Rhubarbo
Smash Champion
- Joined
- Jun 21, 2007
- Messages
- 2,035
Thought I disappeared eh? Well, nope, I have still been working hard at the SSBTCG despite the excitement revolving around Brawl and it being released in Japan and the like! Well, I'd like to state that the game is moving along, card production is going at a steady pace, the rules are being fine tuned, and the play mat is still in the works!
I got my own webpage on freewebs now! I will be updating it daily with new cards to show off! It's not the most appealing site in terms of presentation, but it does it's job. I'll be thinking about moving, and if anyone has suggestions for other FREE websites to host the game on, please tell!
Here is the link: http://www.freewebs.com/rhubarbo/
Most Recent Cards:
I'll make it more attractive soon enough don't worry <_<!
Here are the rules to the game:
Game Play arena layout: Recovery Zone-P1 Play Zone-Neutral Zone-P2 Play Zone-Recovery Zone
SSBTCG rule refinement:
I have refined the rules to the SSBTCG and made them clearer. This is the V2 version of the rules and will probably be updated again. Please bare with me as this takes a lot of time and effort to complete. Enjoy!
The Super Smash Brothers Trading Card Game, the SSBTCG does it’s best at trying to capture the essence of the Smash Bros videogames in the form of a card battler! Certain aspects of the game had to be cut out to make it less complicated and easier to grasp. Many things that aren’t part of the core game will appear as other cards.
Deck construction: Building a deck in the SSBTCG will require some thinking time. You’ll need to choose cards that best suit your play style and strategy. Your deck MUST have a minimum of 40 cards, and a maximum of 70. Every deck needs one character card to be playable. You pretty much can’t do anything in the SSBTCG without Action Cards. These are the only way you can transverse the zones of play, attack, defend, recover, and use items. You can normally only have 4 of each card, but you can have as many of each type of Action Card. Certain cards will specify that they are limited. Certain Action Cards may specify that they are limited, you may only have 4 of these.
Summary of Deck construction:
-Card cap=40-70 cards
-Every deck needs character cards and Action Cards
-You can only have for of each card
-You can have any amount of Action Cards (unless they specify otherwise).
Delegation of Initiative: Flip a coin, to decide which player will play first.
Starting the game: To start the game, search your deck for a character card and place it faced down in your Play Zone. Your opponent does this at the same times as you. After you have completed this process, both you and your opponent shuffle your decks and draw 10 cards. If you really dislike your hand, you may re-shuffle it into your deck, but this time, you may only draw a maximum of 5 cards.
Phases of play: The SSBTCG is divided into four phases. These phases flow in the following order:
Prep Phase One-Prep Phase Two-Battle Round-Post Duel
I’ll walk you through each phase as well as I possibly can! Shall we start off with the Prep Phase?
The player that won Initiative decides prior to the game which player is P1. P1 is the player that has their Prep Phase first. Whether this is viewed as an advantage or disadvantage is all reliant on the cards you play with. Generally, it provides no advantage or disadvantage.
Start your Prep Phase by drawing one card from your deck.
In the Prep Phase you may play any of the following cards:
-One Stage Card) There can only be one stage in play at a time. How this is handled is described in the cards effect box.
One Augmentation Card per character) Each character can have one move augmented to them at a time. How this is handled is specified on the cards effect box.
As many Action Cards) Your Action Card Zone can hold up to 7 Action Cards. As long there are empty spaces, you may place an Action Card there.
After the player with Initiative completes his Prep Phase, the other player does the same. There are no differences.
The Battle Round is pretty much the game at it’s core. Here you and your opponent take turns activating your faced down Action Cards and exchanging attacks and defences. The Battle Round lasts for 5 exchanges. Here are some examples of how the Battle Round may flow:
Player One: Uses Movement card to progress one zone forwards. Exchange done.
Player Two: Activates 2 Attack 2 cards to pay for attack and launches it to foe. The attack can reach one zone away and is going to hit player one.
Player One: Player one jumps to avoid the attack.
Player Two: Player two moves a zone forwards.
Player One: Uses attack that hits after jump.
Player Two: Uses shield, blocks damage.
Player One: Pays 2 POINTS and uses attack.
Player Two: Can not guard attack, so he gets damaged. Player two uses an attack that increases in damage after being struck.
Player One: Player one uses a reflector.
Player Two: Player two can not guard the attack, and ends up doing double damage to himself!
If there are any attacks that are in the middle of being used and the Battle Round, they end immediately. Effects carry over (Super Sonic as an example).
Be careful, once your dmg meter is high, you can be sent “flying” by a KO move. Each character card has a stat on the top of it that indicates when it can be sent “flying”. Mario for example has this stat:
70>100<130
70=How much dmg he can sustain without going flying by KO moves in his Play Zone.
100=How much dmg he can sustain without going flying in the Neutral Zone.
130=How much dmg he can sustain without going flying in the opponents Play Zone.
When sent flying, you may pull of a recovery move. May attacks have a recovery stat. Mario’s Super Jump Punch has a stat of 150. That means that up to that much dmg, Mario may recover after being sent flying. To recover, simply pay POINTS to use the attack.
After recovering, you are in the Recovery Zone for one full exchange. Normally, you CAN NOT move into this zone. While here, your opponent may play certain cards that allow them to move into the zone and perform an attack on you. However, there are certainly methods to counter this. Look through the cards!
This does it for the Battle Round!
The Post Duel: The Post Duel is very simple actually. All it is really is deciding which Action Cards you wish to keep in your Action Card Zone for the next Battle Round. In the next round, the P1 position changes to the other player.
Winning conditions: Winning a game of the SSBTCG can be done via two methods.
1) If your deck runs out of cards, you lose.
2) If your stock count is reduced to zero, you lose as well.
3) No character cards can be played
How do you reduce the stock count? Well, when the game starts, you should each have a pre-determined amount of stocks (handicaps are suggested if necessary). Every time a character gets “defeated” you lose a stock. A character is KO ed when they can not recover and come into their Play Zone as if they were freshly played. However, a KO ed character loses a stock. The stock count for each character is found next to their names. If a character loses all three stocks they are defeated, thus, you lose a stock.
After a character is defeated, the Battle Round ends immediately. The player that was defeated must search their deck for another character card and play it in their Play Zone. If a player can not do this they instantly lose.
NOTE: The standard stock count for a game is three. This may be changed by the players at the start.
Game play variants: The SSBTCG can be played in multiple ways. Sure there is the standard variant, but just like Special Brawl, the game is also available for customization. Normally, only ONE character card may be in play. However, there are variants where there can be more. Here are some to name a few.
“Epic Brawl”-Victory here can not be achieved by running out of cards. After your deck runs out, shuffle all your discarded Action Cards into your deck and continue play.
“Timed Match”-The victor is decided after a pre-determined amount of Battle Rounds. The player with the lowest stock count loses. If that is tied, priority shifts to the character with that most stocks lost. If that is tied, priority shifts to the character with the most dmg. If that is tied, you play another Battle Round.
“Cherish your Soldiers”-If you do not have a character card in play, you may not search your deck for one, you have to play one from your hand.
“Battle Royal”-This mode is the MOST fun and encouraged for everyone to play. The limit of a two player game is lifted, and three, even four players may participate. Players will have to share a Play Zone and Recovery Zone in this case, however, that doesn’t mean you can’t attack them in that zone.
Prep Phases would obviously be larger. There will always be P1 and P2. P3, the player in the same zone as P1, goes after P2, and P4, the player in P2’s Play Zone goes after P3. This exchange continues even into the Battle Round. Alter who goes first as usual.
Attacks must always target one foe unless specified otherwise.
“Team Battle”- Like Battle Royal, this mode is encouraged to be played as well. Here you can control up to two cards. Each card has their own separate Action Card Zone. Both of your cards share the same Play and Recovery Zone. The game works just like Battle Royal.
If a character is KO ed, yet another is still fine and dandy, you do not have to play another one. The only time you can replenish your character count back to 2 is during your Prep Phase.
ARE THERE ANY QUESTIONS YOU DESIRE TO ASK? If so, post on the forums or email me at smash@hotmail.com
---
Credits go to:
-My pal Bobo who has been constantly helping me out on the project!
-Team Sora/HAL for making such a spectacular series!
-Youtube for being so awesome and letting me convey this game's existance!
-Smash Boards for being the coolest place to discuss Smash related things!
-The Noob Legend for making some kick @$$ cards!
-Frogla for putting in effort to make some cards!
-The Mightypancake for making a game that is a great alternative to mine
-Everybody else that is supporting my concept!
I got my own webpage on freewebs now! I will be updating it daily with new cards to show off! It's not the most appealing site in terms of presentation, but it does it's job. I'll be thinking about moving, and if anyone has suggestions for other FREE websites to host the game on, please tell!
Here is the link: http://www.freewebs.com/rhubarbo/
Most Recent Cards:
![](http://i260.photobucket.com/albums/ii29/Rhubarbo/PokemonTrainerDemoCard.jpg?t=1203293112)
![](http://i260.photobucket.com/albums/ii29/Rhubarbo/SquirtleDemoCard.jpg?t=1203293145)
![](http://i260.photobucket.com/albums/ii29/Rhubarbo/IvysaurDemoCard.jpg?t=1203293171)
![](http://i260.photobucket.com/albums/ii29/Rhubarbo/CharizardDemoCard.jpg?t=1203293199)
I'll make it more attractive soon enough don't worry <_<!
Here are the rules to the game:
Game Play arena layout: Recovery Zone-P1 Play Zone-Neutral Zone-P2 Play Zone-Recovery Zone
SSBTCG rule refinement:
I have refined the rules to the SSBTCG and made them clearer. This is the V2 version of the rules and will probably be updated again. Please bare with me as this takes a lot of time and effort to complete. Enjoy!
The Super Smash Brothers Trading Card Game, the SSBTCG does it’s best at trying to capture the essence of the Smash Bros videogames in the form of a card battler! Certain aspects of the game had to be cut out to make it less complicated and easier to grasp. Many things that aren’t part of the core game will appear as other cards.
Deck construction: Building a deck in the SSBTCG will require some thinking time. You’ll need to choose cards that best suit your play style and strategy. Your deck MUST have a minimum of 40 cards, and a maximum of 70. Every deck needs one character card to be playable. You pretty much can’t do anything in the SSBTCG without Action Cards. These are the only way you can transverse the zones of play, attack, defend, recover, and use items. You can normally only have 4 of each card, but you can have as many of each type of Action Card. Certain cards will specify that they are limited. Certain Action Cards may specify that they are limited, you may only have 4 of these.
Summary of Deck construction:
-Card cap=40-70 cards
-Every deck needs character cards and Action Cards
-You can only have for of each card
-You can have any amount of Action Cards (unless they specify otherwise).
Delegation of Initiative: Flip a coin, to decide which player will play first.
Starting the game: To start the game, search your deck for a character card and place it faced down in your Play Zone. Your opponent does this at the same times as you. After you have completed this process, both you and your opponent shuffle your decks and draw 10 cards. If you really dislike your hand, you may re-shuffle it into your deck, but this time, you may only draw a maximum of 5 cards.
Phases of play: The SSBTCG is divided into four phases. These phases flow in the following order:
Prep Phase One-Prep Phase Two-Battle Round-Post Duel
I’ll walk you through each phase as well as I possibly can! Shall we start off with the Prep Phase?
The player that won Initiative decides prior to the game which player is P1. P1 is the player that has their Prep Phase first. Whether this is viewed as an advantage or disadvantage is all reliant on the cards you play with. Generally, it provides no advantage or disadvantage.
Start your Prep Phase by drawing one card from your deck.
In the Prep Phase you may play any of the following cards:
-One Stage Card) There can only be one stage in play at a time. How this is handled is described in the cards effect box.
One Augmentation Card per character) Each character can have one move augmented to them at a time. How this is handled is specified on the cards effect box.
As many Action Cards) Your Action Card Zone can hold up to 7 Action Cards. As long there are empty spaces, you may place an Action Card there.
After the player with Initiative completes his Prep Phase, the other player does the same. There are no differences.
The Battle Round is pretty much the game at it’s core. Here you and your opponent take turns activating your faced down Action Cards and exchanging attacks and defences. The Battle Round lasts for 5 exchanges. Here are some examples of how the Battle Round may flow:
Player One: Uses Movement card to progress one zone forwards. Exchange done.
Player Two: Activates 2 Attack 2 cards to pay for attack and launches it to foe. The attack can reach one zone away and is going to hit player one.
Player One: Player one jumps to avoid the attack.
Player Two: Player two moves a zone forwards.
Player One: Uses attack that hits after jump.
Player Two: Uses shield, blocks damage.
Player One: Pays 2 POINTS and uses attack.
Player Two: Can not guard attack, so he gets damaged. Player two uses an attack that increases in damage after being struck.
Player One: Player one uses a reflector.
Player Two: Player two can not guard the attack, and ends up doing double damage to himself!
If there are any attacks that are in the middle of being used and the Battle Round, they end immediately. Effects carry over (Super Sonic as an example).
Be careful, once your dmg meter is high, you can be sent “flying” by a KO move. Each character card has a stat on the top of it that indicates when it can be sent “flying”. Mario for example has this stat:
70>100<130
70=How much dmg he can sustain without going flying by KO moves in his Play Zone.
100=How much dmg he can sustain without going flying in the Neutral Zone.
130=How much dmg he can sustain without going flying in the opponents Play Zone.
When sent flying, you may pull of a recovery move. May attacks have a recovery stat. Mario’s Super Jump Punch has a stat of 150. That means that up to that much dmg, Mario may recover after being sent flying. To recover, simply pay POINTS to use the attack.
After recovering, you are in the Recovery Zone for one full exchange. Normally, you CAN NOT move into this zone. While here, your opponent may play certain cards that allow them to move into the zone and perform an attack on you. However, there are certainly methods to counter this. Look through the cards!
This does it for the Battle Round!
The Post Duel: The Post Duel is very simple actually. All it is really is deciding which Action Cards you wish to keep in your Action Card Zone for the next Battle Round. In the next round, the P1 position changes to the other player.
Winning conditions: Winning a game of the SSBTCG can be done via two methods.
1) If your deck runs out of cards, you lose.
2) If your stock count is reduced to zero, you lose as well.
3) No character cards can be played
How do you reduce the stock count? Well, when the game starts, you should each have a pre-determined amount of stocks (handicaps are suggested if necessary). Every time a character gets “defeated” you lose a stock. A character is KO ed when they can not recover and come into their Play Zone as if they were freshly played. However, a KO ed character loses a stock. The stock count for each character is found next to their names. If a character loses all three stocks they are defeated, thus, you lose a stock.
After a character is defeated, the Battle Round ends immediately. The player that was defeated must search their deck for another character card and play it in their Play Zone. If a player can not do this they instantly lose.
NOTE: The standard stock count for a game is three. This may be changed by the players at the start.
Game play variants: The SSBTCG can be played in multiple ways. Sure there is the standard variant, but just like Special Brawl, the game is also available for customization. Normally, only ONE character card may be in play. However, there are variants where there can be more. Here are some to name a few.
“Epic Brawl”-Victory here can not be achieved by running out of cards. After your deck runs out, shuffle all your discarded Action Cards into your deck and continue play.
“Timed Match”-The victor is decided after a pre-determined amount of Battle Rounds. The player with the lowest stock count loses. If that is tied, priority shifts to the character with that most stocks lost. If that is tied, priority shifts to the character with the most dmg. If that is tied, you play another Battle Round.
“Cherish your Soldiers”-If you do not have a character card in play, you may not search your deck for one, you have to play one from your hand.
“Battle Royal”-This mode is the MOST fun and encouraged for everyone to play. The limit of a two player game is lifted, and three, even four players may participate. Players will have to share a Play Zone and Recovery Zone in this case, however, that doesn’t mean you can’t attack them in that zone.
Prep Phases would obviously be larger. There will always be P1 and P2. P3, the player in the same zone as P1, goes after P2, and P4, the player in P2’s Play Zone goes after P3. This exchange continues even into the Battle Round. Alter who goes first as usual.
Attacks must always target one foe unless specified otherwise.
“Team Battle”- Like Battle Royal, this mode is encouraged to be played as well. Here you can control up to two cards. Each card has their own separate Action Card Zone. Both of your cards share the same Play and Recovery Zone. The game works just like Battle Royal.
If a character is KO ed, yet another is still fine and dandy, you do not have to play another one. The only time you can replenish your character count back to 2 is during your Prep Phase.
ARE THERE ANY QUESTIONS YOU DESIRE TO ASK? If so, post on the forums or email me at smash@hotmail.com
---
Credits go to:
-My pal Bobo who has been constantly helping me out on the project!
-Team Sora/HAL for making such a spectacular series!
-Youtube for being so awesome and letting me convey this game's existance!
-Smash Boards for being the coolest place to discuss Smash related things!
-The Noob Legend for making some kick @$$ cards!
-Frogla for putting in effort to make some cards!
-The Mightypancake for making a game that is a great alternative to mine
-Everybody else that is supporting my concept!