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Yush
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Rules.
1. Who goes first is determined by dice rolls.

2. The starting territory will be determined by dice.

3. Your starting resource points will be determined by rolling 3 d10s and choosing two of the highest options. If a players roll gets below the other by 6 points or more after three rolls you get one free roll to choose from, so four total rolls.

4. It costs resource points to summon a character.

5. It costs resources to equip items or use items on characters.

6. Characters must use their energy points to use abilities.

7. Casting spells uses the characters energy points.

8. Using items costs resource points.

9. Each character can attack at separate times.

10. Going into defensive stance makes a character unable to attack that turn and the character cannot attack on that turn.

11. Characters die when they run out of health points. Every used card is sent to a dead pile.

12. Characters can either attack, defend, or use a spell per turn.

14. You can only use the amount of items relative to the number of characters you have.

15. When a player has no characters a character can steal resources from them up to the number of attack points they have. Running out of resources while having no characters on field and being attacked is a game loss.

16. A player can choose to roll 3 d10s and choose two from the highest. But they cannot do anything else that turn.

17. Only ten cards per deck.

18. You can only use as many tactic cards as you have characters on the field.

19. All land cards played in the same territory as where the battle field currently is are half the resource points to play.

20. Defending attacks subtracts the attackers damage by the defenders defense points.

21. You cannot attack a player who has yet to have a turn.

22. For a character to cast a spell they must have that spells affinity.

23. Passive per turn abilities activate at the start of each turn.

24. You can only defend against spells with abilities.

25. Instead of going into the negatives everything stops at zero even if it goes over.

26. Immobilized means you can't attack, change position, defend someone, or activate physical abilities. Like 'Flight'.

27. Frozen, as in being hit by Mirror, completely stops you from doing anything, can't defend can't ago can't cast spell or activate ability unless it's a passive activation.

28. Paralyze makes the character unable to attack, defend, activate abilities or cast spells.

29. A player loses when they are attacked while having no resources and no characters.

30. When three cards defend in a triple defense. 1 def 2 def 3 def 1. Then if 1 is targeted and 3 moves out from behind 2 to defend 1, then 2 drops back to the playing line and 3 is now on the defend line in front of 1

31. Hidden - When characters are hidden they immediately become revealed after they attack, cast a spell, and activate another ability. Characters cannot defend other characters from hidden character attacks or spells.

31. If a character attacks, defends (its possible to defend a fort with a character), or activates a spell or ability that affects enemy characters they are automatically placed outside of the fort for that turn.
A character that is removed from a fort cannot reenter any fort until the next turn.


32. Characters can defend while using a spell. But cannot defend after attacking.
Hidden 5 yrs ago 5 yrs ago Post by Rai
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Card 1 [hider][img][/img][/hider]
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Jollan "let's devide by zero!" / (queue apocalypse)

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Log: Dice roll. Rai 3, Jollan 4.
Dice Roll for territory. 3, Gaia.

Rai: 13 Jollan: 10

Jollan first turn. Activate land card. Cost 1. Summon x2 Archers, cost 6. x2 Archers experience energy reduction -3. 7 Total energy. Total cost 7. Remainder, 3. x2 Archers take defensive positions. Turn Pass.

Turn 2 Rai. Summon Nomadic Warrior, Cost 5. Warrior experiences energy reduction -3. 14 Total energy. Summon Nomadic Archer, Cost 3. Energy reduction -3, total 7 energy. Setting Trap, 3 cost. Total spent 11. Remainder 2.
Attacking: Nomadic Warrior attacks archer.

Response pending.
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Archer #1 uses quick shot on nomadic warrior. -2 Energy. 5 Energy total. Nomadic warrior takes -3 to hp. 17 HP total. Archer defends against Nomadic warriors attack. -4 to 10 attack. 6 Damage total to Archer's 15 HP. 9 HP Total.

Rai's Archer attacks Archer #1. Archer uses stealth -2 energy. 5 Energy total. Attack avoided.

Turn pass.

Field changes.
Jollan - Nomadic Archer #1 5 Energy. 9 HP.
Rai - Nomadic Warrior 17 Energy. 17 HP.
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Jollan: 3 Resources. Gathers. Gain +12. 15 Total, Turn pass.

Rai: 2 Resources. Gathers. Gains +16. 18 Total. Summons take defensive positions. Turn pass.

Jollan: 15 Resorces. Gathers. Gains +15. 30 Total. Turn pass.

Rai: 18 resources. gathers. Gains +12. 30 Total. Turn pass

Jollan: 30 Resources. Gathers. +13. 43 Total. Turn Pass
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Rai turn. 30 Resources. Mirror is summoned, cost 20 Resources. -3 Energy. 47 Total. Nomadic Warrior gains +2 Hp for this turn. 20 Total HP. A spell is used, Fiery Pillar of Annihilation. -8 Energy. Nomadic Warrior Energy 9 Total. Targeting Nomadic Archer #2. Archer loses 10 hp and 5 defense. Total HP 5. Total defense 0.
Attacking:
Archer attacks Archer #2. Archer #2 uses stealth. -2 energy. 5 energy total.
Mirror attacks Archer #2. Archer uses quick shot. -3 Mirror hp. 72 HP total.

Nomadic Warrior is equipped with a Divine sword of light. -6 resources. 4 Total.
Turn pass.

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Field changes.
Jollan: Archer #2 0 hp. Deadpiled.

Rai: Nomadic Warrior. 20 HP. 9 Energy. Aion Leader Mirror 72 HP.
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Jollan: Two Allards summoned. 11 Resources Total remains. +2 defense to Allards. Allard #1 Uses Shadow skill. -10 Energy. 20 Total. Attacks Mirror. Trap is played. -15 to Allard #1 and 5 to Allard #2 and Archer. Mirror uses Intangible ability -10 Energy. 40 Total. Allard#1 is frozen for their next turn.
Allard #2 defends Archer. Archer attacks Archer. Rai Archer uses stealth -2 energy. 5 Energy Total.

Field Changes: Jollan: Allard #1 20 Energy Total. 35 HP. -Frozen- Allard #2 45 HP total. Defending Aarcher. Archer 4 HP total 11. Resources Total.
Rai: Mirror 40 Energy Total. Archer 5 Energy Total. 3 Resources Total.

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Rai turn: 3 Resources. Nomadic Warrior uses Fiery Pillar of Annihilation on Allard #1. -10 HP -5 defense. 25 HP total. 12 Defense Total. Archer attacks Allard #1. -7 to 25 hp. 18 HP total. Mirror attacks Allard #1. Allard #2 uses shadow arm -5 Energy. 25 Energy total. Allard #2 has 17 Defense. -13 on Allard #2. 33 HP Total. Turn Pass.

Field Changes.
Jollan: Allard #1 -Unfrozen- 18 HP. Allard #2 33 HP 25 Energy.

Rai: Nomadic Warrior 1 Energy.

Current Field.
Jollan: Allard #1 18 HP 20 Energy. 12 Defense. Allard #2 33 HP 25 Energy 17 Defense. Archer 4 HP 5 Energy 0 Defense.

Rai: Nomadic Warrior 20 HP 1 Energy 14 Attack. Mirror 72 HP 37 Energy. Archer 15 HP 5 Energy.
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Game Test Over


Victor: Rai.
Reason: Jollan forfeit. Mirror too OP.

Begin new game . . . . . Players Pending.
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Ascension Card Game - Boss Battle

Rules


Phases

Resource rolls - Each player rolls 3 1d10s and chooses two from the highest as their resources.

Turn rolls - Each player rolls 1d6 and determine order of turns.

Map Roll - Each player will Roll 1d5 and the number it chooses is the location on the map is where the player will begin.

Turn start - Each player will start with five cards of their choice in their hand. Then roll a six sided dice.

Main Phase - This is where the player can choose to summon characters, use items, equip items, enter defense and use abilities.

Combat phase - This is when characters target each other for attacks or spells. Each character can only attack once per turn or cast a spell. Characters can only attack characters

Resource rolls - If a character chooses to roll for resources they must skip all interactions on their turn.

End phase - Turn ends and passes to next player.

Rotation end - After all players have had a turn each player can begin choosing one of five cards from what territory they are in. Each player can only choose one card per turn.

1. Each players has a starting hand and must use it to play with. At the start of each players turn they can draw a random card from the deck from the land they are in.
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Boss Battle



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100% Seraphim - Affinity
Element: Divine
Schools: Abjuration 8, Divination 8, Enchantment 6, Conjuration 7, Necromancy 5, Illusion 5
Weakness- Chaos 8/ Soul Damage, Dark 5/ Silence, Striking 5/ Bone Break, Blunt 5/ Daze, Ice 3/ Debilitation, Electricity 3/ Stun, Fire 2/ Burn, Water 2/ Damp, Earth 2/ Bury, Poison 1/ Poisoned
Resistance- Divine 8, Spirit 6, Light 5, Plant 3, Insect 3, Telepathy 4, Wind 4

100% Dragon - Affinity
Element: Chaos
Schools: Evocation 8, Transmutation 6
Weakness- Divine 8/ Soul Damage, Telepathy 7/ Agro, Spirit 6/ Possession, Chaos 5/ Soul destruction, Steel 4/ Piercing
Resistance- Electricity 5, Fire 5, Water 5, Wind 5, Earth 5, Ice 5, Dark 3, Light 3

100% Tyro - Affinity
Element: Fire
Schools: Evocation 8, Conjuration 3, Enchantment 3, Illusion 5, Divination 2
Weakness- Water 7/ Damp, Earth 6/ Buried, Dark 4/ Smothered, Telepathy 4/ Agro, Poison 3/ Poisoned
Resistance- Fire 8, Steel 4, Plant 6, Light 4, Wind 5, Insect 5

100% Lassa - Affinity
Element: Water
Schools: Evocation 7, Abjuration 4, Conjuration 3, Enchantment 7, Transmutation 3
Weakness- Wind 4/ Off-Balance, Light 3/ Dehydration, Fire 2/ Dehydration, Plant 4/ Absorption, Insect 1/ Feeding
Resistance- Water 8, Earth 4, Electricity 5, Dark 3, Poison 3, Ice 4

100% Sol - Affinity
Element: Light
Schools: Evocation 7, Abjuration 7, Conjuration 2, Divination 4, Illusion 5
Weakness- Dark 5/ Silenced, Chaos 4/ Soul damage, Earth 4/ Buried, Fire 4/ Burning, Poison 6/ Poisoned, Insect 4/ Gnawing, Spirit 4/ Possession, Steel 4/ Cut, Ice 4/ Frostbitten
Resistance- Light 8, Divine 4, Blunt 3, Telepathy 6, Plant 8, Water 4, Electricity 2

100% Nayu - Affinity
Element: Dark
Schools: Illusion 8, Evocation 3, Conjuration 5, Necromancy 5, Enchantment 6
Weakness- Light 5/ Blinded, Divine 4/ Soul damage, Fire 3/ Burning, Striking 6/ Dazed, Earth 3/ Crushed, Electricity 3/ Stun
Resistance- Dark 8, Poison 8, Telepathy 5, Water 4, Spirit 4, Plant 3, Insect 2

100% Oro - Affinity
Element: Earth / Wind
Schools: Abjuration 7, Conjuration 5, Enchantment 4, Evocation 3, Transmutation 7
Weakness- Water 5/ Sinking, Striking 7/ Shatter , Plant 5/ Binding, Fire 3/ Melding , Steel 3 / Chipping , Telepathy 8/ Confusion , Insect 3/ Swarmed
Resistance- Rock 8 , Wind 8, Ice 5, Poison 4, Electric 7, Blunt 7, Divine 3, Dark 3, Chaos 3, Light 3

Insect, Dark, Chaos, Electric, Divine, Light, Striking, Fire, Wind, Spirit, Plant, Ice, Blunt, Poison, Telepathy, Earth, Steel, Water

Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.

Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.

Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.

Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.

Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
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