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 User is Offline LeonPayne   Post Posted: Sat Jul 29, 2006 8:33 am
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Final Fantasy Trading Card Game

After inspired by Edge,I've decided to make my own Final Fantasy Trading Card game just for fun. I've set the main ideas,gameplay phases,Tutorial and some Spell/Trap card list.

Now I'm looking forward to complete the Monsters cards as well as the GF cards,also to maximize the completion of Spell and Trap cards. If you guys hav any idea on the cards,please let me know. Meanwhile,here is the brief explanation of the Card game I thought of.


Final Fantasy Trading Card Game:

Tutorial:

The Duel Field:
1.You cant duel without a deck.
2.Your deck should consist at least 40 cards.
3.You can only hav maximum 3 copies of each card in your deck,so dont think you can put 40 same cards in your deck!
4.There's also Discard Pile,where you place your destroyed Monster cards and used Spell/Trap cards.During duel,you are allowed to check each side of Discard Pile (this is usefull,to know which card has been used by your opponent).
5.There's also Field Card Zone,here you place the environment spell card. If your opponent sets a new Field card,your field card is destroyed. So,only 1 Field card is allowed in the duel.
6.There's also GF Deck Zone where you place all your GFs there. This deck is excluded from your 40 Main deck.
7.Now we enter the Main Monster Zone. Here is where you set/place your Monster cards,you can only hav a maximum of 3 Monsters on your field. If your field is full,you can't set any other monster cards unless you sacrifice summon a Hero or your monster card is destroyed by your opponent.
8.After Main Monster Zone is the Supportive Monster Zone. Here is where you set all spare/supportive monsters. Supportive monsters can't attack directly to your opponent's Main monsters but the effects can be activated,note this field can also be used as a preparation to set your strong Monster card which requires alot of Energy cards.
9.Lastly,is the Spell/Trap Zone. This is where you set/place your Spell/Trap cards. You can have maximum of 5 Spell/Trap cards on this zone.

The Phases:
1.First you and your opponent start with the Draw Phase,where each of you Draw 6 cards to hand. You can draw 1 card for this turn,if there's no more card left,you're considered lost.
2.Next is the Energy Junctioning Phase,where you set 1 Energy Card from your hand onto 1 of your monster/GF in the field. Some monsters hav Special Effects (either FLip,quick effect,other triggered effects) and to activate the effect you need to hav Energy Cards. So,its wise to hav a fair amount of Energy Cards in your deck!
3.Next is the Main Phase 1,during this phase you can set/place a Monster card,change card position or set/place Spell/Trap cards. Here is the phase where you show your brilliant strategy.
4.You can choose to summon a Monster face up in ATK position or DEF position,the value of ATK and DEF is stated on the monster cards. Cards in 'Defence position' is summoned face down horizontally.
5.Damage calculation is by deducting your Monster's ATK/DEF with your opponent's monster's ATK/DEF,depends on the way you set your Monster card. Here's some simple example:

BARON (ATK:1550 DEF:800) fights WOLF (ATK:1200 DEF:500)
When Baron (ATK position) attacks Wolf (ATK position),350 damage is inflicted onto your opponent's LIfe Points and Wolf card is destroyed.


6.Reminder,the Life Points of each duelist starts with 8000 and considered lost if it drops to 0.
7.After Main Phase 1 is the Fight Phase where I've just explained it awhile ago.
8.After Fight Phase is the Main Phase 2,you can do the same steps as Main Phase 1.But remember,only 1 Monster can be summoned during each turn.
9.After Main Phase 2,is the End Phase. Here,you end your turn and your opponent starts his/her phases.

Deck Construction:
1.Your deck must consist at least 40 cards or above.
2.Only 3 copies of each card is allowed in your deck,however there're some cards called the 'Ultimate Card' where you are only allowed to hav 1 of that cards in your deck.
3. Make sure you hav enough or sufficient Energy Cards in your deck to activate your monster's effects. But note not all monsters hav Special effects.
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 User is Offline LeonPayne   Post Posted: Sat Jul 29, 2006 8:37 am
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Final Fantasy Trading Card Game:

Spell Card List:

(1=Ultimate card,3=normal card)

Energy Retrieval(3) - Trade 1 of the other cards in your hand for up to 2 Energy Cards from your discard pile.

Finishing Touch(3) - Choose 1 of your opponent's supportive monster and switch it with his/her Main monster.

Energy Removal(1) - Choose 1 Energy card attached to 1 of your opponent's monster (regardless of position) and discard it.

Energy Search(3) - Search your deck for 1 Energy card and put it into your hand. The deck is then shuffled.

Switch(3) - Switch 1 of your Main monster with your supportive monster.

Scan(3) - Look at your opponent's hand.

Elixir(1) - Destroy all spell cards (face-up) of your opponent's.

Mega Elixir(1) - Destroy all of your opponent's Spell/Trap cards.

Revive(1) - Special summon a monster from your Discard Pile. You may choose to set it in ATK/DEF postition.

Energy Ark(1) - For every 10 - (the number of cards in your hand),search for Energy cards in your deck equal to the number. Your deck is then shuffled.

Demi(3) - Inflicts direct 500 damage to your opponent's Life Points.

Ifrit's Hell(3) - Destroys all spell and trap cards in the field. Each player pay 500 Life Points for each of their Main Phase 1 turn.

Berserk(3) - Equip this card onto 1 of your Main monster to increase its ATK by 400 and reduce its DEF by 200.

Aura(1) - Activate a selected monster's effect without requiring Energy Cards for this turn.

GF Summon(3) - Summon a GF onto your Main/Supportive Monster zone from your GF deck. But,the GF can't attack nor activate it's effect until the next Main Phase 1/2.

Scatter Shot(1) - Your opponent can't attack for 3 whole turns. Also,flip all of your opponent's face down Main monsters.All flip effect is activated.

Assasinate(3) - Discard 1 card from your hand to destroy 1 of your opponent's Supportive monster regardless of its position.

Apocalypse(1) - Destroys all of your opponent's Main monster.

Anti-Apocalypse(3) - when your opponent activates spell card 'Apocalypse',his'her Main monster is destroyed instead of yours.

Double(1) - Draw 2 cards from your deck.

Triple(1) - Draw 3 cards from your deck and discard 2 cards from your hand.

Charm(1) - Take control of 1 of your opponent's Main Monster for that turn.

Gunblade(3) - This card can only be used by Squall or Seifer. Increases ATK and DEF by 300.

Aeris The Healer(3) - Increase your Life Points by 1000.

Potion(3) - Increase your Life Points by 300.

Ultima(1) - Inflict direct 600 damage to your opponent's Life Points.

Geostigma(3) - Reduce half of an ATK from a selected monster and add it to another monster.

Card Demolishen(1) - Both players must discard their entire hands and draw the same number of cards they've discarded from their respective decks.

De-Summon(1) - Return 1 GF monster card on the field to the GF deck.

Snatch Steal(1) - Take control of 1 of your opponent's face-up monsters. Your opponent gains 1000 Life Points at each of his/her Main Phase 1 turn.
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 User is Offline Dazzard   Post Posted: Sat Jul 29, 2006 8:38 am
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Sounds a bit like Yu-Gi-Oh...
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 User is Offline LeonPayne   Post Posted: Sat Jul 29, 2006 8:40 am
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Final Fantasy Trading Card Game:

Trap Card List:

(1=Ultimate card,3=normal card)


Defender(3) - Attach this card as close face down . During your opponent's Fight Phase you may discard it to reduce the attack of a selected opponent's Main monster by 500.

Hero(3) - Reduce all damage to 0 once this card is activated only during this turn.

Confusion(1) - You may activate this when your opponent activates a Spell card,take control of that Spell card.

Ultra Scan(1) - Flip all close face down cards on the field (except Spell and Trap cards). Activate the effects immediately. Then,shuffle your deck,look up to 5 cards from the top of your deck and rearrange them as you like.

Sneak Draw(1) - This card can be activated during your opponent's Draw Phase. Draw up to 2 cards into your hand.

Bad Breath(1) - All Spell and Trap cards stop working for 2 turns.

Gamble(3) - Shuffle all your cards in hand into your deck. Flip a coin,if heads draw 8 cards,if tails draw 1 card.

Devil's Agreement(1) - Pay 1000 of your Life Points to Special summon a monster your Discard Pile.

Full Revive(1) - Discard 5 Energy Cards to special summon a monster from either side Discard Pile.

Stone(3) - Disable an opponent's Main monster,it can't attack or change its position but still can activate its Effect. This card disappears if the monster is sacrificed summon/destroyed.

Poison(3) - You may activate this card if your opponent's Life Points is 3000 or below. Inflict direct 500 damage to your opponent's Life Points for each of his/her Draw Phase.

Gravija(3) - Your opponent skips his/her Draw Phase.

Protect(3) - During the activation of this card,increase a selected monster's DEF by 500.

Boost(1) - Enables GF to attack or activate its effect on the same turn its summoned.

Pitfall(3) - Destroys opponent's monster when it is summoned. (Exception for Special summons)

Fire Wall(3) - When this card is activated,reduce 1 of your opponent's ATK by 700.

Reflect(1) - Destroys all face-up Main monsters in ATK position when your opponent attacks with a monster. Negate the attack.

Steal(1) - Pay 2000 of your Life Points to return 1 Spell card from either side Discard Pile.

Curse(1) - Pay 800 of your Life Points to activate this card. Your opponent cannot activate any spell or trap cards for 2 turns.

Anti-Spell(3) - Negates activation of opponent's Spell card.

Life Stream(3) - This card can be activated only if there's more than 5 monsters in your Discard Pile. Take up to 3 monsters from our Discard Pile and shuffle back into your deck.

Hades Deal(3) - Select 1 face-up Main monster on the field. Increases the selected monster's ATK by 100 points for each monster in your Discard Pile during the turn this card is activated.

Aeris Healing Rod(3) - When your opponent's monster attacks,increases your Life Points by the attacking monster's ATK points.
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 User is Offline Guest   Post Posted: Sun Jul 30, 2006 2:11 am










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It does sound like Yu-Gi-Oh...............
what if u follow the gameplay of the cards excatly like the final fantasy VIII card game
Since in the game at ffinal fantasyVIII also hav card game battle why not u juz follow the whole thing so it will be different than all the other card games. Wink Wink Wink
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 User is Offline LeonPayne   Post Posted: Sun Jul 30, 2006 9:54 am
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The gameplay is based on Yugioh with some mixture of Pokemon Trading Card game,unlike yugioh Energy Cards is needed to activate certain effects. So,Energy Cards is considered dominant in your deck.

Besides having all Spell and Trap cards,now with the introduction of Energy Cards the deck contruction gets more complex. You MUST have sufficient Energy Cards so that your monster don't just stand there do nothing! Now,choosing the Spell and Trap cards as well as the (best+combo) monster cards is up to you.

I've already working on the Monster cards now, the hero cards (Squall,Seifer,etc) will be done lastly. To get a good starter package, I guess it would be appropriate to set at least 150-200 monster cards as well some Starter Packs like:

Plant starter pack (contains all plant type monsters as well as some suitable spell/trap cards)
Fire starter pack (contains all fire type monsters as well as some suitable spell/trap cards)

You also get additional GF cards for each starter pack you choose,for example Fire Deck gets Ifrit or Phoenix or Salamander.

Its abit different from Yugioh as I've introduced the Supportive/Spare monster zone. Besides concentrating on the Main monsters on battle,you gotta pay attention on your supportive monsters.[/list]
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 User is Offline LeonPayne   Post Posted: Thu Aug 31, 2006 12:55 pm
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Ok, there's a total of 264 cards completed. I've aimed for approximately 350 cards to start the game, I'll be constucting more time by time. I've also modified the rules and added some extra Di-Elemental summoning, I'll post it in the Tutorial mode later.

Here are some of the example cards I've completed:

Energy Card:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1233

Plant type:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1234

Fire type:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1235

Lightning/Wind type:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1237

Water type:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1236

Neutral type:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1238

GF card:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1239

Dark type:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1240

Poison type:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1241

Trap card:
http://www.funender.com/finalfantasy/forums/album_pic.php?pic_id=1242

Note: There's also Hero,Holy and Spell cards. Unfortunately the dimension is too big for me to upload here, so I'll be uploading the full 264 cards some other site.
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 User is Offline Acadian   Post Posted: Thu Aug 31, 2006 1:36 pm
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Sweet looking card game, I like Yu-Gi-Oh(card game only, show sux) So this is just up my alley.
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 User is Offline LeonPayne   Post Posted: Sat Sep 02, 2006 12:09 pm
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*Due to the maximum 4350 characters limit,I hafta continue posting the remaining Tutorial,Spell & Trap card list separately. Sorry for the inconvinience.

Tutorial:

Sacrificing Summons:
1.There are special cards labelled with a black square with golden circle among the monster cards, these cards are called the 'Summoned' monsters.
2.You can't summon these monsters unless you sacrifice one or more of your own monsters on your zone, note that you can't sacrifice monster cards from your hand.
3.The number of sacrifices needed to summon these 'Summoned' monsters is shown on the card itself,the number of black squares indicates the number of sacrifices for that particular summon. For example,one black square requires you to sacrifice one monster (Main/Supportive) in order to summon that 'Summoned' monster.
4.There are some exceptions and side rules for Sacrificing Summons,those rules will be notified from the card itself. So,you don't have to refer to manuals or tutorials while duelling!
5.There are also Bi-Elemental summons,which require duelist to sacrifice 2 different elemental monsters to summon it. Currently,there are only a few cards with this feature and we are still working on it.
6.NEW: When sacrificing summoning,you can only offer sacrifice/s from one zone (Main/Supportive) in order to Sacrifice summon a monster.

Card Interface:
1.Basically,there are 4 type of cards,Fighters,Spell,Trap and Energy cards. I'll explain step by step for each type of card.
2.First,the Fighters card consists of Monster,GF and Hero cards.Monster and Hero cards are included in your main deck while the GF cards is compiled in the GF deck. These cards all have Name,Elemental,Sacrifice Summon (if it's a Summoned monster),ATK & DEF,Effects,Image and Details.
3.Next,we have the Spell and Trap cards. These cards have basic Image and Details. The details will tell you how to use the card in play.
4.Finally,the Energy Card. You can have as much Energy Card as you like in your main deck but beware you still need space for your Fighters and Spell&Trap cards to make it a perfect deck.


That's all for the Tutorial,if you still need briefing or further explanations,forward your questions and doubts to squall_payne@hotmail.com. Thank you.
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 User is Offline LeonPayne   Post Posted: Sat Sep 02, 2006 12:11 pm
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FF Trading Card Game:

Continued. . . .

Spell Card Lists:

Charge(1) - Junction up to 2 Energy Cards during your Energy Junctioning Phase.

Poison Gun(3) - Equip this card to one of your Poison elemental monster to increase its ATK and DEF by 300.

Flame Stone(3) - Equip this card to one of your Fire elemental monster to increase its ATK and DEF by 300.

Ice Orb(3) - Equip this card to one of your Ice/Water elemental monster to increase its ATK and DEF by 300.

Blood Sword(3) - Equip this card to one of your Undead/Demon type monster to increase its ATK and DEF by 300.

Excalibur(3) - Equip this card to one of your Holy elemental monster to increase its ATK and DEF by 300.

Zeus Hammer(3) - Equip this card to one of your Lightning elemental monster to increase its ATK and DEF by 300.

Turks Light(1) - Your opponent can't attack for 2 turns. You can't attack your opponent either during that 2 turns.

Jenova's Cell(1) - Pay 5000 Life Points to Special Summon either Kadaj, Yazoo or Loz onto your Main monster zone.

Energy Transmute(3) - Choose a card in your hand to be treated as an Energy Card except for this card.

Final Attack(1) - When 2000 or more damage is inflicted directly to your Life Points, discard all Energy Cards in your hand. Then inflict 500 damage for each Energy Cards you've discarded.

Long Range(3) - Main monsters and Supportive monsters can attack each other as long as this card remains on the field.

Slot(3) - Flip 3 coins, if all Heads search your deck for a Spell/Trap card and shuffle the deck after you take the card. If all Tails, search for 2 Energy Cards from your deck and place them into your hands.If there's either 2 Heads, 1 Tails or 2 Tails, nothing happen.

Ajit Forgotten Capital(3) - Field Spell card, increase all Holy type monster's ATK and DEF by 200. Also decreases all Undead/Demon type monster's ATK and DEF by 200.

Air Garden(3) - Field Spell card, increases all Wind/Lightning elemental monster's ATK and DEF by 200.

Ultimecia's Castle(3) - Field Spell Card, increases all Undead/Demon elemental monster's ATK and DEF by 200 and also reduce all Holy type monster's ATK and DEF by 200.

World Map(3) - Field Spell card, increases all Plant,Earth,Insect or Poison type monster's ATK and DEF by 200.

Volcano(3) - Field Spell card, increases all Fire elemental monster's ATK and DEF by 200. Also, reduce all Plant/Insect type monster's ATK and DEF by 200.

Freezing Field(3) - Field Spell card, increases all Water/Ice type monster's ATK and DEF by 200. Also, reduce all Fire type monster's ATK and DEF by 200.

Deal Draw(3) - Both you and your opponent draw 2 cards from respective decks.

Energy Absorb(3) - You may activate this whenener your Main monster destroys your opponent's Main monster with Energy Cards attached to it. Take 1 of the Energy Card before after destroying it.

Brotherly Love(3) - Fuse Minotaur and Sacred to form one GF. The new GF's ATK is 3300 and DEF 2200.

Holy(3) - As long as this is face-up on your Spell/Trap card zone, negate 'Meteor' Spell card activation.
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 User is Offline LeonPayne   Post Posted: Sat Sep 02, 2006 12:16 pm
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FF Trading Card Game:

Continued. . .

Trap Card Lists:

Meteor(3) - Flip a coin, if Heads reduce all of your opponent's monster ATK for 500 points during the turn this card is activated. If tails, discard 2 cards from the top of your deck.

Angelo Strike(3) - Remove a face-up Trap card in the field.

No Mercy(3) - Once this card is activated, inflict direct 100 damage to your opponent's Life Points for every Spell card you discard from your hand.

Energy Leak(1) - Your opponent's monster's Energy Card requirement increases by 1, as long as this card remains on the zone.

Ele-Change(3) - Choose 1 type of elemental, all face-up monster cards on the field will be the type you've chosen, as long as this card remains on the field.

Death LVL???(1) - You may activate this when your opponent attacks, flip a coin each time he/she attacks. If Heads, reduce the attacking monster's ATK to 0. But you pay 700 Life Points each of your Draw Phase.a

Decay Energy(3) - Whenever your opponent attach an Energy Card to one of his/her monster card, inflict direct 100 damage to his/her Life Points as long as this card remains on the field.

Anti-Apocalypse(3) - When your opponent activates Spell Card Apocalypse, his/her monsters are destroyed instead of yours.

Invincible Moon(1) - You may discard this card whenever your opponent inflicts direct damage to your Life Points. Negate the attack and inflict back half of the ATK to his/her Life Points.

Omnislash(3) - This card can only be activated if there's Cloud on your Main Monster zone. Destroy all Spell and Trap cards on your opponent's zone.
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 User is Offline monausicaa   Post Posted: Sat Sep 02, 2006 12:25 pm
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so where are you puting the cards at i want to see them and if you want i would be glad to help work on the cards as well, but i would rather do earlier characters than 8 though
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 User is Offline LeonPayne   Post Posted: Sun Sep 03, 2006 10:47 am
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FF BETA TRADING CARD GAME:

Since its still in Beta version, there might be some changes to the cards (ATK,DEF,descriptions,etc).

Meanwhile here is the Beta FF Trading Card game url:

http://s101.photobucket.com/albums/m42/squall_payne/

p.s: I'm still uploading the cards,uploading all 283 of them sure takes time.
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 User is Offline monausicaa   Post Posted: Wed Sep 06, 2006 7:10 pm
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ill bet it does take time
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 User is Offline Kertova   Post Posted: Thu Sep 07, 2006 5:06 am
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47498 Gil

Class: Hero
Level: 24

Items
Dark Mirror Angel Tear Arm's Mastery Burn Diamond Mail
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Hmmm... Can't beat triple triad though..... best card game ever Smile
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