Resident Fascist Posted March 12, 2012 Report Share Posted March 12, 2012 Ok, this was typed on a peice of s*** iPod touch late at night because I'm stressed as crap right now. Excuse the awful grammar and the odd spelling error because my iPod sucks so much. Anyways... There are 3 types of cards: Creature, Booster and Booster [Prime]. Creature cards have a yellow border and a Statistic at the top, as well as a power/shield number. You must have 5+ statistic 1 creatures in your deck, 4+ statistic 2 creatures in your deck, 3+ statistic 3 creatures in your deck, and 2+ Statistic 4 creatures. Anything higher is optional. Your deck must contain exactly 40 cards. Boosters have a White border and act sort of like spells. They too have a number at the top, known as "Speed of Booster" If the number is lower than the top booster on the Boost Stack, it cannot be played. Generally, more powerful boosters have lower Speed. Finally, we have booster [prime] these are coloured black. A booster prime is special, in that you can only have 10 booster primes in your deck, and they override the booster speed restriction. When a creature inflicts damage by battle, that player can take 1 damage and add a booster prime from their deck to their hand, known as BoostUP. It cannot be played until the players next turn and is placed face-down in front of the player until they are able to play it. Turn flow goes like so. First the player can either draw 1 card or perform an UPCheck. No matter which option they choose, this is called the switch phase. During this time, the player adds any booster prime cards they may have face-down into their hand. The next phase is called the Main Phase. A player may UPgrade their active creature now. UPGrading is when you place a creature with a statistic 1 higher or lower than your creature on top of your creature. If the current creature has UP DUO or UP TRIO, you can UPGrade to 2 or 3 statistics higher, respectively. After the main phase, the fight phase occurs. Now a player can have their creature attack. If the Power of the attacker is higher than the shield of the defending creature, the defending creature is destroyed, and it's owner takes 1 damage. If the shielding creature wins, neither play takes damage. If they are equal, both creatures are destroyed, but no one tales damage. After that, the turn ends. Before the game, both players pick a statistic 1 creature from their deck and play it as their starter creature. You can only have 1 creature in play, and cards below the creature are not on the field and are irelevant until a card states their use. You take 1 damage at the end of your turn if there is no creature on your base creature. Now, the UPDeck. The UPDeck is where damage cards come from. There are 10 cards in your updeck. When you perform an upcheck, flip the top 3 cards of your updeck faceup, and then you can UPGrade. Both players can perform an UPCheck before they draw their hands if they wish to. When there are no cards in your updeck, you lose. Cards treated as damage are placed facedown, and the number of damage you have is also irevelvant until a card states something to do with damage. Damage cards cannot be checked. After an UPCheck, a player cannot UPGrade regularly that turn. The UPdeck is also shuffled. cards coming sometime, I want critique on rules more than cards. Link to comment
ENMaker Posted March 12, 2012 Report Share Posted March 12, 2012 Am I missing something? You didn't say how much Life Points or whatever you start with so why take damage? Link to comment
Resident Fascist Posted March 13, 2012 Author Report Share Posted March 13, 2012 [quote name='Ęɳɢuǐɳ' timestamp='1331575578' post='5867695'] Am I missing something? You didn't say how much Life Points or whatever you start with so why take damage? [/quote] when you have no cards in your updeck, you lose. Whenever you take damage you take the top card of your updeck and place it as damage. Link to comment
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