Yeah, so. This thought was bugging me for a while. It wasn't until just after I woke up this morning that I decided it's time I sat down and wrote down some rules.
So, here are a few I managed to think of.
1) Each player (called an Admin) starts with 5,000 gold and 60 HP. The game is over if one of the Admins run out of HP or cards in his or her deck.
1a) A deck consists of a minimum of 50 cards. A maximum of 4 cards of the same name can be in any deck.
2) At the beginning of each turn, the Admin draws a card and gains 500g.
3) Admins may place any number of Account cards, or character cards, on his or her bankroll during one turn as long as these cards are in his or her hand and he or she can fulfill the requirements.
4) Hero-aligned cards of the same level tend to be weaker than Villain cards, but can be placed on the bank roll without a fee. Villain cards of the same level tend to be stronger but require a fee to be placed on the bank-roll. Neutral cards tend to be weaker and require a fee, but these cards are free to attack the opposing Admin at any time.
5) The account cards may attack the opposing Admin at any time except for when the account you are trying to attack with has the opposing alignment on the other's field (so say, if your hero is attacking, but your opponent has a villain on his or her bankroll, the hero must attack the villain instead).
6) Any damage the Admin sustains will be based on the level of the card as opposed to the card's attack power.
7) Every account card has three basic parameters: Hit points (HP), Attack Power (AP), and Defense Power (DP). Attack power determines how much damage they can deal. Defense Power determines how much damage they can withstand. Hit Points determine how much damage they can take before they are KO'd.
8) If an account is KO'd, it is sent to the Infirmary where it must stay for at least 3 turns. After 3 turns pass, the character can be brought back for a fee, dependent on the account's level and how many times it has been revived (The general rule is the account's level x 1,000 g + 500g x number of times revived[capped at 4 times]).
9) Location cards alter the playing field to benefit or hinder certain Accounts or alliances. A larger fee is generally required to play these cards. Only one Location can be in play at a time. When a new one is played, the previous one is destroyed. These cards can be used by the opposing player as well.
10) Item cards are equipped to accounts to alter their base parameters. Some Items can only be equipped on certain Accounts or alliances, but their effects tend to be higher than the general equips. Also, to play an equip requires a fee depending on the card. Account or alliance-specific Equips tend to have a lower cost than general equips.
11) Instead of playing an Item card, the Admin can instead discard it immediately to add half of its cost to his or her Gold count. This is called "Sell-back."
12) Accounts can be teamed up to do more damage or add greater defense. Some Account pairings are more favorable than others and add greater boosts than normal. Also, Villains and Heroes may not be teamed up (unless the Account's effect says otherwise), but Neutrals are free to team up with anyone.
13) Teamed up accounts are split into two categories: Leader and Back-up. The Leader gains the boost of the Back-up and the Back-up provides defense for the Leader. The Leader gains half of the Back-up's AP and DP to its own. If the Leader runs out of HP, the Back-up can be sent to the IInfirmary instead, or the Leader will go to the Infirmary, making the Back-up the Leader. Only one Leader may have one Back-up at a time (unless the card's effect says otherwise).
13a) (Once I decide how I want to do it, I'll put the damage to Admin by teamed Accounts here)
14) Another kind of card is known as Scam Cards. Scam cards can only be played if certain conditions are met expressed on the card itself. These cards can drastically alter the game if used correctly. On the plus side, they don't require a fee to activate! However, these cards must be in your hand for one turn before they can be used.
15) As stated, if the card's effect contradicts the stated rules, the card's effect over-rides.
This may be updated with more rules as I think of them or rules may be altered. Stay tuned.
So, here are a few I managed to think of.
1) Each player (called an Admin) starts with 5,000 gold and 60 HP. The game is over if one of the Admins run out of HP or cards in his or her deck.
1a) A deck consists of a minimum of 50 cards. A maximum of 4 cards of the same name can be in any deck.
2) At the beginning of each turn, the Admin draws a card and gains 500g.
3) Admins may place any number of Account cards, or character cards, on his or her bankroll during one turn as long as these cards are in his or her hand and he or she can fulfill the requirements.
4) Hero-aligned cards of the same level tend to be weaker than Villain cards, but can be placed on the bank roll without a fee. Villain cards of the same level tend to be stronger but require a fee to be placed on the bank-roll. Neutral cards tend to be weaker and require a fee, but these cards are free to attack the opposing Admin at any time.
5) The account cards may attack the opposing Admin at any time except for when the account you are trying to attack with has the opposing alignment on the other's field (so say, if your hero is attacking, but your opponent has a villain on his or her bankroll, the hero must attack the villain instead).
6) Any damage the Admin sustains will be based on the level of the card as opposed to the card's attack power.
7) Every account card has three basic parameters: Hit points (HP), Attack Power (AP), and Defense Power (DP). Attack power determines how much damage they can deal. Defense Power determines how much damage they can withstand. Hit Points determine how much damage they can take before they are KO'd.
8) If an account is KO'd, it is sent to the Infirmary where it must stay for at least 3 turns. After 3 turns pass, the character can be brought back for a fee, dependent on the account's level and how many times it has been revived (The general rule is the account's level x 1,000 g + 500g x number of times revived[capped at 4 times]).
9) Location cards alter the playing field to benefit or hinder certain Accounts or alliances. A larger fee is generally required to play these cards. Only one Location can be in play at a time. When a new one is played, the previous one is destroyed. These cards can be used by the opposing player as well.
10) Item cards are equipped to accounts to alter their base parameters. Some Items can only be equipped on certain Accounts or alliances, but their effects tend to be higher than the general equips. Also, to play an equip requires a fee depending on the card. Account or alliance-specific Equips tend to have a lower cost than general equips.
11) Instead of playing an Item card, the Admin can instead discard it immediately to add half of its cost to his or her Gold count. This is called "Sell-back."
12) Accounts can be teamed up to do more damage or add greater defense. Some Account pairings are more favorable than others and add greater boosts than normal. Also, Villains and Heroes may not be teamed up (unless the Account's effect says otherwise), but Neutrals are free to team up with anyone.
13) Teamed up accounts are split into two categories: Leader and Back-up. The Leader gains the boost of the Back-up and the Back-up provides defense for the Leader. The Leader gains half of the Back-up's AP and DP to its own. If the Leader runs out of HP, the Back-up can be sent to the IInfirmary instead, or the Leader will go to the Infirmary, making the Back-up the Leader. Only one Leader may have one Back-up at a time (unless the card's effect says otherwise).
13a) (Once I decide how I want to do it, I'll put the damage to Admin by teamed Accounts here)
14) Another kind of card is known as Scam Cards. Scam cards can only be played if certain conditions are met expressed on the card itself. These cards can drastically alter the game if used correctly. On the plus side, they don't require a fee to activate! However, these cards must be in your hand for one turn before they can be used.
15) As stated, if the card's effect contradicts the stated rules, the card's effect over-rides.
This may be updated with more rules as I think of them or rules may be altered. Stay tuned.
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