Difference between revisions of "Legend of Zelda: CCG Card Set"
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These are played in response to effects of other cards, and work just like actions. | These are played in response to effects of other cards, and work just like actions. | ||
==Good Cards== | ==Good Cards== |
Revision as of 10:17, 29 November 2008
Legend of Zelda: CCG Set | |
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Designer | Jgr_94 |
Date | 11-11-08 |
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. |
This game is based upon The Legend of Zelda Series. Players decide who will be the Good Player, and who will be the Evil Player. For the Purpose of the Game, a new subtype of thing has been created, a 'character'. Characters can attack, as mentioned later in the special rules.
Basic Rules
Characters and actions have two subtypes - Good and Evil. As you may expect, they make up two seperate decks, the Good Player using the 'Good' Deck, and the Evil Player using the 'evil one'. Locations and items may be used in either deck. The Idea is to build your own 40 card deck out of the cards on offer. You might want to build a strictly Zora deck, and have your main card as Rutela, or maybe use a Ganondorf Deck, and base it around his armies. Just try playing about a bit! You may have up to four of the same card in your deck, however, you may only have one of each commander.
Win Conditions
In order to Win, you must achieve only one of these goals:
- If your opponent's active commander is destroyed
- If your opponent cannot draw a card whenthey must (Remember, You must draw a Card at the begining of your turn!)
- If you opponent controls no characters, and you control at least 5
There are also a few cards that allow you to win the game, such as the Fused shadows. Unfortunately, you cannot just play them, you must complete special conditions writtenm on the cards first.
Special Rules
Strength/Endurance
During your turn, you may declare attack on a character with one of your own characters. This is often refered to as 'combat'. When two characters are in combat, the endurance of the defender is subtracted from the strength of the attacker. If the new total is positive, subtract that many hearts from the defender. If a character gets additional strength or ednurance added, it will be shown like this: [+?/+?]. The first +? represents strength, and the second is endurance. So if a 2 strength, 2 endurance; [2/2], character gets [+1/+0], their new total is [3/2] or 3 strength, 2 endurance.
NB: A Character may attack only once per turn
Hearts
All characters have a number of hearts on them, written next to the card name, e.g.- Link {10}/ The 10 shows how many hearts they have. When a character has no hearts left, they are destroyed, and sent to the discard pile.
Life-Force
Each character has a Life-Force Number. This is shown in square brackets next to the tribe and card type. (e.g.- Good - Commander (Hylian) [10]). Most characters have effects that will cost you life-force points, such as feats of magic. When a creature hasn't got enough life-force left to use an effect, it cannot use that effect. If a card has an effect with a number infront of it in square brackets, this indicates how much life-force it will use. (e.g- [3] Destroy a Character). This means you must subtract 3 from the remaining life-force.
Flying
Flying is a common word on cards. Only characters with flying can attack other characters with flying. A Flying character may, however, attack both flying and non-flying characters.
Time Cost
Some more powerful characters cannot be played until a certain number of turns has passed. This is indicated with a number at the start of the card text (it is bold and italicized). Each represents a number of turns. If it has [3] then it cannot be plyed until the 3rd turn, so it is important you include weaker cards, or you will lose through lack of characters. If your active commander's time cost has not been fulfilled, it can still be played. Only your active commander can do this. For information about Commanders, see below.
Types of Cards
Commander
Some Characters have an additional type; Commander. For Example, on Link's Card it says his card type is 'Good - Commander'. Commanders have additional abilities that other cards do not.
Both Players must choose a commander from their deck. This becomes the active commander. The active commander is placed in the command post. Whilst in the Command Post, it cannot be attacked. You may activate one of it's effects or allow it to attack by playing it from the command post. If the active commander is destroyed, you lose the game. All non-active commanders are played as normal.
NB: The command post is just somewhere clear on the table, that shows it is not in play. When you use it's effect or attack with it, you move it from the 'command post' into play.
Race
All characters have a race as well. There are 12 races:
- Hylian
- Zora
- Goron
- Gerudo
- Deku
- Twili
- Deity
- Poe
- Seafarer
- Phantom
- Minion
- Rito
Each one has an advantage and disadvantage to another tribe.
They go in this order:
Hylian > Twili > Phantom > Poe > Deku > Zora > Seafarer > Rito > Minion > Goron > Gerudo
The arrows indicate what tribes get the advantage. For example, If a Hylian and a Twili were battling, the hylian would get [+1/+1] as it has an advantage. If a Zora and a Deku were fighting, the Deku would get [+1/+1]. The advantage lasts only for the combat, it doesn't stay permanently.
Deities have not been included in the list. Deities can only be attacked by other deities, and have no advantage or disadvantage - therefore making them some of the best characters in the game. In the event that a deity also has flying, it can only be attacked by deities with flying!
Locations
Locations are another type of thing. There can only be one Location in play at a time. Locations are played into the middle, on top of the current Location. Only the topmost Location is counted as in play and affects all players.
Equipment
Equipment is played onto characters. The effect on the equipment is 'equipped' to the character.
Action
Yes, Actions are still around, and they work just like normal!
Item
Items are a new breed of actions, and work in the same way. Items, however, do not come under a Good or evil slot, and therefore can exist in either player's deck.
Song
Songs are also a type of action, and can only be played if the wind waker is in play. They too aren't good or evil, and can be included in both types of decks.
Response
These are played in response to effects of other cards, and work just like actions.
Good Cards
Commanders
Things
Equipment
Actions
Responses
Evil Cards
Commanders
Dark Link gets +1/+1 for each Hylian in play
Flying
[10] Destroy a non-commander character
[1] Twinrova gets +1/+1 Permanentely. Use only once per turn.
Things
Misceallaneous Cards
Locaions
Items