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All about Level Types & other mechanics! (BEEG update :D)

A topic by Unshmoglle created Feb 24, 2022 Views: 346
Viewing posts 1 to 1
(17 edits) (+2)

There have been many new Level Types & other card shenanigans recently, many not on the catalog yet. Here's an overview of all that in one neat spot, hope it's helpful!

Edit info (in order):

1.1-Added Fusion Levels.

1.2-Added Vampire & (kinda) Vengr Levels + this & the note right below it.

1.3.-Actually added Vengr Levels, also added categories & the paintman gimmick.

1.4-The biggest update i've made! I added Egregor Cards, changed KNTs to match recent balance changes, cut some stuff i deemed unnecessary, added the non-level glossary and made some smaller edits.

1.5-t e m p l a t e

All the other edits are minor stuff

Evil Levels (Red) (Created by Mx. Wellman)-These are explained in the newest version of the Living Rules. Fun Fact: They are based off of bones from Inscryption and were made alongside an attempt to add act 2's Suite cards to the game.

Knight/KNT Levels (Blue) (Created by Habetis Invalidum)-To play a KNT Level card, discard banish the top [KNT Level of whatever you're trying to play] cards of your deck. They're thematically something like Good Levels, forcing you to believe in the heart of the cards a little!

Siphon Levels (Yellow, sometimes Green or Lime) (Created by Clicktuck)-These work a bit more like normal levels, but you don't sacrifice cards outright. Instead, you take levels from your cards one by one until the requirement is met, allowing you to spread the cost out without any deaths & activate "on taking damage" passives. This level type doesn't really have a theme, though it would make most sense for electricity powered & soul/blood-sucking cards.

Fusion Levels (Pink with component template) (Created by cat-crafter)-Cards with this type can (but don't have to) sit somewhere else similarly to cards with my Deckapitated passive. To play them, you have to banish the ingredients shown on the card (e.g. an *insert card*+an ice card, or an electric card+a goblin card), bringing it out from the offpile or your hand. Fusion Level cards cannot be played by other effects unless said effect adheres to their conditions (e.g. "search for a card & play it for free" doesn't work, but "search for a card & play it as if from your hand" does). These, like Siphon Levels, don't have a set theme. Here's a few different templates by Wellman.



Egregor Cards (Levelless with unique template) (Created by Mx. Wellman)-A strange unlevel type dependent on the existence of 2 hosts, the image below explains it. Templates here. Intriguingly enough, these are an interesting adaptation of that "suites in btcg" concept and confirmed to be so unintentionally by the creator.

Paintman gimmick (6 section Level circle) (Made by Pon)-Paintmen sit in the offpile, each section of their Level circle colored red, yellow, blue, black or white. To play them, you must use a humanoid mold card & sacrifice the shown combination of color tokens to summon them from the offpile–you may also siphon levels from blot cards to pay a token of their respective color per level. The 6 slices represent their 6 base hp/levels. When summoned, paintmen use normal Levels if mostly black &/or white, Siphon Levels if mostly yellow, Evil Levels if mostly red, KNT Levels if mostly blue & multiple types if equally 2 or 3 colors.

Vampiric Levels (Red with fanged level circle and inverted color templates) (Created by Habetis Invalidum)-Vampiric Level cards are discarded the moment they enter your hand. You can play them from the discard pile by siphoning their level from your character cards. The red colored abilities on these cards are "Vampiric Abilities" of sorts, & using them requires you to pay the card's written Vampire Level again. If killed or destroyed, Vampire cards are Banished & cannot be unbanished by any means, though that doesn't apply if the card destroys or discards itself. Thematically Vampire Levels are pretty simple, however they can include more generally blood-related stuff.

Vengr Levels (Blue with special blue template) (Created by Habetis Invalidum)-These cards are played for free, placed on & replacing any of your character cards with at least as many kills as that card's Vengr Level. These cards have Runic abilities, which come in three types & can be prevented or locked, but not removed. White runes  can be used any time & active white runes have 1 use per turn each. Red runes are only usable when the Vengr takes damage, but have unlimited uses & trigger all at once unless you decide otherwise. Blue runes are like red runes, but they activate on dealing damage. After a Vengr card is played, the "Vengr" part is replaced with the replaced character's name & the suffix "Slayer of (last killed card's main tag or group)" is added. Thematically, Vengr Levels are sort of warrior, berserker or viking levels. They are also a counterpart to Vampire Levels, which makes both those types a second red-blue pairing. As for what "special blue template" means, here you are.


Level numbers have had some shenanigans of their own too! Level X cards spawn in with a level equal to however many levels you paid for them, while (type 1)+(type 2) & "(type 1) OR (type 2)" cards are self-explanatory.

[Non-Level Glossary]

Note: The 2 tokens are popular uses of these terms, not the end-all-be-all of how they work. They function more as keywords to say "this does that" without wasting space on explanations every time you wanna use that mechanic.

Armor Tokens (also occasionally known as Health)-Acts as bonus health–for example a lvl 3 with 4 armor taking 6 dmg becomes a lvl 1 with no armor.

Venom Tokens-If a card has less levels than venom tokens at any point, it dies.

Add-on/Add-to/Add-on-to Cards (Created by Mx. Wellman)-Explained by the creator here. Templates in same spot as the Egregor ones.

Offpile/Side Deck (Created by Me & Clicktuck (feat. Wellman) i guess? It's a weird story)-Goofy crediting aside, here's the card.


States-Some cards inflict different states which often don't have a direct effect unless ruled so but may counteract or replace one another and affect certain abilities. These include cards being colors, being hot or cold, being wet, the playing field's weather and day/nighttime.

Finally, here's a little houserule that i made relating to Level Types: Evil Begets Evil! With this, Evil Level cards are worth their written level instead of one level if you sacrifice them for other Evil Level cards. This could also work as a card ability &/or affect KNT Levels (which, again, are basically Good Levels).

And that's all from me, Hope you enjoy! (Jeezus that was a  P H A T  update)