Talk:Brainstorm TCG

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Rules - Draft 0

Golden Rule

  • If a card is in direct contradiction with a rule, the card takes precedence.

Game Structure

The game is played between 2 players, who take simultaneous "turns" called Cycles. Cards in this game are bound to one of the five existing game Zones at each time, and Cycles are divided in Phases.

Zones

  • Deck - This is your deck, the cards that you can't use, and where you draw from. This zone is hidden from everyone.
  • Hand - Where the cards you can play are. This zone is hidden from your opponents, but not from you.
  • Machine - Where your Generator and Modules are. The field of play.
  • Scrapyard - Broken and used things end up here.
  • Stack - Tactics and Cells played, and triggered effects go through here before affecting the game.

Cycle Structure

Note: players can only act when they have Action. Phases that give Action to players end when all players pass in sequence.

  • Maintenance
  • Reset - Both players deactivate all active non-Research Cells on the Machine, and all Links are severed.
  • Start - Both players draw a card, and their Generators generate Charge.
  • Configuration
  • Expansion - Players are given Action in turns. They can enable Modules.
  • Assembly - Players are given Action in turns. They can play Preemptive Tactics and Cells.
  • Routing - Players are given Action in turns. They can add Links between Inputs and Outputs.
  • Pulse
  • Bootstrap - Players choose in turns one or more Modules linked to one of their Generator 's Outputs. The Generator 's Charge is transfered to the chosen Modules, those Outputs becomes used, and the chosen Modules becomes focused.
  • Run
  • Plug - Players are given Action in turns.
  • Showdown - Players are given Action in turns.
  • Focus
Players choose in turns one single Module linked to an unused Output of the currently focused Module. The focused Module 's Charge is transfered to the chosen Module, that Output becomes used and the chosen Module becomes focused.
If they can't choose, then instead, the focused Module becomes unfocused and all of its Charge is emptied.
If after this process, at least one Module has been chosen, the Run Phase restarts.
  • End of Cycle - Triggered effects that trigger on the end of Cycle trigger now, then players discard in turn until they have no more cards in Hand than their Maximum Hand Size, and the Cycle ends, going back to the Maintenance phase.

Terms