Working on the rules.
-Draw 1 card each turn.
>maybe start with 6.
-After drawing, you may trade in any number of cards from your hand for cards at the top of your deck. Cards in your hand art placed at the bottom of the deck in any order.
>this could be dangerous.
-If you run out of cards, you lose.
>No deck limit though
There are no external tokens or counters in this game. You can not have duplicates in a deck.
The field consists of 2 sides. Each side can have any number of zones. Each zone has a line of decks called stacks. In the context of play, line's have an order; front and back. Each stack consist of 4 sections. The top card, face card. The held cards; face up underneath face card. The buried cards; face down underneath held cards. Crossed cards; these can be put on top or bottom. They are perpendicular to the stack and represent damage & negative effects.
Stacks can be horizontal or vertical. Each orientation has opportunities for different effects. Horizontal is generally defensive or indirect abilities. Vertical is often direct and offensive.
There is no framework to this game outside of what I've mentioned above. All further instructions come from the cards themselves. This game is meant to run a little longer than magic & is much more of a "sit down" strategy game. The idea is to build up good ecosystems of cards to sweep your opponent. Some cards have broad targeting, but are weak, some cards are strong, but target a narrow set of card types, some cards can amplify or alter other cards.
>Pic related
This looks like a "brute force" creature. It would probably be able to burry creatures with 3 orbs (of any type) if they had a <insert target niche here> glyph.
It should have at least 1 other abilities.
When using <jungle><techniques> this creature applies a +3 bonus to the card's <wild> factor.
there used to be more container glyphs but I took out "up triangle" and "down triangle" containers because of the "cross" state a card can have. "Crossed" cards have solved a few things and made the game less cluttered.
|None| - No container.
(life) - Organic life. Not for golems.
[material] - Generally represents Material. what something is made of and how much of it it's made of. Damageable
<passive> - these are always "damage" when crossed onto a stack. They may come with additional effects. A lot of cards have these because every card can be considered an energy resource for another card. There can be positive effects too for diamon cards that are held regularly; parallel with the stack.
{general-association} - a master of ___, skilled with ____, primary emphasis ____
[|Vehicle|] - Damageable.
[<Device>] - This + Material is for golems/mechas. Damageable.
[[Building]] - a building made of ____, a building for ____. Damageable
<[AOE]> - fog, earthquake, rain
Smaller creatures can be good for ecosystems because they're abilities will focus on routing the targeting of your cards and changing states of cards. Another great ability for "starter" creatures, is for them to allow larger ones to be summoned with certain costs.
There are many glyph types.
If there is enough imagination to back a concept creatively, it's deserving of a glyph. That's how the blockchain works.
Ink will be a glyph.
Think of a card called "ink heart"
It enchants a creature, and allows it to cast ink spells that also share their element.
There will be ink spells that are not just ink, but water, fire, lightning, etc.
Not all monsters can attack each other directly. that's because this is not a battle scene. this is a story. Some creatures can attack directly, but in order to go to war you'll need to summon battle cards. These are cards with specific rules for each advantage and bonus different types of creatures gain when engaging in many forms of battle. Battle cards have different rules and use glyphs differently when calculating for priority, attack and defense. Be prepared for all types of combat.