Single and multiplayer support for up to 8 concurrent games.
Language
English
Tricks & Traps
Non-existent
Roleplay
Non-existent
Hack & Slash
Non-existent
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
Any
Max # Players
08
Min # Players
01
Min Character Level
Any
Content Rating
Everyone
Description
The Demon Card game is a mini-module from the upcoming Demon module. It is a unique game played in a completely graphical environment, allowing you to pit your deck of cards against computer or human opponents. You can buy and win cards, assemble a deck, then battle it out with your foe. Special thanks to Jazael for his considerable scripting contributions and the CODI team for testing and support. For a quick player's guide, take a look here: http://nwvault.ign.com/modules/tutorials/Adam/
iam looking forward to this ihope it as good as evberyone is saying (i get really in to cards lol)
Posted by Coolty3000 at 2006-08-13 10:55:29 Voted 10.00 on 08/13/06
Actually, is there just a place we can go to read up on how to add in our own new cards?
I can't seem to find anything in the scripts. :)
Amazing job by the way!
Posted by Coolty3000 at 2006-07-22 16:22:37 Voted 10.00 on 08/13/06
Would it be possible to have a non-hak version of this for use in our persistent worlds? This would be -amazing- to have! :)
Posted by kipetok ( 81.177.xxx.xxx ) at 2006-07-14 11:33:20
I'm really impressed!
Posted by Anonymous ( 4.252.xxx.xxx ) at 2005-11-28 12:12:43
Wow. I always wanted a TCG for NWN, and now I have one. I WAS planning to make on emyself, but, wow.
Posted by TGD ( 68.224.xxx.xxx ) at 2005-05-17 15:00:52
The module refers to the game as Creature Cards instead of Demon Cards. I think Creatures is more accurate since you have way mre creatures then just a few demons. Please change the name.
Posted by meerkat at 2005-03-30 03:28:21 Voted 9.50 on 03/30/05
Posted by Zeus9182 at 2005-03-13 07:22:29 Voted 10.00 on 03/13/05
Parinor - I think all those issues have been sorted out in this stand-alone version.
Fu_Miago - if I ever find the time, I might drop you an e-mail. Of course, it's probably faster for you to get ahold of me. :)Adam Miller - author of Shadowlords, Dreamcatcher, and Demon campaigns.
Posted by GhostNWN at 2005-03-03 02:55:00 Voted 9.00
Not sure if this only applies to the Demon module, but when i played the cards in the module, i found the following MAJOR errors:
-If you have more than 4 magic generators and fire a fireball at the enemy avatar, you get the instant kill.
Also, description says it targets the avatar, but it targets a creature instead.
-Death of elder fire elementals next to your or the enemy avatar does 50 damage. this is not listed in description.
-Vampire masters don't have negative side effects?
-Plague bearers instantly kill avatars. If they get the plague on them, (i ran under Debug), you get a huge overflow of damage and they die, just like that. Happens usually when you got 2 or more plague bearers around the avatar. can happen with 1 as well.
-Creatures with 0 attack rating do damage, and once, for some reason, my avatar rushed into battle causing me not to be able to reach my cards anymore.
Posted by Fu_Miga at 2005-03-02 10:48:49 Voted 9.25 on 03/02/05
I really liked this idea ad the way you made it work... _________________________ ========================
The SAGA Project
======================== Link
Friendship based RP club
========================
Okay - I just finished a big update. This incorporates bloodsong's fixes and changes, as well as a bunch of my own.
The biggest change is that cards are now items and decks are containers. This makes deck management, trading, and buying and selling much easier. It also solves the persistency problem - cards don't disappear if you export your character.
There's also multiplayer improvements. PVP games can have variable bets, including a range of gold and ante. Spectators are also supported, allowing anyone to look in on another's game.Adam Miller - author of Shadowlords, Dreamcatcher, and Demon campaigns.
Posted by Altaem at 2005-01-05 09:53:15 Voted 9.00 on 01/05/05
Sure wish I could make NWN do things like this :D
Posted by erthule at 2004-11-02 01:29:21 Voted 9.00 on 11/02/04
Posted by Module Rater ( 66.52.xxx.xxx ) at 2004-10-30 21:40:00
I give this game a 10 .
Anyways the creator of the summoning and dark lecacy I know and his scripting and he is making a module for 60-500 hours though his goal is 400 hours today is 10/30/04 and he has been working on for about an month . He says it will take about 1 or maybe 2 years .So far it is pretty fun I give it a 8.8 .You have to get these 4 keys and then you go to Air elemental town and you get to get an hotel for 25 people .The game is for mutiplayer . He only so far made 6 hotel rooms the first room is best .I can't wait until its finished .He has impoved alot. I mean he made lots of henchmen .By the 4 temple quest you should become a level 30-40 . It took me 4 hours just to do the 4 temples . Download the game because I am .
Posted by Spike_Spegeil at 2004-10-28 22:43:14 Voted 8.00 on 10/28/04
A fun little distraction. _________________________ Old School
Posted by Anonymous ( 144.216.xxx.xxx ) at 2004-10-26 20:57:00
It was alright, but it lost all appeal to me when I realized that my deck that still couldn't guarantee more than about four wins in every five games against the 'pushover' girl was able to completely slaughter most of the other gamers. No combos (rat king+rats, liche with undead, etc), no counterspells, not even any extremely rare cards required. It might have been more interesting in the Demons module, but I sort of stopped playing the series back at that busted trigger in Shadowlords 4.
Posted by San at 2004-10-22 01:07:34 Voted 10.00 on 10/22/04
Impressing.
Posted by San at 2004-10-22 01:05:00 Voted 10.00 on 10/22/04
W think its an amazing thing and want to use it on our PW, if allowed.
Posted by Seraphia_ at 2004-10-21 11:26:53 Voted 9.75 on 10/21/04
Quite cool game. Sadly its not in my mother-tongue, so some of the players dialects are a bit hard to understand. But that had no influence on my vote. "Just" 9.75 points, because some things could even be more userfriendly, e.g. that one knows to put in a card deck on that stone-socket while creating a card-deck, and THEN can "Move all Cards". I found out after some trials, wondering why it always shows an error. But still: great work!
Posted by AsaShalee at 2004-10-20 23:38:05 Voted 8.75 on 10/20/04
AAAAUGH! This was wonderfully done, interesting take on Magic the Addict-Gathering (sorry! ;)). My twitch? The game its based on.
*must... feed... carboard... addiction... again...*
Posted by Viriatus at 2004-10-02 07:07:13 Voted 8.00 on 10/02/04
Posted by Anonymous ( 67.153.xxx.xxx ) at 2004-09-27 14:36:00
Dumb.
Bring on the adventure!
Posted by Anonymous ( 67.153.xxx.xxx ) at 2004-09-27 14:36:00
Dumb.
Bring on the adventure!
Posted by system error ( 62.46.xxx.xxx ) at 2004-08-15 13:56:00
Great Game! I really enjoyed it for several hours in the dreamcatcher campaign and now i wanted to play it with my brother in LAN, but a stupid bug made it a bit complicated.
It happens often after a game that my brother (he won) got stuck in the game area and couldn't get back to the "game center". I had to restart the server to continue. That happened every second game or so.
(We use servervault if that's important.)
Additionaly i have a request: What about enabling playing for jink and cards also in PvP. That would be great.
Also saving the Player stats in a database would be nice.
And the uber-feature would be to have a persistant ranking.
Thanks for your effort! Designing a TCG in NWN was a genious idea!
Posted by KB ( 205.206.xxx.xxx ) at 2004-08-05 11:29:00
Ahem. I forgot my props preface. This is, bar none, the best mini game (game within a game) that I have seen, in any game thusfar.
It's addictive, it's fun, it's nearly as good as playing the PC version of Magic (the original old-school one, not the recent battelgrounds flop) and unbelievably, it runs within another game entirely, overcoming the scripting and engine limitations of that game (NWN). I am in awe that a game this good can be created entierly within another game.
There we go, that should just about finish off my 'good game' blurb.
Posted by KB ( 205.206.xxx.xxx ) at 2004-08-05 11:13:00
I think it's very key NOT to standardize values. Or at least, to broaden the formulas that determine the values of a card. For instance, rarity of the card has to be considered, flexibility in it's use, limitations, etc. THis is one of the prime reasons (imo) that Spellfire (The TSR card game) failed vs Magic the gathering. Magic was very well balanced initially, but there were always those cards that existed as unbalanced, but with limitations not reflected in a first glance of the statistics.
For instance, if you add a higher defense to undead than is typical for their cost, they seem unbalanced. Until you release a Spell: Turn Undead. Then the balance is restored again, as undead would still bear unbalanced characteristics, but would bear a heavy vulnerability now, that ofset the advantages of their cost.
The trick to successful card games was never to create perfect balance, it was to create so much variety that balance became a matter of ingenuity and prediction, rather than simple formulaic balance. In Magic, extremely unbalanced overpowered decks could be built (generally with a heavy toll on the pocketbook), but there were always enough possibilities and card combinations available to engineer a skillful counter.
So far, the Demon game seems o be coming along very well. In the module, I built a flux-based deck, whith the key cards being various heals, flux, scorched earth and many many generators, and was able to clean house on the AI opponents. But, had just one of those AI used a Dispel magic or 2, the entire power of the deck would have been undone.
This was an example of good game engineering. Don't build balance into the game. Rather, destroy that balance a million times over, in a million different directions at once. If a few cards prove to be overpowered in one version, then let the next version contain a few counters. Eventually, it will get to the point where there are too many powers and counters to choose from, so that one needs to start playing the odds, guessing which cards his opponent is most likely to use. It puts the human element back into the game. Games with perfect balance, are generally quite boring, as they remove the involved strategy of building consistent success from chaos.
Posted by RentACop ( 207.90.xxx.xxx ) at 2004-08-01 00:03:00