Indie Card Story CCG card set
Card types
Things: Character, Equipment, Location Actions
Characters
Character cards have:
Power Level - Goes from 1 to 5 (5 being the highest). You can only play characters with a level below or equal to the board's current Threat Level.
HP (Health: shows in a red box, and as a heart) - Goes from 1 to 10. The Kid has 1 HP. A undead elephant from Dwarf Fortress has 10 HP.
AP (Action Points: shows in a blue box, and as a wavy sign) - Goes from 1 to 10. Sexy Hiker has 1 AP. Xoda Rap has 10 AP.
Attack - Starts at 0. Add Attack to the damage of your Character's Attack abilities.
Defense - Starts at 0. Subtract Defense from damage your Character takes.
HP changes value freely during battle. AP recharges to its base value (called BaseAP) at the start of your turn.
Types
Characters can have up to three types (three being rare). For each other character with the same type in your side, that character has +1 Defense.
Existing types are: (more will be added if needed)
- Hero: Heroic protagonists.
- Evil: Evil beings.
- Rogue: Anti-heroes who only answer to themselves.
- Cute: Cute roundish creatures and animals.
- Science: Psychics, intelligent dudes, mechanical, virtual and cybernetical organisms.
- Love: Dudes with plenty of emotion and sociableness.
- Support: Support characters.
- Unknown: Cyphers and unknown quantities.
Abilities
Characters have a number of Abilities.
Abilities are divided in:
(A) Attack (red, costs AP) - Most characters have such a skill. Target a opposing character, or if that player has no characters, the player. Should say how much damage it does.
(B) Basic (blue, costs AP) - Any other skills that cost AP. Can be used during your turn, as long as a character has AP.
(O) One-Shot (yellow) - This ability is used in place of playing an Action during your turn.
(P) Passive (gray) - Always active.
(C) Conditional (green) - Used upon a certain effect ocurring.
(X) Counter (purple) - Used when another character acts.
Game Rules
Hand size is 5 cards.
All players but the first to play may put a Thing in play before the game starts proper, not subject to Threat Level.
Turn order:
- Recharge AP
- Draw a card
- Play Thing (Characters, Locations and Equipment are Things) and/or play Action and/or use your characters' Abilities
- discard down to 5
- pass turn.
Card List
Basic (5 AP) Bomb - At the start of the next turn, 2 Damage to all Characters.
Attack (5 AP) Charge - +1 Attack
Counter (3 AP) Booster - -3 Damage
Attack (1 AP) Ball - 1d4 Damage
Basic (1 AP) Bounce - +1d6-2 AP
Basic (3 AP) Warp - +1 AP to Target
Conditional (5 AP) When destroyed, return to player's hand.
Basic (3 AP) Evert - for all your other Chars, search deck for an Evil Character of same/lower level and put in play
Attack (2 AP) Fire Shower - 1 Damage
Attack (5 AP) Hat - 4 Damage, -1 AP to Target
Counter (3 AP) Quick Draw - 2 Damage to attacker
Counter (1 AP) Vanish - Return this to your hand.
Basic (8 AP) Friends In High Places - Search deck for a Lv 5 Character and play it.
Attack (2 AP) Gun - 1 Damage
Attack (2 AP) Punch - 2 Damage
Attack (3 AP) Boomerang - 4 Damage
Attack (2 AP) Fire Heads - 2 Damage
Attack (3 AP) Spikes - 2 Damage to all others
Attack (2 AP) Jump - 2 Damage
Oneshot (5 AP) Outrun - Draw a card.
Attack (1 AP) Shuriken - 1 Damage
Oneshot (4 AP) Lamp of Time - +1 AP to All your Characters
Basic (3 AP) Detector - Look at top card of target player's deck.
Basic (2 AP) Heavyform - +1 Defense, -1 MaxAP
Basic (2 AP) Spikeform - +1 Attack, -1 Defense
Basic (2 AP) Flowform - +1 MaxAP, -1 Attack
Basic (0 AP) Recover - MaxAP =5.
Attack (3 AP) Gold Jump - 3 Damage, +2 AP on kill
Attack (4 AP) Heartbreaker - -2 Defense to Target, 4 Damage
Attack (6 AP) it hurts - Kills
Basic (3 AP) Approach - +1 MaxAP
Attack (2 AP) Ball-Peen Hammer - 3 Damage
Oneshot (3 AP) Camera - Look at target opponent's hand.
Oneshot Burrow - +2 AP
Attack (2 AP) Tremors - 4 Damage
Attack (1 AP) Owl - 1 Damage
Attack (3 AP) Blast - 2 Damage
Oneshot Flying Knife - 3 Damage
Attack (1 AP) Gun - 1 Damage
Counter (3 AP) Flit - +3 Defense
Oneshot (5 AP) Art of Theft - Take any Equipment card in play and equip it on this
Attack (5 AP) Boulder - 3 Damage. Hits three enemies at random. May hit the same target more than once.
Oneshot (3 AP) Destroys Location.
Attack (3 AP) Grenade - 2 Damage to all enemies
Attack (4 AP) Spin Kick - 2 Damage to all enemies
Counter (2 AP) Dodge Kick - -2 Damage, 2 Damage to atk
Attack (4 AP) Mindwave - Discard X cards. Deal X Damage to all enemies.
Counter (2 AP) Monkey Dodge - -2 Damage
Attack (1 AP) Bubbler - +1 Attack till end of turn
Counter (2 AP) Tow Rope - Switch targets for a single attack.
Oneshot (4 AP) Dream - Draw a card.
Counter (2 AP) Pinch - Destroy Location in play, return this to owner's hand
Counter (2 AP) "What?" - Ability does not target anything.
Oneshot (3 AP) We'll be Okay - If you have another Love Character, return target Character to owner's hand.
Attack (2 AP) Bomb Throw - 2 Damage
Attack (2 AP) Brick Push - 2 Damage
Counter Explode - 4 Damage to Target, destroy this.
Attack (2 AP) Yin Yang Orb - 2 Damage
Oneshot Barrier - Target does not recover APs until your next turn.
Attack (2 AP) Laser Charge - +1 Attack
Attack (3 AP) Pathspace - Look at a card in target library. You may destroy it.
Basic (2 AP) 3D Flip - Rearrange the characters in play.
Oneshot Away! - Return this to your hand.
Attack (1 AP) Laser - 1 Damage