zombiepromking Posted January 4, 2010 Report Share Posted January 4, 2010 [spoiler=Loooong rules]Deck A deck must consist of 50 to 70 cards Secondary Deck A secondary deck consists of any Secondary Form Spirit cards. This Deck can be at a minimum of 0 and a maximum of 20. Field DeckA Field Deck consist of 10 Field Cards. You can have no more than 1 of the same field card in your Field deck. Aura SpiritYou need an Aura Spirit to play the game. Game Set-up[spoiler=playmat] 1.Spirit Zones*Active RosterThe Active Roster is where any Spirits that are currently active are placed face-up.*Waiting RosterThe Waiting Roster is where Spirits may be placed face-down or face-up depending on the card and its requirements. 2.Field ZoneThe Field Zone are where a player's Field Card is placed Face-Up at the beginning of the game. 3.Deck ZoneThe Deck Zone is where a player's Deck is placed face-down 4.Secondary Deck ZoneThe Secondary Deck Zone is where all of your Secondary Form Spirits are placed face-down at the beginning of the game. 5. Junk PileThe junk pile is where all Spirits cards that are destroyed on the field are sent. This is also where activated cards are sent. Game Cards[spoiler=card example] Spirit Cards 1.Card NameThis may be important to a game depending upon the abilities and the effects of cards in a game. A card's name will be addressed in quotations always. If a card possesses the same name as another, they are considered the same card regardless of differences (Artworks, abilities etc.) 2.AurasThere are 13 Auras that a Spirit can have; 6 of which are exclusive to Secondary Form Spirits. These Auras may be important depending upon card abilities and effects in a game. *Aura Break-downDark, Radiant, Blaze, Aqua, Cyclone, Gaia, and Neutral *Secondary FormLurid, Glorious, Ice, Terra, Infernal, Tempest 3.DP and MP (Not present in example)DP are the points that determine how offensive your Spirit may be. DP is applied to your opponents spirits in battle. the opponents Spirit sustains damage equal to the DP of the monster battling with it after Buffs and DeBuffs are applied. MP determines how many times a Spirit can use its abilities. MP decreases by the cost of the ability used. When a Spirit's MP is less than the cost of an ability, it cannot be used. 4.Abilities These are things that spirits can do to affect the game. 5.Flavor TextThis holds no purpose to the game, it's just there.. 6. Buffs and DeBuffs (Not present)Buffs and DeBuffs are the strengths and weaknesses of a select Spirit. Buffs and DeBuffs will increase, or decrease the amound of damage received by a Spirit. 7.Immediate Abilities (Not present)Immediate Abilities are in affect at all times and do not use MP. 8.Special ConditionsSpecial Conditions are requirements that must be met in order to Unleash a Spirit, regardless of the number of cycles it has been in the Waiting Roster if present. 9.CyclesCycles are the number of your turns a Spirit must be face-up in the Waiting Roster before entering the Active Roster. A Spirit with Cycles of 1 or more are placed, from the hand, face-down in the Waiting Roster. A Spirit can be flipped face-up in the Waiting Roster before you attack during your turn. While a spirit is face-up in the Waiting Roster, its Cycles begin to count down. 10. Holding Capacity (Not present)This determines what kinds of Held Battle Equipment a Spirit can Use Secondary Form Spirits Secondary Form Spirits are placed in the Secondary Deck, separated from the Deck. In order to Unleash a Secondary Form Spirit, you must send the specific Spirit listed in the Special Conditions of a Secondary Form Spirit to the Junk Pile, you must also fulfill any Special Conditions Aura Spirits Aura Spirits are placed in the Secondary Deck, separated from the Deck. In order to Unleash an Aura Spirit, your Shields must be depleted to 0. Only one of these cards can be present in your Secondary Deck. Unleashing a Spirit Primary UnleashingAn immediate Unleash can be performed once during your turn. A Spirit is Unleashed from your hand. Simply place a Spirit card with no Cycles onto the Field face-up to Immediately Unleash a Spirit. SettingA Spirit is set when it is placed in the Waiting Roster face-down. Secondary UnleashingA Secondary Unleash is preformed when you send a face-up spirit from your Waiting Roster into your Active Roster when its Cycles, Special Conditions, or both are fulfilled. This can be performed up to twice a turn. AscensionAscension is when you Unleash a Secondary Form Spirit in your Secondary Deck and send it to the Field. This can be performed as many times as possible in a turn. Battle Equipment Battle Equipment is placed under a Spirit who's Holding Capacity is greater than or equal to the Capacity of the Battle Equipment that is currently in your Waiting Roster or Active Roster; the effects of Battle Equipment are only applied while a Spirit is in the Active Roster. When a Spirit is Defeated in battle, or destroyed, the equipped Battle Equipment is Broken and sent to the Junk Pile PotionsPotions can only be used when you Unleash a Spirit. To use a Potion, you reveal the Potion from your hand and apply the Potion's effects to a select Spirit on the Field, then send the activated potion to the Junk Pile Alchemy SpellsAlchemy Spells can be activated at any time, during your turn before you attack. You activate an Alchemy Spell by revealing an Alchemy Spell in your hand to the opponent, and applying the effects of the card, the card is then sent to the Junk Pile. Battle SpellsBattle Spells can only be activated when you or your opponent attack.You activate a Battle Spell by revealing a Battle Spell in your hand to the opponent, and applying the effects of the card, the card is then sent to the Junk Pile. Field Cards Field Cards affect the game. The Field card is determined at the beginning of the game. Each player takes 1 random Field Card from the other's Field Deck and places it face down, a coin is then tossed, one player calls either Heads or Tails, if the player called it right, that player's Field Card is used at the beginning of the game. The loser's Field card is placed face-down in their Field Card Zone and can be shifted to via the Abilities or effects of a card. Game-play BreakdownThe first thing both players do at the beginning of the game is shuffle. After you shuffle both players are to draw 6 cards. Both players start out with 12 Shields. Anything can be done to determine who goes first, from generosity to a coin toss. The turn-player, first draws a card from the top of their deck to start off their turn. A player can then Unleash Spirits, use Potions, equip Battle Equipment, activate Alchemy Spells, and Set Spirits. The last thing a player does is attack. While a monster is attacking, you and your opponent can activate Battle Spells. Destroying a Spirit in BattleA spirit is destroyed in battle when the amount of damage it has sustained exceeds its DP. WinningThe way to win the game is to eliminate the opponents Shields and destroying their aura. Shields can be depleted by the abilities and effects of cards, or by attacking the opponent while they have no Spirits in their Active Roster. Once the opponent's Shields are depleted, their Aura is vulnerable. An Aura is equal to the collective DP of all of your spirits that they destroyed. When your opponent's Aura is made vulnerable, they can Unleash 1 Aura Spirit from their Secondary Deck. Once all of your opponent's shields are down, any excess damage done to an opponent's spirit is transferred to the opponents vulnerable Aura. Ohkay! I think i covered everything. If i left any holes please tell me. If this collects enough attention i'll be making a club. Feel free to drop down card ideas. I have half a book fool, but all of the cards need major reform since all of them were made before the major rule reform I've made. I've got card types that i never even had precursors to in the original form of this game. BTW i have everything spelled out like it is since if i wanna get people playing at some point i need it spelled out for all the idiots younger children Link to comment Share on other sites More sharing options...
.Leo Posted January 4, 2010 Report Share Posted January 4, 2010 I read quite a bit of it. Seems interesting. I will keep a tab on this. Link to comment Share on other sites More sharing options...
zombiepromking Posted January 4, 2010 Author Report Share Posted January 4, 2010 Thanks. I just realized something...it's impossible to OTK in this GAME!!! *update*added a part of the rules that i forgot Link to comment Share on other sites More sharing options...
Dweller of Parables Posted January 4, 2010 Report Share Posted January 4, 2010 Rules are too long for cards that don't exist yet. Link to comment Share on other sites More sharing options...
zombiepromking Posted January 4, 2010 Author Report Share Posted January 4, 2010 I've got a book full of them. They just need reform so they apply to the new version of the rules. Link to comment Share on other sites More sharing options...
Dweller of Parables Posted January 4, 2010 Report Share Posted January 4, 2010 Sample or it didn't happen. Link to comment Share on other sites More sharing options...
zombiepromking Posted January 4, 2010 Author Report Share Posted January 4, 2010 K Great Angus Warrior/Blaze------------------------Spirit/DP240/MP200Cycles:2/HC:6------------------------MP30 Burning Blast/ Place 1 Burn Counter on 1 Non-BLAZE Spirit that is in the Active Roster. MP80 Ignition/ Decrease the DP of all Non-BLAZE Spirits with a Burn Counter on them by 30 for each burn counter on them.------------------------Special condition(s):N/A------------------------Buffs: BLAZE -30 INFERNAL -20DeBuffs: AQUA +20 Ice +10 Link to comment Share on other sites More sharing options...
Womi Posted January 4, 2010 Report Share Posted January 4, 2010 Déjà vu! 0_oNow I get the title of your other thread! Link to comment Share on other sites More sharing options...
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