Bionichute

NTCG

Nov 30th, 2020 (edited)
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  1. Card Types:
  2. Hero - A hero card is chosen for each deck, representing a single, important character, and are always on the field. Hero cards act as the player avatar, and once one is defeated, the player in control of them loses. They have powerful abilities, and tend to be the focal point of a deck. They can attack or perform their abilities multiple times a turn. Hero cards can only be attacked by other Hero cards or Ally cards, but cannot be attacked until all Enemy and Ally cards on the field have been defeated. Hero cards generate energy of their color each turn.
  3.  
  4. Ally - Cards based around minor characters. A limit of one of each name is allowed in the deck (unless specified otherwise), but up to 3 can be placed on the field at once. Ally cards are weaker than Hero cards, and can only attack or perform their abilities once per turn. Ally cards protect Hero cards, but cannot be attacked until all Enemy cards have been cleared. Ally cards do not cost mana to play, and can generate energy of their color each turn.
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  6. Enemy - Cards based on basic enemies. Up to 3 copies of a single name can be included in a deck. Enemy cards cannot attack directly, but tend to have effects while being attacked or after they are attacked. They tend to be weak, acting as shields for the Ally cards. They are played face down, and then flipped either when attacked that turn or the next turn they are active. Enemy cards cost energy of their color in order to play.
  7.  
  8. Power-Up - Power-Up cards are based on various different items. They can be equipped to Hero or Ally cards in order to give them stat boosts. Up to 3 can be equipped to one character at a single time. Power-Up cards cost energy of their color to play.
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  10. Trap - Cards that represent various obstacles. Played as Enemy cards, following the same rules. Activate abilities once flipped or when certain requirements are met. Trap cards require energy of their color to play.
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  12. Event - Cards that activate unique effects when played. They can be played at any time during the game. Event cards require energy of their color to play.
  13.  
  14. Action - Similar to Event cards, Action cards activate unique effects when played, but can only be played during your turn. Action cards require energy of their color to play.
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  16. Colors:
  17. Red - Attack focused. Have access to Allies and Enemies with high damage rates, but low health. They have limited access to support Event/Action cards, but Power-Ups are common.
  18.  
  19. Blue - Ally focused. Ally cards tend to support each other, but they have less of a focus on Enemy cards.
  20.  
  21. Yellow - Buff focused. Most cards have a way to improve the stats of other cards, or apply passive perks. Mainly rely on Power-Up cards.
  22.  
  23. Green - Support focused. Most Green Heroes and Allies focus around healing or energy gain while having low attack, making them work well with other colors.
  24.  
  25. Purple - Debuff focused. They apply negative effects to the opponent, but have a secondary focus on traps or avoiding direct combat.
  26.  
  27. Gray - Defense focused. Most units have high health, or ways to keep themselves protected from attacks. They have a secondary focus on Enemy cards, whether it be ones with high health or sending large swarms out to take hits.
  28.  
  29. Keywords:
  30. Unique Keyword - Hero cards have unique abilities that tend to not be found on any other card. These abilities can also be found on Ally cards, but are much rarer.
  31.  
  32. Co-Op - A Hero card with the Co-Op keyword can be played alongside a second, specific Hero card. They share the same pool of health, but have their own pools of Action tokens, as well as letting you generate more mana.
  33.  
  34. Warcry - Abilities that are activated once an Ally card declares attack. Can be found on Hero and Ally cards.
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  36. Quick Strike - Lets the Ally deal damage to an opponent's card without taking damage itself. If the enemy card survives, they will still deal damage. Can be found on Hero and Ally cards.
  37.  
  38. Critical Hit - When a card with Critical Hit declares an attack, flip a coin, if it lands on heads, the ability is activated. Can be found on Hero and Ally cards.
  39.  
  40. Evasive - Cards with Evasive can directly attack behind the current enemy line, unless a unit in the front line has Taunt. Found on Hero and Ally cards.
  41.  
  42. Taunt - You must attack enemy cards with Taunt, even if they are not in the current front line. Found on Ally and Enemy cards.
  43.  
  44. Counter - If a card with Counter survives an attack, it will activate an effect. Found on Ally and Enemy cards.
  45.  
  46. Game Over - When a card with Game Over is killed, it activates an effect. Found on Ally and Enemy cards.
  47.  
  48. Flip - When a card with Flip is flipped and not killed, the effect activates. Only found on Enemy cards.
  49.  
  50. Boost - Cards with Boost gain additional effects when equipped with Power-Up cards. Found on Hero and Ally cards.
  51.  
  52. Puzzle - When a card with Puzzle is put into play, it remain on the field indefinitely, providing a consistent effect as long as it's there. Once the circumstances mentioned on the card are cleared, the Puzzle card will be sent to discard. Only found on Trap and Event cards.
  53.  
  54. Field - When a card with Field is played, it will remain on the field indefinitely, providing a passive effect. A Field card can only be removed from game by the player who played it playing another Field card, or through certain abilities. Found on Action and Trap cards.
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  56. Legendary - Power-Up cards with Legendary can only be equipped to cards with specific names and from specific universes.
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  58.  
  59. Status Effects:
  60. Poison - Units inflicted with Poison will have 1 health point drained every turn. Each turn, after the damage is taken, a coin is flipped, and if it lands on heads, the poison is cured. Can affect Heroes, Allies, or Enemies.
  61.  
  62. Stun - Units afflicted with stun are unable to attack or defend that turn. Can affect Heroes or Allies.
  63.  
  64. Frozen - Frozen Units will have all attack points reduced to zero for that turn. Can affect Heroes or Allies.
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  66.  
  67. Starter Decks:
  68. Mario: red/green
  69. Fire Emblem: blue/yellow
  70. Metroid: yellow/purple
  71. The Legend of Zelda: green/gray
  72. Kirby: purple/red
  73. Star Fox: gray/blue
  74.  
  75. Core Hero Cards:
  76. Mario - Red
  77. Bowser - Red
  78. Ganondorf - Red
  79. Meta Knight - Red
  80. Wolf - Red
  81. Bowser Jr. - Blue
  82. Kamek - Blue
  83. Marth - Blue
  84. Ridley - Blue
  85. Falco - Blue
  86. Princess Peach - Yellow
  87. Tiki - Yellow
  88. Samus - Yellow
  89. Zelda - Yellow
  90. Magolor - Yellow
  91. Luigi - Green
  92. Captain Toad - Green
  93. Yoshi - Green
  94. Link - Green
  95. Bandana Waddle Dee - Green
  96. Rosalina - Purple
  97. Gharnef - Purple
  98. Impa - Purple
  99. Kirby - Purple
  100. Andross - Purple
  101. Wario - Gray
  102. Hardin - Gray
  103. Mother Brain - Gray
  104. King Dedede - Gray
  105. Fox - Gray
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