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Frenopolis is a gamified tetragrammaton clothed in the memetic zeitgeist.

This thread is for discussion and development logging.

It's easiest to learn with YGO/MTG experience.

It's not for sale. You can request a free physical 2-player 90 card set by following the instructions in the description of this video:
https://youtu.be/oPoBUoagO_k
(No payment or identifying info required)

Tabletop Simulator demo implementation:
(let me know if you'd like to set up a game)
https://steamcommunity.com/sharedfiles/filedetails/?id=3532880446

Physical Demo 1:
https://www.youtube.com/watch?v=W4Q_JRqjd_Y
Physical Demo 2:
https://youtu.be/KIGdAsFzgHI

More infos:
https://t.me/Frenopolis
https://x.com/fren_anonymous

Previous Threads:
>>96589962
>>96367444
>>96417964
>>
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Here is a quick reference sheet that covers the more advanced interactions. It is 8.5x11inches (single side).

Version 1.1.7 (10/1/25)

Between the starter playmat, and this quick reference page, you can play at an advanced level.

The basic rules/mechanics of Frenopolis are generalized and simple. The ordering of them is what determines skill.

Check out a play through video:
Physical Demo 1:
https://youtu.be/KIGdAsFzgHI
Physical Demo 2:
https://www.youtube.com/watch?v=W4Q_JRqjd_Y
>>
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>>96660884
Picrel is a starter playmat which has all the zones and basic rules/definition/mechanic reminders.

It is 30*22inches, 2 inches longer than MTG starter playmats which serve the same function.

Between this playmat, and the 1 page rules, you can play the game at an advanced level.

You can get this playmat printed/laminated locally. You can get the high resolution .pdf files from the Telegram:
https://t.me/Frenopolis/20
>>
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Underlying Game Design:

The 4 colors that make up the Frenopolis board are called "elements":
Fire, Air, Water, and Earth

All the board zones and card types are assigned 1 of these 4 elements.

Each card color (Red, Orange, Yellow, Blue, Purple, Violet) are defined as 2-combinations of the elements which comprise the board and the card types.

Defining all effects in terms of these elemental relationships allows a strict correspondence between the game board and color pie. The effect scope of each color is strictly defined and predictable.

You don't need to know this to play – you can just follow the written card text, but knowledge of the underlying design allows for more advantageous play.
>>
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For example:
A Purple (Psi) and Blue (Technology) deck will have a strictly predefined interaction scope:

Purple [Psi] (Air/Water) have effects which involve:
Memes (Air), Stories (Air), and Energies (Water)

in/to/from the:
Void (Air), Soul (Water), and Matrix (field)

Blue [Technology] (Air/Earth) have effects which involve:
Memes (Air), Stories (Air), and Structures (Earth)

in/to/from the:
Void (Air), Archive (Earth), and Matrix (field)

Purple (Air/Water) and Blue (Air/Earth) have an elemental conjunction (overlap) in the Air element. This means that a Purple/Blue deck will have effects which involve:

Memes (Air), Stories (Air), Energies (Water) and Structures (Earth)

in/to/from the:
Void (Air), Soul (Water), Archive (Earth), and Matrix (field)
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How to understand Frenopolis in the context of Chess:

A chess board is composed of 2 colors (black and white) and 6 unique pieces (king, queen, rook, bishop, knight, and pawn).

The identity of each piece is characterized by its unique movement on the board. For example:
Pawn: Moves 1 square forward
Knight: Moves 2 then 1 perpendicular
Bishop: Moves diagonally on its color.
Rook: Moves horizontally.
King: Moves in 1 in any direction.
Queen: Moves diagonally or horizontally.

If you were to assign each of these movements an identifier (abstract them from the piece), you would end up with something like this:
Pawn: Move 1 square forward = P
Knight: Move 2 then 1 perpendicular = N
Bishop: Move diagonally on its color. = B
Rook: Move horizontally. = R
King: Move 1 in any direction. = K
Queen: Move diagonally or horizontally. = Q

In this way, you could define the Queen's movement (moves diagonally or horizontally) as:
>Queen = Moves horizontally (Rook “R”) + Moves diagonally on its color (Bishop “B”)
>Queen = Rook + Bishop
Queen = R + B

If you understand how a Chess piece's movement can be abstracted from the piece, you can understand how Frenopolis cards are constructed.
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>>96661605
Frenopolis is like Chess, except the board has 4 colors instead of 2, and only 10 squares instead of 64. All of the movements between those 4 squares are abstracted (ex Pawn: Moves 1 square forward = P) and distributed onto cards. There are tables that serialize every single movement between every color. These movements are mixed and matched to create Frenopolis cards.

A chess example of this:
Pawn: Moves 1 square forward = P
Knight: Moves 2 then 1 perpendicular = N

Pawn-Knight = P + N
This meta piece “Pawn-Knight” is able to do both the actions of a Pawn and a Knight, in a single piece. Sort of like how a Queen is a combination of a Rook and Bishop. The movements are abstracted and combined to form a new piece.

Frenopolis cards are analogous to meta chess pieces on 4-color 10-square board. Once you learn the basic movements, it is easy to understand any card.
>>
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picrel is a box of starter/playtesting sets.

They each contain 6 packs of 15 cards each.
Each pack contains:
11 of a single color (all 6 packs are the same mono color)
2 Frens (green)
1 Story (grey)
0-1 Colorless (black)
0-1 Avatars (white)

Each of these kits contain 90 cards, and exactly 1/2 of a full color. There are 6 basic colors, so 12 sets total. There is no randomization or repeats. If you were to get all 12 kits, you'd have a complete 1080 card set.

To play with these starter sets, all you need to do is remove the white cards (avatars), then shuffle the cards together, and split the pile in half.

Then you need to select 1 of the removed avatars for each of the 2 players.

After that you can begin playing.
>>
buy an ad
>>
>>96664401
create something you think is cool and want to share with others
>>
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>>96661873
For example, here is a table of every single Violet vector.

Violet is made up of Fire and Air, so this table captures every single basic movement between the Zones and card Types subject to the Fire and Air elements.

These vectors are distributed once across each of the 44 Violet Entities, Memes, and Structures. So there are exactly 3 occurrences (once on each Type) of every vector/effect.
>>
I would get a kick out making my friends play this gay shit. Does canada count as international shipping?
>>
>>96664523
it does. I just cannot afford to do international shipping for everyone, it's like $30-100. You can send me a prepaid label via telegram though.
>>
>>96664603
yeah, makes sense
>>
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There are 7 card types in Frenopolis. A card's type is indicated by the symbol on the bottom of the card which contains its stat. There are no subtypes.

They are:
1.) Entity (like creatures or monsters)

2.) Structure (like artifact-sorcery-walls or perma defense mode monsters)

3.) Meme (like instant sorceries or trap cards)

4.) Story (like a field spell)

Entities, Structures, Memes, and Stories only differ in their Type designation and how they conduct combat.

For example:
Structures do not conduct combat at all.
Stories +1 cards.
Memes -1 cards.
Entities subtract their stat from their target.

5.) Energy (like mana)

6.) Avatar (like a commander)

7.) Fren (like a xyz monster)

These comparisons are rough and simplified, and I will explain them each in more detail below.
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bump
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Entities:

Entities are the primary damage dealer in the game. In MTG terms, they have Haste, Trample, and Vigilance by default (closer to YGO combat).

Entities are vulnerable to other Entities because the other Entity only need to have 1 stat higher to remove it through combat, and all cards have a base stat of 4.

Entity's effects are usually tap effects. Tap in Frenopolis means "reduce stat by 1" (it also has a 90 degree rotation, it can be repeated 4 times before returning to its original position because all cards have a base stat of 4). This means that to use an Entity effect, you have to make it weaker. In this way Entity effects are expensive and high risk, but combat is cheap and powerful.

The combat operation for Entity vs Entity is:

Reduce each Entity's Will from the other until the end of the combat phase, and subtract any difference from the player who controls the lower stat card.

Entities also have a more difficult time against Structures. The combat equation for Entity (Will) vs Structure (Equilibrium) is:
(Will - Equilibrium) +1

Because all the basic card types have 4 stat, this means it would take an Entity (with 4 stat) 3 turns to get through a single Structure (with 4 stat).

Example:
On the first attack the Entity would do 1 damage: (4 Will - 4 Equilibrium) + 1 = 1 damage, resulting in a 3 stat Structure.
On the second attack the Entity would do 2 damage (4 Will - 3 Equilibrium) + 1 = 2 damage, resulting in a 1 stat Structure.
On the third attack the Entity would do 4 damage (4 Will - 1 Equilibrium) + 1 = 4 damage,
resulting in a -3 stat Structure. Cards are removed (Archived) when they reach 0 stat.

Entities cannot attack other player's Entities if they control any Structures. The Structures must be removed first.

Entities cannot attack another player's Avatar while they control any Manifest Entities or Structures.

Entities cannot conduct combat against Memes.

You choose the targets for all attacks, like YGO.
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Structures:

Structures are your primary defense and cheap/reliable effect output.

Structures cannot conduct combat, but they prevent the other player from attacking your Entities or your Avatar directly. They are like a defensive wall.

Structure's effects are usually once-per-your-turn (no tap), meaning they can be used for free during your turn. This makes them very reliable low risk effect output.
>>
>>96664482
Buy an ad. Your selling it now it looks like, this is advertising.
>>
>>96664482
It's not cool. Spend your time trying to make a friend (not on discord), so you can develop a better sense of what a human could find cool.
>>
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>>96670032
Giving international people the option to provide a shipping label is not selling.

They can come pick it up in person for free if they don't want to provide a shipping label.

>>96670066
I think it's cool. Maybe you could consider making something you think is cool?
>>
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Memes:

Memes are your primary ranged damage and fast/expensive effect output. Memes can be played on any player's turn (the rarespawn symbol on the Energy cost), like a MTG instant.

Meme effects are generally once per EITHER player's turn, and Quick. This effectively doubles their effect output relative to other cards. Quick means that their effects can only be responded to by other Quick effects. This is like spell speed 3 in YGO.

Memes cannot be attacked, except by other Memes.

Memes do not protect your Avatar from being attacked.

They are like a spell/trap/sorcery that has a specialized mode of combat.

Meme Combat:
Memes have 2 options for combat. They can:
1.) -1 (tap) any card on the field.
2.) Reduce the Meme's stat (Virulence) by X, then reduce the stat of any card on the field by X.

These options are mutually exclusive - you can only choose one.

Memes are especially useful for strategically sniping cards out of reach, such as reducing an expensive Entity's stat (Will) by 1, making it vulnerable to even the cheapest Entity. Because a card's combat, health, and effect output power are combined into 1 stat, reducing a card's stat reduces all of those things.

When you build powerful Memes, you can remove complete cards in one hit.
>>
I like the effort, fren, it could use some more fren-themed cards, though.
>>
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>>96670101
Frens are actually the most abundant card type, there are 144 of them, compare to all the others which have 132.

Here are all the Water element Frens.
>>
>>96670133
This is frentastic news fren!
>>
>>96670133
oops there are 7 air element frens included in that image. you can tell from the color of the bottom puzzle piece symbol.
>>
>>96670086
>Maybe you could consider making something you think is cool?
NTA I do make things I think are cool, but I don't start eight dead generals in a row
>>
>>96672738
...and lets be clear, you calling these generals is disingenuous given that the other players you've supposedly got into it don't come posting here (am I to believe you got people playing a game about memes and those people don't come to 4chan?)
>>
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Energies:

Energies function similarly to MTG mana, but there are no dedicated Energy cards. Energies are any card you play upside down from your hand into the Energy zone.

Energies do not conduct combat.

Energies can be used to pay for cards and energize your Avatar, giving access to powerful Avatar effects.

Cards give Energy color corresponding to their color. So a Blue card gives Blue Energy. A Green card (a fren) gives Green energy.

Energy removal is one of the most expensive and restricted effects in the game.

Transmutation of Energies is one of the most powerful effects in the game, because it allows you to play (invert/turn right side up) an Energy from your Energy zone. You basically get a free card at the cost of an Energy. See more on Transmutation.
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bump
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>box you sent me had the number 33 in the corner
>>
>>96676670
it was because the Apurand you sent me had 333 stamped on it
>>
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>>96676670
>>96677723
it is a serialization number. i would have sent you 333 back but it only goes up to 250.
>>
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>>96676670
>>96677723
>>96677747
>>
>>96677747
Well in that case maybe the conspiracy goes deeper than I thought. Apologies fren carry on
>>
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Avatars:

Avatars are similar to MTG commanders, but they are not cast into the battlefield, and they set your Time (life) for the game. Avatars can even grant unique win conditions.

Avatars have effects which can be used at any time as long it has the requisite Energy.

You can add Energy (Energize) your Avatar once per turn by tapping X Energies of the same color which are indicated on the Avatar's Time symbol.

Most Avatars can be Energized by 3 of 6 Energies, so not all Avatars work with all decks.

Picrel Avatar, "Yakub" can be Energized by the Red, Orange, and Violet colors.

There are 4 Avatars which can be Energized with any Color.

Avatars generally have some sort of generic card draw effect, and then other effects which correspond to the elements which comprise their compatible Colors.

You can attach (Fren) cards to your Avatar, and Avatars can be nullified (temporarily remove their effects).

Identical decks with different Avatars may have vastly different approaches to gameplay.

When your Avatar's Time reaches 0, you loose.
>>
This is really neat, good luck OP
>>
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Stories constitute the Narrative. The Narrative is just the cumulative pile of Stories. The last person to play a Story controls the Narrative, and all the cards in it. It is sort of like a contested field spell zone which increases in power whenever control of it changes.

You can use any of the effects in the Narrative, if you control it.

The Narrative has a meta-stat of "Depth", which is just the number of Stories "Narrative Elements" which comprise the Narrative.

The Narrative conducts combat by distributing X +1 to any cards, where X is the Depth (number of cards which make up the Narrative).

Distributing +1 to cards is mostly defensive, but it can also be used offensively, for example by +1ing an Entity you control, so it can 1 shot another Entity or Structure. It can also be used to increase the effect output of cards with tap (-1 as cost) effects.

You can also Transmute cards into and out of the Narrative. See "Transmuting".
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up
>>
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Frens:

Frens are special card type that can only be played by combining cards you already control into a single new composite card. Fren cards have the combined stats and effects of all the constituent cards. They basically build cards vertically. It's similar to YGO if you could fuse any cards together and just combine their stats, effects, and attributes.

Frens have very simple but powerful effects which do not appear on any other cards.

Frens come in 4 colors, which correspond to the 4 basic types/zones: Entities, Memes, Structures, and Energies.

You can use Frens to combine cards of different (any) types, into a new type.

Frens have Austism when you play them, which is basically MTG summoning sickness.

Fren's stat "Frenliness" denotes the number of cards you need to combine together to make the Fren.

Frens can use to give you reach into a type you don't otherwise have access to, which has a wide variety of offensive and defensive applications. Additionally, the playing ("Projection") of a Fren can be used to fizzle effects, as to removes the target of an effect by forming it into a new card.

Although very powerful synergistic cards can be produced through Frenning, they can be a large card investment which can lead to significant disadvantage if they are removed. Because they have Austism (summoning sickness), they are vulnerable for an entire turn cycle after they are created.

Frenning Energies into non-Energies is a way to "hide" your Energies from Energy removal effects, which are very powerful (like land removal in MTG).

Any composite card created with a Fren (like the Narrative), have Autism.
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Here the core mechanics of Frenopolis. Most advanced operations are just the application of these general concepts:

1.) The Thread (like MTG stack or YGO chain)

2.) Influencing and Directly Influencing (effects and combat)

3.) Effects Types and Syntax (spell speeds)

4.) Projection and Manifestation (a card on the stack vs a card in play)

5.) Frenning (combining cards together)
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Influencing and Directly Influencing:

Influencing is just the game terminology for a written card effect.
Directly Influencing is the game terminology for a combat operation.

Influences (effects) are put on the Thread while they await resolution. Card effects can Nullify them while they are on the Thread, or even change their target. This is similar to how MTG tap effects go onto the stack, except ALL card effects do this.

Like pre-MTG10 rules update, Directly Influencing (attacking) DOES use the Thread (stack).

Like YGO, and unlike MTG, you choose the targets of your attacks (Direct Influences).

As Turn Player conducting combat during the combat phase, you can only add regular Influences (written card effects) to the Thread in response to another player's response. Basically you are limited to conducting exclusively Direct Influences (combat operations) during the combat phase unless the other player has a response, in which case you can respond normally with effects.

Direct Influence operations are simple stat comparison calculations, which are notated on the starter playmat for easy reference. If a card's stat reaches 0, it is Archived (sent to the graveyard).

Here is a simplified summary of how the different card types conduct combat:

1.) Structures do not conduct combat, but subtract their stat from Entity attacks.
2.) Stories +1 any card.
3.) Memes -1 any card.
4.) Entities subtract their stat from their target.

An Influence is NOT a Direct Influence. For example, an effect that Nullifies an Influence, cannot be used to Nullify a Direct Influence, and vice versa.
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>>96660880
let's go!
>>
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The Thread:

The Thread is the FILO (first in last out) resolution sequence of game actions. It's similar to MTG's stack or YGO's chain, and it shares some similarities and differences with them both. Like MTG and YGO, having knowledge of the Thread interactions allows you sequence effects in a more advantageous manner.

Key differences:
1.) Unlike MTG's stack, you can only add 1 item to the Thread at a time.
2.) Unlike YGO's chain, you can still add an item to the Thread as it is resolving.

You can only add an effect to the Thread if you have Priority.

Effects are never paired with cards on the Thread.

Whenever an action is added to or resolves on the Thread, a round of Priority consecutively passes clockwise to all players from the player who added the action. When all players consecutively pass Priority, the last item on the Thread resolves, and Priority returns to Turn Player.

When turn player passes Priority while the Thread is empty, the Turn Phase increments. Tapping Energies or cards as cost does not pass Priority.

The Projection (playing) of a card DOES pass Priority, and a Projected card is NOT a Manifest card - it cannot Invoked (use its effects or attack) or be targeted by cards that do not specifically target Projected cards. Most effects target Manifest cards. See more on "Projection and Manifestation".
>>
bump
>>
.
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>>96691746
?
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>>96690253
>>96691746
>>96691902
Nobody's interested in your game dude. Try posting it somewhere else
>>
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Effects Types and Syntax (spell speeds/effect usage):

In Frenopolis, spell speeds, usage frequency, and stack interactions are abstracted on a per-effect and per sentence basis. This is generalized into a small set of symbols which can be mixed and matched to define effect (Influence) mechanics on an effect and sentence level.

Sentence Level Syntax:
Normal "." (period) "resolve FILO"
Condition "-" (dash) "continue if true"
Instant ":" (colon) "resolve immediately"

For example, all effects which involve targeting will have a ":" (colon) syntax, meaning that the target must be chosen immediately upon being added to the Thread.

Effect Level Syntax (Effect Types):
Shapes:
Triangle = Tap effect (reduce stat by 1 as cost)
Circle = Non-tap effect (no cost)
Colors:
Black = Once during your turn.
White = Once during NOT your turn.
Black+White = Once during ANY turn.
Modifier:
Lightning= Quick effect (only Quick other effects can respond).

For example, an effect that has a ":" (colon) cannot be responded to before it resolves, however you can prevent a person adding a ":" effect to the thread by first adding a lighting bolt (Quick) effect to the thread. This is like adding a spell speed 3 effect to the chain so the other player can't add a spell speed 2 effect. The main difference is that in Frenopolis, there are effects which resolve immediately upon being added to the Thread. Instant-Quick (colon lightning bolt) effects are impossible to respond to or stop (but very rare and expensive).

By mixing these basic shapes and colors, 12 different effect types are produced. You only need to know the meaning of 5 symbols to produce these. A quick reference for these is provided on the starter playmat.

For the Thread resolution syntax, there are only 3 symbols, colon (instant resolution), dash (condition), and period (FILO).

By knowing only 8 symbols, 48+ different interactions can be described.
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The playing of a card is broken up into two steps on the Thread (stack/chain). A Projected card is not a Manifest card.

Unlike MTG, effects are tied to cards on the Thread (stack). The card resolves independently of its effects.

1.) A card is first "Projected" onto the board and Thread. It has not yet resolved on the Thread. It cannot be Invoked or conduct combat. Nor can it be targeted by cards that specifically target only Manifest cards. In MTG terms, it has not yet entered the battlefield.

2.) Once a Projected card resolves on the Thread (its Projection is uncontested), then it becomes Manifest. Once it becomes Manifest, it is fully functional: it can be Invoked (use its effects) and conduct combat (Directly Influence). Invoking or conducting combat with it means that you add those actions to the Thread independently of the card, similar to MTG activated abilities.

The Projection of a card is not an effect, but it is an item on the Thread. Therefore Quick (lighting bolt) effects do not preclude it.

The Projection of a card can be used along with Frenning (see Frenning) to fizzle card effects by removing their target.

You can Project a card onto another card of the same Type to implicitly Fren them together. The resulting card has Austism (summoning sickness). This action has a wide variety of applications.

There are card effects which specifically target only Projected cards, meaning they only interact with the card as it is being played. Projected cards themselves are completely defenseless until they resolve.

There are card effects which specifically target only Manifest cards (most card effects), which do not interact with Projected cards.

There are also card effects which do not specify Projected or Manifest card (non-targeting effects), and they affect both Projected and Manifest cards, sort of like YGO "Dark Hole".
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>>96697006
Picrel "Project" operation diagram.
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Frenning:

Frenning is a very important mechanic in Frenopolis. It is the fundamental mechanic behind the combining of cards into a single new card. Sort of like YGO fusion. Frenned cards have the combined stats and effects of its constituents. Frenned cards, unlike cards not produced through Frenning, have Austism (summoning sickness).

It is used:

Implicitly - You can Fren 2 cards together by playing a card onto a card of identical type, for example an Entity onto an Entity.

Via Effect - There are card effects which Fren (combine) cards together. These are not limited to identical typing, the typing is explicitly stated on the effect text, for example "Fren an Entity to a Structure".

Via a Fren - Frens are a card type that can only be played by combining any cards you already control together into a single new composite card. Fren cards have the combined stats and effects of all the constituent cards. They basically build cards vertically. You can use any types of cards for the Projection of a Fren.

Frens come in 4 colors, which correspond to the 4 basic types/zones: Entities, Memes, Structures, and Energies. For example, a Red Fren would combine any cards you control into an Entity.

In addition to creating powerful cards, Frenning can be used to fizzle effects by removing the target of the effect. For example, if a player uses an effect which removes your Entity, and you respond by Frenning it into a Meme, the effect resolves without a valid target.

When you produce a new card through Frenning, its constituent card elements are Projected on the Thread as a single card. This means that any stat changes it has are reset. You can "heal" cards through Frenning.

When a Fren is Manifested (resolves on the Thread), it has Autism, which is basically MTG summoning sickness (normal cards do not have Austism).
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The Core Operations:

All card effects are composed of the following basic terms. Most of these terms have correspondences to MTG and YGO mechanics. There are no keyword abilities.

These operations can be understood by referring back to these posts about the relationship between Frenopolis and Chess:
>>96661605
>>96661873

The card effects are movements/interactions between the types/zones which correspond to the elements which comprise a section of the color pie.

Archive - Move a card to the Archive.
"Move a card to Earth/Yellow"
Banish - Move a card to the Void (Exile).
"Move a card to Air/Grey"
Conceal - Move a card face up to the bottom of a Soul (Deck).
"Move a card to Water/Blue"
Collect - Move a card to your Hand.
"Move a card to Fire/Red"
Transmute - To Project (Cast) as a new Type.
"Convert a Fire/Air/Water/Earth to Fire/Air/Water/Earth"

Identify - "Target a card"
Nullify - "Remove an effect from the Thread (stack/chain) or remove all the effects from a card."
Invoke - "Add an effect from a card to the Thread (stack/chain)."

Fren - "Combine cards into a new card."

Coherence - "The number of Energies (mana) a player controls"
Reveal - "Make a card public game knowledge."
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>>96670066
shitting on someone's creative output for no other reason than to be able to pretend yourself above someone for a fleeting moment of your pitiful existence is decisively uncool desu
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up
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I don't think continuing to post threads about this game here is going to garner any further interest in it.
If you do keep posting about this, it couldn't hurt to at least post what the game is actually about in the OP.

All I can glean from this is that you started using 4chan in the late 2010s and made a card game out of your reaction image folder.
I don't think it bodes well for your game that no one on /tg/ seems to be very receptive to it. You would probably have better luck on /pol/.
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https://www.youtube.com/watch?v=rpaonSDPw7Y
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>>96705387
I am above him. Because I didn't spend hours of my life making something nobody likes, and then hours of my life shoving at it disinterested people.
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Transmuting:

Transmuting is a very simple but very strategically important operation. To Transmute a card, you simply move it a new type-zone.

For example to Transmute a Structure into an Entity, you just move the Structure to the Entity Zone.

1.) Transmuting allows you to move cards in and out of range of the player's effects. For example if the other player has effects which are powerful against Structures, if you Transmute your Structure into an Entity, it's no longer vulnerable.

This works in the reverse direction as well. If you have effects which are powerful against Structures, but the other player only has Entities, you can Transmute their Entities into Structures so you can affect them.

2.) In terms of the Thread, a Transmutation occurs by Projecting a card Type as a new Type. This means that the card:
-Must resolve again on the Thread
-Becomes a new card

This means that its stats and any per-turn limitations are also reset, because it is a new card. This allows you to "heal" cards by resetting their stat, and also gain additional effect output.

Because a card is Projected as a new Type when it is Transmuted, you could use this in combination with implicit Frenning, where you can Fren cards together by Projecting identical Types onto eachother.

3.) You can Transmute cards while they are in player's Hands, Archive (graveyard), Soul (deck), or Void (exile). When cards not on the field are Transmuted, they always become Energies (they are vertically inverted like Energies). This allows you to brick cards while they off the field.

4.) You can also Transmute Energies, and cards into and out of the Narrative.

Because Energies are just cards you play upside down into the Energy Zone, Transmuting an Energy into play basically allows you to ignore all of its costs. Transmuting Energies is one of the most expensive effects.
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These are the most basic operations.

The terms are the equivalent to MTG/YGO "destroy", "banish", "summon", "cast" etc.

1.) Archive - Move a card to the Archive (graveyard).

2.) Banish - Move a card to the Void (exile).

3.) Conceal - Move a card to a Soul (deck).

4.) Collect - Move a card to a Hand.

5.) Project - Move a card to the Matrix (into play).
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>>96701287
>>96709344
picrel "Archive" operation (move a card to the Archive)
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>>96707219
I genuinely look forward to these people discussing the game in your thread OP.
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My set arrived!, now I just have to convince some of the people at LGS to try this out, thanks OP!
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>>96710338
I would be careful at the LGS. At least in my area, the frogs may severely trigger the staff and some of the patrons.

Also, the playmat makes learning and playing 10x easier. Not including it in the box set was the biggest oversight. When I recieve the playmat shipment, I will send them out to everyone who already got a set.

You can download the playmat on telegram (printable pdf) and get it printed/laminated at an office depot for around $50.

You can also get it printed on vinyl pretty cheap here:
https://www.bannerbuzz.com/custom-vinyl-banners/p

The best option would be:
-heavy duty UV print (normal print DPI is low)
-metal grommets (keeps the mat flat)
-custom 23*30 size

atm it's $24, (~$20 with sitewide 25% off code), also they are giving $30 store credit on orders, so you can get an extra one for free if you do it in a separate order.

you can get a normal (non-uv) print for $7, but its only suitable for the advanced playmat (no reminder text), because the reminder text will probably be blurry. you'd also have to get it printed in a non-custom size of 24*36in. imo the custom size UV print is the better option.

Also, refer to
>>96660884 (quick reference sheet w/ advanced interactions)
and
>>96660894 (starter playmat with basic definitions and mechanics)

over the included rulebook, they are much more succinct.
you can also refer to these threads for a more comprehensive explanation of each mechanic and how to implement it advantageously.

you can also see the play demos in the OP.

if you have any questions you can ask them in this thread, or in the telegram for a quicker response.

BTW, the box set you got contained 12 shrink wrapped sections of cards. each of those sections are the exact cards (same sequence) in the starter sets, it's basically just all 12 starter sets.
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>literally zero interest in this thread.
>all the posts are telling op to fuck off or OP shamelessly bumping his dead thread.
Clean this shit up janny. Holy shit.
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>>96701287
>>96709344
picrel "Banish" operation diagram
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>>96701287
>>96709344
Picrel "Coneal" operation diagram
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>>96701287
>>96709344
Picrel "Collect" operation diagram
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Have a bump from me fren. Good to see something original being made on this board.
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>>96720377
we all know you're OP.
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>>96720377
ty fren
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Picrel is the effect weighting table. Every vector (effect) in the game is categorized into groups, and given a weight which corresponds to the Energy cost of a card.

The columns are fibbonaci indices which are translated to their corresponding value to compute the card power total across each of its effects. The reason for this is so that powerful effects are much more expensive than weaker effects.

For example, on the far left, in the top of column 9, there is "xmute manifest (energy) (G17A)". Any effect in the 9th column will correspond to a card that costs at least 4, and must be a turn-4 card.

Transmuting Manifest Energies is a very powerful effect. In MTG terms, it would be like being able to play whatever card you want as a mana, and then turning it into a creature.

The balance of the game can be controlled from this single table. If there is an effect which is too strong or too weak, its fibbonaci index can be incremented or decremented. The effect grouping IDs are plugged into a spreadsheet which automatically computes its total power weight.

The main weakness of this approach is that it is does not capture the accurate weight of synergistic effects. This is slated to be corrected in the first edition. The current edition is a prototype version with approximate working weights good enough for solid games and playtesting.
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>>96725414
picrel better weight pic
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more on effect weighting, effect types, and power values tomorrow
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>>96660880
This looks based; I'll attempt to comprehend it as soon as I've scavenged enough trash to prevent immediate starvation.
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>>96730687
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>>96725414
>>96728154
>>96729410
Here is an example of how all the cards are organized in the spreadsheet.

Raw effects have values based on weight table. These base values are based on the effects being the weakest version, tap (reduce stat by 1 to use), and once during your turn.

The base fibbonaci index of these effects are incremented if they have additional power by being:
- Instant (immediate resolution upon being added to the stack)
- Quick ("spell speed 2", only other Quick effects can respond)
- Non-Tap (no stat reduction as cost)
- One during ANY player's turn (2x+ effect output)
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Here is a simplified example of a clever usage of the Thread for an advantageous play:

Board State (Player 1's turn):

Player 1 has 2 Orange Energires Frenned with “I Am The Dot”, and nothing else.

Player 2 (top half of board) has a Manifest Entity, “Knives”, and two Violet Energies.
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>>96734766

Player 2's “Knives”, a Violet Entity has the effect:
“Identify a Projected Entity: Banish it.”

Style: White Triangle
White = Once during NOT your turn.
Triangle = Tap (Reduce stat by 1)

In plain terms, this means that Knives can Banish an Entity (on another player's turn) as soon as its put onto the Thread (but not after it resolves).

Remember, a Projected card is not the same as a Manifest card. A Projected card becomes Manifest once it resolves on the Thread. It cannot use effects, conduct combat, or be used as Frenning material until it resolves on the Thread.

Player 2 is basically able to lock Player 1 out playing an Entity, because he can just Banish it right away. In YGO terms, Knive's effect is sort of like a Trap Hole.

Knive's effect can only be used once during the turn, so Player 2 could play 2 Entities consecutively, allowing the first one to be removed, consuming Knive's effect, so the next Entity could enter play.
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>>96660880
let's go, just in
https://www.youtube.com/watch?v=-na_XhgtPRM
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teh epic maymays
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>>96707219
They're all on a list now.
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>>96660880
Unfortunately the chemicals in the water have gotten to me. I'm genuinely interested now, and I wish you luck, OP.

Also, is there a Hitler card? No reason in particular.
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>>96736337
>I'm interested, but don't want to play
>>96730687
>I post on /tg/ but have no time for games
These OP sameposts are sad
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>>96737037
It's a depressing thread all around.
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>>96735845
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>>96736337
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>>96734766
>>96735743
It's player 1's turn, and they have the Entity “Luffy” in their Hand.

However, player 2 has “Knives” on the board which allows them to Banish an Entity as soon as it's Projected (like YGO Trap Hole).

How can player 1 play “Luffy” without it being Banished by “Knives” (using only the shown face-up cards)?
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>>96734766
>>96735743
>>96740894
It is Player 1's turn, so they have Priority.

Step 1:
Player 1 Invokes "I Am The Dot", Identifying "Knives" and
Transmute it into a Meme or Structure. In this case we'll choose Structure.

Now Priority passes to Player 2. In this example we are only considering the face-up cards, so there is nothing Player 2 can do, so they pass Priority back to Player 1.

Player 2 does not respond, so the Transmutation of "Knives" resolves, and Knives is Projected as a Structure, and Priority returns to turn player (Player 1).

Step 2:
While "Knives" is in the Projected state on the Thread, Player 2 then taps an Energy to add the Projection of "Luffy" from their Hand onto the Thread.
Because "Knives" is still in the Projected state (not yet resolved), it cannot use its effect. Priority passes to Player 2, and they do not respond.

Step 3:
The Thread then resolves FILO.
"Luffy" resolves as a Manifest Entity.
then "Knives" resolves as a Manifest Structure.

Step 4:
Now player 1 can move to combat, and Directly Influence (attack) "Knives" as a Structure, reducing its Equilibrium by 1.

In this way Transmutation can be used to "stun" cards. It is especially useful with composite cards which have a full turn cycle of Autism (Summoning Sickness).

One of the reason the playing of a card is broken up into two steps on the Thread (unlike MTG or YGO), is because all effects are activated abilities (in MTG terms).
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Here's another application of the same mechanic in another context:

Now it's Player 2's turn, and the situation has been reversed, it is now Player 2 who is locked out of playing Entities because “Luffy” has a similar effect to “Knives” - He Conceals a Projected Entity (instead of Banishes like Knives). So let's say player 2 Projects and Manifests the Meme “Vanned”.

Player 2 proceeds to combat, and Directly Influences with their Meme "Vanned", doing -1 to Luffy (reducing its Will to 3), and then ends their turn.

Because Knives has been Transmuted into a Structure, it cannot conduct combat, because Structures do not conduct combat.
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>>96741771
this is the board state described here:
>>96741771

after the exchange described in the previous posts:
>>96734766
>>96741584
>>96740894
>>96741771
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>>96741771
How can Player 1 remove Player 2's Meme "Vanned", using "Luffy's" effect:

"Identify a Projected Entity: Conceal it." ?

"Vanned" is:
1.) Already Manifest.
2.) a Meme.
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>>96741771
>>96742537
>>96746124

Similar to the previous example, Player 1 Invokes "I Am The Dot", and Transmutes "Vanned" into an Entity. When the Transmutation resolves on the Thread, it is Projected as an Entity, and then Player 1 can Invoke "Luffy's" effect to Conceal it.

In this example Transmutation is being used to bring a card into the range of an effect.
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>>96741584
so basically, in mtg terms, all cards are played as instants (except only during your turn unless they have the rarespawn icon)?
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>>96749909
yes, sort of.

The difference is that the effects on the cards are separate activated abilities, and do not go onto the Thread (stack) at the same time of the card, like they would in MTG.

Those activated abilities cannot be added to the Thread (stack) until the placement of the card itself resolves on the Thread.
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>>96749909
>>96754133
A card placed onto the Thread (Stack) is "Projected" - a card not yet resolved, it's effects cannot be added to the Thread until the card itself resolves.

Once a Projected card resolves on the Thread, it becomes Manifest, and its effects can then be added to the Thread. All effects are basically activated abilities in MTG terms.
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>>96754133
>>96754144
>>96749909
Here is an example of a card with an effect which bypasses the:

Projected -> Manifest -> Invoke Effect

Sequence. More similar to an MTG Instant. Modeled on a YGO handtrap.

The effect is directly invoked from the card, and its first line is Banishing it from the Hand at Instant speed.

In Frenopolis, "Instant" is applied on the sentence level (not the effect level like MTG), and means the effect immediately resolves when added to the Thread.

There are a few of these hand traps, all of them very useful because they can Nullify a card while it is in the Projected state, so it lands (Manifests) on the board bricked (without any effects).
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I don't understand these games, but I'll watch the videos later.
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diagrams of complex interactions next
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>>96742537
we’ll use a modified version of this board state to demonstrate both implicit Frenning combined with Transmutation
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>>96763311

Let's say it's Player 1's turn, and they have a Manifest "Luffy" in the Entity Zone, and an "I Am The Dot" in the Energy Zone.

and that Player 2's "Knives" is Manifest in the Entity zone, and their "Vanned" is Manifest in the Meme zone.

How can Player 1 remove both of Player 2's Manifest cards during their turn?
>>
Ill buy this
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I watched a couple of the videos, but I'm still none the wiser.
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>>96766136
if you have no tabletop or tcg experience then your best bet is to set up a game via tabletop sim and i can walk you through it.
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>>96765093
it’s not for sale. you can request a free edition via the instructions in the OP
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This is the most encouraging thing I've encountered in weeks. Godspeed anon
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>shameless self bumps and obvious samefag bumping
This is the most pathetic thing I've encountered in weeks.
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lmao,,,, frenopolis incels stay loosing,,
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>>96764711

Step 1:
Use "I Am The Dot's" effect to Transmute Player 2's "Vanned" into an Entity. Because Transmutation Projects a card as a new Type, you can utilize Implicit Frenning. Implicit Frenning allows you to Fren cards together by Projecting a card of identical Type into itself. Sort of like Pokemon evolving.
see: >>96699765

After Transmuting the Meme "Vanned" onto an Entity, select the Entity "Knives" as the destination. This causes both cards to be Projected as a single (Entity) unit.

Because the combined Entity is being Projected, Player 1 can invoke "Luffy's" effect to Conceal a Projected Entity.
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>>96709344
Can you instead replace the keywords with these otherwise it would be hard to get into.
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>>96770380
the starter playmat has them replaced.
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>>96770433
It'd be better if it was on the cards.
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>>96770486
I'm not reprinting the entire game so you don't have to learn 4 words which can be done in a less than a single game.
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>>96770504
if you use the playtesting kit, because they are monocolor and how the color pie is set up, it's actually only 2 words max.
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up 200% on MTG,,,, 350% on Pokemon,,, meanwhile tcg incels stuck bagholding the frenopolis glut,,, not worth the cardboard its printed on,,, kektop
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>>96770504
Well yeah, this is why you don't print a pile of sets before getting opinions. Now even simple changes are a lot harder to implement.
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>>96771621
Um...sweetie, you're being lowkey problematic. OP is on his 8th general!
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>>96773813
The issue isn't reprinting the set. There is already a list of changes for the next reprint. The issue is that the change requested is frivolous.

The person requesting it would realize why if they spent the same amount of time they did typing the post in learning the game.

I'm sorry but you will just have to learn a few new words when playing a new game. It takes literally 1 game or less to learn.

If this is too much, I suggest sticking with what is familiar to you.
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there are two laminated 1200gsm foldable playmats available (one starter mat with reminder text, one normal without) if anyone wants one. they were samples but I decided to use a different material/construction.
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>>96775588
>1200gsm
Nice.
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>>96774879
There's a saying in business along the lines of "your customers are always right but never know why". If you get the same criticism from different people, for example "game is complicated and hard to understand", it might not actually be that complicated or hard to understand but there might be something about the user experience that's off.
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>>96774879
That's no way to make frens. Work on your UX.
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>>96778173
>There's a saying in business along the lines of "your customers are always right but never know why"
This isn't a business. There are no customers. This is an art project. Compromising artistic integrity for business purposes is what has destroyed the entire gaming industry. This project is fundamentally not commercially viable at its core.

> If you get the same criticism from different people
Consensus filter has no power here.

These people won't even accept the game for free, let alone the fact they have never even attempted to play a game, not even for 5 seconds. They just want to exercise power over the game without any regard for it. It's a destructive impulse larping as positive concern. They won't ever be satisfied until the game is remade in their image.

If they post a picture with the irl cards, and suggest anything more than speculative superficial potshots their input might have weight. Despite this, even the sensical complaints/suggestions from these people have been implemented.

This thread is completely optional, there's nothing for sale, nothing forced on anyone, no stakeholders to appease, and that is exactly why they continue.
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Here's another example of a usage of Transmutation:

It's Player 1's turn, they have the Entity "Luffy" on the board, and 2 Orange Energies Frenned with "I Am The Dot".

They have the Entity "Carl Jung" in their Hand, which costs 3 to Project.

How can Player 1 Project "Carl Jung" from their Hand without Projecting another Energy or any other cards from their Hand?
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>>96779401
>>
>>96779155
>This isn't a business. There are no customers.
https://youtu.be/A64rR5Dp07s?t=32
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>>96779401
Step 1:
Player 1 Transmutes their own "Luffy" into an Energy.

(When a Transmutation effect is applied, the target card always stays under its owner's control)
More on Transmuting: >>96707419

Now Player 1 has 3 Orange Energies.
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>>96780541
Step 2:
Now that Player 1 has 3 Energies, they can Project the Entity "Carl Jung" directly from their Hand.
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>>96660880
>a gamified tetragrammaton clothed in the memetic zeitgeist
...a fucking what, now?
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>>96781715
The only way to find out is to play it.
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I appreciate the effort but the theme is doing nothing for me.
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Another Transmutation usage. This one is more complex.

How can Player 1 use only their face up cards to clear Player 2's entire Entity zone (5 Entities)?
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>>96784091
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>>96781715
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>>96784091
>>96784106
This is a 7 step process btw. From playtesting experience, there is usually some way to achieve what you want by mixing together the ingredients correctly. I have had games that looked like an obvious concession, and then after thinking for 15+ minutes about the board state, was able to completely reverse the situation through some elaborate interactions.

First player 1 uses "Vash's" effect to:

Conceal "Poppy" with Intensity (converted mana cost) 3.

Then uses the second half of "Vash's" effect to reduce "Chad" TI's Will by 3 (Poppy's Intensity).
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>>96786979
After "Vash" is tapped (reduce stat by 1) for his effect, then Player 1 uses "I Am The Dot" to Transmute him into a Meme.

Transmutation Projects a card as new a Type, sort of like MTG blinking - the card resolves again on the Thread (Stack), and is a new card - so its once per turn effect limitation is reset.
>>
>>96787485
With all of the busy effects and card movements via transmuting, wouldn't the most efficient method of combat become stacked memes with narrative boosts to target the manifest avatar? With the four different decks and four different movable zones, am I missing something that couldn't abuse fren heals or zone movements for direct attacks?
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>>96788060
high quality question
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>>96788060
If anyone wants to have actual influence over the construction of the game, ask quality questions like this, from the standpoint of trying to break/exploit the game from its own rules.
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>>96788060
>wouldn't the most efficient method of combat become stacked memes with narrative boosts to target the manifest avatar?
Currently, Memes have 2 forms of combat:
1.) They can -1 a card.
2.) You can reduce the Meme's stat by X+1 to do X damage.

Increasing the Meme's stat via the Narrative is useful, but it's actually slower than Frenning cards into Memes. If you want to do a lot of damage with a direct Meme to Avatar attack, it will come at the expense of the Memes themselves (since you have to -X them to do X damage).

In playtesting, this strategy is similar to an MTG burn/short range deck (with its pros and cons), it does high damage up front, but you run out of cards quickly, and if the other player is able to last until to mid+ game, usually they run out of steam.

> With the four different decks
There are only 2 different decks. Yours and the other player's.

>and four different movable zones
There is about the same number of zones as MTG, if creatures, sorceries, and artifacts had their own zones (and those were the only card types). The different zones are to keep track of Types, you could theoretically play it like MTG with everything in the same zone but it would be hard to keep track of.

> I missing something that couldn't abuse fren heals or zone movements for direct attacks
Sort of. You can heavily exploit transmutation/frenning for healing/resetting, but not for direct attacks.

When you Manifest a Frenned card, it has Autism (summoning sickness) - a full turn cycle of not being able to use effects or conduct combat. This includes the Transmutation of a composite (Frenned) card. This also applies to the Narrative if you were to Transmute a Fren or composite card into the Narrative.

Additionally, you can only invoke effects during the combat phase in response to the other player's effects. If you Transmute during the combat phase, it will put you in Main Phase 2, and you will be locked out of combat for the rest of the turn.
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>>96787485
When Vash has been Transmuted into a Meme (Projected and Manifested anew), his effects can be used again.

This time he Conceals Jeffery Epstein and reduces the Will of Knives by 3 (Jeffery Epstein's Intensity (CNC)).
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Oh wow
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Hey who likes the band being dead… anyone???
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>>96794625
After using Vash's effect twice by Transmuting him from an Entity to a Meme, then use Gandolf's effect to Invoke the Energy "I Am The Dot".

This allows Player 1 to do a second Transmutation, Projecting Vash as an Entity again.

"I Am The Dot's" effect is once per turn, but it can still be Invoked from another card (Gandolf).
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>>96799866
After getting an extra Transmutation by Invoking "I Am The Dot" from "Gandolf", then do the final invocation of "Vash's" effect:

Conceal "Alex DeLarge", and finish off "Chad TI" with the second part of Vash's effect.
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>>96802058
Now that all the effects have been exhuasted, Player 1 moves to combat.

They finish off Knives with Vash, and then Directly Influence Player 2's Avatar with Gandolf for 4 damage/Time.
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Now the question is, how could Player 2 have mitigated this to losing only 1 Entity, and setting up a powerful position?
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Woaaaah
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>OP is still spamming empty posts to bump his thread.
this is the most pathetic thread i've seen on this board. i have no idea what the janitors are doing
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>>96803826
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>>96803826
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>>96803785
>>96803826
>>96810004
>>96813709
It's Player 1's turn, so they start with Priority. They invoke Vash's effect, targeting Poppy and Chad TI (like the previous example).

Player 2 notices that the combo with I Am The Dot and Gandolf will allow Player 1 to repeat the effect of Vash 2 additional times, so they spend 2 Avatar Energy to Nullify "I Am The Dot", because it is the main failure point of the entire combo.

If they Nullified Vash, Player 1 could Transmute it and it would be Projected again, and no longer be Nullified.

Similarly, if Player 2 Nullifies Gandolf, Player 1 can either Transmute Gandolf, or at least still repeat Vash's effect twice since "I Am The Dot" remains.

So after Player 1 adds Vash's effect to the Thread, Player 2 immediately Nullifies "I Am The Dot" to shut down the combo, and then Projects "Gangsta Fren", using the targets of Vash's effect (already added to the Thread), and two other Entities as material, effectively fizzling Vash's initial effect, and preventing the further usage of the combo.

Because Vash's effect is a tap effect (reduce stat by 1), Vash only has 3 will. If Player 1 wants to remove Player 2 last remaining Entity, they will have to trade their Gandolf for it (because they have the same Will/stat, they will mutually destroy each other in combat).

Player 1 also has the option of crashing their Vash into Knives, reducing Knive's Will to 1 (until the end of the combat phase), and then using Gandolf to finish off Knives. In either case, the best move Player 1 can do is make a 1:1 Entity trade with Player 2.
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>>96817093
Here is the board state after this maneuver.

Player 2 keeps all their cards and ends with the giant 20-Virulence Meme.

Player 1 has one full turn cycle to figure out a way to deal with this Meme before it becomes a big problem for them.

The downside of Player 2's maneuver is that they put 5 cards all in one basket, and it is a sitting duck for a full turn cycle - if it is removed it will set Player 2 back significantly.

Let's say that Player 2 knows that Player 1 is using a mono-Orange deck. Player 2 knows that Orange consists of the Fire and Water elements, which means Player 1's cards will ONLY have effects which target:

Entities
Energies
Avatars

in/to/from:
Hand
Soul (deck)

Meaning that Player 2 can surmise from the color pie that Orange is especially weak against Air element (Orange has no way of interacting with the Air element (Memes/Story-Narrative)), so their consolidation of their Entities (Fire) into a Meme (Air) is a strong/secure play for them.

Player 1, with a mono-Orange deck, will need either:
1.) A colorless (black) card
2.) A fren (green) card
3.) An Air based handtrap
4.) An Avatar invocation (Fire effect) - Player 1 would Invoke Player 2's Avatar effect against Player 2's own Meme.

to have any possibility of interacting with the giant Meme (air) player 2 has created
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>>96781715
It's an act of autistic devotional worship, invoking the four parts of the name of God, YHVH, which you can also play.
Maybe you could use it for divination also.

I don't really understand the rules, but the concept?
Yeah, that makes perfect sense.
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>>96817196
You're trying to hard.
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>>96817525
Nah man.
I'm just curious if this will go anywhere, and if and when it will peter out.
My other hobby is the anthropology of religion and magic, he's just using standard jargon, friend.
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>>96817196
yes it is designed in analogy to the Tetragrammaton, the 4 elements.

Temple OS has an official divination tool, but there is no official support for mantic purposes for this game. I'm sure some could be devised but that's not my interest or intention. Nor is it intended as a worship medium.

However, like temple OS, one of the main intended purposes of this game is as an internet-independent learning tool.

https://www.youtube.com/watch?v=bX4eglYbKE0
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>>96817643
Just run them over with your car, my man.
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>>96817093
How would this maneuver play out if "Glowie's" Nullification effect were not Instant (Colon : ), but instead just normal FILO (Period . )?

More on effect parsing syntax:
>>96694244
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>>96817163
here's 2 colorless cards Player 1 could use to take out Player 2's Meme
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>>96818322
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>>96819852
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>>96819852
>>96819859
Player 1 continues to add effects to the Thread immediately before Glowie's Nullification effect resolves.

This is similar to MTG where you can keep adding effects to the Chain while it is resolving.
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>>96819871
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picrel is the end board state if Glowie's effect was not Instant.

Player 1's "I Am The Dot" does eventually get Nullified, but not before they are able to clear Player 2's board.

This is why it is very important to pay attention to the syntax of an effect because it can completely change the Thread interactions.
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>>96819871
This is similar to MTG where you can keep adding effects to the Chain while it is resolving.
>Chain
*Stack
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>>96817196
>autistic devotional worship
in retrospect, i think this is true for myself, in the sense it is fruit borne from and to God. i say in retrospect because my thoughts and intentions about it are varied and have and continue to change.

>>96817643
>Nor is it intended as a worship medium.
i said this in respect as to what i would say it should mean to other people

>>96817547
if you want a complete box set (not the 90card set), like i sent these anons >>96710338 >>96707219,
you can just send a letter/post card to the address in the telegram post in OP youtube video description. don't need a name, only an address.
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https://www.youtube.com/watch?v=h7A2jEK-bQk
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>>96820840
Alas, I do not possess the correct sort of syntactical mind to process such an obligation.
I would advise you to proffer your beta sets to a more capable agent.
Though I am deeply gratified by the offer, and wish your project all the best.
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I'll play a full game and post the turn by turn board state and explanations like in the examples
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When requesting to play test do I just get one deck or a set so I can play against someone?
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>>96826422
The 90-card playtesting kit is enough for 2 people.

see this post: >>96664185

I'm sending out complete 1080 card box sets atm while they last (which consist of all 12 playtesting kits, each of which is enough for a 2 decks).
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>>96826074

Player 1 rolled 8
Player 2 rolled 12

Player 2 goes first.
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Player 2, going first, skips drawing for their turn and also combat.

They Project "MK Ultra" as an energy, because :
1.) It is very expensive
2.) They have another cheaper form of Entity seizure in the form of "Do A Crime"

Player 2 then taps the Violet Energy to Project the Meme "Do a Crime", and then passes their turn, because there's nothing else they can do.
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Player 1 has 8 cards because they draw for turn. They do not skip combat either because they didn't go first.
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Player 1, going second:

Projects "You Fool" as an Energy, because it has a good Energy effect (an effect written upside down that only becomes accessible when the card is played as an Energy):

"Identify an Entity, Energy, or Avatar Influence: Nullify it."

Player 1 won't be using the Energy effect this turn cycle, instead they will tap it to Project the Structure "Information", because it is cheap and also has a very good Hand control effect.

Refer to: >>96827617 to read the effects of the cards.
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>>96827689
Player 1, still in Main Phase 1, Invokes "Information's" effect:

"Identify a Hand: Reveal an Entity from it. You may Transmute it."

1.) Player 1 Identifies Player 2's Hand
2.) Then Identifies "Mephistopheles"
3.) and Transmute it (into an Energy).

This means that the card:
1.) Becomes public game knowledge.
2.) Is forced into the Energy Type while in Player 2's Hand.

The purpose of this is that "Mephistopheles" is a very powerful hand trap, and by Transmuting it into an Energy, its Entity effect can no longer be used, though it can still be played as an Energy.
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>>96827764
Because Structures don't conduct combat, there's nothing else Player 1 can do, so they pass.
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Player 2 draws a "Katamari Ball" for their turn.

Player 2 knows that Player 1 can use "Information" as soon as they get Priority (it's a once per either player's turn effect), and that "Piedmon" is their last remaining Entity. To prevent Player 1 from doing this, their first use of Priority is going to be to get "Piedmon" Projected. Also, Piedmon is Player 2's only way of getting rid of Player 1's "Information" this turn.



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