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Of Heroes and Beasts[TCG]


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Ok, because I'm going off Realm of Beasts, I thought I could rework it again but no, I decided to make this. Again, it's another TCG but it's more like Dungeons and Dragons with Cards. The board is a 10x10 board, btw. So 100 Spaces. Creatures can move 1 space per turn.

[u]Types of Cards[/u]

[u][i]Bases[/i][/u]

Bases are the most Important card on your Board. When it dies, you lose. Bases give you, as a player the ability to Play Creatures and Activate other Cards. Bases ALL cover a 1x1 Square, and must be placed in the Middle of the Row nearest to you. Creatures played must be played in an Adjacent Square next to the Base, unless the card text specifies otherwise. Bases cannot move again, unless specified. All Bases have different amount of HP.

[i][u]Structures[/u][/i]

Structures are like Bases in the fact that you can spawn Creatures from them, however they take a few turns to build(A.K.A: Casting Time) and can be destroyed. Structures all take up a different amount of space. When stating you want to construct a structure, you must show your opponent where you want it, and there must be no Enemy Units when you declare it. When the structure is placed, Kill any Units that are in the squares that the Structure Controls.

[i][u]Units(Creatures)[/u][/i]

Creatures are basicially what you use to attack. Once they can be Played, you can play them from any Structure you have, or your Mainframe Base. All Creatures have a "Wait" Time, which is also known as Casting Time. Weaker Units, such as Bloodscorn Scouts, have a very low casting time, other Units, like Waterborn Colossus, have a very high Casting Time. Casting time Decreases during both players turn's, so a casting time of 8 will take 4 entire turn Cycles. You can have a Maximum of 3 Creatures waiting to be played, but any number of creatures on the board itself.

[i][u]Other Cards[/u][/i]

Activation cards come in 2 Types: Runic, and Instant Use. Runic Activation cards work similarly to structures, and are usually AoE spells that have powerful effects. Instant Use can be activated Immediately by placing them on the Board. Runic Activation Cards have a Casting Time, where as all Instant Use Activations do not.

Response Cards are similar to Instant Use cards except they can work like a Face-down creature card. If they are attacked, they Trigger Instantly. They Must be face-down on the field for a turn before you can activate them, similar to trap cards.

[i][u]How to Read Cards[/u][/i]

[i][u]Name - [/u]At the top of every card,[/i] [i]there is a name. This is mostly to distinqush cards from different cards. You can play up to 4 Copies of any Given Card.[/i]

[i][u]Casting Time [/u]- Next to the name, the Casting time Is in Brackets, and this is how many turns your card must be in the Wait Pile before It can activate. [/i]

[i][u]Image - [/u]Just a Picture, nothing special.[/i]

[i][u]Card Text - Tells you all about the card. Most important Part of a card.[/u][/i]

[i][u]Set Number [/u]- Tells you which set the card is from. Most sets have Symbols like([/i]● Is base set, so ●183/200 is card 183 of 200 Base Set Cards.)

[i][u]The Wonders of the Wait Pile[/u][/i]

[i]The Wait pile is where most of your cards will be spending your time.[/i] Here are the Rules of the Wait Pile.

1.If a Card "Freezes" the entire wait pile, such as [i]Ice Age([/i]●120) or [i]Time Explosion([/i]●121) no cards move up the wait pile. You cannot place any more cards in the wait pile, either.
2.The wait pile cards move up after a Card(s) is drawn during the Draw step.
3.Structures and Base effects take Priority. If [i]Looming Tower([/i]●150) is on the field, you draw 3 Cards before the wait pile cards move.

[u]Turn Structure[/u]

[u]Draw Step[/u]
[u]Check Step[/u]
[u]Play Step 1[/u]
[u]Check Step 2[/u]
[u]Play Step 2[/u]
[u]End Step[/u]


Check step is where either player can ask to view the field and think for a bit. You can only play Units from a structure or base during a play step. Attacks can be declared during any play step. Draw 1 card from your deck during the draw step. 60 - 80 Cards in a deck. There's more, but I want to get to the cards so I'll add them later.

[spoiler='Base Set(●)']

Hall of the Omniscient
Base
HP:50
Once per turn, if there are more than 5 Cards in your Wait Pile, you can draw 1 Card.
●1/200

Templar Knight(2)
Attack Strength:3/Attack Range 1
HP:5
If this card Attacks, all [Templar] Creatures gain +2 Attack Strength until end of turn.
●2/200

Thunderstorm(10)
Runic Activation
5x5
Destroy all Cards within Casting Area, Except Bases.
●3/200

Elven Jungle Archer(2)
Attack Strength:2/Attack Range 2
HP:3
"[i]Elven archers are taught one thing: How to make Skish Kababs of any Intruders.[/i]"
●4/200

Elven Jungle Warlock(3)
Attack Strength:1/Attack Range 4
HP:1
"[i]Elven Warlocks, also known as Pointy Eared Pincushions."[/i]
●5/200

Elven Jungle Warrior(3)
Attack Strength:2/Attack Range 1
HP:4
When an [Elven] Creature Attacks, you can make it's Attack Power equal to this Card's HP, Until end of turn.
●6/200

Duplication(7)
Runic Activation
1x1
Clone Target Creature(Make a Token of it with the Exact same stats and Effect, place it next to targeted creature) You can only have 1 "Duplication" in your Wait Pile.
●7/200

Soft Reset(30)
Runic Activation
10x10
Destroy all cards in both Player's Hands, in their wait piles and on their fields. Except Bases.
●8/200

Stone Castle(2)
Structure/1x1
All cards you control take 5 Damage when this card comes into play.
●9/200


more coming soon enough...

[/spoiler]

Maps

Grassy Plains(Default Map)
G = Grass, Able to move to. S = Sea/Water, Unable to move to.

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sorry for the wierd calibration, YCM does that.

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