On the website, don't write Bomblast's name like 'BombBlast'. If you are going to use peoples cards, at least write it correctly.
Also, I think 'Tanked Up' is kind of a weird ability for a Sword, no offense.
Last edited by wiimaster (2011-01-10 17:50:25)

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wiimaster wrote:
On the website, don't write Bomblast's name like 'BombBlast'. If you are going to use peoples cards, at least write it correctly.
Also, I think 'Tanked Up' is kind of a weird ability for a Sword, no offense.
The name is weird, but the effect works.
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roger- wrote:
roger- wrote:
I also think there should be equipment cards which give creature cards (or whatever they are called) boosts.
they would have an ability called: Training X (where X is a whole number)
At the beginning of your turn, you may put a training counter on this card ( a counter is just a bead or coin or something used to keep track of stuff.)
If this card has X training counters on it, remove all training counters on it and attach it to target creature (or whatever it's called) you control
when it is attached, it gives the attached card a boost
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roger- wrote:
I also think there should be equipment cards which give creature cards (or whatever they are called) boosts.
they would have an ability called: Training X (where X is a whole number)
At the beginning of your turn, you may put a training counter on this card ( a counter is just a bead or coin or something used to keep track of stuff.)
If this card has X training counters on it, remove all training counters on it and attach it to target creature (or whatever it's called) you control
when it is attached, it gives the attached card a boost
That's already been answered, check previous pages.
Last edited by Kileymeister (2011-01-11 14:51:47)
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Kileymeister wrote:
roger- wrote:
I also think there should be equipment cards which give creature cards (or whatever they are called) boosts.
they would have an ability called: Training X (where X is a whole number)
At the beginning of your turn, you may put a training counter on this card ( a counter is just a bead or coin or something used to keep track of stuff.)
If this card has X training counters on it, remove all training counters on it and attach it to target creature (or whatever it's called) you control
when it is attached, it gives the attached card a boostThat's already been answered, check previous pages.
i don't see it.
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roger- wrote:
I also think there should be traps and spells (no, I do not play Yu-Gi-Oh)
Traps can only be played when you are being attacked, and do something to help you or harm attacking creatures (i'm just gonna use that term from now on)
Spells can be played at any time and do stuff.
They should cost summon points, but for the sake of making sense maybe we should rename summon points action points or something
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@roger-: Oh yeah, I thought it was answered. Good ideas though, make some cards using your ideas and we can implement it. (The drawings and stuff don't have to be superb)
First support card (I think)!
It can't attack, but it supports fire type cards on your team.
We can do similar cards like this for the main types like Water, Plant, Earth and Air.
Last edited by Kileymeister (2011-01-11 18:33:27)
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Yosoui Kkeut, or Element's End, would be good as a name. And I'll work on some art.
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Stiff roots, a Plant type Elemental card leeches, or steals, health from the enemy if your creature is plant type and is immune to moves for 10 turns. If it is not plant type, it lasts only 5 turns and will not leech health.
EDIT: Paste in Paint and enlarge, please.
Last edited by Scratchthatguys (2011-01-11 22:15:45)
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Scratchthatguys wrote:
http://img408.imageshack.us/img408/1083/stiffroots.png
Stiff roots, a Plant type Elemental card leeches, or steals, health from the enemy if your creature is plant type and is immune to moves for 10 turns. If it is not plant type, it lasts only 5 turns and will not leech health.
EDIT: Paste in Paint and enlarge, please.
Seems a bit overpowered. I guess it can be a rare card. We do need really strong, rare cards anyways, so far we have normal-ish cards.
Last edited by Kileymeister (2011-01-11 22:19:33)
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roger- wrote:
roger- wrote:
correct me if i'm wrong, but elements aren't creatures but a totally different card type.
I'm pretty sure he said that
Well, these are a new card type I guess. We'll call 'em support cards. The game itself is still in a very liquid stage.
Last edited by Kileymeister (2011-01-11 22:22:42)
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roger- wrote:
roger- wrote:
I also think there should be traps and spells (no, I do not play Yu-Gi-Oh)
Traps can only be played when you are being attacked, and do something to help you or harm attacking creatures (i'm just gonna use that term from now on)
Spells can be played at any time and do stuff.
They should cost summon points, but for the sake of making sense maybe we should rename summon points action points or something
I'll start working on one of these
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Maybe we should make a rule thread?
Here is my idea for attacking/blocking
You may choose which creature attack. creatures with higher speed attack first.
The defending player may choose to block a creature with one or more creatures.
Creatures that attack or block cannot attack or block for the rest of the turn.
When being attacked, the defending player may choose to play a trap. (only one per turn)
The defending player rolls a dice. If the number is 4 or higher (this number may be changed by card effects) The damage of the opponent is subtracted by the defense of the defending creature.
__________
and I thought of all of that (except for the last one) right now.
what do you think?
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roger- wrote:
The defending player rolls a dice. If the number is 4 or higher (this number may be changed by card effects) The damage of the opponent is subtracted by the defense of the defending creature.
But if the damage is subtracted by the defense, then if the defense is higher it would gain health. Division would be more accurate. Maybe "(Atk*AtkPower)/Defense" rounded to the nearest whole number?
Also, should there be a cost for moves? Otherwise you could keep using your strongest attack and ignore the others. Maybe a PP or Mana system?
Last edited by Kileymeister (2011-01-12 12:55:51)
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How about there is a restriction period after you use it for, say, 5 turns on easy, 6 turns on medium, and 10 on hard? Or something like that?
AttackPower=Mana*Level
Attack=%AttackNumber%
AttackNumber=( )
Attack#1= Vine Snare
ExpGained= %EndHP%/ -%Level%
Wait, what if that meant dividing by 0?
...
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Scratchthatguys wrote:
How about there is a restriction period after you use it for, say, 5 turns on easy, 6 turns on medium, and 10 on hard? Or something like that?
AttackPower=Mana*Level
Attack=%AttackNumber%
AttackNumber=( )
Attack#1= Vine Snare
ExpGained= %EndHP%/ -%Level%
Wait, what if that meant dividing by 0?
...
http://verydemotivational.files.wordpre … 014133.jpg
If it's Defense is 0, any hit immediately kills it. Or just don't make a card with a Defense of 0.
Last edited by Kileymeister (2011-01-12 17:06:23)
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If you were level 0, and you divide your HP by your level's negative, 0, BAM! Time paradox.
---
Now for the serious part. We need a website. I'll code it!
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Scratchthatguys wrote:
If you were level 0, and you divide your HP by your level's negative, 0, BAM! Time paradox.
---
Now for the serious part. We need a website. I'll code it!
There's no levels and we already have a website.
Last edited by Kileymeister (2011-01-12 17:10:04)
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By level I meant speed.
And how about a time reduction card? It takes less time to attack? And maybe a Time Travel card that is very rare and you can undo ONE attack, and can only be used once in a duel.
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roger- wrote:
It should cost action points to use attacks and play traps/spells
Good idea.
Gosh, we really need to establish the rules and systems before making any more cards, and we'll probably need to edit the current ones to incorporate new rules.
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