AETHER WORLD (MY COOL TCG) - SOME UPDATES
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Revised a bit now.
Earth
Water
Air
Fire
Aether
(The 5 elements are based on Aristotle.)
50 minimum card deck
25 life points
Lose Conditions:
If you life points are 0 or less.
If you draw a card and there are no cards in
your deck zone to draw.
Zones
Deck (You draw cards from here)
Hand (You play cards from here. There is no maximum hand size limit.)
Graveyard (Destroyed monsters and used spells go here.)
Play Zone (Cards resolve in the play zone after being played from your hand.)
Turns
Your Turn
Your Opponent's Turn
Phases of each Turn
Draw Phase (During this phase you draw 1 card from your deck.)
Spell Casting Phase (During this phase you play spell type cards.)
Combat Phase (During this phase you attack with monsters.)
Monster Summoning Phase (During this phase you summon monsters.)
End Phase (Instances will trigger during the end phase. Monster HP does not heal.)
Combat:
Before combat you will choose to enter this phase or to skip this
phase. Only the combat phase can be skipped this way.
Your opponent will start by declaring which monsters will
defend his / life points (They may choose none.) You will then use your monsters
to attackthose monsters. Choose 1 monster to attack first into a
defending monster of your choice. Damage will be placed on both
the attacking and defending monster. If the damage reduces the HP
of either monster to 0 that monster will go to the graveyard.
You may then use a second monster to attack you opponent's first
monster again to further decrease the HP or attack another monster that
was declared a deffender. If there are no further deffenders you may
attack your opponent's life points directly. Monsters that attack
can still deffend during you opponent's turn. HP damage stays
on monsters unless healed.
Crsytal Type Cards - Each element is represented by a crsytal. You can play
1 crystal type card from you hand to the play zone every turn (during
your spell casting or monster summoning phase.)
There are no limits on this type of card or on the card name.
Spell Type Cards - Each deck must contain at least 5 spell type cards.
(With at least 3 of those cards having different card names.)
You may not have more than 5 copies of any card of the same name.
Note: You can only play these during the spell casting phase.
Subtype (for spell cards)
Temporary - A card that is played from your hand to the play zone.
When it resolves it goes to the graveyard.
Permanent - A card that is played from your hand to the play zone.
When it resolves it stays in the play zone.
Monster Type Cards - Each deck must contain at least 5 monster type cards.
(With at least 3 of those cards having different card names.)
You may not have more than 5 copies of any card of the same name.
Note: You can only play these during the monster summoning phase.
Parts of a monster card - Attack (represented by s sword), Deffense
(represented by a shield), and HP (represented by a heart.) Monsters
in combat apply their attack to the defense of the other monster.
If the attack is higher than the defense then the amount
carries over to the monster's HP. Damage does not stay on the
deffense of the monster, it stays on the HP.
Monster 1
Attack 2
Deffense 1
HP 2
Monster 2
Attack 3
Deffese 0
HP 5
Monster 1 has an attack of 2 that goes into a deffense of 0,
reducing the HP of Monster 2 to 3.
Monster 2 has an attack of 3 that goes into a deffense of 1,
dealing 2 damage to the HP. Monster 1 has 0 HP and goes
to the graveyard.
Edit: What cards might look like:

Thinking about what the card can do - Use it during your turn immediately, and
because its recharged during your turn you can use it on your opponent's turn
or during your next turn. Keep it mind that it only recharges during you
End Phase, so if you use it on your opponent's turn you can't use it until
its recharged again.
Earth
Water
Air
Fire
Aether
(The 5 elements are based on Aristotle.)
50 minimum card deck
25 life points
Lose Conditions:
If you life points are 0 or less.
If you draw a card and there are no cards in
your deck zone to draw.
Zones
Deck (You draw cards from here)
Hand (You play cards from here. There is no maximum hand size limit.)
Graveyard (Destroyed monsters and used spells go here.)
Play Zone (Cards resolve in the play zone after being played from your hand.)
Turns
Your Turn
Your Opponent's Turn
Phases of each Turn
Draw Phase (During this phase you draw 1 card from your deck.)
Spell Casting Phase (During this phase you play spell type cards.)
Combat Phase (During this phase you attack with monsters.)
Monster Summoning Phase (During this phase you summon monsters.)
End Phase (Instances will trigger during the end phase. Monster HP does not heal.)
Combat:
Before combat you will choose to enter this phase or to skip this
phase. Only the combat phase can be skipped this way.
Your opponent will start by declaring which monsters will
defend his / life points (They may choose none.) You will then use your monsters
to attackthose monsters. Choose 1 monster to attack first into a
defending monster of your choice. Damage will be placed on both
the attacking and defending monster. If the damage reduces the HP
of either monster to 0 that monster will go to the graveyard.
You may then use a second monster to attack you opponent's first
monster again to further decrease the HP or attack another monster that
was declared a deffender. If there are no further deffenders you may
attack your opponent's life points directly. Monsters that attack
can still deffend during you opponent's turn. HP damage stays
on monsters unless healed.
Crsytal Type Cards - Each element is represented by a crsytal. You can play
1 crystal type card from you hand to the play zone every turn (during
your spell casting or monster summoning phase.)
There are no limits on this type of card or on the card name.
Spell Type Cards - Each deck must contain at least 5 spell type cards.
(With at least 3 of those cards having different card names.)
You may not have more than 5 copies of any card of the same name.
Note: You can only play these during the spell casting phase.
Subtype (for spell cards)
Temporary - A card that is played from your hand to the play zone.
When it resolves it goes to the graveyard.
Permanent - A card that is played from your hand to the play zone.
When it resolves it stays in the play zone.
Monster Type Cards - Each deck must contain at least 5 monster type cards.
(With at least 3 of those cards having different card names.)
You may not have more than 5 copies of any card of the same name.
Note: You can only play these during the monster summoning phase.
Parts of a monster card - Attack (represented by s sword), Deffense
(represented by a shield), and HP (represented by a heart.) Monsters
in combat apply their attack to the defense of the other monster.
If the attack is higher than the defense then the amount
carries over to the monster's HP. Damage does not stay on the
deffense of the monster, it stays on the HP.
Monster 1
Attack 2
Deffense 1
HP 2
Monster 2
Attack 3
Deffese 0
HP 5
Monster 1 has an attack of 2 that goes into a deffense of 0,
reducing the HP of Monster 2 to 3.
Monster 2 has an attack of 3 that goes into a deffense of 1,
dealing 2 damage to the HP. Monster 1 has 0 HP and goes
to the graveyard.
Edit: What cards might look like:

Thinking about what the card can do - Use it during your turn immediately, and
because its recharged during your turn you can use it on your opponent's turn
or during your next turn. Keep it mind that it only recharges during you
End Phase, so if you use it on your opponent's turn you can't use it until
its recharged again.
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