This is a set that I created a couple of years ago, and I would like to see how well it works. I've played a few games with different decks that I made for me, my brother, and my neighbor, but I would appreciate any other input that you all may have.
In this game, you are a Spirit Master, utilizing the "essences" of the spirits that are hidden in your world. You will need to use everything in your arsenal to defeat your opponents.
Special Rules
What You Need To Play
-Two decks containing at least 40 cards but no more than 100 cards
-Counters for addition and subtraction results(these could be pennies, or anything that can show addition or subtraction)
-A coin for possible flip effects and deciding who will go first
Set-Up
1. First, each player shuffles their deck. Then, switch decks and let the other player cut your deck while you cut their deck.
2. Draw 5 cards. This will be your starting hand.
3. Decide who will go first. You can flip a coin or play rock-paper-scissors.
4. After you have decided who will go first, the game begins!
Object of the Game
If your opponent runs out of cards in their deck AND field, or if they run out of their three Critical Hit points, you win!
Steps in a Turn
Draw Phase. Take the top card of your deck and place it into your hand.
Play Phase 1. Play cards from your hand.
Effect Phase 1. Activate effects that you want to activate or that must be activated at this time.
Attack Phase. Battle your opponent’s active Essence.
Effect Phase 2. Activate effects that you want to activate or that must be activated at this time.
Play Phase 2. Play cards from your hand. Remember that you cannot overlap Essences that you played this turn.
End Phase. End your turn. Your opponent’s turn begins now.
What You Can Do During Each of the Steps of a Turn
Draw Phase. Draw the top card of your deck. Your opponent now has the option to activate Reaction cards in response to the draw or Change cards at this time. You may do the same.
Play Phase 1. Play no cost Essences(or Essences without a number in the “Essence” box, located in the top right corner of the card), overlap for cost Essences(or Essences with number in the “Essence” box), play Action cards, or play Change cards. You may do as many of these in a Play Phase as you wish, however, you may not overlap Essences until the Essence you are overlapping has been in play for at least one turn. Any effects from playing Essences, Actions, or Change cards take place immediately. Your opponent has the option to play Reaction cards in response to an effect or activation of a card or Change cards at this time. You may do the same.
Effect Phase 1. You may now activate Essence effects that can be activated. Your opponent can play Reaction or Change cards in response to the effect at this time. You may do the same.
Attack Phase. Your active Essence my attack your opponent’s active Essence or make a Critical Hit move on your opponent. You may only do this once per turn and only with your active Essence. Your opponent can play Reaction or Change cards in response to the attack at this time. You may do the same. NOTE: The player who goes first skips this step on their first turn only.
Effect Phase 2. See Effect Phase 1.
Play Phase 2. See Play Phase 1. REMEMBER: You still cannot overlap Essences that you played this turn.
End Phase. This ends your turn and signals the beginning of your opponent’s turn.
How Speed Effects the Game
Speed results in Counter Attacks. If your Essence’s Speed is higher than the opponent’s Essence’s speed when they attack, halve your attack (rounded down to the nearest one) and do that much damage to the opponent’s Essence.
Losing Essences
When an Essence on your side of the field takes damage equal to or greater than its HP, it gets discarded. It is then placed in the discard pile and remains there until an effect moves it somewhere else. You then place in a replacement Essence from your side of the field (if you have one). You may also choose to discard any Essence on your side of the field at any time, given that you have two or more Essences on the field.
Attacking with a Lower Strength than your Opponent's Shield
You can still do damage with a lower Strength! Simply subtract your opponent’s Shield minus your Strength. Then, halve the total (rounded down to the nearest 1).
Deck Building Rules
-No deck may contain less than 40 or more than 100 cards.
-You may have no more than 3 of a certain card in your deck. For example, you cannot have 4 Mega Angel or 5 Miniature Dragon in your deck.
-You may not have more than 1 of the following cards in your deck:
Lord Demon Breakdown Water Dragon
Lord Angel Servant of the Skies Wind Dragon
Aqua Queen Salamander Fire Dragon
Pyro King Falcon Earth Dragon
Highly Reactive Bomber Mermaid Light Dragon
Tide Shifter Rock Collector Dark Dragon
Truth Seeking Warrior Priest of Truth Dragon Master
Digression Priest of Evil Blow Away
Explosion Destruction
-You may not have more than 2 of the following cards in your deck:
Burnout Seize Glorious Resurrectioner
Time Stop Sneak Attack Double-Up
Swordsman of Destiny Steam Phantom Vile Jester
Doom Curse Liquidate Fortress Wall
Card List
Essence
Water-Ruler's Might: If you have a "Fishrink" or "Sonic Fish" on the field when you play this card, you may search your deck for two cards, show them to your opponent, and place them into your hand. Shuffle the deck afterward.-HP 21-Strength 17-Shield 28-Speed 19
Essence
Wind-Tornado: Every three turns, the card your opponent would have drawn at the beginning of their turn is discarded instead and they do not draw.-HP 39-Strength 40-Shield 17-Speed 25
Essence
Earth/Wind- A bug with a large horn for attacking and a hard shell for defending.-HP 13-Strength 15-Shield 18-Speed 16
Essence
Fire- Thought to be held by a ghost knight, it swings violently in the night.-HP 20-Strength 30-Shield 11-Speed 19
Essence
Earth/Wind- A heavy and hard bird that has trouble flying.-HP 18- Strength 12- Shield 18- Speed 15
Essence
Earth- Ruler's Might: If you have a "Boulder Bird" or "Snail" on the field when you play this card, draw 2 cards.-HP 21-Strength 18- Shield 17-Speed 3
Essence
Wind- Strong Winds: Flip a coin. If heads, switch your opponent's active Essence with another. If tails, switch your active Essence with another.-HP 20-Strength 15- Shield 35- Speed 26
Essence
Wind- Ruler's Might: If you have a "Harpy" or "Sonic Fish" on the field when you play this card, you may search your deck for a card, show it to your opponent, and place it into your hand. Shuffle the deck afterward.-HP 13- Strength 7-Shield 19- Speed 17
Essence
Light- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be higher than 30.-HP 30- Strength 0-Shield 30-Speed 0
Essence
Water/Dark- An evil crab with an armored shell. It lives only in polluted waters.-HP 15-Strength 10- Shield 12- Speed 6
Essence
Dark- Sweep of the Black: You may discard all Light Essences on your opponent's side of the field by discarding a Dark Essence on your side of the field.-HP 29- Strength 40- Shield 10-Speed 39
Essence
Dark/Fire- Ammo Blaster: You may offer one "Mini Demon" or "Evil Fire" from your side of the field to raise each of this card's stats by the amount of the offered card's stats.-HP 42-Strength 30-Shield 21- Speed 53
Essence
Dark- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be higher than 30.-HP 30- Strength 0-Shield 30- Speed 0
Essence
Dark- Evil Eye: When you summon this card, you may search your deck for one "Vile Cave" and place it into your hand. Shuffle the deck afterward.-HP 8-Strength 13-Shield 24- Speed 7
Essence
Dark/Light/Earth/Wind/Fire/Water- Master: This card may only be summoned by overlapping a "Dark Dragon", "Light Dragon", "Water Dragon", "Fire Dragon", "Earth Dragon", and "Wind Dragon". All effects other than this one do not effect "Dragon Master". In five turns, destroy this Essence.-HP 150-Strength 150-Shield 150- Speed 150
Essence
Earth- Miracle of the Yellow: You may discard all Wind Essences on your opponent's side of the field by discarding an Earth Essence on your side of the field.-HP 42-Strength 33- Shield 21-Speed 17
Essence
Fire/Dark- A pitch black flame of despair.-HP 21- Strength 19- Shield 9-Speed 20
Essence
Wind- Air Search: You may search your deck for any pureWind Essence, show it to your opponent, and place it into your hand. Shuffle the deck afterward.-HP 9- Strength 18-Shield 15-Speed 21
Essence
Dark/Light- Vengeance: When this card is sent to the discard pile, destroy the top 2 cards of your opponent's deck.-HP 19-Strength 21-Shield 14-Speed 27
Essence
Fire- Power of the Red: You may discard all Water Essences on your opponent's side of the field by discarding a Fire Essence on your side of the field.-HP 53- Strength 42- Shield 17- Speed 21
Essence
Fire/Wind- A bug that shines brightly each night.-HP 13-Strength 8-Shield 17-Speed 13
Essence
Water- A fish with the odd ability to shrink.-HP 10-Strength 12- Shield 15- Speed 16
Essence
Fire- It attacks everything it sees.-HP 18-Strength 20-Shield 7-Speed 11
Essence
Fire/Wind- In the Essence world, if this Essence burns dimly above your head, it signals the approach of death.-HP 13-Strength 19-Shield 19-Speed 4
Essence
Wind- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be higher than 30.-HP 30-Strength 0-Shield 30-Speed 0
Essence
Wind/Dark- A floating phantom of evil.-HP 4-Strength 7-Shield 23- Speed 17
Essence
Earth- Omega Block: You must overlap a card with "wall" in its name in order to play this card. No other Essence on your side of the field may be attacked while this card is in play.-HP 80-Strength 0-Shield 80-Speed 0
Essence
Earth- Crumble: When this Essence is sent to the discard pile, search your deck for a "Rockman", "Pebble", or "Rock Area" and place it on your side of the field. Shuffle your deck afterward.-HP 15-Strength 50-Shield 40- Speed 2
2
Giant Snowman of the Desert
Essence
Water- Meltdown 3: If you overlap a "Snowman of the Desert" to play this card, it is all you have to overlap. This effect activates every time your opponent attacks. This Essence dodges the attack and negates it. If you overlapped a "Snowman of the Desert" to play this card, every time this effect activates, gain +10 to all stats.-HP 15-Strength 15-Shield 15- Speed 15
Essence
Water- Blowhole: Offer Essences with "fish" in their name from your side of the field in order to make your opponent destroy the same number of Essences that you offered for this effect.-HP 32-Strength 29-Shield 29-Speed 8
1
Glorious Resurrectioner
Essence
Light- Revival: Once per turn, you may return one card of your choice from your discard pile and add it to your hand.-HP 15-Strength 20-Shield 25-Speed 25
Essence
Wind- An odd flying creature. Details are unknown.-HP 9-Strength 18-Shield 14- Speed 20
Essence
Fire/Earth- Reaction to an Explosion: When you summon this Essence, search your deck for one Reaction card, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 5-Strength 23-Shield 5-Speed 14
Essence
Light- Knowledge: Your opponent must show you their hand.-HP 14- Strength 11-Shield 19-Speed 19
Essence
Water- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be more than 30.-HP 30-Strength 0-Shield 30-Speed 0
Essence
Light/Dark- A two-sided judge of justice and destruction.-HP 20-Strength 10-Shield 5- Speed 7
Essence
Light- Once a powerful Light spirit, his potential has yet to be released.-HP 19-Strength 12-Shield 19-Speed 10
Essence
Light- Holy Eye: When you summon this card, you may search your deck for one “Cloud Arena” and place it in your hand. Shuffle the deck afterward.-HP 15-Strength 13-Shield 19-Speed 18
Essence
Light- Gift of the White: You may discard all Dark Essences on your opponent’s side of the field by discarding a Light Essence on your side of the field.-HP 40-Strength 10-Shield 39-Speed 29
0
Little Snowman of the Desert
Essence
Water- Meltdown: This effect activates when your opponent attacks. This Essence dodges the attack and negates it.-HP 1-Strength 1-Shield 1-Speed 1
Essence
Light- Almighty Angel: When this card comes into play, all non-Angel effects are negated.-HP 39-Strength 32-Shield 41-Speed 57
Essence
Dark- Command Demon: When this card comes into play, all non-Demon effects are negated.-HP 41-Strength 57-Shield 32-Speed 39
Essence
Fire/Earth- Magma Flow: All Fire essences gain +5 Speed while this card is on the field.-HP 19-Strength 12- Shield 18-Speed 11
Essence
Light/Wind- Heaven’s Ray: Discard a “Cloud Arena” or a “Mini Fire Angel” from your hand to destroy all cards in your opponent’s hand.-HP 55-Strength 30-Shield 20-Speed 36
Essence
Water- Aqua Search: You may search your deck for any pure Water Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 10-Strength 7-Shield 20-Speed 19
Essence
?- Elemental Shift: This card’s element is declared by its owner when summoned.-HP 16-Strength 16-Shield 16- Speed 16
Essence
Dark- A servant to Lord Demon whose Speed is well known among smaller Essences.-HP 12-Strength 7-Shield 10-Speed 18
Essence
Light/Fire- A small, flaming angel sent to seek out the wicked.-HP 12-Strength 18-Shield 5-Speed 15
Essence
Dark/Earth- This little creature has been the cause of many earthquakes.-HP 18-Strength 13-Shield 19-Speed 15
Essence
Fire- Melting: Each turn, this Essence loses 10 in each of its stats.-HP 100-Strength 100-Shield 100-Speed 100
Essence
Fire- Reborn from Ashes: Once this Essence has been sent to the discard pile, search your deck or discard pile for one “Phoenix” and place it in your hand. Shuffle your deck if it came from your deck.-HP 25-Strength 19-Shield 15-Speed 30
Essence
Light- A beautiful young soon-to-be ruler of Light.-HP 11-Strength 8-Shield 3-Speed 18
Essence
Dark- Vile Search: You may search your deck for any pure Dark Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 15- Strength 11-Shield 19-Speed 15
Essence
Light- Bright Search: You may search your deck for any pure Light Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 11-Strength 15-Shield 20-Speed 16
Essence
Fire- Steal: When this Essence destroys an opponent’s Essence, randomly select a card from your opponent’s hand and place it in yours. After you use it, place it in your opponent’s discard pile. Return it after the match if you do not use it.-HP 29-Strength 15-Shield-19-Speed 35
Essence
Fire- Ruler’s Might: If you have a “Volcano Bird” or a “Flare Fist” on the field when you summon this card, draw 4 cards.-HP 17-Strength 29-Shield 20-Speed 16
Essence
Fire- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be more than 30.-HP 30-Strength 0-Shield 30-Speed 0
Essence
Water- This animal is thought to be a guardian angel in disguise.-HP 14-Strength 14-Shield 20-Speed 20
Essence
Earth- Rocky Eye: When you summon this card, you may search your deck for one “Rock Area” and place it in your hand. Shuffle the deck afterward.-HP 25-Strength 25-Shield 1-Speed 1
Essence
Earth- Ground Search: You may search your deck for any pure Earth Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 10-Strength 7-Shield 20-Speed 19
Essence
Earth- Created by the crumbling statues from long ago, it is vengeful and seeks those who crushed it.-HP 17-Strength 20-Shield 15- Speed 1
Essence
Earth- Block: In order for this Essence to take any damage, the Strength of the opposing Essence must be more than 30.-HP 30-Strength 0-Shield 30-Speed 0
Essence
Fire- Lava Search: You may search your deck for any pure Fire Essence, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 8-Strength 12-Shield 17-Speed 19
Essence
Light- Unlocked Potential: If you overlapped a Ligarth Radian for this card, you may make a critical hit move with this card as your attack..-HP 22-Strength 29-Shield 15-Speed 15
Essence
Water- Aqua Eye: When you summon this card, you may search your deck for one “Flooded Plains” and place it in your hand. Shuffle the deck afterward.-HP 17-Strength 15-Shield 11-Speed 17
Essence
Light/Wind- Second in Command: If an Essence comes into play with a Speed higher than this card, destroy this card (unless the summoned card is a Lord Angel). If your opponent cannot defeat this Essence within 5 turns of this card being in the active position, destroy the top 20 cards of their deck.-HP 31-Strength 29-Shield 30-Speed 50
Essence
Dark/Water- A vicious meat-eater that slashes through its enemies at high speeds.-HP 25-Strength 20-Shield 10-Speed 15
Essence
Wind- Sky Eye: When you summon this card, you may search your deck for a “Mountaintop” and place it in your hand. Shuffle the deck afterward.-HP 21-Strength 6-Shield 7-Speed 25
Essence
Water/Earth- Sticky Gunk- When this Essence is in the active position, all its opponent’s Speeds are reduced to zero.-HP 5-Strength 5-Shield 20-Speed 1
Essence
Water- Meltdown 2: This effect activates when your opponent attacks. This Essence dodges the attack and negates it. If you overlapped a “Little Snowman of the Desert” to play this card, every time this effect activates gain +5 to all stats.-HP 5-Strength 5-Shield 5- Speed 5
Essence
Water/Wind- Speed Draw: When you play this card, draw two cards from the top of your deck.-HP 10-Strength 10-Shield 19-Speed 21
Essence
Water/Fire/Dark- Ghost Pass: This card may attack any Essence on your opponent’s side of the field.-HP 15-Strength 31-Shield 42-Speed 21
Essence
Earth- Destiny Battle: If this Essence is in the active position, whoever loses their active Essence first loses the match.-HP 19-Strength 35-Shield 31-Speed 18
Essence
Water- Changing Tides: When you summon this Essence, search your deck for one Change card, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 12- Strength 18-Shield 11-Speed 19
Essence
Earth/Light- Taking Action: When you summon this Essence, search your deck for one Action card, show it to your opponent, and place it in your hand. Shuffle the deck afterward.-HP 14-Strength 19-Shield 19-Speed 8
Essence
Dark- Trickery: While there is a card with “King”, “Queen”, “Prince”, or “Princess” in its name on the field, this card can attack any of your opponent’s Essences.-HP 19-Strength 20-Shield 13-Speed 12
Essence
Fire/Wind- Bird’s Eye: When you summon this card, you may search your deck for a “Volcano” and place it in your hand. Shuffle the deck afterward.-HP 17-Strength 9-Shield 10-Speed 17
Essence
Water- Aid of the Blue: You may discard all Fire Essences on your opponent’s side of the field by discarding a Water Essence on your side of the field.-HP 21-Strength 17-Shield 42- Speed 33
Essence
Water/Earth- A strong warrior born from the waves.-HP 19-Strength 18-Shield 7-Speed 9
Essence
Light- Sorrow: This Essence my attack on your opponent’s turn also.-HP 13-Strength 11-Shield 21-Speed 3
Essence
Wind- Bomb Drop: Offer two Wind Essences on your side of the field to make your opponent discard the top card of their deck.-HP 20-Strength 31-Shield 22-Speed 51
Essence
Wind- Blessing of the Green: You may discard all Earth Essences on your opponent’s side of the field by discarding a Wind Essence on your side of the field.-HP 17-Strength 21-Shield 33-Speed 42
Essence
Earth/Dark- A dark wolf who is constantly seeking prey. It does not rest until it has killed something.-HP 12-Strength 21-Shield 11-Speed 15
Essence
Light/Dark- Yin-Yang: If there are two “Za of the Yin and Yang” on the field, double the stats of this card.-HP 14-Strength 15-Shield 19-Speed 20