Red Flags When Making A TCG | Talk TCG
17K views 路 Sep 20, 2024 路 Howto & Style
Comments 路 137
@39Lords 路 2 years ago
Not sure I agree that having more than 1 victory condition is a red flag. It can allow some interesting choices for deckbuilding.
50
@brendalee1215 路 2 years ago
Yugioh said fuck all that we ball
95
@ceresgc 路 2 years ago
"if your player picks up a card and doesn't relatively understand what that card is cable of doing, you have a red flag" Yu-Gi-Oh cowering in the corner rn
112
@wun_zee3599 路 2 years ago (edited)
if i ever make a tcg i want it to be all about breaking it, like inscryption lol<br>oh yeah i also really like how inscryption simplifies the cards and declutters them by using sigils
31
@franciscosuarez4521 路 2 years ago
This is just Yu-Gi-Oh, it literally meets all the "red flags"
6
@HeavyMetalMouse 路 2 years ago
A good thing to watch out for - does your game naturally turn into two players playing solitaire at each other, with the first person to finish winning? That's probably a red flag. Players get easily bored with a game that doesn't involve actually interacting with the other player(s), so you want your baseline rules and card design to generally encourage interaction as a meaningful and important part of the gameplay. While not every game needs 'interrupt' type mechanics, they're probably one of the most common and directly understandable ways to work towards this.<br><br>On the flipside, you should try and make sure that completely stopping your opponent from playing the game never becomes the 'best option'. Whether this be by removing all your opponent's resources or preventing their cards from being played directly and consistently, it should probably not be the easiest/best thing you can do, or else you will have a game where players become easily frustrated.<br><br>If, when a player starts winning early, they inevitably snowball into a win with very little chance to turn it around, that's probably a red flag. A lack of catchup/comeback mechanics or options in a game (or active 'win more' mechanics that additionally reward players who are already doing well) can make any game come down to who can take the early lead and hold onto it long enough to start snowballing, at which point the game feels 'decided' early, but doesn't finish until much later. If your game is 'decided' too long before it actually finishes, that's a red flag, as players don't usually like 'going through the motions' for turn after turn after turn once the winner is already clear.
14
@clarkecreates 路 2 years ago
Hot take, Infinite loops and alternate win conditions are a fun form of gameplay and we shouldn't encourage designers to remove them entirely.
79
@Mrbrawnie 路 1 year ago
I am finally on the right track with my card game project that I've been working on and off for a couple of years now. <br>Your videos are really well made, fun to watch and full of useful tips, information and perspective. I'm glad I discovered your channel, keep up the good work buddy!
4
@OptimisticBananaBeans 路 1 year ago
<a href="https://www.youtube.com/watch?v=tmlvSh7yBGk&t=186">3:06</a> nice Managorger
1
@lukedelameter7961 路 1 year ago
If you鈥檙e selling point for your game is money, you鈥檙e not designing a game, you鈥檙e designing a scam. I know most everybody who watches these probably isn鈥檛 the type to fall for this, but it deserves to be highlighted.<br><br>Even if you are proud of how beautiful the cards are, don鈥檛 lead with the idea of value. Let the card artwork and the game as a whole speak for itself.
1
@Bardic_Knowledge 路 2 years ago
There's a ccg I started designing, but never got to the a point where I could playtest, where I initially would have it be "your deck is your HP," but now I think instead that playing for a high score is the better option.<br><br>I've also had some interesting ideas for making if/then style cards, like "if you have no characters in play, do this; one character, do this; two or more, do this." Making things a bit more dynamic, but making sure the things done are simple and make sense.
7
@joeryan5587 路 2 years ago
Quality on this video is top tier. Good job on the red flags!
15
Up next

Catch Up Mechanics for Your TCG | Talk TCG
Shard TCG 路 12K views

THIS Can Help STRUCTURE Your CCG! | Card Game Design
The Art of Cards 路 35K views

10 ESSENTIAL Things you NEED For Making A Homemade TCG | TCG R&D
Shard TCG 路 18K views

The Most HATED TCG Mechanic Designs | TCG R&D
Shard TCG 路 21K views

What Your Homemade TCG CAN'T Do | Talk TCG
Shard TCG 路 21K views

My BEST Homemade TCG Design Tips | Talk TCG
Shard TCG 路 13K views

The Battle of Making a Card Game | Talk TCG
Shard TCG 路 5.8K views

4 Cards That Will COMPLETE Your Homemade TCG | Talk TCG
Shard TCG 路 38K views

Don't Forget Resources When making Your Homemade TCG | Talk TCG #HTCG
Shard TCG 路 8.2K views

The Evolution of TCG Resource Systems
Sloopdoop 路 53K views

BEST and WORST TCG Resource Systems | Talk TCG
Shard TCG 路 53K views

Why TCGs Are Impossible to Balance
Rempton Games 路 29K views

The Forbidden Board Game Mechanism
Cogito Design 路 130K views

How To Solve the Queen's Problem - TCG Design Academy
Rempton Games 路 66K views

AVOID Over Designing Your Homemade TCG | TCG R&D
Shard TCG 路 17K views

New IDEAS For Your Homemade TCG | Talk TCG
Shard TCG 路 8.5K views

Putting Good Design in Your TCG | TCG R&D
Shard TCG 路 7.4K views

5 Golden Rules of Game Cards Graphic Design You MUST OBEY
Dave Jeltema 路 283K views

I Made A TCG From Scratch! - Episode 1
ChaosGalaxyTCG 路 298K views

Reviewing Your Homemade TCG Cards | TCG R&D
Shard TCG 路 7.8K views

SET ROTATION!!: The Seven Deadly Sins of TCG Design Part 1
Kohdok 路 311K views

TOO MUCH JUNK!! (Seven Deadly TCG Sins #6)
Kohdok 路 242K views

TCG Design 101 on How to Make a TCG | Eric Lang | TCG R&D
Shard TCG 路 52K views

The Aim of Card Games | Card Game Design
The Art of Cards 路 10K views

How to make a TCG | Talk TCG #HTCG
Shard TCG 路 4.7K views

RESOURCE CARDS! (Playing Around #1) Seven Deadly TCG Sins
Kohdok 路 45K views