mrkramer

mrkramer

CREATE YOUR OWN GAME!

About Cards:

There are 2 types of cards, Resource Cards and Character Cards. Resource Cards are used to bring Character Cards into play. A Resource Card may look like anything, but must be Red, Green, or Blue.

For example, a Red Resource card could be a Ruby, a Fire Engine, or a Red ball. A Blue Resource Card could be a Sapphire, an Ocean, or a Blue Balloon. A Green Resource Card could be an Emerald, a Tree, or a Field of Grass. Resources can look like anything, as long as they are primarily 1 of the 3 colors.

To play a Character Card, you must Spend a certain number of Resource. The number (and color) needed are indicated at the top of the Character Card. For example, a card may require “2 Red” or “2 Blue” or “1 Red, 2 Green” and so on. To Spend a Resource, it must first be on the table. Flip the card upside down to indicate that it has been Spent. It cannot be Spent again this turn, but will return to normal at the beginning of your next Turn.

The Abilities, Health, and Attack values of a Character Card are what dictate the cost it will take to come into play. Some Abilities are automatic, but some require spending additional Resources for it to activate. If an Ability requires more Resource to be Activated, you must do so each Turn that you want to use it.

Set up:

Shuffle all your cards, and set the deck to one side.

Each Player has 2 Life Points. Use some sort of tokens, or write the numbers down to keep track. A player who loses all their Life Points loses.

Draw 5 cards.

Turn Sequence:

At the start of your Turn, draw a card. If you ever run completely out of cards, you should draw 3 cards. After you draw, you may play a Resource Card, of any type. You may play up to 2 Resource Cards per Turn.

If you have any Resource Cards that have been Spent (flipped over) return them to their unused state. These Resource Cards may now be Spent again to bring additional Characters into play, or activate special Abilities.

If you have enough Resources, you may Spend them to bring additional Characters into play. You may bring as many Characters into play, as you can afford to. A Character is brought into play at the side closest to the draw deck, continuing outwards.

If you have any Characters who were Damaged in a previous Turn, they are now considered back to full health. New Characters are placed on the board. Place the first one next to the Draw Deck. Each Character played after that, is one space to the right of the previous. Players should line up the Character Cards, where appropriate.

Characters begin their attack. Remember to apply any Special Abilities that are appropriate, first, such as Health or Attack bonuses. A Character card attacks the Enemy Card right in front of it. Both deal their damage at the same time. If either (or both) cards take more Damage than they have Health, they are destroyed. Continue on with the cards to the right, and so on and so on until all Attackers have taken their turn. Put any Destroyed cards into the Discard Pile.

If the Defending Player has more Character Cards than the attacker, the extra Defenders do not attack. However, if an Attacking Player has more cards than the Defender, those attack points directly affect the Defending Player. The Defending Player loses the appropriate amount of Life Points.

After all combat has been resolved, move Character Cards to the left, to fill in the empty spaces.

Repeat this Process for each Player, until one Player has lost all Life Points.

Creating Cards:

Resource Cards are easy. Simply draw something on the card, making sure that it is mostly a single color (Red, Blue, or Green.)

Character Cards are assembled with points. There are 5 circles at the top of a Character Card. Those will be filled in with the appropriate color Resource, depending on what Abilities you want to give the Character.

To start with, you should select the number of Health and Attack points you want to give the Character. Pick one of the following:

1 Resource (any color): 3 points to distribute, between Health and Attack

2 Resources (any colors): 6 points to distribute, between Health and Attack

3 Resources (any colors): 9 points to distrubute, between Health and Attack

Once you have picked one, split the points between Attack and Health however you see fit. A Character must have at least 1 Health, and at least 1 Attack.

For example, you may choose “2 Resources (any colors)” and pick 2 Red. You could decide to give your character 3 Attack, 3 Health. Or 2 Attack and 4 Health. You would then fill in 2 of the circles up top with Red. This card now costs 2 Red Resources, to play.

After that, you may select Special Abilities from below. The column on the left determines how many Resources it costs (of that color). If you pick a Special Ability, simply write the name of it on the card (such as “Armor Piercing 1” or “Restore”), then color in the Circles up top, with the appropriate colors.

A card may not have more Special Abilities than it has space for. For Example, if you had chosen “2 Resources (Red)”, you would have 3 more Circles to fill in. You do not have to give a Character an Ability if you do not want to. You may choose more than 1 Ability, if you have enough Circles left.

For Example, you pick “2 Resources (Red)” and give the card 3 Attack, 2 Health. You then give it Defender. This card would cost 2 Red, 1 Blue, to bring into play.

If you are planning to mix your cards with another player’s, to make a game you should initial the

Creating a Deck:

A deck should have a good balance of resource cards and character cards. If you do not have enough resources, it would be difficult to play your cards. You should have a mix of easy, inexpensive cards to play as well as stronger cards that help boost them.

Each player should add roughly 14 character cards, and 16 resource cards to a game deck, for a total of 24 characters and 32 resources.

Red (Attack)

1 Armor Piercing 1: Ignore 1 armor on enemy

2 Armor Piercing 2: Ignore 2 armor on enemy

2 Self Destruct: Spend 1 Red to destroy this card and blocking card

1 Attack Boost 1: Card on each side gets +1 attack

2 Attack Boost 2: Spend 1 Red resource. The cards on each side gets +2 attack

1 Target: Spend 1 Red. Select which enemy this card attacks. It must still defend against the same location

1 Fireball: Spend 1 Red. Deal 1 damage to an enemy of your choice, before combat begins

3 Long Range: Spend 3 Red. Ignore the defending character and damage the enemy player directly (Damage equal to attack power)

Blue (Defense)

2 Armor 1: Ignore 1 damage from attack

3 Armor 2: Ignore 2 damage from attack

1 Heal 1: Spend 1 Blue. Restore 1 health point to any card

2 Heal 2: Spend 2 Blue. Restore 2 health points to any card

1 Defender: Card on each side gets +1 health

1 Disperse: Spend 1 Blue. The damage may be spread across any of your other cards

2 Avoid Damage: Spend 2 Blue. Damage dealt is ignored

3 Serenity: Discard this card. All damage this turn is ignored.

Green (Special)

1 Fast: Deals damage first. If enemy card is destroyed, this card takes no damage

2 Restore: Spend 2 Green. Take a card out of discard and put it in your hand

1 Future Vision: Spend 1 Green. See the top 3 cards of your draw deck

2 Change the Future: Spend 2 Green. Rearrange the top 3 cards on your draw deck

1 Reflect: Half the damage (rounded up) is also taken by the attacking card

1 Reorder: Spend 1 Green. Swap the placement of any 2 of your characters in play

3 Extra Card: Bring an additional card into play for free

1 Sleep: Spend 1 Green. Flip enemy card, it does not attack or defend this turn