Fictional Wars CCG card set
Fictional Wars | |
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Designer | Zaratustra |
Date | 20th Jan 2008 |
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. |
Fictional characters leave their works and do battle!
Special Rules
Players start with 20 life points each. They lose the game when their life points reach 0.
Cards have Genres. The Genres are:
- Comedy (Satire, kids' comics, most Western animation)
- Fantasy (Includes medieval adventures and magic speculative fiction)
- Mystery (Detective, horror, thriller)
- Science (Includes modern adventures and non-magic speculative fiction)
- Romance (Drama, tragedy, family sagas, whatnot)
Sources are put in a separate deck. You draw one card from the Source deck at the start of the turn, and may play one Source and one Character per turn instead of one Thing.
Each Source can sustain a certain number of points worth of Characters. Furthermore, they can only sustain Characters that share a Genre with them. A unsustained Character is destroyed.
Example: If you have one 3-point Fantasy Source and one 2-point Science/Fantasy Source, they can sustain five 1-point Fantasy characters, one 5-point Fantasy character, or one 2-point Science character. They cannot sustain a 3-point Science character.
Bouts
As an Action, the player may challenge the opponent for a Bout. A Bout works as such:
- Player names the attacking Character.
- Opponent names a defending Character if possible.
- Player picks the statistic that will determine the bout.
- Both players roll a six-sided die. Higher roll is the winner, draws go to the attacker.
- The effect of winning a bout is defined on the attacker's card.
Common effects are keyworded.
- Attack - Destroy defending Thing. If there was no defense, deal damage to the attacked opponent equal to this statistic.
- Escape - Return this card to your hand.
Card List
Mental: 3 - Draw a card.
Social: 1
Spiritual: 2 - Return a card from the discard pile to your hand.
Mental: 3 - Gain control of target Unit.
Social: 5 - Attack
Spiritual: 4 - Escape
When this successfully damages a player, gain that much life.
Mental: 4 - Draw a card from the Source deck.
Social: 4 - Discard a Source card. Destroy an Unit.
Spiritual: 1 - You do not need to discard to max hand size at the end of the turn.
Mental: 5 - Enemy must place card back into their hand.
Social: 2 - Attack
Spiritual: 1 - Escape Opponent cannot draw cards the turn HAL is played.
Mental: 2 - Attack
Social: 2 - Attack
Spiritual: 1 - Attack Metroid cannot act unless there is another Science character on the field.