Rarity Matters = ‘Hierarchy’
Consider that 60 cards is same amount as four 15-card booster packs. Then consider the rarity of the cards you’ll get from opening those fresh packs.
With four packs, you get 1 mythic, 3 rares, 12 uncommons, and the rest commons. These new rules similarly restricts deck building by following the same ratios for a minimum 60-card deck. A deck can have any amount of commons and Basic Lands.
Additional rule: no more than three (3) copies of any card except Basic Lands.
Each additional 15 cards in your deck beyond 60 cards grants another 1 rare and 3 uncommons. For each additional 60 cards of your deck size, you may include a mythic instead of a rare.
You can trade from higher rarity for same ratio of lower rarity, or vice versa. That means you can omit 1 mythic for 3 more rares or 12 uncommons. Omit 1 rare to add 3 more uncommons. In reverse, you can trade in 3 uncommons for 1 rare or 12 uncommons for 1 mythic. Likewise, trade 3 rares for 1 mythic. Fill vacancies with commons or basics.
A card’s rarity is based on its latest printing in a core, expansion, or draftable set that are legal for that format. This includes supplemental draftable products like conspiracy and masters.
These rules can be applied to official and unofficial formats. So you can have Hierarchy Standard and Hierarchy Modern, etc.
The 12 Common Archetypes were conceived by Carl Jung to describe the common personalities and drives in all people.
This table attempts the fit them into my trinity mind/body/soul RPG system. This chart can help better define the roles and personalities of NPCs in the story.
Continue reading 12 Jungian Archetypes
Sushi Go Party Review
3.5 / 5
Chaotic party game but lacks long term addiction.
Easily accomodates up to 8 players.
The game is easy to pickup even for children at 9 years old.
Good variety of cards to promote different styles of gameplay and strategies.
Fun theme with pretty cards.
There are some annoyances with the game, but ultimately it lacks an addiction factor that makes you want to keep playing.
Too much shuffling.
Poor quality of cards.
Tedious to swap and organize all the variety of cards.
Lack of crescendo from beginning to end.
Difficult to keep progress of who’s going to win.
RPG Combat — Additional Victory Conditions
It seems just about every RPG combat feels the same and one-dimensional. It’s all about damage, damage, damage. That also means support and non-damage abilities and roles are underplayed and unappreciated. You can see this problem in MMOs where high damage classes can level faster and solo better than support classes.
My suggestion is to provide an additional victory condition besides reducing the enemy’s HP to 0. Let’s call this willpower (WP). You can win a battle by reducing all the enemies’ HP and/or WP to 0.
WP is mainly interacted with typically “support” and non-lethal actions. One method to reduce enemy’s WP is with debuffs (e.g. sleep, stun, charm) and to raise (heal) your WP with buffs. When a character’s WP is reduced to 0, it is removed from combat.
HP and WP can coexist to provide two different paths to victory and to balance the play styles. Whether you like to hack and slash, or you prefer to demoralize and paralyze your enemies.
What do you think about non-damage win condition? Can this work? How do hybrid classes fit in all this?
Fundamental Flaw of Civilization 5 & 6
My insight on why Civ 5 & 6 are boring and shallow games as first posted on Civ Fanatics.
These arguments about units per tile really miss the real fundamental flaw with Civ 5 and 6: lack of city micromanagement. Once they removed attention from the cities, all you’re left with is unit simulator. That would exacerbate any unit/tile system flaws.
In older games, including 1-4 and Civ Rev, I would give so much care and attention to my cities. Every turn I would fret if they have enough yields and the right amount. Whether I should have extra food or extra production. This seemingly minute dilemma made a huge impact on how much I care about my cities and my civ.
Unfortunately, they essentially removed all city management from 5 and 6. So that I no longer care about my cities, what their output is, what tiles surround them, etc. I used to spend over half the turn in the city screen in older games; now they’re just bothersome reminders. I just don’t feel the connections with my cities anymore. They’ve become sideshows to the tedious shuffling of units. 99.99% of the turn is wasted shuffling units like they’re so fragile and be stepped over.
Continue reading Fundamental Flaw of Civilization 5 & 6
Analog Dozenal Clock
I first posted this at Dozensonline after writing about my afterthoughts on dozenal clocks.
Analog clocks are visual aids, so having too many hands clog up the image. We don’t need to see more than two hands. Only in our standard inefficient 24x60x60 clock system do we need that many. In fact, with a pure dozenal clock, a single hand is enough.
If we divide the day in twelfths, we can see the entire day on a single revolution of the hand. Our current system has us learn between 12 hour and 24 hour clocks. That is redundant and done away with in dozenal clock. The dozenal clock closely matches the position of the sun like a sundial, without extra effort from us to convert back and forth from convoluted hour and minute cycles.
Continue reading Analog Dozenal Clock
Comfortable Temperature Measurement
A proposal for a new temperature scale such that we set the comfortable temperature for humans at 0′ degrees on this scale. So that warmer temps are positive and colder temps are negative. This quickly tells us whether we need to put on more or less clothes. For even greater visual aid, the temperature reading can color-code the values on a thermometer, thermostat, and weather forecast graphs. Such that ideal temp 0′ is green, warmer temps go from yellow to red, and colder temps go from blue to white. Thus the thermometer has an important secondary function.
Continue reading Comfortable Temperature Measurement
Afterthoughts on Dozenal Clock
I have written a clock to display in dozenal time. Having using it for only two days, I’ve already discovered that it is so much more efficient than our standard clocks.
Continue reading Afterthoughts on Dozenal Clock
Dozenal Clock using Flownetic Digits.
The day is divided into units of powers of twelve, or dozenal parts :
- 1st place is equivalent to two hours. (called “sheek“)
- 2nd place is equivalent to ten minutes. (called “karaf“)
- 3rd place is equivalent to fifty seconds. (called “fenet“)
- 4th place is equivalent to 4 and 1/6 seconds. (called “tick“)
- 5th place (not shown) is equivalent to 0.3472~ seconds. (called “count“)
New terms inspired by Chinese names of similar time lengths. “Count” based on the fact that briskly counting numbers one through twelve makes up one tick. Thus satisfies the condition of power of twelve.
Learn about Flownetic numbers.
My response to Wizards of the Coast taking down a comic done long time ago in light of recent misfortunes.
Being offended is the new form of implicit censorship. Since it’s illegal and unconstitutional to pass laws of explicit censorship, the cultural marxists, authoritarians, and self-righteous busybodies like to force and impose self-censorship onto others, thereby bypassing any hurdles and headaches of legal and government systems. Such tactics also pervades into private and personal communications and expressions, and allows them to control speech, writing, conversations, and arts under the guise of sin, trauma, incompassion, and immorality, and now offensiveness.
By the way, Wizards should stop making Magic altogether, since 99% of the cards they make are offensive in some way. Fire and lightning cards? Traumatic to those who have been in fires and hit by lightning. Horror and zombies? Traumatic to those who are afraid of the dark. Island? Traumatic to those who been stranded on a deserted island. Cards about violence and war? Traumatic to war veterans and victims of violence.