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About Me Member Fantasy Writer BlizzarinMale/Canada Recent Activity Deviant for 2 Months
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Card Game Rule Book

Sat Oct 3, 2009, 9:53 AM
General Rules and Regulations for Angel Thread Card Game

One on One

1.Cards and Deck Building
a. Decks
A playable deck must contain at least 45 cards, not including character cards. There can not be no more then 3 of the same cards in a deck.

b.Character Cards ・
These are the cards that represent yourself on the field. You can only play one on the field at a time except when playing team or duel battles.

c.Action Cards ・
These cards can only be played during specific turns during the action phase. They can not be activated in any other phase unless the instructions explicitly say. Most action cards are also one time use cards.
i.Attack Action Cards can only be activated when a player attacks. They use Attack action points.
ii.Defense Action cards can only be activated when a player is defending. These use defense action points.
iii.Assist Cards are played during the player's Set Phase. They take attack points.

d.Enchantments and Magic
i.Magic
Cards that require MP to use. The MP cost of a spell can not exceed the MP value on a character card.
ii.Enchantments
Cards that can be played on either attack or defense turns, according to the instructions on the card. If no phase is specified, then either phase is ok to activate them.
iii.Summon
Creatures that can be summoned during the set phase. They act similar to equip cards, except their stats are independent of the summoner unless declared by either the summon or the summoner card. A character card loses no HP when a Summon is destroyed, unless it is specified on the card.
iv.Permanents
Cards that must be played during your set phase. They remain on the field until they are destroyed by the effect of another card.
v.Quick Play
Cards that can be played during the battle phase. They can only be used once, and are discarded immediately after their effects have resolved.
vi.Counter Cards ・Counter cards are similar to quick play cards, except that they can not be canceled, except by the latent effect of a permanent or a card already on the field that would negate its activation.

e.Equip Cards ・
Cards that can be attached on character or summon cards. When destroyed, they take 1 HP away from their equipper.

f.D6
A six sided die that is needed to play this game.



2.Phases
a.Draw Phase ・
During this phase you draw one card from your deck. During this time you also roll two d6 to get your Attack and Defense Points for the round. Special abilities can also be activated during this phase.

b.Set Phase ・
During this phase you can put down your equipment or summon creatures. Assist cards are used during this phase.

c.Action Phase ・
During this phase actual battle occurs. One player will attack while the other defends. Enchantments, magic and other enhancing spells can be played during this phase. Damage is calculated and once three equip or summon cards have been destroyed by a player, they will receive a +1 to their attack and defense rolls.



3.Character Cards and Game Flow
a.Character Card
i.HP ・
HP is the Hit Points of a particular character card. Once their HP reaches zero, they are killed and the battle is lost. In the case of team matches, it can be agreed that the battle does not end with first death, but with the death of a team (both characters).
1.Equip cards are placed in the destroy pile when their HP reaches zero, and the equipping card takes one point of damage.
2.Barrier cards work the same as Equip cards, except they do not damage the equipping card. If a barrier card is in play, that card must first be destroyed before attacking the character or any other equipment on the character.
ii.MP ・
The Magic Points of a character card. This dictates the amount of MP a character can use per turn. Their MP count must always be equal to or more then the MP on a spell they are casting. If their MP is lower then that on a spell card, then they can not use that spell card. This also applies to summon cards.
iii.Cost ・Cost refers to the value of the card on the field. It is generally suggested that duels are of cards with the same value. It also helps with calculating team strength. The limit a character card can equip is equal to its cost value multiplied by 3.
1.For characters, the cost is what is used to determine opponents. Opposing teams or players must ALWAYS have the same cost value.
iv.ATK ・
The strength of a card. When they attack, this is the amount of damage that they do to the defending cards. Equipped cards add their attack power to that of the character card.

b.Barrier Cards ・
Barrier cards are special cards that protect equipment and character cards. When a barrier card is set during the set phase, an attacker must take out the barrier before it can resume attacking the other cards, unless it has the snipe ability.
c.Dice Bonus ・
This is a bonus of +1 to attack and defense rolls for every 3 equip, summon and barrier cards that a player has destroyed.
d.Split Cost ・
You are required to use MP and AP as printed on a card. Example a card reading 2/3 means you need to use 2 AP and 3 MP to cast it.



4. Effects and Ailments
a.Poison Affected card loses one HP during their draw phase.
b.Rust Reduces HP by 1 for every draw phase of effected card. Also permanently lowers atk of equip card by 1.
c.Burn Reduces HP by 1 every draw phase of the effected card. It also lowers atk by 1 for 3 turns.
d.Drown Reduce HP by 1 every draw phase of the affected card. Lowers atk by one for character and summon cards.
e.Charm ・The charmed player needs to get a higher roll then the opponent in order to attack or play defense cards. Summon cards must be charmed separately from character cards.
f.Freeze ・The equipment or summon card can not attack. It can be defended, but the card takes double damage.
g.Pierce ・An attack can be directly made on a character card irrespective of equipment or barrier cards.
h.Snipe An attack can bypass barriers and attack any equipment desired by the attacking player.
i.Double Attack ・The atk power of the WEAPON is doubled. The strength of the character card is not added.
j.Shockwave ・The attack hits all equipment as well as the character card that they are equipped to.
k.Confusion ・A player needs to roll a d6 and get 4, 5 or 6. If they do not roll either of these numbers, they will attack an allied character or summon. If they are the only card on the field, they do not attack during this turn. They can still set new cards, but there is no battle phase.
l.First Strike ・Defense cards can not be used to block an attack.
m.Flight/Float ・A character card is unaffected by close range weapons such as swords, rods and staves. Guns and other ranged weapons can still attack. Wind magic does double damage.
n.Sink/Submerged ・A character card and their equipment are unaffected by all weapons unless stated by the equip card. Non-fire magic can still hit them and thunder magic does double damage.
o.Paralyze ・The paralyzed player must roll a d6 and get 4, 5 or 6. If these numbers are not attained they can not attack this turn.
p.Elemental Damage ・Elemental Damage is determined by rolling a d6. The elements are as follows:
i. 1 = fire
ii. 2 = water
iii. 3 = thunder
iv. 4 = wind
v. 5 = earth
vi. 6 = non-elemental

Team Battles (Two on Two)

5.Rules and Game Flow
a.Follows the same game flow except that turns alternate between teams and not team members. If Players A + B are on one team against Players C + D. The turns go player A, Player C, Player B, and then Player D.
b.The total cost value of both teams must be the same. If the cost of player A + player B =6・then players C and D must create a team that equals 6.
c.Action points can not be shared between team mates. All characters act almost independent of each other, unless a card is played that indicates it can be used on a team.
d.In general, the game is over when one team member is killed. However, it can be played so that a team has to win by killing both of the opposing team members.
e.If a card designates a player instead of a specific card, it effects both team members as if it said all.

Limited Cards
Limited cards can only have one on the field at a time. You can still place three copies of the card in your deck.

1. Charmers
2. Mogri
3. Flaming Destruction
4. Spray Shot

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