viernes, 27 de mayo de 2011

CARD No. 2 : Speed Up Attack

Today we have the very special 2nd. card!

Remember to wright to sonic-clash@live.com. You'll be welcome.

Be here next week!

CARD# 002: (Special Card) Speed Up Attack


This is a kind of Special Card you always have at hand, it can be decisive when attacking.

STATS
Required Chaos Drives: 2

Required slots: 1


DESCRIPTION:
Your character's attack speed goes up so it can inflict 8 extra damage on its next normal attack.

RESTRICTIONS: 
Eggman Empire cards' effect is reduced to only 5 extra damage.

viernes, 20 de mayo de 2011

CARD NO.1: Miles "Tails" Prower

 Good morning fellows, I'm so glad to give you the brand-new first card. It had been a long time since I started this game and I'm really excited to see it being realized. Don't hesitate to let me know of any doubt or error you notice, as well as ideas and concepts to sonic-clash@live.com. You'll be welcome.

Be here next week for the next card!

CARD# 001: (Character Card) Miles "Tails" Prower

Alliance: Hero
Type: Flight

STATS
Rings:3
Attack Points:1
Chaos Drives: 8

Required slots: 3


SPECIAL ATTACKS:
Sky Patrol: Tails soars up allowing you to see one card from an opponent's hand. The card is up to your choice. 
     Requires: 5CD

Our spoiled classic character ready for a battle! A well-ballance card, not much strong in attack but perfect for a defensive tactic and use of special cards.

INSTRUCTIONS: Part 2

When the match begins, the players should select a player to start on Turn 1. Each player starts the game with 50 Survival points. The game ends when one player's Survival falls to 0 or bellow at the end of a turn. In case of multiplayer games (3 or plus players), the player with the highest score at the end of the game wins (i. e. on a timed match) or obviously if it is a deathmatch the only standing player wins.

At the start of the game, every player is dealt five cards (your hand cards) drawn out from the top of your deck.

SECUENCE
Each turn is divided into a series of phases and steps.
  1. Draw: The player draw cards from his deck in order to complete his hand (5 cards).
  2. Set Up: The player with the initiative on the current turn completes set-up moves (summon, etc.)
  3. Clash: The player completes his attack move.
Before starting the next turn, the game checks to see if either player is at zero endurance or below. If so, the player with the highest score is declared the winner.

domingo, 1 de mayo de 2011

INSTRUCTIONS: Part 1

TERMS USED
Deck: all of a player's cards in game 
Hand: all of a player's cards in hand 
Field: the game's playing area 
KO'd pile: the place for destroyed cards. 
Turn: the player's turn 
Round: a round finishes when everybody has had his turn once.
Field Slots: Slots are spaces of the field in which you can place your cards so they can be playable. There are 10 field slots for each player. Every card takes up field slots. So let's say you have one character card which requires 6
slots, you can also play 1 special that requires 2 slots and 1 zone card that requires 2 slots as well (so 6+2+2= 10 SLOTS).

YOUR DECK
Set the number of cards for the player's deck before playing. You can only have one of each character and zone cards. Special cards may be repeated up to five cards.

YOUR HAND
Pick 5 cards up from your deck at the beginning. These five cards are now your playable cards in your turn. Once you play (say 2 cards) , you can pick up 2 cards more (from deck) after your turn. This way you can have up to 5 cards (or less) in your hand along the game.

YOUR TURN 

In your turn time you can do up to 3 moves. When you've done said 3 moves (or less) your turn finishes and it's nexy player's turn.

MOVES
-Play a character card
-Use a normal attack
-Play a special card: spell, item or equipment

-Remove a special card
-Use a special attack
-Remove a destroyed card
-Change zone
-Transform a character

-Pass your turn

OTHER IMPORTANT THINGS
-There can only be played one zone at time.
-Once your character is destroyed, it stays on field. You can remove and replace it when it is your turn time (notice that remove and replace cost one move each).