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  1. Unnamed Card Game Rules
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  3. The ruleset is rather simple. Each side gets a deck of 50 cards, and a unique Hero card that acts as a permanent force on the battlefield. The Hero card is able to use mana to either cast their own abilities, summon Minions and Monsters to fight alongside it, and spell cards. The objective of the game is to defeat the enemy Hero card.
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  5. The enemy hero card has four abilities. One passive ability that activates automatically, and three abilities that are cast on command. Two of their abilities are cheap with a low turn cooldown while the third, Ultimate ability costs a lot of mana to cast and has a longer cooldown.
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  7. Types of Cards:
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  9. Minions: Minions are the base cards that form the backbone of an offensive force, or a defensive one. Each minion has an Attack stat and a Health stat. Attack determines how much damage it deals per battle, and Health is how much damage the Minion can take before being sent to the discard pile. Keep in mind that an attacking Minion still takes damage from the Defending Minion, equal to its Attack stat. Minions can also have a variety of effects, including:
  10. Passive: An ability that triggers on its own when certain conditions are met.
  11. Deathtrigger: An effect that triggers when the Minion is destroyed.
  12. Defender: Defender Minions will always be the ones to take the first blow in battle. When a Defender Minion is on a player's field, they must be destroyed first before being allowed to attack other Minions or the enemy Hero again.
  13. Entry: An effect that is triggered when the Minion is summoned.
  14. Active: An effect that is activated on command.
  15. Timer: The Minion's effect will trigger if it is still on the field after a set number of turns.
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  17. Spells: Spell cards are one-off effects that do a variety of things.
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  19. Traps: Trap cards lay on the field, secret to the enemy of what they are, and are triggered when the enemy performs certain actions. There is a limit to one trap card per player at a time.
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  21. Fields: Field cards are cards that change the terrain of a battlefield, providing different passive effects until the card is overwritten by either a Silence or another Field card.
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  23. Special Summons: A unique type of card that lays passively on the field. It acts as a Minion card, but cannot attack and can be destroyed if attacked. When certain conditions of the Special Summons card are met, it will summon a powerful Minion to replace it on the field.
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