@Riot, here is a new game concept: Legendary League (name is not copyrighted yet)

regonas·12/4/2015, 7:29:46 AM·5 votes·748 views

This is a concept for a card game i would call LEGENDARY LEAGUE.



Table of content:

  1. Card types
  2. Cards explanations
  3. Arena and its parts
  4. Basic rules
  5. Advanced rules and deeper explanations


#1. CARD TYPES

Champion card http://i68.tinypic.com/30bjz1h.png

Item Card http://i67.tinypic.com/w1ctn9.png

Minion card http://i67.tinypic.com/350jgyh.png

Spell card http://i66.tinypic.com/e6r2g3.png

Trap card http://i67.tinypic.com/20qj7sm.png



#2. Cards Explanations

Champion and minion cards can be explained very similarly. http://i66.tinypic.com/2exq1ec.png

  1. Card name is pretty simple to understand.
  2. It cost mana to summon champions and minions (usually between 0 and 5). You spend mana by summoning champions/minions, playing spell or trap cards, deploying items, attack with champions.
  3. Card type: champion or minion
  4. Card traits are for champions (minions don't have traits). This defines what type of items, spells and traps champion is good with or against. Champion can have only one trait out of 3: Attack Damage, Ability Power or Hybrid.
  5. Self-explanatory
  6. Explain all special effects card may have.
  7. Extra info and extra effects cad may have. As before, this part is only for champions. These extra effect could be: Stealth, Taunt, Recall and others.
  8. Attack power which shows how strong champion/minion is. When two champions/minions fight, then the one with higher attack power wins, while the one with lower attack power is killed.
  9. Champions need mana to attack. Each time they attack it costs mana.

Items, spells and traps fall into similar card category. http://i64.tinypic.com/fa4sr7.png

  1. Card name
  2. Mana cost to use. Usually only spell cards have mana cost to use.
  3. Card type: Spell, Trap or Item (also easy to guess based on color of the card).
  4. Card traits. If card have traits, then it can only work with champions with same trait.
  5. Card image
  6. Explain all special effects card have
  7. Unique requirements means that card only works when specific condition is met. Usually it means that you have to have a specific champion on the field.
  8. Card power is for damaging spell or trap cards who can destroy enemy champions. Also, some items may have power to add to specific champion. Card which adds power have "+" sign in front of the number.
  9. Some cards require mana each turn to maintain on the field.


#3. ARENA (battle field)

Looks like that: http://i67.tinypic.com/fbdydl.png

  1. Deck zone is where you keep your cards
  2. Graveyard is where used and destroyed cards go
  3. Nexus zone is your life. There resides your nexuses and when all 5 of them are destroyed, then you lose the game.
  4. Shadow zone is like a fog of war. There you can set face-down tarps and champions with Stealth Extra Effect.
  5. Spell and item zone is where you put you spells and items.
  6. Fighting zone is where champions and minions are summoned and where they fight.


#4. BASIC RULES

  1. When game starts each player draws 6 cards.
  2. During first round neither of players can attack with champions or minions.
  3. Who goes first is decided on coin flip (or rock paper scissors if you prefer)
  4. Each turn is made out of steps: Draw step -- player draws a single card. Mana step -- for mana regeneration, mana calculations and special card effects. Strategy step 1 -- summon champion/minions, active spells, set traps. Battle step -- when champions/minions fight. You can skip this step. Strategy step 2 -- same as before, but after battle step is over. End step -- when player ends his/her turn.
  5. Champions with 5 or more mana required to summon are exhausted after being summoned and can't attack for 1 turn.
  6. When played attacks enemy player who have no champions/minions, then he can attack nexuses directly destroying one of them. However, only one nexus can be destroyed each round, unless some card's special effects change that.
  7. When champion attacks champion, then defender can activate his traps. After than attacker can activate his traps. After that battle commences and weaker champion/minions gets destroyed.
  8. Minions can't attack nexuses.
  9. Spells and traps goes to the graveyard after being used (unless you can spend mana to maintain them on the field). Items remain on the field as long as you want and during your Strategy step you can send them from the field to the graveyard.
  10. Each played starts with 10 mana (normal maximum mana) and during each Mana step regains 5 points of mana.


#5. ADVANCED RULES

Lets start with champions.

  1. Only one champion with same name can be summoned on the field. You can have unlimited number of champion cards with the same name in your deck, but only 1 of them can be on the field at the same time. If you have Darius on the field, then neither you or your enemy can summon another Darius in the field.
  2. Extra effects of champions can be: Stealth -- you can summon this champion into your shadow zone face-down. While this champion is shadow zone it acts as a trap card. You can summon him/her out of your shadow zone into fighting zone during enemy's turn during Battle step. Taunt -- no other champion/minion can be attacked on your side of the field except champion with a Taunt extra effect. That means that while this card is on the field, enemy can attack only this card. Recall -- during your Strategy step you can take this champion from the field to your hand. Last Stand -- during enemy's turn this champion can be summoned without using mana if enemy declares a direct attack (when you have no champions/minions of the field). Undead -- paying summoning mana cost you can take this champion card from your graveyard back to your hand. Evolve X -- each turn this champion gains X attack power. Timeless -- when this champion is summoned neither you or your enemy can perform Battle step for one turn. Siege -- this champion can destroy 2 nexuses during same turn, but only 1 nexus per attack.
  3. Traits show what type of items will effect your champion. If you have item with Hybrid trait, then all your champions with Hybrid trait will be affected by it.

Lets examine a specific champion card: http://i63.tinypic.com/244a0pk.png

What does this card tells us:

  1. Name and type: Darius and he is a Champion.
  2. It costs 4 mana to be summoned
  3. His trait is Attack Damage, so he will be affected by Attack Damage affecting items and spell.
  4. When he kills an nemy champion during battle phase he can attack again for double mana cost. Normally, you would need to spend 2 man for him to attack, but when he kills an enemy champion, then you can attack again for spending 4 mana. If he kills another enemy champion, then you can attack once more for 4 mana. He can repeat this until you run out of mana.
  5. When he kills 2 or more enemy champions during same battle step, then you can (if you want) draw a card from the top of your deck.
  6. He have no extra effects
  7. His attack power is 300

Now on the spell and trap cards cards:

  1. You an have only 3 copies of same spell or trap card in your deck.
  2. Spell cards can be activated during your turn, trap cards can be activated only during Battle step.
  3. If spell of strap card have a trait, then only champions with that trait will be affected. Attack Damage trait spell will not affect Ability Power trait champion.
  4. Some spells may take few turn to be finished, so they stay on the field as much as required.
  5. Card with unique requirements means that certain champion or item must be on the field. It can be used until the requirement is met and is destroyed when requirement is lost. For example if you have item that only works with specific champion and that champion get killed, then that item will also be destroyed.

Lets examine a specific spell card: http://i65.tinypic.com/j7ayph.png

What does this card tells us:

  1. It is a relatively cheap spell (starting mana 10, cost of this spell is 2).
  2. You need to have Darius on your side of the field.
  3. I can destroy any enemy champion (but only 1) who have less attack power than Darius.
  4. It doesn't strengthen or weaken any champion.
  5. You can maintain this spell on the field, so it goes to the graveyard after it got used.

Minions:

  1. Weak and cheap meat shield. They do not require much mana to be summoned and they attacks do not cost mana. However, they can't destroy nexuses and will be killed easily.
  2. There is no limit how many same minion cards you can have in your deck or on the field. Enemy can summon same minion you have on the field.
  3. Minions do not have traits or special effects. However, some minions may have extra effects like Taunt, but that is pretty rare.

Items:

  1. Item with trait effects only champion with that trait on your side of the field.
  2. Items only affect your side of the field.
  3. Items usually have pretty low cost to "summon" and do not require mana to maintain. Instead, mana requirement field is changed into mana bonus field (marked with "+" sign). If it have any value, that means that this items increase your maximum mana (from 10) while it stays on the field.
  4. There in no limit how many cards with same item you may have in your deck, but only 3 same item cards can be on your side of the field at any given time.

Lets examine a specific item: http://i67.tinypic.com/2mcubdy.png

What does it tell us:

  1. It cost 1 man to be played.
  2. It increase maximum mana (not current mana) by 1.
  3. It gives 50 bonus attack power to all your champions with Ability Power trait.
  4. Each turn (not counting first turn when this card is played) it get stronger.
  5. Because it is not specified when it get stronger, so effects will take place during Mana step.
  6. During 4th turn this card reaches its maximum power: +200 attack power and +4 maximum mana.


Some more card examples:

http://i64.tinypic.com/24o4j2h.png

http://i68.tinypic.com/2rylnok.png

http://i63.tinypic.com/301lf2h.png

2 Comments

Espurr VI12/5/2015, 4:37:31 AM1 votes

Card descriptions need to be better explained, but it seems okay.

Ekko is really underpowered though.