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| Each style has its own way of waging war! | | Each style has its own way of waging war! |
| <br><br> | | <br><br> |
| Psychic- This Style involves knowing in advance what your opponent is thinking. It uses the power of manipulation to control the battlefield. This style is heavily based on Actions and Reactions. | | Psychic- This Style manipulates opponents with tricks they won't expect! |
| <br>Arcane- This Style summons the most powerful magic to do their bidding. Incredibly powerful offensive actions fall under this Style, at a price. | | <br>Arcane- This Style uses really really powerful actions at a high cost. |
| <br>Stone- This Style is based on the solid foundation of the Earth. Stone cards are very enduring and defensive. This Style has a host of powerful thing cards. | | <br>Stone- This Style won't break down so easily! |
| <br>Sky- This Style is about freedom. Sky cards enjoy the power to evade damage. This Style embraces travel. | | <br>Sky- This Style likes freedom. |
| <br>Biology- Biology cards deal heavily with thing cards. The cheap-but-plentiful thing cards can reproduce and evolve quickly to outnumber an opponent. | | <br>Biology- Zerg rush! |
| <br>Technology- This Style involves utilizing powerful tools to inflict damage. Technology cards embrace permanence, upgradeability, and durability. | | <br>Technology- This Style is from the future. |
| <br>Elemental- This Style utilizes the natural elements of Fire, Ice, and Lightning to inflict and prevent damage on the battlefield. Elements have many bonuses against specific card types. | | <br>Elemental- This Style uses classic RPG elements to inflict stereotypical damage. |
| <br>Necromancy- This Style is all about death. Necromancy cards benefit from the death of thing cards, and profits from bringing them back from the dead. | | <br>Necromancy- This Style likes it when things die. |
| <br>Light- This Style represents order. Light cards exhibit authority over life and death, and strive for peace through war. | | <br>Light- This Style is good with protection and healing. |
| <br><br> | | <br><br> |
| Note that some cards may not utilize a Style. | | Note that some cards may not utilize a Style. |
In this game, players choose a "Style" and use the spells in that "Style" to battle other players. Players spend SP (represented by a token of some sort) to play these spells.
Special Rules
-At the beginning of the game before you draw your hand, choose 1 Style card in which to play as.
-Each turn, every players gains 1 SP.
-Cards and actions that are the same Style as the player cost 2 less SP to play, with a minimum of 0.
Trading
-Players may choose at any time during their turn to trade cards with another player.
-Players do NOT reveal the specific card offered for trade. Players must reveal the Styles, however.
-Players can lie about anything else about the card up for trade.
Combat Rules
-Things have HP. The HP is restored back to full at the beginning of that player's turn.
-Players have 10 HP. If a player's HP reaches 0, he or she loses. This is not the only way to win.
Special Cards
-Reaction Cards: These can be played whenever an opponent plays an Action, provided you can pay the SP cost.
-Rune Cards: Runes are special Thing cards that stay in play for 3 turns, and then are destroyed.
Styles
Each style has its own way of waging war!
Psychic- This Style manipulates opponents with tricks they won't expect!
Arcane- This Style uses really really powerful actions at a high cost.
Stone- This Style won't break down so easily!
Sky- This Style likes freedom.
Biology- Zerg rush!
Technology- This Style is from the future.
Elemental- This Style uses classic RPG elements to inflict stereotypical damage.
Necromancy- This Style likes it when things die.
Light- This Style is good with protection and healing.
Note that some cards may not utilize a Style.
Card List
Action - Psychic
Choose a card from an opponent's hand and look at it.
Reaction - Psychic
Counter target action.
Reaction - Psychic
Counter target action. If you have Psychic Style, put the card into your hand.
Oh I'll handle it.
Action - Psychic
Target player discards a card. If you have Psychic Style, they discard another card.
Action - Psychic
Look at target player's hand.
Action - Psychic
Destroy target undead or biological thing or token.
Go for the brain!!
Rune - Psychic
All actions cost 1sp more to play. If you have Psychic Style, whenever an action is played, gain sp cost/2 rounded up.
4sp / 3hp
Amulet of Donag
Thing - Psychic
Action: 6sp: Take control of target thing.
Sometimes the amulet speaks. And it is rude.
5sp / 4hp
Psionic Dampener
Thing - Psychic
Action: 5sp: Biological creatures take 2 damage.
7sp / 5hp
Distortion Tower
Thing - Psychic
If an opponent's thing were to deal damage, that damage is also reflected upon itself.
Action - Arcane
Destroy 1 thing or distribute exactly 5 damage among things.
We've all heard of lightning bolts.
Action - Arcane
Destroy 2 things.
Action - Arcane
Destroy all things and runes in play, except evolution cards.
Action - Arcane
Put 3 arcane tokens into play each with 5 hp. If you have Arcane Style, put 1 extra into play.
Action - Arcane
Deal 9 damage to target thing or 1 damage to any player.
Rection - Arcane
Destroy target thing that uses an action to destroy another thing.
Action - Arcane
Destroy all runes in play.
Rune - Arcane
If you have Arcane Style, gain 1 extra sp each turn while this rune is in play.
Thing - Arcane
As long as this thing is in play, roll a die each turn. If it is 4 or higher, gain 1sp.
Thing - Arcane
All Arcane damage dealt by cards under your control have their damage increased by 1.
Action - Stone
Deal 2 damage to any number of things.
It was a really mini quake!
Action - Stone
One opponent discards a card.
Rune - Stone
Things you control take 3 less damage.
Thing - Stone
Action: 3sp: Deal 2 stone damage to target thing.
Thing - Stone
This comes into play attached to a thing. If the thing it is attached to leaves play, attach it to another thing. If you control no other things, attach it to an opponent's thing. If no things are in play destroy it. Attached thing does 1 extra stone damage whenever it deals damage.
Thing - Stone
Action: 1sp: Deal 1 stone damage to target thing. Rock Golem is immune to lightning damage.
Thing - Stone
This thing can only be destroyed by damage, not by "destroy effects". It takes 1 less damage from all attacks on it. Stone Giant is immune to lightning damage, and is immune to rune effects.
Thing - Stone
This thing is indestructible.
Thing - Stone
Reaction: 2sp: prevent 1 damage to any thing you control that is not a fire type.
Thing - Stone
Reaction: 5sp: Counter an action.
Reaction - Sky
Prevent 4 damage to target thing.
NOPE!
Action - Sky
Return target thing to its owner's hand.
Action - Sky
Draw a card. If you have Sky Style, you may play it without paying its cost.
Action - Sky
You and an opponent must trade a card. Do not reveal anything about the cards until the trade it complete.
Is that an oxymoron?
Action - Sky
Switch a thing in play under your control with a thing from your hand without paying its sp cost.
Rune - Sky
Arcane, lightning, and light damage is reduced by by 2.
Thing - Sky
Action: 3sp: Destroy a token. This thing is immune to stone damage.
Thing - Sky
Action: 4sp: Deal 1 damage to target thing and prevent 1 damage to another thing until it is your turn again.
Thing - Sky
As long as this is in play, you are immune to discarding cards.
Thing - Evolution Card - Biological
All your things have +1hp. This card cannot be destroyed.
Thing - Evolution Card - Biological
All your things have +1hp. This card cannot be destroyed. Play this only if you have Evolution Stage 1 in play.
Thing - Evolution Card - Biological
All your things have +1hp. This card cannot be destroyed. Play this only if you have Evolution Stage 2 in play.
Action - Biological
Put a copy of a target biological thing into play under your control.
Reaction - Biological
Choose a card in the discard pile. Prevent an amount of damage equal to that card's sp cost to your things distributed however you'd like.
Yum.
Thing - Biological
As long as this is in play, you may play either one extra action or one extra thing each turn. If you do not have Biological Style, that card's sp cost is increased by 1.
Thing - Biological
Action: 3sp: Deal damage equal to this thing's hp to target thing.
Thing - Biological
Action: 2sp: Play another biological thing this turn.
Thing - Biological
Action: 2sp: Put a biological thing token into play that has 1hp. That token has "Action: 3sp: Sacrifice a biological token in order to deal 1 acid damage to target thing. You may play this action as many times this turn as you wish, as long as you keep paying 3sp and sacrificing tokens."
Thing - Biological
Action: 5sp: Choose one: Deal 1 damage to 8 different things, or deal 1 damage to target player.
4sp / 1hp
Gelatinous Blob
Thing - Biological
Action: 2sp: turn this card into a copy of target biological thing. It loses this ability.
Thing - Biological
Sacrifice this card to bring back any biological card from the discard pile into play under your control.