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Version du 17 août 2010 à 14:43

Eredan iTCG : Game Rules General

Aim of the Game

Each player confronts eachother through their chosen characters. The aim of the game is to eliminate the opponent's characters by producing maximum damage.


Victory conditions

A player wins the game when:

- The opponent's three characters are dead and you still have one character alive.

- If all the characters in-game are dead, the computer calculates the damage inflicted on the different characters. The player that obtains the highest damage score wins.

This involves damage points + Healing on the characters.

- If a player can no longer pick any card in his Deck, he will loose the game at the end of current round. Deck creation and affiliations

Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.

The player must choose an affiliation to create his guild: Kotoba, Zil Warriors and Noz' Dingard Envoys or he can simply not choose an affiliation by playing a Mercenary (In that case, he cannot put any affiliation cards in his Deck).

It is not possible to mix different affiliated characters together unless they are Mercenaries.

Example : It is not possible to put Telendar (Zil Warrior) with Iro (Kotoba) and Amaya (Kotoba). However, it is possible to put Aez (Mercenaries) with Iro and Amaya.

If the player decides to put two Mercenary characters and one affiliated character, the latter will be taken into account and determine the affiliation of your Deck.

Example : Let us put Aez (Mercenaries), Hares the Brute (Mercenaries) and Zahal (Noz' Dingard Envoys), the deck will be Noz' Dingard Envoys .

Concerning the cards in your Deck , you cannot put cards affiliated to different guilds in your deck (thus determined by the characters played).

Example : We cannot place both Katana and Wakisashi cards that are both affiliated Kotoba on a deck that is affiliated Noz' Dingard.

We also cannot place three copies of the same card in a Deck. Cards that are "unique" only have one copy. How the game works

Start of the game

The Characters face each other in line. Each player recieves 5 cards in HAND.


Initiative

The computer randomly chooses who will be the first to start the game. The AI throws a dice for each player and selects the one who has the highest score.


Round 1/Player 1

A round is composed of several phases:

Phase 1 : Character choice

Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.

⇒ If the round corresponds to a character order, he will obtain the bonus that is indicated on the card. ( for more information on Orders, you should check the tutorial)

Phase 2 : Playing Cards

Each player can play 1 card in Hand. If your first card allows a CHAIN, the player will be able to play a second card.

Phase 3 : Confrontation resolution

For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points

⇒ If a character goes to 0 Health points, he dies. (but this card can still be a target, some particular cards can place them back in-game)

⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.

Phase 4 : Tapped

The characters that were involved in Combat are then tapped (if not dead of course), they cannot participate in the fight again unless all the characters have been played. However these tapped characters can still be a target for some particular cards.

Phase 5 : Discard

Players can discard as many cards as they want (caution, a player that has no cards left at the end of a round will lose the game!). The player that has more than 5 cards in hand must discard one or several cards to keep 5.


Round 2/Player 2

Each player has 5 cards in HAND. Same as phase 1 and 5. Player 2 cannot chose a tapped character to fight. Fight 2 then starts. Then, it is Player 1 that plays and so on.


End Game

The game stops when all the player's characters are dead or if one of the players leaves the battle. The player wins a game if he still have some characters that are alive. IF every single character is dead on both sides, the computer will calculate and resume the damage and healing inflicted during the battle, the player with the highest score will win of course. Important Points

Contradiction in rules


If a rule is contradicted by text on a card, the card will prevail.


Order Activation


In the case where there are multiple orders, for example, a character has Order 2: Attack +1 and Order 8: Defense +1, if an effect activated the Order, the character will then benefit from the effects of each bonus and will obtain Attack +1, Defense +1.


Expérience and upgrades


In each game and following the actions taken, the cards will gain experience. For each game you play , your cards will gain experience.The way to win is different depending on the type of card, whether the card is that of a character or not.



Mage Attack/ Spell damage


Throw a spell with a mage character. If this spell produces direct damage (like Fireball, Thunder bolt, Blazing arrow etc), the character does not perform the attack inscribed on a card. The damage of spells substitute those of the Mage.


Damage, Spell Resistance and Theurgy


When damage is produced by a spell or Theurgy card, we do not consider the opposing defense, but the score of the opponent's spirit.

Example : Aku plays "Blazing arrow" against Aez (Defense, Spirit 1). The Spell inflicts 5 damage points but minus the Spirit of AEZ, ie 1. Therefore, the Blazing arrow damages the opponent for 4 Health points.

Card's order resolution


Card resolution is done in N.


This means:

- First card of the active player is played first.

- First card of the passive player is played second.

- Second card of the active player is played third.

- Second card of the passive player is played fourth.


Items restriction

A character can only have one item for each type: Weapon and Armor. One sword and shield. there are no other restrictions concerning other items (jewels, scrolls, potions ect).


Note :A game effect, "Dual Wield" enables a character to wield two weapons.


Class effects

Warriors

Used to war, these warriors are tough, they have more Health points than other classes. In short, warriors can play a second card if the first card is an item card.


Mage

You will gain a CHAIN if you play a Mage and if the first card played is a spell that is in a Non-Spellcasting zone.


Marauder

The Marauder obtains +1 in attack when he confronts a specific class.


Priest

Priests can use Theurgy cards. Using a Theurgy card does not reduce a character's attack.


Craftsman


When your craftsman is in combat, you can attach items on the characters that are on the tapped line.


Courtier

A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.


Particular cases : Hybrid-Classes

Certain characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:


Mage /Warrior

Mage Template with more Health points. Can use cards reserved to Mages and Warriors. Looses CHAIN on spells. Looses his warrior ability to use a second card if the first is an item card. Can use Offensive Spells and Attack in the same Combat round.


Mage / Marauder

Mage Template with more Health points. Can use cards reserved to Mages and Marauders. Looses CHAIN on Spells. Conserves Marauder capacity (Attack +1 against character classes). Can use spells that causes damage and attack in the same combat round.


Marauder / Warrior

Marauder Template with more Health points. Can use cards reserved for Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)


Warrior/ Priest

Priest Template with more Health points. Can use cards reserved for Warriors and Priests.


Priest / Marauder

Priest Template with more Health points. Can use cards reserved for Marauders and Priests. Conserves the Marauder's capacity (Attack +1 against a certain character class)


Mage / Priest

Priest Template . Can use cards reserved for Mages and Priests. Keeps Spell CHAIN as specified in the Mage rules. Races

 The race determines the nature of the character. Here are the races :
 The Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The beasts


Among these races, only two have particular effects:

- Golem :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.

- Guemelite : The Guemelites can throw spells that correspond to their element. A water Guemelite will throw water spells ect. Caution, Guemelites do not have chains on their spells.