Balrog, the EUO collectible card game

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eggmceye
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Re: Balrog, the EUO collectible card game

Post by eggmceye »

yeh, making first strike work in both directions is easier than adding an ability to wall of swords, but that's the price you (i) pay
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Re: Balrog, the EUO collectible card game

Post by eggmceye »

I started looking at wall of swords, thinking maybe of errataing it to say 'first strike works when defending' .... and also noticed that it can actually attack: walls have no rule to stop them attacking !

also looking at these 3 I can see sword golem is strictly worse than tiger, and I thought I was trying to avoid that
worse.PNG
maybe errata tiger to 4/3 first strike, and make wall actually mean that it can't attack but also first strike works on defense?
errata.jpg
:?
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Re: Balrog, the EUO collectible card game

Post by eggmceye »

eggmceye wrote: Sun Jun 14, 2020 9:42 pm
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this should be live now
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Re: Balrog, the EUO collectible card game

Post by eggmceye »

bump: source code has been posted, it's the 2nd post of this thread
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Re: Balrog, the EUO collectible card game

Post by demiskeleton »

me and sleeves came up with new set idea. naturally feel free to take/ modify none of the ideas but really loving balrog and collecting cards within a game is my kind of mechanic.

creatures:
1 smelly .human.: 0/1 on death gives beggers coin
0 begger coin: give 1 mana
2 king ratler 1/1 adds poison
2 boogle: 1/2 spawns an egg
egg: 0/1 in 2 turns if egg doesn't die spawn a chicken. kill egg
chicken: 1/1 haste, first strike
2 goblin archer .humanoid,goblin.: 1/1 on defense deals 1 dmg to attacker
3 blacktooth the pirate: 2/2 on killing a creature you get a level 0 treasure map
3 bard: 1/2 give all creatures +1/+0
3 bandit .human,bandit.: haste. 2/1 on attacking a hearth gain 1 mana this turn only
3 merman .sea.: 2/3
3 sickly stranger: 1/2
on kill and survives turns into a lycanthrope
lycanthrope: 6/5 any targets killed turns into sickly stranger for opponent
(3-4?) guard .human.:2/3 first strike on defense
4 tavern dwarf: 3/4 every turn either gains +1 atk, +1 hp, or falls asleep
4 shark .sea.: 4/1 takes no dmg on your turn
4 bandit archer .human,bandit.: haste 3/1
5 imp: 4/4 on attack deals 1 dmg to random target (? do want more randomness?)
4 kraken .sea.: 2/4 on ETB set enemy atk to 0 until next turn
5 blackrock zorn: 4/3 at start of turn deal 1 dmg to all targets

6 bandit sorceror .human,bandit.: haste 6/1
7 sea serpent .sea.: 6/6 applies poison on dmg
7 ripley: 3/3 ETB deal 4 dmg to target
8 undead lord .undead,demon.: 5/6 taunt vampyric
9 orcasarus: 8/7 drops orcasarus burger on your side of the field.
burger: gives +2/+2. one time use

spells:
1 slow reflexes .trap.: cancels next ETB effect for opponent
2 weak metal .trap.: destory next played artifact by opponent
2 level 5 treasure map: shuffle a treasure chest into your deck
chest: draw 3 cards
3 tp scroll: draw random creature from your deck to hand
4 newbie adventurers: summon a 2/1 haste and a 1/2 vampyric
4 bartertown: swap 1 card in your hard with 1 random card in opponents
1 kal corp xen: summon X+1 X+1/x+1 zombies where X is how many kal corp xen in graveyard
X quest!: summon X/X creature for your opponent that on death heals you +X and you draw X cards
2 corpse sacrifice: sacrifice creature give target creature +3 maxhp


artifacts:
2 foutain:
summon 3 1/1 snakes for opponent
heal your hearth 2
creature +1/0 permanent
draw 1
mines: you draw an additional card each turn but summon a 1/1 bat for opponent
9 whirlpool: every turn each creature moves 1 closer to center except sea creatures
3 rogue's den: give target bandit +2 hp this turn

shrines
2 shrine of vitality: 3 mana to heal hearth 2 hp

rules addendum: sacrifice nullifies reassembling skeleton? or ability only activates for reassembling skeleton in combat?
Last edited by demiskeleton on Tue Jul 21, 2020 8:25 am, edited 1 time in total.
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Re: Balrog, the EUO collectible card game

Post by demiskeleton »

also bug: the tribal buff cards like newbie dungeon constantly heal the creatures the amount they buff up to max the creature could have
example a rat 1/1 is buffed by newbie dungeon +2/+2 takes 2 dmg and becomes a 3/1. next turn it will be a 3/3 again. this is super hilarious to beat sleeves with as i have 3 newbie dungeons in my deck but also broken
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Re: Balrog, the EUO collectible card game

Post by sleeves »

Lord Bovindus also heals cows by the +1/+1 effect at the end of the turn apparently
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Re: Balrog, the EUO collectible card game

Post by demiskeleton »

Looking at the code I believe the solution for fixing the lord_effect_pump_subtype issue healing every turn, but it would rely on a card having two ai_misc_str somehow by swapping the card_ETB_ m.ai_misc_str at the end of the effect to be m.ai_misc_str = card_ETB_OTHER and a seperate function that when a creature enters the battlefield(m): check m for type and team side and add stats then and only then.

so hopefully less confusing:

newbie dungeon:
m.ai_misc_string = newbie_dungon_start
on ETB buff all dungeon types for current player.
change effect to ETB_OTHER_newbie_dungeon(m): --do this by changing the .ai_misc_string = newbie_dungeon_next

ETB_OTHER_newbie_dungeon_next(m):
check m.type and m.player == current.player:
if yes: give stats
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Re: Balrog, the EUO collectible card game

Post by sleeves »

More card ideas, same as what demi said, feel free to take none of these/ do what you will.
Was hoping to add some new mechanics and weird effects/cards


New Passives/Traits/Keywords:
armor: mechanic which reduces damage by 1 (possibly to a minimum of 1?)
magic resist: (can't be targeted by spells. AOE hit)
ranged: +1 dmg dealt before combat if attacked on defense
rage: when taking damage or if an ally dies creature gains bonus damage currently thinking +1 or +2 damage
cleave: deals half the attacking creatures damage rounded up to enemies within 1 tile
dual wield: can attack twice in one turn
grapple: when you attack a creature grapples them making them unable to attack
mark: at the start of your turn mark a (random? or choice?) creature, all damage dealt to that target is increased by 1 or 2 based on drop level (i.e. 1-6 cards increase by one 7+ by two)
bleed: lowers enemy attack by 1 every turn for 3 turns or if targeting hearth stops healing for the next turn.
level up/evolve mechanic: see dragons egg


Creatures:
1 Drunken Brawler .human 0/2 grapple
1 Rusty Sword 1/1 bleed
2 Skeleton Archer .undead 1/1 bleed, ranged
2 Bandit Rogue .human .bandit : 2/1 haste, bleed
2 Minotaur Beserker .minotaur .bovine 2/1 cleave
2 Reinforced Wall .wall 0/3 armor
2 Dwarven Shieldmaster .dwarf 1/2 armor
2 Goblin Captain .humanoid 1/2 mark
3 Reinforced Golem .golem 2/3 armor
3 Shadow Blade .golem 3/1 magic resist, stealth
3 Dragons Egg .wall(?), 0/6, doesnt block hearth from being attacked ( after 2 turns, not counting this turn, evolves into a random dragon card)
3 Soothing Bard .human 0/4 at the start of your turn heals all creatures for 1 hp on your side of the field
3 Jester .human 0/1 dodge, taunt(too strong?)
3 Deranged Knight 1/2 rage armor
4 Crossbow Golem .golem 2/4 ranged, armor
4 Poisonous Thorn Bush .wall 0/4 taunt poison
4 Spectral Grave Robber .undead 3/3
-if this creature is ressurected from your graveyard it summons two 1/1 skeletons along with it(this might be broken LAUGHING OUT LOUD LIKE A MORON)
4 Shadowfolk Rogue .humanoid 2/3 dual wield stealth
5 Forest Troll .humanoid .troll 3/5 grapple, regen
5 Disabaler .human 1/5 bleed armor
5 Half Troll Axe-Thrower .humanoid .troll 3/4 haste, dual wield
5 Druid .human 2/3: places druids altar on field which can be activated for 5 mana to transform Druid into one of three forms:
-Croc Form: 7/6 with regen
-Hydra Form 6/5 with chain lighting (proc a chain lightning dealing 1 damage to the main target and 1 damage to two other random targets(cant hit hearth)
-Snake Form 3/3 with poison wind(targetted creature and creatures 1 tile around the main target are poisoned)
6 Dungeon Master .human 1/4 taunt
-ETB summons 2 random dungeon creatures to your side of the field
6 Grandmaster Monk .human 4/5 ETB choose from 3 aspects:
-Aspect of the Hydra: attacks proc a chain lightning dealing 1 damage to the main target and 1 damage to two other random targets(cant hit hearth)
-Aspect of the Drake: attacks cause a delayed fireball to hit the target for 2 damage after 1 turn (can hit hearth if the hearth is targeted as the main target during combat)
-Aspect of the Turtle: give the Monk + 1 armor and magic resist
7 Half Troll Blade-Master .humanoid .troll 5/5 dual wield, regeneration
7 Thrank the Ettin .humanoid 4/6 bleed, ranged
8 Bandit Muskeeter .human .bandit 5/6 haste, ranged, mark
8 Enraged Zealot .human 5/6 haste, rage

Spells:
2 White potion lets you see the top 3 cards of your library
1 Red potion heals target creature for 1 and removes posion status
1 Clear potion: equal chance of the following effects occuring:
- heals target for 2 hp
- draw 1 card
- summons a snake on your opponents side of the field Snake is 1/1 with poison
6 Bucket of crabs: summons three 2/1 crabs with haste
6 sancturary: all damage dealt on your opponents next turn is set to 0.
2 False Security deals X+1 dmg for every trap your opponent has on the field to target creature or hearth and negates any reactionary traps to this card.
1/2 probe lets you see one of your opponents cards from their hand.
4 wand of petrification: petrifies a target creature turning them to stone doubling their current hp but reducing their damage to 0. (cant be used on walls, also removes card effects i.e. taunt, heals etc)
3 wand of transferrence: transfers one of your creatures attack or hp to another creature.

Traps:
2 False Life: if your opponent attempts to heal their creature or hearth negate it and instead you heal a target for that amount
1 Insurance: if your opponent draws a card due to a card affect, draw a card
2 Cursed Purple Potion: the next time one of your creatures is attacked swap their stats with the attacking creature

Artifacts:
4 Shrine of Versitility: lets you store mana up to a max of 3 (you can store 1, 2, or 3 a turn up to the max) which you can then activate for later use
3 Baking dish: each turn drops a piece of roasted meat that heals for 1 hp
5 Lighthouse: spend 2 mana to mark a target dealing 2 damage when mark is consumed (doesnt replace ship in a bottle because the target has to be attacked to consume the mark)
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Re: Balrog, the EUO collectible card game

Post by eggmceye »

promising to figure out what to do with this one day
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Re: Balrog, the EUO collectible card game

Post by sleeves »

Not sure if this is intended but artifacts are treated as creatures for effects like Jaana's ETB heal and they trigger traps like essence dispersion(essentially nullifying the trap and still placing the artifact on the field).
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Re: Balrog, the EUO collectible card game

Post by Balmung »

demiskeleton wrote: Sun Jul 19, 2020 5:58 pm creatures:
2 boogle: 1/2 spawns an egg
egg: 0/1 in 2 turns if egg doesn't die spawn a chicken. kill egg
chicken: 1/1 haste, first strike
3 blacktooth the pirate: 2/2 on killing a creature you get a level 0 treasure map
3 bard: 1/2 give all creatures +1/+0
3 sickly stranger: 1/2
on kill and survives turns into a lycanthrope
lycanthrope: 6/5 any targets killed turns into sickly stranger for opponent
7 sea serpent .sea.: 6/6 applies poison on dmg
7 ripley: 3/3 ETB deal 4 dmg to target
8 undead lord .undead,demon.: 5/6 taunt vampyric
3 tp scroll: draw random creature from your deck to hand
4 newbie adventurers: summon a 2/1 haste and a 1/2 vampyric
2 corpse sacrifice: sacrifice creature give target creature +3 maxhp
...
2 foutain:
summon 3 1/1 snakes for opponent
heal your hearth 2
creature +1/0 permanent
draw 1
mines: you draw an additional card each turn but summon a 1/1 bat for opponent

9 whirlpool: every turn each creature moves 1 closer to center except sea creatures

2 shrine of vitality: 3 mana to heal hearth 2 hp
...
1 Clear potion: equal chance of the following effects occuring:
- heals target for 2 hp
- draw 1 card
- summons a snake on your opponents side of the field Snake is 1/1 with poison

6 Bucket of crabs: summons three 2/1 crabs with haste

4 wand of petrification: petrifies a target creature turning them to stone doubling their current hp but reducing their damage to 0. (cant be used on walls, also removes card effects i.e. taunt, heals etc)
just showing some support for some ideas I liked!
It's been fun playing balrog with new faces. I think I was able to make some of my favorite decks better because sleeves and demi were thinking outside the box when it came to balrog. Very refreshing! A bunch of cool ideas as well! I hope I can propose some minor changes without sounding rude, though.

-It would be neat to see town portal and bard be changed to human tribal cards.
-Whirlpool would make for a neat card, I think that plays with a design space that is pretty unique to balrog. However, it seems way way over costed. maybe it should cost 3 or 4 mana? That effect on it's own doesn't net much (or any?) advantage on it's own. I think the only two cards that become better with it's addition to the game are slimes and thorn whip.
-wand of petrification costs 4 mana to half ass remove a threat and also give your opponent a good blocker? I think removal with downsides should be fairly cheap. Personally I would think this makes a decent 2 (3 if you want to be really safe) drop sorc, espcially if it doubles the target's toughness. I think even at 1 mana this card would be pretty fair. It doesn't do a whole lot during early game, and late game it could make a pretty large blocker. This card would make burn decks quite a bit better, though.
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Re: Balrog, the EUO collectible card game

Post by sleeves »

Some new bugs and an opinion about reassembling skeleton.

-When Elaine the Charmer is fighting a power 1 creature with dodge she fails to charm the creature and instead the battle goes as usual with her taking damage (i.e. minotaur shaman fighting Elaine)
-When using battle royale with cheese which is supposed to force all monsters to fight each other passive/keywords dont trigger (i.e. minotaur shaman did not dodge attacks)
-If Elaine the Charmer charms reassembling skeleton and it dies on her side of the field it still returns to the original owners hand (not sure if intended or not)

And finally I'm of the opinion that Reassembling Skeleton(RS) is far too strong. The opponent can never get board advantage over a player with RS they just continually summon it over and over leading to far too much benefit for a 2 cost card its quite absurd. IDK how other people feel about this card but to me and demi the card is beyond busted especially in combination with cards like Jaana or bloody plains. I would be in favor of just removing this card all together but i think it could possibly be balanced by having it have a reverse trample in the sense that enemies who attack RS gain trample.
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Re: Balrog, the EUO collectible card game

Post by Balmung »

sleeves wrote: Fri Jul 31, 2020 8:49 am And finally I'm of the opinion that Reassembling Skeleton(RS) is far too strong.
They can be powerful in decks that try to draw out the game, yes. For now, I don't believe they are busted though. Would you agree with demi's opinion here?
demiskeleton wrote: Sun Jul 19, 2020 6:19 pm also bug: the tribal buff cards like newbie dungeon constantly heal the creatures the amount they buff up to max the creature could have
example a rat 1/1 is buffed by newbie dungeon +2/+2 takes 2 dmg and becomes a 3/1. next turn it will be a 3/3 again. this is super hilarious to beat sleeves with as i have 3 newbie dungeons in my deck but also broken
That tribal artifacts are also broken? If these cards were truly problematic for balrog I would think undead tribal decks would be overwhelmingly powerful, no?

I disagree that it's a busted card, but I think it would be fun (and helpful) to really try and test out some undead decks and see how far we can push it. If the results of our testing and "theory crafting" is something truly OP like junior cutthroat (where the only way to really beat it is with a counter strategy or a mirror match) we can write up a big ol page about how we think it's best to address the issue. hell yeah skate fast eat ass
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Re: Balrog, the EUO collectible card game

Post by eggmceye »

Have added some commands to help with deck management: full details in OP

Loading and saving deck lists:
/savedeck DECKNAME
/loaddeck DECKNAME
/deldeck DECKNAME
/listdecks

All these do are move cards from your bank to inventory & back. You must own the cards !

and for using decklists from completed games on the armoury:
/armourydeck ID



Also have stopped graveyard & other lord cards healing their affected cards each turn. Cards only pumped for +1/+1 etc once, as advertised. Card text not errata'ed.
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Re: Balrog, the EUO collectible card game

Post by eggmceye »

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Re: Balrog, the EUO collectible card game

Post by Balmung »

all these cards suck because LC keeps beating me. i quit.
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Re: Balrog, the EUO collectible card game

Post by LaughingCoyote »

I dont even have a proper deck with the new cards yet! :p
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Re: Balrog, the EUO collectible card game

Post by Balmung »

dont talk to me ;_;
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egg has really fucked this game up :(
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Re: Balrog, the EUO collectible card game

Post by LaughingCoyote »

What is your position on AI generated art?
Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
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