3
Card Wars: Basic Rules I’ve seen numerous interpretations of the rules of the Card Wars game played in the Card Wars episode of Adventure Time. This is my interpretation/adaptation of how I think the game should be played and the PC game I’m developing will follow these rules, for the time being. These rules will be revised as development progresses and testing reveals areas/rules that don’t work. Deck Makeup: The starter deck is technically made up of 41 cards; 6 land, 1 stronghold, 6 building, 14 creatures and 14 spells/abilities/items. Since the land cards are drawn at the beginning and then taken out of the deck and so is the stronghold, there are really 34 cards to work with in the starter deck, however. Eventually, players will be able to edit their deck, choosing between pre-made decks as well as customizing their own. A tentative deck limit is 60 cards for now. Victory Conditions: To win a game of Card Wars, one player must destroy their opponent’s stronghold as well as all of their creatures. Once a player’s stronghold is destroyed they can no longer play new creatures, however they can use any creatures they already had out and can continue to draw cards and play spells/abilities/items until their last creature is defeated. Setup Phase: The player is presented 4 cards from their available land cards (there are 6 in the starter deck at the beginning of the game). The player then has the option to redraw or floop. Flooping their land will make the land appear on the board and give the player the choice of where

Card Wars Rules

Embed Size (px)

DESCRIPTION

reglas de como jugar guerras de cartas de hora de aventura

Citation preview

Card Wars: Basic Rules

Ive seen numerous interpretations of the rules of the Card Wars game played in the Card Wars episode of Adventure Time. This is my interpretation/adaptation of how I think the game should be played and the PC game Im developing will follow these rules, for the time being. These rules will be revised as development progresses and testing reveals areas/rules that dont work.

Deck Makeup:The starter deck is technically made up of 41 cards; 6 land, 1 stronghold, 6 building, 14 creatures and 14 spells/abilities/items. Since the land cards are drawn at the beginning and then taken out of the deck and so is the stronghold, there are really 34 cards to work with in the starter deck, however. Eventually, players will be able to edit their deck, choosing between pre-made decks as well as customizing their own. A tentative deck limit is 60 cards for now.

Victory Conditions:To win a game of Card Wars, one player must destroy their opponents stronghold as well as all of their creatures. Once a players stronghold is destroyed they can no longer play new creatures, however they can use any creatures they already had out and can continue to draw cards and play spells/abilities/items until their last creature is defeated.

Setup Phase:The player is presented 4 cards from their available land cards (there are 6 in the starter deck at the beginning of the game). The player then has the option to redraw or floop. Flooping their land will make the land appear on the board and give the player the choice of where to place their stronghold. Depending on the deck, the stronghold can differ but the starter deck has a Keep as a stronghold. Once the stronghold is placed, the opponent will place their land and stronghold. Once setup has been completed, each player will draw five cards to start with and determine who will go first. A single turn will consist of:1. Draw one card.2. Play one building or one creature (cannot use buildings or creatures the same turn they are played).3. Activate/Floop creatures/buildings already on the board (this includes special abilities, learning and/or moving creatures into/out of buildings).4. Once creatures have been committed, if the opposing player wishes to defend they will select their defenders and the combat phase with begin, wherein players can play spell cards, abilities or items to augment their creatures.5. If a building or creature was not put into play previously, one can be played at this point.6. End of turn, if a player has more than 5 cards in their hand they must discard down to 5.Play proceeds to the next person.

CombatSo combat will go sort of like this, and this isnt a final setup: Player chooses attacking creature Opponent chooses any number of un-flooped creatures to defend. Each successive defender adds their defense together, ex. Two defending pigs (def. 2) would have an overall defense of 4 The attacking creature compares their attack to the overall defense and any remaining attack points are subtracted from the attackers target, ex. Player Pig attacks (att. 2) opp. Pig, Opp defends with two pigs though so the overall defense is 4, therefore the players attack does no damage. The attacking creature is then flooped until the players next turn. I realize there is a lot of room for this system to not work, so it will take some testing and tweaking before the final combat system can be set in stone.