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Amy
  Tue Aug 03, 2010 9:54 pm
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  • Troll Cards
  • Lurker Cards
  • Norm Cards
  • Action Cards

Troll cards can attack anyone.

Norm cards can only attack norm cards, unless they are in troll mode.

Lurker cards can only attack if they have already been attacked; but can attack anyone after.


Your deck has to contain:

5 Troll cards
5 Lurker cards
10 Norm cards
30 Action cards


Start the game

Each player has a deck of 50 cards and draws a starting hand of seven cards.

Your Turn

1. draw a card from your deck
2. play up to one [member] from your deck into play
3. play up to one action card

-- you can only have seven members in play at any one time


The winner is...

The winner is the first player to completely wipe out the opponent's forum (ban all 20 members).

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Necrile
  Tue Aug 03, 2010 9:58 pm
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"I feel like the game rules as they stand now are too defensive. A tcg should feel more offensive and sly, using every trick in the book to bring down your opponent. What if a member/troll/lurker attacks and the opposing player has nothing else to defend with, they discard a card for every creature that attacked that turn?"

posting this again for truth.

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Velocir_X
  Wed Aug 04, 2010 1:04 am
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Find yourself in Jbristianity!
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I just want to bring something to mind:
the rules as they stand now bring me to mind duel masters, and a part of that ruleset could be used to alleviate necrile's grievience:

Duel Masters (dunno if your familiar with it) utilizes a shield system, 5 shields are set up at the beggining of the game by placing facedown
the top 5 cards of a shuffled deck without looking at them. In order to win the game the opponent must destroy all 5 shields, and then attack the player (what they call to-do-me-dah)
Any creature can attack the shield breaking one (some break 2 or even 3), but only specific ones labelled "Blocker" can prevent the attacks from going through.

A variation of this could be used with Troll, where at the start of the game, before shuffling the player got to select x amount of his member cards to form his "firewall". Troll cards can only attack the firewall and when a "brick" of the "firewall" is destroyed then its not discared, but some cool strategic thing happens (like being instantley summoned with less health or something like that). Under this, lurkers can't attack at all, but work as blockers.
TL;DR
()Firewall:
<>A facedown "firewall" composed of x amount of members is created by each player at the start of the game
<>When a "brick" - member of the "firewall" is destroyed, some tactical thing happens (which I can't think of)
()Rebalance Member Cards
<>Trolls can only attack the firewall
<>Norms can only attack other member cards
<>Lurkers can no longer attack but can redirect attacks at other members (including other lurkers) or at the firewall to themselves
<>There's no more rules on how many troll/norm/lurker cards you should have, just on members (or I'd suggest even without that) - let the player decide how to balance their deck based on their priorities


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Bird Eater
  Wed Aug 04, 2010 12:04 pm
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Uhm, is there a maximum of the same card you can have in your deck?

Like having 5 Wyatts in your deck... Some cards are just more powerful than others.

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Necrile
  Wed Aug 04, 2010 12:56 pm
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i think 3 or 4 copies of a single card should be allowed. Superpowerful ones should be labeled as "unique" and only have one per deck, and one at a time (if one is placed down, and the other player plays it as well, the other is banned).

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Amy
  Wed Aug 04, 2010 5:32 pm
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I am thinking 1-2 of each member card, and up to 3 of each action card.

Uniques would be a good idea actually, it's sort of what I was going for with the symbols in the bottom right (I know they seem like Pokemon rarity but since we're selling in decks initially rarity doesn't mean jack shit).

However, when you buy a deck you will never find duplicates - all 50 cards will be original and different.

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Necrile
  Wed Aug 04, 2010 5:36 pm
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Does this mean there will be different deck sets in the beginning? Like perhaps one deck revolving around better action cards, another with members with high hp, and another with members with high atk?

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Amy
  Wed Aug 04, 2010 5:37 pm
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The 100 "set one" cards will be split into two decks of 50.

Different strategy decks would be cool, yes!

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Necrile
  Wed Aug 04, 2010 5:39 pm
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Perhaps make an icon for each set? Like the first one having a little hbgames logo on it (since im assuming the first one is just hbgames members)
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See how the little x is there indicating it is from the tenth edition set? Idk, just a thought.

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Amy
  Wed Aug 04, 2010 5:43 pm
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Yeah that's a good idea. (Also, amazing how all trading cards look exactly alike :x which is good, I guess)

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Necrile
  Wed Aug 04, 2010 5:46 pm
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Have you thought of setting a summoning cost? I was thinking about this last night, and what if you can put cards faced down as a "member count" and certain cards require a higher member count? This would allow for higher cards to be placed at a cost, rather than just being a luck of the draw game, and would be a way to recycle shitty draws.

Edit: Also just an idea, but rather than having to remove 20 members from the opponents deck, just have member count be depleted per creature attack, and then once the member count drops to 0, the opposing player loses (sort of like a forum war). Maybe on initial draw, each player draws 9, and places 4 cards facedown, and can place a card each turn face down as to add to their member count? This is your game though, so do it however you want :P

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Bird Eater
  Fri Aug 06, 2010 11:51 pm
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Location: Leiderdorp, Holland
Question: why do you have to ban all of the other's members in his/her deck?

You must take a card during each turn, so what happens when you've banned all the other's members on the field... and there are still 10cards to pick in which one of the cards is a member card?

TL;DR or didn't understand: Make a prize system, just like in pokémon TCG (right? Haven't played that for YEARS...).

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Amy
  Sat Aug 07, 2010 1:52 am
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My thoughts were that if you can't go, then just like any normal card game you draw a card, until you can. If you get to the end of the deck and there's no members, well... you're boned.

Does this make it too much based on what order the cards are in?

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Daxis
  Sat Aug 07, 2010 2:20 am
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actually yeah, yeah it sorta does.
Maybe do something like each member has a certain member count/cost, where, once the card is banned, it's subtracted from that 20. Like, wyatt is 3, so once wyatt is banned, the count becomes 17.

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Amy
  Sat Aug 07, 2010 10:18 pm
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Pokemon did it where, I think, you have six "trophy" cards, and each time you kill a pokemon you collect a trophy card. And once all six are gone the game is over. Even that makes it a bit weird.

The only problem with that system dax is that the numbers would have to be kept track of somewhere. I fear the game could become too confusing with all these numbers flying about.

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Daxis
  Sat Aug 07, 2010 10:25 pm
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well large numbers are flying around anyhoo, what with hp and damage and all. That's why such a game would be optimal as a computer/internet thing, where it's shown and calculated for us.
I'm pretty such pretty much every tcg is like that anyways.

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Necrile
  Sat Aug 07, 2010 10:28 pm
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I think that cards should be bought at a minimal price (or even buy booster packs) and have the entire game online. This would also make promo cards easy to distribute and woud result in almost 100% profit for you wyatt. Online is a superb idea in my opinion.

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Amy
  Sat Aug 07, 2010 10:31 pm
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I really don't know how I'd do that :/

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Daxis
  Sat Aug 07, 2010 10:34 pm
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there's probably someone on this site that can program or help program something like this
if not then just sell enough packs to hire someone
or idk

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Amy
  Sat Aug 14, 2010 12:05 am
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Sorry that I've been neglecting this project -- a lot going on at the moment. Will get back on track with some new cards in a sec.

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Amy
  Fri Sep 17, 2010 9:53 pm
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Stalemate
In the event of no cards at all being able to attack, all in play cards may now attack.

Caps
In the event of a broken card infinitely raising stats, HP has a cap of 150. This also counts for any boosts given.

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Amy
  Sun Sep 19, 2010 3:31 pm
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Gold Cards

Gold cards are powerful or unique in some way. There will be one for each deck sold and some booster packs will include a gold card.

You can only have one gold member card, and one gold action card, in your playing deck (so up to two).

Gold cards will be gold coloured, funnily enough, with trim or something to show what type of card they are.

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Daxis
  Sun Sep 19, 2010 3:39 pm
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2? 2's not a very decent number. 1 works, but it's two little. 3 would be cooler, i'd think, 5 is a bit too much.
so er every member has a gold card version and boosted stats, except really rare or something?

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