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trading_cards:card_game_basics [2015/02/20 14:04]
simon_strange
trading_cards:card_game_basics [2015/02/26 21:04]
simon_strange
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 **If you are not using a Team Card** : It is also possible to create a team using the imaginary "​default"​ Team Card, which has the following composition rules: **If you are not using a Team Card** : It is also possible to create a team using the imaginary "​default"​ Team Card, which has the following composition rules:
   * Select up to three kaiju who share an affiliation keyword. You may not select kaiju who have the keywourds LEADER, TYRANT, MONARCH, or SOLITARY.   * Select up to three kaiju who share an affiliation keyword. You may not select kaiju who have the keywourds LEADER, TYRANT, MONARCH, or SOLITARY.
- +  * **Team Initiative:​** ​50 
-Teams have initiative, planning draw, Fortitude bonuses, and fury values - which will be described in detail later. If you are not using a Team Card (default team) you use the base values of 50 initiative, ​planning draw, +2 Fortitude and 10 fury.+  * **Planning Draw:​** ​5 
 +  * **Fury:​** ​10 
 +  * **Fortitude Bonus:** 2
  
 ====== Building a Combat Deck ====== ====== Building a Combat Deck ======
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 Whenever a character is dealt damage, put a number of Damage Tokens onto that character'​s card to indicate the damage. These tokens may be healed by a variety of effects - usually 1 is healed if a character spends an entire turn without entering the Active area. (where fights occur!) Whenever a character is dealt damage, put a number of Damage Tokens onto that character'​s card to indicate the damage. These tokens may be healed by a variety of effects - usually 1 is healed if a character spends an entire turn without entering the Active area. (where fights occur!)
  
-If a character takes damage equal to or greater than their FORTITUDE (including the team's Fortitude Bonus, which is usually +2) that character is Knocked Out (KO'​d.) Remove that character from the game, and give 5 GLORY to the player who dealt the final blow.+If a character takes damage equal to or greater than their FORTITUDE (including the team's Fortitude Bonus, which is usually +2) that character is Knocked Out (KO'​d.) Remove that character from the game, and give 5 GLORY to the player who dealt the final blow. (In a friendly game, just hand the KO'd character card to your opponent, to record the GLORY.)
  
-Whenever a character is damaged, that character'​s team gains 1 Fury Token. Place this on the team card (or to the side, if you are using the imaginary default team card.) and try to accumulate enough to activate a RAGE ATTACK!+Whenever a character is damaged ​by an attack, that character'​s team gains 1 Fury Token. Place this on the team card (or to the side, if you are using the imaginary default team card.) and try to accumulate enough to activate a RAGE ATTACK! ​Note that a high team fury means that your team will need to be hit many times before activating your powerful rage attack, while a low team fury means you'll activate your rage attack more quickly.
  
  
 ====== Rage Attacks ====== ====== Rage Attacks ======
 When your team has accumulated 10 Fury (or whatever is specified on your Team Card) - you may activate your **Rage Attack**. This may be done at the start of combat, or between attacks. Rage Attacks do the following: When your team has accumulated 10 Fury (or whatever is specified on your Team Card) - you may activate your **Rage Attack**. This may be done at the start of combat, or between attacks. Rage Attacks do the following:
-  - Clear 10 Fury tokens ​(or the number specified) ​from your Team Card to activate.+  - Clear all Fury tokens from your Team Card.
   - Deal 2 damage to all opponents your character is in combat with.   - Deal 2 damage to all opponents your character is in combat with.
   - Draw 3 combat cards   - Draw 3 combat cards
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   - There is no limit to the number of Energy Tokens you may spend in this combat.   - There is no limit to the number of Energy Tokens you may spend in this combat.
  
-Rage attacks are great for dealing additional damage, beating up a team of attackers, or just getting yourself out of a bad combat situation. Certain teams rely more or less on Rage Attacks - and in the future there will be Combat Events and Team Cards which give access to new specific Rage Attacks+Rage attacks are great for dealing additional damage, beating up a team of attackers, or just getting yourself out of a bad combat situation. Certain teams rely more or less on Rage Attacks - and in the future there will be Combat Events and Team Cards which give access to new specific Rage Attacks.
  
  
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 Each kaiju has a special ability printed on the back of their card. It is the responsibility of that kaiju'​s owner to make certain that those abilities are respected during the game. Kaiju abilities are "​stronger"​ than regular card abilities - so if a kaiju'​s rule text conflicts with another card's rule text - the kaiju ability wins. Each kaiju has a special ability printed on the back of their card. It is the responsibility of that kaiju'​s owner to make certain that those abilities are respected during the game. Kaiju abilities are "​stronger"​ than regular card abilities - so if a kaiju'​s rule text conflicts with another card's rule text - the kaiju ability wins.
  
 +The Team Card "from the deep" can make specific characters "​immune"​ to kaiju abilities. This prevents any active use of abilites toward that character, and allows that character to ignore all effects of kaiju abilities - such as +1 damage with "​PUNCH"​ attacks. Abilities which affect one's self, such as EVO Eira's transformation,​ or Giraffish / Loodicriz'​s "self revive"​ are not cancelled, as they do not affect the immune character.
  
 ====== Key Terms ====== ====== Key Terms ======
trading_cards/card_game_basics.txt · Last modified: 2015/02/26 21:04 by simon_strange