Soul Casters Rules

SOUL CASTERS

This rule set aims to create a fast-paced and strategic gameplay experience, emphasizing resource management (souls), creature summoning, and tactical combat. Players must balance offense and defence while leveraging their resources efficiently to gain the upper hand and emerge victorious. Feel free to adjust and expand upon these rules to suit your vision for "Soul Casters"!


Game Setup:

  • Each player starts with 20 life points.
  • Shuffle your deck of Soul Casters cards (consisting of creatures, spells, and artifacts).
  • Draw a starting hand of 5 cards.


Gameplay Basics:

Players take turns, starting with the first player.

On your turn, you can perform the following actions:

  • Summon a creature by paying its soul cost using souls.
  • Cast spells.
  • Use activated abilities of cards.
  • Attack with your creatures.

Winning the Game:

  • Reduce your opponent's life points to 0 or below to win the game.
  • Utilize strategic card plays, creature summons, and clever use of souls to gain the upper hand in combat.


Soul System:

The game main mechanic is the Soul, each creature has least a Soul, these are used as payment to summon more powerful creatures that require more souls.

  • Souls are the resource used to summon creatures and cast spells.
  • Each player starts the game with 0 souls.
  • You gain souls by sacrificing creatures you control. 


The Soul counter is represented by this symbol:


SOUL


Summoning Creatures:

Creatures requires Souls to be summoned.


Each creature card has a soul cost indicated on the card.

To summon a creature, you must pay its soul cost using souls.

Creatures with 1 soul cost do not require sacrifices to summon.

For creatures with a soul cost greater than 1, you must sacrifice a number of creatures equal to the additional soul cost. For example, a creature with a soul cost of 3 requires you 2 other Souls to be summoned. 

A creature with soul Cost 3, when Sacrificed will Provide with 3 Souls. Some Cards, may provide Additional Souls.



Combat and Life Points:


Creatures can attack your opponent directly.

When a creature attacks, it deals damage to the opponent's life points equal to its power.

Players can also block attacking creatures with their own creatures.

Damage dealt to creatures in combat reduces their toughness. If a creature's toughness reaches 0, it is destroyed.

The game continues until one player's life points are reduced to 0 or below.

Creatures have Power and Toughness.



POWER

How much damage a creature deals in combat.


Attacking: When a creature attacks, its power is compared to the toughness of the defending creature (if any) or the defending player directly.

If a creature's power is greater than the toughness of the defending creature, the defending creature is destroyed.

If a creature's power is greater than or equal to the defending player's life points, the defending player loses life equal to the attacking creature's power.


TOUGHNESS

How much damage a creature can withstand before being destroyed.

Blocking: When a creature is chosen to block an attacking creature, their toughness is compared to the attacking creature's power.

If the blocking creature's toughness is greater than or equal to the attacking creature's power, the blocking creature survives combat.

If the blocking creature's toughness is less than the attacking creature's power, the blocking creature is destroyed.




Effects and Modifiers:


Creature Abilities: Some creatures may have abilities that modify their power and toughness, such as granting +1/+1 or -1/-1 counters, or gaining temporary boosts from spells or other effects.

Combat Tricks: Players can use combat tricks (instant spells or effects) to enhance their creatures' power and toughness during combat, potentially turning the tide of battle in their favour.


Resolving Combat and Damage:


Damage dealt during combat remains on creatures until the end of the turn. If a creature's damage is equal to or greater than its toughness, it is destroyed and placed into the graveyard.

Players must strategically deploy creatures and consider their power and toughness relative to their opponents' creatures to maximize their combat effectiveness and achieve victory.



TYPE OF CARDS


CREATURE CARD


Creatures are the backbone of your forces in "Soul Casters." They represent the warriors, beasts, and magical entities you summon to battle.

Creatures have a soul cost associated with them, which must be paid using souls to summon them onto the battlefield.

Each creature card has Power (damage it deals in combat) and Toughness (resilience against damage) values that determine its effectiveness in combat.

Creatures can attack your opponent directly or block incoming attacks from your opponent's creatures.

Each Card has an Effect and It can be activated only if the Card is summoned in the Field.



SPELL CARD

Spells can have immediate effects or be used to disrupt your opponent's strategy.


Spells, Spells can be casted during your turn from your hand, spell placed on the field face down, can be casted during the opponent turn.

Spells are powerful magical effects that can be cast to disrupt your opponent's strategy or enhance your own.

Spells have various effects, such as dealing damage, destroying creatures, drawing cards, or providing temporary boosts to your creatures.

Spells are typically one-time use and have an immediate impact on the game when cast.

Spells are versatile tools that allow players to respond to threats, change the course of battle, or capitalize on strategic opportunities.


ARTEFACT CARD

Artefacts can provide ongoing effects or abilities that affect the game state.


Artefacts are powerful magical items or constructs that provide ongoing effects while on the battlefield.

Artefacts do not require souls to be cast onto the battlefield; they are deployed directly from your hand.

Artifacts have various effects that can enhance your creatures, grant you additional abilities, or impose restrictions on your opponent.

Once on the battlefield, Artefacts remain active until they are destroyed by specific card effects or abilities.

Artefacts are valuable assets that can shape the flow of the game and provide long-term advantages to their controller.

Artefacts can be only played during your turn, unless positioned Facedown on the previous turn.


Interactions and Strategy:

Players must strategically manage their souls to balance summoning creatures, casting spells, and deploying artifacts.

Creatures are essential for attacking, defending, and ultimately reducing your opponent's life points to win the game.

Spells provide flexibility and allow players to react to changing circumstances on the battlefield.

Artefacts offer continuous benefits and can create synergies with creatures and spells, amplifying your overall strategy.

Spell and Artefact cards can be played without paying the Soul Cost

Each Card Archetype can function in other decks, but their true power can be used to the max when played in Decks Containing Creatures with Similar Archetypes


Type of Creatures

These are Undead Creature Cards, they all have 2+ Skills, but they all have Undead, these skills will activate when the requirements are Met, in the Case of Undead, the Creature, once per turn, can return to the Field by Paying it Cost in Life Points, This is a simple effect, on smaller monsters, the cost will be insignificant and the player will always have a card to block the attacker. But they player can choose to summon even bigger Undead Creature by paying more Life Points.

By leveraging the strengths of creatures, spells, and artifacts effectively, players can develop unique strategies, adapt to their opponent's tactics, and emerge victorious in the world of "Soul Casters." Each card type contributes to the dynamic and engaging gameplay, providing players with diverse options and exciting interactions throughout the gam





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