Preliminary Rules for Tickle Themed TCG
Added 2024-12-29 19:15:28 +0000 UTCTickle Fight! (working name) Rules
Each player has 40 Stamina Points.
Types of Cards:
Tamer - represents the player. One side shows a freed Tamer. The other shows a restrained Tamer.
Weakness - The Weakness card shows the Tamer’s one weak spot that is hidden on the back of the card and can only be revealed by either finding the spot or using special Monsters that can analyze the opponent’s weaknesses.
Monster - cards that are summoned by Tamers. There are three Monster Zones on each player’s field. Once all the zones are filled, a Tamer may discard any number of Monsters at the start of their turn after drawing for turn. Some monsters have a “Spot Skill” buff that adds 2 to the amount of Stamina depleted when they tickle a specific spot. Other monsters may not be able to tickle the opposing Tamer at all, but have a different skill or ability that gains advantage for their Tamer. Monsters may not Attempt the turn they enter the battlefield.
Action - cards that are played during the active Tamer’s turn. These cards include tickling cards, breaking free from Restraints, catching the opposing Tamer in restraints, or gaining Stamina.
Reaction - cards that can only be played in response to an Action card. These cards may turn the Action card on its owner, catch the opposing Tamer in restraints, remove a Monster from the field, or negate certain effects.
Set up:
Each player places their Tamer card in the Free position in front of them with the Weakness card face down next to it. A 50 card main deck is placed to the right. Decide who goes first via Rock, Paper, Scissors, flipping a coin, rolling a die, or by some other random means. Each player shuffles their decks and draws an opening hand of 6 cards. Each player may put any number of cards back on the bottom of the deck and draw that many cards minus one as a mulligan. Once play begins, the first turn player may start their turn.
Turn Phases:
At the start of each turn, ready your Monsters and Tamer and turn your Weakness card face down. This is called the Ready Phase.
Draw two cards. This is called the Draw Phase.
You then have Main Phase actions you may take including…
Playing an Action card
Using a Monster’s MAIN ability
Engaging a Monster to Attempt a Restraint or Tickle
Pass Turn
During the Attempt Phase, you will attempt to use a Monster’s ability to Tickle or Restrain your opponent.* This phase is entered into by engaging a Monster and declaring whether it is attempting to Restrain or Tickle the opposing Tamer. Each Monster has a difficulty it faces with both Restraint and Tickling, so be sure to use your Monsters wisely! Once you engage a Monster, you roll a 10 sided die to see if you are successful. Any number greater than or equal to the Difficulty printed on the Monster is a success! Any lower number results in failure and the Monster stays engaged with no effect to the opposing Tamer. The monster remains tapped until its Tamer decides it should release the opposing Tamer during their Ready Phase or the Monster is removed from play.
If a Monster attempts to Tickle the opposing Tamer, then the controller must declare one of 10 spots: Neck, Armpits, Ribs, Sides, Belly, Navel, Hips, Thighs, Knees, or Soles. If the Monster is successful, then it depletes Stamina equal to its Tickle Rating plus any buffs or debuffs that are active.
the player who goes first cannot Attempt during their first turn.
FAQ:
Q - What happens if a Tamer is Restrained?
A - That Tamer cannot use certain Action or Reaction cards. Each Monster controlled by a Restrained Tamer’s opponent has its Tickle Difficulty decreased by 2, making it easier to successfully Tickle a Restrained Tamer.
Q - What happens if a Monster Tickles my Tamer’s Weakness?
A - The Tickle Rating doubles if a Monster Tickles a Tamer’s Weakness. So, if a Monster has a Tickle Rating of 4, and the Attempting Player successfully targets the opponent’s Weakness (even if it is face down), then the Tickled Tamer loses 8 Stamina.
Comments
Fair enough.
Christopher Bateman
2024-12-30 19:10:47 +0000 UTCThere are a couple card types I thought about having, but want to start out a bit simpler and add new mechanics as new sets come out so it’s easier to learn and easier for me to manage. That’s definitely something I want to add to the game, though!
Simply Anonymous
2024-12-30 13:30:28 +0000 UTCA interesting idea, but I feel there are things you could add. Like "tools", items you can link to monsters fir different affects (making targeting specific spots more effective for example.) To kinda walk through this, say Tentickler (monster) is equipped with ball tipped feather (tool). The tool's affect is "If equipped monster targets navel or armpits, increase base damage by 3". Let's say Tentickler has a tickle power of 2. If the spot is not a weak spot, the attack will do five (2+3). If it IS a weak spot however, you add the values together before multiplying, turning a what would normally be a 4 damage tickle without the tool, into a side splitting 10.
Christopher Bateman
2024-12-30 08:00:16 +0000 UTC