Post by Axlotl on Sept 1, 2011 23:16:45 GMT -5
CURSE is my new CCG project using the battleground rules. I'll update this thread with new information whenever.
For my first peek at the game, I'll discuss the Spells and Talismans. Each comes in 6 elements, Life, Death, Fire, Water, Air, and Earth. Spells are powerful cards offering a variety of single use actions as well as permanent effects. Talismans are used to cast Spells.
DECKBUILDING: Your deck will always include 3 Talismans in your starting cards. You may mix and match elements or play a single element. Talismans are not items, and are not held by your characters. You may only run Spells in your deck that have a matching SPELL RANK with your Talismans. Spell ranks are aligned with 1 element and may be between 1 and 3. For example, a rank 3 Fire Spell requires your deck to have 3 Fire Talismans in it. This means to use the best spells you need to commit to a single element.
PLAYING SPELLS: To cast a spell, you must rotate a character in play and rotate a matching Talisman of the same element. That character is the CASTER. The Caster must have LINE OF SIGHT to the target of the spell, friendly or enemy.
LINE OF SIGHT: Line of Sight is used for casting spells and long range attacks. By default, Line of Sight is considered to be the location the attacker/caster is in, as well as adjacent locations. There are potential modifiers to increase Line of Sight, allowing attacks and spell casts from farther away. Line of Sight is blocked by any Barrier between locations or by other card effects.
RECHARGING TALISMANS: Talismans do not ready normally. To recharge (ready) a Talisman, you must have a character at a location with the LEY-LINE resource. You may only do this during the Recharge phase.
RECHARGE PHASE: The Recharge phase is after the Search Phase. No Spells can be cast during this phase, and Talisman card text cannot be used. This is the only time a character at a Ley-Line can rotate to ready a Talisman.
SPELL SUBTYPES: There are 3 spell subtypes with associated rules. ENCHANTMENTS are permanent boosts to an allied character or the caster. HEXES are permanent debilitating effects cast on an opposing character. CANTRIPS are a small subsection of spells that don't require the caster to rotate.
For my first peek at the game, I'll discuss the Spells and Talismans. Each comes in 6 elements, Life, Death, Fire, Water, Air, and Earth. Spells are powerful cards offering a variety of single use actions as well as permanent effects. Talismans are used to cast Spells.
DECKBUILDING: Your deck will always include 3 Talismans in your starting cards. You may mix and match elements or play a single element. Talismans are not items, and are not held by your characters. You may only run Spells in your deck that have a matching SPELL RANK with your Talismans. Spell ranks are aligned with 1 element and may be between 1 and 3. For example, a rank 3 Fire Spell requires your deck to have 3 Fire Talismans in it. This means to use the best spells you need to commit to a single element.
PLAYING SPELLS: To cast a spell, you must rotate a character in play and rotate a matching Talisman of the same element. That character is the CASTER. The Caster must have LINE OF SIGHT to the target of the spell, friendly or enemy.
LINE OF SIGHT: Line of Sight is used for casting spells and long range attacks. By default, Line of Sight is considered to be the location the attacker/caster is in, as well as adjacent locations. There are potential modifiers to increase Line of Sight, allowing attacks and spell casts from farther away. Line of Sight is blocked by any Barrier between locations or by other card effects.
RECHARGING TALISMANS: Talismans do not ready normally. To recharge (ready) a Talisman, you must have a character at a location with the LEY-LINE resource. You may only do this during the Recharge phase.
RECHARGE PHASE: The Recharge phase is after the Search Phase. No Spells can be cast during this phase, and Talisman card text cannot be used. This is the only time a character at a Ley-Line can rotate to ready a Talisman.
SPELL SUBTYPES: There are 3 spell subtypes with associated rules. ENCHANTMENTS are permanent boosts to an allied character or the caster. HEXES are permanent debilitating effects cast on an opposing character. CANTRIPS are a small subsection of spells that don't require the caster to rotate.