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 Custom Card Game Soul Engage

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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
Join date : 2013-07-14
Age : 32
Location : Tacoma, WA

Custom Card Game Soul Engage Empty
PostSubject: Custom Card Game Soul Engage   Custom Card Game Soul Engage Icon_minitimeSat Sep 27, 2014 7:33 am

Yes I'm working on a small card game of my own and that's why I'm quiet on and off a lot these days so I thought I'd at least let you guys know about it so you all don't think I'm dead or something. Smile I'm hoping to have a playable Alpha of it done by the end of the college quarter so keep pestering me to get it done because I tend to be forgetful. Sad 



It's based off of YuGiOh, Vanguard, Magic, and maybe a little bit of Pokemon so the rules and ways things are done can be a bit of a headache until I sort out what I want to bring in and what doesn't make any sense to bring in.


Here's a Basic run down of what card types I got and how they'll look to a point.


Card Stats & Descriptions

Overall Cards:  What stats are on all cards but not necessarily displayed on them but they are stored on them.

Name: The name of the card

Rank: The rank number of the card, can be positive or negative: Range -5 to 5, this includes 0

Rank Polarity: Based on if the rank is positive, negative, or neither, so it can be + , - , or =

Level: The level number of the card, can be positive or negative: Range -25 to 25, this includes 0

Level Polarity: Based on if the level is positive, negative, or neither, so it can be + , - , or =

Overall Polarity:  Based on the Rank and Level Polarities and what they are.  Positive + Negative or Negative + Positive  = Neutral, Positive + Positive = Positive, Negative + Negative = Negative, Neutral + Neutral = Neutral, Positive + Neutral = Positive, Negative + Neutral = Negative; Also all card types display this right under where the Level/LVPole and Rank/RPole are displayed on all cards.

Attribute: Basically what element is the card: Light, Dark, Earth, Wind, Water, Fire, Divine, Elemental, Random, InfinitySoul.   The last 3 Attributes are something I came up with for several reasons,  InfinitySoul is Meant for the last card type only and also it is the only one that one has,  Elemental basically meant this card is all attributes but the last two, Random is a changing attribute that randomly changes due to actions in the duel.

Type/Race: What type or card a given card is.  Refer to YuGiOh for ideas on this one.

Charge Gen/Use:  These two tell you how much charge the card generates above the norm per turn or how much it uses to both stay on the field and use charged effects.  With Charge counters you can exceed the normal limitations of cards and their effects but the price gets multiplied by the number of total uses in a duel for a given player.  Use charge counters too often and you'll find yourself unable to use the most powerful cards when they are needed most.

Monsters & Shards: These are on both card type named here.
Is Token: Tells you if the Monster or Shard is a Token, basically these tokens work the same way in YuGiOh but they have special zones for them.
Is Token Idol: Idols are different from normal token in only one way and that is the fact they can exist in the zones meant for Non-Token Monsters & Shards, other than that they aren't any different from any other token


Monsters:  Just like in YuGiOh and other games Soul Engage has monsters and Monsters play a key role of making it so you can use your Shards at all in this game so if you really want to hurt someone in this game nuke their monsters and watch their Shards go along for the ride with them to the Graveyard or Void zones. Razz 
Displays Name:
Displays Level: Display the polarity of it as the color behind the Level Number 
Displays Rank: Display the polarity of it as the color behind the Rank Number 
Displays Attribute:
Displays Race:

Specialty:  About the only way to explain this is by referring to real world specialties people and machines have, in this case specialties normally come with an additional effect that is added to the card while it has that specialty.  They are also displayed like the Race of the monster but right under it.

Displays Charge Gen & Use: Displayed at the bottom next to ATK & DEF
ATK: Monster have ATK at the bottom under their effect
DEF: Monster have DEF at the bottom under their effect
Displays Token and Idol Status as color changes to the card type color

Shards:  Shards are basically two card types in one,  Because of this depending on how they are used you could use either a spell effect or a trap effect
Displays Name:
Displays Level: Display the polarity of it as the color behind the Level Number 
Displays Rank Polarity: Display the polarity of it as the color behind the Rank Char, the number isn't displayed in this case so assume it is -1, 0 or 1 based on the - , = , or + symbol you see
Displays Attribute:
Displays Type: Types for Shards are different than the monster ones but in this card you can pick up most of them by just checking YuGiOh's spell and trap cards.
Displays Charge Gen & Use: Displayed at the bottom of the card
Displays Token and Idol Status as color changes to the card type color

Seals:  These are your field spells but are many times more dangerous then other card games, in terms of power rankings seals are the second most dangerous type of card in the game but because of this they have a high maintenance cost of charge counters just to keep them on the field.
Displays Name:
Displays Level Polarity: Display the polarity of it as the color behind the Level Char, the number isn't displayed in this case so assume it is -1, 0 or 1 based on the - , = , or + symbol you see
Displays Rank: Display the polarity of it as the color behind the Rank Number 
Displays Attribute:
Displays Type: Types for Seals are different than the monster or shard ones.  These are someone based on the Complexity levels of Magic seals starting at Fragment and going all the way up to Mastery 
Displays Charge Gen & Use: Displayed at the bottom of the card

Soul Engages:  The most deadly card in the game with the highest base charge counter cost as the most lethal effects.  Soul Engages won't have instant win effects but they are so powerful you are likely to win the turn they are used anyways.  Keep in mind that simply using a Soul Engage doesn't mean you are going to win outright and if someone is good enough they can totally dismantle your attempt at ending the duel with you winning.  Soul Engages also have a downside, if you don't win by the end of your turn you automatically lose.  If you use a Soul Engage during your opponent's turn you basically have until the end of your turn when it comes up to win, so this gives added reason to not use a Soul Engage during your turn because that leaves you next to no time to make sure you are going to win first.
Displays Name:
Displays Level Polarity: Display the polarity of it as the color behind the Level Char, the number isn't displayed in this case so assume it is -1, 0 or 1 based on the - , = , or + symbol you see
Displays Rank Polarity: Display the polarity of it as the color behind the Rank Char, the number isn't displayed in this case so assume it is -1, 0 or 1 based on the - , = , or + symbol you see
Displays Attribute & Type:  These are displayed on the same spot for Soul Engages since they are the same one in both the Attribute and Type Sections.  InfinitySoul is the Type and Attribute that is Unique to the Soul Engage card type but also it can't use any other one as well.

Displays Charge Use: Displayed at the bottom of the card, Charge Gen is always 0 for Soul Engages so it doesn't get displayed.  Also when a Soul Engage is activated the Charge Use is the minimum needed to activate it but it also uses any remaining charge counters no matter how many there are after it gets its min cost paid.


Ban List Info

Now here's where things get interesting in Soul Engage.  You can have up to 5 copies of a given card at most depending on where it is on the ban list.   Cards change lists mainly based on player voting and feedback for the most part.  Also observation on how cards are being used and how often plays a roll as well since sometimes players will try and trick the system into keeping a card low because they like how OP it is.  Twisted Evil

Here's the Ban Levels:
FreeUse: Cards here can have up to 5 copies in a given deck

LowRestrict: Cards here can have up to 4 copies in a given deck

MidRestrict: Cards here can have up to 3 copies in a given deck

HeavyRestrict: Cards here can have up to 2 copies in a given deck

SingleCopy: Cards here can have up to 1 copy in a given deck

Banned: Cards here can have up to 0 copies in a given deck

PermaBanned: Cards here can have up to 0 copies in a given deck, the difference between Banned and PermaBanned should be obvious to anyone based on the name.  Basically any card that ends up here is never coming back to see the light of day again without some special request being made by the whole player base or the majority of it at least. Very Happy   Also normally the only way a Card can get Perma Banned is if most of the players see it as a card that will be too powerful to let anyone use no matter the reason, or most of the players hate the card and anyone that uses it.  Something tells me this list is going to be rather small. Smile 



Deck Building Info

For this you have 4 sub decks that make up the whole deck here.  The Main Deck, Side Deck, Extra Deck, and the Soul Engage Deck.  

Main Deck:  This card hold between 40 and 120 cards that aren't Soul Engage or other special card types.  Cards between Rank -3 and 3 and between Level -15 and 15 are allowed in the main deck.

Side Deck:  Holds between 0 and 16 cards and can hold anything that isn't a Soul Engage.

Extra Deck:  Holds Special Card types that aren't Soul Engage as well as Card Ranks -5, -4, 4, 5 and Levels -16 to -25 and 16 to 25.  Holds between 0 and 30 cards.

Soul Engage Deck: Holds only Soul Engages themselves and nothing else.  Can only hold up to 3 cards total but doesn't have to hold any. Also you can only have 1 copy of a given Soul Engage in your Soul Engage Deck at a time.  This is mainly to prevent someone trying to fit 3 copies of 1 Soul Engage just so they can be extremely OP.


Field Info

Now here's where things get insane fast.  There are 3 Field Lines with different zones in them depending on what they are meant for.

Battle Line:  Holds the Battle Line Columns that hold Monster, Shards, Token Monsters, and Token Shards.  If a Monster in the monster zone of a Battle Line Column is destroyed or removed from the field and the Token Monster Zone doesn't have a Idol Monster in it or something else isn't preventing the column from being destroyed, the whole column and all cards in it are destroyed and sent to their appropriate locations.  If there is an Idol Monster in the Token Monster Zone than it shifts to the Monster Zone and the column remains active, the only other way a column can avoid being destroyed is if a card effect is preventing it from being destroyed due to this rule.

  • Battle Line Column: 
  • Token Monster Zone
  • Monster Zone
  • Token Shard Zone
  • Shard Zone


Command Line: This holds 7 zones total, these are here for several reason one of which is to make them easier to see and to spread out the field more. The Seal and Soul Engage zones are on the far left of this Line and are for the global effects of the game.  The Void and Graveyard Zones are on the far Right of the Line and where cards go after leaving the field most times.  The Void is basically Soul Engage's Banish Zone but harder to get out of than YuGiOh. Smile The Deck Master Zone, Soul Pile, and Main Shard Zone are right in the middle and aside from your LP Meter you want to protect this area of your field at all times because if the Deck Master takes too many hits you'll lose the duel faster than someone chipping away at your Life Points.  The Deck Master zone holds only a monster and cannot have tokens in it, same thing for the Main Shard zone right behind it but in this case it's only Shards and none of their tokens. A Monster in the DM Zone can't leave the field unless Promoted or Tributed for another Monster and even than the Monster than was in the DM Zone just moves to the Soul Pile after that happens. The Main Shard Zone also sends shards that are Upgraded or Destroyed in it to the Soul Pile and is basically a lot more forgiving than its Battle Line Column counterpart. 

 Keep in mind that the Deck Master has use of all card effects of cards in the Soul Pile but when a card in the Soul Pile has its effect used it is sent to the Graveyard or Void depending on where it can be sent after it is used.  Shards and Seals are 1 use from the Soul Pile unless they have Continuous Effects in which case those are automatically applied and don't cause them to be counted as being used.  Monsters can have their effects used a number of times up to the APS of their rank before being removed from the Soul Pile and again like Shards and Seals continuous effects apply without counting as usage.

  • Seal Zone
  • Soul Engage Zone
  • Deck Master Zone & Soul Pile Zone:  The Soul Pile is right under the DM Zone and if enough cards are in it can make the Deck Master extremely dangerous.
  • Main Shard Zone
  • Void Zone
  • Graveyard Zone


Strategy Line: where your 4 deck zones and hand are.  Also stats like Life Points, Deck Master Health, Charge Counters, Turn Count, what Phase it is, and other useful information are stored here as well.  Your Main Deck, Side Deck, Extra Deck, and Soul Engage Deck are all on the far right side of the Strategy Line, Your Hand is at the left bottom of it, and all useful stats take up the remainder of the space above the hand and to the left of the decks.  The Side Deck is meant for Match duels but the very fact it has a zone inside a duel should give you some ideas it isn't totally useless at other times either.  Cards in the Extra deck have various ways to get out of it, be it through special summoning when conditions are met or by use of the Upgrading Mechanic in case of Shards and Seals.

  • Hand
  • Main Deck
  • Side Deck
  • Extra Deck: Monster can be summoned and shards or seals Upgraded from the Extra Deck when closer to 0 rank or level cards hit the max you can from the Main Deck.
  • Soul Engage Deck: Soul Engages can be activated at any time once you have the minimum needed Charge Counters and the 5th Cycle through all duelists in the duel has passed.


Dueling Info

Did I lose anyone yet?  Because if you managed to read this far and not die of Insanity or Confusion yet I think you are at this point.   Twisted Evil Twisted Evil Twisted Evil  This is mostly going to explain some of the missed terminology and how the duel works.  Right now I'm only going to explain the basic formats for duels,  1 VS 1 Single Duel, N VS N Cluster FFA Single Duel, 1 VS 1 Balanced Team Single Duel, N VS N Balanced Cluster Team FFA Single Duel.  There are more but this is crazy enough to go for as it is, keep in mind the Match Duel versions of these are Best out of 3 to whatever number above 3 is picked so don't blame me if you end up going all night just for one Cycle of a duel. Smile 

Turn: starts at Draw Phase and ends at the End Phase but is basically a player's turn to do things.  Phases:  Draw Phase, Standby Phase, Strategy Phase (YuGiOh's Main Phase 1 and 2), Battle Phase, End Phase.  Notice something? No Second Strategy Phase  Twisted Evil Twisted Evil Twisted Evil yes I'm being evil with this but keep in mind if you go directly into your Battle Phase without doing anything in your Planning Phase you get to go into your Planning Phase after the battle phase since you didn't do anything but go into your Battle Phase.  So this well help you pick if you want to do anything before or after your Battle Phase. Smile 

Cycles & Rounds: You only have to worry about these in duels with 3 or more players, like the Cluster Duels and Team Duels, and even more so in the Cluster Team Duels.  One Cycle is basically how long it takes to go through the largest Team's Members while one Round is basically a cycle through the players that haven't gone yet that round on each of the teams.  It's easier to show rather than describe in this case.  http://www.mediafire.com/view/8766jibwg3t2778/DuelCycle_Format.doc 
As for Cluster Duels well this explains the team version of them just fine as well as the 1 VS 1 team.  Now as for the solo Cluster Duels they are slightly different than 1 vs 1 Single Duels for Cycles and Rounds.  Basically one Cycle or Round is how long it takes to go through all the players.

Charge Counters: Basically these are what amounts to your supply of fuel to break the usual limits of the game or do things that by any other means you couldn't normally do without them.  They are used for making Effects more dangerous, Charged Summoning, Polar Shift Summoning, Drawing Extra cards from you deck during your draw phase, being able to use your Soul Engages at all, Maintenance of cards needing charge counters, etc.  Now if Charge Counters are used for anything other than Maintenance add to your use count so don't think you can spam Charge Counter usage and get away with it for long.

  • Extra Draws: 10 X number of Additional Cards X Charge Uses
  • Soul Engages: SE Card's Charge Use Count X Charge Uses
  • Maintenance: Charge Use Count X Charge Uses
  • Strengthening Effects: Charge Use Count X Charge Uses
  • Additional Normal Summons (Note this has nothing to do with Charged or Polar Shift Summons): 10 X ABS of Rank X Charge Use (if 0 add 2) X Charge Uses
  • Going to add more to this later. Very Happy I'm sure you can tell how the Charge Counter System works by now

You gain Charge Counters every Standby Phase of yours based on the cards on all player's fields. 1 for each Monster + their Charge Gen, 2 for each Shard + their Charge Gen, 3 for each Seal + their Charge Gen.  Since you get Charge for even the other player's cards you don't have to worry about getting nothing unless someone clears the field.  Keep in mind you are also getting charge for the Deck Masters and the Main Shards as well.  The first two turns of a player Charge Counters are gained before the Maintenance Costs but after that it's the other way around for them.


Start of the Duel: Now if you've ever had a dev troll you with a Game Mechanic than you're going to hate me on this one since this is a Weed Out type of mechanic for the start of the duel.  You draw 7 cards into your hand from the top of your deck, if you don't have a R0 monster in your hand you shuffle your whole hand back into your deck and draw 7 more cards, if you don't have a R0 monster this time send the cards back to your deck and draw one less card this time, if none again continue to shuffle your hands back into the deck drawing one less card each time until you either get a R0 monster or you are unable to draw cards, if you can't draw any cards you automatically lose right here, if you manage to draw a R0 monster place it face down in your DM zone and wait for everyone else to either lose or get a Deck Master of their own.  When every one has a Rank 0 monster face down in their DM Zone all players flip them face up and the duel begins.

Yep the above mechanic is just plain evil  Twisted Evil Twisted Evil Twisted Evil Twisted Evil Twisted Evil but that being said you have to have a Deck Master in order to play and this mechanic forces players to think about the structure of their deck.  It is possible to make a deck of mostly Shards and Seals but you still need at least one R0 monster in your deck for a Deck Master.


1 VS 1 Single Duel:  Basically your usual 1 on 1 duel no need to worry about what Round or Cycle it is because you can just count the turns going by. Very Happy 

N VS N Cluster FFA Single Duel: one big Cluster **** of a duel and it's everyone for them self.  Be grateful no one can attack until the end of the first Cycle. Smile Because if that wasn't the case a lot of players would get cleaned out before they had a move.  In Solo Cluster duels everyone has their own field and stats and who goes when is determined by random number ordering.  Once the 5th cycle is over everyone that has the charge counters to do so can use Soul Engages.  Due to the various styles of effects cards like YuGiOh's Mirror Force would only affect the attacker while Crush Card Virus would hit all players but the user. Smile Solo and Team Cluster duels are used as elimination rounds of tournaments to allow for a large number of players to come in a filter out anyone that loses. Very Happy The Match version of Solo Cluster duels are just like the Single version but it's best out of 3 to N number of duels before a winner is picked.

1 VS 1 Balanced Team Single Duel: one team of a give size vs another team of the same size as the Balanced Keyword says, the Unbalanced format of this duel type can be very tricky to pull off but for those with small teams they might live to see the end of it. Smile  In team duels if your ally or Allies lose they are just knocked out of the duel so a balanced team duel can turn into an unbalanced one rather fast since each duelist has their own stats, field, and cards. 

N VS N Balanced Cluster Team FFA Single Duel: Do I need to explain this one.  Think the other solo duelist one but with teams instead and cluster **** to the Nth power.  Needless to say if you do live through this one it is a badge of honor just to come out sane and awake after one of these duels.  Team Cluster Duels are even more unpredictable than the solo ones because of how many players there are.  Again you got to wait for the 5th cycle before you are able to use Soul Engages also you are waiting until the end of the first cycle before you can attack anyone so in this case make sure you can last long enough for your turn to come around. Razz 

In both the team duel cases team members can gt knocked out of the duel and cause the same effect as the Unbalanced Team duels displayed earlier.  If the largest team loses a member that means the next smaller one basically loses a turn with an optional draw, While if a smaller team loses a member they gain a turn with an optional draw due to cycling through their members faster now than normal.


Promotion & Tributing: Promotion happens when you are basically tributing a monster for a monster whose rank is one closer to the Positive or Negative Max of their Rank, while Tributing is the same idea but for Levels, although in Tributing Monsters you can bring out higher level monsters by using monsters whose total level of the same Polarity is equal to or greater than the monster being summoned.  In both cases you can only Tribute or Promote along the same Polarity once their Rank or Level is higher or lower than 0.  So you could have a Rank 0 Level 0 Monster and when its Rank is higher or lower than 0 you can only Promote up or down to the Max, if Tributing it is the same idea, once the Level is higher or lower than 0 it can only continue in that direction.

Again this is easier to show than it is to explain: Rank 0 -> 1 -> 2 -> 3 -> 4 -> 5  Or Rank 0 -> -1 -> -2 -> 3 -> -4 -> -5,  Here's Level,  Level 0 -> 25 or Level 0 -> -25.  For the DM Zone summons the Monster's Rank cannot change when tribute summoning for a higher level monster and due to this you Can't Promote and Tribute at the same time in the DM Zone unless the Rank is being increased toward the max of its polarity.  However with the Battle Line you can either Promote for a higher Rank (Higher meaning closer to the max on the Positive or Negative ends) or you can Tribute for a higher Level (Higher again meaning closer to the max on the Positive or Negative ends).  Also you can Advanced Promote or Advanced Tribute Summon from the Extra Deck once the Rank or Level is high enough.

Normal Summoning:  Normal Summoning includes just strait up summoning a monster without Promoting or Tributing, it also includes Promotion Summoning, Tribute Summoning, and their Advanced Summoning Counterparts.  All of these remove from the Summon Counter in some way, You can Normal Summon a number of monsters up to the ABS of the Rank of your Deck Master as long as the Monster(s) being Summoned have the Same Overall Polarity as the Deck Master.  Now in addition to this you can Promote, Tribute, Advanced Promote, or Advanced Tribute Summon to the DM Zone once per turn.  Note that you cannot Normal Summon Monsters of a Higher Rank or not of the same Polarity as the Deck Master and depending on the Rank of the monster it tells you how much of your Summon Count it uses if not Promoting or Tributing to Summon it.

Here's some more examples:
Note Summon Count is max number of monsters summonable to the Battle Line.  Since Normal, Tribute, or Promote Summoning to the DM Zone can only be done once per turn it doesn't reduce the Summon Count any but it does reset it though.  Monsters, Shards, and Seals can only be Neutral Polarity if the Rank and Level are Opposite Polarities or are both 0 meaning neutral.

DM Rank -5 Level ? / Pole: Negative or Neutral
Summon Count: 5
DM Rank -4 Level ? / Pole: Negative or Neutral
Summon Count: 4
I'm sure by now you've noticed that the monsters summoned can be of any combination whose total ABS Rank Value is equal to or less than the Summon Count.  So in this case it would be a R-4 or some combination of R-3,-2,-1.  Also R0 counts as a single summon so automatically takes one summon count to bring out to the Battle Line

DM Rank -3 Level ? / Pole: Negative or Neutral
Summon Count: 3
In this case you'd have room to summon 3 R0 LV(Between the DM's and 0) monsters or 3 R-1 LV(Between the DM's and 0) monsters, 1 R-2 R0 LV(Between the DM's and 0) monster and 1 R(0 or -1) LV(Between the DM's and 0), or 1 R-3 LV(Between the DM's and 0) monster.

DM Rank -2 Level ? / Pole: Negative or Neutral
Summon Count: 2
In this case you'd have room to summon 2 R0 LV(Between the DM's and 0) monsters or 2 R-1 LV(Between the DM's and 0) monsters, or 1 R-2 R0 LV(Between the DM's and 0) monster.

DM Rank -1 Level ? / Pole: Negative or Neutral
Summon Count: 1
Overall Pole of monsters have to be the same as the DM when it comes to Normal Summons so in this case you'd have room to summon either a R0 LV(Between the DM's and 0) monster or a R-1 LV(Between the DM's and 0).  R0 LV0 Neutral Pole monsters can be summoned out with no worries about the Polarity of the DM

DM Rank 0 Level 0 / Pole: Neutral
Summon Count: 1
Problem here is the only thing that is Neutral Polarity at R0 is also LV0 so you might not even get to use this summon.

DM Rank 1 Level ? / Pole: Positive or Neutral
Summon Count: 1
Overall Pole of monsters have to be the same as the DM when it comes to Normal Summons so in this case you'd have room to summon either a R0 LV(Between the DM's and 0) monster or a R1 LV(Between the DM's and 0).  R0 LV0 Neutral Pole monsters can be summoned out with no worries about the Polarity of the DM

DM Rank 2 Level ? / Pole: Positive or Neutral
Summon Count: 2
In this case you'd have room to summon 2 R0 LV(Between the DM's and 0) monsters or 2 R-1 LV(Between the DM's and 0) monsters, or 1 R-2 R0 LV(Between the DM's and 0) monster.

DM Rank 3 Level ? / Pole: Positive or Neutral
Summon Count: 3
In this case you'd have room to summon 3 R0 LV(Between the DM's and 0) monsters or 3 R1 LV(Between the DM's and 0) monsters, 1 R2 R0 LV(Between the DM's and 0) monster and 1 R(0 or 1) LV(Between the DM's and 0), or 1 R3 LV(Between the DM's and 0) monster.

DM Rank 4 Level ? / Pole: Positive or Neutral
Summon Count: 4
I think you get the point by now. Smile 

DM Rank 5 Level ? / Pole: Positive or Neutral
Summon Count: 5

Without an Effect you can only Normal Summon, Promote Summon, and Tribute Summon from the hand, and Advance Summon (Same thing as normal summoning but from the extra deck), Advance Promote Summon, Advance Tribute Summon from the Extra deck.

For Tribute Summing and Advanced Tribute Summoning you tribute monsters on the Same LV Polarity whose total level is equal to or greater than that of the monster being summoned.

For Promote Summoning or Advanced Promote Summoning you are tributing one monster rather than any number of them but the Rank must be of the same Polarity and the Tributed Monster must be one rank less than the one being summoned.  Hint: 1 is less than 2, and in this game -1 is less than -2 since it is going by their ABS Values and checking their Polarity afterwords.

Special Summoning: Normally only done by effect or the Charged Summoning or Polar Shift Summing.  Unlike normal Summons you can Special Summon as many times as you are able, the only exceptions are Charged Summoning and Polar Shift Summing that can only be done once per turn.  

As you might have noticed Rank Polarity, Level Polarity, and Overall Polarity play some rolls at different times determining when monsters can be summoned.  Here's the last forms of summoning.  Like with Normal Summoning Special Summoning has its own version of all the Normal Summoning types.

  • Special Summon: The Special version of Normal Summoning, can be done from the Main Deck, Graveyard, Void, Hand, and Soul Pile.
  • Special Promotion Summon: Functions like Promotion Summoning but the Special Summoning version of it
  • Special Tribute Summon: Functions like Tribute Summoning but the Special Summoning version of it
  • Advanced Special Summon: The Special version of Advanced Summoning, can be done from the Extra Deck, Graveyard, Void, and Soul Pile.
  • Advanced Special Promotion Summon: Same deal here as before
  • Advanced Special Tribute Summon: yes same here.


Keep in mind the Special Summoning versions of the Normal Summoning types can be done from any location mostly but function the same way.  For Promotions and Tributes you still need to Tribute monsters of the correct ranks and levels but in the case of the Battle Line you can ignore Polarity, however in the case of the Deck Master you Cannot Ignore Polarity.  The up side of Special Summoning is that there is no limit to the number of times you can summon.

Charged Summoning: This allows you to skip ranks or tributes by paying charge counters to fill the gap, but beware that using charge counters this way counts as one use per summoning.  Charge Summoning is a form of Special Summoning but it can only be done Once per Turn.

For example you could do this number with ranks and skip ranks like this: R0 to R2 or R1 to R4 or R0 to R5,  It costs 10 charge counters per skipped rank X the number of uses of charge counters + 1. So R0 to R2 costs 10 charge, R1 to R4 costs 20 charge, and R0 to R5 costs 40 charge.  Now this was ignoring the Charge Uses in the turn for these calculations but you might have also noticed something else, it isn't the Difference being used as the multiplier here but the amount of Ranks between the lower and higher rank, so it comes out to Higher Rank - Lower Rank - 1 for the gap.

For Levels it gets a bit different since your are using charge counters to take the place of the levels of monsters, your still have to tribute one monster though before you can use the Charged form of Tribute Summoning.  So say the Tribute is LV10 and the Monster being Summoned is LV25 the equations looks like this.  (LV25 - LV10 + 1) X 2 X Charge Uses.  Here's an easier view,  (Summoned Monster Level - (Total Level of all Tributed Monsters) + 1) X 2 X Charge Uses.

Hint Charged Summoning only lets you skip ranks of fill the gap left when leaving out tributes so the usual rules of Polarity still apply especially with the Deck Master.  Also in the case of Battle Line Monsters When Charge Summoned their Charge Use goes up by 10 X the number of Skipped Ranks if Promoting or (Summoned Monster Level - (Total Level of all Tributed Monsters) + 1) X 2 if Tributing.

Polar Shift Summoning: This allows you to flip the Rank and Level Polarities of a Monster to the Opposite to Promote or Tribute Summon monsters you normally wouldn't because of Polarity issues now this is normally only done with Pure Positive or Pure Negative Polarity Monsters since Neutral Polarity doesn't need to use Polar Shifting to promote along the Rank as long as there is only a difference of 1 between the ABS values of their ranks. Polar Shifting can only be done if the monster being summoned has the same rank, level, or both but of the opposite Polarity.  Basically meaning R2 LV10 turns into R-2 LV-10, R2 LV-10 turns into R-2 LV10, R-2 LV10 turns into R2 LV-10.  These examples were done with both rank and level the same on both sides of the polarity but there are others.


Attacking & Defending: Each Monster can be changed between attack and defense position once per turn without effects.  Also as long as you have Monsters in your Battle Line be they tokens or otherwise your opponent's monsters cannot attack your Deck Master.  However their Deck Master can attack yours whether you have monsters in your Battle Line or not unless a card effect says otherwise.  Like your Battle Line Monsters your Deck Master being a monster can switch between Attack and Defense Position but it can still take HP Damage if it is hit with a strong enough attack that would normally destroy a normal monster.  Also in the case of attacking the Deck Master attacks from non-Deck Master monsters will only be able to deal up to 6 damage per turn but Deck Master Monsters can inflict damage as many times per turn as they can attack.  However you can still attack the Deck Master to Inflict Life Point Damage to your opponent even if you can't inflict.


Shard Usage: Now shards are almost totally useless without monsters in the battle line to give them zones to be placed in.  So you might be wondering how on earth are you going to make a deck mostly shards and actually win?  Well you'd have one shard bring out Monster Token Idols directly every so often so you can have the needed zones so that solves that issue.  Shards destroyed in the Main Shard Zone are moved to the Soul Pile under the Deck Master rather than going to the Graveyard or Void.  Also Shards that are used as Upgrade Material are moved to the Soul Pile as well.

As Mentioned later Shards can be upgraded like Monsters can be Promoted but it only works if the Rank Polarity of the shard on the field and the one being upgraded to are the same and the Level is between 1 and 5 Levels higher than it in the same Polarity. Smile 

If placed Face Down Shards Activate like Trap Cards with their Trap Effect, but if activated face up they are Activated like Spell Cards with their Spell Effect.  This opens up a large number of things that can be done since most shards have two effects and can be used two different ways.  When Activated into Trap Mode they are in a what is Defense Position for Monsters, but when Activated into Spell Mode they are in what is a Monster's Attack Position so this helps tell the two modes apart. 

Upgrading Shards & Seals: Unlike Monsters Shards and Seals only have a number rank or level paired with a Char Rank or Level rather than both being numbers so you might be wondering how to use the stronger ones since they rely on the same kind of Promotion Mechanics as Monsters.  Basically as long as the Shard or Seal being Upgraded onto is the same Polarity on the side that is a Character and in case of rank being the number one rank higher, but in the case of Level being the number it can be up the 5 Level Difference.

Seal Usage: Like mentioned before Seals In Soul Engage are basically YuGiOh and other card game's Field Spells but stupidly powerful.  They use a sizable amount of Charge Counters to stay on the field though so they will leave it sooner or later unless enough charge counters are being generated to maintain them on the field.  Each player can have only one Seal at a time and can remove one they don't want or want to replace by simply setting a new Seal on top of an existing one Face Down.  You can also upgrade Seals the same way you do Shards only in this case Rank is the number and you can only up up one rank at a time.  When Upgrading Seals you can either Upgrade to the same type or a higher type but can't go down to a lesser type of Seal.

Soul Engage Finals: The most powerful card type in the game and near unbeatable to any other but they can be countered if you know what you are doing and just wait for your opponent to mess up their move or you can make them mess it up. Smile The price for using a Soul Engage is ridiculously high though and not only do they eat through all your charge counters after taking what they need for a min price if you don't win by the time the end of your turn comes up no matter when that happens to be you automatically lose the duel.  So if you use a Soul Engage during your turn you have to actually win that turn or you end up losing, but you can use Soul Engages at any time even during your Opponent's turn unless its effect says otherwise so using it during another player's turn will give you until your turn comes around and ends to win. Smile 


Ways to Win/Lose/Tie Duels: There are numerous ways to win, lose, or tie a duel.  In 1 vs 1 single or team duels a tie only happens if both players or teams lose at the same time.  In N vs N single or teams duels how to define a tie can be a migraine since you have 3 or more duelists or teams fighting it out now two duelists or teams can tie with each other and lose to or beat the rest in the duel but for the most part who beat whom is displayed at the end of the duel in one big list, ex: Duelist/Team A Defeated Duelist/Team B, Duelist/Team C Tied with Duelist/Team D, and so on and so forth.
Here's the list of win/lose/tie conditions:

  • Life Points reduced to 0
  • Deck Master Hit Points reduced to 0
  • Unable to Draw Cards from deck due to having no cards to draw
  • Unable to draw a R0 monster at the start of the duel
  • Special Victory Effect
  • Soul Engage Lose Cripple Effect
  • there are others I'll add later.




Anyone got some ideas or comments? Smile


There are more things to type up so let me know if I missed anything or something doesn't make as much sense as it should. Very Happy
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StormWing0




Member Title : Over Creative Card Ideas
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PostSubject: Re: Custom Card Game Soul Engage   Custom Card Game Soul Engage Icon_minitimeSun Sep 28, 2014 1:58 am

>.> That's got to be they most I've typed up over my time here for one post.  affraid
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AoO

AoO


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Location : I only know that it is dark :/

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PostSubject: Re: Custom Card Game Soul Engage   Custom Card Game Soul Engage Icon_minitimeSun Sep 28, 2014 2:47 pm

StormWing0 wrote:
>.> That's got to be they most I've typed up over my time here for one post.  affraid

Well it sure is XD

Your game is pretty interessting and includes many many thinks, sothat you only understand this game, if you play it enough.
I like the idea of the OP Soul Engages which can lead you to win or to loss depening how skilled you are^^
One thing I want to know is, whether your game has an summoning sickness or not (I love Yugioh because it hasn't that lol).
Would also like to see example cards or rather a game field of the game.

Maybe you could implement these cards into Yugioh as an expansion instead of making a totally new card game. Would be pretty nice to see some cards that using these Polarites intead of Level/ Ranks. With that you have a bunch of card types in one game, sothat you don't have to learn just new game mechanic expansion intead of a totally new one.

Last but not least finish your old project before beginning a new one, so that you don't overwork yourself ;D
Aren't ýou working on your big Orb Lits archetype right now??
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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
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PostSubject: Re: Custom Card Game Soul Engage   Custom Card Game Soul Engage Icon_minitimeSun Sep 28, 2014 5:25 pm

I'm still working on my Orb Lits but this game I've been working on since I started College and just now got it to a point it was worth posting. Smile Only reason work slowed on the Orb Lits was because I was hunting for a free vector art program that worked like Adobe Illustrator. Very Happy I think I found one so I'll start up work on them again as soon as I can.


Again I was working on the Soul Engage game long before the Orb Lits came along so it's likely to be what I go for first but that being said your idea of trying to use some of them as new card types in YuGiOh sounds like it would be interesting and I might slip a few in through my Orb Lits at some point.

As for the summoning sickness issue I'm planning one putting in a lot of ways around it so you don't have to worry too much on that.  As long as the Battle Line Columns still exist you can place Shards in them to your heart's content but as soon as what is keeping them from being destroyed is no longer keeping them from being destroyed the whole column goes along with what is in it. Smile   In terms of monsters the only one you got to worry about is the one for the Deck Master also I'm thinking of removing the Tributing Mechanic for monsters with their levels since it adds an extra layer that might be too annoying.  confused
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StormWing0




Member Title : Over Creative Card Ideas
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PostSubject: Re: Custom Card Game Soul Engage   Custom Card Game Soul Engage Icon_minitimeSun Sep 28, 2014 5:39 pm

Speaking of Vector Art Programs I think I found one: http://www.inkscape.org/en/ Not sure how it's going to work though so it could be a while before I start up again.
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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
Join date : 2013-07-14
Age : 32
Location : Tacoma, WA

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PostSubject: Re: Custom Card Game Soul Engage   Custom Card Game Soul Engage Icon_minitimeThu Oct 30, 2014 4:26 pm

lol busy porting the Editors over to Android Java for a school project but will keep up the work on the C# one once I'm done finalizing the classes a bit in the Android version since they are the same classes but some changes happened that will help out the C# version and well I'm waiting until my mind stop coming up with ideas for changes to the java version. Embarassed 



Meantime any changes or ideas you guys would like in such a game?  I know I missed something or forgot to clear up something.
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