Difference between revisions of "Nintendo Championship: Kongs VS. Crocs card set"
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Quick to Anger: when Krusha takes damage and is not KO'd flip a coin, if heads attacker receives 20 exit damage. | Quick to Anger: when Krusha takes damage and is not KO'd flip a coin, if heads attacker receives 20 exit damage. | ||
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Cannon Shot: Kannon can attack characters in the second line even if they're guarded by someone in the first line. | Cannon Shot: Kannon can attack characters in the second line even if they're guarded by someone in the first line. | ||
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{{card|title=Kritter|type=Unit-character-Unique:No|text=| cornervalue =75|flavortext= | {{card|title=Kritter|type=Unit-character-Unique:No|text=| cornervalue =75|flavortext= |
Revision as of 09:04, 5 April 2012
Nintendo Championship: Round One Kongs VS. Crocs. | |
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Designer | Soniccuz |
Date | 6-14-2008 |
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 under construction. Anyone is welcome to contribute - check the talk page to find out more. |
You become the Kongs elder, Cranky or, the King of Kremlings K. Rool. Take command of your tribe and take out the opposition.
Note this is still in planning stage, contents label to shift without warning!
If you have any questions or, suggestions, please feel free to leave a comment on the discussion page. I welcome all critique.
Special Rules
Everyone knows the Kongs and Kremlings have been fighting for possession of the golden bananas.
Each player puts 3 Golden Banana piles at the end of their Hoard Zone. (See Play Area/Zones)
The Goal is to reach the hoard zone and bring back a pile of Golden Bananas and put them in your Vault. the first to bring all three piles to their vault wins.
Some characters can use combo attacks, If they have combo written between atk values flip a coin to attempt to combo. If heads it's successful, the attack deals the damage listed on the right of the word 'combo'. If Tails the combo was fumbled and atk deals the damage on the left.
Each leader comes with unique abilities. Depending on who you play as (Cranky or, K. Rool) you have either:
Guerrilla Warfare, As Cranky a character card can switch to adjacent positions (to the sides, or up and down the line of defense) on their side of the field at the beginning, and end of all your turns.
K. Rool starts the game as the "King", and has 3 abilities related to his other 3 personalities. Anytime the card "ID Crisis" is played the active ability is changed:
As the Baron Hand size is increased to 10 cards.
As the Kaptain You may look at the top three cards of your deck.
As the Boxer you may shuffle the deck at the start of each turn.
Thus ID Crisis is a highly recommend card for the kremling deck.
Card Types
This card game will be attempting to use the Additional Rules - Physical Challenge.
Thing = Units/object/equipment/Events-ongoing
Unit's are further divided into Characters, and Animal Buddies:
- Characters have HP Def and Atk and sometimes abilities, same goes for animal buddies except animal buddies can't equip cards unless specially stated. Characters are typically Unique: all zones. Unless otherwise stated. Thus if a character does not say Unique anywhere it is still assumed Unique: all zones. Conversely Animal Buddies are not unique.
- Objects, unlike units, are stationary with the idea of providing substantial buffs, and abilities when in play. Generally unable to attack and have low defenses. It'll be common to place objects in the back row behind a character in the front to prevent the object from being destroyed. Though stationary they can still switch positions with adjacent cards. The idea being the unit 'picked up and moved the object'.
- Equipment are items that can be attached to characters for added atk/def, and/or abilities.
- Events Affect the game mostly over long term but, some act as action and only affect the turn. They are basically ongoing Effect cards.
Action = Offense/Defense/Event-action
Golden Banana Pile are Goals, 3 = Win.
Barrel Tokens
These tokens can enhance or, hinder some character cards. To gain a token instead of attacking with a character you can choose to have them "build a barrel" and place a Barrel Token on the same space as the character not attacking. Barrels are not attached to a character but instead stay on the space the character built it from. Barrels stay on the field if the character is removed and are, themselves, removed when used or if otherwise stated.
You can build as many barrels as there are characters to build them but, each space can only have 4 barrels at one time. A barrel is “within reach of a character” if it is on the same space as the they are.
1 barrel can be made per character per turn.
Play Area/Zones
The playing surface starting from you and going out to your opponent is:
- Hoard Pile: 3 spots for 3 Golden Banana Piles (known as Piles from here on out.)
- Last Line: 3 spots for Units, and objects
- First Line: 3 spots for Units, and objects
This setup may remind you of Real Time strategy games such as league of leagues. 3 "lanes" with characters hindering you from acquiring the Goals.
So when all these are laid out you have a 3x3 grid. Add to that a Draw pile typically off to the right that rolls into the discard pile, and a parallel spot to the left for ongoing event cards. Lastly you might want a specific spot to put acquired Banana Piles, aka the Vault.
A character can only attack if there's nothing blocking them, Last line character can't attack opponent if there's a first line character above it. Opponent can't attack Last line if there's a First line in front of it. You will constantly come across abilities that circumvent this.
The Lines make up your play area. Barrel tokens are built, and Units constantly move within these areas.
Playing the game
Begin by drawing 14 cards, then fill your first and last lines with character and object cards face down. If you don't have enough cards to fill the lines keep drawing till you do.
After the first 6 in play cards are set hand size is 6 cards.
Players reveal their in play cards at the same time, and play begins.
On your turn:
- Draw card
- Play 1 action, or event card per turn if desired. If a card forces you to play it immediately, you are still free to play another action or, event card after that one. It does not count as your one action/event.
- Bring a character or, object into play, and equip them at this time.
- Attack* or, build.
- Bring a character or, object into play, and equip them at this time.
- Play 1 action, or event card per turn if desired. If a card forces you to play it immediately, you are still free to play another action or, event card after that one. It does not count as your one action/event.
*When attacking Atk-Def= Targets Damage
If a front line position is empty, say a character card was just discarded, the unit directly behind it is free to move up and take the position. Alternately a player can opt to bring a new unit into play. Otherwise unit's typically cannot freely move without Guerrilla Warfare or, a similar ability.
Kong Deck
Things
- Donkey Kong (Character) Possible hero
- Diddy Kong (Character)
- Dixie Kong (Character)
- Funky Kong (Character)
- Kiddy Kong (Character)
- Lanky Kong (character)
- Chunky Kong (character)
- Eddie the Yeti (Character)
- Rambi (Animal Buddy)
- Squawks (Animal Buddy)
- Expresso (Animal Buddy)
- Squitter (Animal Buddy)
- Clapper (Animal Buddy)
- Barrel Jetpack (Equipment)
- Barrel Bazooka (Equipment)
- Bi-Plane (Equipment/Vhical)
- Bongos (Equipment)
- Guitar (Equipment)
- Encyclopedia Bananica (Equipment)
- Crystal Coconut (Object)
Action
- Banana-Slama (Offense)
- Cosmic Intervention (Event)
- Boom Box Blast (Offense) not included yet
- Wrinkly's Gift from the Grave
- Bluster's Barrel Delivery
- Swanky's Sweepstakes
- Simian Slam (Offense) not included yet
- Kong Koncert (Offense) not included yet
Kremling Krew Deck
Things
- Klump (Character) Possible hero
- Krusha (Character) Possible hero
- Kannon (Character)
- Kritter (Character)
- Manky Kong (Character)
- Krunch (Character)
- TNT Knocka (Character)
- Klap Trap (Character/Equipment)
- Clockwork (Animal Buddy)
- Kluba (Character) Possible hero
- Kasplat (Character)
- Spiny (Animal Buddy)
- Necky (Animal Buddy)
- Krow (Animal Buddy)
- Screech (Animal Buddy)
- Click-Clack (Animal Buddy)
- Zinger (Animal Buddy)
- Neek (Animal Buddy)
- KAOS (Equipment) not included yet
- Klap Blaster (Equipment)
- blunderbuss (Equipment)
- Dooms Day Device (object) not included yet
Action
- Intelligence Report not included yet
- Dooms Day Plans not included yet
- Heat Wave
- K.C.C.B.M. not included yet
- Identity Crises
- Next Plot not included yet
Cards that can be used in both decks
- Kong Barrel (action)
- Kong Barrel (object)
- TNT Barrel (object)
- Save Barrel (object) Most barrels are currently action
- Bonus Barrel (action)
- Banana
- Book of Spells not included yet
- Cursed Golden Banana not included yet
- Kart not included yet
- Letters (Thing - Event)
- Banana-Slama (action - offense)
- Barrel Landslide (action - Event)
The Cards Kong Deck
Def 30
Strong Kong: Negates an attack that would inflict over 30 damage. cost 3 barrel tokens.
Exception if a Boss card is in play this ability stays in affect for 3 turns. DK can't build barrels when this is effect.Def 30
Creative Ingenuity: If two Barrel tokens are in reach you can use them to search your deck for any non-Character card with “barrel” in its name.
Def 30
Team Attack!
If Dixie & Diddy are in the same line of defense, raise one's atk +10 and the other's def +10Def 40
Cosmic Karma, compare the # of Characters in your discard pile to your opponents' if you have more characters discarded discard your opponent's hand, if not Discard your hand. Plays out when Funky is brought into play.
Def 30
Banana Peel gag: If lanky successfully attacks, target can't attack next turn. cost 1 barrel token
Def 20
Targets hit by Chunky interfere with the unit directly behind them. The unit behind the target has it's ability negated, and can't attack next turn.
Def 20
Needless Rage, When Eddie Attacks flip a coin if tails Atk does nothing.
Def 10
Instead of playing Squawks you can choose to discard this card and search your deck for up to two animal bubby character cards.
Def 40
When Expresso is in play all opponent's character cards in First Line lose -20 atk
This effect isn't increased with more Expresso's.Def 20
If Clapper is still in play you may draw another card at the end of your turn.
This Item was first used by Diddy Kong in DK64. It returned as Diddy's recovery move in Smash Bros. Brawl.
This Item was first used by Diddy Kong in DK64. It returned as Diddy's recovery move in Smash Bros. Brawl.
This Item was first used by Diddy Kong in DK64. It returned as Diddy's recovery move in Smash Bros. Brawl.
Most may recall Diddy's guitar in DK64. But, how about his girlfriend Dixie's guitar from DKC2?
+20 Atk or, +20 Def all first line characters
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Cards Kremlings Deck
Def 30
Kritter Kommand: With Klump in play, at the beginning and end of your turns, you may swap positions of any two Kritter or, Klaptrap cards in play.
Def 30
Quick to Anger: when Krusha takes damage and is not KO'd flip a coin, if heads attacker receives 20 exit damage.
Def 20
Cannon Shot: Kannon can attack characters in the second line even if they're guarded by someone in the first line.
Def 20
Barrel Toss: Manky Kongs attack raises by 5 for every Barrel Token in his reach.
Def 10
Explosive End: When TNT Knocka is KO'd the attacking card is also KO'd.
Def 20
Lock On: If this card's attack is successful it is attached to the target where it does 10 damage every turn it is not KO'd.
Def: 10
Whined Up: Clockwork can't attack unless there is a character behind them.
Def 40
Pay the Piper: To attack with Kluba discard 5 cards.
Def 20
Krem Wave: By using a barrel token. Kasplat's attack will effect cards to the left and right of the target.
Def 20
Krem Wave: By using a barrel token. Kasplat's attack will effect cards to the left and right of the target.
Def 20
Krem Wave: By using a barrel token. Kasplat's attack will effect cards to the left and right of the target.
Def 20
Spine Ball: Discard a card from the top of your deck to raise Spiny's Def to 40. Spiny's def resets to 20 at the start of your next turn.
Def 0
If 2 Necky's are in play add +10 per Necky to Krow's Atk. If Krow isn't in play you may discard a Necky to search your Deck or, Discard pile for her.
Def 0
If 2 Necky's are in play add +10 per Necky to Krow's Atk. If Krow isn't in play you my discard a Necky to search your Deck or, Discard pile for her.
Def 0
If Krow & Necky are in play add +10 per Necky to Krow's Atk. If Krow isn't in play you may discard a Necky to search your Deck or, Discard pile for her.
Def 20
If Krow has been discarded once already, if brought back into play it’s HP is halved.
Def 30
Race to Win: If Screech is in play for 6 turns you can put one banana pile into your valut and discard screech.
Def 30
fliped: If click-Clack takes damage it can't attack next turn.
Def 0*
Zinger only takes damage from equipment and item enhanced attacks.
In the cartoon Klaptraps were used as ammunition to mow down the target.
In the cartoon Klaptraps were used as ammunition to mow down the target.
In the cartoon Klaptraps were used as ammunition to mow down the target.
Page two of the card list can be found here: [[1]]