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Thratur
Profile Blog Joined June 2008
Canada917 Posts
Last Edited: 2010-04-07 21:48:18
April 07 2010 21:38 GMT
#61
I did not play enough games correctly yet to point out any imbalances (we made a lot of mistakes with summoning before we understood it correctly), but I felt like most spells that require a zerg non-attacking unit (defiler, queen), felt completely useless for the effort of summoning this unit. Buffing these spells could make these units a lot more interesting. I probably just don't know the game in depth enough to tell, though, so I may be babbling nonsense.

I'll tell you more once I played a few more games (probably in a week).
oob
Profile Blog Joined June 2008
Sweden630 Posts
April 07 2010 21:46 GMT
#62
It looks interesting, Im gonna try it this weekend with some friends!
Happiest man on earth
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
April 07 2010 22:02 GMT
#63
On April 08 2010 06:38 Thratur wrote:
I did not play enough games correctly yet to point out any imbalances (we made a lot of mistakes with summoning before we understood it correctly), but I felt like most spells that require a zerg non-attacking unit (defiler, queen), felt completely useless for the effort of summoning this unit. Buffing these spells could make these units a lot more interesting. I probably just don't know the game in depth enough to tell, though, so I may be babbling nonsense.

I'll tell you more once I played a few more games (probably in a week).


Alright! Sorry for the confusing rules!

As for the spells, they are rather situational. Of the four spells for defiler and queen, the one that I am most satisfied with has been Dark Swarm, because in tandem with an overlord, it lets you set up a very solid defense. The queen's infest is handy in the case that it comes up. Ensnare and Plague, in my personal experience, don't come up very often, as fortification seems much less used than it was back in the original Mercenary days, but if you do get a good use out of them, they can be devastating.

So you're not crazy for finding them a little weak; I'll think about things that can be done with them.

On April 08 2010 06:46 wolfy4033 wrote:
It looks interesting, Im gonna try it this weekend with some friends!


Glad to hear! Be sure to post back and let me know how it goes!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
oob
Profile Blog Joined June 2008
Sweden630 Posts
Last Edited: 2010-04-07 22:47:05
April 07 2010 22:12 GMT
#64
Uhm, Im not quite sure what this "Summon cost" is tho. I understand that it's how much the units cost, but.. in what way do I "pay" for it? Lets say I want to summon a Siege Tank, summon cost is 1. What does that mean? :O

EDIT: Nevermind, it seems I just missed that sentence that explained it -_-

I've read through the rules and it does look lie an awesome game, good job!

EDIT2: Got another question. XQ is used to summon a wraith for the terran. In the manual there's an example of a black king and a red queen, but does it work with one black queen and one red queen aswell? XQ only mean that you need 2 card with different colors and a queen being the lowest one?

ANother question. Lets say me and my opponent both play Terran and we both have a marine summoned. His marine has 14 hp thanks to him fortifying it, and I've added 2 damage to my rine.I attack him and he end up with just 2 hp left, I guess? Is there some ingenius way to keep track of how much hp the units have left, or we just gotta remember it all?

Excuse me if it's that obvious, I just want to make sure :D

Happiest man on earth
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
April 08 2010 04:38 GMT
#65
On April 08 2010 07:12 wolfy4033 wrote:
Uhm, Im not quite sure what this "Summon cost" is tho. I understand that it's how much the units cost, but.. in what way do I "pay" for it? Lets say I want to summon a Siege Tank, summon cost is 1. What does that mean? :O

EDIT: Nevermind, it seems I just missed that sentence that explained it -_-

I've read through the rules and it does look lie an awesome game, good job!

EDIT2: Got another question. XQ is used to summon a wraith for the terran. In the manual there's an example of a black king and a red queen, but does it work with one black queen and one red queen aswell? XQ only mean that you need 2 card with different colors and a queen being the lowest one?

ANother question. Lets say me and my opponent both play Terran and we both have a marine summoned. His marine has 14 hp thanks to him fortifying it, and I've added 2 damage to my rine.I attack him and he end up with just 2 hp left, I guess? Is there some ingenius way to keep track of how much hp the units have left, or we just gotta remember it all?

Excuse me if it's that obvious, I just want to make sure :D



You found the answer to your first question, but I'll post it anyways in case someone else has the same issue. A summon cost is "paid" by discarding other cards from your hand, so to pay your Siege Tank's summon cost of 1, you simply need to discard one other card from your hand.

Second, yes, you found the answer again. XQ is used to represent any combination of unit cards where there is one red and one black, and the lowest rank is a queen. So that would mean a red quen & black queen, a red queen & black king, and a red king & black queen would all give XQ.

Finally, no, you don't have to remember it all, because the game operates on an all-or-nothing attack system. In your example, with 12 damage against a 14 health marine, your attack would simply have no effect.



In other news, I spent my entire work shift thinking about the problems surrounding the various fortification-modifying spells, and I think I've worked out a solution that I'll test out and implement in the next patch.
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
oob
Profile Blog Joined June 2008
Sweden630 Posts
April 08 2010 10:42 GMT
#66
Ah, thanks for clearing that up! Looking forward to playing it!
Happiest man on earth
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
April 08 2010 18:41 GMT
#67
On April 08 2010 19:42 wolfy4033 wrote:
Ah, thanks for clearing that up! Looking forward to playing it!


No problem! I'll be sure to add those to an FAQ in the next "patch"! I hope you'll post back with how the game goes for you!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
Last Edited: 2010-04-11 20:58:54
April 11 2010 20:49 GMT
#68
http://www.mediafire.com/download.php?lnyjzy3jgjz

+ Show Spoiler +
1.02

General:

- Arms Race: New draw mechanic. When drawing, if you fortified a unit on your last turn, and your opponent did NOT fortify a unit on his last turn, draw an extra card.
- Attack Tech: New end-turn mechanic. If your opponent has no units, and your damage is greater than zero, but not enough to kill your opponent, discard one card from each of his tech piles.

Buffs:

Terran:

Zerg: - Creep Colonies may now have unit cards added to them to give them an attack. Adding a black unit card morphs the Creep Colony into a Sunken Colony (30:25), and a red unit morphs it into a Spore Colony (30:35). Sunken Colonies deal no damage to flying units, and spore colonies ONLY deal damage to flying units. Both Sunken and Spore Colonies still give the extra draw associated with the Creep Colony.

Protoss: - Photon Cannon must now be destroyed before units behind it may be attacked.


Nerfs:

Terran:

Zerg: - Zergling Rush may now only be performed at the end of the turn, as an option similar to attacking or scouting.
Protoss:


Hi all, back again with another patch! At the moment, I'm calling this one a "beta", because I haven't personally had time to test the new features (which are in the spoiler tag, btw), but given the mechanics of the game, I feel things will be much better. Once I (and hopefully you!) get a chance to test everything out and see how it works, I will update the pdf to a full version and include that FAQ I've been promising.

The motivation for the arms race mechanic was the issue mentioned earlier in the thread about how several spells, notably Ensnare and Plague and likely the Terran and Protoss spells whose effects modify fortified health and damage, seem anywhere from underpowered to entirely useless. Rather than tweak the spells, it made more sense to alter the way fortifying works, because it is simply less preferable than a lot of options. By including an extra draw for fortifications, the cost of strengthening your units is drastically reduced, but to keep it from being OP, there is also a way for your opponent to counter it. I believe this will lead to more aggressive play overall, as well as enhanced utility for the mentioned spells.

The "attack tech" mechanic also has aggression as a motivating factor, and it is intended to force players into doing something other than going straight into tech mode first turn.

The Sunken and Spore Colonies, as well as the Photon Cannon buff are all intended to make defense a little more viable for races other than Terran, and this may require a Photon Cannon health nerf, but this needs testing.

Patch 1.03 is going to be centered around Protoss gaining shields (finally) as a further boost to their defensive capabilities and will likely include reworkings of the EMP and Shield Battery spells. I meant to include this in 1.02 originally, but the idea kept spiralling and quickly became too big to include with the rest of 1.02, especially given 1.02 hasn't been tested yet.

I hope everyone enjoys the new features and can let me know how they work out for them!

EDIT: (I'm still new here, is there any way to update the thread title to reflect the current version?)
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Thratur
Profile Blog Joined June 2008
Canada917 Posts
Last Edited: 2010-04-11 20:58:10
April 11 2010 20:57 GMT
#69
I loooove your patch. I am very happy with the new mechanics, and the defense buffs. I'll have to play to tell you how much I like it, though.
oob
Profile Blog Joined June 2008
Sweden630 Posts
April 11 2010 21:25 GMT
#70
Alright! Me and a friends played a couple of games yesterday and, I gotta say, it was alot of fun! We're both very much into strategy and card games and this is prolly one of the most fun games we've played in a long time!

I'd love to play online if we could find somewhere to do it :o
Happiest man on earth
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
April 12 2010 04:00 GMT
#71
Thank you both for the positive responses! Knowing people are enjoying it makes it really easy to keep trying to fix things/add features in order to make the game as good as it can be!

As for playing online, I have details somewhere in the thread about downloading and installing a program called VirtualDeck, which can be used to play this game faairly well. There are a couple things that are issues with the way VirtualDeck works, namely scouting, but overall it works.

Unfortunately, as this is the end of the semester, I've got a bunch of stuff to do over the next couple days, after which I will be firing up the server again to play with anyone interested!
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
April 15 2010 22:28 GMT
#72
Apologies for the double post, just wanted to thank those of you who have continued to download the rules. It makes me so happy to know that there are people showing interest in my silly little game-based-on-a-classic.

The semester is almost over, at which point I will be able to more actively test and improve the game. I also promised a gameplay video a while back. We DID record the night we had planned, but unfortunately my cats decided the camera was super cool and that sitting on all the units spread out on the floor. Then of course end-of-semester hell began, and we haven't had a chance to try recording again.

We also had a thought to stream a few games live, would anyone be interested in watching that?
Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Sieged_medic
Profile Joined April 2010
United Kingdom10 Posts
Last Edited: 2010-04-17 01:29:47
April 17 2010 00:57 GMT
#73
Hi,
Thanks for the game first, I'm not sure if you used existing rules from similar games and remake in SC fashion, but it was quite a sensation for me and my friends to play poker cards in this way.

I played around 10 games with two friends and let me point out some balancing issues.

1. Larva.
Zerg only requires 1 red unit card to pull out 2 units card next turn. This seriously requires a change.
i.e. 1 larva can pull out 1 red unit card + another unit card, pulling larva out again.
After mid game Zergs just have to wait for two 10s, (or use weapon/def upg to retrieve 10s)
then he can pull out two red queens from the discard pile, infest the front unit of the opp.
combine all attk, including the infested one to kill opp. unit on single turn.
Zerg virtually requires 2 red and/or black to pull out any units.
As long as this larva ablity exist you might as well make all other zerg unit as 2 red and/or black too.

You may argue that larva can be easily destoryed but that's not quite possible because of the battle system.
Zerg has ablity to spawn two units. Unless opp. has splash unit (of which, terran does not have apart from nuke),
he just spawns larva and then zergling, sacrificing zergling from his attack in that turn.

The whole point of tech. is to have better unit composition and more cards than the opp.
and this larva ablity overwhelms tech.inng in terms of receiving unit cards (he can virtually pull out every unit after midgame)
and its much much easier to recover the original investment.
None of the zerg players in our games ever used tech.

2. Tech penalty.
No players ever bothered to reach 3rd tech lv. Because the penalty was way too harsh.
(also vs Z there isnt much point of going higher tech due to zergling rush.)
Even in the second tech. The number of turns you could attack opp. is seriously restricted.
To attack without waiting another turn by leaving 2nd tech, it requires two cards from each tech pile and two from your hands. (losing 6 cards)
You only gain 1 card on your hand per turn unless opp. does not fortify.
Thus you are restricted to attack every 2 turns otherwise you do not have two cards on your hand.

Most Zergs again, started to use larva when opp. went 2nd tech. Forcing the opp. to sacrifice 6 cards immediately (or Z gains any units)
or Z also waited until Opp. used up his cards -> less than two cards -> cannot attack -> larva on that turn -> Gain any zerg unit by single red unit card.

Also personally I found returning tech mode costs too much. It just takes too long to recover the cost of tech mode.
Especially if you leave a tech mode once, and want to return, you are required to pay 2nd/3rd tech level costs for 1 tech pile.
The game should be altered so that even if you return to the tech mode, you only pay 1st tech level cost.

3. Limit on fortification on a single turn.
You should limit no. of fortification you can use on a single turn, around 4 attack and 4 damg per turn?
once you leave tech mode, and next turn you bombard fortification on your units and attk opp.
There is no strategy in there, but pure luck. Assuming two players are in a balanced situation,
if 1 player leave the tech, the other person is forced to leave the tech. next turn too and fortify/gain unit to prevent opp. attack.
At this point it's all out how many attk/def points you gained from your tech pile.

4. Lack of splash units.
Please consider putting more splash units esp. terran, for e.g. firebat.
Once zerg uses larva sacrifying 1 unit as mentioned above, T has no means to attack larva directly apart from using nuke. (cost extremely inefficient and requires a ghost)

Or, having two separate army could be possible, so that you can attack twice in 1 turn.
i.e. 00000000000000 - hold front applying to two separate armies.
1111111//22222
111 // 222

with this you can choose to attack with the standard method (sum up all attk of both armies), or half each, enabling you to attack enemy unit twice.
Without holdfront, the enemy can choose one of the frontal unit from 1 or 2 to attack.

5. Removal of MC and Infest, adding ensnare/plague type spell on other races.
There is no easy mean to stop MC and Infestation, you get double the dmg since you lose your frontal unit and enmey gains that same unit to attack you.
Nuke isn't just strong enough like these two in the end game when you start to have high defence bonus.
Also adding fortification removal spell would help to finish game quicker and add more dynamic to it.

Overall, lots of good ideas in this game, but should be altered accrodingly for balance.
We also felt its extremly hard to end game if you are P or T and opp. just add massive def. bonus and camp all the time.
4Q and 2 same colour with same simbol units hardly appeared in any games, most of the time P involved zealot, T rines medic, wraith, Z ling, larva.
Discarding 1 card for supply depot that exist for 1 turn only were too expensive.

and there is few parts I did not fully understand in the instruction, can you enlighten me please?
A. How does upgrading attk or def along discarding tech cost works.
On the same turn, if I upgrade tech level and use weapon/def. upg spell. Can I retrieve unit cards from the discard pile in a similar fashion to performing the quick tech?

B. Is battle like YU-GI-OH style?
Thats how we played, we were only allowed to attack when attacker has greater or equal to attk. to defender unit hp.

Again, thanks for the game.
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
April 17 2010 03:55 GMT
#74
Sieged_medic. Thank you so much for your reply, I greatly appreciate the external perspective on the balance of the game I'm going to assume you were playing the new 1.02b rules?

For your first comment, the rules are based on another card game of mine, Mercenary, which I mention in the rules. Mercenary itself originally had influences in Yu-Gi-Oh and probably some influence from Pokemon, but the rest is all me.

1) Larvae are designed essentially to BE zerg's tech. Zerg are only given regular tech options as a desperation move. I am aware of the situation you describe, where zerg can build up an insurmountable force through repeated use of larvae. I've been mulling around ideas to nerf larvae for a while now, and your input has cemented my decision to drop the nerfbat on them. I like the idea of them giving two unit cards, but I'll be removing the element of choice from them, as that is where the problem fundamentally lies.

2) Tech mode wasn't ORIGINALLY designed with the ability to go multiple layers deep, but after playing with it a few times, I figured I may as well add in the option. It's usually pretty crazy to try to go into high-level tech mode for any extended period of time, just like in sc:bw it's crazy to do nothing but build expansions, sure your economy will boom, but you're totally vulnerable to attack. As a side note, either you're interpreting the tech penalties incorrectly, or I wrote them in an unclear way, but in level 2 tech mode, your TOTAL cost to attack is one card from each tech pile and two from your hand (4 cards). My apologies if that was due to unclear wording, but the cost is always just one card from each tech pile AND one card from your hand per tech pile. Hrm, I see how that can be confusing. Just remember that you only ever lose one card from each tech pile. I'll clarify that a bit better next update!

As for the ever-increasing cost of tech mode, well, that's just so that you don't rely only on it, and it forces you to decide the best time to enter tech mode. It's not something I'm likely to change right now, but maybe after more testing.

3) This is probably my favourite point you brought up, because it's not something I've EVER encountered. Typically, in the games I've played, fortifications have never been an issue, especially not after tech mode, when usually everything is reinvested into quick techs. I'll look into it, but yes, some limit to fortifications per turn sounds like a good solution to this. (Funny though, because I was just looking into ways to get MORE fortifications out...)

4) The lack of splash on units was originally in order to make the lurker more "special". As for your specific concern of terran vs. larvae, tanks can use their range to attack a larva that is in the second position. Alternately, flings or other spells can be used on the frontmost unit before launching an attack on the larva. There ARE options, but I may look into adding splash to a few other units.

I've actually considered something along the lines of adding a secondary unit line, but I don't think I want to include that just yet. It has its uses, yes, but it would require a bunch of other tweaking.

5) I'm not going to remove MC and Infest, just fix them. They're supposed to have a clause that states that the controlled/infested unit may not attack the turn it's taken, but for some reason that didn't make it into the pdf :S I'll fix that. As for the nuke, maybe I'll have to remove the ghost kill, or add damage or something to make it more useful. I'll think about it!

I'm curious as to why your games had so few same-colour units, as those tend to be the more interesting ones. Archons are meant to be rare, which is why they're so strong! The supply depot wall can hold much more than one card, and the cost is only applied once-per-turn, so if you had enough cards, you could discard one and dump your hand into the wall and make it like 150 health. Then you'd be broke. But after your fortification concern, I may need to limit supply depot wall per-turn as well. The discard cost on the walls is there strictly to keep a player from stalling infinitely, btw.

A) Ah, yes, I suppose this is never super clear, I'm starting to get embarassed by how vague I've been For these spells, say you're Protoss (10:20:25). Let's say you use a pair of 4s to cast Upgrade Shield. If you discard, in addition to the 4s, numbers adding to 20, say two sixes and an 8, you may take a red queen from the discard instead of the two numbers the spell normally gives. So the spell cast decides the colour, and the tech cost discarded IN ADDITION to the spell cost decides the rank of the unit.

B) Yes, battle is Yu-Gi-Oh-like all-or-nothing.

Again, thanks for the detailed response, and thanks for playing!

Check out the StarCraft Card Game - http://www.teamliquid.net/forum/viewmessage.php?topic_id=116834
Sieged_medic
Profile Joined April 2010
United Kingdom10 Posts
Last Edited: 2010-04-17 12:13:13
April 17 2010 12:02 GMT
#75
Thanks,
This game(we used 1.02b) was really popular among my friends,
so likely I can play more games in near future and give you more feedbacks.
Next games I will try with possible 'game patches' you mentioned above:

1. Nerfed larvae -> two units cards from discarded pile, without selection.
looks good to me, when I play the game we will try choosing the first two//or last two, or perhaps pulling same rank or the larva card you used.
i.e. Red king larva produces first king of any colour then any following unit card of any colour from the discard pile. If in a case of any king not existing in the pile -> first two unit cards.
We also really liked the zerg ability to spawn 2 units.

2. While entering battle with tech mode. removing 1 card from each tech pile, and 1 per tech level from players hand.

3. Maximum of x cards fortifying attack and def. on a single unit per turn. We will try 4 then 2.

I see we played in a somewhat different fashion, our main strategy was to either gain more cards then opp. / force opp. to lose more cards.
I think you already put in best way to get more fortifications out. Since if enemy fortifies and if you do not, then opp. receives additional card next turn.
We were nearly forced to fortify every turn until we ran out of any number cards.

So in our games, players no, of cards stayed very low. Almost the only way of gaining a card was by having a tech pile, and once you break the pile,
it was difficult to afford the cost to return back to the tech mode.

Funny thing is we hardly used any quick tech,
we noticed that quick teching is expensive and hard to protect new one unless you have transport or decent pseudo-units.

Further, Once a player discard 10~40 number cards for quick tech, most opp. used around same no. of card foritying his existing unit and attacked next turn.
Oh because of this, I believe making discard pile faced down can add more strategy into the game.
I might also try when a player uses an ablity to pull any cards from the discarded pile, only that player may look into the pile. (Requires trustworthy players or 3rd person dealer :D)

4. Ghost does not die after he nukes. After MC/or Infest the player ends his turn.
Also how about:
A) Adding nuke extra dmg equals 50% of total opp. attk/def fortification?
B) Can only MC/Infest a unit for y turns. (might try y=3)

A) Ah, yes, I suppose this is never super clear, I'm starting to get embarassed by how vague I've been For these spells, say you're Protoss (10:20:25). Let's say you use a pair of 4s to cast Upgrade Shield. If you discard, in addition to the 4s, numbers adding to 20, say two sixes and an 8, you may take a red queen from the discard instead of the two numbers the spell normally gives. So the spell cast decides the colour, and the tech cost discarded IN ADDITION to the spell cost decides the rank of the unit.


I thought If you upg. weapons without tech cost, ie. pair 4s only, then you only get a single dmg card not two?
If upg weapon + appropriate tech cost, weapons upg. gives black colur and if tech costs 1v1:lv2:lv3, then following ranks are lv1 = J, lv2 = Q, lv3 = K?

Btw, how come you use larvae in here but not in the pdf file? :p
FSP.Siggy
Profile Joined March 2010
Canada138 Posts
Last Edited: 2010-04-17 12:32:59
April 17 2010 12:32 GMT
#76
1) An alternate version would be to simply treat larvae as two quick techs and take units from the draw pile. Try either, try both, I've no time for testing for a few days still.

I'm not so sure about the rank of the larva playing into it though. By all means, give it a shot, but something seems weird about it.

2) This is how it was intended initially; is the issue with the way it is written in the rules?

3) Those sound good for test values. I find it really interesting that you played in such a different manner, and it's nice to have some feedback on the "arms race" concept, as it is new with 1.02b and I haven't tested it personally at all yet. The situation you described suggests it might almost be TOO much. I showed off your response to my friend who has helped me test thus far and he was taken aback by the amount of fortification you said occurs in your game. His exact words, referring to dumping cards as fortifications after tech mode were, "that's such an all-in though!" And it is. The fact that it's an all-in is probably why you felt re-entering tech mode was so costly; that first tech mode isn't meant to be spent in one fell swoop, otherwise you'll be so broke if your plan fails. I haven't tested 1.02b yet, so maybe this is different now.

Sometimes, it may be worth holding onto your numbers and letting your opponent just get the arms race draw. That way you'll have more available spells and could in theory just plague away his advantage, for example.

As for facedown discard, the faceup one has existed since the beginning, and a lot of the strategy in mercenary involved using cards from it to chain together spells. Now, this is NOT mercenary, so it's not meant to play the same way, but it just feels wrong to me to have the discard face down.

4) I'm still really iffy on the ghost dying with nukes, as there is already a mechanism to save them. I wouldn't necessarily say that MC/Infest should cause an immediate end-of-turn, just that "Attack" is not an option for your end-of-turn, like if you had broken tech.
A) Not sure quite what you mean here, but the concept of nuke's damage scaling with opponent power (which is what I believe you're getting at) sounds like a good idea.
B) I don't like this change quite so much, either. Neither of these spells (MC in particular) are really that easy to pull off, so having their duration limited cheapens them too much in my eyes.


Yes, my bad, 3s and 4s only give you one card, I was confusing them with Consume (it was late, was working on a report!). And yes, your explanation is exactly correct.

Thanks for the continued support. I'd actually be interested in playing a game or two over virtualdeck if you or one of your friends were up for it. It'll have to be at least next week, but it would be neat to play against someone with a different perspective on the game.

EDIT: "Larvae" is just the plural. Are there no instances in the rules? Weird!
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Sieged_medic
Profile Joined April 2010
United Kingdom10 Posts
Last Edited: 2010-04-20 01:06:28
April 19 2010 21:03 GMT
#77
Hi,

We played few more games with the changes below:
1. Nerfed larvae - bottom two unit cards from the face-down discarded deck.
If no unit cards exists, Z wastes a larvae.
2. 2 fortifications - either atk/def per unit per turn.
3. Discarded pile faced down.
4. Ghost does not die after nuke.
5. Infest, MC only works on a unit for 3 turns.

These made quite a few changes to the strategies we use in the game, and we believe it made somewhat positive changes towards the game.

Larvae wastage was added during our play against zerg to prevent zerg having massive army early in the game, (same goes with quick tech, weapons upg + tech costs) and to add more strategical usages of discarded pile. When player uses a spell to pull a cards from discarded pile, only that player was allowed to look into it.

We were settled with two fortifications/unit/turn, this was clearly a lot better than 4 fortifications, and we started to use more quick-techs instead.

PvT seems very difficult for T; T units do not have high HP, hence most of the time, T is forced to put depots until a vessel is out and unfortunately, even tech cost for T is higher than P,
so P usually gets better unit composition before T gets any sustainable defences.

Especially when an enemy starts to have either dragoon/or splash unit, it becomes even harder.
We noticed that T is more-or-less lost once he loses frontal heavy defended unit, (and goon ignores this unit)

Further, T has no means to block high templar psionic strom, and it usually kills more than 1 units due to the amount of the HP present in units, therefore, P casting psionic storm killing frontal units, then following full-scale attack was extremely deadly.

Consider:
1. Making T tech cost identical to P, (15:20:25) and add more hp to some units.
2. Trap ablity to EMP, i.e. if used against enemy spell, the spell does no action at all, and the enemy player still loses that card, Emp requires either Ghost or Vessel.
3. More restrictions to Recall ability i.e. cannot recover any same number cards (Or even reduce to recover ONE card from the discarded deck, making total no. of cards 3, like T or Z), when P has an Abiter and HT/Archon, P starts to use heavy stormage/MC by using combinations of weapons/def upg and recalls. Conventional recall allows 1 storm/MC immediatly upon casting for the next turn.
4. lowering middle and the highest tech cost of zerg by 5, making 20-25-30.
5. Putting more than 2 creep colonies does not increase any extra card intake per turn.
6. Storm cannot target player directly. Storm/nuke/any splash dmg. left over after killing all units do not dmg. player health.

Few questions:

1. Does supply depot, creep colonies, cannons, battery count as a unit?
I.e. whether they have any scouting rate, if opp. have a range unit, can the unit attack my unit behind depot?

2. Can burrow used on a creep colony? (Pulling cards back, and a unit card attached to make sunk.) While we played we let Z to pull creep back, but loses any attached unit card and two extra cards from his hands.

3. If a player has a transportation unit, is he allowed to switch units more than once per turn?

4. Can any number of scarabs be added after Reaver in the same turn?
Most of our P strategy was that, after discarding a tech pile, we add small dmg. unit + small fortification and end that turn. After that turn, P puts in Reaver + every single possible scarab unit cards possible (+ quick tech on that turn + every black unit cards the player quick tech, and saved each turn) and finishes opp. on that turn.
Perhaps this is a possible change you might consider too.

5. Assume there exists a lurker with a burrow upg. and a hydralisk -> 90 dmg and let opp. has 1 rine (10), 1 dropship(60) and another rine(10).
How does this work?
Lurker has a splash attack but it does not dmg against air units, so does any dmg left over after rine dies go to next available ground unit? or lurker does no dmg. to the dropship but only hydralisk (Rine at the far back survives)? I prefer 2nd option.

6. How does a vulture mine work? If enemy has a creep colony, mutalisk, and guardians (having 30HP each), Can T player choose what to kill? and if a creep colony/cannon/shield battery/depot has the lowest heath point, does this die instead? And what happens to the total dmg. of the enemy units? During our trial we neglected that traped unit's dmg.

We are entering our exam soon, so we won't be able to play more games until end of the may.
But I will try to keep in touch every while :D See you then.
fsp.mofo
Profile Joined April 2010
1 Post
Last Edited: 2010-04-21 02:41:36
April 21 2010 02:38 GMT
#78
Hey all, Just popping my head in to introduce myself. I'm mofo, the other half of the Mercenary team at Flaming Snail Productions. I'll be putting out video updates for mercenary sometime soon, probably after Siggy and I finish our exams.

Also, big thanks to everyone giving us feedback. It's great to see so many different playstyles emerging! I normally play Protoss and just tech like mad, rather than opting for some of the more potent spells, due to my familiarity with the original mercenary. I'll make sure to switch things up next round of testing to see if we can't replicate some of these issues.
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FSP.Siggy
Profile Joined March 2010
Canada138 Posts
April 29 2010 21:20 GMT
#79
Okay, sorry for the super slow response, between exams and coming across a beta key, I haven't had much chance to focus on the card game.

Anyways, on to your tests with those changes. I'm still not sure how I feel about the discard being facedown. The concept of wasting a larva has definitely crossed my mind, but I'm not sure I like it. I'm still more of the mind that larva need to be nerfed indirectly, i.e. some sort of method where they can be killed off easier. I'll have to test things out before I can say for certain though.

Limited fortifications sound like they worked well, though the artificial limit still seems, well, artificial. Dumping your hand into fortifications to get a good kill in is definitely viable, but extremely expensive. With the card cost associated, I'm not sure it NEEDS a limit. I feel a better solution would be to alter things in such a way that you can prevent your opponent from getting that many cards to begin with, hence the addition of the "attack tech". Perhaps scouting could obtain some sort of buff to allow attacks on hands. Maybe. I will think about it and run some tests.

Regarding TvP, bunkers are your friends. All of the issues (range, psi storm) are negated by bunkers. And when you combine bunkers with remobilize, your terran forces are extremely adaptable to the situation. The bunker GUARANTEES you a one-turn buffer during which you can counterattack, hell, I might even say it's overpowered in that sense. Of course, once it falls you have some serious work to do to take down whatever killed it, but ideally you've built something up behind that wall.

Okay, now for your considerations:

1) I am pretty dead set on the tech costs, but I might consider some terran health buffs. Maybe.
2) That's actually a really awesome idea for EMP, but it's sticking with just the vessel, this isn't SC2 (yet!)
3) I didn't think Recall was THAT strong, I'll test it more and maybe nerf it a bit if it seems off.
4) See 1
5) Creep colonies are fragile and have no defenses of their own. They might get a health nerf, but I'm not going to put artificial limits on their power.
6) This is already the case. I'll make it more obvious in the rules

And question time!

1) All units and pseudo-units count as a unit in terms of scouting and will lower the opponent's scout rating by 1 (unless otherwise specified).
2) Burrow does not affect any Zerg pseudo-units at all.
3) Transportation abilities are strictly once-per-turn.
4) Scarabs are unlimited summon. Reavers with many scarabs are extremely expensive units, and are likewise extremely powerful in the right situations.
5) An air unit up front causes the lurker's damage to be reduced to zero, so there is no "extra" to carry through. If the lurker kills a marine up front, the leftover is wasted as soon as it hits the dropship.
6) I hadn't considered the case of a tie in health, but I'm going to declare it to be the frontmost of the tied-health units. The damage of the attack becomes the value AFTER the unit is killed.

Thank you again for your extensive feedback, Sieged_medic. I'll be sure to update the rules to clarify everything you've mentioned, and I'll have to try some of your changes out to see how they work. There will be a new version at sooome point, but I'm not sure exactly when.
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