Post by Hope on Apr 13, 2013 1:46:26 GMT -5
Was thinking about earlier today how to do a "different" kind of TCG that "felt" like roleplaying. What is roleplaying about? Choosing different roles, of course. And why make it like a TCG when you can make it like a deckbuilding game?!
Bleach-Gotei Deckbuilding Game:
At the beginning of the game both players place 4 character cards for each character deck those players collectively own (I'm thinking 16 decks in the first game, for variety sake). Each player starts with a "starter deck" and 1 of each "strength", "defense", "speed" and "spirit" cards already in play. Each player starts with 4 Stamina (use beads/coins/dice).
Each player's starting deck contains 8 cards: 2 "Attack", 2 "Block", 2 "Dodge" and 2 "Charge" cards. Each of these cards contain Base Stats; they can be removed from play and put in front of you to give you +1 to either strength, defense, speed or spirit (respectively). Each player starts with 4 cards in hand. A player goes first determined randomly.
Each player gets 2 actions on their turn. Each player may only do 1 of each type of possible action per round. The base actions are "Charge", "Act", "Refocus" and "Train".
Charge: Discard a card. Get stamina equal to that card's focus value.
Refocus: Discard a card. In addition to refilling your hand at the end of the turn, you may refill an additional card at the beginning of your next turn if you have fewer than 4 cards at that time.
Train: Play a card with a stat attribute in front of you. It permanently increases that stat by 1.
Act: Play a card. Use its effects. Discard it. Note that you can only act once per round. Also note that some actions will be labelled "Free...", meaning they don't take up one of your two actions per turn. But they do take up your one act per round. So if you want to use a Dodge or Block card, you have to choose between training, refocusing and/or charging (usually refocusing so you can draw that extra card). Some actions cost stamina, and some require a certain number of stats.
At the end of each of your turns, draw up to 4 cards. If you have more than 4 cards, discard down to 4 instead.
Getting Character Cards: All character cards include the 4 stats. These are minimum prerequisites required to obtain these cards. When you run out of deck, you are allowed to choose a character. When you do, take that character card and that character's deck. Shuffle the 12 card deck with your remaining starter deck cards. If you have remaining character cards that cannot be selected, add one to the pile of selectable characters. Note that you may control multiple character cards or may just have different versions of the same character; that's irrelevant and while it may represent either two characters fighting side by side or a single character growing/changing over time and getting new skills/powers, it does not influence the game's central mechanics unless specific cards say otherwise.
Attacks and Wounds: When a character plays a card that allows them to attack, the character compares their attack stat to the other player's defense stat and adds whatever bonuses they would gain from the attack. The attack stat defaults at strength but can include any of the 4 stats (most commonly spirit, sometimes speed and, rarely, defense). If there is a tie, the defending player loses a stamina. If the attacker is 1 or more higher than the defense stat, the defender gets a wound. If the attacker is 3 or more higher than the defense stat, the other player gets 2 wounds. These wounds are placed in the player's discard pile.
Wound Cards: Wounds are dead cards. They have 0 focus value and just sit in the player's hand. They can be discarded to Refocus, but that's about it. While wounds are in the discard pile, that player is considered Bleeding (for purposes of effects that say so).
Victory Points: A player wins when they achieve 5 victory points. Achieving victory points depends on the character card you choose, but usually is printed on the character card if not specific cards in the character's deck.
Old shitty rules:
Bleach-Gotei Deckbuilding Game:
At the beginning of the game both players place 4 character cards for each character deck those players collectively own (I'm thinking 16 decks in the first game, for variety sake). Each player starts with a "starter deck" and 1 of each "strength", "defense", "speed" and "spirit" cards already in play. Each player starts with 4 Stamina (use beads/coins/dice).
Each player's starting deck contains 8 cards: 2 "Attack", 2 "Block", 2 "Dodge" and 2 "Charge" cards. Each of these cards contain Base Stats; they can be removed from play and put in front of you to give you +1 to either strength, defense, speed or spirit (respectively). Each player starts with 4 cards in hand. A player goes first determined randomly.
Each player gets 2 actions on their turn. Each player may only do 1 of each type of possible action per round. The base actions are "Charge", "Act", "Refocus" and "Train".
Charge: Discard a card. Get stamina equal to that card's focus value.
Refocus: Discard a card. In addition to refilling your hand at the end of the turn, you may refill an additional card at the beginning of your next turn if you have fewer than 4 cards at that time.
Train: Play a card with a stat attribute in front of you. It permanently increases that stat by 1.
Act: Play a card. Use its effects. Discard it. Note that you can only act once per round. Also note that some actions will be labelled "Free...", meaning they don't take up one of your two actions per turn. But they do take up your one act per round. So if you want to use a Dodge or Block card, you have to choose between training, refocusing and/or charging (usually refocusing so you can draw that extra card). Some actions cost stamina, and some require a certain number of stats.
At the end of each of your turns, draw up to 4 cards. If you have more than 4 cards, discard down to 4 instead.
Getting Character Cards: All character cards include the 4 stats. These are minimum prerequisites required to obtain these cards. When you run out of deck, you are allowed to choose a character. When you do, take that character card and that character's deck. Shuffle the 12 card deck with your remaining starter deck cards. If you have remaining character cards that cannot be selected, add one to the pile of selectable characters. Note that you may control multiple character cards or may just have different versions of the same character; that's irrelevant and while it may represent either two characters fighting side by side or a single character growing/changing over time and getting new skills/powers, it does not influence the game's central mechanics unless specific cards say otherwise.
Attacks and Wounds: When a character plays a card that allows them to attack, the character compares their attack stat to the other player's defense stat and adds whatever bonuses they would gain from the attack. The attack stat defaults at strength but can include any of the 4 stats (most commonly spirit, sometimes speed and, rarely, defense). If there is a tie, the defending player loses a stamina. If the attacker is 1 or more higher than the defense stat, the defender gets a wound. If the attacker is 3 or more higher than the defense stat, the other player gets 2 wounds. These wounds are placed in the player's discard pile.
Wound Cards: Wounds are dead cards. They have 0 focus value and just sit in the player's hand. They can be discarded to Refocus, but that's about it. While wounds are in the discard pile, that player is considered Bleeding (for purposes of effects that say so).
Victory Points: A player wins when they achieve 5 victory points. Achieving victory points depends on the character card you choose, but usually is printed on the character card if not specific cards in the character's deck.
Old shitty rules:
Because someone asked me to summarize the rules I thought up randomly one day for a BGotei TCG. The game is different from most anime-inspired TCG as its faction based instead of character driven--this game doesn't play anything like Weiss Schwartz. It takes ideas from L5R, Doomtown, World of Warcraft, Magic, Ani-Mayham, Yu-Gi-Oh! and Vs.
Cards coming soon! Including a pretty template <3
Meta-Game Objective:
To create an easy to play but multi-level TCG that players of our site can print out at home and play for fun.
Objective:
The first player to complete five missions wins on the start of their turn.
You lose if you try to draw a card and have no cards in your deck or discard pile.
Certain Factions may also have different win conditions.
Glossary:
Discard: The discard pile. When your deck is empty and you need to draw, shuffle these cards into your deck.
GP: Growth Points are tokens you have at the start of the game. You use them to play characters and can add more of them to your characters later. Characters spend these to activate effects.
Removed from Play: Cards completely "used up". These are not shuffled back.
Keyword: Many cards have keywords. By themselves, keywords do absolutely nothing...except refer to cards with other keywords.
Fate Value: All cards in your deck have a fate value ranging from 0 to 4. This is used numerous times throughout the game, including dealing and recieving damage.
Special Keywords:
The following keywords mean something beyond the usual and confer these attributes to the cards themselves:
Unique: You may only have one of each unique card per deck.
Experienced X: Does not count as any other version of the experienced character in question for deck-building or while in play. You may overlay the experienced character on a lesser experienced version of a character already in play by paying the difference in GP. If you do, the experienced version retains all properties of the older character, includnig any abilities and keywords on the older character.
Card Types:
Faction: Each major faction on our site has a card. You start with this card in play and can use none of these cards in your deck. Every faction card gives you your starting GP amount and a number of keywords.
Missions: When played face down as resource cards, missions can be completed. To complete a mission, simply turn it face up when its Objective has been met. You get the benefits of the mission and, if you complete 5 missions, you win. While face up, missions still count as resource cards and may still be tapped as per the norm.
Resource Cards: A resource card is any card in your deck played face down in front of you, once per turn, from your hand or the top of your deck. They can be looked at by the controlling player at any time. Each can be tapped to add 1 GP to any character you control each turn and certain cards require a certain number of resource cards to be in play in order to be played.
Characters: Character cards use 4 different stats (Strength, Spirit, Speed and Defense). They require a certain number of GP from your faction to be played in addition to having a certain number of Resource cards (face up or face down) in play. You can play 1 character per turn after you pass all opportunities to attack. Each player may only have 1 character in play with the same name.
Skill: Skill cards cost GP and are played like characters, but, unlike techniques, stay in play upon being played. Their GP cost is reduced by 1 for every keyword they share on the character upon which they are played. They are played on characters. You can play as many skills per turn as you like, even on new characters in play. Many skills have variable costs of GP: the most GP you pay, the more benefit you get from the character you play it on.
Technique: Techniques are played by your characters at the specified phase, or as a reaction. They can only be played while you have a character in play ("performed" by that character). They can be used by any character, but their GP cost is reduced by a relevant stat if and only if the character in question (or a skill the character has) shares a keyword with the technique.
Event: Events activate as soon as they are revealed for their Fate Value or revealed to all players as a face down resource (only when a card effect lets you reveal a face down resource).
Turn Order:
Upkeep: Check to see if you win the game for having 5 or more resources. Untap all tapped cards you control. Check "at the beginning of turn" effects.
Combat Phase: See below.
Main Phase: You may play 1 characters, 1 resource and any number of skills now. You may tap resources to add GP to characters or skills at this time. Untapped Characters may move GP they have onto skills they have by tapping.
End Phase: Draw 1 card and end the turn. Check 'at end of turn' or 'until end of turn' effects.
Combat:
Start of Combat: During the 1st phase, each player may play or pass any "Combat Start:" techniques they may have. When both players pass consecutively, continue to the next step.
Choose Role: Characters are assigned roles by their controlling players in order of their speed. Characters with the lowest speed are chosen first. Attacking players may assign their characters as "Attacking" an enemy or "Supporting" an ally. Likewise defending players may assign their characters as "Supporting" an ally, but supported allies cannot themselves be supported unless their target has the "Supporter" or "Supports X" keyword (in which X is applicable to the supporter's name or keyword).
Resolve Combat: In the order of the attacker's choice, each attacking character resolves their combat seperately with each targetted attacker. The attacker, the defender and all relevant supporters of each "battle" exist in a seperate 'battlefield'. Supporters can "move" from one "battlefield" to another with certain card effects, but battlefields cease to exist once battles are resolved. To resolve combat, each player in a battlefield, starting with the character with higher speed, may choose to play a technique, activate an ability on a technique or skill or become tapped in order to deal damage to one another.
Dealing Damage: Tapping to deal damage (i.e. not using a technique) deals damage equal to the character's strength score to the defending player. The defending player then subtracts that character's defense score from the damage dealt. The attacker then Discards cards from the top of their deck equal to the remaining value and combines the fate total of the remaining value. This "Damage Value" is resolved by removing cards from the top of the defenders deck until the combined fate value of all removed cards is equal to or exceeds the damage dealt.
---
This makes a LOT more sense with visual aids...
Most of the "this feels incomplete" feelings comes from not having the cards in front of you.
Protips:
->Each faction has an amount of GP that, if reached, causes an automatic victory for that player at the beginning of that player's turn.
->Players start with 6 cards in their opening hand.
->Decks may not have more than 3 copies of any card. Deck size minimum and maximum is 40.
->Average time of play for a game like this would be around 15~20 minutes per game.
->Like on our site, spirit is used with special abilities (usually techniques).
->Kido are a special form of technique that let you cast from the Used zone using the Kido skill.
->Damage to characters isn't as important as who wins a battle. There are techniques, skills and characters that damage 'characters' instead, removing their GP. When a character has 0 GP, they are removed from play ("killed"). But this can't be done with just normal strength attacks.
->If the opponent has no characters in play, you may attack their faction directly. Factions have a default defense value of 0, so your opponent will be taking a hefty amount of damage.
->Many characters "Level Up" by requiring a set amount of GP. This becomes more obvious when you see the cards in question.
Each race on our site has three primary ways they try to win using each condition. I'll detail the archtypes later, but there's a lot of fun variation here.
Random example:
The Las Noches faction has the Arrancar and Hollow keywords. There are also Fraccion factions that have Arrancar and Fraccion number keywords, but this is the "default hollow" faction card. It gives your hollows/arrancar additional GP when they remove a character from play equal to that character's fate value. Most Hollow keyworded techniques let you remove cards directly from opponent's discard piles as a pseudo-cost, letting you get extra GP for reducing the amount of cards your opponent will be able to recycle later in the game. So this "bottom-feeding" strategy can lead you to victory with your GP win condition or your "Deck the Opponent/Combat" win condition.
The Menos Forest faction card has the Hollow keyword, so Arrancar won't get the 2 extra GP like they would coming out of Las Noches. It has a stronger effect for its more dedicated theme, however: letting you get a "hollow token" with 1 in all stats every time you exile an opponent's character from anywhere. Then it has lots of techniques and skills that give your hollow's extra power boosts by sacrificing these little dudes.
Cards coming soon! Including a pretty template <3
Meta-Game Objective:
To create an easy to play but multi-level TCG that players of our site can print out at home and play for fun.
Objective:
The first player to complete five missions wins on the start of their turn.
You lose if you try to draw a card and have no cards in your deck or discard pile.
Certain Factions may also have different win conditions.
Glossary:
Discard: The discard pile. When your deck is empty and you need to draw, shuffle these cards into your deck.
GP: Growth Points are tokens you have at the start of the game. You use them to play characters and can add more of them to your characters later. Characters spend these to activate effects.
Removed from Play: Cards completely "used up". These are not shuffled back.
Keyword: Many cards have keywords. By themselves, keywords do absolutely nothing...except refer to cards with other keywords.
Fate Value: All cards in your deck have a fate value ranging from 0 to 4. This is used numerous times throughout the game, including dealing and recieving damage.
Special Keywords:
The following keywords mean something beyond the usual and confer these attributes to the cards themselves:
Unique: You may only have one of each unique card per deck.
Experienced X: Does not count as any other version of the experienced character in question for deck-building or while in play. You may overlay the experienced character on a lesser experienced version of a character already in play by paying the difference in GP. If you do, the experienced version retains all properties of the older character, includnig any abilities and keywords on the older character.
Card Types:
Faction: Each major faction on our site has a card. You start with this card in play and can use none of these cards in your deck. Every faction card gives you your starting GP amount and a number of keywords.
Missions: When played face down as resource cards, missions can be completed. To complete a mission, simply turn it face up when its Objective has been met. You get the benefits of the mission and, if you complete 5 missions, you win. While face up, missions still count as resource cards and may still be tapped as per the norm.
Resource Cards: A resource card is any card in your deck played face down in front of you, once per turn, from your hand or the top of your deck. They can be looked at by the controlling player at any time. Each can be tapped to add 1 GP to any character you control each turn and certain cards require a certain number of resource cards to be in play in order to be played.
Characters: Character cards use 4 different stats (Strength, Spirit, Speed and Defense). They require a certain number of GP from your faction to be played in addition to having a certain number of Resource cards (face up or face down) in play. You can play 1 character per turn after you pass all opportunities to attack. Each player may only have 1 character in play with the same name.
Skill: Skill cards cost GP and are played like characters, but, unlike techniques, stay in play upon being played. Their GP cost is reduced by 1 for every keyword they share on the character upon which they are played. They are played on characters. You can play as many skills per turn as you like, even on new characters in play. Many skills have variable costs of GP: the most GP you pay, the more benefit you get from the character you play it on.
Technique: Techniques are played by your characters at the specified phase, or as a reaction. They can only be played while you have a character in play ("performed" by that character). They can be used by any character, but their GP cost is reduced by a relevant stat if and only if the character in question (or a skill the character has) shares a keyword with the technique.
Event: Events activate as soon as they are revealed for their Fate Value or revealed to all players as a face down resource (only when a card effect lets you reveal a face down resource).
Turn Order:
Upkeep: Check to see if you win the game for having 5 or more resources. Untap all tapped cards you control. Check "at the beginning of turn" effects.
Combat Phase: See below.
Main Phase: You may play 1 characters, 1 resource and any number of skills now. You may tap resources to add GP to characters or skills at this time. Untapped Characters may move GP they have onto skills they have by tapping.
End Phase: Draw 1 card and end the turn. Check 'at end of turn' or 'until end of turn' effects.
Combat:
Start of Combat: During the 1st phase, each player may play or pass any "Combat Start:" techniques they may have. When both players pass consecutively, continue to the next step.
Choose Role: Characters are assigned roles by their controlling players in order of their speed. Characters with the lowest speed are chosen first. Attacking players may assign their characters as "Attacking" an enemy or "Supporting" an ally. Likewise defending players may assign their characters as "Supporting" an ally, but supported allies cannot themselves be supported unless their target has the "Supporter" or "Supports X" keyword (in which X is applicable to the supporter's name or keyword).
Resolve Combat: In the order of the attacker's choice, each attacking character resolves their combat seperately with each targetted attacker. The attacker, the defender and all relevant supporters of each "battle" exist in a seperate 'battlefield'. Supporters can "move" from one "battlefield" to another with certain card effects, but battlefields cease to exist once battles are resolved. To resolve combat, each player in a battlefield, starting with the character with higher speed, may choose to play a technique, activate an ability on a technique or skill or become tapped in order to deal damage to one another.
Dealing Damage: Tapping to deal damage (i.e. not using a technique) deals damage equal to the character's strength score to the defending player. The defending player then subtracts that character's defense score from the damage dealt. The attacker then Discards cards from the top of their deck equal to the remaining value and combines the fate total of the remaining value. This "Damage Value" is resolved by removing cards from the top of the defenders deck until the combined fate value of all removed cards is equal to or exceeds the damage dealt.
---
This makes a LOT more sense with visual aids...
Most of the "this feels incomplete" feelings comes from not having the cards in front of you.
Protips:
->Each faction has an amount of GP that, if reached, causes an automatic victory for that player at the beginning of that player's turn.
->Players start with 6 cards in their opening hand.
->Decks may not have more than 3 copies of any card. Deck size minimum and maximum is 40.
->Average time of play for a game like this would be around 15~20 minutes per game.
->Like on our site, spirit is used with special abilities (usually techniques).
->Kido are a special form of technique that let you cast from the Used zone using the Kido skill.
->Damage to characters isn't as important as who wins a battle. There are techniques, skills and characters that damage 'characters' instead, removing their GP. When a character has 0 GP, they are removed from play ("killed"). But this can't be done with just normal strength attacks.
->If the opponent has no characters in play, you may attack their faction directly. Factions have a default defense value of 0, so your opponent will be taking a hefty amount of damage.
->Many characters "Level Up" by requiring a set amount of GP. This becomes more obvious when you see the cards in question.
Each race on our site has three primary ways they try to win using each condition. I'll detail the archtypes later, but there's a lot of fun variation here.
Random example:
The Las Noches faction has the Arrancar and Hollow keywords. There are also Fraccion factions that have Arrancar and Fraccion number keywords, but this is the "default hollow" faction card. It gives your hollows/arrancar additional GP when they remove a character from play equal to that character's fate value. Most Hollow keyworded techniques let you remove cards directly from opponent's discard piles as a pseudo-cost, letting you get extra GP for reducing the amount of cards your opponent will be able to recycle later in the game. So this "bottom-feeding" strategy can lead you to victory with your GP win condition or your "Deck the Opponent/Combat" win condition.
The Menos Forest faction card has the Hollow keyword, so Arrancar won't get the 2 extra GP like they would coming out of Las Noches. It has a stronger effect for its more dedicated theme, however: letting you get a "hollow token" with 1 in all stats every time you exile an opponent's character from anywhere. Then it has lots of techniques and skills that give your hollow's extra power boosts by sacrificing these little dudes.