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Rules Outline

Deck Creation

• No less than 60 cards

• No more than 4 of each card

– Except for ”˜type˜ Temple”, which is unlimited


– A card is identical if the name is exactly the
same
– Cards in different languages count as the same
card
– Cards with different art are considered the same
card
– Cards with different statistics and effects, but
the same name are considered the same card

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• Cards with non-identical backs must be in sleeves
• Cards with no backs must also be in sleeves
• Cards printed on paper not thick enough to conceal
the front faces must also be in sleeves

Beginning Play

• Players must sufficiently randomize their decks


– Any player may randomize any other player’s
deck
• All players must decide on a number of Faith Points
to play to
– If an agreement cannot be reached, players must
flip a coin. If heads, play ends at 15. If tails, play
ends at 30.
• Players must decide on who goes first, and order of
play.
– The official way is for each player to roll a twenty-
sided die.
– The player with the highest roll may opt to go
first or last.

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– The player with the highest roll may then choose
a direction for play to continue, either to the
player left of them or the player to the right of
them.
– Play continues in that direction for the duration
of the game.
– The player who takes the game’s very first turn
does not draw a card at the beginning of his
turn
– Other ways are flipping coins and cutting decks
∗ None of which are ”legal”

Turns

• Gain Spirit

– Any temples in play generate their Spirit for


this turn

• Draw a card

– The current player draws 1 (one) card

• Do Things (May be done in any order and as many


times as wanted)

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– Play Cards
∗ The current player may play no more than
one (1) Base Temple (”˜type˜ Temple”)
∗ Temples automatically produce their Spirit
when they are put into play

• The current player may play an unlimited number of


”Thing”s and ”Action”s

– Provided he has the Spirit to pay for them


– Followers may be played directly into Temples

• Use Cards

– Followers may be moved into or out of Temples


if they have not already been moved once this
turn, attacked, or just came into play.
– Things that have a missing box (NUL) or ”0”
for Spirit may not be placed inside temples

• Combat

– The current player may select any number of


Things to participate in combat
∗ Things that have a missing box (NUL) for
either Offense or Health may not partici-
pate in combat

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– Things that are inside temples may not partic-
ipate in combat
– Things that have already moved from inside a
temple to outside may not participate
– Things that were played this turn may not par-
ticipate
– The current player decides which Things will
attack which player
– The attacked player may choose any number of
things to defend against the attacking Things
– Any number of defenders may be assigned to
one attacker
– Each defending Thing in combat takes damage
(a temporary minus to it’s health) equal to it’s
assigned attacker’s Offense.
– And each attacking Thing takes damage equal
to the defender’s offense
– If the attacked player has no Things to defend
against the attacking Things, the attacking player
may choose one Follower inside a temple of the
attacked player’s to kill
– That Follower must be inside a Temple.
– When a Follower is inside a temple and is dealt
damage, it is discarded.

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– If the attacked player has no Followers in play
or inside Temples The attacking player gains
one permanent Faith Point

• Discard

– The current player discards cards from his hand


to his discard pile until the number of cards in
his hand is exactly 5 (five)

• End of Turn

– All damage to Things is undone


∗ Unless prevented by a card effect
– Permanent penalties to Health remain in effect.
– The current player ends his turn and the next
player in the order may take his turn.
∗ If the current player has 30 or more Faith
Points at the end of their turn, they win
the game.

Card Creation

• Each card must have the following elements

– Creator

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∗ The original card creator’s name or pseudonym.
∗ Is not directly printed on the card, but is
contained in the .SVG source and in spoil-
ertext.
∗ More than one person can be credited
– Name
∗ An original name, completely unique from
other cards in the game, and preferably unique
from cards in other games.
∗ The name may only be the same as a unique
card if the text is being changed, or is oth-
erwise being ”reprinted”
∗ All words in the name should be capitalized
subject to ”Title Case”
– Spirit Type
∗ One of the seven spirit types (Light, Shadow,
Earth, Air, Water, Fire, Metal), or ”Any”
∗ Must follow the Card Name and must be
in Parentheses.
∗ Must be capitalized.
– Card Type
∗ The text of the card, may be one of the
following in the following order (Subject to
Revision.)

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· Thing (May be omitted)
· Relic
· Human
· Follower
· Animal
· Bird
· Feline
· Demon
· Assassin
· Paladin
· Machine
· Defender
· Evangelist
· Armament
· Jewelry
· Terrain
· Temple
· Action
∗ ”Unique” must be added (if applicable) af-
ter the second level of descriptors, preceded
by a dash (Relic Unique, Follower Unique,
etc.)
∗ Each word must be capitalized.

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– Text
∗ Text describing what the card should do.
∗ In spoiler text, the card text should be placed
on one line. There should not be any new-
lines or carriage returns.
· Any place where a block of text should
go on it’s own line, a ˜n˜ should be
placed in lieu of a carriage return or
newline.
∗ Text should never refer to anything as a
card except when it is referring to a card
whose name would be unknown at the time.
· Such as ”A card in target player’s deck”,
or ”a card in target player’s hand”
· Not ”A card in play”, or ”a card in a
discard pile.”
– Offense
∗ Should be either a 1 or 2 digit number or
”NUL” if the card would not ever have any
Offense.
∗ A Zombie would have an Offense of 1.
∗ An Elder God of the Outer Planes would
have an Offense of 99. A single life-size Ant
would have an Offense of 0.

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∗ A suit of armor would have an Offense of
NUL.
– Health
∗ Should be either a 1 or 2 digit number or
”NUL” if the card would not ever have any
Health.
∗ A Follower that has a Health of 0 is dis-
carded when all card effects have completed.
∗ A Zombie would have a Health of 1.
∗ An Elder God of the Outer Planes would
have a Health of 99.
∗ A suit of armor would have a Health of
NUL.
∗ A Follower of Health 0 is discarded when it
comes into play
· Unless a card effect or itself states oth-
erwise.
– Cost
∗ Should be either a 1 or 2 digit number or
”NUL” if the card would not ever have a
cost.
∗ A Zombie would have a Cost of 1
∗ An Elder God of the Outer Planes would
have a cost of 99

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∗ A Temple has a Cost of NUL
∗ A life-size Ant has a cost of 0.
– Faith
∗ Should be either a 1 or 2 digit number or
”NUL” if the card would not ever have any
Faith
∗ A Peasant would have a Faith of 1
∗ An Elder God of the Outer Planes would
have a Faith of 99
∗ A Temple has a Cost of NUL
∗ A life-size Ant has a cost of 0.
– Art
∗ A URL to a publicly accessible image file,
preferably in png, jpeg, or gif. In that order.
– Artist
∗ The creator/copyright holder of the Art for
this card.
∗ Works in public domain are to be attributed
as if the work was still under copyright.
· Example: ”Artist: Leonardo DaVinci”
• Keywords
– Keywords in card text are used to represent
large blocks of text.

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– Should only be used with full Explanation text
on 75% of the set it is introduced in.
∗ Every set thereafter should only put the ex-
planation text after the keyword on 50% of
cards in the set.
– Keywords should be in Alphabetical order, or
in order of precedence.
– Keywords should also be on their own line.
∗ Unless the card has a lot of additional text
so as to make individual lines impractical.
∗ Keywords may be separated on a single line
by a semicolon and a space.

• Keyword list

– Invisibility
∗ ˜this˜ may not be targeted by an oppo-
nent’s Follower during combat.
– Recycle
∗ When the Follower ˜this˜ is attached to
is discarded, return ˜this˜ to it’s owner’s
hand.
– Flight

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∗ ˜this˜ may not be defended against by Fol-
lowers without Flight.
– Preemption
∗ ˜this˜ deals damage before other Followers
without Preemption.
– Permanency #
∗ Each turn ˜this˜ is in play, pay # to keep
it in play.
– Necromancy
∗ If ˜this˜ deals enough damage to discard a
Follower, you may instead take control of
that Follower.
– Stealth
∗ ˜this˜ may attack Followers inside temples
directly.
– Devout
∗ ˜this˜ may not be converted.
– Healing #
∗ ˜this˜ may prevent # damage to a Fol-
lower instead of participating in combat.
You may not use this ability if ˜this˜ is
inside a Temple.

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– Archery #
∗ ˜this˜ may deal # damage to a Follower in-
stead of participating in combat. This abil-
ity may not be used if the attached Follower
is inside a Temple.
– Guerrilla
∗ ˜this˜ takes no damage during combat.
– Fury
∗ ˜this˜ must attack each turn, otherwise dis-
card ˜this˜.
∗ Suggested Ability Cost: -0.5
– Cowardice
∗ ˜this˜ may not Defend when participating
in Combat.
∗ Suggested Ability Cost: -0.5

• Capitalization

– Just a few words that should be Capitalized


Every Time
∗ Follower
∗ Type
∗ Spirit
∗ Offense

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∗ Health
∗ Cost
∗ Faith
∗ Player
∗ Temple
∗ Faith Points
∗ Spirit Cost
∗ Sub-Type
∗ Combat
– Some groups of words that should always be in
Title Caps.
∗ All the Elements.
∗ All Type Text
∗ All Keywords
∗ All Name Text
∗ All information delimiters in Spoilertext (”Cre-
ator:”, ”Name:”, etc.)
∗ All type text inside Card Text.

• Calculating Card Cost (Suggestion, not required)

– Followers
∗ Add the card’s Offense, Health, and Faith
· Divide that number by 3.

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∗ Add any Keyword costs.
· If an ability doesn’t have a cost, impro-
vise a reasonable one.
∗ If the card is Unique, reduce the cost by 1.

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