Hello World, or WBO community, whatever makes more sense. I have been in the making of a card game that will require all your support. Before we get started, here's a link to our current website, but remember, we will be changing and constantly be updating for you guys so you can see pics, vlogs etc.
https://sites.google.com/site/elementalg...ome/Topic6
And if you really do like the idea of the game, you can even like our Facebook page. 1,000 likes, and we create/release our first Starter set, Trinity of Darkness ! And the first fifty people will get our Starter set free !
http://www.facebook.com/pages/Elementals...8993176466
Before I start restating the rules, let me just state I will not be accepting negative comments such as, "This sucks", or, " This is a rip-off of Yugioh. So here is alot of info for you guys :
Terynaur, Battle of the Elements
There are Three different kinds of cards , Avatars , Attacks , and Magic cards :
Avatars - You can get 6 different kinds of Avatars , Wind/Lightning , Water , Fire , Earth/Metal. Eack Avatars have their own rules and characteristics.
ex. Water Avatars cant use Fire attacks , while Lightning can.
Avatars are meant to carry out Attacks and Magic.
Spawns- Spawn are basically weaker versions of Avatars. They are creatures made of light, and arecreated out of cataclysmic events. They cannot attack, but you can use them as sheilds to protect yourself, or they can be exiled to summon Auxiliary Avatars that do not require a certain Base Avatar to be exiled.
Attacks - Like Avatars , there are 6 type of Attacks. Attacks can benefit or damage your Avatar. Certain Attacks can be bonded or " fused " to make more powerful attacks.
ex. Lightning barrage or Metallic Surge
Magic - Magic can have any meaning , Weapon casts , Spells , Fusings etc. But we'll start with the four main kinds of Magic.
Weapon casts - Weapon casts are really limited to certain kinds of Avatars. Each has it's own different use , and like Attacks , can either benefit or damage your Avatar.
ex. Certain swords or gauntlets cant be used , while rings, stones, and music can be used. Yes, music is a weapon.
Fusings-Can fuse two Attacks together in order to create a stronger move.
Bondings-Spells in which "bond" two Avatars together in order to create a much stronger, and powerful version of the originals.
Casts-Spells that revolve around forcefeilds, sheilds, paralyzing etc. Basically stuff that doesn't fit in Attacks.
Now , that's done , here are the rules :
Battles can be done in tag-teams , Triple threats , or One-on-One. The objective is to use your Avatars to defeat your opponents.
There are 45-55 cards in a deck. Starter packs come with 45 cards and a case. While booster packs have 5 cards.
You are only allowed up to 10-15 Avatars , 25 Attacks , and 10-15 Magics.
We haven't really decided the proper game mechanics, so yeah....
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Elemental Avatars are created from ancient beings known as Angels and Demons.
There are many throughout the Elemental Universe.
Avatars are created from rage , happiness etc. from an Angel or Demon , and thus that reflects off on the personality of the Avatar.
Outbreaks of Rage created from Demons will create dangerous , Nasty , Flesh-Eating monsters. Happiness and Joy from an Angel can result in joyful , bubbly , Avatars that display a great amount of humility. Beasts are simply Prehistoric Creatures that have harnessed the ability to control the surrounding Elements.
I have came to my senses , I will no longer be taking suggestions. I have figured out that making a card game is my responsibility.
The Elemental Kingdoms
The Elements each belong to their own kingdoms. Each consist of many Avatars that have harnessed the ability to control the Elements. Avatars are created from different or for different causes.
The Wind Kingdom : The Wind Kingdom is a civilization representing humility and kindness. The Wind Avatars will not attack unless harmed. Though , this only goes for the Angel Avatars , or Beast Avatars.
Wind demons rely on a different game though. Deception. They will trick others into believing they are helpless , then when attacked will gorge on the flesh of others.
How this reflects on the game is quite simple . Wind moves are normally defensive and repel or "slow down" other attacks. Demonic attacks normally allow an area for your opponents to Attack , until they figure out what actually exiled their Avatar.
The Lightning Kingdom: The Lightning Kingdom is basically the bridge between the Wind Kingdom and the Fire Plains. Everything is much faster and darker in the Lightning Kingdom. Storms and Hurricanes are quite common in that region. Punishment is dealt much more serious though. And it is said that many demons find their way from the Hells to the Overworld. In the game , Lightning is fast and stunning , often revolving quickly freezing or paralyzing your opponent. It shares a bond with Metal as in every move can be fused.
Fire Plains : The Fire Plains do not revolve around on a Court of Justice , as most Avatars use this region to venture off into other regions and Kingdoms. There is a highly organized Dungeon , though. And it is said that many Demons feast on the blood of former gaurds. Fire revolves around aggressive play , and can be "bent" like Wind into Spirals and Beams. Many Fire Avatars have the rare ability to use Weapon Casts , as they are humanoid.
Earth Realm : The Earth Kingdom is a place of coming fun and gambling. Many Golems enjoy the melodious sounds of the harp while laughing with their friends. Many brawl in the underground matches. And one can venture and inspect the majestic beauty of the forest. But be warned , many demons lurk around at night , eating whatever they can find. Earth is defensive , and relies on many sheilds , blocks , and occasionally entrapments in vines and poisonous plants. The Earth Kingdom has not mastered offensive combat , as it is that what that keeps it bonded with the Wind Kingdom.
Metal Realm : The Metal realm is plain and simple. And yet purified at heart , with the inclusion of crystals and gold in the region. The Metal get's it's supplies from the Lightning Kingdom . This bond is found in the card game as every Metal move can be fused with Lightning.
Water Kingdom : Water feeds on emotion and can reflect on that. Most days , a stroll in the ocean seems quite nice with the common beautiful scenery. But anger and resentment can often create Water Spouts , Tidal Waves and Glaciers which randomly appear, which peirce through ships and occasionally melt , rising the water level. In the game , water is a combination of styles. It's offense or defense is not occasionally the best , but it is best played with other elements with it's unique abiliity to be defensive or offensive.
There are three kinds of Avatars, which divide into 3 other groups :
Beasts-Prehistoric beings who have mastered the ability Elemental Magic (No bonding magic)
Angels-Divine beings who are experts in elemental practices(Cannot use weaponcasts)
Demons-Evil entities who have mastered demonic practice of Elemental Magic.
These divide into :
Combatants- One who can use Attacks. Though, they are only limited to use Weapon casts ( No Magic )
Mage- Wise beings who cannot attack, but can use all kinds of Magic.
Mediators-Avatars who can call upon other Avatars in times of need. They can "equalize" reducing all damage, to make up for their lack of Attacks (though there is a 3 time limit, unless you find a Magic card to help this) , and have other special abilities.
I have changed the rules into a 3 Avatar limit. And now the card limit is 35-60 card deck. (10-15 Avatars , 25 Attacks, 10-15 Magic)
Attack Decks
Lightning/Metal- The Lightning Attack deck is the shortest for it's lack of Defense cards. Though all of it's Attacks can fuse with Metal Defense move , being that the Metal deck has an extreme shortage in Offense cards.
Wind-Wind is primarily defensive as it revolves around repelling the opponent's attacks. But in the Thunder category , most moves revolve around crushing the opponent.
Fire- The Fire attack deck is revolves around Offense and Aggressive play, even though it has a fair amount of defense cards.
Earth- Earth relies on Endurance , meaning it relies on sheilds, blocks, and entrapping the opponent in vines or plants.
Water- Water is a unique balance of Offense and Defense. Some cards are good, while others are not. It bonds well with other elements, and is great to use with Wind, Earth and rarely Lightning.
Each element has two bridge elements that connects them with each other :
Wind=Thunder + Air. Thunder keeps it bonded to Lightning while Air keeps it bonded to Water (Ice).
Lightning= Thunder + Blaze. Thunder keeps it bonded to Wind, while Blaze keeps it bonded to Fire.
Fire = Blazes + Magma. Blaze keeps it connected to Lightning, while Magma keeps it fused with Earth.
Earth - Earth seems to have Mud, Crystal, Gold and Magma to keep it tied in with it's purified self ; Metal and Fire and Water.
Water = Ice + Mud. Ice keeps Water bonded to Wind , while Mud is fused with Earth.
Magic (Coming soon)
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Fuse Decks- Fuse decks combine two separate elemental decks. These result in style or fuse decks, that with their abilities to combine certain attacks, can be used to defeat your opponent easily. Here are some previews of some styles :
Storm style- My personal favorite, Storm style allows the user to combine Wind and Lightning. This results in an equal balance of Offence and Defence. This allow the user to use Speed to penetrate the enemies defenses, and to repel other attacks.
Vulcan style- A mix of Fire and Earth, this name derives from the Roman god of Fire, Vulcan. This results in blazing, destructive fire moves, and a defensive touch of Earth to keep it in balance.
Surge style- a natural mix, Surge revolves around Lightning and Metal. These attacks can fuse easily with each other, and bonding Avatars are common in this deck.
Cyclone style- Wind and Water ; this deck revolves around Cyclones and Hurricane Avatars and Attacks which are extremely rare and powerful.
Stone style- Water and Earth; a rare mix of Gold, Crystal, and Stone for a defensive deck, sure to keep you protected from the vicious attacks from your opponent.
Eternal burn style- Wind and Fire ; Air cards are used to last the effects of most Fire attacks, and abilities, hence "Eternal burn". Even if the effects of a Fire attack is depleted, the Wind cards can be used to keep it lasting. Though there is a risk, only rare Air cards can be used for this effect and deck, Wind and Thunder will deplete the attack,or worse.....make the recoil effects deadly.
Berserker- Fire and Lightning ; Though there is a huge decrease in Defense, the huge increase in Speed and Offense makes up for it. The fuse attacks are deadly and easily break through almost any Defense.
--------------------------------------------------------------------------------
https://sites.google.com/site/elementalg...ome/Topic6
And if you really do like the idea of the game, you can even like our Facebook page. 1,000 likes, and we create/release our first Starter set, Trinity of Darkness ! And the first fifty people will get our Starter set free !
http://www.facebook.com/pages/Elementals...8993176466
Before I start restating the rules, let me just state I will not be accepting negative comments such as, "This sucks", or, " This is a rip-off of Yugioh. So here is alot of info for you guys :
Terynaur, Battle of the Elements
There are Three different kinds of cards , Avatars , Attacks , and Magic cards :
Avatars - You can get 6 different kinds of Avatars , Wind/Lightning , Water , Fire , Earth/Metal. Eack Avatars have their own rules and characteristics.
ex. Water Avatars cant use Fire attacks , while Lightning can.
Avatars are meant to carry out Attacks and Magic.
Spawns- Spawn are basically weaker versions of Avatars. They are creatures made of light, and arecreated out of cataclysmic events. They cannot attack, but you can use them as sheilds to protect yourself, or they can be exiled to summon Auxiliary Avatars that do not require a certain Base Avatar to be exiled.
Attacks - Like Avatars , there are 6 type of Attacks. Attacks can benefit or damage your Avatar. Certain Attacks can be bonded or " fused " to make more powerful attacks.
ex. Lightning barrage or Metallic Surge
Magic - Magic can have any meaning , Weapon casts , Spells , Fusings etc. But we'll start with the four main kinds of Magic.
Weapon casts - Weapon casts are really limited to certain kinds of Avatars. Each has it's own different use , and like Attacks , can either benefit or damage your Avatar.
ex. Certain swords or gauntlets cant be used , while rings, stones, and music can be used. Yes, music is a weapon.
Fusings-Can fuse two Attacks together in order to create a stronger move.
Bondings-Spells in which "bond" two Avatars together in order to create a much stronger, and powerful version of the originals.
Casts-Spells that revolve around forcefeilds, sheilds, paralyzing etc. Basically stuff that doesn't fit in Attacks.
Now , that's done , here are the rules :
Battles can be done in tag-teams , Triple threats , or One-on-One. The objective is to use your Avatars to defeat your opponents.
There are 45-55 cards in a deck. Starter packs come with 45 cards and a case. While booster packs have 5 cards.
You are only allowed up to 10-15 Avatars , 25 Attacks , and 10-15 Magics.
We haven't really decided the proper game mechanics, so yeah....
--------------------------------------------------------------------------------
Elemental Avatars are created from ancient beings known as Angels and Demons.
There are many throughout the Elemental Universe.
Avatars are created from rage , happiness etc. from an Angel or Demon , and thus that reflects off on the personality of the Avatar.
Outbreaks of Rage created from Demons will create dangerous , Nasty , Flesh-Eating monsters. Happiness and Joy from an Angel can result in joyful , bubbly , Avatars that display a great amount of humility. Beasts are simply Prehistoric Creatures that have harnessed the ability to control the surrounding Elements.
I have came to my senses , I will no longer be taking suggestions. I have figured out that making a card game is my responsibility.
The Elemental Kingdoms
The Elements each belong to their own kingdoms. Each consist of many Avatars that have harnessed the ability to control the Elements. Avatars are created from different or for different causes.
The Wind Kingdom : The Wind Kingdom is a civilization representing humility and kindness. The Wind Avatars will not attack unless harmed. Though , this only goes for the Angel Avatars , or Beast Avatars.
Wind demons rely on a different game though. Deception. They will trick others into believing they are helpless , then when attacked will gorge on the flesh of others.
How this reflects on the game is quite simple . Wind moves are normally defensive and repel or "slow down" other attacks. Demonic attacks normally allow an area for your opponents to Attack , until they figure out what actually exiled their Avatar.
The Lightning Kingdom: The Lightning Kingdom is basically the bridge between the Wind Kingdom and the Fire Plains. Everything is much faster and darker in the Lightning Kingdom. Storms and Hurricanes are quite common in that region. Punishment is dealt much more serious though. And it is said that many demons find their way from the Hells to the Overworld. In the game , Lightning is fast and stunning , often revolving quickly freezing or paralyzing your opponent. It shares a bond with Metal as in every move can be fused.
Fire Plains : The Fire Plains do not revolve around on a Court of Justice , as most Avatars use this region to venture off into other regions and Kingdoms. There is a highly organized Dungeon , though. And it is said that many Demons feast on the blood of former gaurds. Fire revolves around aggressive play , and can be "bent" like Wind into Spirals and Beams. Many Fire Avatars have the rare ability to use Weapon Casts , as they are humanoid.
Earth Realm : The Earth Kingdom is a place of coming fun and gambling. Many Golems enjoy the melodious sounds of the harp while laughing with their friends. Many brawl in the underground matches. And one can venture and inspect the majestic beauty of the forest. But be warned , many demons lurk around at night , eating whatever they can find. Earth is defensive , and relies on many sheilds , blocks , and occasionally entrapments in vines and poisonous plants. The Earth Kingdom has not mastered offensive combat , as it is that what that keeps it bonded with the Wind Kingdom.
Metal Realm : The Metal realm is plain and simple. And yet purified at heart , with the inclusion of crystals and gold in the region. The Metal get's it's supplies from the Lightning Kingdom . This bond is found in the card game as every Metal move can be fused with Lightning.
Water Kingdom : Water feeds on emotion and can reflect on that. Most days , a stroll in the ocean seems quite nice with the common beautiful scenery. But anger and resentment can often create Water Spouts , Tidal Waves and Glaciers which randomly appear, which peirce through ships and occasionally melt , rising the water level. In the game , water is a combination of styles. It's offense or defense is not occasionally the best , but it is best played with other elements with it's unique abiliity to be defensive or offensive.
There are three kinds of Avatars, which divide into 3 other groups :
Beasts-Prehistoric beings who have mastered the ability Elemental Magic (No bonding magic)
Angels-Divine beings who are experts in elemental practices(Cannot use weaponcasts)
Demons-Evil entities who have mastered demonic practice of Elemental Magic.
These divide into :
Combatants- One who can use Attacks. Though, they are only limited to use Weapon casts ( No Magic )
Mage- Wise beings who cannot attack, but can use all kinds of Magic.
Mediators-Avatars who can call upon other Avatars in times of need. They can "equalize" reducing all damage, to make up for their lack of Attacks (though there is a 3 time limit, unless you find a Magic card to help this) , and have other special abilities.
I have changed the rules into a 3 Avatar limit. And now the card limit is 35-60 card deck. (10-15 Avatars , 25 Attacks, 10-15 Magic)
Attack Decks
Lightning/Metal- The Lightning Attack deck is the shortest for it's lack of Defense cards. Though all of it's Attacks can fuse with Metal Defense move , being that the Metal deck has an extreme shortage in Offense cards.
Wind-Wind is primarily defensive as it revolves around repelling the opponent's attacks. But in the Thunder category , most moves revolve around crushing the opponent.
Fire- The Fire attack deck is revolves around Offense and Aggressive play, even though it has a fair amount of defense cards.
Earth- Earth relies on Endurance , meaning it relies on sheilds, blocks, and entrapping the opponent in vines or plants.
Water- Water is a unique balance of Offense and Defense. Some cards are good, while others are not. It bonds well with other elements, and is great to use with Wind, Earth and rarely Lightning.
Each element has two bridge elements that connects them with each other :
Wind=Thunder + Air. Thunder keeps it bonded to Lightning while Air keeps it bonded to Water (Ice).
Lightning= Thunder + Blaze. Thunder keeps it bonded to Wind, while Blaze keeps it bonded to Fire.
Fire = Blazes + Magma. Blaze keeps it connected to Lightning, while Magma keeps it fused with Earth.
Earth - Earth seems to have Mud, Crystal, Gold and Magma to keep it tied in with it's purified self ; Metal and Fire and Water.
Water = Ice + Mud. Ice keeps Water bonded to Wind , while Mud is fused with Earth.
Magic (Coming soon)
Spoiler (Click to View)
Fuse Decks- Fuse decks combine two separate elemental decks. These result in style or fuse decks, that with their abilities to combine certain attacks, can be used to defeat your opponent easily. Here are some previews of some styles :
Storm style- My personal favorite, Storm style allows the user to combine Wind and Lightning. This results in an equal balance of Offence and Defence. This allow the user to use Speed to penetrate the enemies defenses, and to repel other attacks.
Vulcan style- A mix of Fire and Earth, this name derives from the Roman god of Fire, Vulcan. This results in blazing, destructive fire moves, and a defensive touch of Earth to keep it in balance.
Surge style- a natural mix, Surge revolves around Lightning and Metal. These attacks can fuse easily with each other, and bonding Avatars are common in this deck.
Cyclone style- Wind and Water ; this deck revolves around Cyclones and Hurricane Avatars and Attacks which are extremely rare and powerful.
Stone style- Water and Earth; a rare mix of Gold, Crystal, and Stone for a defensive deck, sure to keep you protected from the vicious attacks from your opponent.
Eternal burn style- Wind and Fire ; Air cards are used to last the effects of most Fire attacks, and abilities, hence "Eternal burn". Even if the effects of a Fire attack is depleted, the Wind cards can be used to keep it lasting. Though there is a risk, only rare Air cards can be used for this effect and deck, Wind and Thunder will deplete the attack,or worse.....make the recoil effects deadly.
Berserker- Fire and Lightning ; Though there is a huge decrease in Defense, the huge increase in Speed and Offense makes up for it. The fuse attacks are deadly and easily break through almost any Defense.
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