Zergadins: The Trading Card Game!


 

Alright folks, I was on the fence about how to handle this new up and coming project I figured we could have some fun with.
My next over the top idea was to creating Zergadins “trading cards” similar to those magic, Yu-gi-oh, and Pokemon cards that the kids have been going nuts over for the past 10 years. For now I’m thinking about just the art and the silly rules each card could be and I figured it would be neat to see what everyone else can come up with!

Here are the basic rules:

The objective of the game is to eliminate all the opponents’ cards on the field. If at any point a player had no player cards on the field that opponent is elimanated as their party has been defeated…

Setup:

-Each deck is shuffled and player draws 7 cards from their “deck”. Out of those 7 cards the players choose 5 player cards to form a “party”.
-The “party” is placed on the field face up so everyone can see which cards you’ve chosen.
-There can only be 1 healer and 1 tank on each player’s side. However, DPS player cards can be used to fill all 5 positions in the “party”.
-If the player doesn’t have enough player cards to fill the 5 player slots then he/she will start short handed. i.e. 3 player cards on the field.
-Player cards all have their own rule sets and must be ignored during the setup phase.

Playing:
There are 3 phases during each players turn and must be done in this order.

Phase 1: The draw phase
At the beginning of each players turn they must draw a card from their deck. A player may hold a maximum of 8 cards in their hand, if after drawing a card they have more then 8 they must discard cards until they have 7. Discarded cards are removed from the game and cannot be retrieved by any means.

Phase 2: The setting phase

During this phase, players my use any non-player cards they may have in their hand, have your healers revive dead players as well as place new player cards onto the field if there are open party slots. New player cards being brought onto the field are brought in face down so only the players that placed it on the field knows what it is.

Phase 3: The Battle phase
During this phase the player may use his player cards to attack an opponents player cards. If a player card is phase down it must be brought face up to attack, any player card being attacked must be flipped face up if not already to defend itself.

Understanding the cards:

Designations:
Each card has been given a designation (and some have multiple designations and can be used to fill different roles)

DPS – This card follows the damage dealer roll and can only attack players, they have no special abilities outside what the card has already written on it.

TANK – A tank card can assume damage once per enemy player attack phases. I.e. if an enemy player card attacks the tank can “block” the attack and assume all damage taken.

HEALER – Healer cards cannot attack or defend other player cards. Instead they may bring player cards back into play once defeated, if there is room in the party.

Statistics

Each card has numbers at the top right hand side. I.e. 1/2/3
The first number is the attack value of the card
The second Value is the Defense Value of the card.
The Third Value is the healing ability.

During the Battle phase, the player card that attacks must have a higher attack value then the opponent’s defense to defeat the player. The player card with the highest value is declared the winner and the loser card is discarded.

The healing value represents the amount of turns it will take for the healer to bring a card back to life. The attack value of a card is the amount that must equal to be revived. For each turn that passes the value is added together. For example: hareynas has an attack value of 4, Zyley has a healing Values of 2. So it will take Zyley 2 turns to return Hareynas back to life.

 

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