Post by Tom on Jul 13, 2007 4:29:47 GMT -5
W.I.T.C.H. TCG
This is a game i started making a couple of weeks ago, it is based on the yu-gi-oh! Gaming system and the characters are based on the show called W.I.T.C.H. . Like some may start to wonder, why i made 2 threads it is cuase on the other thread the first post wouldve gotten really really big and scrolling a lot wouldve just been annoying. Plus now i can add a description to every card and a good way to use it. Some rules in this thread are that i am the only one who posts, it only is unlocked when i am posting. Even if i leave it open for some reason, i hope no one starts posting here cuz we have a perfectly good discussion thread right here, where every one can discuss this
Game Rules
1. Have Fun
2. This game is meant to be a battle between good and evil, so it is meant to be played taht one side has good cards the other evil ones, but we can playwith mixed decks aswell, if people want too
3. You can only win by Depleting your opponents life points or if your opponent cannot draw anymore cards from his/her deck
4. Both you and youre Opponent Start out with Exacly 8000 Life points
5. The Cards are divided into 4 categories (Spells, Traps, Monsters and Field cards)
Spell - Spells are all different, for soem to work you have to give up life points, some last until destroyed some dissapear after using it, some spells can be used more than once. That is why they are categorized as One use spells, Continoues spells and Multiple use spells. There is also one more spell category called equip spells, where you equip some kind of equipment to a certain character to make it stronger. Equpment spells last until they are destroyed.
Trap - Traps are a lot like spells, but traps only bring bad stuff to youre opponent, most traps can only be used when your opponent attacks you. Using a trap might cost you life points aswell. Traps also last differently some are one use traps, soem are continoues traps. One use traps usually freezes a monster,destroyes a monster or blocks it attack. Multiple use usually traps the monster in a state where he cant change Battle positios or Attack, but only defend youre opponent LP from direct attack.
Monster - There are two types of monsters. The monsters that have specialities and those who dont. There are a lot of different specialities. Specialities work like spells. Every Monster has an Attack and Defense. You can summon mosnters in different battle positions(Attack/defense/) Monsters taht are summoned in Attack postion can attack youre opponent and youre opponents monsters and solely run on attack points, meaning that as long as he is in attack he's defense points dont matter. If you summon a monster in Defense Position you cannot attack youre opponent and most monsters have a weaker defense than attack, so why summon them in defense??? The answer is quite simple actually when a monster is destroyed in defense you dont lose any life points. See when a monster in attack position attacks another monster in attack positions who has lesser attack points than the attacking monster the difference is counted as battle damage and is decreased from the losing life points. Demo game: I have a monster on the field with 2200 attack points and you summoned a monster with 2600 attack points on the field and you attack, i lose 2600-2200=400 Life points.
Now if an attacking monster attack a defense positioned card, with a lower defense than the attacking monsters attack, the defense monster is destroyed, but no one loses life points. Battle positions of monsters can be changed during youre turn. IF you dont have any monsters on the field, youre opponent gets to direct attack. Demo Game: I attack with my hermeneuta beast(1800 attack) directly at you since you dont have any monsters you lose 1800 life points(1800 - 0 = 1800) Now we reached to levels, levels show how good the card is the higher the level, the harder to use summon the card.
Levels:
1-5 = Easiest to summon can always be summoned just by summoning, you dont need spells or monster effects or to sacrifice anyone. Although theyre is cards that summon these weaker monsters from the deck so you can get a particular monster.
6 = A little harder, but still no certain spell or monster effects are needed also sacrificing a certain monster isnt needed. But you have to sacrifice 1 random monster from the field to summon level 6 cards
7 = Quite hard to summon, but these are strong cards to like level 6 cards now special sacrifices or effects needed, but this card can only be summoned by sacrificing 2 random cards
8 = The hardest to summon These can only be summoend with certain effects or monster sacrifices.
Field - You can only use 1 field card at a time, field cards can only be destroyed by certain cards. Field cards usually hold greater power than spell cards. The work like continoues spells. They ususally boost certain cards attacks and defenses.
6. This game is all about strategy what cards to you have and also luck what cards you draw, it will be possible to make deck that with ever draw you get something you need, but no deck can not be beaten.
7. Each player can have a total of 7 monsters and 7 (spells/traps) on the field plus 1 field card
Game Terms
Freeze - The monster you freeze cannot change it's battle position or attack for 2 turns, but still defends your opponents life points.
Super Freeze - The monster you super freeze cant attack or change
battle positions for 5 turns, plus they wont defend your opponents life points.
Sacrifice - You send a card from your field to the graveyard to summon something or to activate an effect
Speciality/Effect - Abilities that spells/traps/field cards and certain monster have that could alter the entire game
Battle positions - Attack and Defense positions
Destroy - Send an opponents card to the graveyard
Human shield - Usually one of youre opponent cards or a token the monste who the human shield is us apon cannot be destroyed with 1 blow by a monster, cause the mosnter first has to destroy the shield. The shield still has attack and defense points, if the sheild was in attack position when he was made into a shield attack points count and vice versa with defense. No life points can be lost by destroying a human shield
Draw - Take a card from youre deck
Token - A monster that is summonew with a spell or an effect, but the monster doesnt have a card so the card of the monster doenst need to be in youre hand to summon it. They act like regular monsters and take up room on your field of monsters.
Indestructible - Cant be destroyed with monsters. Still can be destroyed with spells/traps/field cards or effects
Immune to Spells and Traps - No spells and traps work on this card. But effects and field cards do. Monster to do, if it isnt a spell
Immune to effects/specialities - Immune to effects, but still spells/traps/monsters and field cards can hurt him.
There is no immunity to field cards
Card Ideas I really Like
These Are card ideas that other people have given to me and are 90% in the game already. All card ideas taht havent made here yet, might so dont lose hope and if i aint going to make cards with youre ideas,i hope you wont be disapointed and that doesnt mean i didnt like the card idea
Fortress of Kandrakar/ or Center of Infinity (Field Spell Card)
All guardians are immune to trap cards. Can't be replaced or destroyed as long as there is one guardian on the players side of the field.
(I might add some effects here, but i liek it) Credit to Peter Cook/Joel Mctiennan
I also liked a lot of zambalan ideas, but they all will be tweaked a lot so i wont add them here but still credit to Peter Cook/Joel Mctiennan
For the ideas
Horn of Hypnos
Spell card
Take control of one of the opponent's monsters for one turn
Credit to Elyon
(minor tweak will be made)
Frost the hunter (Warrior, dark)
ATK: 2900
DEF: 2700
Ability: If this card is destoryed, reshuffle it into the card set, instead of sending it to the grave
Credit to Elyon
Pressure
Trap card
Effect: launched during the battle phase of your opponent. You can choose one of his or her monsters and force it to attack one of your own monsters of your choice
(This card symbolizes the pressure the rebels were under when Phobos found their hideout, forcing them into a preemptive attack)
Credit to Elyon
Giant drill (Evil, machine)
ATK: 900
DEF: 800
Ability: Destroys the opponent's field spell card upon summoning. The opponent cannot play any field spell cards as long as this card stays on the field.Giant drill (Evil, machine)
Credit to Elyon
(defense will be tweaked)
Supply wagon
Spell card
Effect: draw 2 additional cards from the card set
Credit to Elyon
Supply wagon raid
Spell card
Effect: Both players draw cards from the card set until they have six cards in their hand. Players who have more than six cards must dump hand cards into the grave until they have six cards
Credit to Elyon
Fortress wall (Evil)
ATK: 0
DEF: 1500
Ability: you cannot have more than one of these cards in your card set. As long as this card remains on the field, your opponent cannot choose other monsters as target for attacks.
Credit to Elyon
(Will be tweaked and might not be used if i dont find a good pic)
Boiling tar
trap card
Effect: whenever your opponent attacks, the monster used for attacking will have its ATK power halved, before the attack.
Credit to Elyon
Portal in the veil
Permanent trap card
Effect: Launched if the opponent declares three or more attacks in his or her turn. As long as this card remains on the field, the opponent may declare only two attacks per turn
Credit to Elyon
Larveck
Attack : 1900
Defense: 1200
Level: 4
Ability : When summoned, you can freeze 1 card
Credit to Elyon
(Original design Tweaked)
Larveck Web trap
One use Trap
Effect : Can only be used when youre larveck i s attacked, super freeze the attacking monster
Credit for Elyon
(Original design Tweaked)
Larveck nesting grounds
One use spell
Effect: Summon 3 Larveck Egg tokens with 500 attack and 500 defense by sacrificing one egg you can summon 1 larveck from your deck
Credit to Elyon
(Original design Tweaked)
Everyone who has got theyre card here, have got excellent ideas and should know that i wont use a lot of good ideas given to me cuz i want to use my own ideas and onyl choose the best ideas people have given me.
Card List
All cards that are currently finished:
Evil monsters:
Army of Guards
Brian
Castle Guard(archer)
Castle Guard(mines)
Cedric(Human - Disguised)
Cedric(human)
Giant Plant
Giant Spider
Hermeneuta Beast(big mama)
Hermeneuta Beast
Jeek
Mogriff
Mudslug(big mama)
Raythor
Sondra
Swarm of mudslugs
The Grumper Sisters
Whisperers
Evil Spells/Traps/Field cards
Capture
Crown of Light
Fire Ball
Friendship Locket
Good Times
Meridian Castle
Multiplication
Mystic Writings
Ritual of amalgamation
Shockwave
Gang Spirit
The key
The Seal of Phobos
The Stone of threbe
Good monsters:
Aldarn
Caleb
Chris
Cornelia(normal)
Elais van Dahl
Hay lin(guardian)
Hay lin(normal)
Irma(guardian)
Mr.Collins
Rebel(female)
Rebel(male)
Susan Vandom
Taranee(guardian)
Taranee(normal)
The mage
Will(normal)
Good Spells/Traps/Field cards:
Bind
Forever Summer
Giant ball of ice
Heart of Candracar
Heatherfield
Ice ring
Infinite City
Quick Astral Drop
Quick Transformation
Rough Conditions
Sheffield Institute
Snowboard
Spell multiplication
Team Call
The book of secrets
The elements
The fire within
The map of portals
Training Session
This is a game i started making a couple of weeks ago, it is based on the yu-gi-oh! Gaming system and the characters are based on the show called W.I.T.C.H. . Like some may start to wonder, why i made 2 threads it is cuase on the other thread the first post wouldve gotten really really big and scrolling a lot wouldve just been annoying. Plus now i can add a description to every card and a good way to use it. Some rules in this thread are that i am the only one who posts, it only is unlocked when i am posting. Even if i leave it open for some reason, i hope no one starts posting here cuz we have a perfectly good discussion thread right here, where every one can discuss this
Game Rules
1. Have Fun
2. This game is meant to be a battle between good and evil, so it is meant to be played taht one side has good cards the other evil ones, but we can playwith mixed decks aswell, if people want too
3. You can only win by Depleting your opponents life points or if your opponent cannot draw anymore cards from his/her deck
4. Both you and youre Opponent Start out with Exacly 8000 Life points
5. The Cards are divided into 4 categories (Spells, Traps, Monsters and Field cards)
Spell - Spells are all different, for soem to work you have to give up life points, some last until destroyed some dissapear after using it, some spells can be used more than once. That is why they are categorized as One use spells, Continoues spells and Multiple use spells. There is also one more spell category called equip spells, where you equip some kind of equipment to a certain character to make it stronger. Equpment spells last until they are destroyed.
Trap - Traps are a lot like spells, but traps only bring bad stuff to youre opponent, most traps can only be used when your opponent attacks you. Using a trap might cost you life points aswell. Traps also last differently some are one use traps, soem are continoues traps. One use traps usually freezes a monster,destroyes a monster or blocks it attack. Multiple use usually traps the monster in a state where he cant change Battle positios or Attack, but only defend youre opponent LP from direct attack.
Monster - There are two types of monsters. The monsters that have specialities and those who dont. There are a lot of different specialities. Specialities work like spells. Every Monster has an Attack and Defense. You can summon mosnters in different battle positions(Attack/defense/) Monsters taht are summoned in Attack postion can attack youre opponent and youre opponents monsters and solely run on attack points, meaning that as long as he is in attack he's defense points dont matter. If you summon a monster in Defense Position you cannot attack youre opponent and most monsters have a weaker defense than attack, so why summon them in defense??? The answer is quite simple actually when a monster is destroyed in defense you dont lose any life points. See when a monster in attack position attacks another monster in attack positions who has lesser attack points than the attacking monster the difference is counted as battle damage and is decreased from the losing life points. Demo game: I have a monster on the field with 2200 attack points and you summoned a monster with 2600 attack points on the field and you attack, i lose 2600-2200=400 Life points.
Now if an attacking monster attack a defense positioned card, with a lower defense than the attacking monsters attack, the defense monster is destroyed, but no one loses life points. Battle positions of monsters can be changed during youre turn. IF you dont have any monsters on the field, youre opponent gets to direct attack. Demo Game: I attack with my hermeneuta beast(1800 attack) directly at you since you dont have any monsters you lose 1800 life points(1800 - 0 = 1800) Now we reached to levels, levels show how good the card is the higher the level, the harder to use summon the card.
Levels:
1-5 = Easiest to summon can always be summoned just by summoning, you dont need spells or monster effects or to sacrifice anyone. Although theyre is cards that summon these weaker monsters from the deck so you can get a particular monster.
6 = A little harder, but still no certain spell or monster effects are needed also sacrificing a certain monster isnt needed. But you have to sacrifice 1 random monster from the field to summon level 6 cards
7 = Quite hard to summon, but these are strong cards to like level 6 cards now special sacrifices or effects needed, but this card can only be summoned by sacrificing 2 random cards
8 = The hardest to summon These can only be summoend with certain effects or monster sacrifices.
Field - You can only use 1 field card at a time, field cards can only be destroyed by certain cards. Field cards usually hold greater power than spell cards. The work like continoues spells. They ususally boost certain cards attacks and defenses.
6. This game is all about strategy what cards to you have and also luck what cards you draw, it will be possible to make deck that with ever draw you get something you need, but no deck can not be beaten.
7. Each player can have a total of 7 monsters and 7 (spells/traps) on the field plus 1 field card
Game Terms
Freeze - The monster you freeze cannot change it's battle position or attack for 2 turns, but still defends your opponents life points.
Super Freeze - The monster you super freeze cant attack or change
battle positions for 5 turns, plus they wont defend your opponents life points.
Sacrifice - You send a card from your field to the graveyard to summon something or to activate an effect
Speciality/Effect - Abilities that spells/traps/field cards and certain monster have that could alter the entire game
Battle positions - Attack and Defense positions
Destroy - Send an opponents card to the graveyard
Human shield - Usually one of youre opponent cards or a token the monste who the human shield is us apon cannot be destroyed with 1 blow by a monster, cause the mosnter first has to destroy the shield. The shield still has attack and defense points, if the sheild was in attack position when he was made into a shield attack points count and vice versa with defense. No life points can be lost by destroying a human shield
Draw - Take a card from youre deck
Token - A monster that is summonew with a spell or an effect, but the monster doesnt have a card so the card of the monster doenst need to be in youre hand to summon it. They act like regular monsters and take up room on your field of monsters.
Indestructible - Cant be destroyed with monsters. Still can be destroyed with spells/traps/field cards or effects
Immune to Spells and Traps - No spells and traps work on this card. But effects and field cards do. Monster to do, if it isnt a spell
Immune to effects/specialities - Immune to effects, but still spells/traps/monsters and field cards can hurt him.
There is no immunity to field cards
Card Ideas I really Like
These Are card ideas that other people have given to me and are 90% in the game already. All card ideas taht havent made here yet, might so dont lose hope and if i aint going to make cards with youre ideas,i hope you wont be disapointed and that doesnt mean i didnt like the card idea
Fortress of Kandrakar/ or Center of Infinity (Field Spell Card)
All guardians are immune to trap cards. Can't be replaced or destroyed as long as there is one guardian on the players side of the field.
(I might add some effects here, but i liek it) Credit to Peter Cook/Joel Mctiennan
I also liked a lot of zambalan ideas, but they all will be tweaked a lot so i wont add them here but still credit to Peter Cook/Joel Mctiennan
For the ideas
Horn of Hypnos
Spell card
Take control of one of the opponent's monsters for one turn
Credit to Elyon
(minor tweak will be made)
Frost the hunter (Warrior, dark)
ATK: 2900
DEF: 2700
Ability: If this card is destoryed, reshuffle it into the card set, instead of sending it to the grave
Credit to Elyon
Pressure
Trap card
Effect: launched during the battle phase of your opponent. You can choose one of his or her monsters and force it to attack one of your own monsters of your choice
(This card symbolizes the pressure the rebels were under when Phobos found their hideout, forcing them into a preemptive attack)
Credit to Elyon
Giant drill (Evil, machine)
ATK: 900
DEF: 800
Ability: Destroys the opponent's field spell card upon summoning. The opponent cannot play any field spell cards as long as this card stays on the field.Giant drill (Evil, machine)
Credit to Elyon
(defense will be tweaked)
Supply wagon
Spell card
Effect: draw 2 additional cards from the card set
Credit to Elyon
Supply wagon raid
Spell card
Effect: Both players draw cards from the card set until they have six cards in their hand. Players who have more than six cards must dump hand cards into the grave until they have six cards
Credit to Elyon
Fortress wall (Evil)
ATK: 0
DEF: 1500
Ability: you cannot have more than one of these cards in your card set. As long as this card remains on the field, your opponent cannot choose other monsters as target for attacks.
Credit to Elyon
(Will be tweaked and might not be used if i dont find a good pic)
Boiling tar
trap card
Effect: whenever your opponent attacks, the monster used for attacking will have its ATK power halved, before the attack.
Credit to Elyon
Portal in the veil
Permanent trap card
Effect: Launched if the opponent declares three or more attacks in his or her turn. As long as this card remains on the field, the opponent may declare only two attacks per turn
Credit to Elyon
Larveck
Attack : 1900
Defense: 1200
Level: 4
Ability : When summoned, you can freeze 1 card
Credit to Elyon
(Original design Tweaked)
Larveck Web trap
One use Trap
Effect : Can only be used when youre larveck i s attacked, super freeze the attacking monster
Credit for Elyon
(Original design Tweaked)
Larveck nesting grounds
One use spell
Effect: Summon 3 Larveck Egg tokens with 500 attack and 500 defense by sacrificing one egg you can summon 1 larveck from your deck
Credit to Elyon
(Original design Tweaked)
Everyone who has got theyre card here, have got excellent ideas and should know that i wont use a lot of good ideas given to me cuz i want to use my own ideas and onyl choose the best ideas people have given me.
Card List
All cards that are currently finished:
Evil monsters:
Army of Guards
Brian
Castle Guard(archer)
Castle Guard(mines)
Cedric(Human - Disguised)
Cedric(human)
Giant Plant
Giant Spider
Hermeneuta Beast(big mama)
Hermeneuta Beast
Jeek
Mogriff
Mudslug(big mama)
Raythor
Sondra
Swarm of mudslugs
The Grumper Sisters
Whisperers
Evil Spells/Traps/Field cards
Capture
Crown of Light
Fire Ball
Friendship Locket
Good Times
Meridian Castle
Multiplication
Mystic Writings
Ritual of amalgamation
Shockwave
Gang Spirit
The key
The Seal of Phobos
The Stone of threbe
Good monsters:
Aldarn
Caleb
Chris
Cornelia(normal)
Elais van Dahl
Hay lin(guardian)
Hay lin(normal)
Irma(guardian)
Mr.Collins
Rebel(female)
Rebel(male)
Susan Vandom
Taranee(guardian)
Taranee(normal)
The mage
Will(normal)
Good Spells/Traps/Field cards:
Bind
Forever Summer
Giant ball of ice
Heart of Candracar
Heatherfield
Ice ring
Infinite City
Quick Astral Drop
Quick Transformation
Rough Conditions
Sheffield Institute
Snowboard
Spell multiplication
Team Call
The book of secrets
The elements
The fire within
The map of portals
Training Session