OCC: The Cards your Delt

This is wear my jokes get me into trouble. He uses arrows, but if you get in close I'll bite you just because of this conversation.

I didn't mention it in the thread but here it is <<Hunter, Earth, 10 ranged, 130 life.>>
 
Okay, I'm assuming that spells of opposite types do double damage to the creature, and are worthless against creatures of the same element.

I don't think creatures of opposite elements should do double damage against each other, though, because then it would just be back and forth mayhem. ^_^ Though some cards will probably have it explicitly stated... like the Purple Pudding, even though Water is not the opposite of Earth.
 
Um, I hadn't figured the oposite element thing. So thats not the case. Some cards like black fog of bileness will specificly say dark cards are imune to it's effects and light cards take double normal damge.

Sound convinveing?
 
Yea probably but I haven't read it yet.

Well referto what I said above as the curve to save space. So the Black fog would say something like <<Shadow, Curved against light.>> This would be saying it's element is imune towards it's effects and light would take double.

Because Metal and Cosmos aren't really oposites the idea you had wouldn't of worked very well.
 
Okay, I got it. Post editted slightly, one of my cards changed slightly... now go read it, man! ^_^

I'm liking this game.
 
I'll join! My inner geek has taken hold of me once again! :D

Name: Kyro
Sex: M
Age: 23
Height: 6'1
weight: 135 lbs.
Build: lean, lanky
Soul Card: Thief- 115 life, can steal an opponents card once a turn, but if he steals another card, the one he has goes back under the owner's control.

Rare1: Rannok (multi-headed venus fly trap)- 8 attack, 33 life, Only one of it's seven identical "heads" can actually recieve damage and it's heads are constantly shifting around, making it hard to keep track of. Also, It is rooted to the ground, but may extend the stem of one of it's heads to reach a long distance.

Rare2: Wasteland - Current land is destroyed and no more land cards may be played for the remainder of the match.

Bio: Kyro is a wandering conman/thief who is always looking for someone he can "liberate" of a few coins. He also loves to bet on card battles, especially the ones he participates in. He considers himself an excellent guide who knows his way around many of the eight kingdoms. His life is shrouded in mystery, and he is haunted by a past that he unsuccessfully tries to make himself forget.

Tell me if this is ok and I'll begin posting!
 
Haha, sounds like fun. I'm a bit confused by the Rannok's special ability. In game trems, what can it do?
 
Okay, I posted something totally destructive on Justin, until I realized that monsters can't attack on their first turn. ^_^;;

So now just quiver in fear.

Oh! And you forgot to mention your three new cards (two new from imps, and then one new from the drink the next turn)
 
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Clarification

EDITED FOR JACOBO:

Rare1: Rannok (multi-headed venus fly trap)- 8 attack, 33 life, Only one of it's seven identical "heads" can be targeted by an attack and only one head can actually recieve damage. It's heads are constantly shifting around, making it hard to keep track of. Also, It is rooted to the ground, but may extend the stem of one of it's heads to reach a long distance.
 
Dude, in game terms, what does it do. ;)

Like does that mean there's only a 1/7th chance of actually scoring a hit, or what? Because that would be insane.

Or is that just a random description with no effect on gameplay?

Oh, and the thief card is pretty darn powerful, but I suppose Kyro is an experienced Card Master. Even so, you might want to limit it a bit more...

...I'd guess post as soon as you like. :)
 
Two things. 1) The theif is a little unbalanceing. Reduce the hitpoints and it cant still a creature that is in play. 2) You Rannok can take hits on it's heads but if a fake head takes a hit the fake head disapears. I'm thinking five heads would be fair and a head regrows every turn. Sounds fair? Oh and we seem to be going in fives so it should have 35 hit points.

Also up ntil now I didn't have a rule that creatures can't attack there first turn. I was the person who gose first can't attack. But I'm not shure we can go either way.

Justin didn't draw three card yet. He draws one when it's his turn again and two more when his imps die. Aslong as the cards are in play they remain in his hand.
 
Um...

so there can only be four cards in play at a time?

Dude, Cats, that sucks. ;) Just make it so you regenerate cards as fast as you cast them. It makes the game seem more fast-paced.

And how can the thief steal things in the hand, if the other player doesn't know what's in the hand?

Anyway, I think that there should be a "summoning sickness". There is in both Yu-Gi-Oh and Magic, anyway... and I don't want to edit my post again! Anyway, if there is no summoning sickness, you would take 55 damage. And that would be stupid if I could pull something like that out of my ass.

I really liked the idea that you start with four cards and replace them as soon as you get them. It allows for lots of stuff to happen at a time, and more variety.

If the Rannok has five heads, it should probably have like 50 life points. And maybe 25 attack. And then for every ten damage it takes, it loses 5 attack because one head is down, but every turn it automatically regenerates 10 damage (one head). That's pretty strong, while not being close to unbeatable.

Anyway, I'm tired of editting my damn post. Can we just play? Just flip out some three new cards and beat up my Golem.
 
Actully Yu-gi-oh dosen't have summoning sickness. Well not the version I played but I didn't play the typical type. So it may with the cards.

Still I have no problem with the summoning sickness myself. So it works seeing how it hasn't had any efffect either way. So why not use it.

I still am keeping the rule creatures that are still alive remain in your hand.

The theif should be able to take things from peoples hands. He should be able to tell whats in there hand. Besides he'll run up to the guy and grab the card from them saying "Yoink" in the story.

I siad what I would like to see on Rannok. He can come back and adjust it to meet my requirements I'm not trying to tell him how his card should work and between what you and I said he should be able to better define the card as he wanted it to work.

SO the Adjustments.
Monster can't attack on there first turn.
I will draw cards as I use them from now on.

The monster thing remains in effect for now. We may change the hand limmit to five or six or say you can have unlimited monsters in play. Latter in the story useing new soul cards or prehaps the Chara's skills with cards improve that much.

(Basicly We need a working product. Once we got that we can fine tune.)
 
Thanks. :)

I think, though, that the thief's skill should now officially be called "Yoink."

I'm not certain what you mean by "creatures remaining in the hand"... if you mean that once you play a creature, you can't draw a new card, then I'll have to edit again. I would just like to see infinite creatures can be in play at a time, like you said... that's what would make things more interesting. Armies of monsters!

But, yeah. Onward! Check your new cards and start throwing them at me!

(note: there's summoning sickness in the cartoon of Yu-gi-oh. That's all I know.)
 
Ehhh...why not? Tell me what you think.

Name: Anastasia Malachi
Sex: Female
Age: 21

Description: 5'7" and 140 lbs; platinum blonde hair, blue eyes, slightly bronzed skin. Healthy looking and well proportioned.

Soul Card: Starlight Maiden 150 life; once per turn Starlight Maiden can launch a magical attack that does 10 Cosmic Damage or heal 10 points of damage for a Cosmic creature.

Rare Card #1: Tower at the End of the Stars While Tower at the End of the Stars is in play, one creature (not a Soul Card) gains +10 life and +10 attack but cannot attack. Tower at the End of the Stars is immune to spells.

Rare Card#2: Cresent King 10 Attack/ 50 Life, if Cresent King attacks; discard a card; if not, search discard pile for any Cosmic type spell and shuffle it into your library. Cresent King is immune to Cosmic damage.

Background: Anastasia's people look to the moon(s) and stars for guidance, they have sent her to spread the gentle faith of the cosmos to the corners of the globe. She is a humble sort, unfamiliar with the world and a little uncertain of her abilities. Still, she is a true and just person.
 
Only after fusion. If you play a card from your hand it can attack that turn.

The unlimited monster thing would just be to complex for right now. Thats basicly what I feel. How I would describe the cards remaining in your hand is "The sommuner must keep the card close to him in order to keep the creture in this relm of existence."

We can alter that latter but for now I choose to keep it that way. Don't bother editing your post. I'm willing to let it slide. because you made a simple mistake. After all roleplaying is supose to be fun not a chore of editing so everything is perfect.
 
Hey bunnies nice of you to join. Two things, reduce your hit points. The hunter dose less and only has 130 hit points. I figure below 100 would be nice. Thats more or less where I would like to see the theif go asweel.

Next your tower card. I'm confused as to how it works. You said "one creature (not a Soul Card) gains +10 life and +10 attack but cannot attack" But why dose the creature gain an attack bonus if it can't attack. Also dose the move add the life 1 time or each turn?
 
Yeah, I believe in this game so far that if a creature is attacked, the attacking creature doesn't take any damage.

So even if I had a creature with 4000 life and 2000 attack, a creature with 10/10 could still do 10 damage without being hurt. ...until next turn.

Also, uh, Cats? I didn't understand what you posted at all. What's fusion? What, exactly, was my mistake, and how shall I not repeat it? So are we not able to have more than four cards again? Uhhh?? I'm totally bewildered here.

Okay, here's how I THOUGHT it was going to work:

You start with four cards. When you play one, it gets renewed next turn. Thus, you are always holding four cards that you haven't yet used -- so you are continually deploying creatures and items and spells until you run out of cards in your deck. I liked it because it seemed very fast-paced. And since a monster can't attack on its first turn, it gives the opponent time to react.

But when you say "the card remains in your hand" I'm thinking... so I can only have up to four creatures in play at a time, and that only happens if I have no other cards in my hand, since I can only have four cards total? That's not cool. I should be able to continually deploy monsters, and continuely get the crap kicked out of them. Right?

So what are you trying to say?
 
Okay the above post delt with Yu-gi-oh. This post dose not.

But I still want that only four monsters in play rule on. I'm not going to cahnge it yet. Latter on more then likely I will have a loop hole or two.

It is quite possible to use three monsters and keep powering them up with spells and items.

Picture this if you will. I play four monster that have 10, 50, 20, and 40 life points. You then do the same. You then play swords of reveiling light on your 50 boosting it's attack to 70. The fallowing turn I play claws to boost my ten hit point guys attack to 50. I also play the white sword on the 2 giveing it an attack of 20.

Now when we start blowing each other up. Isn't going to be hard to keep track of who has what for how much.

Also I took abit of a cheep shot on your guys. But atleast I didn't fallow it up with my imps.
 
Okay, so, what you're saying is... we can have four cards in our hand, and a maximum of four monsters in play?
 
Okay the example didn't work. What I mean is you can have four cards in your hand, if you have four monsters in play then you have a full hand.


My logic is there will be a lot more mistakes when you start throwing around spells on 8 difrent monsters. Also you have to rember wich monsters have how many life points left. Basicly the system is to reduce the number of mistakes. When your useing Magic cards you have all the cards infront of you. It easy to go back and see I had all these enchants on these two cards. Here it's not so easy. It takes 2 or three times longer to do that here. It becomes harder to figure out who is capable of the most damge and less fun to play as such.
 
But... Cats... if there are four monsters in play, like in your example... I wouldn't be able to do things like use Sword of Revealing Light... because I wouldn't have it. I'd have four monsters. So I'd have a full hand. And thus, I'd have nothing else.

This is what I'm trying to tell you. ;) Your example doesn't make sense by your rules, and I think your rules are too restrictive anyway.

If you want to set a limit on monsters in play, that's perfectly fine. But if you want to combine monsters in play and the amount of cards in your hand, not only would the tiny size of the hand suddenly become quite restricting (and make the Card Master far less powerful in real battle against soldiers), but it would add a new element of strategy into the game... which I have not accounted for.

Basically and most importantly, if you decided that there would be four cards total, per person, we'd have to redo the battle we've done.

And Cats... why would it be hard to remember how many life points a monster has? Just keep track in the brackets, like I started doing right at the beginning, and if there's a mistake, we can always trace it back.
 
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