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Omni Archive
Omniverse Trading Card Game - Printable Version

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Omniverse Trading Card Game - Hiro Protagonist - 02-08-2017

Well, we were being goofy in the chat box, and now with the addition of Auto Achievements, all we need is trading cards and we can be a real Steam game.


So post your ideas, your characters, other people's characters, land cards, go nuts! 

And remember, haaaaave fun with it!

Desco: 10/12 Flying Trample Legendary Demon 

Hiro Protagonist: Destroy Target Clothing and gain 5 energy

Vilan Antagonist (Bizarro Deck): Destroy 5 energy and gain Clothing

Nealaphh, The Godmind: Summon 5 primes, then send Nealapph to the Graveyard.

Sundoge Hat: Add 2/2 to another Prime equipped with this card.


RE: Omniverse Trading Card Game - Tearen Wover - 02-08-2017

You have done a terrible thing here...

I sort of have a compulsion for designing card games. :wat:


RE: Omniverse Trading Card Game - Hiro Protagonist - 02-08-2017

Do it. But do omnisims first XD


RE: Omniverse Trading Card Game - Tearen Wover - 02-08-2017

So this is *twitch* sort of the direction I'm going in at this point. Keep in mind this is all just very rough notes and ideas.


OmniCards

Objective; Whoever has the most accumulated story points (SP) at the end of ten rounds is victorious


Character Cards:

Assists: Can be played once per turn instead of an Event. Usually help increase the OM Budget, and may have an additional temporary effect.

Primes: Can only have two in the ‘story’ (field) at a time, at a maximum of 10 combined levels

Have a level: Equals HP and SP value and OM budget

Have the four Stats.

Have one Unique Effect, and One Power

Can move freely between Venues, but only to one different Venue per turn

Secondaries: Can have one per total Prime level, cost OM to summon. Worth 1 Story Point. If a Prime is killed and a player now has a number of Secondaries exceeding their limit, the existing secondaries remain in the Story, but more may not be summoned until the limit is increased again.

Primes can (usually) kill Secondaries unchallenged.

Secondaries’ OM cost indicates their power. In a secondary fight, higher wins.

Cannot normally move between Venues

Have one Power, No Stats

Setting Cards:

Venues:
Can create special rules. Characters act in Venues.

Cost OM to summon. Split SP value if contested.

Each Venue has a Verse assigned to it. Certain Primes and Secondaries benefit from different verses.

Artefacts: Can grant special powers to Primes and are worth SP.

Can be stolen by Primes who kill other Primes

If a Secondary kills a Prime with an Artefact, they can carry the Artefact but it does not benefit them. Friendly Primes can claim the Artefact from that Secondary if they’re in the same venue, or they can be killed for it.



Story Cards: Uh...special mofos.

Plots: Can be ‘won’ for serious SP gain

Only four Plot Cards can be in play at any given time. They can be played for free at the start of a players turn, but the players must alternate playing the plot cards, even if doing so is multiple turns apart.

Each Plot card has a Condition on it. The moment a given player satisfies this condition, that Player takes the Plot card, and they can currently count its SP value towards their SP total.

Can also potentially put special rules in place.

Events: Can be played for free at any moment during anyone’s turn, but only once per turn. Have no OM cost or SP value, but can be used to mix up the current Story. (Field) USUALLY expire after they are played.


Setup:

Both Players search their decks for a Venue that they wish to play, and put them into the Story. They then shuffle their decks and draw six cards. The maximum hand-size is ten. If a player ends their turn with more than ten cards in their hand, they must send any cards of their choice from their hand to the Nexus until they reach ten cards. They decide who goes first, and set their decks off to their right.

Any plot cards that are played go between the two players, probably also off to the right.

Venue cards get played between the players, directly in front of them, and Character cards are put on top of these.

Cards that are used or eliminated from the Story go in a 'Nexus' (Graveyard) pile to the right of their decks. In the event that a player plays through their normal deck, they shuffle their Nexus pile and use that as their fresh deck.

A special pile called the Underverse Pile goes between the two players' decks. Cards that are 'banished' to this pile do not get reshuffled when a player exhausts their deck. Both players use the same Underverse pile.

Taking a Turn:

Step 1: Draw a card.

Step 2: Summon Cards, Move or Play Primes or Secondaries if able.

Step 3: Iniate desired fights.

Step 4: Fulfilled Plot cards are collected at the end of both players' turn (round)

Summoning and OM Budget


To Summon a card with an OM cost, a Player must have a large enough OM budget. A Player's OM budget is primarily determined by the combined levels of their Primes, but other cards in the Story may augment this.

For example, if a player wants to summon a card worth 8 OM, they must have an OM Budget of at least 8 to do so. If a player uses their full OM Budget in a single turn, they may not summon any more cards. There are, however, no limits to how many cards a Player may summon, so long as their total cost does not exceed the budget.

A Player's OM Budget renews itself at the beginning of each turn

Combat: (disclaimer: VERY WIP)

Both players are allowed to initiate combat on their turn. Combat works differently depending on who is fighting.

Secondaries Only: Both sides add up their total Power (designated by OM cost). The higher side deducts the power of the lower side from their total, and destroys any number of Secondary cards on the losing side whose power equal the difference. All secondary Powers are taken into consideration whether a side is attacking or defending, no matter whose turn it is.

Primes Only: Instead of taking turns, both Primes engage simultaneously. A Prime can determine if they would like to add their TEC score to either their ATK or DEF for the duration of the fight. The Prime with the higher SPD is determined to deliver their blows first. The difference between ATK and DEF indicates the damage done to a given Prime. A Prime is only Killed if the damage received equals or exceeds their level.

Primes and Secondaries never engage in group fights, but if Primes choose to attack a Secondary, they can target one at a time. Doing so (usually) immediately destroys the Secondary. A Prime that does so cannot then initiate a fight with anot her Prime

Prime Powers:

In case it wasn't clear before, a Prime's unique effect and Power differ in that a Unique Effect is, well, unique to that Prime. Powers on the other hand are abilities that could be written on any Prime card. Here is a starter list. (Thanks to spiffy people for giving me some starter ideas) Most of these will be based off of actual powers in the Omniverse, but they don't have to be. The list is, of course, open for discussion and ammendment.

Burst Movement: This Prime always attacks first in a fight, even if their SPD is lower than the opponent's. (If both Primes have Burst Movement, SPD rules apply normally)

Stealth: This Prime may conceal themselves for one round, preventing them from both attacking and being attacked

Regeneration: When this Prime is Killed, return them to your hand instead of the Nexus.

Survivability: This Prime's HP is raised by +3

Enhanced Senses: Once per turn, you may pick a random card from your Opponent's hand and look at it.

Telepathy: Add +3 to this Prime's SP

Master Acrobat: This Prime may split their TEC between ATK and DEF however they chose

Flight: This Prime may, if they choose, ignore any special rules created by the venue they are in

Maleability: This Prime may swap any two stats for the duration of a given fight.

Mimic: This Prime may use the same power of their opponent.

Fusion: This Prime may combine their stats and powers with an allied Prime for the duration of a fight.

Shielder: This Prime may choose to transfer all points from their attack to their defense for the duration of a given fight.

Banisher: Primes killed by This Prime are sent to the Underverse pile instead of the Nexus, including those with Regeneration.

Formation: If this Prime is in a venue with another allied Prime, both Primes gain +2 DEF

Visionary: If This Prime attacks a secondary, they may choose to take possession of that Secondary instead of Killing them.



Secondary Powers: Same idea as Prime Powers.

Guerilla X: If an opposing Secondary force has more power than yours, this card gains X power when in combat.

Prime Slayer X: This Secondary may attack Primes at their venue. If the Prime is of X level or lower, they are killed. Attacking a Prime of a higher level destroys This Secondary, but it counts as though that Prime targeted this card. (Meaning that Prime can't attack on their turn)

Traveler: This Secondary can move between Venues.

Native: If this Secondary is in a (Insert Verse) Venue, their power increases by X when in combat.

Savage X: If this Secondary loses in a fight, destroy the weakest card in the opposing force, up to X power. In the case of one on one fights, both Secondaries are killed.

Drone: When this Secondary is killed, they are returned to your hand instead of the Nexus

Prestige: This Secondary may not be attacked by a Prime


RE: Omniverse Trading Card Game - Deadpool - 02-08-2017

Deadpool:
Effect - 4th Wall - When played, you may look through you're opponent's deck. If you do so, you must rearrange the top 5 cards of their deck in any order. Your opponent DOES NOT shuffle afterwards.
Power - Regeneration - When this card is destroyed, return it to your hand.
Stats - 1/5/2/5


RE: Omniverse Trading Card Game - Deadpool - 02-08-2017

Supreme Deity, Omni
Effect - Negates the effects of all characters with lower TEC
Power - Cannot be destroyed
Stats - 0/0/0/20


RE: Omniverse Trading Card Game - Jak Mar - 02-08-2017

Jak Mar- When you have a OM card, decide between transformation between Dark or Light Jak.


RE: Omniverse Trading Card Game - Tearen Wover - 02-08-2017

Added more glorious RRRRRRUUULESS~


RE: Omniverse Trading Card Game - homin-Ratione - 02-08-2017

homin-Ratione: When played, all magic and firearms are disabled for 1 turn.

Aadibah: Opponent's hand is visible for 1 turn.

I have no idea what I'm doing.


RE: Omniverse Trading Card Game - Kaylee - 02-08-2017

Prime Card: Amber Veritz

Unique Effect - Razorback
Increases Amber's attack power by 2 when facing an opponent with higher defense than her own.

Power: Preemptive Strike
Amber draws power from her own thick-headed anger which manifests into physical prowess. She ALWAYS attacks before her opponent, regardless of their speed
Stats:  4/3/3/2

Character Quote: "'Saki! Bring me the Sushi!"

Prime Card: Dawnika Snow

Unique Effect: Sniper's Eye
The sniper's specialty is a single shot kill without making themselves apparent to their target. On the first turn Dawn is played, she can make a surpise shot without using her turn.

Power: Stealth
For one turn, the hunter hides herself from any harm.
Stats: 2/1/3/4

Character Quote: "Life is what you make it. My life just happens to suck."


RE: Omniverse Trading Card Game - Revan Noctis - 02-08-2017

Revan Noctis
Effect: improved tactics all characters gain 2 defence 
Power: Perseverance - can attack twice


RE: Omniverse Trading Card Game - Miranda Frost - 02-08-2017

Miranda Frost
Prime
5/4/2/1
Power: All players players play with their hands revealed.
Effect: Whenever a player begins their 8th round, you may flip Miranda Frost


(Flipside) Miranda Frost, The Eighth.

7/5/3/2
Power: All players must play with their hands concealed to all (even themselves). Newly drawn cards must be revealed to all.
Effect: When Miranda, The Eighth is killed, flip Miranda Frost, The Eighth and lose three SP. Miranda Frost remains in play.


Serraph Quarrere
Prime
1/1/4/5
Power: Whenever a player would play a card, you may discard a card, if you do, you may put a token into play that is a copy of that card
Effect: On your turn you may draw and additional card, if you do, discard a card.


Im still wrapping my head around how this all would play out, so if you could help me balance this Neal that would be awesome


RE: Omniverse Trading Card Game - Okor - 02-09-2017

Okor Paleblood
Prime
4/6/0/2
Undying: Okor may act normally in the round after he has been destroyed. He dies at the end of this round.
Nurgle's Blessing: Any secondary killed by Okor may attack its previous Owner. It dies after it has made this attack, or at the start of its new controller's next turn.


RE: Omniverse Trading Card Game - Tearen Wover - 02-09-2017

I don't want to totally hijack the original intent of Hiro's thread, so if you want your card to be balanced in regards to my *twitch* lovely system *twitch* please indicate so in your post.

Also I added some stuff to clarify how Powers and Unique effects work.


RE: Omniverse Trading Card Game - Miranda Frost - 02-09-2017

I did :3


RE: Omniverse Trading Card Game - Tearen Wover - 02-09-2017

Miranda if you could elaborate on what the mentality behind your card mechanics are, then I might be better able to balance them. As they are right now it's kind of bananas.


RE: Omniverse Trading Card Game - Kyle Crane - 02-09-2017

Opinions on this? Did I make the flip-side too strong? (Yes, I did a "flip-side" ability like Miranda, but I think it might be less powerful...I can tone it down if required. I DID give a major downside as the Effect, rather than another bonus...)

Papyrus
Prime

3/1/3/3

Power: Healing (not something I have now, but I'm getting it later down the line) - You can use 1 OM card to heal 1 damage on yourself or an ally Prime. However, you can only do this once per turn, and Papyrus can't perform his regularly scheduled attack while he's doing this. (HP cannot exceed starting amount.)

Effect: If the other Prime in the party is killed and Papyrus is within the same Venue, you can choose to spend 1 OM card to flip the card.

"READY FOR MY BLUE ATTACK?!"

(Flipped Papyrus) Disbelief (This is another thing I'll be obtaining later down the line)
Prime

4/3/4/4

Power: Healing - You can use 1 OM card to heal 1 HP on yourself or an ally Prime. However, you can only do this once per turn, and Papyrus can't perform his regularly scheduled attack while he's doing this. (HP cannot exceed starting amount.)

Effect: You cannot put another Prime down until this one is killed or Banished.

Papyrus no longer believes in you.


RE: Omniverse Trading Card Game - Tearen Wover - 02-09-2017

Here are some card samples for my system:

Tearen Wover
Prime Lvl 7

Unique Effect - Enigma: If at any time an Event, Rule, Power or Unique Effect allows your opponent to view cards in your hand, you may play any non-Prime among those cards immediately without paying any OM Cost.

Fusion: Tearen Wover may combine his Stats with another allied Prime's for the duration of a fight.

"A fraction of infinity is still infinity."

2/4/2/5


Drake Oneir
Secondary, 3 OM
Human Scout

Traveler: Drake Oneir can move between Venues.

"Okay...yeah. I'm gonna...go."



Death Mountain
Ashen Steppes Venue, 8 OM

Gorons and Dragons can be played here for only 1 OM each.

"The Mountain is home to many. It is the grave of many, many more."


Sword of Kusanagi
Artefact, 6 OM

A Prime wielding this Artefact may add +5 to their ATK for the duration of one fight. Afterwards, place Sword of Kusanagi in the Nexus pile.

"The Chidori Blade changes hands as often as it changes fate."


Dante's Abyss
Plot, 10 SP

Rule: The player who played this card chooses a Venue in the Story. All Secondaries are removed from that Venue, and all Primes are moved to that Venue. The Primes may not leave this Venue and  If there is only one Prime in the Story, the player may search their Deck for a Prime and place them there, shuffling afterwards. Secondaries may not be played at this Venue, until Dante's Abyss is claimed by a player.

Conditions: A Player may claim this Plot when only Primes they control are in the chosen Venue.


Bounty Hunt
Event

Choose a Prime you control. You may immediately move them to a Venue with an opposing Prime. The Primes then fight.


RE: Omniverse Trading Card Game - Tearen Wover - 02-09-2017

I'm confused what these 'OM Cards' are that people keep talking about, so I added a section to the rules explaining how OM Budget and Summoning work. OM Cards are not a thing in my system.


RE: Omniverse Trading Card Game - Kyle Crane - 02-09-2017

With the update on how OM works, here is the new Papyrus and Disbelief cards. Thoughts, Tearen?

Papyrus
Prime Level 2

3/1/3/3

Power: Master Acrobat

Effect: If the other Prime in the party is killed or banished and Papyrus is within the same Venue, you can choose to flip the card - however, if you do so, you cannot put a Prime or Secondary card into action for the next turn.

"READY FOR MY BLUE ATTACK?!"

(Flipped Papyrus) Disbelief (This is a thing I'll be obtaining later down the line)
Prime Level 4

4/3/4/4

Power: Master Acrobat

Effect: You cannot put another Prime into play until this one is killed or Banished.

Papyrus no longer believes in you.