Newest set of Rules, along with the first completely untested set of cards:
Spread out card game idea:
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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.
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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.
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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.
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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)
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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.
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The game ends when all Belly is removed from a player, no matter what phase it is.
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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.
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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.
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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.
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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