Recommend
2 
 Thumb up
 Hide
7 Posts

Sentinels of the Multiverse» Forums » Variants

Subject: Custom Villain: Dr. Wondertainment! (SCP) rss

Your Tags: Add tags
Popular Tags: [View All]
Take Walker
United States
Ohio
flag msg tools
Avatar
mbmbmbmbmb
Sentinel Card Plays is a Sentinels of the Multiverse/SCP Foundation crossover custom deck-building project. Bringing you the very best of the very weird!

Doctor Wondertainment: something of a mad Willy Wonka of toys, a man/woman/organization/robot/??? capable of bending the laws of reality, who uses these godlike powers for the sole purpose of entertaining children. Sure, sometimes this means twisting adults into unstable facsimiles of actual people, and sometimes the toys can be dangerous if used improperly, but that's why Dr. Wondertainment's Legal Wonder-Team™ exists! Always read the warning labels, kids!

You can learn more about Dr. Wondertainment here. Kind of.



Villain: Dr. Wondertainment

HP:
70

Nemesis: Mr. Redd

Eccentric Toymaker

Setup:
At the start of the game, Dr. Wondertainment enters play, Eccentric Toymaker side up. Reveal cards from the villain deck until 2 Toys and (H) minus 2 Little Misters are revealed and put them into play. Shuffle the villain deck.

Game Play: At the end of the villain turn, if there are (H) or more Little Misters in play, flip this card. Otherwise, play the top card of the villain deck.

Advanced: At the start of the game, put Scarf into play. When Scarf is destroyed, Dr. Wondertainment deals each hero (H) plus 1 melee damage instead.

Mister Collector (Little Mister)

When Flipped to this Side:
Remove all Little Misters from containment. Destroy (H) hero non-character cards and place them under this card. Then place the top card of each hero deck under this card.

Game Play: Little Misters are immune to damage dealt by villain targets and cannot be contained. At the start of the villain turn, if there are no cards under this card, the heroes win. Otherwise, destroy a non-character hero card and place it under this card. When a Little Mister would be destroyed, restore it to 5 HP and move a card under this card to the appropriate trash. When a non-Little Mister villain target would be played, place it under this card instead, then play the top card of the villain deck.

Advanced: Reduce damage dealt to Little Misters by 1.

Variant: Isabel Wondertainment

HP:
65

Nemesis: Mr. Redd

Ms. Heir

Setup:
At the start of the game, Dr. Wondertainment enters play, Ms. Heir side up. Reveal cards from the villain deck until (H) Toys are revealed and put them in play, then shuffle the villain deck.

Game Play: At the start of the villain turn, if there are no Toys in play, flip this card. At the end of the villain turn, if there are 2 or fewer Toys in play, play the top card of the villain deck. Then Dr. Wondertainment deals the hero target with the highest HP X psychic damage, where X = (H) minus the number of Toys in play.

Advanced: At the start of the game, put Jeremy and Miss Emma into play. When Jeremy is destroyed, Dr. Wondertainment also deals each hero target 1 energy damage.

Unstable Reality-Bender

Game Play:
Reduce damage dealt to villain targets by 1. At the start of the villain turn, if there are at least (H) minus 1 Toys in play, flip this card. Otherwise, play the top card of the villain deck and (H) minus 1 players each discard a card. At the end of the villain turn, Dr. Wondertainment deals each hero target 1 energy and 1 psychic damage.

Advanced: Increase damage dealt by villain targets by 1.

Villain Deck

(3) Jeremy (Corgi Assistant, 3 HP): At the start of the villain turn, play the top card of the villain deck. When Jeremy is destroyed, Dr. Wondertainment deals each hero 1 psychic damage.

Miss Emma (Non-Corgi Assistant, 10 HP): Reduce damage dealt to this card by 1. The first time each turn this card or Dr. Wondertainment is dealt damage, this card deals the source of that damage (H) minus 1 melee damage.

(3) Product Recall (One-Shot): Remove all Toys and Little Misters from the villain trash. Place one of each into play and shuffle the rest into the villain deck. If no cards entered play this way, play the top card of the villain deck.

SCP-111: Dragon-Snails™ (Safe Object, Toy, * HP): At the end of the villain turn, this card deals the non-villain target with the second-lowest HP X fire damage, where X = this card's current HP. * on this card = (H) minus 1.

SCP-609: Ontological 6-Ball™ (Keter Object, Toy, 3 HP): This card is immune to non-psychic damage. Whenever psychic damage is dealt to a target, this card deals the target with the second-highest HP 2 melee damage.

SCP-846: Robo-Dude® (Safe Object, Toy, 4 HP): At the end of the villain turn, this card deals the hero with the most cards in play 1 fire, 1 projectile and 1 toxic damage.

SCP-905: Mr. Chameleon (Safe Object, Little Mister, 5 HP): When this card enters play, it is immune to radiant damage. When Mr. Chameleon is dealt a different type of damage, his damage immunity changes to that type. At the end of the villain turn, Mr. Chameleon deals the hero target with the highest HP 1 irreducible damage of the type he is immune to.

SCP-909: Mr. Forgetful (Euclid Object, Little Mister, 5 HP): At the end of the villain turn, reveal the top card of one hero deck. Each player discards one card sharing a keyword with the revealed card. Discard the revealed card.

SCP-920: Mr. Lost (Euclid Object, Little Mister, 5 HP): When this card is dealt damage by a hero target, destroy a non-character card from that target's deck. When this card is destroyed, destroy a hero ongoing or equipment card. At the end of the villain turn, destroy a hero ongoing or equipment card.

SCP-949: Wondertainment Land® (Safe Object, Ongoing): At the start of the villain turn, play the top card of the villain deck. If the card played was not a target, discard the top card of the villain deck.

SCP-958: General-Beep® (Safe Object, Toy, 4 HP): Increase damage dealt by Toys by 1. Increase damage dealt to environment targets by 1.

SCP-1007: Mr. Life & Death (Safe Object, Little Mister, 5 HP): When this card is dealt damage, reduce that damage to 1. The first time a Little Mister other than this card would be dealt damage each turn, redirect that damage to this card. If this card is ever in play at the same time as Mister Collector, it deals each target 1 infernal damage, then place this card under Mister Collector.

SCP-1068: The Atom Buster® (Safe Object, Toy): The Atom Buster® cannot be one of the initial Toys at the start of the game. When this card enters play, one player may destroy an equipment card to place it on the bottom of the villain deck. At the end of the villain turn, this card deals each hero target 2 radiant and 1 sonic damage. Then destroy this card.

SCP-1194: Wonder-Pony!™ (Safe Object, Toy, 8 HP): Play this card next to the hero with the second-lowest HP. At the end of the villain turn, this card deals itself 2 irreducible toxic damage. When this card is destroyed, the hero next to it deals themself 3 irreducible psychic damage. If the hero next to this card skips their play or power phase during their turn, this card regains 2 HP. If not, that hero's player may not draw cards during their draw phase.

SCP-1544: Rainbow Friend!™ (Safe Object, Toy, 8 HP): The first time this card is dealt damage each turn, reduce that damage by 1. At the end of the villain turn, this card deals the hero targets with the second-highest and second-lowest HP and the hero with the most cards in play HP 2 melee damage each.

SCP-1799: Mr. Laugh (Safe Object, Little Mister, 5 HP): Damage dealt by this card cannot be redirected. At the end of the villain turn, this card deals the hero with the fewest cards in play and itself 1 projectile damage each.

SCP-1908: Mr. Soap (Euclid Object, Little Mister, 5 HP): At the end of the villain turn, the player with the most cards in hand discards 1 card. Then their hero deals themself 1 melee damage.

SCP-2428: Mr. Mad (Safe Object, Little Mister, 5 HP): This card is immune to melee and projectile damage. Play this card next to the hero with the fewest cards in hand. Damage dealt by that hero is irreducible. At the start of their turn, that hero deals themself 1 psychic damage. If that hero is incapacitated, move this card next to the hero with the fewest cards in hand.

SCP-2445: Wondertainment Logistics (Safe Object, Ongoing): At the start of the villain turn, put a random Toy or Little Mister from the villain trash into play. If no card enters play this way, play the top card of the villain deck.

SCP-2933: Mr. Scary (Euclid Object, Little Mister, 5 HP): Reduce non-toxic damage dealt to this card by 1. At the end of the villain turn, this card deals each non-villain target and itself 1 sonic and 1 toxic damage. When this card is destroyed, destroy the non-character hero target with the lowest HP.

SCP-2991: Scarf (Safe Object, Toy, 1 HP): At the end of the villain turn, Dr. Wondertainment regains (H) HP and each non-character target regains 1 HP. When this card is destroyed, Dr. Wondertainment deals the hero with the highest HP (H) plus 1 melee damage.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Michael Hunter
New Zealand
flag msg tools
Avatar
I can't say I'm familiar with SCP, but this seems like an interesting, madcap and very verbose villain! I'm particularly interested in what the art for a Dragon-Snail would look like! There's clearly plenty to depth to this villain, but off the top of my head (and obviously I've not played it), but it seems like there is a lot of complexity.

Many of the individual cards have very interesting designs (I like the 8-ball, Chameleon, Scarf and Atom Buster especially), and I like how they tell little mechanical stories - but I'd worry that as he spams lots of small but complex targets onto the board, the overall complexity would get into brain freeze territory pretty fast!

Say in a 4 player game, at the end of the first turn I'm likely looking at 7 targets on the board. Some of them do stuff at the start of turn, some at the end of turn, some during the turn of the hero they're by, some when someone deals damage to them (but only if it's NOT of a certain type), some when someone deals damage to someone else (but only if it IS of a certain type). When each one is doing a few different things that is a hell of a lot to keep track of! I can really see myself playing this villain wrong by missing triggers or effects a whole bunch of times.

Mr Mad as an example has a LOT going on - he makes me deal irreducible (which matters infrequently enough I might forget it from turn to turn), AND he makes me punch myself at a certain time AND he also redirects damage from him to me, BUT only if it's a certain type of damage. That's doing three quite distinct things (one static, one triggered at a certain time of turn, one triggered in response to damage of a specific subset) on a single low HP card that's likely only going to be on the board a turn or two. On a single card you read in a single paragraph this all seems fine, but a half dozen cards with this complexity would probably be too much for me to keep track of.

Likewise Mister Lost. When he is dealt damage he does a rather weird mechanical thing in making you not get affected by/affect other players (that then you have to remember is applied for a turn without any on-board reminder, and then that it ends a certain time) and then at the start of the turn (unlike most of the other Misters who are End of turn) he does a thing, or a different thing based on if the effect I may or may not have forgotten was applied still exists.

I would suggest maybe some streamlining of individual cards (for example, does Mad really need the redirection? Does Beep need to deal damage? Does Mr Laugh need to dodge redirection when he does pretty trivial damage anyway?) - generally things are more easily remembered and understood when they do one thing or at worst two things closely related to eachother. Alternately, maybe some cycling? For example, all the Misters do SOMETHING at the end of villain turn, except Mad who does something at the start. If this would move to the end it would make him marginally more powerful but would also make it easier for the player to parse, you'd know at the end of turn check all the Misters for whatever it is they do.

I don't mean to seem critical - lord knows I've done the same thing. When you spend a long time developing the cards so you take for granted how they work, internalizing all that complexity, but to someone who isn't as familiar as you are it is a mind-melter. Maybe my tolerance for complexity is lower than the average, but for me while I love most of the individual cards, the villain seems like he would be dealing me major psychic damage, if you know what I mean



PS:Also in the interests of easily scanning the board, the card names all starting with SCP-XXXX makes them harder to easily tell apart at a glance (admittedly, art helps with identification a lot too), maybe if the SCP designation was in the card type, or the flavour text? This would also give you more space to fit in the often rather large card names in the title bar.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Matthew Bishop
United States
flag msg tools
designer
publisher
Avatar
mbmb
Not unrelated to Adelphophage's comments, you might reconsider your text lengths. Depends on your eventual goal, but you'd be hard-put to fit these into standard Sentinel cards.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Take Walker
United States
Ohio
flag msg tools
Avatar
mbmbmbmbmb
Adelphophage wrote:
I'm particularly interested in what the art for a Dragon-Snail would look like!

You can find out here!

Adelphophage wrote:
I'd worry that as he spams lots of small but complex targets onto the board, the overall complexity would get into brain freeze territory pretty fast!

It certainly depends on how you run your games. If you've got those markers that designate beginning and end of turn effects, for instance (or if these were ever printed with colored text for the same), that helps a ton.

Adelphophage wrote:
Mr Mad as an example has a LOT going on

I find the "play by hero" cards are the ones that are hardest to keep track of (usually there's a muttered "And the Wonder-Pony hurts itself" sometime during the first hero turn). Even before you said it, I was thinking Mr. Mad's redirection might not be necessary. I've yet to play a game where that actually comes into effect, and while I'm right now going for theme over simplicity/efficacy, the "he's a hallucination" bit might be a good spot to excise a few lines of text.

Adelphophage wrote:
Likewise Mister Lost.

In designing this deck, I've been limited by what Misters actually exist, and which ones I want to include. While I have an ongoing note to myself to maybe replace someone with Mr. Money down the line, I don't want to include, say, Mr. Fish, who does nothing. Mr. Lost is one of my favorites, but implementing him as a card has been difficult.

Adelphophage wrote:
Does Beep need to deal damage?

Originally, he did not! It might be worth taking out, considering how disgusting he makes some cards (I'm looking at you, Robo-Dude).

Adelphophage wrote:
Does Mr Laugh need to dodge redirection when he does pretty trivial damage anyway?

It's there to keep him from hitting Mr. Life and Death. Granted, Mr. Scary doesn't afford him the same courtesy, but that's why he's Mr. Scary. (I could make Mr. L&D immune to villain damage, though...)

Adelphophage wrote:
I don't mean to seem critical

No, this is good, this is my first time really trying to get feedback on this deck. (There's all of one person on the SCP Wiki who's into Sentinels.)

Adelphophage wrote:
PS:Also in the interests of easily scanning the board, the card names all starting with SCP-XXXX makes them harder to easily tell apart at a glance

The designations are not going to be in the card titles. If they're on the card anywhere, it would be... Well, elsewhere. Of course, that's the least of my worries vis-a-vis what tosx says above. I mean, how the heck are you gonna fit "Slinktastic Danceriffic Wonder-Friend" in there? XD
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Take Walker
United States
Ohio
flag msg tools
Avatar
mbmbmbmbmb
Changelog 8/26/16
- Fixed a typo.
- Removed General-Beep's damage dealing.
- Mr. Mad's redirection changed to pure immunity, at the risk of not reducing the card text.
- Scarf is now considerably less helpful to the heroes and considerably more helpful to the villains. He still wants all his little friends to be happy, though. Do not hurt Scarf.
- Future: Finish playtesting variant and post.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Take Walker
United States
Ohio
flag msg tools
Avatar
mbmbmbmbmb
Changelog 10/3/16:
- Dr. Wondertainment's HP increased by 10 to a happy medium between where it was and where it used to be.
- Further interaction with eventual SCP environment deck considered.
- Miss Emma plays more simply and is a more credible threat.
- New, improved, and considerably less wordy Mr. Lost.
- New and improved Atom Buster.
- Slight change to Mr. Soap.
- Future: Needs more playtesting on the flip side.
- Future: Finish playtesting variant and post.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Take Walker
United States
Ohio
flag msg tools
Avatar
mbmbmbmbmb
Changelog 6/6/18:
- Deck images uploaded
- Final card titles and text updated

A propos of absolutely nothing, I spent yesterday and today designing graphics for this deck. c.c It was a learning experience. For instance, I learned the power of the airbrush tool! For another, tosx will be vindicated, as I had to change a lot of card titles. D: I mean, if Miss Emma Aislethorpe-Brown doesn't fit next to a hit point box in 82-point font, then Dr. Wondertainment's Slinktastic Dancerriffic Rainbow Friend! definitely won't. Every card whose name I had to shorten I tried to include the full name of in its flavor text.

Which, flavor text from SCP articles? Kind of a trip.

So where are we now? Well, this will get released alongside all the pony stuff whenever I get around to releasing it for TTS, for one. I might go and do graphics for Dr. Wily, possibly even Mega Man, first. That said, I'm pretty sure the variant for this deck is untested still, and I just... I don't know. D: I can only do so many things at once.

One thing I would like some input on, while I'm working on finalized graphic design for all these decks: What's with that grey ring around the images? Look at Mr. Forgetful, Mr. Laugh and the Rainbow Friend. Anything with a dark background, it stands out. (Mr. Forgetful, being one of the last cards I did, was where I went "fuck it, I'm sick of cloning shit", which is why he's got the vertical bars.) Should I just take that out of my template for everything?

Also, I moved the keyword box up. It takes up more of the art space, but it also gives me a lot more text space, which is really important for cards I design, because sometimes you just need to say lots of things. <.< That said, I think Imma do this for, like, every single card I have made so far, which means LOTS of time spent doing it. Is it worth it, or should I just do it on a deck-by-deck basis, when I need text space for something?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.