C.A.R.D Wars Ruleset

Objective of the Game: It’s time to defeat that impostor OG by destroying their Spirit Release Crystal: their life force.  To do this, one must provide a direct attack to this false OG, which is only possible by attacking them directly when there are no summons on their side of the field.  The amount of damage given is irrelevant;  Any damage will shatter one third of their Spirit Release Crystal, and only one third of a crystal can be destroyed per Round.

Deck-building Stipulations and Limitations

  • A standard deck for the game consists of 54 cards like any other deck of cards with the 2 of us jokers in there, Ha! (Darius: “Laaaame!”)
  • Decks must have either 2 or 3 elemental affinities within.  The correct Affinity Card cost is required to use a particular Summon or Trap card which is marked on their card.
  • Every card (besides Affinity and Magic Cards) has three different rarity variants.  Some may think of these as Common, Rare, and Ultra Rare.  These cards are marked as J (Journey), T (Tale), and L (Legend) since these cards are ranked in Outeran difficulty levels (Normal, Hard, and Nightmare modes).  These ranks are not just for gloating to that faker over there either!  Each of these higher rarity summons are slightly more powerful.  The ability to use an endowed secondary elemental affinity, a bonus ability, and slightly higher stat spreads are some of these possible awesome perks awaiting you!
    • Journey: The common card.  They are fully inked by the printer.  You can even print these yourself!  A three card limit of the same Journey card is placed on deck building.
    • Tales: The rare card.  The name of the card is accented in metallic gold.  Stats are slightly higher.  Some receive an enchanted weapon, granting them a second element to attack with!  A maximum of 1 of the same Tale card can be within a deck due to these counting as 2 Journey cards.  However, you can still have 1 Journey card of the same variety still to reach that 3 card cap.
    • Legend: The ultra rare or legendary edition card.  Certain parts of the card, including the name, glisten with glitter!  A maximum of 1 of the same Legend card can be within a deck due to these counting as 3 Journey cards.  Stats are slightly higher and the card receives a second affinity.  Some even get a passive skill or even a trap card paired with them.  Such a legendary experience!
    • **NOTE: The 3 card limit doesn’t include Affinity Cards
  • No less than having 10 of the 25 cards of a particular Elemental Affinity is acceptable.  For example you cannot have 7 Earth Affinity Cards and 18 Water Affinity Cards.
  • You may bring up to 3 additional Magic Cards with you in order to swap out between battles which are best of 3 or 5.  These can even replace the Overkilled spells.
  • No less than having 6 of the 25 cards of a particular Elemental Affinity is acceptable.  For example you cannot have 4 Earth and Fire Affinity Cards and 17 Water Affinity Cards.
  • You may bring up to 4 additional Magic Cards with you in order to swap out between battles which are best of 3 or 5.  These can even replace the Overkilled spells.

This 54 card deck is split into 3 different piles…

Your 4 Magic Cards are removed from your other cards and are placed face-up on your side of the field.  These are your spells in which you can cast once each battle.

Magic Cards once used are flipped over.  A certain Item or Trap Card may be able to refresh one of your Magic Cards.  Otherwise plan accordingly to use your chosen spells at the ideal time as to not waste them.  Though don’t be afraid to use them since a destroyed OG with 4 pretty face-up Magic Cards won’t help anyone either!

Your 25 Affinity Cards are split into your Off-hand deck.  This is your energy source in which is required to use your Summon Cards and Trap Cards on the field.

Your remaining 25 cards enter your Main-hand deck.  These compose of your Summon Cards, Item Cards, Trap Cards, and Weather Cards.

Used Affinity Cards are sent to the Affinity Discharge pile.  Once all of your Affinity Cards are used up, or you sacrifice a third of your Spirit Release Crystal, you take all 25 Affinity Cards to reshuffle and place back in your Off-hand deck.  An immediate dice roll takes place to see how many Affinity Cards enter your hand.

Any Main-hand cards which are used or defeated are sent to the Graveyard.  However, an overkilled Summon Card, or cards which are removed from play are placed off the battlefield… never to be seen again for the remainder of the war.  No amount of resurrection power will be brining those cards back!

Note: Overkilled Cards are removed off the Battlefield as cards erased from existence has no place in Outerah anymore… and unfortunately any card may have the fate of being erased as this is not a Summon Card exclusive issue!  “The remainder of the war” refers to the battle stipulation.  This might just be an all out total war assault, or arranged in multiple battles (best of 3 or best of 5).  The longer the war rages on the worse it is having any card erased from existence… making it a war of nutrition then…

Meet The Summon Card Layout!

The Summon Card name.  This is just a generic character card which is Tier 1. Summon Cards of higher tiers have better stats.

  • Tier 1: Unit Cards (Techimon, Monsters, Summons, Generic Characters)
    • These cost only 1 affinity charge to summon on the field.  They are the weakest summons.
  • Tier 2: NPC Cards (Characters, Named NPCs)
    • These cost 2 affinity charges to summon on the field.
  • Tier 3: MVP Card (Boss and Demigods)
    • These cost 3 affinity charges to summon on the field.
  • Tier 4: Deity Cards
    • These cost your first born.  Fine, they actually cost 4 affinity charges to summon on the field.

Most common cards have nothing more to add to the conversation… especially if they are tier 1. They spew out their entire life or a sob story in the box instead!  Rarer and higher tier cards have an additional effect which takes the place of the tl:dr mumbo jumbo BS no one really cares about.  A new skill or passive ability? Now that’s some substance I’m interested in!

This is how much Hit Points your Summon Card has. Once this number hits 0 the summon is sent to the Graveyard.  If the damage it receives is 50% or more than the total value rounded up (3+ in this case) the card is Overkilled, and is removed from Outerah’s Battlefield for the remainder of the War.

A sword (STR) or a staff (INT) will be shown.  A sword marks the unit as a physical attacker while the staff depicts the summon as a magic unit.  The number is the maximum damage it can dish out before subtracting the value from the opponent’s VIT or WIS stat.

The stat, shown as a pair of boots, is the number an attacker must exceed in order to hit the target.  The attacker must roll a 4 or higher in order to hit this card (without taking CHA into account).

This stat is marked with a pair of gloves.  It helps defeat speedy units by lowering the number to roll by 1 for each point of CHA.  An attacking unit with 2 CHA would only need to roll a 2 or higher in order to hit this card with 3 AGI.

Depicted as a shield. This is the resisted damage against a physical attacker. Subtract this number to see how much Hit Point damage it deals to you.

WIS is marked as a tome and is the damage reduction from magic attacks.  It is better to attack this Goblin with INT-based attacks as it has lower magic resistance than it does physical resistance (VIT).  Every damage counts!

You really want to talk about the goblin?  We call him short stacks until we got a HIB complaint.  Well… if you like it and want to buy your very own custom picture feel free to click the Contributors on the menu above as my two artists on my team are DayPaintStudio and Steph.  They can make you a legendary hero!

Each card has three different rarity variants.  Some may think of these as Common, Rare, and Ultra Rare.  These cards are marked as J (Journey), T (Tale), and L (Legend).  This card is a common Journey card.  It is also a Unit card, making it a Tier 1 basic Summon Card.  It feels like like a card I would get 2 in the same booster pack… A super common card? LAAAAAAME!

This Null-based card can be known at a moment glance not only due to the Elemental Affinity Icon at the bottom right of the card, but the entire color scheme or the card also depicts this fact.  This card requires 1 Null Affinity Card to allow it to be summoned on the field.

Turn-based Three-phase Battle System

This is the “formation” round before the game starts.  Both players must do all of these things before the game, Round 1, begins.

  • OG places their 4 Magic Cards in their slots facing up. 
  • OG shuffles their Affinity Cards and places them in their off-hand pile.
  • OG shuffles their remaining cards and places them in their main-hand pile.
  • OG draws 4 cards from their main-hand deck, and 1 Affinity Card from their off-hand deck.
  • Formation Phase:
    • OG draws one card from their Main-hand Deck, and rolls 1D4 to see the number of cards to draw from their Off-hand Affinity Deck. [Odd=1; Even=2]
    • OG is able to swap placements of any 2 of their Summons.  You can either move the location of Summons on the Field, or swap 2 Summons from the Field to the Bench and vice versa.
  • Tactician Phase:
    • OG can start this phase by casting 1 Magic Card.  However, the OG can bypass this if they wish to save their magic, since each Magic Card can only be used once.
    • OG can then play as many cards in their hand as they wish, as long as the proper Affinity costs are met. The only exception to this is Item Cards, as only one can be used per summon on the field per round.
  • Attack Phase:
    • OG CANNOT attack this turn.
  • Formation Phase:
    • OG draws one card from their Main-hand Deck, and rolls 1D4 to see the number of cards to draw from their Off-hand Affinity Deck. [Odd=1; Even=2]
    • OG is able to swap placements of any 2 of their Summons.  You can either move the location of Summons on the Field, or swap 2 Summons from the Field to the Bench and vice versa.
  • Tactician Phase:
    • OG can start this phase by casting 1 Magic Card.  However, the OG can bypass this if they wish to save their magic, since each Magic Card can only be used once.
    • OG can then play as many cards in their hand as they wish, as long as the proper Affinity costs are met. The only exception to this is Item Cards, as only one can be used per summon on the field per round.
  • Attack Phase:
    • Each Summon on your side of the field can attack any Cell on the opponent’s Summon Row.  If there are no Summons in order to attack you are able to attack the enemy OG directly for a third of their Spirit Release Crystal.  Once all Summons have attacked, you damage their crystal, or you decide your Turn is over, then the phase ends and it is your opponent’s Turn.
  • Formation Phase:
    • OG draws one card from their Main-hand Deck, and rolls 1D4 to see the number of cards to draw from their Off-hand Affinity Deck. [Odd=1; Even=2]
    • OG is able to swap placements of any 2 of their Summons.  You can either move the location of Summons on the Field, or swap 2 Summons from the Field to the Bench and vice versa.
  • Tactician Phase:
    • OG can start this phase by casting 1 Magic Card.  However, the OG can bypass this if they wish to save their magic, since each Magic Card can only be used once.
    • OG can then play as many cards in their hand as they wish, as long as the proper Affinity costs are met. The only exception to this is Item Cards, as only one can be used per summon on the field per round.
  • Attack Phase:
    • Each Summon on your side of the field can attack any Cell on the opponent’s Summon Row.  If there are no Summons in order to attack you are able to attack the enemy OG directly for a third of their Spirit Release Crystal.  Once all Summons have attacked, you damage their crystal, or you decide your Turn is over, then the phase ends and it is your opponent’s Turn.

Traps

  • Trap Cards are paid in full with the appropriate Elemental Affinity Card and is placed face down in one of the 4 available slots on your field.
  • This Trap Card can be played on your opponent’s turn when the stipulation of activation is met.
  • Multiple Trap Cards can be used on the same enemy Round, as long as only 1 activates per phase.

Attacking

  • You are able to attack once for every summon on your side of the field.  You may choose what summon to attack and in what order. Multiple summons can attack an enemy, but only one at a time.  
  • Roll a 1D12 to see if you hit.  The number rolled must meet or exceed the enemy’s Agility Stat.  
  • Subtract the Hit Points of your target if you hit the unit.  The target is sent to the Graveyard once it reaches 0 HP.
  • If no summons are out on their side of the field, and you have someone who can attack, then you can directly hit your opponent OG’s Crystal to inevitably end his career!