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[center]My attempt at making my own TCG. Sorry for the numbers on the card. They're there to symbolize the card parts. I still don't have a name for it. Suggestions are appreciated. :)

[img]http://i56.tinypic.com/1z6e64m.png[/img]

[spoiler=Card Parts][spoiler= 1.Name]Basically what the creature is called.[/spoiler]

[spoiler= 2.Picture]Once again just the pic of the monster.[/spoiler]

[spoiler= 3.Monster Type]This is where the monster's place in battle or turns lies. There are 3 types in total. Brawler, Defender, and Sorcerer.

[spoiler=Brawler]These are the monsters you will be using during combat to fight your opponent.[/spoiler]

[spoiler=Defender]These are the monsters you will be using during combat to defend with. They can withstand attacks for you but you won't take damage to your [/spoiler]

[spoiler=Sorcerer]These are the monsters you will be using to play mind games with your opponent. These usually have the highest magi.[/spoiler]

Then there are Weapons, Spells and Tactics

Weapons will help 1 or more monsters on your field for an amount of time, Spells usually have an effect on the battle ranging from an instant effect to a long lasting effect, and tactics will have similar actions to those of the spells the only difference is they take less magi and can be played during your opponent's turn.[/spoiler]

[spoiler=4.Card Points]Card Points mean different things depending on the card's type. If it's a brawler it will be brawl points which is basically the damage it does when it attakc a monster. If it's a defender it will be it's defense points which is how much attack it will withstand every time it's attacked per turn. And if it's a sorcerer it will be it's Life points and that's basically how much damage it takes to defeat it. If it's a Weapon, Spell or Tactic it will display the turn duration of the card.[/spoiler]

[spoiler=5.Elements and Force Points] The elements of a card are represented by the color of the card and the element sphere. There are only 4 and they are Fire, Water, Grass, and Chaos.

Elements are weak against each other in this cycle. Fire > Grass > Water > Fire....

Chaos is a wild card monster that is treated as any element the player chooses when it is played.

If a monster is weak against another it will lose 50 card points if it does combat with that monster. This is why it is good to have a diverse deck.

Weapons,Spells, and Tactics will not have an element and will be a brown color.

Force points all depend on how strong a monster is and it also shows how much is needed to summon it and that is represented by the number in the element sphere. For example if a monster's force points are 3 it will need 1 or more monsters whose force points are 2 or higher. The/Both monster(s) will lose 500 magi points to summon the monster but will still remain on the field. If a monster has less than 500 magi points left it cannot be used to summon a monster. Monsters with 1 force point can automatically be summoned without other monster involvement.

Here is how it goes.

1 Force = No Force
2 Force = 1 Force or more
3 Force = 2 Force or more
.... and so on until 5 Force.

On Weapons,Spells, and Tactics it will be what Force of monsters will be available to use the card. So if it says 4, Force 4 and below monsters can use the card. This only happens if the card implies to use it on a monster. If not it will have Z on it instead.[/spoiler]

[spoiler=6.Magi Points]Magi points are used in the summoning of other monsters and are usually used to pay for a card's ability. If it's a Weapon,Spell, or Tactic that will be the amount of magi it requires to be played.[/spoiler]

[spoiler=7.Element abilities]These are element specific actions that help out a certain element. Each element has 3 abilites. Weapons, Spells, and Tactics will not have these abilities.

[spoiler=Fire/Water/Grass Abilies]Burn/Wave/Cut
If a monster battles with this monster it's Magi will go down by 1000.

WildFire/Whirlpool/Ingrown
Every time a card with this ability defeats a monster increase it's Magi by 1000.

Inferno/Tsunami/Earthquake
If a card with this effect is defeated by a monster of the element weak against this monster. Increase your entire team on the field's Magi by 500 this turn only.[/spoiler]

Most monsters will not have these abilities. Chaos monsters do not have these effects.[/spoiler]

[spoiler=8.Card Ability]This is an ability that applies to the card at the bottom of it.[/spoiler]

[spoiler=9.Card Rarity]The card's border says it's rarity. A normal Gray border means common, A Gold border means uncommon, a holo'd Gray border means rare and a holo'd Golden border means Ultra rare.[/spoiler][/spoiler]

[spoiler=Setup]The Playmat will be 7x3 cards. The 1st line will consist purely of monsters. The 2nd line will have a mix of weapons and tactics, weapoons attached to monsters must be in the slot directly underneath the monster, if that space is already occupied by a tactic it cannot be placed there, but if it is instead another weapon you may overlay the card over it.. The final line will have the center 5 slots be purely spells. The ends will be your discard pile on the left and your deck on the right.

Each player will begin with 1000 HP or Health Points as your monsters are destroyed your field will slowly open up. Once you don't have sufficient monsters to protect you, your opponent will start attacking your HP.[/spoiler]

[spoiler=Gameplay]This is how the game will play out during your turn. At the beginning both players draw six cards.

Draw Phase - Draw 1 Card.
Standby Phase - Think what you will do during this turn.
Main Phase 1 - You may play and switch cards on the field during this turn.
Brawl Phase - Neither player may attack on their first turn. When you attack you must attack the monster in the same column as the attacking monster. You may not attack your opponent directly until you have defeated all monsters that were currently on the field.
Main Phase 2 - Same as Main Phase 1.
End Phase - Turn over the turn to your opponent.

[spoiler=Card Limits]During your main phases you may only summon 2 monsters total unless a card says otherwise. You may play as many Spells and Tactics as you like within the playmat limits. If you have any monsters on the field from your past turns you may switch the column they are in only once for the rest of the duel. When a card is destroyed or their time has run out it is sent to the discard pile. During your opponent's turn you may play 1 tactic at any moment. [/spoiler][/spoiler]

[spoiler=Winning the game]You win the game when either your opponeny's HP reaches 0, they run out of cards, or they forfeit.[/spoiler]
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Nice idea, but I don't agree with the elements (Use Fire, Water, Air, Earth, and Light and Dark if necessary, with your own names for them), and the turn structure is too similar to Yugioh. Use something like this:[list]
[*]Draw a card
[*]Summon any monsters
[*]Attack
[*]End
[/list]
Also, make all of them able to attack, and merge all of the different kinds of points.

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http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/28
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/154

They may be magic articles, but they go a lot into game design.

I'm sure if you dig around a bit you'll find a lot more. Since he has a lot
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/155
That has links to all his articles so when you have time take some time to read though and read the ones that may interest you. Even if you've never played MTG I'm sure you'll find some helpful stuff there.

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