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Smash Bros Esc Card Game Discusion and Creation Thread

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
This idea I had is basically a Smash Bros Styled Card Game, more information on it soon.
After an hour of thinking, I found the ideal way to play this game

Each turn Captains gain a species amount of Smash Points which is the currency needed to place cards, you gain a set amount of points per turn but some cards generates points as well. Captains are the unit you need to defeat to win, when it is your turn you can use your points to place troops, unique, or assist cards. You can place an unlimited amount of troop cards as long as you have the cash but you can only place a single unique card and three assist cards per turn, with the unique card not being able to be placed again if the current one is still up. Each card has a class and family, classes are based on fighting style and family based on elemental abilities, assist only have families. Captains can have a maximum of either two families or classes. When an enemy card is defeated the Captain can gain XP and use that XP to do one of several abilities that can damage other enemies or set up buffs and debuffs., they can also use up all of their XP for a Super Attack, each character can have a maximum of 35 XP.
Each main card has an affinity:
No Affinity doesn't have any special effects when on certain terrain but isn't vulnerable to the negative effects of the other affinities

Grounded Affinity units take double damage from shockwaves and similar attacks and can't go on air tiles but are immune to instant death attacks and being forcefully switched out

Sea Affinity Units need water to survive and will die if they don't have any water to stand on but take double effects from healing is immune to passive damage

Air Affinity can go on any tile regardless of effect and are immune to shockwave based attacks and grounded traps but take double damage from projectile attacks and can gain benefits from terrains
Captains work differently, see below

Also, there are status effects to watch out for

Poison: Takes an extra point of damage when attacked, if not attack during the turn they lose 2 hp.
Curse: Disables synergies
Freeze: Disables attacks
Burn: Take 2 points of damage per turn and have -2 less attack
Petrified: Can't move or do anything
Brainwash: Take control of your enemy's cards for yourself
Neutralized: Disables passive effects
Pinned: Can't be moved
Frightened: Moved to the back, deals half of the damage it could do
Taunted: Moves to the front takes double of the damage it could take
Captain Card Template:
Captain Name
Picture
Series
Class
Family
(Captains can either be part of 2 Classes and 1 Family or 1 Class and 2 Families)
Amount of HP (Between 1 to 35)
Amount of XP needed to perform an attack (Between 1-25)
3 Special Moves + Details (Moves that either damage cards or gives buffs or debuffs, give Attack damage [of applicable], aesthetics, effects, and cost of xp needed to perform the attack [seen one row above] etc)
Super Move (A special move or debuff that only can be used if the XP Meter is full and uses up all XP, for reference all characters have 35 XP)
Affinities
Affinities work differently for captains
Grounded Affinity: Captains are susceptible to the effects of traps that would only work if they place a unit on that trap (Stealth Rocks for example would only damage if a unit is placed on it but the captain is immediately damaged if Stealth Rocks are places) but are immune to attacs=ks that require a turn to charge
Sea Affinity: Will create a row of water directly in front of it for placing other affinities items, but take double damage from status effects
Air Affinity: Can go on any tile regardless of effect and are immune to shockwave based attacks and grounded traps but take double damage from projectile attacks.
Bio: A brief somewhat humorous description of these characters
Playstyle: How do you expect them to play


Unique Card Template:
Unique Name
Picture
Series
Cost (1-15 Smash Points)
Class
Class Synergy (1 or 2 passive buffs they receive if they are the same class as the captain such as a damage multiplier and passive health regeneration)
Family
Amount of HP (Between 1-30)
2 Attacks + Details
Family Synergies (What boosts do these attacks gain if they are the same family as the captain)
Amount of XP dropped (Between 1-10)
Affinity
Space Taken {1x1, 2x1, 1x2, 2x2, 2x1)
Misc (Any gimmicks?)
Bio: A brief somewhat humorous description of these characters

Troop Card Template:
Troop Name
Picture
Series
Cost (1-15 Smash Points)
Class
Class Synergy (A single passive buff they receive if they are the same class as the captain such as a damage multiplier and passive health regeneration)
Amount of HP (Between 1-10)
Family
2 Attacks + Details
Family Synergies (What boosts do these attacks gain if they are the same family as the captain)
Amount of XP dropped (Between 1-5)
Affinity
Bio: A brief somewhat humorous description of these characters

Assist Card Template:
Assist Name
Picture
Series
Cost (1-15 Smash Points)
Family
Effect (What they do, do they allow the creation of terrain, do they create a trap, do they create a barrier, can they be placed over other cards)
Health (Only if the card is destroyable if its over a card the assist goes first then the card its placed on)
Family Synergy (How would it get augmented if it is part of the same family as the captain)
Bio: A brief somewhat humorous description of these characters
Classes:
Fighter (fights using melee attacks and other fighting based abilities)
Caster (mainly shoots at the opponent with a projectile)
Prowler (Beast like characters)
Psychic (For those who usually attack with psychic abilities or PSI)
Mage (Uses magic to attack or doll out buffs or debuffs)
Defender (Good offense is a good defense)
Ninja (Uses stealth and diversionary tactics)
Trickster (Uses traps, comical jokes, and some cheating)
Swarmer (Uses strengthen in numbers to attack)
Engineer (Attacks using machines and tools)
Pilot (Uses vehicles to attack)
Charmer (Uses cute or attractive looks to attack or buff/debuff)

Families
Fire
Water
Ice
Mineral
Plant
Toxin
Thunder
Wind
Tech
Specter
Light
Shadow
(Note: Captains can either be part of 2 Classes and 1 Family or 1 Class and 2 Families, Troops and Uniques have 1 class and 1 family, and Assists only have 1 family.)
 
Last edited:

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
So I guess everyone likes the initial idea of having theee different types of cards, captain unique and troop, and have each card have both a Class and Family that can create synergies, the one this I need help on are the specifc because I want this thread to make sense and feel like a real game, that is something I really need ideas on
 

Yiptap

Smash Lord
Joined
Feb 13, 2021
Messages
1,315
Location
The Flat Eric cult
Here are some ideas I had:

Health and Attacks:
Each card would have health and attacks. More powerful cards have higher health and stronger attacks.

Item Cards:
Item Cards are objects that provide various effects, whether it's a buff, attack, or arena alteration.

Shopkeeper Cards:
Cards that give you item cards.

Arenas:
Each playing field is known as an arena. These arenas have different effects.
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Here are some ideas I had:

Health and Attacks:
Each card would have health and attacks. More powerful cards have higher health and stronger attacks.

Item Cards:
Item Cards are objects that provide various effects, whether it's a buff, attack, or arena alteration.

Shopkeeper Cards:
Cards that give you item cards.

Arenas:
Each playing field is known as an arena. These arenas have different effects.
Okay I think I have the gameplay in mind

There are 5 lanes you place cards in, each Troop card takes up a single space and having a barren lane leaves the Captains vulnerable in that lane.
There are four types of cards, Captains, Uniques, Troops, and Traps with each card having a Class, Family, and Affinity.

Captains are the main character cards, the goal is too defeat the Captain Cards, each Captain has a series of attacks and buffs they can do by defeating a certain amount of enemies and gaining XP. The Class, Family, and Affinity of the Captain can give synergise to similar cards

Uniques are cards based off bosses and other tough enemies, they take up multiple spaces whether being 1x1, 2x1, 1x2, 2x2, or other formation, they are tougher than normal Troop cards but to counteract this they are expensive and you can only have one on the board at the time.

Troop Cards are the main enemy cards, some can attack directly In front meaning they can't aim but they can directly attack the Captain should they have their lane barren of other enemies, some can attack with projectiles meaning they can aim anywhere on the board but cant directly attack the captain until all other cards are removed. Some can also have special abilities if they have the correct synergies such as giving a status effect of summoning other Troops to guard it.

Trap Cards supply direct buffs and debuffs, they can only be used twice per turn, and can only buff or debuff, they can't attack directly. They are usually free but the more potent ones cost more.

Finally each of these four cards has a Class, Family, and Affinity

Classes are what type of attacking style they use such as brawling, shooting, defending ,etc.

Family detail what elemental attacks they do such as fire, water, or PSI

Affinities detail what terrain they are best it, there are four types

No Affinity doesn't have any special effects when on certain terrain but aren't vulnerable to the negative effects of the other affinities

Grounded Affinity units take double damage from shockwaves and similar attacks and can't go on air tiles but are immune to instant death attacks and being forfully switched out

Sea Affinity Units need water to survive and will die if they don't have any water to stand on but take double effects from healing is immune to passive damage

Air Affinity can go on any tile regardless of effect and are immune to shockwave based attacks and grounded traps but take double damage from projectile attacks and cant gain benefits from terrains

Inspired by Yiptap Yiptap 's idea and I want to know if this makes sense and should be rebalanced any questions?
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
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Now the only thing I have left to do before actually making this a thread is to create a template for these 4 types of cards and what are the Classes and Families, remember Classes are the fighting style of the card in question and the Family represents what elements they use when attacking, I also don't want to be generic with my classes and families and include some interesting ones, also we should decide how synergies should work, any ideas?
 

Glubbfubb

Smash Champion
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Mar 16, 2021
Messages
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If anyone is interested they can make a template for each of the 4 card types if they want, here they are if your interested:
Captains are the main character cards, the goal is to defeat the Captain Cards, each Captain has a series of attacks and buffs they can do by defeating a certain amount of enemies and gaining XP. The Class, Family, and Affinity of the Captain can give synergize to similar cards

Uniques are cards based off bosses and other tough enemies, they take up multiple spaces whether being 1x1, 2x1, 1x2, 2x2, or other formation, they are tougher than normal Troop cards but to counteract this they are expensive and you can only have one on the board at the time.

Troop Cards are the main enemy cards, some can attack directly In front meaning they can't aim but they can directly attack the Captain should they have their lane barren of other enemies, some can attack with projectiles meaning they can aim anywhere on the board but can't directly attack the captain until all other cards are removed. Some can also have special abilities if they have the correct synergies such as giving a status effect of summoning other Troops to guard it.

Trap Cards supply direct buffs and debuffs, they can only be used twice per turn, and can only buff or debuff, they can't attack directly. They are usually free but the more potent ones cost more.

Also the currency for placing cards are called Smash Points
 
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Yiptap

Smash Lord
Joined
Feb 13, 2021
Messages
1,315
Location
The Flat Eric cult
For synergies, maybe they are special attacks by two certain cards?
The template feels like something that should have been decided before making this thread, but oh well.

Captain Card Template:
Captain Name
Series
Amount of HP (Between 1000 to 2000)
Amount of XP needed to perform an attack (Between 200 to 400)
3 Attacks + Details (Attack damage, aesthetics, effects, etc)
1 Super attack
Affinities

Unique Card Template:
Unique Name
Series
Cost
Amount of HP (Between 400 to 800)
2 Attacks + Details
Amount of XP dropped
Affinities
Space Taken
Misc (Any gimmicks?)

Troop Card Template:
Troop Name
Series
Amount of HP (Between 50 to 300)
2 Attacks + Details
Amount of XP dropped
Affinities
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
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Okay I have my idea for a template but I want some feedback

Captain Card
Origin: (Game followed by Franchise so for example if Dixie Kong was a captain it would be like Donkey Kong Country 2, Donkey Kong)
Health: (How many hits it can take)
Actions: (When a troop of your deck defeats a troop of their deck you get your XP meter filled, which lets you do one of several actions during your attacking phase. This can be an attack, buff,or debuff, have a maximum of three)
Class: (Fighting Style of the Card)
Family: (What Element they use and allows for synergy for other cards, you can have a maximum of 2)
Affinity: (Do they have a terrain affinity, if at all)
Entry: (A little text blurb that humorously describes the character)
This is a rough draft, are you have a better version of this tell me
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
For synergies, maybe they are special attacks by two certain cards?
The template feels like something that should have been decided before making this thread, but oh well.

Captain Card Template:
Captain Name
Series
Amount of HP (Between 1000 to 2000)
Amount of XP needed to perform an attack (Between 200 to 400)
3 Attacks + Details (Attack damage, aesthetics, effects, etc)
1 Super attack
Affinities

Unique Card Template:
Unique Name
Series
Cost
Amount of HP (Between 400 to 800)
2 Attacks + Details
Amount of XP dropped
Affinities
Space Taken
Misc (Any gimmicks?)

Troop Card Template:
Troop Name
Series
Amount of HP (Between 50 to 300)
2 Attacks + Details
Amount of XP dropped
Affinities
Well I never did anything like this, and I wanted to find if anyone else is interested before I put the effort and make it a fleshed out thread, also your template are great and could work, if you don't mind can I edit them to include some other mechanics, also do you have the template for the trap cards
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
You know here's how synergies work

If the card has the same Class as the captain they gain a passive buff, something like health regeneration or the ability to resist or be immune to certain attacks, when it matches the family of the captain they gain an augmented version of their attacks and may give them better range, damage, or special effects, if their more support based they have stronger support moves such as a barrier that affects all collums not just its own collum
 
Last edited:

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
After an hour of thinking, I found the ideal way to play this game

Each turn Captains gain a species amount of Smash Points which is the currency needed to place cards, you gain a set amount of points per turn but some cards generates points as well. Captains are the unit you need to defeat to win, when it is your turn you can use your points to place troops, unique, or assist cards. You can place an unlimited amount of troop cards as long as you have the cash but you can only place a single unique card and three assist cards per turn, with the unique card not being able to be placed again if the current one is still up. Each card has a class and family, classes are based on fighting style and family based on elemental abilities, assist only have families. Captains can have a maximum of either two families or classes. When an enemy card is defeated the Captain can gain xp and use that XP to do one of several abilities that can damage other enemies or set up buffs an debuffs. Each main card has an affinity:
No Affinity doesn't have any special effects when on certain terrain but isn't vulnerable to the negative effects of the other affinities

Grounded Affinity units take double damage from shockwaves and similar attacks and can't go on air tiles but are immune to instant death attacks and being forcefully switched out

Sea Affinity Units need water to survive and will die if they don't have any water to stand on but take double effects from healing is immune to passive damage

Air Affinity can go on any tile regardless of effect and are immune to shockwave based attacks and grounded traps but take double damage from projectile attacks and can gain benefits from terrains
Captains work differently, see below

Also, there are status effects to watch out for

Poison: Takes an extra point of damage when attacked, if not attack during the turn they lose 2 hp.
Curse: Disables synergies
Burn: Take 2 points of damage per turn and have -2 less attack
Petrified: Can't move or do anything
Brainwash: Take control of your enemy's cards for yourself
Freeze: Disables attacks
Neutralized: Disables passive effects
Pinned: Can't be moved
Frightened: Moved to the back, deals half of the damage it could do
Taunted: Moves to the front takes double of the damage it could take

The one who defeats the captain first wins.
Here are now some template for these cards:
Credit to Yiptap Yiptap for the base for this template

Captain Card Template:
Captain Name
Picture
Series
Class
Family
(Captains can either be part of 2 Classes and 1 Family or 1 Class and 2 Families)
Amount of HP (Between 1 to 35)
Amount of XP needed to perform an attack (Between 1-25)
3 Special Moves + Details (Moves that either damage cards or gives buffs or debuffs, give Attack damage [of applicable], aesthetics, effects, and cost of xp needed to perform the attack [seen one row above], etc)
Super Move (A special move or debuff that only can be used if the XP Meter is full and uses up all XP, for reference all characters have 35 XP)
Affinities
Affinities work differently for captains
Grounded Affinity: Captains are susceptible to the effects of traps that would only work if they place a unit on that trap (Stealth Rocks for example would only damage if a unit is placed on it but the captain is immediately damaged if Stealth Rocks are places) but are immune to attacs=ks that require a turn to charge
Sea Affinity: Will create a row of water directly in front of it for placing other affinities items, but take double damage from status effects
Air Affinity: Can go on any tile regardless of effect and are immune to shockwave based attacks and grounded traps but take double damage from projectile attacks.
Bio: A brief somewhat humorous description of these characters
Playstyle: How do you expect them to play


Unique Card Template:
Unique Name
Picture
Series
Cost (1-15 Smash Points)
Class
Class Synergy (1 or 2 passive buffs they receive if they are the same class as the captain such as a damage multiplier and passive health regeneration)
Family
Amount of HP (Between 1-30)
2 Attacks + Details
Family Synergies (What boosts do these attacks gain if they are the same family as the captain)
Amount of XP dropped (Between 1-10)
Affinity
Space Taken {1x1, 2x1, 1x2, 2x2, 2x1)
Misc (Any gimmicks?)
Bio: A brief somewhat humorous description of these characters

Troop Card Template:
Troop Name
Picture
Series
Cost (1-15 Smash Points)
Class
Class Synergy (A single passive buff they receive if they are the same class as the captain such as a damage multiplier and passive health regeneration)
Family
Amount of HP (Between 1-10)
2 Attacks + Details
Family Synergies (What boosts do these attacks gain if they are the same family as the captain)
Amount of XP dropped (Between 1-5)
Affinity
Bio: A brief somewhat humorous description of these characters

Assist Card Template:
Assist Name
Picture
Series
Cost (1-15 Smash Points)
Family
Effect (What they do, do they allow the creation of terrain, do they create a trap, do they create a barrier, can they be placed over other cards)
Health (Only if the card is destroyable if its over a card the assist goes first then the card its placed on)
Family Synergy (How would it get augmented if it is part of the same family as the captain)
Bio: A brief somewhat humorous description of these characters
 
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Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Now it is time for our first true job

Job 1
Help develop a set
The first thing is to develop a set, sets are cards that match a certain franchise, for example, Mario based cards are in the Mario set. Our job is to develop the following sets:

Mario Set
Zelda Set
Kirby Set
Pikmin Set
(Note, Mario spinoffs such as WarioWare and Paper Mario can be made into captains but not other card currently)
Use these four franchises and create cards based on characters, enemies, and items in their home series

Captain Cards are based on major characters

Troop Cards are based on common enemies

Unique Cards are based on bosses and tougher enemies

Assist Cards are based on items and enemies that mainly create hazards

Additionally use the above template to create these cards, follow the rules of the above template, and use the following Classes and Families
Fighter (fights using melee attacks and other fighting based abilities)
Caster (mainly shoots at the opponent with a projectile)
Mage (Uses magic to attack or doll out buffs or debuffs)
Prowler (Beast like characters)
Psychic (For those who usually attack with psychic abilities or PSI)
Defender (Good offense is a good defense)
Prowler (Beast like characters)
Psychic (For those who usually attack with psychic abilities or PSI)
Swarmer (Uses strengthen in numbers to attack)
Engineer (Attacks using machines and tools)
Pilot (Uses vehicles to attack)
Charmer (Uses cute or attractive looks to attack or buff/debuff)
(Note: Captains can either be part of 2 Classes and 1 Family or 1 Class and 2 Families, Troops and Uniques have 1 class and 1 family, and Assists only have 1 family.)
Fire
Water
Ice
Mineral
Plant
Toxin
Thunder
Wind
Tech
Specter
Light
Shadow
(Note: Captains can either be part of 2 Classes and 1 Family or 1 Class and 2 Families, Troops and Uniques have 1 class and 1 family, and Assists only have 1 family.)
(Note: Non-captain cards can have the option to not have a class or family labeled to them, but that means they cant have synergies with the captain.)
No set limit on how many cards you can make, just follow this and the template directly above it and make some cards.
 
Last edited:

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Made some cards as an example for captains and troop cards
Mario
th.jpg

Super Mario
Fighter and Caster Class
Fire Family
HP: 20
Amount of XP needed to perform an attack (Between 1-25)
Fire Blitz (7 XP) (Shoots a garage of fireballs that deals 5 damage to the front most row of cards)
Coin Block (5 XP) (Creates a ? Block that creates either 5, 10, or 15 Smash Points)
1-Up (15 XP) (Tosses a mushroom that revives the last enemy that was defeated)
Super: Mega Mushroom (Becomes giant and stomps on the ground pinning everyone in the first two rows and dealing 5 damage to the first-row specifically)
Affinities: None
Bio: Mr. Nintendo himself, Mario is the older of the Mario Brothers who protect the Mushroom Kingdom from the evil King Bowser
Playstyle: Mario is simple but effective, his special abilities are nothing flashy but they are extremely reliable and useful, perfect for new players but a good choice for veterans as well.

Luigi

Super Mario
Engineer Class
Thunder and Specter Family
HP: 20
Thunder Hand (7 XP) (Shoots a stream of lightning that pins a single collum, preventing them from moving)
Poltergust Toss (10 XP) (Sacrifices a back row card to toss it at the opponent's deck, dealing twice the amount of total HP of the card's damage, deals 4 damage if it attacks another Captain)
Super Jump Flip (7 XP) (Grounds all flying units of the opponent, disabling the effects of their affinities
Super: Negative Zone (Curses all of the opponent's deck, preventing the effects of synnergies)
Affinity: None
Bio: The younger, cowardly (yet somehow taller) brother of the Mario Brothers.
Playstyle: Like Mario,, Luigi is a good character for newer players and a good choice for veterans as well, though he plays for offesivly with debuffs while Mario is a more supporting based character.

Princess Peach

Super Mario
Charmer Class
Plant and Light Family
(Captains can either be part of 2 Classes and 1 Family or 1 Class and 2 Families)
HP: 15
Amount of XP needed to perform an attack (Between 1-25)
Sweet Peach (6 XP) (Boosts the attack of all Charmer class cards on the board by 2+)
Blossom Dance (9 XP) (Dance with the grace of a cherry blossom disabling units in the front 2 rows)
Parasol Sheild (11 XP) (Block using her parasol, deflecting all projectile base moves back at the user)
Super: Castle Walls (Creates a wall in the front most row that absorbs damage for her)
3 Special Moves + Details (Moves that either damage cards or gives buffs or debuffs, give Attack damage [of applicable], aesthetics, effects, and cost of xp needed to perform the attack [seen one row above] etc)
Affinity: None
Bio: The often kidnapped princess of the Mushroom Kingdom, now a card captain master.
Playstyle: Due to her lower health, Peach synergizes well with disabling and defensive builds, which works well with the Charmer family she is part of. Light cards also synergize well due to their focus on healing and debuffs.
Goomba
Goomba | VsDebating Wiki | FANDOM powered by Wikia

Super Mario
Cost (1 Smash Point)
Class: Fighter
Class Synergy: Goomba Tower (Can stack with other Goomba units, multiplying health and attack power per goomba stacked)
HP: (1)
Family: None
Attacks:
Bite (Bite for a single point of damage, would multiply under the goomba tower synergy)
Amount of XP dropped (Between 1)
Affinity: None
Bio: A Goomba, a simple enemy, but one with some simple tricks up its metaphorical sleeves


Super Mario
Cost (3 Smash Points)
Class: Defender
Class Synergy: Shellter (When attacked it tucks into its shell, having it resist 3 damage)
HP (5)
Family: None
Attacks:
Shell Shot (Tucks into its shell and rams into the target dealing 2 damage, can only hit targets in the front)
Amount of XP dropped (3)
Affinity: None
Bio: Shy shelled soldiers working for big bad boss
 
Last edited:

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Added 4 new classes
Prowler
Psychic
Ninja
Trickster

And 2 new families
Air
Tech

For 12 classes and families each

Also added
Burn
Petrify
And Brainwash

As new status effects
To further flesh out the game
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Okay so on the Mario spinoffs rule, if smash considers them a separate franchise (DK, Wario, Yoshi) they can only become captains, if they are part of the core Mario series (Dr Mario, Luigi's Mansion, Mario vs DK) they can have normal cards based off the.
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Made cards for all of the Pikmin, Olimar, and some important items
Olimar
Olimar | Heroes Wiki | FANDOM powered by Wikia

Pikmin
Swarmer and Caster Class
Plant Family
HP: 20
Ultra Spicy Spray (6 XP) (Sprays a spicy spray that gives all units in the front most row a +3 Attack Boost)
Swarm Formation (5 XP) (Can place a swarmer class card over an enemy allowing for increased damage a saved space)
Onion Spawner (11 XP) (Summons an Onion for a turn and a defeated enemy during that turn becomes a random Pikmin card)
Super: Super Swarmer (All frontal units swarm the front units of the enemy and the row behind them becomes 5 random Pikmin cards)
Affinity: None
Bio: Captain Olimar from planet Hocotate, when he crashed land on PNF-404 he discovered the Pikmin and helped them become a feared and powerful species.
Playstyle: Olimar lives and dies by the viability of Pikmin cards, the more cards of that type he has the more potent his swarmer playstyle becomes, but he has abilities that also help other units if needed.

Troops
Red Pikmin
Red Pikmin - Pikipedia, the Pikmin wiki

Pikmin
Cost (2 Smash Points)
HP (3)
Class: Swarmer
Class Synergy: Fire Immunity (Gains immunity to attacks from the fire family)
Family: Plant
Attacks: Leaf Attack (Attacks with a powerful stem for 3 Damage)
Family Synergy: Flower (Becomes a flower Pikmin and gains a +3 Attack Boost to its attacks)
Affinity: Ground
Bio: Fierce fireproof soldier of the Pikmin species, has a red tint

Yellow Pikmin
Yellow Pikmin - Pikipedia, the Pikmin wiki

Pikmin
Cost (2 Smash Points)
HP (3)
Class: Swarmer
Class Synergy: Thunder Immunity (Gains immunity to attacks from the thunder family)
Family: Plant
Attacks: Leaf Attack (Attacks with a powerful stem for 2 Damage, can also attack a card directly behind its target)
Family Synergy: Flower (Becomes a flower Pikmin and gains a +3 Attack Boost to its attacks)
Affinity: Ground
Bio: Yellow Pikmin noted for their long jumping archs and immunity to electricity

Blue Pikmin
Blue Pikmin - Pikipedia, the Pikmin wiki

Pikmin
Cost (2 Smash Points)
HP (3)
Class: Swarmer
Class Synergy: Water Immunity (Gains immunity to attacks from the water family)
Family: Plant
Attacks: Leaf Attack (Attacks with a powerful stem for 2 Damage)
Family Synergy: Flower (Becomes a flower Pikmin and gains a +4 Attack Boost to its attacks, but only to members of the water family and those with water affinity)
Affinity: Amphibious (has water affinity but won't die out of water)
Bio: Aquatic Blue Pikmin, why do blue creatures have an affinity for water

White Pikmin

Pikmin
Cost (1 Smash Points)
HP (3)
Class: Swarmer
Class Synergy: Poison Affinity (Gains immunity to attacks from the toxin family and poisons the card that kills it upon death)
Family: Plant
Attacks: Leaf Attack (Attacks with a powerful stem for 1 Damage)
Family Synergy: Flower (Becomes a flower Pikmin and gains a +1 Attack Boost to its attacks, also can hit 2-4 times)
Affinity: Ground
Bio: White Pikmin are weaker than normal Pikmin but they are fast, cheap, and poisonous

Purple Pikmin

Pikmin
Cost (3 Smash Points)
HP (5)
Class: Swarmer
Class Synergy: Pikmin Power (Attacks with a stunning blow, pinning the opponent)
Family: Plant
Attacks: Leaf Attack (Attacks with a powerful stem for 3 Damage)
Family Synergy: Flower (Becomes a flower Pikmin and gains a +3 Attack Boost to its attacks)
Affinity: Ground
Bio: Beefy Purple Pikmin are your strongest units but they are pricier than normal Pikmin.

Rock Pikmin

Pikmin
Cost (3 Smash Points)
HP (4)
Class: Swarmer
Class Synergy: Rock Affinity (Gains immunity to attacks from the mineral family and gains a +2 attack boost to members of the Defender Class)
Family: Plant
Attacks: Leaf Attack (Attacks with a powerful stem for 2 Damage)
Family Synergy: Flower (Becomes a flower Pikmin and gains a +3, can also break barriers in a single hit)
Affinity Ground
Bio: These stone-bodied critters are well, hard as a rock, great for breaking armor.

Winged Pikmin

Pikmin
Cost (1 Smash Points)
HP (2)
Class: Swarmer
Class Synergy: Air Affinity (Gains immunity to attacks from the wind family and can move over a single card)
Family: Plant
Attacks: Leaf Attack (Attacks with a powerful stem for 1 Damage)
Family Synergy: Flower (Becomes a flower Pikmin and gains a +3 Attack Boost to its attacks and gains a +2 attack boost to members of the wind family or has air affinity)
Affinity: Ariel
Bio: Pink flying Pikmin that are weaker to most, but beasts in the air.

Assists
Onion

Pikmin
Cost (6 Smash Points)
Plant
Effect (Creates a deployable Pikmin card when the card in front of its defeats an enemy, the type depends on the color of the Onion, this card has a red, blue, yellow, gray, and pink variety)
Health (8)
Family: Plant
Family Synergy: Bomber Onion (Pikmin spawned by the onion hold a bomb rock when deployed)
Bio: Onions are where Pikmin are created, did you know Pikmin were named after a carrot Olimar likes.

Candypop Buds

Pikmin
Cost (10 Points)
Family: Plant
Effect (When a Pikmin card is tossed into it, it changed into the color of the flower, works for all adjacent Pikmin cards but will recharge after 3 Pikmin are tossed in, all Pikmin colors are available.)
Health (5 HP)
Family Synergy Queen Candypop Bud (While it is destroyed immediately after us it creates a Pikmin of its color in each of the cardinal directions)
Bio: The bizarre flowers can change the color of whatever Pikmin placed inside into the color of the flower


Bomb Rock

Pikmin
Cost (5 Smash Points)
Family: Mineral
Effect (Can be held by any card, replaces their attacks with a single-use bomb that deals 6 damage, if a Pikmin cards were to use this they can aim the bomb for the units behind it, instantly destroys barriers.)
Family Synergy (Also deals 3 damage to the cards of the adjacent lanes)
Bio: Highly explosive rocks that are good at breaking barriers and bones
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Are these going to be the only franchises represented in cards? There is good potential for other series as well.
Well these are the starting franchises, once we have enough cards of these we will have a job dedicated to voting for the next franchise to get a set, but first I need a certain amount of cards for the previously mentioned 4 franchises (Mario, Zelda, Kirby, and Pikmin) and if this becomes successful we could branch out into third parties both represented and not represented in smash (My hopes is too have Sonic, Mega Man, and Binding of Isaac in here)

The only franchise I'm not including is Pokemon because with all the different characters they have that franchise can make a card game in itself..... oh wait it already has

But either way, I just need cards of varying types from the mentioned four franchises before branching out into other franchises before continuing, there is a template to follow and a list of available families and classes on the first post
 

Yiptap

Smash Lord
Joined
Feb 13, 2021
Messages
1,315
Location
The Flat Eric cult
Captain Card: Wario

WarioWare
Class: Fighter and Trickster
Family: Toxin
HP: 30
Super Fart: Unleashes an aimed fart at the first row of enemy units, causing them to get poisoned and lose 2 damage each turn for 4 turns (8 XP)
Motorcycle Charge: Sends a motorcycle in the middle row, killing everything, including allied cards. (10 XP)
Shoulder Bash: Sends a troop card of your choice straight to the captain card (12 XP)
Super: Wario-Man (Wario turns into Wario Man, allowing you do deal a barrage of attacks to an enemy card of your choice that isn't the captain)
Affinity: None
Bio: Waaaaario! This microgame-making genius is here to leave his mark, no matter how bad it smells!

Troop: Toad

Mario
Cost: 3 Smash Point
HP: 6
Class: Defender
Class Synergy: Toad Troopers Assemble! (Toad creates spores that grow into Toads. They take up all remaining spaces in the first row. If there aren't enough remaining spaces, then they take up, the spaces in the next row, so on and so forth)
Family: None
Attack: Spore Creation (Creates spores if attacked, sending the enemy back a space)
Affinity: Ground
Bio: These are the Mushroom Kingdom's only soldiers. No wonder the princess always gets kidnapped...
 
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Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Captain Card: Wario

WarioWare
Class: Fighter and Trickster
Family: Toxin
HP: 30
Super Fart: Unleashes an aimed fart at the first row of enemy units, causing them to get poisoned and lose 2 damage each turn for 4 turns (8 XP)
Motorcycle Charge: Sends a motorcycle in the middle row, killing everything, including allied cards. (10 XP)
Shoulder Bash: Sends a troop card of your choice straight to the captain card (12 XP)
Super: Wario-Man (Wario turns into Wario Man, allowing you do deal a barrage of attacks to an enemy card of your choice that isn't the captain)
Affinity: None
Bio: Waaaaario! This microgame-making genius is here to leave his mark, no matter how bad it smells!

Troop: Toad

Mario
Cost: 3 Smash Point
HP: 6
Class: Defender
Class Synergy: Toad Troopers Assemble! (Toad creates spores that grow into Toads. They take up all remaining spaces in the first row. If there aren't enough remaining spaces, then they take up, the spaces in the next row, so on and so forth)
Family: None
Attack: Spore Creation (Creates spores if attacked, sending the enemy back a space)
Affinity: Ground
Bio: These are the Mushroom Kingdom's only soldiers. No wonder the princess always gets kidnapped...
Good stuff, though personally while do agree vanilla Wario would pass as a fighter and would always be a trickster, I see Warioware Wario as more of an engineer or rider class seeing as he rides a motorcycle and creates video games, also not required you didn't put down how you would expect this character to play as
 
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Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
More Mario Characters
Waaaaaaluigi

Super Mario
Class: Charmer and Trickster Class
Family: Shadow
HP: 15
Fake Item Box (10 XP) (Creates fake item box cards, which mimic the cards of the opponent and waste valuable smash points that could of been spent on other stuff, they can be told apart if they either have the wrong name, the image is in a different angle, or slightly smaller or bigger)
Thorny Rose (8 XP) (Creates a spiky barrier of rose thorns in the front row, the barrier takes a single hit to destroy but poisons whoever touches it)
Waluigi Samba (7 XP) (Dances a magnificent dance that causes the front most row to become terrified and head to the back row)
Super: Tennis Rain (Creates a rain of tennis balls that pushes the front 2 most rows of the opponent backward and pushes those occupying the back 2 rows off the stage, doesn't work with Unique cards)
Bio: Waluigi, the guy in the shadow of the man who already is in someone else's shadow, ready to charm and terrify.
Playstyle: Befitting his low health Waluigi has some potent diversionary tactics but they are offset by their high XP cost, so he wont be successful if he doesn't have a quick start

Bowser

Super Mario
Prowler and Caster Class
Fire Family
HP: 35
Bowser Bunker (15 XP) (Creates bowser shells that go over the front row, giving them projection from projectile-based attacks)
Blazing Collum (12 XP) (Breathes fire down an entire collum, destroying all units in that collum including your own)
Bowser Bomb (10 XP) (Drops a bowser shell that creates a crater that can't be placed on for a few turns, this will be in a 2x2 formation, your units cant cross this crater)
Super: Magma Bowser (Bowser becomes big and firey dropping meteors from the sky that burns everyone in the enemy's front row and creating a rock barrier in your front row)
Affinity: None
Bio: The evil king of the koopas, firey lord of turtles, kidnapper of processes, and foe of plumbers
Playstyle: Bowser has high health and power, but his best attacks both take half of your XP and may cause some problems for your army, best used at your own volition.

Bowser Jr

Super Mario
HP: 25
Engineer and Rider Class
Tech Family
Clown Cannon (7 XP) (Jr sucks in a unit of his choice in the back row and shoot it directly into the first row for damage based on its total hp)
Airship Restock (12 XP) (Members of the Tech Family and Engineer Class get instantly respawned for 3 turns, but only at half health)
Spike Ball Barrage (11 XP) (Drops spiked balls from the sky that causes instant death at 3-5 random spaces, allies cant go over these spaces for some time)
Super: Shadow Mario (Becomes Shadow Mario and repaint all your non-synergie units on the field to activate them)
Affinity: Air
Bio: Bratty son of big bad boss Bowser, loves airships and machinery
Playstyle: Jr is more about supply and demand, having abilities that benefit a more filled army with attacks revolving around restocking and redirecting units so mastering layouts is key
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
So how is this thread going, I already see some meta strategies with some of the cards and captains, if anyone is interested maybe someone could make logos for all the classes and families
 

Glubbfubb

Smash Champion
Joined
Mar 16, 2021
Messages
2,834
Bokoblin

Zelda
Cost: 3 Smash Point
HP: 5
Class: Fighter
Class Synergy: Boko Army (All Bokoblin cards gain a+1 attack boost and +1 defense boost when in the same row as another Bokoblin)
Family: Shadow
Attack: Clobber (Attacks with a wooden club for 3 damage)
Family Synergy: Bone Club (Gain a +2 attack boost from a bone fused club)
Affinity: None
Bio: Pig like beings that follow the will of Ganon, very resourceful in large numbers

Moblin

Zelda
Cost: 7 Smash Point
HP: 8
Class: Fighter
Class Synergy: Brute Streaghtn (uses its strength to toss the unit behind it as an attack, this also puts the unit behind of it in front of it)
Family: Shadow
Attack: Clubbed (Clubs an opponent back a space for 4 damage)
Family Synergy: Moblin Power (The opponent gets tossed back to the back row)
Affinity: None
Bio: Big pig people that attack with pure rare brute strength
 

RubenFields

Smash Rookie
Joined
Jul 17, 2022
Messages
1
Do you think this game will give you a lot of money? I have been playing casinos from a fragile age, and since then, I have never seen a place where everything would be insanely good except real casinos from Vegas. The problem is that there are places like https://www.khelplayrummy.com/ where you can make some good money, but it’s a difficult procedure until you can get your money in real life. Also, there are places where it’s simply impossible to win due to the game algorithms.
 
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