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Unofficial Arcana TCG - Rules and Guidelines
#1
[Image: arcana_poster.png]
[Image: nkk2pPc.png]

First and foremost, Thank Bea Dayndros(BLOX) for the poster above and Chance for the image. I figured reposting/re-using both is appropriate going forward.
That said, this is as the title says an Unofficial Rules and Guideline thread so please only use this as a reference for the unlisted happenings if anything. If you're unsure of something do not be afraid to contact Chance via the #Arcana channel in the discord for any direct rulings or happenings if need be. Just be mindful he is busy and may not respond when you want him to.


Arcana is a mini-game that can be played by purchasing a deck and boosters from the back page of the luxury store (non-subscribers can buy/use them too) Or the game store by the Starfall Academy. There's also a card binder item for storage purposes.


Use the 'games' chat tab when playing. This displays all relevant information regarding Arcana, such as shuffling and drawing.

Use /hp to track your health points when damage is dealt
Your hand is your inventory (it shows how many cards you have in there when you draw)
You can right-click cards in your hand for options (drop face down, drop, view, etc)
You can right-click cards on the field for options in their description (flip, turn, etc)
You can click and drag cards on the field to move them about, so you don't have to move your character.

Deck:
A deck must contain at least 25 cards, and a maximum of 60.
You can only have 3 copies of the same card in one deck. 
You can only have a single three star creature in your deck.
You can only have a single relic ward in your deck (marked in the description).

Cards with blue text are rare. Cards with golden text are mythic rare.

HP
The goal of the game is to reduce your opponent's health points to 0. Players start with 10. Each time a creature attacks directly, where there are no creatures to prevent its attack, the player loses 1 HP.

If a creature in attack position is destroyed in battle, not by card effect, the player that controls the creature loses 1 HP. If it was in defense position, the player does not lose any HP.

Starting:
Each player draws five cards. The player that goes first, which is determined by the highest roll(Edit) A coinflip is the more commonly used method of determining who goes first or second. However both methods are fine of course(Edit Done.), does not draw an additional sixth card. Otherwise, at the start of every turn draw 1 card.

After drawing the initial five, players can decide to reshuffle the hand back into their deck and re-draw five, which can only be done once at the start of the match.

The player that goes first cannot attack the opponent, but the one who goes second can attack.

(Additional Edit Information)Phases:

Draw Phase
During this time is when a player draws a card. Creature effects and Runes during this time can be activated before a player can proceed to the appropriate phases thereafter.

Main Phase
During this time is when a player would set creatures, normal summon creatures, special summon creatures or activate their own Runes. (They would declare what they are doing allowing you to respond accordingly.) Creature effects and Runes during this time can be activated before a player can proceed with the rest of the phase and appropriate phases thereafter.

Battle Phase
During this time is when a player would declare attacks with creatures they control or activate Runes and Creature effects to aid them in their attack on another player. Creature effects and Runes during this time can be activated during an Attack Declaration or when a creature flips face-up because of an attack.(At this time flip effects would occur as well as the appropriate Power to Toughness calculations resulting in the weaker being destroyed.) As well as before the Battle Phase ends, things can be chained if able to allow for further plays by both participants.

Sub Phase
Similar to the Main Phase, during this time after their appropriate Battle Phase is when a player would set creatures, normal summon creatures if they have not for the turn already, special summon creatures or activate their own Runes. (They would declare what they are doing allowing you to respond accordingly.) Creature effects and Runes during this time can be activated before a player can proceed with the rest to the End Phase if needed.

End Phase
This Phase is when a player declares the end of their turn. During this time, creatures cannot be normal summoned. Runes cannot be set. Only effects can be activated by Runes or Creatures in their appropriate time. Creature effects and Runes during this time can be activated before the following player starts their turn with the Draw Phase accordingly.


Creatures
Once per turn, you may summon a * one star creature. This is called a normal summon. You can place it in face-up attack position (vertical) or face-down defense position (horizontal). If summoned in face-down defense, it cannot be flipped up until your next turn or if it's attacked; if it has a flip effect, that is activated when it is flipped face-up (either by being attacked or flipped during your turn). 

Creatures can only attack if they're in attack position, once per turn, during the 'battle phase', but creatures summoned during the first turn of the match cannot attack. 

Face down creatures cannot be specifically targeted by rune effects(Edit) or creature effects. In the scenario a creature's effect states it would destroy a * or ** creature or a Type of creature, this would only apply only to face-up creatures, not face-down creatures. Versus effects that specifically say return one creature rather than specify a star rating or Type of creature. In these cases it does work.(Edit Done) For example, if the wording is 'select a' rather than 'destroy all'... The rune must specify face-down creatures otherwise they cannot be selected by it. Face down creatures can only be in defense mode, and they're flipped face up when attacked. A creature that is face up cannot be flipped face down unless by a card effect.

Face down creatures cannot have their stats adjusted by card effects. They are essentially a non-entity unless selected as an attack target.

Creatures are marked with a star rating. A * one star requires no sacrifice. A two star ** requires a sacrifice of the same type (you send the sacrifice to the netherworld). A *** requires two sacrifices, at least one of the same type. Only a creature that has survived for at least one turn can be sacrificed, but special summons have an exemption and can be sacrificed immediately on summoning.

Creatures that are tribute summoned count towards the normal summon limit of once per turn. So if you tribute summon for a ** creature, you cannot then normal summon a * creature.

Normal summoned creatures must survive at least 1 turn to be used as a tribute summon.

Creatures are marked with numerical scores, power (on the left) and toughness (on the right).
A monster's power and toughness cannot go below 0.

Toughness is the creature's durability while defending from an attack or blocking an ally. Toughness is static; it is not reduced after surviving an attack. 
Power is used to determine the strength of a creature's attack. If a creature declares attack (which can only be done during the (Edit)battle phase. (Edit Done) then it must have equal to or greater than power to the target's toughness to destroy. If it's equal, the attacking creature will also be destroyed. 

Creatures that declare an attack must remain in attack mode for the rest of the turn until the player's next one begins. (Edit) You can only switch battle positions on your turn unless an effect states otherwise. Once more a monster after being summoned must wait until the next turn of the player who summoned it to be switched.(Edit Done)

Creatures can attack the same target. For example, three creatures with 3 power each attack a creature with 8 toughness. The first two creatures that declared the attack will be destroyed in the clash, and the third will survive. The target will be destroyed as it had 8 toughness to the overall 9 attacking power of the combined attack power. (Edit)All creatures must declare the attack at the same time, meaning they must all be present when the attack is declared, not after. So you cannot go, "I declare an attack with these two monsters." Then activate a rune to special summon another and attack, they all must be declaring the attack simultaneously.(Edit Done)

A creature can 'block' another creature, but only a single creature can defend another. They take the hit instead of the target, reducing the overall attacking power(Edit)for the turn only(Edit Done) and either being destroyed (if their toughness was lower) or surviving. Only creatures in defense mode may block, and they must be face-up on the field. If the blocking creature is destroyed, the attack can continue if desired or be called off once the new attack strength of the party is established following, dealing with the blocker. 

If a creature is special summoned, it does not count towards the player's normal summoning, of which they have one per turn. 

Creatures have effects. Unless otherwise stated, these can only be activated on your turn. (Edit) Exmaple being, One per your turn, Tribute 1 HP to draw 1 card. These kind of effects can only be used during your turn... not when this creature is about to be attacked and destroyed. So you cannot chain it's effect in this instance. However, you may chain it during your own turn as stated previously.(Edit Done)

(Additional Edit Information)
Once per turn, effects:
If a creature effect states, 

          Valkyrie - 2 / 2 *
"(HEROIC) Once per your turn, if another HEROIC creature is in play, draw 1 card."

This specifically means... You can use it during your turn. Once per copy of this card on your field. If you control two Valkyrie. You can use both seperately once, during your turn. This also applies if you control Three. Similar once per your turn effects would follow this guideline.


Once and done effects:

          Skeleton - 1 / 1 *
"( FALLEN ) If this card is in the netherworld, you may special summon it at the start of your turn. This effect can only be activated once."

This specifically means... You can use it during your turn. Once per copy of this card for the entire game. Meaning, after this copy uses it's effect and no other copies are in your Netherworld it cannot resummon itself. Period. Similar once and done effects would follow this guideline per their given description.


Only a maximum of five creatures can be at play on your side of the field.

Runes: 
A rune can be activated directly from your hand during your turn, but not during your opponent's turn. It must be set face down first.

A rune can be activated on your turn or your opponent's turn, but to activate it on your opponent's turn you must first set it face down on your field (beneath your creatures). (Edit) The rune that was set must have been set during your turn previously.(Edit Done)

If a rune is activated as a response to an attack, the attack may be called be called off but only if they do not specify creature destruction, such as runes that instead buff or decrease a creature's stats. The player can also respond to the rune's activation by chaining a creature, ward, or rune effect, which locks the clash in until all the damage calculations have been made and all chain responses are completed. 

A rune can be used in response to an effect that destroys it or removes it in play. For example, you can chain 'Decay' to 'Tornado', and the rune is sent to the netherworld instead of being returned to the controller's hand like Tornado specifies. You can only activate a rune if you can fulfil its effect: if it states that you must use it when a creature attacks or is summoned, for example, you cannot activate it until then. 

If a rune is activated or destroyed, the card is moved to the netherworld. Its effect is active during the turn it is played, and if not, a rune will specify how many turns its effect lasts.

Creatures lose any additional effects when they're sent to the netherworld, including from runes, resetting them to their base state.

(Additional Edit Information)

Toughness Reduction Scenario
Cards such as Decay and The Dark Lord have effect that affect the toughness stat of a creature. In the instance one of these cards or similar effects reduce a creatures toughness to 0 it would then be destroyed. This only applies in this case. If a creature already has 0 toughness like Undying Phoenix or creatures of similar stat value, they are not destroyed.
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Negating Scenario
In an instance where an attack is declared and someone activates Almighty Reflect for exmaple. Say the attacking player has an effect to negate the activation of that Almighty Reflect, since it was negated the defending player has the oppurtunity to then activate another Almighty Reflect to that declared attack.

Destroying Scenario
In an instance where an effect is activated and a chain happens to destroy the card that activated it's effect. It would be destroyed but the effect of the destroyed card is not negated unless stated otherwise.

Cost Scenario
If a card for exmaple states you need to do something before something happens, this is a cost to activate the card's effect.
Exmaple:


Coven Sister - 1 / 1 *
"( FALLEN ) If The Dark Lord is in your hand or netherworld, you may tribute Coven Sister to special summon it."

In this cards case, the cost is to tribute itself (TO) do something. Tributing is the cost. So if a card were to negate the effect which is special summoning The Dark Lord. Coven Sister would be sent to the nether and The Dark Lord would not be special summoned.


Condition Scenario
Using the exmaple above,
The condition of Coven Sister is to have Dark Lord in your hand or Netherworld. These are instances of where something must happen before another thing can take place.

Another example is, the condition being when an opponent's creature declares an attack you can activate this card (TO) do something such as negate it and destroy the attacking creature or negate the attack and end the battle phase accordingly.

Monster Equip Scenario
S
o cards like Technomancer and The Dreamer have effects that either put themself in the Rune Zone or another Monster Equipped in the Rune Zone. Here are their according effects. In this case, the creatures now in these rune slots are no longer treated as creatures but as rune equips. Or more commonly known as Wards. They can be destroyed in this case by cards like Harbinger and creature effects and so on.


Technomancer - 1 / 1 *
"(MAGITECH) Equip Technomancer to a magitech creature to increase it by 2/2. If the creature were to be destroyed in battle, you can send the equipped Technomancer to the netherworld instead and end the battle phase."


The Dreamer - 4 / 4 **
"( FALLEN ) If a creature with 'Mimic' is present on your side of the field or in your netherworld, you can normal summon this creature without a tribute. When The Dreamer enters play, select a ** or less creature on your opponent's side of the field and equip it to The Dreamer: this card's power and toughness is switched with it while the target creature is equipped. If The Dreamer is destroyed in battle, send the equipped creature to the netherworld instead."

Wards
A ward is equipped to a creature and persists on the field until the creature is destroyed. You can only have one Ward marked with 'Relic' in your deck. You cannot set a rune face-down or play it from your hand to activate its effect during a chain. It must be equipped to a creature in advance of an attack declaration or effect chain reaction.

Netherworld
The netherworld is where discarded and destroyed monsters go, that are no longer in play. Place them directly behind you if they're your own card.
Unless stated otherwise, cards go to the owner's netherworld even while in control of their opponent due to an effect.
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#2
Reference Game or How To Play Game


You would stand across from one another either vertically, or horizontally. A good starting distance is roughly eight tiles apart. Given you are not using custom mats made by BLOX or Rob and so on. Then the distance could be done accordingly.

After the distance is in place by both players, you both may begin by stating a part of the coin. Heads or Tails. After the winner is decided. That person would decide who goes first and who goes second.

Then the next step would be both players shuffling their decks. Given most cases you can shuffle roughly 3-5 times. Honestly just once is fine. Then both would draw five cards accordingly.

The person who was decided to go first would then not draw. They then would use their current hand of five cards to play out their turn. Example below.


Player One: I activate Forbidden Tome. By paying -1 HP, I'm able to draw three cards from my deck. Then, discard two cards, Undying Phoenix and Skeleton afterward.
[Image: 298a9e40b7e7d36cc54c4927a8c58623.png]
Player One has changed their HP to 9. Their previous HP was 10.
[Image: 500489e0c769ef41dbdff3e65ef3b238.png]

Player Two: That's fine.

Player One: I then set two face-down Runes(In this case Rune 1 and Rune 2). I normal summon one creature face-down and then end my turn.

Player Two: Draw.

Player Two: I activate Harbinger. Targeting Rune 1.
[Image: 407d5ad4d651dce5e774f2f0edf922f2.png]

Player One: Chain! Revive Creature!
[Image: 6b40fc37a4a8560c7c458750b3a0f117.png]
Player One has changed their HP to 8. Their previous HP was 9.

Player One: I target my skeleton and summon it in defense mode.

Player Two: That's fine. I now, normal summon Razuka Alchemist. I also use it's effect to search for a Razuka monster. Thus, adding Razuka Brawler to my hand then shuffling my deck.
[Image: 18211d4bbf6c051fe581c84a35d0c4bb.png]
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Player Two: I then enter my battle phase and attack your Skeleton with my Razuka Alchemist. Since both their attack power and toughness equalize, they both get destroyed. Unfortunately... I take battle damage since my monster was destroyed by battle in attack position. While yours is in defense you take no damage this time.

Player Two has changed their HP to 9. Their previous HP was 10.

Player One: That's fine.

Player Two: However, this does not end my battle phase! I then activate my own Revive Creature! By doing paying the - 1HP. I resummon my Razuka Alchemist and attack you for -1HP as well!
(In this instance you would allow your opponent to respond to the summon but, it's alright to declare an attack in your white text if you wish.)

Player One: I have no response and I'll take the attack.

Player One has changed their HP to 7. Their previous HP was 8.

Player Two: I set two face-downs.(In this case Rune 1 and Rune 2) then end my turn. Your move.

Player One: Draw.

Player One: Since it's the start of my turn I will use Skeleton's effect to special summon in defense itself this turn. Since it's the only copy currently. I cannot use this effect again for the remainder of the duel.

Player Two: That's fine.

Player One: Then, I activate my Undying Phoenix's effect and send my face-down rune to the netherworld to special summon it. (The Rune sent to the netherworld here would be a Decay.)

Player One: Since I didn't normal summon for my turn and I control two creatures! I can tribute summon them both, since one of the is the appropriate type. Heh, I tribute summon! Vanreth the Undying in attack position!
[Image: eaed2291630ccbd8be91daafe6444ef3.png]

Player One: I then use Vanreth's effect to summon a Skeleton Pirate in face-up defense position from my deck then shuffle it.
[Image: 78625b9ce6fe68316649e40ca1c180bf.png]

Player Two: No response, all good to go.

Player One: Vanreth the Undying attacks your Razuka Alchemist.

Player Two: Heh, I activate my face-down(Rune 1). Anti-Magic Barrier! Targeting your Vanreth, The Undying. The choice is yours, either you destroy Vanreth or tribute that Skeleton Pirate to save him.
[Image: 911def9a116126c8c7fca14c4e314ac4.png]

Player One: I use my Skeleton Pirate and tribute it to save my creature. Since my attack was negated. I then end my battle phase and my turn.

Player Two: Draw.

Player Two: I first activate Blackhole from my hand, using my Razuka Alchemist and targeting your Vanreth the Undying. They both get destroyed and leave your field wide open!
[Image: 68c1d8c845975488b0567350dbe1a166.png]

Player One: Tsk... Well played.

Player Two: I then activate Critical Hit, by discarding Ratburg from my hand to the netherworld I'll deal -1HP to you directly!
[Image: 4e370c3116b9b08d921b8eedd2a60a3c.png]
[Image: 70b8ab96d29bdc003e3187f8a281f41d.png]

Player Two: I then use yet another Revive Creature that I had set! To Summon Ratburg!

Player Two has changed their HP to 8. Their previous HP was 9.

Player One: Yep, that's fine.

Player Two: I then normal summon for my turn, Razuka Brawler! In attack position. Then entering my battle phase and attacking you directly for -2HP with both my creatures. After that? I set, one face-down rune then end my turn.

Player One has changed their HP to 5. Their previous HP was 7.

Player One: I draw for my turn. So, Ratburg and Razuka Brawler with one face-down huh... that's a pretty strong feild. However? I'm not out for the count yet! I activate... Impenetrable Ice! Returning your Razuka Brawler back to your hand!
[Image: 5907c5b32b282a3ce885a4b4f59c20fc.png]

Player One has changed their Hp to 4. Their previous HP was 5.

Player Two: Tch.. fine. I still have my Ratburg as well as my face-down. Do your worst.

Player One: Oh? But I will.. I now activate... Gemstone Bounty! With this? I can draw the top card of my deck and reveal it! If it's creature? I gain 1 HP. If it's a rune however... your face-down, goes bye bye.
[Image: 50d0ff1111366b674cae255cf8d7171e.png]

Bastina V. Dayndros withdraws Revive Creature (2) from Undeath.

Player Two: Oh no...

Player One: That's right, your face-down is no more! Now that it's destroyed. I activate Revive Creature and summon once more! My Vanreth the Undying! In attack position. I then use his effect to special summon another Skeleton from my Deck. I now use the Skeleton Pirate in my Netherworld's effect and special summon it to my side of the field in attack position. Heh, looks like the tables have turned for you friend.

Player One has changed their HP to 3. Their previous HP was 4.

Player Two: Your Vanreth the Undying is still weaker than my Ratburg. There isn't anyway you're getting over this. So nice try.

Player One: Ah, so that's how it looks huh? You forget, I have one card in my hand still and I activate my own... BLACK HOLE! By sending my Skeleton to the netherworld I destroy your Ratburg and attack you directly with Vanreth the Undying and Skeleton Pirate for -2 HP.

Player Two: No way...

Player Two has changed their HP to 6. Their previous HP was 8.

Player One: I end my turn, your move.

Player Two: Draw... I set one creature face-down and end my turn.

Player One: I draw. I activate Vanreth the Undying's effect and summon the last Skeleton from my Deck. In defense position. I set one face-down rune then enter my battle phase. Vanreth attacks your face-down creature first!

Player Two: My Razuka Brawler dies...

Player One: Skeleton Pirate attacks you directly for -1 Hp! I then, end my turn.

Player Two has changed their HP to 5. Their previous HP was 6.

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With the information above? This is a clear and descriptive of a back and forth duel with chains, battle explanations and phases out right. More mechanical instances will be explained in the Unofficial Guidelines.

Use this as a reference going forward though!












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