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Sigil (Seal) - An RPG TCG in development.

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Isaac
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Joined: 03/04/2009

Currently working with Artists, while trying to finish card templates. (I'll attach them if people find it nessecary)

Theres a quickstart guide attached as a reply too.

Index wrote:
INDEX:

When searching for a particular section use CTRL + F and search for the correpsonding index number (the number on the left side of the page)

(0.0) - About the Sigil Trading Card Game

(1.0) - Getting Started

(1.1) - Things you need to start a battle

(1.2) - The Game Mat

(2.0) - Type of Game Cards

(2.1) - Character Cards

(2.2) - Item Cards

(2.3) - Event Cards

(2.4) - Skill Cards

(2.5) - Spell Cards

(2.6) - Equipment Cards

(3.0) - How to play

(3.1) - How to Win

(3.2) - The Battle Begins

(3.3) - Turn Phases

(3.4) - A Closer look at the Battle Phase

(4.0) - What is a Chain?

(5.0) - Other Rules

(5.1) - Status Effects

(5.2) - Summoner & Trainer Cards

(5.3) - Index of effect types

(6.0) Other Methods of Play

(6.1) 3 Vs 3 Also known as Team Battle

(6.2) 3 Vs 1 Also known as Boss Battle

quote ABOUT THE Sigil TRADING CARD GAME???

What is the Sigil TRADING CARD GAME???

With the Sigil TRADING CARD GAME You can partake in fierce battles to either help persevere world order or abolish it altogether

In this game, Two players battle each other with there Character Cards along with various support cards to help drop they opposing player's Character's HP to 0.

This is the official Sigil TRADING CARD GAME rulebook. It’s important to learn how to play correctly, so you should read this rulebook before playing if you’re new to the game. Understanding the rules will help you make the best use of your cards, so keep the rulebook near during your first few games.

ABOUT THE GAME:

Create Your Own Deck:

Theres many cards in the Sigil TRADING CARD GAME, so you can create and customize your deck with your favorite cards. Every player's deck will be different which make battles exciting and refreshing to play.

Booster Packs: Booster Packs are released every few months and each new booster pack will contain many new cards to make your deck even more powerful and unique then it was before.

(1.0) GETTING STARTED:

(1.I) THINGS YOU NEED TO START A BATTLE:

Main Deck of of 35 Cards minium. 50 Cards Maximum A Character Card (This card is not included in your deck) An Optional Summon Deck

You cannot have any Character Cards in your Main Deck You can only have 4 of any Non-Character card in your Main Deck You can only have one copy of any Summon Card in your Optional Summon Deck.

Counters: Counters are need for many things mainly such as keeping track of Damage and Stats. The following counters keep track of the following stats.

HP Counters: Unless theirs a number noted on these counters, each HP Counter = -10 HP These are coloured red and are included in this starter deck

MP Counters: Unless theirs a number noted on these counters, each MP Counter = -10 MP. These are coloured Violet blue and are included in this starter deck

SP Counters: Unless theirs a number noted on these counters, each SP Counter = - 10 SP. These are coloured green and are included in this starter deck

Status Counters: There are Various counters to denote status effects, When a card that causes status effects is played it will have a letter or symbol by the name of the status effect. The letter or symbol denotes which counter will keep track of that status effect.

Other Items you could need.

Dice – Some Cards or effects require a dice roll. If you use these, have a dice ready Coin – Some Cards or effects require a coin flip. If you use these have a coin ready Calculator – There is a lot of basic math in this game, so a calculator is always handy to have.

(1.2) THE GAME MAT:

Text Diagram

Discard Pile Character Counter On Going Event RFG Deck Equip Equip Equip Summon Deck

Description of Zones:

Deck Zone: Place your deck here at the begining of the game.

Discard Zone: Place your used Cards here when their effects are finished.

Character Zone: Place your Character Card here.

Counter Zone: Place Counters here to keep track of your characthers HP, MP, SP, status effects and gold (alternatively record your gold pool on paper).

On Going Event Zone: Place your on-going events here while they are active.

Remove from Game Zone: Place your cards that are removed from the game here.

Summon Deck Zone: Place your (optional) Summon Deck here if you have one at the start of the game.

Equip: Place your characters Equipment here when in play. Your character can only have 1 equipment equipped at one time.[/quote]

quote=Game Cards TYPE OF GAME CARDS:

(2.1) CHARACTER CARDS:

Name: This is the card’s name. When a card name is mentioned in card text it appears in quotations. If cards have the same name, they are considered to be the same card.

Class: The Character's class is referred to by Skills, Spells and Equipments. If the Character has the same class as the one mentioned on the Skill, Spell or Equipment card, The Character can use that card. Some Characters have more then one class. eg. "Evil Human". This denotes that a Character is both an "Evil" and a "Human" Character and therefore can play cards and or be equipped by cards that refer to either "Evil" or "Human" Characters. However if it referred to the class "Divine Human" it can only be played by or equipped to that particular class and not to a "Human" or a "Divine Class"

HP: This is the Character's Health Points. When this reaches 0 your character has fainted and is unable to continue in the battle until one of your other characters revive him. If a fainted Character would be the active character move to the next character in your line.

SP: This is the Characters Skill Points. This is used to pay for Skill Cards. The amount need to pay is denoted on the skill card.

Note: Some Characters such as “Mage” Class Characters use MP instead of SP. MP is used to pay for Spell Cards the same way SP is used to pay for Skill Cards. The values are not interchangeble

ATK: This is the Character's ATK. This stat helps to deal damage to an opposing Character

DEF: This is the Character's DEF. This stat helps to prevent damage from an opposing Character

Ability: Some Character's have an extra Statistic called an Ability. A Character's ability can be free or might need SP or MP to activate. Refer to the card in question for more information.

Character Cards are colour coded Grey.

(2.2) ITEM CARDS:

There are two types of Item Cards. Loot Item and Normal Item. Loot Items give gold for a task you perform, while Normal Items give you a reward for paying a certain amount of gold. Item cards are coloured coded blue

Normal Item:

Name: This is the card’s name. When a card name is mentioned in card text it appears in quotations. If cards have the same name, they are considered to be the same card.

Cost: This is the amount of Gold you need to pay to play the Item Card:

Effect: This is the effect of the Item card that your rewarded with for paying the cards cost.

Loot Item

Name: This is the card's name. When a card name is mentioned in card text it appears in quotations. If cards have the same name, they are considered to be the same card. You can only activate 1 Loot Item per turn.

Task: This is that task you have to perform to play the card

Gold: This is the Amount of Gold your rewarded with for performing the task of the loot card.

(2.3) EVENT CARDS:

Event Cards are colour coded Gold. Unlike other non-character cards, Event cards do not require a cost. You can usually only play an Event card during your Main Phase.

Normal Event Card:

You can play any amount of Normal event cards as you wish during your turn.

Constant Event Cards:

Each player can only have 1 on-going event active at a time. Place an On-Going event in Middle of the Playing field until its effect is wears off, then place it in your discard pile.

Single Event Cards:

You can only play one Single Event per turn.

Response Event Cards:

You can only activate this card in response to an opponents action. The Response Event card denotes what actions you can respond to.

(2.4) SKILL CARDS:

Skill Cards are colour coded Green. Skill Cards have the following statistics.

Name: This is the card’s name. When a card name is mentioned in card text it appears in quotations. If cards have the same name, they are considered to be the same card.

Class: This is the Class that can use the skill card

Type: This the type of skill card (Normal, Battle or Response Skill)

SP: This is the amount of Skill Points needed to pay for the Skill Card

Effect: This is the effect of the Skill Card.

Normal Skill Cards:

Normal Skill Cards can only be activated during your main Phase.

Battle Skill Cards:

These Skill cards can only be activated during your battle phase. If you use these skill cards, you cannot perform a basic attack this turn. You can only activate 1 Battle Skill per turn.

Response Skill Cards:

You can only activate this card in response to an opponents action. The Response Skill card denotes what actions you can respond to.

(2.5) SPELL CARDS:

Spell Cards are colour coded Violet blue colour. Spell Cards have the following statistics.

Name: This is the card’s name. When a card name is mentioned in card text it appears in quotations. If cards have the same name, they are considered to be the same card.

Class: This is the Class that can use the Spell card

Type: This the type of spell card (Normal, Battle or Response Spell)

MP: This is the amount of Magic Points needed to pay for the Spell Card

Effect: This is the effect of the Spell Card.

Normal Spell Cards:

Normal Skill Cards can only be activated during your main Phase.

Battle Spell Cards:

These Skill cards can only be activated during your battle phase. If you use these Spell cards, you cannot perform a basic attack this turn. You can only activate 1 Battle Spell per turn.

Response Spell Cards:

You can only activate this card in response to an opponents action. The Response Spell card denotes what actions you can respond to.

(2.6) EQUIPMENT CARDS:

Equipment cards have the following statistics.

Name: This is the card’s name. When a card name is mentioned in card text it appears in quotations. If cards have the same name, they are considered to be the same card.

Class: This is the class that can be equipped with the particular equipment card

Cost: This is how much gold you need to pay to equip the equipment card

Type: This is the type of equipment card (ATK/DEF/Accessory Equipment)

Stat Increase: Depending on the Type of Equipment, This is the stat that it changes (example ATK Equipment increases ATK )

Effect: Some equipments, especially accessorys have abilitys, This is the equipments ability.

When an equipped Character faints. The Equipments are sent to the Discard Pile.

Each character can only have 1 equipment of each type equipped at the same time.[/quote]

quote=In Game Rules HOW TO PLAY

(3.1) HOW TO WIN:

Reduce all the opposing character's HP to 0.

If your opponent can't draw due to having no cards in his or her deck, You win the game.

There are also alternative win conditions listed on certain cards. Refer to the particular card for more information.

(3.2) THE BATTLE BEGINS:

At the start of a Battle, you should greet your opponent with a handshake and shuffle your deck. Then offer your opponent your deck for them to shuffle and cut . Both players then take their respective deck and place them on the deck zone. Use a method such as flipping a coin to decide who goes first. Once decided both players then set their respective character face down in the character zone and draw the top 5 cards of their deck and these cards become their hand. Then Flip the characters over.

In this game, you do not play cards, your charater's play card during their own respective turns (This bears a large amount of importance during Team Play Methods)

At the Start of every Battle both players gain 1000 Gold.

(3.3) TURN PHASES:

Draw Phase: This Phase takes place at the start of your turn. Draw the top card from your deck and add it to your hand. Then move to your standby phase.

Standby Phase: During this phase some on-going effects may activate. After resolving move to your Main Phase.

Main Phase: You may activate Loot, Item, Event, Normal Skill and or Normal Spell cards during this stage. Move onto the battle phase when your finished.

Battle Phase: You can do one of four things on this phase. Attack. Or use a Battle Skill, Spell or if a your character has one, a Battle Ability

Equip Phase: You can equip your active character during this phase.

End Phase: Same as the standby phase, when done calcualating pass to your opponents turn.

(3.4) A CLOSER LOOK AT THE BATTLE PHASE:

To inflict damage to a characters HP. Subtract the attacking Characters ATK by the defending Character's DEF. The result is then subtracted from the defending Character's HP. Once a character's HP reaches 0. That character is classed as “fainted” and can no longer take any turns during the battle unless an action “revives” the “fainted” character.

Most Battle Spell cards don't take DEF into account. If they do, It would be mentioned on the card. Many Battle Skills do and don't take DEF into account. Only your Active Character can battle.

HOW TO DECLARE AN ATTACK:

Declare that your entering your battle phase, Select one of your opponents Characters as an Attack Target, at this point your opponent may want to respond with the following cards.

Name: Missed Type: Response Event Effect: You can only activate this card when your opponent declares an attack. Your character doesn't receive damage this turn.

Name: Eye for an Eye Type: Response Event Effect: You can only activate this card when your Character receives damage through battle. Inflict the same amount of damage to the active character (ignoring defense values).

Your opponent can only use the Event Card “Missed” when you declare your attack target. Your opponent cannot respond with the Event Card “Eye for Eye” at this point in time.

However, If your opponent lets the the selected Character take the damage he may activate “Eye for an Eye”. If your opponent chooses to do so, he cannot activate the event card “Missed” because s/he has missed the timing (which is when the attack was declared, whereas “Eye for an Eye” can only be activated when the attack has resolved )

ACTIVATING A BATTLE SPELL OR SKILL:

Battle Skills and Spells can only be activated during your Battle Phase, So First declare your entering your battle phase. Activate your Battle Skill or Spell by paying it costs and then select a Target for its effect. At this point your opponent can activate a Response card if they are able to.

Many Battle Skills and Spells that inflict damage may ignore DEF Values. These cards will usually tell you if they do or not. If a Battle Skill or Spell merely increase an ATK Stat. Then theres a good chance that they might take DEF Values into consideration. As said refer to the particular card for more information.

USING A BATTLE ABILITY:

There are two types of battle abilities.

Stand Alone Battle abilities and Interactive battle abilities

You perform a stand alone battle ability the same way you use a Battle Skill or Spell. You first pay the cost (if any). Select your target and then wait for your opponents response if any.

You perform an interactive battle ability in addition to your attack.

E.G.

“Poison”. When this character inflicts damage to an opposing Character. That character now has “Poison” (During each of that characters standby phase that character loses 10 HP).

To activate this effect is to declare a normal attack with your active character (who has the ability) and manage to inflict damage to the defending character.

(4.0) WHAT IS A CHAIN?

Chains are a way to process more then one card effect at a time.. There are two speeds of cards in this game, Speed 1 and Speed 2. You can chain a Speed 2 card to the activation of a Speed 1 or Speed 2 Card, however you cannot chain a Speed 1 Card to the activation of a Speed 2 Card.

The only cards that are Speed 2 in this game are "Response Event/Skill/Spell Cards". All other cards are Speed 1. When resovling a chain, the last card activated is the 1st card to resolve.

Example of a Chain:

Player A activates "Restoration Potion" (Speed 1)

Name: Restoration Potion Cost: 200 Effect:Select 1 character. Restore the selected character's HP by 20.

Player B activates "Inflation" (Speed 2)

Name: Inflation Type: Response Event Effect: .You can only activate this card when your opponent activates an Item or Equipment card. Your opponent must pay the cost again. If they cannot do this, the card is negated and sent to the Discard Pile"

Inflation was activated first so it resolves first, If your opponent cannot pay another 200 gold in addition to original 200 gold. "Restoration Potion" will be sent to the discard pile and its effect will never get a chance to resolve, so the targeted Character will not restore 20 HP[/quote]

quote=Other rules & Methods of play Other Rules

Aside from the basic rules, some cards may add a new element of gameplay. Not all of these elements will be covered in this rule book but if they are please refer to this section.

(5.1) STATUS EFFECTS:

Some cards may inflict Status effects upon a Character. Status effects will usually either inhibit or damage the particular Character. The following are five status effects.

POISON: The poisoned Character loses 10 HP during each standby phase when it is the Active Character

CONFUSION: When the confused Character attacks, uses a skill or a spell, flip a coin and call the result, if called wrong the Character cannot complete the action and loses 20 HP.

PARALYSE: When the confused Character attacks, uses a skill or a spell, flip a coin and call the result, if called wrong the Character cannot complete the action

TALENTLESS: The inflicted Character cannot activate Skill or Spell cards.

DISARMED: All of the inflicted Character's equipment is negated. The Character cannot be equipped and cannot play Items.

(5.2) SUMMONER & TRAINER CHARACTERS:

Summoners & Trainers are unique class'es as the can summon/call "aids" to the battlefield to help them

SUMMONERS:

Summoners call Summons to the field with the help of that summons spell card (which would be know as a "Summon Spell" ). Summons can work in many different ways.

Weak Level (Single Summon): These summons are characters and the replace the summoner. If the summon dies. So does the summoner. At this point the summon returns to the Summon Deck and you can only summon it again by using another summon spell card. The summoner also takes half the damage the summon takes. If this ends in a fraction round the damage up.

Mid-Level ( Aid Summon): These summons are unique in that they do not actually come to the field but instead are sent to your discard pile when you summon them. They often use a power that is similair to a high level spell/item (such as a Mega - Potion).

High-Level (Full Summon): These summons are hero level characters they replace your party. If they die, you lose the game. When these summons are brought to the field each of your characters lose a set amount of their HP. These characters don't receive the damage the summon takes. These summons often have a time limit as to how long they stay on the field.

TRAINERS:

Trainers are like summoners but unlike summoners they more often then not don't need an additional card to call their creatures and they have the Skill Point (SP) Stat instead of Magic Point (MP) Stat. Trainers have an inbuilt effect such as "Dog Whistle" which would summon a "Hound" from the summon deck. Some Trainers are replaced by they creature they call but don't receive any damage that the creature takes and doesn't faint if their creature does.

Some creatures, such as "Hound" could also be used as an equipment for the trainer that called them. The creature "Hound" is an ATK Equipment and creates a berserk type of effect on that trainer as well as piercing damage.,

When a creature dies, if it had been replacing the trainer, the trainer comes to the field but can't attack or be equipped during their next turn.

(5.3) Index of Effect Types:

Instant Effects: Instant effects are those caused by abilitys or items. They moment the cost is payed. if the card isn't negated. the effect immediately takes place.

Response Effects: These are effects that take place in response to actions taken by a player. Most of these effects are optional.

Constant Effects: These effects continue for a certain time period. Constant Events stay till their time is up. The Statistic changes made by an equipment is constant.

(6.0) Other Methods of Play

(6.1) 3 Vs 3 also known as Team Battle

This rulebook described how to play a battle with a 1 Vs 1 method. You can also play a long 3 Vs 3 game with 1 up to 5 friends. In this play method each player starts with a field and hand as if they were playing a Single Battle. The Player at the left of the starting team goes first. He is known as the active player. Only he can play cards or deal damage during this turn. When his turn is finished, the person sitting opposite to him starts. When the second turn player is finishes he passes it to the person sitting to the right of the person who went first and so on so forth

Simple Diagram of seating arrangements Team A: 2-4-6 Team B: 1-3-5

In team play gold is shared between the members of their respective teams.

Certain cards contain effects that can only be used in team play these abilities are note with the word "Team" first in their text box then followed by the name of the specific team ability/.

e.gs "Team Pride Evil". A Character with Team Pride can only be on a team if the rest of the characters have the class listed after the word pride, in this case the "Evil" class.

(6.2) 3 Vs 1 also known as Boss Battle

Boss play is when a team of three characters face off against a Boss Character. A Boss character is a character that is usually alot more powerful then other characters to balance this power out Boss Characters have an "ATB (Active Time Battle Gauge)" which contains a number. This number denotes how many characters can take a turn before it takes its turn.

"Boss" is a Character class. Boss Characters can only be used in Boss Battles. They can not be used in Single or Team Battles[/quote]

Copyright Notice wrote:
Closing Note/Copyright Notice:

Sigil Trading Card Game. Copyright © 2009 by David (Patrick Alexander) Darigan.

All rights reserved. No part of this game may be used or reproduced in any proftiable manner whatsoever without the written permission of the copyright holder, David (Patrick Alexander) Darigan.

Isaac
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Joined: 03/04/2009
Quick Start Guide

Quickstart Guide wrote:

Start of a Battle
Decks are 50 Card Minium. 60 Card Maxinum
Both Players draw 5 Cards and place their respective Characters face down and then face up when both players are ready. When a Character's HP reaches 0.That Character has fainted. When all of the opposing characters have fainted, You win the battle.

QUICK START GUIDE PART 2: CARD TYPES
Character Cards can only be equipped with Equipments that share their "Class". Characters can only play Skill/Spell Cards that Share their "Class"

Items/Equipments cost Gold to Play. The payment is a Cost.
Only Characters with SP(Skill Points) Can use Skill Cards.

Only Characters with MP(Magic Points) Can use Spell Cards.

You can only activate 1 Loot Item per turn. The action you have to perform for Loot Items is a cost.

Cards with "Battle" in their type can only be activated during the battle phase

Cards with "Response" in their type can only be activated in response to your opponents action (often a particular response is listed on the card)

You can only activate one card with "Single" in its type per turn.

You can only have 1 Active "Constant" Card on the field at any time.

QUICKSTART GUIDE PART 3: TURN PHASES
Draw Phase:
Draw 1 Card and add it to your hand.

Standby Phase:
During this turn some on-going events may activate.

Main Phase:
You can play Item/Event Cards during this phase. You can also activate Non Battle Skills or Spells during this phase. You can play 1 Loot Item during this phase.

Battle Phase:
Choose 1 of the Following to perform

1. Select an opposing Character and have your active Character battle it.

(Subtract the Defending Characters DEF From the attacking characters ATK. Subtract the result from the defending characters HP)

2. Play a Battle Skill or Spell Card (depending on whether your character uses MP or SP). Then follow the cards instruction.

Equip Phase:
You can equip your active Character during this phase.

End Phase: Same as the Standby phase, when all effects have resolved, pass to your opponents turns/

Copyright Notice:

Nuevo Mondo Trading Card Game. Copyright © 2009 by David (Patrick Alexander) Darigan.

All rights reserved. No part of this game may be used or reproduced in any proftiable manner whatsoever without the written permission of the copyright holder, David (Patrick Alexander) Darigan.

lucasAB
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Joined: 07/26/2008
Aren't there enough wizard-themed collectible games?

As stated in the headline, aren't there enough? Why is yours so different and unique from all of the other games being sold at WAL*MART and other gaming stores?

Isaac
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Joined: 03/04/2009
Well the main three TCGs

Well the main three TCGs are

Magic: The Gathering & WoW (Counting as to one for very similair gameplay)
Yugioh
Pokemon

All of these games are quite similair bar one thing, their Resource system.

M:TG uses Land Cards for mass resoruces.
Pokemon uses Energeny cards for indivual pokemon
Yugioh has lifepoints, which are both a resource and your own life.

My resource system is "Gold", You activate a loot card and gain a finite amount of Gold, unlike in Pokemon/M:TG where you have a continous resource. And different with Yugioh as you wouldn't die if you used it all up.

Its also going to be strongly based on european mythology (Norse, Celtic, etc;) but that doesn't matter as much.

kungfugeek
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Joined: 09/10/2008
What else?

Is the resource system the biggest difference? I'm not sure that will be enough to generate much interest. For different resource systems you could look at the old Decipher Star Wars CCG, or its reincarnation in Wars. I think the Star Trek CCG has (had?) a different take on resources as well but I don't remember. Decipher's Lord of the Rings TCG take on resources was really interesting, too, but in my opinion needed a little more tweaking. FFG's Call of Cthulu also played very differently than any other TCG and probably would have been my favorite if I had been able to really get into it.

I'm sure there are many other ways of handling resources in a TCG.

Personally, it would take a lot for me to get interested in a TCG again (played the ones I mentioned above quite a bit, and gave several others one-shot plays just to try them).
-I would like to see a TCG where there was only one main way of winning but that did NOT involve reducing their HP to 0 or depleting their deck.
-I would also like to see a TCG that used only cards -- no counters, no dice, no coins. Star Wars did this pretty well.
-A third thing I'd want is deck building rules that are as liberal as possible -- the ultimate being as many copies of as many cards as you want, with no limitations (minimum or maximum) on deck size. While I know that's not feasible, a game that comes as close to that as possible will get my attention.
-Fourth, the TCG would need to be flexible for number of players (but that's a minor thing).
-Something that didn't involve destroying the other player to win. I would prefer some kind of end game condition that is achievement based. Whoever accomplishes X (gets key combos in play first, reaches a certain location first, etc).
-Something removed from game design and more on the publishing side that bugs me is the arbitrary rarity. I know that's how they make their money, and I hate it. The cards need to be balanced anyway, so make all the cards the same rarity so people aren't stuck buying boosters that only have 1 or 2 useful cards in them (the deck construction rules can help with this by allowing unlimited commons, but I would rather not have the different rarities at all). I thought Fantasy Flight's Living Card Game format would solve this, but I heard it's almost as bad.

Sorry for the rant and I'm sure some of these concerns don't apply to your game. But for me to get excited about a TCG, it needs to be very unique.

BTW - Have you tried Dominion? I was thinking about how that could be converted to a CCG rather easily....

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