Guys? Best forget the version I posted there and use the mor
This one:
Tragic (TM) The Garnering
Okay, a more extensive desciption of the rules... For those who have played or still do play Magic (TM) The Gathering I have included the original terms between [these things]
There are two or more players/Commanders [Wizards], each player/Commander has 20 HP [Lives/Souls, I never figured it out] to start with. HP can be lost by attacks, however can be regained by using some of the Technology [Artifacts/Enchantments] or Drugs [Instant/Sorcery] cards... Like in Fallout and unlike in Magic (TM) The Gathering you cannot exceed these twenty HP (If you have 20 HP and use a card to gain 3 HP your total will remain 20 HP, it is best described as XHP/20HP, perhaps, at some point, there will be a card (think “Command Bunker”) that will allow you to gain maximum HP)
First, one needs to build a deck of cards... All cards may be used up to four times in one deck 4 times, including the character cards and Legendary cards (Like Vault 13, of course, there can only be one, so once you’ve put one into play, you or another player can’t play this card untill it is removed from the game or in the morgue.) With the original game it was custom to use about 60 cards in a deck, of which 1/3 usually consisted of Powersources [Lands]... I do not know whether this will be effective in this game, since it is hard to set standards for AP vs statistics and there are multiple people working on this... 2 now, maybe more later.
Attacking: To attack you need Characters, Critters or Recruits, these cards have to be ‘bought’ so to say by using AP [Mana]... AP are generated by Powersources [Lands]... When attacking you need to ‘tap’ your card, meaning moving it from a normal, vertical position into a horizontal one... this is not really necessary, but it serves as visual aid. One is not able to ‘untap’ these cards untill his/her next turn (not the opponents, creatures that have attacked can not block during the next (opponent’s) turn.)
Defending: When under attack the defending player may assign to ‘block’ the opponent’s recruits/characters/critters using critters/recruits/characters of his/her own (The defending player chooses which card blocks which card). When a critter/recruit/character dies it is put into the morgue [Graveyard] unless a player uses a drug or technology to revive the critter/recruit/character... these cards will surely come. A critter/recruit/character will die if the sum of it’s Endurance minus it’s opponents Strength is 0 or less. There’s also Agility involved in this to avoid having to give cards ‘first strike’... The critter/recruit/character with the highest Agility strikes first, if it deals enough damage it won’t receive any from it’s adversary... if not though... Also it is possible to block one critter/character/recruit with two others, or three, but not the other way around... In case of multiple blockers the attacker decides how damage is distributed among the blockers.
STAGEN - Is what I named the system used for combat, STrenght AGility ENdurance... Strength is the attack power, this is the number of damage the critter/character/recruit deals to whatever blocks it, or, if it isn’t blocked, to the defending Commander.
Agility is the basically what determines the recruit/character/citter’s speed and thus who strikes first... equal Agility means a simultaneous attack and could result in losses on both sides.
Endurance is what keeps your character/recruit/critter alive... once it hits 0 or less you lost the character/critter/recruit, in order to survive sacrifices must be made though... There will later on be an option to revive a character. Also there may be cards that can function as a living shield for you without actually having to block...
There are (so far) two ways to play.
1 – deplete your opponent’s HP, the classic way.
2 – Play 20 or another number of turns... whoever has most HP left at the end of it (in %) wins.
CARDTYPES
So far there are:
Powersources [Lands] – They provide the necessary AP’s, these AP’s can’t be stocked... In order to use a powersource one has to tap it... Powersources also need to wait untill their owner’s next turn to untap... Powersources cost no AP to bring into play, only condition is that one can only put one Powersource into play per (own) turn.
Recruit [creature] – Your basic everyday cannon fodder... unlike in Magic (TM) the Gathering this is virtually the only way to annihalate your opponent. Good ol’manpower.
Character [legendary creature] – Basically the better versions of recruits... the cards will have to have names from either people from the Fallout series or from the Fallout Community... Cause there is only one of each person it is naturally impossible to put more than 1 of these into the game at a time. Characters will in most cases have a special ability.
Critter [creature] – The same as recruits though these critter may come equipped with a special ability and can not be upgraded in any way than drugs or the global effects of technology.
Upgrades [enchant creature] – Weapons (ST), Armor (EN), Equipment (any stat)... An upgrade has to be placed over or under a card to serve as visual aid.
Drugs [Instant/Sorcery] – Basically upgrades with a temporary effect, naming Jet as a possible way to temporarily gain AG.
Technology [Artifacts/Enchantments] – Often has a global or area effect, meaning it targets all or a specific player and/or his/her cards. Do note that Technology cards will not always contain pure strain high tech... simple things may be found there as well. (I have to do something with my funny ideas)
Leadership [Enchantments] – Effects all or one specific player’s characters/recruits, not critters (these are basically unintelligent and cannot be affected by leadership... perhaps there will be cards in the leadership category that apply only to critters later on though...). My thoughts on cards like these will be in the direction of “Moonbiter’s Battlecry” (If I get permission)... Yeah, you know from what card I ripped that of, you wonderful Magic-playing people... yeah, you know who you are.
And that concludes the slightly more... extensive version of my rules... MY RULES...
If you think I made a mistake or have any tips ideas for cards, but no time to do them yourselves, feel free to mail me at
order_intelligence@hotmail.com
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