncommon/Trap)
Cell Trebuchet (Colourless/Uncommon/Trap: Utility)
Fake Target (Colourless/Rare/Trap)

Card Changes:
Iron Coated Club - Now no longer gives an HP bonus. PWR bonus increased from 2 to 3
Steel Knuckles - Now no longer gives an HP bonus.

Update: May 17 @ 2:20am