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My Character Card Concept
Posted on: February 18, 2011, at 10:59:50am

Here is how the Character Cards are going to be conducted.
I'll use mine as an example. My character is a commander knight who has the ability to have other knights fight WITH him. their bonus will count towards his.

Commander Forcas
Warrior
Normal and Dark
Power 1: pay 10 mana to search for a card with the name 'warrior' in your deck and put it on the field instead of drawing an experience card.
Power 2: Roll a die, that many warrior monsters can interfere in any one combat.

Essentially, all character cards are different, this is just the style that I play when I play card games

The Deck:
- I kind of want the deck to be 50 cards
- there is a difference between Power and Ability, powers are PART of the character card, while abilities can be drawn from your deck. Every character has 6 abilities in the deck and only 3 can be equipped at any one time.
- Spells are going to be a part of the deck, with each taking mana to be used.

Abilities: 6

Ability 1: United We Stand
- all warriors on the field (including you) get + 1
- If 4 of more warriors are on the field (not including you), everyone (including you) get + 2

Ability 2: Call to Arms
- Roll a die, for this turn (until your next turn) all Warriors bonuses will be, depending on what you roll:
1 & 3: Bonus stays the same
2 & 4: Bonus of all warriors double
3 & 6: Bonus of all warriors triple

Ability 3: Paradigm (Dark Spell)
- 50 mana. Roll a die, in that many turns, it's now your turn again.

Ability 4:


Ability 5: Dark Power (Dark Spell)
- Increase your mana by 30.

Ability 6: You got the Power
- Anytime you draw a Warrior Card, draw an additional card from your experience deck (searching for a warrior doesn't count as drawing)

Spells: 20
5 x De-Spell - eliminates any 1 spell
3 x Earthquake (Earth Spell) - + 10 in any combat to either side (monster or player)
2 x Armoury - Pay 20 mana to search for any weapon in the deck
2 x Find a Fallen Commrad - Pay 20 mana to grab any warrior in the discard and put it in your hand
2 x Barrier Shield - pay 20 mana - any power is deflected and automatically given to another player
2 x Heal (Light Spell) - 20 mana heals 10/20 HP
1 x Hidden Treasure - Draw two experience cards from your deck
1 x Pain (Dark Spell) - pay 30 mana and deal as much damage for the amount of health you have lost
1 x New Battle Plan - Pay 10 mana to discard your hand and draw that many cards from your experience deck.
1 x

Warriors: 9
- all can hold one weapon (unless stated otherwise)
- only 1 can be played per turn
- Warriors have 5 health to add to player's original health
1. Blue Warrior - Water No Bonus
2. Red Warrior - Fire No Bonus
3. Green Warrior - Earth No Bonus
4. Yellow Warrior - Wind No Bonus
5. Black Warrior - Dark No Bonus
6. White Warrior - Light No Bonus
7. Ninja Warrior - Earth No Bonus
- can hold two weapons
8. Beserker Warrior - Fire No Bonus
- any weapon placed on him is doubled
9. The Captain - Normal No Bonus
- if this card is played, you can immediately search for a 'warrior' card and put it in your hand

Weapons: 15

1. The Golden Sword - Wind + 4
- The ability only applies on a character card, if the player destroys a monster they can draw an extra experience card.

2. Poisoned Blade - Earth + 2
- if used on another player, that player is now poisoned

3. Electric Hammer - Wind + 2
- if used on another player, that player rolls a die on a 5 or 6 that player is stunned.

4. Long Sword - Normal + 3

5. Throwing Axe - Normal + 2
- 2 Throwing axes can be carried instead of one

6. Throwing Axe - Normal + 2
- 2 Throwing axes can be carried instead of one

7. Spear - Normal + 3

8. Blue Axe - Water + 3

9. Mace - Normal + 2

10. Buckler - Normal + 1
- + 10 to armour
- if character is holding 1 weapon or more this can be equipped for free

11. Battle Standard - Dark + 3
- can only be equipped on a Warrior card: they cannot be destroyed unless this card is removed first.

12. Heavy Armour - Normal + 3
- + 15 to armour

13. Blazing Shield and Sword - Fire + 4
- + 5 to armour
- Immune from being burned

14. Holy Sword - Light + 3
- discard 2 card and roll a die, 4+ gain 10 health

15. The Warhammer - Normal + 4