Cozmosus Posted August 8, 2011 Report Share Posted August 8, 2011 Hey there! This club was made in order to collect other people who have experience in TCGs and CCGs and put together a team that can succesfully create a CCG. This CCG does not yet have a name, or fully fleshed out rules, so there is a lot of work to be done. Rules: All YCM rules apply. No spamming, flaming, trolling, etc. No off topic posting Try to be active [spoiler=App] Name: What are your specialties?: What is your experience with CCGs/TCGs?:[/spoiler] [spoiler=Members]Leader: Me[/spoiler] I only have a basic skeleton for the rules so far. You draw 4 cards each, then start the game by playing any card, and proceed by trumping each other with cards that are then played on the field. You then play similar to Magic or Yu-Gi-Oh. Rules will be expanded upon and gain extreme detail as the project continues. [spoiler=The Cards] Spells represent one-off events, and can affect any aspect of the game. They can be used during the Battle Phase, but their effects are only activated during the Main Phase. When a player casts a Spell card during the Main Phase, it has the effect the card specifies and is then placed on the discard pile. Trices are used in the same way as a normal Spell, except you can cast it during your opponent’s turn, your turn, in response to another spell, or any time during the duel. Like a Spell, a Trice has its effect, then you put it into your discard pile. Spells that are not sent to the discard pile after activation are called Infinite Spells. Their effects are activated during the Main Phase, and are then placed in the row behind your Creatures. Their effect activation period (stated on the card) can range from circumstancial to all the time. Equipments represnt physical objects and items that enhance Creatures stats and abilities. Like Spells, equipment can be used during the Battle Phase, and are activated during the Main Phase. When an Equipment is activated, it is played onto the frontmost Creature that it is able to be used. When an Equipment is played onto a Creature it is placed under the creature card, with the enhancement visible. Equipment can be part of a faction, or can be factionless. If an Equipment is factionless they can be played onto any Creature. Locations represent exactly what they're called. Locations stay on the field after they are activated, but they aren't cast like Spells are. When you play a Location, it is placed in the back row with the Spells, but on the right, closest to the deck. You can only play a land during the Main Phase. You can not play more than one Location per turn. All Locations are used for the summon cost of a Creature (summon costs and Creatures will be explained below). A Creature's summon cost is indicated by it's power level. A Creature with a power level of 1-5 can be summoned without a cost. A Creature with a power level of 6-9 will have a cost equal to it's own power level. For a Location to generate points for a summon cost, it must be tapped (turned sideways). Each turn that it is tapped, the Location will generate one cost point, unless otherwise stated on the card. Some cards are part of factions, and will only generate cost points for the summon of Creatures of the same faction, whereas others will have no faction, and will generate points for any Creature. Creatures typically represent living beings, or even objects, which will fight for you. When a player is able to summon a Creature, it is put on the table in front of them and remains there until another card does something to remove it. When a Creature is "destroyed", it goes to the graveyard. Some Creatures do nothing except exist to fight; others might - if their card text says so - have an effect on the game while they remain in play, have a one-off effect when they're first played, or have effects that trigger when something else happens. All Creatures have four stats. The first is their power level. This shows if it can be played against another card in the Battle Phase. To be playable against another card, it must have both a higher power level, or an element that will beat the former card. This leads to the second stat. Elements. There are five Elements in the game: Fire, Earth, Metal, Water, and Wood. Along with power level, a superior element is needed to play a card against another. Fire beats Metal, Metal beats Wood, Wood beats Earth, Earth beats Water, and finally, Water beats Fire. The third stat is the Creature's attack power. Attack power is how much damage a Creature will deal (to another Creature or directly) when it attacks. The fourth and final stat is a Creatures fortitude. It's fortitude is the amount of damage it can take, either by battle or by a card effect before being destroyed. Some Creatures can be played "onto" other Creatures. When you play these, you can choose an existing Creature for them to be attached to, and play it like you would an Equipment. They usually give it some sort of bonus or even a penalty while they remain in play. If a Creature is destroyed, any Creature that was played onto it is also destroyed (although not vice versa). [/spoiler] Link to comment Share on other sites More sharing options...
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