Glubbfubb
Smash Master
- Joined
- Mar 16, 2021
- Messages
- 3,155
This idea I had is basically a Smash Bros Styled Card Game, more information on it soon.
Super Mario:
Captains:
Mario
Luigi
Peach
Wario
Waluigi
Bowser
Bowser Jr
Troops:
Goomba
Koopa Troopa
Toad
Legend of Zelda:
Troops:
Bokoblin
Moblin
Kirby
Pikmin:
Captains:
Olimar
Troops:
Red Pikmin
Blue Pikmin
Yellow Pikmin
Purple Pikmin
White Pikmin
Rock Pikmin
Winged Pikmin
Assists:
Onion
Candypop Bud
Bomb-Rock
Captains:
Mario
Luigi
Peach
Wario
Waluigi
Bowser
Bowser Jr
Troops:
Goomba
Koopa Troopa
Toad
Legend of Zelda:
Troops:
Bokoblin
Moblin
Kirby
Pikmin:
Captains:
Olimar
Troops:
Red Pikmin
Blue Pikmin
Yellow Pikmin
Purple Pikmin
White Pikmin
Rock Pikmin
Winged Pikmin
Assists:
Onion
Candypop Bud
Bomb-Rock
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
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
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.)
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.)
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