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Post by Rider on Jun 7, 2008 9:35:01 GMT -5
Making a deck:
Each player starts with a free deck of 30 cards. To make a starter deck, choose 30 Common cards. Traditionally, decks consist of two or three elements. (One element leaves you vulnerable to cards of an element you’re weak against and too many elements reduces the chance of getting the type of elemental energy you need.) The standard deck has 15 energy cards, 10 Fighters and 5 events.
Uncommon and Rare cards can be purchased at Goosh’s Card Emporium with shinies. Shinies can be won in tournaments. Also, trading cards is encouraged. This is a trading card game after all.
On your first turn:
Assign each card in your deck a number from 1-30. Roll a 30-sided die 7 times to determine which cards you have in your hand. If you have no Fighter cards, put all cards back and roll again. If this happens, your opponent receives an additional 2 cards.
How to Play:
1) At the beginning of your turn, roll a 30-sided die to find out which card you have drawn. If it is a number that you have already rolled, consider it the next available number down. 2) On your first turn, choose an Fighter card and play it as your active Fighter. Choose another for your Bench. On every turn after that, you may put an Fighter on your bench. (You must have an active Fighter out at all times.) 3) If desired, attach an energy card to one of your Fighters. 4) If desired, play event cards. 5) If desired and if your opponent has an Fighter out, attack.
Tip: Have a piece of paper handy to keep track of the cards in your hand and in your deck.
Things that can only happen once per turn: Placing a Fighter on your bench Attaching energy Playing an event card.
Elemental weaknesses: Light > Dark > Water > Fire > Earth > Air > Light For example, any attack of a Light element card will do twice as much damage to a Dark element card than any other.
Status effects: Poison – Reduces the affected Fighter’s HP buy 1 every round. Can be cured by an event card. Paralysis – Can’t have more than a 50% chance of hitting. The affected Fighter rolls a die every round to determine whether it can attack. A 4 or greater allows it to attack. 3 or less, it’s completely paralyzed. Sleep – Usually automatically hits. The affected Fighter rolls a die before each turn. 3 or less, it’s sleeping like a baby. 4 or more and it wakes up permanently.
Powering up: If the Base card is anywhere on the field (active or benched) and the Powered-Up version is in your hand, you may Power-Up the card. You may do this at any time during your turn.
Retreating: Almost all cards require 2 energy of any color to retreat. If you’re retreating, put the two energy cards back into your deck. One can attack on the same turn as a retreat.
To win: K.O 4 of your opponent's Fighter cards OR if your opponent no longer has any Fighters in play at the end of their turn.
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Post by Rider on Jun 7, 2008 9:35:15 GMT -5
Tutorial:
Making a deck:
To make a standard starter deck, choose two elements. Here, we use the six Neopian faerie elements. Not all decks are two elements, but it’s useful because you won’t get cornered by a card that’s of an element you’re weak against, but you also will usually be able to find the kind of elemental energy you need.
A deck consists of 30 cards. Starter decks are composed entirely of Common cards. Rarer, more powerful cards can be found in booster packs.
There are three kinds of cards in your deck. There are Fighters, which are central to the game, energy cards, which you attach to your Fighters so they can do stuff, and events, which are one-use cards which can turn the tide of battle. It is recommended that your deck contain 5 events, 10 Fighters and 15 energies.
Someday we’ll have a shiny list up. Choose from the list.
The Basics of Gameplay:
1. To begin the game, assign numbers (1-30) to each card in your deck. Roll a 30-sided dice 7 times. ([dice=30]) The cards that correspond to the numbers you roll are the seven cards you begin with. If you roll the same number twice, just choose the card that corresponds to the next number down. If you do not have an Fighter card in your hand, disregard all seven rolls and roll seven times again. Your opponent then gets to roll for two more cards.
2. Roll a 2-sided die to determine who goes first. Though Twinky duels are still an option, says I.
3. Begin the game. The one who goes first starts the first round. One turn is composed of a number of 'phases' as explained below in order:
- Draw Phase Dude #1 rolls a 30-sided die to draw a card from your deck.
In addition, any status effects with lingering damage (poison for example) do their damage during this phase.
- Deployment Phase Dude #1 puts an Fighter down as his Active Fighter. This is the Fighter that does all the attacks for now. In this case he puts Meepit into play.
On his first turn, he can also put an Fighter on the Bench. However, this rule was written after this tutorial, and Rider is hungry and rushing.
Meepit (Colorless) HP: 5 (*) Bite - 1 Damage (*)(*) Tackleglomp - 3 Damage Beneath that adorably furry exterior lies a heart of pure insanity.
Certain Fighters have Special Powers with text stating 'When this Fighter comes into play ...' Apply any effects from these Special Powers right now.
Do note that all subsequent Fighters will be deploy directly to the bench, which will be detailed later.
- Energy Phase Dude #1 can now attach an energy card to any of his Fighters. For now he only has Meepit so he attaches a Dark energy card to it. Because everyone knows how evil they are >_>
Meepit (Colorless) HP: 5 / 5 Attached: (D)
- Event Phase Dude #1 can now play an Event card if desired, not that there’s a lot to lose or gain first turn. He chooses not to obviously.
- Retreat Phase Dude #1 may now retreat his active Fighter and switch it with one of his benched Fighters. This costs 2 energy cards of any type which are discarded and shuffled back into your deck. (Note: Unless specifically stated otherwise, this is the only form of energy discarding that shuffles them back into your deck)
Dude #1 doesn't have any reason to retreat Meepit, and neither does he have any benched Fighters so he skips this phase.
- Attack Phase The player who starts first cannot attack, obviously because the second player doesn't have anything on the table yet. We'll get to this phase later so for now Dude #1 skips this phase
4. End your Turn Yup, that's right. After your active Fighter attacks that's it for your turn. You cannot play any events, attach energy, etc. Now your opponent takes their turn and repeats everything in step 3.
Interlude: Now, this Energy thing.
011: Tabloid Town Pierat (Water) HP: 5 (*)(*) Needle Sword – 3 damage (W) Gnaw - 2 damage
If Dude #2 plays this card as her Active and attaches a Water energy to it, she can use Gnaw right away. If she attached, say, a Fire energy to it, she couldn’t use the Gnaw attack because it requires Water. If she attached two random elemental energies (like Fire and Air) to it over the course of two rounds, she could use Needle Sword because Needle Sword doesn’t require specific elements. Asterisks (grey circles on the actual card graphics) mean that it doesn’t matter what kinds of energy you use.
For simplicity's sake, the symbols for each element are as follows: (D) = Dark (W) = Water (F) = Fire (E) = Earth (A) = Air (L) = Light
And now a helpful tip from our sponsors: Keep track of your Fighters' HP remaining, which cards are where in your deck, and which cards are in your hand. For this I recommend having a piece of paper handy.
And now let's go back to the game at hand.
Dude #2 plays down Tabloid Town Pierat and attaches a Water energy on Pierat
Tabloid Town Pierat (Water) HP: 5 Attached: (W)
She skips all other phases till she comes to the attack phase. She then proceeds to use the Gnam attack on Meepit.
(W) Gnaw - 2 damage
This does 2 Damage on Meepit.
Meepit (Colorless) HP: 3 / 5 Attached: (D)
Certain attacks may have additional effects other than damage so read your card carefully before using them. Some even have requirements to fulfill in addition to the energy costs. Examples include discard energy cards and poisoning the target of your attacks.
Fast forward a few turns. Assume Meepit and Pierat nomnomnom on each other like good little rodents and Meepit’s at 1/5 while Pierat's at 4/5
On Dude #1’s next turn, he begins by drawing. He can play another Fighter, but this one will be on the Bench.
The Bench is where Fighters who aren’t actively attacking go. They can be switched with the active Fighter if the active Fighter pays a Retreat Cost. The retreat cost is 2 energies unless otherwise stated. The 2 energies have to be attached to the retreating ally at the time. For example, if Dude #1 attached another energy (of any color) to the Meepit, the Meepit could retreat to the Bench. But there has to be an Active Fighter out at all times so you can only retreat when there's another Fighter on the bench to take their place.
Dude #1 puts Shiva on his bench. He attaches an energy to the Meepit and retreats it to his bench. He discards both of the Meepit’s energy cards and places them back into his deck. He makes Shiva the Active Fighter because one must always have an Active Fighter. However, Shiva doesn't have any energy attached to him at the moment so he can't attack. Dude #1 thus decides to lay low and end his turn
Dude #2 rolls a 30-sided die to draw a card, then puts Stal’s Whiteboard on her bench. The Bench, as said before, is where Fighters who are not attacking sip strawberry smoothies and chillax. I would really like to be on the Bench right about now. Dude #2 then does something very foolish. She attaches an Air energy to Stal’s Whiteboard. One can only attach one energy per turn, so now the Pierat doesn’t have enough to retreat. She believes her 4/5 HP Pierat is safe, but little does she know…
Pierat uses Gnaw on Shiva and it’s the end of her turn.
Shiva (Dark) HP: 6 / 7 Attached: -
Dude #1 rolls a 30-sided to draw a card, doesn't play any other Fighters down to the bench, attached a Dark energy to Shiva, and finally attacks Pierat with Demon Hooves.
003: Shiva (Dark) HP: 6 / 7 Special Power: Demonic Speed - This Fighter does not pay a retreat cost. (D) Demon Hooves – 2 Damage “No, Shiva, that’s not edible, that’s Leoness.” Attached: (D)
Elemental weaknesses are important factors in the game, and they may be the difference between victory and defeat.
… God help me, I’m turning into an NPC…
Light > Dark > Water > Fire > Earth > Air > Light
Dark is strong against water, so it does twice as much damage. 2 * 2 = 4, Tabloid Town Pierat is knocked out.
Dude #1 now has 1 out of the 4 KOs needed to drive him to victory in a chariot of shiny and gold.
And that is to how to play in a nutshell. There are many more effects used in the game and various ways to achieve that shiny victory but we'll leave all of you to figure out your play style. Have fun!
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Post by Rider on Jun 7, 2008 9:36:35 GMT -5
Terminology:
Active – The Fighter card that is battling. Only one card of yours at a time is allowed to be active.
Bench – The Fighter cards that are on the field but not fighting.
Colorless cards – Do not have an element. Nothing does double-damage to them, but they don’t do double damage to anything else either.
Colorless Energy – If an attack requires a colorless (grey) energy, then it will work with any type of elemental energy.
Elemental Energy – If an attack requires a certain type of elemental energy, it cannot work with any other type.
Elements – The type of card. Earth, water, fire, air, light, dark or colorless.
Equipment – Any Event card that can be attached to a Fighter.
Event – Items and Something-has-happeneds all fall under the category of event cards.
Fighter - Anything with HP and the ability to kick butt. The name of this type of card has changed about 17 times
In Play - Any card on the board. If your opponent knows it's there, it's in play.
KO – Knocked out. i.e. its HP has been reduced to zero.
Powered-up – Forumer cards will sometimes have Uncommon or Rare Powered-Up versions.
Retreat Cost – For most cards, 2 energy. If your Fighter is getting whomped and you don’t want it to die, put two energy that are attached to this Fighter back in your deck and put the Fighter on your bench.
Round – The time it takes for both you and your opponent to attack.
Status effects – Irritating things like poison, paralysis and sleep. These can be cured with common Event cards.
Turn – Just the time it takes for one person to attack.
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Post by Rider on Jun 7, 2008 9:37:09 GMT -5
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Post by Komori on Jun 10, 2008 15:03:41 GMT -5
Soooooo... It's essentially Pokemon with different terminology. I s'pose it's the TCG most people are familiar with, so it makes sense.
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Post by Rider on Jun 10, 2008 16:20:06 GMT -5
Soooooo... It's essentially Pokemon with different terminology. I s'pose it's the TCG most people are familiar with, so it makes sense. [glow=red,2,300]*has been caught* *hangs her head in shame* T_T[/glow]
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Post by Amneiger on Jun 10, 2008 20:17:52 GMT -5
Soooooo... It's essentially Pokemon with different terminology. I s'pose it's the TCG most people are familiar with, so it makes sense. [glow=red,2,300]*has been caught* *hangs her head in shame* T_T[/glow] Well, Goosh already said that it was based of the Pokemon TCG in the "Post New Cards Here" thread, so it wasn't exactly a great secret. xD
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Post by Omni on Jun 21, 2008 13:48:21 GMT -5
Questions: When powering up a card, is the card that it was powered up from discarded, moved to the deck, moved to the hand, or is it treated as if the the powered-up version was 'attached' to it and it doesn't go anywhere?
Also, if something you do knocks out your own card, does that count as a 'win' toward your opponent, or does it not count toward anything?
And how are 'sudden death' matches treated?
EDIT: And what happens if someone's deck runs out of cards to draw?
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Post by Rider on Jun 21, 2008 15:21:22 GMT -5
Questions: When powering up a card, is the card that it was powered up from discarded, moved to the deck, moved to the hand, or is it treated as if the the powered-up version was 'attached' to it and it doesn't go anywhere? Also, if something you do knocks out your own card, does that count as a 'win' toward your opponent, or does it not count toward anything? And how are 'sudden death' matches treated? EDIT: And what happens if someone's deck runs out of cards to draw? [glow=red,2,300]The Power-up does "attach" to a base forumer. If you KO your own card, that counts as a win towards your opponent. However, if it's phrased as "discarding" a card, that is not a KO. Sudden death matches have not come up yet, but that does sound like a good idea. ^_^ If your deck runs out of cards, you keep playing until you get pwn'd. [/glow]
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Post by Jina on Jun 21, 2008 22:01:36 GMT -5
Another Question: What happens if you don't have any creatures out, but your opponent has not killed 4 of your creatures and you have some left in your deck? Do you lose?
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Post by Rider on Jun 22, 2008 9:31:33 GMT -5
Another Question: What happens if you don't have any creatures out, but your opponent has not killed 4 of your creatures and you have some left in your deck? Do you lose? [glow=red,2,300]Yep, that's how Kit lost our first match. XD Sorry Kitten.[/glow]
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Post by Spoon on Jun 23, 2008 8:06:41 GMT -5
A couple of questions: - If somebody is poisoned/paralysed/asleep, how does it affect retreating? - Do benched cards keep their poision/paralysis/sleepiness? - How many allies can you bench at the start? Is it just one, or as many as you want? - If you knock out somebody's card, where does the energy and the card go? Back into the deck, or on a discard pile?
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Post by Rider on Jun 23, 2008 18:42:51 GMT -5
A couple of questions: - If somebody is poisoned/paralysed/asleep, how does it affect retreating? - Do benched cards keep their poision/paralysis/sleepiness? - How many allies can you bench at the start? Is it just one, or as many as you want? - If you knock out somebody's card, where does the energy and the card go? Back into the deck, or on a discard pile? [glow=red,2,300]Poison, paralysis and sleep don't affect retreating. Cards on the Bench keep thier status effects, but poisoned cards don't continue to take damage. You can have a maximum of four cards on your bench. The energy from a retreat goes back into the deck. The energy from a KO is discarded.[/glow]
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Post by Vyt: Down, but Not Out on Jun 23, 2008 18:48:49 GMT -5
When an Ally card is returned to the hand, will it still retain its status effect and HP damage?
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Post by Rider on Jun 23, 2008 19:20:36 GMT -5
When an Ally card is returned to the hand, will it still retain its status effect and HP damage? [glow=red,2,300]Nope. That's why we had to modify a lot of cards. ^_^; Sorry.[/glow]
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