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Post by Amneiger on Jan 17, 2009 0:32:18 GMT -5
Okay, let's start with the basics. I'll take the first turn so that you can see what it's supposed to look like. First, assign each card in your deck a number between 1 and 30. *makes a spoiler tag with the deck in it* *...* ...I can't seem to make that work. >_> I'll put the deck in the next post. In any case, the next step is to roll seven 30-sided dice to get your initial hand. To get dice, type in: [ dice=30 ] Except without the spaces between the brackets. I draw my hand: [dice=30] [dice=30] [dice=30] [dice=30] [dice=30] [dice=30] [dice=30] As you can see, I drew card number 27 twice. If the dice give you a card that you've already drawn, move to the number number down. So in this example, my third card would be 28. So my hand has Vyt, a Light Energy, a Fire Energy, Wild Omni, Leocookies, Fire Energy, and Tornado. Now I play Fighter cards. Since it's my first turn, I can play one active card and one card to the bench. The active fighter is the one doing the fighting; cards on the bench are waiting to become active. I decide to play Wild Omni as my active and Vyt to my bench. Amneiger (0 KOs) Active: Wild Omni - 7/7 HP Bench: Vyt - 6/6 Now I attach Energy. A Fighter must have enough Energy cards in order to use attacks. When a Fighter uses an attack, the Energy cards are not used up unless the attack specifically says so. You can attach one Energy per turn. I attach my Fire Energy to Wild Omni. She now has enough Energy to use her Tooth and Nail attack, which requires one Energy of any type. Amneiger (0 KOs) Active: (F) Wild Omni - 7/7 HP Bench: Vyt - 6/6 The (F) shows that Wild Omni has a Fire Energy attached to her. The final action you can take is attacking. You pick an attack that your active Fighter has, and they use it against your opponent's active Fighter. You must do everything else you want to do - attach Energy, use Event cards, etc. - before attacking. You haven't had your turn yet, so Wild Omni doesn't have anything to attack and just sits there. Match posts usually have some status lines on the bottom showing the current status of each player, like this: Amneiger (0 KOs) Active: (F) Wild Omni - 7/7 HP Bench: Vyt - 6/6 Sarn (0 KOs) Active: Bench: If you didn't understand something, you can ask me. If you did understand all of that...then it's your turn. [rand=9891015667275527930379804823691271427561702572724757787788110243]
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Post by Amneiger on Jan 17, 2009 0:32:58 GMT -5
My deck for this match:
1. Vyt 2. Leocookies 3. Fire Energy 4. Light Energy 5. Pyro 6. Fire Energy 7. Amneiger 8. Fire Energy 9. Ikkin 10. Scarven, Rogue Chronomancer 11. Light Energy 12. Light Energy 13. Fire Energy 14. Fire Energy 15. Amneiger 16. Light Energy 17. Wild Omni 18. Frag Grenade 19. Professor Amneiger 20. Fire Energy 21. Fire Energy 22. Wild Omni 23. Fire Energy 24. Light Energy 25. Killix 26. Fire Energy 27. Leocookies 28. Fire Energy 29. Sleight of Hand 30. Tornado
Normally you don't want to let your opponent see your deck like this, since they can then match the dice rolls with the card number and figure out what you've drawn. I'm putting this list here for demonstration purposes.
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Post by Deleted on Jan 17, 2009 1:50:51 GMT -5
Hope this is ok?
[dice=30] [dice=30] [dice=30] [dice=30] [dice=30] [dice=30] [dice=30]
I play Mage Associate as my active and Three-Megaton Nuke as my bench.
I give a fire energy card to Mage Associate.
Amneiger (0 KOs) Active: (F) Wild Omni - 7/7 HP Bench: Vyt - 6/6
Sarn (0 KOs) Active: (F) Mage Associate - 5/5 HP Bench: Three-Megaton Nuke - 3/3 HP[rand=174913424171953531872216907428635403043330307684138079511957560085]
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Post by Amneiger on Jan 17, 2009 3:53:31 GMT -5
Yes, that looks fine.
My turn again, so I draw another card.
[dice=30]
That gives me Killix.
I place Killix onto the bench as well. You can only place one Fighter on the bench each turn.
I attach my Light Energy to Killix.
I attack with Tooth and Nail.
Amneiger (0 KOs) Active: (F) Wild Omni - 7/7 HP Bench: Vyt - 6/6 (L) Killix - 7/7
Sarn (0 KOs) Active: (F) Mage Associate - 3/5 HP Bench: Three-Megaton Nuke - 3/3 HP
[rand=82980494802774370684741508961516140643057629688916209138948179198]
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Post by Deleted on Jan 17, 2009 4:34:35 GMT -5
[dice=30]
I give a light energy to Mage Associate.
I attatch nullify to Vyt.
I use the unstable fireball attack.
[dice=2] = Tails
Mage Associate does one damage to self.
Amneiger (0 KOs) Active: (F) Wild Omni - 7/7 HP Bench: Vyt - 6/6 (L) Killix - 7/7
Sarn (0 KOs) Active: (F)(L) Mage Associate - 2/5 HP Bench: Three-Megaton Nuke - 3/3 HP [rand=791545715446129368399363391541539211579919343911009237902149142718]
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Post by Amneiger on Jan 17, 2009 12:11:34 GMT -5
I see that you've learned how to use Event Cards xD But I'm pretty sure that Nullify is supposed to stop the part of the card labeled "Special." Both Vyt and Killix have this (in the form of Vyt's Slither and Killix's Rally); Omni doesn't. Do you want to redo that turn?
And you forgot to mark the Light Energy that Mage Associate has in the status lines. >_>
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Post by Deleted on Jan 17, 2009 18:05:00 GMT -5
Ooops, thanks for that. I'll double check next time and thanks for being patient with me:) I've fixed it up now.
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Post by Amneiger on Jan 17, 2009 20:27:49 GMT -5
No problem. Draw: [dice=30] I add Amneiger to my hand. I decide not to play him yet, since I already have enough Fighters, I don't have a lot of Energy at the moment, and may need some fodder if I have to discard a card from my hand for some reason. I attach another Fire Energy to Wild Omni. I retreat Wild Omni. In most cases, you need to have attached at least two Energy cards of any type to the Active Fighter in order to retreat it. (One example of the other case would be a card with a special ability that removes the retreat cost, such as Spacefleet Security's Police Hoverbike Special.) Remove the Energy cards and shuffle them back into your deck; those Energies can now be drawn again by dice rolls. Wild Omni has been retreated and is now on my bench. The next step is to pick another Fighter that's sitting on your bench and make them the new Active Fighter. (You must have an Active Fighter out at all times.) I decide to send out Killix. My current arrangement of Fighters now looks like this: Amneiger (0 KOs) Active: (L) Killix - 7/7 HP Bench: Wild Omni - 7/7 HP Vyt - 6/6 {Nullify} I decide to play Tornado, which switches your Mage Associate and your Three-Megaton Nuke. Killix has enough Energy to use Thwack, so I do so and deal two damage to Three-Megaton Nuke, bringing it down to 1 HP. Amneiger (0 KOs) Active: (L) Killix - 7/7 HP Bench: Wild Omni - 7/7 HP Vyt - 6/6 {Nullify} Sarn (0 KOs) Active: Three-Megaton Nuke - 1/3 HP Bench: (F)(L) Mage Associate - 2/5 HP Be careful. If Three-Megaton Nuke is KO'd, its Special ability activates. If you were unlucky and hadn't drawn and played a new Fighter, you'd have to send out your 1/5 HP Mage Associate to fight. [rand=1632603817764440321877334496836365757810122501443313118382863480216]
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Post by Vyt: Down, but Not Out on Jan 17, 2009 21:17:20 GMT -5
Vyt, now donning a crown made from yellow paper, entered the room and was glad to see Amneiger teaching a young duelist he had never seen before. "I see that you've been into tutoring these days, Amnei," he commented before nudging him and giving a wink from his eyes. "Go easy for this match, okay?" "Hello... Sarn," Vyt smiled as a white text hovered over the young duelist's head. "I am Vyt, and I am always happy to meet new duelists on this arena," he would've shaken Sarn's hand had he forgotten that there was a match going on. Vyt pulled out a sheet of paper; it contained a list of all the players in the game. "I would've given you some Shinies as a token of my gratitude for your presence here, but you seem to have not registered your deck yet. You don't have to quit this match just to do so, however; just remember to register here after this match and I'll give you the allotted shinies. Also, you can register to be a Ranked player so that your wins and losses can be listed appropriately." The paper crown fell from Vyt's head, forcing the catboy to pick it up. Before he could touch the crown, a mildly strong wind caught it in the air. "Come back here!" he shouted as he chased the crown.
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Post by Deleted on Jan 17, 2009 21:17:51 GMT -5
Thanks Vyt ;D Amnei, I know its stupid but this really is all I can do. I'm making notes as I go and I'm going to change a few cards with regard to problems I've had such as with Mage Associate not being able to attack properly.
[dice=30]
So I attatch a Fire Energy to Three-megaton Nuke.
I attack with radiation for 2 damage.
Amneiger (0 KOs) Active: (L) Killix - 5/7 HP Bench: Wild Omni - 7/7 HP Vyt - 6/6 {Nullify}
Sarn (0 KOs) Active: (F)Three-Megaton Nuke - 1/3 HP Bench: (F)(L) Mage Associate - 2/5 HP[rand=72757551146544756252509410754696826431546928263926735682594703835]
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Post by Amneiger on Jan 18, 2009 1:20:44 GMT -5
"Don't worry, Vyt!" Amneiger called at the catboy as he ran off. "I won't consume Sarn's blood for my own nourishment!" I understand xD And yeah, I prefer cards that don't rely on dice rolls too much. Draw: [dice=30] I've already drawn card #7, so that becomes card #8, a Fire Energy. I attach the Fire Energy to Vyt. Killix uses Thwack for 2 damage! Three-Megaton Nuke has no more HP and is KO'd. The Nuke begins to beep ominously. ...Uh oh. Amneiger (1 KO) Active: (L) Killix - 0/7 HP Bench: Wild Omni - 7/7 HP (F) Vyt - 6/6 HP {Nullify} Sarn (1 KO) Active: (F)Three-Megaton Nuke - -1/3 HP Bench: (F)(L) Mage Associate - 1/5 HP Nukes hurt. Anyway, both of us got a KO that round; I got one for defeating Three-Megaton Nuke, and you got one because Killix blew herself up. Remember that whoever reaches 4 KOs first wins, so both of us are a bit further along towards that goal. If a player's Active Fighter is KO'd, they must pick another Fighter from their bench to become the New Active Fighter. If there are no more Fighters on the bench, the player automatically loses. (Cards that are being held in the hand at the time don't count.) In the case of a simultaneous knockout like this, the attacking player picks their Active Fighter first; this ends their turn. The other player then picks their Active Fighter and plays through the rest of their turn as normal. I play Vyt as my Active. Normally his Slither ability would activate now, but you put a Nullify card on him earlier and there isn't an Active Fighter for him to target. Amneiger (1 KO) Active: (F) Vyt - 6/6 HP {Nullify} Bench: Wild Omni - 7/7 HP Sarn (1 KO) Active: (F)Three-Megaton Nuke - -1/3 HP Bench: (F)(L) Mage Associate - 1/5 HP I should warn you that you're kind of in grave danger right now. The only Fighter you can play is Mage Associate; if Mage Associate is KO'd before you can place another Fighter on your bench, you get a No More Fighter (NMF) loss. [rand=2193291284809124645106779408288666068574518583408189912593678824444]
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Post by Deleted on Jan 18, 2009 3:07:14 GMT -5
BAD DICE! That's really all I've got. I should have picked my cards more carefully or at least drawn better ones in my hand.
[dice=30] Becomes 28.
KABOOM goes the nuke
I make Mage Associate my active fighter
I use unstable fireball
[dice=2]
Mage Associate deals Vyt 3 damage.
Amneiger (1 KO) Active: (F) Vyt - 3/6 HP {Nullify} Bench: Wild Omni - 7/7 HP
Sarn (1 KO) Active: (F)(L) Mage Associate - 1/5 HP Bench: none
And I'm dead.[rand=902676598763932508833821931987645482322802041746155533821062100456]
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Post by Amneiger on Jan 18, 2009 4:12:35 GMT -5
Tell the dice that you'll burn them if they continue to fail you *looks at previous post* I seem to have forgotten to mention that when a Fighter is KO'd, both the Fighter and any cards attached to them go to the discard pile. >_> Hope that didn't confuse you. Draw: [dice=30] I get a Leocookies card. ...Well look at that. I don't have any Energy to attach to Vyt and he needs two Energy to use Tackle, so he can't attack. Amneiger (1 KO) Active: (F) Vyt - 3/6 HP {Nullify} Bench: Wild Omni - 7/7 HP Sarn (1 KO) Active: (F)(L) Mage Associate - 1/5 HP Bench: none [rand=027692692058537148422341697426681782690678575365337435772324379096]
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Post by Deleted on Jan 18, 2009 20:04:57 GMT -5
*prays*
[dice=30]
GAH! Its a stupid energy card, I've got enough of those!
I'm going to use Mix-up. I discard the Light energy attatched to Mage Associate and return my hand to my deck.
Redraw: 5 [dice=30] [dice=30]14 [dice=30] [dice=30]24 [dice=30]25
I play Spacefleet Security to my bench
I attatch a Light Energy to Mage Associate.
I use Unstable Fireball.
[dice=2]
Mage Associate deals 3 damage to Vyt
Amneiger (1 KO) Active: None Bench: Wild Omni - 7/7 HP
Sarn (2 KO) Active: (F)(L) Mage Associate - 1/5 HP Bench: Spacefleet Security - 7/7 HP
That was a lot of dice but worth it:) What happens to my nullify event?[rand=774077181563549429577867184636746630406097613923686239160740818]
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Post by Amneiger on Jan 18, 2009 20:29:39 GMT -5
Very good xD You may now sing "Still Alive."
Nullify would be discarded, along with any other cards attached to Vyt.
Oh, and I kind of saw your post before you edited it. >_> You can use the Preview button to see what the result of the dice roll is before you write in the rest of your turn.
Also, another quick note: on the status lines, the KOs show how many KOs you've gotten, not how many Fighters your opponent has lost. So you would have 2 KOs to my 1.
Draw:
[dice=30]
I've already drawn cards #30, #1, and #2, so that loops around and becomes card #3, another Fire Energy.
I decide that it would be an excellent time to play Amneiger to avoid NMF, and do so.
I attach a Fire Energy to Wild Omni.
Wild Omni uses Tooth and Nail for 2 damage. KO.
Amneiger (2 KOs) Active: (F) Wild Omni - 7/7 HP Bench: Amneiger - 5/5 HP
Sarn (2 KOs) Active: (F)(L) Mage Associate - -1/5 HP Bench: Spacefleet Security - 7/7 HP
[rand=987934813819835389158437144748874285655553532046384629369989443]
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