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YCM Trading Card Game


Andinator

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Well, heres my first one:

 

HaseoCard.png

 

To teach you how to play, we'll start with card descriptions:

 

So there are 3 types: Knight, Mage, and Hunter. Amoung those types, there are sub types, which are not always included in a card. Subtypes will refer to the type of their type (eg. Hunter-Future Tech).

 

The spiked circle represents the rank. 1 is just a basic card. Basic cards can be played normally or at any time during your turn. cards with 2 circles require an offering of any number of card(s). The number of offers are determined by a number in white that will be within the circle (the number will not go above 3). Cards with 3 circles will be even more difficult to summon. The number in the circle will be a special color. That color will represent an element (Red=Fire; Blue=Water;Green=Nature; Yellow=Lightning). For now, those are the only elements.

 

now we move onto vocabulary:

 

Name: The card name

 

Chemistry: The Spiked Circle; represents the number of offers needed to be played

 

Type: a group of similar cards; is on every card

 

Sub-type: a more specific description of a card; does not count towards a different type.

 

Offer: tributes, sacrifice, etc

 

Alright, heres how ya play:

 

Each player must have compiled a deck of exactly 40 cards in their main deck, as well as a maximum of 15 spells in a different deck (the spell deck)

 

At the start of a War, each player draws 4 cards from their main deck, and 3 from their spell deck. The player who goes first does not draw a card on his/her first turn. After that, during the start of a players turn, the turn player may draw a card from either his/her main deck or spell deck.

 

The player who goes first must have a Soldier Card in his/her hand (like the card above). If he/she does not, that player must return a spell card in his hand to the bottom of his/her spell deck, then, they may draw 1 card. If all three spell cards in the turn player's hand is returned to the spell deck, and the turn player still does not have a soldier that they can play on their first turn (one without a offering requirement), then instead of drawing a card from returning the last spell card, the opponent may look at the turn player's deck and select a card with a chemistry of 1 in the turn player's deck and add it to the turn player's hand.

 

After the hands are set, the turn player can play any card with a chemistry that can be played at the moment face-down (no such thing as defense mode, just face-down). Player's can only play one soldier card per turn ). The player who goes first may not play any spell cards either.

 

However, they MAY equip their face-down soldier with an armory spell card. Armory spell cards are special spell cards indicated with a white card border. Those may be equipped to a face-down card at any time of your turn, other than in the middle of a battle. when the face-down card declares an assault or is being assaulted, the card is flipped face up. If the assaulting card is also face-down, it is also face up. If the assaulting card has a higher attack than the defending one's defense, then the difference is subtracted from their HP. If not, then the difference the defending soldier's defense has over the assaulting one's attack will be subtracted from the assaulting card's HP instead.

 

At the time of the battle, any armory cards are flipped face-up as well (optional). The effect written on the card will be applied to the battle. Unless the card effect says otherwise, the armory card is discarded after use at the end of the battle.

 

Now, What is magicry? thats the last stat on the card, as one can see from the Haseo card. Spell cards can only be played if their magicry cost is available on your side. This can be calculated by adding all of your soldiers magicry together. Magicry is not lost after being used however. But players may only use one spell card per turn (save for armory).

 

In this game, there is no such thing as a direct attack. but if your opponent controls no soldiers, then you win.

 

Now lets move on to Life Counters. At the start of a war, each player gets 30 life counters. Every time a player wins a battle, their opponent losses 5 life counters. The main way to win is to reduce their opponents life counter to 0. Other ways to win include deck out, field zero (nothing on their field), and Colloseum match (Sudden Death). In a Colloseum Match, each player has 1 life counter. Spell cards cannot be used and all effects are negated. Both players can take any card in their hand (they only draw four), regardless of chemistry, and play it face down. When both players are ready, They both flip up their card. Their HP is treated as 1, and both players battle it out. Colloseum Matches can occur when either both players Life counters are reduced to zero at the same time, or players just do that for fun.

 

[align=center]Also the second part to my riddle

"I'm thinking of a wornd on the tip of my toungue"

~Andinator[/align]

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Guest Supreme Gamesmaster

The sudden death sucks horribly.

 

Six battles only... or less? Short game.

 

You have to have a Soldier if Spells have a separate Deck (which is 20% exhausted before the game starts).

 

Assault = Battle; don't try and pretend otherwise.

 

Still, at least it's original. Most TCGs that pop up here are only thinly disguised, utterly butchered YGO ripoffs.

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The sudden death sucks horribly.

 

Six battles only... or less? Short game.

 

You have to have a Soldier if Spells have a separate Deck (which is 20% exhausted before the game starts).

 

Assault = Battle; don't try and pretend otherwise.

 

Still' date=' at least it's original. Most TCGs that pop up here are only thinly disguised, utterly butchered YGO ripoffs.

[/quote']

 

Oh, I know, I'll just delete the attacking thing. we can all ride ponies instead. And the spell deck is made low to encourage people not to draw from it as often.

 

 

Good

8/10

Very Good

 

Can You make Me 1?

Name: Rose Phoenix

Pic: 5l5bwj.jpg

ATK: 2

DEF: 4

HPT: 10

MGC: 4

1 Sacrifice

Effect:

If Your Opponent Activates a Spell To Reduce This Cards ATK' date=' DEF or MGC, Treat The Effect on a Card Your Opponent Posseses.

I Shall Give You 3 Reps!

[/quote']

 

Sorry, but they must be named after members of YCM. Also, the stats are way too low. Haseo's is weaker than normal ones due to his effect. Heres your card anyways:

 

Spider5667.png

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thanks Zenqued. for the shop' date=' I'll stick with doing it myself. The template took me a whooping 15 minutes. I'll be making the shop soon everybody. and I give you credit fatherwolf.

[/quote']

 

Wow 15 minutes. :l

 

That's not much for a template full of smex.

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