|
Post by EEN on Apr 29, 2006 1:40:36 GMT -5
Here it is the offically authorized CCG (By that I mean I asked Amy if it was cool and she said go ahead.) Right now I'm still working out some things but I figure I've got enough stuff done to get some feedback from the fans. Hopefully will be easier to understand once I can show some visials. The Basics Deck Construction Card decks must be made of no more then 60 cards, 1 Character Card, 5 Character Construct cards, and 5 Unleashed Cards. For deck card you can have up to four copies of a card, however for Characters Construct, Unleashed, and Personality Card you may only have one copy of each. Non-Deck Cards: Unleashed, Character & Character Construct Cards Before a game starts in addition to building a deck, and unleashed deck, a player must also construct a character using 1 Character Card and 5 Supporting character construct cards. Character Cards - Character Cards represent various character in the CTV universe and represent the character you are playing. Character cards are the only ones which have powers like Pack or Dominion. Character Construct Cards - In addition to your character cards you can customize yourself with Character Construct cards which represent items, powers, abilities, or condition in the Charby universe. You are allowed only one copy of each Character Construct Card in a deck. Unleashed Cards Unleashed cards are a small sideboard of cards (No more then 5), that can be played at anytime for additional affects. Unleashed cards are the most powerful cards in the game and cover things like transformations or hidden powers. However Each card has it own trigger that determines when it can be played. Some rare cards can force an unleashed card into the game without meeting the cards trigger conditions. Deck Cards Deck Cards A player makes a deck of up to 60 deck cards to play with. Rallies - Rallies must be played in the Rally stage before combat begins. Rallies can have a wide range of effects but most often offer bonuses to the next attack round. Attack Cards - Attack are how most damage is dealt in the Charby Universe, attack cards power are not triggered unless they actually deal damage. If an attack is blocked or that damage prevented all effects of the attack are negated, including bonus damage. Defense Cards - Defense cards naturally stop or reduce damage from an attack. Defense cards powers trigger provided they are successful in defending against the attack or reducing all damage from it. In the event of a tie no powers get off. Spells - Spell cards cannot be used unless the character has an effect that specifically allows them to. I.E. Kavonn's Staff allows characters to cast spells that affect others, with this staff they could then cast spells provided they don't affect themselves. Spell effect go into play immediately unlike attacks of defense which wait till they resolve. However many spells have drawback or special costs that go with them. Turn Phase 1. Draw Cards -Both players draw 3 cards 2. Rally Phase - Both players may play rallies the defending player for this round goes first and may play a rally or pass, then the attacking player may play a rally or pass. When both players pass the rally phase is over. 3. Effects Phase -Effects/attack in effect from either the previous round, the rally phase, etc. are resolved 4. Attack Phase - The attacking player may start by laying out an attack or passing. Then the defending player may respond. After which they switch and the defending player may lay an attack or pass. Specials & Spells may be played at any time the cards allow. When both players pass the attack phase is over. 5. Resolution Phase - Any effects waiting to be resolved are resolved and the turn ends and a new turn begins. Misc Rules Damage in the CTV univese means discard cards from your deck. So your deck is your life line, when you have no more cards it is game over. Max hand size is 5 cards Standard Card PowersCharacter Construct Dominion\Lackey - Lackeys can only be used by Characters with the Dominion power. Lackeys can add their power to one attack each round. Lackeys cannot however pool their powers onto a single attack. Only one lackey may be applied per attack, so each must be applied to a different attack. Pack - Pack CC cards may only be applied to a character with the pack power, packs give special bonuses if only pack members or pack cards are used in character construct. Deck Cards Echo- If the attack is successful set it aside face up and leave it in play. It maybe played again in any round after this one. When it is used again remove it from the game. Feint- A feint if successful maybe discarded and another card played in is place. This new attack ignores any effects played on the previous attack and may not have any new defenses played against it. Fork- A fork attack maybe broken down into several smaller attack or played all at one. IE an attack that says Fork 9/2-2-2 may either be played as one 9 point attack or three 2 point attacks. The multiple attacks must be played in the same round, these attacks are not immediate and must be played as normal attacks when the player has initiative. Impale - Impale is additional damage applied only after the attack is successful. IE in an attack does 3 damage but has Impale 7 then if it his it does ten damage, however the defending player only has to prevent the normal three damage to stop the whole attack. Effects that increase the damage of normal attacks does not increase impale damage. Mana Dew - These cards have special abilities which can only be used if you have mana to pay for their costs. Only certain characters get mana like elves or fairies. Reflex: Any defense points in excess to the dmg prevented from that card may be applied in any denomination in conjunction with another defensive card. These points do not inherit card abilities andare resolved last. They empty at then end of the round. Resistence: When a card with resistence is discarded as a result of dmg, it may instead be removed from the game. This card counts as X cards where X is resistence. So if a card has 10 resistence you can remove it from the game instead of putting it in the discard pile at it counts for ten cards worth of damage even though your only removed a single card. Overwhelm - Overwhelm deals damage for every point of excess overwhelm prevention after an attack has been resolved. Overwhelm damage always resolves before normal damage. IE if an attack does 3 damage and it is blocked by a defense of 10 with overwhelm the attacked ends up taking 7 damage. Rage- Kicks off an additional effect by removing card from your discard pile form the game. Rage effects must be payed at the time the card is first played. Flash: When the card ability resolves, place card at the bottom of deck instead of discard pile. Invoke: Durring your rally phase you can discard a with Invoke to pull another card with Invoke from your discard pile to your hand. Spirit: If a card with spirit was successful, you may remove card from the game and return X cards from your discard pile to your deck, where is the spirit. Cards are taken from the bottom of the discard to bottom of deck. Chain: By combining two cards with chain into a single attack or defense you can get the chain effect from both cards and combine their power scores. Cards must be a like type in order to play. IE Attacks must be played with attacks or defenses with defense though spells can be played with either. Rune: Rune is played during the rally phase and stay in play until activated. After it is activated put it in discard pile as normal. These are some sample cards we are working with. The final ones will probablly use a little different font and we'll most likely fill in that white space with a little bit of color to make them look better but aside from that they should stay about the same. Our goal is 620 cards for the game and so far we have 345 writen out and waiting for me to sit down and assemble with art and color. We hope to make this into a game you can download and play in internet explorer with other members of the forum but we're not experienced game programers so we don't know how that will work out. If anyone is interested I can start posting the cards in here as I get them done.
|
|
|
Post by Alydos on Apr 29, 2006 1:46:09 GMT -5
You didn`t say what Milling was.
It`s attacking the opposing deck, (one card off)
|
|
|
Post by EEN on Apr 29, 2006 2:12:12 GMT -5
Thank you, Alydos.
In the new cards we are making a term difference between damage removing cards and effects removing cards. We decided not to call it milling anymore as that is a refernce to Magic the Gathering's Mill Stone.
For effects that deal damage directly without letting an opponent play any defense cards to reduce the damage as they normally can against attack cards we're using the term 'dispatch'. Dispatch is when you take one card from the deck and place it into the discard pile.
Conversely we call it 'cycling' when you take the bottom card of your discard pile and put it at the bottom of your deck.
Also it helps keep the text down to a minimum on a lot of cards.
|
|
|
Post by Shippo_no_Neko on Apr 29, 2006 17:44:08 GMT -5
I love the Kavonn cards. This has a lot of potential!
|
|
|
Post by Daggertooth on Apr 30, 2006 1:04:29 GMT -5
Awww....c'mon. Milling is classic terminology. Not like it is anything official. Next you'll say we wont have any Tims. What exactly is a Jackalope Lakey token? Is that something you can defend with? When exactly can you sacrafice it to Kavons ability? Can spells be played during any phase? So in an attack phase both players get attacks with the player who's turn it is having the first attack? Are the Attack and Defense cards one time use? I suppose since there are five character construct cards there is no worry for a mirror match. Are there some Character construct cards that can only be paired with a certain character card...such as hex's medallion? I have other questions....I'll edit them as I remember them.... Daggertooth
|
|
|
Post by EEN on Apr 30, 2006 9:33:50 GMT -5
DT, thanks for asking questions, your helping us better define the rule book. I really apreciate that.
1. All lackies count as a character construct card, but only characters with the Dominion can use them. Kavonn has dominion Jackalopes so he can only have Jackalopes as lackies. Usually lackies have two powers. One they can add effects onto your cards once per turn, and second they usually can sacrafice themselves for a large one time effect. The Jackalope lacky tokens in this case however have no special powers but several characters can take advantage of them like Bigonia gets a large bonus for each Jackalope in play.
Here is an example of one of Rodericke's cards his lovely assistant Uma.
Name: Uma Type: CC\Lacky Text: Adds flash, +3, and fient to one attack. If attached to Rodericke, attacks gain an additional +3 and 'draw a card'. Sarafice Uma to block all attacks until end of round.
2. Yes spells can be played at any time except in the resolutions phase.
3. That would be correct. Players don't get an individualize turn like in magic, they just alternate priority of attack durring the turns until no players want to play any more attacks that turn.
4. As a general rule yes you can only play one attack or defense card at a time, but there are several powers like Chain which allow you to play cards together as one or use multiple cards at once.
5. There are a few cards like "Charby's Evil Side" which can only be used with Charby, and certain powers like Pack which require other pack cards to use propers but the vast majority of cards can be used by anyone in any combination, though some do give bonuses to specific characters. However we tried to avoid character specific cards as much as possible. So for example you could have Tony as your character with Kavonn's Hat, Mye's Wand, Q's Devil Eyes, Menu's frenzy, & Faye's one wing as his construct cards if you thought those would be a good combination of cards.
|
|
|
Post by Daggertooth on Apr 30, 2006 22:32:56 GMT -5
Okay, so in an attack I play one attack card a turn. That attack card has only one use and goes strait into the graveyard afterwards correct? Is there a limit to how many combat cards you can use in an attack phase?
Exactly what is sacraficing categorized as? Is it an effect that can be used any time? Example being if I am Kavonn and have three jackalopes in play and my oponent is bigonia. Is there an order or stack that occures if the opponent tries to use the jackalopes in play and I choose to sacrafice all three Jackalopes to ping my opponents deck and cycle three in my graveyard?
Daggertooth
|
|
|
Post by EEN on May 1, 2006 7:42:33 GMT -5
That is essentially correct, however an attack doesn't go to the discard pile till it resolves. IE cards with echo can be used next round, so they don't resolve immediately upon playing and wouldn't go to the discard pile or be moved out of game until all effects had resolved, in this case all echo attacks played. There is no limit to the amount of rallies, attack, defense, or spell cards you can play in a round. If you have managed to get ten attack cards in your hand you can play them all in one combat phase if you so choose. Certain powers however such as Invoke can only be used once per round.
As to your second question here is where the game is similar in magic. Unless something copies or specifies it should be played as an existing card type it is considered a fast effect and can be played any time.
Also like magic the "Last in First Out" Rule applies to the stack.
Lets take Kavonn's hair as an example. He has two options with this card. Option one is an attack. Which means if he wants to use this he has to play it just like a normal attack card, in the attack phase when he has priority to attack. The second part however isn't a defense it simply says prevent 3 damage. So Kavonn could play this second power any time he pleases and even toss it on the stack with a defense card. In that example the attack would have 3 of its damage prevented and then the defense card would be applied against it, effects would then trigger etc.
So to answer your question if Begonia was attacking you could sacrifice all three of your jackalopes in response to her playing an attack. Your sacrifices would go on the stack over her attack so the jackalopes would be dead and gone before her attack occured thus denying her any potential bonuses from those cute critters. Since Kavonn's jackalope power isn't an attack, it isn't restricted the way attack cards are and doesn't deal damage your opponent can't even play a defense card against it or even prevent damage for that matter.
If you are familiar with Magic the Gathering the think of the rules for attacks & rallies similar to the rules for sorceries.
|
|
|
Post by Daggertooth on May 1, 2006 9:24:37 GMT -5
Since both players are playing simultaniously how do you figure who is the attacking player and defending player once the rally phase begins. Is it as simple as flipping a coin at the beginning then alternating?
Can spells, abilities, and effects be affected while on the stack? Let me use bigonia again. Say that her ability is placed on the stack with three jackalopes in play, I then sacrafice those jackalopes. Does that affect her stacked ability?
There are different types of customizable gaming software out there. I'm sure you've heard of Apprentice for magic, I have been told that it can be customized for many different card games, which is why Wizards hasn't sued them. I am not sure if it can be applied to this game as it is rather different in construction....
Daggertooth
|
|
|
Post by EEN on May 1, 2006 9:44:48 GMT -5
As for deciding who goes first, well yea it is that simple. Though Azalea for example has a card that allows her to go first always.
Abilities can of course be affected while on the stack, otherwise counter spells wouldn't be playable. Several spells for example will alter the damage or defense of a card on the stack. However in the example of Bigonia's Jackalope bonus she is getting her powers from her character cards not the effects on the stack. So by removing the Jackalopes her bonuses depart before her attack card ever comes up in the stack. So actually in that example you are not really changing the effects in the stack so much as the effects already in play.
As for the software I'm not really involved in that part though I'll pass the suggestion on to my partner who is handling all the programing.
|
|
|
Post by Daggertooth on May 2, 2006 2:56:01 GMT -5
I don't fully understand the phrase: "Counts as components for any spell not cast on yourself." as stated on Kavonn's staff. I understand that with this you may play spells that do not target yourself. But I don't understand the word "Components" as written in this card. Is it as simple as "Components" being the specific term that allows for spell use? I'd be interested in looking at some of the other cards you have and examples of the varied effects that are in the game. Daggertooth
|
|
|
Post by EEN on May 2, 2006 10:21:37 GMT -5
Spells in the CTV game cannot be cast without some other card allowing you to do so, usually a magic item like Tony's Hat, or Mye's Wand. However there are a few other cards like rallies which will allow you to cast a spell in case anything happens to your item of power. Components is probably a bit of outdated terminology to remind people they can't cast spells without another card or compnent to enable the spell.
Note on Necro: Necro which is one on a handful of powers I forgot to mention lets you return it to your hand if there are sufficent cards above it. When your return a necro card to your hand you must remove all cards above it from the game. So if you have a card with Necro 5 you can return it when it is five cards down in the discard pile but you must remove those five or more cards from the game to do so. You play the necro power as a rally.
Spells
Ouchies Type - Spell Text: All cards that deal damage, instead cycle that many cards.
Master’s Plan Type - Spell Text - All cards in your hand gain invoke. You may invoke as many cards as you wish durring your rally phase, count each invocation as a separate invoke. During resolutions remove any cards with invoke in your graveyard from the game.
Jack-a-loped Type - Spell Text - All cards in play except for Character cards become jackalope lackies with: Add Draw a card to one attack.
Dream Scape Type - Spell Text - Card effect do not end during the resolution stage as long as this card is in play.
Mist Shape Type - Spell Text- You take no damage from attacks this turn and deal no damage from attacks this turn, you may choose to draw two less cards next turn and keep this spell in play.
Spell Chain Type - Spell Text - Chain: Search your deck for 2 spell cards and put them into your hand.
Ka-Blam Type - Spell Text - All players dispatch 20 cards
Dramatic Entrance Type - Type Text - Search your deck for a rally card and put it into play even if it is out of the rally phase you may play an attack card immediately after.
Bloooood magic Type - Spell Text - Rage 10: Play a card directly from your discard pile and put it into play.
Blood Magic Type - Spell Text - Rage 7: Play the top card from any discard pile
Gloved Type - Spell Text - Reduce damage from an attack to 1.
Attacks
Cycle of Life Type - Attack 5 Text: Invoke - Place a card with invoke at the top of your deck.
Stake Type - Attack -10 Text: Impale 25
This should Impress her Type - Attack 10 Text: End combat phase
Banshee Greetings Type - Attack 7 Text - Double the damage this card deals for every defense card your opponent plays.
Banshee Nod Type - Attack 0 Text: Chain: Doubles Impale Damage is doubled and return any cards chained to this one to your hand rather then discarding it.
Defense Honor Bound Type - Defense Text - Prevent all damage from an attack both players dispath X cards where X is the number of damage prevented
Glory Type- Defense 10 Text- If this defense is unsuccessful return it to your hand instead of putting it in your discard pile
Nullify type- defense 0 text- attack card loses all effects and abilities, this power triggers as a spell.
Mind Eraser type- defense 5 text- if succesful remove prevented attack and all copies of that card from opponent's deck from game
Mind over matter type - Defense text - prevent all dmg that would be delt this round, attacking opponnent arranges top X cards from his deck, where X is dmg prevented, in any order he/she chooses.
Anti-Slay Type- Defense 0 Text- Nerco 5, when you return this card to your hand using its necro cost you may put any cards above it with Spirit, Echo or Fortitude on top of your library instead of removing them from the game. If any other Anti-Slays are in your discard pile remove them from the game.
Name - Necromantic Type - Defense 1 Text - Necro 5 whenever you return this card to your hand & draw a card from the bottom of your discard pile, you may play this ability any time.
Rally Soylent Jerky Type - Rally Text - Every time an opponent takes a damage this turn cycle one card.
No Retreat Type - Rally Text - Whenever an attack resolves whomever loose the action takes all defense point plus all attack points in damage plus all effects. Effects to not enter play till after the attack resolves.
Cute Eyes Type- Rally Text - Whenever your opponent plays a card this turn you may draw a card.
Evil Eyes Type - Rally Text - Whenever an opponent plays a cards this turn you may search your deck for a copy of that card.
Nein Type - Rally Take no damage from any attack that would deal more then nine damage to you
Deeper Power Type - Rally Text - Once per turn you may draw three cards at the end of a phase. If this card is in your graveyard draw three less cards per turn.
Characters Menu type- Character text - Everytime you successfully play a card, remove one card form opponents discard pile from the game. For each card removed in this way, all your attacks gain +1 dmg untill end of turn.
Frenzy type- CC text - If you played no defense cards last turn, draw one less card this turn and search library for target attack card with rage.
Mooch type- CC text - At the beginning of the turn, flip a coin. Call the outcome in the air. If you win the flip, draw 2 additional cards during ht draw phase. If you lose, draw one less.
Evasion Type - CC Text - Once per turn when you are attack you may flip a coin, if you win this toss prevent all damage from that attack.
Brawler Type - CC Text - If you played only attack cards last turn take half damage rounded down from all attacks
Rodericke King of Vampires Type: Character Text: Dominion, whenever you sacrafice a lacky you may draw 3 cards.
Uma Type: CC\Lacky Text: Adds flash, +3, and fient. If attached to Rodericke, attacks gain an additional +3 to attacks and draw and extra card. Sarafice Uma to block all attacks until end of round.
Name: Fernando Type: CC\Lacky Text: Adds Chain, Echo, and impale (4), if atached to Rodericke also add "damage done this way is removed from the game". Sacrafice Fernando to double the damage all your attacks this round.
Roxana Type: CC\Lacky Text: Adds Reflex, and imunity to impale\echo, if attached to Rodericke also gain -3 to damage. Sacrafice Roxana to remove all effects in play and suppress all powers until end of turn.
Silver Blades Type: CC Text: Damage you deal cannot be paided for in resistence, your opponents spirit is half as effective rounding down.
Pureblood Type: CC Text: +3 to all resistence
Please note these cards are all subject to change (Particularly the names) before we release the cards.
|
|
|
Post by Daggertooth on May 5, 2006 7:00:24 GMT -5
Everything looks good. I do have some comments and questions. Some input and stuff. My mind is still focused on MTG so that may be the reason some of things confuse me. How long is the duration of a spell again? You say they go into effect immediately as opposed to attack and defense cards that resolve at the end. Ifm wondering if Ouchies can be played after your opponent plays his/her first attack card to cycle all damage dealt to you that entire phase. Ouchies: Looks like a good healing card. Master Plan: Ifm wondering, Do the cards in my hand still have invoke once they go into the graveyard? Say I play Master Plan then play a Rally card. Could I invoke for that Rally card then reply it then invoke for it again in a cycle that will last until Ifm out of cards? Jack-a-loped: So this affects mainly character constructs? I donft understand exactly how they give gdraw a cardh to an attack. Do you need to sacrifice the jackalope to provide that ability or do you need to tap it? Does the affect last until end of turn? Dream Scape: Ifm wondering how long you can keep this in play. The reason Ifm confused is that I am associating spells with instants from mtg. The card says as long as it stays in play, is that a controlled affect? It only targets one card correct, is that any type of card? Mist shape: Good solid stall condition with a solid drawback. Has the feel of an enchantment. I really need to stop comparing and associating the game with magic, old habits die hard. Ka-Blam: Dangcgive me four of those and Kavonn and Ifll tear you apart! Dramatic Entrance: Sounds like a fun way to attack your opponent during his own rally phase. or Just before his resolution phase. Blood Magic is done after you rage right? Cycle of life: Is the cost of the invoke putting a card with invoke on the top of the library? Where would this card come from? Stake: Give me four of thesecTwo successful impales and your dead. Ifm a little confused by the process of attack and defense. If I attack with a 7 and you block with a 6 then the defense fails and you discard the top seven cards of your library, correct? Or do you only discard the top 1 card? Honor bound: Ooh, I like. Give me four of these as well. Ifll dispatch the hell out of both of us then Jackalope you to death. Bwah ha ha ha. Glory: I like a lotcfour of these please. Nullify: means I can cast any spell right? This is one of the cards that allow for spellcasting correct? Mind Eraser: Itfs nicec.a little small on the defensive side considering some of the attacking cards. Can you stack defence? Play two of these against one attack? Mind over Matter: Ifm actually very confused at what this card is doing. Anti-slay: I can see some nifty tricks with this card that can help your tempo. On the library is a little of a downer so its not so much card advantage, still, you can manipulate it nicely. Sounds fun. As far as a defensive spellc.umcit can stop impale. No Retreat + Stake + Banshee Nod = 60 Damage Bwah ha ha ha! Best play Nein to the attack abovecincase it doesnft do the damage to the correct person. Deeper Power: Well its card advantage of 2. A move of desperation considering the drawback. Even If theres a fast way to necro it away thatfs an additional card your relying on. Unless your deck revolved around removing stuff from your graveyard youfll be getting a virtual card advantage of 1. Even with four of these in your library I donf t think its strong enough to overcome the drawback. Itfs a well made card, just not one I see very playable. Fernando: Does he give that ability to all cards? If all your attacks have chain can you chain them all together? Rodericke might be a little powerful, the three lackys that can bond to him can affect all the cards and give him massive card advantage. It would be a very dominant combination. Though I still would hedge my bets with Kavoon. Just my input. I already have my deck designed. Deck style: Suicide Kavonn You know whatc.on second thought it was a very bad idea to tell the world my play style. Daggertooth
|
|
|
Post by EEN on May 5, 2006 8:13:24 GMT -5
1. How long the duration of a spell? - All cards & card powers are cleared at the resolution stage unless otherwise stated on the card so all power are 'till end of turn' by default.
Master's Plan - No, only cards in your hand gain invoke. However if you followed up Master's Plan with a spell or rally that let you draw cards all those cards would gain invoke once they were in your hand.
Jack-a-loped - Yes this card effects only CC cards. Lackies uniformly add text or power to other cards once per turn. IE: If you play a card that does six damage and activate a jackalope it the card for all intents and purposes now read "Six damage & Draw a card", You do not need to sacrifice the Jackalope to activate it's power as a lacky.
Dreamscape - Minor typo there on my part it should read "Card effects" plural. Thus the card is self sustaining. As long as it is in play card effects don't resolve and leave play, thus dreamscape can't resolve and stays in play. The only way to get ride of it is with a card that eliminates effects from play.
Mist Shape - Yes but any enchantment style card is Charby have draw backs unless they are Character Construct or Unleashed.
Ka-Blam -
Dramatic Entrance -
Blood Magic - Correct
Cycle of life - You are misreading the card slightly, that isn't a cost it is an effect. Whenever this card is invoked the power kicks off allowing you to put a card with invoke on top of your library. Effectively even if you have no other cards in your discard pile you would still be able to put the newly discarded cycle of life on top of your deck.
Stake: That one is tricky, keep in mind the attack does -10 damage so you need to rig the card somehow to do actually damage before the impale goes off.
If I attack with a 7 and you block with a 6 then the defense fails and you discard the top seven cards of your library, correct? Or do you only discard the top 1 card? - No you only take 1 point of damage and only discard the top 1, however all powers of the defense card fail and it is discarded while all powers of the attack card are put into play.
Honor Bound - Keep in mind disard and dispatch are two seperate effect. Discard is only when a card is put from your hand to your discard pile but not when a card is put from your deck into your discard pile. So Invoke would give you a jackalope but dispatch would not.
Nullify - What that means is you can play this card as if it were a spell without the spell item restriction meaning this card can be played any time and its power goes into play immediately without the need to defeat an attack.
Mind Eraser - Like attacks you can only combine defenses with chain into a larger single defense. However you can use other cards to add defense bonuses to your attacks or use spells etc. The Reflex power would help here too giving you extra defense points you could add to this card.
Mind over Matter: You stop any amout of damage your opponent is dealing like say 10 for example. However as a draw back to this stop all defense your opponent then get to look at in this case the top 10 cards of his deck and put them back in any order effectively stacking his deck.
Anti-Slay: No it can not stop impale, it is really only good when it is in your graveyard.
Deeper Power: It is a big draw back but that is because it is a large advantage. It is designed to work with Dream Scape for an end game combo.
Fernando/Rodericke: Lackies only add their powers to one card per turn so I hope that makes them seem more balanced.
Deck Style - Heh funny my partner had similar ideas. I think I'd play Q or the Rose Sisters myself.
Thanks very very much for the feed back this will be very useful in editing, re-phrasing the cards and flushing out the rule book. Clearly some things need to be better explained and made more clear to new players, thanks. With any luck the full card set should be finished this weekend though I'll probably keep making edits till we release the cards officially.
|
|
|
Post by Daggertooth on May 5, 2006 9:04:34 GMT -5
Master's Plan - No, only cards in your hand gain invoke. However if you followed up Master's Plan with a spell or rally that let you draw cards all those cards would gain invoke once they were in your hand. Okay. Still a good card. You could play a card that normaly has invoke as many times as you have cards in your hand. Probably not the best action, but could be useful. Jack-a-loped - Yes this card effects only CC cards. Lackies uniformly add text or power to other cards once per turn. IE: If you play a card that does six damage and activate a jackalope it the card for all intents and purposes now read "Six damage & Draw a card", You do not need to sacrifice the Jackalope to activate it's power as a lacky. So if I have three lackies I can make an attack have "draw three cards." This lasts untill end of turn. Unless you have Dreamscape in play. Interesting.... Dreamscape - Minor typo there on my part it should read "Card effects" plural. Thus the card is self sustaining. As long as it is in play card effects don't resolve and leave play, thus dreamscape can't resolve and stays in play. The only way to get ride of it is with a card that eliminates effects from play. So does this mean that attacks and defence does not resolve? Cycle of life - You are misreading the card slightly, that isn't a cost it is an effect. Whenever this card is invoked the power kicks off allowing you to put a card with invoke on top of your library. Effectively even if you have no other cards in your discard pile you would still be able to put the newly discarded cycle of life on top of your deck. Wow....so you can invoke a card from your graveyard to your hand and get this card to the top of your library. Thats a powerful trick there. Hope to see some real powerful invoke cards. Compliments Kavonn very nicely. Stake: That one is tricky, keep in mind the attack does -10 damage so you need to rig the card somehow to do actually damage before the impale goes off. Ouch...a -10? I totaly missread that. If I attack with a 7 and you block with a 6 then the defense fails and you discard the top seven cards of your library, correct? Or do you only discard the top 1 card? - No you only take 1 point of damage and only discard the top 1, however all powers of the defense card fail and it is discarded while all powers of the attack card are put into play. So any attack thats blocked has its abilities fail. Any block greater than the attack is successful and has its abilities activated. Honor Bound - Keep in mind disard and dispatch are two seperate effect. Discard is only when a card is put from your hand to your discard pile but not when a card is put from your deck into your discard pile. So Invoke would give you a jackalope but dispatch would not. Actualy I understood this quite well...it was the CC Jackalope attack that I misunderstood. I thought that I could choose to discard any time I wanted to get a jackalope...meaning i trade a card for a jackalope. This may prove a problem for my strategy, but it may prove much much better. It also combo's greatly with Jack-a-loped because if played right I could draw a massive amount of cards. Am I correct? Mind over Matter: You stop any amout of damage your opponent is dealing like say 10 for example. However as a draw back to this stop all defense your opponent then get to look at in this case the top 10 cards of his deck and put them back in any order effectively stacking his deck. Wow.....that drawback is...um...suicide. Sounds like a last ditch effort for the endgame. Anti-Slay: No it can not stop impale, it is really only good when it is in your graveyard. Oh...i think I missunderstood impale. If a card with impale is completely blocked it does the small amount of damage. But if it is not completely blocked then the impale damage is what hits. I guess Anti-slaying could block a Stake thats not chained to something. Deeper Power: It is a big draw back but that is because it is a large advantage. It is designed to work with Dream Scape for an end game combo. Ah.....I might have seen that if I had understood dreamscape....or I might not have. That would be three extra cards a turn...very powerful indeed. Fernando/Rodericke: Lackies only add their powers to one card per turn so I hope that makes them seem more balanced. It does, and I do believe you mentioned that before, my bad. Deck Style - Heh funny my partner had similar ideas. I think I'd play Q or the Rose Sisters myself. No fair, you have the entire playset at your disposal. There are still some things that confuse me about attack. Is each attack-block set considered individualy? I attack, you block and that will resolve together at the resolution phase in the mean time I can attack again. Or do they kind of stack? I attack you block then I attack then you block and so on and so fourth. Now I'm under the impression that they resolve in little pairs of one attack and one block and the only way to add an additional card to one attack or block is with a chain. Is there a limit to the amount of cards you can chain on to an attack? Thanks very very much for the feed back this will be very useful in editing, re-phrasing the cards and flushing out the rule book. Clearly some things need to be better explained and made more clear to new players, thanks. With any luck the full card set should be finished this weekend though I'll probably keep making edits till we release the cards officially. No problem. It's fun looking at cards and thinking up possibilities of how to use and abuse them. I still think that massive damage combo may be pulled off, gotta make all my cards have chain first. Too many cards required, but if I get a jackalope attack with a ton of draw power I might could pull it off. Daggertooth Edit: Quick question on sadistic amusment. From the cards writing they have a choice of discarding a card or dispatching thier opponent for three. Why would they ever not choose to dispatch thier opponent? Banshee Greeting: Is the growth exponential? 7 -> 14 -> 28 -> 56 or is it linear? 7-> 14 -> 21 -> 28 Also, is it defense card played that turn or after this is cast. Can you play this after three defense cards have already been played for a 56 (or 28) attack? Of course it would only be 56 if successful, ie not blocked at all, correct?
|
|
|
Post by EEN on May 5, 2006 13:19:11 GMT -5
1. So does this mean that attacks and defence does not resolve? (With Dreamscape in play) Yes/No the card themselves deal their damage or defense at instant speed, however any effects the cards put into play like +2 for attacks would remain in play and never resolve. These cards would then never go to the discard pile as they and their powers would remain in play.
2. So any attack thats blocked has its abilities fail. Any block greater than the attack is successful and has its abilities activated. Correct in the case of a tie they cancel each other out.
3. Actualy I understood this quite well...it was the CC Jackalope attack that I misunderstood. I thought that I could choose to discard any time I wanted to get a jackalope...meaning i trade a card for a jackalope. This may prove a problem for my strategy, but it may prove much much better. It also combo's greatly with Jack-a-loped because if played right I could draw a massive amount of cards. Am I correct? You cannot discard to get a jackalope just when you do disard like say with Invoke, you get a jackalope as a triggered effect. You are correct that with Jack-a-loped if you played it right you could draw many cards.
4. Oh...i think I missunderstood impale Impale like any card effect only get off if the attack is successful. The damage impale does is only put on the stack after the attack is successful It is easiest to think of all attack effects similar to the magic cards which read "When this creature deals damage to an opponent...."
5. There are still some things that confuse me about attack. Is each attack-block set considered individualy? I attack, you block and that will resolve together at the resolution phase in the mean time I can attack again. Or do they kind of stack? I attack you block then I attack then you block and so on and so fourth. Now I'm under the impression that they resolve in little pairs of one attack and one block and the only way to add an additional card to one attack or block is with a chain. Is there a limit to the amount of cards you can chain on to an attack? Each attack/defense conflict is considered one at a time, however their powers once triggered go onto into play and remain in play until they are used in the case of Echo and Reflex or until the resolution stage in the event of an effect that they put into play. You are correct that the only way to throw more card into an attack or defense is with a spell or chaining cards together. There is no limit to the cards you can chain but all cards in the unit must have chain and must be declaired together when they are first played
Quick question on sadistic amusment. From the cards writing they have a choice of discarding a card or dispatching thier opponent for three. Why would they ever not choose to dispatch thier opponent? There was a reason a while back with some cards that got cut, the card has since been updated to make it so both effects can target the opponent.
Banshee Greeting: Is the growth exponential? 7 -> 14 -> 28 -> 56 or is it linear? 7-> 14 -> 21 -> 28 Also, is it defense card played that turn or after this is cast. Can you play this after three defense cards have already been played for a 56 (or 28) attack? Of course it would only be 56 if successful, ie not blocked at all, correct? It is exponentialm but you can only play it as a normal attack and will only be affected by defense cards on the stack. So without a spell or something similar you opponent rather has control in this card but if he even plays one defense card that make it a 14 point attack.
Here are some more cards for your viewing pleasure to give you a few more examples of chraracters as well as some unleashed cards. Unleashed cards will be optional for more advanced players but I feel it adds a really strong and unique aspect to the game.
Characters/Character Construct
The Rose Sisters 1 Name- Rosita type -CC text - pack All attacks dealing 1 dmg or less gain gemini flavor text-
2 Name- Rosebud type -CC text - pack All attacks dealing 1 dmg or less gain echo flavor text-
3 Name- Rosey type -CC text - pack All attacks dealing 1 dmg or less gain impale 1 flavor text-
4 Name- Roseann type -CC text - pack All attacks dealing 1 dmg or less gain flash . flavor text-
5 Name- Rosemary type -CC text - pack All attacks dealing 1 dmg or less gain: Fury 1 - this attack deals 1 more damage, you may play this twice a turn. flavor text-
6 Name- Rosewood type -CC text - pack All attacks dealing 1 dmg or less gain : target player discards a card, draw a card. flavor text-
7 Name- Roselynn type -CC text - pack All attacks dealing 1 dmg or less gain : look at top card of target opponent's deck. You place that card at the bottom or top of the library. flavor text -
8 Name- Rosered type -CC text - pack You may reduce any attack to 1 dmg. Declare ability before this attack is played. flavor text-
9 Name- Rosa type -Character text - pack You may play up to 9 CC cards so long as they are Rose Sisters. flavor text-
Ardia
1 Name - Ardia Type - Character Card Text - Everytime you attack successfully put a blood token on Ardia. You may remove a blood token from Ardia to give a card flash, overwhelm, chain, plus 1 damage, or remove top card from opponents discard pile from the game.
2 Name - Torture Type - CC Text - When you attack you may reveal your hand, for every attack card in your hand your attacks deal 1 extra damage
3 Name - Heartless Type - CC Text - You may play a defense card as an attack card. It deals as much damage as it would have prevented. Standard Defense powers do no trigger.
4 Name - Wickedness Type - CC Text - At end of turn you opponent must discard down to your hand size
5 Name - Deathwalker Type - CC Text - If the top card of your discard pile is an attack card you may choose to play it as though it was in your hand. Use this power only once a turn.
6 Name - Vicious Response Type - CC Text - You may discard a card from your hand to return an unsuccessful attack to your hand instead of putting it in the discard pile. Unleashed cards are kept in a small side board and can only activated when their Unleash condition is met.
Unleashed
UNLEASHED ------------------------------------------------------ 1 Dragon Slay Type - Unleashed Attack 20 Text - Draw 3 cards Unleash: Deal twenty damage with a single normal attack
2 Draw Sword Type - Unleashed Construct Text - All attacks gain gemini Unleash: When your opponent has 8 or cards
3 Talloned Gloves Type - Unleashed Construct Text - no maximum hand size Unleash: Skip your draw phase
4 Visage Type - Unleashed Construct Text - First attack per turn agianst you has a -10 penalty Unleash: 20 cards or less left in deck
5 Savage Beating Type - Unleashed Attack 20 Text - Fork 2/2/2/2/2/2/2/2/2/2 Unleash: 3 or more of your attacks are blocked in an single turn
6 Hungry Hungry Hungry Type - Unleashed Rally Text - Draw 3 cards then at end of turn draw 3 more cards Unleashed: Opponent makes you discard the last card in your hand
7 Quickening Type - Unleashed Construct Text - Whenever you draw a defense card, discard it and draw 2 more cards. Unleash: Have 5 or more defense cards in your hand
8 Full Moon Type - Unleashed Construct Text - Double the attack or defense of all cards played, all cards loose there non-standard powers Unleash: Discard 6 cards from your hand
9 Mauling Type - Unleashed Attack 10 Text - Opponent cannot play defense cards again this attack Unleash: Reveal your hand with five or more attack cards
10 Snap Type - Unleashed Attack 1 Text - Whenever your opponent plays an attack put this card back in your unleashed deck Unleash: Your attack is blocked
11 Will Powers Type - Unleashed Constuct Text - At draw phrase opponent reveals all drawn cards to you. Choose on and put it on top of their deck. Unleash: Opponent looks at your hand
12 Dillusions Type - Unleashed Defense Text - Redirect one spell, attack, or rally when it is played Unleash: Opponent plays an unleashed card
13 Eyes of the Evil Type - Unleashed Construct Text - Removes three of oppoents unleashed cards at random from the game Unleash: Opponent makes you dispatch 5 or more cards
14 Will Bending Type - Unleashed Rally Text - Return all your cards removed from the game, put them in your discard pile. Cycle ten cards Unleash: Opponent hits you for 20 damage or more
15 Psychic Power Type - Unleashed Construct Text- Add this card to your chracter construct do not replace a card. Once per turn copy an opponent's attack. Unleashed: Opponent plays a card against your character construct.
|
|
|
Post by Daggertooth on May 5, 2006 21:12:47 GMT -5
There is no limit to the cards you can chain but all cards in the unit must have chain and must be declaired together when they are first played So you canft play an attack and chain another attack to it unless both attack cards have the ability to chain? It is exponentialm but you can only play it as a normal attack and will only be affected by defense cards on the stack. So without a spell or something similar you opponent rather has control in this card but if he even plays one defense card that make it a 14 point attack. Still not sure I fully understand. If they play one defense card in that specific stack wouldnft the ability to double attack fail? On the rose sisters. Is it based on attack cards with 1 attack or less or specific attack sequences where only 1 or less damage goes through? The rose sisters do indeed look powerful. The ability to have 9 CCfs is interesting. Ifll need you to explain to me exactly what the 1 damage means. I think I get it, but am slightly confused by it. I like heartless. Makes for my plans of a Suicide Kavonn deck full of mostly defensive spells actually a viable strategy. Wickedness is pure evil. Discard in any game is evil. Probably makes for a forced fast game where you use up your hand as fast as possible. Course it might just allow me to get more Jackalopescso my opponent best be wary when playing this on me. Deathwalker has some nice card advantage going for it. I like the idea of an extra attack a turn. Vicious Response: I assume since it is saying that the attack goes to your hand instead of the graveyard you wouldnft be able to tutor your graveyard for an attack card? Still nice, to use to keep a more powerful attack on hand. So with unleashed, do you have access to all five cards in your sideboard? As if they were in your hand? Dragon Slay: The trigger is dealing 20 damage correct? This then just adds to that attack dealing an additional 20 damage and netting you 3 cardscright? Ifm not sure you defined the term Gemini yet. Probably just doubles the cardc. Talloned Gloves would be nice with dreamscape and a few drawing jackalopes. What exactly is an Unleashed construct. Is it similar to a character construct? Itfs not one of the five CCfs you can choose is it? Does it act like one as in its in play as a CC but only triggers when the unleash activiation is met? Quickening: How much control do you have over this card? Say you draw one defence then discard to draw two more cards. If those two cards are defense you can discard both to draw four and grow exponentially. This could be very powerful but potential suicide if you canft stop. Depending on how defense oriented your deck is of course. Willpower is nice. Card advantage for loss of secrecy might be a heafty drawback, but I think its worth it. Dillusions: Where do you redirect it? What if there are no other legal targets? Such as an ability that pumps up an attack monstrously with no other attacks in play or on the stack, where would you redirect the ability? Eyes of the Evil can be very powerful. I like. Some Unleashed questions. Once an unleashed has been played its unleashed requirements no longer need to be maintained? You can only have one copy of an unleashed card in your sideboard? Where do unleshed cards go when they resolve? Daggertooth
|
|
|
Post by EEN on May 5, 2006 21:44:19 GMT -5
So you canft play an attack and chain another attack to it unless both attack cards have the ability to chain? Yes both cards must have chain.
Still not sure I fully understand. If they play one defense card in that specific stack wouldnft the ability to double attack fail? No. Even if they play only one defense card that still doubles the attack damage.
On the rose sisters. Is it based on attack cards with 1 attack or less or specific attack sequences where only 1 or less damage goes through? It is damage dealt. Their power only triggers when an attack actually does 1 damage regardless of its potential damage.
Vicious Response: I assume since it is saying that the attack goes to your hand instead of the graveyard you wouldnft be able to tutor your graveyard for an attack card? Correct that was how we intended the card to play.
So with unleashed, do you have access to all five cards in your sideboard? As if they were in your hand? More like they are sleeper cards already in play. You can activate them when their condition are met and put them directly on the stack.
The trigger is dealing 20 damage correct? This then just adds to that attack dealing an additional 20 damage and netting you 3 cardscright?NoYou deal twenty damage, then you can flip that card over and put Dragon Slay on the stack. Dragon Slay is an Unleashed Attack. At that point it behaves like a normal attack, if it deals damage its power triggers and you draw three cards.
Ifm not sure you defined the term Gemini yet. Probably just doubles the cardc.Gemini was supposed to put a copy of the attack directly onto the stack, it has been flagged as potentially being to powerful and maybe removed when we test play.
What exactly is an Unleashed construct. Is it similar to a character construct? Itfs not one of the five CCfs you can choose is it? Does it act like one as in its in play as a CC but only triggers when the unleash activiation is met? This is my bad for not explaining. An unleashed CC card can replace one of your existing CC cards when it is activated.
Quickening: How much control do you have over this card? Say you draw one defence then discard to draw two more cards. If those two cards are defense you can discard both to draw four and grow exponentially. This could be very powerful but potential suicide if you canft stop. Depending on how defense oriented your deck is of course. It is trigger conditioned so you have no control over it. It automatically goes onto the stack whenever you draw a defense card.
Dillusions: Where do you redirect it? What if there are no other legal targets? Such as an ability that pumps up an attack monstrously with no other attacks in play or on the stack, where would you redirect the ability? It would be almost impossible for you to not have a legal target as your opponent wouldn't be able to play the power without a target. Like any other card if its target is removed while it is on the stack then its power fizzles.
Some Unleashed questions. Once an unleashed has been played its unleashed requirements no longer need to be maintained? There is no upkeep on Unleashed cards. Once a card is 'unleashed' and fliped over it is put in play and work according to its sub-type Attack, CC, Defense etc. You can only have one copy of an unleashed card in your sideboard? That is correct. Only one copy per card for both unleashed and CC cards. Where do unleshed cards go when they resolve? They are removed from game and gone unless otherwise stated like in the case of snap which can be put put back into the unleashed deck when its trigger condition is met.
I am working on the cards now and I may post up the offical attack cards here shortly as soon as I finish editing and review them to make sure there are no more typos or cards in need of updating.
|
|
|
Post by Daggertooth on May 5, 2006 22:15:23 GMT -5
Can you play abilities while a spell is resolving? Example being discarding a card due to Quickening then getting a jackalope with Kavonn, can I sacrafice that Jackalope before I draw my two cards from the quickening?
On attack. Still a little confused. There are some abilities that seem to require it to be unblocked to trigger, and others that trigger reguardless of being blocked. Example being Impale only triggering when its unblocked and Banshee Greeting which activates if blocked. Perhaps I need to be better familiar with the various abilities on the attack cards.
Daggertooth
|
|
|
Post by EEN on May 5, 2006 22:34:21 GMT -5
In the that case no, it is a triggers based effect so it happens at the same time you discard. The Jackalope itself is never in the stack so there is no opportunity to add something between the discard and the Jackalope.
Like in magic the wording on a card wording always trumps so certain cards break or mod the rules by design. However you are right we should specify some sort of term to make that clear. *Adds that to list of edits.*
Edit: All the offical attack cards as they stand of today.
Notes:
Mana Dew works simlar to rage but with mana. Only Faye and Fairy types get mana and only from their Character cards.
ATTACKS ------------------------------------------------------
1 Name -generic attack no. 1 type - attack 12 text - Flavor Text - Thhwack!
2 Name - flurry of blows type - attack 5 text - Echo Fork 2/2 Flavor text-
3 Name - Share the pain type - attack 7 text - echo Flavor Text -
4 Name - Testing the waters type - attack text - faint: 1 dmg Flavor Text -
5 Name - One-two punch type - attack 5 text - Impale 10 Flavor Text -
6 Name - Fork.. to the head! type - attack text - 7 dmg breakdown: 2-2-2 Flavor Text -
7 Name - Shishcabob type - attack text - 1 dmg impale 12 Flavor Text -
8 Name - When there's a will... type - attack text - 3 Damage Chain: Flash Flavor Text -
9 Name - There's a way type - attack text - 3 dmg Chain: Return a card from your discard pile to top of your deck Flavor Text -
10 Name - Staggering blow type - attack text - 1 dmg. If successfull, opponent draws two less cards during draw phase next turn. Flavor Text -
11 Name - flip-flop type - attack/defense 7 text - Can be used as either an attack or defense. Invoke Flavor Text -
12 Name - Out number type - attack x text - X equals four damage for each lacky you control Flavor Text -
13 Name - Family ties type - attack X text - X equals 2 dmg for each pack member in play Flavor Text -
14 Name - Rose of Thorns type - attack 5 text - Mana Dew 1: Opponent dispatches 1 cards Flavor Text -
15 Name - Charby's Frenzy type - Attack 5 text - Chain: Draw two cards Flavor Text -
16 Name - Hell Ride type - Attack text - Attack doing 20 damage if it blocked or prevented you take 20 damage instead Flavor Text -
17 Name - Flash Attack (Not like that!) type - Attack 5 text - Flash Fork 1/1 fient Flavor Text -
18 Name - Way of the Warrior type - Attack 3 text - Cycle an attack card from your discard to the bottom deck for each point of damage inflicted by this attack. Flavor Text -
19 Name - Doooooooooooooooooooooom type - Attack 10 text - Echo 15, if this is prevent it reverses goes it goes under the control of the defender. Flavor Text -
20 Name - Skull Crack type - Attack text - dmg 1 nulify the effects of opponents character construct cards till end of turn Flavor Text -
21 Name - Strangle Type - Attack 7 damage Text- Search for a card called Strangle in your deck put that card into your hand, suffle your library, draw one less next turn.
22 Name - Masochism Type - Attack 1 damage Text - Rage 3 - Add Flash, Imale 5, Echo, or Fient. You may add rage for this card after defense is declaired before this attack resolves.
23 Name - 2 to the face Type - Attack 8 Text: fork 3-3 Impale 4
24 Name - Stop hitting yourself Type - Attack Special 5+X Damage Text: Play this card durring your defense stage. X equals the attack damage of your opponents attack. This attack does not reduce any damage you take.
25 Name - Elite Attack (Its a pun) Type- Attack 1 Text: Spirit 10
26 Name: Fairy Vengence Type: Attack 4 Text: Mana Dew 1: Gain one mana for every point of damage inflicted with this attack
27 Name: You're bleeding on me Type: Attack 7 Text: Until end of turn opponents must remove from the game one card from the top of their library each time they want to play a card.
28 Name: Opponent Soylet Style Type: Attack 6 Text: Invoke, Flash
29 Name: Omni-beating Type: Attack 16 Text:
30 Name: Re-Leash Type: Attack 1 Text: Remove from the game one of your opponents unleashed cards from his unleashed deck at random
31 Name: A few of my favorite things Type: Attack 5 Text: Echo 3, Invoke
32 Name: Choke Type: Attack 2 Text: Break down 1-1, echo, search your deck for a card called choke put it into your hand then suffle your library. Draw one less card next round.
33 Name: Scale Type: Attack 7 Text: On resolution you may choose to have this attack deal less damage in exchange for that many points in reflex defense. Invoke.
34 Name: Dagger Tooth Type: Attack 0 Text: Flash, Impale 4, Echo, Opponent discards a card, draw a card, Feint, Spirit 4. You may choose to remove one effect from this attack to have it deal 1 more damage, do so only when the attack is declared
35 Name: Rake Type: Attack 1 Text: You discard a card from you hand to add 3 points of damage to this attack do this when card is played. Draw a card for each card discarded in this way. Invoke.
36 Name: Beating Silly Type: Attack 9 Text: Your opponent shuffles his deck
37 Name: Over Drive Type: Attack 5 Text: Spirit 5. Opponent must discard a card before playing a defense against Over Drive. This effect triggers immediately
38 Name: Kersplort Type: Attack damage 7 Text: This card maybe played durring the rally stage. If you do so play this card first in the rally phase. Opponent discards 1 card.
39 Name: Turn Turn Turn Type: Attack 5 Text: Opponent shuffles his hand into his deck and draws that many cards
40 Name: Overrunning Type: Attack 10 /Defense 10 Text: Overrun. You may play this as either an attack or defense card.
41 Name: Slap Type: Attack 1 Text: Add any bonuses your opponent currently has to this attack. This power triggers immediately
42 Name: I meant to do that Type: Attack 6 damage Text: Fient spirit 8, Rage 4: You may attach the effects of this card onto any attack you fient in its place.
43 Name: Omi-Headbutt Type: Attack 14
44 Name: Bad Karma Type: Attack X Text: X equals 1 damage for every attack card in your opponents discard pile.
45 Name: Secret Technique #1 Type: Attack 9 Text: Take a non-secret technique defense card in your discard pile and put it on top of your deck.
46 Name: Secret Technique #2 Type: Attack 9 Text: Take a non-secret technique attack card in your discard pile and put it on top of your deck.
47 Secret Technique #3 Type: Attack 9 Text: Take a non-secret technique rally card in your discard pile and put it on top of your deck.
48 Name - Turning Tide type- attack 3 text- Echo X4 whenever you perform an attack at is defended against, the defender they dispatch a card and you cycle a card.
49 Name - Inevitable type- attack 5 text- If this attack is blocked, return it to your hand. This power triggers regardless of damage dealt.
50 Cycle of Life Type - Attack 5 Text: Invoke - When you invoke this card place a card with invoke at the top of your deck.
51 Invocation Type - Attack 0 Text - Invoke, you may invoke this card at any time, invoke only for an attack card.
52 Evocation Type - Attack 10 Text: Invoke - When you invoke this card all players must dispatch 3 cards.
53 Stake Type - Attack -10 Text: Impale 25
54 This should Impress her Type - Attack 10 Text: End the combat phase
55 Dark Ways Type - Attack Text: Veil - Flip over at end of a combat phase where you took no damage. Draw and play an Unleashed attack card next turn.
56 Banshee Greetings Type - Attack 5 Text - Double the damage this card deals for every card on the stack your opponent played. This power triggers immediately. Chain: Echo
57 Banshee Nod Type - Attack 0 Text: Chain: Doubles Impale Damage is doubled and return and any cards chained to this one to your hand rather then discarding it.
58 Banshee Scream Type - Attack 7 Text: Chain: Defense cards only prevent half their defense value rounded down. This power triggers immediately
59 Bashee Goodbye Type - Attack 5 Text: Double the damage of this attack if it is not blocked. Chain: Flash
60 Lights Out Type - Attack 6 Text: Invoke, You may choose not to deal damage with this attack if it is successful and force your opponent to discard a card.
61 Violence Light! Type - Attack 0 Text - Invoke, Fient
62 Voodoo you do Type - Attack - 0 Text - Chain: For each point of this attack which is prevented cycle one card. This power triggers regardless of damage.
63 Dazing Bash Type - Attack X Text - Flip a coin after defense is declaired. If you win the coin toss this attack does one more point of damage then the opponents defense otherwise this attack does no damage. Chain
64 What big teeth Type - Attack 5 Text - Invoke. Discard a card when you play this card. If successful Draw three cards next turn.
65 Zero Type - Attack 0 Text: Invoke - Invoke two cards instead of one and remove this card from the game
66 Right Cross Type - Attack 10 Text: Resistence 5
67 Left Cross Type - Attack 5 Text: Resistence 10
68 The Middle Path Type - Attack 7 Text: Resistence 7
69 Develove Type - Attack - 5 Text: Return an unleashed card in play to owners unleashed deck
70 Mean Spirited fun Type - Attack 8 Text: Invoke. Opponent discards a card
71 Shatter Bones Type - Attack 8 Text: Invoke. Fork 4/2
72 A spirited attack Type - Attack 0 Text - Fork 1/1/1/1/1 Spirit 2
73 Bloody Mess Type - Attack 5 Text - Invoke, Rage 5 Ignore modifiers from opponents rallies for purposes of this attack and its damage.
74 Dispruption Type - Attack 5 Text - Invoke. Defense cards played against this loose Reflex, Overwhelm, Resistence & Flash. This power triggers immediately
75 Parry Type - Attack 5 Text - If this attack is blocked you may discard this card and play another attack in place of this.
76 Fist to fist Type - Attack 30 Text - If an attack was blocked, you may discard that attack and use this attack instead. This card deals no damage to an opponent upon rosolution.
77 Dead Man's Hand Type - Attack 0 Text - This attack come into play as a copy of the top card of opponents disard pile if it is an attack.
78 Acid Flux Type - Attack 5 Text - If your opponent has more cards in hand then you her must discard a card before he plays a defense card. If you have more cards then your opponent draw a cards if this attack is successful.
79 Acid Re-Flux Type - Attack 5 Text - If your opponent has a rally in play discard it. If he does not you may play a rally card before this attack resolves
80 Pep Type - Attack 3 Text - Chain: Reveal the top card of your deck, if it is an attack card put it into your hand.
81 Too Type - Attack 3 Text - Chain: Echo
82 Stay Type - Attack 3 Text - Chain: If a power in this attack would remove the attack from the game on resolution only remove this card rather then the whole chain.
83 Open Up Type - Attack 1 Text - Tripple the damage of the next attack you play after defense.
84 Flip Type - Attack 10 Text - Flip a coin. If you win opponent discards an effect in play and a card in hand. If you loose your opponent choose a card in your discard pile and removes it from the game.
85 Desperate Effort Type - Attack -5 Text - If this attack is blocked you may play an unleashed card imediately. This effect triggers imediately
86 Mask of Pain Type - Attack 1+X Text - X is equal to the number of 'of Pain' cards in your discard pile. You may search your deck and place up to 3 mask of pain cards in your discard pile.
87 Word of Pain Type - Attack 1 +X Text - X is equal to the number of 'of Pain' cards in your discard pile. Invoke
88 Touch of Pain Type - Attack 1 +X Text - X is equal to the number of 'of Pain' cards in your discard pile. Rage 5 - Chain
89 Rain of Pain Type - Attack 1 +X Text - X is equal to the number of 'of Pain' cards in your discard pile. Echo
90 Kitchen Sink of Pain Tpe - Attack 1 +X Text - X is equal to the number of 'of Pain' cards removed from the game.
91 Name O' Payne Attack - X Text- X is equal to five times the number of 'O' Payne' cards in your discard pile. Chain
92 Rampage Type- Attack 5 Text- You may play another attack immediately after this one
93 Fairy Fire Type - Attack 5 Text - Gain 10 mana
94 Fairy Fury Type - Attack 0 Text - Mana Dew X, for each point of mana add 1 damage to this attack
95 Fairy Force Type - Attack 10 Text - Mana Dew X, for each point of mana you spend on this attack add one point of Spirit.
96 Fairy Frost Type - Attack 2 Text - Mana Dew X, for each point of mana you spend on this attack you may remove one card from your opponents discard pile
97 Fairy Fiend Type - Attack 10 Text - Mana Dew 5: Draw a card
98 Fairy Finisher Type - Attack 5 Text - Mana Dew 10: Double damage
99 Fairy Fight Type - Attack 7 Text - Opponent discards two cards, Mana Dew 10: Play this card as a spell it deals no damage
100 Fairy Final Type - Attack 7 Text - For each point of damage prevented from this attack gain 1 mana. This power triggers regardless of damage.
|
|
|
Post by Daggertooth on May 6, 2006 0:57:54 GMT -5
Just skimmed over the cards for now. Looks great so far. Love the synergy you got going with some of those cards and the attack/defence cards really apeal to me.
I'm thinking that any one card infinite cycle may be a little to powerful. Evocation is a nice card, but with my play style I could care less if I drain my life as long as I drain yours too. And if i have Kavonn you can bet that I'm pumping out Jackalops to an effect that, if I'm lucky, could result in a first turn win.
Edit: Hmmm....on farther thought I think I misunderstand something about Invoke. Is it possible to discard and invoke card to pull back an invoke card then repeat the process indefinatly or are their restraints to how often you can use an invoke ability? From how you have it written it looks like any pair of Invoke cards can be used indefinatly in conjunction with the Jackalope maker for the win.
Daggertooth
|
|
|
Post by Milky the Man on May 6, 2006 2:10:10 GMT -5
*head spins* too many rules and stats and stuff!
|
|
Arya
Full Member
im so tired :/
Posts: 225
|
Post by Arya on May 7, 2006 1:24:11 GMT -5
0_0 Uber cool! I love it! We need more now!
|
|
|
Post by shadow1798 on May 7, 2006 14:57:38 GMT -5
Does Deathwalker interact with Heartless?
|
|
|
Post by Milky the Man on May 7, 2006 17:10:24 GMT -5
The deathwalker is heartless? Judging by his name, that would be a good conclusion.
|
|
|
Post by EEN on May 7, 2006 22:12:07 GMT -5
Daggertooth: No, though obviously we need to make this clear in the offical rule book Invoke works like this: Once a card has been invoked back to your hand you cannot invoke it, in exchange for another power. So if you have cards A &C in your hand and you Invoke A to get card B intoyour hand then you cannot Invoke card B until next turn but you can till invoke card C. We are debating restricting Invoke to only one card per turn to keep the game balenced, a final ruling will be made after the beta testing is complete.
Milky: Sorry we are working on making the rules more clear and easy to read. We are still working on the offical rule book. I'll try and get that done soon so I post it up here. Hopefully that will make many things more clear and easy to understand. I appalogize for things being spread out the way they are now. We are trying to get the full card set done before we write the formal rule book. The input we are getting is helping a lot with writting some of the wording on these rules and explaining things that might be unclear if you didn't design this game. ^_^()
Arya: Okay! More cards are underway.
Shadow: No they do not. Heartless allows you to play a defense card as an attack it is true but doesn't change it card type so it is still a defense card. As such it cannot be used with Deathwalker's power which specifies attack cards.
Defenses ---------------------------------------------------- 1 Name - Glare of Death type - Defense 7 text - Overwhelm Rage 4: Double the defense of this card for purposes of Overwhelm only Flavor Text -
2 Name - Thwart type - Defense 5 text - Echo x 3 Flavor Text -
3 Name - Mortify type - Defense 2 text - Attacking opponent is not able to use attack cards the rest of the turn Flavor Text -
4 Name - Resounding clash type - Defense 7 text - echo Flavor Text -
5 Name - Shrill scream type - Defense 6 text - Spirit 6 Flavor Text -
6 Name - Generic block #1 type - Defense 2 text - prevent 3 dmg from each additional attack you opponents perform this turn Flavor Text -
7 Name - Mind over matter type - Defense text - prevent all dmg that would be dealt this round, attacking opponent arranges top X cards from his deck, where X is dmg prevented, in any order he/she chooses. Flavor Text -
8 Name - Take 2 type- defense text- flash defense 7
9 Name- Stoppable type- defense text- prevent all dmg, opponent cycles 1 card for each damage prevented.
10 Name - Bounce type- defense10 text- spirit 4
11 Name - Aggressive defense type- defense 4 text- Echo X3 whenever opponent performs and attack, they dispatch a card and you cycle a card
12 Name - left behind type- defense 1 text- Chain +9 overwhelm
13 Name - Denial type- defense 0 text- Chain: Double defense of all chained cards
14 Name - Mind Eraser type- defense 5 text- if successful remove prevented attack and all copies of that card from opponent's deck from game
15 Name Gigablock type- defense 15 text-
16 Name - Counter Force type- defense 5 text- Remove one effect from play
17 Name - Instant defense type- defense 7 text- reflex
18 Name - Narrow evasion type- defense 1 text- chain +9 reflex
19 Name - Nullify type- defense 4 text- Chain: Attacking card loses all effects and abilities, remove it from the game. This power triggers immediately.
20 Name - Mark of Pain type- Defense 7 text- Attackers cards do 2 less damage
21 Name - Chaos Type- Defense Text - As soon as this card is played flip a coin, if you win the coin toss this card prevents all damage from the attack is played against.
22 Name - Glory Type- Defense 10 Text- If this attack is unsuccessful return it to your hand instead of putting it in your discard pile
23 Name - Honor Bound Type - Defense Text - Prevent all damage from an attack both players dispatch X cards where X is the number of damage prevented
24 Name - Unyielding Type - Defense 1 Text - Chain trigger attached defense cards power regardless if the defense is successful or not
25 Name - Liquidate Type - Defense 5 Text - If successful search for a card called liquidate and put it into your hand, shuffle your deck, draw one less card next turn.
26 Name - Liquify Type - Defense 10 Text - If successful search for a card called liquify and put it into your hand, shuffle your deck, draw one less card next turn.
27 Name - Throw Type - Defense 5 Text- Perform as your next action, the attack you defended against
28 Name - Fairy Fiend Type - Defense 1+X Text: Reflex Mana Dew X: +1 to defense
29 Name - Matrix Type - Defense 1 Text: Chain: Flash, Reflex, remove attacking card from the game
30 Name - Fairy Flux Type - Defense X Text: Mana Dew X, Spirit X
31 Name - +1 Type - Defense 10 Text: You may play this defense at any time against any card dealing damage or dispatching to prevent that damage or dispatch.
32 Name: Fast Talk Type - Defense 7 Text: Put attacks prevented on the bottom of opponents deck
33 Name: Stare Down Type - Defense 5 Text: Invoke, you may invoke this card at any time if you do remove it from the game after you play it.
34 Name: Sinister Knowledge Type - Defense 7 Text: Necro 3
35 Name - Underwhelm Type - Defense 3 Text - Veil: The next time you would take damage flip this card, prevent 5 damage
36 Name - Underscore Type: Defense 2 Text: Necro 1
37 Name - Anti-Slay Type- Defense 0 Text- Nerco 5, when you return this card to your hand using its necro cost you may put any cards above it with Spirit, Echo or Fortitude on top of your library instead of removing them from the game. If any other Anti-Slays are in your discard pile remove them from the game.
38 Name - Glorious Rising Type - Defense 5 Text - If this defense is unsuccessful all your cards get spirit 3 until end of turn
39 Name - Dimensional Pocket Type - Defense 3 Text - Veil: When you opponent plays an rally flip this cards and prevent that rally effect.
40 Name - Don't DO that Type: Defense 3 Text - Flash Veil: When your opponent activates a card in play flip this card over and counter that effect or ability
41 Name- Reverberate Type: Defense 3 Text - Veil: Whenever you defend by with and excess of 5 points of more over the attack flip this card over, all cards used in that defense gain Overwhelm or Reflex.
42 Name - Necromantic Type - Defense 1 Text - Necro 5 whenever you return this card to your hand draw a card from the bottom of your discard pile, you may play this ability any time.
43 Name- Magical Uber Super Cereal Type- defense 0 Text- Prevent all damage from the attack and place that card at the bottom of opponent's library. Opponent draws a card. This effect triggers immediately
44 Name - Darkest Shadow Type - Defense 6 Text - +6 to defense until end of turn
45 Poof! Type - Defense 6 Text - Take up to ten cards from the bottom of your library and put them on top of your library in any order.
46 Arson Type - Defense 10 Text - Your next attack gets +1 for each point of damage this attack prevents
47 Blaze Type - Defense 10 Text - Your next defense gets +1 for each point of damage this attack prevents
48 Wrath Type - Defense 5 Text - Chain: Reflex, Overwhelm
49 The Stand Type - Defense 2 Text - Spirit 13, Resistence 13
50 Turning Point Type - Defense 4 Text - Return a card from your discard pile to his hand
51 Rebirth Type - Defense 20 Text - This card maybe used to prevent dispatch effects. Only use this card against dispatch effects.
52 Malice Type - Defense 8/Attack 5 Text: Echo X2: Play this card as a defense, play all echo as attacks with all powers of the blocked attack.
53 Back Flip Type - Defense 5 Text: Chain: Double the echo, spirit, of any cards attached to this. Double the defense if they have reflex or overwhelm
54 Never Futile Type - Defense 3 Text: Resistence 15, Necro 7 - You may choose shuffle this card into your deck rather then put it into your hand.
55 Theft Type - Defense 7 Text: Gain all non-standard powers from the attack card this blocks
56 The best defense Type - Defense/Attack 12 Text: If this defense is successful play this card again as an attack. This does not count as your normal attack.
57 Last word Type - Defense 8 Text: No other cards maybe put on the stack until this card’s defense resolves. This effect triggers immediately.
58 Happy Place Type - Defense 7 Text: You may chain any defense card to this one as though it had the chain power.
59 Death Denied Type - Defense 0 Text: If the attack this card is played against would kill you it deals no damage.
60 Fleeing Type - Defense 8 Text: Rage 3 - double the defense of this card.
61 Sleeper Type - Defense 30 Text - Only play this card if your opponent has an effect in play against you.
62 Fast Moves Type - Defense 8 Text - Chain: Place all chained cards on top of your deck rather then sending them to your discard pile.
63 Revoke Type - Defense 4 Text - Invoke - When you invoke this cards cycle three cards.
64 Blur Type - Defense 6 Text - Invoke - You may invoke this card outside of the rally phase, if you do remove this card from the game.
65 Flex Type - Defense 5 Text - Reflex. You may discard any number of attack cards and add their attack score to this cards defense.
66 Stall for time Type - Defense 5 Text - Opponent must reveal his hand and discard all attack cards, and may then draw that many cards.
67 Stonewall Type - Defense X Text - Overrun. X equals the number of attack card in opponent’s discard pile.
68 All to easy Type - Defense X Text - Reflex. X equals the number of defense cards in your discard pile
69 Slick Type - Defense 6 Text - Invoke - When you invoke this card you may choose to draw a card rather then return an invoke card from your discard to hand.
70 Mental Defense Type - Defense 0 Text - Veil - Flips this card over when your opponent makes you dispatch. Reduce the amount of dispatch by 12
71 Blocking with face Type - Defense 5 Text - All opponent attacks are made at -4
72 Like the Wind Type - Defense 6 Text - Remove one non-unleashed effect from play.
73 Stagger Type - Defense 3 + X Text - X equals the amount of damage you did on your last successful attack this round.
74 Double Defense Type - Defense 3 + X Text - X equals the amount of damage you prevented on your last successful defense this round.
75 Pack Type - Defense 1 + X Text - Chain: X equals 2 for each Card under your control with Pack
76 Jackalope Defense Type - Defense 3 Text - Put one Jackalope Lackies into play with the power “Add +1 to a defense” into play for each attack point stopped with this attack.
77 Future Tense Type - Defense -5 Text - Draw 5 cards
78 Smooth Move Type - Defense 5 Text - Invoke. Chain: Opponent dispatches 3 cards you cycle three cards
79 Break Down Type - Defense 3 Text - Veil: When an opponent uses a forked attack you may flip this card over. Prevent all damage from the forked attacks.
80 Psychological Warfare Type - Defense 3 Text - Veil: When an effect would remove one of your cards or effects from play flip this card over. Counter and powers that would remove your cards or effects from play.
81 Pierce the Veil Type - Defense 3 Text -Veil: When an opponents veil card is fliped over you may flip this card over. Counter veil one card.
82 Crazy Talk Type: Defense 0 Text - Resistence 5. Double the damage of the attack, you may play a second defense card after this one.
83 Slip Away Type: Defense 6 Text - Opponent must show the top card of his deck if it is an attack card discard it and repeat until a non-attack card is revealed in this way.
84 5 by 5 Type: Defense 5 Text - Echo 5
85 Amyable Type - Defense 10 Text - All opponents take the same damage and effect from cards they play against you. Do not discard this card during resolutions, discard this card if you play an attack.
86 Drawn out Type - Defense 6 Text- All players draw 5 cards, reveal them and discard any non-defense cards.
87 Tribulations Type: Defense 4 Text: Invoke. Draw a card
88 Reaction Type: Defense 3 Text: Resistence 4 Veil: You may flip this card over if you play a defense. Add three defense to an defense card.
89 Dark Seal Type: Defense 8 Text: Necro 4. When you use Necro cycle 4 cards
90 Rebound Type: Defense 1 Text: Opponent reveals his hand and discards all defense cards.
91 Black Ribbons Type: Defense 5 Text: Invoke. Overwhelm. Opponent Dispatched 2 card and you cycle 2
92 Stare Down Type: Defense 5 Text: Discard any number of cards, your opponent must discard that many cards a well.
93 Cat’s grace Type: Defense 5 Text - Resistence 2. If you are forced to discard this card draw 3 cards
94 Unscathed Type: Defense 5 Text - Spirit 10, Resistence 10.
95 Strong Willed Type: Defense 3 Text - Resistence 3. If your are forced to dispatch this card cycle 15 cards.
96 Fairy Freeze Type - Defense 5 Text - Reflex. Mana Dew 1: Defense +1
97 Fairy Flare Type - Defense 5 Text - Overwhelm. Mana Dew 1: Defense +1
98 Fairy Fate Type - Defense 5 Text - Mana Dew 10: Take one deck card in play and take control of it
99 Fairy Force Type - None 5 Text - Mana Dew 3: You may play this as either an attack or defense. Mana Dew 5: Double any bonuses on this card.
100 Fairy Fantasy Type - Defense 5 Text - Mana Dew 1: Add 1 spirit or resistence, you may play this power when it is put into the graveyard from your deck.
|
|
|
Post by Daggertooth on May 8, 2006 7:38:13 GMT -5
Those look like some fun defense cards. I really like the diversity of some of those, especially the ones that can also be used as attack.
I suppose now it'll take some serious play testing to work out the bugs. Get some strategy going, philosophy of fire, who's the beat down, themes of card advantage, fun stuff like that. Would a purely attack based "fires" deck be viable? What about a slow defensive themed milling deck? What ratio of Spells, Attacks, Defense, and Rally cards would be sufficient for a deck. I suppose the 17-6-17 booster strategy or the basic 20-20-20 for a standard MTG couldn't be applied. Though in all honesty the 20-20-20 strategy was pretty poor anyway.
Still so much to see...Rally's, CC, character Cards, spells, and unleashed. Keep them coming.
Daggertooth
|
|
|
Post by EEN on May 8, 2006 10:34:03 GMT -5
Well keep in mind the CTV card game is like starting the game at turn 7 in magic. Thank to Character & Character construct cards you've already have some heavy fire power before you even draw your first cards and you don't need to fill up your deck with mana or land acceleration. As such, in theory, almost any deck ratio can work provided it is supported well by your Character Construct or Unleashed cards.
For example if I were playing Q I'd probably take 30 Defense cards, 25 Attack cards, & 5 Rally cards. On the other hand if I were Playing Ardia I'd take 40 Attack Cards & 20 Defense cards. With the Rose Sisters I might work best with a 20-20-20 Ratio and that is assuming you decide not to take any spells for these characters.
Slower milling decks are possible but the games is geared towards more high stakes fast pace games of spectacular combos and brutal finishers trying to keep in theme with the Charby series. However more craft Characters like Q tend to have longer and more subtle game play themes.
We decided to make 100 Attack cards, 100 Defense cards, 100 Spells, 100 Rallies, 100 Unleashed Cards, 100 CC cards & include 20 Characters in the first expansion. The theory went that way even if seveal people made all attack card decks, for example, their would still be many different decks they could build. So yes 'Fires' are possible and planned for in fact.
|
|
|
Post by EEN on Dec 8, 2006 10:42:16 GMT -5
ATTENTION
A while ago my partner dropped this project and I've found it to hard to do this whole thing alone. Is anyone interesting in working on the Charby CCG with me? If we can finish card design I might be able to get someone to convert them into a playable online format and I have a program at home to allow me to assemble them into cards.
Is anyone interested?
|
|
|
Post by Seth Asathi on Dec 8, 2006 13:22:55 GMT -5
For what it's worth you can count me in.
I don't know what good I'd be, but tell me what needs to be done and I'll try and find the time. No promises mind you, but I'll try.
|
|