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- Here's the rules and the cards of my card game I invented. It is inspired by Gwent and Hearthstone. To play, you'll need the 40 cards.
- The goal is to have the most cards on his side at the end of the 10 turns (and a half).
- At the start of the game, each player receive a half of the deck (20 cards) and choose 10 of them. The other 10 will go into the opponent's deck.
- Once that is done, each player draws 3 cards, and the first player (chosen randomly) starts.
- At the start of your turn, you draw 1 card.
- I took the Mana system from Hearthstone. So, at turn 1, you have 1 mana, and each turn you gain 1 more mana. Each card is written like this: Cost/Health. To play a card, you must spend the Cost value of mana. Once you "paid" the card, you play it and put it in front of you. If no keywords like "Each time", "Death," or "On board," are written on the card, execute its effect immediatly.
- If a card has 0 Health, that means it's a spell. When you play it, resolve its effect then discard it. All the discarded cards are placed face-up in another pile (Graveyard) next to your deck.
- Note that none cards have Attack stats. That's because there is no attack system. The only damage you can do to your opponent's cards are dealt by cards' effect or spells.
- The question you may ask now is: "Why is it called 10 turns AND A HALF?". That's because the first player has a 11th turn where he still have 10 mana, and can only cast spells. The reason why is because there is no attack system, there is no real advantage to go first, and it's even and disadvantage since your opponent can respond to your card quicker than you.
- There were the rules, here are now the 40 cards you'll need to play. Enjoy! (Everything in parehtheses are mentions. They're not obligatory to write on the card)
- 0/0 Crystal: Gain 1 Mana this turn
- 0/0 Mana Damage: Deal as much Damage as Mana you have to a card. Empty all your Mana.
- 0/1 Ghost : No effect (NE)
- 1/0 Exchange: Exchange a friendly card and an enemey card with the same Health (Health reduction by Damage and Health Bonus count)
- 1/0 Purchase: Draw as much cards as Mana you have. Empty all your Mana
- 1/0 Commutation: Destroy a friendly card. Gain as much Mana as its Health this turn.
- 1/0 Heal: +1 Health
- 1/0 Poison: -1 Health
- 1/1 Hoarder: Draw a card
- 1/1 Cursed: Death, Deal 1 damage to a target card
- 1/1 Defender: While in your hand, gain 1 Health for each enemy card in play, and 1 Cost for each 2 enemy card in play. (1 enemy card: 1/2, 2: 2/3, 3: 2/4, ...)
- 1/3 Skeleton: Dicard a random card from your hand to play it (chosen by your opponent)
- 2/0 Great Heal: +2 Health
- 2/0 Cloning: Create a ?/1 copy of a card
- 2/1 Dissociated: Not clonable. Count as 2 cards.
- 2/1 Mirror Image: Death, Summon a 1/1 with no effect
- 2/1 Doctor: -1 Health. +1 Health.
- 2/2 Temporal Apprentice: Return a card to its owner's hand
- 2/3 Shield: NE
- 3/0 Sacrifice: Lower the Cost of all the cards in your hand by the nuber of your remaining Mana. Empty your Mana.
- 3/0 Soul Theft: Destroy a card. Deal its Health/2 (rounded down) to a friendly card.
- 3/0 Swipe: Deal 2 Damage to an enemy card, 1 Damage to all the others.
- 3/2 Mage: +1/+2 at all the cards in your hand
- 3/2 Healer: Gain +2 Health each time he survive the Damage it took.
- 3/2 Cannon: Deal as much Damage as cards you have in hand to a card.
- 3/2 Thief: Your opponent discard a random card (chosen by you)
- 3/2 Alchemist: Each time you cast a spell, deal 1 Damage to a target card
- 3/3 Sacrificer: Destroy a friendly Card. Lower the Cost of all the cards in your hand by its Cost
- 4/0 Targeting: Set the Health of card to 1
- 4/3 Temporal: Return a card to its owner's hand. Lower its Cost by 2.
- 4/3 Miner: Reveal 3 cards (Draw 3 cards, choose 1, put the other 2 at the bottom of your deck)
- 4/4 Chaman: All spells casted on him are doubled (Heal give +2H, Great Heal +4H, but Poison deals -2H)
- 4/4 Wizard: On board, Spell Damage +1
- 4/6 Guardian: NE
- 5/0 Dark Word: -4 Health. If the card dies, draw a card.
- 5/3 Priest: Each time you cast a spell, return it to your hand. Upper its Cost by 1.
- 5/4 Vampire: Each time a card dies, gain +1/+1
- 5/4 Scribe: Each time a player casts a spell, it goes to its opponent's hand..
- 5/4 Necromancer: Summon a card from the Graveyard. It cost 0 to summon it.
- 5/5 Archmage: Each time you cast a spell, restore 1 Health to all your friendly cards.
- Edit 120 days after: I did an entire universe about it lol.
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