Post by k23usa on May 19, 2011 18:14:43 GMT -5
The Omniwar Rulebook
Version 0.2
Created by:
Cody Aaron Yates
Omniwar Rulebook
Table of Contents
1. Introduction
2. The Cards
--- A. Soldier & Object Cards
--- B. Event Cards
--- C. Reserve Cards
3. How to Play
--- A. Setting Up
--- B. Turn Phases
4. Battle Details
5. Card Effects
--- A. Effect Types
--- B. Effect Parts
6. Deck Building Tips
7. Glossary
I. Introduction
Omniwar is a card game where two or more players use various soldier, event, and object cards to battle one another. The object of the game is to exhaust your opponent’s energy to 0 or until they surrender.
The unique thing about Omniwar is that, unlike other card games where you must collect cards and customize your deck, you are able to create all the cards you play with, including stats, effects, and even the image artwork.
To balance the game, all of what you add onto your card racks up its Energy Cost (EC) which determines how easy it is to play the card. The more power you pack into your card, the higher the Energy Cost will be and the harder it will be to play it.
With the amazing freedom you have to create millions of different deck styles and strategies, you’ll love playing Omniwar!
II. The Cards
A. Soldier & Object Cards
Soldier and Object cards stay on the field until their Health drops to or below 0. Soldier cards are used to deal damage to opponents and their Soldier and Object cards through combat. They can also be used to block oncoming attacks to your Energy. Object cards are like Soldier cards, but they cannot attack. They can have a wide range of effects, and some can be equipped to Soldier cards to power them up.
1. Card Name:
This is the card’s name.
2. Energy Cost (EC):
This the amount of energy required to play the card. The more powerful the card is, the higher this stat will rise in the card creator.
3. Health (H):
When a card’s Health drops to or below 0 it is sent to the graveyard.
4. Offense* (OFF):
When battling, Offense points determine how much damage the Soldier will do.
5. Defense (DEF):
This stat determines how much damage a card can withstand without losing Health.
6. Speed* (SPD):
Soldiers with a higher Speed stat will be able to attack faster, possible killing the opponent before they have a chance to strike back.
7. Effect:
The wide array of card effects have a huge role in the game.
8. Power Source:
There are 7 Power Sources a card can have: Force, Ice, Earth, Water, Air, Fire, and/or Energy.
9. Class*:
There are at least 8 Classes that a Soldier can be in. These are: Amphibian, Arthropod, Bird, Fish, Mammal, Mollusca, Reptile, and Plant.
10. Sub-Class*:
This category is open to any specific creature type you choose, such as: Human, Shark, Dog, Dragon.
* Soldier cards only
B. Event Cards
Event cards are sent to the graveyard after their effects resolve, unless otherwise stated. Unlike Soldier and Object cards, Event cards can be used anytime during any player’s turn.
1. Card Name:
This is the card’s name.
2. Energy Cost (EC):
This the amount of energy required to play the card. The more powerful the card is, the higher this stat will rise in the card creator.
3. Effect:
The wide array of card effects have a huge role in the game.
4. Power Source:
There are 7 Power Sources a card can have: Force, Ice, Earth, Water, Air, Fire, and/or Energy.
C. Reserve Cards
Reserve cards can be Soldiers, Events, or Objects, but are placed in the Reserve Deck. Reserve cards can only be played when a card effect, another card’s or its own, plays it. There are also 2 special types that have more specific play requirements known as Transformation cards and Fusion cards.
Transformation Reserve Cards:
Transformation cards have 1 card turn into them.
Fusion Reserve Cards:
Fusion cards have 2 or more cards combine to form them.
Both of these 2 types of Reserve cards, when played, become linked with their previous form(s), all stacked together with the new card on top and considered to be 1 card. When a Transformation or Fusion card leaves the field you must either sent the previous form(s) to the new destination and send the Reserve card back to the Reserve Deck, or permanently remove the previous form(s) from play and send the Reserve card to the new destination.
All Reserve cards that are sent to the hand, deck, or graveyard can be played without their Reserve play requirement.
III. How to Play
A. Setting Up
To play Omniwar, you need at least 2 players. When there are only 2, they fight against each other, but when there are more than 2, players may form teams or fight without partners. The decision is up to the players, but the game is most balanced when teams have an equal amount of players.
All players need to agree on the starting Energy amount and the Energy Limit for each turn. The standard initial Energy amount is 1000 and with the standard Energy Limit at 50.
Each player gets the agreed upon amount of Energy at the beginning of the duel. When a player’s Energy is depleted to 0, they are dropped from the game. The last team left with Energy is declared the winner. At the start of a each player’s turn, their Energy Limit is replenished to the amount chosen before the duel began. To play a card, you must pay its Energy Cost in Energy, but it can’t be played if the total Energy you’ve paid since your last Draw Phase exceeds the Energy Limit or if paying the cost would drop your Energy to 0.
To set up a duel you must do the following:
1) Set each player’s Energy and Energy Limit.
2) Players shuffle their decks.
3) All players draw 7 cards. Players may perform mulligans, drawing 1 less card each time.
4) Decide who will go first and the order of the turns.
B. Turn Phases
1. Draw Phase:
This marks the beginning of your turn. You draw 2 cards from your deck and replenish your Energy Limit.
2. Main Phase:
In this phase you can play your Soldier and Object cards. You may also equip or unequip Object cards to your Soldier cards or change their battle positions.
3. Battle Phase:
Most of the action in a duel takes place in this phase. Here you may send your Soldier cards out to battle or skip this phase. (for battle details see page 13)
4. Main Phase 2:
A second Main Phase gives you a chance to play cards after the changes in the Battle Phase.
5. End Phase:
This marks the end of your turn.
IV. Battle Details
Step 1:
Select all of your Soldier cards that will attack this turn.
Step 2:
Select the attack targets of each Soldier card from Step 1. An attack target can be a Soldier card, Object card, or a player.
Step 3:
If a player is an attack target, they may choose 1 Soldier or Object card that isn’t an attack target to block the attack.
Step 4:
Cards with higher SPD attack first, with the turn player given priority with ties. The difference between the attacking card’s OFF and the defending card’s DEF, if the OFF is higher, is taken off the defending card’s Health. Attacks against a player deduct their OFF from the player’s Energy. Cards with 0 Health are sent to the graveyard.
V. Card Effects
A. Effect Types
There are 3 different types of effects, each with different timing conditions:
Continuous:
Continuous Effects last as long as the card exists on the field. Soldier and Object cards can have this type of effect.
Trigger:
Trigger Effects activate when you choose during any player’s turn and last until the end of that turn unless otherwise stated. Soldier, Object, and Event cards can have this type of effect.
Dependent Trigger:
Dependent Trigger Effects can only activate in response to a specified action and last until the end of the turn unless otherwise stated. Soldier, Object, and Event cards can have this type of effect.
B. Effect Parts
The following are the 7 parts of effects that you can add to your cards:
Summon Cost:
This cost must be paid to place a Soldier or Object card onto the field. (lowers EC)
Summon Requirement:
This condition must be fulfilled before you are able to place a Soldier or Object card onto the field. (lowers EC)
Activation Requirement:
This condition must be fulfilled for the effect to activate or be active. (lowers EC)
Activation Cost:
This cost must be paid to activate the effect of the card. (lowers EC)
Activation Trigger:
This is what sets off a Dependent Trigger effect. (lowers EC)
Target:
This can be a card(s) or player(s) and is who the effect will be aimed at. (raises EC)
Effect:
This is what the card does to the Target, such as increase a card’s stats, let you draw more cards, or stop a card from attacking. (raises EC)
VI. Deck Building Tips
1. Average Deck Size:
There is no deck size minimum or maximum, so it is usually a good idea to keep the amount of cards in your deck to around 40. You’re less likely to run out of cards and you are more likely to draw the cards you need at the right times.
2. Variety:
If you have too many similar cards then you may not have what you need for unexpected situations and your opponent may learn your tactics quickly.
3. Balance:
A deck full of cards with high Energy Costs will drain your energy fast and limit your chances for quick responses. However, a deck full of cards with low Energy Costs may not be powerful enough to withstand higher powered attacks.
VII. Glossary
Mulligan – This is the method of getting a hand redrawn at the beginning of a duel. Shuffle your hand back into your deck and draw 1 less than the amount of cards you had.
Version 0.2
Created by:
Cody Aaron Yates
Omniwar Rulebook
Table of Contents
1. Introduction
2. The Cards
--- A. Soldier & Object Cards
--- B. Event Cards
--- C. Reserve Cards
3. How to Play
--- A. Setting Up
--- B. Turn Phases
4. Battle Details
5. Card Effects
--- A. Effect Types
--- B. Effect Parts
6. Deck Building Tips
7. Glossary
I. Introduction
Omniwar is a card game where two or more players use various soldier, event, and object cards to battle one another. The object of the game is to exhaust your opponent’s energy to 0 or until they surrender.
The unique thing about Omniwar is that, unlike other card games where you must collect cards and customize your deck, you are able to create all the cards you play with, including stats, effects, and even the image artwork.
To balance the game, all of what you add onto your card racks up its Energy Cost (EC) which determines how easy it is to play the card. The more power you pack into your card, the higher the Energy Cost will be and the harder it will be to play it.
With the amazing freedom you have to create millions of different deck styles and strategies, you’ll love playing Omniwar!
II. The Cards
A. Soldier & Object Cards
Soldier and Object cards stay on the field until their Health drops to or below 0. Soldier cards are used to deal damage to opponents and their Soldier and Object cards through combat. They can also be used to block oncoming attacks to your Energy. Object cards are like Soldier cards, but they cannot attack. They can have a wide range of effects, and some can be equipped to Soldier cards to power them up.
1. Card Name:
This is the card’s name.
2. Energy Cost (EC):
This the amount of energy required to play the card. The more powerful the card is, the higher this stat will rise in the card creator.
3. Health (H):
When a card’s Health drops to or below 0 it is sent to the graveyard.
4. Offense* (OFF):
When battling, Offense points determine how much damage the Soldier will do.
5. Defense (DEF):
This stat determines how much damage a card can withstand without losing Health.
6. Speed* (SPD):
Soldiers with a higher Speed stat will be able to attack faster, possible killing the opponent before they have a chance to strike back.
7. Effect:
The wide array of card effects have a huge role in the game.
8. Power Source:
There are 7 Power Sources a card can have: Force, Ice, Earth, Water, Air, Fire, and/or Energy.
9. Class*:
There are at least 8 Classes that a Soldier can be in. These are: Amphibian, Arthropod, Bird, Fish, Mammal, Mollusca, Reptile, and Plant.
10. Sub-Class*:
This category is open to any specific creature type you choose, such as: Human, Shark, Dog, Dragon.
* Soldier cards only
B. Event Cards
Event cards are sent to the graveyard after their effects resolve, unless otherwise stated. Unlike Soldier and Object cards, Event cards can be used anytime during any player’s turn.
1. Card Name:
This is the card’s name.
2. Energy Cost (EC):
This the amount of energy required to play the card. The more powerful the card is, the higher this stat will rise in the card creator.
3. Effect:
The wide array of card effects have a huge role in the game.
4. Power Source:
There are 7 Power Sources a card can have: Force, Ice, Earth, Water, Air, Fire, and/or Energy.
C. Reserve Cards
Reserve cards can be Soldiers, Events, or Objects, but are placed in the Reserve Deck. Reserve cards can only be played when a card effect, another card’s or its own, plays it. There are also 2 special types that have more specific play requirements known as Transformation cards and Fusion cards.
Transformation Reserve Cards:
Transformation cards have 1 card turn into them.
Fusion Reserve Cards:
Fusion cards have 2 or more cards combine to form them.
Both of these 2 types of Reserve cards, when played, become linked with their previous form(s), all stacked together with the new card on top and considered to be 1 card. When a Transformation or Fusion card leaves the field you must either sent the previous form(s) to the new destination and send the Reserve card back to the Reserve Deck, or permanently remove the previous form(s) from play and send the Reserve card to the new destination.
All Reserve cards that are sent to the hand, deck, or graveyard can be played without their Reserve play requirement.
III. How to Play
A. Setting Up
To play Omniwar, you need at least 2 players. When there are only 2, they fight against each other, but when there are more than 2, players may form teams or fight without partners. The decision is up to the players, but the game is most balanced when teams have an equal amount of players.
All players need to agree on the starting Energy amount and the Energy Limit for each turn. The standard initial Energy amount is 1000 and with the standard Energy Limit at 50.
Each player gets the agreed upon amount of Energy at the beginning of the duel. When a player’s Energy is depleted to 0, they are dropped from the game. The last team left with Energy is declared the winner. At the start of a each player’s turn, their Energy Limit is replenished to the amount chosen before the duel began. To play a card, you must pay its Energy Cost in Energy, but it can’t be played if the total Energy you’ve paid since your last Draw Phase exceeds the Energy Limit or if paying the cost would drop your Energy to 0.
To set up a duel you must do the following:
1) Set each player’s Energy and Energy Limit.
2) Players shuffle their decks.
3) All players draw 7 cards. Players may perform mulligans, drawing 1 less card each time.
4) Decide who will go first and the order of the turns.
B. Turn Phases
1. Draw Phase:
This marks the beginning of your turn. You draw 2 cards from your deck and replenish your Energy Limit.
2. Main Phase:
In this phase you can play your Soldier and Object cards. You may also equip or unequip Object cards to your Soldier cards or change their battle positions.
3. Battle Phase:
Most of the action in a duel takes place in this phase. Here you may send your Soldier cards out to battle or skip this phase. (for battle details see page 13)
4. Main Phase 2:
A second Main Phase gives you a chance to play cards after the changes in the Battle Phase.
5. End Phase:
This marks the end of your turn.
IV. Battle Details
Step 1:
Select all of your Soldier cards that will attack this turn.
Step 2:
Select the attack targets of each Soldier card from Step 1. An attack target can be a Soldier card, Object card, or a player.
Step 3:
If a player is an attack target, they may choose 1 Soldier or Object card that isn’t an attack target to block the attack.
Step 4:
Cards with higher SPD attack first, with the turn player given priority with ties. The difference between the attacking card’s OFF and the defending card’s DEF, if the OFF is higher, is taken off the defending card’s Health. Attacks against a player deduct their OFF from the player’s Energy. Cards with 0 Health are sent to the graveyard.
V. Card Effects
A. Effect Types
There are 3 different types of effects, each with different timing conditions:
Continuous:
Continuous Effects last as long as the card exists on the field. Soldier and Object cards can have this type of effect.
Trigger:
Trigger Effects activate when you choose during any player’s turn and last until the end of that turn unless otherwise stated. Soldier, Object, and Event cards can have this type of effect.
Dependent Trigger:
Dependent Trigger Effects can only activate in response to a specified action and last until the end of the turn unless otherwise stated. Soldier, Object, and Event cards can have this type of effect.
B. Effect Parts
The following are the 7 parts of effects that you can add to your cards:
Summon Cost:
This cost must be paid to place a Soldier or Object card onto the field. (lowers EC)
Summon Requirement:
This condition must be fulfilled before you are able to place a Soldier or Object card onto the field. (lowers EC)
Activation Requirement:
This condition must be fulfilled for the effect to activate or be active. (lowers EC)
Activation Cost:
This cost must be paid to activate the effect of the card. (lowers EC)
Activation Trigger:
This is what sets off a Dependent Trigger effect. (lowers EC)
Target:
This can be a card(s) or player(s) and is who the effect will be aimed at. (raises EC)
Effect:
This is what the card does to the Target, such as increase a card’s stats, let you draw more cards, or stop a card from attacking. (raises EC)
VI. Deck Building Tips
1. Average Deck Size:
There is no deck size minimum or maximum, so it is usually a good idea to keep the amount of cards in your deck to around 40. You’re less likely to run out of cards and you are more likely to draw the cards you need at the right times.
2. Variety:
If you have too many similar cards then you may not have what you need for unexpected situations and your opponent may learn your tactics quickly.
3. Balance:
A deck full of cards with high Energy Costs will drain your energy fast and limit your chances for quick responses. However, a deck full of cards with low Energy Costs may not be powerful enough to withstand higher powered attacks.
VII. Glossary
Mulligan – This is the method of getting a hand redrawn at the beginning of a duel. Shuffle your hand back into your deck and draw 1 less than the amount of cards you had.