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Basic rules and endgame mechanics for CARDWARS Preferred option: Endgame is achieved through the destruction of all

l four landzones (The areas which contain the superland) Creatures attack a landzone to destroy it. A landzone can only be destroyed by a creature A creature is not permitted to attack a landzone if the landzone has any creatures or defensive structures on it. The creatures and defensive structures MUST be targeted first. When a landzone is destroyed it becomes unusable or [WASTELAND]. Creatures may be moved onto the wasteland landzone if there is no enemy creature on the wasteland landzone, units cannot be summoned onto the wasteland landzone, buildings cannot be constructed on the wasteland landzone. If you have all your landzones are wastelands, you lose the game. Unless a creature's card says otherwise, it can only attack an adjacent landzone. If you cannot draw a card, you lose Damage does not overflow if a unit is destroyed During combat the defender can nominate a unit/units to defend. If none are nominated the attacker selects the target. Buildings/structures cannot be nominated for defence. Units can do a combined defence, but not a combined attack. ^^^ Not the actual rules. Just a kinda placeholder for what I wrote earlier ^^^

PLEASE COMMENT ON WHAT NEEDS TO BE IMPROVED AND CLARIFIED Card Wars.

Set up:
When setting up the game, both players must place four land cards. A hand is then drawn equal to twenty minus the total construction points of their lands. This is called the Setup Hand The player may then place as many creatures and structures drawn this way at no cost. The remaining cards in Setup Hand are shuffled back into the deck. First turn is decided by adding construction points together. Highest construction points goes first.

Turn:
Players in card wars take sequential turns. A turn in Card Wars is split into a variety of phases: Prep phase Activation phase Battle phase End phase

Prep Phase:
Players draw until they are at six cards. If the player begins their prep phase at six cards they must discard a card and then draw. The player unfloops all their cards unless otherwise specified.

Activation Phase
The player begins with four floop points available per turn. Once a card is flooped, it cannot be unflooped until the prep phase, or unless another card unfloops it. During the activation phase many non-combat movements and actions can be performed. Some require flooping, others do not. If a card is flooped it may not perform an action which does not require flooping. Actions which do not require floop points: Moving a creature to an adjacent friendly square Moving a creature into a structure on the square it began its turn Removing a creature from a structure Using free abilities Flooping a land to receive a bonus floop. This is the only free floop in the game. Actions which require flooping: Moving a creature more than one square Summoning a card. When a structure or unit is summoned the land it is summoned onto is flooped. The card comes into a play flooped. A card cannot be summoned onto a flooped land Special abilities marked on cards as floop abilities. Marked with (F)

Playing a spell. Does not floop the land the spell is summoned from. Spells can only be cast from unflooped lands. Removing a creature from a structure if it had entered that structure that turn Moving a creature into a structure if that creature has already moved in that turn

At the end of the activation phase any leftover points are used in the battle phase.

Battle Phase:
In the battle phase the player is allowed to use his remaining floop points to attack the opponent. To attack with a creature a player must floop an unflooped creature. That creature is then able to attack any adjacent square. Creatures cannot directly attack lands if there is either a creature on the land or a structure with the Defensive tag. When attacking the defender may nominate which units defend against the attacker. Multiple units can be nominated to defend against a single attacker. The defender uses a floop point to nominate a defender. If the defender does not nominate any units to defend the attacker may choose the target of the attack. Instead of, or in conjunction with, nominating the defender may cast spells at the cost of a single floop point per spell. Attackers cannot group up against a single defender unless it is a land or a structure. When attacking a creature moves from its land into an enemy's land zone. During this time it is affected by both lands. During battle the Attack Points (AP) and Hit points (HP)s of both the attacker and defender are compared. If a cards HP is beaten by another cards AP then that card is destroyed and placed into the discard pile. Characters can draw combat, sending both to the discard pile. Damage does not overflow. If there are no creatures or structures to defend the land then the creature may attack the land directly. A lands HP is equal to its construction points. At the end of combat all creatures who are not at zero HP regenerate their HP. Lands do not regenerate HP unless they have a creature on them. Structures do not regenerate HP unless they have a creature garrisoned inside.

End Phase:
Defender is permitted to use a single floop point to summon a card. Spells may be cast by either player with their remaining floop points Victory conditions are checked.

The next players turn commences. ----

Victory Conditions:
The game is won when your opponent has no creatures on the field during your end phase. ---

Card Types:

Lands Structures Effects Spells Creatures

Lands:
Lands, and land related cards, are separated into three main types: Lands: Goes on a landzone, defines the landzone as one of the core seven land types. Has a passive effect. Structures: Placed on an appropriate land, provides effects and can be occupied by a creature. Does not count towards land defence as a creature unless it has the defender tag. Creatures are Garrisoned into the structure. A structure cannot be moved unless a spell says otherwise. Status: Works like a land enchantment, only one of these can affect a land. Does not count towards land defence. Lands have a number in the top right corner. This is called the construction points. A land may have on it an amount of structures equal to or lesser than its amount of construction points. A land may have on it an amount of creatures equal to or lesser than its amount of construction points. All lands have a passive effect written at the bottom of the card. This effect will trigger under the conditions written on the card. When a land is destroyed it becomes a wasteland. A wasteland has no type/affinity. Nothing can be summoned to a wasteland. A creature can move onto a wasteland if there are no enemy creatures on the wasteland. A wasteland can only be regenerated if:

1. A spell which regenerates the wasteland is used OR 2. Friendly Creatures equal to the construction points of the original land are on the wasteland.

Creatures:
Creature cards are placed onto their controllers lands when they are summoned. They are mobile and can move from land to land. Creatures have an AP/HP and are able to attack during their battle turns. Creatures may garrison into structures. Creatures may have special effects. Summoning a creature onto a land floops the land. One creature per turn may be placed onto a flooped land at no cost.

Structures:
Structures are placed on lands. They are usually immobile. A structure has an AP/HP stat just like a creature, but it cannot attack. Creatures can garrison into structures. Most structures have a Garrison effect on them. this is listed with a (Gx). The Garrison effect is triggered when a creature has been garrisoned into a structure for x turns. If there is no x then the garrison effect triggers instantly when the creature enters the structure. If a structure is being attacked all damage goes towards the structure and not towards any garrisoned creature. When a structure is destroyed check the AP of the attack. if the AP of the attack on the structure is greater than the HP of the garrisoned creature, then the creature is destroyed as well as the structure. If the structure is destroyed, but the attack would not be able to destroy the garrisoned creature, then the creature survives, but is flooped. Summoning a structure onto a land floops the land.

Effects:
Can be placed on any land. Creates an effect on that land. Has a different effect depending upon which land type it is placed on. All effects are listed on the card. Some cards may only have effects for one type of land. Each land can only have a single effect on it. Effects are not targetable in combat.

Playing an effect does not floop the land it is placed on. Can only be placed on an unflooped land.

Spells:
Do an effect as listed on the card. Must be cast from an unflooped land of appropriate affinity or adjacent affinity. Playing a spell does not floop its land.

Affinity Wheel:
Lands in Card Wars will each belong to one of seven land types on the affinity wheel. The affinity wheel allows us to easily remember each land types relation to one another. The seven landtypes are: Crops (Corn and other farmtypes) Grassland (Plains, fields, etc. Basic) Mudland (Swamp and such) Waters (Lakes, rivers) Barrens (Deserts, taigas) Mountains (Hills, mountains) and the special land City

and on a wheel they look like

this...

Using the Affinity wheel: All cards, have an affinity to one of the land types and do best when placed upon that land type. The Affinity listed on the card is known as its Primary affinity. Unless otherwise stated on the card, the card is able to be summoned to a land type which is adjacent to its affinity on the affinity wheel (Not adjacent to its affinity on the board). This Adjacent affinity is called Secondary Affinity. A card CANNOT be summoned onto a land which does not share affinity with it, or have adjacency on the affinity wheel. Certain card effects may allow this to happen. A card can move onto a different landzone from where it was summoned, regardless of its affinity. A summoned card counts as being on both its current land and the previous land it was on. (eg. Maize Walker is summoned onto a swamp, but is then moved onto a crop. It will gain both the benefits for having been on a swamp and a crop. If it attacks from the crop it loses abilities gained from being on a swamp). This ensures that attacking will not remove bonuses. Bonuses gained from Primary affinities are written in BLUE on the card. Using the City Land:

A city land cannot be adjacent to another city land. The City has no affinity. All cards on a city land count as being place on a secondary affinity. Creatures can only be placed on a city land if there is a structure on the city land. You can have an amount of creatures on the city land equal to the amount of structures on the land. If the amount of structures is ever less than the amount of creatures on a city land then creatures must be moved from the land until there is an equal or lesser amount of creatures to structures. This movement counts as a free action and can only be performed on unflooped creatures. If a card is flooped, or otherwise cannot move and forced to move from the city land, the card is then destroyed.

The Card:

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