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Jazz Community Cards - Draft of RP-Based Ruleset

View Poll Results: Now you have seen both ideas, what do you think? (all rules open to changes)
I like the TT-based rules. 2 22.22%
I like the RP-based rules. 2 22.22%
Oh, both are soo good; can't we make both games? 3 33.33%
I want a new idea. (sugesstions welcome) 0 0%
This is absurd; stop while it hasn't gone too far! 2 22.22%
Voters: 9. You may not vote on this poll

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Syntax

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Jul 29, 2002, 12:59 PM
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Jazz Community Cards - Draft of RP-Based Ruleset

Initial Topic Thread
TT Ruleset

Jazz Jackrabbit Card Game
(rules by Moonblaze, based on the Harry Potter TCG)

Deck:

Each player's deck must contain exactly 60 cards.
Each deck must have at least one character card.
You cannot have more than four copies of any card in your deck, with the exception of ammunition cards.

Game Rules:

Before you begin, search your deck for any character card, and play it on the table. Then shuffle your deck and draw seven cards into your hand. Flip a coin to determine who goes first. Turns alternate.

During your turn, you draw a card, then you have three moves. Each move can consist of drawing a card or playing a card onto the table. Playing a character card costs three moves. Playing a power-up card cost two moves. You may skip a move if you wish.

After you use your moves, you may discard any number of attack cards from the table to attack your opponent. Your turn then ends.

Win/lose:

You lose the game if your deck runs out of cards.
You win the game if your opponent's deck runs out of cards.

Damage:

Damage is done from an enemy's discarding of attack cards (ammunition or spell cards).

When a player is attacked, they discard a number of cards from the top of their deck equal to the damage dealt.

Cards:

Character – This card represent a player from the Jazz community. A character card has a special effect that you are allowed to use during the game while it is in play. This card costs three moves to play. You cannot play a character card if there is a copy of it in play, however, both players may start with the same character card in play.

Level – This card represents a JJ2 level. This card may effect character cards in play or have another effect on the current game. A level card stays in play until another level card is played (at which time it is discarded).

Enemy – This card represents an enemy from JJ2. This card usually has an effect that damages both players every turn. During your attack, you may attack an enemy instead of your opponent. The enemy is discarded if it takes more damage than it has health (damage is permanent, and carries between turns).

Event – An event card has an effect that occurs when you play it.

Episode – An episode card is like a level card, but it only effects your opponent.
Your opponent must do what the cards says in order to discard it.
You can't play an episode card if there already is one in play.

Power-up – This card stays in play after you played it, discard it if you do not have any ammunition cards to which it upgrades. When you play a power-up card (even if you don't have the ammo for it), you may search your deck for up to three compatible ammunition cards and put them into play (this does not use any moves). Playing a power up card costs two moves.

Ammunition – This card stays in play after you played it; after your turn you may discard an ammunition card to attack your opponent with it. You may have any number of ammunition cards in your deck. Ammunition cards are attack cards.

Spell – Spell cards can only be played if you have a character card in play that allows you play spell cards. Spell cards are attack cards if they are marked with 'attack card'.
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