Difference between revisions of "Elemental TCG card set"
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The land is torn into an all-out war between the seven '''Elemental Tribes.''' Each Tribe corresponds to one of the 7 '''Elements''' that make up the universe. You and your opponent(s) are waging one of this war's countless battles. | The land is torn into an all-out war between the seven '''Elemental Tribes.''' Each Tribe corresponds to one of the 7 '''Elements''' that make up the universe. You and your opponent(s) are waging one of this war's countless battles. | ||
Each Element has a unique fighting strategy. '''Fire''' focuses on dealing swift, small amounts of direct damage. '''Water''' is more concerned with speed, and attacking during your opponent's turn. '''Earth''' emphasizes a strong and sturdy | Each Element has a unique fighting strategy. '''Fire''' focuses on dealing swift, small amounts of direct damage. '''Water''' is more concerned with speed, and attacking during your opponent's turn. '''Earth''' emphasizes a strong and sturdy Defense. '''Air''' is all about staying out of your opponent's reach. '''Lightning''' is about unleashing powerful combinations of cards. '''Light''' concentrates on restoring your Life Points and avoiding damage. Finally, '''Darkness''' focuses on building up your Summons' Strength and draining the Strength of your opponent's Summons. | ||
===Gameplay=== | ===Gameplay=== | ||
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To start a game, both players shuffle their decks and draw 7 cards. At the beginning of each turn after that, that turn's player draws 1 card. | To start a game, both players shuffle their decks and draw 7 cards. At the beginning of each turn after that, that turn's player draws 1 card. | ||
All cards have '''Costs''' denoted in the card's upper right-hand corner. To play a card, you must already have in play a number of cards that equals the Cost of the card you are trying to play. For example, if you're trying to play a card with a Cost of 2, you must already have at least 2 cards in play. | All cards have '''Costs''' denoted in the card's upper right-hand corner. To play a card, you must already have in play a number of revealed cards (see '''priming''' in the next paragraph) that equals the Cost of the card you are trying to play. For example, if you're trying to play a card with a Cost of 2, you must already have at least 2 revealed cards in play. | ||
If you want to play a card and can pay its Cost, place it face-down on your '''Field.''' This card cannot be used until your next turn. This is called '''priming''' the card. A priming card is still considered to be in play. At the beginning of your next turn, before you draw, you may flip any primed cards right-side up. This is called '''revealing''' the card. Some cards (such as '''Gambit Cards''') do not have to be primed. You can flip a revealed card face-down and then reveal it again the turn after. | If you want to play a card and can pay its Cost, place it face-down on your '''Field.''' This card cannot be used until your next turn. This is called '''priming''' the card. A priming card is still considered to be in play. At the beginning of your next turn, before you draw, you may flip any primed cards right-side up. This is called '''revealing''' the card. Some cards (such as '''Gambit Cards''') do not have to be primed. You can flip a revealed card face-down and then reveal it again the turn after. You can do this as many times as you want. | ||
===Types of Cards=== | ===Types of Cards=== | ||
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Some Summons have special '''Abilities''' that can give them advantages in battle. See the ''Abilities Index'' for a complete list of Abilities and their definitions. | Some Summons have special '''Abilities''' that can give them advantages in battle. See the ''Abilities Index'' for a complete list of Abilities and their definitions. | ||
'''Gambits''': These cards do not have to be primed. They are '''destroyed''' (sent to the '''graveyard''', or discard pile) as soon as their effect takes place. If you do prime a Gambit Card, you may | '''Gambits''': These cards do not have to be primed. They are '''destroyed''' (sent to the '''graveyard''', or discard pile) as soon as their effect takes place. If you do prime a Gambit Card, you may reveal it during your opponent's turn. | ||
'''Equipment''': When these cards are revealed, they can be attached to another card (usually a Summon) and affect that card in some way. You can attach Equipment to cards controlled by your opponent(s). If the card an Equipment card is attached to is destroyed, the Equipment card is not destroyed. Equipment cards do not have to be attached to anything, but can only be attached to cards after both cards in question have been revealed. | '''Equipment''': When these cards are revealed, they can be attached to another card (usually a Summon) and affect that card in some way. You can attach Equipment to cards controlled by your opponent(s). If the card an Equipment card is attached to is destroyed, the Equipment card is not destroyed. Equipment cards do not have to be attached to anything, but can only be attached to cards after both cards in question have been revealed. | ||
'''Planes''': When these cards are revealed, they affect all players' Fields continuously until they are destroyed. | '''Planes''': When these cards are revealed, they affect all players' Fields continuously until they are destroyed. Only one Plane Card can in play at any given time; when another one is put into play (by either player), the first Plane is destroyed. | ||
===Battling=== | ===Battling=== | ||
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As mentioned before, Summons have special values called Strength and Defense. Both of these are taken into account when battling. | As mentioned before, Summons have special values called Strength and Defense. Both of these are taken into account when battling. | ||
'''Summon 1''' attacks '''Summon 2'''. If '''Summon 1''''s Strength is greater than '''Summon 2''''s Defense, '''Summon 2''' is destroyed. If '''Summon 1''''s Strength is equal to or less than'''Summon 2''''s Defense, neither Summon is destroyed. | '''Summon 1''' attacks '''Summon 2'''. If '''Summon 1''''s Strength is greater than '''Summon 2''''s Defense, '''Summon 2''' is destroyed. If '''Summon 1''''s Strength is equal to or less than '''Summon 2''''s Defense, neither Summon is destroyed. | ||
'''Summon 1''' attacks '''Player 2'''. If '''Player 2''' has a Summon on his or her Field, he or she can '''block''' '''Summon 1''''s attack with it. The two Summons then enter the previous battling scenario. If '''Player 2''' doesn't have any Summons to block with, or chooses not to block, he or she takes Damage equal to '''Summon 1''''s Strength. | '''Summon 1''' attacks '''Player 2'''. If '''Player 2''' has a Summon on his or her Field, he or she can '''block''' '''Summon 1''''s attack with it. The two Summons then enter the previous battling scenario. If '''Player 2''' doesn't have any Summons to block with, or chooses not to block, he or she takes Damage equal to '''Summon 1''''s Strength. | ||
==Abilities Index== | |||
===General Abilities=== | |||
'''Charge ''X''''': Prime this card for up to ''X'' turns. Generally an effect will occur based on how many turns this card charged for. | |||
===Abilities exclusive to Summons=== | |||
'''Bonds with ''[Type/Element]''''': For every Summon of the denoted type or Element in play, this Summon gets +10 Strength. | |||
'''Cower''': This Summon can't attack or block any Summon with a higher Strength than it. | |||
'''Hostile towards ''[Type/Element]''''': When attacking a Summon of the denoted type or Element, this Summon gets +10 Strength until the end of the turn. | |||
'''Loyalty to'' [Type/Element]''''': This Summon can't attack other Summons of the denoted type or Element. | |||
'''Shroud''': This Summon can't be the target of a Gambit. | |||
==Card List== | ==Card List== | ||
''(Sorted by Element, then Cost.)'' | |||
{{Card | {{Card | ||
| title = Flash | | title = Flash | ||
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| text = '''Loyalty to Fire.''' ''(Smokeling can't attack Fire Summons.)''<br><br> If Smokeling attacks a non-Fire Summon, Smokeling's Strength is doubled. <br><br> '''10/0''' | | text = '''Loyalty to Fire.''' ''(Smokeling can't attack Fire Summons.)''<br><br> If Smokeling attacks a non-Fire Summon, Smokeling's Strength is doubled. <br><br> '''10/0''' | ||
| type = Fire Summon - Creature | | type = Fire Summon - Creature | ||
| bgcolor = ff0000 | |||
| cornervalue = 0 | |||
}} | |||
{{Card | |||
| title = Sunhat | |||
| text = Equipped Summon gets +10 Defense. | |||
| type = Fire Equipment | |||
| bgcolor = ff0000 | | bgcolor = ff0000 | ||
| cornervalue = 0 | | cornervalue = 0 | ||
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{{Card | {{Card | ||
| title = Goblin Trooper | | title = Goblin Trooper | ||
| text = '''Cower.''' ''(Goblin Trooper can't attack or block any Summon with a higher | | text = '''Cower.''' ''(Goblin Trooper can't attack or block any Summon with a higher Strength than Goblin Trooper.)''<br><br> '''20/20''' | ||
| type = Fire Summon - Goblin | | type = Fire Summon - Goblin | ||
| bgcolor = ff0000 | | bgcolor = ff0000 | ||
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{{Card | {{Card | ||
| title = | | title = Brushfire | ||
| text = | | text = Charge 3. (You can prime this card for up to 3 turns.) <br><br>When this card is revealed, destroy a number of Summons in play equal to the amount of turns this card Charged for. | ||
| type = Fire Gambit | | type = Fire Gambit | ||
| bgcolor = ff0000 | | bgcolor = ff0000 | ||
| cornervalue = | | cornervalue = 3 | ||
}} | |||
{{Card | |||
| title = Desert Merchant | |||
| text = Instead of attacking with Desert Merchant, you can draw a card.<br><br>'''20/20''' | |||
| type = Fire Summon - Merchant | |||
| bgcolor = ff0000 | |||
| cornervalue = 3 | |||
}} | |||
{{Card | |||
| title = Flame Banner | |||
| text = All Summons have '''Loyalty to Fire''' ''(They can't attack Fire Summons)'' and are '''Hostile towards non-Fire.''' ''(When attacking a non-Fire Summon, they get +10 Strength until the end of the turn.)'' | |||
| type = Fire Plane | |||
| bgcolor = ff0000 | |||
| cornervalue = 3 | |||
}} | }} | ||
{{Card | {{Card | ||
| title = | | title = Hot Gauntlets | ||
| text = ' | | text = When the equipped Summon attacks another Summon, its target's controller loses 10 Life. If the equipped Summon attacks a player, the player loses 10 Life before the remaining Damage is calculated. | ||
| type = Fire | | type = Fire Equipment | ||
| bgcolor = ff0000 | | bgcolor = ff0000 | ||
| cornervalue = 3 | | cornervalue = 3 | ||
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| type = Fire Summon - Soldier | | type = Fire Summon - Soldier | ||
| bgcolor = ff0000 | | bgcolor = ff0000 | ||
| cornervalue = | | cornervalue = 4 | ||
}} | }} | ||
{{Card|title=Courageous Soldier| | |||
text=When you reveal Courageous Soldier, gain 5 life. <br><br>'''10/10'''| | |||
type=Light Summon - Soldier|bgcolor=cccccc|cornervalue=0|creator=ChippyYYZ}} | |||
{{card|title=Reveal| | |||
text=When this card is revealed, look at each opponent's hand.| | |||
type=Light Gambit|bgcolor=cccccc|cornervalue=0|creator=ChippyYYZ}} | |||
{{card|title=Ray of Light| | |||
text=Prevent the next 15 damage that would be dealt to a Summon of your choice, then gain 5 life.| | |||
type=Light Gambit|bgcolor=cccccc|cornervalue=1|creator=ChippyYYZ}} | |||
{{card|title=Sentinel Orb| | |||
text=Instead of attacking with Sentinel Orb, you may destroy it and gain 35 life.<BR><BR>'''0/35'''| | |||
type=Light Summon - Elemental|bgcolor=cccccc|cornervalue=1|creator=ChippyYYZ}} | |||
{{card|title=Paladin| | |||
text=Whenever Paladin deals damage to a player, you gain that much life.<BR><BR>'''20/20'''| | |||
type=Light Summon - Soldier|bgcolor=cccccc|cornervalue=2|creator=ChippyYYZ}} | |||
{{card|title=Crusader| | |||
text=If you have more than 200 life, Crusader does not have to be primed.<BR><BR>'''20/20'''| | |||
type=Light Summon - Knight|bgcolor=cccccc|cornervalue=2|creator=ChippyYYZ}} | |||
{{card|title=Truce| | |||
text=All Summons lose '''Hostility'''.| | |||
type=Light Plane|bgcolor=cccccc|cornervalue=2|creator=ChippyYYZ}} | |||
{{card|title=Heroes' Mantle| | |||
text=Equipped Summon gets +5/+15| | |||
type=Light Equipment|bgcolor=cccccc|cornervalue=2|creator=ChippyYYZ}} | |||
{{card|title=Blindness| | |||
text=Equipped Summon gets -50 Strength.| | |||
type=Light Equipment|bgcolor=cccccc|cornervalue=3|creator=ChippyYYZ}} | |||
{{card|title=Shining Knight| | |||
text='''Loyalty to Light.''' Whenever Shining Knight attacks a player, a creature that player controls gains cower until the end of combat.<BR><BR>'''20/20'''| | |||
type=Light Summon - Knight|bgcolor=cccccc|cornervalue=3|creator=ChippyYYZ}} | |||
{{card|title=Monk's Chant| | |||
text=Charge 4. When Monk's Chant is revealed, you gain 20 life for each turn it was charged, then draw a card.| | |||
type=Light Gambit|bgcolor=cccccc|cornervalue=3|creator=ChippyYYZ}} | |||
{{card|title=Glorious Rebirth| | |||
text=Return a Summon from your discard pile to play. It is now a Light Summon.| | |||
type=Light Gambit|bgcolor=cccccc|cornervalue=4|creator=ChippyYYZ}} | |||
{{card|title=Angel of Vengeance| | |||
text='''Loyalty to Light.''' Whenever a card is put into a discard pile, you gain 5 life.<BR><BR>'''50/50'''| | |||
type=Light Summon - Angel|bgcolor=cccccc|cornervalue=5|creator=ChippyYYZ}} | |||
{{card|title=Angel of Justice| | |||
text='''Loyalty to Light.''' Opponent's Summons have '''Loyalty to Light'''.<BR><BR>'''40/40'''| | |||
type=Light Summon - Angel|bgcolor=cccccc|cornervalue=5|creator=ChippyYYZ}} | |||
{{card|title=Angel of Purity| | |||
text='''Loyalty to Light.''' When you control a non-Light card or play a non-Light Gambit, destroy Angel of Purity.<BR><BR>'''60/60'''| | |||
type=Light Summon - Angel|bgcolor=cccccc|cornervalue=5|creator=ChippyYYZ}} |
Latest revision as of 06:20, 22 December 2011
Elemental TCG card set | |
---|---|
Designer | Drock |
Date | June 12, 2011 |
Players | 2+ |
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 Generate MUSHcode | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Rulebook
Setting
The land is torn into an all-out war between the seven Elemental Tribes. Each Tribe corresponds to one of the 7 Elements that make up the universe. You and your opponent(s) are waging one of this war's countless battles.
Each Element has a unique fighting strategy. Fire focuses on dealing swift, small amounts of direct damage. Water is more concerned with speed, and attacking during your opponent's turn. Earth emphasizes a strong and sturdy Defense. Air is all about staying out of your opponent's reach. Lightning is about unleashing powerful combinations of cards. Light concentrates on restoring your Life Points and avoiding damage. Finally, Darkness focuses on building up your Summons' Strength and draining the Strength of your opponent's Summons.
Gameplay
Each player starts with 200 Life Points. If your Life Points are reduced to 0 (or less), you lose. You can reduce another player's Life Points by inflicting Damage upon them.
To start a game, both players shuffle their decks and draw 7 cards. At the beginning of each turn after that, that turn's player draws 1 card.
All cards have Costs denoted in the card's upper right-hand corner. To play a card, you must already have in play a number of revealed cards (see priming in the next paragraph) that equals the Cost of the card you are trying to play. For example, if you're trying to play a card with a Cost of 2, you must already have at least 2 revealed cards in play.
If you want to play a card and can pay its Cost, place it face-down on your Field. This card cannot be used until your next turn. This is called priming the card. A priming card is still considered to be in play. At the beginning of your next turn, before you draw, you may flip any primed cards right-side up. This is called revealing the card. Some cards (such as Gambit Cards) do not have to be primed. You can flip a revealed card face-down and then reveal it again the turn after. You can do this as many times as you want.
Types of Cards
There are 4 Types of card in this TCG:
Summons: A soldier enlisted to fight for your side. This can be a tribesman fiercely loyal to your side or an apathetic mercenary who sides with whoever has the most money. Summons don't have to be human; semi-intelligent creatures such as goblins or imps can be used at your disposal. Even otherworldly creatures, spirits or powerful demons can be summoned to your side. Summons have two special values: Strength and Defense. These are used in battling (see Battling below).
Some Summons have special Abilities that can give them advantages in battle. See the Abilities Index for a complete list of Abilities and their definitions.
Gambits: These cards do not have to be primed. They are destroyed (sent to the graveyard, or discard pile) as soon as their effect takes place. If you do prime a Gambit Card, you may reveal it during your opponent's turn.
Equipment: When these cards are revealed, they can be attached to another card (usually a Summon) and affect that card in some way. You can attach Equipment to cards controlled by your opponent(s). If the card an Equipment card is attached to is destroyed, the Equipment card is not destroyed. Equipment cards do not have to be attached to anything, but can only be attached to cards after both cards in question have been revealed.
Planes: When these cards are revealed, they affect all players' Fields continuously until they are destroyed. Only one Plane Card can in play at any given time; when another one is put into play (by either player), the first Plane is destroyed.
Battling
Once during your turn, you can send your Summons into battle. You can battle with as many Summons as you want, but each Summon can only attack one target (the target being another Summon or another player). More than one Summon may attack the same target, however.
As mentioned before, Summons have special values called Strength and Defense. Both of these are taken into account when battling.
Summon 1 attacks Summon 2. If Summon 1's Strength is greater than Summon 2's Defense, Summon 2 is destroyed. If Summon 1's Strength is equal to or less than Summon 2's Defense, neither Summon is destroyed.
Summon 1 attacks Player 2. If Player 2 has a Summon on his or her Field, he or she can block Summon 1's attack with it. The two Summons then enter the previous battling scenario. If Player 2 doesn't have any Summons to block with, or chooses not to block, he or she takes Damage equal to Summon 1's Strength.
Abilities Index
General Abilities
Charge X: Prime this card for up to X turns. Generally an effect will occur based on how many turns this card charged for.
Abilities exclusive to Summons
Bonds with [Type/Element]: For every Summon of the denoted type or Element in play, this Summon gets +10 Strength.
Cower: This Summon can't attack or block any Summon with a higher Strength than it.
Hostile towards [Type/Element]: When attacking a Summon of the denoted type or Element, this Summon gets +10 Strength until the end of the turn.
Loyalty to [Type/Element]: This Summon can't attack other Summons of the denoted type or Element.
Shroud: This Summon can't be the target of a Gambit.
Card List
(Sorted by Element, then Cost.)
If Smokeling attacks a non-Fire Summon, Smokeling's Strength is doubled.
10/0
10/10
20/10
20/20
Hostile towards non-Fire. (When attacking a non-Fire Summon, Blaze Footsoldier gets +10 Strength until the end of the turn.)
15/15
20/15
Shroud. (Night Marauder can't be the target of a Gambit.)
25/15
When this card is revealed, destroy a number of Summons in play equal to the amount of turns this card Charged for.
20/20
Charge 3. (You can prime this card for up to 3 turns.)
When this card is revealed, it gets +10 Strength for each turn it was Charged for, until the end of the turn.
30/25
10/10
0/35
20/20
20/20
20/20
50/50
40/40
60/60