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[CCG] Fabrication on Reality: Phantom Illusion (FoR)


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blah blah blah blah plot goes here etc etc etc. Pretty much a original remake of a Written Touhou CCG I did, just to see how this works.

 

[spoiler='Playbook']

[spoiler='Deck Rules']Your deck must contain exactly 60 cards, and 1 Core card. You may use no more than 4 copies of any card with a given name. In addition, some cards may be limited to less copies than 4. Your deck can only contain cards from the same alignment as your Core card. For instance, if you start with a Core of a certain alingment, you cannot play any cards except cards from that alignment. [/spoiler]

[spoiler='Written Card Format']

[NAME]/[ALIGNMENT]/[SET ID]

[ATTACK]

[FLAVOR TEXT]

[EFFECTS]

 

[CARD NAME]

[FLAVOR TEXT]

[FABRICATION EFFECT]

[/spoiler]

[spoiler='Turn order']

On the first turn, before the first Draw Phase, both players place their Core cards into the Core Zone, shuffle their decks and draw 6 cards. If they don't like their first opening hand, they can shuffle it into the deck and draw 6 new cards. If you re-draw, your Opponent will choose whether they want to go first or second. Otherwise, roll a dice, flip a coin, or whatever to decide who goes first. Afterwards, it becomes the first player's draw phase. The player going first does not draw at the start of their first turn.

 

[Draw Phase]: Draw 1 cards, and activate any effects that may happen here.

[Check Phase]: If there is nothing that activates here, skip this step and head straight to the Main Phase.

[Main Phase]: In this phase, a player may recruit Characters. You can only normally recruit a character once per turn. A Special Recruit may be performed any number of times. And activate the effects of Characters on the field. They may also activate Fabrication Cards, which are basicially Spell Cards. After a Fabrication Card is activated, it is moved to the Discard Pile. After they have finished recruiting, and using Fabrication Cards, they can choose to move to the Battle Phase, or the End Phase. The player going first cannot enter their Battle Phase on their first turn.

[Battle Phase]: The turn player may declare attacks here.

[End Phase]: End of turn player's turn. It then becomes next player's Draw Phase.

[/spoiler]

[spoiler='Battle Phase & About Zones']

There are 4 Zones where you can place Characters. In front, and to the left and right of the Core card, are the Attacker Zones. Behind the left attacker, and right attacker, are the Defender Zones. When you recruit a character, you may place it in any of the zones you wish, except the core. Unless otherwise stated, a card's position doesn't matter. An Attacker may attack regardless of it's position, and a defender may defend regardless of it's position. In order to declare an attack, a player turns the card sideways (in other words, makes it Unready. Card effects marked with [UNR] also require you to do this. If a character is unready, they cannot attack or defend.) and declares the attack target, which may be a Attacker or a Core. Defending player may choose to have a defender defend at this point, or allow the attack to continue.

 

Battle Outcomes:

Compare Attacker's power to Attacked Character's Power.

 

Attacker > Attacked

Attacked Character is destroyed and sent to the Discard Pile.

 

Attacker < Attacked

Attacker is destroyed and sent to the Discard Pile.

 

Both Equal

Both Characters destroy each other. 

 

When a defending player defends, they move the defender in front of the attack target. Then, the attacker and the defender battle. Regardless if the Defender would destroy the attacker, it does not. Instead, the attacker's power is reduced by the defender's, then the original battle occurs.

 

For battles against a core, attacker deals damage to it's HP equal to it's total power. If your core runs out of HP, you lose. You also lose if you deck out.[/spoiler]

[spoiler='Bad ASCII Ver of Play Field']

[ATK]

[ATK][CORE][ATK]

        [DISCARD][DEF]--------[DEF][DECK][/spoiler][/spoiler]

[spoiler='Cards']

[spoiler='Set 1: Invasion of the Psi-Ravager! (13/60)']

 

Super Megametropolis, Gemini/100 HP ST1-01

Core/Zodiatia

The super megametropolis in which the headquarters of those chosen by the stars, the "Zodiatia", is located. It was once a single city, but with technological expansion, it became one with the neighboring metropolis, and became known as "Gemini". The invasion of the Psi-Ravager has left the city in a state of peril, and only the "Constellatia" can quell the conflict.

[CORE]: You can't put this card in your deck.

[CORE]: When this card has no HP, you lose.

 

The Warp/100 HP ST1-02

Core/Psi-Ravager

The former disposal ground for anything the other nations deemed worthless. Eventually, the discarded began to feel emotion, hatred, towards the ones that left them to rot. With the appearance of a certain figure, those thrown into The Warp became corrupt and insane. Those warped by this hellish place eventually crowned themselves the "Psi-Ravager", and achieve total domination of the world, as one entity. Psi-Ravager.

[CORE]: You can't put this card in your deck.

[CORE]: When this card has no HP, you lose.

 

Hiero-Machina Wasteland/100 HP ST1-03

Core/Hiero-Machina

An endless desert exposed to the sun 24 hours a day. To the untrained eye, it is a regular desert. To the members of the Hiero-Machina, it is their home. In order to hide their ever-advancing technology, the Hiero-Machina hid underneath the ground, making an underground city. It's whereabouts are unknown. The leaders of the invasion quickly found the city, and formed a alligience with the Hiero-Machina, in secret to the rest of the world. Hidden from eye, hidden from time, hidden from fate.

[CORE]: You can't put this card in your deck.

[CORE]: When this card has no HP, you lose.

 

Secret Headquarters/100HP ST1-04

Core/Star-Rebellion

The secret HQ of the Star-Rebellion, a underground syndicate of Criminals who betrayed the Megametropolis's laws. Anyone, as long as they are immoral enough to commit acts of evil, is allowed to join. Whether they merely stole a pen from their favorite teacher, or killed someone. Much like the Hiero-Machina, they was contacted by Psi-Ravager. No one knows anything else about them, or their intentions.

[CORE]: You can't put this card in your deck.

[CORE]: When this card has no HP, you lose.

 

Sycramor, Kingdom of the Anima/100 ST1-05

Core/Sycramor

The kingdom ruled entirely by animals. Of the regions affected by the Invasion of the Psi-Ravager, Sycramor was affected the worst. Citizens abducted to become one with the hive itself. However, the unwavering spirit to free their lost friends and allies of those who remain is immesurable. They fight daily against the Psi-Ravager, so that they may obtain their kingdom once more.

[CORE]: You can't put this card in your deck.

[CORE]: When this card has no HP, you lose.

 

Tauro, Steer of the Stars/Zodiatia/ST-06

8ATK

"The stars will be my guide!"

[CONT](This ability is always active): If you do not have 2 other [Zodiatia] Attackers, you cannot Recruit this card.

[CONT](This ability is always active): A character with a Attack of 5 or lower cannot defend when this card attacks.

[ACTIVATE], [UNR]: Choose one of your [Constellatia] Attackers. This turn, it's when it attacks, a character with a Attack of 3 or lower cannot defend.

 

One of the 12 Generals of the Zodiatia. He only deals with War, and is never involved in any of the Criminal Justice activities that the Constellatia uphold within the Megametropolis. Among the Constellatia, he is known as "Charging Steer", and only the most skilled of warriors can see him when he charges forward. Claiming that the stars will be his guide, he leads the Constellatia to battle with the Psi-Ravager.

 

Despair, the Infector/Psi-Ravager/ST-07

4ATK

"Don't resist. You're only hurting yourself."

[CONT](This ability is always active): If you do not have 2 other [Psi-Ravager] Attackers, you cannot Recruit this card.

[CONT](This ability is always active): When this Card destroys a Attacker/Defender, you can add 1 [Psi-Ravager] Character from your deck to your Hand with lower Attack than the destroyed card, then, your core takes 3 damage.

[ACTIVATE], [UNR]: Choose one of your Opponent's Attackers/Defenders, and destroy it.

 

A higher ranked in the hive of the Psi-Ravager. He is known as "The infector", tasked with infecting anyone he deems strong enough to join the hive. His claws and tail secrete a venom that quickly speeds up the transformation process. Unlike the other Psi-Ravagers, he does not inherently enjoy to kill, instead, he finds more enjoyment in watching his enemies scream as they become corrupt, and watching them destroy their former "allies.", their squeals of suffering are his music.

 

Tauro's Scout/|odiatia/ST1-08

1ATK

"I'll charge right through you!"

[ACTIVATE]: When this Character does damage to an Opponent's Core and you control 1 or more other [Zodiatia] Attackers, you may send this card to the Discard Pile. If you do, you can add 1 [Constellatia] Character from your deck to your hand with a Attack of 3 or less.

 

Despair Scout/Psi-Ravager/ST1-09

1ATK

"Conquer. Corrupt."

[ACTIVATE]: When this Character does damage to an Opponent's Core and you control 1 or more other [Psi-Ravager] Attackers, you may send this card to the Discard Pile. If you do, you can add 1 [Psi-Ravager] Character from your deck to your hand with a attack of 3 or less.

 

Assistant Judge/Zodiatia/ST1-10

1ATK

"You will pay for your crimes."

[ACTIVATE]: When you recruit this card, you can draw 1 card.

 

Corruption Mage/Psi-Ravager/ST1-11

1ATK

"I'll kill you right here!"

[ACTIVATE]: When you recruit this card, you can draw 1 card.

 

Scorpio, Scorpion of the Stars/Constellatia/ST1-12

"The truth is a poison sting."

3ATK

[CONT] (This effect is always active): If you don't have 1 or more [Zodiaatia] Defenders, you cannot Recruit this card.

[ACTIVATE]: Whenever you draw a card, you can deal 1 damage to your Opponent's Core.

 

One of the 12 generals of Zodilatia. She deals in mostly scouting work, and dislikes heavy combat. Among the Constellatia, she is known as "Poison Sting", and fights with a poison-tipped spear. To her, the more information she can give, the safer her allies will be, and she will not rest until the invaders are brought to justice.

 

Fear, the Obliterator/Psi-Ravager/ST1-13

12ATK

"My claws are dripping with blood, both from my enemies, and my allies."

[CONT] (This effect is always active): If you don't have 2 other [Psi-Ravager] Attackers, you cannot Recruit this card.

[ACTIVATE]: When this card is recruited, select 2 of your [Psi-Ravager] Attackers, and destroy them. If you cannot, Destroy this card.

 

A higher up in the hive of the Psi-Ravager. He is known for his trademark claws, that reach out to over 3 times the size of him. He finds no greater joy but to slash away at everything in front of him, friend or foe. It was said that even the Ruler of the Psi-Ravager fears "the Obliterator.". Because of his brutish fighting style, he almost never, if ever, is able to expand the Psi-Ravager's hive, only reduce it. He has no sense of relent, mercilessly swinging his claws until the skies cannot get any more stained by crimson.

[/spoiler][/spoiler]

 

c&c?

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