THE LORD OF THE BOARDS
UnMod CCG
What is the "UnMod CCG"?
The UnMod CCG is a collectable card game with elements based on the unique and notable characters and features of OverClocked Remix's UnModerated forum. It is not meant to be an exact simulation of the forums, but instead a somewhat zany exaggeration.
There are (or will most likely be) two modes of play in the program. One is a free play mode, where players are free to build any deck they wish from an unlimited supply of cards. The other is a league mode, where players must build decks with booster packs recieved from playing games. More details can be planned later.
What do you need to play?
Despite this being a computer simulated game (and thus, you are provided with everything you need to play with the program), here's a list of what is used in the game:
- A deck of n (60?) cards
- Some counters (beads, coins, etc.)
- A coin
How do you win?
There are two ways to win:
a. You activiate three threads.
b. Your opponent runs out of cards and cannot draw a card during his Drawing Phase.
What are kinds of cards are there?
Thread Cards - These are the main focus of the game. They represent the threads of Unmod.
User Cards - These are the workhorses of the game. They represent the users of UnMod.
Post Cards - These are the effect cards used on Thread Cards. They represent the posts made by users.
Action Cards - These are the effect cards used on User Cards, the decks, the hands, and the discard piles. They represent the actions taken by users.
Flame Ward cards - These are the effect cards used during flamewars. They help defend against a successful attack.
What are the card types?
Red - Hubris :: Red cards are generally specialized towards Flamewars and overall offense. They attain victory by deactivating opponent's threads while activating their own. All cards can come in this color.
Blue - Intelligence :: Blue cards are generally specialized towards card manipulation. They attain victory by assuring they have the right cards while their opponent does not. All cards can come in this color.
Green - Knowledge :: Green cards are generally specialized towards stopping Flamewars and overall defense. They attain victory by protecting their cards from deactivation and other ill effects. All cards can come in this color.
Violet - Absurdity :: Violet cards are not specialized for any patricular function, but they make use of very powerful abilites and effect cards... however, these powers are also random (coin flips). They attain victory though luck. All cards can come in this color.
Gray - Combonation :: Gray cards are mixtures of Red, Blue, Green, and/or Violet cards. Only User Cards can be gray.
Black - Troll :: Black cards are used for thread/user disruption. Most of the time, black theme decks are used for stalling decks. Only User Cards, Post Cards, and Action Cards are black.
What are the card rarities?
Boosters come with:
5 Common
3 Uncommon
2 Rare
And either a:
Ultra Rare
or
Foil Rare (if possible to graphically represent a foil card on the computer secreen)
Starting the Game
1. Shuffle your deck and draw x cards. (7 maybe?)
2. Flip a coin to decide who goes first.
3. Coin flip winner begins his/her turn.
On Your Turn
-PHASES-
01. Maintainance Phase
02. Drawing Phase
03. Placement Phase A
04. Placement Phase B
05. Ability Phase
06. Action Phase
07. Flamewar Phase
Maintainance Phase
During this phase:
- The player uprights any "used" User cardss (turned to the side).
- The player adds counters to Thread cards based on the User cards attached. If the counter number is equal to or greater than the Thread card's "Post Requirement" number, then the thread is turned upright and considered "active".
- The player discards any "one-turn" Post oor Action cards.
Drawing Phase
The player draws a card from his deck. If he has no more cards to draw, he loses at this point.
Placement Phase A
The player places User cards from his/her hand to his/her playing area. There's a limit to how many User cards you can have in one's play area at one time, but I'm not decided on how many. Most likely around six to eight.
Placement Phase B
The player places Thread cards from his/her hand to his/her playing area. Each Thread card must be "posted" by a User card, which "uses" them (turns the card to the side). If the player has no available User cards, then he/she cannot "post" a Thread card. Thread cards come into play inactive (turned to the side). There is a limit on how many thread cards can be in one's play area at one time. Probably six.
Ability Phase
The player uses any abilites of active User cards or active Thread cards. There are usually special conditions to using the abilites, which will be listed on the card and must be followed.
Action Phase
During this phase:
- The player can have active User cards usee Post cards. Using a Post card deactivates the User card until the player's next Maintainence phase.
- The player can have active User cards usee Action cards. Using an Action card deactivates the User card until the player's next Maintainence phase.
- The player can attach active their User ccards to their Thread cards. He/she can also attach their Black User cards to their opponent's Thread cards.
- The player can deattach their User cards from thier Thread cards. This deactivates the User card until the player's next Maintainence phase.
Flame War Phase
This is the final phase. The player may use any or all active User cards left to wage a flame war against one Thread card. This is also the phase where the opponent can take some limited action. When the opponent is facing a flame war, he/she can use a Flame Ward card to counter. Also, the opponent can summon any active User cards to the Flame War target Thread card if their color matches.
User Cards Indepth
On the Card
Name - This is the name of the card.
Picture - Representation of the User (or stereotype for generic Users)
Color - The color of the card. Also, maybe there can be a symbol for each type.
Stats - All four of them. 1-5 each. The highest stat determines the color of the card. Two equal high stats create a gray card. Troll cards are always black.
Ability Text - The abilites the card has. Most cards have one ability, some have two. The abilities have special requirements or conditions that are listed in text. The ability can only be used when the card is active.
Trademark Symbols - Some Post, Action, and Flame Ward cards have special abilites when used by a particular User card. If the symbol matches the symbol of the Post/Action/Flame Ward card, then the secondary ability can be used.
Label Text - Either Generic or Unique.
Illustrator - Person who did the picture.
Card Number - ###/###
Rarity Symbol - Common, Uncommon, Rare, Ultra Rare
A User card attached to a Thread card cannot use Post or Action cards.
You can only have one of each Unique card in a deck at one time. You can have up to four copies of a single generic card.
Thread Cards Indepth
On the Card
Name - This is the name of the card.
Picture - Representation of the Thread (or stereotype for generic Threads)
Color - The color of the card. Also, maybe there can be a symbol for each type.
Post Requirement - A colored thread has one number that corrsponds with its color. 6-15 (?). This number must be reached to activate the thread.
Ability Text - The abilites the card has. Thread cards have one. The abilities have special requirements or conditions that are listed in text. The ability can only be used when the card is active.
Special Ability - Some Unique threads have a small list of User cards that let you use a secondary ability when a listed user is attached to it.
Label Text - Either Generic or Unique.
Illustrator - Person who did the picture.
Card Number - ###/###
Rarity Symbol - Common, Uncommon, Rare, Ultra Rare
You can only have one of each Unique card in a deck at one time. You can have up to four copies of a single generic card.
Post, Action and Flame Ward cards Indepth
On the Card
Name - This is the name of the card.
Picture - Representation of the Post or Action.
Color - The color of the card. Also, maybe there can be a symbol for each type.
Stat Requirement - A (non-troll) post or action card has one number that corrsponds with its color. 1-5. This User card must have a stat equal or higher to this number for this card to be used. Black cards have no requirement but can only be used by black User cards.
Effect Text - The Effect of the Post/Action card.
Trademark Symbol and Text - If the User card has a matching symbol, then the player can opt to use the effect listed in the trademark text instead.
Label Text - One-time, Attach One Turn, Attach until Used.. that kinda thing. I guess.
Illustrator - Person who did the picture.
Card Number - ###/###
Rarity Symbol - Common, Uncommon, Rare, Ultra Rare
If the User card and Post/Action/Flame Ward card match in color, then the stat requirement is reduced by 1 point.
The limit is four copies of a single card.
Flamewars Indepth
The last phase of a player's turn is the flame war phase. During this phase, the player may choose one active Thread card or one inactive thread card with User cards attached to attack with any unattached, active User cards. The opponent then can play one Flame Ward card if there is at least one User card attached to the target thread card. If more than one User cards are attached, the opponent can still only play one. If the Flame Ward card did not instantly halt the Flame war, then the opponent may attach any active, non-attached User cards that have the same color as the target Thread card.
For an unactive thread with User cards attached, the basic formula is: the matching color stat of all the defending user cards added together - the highest stats of all the attacking user cards added together (does not have to match the color of the defending thread). If the result is less than or equal to 0, then the flame war is successful and all the user cards are detached from the thread card and played on the bench. I haven't decided if they should be active or inactive when ejected. Success or failure, the attacking card(s) are then deactive until the player's next maintainence phase.
Flame Ward cards mostly change the stat values during flame wars, but some can stop a Flame war completely.
With gray thread cards, the highest matching color stat of the card is used.
Flame wars against active threads are pretty much the same, except you also add the stat of the thread. Thus, it's much easier to stop a thread from becoming active than it is to take down an active one.
I probably skimped on details, so yeah, questions/comments plz kthx.