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Card Wars [Alternate TCG]


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[media]http://www.youtube.com/watch?v=ppV033T5SiE[/media]

Basically, this is a thread to create the card game of Card Wars, as well as cards to go with it, for no real purpose other than for fun, since I don't know a way to make these cards online or anything to actually play the game.

[u]The basics are as follows[/u]
There are 5 basic types of cards -- Land, Creature, Sorcery, Architecture, and Land Beast.
* You choose four Land Cards at the start of the game to put into play, along with a total of 6 points worth of Creatures and Architecture (Minimum of 2 each). More Architecture and Creatures can be played using cards in your deck.
* A player can have up to 3 of any type of Land, but only 1 of every other card. (Example: You can own 3 Corn Fields, but only 1 Husker Knight or Silo of Truth).
* Certain cards can go underneath or above each other. Those cards will mention it in their text.
* Sorcery can be activated at any time during your turn.
* Each Land Card has a "cost" that goes with it,
There is always 1 "empty land" area on the board where Land effects do not apply.
To activate a card effect, you must Floop it (Turn it to the left). Creatures cannot be Flooped unless it specifically states so.
During the Battle Phase, you can must Activate a creature (turn it to the right) and choose an attack target. The opponent must then choose what to defend the attack target with if it is an Architecture. If it as a Creature, both creatures take turns dealing damage to each other, starting with the attacker.
On each card that can be attacked should be listed a Health value. When its Health reaches 0, it is defeated and is flipped face-down.
When a player no longer has any Architecture nor Creatures remaining, they lose the game.

At the start of each of your turns, discard 1 card, then draw 1 card. If you cannot discard. you can still draw, but you cannot activate that card the same turn it was drawn.

[spoiler="Example Cards"]
CORN FIELD
Land Card (1 point)
This card cannot be played unless you also play Farm of Misery at the start of the game.
[i]"Corn is awesome!"[/i]

MUD LANDSCAPE
Land Card (1 point)
Idiot characters cannot leave MUD LANDSCAPE the turn they enter it. Pigs cannot leave MUD LANDSCAPE when they enter it.
[i]"Yummy, yummy mud."[/i]

Farm of Misery
Architecture (0 points)
5 Health
You can play CORN FIELD, BEAN FARM, or MANURE PATCH.
[i]"What's worse than working on a farm?"[/i]

Silo of Truth
Architecture (1 point)
Must be placed on top of Farm of Misery. When Farm of Misery is destroyed, destroy this card.
Floop: Can only be Flooped if you control 3 CORN FIELDs, and cannot be unFlooped. Look at your opponent's hand and add 1 of those cards to your own.
[i]"Everything knows corn knows everything."[/i]

Schoolhouse
Architecture (1 point)
Sorcerer Creatures can Activate during the Battle Phase to enter Schoolhouse and learn new Spells during your opponent's next turn.

Cerebral Bloodstorm
Sorcery
When a battle occurs, deal 2 damage to 1 of the battling units for each attack.
[i]"Great googly moogly, what in the HECK is that?!"[/i]

Teleport
Sorcery
Move 1 of your Creatures to another Land.
[i]"And BOOM, I was gone!"[/i]

Husker Knights
Creature/Vegetable Fighter (2 points)
3 Attack, 9 Health
This creature is defeated if you do not have any Corn Fields. This creature is revived if Corn Field is returned to play.
[i]"Heck hath no fury like a knight CORNED!"[/i]

Pig
Creature/Farm Animal (1 point)
1 Attack, 5 Health
Floop: Destroy all CORN FIELDs and BEAN FARMs. While this card is in play, those Lands cannot be Reconstituted.
[i]"A Pig's favorite food is corn."[/i]

Ancient Scholar
Creature/Human Sorcerer (3 points)
1 Attack 2 Health
Each time this card would learn a new Spell, it gains 1 of the following effects of your choice:
* Shield into Sword: All Creatures you control lose 1 Health and gain 1 Attack.
* Cure: Add 5 Health to 1 Creature.
* Raise the Dead: [u]Floop:[/u] Resurrect a defeated Creature. This effect can only be activated once unless re-learned.
* Storm: [u]Floop:[/u] Inflict 7 damage to 1 Creature or Architecture. This effect can only be activated once unless re-learned.

Wandering Bald Man
Creature/Human Idiot (1 point)
1 Attack, 3 Health
Moves to a random Land at the start of each of your turns. If Wandering Bald Man is defeated, you can activate Sorcery Cards on your opponent's turn.

Cool Dog
Creature/Pet Dog (2 points)
1 Attack, 4 Health
This card can enter battle with any of your Human Creatures in the same Land.[/spoiler]

Feel free to contribute, or help change the rules.

Also, here is a version that's based more on "roleplay" than actual card effects. Cards with real effects are omitted.
[spoiler="Alternate Version"]
MUD LANDSCAPE
Land Card (1 point)
Idiots find it difficult to dredge through this mucky land, and pigs find it impossible to leave.
[i]"Yummy, yummy mud."[/i]

Schoolhouse
Architecture (1 point)
A place to learn and better one's self.

Cerebral Bloodstorm
Sorcery
The cerebral cloud wreaks destruction upon all those with murderous thoughts.
[i]"Great googly moogly, what in the HECK is that?!"[/i]

Husker Knights
Creature/Vegetable Fighter
3 Attack, 9 Health
Drawing energy from corn fields, the Husker Knights are a force to be reckoned with.
[i]"Heck hath no fury like a knight CORNED!"[/i]

Pig
Creature/Farm Animal
1 Attack, 5 Health
Pigs like to eat stuff, especially corn.
[i]"A Pig's favorite food is corn."[/i]

Ancient Scholar
Creature/Human Sorcerer
1 Attack 2 Health
An unassuming scholar capable of learning large numbers of magic tricks given enough time.

Wandering Bald Man
Creature/Human Idiot
1 Attack, 3 Health
He runs around like a lunatic, and does nothing but annoy others.

Cool Dog
Creature/Pet Dog
1 Attack, 4 Health
Looks cool, and is cool to the touch.
.[/spoiler]

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So I am guessing that you are ignoring the discard 1 then draw 1 rule?

Also, solid cards.

Also:

Schoolhouse
Architecture (1 point)

Sorcerer Creatures can study new Spells here.

Ancient Scholar
Creature/Human Sorcerer
1 Attack 2 Health

This creature gains Sorcerer Counters if it is in an Architecture to learn new Spells:
1- Raise the Dead: Resurrect a fallen creature
2- Shield into Sword: All creatures you control lose 1 Health and gain 1 Attack
3- Cure: Add 5 Health to 1 creature
4- Storm: Destroy 1 Creature
Floop: Remove Sorcerer Counters from this card. Activate a Spell on this card whose cost was equal to or less than the number than the Counters removed.

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Here is another one:

Archer Dan
Creature/Corn Warrior
Health:4 Attack:2

This creature is defeated if you do not have any Corn Fields.
Floop: Inflict damage on all of your opponent's Architectures times the number of Corn Fields you control x1.

Also, should Creatures Flooped be unable to attack?

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[quote name='Tentalus Therapist' timestamp='1344467129' post='6001456']
Here is another one:

Archer Dan
Creature/Corn Warrior
Health:4 Attack:2

This creature is defeated if you do not have any Corn Fields.
Floop: Inflict damage on all of your opponent's Architectures times the number of Corn Fields you control x1.

Also, should Creatures Flooped be unable to attack?
[/quote]
Yes, that makes the most sense, though Summon Archer Dan was actually a Sorcery that put Archer Dan into play.

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As much as I would love to add to this, the "rules" of Card Wars seem like you basically just make-up stuff that creatures and Spell can do, regardless of what other cards are currently doing.
So more or less, it would be hard for me to follow any consistent themes.

Also, Pig is clearly Exodia.

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