A Magic-y CCG card set
|A Magic-y CCG|
|Designer||Game and Watch Kirby|
|Date||March 16, 2008|
|This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game.|
|To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)|
| Print this deck|
|talk page to find out more.|
This is a game idea I had that works well enough with the Basic Dvorak rules. In the game, three different shcools of thought - Magic, Alchemy, and Science - are at war trying to satisfy their own win conditions.
There are three different ways to win in A Magic-y CCG.
1) Reduce opponent's Health to zero.
All players start out with 10 Health. By attacking with Creatures, you can reduce their Health to zero.
2) Own three Rare Objects
Players can create Rare Objects by using their Recipe cards. If a player owns three Rare Objects, they win.
3) Have a Knowledge of 10 or more.
All players start out with zero Knowledge. By using Experiment cards, they can increase their Knowledge. Any players with 10 or more Knowledge wins the game.
The game is divided into three Factions - Magic, Science and Alchemy. Each one of the Factions has a win condition that is the easiest for them to acheive - Magic is best at reducing Health to zero, Alchemy is best at creating Rare Objects, and Science is best at obtaining Knowledge.
Certain cards are partial to one Faction. Spells cards are partial to Magic, Recipe cards are partial to Alchemy, and Experiment cards are partial to Science. Resource cards, Object cards and Creature cards, however, and impartial to all three Factions.
The Factions have a triangular relationship. Magic tends to do well against Alchemy and is usefull when combined with Science. Alchemy is powerful against Science and is usefull when combined with Magic. Science does best against Magic and combines well with Alchemy.
Players do not have to commit to any Faction before or during the game, and may satisfy any Win Condition they can, meaning it is possible to use Magic, Alchemy and Science all at once.
In this game, Things are divided into three types - Resources, Creatures, and Objects
Resources - Resources are what you'll need to play any type of things besides Resources and any type of Action. Resources are impartial to any of the three factions, and provide something for each of the factions. For magicians they can become Mana, for alchemists and scientists they can be used in Recipes and Experiments. When a card says to use a Resource, discard the Resource.
Creatures - Creatures are put into play as the result of an Experiment card, a Spell card or a Recipe card. They can also alternateively be put into play by paying their cost. Creatures have actions and abilites that will help reduce opponent's health to zero, create objects and obtain knowledge. Therefore, Creatures are impartial to any of the Factions.
Objects - The third and last impartial card type, Objects have similar effects to creatures, but tend to focus less on active effects like damaging oppoents, and more on passive effects like drawing. Rare Objects, a subtype of Objects, is partial to Alchemy.
There are three types of actions in this game - Recipes, Experiments, and Spells
Recipes - Recipes are actions that require you to discard Things with specific names to obtain an object or creature, generally of power greater than that of a regular creature. Recipes are partial to Alchemy
Experiments - Experiments are actions that require having (and discarding sometimes) Things of specific names or kinds, and in exchange give Knowledge and other things like creatures and objects. Experiments are partial to Science.
Spells - Spells are actions that require you do discard resources equal to the amount of specific costs the spells has to get a powerful one time effect. For example, take the spell Mud Blast. It requires one Resource that counts as a Water Mana (like Puddle) and one that counts as an Earth Mana (like Dirt). When you have both of these resources or other cards that equal at least 1 Water mana and 1 Earth Mana, you can discard them to play Mud Blast. Spells are partial to Magic.
Tired of reading yet? Hang on, its almost over.
At the beggining of the game, players draw 6 cards from the collective deck (if you want to, players may play with seperate decks.) Play starts with a randomly selected player, and rotates to the left.
During a turn, a player first draws a card from the deck. After that, they may play up to 2 resources for that turn. If they can, they can use their resources to either play 1 Thing, and play 1 Action. To play either, they must fufill the costs outlined on the cards. After they have played Resources and played their Thing and Action (or one of either, or none of each) for that turn, return all resources discarded to the deck and shuffle it. Then, the next player takes their turn. If a player has satisfied any of the win conditions when their turn ends, they win the game.
Any mischellaneous Rules will be placed here later, kay?
You must fulfill the cost by discarding the proper cards on a card before you can use the card effect.
X is a variable, that is, it can be any number. "Cost: X Earth Mana" means you can discard any amount of Earth Mana you have to play it.
A Damage, or to Damage an opponent, means to reduce a players health by the amount named. For example, "Deal 1 Damage to one opponent" means to select an opponent, and reduce their health by 1.
Counters are used to count effects of various things. If a card specifies putting a counter on it, then place a coin or some other small object on their so you can remember you put a counter on it.
If a card says or, that means you may choose either option on the side of the or. For example, on Collosus:
Cost: 5 Metal Mana or 2 Metal Mana, 1 Special Mana and 3 Energy Mana. That means you can pay 5 Metal Mana to play Collosus, or you can pay 2 Metal Mana, 1 Special Mana and 3 Energy Mana collectively to play Collosus.
As a side note, all standard Dvorak Rules apply, Things go to discard pile when discarded, Actions go there once used, players draw from a combined deck, shuffle discard pile into deck after deck runs out, etc.
If you plan to play this game, I suggest including a large number of resources, because though they replenish themselves, they leave play quickly.
The game is still being developed, so that is why their is a shortage of cards. Additionally, this game has not yet been playtested, and might present an imbalance in gameplay. If you try to play it and have any comments or concerns, comment on the discussion page.
If you wish to make a card you may. Be warned though, I may want to change it or build upon the idea. If you have anything to say about your card or other cards, say something on the discussion page.