Jump to content

Clanwars - The Art of Combat (Trading Card Game)


Atypical-Abbie

Recommended Posts

Clanwars is a Trading Card Game created by me. It's inspired by other similar Trading Card Games such as Magic the Gathering and Yu-Gi-Oh! This is a side project to my other TCG, North and South. This is meant to be a more traditional TCG, where North and South is a mix of both tabletop board games and classic TCGs. Check out North and South by clicking here. This is still a work in progress, any suggestions are appreciated.
 
[spoiler=Rules]
[spoiler=Hand and Deck rules, starting your first turn and the Draw Phase]
Your Deck must be between 40-60 cards. You may only have up to 4 cards with the same name in your Deck. You must have at least 2 Clan Members in your Deck, otherwise your Deck is not legal. You may have no Magic and Field Cards in your Deck if you wish though.
 
Figure out who starts the duel, for example by doing a coin toss. The winner decides who goes first.
 
Both players begin the duel by drawing 6 cards. You may only have 7 cards in your hand in total. If you ever have more than that, you must discard them until you have 7 at the end of the turn.
 
Before starting the first turn, both players take 2 of their Clan Members in their hand and place them on top of each other face down any order they choose. This is called your Energy Pile, and the cards here are your Energy Cards. If you don't have 2 in your hand, show your opponent your hand, then shuffle it into your Deck and draw 6 new cards. Continue until you have 2 you can put down.
 
The first turn player doesn't draw for their first turn. Draw each Draw Phase after that. The very first thing that happens in your Draw Phase is drawing a card, unless stated otherwise. After that, you can Cast (activate) cards and effects that can be Cast at any time, or that can be Casted only in your Draw Phase.
[/spoiler]
 
[spoiler=Energy Phase and what Energy does]
Next, go into the Energy Phase. On the first turn of the duel, both players turn their face down Energy Cards face up. Normally, the top card of the Energy Card pile would be moved to the bottom, but not on the very first turn in the duel. Normally, the Turn Player could put a Clan Member from their hand on top of their Energy Pile during this Phase after moving their top card, but not on the very first turn in the duel.
 
You can only have Clan Members on your Field as long as the total Energy of those cards is less than or equal to the Energy of your top card in your Energy Pile. As such, at any time where you do not have enough, you must return Clan Members to your hand. Keep in mind that you cannot return more than required, for example, you have 2 Clan Members on your Field with a total Energy of 4 (2 each). It's your Energy Phase and an Energy of 3 becomes the top card of your Energy Pile. You can only return 1 of your Clan Members since returning would mean you only had a total of 2, which is a legal amount.
[/spoiler]
 
[spoiler=Main Phase]
Next, go into the Main Phase. This is where you Summon Clan Members to your Field and Cast Magic and Field Cards. You can only have Clan Members on your field equal to the Energy of the top card in your Energy Pile, so if you have 3 Energy, you cannot Summon a Clan Member with an Energy of 4 or more. Each Summon is done separately of each other.
 
You can also Cast Magic and Field Cards here. Whenever you play one of these, do whatever the card tells you. You can Cast as many as you want per turn, but most of these either reduce the Energy of the top card in your Energy Pile equal to its Energy Cost (shown in the top left) or have some other forms of cost or activation condition. Energy Cost take away the Energy of your Energy Cards while they're in your Energy Pile, so adding more cards to your Energy Pile during your Energy Phase may be required to Summon more clan Members. Magic Cards go to the Graveyard after you Cast them (unless stated otherwise), Field Cards stay on your Field.
[/spoiler]
 
[spoiler=Combat Phase and winning the duel]
Next, go into the Combat Phase, except on the first turn of the duel, where you end your turn instead. Here, you of course battle! Whenever you battle, you use your Clan Members Battle Points and Defense Points. Whenever you battle, you choose a Clan Member that has not yet attacked. Then your opponent picks one of their Clan Members. Both then battle, and you then both Clan Member subtract Defense Points equal to their Battle Points from each other. If one of them goes 0 or lower, that Clan Member is now destroyed and your opponent places it in the Graveyard. Then you do the same thing for your other Clan Members, or you end your turn. Keep in mind that all Clan Members will keep their lost Defense Points until the end of the turn, so be careful with whom you battle with.
 
The way to win a duel is very simple, if the opponent doesn't have any Clan Members on the Field anymore, you can attack your opponent. Both players have 10 Hit Points. If a Clan Member is successful in attacking the opponent, they take away 1 Hit Point. When your opponent's Hit Points is reduced to 0, you win! Another way to win is to reduce your opponent's Deck to 0. When at 0, next time the draw for their Draw Phase, you win!
[/spoiler]
 
[spoiler=Responding to action and effects and Events]
You cannot just Cast cards and effects whenever you want. You must wait for the turn player to perform actions or Cast cards or effects first. Then you are allowed to Cast cards or effects. For example, it's the start of your opponent's turn, and your opponent has not drawn a card yet. May you Cast something now? No, you may not, you must wait for your opponent to perform an action first. If your opponent Casts a Magic Card, may you respond with a card or effect at this time? Yes, you may, as your opponent has done an action.
 
When you Cast a card or effect, that creates an Event. Each new Event has a number, the first one being 1, the second be 2 and so on. All Magic and Field Cards create an Event when you Cast them, an any effect of a card noted by a "-" also creates an Event. Not all effects do though, some are always applied. When an Event is created, no other actions can be performed, except activating cards or effects in response to those cards, if the timing is right.
 
When no player wishes to create more Events, you resolve the Event, with the most recent one first, and then you continue in reverse order. At this time, cards may not be Cast anymore until the Event finishes. If a card or effect can be Cast because of something that happened when a card or effect resolved, you Cast those after the current Event resolves. If both players have cards or effect that can be Cast because they trigger at the same time, the turn player puts all their Events first any order they wish, then the opponent.
[/spoiler]
[/spoiler]
 
[spoiler=Card Types]
Clan Members:
FN4uIgd.png
Clan Members are black and red. The Clan Member's Energy can be seen in the top left. The name of the card and the Clan it belongs to are in the top middle. Below that is an image, and then any potential Abilities. Below that is the text box, where Abilities and effects are explained or flavor text is given. In the lower left corner is the Battle Points, in the lower right is the Defense Points.
 
Magic Cards:
E4yvr5W.png
Magic Cards are gray. The Magic Card's Energy Cost can be seen in the top left. The name of the card and the Clan it belongs to are in the top middle. Below that is an image. Below that is the text box where the effects are explained. Unlike Clan Members, Magic Cards do not have Abilities, nor Battle or Defense Points.
 
Field Cards:
IVh9QcJ.png
Field Cards are green. The Field Magic's Energy Cost can be be seen in the top left. The name of the card and the Clan it belongs to are in the top middle. Below that is an image. Below that is the text box where the effects are explained. Unlike Clan Members, Field Cards do not have Abilities, nor Battle or Defense Points.
[/spoiler]
 
[spoiler=List of Abilities]
Here you can see what all the Abilities in the game do. Listed in alphabetical order.
 
Clan Booster:
Clan Booster provides 1 extra Battle Point [max. 5] for this card for each Clan Member of same Clan as this card on your Field.
 
Crush:
When this card is Summoned while you control no other Clan Members, Crush destroys 1 Clan Member on your opponent's Field.
 
Energy Booster:
Energy Booster provides 1 extra Battle Point [max. 5] for this card for each Clan Member of same Clan as this card in your Energy Pile.
 
Dodge:
Dodge provides this card with protection against Crush
 
Flier:
Flier makes this unable to be targeted for the effects of your opponent's cards.
 
Resourceful:
Resourceful increases this card's Energy by 1 while in the Energy Pile for every other card with the same name as this card in your Energy Pile.
 
Spirit Energy:
Spirit Energy places this card on the top or bottom of your Energy Pile when this card is destroyed in Combat.
 
Top Booster:
Top Booster provides 1 extra Battle Point [max. 5] for this card equal to the Energy of the top card of your Energy Pile's Energy.

[/spoiler]
 
[spoiler=Card List]
Note: These cards are made using a VS System template, and they are only for show, as I am not an artist.
 
[spoiler=Worthy Competitors Set (30/50 cards)]
Worthy Competitors is the fist Set from Art of Combat. It currently only has 3 Clans, one being a Clan called Regular, which is meant to be ongoing forever, as it's not specific in its theme. The second being Demon Entity, which have various effects, though most are based around boosting each other up. The third being Dragonmight, a lot of which have the Ability Spirit Energy, that puts them on the top or bottom of your Energy Pile instead of being sent to the Graveyard after being destroyed in Combat.
 
[spoiler=Deror, the Underworld Terrorizer]
je5mym0.png
1 Energy/Demon Entity
Clan Booster
[ Clan Booster provides 1 extra Battle Point [max. 5] for this card for each Clan Member of same Clan as this card on your Field. ]
Riding on his hell horse, Deror, the Underworld Terrorizer, strikes fear in all.
3/4
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Raphin, Darkness Guider]
sIj3yz6.png
2 Energy/Demon Entity
When "Raphin, Darkness Guider" is Summoned — You may choose to reorganize any number of "Demon Entity" cards in your Energy Pile, but only if you reorganize it so that a card with an Energy of 2 or more is on top. [Any Energy loss or gain remains on those reorganized cards.]
5/4
 
Ruling(s):

  • You may not reorganize other cards in there, but "Demon Entity" cards. This means that if you have others in there, they must stay in their spot. For example, you have 3 cards, 2 of which are "Demon Entity" cards, one of which is not. The 2 Demon Entity cards are the bottommost card and the topmost card. You cannot put the "Demon Entity" cards as card number 2, but you can exchange the bottommost and topmost card.

[/spoiler]
 
[spoiler=Laughing Lunatic]
HGxjXj5.png
2 Energy/Demon Entity
Clan Booster
[ Clan Booster provides 1 extra Battle Point [max. 5] for this card for each Clan Member of same Clan as this card on your Field. ]
This lunatic doesn't care for others nor their well being, he's only out to cause chaos on his own accord.
6/5
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Hasroth, the Lich Purger]
8bt6qYm.png
3 Energy/Demon Entity
Energy Booster
[Energy Booster provides 1 extra Battle Point [max. 5] for this card for each Clan Member of same Clan as this card in your Energy Pile.]
Hasroth, the Lich Purger's trident is called The Purger which he uses it to impale his enemies.
9/7
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Bounded Cerberus]
Gw2s4C9.png
3 Energy/Demon Entity
This card can attack 3 times, but only if all attacks are on Clan Members
6/14.
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Skull Armageddoknight]
FN4uIgd.png
4 Energy/Demon Entity
Crush
[When this card is Summoned while you control no other Clan Members, Crush destroys 1 Clan Member on your opponent's Field.]
Once per turn, when this card destroys an opponent's Clan Member in Combat, you can target 1 "Demon Entity" Clan Member in your Graveyard — Add that target from your Graveyard to your hand.
15/12
 
Ruling(s):

  • Even if the opponent's Clan Member doesn't get sent to the Graveyard, you can still Cast this effect.
  • If the target is no longer in your Graveyard, you cannot add it to your hand.

[/spoiler]
 
[spoiler=Reborn Entity]
ESPtGnJ.png
1 Energy/Demon Entity
Target 1 "Demon Entity" Clan Member on your Field — Destroy that target, and if you do that, place it on top of your Deck instead of sending it to the Graveyard and if you do that, at the start of your opponent's next Combat Phase, all other "Demon Entity" Clan Members on your Field gain 5 Defense Points.
 
Ruling(s):

  • If you don't destroy that target, you don't place it on top of the Deck, and if you don't place it on top of your Deck, your other "Demon Entity" Clan Members do not gain 5 Defense Points.

[/spoiler]
 
[spoiler=Untrustworthy Hands]
tMFlAfa.png
2 Energy/Demon Entity
During your opponent's Main Phase, when your opponent Summons exactly 1 Clan Member while the top card of your Energy Pile is a "Demon Entity" card, target that Clan Member — Destroy that target.
 
Ruling(s):

  • You can Cast this if the Clan Member is Summoned by an effect as well.

[/spoiler]
 
[spoiler=Defiled]
IVh9QcJ.png
0 Energy/Demon Entity
Must be Cast only if the only cards in your Energy Pile are "Demon Entity" cards by targeting 1 non-"Demon Entity" Clan Member on your Field — While this card is on your Field, exchange that target's current Clan with "Demon Entity".
 
Ruling(s):

  • While this card is on your Field, the previous Clan of that card is no longer the Clan of that card. When this leaves the Field, it gets that one back.
  • If another card changes the Clan of that card, when this card leaves the field, the Clan does not change back.

[/spoiler]
 
[spoiler=Azon, the Wold Hunter]
byL1ylG.png
1 Energy/Regular
Resourceful
[Resourceful increases this card's Energy by 1 while in the Energy Pile for every other card with the same name as this card in your Energy Pile.]
Prefers to hunt on his own, but when home, he likes the company of his family.
2/5
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Primeval Ninja]
Wfmr1kq.png
1 Energy/Regular
When this card inflicts damage to your opponent's Hit Points — You can make your opponent discard 1 card from their hand to the Graveyard at random.
3/2
 
Ruling(s):

  • You cannot Cast this effect if your opponent does not have any cards in their hand.

[/spoiler]
 
[spoiler=Angel Agile Warrior]
fttiLaa.png
2 Energy/Regular
Dodge/Flier
[Dodge provides this card with protection against Crush.]
[Flier makes this unable to be targeted for the effects of your opponent's cards.]
His strength comes from the swiftness in his movability.
6/8
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Energy Dragon]
qccSsfD.png
8 Energy/Regular
Energy Dragon has sucked up such an enormous amount of energy, that it prevents itself from moving very much.
5/5
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Energy Scienetist]
E4yvr5W.png
1 Energy/Regular
Until the end of the next turn, increase the current top card in your Energy Pile's Energy by 2. You can only Cast 1 "Energy Scientist" per turn.
 
Ruling(s):

  • If the position of the current top card changes, the Energy change will stay.
  • If the card is moved out of the Energy Pile, its Energy will reset to its original Energy.
  • If another card changed the Energy of the card, then when the end of the next turn comes, it will increase itself by 2, regardless of what other changes happen. Exception: Cards that reset any Energy changes, in that case, it will not increase by 2 at that time.

[/spoiler]
 
[spoiler=Tribute for the Eye of Justice]
xXJkllm.png
0 Energy/Regular
Once per turn, during either player's turn, you can send 1 Clan Member on your Field to the Graveyard or decrease the current top card in your Energy Pile's Energy by 2 until your next turn — Your opponent's hand stays revealed until the end of this turn.
 
Ruling(s):

  • If your opponent's hand is already revealed by another effect, you cannot use this effect, but you can still Cast this card to your Field.

[/spoiler]
 
[spoiler=Energy Reflection Mirror]
gOfUeHU.png
1 Energy/Regular
When your opponent Casts a card or effect that required them to reduce their Energy to be Cast and that targets exactly 1 Clan Members on your Field — Negate that card or effect and destroy that card.
 
Ruling(s):

  • The Energy reduction is either an Energy Cost to Cast the card, or a cost to Cast an effect of a card.
  • This must be Cast directly in response to the card or effect you're attempting to negate, otherwise you cannot Cast it.

[/spoiler]
 
[spoiler=Firecharger]
myr0iE7.png

5 Energy/Regular
Target 1 Clan Member on your opponent's Field — Inflict 10 damage to that target's Defense Points. This damage does not reset during the end of the turn.
 
Ruling(s):

  • If the damage would reduce it to 0 or less, that target will be destroyed because of this effect.
  • If the targeted Clan Member takes damage in Combat, it will not reset all of its damage, but only what it took in damage.

[/spoiler]
 
[spoiler=Energy Shaman]
sciVMhh.png
4 Energy/Regular
When "Energy Shaman" is Summoned — You can increase the top card of your Energy Pile's Energy by 4 until your next turn, but if you do that, this card cannot attack this turn.
17/12
 
Ruling(s):

  • If the position of the current top card changes, the Energy change will stay.
  • If the card is moved out of the Energy Pile, its Energy will reset to its original Energy.

[/spoiler]
 
[spoiler=Hidden Sword Attack]
B3SoHzh.png
2 Energy/Regular
When a Clan Member on your Field targets an opponent's Clan Member for a battle — That Clan Member gains 5 Battle Points until the end of this battle.
 
Ruling(s):

  • This effect does not target your Clan Member, but it does affect it.

[/spoiler]
 
[spoiler=Intergalactic Traveler]
MMe4klF.png
3 Energy/Regular
When this card is first Cast — Search through your Deck, find 1 "Regular" Clan Member, shuffle your Deck, then place that Clan Member on top of your Energy Pile. When this card leaves your Field, shuffle that Clan Member from your Energy Pile into your Deck. There can only be 1 "Intergalactic Traveler" on your Field.
 
Ruling(s):

  • If that Clan Member leaves the Energy Pile, it won't be shuffled back into the Deck by this effect under any circumstances.

[/spoiler]
 
[spoiler=Energy Giver]
mFogNih.png
1 Energy/Regular
If you have no Clan Members on your Field and you did not Summon this turn — This turn, when the first Clan Member you Summon is Summoned, you can send that Clan Member to the Graveyard, and if you do that, gain Hit Points equal to its Energy [max. 5].
 
Ruling(s):

  • When the Clan Member is Summoned, sending it the Graveyard and gaining Hit Points equal to its Energy is considering an effect, but it does not use an Event, instead it is applied when you Summon.

[/spoiler]
 
[spoiler=Overcharged]
Pi1hCI7.png
5 Energy/Regular
All Clan Members on your Field gain Energy Booster while this card is on your Field. [Energy Booster provides 1 extra Battle Point [max. 5] for this card for each Clan Member of same Clan as this card in your Energy Pile.]
 
Ruling(s):

  • If a Clan Member already has Energy Booster, this effect does not apply to that Clan Member.

[/spoiler]
 
[spoiler=Aross, the Death Assaulter]
ElGac4V.png
3 Energy/Demon Entity
Double Hit
[Double Hit makes this card inflict 1 extra Hit Point of damage when it attacks the opponent's Hit Points.]
The lord of death, Aross, the Death Assaulter knows no bounds for killing whoever crosses his way.
10/6
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Guilt God]
OvyB3PZ.png
5 Energy/Demon Entity
When your opponent Summons a Clan Member — You can return that Clan Member and this card from their Field and your Field to the hand of the owner, and if you do that, reduce the Energy of the top card of your opponent's Energy Pile by the amount of Energy the opponent's Clan Member had until the end of your next turn. There can only be 1 "Guilt God" on your Field.
23/15
 
Ruling(s):

  • This effect can be Cast if the Clan Member is Summoned from the hand, Deck or Graveyard.
  • This can only return 1 Clan Member to the hand, if multiple are Summoned, you return 1 of those to the hand, and you choose which one when the Event resolves.

[/spoiler]
 
[spoiler=Apex Dragon]
vzptzIT.png
4 Energy/Dragonmight
Spirit Energy
[Spirit Energy places this card on the top or bottom of your Energy Pile when this card is destroyed in Combat.]
Filled to the brim with Energy, when Apex Dragon dies, its Energy will explode.
17/14
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Vicarious Dragon]
rew9Wrm.png
2 Energy/Dragonmight
Spirit Energy
[Spirit Energy places this card on the top or bottom of your Energy Pile when this card is destroyed in Combat.]
If another "Dragonmight" Clan Member would be destroyed in Combat, you can destroy this card instead, and if you do that, that Clan Members Defense Points become 1. [This is treated as being destroyed by Combat.]
10/12
 
Ruling(s):
N/A
[/spoiler]
 
[spoiler=Blood-Gem Dragon]
8VrUxNK.png
3 Energy/Dragonmight
Spirit Energy
[Spirit Energy places this card on the top or bottom of your Energy Pile when this card is destroyed in Combat.]
If this card is the top card of your Energy Pile, you can target 1 other "Dragonmight" Energy Card in your Energy Pile — Place that target on top of the Energy Pile.
10/12
[/spoiler]
 
[spoiler=Boost-Up Dragon]
PMzAJZy.png
5 Energy/Dragonmight
Energy Booster/Top Booster
[Energy Booster provides 1 extra Battle Point [max. 5] for this card for each Clan Member of same Clan as this card in your Energy Pile.]
[Top Booster provides 1 extra Battle Point [max. 5] for this card equal to the Energy of the top card of your Energy Pile's Energy.]
When "Boost-Up Dragon" is Summoned — Choose 1 of this card's Abilities to apply, and have the other not be applied while this card is face up on your Field. This effect cannot be negated under any circumstances.
17/18
 
Ruling(s):

  • This effect must Cast, unless a card prevents effect

[/spoiler]
 
[spoiler=Wisdom of the Dragonmight]
GzJzwYq.png
2 Energy/Dragonmight
Reveal the top 3 cards of your Deck, then you can add 1 revealed "Dragonmight" Clan Member to your hand or place it on top of your Energy Pile. Shuffle all cards into the Deck, regardless of this effect's outcome. You can only activate 1 "Wisdom of the Dragonmight" per turn.
 
Ruling(s):

  • If you have 2 or less, you cannot activate this card.

[/spoiler]
 
[spoiler=Twin Attack]
aKQNrMV.png
3 Energy/Dragonmight
When a "Dragonmight" Clan Member on your Field targets an opponent's Clan Member for a battle, target 1 other "Dragonmight" Clan Member on your Field that has not attacked this turn — Combine that target and the attacking Clan Member's Battle Points, then use half of the combined Battle Points for this battle only. You can only activate 1 "Twin Attack" per turn.
 
Ruling(s):

  • The attacking Clan Member's Battle Points are treated as the amount for that battle only.

[/spoiler]
[/spoiler]
[/spoiler]
 
[spoiler=Glossary]
Here you can see what all the terms in the game mean. Listed in alphabetical order.
 
Ability:
Abilities are seen on Clan Members, but not all Clan Members have Abilities. The different Abilities can be seen below the image with an explanation in the card text, enclosed by brackets. Abilities are different from effects, and cannot be negated by cards that negate effects.
 
Attack Points:
Attack Points are seen on Clan Members and determine how many Defense Points you take off of your opponent's Clan Members. Attack Points don't matter when attacking the opponent's Hit Points, as all attacks always do 1 damage to your opponent's Hit Points, even if the Attack Points are at 0.
 
Cast:
Magic and Field Cards are Cast to your Field, meaning that you place them on your Field. You also might need to reduce your Energy in order to Cast them. You also Cast effects of cards, which doesn't always require an Energy Cost. Clan Members are not Cast, rather they are Summoned.
 
Clan:
Seen are seen all cards in the game. These are listed below the card name. Cards from specific Clans can help each other out, as they have cards that support them. The Generic Clan is a Clan that don't support each other, but can support any Deck.
 
Clan Member:
Clan Members are cards that you use to battle with and to use as Energy Cards. Clan Members also have Energy, Attack and Defense Points and sometimes Abilities. Clan Members are Summoned rather than Cast to your Field as long as their Energy doesn't go over the current Energy of the top card in your Energy Pile.
 
Combat Phase:
The Combat Phase comes after the Main Phase, and is the last Phase of your turn. You cannot go into it on your first turn. You are not required to go into it, and as such, you can end your turn on your Main Phase if you wish. Clan Members battle here, either other Clan Members, or the opponent's Hit Points.
 
Deck:
Your Deck consists of 40-60 cards, with at least 2 Clan Members. Cards in your Deck may not be looked at during the Duel, unless a card that is in your Deck is searched by a card effect. If your Deck reaches 0 cards and you cannot draw for your Draw Phase, you lose the duel.
 
Defense Points:
Defense Points are seen on Clan Members and determine how much damage it has to take to get destroyed in Combat. If the Defense Points of a Clan Member reaches 0, it's destroyed.
 
Energy:
Each card has Energy, but what they use it for is different. Clan Members can use it in 2 ways, either when they're the top card in the Energy Pile or when they're on your Field. When they're in your Energy Pile, they determine the total Energy of Clan Members you can have on your Field, and as such, those on your Field are the total allowed Energy. Energy of Magic and Field cards is different, as they're Energy Cost, which is how much you reduce your current Energy of the top card by.
 
Energy Card:
The cards in your Energy Pile. At the start of the duel, players put 2 Clan Members face down in any order they choose as their Energy Cards, then they turn it face up at the start of the first Energy Phase of the duel. The top card of your Energy Pile is the current active Energy Card. The Energy Card's Energy is read in the top left corner. The top Energy Card is moved during the start of your Energy Phase, except on the first turn of the duel. You can put a Clan Member from your hand in your Energy Pile as an Energy Card, except on the first turn of the duel.
 
Energy Cost:
Instead of Energy, Magic and Field Cards have Energy Costs, which is the amount you're required to reduce your Energy by to Cast them. The amount you reduce doesn't come back as long as the Energy Card stays in the Energy Pile. Some Magic and Field Cards don't have any Energy Cost, but rather other conditions, restrictions, costs etc.
 
Energy Pile:
This where you put your Clan Members as Energy Cards. The current top card of your Energy Pile is your active Energy. During the start of your Energy Phase, except on the first turn of the duel, you put the top Energy Card on the bottom of your Energy Pile, then you can put a Clan Member from your hand on top of your Energy Pile.
 
Event:
An Event is what happens when a card or effect is Cast. Each Event has a number, starting from 1. Both players switch between Casting a new card or effect. When no player wishes to Cast more cards or effects, the Event resolves, meaning that the effects apply, backwards from the most recent one to the newest one.
 
Field:
Your Field is where you put your cards, except your Deck and Energy Pile. Each player has one, and the cards on your Field belong to you. Clan Members and Field Cards stay on the Field, where Magic Cards get sent to the Graveyard after activation.
 
Field Card:
Field Card, as the name implies, stay on your Field after they are Cast. You can have as many of these on your Field as you want, and you can Cast as many as you want per turn. These have an Energy Cost you might need to pay, which is done by reducing the Energy of your top card in you Energy Pile by the amount stated, or they have some other conditions, restrictions, costs etc.
 
Hit Points:
Each player starts the duel with 10 Hit Points. If you hit 0, you lose the duel. To take away Hit Points, you must attack your opponent while they control no Clan Members. If you do, you take away 1 Hit Point.
 
Magic Card:
Magic Cards get sent to the Graveyard after they are Cast. You can Cast as many as you want per turn. These have an Energy Cost you might need to pay, which is done by reducing the Energy of your top card in you Energy Pile by the amount stated, or they have some other conditions, restrictions, costs etc.
 
Main Phase:
The Main Phase is where you play your Magic and Field Cards and Summon Clan Members. During your Main Phase, you can either go to the Battle Phase, or end your turn.
 
Summon:
Summoning is the act of putting a Clan Member on the Field. You can do this as many times as you want to per turn, during your Main Phase, but only if you have Energy enough to do it. Each Summon is done separately.
[/spoiler]

Link to comment
Share on other sites

  • 3 weeks later...

Nice stuff here. I was also working on a game of my own, but your templates are so sexy. Mine are just lazy looking.

 

Gameplay seems pretty solid. I like how you called Resourceful, "Resourceful" seems punny yet proper  lol. Everything seems solid (Slightly confused on the Energy Mechanic, just gonna have to re-read it a couple more times). Working on a way to play this?

Link to comment
Share on other sites

Nice stuff here. I was also working on a game of my own, but your templates are so sexy. Mine are just lazy looking.

 

Gameplay seems pretty solid. I like how you called Resourceful, "Resourceful" seems punny yet proper  lol. Everything seems solid (Slightly confused on the Energy Mechanic, just gonna have to re-read it a couple more times). Working on a way to play this?

There's a program called LackeyCCG, I am not sure how to use it, but if I ever do, I'll make sure to let people know in here

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...