Forum Discussion
6 years ago
Thanks for everyone’s nice comments here’s an update on how you play!
HOW TO PLAY (currently...) OVERVIEW
OVERVIEW: A sandbox life simulation card game.
GOAL: To work towards one of many end game ‘Life Cards’ (Marraige, Rich, Family, Best Promotion etc
SETUP: Game is separated into 5 categories of cards.
- Simulation (Time, Day, Weather etc)
- Progress (Character trackers: Emotions, Body, Social, Skill Tokens etc)
- Community (Jobs, Community Centre, Coffee Shop etc)
- Home (Furniture, Garden, Pool etc)
- Life (Promotions, Learnt Skills, Life Achievements, Housing/Property etc)
Simulation and Progress: cards are all laid out permanently during the game unless otherwise specified.
Community: cards are all available in a pile from the start unless specified.
Home and Life: cards are all earned/bought during gameplay and form the sense of progression throughout. All cards are in non-active piles separate from the rest of the game.
BASIC JOB COMMUNITY CARD OVERVIEW:
https://i.ibb.co/SsrFRPD/072-F1-D1-F-DD90-4-CD2-809-E-E770315-F1914.jpg
GAMEPLAY!
As stated the goal is to achieve whichever life card you set as a personal goal or to simply play and see if you can ‘achieve’ everything. Technically the game is endless.
At the start you begin at the Welcome Centre:
https://i.ibb.co/Fnqqm5z/1-B265113-7-EBC-49-AF-A448-EEC23-BAEBE98.jpg
Seen here are 3 options (the same format for every card in the game). For this particular card you can do 3 actions. The type of options are defined as follows:
- Action (You gain something or it affects a progress tracker / simulation card in some way.)
- Perk (You gain a permanent (usually) improvement for your game... an example would be the promotion life card where your job salary increases for all jobs etc)
- Prerequisite (Mostly seen on Life and Home cards in order to use them, you will have to fulfill the criteria stated before you gain that card permanently.)
WELCOME CENTRE BREAKDOWN
A community card.
Action I: Kitchen (Costs 1 Credit to gain 1 body orb on the body progress card.)
Action II: Recreation (Costs 1 Credit to gain 1 emotion orb on the emotions progress card.)
Action III: Study Room (Costs 1 Emotion orb to gain 1 skill token orb on the life tokens card.)
(Not seen in the older Welcome Card is that some actions take ‘time’ to perform in the sense of affecting the time simulation card to simulate the progression of life etc)
EARLY GAME SETUP IMAGE:
https://i.ibb.co/7y1Q6Sg/38-C89202-359-C-4059-AB2-C-DC8-BB501-F996.jpg
One final note is how you actually choose your actions and resolve them. You will have 4 action tokens (made of fimo clay) which will be performed in a specific order denoted by colour. I have yet to make the tokens as the game doesn’t require them to be tested. The reason I chose tokens like this is that it essentially can become up to a 4 player game (each player helping advance the character and discussing progression etc)
Well I hope that was a little more in-depth explanation as to gameplay hope that makes the overall goal and play experience more clear. It’s constantly evolving but getting stabler each play through and technically I can add hundreds of cards and combinations to allow for long deep play sessions and goal paths.
Kind regards,
Nytician.
HOW TO PLAY (currently...) OVERVIEW
OVERVIEW: A sandbox life simulation card game.
GOAL: To work towards one of many end game ‘Life Cards’ (Marraige, Rich, Family, Best Promotion etc
SETUP: Game is separated into 5 categories of cards.
- Simulation (Time, Day, Weather etc)
- Progress (Character trackers: Emotions, Body, Social, Skill Tokens etc)
- Community (Jobs, Community Centre, Coffee Shop etc)
- Home (Furniture, Garden, Pool etc)
- Life (Promotions, Learnt Skills, Life Achievements, Housing/Property etc)
Simulation and Progress: cards are all laid out permanently during the game unless otherwise specified.
Community: cards are all available in a pile from the start unless specified.
Home and Life: cards are all earned/bought during gameplay and form the sense of progression throughout. All cards are in non-active piles separate from the rest of the game.
BASIC JOB COMMUNITY CARD OVERVIEW:
https://i.ibb.co/SsrFRPD/072-F1-D1-F-DD90-4-CD2-809-E-E770315-F1914.jpg
GAMEPLAY!
As stated the goal is to achieve whichever life card you set as a personal goal or to simply play and see if you can ‘achieve’ everything. Technically the game is endless.
At the start you begin at the Welcome Centre:
https://i.ibb.co/Fnqqm5z/1-B265113-7-EBC-49-AF-A448-EEC23-BAEBE98.jpg
Seen here are 3 options (the same format for every card in the game). For this particular card you can do 3 actions. The type of options are defined as follows:
- Action (You gain something or it affects a progress tracker / simulation card in some way.)
- Perk (You gain a permanent (usually) improvement for your game... an example would be the promotion life card where your job salary increases for all jobs etc)
- Prerequisite (Mostly seen on Life and Home cards in order to use them, you will have to fulfill the criteria stated before you gain that card permanently.)
WELCOME CENTRE BREAKDOWN
A community card.
Action I: Kitchen (Costs 1 Credit to gain 1 body orb on the body progress card.)
Action II: Recreation (Costs 1 Credit to gain 1 emotion orb on the emotions progress card.)
Action III: Study Room (Costs 1 Emotion orb to gain 1 skill token orb on the life tokens card.)
(Not seen in the older Welcome Card is that some actions take ‘time’ to perform in the sense of affecting the time simulation card to simulate the progression of life etc)
EARLY GAME SETUP IMAGE:
https://i.ibb.co/7y1Q6Sg/38-C89202-359-C-4059-AB2-C-DC8-BB501-F996.jpg
One final note is how you actually choose your actions and resolve them. You will have 4 action tokens (made of fimo clay) which will be performed in a specific order denoted by colour. I have yet to make the tokens as the game doesn’t require them to be tested. The reason I chose tokens like this is that it essentially can become up to a 4 player game (each player helping advance the character and discussing progression etc)
Well I hope that was a little more in-depth explanation as to gameplay hope that makes the overall goal and play experience more clear. It’s constantly evolving but getting stabler each play through and technically I can add hundreds of cards and combinations to allow for long deep play sessions and goal paths.
Kind regards,
Nytician.
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