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Virutal Commander: Cyberspace Warfare


Abstract [Atrocity]

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[align=center]This is a little project I've been working on since god knows when. A board game, where you have a deck of cards you draw from, and that contains your "Units". They're like Monsters in yugioh, but the mechanics of this game have nothing to do with Yugioh. It was inspired by Chess, the fighting concept inspired by Fire Emblem, and then given force from Yu-Gi-Oh. I'll hope to gain a fans with this, but I'm gonna need some followers first. I'm not good at graphic designing. I'm going to need some things to start this off. I might be able to daw them and scan them in, but it will be harder that way. Either way, here's what I'll need.

[spoiler=Necessary]

A board for playing. Kinda like a chessboard, but with more squares.

I will also need a card background for the cards themselves, which I might be able to make myself, and edit in my crappy photo program. I will design the art for the cards myself, but I am always open to help in that area.

 

 

 

The rules of the game are sorta complex, but not too hard to understand.

[spoiler=Rules: Getting started]

To start, you will need a playing board (Battlefield), a deck of 40 or more cards, and a coin. You flip the coin and call it, if you call it right, you get to choose with side of the field you will start on, and your opponent gets the side opposite you chose. If you call wrong, your opponent chooses his/her side. Once this is done, both players draw their "front line", an opening hand. The Front Line's amount depends on the board you're playing on, with will be explained under board rules. Both players then play all of their Units possible from their hand. After this, the player that got the coin flip right begins with his/her first turn.

 

 

[spoiler=Turn process]

The first thing you do on your turn is draw a card. PRetty simple. After that, you go to the Deployment Phase. In this phase, you can Deploy units from your hand, or put Inventory Cards into play. Units and Inventory will be described in the next paragraph. You can only Deploy a Unit once per turn. This is not related to Yugioh, it is just because that is the usual amounty you will have when you're done after deploying units in from the "Front Line", and also so you can't have wave after wave of Units ready to go. When you end your Deployment Phase, the turn proceeds to the Conflict Phase.

 

 

[spoiler=Conflict Phase]

In the Conflict Phase, you can do 3 things: Move, Turn, and Fight. Each Unit can turn as much as they want. This affects things like Cloak (a type of Inventory card) or their own effects. Each Unit has a "Move Space" number printed on it. This is how many Panels it can move in the turn. You do not have to use all of your Move Space in a turn, or even move at all. turning your Unit does not cost any Move Space. You can declare an attack on any legal target any time during your Conflict Phase. After the battle is over, you can move again equal to the amount of Move Space your Unit hasn't used yet. The rules about battles are in the next section. A unit is declared "Exhausted" when it has reached 1 of these requirements: *It has used all of it's Move Space and declared an attack.

*It has used all of it's Move Space, but has no legal target to attack.

*You select it and declare it "Exhausted" manually. This option can be done any time in the Conflict Phase, if you don't want to use a Unit at all. If a Unit is Manually "Exhausted", on it's next turn, it gains an extra 2 Move Spaces. This effect doesn't accumulate; meaning you can't Exhaust a Unit over and over. The extra Move Spaces are only applied on your Next turn.

When all of your Units are Exhausted, your turn is over.

 

 

[spoiler=Battle]

There are 3 things printed on eahc Unit card that are necessary for Battle: Health, Attack, and Attack Range. Your Health is how much damage you can take. When your Helth becomes 0, that Unit is discarded, and sent to the Discard pile. When you attack a Unit, that unit recieves damage equal to the Attack of the attacking Unit, and that is subtracted from the Unit's health. Attack range is the distance that you can attack. For instance, "Silver Knight" - Card #1 - has an attack range of 1. This means he can only attack a Unit standing next to him. This isn't very effective, but is the most common Attack Range. When you attack, you can recieve Retailiation Damage. If you attack a Unit on it's front side (so both Units are facing each other) the attacker takes damage Equal to the attacked Unit's Attack. If you attack a Unit on either of it's sides, the attacker takes damage equal to half of the attacked Unit's Attack (if uneven, round down.) But if you attack a Unit from behind, you will recieve no damage at all. This is only applied if both Units' attacks would be able to reach each other; Is a Unit with a Range of 3 attacked a Silver Knight from the front, the attacker wouldn't take any Retaliation damage.

 

 

[spoiler=Inventory Cards]

Similar to Spells and Traps in yugioh, Inventory Cards are assistance that can be used at any time in the Deployment Phase (unless otherwise stated, with a restriction or a time they can be used.)

After being used, they are discarded (but again, it can remain on the field unless otherwise stated.) There is no limit to how many Inventory Cards you can use in a single turn.

 

 

[spoiler=Battlefields]

Each battlefield is unique, with it's own Front Line size, Terrain, Layout and size. In tournament battles, the judge decides on a random Battlefield they have available, but for fun, you choose the battlefield. On large scale fields, you will want more Units with high Move Space and Attack range, but while on a small field, you will want Units with More Attack and Health, which usually means less Move Space.

 

 

[spoiler=Altar]

On each Battlefield, there is a 1x1 panel occupied by an object called the Altar. It has no purpose at the start, but later on, it gets used. At the Altar, you can perform 2 things: Combination Deployments and Link Deployments.

*Link Deployments: You need to have the required Units placed next to the altar with the Link Deployment Inventory card in your hand. When you play the Inventory card successfully, then you can play the Link Unit from your Hand or Deck, next to the altar or in your Deployment Zones. Link Units can only be played this way.

*Combination Deployments: By having the required Units next to the Altar (or next to a Unit next to the Altar), you can perform a Combination Deployment. You discard the Units next to the altar that are needed on the Combination Unit, and then play the Combination Unit from your hand or Deck. Combination Units can only be played in this way.

Some cards can do things at the Altar, but they are in later packs and won't be added for a while.

 

 

[spoiler=Win conditions]

Unlike Yugioh, there are no Life Points. The main way to win is to defeat all of your opponent's Units. There is also no Deckout; If you cannot draw a card when you're supposed to, you go to "Last line mode". when this happens, you immediatly deploy all Units from your hand. Then, all Units you control have all of their special conditions removed (detail later) and have their Health restored to normal.

 

 

 

This is just the beginning. Soon I will have the first pack up.

It won't have picture, but pretty much everything else. Double posting is okay in this thread, as long as it's helping, as with a new board, new card, ect.

 

You can also sign up for help right here. PM me or make a post about it, and what you're good at. Graphics designers are needed!

you may get rewarded for doing an excellent job with +Reps.

List:

1. Konthestuffedbear

2. Duelist_King_Ryan

3. Cheese07

 

~~~Card Packs~~~

Each pack will have 40 cards, with exceptions of Special editions. The rarest card in each pack will be bolded, and all Inventory cards will bein italics.

[spoiler=Pack 1 = New Beginning]

1-Bronze Knight

2-Silver Knight

3-Gold Knight

4-Skeleton Clubber

5-Fervent Beast

6-Ghost Marauder

7-Astral WArrior

8-Trainee - Smiting Fighter

9-Trainee - Submission Kid

10-Reckless Headhunter

11-Chrome Knight

12-Reverse Creature

13-Demolition Lizard

14-Caution Imp

15-Fractured Pillar

16-Orb of Multiplication

17-Desert Crawler

18-Smokecloud Critter

19-Bombos

20-Wicked Samurai

21-Vinelash

22-Traitor

23-Inventory Scanner

24-Dirt Serpent

25-Gulp

26-Iron Quake

27-Spiral Diver

28-Restoration of Land

29-Trap Disabler Rocket

30-Heatseeker

31-Loco Criatura

32-Mesmerization

33-Void Hole

34-Tremendous Mines

35-Jutting Spikes

36-Antitrap

37-Health Gambit

38-Strength Gambit

39-Clonus

40-Facade Brute

 

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