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Cards of the Mobius
Current Gamestate: Deck, Map, Energy, more rules.

Current Gamestate: Deck, Map, Energy, more rules.

Deck of MC (Randomly generated all standard cards):

#

A

D

S

1

1

3

5

2

2

3

4

3

2

5

2

4

2

5

2

5

3

1

5

6

3

2

4

7

3

3

3

8

3

5

1

9

4

1

4

10

4

2

3

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11

4

3

2

12

4

4

1

13

5

2

2

14

5

3

1

15

5

3

1

Mc current energy: 100 (Start of game)

MC energy economy: 160/hour (80+5+5+5+5+60)

Upgrading standard card: 100>200>400.

Card pack (5 random cards): Cost 100, roll a 2467 sided die 5 times.

0001-1900: standard cards (% 19)

1901-2430: Weaker cards (% 1900, % 53)

2431-2440: Launcher

2441-2450: Archer

2451-2455: General

2456-2460: Bishop

2461-2463: Lich

2464-2466: Hydra

2467-2467: Devil

Card shop (Refreshed every day, or at the cost of 25 energy.):

(1, 1, 5): cost 8

(5, 1, 3): cost 30

(2, 2, 5): cost 30

(5, 1, 3): cost 30

(3, 3, 3): cost 30

Map:

Key:

Symbols:

Star: Base, starting and reincarnation point, main pillar, 300 energy/hour, splits between whole team (60/player).

Big circle: Main pillar, 300 energy/hour, splits between whole team (60/player).

Small circle: Sub pillar, can be privately owned, 100 energy/hour, 80 for owner, 5 for other players in the team.

Small square: Player, not yet on the map, because Chapter 1 is not up yet.

Colors:

Yellow: MC’s team

Green: Enemy team

Red: Unaffiliated

Black: Owned by MC. Also counts as yellow.

https://www.dropbox.com/s/gu84bbn3ufi3x84/Map.png?dl=0

The reason I'm posting a dropbox link rather than the direct picture is that the map is really large, so zooming will definitly be necessary. I'm currently using 100 x 100, and in later arcs, I hope to work up to 1000 x 1000.

Finally, I to make the map more circular and have less dead ends added the white rectangles. (If you look closely, the portions without the rugged edges and without the grid.) Just ignore them and pretend you never noticed them.

I want this story to be mostly about the in-game game, and less about the real world, so I am not adding the real world at all. The MC’s backstory is also very loose. Almost nonexistent. I will add one if I get the chance to later.

That being said, let me let loose the very few cards I have made so far, I will make more as I go along, and I request you to comment your ideas too.

I will explain range as well. Ranged units can attack over the frontal rows, to get to the ones behind. A ranged unit can pretty much attack anything. In addition, ranged units do not die if they attack something with a higher defense. Giving a unit range is roughly the equivalent of 3 stat points, while health is roughly equivalent to 2 stat points. Extended notation is (A, D, S, H) and an extra “, R” if ranged.

Cost is the number of cards on field you have to destroy in order to summon.

Cost 2: General (6, 8, 4, 2): All units a king’s move away gain (1, 1, 1).

Cost 2: Bishop (3, 5, 5, 3): All units a king’s move away with 1 H gain 1 H after this card’s phase 2.

Cost 1: Launcher (4, 4, 4, 2): After phase 2, you can destroy 1 of your cards with 2 or more H to reduce 1 card’s H by 1.

(This card was later semi-banned, restricting its use to totems only due to a combo known as lich-launcher, which could kill almost everything turn 1. Its effect was also errata would, such that it can only be activated once per turn.)

Cost 1: Archer (5, 2, 6, 2, R)

Cost 3: Lich (1, 1, 1, 3, R): If any unit a king’s move away is destroyed (Except Zombies and Skeletons), summon 1 Zombie (1, 1, 1) or 1 Skeleton (2, 2, 2) on any square a king’s move away. Once per turn, after this card’s phase 2, summon 1 Zombie (1, 1, 1) or 1 Skeleton (2, 2, 2) on any square a king’s move away.

(This card was later semi-banned as a totem, partly due to lich launcher, and partly due to its overwhelming strength in the early game. Its cost was also increased to 4.)

Zombie (1, 1, 1): If this unit destroys an enemy monster, summon 1 Zombie (1, 1, 1) a king’s move away.

Cost 3: Hydra (H, H, H, 3, R): This unit’s A, D, S are equal to this unit’s H. This unit can make H attacks during its phase 3. This unit can defend itself H times every turn.

(This card was later semi-banned as a totem, due to the fact that totems have 2 extra health, thus, a 5 health hydra can completely wreck everything.)

Cost 6: The Devil (6,6,6,6,R): You can destroy this card, summon 6 Demons(6,6,6) in its place.

(This card was first semi-banned as a totem (This is before the present time. It is already semi-banned.) , because, due to the wording, if it was used as a totem, the summoned demons were treated as totems, and thus, not only would you have to deal with a (6, 6, 6) behemoth with 8 health, when it was close to dying, you would have to deal with 6 (6, 6, 6) mini-behemoths with 3 health, and you’d have to kill all of them, because they’re all counted as the totem. Not to mention, Demon launcher was even more consistent than lich launcher, you just needed to draw launcher while devil was your totem. It is just far too good.

Then, it was later full banned, alongside lich, hydra, and launcher’s semi-bans because it was still far too good as a main deck card, especially in conjunction with lich as totem. This ban will probably take place after a few arcs.)

I don’t really have too many other cards. There is the goblins, but that counts as a spoiler, so I don’t want to reveal those.

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