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Spiral Knights Trading Card Game

19 replies [Last post]
Fri, 09/02/2011 - 09:14
Oakgear's picture
Oakgear

Every online game needs a good TCG featuring everyone's favorite characters.
-The birds (I can't remember the name right now)
-The strangers (They can have a single stranger in the picture or a group)
-Some important spiral knights (The ones that you first get information from)
-Some enemies (Gremlins, Fiends, Beasts, Slime, etc.)
-Bosses (The Slime King, The Boss Gun Puppies (Can't remember name), etc.)
-User friendly machines in Clockworks (Such as the auto turret, The robot guardian friend, The recipe vending machine, The training bots)
-Pickups (Depending on the rules on the TCG game they can have items to boost attributes and other important details, such as vials, hearts, energy, etc.)
-Vehicles (Like escape pods that were in the beginning, also any other things that are being made by the SKT that might soon be released)
-Equipment (Again depending on the format/rules whatever there can be swords, bombs, helmets, etc. that can be equipped.
-Locations (Also depends on how the game will be played, like if there will be the rescue camp, bazaar, arcade, clockwork locations, etc.)

Feel free to add things I missed, correct the names I forgot, make your own set of rules/structure of the game, etc.

Fri, 09/02/2011 - 10:14
#1
Naruchico
-_-

Go play Pokemon TGC....like we need anymore of those things

Fri, 09/02/2011 - 12:38
#2
Orangeo's picture
Orangeo
NOOOOOOOOOOOOOOOOOOOOOOOOOOOO

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

What is this I don't even know.

Sun, 09/04/2011 - 03:37
#3
Starlinvf's picture
Starlinvf
Your just mad because you

Your just mad because you can't afford the $1000 it takes to get the good cards. :P

......I wish I had $1000 to get the good cards.

Card types:

Crystal Energy
Creature card (monsters/knights)
Weapon card
Shield Card
Armor card
UV mods
Trinkets (armor mods)
Heat cards (to level up weapons and attacks)
Chance cards
Clockwork cards (battle field mods)
Trap defenses
Merchant cards

Creature cards stats:
Energy (casting cost)
Attack
Defense
Type
Life bars
Status effect(if applicable)
Cr reward for defeating

Monsters are automatically assigned a damage type based on the card info (which species). They take 1 extra damage if they are weak to a damage type, but reduce by 2 for any they are resistant to. Special attacks are also indicated on the cards.

Knights start with Proto armor, shield and sword (which all have normal dmg/def) and are slightly more expensive to summon. Weapon, Armor, and Shield cards are used to modify Knights defensive and offensive capabilities, and introduces weaknesses the more heavily they are modified. Knights are also able to swap equipment with the help of certain cards. UV and Trinket mods can further increase this without major penalties, but have a high cost to obtain. They also require energy to be used to attack an opponent.

Crystal Energy cards are used to supplement Mist energy (see more below), or can be used trade for special upgrades from vendor cards.

Clockwork cards and Trap defenses are used to modify battle field properties. Stratum theme cards give bonuses to specified monster types. Map cards will define monster group rules and possible bonuses. Trap defenses are used exclusively to weaken knights attempting to attack your side of the board. Map cards are also per-requsites summoning certain types of rare creatures.

Merchant cards are special cards that present options or items that cost CE or crowns to use/obtain.

Item cards include vials, HP capsules and remedy capsules to either soften a target or aid an ally.

Change cards invoke unusual effects or events for either the player or his/her opponent. This group is the catch all for cards that don't fit into other groups.

Turn order:

-Refill Mist energy
-Pay any upkeep
-Reorganize
-Play any summon, effect, or clockwork cards
-Attack (if app)
-Combat (if app)
-End of Turn

Combat:

Combat is fairly straight forward with a Atk vs Def approach. Any dmg that can't be negated by defense is taken from the creature's life bar. If the life bar is reduced to 0, the creature is dead. If the creature survives the round, its life will be restored.

Monsters are used exclusively to defend against an invading party of knights. Special attacks/defenses and any pertinent rules will be listed on the card.

Knights are used to invade enemy clockworks. They have 3 options in combat. Normal attack, Charge attack or Shields up.
-Normal attack allows the knight to deal damage without losing the basic protection of his shield. (See below)
-Charged attack allows for a weapon specific damage bonus or effect listed on the weapon card. Use of charge attacks does not allow the Knight to use his shield for the round.
-Shields up is defensive maneuver that allows the Knight's shield to absorb all attacks until next turn. However, shields have a limit to endurance and can be battered down with the right type of attacks, leaving the knight defenseless until the end the next combat round.

Grouping: A player may assign and rearrange creatures into groups at the start of his/her turn. Each group of creatures operates as a team, and must attack/be attacked as a group.

Attacking: Players attacking my choose to deploy a party of up to 4 knights into the opponent's battle field, and target specific groups of creature or attempt to reach the Core on the other side of the opponent's battlefield. Attacking creature groups allows them to strategically weaken defenses, while aiming for the core lets the opponent select defenses but gives the attacker a chance to reach and unlock the core. When choosing to continue an attack, the player must pay an energy cost for each knight used.

Defending: When an opponent attacks, the player selects a group of creatures to act as defense of the core. Or if specifically targeted, a group must engage the attackers.

Combat resolution: When a group is engaged in combat, each player may select 1 target per creature (attacker calls first, unless card rules specify otherwise) which it attacks. Multiple creatures may choose to attack the same target, but will leave themselves open to attacks from other creatures. Special effects or cards are called after the attack and prior to damage resolution. During damage resolution, a creature being attacked will have damage adjusted based on defense and resistance, with any remainder being taken away from its life bar. Knight also have the added ability to have 1 attack absorbed by the shield during normal combat. Any excess damage that can't be absorbed by the shield is inflicted on the knight.

Failed attack: If an attack fails, the attacking player loses all progress in the current level and is returned to haven. Knights who die during combat, can be raised by another knight at a cost of half the current life bars.

Shields up: If a Knight chooses to go shields up, all attacks targeted against them are put against the shield first. If the shield can withstand all the attacks, all damage is negated. If the shield takes too much damage, its breaks and remaining damage and further attacks are inflicted on the knight. If broken, it will not regenerate until the end of the player's next turn.

Progressing through the clock works: In order progress to the core, a player must break through the enemies' clockwork defenses. In order to beat a level, the attacking player must attack, and fight through X waves of monsters defined by the map cards. If successful, they are awarded a Star noting clearance of that depth.

Example creature rules:

Gun puppies can't be involved in attacks
Wolvers have a chance to teleport and evade attacks
Trojans do not take damage unless attacked by 2 or more creatures (Shield), and will block the strongest attack.
DarkFang thwackers can only be damaged by the creature its attacking, or attacks it first.
Silkwings increase the life bar count for all monsters in the group (couldn't handle healing otherwise), but can't attack.
Menders can increase the HP bars of X number of creatures by X amount, or all creatures in the group by (smaller) X amount. Can't attack, but can evade.
Spookats can fire a secondary bullet attack, if the target manages to evade its primary bite attack
Kleptolisks can steal an item or power up card from a target it successfully damages
Blast cubes deal X damage to all monsters in the opponent group if killed.
Rock Jelly "Hiding in plain sight" - Rock jelly can be deployed from your hand into any group of allied monsters, at any time other then combat resolution.
Oilers special ability - gain +2/+1 and can inflict fire status when ignited. Can only be ignited when fighting an opponent that inflicts fire status, or when in a group with a creature that can inflict fire status to more then 1 target (ie Flame puppies, Scorchers, Firebomb Knights, etc). This ability is negated if targeted by a creature that can inflict freeze status.
Lichen: Requires 2 lichens in order to summon a lichen colony. Requires 2 Lichen colonies to summon Giant lichen colonies.
Quick Silver: If inflicted with shock status, all monsters in combat take X damage and are inflicted with shock. (each Quick silver can't be shocked more then once per turn)

Chance card examples:

Beast Crate: Played when a monster is summoned. Hides the identity of the creature its played with until its involved in combat. Can be used on (insert types of creatures), can not be used on Knights.
Party Button - Defense: Allows the defender to call in 1 additional group of monsters into combat. Targets are allowed to be reassigned, and combat continues as normal.
Treasure boxes: Can only be played during combat. At the end of combat, you gain X crowns.
Heart boxes: All friendly creatures in combat get +4 life bars until end of turn.
Energy gates: Pay X energy and flip a coin. Heads you gain X crowns, Tails this becomes a heat card.
Energy Turret: Pay X energy, can be played during combat. This card becomes an energy turret until end of turn. (include stats)
Mecha Knight Kit: Can be played during combat. This card becomes a basic Mecha Knight (include stats)
(status) Vial: Inflicts status on X number of creatures.

Vendor cards:
Punch: Place up to 3 UV cards to any single piece of equipment. Costs X crowns for 1 UV, X for 2 UVs, and X for 3 UVs (raising costs).
Vise: Allow up to 3 items from one knight to be transferred to another Knight. Cost blah blah crowns per star per item.
Basil: Search your deck for any 2 equipment cards applicable for the current tier.

Clockwork cards:
Theme cards: Status - Creatures with a matching status type gain +1 atk/+1 def. Monster Theme: Monsters of X type gain +1 atk/+1 def.
Map cards: Scarlet Fortress - Spookat family monsters automatically gain the current status theme (if applicable). Firestorm Citadel - Automatically changes the current theme to fire, and you can now summon Slag Guards.
Terminal cards: Allows Knights to change gear current gear without returning to the surface (all swapped items are bound to the knight) and may you may spend X crowns to find 1 equipment card in your deck and put into your hand.
Sub towns: Allows knights to change current gear without returning to the surface. (all swapped items are bound to the knight), and you may upgrade a piece of equipment if it has enough heat and you pay the energy cost.

Fri, 09/02/2011 - 14:50
#4
Glowing-Ember's picture
Glowing-Ember
STOPPPPPPPPPPPPPPPPPPPPPPPPPP

MAKE IT STOP

Fri, 09/02/2011 - 17:06
#5
Metamare's picture
Metamare
Are we talking like irl tcg

Are we talking like irl tcg card packets you buy irl or an ingame tcg system that could be like a mini game with collectibles?

Sat, 09/03/2011 - 04:43
#6
Starlinvf's picture
Starlinvf
It would be insanely

It would be insanely difficult to manage cards/decks using an ingame interface.

Sat, 09/03/2011 - 08:22
#7
Oakgear's picture
Oakgear
Don't spam no, stop, etc.

This TCG can work and starlin has the right idea.
SEGA and OOO can find a good TCG making company, there's a few of them out there.
Either show support for this thread or leave it alone.

Sat, 09/03/2011 - 10:10
#8
Sevinoss
Almost seems like the

Almost seems like the Yu-Gi-Oh card maker with our screen shots in it. Love it! But I have a few questions:
How would we determine how much damage a Knight's weapon can deal? Make up a bar system or take it from the damage table on the wiki?
Also, would bombs count as a charge attack since we have to charge them anyway? If so, they should be made a rarer weapon.
What if we placed UV's on the higher star weapons, that way players are more inclined to buy more packs and find those cards, so they don't have to waste time/energy placing UV's on them?

Sat, 09/03/2011 - 11:29
#9
Oakgear's picture
Oakgear
Damage Points

I think OOO saw already that bars are a bad idea so they should number damages hopefully...
And I don't what you mean by the abbreviation of UV, what's that?

Sun, 09/04/2011 - 03:16
#10
Starlinvf's picture
Starlinvf
Revisions for Draft 2 of the

Revisions for Draft 2 of the Rule set.

General: Removing heat cards. Will work them into the combat system somehow.

BattleField:
-Changing rules so that Monsters are considered defensive tools. Knights will be changed to offense only, and can no longer be used to defend. This change will better mimic clockwork delving, and allow for better development of map cards and related chance cards.
- Trying to work in a Tier system that increases power on both properly equipped and all monsters.
-Attempting to redefine map cards to allow them to set things like amount and size of defense groups, rather then simply give a set bonus. This works into a risk vs reward strategy that lets the defense slow crown gain, but greatly improves offense's survivability.

Gate constuction:
-Working on adding gate construction rules for use of the theme and map cards.

Combat:
- Changing charge attack so it does not allow a free shield block like normal attacks.
- If the attacker loses combat, he loses all progress in the current tier.

Change cards: Mystery Level - Played at the start of an attack. Attacking player flips a coin. If heads, the player enters the Treasure Vault and gets X crowns and X heat. If tails, the player enters a grave yard and must defeat 3 zombies and 1 phantom for each Knight in the party.

Equipment cards: Developing Alchemy rules for equipment cards and upgrades.

Sun, 09/04/2011 - 03:52
#11
Starlinvf's picture
Starlinvf
Thinking about it, there are

Thinking about it, there are several concepts in SK that don't translate well into MTG system.... but does seem to work fairly well in a Munchkin system overall.

http://www.worldofmunchkin.com/game/

Rather then beating an opponent, its a race to reach level 20 by stock piling equipment, finding treasure and defeating monsters. Your Opponent can influence combat by using certain cards to make your fight more difficult. Given the cartoonish/humorous nature of both games, I think that might be a better approach. The difference though is that its a common deck for all players... which frankly may be a better choice for small publishing.

Anyone else wanna comment?

Sun, 09/04/2011 - 07:29
#12
Oakgear's picture
Oakgear
Altering

When drafting these rules we need to make sure that there aren't bigger rewards than the arcade or the OOO will never make it.
Also we need to have rules that can be played with both a computer or a friend or else users in the game will never agree to such rules.

Reward Rules-
At the end of the battle the victor receives: 5 cards to improve their deck perhaps the 5 will be similar to the computer's deck which the person has yet to obtain, some heat shall be rewarded (the amount it takes to get from level 3 to 4 sounds reasonable), some crowns shall be rewarded (perhaps based on how many of your knights/monsters were defeated and how long you took to crush the enemy)
At the end of a multi-player match the winner gets: to chose one card from a screen of 5 random cards and since the admission should 250 crowns if you are the victor you get the total of the two entry fees so basically the winner gets 500 crowns, no heat is rewarded.
As for the loser of a multi-player match he/she shall receive: one random card (loser doesn't get to chose which makes it a bad prize compared to the winner), 50 crowns shall be given to the loser to make the entry fee all along look like 200 crowns like the krogon blast arena, also there shall be no heat.

Sun, 09/04/2011 - 07:53
#13
Starlinvf's picture
Starlinvf
Its best to design this

Its best to design this around RL concepts before trying to port it into the game. Full MTG collectable style cards wouldn't work well with an AI opponent... the AI decision making process would be more complicated then worth the effort. With a fixed set of cards, it would be a lot easier.

Sun, 09/04/2011 - 08:09
#14
Oakgear's picture
Oakgear
We all know

OOO will definitely change the concept and rules of this TCG a little bit if they agree with the suggestion, but rewards are something reasonable that they might definitely use from this forum...
Besides currently we have ideas and drafts and it would be good for someone else to share their knowledge of a good TCG.

Mon, 09/05/2011 - 07:33
#15
Oakgear's picture
Oakgear
OOO

How long do you think it takes for OOO to notice any threads that need attention...
They need to notice these things before going to the second page.

Mon, 09/05/2011 - 07:45
#16
Facejuances's picture
Facejuances
Seriously?

[Insert Fry meme image here]

Mon, 09/05/2011 - 08:07
#17
Starlinvf's picture
Starlinvf
They read things from the

They read things from the bottom up. The community tends to read from the top down. They'll eventually find it, but won't provide feedback. There are also several legal issues concerning what we're already doing, so they can't simply take the idea word for word and use it.

Mon, 09/05/2011 - 08:24
#18
Starlinvf's picture
Starlinvf
I put a lot of thought into

I put a lot of thought into it, and I think Mushkin system just works so much more seamlessly then MTG. I'm retiring the MTG drafts, but if anyone want to pick it up and keep tweaking it, then by all means.

Sun, 09/11/2011 - 12:51
#19
Starlinvf's picture
Starlinvf
Made up some sample cards

Made up some sample cards using Munchkin rules. This is so much easier..... XD

Rule overview: For those not familiar with Munchkin rules, this is a quick overview on how the game runs.

All players share a common deck made up of 2 stacks of cards (Doors & Treasure). During setup, each player is given 4 cards from each stack. Door cards contain monsters, traps, or effects that can either help or hinder a player. Treasure cards contain gear and items that can be used on yourself or another player (depending on the card description).

During a turn, a player may play effect cards or place items cards on the table (meaning your carrying them with you).

The next phase, the player will flip the top door card over and must play what he finds. If its a monster, they enter combat (see more below). Otherwise the player now has the option to "look for trouble", which lets him play a monster card from his hand and fight it. OR, the player can "loot the room", where you draw another door card and put it in your hand.

A player can only have 5 cards in his hand before the end of his turn. Any excess cards can be played to get down to 5, or the extras given to the player with the lowest level.

The end goal is to reach a certain level (10 for most games) by defeating monsters or playing cards that give you levels. Item cards also have a gold value assigned to them. You can gain 1 level for every 1000 gold worth of items sold at the same time. The only restriction on winning is that the last level must be awarded from beating a monster.

Combat against monsters is resolved with a simple "who is bigger" formula. Players can use combinations of gear to boost thier level so they can beat bigger monsters. Defeating a monster awards that player with +1 (or more) to his base level, and also awards X treasure cards. During this time, other players can play certain items and effect cards in favor of the monster, to make life harder for the guy trying to kill it. If a player can't defeat the monster, he can ask (or bribe) another player for help. In this case, the players combine levels against the monster's level in order to beat it. If you can't beat the monster (or can't get help), he always has the option of running away (roll a dice, 1 in 3 chance of escaping). Successful escape means you get no rewards, but you don't lose either.

If you lose a fight, bad stuff happens to you as stated on the monster card. Worst case is death.

Some cards allow multiple monsters in combat. In such a case, just add the total levels to get the number the player(s) have to beat. Cards that render 1 monster harmless will not affect the other monster, or its treasure reward. However, if you can't run away, bad stuff for every monster in the fight is going to happen to you.

Death resulting from losing a fight against a monster, then you lose all your equipment. Other players can then loot 1 item from your body, and the rest discarded. You don't normally lose a level when you die. Some monsters also have special effects played if you die (which can include losing levels).

Spiral Knight modifications:

Most of the above rules will work the same, but there are minor differences in the card details to give it a spiral bent.

Gate cards = Door cards
Treasure = Treasure cards
Arsenal = carried items

All monster cards will have type, a weakness, a resistance, a damage type and a status type (if applicable).
A resistance to a damage type means the player gets a -1 penalty for using that type of weapon. Weakness vs a type gives a +1 bonus.

Equipment cards will have a basic level bonus, a defense type (armor/shields) or damage type (weapons), and a level requirement.
Knights can normally equip 1 weapon, 1 shield, 1 piece of head gear, and 1 piece of body armor. Trinkets and slot upgrades can allow carrying additional items into battle. Everything else is kept in the arsenal until needed. Items that provide protection against a status type gives a +1 bonus against monsters that use that status.

Heat cards will give any piece of equipment +1 to its level bonus (max 1 per).

Mecha Knight kits are treated as a henchman (special rules), and can allow you to carry 1 extra item as well as use it in combat. If the MechaKnight needs to be discarded, the item it carries is discarded as well.

Alchemy Path: Equipment cards will be simplified into 3 basic tiers for each alchemy path. Each tier of alchemy gives a base bonus of +1 to the item, and players are not required to follow the alchemy path in order to play a card. However, higher tier weapons can NOT be played by players who do not meet the level requirements, unless they have access to the pre-requiste item. If they do have the pre-requiste, the new item replaces the old one without losing any modifying cards. The old card is then discarded.

Sample cards: (levels are arbitrary until we decide on a proper level scale)

Kleptolisk: Lvl 1
Type: Beast
Dmg type: Peircing
Resist: Elemental
Weak vs: Piercing
Treasure: 1
Special: Is capable of stealing the strongest item in your arsenal and using it against you (ie, renders your highest level piece of equipment unusable, and gets a bonus equal to what that item gives.).
Bad stuff: It stole your dignitiy along with your stuff. You lose that item, and you lose 1 level.

Vanaduke: Lvl 38
Type: Boss (no resist, no weakness)
Dmg type: Normal/Fire
Treasure: 6
Specical: Summons 2 Slagguards (lvl 10) into combat (slagguards do NOT give treasure or levels).
Reward: Gain 3 levels if defeated.
Bad stuff: Death!!!

Lichen colony lvl 15
Type: Slime
Dmg: Normal
Resist: Piercing
Weak: Shadow
Treasure: 2
Special: Roll a dice. On 5 or higher, this monster becomes a lvl 20 Giant lichen colony, gains piercing damage, and gives 3 treasure instead of 2.
Bad stuff: lose 1 level. 2 if it becomes a giant lichen colony.

Oiler lvl 18
Type: Slime
Dmg: Normal
Treasure: 2
Bad stuff: You are set on fire. You have a -2 penalty until you clear the status.
Special: This monster gets a +3 bonus if an item or monster that inflicts fire is used in combat.

Iron Claw thwacker lvl 25
Type; Gremlin
Dmg: Normal
Resist: Elemental
Weak: Shadow
Treasure: 2
Special: The shield on its back protects it from back stabbers. (Player can NOT ask for help.)
Bad stuff: "Thwacked!!" You lose your equiped shield. If you are not using a shield, discard shield with the highest bonus that you are carrying.

Silkwing Lvl 10
Type: Fiend
Dmg: None
Resist: Shadow
Weak: Piercing
Treasue: 1
Special: All other monsters in combat gain +2 bonus
Bad Stuff: Nothing... Lucky for you it can't attack.

Archeon (lvl 15)
Sword
Dmg: Shadow
+3 bonus
Cr value: 500

Super Blast Bomb (lvl 15)
Bomb - This weapon's bouns doubles for each monster in play. If used, a player can not eqiup a shield.
Dmg: Normal
+3 Bonus
Cr Value: 800

Calibur (lvl 1)
Sword
Dmg: Normal
+1 Bonus
Cr Value: 150

Ice Burst Brandish (lvl 10)
Sword
Dmg: Elemental
+2 Bonus
Cr Value: 300
Speical: Freeze - Roll a dice. 1-3 you get an addtional +2 bonus

Vog Cub Cap (lvl 25)
Head gear
Defense: Elemental/Fire
Bonus: +3
Special: +2 bonus if you equip a sword.

Cheat (munchikin card): Play this card on an item in play, or when you play an item. This item is legal for you to use even if you otherwise could not. Discard this card when you lose the attached item.

"Tattle to the GMs": Play this card on any player that is using a cheat card. That player loses all items that have cheat cards attached to it, and you gain 1 level for each item as a reward.

The Ban stick: This item can not be used or even carried by players. When equiped, it can defeat any monster(s)... seriously! If any player uses "Tattle to the GMs" while you have this card, you automatically lose all your equipment and half your levels.

Punch: Give any item you own a +1 bonus. You can gain up to an addtional two +1 bonus by selling items worth 500cr for each bonus.

Vise: You may initate a trade session with another player. Place an offer of any combination of item cards and add the cr value together. The other player must make an offer of at least that CR value. If he can not, then he must trade what items he can.

Basil: Search the treasure deck for an item and put it in your hand. Then shuffle the deck.

Crown inflation: Play when any player is attempting to sell items for crowns. All item's crown value is halved untl the end of turn.

Friend Invite: Force a player to give you a hand with defeating a monster. The helping player gets at least 1 treasure card if you win.

Power Surge Weekend: Gain a level.

Server Reboot: Play during any combat. Cancels combat. No treasure or levels are awarded, and any one time use items are lost.

Bird song Giveaway: Gain 2 levels or search the deck for a slot or trinket card and put it in your hand, and shuffle the deck.

"Good day at the auction house": All items you own are worth double crowns.

"Found the GM's password": You can play or use any card you want until the end of the turn. You can even play or use cards you would normally not be allowed to use.

Sold some useless mats: Gain a level.

Second hand item: Take any item card from the discard pile and put into your hand.

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