RERN TCG

Card Types:

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Navi
Each navi card has 4 numerical statistics: Offense, Defense, Soul, and HP
Offense determines the level of offensive cards you can play.
Defense determines the level of defensive cards you can play.
Soul determines the level of Navi cards you can play.
HP is your starting Health.
All Navi cards also have a Starter effect if that card is your starter.  You may only use one Starter effect once per round (a set of your opponent's turn and your own).
All Navi cards also have a Chip effect if used to to attack.  You may only play Navi cards if its Soul statistic is lower than or equal to your starter's Soul.


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Chip
All Chip cards have either an Offense Cost or Defense Cost.  You may play any Chip card as long as your current navi's specific statistic is greater than or equal to the Chip's corresponding cost.  For example, if your navi had 20 Offense, it would only be able to play Chip cards with an Offense Cost of 20 or less.  Defense Chip cards cannot defend Virus cards you control.


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Virus
All Virus cards have an Offense Cost, Damage/Effect and HP statistic.  During the Resolution phase, a player who played a Virus card before the previous turn may treat the Virus card like a face-up Offense Chip card.  Virus attacks may not target other Virus cards.  All elemental viruses have an Elemental Affinity of 10.


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Mod
Mod cards may use any statistic and have varying effects.


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Terminology

Elemental Affinity:
Some Navi cards and Virus cards have an Elemental Affinity in the format of "[Elemental Affinity]: [Affinity Number]" (i.e. Fire: 10 or Elec: 20). Chip cards and Navi Cards with the same Element as your Starter's Elemental Affinity deal an additional damage equal to the Starter's Affinity Number. Elemental damage that is strong against a target's Elemental Affinity deals additional damage equal to the target's Affinity Number. In cases where a Chip card deals damage to more than one target, the bonus affinity damage is only applied to a single target. Additional damage from weaknesses is examined for each target separately.
Example: Zapman has "Elec: 20" and uses a Thunder Chip card which deals 10 Elec damage. Thunder would now deal (10 + 20) damage to any target it hits. If it hits Waterman who has "Aqua: 30", it would deal (10 + 20 + 30) damage.

Upgrading
Upgrading involves playing a duplicate of your starter on your starter. This increases its Offense, Defense, Soul, and (current and Max) HP by 10.

Crossing
Crossing involves playing an alternate Navi card on your starter. This increases its Offense, Defense, Soul, and (current and Max) HP by 10 and replaces your starter's Elemental Affinity with the new Navi card's Elemental Affinity (if any). You may not play more then one alternate Navi on your starter. In addition, you may choose to use the starter effect from either navi card though you may still only use one starter effect per round. You may discard alternate Navi cards from your starter at any time but this will decrease its Offense, Defense, Soul, and (current and Max) HP by 10.

Program Advance
Having 3 Offense Chip cards with the same name in your hand allows you to play them all at once as a single chip attack with an Offense cost equal to one instance of that card and damage equal to four times its normal attack.
Example: Having 3 Shotgun Chip cards in your hand allows you to play all 3 at once by paying a cost of 20 OFF, while dealing (4 x 20) damage to one target and (4 x 10) damage to another. This is treated as a single Chip card attack. You must discard all cards used in the Program Advance after playing it, regardless of what it says on the individual Chip cards.

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Rules and How to Play:
Each player creates a 40 card deck and must contain at least 1 Navi card. You may not have more than 3 duplicates of the same card. Before the game starts, shuffle your decks and reveal cards from the top of your decks until you each come across a navi card. This is your starter. Both players then shuffle their decks and draw 5 cards. You win if you deplete your opponent's starter to 0 HP or below or if your opponent is unable to draw a card during their Draw phase.

Phases

Draw:
You draw two cards.

Program:
You may play Virus or Mod cards. Virus cards do not take effect the turn they are played. The cost of the combined Offense/Defense/Soul values of all cards played during the Program phase may not exceed the value determined by the player's starter navi. You may also choose to either Upgrade or Cross once during this phase.

Custom:
You may play one Offense Chip card or Navi card face-down from your hand if you could potentially pay its cost. Your opponent may respond by playing one Defense Chip card from their hand if they could potentially pay its cost for every card you play or for each pre-existing Virus and/or Chip card already in play. This cycle repeats itself until neither player wishes to play any more cards. If either player plays any card during this phase, they must remove all previously existing Chip cards from their side of the field.

Battle (Skip this phase if it is the first turn of a game) :
1. Reveal - Both Players reveal their face-down cards.
2. Resolution - You may activate your cards one at a time, allowing your opponent the ability to play his own cards in response to each of yours. Only one card may be used to respond to each card. After a Chip card is played, it goes to the Recycle Bin (graveyard). Virus attacks are treated like recurring Chip cards that may be used once per turn. The cost of the combined Offense/Defense/Soul values of all cards played during the Resolution phase may not exceed the value determined by the player's starter navi.
3. End - Unresolved cards remain on the field.

Program:
You may play Virus or Mod cards. Virus cards do not take effect the turn they are played. The cost of the combined Offense/Defense/Soul values of all cards played during the Program phase may not exceed the value determined by the player's starter navi. You may also choose to either Upgrade or Cross once during this phase.

End:
Your turn ends. Discard excess cards from your hand if your current hand size exceeds 7.
Card List
(with tentative ideas)

Navi Cards (Name - Offense; Defense; Soul; HP; Elemental Affinity; Effects)
Tennisman - 20 OFF; 40 DEF; 0 SOUL; 220 HP
Starter Effect: Reduce the damage of one attack by 10.
Chip Effect: Three instances of 10 damage.

Machman - 40 OFF; 20 DEF; 20 SOUL; 140 HP
Starter Effect: If you would be attacked this turn, flip a coin. If heads, block the attack. If tails, the attack goes through.
Chip Effect: If this Navi card is the first card of the Resolution phase, it cannot be countered. 40 damage. Draw a card.

Summonerman - 20 OFF; 30 DEF; 10 SOUL; 180 HP
Starter Effect: Virus cards cost 10 OFF less to play to a minimum of 10 OFF.
Chip Effect: This card deals damage equal to the attack of any Virus card you control.

Voulge - 30 OFF; 30 DEF; 20 SOUL; 200 HP; Fire: 10
Starter Effect: If you draw a Chip card during your draw phase, you may reveal it to your opponent to draw another card.
Chip Effect: Send 1 Defense Chip card on the field to the Recycle Bin. 40 damage.

Meleeman - 50 OFF; 10 DEF; 30 SOUL; 180 HP; Fire: 20
Starter Effect: If your opponent has no Defense Chip or Virus cards, add 20 damage to any Chip card.
Chip Effect: 60 damage.

Splashman - 30 OFF; 20 DEF; 20 SOUL; 200 HP; Aqua: 20
Starter Effect: You may discard an Offense Chip card from your side of the field during your Resolution phase to have Splashman deal 30 damage.
Chip Effect: 30 damage to two targets.

Eternalis - 20 OFF; 10 DEF; 10 SOUL; 120 HP; Aqua: 10
Starter Effect: Each turn, your starter heals 20 HP.
Chip Effect: Heal 50.

Voltman - 40 OFF; 20 DEF; 20 SOUL; 180 HP; Elec: 10
Starter Effect: If you successfully deal damage to your opponent with a Chip card, they must discard a card.
Chip Effect: 40 damage. Opponent discards a card.

Beatnik - 50 OFF; 10 DEF; 0 SOUL; 140 HP; Elec: 20
Starter Effect: You may add 20 damage to any Chip card.
Chip Effect: Flip a coin: If heads, 40 damage. If tails, 10 damage.

Druidman - 30 OFF; 30 DEF; 20 SOUL; 200 HP; Wood: 10
Starter Effect: You may add 10 damage to any Elemental Chip card.
Chip Effect: 20 damage. Heal 20.

RedRidingHood - 30 OFF; 30 DEF; 20 SOUL; 200 HP; Wood: 10
Starter Effect: You may discard a card from your hand during the Resolution phase to heal 30.
Chip Effect: 40 damage. Prevent the effects of your opponent's viruses until your next turn.

Chip Cards (Name - Cost; Element (if any); Damage/Effect)
Cannon - 10 OFF; 10 damage
Minibomb - 10 OFF; Flip a coin. If Heads, this deals 30 damage. If Tails, Nothing happens.
Shotgun - 20 OFF; 20 damage to one target and 10 damage to another.
Sword - 40 OFF; 40 damage. This card is not discarded after use.
RollArrow - 20 OFF; 20 damage. If this card hits the opponent, you may send a Defense Chip card they control to the Recycle Bin.
BigHammer - 60 OFF; 80 damage.
Heatshot - 20 OFF; Fire; 10 damage to two targets.
Firehit - 20 OFF; Fire; 20 damage. This card is not discarded after use.
Elecreel - 40 OFF; Elec; 20 to all of your opponent's viruses. 20 to opponent.
Zapring - 20 OFF; Elec; 10 damage. If this deals damage to the opponent, they must discard a card from their hand.
Wideshot - 30 OFF; Aqua; If your opponent controls any viruses, this card deals 20 damage to all of them. Otherwise, 20 damage to opponent.
Icewave - 20 OFF; Aqua; 20 damage. If this Chip card successfully attacks an opponent, reduce their OFF by 20 on their next turn.
Cactball - 30 OFF; Wood; 20 damage. If this card deletes a virus, this deals an additional 20 damage to opponent.
Treebomb - 20 OFF; Wood; 20 damage. If this card remains on the field for one full round before its activation, it deals 40 damage instead.

Barrier - 10 DEF; Block 1 attack.
Guard - 20 DEF; Block an attack less than or equal to 30 damage and deals an equal amount of damage to the source (virus or navi).
RockCube - 40 DEF; Blocks any attack less than 40 damage.
Invis - 30 DEF; Discard a card as an additonal cost to activate this card. Blocks all attacks for the rest of the turn.
Recov30 - 20 DEF; Heal 30
Recov50 - 40 DEF; Heal 50
Anti-Navi - 20 DEF; If this card is revealed along with an opponent's Navi card during the Reveal phase, immediately send both cards to the Recycle Bin and deal the Navi card's effect to your opponent. This effect cannot be countered. The activation of this card counts towards your DEF cap.
PanelGrab - 10 DEF; Send 1 Offense Chip card from your opponent's side of the field to the Recycle Bin. This effect may not target the Offense Chip card you are countering.
AreaGrab - 30 DEF; Send 2 Offense Chip cards from your opponent's side of the field to the Recycle Bin. This effect may not target the Offense Chip card you are countering.

Virus Cards (Name - Cost; HP; Element (if any); Damage/Effect)
Metool - 10 OFF; 10 HP; 10 damage
CannonDumb - 20 OFF; 20 HP; 20 damage
Swordy - 40 OFF; 60 HP; 20 damage
Windbox - 30 OFF; 50 HP; Remove 1 DEF Chip card.
Dominerd - 60 OFF; 70 HP; 20 damage. If your opponent activates an Offense Chip card that can target Dominerd, that Chip card must include Dominerd as one of its targets.
Bunny - 20 OFF; 20 HP; Elec; 10 damage. If its attack hits the opponent, lower their Offense by 10 on their next turn.
Spikey - 40 OFF; 50 HP; Fire; 30 damage
Lark - 40 OFF; 80 HP; Aqua; 10 damage
Cacty - 30 OFF; 40 HP; Wood; 10 damage. If this attack is stopped by a Defense Chip card, it may attack one additional time per turn.

Mod Cards (Name - Cost; Effect)
GMD - 10 OFF + 10 DEF; draw 2 cards
Broken Panel - 20 OFF; delete a virus.
BroFist - 10 SOUL; Starter gains 20 Soul.
Glitch - 10 OFF + 10 DEF; Choose an effect from the list (+/-20 HP, Discard/Draw two cards). Flip a coin. If heads, it affects you. If tails, it affects the opponent.
Soryu - 10 SOUL; Discard a card to search for a Chip card
Suitachi - 10 SOUL; Discard a card to search for a Navi card
Chip Trader - 10 SOUL; Shuffle 3 Chip cards from your Recycle Bin into your Library to draw a card.
Chat Bump - 20 SOUL; Choose a player. That player draws 2 cards and discards 2 cards.
EX - 20 OFF; Choose a virus. Its damage increases by 10, HP increases by 30.
Mod Cave - 10 SOUL; Look at your opponent's hand.
Support Program - 10 SOUL; Play this card as a Virus card with 10 attack and 30 HP. You must declare its Element when it comes into play.
Terrain Advantage? - 20 OFF; If your Starter has an Elemental Affinity, increase it by 10.
TEST DECKS

"So Ronery"
3 Tennisman
3 Minibomb
2 Shotgun
2 Zapring
2 Heatshot
2 RingLog
3 Firehit
3 Barrier
3 RockCube
3 Recov50
3 Chip Trader
2 Support Program
2 Guard
2 Bunny
1 AreaGrab
2 PanelGrab
1 Chat Bump
1 Broken Panel

"Meleebros"
3 Meleeman
3 Voulge
2 Splashman
1 Machman
3 Heatshot
3 Firehit
3 Elecreel
3 Zapring
3 Sword
2 BigHammer
2 RollArrow
3 Bunny
2 Windbox
2 Soryu
1 Suitachi
1 Brofist

Fast and Furious
3 Beatnik
3 Machman
3 Zapring
3 BigHammer
3 Minibomb
3 Elecreel
3 Sword
3 Glitch
3 GMD
3 Windbox
3 Swordy
3 Spikey
2 Dominerd
1 EX
1 Support Program