Rulebook


Right. So if you're reading this blog, you probably know how a RPG typically works. But for those that don't, I'll try to be as rudimentary as possible. Key terms are introduced with italics. (For more notes on playing, click here.)

Overview
The game is comprised mostly of a series of battles between your character and "monsters". At the outset, the player chooses one of the eight classes for their character; each class has a unique set of abilities and skills. Winning battles net you experience (or exp), gold points (or gp), and occasionally items. After so much exp, your character gains a level, and receives certain benefits. After each battle, you can spend gp on items that can either be used in battle or grant new abilities.

So far, there is no end objective. But there will be.

Battle Mechanics
Each participant in battle is represented by one or more cards, collectively known as Base. To initiate a battle, draw out the number of monsters you wish to fight, then draw out your own Base (two cards to begin with - so I generally start with two, one-Base monsters). Only the first Base, or the active Base, should be face up - the rest of the Base is face down. Each enemy Base is worth 1 exp; each monster has a 10-gp Gold Bonus, and each additional Base after the first increases the Gold Bonus by 5 more gp (more on Gold Bonus later - but a one-Base monster would have a 10-gp Gold Bonus and be worth 1 exp, a two-Base monster would have a 15-gp Gold Bonus and be worth 2 exp, a three-base 20 Gold Bonus and 3 exp, and so on).

On your turn, draw two cards - this is your Hand. These cards will be used to attack your enemies. To attack, however, your card's suit - or element - must be strong against a monster's Base. Diamond (Fire) is strong against Club (Earth), which is strong against Heart (Thunder), which is strong against Spade (Water), which is strong against Fire. The value of the card you attack with indicates the amount of damage you'll inflict on the enemy; for face cards, J =11, Q=12, K=13, A=14. To defeat a monster, you must inflict enough damage to equal or exceed the value of its active Base(s). You can only attack once per turn - the remaining cards are discarded (i.e - set aside in a separate pile). All destroyed Base cards (and any damage attached) are also discarded.

However, every time you defeat an active Base with an attack that exceeds that Base's total value, the difference between the two (or overkill) is subtracted from the total Gold Bonus. Overkill damage does not carry on to the next active Base (if there is one).

If your Hand contains any pairs or runs, you gain a 10-gp Item Bonus (more on this at the end).

Instead of drawing your Hand, you may use an item from your inventory instead. Also, if your class has the ability to do so, you may also choose to, after drawing your hand, save one card for future use (these are Held cards). However, your character can only hold so many cards at once; if you have reached your maximum, yet wish to Hold a new card, you must first discard one of your old Held cards.

After or before drawing, you can combine two or more cards from either your Hand or your Held cards (or both) to perform a skill instead of attacking. Each class starts with one skill and will gain more as the game progresses.

On an enemy's turn, draw one card. This is the enemy's attack, and will inflict damage on you if your active Base is weak to the element of that attack. Any ineffective attacks are discarded. Should the enemy's attack card make a pair or run with its active Base, then attach this to the enemy and draw another card - this attack does 1/2 damage to you, regardless of its element. If the card drawn creates a  three-of-a-kind or continues the run, then draw another card - this will do full damage to you, regardless of its element. However, if you can defeat this enemy's active Base in the next turn, add 5 gp to the Gold Bonus for each extra card that the enemy drew (I call it a revenge bonus).

When every enemy Base is defeated, or all your Base is destroyed, the round is over. If you have won, add up all the exp you've earned and collect the Gold Bonus. If you have won any Item Bonuses, you may redeem the total amount of those bonuses for any number of items equal to that value (ex. if I've won one 10-gp Gold Bonus, I can trade that in for two Potions). If you have lost, you do not earn any gp, exp, or items, and lose 1/2 of the gp you own.

After a battle, you may trade in the gp you've won for items from the Shop. Your class will determine the items available in the Shop.

So...that's the basic mechanics of the game. Click here for some extra pointers.