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Card Of The Month
Effect: If this card is sent to the Graveyard: You can target 1 "Performage" monster in your Graveyard; Special Summon it, its ATK and DEF become 0, then you take 1000 damage. You can only use this effect of "Performage Trick Clown" once per turn.

Gold Rush! Farmgirl's new TCG

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Gold Rush! Farmgirl's new TCG Empty Gold Rush! Farmgirl's new TCG

Post by Farmgirl Tue Dec 22, 2015 11:14 pm

Description

The game takes place during the Medieval Age and Renaissance. The object of the game is to accumulate treasure in order to win. You win one of two ways.

1. You control 10 treasures when your turn begins.

2. Send all of your opponent's treasures to the cemetery.

You may only have up to 15 treasures in your deck. The minimum number of cards in your deck is 40, while the maximum is 50. You can only have 3 copies of the same card per deck. There are six monster types: dragon, sorcerer, sea, ghost, Angel, and demon. Each one has its own treasure type. These monsters can only be "added to the field" by their corresponding treasure.

One important thing to always have ready is a six-sides die, which will be how you and your opponent will conduct the game. To determine who goes first, both players roll a die. The player who rolls higher goes first. In the event of a tie, both players roll again. After that, both players then draw their starting hand of six cards. Each turn, except the first turn of the entire game, starts out by drawing a card.

Your turn should follow this flow chart.

Start your turn
Draw 1 card
Add Treasures and monsters
Engage in fights
End your turn; discard cards if you have more than 6.

Adding Monsters to the field

You summon monsters, or "add monsters to your field," by shuffling the number of treasures specified in the top right corner into your deck from your field. You can add up to 2 treasures to your field from your hand per turn. You may only summon 1 monster per turn. Every monster type has its own corresponding type of treasure.

Burning Treasure-Dragon Type
Cursed Treasure-Ghost Type
Magical Treasure-Sorcerer Type
Aquatic Treasure-Sea Type
Holy Treasure-Angel Type
Corrupted Treasure-Demon Type

Each treasure specifies what type they are and what type they summon. Certain treasures even have their own properties, or abilities, that can change the game state, whether by giving you more treasure or by taking your opponent's treasure off the field.

Treasure

Treasures are the main way you perform your turn. You may only activate 2 Treasures per turn from your hand. You shuffle these treasures from your field into your deck in order to add monsters to your field. Each monster specifies a certain number of treasures that they require to be added, or their cost. The treasures must match the monster's type. For example, you can add a Sorcerer with Magical Treasure, but not with Aquatic Treasure. You can only have up to 15 treasures in your deck and you win either by sending all your opponent's treasure to the cemetery or by controlling 10 treasures when you start your turn. Before the game begins, both players have to count out how many treasures are in his/her opponent's deck, in Oder to know when all treasures are in the cemetery.

Battle mechanics

Each monster the turn player controls may attack an opponent's monster once, or "engage a fight". Once a fight is engaged, both players roll a 6- sided die. The player with the higher roll wins the fight. The defending player may roll a second time if his/her roll is lower. In the event of a tie, the attacking player may roll a second time. If both rolls are 6, both players roll a second time. If it is a tie the second time, both monsters lose the fight and are sent to the cemetery. The player who wins a fight gets to draw 1 card. If both monsters are sent to the cemetery as a result of a tie between dice rolls, neither player draws a card.

Example

Battle:
Roll 1
Player A: 6 (Attacker)
Player B: 1 (Defender)
(Player B lost, so he/she can roll again)
Roll 2
Player B: 6
(Tie of a 6, so both roll again)
Roll 3
Player A: 3
Player B: 3
(Tie, so both get sent to the Cemetery)
Neither player draw

Example

Roll 1
Player A(attacker) rolls a 5
Player B(defender) rolls a 4
Player B rolls a second time

Roll 2
Player A: still 5
Player B: 5
Tie, so both players roll again

Roll 3
Player A: 4
Player B: 5
Defender wins. Attacker is sent to the cemetery and defender gets to draw 1.

During each fight, each player may activate 1 Rune per roll. These have effects that can change the result greatly. For example:

Player A(attack) rolls a 5
Player B(defender) rolls a 4
Player B attempts to roll again
Player A activates a Rune to prevent Player B's next roll from exceeding 5.
Player B responds by activating a Rune, decreasing Player A's roll to 4.

Alternatively, if your opponent's field is empty, you can attack directly, and if you do, discard 1 card from your opponent's hand, however you can only do so once per turn. If your opponent has no cards to discard, you can send 1 treasure your opponent controls to the cemetery.

The Cemetery

The final resting place. This is where all monsters that are defeated in battle go. This is also where any discarded cards go. Once there, the properties of that card no longer apply.

Rules

1. Both players start the game by rolling a die. The player who rolls higher goes first. If a tie, roll again.

2. You can only add 1 monster to your field a turn.

3. You win if you send all of your opponent's treasures to the cemetery or if you control 10 treasures at the start of your turn.

4. You can only add 2 treasures to your field a turn.

5. The maximum number of monsters you can control is 5. The maximum number of treasures is 10.

6. Both players count the number of treasures in their opponent's deck before starting.

7. If you have no cards to draw in your deck and no cards in your hand at the start of your turn, you lose.

8. The player who goes first cannot attack on the first turn of the game.

9. Only 1 Rune can be used per Roll.

10. If two monsters are fighting, the defending player may roll a second time. If both die are 6, then both players roll again. If a tie on the second or third roll, both monsters are sent to the cemetery.

11. The player that wins a fight draws 1.

12. If you have more than 6 cards in hand at the end of your turn, you have to discard any excess cards until you have only 6.
Farmgirl
Farmgirl

Posts : 21
Judgment Points : 44
Join date : 2015-11-02

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Gold Rush! Farmgirl's new TCG Empty Re: Gold Rush! Farmgirl's new TCG

Post by Farmgirl Tue Dec 22, 2015 11:14 pm

Decks are currently being made.
Farmgirl
Farmgirl

Posts : 21
Judgment Points : 44
Join date : 2015-11-02

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Post by Reaper Wed Dec 23, 2015 11:28 am

nice man love it
Reaper
Reaper
Admin

Posts : 64
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Age : 33

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