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Thread: Abe's New CCG

  1. #1
    Inactive Member TheAbe's Avatar
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    Abe's New CCG

    I've been creating a Dr. Who CCG for fun the last couple of weeks. I built a rules system and now am creating some cards. Here are some of the cards, just for fun

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    Inactive Member TheAbe's Avatar
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    Inactive Member TheAbe's Avatar
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    Re: Abe's New CCG

    The card types:

    Places - subtypes, planets, stations, ships
    Allies - subtype companion
    Hostile
    Manifestation
    Action
    Equipment
    TARDIS


    And I'm experimenting with a Time card too to tell you when you are. Not sure if that will make the cut.


    Resources:

    Psi
    Biologicals
    High Tech
    Raw Materials


    With a different resource system than you are used too.

    And more.

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    HB Forum Owner kerbythepurplecow's Avatar
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    Re: Abe's New CCG

    I'm listening...
    *mooooooooo*

  5. #5
    Inactive Member TheAbe's Avatar
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    Re: Abe's New CCG

    The Rules. Tell me if this is not clear.



    Dr. Who CCG Rulez




    The Play Area:

    The Play area is divided into several zones: Your deck is referred to as Your Future. At the beginning of the game, you must have a randomized Future of at least 50 cards. You can have any number in your deck, but no less. You cannot include more than three of each card, unless it is Unique (see rules for Unique, below).

    Your discard pile is referred to as Your Past. Your Future cannot be picked up and looked through, but Your Past is public information. Anytime someone wishes, they can look through Your Past. Whenever a card is played or killed or destroyed or used, it is placed in Your Past.

    The cards in play are referred to as being in Your Present. Your Present is divided into several sub-zones:

    The Ally Zone: This zone is where you play Allies and your Manifestation.

    The Hostile Zone: This zone is where you play Hostiles.

    TARDIS Zone: This zone is where you play your TARDIS and general Equipment.

    Places Zone: This zone is where you play your various Places, such as Stations, Ships and Planets.


    Beginning of Game:

    At the beginning of your game, select a TARDIS card and place it in your TARDIS Zone. Roll to see who goes first.

    Each player will take turns placing their six beginning cards. Each player may begin the game with three Place – Planets and Allies in play. You may select these Planets and Allies from your collection or Your Future. If someone plays a Planet or an Ally with Unique, you cannot play the same one, so play something else. In order to place a card at the beginning of the game, it must have a * symbol on the bottom.

    When everybody has played their starting Planets, Allies and TARDIS, shuffle Your Futures. You must have 50 cards in them as of now – the starting cards do not count towards this limit.

    Shuffle your Future. Draw eight cards.



    Each Turn:

    At the beginning of each turn, you may place three Resource Chits. You can put a Chit on any Place you desire. You may not put more than one Chit at a time on a Place, but they can pile up over time.

    Bob has out Skaro, Earth, Luna and Zeta Minor. Zeta Minor has two Chits on it already. At the beginning of his turn, he can place Chits of Earth, Luna and Zeta Minor, or Luna, Skaro and Earth. But he cannot place them on Skaro, Skaro and Earth or otherwise place more than one Chit on the same place at a time.

    Some Places cannot use Resource Chits, but they can still be given them.

    After placing your Chits, you draw two cards from Your Future.

    After drawing cards, you may now play any Equipment, Places, Allies, Hostiles, Actions or Manifestations that you desire.

    You may then make one Action – You may either Assault an opposing Ally or Manifestation, or you can Invade a Place. Some cards may allow you to Assault a TARDIS as well. You are not required to Assault or Invade on your turn, and you cannot do both.

    After Assaulting and Invading, your turn ends. You must discard down to eight cards in hand.


    How to Win:

    In this game there are four ways to win. Future expansion sets may add additional ways:

    1). Eliminate your opponent’s Future. Once your opponent has no future, they are immediately defeated.
    2). Destroy your opponent’s TARDIS. Most TARDIS’s cannot be Assaulted initially.
    3). Destroy all Place – Planets your opponent controls.
    4). Assemble the Key to Time by having out various Places, Equipment, Allies and Hostiles, and then playing the Key to Time Action card.


    The Card Types:

    TARDIS – You begin in play with a TARDIS. A new TARDIS cannot be played, so TARDIS cards should not be in Your Future. Once this is destroyed, you die. TARDIS’s are powerful and usually hard to attack, but there are exceptions.

    Actions – Action cards represent various things that you can do. You may play an Action card during an opponent’s turn whenever you wish. They are the only card type that can be played during other turns.

    Manifestation – This represents who you are. You cannot have more than one Manifestation in play under your control at a time. All Manifestations are unique. When a Manifestation is killed, instead of going to Your Past, set it aside. No one else can play that Manifestation this game. You can play a new Manifestation, however. During the combat phase, a Manifestation may sacrifice and kill one of their own non-Companion Allies. If they do so, then they cannot be damaged this turn.

    Places – Places represent Stations, Ships and Planets that are under your purview and control. Stations and Ships must be played with resources, just like many other cards. Planets, however, do not require resources to play. You may play one Planet for free each turn. Places gather resource Chits, and some may have uses for them besides making resources. Ships can Intercept an Invasion Force, but not an Assault Squad. Note that some Planets might actually represent Moons or large Asteroids and so forth.

    Hostiles – These represent villains and such in the world and are played to the Hostile Zone. Hostiles can be sent on Assaults and Invasions of your opponent.

    Allies – These represent the friends and allies that you have gained during your adventuring. These can Intercept Assaults and Invasions. Some allies are Companions, a subtype which may have game-ramifications.

    Equipment – These represent the various weapons and items made and acquired during your travels. Most Equipment equips something, and you will be told in the text. Some Equipment, however, does not Equipment anything. That Equipment is placed in the TARDIS Zone. When playing Equipment that is attached to something, place it adjacent, under, or otherwise show that it is connected with that card.


    Resources:

    Most Planets produce resources. You may remove any number of Chits from a Place to produce resources that Place makes. A Chit can be any marker than you desire, from pennies to paper bits, from glad beads to dice.

    Bob has out Zeta Minor, with 4 Chits on it, and Skaro, with three Chits on it. Zeta Minor reads that it produces Psy resources. Skaro reads that it produces High Tech or Raw Materials. Bob pulls off two Chits from Zeta Minor to make two Psy, and two off Skaro to make one each of Raw Materials and High Tech. Now he can play a card that requires two Psy, one Raw Materials, and one High Tech to play.

    When a Chit is used to play a card, the resource is dried up.

    The resources are:

    Raw Materials – These are the basic goods that make things go. From metals to minerals, from elements to fuel, these materials are the basic structure of many things.

    Biologicals – These are plants and animals that are used for food, soldiers, farmers, and some materials of a primitive nature.

    High Tech – These are resources that can be bent to making the Universe’s most powerful and intricate machines, weapons, armor, and more.

    Psy – There are certain things that go beyond the normal senses. These resources represent the tapping and shaping of the extra-sensory forces, items and creatures that populate the cosmos. Psy resources are harder to find than the other three.



    Keywords:

    Many things have keywords that designate an Ally or Manifestation or Hostile’s inclinations, personality, skills or affiliations. These have game purposes.

    Also note that almost all Hostiles and Allies have species information, and this can be used as well on certain cards.

    Some cards are given species information because of their affiliation with that species. For example, the Action card Auton Clone has been given the Auton species, even though it is an Action card. Therefore, cards that interact with Autons can also interact with Auton Clone.



    Assaulting, Invading and Intercepting:

    Each Manifestation, Ally, Hostile and Place – Ship is assigned three ratings. The first is its Assault number. This is how much damage it deals when Assaulting. The second is its Invade #. This is how much damage it deals when Invading. The third is its Health. This is how much damage it can take before being killed or destroyed.

    Some things, like TARDIS cards or Planets have just one number in the lower right corner. This is its Health only. They cannot Intercept, Assault or Invade.

    When you decide to Assault or Invade, you must choose a target. You may naturally choose any opposing Place, Ally or Manifestation. Some TARDIS’s will allow you to attack them as well.

    If you choose a Place, then you will be Invading it. If you choose anything else, you will be Assaulting it.

    Choose which Hostiles you want to send out, and push them a bit forward so everyone knows what is coming. Note that many Hostiles are good at either Assaulting or Invading, but not both.

    Once you have chosen your attack party, the opponent may choose any number of Allies or Place - Ships to Intercept your Assault or Invasion.

    If no Interception is chosen, then you will deal your combined damage in Assault or Invade to the target. It will NOT deal any back, not even if it has Assault or Invade numbers that would deal damage to your attack force.

    If there is an Intercepting force, then Engagement begins.

    Engagement:

    The Interceptor each attacker to an Interceptor. You cannot assign more than one attackers to the same Interceptor normally, unless they are a Place – Ship, in which case they can Intercept up to three Invaders. Each attacker deals damage to an Interceptor and likewise takes damage back. Any cards that take more damage than Health are destroyed or killed and placed in the appropriate Past.

    The Interceptor deals Assault or Invade damage to Attackers how they choose.

    Breaks Through – The Assault Squad or Invasion Force “Breaks Through” if instigators kill their Interceptor and still have damage left. They then deal any leftover damage to their target.

    TARDIS’s are innately hard to kill. They take either damage from Assault or Invade, whichever is lower. Thus, a creature with 20-10-50 would deal just ten Invade damage to a TARDIS while a Hostile with 10-20-50 would deal just ten Assault damage to the TARDIS.

    During battle, if a card could deal both Assault and Invade damage to the opponents then they can deal both.

    After a card with Health takes damage, that damage remains for the rest of the game until it dies, or it is healed. Keep track of damage on a piece of paper or use poker chips. Damage is dealt in units of five, so you can keep track of damage easily by placing poker chips on or around the card.

    The target of the Invasion or Assault CAN Intercept if you choose.


    Examples:

    Bob Assaults Dave’s Ninth Doctor, who is 20-10-40. The Doctor cannot Intercept. Bob sends out two Dalek Drones at 30-0-30 each to Assault Dave’s Ninth Doctor. Dave has out an ally, Capt. Jack Harkness, with 30-10-50. Jack is sent out to Intercept the Assault force on the Ninth Doctor. Dave, the defender, chooses who blocks whom. In this case, Capt Jack is assigned to Intercept one Dalek Drone, since an Ally cannot be assigned to Intercept two.

    Capt Jack deals 30 damage to the Dalek Drone, killing it. The Dalek Drone deals 30 damage to Capt Jack, knocking him to 20 current Health. The other Dalek Drone is not Intercepted, so it deals 30 Assault damage to the Ninth Doctor, who takes it. The Ninth Doctor does not deal any damage back, since he did not Intercept.





    Bob Invades Dave’s Zeta Minor, which has 40 Health. Bob sends out Kroll, at 30-30-70 and Empress of the Racnoss at 20-30-40. Dave Intercepts with Capt Jack Harkness, 30-10-50, and Dalek Saucer at 30-10-50. Dave assigns Capt Jack Harkness and the Dalek Saucer to Engage the Empress, and the Saucer to Intercept Kroll (Place – Ships can Intercept up to three Invaders).

    Dave deals 40 Assault damage to Empress and 20 Assault damage from the Dalek Saucer to Kroll. Bob deals 20 Assault damage from Empress to Capt Jack Harkness and 30 Invade Damage to the Saucer, since Ships are Places and Places take Invade damage. Capt jack takes 20 damage and lives. The Saucer takes 30 and lives. Then Kroll deals 20 Invade Damage to the Saucer, destroying it. Break Through Happens, because Kroll has killed its Interceptor and still has damage left. The 10 Invade overflow damage is assigned to Zeta Minor. At the end of combat, Zeta Minor is sitting at 30 current health, Capt Jack at 30, and Kroll at 50, The Empress and Saucer have been taken down and are placed in their owner’s Past.


    Abilities:

    There are a few keywords that cards may have:

    Unique: A card with Unique represents a specific character, item, or place in the game. You cannot have more than one copy of a Unique in play at the same time. That includes all opponents as well. You may not include more than one copy of a Unique card in Your Future. If you begin the game with a Unique card in play, you cannot have a second copy in Your Future. Planets and Manifestations are always Unique. You can never have two Planets of the same name in your deck or two copies of the same Manifestation. The Fifth Doctor and the Third Doctor, or the Sixth Doctor and the Tenth Doctor can be in play at the same time, they are not Unique to each other, just to the same Manifestation. When a Manifestation is killed, no one can play further copies of that Manifestation but can play other Manifestations. If your First Doctor is whacked, you can still play the Seventh Doctor.


    Body Armor: This card does not take damage in combat from opposing Allies and Hostiles unless they have the ? symbol at the bottom of their card. Note that Ships and Manifestations still deal damage.

    Insubstantial: This card does not take damage in combat from any opposing Ally and Hostile unless it has Insubstantial itself.

    Chameleon: This card cannot be chosen as a target of an opposing ability or card. It can be chosen as the target of a game rule (like combat, where you have to choose a target creature to Intercept)

    Automatic Defenses: This ability will always be followed by a number, “Automatic Defenses: 15” or somesuch. A card with Automatic Defenses deals that damage to any one Assaulter or Invader after Engagement is complete but before damage is dealt from the Assault or Invasion. If the Automatic Defenses kill or destroy an Invader or Assaulter, then they will not deal their damage back. Automatic Defenses cut through Body Armor and Insubstantial.


    More may be added in future expansions.


    Symbols:

    At the bottom of the card are several symbols. Two of these are used in this game, and others are planned for future expansions. The ? symbol designates that the Hostile or Ally can deal damage through Body Armor.

    The * symbol tells you that the Planet or Ally can be used in Set Up. All TARDIS’s can be used, so they lack this symbol.

  6. #6
    Inactive Member TheAbe's Avatar
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    Re: Abe's New CCG

    Hello and welcome to my Dr. Who CCG game. This is my own creation after the debacle of the real Dr Who CCG circa 1996. I am not producing this for commercial gain, and all images, characters and concepts are copyright others. I wanted a game that better resembled the awesomeness of the TV show, so here it is.


    You are The Doctor, or at least, you think you are. You know you look like him. You feel like him. You are him, you are sure of it!

    There?s this other bloke who also thinks he?s The Doctor. Perhaps he is right and you are wrong. Perhaps it?s the other way around. Maybe you both are!

    You each have acquired a TARDIS, have some friends, and have a few bases of operation. From there you can gather resources, allies, enemies, equipment and more in an attempt to force your foe to admit that you are the real Doctor. You are, right?

  7. #7
    HB Forum Owner kerbythepurplecow's Avatar
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    Re: Abe's New CCG

    Sounding good so far!
    *mooooooooo*

  8. #8
    Inactive Member TheAbe's Avatar
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    Re: Abe's New CCG

    Card Distribution:


    Initial Set:

    Starting Boosters: 2 Manifestations of Doctor, 1 TARDIS, 3 Place - Planets that you can start with, 3 Allies that you can start with, 3 commons hostiles, 1 random common, 2 random uncommons - 15 cards.

    Rarity :

    F - Foundational. TARDISes, Doctors, and Starting Planets are not found in common slots in normal boosters, just Starting Boosters and the F slot.

    C - Commons, U - Uncommon, R - Rare, CR - Celestial Rare

    Booster - 10 Commons, 3 Uncommoncs, 1 R, 1 F but a 1 in 4 or 5 chance of a Celestial Rare instead.


    The first three Expansions:

    Attack of the Cybermen - A bunch of Cyber enemies, Cyber Actions, Cyber Planets, and more, as well as more cards in general.

    The Time Lords - Introduces the ability to play other Time Lords besides the Doctor including Manifestations for Romana, The Rani, The Master, The Valeyard and more. Time Lords artifacts, places, and more included. The symbol on many cards is revealed in this set. Evil Time Lords can play certain Hostiles as Allies OR Hostiles since they are evil too.

    The Dalek Invasion - Introduces even more Dalek cards, as well as the first TARDIS card since the 1st set, the DARDIS, plus more Dalek places, allies, etc. Also adds the Reality Bomb, which is you assemble and blow up, you can win.

    Each set also adds keywords, and other cards from various adventures. For example, The Dalek Invasion and each subsequent set would add a few more Time Lord Manifestations that you can play.



    A note on resources - The Build then use system here is my own, I haven;t seen it elsewhere. I'd have to playtest it to see if it works, but I like it. I also like the tension between building resources on a planet and having that planet Invade-able by opponents. It's like putting all of your eggs in one basket.

  9. #9
    Inactive Member TheAbe's Avatar
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    Re: Abe's New CCG

    Species Abilities:

    Some Species have special abilities and I'm not sure if I want to keyword them or not. For example, all Sontarans have:

    Probic Vent - When this figure is in combat with an opponent with Clever, it loses Body Armor.

    Daleks have:

    Design Flaws - When this figure is in combat with an opponent with Clever, it loses Body Armor and takes double damage.

    I'm not sure what else has what yet, but I could just keyword them to save space on the cards, or I could just keep it like that.

  10. #10
    Inactive Member TheAbe's Avatar
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    Re: Abe's New CCG

    Canon:

    For purposes of this game, the following are considered Canon Sources for cards:

    The first series of Dr. Who, 1963-1989
    The Dr. Who TV Movie, 1996
    The second Dr. Who series, 2005-
    K9 and Company, backdoor pilot, 1981
    Torchwood, 2006-
    Sarah Jane adventures, 2007-
    The Infinite Quest, 2007


    I have yet to make decisions about K-9, the new program not from the BBC but starring the Doctor's old pal. I also have not decided about the BBC flash and animated internet specials that were done before Dr. Who came back to air. There were several of those that were, at one time, considered canonical but now with the new TV< they have been placed in a state of hiatus.

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