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Rules


0.0 Table of Contents


1.0 Background

The inhabitants of #rm2k_anime once lived in the land of Sorcery. However, the rulers of Sorcery did not like their way of life. Their sharing nature was deemed unsafe, and they were cast out.
Now they have come to a new land, the land of Aniverse. Here, they can share in peace, but they are not alone. Many like them live here, and more come every day. The inhabitants of #rm2k_anime must stake a claim here, and ward off the everpresent threat of leechers.
In this strange new land, alliances will be formed, power will be sought, sides will be taken. You must chose a hero, and lead him to his goal!


2.0 Gameplay

To play each player needs a copy of the #rm2k_anime TCG client, and a deck they have constructed. (For more details on use of the client, see the client help file. HINT:It doesn't exist yet.)

2.1 Preparation

To begin, both players agree on a set value, then choose starting Users with total Cost no greater than that value. They then play that player face down on the table, and shuffles the remaining cards of their deck. If both playes choose the same Main User, set them aside, and each player picks a new main user. Then shuffle the other users into the deck. Afterwards, both players turn their Main User face up, and draw 5 cards that will make up their hand. The player with the lowest total Cost goes first, and the other player distributes Lag equal to the difference in Costs on their User(s). Play proceeds to the left.

2.2.0 Turn sequence

Each player goes through a set of steps each turn.

2.2.1 Connect Phase

During the Connect Phase, each user removes Lag tokens equal to their bandwidth. Any effects that specify "At the beginning of your turn" occur at the start of this phase, before any Lag tokens are removed. Both players skip the Connect Phase on their first turn.

2.2.2 Main Phase

During your Main Phase you can preform the following actions: You may preform these actions any number of times, as long as you have sufficent Bandwidth to do so.

2.2.3 Challenge Phase

During this phase you may activate a Synced Challenge. Once a Challenge has been activate both Users have the option to play any Synced events, activate User Abilities. Once both users do not wish to play any more events, the effects of the Challenge occur. You may then activate another Challenge. Each user may particpate as Attacker in only one Challenge each turn.

2.2.4 Victory Phase

During this Phase, both players may activate any Victory Conditions they have fufilled. At the end of this Phase, totals are checked, and if one player has reached 10 Victory Points, they win the game.

2.2.5 Draw Phase

You draw a card, and play passes to the next player. Any effects that specify "At the end of your turn" occur at the start of this phase, before drawing your card.

2.3 Winning and Losing

You win the game when you satisfy one of the following conditions.
  1. All opposing players have no Users in play. (Domination Victory)
  2. All opposing players Users have 0 Bandwidth permanently. (Pingout Victory)
  3. You have 10 or more Victory Points at the end of any players Victory Phase. (Accomplishment Victory)
You lose the game when you satisfy one of the following conditions.
  1. You control no Users.
  2. All of your Users have has their bandwidth permanently reduced to 0.

2.3.1 Draw Games

A game is a draw when either both players acchieve victory or defeat at the same time, or if both players decks are empty. When this occurs, both players compare Victory Points, and the player with the highest total wins.

2.4 Playing cards and Syncing

Cards are played by Syncing. When you begin Syncing a card, you play it face down on a User you control. You may then pay for it by adding Lag to a user you control. For each one Lag added, place one Sync token on the face down card. However, you may not add any Lag if your Free Bandwidth is 0. (You have as many or more Lag tokens than Bandwidth.) The card may be activated at any time, once the number of Sync tokens matches or exceeds the cost. You may not begin Syncing a card if all Users you control already have a Syncing card on them. Syncing cards are not considered in play. If a User with a Syncing card leaves play, that card is Deleted, and any Sync tokens are lost.

2.4.1 Instantaneous Syncing

Event and Challenge cards may be Instantaneously Synced, meaning played directly from the hand. You may only Instantaneously Sync cards if you have a User with no Syncing card, and that User has sufficent Free Bandwidth to pay for the card by himself.

3.0 The Cards

3.1 Users

Name - The cards name. Different for each card.
Bandwidth - How much lag the card clears at the start of your turn.
Cost - How much Bandwidth must be spent to bring the card into play.
Picture - An image for pure art value.
Attributes - Describe the card, and define what effect other cards will have on it.
Abilites - Things the card can do, or effects the card has on the battle field.
Goal - When your Main User attains this, you win the game.
Flavor Text - Text for pure art (or humor) value.
Roleplay - The cards Roleplay level.
Otaku - The cards Otaku level.
Argue - The cards Argue level.
Script - The cards Script level.
Gamer - The cards Gamer level.
Watermark - The creator's signature symbol.

3.1.1 Skill Immunity

Some Users have a "-" for certain stats. This indicates an immunity to that Skill type. No cards of that Skill may be played on or Synced by that User. When this value is needed for calcuations on a card, it is counted as 0

3.1.2 Limbo

When Users are first Activated, they are not brought directly into play, but instead spend the remainder of the turn in Limbo. While in Limbo, they cannot use any Bandwidth or Abilites, and are immune to any effects. At the end of your turn, during your Draw Phase, Users in Limbo are then moved into play.

3.2 Attach

Name - The cards name. Different for each card.
Cost - How much Bandwidth must be spent to bring the card into play.
Picture - An image for pure art value.
Skill Symbol - Shows which Skill is needed to use this card.
Type Symbol - Shows what type of Attach card it is. (Weapon, Familiar, etc.)
Attributes - Describe the card, and define what effect other cards will have on it.
Effects - Lists the effects caused by the card.
Flavor Text - Text for pure art (or humor) value.
Watermark - The creator's signature symbol.

3.3 Events

Name - The cards name. Different for each card.
Cost - How much Bandwidth must be spent to bring the card into play.
Picture - An image for pure art value.
Skill Symbol - Shows which Skill is needed to use this card.
Attributes - Describe the card, and define what effect other cards will have on it.
Effects - Lists the effects caused by the card.
Flavor Text - Text for pure art (or humor) value.
Watermark - The creator's signature symbol.

3.3.1 React Events

Reacts are a special type of Event. They are designed to be played in reaction to an opponents action, and are usually designed to disrupt or prevent that action. Reacts are the only Events that can be played after a player has played an Event, but before that Event has taken effect.

3.4 Challenge

Name - The cards name. Different for each card.
Cost - How much Bandwidth must be spent to bring the card into play.
Picture - An image for pure art value.
Skill Symbol - Shows which Skill is needed to use this card.
Attacker Bonus - Base bonus given to Attacking Users.
Defender Bonus - Base bonus given to Defending Users.
Attributes - Describe the card, and define what effect other cards will have on it.
Effects - Lists the effects caused by the card.
Flavor Text - Text for pure art (or humor) value.
Watermark - The creator's signature symbol.

3.4.1 Challenges in action

There are 4 types of Challenges. Each one chooses Attackers and Defenders differently.
  1. Attack - The player of this Challenge chooses one of his Users as the Attacker, and one of the opponents Users as the Defender.
  2. Multi Tech - The player of this Challenge chooses any number of his Users as Attackers, and one of the opponents Users as the Defender.
  3. Duel - The player of this Challenge chooses one of his Users as the Attacker. Then the opponent chooses one of his Users as the Defender.
  4. Team - The player of this Challenge chooses any number of his Users as Attackers. Then the opponent chooses any number of his Users as Defenders.
  5. Personal - This Challenge has no Defender, and is a test of a User's skill. The Defense Bonus is replaced with the Defense Value for these cards. The Attacker totals his stats, and compares them to the Defense Value.
Once the Attackers and Defenders have been chosen, then each player calculates bonuses. The Attacker Bonus and Defender Bonus are added/subtracted for each User in the Attack. Any bonuses stated on other cards, or in the Effects box on the Challenge are added/subtracted only once. Each player then sums all their Users' skills for the Challenge, and adds bonuses. The player with the higher total wins. If both player's scores are equal, the Challenge is a draw and is discarded without effect.

3.4.1.1 All-Fail Challenges

If both players, after computing their Challenge Totals have negative scores, regardless of whose is higher, both sides are declared the Loser of the Challenge, and suffer the appropriate effects.

4.0 Attributes List


NOTE: Rules are not complete and are still subject to change. Any discrepencies in numbering of sections are intentional. Images are down temporarily for updating. Thank you for your patience. If you have any questions, email me at Ksarusix@Hotmail.com
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