Added new cards

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2017-03-07 07:07:34 +11:00
parent a8f4591c9f
commit 5bfba8a11c
4 changed files with 19 additions and 19 deletions
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Card Name;Cost;Type;Effect / Reminder Text;Power;Durability
Rampart;0;Mecha Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. Adjacent Mechas you control can't be targeted by attacks.;0;2
Turret;0;Mecha Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move.;4;2
Engineered Earthquake;;Command;Deal 2 damage to all non-flying Mechas (Armour counters protect against this damage as normal).;;
Interdictor;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). The cost of all enemy Mechas is increased by 1 (including Mechas in their hand).;1;1
Mineshaft;;Command;Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your draw phase, if there are no time counters on this card, draw one additional card this turn.;;
Potshot;3;Mecha;When a Tower you control is destroyed, deal 1 damage to one target unit an opponent controls.;2;3
Gutshot;3;Mecha;When a player plays a command, they must sacrifice one Tower they control.;2;2
Snapshot;;Command;Return two Towers from your graveyard to the battlefield under your control.;;
Headshot;;Command;Return two Commands from your graveyard to your hand.;;
Signal Jamming;;Command;One target player discards their hand.;;
Nuclear Blast;;Command;Destroy all units (Mechas and Towers). Each player discards their hand. Each player puts the top 5 cards of their deck into their graveyard.;;
Nuclear Blast;;Singleton Command;Destroy all units (Mechas and Towers). Each player discards their hand. Each player puts the top 5 cards of their deck into their graveyard.;;
Preplanning;;Command;Search you deck for 5 Towers, and place them on the battlefield. You can't play Towers for the rest of the game.;;
Rigged to Blow;;Command;Attach this Command to one target Mecha you control in your entry zone. When that unit is destroyed, deal 2 damage to the Mecha that attacked it.;;
1 Card Name Cost Type Effect / Reminder Text Power Durability
2 Rampart Nuclear Blast 0 Mecha Tower Singleton Command Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. Adjacent Mechas you control can't be targeted by attacks. Destroy all units (Mechas and Towers). Each player discards their hand. Each player puts the top 5 cards of their deck into their graveyard. 0 2
Turret 0 Mecha Tower Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. 4 2
Engineered Earthquake Command Deal 2 damage to all non-flying Mechas (Armour counters protect against this damage as normal).
Interdictor 3 Mecha Flight (This unit can't be attacked except by units with Flight or Reach). The cost of all enemy Mechas is increased by 1 (including Mechas in their hand). 1 1
Mineshaft Command Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your draw phase, if there are no time counters on this card, draw one additional card this turn.
Potshot 3 Mecha When a Tower you control is destroyed, deal 1 damage to one target unit an opponent controls. 2 3
Gutshot 3 Mecha When a player plays a command, they must sacrifice one Tower they control. 2 2
Snapshot Command Return two Towers from your graveyard to the battlefield under your control.
Headshot Command Return two Commands from your graveyard to your hand.
Signal Jamming Command One target player discards their hand.
Nuclear Blast Command Destroy all units (Mechas and Towers). Each player discards their hand. Each player puts the top 5 cards of their deck into their graveyard.
3 Preplanning Command Search you deck for 5 Towers, and place them on the battlefield. You can't play Towers for the rest of the game.
4 Rigged to Blow Command Attach this Command to one target Mecha you control in your entry zone. When that unit is destroyed, deal 2 damage to the Mecha that attacked it.
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@@ -12,7 +12,7 @@ Bot-a-pult;2;Mecha;Reach (This unit may attack units with Flight). Sacrifice a n
Stonewall;1;Mecha;This Mecha can't attack. When this Mecha moves, it can't move next turn.;0;6
Turtle;2;Mecha;Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn.;2;3
Dragon;4;Mecha;Armour 2 (This unit enters the battlefield with two Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn.;4;4
Jager;6;Mecha;Armour 3 (This unit enters the battlefield with three Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Reach (This unit may attack units with Flight).;6;6
Jager;6;Singleton Mecha;Armour 3 (This unit enters the battlefield with three Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Reach (This unit may attack units with Flight).;6;6
Insect Drone;2;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach).;1;1
Wasp Drone;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). When this Mecha attacks, the target can't attack next turn.;1;1
Magpie Drone;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). When this Mecha attacks, the target must move next turn if possible.;1;1
@@ -31,7 +31,7 @@ Cruise Missle;1;Mecha;Haste (this Mecha can move and attack on the same turn it'
Preparations;;Command;One target Mecha you control gains haste this turn (that Mecha can move and attack as normal if you played it this turn).;;
Weapons Cache;;Trigger Command;Draw two cards.;;
Drone Strike;;Trigger Command;Deal 2 damage to any target unit (including Towers).;;
Jury Rigging;;Trigger Command;You may play a Mecha that costs 2 or less from your hand in your entry zone (it can't move or attack this turn unless it jas haste).;;
Jury Rigging;;Trigger Command;You may play a Mecha that costs 2 or less from your hand in your entry zone (it can't move or attack this turn unless it has haste).;;
Heavy Fire;;Trigger Command;Remove all Armour counters from one target unit.;;
Recall;;Trigger Command;Return one target Mecha to it's owner's hand.;;
Hidden Cache;;Command;If you discard this card, draw three cards.;;
@@ -39,3 +39,13 @@ EMP Blast;;Command;Destroy all Towers (including Mecha Towers).;;
Sabotage;;Command;Sacrifice a Tower you control. Destroy one target Mecha.;;
Reparations;;Command;If a Mecha you control is destroyed, destroy one target Mecha.;;
The Vice;3;Mecha;As long as this unit is in play, each player's maximum hand size is reduced by 2.;4;4
Rampart;0;Mecha Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. Adjacent Mechas you control can't be targeted by attacks.;0;2
Turret;0;Mecha Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move.;4;2
Engineered Earthquake;;Command;Deal 2 damage to all non-flying Mechas (Armour counters protect against this damage as normal).;;
Interdictor;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). The cost of all enemy Mechas is increased by 1 (including Mechas in their hand).;1;1
Mineshaft;;Command;Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your draw phase, if there are no time counters on this card, draw one additional card this turn.;;
Potshot;3;Mecha;When a Tower you control is destroyed, deal 1 damage to one target unit an opponent controls.;2;3
Gutshot;3;Mecha;When a player plays a command, they must sacrifice one Tower they control.;2;2
Snapshot;;Command;Return two Towers from your graveyard to the battlefield under your control.;;
Longshot;;Command;Return two Commands from your graveyard to your hand.;;
Signal Jamming;;Command;One target player discards their hand.;;
1 Card Name Cost Type Effect / Reminder Text Power Durability
12 Stonewall 1 Mecha This Mecha can't attack. When this Mecha moves, it can't move next turn. 0 6
13 Turtle 2 Mecha Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn. 2 3
14 Dragon 4 Mecha Armour 2 (This unit enters the battlefield with two Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn. 4 4
15 Jager 6 Mecha Singleton Mecha Armour 3 (This unit enters the battlefield with three Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Reach (This unit may attack units with Flight). 6 6
16 Insect Drone 2 Mecha Flight (This unit can't be attacked except by units with Flight or Reach). 1 1
17 Wasp Drone 3 Mecha Flight (This unit can't be attacked except by units with Flight or Reach). When this Mecha attacks, the target can't attack next turn. 1 1
18 Magpie Drone 3 Mecha Flight (This unit can't be attacked except by units with Flight or Reach). When this Mecha attacks, the target must move next turn if possible. 1 1
31 Preparations Command One target Mecha you control gains haste this turn (that Mecha can move and attack as normal if you played it this turn).
32 Weapons Cache Trigger Command Draw two cards.
33 Drone Strike Trigger Command Deal 2 damage to any target unit (including Towers).
34 Jury Rigging Trigger Command You may play a Mecha that costs 2 or less from your hand in your entry zone (it can't move or attack this turn unless it jas haste). You may play a Mecha that costs 2 or less from your hand in your entry zone (it can't move or attack this turn unless it has haste).
35 Heavy Fire Trigger Command Remove all Armour counters from one target unit.
36 Recall Trigger Command Return one target Mecha to it's owner's hand.
37 Hidden Cache Command If you discard this card, draw three cards.
39 Sabotage Command Sacrifice a Tower you control. Destroy one target Mecha.
40 Reparations Command If a Mecha you control is destroyed, destroy one target Mecha.
41 The Vice 3 Mecha As long as this unit is in play, each player's maximum hand size is reduced by 2. 4 4
42 Rampart 0 Mecha Tower Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. Adjacent Mechas you control can't be targeted by attacks. 0 2
43 Turret 0 Mecha Tower Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. 4 2
44 Engineered Earthquake Command Deal 2 damage to all non-flying Mechas (Armour counters protect against this damage as normal).
45 Interdictor 3 Mecha Flight (This unit can't be attacked except by units with Flight or Reach). The cost of all enemy Mechas is increased by 1 (including Mechas in their hand). 1 1
46 Mineshaft Command Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your draw phase, if there are no time counters on this card, draw one additional card this turn.
47 Potshot 3 Mecha When a Tower you control is destroyed, deal 1 damage to one target unit an opponent controls. 2 3
48 Gutshot 3 Mecha When a player plays a command, they must sacrifice one Tower they control. 2 2
49 Snapshot Command Return two Towers from your graveyard to the battlefield under your control.
50 Longshot Command Return two Commands from your graveyard to your hand.
51 Signal Jamming Command One target player discards their hand.
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<h1 class="ui header centered">Mecha Game Rules</h1>
</header>
<!-- navigation buttons -->i
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<div class="ui container">
<div class="four ui buttons">
<button class="ui button centered" style="padding-left:0;padding-right:0;" onClick="printMarkdown('rules.md', document.getElementById('content'));">Rules</button>
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</div>
<!-- body content -->
<div class="ui container" id="content"></div>
<div class="ui container" id="content">This website requires Javascript to function.</div>
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<footer>
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These are the official rules for Mecha Game. Anything not found on this website is considered a non-standard variant.
Fight your way across vast expanses, conquer enemy batallions, and survive in this world of immense mechas - wild combat machines commanded by the best pilots this side of the catastrophe.
Basic Rules
===
The game takes place on a 5*7 grid, (wider than it is long). Players start the game with a deck of 40 cards, with no more than 3 copies of any one card, except for Basic cards, which have no limit. Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards (see below) on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
The goal of the game is to attack your opponent directly five times. Each time a player is attacked directly, they place the top card of their deck in the damage zone. Once there are five cards in a player's damage zone, that player loses the game.
The game takes place on a 5*7 grid (wider than it is long). Players start the game with a deck of 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
Tower cards generally cannot move, but provide “bandwidth”, which can be used to play Mecha cards (Radio Tower is a Basic Tower, therefore it has no limit on the number of copies you can have in your deck). Towers may be placed anywhere in your entry zone, or in a free space next to an existing tower you already control.
Mechas are cards which act as playing pieces. A mecha card has three numbers down the side: their cost, their power and their durability. Players can play as many mechas as they want, as long as their mecha's total costs does not exceed their current bandwidth. If enough towers are destroyed that the bandwidth drops below the current cost, then nothing special happens; the player simply can't play any more mechas until enough bandwidth is available. Mechas may only move one orthogonal space at a time. If a mecha can move more than one space, such as with the “speed” ability, then they must move along each space one at a time, and they cannot pass through other mechas or towers.
Mechas are cards which act as playing pieces. A mecha card has three numbers down the side: their cost, their power and their durability. Players can play as many mechas as they want, as long as their mecha's total costs does not exceed their current bandwidth. If enough towers are destroyed that the bandwidth drops below the current cost, then nothing special happens; the player simply can't play any more mechas until enough bandwidth is available again. Mechas may only move one orthogonal space at a time. If a mecha can move more than one space, such as with the “speed” ability, then they must move along each space one at a time, and they cannot pass through other mechas or towers.
Command cards are cards with miscellaneous abilities, and they can be played at any time, before being placed in the discard pile. Some commands may have unique requirements, such as being placed on the battlefield. If this is the case, they can occupy the same space as a unit, and they do not count as a unit.