Spirit Battle CCG

From Dvorak - A Blank-Card Game
Revision as of 16:34, 18 May 2007 by Cgman (talk | contribs)
Jump to navigationJump to search
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Padlock.gif
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
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
1
Breeze Apprentice
Essence
0
Breeze Princess
Essence
0
Bright Wall
Essence
0
Crab Demon
Essence
1
Dark Dragon
Essence
2
Demonic Blaster
Essence
0
Dim Wall
Essence
0
Doom Finder
Essence
6
Dragon Master
Essence
1
Earth Dragon
Essence
0
Evil Fire
Essence
Fire/Dark- A pitch black flame of despair.-HP 21- Strength 19- Shield 9-Speed 20
0
Falcon
Essence
1
Fallen Angel
Essence
1
Fire Dragon
Essence
0
Firefly
Essence
Fire/Wind- A bug that shines brightly each night.-HP 13-Strength 8-Shield 17-Speed 13
0
Fishrink
Essence
Water- A fish with the odd ability to shrink.-HP 10-Strength 12- Shield 15- Speed 16
0
Flare Fist
Essence
Fire- It attacks everything it sees.-HP 18-Strength 20-Shield 7-Speed 11
0
Floating Flame
Essence
0
Floating Wall
Essence
0
Flying Ghost
Essence
Wind/Dark- A floating phantom of evil.-HP 4-Strength 7-Shield 23- Speed 17
1
Fortress Wall
Essence
2
Gargoyle of Stone
Essence
2
Card Title
Essence
1
Giant Whale
Essence
1
Card Title
Essence
0
Harpy
Essence
Wind- An odd flying creature. Details are unknown.-HP 9-Strength 18-Shield 14- Speed 20
0
Card Title
Essence
0
Holy Adviser
Essence
Light- Knowledge: Your opponent must show you their hand.-HP 14- Strength 11-Shield 19-Speed 19
0
Ice Wall
Essence
0
Law Keeper
Essence
Light/Dark- A two-sided judge of justice and destruction.-HP 20-Strength 10-Shield 5- Speed 7
0
Ligarth Radian
Essence
Light- Once a powerful Light spirit, his potential has yet to be released.-HP 19-Strength 12-Shield 19-Speed 10
0
Light Bringer
Essence
1
Light Dragon
Essence
0
Card Title
Essence
2
Lord Angel
Essence
2
Lord Demon
Essence
0
Magmus
Essence
2
Mega Angel
Essence
0
Mermaid
Essence
0
Miniature Dragon
Essence
0
Mini Demon
Essence
0
Mini Fire Angel
Essence
Light/Fire- A small, flaming angel sent to seek out the wicked.-HP 12-Strength 18-Shield 5-Speed 15
0
Mole Digger
Essence
Dark/Earth- This little creature has been the cause of many earthquakes.-HP 18-Strength 13-Shield 19-Speed 15
1
Molten Beast
Essence
Fire- Melting: Each turn, this Essence loses 10 in each of its stats.-HP 100-Strength 100-Shield 100-Speed 100
1
Phoenix
Essence
0
Pretty Princess
Essence
Light- A beautiful young soon-to-be ruler of Light.-HP 11-Strength 8-Shield 3-Speed 18
0
Priest of Evil
Essence
0
Priest of Light
Essence
1
Pyrobber
Essence
1
Pyro King
Essence
0
Pyro Wall
Essence
0
Rescue Dolphin
Essence
Water- This animal is thought to be a guardian angel in disguise.-HP 14-Strength 14-Shield 20-Speed 20
0
Rock Catapulter
Essence
0
Rock Collector
Essence
0
Rockman
Essence
0
Rock Wall
Essence
0
Salamander
Essence
1
Saved Spirit
Essence
0
Seeker Fish
Essence
2
Servant of the Skies
Essence
1
Shark
Essence
0
Sky Seeker
Essence
0
Snail
Essence
1
Snowman of the Desert
Essence
0
Sonic Fish
Essence
3
Steam Phantom
Essence
1
Swordsman of Destiny
Essence
0
Tide Shifter
Essence
0
Truth-Seeking Warrior
Essence
0
Vile Jester
Essence
0
Volcano Bird
Essence
1
Water Dragon
Essence
0
Water Warrior
Essence
Water/Earth- A strong warrior born from the waves.-HP 19-Strength 18-Shield 7-Speed 9
0
Weeping Queen
Essence
Light- Sorrow: This Essence my attack on your opponent’s turn also.-HP 13-Strength 11-Shield 21-Speed 3
1
Wind Bomber
Essence
1
Wind Dragon
Essence
0
Wolfoul
Essence
0
Za of the Yin and Yang
Essence