Catching strays from the banlist again

It is apparently one of those times in Yugioh history where things in the competitive scene are on fire and people are complaining loudly on the internet because cards designed for creative mode (OCG) are being toxic in survival (TCG), so Konami put out a big ol’ banlist this last weekend. That also impacts my little custom card fun corner over here to some extent, because I like to design stuff so it plays with the generic tools available, and build my decks under the TCG banlist to maintain some tether to reality.

Now, for how big the list was (34 bans + 8 limits + a semi-limit they tacked on last minute after a bad Sky Striker game in the office), the impact is relatively unremarkable – not nearly as much of a headache as the banning of Isolde that universally screwed with my plans for Matoran and Toa a while back.

There are, however, three particular hits that call for some deck changes.

The most relevant one is Aerial Eater, which the currently in-development Rahkshi deck used to pivot into its engine from generic Fiend Fusion combos. Having learnt from my past mistakes, I made sure to also have an in-archetype way to dump stuff into the GY ( Lerahk ), but it’s not quite a substitute since that one can’t be made unless you’ve found a Kraata already. However, this probably isn’t too much of an issue, since the engine is going to double in size anyway when it gets its next round of support. Maybe I’ll include something to bridge into DARK Fiends in general there, to keep that combination working smoothly.

Of lesser importance are the now banned Wave High King Caesar, which the Fiendsmith variant of Avohkii used as the payoff of that sub-engine, and Triple Tactics Talent, which was part of the Gen/Ken package also in Avohkii decks. Neither is a big deal; for the former, I can just make a different Rank 6 (oh my god I love Lars) and accept not being Nibiru-proof anymore, and for the latter, the package still makes sense to play for its actual purpose of getting to Naming Day via Thrust. Of course, without the added utility of that extra power card up their sleeve, Genneth and Kenneth are now even more likely to be first on the chopping block once the story of the Mask of Light enters its next chapter.

There are also some minor nuisances like having to take Called by the Grave out of everything, but that doesn’t exactly make much a difference in how the decks function. It is kind of annoying to have one less Maxx “C” counter when testing against AIs that still include that card because they don’t care about banlists, but whatever, just counterbalances their lack of thinking skills.

New Toys for the Testing Gauntlet

Back at the end of June, the ProjectIgnis fork of windbot – that is, the engine behind AI bots for various Yugioh simulators such as EDOPro – got updated with a bunch of new decks you could let your computer play. Things like Yubel, Ryzeal, and Branded that are a bit more modern than the ones that have been in the game at this point. That doesn’t mean they’re in EDOPro proper yet, not until the next client update I assume, but you can install them by hand if you want – see below for a brief tutorial on that.

Anyway, this release came at just about the right time, since I was actually already kind of looking into hooking up the base version of windbot (that already had these decks) to my local instance so I could test in a more up-to-date environment. Having been spared the effort of doing that, I could instead spend some of the time I had available over summer playing with the new bots to evaluate their prowess. The results were … mixed, as you can see in these two videos compiled from some of the duels.

How to update Windbot in EDOPro

  1. From the latest GitHub release, grab the file named WindBotIgnite-Release-[…].zip.
  2. Open your ProjectIgnis game directory and move the WindBot subfolder elswhere (or rename it to something like WindBot_old).
  3. Take the WindBot folder from the .zip you downloaded and place it in the game directory.
  4. The next time you open EDOPro and launch an AI duel, you should have the new decks available to select.

And that should be all. The specific release I used was 20260628, but the structure is the same for all of them, so (currently) you can just always pick the latest.

Evaluation of the new decks

Now, to prove I was actually doing SCIENCE here and not just screwing around, I should write things down. What decks are these new AIs bringing to the table, are they actually running something competent, and can they pilot it?

These are my impressions from mixed test runs with the Rahkshi and Avohkii decks, one best-of-3 match against each AI with one or the other.

Apophis

Certainly one of the scarier decks on the roster. If you let it go first, it will set a bunch of Traps to negate everything you do; if it goes second, it’ll try the same with literal handtraps including a hefty package of Dominus cards.

Games against this one can be legitimately unwinnable just from the sheer number of disruptions it can throw at you, but it’s not like it does that in a particularly smart way. For example, it will use Dominus Spark on the first Extra Deck monster you bring out, even if that monster has a way to dodge (granted, with custom cards, how would it know?) – and then it’s stuck under the LIGHT/DARK lock and unable to use its engine. Oops.

Blue-Eyes 2025

A brand-new deck with the latest support should, on paper, be the most valuable testing asset out of all the Blue-Eyes variants the AI has, but the games I played with it left me a bit unsure of that. Yes, it has the good cards, but its actual performance with them wasn’t very impressive when faced with any kind of opposition.

Granted, a sample size of one match means I might very well just have gotten lucky enough to shut it down every time, but as it stands I am still considering keeping the Chaos Max OTK Turbo build in the lineup instead. Actually, looking at the decks, it seems like Chaos Max is in fact in the new one as well, what’s up with that?

Branded

Now this isn’t quite the most recent 2026 version where Albaz is all white and shit, but it’s still a pretty modern deck that can pull of some decent combos. Branded Fusion, Mirrorjade, Bystials make for some powerful things to go up against, and all the Main Phase 3 End Phase shenanigans mean it has lots of followup available to keep gameplay going, which is nice when you’re trying to test something.

Also there was a game where it dropped 3 Ash Blossoms on me, one of them on an ASS that would have drawn 5 otherwise, so I shall never forgive this mechanical menace.

Dogmatika

This is a deck that wasn’t added in this update, but rather just refreshed with some more recent support – if memory serves, the previous version just used the regular monsters to set up things like Punishment and try to win with that. This new one has more of a focus on the Ritual aspect, and particularly features the big ugly Alba Zoa it seems to make quite consistently. That makes it a good test of what your archetype does when half of its Extra Deck is gone.

Exosister

One of the things I look for in a testing environment is coverage of the different types of threats you might encounter from different decks, so it’s great to have one representing the concept of “If you touch your grave you get killed IRL”. It’s easy enough to play around since the intelligence on these bots isn’t all that advanced, but being forced to do so in the first place gives some interesting insight on custom card design and deck building decisions.

Labrynth

I had high hopes for this as a fairly interactive Trap-based deck to add to the mix, and while it does provide the expected play style, a lot of the specific decisions made in the games feel very suspect. Why get Torbie of all things with Welcome? Why randomly summon furniture in attack position and leave it there? Why pay all your LP away with Rollback while failing to address the lethal damage staring you in the face on the field? You get what I mean.

Still, it at least knows how to use its engine in a vacuum and it has handtraps to back that up, so it’s good enough to be worth playing against I guess.

Maliss

There are two different versions of Maliss among the new bots, and let me just say right away that this is the one that actually knows how to play the deck. It banishes the monsters, it sets the Traps, it uses them to dodge stuff, it makes the Links, it splashes in the Cyberse slop, and so on. This is pretty hard to beat if it manages to go first and pop off, and hard to stop from doing that … unless you happen to side in silver bullets like Lancea or Chaos Hunter (who, as a high-Level DARK Fiend, was always part of the Rahkshi side deck!). Truly the authentic Maliss experience.

Maliss OCG

… and this is the one that, for some reason, is literally incapable of using the deck it’s named after. I’ve seen it use the effects of main deck Maliss monsters, but that’s it. Doesn’t make Maliss Link monsters, doesn’t activate the Maliss Traps under any circumstances, doesn’t even use the effect of March Hare in the hand. I have to assume this one is just literally defective, unless they’re doing things far beyond my understanding over there in the OCG.

Ryzeal

With a notoriously simple and straightforward deck, it’s fair to expect that even the simple AIs in this game could run it well, and that is indeed the case. In fact, it even impressed me by knowing tricks such as using Ghost Ogre against Duo Drive in the mirror match, or passing on Detonator if faced with Fuwalos.

Sacred Beast

This deck technically wasn’t part of the latest update, but just happened to be added in a few months before. It features the new Sacred Beast support from Chaos Origins, which theoretically gives it access to a bunch of big guys with a whole lot of recursion. In practice, it turns out, its body is a machine, by which I mean it tends to just make S:P pass and kind of get stuck on that.

I’m not familiar enough with the new Sacred Beast cards to judge if that’s an issue with the deck or something’s fishy in the code, but whatever, it does still provide enough resistance to be interesting for casual test games at least.

Superheavy Samurai

A modern “Superheavy Samurai” build, which is to say it’s Synchro spam using the engine around Wakaushi. This doesn’t just make a bunch of negates, but also uses Omega to handrip a bit, so it’s a decent challenge if it goes off. Unlike many of the other recursion-heavy decks on this list, however, this one seems to run out of gas at some point, when it just can’t really do anything with the material it puts out anymore.

Yubel

Also one of those decks that presents a unique thing to play around, in this case damage reflection. Where putting up a board of big monsters is usually part of how you win, here it’s a big part of how you can lose … and also kind of a required one, because this AI does not seem to be capable of any lines that do damage against an empty field. And also likes to out its own setup with the End Phase upkeep costs of various Yubel forms.

Yummy

Like Sacred Beasts, this is a bot that was added shortly before the big update, and also like that one, I didn’t see all too much of it fully executing its combo during testing. But in this case it’s kind of my fault, because when I went second against it with the Avohkii deck I just so happened to open the turn 0 play that is Graalok + the mask to reveal. Let me tell you, Yummy combos do not get started when there’s a hungry hungry Ash Bear ready to gobble up the first little snack that dares step on the field every turn.

It also doesn’t have any concept of playing around Charmies, and I’m pretty sure it didn’t use half the cards it could have used in a given situation. Oh well, they can’t all be [AI] Ryzeal.

Zefra

Finally (in alphabetical order), a name that stands out among the various recently released decks here is Zefra, which is an archetype that last got stuff 10 years or so ago if memory serves. What’s hiding behind it is actually more of a Pendulum pile, with Endymion cards and Halqifibrax and whatnot. It puts up a good fight, is what I wrote down in my notes.

Final Verdict

14 bots were tested, and 13 of them worked, in the sense that they made use of the cards in the deck given to them. I have no idea what Maliss OCG is doing.

Among those 13, performance varied, but just having access to modern cards generally makes them good enough at producing interesting games that I’ll definitely integrate them into the regular testing routine instead of some of the ancient AIs I’ve been using for years. Branded, Ryzeal, Superheavy, and Zefra especially felt like there was a lot of meaningful interaction going on.

In terms of recorded footage, that means you can look forward to seeing more of these new decks and less of … Lightsworn? Yosenju? Not sure what’s going to drop out yet, will have to see where I even want the total number to be during the next round of new card testing.

A Threefold Dose of Reheated Foolery

Triple Baka, if you will.

It’s April 1st, the day of the year where I talk myself into investing time into silly side projects that don’t go anywhere serious. In the past, this has brought forth some ideas that could honestly be pretty cool if pursued further, so this time I thought why not follow up on some of the greatest hits?

#1: Skull Army in Rush Duels

Once upon a time in 2021, an April Fools’ post had the honor of becoming the first ever so-called release post on this website, featuring the Toa of G2 adapted as Rush Duel cards. This left hanging a question that was often asked in early 2015 as well – where are the villains to face our heroes?

Oh look, here they are.

Enter the Skull Army led by Kulta the Skull Grinder, bringing along some new mechanics like Rituals and Contact Fusion that were added into Rush Duels over the past five years.

Download here (also includes the previous Rush release)

(This is a non-repository release in the old style, so you’ll have to copy the files into your game folder as per the included README)

Long story short, the core concept of these is beatdown with Zombie monsters whose gimmick is covering a bunch of different Attributes. Their boss Kulta is a Ritual Monster (those go in the Extra Deck in Rush Duels!) whose effect simply calls the others back out of the Graveyard, in addition to adjusting battle positions – but not of DARK monsters, because he himself is on Makuta’s metaphorical payroll. Fun Fact: This guy is also somehow the only FIRE Zombie in Rush Duels as of right now. Basher is an EARTH monster who simply deals piercing damage while you have a higher-Level Zombie around, making him ideal to revive with Kulta. Slicer is a WIND Zombie (an actually pretty well supported category) who can multi-attack at a hefty discard cost, but he can also offset that by adding back either the resident high-ATK Level 4 Normal Monster Skorpio (Beware its stinger tail!) or Kulta’s Ritual Spell Skull Raid. At Level 3 (this also has synergy with existing Zombie support), there’s the WATER Warrior, who makes use of your variety of Attributes to make the opponent’s field smaller. And finally, the Contact Fusion Skull Chimera combines Warrior, Basher, and Slicer to obtain … a big ATK stat and protection. The usefulness of this relative to how likely you are to make it mirrors how it never showed up in the story either.

From my brief gameplay experience, these slot pretty well into existing Zombie Ritual decks like Defiant Soul. One part of the design where I may have gone overboard is Kulta just being able to bring a guy back every turn, another more unexpected one is Warrior’s stat reduction and how it can stack if you manage to recycle him since it’s an (implicit) soft once per turn. But that’s just an initial, very vibes-based observation based on the few rounds of testing I managed to fit in.

#2: Toa Mata in Virtues

Virtues. A card game devised in 2024 to cause great damage to the human spirit without a single benefit hypothetically salvage my design work in case Konami comes after my ass with a C&D for making custom Yugioh cards. While the initial draft was quite comprehensive in all the mechanics I wanted to include, many details were still left open as they would require deeper consideration and/or testing than the allotted time could fit back then.

So the obvious thing to do when going back to it was to explore those, and for that I picked the classic Toa Mata as a case study. Behold their glorious forms:

As a quick recap to what there’s to see on Virtues cards: The white frame color on all of these indicates they’re Beings, the active entities akin to monsters, creatures, minions, and so on. The “DUTY 4” in the top right corner is their Duty Cost, the number of cards in your Duty Area you have to turn in order to play (formally, “Assemble”) them. The line below that holds a list of groups, as well as an element, which are classifications used by card effects. Then below the image, the text box contains effects – nicely numbered and structured, but written in full sentences so that reading the card explains the card. Finally, the little box at the bottom contains Attack and Defense values, indicating how much damage a Being can deal and take, respectively.

There are some slight visual improvements here compared to the sample cards from two years ago – the Element moved to the right side so there isn’t an awkward gap on non-elemental cards, the image now takes the whole width of the card, the font size in the text box increased slightly, and the stats at the bottom are centered and labeled with their proper names for clarity.

The new versions of the Toa Mata you see above in this style were made while trying to find answers to all the open questions from last time. Let’s go over them by category.

Duty Costs

The general outline of the “Duty” resource system is that you place cards from your hand in a special Duty Area and then rotate them to pay the costs of other cards. At the start of the next turn, those cards recover so you can pay with them again, establishing a ramp that makes more expensive cards available the longer the game goes. Sounds simple enough, but there were several crucial details I was still pretty fuzzy on.

How many cards can you place in your Duty Area per turn? Part of me wanted this to be unlimited, so the level to which you trade card advantage for speed can be up to the individual, but it’s easy to foresee a scenario where simply dumping almost your whole hand into Duty right at the start and then getting to play powerful bosses every turn would be difficult to beat for more conservative strategies. My current, still rather experimental idea, to solve this would be: At the start of your turn, you get to place as many cards as you want from your hand in the Duty Area. However, the number of used Duty that recovers each turn is capped at how many cards the opponent has in their Duty Area. So if both players want to have a big chungus slugfest, they’re free to do that, but if one of them wants to take it slower, that approach automatically forces the game into a more manageable pace. Maybe this works as intended, maybe it has horrible unforeseen consequences, maybe it’s too complicated to keep track of – whatever the case, there’s always the fallback of just hard capping Duty/turn to 1, much like any card game with a resource system does.

Should there be a soft deck building restriction associated with resources? A standard example would be the mana colors in magic, and I did originally have one in mind where you can only play cards that share at least one group or element with something in your Duty Area, but quickly dropped it because it didn’t seem to work the way it should. Thinking back, however, the main reason was that non-elemental cards – which includes most generic things – have a hard time finding matches, so that should be fixable by just limiting the rule to cards that have an element. Feels a bit arbitrary, but worth trying I’d say. If it’s no good, that just means element/group cohesion has to be achieved on the level of effects, like the Toa Mata already do with their passive cost reduction effects (adapted from their YGO incarnations’ Tribute-from-hand clauses).

Turn Structure

As briefly touched on, there’s a specific step at the start of the turn where you set up the Duty Area, but actually I have more generally de- and revised the structure of a whole turn.

  1. Start Phase: The following things happen in order.
    1. The turn player draws 1 card.
    2. The turn player puts as many Idle cards in their Duty Area as possible On Duty, but no more than the number of cards in their opponent’s Duty Area.
    3. The turn player can place any number of cards from their hand On Duty.
    4. All Ready cards in the turn player’s Unity Area return to the Destiny Area.
    5. Anything that should happen at the start of the turn according to effects.
    6. Proceed to the Main Phase.
  2. Main Phase: The turn player can perform any of these actions.
    • Assemble a card from the hand by paying its Duty Cost.
    • Assemble a card from the Unity Deck by moving the materials from the Destiny Area to the Unity Area.
    • Assemble a card from the hand or Deck by sending its listed Destiny Material from the Destiny Area to the Grave.
    • Equip an equippable Item in the Destiny Area to a Being.
    • Use applicable [ Active ] or [ Quick ] effects of their cards.
    • Declare an attack with a Being in the Destiny Area.
    • Proceed to the End Phase.
  3. End Phase: The following things happen in order.
    1. Anything that should happen at the end of the turn according to effects.
    2. All damage is removed from Beings and Items.
    3. The turn player discards until their hand size is 6 or less.

“But wait”, the astute reader may note. “Where do Trigger effects go?”

Everywhere. Trigger effects go everywhere. Essentially, any time an action is performed as described above, it causes a State Check (name pending) in which the following happens:

  • If a player’s Life is 0, they lose the game (this ends both the game and the State Check).
  • If a Being or Item in the Destiny Area has 0 Defense after factoring in all modifiers and damage, it is destroyed.
  • If multiple equips are in conflict, all but the most recently equipped one are destroyed.
  • Any modifications due to [ Passive ] effects are refreshed according to the latest state of the game.
  • If anything whatsoever changed during this State Check, perform another State Check.

And once that is done, both players get to declare any [ Trigger ] effects that met their condition at any point since the previous opportunity to do so – we have no such thing as missing the timing here, because why does any game even have that. As already decided in the earlier draft, multiple simultaneous effects activated here form a Chain, with the turn player’s coming first and the order being otherwise freely decided by the activating player.

And after that, Chain Building starts. The players alternately get a chance to append an applicable [ Quick ] or [ Chain ]* effect to the Chain, then once they both have nothing more to add, it all resolves backwards in one unstoppable sequence.

Oh yeah, and every time an effect is chained or resolves, there’s another State Check (this one not followed by Triggers). Or maybe not, we could also move that to only the end of resolution so a card/player can die mid-Chain and still be saved by a recovery effect that resolves immediately afterwards … another case of two viable options that would need to be tested for their exact implications.

I know this might be a bit late to realize this, but man, how is there a whole fucking minigame every time anyone does anything? CCGs are hell.

*Examples for [ Chain ] effects among the Toa are Gali, who responds to effects in general with targeted negation, and Lewa, who responds specifically to Actions (broadly the Virtues equivalent of Spells/Traps) with a bounce that can be either removal or a way to dodge something dangerous. The latter is a big change in trigger condition relative to the YGO Lewa design, because I suspect Le-Koro’s playstyle of spamming Special Summons would be hard to keep intact in a game driven by a resource system.

Battle

Since some form of battling between cards tends to be a central mechanic in these games, there’s a good argument to be made that you can’t reasonably start designing anything before you’ve settled on how the system for that works. As I am a deeply unreasonable person, this did not stop me from leaving a bunch of questions open about exactly this topic the last time we were here. Let’s do something about that.

The general outline of how battles should work was at least already established: Beings have Attack and Defense, Items have only Defense. A Being can attack another Being or an Item, any Being in that battle inflicts damage equal to its Attack to the other combatant’s Defense, and if anyone’s Defense hits 0 the card in question is destroyed.

Now when it comes to damage, how persistent should it be? My initial thought was “completely”, making Defense act as a little per-card health bar with all the cool narrative implications that holds. But keeping track of that seems a bit annoying as hell in a physical game – hence why it’s usually found in digital-first games like Hearthstone and Shadowverse. While I have no idea in what format Virtues is meant to be played, if it is ever meant to be played at all, it’s probably good not to close off options with fundamental design elements, so I settled on resetting accumulated damage at the end of each turn, which should keep the book-keeping from escalating too much. Another option would have been to make Defense simply represent how much attack you need to hit a target with in a single battle to beat it, but then making your little guys team up would only be possible if we had an MtG-type n:m battle system with multiple attackers and blockers going at it simultaneously, and I’m personally not very fond of how that plays.

Also regarding the management of damage, one important insight I had while brainstorming card effects is that “damage” and “Defense modifiers” should be two distinct concepts. That is, imagine damage not as a direct change to the Defense stat, but a separately tracked value per card that is used in the computation of the current Defense (= Base Defense +/- modifiers – damage). That allows the end-of-turn recovery to work smoothly even if there are lingering modifiers, lets card effects (e.g. Gali) say things such as “recover X damage”, and gives non-damage Defense reductions a role equivalent to reducing maximum HP, since by the formula you can’t heal past (Base Defense +/- modifiers) through merely removing damage. Incidentally, as can be seen on Tahu and Pohatu in our examples, damage can also be dealt by effects, in which case it simply adds to that same counter with nothing special to consider.

Okay, that’s how we do damage to cards, what about the players? Ostensibly, and largely for lack of better ideas, the way to win the game is to reduce someone’s Life to 0, so there needs to be some way to deal damage in that direction. The simplest case is attacking into an empty field, in which case you do a direct attack that makes your opponent lose Life equal to your Being’s Attack – having this is probably essential to properly incentivize playing Beings and Items to defend yourself. But should there also be player damage when two cards battle? My current leaning yes, specifically by having the excess damage from “overkilling” a target pass on to the player (so if you hit 4 Defense with 6 Attack, that’s 2 damage to the player). Alternatively, it could be a fixed amount of damage equal to the destroyed card’s cost value, to reward taking down bigger targets, but I’m not sure how that would work with Unity cards that don’t have a numeric cost. Anyway, both sound worth trying and testing in the event of further development.

To give all the numbers some grounding, we should probably establish a specific Life total, and for this I’ve decided on 36, a nice round number in base 6. Accordingly, I’ve scaled the stats of Beings so that the average Toa has around 6 Attack and the combined attacks of a standard team are approximately lethal. Comparing this to the numbers from Yugioh, it’s like if Toa were in the 1000-1500 ATK range, which is substantially smaller than my 2000+ ATK designs, so it’s probably a good thing the mechanics include plenty of damage being dealt from non-direct attacks. Or we might have to give up on some of the base 6 beauty, another question for practical testing.

There’s also the question of summoning sickness, i.e., should Beings be able to attack the same turn they hit the field? Many games don’t allow this, but my approach would be to make it legal and just keep the restriction in reserve as a balancing measure depending on how things work in practice. If we did have it, I’d probably also introduce a concept of position in the Destiny Area, where Beings that can’t attack are simply indicated by being turned sideways.

So, in summary, the battles work like this:

  1. During a player’s Main Phase, they can declare an attack with any of their Beings in the Destiny Area against an opponent’s Being or Item in the Destiny Area, or directly against the opponent if there are no other targets. The two entities involved are now formally considered combatants, one the attacker and the other the defender.
  2. At this timing, a State Check occurs, and this is also where any triggers that want something to “attack” or “battle” would fire.
  3. Any combatant with an Attack stat (= Beings) inflicts that much damage to the other. In the case of cards, that means increasing the accumulated damage that is subtracted from their Defense, and in the case of players it’s simply subtracted from their Life.
  4. At this timing, another State Check occurs, and triggers that revolve around damage being dealt fire (note that, due to the preceding State Check, any lethally damaged combatants will already be destroyed at this point!).
  5. The battle ends, and the statuses of combatants, attacker, and defender are lost.

What’s not mentioned here is the “overkill” damage dealt to players, because I’m thinking about having that be an inherent part of Defense-based destruction, so it would also happen when something is (more than) lethally damaged outside of battle by effects. Alternatively it would simply be an extra thing to take care of in Step 3 above.

Notably, while there is some manner of “damage step”, I’m not currently planning on imposing any restrictions on what can be activated during that part of the game. That means in particular that both Onua and Kopaka can apply their triggers if something is destroyed as a result of battle – may or may not have balancing implications.

What remains open

Given that time was fairly limited, I didn’t quite manage to get to everything I wanted to tackle for this revisit of Virtues. There’s a whole spreadsheet of card designs that I couldn’t finish to the point of having an image to post, and in the back of my mind I’ve also been strongly reconsidering a slight redesign of the field (moving the Duty Area to the bottom edge and the Unity Area to the left edge above the Unity Deck). Meanwhile on the card text side, I’ve been wondering if it might be good to introduce a separate quick effect marker that can be applied to [ Active ] and [ Action ] effects, so there are fewer fully distinct categories to keep track off.

I guess those will have to wait for round 3 and/or the intellectual property apocalypse.

#3: Bohrok in DE/JP/MA

In 2023, the “Polyglot Edition” delievered translations of the basic Ga-Koro cards (because those include the Kanohi Rau, obviously) into every language in which I consider myself capable of assembling a card text: German, Japanese, and the Matoric conlang crafted from Bionicle terminology by word wizard outofgloom.

For our second time on this rodeo, the Bohrok seemed like a good candidate – overall nice, simple, and uniform, but featuring some structural components that weren’t touched on by the last round of translations.

For the sake of completeness, I’ve supplied download links for each translation, but the advancement of technology has rendered them kind of impractical: If you have the expansion installed via repository, as is the recommended method nowadays, the English cards provided that way will simply override the translations without leaving any trace. The only way to see them is to turn off the repository or use a whole separate install of EDOPro.

German

Tahnok

Bohrok Tahnok

Flip Effect MonsterLevel 4 | FIRE Machine | ATK 1600 / DEF 1700

FLIPP: Beschwöre 1 “Bohrok”-Monster der Stufe 4 von deinem Deck als Spezialbeschwörung in die verdeckte Verteidigungsposition, außer “Bohrok Tahnok”.
(Schnelleffekt): Du kannst diese Karte ins Deck mischen, und dann 1 offenes Monster wählen, das dein Gegner kontrolliert; zerstöre jenes gewählte Ziel.

Bionicle: Beware the Swarm (v3.15.5)
Gahlok
Nuhvok
Pahrak
Korahk
Lehvak
Beware

Download

There’s not too much to say here, the process was the exact same as for the previous batch. One new thing I learned, or at least consciously noticed for the first time, is that German PSCT translates the “then” in “, then target” as “und dann”, while usually it’s only “dann”. Fascinating.

Japanese

Tahnok
Gahlok
Nuhvok
Pahrak
Korahk
Lehvak
Beware

群れに注意

Spell

このカード名のカードは1ターンに1枚しか発動できない ①:デッキから「ボロック」カード1枚を手札に加える。それがモンスターだった場合、自分の墓地からそのモンスターのレベル以外のレベルを持つ「ボロック」モンスター1体を手札に加える事ができる。その後、手札を1枚選んでデッキに戻す。

Bionicle: Beware the Swarm (v3.15.5)

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Business as usual over here as well, just stitching together appropriate phrases from the card database. And of course the beautifully elegant OCG format with its numbered effects; observe how it makes visible that Pahrak is actually the only Bohrok with 3 effects, technically.

I did face a slight bit of frustration with these when Magic Set Editor decided the already translated bottom halves of Gahlok and Nuhvok were garbage data that needed to be deleted with no backup, and another when it turned out my 2023 jury-rigging of ygopic to generate Japanese card images was based on an older version of the program and no longer compatible. Luckily there was time to resolve those problems since I ran into them a whole two days before the deadline.

Also something funny about the spelling of the names – I took the individual Bohrok’s names from Lego’s official building instructions download site for Japan, but for the Pahrak specifically it’s actually inconsistent because they spell its Kal version with a soft バ, as in “Bahrak”. I assume that’s a typo, though the odd spelling of Kohrak as “Koowakku” actually is consistent. The word “Bohrok” itself wasn’t so easy to find a primary source for, I ended up just basing it on what’s written on fan sites, same for “群れ” being the correct terminology for this particular swarm.

Matoric

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Last but certainly not least, the translation that requires the most brain juice on account of not having any established concept of PSCT. I figured this wouldn’t be too difficult this time since I could just reference my notes from Ga-Koro … but it turns out those are nowhere to be found, so I had to re-engineer it based on the luckily extensive explanations in the 2023 post instead. See, the public walls of text DO serve a purpose!

The usual disclaimer: This ostensibly “Matoric” translation is technically its own dialect, in which I deliberately retain PSCT layout and punctuation and also make a bunch of more or less educated guesses on vocabulary and more involved grammatical constructions.

Alright, on to those pellets.

Bohrok Tahnok

Flip Effect MonsterLevel 4 | FIRE Machine | ATK 1600 / DEF 1700

ROHAI: At sapuru’u a ka iru-hau a manas bahtu 4 “Bohrok” 1 (“Bohrok Tahnok” va) za fe-idoya.
(Kah-Akiro): O’o uka paro’o-sapo za sapuru ko kelika ya, ihu-manas ya-rupu borau-za 1 aro ya ka vo; oto’u-aro za ikhya.

Bionicle: Beware the Swarm (v3.15.5)

One shared component between all Bohrok is the type line, which contains two new words to translate: “Machine”, which thankfully has an official dictionary entry as akka, and “Flip”, which is … surprisingly tricky.

In essence, the word refers to both a specific motion and the more general idea of something having opposing sides, all things which tend to be handled with affixal markers in the available language references. So isolating a standalone word for the concept itself needs a bit of spitballing, which in this case brought me to rohai, a combination of the marker -ro for “in front” and -hai for “behind”, aiming to express something like “back of front”. The reason I choose -ro to be abused as a prefix is because it’s also homonymous with ro simply meaning “item”, so you can have an alternate reading of “back of an item”, which still points in the right direction. Another important factor is that this is a nice, crisp combination that rolls off the tongue well, much like the original “Flip”.

With that figured out, we also have the first word of the shared Flip Effect covered, so that only leaves the rest. “Special Summon […] from your Deck” is a familiar structure with an easy enough translation:

At sapuru’u a […] za fe-idoya

With sapuru’u being “your Deck”, fe-idoya being the imperative (it’s mandatory!) of an “unusual being-calling” or “Special Summon”, and at_a the marker for “originating” from. Now we just need to fill in the rest:

  • 1 Level 4 “Bohrok” monster – a simple chain of adjective-ish words, translated individually and flipped around for suffix modification: manas bahtu 4 “Bohrok” 1.
  • in face-down Defense Position – we previously had ka hau a, “oriented towards defense”, to indicated that a Special Summon goes into Defense Position, so to further make that face-down or “downward”, just add another modifier and make ka iru-hau a.
  • except “Bohrok Tahnok” – here it makes sense for readability to apply a slight restructuring previously used on Gali, and put a (“Bohrok Tahnok” va) right after the description of what you summon. That’s “other than Bohrok Tahnok” – not to be confused with the lesser Bohrok Tahnok or Bohrok Tahnok Va, of course.

And so, we arrive at a general translation of the Flip Effect that’s ready to use on all six of these Bohrok:

ROHAI: At sapuru’u a ka iru-hau a manas bahtu 4 “Bohrok” 1 (“Bohrok …” va) za fe-ido ya.

Neat. Now on to the Tahnok’s unique removal effect. Its most special trait is that it’s a Quick Effect, or kah-akiro, and it lets you target (aro ya) 1 face-up monster (ihu-manas) that your opponent controls (ya-rupu borau-za) and destroy (ikhya, as an imperative) that target (oto’u-aro). All familiar, or at least easy enough to derive from what we’ve seen before. Except there’s also the cost, “shuffle this card into the Deck” – how do you translate “shuffle”?

In a way it’s another of those card game terms like “card” and “deck”, but I think in this case we’re better served with a more general term expressing something like “to randomize”. Which is still not directly in the dictionary, just “randomness” as one meaning of rahi … but I’d rather not have the name of one of the largest archetypes double as game terminology. Luckily, there’s also an entry kelika, for “branching futures” or simply “chaos”, so if we use that as a verb and apply an appropriate direction marker, we get sapuru ko kelika ya, “chaos-ify forward into the Deck”, or simply “shuffle into the Deck”. Voilà!

Bohrok Gahlok

Flip Effect MonsterLevel 4 | WATER Machine | ATK 1700 / DEF 1600

ROHAI: At sapuru’u a ka iru-hau a manas bahtu 4 “Bohrok” 1 (“Bohrok Gahlok” va) za fe-idoya.
On agiro u takaro: Uka akiro ai-aka ve sapo rupu ai-bakuala hu ai-atu u za lutu ya vo. E’e agiro yanu-paro’o-akiro za lutu ai-End Phase po ai, paro’o-ihu-sapo za sapuru ko kelikya ke.
●Manas: Sapo ya-rupu borau-za 1 aroya; oto’u-aro za ikhya.
●Doka: Paro’o-agiro ai-oko po ihu-manas ya-rupu borau-za 1 ai-akiro za rya.
●Ilhura: End Phase ko at rupu ai-arnoro a rahi-sapo 1 za khya.

Bionicle: Beware the Swarm (v4.5.6)

The Gahlok, much like every Bohrok going forward, has the same Flip Effect that we can now immediately skip over to get to the other part. In this case, it’s a modular effect, so there’s a lot to translate.

The first hurdle is the disambiguation itself, which tells you to activate (lutu ya) a certain effect (akiro). The way I figured makes most sense to describe what decides that effect is with a complex modifier on the word “effect”, specifically one derived from the sentence ve sapo rupu ai-bakuala hu ai-atu u akiro ta ai (lit. “the effect extends from the type of the card on top of the opponent’s GY”, with the “extends from” marker ve_u being flexed into a metaphorical sense of “follows from”). That means the (here explicitly marked) subject akiro ta gets pulled forward and swapped for the placeholder aka, the equative sentence predicate ai attaches to it as a prefix, and the whole thing goes right after the akiro we seek to modify. And thus, “you can activate the effect that extends from the type of card on top of the opponent’s GY”. Close enough.

Before we get to the actual effects you can choose from, a slightly different self-shuffling cost that only applies in the End Phase of the turn sneaks its way in. We’ve covered the “shuffle” part, but translating “the turn you activated this effect” is another headache. I ended up fuzzing it a bit into “the turn related to this effect having been activated”, which should be agiro yanu-paro’o-akiro za lutu. A rare use of the past tense nu in these, here becoming a prefix together with the ya designating the verb. Also, in keeping with previous translations, the macro structure of the clause is slightly reworded from “During” to “If it is the End Phase […]”, by wrapping the whole thing in the sentence-level conditional e’e_ke.

Finally, the modes for Manas/Doka/Ilhura (Monster/Spell/Trap) are luckily quite simple. The first is just another targeted destruction (though now with an imperative aroya), the second combines the known mechanics of negation and “until the end of this turn” (paro’o-agoiro ai-oko po, lit. “during the future of this turn”), and the third banishes from a place “until” or “forward to” the End Phase (End Phase ko). A literal random card is involved here, so it’s hard to argue against following the dictionary and writing rahi-sapo in this case. Just don’t go banishing “Rahi” cards with this!

Bohrok Nuhvok

Flip Effect MonsterLevel 4 | EARTH Machine | ATK 1500 / DEF 1800

ROHAI: At sapuru’u a ka iru-hau a manas bahtu 4 “Bohrok” 1 (“Bohrok Nuhvok” va) za fe-idoya.
On agiro u takaro: Uka sapo doka/ilhura nuala po 1 aro ya vo; oto’u-aro za ikhya, e apaia ka Standby Phase’u kova a vala’ai o doka ilhura na za iro ya voru ke. E’e agiro yanu-paro’o-akiro za lutu ai-End Phase po ai, paro’o-ihu-sapo za sapuru ko kelikya ke.

Bionicle: Beware the Swarm (v3.15.5)

Three Bohrok in, we can now recycle both the Flip Effect and the delayed shuffling clause, leaving only a targeted removal effect. With a second half that’s a bit more difficult.

For the connective “and if you do”, we have a nice phrasing e apaia […] ke, meaning “if successful, […]”. Then, we need to block a “Spell & Trap Zone” until “your next Standby Phase”. The former becomes vala’ai o doka ilhura na, combining the established game terms with a basic o_na conjunction instead of the foreign “&”. The latter is Standby Phase’u kova, “your imminent Standby Phase” – there isn’t a literal “next” (except one meaning of the location marker ko, but I believe that needs another reference point relative to which something is the next element), so this seems to convey the meaning best. This is also another occurrence of the notoriously annoying “until”, now transformed to the direction marker ka_a. With iro (“work, “perform function”) as the verb, we achieve a literal meaning of “toward your imminent Standby Phase, its Spell & Trap Zone cannot function”.

Bohrok Pahrak

Flip Effect MonsterLevel 4 | EARTH Machine | ATK 1900 / DEF 1400

ROHAI: At sapuru’u a ka iru-hau a manas bahtu 4 “Bohrok” 1 (“Bohrok Pahrak” va) za fe-idoya.
E’e paro’o-sapo ta barra ya, ka Damage Step ai-fahi a ve rupu ai-akiro e iza u aro ikhi sa ya voru ke. E’e o’o Battle Phase ai-fahi po ai paro’o-sapo ta barra ya nu na: Uka sapo ya-rupu borau-za 1 aro ya vo ke; oto’u-aro za ikhya. E’e agiro yanu-paro’o-akiro za lutu ai-End Phase po ai, paro’o-ihu-sapo za sapuru ko kelikya ke.

Bionicle: Beware the Swarm (v3.15.5)

The Pahrak is again a bit special in that it has a continuous protection effect to supplement its battle-based removal. This is a conditional where the left side is simply “this card battles” (paro’o-sapo ta barra ya) and the right side makes some creative use of location markers: “toward the end of the Damage Step” (ka Damage Step ai-fahi a), “extending from the opponent’s effects” (ve rupu ai-akiro e), it cannot “be targeted or destroyed” (u aro ikhi sa ya).

Then the removal immediately makes use of ai-fahi for “end of” again, nested in the interesting configuration of a conditional whose left side is a conjunction (e’e o’o A B na C ke) – “if it is the end of the Battle Phase and this card battled”. And then it’s just another targeted destruction.

Bohrok Kohrak

Flip Effect MonsterLevel 4 | WATER Machine | ATK 1800 / DEF 1500

ROHAI: At sapuru’u a ka iru-hau a manas bahtu 4 “Bohrok” 1 (“Bohrok Kohrak” va) za fe-idoya.
E’e paro’o-agiro po paro’o-sapo ta vua ya nu ta cu: O’o uka paro’o-sapo za sapuru ko kelika ya, ihu-sapo ya-rupu borau-za 1 aro ya ka vo ke; oto’u-aro za khya.

Bionicle: Beware the Swarm (v3.15.5)

Okay, I promise it gets simpler from here on. The only real novelty is the condition “If this card did not declare an attack this turn”, which introduces vua, the proper word for “attack”, and attaches a bunch of suffixes to give us vua ya nu ta cu, “did not begin to attack”.

Bohrok Lehvak

Flip Effect MonsterLevel 4 | WIND Machine | ATK 1400 / DEF 1900

ROHAI: At sapuru’u a ka iru-hau a manas bahtu 4 “Bohrok” 1 (“Bohrok Lehvak” va) za fe-idoya.
E’e Main Phase 1’u po ai: Uka paro’o-sapo za sapuru ko kelika ya vo ke; sapo nuala po 1 za ikhya.

Bionicle: Beware the Swarm (v3.15.5)🎉

And the last one has barely anything new to cover, with an activation condition of “If it is during your Main Phase 1”, a standard shuffle cost, and a non-targeting destruction of a card on the field.

Actually there’s one more, because I really wanted to translate the name:

Vah Rhapaya

Spell

At sapuru’u a arnoro’u ko sapo “Bohrok” 1 za ivoya. E’e o apaia iza manas ai na, o’o at bakuala’u a arnoro’u ko uka manas “Bohrok” 1 ya-aka ku-bahtu za ima te oto’u-manas za ivo ya, at arnoro’u a sapuru ko sapo 1 za kelika ya ka vo ke. On agiro u uka “Vah Rhapaya” za lutu 1 ko ya voru.

Bionicle: Beware the Swarm (v3.15.5)

“Vah Rhapaya”, AKA “Beware the Swarm”. Standard search spell, but its little bonus clause that would be used to grab matching pairs of Bohrok and Bohrok Va involves some heavier nesting of structural markers.

  • E’e A, B ke = “If A, then B”
  • A = o apaia iza manas ai na = “success, and it is a monster” (so on the left side of the conditional, it’s essentially “if you do, and it is a monster”)
  • B = o’o C, D ka vo = “possibility of (C, then D, in sequence)”; the order of ka and vo is relevant here to indicate your options are either doing “C then D” or nothing at all.
  • C = at bakuala’u a arnoro’u ko uka manas “Bohrok” 1 ya-aka ku-bahtu za ima te oto’u manas za ivo ya = “you move 1 “Bohrok” monster that has a different Level relative to that monster from your GY to your hand” … luckily Nokama from last time already had a (admittedly kind of convoluted) wording figured out for the “different from” restriction
  • D = at arnoro’u a sapuru ko sapo 1 za kelika ya = “shuffle 1 card from your hand into the Deck”

Now you know, and always remember: vah rhapaya!

Overall Conclusion

If there’s one thing to take away from all this, it might just be that when you don’t hear anything from me for a while, it’s probably because I’m doing something very stupid and can no longer be stopped or reasoned with.

Speaking of which, where did I put that Rahi Overlord rulebook…

Bohrok Invasion: A Dungeon Duel Monsters Campaign

Today, I bring a special “release” of something I’ve been tinkering with on the side for a good while now. Using selected custom cards from this expansion, Bohrok Invasion offers a 2-player experience of the conflict between the Toa Mata and the Bohrok, reaching all the way to Nuva and Kal.

Powering all this on a technical level is, of course, Dungeon Duel Monsters, the popular Yu-Gi-Oh! roguelike platform developed by Mika. Check their homepage for more information, how to download the actual program, and a link to the Discord server where you’ll find many user-made campaigns including this one!

Now, it’s an open secret that I like to ramble about the thought process and all the various considerations during development when presenting something new, so let’s get straight to that.

Campaign Storyboard

The basic idea I set out to implement went like this: One player chooses to play as the Toa, the other as the Bohrok. They each go through three areas to collect cards and build their decks, first with the core of each archetype, then adding sub-engines and optional boss monsters, and finally upgrading to the Nuva and Kal. At the end of each area, they meet for a duel, summing up to a best-of-three match that decides the winner of the run. All this is, of course, accompanied by a brief retelling of the relevant lore to give it some flavor.

One interesting feature of DDM is the ability to choose between different paths as you advance through the “dungeon”, so I wanted to use that to make various build options of the decks available. In the end, this came out to the following:

  • Toa Area 1: Kanohi-centric, Kaita-centric, or paired with a package of Insect Rahi (they have a good Attribute spread).
  • Bohrok Area 1: L4 Bohrok-centric (+ generic Xyzs), Krana-centric (including Swarm Servants), or Va-centric (+ generic Synchros).
  • Toa Area 2: Add a Boxor package or an Exo-Toa package.
  • Bohrok Area 2: Add a Bahrag package or a Bohrok Kaita package.
  • Toa Area 3: Upgrade to Toa Nuva.
  • Bohrok Area 3: Upgrade to Bohrok-Kal.

So the paths spread out in the beginning, then narrow down in the subsequent stages, which I figured would give better replay value since you get the most possibility to switch things up for a new run right at the start. Each player has 3×2 = 6 ways to go through the campaign without even factoring in card choices and deckbuilding, so there’s something to be had from doing it more than once.

This attempt at variety of course led to greater difficulty with the part I quickly found to be the hardest of all …

Balancing

The Fundamental Problem

Generally, what I do in this project is make custom archetypes for offline use against the various AIs included in EDOPro, with a focus on interesting lore-based designs that function well in that environment. While that sometimes implies specific interactions between cards from two of those archetypes, they are not actually designed, tested, or balanced to play against each other in any way. (I believe the only time I did go in that direction so far was when I briefly played with AI scripting during the Percy days.)

So, when you build a competent Toa Mata deck and a competent Bohrok deck, there is no reason to assume these in-universe opponents would be evenly matched on the dueling field. Worse yet, there is no guarantee they would interact with each other in a way that is even fun.

Let me illustrate this with one of the earliest standout examples I noticed: You know how all the Bohrok have a mandatory Flip Effect to Special Summon another one from the Deck face-down?

Bohrok Lehvak

Flip Effect MonsterLevel 4 | WIND Machine | ATK 1400 / DEF 1900

FLIP: Special Summon 1 Level 4 “Bohrok” monster from your Deck in face-down Defense Position, except “Bohrok Lehvak”.
During your Main Phase 1: You can shuffle this card into the Deck; destroy 1 card on the field.

Bionicle: Beware the Swarm (v3.15.5)

You know how there’s a Kanohi that gives the power to attack every monster your opponent controls, including any new ones that show up during the Battle Phase?

Great Kanohi Kakama

Equip Spell

If another “Kanohi” card becomes equipped to the equipped monster, destroy this card. If the equipped monster is a “Toa” or “Makuta” monster, it can attack all monsters your opponent controls, once each. If this card is sent to the GY: You can banish 1 monster from your GY; add 1 “Toa Mata Pohatu” from your Deck to your hand. You can only use this effect of “Great Kanohi Kakama” once per turn.

Bionicle: Coming of the Toa (v3.21.6)

Yeah, so when the latter meets the former, not only is the Bohrok deck suddenly out of monsters, resolving the whole thing is also torture for everyone involved since every single Bohrok needs to separately come out of the Deck, get flipped face-up, die, and repeat. On a manual simulator, because that’s what DDM uses.

To summarize the issue briefly, the Toa have access to certain cards that completely shit on the Bohrok’s Flip-based strategy with very little in the way of interactive counterplay. Conversely, if they fail to have those cards, there’s really very little they can do against the threatening board of one (1) face-down Bohrok other than attack into it and get snowballed to death by the thus awakened swarm.

Both of these are extremely frustrating patterns of gameplay that need to be counteracted if anyone is to actually enjoy this campaign, so several measures were taken to that end.

Card Pool

The most unintrusive tool available is the specific lineup of cards that is actually given to players. On the one hand, it can be used to mitigate a general power imbalance by giving better pull ratios and generic tools to the weaker side, and on the other it can be used to hand out – or withhold – cards that enable particular interactions.

What isn’t actually on the table here is simply leaving out the Kakama or Lewa (who can easily bounce face-down Bohrok to keep the engine from starting indefinitely), since that would leave things incomplete and the Toa do need their outs to stand a chance. Instead, I decided to add some helpful generic options so the games don’t center on randomly drawing those few natively available interactions as much, while in turn providing the Bohrok with means to recover from the counters to their basic strategy or even prevent them.

For the Toa, this means choice Tribute fodder in the form of Lhii (whose hand effect can shut down a single Bohrok), Nixie (who can dump a Kanohi for a search if Tributed early), and Green Ninja (who can force a Bohrok Flip Effect to trigger in the Main Phase right into that Lewa you just Tribute Summoned; also Ninjago crossover). They also get boss monsters like the Kuma-Nui on the Rahi path or Gauntlet Launcher on the Kaita path that serve as effective removal in exchange for some resource investment. And thanks to how beautifully the Levels add up, they can use Revolution Synchron into Power Tool Braver Dragon to throw a bunch of Kanohi in the GY all at once. Fun!

Kuma-Nui, Rat Rahi

Synchro Effect MonsterLevel 8 | EARTH Beast | ATK 3000 / DEF 2500

1 “Rahi” Tuner + 1+ non-Tuner monsters
Gains 300 ATK for each other “Rahi” card you control. If this card battles an opponent’s monster, at the start of the Damage Step: You can activate this effect; change that opponent’s monster to Attack Position, also negate its effects until the end of this turn.

Bionicle: Challenge of the Rahi (v4.7.3)

The Bohrok, meanwhile, don’t need as much help to put up a fight against the Toa, since their core engine comes with great consistency and removal tools that still hold up perfectly fine in this format. What they lack are good counters to killer plays like the Kakama outlined above, access to disruption that doesn’t rely on resolving a Flip effect first, and a way to beat big monsters while maintaining board presence early on. The one thing I found to address the first point is Tindangle Angel, which brings back a Bohrok and then conveniently ends the Battle Phase so it can’t get run over again. For the second, Red Wyvern and Hot Rod GT19 provide options that feel appropriate for the power level (okay, I’ll admit the latter is more here because it’s really funny). These also help with point three, as do Silent Honor ARK and Crazy Box (no wait, that one’s for the lulz too).

Finally, area 2 lets each player pick one of three generic power cards, which were also selected specifically to cover these known weaknesses should you happen to draw them – from Nobleman of Crossout for the Toa to Daruma Karma Cannon for the Bohrok.

Design Tweaks

Since there was a limit to what I could give the Bohrok in generic cards without making them feel absolutely unbeatable when things went in their favor, I next made targeted adjustments to effects that were responsible for the annoying Kakama thing in particular. Most significantly, the mandatory Flip Effects were turned optional, letting you cut the assault short whenever you wish, but also the Krana Ca’s battle protection was upgraded to work once for each monster and not just the very first one attacked. This change will probably make it into the main expansion by the next version, because there’s honestly no reason to have the card be as restricted as it is. I actually assumed I was misreading it for a good while before I re-checked what the script was doing!

Boons

As the final and greatest measure, I ended up including a pair of wholly new cards making use of one of DDM’s special features: the so-called Boons, Spells and Traps that can be activated directly from the Extra Deck when their activation conditions are met. Think of them as kind of like Duel Links Skills, at least that’s approximately the application in this case.

For the Toa, the problem to fix was how much you had to rely on random chance to even see the particular Kanohi or Toa you would need to crack a given board. So their Spell Boon, Heroes Assembled, takes the form of a simple searcher flavored by utilizing the mentions of specific Toa Mata on the six Great Kanohi. One thing I wanted to make really sure of is that you don’t always default to using this, but just when really needed – so on top of requiring you to have fewer monsters, it’s also a -1 in card advantage (though you can make it neutral by triggering a discarded Kanohi’s search effect, as is expected). Technically you only get one copy of the Boon, but if so inclined I know a guy who can recover it …

Since with this it’s basically guaranteed the Bohrok setup will be contested by something, they have the Trap Boon Queen’s Gambit at their disposal for equally reliable access to counterplay. Whenever your opponent’s effect removes your Bohrok from the field, and you now have fewer monsters (to keep it from being used for squashing a comeback from the losing player), you get to respond with a search or your own removal effect – and if you Tribute a monster as well, you can either do both of these things, or do one of them and return the Boon to the Extra Deck to use it again later. I got a bit cute with the mechanics on this one, so yes, you can also activate it just to put it back. Do what thou wilt.

Combined, these Boons establish a more solid framework for the interplay between the two decks: The Bohrok player will attempt their setup, and the Toa player will find an out to it. The Bohrok player will neutralize that particular threat, forcing the Toa player to try a different angle. This keeps both players moving with an active role in the game, unlike the otherwise possible scenarios of “Toa fail to out face-down Bohrok and get stomped” or “Bohrok have no response to getting outed and get stomped”.

Conclusion

So, to summarize my main takeaway from this experiment … boy is balancing these decks against each other hard. No wonder I usually don’t do it. But being able to observe how they fare in that kind of environment is some interesting data, and might inspire some improvements in future updates that I would otherwise not have thought of.

And of course, having the whole thing set up as a campaign with different choices and little lore sequences scattered throughout is just a whole load of fun in its own right. As a first attempt, this one was meant to be unambitious in concept (even if it still ended up taking a lot of work), but I already have a far more unhinged followup in mind for when BMOL is finished …

Hope you guys like MNOG2 🙂

Card of the Day 2026-01-02

You’ve got to be shitting me.

The second RANDOMLY SELECTED card of the day 2026 is none other than Ka, the airborne counterpart to the previous day’s Pewku . I can’t even pin this on some unknown technical quirk of my implementation that causes consecutive days to land on consecutive cards (which shouldn’t happen, supposedly CRC32C is pretty convincingly random), because it picked the movie-style artwork that has an entirely different ID.

If this repeats and tomorrow is, I don’t know, Washed and Chilled , I may as well exit the simulation. But while I’m still here, there are actually some interesting details to note about this one that weren’t covered on release.

Ka, Avohkii-Bearing Rahi

Link Effect MonsterLink-2 [↙ ↘] | WIND Winged Beast | ATK 1900

2 monsters with different Attributes
If this card is Special Summoned: You can reveal 1 “Great Kanohi Avohkii” or 1 Beast or Winged Beast “Rahi” monster in your hand, then activate 1 of these effects;
● Draw 1 card. ● Destroy up to 2 cards on the field, including a card you control.
If this Link Summoned card is destroyed by battle or card effect: You can target up to 2 Level 4 “Avohkii” monsters with different names in your GY; Special Summon them. You can only use each effect of “Ka, Avohkii-Bearing Rahi” once per turn.

Bionicle: Mask of Light (v5.1.2)

First, the materials – 2 monsters with different Attributes. This is, surprisingly, not a combination that has ever been printed, unlike different Types or different names. I landed on it specifically because the Avohkii deck has a fairly wide Attribute spread (Jaller FIRE, Takua LIGHT, Pewku EARTH, Graalok WIND), while the Rahi decks that are also meant to get use out of this card usually put out some combination of EARTH, WIND, and occasional other Attributes.

Second, the effect on Summon. The idea of what it does remained consistent throughout development, but other than that it actually has quite a history. Once upon a time, in the earliest draft stage, it was two trigger effects – one on Summon that revealed the Avohkii or a Rahi to draw, and one on reveal of an Avohkii in hand that destroyed cards. Due to text length concerns and some uncertainty of whether or not searching an Avohkii and revealing it for confirmation would trigger that second condition, they were merged into something modular, with the benefit of Rahi now also getting to wield it as removal. For a while later on, the combined effect was still written to trigger again if your opponent Summons a monster, so you could also end on it as a piece of disruption. This was scrapped because it already provided enough value as a combo/toolbox piece, and you can get disruption out of it regardless if you’re clever about Special Summoning it with other effects .

Finally, the floating effect that is exclusive to the Avohkii deck, representing the crash in Ko-Wahi after which Jaller and Takua continue on foot. I briefly had plans to let you only bring back both of them if your opponent had a monster on field, and otherwise you’d have to pick one and shuffle the other back into the Deck – as a nod to their parting soon after. But that too was scrapped due to length, plus the fairly specific targets and needing to be properly Link Summoned are probably restrictions enough to justify the full refund on materials here.

So yeah, now you know all there is to know. Maybe a future card block overhaul will include a space to include trivia notes like these with each card when viewing them on the site, that might be fun to have.

Card of the Day 2026-01-01

Let it be known that the first card of the day in 2026 was, by pure hash function happenstance, the poster child of the latest release: Pewku, the true hero of the Avohkii party. Perhaps this is a sign of good fortune in upcoming activities with the new expansion?

Granted, these MOL cards do have twice the chance of getting picked because they’re doubled up with alt arts … another reason to fix that technical limitation eventually.

Now this would be a good opportunity to drop some interesting design notes or point out details about the card, but I kind of already did all of that in the release post, so what’s there left to say? I guess I could mention how the stats come from taking Takua’s 1500/1500 and adding the Ussal’s 1000 to DEF only (our girl isn’t exactly an attack crab, after all).

Also: Set 8595 Takua & Pewku has the greatest action feature ever made, in my objective opinion.

Pewku, Avohkii-Bearing Rahi

Xyz Effect MonsterRank 4 | EARTH Beast | ATK 1500 / DEF 2500

2 Level 4 monsters
You can detach 1 material from this card; Set 1 Spell/Trap from your Deck that mentions “Great Kanohi Avohkii”, except an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except monsters that mention “Great Kanohi Avohkii”. If a Level 4 “Avohkii” monster(s) is Special Summoned to your field, while this card is in the GY (except during the Damage Step): You can target 1 of them; Special Summon this card, and if you do, attach that monster to it as material. You can only use each effect of “Pewku, Avohkii-Bearing Rahi” once per turn.

Bionicle: Mask of Light (v5.1.2)

The 2026 Roadmap

Just because your Chronicler is “busy” and your Turaga slightly homeless (wait what) isn’t an excuse not to submit that annual report!

Was a bit short on time for this one, so slightly different format, but still the same old review and preview. The main plans for 2025 went smoothly and we are now well into adapting Mask of Light, and finishing up BPEV meant Best of Test and Theme Guides managed to make their return. Still hoping I’ll get to spread those out a bit more for this expansion.

Next year, we have:

  • April 2026: “Birth of the Rahkshi”, the first wave of Rahkshi support to upgrade the already existing Kraata into something more formidable.
  • August 2026: We’re taking a brief break. Officially it’s vacation time, but depending on the general state of things I would like to tackle some overdue maintenance like letting the card viewer on here handle alt arts correctly.
  • December 2026: “Play Well!”, AKA the -Koro update, AKA the one with the Kolhii stuff. I have devised a recipe to utilize the fresh new inter-village competition going on in the background of the story as support for all of the elemental strategies from BCOT, and here we’ll start cooking in MNGO2 order with Ga-Koro and their first two opponents, Onu-Koro and Ko-Koro.

Only two releases instead of three, but still a lot of neat stuff to look forward to.

Summer break might also be a time to get back on those side quests which were largely neglected this year, the open ones being:

  • Dungeon Duel Monsters: There is now a prototype “Bohrok Invasion” campaign (come check it out on Discord!), but it still has some adjustments to be made that I haven’t gotten around too. Will hopefully happen a bit sooner than summer.
  • Support for YGO Omega: This one has been for the list since forever and I still haven’t touched it, but my aim with it has gradually shifted to making a more generic multi-client scripting adapter – a library of uniform Lua functions that translates calls from scripts to the proper commands for each client, making it possible to write cards once and have them work everywhere. That way we’d also have something like MDPro3 covered at the same time. Maybe in summer.
  • mse2cdb Windows build: Surely one of these days those clever ey aye thingies will be able to just give me a working CMake file for this shit so I don’t have to sit down and deal with it. Also maybe in summer.
  • Figure out Master Duel modding: The state of the art on this still seems to be the same as two years ago – one guy somehow managed it at some point and never told anybody how. Probably not happening this summer either, but maybe a working adapter for MDPro3 will be “close enough”.

Overall, I’m very curious how everything is going to look by the end of next year, and very much hope you’ll be there to check it out as well.

Happy new year!

The 2025 Roadmap

Let’s see how well the plan worked out this year, and how it looks for next year.

All releases planned for 2024 were accomplished smoothly, including the gargantuan task of finishing the Rahi Update in one push so the Kal Saga finale could also fit in. Additionally, the EDOPro repository now massively simplifies installation, and this year’s April Fools’ joke established an alternate route to pursue if Yugioh ever becomes unviable. Quite productive.

For next year, the major milestones will be:

  • April 2025: Finalized BPEV release, with all the cards checked and cleaned and all the decks in working order.
  • August 2025: First look at Bionicle: Mask of Light, the 5th expansion pack! This will feature a small sample of each planned archetype.
  • December 2025: “Search for the Seventh Toa”, the first regular BMOL release. It will cover the archetype that centers on the protagonists of the movie, Jaller and Takua, as well as the Kanohi Avohkii whose bearer they are seeking out.

As for the progress report on side quests:

  • EDOPro repository has been implemented, done.
  • mse2cdb Windows build has seen some progress, but no clue when I’ll actually get it to work. Good thing the Linux version is still doing the job perfectly.
  • Dungen Duel Monsters Campaigns: Mika’s DDM presents an interesting new opportunity to do card-based storytelling, and does actually let you make campaigns with customs. Doesn’t seem too complicated either, so that might just happen if there’s a good window of time.

And that’s that. I’m feeling very excited about a lot of the things coming up, and I hope so are you.

Happy new year!

So I came up with some games

As is tradition, I have used the opportunity of April Fools’ to invest more effort than is reasonable in something that isn’t really part of the project. Usually this comes with a nice little haha funny release, but this year … well, making an actual implementation of what I felt like doing would have required an amount of effort more unreasonable than what the date can justify, so instead you’re getting PowerPoint presentations. Yay!

To make the occasion extra special, I even bothered narrating this one myself. But don’t worry, all the information and more can also be found in the usual textual form at the links below.

Custom CCG: Virtues

Custom Board Game: Rahi Overlord

And we now return to our regularly scheduled programming, see you at the end of the month.

Custom Board Game: Rahi Overlord

If looking at all the card game stuff usually posted here makes you think “man I wish this had more than just cards”, then boy have you come to the right article. In this one we’re covering a full board game that, yes, involves cards, but also a physical board, colorful little marbles, movable game pieces, and a headache-inducing amount of math.

Rahi Overlord is an idea that was sparked during the in-depth Rahi study I’ve been doing for the past year or so. In this game, players take the role of two or more Makuta engaging in what one might call a “Rahi-off”: A showdown where they aim to have Rahi of their creation become dominant in the ecosystem of a certain area.

Now I will say in advance there’s not all that much depth to this yet – I’m obviously less immersed in the board game space than in the card game one, and also ran out of time before I could really start doing the research I’d need to do this properly. But I believe there are still some interesting things to show off, and maybe I’ll come back to build on them one day.

Game Elements

The Board

The field on which the game is played represents the setting of the Makuta’s showdown, perhaps some part of the Southern Continent or a remote island. In any case, it is divided up into multiple individual Zones, each of which has the following properties.

  • Biome: Dictates which Rahi will thrive in this Zone, as well as what resources players can obtain from it. A wide variety of Biomes is possible, but they all belong to one of the three categories Land, Sea, or Mixed.
  • Capacity: A fixed number of slots that can be filled with different Rahi species. Different population levels within each slot are represented by printed markers that also provide information on population growth.
  • Point of Interest (PoI): Randomly distributed across the Zones at the start of the game. Different PoIs (Makuta Lab, Protodermis Pool, Matoran Village, …) have different effects that may positively or negatively affect Rahi and players.

A player is said to control a Zone if the total population of their Rahi within that Zone is strictly greater than every other player’s. In all other cases, the Zone is considered unassigned.

The Points of Interest, represented by something like small tokens at the center of the respective Zone, start the game face-down (with the exception of the Makuta Labs, of which there is one per player) and are flipped face-up once a player takes control of the Zone. It remains that way even if control of the Zone changes or it becomes unassigned later.

Resources

In a game of Rahi-making, the relevant resources are obviously going to be the ones used to make Rahi: Viruses and Liquid Protodermis. I imagine the latter would generally be a static reserve that is not meaningfully depleted with use, so it is only subtly represented as a limit on how many Rahi you can create in a round – a limit that may increase while holding Protodermis Pool PoIs.

That leaves Viruses as the main resource you gather and spend over the course of the game. Physically, they’d be represented by little orbs or cubes or whatever-hedrons in different colors. Mechanically, their main purpose is being mixed and matched into different recipes of Rahi creation, so a color is really the only property they need. Each Rahi lists a combination of Virus colors required to create it, and players periodically gain Viruses whose colors are determined by factors like their controlled Biomes, their Rahi, and a bit of randomness to keep things fresh.

Rahi

Now here lies the main focus and complexity of the game. A Rahi, or rather a Rahi species, is represented by a card that lists several pieces of information.

  • Recipe: The combination of Virus colors needed to create this Rahi.
  • Habitat: The Biome in which the Rahi lives. The mechanics of this follow four simple rules:
    • Rahi whose Habitat is a Land Biome cannot be played into a Sea Biome.
    • Rahi whose Habitat is a Sea Biome cannot be played into a Land Biome.
    • Rahi whose Habitat is a Mixed Biome can only be played into Mixed Biomes – they need both Land and Water to survive, basically.
    • Being in a Biome that exactly matches the Habitat, not just its category, grants some additional bonus.
  • Diet: Provides the baseline of how the Rahi’s population in a Zone develops over the rounds. Herbivores experience a fixed amount of growth depending only on their location and population level, Carnivores grow by “stealing” population from other Rahi in their Zone, and Omnivores can mix these two sources, but gain less from each alone than the pure Diet types.
  • Size: A number that mainly plays into carnivorous population growth – wouldn’t make sense to have giant beasts be the prey of tiny critters, after all.
  • Traits: An assortment of standard keywords that describe in more detail how a Rahi lives, feeds, and grows. Stuff like Flying, Poison, Ambush Predator, and so on would go here. I’d like to keep this to a level of complexity where you just need a reference page in the rulebook to figure it all out.

The Rahi card can basically be considered the blueprint of the species and always remains with the player. The actual physical Rahi populations only come into being once the blueprint is realized by investing Viruses according to its Recipe, and are separately represented by a little plastic stand (colored depending on the player) in which you place a token identifying the Rahi species.

Such an assembled playing piece is then placed into a free slot on the chosen zone, in the lowest so-called population level. Round by round, the combination of Biome matchups, feeding, and traits is used to calculate a population change in each species, and the piece moves up and down the levels on the board accordingly. If a population hits zero, it’s considered extinct and removed from the Zone entirely.

Now the details of all this involve, ugh, numbers, and so haven’t been worked out at all. I do get the impression it may just end up ludicrously complicated no matter how we slice it, but hey, nothing wrong with a game that appeals only to Ecologists and Mathematicians.

Sample Rahi cards:

Makuta

Finally, each player takes the role of a different Makuta, also represented in the form of a card. In this case, though, there are only two key properties to consider.

  • Affinities: Some combination of Biomes, Diets, Size ranges, and/or trait keywords. When creating a Rahi featuring any of those listed, the Makuta is allowed to substitute one Virus listed on the Recipe with one of any other color.
  • Ability: A unique effect that the Makuta can apply when certain conditions are fulfilled. Unlike the fixed ability keywords of Rahi, this can be just about anything and is described as text on the card.

Each Makuta also comes with a unique Makuta Lab PoI, which is placed face-up in a Zone by that Makuta’s player at the start of the game and gives only that player a certain bonus to any population calculations happening in that Zone.

Sample Makuta cards:

How to Play

Or, well, as much of an outline of it as I’ve figured out at this point. It’s not exactly an instruction manual.

Setup

Each player selects a Makuta and takes the respective card, as well as the PoI token for that Makuta’s Lab. Place the board on the table, and have each player (in turn order) pick a Zone where they put their Lab, along with a plastic stand in their chosen color (so you can easily tell who has which). It might even make sense to have the Zones be individual board segments that you connect together, so the greater number of Labs with more players can be accounted for using a greater number of Zones.

In any case, once the Labs are placed, add random face-down PoI tokens to the remaining Zones. Shuffle the Rahi cards and form a deck that is also placed on the table. Admittedly, with almost 200 Rahi species, this could end up physically difficult if you’re playing with the full set, but maybe it makes sense to have multiple decks anyway – to ensure more demanding Recipes only appear late in the game, for example.

Finally, each player gets a starting stock of Viruses – something like one of each color, I guess.

Research Phase

This is where blueprints are acquired from the shared deck, one way or another. A lot of fun options like drafting and trading come to mind here, but for this loose description let’s just keep it simple and do the following: Players take turns picking up 3 cards from the top of the deck. They choose one to take, one to place back on the top, and one to place on the bottom. Once every player has done so and thus taken a card, the research phase is complete.

Creation Phase

Players again take turns to create Rahi from a blueprint they have, using Viruses as per the Recipe. They select one of the Zones where they have either their Lab or a population of Rahi, and place a piece (plastic stand + cardboard token) representing the new population into the lowest population level of an empty slot in that Zone. A player may also pass, either voluntarily or for lack of Viruses matching their blueprints.

The creation phase ends once all players have exhausted their maximum creation count – one by default – or passed.

Calculation Phase

This is where you all put your heads together, grab pen and paper, and figure out the population change for every Rahi in every Zone. Most likely some kind of helper sheet should be provided for this purpose.

After all calculations are done and the positions of the Rahi pieces have been updated to reflect the new populations, the calculation phase ends.

Migration Phase

Optionally, players now have the opportunity to split off part of the population of any Rahi species past a certain threshold into an adjacent Zone, putting together and placing a new Rahi piece in the process. This is crucial because it’s how you spread your reach and ultimately approach victory, but since it requires a fair amount of population gain first, activity in the migration phase only really starts a couple of rounds into the game.

Additionally, it could be useful to also have the option to entirely migrate a species, taking its whole population (no matter its size) and shifting it over to an adjacent Zone. This could be used to escape predators, for example. However, we don’t want Rahi zipping all over the map in an endless migration phase, so if we have this mechanic, it should only be once per player and round.

It’s worth nothing that, as it currently stands, this is the only part of the game where a player can actually gain control of an unassigned Zone. Do remember to flip up the appropriate PoI when that happens – its effects will begin applying immediately!

Once no further movements are possible or all players have passed, the migration phase ends.

Extraction Phase

Players obtain fresh Viruses, their colors distributed as per the latest board state. The details are left as an exercise to the reader, but I imagine you could assign colors to Biomes and then distribute Viruses based on the players’ controlled zones, or something with Rahi properties, or have them blindly pick out of a mixed bag. Maybe some combination of those.

Once everyone is stocked up and ready, return to the Research Phase for the next round.


Now you might say it doesn’t look like I have any idea when this game would end, and you would be totally correct. Let’s just say that at some point, perhaps simply after X rounds, the terrible cycle above will have to be broken, and the player who controls the most Zones at that point is crowned the victor of the Rahi-off – the Rahi Overlord, if you will.