Poll

Do YOU like the idea of a TCG for BOA?

YES!
5 (50%)
No, not really
2 (20%)
Of coarse, but lets make it less complicated than CKC
3 (30%)
Not sure
0 (0%)

Total Members Voted: 10

Author Topic: Official Hand of Armageddon Discussion (BOA Trading Card Game)  (Read 686 times)

GlaciusTS

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Re: BOA Trading Card Game Discussion
« Reply #15 on: January 06, 2016, 06:29:34 am »
There could be a 5th energy type, but I'd balk at adding a 6th.  Remember we have to have  cards for each energy type(and hopefully several arts for each type also.

I'd go for something more generic. Like Physical/Mystical/Chemical/Energy. Alternatively, you could go with more of a "Gwent" system, dividing cards by range.

OgreTusk

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Re: BOA Trading Card Game Discussion
« Reply #16 on: January 06, 2016, 06:53:42 am »
Have you played any collectible card games?  This game isn't built on the same principles as the ckc card game at all.  There aren't as many "types" which keeps things from getting stupid, and there are many less things happening in one "round" of the game.  AND there isn't a ROUND and a TURN both applied in my game causing everything to get jumbled.  It's all about having strategy without too much complication.  Chess is a simple game, and also ridiculously hard to be the master of.  That's what we have to go for.

@GlaciusTS-If I have my choice in the matter, there will be no range, and the types are still very open for discussion.  I like your 4 suggestions except for Physical and Energy.  Physical because what does art look like for that, and Energy because they're all supposed to be energy.  Mystical replaces spiritual very nicely and sounds better.  Chemical is a good more general replacement for toxic.  Physical I think might just be replaced with Food?  Energy we could go Electric for the easy out, or maybe something more specific if you can think of a better word.  These are the most important building blocks of the game, so I'm fine with taking our time working out the best ones.
« Last Edit: January 06, 2016, 06:58:33 am by OgreTusk »

GlaciusTS

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Re: BOA Trading Card Game Discussion
« Reply #17 on: January 06, 2016, 04:53:11 pm »
Better to think "Less Specific". What I was thinking is that the cost is represented by how consumption is channeled, while the individual cards would be what is being consumed.

Kaiju that favor Physical attacks would require a cost of "Physical type consumables", basically food and water, so those cards would be labelled with foods and water. Chemical covers Kaiju and mechs that run on fossil fuels and other chemicals and direct it to poisonous attacks or running some sort of engine, and would consume cards marked as Poison, Oil, Gasoline, Etc. Mystical would be focused on magic type kaiju, and consume Potions, Sacrifices/Rituals, and Knowledge. Lastly, "ENERGY" means a Kaiju or Mech consumes matter that either gives off energy or consumes something non of the periodic table and expels it in Energy based attacks, such as Plasma, Nuclear Blasts, lasers, etc.

OgreTusk

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Re: BOA Trading Card Game Discussion
« Reply #18 on: January 06, 2016, 07:46:34 pm »
I didn't ask for better words in order for you to stand firm and argue lol.  I'm mentioning the ones that just don't work in my head, which means they won't work in other heads as well.  That's why I'm asking the group for the ones in my list that don't work in your heads as well.  Getting "ugly baby syndrome" doesn't help us move forward. We all have to be able to let go of some things and try to achieve an equal general state of semi-acceptance :D

How about Organic instead of Physical, because Physical is just TOO nonspecific since everything is physics?
Chemical is great.
Mystical is also great.
Energy is already a term in the card game, and it's incredibly generic.  It's gotta be renamed, or replaced.  I'm considering having Chemical cover Energy because all batteries are chemical, which means all that I'd have to cover still is Radiation. 
Lastly, there would be the weirdo creatures that don't eat any of that, but subsist off of stone or dirt.  They could have a type like Mineral.

I suggest we go with Organic, Chemical, Mystical, Radiation, and Mineral.
This is not at all final.  Now I need someone to mention a kaiju that this doesn't work with.  Please note that if a kaiju just generates its own power without eating or anything, I'll immediately call it internal radiation and go with that :D

Gfan14

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Re: BOA Trading Card Game Discussion
« Reply #19 on: January 06, 2016, 09:46:10 pm »
Food & water sounds like a health bar (or HP/Health Points)

GlaciusTS

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Re: BOA Trading Card Game Discussion
« Reply #20 on: January 07, 2016, 04:11:47 am »
I'd say "Non-Matter" instead of energy, but it's not entirely familiar. Non-Matter means Light, Radiation, Sounds, Fire, Plasma, etc.

What about Organic, Chemical, Mystical and Non-Matter?

OgreTusk

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Re: BOA Trading Card Game Discussion
« Reply #21 on: January 08, 2016, 03:16:43 am »
Non-Matter... maybe Radiant?  It's sound, light, heat, and radiation in one shot that people might not hate.

OgreTusk

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Re: BOA Trading Card Game Discussion
« Reply #22 on: January 15, 2016, 04:40:53 pm »
Without any rebuttal, Ill go organic,  chemical, mystical, radiant and mineral, and therefore move on to how kaiju cards could look and simultaneously how kaiju are limited in which attacks they can use by their innate types.

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Re: BOA Trading Card Game Discussion
« Reply #23 on: January 17, 2016, 08:33:24 pm »
I've created some cards!  I made 2 example kaiju(Gurral and Jagdhund, neither of which will be in the final game) and so far have made 24 Attack cards. 
Also, to make the game's cards more interchangeable among kaiju, I have instated the rule that kaiju can spend all of their energy during their turn, with a required minimum of 5, to gain an additional energy type for the rest of the game.  This allows fun mid-game swings.  Along those same lines, I've created a type of attack that requires ANY type of energy to use.  This allows for them to be used in any Attack deck.

I'm still looking for comments and suggestions on what things people would like in the game(though I'm still just as picky about what actually gets in.) 

I'm still looking for fun effects in the cards, fun names for Attacks, and it'd be cool to have people suggest what unique abilities their kaiju would have in the card game.

I will playtest once I've created 50 Attack cards, with 8 of each of the 5 energy types and 10 of the untyped attacks with my bud SeekerPsycho to figure out where the imbalances are and what is needed yet for rules, then I'll release those cards for anyone who wants to print out and playtest them themselves.  They'll be mainly text at this point, because we are still doing the very VERY basics of making a card game.

Gfan14

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Re: BOA Trading Card Game Discussion
« Reply #24 on: January 19, 2016, 04:45:07 pm »
I've created some cards!  I made 2 example kaiju(Gurral and Jagdhund, neither of which will be in the final game) and so far have made 24 Attack cards. 
Also, to make the game's cards more interchangeable among kaiju, I have instated the rule that kaiju can spend all of their energy during their turn, with a required minimum of 5, to gain an additional energy type for the rest of the game.  This allows fun mid-game swings.  Along those same lines, I've created a type of attack that requires ANY type of energy to use.  This allows for them to be used in any Attack deck.

I'm still looking for comments and suggestions on what things people would like in the game(though I'm still just as picky about what actually gets in.) 

I'm still looking for fun effects in the cards, fun names for Attacks, and it'd be cool to have people suggest what unique abilities their kaiju would have in the card game.

I will playtest once I've created 50 Attack cards, with 8 of each of the 5 energy types and 10 of the untyped attacks with my bud SeekerPsycho to figure out where the imbalances are and what is needed yet for rules, then I'll release those cards for anyone who wants to print out and playtest them themselves.  They'll be mainly text at this point, because we are still doing the very VERY basics of making a card game.
Dude, great work! I guess I should also get onto that as well ::)

OgreTusk

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Re: BOA Trading Card Game Discussion
« Reply #25 on: February 10, 2016, 01:12:43 am »
Newest set of Rules, along with the first completely untested set of cards:

Spread out card game idea:
-------------------------------------------------------------------------------------------------------------------
You pick one kaiju to become for this battle.  -This is the good part of the ckc card game
Stats for kaiju are:---
Belly: how much damage it can take before you lose.   average Belly will be 33.
Grit: how much health you regain each turn in the Churn phase.  average Grit will be 1, with a rare 2 and crazy 3.
Tough: how much damage is immediately subtracted from attacks on this kaiju.   average Tough will be 0 with rare 1 and crazy 2 or -1.
Brute: how much additional damage is dealt when attacking.   average Brute will be 0 with rare 1 and crazy 2 or -1.
*Each kaiju card can have cool additional attacks or abilities.
Each kaiju will have listed Energy types of organic, chemical, mystical, radiant, mineral, or any combination of the 5.
---------------------------------------------------------------------------------------------------------------------
Game starts with 5 cards from your deck(minimum 40 cards)[no more than 3 of each card in your deck]
-The board is just 2 territories with a straight line between them.
-To use attacks, you must have enough energy to play them.  They have a learning cost of additional energy that is spent one time to put the attack into play in your territory, and the use cost, which is spent every time you use that attack
-Energy is drawn from various cards in your deck.  It is recommended that you have 1/3 of your deck be energy.  There are 4 different kinds of energy.  Organic, Chemical, Mystical, Radiant, and Mineral.  You consume an energy item by turning it sideways on the board.   It can be refilled once each turn.
-Other cards in your deck can be Ally Assist, with a limit of 2 per deck, and Reflex.  Ally Assist gets you a powerful attack from the ally shown in the card, but only once, then it is dumped.  Reflex cards allows you to react to your opponent's attack with a chance to cancel the attack and force the opponent to dump it.
-------------------------------------------------------------------------------------------------------------------------
Turns are taken one player at a time and consist of phases called:---
-Churn: Regain Belly equal to your Grit.  Refill all your energy items. 
-Plot: Draw 1 card, and play up to 1 energy card from your hand onto your territory.  Optionally put into play any attacks you have the energy to learn and use in the same turn(you can't learn it without using it that turn also)
-Rumble: Only one of the following-
A} Dump 2 cards from your hand, and consume any amount of the energy from your energy items to unleash your Weapon Attack which for every 2 energy (and then subtracting Tough)removes 1 Belly.  Note that every kaiju unless specifically written has an energy attack.  Some are specifically written because they have a special ability in that attack.
B} Consume energy from your energy items in order to use an attack, calculate damage adding Brute and subtracting the enemy's Tough, and remove Belly, then if you have enough energy, you may consume more energy to use another different Attack and use the same math process to remove more Belly.  Each Attack can be used once per turn.
------------------------------------------------------------------------------------------------------------------------
Each phase must be declared so that no one misses anything.  If you forget to Plot, then it's your own fault when you declare Rumble(though friendly opponents might remind you and allow you a step back)
--------------------------------------------------------------------------------------------------------------------------
A coin flip is used to determine who gets the first turn.  Energy may not be played on the first turn of the player who goes first.
-------------------------------------------------------------------------------------------------------------------------
The game ends when all Belly is removed from a player, no matter what phase it is.
-------------------------------------------------------------------------------------------------------------------------
If a player runs out of cards in his deck, that player loses Belly equal to the amount of Energy items in that player's territory at the end of his/her Plot phase.
--------------------------------------------------------------------------------------------------------------------------

A kaiju's types determine which attack cards he can use.  A kaiju without mystic energy type can't use mystic attack cards.  For the cost of all energy for a turn(with a minimum of 5, and no using attacks first) that kaiju can gain 1 energy type for the rest of the game.

A kaiju's belly cannot be raised above its maximum except by cards that specifically say so.
__________________________________________________________________________________________________________________________
EXAMPLE KAIJU

Gurral, the Smasher
Belly:     40
Grit:      0
Tough:     1
Brute:     2
Energy Types: Organic
Cannot gain additional energy types.
Weapon: Ultimate Ram-Must use all energy, with a minimum of 6.  Remove 1 Tough from your opponent for the rest of the game.

Jagdhund, the Relentless
Belly:     35
Grit:      2
Tough:     1
Brute:     0
Energy Types: Radiant
Weapon: Tractor Claw-Minimum 4 energy.  Can use Attacks afterwards in the same Rumble phase with 1 additional Brute.  Attacks cannot be  dodged this turn.

____________________________________________________________________________________________________________________________
EXAMPLE ATTACKS

                                                   -----BASIC-----

Thump
L=*
A=*
D

Pound
L=*
A=**
DD

Crush
L=*****
A=**
DDD

Avoid
L=**
A=****
Reflex
Prevent all damage from a Foe's Attack.  Flip a coin to see if Foe's Attack is Dumped.  Flip a coin to see if this is Dumped.

Feint
L=*
A=*
Foe Dumps a learned Reflex of their choice, Dump this.

Wallop
L=*****
A=***
DDDD

Spinning Throw
L=*****
A=****
DDDD
Foe can Dump a Reflex card from their hand to prevent all damage from this.

Flatten
L=***
A=****
DDD
Foe Dumps a card from their hand.  If they cannot, Foe loses 2 belly.

Clutch
L=*
A=**
Foe must Consume ** during their next Rumble, or they cannot use Attacks.  If Foe Consumes ****, Dump this.

Overwhelm
L=*****
A=*******
DDDDDDDD
You cannot use this if you have Attacked already this Rumble.  End the Rumble.

                                             ----ORGANIC----

Pulverize
L=OOO
A=OOOOO
DDDDD

Desperate Charge
L=OOO
A=OOO
DDDDD
Dump this.

Chow
L=O
A=O
Dump two active Organic Energy, gain 5 Belly.

Momentum Throw
L=OOOO
A=OO
Reflex
Flip a coin to see if Foe's Attack Damage is prevented.  If it is not, Dump this.

Grow
L=OOO
A=O
Gain 1 Belly.  This can go above the normal maximum.

Adapt
L=O
A=O
Reflex
Gain 1 Tough until the end of the Rumble.

Adrenaline
L=OO
A=OOOO
Gain 1 Brute until the end of the Rumble.


Fury
L=OOO
A=OOOOOO
Reflex
Dump an active Organic Energy. If you use a Weapon next round, Remove 5 belly from your Foe in addition to any Damage.

                                                   ----CHEMICAL----

Dissolve
L=CC
A=CCC
D
Remove 1 Tough from Foe for the rest of the game.  Foe may Consume ** to prevent this.

Blind
L=CCC
A=CC
D
Remove 1 Brute from Foe until your next Churn.  This cannot put Brute below -1.

Sticky Goo
L=CCCC
A=CCCCC
DD
Reflex
The Foe can only use one more Attack this turn.

Poisonous Spray
L=**
A=C
D
The foe loses 1 Belly at the end of his next Churn.

Absorb
L=CC
A=CC
Dump one of your Foe's Energy.  Gain 1 Belly.  Dump this.

Unstable Reaction
L=*
A=CCCCC
DDDDDDD
Reflex
Dump this.

Balanced Composition
L=CCC
A=CCC
Prevent all damage from Foe's next Attack.

Gaseous Expulsion
L=CCCCC
A=***
Remove 1 Brute and 1 Tough from your Foe until your next Churn.  This cannot put Brute or Tough below -1.

                                                        ---MYSTICAL---

Instill Awe
L=MMMMM
A=MMM
Force a Foe to Dump one attack you were hit by last turn from the game.  Dump this Attack.

Dredge Memory
L=MMM
A=MMM
Return the top Attack of your Dump pile to your hand.  Dump this Attack once it has been used twice.

Mind Crush
L=MMM
A=MMMMM
Comes with 3 Forget counters.  Put 1 Forget counters on a Foe's Attack to prevent them from using it.  On your Churn, remove all Forget counters on Foe's Attacks.  When all Forget counters are gone, Dump this.

Uplift
L=MMMM
A=MMM
You gain 1 Tough and 1 Brute until your next Churn.  You cannot lose Tough or Brute until your next Churn.

Subjugate
L=MMMM
A=M
You gain 1 Belly and your Foe loses 1 Belly.

Sparkling Mist
L=M
A=**
D
Foe must Consume an additional * to use each Attack during their next Rumble.

Reduce
L=MMMM
A=MMMM
Foe loses 3 Belly.

Deplete
L=MMM
A=MMMMM
Foe skips their next Churn.  Dump this.
                                                             ---RADIANT---

Char
L=RR
A=RRR
DDD
Foe cannot regain Belly during next his/her next Churn.

Magnetize
L=RRRR
A=RRRR
The Foe can only use 3 Attacks until your next Churn.

Recharge
L=RRRR
A=R
Refill 2 Energy sources.

Sonic Blast
L=R
A=RRRR
DDD

Overtax
L=RRRR
A=RRRR
DDDD
You may use your Weapon attack this Rumble.  Dump this.

Incidental Gain
L=RRRRR
A=*
Weapon Reflex
Gain 1 Belly. 

Static Release
L=R
A=R
Reflex
DD

Overload
L=RRRRRRR
A=RRRRRRR
DDDDDDDDDD
Skip your next Churn.

                                                     ---MINERAL---

Barricade
L=mm
A=mm
D
Reflex
Prevent up to 3 damage from Foe's Attack.  If any damage from the Attack is not prevented, this Attack deals no damage.

Jagged Projectiles
L=mmmm
A=mmm
DDD

Pit Trap
L=mmm
A=mm
Prevent all damage from Foe's next Attack, and that Foe loses 2 Belly during that Attack.

Reflective Shield
L=mmm
A=mmm
Reflex
Prevent up to 4 Attack damage  OR   Reflect all damage from Foe's Weapon and Dump this.

Mineral Deposit
L=mmm
A=mmm
Gain 1 Tough until your next Churn.

Rough Edge
L=mm
A=m
D
Deals no damage until you lose Belly from Foe's Attack.  Cannot be reused until you lose Belly from Foe's Attack.  Damage stacks with other used Rough Edge before calculating against Tough.

Amalgamation
L=m
A=mmm
Return Tough to original value.  If it was already at original or above, gain 1 tough.

Avalanche
L=mmmm
A=mmmmmm
DDDDDD

G&G-Fan

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Re: BOA Trading Card Game Discussion
« Reply #26 on: February 10, 2016, 04:02:26 pm »
I've created some cards!  I made 2 example kaiju(Gurral and Jagdhund, neither of which will be in the final game) and so far have made 24 Attack cards. 
Also, to make the game's cards more interchangeable among kaiju, I have instated the rule that kaiju can spend all of their energy during their turn, with a required minimum of 5, to gain an additional energy type for the rest of the game.  This allows fun mid-game swings.  Along those same lines, I've created a type of attack that requires ANY type of energy to use.  This allows for them to be used in any Attack deck.

I'm still looking for comments and suggestions on what things people would like in the game(though I'm still just as picky about what actually gets in.) 

I'm still looking for fun effects in the cards, fun names for Attacks, and it'd be cool to have people suggest what unique abilities their kaiju would have in the card game.

I will playtest once I've created 50 Attack cards, with 8 of each of the 5 energy types and 10 of the untyped attacks with my bud SeekerPsycho to figure out where the imbalances are and what is needed yet for rules, then I'll release those cards for anyone who wants to print out and playtest them themselves.  They'll be mainly text at this point, because we are still doing the very VERY basics of making a card game.
Awesome :)! Would it be possible to see the cards?
Newest set of Rules, along with the first completely untested set of cards:

Spread out card game idea:
-------------------------------------------------------------------------------------------------------------------
You pick one kaiju to become for this battle.  -This is the good part of the ckc card game
Stats for kaiju are:---
Belly: how much damage it can take before you lose.   average Belly will be 33.
Grit: how much health you regain each turn in the Churn phase.  average Grit will be 1, with a rare 2 and crazy 3.
Tough: how much damage is immediately subtracted from attacks on this kaiju.   average Tough will be 0 with rare 1 and crazy 2 or -1.
Brute: how much additional damage is dealt when attacking.   average Brute will be 0 with rare 1 and crazy 2 or -1.
*Each kaiju card can have cool additional attacks or abilities.
Each kaiju will have listed Energy types of organic, chemical, mystical, radiant, mineral, or any combination of the 5.
---------------------------------------------------------------------------------------------------------------------
Game starts with 5 cards from your deck(minimum 40 cards)[no more than 3 of each card in your deck]
-The board is just 2 territories with a straight line between them.
-To use attacks, you must have enough energy to play them.  They have a learning cost of additional energy that is spent one time to put the attack into play in your territory, and the use cost, which is spent every time you use that attack
-Energy is drawn from various cards in your deck.  It is recommended that you have 1/3 of your deck be energy.  There are 4 different kinds of energy.  Organic, Chemical, Mystical, Radiant, and Mineral.  You consume an energy item by turning it sideways on the board.   It can be refilled once each turn.
-Other cards in your deck can be Ally Assist, with a limit of 2 per deck, and Reflex.  Ally Assist gets you a powerful attack from the ally shown in the card, but only once, then it is dumped.  Reflex cards allows you to react to your opponent's attack with a chance to cancel the attack and force the opponent to dump it.
-------------------------------------------------------------------------------------------------------------------------
Turns are taken one player at a time and consist of phases called:---
-Churn: Regain Belly equal to your Grit.  Refill all your energy items. 
-Plot: Draw 1 card, and play up to 1 energy card from your hand onto your territory.  Optionally put into play any attacks you have the energy to learn and use in the same turn(you can't learn it without using it that turn also)
-Rumble: Only one of the following-
A} Dump 2 cards from your hand, and consume any amount of the energy from your energy items to unleash your Weapon Attack which for every 2 energy (and then subtracting Tough)removes 1 Belly.  Note that every kaiju unless specifically written has an energy attack.  Some are specifically written because they have a special ability in that attack.
B} Consume energy from your energy items in order to use an attack, calculate damage adding Brute and subtracting the enemy's Tough, and remove Belly, then if you have enough energy, you may consume more energy to use another different Attack and use the same math process to remove more Belly.  Each Attack can be used once per turn.
------------------------------------------------------------------------------------------------------------------------
Each phase must be declared so that no one misses anything.  If you forget to Plot, then it's your own fault when you declare Rumble(though friendly opponents might remind you and allow you a step back)
--------------------------------------------------------------------------------------------------------------------------
A coin flip is used to determine who gets the first turn.  Energy may not be played on the first turn of the player who goes first.
-------------------------------------------------------------------------------------------------------------------------
The game ends when all Belly is removed from a player, no matter what phase it is.
-------------------------------------------------------------------------------------------------------------------------
If a player runs out of cards in his deck, that player loses Belly equal to the amount of Energy items in that player's territory at the end of his/her Plot phase.
--------------------------------------------------------------------------------------------------------------------------

A kaiju's types determine which attack cards he can use.  A kaiju without mystic energy type can't use mystic attack cards.  For the cost of all energy for a turn(with a minimum of 5, and no using attacks first) that kaiju can gain 1 energy type for the rest of the game.

A kaiju's belly cannot be raised above its maximum except by cards that specifically say so.
__________________________________________________________________________________________________________________________
EXAMPLE KAIJU

Gurral, the Smasher
Belly:     40
Grit:      0
Tough:     1
Brute:     2
Energy Types: Organic
Cannot gain additional energy types.
Weapon: Ultimate Ram-Must use all energy, with a minimum of 6.  Remove 1 Tough from your opponent for the rest of the game.

Jagdhund, the Relentless
Belly:     35
Grit:      2
Tough:     1
Brute:     0
Energy Types: Radiant
Weapon: Tractor Claw-Minimum 4 energy.  Can use Attacks afterwards in the same Rumble phase with 1 additional Brute.  Attacks cannot be  dodged this turn.

____________________________________________________________________________________________________________________________
EXAMPLE ATTACKS

                                                   -----BASIC-----

Thump
L=*
A=*
D

Pound
L=*
A=**
DD

Crush
L=*****
A=**
DDD

Avoid
L=**
A=****
Reflex
Prevent all damage from a Foe's Attack.  Flip a coin to see if Foe's Attack is Dumped.  Flip a coin to see if this is Dumped.

Feint
L=*
A=*
Foe Dumps a learned Reflex of their choice, Dump this.

Wallop
L=*****
A=***
DDDD

Spinning Throw
L=*****
A=****
DDDD
Foe can Dump a Reflex card from their hand to prevent all damage from this.

Flatten
L=***
A=****
DDD
Foe Dumps a card from their hand.  If they cannot, Foe loses 2 belly.

Clutch
L=*
A=**
Foe must Consume ** during their next Rumble, or they cannot use Attacks.  If Foe Consumes ****, Dump this.

Overwhelm
L=*****
A=*******
DDDDDDDD
You cannot use this if you have Attacked already this Rumble.  End the Rumble.

                                             ----ORGANIC----

Pulverize
L=OOO
A=OOOOO
DDDDD

Desperate Charge
L=OOO
A=OOO
DDDDD
Dump this.

Chow
L=O
A=O
Dump two active Organic Energy, gain 5 Belly.

Momentum Throw
L=OOOO
A=OO
Reflex
Flip a coin to see if Foe's Attack Damage is prevented.  If it is not, Dump this.

Grow
L=OOO
A=O
Gain 1 Belly.  This can go above the normal maximum.

Adapt
L=O
A=O
Reflex
Gain 1 Tough until the end of the Rumble.

Adrenaline
L=OO
A=OOOO
Gain 1 Brute until the end of the Rumble.


Fury
L=OOO
A=OOOOOO
Reflex
Dump an active Organic Energy. If you use a Weapon next round, Remove 5 belly from your Foe in addition to any Damage.

                                                   ----CHEMICAL----

Dissolve
L=CC
A=CCC
D
Remove 1 Tough from Foe for the rest of the game.  Foe may Consume ** to prevent this.

Blind
L=CCC
A=CC
D
Remove 1 Brute from Foe until your next Churn.  This cannot put Brute below -1.

Sticky Goo
L=CCCC
A=CCCCC
DD
Reflex
The Foe can only use one more Attack this turn.

Poisonous Spray
L=**
A=C
D
The foe loses 1 Belly at the end of his next Churn.

Absorb
L=CC
A=CC
Dump one of your Foe's Energy.  Gain 1 Belly.  Dump this.

Unstable Reaction
L=*
A=CCCCC
DDDDDDD
Reflex
Dump this.

Balanced Composition
L=CCC
A=CCC
Prevent all damage from Foe's next Attack.

Gaseous Expulsion
L=CCCCC
A=***
Remove 1 Brute and 1 Tough from your Foe until your next Churn.  This cannot put Brute or Tough below -1.

                                                        ---MYSTICAL---

Instill Awe
L=MMMMM
A=MMM
Force a Foe to Dump one attack you were hit by last turn from the game.  Dump this Attack.

Dredge Memory
L=MMM
A=MMM
Return the top Attack of your Dump pile to your hand.  Dump this Attack once it has been used twice.

Mind Crush
L=MMM
A=MMMMM
Comes with 3 Forget counters.  Put 1 Forget counters on a Foe's Attack to prevent them from using it.  On your Churn, remove all Forget counters on Foe's Attacks.  When all Forget counters are gone, Dump this.

Uplift
L=MMMM
A=MMM
You gain 1 Tough and 1 Brute until your next Churn.  You cannot lose Tough or Brute until your next Churn.

Subjugate
L=MMMM
A=M
You gain 1 Belly and your Foe loses 1 Belly.

Sparkling Mist
L=M
A=**
D
Foe must Consume an additional * to use each Attack during their next Rumble.

Reduce
L=MMMM
A=MMMM
Foe loses 3 Belly.

Deplete
L=MMM
A=MMMMM
Foe skips their next Churn.  Dump this.
                                                             ---RADIANT---

Char
L=RR
A=RRR
DDD
Foe cannot regain Belly during next his/her next Churn.

Magnetize
L=RRRR
A=RRRR
The Foe can only use 3 Attacks until your next Churn.

Recharge
L=RRRR
A=R
Refill 2 Energy sources.

Sonic Blast
L=R
A=RRRR
DDD

Overtax
L=RRRR
A=RRRR
DDDD
You may use your Weapon attack this Rumble.  Dump this.

Incidental Gain
L=RRRRR
A=*
Weapon Reflex
Gain 1 Belly. 

Static Release
L=R
A=R
Reflex
DD

Overload
L=RRRRRRR
A=RRRRRRR
DDDDDDDDDD
Skip your next Churn.

                                                     ---MINERAL---

Barricade
L=mm
A=mm
D
Reflex
Prevent up to 3 damage from Foe's Attack.  If any damage from the Attack is not prevented, this Attack deals no damage.

Jagged Projectiles
L=mmmm
A=mmm
DDD

Pit Trap
L=mmm
A=mm
Prevent all damage from Foe's next Attack, and that Foe loses 2 Belly during that Attack.

Reflective Shield
L=mmm
A=mmm
Reflex
Prevent up to 4 Attack damage  OR   Reflect all damage from Foe's Weapon and Dump this.

Mineral Deposit
L=mmm
A=mmm
Gain 1 Tough until your next Churn.

Rough Edge
L=mm
A=m
D
Deals no damage until you lose Belly from Foe's Attack.  Cannot be reused until you lose Belly from Foe's Attack.  Damage stacks with other used Rough Edge before calculating against Tough.

Amalgamation
L=m
A=mmm
Return Tough to original value.  If it was already at original or above, gain 1 tough.

Avalanche
L=mmmm
A=mmmmmm
DDDDDD
I love this idea :)!

Gfan14

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Re: BOA Trading Card Game Discussion
« Reply #27 on: February 10, 2016, 07:56:19 pm »
@Ogretusk, I have to admit, you made some GREAT rules!
I'm gonna need to try to make some prototype cards and art some time as well!

OgreTusk

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Re: BOA Trading Card Game Discussion
« Reply #28 on: February 11, 2016, 10:57:03 pm »
@Ogretusk, I have to admit, you made some GREAT rules!
I'm gonna need to try to make some prototype cards and art some time as well!

Try to follow the themes I set out with the other cards :D  Each energy type can do almost anything, but has specialty in certain areas that it can do better :D

OgreTusk

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Re: Official BOA Trading Card Game Discussion
« Reply #29 on: March 12, 2016, 11:05:42 pm »
Just to keep you guys up to date, I've got an artist for the cards, and he's great, so you'll be impressed.  Once the attacks are done, I'll start looking for kaiju to go in, but for now, we do the base :D