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Fate-Based Card Game, Fate/Decisive Battle
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Soooo me and my gf have been creating a card game similar to Pokemon that incorporates various aspects of the Fate Universe. The rules are below, apologies if they don’t fully make sense, will be happy to clarify anything that doesn’t make sense. No real reason to share this other than I’m very excited to share it. The cards are folded in half, one full side features the cards stats and skills, one half of the other side features the Card’s name, picture and class, and the other half is blank such that at the start of the game all servants are face-down so as to conceal them from your enemy, but once they have been played they can be placed face-up, revealing their name and face. There are servant cards, master cards and item cards. Masters serve to support the servants, the main damage dealers, with skills such as healing, and producing item cards. Some masters can also do damage. They also have a Base Mana value and a Per-Turn mana value. They start with the Base Mana Value and their Per-Turn mana value is added to their store of Mana every turn. If after the Per-Turn mana value is added, their store of mana is below their base mana, their value is reset to the base value. Every servant and master skill and most item cards require some sum of mana, the exception being command seals. Command Seal cards are item cards that are incredibly powerful, but rather than costing Mana, they instead cost a Command Seal. The game is begun with 3 and once they’re gone, they’re gone. Below is the full set of rules, followed by 2 examples each of master, servant, item, trap and command seal cards. Any feedback would be greatly appreciated :)))

———Rules———

•Servants and items dealt at the beginning of the game •Each player dealt 8 servants, chooses one to discard •Each player dealt 3 masters, chooses one between those
•Rock Paper Scissors determines who plays first •Base Mana is the player’s starting Mana Value, increased by Per-Turn Mana every turn If Mana falls below Base Value after per-turn value is applied, Mana is reset to Base Value and Per-Turn value is not applied •As many skills can be used as the player would like on each turn, either their servants or master’s skills can be used, or both, provided they have enough Mana, a maximum of two items can be played on a single turn •Each skill can only be used once per turn •Servant must have been on the field for 2 turns prior before using their Noble Phantasm •Players start with their servants face down, so as their opponent does not know who they have, preventing them from strategising too much straight away •Servant’s heal 25 HP for every turn they are on the bench •Once all servant’s are defeated, all attacks go to the master •The game is won once the master is defeated

•Each player begins the game with 3 Command Seals, which can be expended in the form of item cards •One Trap Card can be active per player, unless a servant’s active skill states otherwise. A Trap Card is activated once the stated action on it is performed (unknowingly) by the enemy master, who will then suffer the negative effect stated by the card

——-Servants——

Lancelot -Class: Berserker -Base HP: 1075 -Passive Skill: Eternal Arms Mastersjip - All enemy trap and item cards (apart from command seals) are void and unable to be used while Lancelot is the active servant -Active Skills: - Knight Of Owner: Choose one of the enemy servant’s Active Skills and use it against them, costing it’s mana value 5 - Cost: Enemy Skill 5 - Maddened Blows - Flip a coin, if heads, does 350 damage to the enemy servant and 100 damage to the enemy master. If tails, does 75 damage to the enemy servant and, 175 damage to Lancelot and 50 damage to the allied master - Cost: 15 Mana -Noble Phantasm: Arondight - Does 950 Damage to the opponent and destroys all item and trap cards. If the active enemy servant is Arturia Pendragon, does 10,000 Damage and Lancelot gains 375 HP - Cost: 85 Mana - Uses: 1

Jack The Ripper -Class: Assassin -Base HP: 650 -Passive Skill: Desire to Kill- Does 50% extra damage to female servants. If the enemy master is female, Jack can use any of her attacks on them for an additional 10 Mana -Active Skills: - Eight Knife Slice- Does 150 Damage, plus an additional 30 for every female servant on the enemy team - Cost: 30 Mana - The Mist- Does 20 Damage to any chosen servant, increases by 5 points for every consecutive turn it is used - Cost: 5 - Terror- All the enemy player’s benched servants are to be placed face-down and shuffled until they do not know who is who, they cannot flip them over until they have been the active servant - Cost: 40 Mana -Noble Phantasm: Maria The Ripper - Flip a coin, if heads, does 250 damage, multiplied by the number of female servants on the enemy team. If tails, does 300 damage - Cost: 65 - Uses: 3

Buddha -Class: Saver -Base HP: 1750 -Passive Skill: Madhyamā-pratipa: Restores all Buddha’s allies by an additional 10 HP for every turn he is on the field -Active Skills: - Samadhi: The next attack on Buddha adds half that attack’s mana value to his master’s current Mana - Cost: 15 Mana - Śūnyatā: Removes 15 Mana and 5 Base Mana (1 turn) from the opponent - Cost: 25 Mana - Chakravartin: Heals any chosen allied servant for 30 HP for every turn Buddha has been on the field - Cost: 20 Mana -Noble Phantasm: Amita Amitābha- Does 50 Damage to the enemy servant for every turn Buddha has been on the field, heals Buddha for that same value - Cost: 100 Mana - Uses: 2

——Masters——-

Kiritsugu Emiya -Alignment: Neutral -Base HP: 1000 -Base Mana: 25 -Per-Turn Mana: 30 -Passive Skills: - From the Shadows: Kiritsugu is immune to any damage from Servant or Master Active Skills until he has 2 or less servants remaining - Covering Fire: Any attacks on Kiritsugu’s benched servants does the same amount of damage to the active enemy servant as it does to his servants -Active Skills: - Origin Rounds: Prevents Active enemy servant from using any active skills costing 30 Mana or higher for 3 turns - Cost: 50 Mana - Flash Grenade: Prevents the enemy servant from switching for 1 turn - Cost: 30 Mana - Vast Armaments: Draw one item card - Cost: 10 Mana

Kirei Kotomine -Allignment: Evil -Base HP: 925 -Base Mana: 30 -Per-Turn Mana: 20 -Passive Skills: - Blessing of the Church- Has unlimited use of command seals, draw a new item card every time a Command Seal card is used - Black Heart- Kirei takes 50% less and his servants take 25% less damage from all servants and masters when enemy master is of “Good” Allignment, 25% and 10% with a Neutral Allignment Enemy Master -Active Skills: - Black Key Strike- Roll a dice, removes 5 enemy mana for every 4, 5 or 6 rolled - Cost: 25 Mana - Item Possession- Swap any of your item cards with one of your opponents - Cost: 15 Mana - Healing Spell- Restores 200 HP for any one of your servants - Cost: 35 Mana

Kariya Matou -Allignment: Neutral -Base HP: 900 -Base Mana: 50 -Per-Turn Mana: 25 -Passive - Matou Crest Worms - All servants do 25% damage, 50% for berserker class servants. Kariya loses 30 health per turn. For every 90 health lost, 5 Base Mana is lost, for every 180 health lost, 5 Per-Turn Mana and 5% damage Bonus (10% for berserkers) is lost -Active Skills: - Blade Wing Worm Swarm- Does 25 Damage to all enemy servants, and the master - Cost: 10 Mana - Necromantic Healing- Heal any chosen servant for 300 HP, removes 60 HP from Kariya - Cost: 5 Mana - Crest Worm Item Summon- Draw One Item Card - Cost: 15 Mana

—— Item Cards——

-Strong Healing Potion - Heals Ally Servant 300 HP - Cost: 0 Mana - Discard Value: 20 Mana

-Mana Blocker - For one turn, enemy servant’s passive skills are nullified - Cost: 15 Mana - Discard Value: 5 Mana

-Blessing of the Church - Restores one Command Seal - Cost: 50 Mana - Discard Value: 10 Mana

-Volumen Hydrargyrum - Allied Servant takes no damage for one turn - Cost: 30 Mana - Discard Value: 10 Mana

-Origin Rounds - Permanently Disables all Active master skills - Cost: 60 Mana - Discard Value: 30 Mana

——-Trap Cards——-

-Self-Geass scroll - Trap Card - When an enemy trap card is used, one enemy servant chosen by the user is killed - Cost : 25 Mana - Discard Value: 15 Mana

-Soul Eater - Trap Card - When any card of value higher than 35 Mana is used, it is nullified, enemy is stunned for one turn - Cost: 25 Mana - Discard Value: 10 Mana

-Fire Support: Kiritsugu - Trap Card - During a servant switch, the outgoing servant loses 250 HP - If Kiritsugu is the Active master, does 450 Damage - Cost: 30 Mana - Discard Value: 5 Mana

-Light Origin Round Flurry - Trap Card: Upon the use of an Active master skill, blocks all active master skills for five turns, or until a healing item is used - Cost: 30 Mana - Discard Value: 10 Mana

——Command Seal Cards——

-Command Seal: Suicide Order - Instantly kills one of your own servants, draw a new servant. This only works if the chosen servant has 80% health or more remaining - Cost: 0 Mana, 1 Seal -Command Seal: Teleport - Switch out your active servant with a benched servant, can be used during the opponents turn - Cost: 0 Mana, 1 Seal -Command Seal: Sacrifice - Instantly kill one of your own servants, restore your master’s, or a chosen servant’s, health fully - Cost: 0 Mana, 1 Seal -Command Seal: Supplement Strength - Servant’s next attack does 50% more damage - Cost: 0 Mana, 1 Seal -Command Seal: Item Search - Draw 5 new item cards from the deck - Cost: 0 Mana, 1 Seal -Command Seal: Re-Phantasm - Can be used to use a servant’s Noble Phantasm for an additional time, decreases their maximum HP to 10%, if below 10%, kills the servant - Cost: 0 Mana, 1 Seal

Hope that seems cool to you all, would appreciate any thoughts :))

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4 years ago