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View Full Version : New Game: Flickr Fight!



alchemyprime
2009-06-08, 11:17 AM
Yes, it's Flickr Fight, the Personal Card Game!

The rules are thus:
Step One: Make your Reserves. These are 16 cards that you will play the game with. Use the card maker at BigHuge Labs. (http://www.bighugelabs.com/flickr/deck.php)
Step Two: Challenge someone to a game.
Step Three: Play!


The Rules




Okay, play can be described a bit better...

Play:

1. Both players pick one card to be their Avatar. The player with the strongest Avatar gets to go first. Then both players pick a card of rank 4 or lower and call it out. Now the first player gets to go.
2. On you turn, you may Call Out a Card, Gather Energy, Use an Ability, Attack, or Spend Energy (normally to Call Out a Card or Use an Ability).

Call Out A Card: This is taking a card from the reserves and placing it on the field. The card cannot be tapped the turn it is called out, but it's other abilities can be used. To call out a card of Rank 5 or higher, you must pay energy equal to its rank.

Gather Energy: Tap the card. Gain the amount of energy equal to its rank.

Use an Ability: Use an ability of a card that is available to you. Some abilities cost energy or require tapping.

Attack: Choose a card to attack. You must attack called out cards first, then reserves, then the Avatar. You attack 1 card unless an ability states otherwise.

Attacking the Field: Attacking a card on the field is a challenge of Ranks. The card with the higher total rank wins.
Attacking the Reserves: Choose a card at random from your opponent's Reserves. If the attacker wins, the defender is destroyed. If the defender wins, it is called to the field until the end of its player's next turn unless the owner can pay its Rank in energy to keep it out.
The Avatar: (Not always Aang) Avatars may not be tapped nor attacked until all the Reserves are gone and the field is empty. However, Avatars may still spend energy and use passive abilities, and can be used for Elemental Synergy. When the Avatar is destroyed, the player controlling it loses.

Out of your turn, you may still Gather Energy, Spend Energy and Use Abilities, but you may not Attack or Call Out. Cards are untapped at the beginning of your next turn.

Card Details:
All cards must have:
1. A Rank
2. An Element
3. At least 1 Devision
4. At least 1 Ability
5. Flavor Text that fits on the card (normally a quote about the card.)

1. Rank- All cards have a Rank of 1 to 9. The Benwin card below is Rank 3. The Ed Elric card below is Rank 7. The Mario card below is Rank 5. Rank is the first bubble on the card.

2. Element- There are six elements in Flickr Fight: Fire, Water, Air (Sky), Earth, Light (Quartz) and Dark (Onyx). The elements all have oppositions and allies. If a card is facing down an opposed element, it can add +1 to its rank for every allied element on its side of the field.
Earth is Allied with Dark and Fire and Opposed by Air.
Fire is Allied with Light and Earth and Opposed by Water.
Light is Allied with Fire and Air and Opposed by Darkness.
Air is Allied with Light and Water and Opposed by Earth.
Water is Allied with Air and Dark and Opposed by Fire.
Dark is Allied with Water and Earthand Opposed by Light.
Out of the sample cards, Ed Elric and Benwin are both Earth while Mario is Fire. Elements are represented by the background of the card. Fire is red and orange, Water is blue with a turtle. Air is the rainbow ending in stars at the top. Dark is black with the spider. Light is white. Earth is brown and green.

3. Devisions- Devisions are generalized abilties that cards can have. They are the bubbles under the rank.
· Aquatic (Waves): The creature isn't destroyed by Water attacks.
· Cheery (Happy Face): Once per round, a Cheery character can give an ally a +1 bonus and make them unable to be destroyed by a Depressed creature.
· Depressed (Sad Face): Once per round, a Depressed character can choose an enemy creature and make them suffer a -1 penalty. As well, they can choose one ally to make unable to be destroyed by a Cheery character.
· Heroic (Shield): This character gets a +1 versus villains. Also, instead of destroying a villain, he can try to Rehabilitate. Both players roll a six-sided die and add their creature's rank (not including the +1 for being a Heroic creature). If the hero wins, the villain is under the control of the player with the Heroic and the creature loses its Villain devision. If the villain wins, the player gets him back under his control.
· Lovable (Heart): All lovable characters give each other a +1 bonus against people on the opposite side of the field.
· Mechanical (Hammer and Wrench): All these creatures are mechanical in nature. They have a +1 against attacks from Cheery, Depressed and Meh characters. They also have a tough time against Lovable characters, and so suffer a -1 penalty against them unless more than one Mechanical character is on their side of the field.
· Meh (Neutral Face): Meh characters cannot be destroyed by either Depressed or Cheery enemies. They also gain a +1 on Rehabilitate and Corruption rolls to avoid being corrupted or rehabilitated.
· Militaristic (Medal): All militaristic characters benefit from being with other cards. With any other cards of their own element on the field, a militaristic character grants themselves and others of their element a +1.
· Spider (Spider): All Spider types can use an ability called “Crawl Walls.” This ability lets them avoid damage if the base rank of the character defeating them is 3 lower than their own.
· Villainous (Bomb): This character gets a +1 on all creatures with the Depressed devision (Sad Face). If he beats a Heroic character, the Villainous character may try to Corrupt the Hero using opposed rolls (rank + six sided die result). If he wins, he can turn the Heroic character into a Villainous character under his player's control. Against a Depressed character, the player gains Energy equal to (Depressed Ranks -1, minimum 1) until the end of his turn.
· Web (Web): All web characters must be summoned with energy from or also be Spider characters. Web characters can, instead of destroying a character, tap them instead. They gain a +2 bonus on a tap attack. Those creatures stay tapped until the next turn of the player controlling the web monster unless there is an ability they have that says otherwise.

4. Abilities- Abilities are in three flavors: Passive (always on, like Ed's Automail ability), Cost (needs energy, like Benwin's Dwarven Resilience ability) or Tap (requires a tap to be used.)
To calculate how big of a buff (a bonus to Rank) or a debuff (a penalty to another card's Rank) the ability can accrue, use the follwoing formulas.

Base Bonus:
Self Bonus: 1/3 of cards rank (rounded down) or 2, whichever is lower.
Single Target Bonus: 1/3 of card's rank (rounded down) or 3, whichever is lower.
Field Target Bonus: 1

Add ons:
Tap to Use: +2 to Bonus (or -2 to Penalty)
Cost: For a buff or debuff, +1 to the bonus or -1 to the penalty for each energy put in, to a maximum of 1/2 the card's rank. For a multi target attack, add 1 for the each additional target. For a field attack, add 1/3 the card's rank or 2, whichever is higher.
Devisional: If the ability only affects one devision, add +2 to the bonus or -2 to the penalty.
Elemental: If the abiltiy only affects one Element, add +1 to the bonus or -1 to the penalty.


Other types of abilities:
· Invisible: This card cannot be attacked by (Devision) until it has attacked that card.
· Death Throes: Before this card is destroyed, both players roll a die and add the rank of their card to it (the Attacker and Target). If this card wins the roll, destroy the other card as well.
· Unbreakable: This card cannot be destroyed unless the attacker's rank is higher than (this card's rank + 2)
· Ability Grab: Choose one ability from a card on the field. This card has that ability until its next turn. (Note: If the card is rank 4 or lower, this is a Pay 1 ability and can only be chosen from allied cards. If it is Rank 5, 6, or 7, make it any allied card. Rank 8 or 9, it can be any card.)
· Amalgam Element: This card counts as another element or two as well as their own for purposes of buffs and debuffs.
· Multi-Element: The card counts as another element for purposes of Synergy, as well as their own. For alchemists, mages, elementalists, etc, consider making it any element.
· Pretender: Add 1/2 the bonuses and penalties that apply to a certain Devision that this card doesn't possess (like Ed Elric's Automail ability).
· Favored Enemy: Choose 1 type of image for this card (like Vampires, characters all from the same series, characters with a common trait not shown in devisions, etc.) This card cannot be destroyed by such.

5. Flavor Text: It needs to fit on the card, preferablly in the box. You need this.




Cards I Made

Mario (http://api.ning.com/files/PqrkKpIDTsl0SQ*0ifHDM5hIzBr9xbK1jhwXBmzewLA4Y7h4R3 SsUOY0JtkTvMK0etR6LCnBWHaFXSqnbs0b7dvQ7Czu7rbt/Mario1.jpg?width=420&height=600)

Dark Vaarsuvius (http://api.ning.com/files/PqrkKpIDTsm1IMTJcWnQp-xxgxlxC3sek0dZvaMMUHddxE8X9Y3wWKI8wBRy1SrK4ALdaj67 4o*P2hhPLDDtua5-iaioXnuS/DarkVaarsuvius.jpg?width=420&height=600)

Benwin Bronzebottom (http://api.ning.com/files/PqrkKpIDTskFbx27A6t*O*GjnQe9DsUI5ufskj4jW0E7ou-C30X16-pO-9yES75NmuQ8D0RbyWVjU4yR8rmtbL7Ei8qH1weF/Benwin1.jpg?width=420&height=600)

Evil Bra (http://api.ning.com/files/PqrkKpIDTskG6Kz1VTyB1*QMaI7HX71ybT9wsbkM-x4rxsYgYspeOXhE1eqTY7HibSrkGagnF**3GuLsWu7ng08sXJl kvsVC/EvilBra.jpg?width=420&height=600)

Zombie Sentry (http://api.ning.com/files/PqrkKpIDTsmotGANys4MWH0H-gesnX1BIDo4hWXg4bLFjtq1O-hrZJf281kUDZ5L6aqCQY0gWo5id*aXHSdH1UrUPeucM*O8/ZombieSentry1.jpg?width=420&height=600)

Wall-E (http://api.ning.com/files/PqrkKpIDTsmUB72RSwpKNDUAMbBl4eX47NWsldRKvd*yq*pJCF kjK1R3ZTQ9iUxka06Ki7k2qRY9fwJWWxIrihx4cK7p5w3m/WallE1.jpg?width=420&height=600)

More I don't have time to put in...



So, anyone want to share what cards they can come up with?