ChaosMAX1268

Barrenia board and gameplay

Jul 11th, 2021 (edited)
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  1. Set-Up of Game: Players have Main Decks of 40-60 cards. Optionally, they can also have a Provisionary Deck of up to 17 cards, which has replacements for cards the Main Deck for matches that consist of more than one game. Players can only have 4 copies of any card amongst their decks (copies are determined by an 8 digit code at the bottom of the card instead of name) (with the exception of Retaliation Soldiers, where you can only have 1 of each symbol, no duplicates!!!).
  2.  
  3. Start of Game: Decide who goes first. Both players Shuffle their Main Decks and draw 5 cards, then a total of 8 energy is put into the Stock. Both Players start with 8 life. When starting the game say, Lets Clash!
  4.  
  5. Board (per player)
  6. Main Pile, for the Main Deck
  7. Grave Pile, the discard pile
  8. Stockpile/Stock, (It is not an individual zone, as both players use it at the same time. It is at the pile where energy tokens are put in for both players to use. It lies in the middle of the board, technically a calculator can replace this)
  9. 1 Incarnation Zone, for incarnations
  10. 4 Soldier Zones, for Soldier Cards
  11. 4 Rear Zones for Rear Cards
  12. There are also hands, with a hand limit of 8, and “The Beyond” section is for cards removed from the game.
  13.  
  14. Turn Order
  15. Player A:
  16. Prepare Stage: Player A puts as many cards as desired from their hand to the Grave Pile, then places energy tokens into the Stockpile equal to the Size or Ohm of the sent card, plus the turn count value.
  17. Timebreak Stage (Arc 3 onwards): Player A can play Timebreak Cards whose combined Ohm equals the turncount number. Nothing outside of Timebreak cards and their effects can be played during this stage.
  18. Set-Up Stage: Player A plays cards or uses effects
  19. Clash Stage: Player A does not attack
  20. End Stage
  21.  
  22. Player B:
  23. Prepare Stage: Player B draws 1 card, discards 1 card, then places energy tokens into the Stockpile equal to the Size or Ohm of the sent card, plus the turn count value.
  24. Timebreak Stage (Arc 3 onwards): Player B can play Timebreak Cards whose combined Ohm equals the turncount number.
  25. Set-Up Stage: Player B play cards or uses effects
  26. Clash Stage: Player B can attack
  27. End Stage
  28.  
  29. After this, Player A now does their turn in the same way Player B conducted their turn. At the start of each turn after this point, you also now apply the Recovery Stage before the Prepare Stage. Any Rest Stance Soldiers get turned to Battle Stance. Rinse and repeat.
  30.  
  31. Turn Count mechanics
  32. Each player starts the game at Turn Count 0. Turn Count increases during each player's Draw Phase. The maximum turn count number is 13. At the 14th turn, the number gets replaced with an infinity sign (dubbed Over 13th Turn) and the turn count remains capped at 13 for the remainder of the game.
  33.  
  34. Spending Energy: Take energy tokens from the Stock and remove them from the game equal to the Size of the card you are playing.
  35.  
  36. Clash Stage:
  37. Turn Player becomes the Assaulter and chooses an opponent to become the Target
  38. Assaulter chooses one of their Soldiers/Incarnations to Clash, the Target then chooses one of their Battle Stance Soldiers/Incarnations to counter
  39. If they can not counter, the Assault becomes a Direct Clash! The Target draws 1 card and reveals it, then takes 1 damage. The Assaulting Soldier/Incarnation is then turned horizontally to Resting Stance.
  40. If they can counter, it becomes a Battle Clash!, you and your opponent look for which stats the Soldiers/Incarnation will compare.
  41. If the Assaulter's stat is lower than the Target’s stat, the Assaulter’s Soldier/Incarnation is sent to their Grave Pile, then the Assaulter draws 1 card and reveals it, and finally, they lose 1 life (or a certain amount based on card effects and keywords)
  42. If the Assaulter's stat is higher or equal to the Target’s stat, the Target’s Soldier/Incarnation is sent to their Grave Pile, then the Target draws 1 card and reveals it, and then they lose 1 life (or a certain amount based on card effects and keywords)
  43. If it is higher, the Assaulter’s Soldier/Incarnation stays on the field and is set to Resting Stance
  44. If it is equal, the Assaulter’s Soldier/Incarnation is sent to the Grave Pile and they lose 1 life.
  45. During an Assault, both players can use card effects during the Clash Stage. Target’s cards take priority first, then Assaulter’s.
  46.  
  47. Clash Stage breakdown
  48. Clash Declaration (player chooses a Soldier or Incarnation to Clash)
  49. Clashing (Battle Clash! if the opponent counters or Direct Clash! if they do not)
  50. Clash Reaction (the draw a card and reveal of that card step, retaliation effects are applied here)
  51. Damage Calculation (loser takes damage or loses the game)
  52. Clash Aftermath (Loser Soldier or Incarnation is destroyed and sent to the Grave Pile. Winner is either turned to Resting Stance OR is sent to the Grave Pile and the owner takes 1 damage)
  53.  
  54. Clash Emblems (Note 2 color Soldiers, unless they are Chimeras, half Creator Collective and/or Dreadful Abyss, or their two colors have the same Clash Emblem, will have 2 Clash Emblems corresponding to both of their halves, rather than 1)
  55. Elemental Attack (EL) (Blue): The focus of Steampunk Empire, Atlantical States, and Aurora Poles. Targets opponent’s EL stat.
  56. Agility Attack (AG) (Green): The focus of Bridstrom Cliffs, Hive Union, and Explorer Colonies. Targets opponent’s AG stat.
  57. Impact Attack (IP) (Red): The focus of Mad Dunes, Flowuna Republic, and Deadman Zone. Targets opponent’s IP stat.
  58. Hyper Attack (Gold): The player of a soldier with Hyper Attack chooses which of the three stats the opponent has to use. If 2 Hyper Attacks are involved in a Battle Clash!, the attacking player decides which stat the opponent has to use before the opponent chooses. Exclusive to Creator Collective, Dreadful Abyss, multi-territory Soldiers/Incarnations, and any Soldiers/Incarnations without Territories.
  59. Chimera Attack (Black): The opponent of a Soldier with Chimera Attack chooses the stat their Soldier/Incarnations use. Exclusive to Chimera Soldiers regardless of color.
  60.  
  61. Miracle Event
  62. Miracle Events are available with all Soldiers of Elemental Attack, Agility Attack, and Impact Attack. If your life is 1, you can apply the Miracle Event, based on the Territory of the Soldier you Battle Clash! with (You choose if there are 2 territories involved). You can only invoke a Miracle Event on your turn. You can only invoke a Miracle Event once in a game. There are 3 types, 1st Clash Only, Last Clash Only, and During any Clash
  63. (1st Clash)
  64. Aurora Poles: Negate the abilities and effects of all your opponent’s cards on the field until the End Stage!
  65. Hive Union: Double all damage your opponent takes for the rest of this turn!
  66. Deadman's Zero: Send the top 6 cards from your Grave Pile into your Deck!
  67. (Any Clash)
  68. Alantical States: Put 8 energy Tokens into the Stock! Also you are the only one who can use energy during rest of the the Clash Stage this turn!
  69. Flowuna Republic: Draw 4 cards!
  70. Bridstrom Cliffs: You can clash directly for the rest of this turn!, ignoring all card effects! (Damage your opponent takes becomes 1).
  71. (Last Clash)
  72. Steampunk Empire: Send all of your opponent's Soldiers to the Grave Pile!
  73. Mad Dunes: Turn all your Soldiers back into Battle Stance and you can conduct another Clash Stage!
  74. Explorer Colonies: When your opponent performs a Clash Reaction for this battle, you get the drawn card's effects and abilities instead of the opponent!
  75.  
  76. The Eraser Playscheme
  77. The Erasers are a new Territory introduced for the final arc for Barrenia. Erasers have a different card back from normal Barrenia cards and even Dimensium. Eraser cards cannot be used with other cards in the game. Erasers have a completely different gameplay scheme from Barrenia. They have only a single card type, no zones (they still have a deck and grave pile, and can be sent to be beyond), no energy costs (their player does not even get energy), no divisions, really they only share effect structure with other Barrenia cards.
  78.  
  79. They do not even have clash stats and clash emblems. Instead, they have a "Victory Condition", when they clash, if the Victory Condition is fulfilled, it wins the clash, if not it will lose. When your Eraser wins, your opponent loses 1 life (this is not damage), and you lose a life if your Eraser loses the clash.
  80.  
  81. Since Erasers have no Size or Ohm, they have "Appearance Conditions" that are how they get placed onto the board.
  82.  
  83. Ultimately Erasers are an aggressive deck meant to take out the opponent through unorthodox means baked into their inherent properties, and through other means as well. They are meant to be the ultimate opponent for all other Barrenia decks.
  84.  
  85. A player loses under the following conditions
  86. Their Life is 0. (Clash End)
  87. They have no cards in the Main Deck when they have to draw. (Draw End)
  88. Their opponent triggers a D End ability (D End)
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