Kintsugijin FIGHT - DRAGONBALLS and Turn Outline

Discussion in 'General Chatter' started by ADigitalMagician, Aug 9, 2015.

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What Type of Card Should I Break down Next

  1. Mastery

    1 vote(s)
    12.5%
  2. Drill

    1 vote(s)
    12.5%
  3. Attack

    1 vote(s)
    12.5%
  4. Non-Combat

    3 vote(s)
    37.5%
  5. Combat

    1 vote(s)
    12.5%
  6. Block

    0 vote(s)
    0.0%
  7. Dragonballs

    5 vote(s)
    62.5%
Multiple votes are allowed.
  1. ADigitalMagician

    ADigitalMagician The Ranty Tranny

    I am also noting, all this time analyzing the old game to explain what's going on and what I think about the mechanics is giving me a number of cool ideas.

    I have the loose sense of what I want to do with Senseis, Allies, and Set Up cards (They're becoming tightly coupled.)

    Drills and Masteries are getting grouped together, and the Tokui Waza mechanic is getting pushed to the cards.

    My brain is paring down my initial ideas for your MP. (It's got a lot of moving parts, and it doesn't need most of them.)

    Attacks and blocks need the most work, but also need the most play testing.

    And Dragonballs are obviously getting emphasized.

    So, feel free to ask me about things, and tell me what you want me to talk about next! (And I want to get through the analysis so I can get to talking about all my cool ideas.)
     
  2. IvyLB

    IvyLB Hardcore Vigilante Gay Chicken Facilitator

    Super interesting stuff!
    I think I'd like some of the non-combat stuff examined, maybe? Or Allies and stuff
     
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