LackeyCCG

LackeyCCG Forum => CCG Design Forum => Topic started by: Cinchspark on July 29, 2012, 06:19:21 AM

Title: Summoner's Dream, the TCG
Post by: Cinchspark on July 29, 2012, 06:19:21 AM
Summoner's Dream

Premise:

Summoner?s Dream is a game that is set within the ethereal World of Magic.

A peculiar realm, the World of Magic is actually an amalgam of realms, realms that have been put together to create a grand network of realms sometimes blending into one another. Therefore, due to the world-colliding nature of the World of Magic, many powerful and unusual things happen within it. One of these is the existence of summoners: beings who can manipulate the special properties of each realm and usually are highly proficient in the essence-binding art of ?arisma.? Through arisma, summoners can capture the ?essence,? ?heart,? or ?soul? of an object, concept, or person and sort of ?dream? these types of things into into existence. Summoners often train together and spar against each other in order to hone these skills.




RULES:


Entity

Entities as your bread and butter of the game. There are the "monsters," the "heroes," and the "villains." They have a unique battle mechanic called "engagements". These cards can move, engage, and disengage. When a card is broken, it is sent to your discard pile.

Attachment

Attachments can be attached to cards (most always, Entities) in order to strengthen them or to trigger their special ability. For example, Enpower increases a card's STR by 1 if it is engaging or being engaged by another card. These cards can move, but cannot engage.

Special

Special cards are usually one-time use cards. They can do things like revive cards, cause players to draw more cards, or even destroy all cards currently on the field. These cards can move, but cannot engage.

Passive

Passive cards are like Special cards, except that they usually provide an on-going effect that is only ended if you destroy the card. For example, Blizzard lowers the STR of all cards on the field by 1 if it is on the field. These cards can move, but cannot engage.




Battle Rules!


Moving & Engaging[/i]

Moving, engaging, and disengaging all take only 1 move by default. ONLY ENTITIES CAN ENGAGE AND DISENGAGE.
When an E-card engages another card, they create an "engagement." If both cards engage each other, they are automatically sent to the field, the space between you and your opponent. Why? Because some cards effect cards on the field, and do other things.

When you engage an opponent, if your card's STR is higher (not equal to) than the engaged card's STR, the other card is broken and sent to its discard pile. If it's not, you can use other cards to engage the same card and thus overpower the other card.

If you fear that your card will get overpowered and broken, you can choose to disengage. Disengaging doesn't remove a card from the field, but it means that other cards must re-engage the same card to break it again.


Other Info/Etc.


Title: Re: Summoner's Dream, the TCG
Post by: 3XXXDDD on July 29, 2012, 05:55:18 PM
I'm going assume you start with 8 cards drawn?
Title: Re: Summoner's Dream, the TCG
Post by: Cyrus on July 29, 2012, 06:31:55 PM
Seems like a cool spin, actually, I expected it to be more of straight magic clone based on the name. To help me understand the game more clearly, could you type out an example turn or something? (I don't care if you use real cards as examples) I feel like I almost get it but maybe not 100%
Title: Re: Summoner's Dream, the TCG
Post by: Cinchspark on July 29, 2012, 07:40:31 PM
GAME: P1 & P2 DUEL

Turn 1: