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Untitled Card Game Project

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DECK COMPOSITION

SUPPORT DECK

The Support deck is a 60-card deck containing any of the legal cards and card type, except Characters, which comprise the Character Deck. Each player needs a Support deck to aid their Characters. The player starts the game by shuffling the Support Deck and drawing the top seven(7) cards and then placing the deck near the Character deck face down. The player may play as many cards as they want in the turn. and at the beginning of their next turn, draw back up to seven cards, regardless of how many cards they've used. When a Support deck is all used up, the player is unable to use more cards for the rest of the match and must work with what he has.

CHARACTER DECK

The Character Deck consists of a series of Character Cards. Each Character has a Locus Allocation cost; Depending on the scale of the game, the sum of the character cards' Locus costs needs to add up to a specific number(usually a multiple of 10). Each player is allowed to pick their starting character, but after picking their starting character, the deck is shuffled and placed face-down above the support deck. If A player runs out of Character cards to play, they lose.

CARD FREQUENCIES

A Support Deck can contain up to 4 of any legal card. A Character deck can only use 1 character of the printed name; A deck containing two versions of the same character with different names is legal, and the player can utilize both cards, though not at the same time.

CARD TYPES

There are 6 types of cards; Characters, Allies, Abilities, Equipment, Locations, and Twists of Fate.

CHARACTERS

Type(Subtype) - This combination determines what allies and locations the character can associate with. Alignment is always included as a subtype, and is the key factor in what cards can and cannot associate with each other. Good cards cannot associate with Evil cards and Neutral cards can associate with either Good or Evil cards.

Element - A total of 0-3 elements that the character has access to that determine what equipment they can wield and what ability cards they can use. Characters with no Element(the "None" Element) can only use unaligned cards, and cards with the "Mystery" Element can use any.

Combat Level: # of d6s rolled by the character in combat, ranging from 1 to 4. If both characters have an even combat level, the number of rounds is 3; If not, the different in level subtracts one round from combat, down a minimum of 1 round. Characters with a combat level of 1 cannot perform critical rolls.

Health: This number represents how many points of damage a character can take. Characters lose health in combat equal to the number of rounds they lost(typically 1-2), and through other card effects.

Armor: This number represents how many equipment cards a character can hold at any one time.

Personality: This is the number of Allies a character can use to benefit themselves in combat.

Locus Allocation: The number of Locus Points assigned to that character. Each character uses up a number of Locus Points. When the character loses all of their health, they are removed from play and you lose that number of Locus Points.

Fixity: The amount of points characters can use to activate their own abilities. Characters cannot become retired from this like Allies can, meaning that in a turn this serves to give you free abilities in the event that you are unable to draw any.

ALLIES

Allies have types and subtypes, including alignment.

Allies have elements. These elements work in similar manner to the Character's element. Allies only get one element and cannot have the mystery element. Allies do not need to have the same elemental affinities as a character to be played, but must have the corresponding alignment subtype.

Allies do not have combat levels, but add +1 onto the highest die for the combat total. Using an ally in battle retires it for the turn.

All Allies have one health. A Character can use Allies to deflect combat damage.

Allies have an armor score of 1, and therefore can only hold one piece of Equipment at a time.

Allies do not have locus allocation numbers, they are free to play in a turn and do not count against any final game score totals.

Allies do have abilities, but do not use Fixity. Instead, using their abilities retires(taps) the Ally for the turn.

Allies cannot fight and use their abilities in one turn. They must choose between one of the two. If an ally has multiple abilities, he can only use one per turn.

ABILITIES

All abilities cost a certain amount of Fixity; This number can be paid for by either allies(in retiring them) or characters(by actually using their Fixity). Every ability is also elementally aligned, and a character cannot use an ability outside of their element. Any character can use an ability that lacks an element. Abilities have a diverse range of effects on gameplay in multiple aspects. Certain elements are more inclined to perform certain tasks with their cards.

Abilities often have other costs necessary to fuel their usage. Rarely, abilities will require types and subtypes as well as their element to be used. Abilities cannot possess two elements.

EQUIPMENT

Equipment consists of items that the characters can use to arm themselves. A character’s Armor stat dictates how many items they can hold. Allies can also put on equipment, some of which gives them further potential. To don equipment, an amount of Fixity must be paid. The character will receive full benefits of the item as long as they can. When a character is dead, allies are allowed to claim the equipment it dropped, but any unclaimed equipment is discarded. An ally who dies loses all of their equipment, and it cannot be claimed upon their death.

Equipment often has other costs necessary to fuel their usage. Rarely, equipment will require types and subtypes as well as their element to be used. Equipment cannot possess two elements.

LOCATIONS

Locations are cards that can be played in battle to change the pace of the game. Each player can use their own location, but to use the location, each card has to pay the Travel Cost. The travel cost determines both what the Character must pay, and if any Allies are to join him, that same number in Allies must be retired. If the cost is not paid for the allies, the player loses all of his Allies. If a character fails to pay the cost in Fixity, the location is discarded(this would occur before Allies have to pay). While in that location, the player and his opponent get various benefits and penalties depending on various factors thrown into the game. Some locations have inherent rules.

TWIST OF FATE

Twist of Fate cards can be played at any time, when appropriate. Twists of Fate are one of the few hands off kinds of cards; They themselves cost nothing to play but still affect the gameplay, usually in direct benefit of the caster, if not full benefit.

A Twist of Fate must be played within the turn it is drawn or else it must be discarded. All Twists of Fate will have that rule printed on it so as to remind you.

GAME PHASES

TURNS AND ROUNDS

Certain effects dictate rounds while some dictate turns. A turn is when a single particular player goes through all of the available phases, starting with the Survey Phase, in which any inbetween turn processes occur, followed by the Draw Phase, which of course involves drawing cards to return to the 7 card maximum. After Drawing, they proceed to the Enforcement Phase, in which they can cast any cards available to them. After Enforcing, the next phase in the order is Combat. If they survive combat, the last phase they’re allowed to use is the Consolidate Phase, in which no Abilities or Locations can be played: Only Allies and Equipment. Once a player has gone through all these phases, the turn passes. After all players have finished taking their turns in a clockwise order from the player who originally started, the Round is over and it proceeds to a new round.

COMBAT

Combat can occur once per turn on each character's turn. Combat can be skipped as a phase. When combat is initiated, each player chooses a character they currently control(in a typical game it should only be one at a time), and assigns as many allies as their Personality stat will allow them. Combat begins with the player whose turn it is(dubbed as the Attacker), fighting the player whose off turn it is(the Defender).

Each player gets a number of d6s equal to their Characters' Combat Level, between 1-4. Certain cards allow them to add to the pool of dice. In a round of combat, both players roll and pick the highest number out of the bunch. After designating the highest number die they rolled, they can add the benefit of Allies onto the total to increase it(and the total can go beyond 6 in this way). Using the Ally retires it for the round, meaning it cannot be used in a subsequent round of combat, but you are not obligated to add any number of Allies, meaning if your opponent can't beat a 6 and you roll a natural 6 then there's little need to overdo it, allowing you to save it for the combat.

This process occurs a set number of times. If both characters have the same level, it only occurs 3 times, but If not, the difference in level subtracts one round from combat, down a minimum of 1 round. If both players have characters with similar Combat Levels, there is only 3 rounds, but if there is a difference in Combat Level, refer to the table below.

Combat Rounds Chart
VS. CL 1 CL 2 CL 3 CL 4
CL 1 3 rds 2 rds 1 rd 1 rd
CL 2 2 rds 3 rds 2 rds 1 rd
CL 3 1 rd 2 rds 3 rds 2 rds
CL 4 1 rd 1 rd 2 rds 3 rds

Decreasing the rounds of combat interaction between wildly different combat levels increases the odds of a weaker Character lasting longer and potentially getting more out of it.

The winner of combat is the player who won the most rounds. The losing character takes damage equal to how many rounds they lost. If this reduces a Character's health to 0, they are killed. In the event of a tie, both players take 1 point of damage.

CRITICAL HITS AND DEFENSES

Critical Rolls occur when a player rolls at least 2 d6s and receives a 6 on both(or at least two) of them. Depending on the position of combat, there are different effects;

If the attacker rolls, it is a critical hit and the Combat immediately ends with the defender taking max damage. If the defender rolls, it is a critical defense and the defender ignores all damage for the rest of the Combat.

Characters with a Combat Level of 1 cannot roll critical hits, even if given enough dice to warrant it through extraneous effects. They need to have a rule that allows them to perform Critical Rolls, or they need to have a printed combat level of 2 or higher. It is impossible to do it without at least two dice.