Force of Will TCG
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Force of Will TCG
Quick Overview:
Gameplay is like Magic: the Gathering but with similar elements of Yu-Gi-Oh and Card Fight: Vanguard/Duel Masters/Kaijudo.
40-60 Card Decks
20 Card Magic Stone Decks
5 card starting hand
Can Mulligan once
Side Decks DO exist judging from competitive play decklists, however there is no mention of them in the documents I have atm, and Lackey does not have a sideboard transition at the moment.
Victory Conditions: Reduced all 4000 Life Points of your opponent to 0 or when unable to draw you lose.
Magic Stones: Similar to Land in MtG, can tap to create 'Will' which is used to cast spells and resonators there are 5 types; Fire, Water, Wind, Light, Dark. The big difference to MtG is that Magic stones have their own deck! Once per turn you can tap your Ruler to draw a card from your magic stone deck and place it in your magic stone zone.
Resonators: These are your monsters which you summon to attack/defend. They each have a Will cost which must be paied to summon them, unless stated otherwise.
Ruler: Each player starts with a Ruler Card which acts as an avatar. The Ruler has its own zone and has special abilities which affect the game (eg, all 'certain monster type' gain X attack, Your opponent plays with the top card of their deck revealed). Some have more abilities which you can tap the Ruler to activate.
Judgement Ruler, J-Ruler: If you play your Rulers J-Activate Cost you flip it over and summon it as a J-Ruler to the field (Rulers are double sided cards which is pretty cool). J-Rulers are usually an upgraded version of the Ruler and are the boss cards of the game with high attack and stunning abilities. However if you J-Ruler gets destroyed you lose half your life points and it returns back to the ruler zone but loses all its abilities.
Spells: Their are 3 Types of Spells; Instant, Chant and Standby. They, like resonators, have a Will cost to be played. Instants, like in MtG, can be used almost any time in either players turn. Chant can only be used in your Main Phases. Standby are like Trap Cards from Yugioh. You set them by paying 2 Will and can only be used when their activation condition is fulfilled (eg if you control no resonators and you're opponent does).
Life Break: At the start after drawing your hand each player puts the top 4 cards of their deck into the Life Break zone face down in a pile. Players can 'Life Break' in either player turn. To 'Life Break' you take the top card look at it and if it has a Break ability activate it. If not send the card to the grave.
As of the current block, life break is moving away. Older cards will have them, but they are not currently legal in the current set rotation.
Chase System: Pretty much like Chain links in yugioh and the stack in magic the gathering. When a player does something you can respond to it with a card like an instant or life break etc. Then resolve the chase backwards.
Intro to gameplay video:
You can now play online with lackey CCG.
Lackey CCG
Plug-In data
Japanese Site
English Site
Wikia
The wikia is fairly outdated at the moment.
- Rule sheets from starter decks:
SocratesThaDon- Posts : 11
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Re: Force of Will TCG
Very interesting.
Denko Rekka- Admin
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Re: Force of Will TCG
Intensely interesting.
Denko Rekka- Admin
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Re: Force of Will TCG
Is this based off of the admin in any way?
The Supreme King- Fellowship of the Dark Law
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Re: Force of Will TCG
Ghostly interesting.
Denko Rekka- Admin
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Re: Force of Will TCG
watn1ghtmare90 wrote:Is this based off of the admin in any way?
I don't understand the question
SocratesThaDon- Posts : 11
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Re: Force of Will TCG
SocratesThadon wrote:watn1ghtmare90 wrote:Is this based off of the admin in any way?
I don't understand the question
Me neither.
Re: Force of Will TCG
He Who Must Not Be Named, of course.
ThePowerfulStaraptor- Nice and Powerful
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Re: Force of Will TCG
Ohh, now I get it. Hah. And by the way, we don't have to call him You Know Who in my forum. He has no power here.
Re: Force of Will TCG
Get out, NepNep (I'll call The One Who Know Who NepNep).
Your power means nothing in Cookie/Agent Ward's place.
Your power means nothing in Cookie/Agent Ward's place.
Graviton Scorpius- Admin
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Re: Force of Will TCG
Graviton Scorpius wrote:Get out, WildWill.
Your power means nothing in Cookie/Agent Ward's place.
Exactly. Hell, if he did join, I'd have him banned immediately.
Re: Force of Will TCG
Perma?
Graviton Scorpius- Admin
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Re: Force of Will TCG
Graviton's NepNep got perma'd.
Gud.
Gud.
Graviton Scorpius- Admin
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Re: Force of Will TCG
Will.
I'll call him "NepNep", regardless of Nava calling an anon in YGO Custom Chatango "NepNep", but that's MY NepNep.
If you want, just log on to that Chatango. You can find me here.
I'll call him "NepNep", regardless of Nava calling an anon in YGO Custom Chatango "NepNep", but that's MY NepNep.
If you want, just log on to that Chatango. You can find me here.
Graviton Scorpius- Admin
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Re: Force of Will TCG
It is.
I had to choose from this and a nice contortionist, but I chose Yami Sora.
I had to choose from this and a nice contortionist, but I chose Yami Sora.
Graviton Scorpius- Admin
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Re: Force of Will TCG
In the current Grimm Block (Crimson Moon's Fairy Tale and The Castle of Heaven and the Two Tower), I've noticed a powerful advantage engine using Wind and Water. I'll look at each color piece individually then explain how they interect.
BLUE
Access to 3 incredibly potent draw cards gives decks with Blue much stronger access to their other cards. A walking, untargetable Reckless Greed, a chainable Allure of Darkness and a stronger Wonder Wand that also doubles as spot removal in some instances all of which cost 2 or less mana, meaning as the game advances they only get stronger since you're resource pool expands and you can do more immediate things with the cards you are drawing into.
GREEN
Green's advantage engine is much smaller, only being 1 card although there is a lot more to say about it. For 2 mana, Gretel gives you another mana stone, provided the top card of your Magic Stone deck is green. That's a pretty small price to pay to essentially put you a turn ahead of your opponent. Being able to access more resources than they can is a key to winning any game. But how can you guarantee that you can hit with Gretel while still having access to your Blue draw spells?
With a dual colored stone. Dual colored stones exist for all in all 5 colors, and with 4 of these in your magic stone deck you have quick access to both color's advantage engines.
Along with all their powerful utility cards.
Dorothy also acts as extra copies of Gretel, allowing you trade the slowness of the battle phase for better stats and the ability to hit non-Green mana.
So now, with 4 magic stones in our mana deck, we have immense access to both colors. So what about our other cards in out Magic Stone Deck?
Now, our Green advantage engine base gives us access to the Utility cards of every other color
So if we wanted to, let's say play Fire/Water/Wind, our magic stone deck might look like
So while we only have 8 total cards, we have 8 Green mana, 4 Red mana and 4 Blue mana. We can pad it out a bit by adding a Red/Blue stone to up us to 6 red 6 blue 8 green, at the cost of a bit of Gretel's consistency
I hope you enjoyed reading this article, in my next one I'll talk about implementing these engines into various decks.
BLUE
Access to 3 incredibly potent draw cards gives decks with Blue much stronger access to their other cards. A walking, untargetable Reckless Greed, a chainable Allure of Darkness and a stronger Wonder Wand that also doubles as spot removal in some instances all of which cost 2 or less mana, meaning as the game advances they only get stronger since you're resource pool expands and you can do more immediate things with the cards you are drawing into.
GREEN
Green's advantage engine is much smaller, only being 1 card although there is a lot more to say about it. For 2 mana, Gretel gives you another mana stone, provided the top card of your Magic Stone deck is green. That's a pretty small price to pay to essentially put you a turn ahead of your opponent. Being able to access more resources than they can is a key to winning any game. But how can you guarantee that you can hit with Gretel while still having access to your Blue draw spells?
With a dual colored stone. Dual colored stones exist for all in all 5 colors, and with 4 of these in your magic stone deck you have quick access to both color's advantage engines.
Along with all their powerful utility cards.
Dorothy also acts as extra copies of Gretel, allowing you trade the slowness of the battle phase for better stats and the ability to hit non-Green mana.
So now, with 4 magic stones in our mana deck, we have immense access to both colors. So what about our other cards in out Magic Stone Deck?
Now, our Green advantage engine base gives us access to the Utility cards of every other color
So if we wanted to, let's say play Fire/Water/Wind, our magic stone deck might look like
So while we only have 8 total cards, we have 8 Green mana, 4 Red mana and 4 Blue mana. We can pad it out a bit by adding a Red/Blue stone to up us to 6 red 6 blue 8 green, at the cost of a bit of Gretel's consistency
I hope you enjoyed reading this article, in my next one I'll talk about implementing these engines into various decks.
SocratesThaDon- Posts : 11
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Re: Force of Will TCG
Wow it actually looks pretty cool. Especially because the cards appear to use the same language Yugioh uses.
The Supreme King- Fellowship of the Dark Law
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