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The Hakurei Shrine. - Lock.


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I bring you the Touhou TCG rules:

 

[spoiler=Click to read]

 

The Touhou TCG is designed to be a very fast-paced game. All games are to be played 2 out of 3, with the one winning the best of those games being the winner.

 

There are only four primary guidelines in Deck-Building:

 

- Your deck must contain at least 30 cards.

- Your deck cannot contain more than 60 cards.

- Your deck must contain at least 3 DIFFERENT character cards.

- You cannot have more than four of the same card in a deck, unless otherwise stated.

 

 

Before Starting

 

Both players select three different character cards from their deck, and place them facedown in play.

 

Both players shuffle their decks.

 

Both players draw 8 cards from their decks.

 

Then, flip over the three characters you picked.

 

Character Cards

 

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There are 8 colors for determining a Characters Class:

 

Red - Fire

Blue - Water

Green - Earth

White - Wind

Yellow - Light

Black - Dark

Gray - Non-alligned

Purple - Indefinable

 

At the top of the card is the Characters name and HP Bars - in this example, Reimu has 3 Bars, each containing 50 HP. This means that she must take 50 damage, three times, to be defeated. Damage does NOT carry over - if she has 20 HP left, and takes 30 Damage, her new Bar will still have 50 HP, not 40.

 

The stats on the card are as follows, from top to bottom: Strength, Accuracy, Hitbox, and Magic. Beneath the Star (which will be changed with the new template), is the card's Value stat.

 

Beneath her picture is her Group - there are 2 Main Groups. Human, and Youkai. In most cases, Human is a simple defining group. Occasionally, it includes a sub-group (like Magician). The Youkai group is much more filled with Sub-groups, though, including:

 

Fairy

Vampire

Ghost

Youkai (pure Youkai)

Magician

Spirit

Celestial

 

These groups and Sub-groups are only important when pertaining to certain card effects.

 

Lastly, Reimu's box contains her effects and abilities she may be having, along with any cost those abilities may have for use.

 

(MP and Cost will be explained later)

 

 

Location Cards

 

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Location cards change the effects applying to the game, sometimes creating a new condition for play, or sometimes just powering a group of characters up (such as the example).

 

Like all other cards, they also have a Class (fire in the example), which is relevent to some card effects.

 

Also, like all cards, they possess a Value (displayed in the corner of this card).

 

Only one Location can be active at once, so if another is played, the previous is discarded.

 

 

Event Cards

 

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Event cards cause a happening of some kind. Their effects, unless stated otherwise, are always turn-long, and therefore stop working at the start of your next turn.

 

The cards will never say this, as it is a RULE, and is thus always implied. Again, this is only ever not true if the card says otherwise. This means that an EX form you upgrade to will also expire at the start of your next turn.

 

The card's value is displayed.

 

 

EX Characters

 

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EX Characters cannot be chosen as one of the three starting characters. They can only be placed onto one of your living characters via the effect of another card, and often vanish at the start of your next turn, since most of those cards are Event Cards.

 

When and if the upgrade wears off, they EX character is discarded and the character returns to normal.

 

EX characters have no HP bar value - they simply assume the remaining HP of the character they are upgrading.

 

Other than a substantial power up, and potent abilities, EX characters are treated as regular characters while in play.

 

 

Spell Cards

 

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Spell Cards are specialized attack cards for a character to use. Like all other cards, they have a Value, and an Elemental Class.

 

Displayed in the card's box is the cost for activation, the character who can use it, the base damage the Spell will inflict, and any additional effects.

 

Spell Cards, when used, are used instead of your character's normal attack for the turn.

 

 

Phases of Play

 

 

Now for the actual conduct. For simplicity's sake, I am using phases, as tehy are the most efficient way of dividing a turn.

 

Draw Phase

 

This happens at the beginning of your turn. Any effects from Event Cards you used expire at this point. If your hand contains less than 8 cards, you also draw until it contains 8.

 

If there are no cards left in your Deck, shuffle your hand into your discard pile, and set it as your new Deck. Then draw 8 cards.

 

YOU WILL NOT LOSE BY RUNNING OUT OF CARDS.

 

 

Discard Phase

 

During this phase, you can freely discard cards as you see fit in order to increase your MP.

 

-Value, MP, and Cost

 

When you discard a card in your hand during your Discard Phase, that cards Value is added to your MP. MP is a value you need to keep track of on your own. When you are activating Character abilities, Event Cards, or Spell Cards, you must pay an activation cost out of your MP.

 

 

Initial Phase

 

During this point in your turn, you may begin taking action. You can:

 

-Activate a Location Card. You may do this once per turn.

-Initiate an Event Card. These can be activated without limit, as long as you can afford each card you play.

-Activate a character's ability or abilities. A character can activate a specific ability only once per turn, unless otherwise stated.

 

 

Attack Phase

 

Here's the part where you kill each other! Yay!

 

Each character you have in play can attack once per turn, or use a Spell Card if possible. They can only attack 1 Target, unless stated otherwise via an effect.

 

-Damaging

 

When your character attacks a foe, multiply your character's Power by their Accuracy. This is the Initial Damage.

 

Next, look at your opponent's Hitbox stat - if your Accuray stat is at least twice as high as the target's Hitbox, there is no additional effect on the Initial Damage.

 

If it is NOT, though, decrease the Initial Damage by the target's Hitbox stat (i.e: An Initial Damage of 12 would be decreased to 8 if the foe's Hitbox stat was 4). This is referred to as a Hitbox Penalty. Characters with the Homing ability can ignore the Hitbox Penalty.

 

In any case, the end result damage is then inflicted on the Target's HP. If the attack reduces the target's HP to 0, refill their HP and remove one of their HP Bars. If the character is out of HP Bars, they are defeated, and can no longer take action.

 

 

When damaging with a Spell Card, you follow the EXACT SAME procedure. The only difference is that after you have your Total Damage, you then add it to the Base Damage that the Spell Card indicates. You also follow any effects listed on that Spell card.

 

 

Increasing

 

When your character declares an attack, you may spend MP to increase their Strength, their accuracy, or both. You can increase either stat by 1 point for every 2 MP you spend. This boost only applies to that one attack.

 

Likewise, if you are attacked, you may spend MP (in increments of 2 at a time), to increase your Hitbox by 1 for every amount spent.

 

 

End of Turn

 

After your Attack Phase, you can activate any other cards you want, but you cannot enter a Discard Phase again. Once finished, you can end your turn, and let your opponent begin their's.

 

 

Winning the Game

 

The object of the game is to defeat all 3 of your opponent's characters. If you can accomplish this feat, you win the round.

 

If you win 2 out of 3 rounds, you win the game.

 

 

 

 

 

There ya go. =D

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Top to bottom: Strength, Accuracy, Hitbox, Magic. =o Not THAT hard to remember. Besides, Icy is gonna make me a new template, which hopefully, will have actual letters over each stat to indicate what it is.

 

And sorry, Lar, can't. >_< During my period with the lappy, it kept saying service for MSN was unavailable, or some crap. And now my mom has taken it again to use it, so I can't even use Meebo.

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She's stingy. And I have to keep ALL of my files on my memory stick, because even if I wrote her a five paragraph essay on why Opera or Firefox are a million times better than internet Explorer, and she'll still refuse to just put it on there.

 

She's convinced that just because she worked at Volcolm when the Internet was first being started, she will ALWAYS AND FOREVER know more about computers than anyone else. So thus, my educated, intelligent, CORRECT opinions are ignored, and she continues to believe that downloading anything onto her laptop will result in a crash.

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Lol, sometimes yes.

 

Aaaaanyway, if you guys understand the rules (which you should, they aren't complicated xD), wanna suggest some cards? I'd like to get a Starter Collection of cards ready for publishing. =3

 

Then we can play if we want.

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she continues to believe that downloading anything onto her laptop will result in a crash.

 

lolwtf.

 

Anyway, I suggest making one game set at a time.

 

Game set meaning: Each game is a set.

 

EDIT: For a starter collection/set, maybe we could hold a poll for most popular characters, then base the collection/set around them. Oh, I forgot to mention, we pick ten characters, and put the most voted in the collection/set.

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Well, you should at least make all of the characters first. xD

 

For locations...

 

Forest of Magic

Eientei

Hakugyokurou

Human Village

Gensokyo's Border

Youkai Mountain

Moriya Shrine

Scarlet Devil Mansion

Hell of Blazing Fires

Palace of the Earth Spirits

The lake around the mansion

Poltergeist Mansion

The Moon

Rinnosuke's Shop

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That is an excellent idea, Freeshooter, basing expansions off of games.

 

But seeing as how I already have cards for Reimu, Cirno, and Rumia made as examples, maybe EoSD should be the starter set? =o

 

Edit: Thanks for that list, Lar. =D I had forgotten some of those locations.

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Alright, so the cards I know should be in EoSD are:

 

Reimu

Marisa

Rumia

Daiyousei

Cirno

Meiling

Koakuma

Patchouli

Sakuya

Remilia

Flandre

 

And then Spell Cards for each of them, I'll make a few Basic Event Cards (such as powering up, drawing cards), and I'll add EX forms for a few of the characters.

 

Locations:

 

Hakurei Shrine

Misty Lake

Forest of Magic

Scarlet Devil Mansion

 

Correct?

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@Lar: I am pretty sure that you fight Rumia while going through the Forest of Magic.

 

As for the SDM, it'd probably be easier to make it a net location for all of them, but then make specific areas for characters (like for Meiling, I think the stage was called Scarlet Land).

 

Lesse, if I make 2 versions of the 11 characters, that puts me at 22.

 

Then 2 Spell Cards for every character, putting me at 44.

 

I'll add 4 EX forms (1 for Rumia, Cirno, Sakuya, and Patchouli), putting me at 48.

 

I'll make 10 Event Cards, and then those four Location cards, plus three specific areas in the SDM, putting me at 65.

 

So the EoSD Starter Set will contain 65 Cards. =o

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