Jump to content

Unite into Darkness - YCM's first MMOTCG


Umbra

Should this be stickied?  

1 member has voted

  1. 1. Should this be stickied?

    • Yes.
      5
    • No.
      0


Recommended Posts

Welcome, members, one and all, to YCM's first - as far as I know - Massive Multiplayer Online Trading Card Game. What makes it massive, you say? Well, let me tell you. Here, anyone can play. I won't put a specific limit on the quality of posts or the number of posts, because it's meant for everyone.

 

Gameplay

When you first join, you will receive one of three unique Starter Decks, consisting of 5 cards; three Heroes and two Items. A Deck must always include exactly 3 Heroes and 2 Items. At the start of a Game, all three Heroes are played and given Items, which are placed on top of the Heroes. If you do not wish to reveal an item, keep it face-down.

 

Heroes

Heroes have different powers of different levels, ranging from one to four, which are used in combat.

 

[spoiler=Example Hero Card: Gigantic Fighter Hegelon]

Gigantic Fighter Hegelon

80 HP

Defenses: 5 Physical, 5 Agile

Initiative: +13

Crushing Punch - 2 - CR - Physical - 30 - Remove target Item card from target.

Second Wind - X - PR - Mental - 0 - Restore full HP until next round.

Reckless Rush - 2 - DR - Physical - 20 - 50% chance target is stunned until start of it's next turn. Position becomes Close.

 

 

 

A Hero's Defenses decreases damage taken by a Power with that type by the listed amount. For example, any damage made by a Physical power to Hegelon will be decreased by 5.

 

Initiative tells the order of combat. The higher your Hero's Initiative is, the likelier is it that your Hero goes first in combat.

 

Important! Reading a Power.

A Power might seem difficult to read at first, but no worries. The first thing after the name is the Power's Range, which is either Personal (PR), Close (CR), or Distant (DR). An Power with Personal Range targets the user of the Power. I'll get back to Close and Distant range during the Combat Sequence chapter.

The first entry after the Name lists the Power's Level, a value between 1 and 4. Powers can be upgraded between Games. If the Level is X, as in the case of Second Wind, it is impossible to upgrade the Power.

The second entry lists the Power's type, which is either Physical, Mental or Agile. Some abilities might be more effective on some Heroes than others, so make sure that your Heroes are as varied as possible.

The third entry lists how much damage the power inflicts, if any. Most Personal Range abilities don't inflict damage.

The fourth and final entry lists any special effects the Power has. Crushing Punch for example has the ability to remove the attack target's Item, which can provide an advantage, and Reckless Rush can stun the target.

 

Items

Two of the cards in your Deck are Items, which can be equipments to power up your Hero with Defenses or extra Damage, or sacred items which can provide special Powers.

 

[spoiler=Example Item Card: Shroud of the Raven]

Shroud of the Raven

At the start of your Movement Phase, select one of these effects to apply to the wearer of this Item, until the start of your next Movement Phase.

• +5 Physical Defense

• +5 Agile damage, select 1 Physical Power. That Power becomes a Agile Power.

 

 

 

Combat

 

There are two Positions to be considered in UD: Close and Distant. This is basically how far away you are from your target. If you are Close to your target, you can use Close Range powers. Same thing with Distant and Distant Range Powers.

 

A round in UD consists of two phases: The Movement Phase and the Fighting Phase. During the Movement Phase, you simply tell whether you want your Heroes to be Close or Distant to your opponent's Heroes. The order of decision is decided by Initiative and the use of percentile dice.

 

Important! Interception.

Let's say that Player A wants his Hero A to be Close to his opponent's (Player B's) Hero B. Hero A has higher Initiative, so Player A does that. Now, however, if Player B wants Hero B to be Distant to Hero A, Player A can declare Interception. Once again, percentile dice is used along with Initiative. If Hero A's Interception value is higher than Hero B's Interception value, Hero A can use a Close Range attack immediately on Hero B, and Hero B remains Close to Hero A. However, should Hero B's value be higher, Hero B becomes Distant. (Hero A fails to intercept Hero B's gracious dodge.)

 

Important! Pass.

In the Movement Phase, you can also declare Pass if you don't want to move your Hero. If you Pass, you will remain in the same Position to every other target as you was during your last turn.

 

Important! Multiple targets.

Normally, each Hero's position can only be changed once per Movement Phase. There is only one exception: When targeted by multiple targets.

 

Let's return to Player A and Player B. During his Movement Phase, Player A lets Hero C become Close to Hero B, and does so with Hero A as well. When it comes to Hero B's turn, Hero B can choose to become Distant to both Hero A and Hero C, instead of just one of them. If Interception is declared, Heroes A and C's Initiative will be added to Player A's Intercept value instead of using two separate values. If Hero A has +11 Initiative and Hero C has +8, the combined Initiative would be +19. (It is much harder to avoid two Heroes than one.

 

During the Fighting Phase, the turn Player simply tells what ability the Hero whose turn it is (the “Active Hero”) should use on it's selected target. (Target is declared in Movement Phase.) Any Ability that activates in combat activates now. Each Hero's turns are then carried out. When all Heroes have done their turns, it becomes the Movement Phase again and the round is over.

 

Winning the Game

 

The objective of the game is to reduce all of your opponent's Heroes' HP to 0 before they do the same to you.

 

[spoiler=Too much information at a time?]

[align=center]

don_t_panic_button.jpg

If you don't understand everything at a time, it's ok. It takes a few Games to get the hang of your Deck.[/align]

 

 

Trading

A large part of UD is gaining new Heroes and using them in new strategies. Not only is player-to-player trading allowed, but there is also a Market in which you can buy and sell both Heroes and Items freely.

 

Important! Money.

The currency of UD is Gold Pieces (gp) which are used for buying and selling Heroes and Items. There are ways of obtaining gp:

• Selling a Hero or an Item (varies from card to card)

• Winning a Game (100 gp)

• Exchange from Points. The exchange rate from YCM Points to gp is 10:1. Basically, you can submit 10 points to me in order to gain 1 GP. This is a one-way transaction. It is impossible to submit GP in order to gain YCM Points. Should you decide to stop playing, a.k.a. deleting you account, any points submitted will be refunded.

 

[spoiler=Starter Decks]

[spoiler=Deck One - Will of the Unseen]

[spoiler=Wicked Doll]

40 HP

Defenses: +5 Mental

Initiative +8

Chaos Bolt - 2 - DR - Mental - 20 - 40% chance, continuous 5 Mental damage at end of target's turn.

Possession - X - PR - Mental - 0 - Select 1 Hero you control. It becomes that Hero's turn.

Wicked Skin - 1 - CR - Mental - 10 - Activates immediately upon being attacked. 50% chance, target is stunned for 1 round.

 

 

 

[spoiler=Empty Grave]

50 HP

Defenses: +5 Mental

Initiative +7

Dragged Back - 1 - CR - Mental - 0 - Activates upon this Hero's defeat. 20% chance, target Close Hero is destroyed.

Touch of Plague - 3 - CR - Physical - 20 - 30% chance, target becomes poisoned for 5 Physical damage until the 2nd round after activation.

Dreadful Stench - 2 - CR - Physical - 20 - 50% chance, all enemy Heroes become Distant to this Hero.

 

 

 

[spoiler=Bone Golem]

80 HP

Defenses: +10 Physical, -5 Agile

Initiative +11

Bone Smash - 2 - CR - Physical - 50 - This Power cannot be used during the next Round.

Necrosis Rage - 2 - PR - Mental - 20 - During the next Round, all Physical damage this Hero inflicts is increased by 20.

Shattering Blow - 2 - DR - Physical - 30 - Until the next Round, the target's Physical and Agile Defenses becomes 0. 30% chance, if the target wears an Item, remove that Item from the game.

 

 

 

[spoiler=Rod of the Necromancer]

Wearer gains the Necromancer's Will ability.

Necromancer's Will - X - PR - Mental - 0 - Use only if one of your Heroes was defeated this turn. Place 1 “Zombie Token” with 40 HP on the board. The “Zombie Token” becomes Close to target Hero that defeated one of your Heroes this turn.

 

 

 

[spoiler=Wicked Wolf Hood]

+ 5 Agile Defense

Once per Movement Phase, if the target fails an Intercept roll, you can make a second Intercept roll.

 

 

 

 

[spoiler=Deck Two - Guardians of Order]

[spoiler=Captain Marius]

60 HP

Defenses: +5 Physical

Initiative +12

Retribution - 2 - CR - Mental - 40 - Use only if this card took Physical Damage during the last Round.

Sword Flurry - 2 - CR - Agile - 20 - Attack twice with this power.

Brutal Swing - 1 - CR - Physical - 20 - Target bleeds for 5 Physical Damage.

 

 

[spoiler=Red-Winged Angel]

40 HP

Defenses: +10 Agile

Initiative +15

Banish - 1 - DR - Mental - 20 - 50% chance, target is stunned until the next Fighting Phase.

Seraphim's Gaze - 2 - PR - Mental - 0 - Target Hero is healed for 20 HP.

Sky Sweep - 2 - DR - Agile - 30 - During next Movement Phase, this card cannot be Intercepted. You cannot use this ability next Fighting Phase.

 

 

 

[spoiler=Watchman Urius]

50 HP

Defenses: +5 Physical

Initiative +8

Protection - 2 - PR - Physical - 0 - Until the next Movement Phase, increase this Hero's Defenses by +5. You cannot use this Power during the next Fighting Phase.

Second Wind - 1 - PR - Mental - 0 - Increase the Hero's HP by 20, until the Movement Phase.

Tactical Slash - 2 - CR - Agile - 20 - 50% chance, opponent's Agile defense is decreased by 5 during damage calculation.

 

 

[spoiler=Hood of the Seraphim]

Wearer gains 20 maximum HP.

 

 

 

[spoiler=Sword of the Eagle]

One of the wearer's Physical Powers becomes an Agile Power, and it's damage is increased by 5.

 

 

 

 

[spoiler=Deck Three - Walkers of the Forest]

[spoiler=The Living Woods]

100 HP

Defenses: +10 Physical, - 5 Mental, - 5 Agile

Initiative +4

Rebirth of the Forest - 2 - PR - Mental - 0 - 40% chance, heal this Hero for 20 HP.

Blow of Retribution - 2 - CR - Physical - 10+ - Increase the damage dealt by this power by the total damage taken by this Hero / 2.

Final Strike - 3 - CR - Physical - 50 - Activates only when this Hero is defeated.

 

 

 

[spoiler=Squirrel Master Warrior]

40 HP

Defenses: -10 Physical, +10 Agile

Initiative +13

Surprise Attack - 2 - CR - Agile - 10+ - Increase the damage dealt by this power by 10 for each Hero that is Close to the attack target.

Dodge Giants - X - PR - Agile - 0 - Passive ability. Your opponent cannot declare Interception at this card.

Power Release - 1 - PR - Mental - 0 - Place 1 Counter on this card. When using Surprise Attack, Remove 1 Counter from this card and increase the damage by 10 Physical. When this Hero would be stunned or poisoned, remove 1 Counter from this Hero instead.

 

 

 

[spoiler=Archdruid of the Wilds]

50 HP

Defenses: +5 Mental

Initiative +6

Nature's Revenge - 2 - DR - Mental - 20 - Target is stunned until the end of the next Fighting Phase.

Wrath of the Goddess - 1 - DR - Mental - 10+ - If the target is stunned, increase the damage dealt by this power by 20.

Feral Claw - 1 - CR - Physical - 10 - If target's Physical Defense reduces this Power's damage to 0 or lower, the damage becomes 5.

 

 

[spoiler=Crown of the Forest Lord]

Wearer gains +5 Physical Defense, and cannot be poisoned.

 

 

[spoiler=Elven Cape]

When rolling an Intercept, wearer gains +5 to the roll.

 

 

 

 

 

 

Application

To join, simply state your desired Account Name and Starter Deck. (seen above) You will be entered into the Server (next post), in which all players will be listed. There, it's easy to find a good opponent based on a ranking system. If you have any questions, how trivial they may be, or if you think I've forgotten anything, please tell me so in a PM.

Link to comment
Share on other sites

The Server

There will be two types of Games; Ranked and Unranked. As the name suggests, Ranked Games affect your Rank, while Unranked Games are for fun or maybe for decktesting. This post will list all Players and their current rank. From the start, all Players are Unranked, and can determine their Rank by playing a Game, either against a Player or against the Server. (me)

 

Players

Fade: Unranked

.:Mirage:. : Unranked

Death: Unranked

Fenrir: Unranked

Link to comment
Share on other sites

Server Game

 

Turn of Initiative

Archdruid of the Wilds - Server: 101

Master Squirrel Warrior - Server: 65

Bone Golem - Fuse: 44

Wicked Doll - Fuse: 43

Empty Grave - Fuse: 28

The Living Woods - Server: 8

 

Startup Phase

Server gives Crown of the Forest Lord to Archdruid of the Wilds.

Server gives Elven Cape to The Living Woods

-Fuse's turn

 

Movement Phase

Archdruid of the Wilds becomes Distant to Wicked Doll

Master Squirrel Warrior becomes Close to Empty Grave

- Fuse's turn

 

Complete your Startup Phase - giving your Items to the Hero you want to have them - and your Movement Phase. Then, Fighting will commence.

Link to comment
Share on other sites

The Startup Phase is only played during the first Round of the Game, when the Players decide which Hero wears what Item.

 

During the Movement Phase, the turn of Initiative is followed as the Heroes declare 1 target and their Position to that target. As an example, I declared that my Archdruid of the Wilds should be Distant to your Wicked Doll, giving me an excellent opportunity to use Nature's Revenge and Wrath of the Goddess, my Archdruid's Powers. Since it is currently your turn, you can decide on your three Heroes' positions.

 

Current status

Archdruid of the Wilds - Distant to Wicked Doll

Master Squirrel Warrior - Close to Empty Grave

The Living Woods - Out of Combat

 

Wicked Doll - Distant to Archdruid of the Wilds

Empty Grave - Close to Master Squirrel Warrior

Bone Golem - Out of Combat

 

If the Status is Out of Combat, it simply means that your Hero currently doesn't have a Position.

 

DON'T PANIC

Link to comment
Share on other sites

Tapion: Don't worry, I don't mind. Your account will be deleted and you will be given a second chance if you should want to.

 

Server Game

 

Turn of Initiative:

Master Squirrel Warrior - Server: 98

Archdruid of the Wilds - Server: 80

Archdruid of the Wilds - Fenrir: 67

The Living Woods - Fenrir: 31

Master Squirrel Warrior - Fenrir: 28

The Living Woods - Server: 8

 

Startup Phase

Server gives Crown of the Forest Lord to Master Squirrel Warrior

Server gives Elven Cape to The Living Woods

 

Movement Phase

Master Squirrel Warrior moves Close to Archdruid of the Wilds

Archdruid of the Wild moves Distant to Master Squirrel Warrior

 

Current Status

Master Squirrel Warrior - Server: Close to Archdruid of the Wilds - Fenrir

Archdruid of the Wild - Server: Distant to Master Squirrel Warrior - Fenrir

The Living Woods - Server: Out of Combat

 

Archdruid of the Wilds - Fenrir: Close to Master Squirrel Warrior - Server

Master Squirrel Warrior - Fenrir: Distant to Archdruid of the Wild - Server

The Living Woods - Fenrir: Out of Combat

Link to comment
Share on other sites

-Patch-

Stunning effect on Nature's Revenge changed to 30%/40%/50%/60% chance.

 

Movement Phase

Server moves The Living Woods Close to Archdruid of the Wilds

 

Fighting Phase Commences

Master Squirrel Warrior uses Surprise Attack on Archdruid of the Wilds

Deals 20 damage (Archdruid HP 30)

Archdruid of the Wilds uses Nature's Revenge on Master Squirrel Warrior

Deals 20 damage (Squirrel 20 HP)

Stun fails

 

Fenrir's Turn

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...