The Card Game

From Felarya
Revision as of 19:12, 8 November 2007 by Wowandwas (Talk | contribs) (added some basic outlines and card types... still a lot to put in and fill out though >.>)

Jump to: navigation, search

Test area for Card game page.... it is under a LOT of construction!

This page is for the collection, and explanation of the Card game in development for Felarya. Designed by Wowandwas and Durendal5150, the game is based founded on the idea of size being an important variable in play.

The Basics

The Types of Cards

Beings

Beings are the cards that exist in the game as a sentient being. they act as your agents in the world, and it is through them that you advance in the game.

creature

creatures are any corporeal being that has a physical body and a will. Things like humans, nagas, and cats are all creatures. creatures can use always use objects, and when specified as a 'caster' they can use casts.

specter

Specters are non corporeal beings with a will. they include spirits, elementals, ghosts, and AI. Specters can always use casts, and only sometimes can use objects.

leader

a leader is a special Being card (either creature or spector)that can be played normally as a being, or can be played as your leader. a leader once designated adds its glyphs to the Homeland, allowing greater play options.

casts

Casts are actions invoicing magics of some type. they are played through beings; meaning that the one 'Casting' is the being, not the player. to play a cast it must be a type that shares a glyph from the homeland, and also the caster. i.e. to play a fairy cast, your homeland must have a fairy glyph as well as the being who is casting it.

Epic

Epic casts are special and powerful cards played by the player. They are rare and often act globally or in a large scale.

Spell

the most common type of cast, spell casts are played by beings, and are specific and local in there effect. they also last shortly or have some sort of limit to there use over multiple turns i.e. a spell can change the scale of being temporally.

Charm

charm casts are long lasting and can effect a locality' this is either a zone, or the zone a charmed creature is on. they effect all cards on a zone that has been charmed directly or indirectly. charms can be positive or negative in effect, and can be placed on your opponent's or your own zones and creatures.

objects

objects are physical non sentient things...

Weapon

a object designed to cause harm of some sort to a being.

vehicle

an object designed to transport a being

Relic

a object that has an effect magical or otherwise that does not fit the idea of weapon or vehicle.

Zones

these are territory's that the game is played upon. they give resources that you can allocate to bring forth beings casts and objects into the game. they must be defended from enemy advance so you must weigh the risk of greater resource to a larger line of engagement. most of the strategy of the game is in the deploying of zones. the game dictates the way they are deployed.

Homeland

A homeland is a zone that you declare as a homeland. this zone becomes the centerpiece of your game and shapes the rest of your strategy. It is what you must defend from invasion, as you try to take your opponents.

Rules

Ideas in the works