I was bored at work today...
SSCU Trench Wars, The Card Game.
Each player starts out with their own deck. Decks are shuffled. All players start with Zero BTY (Bounty), Zero points and no flags.
Players’ turns have four stages: The draw stage, the play stage, the attack stage and the defend stage.
On the Draw stage, the player will gain 1 BTY and draw a card. They also gain 200 points for any flags they have at a draw stage. Any cards that are normally tapped are now untapped. Any cards that are tapped with “Does not untap next turn” now act as normally tapped card.
On the Play stage, the player may play cards. Any card with a BTY cost requires that BTY to be played, once the card is played, they lose BTY equal to the cost of the card.
On the attack stage, the player whose turn it is may attack the other player(s) or the other player’s ships. No ship may attacked by more than one ship in one turn.
On the defend stage, the defending player may select any ship who is not being attacked to defend them. If any ship cannot be defended against, the attacking play gains a flag while the defending player loses any flags. Only one flag may be gained a turn. Game ends at preset score (IE 20k points).
The attacking ship deals damage equal to its attack to the defending ship’s energy. The defending ship deals damage equal to its attack to the attacking ship. Now, any ships with energy less than 0 is killed and sent to the graveyard.
Even if the player’s whose turn this is does not attack, the other player(s) can still use the defend stage to use cards’ actions.
It is now the second player’s draw stage…
Example card:
Card name (Bounty cost to deploy)
Text describing any quirks of card
{t x} Text describing any action card can take by taping. x is any cost action takes.
Attack/Energy [Ships only]
Ships:
Warbird (BTY 3)
4/4
Golden Gun Warbird (BTY 4)
When Golden Gun Warbird dies; its card is placed in foe’s hand.
{t} Super: Ship of your choice takes 4 damage.
4/4
Javelin (BTY 4)
{t} Shrapnel: Tap Javelin to deal 1 damage to up to 2 enemy ships of your foe’s choosing, cannot choose same ship twice.
2/4
Javelin (BTY 5)
{t} Learn shot: Tap Javelin to deal 2 damage to 1 ship of your choosing
2/4
Where’s Waldo Javelin (BTY 4)
{t} Decoy: Tap Javelin to create undizzed Decoy 0/2 ship on your side. Decoy can attack and defend as if it were normal ship.
2/4
Spider (BTY 2)
Attach: cost to deploy is halved if you control a terrier.
1/3
Zombie Spider (BTY 2)
When Zombie Spider would normally die, return card to hand.
2/2
Leviathan (BTY 5)
{t} Bomb: All ships on your freq take 1 damage. All ships on foe’s freq takes 2 damage, does not untap next turn.
3/4
Terrier (BTY 5)
{t} Burst: Foe picks one of own ship to take 3 damage.
2/4
Terrier (BTY 3)
{t} Portal: Terrier does not take damage this turn. Do not untap next turn.
2/4
Terrier (BTY 5)
{t} Kamikaze Anchor: This terrier is destroyed, ship in your hand is placed in play, undizzed..
2/4
Weasel (BTY 5)
{t} Cloak: Tap Weasel to deal 4 damage to 1 ship of your choosing. Weasel cannot be attacked directly until next turn. Does not untap next turn.
2/2
Lancaster (BTY 3)
{t} Multifire: Tap Lancaster to deal 1 damage to two ships of your choosing.
3/4
Shark (BTY 4)
{t} Repel: Tap Shark, ship of your choosing takes no damage this turn.
1/4
Shark (BTY 3)
EMP: Any ship this shark attacks and is tapped will not untap next turn.
1/4
Superbeast Shark (BTY 4)
If any Javelin deals damage to this ship, ship instantly destroyed.
{t} Repel: Tap Shark, ship of your choosing takes no damage this turn.
0/4
Items:
Greens (BTY 1)
{t} Collect Greens: Tap this card and tap one ship you control. You gain 1 BTY
Multiprize (BTY 1)
{t} Pickup: Destroy this card. You gain 3 BTY
Full Charge Green (BTY 2)
{t} Pickup: Untap any ship which is tapped but would untap next turn. That ship’s energy is returned to full. This card is destroyed.
Warp Green (BTY 1)
{t} Pickup: Any untapped ship of your choosing that you control is returned to your hand.
Spawn (BTY 2)
{t BTY 1} Respawn: Top card of your deck is sent to the graveyard. Ship of your choosing in your graveyard is replaced to your deck so that it is now the 2rd card from the top.
Turret (BTY 1)
{t BTY 1} Attach: Tap Turret item card. Terrier of your choice gains +1/+0. Terrier’s attack cannot be increased greater than it’s current energy.
SSCU Trench Wars, The Card Game.
Each player starts out with their own deck. Decks are shuffled. All players start with Zero BTY (Bounty), Zero points and no flags.
Players’ turns have four stages: The draw stage, the play stage, the attack stage and the defend stage.
On the Draw stage, the player will gain 1 BTY and draw a card. They also gain 200 points for any flags they have at a draw stage. Any cards that are normally tapped are now untapped. Any cards that are tapped with “Does not untap next turn” now act as normally tapped card.
On the Play stage, the player may play cards. Any card with a BTY cost requires that BTY to be played, once the card is played, they lose BTY equal to the cost of the card.
On the attack stage, the player whose turn it is may attack the other player(s) or the other player’s ships. No ship may attacked by more than one ship in one turn.
On the defend stage, the defending player may select any ship who is not being attacked to defend them. If any ship cannot be defended against, the attacking play gains a flag while the defending player loses any flags. Only one flag may be gained a turn. Game ends at preset score (IE 20k points).
The attacking ship deals damage equal to its attack to the defending ship’s energy. The defending ship deals damage equal to its attack to the attacking ship. Now, any ships with energy less than 0 is killed and sent to the graveyard.
Even if the player’s whose turn this is does not attack, the other player(s) can still use the defend stage to use cards’ actions.
It is now the second player’s draw stage…
Example card:
Card name (Bounty cost to deploy)
Text describing any quirks of card
{t x} Text describing any action card can take by taping. x is any cost action takes.
Attack/Energy [Ships only]
Ships:
Warbird (BTY 3)
4/4
Golden Gun Warbird (BTY 4)
When Golden Gun Warbird dies; its card is placed in foe’s hand.
{t} Super: Ship of your choice takes 4 damage.
4/4
Javelin (BTY 4)
{t} Shrapnel: Tap Javelin to deal 1 damage to up to 2 enemy ships of your foe’s choosing, cannot choose same ship twice.
2/4
Javelin (BTY 5)
{t} Learn shot: Tap Javelin to deal 2 damage to 1 ship of your choosing
2/4
Where’s Waldo Javelin (BTY 4)
{t} Decoy: Tap Javelin to create undizzed Decoy 0/2 ship on your side. Decoy can attack and defend as if it were normal ship.
2/4
Spider (BTY 2)
Attach: cost to deploy is halved if you control a terrier.
1/3
Zombie Spider (BTY 2)
When Zombie Spider would normally die, return card to hand.
2/2
Leviathan (BTY 5)
{t} Bomb: All ships on your freq take 1 damage. All ships on foe’s freq takes 2 damage, does not untap next turn.
3/4
Terrier (BTY 5)
{t} Burst: Foe picks one of own ship to take 3 damage.
2/4
Terrier (BTY 3)
{t} Portal: Terrier does not take damage this turn. Do not untap next turn.
2/4
Terrier (BTY 5)
{t} Kamikaze Anchor: This terrier is destroyed, ship in your hand is placed in play, undizzed..
2/4
Weasel (BTY 5)
{t} Cloak: Tap Weasel to deal 4 damage to 1 ship of your choosing. Weasel cannot be attacked directly until next turn. Does not untap next turn.
2/2
Lancaster (BTY 3)
{t} Multifire: Tap Lancaster to deal 1 damage to two ships of your choosing.
3/4
Shark (BTY 4)
{t} Repel: Tap Shark, ship of your choosing takes no damage this turn.
1/4
Shark (BTY 3)
EMP: Any ship this shark attacks and is tapped will not untap next turn.
1/4
Superbeast Shark (BTY 4)
If any Javelin deals damage to this ship, ship instantly destroyed.
{t} Repel: Tap Shark, ship of your choosing takes no damage this turn.
0/4
Items:
Greens (BTY 1)
{t} Collect Greens: Tap this card and tap one ship you control. You gain 1 BTY
Multiprize (BTY 1)
{t} Pickup: Destroy this card. You gain 3 BTY
Full Charge Green (BTY 2)
{t} Pickup: Untap any ship which is tapped but would untap next turn. That ship’s energy is returned to full. This card is destroyed.
Warp Green (BTY 1)
{t} Pickup: Any untapped ship of your choosing that you control is returned to your hand.
Spawn (BTY 2)
{t BTY 1} Respawn: Top card of your deck is sent to the graveyard. Ship of your choosing in your graveyard is replaced to your deck so that it is now the 2rd card from the top.
Turret (BTY 1)
{t BTY 1} Attach: Tap Turret item card. Terrier of your choice gains +1/+0. Terrier’s attack cannot be increased greater than it’s current energy.
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