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ramsey276

TCG/CCG new concept: Drawback cards

In all the card games I have seen, when you can choose to put cards in your deck you usually have a choice of what you will put in, as in you don't have to put in a useless card. And most of the balancing card is done by restricting the amount of copies in a deck, or forbidding it outright.

I came up with an idea based on fumbles, Critical Failures and misfires. These Drawback cards MUST be added to a deck that uses certain powerful cards or a requirement to add a specific card.

For an example, I'll show what I came up with from this

http://www.digiket.com/work/show/_data/ID=ITM0062736/ (Yangus... :evil:  And who the heck is that guy with the skull? I know I saw him before!)

Basically Rock/Paper/Scissors, but with some tricks and extras to make it more interesting.

www.furaffinity.net/view/7412220/

(NOTE: The bottom hands were done freehand, without pencil sketching. I miraculously didn't ruin it! :lmao:)

RPS XXX: Rub/Poke/Stroke

Play Deck- must have at least 2 of each Basic R/P/S and a minimum of 30 cards. Draw to have 5 cards in hand each turn.
Super  R/P/S- Wins a Clash against a normal R/P/S
Power R/P/S- Greater damage, chipping through Clashes
Clash  R/P/S- Successive Clashes increase power
Combo R/P/S- Successive hits increase Power
Echo R/P/S- Successive repeats increase Power



Trick Deck- must have a minimum of 10 cards, including [x]Drawback cards from adding (+) cards. Draw and reveal one before combat each turn. Add it to your hand{} when it applies.
{}Swift- Play one more card in your line(draw one from your deck if your hand is empty). Opponent plays one from his hand/deck to match.
(+)Trip- Remove one random card from your opponent's line. Cards without match are instant hits!
Delay- Your opponent discards one card
(+)Sneak-  Draw one more card
Guard(requires Guard equipped)- Prevent one weak point or Critical hit
{}Special- Your Strong move, doing twice the usual damage!
{}Finisher- Your Strong move, doing twice the usual damage. If it hits on Critical or Massive damage, WIN!
{}Mirror- Play it in your line to copy the opponent's card to Clash
{}Counter- Play it in your line to trump the opponent's card to Counter
Anti  R/P/S- Reverses R/P/S triangle!
Block  R/P/S- Removes opponent's R/P/S for 1 turn
(+)Mind Scan- Reveal a random card in opponent's hand/line
Mirror Win- You automatically win a Clash!
R/P/S Curse- Curses opponent, takes damage when it uses that type.
R/P/S Mad- Opponent must play ALL cards in hand of that type (Reveal hand after playing a line, then redraw)
[x]R/P/S You're Cursed! You take damage when using that type!
[x]R/P/S Mad- You must play ALL cards in hand of that type (Reveal hand after playing a line, then redraw)
[x]Mirror Lose- You automatically LOSE a Clash !
[x]Reveal- Reveal Random card in YOUR hand/line!
[x]Lose  R/P/S- Removes YOUR R/P/S for 1 turn
[x]Stumble- Remove one random card from your line! Cards without match are instant hits!
[x]Stagger- Discard one card!
[x]Slip- Your opponent draws one more card!
[x]Vulnerable- Attacks to you Weak point have their damage DOUBLED!
[x]Critical- First hit against you is DOUBLED!

What do you think? Any ideas?
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Added: 12 years, 1 month ago
 
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