That Mushroom
I'll be testing this again hopefully tonight. In the mean time I will poast these here.

BREAKDOWN:
Attack, this is an action listed on the card that the player can preform to cause damage to the other player. The attack is always structured as such:
Name ( #p, Class, Element, #Atk, Status Effect).

Defense, this is a list of weaknesses and resistances used to modify the opponent's attack. The defense is always structured as such:
Element -X / Element +X / Class -Y / Class +Y.

Power (p), is the value used to preform an Attack. The values next to the dice roll symbols indicate the amount of power your character gains after rolling that number.

Atk, this value is indicated by Atk and is used when you use an attack against the opponent's card. This value may be modified by the opponent's defense or any other condition.

Class, is a characteristic given to an attack indicated in the parentheses of the attack. The following are the different classes:
Knight
Ranger
Bard
Brute
Rogue
Berserk
Fighter

Element, is a characteristic given to an attack indicated in the parentheses of the attack. The following are the different Elements:
Fire
Ice
Water
Earth
Lightning
Air
Light
Shadow
Nature

Status Effect, is a condition added to an attack that is applied when the attack is used.

Result, the final value during combat of all the values used are put together (typically your Atk combined with the opponent's defense conditions)

Hit Points, are points that each player starts with and lose as his/her card is attacked

Offeror, the player who posts his/her card to hopefully start a game.

Acceptor, the player who chooses to play against the offering player.


HOW TO PLAY:
Objective: The player remaining that still has hit points left wins.

Setup: The offeror posts 1 card asking for a fight, the acceptor replies with a card. Each player starts with 250 Hit Points. The offeror goes first.

Start Your Turn: At the beginning of your turn, roll a die (e.g., use nice-bot with the command @nice-dice !roll 1d6).

Collect Power: Based on the die roll, collect the corresponding amount of power represented on the card.

Perform Actions: You may perform as many attacks or actions as your accumulated power allows. To perform an attack:
-Deduct the power cost from your total power.
-Use the Atk value of the attack.
-Compare the attack element to your opponent’s defense. Apply any adjustments based on this comparison to determine the final Atk value.
-The opponent loses HP equal to the final resulting Atk value.

Apply Status Effects: If the attack has an associated status effect, apply its effects according to its rules.

End Your Turn: After completing all your actions, pass the turn to the next player.

Changing Cards: If you wish to change cards, you must do so at the beginning of your turn, before rolling the die. Changing cards costs 6 power points (p), and you must forfeit all remaining power.
Alex Gleason
This absolute monster. It's not the draft events as I originally thought. It's this:

REQ [{"kinds":[0,10002],"authors":["ede3d957774e5d5c79664b5b50f53170e9024d76c90d99fca9324a3cc9795382"]},{"kinds":[0,30315,10002],"authors":["8e14131498c6cc263b8a78f4639328c825d394bc0ab8cc58d2e297652d6443ba"]},{"kinds":[1984],"#p":["8e14131498c6cc263b8a78f4639328c825d394bc0ab8cc58d2e297652d6443ba"]},{"kinds":[0,30315,10002],"authors":["f7f4e30857d26187e4840d764e94a464a8f8552db8bc507e1a9ae59fb44d67f4","3d5e66f4a87dae4e4e1cd56aa9eb7d4316062bc6a19b2891bfa890e7544bd26c","87e02be9ae3894742a3fedda2e6b33675b642800633ab8c7ac1a306f107ac81c"]},{"kinds":[1984],"#p":["f7f4e30857d26187e4840d764e94a464a8f8552db8bc507e1a9ae59fb44d67f4","3d5e66f4a87dae4e4e1cd56aa9eb7d4316062bc6a19b2891bfa890e7544bd26c","87e02be9ae3894742a3fedda2e6b33675b642800633ab8c7ac1a306f107ac81c"]},{"kinds":[0,30315,10002],"authors":["36fd6d2fbf3c9c95fdf4287b7a473217bd3f36c6a44bf150baa254e589368175"]},{"kinds":[1984],"#p":["36fd6d2fbf3c9c95fdf4287b7a473217bd3f36c6a44bf150baa254e589368175"]},{"kinds":[0,30315,10002],"authors":["b5db2c16e1037cece8fcb4e8591723a6dfc97dec76dbce250a8484ec25730230","d738af7476d45de503e3133ac0d6c909e6db184ad6482b675cc58037b2367d94"]},{"kinds":[1984],"#p":["b5db2c16e1037cece8fcb4e8591723a6dfc97dec76dbce250a8484ec25730230","d738af7476d45de503e3133ac0d6c909e6db184ad6482b675cc58037b2367d94"]},{"kinds":[0,30315,10002],"authors":["7364379f93f1ca4f9d7f3610d9aa609d97e2510778f91bdb062c3708c1344976"]},{"kinds":[1984],"#p":["7364379f93f1ca4f9d7f3610d9aa609d97e2510778f91bdb062c3708c1344976"]}]
志摩リン

#retrogaming #P.A.W.S._Personal_Automated_Wagging_System

Zerglingman
Ascendant: Ethical gacha

So far, this is just an idea. There is still a LOT to work out. This announcement post is effectively the start of the project.
So I'm looking for people interested in helping make it happen. For now, all I really want is design; weekly meetings (xmpp or matrix or something - that's the first thing to decide), sit down and spitball stuff. I don't mind people who just have opinions on others' ideas.
I'd especially like a representative of each gacha in existence, to explain how it works, which parts are good/bad, etc.
I, myself, can represent GFL, Witch Weapon (dead), Fallen Princess (dead) and MOE Can Change.

Please tag in anyone you think is relevant.

What I have so far:
Pretty much only fluff. Ascendant is a game about repopulating the now-divine human race, after they nearly went extinct. (AKA: BREED WAIFUS)
It will be a generic monstergirl setting, because for some reason that doesn't yet exist. The girls (and guys) will be arranged in 6 factions.
It will be a multiplayer game, not a singleplayer game with supports. This means that the game must necessarily support 2p co-op, which quickly implies #p co-op. It will also have pvp, which ideally should work the same. That, too, should support 3+ players.
It will not have chosen one syndrome. Players are divine beings, and thus quite capable, but they are not the only one.
Players will have their own pocket dimension to store waifus/husbandos in, but will have to accumulate and customise rooms for them so they can actually live. (With a permanent 2 flex rooms where anyone can live at baseline level, divine magic.)
Waifus will eventually age and die, so any investment in them should be able to be passed down the generations. I chose this because players should be reasonably frequently breeding new waifus, and I don't want their roster to bloat out super fast.
When breeding, there is a tiny chance (probably some ways to influence, cash shop item to override it) to birth a new ascendant; this is an invite code, the game is invite-only. If they don't have anyone to give it to, they can adopt someone that registered without a code. (And as that queue gets bigger, the game will more strongly encourage they do so.)
Players themselves can take on a monstergirl/boy form, and must do so to breed with them, and generally participate in the game.
It must be possible to play the game (clear all pve content) with only one faction, one race, and playing as one sex. It does not have to be easy, and of course, pvp always favours optimal builds.
The game should have some easy hatred stuff (like "deal 3x damage to centaurs" type thing), so that if you correctly predict what the opponent is running, you should be able to win easily. This is to prevent a stale meta.
Game is open-source, should not be scummy (but still profitable), have native desktop clients, support third-party clients, etc.

What still needs to be done, design-wise:
- Define the factions, such that every type of monstergirl/boy can be clearly categorised in one of them
- Actual gameplay
- How the story will work (probably going to borrow from Guns of Icarus - players work for factions, and then we write whatever the outcome is, this on top of waifu stories)
- How to make waifus be interesting without introducing a massive content burden

I've probably missed a bunch of stuff. Once we start a design doc I should slowly remember them.

@poopernova @okuu @Saber @Meemoo @Gundog @DrRyanSkelton @mk2boogaloo @awoo