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Duel2 :: View topic - Duel2 Arena: the card game
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_Buri_
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Joined: Nov 07, 2010
Posts: 1040
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PostPosted: Sun Dec 16, 2018 3:27 pm Reply with quoteBack to top

I've been working on a card game for Duelmasters, and after a year of development, I think I've got it nailed down. I plan to bring a working prototype to the Tempe F2F, but I won't have that many cards made up, as I've been making them by hand. I'll bring some blanks, and maybe you guys can help make them there, if it catches on. Which reminds me, does anyone know of an easy card making computer program? Not nandeck, I tried it and it's too hard for me.
So, without further ado, here is a breakdown of the rules and cards:

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Buri, Crapmaster 2012, Crapgiver 2017
Aesir 003 & 100 & 102, ACME 009, Berk 025, Venture Bros 051 etc.
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_Buri_
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Joined: Nov 07, 2010
Posts: 1040
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PostPosted: Sun Dec 16, 2018 3:28 pm Reply with quoteBack to top

DUEL2 ARENA
Duel2 Arena is a collectible card game based on the classic play-by-mail game Duel2 (formelry Duelmasters) from Reality Simulations, Inc.
1. Card types: the game has 5 types of cards; Fighters, Weapons, Shields, Armor, and Tactics. The initial set contains 10 different fighter styles, 10 different weapons, 3 shields, 3 armor, and 8 tactic cards. Each fighter card may have no more than one weapon and one armor card attached to them at any one time. Tactic cards are used up and discarded at the end of each turn.
2. The Arena: consists of 5 places where a pair of fighters face each other. Each fighter will face their opponent in one of these places (henceforth known as a pit). There can be no more than 5 fighters active per player (henceforth known as a manager) in the arena at any one time.
3. The Deck: Each manager uses their own custom-made deck. Each deck shall consist of no less than 40 cards. Each deck must contain one of each of the ten fighter styles, and may contain no more than 5 of any one card.
4. Object of the game: is to cause damage to the opposing manager and bring their hit points to 0, to win the game. Each manager starts the game with 21 hit points.
5. Beginning the game: Use any method to decide which manager goes first (dice roll, coin flip, rock-paper-scissors-lizard-spock, etc.) At the start of the game, each manager draws 5 cards from their pre-shuffled deck. Each manager may take one mulligan.
6. Turn sequence: Draw-Deploy-Arm-React-Combat-Damage-End. Draw: At the start of each manager's turn, both managers draw one card. Deploy:The manager whose turn it is may play one Fighter card. Fighter cards may not attack on the same turn they are brought into play. If the opposing manager has a fighter in a pit with no opponent, then a fighter card must be placed in that pit whenever possible. Fighters may not move from their pit at any time, except for death. Arm: each manager may play one weapon OR shield OR armor on any of their fighters during this phase. Weapon, shield, and armor cards can only be placed on a fighter card, and not in an empty pit. The manager whose turn it is places their card first. React: each manager may play one tactic card during this phase. The manager whose turn it is places their card first. Combat: The manager whose turn it is must attack with each fighter in each pit every turn. Damage: Each fighter deals damage to their opponent according to their current Attack and Defense. This damage is permanent and stays with the fighter for any subsequent turns. Use a piece of paper to mark down damage to each fighter. A fighter whose hit points reaches 0 is dead and is discarded. Excess damage is not carried over to the opposing manager. If a fighter attacks and there is no opponent in their pit, then that fighter's damage is applied against the opposing manager's hit points. When a manager's hit points reach 0, they lose and the game is over. End: Turn is over and the opponent begins their turn.
7. Shield, Weapons and Tactics: . If a fighter had a weapon and/or shield attached to them, that weapon and/or shield will stay in that pit after their death. Armor is discarded with the dead fighter. On any following turn, a fighter may pick up that weapon and/or shield, and attach it to themself upon being deployed to that pit, if they so choose. Armor and Shield and defensive tactics cards will add to a fighter's defense, while Weapon cards and offensive tactic cards will add to a fighter's offense.

copyright 2018 Nelson Lund

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Buri, Crapmaster 2012, Crapgiver 2017
Aesir 003 & 100 & 102, ACME 009, Berk 025, Venture Bros 051 etc.
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_Buri_
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PostPosted: Sun Dec 16, 2018 3:32 pm Reply with quoteBack to top

Fighter Cards

TP
Total Parry
1/10

PS
Parry-Strike
2/9

PR
Parry-Strike
3/8

PL
Parry-Lunge
4/7

WS
Wall of Steel
5/6

LU
Lunger
6/5

SL
Slasher
7/4

BA
Basher
8/3

ST
Striker
9/2

AB
Aimed Blow
10/1

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Buri, Crapmaster 2012, Crapgiver 2017
Aesir 003 & 100 & 102, ACME 009, Berk 025, Venture Bros 051 etc.
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_Buri_
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PostPosted: Sun Dec 16, 2018 3:33 pm Reply with quoteBack to top

Armor and Shield cards

ALE
Leather Armor
AB BA LU PL PR
+3 +3 +3 +1 +1
PS ST SL TP WS
+1 +3 +3 +1 +1

ASM
ScaleMail Armor
AB BA LU PL PR
+2 +2 +2 +2 +2
PS ST SL TP WS
+2 +2 +2 +2 +2

APA
Plate Armor
AB BA LU PL PR
+1 +1 +1 +3 +3
PS ST SL TP WS
+3 +1 +1 +3 +3

----------------------------------------------------------------------
SM
Small Shield
AB BA LU PL PR
+1 +1 +1 +1 +1
PS ST SL TP WS
+1 +1 +1 +2 +1

ME
Medium Shield
AB BA LU PL PR
+1 +1 0 +1 +1
PS ST SL TP WS
+1 0 0 +3 +1

LG
Large Shield
AB BA LU PL PR
0 0 0 +1 +1
PS ST SL TP WS
+1 0 0 +4 +1

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Buri, Crapmaster 2012, Crapgiver 2017
Aesir 003 & 100 & 102, ACME 009, Berk 025, Venture Bros 051 etc.
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_Buri_
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PostPosted: Sun Dec 16, 2018 3:35 pm Reply with quoteBack to top

Weapon Cards

BA
Battle Axe
AB BA LU PL PR
0 +1 0 0 0
PS ST SL TP WS
+2 +1 +1 +1 +1

BS
Broadsword
AB BA LU PL PR
0 +1 0 0 0
PS ST SL TP WS
+1 +2 +1 +1 +1

EP
Epee
AB BA LU PL PR
+1 0 +1 +1 +2
PS ST SL TP WS
+1 +1 +1 +1 0

FI
Fist
AB BA LU PL PR
+2 +1 0 0 0
PS ST SL TP WS
+1 +1 0 0 0

LO
Longsword
AB BA LU PL PR
+1 0 +1 +2 +1
PS ST SL TP WS
+1 +1 +1 0 0

QS
Quarterstaff
AB BA LU PL PR
+1 +1 0 0 0
PS ST SL TP WS
+1 +1 0 +1 +2

SC
Scimitar
AB BA LU PL PR
+1 0 0 +1 +1
PS ST SL TP WS
+1 +1 +2 +1 +1

SH
Shortsword
AB BA LU PL PR
+1 0 +1 +1 +1
PS ST SL TP WS
+1 +1 +1 +2 0

SS
Short Spear
AB BA LU PL PR
+1 0 +2 +1 +1
PS ST SL TP WS
+1 +1 0 0 0

WH
Warhammer
AB BA LU PL PR
0 +2 0 0 0
PS ST SL TP WS
+1 +1 0 +1 0

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Buri, Crapmaster 2012, Crapgiver 2017
Aesir 003 & 100 & 102, ACME 009, Berk 025, Venture Bros 051 etc.
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_Buri_
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PostPosted: Sun Dec 16, 2018 3:36 pm Reply with quoteBack to top

Tactics Cards

B
Bash Tactic
AB BA LU PL PR
+2 +3 0 0 0
PS ST SL TP WS
0 +2 0 0 +2

De
Decisiveness Tactic
Negates defensive damage

LU
Lunge Tactic
AB BA LU PL PR
+2 0 +3 +2 +2
PS ST SL TP WS
0 +2 0 0 0

Sl
Slash Tactic
AB BA LU PL PR
+2 0 0 0 0
PS ST SL TP WS
0 +2 +3 0 +2

Do
Dodge Tactic
AB BA LU PL PR
+3 0 +2 +2 0
PS ST SL TP WS
+2 0 0 +2 0

P
Parry Tactic
AB BA LU PL PR
0 0 0 +2 +2
PS ST SL TP WS
+2 0 0 +3 +2

R
Riposte Tactic
AB BA LU PL PR
+2 0 0 +1 +3
PS ST SL TP WS
+2 +1 0 +2 +2

rS
Responsiveness Tactic
Deals Defensive Damage First
(overrides Decisiveness)

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Buri, Crapmaster 2012, Crapgiver 2017
Aesir 003 & 100 & 102, ACME 009, Berk 025, Venture Bros 051 etc.
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The Consortium
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Location: on the golf course, in the garden, reading, traveling, and now Consulting

PostPosted: Mon Dec 17, 2018 3:38 am Reply with quoteBack to top

WOW! Well done.


But a Face is such a busy time to work with this.

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The Consortium: Crapmaster 2013, Crapgiver 2014; 1213 ADM graduates (40+ manager IDs) including 176K+ fights and 118K+ wins plus 4 teams with 1500+ wins (Animal Farm DM11 @2085; Bulldogs DM11 @ 1976; Lenpros DM30 @ 1792; Fandils DM46 @1727
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Darque
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Joined: Jun 21, 2002
Posts: 2527
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PostPosted: Mon Dec 17, 2018 6:38 pm Reply with quoteBack to top

That looks awesome! Wish I was going to be in Phoenix!

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Master Darque

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Darque Forces -- 45, 47
Darque Ages -- 81
Sorcerer Kings -- 83
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