Difference between revisions of "Magic Unlimited"

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|designers=CDRCH
|designers=CDRCH
|date=11/11/09
|date=11/11/09
|players=2+
|players=2
|status=Unfinished}}
|status=Unfinished}}
Redone from the ground up.


=Rules=
=Rules=


Each player has their own deck of at least 30 cards. Max deck size is 70Each deck can have up to five copies of a single card, except ruin shrines and any 0-turn spells, of which you may have unlimited.
==Basic Rules==
==Field==
Kinda complicated, but simple enough to learn.
The field consists of several areas: the casting spell area, the active spell area, the delayed spell area, the artifacts area, the allies area, the absorbed magic area, the knowledge area, the deck area, and the discard pile.
 
==Casting Spell Area==
Magic Unlimited is played between 2 players, with the players taking turns to cast spellsCompared to Dvorak, almost this entire game is made up of Actions, known as spells, though some spells create what are very similar to temporary Things.  However, neither term is used in this game.
Whenever a spell is played, it is played here firstWhen the listed number of turns to cast has passed, it is moved to either the active spell area or the delayed spell areaIf to the active spell area, the spell will take effect, and be discarded unless it has a lasting effect.
 
==Active Spell Area==
There are twelve kinds of magic, based on colors: White, Red, Orange, Brown, Yellow, Gray, Green, Blue, Violet, Black, Gold, and Silver.  Each player will have their own deck and discard pile, and each deck is based on a theme of one or more colors.  Each color has its own style of play.  This is not to be confused with magic styles, discussed later.  For example, White is mainly healing spells, with spells to support a style of play based around healing spells.
All spells in this area are deemed 'active'. If a spell is here and has finished its effects and will not create any more effects, it is immediately discarded.
 
==Delayed Spell Area==
During each turn, a player may take up to three actions.  An action is casting a spell, drawing a card, or discarding a card.  While discarding a card may seem disadvantageous, there are spells that can look at your hand and use your spells against youAny of the three actions not used can be uedon your opponent's turn in response to something they d to you, such as attack or look at your handYou may not play a card on your opponent's turn if the action does not directly affect you, unless the card states otherwise.
Any spell in this area is considered a 'delayed spell'A spell in this area may be used at any time, even during the opponents turnIt then becomes activeA spell moved from the active spell area to here may not become active on the turn you placed the card in the delayed spell area.
 
==Artifacts Area==
These are all the basic rules.  The next section is more information about the types of magic, which can be used to improve your playing style or learn more about how to build a better deck.
All artifacts are placed in this area, unless attached to an allyA single use artifact is destroyed after it's use - otherwise, artifact cards stay here.
 
==Allies Area==
==Types of Magic==
The allies area is where all allies stayEach ally may use their effect as often as their card allowsEvery character card that you own that is not your character is an ally, in addition to creatures, who are also allies.
How Magic is Divided.
==Absorbed Magic Area==
 
Certain kinds of magic can bind magic to your very soulWhatever magic is bonded goes in this areaDepending on the type of magic, a different effect occurs for all of the spells in this area.
Magic is divided into 3 types, each of which is further divided into 2 subtypes, each of which are divided into several catagories.
==Knowledge Area==
 
All cards that improve your skill or show that you've mastered something go here.  Cards in this area are very rarely destroyed, as they represent knowledgeThis area is split in two, as some knowledge cannot be learned until several turns have passed.
The first type is offensive magic, divided into direct and indirect damage subtypes.  Direct damage cards are divided into HP and MP attacking, and defense attackingHP and MP attacking cards are obvious in what they do, while defense attacking cards directly attack whatever defenses your opponent has set up, be they magic shields or stone wallsIndirect damage cards are different from direct damage cards in that they do damage according to a keyThe two subtypes are damage over time, which drain HP or MP every so often, and curse, which afflict the opponent with a condition that causes some sort of effect whenever the trigger is activated.  An example would be if a curse card said 'Whenever the opponent draws a card, the opponent loses 10 HP'.
==Deck and Discard Pile==
 
The discard pile is where all used or destroyed cards go, and is placed next to the deck. Either player can look through either player's discard pile, but this is rarely needed, as cards are not often taken from the discard pileThe deck is for...being a deck.
The second type is defensive magic, divided into protecting magic and healing magic.  Protecting magic is divided into shields, which create a barrier to protet you, counterspells, spells that can block a spell and send it back at the opponent in the same action, and dormant defense spells, which are spells that you can use an action to place face down on the table, and use at any time, without any additional costHealing magic is divided into HP and MP healing, which restore those things, and defense healing, which repair shields.
==Turns==
 
Each turn, a player may take up to three actions, unless a card adds or subtracts actionsAn action is performing one of the following: drawing a cards, casting a spell, continuing to cast a spell, activate a character or creature's effect, attack with an character or creature, release a delayed spell, learn knowledge, or discard a card.
The final type of magic is just all other spells, appropriately called 'other spells'Other spells are divided into assist magic and standalone magic, based on if they affect another spell or create an effect on their own.  Assist magic is divided into three categories, all of which increase the power of something: damage increasing, healing increasing, and defense increasing.  These increase the power of these cards, and can create very powerful combosFor example, say a damage increasing card that multiplies damage by 10 for 5 turns is played on a continous damage card that normally does 10 HP damage per turn.  The change is that 100 HP damage is done every turn for five turns, which can easily win a game.  Standalone spells include: searching, viewing, and reusing magic, all of which are fairly self-explanatory.  Searching magic finds cards in the deck or allows you to steal a card from your opponent, viewing magic allows you to see cards you normally cannot see, and reusing magic allows you to do just that - reuse magic from the discard pile.  In addition, some spells do not fall under assist or standalone, and fall in an 'other' subtypeThere is only one category currently defined under this subtype, which is sacrificial magicThis kind of magic usually inolves making a sacrifice for some kind of gain.  Other spells are also in the 'other' subtype, but do not yet have a defining category.
==Casting Spells==
 
To cast a spell, take the appropriate card from your hand and place it in the casting spell areaEach turn, you must spend one action to continue your spell, and one is subtracted from the turn number remaining. By using all three actions for this, two turns are subtractedIf the turn number is zero at any time, the spell is instantly activated. If damage is dealt to the character casting the spell, the spell is interrupted, and the card is returned to the player's handTHe same thing happens if you do not spend at least one action every turn to continue casting a multi-turn spell.
=Colors=
Spells may be cast to counter an opponent's spellZero-turn or delayed spells are recommended, as other spells are too slow to have any effect.
The colors and their information.
Spells are cast by paying an energy cost listed on the cardThe energy is generated by ruin shrines, which create different amounts of energy depending on the shrine and the ruin it is placed in.
 
 
==White==
 
Uses/Theme: Healing
 
White's focus is on keeping a few strong defenses healthy all of the time, as well as keeping your HP and MP at maximumWhite does well mixed with defensve colors, particularly Gray and Violet.
 
Notable Cards:
 
Advice:
 
==Red==
 
Uses/Theme: Offense
 
Red's focus is on keeping a strong offensive line at all times.  For a more balanced deck, mix with a defensive or healing color, or mix with Orange or Gold to strengthen your offense while neglecting your defense.
 
Notable Cards:
 
Advice:
 
==Orange==
 
Uses/Theme: Defense Through Offense
 
Orange's focus is to keep the opponent on the defensive all of the time, in order to compensate for the absent defenseAdd White or a few key defensive cards to keep yourself in the game longer.
 
Notable Cards:
 
Advice:
 
==Brown==
 
Uses/Theme: Negate opponent's offensive capabilities
 
Brown's focus is on making sure the opponent cannot attack you, while building up for a strong, slow attack.  Red or Orange speed up the offense, and Yellow can help to make your opponent unable to defend themself.
 
Notable Cards:
 
Advice:
 
==Yellow==
 
Uses/Theme: Negate opponent's defensive capabilities
 
Yellow's focus is on destroying defensive abilities, opening up room for more attacks by youA defensive color can help remove Yellow's weakness of a slow to build up defense.
 
Notable Cards:
 
Advice:
 
==Gray==
 
Uses/Theme: Defense
 
Gray's focus is on keeping a strong defensive line at all times.  For a more balanced deck, mix with an offensive or controlling color, or mix with Violet or Silver to strengthen your defense while neglecting your offense.
 
Notable Cards:
 
Advice:
 
==Green==
 
Uses/Theme: Slow, continous damage
 
Green's focus is on keeping the opponent afflicted with curses and every-turn damage spellsDefensive colors help you bide your time until the endgame.
 
Notable Cards:
 
Advice:
 
==Blue==
 
Uses/Theme: Control
 
Blue's focus is on controlling your opponent's actions, giving you more time to build a strong offense and defenseMix with other colors to create an offensive or defensive deck, or leave on its own to depend more on controlling your opponent.
 
Notable Cards:
 
Advice:
 
==Violet==
 
Uses/Theme: Offense Through Defense
 
Violet's focus is to keep the opponent on the offense in order to keep Violet's defenses from becoming invincible.  Mix with a more offensive color to speeed up the extremely slow offense.
 
Notable Cards:
 
Advice:
 
==Black==
 
Uses/Theme: Trickery and Treachery
 
Black's focus is on tricking other colors into falling into traps.  Black is also the only color to make heavy use of sacrificial cards, sacrificing its own defenses to take out the opponent's, and then mounting a quick attackMix with any color to vary the style of play.
 
Notable Cards:
 
Advice:
 
==Gold==
 
Uses/Theme: Balanced, leaning toward offense
 
Gold's focus is to keep a balanced offense and defense, with a slight focus toward offenseMix with offensive colors to strengthen this.
 
Notable Cards:
 
Advice:
 
==Silver==
 
Uses/Theme: Balanced, leaning toward defense
 
Silver's focus is to keep a balanced offense and defense, with a slight focus toward defenseMix with defensive colors to strengthen this.
 
Notable Cards:
 
Advice:
 
 
 


==How to Play==
Magic Unlimited is played by the two players taking turns to attempt to defeat each other's main character in magical combat.  The main character is chosen from the deck before the game begins.  When the main character is defeated by losing all oftheir hit points, that player loses. The exception is when allies are in play.  Another character on the same side may replace the original character.  They are treated as being a new main character.


==Card List==
=Card List=
Coming Soon
Coming Soon

Latest revision as of 04:43, 13 November 2009

Magic Unlimited
Designers CDRCH
Date 11/11/09
Players 2
This is an unfinished deck. It is incomplete, and is not playable.
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.

Redone from the ground up.

Rules

Basic Rules

Kinda complicated, but simple enough to learn.

Magic Unlimited is played between 2 players, with the players taking turns to cast spells. Compared to Dvorak, almost this entire game is made up of Actions, known as spells, though some spells create what are very similar to temporary Things. However, neither term is used in this game.

There are twelve kinds of magic, based on colors: White, Red, Orange, Brown, Yellow, Gray, Green, Blue, Violet, Black, Gold, and Silver. Each player will have their own deck and discard pile, and each deck is based on a theme of one or more colors. Each color has its own style of play. This is not to be confused with magic styles, discussed later. For example, White is mainly healing spells, with spells to support a style of play based around healing spells.

During each turn, a player may take up to three actions. An action is casting a spell, drawing a card, or discarding a card. While discarding a card may seem disadvantageous, there are spells that can look at your hand and use your spells against you. Any of the three actions not used can be uedon your opponent's turn in response to something they d to you, such as attack or look at your hand. You may not play a card on your opponent's turn if the action does not directly affect you, unless the card states otherwise.

These are all the basic rules. The next section is more information about the types of magic, which can be used to improve your playing style or learn more about how to build a better deck.

Types of Magic

How Magic is Divided.

Magic is divided into 3 types, each of which is further divided into 2 subtypes, each of which are divided into several catagories.

The first type is offensive magic, divided into direct and indirect damage subtypes. Direct damage cards are divided into HP and MP attacking, and defense attacking. HP and MP attacking cards are obvious in what they do, while defense attacking cards directly attack whatever defenses your opponent has set up, be they magic shields or stone walls. Indirect damage cards are different from direct damage cards in that they do damage according to a key. The two subtypes are damage over time, which drain HP or MP every so often, and curse, which afflict the opponent with a condition that causes some sort of effect whenever the trigger is activated. An example would be if a curse card said 'Whenever the opponent draws a card, the opponent loses 10 HP'.

The second type is defensive magic, divided into protecting magic and healing magic. Protecting magic is divided into shields, which create a barrier to protet you, counterspells, spells that can block a spell and send it back at the opponent in the same action, and dormant defense spells, which are spells that you can use an action to place face down on the table, and use at any time, without any additional cost. Healing magic is divided into HP and MP healing, which restore those things, and defense healing, which repair shields.

The final type of magic is just all other spells, appropriately called 'other spells'. Other spells are divided into assist magic and standalone magic, based on if they affect another spell or create an effect on their own. Assist magic is divided into three categories, all of which increase the power of something: damage increasing, healing increasing, and defense increasing. These increase the power of these cards, and can create very powerful combos. For example, say a damage increasing card that multiplies damage by 10 for 5 turns is played on a continous damage card that normally does 10 HP damage per turn. The change is that 100 HP damage is done every turn for five turns, which can easily win a game. Standalone spells include: searching, viewing, and reusing magic, all of which are fairly self-explanatory. Searching magic finds cards in the deck or allows you to steal a card from your opponent, viewing magic allows you to see cards you normally cannot see, and reusing magic allows you to do just that - reuse magic from the discard pile. In addition, some spells do not fall under assist or standalone, and fall in an 'other' subtype. There is only one category currently defined under this subtype, which is sacrificial magic. This kind of magic usually inolves making a sacrifice for some kind of gain. Other spells are also in the 'other' subtype, but do not yet have a defining category.

Colors

The colors and their information.


White

Uses/Theme: Healing

White's focus is on keeping a few strong defenses healthy all of the time, as well as keeping your HP and MP at maximum. White does well mixed with defensve colors, particularly Gray and Violet.

Notable Cards:

Advice:

Red

Uses/Theme: Offense

Red's focus is on keeping a strong offensive line at all times. For a more balanced deck, mix with a defensive or healing color, or mix with Orange or Gold to strengthen your offense while neglecting your defense.

Notable Cards:

Advice:

Orange

Uses/Theme: Defense Through Offense

Orange's focus is to keep the opponent on the defensive all of the time, in order to compensate for the absent defense. Add White or a few key defensive cards to keep yourself in the game longer.

Notable Cards:

Advice:

Brown

Uses/Theme: Negate opponent's offensive capabilities

Brown's focus is on making sure the opponent cannot attack you, while building up for a strong, slow attack. Red or Orange speed up the offense, and Yellow can help to make your opponent unable to defend themself.

Notable Cards:

Advice:

Yellow

Uses/Theme: Negate opponent's defensive capabilities

Yellow's focus is on destroying defensive abilities, opening up room for more attacks by you. A defensive color can help remove Yellow's weakness of a slow to build up defense.

Notable Cards:

Advice:

Gray

Uses/Theme: Defense

Gray's focus is on keeping a strong defensive line at all times. For a more balanced deck, mix with an offensive or controlling color, or mix with Violet or Silver to strengthen your defense while neglecting your offense.

Notable Cards:

Advice:

Green

Uses/Theme: Slow, continous damage

Green's focus is on keeping the opponent afflicted with curses and every-turn damage spells. Defensive colors help you bide your time until the endgame.

Notable Cards:

Advice:

Blue

Uses/Theme: Control

Blue's focus is on controlling your opponent's actions, giving you more time to build a strong offense and defense. Mix with other colors to create an offensive or defensive deck, or leave on its own to depend more on controlling your opponent.

Notable Cards:

Advice:

Violet

Uses/Theme: Offense Through Defense

Violet's focus is to keep the opponent on the offense in order to keep Violet's defenses from becoming invincible. Mix with a more offensive color to speeed up the extremely slow offense.

Notable Cards:

Advice:

Black

Uses/Theme: Trickery and Treachery

Black's focus is on tricking other colors into falling into traps. Black is also the only color to make heavy use of sacrificial cards, sacrificing its own defenses to take out the opponent's, and then mounting a quick attack. Mix with any color to vary the style of play.

Notable Cards:

Advice:

Gold

Uses/Theme: Balanced, leaning toward offense

Gold's focus is to keep a balanced offense and defense, with a slight focus toward offense. Mix with offensive colors to strengthen this.

Notable Cards:

Advice:

Silver

Uses/Theme: Balanced, leaning toward defense

Silver's focus is to keep a balanced offense and defense, with a slight focus toward defense. Mix with defensive colors to strengthen this.

Notable Cards:

Advice:



Card List

Coming Soon