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War of Kingdoms TCG (my TCG) remake


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So i wanted to make my own TCG for some time now, but i haven't been able to succeed. I have had many ideas (which i won't post, since this ith the third attempt)

I RE-POSTED THE THREAD BECAUSE I DIDN'T WANT TO NECROBUMP

[b]Rules:[/b]
- The aim of the game is to reduce your opponents Health to 0. Each player starts off with 100 health.
- If your opponent doesn't control any creatures you cannot reduce their health with your creatures.
- Decks can have 40-50 cards. Each player can run up to 4 copies of each card in their decks
- One creature can be played a turn, outside card effects
- Each player has 2 rows of creatures, a front row and back row. each row can hold 5 creatures.
- Only Creatures on the Front row can attack, unless a card effect states that a creature can attack from the back row.
- Creatures can only attack other creatures on the front row, unless a card effect states that they can attack back row creatures
- If a player runs out of cards in their deck you can pay 5 health to select 10 cards in your discard pile and shuffle them to form a new deck.

[b]Setup:[/b]
- Both players draw 5 cards from their decks
- Both players roll a die, to see who goes first, the largest number goes first

There are 2 types of cards. Creatures and Support.
[b]Creatures:[/b]
- Each creature has a set amount of Health. (Usually between 15 and 25)
- Each Creature has a Power Value and a Block Value. When a creature is in combat, you take the Block Value of the creature you are attacking and halve it (rounded down) you then subtract that from the attacking creatures power value and the total is subtracted on the enemy creatures health. (i.e:
Power Amp - Power: 15 is attacking Natural Oak Walker Block: 11
(11/2 = 5.5 -> 5, 15 - 5 = 10) Natural Oak walker loses 10 Health.)
When a creature loses all of their health they are destroyed and their Block Value is subtracted from the controllers Health.
- Creatures are split into Classes (i.e Human, Fire, Aqua)
- There are many types of creatures:
[b]Regular Creatures[/b]
[b]Tag Team Creatures[/b] (they team up with other creatures on the battlefield)
[b]Blocker Creatures[/b] (Attacks are redirected to these creatures)
[b]Hybrid Creatures[/b] (can be more than 1 Class)

[b]Support:[/b]
- There are 2 types of Support, [b]Regular Support[/b] and [b]Conditional Support[/b]
[b]Regular Support[/b] can be played right away, whereas [b]Conditional Support[/b] requires certain conditions to be met before you can use it.

[b]Turn Structure:[/b]
- Draw Stage - draw a card from your deck
- Check Stage 1 - you check the field for any effects that can be played
- Main Stage - play creatures, activate support cards
- Combat Stage - where creatures go to combat
- Check Stage 2 - check the field to see if any effects can played
- End Stage - end the turn

[spoiler=set #1 - Base Set 50/50]
Set 1 introduces 50 cards
- Each pack contains 7 cards
3 [b]U-Rares[/b]
7 [b]S-Rares[/b]
10 [b]Rares[/b]
30 [b]Commons[/b]

Justice Mage [BASE1] - [b]S-Rare[/b]
Class: Mage
Heatlth: 19
Power: 12 Block: 6
This Creature can attack Creatures on the Back Row.

Lancer Axe-man [BASE2]
Class: Human
Health: 20
Power: 14 Block: 4

Cemetary Swap [BASE3] - [b]Rare[/b]
Support
Add 2 cards from your Discard Pile to your Hand. Discard the top 2 cards of your Deck.

Support Dwarf [BASE4]
Class: Elf
Health: 16
Power: 3 Block: 2
[Tag Team] When an Orc Class creature is in combat, increase the Power of that creature by 3. Should an Elf Class Creature be destroyed, destroy this card instead.

Amp Cell [BASE5]
Class: Artificial
Health: 18
Power: 6 Block: 4

Super Amp [BASE6] - [b]Rare[/b]
Class: Artificial
Health: 20
Power: 10 Block: 6
If this card defeats an enemy Creature in combat, increase your Health by 4.

Power Amp [BASE7] - [b]S-Rare[/b]
Class: Artificial
Health: 22
Power: 15 Block: 8
If this card defeats an enemy Creature in combat, increase your Health by 5 and decrease your opponent's health by 3.

Tag Team Defender [BASE8] - [b]S-Rare[/b]
Class: Human
Health: 15
Power: 5 Block: 12
[Tag Team] When a creature you control is selected as an attack target, you can use this to become the attack target instead.

Whirlwind [BASE9]
Support
Select up to 2 creatures on the field and return them to their owner's hands.

Wish of the Draw [BASE10]
Support
Draw 2 cards.

Natural Oak Walker [BASE11]
Class: Nature
Health: 18
Power: 9 Block: 10

Draconic Blaze Dragon [BASE12] (cover) - [b]U-Rare[/b]
Class: Fire
Health: 25
Power: 23 Block: 16
When this card destroys a Creature in combat, destroy 1 Creature on the field with 7 or less Power and decrease the Health of your opponent by 4.

Forest Fire! [BASE13]
Conditional Support
Activate only when you control a "Fire" Class creature. Destroy all "Nature" Class Creatures on the Field.

Blaze Jar [BASE14] - [b]Rare[/b]
Class: Fire
Health: 18
Power: 5 Block: 6
When this card loses in combat and is destroyed, you can add 1 "Blaze" Creature from your Deck to your Hand.

Blaze Fiend [BASE15]
Class: Fire
Health: 20
Power: 11 Block: 8

Blaze Ember [BASE16] - [b]Rare[/b]
Class: Fire
Health: 18
Power: 8 Block: 8
When another "Blaze" Creature exists on the Front Row, this card gains 4 Power.

Creature Catapult [BASE17] - [b]S-Rare[/b]
Class: Human
Health: 20
Power: 12 Block: 0
This creature can only be placed on the Back Row. Once per turn by sacrificing 1 creature on your Front Row, this card gains 5 Power and can attack any creature on the Enemy Front Row.

Dwarf Soldier [BASE18]
Class: Elf
Heatlh: 19
Power: 11 Block:6

Dwarf Battlesoldier [BASE19]
Class: Elf
Health: 20
Power: 13 Block: 6
When this card is placed in the Front Row, all Dwarf creatures in the Front Row gain 2 Power, Excluding "Dwarf Battlesoldier".

Creature Trap [BASE20]
Conditional Support
Activate only a creature your opponent controls enters combat, Stop the attack and while that creature remains on the field, it can no longer attack.

Health Pack [BASE21]
Support
Increase the Maximum health of every creature you control by 5.

Power Shield [BASE22]
Support
Send the top 3 cards of your Deck to the Discard Pile to place 3 shield counters on your side of the field. whenever your opponent attacks you can remove 1 of the counters instead.

Power Pack [BASE23] - [b]U-Rare[/b]
Support
Increase the Power Value of all creatures you control by 10.

Shield Pack [BASE24] - [b]Rare[/b]
Conditional Support
Activate During your Opponents Turn. Increase the Block Value of all creatures you control by 8.

Natural Leaf Defender [BASE25]
Class: Nature
Health: 20
Power: 5 Block: 14
[BLOCK] All attacks are redirected towards this creature. When this card is placed on the battlefield add 1 "Nature" Class creature from your Discard Pile to your Hand.

Natural Bark Dragon [BASE26] - [b]S-Rare[/b]
Class: Nature
Health: 25
Power: 20 Block: 10
When this card is placed onto the battlefield, increase the power and block values of all "Nature" Class creatures you control by 5, until the end of your turn.

Natural Bark Oak [BASE27]
Class: Nature
Health: 20
Power: 10 Block: 10
When this card is placed onto the battlefield, add 1 "Nature" Class creature from your deck to your Hand.

Typhoon [BASE28] - [b]S-Rare[/b]
Support
Destroy 1 card on the Battlefield.

Restraint Chains [BASE29]
Support
Select 1 Creature your opponent controls, as long as that creature remains on the battlefield, that creaure cannot attack.

Aquatic Lancer [BASE30]
Class: Aqua
Health: 18
Power: 10 Block: 6
This creature can attack creatures on the back row. If this card attacks a creature, if this card's Power value is higher than that creatures Block Value then that creature's health is decreased by half of the difference in addition to the normal damage.

Aquatic Tidal Lord, Poseidus [BASE31] - [b]U-Rare[/b]
Class: Aqua
Health: 25
Power: 25 Block: 10
When this card is placed onto the battlefield, destroy 1 "Fire" Class creature on the battlefield. Any damage this creature inflicts onto "Fire" Class Creatures is doubled.

Tidal Wave [BASE32] - [b]Rare[/b]
Conditional Support
Activate when you control a "Aqua" Class Creature. Destroy all "Fire" class creatures on the battlefield.

Salvage Mission [BASE33]
Support
Add 2 "Aqua" Class creatures from your discard pile to your Hand.

Revival [BASE34] - [b]Rare[/b]
Support
Select 1 creature in your discard pile and place it back onto the battlefield.

No Support! [BASE35]
Conditional Support
Activate when your opponent plays a support card, negate the activation of that support card and destroy it.

Summon Jammer [BASE36]
Conditional Support
Activate when your opponent places a creature onto the battlefield, destroy it.

Aquatic Defender [BASE37]
Class: Aqua
Health: 20
Power: 9 Block: 12
[BLOCK] All attacks are redirected towards this creature. When a "Aqua" Class would be destroyed, send the top card of your deck to the Discard Pile to negate the destruction.

Aquatic Scout [BASE38] - [b]Rare[/b]
Class: Aqua
Health: 16
Power: 8 Block: 4
When this card is placed onto the battlefield, add 1 "Aqua" Class creature from your deck to your Hand. When this card is destroyed, add 1 "Aqua" Class creature from your Discard Pile to your Hand.

Electronic Canceller [BASE39]
Conditional Support
Activate when a "Artificial" Class creature you control is destroyed, the creature that destroyed has their Power Value reduced to 0.

Elek-Fighter [BASE40]
Class: Artificial
Health: 18
Power: 13 Block: 4
When this card is placed onto the Battlefield, increase the power of all "Artificial" Class creatures by 5 until the end of the turn.

Elek-Cell [BASE41]
Class: Artificial
Health: 15
Power: 6 Block: 6
When this card is removed from the battlefield, add 1 "Artificial" Class creature from your Deck to your Hand.

Elek-Disabler [BASE42]
Class: Artificial
Health: 19
Power: 11 Block: 6
When this card is destroyed in combat, decrease the power value of the creature that destroyed it by 4, and that card cannot attack next turn.

Black Hole [BASE43] - [b]S-Rare[/b]
Support
Destroy all creatures on the battlefield. Both players lose 2 Health for each of their monsters destroyed.

In-Training Mage [BASE44]
Class: Mage
Health: 17
Power: 8 Block: 6
When this card is destroyed, place 1 "Mage" class creature onto the battlefield.

Supporting Mage [BASE45] - [b]Rare[/b]
Class: Mage
Health: 18
Power: 11 Block: 6
If you played a Support card this turn, this card gains 5 Power until the end of the turn.

Twin Mage [BASE46]
Class: Mage
Health: 20
Power: 12 Block: 6
This card can attack 2 creatures a turn.

Long-Range Attack [BASE47] - [b]Rare[/b]
Support
Select 1 Creature you control. Until the end of the turn, that creature gains 4 Power and can attack creatures on the Back Row.

Hasty Soldier [BASE48]
Class: Human
Health: 18
Power: 10 Block: 6
This creature cannot be placed on the Back Row. Once per turn, you can place 1 "Human" Class creature onto the Back Row.

Slashing Swordsman [BASE49]
Class: Human
Health: 19
Power: 11 Block: 8
If this card is attacking a "Human" Class creature, this creature gains 3 Power during combat.

Spear Soldier Knight [BASE50]
Class: Human
Health: 20
Power: 15 Block: 10
If this card is attacking another creature, any damage done to that creature is doubled.
[/spoiler]

any comments/rates/fixes would be appreciated

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On the combat system: In the words of Elan of OOTS-fame, "And that didn't strike you as needlessly complicated?"

Why implement a rule that in essence makes the game more complicated? Not to mention that it devalues the block value, seeing as how odd-numbered BVs are pretty much equal to their one-lower counterpart. (11=10 for all battle purposes.) Why not just go Power - Block and then subtract the health that way?

I also don't see why you make all Dwarves Elves. Seems a bit contradictory.

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[quote name='Umbra' timestamp='1312633021' post='5419253']
On the combat system: In the words of Elan of OOTS-fame, "And that didn't strike you as needlessly complicated?"

Why implement a rule that in essence makes the game more complicated? Not to mention that it devalues the block value, seeing as how odd-numbered BVs are pretty much equal to their one-lower counterpart. (11=10 for all battle purposes.) Why not just go Power - Block and then subtract the health that way?

I also don't see why you make all Dwarves Elves. Seems a bit contradictory.
[/quote]
*made changes*
because if i done it that way, weaker creatures would do no damage on walls or creatures with higher defense, i'll test it that way though to see how well it does

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BUMP

[spoiler=misc.]
[b]Rules:[/b]
- [u]Decks can have 50-60 cards. [/u]– 50 is the minimum and 60 is the maximum.
- [u]You can have 4 copies of each card in your Deck, unless the banlist dictates that you have to have a certain amount of cards in your deck.[/u] - This means a person can have up to 4 copies of a card, and if the banlist (which haven’t been designed yet) says you can only have 1 copy of a card in your deck, that means you are only allowed up to 1 copy in your deck
- [u]In the deck you are allowed up to 8 Category 3 Creatures, up to 12 Category 2 Creatures and at least 15 Category 1 Creatures[/u]. – This means a deck must contain 15 Category 1 Creatures, but you don’t have to have any Category 2 or Category 3 Creatures though.
- [u]The aim of the game is to reduce your opponents Health Points to 0. Each player starts off with 100 Health Points.[/u] – Health Points are important to a player and there are many ways that Health Points can be reduced:
- If your opponent does not control any creatures on their side of the Battlefield, then Creatures you control can attack your opponents Health Points dead on. In this case, the amount of damage received is equal to the Damage Value written on the card (See; Creatures)
- [u]During the turn, only 1 Creature can be placed onto the battlefield normally[/u] (outside Extra Summons, See: Terminologies)
- Each player has 2 rows of creatures, a front row and back row. each row can hold 5 creatures.
- Only Creatures on the Front Row can attack, unless a card effect states that a creature can attack from the Back Row.
- Creatures on the Front Row can only attack other creatures on the Opponent’s Front Row, unless a card effect states that they can attack Back Row creatures
- If a player runs out of cards in their deck then they automatically lose.

[b]The Battlefield:[/b]
- The Battlefield is split into 2 sides, and each side is identical
- On one side of the Battlefield there are 7 different zones (The Front Row, The Back Row, The Support Zone, The Environment Zone, The Exiled Zone, The Cemetery Zone, and The Deck Zone.)
- The Front Row can hold 4 Creatures and this is where the main battling takes place.
- The Back Row also holds 4 Creatures and the creatures on this Row cannot attack unless a card effect states that a creature can attack from the Back Row
Creatures on the Front Row can attack other creatures on the opponent’s Front Row, unless a card effect written on the card states that a creature on the Front Row can attack a creature on the opponents’ Back Row.
If during the turn, a player ends up with no creatures on their Front Row, then their Back Row creatures are vulnerable.
- There is also an Environment Zone. this is where Environment cards are placed
- There are also 6 Support Zones, this is where Permanent Supports, unactivated Conditional Supports, Regular Supports and Regular Equipment cards are placed.

[b]Setup:[/b]
- Both players draw 5 cards from their decks at the start of the game.
- Both players roll a die, to see who goes first, the largest number goes first OR they can do Rock Paper Scissors, it’s up to the players to choose.

[b]How to win?:[/b]
- Reduce the Health Points of your opponent to 0.
- If a player runs out of cards in their Deck.
- By various win conditions on card effects.

There are many types of cards.
[u]Creatures: [/u]Creatures are the main types of cards used. Without them there is no way a player can win.
[u]Support:[/u] These cards can help the player by either powering up their creatures (i.e Power Pack) or hindering other creatures/cards on the Battlefield (i.e Forest Fire)
[u]Environment:[/u] These cards change the entire Battlefield, and each Environment card has different effects on different Creatures
[u]Equipment:[/u] These cards can equip onto creatures on the battlefield, these can be regular equips or equip creatures.

[b]Creatures:[/b]
- Each Creature have different Categories (Category 1, 2 or 3)
- Each Creature has a Power Value and a Damage Value. The Power Value is applied during combat. In all cases the creature with the highest Power Value wins, and the other creature is destroyed, and the destroyed creature's Damage Value is taken from the controller's Health Points
(Example:)
Power Amp (Power Value: 18, Damage Value 10) attacks Natural Bark Oak (Power Value: 12, Damage Value: :cool: since Power Amp has the higher Power Value, Natural Bark Oak is destroyed and the controller of Natural Bark Oak loses 8 Health Points.
- Creatures are split into Classes (i.e Human, Fire, Aqua)
- There are many types of creatures:
[b]Regular Creatures[/b]
[b]Tag Team Creatures[/b]: they team up with other creatures on the battlefield
[b]Blocker Creatures[/b]: Each Blocker gains 2 Block Counters, and attacks are redirected at Blocker Creatures. If Blocker Creatures would be destroyed, 1 Block Counter can be removed instead
[b]Hybrid Creatures[/b]: can be more than 1 Class, (i.e Fire/Aqua)

[b]Support:[/b]
- There are 2 types of Support, [b]Regular Support[/b] and [b]Conditional Support[/b]
[b]Regular Support[/b] can be played right away. Some Regular Support cards could have a cost to use them or a side effect to using them
[b]Conditional Support[/b] requires certain conditions to be met before you can use it. for Example you can't use Forest Fire unless you have a Fire Class Creature on the field

[b]Environment Cards:[/b]

[b]Turn Structure:[/b]
- [u]Draw Stage[/u] – the turn player draws 1 card from their deck
- [u]Pre-Main Stage[/u] - the turn player can check the Battlefield for any effects that can be played or if any win conditions are met
- [u]Main Stage[/u] – the player can play creatures on the Battlefield, and can activate support cards
- [u]Combat Stage[/u] – this is where creatures on both sides of the Battlefield go to combat
- [u]Check Stage[/u] - the turn player can check the field to see if any effects can played or if any win conditions are met
- [u]End Stage[/u] - end of the turn

[/spoiler]

[spoiler=Assignment stuff]
[b][u]Secret Key Cryptography[/u][/b]
A Secret Key in Cryptography is sometimes referred to as Symmetric Key Cryptography. It is a more traditional way of cryptography in which it uses a single key for both encryption and decryption. As well as encryption and decryption of messages, Secret Keys also deal with authentication of messages.
There is however one big, main problem with using Secret Key Cryptography, and that is
The main problem with secret-key cryptosystems is getting the sender and receiver to agree on the secret key without anyone else finding out. This requires a method by which the two parties can communicate without fear of eavesdropping. However, the advantage of secret-key cryptography is that it is generally faster than public-key cryptography.
The most common techniques in secret-key cryptography are [i]block ciphers[/i] (see Question [url="http://www.rsa.com/rsalabs/node.asp?id=2168"]2.1.4[/url]), [i]stream ciphers[/i] (see Question [url="http://www.rsa.com/rsalabs/node.asp?id=2174"]2.1.5[/url]), and message authentication codes.
[/spoiler]

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Right, so I tried it out with my friends yesterday. If you do a banlist, Cemetery Swap would probably be your best bet to get rid of. I had 2 (1 in hand, 1 in discard) and a Wish of the Draw and I with that I picked up my entire deck. Also, I think block values should mean a little more and there should be a better reason to not just fill your deck with the most powerful creatures you can get.

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