Tuesday, December 30, 2008

Quick rules

Just to get the experienced player have a go at it, here are the quick rules, with the explinations below it.

Quick Reference Rules (For Experienced TCG Players).

• Start game by choosing your starting warrior and element. Reveal both warriors simultaneously. Warrior with highest speed chooses who attacks first.

• Object of the game is to win three victory points. Kill an opponent’s warrior to gain one victory point.• Opening hand is 5 cards. Use discipline to draw extra combat cards. Place cards underneath your combat deck until you have your starting hand of 5 cards.

• Place cards equal to your warrior’s endurance value aside to form your endurance pool. Place cards from here back underneath your combat deck to pay for endurance costs on cards.• Play combat cards face-down next to your warrior. Both players reveal their played combat card at the same time. Pay for Endurance cost with your warrior’s endurance.

• Use actions and abilities on cards in play to enhance your Attack/Defense totals.

• Determine the winner of the combat round. Loser receives wounds.

• Move combat cards played to the combo zone. Check for Fatal wounds on warriors.

• If both warriors are still alive, the attacker becomes defender, and vice versa. Start a new round of combat.

• If a warrior is killed, winner wins 1 victory point. First player to get 3 victory points wins.

• If a player wins a victory point, place all cards in the endurance pool back underneath the combat deck and discard all other cards in play and in hand. Player who won a victory point this combat phase must choose a new warrior and element card first for the next combat phase and show it to opponent (e.g. place face-up in play).

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Each player brings to the game:
5 different warrior cards
5 different element cards (element cards are some form of equipment/artifact cards, but based on COOOL elements from the movies, like: blood, Dragon, Bamboo, Flowers, Gold etc…
50 combat cards. Combat cards come in 3 flavors: Attack, defense and switch. Attack and defense speak for themselves. Switch combat cards can be use for BOTH attack and defense, but will of course have some weakened stats.

Each player chooses for each fight 1 warrior and 1 element card to use.
Warriors have stats like: endurance (is a resource to pay combat cards with), life, speed, weapons and discipline.
Element cards have enhancements, like; +life, +speed, extra abilities etc..

First player to kill 3 warriors of their opponent wins. So a maximum of 5 fights can happen.
The nice thing is that if you just won a fight, you MUST choose your new warrior and element card first, meaning your opponent has the opportunity to choose a warrior that has a good possibility to defeat that one, sort off like Anachronism did.. I really liked that.
Players then use the top cards from their draw deck to form their “mana” (to keep it in layman terms) pool, which they use to pay their combat cards with. Special “convert” game text lets you draw some of those cards back into hand (somewhat like starwars ccg). Used “mana” goes back underneath your combat deck.

Players switch turns being attacker and defender, although some combat cards will change that of course…Combat cards have an attack and defense value, as well as damage values for each one. If you win, for example an attack, you use the attack damage value to damage your opponent. If you successfully blocked an attack, you use the defense damage value.. The combat goes on until one of the warriors receives fatal wounds. Rage ccg players will recognize this mechanic.

Will post the complete rules in a next post (if it fits) or host it somewhere.

Remember folks, all Wuxia pian rules written here are (c) 2008 by me: Marcel Matijssen.. dont get you hopes up :P

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