Jul 26

Major Update released

As I mentioned before, I was working on a complete scripting overhaul, to address some shortcomings in the way the automations functioned. I’m been working on this non-stop for the past week and I’m glad to say that after 120 revisions (!), I’m finally finished!

The rework of the automation makes it so that card reacts and interrupts do not automatically fire when their trigger is reached, but rather they highlight and put out an announcement that you have an opporunity to use them now. This allows their owner to know what is going on and when (and to also remind them which cards have abilities for offline play) and also gives their opponent a chance to play interrupts that cancel those evens, such as “Over My Dead Body”.

In short, card reacts now work very similar to the way events worked, where you activate them, wait for reacts and then double-click on them to finish their effects.

This becomes somewhat tricky for effects which activate as a card is leaving play, or while striking. I’ve reworked the scripting code, to pause the overall effect while you decide to activate the react or not. So for example, if you’re using a react which triggers after you focus a unit for striking, it will work as follows:

  • You will double-click a unit to strike. The unit is focused and gets the green “trigger ready” highlight
  • If you want to use that ability, simply target any relevant cards and double-click the unit again. The ability will fire
  • Once the ability is done, the unit will continue striking as usual. You don’t have to double-click again.

This works in a similar way for cards which trigger while they’re leaving play, like Leia or Probe Droid. Once an effect tries to make them leave play, they will trigger and highlight. Once you double click to activate those reacts (or ignore their triggers), then the card will continue to its final destination whether that is capure or discard pile.

At any point you do not want to use a React/Interrupt trigger, simply use the action “Ignore Card Trigger” (Ctrl+Z) to ignore. This will either end the highlight, and send the card to its final destination if it has one. The react/interrupt trigger windows will otherwise remain active until a player proceeds to the next phase, so make sure you don’t press Ctrl+Enter until your opponent has used and ignored all their highlighted cards.

Apropos changing phase. The Automations rely on you using the correct phase sequence and moving through them. So make sure you’re using Ctrl+Enter accordingly, especially when finishing your turn. Many card scripts check to see who’s turn it is before firing  (e.g. Council of the Sith) so if you haven’t properly ended your turn after the Force Phase, then these won’t fire. Your opponent will be getting an annoying pop-up anyway so they’ll let you know if you forgot.

This will hopefully bring the game play more in line with the offline gameplay and also prevent those instances of a beneficial react going off when you didn’t want to for some reason.

This update also implements something that tournament goers might appreciate:


Under the game menu, you’ll find an option called “HARDCORE mode ON/OFF”. By turning this on, you signify that your mastery of the force is complete, and you’re ready to play without the training wheels on. Alternatively you may be just masochistic 😉

What HARDCORE mode does it disable all highlights and notifications for non-forced Reacts and Interrupts. This means that the game will not inform you when a card like Council of the Sith is ready to trigger. You will have to know the appropriate time and double-click on the card when the time is right. If you do it at the right time, the card will highlight and notify that you’re about to use it, at which point your opponent has a chance to use interrupts as normal.

Keep in mind though, that React and Interrupt triggers are automatically wiped clean after each phase so if you forget one of your reacts, double clicking on the card afterwards will do nothing. This is not a fault of the automations so don’t go complaining to me. If you end up in many situations where you didn’t have a chance to use your reacts, either ask your opponent to play slower and not change the phase so fast, or turn off HARDCORE mode.

For casual or new players, I do not suggest you turn this mode off until you’ve gotten used to how the automations function now. Once you have a few games under your belt with the new system and want to show how bad-ass you are, then feel free to turn HARDCORE on and let us know how it goes.

Keep in mind, that HARDCORE affects only yourself. Your opponent’s cards’ reacts will highlight and announce as normal.

Edge of Darkness Automations

As expected, this latest udpate now enables automations for almost cards in the Edge of Darkness deluxe expansion. You will see this functioning as soon as you restart your OCTGN client. I’ve also updated and improved some of the automations of existing cards, so you’ll see things like the General’s Imperative automatically adjust your Reserves as it takes or heals Damage and so on.

There’s a new common effect in Edge of Darkness of transferring tokens from one card to another. To use cards with this effect, target both cards that you need to transfer the token to and from. The game will figure out smartly what the source and destination is. If it can’t, it will pop-up a dialogue so that you can help it decide. But you need exactly 2 targets to make this work. Not 1 and not 3.

Another common effect from the game, where you discard or play cards from your hand has also been implemented. To use cards such as Kuat Reinforcements, just target the amount of cards from your hand (shift+click as usual) while you’re paying for an appropriate card and then use Kuat’s ability with Ctrl+Q (double clicking at this point will try to produce resources, so you need to manually use the ability).

To use cards like Jabba the Hutt, just target the card from your hand and double-click Jabba.

Bug Reports

This update is very fresh, and even though I spend dozens of hours debugging it, it’s very likely a lot of bugs slipped through. If you encounter something that doesn’t work as you expect, or if you see any python errors and so on, Please Contact Me and open a bug report in GitHub. Don’t just ignore something that is not a big deal. I want to fix all the small annoyances if they exist or don’t work as expected.

The sooner I know about an issue, the sooner I can fix it.

Other than that, enjoy the new system and let me know what you think about it in the comments 🙂

Jul 25

Subscription feature goals

I’ve started a list of upcoming features and updates for the MTG game, which will be based on OCTGN’s subscription goals.  See this page: http://octgn.gamersjudgement.com/wordpress/mtg/subscription-features/ for the most up-to-date version of the list, as I will be updating it periodically with new targets.

  • 15% – In-game sound alerts for certain game actions such as passing priority and responding to actions (game sounds will only play for subscribers) NOTE: Currently postponed until the bugs surrounding in-game sounds are solved.
  • 18% – permanent Game Setting to Enable/Disable card alignment and autoscript/stack
  • 20% – Customize the tokens that are automatically created by the autoscript system
  • 23% – Allow dynamic customization on how the alignment orders the cards, including horizontal vs vertical stacking, and which row certain card types are placed in.

Subscribing to OCTGN is a great way to help support the program’s future development, and get some cool features in the process!

Jul 22

Pokemon on OCTGN


Pokémon Trading Card Game players take on the role of a Pokémon trainer, using their creatures to battle. Players play Pokémon to the field and use their attacks to reduce the opponent’s HP. When a Pokémon’s HP is reduced to 0 it is knocked out and the player who knocked it out takes a Prize card into their hand. A player may win the game in 3 ways; by collecting all of their prize cards (initially 6, some cards can increase this), if their opponent runs out of Pokémon on the field or if at the beginning of their opponent’s turn there are no cards left to draw in the opponent’s deck.

This is a game definition for the Online Card and Tabletop Gaming Network (OCTGN).

Please check the header above for download files and for learning to play.

Have Fun

Jul 22

Scripting overhaul

Over My Dead BodyDue to the way some new events work (specifically “Over my Dead Body”), I’m finding that I need to rethink how automations work in the game definition, as I now need to provide an interrupt window for every card react.

As such, scripting Edge of Darkness is taking a bit longer than usual but hopefully I’ll have something out in the next few days.

Jul 21

New Python API: getSetting() and setSetting()

New python functions have been added to the API, and will be available in the next OCTGN update (3.1.56).  Games now have their own dedicated Game Settings, which can be accessed and edited by the Python scripts.  This allows for greater customization of the gameplay experience for the users.

Some examples of these API functions in use.  The first parameter is the name of the game setting, which should be a string but can be named whatever you wish.

setSetting(“MaleGender”, True)

This example will store a game setting for the player’s gender, representing a boolean value.  I arbitrarily chose male to be the True condition.

male = getSetting(“MaleGender”, True)

getSetting() will return the stored game setting with the “MaleGender” name.  If the setting has not been created yet, it will return the default value instead (the second parameter).

Jul 21

Errata cards added to Mage Wars

Errata for 3 core cards (Hand of Bim-Shala, Temple of Light & Battle Fury) has been incorporated. Cards should be replaced after a OCTGN restart when Mage Wars updates to version

Jul 20

Edge of Darkness image pack uploaded

As always, it’s the censored version for the first 6 months. Grab it while it’s hot! 🙂


Jul 19

We have reached the Edge of Darkness

Edge of Darkness box coverThe latest Deluxe Expansion for the Star Wars LCG is now available on OCTGN. Restart your clients to immediately download v2.2.4x. which contains it.

Like usual, this initial version has no automation, barring known cards like the Fate Cards, Swindled etc which didn’t need testing.

One exception is Embers of Hope which is also automated, mostly to prevent card draw automations from firing when they shouldn’t. Don’t forget that Embers of Hope only works while it is undamaged 😉

Also, censored card images are not available yet but they will be appearing soon enough.

Jul 18

Second pair of match casts for the ANR Invitational published

Similar to the previous post, the next 2 matchups for the Invitational have been posted. These are the games I played against Alexfrog and also Orange Devil VS Asroybal

Post Game Interview

Post Game Interview


Jul 18

The Legend of the Five Rings (L5R) CCG

The Legend of the Five Rings (L5R) is a collectible card game created by Alderac Entertainment Group. L5R takes place in the fictional empire of Rokugan from the Legend of the Five Rings setting, where several clans and factions vie for domination over the empire.

A major distinctive feature of the game is the importance of the storyline: new fiction pieces advancing the story of Rokugan are published on a weekly basis, in addition to being released with every expansion, and in a quarterly publication, the Imperial Herald. Many of these fiction reflect the result of tournaments, where players use their decks to determine which faction will claim a particular prize within the storyline.

This is a game definition for the Online Card and Tabletop Gaming Network (OCTGN). Only the Empire Edition is available, but the project is open to anyone who wants to contribute including previous editions and sets.