Difference between revisions of "Battle Deck"
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==Special Rules== | ==Special Rules== | ||
-At the beginning of the game before you draw your hand, choose 1 Style card in which to play as. | |||
<br>-Each turn, every players gains 1 SP. | <br>-Each turn, every players gains 1 SP. | ||
<br>-Cards that are the same Style as the player cost 2 less SP to play, with a minimum of 0. | <br>-Cards that are the same Style as the player cost 2 less SP to play, with a minimum of 0. | ||
===Trading=== | ===Trading=== | ||
-Players may choose at any time during their turn to trade cards with another player. | |||
<br>-Players do NOT reveal the specific card offered for trade. Players must reveal the Styles, however. | <br>-Players do NOT reveal the specific card offered for trade. Players must reveal the Styles, however. | ||
<br>-Players can lie about anything else about the card up for trade. | <br>-Players can lie about anything else about the card up for trade. | ||
===Combat Rules=== | ===Combat Rules=== | ||
-Things have HP. The HP is restored back to full at the beginning of that player's turn. | |||
<br>-Players have 10 HP. If a player's HP reaches 0, he or she loses. This is not the only way to win. | <br>-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=== | ===Special Cards=== | ||
-Reaction Cards: These can be played whenever an opponent plays an Action, provided you can pay the SP cost. | |||
<br>-Rune Cards: Runes are special Thing cards that stay in play for 3 turns, and then are destroyed. | <br>-Rune Cards: Runes are special Thing cards that stay in play for 3 turns, and then are destroyed. | ||
==Styles== | ==Styles== | ||
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. | |||
<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 summons the most powerful magic to do their bidding. Incredibly powerful offensive actions fall under this Style, at a price. | ||
<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 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. | ||
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<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 is all about death. Necromancy cards benefit from the death of thing cards, and profits from bringing them back from the dead. | ||
<br>Light- This Style represents order. Light cards exhibit authority over life and death, and strive for peace through war. | <br>Light- This Style represents order. Light cards exhibit authority over life and death, and strive for peace through war. | ||
<br><br> | |||
Note that some cards may not utilize a Style. | Note that some cards may not utilize a Style. | ||
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| creator = | | creator = | ||
| minicard = | | minicard = | ||
}} | |||
{{card | |||
|title=Peek | |||
|type=Action - Psychic | |||
|cornervalue=1sp | |||
|text=Choose a card from an opponent's hand and look at it. | |||
}} | }} |
Revision as of 15:29, 30 June 2009
Battle Deck | |
---|---|
Designer | Tronbie |
Date | 30/06/2009 |
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.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
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 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
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.
Arcane- This Style summons the most powerful magic to do their bidding. Incredibly powerful offensive actions fall under this Style, at a price.
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.
Sky- This Style is about freedom. Sky cards enjoy the power to evade damage. This Style embraces travel.
Biology- Biology cards deal heavily with thing cards. The cheap-but-plentiful thing cards can reproduce and evolve quickly to outnumber an opponent.
Technology- This Style involves utilizing powerful tools to inflict damage. Technology cards embrace permanence, upgradeability, and durability.
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.
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.
Light- This Style represents order. Light cards exhibit authority over life and death, and strive for peace through war.
Note that some cards may not utilize a Style.