My Little Pony Gone Crazy
    > My Little Pony
        > My Little Pony Trading Card Game Proposal.
New Topic    Add Reply

<< Prev Topic | Next Topic >>
Author
Comment
Mysti Inferno
Registered User
Posts: 8
(1/22/04 9:51 am)
Reply

My Little Pony Trading Card Game Proposal.
(this is a bit long out of nessecity, 2.1 pages, but here we go)
Rules:
Winning Condition: Defeat 8 ponies, destroy 10 points damage to opponent’s heart reserve, or destroy remaining heart reserve points if it is less than 10
Losing Condition: Have 8 of your ponies defeated, have 10 of you heart reserve points destroyed, run out of heart reserve points, or run out of cards to draw
Deck must contain at least 50 cards, but no more than 80
You start out at 5 Hearts in each element: Wind, Water, Fire, Earth, Evil, and Divine you may only summon Fight or Helper type cards of levels equal or less than your heart count in the element of that card. Each time you successfully use an attack or skill from Fighter or Helper cards you gain one Heart of the element of that card up to a maximum of 10 hearts. Fighter and Helper type cards use magic they start with a full magic meter of 10 points, each time the card attacks or uses a skill they gain 1 magic point, magic replenishes by 2 for each turn the card is not used, and 1 if the card is used.
Fuzors: Many cards can be fused with another card, you may summon fused Fighter and helper cards immediately, but if it is of a higher level than you have in it’s element you must use a point from you heart reserve each time you attack or use a skill.
Your Heart Reserve is originally 20 hearts, you use this to summon cards that are too powerful and attack with fused cards that are too powerful, you must use 1 heart point per additional level to summon cards that are too powerful. You only need to use 1 heart point per attack with fused cards despite their level overage.
You may attack the heart reserve points directly when there are no Fighter or Helper type cards on you opponent’s side of the field (some cards have the ability to do this even when there are such cards on the field)
When a Fighter or Helper card runs out of heart points it is sent to the defeated pile, and cannot be used again, unless you use a card with the ability to bring it back. Magic and Equipment Cards also go to this pile when they are used up.
Combiners: These magic cards allow you to use more that one card at a time and use them immediately despite card levels. Combos are a good way to do heavy damage early on, but once the combo is used all cards in the combo are sent to the defeated pile.
Fighter Cards Examples: Fighters cum in 6 elements and 2 sides. Earth Wind Water Fire Evil and Divine. Light and Dark.
Tornado: Life force 5 hearts, Attack 1 Gale Force, magic requirement 4(double the power of Mighty Whirl-wind and it’s magic requirement), Attack 2 Mighty Whir-wind, magic requirement 3 (3 hearts damage), level 5, Element: Wind, Side: Light
Fireball: Life force 5 hearts, Attack 1 Orbs of heat, magic requirement 3(2 heat damage flip a coin if heads, does an additional 1 heart damage) Attack 2 Blazing Circles, magic requirement 4(2 hearts damage flip 2 coins if both are heads does an additional 2 hearts damage, if one is heads and one is tails, nothing more is done, fire both are heads, do 1 hearts damage to an allied pony.) Level 5 Element: Fire, Side: Light
Cotton Candy: Life force 4 hearts. Attack 1 Sugar Bits, magic requirement 4(2 hearts damage flip a coin if heads heal 1 heart damage to Cotton Candy) Attack 2 Sugary Sweet, magic requirement 5 (1 hearts damage, flip 2 coins if both are heads charm the attacked pony) Level 6, Element: Divine, Side: Light
Evil Dead Pony: Life force 7 hearts, Attack 1 Evil’s Voice, magic requirement 6 (3 hearts damage, flip a coin if heads attacked pony is charmed) Horns of Hades, magic requirement 6 (4 hearts damage) level 8, Element: Evil, Side: Dark
Helper Cards Examples: Helpers also cum in 6 elements and 2 sides. Earth Wind Water Fire Evil and Divine. Light and Dark
Mimic: Life force 6 hearts, skill 1 Holy Healing, Magic requirement 7(cure 4 hearts damage to any pony other than mimic.) Heavenly judgement, magic requirement 5 (Any Dark Side pony will be stunned, poisoned, asleep, charmed, or confused. Roll a six sided die, 1 roll again, 2 poisoned, 3 asleep, 4 charmed, 5 confused, 6 stunned) Level 7. Element: Divine
Ivy: Life force 4 hearts, Skill 1 Entangle, magic requirement 3, (Pony targeted cannot use any attacks or skills next turn, this skill cannot be used next 2 turn) Skill 2 herbal remedy, magic requirement 4 (heal 1 heart damage to up to 3 ponies.) Level 4, Element earth, Side: Light
Necromicorn: Skill 1: Undead Upper, magic requirement 5 (increase the attack of any Dark side pony by 2 hearts damage) Skill 2: Living Downer, magic requirement 4 (decrease the attack of any Light Side pony by one hearts damage) Level 4, Element: Evil, Side Dark.
Flood: Skill 1: Wall of Water, magic requirement 3 (decrease damage to selected pony by 1 hearts damage) Skill 2: Flash Flood, magic requirement 4 (increase the attack of any water element pony by 1 heart damage for 1 turn) Level 3, Element: Water, Side Dark
Equipment Cards Examples: Equipment Cards cum in 3 varieties: Increasers, Sheilders, and Alterrers
Wand of Winds (increase the attack of any wind element pony by 2 hearts damage) Increaser
Wand of Fires (increase the attack of any fire element pony by 2 hearts damage) Increaser
Magic Shield (decrease damage done by 2 hearts damage) Shielder
Orb of Elements (change element of pony for 1 turn) Alterrer
Magic Cards Examples: Magic Cards cum in 3 varieties as well: Fuzors, Combiners, Abjurers
Power of Greatness (increase all ponies on your side attack by 1 hearts damage and decrease their deffence by one hearts damage), Abjurer
Linked Souls (fuse 2 applicable cards), Fuzor
Combination of Four (use a combo of up to four Cards), Combiner
Magic Reflection (stop an attack and do half the hearts damage to the attacker), Abjurer
Forge of the ancients (fuse any 2 magic and or equipment type cards together)
Fuzor Examples: Tornado and Fireball may be fused with a card such as Linked Souls to form a level 8 divine Fighter: Tempest Meteor.
The want of winds and the wand of fires can be fused as well, though because they are equipment and there for do not have souls, they cannot be fused with the card Linked Souls, instead a card such as Forge of the Ancients would have to be used to make the Volcanic Gale Scepter card.
Combination Examples: Using special Magic cards such as “Combination of Four” you can play combos. One of the most powerful combos is “The Saviors Four” which takes Spire Gale Corona and Wave to make, it does 5 hearts damage to all opposing Fighters and Helpers of the Fire, Wind, Water, and Earth elements.
Another combo is of cards which I again did not put examples for: Majesty, Magic Shoes, and Holy Crown. “Queens Decree” it allows for you to select up to 2 Fighter or helper cards and allow them to attack or use skills twice in the same turn. Though, you will lose Majesty in the process, and she is a level 10 divine Helper card with some awesome abilities.

So what do you think?

adobt you own pony at the Misty Mountain Nursery

<< Prev Topic | Next Topic >>

Add Reply

Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Click to receive email notification of replies Click to receive email notification of replies
Click to stop receiving email notification of replies Click to stop receiving email notification of replies
jump to:

- My Little Pony Gone Crazy - My Little Pony -

Powered By ezboard® Ver. 7.32
Copyright ©1999-2007 ezboard, Inc.