Case_closed Posted November 27, 2011 Report Share Posted November 27, 2011 This is an idea I thought of. You are allowed to add your own cards and decks for this new TCG. I am currently making the cards. Also, I need help. How do you use spoilers? [size=6][b][i][color=#000000][font=Arial]Rules[/font][/color][/i][/b][/size] [color=#000000][font=Arial][size=4][b]Life Force:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] The Life Force is your life in the game. Both players start with 40 Life Force when the game starts. When a player’s Life Force becomes 0, they lose.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Fund Points: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]The “money’ for your game. Each player starts with 20 Fund Points when the game starts. In order to deploy a Minion in your Vanguard Zone, you must lose Fund Points equal to the Fund Point cost listed on the monster. You do not have to pay Fund Points if you deploy a Minion in your Guard Zone. The Fund Point Cost is located next to the card name.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Interconnections: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]When a player activates a card in response to the effect of a card, an interconnection occurs. During interconnections, players can play cards in response to cards the opponent activates.The last card in an interconnection activates first, and the effects only begin to activate when no more cards are added to the interconnection. After all the card effects resolves, the Sorcery and Ambush cards in the interconnection go to the Waste Zone.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]The Battlefield:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] The ‘field” of the game. You have 4 Vanguard Zones and 2 Guard Zones where you can place Minion cards, and 4 Support Zones to play or set Sorcery Cards and Ambush Cards. There is also a Burial Zone where minions go if they are to be removed from the field. Sorcery and Ambush cards go to the Waste Zone. [/size][/font][/color] [color=#000000][font=Arial][size=4][b]The Vanguard Zone: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]Minions in the Vanguard Zone are used to attack other Minions in the Vanguard Zone or Guard Zone. you can move 1 Minion in your Vanguard Zone to your guard Zone once per turn, and only during your turn.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]When Attacking: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]When a monster in the Vanguard Zone attacks another Minion, the Minions lose Endurance points equal to the the other Minion’s Assault Force. If a Minion’s Endurance points would go below 0, the Minion’s controller loses Life Force equal to the absolute value. Example: If a monster’s Endurance reaches -5, since it is 5 away from 0, the controller of that Minion loses that amount (5). When a player has no Minions on the field, the opponent of that player can attack directly with all Minions they have in their Vanguard Zone. In that case, the player loses Life Force equal to the Assault Force of the monsters that attack.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]The Guard Zone: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]Minions in your Guard Zone cannot be attacked if that player controls a card in their Vanguard Zone. You cannot attack with a card in your Guard Zone. You can move 1 Minion from your Guard Zone to your Vanguard Zone once per turn, and only during your turn. [/size][/font][/color] [color=#000000][font=Arial][size=4][b]When Attacked: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]When a monster in the Guard Zone is attacked, it loses Endurance Points equal to the attacking monster’s Assault Force, but the monster that attacked loses Endurance Points equal to the attacked Minion’s Reflect Ability, if it has any. While you have Minions in your Guard Zone, they cannot do a Bypass Attack or a Direct Attack.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Stockpile Related Rules:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] The Stockpile is your “Deck” for the game. You may have up to 4 of each card and a minimum of 32 cards and a maximum of 48 per Stockpile. When a player have no cards in their Stockpile, and they have the option to draw a card from it, they lose. [/size][/font][/color] [color=#000000][font=Arial][size=4][b]Your Hand: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]The Hand refers to the cards each player holds that have not yet been played, but that they have drawn during the Supply Phase or via card effects. From your hand, you are able to Place or Set the Monster Cards, Set Ambush Cards in your Hand, and Set or activate Sorcery Cards. You have 6 cards in your hand when the game begins. There is no limit to how many cards you can hold in your hand.[/size][/font][/color] [font=Arial][color=#000000][b][size=6][i]Phases of A Turn[/i][/size][/b][/color][/font] [color=#000000][font=Arial][size=4][b]Supply Phase: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]During this phase, you can either gain 5 Fund Points OR Draw the Top Card of your Stockpile. If you have no cards in your Stockpile during this phase, you lose.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Deployment Phase: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]During this phase, you can place Minions in your hand to either your Vanguard Zone or Guard Zone. You must also pay all costs that come with deploying those cards on the battlefield. You may also Set or Play Support cards during this phase. You can also play Ambush cards, but only if they have been inactive for 1 of your turns. [/size][/font][/color] [color=#000000][font=Arial][size=4][b]Assault Phase:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] During this phase, Minions in Vanguard Zones you control can attack. Your opponent can play Ambush cards they have on the field during this time, unless stated otherwise in the card text. This starts an interconnection. Each Minion can attack only 1 time each turn, unless stated otherwise.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Preparation Phase: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]During this phase, you can only Set Ambush cards from your hand. Your opponent cannot play any cards during this phase.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]End Phase: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]You end your turn during this phase. The turn then goes to your opponent.[/size][/font][/color] [size=5][i][color=#000000][font=Arial][b]Minion Cards:[/b][/font][/color][/i][/size] [color=#000000][font=Arial][size=4][b]How To Identify Them:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] Minions are colored Gray. [/size][/font][/color] [color=#000000][font=Arial][size=4][b]Assault Force: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]Assault Force is used for attacking. Assault Force is most widely used for monsters in the Vanguard Zone. See Vanguard Zone for more details. Assault Force is abbreviated AF.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Endurance Points: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]The “Health Points” of a Minion. When the Endurance Point of a Minion becomes 0 or lower, it is destroyed. Endurance Points are used in all areas of the Battlefield. Endurance Points is abbreviated EP.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Reflect Ability: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]Not many Minions have this. When somebody is attacked in the Guard Zone, this is applied. See Guard Zone for more details. Reflect Ability is abbreviated RA.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Minion Faction: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]Each Minion has a Faction, and based on the Faction, it has the characteristics of that Faction. There are 5 types of Factions: Human, Styx, Majestic, Ancient, and Tech. The Factions are shown on the card text. Each Faction has characteristics, shown below:[/size][/font][/color][list] [*][color=#000000][font=Arial][size=4][b]Human:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] Balanced Minions with an Average Fund Point Cost, Average Assault Power, and Average Endurance points.This Faction is very balanced with no weaknesses, but no advantages either. This Faction is made for beginners.[/size][/font][/color] [/list][list] [*][color=#000000][font=Arial][size=4][b]Styx:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] Weak Minions with a very Low Fund Point Cost, low Assault power, and low Endurance Points. This Faction is based on swarming the field as fast as possible and do relentless attacks at the cost of Low Endurance Points and Assault Force. This Faction is made for those that like to be fast and relentless.[/size][/font][/color] [/list][list] [*][color=#000000][font=Arial][size=4][b]Majestic:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] Effect-Based Minions that have a Average Fund Point Cost, low Assault power, and low Endurance points. In exchange for many weaknesses in this Faction, they have many powerful effects. The most powerful of all Minion effects are in this Faction. This Faction can only be used by skilled players.[/size][/font][/color] [/list][list] [*][color=#000000][font=Arial][size=4][b]Ancient:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] Powerful Minions that have a very high Fund Point Cost, very high Assault Power, and high Endurance Points. The minions in this Faction are powerful physically, but they are expensive, and you may have a hard time getting multiple Minions on the Battlefield. This Faction is made for those that like power more than swarming.[/size][/font][/color] [/list][list] [*][color=#000000][font=Arial][size=4][b]Tech:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] Very advanced Minions with an Average Fund Point Cost, low Assault Power, and Average Endurance Points. The Minions in this faction are based on espionage and sabotage, using effects such as Bypassing Minions to attack the player, as well as making the opponent dump cards in their hand. They may also have the effects of drawing cards from your Stockpile. This Faction is used by players that like to use strategies more than straight up battles.[/size][/font][/color] [/list] [size=6][i][color=#000000][font=Arial][b]Sorcery Cards[/b][/font][/color][/i][/size] [color=#000000][font=Arial][size=4][b]How To Identify Them: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]Sorcery Cards are colored Black. [/size][/font][/color] [color=#000000][font=Arial][size=4][b]Usage:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] Sorcery Cards can only be activated from your hand during your turn, unless stated otherwise. They go to the Waste Zone when the card resolves, unless stated otherwise.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Sorcery Card Types: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]There are 3 Types of Sorcery Cards: Sustained, Primary, and Triggered. You can see what card type it is by looking at the text next to the card name. What each of those cards do is shown below:[/size][/font][/color][list] [*][color=#000000][font=Arial][size=4][b]Sustained:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] These cards stay in their Support Zones instead of going to the Waste Zone. While they are in their Support Zones, passive effects as well as effects you have to activate may be included in the card effect. One examples of passive effects are: All Minions you own gain 3 Assault Power when attacking. An example of an effect you have to activate is: Once per turn, you can send 1 Minion in your hand to the Burial Zone to draw the top card of your Stockpile.[/size][/font][/color] [/list][list] [*][color=#000000][font=Arial][size=4][b]Primary: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]These Sorcery Cards are most often used. They have a one time effect, and are sent to the Waste Zone after they are used and resolved. An example of a card effect of a Primary Sorcery Card is: Draw the top 2 cards of your Stockpile, or: Select 1 Minion the opponent controls, and decrease its Endurance points by 1.[/size][/font][/color] [/list][list] [*][color=#000000][font=Arial][size=4][b]Triggered: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]These cards are similar to a Triggered (See below) Ambush card. They activate in response to a card effect or attack. After their effects are used and resolved, they go to the Waste Zone. An example of a Triggered Sorcery Card effect is: Activate when your opponent Activates a Sorcery Card OR sets an Ambush Card: Destroy it, and any effects of the card that was destroyed are not activated.[/size][/font][/color] [/list] [size=6][i][color=#000000][font=Arial][b]Ambush Cards[/b][/font][/color][/i][/size] [color=#000000][font=Arial][size=4][b]How To Identify Them: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]Ambush Cards are colored Purple. [/size][/font][/color] [color=#000000][font=Arial][size=4][b]Usage: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]Ambush cards can only be played in response to a card effect or attack from a monster the opponent controls. This starts an interconnection. After the card is resolved, send the card to the Waste Zone, unless stated otherwise.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Ambush Card Types: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]There are 2 kinds of Ambush Cards: Primary and Triggered. All Ambush Cards can only be used in response to a card effect.[/size][/font][/color][list] [*][color=#000000][font=Arial][size=4][b]Primary: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]These cards are used to Repel attacks and anything not concerning card effects. These cards go to the Waste Zone after they resolve, unless stated otherwise.[/size][/font][/color] [/list][list] [*][color=#000000][font=Arial][size=4][b]Triggered:[/b][/size][/font][/color][color=#000000][font=Arial][size=4] These cards are used to respond against card effects. These cards go to the Waste Zone after they resolve, unless stated otherwise.[/size][/font][/color] [/list] [i][size=6][color=#000000][font=Arial][b]Card Rarity[/b][/font][/color][/size][/i] [color=#000000][font=Arial][size=4][b]General Information:[/b][/size][/font][/color][color=#000000][font=Arial][size=4]There are 4 different kinds of rarities, in this order: Common, Rare, Special, and Legendary. [/size][/font][/color] [color=#000000][font=Arial][size=4][b]Common Cards: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]These cards are seen often in card packs. Most are not powerful, but have basic effects that may be useful.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Rare Cards: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]These cards are harder to find than Common Cards. They usually have better effects than Common Cards.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Special Cards: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]These cards are even harder to find than Common and Rare Cards. Almost all of them have better card effects than Rare Cards.[/size][/font][/color] [color=#000000][font=Arial][size=4][b]Legendary Cards: [/b][/size][/font][/color][color=#000000][font=Arial][size=4]These cards are the hardest to find. All of these cards have better effects than Special, Rare, and Common Cards.[/size][/font][/color] Link to comment
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