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Card Wars: Basic Rules

Ive seen numerous interpretations of the rules of the Card Wars game played in the
Card Wars episode of Adventure Time. This is my interpretation/adaptation of how I
think the game should be played and the PC game Im developing will follow these
rules, for the time being. These rules will be revised as development progresses and
testing reveals areas/rules that dont work.

Deck Makeup:
The starter deck is technically made up of 41 cards; 6 land, 1 stronghold, 6 building,
14 creatures and 14 spells/abilities/items. Since the land cards are drawn at the
beginning and then taken out of the deck and so is the stronghold, there are really
34 cards to work with in the starter deck, however. Eventually, players will be able
to edit their deck, choosing between pre-made decks as well as customizing their
own. A tentative deck limit is 60 cards for now.

Victory Conditions:
To win a game of Card Wars, one player must destroy their opponents stronghold as
well as all of their creatures. Once a players stronghold is destroyed they can no
longer play new creatures, however they can use any creatures they already had
out and can continue to draw cards and play spells/abilities/items until their last
creature is defeated.

Setup Phase:
The player is presented 4 cards from their available land cards (there are 6 in the
starter deck at the beginning of the game). The player then has the option to
redraw or floop. Flooping their land will make the land appear on the board and give
the player the choice of where to place their stronghold. Depending on the deck, the
stronghold can differ but the starter deck has a Keep as a stronghold. Once the
stronghold is placed, the opponent will place their land and stronghold.
Once setup has been completed, each player will draw five cards to start with and
determine who will go first. A single turn will consist of:
1. Draw one card.

2. Play one building or one creature (cannot use buildings or creatures the same
turn they are played).
3. Activate/Floop creatures/buildings already on the board (this includes special
abilities, learning and/or moving creatures into/out of buildings).
4. Once creatures have been committed, if the opposing player wishes to defend
they will select their defenders and the combat phase with begin, wherein players
can play spell cards, abilities or items to augment their creatures.
5. If a building or creature was not put into play previously, one can be played at
this point.
6. End of turn, if a player has more than 5 cards in their hand they must discard
down to 5.
Play proceeds to the next person.

Combat
So combat will go sort of like this, and this isnt a final setup:

Player chooses attacking creature

Opponent chooses any number of un-flooped creatures to defend. Each


successive defender adds their defense together, ex. Two defending pigs (def.
2) would have an overall defense of 4

The attacking creature compares their attack to the overall defense and any
remaining attack points are subtracted from the attackers target, ex. Player
Pig attacks (att. 2) opp. Pig, Opp defends with two pigs though so the overall
defense is 4, therefore the players attack does no damage.

The attacking creature is then flooped until the players next turn.

I realize there is a lot of room for this system to not work, so it will take some
testing and tweaking before the final combat system can be set in stone.

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