Cozmosus Posted August 13, 2011 Report Share Posted August 13, 2011 So, I've always wanted to make a TCG, and this is the best I've made. My original try was when I was a little kid, and only made cards. This is the current ruleset, and will take suggestions for changes in the rules, because this is a work in progress. I will also begin making cards, if the rules aren't too bad. I will be taking suggestions on those too. Section about Factions and cards coming soon. [spoiler=Current Rules]The Cards Spells represent one-off events, and can affect any aspect of the game. 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 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. But if it belongs to a faction, it can only be played onto a creature of the same faction. 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 two cost points, 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. Another way of generating cost points is to play any kind of Spell card face-down on the field, and tapping it. It will generate one (factionless) cost point. This card cannot be used. At the end of the turn it is untapped, but stays on the field and cannot be used. At the beginning of your next turn, the card returns to your hand. 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 Cemetery. 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 a Creature's Power Level. As stated before, Creatures 1-5 can be played without a cost, and 6-9 have a cost equal to their own level. The second stat is the Element. The Element will affect the game under two circumstances; when an Element is stated on a card, and when played next to an Element that it supports or defeats. 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). _______________________________ Starting the Game Each player takes his or her own deck and shuffles it, then places it facedown on their right. Each player then draws four cards, and the game begins, starting with a pre-determined player, who is chosen through any means (rock paper scissors, coin flipping, dice rolling). _______________________________ Turn Structure A player's turn is divided into seven simple stages, which occur one after the other: Draw At the start of a player's Turn, that player draws a card from the the top of the deck. (If the deck is ever empty when a player needs to draw from it, the player must forfeit the match) Cleanup All tapped Spells are returned to the hand and all effects that activate during this phase are resolved. Main During this stage, the player may play one Creature, one Location, and any number of Spells and Equipments. Battle Any number of Creatures can be chosen to attack, but all attacking must attack the Creature in the same column. If there is no Creature, damage is done directly to the opponent. Main two Anything done in the first Main Phase can be done here, but if a Creature or Location was played, then a Creature or Location cannot be played again. Discard If the player now has more than five cards in their hand, he or she must discard cards from their hand to the Cemetery, until only five are left. End The turn ends and any effects that activate during this phase are resolved. It then becomes the next player's turn. _______________________________ Things You Can't Do Players aren't allowed to look through the deck, although they may browse their own Cemetery at any time. Players aren't allowed to look through each other's hands, but they are allowed to see how many cards another player has in their hand. Players can't discard cards whenever they feel like it; they can only discard cards when a card tells them to, or when they're discarding down to five at the end of a turn. (Players can't discard below five at the end of their turn, either.) _______________________________ Winning A player can win the game in three ways. 1. Each player begins with 50 Life. Each time a player attacks with a Creature and deals damage directly, the opponent loses Life equal to that Creature's Attack Power. 2. Deck out. When a player runs out of cards to draw, they lose the match. 3. When a win condition is stated on a card, the player wins depending on the condition. _______________________________ Conflicts and Precedence If a card contradicts a Rule, the card always takes precedence. You can expect this to happen quite a lot. Cards can occasionally contradict one another. You can usually resolve the conflicts with sheer common sense, but to be specific about it: If one card denies something and another permits it, the denial always takes precedence. For example, if one Creature in play says "Players may not take cards from the Cemetery." and someone casts a Spell that says "Take a Creature from the Cemetery and put it into play.", the denial takes precedence and the Spell has no effect. If two cards contradict one another on the same issue, but one is more specific - "The maximum hand size becomes four" versus "The hand size of this Creature's controller becomes six" - then the more specific card (in this case, the latter) takes precedence. If two cards flatly contradict one another with equal scope - "Everyone's hand size becomes four" versus "Everyone's hand size becomes six" - the most recently-played card takes precedence and the contradicting aspect of the older one is ignored for as long as the newer one is in effect. _______________________________ Team Games With four players, any game can be played as a Team Game with only minor rule adjustments: Any player may activate a card effect and apply it to their Team-mate. Team-mates are not considered to be Opponents of one another. Both players in a team must lose in order for a team to lose. _______________________________ Definition of Terms These are hopefully in an order that will help make things make sense Zone: The whole playing surface can be called the Zone. Player Zone: The area specific to each player Possible elements of zones include: Play area: This is where the cards that are currently "in play" are placed. These can be called "Player Play Area". Exile Pile: A pile of cards that is not part of the play area Cemetery: Where discarded cards are placed Deck: Where cards are to be drawn from[/spoiler] Link to comment
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