Just Crouton Posted April 16, 2013 Report Share Posted April 16, 2013 This has been an idea I've been working on for a long time. It was originally meant to work like a mixture of SRPG with Duelists of the Roses. It's about an ancient war between demons based on Japanese mythology, for control of the Earth. Humans and Faeries are caught in the war, while an alien race has plans of it's own...that is evil...and it might be...something that isn't good... Tribes Onis Tengus Kappas Tanukis Faeries Aethers Humans Extraterrestrials [spoiler=Rulebook] [spoiler=Starting the game] You need 1 Player Card. This represents you in the game. Your Main Deck must consist of exactly 50 cards, and can only contain Unit Cards. Optionally, you have access to 2 extra decks: Spell and Land. Each of these decks must contain 20 cards each if you choose to use one of them. You may use all 3 decks in a game. Spell Decks may only contain Spell Cards.Armory Decks may only contain Arms Cards. Land Decks may only contain Land Cards. You may have up to 4 cards with the same name in all of the decks. You may also use a 15 card side deck. This deck is kept outside of the game, and allows you to swap cards in any of your decks with cards in the side deck. You may also swap your Player Card with another Player Card in your side deck. [/spoiler] [spoiler=Rules] 1. Shuffle your Main Deck and place it face-down in the deck, and place your secondary decks in their respective zones. 2. Place your Player Card face-down on the Player Zone 3. Each player draws 5 cards, then starts the game by flipping their Player Cards face-up. Start Phase At the start of a turn, the turn player draws 1 card from the top of their deck, then add 4 GP to their GP pool. Active Phase During this phase, the turn player may pay GP to summon Units, or play cards from their secondary decks. You may summon as many Units and play as many Spells, Arms, and Land Cards as you want as long as you have enough GP to play them. Battle Phase You may attack enemy Units with your Units. If there are no enemy Units, you may attack the enemy Player. End Phase End your turn. The first player to deal 12 damage to the enemy Player wins the game. [/spoiler] [spoiler=Field] Battle Zone: Where your Units go. Player circle: Where your Player Card goes. Spirit Zone: Where your used up cards go. Main Deck: Your Main Deck Spell Deck: Your Spell Deck Armory Deck: Your Armory Deck Armory Cards have been removed. Land Deck: Where your Land Deck goes Land Zone: Where your Land Cards in play go. [/spoiler] [spoiler=Player Cards] A Player Card represent you the player in the game. Players have special skills to support your Units in battle. When damage is dealt to a Player, the top card on that player's deck is placed under their Player as 1 point of damage. If the Player Card has 12 damage, it's owner loses. Examples: While you have no Units out, your Player may attack enemy Units, however, Players cannot attack Players. Unlike Units, Players do not have DFD, and take full damage from getting attacked. [/spoiler] [spoiler=Unit Cards] Units are the cards in your Main Deck. You may have as many Units in the Battle Zone as you want, and may summon as many times per turn as you want, provided you have enough GP. A Unit Card is what you use to battle enemy Players. PWR: The amount of damage they can inflict in battle DFD: The amount subtracted from the enemy's PWR when the Unit takes damage. Level: The amount of GP required to summon it. [/spoiler] [spoiler=Battling with Units] --> The attacking Blade Master has 30 PWR, while the defending Dusty Hairy has 10 DFD. Dusty Hairy takes 20 damage, reducing it's HP to 30. Blade Master is tapped for the rest of the turn to indicate it attacked.--> In this case, the attacking Scarlet Enforcer has 30 PWR, while the defending Potted Planthead has 30 DFD. Because Scarlet's PWR is equal to Planthead's DFD, no damage is dealt. Scarlet Enforcer is tapped for the rest of the turn to indicate it attacked. --> In this case, the attacking Winged Hermit has 20 PWR, while the defending Potted Planthead has 30 DFD. Because Hermit's PWR is less than Planthead's DFD, Hermit takes 10 damage. Scarlet Enforcer is tapped for the rest of the turn to indicate it attacked. Defeating an enemy Unit An enemy Unit is defeated when it's HP is reduced to 0. When you defeat an enemy Unit, you gain GP equal to it's Level. Defeated Units go to the Spirit Zone. [/spoiler] [spoiler=Spell Cards] Spell Cards are kept in the Spell Deck. Once per turn, you may cast a Spell Card by paying GP. You cannot cast multiple Spells with the same name in a single turn. [/spoiler] [spoiler=Land Cards] Land Cards give special boosts to Units of it's Tribe. You can play 1 Land Card per turn by paying GP. [/spoiler] [spoiler=Additional Game Mechanics] ❖Ride: Units with Ride can be placed under another Unit of the same Tribe. When Unit is "riding" a Unit with ❖Ride, that Unit gains additional abilities written in the ❖Ride section of the ❖Ride Unit's text. The Unit being rided cannot attack or be attacked by enemy Units or card effects. ❖Spellblade: Spell Cards with ❖Spellblade can be used with Units that can activate it's ❖Spellblade ability. After a Spell Card's ❖Spellblade ability, it is sent to the Spirit Zone. When using a ❖Spellblade ability, you do not to pay GP to play the card. [/spoiler] [/spoiler] Let me know if I missed anything important. Also, the tribes will be linked above as I make the individual threads. Link to comment Share on other sites More sharing options...
TRUE RULER^(Imper.Di ) Posted June 6, 2013 Report Share Posted June 6, 2013 Hope I'm not necro-ing but I want to play. The game itself seems interesting. I'm not one to do txt-based games, if someone made a program it'd be awesome. Link to comment Share on other sites More sharing options...
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