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TCG
Mar 29, 2007 9:16:56 GMT -5
Post by InZanety on Mar 29, 2007 9:16:56 GMT -5
Sorry Morph. You did ask me put put up my ideas when we were discussing it though... but again, I'm sorry.
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Fallen
Black Flame Demon
Demon Hunter
"You can close your eyes to reality, but not to memories." Stainslaw J. Lec
Posts: 752
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TCG
Mar 29, 2007 18:21:02 GMT -5
Post by Fallen on Mar 29, 2007 18:21:02 GMT -5
O.o' I was unaware that you created the idea Morph, but if you thought of it then your input would be greatly appreciated. I was just gathering the members ideas and combining them into a workable situation.
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TCG
Mar 29, 2007 20:00:46 GMT -5
Post by BD on Mar 29, 2007 20:00:46 GMT -5
Yeah, but if we listen to everyone we'll have the most confusing card game on the planet...
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TCG
Mar 30, 2007 8:16:25 GMT -5
Post by InZanety on Mar 30, 2007 8:16:25 GMT -5
Thats why we vote on what ideas stay and what ideas go, but we have to at least be fair and include everyone who wants to help. Which may lead to a problem, but you never know.
Anyway, here's an example of a character card, and of course I'll choose my own character since we know our own characters better than anyone else:
Character: Zane Truesdale
Starting Health: 60
Starting Energy: 100 (For every time your turn starts, increase your energy by 5)
Defense: 8[4](2) (If the defense is higher than 4, then it must be a multiple of 4. The number in the brackets tell you what sided die to use. The number in paranthesis show how many times you roll the 4 sided die when your character is attacked. Roll the die the amount of times needed, then add the totals. Now subtract that total from the amount of damage the attack will cause.)
Class: Summoner/Mage (If there is a multiple class, only up to 2 are allowed.)
Ability: Any technique summon cards that include "Cyber" in its card name only requires 1/2 the energy needed. You still use the required energy for super tech summon cards.
Starting Technique: Cyber Dragon Summon (Idea: The starting technique is a technique card you pull out from your tech and place it on your character at the start of the game.)
(There is no need to put down max damage for the attack for the character. This attack can be used anytime, but if you use it, you cannot activate a technique card. The max damage will always be 4. <Use a 4 sided die.> Can be purchased at your local collectibles store.)
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Here's the rules of a summon technique card:
The monster(s) summoned act as character cards. If your character is a summoner, you will have a place to put your monsters. You only put the summoner technique card in the tech card zone when it isn't activated. When this card activates, put it above your character, this will be your monster summon zone. You may only have up to 3 summoned monsters. (Same rules apply with summoning super tech cards, except when the card isn't activated, it is placed in the super tech zone.)
Here's a summoner technique card:
Name: Cyber Dragon Summon
Technique Card: Summon
Energy Cost: 8 (Subtract this number from your character's current energy.)
Abilities (If any): If there are 2 Cyber Dragon Summon monsters in the summons zone, you may play Cyber Twin Dragon Summon straight from your hand without paying any energy by sending the 2 Cyber Dragon Summon monsters to the graveyard. Also, if this monster or tech card were to be sent to the graveyard, you may search your deck for 1 Cyber Dragon Summon and place it in your hand.
Damage: 8[4](2) (Roll a 4 sided die twice as indicated by the numbers in the paranthesis)
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Rules I may not have mentioned for the tech cards:
Only 1 tech card can be played on every one of your turns. If you wish to keep the tech card you used last turn, it must have at least 1 use left, or have a delay to recharge its uses.
Summoner Tech cards only have 1 use. They also have no delay time to recharge. (They cannot recharge at all.)
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Any questions? Anything I might need to change? Post what you think.
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TCG
Mar 31, 2007 16:49:49 GMT -5
Post by Morph on Mar 31, 2007 16:49:49 GMT -5
Alright, I'll put in my ideas. Or at least a summary of them for the TCG.
Character Cards would have Attack strength and defense strength in a similar matter as YuGiOh monsters, however, with Health and mana points as well, one to count for how long the character is still considered "alive" or "in the game", the other can be used up by using technique cards. Some Character cards would also have some kind of effect in a certain situation.
Technique cards would have a certain cost of mana to them, and a special effect, such as dealing damage, in or decreasing stats and the like.
Then there's be Item cards, for certain effects, potion, smoke bomb, explosives, etc.
Then also Equipment cards to increase the stats of the Character cards by certain amounts.
And then maybe Field cards of some sort.
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Fallen
Black Flame Demon
Demon Hunter
"You can close your eyes to reality, but not to memories." Stainslaw J. Lec
Posts: 752
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TCG
Mar 31, 2007 17:26:14 GMT -5
Post by Fallen on Mar 31, 2007 17:26:14 GMT -5
Yeah, that sounds good. Heh, interesting idea still, but definitely spiffy.
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