[image ID: five images. the first shows my collector’s edition joe hills card, which is signed! the second shows the wrapped booster box, collector’s card, and starter deck. the third shows all of those things opened. the fourth is a close-up of the two rare hermits I got in my boosters, a foil TFC and a keralis. the fifth is a close-up of the prankster/pvper starter deck that I got, with the foil mumbo and grian rare cards pulled to the side. /end ID]
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OK SO me& and my& buddy @cosmosisfold saw this one "Yaoi UNO" meme and began discussing how ships could be implemented in Hermitcraft TCG
The basic idea is that playing two or more hermit cards gives you special effects depending on the ship
This would work similar to how Beef's NHO ability works, except instead of damage it would be more like... inflicting poison on the enemy if your ship is toxic, or burn effect if it's slow burn
And you might say, "But holy TCG gods Jack and Pep! If you have all these insane free perks from getting all your hermits out in the field, then you wouldn't really need any cards other than the hermit cards!"
And to that we propose this limitation:
The effect would be called OTP, standing for One True Power, because it only works if the hermits it's for are the ONLY hermits in your deck. So basically, you choose your OTP before the game even starts.
Some examples of these OTPs would be:
"Take the enchanter" (Scarian) - gives you a completely random book item card regardless of whether or not it is in your deck, however you immediately lose a life (your Scar dies)
"Crafts supplies" (Jleo) - lowers the cost of all attacks by one item
"Whatever was going on at horse head farms" (Hypxb) - you can choose your opponent's attack on their turn due to an IOU (must select at least one attack, the opponent can still choose to use any effects and everything else)
"Hivemind" (Rendoc) - any damage received gets equally redistributed across all your hermits
and so on and so forth (feel free to leave your suggestions!)
Additionally we could rename the rarity types from Common, Rare and Ultra Rare to.... Beta, Omega and Alpha. Just because why not.
This is not super balanced yet but the basic idea sounds so fun already
oh interesting. joe, discussing things he's apparently talked about with beef: "changing cards to improve their use against armor is a game design priority right now" and "if there's wiggle room for interpretation on any of the cards that would make armor weaker, he's looking at that right now"
Vampires aren’t real. As everybody knows. You’ll never see one outside, at any time of day, because they simply don’t exist. And they certainly don’t like rearranging their extensive collections of trading cards.
Take Wels, for example. He’s not a vampire! If he were, would he spend months on end forgetting to eat, sleep, and build, in favor of opening card packs? Would he lose hours upon days upon weeks of time sorting them by type and number? Would his fellow vampires—hermits drag him outside, to get lost in the next card-like game?