Difference between revisions of "Mario RPG CCG set"
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==== Equipment ==== | ==== Equipment ==== | ||
Equipment is a subtype of Thing. Equipment can only be played onto | Equipment is a subtype of Thing. Equipment can only be played onto Characters, unless it says otherwise. The Character a piece of Equipment is played on to is refered to as its User. | ||
==== Location ==== | ==== Location ==== | ||
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=== Other Rules === | === Other Rules === | ||
==== Card Abilities ==== | ==== Card Abilities ==== | ||
Any text written as a bold verb followed by a colon can be read as, 'As an action, you can use this ability.' Also, any ability that gives a damage value is an attack and must target a Character. For example, ''''Jump:''' 1 damage | Any text written as a bold verb followed by a colon can be read as, 'As an action, you can use this ability.' Also, any ability that gives a damage value is an attack and must target a Character. For example, ''''Jump:''' Deal target 1 damage' can be read as 'You may take an action (called Jump) to deal target Character 1 damage.' If the verb is followed by a number in parenthesis, this amount of FP must be spent to use the ability. | ||
==== Card Attributes ==== | ==== Card Attributes ==== | ||
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''Spiked:'' When a Spiked Character is dealt damage, the Character that damaged it (if one exists) is dealt the same amount of damage. For example, if a Character with 2 DEF attacks a Spiked Character with 1 DEF with 3 damage, the Spiked Character would gain 2 (3-1) Damage Counters and the other Character would gain 1 (3-2) Damage Counter. | ''Spiked:'' When a Spiked Character is dealt damage, the Character that damaged it (if one exists) is dealt the same amount of damage. For example, if a Character with 2 DEF attacks a Spiked Character with 1 DEF with 3 damage, the Spiked Character would gain 2 (3-1) Damage Counters and the other Character would gain 1 (3-2) Damage Counter. | ||
''Paralyzed:'' A Paralyzed Character is considered to have blank card text except for its list of attributes. Any player may take an action to flip a coin. If its heads, remove Paralyzed from all Characters. | |||
==Notes== | ==Notes== | ||
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|title=Medi Guy | |title=Medi Guy | ||
|type=Enemy | |type=Enemy | ||
|text=If | |text=If you control no other enemies, you may return this card to your hand.<br/>'''Charge:''' Deal target 1 damage.<br/>'''Heal (2):''' Remove up to 4 Damage Counters from target. | ||
|cornervalue=7/0 | |cornervalue=7/0 | ||
|bgcolor=000000 | |bgcolor=000000 | ||
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|title=Lemon Drop | |title=Lemon Drop | ||
|type=Action | |type=Action | ||
|text= | |text=Remove up to 2 Damage Counters from target and gain 5 FP. | ||
|flavortext=Rumor has it that Lemon Drop is an Anti-Guy's favorite treat. | |flavortext=Rumor has it that Lemon Drop is an Anti-Guy's favorite treat. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
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|title=Rawk Hawk | |title=Rawk Hawk | ||
|type=Hero | |type=Hero | ||
|text=This card can only be played when there is 10 or more Audience. '''Body Slam (2):''' Deal target 5 damage. This affects ''Flying''.<br/>'''Choke Hold (5):''' Deal target 10 damage. That Character cannot use its abilites next turn. | |text=This card can only be played when there is 10 or more Audience.<br/>'''Body Slam (2):''' Deal target 5 damage. This affects ''Flying''.<br/>'''Choke Hold (5):''' Deal target 10 damage. That Character cannot use its abilites next turn. | ||
|cornervalue=10/0 | |cornervalue=10/0 | ||
|bgcolor=FFD700 | |bgcolor=FFD700 | ||
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|title=Boo's Sheet | |title=Boo's Sheet | ||
|type=Equipment | |type=Equipment | ||
|text= | |text=This card comes into play with 2 counters on it. This card's User cannot be damaged. If the User has a number of Damage Counters equal to one less than its HP, you may, as an action, destroy 1 Enemy. Remove 1 counter from this card at the beginning of your turn. If there are no counters on this card, destroy it. | ||
|longtext=true | |||
|bgcolor=006688 | |bgcolor=006688 | ||
|creator=BM | |creator=BM | ||
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|title=Stopwatch | |title=Stopwatch | ||
|type=Action | |type=Action | ||
|text= Flip a coin. If heads, all | |text= Flip a coin. If heads, all opponents' Enemies cannot use abilities until the beginning of your next turn. If tails, end your turn. | ||
|bgcolor=880000 | |bgcolor=880000 | ||
|creator=BM | |creator=BM | ||
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|title=Eldstar | |title=Eldstar | ||
|type=Thing | |type=Thing | ||
|text='''Focus:''' You may draw 1 extra card | |text='''Focus:''' You may draw 1 extra card at the beginning of your next turn. | ||
|bgcolor=000088 | |bgcolor=000088 | ||
|creator=BM | |creator=BM | ||
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|title=Mamar | |title=Mamar | ||
|type=Thing | |type=Thing | ||
|text='''Lullaby:''' For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, | |text='''Lullaby:''' ''For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, all Enemies wake up.'' | ||
|bgcolor=000088 | |bgcolor=000088 | ||
|creator=BM | |creator=BM | ||
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|title=Skolar | |title=Skolar | ||
|type=Thing | |type=Thing | ||
|text='''Star Storm:''' | |text='''Star Storm:''' Target opponent's Characters are dealt 3 damage each. | ||
|bgcolor=000088 | |bgcolor=000088 | ||
|creator=BM | |creator=BM | ||
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|title=Muskular | |title=Muskular | ||
|type=Thing | |type=Thing | ||
|text='''Chill Out:''' | |text='''Chill Out:''' Target Character's attack power is reduced by 3 until the beginning of your next turn. | ||
|bgcolor=000088 | |bgcolor=000088 | ||
|creator=BM | |creator=BM | ||
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|title=Misstar | |title=Misstar | ||
|type=Thing | |type=Thing | ||
|text='''Smooch:''' Pick a character, it now gains 7. | |text='''Smooch:''' ''Pick a character, it now gains 7''. | ||
|bgcolor=000088 | |bgcolor=000088 | ||
|creator=BM | |creator=BM | ||
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|title=Klevar | |title=Klevar | ||
|type=Thing | |type=Thing | ||
|text='''Time Out:''' All Character's are | |text='''Time Out:''' All Character's are Paralyzed. | ||
|bgcolor=000088 | |bgcolor=000088 | ||
|creator=BM | |creator=BM | ||
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|title=Kalmar | |title=Kalmar | ||
|type=Thing | |type=Thing | ||
|text='''Up and Away:''' Flip a coin. If heads, destroy 2 | |text='''Up and Away:''' Flip a coin. If heads, destroy 2 Enemies. | ||
|bgcolor=000088 | |bgcolor=000088 | ||
|creator=BM | |creator=BM | ||
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{{card | {{card | ||
|title=Boomer | |title=Boomer | ||
|type= | |type=Equipment | ||
|text= | |text=When this comes into play, put 5 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, return it to your hand and destroy its User.<br/>'''Explode:''' Remove all counters on this card. | ||
|bgcolor= | |bgcolor=006688 | ||
|creator=BM | |creator=BM | ||
}} | }} | ||
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|title=Carrie | |title=Carrie | ||
|type=Thing | |type=Thing | ||
|text='''Platformed Jump:''' | |text='''Platformed Jump:''' Deal target 5 damage. | ||
|bgcolor=000088 | |bgcolor=000088 | ||
|creator=BM | |creator=BM | ||
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|title=Goombario | |title=Goombario | ||
|type=Hero | |type=Hero | ||
|text= '''Tattle:''' Look at one card of your choice in an opponent's hand.<br/>'''Headbonk:''' 3 Damage. | |text='''Tattle:''' Look at one card of your choice in an opponent's hand.<br/>'''Headbonk:''' 3 Damage. | ||
|cornervalue=''?/?'' | |||
|bgcolor=FFD700 | |bgcolor=FFD700 | ||
|creator=BM | |creator=BM | ||
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|creator=BM | |creator=BM | ||
|text='''Dizzy Shell:''' No Enemy may use abilites until the end of your next turn.<br/>'''Shell Toss:''' Deal target 3 damage. This card does not take damage from a Spiked Character when using this ability. | |text='''Dizzy Shell:''' No Enemy may use abilites until the end of your next turn.<br/>'''Shell Toss:''' Deal target 3 damage. This card does not take damage from a Spiked Character when using this ability. | ||
|cornervalue=''?/?'' | |||
}} | }} | ||
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|bgcolor=FFD700 | |bgcolor=FFD700 | ||
|creator=BM | |creator=BM | ||
|text='''Mega Bomb (20):''' Deal 4 damage to all Enemies. | |text='''Mega Bomb (20):''' Deal 4 damage to all Enemies. This card does not take damage from Spiked Enemies when using this ability. | ||
|cornervalue=''?/?'' | |||
}} | }} | ||
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|creator=BM | |creator=BM | ||
|text='''Air Lift:''' Return target Enemy to it's owner's hand.<br/>'''Sky Dive:''' Deal target 3 Damage. | |text='''Air Lift:''' Return target Enemy to it's owner's hand.<br/>'''Sky Dive:''' Deal target 3 Damage. | ||
|cornervalue=''?/?'' | |||
}} | }} | ||
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|creator=BM | |creator=BM | ||
|text='''Spook:''' Flip a coin. If it's heads, return 2 target Enemies to their owner's hand. | |text='''Spook:''' Flip a coin. If it's heads, return 2 target Enemies to their owner's hand. | ||
|cornervalue=''?/?'' | |||
}} | }} | ||
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|bgcolor=FFD700 | |bgcolor=FFD700 | ||
|creator=BM | |creator=BM | ||
|text= '''Electro Dash:''' Put 3 Damage Counters on target Character. '''Power Shock:''' Paralyze target Enemy. | |text='''Electro Dash:''' Put 3 Damage Counters on target Character.<br/>'''Power Shock:''' Paralyze target Enemy. | ||
|cornervalue=''?/?'' | |||
}} | }} | ||
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|title=Sushie | |title=Sushie | ||
|text= '''Squirt:''' Deal target 3 damage twice. This affects ''Flying''. This card does not take damage from ''Spiked''.<br/>'''Water Block:''' Target Character's DEF is increased by 2 until the beginning of your next turn. | |text= '''Squirt:''' Deal target 3 damage twice. This affects ''Flying''. This card does not take damage from ''Spiked''.<br/>'''Water Block:''' Target Character's DEF is increased by 2 until the beginning of your next turn. | ||
|cornervalue=''?/?'' | |||
}} | }} | ||
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|flavortext=Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy. | |flavortext=Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy. | ||
|text='''Spiny Flip:''' Deal target 4 damage.<br/>'''Spiny Surge:''' Deal 2 damage to all Enemies. | |text='''Spiny Flip:''' Deal target 4 damage.<br/>'''Spiny Surge:''' Deal 2 damage to all Enemies. | ||
|cornervalue=''?/?'' | |||
}} | }} | ||
Revision as of 02:20, 3 May 2007
Mario RPG CCG | |
---|---|
Designer | MagiMaster |
Date | 4-23-2007 |
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. |
This is a Mario Bros. CCG. It is currently under construction. Little is concrete at this point. All cards are speculative until the rules are firmly nailed down.
Special Rules
Card Types
In addition to Things and Actions, the following card types exist:
Hero
Heroes are a subtype of Thing. Heroes have HP and DEF, written as HP/DEF in their corner value. There can only be at most one copy of each Hero in play at once. For example, if Player A already has Mario out, neither Player A nor Player B can play another Mario card. However, if, somehow, multiple copies of a Hero are in play, nothing special happens.
Heroes come into play with a number of Health Counters equal to their HP.
Enemy
Enemies are a subtype of Thing. Enemies have HP and DEF, written as HP/DEF in their corner value.
Enemies come into play with a number of Health Counters equal to their HP.
Characters
Both Heroes and Enemies are considered Characters. There are no cards of type Character. It is only used as an abbreviation for 'either Hero or Enemy.'
Equipment
Equipment is a subtype of Thing. Equipment can only be played onto Characters, unless it says otherwise. The Character a piece of Equipment is played on to is refered to as its User.
Location
Locations are a subtype of Thing. Each Player can only have one Location in play at one time. If they play another, the old one is destroyed.
Response
Responses are a subtype of Action. Each Response specifies the conditions required for it to be played. Responses can be played out of turn and do not count against the number of Actions that a Player can play in one round.
HP and DEF
When an Enemy or a Hero is dealt damage, they gain a number of Damage Counters equal to the damage dealt minus their DEF (minimum 0). If the number of Damage Counters exceeds the card's HP, that card is destroyed.
Resources
FP
Each player begins the game with a certain number of FP. Many cards require an expenditure of FP to be used. A few cards can restore FP.
Further Details pending
Audience
Audience is a shared resource. Several cards can raise the Audience and many cards require a certain level of Audience to be used. A few cards can lower Audience as well.
Further Details pending
Other Rules
Card Abilities
Any text written as a bold verb followed by a colon can be read as, 'As an action, you can use this ability.' Also, any ability that gives a damage value is an attack and must target a Character. For example, 'Jump: Deal target 1 damage' can be read as 'You may take an action (called Jump) to deal target Character 1 damage.' If the verb is followed by a number in parenthesis, this amount of FP must be spent to use the ability.
Card Attributes
Certain cards have special attributes. These are listed in italics at the beginning of the card text.
Flying: A Flying Character cannot be dealt damage by an attack, unless it specifically says that it affects Flying. Flying Characters can attack normally.
Spiked: When a Spiked Character is dealt damage, the Character that damaged it (if one exists) is dealt the same amount of damage. For example, if a Character with 2 DEF attacks a Spiked Character with 1 DEF with 3 damage, the Spiked Character would gain 2 (3-1) Damage Counters and the other Character would gain 1 (3-2) Damage Counter.
Paralyzed: A Paralyzed Character is considered to have blank card text except for its list of attributes. Any player may take an action to flip a coin. If its heads, remove Paralyzed from all Characters.
Notes
This deck is similar to the Mario Bros. deck, but it will be bigger and more detailed.
Scope
The deck can contain any card based on any of the Mario RPG or platformer games. It can also contain other cards based on Mario's interactions with the characters and locations elsewhere on Mushroom Planet.
Rule Ideas
This is an area for ideas about how the game should work.
- I think the Locations should still be in the new deck, but their role may change
- The rules for the other deck should be kept simple, but that doesn't have to apply to this one
- Maybe for enemies we could have specific states e.g. 'Flying' 'Spiked' etc. and that would effect other things.
(Possible) Cards to Make
For notes on various things appearing in the Mario games, check here, here and especially here.
Feel free to expand this list. There are plenty of items, enemies and locations left out.
- Mario
- Luigi
- Peach
- Daisy
- Blooper
- Snifit
- Chain Chomp
- Wiggler
- Pider
- Angry Sun
- Rex
- Monty Mole
- Yux
- Frog Suit
- Hammer Bros. Suit
- Koopa Shell
- Magic Wand
- Vegetable (?)
- Ripe Vegetable (?)
- Kuribo's Shoe
- Mini Mushroom
- Mega Mushroom
- Yoshi Coin
- (Other) Coin
- Switch Block
- ♪ Block
- (Other) Block
- Lemon Drop
- Chocolate Island
- Pipe Maze
- Cloud Tops
Other Thoughts
It may be necessary to categorize the cards in some way, especially if this deck gets much bigger.
Card List
Ram (5): Deal target 10 damage.
Acrobatics (8): Deal 12 damage to any non-Spiked Character.
His attacks are so intense that he's also called Deadly Guy.
Absorb: For every card in your hand, deal target 2 damage and remove an equal number of Damage Counters from this card.
Headbonk (2): Deal target 4 damage.
You can't jump high enough to attack them while they're hanging from the ceiling.
Charge: Deal target 1 damage.
Heal (2): Remove up to 4 Damage Counters from target.
Rumor has it that Lemon Drop is an Anti-Guy's favorite treat.
Body Slam (2): Deal target 5 damage. This affects Flying.
Choke Hold (5): Deal target 10 damage. That Character cannot use its abilites next turn.
Explode: Remove all counters on this card.
Headbonk: 3 Damage.
Shell Toss: Deal target 3 damage. This card does not take damage from a Spiked Character when using this ability.
Sky Dive: Deal target 3 Damage.
Power Shock: Paralyze target Enemy.
Water Block: Target Character's DEF is increased by 2 until the beginning of your next turn.
Spiny Surge: Deal 2 damage to all Enemies.
Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy.
This is the entrance to the Palace of Shadow. It's seen no visitors for 1,000 years...
Old Card List (Needs Conversion)
Thank you Mario! But our princess is in another castle!
Pick a box. Its contents will help you on your way.
I have enclosed a jewel that helps protect you.
Action: If your Jump Check is higher than 4, you may destroy this to destroy an enemy.
Action: Destroy this card to destroy target enemy.
Action: Destroy target enemy and add a counter to this card.
Action: If this card has at least 3 counters, you may search the deck for a Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards.
Action: Destroy target thing.
Action: Remove a counter to draw a card.
Action: Remove all counters on this card.
Action: Create a Spiny Token. This counts as an Enemy with the text: 'This cannot be destroyed by a player whose Jump Check is less than 5.'
Action: Target player must discard a card at random.
Action: Add a counter to this card.
Action: Remove a counter from this card and sacrifice an enemy, other than this one, to make target player discard a card at random. If that Enemy had Bill in its name, return it to your hand instead.
Action: If your Jump Check is at least 6, draw a card.