2020

Design Diary — Flatten

If you’re looking for how Flatten works, check this article.

How it all started

In Digimon World, you could inflict an LCD status effect on an enemy Digimon called “Flat”. It reduced their 3D model to a DOT sprite like in the v-pets and caused them to use a weak attack. It seems pretty appropriate to include for any 3D Digimon game that wants to include DOT sprites as with set Bit Depth. At the time, I already had this mechanic planned but no theming. So reducing the opponent’s dimensions one by one until they pop out of existence made a lot of sense. Originally, the balance was centered around having to obtain 4 instances of flatten. This didn’t test well. It took far too long to 4-hit-KO even when it can pierce evolutions. The next step was to tweak that number until it felt right in many many games. There was one point where I was torn between requiring 3 flattens and a regular damage hit versus 4 flattens and I ended up just including both due to how supports could be used to add more flats. The 3 flats with damage requirement was slightly too powerful while 4 as a fixed amount was way too slow without a constant supply of support-based flatten. Full Article

Promo Release—Hudiemon & Chaosdukemon and new symbols

New promo cards!

Before the next errata list drops and an upcoming set is released, I’d like to give everyone a couple of cards to play around with that I think are pretty interesting.

There are also 2 new symbols created to make player’s lives a lot easier. In the past, there has been confusion about which evo-boxes give effects permanently (like Power changes) and which are one-and-done. With all new cards (and any that happen to be errata’d in the future), evo-boxes with permanent effects will have the Permanent symbol, denoted by a stylized lemniscate . These are only found in evo-boxes for bonuses, so other permanent effects won’t have the symbol.

The second symbol is to denote an opponent, marked by this target-looking thing . Originally, the “opponent” symbol was only needed for evo-boxes to both save space and clear up confusion about whether an effect is you, your opponent, or both players, but will now also be used in all effect boxes on any new cards. The word is just used so often that unlike permanent effects, I see no reason to make it specialized. This should save a lot of room, clear up a lot of confusion, and increase reading comprehension.

Both symbols’ meaning have also been added to the rules page.

New effect: GRUDGE.

Sounds menacing right? Grudge is the middle answer to threatening a particular attack between “to zero” and “counter”. It works the following way:

/ / Grudge: An attack ability or effect (granted similarly to Counter), which makes you attack second, double your Power against the specified attack, and revive with your Power as HP if you’re KO’d by that attack.

In technical terms, here’s how you play it during the Battle Phase when attack abilities resolve:

  1. Get a stack of 2nd Attack. This is like removing a stack of 1st Attack, including if it’s your turn. It doesn’t make you guaranteed to attack last like Counter.
  2. If used the attack specified on Grudge, double own Power.
  3. If KO’d when an opponent used the Grudged attack, revive with HP equal to your Grudge attack’s Power. Do not revive if that Power is 0. Note, you would not still get to attack after revival since that timing has passed. Revival happens after attacks.

It’s like a real grudge. You predict what attack your opponent will use, get a power boost, and insure yourself against KO. The opponent still receives a KO point as with any revival. In fact, the revive part follows all revival rules including a Level M no longer counting as 2KOs after that revival. Because the 2nd Attack of Grudge is not permanent as with Counter, you can still use the “1st Attack” ability to sort of cancel-out that effect and go by turn order. When you play Grudge, try to imagine your Digimon taking it to the face and having the poise to come back with something fierce, even if it’s from the grave. That should give a clear image of what’s intended. This can severely curb someone’s attempt to KO with a specific attack, such as a Circle which can 2-hit-KO your Digimon when it has Circle Grudge. Like a “to zero” or “counter” effect, this introduces an element of risk and prediction. This can also be an interesting way to punish 1st Attack, since that’s normally used to ensure a KO.

Have fun everyone!

 

Card change: Millenniumon DATA

Card Change—Millenniumon DATA is ridiculous!

It’s time this one had a wee bit of an update. Millenniumon’s DATA card has been heavily contentious since its release (and before its release frankly). There’s an obvious bug that needed plugged with this little blighter for quite a while. Thanks to user Darkness for motivating me to finally solve the problem :)

The bug: Mulligan your hand until you get this on turn one. Fetch your ACE, Partner, Firewall or any 2 cards that will allow you to set up. Your mulliganed trash goes back into the deck. Your only sacrifice was evolving to Mega, which may not even be necessary if you grabbed [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/168-Download.png” name=”Download”] and any Level U.

The fix: Firstly, let’s put a stop to mulligan breakage. Mulligans are intended to be risk-reward, at least for a while until you can get some other cards to replenish the deck (provided this is your style). A clause was inserted that you (Do not use if you mulligan this turn). Following that, we double down on restrictions by forcing a player to pick 1 from the trash and 1 from the deck. The whole idea behind shuffling the trash back in before picking was to allow seamless picking from either zone. In this case, we’ll restrict access to the cards you want so that you have to wait till mid/late game if you want to get two nice cards for the price of a data-break.

The future: Going forward, will this fix the inherent problem? It’s difficult to say. Searching effects are always very powerful in any strategy game. It’s appropriately costed as long as a perfect early play isn’t possible with that cost (no late-cost is ever enough to equal a perfect early opening in any game). One possible existing exploit is to use repeated mulligan to get this card again, then wait one round to activate it and do something similar to what you would before the fix. Maybe not exactly the same, since you won’t have access to 2 from the deck and therefore how much you mulligan actually matters (notably, if this card is later in your deck, you’re punished less in this case). However, it can’t be denied that this will hamstring powerful opens such as Download+Ultimate, Partner, ACE, and so on. More to the point: this will give an opponent a turn to respond. One of the picks is now visible from the trash and therefore can be anticipated. Plus, they can now aggressively mulligan for their blocking/counter play. Only time can tell if this will be enough to curb the madness of Millenniumon.

If you have anything to add, don’t hesitate to reach out and leave a comment!

For those of you who use Tabletop Simulator: the module will not immediately be updated, so please use this post as reference material until then.