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Astro Evolve Reign (Custom CCG idea)


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Astro Evolve Reign: A mixture of sci-fi and fantasy. A constant flow of rising kingdoms and crumbling civilizations. Many seek unyielding power others just want to protect they have from outside forces. In this game you take on the task of a Jynto, armed with magic, spells, runes, enchantments, runes, cures, biotech mods, armor, hi-tech weaponry and much more to bring the fight to or end of other Jyntos.

 

Jyntos are not picked but chosen, awaken to new powers will they heed the call or wait for the destruction of everything they hold dear?

 

In this TCG, players will play as Jyntos taking turns equipping, casting magic and trying to battle rival jyntos.

 

Main Decks will consists of Jyntos, Magical spells, mods and equipment. Jyntos will each have their own colors and special abilities plus stats. Equipping mods can increase or lower stats to customize your Jyntos for more tailor fit varied strategies.

 

Stats are very important as decks are usually structured around what jyntos do and their stats (before and after augmentations)

 

Heavy hitting decks will want to increase high strength and vitally while more cunning and magically gifted decks want more wisdom and increase in mana. Neglecting magic and/or tech can set someone's plans back quite a bit so consider a good balance that works well with the strategy and deck build.

 

Tech is given to jyntos such as mods, weaponry and equipment while Jyntos tap within to hardness magical essecense to cast spells, enchant and invoke.

 

Each card will cost resources and/or mana to put into battle.

 

any card in the main deck can be used as resource and/or mana (in the resource zone) place it face-down means it will be used as colorless while flip over cards will be used as resource and or mana of the same color (a face-up red card in the resource zone will give red resource and or mana)

 

Can not flip over a face-down card in the resource zone the turn it was place (you can use to gather resources and or mana) the turn after, yes.

 

cards will be identified by their colors and may have restrictions of much resources and or mana of a specific color is required to put it on the battle field.

 

Jyntos may have passive abilities and special abilities (even an ult) these abilities may require a payment of sorts to use them.

 

Augmenting stats can better solidify the strategies (a jyntos that increases its magical abilities through mods to make a shield that deals damage over time) increase the jyntos natural maximum amount of mana and usage of mana means this strategy can be employed for longer periods of time.

 

weapons help give the edge doing various things like knocking down health stunning and etc.

 

How the game flows

01) During the upkeep of your turn you earn exp for each unit on the field and in your hand.

When a player have less cards on the field/in hand than a opponent, the player with less card can also gain bonus exp based off that is equal to difference between the number of cards on they control/in their hands and the numbers of cards in the opponent's with highest amount cards they control/in their hand

02) using the exp you can further drive your Jynto or try to max out the mods or weapons

03) drop a card face-down (in the resource zone) for mana down.

04) flip a face-down card that was place down in a previous turn (in the resource zone) face-up to meet color requirements.

05) using the mana you cast spells, mod, weapons and etc. on the field.

06) Use Jynto's abilities, move around the board and, enter combat.

06) fight Jyntos of the opponent(s) to deal dmg

06) win the duel/match/game/etc.

many win conds. but, main way is pop 6 Jyntos of the opponent. be the last person standing.

 

More information to come.

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