So, Autofire made a SK TCG Thread (his version now named Krogmo TCG to separate from this version) that sounded like a great idea to me, considering my lifelong love of TCGs. Autofire's idea of it is more closely inspired by PokeMon TCGs and although his plans for it are good, it's not what immediately came to my mind when I saw "SK TCG", which was an imagining more based on MTG and faction warfare.
Now I figured that throwing out suggestions that simply don't fit with his vision wouldn't be helpful at all, and it'd be unfair for me to post all over his thread regarding my view on it. Next best thing is to simply make a sister thread regarding the discussion as an alternate version :D
MTG SK?
My mind went straight to something more along the lines of MTG because the game is already split up into various factions and the families have their own playstyles and resistances/strengths etc. Because of this, having various potential deck/family builds and mixing up the monster families seems to fit pretty nicely and allows more of a larger-scale group vs group combat.
In the name of not going into every single detail of the rules I'll just try to give a quick summary of how it would play out. I have sample cards drawn up to demonstrate the appearance and style of what would happen, although specific stats (such as cost and health) are left blank for the time being.
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Card Types
The Family Themes
Turn Order & Play Phases
Summoning
Death?
Statuses
Additional Rules/Effects
Card Gallery!
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Card Types
- Characters:
Characters include Knights and all the monster families. These are you creature and people cards that you use as combatants on the field to attack enemy Characters and ultimately attack your opponent's Home. Characters have costs to summon onto the field, resistances to statuses, personal abilities and effects as well as their Health, Power and Shield stats.
Health is simply how much damage the Character can take before being killed and Power is how much damage they will deal when they attack. Every Character can "Shield" in order to prevent effects or statuses being dealt to them, but any Character can only shield once per turn. Their shield stat will reduce that much damage from any attacks or abilities that deal damage. - Equipment:
Equipment can be attached to your Characters in order to give them extra stats and abilities. Equipment will replace a Characters Battle Type and can only be removed/returned to the hand by replacing it with another of the same type. Any Character can only have one weapon, one shield and one armour each. - Actions:
Actions are cards that can cause effects on the field that can have various beneficial effects. Actions are split into types that require a Character to take that action, and Events that can be used without requiring a Character to use them. - Traps:
Traps are cards that can be used to defend your Home and protect your Characters. Some Traps can be left on the field to become a perpetual problem for your opponent, although these have Upkeep costs to maintain. You may also have Fortifications that you can place in front of your Home as a last line of defence. - Supplies:
Supplies are the most crucial type of card there is. You place your supply cards down on the field as you acquire them and use them each turn to generate energy and minerals with which you can pay to summon Characters and play your cards.
The Family Themes
Although one Family won't be exclusively restricted to this theme, the Family as a whole will be more geared towards it than not, but there will be other cards in their family with contrasting or different effects. That's not to say that a deck would need to consist of one family and nothing else. Like any good TCG, you should be able to pick a theme of your own and create that if you so choose. For example, if you wanted to create a theme of being impossible to kill, you could use constructs for their shielding combined with silkwings, menders and lovepuppies to heal them, despite all being from different families.
- Knights:
Knights do not have a specific theme of their own. Much like in SK as we know it, Knights are incredibly versatile and can adapt to any situation, so have a variety of options at their disposal. However, this does mean that Knights will not be able to specialise in one specific theme like other families without designing a deck specifically to take advantage of certain Knights and not others. - Beasts:
Beasts are animalistic in nature and will go for the throat and fight tooth and nail. For the most part, Beasts will be centred around high power values and attacking brute force as much as possible, making them dangerous to fight against directly on the field. - Constructs:
Giant machines designed to protect and defend the Clockworks only mean one thing: hard to kill. Lots of Health and high Shield values will mean that taking down these brutes will be a difficult process, which gives them ample time on the field to increase their numbers and dish out their attacks over and over again. - Fiends:
Fiends are known for their cheap and dirty attacks in SK, and similarly, they will cheap and dirtily aim for where it hurts in CWTCG: your hand and deck. They will focus on trying to win the game by milling your deck and disrupting your strategy by picking apart your hand. The longer these fiends remain on the field, the more disruptive they will become making them increasingly difficult to stop. - Gremlins:
Gremlins, in contrast to Fiends, will focus on construction, and will do all they can to build traps and increase your hand size or pull out specific cards as you need them. They will build up your options rapidly while letting their traps and fortifications defend your Home. - Jellies:
Jellies come fast and come in numbers. They may be weak, but they're cheap and fast and will build up their numbers quickly in an attempt to overwhelm you and won't ever stop going after you. - Undead:
The Undead aren't afraid of being killed like the other families, and will in fact often use their own death as a weapon against you. The Undead posses few specific strengths that other Families don't have, but they will show an ability to simply refuse to stay dead and will keep coming back to haunt you.
Turn Order & Play Phases
The turn order is essentially the same as MTG. The term "tap" refers to a card being turned on its side to show that it has taken its action this turn and cannot take any more actions or declare attacks this turn.
- Supply Phase:
The Supply Phase is the first phase of your turn. During this phase you draw one card from your deck and receive 1 Mist Energy for free. Any "tapped" cards you have will untap during this Phase. - Elevator Phase:
The Elevator Phase is when you can pay any energy or minerals in order to summon Characters to the field from your hand. When they're summoned, they will be subject to "Loading Time" and will be unable to attack that turn. - Arsenal Phase:
The Arsenal Phase is when you can place traps, build a fortification if you don't already have one, and equip your Characters with any gear you may have in your hand. You may also place Minerals or Energy cards which can be tapped to generate Minerals/Energy with which you can pay to play cards. - Action Phase I:
You can activate any Actions/Events you have as well as any abilities or effects of traps or Characters on the field. - Battle Phase:
You can order your Characters to declare attacks on enemy Characters, Traps or Fortifications. If they have no Characters or Fortifications no the field, you may attack their Home directly in a bid to defeat the player. Attacking causes the Character to "tap". - Action Phase II:
The same as Action Phase I. Any cards you have left that are still capable of using abilities may do so. - End Phase:
Any spare energy or minerals you have but haven't spent will be deposited during this phase and lost to you. After this, your turn will end and your opponents will begin.
Summoning
All Cards will have a cost to play. These costs are split between Energy and Minerals, the ratio and amount of which will vary between the strength of the card and the family using it. Cards that require Minerals will often have a "split" cost icon, indicating that they can use one of two minerals to pay that cost. The types of minerals required to summon Characters are based directly off of SKs Gate Construction splits. For example, to summon a Phantom Card, which is Undead, would require either Luminte and/or Dark Matter minerals.
Once a Character has been summoned to the field, they will be subject to Loading Time, which means they cannot attack on that turn. They will still be able to use any effects or abilities they may have and will still be a legal target for attacks or abilities from either you or your opponent, but will not be able to declare an attack until your next turn begins.
Death?
Death is inspired by SK as we know it. When a Character is killed, they are flipped upside down and cannot use any abilities, effects, declare attacks or be targeted by any card that targets living Characters. They will immediately receive one Death Counter. If a Character is dead at the end of your turn, the turn after they are killed, then they will be sent to the Graveyard (and have all Death Counters removed). You have a chance to revive them before they are sent to the Graveyard by paying their summoning cost plus their cost again for each Death Counter on them. Reviving them via this method does not remove Death Counters, but the Counters will not have any effect on living Characters and serve only to rapidly increase the cost of continually reviving the same Character.
Statuses
Each Character card will have a list of their resistances towards them. Armour equipment cards may also give bonuses to resistances.
A "res0" to a status will provide no resistance to statuses at all.
A "res1" to a status will allow you to flip a coin. If you call it correctly, you can cancel the status being inflicted to the Character.
A "res2" to a status will grant complete immunity to the status.
- Curse:
A cursed Character will receive X damage every time they declare an attack. They will receive this damage regardless of whether or not the attack is a success. - Fire:
A Character on Fire will receive X damage during the Supply Phase of every turn. - Frozen:
A frozen Character cannot leave the field due to any card effects. They will also not be able to dodge or ignore any attacks or effects, and they will not be able to declare an attack unless they are using [Ranged] attacks. They can still use effects, take actions and Shield. - Poison:
Poisoned Characters cannot be healed through any means and have their Power stat cut in half (rounded up) as long as they remain poisoned. If a Poisoned Character tries to heal any other Characters, they will deal damage equal to the same amount instead. - Shock:
Every time a Shocked Character tries to take an action, use an ability, attack or shield, they must flip a coin. If they call it incorrectly, then the action will be cancelled. If an attempt to take action fails due to a shock, they will not be able to take a second attempt at the same action that turn. - Sleep:
A Sleeping Character must flip a coin during the End Phase of each of your turns. If you call it correctly, the Character wakes up and has the status removed. If they call it incorrectly, they will stay Sleeping for another turn and be healed for X Health.
A Sleeping Character cannot do anything at all, although are not considered tapped. - Stun:
A Stunned Character becomes tapped and cannot do anything until the end of the turn.
Additional Rules/Effects
- Charge Attack:
You cannot use a Charge Attack on the same turn that you have shielded. Similarly, if you use a Charge Attack, you cannot shield during that turn. - Rare:
You may only have up to three cards of this card name in your deck. - Unique:
You may only have up to one card of this card name in your deck. - Upkeep:
You may pay the given cost of this card during your Elevator Phase to keep it in play, otherwise this card will be sent immediately to the Graveyard. - Sacrifice:
When you sacrifice a Character, it will go directly to the Graveyard without being knocked out and without any chance to be revived. - Supplies:
Tap this card to generate the shown energy/minerals. - [Status] Touch:
Whenever this card deals damage to a Character, you may flip a coin. If you call it correctly, they will be inflicted with this status.
Various families and card types, albeit with specific stats left blank for the time being, although this is being updated as new cards are being drawn.
Note that the [NCA] tag (No Character Art) just means that there cards art has not yet been done, but the cards details and framework are still in the image gallery.
Image Gallery
Characters:
Almirian Crusader [NCA]
Alphantom [NCA]
Alpha Wolver [NCA]
Battlepod [NCA]
Bombie
Carnavon
Droul
Electreant
Ghostmane Stalker
Gracken, the Merchant [NCA]
Gremlin Stockpiler [NCA]
Ice Cube
Kleptolisk [NCA]
Lichen [NCA]
Lichen Colony
Phantom
Pit Boss
Rock Jelly
Shocking Howlitzer
Silkwing
Slag Walker
Toxic Mortafire
Vengeful Zombie
Wolver
Non-Characters
Dark Matter (Mineral)
Leviathan Blade (Weapon)
Punch, the Variant Smith (Action) [NCA]
Remedy (Action) [NCA]
Revive (Action)
Sleep Vial (Action) [NCA]
Connection Problems (Event)
Low Ping (Event)
Off-Screen Wheel (Event)
Wolver Ambush (Event) [NCA]
Clockworks Graveyard (Fortification) [NCA]
Firestorm Citadel (Fortification)
Mini Spawn Pad (Trap) [NCA]
Grim Totem (Trap)
Love Puppy (Trap)
Rocket Puppy (Trap)
Walk Over My Grave (Trap)