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Each Player starts with two decks: Resource & Transmutation.

There are 4 different type of cards: Resource, Homunculus, Item, Event.

Resource Cards go into the resource deck, everything else in the transmutation deck. Each turn a Player draws a card from their resource deck.

Each Resource card also has a classical elemental type (Fire, Earth, Air, Water and Aether). Everything in the Transmutation deck has 2 or more Elemental Symbols on it. A Player may play any card from their Transmutation deck by discarding a number of resource cards until they've discard enough with each matching elemental symbol on the card their trying to play.

Salamander (Homunculus/Fire/Earth) <-- To play this card, you can discard 1 card with the Fire Symbol and one card with the Earth Symbol. 

Item & Effect cards are relatively the same, One might tend towards more permanent-styled effects. Homunculus are your monsters with a Power value and maybe an effect.

After a Player has played the cards their going to play, they may declare an attack against their Opponents Homunculus, bigger power defeats smaller power, left-over damage is inflicted to the defending player, if the defending player has no monsters, the offending player may attack the defending player directly.

Life is X. When X = 0, That Player loses.

Just a draft, tell me what you think!

*Slight rule addendum

Resource Decks are small (Say 20ish)
After X Resource cards were played (Transmuted) to play a card from the T.Deck, they're shuffled back into the Resource Deck, same goes for Transmutations and the Transmutation deck. (Which will probably also have some level of limit, probably also close to 20)

A couple of suggestions regarding the idea of transmutation.

Why not allow your homonculus cards in play to be transmuted into other cards, transmute your (untapped/ready) fire/earth salamander using an additional fire card from your hand in order to create a fire/fire/earth "Magma Shambler". Perhaps make it so that when a homonculus is transmuted into another card that it is removed from the game instead of being placed into discard.

I would possibly suggest an alternate victory condition of "when a player has no remaining resources in their resource deck and need to draw another one (they are out of material to transmute), they lose the game". This would only be viable with the addition of a few further rules. Allow players to sacrifice 1 homonculus per turn in order to shuffle the resources spent on it back into their resource deck. When a player destroys the homonculus of an opponent, they may take their opponents resources used to buy the destroyed homonculus and shuffle them into their own resource deck (or remove those resources from the game). If a homonculus attacks and directly hits an opponent, the attacking player may take the top card from his opponents resource deck and shuffle it into his own (or remove it from the game).

Players are then grand alchemists, battling in order to control all transmutable matter. Either by destroying the resources of their opponents or by subverting them for their own use.

I like the idea of further improving Homunculus with new Materials. So basically, you have Salamander - Fire/Earth but then you can play Magma Shambler by discarding the extra Fire. (But in some cases you could just play Magma Shambler by discarding the 3-card combination).

I don't like the idea of shuffling Opponent's cards into your deck, unless this was like a stand-alone game. I do enjoy the idea of Milling your Opponents cards to transmute with though. (Probably like Mill it as an extra material to whatever your using in your own hand) or using the RFP the Materials used for the Opponents Homunculus.

Sacrificing Homunculus to retrieve the materials is also a great idea, adding more to the idea of Transmutation and gives good reason for a discard pile.

Having thought more on it, the loss of all resources used to pay for a homonculus when it dies could be too severe. Also it may just make players not block so their resource losses are fewer! Perhaps a reworking to "damage taken by players is in the form of resources taken from the top of their resource decks", so if a homonculus does 2 damage to a player then that player is milled by 2.

On homonculus death a penalty of 1 resource used to pay for it being RFP could work better than losing all resources used to pay for it. This encourages players to make use of larger homonculi as making a ton of easy to kill small creatures could quickly lead to massive resource losses. It also encourages players to transmute smaller homonculi into larger (probably more sturdy) ones.

The difference between these would be that losses due to player damage go to the discard pile whilst losses due to homonculus death are RFP. So you can block a large attack with a chump block but you will permanently lose 1 resource, or you can take the hit and suffer a large amount of non-permanent damage.

Giving players options (such as events/spells/etc.) to allow regen of resources from discard piles effectively gives a "damage heal" option around which decks could be built.


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