Tactical Game Cards

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Revision as of 22:37, 10 August 2020 by Arcanemusic (talk | contribs) (Formats card effects into a table.)
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Welcome to the Exciting world of Tactical Game Cards!

Sponsored by Nanotrasen Edu-tainment Devision.

Core Rules:

Tactical Game Cards (Also known as /TG/C) is a traditional trading card game. It's played between two players, each with a deck or collection of cards.

Each player's deck contains a minimum of 30 cards, and a maximum of 60 cards. For each individual card, you can have a maximum of 3 cards in your deck, with the exception being land cards, which have no limit. Each player's hand can hold a maximum of 7 cards. At the end of your turn, if you have more than 7 cards, you must choose cards to discard to your disposal pile until you have 7 cards.

To begin a match, both players must flip a coin to decide who goes first. The winner of the coin toss then decides if they go first or second. Before the match begins each player is given the opportunity to play up to 5 department cards of their choice from their deck, face down, then each player's deck is shuffled, and each player draws 5 cards each.

Gameplay Phases

A single turn of the game goes as follows, and the order of card effects is very similar to other card games. Within a single turn, the following phases are gone through, in order, unless otherwise altered by a card effect. Turn Phases are the Draw Phase, Effect Phase 1, Play Phase, Combat Phase, Effect Phase 2, and the End Phase.

During the draw phase, the player whose turn it is draws a single card. If they would draw more than 7 cards, no effect occurs until the end phase if they still have more than 7.

During the First Effect Phase, this is when effects that take place at the start of your turn would occur. If an opponent's effect takes place at the start of your turn, their effects will always take place first, then yours, unless otherwise stated by a card effect. If an opponent's effect would cause you to lose the game, and your effects would prevent that condition from happening afterwards, you would lose the game.

During the Play Phase, this is when you can play, summon, or activate your own cards. Card Effects that don't state when they're activated MUST be activated during the Play Phase. Your opponent can also activate their own card effects in response to one of your actions during your play phase if able. Any card played during the play phase can activate its effect as soon as it's played. More details within the Card Breakdown section.

During the Battle Phase, a creature card is able to battle other creature cards, or attack their opponent once per turn. Neither player can attack on their first turn, and all cards that enter the field can attack as soon as they can, unless it is the first turn, or they are prevented by a card effect. More details within the Card Combat section.

During the Second Effect Phase, this plays out similar to the first effect phase, but this is typically for card upkeep or slower effects. Cards that use the Effect Phase will state if they have an effect in Effect Phase 1 or 2.

During the End Phase, end of turn effects will occur. If the active player has more than 7 cards in their hand by this point, this is when they must discard cards. All of the player's cards who used an effect at any point in the turn are refreshed, and able to use their effect again going into the opponent's turn.

After all 6 phases have passed, the players turn officially ends, and the opponent begins their turn, starting from the draw phase.

Card Breakdown

Within the game, there are 3 kinds of cards (So far), Creature, Item, and Department cards.

Creature Cards.

All creature cards have 4 core values to keep in mind, Power, Resolve, Faction, and Summoning Cost. Power serves as a card's offensive value in combat. Resolve serves as a card's defensive value in combat, and doubles as a card's health. Factions are groupings of cards that can often share effects and traits together. Summoning Cost is how much energy a card needs in order to be summoned. All department cards provide a single point of energy, that is lost at the end of the turn if not used. Item Cards. All item cards similarly to Creature Cards have Power, Resolve, and Summon Cost values, but for items, these values are added to the attached card's values. Items can only be attached to creatures, and they last until the creature dies, or otherwise leaves the field, following it's equipt card. If returned to the hand, send to the disposal pile, or otherwise leaves the field, it is detatched from the equipt card. Department Cards.

Department cards each provide one point of power to the player starting from Effect Phase 1. Some department cards have effects that can be activated instead of gaining energy, and may choose to activate that effect instead of gaining energy during Effect Phase 1.

Maintaining a healthy ratio of department cards, creature cards, and item cards is important to being able to activate the cards you want in the order you want to to be activated.

Special Effects Many cards possess special effects. Some of these effects exist as on several cards as keywords, which are listed below:
Asimov Creatures possessing this trait cannot attack or defend against creatures with the Human subtype.
Changeling This creature possesses all subtypes simultaneously. Any effects which affect a specific subtype apply to Changelings.
Graytide Gains +1/+1 for all creatures on the same side possessing Greytide.
Holy Immunity to all event cards.
Taunt
All opposing creature attacks must be directed towards the creature with Taunt.
First Strike This creature has attack priority in combat.
Deadeye This creature can always hit opponents, regardless of effects or immunities.
Squad Tactics When attacking alongside creatures with Squad Tactics, this creature gains +1/0.
Immunity The creature cannot be affected by cards of its immunity type. This includes both friendly and opposing effects.

How to Win

This part is simple. Each player starts the match with 10 Life Shards. When an opponent attacks you directly, you will lose 2 lifeshards (unless otherwise stated). When you destroy an opponent's creature, and your power is more than double the creature's Resolve, your opponent loses 1 lifeshard as collateral. Alternatively, when either player attempts to draw a card from their deck and has nothing else remaining, the drawing player must lose 1 lift shard, but may draw a card from their disposal pile instead. You win the match by reducing your opponent's lifeshards to zero.

Tips N Tricks!

Follows these Tips N Tricks to become the ultimate /TG/C player on the station!

  • There are several rarities of cards! Every Pack comes with 5 common cards, 1 guaranteed rare or better, and occasionally a coin for flipping!
  • A wise man once said, "the card game is deep". Experiment with card effects, combos, and strategies!
  • Did you know that 2% of all profits of /TG/C cards is sent to charity?*
  • Building a deck that revolves around multiple departments can be the key to victory against some strategies!
  • The Quartermaster will never be a head of staff. Not even in fiction.
  • /TG/C cards are individually printed on paper made from the last of the California Redwoods!
  • We've never heard of 'magic' or 'porkmen' or 'yumigoes'. Stop Emailing us about it.
  • There are some clever ways to activate once-per-turn effects a second time.
  • Playing /TG/C while driving or operating heavy machinery is not advised, if you want to look like a DORK that is.
  • By charity, we mean we literally just throw it away.