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Title: Mega Man Online Card Game
Description: Tell Me What You Think


Junk Man.EXE - June 12, 2008 05:38 PM (GMT)
Don't tell me if this idea is crap until you're done reading it.

So, on my sister's pokemon forum (PE2K), this guy was hosting his own sprite card game, he had a great website and everything (wanna chack it out, go to the site and search for threads made by Palmer). I got to thinking: What about something for our mega buddy? I have rules and suff all laid out, I will type them up next. We might need a few different chatboxes for battling like on his sprite game. We could give numbers to each card in our decks so that a ref coul tell us which cards to draw randomly, equaling no cheating. Okay, so here go the rules.

So, each deck has an operator card set up at the begining that has its own HP and ability.
(ex. Lan Hikari HP:500 Ability:during the netbattling stage you may draw one extra battle card)
It takes damage from all extra damage left over from battles between navi cards. If it has 0, you lose.
At the begining of your turn you draw one card from your normal deck (30 cards) and add it to your hand. On the first turn you draw 5 cards. Then there are more cards to study up on.

Mission: Is kinda like a spell or trap from Yu-Gi-Oh, but you can't set things face down. You can activate some from your hand in response to something like a trap card, however.
(ex. Green Mystery Data Ability: Draw two cards.)

Navi: Played on your navi spaces (like a six-piece pyramid. The one in front is called the lead navi, the ones behind are called the back-up navis and the three behind them are called the reinforcement navis. This group is called a team. You can place any navi on any space). You can lose if all of your navis are gone. They have elements like in the games, and they have the same weaknesses like aqua pwns fire and break pwns sword. Any non-elemental weakness navi is counted as none (like invisible or ornament) (ex. Mega Man Type:None HP:1000 Attack:25 Ability:At any time you may add a double soul card from your deck ino your hand.)

Net: Like a stadium in Pokemon. Only destroyed by card effects or when another one is played. (ex. Den Area Effect:Any None type navi gets +10 attack)

Equipment: Based after navi attacks in the game. When used, place it on an appropriate navi. It can use its ability at any time. (ex. Guts Punch ability:equip to Guts Man. When the equipped navi attacks, you can count the damage as break type. If there is an ornament token on the field you can discard it to deal 200 more damage to the equipped navis' normal attack.)

Durring the first step of the turn, the standby step, you can use any of the cards I have just mentioned.

Next I must explain battlechip cards. This is the battle step 1. You also have a 30-card chip deck that you draw 5 cards from at the begining of this phase. You can chose which ones to use in any order and chose the user and the victim (user=navi chosen to execute attack, victim=navi affected). Place any unchosen chips back on top of your deck to be drawn next turn (like in the game).

Battlechip: Used like I just mentioned (ex. Shockwave Type:None Class:S Attack:40 MB:8 Effect: This damages the opponent's leader navi, one back-up navi and one reinforcement navi) S is for standard. There will also be Mega and Giga chips,o five and one per deck respectively. Some standard chips have a maximum per deck (ex. max.3=only up to 3 per deck).

Battle step 2 is when you use the chips n' stuff. Also if you chose less than 5 chips one of your navis gets to use a normal attack, whick does damage=the attack rating of the card. You must always chose at least one chip. Afterwards is mission phase 2, where you may use a few last things befoe the turn ends. Then your opponent's turn begins.

OTHER CARDS: Program Advance: Placed next to the chip deck, you can place them on top or use them when you discard the appropriate chips from your hand (ex.Z-Cannon P.A. (CannonX3) Type:Invisible Attack:40 Effect:User gets to use this card up to 5 times the turn it is used. Also durring your opponent's Battle Step 2, the user is counted as invisible.)

Double Soul: By discarding Mega Man and one appropriate navi, you may place one Double Soul navi from your hand onto the field. They have their own abilities(ex. Double Soul: Roll Soul HP:1000 Type:Recovery Attack:10 Effect: Only played by disacarding Roll and Mega Man from your side of the field. when this is the user of a chip this card gains 100 HP. When this card uses ita normal attack your opponent discards the top card of their chip deck.).


Other:
Barriers: These won't be removed from a navi unless enough damage has been done to it, but is automatically destroyed when damaged by a wind or break navi.

Status abilities: Paralyze: target can't use chips on respective next battle step.
Confuse: target loses HP=10% of damage chips used by them deal.
Blind:Next turn, victim can't be a user.
HP Bug: each mission phase 1 target loses 50.
Frozen: like paralyz but used with ice tokens on field and hit by water attacks.

Tokens: Placed on spaces or navi cards, these are different depending on the type.
Ornament tokens: like rock cube, can take up a space unused by a navi. They only stay for 2 turns. They can't be used on the reinforcements row.
Field tokens: Several different types listed here:
Holy: any navi on a holy space takes half damage.
Ice: freezes non-water guy when hit by water, elec chips do double damage.
Magnet: a non-elec navi must be placed on it, if one isn't then one other one must be moved to it.
Lava: A non-fire navi placed on it loses 50HP.
Cracked: A navi can't be placed there. Only stays for 2 turns.
Grass: Grass navis on them gain 10% HP durring mission phase 2, fire does double.
Hole: Any dark navi on the field gets +50 attack to any chip they use and gain 10% at mission phase 1. These are destroyed when a navi is placed on them.
Ocean: Last for 2 turns, water navis on then are counted as invisible to all except elec. Elec does double damage.

I think that I've covered everything, so if this goes well we can negotiate the first set: Battle Routine, Set!

[edit]Don't tell me if this idea is crap until you're done reading it.

So, on my sister's pokemon forum (PE2K), this guy was hosting his own sprite card game, he had a great website and everything (wanna chack it out, go to the site and search for threads made by Palmer). I got to thinking: What about something for our mega buddy? I have rules and suff all laid out, I will type them up next. We might need a few different chatboxes for battling like on his sprite game. We could give numbers to each card in our decks so that a ref coul tell us which cards to draw randomly, equaling no cheating. Okay, so here go the rules.

So, each deck has an operator card set up at the begining that has its own HP and ability.
(ex. Lan Hikari HP:500 Ability:during the netbattling stage you may draw one extra battle card)
It takes damage from all extra damage left over from battles between navi cards. If it has 0, you lose.
At the begining of your turn you draw one card from your normal deck (30 cards) and add it to your hand. On the first turn you draw 5 cards. Then there are more cards to study up on.

Mission: Is kinda like a spell or trap from Yu-Gi-Oh, but you can't set things face down. You can activate some from your hand in response to something like a trap card, however.
(ex. Green Mystery Data Ability: Draw two cards.)

Navi: Played on your navi spaces (like a six-piece pyramid. The one in front is called the lead navi, the ones behind are called the back-up navis and the three behind them are called the reinforcement navis. This group is called a team. You can place any navi on any space). You can lose if all of your navis are gone. They have elements like in the games, and they have the same weaknesses like aqua pwns fire and break pwns sword. Any non-elemental weakness navi is counted as none (like invisible or ornament) (ex. Mega Man Type:None HP:1000 Attack:25 Ability:At any time you may add a double soul card from your deck ino your hand.)

Net: Like a stadium in Pokemon. Only destroyed by card effects or when another one is played. (ex. Den Area Effect:Any None type navi gets +10 attack)

Equipment: Based after navi attacks in the game. When used, place it on an appropriate navi. It can use its ability at any time. (ex. Guts Punch ability:equip to Guts Man. When the equipped navi attacks, you can count the damage as break type. If there is an ornament token on the field you can discard it to deal 200 more damage to the equipped navis' normal attack.)

Durring the first step of the turn, the standby step, you can use any of the cards I have just mentioned.

Next I must explain battlechip cards. This is the battle step 1. You also have a 30-card chip deck that you draw 5 cards from at the begining of this phase. You can chose which ones to use in any order and chose the user and the victim (user=navi chosen to execute attack, victim=navi affected). Place any unchosen chips back on top of your deck to be drawn next turn (like in the game).

Battlechip: Used like I just mentioned (ex. Shockwave Type:None Class:S Attack:40 MB:8 Effect: This damages the opponent's leader navi, one back-up navi and one reinforcement navi) S is for standard. There will also be Mega and Giga chips,o five and one per deck respectively. Some s

Battle step 2 is when you use the chips n' stuff. Also if you chose less than 5 chips one of your navis gets to use a normal attack, whick does damage=the attack rating of the card. You must always chose at least one chip. Afterwards is mission phase 2, where you may use a few last things befoe the turn ends. Then your opponent's turn begins.

OTHER CARDS: Program Advance: Placed next to the chip deck, you can place them on top or use them when you discard the appropriate chips from your hand (ex.Z-Cannon P.A. (CannonX3) Type:Invisible Attack:40 Effect:User gets to use this card up to 5 times the turn it is used. Also durring your opponent's Battle Step 2, the user is counted as invisible.)

Double Soul: By discarding Mega Man and one appropriate navi, you may place one Double Soul navi from your hand onto the field. They have their own abilities(ex. Double Soul: Roll Soul HP:1000 Type:Recovery Attack:10 Effect: Only played by disacarding Roll and Mega Man from your side of the field. when this is the user of a chip this card gains 100 HP. When this card uses ita normal attack your opponent discards the top card of their chip deck.).


Other:
Barriers: These won't be removed from a navi unless enough damage has been done to it, but is automatically destroyed when damaged by a wind or break navi.

Status abilities: Paralyze: target can't use chips on respective next battle step.
Confuse: target loses HP=10% of damage chips used by them deal.
Blind:Next turn, victim can't be a user.
HP Bug: each mission phase 1 target loses 50.
Frozen: like paralyz but used with ice tokens on field and hit by water attacks.

Tokens: Placed on spaces or navi cards, these are different depending on the type.
Ornament tokens: like rock cube, can take up a space unused by a navi. They only stay for 2 turns. They can't be used on the reinforcements row.
Field tokens: Several different types listed here:
Holy: any navi on a holy space takes half damage.
Ice: freezes non-water guy when hit by water, elec chips do double damage.
Magnet: a non-elec navi must be placed on it, if one isn't then one other one must be moved to it.
Lava: A non-fire navi placed on it loses 50HP.
Cracked: A navi can't be placed there. Only stays for 2 turns.
Grass: Grass navis on them gain 10% HP durring mission phase 2, fire does double.
Hole: Any dark navi on the field gets +50 attack to any chip they use and gain 10% at mission phase 1. These are destroyed when a navi is placed on them.
Ocean: Last for 2 turns, water navis on then are counted as invisible to all except elec. Elec does double damage.

I think that I've covered everything, so if this goes well we can negotiate the first set: Battle Routine, Set![/edit]

Exceeding Light - June 12, 2008 09:48 PM (GMT)
Off topic: No way your sister owns PE2K. Seriously. That is, unless a guy I know has something she needs to tell me xD

On topic: Sounds like a cool idea!

FEV Nemo - June 12, 2008 09:53 PM (GMT)
Well guys, if that will start somehow, maybe i even will create a separae forum for Card games. But first Yiu must find a players. Regardless of that, i may try find a MtG players....

Junk Man.EXE - June 14, 2008 05:47 PM (GMT)
Thanks for the support. Also, I thought that I said that my sis was ON PE2K, not OWNS it.

Also, just to say if I haven't already said, I've got a bunch of cards planned out, but I will take suggestions. There will also be a poll for which future sets should come next.

Junk Man.EXE - June 16, 2008 08:22 PM (GMT)
Sorry to ask such a stupid question, but by finding people, how many would I need to get to get this thing in the planning stages, and how would I get them (ex. topic, pm, ect.)?

Νέμο - June 16, 2008 09:07 PM (GMT)
When you will be play that, i'll think about my part of promise. For now, only You want that.

Start playing in Games Forum, then i'll move a thread(s).

Junk Man.EXE - June 17, 2008 08:56 PM (GMT)
If you mean by games forum, you want me to make a forum for it? I'll get my sis to help. I'll have it up in August.

Νέμο - June 17, 2008 09:03 PM (GMT)
nope. Create a thread here and start playing with someone. if i'll see that game is popular i'll think what next.

Junk Man.EXE - June 18, 2008 08:12 PM (GMT)
Well, how exactly could I do it? Do I post the first set and people make decks, then battle? I'm sorry if I'm getting annoying, but I'm still a bit confused.

Νέμο - June 18, 2008 08:30 PM (GMT)
At least, you know.. That's half of way...

Create a thread, PM some Members who You think, they may be interested in it (but not meh) post a Card spoiler, post somewhere something like that: "I know, i cannot check that but please - don't cheat" and start playing.




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