Well that's just great, and people wonder why there isnt a decent CCG market at the minute.
And why are people going to look at the cards and not understand the game?
The project is based on "shithead" a game I play with my freinds using a standard poker deck; which has simple rules but a fast paced and addictive pace of play, though usually only one card would be played a turn, the speed of the game makes it seem more fluid.
The game itself leaves itself open for various possible effects and gameplay concepts; Though i have tried to keep the basics of the game true to the original I have changed the concept from a shedding-type game to more of a "Battle-System." Those of you who know what "Shithead" is all about will notice the rules as you read them.
Basic Rules:
- Each player must have 40 cards in their decks.
- Each player starts the game with 20 LP and 5 cards in their hand.
Battle Rules:
-A coin is flipped to decide who goes first in the first round, then in subsequent rounds the previous loser goes first.
-Players take their turns by playing one card into their own Battle-Pile, each subsequent player must play a card with equal or higher than the value of the one the opponent played last or play a card with "[BLOCK X]" (Look at the cards.)
-If a player cant play then their battle pile is put into their Discard-pile, and the winner's cards are shuffled into their deck, each card caounts as 1 damage to the loser.
[The game is scaled so that cards with 6 POW or higher are harder to play, also the cards with lower POW valued cards come with better effects.]
[Instead of the 4 Suits there are 4 "colours" which represent different play-styles. these traits are inclusive not a complete rule on each of them;
Red - Offensive-Play; Higher Numbers, punishes defensive players, direct damage
Blue - Speed-Play; Hand support, Lockdown options, Battle-Pile support
Yellow - Defensive-Play; +POW effects, Life Gain, Deck Replenishment
Purple - Alternate-Play; Out of Active-Area play, Counter Strategies, Less common effects
Colourless - Less based on abilities, they are seemingly more simple, there are "Shine" cards as well, which are all colourless but work well im multi-coloured decks]
Victory Conditions:
- Make your opponent unable to draw a card from their deck
- Reduce their LP to 0
There are 2 "Tags" on cards which mean a specific ruling:
"Shine"
+Every colour whilst not in play/graveyard
+Colourless when played
+Requires one card of each colour (R,B,Y,P inclusive) to play.
"Rush"
[This is similar to the 4 or nothing rule in shithead]
+You may play as many cards as you can with the same number if the first card you played has "rush"
+"[RUSH X]" abilities are activated when X cards are played using this ability
+Effects are always activated after the last card is played.
**General Card Rulings**
+The effect always comes first
+The card is "in play" as it is selected and shown.
DESIGN NOTES
+I wanted to makew the game feel like a gian yu-gi-oh chain.
+The Meta for the first set will be based around multi-coloured decks
the file-size of the library is too big, it's the first post on the blog.