Spirit Battle CCG

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Spirit Battle CCG
Designer Dillon Phipps
Date 17/05/2007
Players 2
This deck has not been categorised.
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

This is a set that I created a couple of years ago, and I would like to see how well it works. I've played a few games with different decks that I made for me, my brother, and my neighbor, but I would appreciate any other input that you all may have.

In this game, you are a Spirit Master, utilizing the "essences" of the spirits that are hidden in your world. You will need to use everything in your arsenal to defeat your opponents.

Special Rules

What You Need To Play

-Two decks containing at least 40 cards but no more than 100 cards -Counters for addition and subtraction results(these could be pennies, or anything that can show addition or subtraction) -A coin for possible flip effects and deciding who will go first

Set-Up

1. First, each player shuffles their deck. Then, switch decks and let the other player cut your deck while you cut their deck. 2. Draw 5 cards. This will be your starting hand. 3. Decide who will go first. You can flip a coin or play rock-paper-scissors. 4. After you have decided who will go first, the game begins!

Object of the Game

If your opponent runs out of cards in their deck AND field, or if they run out of their three Critical Hit points, you win!

Steps in a Turn

Draw Phase. Take the top card of your deck and place it into your hand. Play Phase 1. Play cards from your hand. Effect Phase 1. Activate effects that you want to activate or that must be activated at this time. Attack Phase. Battle your opponent’s active Essence. Effect Phase 2. Activate effects that you want to activate or that must be activated at this time. Play Phase 2. Play cards from your hand. Remember that you cannot overlap Essences that you played this turn. End Phase. End your turn. Your opponent’s turn begins now.

What You Can Do During Each of the Steps of a Turn

Draw Phase. Draw the top card of your deck. Your opponent now has the option to activate Reaction cards in response to the draw or Change cards at this time. You may do the same. Play Phase 1. Play no cost Essences(or Essences without a number in the “Essence” box, located in the top right corner of the card), overlap for cost Essences(or Essences with number in the “Essence” box), play Action cards, or play Change cards. You may do as many of these in a Play Phase as you wish, however, you may not overlap Essences until the Essence you are overlapping has been in play for at least one turn. Any effects from playing Essences, Actions, or Change cards take place immediately. Your opponent has the option to play Reaction cards in response to an effect or activation of a card or Change cards at this time. You may do the same. Effect Phase 1. You may now activate Essence effects that can be activated. Your opponent can play Reaction or Change cards in response to the effect at this time. You may do the same. Attack Phase. Your active Essence my attack your opponent’s active Essence or make a Critical Hit move on your opponent. You may only do this once per turn and only with your active Essence. Your opponent can play Reaction or Change cards in response to the attack at this time. You may do the same. NOTE: The player who goes first skips this step on their first turn only. Effect Phase 2. See Effect Phase 1. Play Phase 2. See Play Phase 1. REMEMBER: You still cannot overlap Essences that you played this turn. End Phase. This ends your turn and signals the beginning of your opponent’s turn.

How Speed Effects the Game

Speed results in Counter Attacks. If your Essence’s Speed is higher than the opponent’s Essence’s speed when they attack, halve your attack (rounded down to the nearest one) and do that much damage to the opponent’s Essence.

Losing Essences

When an Essence on your side of the field takes damage equal to or greater than its HP, it gets discarded. It is then placed in the discard pile and remains there until an effect moves it somewhere else. You then place in a replacement Essence from your side of the field (if you have one). You may also choose to discard any Essence on your side of the field at any time, given that you have two or more Essences on the field.

Attacking with a Lower Strength than your Opponent's Shield

You can still do damage with a lower Strength! Simply subtract your opponent’s Shield minus your Strength. Then, halve the total (rounded down to the nearest 1).


Deck Building Rules

-No deck may contain less than 40 or more than 100 cards. -You may have no more than 3 of a certain card in your deck. For example, you cannot have 4 Mega Angel or 5 Miniature Dragon in your deck. -You may not have more than 1 of the following cards in your deck: Lord Demon Breakdown Water Dragon Lord Angel Servant of the Skies Wind Dragon Aqua Queen Salamander Fire Dragon Pyro King Falcon Earth Dragon Highly Reactive Bomber Mermaid Light Dragon Tide Shifter Rock Collector Dark Dragon Truth Seeking Warrior Priest of Truth Dragon Master Digression Priest of Evil Blow Away Explosion Destruction -You may not have more than 2 of the following cards in your deck: Burnout Seize Glorious Resurrectioner Time Stop Sneak Attack Double-Up Swordsman of Destiny Steam Phantom Vile Jester Doom Curse Liquidate Fortress Wall


Card List

1
Aqua Queen
Essence
Water-Ruler's Might: If you have a "Fishrink" or "Sonic Fish" on the field when you play this card, you may search your deck for two cards, show them to your opponent, and place them into your hand. Shuffle the deck afterward.-HP 21-Strength 17-Shield 28-Speed 19
1
Beast of Wind
Essence
Wind-Tornado: Every three turns, the card your opponent would have drawn at the beginning of their turn is discarded instead and they do not draw.-HP 39-Strength 40-Shield 17-Speed 25
0
Beetle
Essence
Earth/Wind- A bug with a large horn for attacking and a hard shell for defending.-HP 13-Strength 15-Shield 18-Speed 16
1
Blaze Sword
Essence
Fire- Thought to be held by a ghost knight, it swings violently in the night.-HP 20-Strength 30-Shield 11-Speed 19
0
Boulder Bird
Essence
Earth/Wind- A heavy and hard bird that has trouble flying.-HP 18- Strength 12- Shield 18- Speed 15
0
Boulder Prince
Essence
Earth- Ruler's Might: If you have a "Boulder Bird" or "Snail" on the field when you play this card, draw 2 cards.-HP 21-Strength 18- Shield 17-Speed 3
1
Breeze Apprentice
Essence
Wind- Strong Winds: Flip a coin. If heads, switch your opponent's active Essence with another. If tails, switch your active Essence with another.-HP 20-Strength 15- Shield 35- Speed 26
0
Breeze Princess
Essence
Wind- Ruler's Might: If you have a "Harpy" or "Sonic Fish" on the field when you play this card, you may search your deck for a card, show it to your opponent, and place it into your hand. Shuffle the deck afterward.-HP 13- Strength 7-Shield 19- Speed 17
0
Bright Wall
Essence
Light- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be higher than 30.-HP 30- Strength 0-Shield 30-Speed 0
0
Crab Demon
Essence
Water/Dark- An evil crab with an armored shell. It lives only in polluted waters.-HP 15-Strength 10- Shield 12- Speed 6
1
Dark Dragon
Essence
Dark- Sweep of the Black: You may discard all Light Essences on your opponent's side of the field by discarding a Dark Essence on your side of the field.-HP 29- Strength 40- Shield 10-Speed 39
2
Demonic Blaster
Essence
Dark/Fire- Ammo Blaster: You may offer one "Mini Demon" or "Evil Fire" from your side of the field to raise each of this card's stats by the amount of the offered card's stats.-HP 42-Strength 30-Shield 21- Speed 53
0
Dim Wall
Essence
Dark- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be higher than 30.-HP 30- Strength 0-Shield 30- Speed 0
0
Doom Finder
Essence
Dark- Evil Eye: When you summon this card, you may search your deck for one "Vile Cave" and place it into your hand. Shuffle the deck afterward.-HP 8-Strength 13-Shield 24- Speed 7
6
Dragon Master
Essence
Dark/Light/Earth/Wind/Fire/Water- Master: This card may only be summoned by overlapping a "Dark Dragon", "Light Dragon", "Water Dragon", "Fire Dragon", "Earth Dragon", and "Wind Dragon". All effects other than this one do not effect "Dragon Master". In five turns, destroy this Essence.-HP 150-Strength 150-Shield 150- Speed 150
1
Earth Dragon
Essence
Earth- Miracle of the Yellow: You may discard all Wind Essences on your opponent's side of the field by discarding an Earth Essence on your side of the field.-HP 42-Strength 33- Shield 21-Speed 17
0
Evil Fire
Essence
Fire/Dark- A pitch black flame of despair.-HP 21- Strength 19- Shield 9-Speed 20
0
Falcon
Essence
Wind- Air Search: You may search your deck for any pureWind Essence, show it to your opponent, and place it into your hand. Shuffle the deck afterward.-HP 9- Strength 18-Shield 15-Speed 21
1
Fallen Angel
Essence
Dark/Light- Vengeance: When this card is sent to the discard pile, destroy the top 2 cards of your opponent's deck.-HP 19-Strength 21-Shield 14-Speed 27
1
Fire Dragon
Essence
Fire- Power of the Red: You may discard all Water Essences on your opponent's side of the field by discarding a Fire Essence on your side of the field.-HP 53- Strength 42- Shield 17- Speed 21