Syntax
Jul 28, 2002, 04:37 PM
EDIT: <A href="http://www.jazz2online.com/jcf/showthread.php?s=&threadid=5120">Roleplaying version</a> <- VOTE HERE NOW
<u><b>Jazz Jackrabbit Card Game</u></b>
(based on Triple Triad, of Final Fantasy 8 (PSX))
This is the basic ruleset, which applies to all other rulesets, unless otherwise stated.
<u>No. of Players</u>
2 to 4.
<u>Objective</u>
The object of the game is to control the majority of the cards on the playing field. You control the cards that you play onto the field, but control of the cards can change throughout the game.
<u>Layout</u>
The playing field is a matrix of cells, where a card can be played in each cell. Common field sizes are 3x3 (2 player only), 5x5, and 7x7. Other playing fields may have missing cells (ones you cannot play in).
Each player also has a hand. Beginning hand size is dependent on the size of the field and number of players:
- 2 players
3x3 - 7 cards
5x5 - 15 cards
7x7 - 27 cards
- 3 players
5x5 - 11 cards
7x7 - 19 cards
- 4 players
5x5 - 9 cards
7x7 - 15 cards
Limits on cards in beginning hand TBA.
<u>Cards</u>
Each card resembles a player from the Jazz community, and includes a brief description of them, along with game-related abilities and effects. The effect of a card in a game with the basic ruleset follows:
The card has four ordered values. These values can range from 1-9, and A (A is treated as greater than 9). Each value printed represents one side of the physical card; i.e. there is a value for the top of the card, as well as the bottom, left and right sides.
Each card may also have one or more special abilities, which can be triggered during play.
<u>Play</u>
On your turn, you play a card from your hand onto an empty cell in the field.
If your card's values are equal to or higher than any opposing cards adjacent, you gain control of those cards. The value used to check for control is the one that represents the side touching the opposing card.
If you gain control of more than one card in this respect (on the same turn), any one of the card's special abilities may be triggered by you (if it has any).
<u>End of Game</u>
Turns continue to alternate until the entire field is filled.
Tie handling with multiple players TBA.
<u>Example of Control Switch (Capture)</u>
The Devan card (fake) has values of 2 up, 7 down, 5 left, 4 right.
Player A plays a Devan card, then Player B plays a Devan card directly above it. The bottom of B's card touches the top of A's card, so they are checked for control. Since B's 7 (on the bottom) is greater than A's 2 (on the top), B captures A's card. B now controls both cards on the field.
Extra rulesets, which have additional rules, TBA.
About collecting cards...if the game followed rules similar to these, I would opt for not having separate collections. Instead, before you begin a game or tournament, you would select any cards you wanted to use from all of the cards available. All of the cards would be relatively equal in power, but would have unique strengths and weaknesses, chosen by the player who represents the card.
<u><b>Jazz Jackrabbit Card Game</u></b>
(based on Triple Triad, of Final Fantasy 8 (PSX))
This is the basic ruleset, which applies to all other rulesets, unless otherwise stated.
<u>No. of Players</u>
2 to 4.
<u>Objective</u>
The object of the game is to control the majority of the cards on the playing field. You control the cards that you play onto the field, but control of the cards can change throughout the game.
<u>Layout</u>
The playing field is a matrix of cells, where a card can be played in each cell. Common field sizes are 3x3 (2 player only), 5x5, and 7x7. Other playing fields may have missing cells (ones you cannot play in).
Each player also has a hand. Beginning hand size is dependent on the size of the field and number of players:
- 2 players
3x3 - 7 cards
5x5 - 15 cards
7x7 - 27 cards
- 3 players
5x5 - 11 cards
7x7 - 19 cards
- 4 players
5x5 - 9 cards
7x7 - 15 cards
Limits on cards in beginning hand TBA.
<u>Cards</u>
Each card resembles a player from the Jazz community, and includes a brief description of them, along with game-related abilities and effects. The effect of a card in a game with the basic ruleset follows:
The card has four ordered values. These values can range from 1-9, and A (A is treated as greater than 9). Each value printed represents one side of the physical card; i.e. there is a value for the top of the card, as well as the bottom, left and right sides.
Each card may also have one or more special abilities, which can be triggered during play.
<u>Play</u>
On your turn, you play a card from your hand onto an empty cell in the field.
If your card's values are equal to or higher than any opposing cards adjacent, you gain control of those cards. The value used to check for control is the one that represents the side touching the opposing card.
If you gain control of more than one card in this respect (on the same turn), any one of the card's special abilities may be triggered by you (if it has any).
<u>End of Game</u>
Turns continue to alternate until the entire field is filled.
Tie handling with multiple players TBA.
<u>Example of Control Switch (Capture)</u>
The Devan card (fake) has values of 2 up, 7 down, 5 left, 4 right.
Player A plays a Devan card, then Player B plays a Devan card directly above it. The bottom of B's card touches the top of A's card, so they are checked for control. Since B's 7 (on the bottom) is greater than A's 2 (on the top), B captures A's card. B now controls both cards on the field.
Extra rulesets, which have additional rules, TBA.
About collecting cards...if the game followed rules similar to these, I would opt for not having separate collections. Instead, before you begin a game or tournament, you would select any cards you wanted to use from all of the cards available. All of the cards would be relatively equal in power, but would have unique strengths and weaknesses, chosen by the player who represents the card.