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Would /tg/ play a Smash Bros. card game? Have any ideas on the
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Would /tg/ play a Smash Bros. card game?

Have any ideas on the mechanics?
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>>46265474
no and no
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>>46265474
Just play Pokemon with all the images replaced with Fire Emblem characters.
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> card game
> not miniatures game or role playing game
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>>46267084
Hurrr

so true
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>>46265474
>Ridley is 5 cards like Exodia
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>>46267211

inb4 the game can allow only 4 cards in play.
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>>46267155
>role playing game

The 4-specials system makes for a pretty simple framework for character abilities.

(B)- Signature Attack
>(B)- Fast/Motion Attack
^(B)- Movement technique (flight/teleport/jetpack/high jump)
v(B)- Special (counter/reflection/absorption/area attack)
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>>46267427

Add percentage markers to characters, roll dice, if under percentage to see if KO'd.
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>>46267463

After each turn, draw a card from smash shenanigans deck: Can be items, stage hazards, irl interference, oh so memetic things, smash balls, etc.?
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>>46267502
But no one actually uses it because they're tryhards that take a beer & pretzels game seriously.
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>>46265474
Go check out Yomi.
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>>46265474
YuGiOh is already the card game equivalent of fighting games.
Why do we need another one
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>>46265474

>give me ideas so i can make a product and sell it: The thread
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>>46265474
The game would be 2 vs. 2 team battles with each side holding a certain number of cards in reserve to respawn dead fighters or bring in new fighters. Assist trophies, items and final smashes would be cards. Tokens would be used to add up the damage taken by each fighter.
The mechanic that would distinguish the game is that fighters are given a position indicating their movement and vertical height. The positions are: standing, crouching, dashing, jumping, short-hopping, falling, fast-falling, prone, stunned, recoiling, off-stage and ledge-grabbing. When one fighter attacks another, the result of the attack depends on the position of attacker and defender.
>>
Yeah, but where's the wavedashing mechanic?
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