Post by iongravirei on Jul 30, 2008 6:27:31 GMT 12
I know this thing isn't perfect. Any ideas for fixes is helpful.
I made this card game... Jebzus I don't know how long ago. @_@
Rules
I. The objective of the game
II. Movement
III. Card types and what they do
IV. Nigs
V. Transformation
VI. Capturing
VII. Playing the game
VIII. Deck rules
I. The Objective of the Game
The objective of the game is to reduce your opponent's 'HP' to zero.
This is done by attacking the opponent directly with either your monsters or yourself to reduce the opponents HP.
Both players start with 20 HP.
Unlike other card games, when a player runs out of cards in their deck, they do not lose the game as long as they have monsters on the field. Thus, if they run out of cards in their deck and do not have any monsters on the field, they lose.
II. Movement
That's right, movement. The game is played on a board that can be of any size. The board is separated into 'spaces' that are represented by squares. The players and their monsters can move around the board. A monster may move as many spaces per turn as its 'MOVE' stat. (See section III.) Two pieces cannot occupy the same space.
III. Card types and what they do
There are four types of cards. These are, 'Tactic', 'Summon', 'Independent Monster', and 'Recreation'.
"Tactic Cards"
These increase the stats of your independent monsters and/or the player. For example:
The 'sword' card increases a monster's 'attack' stat by one point.
A monster can only have one tactic card in use at a time.
Any tactic cards that are attached to anything are discarded during the next draw phase of the player.
"Summon cards"
These call forth monsters to do something and then they are discarded.
You can play two summons per turn.
"Independent monster cards"
These call forth a monster that stays on the field until it dies. You can only play one Independent Monster per turn. You can only have a max of three monsters on the field at one time.
Each monster has its own set of stats that determine its power. These stats are, 'HP (Health Points)', 'ATK (Attack)' 'DEF (Defense)', 'RNG (Range)', and 'MOVE (Movement)'. The player is considered to have 20 in HP, 1 in ATK, 0 in DEF, 1 in MOVE, and 1 in RNG.
Monsters are put under different categories, 'Physical', 'Magical', 'Pyro', 'Aqua', 'Earth', 'Neutral' and 'Thunder'. Some cards are resistant to certain types of attacks. Some are weak to certain types of attacks. Some are resistant to certain types. The player is considered to be of neutral element.
The elemental weakness chart is like this:
Pyro > Earth
Aqua > Pyro
Earth > Thunder
Thunder > Aqua
Physical > Magical
Magical > Physical
Neutral > Nothing
The elemental resistance chart is like this:
Pyro < Aqua
Aqua < Thunder
Earth < Pyro
Thunder < Earth
Physical < Nothing
Magical < Nothing
Neutral < Nothing
If a monster is attacked by a type it is weak against, it suffers double the damage.
If a monster is attacked by a type it is resistant to, it takes half of the damage.
When damage is calculated, weakness and/or resistance comes before subtracting the enemy's DEF.
Here are two cards to show an example of elemental weakness at work:
The "Skeleton" monster (physical) card has these stats:
5 HP
2 ATK
4 DEF
1 RNG
2 MOVE
It is weak to magic, so magical attacks do twice the damage.
It is resistant to nothing.
Another card is this:
The "Doppleganger" monster (magical) card has these stats:
3 HP
3 ATK
1 DEF
2 RNG
3 MOVE
It is weak to physical attacks, so they do twice the damage.
It is resistant to nothing.
If the "Doppleganger" card was to attack the "Skeleton" card, it would do a total of 2 damage. (3*2=6-4=2) Leaving the Skeleton with 3 hp.
All attacks do a minimum of 1 damage, meaning that if damage calculation results in a number less than 1, the damage is considered to be 1.
"Recreation Cards"
These are cards that affect the actual battlefield. Some affect single spaces, others can affect more. Some cards may change a tile so that it increases a stat when stood on, some may change a monster's element, etc.
IV. Nigs
Named after the late king Niglet, the person whom first discovered the magical properties of fruits called 'Nigs'. "Nigs" are used to play cards. You begin the game with five Nigs and you get two more at the start of every turn.
For example, the "Skeleton" card costs one Nig to play. So, you would take away one Nig from your total in order to put "Skeleton" out onto the field.
V. Transformation
Some Independent monsters can 'Transform' into other monsters. For example:
The "Skeleton Knight" is a transformation of the "Skeleton" card. it costs four Nigs for the transformation. The 'Skeleton' card is discarded and replaced with the 'Skeleton Knight' card.
Independent Monsters must be on the field to be transformed. A monster cannot be transformed while it is in the player's hand. Transformations are placed on the exact square that the previous monster was on.
A monster may be transformed on the same turn it is first played and put onto the field. Transformation monsters do not count towards the one Independent Monster per turn rule.
VI. Capturing
You can capture an opponent's monster by 'Throwing' a card that costs the same amount of Nigs or more than your opponent's monster card. The opponent's monster card is then removed from the field and becomes part of your hand and under your control for the remainder of the game. It does not cost anything to throw a card. The player token is the only thing that can throw cards.
The range for a thrown card is two spaces.
The thrown card is discarded.
You may only do this once per turn.
VII. Playing the game
~Pre-game Phase
~Draw Phase*
~Action Phase**
-Battle Phase
-Damage Phase
~End Phase
*After both players' first turn, all turns start here.
**On both player's first turn no attacking or capturing may be done.
PRE-GAME PHASE
Decide who goes first by flipping a coin, by whom won the last game, rock paper scissors, whatever. Both players then draw 4 cards and place their player tokens (the things that represent the player's location) on opposite sides of the field. Both players receive 5 Nigs.
DRAW PHASE
The player draws a card and receives two Nigs. All tactic cards are removed from the player's monsters and sent to their respective player's discard pile. On both players' first turns, two Nigs are not received.
ACTION PHASE
In this phase the player may play Summons, Independent monster cards, Tactic cards, and Recreation cards. Independent monsters must be placed adjacent to the player upon play. The player may capture an opponent's monster. The player may engage the opponent in combat with either a monster or themselves. The player may go to the end phase at any time during this phase.
BATTLE AND DAMAGE PHASE
The player and each monster may only attack once per turn. If a monster runs out of HP it is sent to the discard pile. When the enemy player is attacked, the attacking monster's ATK stat is subtracted from the enemy player's HP. Tactic cards factor into damage done as well. The player may also attack the enemy player. After this phase is over, the player goes back to the action phase.
END PHASE
The next player begins at the Draw Phase.
VIII. Deck Rules
Both player's decks must have 30 cards in them.
You can only have up to three copies of a card in your deck. There are certain cards which you can only have two or even a single copy of in your deck. These will have this information on the card itself.
I made this card game... Jebzus I don't know how long ago. @_@
Rules
I. The objective of the game
II. Movement
III. Card types and what they do
IV. Nigs
V. Transformation
VI. Capturing
VII. Playing the game
VIII. Deck rules
I. The Objective of the Game
The objective of the game is to reduce your opponent's 'HP' to zero.
This is done by attacking the opponent directly with either your monsters or yourself to reduce the opponents HP.
Both players start with 20 HP.
Unlike other card games, when a player runs out of cards in their deck, they do not lose the game as long as they have monsters on the field. Thus, if they run out of cards in their deck and do not have any monsters on the field, they lose.
II. Movement
That's right, movement. The game is played on a board that can be of any size. The board is separated into 'spaces' that are represented by squares. The players and their monsters can move around the board. A monster may move as many spaces per turn as its 'MOVE' stat. (See section III.) Two pieces cannot occupy the same space.
III. Card types and what they do
There are four types of cards. These are, 'Tactic', 'Summon', 'Independent Monster', and 'Recreation'.
"Tactic Cards"
These increase the stats of your independent monsters and/or the player. For example:
The 'sword' card increases a monster's 'attack' stat by one point.
A monster can only have one tactic card in use at a time.
Any tactic cards that are attached to anything are discarded during the next draw phase of the player.
"Summon cards"
These call forth monsters to do something and then they are discarded.
You can play two summons per turn.
"Independent monster cards"
These call forth a monster that stays on the field until it dies. You can only play one Independent Monster per turn. You can only have a max of three monsters on the field at one time.
Each monster has its own set of stats that determine its power. These stats are, 'HP (Health Points)', 'ATK (Attack)' 'DEF (Defense)', 'RNG (Range)', and 'MOVE (Movement)'. The player is considered to have 20 in HP, 1 in ATK, 0 in DEF, 1 in MOVE, and 1 in RNG.
Monsters are put under different categories, 'Physical', 'Magical', 'Pyro', 'Aqua', 'Earth', 'Neutral' and 'Thunder'. Some cards are resistant to certain types of attacks. Some are weak to certain types of attacks. Some are resistant to certain types. The player is considered to be of neutral element.
The elemental weakness chart is like this:
Pyro > Earth
Aqua > Pyro
Earth > Thunder
Thunder > Aqua
Physical > Magical
Magical > Physical
Neutral > Nothing
The elemental resistance chart is like this:
Pyro < Aqua
Aqua < Thunder
Earth < Pyro
Thunder < Earth
Physical < Nothing
Magical < Nothing
Neutral < Nothing
If a monster is attacked by a type it is weak against, it suffers double the damage.
If a monster is attacked by a type it is resistant to, it takes half of the damage.
When damage is calculated, weakness and/or resistance comes before subtracting the enemy's DEF.
Here are two cards to show an example of elemental weakness at work:
The "Skeleton" monster (physical) card has these stats:
5 HP
2 ATK
4 DEF
1 RNG
2 MOVE
It is weak to magic, so magical attacks do twice the damage.
It is resistant to nothing.
Another card is this:
The "Doppleganger" monster (magical) card has these stats:
3 HP
3 ATK
1 DEF
2 RNG
3 MOVE
It is weak to physical attacks, so they do twice the damage.
It is resistant to nothing.
If the "Doppleganger" card was to attack the "Skeleton" card, it would do a total of 2 damage. (3*2=6-4=2) Leaving the Skeleton with 3 hp.
All attacks do a minimum of 1 damage, meaning that if damage calculation results in a number less than 1, the damage is considered to be 1.
"Recreation Cards"
These are cards that affect the actual battlefield. Some affect single spaces, others can affect more. Some cards may change a tile so that it increases a stat when stood on, some may change a monster's element, etc.
IV. Nigs
Named after the late king Niglet, the person whom first discovered the magical properties of fruits called 'Nigs'. "Nigs" are used to play cards. You begin the game with five Nigs and you get two more at the start of every turn.
For example, the "Skeleton" card costs one Nig to play. So, you would take away one Nig from your total in order to put "Skeleton" out onto the field.
V. Transformation
Some Independent monsters can 'Transform' into other monsters. For example:
The "Skeleton Knight" is a transformation of the "Skeleton" card. it costs four Nigs for the transformation. The 'Skeleton' card is discarded and replaced with the 'Skeleton Knight' card.
Independent Monsters must be on the field to be transformed. A monster cannot be transformed while it is in the player's hand. Transformations are placed on the exact square that the previous monster was on.
A monster may be transformed on the same turn it is first played and put onto the field. Transformation monsters do not count towards the one Independent Monster per turn rule.
VI. Capturing
You can capture an opponent's monster by 'Throwing' a card that costs the same amount of Nigs or more than your opponent's monster card. The opponent's monster card is then removed from the field and becomes part of your hand and under your control for the remainder of the game. It does not cost anything to throw a card. The player token is the only thing that can throw cards.
The range for a thrown card is two spaces.
The thrown card is discarded.
You may only do this once per turn.
VII. Playing the game
~Pre-game Phase
~Draw Phase*
~Action Phase**
-Battle Phase
-Damage Phase
~End Phase
*After both players' first turn, all turns start here.
**On both player's first turn no attacking or capturing may be done.
PRE-GAME PHASE
Decide who goes first by flipping a coin, by whom won the last game, rock paper scissors, whatever. Both players then draw 4 cards and place their player tokens (the things that represent the player's location) on opposite sides of the field. Both players receive 5 Nigs.
DRAW PHASE
The player draws a card and receives two Nigs. All tactic cards are removed from the player's monsters and sent to their respective player's discard pile. On both players' first turns, two Nigs are not received.
ACTION PHASE
In this phase the player may play Summons, Independent monster cards, Tactic cards, and Recreation cards. Independent monsters must be placed adjacent to the player upon play. The player may capture an opponent's monster. The player may engage the opponent in combat with either a monster or themselves. The player may go to the end phase at any time during this phase.
BATTLE AND DAMAGE PHASE
The player and each monster may only attack once per turn. If a monster runs out of HP it is sent to the discard pile. When the enemy player is attacked, the attacking monster's ATK stat is subtracted from the enemy player's HP. Tactic cards factor into damage done as well. The player may also attack the enemy player. After this phase is over, the player goes back to the action phase.
END PHASE
The next player begins at the Draw Phase.
VIII. Deck Rules
Both player's decks must have 30 cards in them.
You can only have up to three copies of a card in your deck. There are certain cards which you can only have two or even a single copy of in your deck. These will have this information on the card itself.