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Arcana TCG - Rules
#1
[Image: nkk2pPc.png]

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). 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 30 cards, and a maximum of 60.
You can only have 3 copies of the same card in one deck. 
You can only have 1 copy of the same three star creature in your deck.
You can only have 1 copy of the same 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, 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.

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 fac eup (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. For example, if the wording is 'select a' rather than 'destroy all'... The rune must specify facedown 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 one 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 player's turn) 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. 

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. 

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 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 call it off once the new attack strength of the party is established following dealing with the blocker. 

Creatures are not destroyed if they attack a defense position creature with more toughness; they are however destroyed if they attack a creature in attack position. 

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, and once per turn per creature effect.

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). 

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 at the end of the turn. 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.



Wards
A ward is equipped to a creature and persists on the field until the creature is destroyed. You can only have one copy of the same 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
ARCHETYPES
The current archetypes available in the Alpha Set are the following...

HEROIC: Focused around applying buffs to other heroic creatures in play, this archetype works best as a cohesive team. 
FALLEN: Fallen cards have an emphasis on netherworld interactions as well as tributing for effects. 
BEAST: Beasts have many swarming and aggro options available, focusing on aggressive attacks despite their low toughness.
MAGITECH: Runes are what Magitech creatures rely on, many of them having an effect that's activated when a rune is used.
DRAGON: Dragon creatures are powerhouses, while dragonlords and the human warriors of the archetype act as the supporting engine.
FIRE: The Fire archetypes enjoys milling the opponent's deck as well as causing direct damage to their HP. 
WATER: A style of control, utilizing flip effects and creatures that debuff enemies. 



BAN LIST
Currently there are no cards that are restricted. You can have up to three of any card in your deck, unless it's a *** creature or a relic ward, but in the future this is going to change as the card pool expands. 

Restricted: (1 card only per deck)
N/A
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#3
The Alpha Set includes the following cards:

MYTHIC - 26
The Dreamer
Vlad the Impaler
Angel of Death
The Archon of Chaos
Nyphadora
Eos, the Blind Goddess
The Angel Elisheva
Achilles, the Champion
Arthor Pendragon, The King
Aschea, the Mother
Yueliang, The Moon
Fenrir, the Wolf of Wrath
Tiamat
Everlasting Ymir
Colaescence
Project ADAM
Garljing, the Dragon of Greed
Starlight Dragon
Imbrix the Phoenix King
Lord of Flames
The Spirit Realm - Rune
Cruel Thesis - Rune
Catastrophic Impact - Rune
Jugement - Rune
Godsphere - Rune
Gemstone Bounty - Rune

RARE - 44
Lich King
The Dark Lord
Rare Babline
Witch of Sorrows
Emperor's Phoenix
Almighty
Barry the Hintmaster
The Princess & Ronin
Divine Guardian
Lancelot, the Paladin
Atalanta, the Unwavering
Highlady
Ratburg
Cerberus
Amarok, the Wolf of Thunder
Sun Wukong, the Monkey King
Arachne Broodmother
Harpie Queen
Aenwyn
Oceanic Nymph
Zaniyah the Siren
Dragon Queen Estrid
Denmother
Undying Phoenix
Flame Vaklyrie
Raging Flames
Allseeing Eye - Rune
Magitech Revolution - Rune
Fire and Ice - Rune
Spirit Uprising - Rune
Subjugation - Rune
Rebirth - Rune
Rift - Rune
The Eclipse - Rune
Almighty Reflect - Rune
Arcane Knowledge - Rune
Forbidden Tome - Rune
Divine Power - Rune
Soul Link - Rune
Tsunami - Rune
Fire and Ice - Rune
Crown of Malziel - Ward
Antares - Ward
Diabolicon - Ward

COMMON - 127
Lord of Undeath
Cackling Goblin
Doomjester
Giant Spider
Hobgoblin
Tristan
Dark Idol
Shadow Acolyte
Black Wisp
Goblin
Redcap
Demon Imp
Shadow Ghoul
Ogre
Demon Soldier
Skeleton
Skeleton Pirate
Succubus
Wicked Spirit
Nethradin
Vampire
Vampire Lord
Mimic
Coven Sister
Guardian Angel
Armsmaster
Iridescent Spirit
Valkyrie
Righteous Paladin
True Faith Priest
Knight
Adventurer
Valekeeper
Lorekeeper
High Priest
Two Hounds
Popoi
Linkell the Fox
The One-Eyed Beast
Shaerra, the Oni Berserker
Zazabis, the Rainbow Hawk
Arachne Broodmother arachne_broodmother
Chieftain Khatur
The Dreaded Troll
Majestic Unicorn
Frog
Great Falcon
Direwolf
Ravager
Beaver Captain
Stone Golem
Lapine Scout
Razuka Brawler
Razuka Alchemist
Rats Rats Rats Rats
The Cyclops
Mythical Gazelle
Chuggums
Harpie
Stinox
Woodland Fairy
Deepsea Hydra
Tidal Hydra
Naga Sillavana
Enchanting Siren
Aquabeast
Spirit of Water
Siren Water
Dreaded Hydra
Mecha: Abyss Destroyer
Mecha Prototype
Synthetic Champion
Synthetic Prototype
Crimson Assault Core
Magitech Soldier
Technomancer
Sapphire Knight
Emerald Knight
Ruby Knight
Blackchaser
Golem of Steel
Longtooth
Sky Dragon
Dragonlord Findalye
Fierce Drakeling
Dragonic Crusader
Fireblooded Lancer
Baby Dragon
Volcanic Sprite
Volcanic Elemenetal
Flamey
Phenex
Molten Firebeast
Pyromancer
Carbuncle
Spirit of Fire
Tailor
Appentice Blacksmith
Master Blacksmith
Humble Farmer
Netherworld Banishment
Decay - Rune
Red Flag - Rune
Critical Hit - Rune
Revive Creature - Rune
Drain Life - Rune
Runeweaving - Rune
Harvest - Rune
Magibane - Rune
Mysterious Medicine - Rune
Chain Seals - Rune
Impenetrable Ice - Rune
Harbinger - Rune
Misfortune - Rune
Tornado - Rune
Holy Cross - Rune
Weapon Empowerment - Rune
Daily Catch - Rune
Anti-Magic Barrier - Rune
Dreamline Bomb - Rune
Scorch - Rune
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#4
A few important changes have been announced regarding the popular collectible trading card game Arcana.
  • You're no longer restricted to a single three star in your deck. You can have any number of three stars, but only one of the same type / card. 
  • A three star still requires two tributes, but only one of those tributes has to be of the same type (no longer both). This is to encourage versality and hybrid decks.
Arcana Booster packs are now packaged in sets of five instead of three.

New Starter Decks:
Fire
Water
Synthetic

New cards:
Magician Apprentice (HEROIC)
Chaos Magician (HEROIC) Rare
Magician's Knight (HEROIC)
Magician's Familiar (HEROIC)

Nature's Protector (BEAST)
Motherly Kitsune (BEAST)
Smurg the Unstoppable (BEAST) Mythic
Kark the Undefeateed (BEAST)

The Supreme Witch (FALLEN) Mythic
Vanreth the Undying (FALLEN) Mythic

Oceanic Protector (WATER) 

Flame Scout (FIRE)

Chronos's Hourglass (RUNE)
Overcast (RUNE)
Blackhole (RUNE)


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Take part in the Mort Donjon Tournament to gain your very own Mythic, Vanreth the Undying! (Date TBD -- Sometime next week) 
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#5
0.2
Live Monday morning. Any additions and changes to Arcana will be posted in this thread from now on.

Additions
- MAGITECH: Diamond Knight (Mythic)
- HEROIC: Black Magician of Chaos (Mythic)
- HEROIC: Magician's Assistant (Rare)
- FALLEN: Dreamscape Phantom (Rare)
- WARD: Dawnbringer (Rare)
- WARD: Durendal (Rare)

Changes
- Emperor's Phoenix is now a three star rather than a two star
- Magician's Apprentice effect changed from 'to the netherworld' to 'from the field to the netherworld'
- Pull rate of Azure Adventurer increased
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#6
[Image: 4E7DUUH.png]

Options -> Toggle Card Zone

Right-click to see the 'interact' menu on cards and zones.

Bottom: your hand

Top 5: creature zone
Bottom 5: rune zone
Top right: deck (left-click to draw, right-click for the interact menu such as shuffle etc)
Top bottom-right: discard pile / netherworld

HP: self-explanatory 


please ignore this ghetto ass post as the guide itself is pending an update
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#7
- Card binder limit increased from 300 to 600
Also working on an 'Arcana BETA' expansion pack separate from the ALPHA set, and a handful of you have expressed interest in helping with this. Will be in contact once I'm at the appropriate stage!
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#8
- Minimum card requirement for a legal deck increased from 25 to 30.
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