The Life of Alexis Perkins

The Life of Alexis Perkins

Wizards Card Template

April 14th, 2017, 11:00 am

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EmilyAnnCoons, April 14th, 2017, 12:45 am

Since we didn't update on Monday due to Jaclyn being busy (it's no problem, of course), I thought you'd all like to see what I'm working on. Wizards is going to be featured heavily in an upcoming chapter, so I'm working on the rules for it. Here I've created a test card to show the various aspects of the game.

The background is colored based off its type. In this test card, I went with fire, though Link would likely be more of a rainbow card. In the upper-left corner, the cyan colored number, is how many resources the card costs to summon. In the upper-right hand corner, the green colored number, is how many resources gained by spending the card. In the bottom-left corner, the yellow colored number, is it's OFF (offensive power). In the bottom-right corner, the blue number, is it's DEF (defensive power).

Future versions of cards will also list the type of resource to summon it, along with the type of resource gained by spending it. I'm... still working out the whole color system and how the resource costs are determined. Thoughts and opinions would be very useful.

That said, the rules I have devised so far are as follows:

I. Getting Started

- The Deck

Assemble your cards into a Deck that follows these rules:

* The Deck must be 40 to 60 cards.
* You can only have up to 5 copies of the same card in your Deck.

Also, some cards are Forbidden, Limited, or Semi-Limited depending on the ruleset being used.

It is best to keep your Deck close to the 40-card minimum. Having a Deck with too many cards makes it hard to draw your best cards when you need them.

- Additional items you may need

* Coin

Some cards require a coin toss. I fyou play with these, have a coin ready to flip.

* Dice

Just like the coin, there are some cards that need a die rool. I fyou play with these, have a standard die ready with numbers 1 through 6.

* Counters

Some cards will require markers (called counters) to keep track of things like the number of turns, or a card's power level. You can use small objects like glass beads, paper clips, or pennies for the counters, which are then place on these face-up cards.

* Monster Tokens

Tokens are used to reprsent monsters that can be created by card effects. Any object used for a Token needs to have two distinct ways to place it that can clearly indicate the monster's battle position.

II. Game Cards

- How to read a card

1. Card Name

This is the card's name. When a card name is mentioned in card text it appears as a quotation. If cards have the same name, they are considered to be the same card.

2. Resource Cost

These symbols represents the amount and kind of resources needed to play the card.

3. Type/Sub-Type

Monsters are divided into various Types and Sub-types. Some cards may refer to and effect specific Types or Sub-types in the card's effect.

4. Card Set and Number

A card's identification is found here. This number and symbol is useful for collecting, and for sorting your collection.

5. OFF (Offense) / DEF (Defense)

OFF is a monster's Offensive Power and DEF is a monster's Defensive Power. High Offense and Defense are good when battling, but are not always the thing to define whether the card is good to be used.

6. Resource Amount

This is the amount and type of resources that you will gain by spending this card for a round.

7. Card Description

Card Effects are written here, describing the monster's special abilities and how to use them. Normally, the effects of monsters cannot be used while they are in Resource Mode face-down on the field. Cards also contain Lore, which are a description of the card that does not affect the game.

- What is a Monster Card?

Strictly speaking, a Monster Card is a card used to battle and defeat your opponent. Battles between Monster Cards are the foundation for any Wizard Duel. However, they are not the only factor in the game.

There are many different kinds of Monster Cards. This game is more than a simple slugfest between monsters, so having cards with high Offensive and Defensive Power might not be enough. There are also monsters with strong special effects even though their OFF and DEF power is low. Therefore, your success in a Duel depends on how skillfully you can make use of the different kinds of cards.

- What is a Spell Card?

A Spell Card is a card that represents a magical incantation. These can only be cast during the main phase of one of your turns. You must pay the resource cost in order to cast it, just as you do with Monster Cards. However, a Spell Card spends its effect immediately, then is discarded.

- What is an Enchantment Card?

An Enchantment Card is a card that represents a permanent magical enchantment. These can only be cast during the main phase of one of your turns. As with Spell and Monster cards, you must spend the amount of resources in order to cast it. These spells can be cast upon either your or your opponent's monsters, and they remain until they are either dispelled or the monster dies.

- What is an Instant Card?

An Instant Card is similar to spells and enchantments, but unlike them, they can be cast at any time, even during your opponent's turn. Like a spell, however, they spend their effect immediately, then are discarded. (Some Instants remain on the field. Check the card's effect to see how it works.)

- What is a Relic Card?

A Relic Card is a card that represents a magical item. Like enchantments, Relics remain on the field when they are cast. However, unlike enchantments, when a creature with a Relic dies, the Relic is not destroyed with the monster. Some Relics can even use their abilities without a monster holding them.

- What is a Field Master Card?

A Field Master Card is a unique card that many decks will not contain. They count as monsters, but do not normally fight. Field Masters are played before the first round of the duel begins. Field Masters are not considered to be on the field, and thus cannot be affected by the effects of cards or be attacked until they are summoned. Field Masters have special passive effects that they use while they are not on the field, but gain further active effects when summoned to the field. Warning: The death of a Field Master Card will result in a loss for the player who owned the Deck Master.

- The Playing Field

The game does not have a field that it is played on. As such, the entire table is considered to be the field. The field is split into several, smaller areas known as Zones.

* Deck Zone

The deck is placed face-down in this zone. It is recommended to have this zone close to you to make drawing cards easier.

* Discard Zone

Discarded cards are placed face-up in this zone. It is recommended to have this zone near your deck. It is usually placed directly above or directly to the right of the deck.

* Battlefield

This is the spot where battle occurs. Monsters, Relics, and Enchantments are placed here. The recommended location for this is the table between you and your opponent, as you will both share this zone.

* Banishment Zone

Cards that have been banished go here. While banished, they are out of play until the end of the battle unless a card's effect can unbanish them. It is recommended to have this zone off to one side so it is away from all of the other cards, preventing any mix up on what is in play and what is not.

* Field Master Zone

This is the place where the Field Master is placed face-up before the start of the battle (usually before shuffling the deck, as you will need to search your deck to find it). As long as the Field Master is in this zone, it cannot be targetted by effects or monsters. It is recommended to have this zone close to you, usually behind your deck, so there is no confusion on whether the card has been summoned or not.

III. Playing the Game

- Resource Management

To do almost anything in the game, you first need to be able to gain Resources. At the start of each of your turns, you lose all Resources you had at the end of the previous round and gain 1 Resource of your magic type (Fire, Water, Earth, Air, Life, or Death). This Resource can be spent to cast spells or summon monsters. Each card will have a set of symbols that represents what type of Resource and how many must be spent to cast that card (a red symbol means 1 Fire Resource, a blue symbol means 1 Water Resource, a yellow symbol means 1 Earth Resource, a green symbol means 1 Air Resource, a white symbol means 1 Life Resource, and a black symbol means 1 Death Resource). Some cards may also have a gray symbol with a number. This means that any type of Resource can be used, as well as how many it costs. This symbol is refered to as colorless.

Gaining further Resources can be done by spending your cards. When you spend a card, you turn it sideways. This card can no longer be used until the start of your next turn, and you gain an amount and type of Resource as is labelled on the card. You can only spend cards on your main phase, so sometimes it is good to spend cards on your turn so you can have Resources to cast Instants during your opponent's turn.

Likewise, when a card does battle with your opponent, it becomes spent, but you do not gain Resources from it. A spent card cannot attack, defend, or use any effects while it is spent. As such, if all monsters on your side of the field are spent, your opponent can attack you directly.

- Turn Order

Every turn follows a specific order: Draw Phase, Main Phase, Attack Phase, End Phase. Each phase is detailed in the information bellow.

- Draw Phase

On the Draw Phase of every turn, the turn player draws one card from the top of their deck. Should a player be unable to draw, they lose the battle.

- Main Phase

At the start of the Main Phase, all of the turn player's spent cards are unspent. The turn player then loses all resources from the previous round and gains 1 resource as labelled in the Resource Management section. The turn player can summon monsters and relics and cast spells and enchantments during this phase. The turn player can also spend the cards on the field to gain more resources as labelled in the Resource Management section.

- Attack Phase

During the Attack Phase, the turn player can attack with any monsters who have not been spent during their main phase. When they declare an attack, the opponent can choose to take the attack or block with their monsters. A creature that blocks an attack subtracts its Defensive Power from the attacking monsters Offensive power. If the attacking monster's Offensive Power is dropped to 0 or lower, the block was effective. If the attacking monster's Offensive Power does not drop to 0, the defending monster is destroyed and the remaining points continue as damage.

Multiple monsters can be used to block a single monster. This must be declared immediately if multiple monsters are blocking. The monster with the lowest Defensive Power blocks first and any remaining damage carries on to the monster with the next lowest Defensive Power until either all monsters are destroyed, or the attacking monster's Offensive Power is lowered to 0. Any monster who is declared to block is spent, even if the monster did not end up needing to block.

The players cannot declare an attack in the first round of the game (both players must have a turn before either player can attack).

- End Phase

During the End Phase, the turn player must discard cards from their hand until they have 6 cards or less. Any cards with Regenerate also return to the field spent during this phase.

User's Comments:

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Cassy (3x the lazy) (Guest), April 16th, 2017, 12:07 am

TLDR I learned everything in fraggin Yu-Gi-Oh as a kid. And NOONE ever played it with me. Back when there wasnt the stupid "new" gen cards, like super sparkly robo cards etc. God cards, BEWD, and Dark Magician ftw

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EmilyAnnCoons, April 16th, 2017, 1:16 am

@Cassy (3x the lazy): Even back in the original Yu-Gi-Oh you had tons of robots. They had an entire typing "Machine". Also, back in those days it was hard to draw out the right cards you needed. A single duel could go for 20-30 minutes, whereas now a duel can be played in 5-6 minutes like most other card games. Summoning things has been made easier, so you can get things out faster. Cards have been changed to make their effects actually make sense. And there's even ways to now build things like Exodia decks that can get Exodia out in only a few turns, as opposed to building a deck full of defense and hoping you'll be able to make the duel last long enough to draw him out. I feel the changes in Yu-Gi-Oh have been really good changes and they've made the game more fun. Like the Neo Blue Eyes Ultimate Dragon is the perfect revamping that the Ultimate Dragon needed.

Even the God Cards have been officially released and are now usable in tournaments because the God Cards are no longer seen as so ridiculously overpowered that you auto-win the moment they're summoned. It's been a great refresher for the series, and I've enjoyed many of the changes. Both Synchro and Pendulum monsters are a welcome change. XYZ is the only thing I can think to complain about, as they're entire mechanic makes no sense to me...

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Hippocampus (Guest), September 17th, 2017, 9:22 pm

Wow, this is really cool that you made all these rules for this game! It does seem a bit more like Magic than like Yu-Gi-Oh! though. I can't wait to see what else you add to this and how it plays out in the comic.

Do you have any plans for turning this into a functional game irl? I know a bit about scripting in Lua and I might be able to help you make a mod of YGOPro with Wizards's rules and cards, if you're interested.

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EmilyAnnCoons, September 17th, 2017, 9:29 pm

@Hippocampus: I would like to make it a real thing, yes.

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Hippocampus (Guest), September 17th, 2017, 11:29 pm

@EmilyAnnCoons: Do you have like an email or something where we might be able to talk more about this?

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EmilyAnnCoons, September 17th, 2017, 11:33 pm

@Hippocampus: emilyanncoons@yahoo.com