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  #1  
Old 09-05-2009, 01:27 AM
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Default Spellbound: Be enchanted!

Just me posting random stuff until I actually get somewhere with this.

Project: Spellbound
Set size: 252 cards, ~40 cards per element

Last edited by Kenny_C.002; 02-23-2011 at 10:46 PM.
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  #2  
Old 09-05-2009, 01:28 AM
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Default Re: Undefined Project

I. Basics:
1. Materials
2. Object of the Game
3. Starting a Game
4. Parts of a Card
5. Key Terms
6. Card Types
7. Zones

II. Spells, Abilities and Effects:
1. Overriding Rule
2. What is a spell?
3. What is an ability?
4. How do I play a spell or an activated ability?
5. How do I play a triggered ability?
6. Chaining
7. How do spells/abilities resolve?
8. What is an effect?

III. Turn Structure:
1. Destress Phase
2. Draw Phase
3. Reprive Phase
4. Main Phase 1
5. Combat Phase
6. Main Phase 2
7. End Phase

IV. Elements:
1. Shamanism
2. Animism
3. Sorcery
4. Alchemy
5. Necromancy
6. Dreamweaver

V. Common Ally Abilities:


VI. FAQs

Last edited by Kenny_C.002; 02-22-2011 at 08:00 PM.
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  #3  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

1. Materials
You will need:
2 decks of at least 60 cards
A coin (usually not needed)
A die (usually not needed)
Some way of counting life
A friend to play against
Some counters to show how much damage occurred.
A bunch of counters for energy.

2. Object of the Game
Obviously the object of the game is to win. You can win by either reducing an opponent's life total to 0 OR if your opponent has to draw a card and cannot do so.

3. Starting a Game
Life count
Maximum hand size
Mulligan rules

Last edited by Kenny_C.002; 02-22-2011 at 08:01 PM.
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  #4  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

4. Parts of a Card

1. Card name

2. Health
The amount of health an ally has. If the health of the ally drops to 0, it goes to the crypt.

3. Picture

4. Subtype
Usually just shows the kind of pokemon it is. Sometimes subtypes are used to denote useful information about them.

5. Card Type
What kind of card it is.
Ally = creature/pokemon/monster/etc.
Companion
Element = land/energy/etc.
Incantation = sorcery/spell card/etc.
Tactic = instant/quick spell card/etc.
Spellbound = enchantment/continuous spell/etc.

*Supertype:
Appears before card type to denote special properties. Currently there are: basic and legendary.

6. Illustration/art

7. Collector Number

8. Energy Cost
The amount of energy required to play the card. Any card that requires energy to play are called "spells" (I know, unoriginal).

9. Energy Production
You can put this card into the element zone face up to produce energy of that kind. You can also put any card face down in the element zone as well.

10. Set symbol/Rarity
Right now, set's got 3 rarities: common, uncommon, rare.

11. Text box
Additional rulings/text for the card. Anything in italics does not affect the game.

12. Attack
Amount of damage it can deal during combat.

13. Defense
This reduces the amount of damage the entity takes every turn.

Last edited by Kenny_C.002; 02-23-2011 at 10:47 PM.
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  #5  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

5. Key Terms
Ability
Anything written in the text box of an entity card is an ability. There are many kinds of abilities on cards: activated ability, static ability, and triggered ability. Cards in the element zone generally don't have ability unless it says so.

Activated ability
An entity has an activated ability if you see the colon ":" in the text box. That means that if you fulfill the conditions before the colon, the ability will occur (after the colon). Activated abilities are tactic-speed unless stated otherwise.

Energy
The basic unit of currency in this card game. You have to have a certain amount of energy to play any spell. There are currently 6 types of energies: shamanism, animism, sorcery, alchemy, necromancy, and dreamweaver. Void energy is a special subtype of energy. [Refer to void energy]

Entity
An entity is anything that exists on the field, no matter which zone it happens to be in.

Field
The field is a broad term that allows you to put stuff there to stay (i.e. entities). There are a number of zones on the field itself: element zone, base zone, and attack zone.

Spell
A spell is anything that is currently being played. If you are not putting something into the element zone, you are playing a spell.

Static ability
A static ability on an entity just happens all the time.

Stress
Turning an entity sideways to show that it has been "used up". Many abilities require you to stress something first, and also attacking with allies also requires you to stress that ally. Playing spells also require you to stress cards in the element zone.

Target(ing)
It says "target" to denote that it targets. When you are targeting something with a spell or ability, you must announce your targets as soon as you play the spell or ability.

Triggered ability
Cards will have "when" or "whenever" for triggered abilities. This means that if the conditions for "when" or "whenever" happens, then the rest of the line (the ability itself) will occur.

Void energy
If it is on a spell/ability, void energy can be paid with any kind of energy. If you are making it, you can only use Void energy to pay void costs of a particular spell/ability.

6. Card Types
Ally
These guys can only be cast onto a base you control. Once a turn, you can move an ally from one base to another (including an opponent's base). If you have an ally at an opponent's base, you can attack the occupant of the base directly, giving your opponent the opportunity to block your attacks. For more information, see combat.

Companion
These are powerful friends to have and come with a lot of their own rules. First, no two companions can have the same subtype. If there are ones of the same subtype, all of them go to the go to the crypt. Second, they come with their own bases, so you have to decide how to split your allies to defend you and your companions. If a companion is destroyed, their (unoccupied) base remains as long as there are cards there, but will disappear once there are no cards in there. Only 1 companion can occupy a base at a time, but you can cast a companion spell and have that companion occupied an unoccupied base that you control.

Element
Can only be placed in the element zone for production of energies.

Spellbound
A card type that goes onto a base. However, there may be special spellbound cards that attach to certain cards. In which case, they are in the same zone as the card they are attached to.

Incantation
These cards are played, have an effect, and then are placed into the crypt. They also define the speed of how things are played, which is only when there are no cards being played and only during main phases. All cards are strategy-speed unless stated otherwise.

Tactic
These cards are played, have an effect, and then are placed into the crypt. They can be played at any time, and are the only cards that can chain.

Last edited by Kenny_C.002; 02-23-2011 at 10:49 PM.
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  #6  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

7. Zones

Last edited by Kenny_C.002; 09-05-2009 at 01:44 AM.
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  #7  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

II. Spells, Abilities and Effects:

Obviously things need to happen during a game. This section focuses on the stuff you can do in a game, namely the spells, abilities, and effects.

1. Overriding rule.

2. What is a spell?

3. What is an ability?

4. How do I play a spell or an activated ability?

5. How do I play a triggered ability?

6. Chaining

7. How do spells/abilities resolve?

8. What is an effect?

Last edited by Kenny_C.002; 09-05-2009 at 01:44 AM.
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  #8  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

III. Turn Structure:

Last edited by Kenny_C.002; 09-05-2009 at 01:41 AM.
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  #9  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

IV. Elements:

Last edited by Kenny_C.002; 09-05-2009 at 01:34 AM.
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  #10  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

V. Common Ally Abilities:

Last edited by Kenny_C.002; 09-05-2009 at 01:41 AM.
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  #11  
Old 09-05-2009, 01:30 AM
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Default Re: Undefined Project

VI: FAQs

Yea, I'll be updating this often until I actually tweak the rules to my liking.

Last edited by Kenny_C.002; 09-05-2009 at 01:40 AM.
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  #12  
Old 02-23-2011, 10:03 PM
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Default Re: Undefined Project

Plans:

1. Create appropriate tools for TCG creation. Interestingly, MSE is the basic functional program. It is a VERY powerful and complicated tool to play around with, but it handles things such as set statistics if you need it. Very powerful, very functional.

2. Create patch for OTCGN. The key is to finish this by actually make it happen. So then the issue becomes whether or not one can play. I'm not sure how this would pan out, but this is the tentative thing to do.

Last edited by Kenny_C.002; 02-23-2011 at 10:25 PM.
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