ChaosMAX1268

Barrenia revised.

Feb 12th, 2025
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  1. Lore: The world of Barrenia was blessed by the Creators, who used their knowledge to create sentient machines, evolved animals, and even bring back extinct species. However, one day, the Creators vanished, and in the aftermath, many factions fought for control of the world.
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  3. Ultimately, a truce was made, and the factions went separate ways to make 6 distinct countries. Centuries later, a mysterious individual appears that looks like one of the Creators, and has amnesia. War begins again, each having a different desire regarding the mystery of the Creators and the fate of the world at large.
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  5. Card Breakdown
  6. There are 2 types of cards in a Deck, and 1 Special card that goes outside the Deck.
  7. Soldier Cards: The battlers of the game that go in the Soldier Zone. They have the following stats.
  8. Cost Value: Value that is important for playing the card or gaining energy. (see Energize Stage and Play Stage)
  9. Fury: Value to determine who wins in a Battle Clash. In the 1000s range.
  10. Territory: Card Color and Symbol that is used for effect synergies.
  11. Species: Minor identifiers that are sometimes just for flavor, but can be used for effect synergies.
  12. Effect: Not always there. Cards without effects often have stronger Fury or are cheaper to Summon than Soldiers that have the same Fury value but have effects.
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  14. Rear cards: Secondary cards of the game that supply supportive effects to your field. They can represent locations, non-sapient objects, They have the following stats.
  15. Cost Value: Value that is important for playing the card or gaining energy. (see Energize Stage and Play Stage)
  16. Territory: Card Color and Symbol that is used for effect synergies.
  17. Timing: Standard (can only be used in your turn) Fast (can only be used during your opponent’s Clash Stage)
  18. Duration: Temporary (go to Grave Pile after resolution), Linger X (Stays on field until the End Stage of the Xth Turn after its placing, for Standard Timing this counts player’s End Stage, for Fast Timing this counts the opponent’s End Stage), Lasting (stays on field until an otherside effect destroys it)
  19. Effect: Always there.
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  21. Vessel Card: A one of a kind card that is outside of the Deck and field. It represents a strong soul. A player can only have 1 Vessel Card in their Deck construction. During a Player’s Play Stage, the Vessel Card can be put underneath a Soldier, and the Soldier gains the bonuses and extra effects listed on the Vessel Card. Vessel Cards are powerful but they come with drawbacks if the Soldier leaves the field. You can choose to remove a Vessel card from a Soldier during the Reset Stage. If a Soldier holding the Vessel card leaves the field, the Vessel card returns to being outside the field and can be reused. Vessel cards have no Territory and are colored Gold.
  22. Effect: The sole stat on a Vessel Card. This is both a powerful boon to the Soldier who holds it but also a curse should that Soldier fall.
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  24. Set-Up of Game: Players have Main Decks of 40-60 cards and 1 Vessel Card. There is no color locking in the game. Players can only have 4 copies of any card amongst their Decks, (copies are determined by card name).
  25. Additional Materials: 2 D20s with different colors, one for Life and one for Energy.
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  28. Start of Game: Decide who goes first. Both players Shuffle their Main Decks and draw 5 cards, then a total of 4 energy is put into both players’ Energy Pile (represented by one of the D20s). Both Players start with 10 Life (the other D20). When starting the game say, Lets Clash!
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  30. Board (per player)
  31. Main Pile, for the Main Deck
  32. Grave Pile, the discard pile for anything other than getting Energy.
  33. Pay Pile, where cards are discarded for getting Energy.
  34. 4 Soldier Zones, for Soldier Cards
  35. 4 Rear Zones for Rear Cards
  36. There are also hands, with a hand limit of 7
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  38. Stage Breakdown:
  39. Turn player conducts the following.
  40. Reset Stage: Turn all Rest Stance cards back to Battle Stance, make Energy 0, and can choose to remove a Vessel card from a Soldier. This is skipped in both Players’ turn 1s.
  41. Draw Stage: Draw 2 cards.
  42. Energize Stage: Put 1 card from their hand to the Pay Pile, then get Energy based on the combined Cost Value of the sent card plus any listed modifiers on the sent card’s effects.
  43. * Play Stage: Play cards from hand by using Energy, using effects by fulfilling conditions, or determine a Soldier to hold the Vessel card.
  44. * Clash Stage: Players use their Soldiers to attack their opponent. This is skipped on both players’ turn 1s.
  45. End Stage: Player concludes their turn, then passes to the opponent. Only effects that reference the End Stage apply.
  46. Conducting actions in stages marked with * is optional. The actions in the rest must be conducted if possible.
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  48. Clash Stage Breakdown:
  49. Turn Player chooses one of their Soldiers to Clash. The opponent can then choose one of their Battle Stance Soldiers to counter. The Target can choose not to counter.
  50. Scenario A: If they do not counter, or cannot, the Clash becomes a Direct Clash! The opponent takes 1 damage.
  51. Scenario B: If they counter, the Clash becomes a Battle Clash! Both players compare the Fury Stat of the battling Soldiers.
  52. Scenario B1 (Successful Clash): If the Player’s Stat is higher, the Opponent’s Soldier is destroyed, and they take 1 Damage.
  53. Scenario B2 (Clash Blocked): If the Opponent’s Stat is higher, the player’s Soldier is destroyed, and they take 1 Damage.
  54. Scenario B3 (Stalemate): If the Stats tie, neither Soldier is destroyed, and neither player takes Damage.
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  56. Other concepts to note:
  57. Battle Stance is vertical. Rest Stance is sideways.
  58. No concept of “face-down” cards
  59. No concept of Summoning Sickness
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  61. Win Conditions:
  62. Opponent’s Life becomes 0 at any point.
  63. Opponent cannot draw 2 cards during the Draw Stage.
  64.  
  65. List of current Territories:
  66. Fiery robots with resentment towards the Creators. Burn the opponent with the flames of anger!
  67. Steampunk Industry (Red with a symbol that resembles a combination between a screw and a volcano): Volcanic region with steampunk robots who use fire, lava or steam. The descendants of robots made by the Creators, they hate their ancestry of being used for labor, and want to find the Creators to get their revenge. They want to build their Fury Stat to extremes to trigger their strongest effects. They also enhance their damage output.
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  69. Hive of insects that seek domination over all. Swarm the field and stun foes with traps!
  70. Hive Union (Yellow with Hexagon hive symbol): Insect creatures with electric or sonic powers. They live in city-like flying beehives. They want to expand their Territory to all of Barrenia’s land and make other societies subservient to them. They focus on swarming tactics, and setting up conditions to damage the opponent or paralyzing their Soldiers, often sacrificing their own Soldiers to do so..
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  72. Birds that rule the skies and desire freedom. Soar above the opposition!
  73. Bridstrom Coalition (Silver with wing-like symbol): Avians swift as the wind, they live in the mountainous region that tears through the sky. They believe in the freedom of all people in the world of Barrenia, and do not tolerate the oppressive regimes of other Territories. Their gimmicks involve direct attacking and placing “tags” on opponent Soldiers to apply debuffs or prepare for removal.
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  75. Dwelling in the deep, they lure their prey into the azure abyss!
  76. Alantical Islands (Navy with shark head symbol): Creatures who live in the sea or islands. They are both pirates and merchants, wanting the most valuable resources to give to other Territories for money, going as far as kidnapping or destroying ecosystems to get them. They focus on storing their Soldiers in the Rear Zone, triggering effects that need Soldiers in the same column, and imprisoning opposing Soldiers the same way.
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  78. Dinosaurs that battle to find perfection. Their armor blocks and destroys all!
  79. Mad Dunes (Orange with T-rex Skull symbol): Dinosaurs “revived from the dead”, thanks to DNA technology by the Creators. They are noble, if aggressive, people that fight for enrichment. They see the wars on Barrenia as fun games. They want to balance strong offense and defense, with Soldiers that can counter even in Resting Stance and/or damage the opponent when they successfully block attacks.
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  81. Beasts who live in the tranquil forests. Synergy between Plant and Beast empowers them all!
  82. Flowuna Republic (Green with flowery Lion head symbol): Mammalian creatures who coexist with the forest of sapient plants, while pacifistic, they will battle to balance the ecosystem of Barrenia. They focus on building big fields with mechanics like putting 2 Soldiers in a Soldier Zone or having Soldiers that treat themselves as more than one for effect metrics. These mechanics empower their flowery Rear cards.
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