RULES
Aaaand here is what I have for rules so far. Yeah I'm probably missing an F-ton of things but this is what came to mind (using another game I made for a web comic as a base). Most of these will be re-applied to the older cards as well as the new color changes so that every card doesn't look so similar. But I'll fix those later... tired of typing -w- #lazydog
Terms and meanings:
Stage = Playing Field for the characters and other effect cards.
Script = Deck where players draw their cards from.
Dead Pool = The discard pile when cards are defeated or used up.
Dropped = Exiled/Banished, cards in this stack cannot be used unless otherwise stated from card effects.
Re-write = Shuffling your Deck (Script).
Edit = Searching through your deck.
Meter Gauge = A pool of Meter used to play characters and effect cards by paying their Cost.
Heath = Your life points (usually starting at 200 but this can be debated and agreed upon by players).
Cut = when a card is destroyed from the Stage and sent to the Dead Pool.
Player Picked = Playing a card normally, paying it's Cost.
Encore = Playing a card without paying the Cost.
Phases/Steps: Turns are run in this order as each player rotates.
1) Draw = Draw a card from your Script.
2) Places! = Standby Phase, various effects may trigger during this step. Meter cards Untap during this phase.
3) Slating = Main Phase 1, during this step is were you play your character cards and effect cards. Preparing yourself for an attack or strategic defense. During this step you while determine whether or not to play Cast in Offense or Defense positions and whether or not to play Scene or Meter cards.
4) Action! = Battle Phase, during this phase is where characters can attack or use their Blockbusters.
-Target: Select a Cast to attack with and a Cast your opponent controls to attack (cannot attack your own Cast unless an effect allows you to).
--Damage: *See below on how to calculate Damage* Attacking card vs. Defending card.
---Result: Whether or not the battled cards are Cut from the Stage.
**Cast can only attack once per turn. Blockbusters can be used more than once**
5) Re-Slate = Main Phase 2, the same as Slating/Main Phase 1
6) Take 5. = End Phase, the end of your turn. Some cards trigger during this time.
Cast Cards:
Cast = (Brown Cards) Character cards having Offense and Defense. These cards usually have special effects to use during battle.
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Offense = The card's attack power which helps it deal damage to your opponent's Heath. These cards are placed vertically.
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Defense = The card's defense power that protects you from your opponent's attacks. These cards are placed horizontally.
**Cast battle positions can only be switched once per turn and cannot be changed unless by a card effect.**
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Class = The type of the character. This is usually specific to strategies geared towards a theme.
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Style = Many cards will use Styles as a attribute of various universal cards.
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Icon = (Top left Corner) Every card (except "Meter" Scene cards) has an icon. Usually used when searching cards are used.
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Cost = (Top right corner) All cards (except "Meter" Scene cards) have a cost that uses up your Meter Gauge. Cards range from 0 or higher in order to use. Blockbusters also use Meter.
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Blockbuster = (Text Below Class, Style, Offense, and Defense) The Special Attack(s) all character cards have. Most deal damage to characters or players.
Skullgirls = (Blue Cards) Special condition cards that require the "Skull Heart" card.
Damage:
Offense vs. Offense: When both Cast that fight are this position, this is what determines the winner based on their points.
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Winning, Offense > Offense: The lesser of the two is cut and sent to the Dead Pool, the owner of the defeated character loses Heath equal to the difference between their Offense points.
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Tie, Offense = Offense: When both Cast fight and their points are the same, both are cut and sent to the Dead Pool. No damage is given to their owners.
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Losing, Offense < Offense: same rules apply from "Winning" though it will be the attacker that loses Heath and their Cast.
Offense vs. Defense: When one Offensive Cast is attacking a Defensive cast based on their points.
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Winning, Offense > Defense: The lesser is cut and sent to the Dead Pool, no damage is dealt to the owner of the losing card.
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Tie, Offense = Defense: Nothing happens.
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Losing, Offense < Defense: The lesser is not cut however it's owner loses Heath equal to the difference between Offense and Defense.
Blockbuster Damage: (Blockbusters having a number on the right side of their text indicating that they can deal damage along with their effects) Same damage rules apply but with added effects.
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Chip = Applying the
"Offense > Defense" rule however the difference between the Offense and Defense is dealt to the cut card's owner's Health.
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Unscaled = A Cast able to ignore other Cast cards in play and attack a player's Health Bar directly as if they were a character with an Offense of 0 (this does not count the player as a Cast card).
Scene Cards:
Scenes = (Yellow cards) Special effect cards that can alter the rules of the game. Ranging from destroying cards to having stronger cards becoming usable.
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Control Icons = (above effect text) these icons are used in various card effects. Mostly they are simply there for searching (Neutral, LP, MP, HP, etc.) however there are some to be noted that stand out: Stage Change, Permanent, Counter and Equip
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Permanent = (Purple "∞" Control Icon) effects can vary but is only active as long as the card is in play.
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Haste = (Orange "H" Control Icon) These can be used from the hand during either player's turns.
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Counter = (Blue "C" Control Icon) these types of cards usually are specific to countering a select type of card used (Zombie, Trap, Lab, etc.) or situation and are played from the hand at any point they are able. They can only be countered by another Counter card or cards specially able to negate Counter cards or prevent them from being used.
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Equip = (Black "+" Control Icon) these cards attach to character cards (usually) and give them added effects.
Stage Change = (Green Cards with Green "S" Control Icon) effects the whole playing field for both players. Only one can be in play at a time and any new Stage Change cards used will destroy the old one.
Tokens = (Grey Cards) Some cards will be able to have tokens being played. Anything can be used as a token as long as it can change from offense to defense positions.
Meter Cards = (Red Cards) These cards do not have Icons or a Cost, thus they are slightly harder to search for. However, all Meter cards will have the name "Meter" or cards that classify them as "Meter" for other effects and uses. These cards are,when played, placed away from normal Scene cards to help keep track and stay in play unless destroyed by card effects. In order to gain Meter you must "tap" the number of Meter cards you plan to use and must wait until your next "Places!" to untap them to reuse.
**Only 1 Meter card can be played per turn unless otherwise stated***
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Tap/Untap = Turning the Meter card sideways indicating that it's being used to gain Meter in order to play other cards. Any unused Meter after tapping is burned and disappears during your "Take 5".
Like I said, I'll be redoing all of them due to the new ideas and such and I'll also update the rules if needed,but at least now here's something to go off of for now... *sleeps* -w-