P
Paorou-sama
Guest
Original poster
Basically this thread is about me making a collectible card game that you can play in a forum setting or real life without much need for programs or stuff like that. Since I'm still in development stages, I am opening this thread to work as an idea board for everyone to comment on what I've got so far.
________________________________________
WORKING TITLE: CHAMPIONS OF IWAKU - THE GOLDEN AGE -
Starting the game
To play this game offline: 2 players only. Each player needs a champion card and 9 skill cards.
To play this game in a forum setting: 2 players and one arbiter. Each player needs one champion card, and 9 skill cards.
- Players declare their repertoire. The repertoire is all the cards each player will use for the game. (Champion, and 9 skill cards)
- Players may exchange their repertoire (their total cards for the game) for scrutiny by the opposing player.
- If there are no problems with the repertoire choice of each player, they may place their champion on the field.
- The champion represents the character each player is playing. It determines what sorts of skill cards you can use in play and what style of play you will lean towards.
- Each player holds their 9 skill cards. This is their hand, and they do not reveal their hand unless a game effect directs them to do so.
- Start the first turn.
The turn
1. Initiative Phase - The players may flip a coin to decide which player has the initiative. The alternative is that a player may volunteer to have one of his faced down cards revealed so that he may have the initiative. The opponent may choose which card (first, second, third, fourth,or fifth) is revealed.
2. Planning Phase - Each player may put up to 5 skill cards from their hand face down on the field. The person with initiative, IRONICALLY goes second. (this is because the person with initiative can see if the opponent has any empty rounds or other such things, and react to them.)
- The order of the cards is important, so each player must mark them as first, second, third, fourth and fifth. (In the case of online play, they each tell the arbiter these cards.)
- The player with initiative reveals the card chosen by his opponent. (only if the alternative option is chosen)
- If a player puts down less than 5 cards, he must choose to mark the empty space as third round, fourth, or fifth, etc. -
3. Face-off Phase - The pairs are then segregated according to their mark, starting with the first. They are now called rounds.
- The current round moves through the phases until the resolution phase, then loops back to this phase, moving on to the next pair/round.
- Putting down no card means that this round is unpaired, and that 'winning' the round at resolution phase is forfeit.
- Certain abilities only work during this phase.
4. Revelation Phase - The players reveal the current paired off cards. They compare the power values of each cards, and take note of the abilities that modify these values. The winner is the revealed card with the higher power value after all abilities resolve.
- In the case of rounds with unpaired cards, the winner is automatically the player who put down a card.
- Unless explicitly stated, abilities written on the card only go into effect at revelation. -
5. Resolution Phase - The winner of the revelation phase gets to decide what sort of bonus he gets for winning.
Choose from the following:
- He gives the opponent a damage counter.
- He disables the beaten skill card. (it goes into the disabled pile.)
If the opponent has more damage counters than his champion's life value, he loses the game.
If the opponent runs out of skill cards, he loses the game.
= If this is not yet the resolution of the fifth round, move to the next round and go back to step three : face off phase. Otherwise, move to the sixth phase.=
6. End Phase - Each player collects all skill cards not moved into the disabled pile and puts them back into his hand. Move back to step one and start a new turn. Certain abilities may come into effect at this phase.
________________________________________
WORKING TITLE: CHAMPIONS OF IWAKU - THE GOLDEN AGE -
Starting the game
To play this game offline: 2 players only. Each player needs a champion card and 9 skill cards.
To play this game in a forum setting: 2 players and one arbiter. Each player needs one champion card, and 9 skill cards.
- Players declare their repertoire. The repertoire is all the cards each player will use for the game. (Champion, and 9 skill cards)
- Players may exchange their repertoire (their total cards for the game) for scrutiny by the opposing player.
- If there are no problems with the repertoire choice of each player, they may place their champion on the field.
- The champion represents the character each player is playing. It determines what sorts of skill cards you can use in play and what style of play you will lean towards.
- Each player holds their 9 skill cards. This is their hand, and they do not reveal their hand unless a game effect directs them to do so.
- Start the first turn.
The turn
1. Initiative Phase - The players may flip a coin to decide which player has the initiative. The alternative is that a player may volunteer to have one of his faced down cards revealed so that he may have the initiative. The opponent may choose which card (first, second, third, fourth,or fifth) is revealed.
2. Planning Phase - Each player may put up to 5 skill cards from their hand face down on the field. The person with initiative, IRONICALLY goes second. (this is because the person with initiative can see if the opponent has any empty rounds or other such things, and react to them.)
- The order of the cards is important, so each player must mark them as first, second, third, fourth and fifth. (In the case of online play, they each tell the arbiter these cards.)
- The player with initiative reveals the card chosen by his opponent. (only if the alternative option is chosen)
- If a player puts down less than 5 cards, he must choose to mark the empty space as third round, fourth, or fifth, etc. -
3. Face-off Phase - The pairs are then segregated according to their mark, starting with the first. They are now called rounds.
- The current round moves through the phases until the resolution phase, then loops back to this phase, moving on to the next pair/round.
- Putting down no card means that this round is unpaired, and that 'winning' the round at resolution phase is forfeit.
- Certain abilities only work during this phase.
4. Revelation Phase - The players reveal the current paired off cards. They compare the power values of each cards, and take note of the abilities that modify these values. The winner is the revealed card with the higher power value after all abilities resolve.
- In the case of rounds with unpaired cards, the winner is automatically the player who put down a card.
- Unless explicitly stated, abilities written on the card only go into effect at revelation. -
5. Resolution Phase - The winner of the revelation phase gets to decide what sort of bonus he gets for winning.
Choose from the following:
- He gives the opponent a damage counter.
- He disables the beaten skill card. (it goes into the disabled pile.)
If the opponent has more damage counters than his champion's life value, he loses the game.
If the opponent runs out of skill cards, he loses the game.
= If this is not yet the resolution of the fifth round, move to the next round and go back to step three : face off phase. Otherwise, move to the sixth phase.=
6. End Phase - Each player collects all skill cards not moved into the disabled pile and puts them back into his hand. Move back to step one and start a new turn. Certain abilities may come into effect at this phase.