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Double Summon Games

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A member registered Jan 21, 2020 · View creator page →

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The expansion pack archetypes are designed with more experienced play and more specific archetypes in mind, but I'd say that at the mentor and lovestruck are fairly comparable to the most complex base game ones. 

I'd say give it a look, we have sections in each playbook on how they could impact things, and worst case there's still a bunch of npc encounters and stuff that could be useful! 

It's a lot of work for something ultimately niche. But I'll keep it in mind for if we ever do future perfect draw books and others show interest too

As an ttrpg the story was kept very intentionally veige and open ended. I have headcanons. But they aren't even sorted. 

We included the premade cards and premade decks for exactly this reason! But otherwise the best place would be the discord: https://discord.gg/sUNMujjP2Q

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Thank you! It's one of the designs I'm most proud of as a creator. And something I put a lot of work into making a contemporary viable representations of plurality as we understand it today. If you ever get a chance to look at the complete playbook, I'm sure you'll notice some of the ways we implemented that!

Please don't DM me to be clear! But the Discord is available here: https://discord.gg/sUNMujjP2Q
I come in every once in a while to chat, and I'd be happy to answer some lore questions in the relevant channel

Hi Tropico,

The copies from Japanime should be the same as from the kickstarter and this PDF as thats all that was printed.

I believe that the discrepancy is because they took the copy from our kickstarter page, but during the crowdfunding we added a few more pages as a part of backer rewards and stretch goals. 

Probably best to do in the discord. But otherwise go for it.

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Theres some loose discussion you could dig up on the discord, but here's a post I could find on some of my own headcanons from 2024:

  • Elena, Agathe, and Shun where all friends as children. Elena and Agathe's families where friends, and Shun's Elena's cousin. Because they where all roughly the same age, they all ended up getting dragged into adventures (mostly spurned by Elena) together.
  • Conrad has a crush on Elena but doesnt understand that he does. A very "That kid beat me!! Why do I have these weird feelings... it must be my hatred" kind of situation.
  • As a child, Shun was cnsidered generally fairly weak and shy - especially before they transitioned. They gained a lot of confidence from Elena who would give him "you can do anything you put your heart too! reach for the stars!!" style speeches. Shun disconnected from the family when he started his gang, mainly because he wanted to prove he could be stronger on his own. But after trying to be good again, he's still very defensive about Elena - when he finds out Conrad has a crush on her, he gets angry. Especially due to his mixed feelings wanting Elena to be happy.
  • Agathe and Lisandra where very close after their parents death. Their family used to work for DM, and while the two of them never really fought after the whole thing happened, one time Agathe was offered a sponsorship with DM and Lisandra got incredibly angry at Agathe that she was even considering it. Lisandra blames DM for her parents death.
  • Karam is perpetually unlucky for himself, but his ability to help others with his powers is incredible - because his lack of luck doesn't extend to them. He very much acts as the "Guy in the shadows who saves the day when the heroes are in trouble".
  • Vs Pyrrha is 100% the first arc here - and this is the main reason Sascha, Shun, and Hope get involved so early to the "plot". Henry gets involved cause one of his boyfriends is a doctor that Pyrrha is bullying into being her ship doctor.

Thats fine buddy! dw dw. As long as your not uploading it publically somewhere its fine. 

It was intentional that it could cover people who cheat! We wanted to keep the playbooks versatile so that they could fulfill most characters you could want to make in this setting. 

As for whether there's a playbook or system more specifically about it, nothing I've come across sore to say. 

I don't think there would be exact groups of three here. 

The way the characters are set up right now, they mostly have relationships with those first three in one way or another.

Here you go! https://discord.gg/Du39ugZpqU

As written its the whole document yes!

The form fillable files for the main game have been made free! However this has frustratingly made it a bit difficult to find some times
Its at the bottom of the store page called "Resources and CC"

The effect in prisoners dilemma is just to say that they get one of those benefits yes, its specific to that. 

Hi Ksisgrt,
The physical book is avaliable! Our publisher has it on their store (Japanime Games). No idea on how easy itd be to grab locally.
Sadly, we currently have no physical book for the expansion. But if we ever do another perfect draw campaign (dependant on interest), we'll likely put it in there somewhere. 

All good! 

This is specified in the Playing the Card Game section, but you can shuffle your graveyard back into your deck at any time by paying 1 life

Oh! I understand what you mean how!

We experimented with that but for a couple of reasons it wasnt very helpful.
That said, i know theres some templates people have made on our discord! I hope that helps

Im not quite sure what you mean? 

There is a cheatsheet. But no elements are firm fillable 

I don't think it's specified in the demo rules because the demo assumes your using the premades. 

But there is no hard limit! Your deck just kind of gets worse with more cards is all. 

Im not quite sure where you got 8 from, but during character creation you make 4 cards. 

"Draw Into My Combo" is just a reference to combo decks in general

"Draw Into the Forbidden Five" is a reference to the Power Nine, but built on effects that are overpowered and/or ways to break the game in Perfect Draw!

"Lightning Blaze" is a reference to lightning vortex from yugioh, which was banned at the time of publishing

"Team Sabotage" is a combined reference to a number of Team Rocket based cards from discarded cards and where part of the reason the rules for trainer cards where changed.

"Dark Empress Dragon" is a reference to one of yugiohs first ever banned cards "Chaos Emperor Dragon - Envoy of the End"

"Clan Metalworks" you already mentioned being a krark clan ironworks reference. 

"Molo the King Thief" is a reference to Oko, Thief of Crowns from MTG, which was the start of what many see as the start to a shift in mtg cards being broken due to a lack of testing.

"Panther of the Nightmare-Cave" is a reference to "Lurrus of the Dream-Den" as the only card to ever be completely banned from vintage for purely mechanical and non social or logistical reasons

If I'm understanding your question right, no. It's an additional play, similar to using a normal card with {follow up} 

The playbooks on their own are avaliable in the "resources & cc" above! It's treated as a demo by itch because they're freely downloadable. 

That said they won't be playable without the rest of the rules

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The asset pack for the core book is a free download so it's set as a demo. I assume that itch treats it weirdly because of that. 

Nothing should be missing! 

We have it this way so it's easier for players to grab resources if their judge has the book is all. (and for people who find the physical book on store shelves) 

this one! 

There's also a play list on our channel with videos from other people playing the game! Thatll be the easiest ways to find examples

Hi arkvander! There should be some guidence to that at the end of chapter 2! But if you want some more guidence we have some streams where me and my editor ran battles against eachother you can use as reference!

Hahahaha!! We'll look into it.
If you happen to know any devs that would be interested in making something official, feel free to pass them our way so we can estimate out the costs. 

We're not working on one, but I did recently see on reddit that someone is working on making one up!

We haven't sorely. But I believe some fans have made them! 

I'm not familiar with MSE myself but maybe someone in the discord server could help! Seems like the kind of thing someone may have already done!

Its sized like a standard playmat. We generally just set it to print at size and then taped the pieces together

Our publisher should still have some copies on their site "Japanime Games" 

For Despair dilemma we'll see about figuring something out once backers have received their copy. 

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The goal of perfect draws combat is to simulate the types of stories you see in card game anime. So this meant making some changes to expected card game rules to benefit the narrative pace over just the mechanical expectations. 

So for example - in these stories, players usually have the counter avaliable when it's useful to them - atleast until a certain point where they've expected their resources. This allowed us to replicate that and create a pseudo "second health bar" that helped keep powerful effects in check despite open ended card creation. Originally we actually had them exist in your deck (while still acting as open ended roll based counters) as a thing called "trick cards". But too often this led to underwhelming stories that felt like a normal tcg yes, but not like a tcg anime. 

As for staples - this was similarly to benefit the "duel writing". Certain effects needed to be accessible to certain decks at certain times, so staples allowed us to balance that without requiring too much consistency from the main deck. Your deck is always going to represent the "most important" cards of a theoretical anime deck because ttrpg storytelling is naturally condensed. Effects like pot of green or a generic normal monster are generally always assesible when you need them to be - so letting people have them on hand keeps stories going at pace. It also helps significantly with deck construction since making cards is already a time consuming process compared to the rest of starting the game up - needing to make fewer cards helps that a lot. Additionally, it gives players easy ways to know certain things about their deck and protect against their weaknesses as they go without having to use a whole card or find that card in each moment it's relevant - decks that don't play warriors benefit from staples that create warriors for example. Finally, it helps keep card games fast - only one action per turn doesn't feel significant or similar to these stories, but letting players use multiple easily led to a lot of complicated, swingy, and wheels pinning turns. Staples mean players get to do one significant thing alongside one less significant thing, so their turns feel impactful but don't take too long. 

Oceanic answered it perfectly! Thankyou!

Only cards. Staples dont exist. For created warriors and items i'd follow the "lean into the TCG you and your friends know the best" rule for ruling.

As for the NPC, its important to remember that internalised mechanics don't really work for NPCs cause there isnt really a puzzle to be solved to make them any interesting to do. You can just play whatever card you want after all. As is, I'd probably represent it by there needing to be an "enabler" card (the discard engine) to allow for more powerful effects or additional simple card moves being played. Then to represent having less resource, if you dont want to fumble, I'd represent it with having less simple card moves. You can imagine the tempo sort of being "stealing simple card moves from future turns".
Alternatively, you could have the enabler card litterally create a "Hand Size" counter that gets manipulated as you add or spend counters. 

Hey Gangu! If you message me at continuityOfficer@gmail.com I can sort you out a custom link. 

The way we describe it in the book is a "type" of action. So you need to at least delineate some kind of specificity. With that said, we think its one of those things where if players try to cheese it, the system's boundaries keep it in check since you still need to roll to counter.

As for frequency of adding new cards, we intentionally left that to the player. Certain strategies are going to require more cards than others, and at certain times players are going to realize they wanted the deck to do something different then how they built it. With that said, there is always going to be a point in creating cards where you're deck will get too big to see things you want to consistently, and at that point the players goals will change. 

Thats fair! We'll keep it in mind and see what we can do. 

Its b for clarity!