Tuesday, June 12

Keyword Rulings (With a little history lesson)

Keyword rulings are rules that are given a key-word to symbolize the fact that it's not in the rulebook but applies to more than a handful of cards, these are prevalent in a lot of TCGs and i think it will never change, so I have to give a big shoutout to they boys at WoTC for making things simpler.

Keywords exist in other TCGs as well.

Yu-Gi-Oh!: 
[/Effect], [/Gemini], [/XYZ], [Synchro], FLIP:, [Fusion] ect...

Magic the Gathering:
Trample, Madness, Kicker, Banding, Reach, Morbid ect...

Duel-Masters;
Blocker, Shield Trigger ect...

This game is no exception, as I would rahter try and shy away from the constraints of creating a "Modern Trading-Card Game" but it is a great tool as I need to keep the complexity of the card rulings to a minimum.

I am writing this post as I Feel as though I haven't done enough to explain them properly and distinguish the differences between the Keyword effects, "Normal" Card effects, and "Symbol" Effects.

Normal effects:
Normal effects are the wording printed on the card and are activated as soon as the card is chosen to be played. Examples include:
  1. Draw a card; You lose 3HP
  2. Your opponent shuffles 2 card from their hand
All of these kinds of effects are activated upon playing unless the card states that "You may" do something such as:
  1. You may Draw a card, if you do not, this card gains +1POW
  2. You may shuffle 2 cards from your graveyard into your deck.

Keyword effects:
These are in square brackets, and are usually concerned with other cards in play; I may revise how this is done and either form both keyword and Symbol abilities inot the same thing; though I havent chosen which ones  I want to keep prevalent. Examples include:
  1. [Block X]: This card can be played on a card that can be described by X, regardless of it's POW
  2. [Rush X]: This effect is only activated after X cards have been played in a rush concurrently.
Symbol effects:
These cards have a pre-determined ruling which is quite complex; I didnt' want to write "Helper text" on the cards as I thought it's a bit patronizing as most players remember (Even those with terrible memory like me.) the rulings given after at the most a few games. These effects are usually concerned with when it can be played, or an effect that may concern it whilst it's not in play. These symbols aslo reflect the cards that the set is actually bsaed around, not ones that will be in nearly every set. there won't be very many of these however. There are only 2 at the moment.

"Shine":

  1. Cards with the "Shine" logo are all colours but one at a time until they are played, then after they are played they become colourless.
  2. To play a "Shine" card you must have a card of each colour in your battle-pile. (Red Yellow Blue and Purple Inclusive.)
Design Notes on "Shine"
  1. All "Shine" cards will be at least uncommon, there will be no common "Shine" cards.
  2. Their effects are based on the colour of cards present in your opponent's Battle Pile.
  3. They are quite difficult to play and require balanced decks in terms of colour.
  4. They are relatively low POW for the cost they incurr but are there more for their effects.
 "Rush":

  1. Cards with the "Rush" logo may be played at any time when your opponent's top card is the same POW as the one you want to play, if it is not your turn, it's normal effect is not activated.
  2. You may play multiple cards fo the same number if you started a with a "Rush" Card.
  3. Both Rulings 1,2 in their instances cause a "Rush" to begin on a count of 1, each concurrent card adds to this imaginary "counter." [RUSH X] Abilities are only activated when there is at least X counts in the "Rush counter"
  4. A player can end a "Rush" by playing a card that can't add to the counter, as soon as this is done the "Rush" ends.
  5. A player may also continue a Rush in their turn from the same amount of counts if the play switches to them, or if it's the starting player's turn ends.
Design notes on "Rush":
  1. I wanted to implement a group of cards that have the ability to not have to conform to general card timing concerning their time to be played and the timing of their effects.
  2. I also wanted it to be risky, with good players keeping a couple of those cards in the deck just to provide a boost in situations when they are being rushed.
  3. The [RUSH X] abilities are going to be slightly better-powered than the normal effects; this is due to their relatively low POW ratings and the implications on your hand, a lot of these abilities will make you draw.
  4. The rule is based on the fact you can lay multiples of the same rank in "Pashakosou/Shithead/Terry" but it has advanced on the concept, but I wanted to keep something in there that the players of those games can relate to.