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War of Kingdoms TCG (my TCG)


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So i wanted to make my own TCG for some time now, but i haven't been able to succeed. I have had many ideas

[b]Attempt #1[/b]
Each creature in the TCG has a category, a category 1 creature would be easy to play, and a category 3 creature would be harder to play, and would require another creature as an offering. obviously that didn't work

[b]Attempt #2[/b]
Each Crearure having coloured categories that best suit them and only having 1 value, their Power value. that seemed to have worked, but it ultimately failed.

So it came to this the Third Attempt. this time it's like Attempt #2 but i made improvements to it. Now for the info and rules.

[b]Rules:[/b]
- The aim of the game is to reduce your opponents Health to 0. Each player starts off with 100 health.
- If your opponent doesn't control any creatures you cannot reduce their health with your creatures.
- Decks can have 40-50 cards. Each player can run up to 4 copies of each card in their decks
- One creature can be played a turn, outside card effects
- Each player has 2 rows of creatures, a front row and back row. each row can hold 5 creatures.
- Only Creatures on the Front row can attack, unless a card effect states that a creature can attack from the back row.
- Creatures can only attack other creatures on the front row, unless a card effect states that they can attack back row creatures
- If a player runs out of cards in their deck you can pay 5 health to select 10 cards in your discard pile and shuffle them to form a new deck.

[b]Setup:[/b]
- Both players draw 5 cards from their decks
- Both players roll a die, to see who goes first, the largest number goes first

There are 2 types of cards. Creatures and Support.
[b]Creatures:[/b]
- Each creature has a set amount of Health. (Usually between 15 and 25)
- Each Creature has a Power Value and a Block Value. When a creature is in combat, you take the Block Value of the creature you are attacking and halve it (rounded down) you then subtract that from the attacking creatures power value and the total is subtracted on the enemy creatures health. (i.e:
Power Amp - Power: 15 is attacking Natural Oak Walker Block: 11
(11/2 = 5.5 -> 5, 15 - 5 = 10) Natural Oak walker loses 10 Health.)
When a creature loses all of their health they are destroyed and their Block Value is subtracted from the controllers Health.
- Creatures are split into Classes (i.e Human, Fire, Aqua)
- There are many types of creatures:
[b]Regular Creatures[/b]
[b]Tag Team Creatures[/b] (they team up with other creatures on the battlefield)
[b]Blocker Creatures[/b] (Attacks are redirected to these creatures)
[b]Hybrid Creatures[/b] (can be more than 1 Class)

[b]Support:[/b]
- There are 2 types of Support, [b]Regular Support[/b] and [b]Conditional Support[/b]
[b]Regular Support[/b] can be played right away, whereas [b]Conditional Support[/b] requires certain conditions to be met before you can use it.

[b]Turn Structure:[/b]
- Draw Stage - draw a card from your deck
- Check Stage 1 - you check the field for any effects that can be played
- Main Stage - play creatures, activate support cards
- Combat Stage - where creatures go to combat
- Check Stage 2 - check the field to see if any effects can played
- End Stage - end the turn

[spoiler=set #1 - Base Set 50/50]
Set 1 introduces 50 cards
- Each pack contains 7 cards
3 [b]U-Rares[/b]
7 [b]S-Rares[/b]
10 [b]Rares[/b]
30 [b]Commons[/b]

Justice Mage [BASE1] - [b]S-Rare[/b]
Class: Mage
Heatlth: 19
Power: 12 Block: 7
This Creature can attack Creatures on the Back Row.

Lancer Axe-man [BASE2]
Class: Human
Health: 20
Power: 14 Block: 5

Cemetary Swap [BASE3] - [b]Rare[/b]
Support
Add 2 cards from your Discard Pile to your Hand. Discard the top 2 cards of your Deck.

Support Dwarf [BASE4]
Class: Elf
Health: 16
Power: 3 Block: 3
[Tag Team] When an Orc Class creature is in combat, increase the Power of that creature by 3. Should an Elf Class Creature be destroyed, destroy this card instead.

Amp Cell [BASE5]
Class: Artificial
Health: 18
Power: 6 Block: 4

Super Amp [BASE6] - [b]Rare[/b]
Class: Artificial
Health: 20
Power: 10 Block: 6
If this card defeats an enemy Creature in combat, increase your Health by 4.

Power Amp [BASE7] - [b]S-Rare[/b]
Class: Artificial
Health: 22
Power: 15 Block: 8
If this card defeats an enemy Creature in combat, increase your Health by 5 and decrease your opponent's health by 3.

Tag Team Defender [BASE8] - [b]S-Rare[/b]
Class: Human
Health: 15
Power: 5 Block: 10
[Tag Team] When a creature you control, you can use this to become the attack target instead.

Whirlwind [BASE9]
Support
Select up to 2 creatures on the field and return them to their owner's hands.

Wish of the Draw [BASE10]
Support
Draw 2 cards.

Natural Oak Walker [BASE11]
Class: Nature
Health: 18
Power: 9 Block: 11

Draconic Blaze Dragon [BASE12] (cover) - [b]U-Rare[/b]
Class: Fire
Health: 25
Power: 23 Block: 15
When this card destroys a Creature in combat, destroy 1 Creature on the field with 7 or less Power and decrease the Health of your opponent by 4.

Forest Fire! [BASE13]
Conditional Support
Activate only when you control a "Fire" Class creature. Destroy all "Nature" Class Creatures on the Field.

Blaze Jar [BASE14] - [b]Rare[/b]
Class: Fire
Health: 18
Power: 5 Block: 6
When this card loses in combat and is destroyed, you can add 1 "Blaze" Creature from your Deck to your Hand.

Blaze Fiend [BASE15]
Class: Fire
Health: 20
Power: 11 Block: 9

Blaze Ember [BASE16] - [b]Rare[/b]
Class: Fire
Health: 18
Power: 8 Block: 8
When another "Blaze" Creature exists on the Front Row, this card gains 4 Power.

Creature Catapult [BASE17] - [b]S-Rare[/b]
Class: Human
Health: 20
Power: 12 Block: 1
This creature can only be placed on the Back Row. Once per turn by sacrificing 1 creature on your Front Row, this card gains 5 Power and can attack any creature on the Enemy Front Row.

Dwarf Soldier [BASE18]
Class: Elf
Heatlh: 19
Power: 11 Block:6

Dwarf Battlesoldier [BASE19]
Class: Elf
Health: 20
Power: 13 Block: 7
When this card is placed in the Front Row, all Dwarf creatures in the Front Row gain 2 Power, Excluding "Dwarf Battlesoldier".

Creature Trap [BASE20]
Conditional Support
Activate only a creature your opponent controls enters combat, Stop the attack and while that creature remains on the field, it can no longer attack.

Health Pack [BASE21]
Support
Increase the Maximum health of every creature you control by 5.

Power Shield [BASE22]
Support
Send the top 3 cards of your Deck to the Discard Pile to place 3 shield counters on your side of the field. whenever your opponent attacks you can remove 1 of the counters instead.

Power Pack [BASE23] - [b]U-Rare[/b]
Support
Increase the Power Value of all creatures you control by 10.

Shield Pack [BASE24] - [b]Rare[/b]
Conditional Support
Activate During your Opponents Turn. Increase the Block Value of all creatures you control by 8.

Natural Leaf Defender [BASE25]
Class: Nature
Health: 20
Power: 5 Block: 15
[BLOCK] All attacks are redirected towards this creature. When this card is placed on the battlefield add 1 "Nature" Class creature from your Discard Pile to your Hand.

Natural Bark Dragon [BASE26] - [b]S-Rare[/b]
Class: Nature
Health: 25
Power: 20 Block: 10
When this card is placed onto the battlefield, increase the power and block values of all "Nature" Class creatures you control by 5, until the end of your turn.

Natural Bark Oak [BASE27]
Class: Nature
Health: 20
Power: 10 Block: 10
When this card is placed onto the battlefield, add 1 "Nature" Class creature from your deck to your Hand.

Typhoon [BASE28] - [b]S-Rare[/b]
Support
Destroy 1 card on the Battlefield.

Restraint Chains [BASE29]
Support
Select 1 Creature your opponent controls, as long as that creature remains on the battlefield, that creaure cannot attack.

Aquatic Lancer [BASE30]
Class: Aqua
Health: 18
Power: 10 Block: 6
This creature can attack creatures on the back row. If this card attacks a creature, if this card's Power value is higher than that creatures Block Value then that creature's health is decreased by half of the difference in addition to the normal damage.

Aquatic Tidal Lord, Poseidus [BASE31] - [b]U-Rare[/b]
Class: Aqua
Health: 25
Power: 25 Block: 11
When this card is placed onto the battlefield, destroy 1 "Fire" Class creature on the battlefield. Any damage this creature inflicts onto "Fire" Class Creatures is doubled.

Tidal Wave [BASE32] - [b]Rare[/b]
Conditional Support
Activate when you control a "Aqua" Class Creature. Destroy all "Fire" class creatures on the battlefield.

Salvage Mission [BASE33]
Support
Add 2 "Aqua" Class creatures from your discard pile to your Hand.

Revival [BASE34] - [b]Rare[/b]
Support
Select 1 creature in your discard pile and place it back onto the battlefield.

No Support! [BASE35]
Conditional Support
Activate when your opponent plays a support card, negate the activation of that support card and destroy it.

Summon Jammer [BASE36]
Conditional Support
Activate when your opponent places a creature onto the battlefield, destroy it.

Aquatic Defender [BASE37]
Class: Aqua
Health: 20
Power: 9 Block: 13
[BLOCK] All attacks are redirected towards this creature. When a "Aqua" Class would be destroyed, send the top card of your deck to the Discard Pile to negate the destruction.

Aquatic Scout [BASE38] - [b]Rare[/b]
Class: Aqua
Health: 16
Power: 8 Block: 4
When this card is placed onto the battlefield, add 1 "Aqua" Class creature from your deck to your Hand. When this card is destroyed, add 1 "Aqua" Class creature from your Discard Pile to your Hand.

Electronic Canceller [BASE39]
Conditional Support
Activate when a "Artificial" Class creature you control is destroyed, the creature that destroyed has their Power Value reduced to 0.

Elek-Fighter [BASE40]
Class: Artificial
Health: 18
Power: 13 Block: 4
When this card is placed onto the Battlefield, increase the power of all "Artificial" Class creatures by 5 until the end of the turn.

Elek-Cell [BASE41]
Class: Artificial
Health: 15
Power: 6 Block: 6
When this card is removed from the battlefield, add 1 "Artificial" Class creature from your Deck to your Hand.

Elek-Disabler [BASE42]
Class: Artificial
Health: 19
Power: 11 Block: 6
When this card is destroyed in combat, decrease the power value of the creature that destroyed it by 4, and that card cannot attack next turn.

Black Hole [BASE43] - [b]S-Rare[/b]
Support
Destroy all creatures on the battlefield. Both players lose 2 Health for each of their monsters destroyed.

In-Training Mage [BASE44]
Class: Mage
Health: 17
Power: 8 Block: 7
When this card is destroyed, place 1 "Mage" class creature onto the battlefield.

Supporting Mage [BASE45] - [b]Rare[/b]
Class: Mage
Health: 18
Power: 11 Block: 7
If you played a Support card this turn, this card gains 5 Power until the end of the turn.

Twin Mage [BASE46]
Class: Mage
Health: 20
Power: 12 Block: 6
This card can attack 2 creatures a turn.

Long-Range Attack [BASE47] - [b]Rare[/b]
Support
Select 1 Creature you control. Until the end of the turn, that creature gains 4 Power and can attack creatures on the Back Row.

Hasty Soldier [BASE48]
Class: Human
Health: 18
Power: 10 Block: 7
This creature cannot be placed on the Back Row. Once per turn, you can place 1 "Human" Class creature onto the Back Row.

Slashing Swordsman [BASE49]
Class: Human
Health: 19
Power: 11 Block: 8
If this card is attacking a "Human" Class creature, this creature gains 3 Power during combat.

Spear Soldier Knight [BASE50]
Class: Human
Health: 20
Power: 15 Block: 10
If this card is attacking another creature, any damage done to that creature is doubled.
[/spoiler]

any comments/rates/fixes would be appreciated, i'm considering increasing the health of my creatures though
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thanks, and fixed,

i think i might up the health, because of the stronger creatures imo

[spoiler=Assignment stuff]
[b][u]Secret Key Cryptography[/u][/b]
A Secret Key in Cryptography is sometimes referred to as Symmetric Key Cryptography. It is a more traditional way of cryptography in which it uses a single key for both encryption and decryption. As well as encryption and decryption of messages, Secret Keys also deal with authentication of messages.
There is however one big, main problem with using Secret Key Cryptography, and that is
The main problem with secret-key cryptosystems is getting the sender and receiver to agree on the secret key without anyone else finding out. This requires a method by which the two parties can communicate without fear of eavesdropping. However, the advantage of secret-key cryptography is that it is generally faster than public-key cryptography.
The most common techniques in secret-key cryptography are [i]block ciphers[/i] (see Question [url="http://www.rsa.com/rsalabs/node.asp?id=2168"]2.1.4[/url]), [i]stream ciphers[/i] (see Question [url="http://www.rsa.com/rsalabs/node.asp?id=2174"]2.1.5[/url]), and message authentication codes.
[/spoiler]
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[quote name='The blazing MARS' timestamp='1308363445' post='5291469']
Nah, it's not that similar.
Only thing I noticed is that we both have a "Natural" Race/Class.

Anyways, Nice TCG :D
[/quote] What's your username anyways? I can't read it because its in unknown characters my computer can't read...

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[quote name='AsterikcAde' timestamp='1308364960' post='5291524']
What's your username anyways? I can't read it because its in unknown characters my computer can't read...
[/quote]
his name is "The Blazing Mars" it was one of the planet cards in the GX manga

@Mars: thanks

EDIT: the second set is going to be called "Infernal Awakening" the cards will have this numbering "INAW--" and will feature:
- New classes of creatures
- Equipment Cards
- Terrain Cards (where the kingdom aspect comes rom) - Terrain Cards are like YGO field spells
- 50 new cards
- the Debut of "Hybrid" creatures

EDIT #2: i changed the health of the creatures in the BASE set, they all got +10, mainly because of the stronger creatures
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