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Draconus297

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[spoiler=Ego's TCG, Gold Rush]

Description

 

The game takes place during the Medieval Age and Renaissance. The object of the game is to accumulate treasure in order to win. You win one of two ways.

 

1. You control 10 treasures when your turn begins.

 

2. Send all of your opponent's treasures to the cemetery.

 

You may only have up to 15 treasures in your deck. The minimum number of cards in your deck is 40, while the maximum is 50. You can only have 3 copies of the same card per deck. There are six monster types: dragon, sorcerer, sea, ghost, Angel, and demon. Each one has its own treasure type. These monsters can only be "added to the field" by their corresponding treasure.

 

One important thing to always have ready is a six-sides die, which will be how you and your opponent will conduct the game. To determine who goes first, both players roll a die. The player who rolls higher goes first. In the event of a tie, both players roll again. After that, both players then draw their starting hand of six cards. Each turn, except the first turn of the entire game, starts out by drawing a card.

 

Your turn should follow this flow chart.

 

Start your turn

Draw 1 card

Add Treasures and monsters

Engage in fights

End your turn; discard cards if you have more than 6.

 

Adding Monsters to the field

 

You summon monsters, or "add monsters to your field," by shuffling the number of treasures specified in the top right corner into your deck from your field. You can add up to 2 treasures to your field from your hand per turn. You may only summon 1 monster per turn. Every monster type has its own corresponding type of treasure.

 

Burning Treasure-Dragon Type

Cursed Treasure-Ghost Type

Magical Treasure-Sorcerer Type

Aquatic Treasure-Sea Type

Holy Treasure-Angel Type

Corrupted Treasure-Demon Type

 

Each treasure specifies what type they are and what type they summon. Certain treasures even have their own properties, or abilities, that can change the game state, whether by giving you more treasure or by taking your opponent's treasure off the field.

 

Treasure

 

Treasures are the main way you perform your turn. You may only activate 2 Treasures per turn from your hand. You shuffle these treasures from your field into your deck in order to add monsters to your field. Each monster specifies a certain number of treasures that they require to be added, or their cost. The treasures must match the monster's type. For example, you can add a Sorcerer with Magical Treasure, but not with Aquatic Treasure. You can only have up to 15 treasures in your deck and you win either by sending all your opponent's treasure to the cemetery or by controlling 10 treasures when you start your turn. Before the game begins, both players have to count out how many treasures are in his/her opponent's deck, in Oder to know when all treasures are in the cemetery.

 

Battle mechanics

 

Each monster the turn player controls may attack an opponent's monster once, or "engage a fight". Once a fight is engaged, both players roll a 6- sided die. The player with the higher roll wins the fight. The defending player may roll a second time if his/her roll is lower. In the event of a tie, the attacking player may roll a second time. If both rolls are 6, both players roll a second time. If it is a tie the second time, both monsters lose the fight and are sent to the cemetery. The player who wins a fight gets to draw 1 card. If both monsters are sent to the cemetery as a result of a tie between dice rolls, neither player draws a card.

 

Example

 

Battle:

Roll 1

Player A: 6 (Attacker)

Player B: 1 (Defender)

(Player B lost, so he/she can roll again)

Roll 2

Player B: 6

(Tie of a 6, so both roll again)

Roll 3

Player A: 3

Player B: 3

(Tie, so both get sent to the Cemetery)

Neither player draw

 

Example

 

Roll 1

Player A(attacker) rolls a 5

Player B(defender) rolls a 4

Player B rolls a second time

 

Roll 2

Player A: still 5

Player B: 5

Tie, so both players roll again

 

Roll 3

Player A: 4

Player B: 5

Defender wins. Attacker is sent to the cemetery and defender gets to draw 1.

 

During each fight, each player may activate 1 Rune per roll. These have effects that can change the result greatly. For example:

 

Player A(attack) rolls a 5

Player B(defender) rolls a 4

Player B attempts to roll again

Player A activates a Rune to prevent Player B's next roll from exceeding 5.

Player B responds by activating a Rune, decreasing Player A's roll to 4.

 

Alternatively, if your opponent's field is empty, you can attack directly, and if you do, discard 1 card from your opponent's hand, however you can only do so once per turn. If your opponent has no cards to discard, you can send 1 treasure your opponent controls to the cemetery.

 

The Cemetery

 

The final resting place. This is where all monsters that are defeated in battle go. This is also where any discarded cards go. Once there, the properties of that card no longer apply.

 

Rules

 

1. Both players start the game by rolling a die. The player who rolls higher goes first. If a tie, roll again.

 

2. You can only add 1 monster to your field a turn.

 

3. You win if you send all of your opponent's treasures to the cemetery or if you control 10 treasures at the start of your turn.

 

4. You can only add 2 treasures to your field a turn.

 

5. The maximum number of monsters you can control is 5. The maximum number of treasures is 10.

 

6. Both players count the number of treasures in their opponent's deck before starting.

 

7. If you have no cards to draw in your deck and no cards in your hand at the start of your turn, you lose.

 

8. The player who goes first cannot attack on the first turn of the game.

 

9. Only 1 Rune can be used per Roll.

 

10. If two monsters are fighting, the defending player may roll a second time. If both die are 6, then both players roll again. If a tie on the second or third roll, both monsters are sent to the cemetery.

 

11. The player that wins a fight draws 1.

 

12. If you have more than 6 cards in hand at the end of your turn, you have to discard any excess cards until you have only 6.

 

 

Name's a WIP.

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I just realized: we make a more cohesive story than DT by having some defined protagonists (the closest thing we have to THAT in DT is Gem-Knights), in the middle of struggle. I could work there, but I think I put Dova to the task a while back when thinking of something unrelated.

 

We can even use a few existing archetypes to have story moments, and have certain cards counter specific other archetype strategies because our plot dictates how that character/villain/whoever fell!

 

in regards to my archetypes that could appear, Yuki Onna is a definite (think Ba Sing Se, if you know A:TLA- a city so removed from the war that they aren't truly prepared for it, which is why none of them have monster destruction effects, and only a few scattered members really DO combat-- they're guards), the Des-Draco would be interesting (a "fake" villain, that gets misblamed because they're a more immediate threat of mass destruction, rather than our true villain's more diabolical plans), and maybe Fungal Serpents as an "environmental" threat.

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I just realized: we make a more cohesive story than DT by having some defined protagonists (the closest thing we have to THAT in DT is Gem-Knights), in the middle of struggle. I could work there, but I think I put Dova to the task a while back when thinking of something unrelated.

Not sure what you mean in that last sentence.

 

But still, this idea is a must. Take that Rep Tythe! I think I've only made Gold Spear, Zord and Monochrome. If any of you have an Archetype on the Archetype thread that you want in this, I'll be happy to do a few, especially since it will distract me from Gas Dragons (Which I stopped because I couldn't find a good way of implementing the mechanic) and that other Archetype Nyx suggested which I AM STILL WORKING ON. It'd be nice to have an Archetype to complete.

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That "grouped almost-LV-but-not-quite" thing I discussed with you about a few weeks ago.

 

Alright, so our storyline is probably gonna be based around a huge war of some kind, and I've already discussed how the Des-Draco, Yuki Onna, and Fungal Serpents will fit. So we need to draw faction lines, for the war before the big invasion plotline, and discuss how each faction reacts to said invasion.

 

Plus, a protagonist group. I'm of the opinion we should have one of those.

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I would love to help out with this.

Strawyverns could come in every now and again to help out the protags, with the protags possibly flying on them, and bringing our the supermassive Arch-Strawyvern in dire times. Gnomes can be some annoying a-holes who never stop trying to defeat the protags, but fail miserably every time. Wyrmisstresses could possibly be some sage-type people.

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So, let's try implementing the few Archetypes I've made:

 

Zord: As I said above, ancient machines that have been reactivated by either side. I was thinking of them not really SIDING with either side, but just helping when asked.

Monochrome: Spirits caused by deaths in the war that began to attack both sides?

Gold Spear: A protag helping group that would be easily defeated at first. They want to help "good" prevail, and although they are easily defeated, they just keep coming back.

 

I don't expect all of them to be part of this; We should just use whatever fits best.

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Let's see which ones I already made, and how they'll fit into the storyline (although they are mostly complete).

 

Skateboard Dragon: IDK, probably on the good side and providing tactical support and stuff (if you consider Book of Moon-esque effects to be as such)

Electric Field: I have no idea on this one; maybe neutral or possible enemy.

Phoenix Guardian: Probably on protag side and reviving like crazy after getting killed.

 

Last two are pretty much complete; Skateboards probably have a few more supports but that's it.

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Hmmmmm.....

 

Could I add mine?

 

Invoker(s) of the Four Horsemen: Could be an antagonist to everyone, like how Steelswarm and Evilswarm were.

 

Playful Demon: Kind of split on this one. On the one hand, they're all demons. However, they aren't exactly evil; mischievous at best. Could start out as a small antagonist, and midway join forces with the protagonist(s).

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