Welcome to our new tactical card game development page. Here we will present the core rules that are in development while we also work on the cards to go into the game.
The basics premise is this. Each player starts with a deck that is compromised of warrior types called BATTLE CARDS and other cards called SUPPORT CARDS. You use BATTLE CARDS to engage each other in direct combat, and SUPPORT CARDS to empower them in various ways. The player that depletes their opponents overall H.P. first is the winner, or the player with the highest H.P. in the case of a DEADLOCK, which is where no player can cause any more damage to any other. DEADLOCKS are not the same as a stalemate, as it is not an automatic tie game. There is no deck-out win condition, however decking out still retains the disadvantage of not having any more cards to bring in as reinforcements.
NEW INNOVATIONS!
Our TCG brings a new set of innovations that set it apart from other TCGs on the market! See our copyright notice for specific expressions of rules in this document. The key innovations are:
- STANCE SYSTEM: BATTLE CARDS get a choice of three STANCES, which are back, middle and forward positions. They can only move one stance space per turn, so they are not able to move directly from front stance to back stance or vice versa. STANCES have a large impact on the ATTACK and DEFENSE of the BATTLE CARD, where front stance is grants higher ATTACK at the cost of lower DEFENSE, and back stance is the opposite. Right now, the bonuses are to double the stat, and the costs to halve the stat.
- QUANTA SYSTEM: Playing BATTLE CARDS is limited by the number of QUANTA you have available. Each BATTLE CARD has a QUANTA RANK, which is how much QUANTA it costs to summon them to the board. The game starts with a low amount of QUANTA per player, which increases over turns. BATTLE CARDS can be SACRIFICED to add to the QUANTA you have for that turn. This allows you to take advantage of having lower tier BATTLE CARDS by recycling them to allow for more powerful cards to be played earlier.
- FUSE FORMATIONS: Compatible BATTLE CARDS can be turned into FUSE-FORMATIONS. These act as single BATTLE CARDS with the sum total stats of the component BATTLE CARDS, and all of their special effects as well. Most BATTLE CARDS are compatible, but SPECIALISED CLASS BATTLE CARDS are only compatible with their own SPECIALISED CLASS. Currently there is a limit on the combined total QUANTA that can be FORMATION-FUSED together!
- LANE SYSTEM: There are three CENTRAL LANES, and then one more on each side called the WING LANES or WINGS. Only the CENTRAL LANES have SUPPORT SLOTS where SUPPORT CARDS can be placed, but all LANES have BATTLE SLOTS. BATTLE CARDS on the WINGS do not act as a barrier between your H.P. and direct attacks, but any excess damage against your BATTLE CARDS on your WING SLOTS doesn't spill over into your H.P. either. BATTLE CARDS in your CENTRAL LANES do act as a screen or no barrier against direct attacks on your H.P., but excess damage they take during battle spills over to your H.P.. Many SUPPORT CARDS only affect the BATTLE SLOT that is in their LANE, i.e.: directly in front of them. These DIRECT SUPPORT EFFECTS require careful consideration as they are generally more powerful than effects that can target any positions, and they are by definition mutually exclusive with other DIRECT SUPPORT EFFECTS within their LANE, as you can only have one.
I designed this game to have some room to manoeuvre even when faced with greater power battle cards than your own, when facing common floodgate strategies, and generally giving some reasonable comeback potential without explicitly rewarding falling behind in the match. Damage becomes more significant in the later phases of a match, as there are more powerful attacks being launched, so the damage dealt to player H.P. is much greater. However, gaining an early advantage can be very effective as you can bring out your more powerful weapons earlier than your opponent, and deal some damage before they can match your strength.