12-24-2014, 02:42 PM
As you all know by now Haine has added a new card games know as STG so i have decided to make the rules for it and some ablitys for the people.
Game setup+starting turns- This game requires a deck of 50 cards. Each player starts with 300 health and 5 cards. If you don't like your starting hand you can redraw and draw one less card, you may do this till you have one card left. Your going to need a d6 and a coin for this game too to settle random chance events.
The game is played in turns where during each turn a player earn 5 resources and a card. They then may use resources to buy cards (Cards are worth their number in levels) or to fuel ablitys (I will explain more when we reach the ablitys part). You may NOT attack with a newly summon card unless you have charge. You must wait a turn before you may attack
Attacking-When you attack someone you take you attack damage and subtract from their defense. You do not take any damage from them when you attack unless their job allows them to.
Ablilitys-Cards will usually have a job infront of the name of the person on the card. This will dictate any of their special ablitys. Most ablitys will require half their level in resources to activate but some cards will have * infront of them which mean their ablitys happen automatically and are free
Here are some i/other people have thought up so far
If you have any ideas for new rules, job powers or even change the ones i have already stated please tell me below
Game setup+starting turns- This game requires a deck of 50 cards. Each player starts with 300 health and 5 cards. If you don't like your starting hand you can redraw and draw one less card, you may do this till you have one card left. Your going to need a d6 and a coin for this game too to settle random chance events.
The game is played in turns where during each turn a player earn 5 resources and a card. They then may use resources to buy cards (Cards are worth their number in levels) or to fuel ablitys (I will explain more when we reach the ablitys part). You may NOT attack with a newly summon card unless you have charge. You must wait a turn before you may attack
Attacking-When you attack someone you take you attack damage and subtract from their defense. You do not take any damage from them when you attack unless their job allows them to.
Ablilitys-Cards will usually have a job infront of the name of the person on the card. This will dictate any of their special ablitys. Most ablitys will require half their level in resources to activate but some cards will have * infront of them which mean their ablitys happen automatically and are free
Here are some i/other people have thought up so far
Code:
Clown-He can kiddnap opponets card.Every turn he flip a coin and if fails the flip he loses half his defense and the other dude escapes. If you kill the clown while the other dude is still kiddnaped the dude dies too. Security+Hos are also forced to attack you
*Scientist-When Scientist dies, All cards lose 10 defense
Md-This dude has a tranq gun, The first time he uses this ablity a person lose 10 attack and 10 defense, If he uses it again on the same dude the person will fall asleep for 2 turns
Qm-You can enter a Ordering state where your Qm can not attack for 3 turns. If survive the 3 turns all your active cards gain +10 attack and defense. You may not use this ablity while the ordering state is active. He can also sell cards in his hand for their level in resources when he isn't in the ordering state
Geneticist-Can unlock one of 3 powers (This still caust cost some of your resources)
1-superfart: You stun all cards except for the geneticist.This card can be played even when it's not your turn
2-Telepathy:You can look at the next 3 cards your oponenet draws
3-*Hulk- Everytime this card takes damage it gets +5 attack
Botanist-You can pick a opponent to gain the stoned status effect where if you try to attack someone you have a 1/3 chance to fail because you have the munchies. This is countered if you have a chef
Construction worker-Can spawn one creature know as "wall". It has 0 attack and 5 health and has taunt. You may not use your ablity again till the wall is dead
*Atmos Tech-His resource cost is half off and he has charge BUT he dies after your turn is over.
*Engineer-Gives his team +2 resources every turn but has a 1/3 chance to kill his whole team
captian- can call the shuttle, which is a board wipe"
*Changling-Becomes the card he kills but can't revert back to a changling.- You can also spend half his level in resources to go in shambler form that has taunt, +10/+10 and stuns everyone he hits
Hop- You can switch a Active cards with ones in your deck
*Assistant-Gain +2 attack for every other Assistant. They are forced to attack security+hos if they are active on other team
*Vampire-When you attack someone you gain health your attack in health. Will instantly die if a chaplien is in play
If you have any ideas for new rules, job powers or even change the ones i have already stated please tell me below