Zeppeli Gyro Supreme Posted March 28, 2013 Report Share Posted March 28, 2013 Ever since I picked up the Yu-Gi-Oh! card game when I was 10, I've had the desire to make my own cards, and ultimately, create my own card game. Now, I don't do this expecting that this game will catch on or ever be published for the sake of making money, but for fun and to kill time. That being said, however, I would like the idea to be taken at least somewhat seriously. I messaged a mod about whether or not this would go here, but go no answer after a week, so here it is. ---UPDATE STATUS--- April 1 - Updated cards April 8 - Balanced effects and worked on names. The card game I have created is currently given the placeholder name "Champions Cross" (Cross denoting a battle rather than the religious type of cross), and it is basically a resource card game combining, elements from Pokemon TCG and a bit of Magic. I am currently looking for some advice on how to handle the mechanics I will propose below, and would like feedback in general on what people think if they're willing to do so. I would also be open for suggestions for cards, though nothing will be set in stone just yet. The basic idea of the game is the players act as warlords sending their favored fighters the battlefield to duke it out whilst they relish in the spoils of victory, with whoever wins taking over the kingdom of the other, rather than scaling all-out wars upon each other that would devastate them both. It has a strong Fantasy tone to it, but in the world there have been recent leaps in technology as well. The basics of the game are as follows [Example pictures soon to follow]: [spoiler="How to Play Simplified (WIP)"]What is the objective of the game? To gain 5 points by Defeating your opponent's Fighters (reducing their Health to 0), or by attacking them directly. When you Defeat a Fighter or attack directly (if your opponent has no Fighters in play) you gain a Point.What is the story to the game? (Unf) In this world, rather than cost the lives of hundreds and pay millions in costs of war, disputes are instead decided in "the pit", a sort of cruel game where warlords throw their strongest and most reliable fighters into combat to battle to the death, funded only by a meager few. The players take on the role of these warlords, sending man and beast to their death for glory and spoils. Or perhaps you have a much nobler cause?What kinds of cards are there? The types of cards currently within the game include Fighter, Item, and Strategy.Fighters are the majority of what you will be using, as they allow you to perform attacks or use special abilities that help you win the game. While a Fighter is in the Combat Zone they can perform an attack by Using a Resource of the appropriate Element indicated on their card, dealing damage to an opponent's Fighter in their Combat Zone and/or applying a certain effect. Abilities can be used even in the Support Zone, though generally they help a player to win but do not deal damage. Each Fighter a player has can only either attack or use its Ability, and cannot do so more than once per turn. It is important to note, especially in the case of Healers, that you may target your own Fighters for attacks, even if by a Support Zone Fighter without Range. Fighters are broken down into 3 Elements - Earth, Fire, and Water, as well as Neutral. They are also broken down into Subtypes known as Archer, Wizard, Warrior, Spy, Beast, and Civilian. Subtypes do not inherently affect a card, but they may be important for some card effects. Fighters are also what a player will be using as their Resource, which will be explained later. This is where their Element becomes important.Items can only be used once per turn just like how a Fighter can only attack or use an ability once per turn. These cards generally work the same as Abilities, allowing a player to do something like draw a card rather than directly dealing damage to Fighters, but are very powerful. Some Items require you to use Resources to activate, but most do not. Items can be played any time before or after you attack on your turn.Strategies, like Items, can only be used once per turn as well. However, Strategies have the unique quality of being able to be activated on the opponent's turn. However, the time in which Strategies can be activated is very specific, and if you activate one on your own turn you still cannot activate one on your opponent's--only once it becomes your turn again. Unless a Strategy specifically says when it can be played, it can be activated any time a player would be able to use an Item, as well as during a player's Draw Phase and End Phase.What are Resources? Resources are a major part of the game, because without them it is nearly impossible for a player to win. They are used to pay for the attacks or abilities of Fighters, as well as the activation of some Item and Strategy Cards. Only one Resource can be played by a player per turn without the aid of card effects. To play a Resource, one simply places any Fighter from their hand into their Resource Zone the same as they would place them into the Support Zone. That card now is considered a Resource, and provides a Resource Element the same as its Element, allowing a player to Use it for their other cards, and has no other function. Earth, Fire, and Water Resources can be used in place of Neutral Resources to pay costs, but not the other way around. When a player wants to use an attack, they must read the cost of that attack and Pay in full the Resource required to use it including using its specific Element, otherwise it can't be done. During the time the attack is declared, the player Uses their Resource by turning it from upright to its side. A Resource turned sideways like this is considered Used, and cannot be Used again until it is turned back upright during the turn player's Reset Phase.How does one play the game? At the start of the game, both players draw 7 cards and then decide who chooses who goes first. (Either by rock paper scissors, highest roll of a die, or flipping a coin.) The player who doesn't go first then may either draw 1 card or shuffle their hand into their deck and redraw their hand. After these actions have been performed, both players then must place a single Fighter into their Combat Zone from their hand face-down, along with any number of Fighters they choose into their Support Zone face down. If for whatever reason you can't perform this action, reveal your hand and you do not have to. Once both players have decided on the Fighters to place this way, the game starts and all face-down Fighters are flipped face-up so that they can be seen. From here on, the game is broken down into a number of phases where actions can be performed by the turn player or by the opponent with Abilities or Strategy card. These phases in order are: 1. Draw Phase. The turn player draws a card unless it is their first turn for that game. 2. Reset Phase: During this time, any Used resources a player has become usable again. This is indicated by turning them upright once more. This is also when any "until the end of the turn" or "1 turn" effects applied on your last turn would end. 3. Resource Phase: At this time, a player may place a single Fighter from their hand into their Resource Zone. 4. Rally Phase: This is when players can place Fighters from their hand into their Support Zone or move Fighters from their Support Zone into their Combat Zone. A Fighter can be moved from the Support Zone to the Combat Zone as many times as a player wishes. However, a player can only move a Fighter from the Combat Zone to the Support Zone (or switch places with a Fighter in the Support Zone) once per turn, and it cannot use its Ability or declare an attack that turn. 5. Play Phase. This is when a player can declare attacks or activate Abilities. However, a player may also activate an Item Card at any time before or after they have declared an attack and applied its appropriate effect. If the opponent has no Fighters in play, these attacks can be considered "direct attacks", giving 1 Point each time an attack is successfully performed. 6. End Phase. This is when a player has determined they no longer want to activate Items, Strategies, attack, or use Abilities. It now becomes the next player's turn, starting with their own Draw Phase. If a player has more than 8 cards in their hand during their End Phase, they must discard 1 of them.What does __X__ mean? Keywords used in this game include, but are not limited to the following: - Ability : A Fighter can have an Ability in addition to any attacks it might have. However, they can be used even in the Support Zone, and these can only be performed once per turn per Fighter instead of attacking. - Active Item/Strategy Zone : This is where the Item or Strategy you are activating goes. If a situation arises where a player is attempting to resolve both a Strategy and an Item, the Strategy is placed on top of the Item in a way that the Item can still be seen. - Attack : This can refer either to the action of attacking with a Character or the attack printed on a card itself. Attacks are what Fighters use to deal damage, and they all have their own unique names for flavor. All Fighters have at least one attack, and can only attack once per turn each. - Attack Directly : When the opponent has no Fighters in play, instead of attacking a fighter you may instead "attack a player directly". By simply paying the cost for an attack, no matter what it would do or if it has Range or not, you can target the opponent, and if the attack is not negated you gain a Point. - Baffle/Baffled : A Baffled Fighter is turned to the left, and whenever it declares an attack, attempts to use an Ability, or would be manually moved to another Zone, the player who owns that Fighter must flip a coin. If tails, the attack, ability, or movement is considered unsuccessful, and it cannot be attempted again unless an effect would allow it to. Baffling is permanent unless otherwise noted. - Burn/Burned : See Poisoned. - Deck : This is where a player keeps all of their cards. A player may have a maximum of 4 of each card and a minimum total of 50 cards in their deck. - Defeat/Defeated : To Defeat a Fighter is to reduce its Health to 0. At this time a Fighter is Defeated, it is placed in their Discard Pile and the player who Defeated it gains 1 Point. - Damage : Damage is what is inflicted upon a player's Fighters. When a Fighter takes damage, place an appropriate counter on it to indicate how much damage it has taken in total. - Discard : Discarding is when a card is placed from the hand into the Discard Pile. - Discard Pile : This is where all of your Defeated Fighters, used Items and Strategies, and any discarded cards go. - Element : This is indicated both in text and by the color of a Fighter card. This tells you what Resource it would give when placed in the Resource Zone. - Flip : An attack with this keyword requires you to flip a coin with both a heads and a tails when performing the attack. The result changes what the attack might do. If Flip is followed by a number, then that many coins must be flipped. - Point : This is how a player determines if they are winning. Points can be gained when a player Defeats their opponent's Fighters, or by attacking them directly. Traditionally, when a player has 5 Points, they win. - Sacrifice : To Sacrifice a card is similar to Defeating it, but doing so does not inflict Life Damage. - Stun/Stunned : A Stunned Fighter is turned to the right and cannot declare an attack, use its Ability, or move into another Zone unless it is switching places with another Fighter. - Poison/Poisoned : A Poisoned Fighter has a poison counter placed upon it. During each End Phase of the player who controls that Fighter, they must flip a coin. If tails, that Fighter takes 1 damage. - Healthy : A Fighter is considered Healthy when they are not affected by any other Status. - Status : Healthy, Baffled, Stunned, Poisoned, and Burned are all considered "Statuses" affecting a Fighter. By default, Fighters are considered Healthy. A Fighter can be under the effect of multiple Statuses (ex. Burn and Poison or Burn and Stun) with the exception of Healthy, which replaces any and all other Statuses when it is applied, and is no longer considered applied until any other Status is removed. In the case of Burn and Poison the same Status can be applied multiple times, with a flip required for each instance. - Heal : Healing is to remove damage from a Fighter. - Fighter : A Fighter Card, used to perform attacks and activate abilities. They are the most essential card in the game. - Item : An Item Card can only be activated once per turn, during your own turn, before and after you would be able to declare an attack. - Strategy : A Strategy Card can be played once per turn on either player's turn, either during the Draw Phase, End Phase, when an Item would be able to be activated, or when an Item or Strategy is activated. Some Strategies break this rule and can be activated at other times as indicated on their card. - Subtype : Other than their Element and card type, Fighters are broken down into the Subtype of either Archer, Warrior, Wizard, Beast, Spy, or Civilian. A Fighter's Subtype has no effect on it unless an Ability or other effect states as much. - Range/Ranged : An attack with the keyword Range 1 can also be performed in the Support Zone, and to attack a Fighter in the Combat Zone, or if the Fighter using the attack is in the Combat Zone, to attack a Fighter in the Support Zone if they want to. An attack with Range or Range 2 is considered being "Ranged" for the purpose of effects. - Range 2 : An attack with keyword Range 2 can do the same as an attack with Range, but can also attack a Support Zone Fighter from the Support Zone. - Performed : This is a word used to describe the action of using an attack, more specifically the time after the cost for the attack is paid. - Permanent/Permanently : This term is used to describe an effect that sticks around even after the initial application of the effect, even past a single turn. However, in the case of a Status, the effect is not truly permanent, but rather until the Status is replaced with Healthy or removed. [/spoiler] A deck comprises of 3 types of cards: Fighters, Items, and Strategies. Fighters are basically your creatures, your monsters, or whatever you would like to call them. They are what will be fighting for you, and are the main element of the game. Fighter are also important because they are (almost exclusively) used as resources in addition to this role. Items act for the most part like "spells" in other games, ranging from increasing damage of an attack to drawing cards. Events are similar to Spells, but you can only play 1 per round and they mostly can also be used on your opponent's turn, similar to traps. All cards are all played directly from the hand. Unlike most resource games, you do not have to pay resources to put your Fighters into play, but instead you are allowed to put as many in play a turn as you wish. However, you can't just rush in and use them as you wish. Your very first Fighter you put into play (having no cards on the field) automatically goes into one of your 3 Combat Zones, while any other Fighters you play automatically goes into one of your 3 Support Zones. For the most part, Fighters in the Support Zone cannot attack, but they can activate their Abilities if they have any. You can move a Fighter from the Support Zone into the Combat Zone at will, but you may only move one Fighter from the Combat Zone into the Support Zone or switch a Fighter in the Combat Zone with one in the Support Zone per turn, and the Fighters who are moved this way cannot declare an attack or activate their Abilities that turn. There must always be at least one Fighter in a player's Combat Zone if they have a Fighter in play (if their only Fighter in their Combat Zone is defeated, that player chooses one of their Support Zone Fighters and moves it to the Combat Zone), and a player can normally only attack a Fighter in the opponent's Combat Zone. When a Fighter in the Combat Zone is "defeated"--their Health becomes 0--they are sent to the Discard Pile. When this happens, the opponent of the Fighter who was Defeated gains 1 Point. Rough sketch. As mentioned before, Fighters are also used as your resource, currently entitled "Resource" since I am bad at naming things. The idea behind the concept is that the Fighter is acting behind the lines to provide you with services which allow you to fund your war campaign. Each Fighter provides a certain type of Resource of either Earth, Fire, Water, or Neutral depending on what Element they are. Neutral Resources do not count as Earth, Fire, or Water, but can still be used to pay for generic costs and Earth, Fire, and Water can be used to pay for Neutral costs. You only get to place 1 Resource per turn manually, but there will be a few exceptions based on card effects. When you pay a cost using Resources, you simply turn the card in your Resource Zone to indicate it is used for that turn, and it is reset once your turn begins again to be used again. Example of the way Fighter cards would look. Different Fighter subtypes other than the Elements listed above, but do not affect Resources, are as follows: Archer, Warrior, Wizard, Beast, Healer, Spy, and Civilian. They also each have their own Health value. For more information on what each Type is "built" to do in the game: [spoiler="What They Do"] Archers generally like to deal damage to Support Zone Fighters, as well as attack from the Support Zone and will have abilities or attacks that let them do this. Most Archers are Water. Warriors generally have better than normal Health and have more powerful attacks at higher costs. Most Warriors are Earth. Wizards, like Archers, are capable of attacking from the Support Zone or attacking into a Support Zone, but they generally have stronger or more numerous attacks, helpful abilities, and low HP. Wizards are mostly Fire. Beasts generally have the highest amount of Health, but their attacks are generally weaker and more costly or extremely expensive and powerful. Most beasts are Fire. Healers do what you would expect to do. Most of them have very weak attacks and instead have abilities or attacks that heal your Fighters instead of dealing damage. Healers are mostly Earth. Spies are generally what will be using negative effects for the opponent, such as discarding a card from their hand, seeing their hand, or applying Status. They can either be like mini Warrior or Archers depending on the card. Spies are mostly Water. Civilians are generally weaker than most other Fighters, as they are not "designed for combat". For this reason, their attacks might cost a little more or not be as good, but for the most part Civilians have generic costs, and have some sort of Abilities as well. Most Civilians are Neutral. [/spoiler] What you do pay Resources for in this game is Items, Strategies, and the Abilities (if they do not have the keyword Active, in which case they are always active and do not require a turn to use) or attacks your Fighters perform. Most Items do not have costs, but some of the more powerful ones might. Fighters in this game do not have Attack or Defense stats, only Health (which typically ranges from a minimum of 3 to maximum of 10), as well as the abilities and attacks they can perform. For the most part, attacks only deal damage, becoming more and more expensive as they deal more or if they have added effects to them, which can range from applying a Status, performing an action like drawing a card, or even letting you attack Fighters not in the Combat Zone or from your Support Zone. Each Fighter can either attack or activate their Ability once each, with no limit on the total number of attacks that can be performed as long as you have the Resources to pay their attack costs and of course the attack is capable of being performed. For this reason, as the game goes on, more and more damage will be dealt and players are more likely to Defeat another player's Fighters and win the game. Item Cards and Abilities will, for the most part, support a player or harm another player rather than deal damage, while Strategies will typically either stop attacks, deal damage, or otherwise hinder the opponent. Some examples of Ability powers include allowing you to switch Fighters from Combat/Support Zones, draw cards, help get cards in your hand, or help to increase the damage Fighters will inflict. You can decide to use Abilities or use Item/Strategy Cards during any time in your turn between or before attacks. (Example cards soon to follow). You can only play a single Item Card and Even Card each per turn, however, so you must choose wisely. (Very rough sketch. Strategies are much the same, except they would probably be brown or some other color.) At the start of the game, both players draw 7 cards and a coin is flipped. The one who called the coin correctly may then choose to go first or second. If you go second, you have the option of either drawing an extra card or re-shuffling your hand into your deck, while the player who goes first does not have these options. This hopefully helps to balance going first. There will also be Statuses in the game, as mentioned before. These Statuses vary from temporary (lasting a single turn) to permanent (as long as they are in play) depending. The basic status of a Fighter is listed as Health, while the different statuses they could have include Poisoned. Burned, Stunned, and Baffled. Poison and Burning both cause a coin flip during each of the Poisoned/Burned Fighter's player's turns, dealing 1 damage to that Fighter on a tails. Burning and Poisoning are both permanent unless otherwise noted. Stunned Fighters cannot -activate- their abilities and cannot perform attacks, as well as cannot retreat manually, but Stunning only ever lasts for a single turn unless otherwise noted. Baffled Fighters must flip a coin and get Heads to either use their Ability, perform an attack, or to move Zones. If they do not succeed, any costs must still be paid for the attack or ability but its effect and any damage that goes along with it is nullified. Baffling is permanent unless otherwise noted. I may add another status if I think one up. ----CARDS--- Name - Description - (WIP) Element - Subtype ABILITY: Effect Attack - Cost, effect. Attack - Cost, effect. [spoiler="FIGHTERS"] Obedient Worker Neutral - Civilian 3 Health ABILITY: Forever at Service - This turn, you can Use Obedient Worker as a Resource. In that case, Obedient Worker is Stunned until the end of your next turn. Attack: Futile Resistance - 1 Neutral, 1 damage. Obedient Worker is Stunned until the end of your next turn. Gem Trader Neutral - Civilian 3 Health ABILITY: Diamond in the Rough - Draw 1 card, then discard 1 card. If this Ability was activated, when Gem Trader is Defeated, place it in the Resource Zone. Attack: Not-So-Fair Deal - 2 Neutral, 1 damage. Your opponent discards 1 card of their choice. Gold Miner Earth - Civilian 3 Health ABILITY: Dig Deeper - Draw 1 card. This Ability cannot be used next turn. Attack: Pickaxe - 1 Earth, 1 damage. Sailor Seven Water - Civilian 3 Health ABILITY: Bird's Eye View - Discard 1 Item Card, add 1 Strategy Card from your Deck to your hand. You cannot activate a Stategy Card of the same name this turn. Swashbuckle (Flip) - 2 Neutral, 1 damage. If heads, deal an additional 1 damage. Forgemaster Fire - Civilian 4 Health ABILITY: Feed the Furnace - Discard 1 card. Draw 2 cards. This Ability cannot be used next turn. Molten Steel - 2 Neutral, Burn the target. Gallahad Water - Warrior 6 Health Attack: Swordplay of the Nobles - 1 Water 1 Neutral, 2 damage. As Many As It Takes - 1 Neutral, Sacrifice any number of other Fighters you control without damage, inflict 1 damage times to the number sacrificed. Highlander Earth - Warrior 5 Health Attack: Overhead Chop - 1 Earth 1 Neutral, 2 damage. Last Man Standing - 2 Earth, use only if Highlander is your only Fighter in play. 4 damage. Legionnaire Earth - Warrior 4 Health ABILITY: Gathering of Kin - Add 1 "Legionnaire" from your Deck to your hand. You cannot play another "Legionnaire" this turn. Attack: Defensive Strike (Flip) - 1 Neutral. If heads, deal 1 damage. If tails, prevent the next 1 damage to Legionnaire. Brothers at Arms - 1 Earth. Deal 1 damage for each other "Legionnaire" you control. Drunken Master Earth - Warrior 3 Health ABILITY: Awkward Dodge (Active) - Prevent the first 1 damage that Drunken Master would be dealt each turn. Attack: Unexpected Strike (Range) - 2 Earth, 2 damage. Drunken Master is Stunned until the end of your next turn. Knuckle Brawler Fire - Warrior 5 Health Attack: Rocket Fist (Flip) - 1 Fire 1 Neutral, 1 damage. If heads, Baffle the target permanently. Boisterous Bladeswinger Fire - Warrior 5 Health ABILITY: Swagger - Prevent the next 1 damage dealt to Boisterous Bladeswinger. Heavy Swing - 2 Fire. 3 damage. Boisterous Bladeswinger is Stunned until the end of your next turn. Last of the Ancient Race Neutral - Warrior 5 Health Attack: Primal Rage - 1 Neutral, 1 damage. You cannot activate Strategy Cards the same turn you use this attack. Anything is Weapon - 2 Neutral and discard an Item Card, 3 damage. Unrelenting Ranger Water - Archer 4 Health Attack: Lob Shot (Range 2) - 1 Water, 1 damage. Triple Shot (Range) - 2 Water, Inflict 1 damage to all Fighters in the opponent's Combat Zone. Crossbow Cross Water - Archer 4 Health Attack: Spring Bolt (Range) - 1 Water. 1 damage. Railspike (Range) (Flip) - 2 Water, 2 damage and if heads Stun that Fighter. Crossbow Cross is Stunned until the end of your next turn. Mounted Bowman Fire - Archer 3 Health ABILITY: Mounted Combat (Active) - Prevent 1 damage from each non-Ranged attack preformed on Mounted Bowman. Attack: Longbow Expertise (Range) - 2 Fire, 2 damage. Spearmaster Earth - Archer 5 Health Attack: Heavy Hurl (Flip) - 1 Earth, 1 damage. If heads, deal an additional 1 damage and Spearmaster is Stunned until the end of your next turn. Desperado Neutral - Archer 4 Health ABILITY: Roulette - Flip a coin. If heads, deal 1 damage to 1 Fighter in play. If tails, deal 1 damage to Desperado. Three of a Kind (Range 2) - 3 Neutral. Can only be used if Desperado has damage. Deal a total of 3 damage distributed in any way. Double Agent Neutral - Spy 4 Health ABILITY: Transparency of Operations - Your opponent must either pay 1 Neutral or reveal their hand. Attack: Cheap Shot (Flip) - 2 Neutral, 2 damage. If tails, Double Agent takes 1 damage. The Silencer Water - Spy 4 Health Attack: Silence is Golden (Range) - 1 Neutral, the target is Stunned. Cutthroat - 2 Water 1 Neutral, 2 damage and the target is Stunned. Mist Scout Water - Spy 3 Health ABILITY: Incognito - Mist Sniper cannot be attacked in your Support Zone until the end of your opponent's second turn after activation. Attack: Out of Nowhere (Range) (Flip) - 1 Neutral. If heads, 1 damage. Crippling Bolt - 1 Water 1 Neutral, 1 damage. Your opponent discards a card at random. Wordsmith Fire - Spy 4 Health Attack: Befuddling Agreement (Flip) - 1 Fire. If heads, draw 1 card. If tails, Baffle the target permanently. Boot Blade - 3 Neutral, 2 damage. Sandman Earth - Spy 5 Health ABILITY: Wind Talker - Look at the top 3 cards of either player's deck. Gentle Blade - 1 Neutral, 1 damage and place the top card of either player's deck in the Discard Pile. Red Cloak Fire - Wizard 3 Health ABILITY: Bonfire - Discard any number of Fire cards. The next attack performed by Red Cloak deals an additional 1 damage for each card discarded this way. Inferno Spark (Range 2) - 1 Fire 1 Neutral, 1 damage. Crimson Cape Fire - Wizard 3 Health Attack: Firebolt (Range 2) - 1 Fire, 1 damage. Grand Fireball (Range) - 3 Fire, 2 damage and the target is Burned. Bubble Blower Water - Wizard 3 Health ABILITY: Flow Like Water (Active) - Once per turn, you may discard 1 Water card instead of paying 1 Water for an attack. Attack: Bubble Circus (Range) - 1 Water, 1 damage. Bubble Bomb (Range 2) - 1 Water 1 Neutral, 2 damage. Mountain Maker Earth - Wizard 5 Health ABILITY: Return to Soil - During your End Phase, place a card in your Discard Pile on the top of your deck. Boulder Dash - 2 Earth. 2 damage. Grand Arcane Neutral - Wizard 3 Health ABILITY: Alchemic Conversion - You may select 1 Element of Resource you have in play and call another Element. Until the end of your opponent's next turn, that Element of Resource you control is treated as the called Element. Attack: Ancient Ward (Range) - 3 Neutral, prevent the next 2 damage that would be dealt to your Fighters. Arcane Flash (Range 2) - 1 Earth, 1 Fire, 1 Water, 4 damage. Dungeon Worm Fire - Beast 8 Health ABILITY: Species Rivalry (Active) - You can only control 1 Dungeon Worm. If both players control a Dungeon Worm in their Combat Zone, they may only target each other for attacks. Attack: Acidic Saliva (Flip) - 4 Neutral, Burn the target, and if heads, Poison the target. Hellhound Fire - Beast 5 Health Attack: Fire Body - 1 Fire, until the next turn, if Hellhound is attacked by an attack that is non-Ranged, deal 1 damage to that Fighter. Ash Breath - 1 Fire 1 Neutral, 1 damage and 1 damage to 1 Support Zone Fighter. Steel Golem Earth - Beast 7 Health ABILITY: Forged of Steel - Discard a card, Heal Steel Golem by 1. Stone's Throw (Range) (Flip 2) - 2 Earth, deal damage equal to the total number of Heads. Sea Dragon Water - Beast 7 Health Vicious Roar (Flip) - 1 Neutral. If heads, Stun 1 Fighter in play. Breach Claw - 2 Water 1 Neutral, 2 damage. Pachyderm Neutral - Beast 6 Health ABILITY: Free Range - Switch Pachyderm with 1 of your Fighters in play. Attack: Mule Kick - 1 Neutral, 1 damage. Sprinting Medic Water - Healer 3 Health ABILITY: Returning Behind Lines - Return Sprinting Medic to your hand. You cannot play "Sprinting Medic" this turn. Attack: Combat Healing (Range) - 1 Water, heal 1. Quick Surgery - 2 Water, 1 damage, heal 1 Fighter in your Combat Zone other than Sprinting Medic by 1. Seasoned Surgeon Water - Healer 4 Health Attack: Checkup (Range) - 1 Neutral, heal 1. Diagnosis (Range) - 1 Neutral, that Fighter's status becomes Healthy. Breaking of the Oath - 2 Water, 1 damage. Herbalist Earth - Healer 4 Health ABILITY: Plant Gathering - Shuffle any number of Earth cards in your hand into your deck, then draw the same number of cards. Choke it Down (Range 2) - 1 Earth, 1 damage. During the end of your next turn, heal that Fighter by 2. Novice Nurse Fire - Healer 3 Health ABILITY: Improvised Treatment (Flip) - If heads, heal 1 Support Zone Fighter other than Novice Nurse by 1. Bedside Manner (Range) - 1 Fire, move 1 Fighter from the Combat Zone to the Support Zone (switch Fighters if necessary), then you may Heal it by 1. Deranged Doc Neutral - Healer 5 Health ABILITY: Immunity (Active) - Deranged Doc is always Healthy. Attack: Risky Replacement (Range) - 1 Neutral, heal 1 and Poison the target. Viral Gas (Range 2) - 3 Neutral, Poison the target and any Fighters in play with the same name.[/spoiler] Name -Description- Effect [spoiler="ITEMS"] Money Bags Item Card Draw 3 cards. Shining Pick Item Card 1 Neutral, draw until you have 5 cards in your hand. Shipping Crate Item Card Shuffle any number of cards from your hand into your deck, then draw the same number of cards. Magic Trinket Item Card Select 1 Fighter in play. Its next attack deals an additional 1 damage. Wing Trinket Item Card Select 1 of your Fighters in play. During this turn, it may declare an attack or activate its Ability twice. Rusty Shield Item Card Select 1 Fighter in play. Prevent the next 1 damage that Fighter takes. Relief Notice Item Card Return 1 Fighter in either player's Support Zone to the owner's hand. Medipack Item Card Heal 1 Fighter in the Support Zone by up to 2. Super Medipack Item Card 1 Neutral, heal 1 Fighter in play by up to 4. Antitoxin Item Card The Status of all your Fighters in play becomes Healthy. Cannon Prototype Item Card Flip a coin. If heads, inflict 2 damage to 1 Fighter your opponent controls. If tails, inflict 1 damage to a Fighter you control. Barricade Item Card Put this card into play as a Neutral Civilian Fighter with 2 Health. It cannot attack and when Defeated does not give a player a Point.[/spoiler] [spoiler="STRATEGIES"] Call to Service Strategy Card Pay 1 Resource. Add 1 Fighter from your Deck to your hand of the same Element and of the same Subtype as a Fighter you control. Spike Trap Strategy Card Activate only when your opponent puts a Fighter into play or moves a Fighter into the Combat Zone. Inflict 1 damage to that Fighter. Pitfall Strategy Card 1 Neutral, activate only when a Fighter performs an attack. Negate that attack. (A negated attack deals no damage and does not apply its other effects.) Advancing in the Opposite Direction Strategy Card You may switch any number of your Support Zone Fighters with your Combat Zone Fighters (minimum 1). Compulsory Service Strategy Card 1 Neutral, place 1 Fighter in your hand into your Resource Zone, Used. Overwhelming Force Strategy Card Activate only if you control at least 2 more Fighters than your opponent. Select 1 Fighter your opponent controls and Baffle it permanently. Taunting Gestures Strategy Card Select 1 Fighter in your opponent's Support Zone and move it to the Combat Zone. Switch Fighters if necessary. Magic Circle Strategy Card Activate only if you control 3 or more Wizards. Inflict 3 damage to 1 Fighter in the Combat Zone. Wizards you control cannot attack the turn you activate this card. Arrow Wall Strategy Card Activate only if you control 3 or more Archers or Spies. Inflict 1 damage to all Fighters your opponent controls. Archers and Spies you control cannot attack the turn you activate this card. Unshackling Strategy Card Activate only when a Beast or Warrior you control takes damage. During your next turn, that Fighter can attack once without paying its attack cost. Civilization United! Strategy Card Activate only if you control 3 or more Citizens. Fighters who attack Citizens take 1 damage until the End Phase of this turn. Sabotage Strategy Card 1 Neutral. Activate when your opponent activates an Item Card. Negate that Item Card's effect. [/spoiler] Things I am considering/working on: - How many copies of a card a player can have and how large their deck must be. I am considering 4 and 50 respectively. - Updating card text - Testing the actual game. Not sure how to go about this. - Designing the cards better. - Coming up with a better name for the game. - Making things less luck-based. More information to come as it is developed, and I plan to make up some images to help explain these things, but for right now, what are your thoughts? Link to comment Share on other sites More sharing options...
Piercer of the Heavens Posted March 28, 2013 Report Share Posted March 28, 2013 So that is a lot of information so read some parts; skimmed others. From just what i retained the only thing that bothers me is that you have two status effects that do the same thing. Poison has always been slow damage so I say you keep that how it is. As for Burn change the way it deals damage or just to something else completely. Maybe make the damage of 1 always take place, but Burn can be removed by sending a Water resource to the discard pile. I don't really know it's your card game, but yeah that's the only thing that bothers me. I'll probably read it in detail tomorrow or the day after and get back to you. Link to comment Share on other sites More sharing options...
Deathdwarf Posted March 28, 2013 Report Share Posted March 28, 2013 Alright, as I loved the idea and effort, put into this, but I was confused about your Art how cards look like, I made a poor attempt to recreate your third creature, the "Gold Miner" (I had no more fitting picture, so I changed it to "Gold Miner Squad", but it works the same) [spoiler:] [/spoiler] What I dont get is how you figure out that this is a civilian. But else, I love the idea. :) EDIT: I see I messed it up, mistyping the Health... Well, thats curiousness paired with no idea how to use Deckromancy AND paired with too large fingers... well, it doesnt change the card I guess. Also, your signature scares me oO Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted March 28, 2013 Author Report Share Posted March 28, 2013 So that is a lot of information so read some parts; skimmed others. From just what i retained the only thing that bothers me is that you have two status effects that do the same thing. Poison has always been slow damage so I say you keep that how it is. As for Burn change the way it deals damage or just to something else completely. Maybe make the damage of 1 always take place, but Burn can be removed by sending a Water resource to the discard pile. I don't really know it's your card game, but yeah that's the only thing that bothers me. I'll probably read it in detail tomorrow or the day after and get back to you. Really, the reason that Burn and Poison have different names is only so it makes sense in terms of real life translation. Also, I am still trying to think if I should allow just 1 Poison and 1 Burn each on a Fighter, in which case it would be extremely important to have the two identified as different things. Being poisoned multiple times makes sense, but it also could make for a lot of time wasted flipping. @Deathdwarf: Well, first I'd like to say thank you for posting that. Other than the picture and a few other things, it looks really good. Could you put it into a spoiler, though? It's really huge. As far as my signature goes, I love it. Zeppeli Gyro is one of my favorite characters ever, even if he got the short end of the stick in JoJo's Bizarre Adventure. Link to comment Share on other sites More sharing options...
Deathdwarf Posted March 29, 2013 Report Share Posted March 29, 2013 Done. But you didnt answer my question where to see its a civilian. ;) Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted March 29, 2013 Author Report Share Posted March 29, 2013 Oh yeah. A space would have to be made between the text box and the image that says, in this case, "Earth - Civilian - Fighter". Or maybe it would be on the side of the card where the Health is. I'm still not sure. EDIT: I believe I've made the game much too slow, and I think I'll have to lower Health to an average of 4 and a max of 8. Link to comment Share on other sites More sharing options...
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