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How to Play Shmod - this time, it's not a Powerpoint

 
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Aarikku
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Joined: 13 Aug 2007
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Location: A Mountain Dojo

PostPosted: Wed Nov 28, 2007 3:51 am    Post subject: How to Play Shmod - this time, it's not a Powerpoint Reply with quote

NOTE: If you downloaded the Powerpoint, you probably won't need to read this.

Table of Contents
I. How to Build a Deck .I
II. Setting Up a Game .II
III. The Phases .III
IV. Different Cards .VI
V. Anatomy of a Card .V
VI. Playing a Card.IV
VII. Battling .IIV
VIII. Extra Notes .IIIV

I. How to Build a Deck .I

A Standard-format deck of Shmod contains 50 or more cards. A deck with 49 or fewer is illegal. Also, a deck can only contain 4 of any card (or 1, if the card is LIMITED).

A side-deck is 15 cards that can be swapped between cards in your deck in between games. If you choose to have a side deck, it must contain exactly 15 cards.

A Fusion/Transformation Stack is an indeterminate amount of Fusion or Transformation monster cards. There is no limit or minimum to the amount of cards in a Fusion/Transformation Stack.

LIMITED CARDS (You can only use one of the following cards in your deck. Ignore this for C/T monsters):
-Replenish
-Yoink!
-Revival Stone
-Monster Bash
-Monsters with the 'Deity' category

II. Setting Up a Game .II

-Players flip a coin OR do Rock-Paper-Scissors to determine the turn order. The player who wins the flip or r-p-s chooses whether or not to go first. (In a game using more than 2 players, the winner determines the entire player order)

-Each player begins the game with 10 Life.

-At the beginning of the game, each player draws 7 cards.

III. The Phases .III

There are SIX Phases.

1) Draw Phase - During your Draw Phase, draw 1 card from your deck. Then, resolve any effects that occur in this phase.

2) Untap Phase - Untap every card in your Mana Zone. Then, resolve any effects that occur in this phase.

3) First Main Phase - You can charge Mana from your hand, play monsters or spells, and/or set traps.

4) Battle Phase - Any of your monsters can attack. Attacking works almost exactly like Yu-gi-oh; only direct attacks inflict 1 damage instead of damage equal to the attacker's ATK. (If a 0-ATK monster attacks directly, no damage is inflicted.)

5) Second Main Phase - This is identical to your First Main Phase. Note that you can only charge 1 Mana per turn, despite having two Main Phases.

6) End Phase - Resolve any effects, and then your opponent begins their turn.

IV. Different Cards .VI

There are three different types of cards.

-Monsters: Identified by having a Type, ATK and DEF points. With the newer format, the background of a card is Red (FIRE), Blue (WATER), Green (EARTH), Light Blue (STORM), Dark Purple (DARK), Yellow (LIGHT), Beige (COLOURLESS) or Gold (MULTI-TYPE). The TYPE of the monster is written underneath the picture, on the Left. The Right contains the monster's Categories.

(NOTE: Fusion and Transformation Monsters do NOT have a different background. They are only identifiable by their Category, as well as a brief description of the Monster(s) required at the top of the card's text)

-Spells: Identified by having the SPELL Type. Spell cards are a duller Green than EARTH-type Monsters.

-Traps: Identified by having the TRAP Type. Spell cards are a grey-ish purple-y.

V. Anatomy of a Card .V



VI. Playing a Card.IV

-Mana: Play a card from your hand into your Mana Zone. It is treated as Mana of its own Type. Spell and Trap cards become COLOURLESS Mana.

-Monster: Tap Mana equal to the Monster's LEVEL, including at least 1 Mana of that monster's TYPE. (This doesn't apply to COLOURLESS monsters). Place it vertically for Attack Position, and horizontally for Defense Position.

-Spell: Tap Mana equal to the Spell's LEVEL. Resolve the effect of that Spell Card, and then put it into the Graveyard. (ALTERNATELY - if the Spell is Equip, place it behind the Equipped monster. If it is Continuous, it does not go to the Graveyard until another effect says so. If it is a Field card, it remains on the field until another effect removes it OR another Field card is played.

-Trap: Set the card facedown on the field (in LackeyCCG, you can turn the card facedown in your hand before you play it.) You cannot activate the set Trap card during the turn you set it. To activate it, flip the Trap faceup, tap Mana equal to its Level, resolve its effect, and send it to the Graveyard. (Later Traps may have subtypes like Spells. They work in the same way; Equips equip to monsters, fields and continuous stay until removed, etc.)

VII. Battling

During your Battle Phase, you can declare attacks with any or all of your Attack-Position monsters. Each monster, unless it says otherwise, can only attack once per Battle Phase.

Attack-Mode vs. Attack-Mode: The monster with the lower ATK is destroyed, and the owner of that card takes 1 damage. If both monsters have equal ATK, both monsters are destroyed and both players take 1 damage.

Attack-Mode vs. Defense-Mode: If the attacking monster's ATK is higher than the target's DEF, the target is destroyed. No damage is inflicted. However, if the ATK of the attacker is lower than the DEF of the target, neither monster is destroyed and the attacker's owner takes 1 damage.

Monster vs. Life: If a player has no monsters in play, the opponent may use an attack-mode monster to attack directly. In this case, the target player takes 1 damage.

VIII. Extra Notes .IIIV

-Cards with a Level of (X) can be played for any amount of Mana. The amount you tap becomes the value of (X) for all instances of that card's effect.

I.e: You have a Level X Spell Card; its effect is "Draw X cards". If you tap 1 Mana, you will draw 1 card. If you tap 5 Mana, you will draw 5 cards, etc.

-If a monster is played by any effect (its own, a Spell, a Trap, another Monster, etc.) you do not tap Mana equal to its Level.

-Immunity to ___: These monsters are completely unaffected by the blank: EXCEPT FOR THE CARD GIVING THE MONSTER THE IMMUNITIES. For example, if a Spell card destroys all monsters on the field, it would not affect a monster with an Immunity to Spells. However, if that Spell card said "Select 1 monster; it has Immunity to Spells. Destroy all monsters." the monster would be destroyed.

(This rule is to keep from monsters being immune to its own immunity)

-The keyword [VAMPIRISIM] will be used later. It means: "When this card inflicts damage to your opponent and you have less than 10 life, increase your life by 1."



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The Decktype Guide


Last edited by Aarikku on Wed Aug 13, 2008 2:29 pm; edited 1 time in total
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Naardaas
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Jirai Shmodding no Kyoukyoku Majin


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Location: Within a dimension beyond the bounds of Time and Space.

PostPosted: Wed Aug 13, 2008 12:45 am    Post subject: Reply with quote

Is the "First player skips their Draw Phase" thing still a rule? 'Cause several of my Chapters do have the first player draw, and you've never said anything.
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Aarikku
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Ancient Cardgame Master


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Location: A Mountain Dojo

PostPosted: Wed Aug 13, 2008 1:36 am    Post subject: Reply with quote

I'm not sure. I'm voting for no, considering that the first player already skips their Battle Phase.
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Naardaas
Shmod Designer
Jirai Shmodding no Kyoukyoku Majin


Joined: 08 Oct 2007
Posts: 1190


Location: Within a dimension beyond the bounds of Time and Space.

PostPosted: Wed Aug 13, 2008 2:29 pm    Post subject: Reply with quote

I vote no as well. It's bad enough you can't attack, now you're less a card.



_________________
The seal on my existence is broken. My great dragon has arrived as pinnacle strength. And I have the last thing I need to exact revenge on those who banished me. I have the power over chaos, over life and death. The power of Drahondes.
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