Well look what card game is about to take the world by storm. (Unamed as of yet) is a competitive free card game that can be played over this very forum. Artwork is pending on just under half the cards but they don't need artwork to playtest.
But first off: The Rules:
The basic premace of the game is to place down Character Cards to prevent the placing of your opponent's Character Cards. If they have no cards In Play for three whole turns then they lose.
Starting a game:
To play a game of (Insert Card game name here) You'll first need a deck of 30 unique cards chosen from the currently 60 avaliable you may not have any multiples of the same card in your deck. Then you'll need to find an opponent.
Determine who gets the first turn by some friendly game of chance such as a coin toss, roll off or some other gentlemanly competition.
Once the player going first has been selected each player will draw a hand of three cards, one of these cards may be any card from your deck the other two are drawn randomly from your deck.
Turn order:
In your turn you may place a single Character Card down each turn, once the card is down it is being readied the amount of time it takes to ready a card depends on its Tier. Tier I cards will be readied by the end of the turn you place them down, Tier II will be readied by the end of the turn after you put them down..etc. Once a card has spent the required amount of turns being readied they are In Play. Cards In Play may attack and use their special ability. A card can be attacked and affected by special abilities and effects cards while being readied. You may have a maximum of three character cards placed down at a time.
example: Player A draws a Tier II card and places it down in their turn. It will take two turns to ready it, the ready counter on it drops to 1 at the end of their first turn. Their opponent, Player B, makes their turn where they place down a Tier I which is readied at the end of the turn and considered in play and can attack on its next turn. Player A has their next turn and at the end of that turn their Tier II has been fully readied and is able to act on the turn after.
Attacking:
Attacking an opposing character card is fairly simple. Each card may only attack once per turn, to attack an opposing character card you declare what you are attacking and what you are attacking with. Then you compare the opposing card's defence with your attack, if your attack is greater then the attack has succeeded and the opposing card is removed from play.
Using Special Abilities:
Most cards of Tier II or higher (and some Tier Is) have a Special that may be used once per game. This special can be used once the card is In Play and can be used any time during your turn or your opponent's turn.
Effects Cards:
Effects cards are different to character cards, instead of having any attack/defence values they mearly have a single effect that usually is instantanious or lasts for a turn. You may play a maximum of one effects card in your turn and once they have been played they cannot be used again. The Effect's card effect takes place immediatly. If you play an effects card in your opponents turn you cannot play one in your following turn.
Winning the Game:
The turn order continues until one player has no cards In Play for three whole turns. Once that has happened the person with no cards in play is declared the loser.
Card List:
Tier I:
1) Jungle Bunny- Attack: 30 Defence: 30
2) The Rock- Attack:0 Defence: 50
3) Fisherman- Attack: 40 Defence: 20
4) Fisticuffs- Attack: 50 Defence: 0
5) Boxed Bomb- Attack: 40 Defence: 30 - Special: May destroy itself to remove itself from play.
6) Target- Attack: 0 Defence: 0 - Special: May force all opponents to attack it for a turn.
7) Rapid Rotationary - Attack: 10 Defence: 20 - Special: May decrease the time to ready an ally by 1 turn
Key Ship- Attack: 30 Defence: 30
9) Rocket Boot- Attack: 30 Defence: 20
10) Pencilhead- Attack: 40 Defence: 30
11) Meek Man- Attack: 10 Defence: 10
12) Throwaway Character- Attack: 20 Defence: 10
13) Amoeba Man- Attack: 20 Defence: 20 - Special: May destroy itself to bring a Tier 1 from your hand into play
14) Unpaid Extra- Attack: 30 Defence: 10
15) Disgruntled Ex Employee: Attack: 40 Defence: 30
Tier II
1) Mecha Mole- Attack: 80 Defence: 60 - Special: Reduce an opponents attack and defence by 20 for 1 turn.
2) Lightning Lizard- Attack: 110 Defence: 40 - Special: May double attack for one attack but gets removed from play afterwards
3) Virus Bot- Attack: 50 Defence: 100 - Special: Halves an opponents attack for 1 turn.
4) Pyramid Worm- Attack: 70 Defence: 80 - Special: Becomes immune to any attacks or effects for 1 turn.
5) Pinfire the Flaming Fruit- Attack: 80 Defence: 60 - Special: May destroy an ally to remove an enemy from play.
6) Torch of Justice- Attack: 50 Defence: 50 - Special: Destroy one Character being readied.
7) Bigger Rock- Attack: 40 Defence: 110 - Special: Increase defence by 20 for 1 turn.
The Switcher- Attack: 70 Defence: 60 - Special: May remove itself from play to instantly ready a Tier 1-3.
9) Eye-Robot- Attack:60 Defence: 90 - Special: May see one card in your opponents' hand.
10) Mystic of Rebirth- Attack: 70 Defence: 70 - Special: May remove itself from play to return an effects card to your hand.
11) Supercharger- Attack: 90 Defence: 60 - Special: May destroy itself to increase an allies attack by 50.
12) Pair of Rocket Boots- Attack: 80 Defence: 80 - Special: May make an attack in your opponent's turn.
13) Flytrap Tiger- Attack: 100 Defence: 60 - Special: Stops an opponent from attacking for a turn.
14) Alchapus- Attack: 80 Defence: 50 - Special: Destroys one Tier 1 or 2.
15) Death Dodger- Attack: 60 Defence: 60 - Special: May return itself to your hand the first time it is destroyed.
Tier III
1) Midget in a Helmet - Attack: 120 Defence: 160 - Special: May swap it's attack and defence for one attack.
2) Blaze Bolla - Attack: 170 Defence: 110 - Special: May attack all opposing characters in one turn.
3) Water Wyrm - Attack: 110 Defence: 170 - Special: Prevents all opponents from attacking for a turn.
4) Death Drake - Attack: 150 Defence: 150 - Special: Destroys one opposing character
5) Dr. Doublekill- Attack: 150 Defence: 130 - Special: May attack twice this turn but halves defence next turn.
6) Rocktapus - Attack: 130 Defence: 140 - Special: Increase an allies attack by 40 for a turn.
7) Mountain Face - Attack: 130 Defence: 150 - Special: Increase an allies defence by 30 for a turn.
White Wraith - Attack: 140 Defence: 120 - Special: Sends one opposing character back to their owner's hand.
9) The Captain - Attack: 130 Defence: 130 - Special: Allows one allied character to attack twice in a turn.
10) Death Engine - Attack: 110 Defence: 110 - Special: Upon destroying an enemy character automatically ready one of your cards and reset one of your opponents cards being readied.
Tier IV:
1)Rainbow Cat - Attack: 200 Defence: 150 - Special: Increase its attack by 20 and prevent an opposing card from acting for 1 turn.
2)Psychic Bin Octopus - Attack: 130 Defence: 220 - Special: One allied character may use this cards' defence for a turn.
3)Sentient Oak Tree - Attack: 140 Defence: 190 - Special: Remove this card from play to destroy all opposing characters.
4)Great Elder Serpent - Attack: 180 Defence: 180 - Special: Opponent cannot place cards, attack, use specials or use effects for a turn.
5)Zentity - Attack: 180 Defence: 200 - Special: If this card is In Play for 5 turns the owner wins the game.
Effects Cards:
1) Destruction - Destroy one enemy character.
2) The best defence... - Switch attack and defence for 1 turn.
3) Character Development - Switch one Tier 1 or 2 placed down for a card a tier higher from your hand.
4) Accelerator - Reduce the readying time of one card by 1 turn.
5) Deccelerator - Increase the readying time of one card by 1 turn.
6) Recycling - Return a used effects card to your hand
7) Null Zone- No cards can be placed down by either player for a turn.
Reinforcements - Take a Tier 1 from your deck and immediatly put it In Play
9) Clairvoyance - Your opponent must show you their hand
10) Block! - Cancels the activation of one effect or special or stops one attack.
Trines:
Trines are a slightly more complicated rule that is still being tested. If you have a certain three cards all in play at the same time you gain a small special effect you lose that effect if the trine is broken. The current Trines are:
Dragon Trine: Consists of Water Wyrm, Death Drake and Blaze Bolla - Effect: Each card in the trine gains another use of their special ability
Octopus Trine: Consists of Alchapus, Rocktapus and Psychic Bin Octopus - Effect: Psychic Bin Octopus may use it's special once per turn instead of once per game.
The One Trine: Consists of Jungle Bunny, Fisherman and Rocket Boot - Effect: May replace all three cards with a single Tier IV in play.
Rules for playing on the forum coming soon.