Frith CCG

As the name suggests, Frith CCG is a tentatively named Collectible Card Game I am devising.

Set in the land of Frith, a floating continent home to the Arothren, and invaded by a mysterious army known as the Una Cara, Frith CCG has you battling for territory. The objective is similar to Tetra Master or Eye of Judgement - capture as much of the board as possible, the game ending when one player occupies over half of the board and the winner being the player with the most significant share.

Card Layout

Here's an example of the card layout. It will probably be tweaked about a bit.

-----------------------------------
| Arothren Scout                  |
| ------------------------------- |
| |                             | |
| |                             | |
| |           Picture           | |
| |                             | |
| |                             | |
| ------------------------------- |
| Abilities                       |
|                                 |
| [] No Cost - Atk 1 - Adjacent   |
| [] 2 J-Eng - Heal Ally 2 Life   |
|                                 |
| Def 2    Life  4                |
|---------------------------------|
| Resources                       |
|    :discard:     :defeat:       |
|   1 J-Energy     3 J-Energy     |
|                                 |
-----------------------------------

As for what these are for:

Mechanics

Playing Cards

Playing a card involves placing it on the field in an unoccupied cell. Active type cards will then require you to declare an Activated Ability that will then dictate the following events. Delay type cards come into play turned sideways and cannot be used until your next turn.

Resources

Some cards are free to play, and use their abilities, but others may require Resources to do either or even both.

The different types of Resource are as follows:

  • J-Energy
  • Augment Tokens
  • Spare Parts
  • Scrap Metal

These can be obtained from discarded cards and defeated units. Each card has individual resource valus depending on the manner it left the game. For example, a card may provide 1 J-Energy by discarding it, but 2 or 3 J-Energy if it was defeated after being played.

Resource cards are removed from the Discard pile or Graveyard depending on how they left the game, and after declaring their usage they are placed in the Burn pile and can no longer be used.

Note: If an ability requires only 1 J-Energy and you select a card that provides 3 J-Energy, the card is still placed in the Burn pile after use and 2 J-Energy are lost.

Attack/Defense/Life

Each card has its own Defense and Life figures shown below its abilities. Attack values are determined by individual abilities and are shown after the abilities cost.

Attack is the amount of base damage that would be caused by an ability to a targeted unit.

Defense is the amount of damage that a unit is capable of blocking, per round, before its Life is affected. Subsequent attacks on a unit will ignore Defense.

Life is the amount of damage the unit can sustain in an individual attack before it is defeated. The amount of damage must equal or exceed the unit's Life to defeat it. Damage does not carry over in subsequent attacks, but the lack of Defense means that the unit is vulnerable and will be easier to defeat.

Activate Abilities

Each card has a list of abilities that it may perform when played or during its controller's subsequent turns. These may require Resources to perform, if so the player must remove cards equal to those Resources from their Discard pile or Graveyard and place them in the Burn pile.

Activate Abilities can have one or more ways of selecting a target. For example, a basic attack may be usable only on adjacent enemies, but magical or technological attacks may target any enemy on the field.

Card Types

The different types of card in Frith CCG relate to the different factions on Frith.

Arothren are typically small, fragile units with low Resource costs. They can be deployed quickly and plentifully, but are unlikely to be able to take a hit. Their discard Resource is usually low amounts of J-Energy, but when defeated they produce higher amounts.

Una Cara cards are slow starting units that can become powerful behemoths. They will usually have a play cost and Delay, requiring that you pay Resources to play them, but preventing you from using an Activated Ability until your next turn. Una Cara don't provide Resources when defeated but discarding them gives you an Augment token that most Una Cara can use to increase the effectiveness of their abilities.

Mechanicals are hefty units with high resource costs, powerful abilities and heavy defenses. When defeated they can provide Scrap Metal Resources but when discarded they become Spare Parts, useful for improving other Mechanicals.

Neutral cards are typically units that just don't fall into the other categories, such as equipment. Equipment typically uses Scrap Metal Resources so it can be dependant on losing some Mechanicals first.

To be finished...

Last updated 12:02pm 10/10/2011 by User

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Frith

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