Final Fantasy Tactics Advanced: CCG Card Set
|Final Fantasy Tactics Advanced: CCG Set|
|Date||24 December 2008|
|This is an unfinished deck. It is incomplete, and is not playable.|
|To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)|
| Print this deck|
This is a work in progress and some what experimental. I have yet to lay out the skeletal rules and do not wish to be rushed. I am pretty active and will say if I officially give up on this game.
When reading the rules remember the Golden Rule for CCGs: If a card and a rule conflicts the card wins. Example: A player may only have 5 cards in their hand. Card: A player may have 7 cards in their hand. Just reminding everyone.
If anyone could help me get FFTA sprites that would make the game a whole lot better. Another problem I am facing is making pictures for the weapon cards, any ideas?
Each player starts the game with his Leader in play. The corner value is the character's HP. They take damage or heal that number changes accordingly. When it hits 0 they "faint". At the beginning of a player's turn if his leader has been fainted for 3 turns they lose.
I may make other win conditions if they pan out.
A character card comes in two varieties, Leaders and Units. All non-leader characters are units but are not marked so.
This Unit's name "A" is "Solider"
while its race "B" is "Hume".
Soldier's HP "C" is "10".
Its equipment compatibilities come after the bullet, so this Unit can equip "Z" or "ZZ", "Sword" or "Knightsword". See Equipment
"Soldier" has two abilities (See abilities Abilities)
Units are not unique. So any number of non-leader characters can occupy the field at a time.
Players must follow the following steps and may do one step in each group if they have the option.
-) Draw a card
--) Address all actions stating to resolve them at your draw step
1) Main Phase
- - -Play a character
- - -Draw draw a card
- - -Play an equipment
2) Character turns
3) Main Phase 2
- - -Play an equipment
- - -Play an action card if all characters choose to gain a wait counter as their Act
- - -Play a unit if a character did not come under your control this turn
Each character can choose to do one sub-action in each category.
- - -Move one space on the grid
- - -gain a move counter
- - -use an ability
- - -swing
- - -play an Action card
- - -gain a wait counter
- - -remove 3 move counters: move again
3)Wait: Remove 6 wait counters: draw a card.
Our good friend the Soldier has two abilities. "Mug" and "Powerbreak" but what are those awful numbers around it mean?
The first thing is ability requirements "D" surrounded by parenthesis is nothing, symbolized by "-". This means that Soldier can use this ability without having to jump through any hoops in order to use that ability; unlike other abilities such as Powerbreak which requires both the character to have exp, symbolized by [Experience and to have a sword equipped, symbolized by Sword. The number in brackets [D] is the range. "0" means there must be 0 spaces away from the target meaning the characters must be adjacent. A "1" would mean that a character can be one space away and still be attempted. A "1+" means that it has to be at least 1 space away in order to be attempted. Next is the ability name, "F", and finally "G" is the ability's damage it will do to the target. If there is no number then no combat takes place and it most likely a status ability. If there is a number then the ability's effect, "H", will only take place if damage is dealt to its victim. This is the reason why some abilities deal "0" damage.
Swing is a basic ability where the character deals combat damage equal to the attack power of their equipped weapon.
Weapons have an attack power as their corner value and have a equip cost after a bullet.
The type of weapon they are is described as their subtype.
Some weapons have an ability in which you may choose to use if there is a colon, or consider "on" if there is a hyphen is the requirements are met.
When you equip a new equipment on a character that already has an equipment return the old equipment to your hand.
Experience is a thing needed for some abilities and is gained in one of two ways. Using an ability That has with "--" in its ability requirement, abreq, or killing an enemy unit. If an ability with "--" in its abreq kills an enemy unit only 1 exp it gained. A character may have any number of exps on them.
JP is like exp but can only be obtained through a kill.
There are 3 zones
+++X X+++Enemy Line
++X X X++No man's land
+++X X+++Ally Line
Where X is a space or battle position. Two characters can occupy a space (an Ally and an Enemy; one of each)