Skip to content

Instantly share code, notes, and snippets.

@Ratstail91
Last active May 27, 2020 22:32
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save Ratstail91/01e9a8a8ac0352b271cd678a0d46ff9b to your computer and use it in GitHub Desktop.
Save Ratstail91/01e9a8a8ac0352b271cd678a0d46ff9b to your computer and use it in GitHub Desktop.
Rules for a legacy card game in progress.

Image

Version 0.3.1

Premise

This is a solo legacy card game with just 18 cards.

This was created as an entry to Button Shy's 18 Card Legacy Game contest.

A single game takes about 5-10 minutes. A campaign (a series of games) might take about 1-3 hours, depending on how long you want to play before starting again.

Terms

Solo - This game is played on your own.

Legacy - Changes made to the cards carry over between games, so every action has a permanent impact.

Card - A piece of cardboard, used for playing this game. There are 18 in this game, each of them unique in some way.

Game - An activity that one engages in for amusement or fun.

Rules

At the beginning of every game, shuffle the three monster cards and select one at random - this is the monster you'll be fighting this game. Set the other two aside, you won't be using them. You begin the game with 100 HP (which is also your max HP), while the monster begins with HP, ATK, DEF and MAG based on what is written on its card. Use a pencil and a piece of paper to track your HP and the monster's HP each game (you may also need to track your max HP after a certain point). If any card says "heal", remember that HP can not go above it's max value.

Shuffle the remaining 15 cards - these will be your draw pile; when you're told to draw a card, do so from here. If there are no cards left in your draw pile when you try to draw, shuffle your discard pile into your draw pile.

At the beginning of your turn, draw 5 cards, then choose up to 3 cards to use.

Attack cards can be used to inflict DMG, modified by any effects (such as fire and ice), minus the monster's DEF to the monster's HP. Defend cards can reduce the DMG that the monster deals to you at the end of the turn (see below). Special cards have no effect at first. Any extra effects that have been ticked on a card also take effect when it is used.

The single "Upgrade" card allows you to upgrade any other card in your hand. To upgrade a card, tick off a box listed on that card - that card now has that ability, permanently.

At the end of the turn, if the monster is still alive, it will inflict DMG to your HP and any of it's enabled per-turn abilities will take effect. Discard all of the used and unused cards from your hand.

You win the game when the monster's HP reaches 0; likewise, you lose the game when your HP reaches 0. If you win, you may upgrade a non-monster card as a reward.

At the end of the game, win or lose, the monster you just fought gets stronger. To determine how, shuffle the 15 cards together, then select one at random; the upside down "Monster Upgrade" section indicates how you need to upgrade the monster for next time. If it tells you to enable an ability that is already ticked, ignore it.

Card List

1. Fire Monster

HP: 100, ATK: 40, DEF: 10, MAG: 10

Takes double DMG from ice attacks.

  1. Each turn, deals 10 damage for each unused fire attack in your hand.
  2. Increase the MAG of every monster card by 10.
  3. Increase ATK by X, where X is equal to MAG.

2. Ice Monster

HP: 100, ATK: 40, DEF: 10, MAG: 10

Takes double DMG from fire attacks.

  1. Each turn, deals 10 damage for each unused ice attack in your hand.
  2. Each turn, You draw one less card.
  3. Incrase HP by X, where X is 5x MAG.

3. Eyeball Monster

HP: 100, ATK: 40, DEF: 10, MAG: 10

  1. Each turn, Heal 2 to this monster.
  2. Each turn, deal an additional X damage, where X is equal to MAG.
  3. Increase MAG by 10.

4. Upgrade

Upgrade one other card in your hand, then discard it.

Monster Upgrade: Enable Ability 1.

5. Attack (1)

Deal 20 DMG to the monster.

  1. Add 10 DMG to this attack.
  2. Add 10 DMG to this attack.
  3. This attack is now [ ] fire attack or [ ] ice attack.
  4. All attacks become [ ] fire or [ ] ice attacks this turn.

Monster Upgrade: Enable Ability 1.

6. Attack (2)

Deal 20 DMG to the monster.

  1. Add 10 DMG to this attack.
  2. Add 10 DMG to this attack.
  3. This attack is now [ ] fire attack or [ ] ice attack.
  4. Deal 20 DMG for each fire attack in your hand (this doesn't count as a fire attack).

Monster Upgrade: Enable Ability 2.

7. Attack (3)

Deal 20 DMG to the monster.

  1. Add 10 DMG to this attack.
  2. Add 10 DMG to this attack.
  3. This attack is now [ ] fire attack or [ ] ice attack.
  4. Deal 20 DMG for each ice attack in your hand (this doesn't count as an ice attack).

Monster Upgrade: Enable Ability 2.

8. Attack (4)

Deal 20 DMG to the monster.

  1. Add 10 DMG to this attack.
  2. Add 10 DMG to this attack.
  3. This attack is now [ ] fire attack or [ ] ice attack.
  4. You may pay 10 HP to add 20 DMG to this attack.

Monster Upgrade: Enable Ability 3.

9. Attack (5)

Deal 20 DMG to the monster.

  1. Add 10 DMG to this attack.
  2. Add 10 DMG to this attack.
  3. This attack is now [ ] fire attack or [ ] ice attack.
  4. Reduce the monster's DMG by this card's DMG (before elemental effects).

Monster Upgrade: Enable Ability 3.

10. Defend (1)

Reduce the monster's DMG by 10 this turn.

  1. Reduce the monster's DMG by an extra 10 this turn.
  2. Heal 5 after taking DMG.
  3. Draw an extra card at the beginning of the next turn.
  4. Return a card from your discard pile to your hand.

Monster Upgrade: Add 40 HP.

11. Defend (2)

Reduce the monster's DMG by 10 this turn.

  1. Reduce the monster's DMG by an extra 10 this turn.
  2. Heal 5 after taking DMG.
  3. Draw an extra card at the beginning of the next turn.
  4. Search your draw pile for a card, then shuffle it.

Monster Upgrade: Add 40 HP.

12. Defend (3)

Reduce the monster's DMG by 10 this turn.

  1. Reduce the monster's DMG by an extra 10 this turn.
  2. Heal 5 after taking DMG.
  3. Draw an extra card at the beginning of the next turn.
  4. Increase your maximum HP by 20 this game (current HP remains the same).

Monster Upgrade: Add 10 ATK.

13. Defend (4)

Reduce the monster's DMG by 10 this turn.

  1. Reduce the monster's DMG by an extra 10 this turn.
  2. Heal 5 after taking DMG.
  3. Draw an extra card at the beginning of the next turn.
  4. Double the DMG reduction of this card for attacks taken from fire monsters.

Monster Upgrade: Add 10 ATK.

14. Defend (5)

Reduce the monster's DMG by 10 this turn.

  1. Reduce the monster's DMG by an extra 10 this turn.
  2. Heal 5 after taking DMG.
  3. Draw an extra card at the beginning of the next turn.
  4. Double the DMG reduction of this card for attacks taken from ice monsters.

Monster Upgrade: Add 10 DEF.

15. Special (1)

  1. Heal 20 HP.
  2. Shuffle your discard pile into your draw pile.
  3. Draw a card.
  4. The monster's abilities don't activate this turn.

Monster Upgrade: Add 10 DEF.

16. Special (2)

  1. Heal 20 HP.
  2. Shuffle your discard pile into your draw pile.
  3. Draw a card.
  4. Cross out the monster upgrade section of this card.

Monster Upgrade: Add 40 HP.

17. Special (3)

  1. Heal 20 HP.
  2. Shuffle your discard pile into your draw pile.
  3. Draw a card.
  4. You may use an extra card this turn.

Monster Upgrade: Add 10 MAG.

18. Special (4)

  1. Heal 20 HP.
  2. Shuffle your discard pile into your draw pile.
  3. Draw a card.
  4. Remove any card in your hand from this game (return it next game).

Monster Upgrade: Add 10 MAG.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment