Did they say anything bad about him? The only snippet of interview we saw is the black mage saying she hurts him instead.You know what pisses me off the most? It's that these girls have claimed to like, be grateful and want to support Kiruru, so them not even defending him is just awful and a bit hypocritical.
At least black twintails is like that from the start.
There was also mention of his bow being a two star equipment so that once per turn 1 power attack might be more effective then the character card might imply.From google translate, it says the attack ignores "targeting restrictions" (I think google translate can't translate this properly) and "While you control other allies, this card cannot be chosen as an attack target" which is pretty good besides the fact that you'd probably have to spend cards to make him attack more than once per turn and his attack power is 1...
I had to block all the official publishers, theyre dead link anyways since you cant read them on pcwhy's him being a one star crossing the line of disrespect for so many people above? Seems kinda minor to even care about. That said, Manga-up's fake ass chapters that clog up the timeline gotta go bro
This just affects rarity, right? I don't get it, but his performance is still pretty good and she's right that this kinda fits him.
Did they say anything bad about him? The only snippet of interview we saw is the black mage saying she hurts him instead.
Non-existent TCG and non-existent MMORPG game mechanics. Please someone invest to the author![]()
A deck consists of 40 cards. You can only have up to 3 copies of a card in a deck.
Furthermore, you cannot sortie more than a single copy of a card at once.
Each character has its own unique equipment.
Players start with 30 points and battle until they've reduced their opponent's points to 0.
The Battlefield consists of a 3 x 3 grid with a Van-Guard, Mid-Guard, and Rear-Guard row, and a maximum of 5 units can be deployed at once.
Unless otherwise specified, you may only attack cards on the opponent's foremost row. (If their foremost row is their Van-Guard, then attack their Van-Guard. If it is their Mid-Guard, attack their Mid-Guard.)
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During each player's turn, they generate 1 Mana from each of their Mana cards and may attach it to one of their cards.
Unassigned mana cannot be carried over to future turns.
The starting player does not generate mana on their first turn.
Each turn, produce 1 mana.
You may only have a maximum of 5 Mana.
Even if you do not have enough mana to use card's skill, you can still sortie them to block attacks.
Basically, when you use a card's skill, remove the appropriate amount of mana.
(Just as there are cards that may use all your mana, there are those that don't need any).
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[How to Calculate Points]
When you defeat an opponent's card with a skill, the excess damage is transferred to the opponent.
Additionally, you can deal damage with direct attacks, support cards, and equipment cards.
[Voluntary Dismissal]
When your board is too crowded, or you do not want to risk too much excess damage, you can voluntarily dismiss your cards during your turn only.
In this case, the card's owner takes damage equal to the character's remaining HP.
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Furthermore, by pressuring your opponent with [Obstacle] support cards, it opens up tactics like whittling down your opponent's points by forcibly removing their cards.
Consequently, you shouldn't try filling in all 3 slots in a single Position.
(2-2-1 and 2-1-2 are reliable formations).
Conversely, there are also cards that increase your board size.
Falling Rocks
Choose 1 Position, and place this card on that Position on your opponent's side of the board until the end of your next turn.
If that Position is not empty, your opponent must remove all of their cards from that Position.
You may only have 2 [Obstacle] in play at once.
There are cards that strengthen adjacent allies as well as cards that damage adjacent enemies, so the way you arrange your cards is also important.
And that ends the explanation of the rules for a non-existent TCG.
As someone who used to playtest games, you really should have a mostly working example, then go looking for some friends to run a sanity check of your game concept. Not that all the kinks needs to be worked out, but functional enough for an example to be torn apart and abused, then further refined into something enjoyable.Non-existent TCG and non-existent MMORPG game mechanics. Please someone invest to the author
The best kinds of authors are those who are having just as much fun as we are.![]()
A deck consists of 40 cards. You can only have up to 3 copies of a card in a deck.
Furthermore, you cannot sortie more than a single copy of a card at once.
Each character has its own unique equipment.
Players start with 30 points and battle until they've reduced their opponent's points to 0.
The Battlefield consists of a 3 x 3 grid with a Van-Guard, Mid-Guard, and Rear-Guard row, and a maximum of 5 units can be deployed at once.
Unless otherwise specified, you may only attack cards on the opponent's foremost row. (If their foremost row is their Van-Guard, then attack their Van-Guard. If it is their Mid-Guard, attack their Mid-Guard.)
![]()
During each player's turn, they generate 1 Mana from each of their Mana cards and may attach it to one of their cards.
Unassigned mana cannot be carried over to future turns.
The starting player does not generate mana on their first turn.
Each turn, produce 1 mana.
You may only have a maximum of 5 Mana.
Even if you do not have enough mana to use card's skill, you can still sortie them to block attacks.
Basically, when you use a card's skill, remove the appropriate amount of mana.
(Just as there are cards that may use all your mana, there are those that don't need any).
![]()
[How to Calculate Points]
When you defeat an opponent's card with a skill, the excess damage is transferred to the opponent.
Additionally, you can deal damage with direct attacks, support cards, and equipment cards.
[Voluntary Dismissal]
When your board is too crowded, or you do not want to risk too much excess damage, you can voluntarily dismiss your cards during your turn only.
In this case, the card's owner takes damage equal to the character's remaining HP.
![]()
Furthermore, by pressuring your opponent with [Obstacle] support cards, it opens up tactics like whittling down your opponent's points by forcibly removing their cards.
Consequently, you shouldn't try filling in all 3 slots in a single Position.
(2-2-1 and 2-1-2 are reliable formations).
Conversely, there are also cards that increase your board size.
Falling Rocks
Choose 1 Position, and place this card on that Position on your opponent's side of the board until the end of your next turn.
If that Position is not empty, your opponent must remove all of their cards from that Position.
You may only have 2 [Obstacle] in play at once.
There are cards that strengthen adjacent allies as well as cards that damage adjacent enemies, so the way you arrange your cards is also important.
And that ends the explanation of the rules for a non-existent TCG.
I see. Well there is still a chance that this is just a parts of the information. Who knowsAs someone who used to playtest games, you really should have a mostly working example, then go looking for some friends to run a sanity check of your game concept. Not that all the kinks needs to be worked out, but functional enough for an example to be torn apart and abused, then further refined into something enjoyable.
Blindly investing in something that has barely even reached the concept stage is how you end up with vaporware, or something like Star Citizen. 20ish years in development, Billions invested, and only a halfassed demo that even the dev's can't complete a mission.
Really? To me it looks like the only card without drawbacks. The healer stops being useful at the first damage. The warrior damages your cards (locking the healer). The black mage attacks every two turns and has 50% failure. The martial artist cannot kills character and so can't transfer damage to the player.so his card got nerfed to reflect his star lvl.
And that's without his yet to be revealed 2 star weapon. Which makes me think that character weapons might mitigate some of their users flaws.Really? To me it looks like the only card without drawbacks. The healer stops being useful at the first damage. The warrior damages your cards (locking the healer). The black mage attacks every two turns and has 50% failure. The martial artist cannot kills character and so can't transfer damage to the player.
Kikuru is the last card that can be attacked on the battlefield, attacks for free (1 damage guaranteed at any turn) and ignores position (so at first attack can disable the opponent's healer).