Something i stayed up all night working on
3 posters
Something i stayed up all night working on
I created a rule book for a CCG my brother and I plan on making, please tell me if i need to change anything:
- rules:
Rules for "Guardians of the Elements"
How to Win:
In the Guardians of the Elements TCG, you control a Guardian. Your Guardian is the leader of your party who fights along side his Minions. The cards you play will allow your to fight with your Guardian and Minions, add Minions to your party, and complete quests.
The object of the game is to defeat your opponents before they defeat you. Over the course of the game, your Guardian and Minions will deal damage to your opponents Guardians and Minions, and that damage is permanent unless it is healed. If your Guardian takes damage equal to or greated than his or her health, you are out of the game.
You are also out of the game if you run out of cards in your deck and can't draw another card, so you must defeat your opponents before that happens.
The Golden Rule: Whenever a card’s text contradicts a game rule, the card wins. For example, you get only one Battle Phase each turn, but if a card says, “After this phase, there is an additional Battle Phase followed by an additional Action Phase.” For a turn, it overrides the rule that you get only one combat phase per turn.
Game Mat:
The game mat consists of 14 card slots. The mat is a 7x2 box. The top left slot is for the Guardian, you can only have one Guardian in a deck. The next five slots to the right are for Minions and Kings. The top right slot is the Discard Pile, these cards are considered Defeated. The bottom left is the Attack Deck. This deck holds all of your Attack Cards. The next 5 slots to the right are for your Quests and Barriers. The bottom right is your deck. The deck holds Quests, Barriers, Minions, and Kings.
Game Cards:
Creatures:
How to read a Minion: Minions are basic Creatures.
Card Look - Minion cards are Black.
Card Name - The card name is written at the top of the card, even if the picture, or the effect are different, the cards are still considered the same.
Level - Count the number of stars at the top of the card, to find out that Monions level. In order to Place a Moinion the monsters level must be between 1. In order to Place a Minion at level 2 you must send one Minion to the Discard Pile. To Place a Minion at level 3 you must send two Minions to the Discard Pile.
Damage Types - The Damage Type is written next to the Class under the card image. The different Damage Symbols are:
Arcane
Fire
Frost
Holy
Meele
Nature
Ranged
Shadow
Class - These are the different Classes for cards, the class is written next to Damage Type. The different Classes are:
Beast-Warrior
Hunter
Mage
Paladin
Psychic
Rougue
Shaman
Warlock
Warrior
Attack - ATK is the number if attack points, it tells you how much damage the Minion deals in battle. It is written in the lower left part of the card.
Health - HP is the number if Hit Points, or health, it tells you how much damage a Minion or Guardian can recieve. A Minion takes fatal damage (damage equal to or greated than its health) is destroyed and goes to its owners Discard Pile.
Text Box - This is where a card’s abilities appear. Some abilities have italic reminder text to help you remember what they do.
Retreat Cost - This is at the bottom of the card, is typically a small number, below text box.
How to read a Guardian: Guardians are the Creature in charge of your party, if your Guardian is defeated, you lose.
Card Look - Guardian's colors are based off their Damage Type:
Purple for Arcane
Red for Fire
Blue for Frost
Yelow for Holy
Silver for Melee
Green for Nature
Brown for Ranged
Grey for Shadow
Card Name - The card name is written at the top of the card, even if the picture, or the effect are different, the cards are still considered the same.
Class - These are the different Classes for cards, the class is written next to Damage Type. The different Classes are:
Beast-Warrior
Hunter
Mage
Paladin
Psychic
Rougue
Shaman
Warlock
Warrior
Attack - Guardians do not have an Attack, they use Attack Cards to deal damage to opponent Guardians.
Health - HP is the number if Hit Points, or health, it tells you how much damage a Minion or Guardian can recieve. A Minion takes fatal damage (damage equal to or greated than its health) is destroyed and goes to its owners Discard Pile. A Guardian takes fatal damage, you are out of the game.
Text Box - This is where a card’s abilities appear. Some abilities have italic reminder text to help you remember what they do.
How to read Kings: King Creatures are the Guardians followers, one step above minions in the chain of commands.
Card Look - King cards are white.
Card Name - The card name is written at the top of the card, even if the picture, or the effect are different, the cards are still considered the same.
Level - Count the number of stars at the top of the card, to find out that Kings level. In order to Sneak a King, you must send as many minions as the card states, of the same level as the king, to the Discard Pile.
Damage Types - The Damage Type is written next to the Class under the card image. The different Damage Symbols are:
Arcane
Fire
Frost
Holy
Meele
Nature
Ranged
Shadow
Class - These are the different Classes for cards, the class is written next to Damage Type. The different Classes are:
Beast-Warrior
Hunter
Mage
Paladin
Psychic
Rougue
Shaman
Warlock
Warrior
Attack - ATK is the number if attack points, it tells you how much damage the King deals in battle. It is written in the lower left part of the card.
Health - HP is the number if Hit Points, or health, it tells you how much damage a King can recieve. A King takes fatal damage (damage equal to or greater than its health) is destroyed and goes to its owners Discard Pile.
Text Box - This is where a card’s abilities appear. Some abilities have italic reminder text to help you remember what they do. The requirements to be Sneaked are written at the top of the text box.
Retreat Cost - This is at the bottom of the card, is typically a small number, below text box.
Attack Cards: The cards used as ATK and additional Effect for Guardians.
How to read Attack Cards:
Base Damage - In the Text Box of the card it shows the Base Damage, in a box at the top right corner of the Text Box. This damage is dealt regardless of the Guardians Damage Type.
Type Damage - In the Text Box the card will say a Damage Type and how much damage it deals additional to the Base Damage.
Text Box - The attack cards can have additional effects in the Text Box.
Quests: Quests are goals for your Party to accomplish. Quests stay face up and during each of your end phases you gain a reward if the requirements are met
How to read a Quest Card:
Text Box - In the text box there is the requirement and the reward.
Turn Count - At the top right of the card there is a number, that is the number of your turns the Quest stays active.
Barriers: Barriers are your defense against strong attacks.
How to read a Barrier Card:
Text Box - The text box has any effect the Barrier card has.
Health - HP is the number if Hit Points, or health, it tells you how much damage a Barrier can recieve. A Barrier takes destruction damage (damage equal to or greater than its health) is destroyed and goes to its owners Discard Pile.
Game Instructions:
Turn Structure:
Start Phase:
Ready Step - Look over your cards
Draw Step - Draw a card
Action Phase:
Preperation Steps: (Do these in any order)
Place a Creature/Quest (one per turn)
Retreat a Creature (once per turn)
Use Abilities (unlimited)
Battle Phase:
Battle Steps: (do in order)
Commence battle with Minions and Kings (once per creature)
Battle with Guardians (oncer per turn)
End Phase:
End your turn/Complete Quests
Retreating a Creature:
To retreat a Creature you must send cards from the top of your deck to the discard pile that equal the retreat cost of the creature you are retreating. A retreated creature returns to your hand and you then Sneak a creature that is level 1 from your hand, if you do not have a level 1 creature in your hand you cannot retreat.
Battling: How you clear your opponents field!
Battling With Minions and Kings - Select 1 creature on your side of the field to attack with, and 1 of your opponent’s creatures as your attack target, and then declare the attack. If your opponent does not have any creatures on the field, you can attack the Guardian. Play then proceeds to the Damage Step. Afterwards, the attacking player returns to the Battle Step, and repeats this procedure. Each creature you control is allowed 1 attack per turn. You do not have to attack with a monster if you don’t want to. The trick is this, you must attack following the Chain of Command.
Battling with Guardians - Set your hand face down seperate from the field and draw three Attack Cards from your Attack Deck. Select one of the cards and your Guardian gains ATK and Abilities because of that card. Guardians can only attack other Guardians, even if your opponent controls other Creatures.
Chain of Command - You must attack in this order:
1 Minions
2 Kings
3 Guardians
Also, you cannot attack a creature if your opponent controls a Barrier, you cannot attack a King if your opponent controls a Minion, the same applies for Kings and Guardians. You cannot attack a Guardian if your opponent controls a Minion or a King.
Special Conditions: Effects can cause cards to be in a "Special Condition", these conditions do different things.
Posion:
When a Creature is posioned roll a 6 sidded die. The result is how many of its owners turns the Creature remains Posioned. In between turns the Posioned Creature recieves 1 damage.
Paralyse:
Turn the Paralyzed Creature clockwise. If a Creature is Paralyzed, it cannot attack or retreat. Remove the Special Condition Paralyzed during the in-between turns phase if your Creature was Paralyzed since the beginning of your last turn.
Confused
Turn a Confused creature upside down. If a Creature is Confused, you must flip a coin before attacking with that
Creature. If you flip heads, the attack works normally, but if you flip tails, your creature receives the damage it was going to deal and the attack ends without
further effect.
Burned: If a Creature is Burned, it may take damage in-between turns. When a Creature is Burned, put a Burn marker on it. In-between turns, the owner of the Burned Creature flips a coin. If he or she flips tails, the Burned Creature recieves 2 damage.
Asleep: Turn the Creature counterclockwise to show that it is Asleep. If a Creature is Asleep, it cannot attack or retreat. In-between turns, flip a coin. If you flip heads, the Creaure wakes up (turn the card back right-sideup), but if you flip tails, it stays Asleep.
Rush: A Rushed Creature must attacks the opponents Guardian directly, but falls Asleep during the end phase.
Flying: A creature with flying cannot be attacked by another Creature unless they have Flying or are one of the following Damage Types.
Ranged
Arcane
Frozen: A Frozen Creature is flipped upside down. They are considered out of game. In-between turns, flip a coin. If you flip heads, the Creaure wakes up (turn the card back right-sideup), but if you flip tails, it stays Frozen.
Catches:
Any condition is healed if attacked by a Holy Creature
an asleep creature awakens if attacked
a frozen creature is healed if attacked by a Fire creature
a burned creature is healed if attacked by a Frost creature
If a Flying creature is attacked, it is "grounded" and cannot fly for the rest of the duel.
Guardians are unaffected by Special Conditions
Decks:
The Nain Deck contains 20-60 cards and you can only have 2 copy of each card in a deck, and only 1 Guardian.
The Attack Deck contains 20 Cards. (If you run out of attack cards, shuffle your Attack cards from your Discard Pile into your Attack Deck.)
First Turn of the Duel: During the very first turn both players draw 7 cards and play all the cards they can as if it is their first turn but neither player attacks. The the selected "first player" takes his/her second turn.
Terms:
Place - Play a monster from your hand to the field
Sneak - Play onto the field with out being Placed (Kings are Sneaked, not Placed)
Last edited by Dylan on Thu Aug 04, 2011 5:49 pm; edited 1 time in total
DIGITAL- Posts : 1067
Join date : 2011-03-18
Re: Something i stayed up all night working on
I believe this would make a fun game. I like the different types of damage aswell as the many types of damage. Hopefully this is made into an actual game.
Insert Name Here- Posts : 82
Join date : 2011-02-28
Location : bannedville
Re: Something i stayed up all night working on
Updated! i would like some help though, i will probably be facing copy write issues since most of these ideas came from other card games. I was hoping that i could have some help renaming everything, like the types of cards ect. It would be greatly appreciated!
DIGITAL- Posts : 1067
Join date : 2011-03-18
Re: Something i stayed up all night working on
Pretty neat. I find the decision to make the Nain Deck have a minimum of 20 cards rather interesting and cool. Together with the 2card restriction it probably won't cause any ridiculous crap, while it will force the deckmaker to make decisions on the size of the deck because 20cards will end up decking out rather quickly combined with Retreating.
Fixes/Problems/Whatevers
The Damage Types and Classes are repeated. I see the Damage Types being said twice with the exact same wording, and the Classes being repeated thrice with the exact same wording.
You should probably say that barriers have to be attacked before any other card under "how to read a barrier card".
Questions
Can we have some sample cards? It's kind of hard to judge the strength of things like poison and burn when you don't actually know how much health and attack things have on average.
When you draw from the Attack Deck and choose 1, what happens to the other 2 cards?
The classes sound kinda humanoid-only. Is that intended?
Does this have a medieval theme?(tbh i think a medieval theme would be good)
Archetypes, yes or no?(personally i'd rather see it without them)
Does the Guardian count for the amount of cards in the Nain Deck?(if not, then this sentence is kind of misleading: "The Nain Deck contains 20-60 cards and you can only have 2 copy of each card in a deck, and only 1 Guardian.")
Why is Nain Deck such an awesome name?
Fixes/Problems/Whatevers
The Damage Types and Classes are repeated. I see the Damage Types being said twice with the exact same wording, and the Classes being repeated thrice with the exact same wording.
You should probably say that barriers have to be attacked before any other card under "how to read a barrier card".
Questions
Can we have some sample cards? It's kind of hard to judge the strength of things like poison and burn when you don't actually know how much health and attack things have on average.
When you draw from the Attack Deck and choose 1, what happens to the other 2 cards?
The classes sound kinda humanoid-only. Is that intended?
Does this have a medieval theme?(tbh i think a medieval theme would be good)
Archetypes, yes or no?(personally i'd rather see it without them)
Does the Guardian count for the amount of cards in the Nain Deck?(if not, then this sentence is kind of misleading: "The Nain Deck contains 20-60 cards and you can only have 2 copy of each card in a deck, and only 1 Guardian.")
Why is Nain Deck such an awesome name?
Aquamarius- Posts : 218
Join date : 2011-01-25
Re: Something i stayed up all night working on
Aqua, this has been changed ALOT
http://guardianselements.forumotion.com/
Rulebook is found under News
http://guardianselements.forumotion.com/
Rulebook is found under News
DIGITAL- Posts : 1067
Join date : 2011-03-18
Re: Something i stayed up all night working on
The guardian is not in Main deck, they are humonoid, and midevil is good, also, NO ARCHTYPES until the third set of 200 cards perferably.
DIGITAL- Posts : 1067
Join date : 2011-03-18
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