Tyron91 on DeviantArthttps://www.deviantart.com/tyron91/art/Project-Dragons-Riderz-War-507421900Tyron91

Deviation Actions

Tyron91's avatar

Project: Dragons Riderz-War

By
Published:
849 Views

Description

This is the concept of a card game based on the characters, dragons and beasts from "Dreamworks - Dragons" and/or "Dreamworks - How to train your Dragon".
Its an Idea I came up about a half year ago and since then im working on this project, to create a TCG with the content of "Dragons" and "How to train your Dragon". The card types and deck shematics are based on Creatures, People and Animals from the story line of the movie, the series (S01+S02) and the Specials. Also I will add some own inspiritrations for the game. E.g more classes like the "Parasite" class and more clans like "Egyptian".

This is the Alpha Version of the Game, so in the near futur I'm going to fix any ruling bugs and I will add many new cards and card types to build this up.

It would be awesome from all of you to recieve some feed back about:

What does you think about it?
Waht does you think about the card design?
Is it easy to understand/play?
Would you buy it?
What would it cost?



Also, Im searching for skilled and interested artist who would build this up with me, to create an exciting new card game based on something everybody loves.

Artworks © Dreamworks
Concept, Card Design and Gameplay © Tyron91


---------------------------------------------------------------------------------------------------------------------------------------------------

Requires:

 - Main Card Deck [Optional: Riderz-Trump]
 - 30-50 Core
 - War Zone [Optional] (Play Mat)


Achieving Victory:

 - By Destroing all Shield Cards and reduce Life Points to 0.
 - If his Main Deck reach 0 Cards. [That Player lose, which deck is 0 when he is about to draw]
 - If the Deck Master leaves the War Zone.


Card Types:

 - Creatures: Rider / Mount / Dragon-Rider / Alpha / Deck Master / Baby
 - Gears: Action / Equiptment / Trap / Formation
 - Territory


Deck Construction:

-Main Deck

 - Minimum: 50 Cards
 - Maximum: 70 Cards

-Riderz Trump:

 - Minimum: 0 Cards
 - Maximum: 15 Cards


Phases:

   - Draw Phase / Resource Phase / Standby Phase / Main Phase / Battle Phase / End Phase
   - Sub Phases: Battle - Attack Phase / Block Phase / Rush Phase / Damage Calculation


Zones:

   - Deck-Zone / Drop-Zone / Deck-Master / War-Zone / Shield Zone / Trash-Pool / Resource-Pool / Riderz-Trump


Rules:


Rulings Cards:

   - Creature Cards:

      - Creature Card can be played by paying the costs [1]. Eather from the Resource-Pool or from other Creatures or Gears you control. Also the Cost are the Life of that Creature. If all Cores are removed from the creature, it is send to the Grave.
      - You can only posses 3 Cards with exactly the same Name [2] in you Main-Deck and the Riderz-Trump. Except for a Deck Master, you can only posses 1 in your Main Deck.
      - Creature Cards may have a Handling [3] (L)= Left; (R)=Right; (B)= Both. Some Equiptment-Gears can only be equipt to a Creature with the fitting Handling.
          - So Creatures with Handling (L), can only carring Equiptment for (L) Handling and Creatures with Handling (R), can only carring Equiptment for (R) Handling.
          - But a creature can't carry more equiptment than 1 Equiptment Cards per handling. 
          - So Creature with Handling (B) can carry any weapons for (L) and (R) Handling. But f a Creature with Handling (B), is equipt with a Equiptment Handling (L) and/or (R), it can not be equipt with a Equiptment Handling (B). Also they can't carry Equiptment for Handling (L) and/or (R), if they are already equipt to a card with Handling (B).
      - Creature Cards have 3 Classes [4]: Rider; Mont; Dragon-Rider
          - Rider: You can "Ride" a "Rider Creature" on a "Mount Creature" by placing this card on top of the Mount.
          - Mount: You can "Ride" a "Rider Creature" on a "Mount Creature" by placing the Rider on top of this card.
          - Dragon-Rider: You you control a Rider ontop of a fitting Mount, you can sent both of them to the Drop Zone and summon this Card from the Riderz-Trump on the field and put there Cores on this card. If this card would be send to the hand, it goes to the Riderz-Trump.
      - Creature Card exist in many various types [5]: Human; Dragon; Bandit; Outlaw; Berserker; Hunter; General; Egyptian; Parasite; Forest Animal; Mountain Animal; Sea Animal; Sky Animal; Desert Animal; Arctic Animal; Jungle Animal; Cave Animal; Mysical Beast
      - According to its types, they are also classefied [6]: Striker; Boulder; Tracker; Sharp; Tidal; Mysterie; Stoker; Parasite; Berkian; Outlaw; Berserker; Animal
      - Some creatures posses a speciality called "Alpha" [7]: There can be only 1 "Alpha" on each side. The "Alpha" symbole can't be negate at any cost. Its always present.
      - Some creatures are also called "Deck Master" [8]: Before the Fight starts, both player search for 1 Deck Master in there Deck and place them in the Master Zone. The Effects of the Deck Master can be used once per turn and only in the turn of that Player, except the effect of the Deck Master says something else. A Deck Master can be called by the owning Player from the "Master Zone" and enters the field with 1 Core from anywhere, but It can't be called back into the "Master Zone" afterwards. If the Deck Master is destroyed, the owner lose the Fight. If a Deck Master rides on a Creature or Creature Rides on the Deck Master, the Deck Masteris still present. The controling Player don't lose te game, except the Deck Master is removed from the field by calling a Dragon-Rider. Also, the control of the Deck Master can not be changed.
      - Creature may possed an effect or not [9]. The effects are divided into different objects: Deck Master Skill; Shield Trigger; Normal Skills (Normal, Permanent, Trigger).
          - Normal- or Deck Master skills can only be activated in your turn, except for Permanent or Trigger.
              - Permanent are always active, except the effect becomes negated.
              - Trigger effect activate at the moment a condition is met. For example, if an effect says: "When a ... card is destroyed then ...". This type of effect can be activated in any turn, if its not negated.
          - Shield Trigger can be activated in your turn or during the Damage Calculation from the Shield Zone (Shield Trigger effect don't require costs to be paid, if the Shield Trigger was in the Shield Zone before activating). If a Shield Trigger effect is activated from the Shield Zone, you have to show it your opponent. The activate its effect, and add it into your hand.
      - Each Creature has a Power Field and a Defence Field [10]: The Power Field is the strength a Creature posses and the Defence Field shows the toughness of that creature. Creature with " * " or " ? " have 0 of both if they enter the War Zone. Then the effect of that card becomes active. If the effect of that monster becomes negated, the Power and Defence it gains by his effect become 0 immediatly and can't not be recoverd.

   - Gear Cards:
      - Just like Creature Cards, does the player of Gear cards have to pay its cost [11], by sending Cores from the Resource-Pool and/or Creature Cards to the Trash-Pool, except for Equiptment Gears. Cores for Equiptment Gears stay on it, aslong the equipt Creature stays on the War Zone.
      - You can also posses up to 3 of each Gear Card with the same Name [12] on it in the Main-Deck.
      - The Gear Cards are 4 Cardtypes [13]: Action; Equiptment; Trap; Formation.
          - Action Gears: By paying the cost, you can cast any kind of effect. After the effect is activated, this card is sent to the Drop-Zone and the Cores are sent to the Trash-Pool.
          - Equiptment Gears: Those Cards have a Handling (L)=Left; (R)=Right; (B)=Both. They can only be equipt to a Creature with the fitting Handling and only 1 for each Handling.
          - Trap Gears: You can activate Trap-Gears from your hand, during the turn of your opponent. After the effect is activated, this card is sent to the Drop-Zone and the Cores are sent to the Trash-Pool, except the effect says something else.
          - Formation Gears: You can activate Formations-Gears from your hand, during the turn of any Player. After the effect is activated, this card is sent to the Drop-Zone and the Cores are sent to the Trash-Pool.
      - Gear Cards have many diffrent types [14]: Jaw; Rope; String; Spear; Axe; Throwing Axe; Sword; Dagger; Crossbow; Slingshot; Bow & Arrow; Hammer; Shild; Armor; Maze, Book, Food
      - Gear Card effects [15] are divided into: Normal and Equipt.
               - Normal: The effect activates the moment the costs are paid.
               - Equipt: The effect stays aslong the Creature does or if this card effect is negated.

   - Territory Cards:

      - You can only posses 1 Territory card in your deck.
      - At the beginning of the Fight you search for 1 Territory Card in your deck and place it on top of the War Zone to the left of your opponents Territory Card.
      - The Territory Card can not be destroyed, not be targeted or be effected by any other card, except Territory Cards.
      - Territory Cards has to be placed on the field, if there is a Territory Card in the Deck.


Ruling Phases:

   - Draw Phase: The turn Player Draw 1 card from his Main Deck. If there are no cards left, he lose.
   - Resource Phase: Set the Core in your Resource-Pool to 4 (if it is below 4) and add 1 for the turn Player (Except that Player who started the Fight). Then, if possible, add all Core from the Trash-Pool into the Resource-Pool.
   - Standby Phase: Activate Card effects which require to start or end during Standby Phase.
   - Main Phase: You can play Creature- or Gear- Cards. Then You may start the Battle Phase or skip it and go to the End Phase.
   - Battle Phase: Declare an attack. Choose one Creature you control and choose a battle target [Tapped Creatures, Shield Cards, Player (If he posses no shield cards)]. Start Attack Phase.
       - Attack Phase: Tap Creatures to let them Attack. Its not possible to Re-Tap cards for an attack and Tapped Cards can not attack.
       - Block Phase: Your Opponent can choose Creature Cards to Block your attack. He don't have to, unless a Card effect require it. Blocking doesn't require Tapping, but the creature you choose to block, can block only once that Battle Phase. He/She may block with 2 or more Creatures. If this is the case, Power, Life and Defence will be added up.
       - Rush Phase: Alternately, your opponent and you may cast Gear Cards or activate Creature Skills. First the Blocking, then the Attacking. As long both player don't want or can't cast more Gear Cards or Card effects. Also the Blocker and the Attacker can not pay the costs from the attacking or blocking creature to cast Gear Cards.
       - Damage Calculation:
            - If the Target was a Shield: It will be destroyed immediatly as long the Creature has Power 1 or higher.
            - If the Target was a Creature: The Power of the both creatures will be subtracted by the Defence of the opposite Creature and the difference will be dealt as damage to those creatures (simultaneously). If your opponent blocked the attack, damage will be dealt to the blocking creature(s). If its 2 or more, the Power of the attacking/blocking Creature will be substracted by the Defence of the opposite and the diffrence will be dealt as damage to the creatures with the lowest Life first.
       - If the Target was a Player: The Power of the attacking Creature will be dealt as damage to your opponent Life Points. If his Life Points reach 0 he lose immediatly.

      After the Damage Calculation, restart with the next attack. The Battle Phase ends if you can't or you won't attack anymore. You can't skip the Battle Phase, if an effect force you to attack during it.

   - End Phase: Last effects will be activated or run out. The next Player start with the Draw Phase, unless an effect says something else.


Ruling Cores:

 - Cores:

     - The Player of a Creature or Gear Card can use the Core on the field or in the Resource-Pool. Not from the Trash-Pool.
     - Cores a Player used for casting a Gear Card are sent to the Trash-Pool afterwards, except for Equiptment Gears.
           - If you cast a Equiptment Gear, Core cost stay on them aslong the equipt Creature stays on the field. If the equipt Creature and/or the Gear leaves the field, the Core are sent to the Trash-Pool.
           - If you summoning a Creature Card, you place the same number on the Card. If a Creature take damage, the same amoung of Core is sent from it to the Trash-Pool.
     - Played, sent back into hand, destroyed or cards without cores on it, are sent to the Drop-Zone, except another effect says something else.
     - If a Creature changes the controling player, the Cores are moved with it. If the creature leaves the field, the owning player get the cores in the Trash-Pool.


Essentials:

 - Riding: You can ride a "Rider Creature" on a "Mount Creature" by placing the Rider on top of the Mount. The Power, the Defence and the Life will be added. You can do it as much as possible, but you can only Ride 1 "Rider Creature" on 1 "Mount Creature". Also you can't dismount in the same turn you ridden them.
 - Dismount: You can dismount a "Rider Creature" from a "Mount Creature" by placing the Rider next to the Mount. You can do it as much as possible, but you can't ride them the same turn you dismounted them.
 - The Minimum of Cards you can posses in your Main Deck is 50 Cards and the maximum is 70 Cards. There can be any amoung of Creatures and Gears in it, but not more then 3 card with the same name.
 - The Minimum of Cards you can posses in your Main Deck is 0 Cards and the maximum is 15 Cards. Only "Dragon-Rider" Cards are allowed in it.
 - Maximum of Cards with the same Name in Main-Deck and Riderz-Trump is 3, except for Territory cards.
 - Maximum number of cards in the Hand of each Player is 6. In the end of that players Turn who posses more than 6 cards in his hand, he has to discard cards until he reaches 6.
 - All Player has to keep the hand they draw.
 - Tapped Creatures can not attack.
 - Creature Skill which require to Tap, can only activate in your turn.
 - Tapping Skills can be used in the same turn as they were called.



How to play (Step-by-Step):

Step 1: Both Player set their Core in the Resource-Pool to 4.

Step 2: Both Player set their Life Points to 5.

Step 3: Both Player search for a Deck Master (if possible) and a Territory Card (if possible) in there Main Deck and Place them in the fitting Zones.

Step 4: Both Player shuffle their decks and put the top 5 cards, face down, from their Main-Deck into the "Shield Zone", without whatching them.

Step 5: Both Player Draw 5 Cards from there deck and decide who is starting.

Step 6: The starting Player draw 1 card from his deck.

Step 7: The first Player can now summon Creatures, cast Gears or actvivate Creature Skills. He can not attack in the first round.

Step 8: The first Player ends his turn.

Step 9: The second Player draw 1 card from his deck and add 1 Core to his Resource-Pool.

Step 10: The second Player can now summon Creatures, cast Gears or actvivate Creature Skills.

Step 11: The second Player can attack the first Player now by command "Battle". He can now tapping his creatures and choose an attack target (Shield, Tapped Creatures and if there are no shield cards he can attack the player).

Step 12: The first Player can block the attacks by command "Block" and choose the creature(s) he want to Block the attack.

Step 13: Start the Rush Phase. Both Player may cast Gears by paying the costs. If not or both are done casting, start Damage Calculation. If Gears were castet, the Core are going to the Trash-Pool and the Gears to Drop-Zone (if possible).

Step 14: IF the first Player Blocked, will the Power of the both creatures be subtracted by the Defence of the opposite Creature and the difference will be dealt as damage to those creatures (simultaneously). If the Life of 1 Creature becomes 0, send the Core to the Trash-Pool and the Creature to the Drop-Zone. IF NOT, and the Power of the attacking Creature is 1 or more, destroy the Choosen Shield.

Step 15: If Shield was attacked, check if its a Trigger. IF, acivate it and add it onto your hand. IF NOT, add it into your hand.

Step 16: Repeat attacking if possible. If not, go to End-Phase.

Step 17: Last effects are activated, if possible.

Step 18: The first Player draw 1 card from his deck, set Core to 4 (if it is below 4) and add 1 Core. Then send all Core from the Trash-Pool to Resource-Pool.

Step 19: Start of the Standby-Phase, check is there are effects to activate.

Step 20: The first Player can now summon Creatures or cast Gears.

Step 21: The first Player can attack the second Player now by command "Battle". He can now tapping his creatures and choose an attack target (Shield, Tapped Creature).

Step 22: The second Player can block the attacks by command "Block" and choose the creature(s) he want to Block the attack.

Step 23: Start the Rush Phase. Both Player may cast Gears by paying the costs. If not or both are done casting, start Damage Calculation. If Gears were castet, the Core are going to the Trash-Pool and the Gears to Drop-Zone (if possible).

Step 24: IF the second Player Blocked, will the Power of the both creatures be subtracted by the Defence of the opposite Creature and the difference will be dealt as damage to those creatures (simultaneously). If the Life of 1 Creature becomes 0, send the Core to the Trash-Pool and the Creature to the Drop-Zone. IF NOT, and the Power of the attacking Creature is 1 or more, destroy the Choosen Shield.

Step 25: If Shield was attacked, check if its a Trigger. IF, acivate it and add it onto your hand. IF NOT, add it into your hand.

Step 26: Repeat attacking if possible. If not, go to End-Phase.

Step 27: Last effects are activated, if possible.

Step 28: The second Player draw 1 card from his deck, set Core to 4 (if it is below 4) and add 1 Core. Then send all Core from the Trash-Pool to Resource-Pool.

Step 29: Start of the Standby-Phase, check is there are effects to activate.

Step 30: Repeat from Step 10, until one Player lose.


If all Shield Cards of 1 Player are Destroyed and his Life is reduced to 0, does the opponent Win. The player you has no cards in his Deck and draws, lose. If the Deck Master of 1 Player is destroyed, his opponent wins.

------------------------------------------------------------------------------------------------------------------------------------------------

So Thanks for reading, please leave a comment what you think about it and tell everybody about it who might be intersted in something like this.

So have a nice day/night

Greetings

Tyron91
Image size
3069x10513px 12.81 MB
© 2015 - 2024 Tyron91
Comments0
Join the community to add your comment. Already a deviant? Log In