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RPG Laboratory

SpellCaster CardGame first draft

Spellcaster Cardgame

This is another MACE-like card game for 2 or more players designed to defeat CCG's such Magic:the Addiction. These are only very rough text notes. I hope to have a complete version ready for playtesting pretty soon.

Game phys requirements
Hex/graph paper or playing mat
2 pokerdecks standard 52 + joker
playing pieces to represent players on the board

Cardtypes/Actions
Attack
Spades-Strike
Clubs-Energy
Defend
Diamonds-Block
Hearts-Dodge

Set up/Spell Preparation Phase
Shuffle
Burn card -Draw top card and place face up next player deck to create a discard pile.helps honesty
Draw 7 cards
Charge cards by placing face down in front of you, up to limit, creating prearranged spells if possible
Burn card 2- Play high card by drawing 1 card and discarding, high card goes first,low second.
Both Players replenish hands to 5 cards before the first turn.

Turn Structure
Move or not,

and/or

Attack

or

Cast spell by charging 1 card or playing charged cards (announce spell and turn face up, keep or discard as spell dictates)

Defending Player May play defense cards or counterspells
or

Discard and replace 1 card

After all actions have been resolved the turn ends and the next player begins.

Spells

Spades M.Melee
charge spades card
Player may strike once by discarding M.Mellee's charge or strike by attacking with a second spades or clubs, played from the hand, if the attack is successful use M.Mellee's CV for Damage.

M.Shield
Charge Diamonds card

Play and discard to block/defend against 1 strike or negate 1 ranged blast/energy attack

Teleport
Charge Hearts and play defensively to dodge 1 attack.

Clubs
Blast I
charge clubs, blast has range and damage = to CV

Energy Enhancements
charge a pair,including 1 clubs,turn face up to cast and
if second card is Hearts: Play clubs from hand as a blast w/out charge (range=hearts,damage=clubs CV?)
if second card is spades: Option to Play clubs cards from hand as a strike
if second card is Diamonds: Option to Play clubs as a block
if 1 card is dispelled, the enhancement is lost(discard both)

C.O.P.
charge four of a kind
immunity to Blast Attacks up to CV(four Aces=total immunity, dueces near worthless) or immunity to all attacks up to CV, but Player may not move,dodge or teleport ,lest the spell be broken. If 1 card in C.O.P. is Dispelled,the spell is broken.(Discard all four)

Haste
Charge 3 Hearts, place face up when the spell is cast. Discard 1 spellcard each turn and play 1 extra attack or charged spell or take 1 extra movement.

Berserk
Charge 3 or more spades, place face up when the spell is cast, player may strike once per spell card,using the card if opponant is in range or use 1 spellcard to move its CV towards opponant.Must use all Spellcards in the same turn as the spell is cast, May use with M.Mellee,(as though the strikes were from the player's hand,using M.Melee's CV for damage)

Dispell
Charge 3 or more Clubs, Force Opponant to discard charged cards 1 for each charged clubs used in dispell or cancel one spell card if club's CV = Target Spell card's CV.You may dispell on an opponants turn, to force an opponant to burn through a cast spell 's cards.

If an opponant has no cards, force discard from hand(player may replace 1 per round to limit)

example Player 1 casts Haste(three charged Hearts face up), Player 2 may Dispell Haste cards before an opponant uses 1 for an extra action the same turn.
that Haste is cast as a defense. (Player 2 turns clubs cards face up)

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