Difference between revisions of "Arcana System"
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| cornervalue = IX | | cornervalue = IX | ||
| type = Major Arcana - Sorcery | | type = Major Arcana - Sorcery | ||
| text = Look at the top ''X'' cards of your deck and re-arrange them in any order. ''X'' is the total number of active friendly summons and active Major Arcana in play. (Count combos as a single Major | | text = Look at the top ''X'' cards of your deck and re-arrange them in any order. ''X'' is the total number of active friendly summons and active Major Arcana in play. (Count combos as a single Major Arcanum.) | ||
}} | }} | ||
{{Card | {{Card |
Revision as of 13:14, 29 July 2012
Arcana System | |
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Designer | CK |
Date | 26/07/2012 |
Players | 2+ |
This deck has not been categorised. | |
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. |
I have been toying with this idea for some time: a moderately simple card game, playable with a deck or two of Tarot cards (originally my idea only involved a pack of playing cards, but the Major Arcana offer a lot of room for creativity) and assorted bits and bobs, that combines the feeling of being a powerful conjurer directing arcane forces (as, for instance, in Magic: The Gathering), the elemental rock-paper-scissors strategy element of Vantage Master Online and games like it, and the creative, play-by-the-seat-of-your-pants aspect of nomic games like Dvorak. Additionally, I wanted it to be versatile: you can play this like a card game version of Vantage Master if you like, concentrating purely on elemental summons pounding each other, or you can turn it into a contest to see who can create the most inventive trump combos, or you can play it as I'm about to describe it: a middle ground between those two extremes. Finally, I wanted it to be dynamic: it should be possible at all times to play a card or exploit a mechanic that will turn a bad situation around or generally cause something interesting to happen, and this always requires making a choice between well-defined alternatives. Do you keep your Pentacle on hand to heal the damage you expect to take next turn, or do you play it to prevent your opponent from powering up his summon and doing damage at all?
In all fairness, I'm mostly putting this here so I can use it to generate a Lackey export. If it seems fun, though, feel free to play it and leave suggestions on the talk page. The card list, obviously, is complete (and has been for several centuries, if I understand correctly), but the rules are not quite. Don't post any more trump combos, though: allow everyone else the pleasure of inventing them separately!
Rules
Didn't seem right to call them "Special Rules", considering this is basically an entirely new game.
Rules go here
Under construction, obvs Additional equipment that may prove useful:
- Damage counters (I have them in two different colors, one to represent 1 damage and one to represent 5, so as not to be saddled with huge amounts of little glass beads or what-have-you)
- A d20 (if you're playing with random game length)
- A d10 (for cards/combos that involve a 1-in-current-HP chance of something happening, or similar)
- Several d6 in different colors, to mark the duration of poison/freeze/related effects.
Card List
Cure: Heal target for 1 damage and remove all status effects.
Heal: Heal target for 1 damage.
Heal: Heal target for 1 damage.
Heal: Heal target for 2 damage.
Heal: Heal target for 2 damage.
Heal: Heal target for 3 damage.
Heal: Heal target for 3 damage.
Heal: Heal target for 4 damage.
Heal: Heal target for 4 damage.
Heal: Heal target for 5 damage.
Court Element: Earth
Base power: 1
Court Element: Air
Base power: 2
Court Element: Water
Base power: 4
Court Element: Fire
Base power: 6
Cure: Heal target for 1 damage and remove all status effects.
Freeze: Freeze target for 1 turn.
Freeze: Freeze target for 1 turn.
Freeze: Freeze target for 1 turn.
Freeze: Freeze target for 2 turns.
Freeze: Freeze target for 2 turns.
Freeze: Freeze target for 2 turns.
Freeze: Freeze target for 3 turns.
Freeze: Freeze target for 3 turns.
Freeze: Freeze target for 3 turns.
Court Element: Earth
Base power: 1
Court Element: Air
Base power: 2
Court Element: Water
Base power: 4
Court Element: Fire
Base power: 6
Cure: Heal target for 1 damage and remove all status effects.
Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1.
Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1.
Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1.
Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1.
Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1.
Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1.
Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1.
Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1.
Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1.
Court Element: Earth
Base power: 1
Court Element: Air
Base power: 2
Court Element: Water
Base power: 4
Court Element: Fire
Base power: 6
Cure: Heal target for 1 damage and remove all status effects.
Strike: Target takes 1 damage.
Strike: Target takes 2 damage.
Strike: Target takes 3 damage.
Strike: Target takes 4 damage.
Strike: Target takes 5 damage.
Strike: Target takes 6 damage.
Strike: Target takes 7 damage.
Strike: Target takes 8 damage.
Strike: Target takes 9 damage.
Court Element: Earth
Base power: 1
Court Element: Air
Base power: 2
Court Element: Water
Base power: 4
Court Element: Fire
Base power: 6
Tap: Heal 3 damage from all friendly summons in the same position.
To untap: Discard an attached card.
To tap a friendly summon in defense position: Discard an attached card.
Friendly summons in attack position may defend without incurring the usual 50% off-position penalty.
All attacks by friendly summons receive +1 damage (after elemental modifications).
Discard an attached card: Force-tap target enemy summon in opposite position.
Discard an attached card: Destroy target active enemy summon in opposite position.