GAME MECHANICS ARE NEVER FINAL, AND MAY BE SUBJECT TO SUDDEN AND DRAMATIC CHANGES.
Battles will be 1-on-1 matches. Can you climb the top of the ladder? Be the best of 8 to earn the title of "Champion".
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.
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"
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.
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.
Your blocker's name is then revealed.
If no blocking card is chosen at the start of your turn, then one is drawn from your deck.
Your drawn blocker is never revealed.
An assigned blocker is no longer "in your hand".
If the card you played is assigned as your blocker, if it is destroyed first it will do nothing.
Cards that target another mech or their cards, regardless if they inflict damage or not, are divided into Near and Far. Others are Self.
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.
Self will always go first in a tie with Far and Near.
CUSTOM CARDSCUSTOM CARD VIRTUES
- Strives to be powerful within the game structure- sportsmanship.
ZIP, HIT, POW are 0 to 5...
...except If a card doesn't target another mech or their cards, HIT up to 6(100%).
Only deal damage once per turn.
Leaves own common cards alone.
Healing is 3 damage per turn or less.
Mech damage is always 0 minimum.
- EZ-2-GM
Contains all needed information or exhibits proper understanding of game basics.
Fits well within space provided on card.
Only up to 5 cards in your hand at any time.
Only up to 20 cards in total deck at all times.
Execution of a card and its' effects within a turn are brief and straightforward.
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. You may add a medal icon in the 4th slot once it has been used in battle(use a skull instead if Illegal).
See the common cards for a basic reference.
You can refer to priority, accuracy, and damage as ZIP, HIT, and POW respectively, for brevity in the description.
LIBRARYCOMMON 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.
CUSTOM INDEX
These cards have been used in combat and have increased in level. The higher the level, the more leniency they get.
(The Escorceler)
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