Super Smash Bros. - Cards Against Insanity (Assortment Box)

Below is a whole bunch of cards. Cards for what you may ask! Well, that's to be at a later date, but I bet you all can tell that this may or MAY NOT be an upcoming game on MPL and perhaps beyond. These are just eight cards of the several Smash Bros. characters, and don't worry, while some of these characters vary in tactics (such as Yoshi being able to induce any status condition between his moves, while Link is an all-out attacker for the most part) the characters are spanning even FURTHER with creative bounds. Later on, you'll be seeing the massive support of Palutena, the sheer power of Zelda, and the deadly (but very clever) Meta Knight. Most are actually finished, but I decided to give you all a taste of them now. Also, since you guys can tell this will be a game, the first will be more of... a beta. A test, I guess. So, um, have fun looking at these eight guys! Look forward to more tomorrow!
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What kind of format would this use? MTG? Yu-gi-oh? D&D? Looks interesting
 
Asuka said:
What kind of format would this use? MTG? Yu-gi-oh? D&D? Looks interesting

Admittedly, I don't play too many card games. However, the set up is a three versus three card match. No "stacks" of other cards.

Moving on! Here are today's cards. You'll see some more interesting characters today. Zelda, for instance, isn't affected by Counters, making her a force to be reckoned with. Palutena is mainly a support character, using Powers from Kid Icarus: Uprising to aid her. Robin is kind of a wild card, risky but satisfying. Mainly charming abilities are set to appear in the game, and these characters introduce some interesting ones. Unlike Mario and Luigi's "Plumber Brother" ability, Pikachu's Volt Absorb ability has the less common electric attacks absorbed into HP if hit by one, such as Peach's Electric Slaps or Yoshi's Yoshi Thunder Kick.

Mending = Restoring Magic, Healing = Restoring Health

Other stats you've might've seen in the LAST batch is Defense. Defense will be explained later, but it's also rather simple compared to other card games "Defense" stat.

Also, you might see "Statuses" marked around most of these characters. Here are what they do, in simplicity.
Burn: Takes off 3 HP every turn for three turns
Poison: Takes off 1 MA every turn for five turns
Sleep: You are unable to move for three turns
Paralysis: 50% of you not moving for five turns

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I know you probably don't have the rules down yet, but will this 3-3 matchup have winners determined by having all characters on the field KO'd or does the player themselves have Life Points where they can also draw new cards? Do certain cards require "Mana" to activate?
 
Ah, seems basic enough then. So I assume there's no item cards or any of that bs?
 
The Shattered Legacy said:
By the way, does MA regenerate or once you run out, that's it for that character?
Unfortunately, that's it! Magic attacks are more meant to be the powerful attacks of your character, obviously, but many characters such as Zero Suit Samus or Link can replenish their Magic. You'll see later some other characters whom can do this as well, even better than the only support character we've seen so far, that being Palutena.
Most of these characters, support characters that is, come with a crutch. In short, Palutena's is her limited offensive power. Meteor Shower can only hit the people in front of her, and you're screwed if you knock them out! However, there might be some characters who can shake that up, but I can't name any names just yet!
 
Here are today's cards! In it, you'll see a stat called "Def" Defense is a stat in which for every defense point you have, five damage is taken off of every attack you are hit by. Many characters have Defense points, but many have attacks that can break Defense points, like Kirby's Drill Kick or Pikachu's Rock Smash.
And while you might find it a little over-powered to have a choice through all the cards, you don't have to worry because you DON'T. When the game starts, each player will have a choice of ten randomly selected cards in which they can only choose three to duke it out. Pick carefully and strategically, you might just have a winning set if you don't let your judgement cloud!
You might notice another support character, King Dedede! He works more for strategic support, as he has a bit of difficulty healing other team members, but he can add defense points to them, mend them, AND topped off with an enduring ability. He's quite the character this time around.
Another character added to the mix is Captain Olimar from the Pikmin series. He's actually one of the most recent characters to be added for Super Smash Bros. - Cards Against Insanity. He's rather simple, but his ability makes him quite the adversary. Flower Guard has it so any attacks that do more than 25 damage will not affect him, such as Donkey Kong's Super Fist. It is worth noting that counters aren't planned to be affected by Flower Guard. He also is very skilled in utilizing status conditions, as all of his attacks can inflict a different one.

So here are the cards for today!
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The final batch before the release of the game! Ahhhh! These cards aren't as special as what you'd usually see, but some of them have some excellent properties. For instance, Rosalina has a special move in which she can move the opponents team leftwards. This means that Little Mac's Straight Lunge or Pit's Upperdash Arm can hit more people, in a roundabout way! She also has the ability Guardian Luma, which takes away one hit from a multi-hit attack. While it's not as good as Dragon Heart, Charizard and Yoshi's ability, it's still handy to have since many attacks are multi-hit attacks. We also see another newcomer in action, Pac-Man! He's all about extreme support. His main use of support is his Power Pellet attack, which takes a chunk out of your HP in turn to heal, mend, and add a defense point to a teammate. He also has a great ability, Bonus Fruit, which heals any team member 5HP if they land an attack with 50% accuracy or below like his own Punching Pouncer. You can check out the cards below, and look forward to seeing a full representation of the rules, SOON.

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Final bout! That means we're at an end to the updates! I'll be posting an official post on the Forum Games, so register up! We'll be doing two games, two "rooms," and the winners face off for the glory!
Here's the images:
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AND HERE ARE THE OFFICIAL RULES: (wow such beauty)

Welcome to Cards Against Insanity! This version, the one you are playing, is the Super Smash Bros. version of the game. This card game is about order, but that doesn't mean things can't get hectic. Here's how a standard match is set up:

Each player has a selection of ten randomly selected cards. They can choose three.

Players set up their three cards next to each other. Each set is across from the opponents.

A coin is flipped, and whomever wins the toss goes first.

Said player uses an attack from each card, with certain moves having priority over others within your own team. These moves are healing moves or mending moves.

The player uses an attack from each card, with the same rules applying. Counters have priority over the opponent, so if you are attacked that turn, you can counter.

Damage and chance are calculated, if a card runs out of HP, they are considered out and the other two stay in their place.

Each "round" goes something along this. However, there's a lot to factor. Several abilities give certain moves of your teams/yours priority over the opponents, such as "Princess Potential" which allows your teams mending attacks to go first.
Counters work in which if you are going last (you could use it first, but it's pretty much useless then) you can use your counter to attempt to reflect a SINGLE attack against you towards the attacker. Absorbing moves also absorb a single attack you are targetted by.
Other moves have certain calculations that are used via random number generator, such as the chance of inflicting a status condition. Some abilities have calculations required as well, such as "Ninja Stealth" where every attack you are hit by has a 5% chance of missing.

HP:
Health points. These are what calculate the survival of your card. Certain moves can repair or "heal" your HP, and are relatively common to have within your cards.

MA:
Magic. Magic is what allows you to use a special attack, often times more powerful than your run-of-the-mill standard attack. Certain moves can repair or "mend" your MA, and are relatively common to have with your cards.

Def:
Defense. A somewhat uncommon stat, where each defense point has every move you are hit by have 5 Dg shaved off. However, Defense is ignored if the move would be nullified entirely by the attack, so if you have two Defense points and are hit by an attack with 10 Dg, the Defense is ignored. Some characters can boost a Defense point, but it's rare to have. Other attacks can break a defense layer, rendering it unusable for the rest of the game.

Status Conditions:
Poison: Reduces 1 MA each turn for five turns
Burn: Reduces 2 HP each turn for three turns
Paralysis: 50% chance to not move each turn for three turns
Sleep: You can't move for three turns
Flinch: You can't move that turn, it's not necessarily a status condition

 
CHARACTER CHANGES TO BE MADE!
Ganondorf nerf!
Duck Hunt Buff! (Possible great healing move, and ability change)
Dr. Mario slight nerf!
Additional character??? (Perhaps. Admittedly, this is undecided)

GAMEPLAY CHANGES TO BE MADE!

Extra card! You'll have one more card (maybe two? three?) to replace a fallen opponent. This is to make the games longer and a little more skill based. I mean, you have all that magic and not a lot of opportunity to use it!

Random events! It's Smash Bros. babe, you better believe some random events will occur.

RANDOM EVENTS:
Random Events are figured by a random chance of ten. Each "slot" of the ten has an equal chance of being picked. For instance, there are three slots for a minigame, so there is a 30% that a minigame will occur each turn. Here is the full list.
  • Minigames (there will be five): 30% chance
  • Environmental Change: 20% chance (MORE ON THIS LATER)
  • Character Switch! This will either switch a random character with a random character of the opposite player, or switch a randomly selected character from each player with another randomly selected character: 10% chance
  • Assist Trophy: 30% chance (MORE ON THIS LATER) (Note: This could also be with items, see below)
  • Nothing: 10% chance

Other things under consideration!
Shop and item system. Somehow, I'd need to figure a coin system of some sort. Also, there'd be items, or (more likely), assist trophies to buy in a shop! Possibly a certain amount of coins is awarded for each type of attack. For instance, a status inflicter gives 10 coins, a risky move gives 30, a regular gives twenty, and a good one with extra stuff on top gives fifteen. Again, this is just under consideration.
Ability changes. More likely to occur for characters like Duck Hunt, Mr. Game and Watch, Jigglypuff, and Peach. Princess Potential is a little lackluster, especially for it's extremely limited use. And Retro Relapse just sucks.

These will only take place AFTER the beta going on afterwards.
 
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