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Klarity TCG Official Project Topic

Started by VladShadeu, August 08, 2010, 04:23:28 PM

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VladShadeu

(Yes, the base mechanics are still SOMETHING like Magic and the story is ALMOST a complete ripoff, but bear with me, it's easier to understand if you know Magic by the way)
The World:

Thoughtscape:
A world of infinite size and structure, home to everything known to man. Since the first creature sprung into being, he was gifted with a unique spark making him different from all other creations. He could create. And with every thought, energy flowed into the Thoughtscape and constructed new worlds, each unique in their structure. And from these more and more sprung up, to the point where nobody could experience it all, no matter how long they traveled.

Manhattan, World 909:
Magic lied dormant for years on this world, waiting somewhere within the streets of New York for the time to come. Two sorcerors imprisoned in magic tombs, one because he was too dangerous to let out, another because he was needed to keep the criminal in. Jangar and Asteroth. For unknown reasons, their bonds were broken, and they awoke to a world far different than what they were accustomed to. Jangar fled to start his own Cabal, and Asteroth created one in response in order to chase him down. Each one consists of teenagers selected for the gifts they've always had and the small bits of magic they tapped into in their everyday lives.
Guardians:
Only one being can travel throughout the Thoughtscape. Guardians are bizzare entities capable of shifting their forms and calling things from their thoughts directly into being without having to go through the Thoughtscape. They can also travel to any world within it, and whether they go their to collect data or to take it over, they always take the form of an Avatar. An Avatar is any other being with the Spark Of Thought, maybe not a Guardian in and of themselves but they do have a lot of potential. Most Avatars are crafted on the spot for exploration into the world, used as nothing but puppets then thrown away. But in a few rare cases, Guardians take over existing entities from that plane, using their intelligence and powers to supplement their own. The force holding a Guardian to his Avatar host is called Klarity, the raw essence of Thought that fuels a Guardians life source and allows him to use his powers.

The Game:
Card Types:
Avatars: Avatars are much like creatures with the exception they enter the battlefield tapped.

Creatures: Creatures are the staple card in a Klarity deck. They often have effects to assist you on the battlefield as well as the ability to attack your opponent or defend yourself. Creature cards must be tuned by a card that has the corresponding Tuner effect to at least one of it's Tuners (Unless there are none, in which case the card does not need to be Tuned.)

Items: Items are permanents, like Creatures, that stay on the battlefield until they are removed by a card effect. Some can also be attached to cards as ?Equipment? or be used for other purposes.

Power: Power cards are special abilities used by your Avatars and Creatures. Effects vary from dealing damage to healing it, from drawing cards to discarding them, and many things in between. Where creatures are a staple, Powers are often the variety element in the deck. Every Power has a duration and Type. The durations are Lasting, Instant, and Moment. Lasting can only be played on your turn and stay on the field, Instants can be played on any turn then they resolve to your graveyard, and Moment Powers are like Instants but restricted for your opponents turn. Most Powers have an additional Keyword in the Type Line, the Subtype. Powers with a Subtype must be tuned through an Avatar or Creature with that Subtype. Regardless of whether or not they have a Subtype, they must always be tuned through one of the Power's Tuners (Unless there are none, in which case the card does not need to be Tuned)

Sites: Sites may be played once a turn. Each site has an effect that gathers resources for the player, such as Energy, and most have additional effects that gain benefits such as more cards or other benefits.

The Board:
The board has three zones:
The Sideline: The zone beneath the Offensive and Defensive zones. The declared Avatar starts here, and all Items, Lasting Powers, and Sites incapable of movement are located here. Cards here may activate abilities but may not be declared as attackers or blockers.
Offensive: The zone to the right of the player. All creatures here can be declared as attackers in the Combat step (if they are not tapped)
Defensive: The zone to the left of the player. All creatures here can be declared as blockers in the opponent's Combat step (if they are not tapped)

The Turn:
Each turn consists of several phases.
1.Untap: All of your cards are placed in an upright position.
2.Upkeep: Certain card effects may come into play.
3.Draw 1: You may choose to draw here. If you do not, the etiquette is to state, ?Reserve?
4.Main 1: You may play cards from your hand, activate abilities, and move cards here.
5.Combat: You may declare anything left in your Offensive Zone to be attacking, and if so each attacking card must declare a target of either an opposing, untapped Creature or Avatar in the Defensive Zone or the player directly (You can choose to target the player even if there are other valid targets). Your opponent then declares blockers from their Defensive Zone. Any number of creatures can block at once, so long as none of them are involved in combat already. If a creature declared as attacking is now being blocked by two or more creatures, he chooses which one of them he wants to attack now. See Damage Step, below.
6.Main 2: You may once more play cards from your hand, activate abilities, and move cards here.
7.Draw 2 (Reserve Phase): If you did not Draw during your first Draw phase, you may draw two cards here. (Note that unlike in Magic it is perfectly fine to choose not to draw at all)
8.End Phase/Cleanup: Your turn ends. All damage is removed and all Energy clears out of your Stock.

Damage Step:
Let's say three characters are in combat. The S/R/B (Strike, Rush, and Block) Values for the defending two are 2/5/3 and 1/1/4, and the attacking is at 3/3/3 targeting the first blocker. Damage is resolved in Rush Order, so the first blocker goes first, dealing 2 damage to the attacker. Then the attacker deals 3 damage to the first blocker, destroying it (as it's total damage now met or exceeded the opponents Block). Then, the second blocker goes, dealing one last damage to the attacker. Now being dealt 3 damage, it is destroyed as well.

Tapping:
Cards can be Tapped for three reasons:
1. They tuned a spell.
2.They've attacked (not blocked, attacked)
3.they moved from one zone to another zone.

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