GAME MECHANICS ARE NEVER FINAL, AND MAY BE SUBJECT TO SUDDEN AND DRAMATIC CHANGES.
Battles will be 1-on-1 matches. Tournament format.
Turns will have 3 phases:
Card Set Phase: PM your turn. Wait for me to announce both are in.
Card Reveal Phase: Post your turn.
Card Resolve Phase: Cards are played and changes to your hand are PMd to you.
BASIC COMBAT
The goal is to win, usually by eliminating all enemy mechs.
This is a card game. Some cards are attacks, but they can be utilitarian.
You will design 3 custom cards. Their power will be judged by me, and you will get 1 to 4 copies of each based on this assessment. See the Custom Card Virtues section for further details.
The main aspects a card might have are:
Priority - How soon it activates. AKA "ZIP".
Accuracy - The chance to hit the target. AKA "HIT".
Damage - How much destruction it wrecks on the target. AKA "POW".
All players begin with 5 cards from their deck of 20.
Players can play 1 card.
Players can assign 1 blocking card, even the played card.
Players can discard any cards.
Players draw 1 card at end of turn, 2 if a mech opponent was successfully damaged, up to the 5 card hand limit.
When the deck runs out, the discard pile is shuffled to remake it.
When you take damage your new total damage is rolled, and on a 10 or higher you are destroyed.
When you take damage your blocking card is destroyed, if it is the last copy of a custom card you are destroyed.
If no blocking card is chosen at the start of your turn, then one is drawn from your deck.
Cards that target another mech, regardless if they inflict damage or not, are divided into Near and Far.
Near cards return to your hand if they miss.
Which ever card type was played last between two mechs is now their current range, even if it missed.
If the next card each play are of different type, the one that matches their distance will go first, ignoring priority.
DECK COMPOSITION
20 cards:
3-12 custom cards
•3 unique cards
•1-4 copies of each
8-17 common cards (fillers)
COMMON INDEX
GATLING: Most accuracy and well rounded.
3 5 3 (2.5)
LASER: Fastest but less damage on average.
5 4 3 (2.0)
MISSILES: Most damage but slowest.
1 4 5 (3.4)
—In extreme cases, other common cards not listed here will be used to balance a deck.
HEADS and
TAILS: A coinflip will resolve binary decisions.
CUSTOM CARD VIRTUES
These apply to a card, and it's ability to affect these things in other cards.
- Strives to be powerful within the game structure- sportsmanship.
- Leaves own common cards alone.
- Only 1 attack per turn.
- Only 20 card in deck at all times.
- Damage, Priority, Accuracy are 0 to 5.
- Any healing is 3 damage or less.
- EZ-2-GM
- Execution of a card and its' effects within a turn are brief and straight forward.
- Any card created is gone at the end of turn. Any card stolen is returned to the owner at end of turn.
- Doesn't allow you to obtain more than 5 cards in your hand.
- Contains all needed information or exhibits proper understanding of game basics.
- Fits well within space provided on card.
Cards that uphold these virtues are considered 'Legal', and no special handicap cards will be needed to balance them.
Competitors will be warned of an 'Illegal' deck, and for which reason...if extra caution is advised.
CUSTOM CARD DESIGN
Please use
this website to create your cards.
Make the title and sub-title in CAPS.
Make the sub-title "CUSTOM".
Make the description in lower-case.
Make the first, second, and third icons: priority, accuracy, and damage, respectively.
If it would be three 0's for stats, feel free to leave blank.
See the common cards for a basic reference.
ADVANCED CLARIFICATION
An assigned blocker is no longer "in your hand".
The act of assigning a card your blocker does not cause it to be revealed. (but damage does)
ARCHIVE
[link] Mech Card Battle: REDNECK MECHS
[link] Mech Card Battle 2: Mech Tournament