Author Topic: Dueling League: The Card Game  (Read 907 times)

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Dueling League: The Card Game
« on: January 26, 2011, 07:52:51 AM »
Blah blah Andrew got bored, designed a card game, etc. Only really have a skeletal ruleset, some notes and two completely unbalanced and unchecked demo decks, but I figured I'd share.

--

Building a character and a deck

A character in Dueling League is comprised of four elements: the character card  and three pieces of equipment (a weapon, armor and an accessory). These cards are kept separately from the deck and, together, comprise your character.

A deck in Dueling League is an assortment of 40 cards, including attacks, defenses and actions. You may include up to 3 cards of a given name.

The cards you can include in your deck are determined by your character. Cards you can include are generic cards or ones that designate your character, your character's class, your character's cast or otherwise match any special conditions designated by your character or their equipment.

Cloud Strife is a fighter. As such, he may include the following cards in his deck: Climhazard (Cloud Strife), Sweeping Blow (Fighter) and Parry (No Designation). In addition, since he is equipped with the Fire Materia (Final Fantasy 7, This character may include Magical Attack – Fire attacks in their deck), he may also include Firaga (Mage, Magical Attack – Fire).

The Flow of Play

Dueling League is played in alternating turns, with the turn player being the attacker and the other player being the defender. Each turn is broken into several sections, as noted below.

Start of Turn
Anything that indicates it occurs at the start of turn triggers.

Draw
Each player draws cards. The attacking player draws 4 and the defending player draws 2. If drawing a card would increase your hand size beyond 7, skip drawing that card. If you would draw a card but the deck is empty, shuffle your graveyard back into your deck and remove a number of cards equal to your character's energy pool from the game, then resume drawing. If you have no deck left to draw from after that, you do not draw cards.

Stock
Each player restores a number of energy to their pool equal to half the value of the pool. If this would increase the  pool beyond its size, then all excess energy is lost.

Main
During this phase, the players alternate playing or activating cards, starting with the attacking player. The main phase ends once both players pass the opportunity to play a card in succession.

The types of cards that can be played are as follows:

Attacks: Played only by the attacking player, unless otherwise instructed by a card.

Defenses: Played only against an opposing attack.

Actions: Played at any time during the main phase.

Attacks are resolved only at the end of the main phase. For more details, see the Flow of Attack/Defense.

End of Turn
Any effects that indicate the end of turn take place.

The Flow of Attack/Defense
The main chunk of the game is in the back and forth of attacking and defending.

Attacks are only played during the Main Phase, and are typically only played by attacking player.

To play an Attack, the attacking player must simply announce that they are playing the attack, pay all designated costs and place the card (or an indicator, if using a Basic Attack) into play. Once an Attack has been played, the attacked player has the option of playing a Defense. The process is the same as playing an attack.

The damage of an attack is determined during the Attack Resolution at the end of the Main Phase. The Attack's damage is added to any existing modifiers from equipment, actions or reinforce values. You then add the Defense's (if any) Defense Value to  any existing modifiers, and subtract this value from the Attack's damage. If this is a positive value, then that amount of damage is dealt. If it is 0 or less, then the attack deals no damage.

Attacks and Defenses may be modified by reinforcing them. This is done in two ways.

Energy Reinforce: This may only be done once a turn. You may add any number of energy from your energy pool to the attack. This is done by moving the energy counters next to the Attack or Defense.

Hand Reinforce: This may be done multiple times. You may place a card from your hand facedown next to the Attack or Defense to use its reinforce value to increase the power of the attack or defense. These cards are revealed during the Attack Resolutoin.

Winning the Game
A player wins the game when the opposing character's HP is reduced to 0 or less.
« Last Edit: January 26, 2011, 07:55:16 AM by AndrewRogue »

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: Dueling League: The Card Game
« Reply #1 on: January 26, 2011, 07:53:19 AM »
Deck Size: 40 + 1 Character, 2 Weapons, 2 Armor, 2 Accessory
Hand Size: 7
Max Copies: 3

Starting Card Types
Character + (Equipment; Weapon, Armor, Accessory)

Character (FRONT)
Name: Character's name
HP: The character's health
Energy: The character's max energy
Cast/Class: The game the character belongs to and the character's type.
Specials: Any unique special abilities the character possesses

Character (BACK)
Card Restrictions

Deck Card Types
Action: Variety of effects.
Attack: An attack!
Defense: A defense!

Energy: Used to play actions, attack or defend.
Reinforce Value: Used to reinforce attacks or defenses

Basic Attack: Attack using the stats from your character/equipment
Basic Guard: Defense using the stats from your character/equipment

Turn Order
-Regen Energy (Turn player gains more, except on turn 1)
-Draw (Turn player draws more, except on turn 1)
-Attack
--Defend
--Reinforce
--Play Actions
--Activate Effects
---Attack Resolves
-End of Turn

Attacking Process
-Turn player makes the attack.
-Defending player may either defend, reinforce a defense, play an action or pass.
-Attacking player may either reinforce their attack, play an action or pass.
-Once both players pass, the attack resolves, damage is dealt.

Reinforcing
-You may reinforce attacks or defenses either by expending Energy or with a card from hand
-Energy reinforcing may only be done once per turn, and you may expend any amount of energy at once.
-Reinforcing from hand may be done multiple times and is performed by placing a card face down, next to the attack/defense (or in the center of the table, if reinforcing  a basic attack/basic defense).
-At the end, the energy used and the reinforce values of the played cards are added to attack/defense values, along with any bonuses from equipment.
« Last Edit: January 26, 2011, 07:57:24 AM by AndrewRogue »

AndrewRogue

  • Infinite
  • DL
  • Denizen
  • *
  • Posts: 3079
  • Sadness
    • View Profile
Re: Dueling League: The Card Game
« Reply #2 on: January 26, 2011, 07:53:42 AM »
Fighter
HP: 60
Energy: 10
None, Fighter
None

Sword
+4 Physical Attack

Armor
+3 Physical Defense, +2 Magical Defense

Shield
When making a basic defense, you may reinforce using your energy pool twice for that defense.

Attacks

Strike
Physical Attack
4 Energy
8 Damage
Reinforce: 2

Disarm
Physical Attack
4 Energy
6 Damage
If this attack deals damage, you may disable your opponent's weapon.
Reinforce: 2

Sunder
Physical Attack
4 Energy
6 Damage
If this attack deals damage, you may disable your opponent's armor.
Reinforce: 2

Feint
Physical Attack
1 Energy
2 Damage
After this attack resolves, regain 4 energy.
Reinforce: 0

All-Out Attack
Physical Attack
6 Energy
16 Damage
When you make this attack, you must discard two cards.
Reinforce: 1

Defenses

Parry
Defense
1 Energy
3 Defense
When you make this defense, your opponent must immediately discard 2 energy.
Reinforce: 5

Evade and Counter
Defense – Counterattack
8 Energy
6 Defense
After the opposed attack resolves, you may immediately play an attack of your own that costs 4 or less energy without paying its energy cost.
Reinforce: 1

Steel Wall
Defense
2 Energy
9 Defense
After the opposed attack resolves, disable your armor.
Reinforce: 4

Hard Edge Block
Defense
2 Energy
9 Defense
After the opposed attack resolves, disable your weapon.
Reinforce: 4

Desperate Evasion
Defense
0 Energy
0 Defense
Discard the opposing attack, then empty your energy pool and discard your hand.
Reinforce: 5

Actions

Exceeding Expectations
2 Energy
Enable a piece of disabled equipment.
Reinforce: 2

Worse Than it Looked
2 Energy
If a piece of equipment is righting, disable it again.
Reinforce: 2

Shrug it Off
1 Energy
Ignore all status on your character until the end of your next turn.
Reinforce: 5

The Right Tool for the Job
5 Energy
You may discard 3 cards. If you do, search your deck for a card and put it into your hand.
Reinforce: 1

-----

Mage
HP: 55
Energy: 15
None, Mage
None

Staff
+3 Magic Attack, +1 Status Damage

Robe
+2 Physical Defense, +3 Magic Defense

Charm
As an action, you may discard a card from your hand and then discard cards from the top of your deck until you reveal a magic attack. Put that magic attack into hand.

Attacks

Fire
Magical Attack – Fire
5 Energy
10 Damage
Reinforce: 1

Poison
Magical Attack – Poison, Status
5 Energy
7 Damage
If this attack deals damage, attach it to the opposing character.
At the end of your turn, this attack deals 3 damage to the attached character.
Reinforce: 1

Stone
Magical Attack – Status
10 Energy
0 Damage
Attach this attack to the opposing character and place two counters on it. Remove a counter at the end of each of your turns.
The attached character cannot regen energy.
Reinforce: 0

Confusion
Magical Attack – Status
5 Energy
6 Damage
If this attack deals damage, attach it to the opposing character and place three counters on it. Remove a counter at the end of each of your turns.
If the attached character attempts to reinforce, they must reinforce with a random card from hand.
Reinforce: 1

Nuke
Magical Attack
9 Energy
24 Damage
When you play this attack, discard your hand.
Reinforce: 1

Defense

Parry
Defense
1 Energy
3 Defense
When you play this defense, your opponent must immediately discard 2 energy.
Reinforce: 4

Mirrored Image
Defense
4 Energy
0 Defense
If the total damage that would be dealt when the attack resolves is even, the attack deals no damage.
Reinforce: 1

Absorb Energy
Defense
1 Energy
3 Defense
This defense has +3 defense against magical attacks.
Reinforce: 4

Repel Blades
Defense
1 Energy
3 Defense
This defense has +3 defense against physical attacks.
Reinforce: 4

Toxic Fog
Defense – Status
2 Energy
3 Defense
If this defense prevents damage, attach it to the opposing character.
At the end of your turn, this attack deals 3 damage to the attached character.
Reinforce: 4

Action

The Right Tool for the Job
5 Energy
You may discard 3 cards. If you do, search your deck for a card and put it into your hand.
Reinforce: 1

It Never Seems To End
3 Energy
Add one counter to a card in play you control.
Reinforce: 2

Intensify
5 Energy
Discard a card you control. You may search your deck for a status that you have attached to an opponent and put it into your hand.
Reinforce: 2

Endless MP
0 Energy
Add 3  Energy to your pool.
Reinforce: 1

Vile Status
1 Energy
If a status would deal damage this turn, it deals that much +2 instead.
Reinforce: 1
« Last Edit: January 26, 2011, 07:57:36 AM by AndrewRogue »