Randomly Generated Cards

I wrote a script to randomly generate cards for the game. You can view the code and output here: https://jsfiddle.net/Vindexus/1x9zrjaw/178/

It randomly generates cards, which I render very simply on the page, and also puts them into a textbox as a comma separated values. I copy and paste the content from the textbox into a Google Spreadsheet I’m using. Then I go to Data->Split Text to Columns. The sheet is then downloaded and upload to Component Studio.

I wanted to see what kinds of things were fun on cards without going through all the work of actually writing the cards.

I put together a deck of 90 random cards, based on some text templates that I populated with random puzzle pieces. Example template would be: “If you [[random requirement]], [[random benefit]]”. Which could give you cards like “If you have 3 or more cards in hand, draw a card” or “If the top card of the discard pile is a Spell, target opponent discards a card”. The tags, category, name, and image are also randomly picked.

Here is a sample of some of the cards:

Live Notes

The mastery requirements, like Blood Magic 2+, are fun. Their effects I think are best when they are simple. For these little bonuses I think “Draw a card” is better than “Draw two cards and discard one of them”. The more complicated abilities can be the main abilities of the cards.

Boons should have their requirements in the End of Turn effect instead of as a requirement to play the card. So a card that says “Requires Demonology 2+ to play. Start of Turn: Draw a card” should instead say “Start of Turn: If Demonology is 2+, draw a card”

Boons, Curses, and Actions need a different layout or background so they are more easily identifiable.

Prophecy triggers that read “If you played an Item this turn” are harder to manage than those that say “If the top card of the discard pile is an Item”. The second is a bit harder to do, but it’s much easier to check.

I changed how Prophecies are added so that you can do it for free at the start of your turn. I like this change.

We are doing the game ends when 2xPlayer masteries are at max level. This works pretty good, but will probably need to have a backup game ending, like the deck running out of cards twice.

Masteries should definitely have permanent benefits at lower levels. Level 2 or 3 perhaps.

Miles’s Notes

For some of the curses, they are easy to deal with and easy to remove.

He liked cards from the discard pile being stored on the Prophecy more than being stored from your hand.

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