Kirby Super Star Deck
Kirby Super Star Deck | |
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Designer | Aetherknight |
Date | June 4, 2009 |
Players | 2-? |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
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. |
This game was inspired by the Kirby Deck by Hatkirby where the hand size was the HP. I really liked the idea but thought it was a little to bland and did not suit one of my favorite childhood heroes. I'm in the process of remaking the game to make it better but hopefully I'll get some feedback as to avoid a 3rd draft.
Special Rules
Setup
- Deck is shared and consists of 40 different cards.
- Players start by drawing 7 cards from the shared deck and make sure they each have at least 1 character
- Each player put their character face down and reveals it at the same time. Depending on the superior (refer to Attributes, superiority section) main attribute of the character that player goes first.
- The player going first (player A)clocks his Kirby by tilting it 90° to the left (or right doesn't really matter) This is similar to be tapped, committed or exhausted depending on what other TCG's you have played
- The player going second (player B)puts the top card in play as an assist.
Player A may now take his/her turn. Play continues until all but one player's HP falls to 0.
Attributes
Each attribute denoted by a symbol tells what cards can be played with what characters. They also tend to have themes and personalities that would be expected of them. Attribute name (Description of symbol): Summary of quirks Strength (The musclar arm that looks more like a bent chicken leg): High damage, high risk Weaponry (Sword): Discard bonuses, accuracy Agility (Boot): Combo bonuses, evasion Magic (Flame): Card draw, piercing damage Defense: (Shield): Block bonuses, slow & responsive Wild (Star): Counts as any and all attributes
Superiority: Shield > Strength > Weaponry > Agility > Magic > Shield
A character/Kirby (since as of right now Kirby is the only character) has 3 attributes encased in a circle, and two smaller squares; these are its main and secondary attributes respectively. Attacks may only be played if both of the attack's attributes match two of the attributes on your Kirby. Kirbys in your hand may be played as supporting kirbys placed under your main kirby with the main attribute showing. Supporting kirbies add their main attribute to your main kirby's attributes allowing you to be less limited in your attacks. Effects on an attack card other than the main text box (bolded border) have an attribute. It must match one of your kirby's attributes in order to activate.
HP/Damage
The number in a fuzzy yellow circle is how much damage that attack or ability does. If an attack/ability were to deal damage the target/victim discards that many cards from his/her hand. Discarding cards due to damage is not "discarding" in this game but losing HP or taking damage. Having no cards in one's hand means that person loses.
Turn Structure
- (Draw phase) Player draws a card
- (Refresh phase) Player refreshes all his clocked assists or refresh a clocked kirby.
- (Support phase) Player may draw another card or play an assist/supporting kirby
- (Assist phase) Player may play another assist.
- (Attack phase) Player may use 1 attack card.
- (Heal phase) Player may heal 1 bruised assist or supporting kirby (Turn it face up)
Key Words
Some abilities and effects are not explained on the card. Refer to this list. Assists: Much like land, resources or foundations assists have abilities and are the way you pay activation costs. Bruises: An assist that is turned after down is bruised. It cannot be used to pay costs. Fresh/Clocked: A card is either fresh (oriented upright) and is able to use its abilities or is clocked. Refresh/Clock: A clocked card becomes fresh when refreshed. A fresh card becomes clocked when clock(ed). Bully X: Victim takes X cards from the top of the deck and puts them into play under his control as bruised assists. Recoil X: Aggressor bruises X assists he controls in order to use the attack. Having < X assists means you are unable to use it Friend X: Aggressor takes X cards from the top of the deck and puts them into player under his control as assists. Attempt: Short hand for "attack or ability" Specials: Some attacks are special attacks. I am still debating whether specials should or should not be unblockable. Blockrally: For every consecutive turn you take that you have blocked an attack +1 to your block rally. If your blockrally has not grown since your last turn reset it to 0. Blockrally +X: Add X to your blockrally. Blockrally X+: If your blockrally is X or more then do the following effect.
Kirby abilities
Abilities may be used as often as you like on any player's turn as long as the costs are meet. If an ability is used on a turn outside your own it cannot deal damage. A (B) or a (*) means you must clock your main Kirby in order to use that ability.
Assist abilites
Each attack have an ability called an assist aid and cannot be prevented unlike abilities. These abilities are located on attacks on the left side and can be read when the card is clocked. (This is done on purpose) If you meet the attribute conditions and clock the assist then you may play the aid.
Damage Triggers
Or just plain "triggers" are listed at the bottom of an attack. When you take damage and a card leaves your hand because of it a trigger has a chance to well... trigger. If your kirby's attributes satisfy the trigger's attribute requirement then the damage trigger takes effect.
Card List
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