Elementist TCG

The rules of Elementist are going to be long and complex, I’m going to be real with you, but It’s about the same simplicity of every other card game, so don’t freak out too much. I’ll make sure that it’s understood that each of these sections will be explained in the simplest I can explain them in. Let’s get started!

Fundamentals:

Elementist is a trading card game based on science(Chemistry more specifically) and the ideas of dark age alchemy. Alchemy is the science of combining multiple substances into new substances, such as the idea of making lead into gold. These ideas inspire the very play styles of the game as well as help develop understandings of how each of the critical details of the cards themselves. In Elementist, your value is made up of the funds that established your resources. The total starting funds is 10,000. The size of your resource packages are from 50 to 75 and the area of Discovery can hold up to 20. You can have up to 3 copies of each card except elemites can be up to 5. In the resource packages, you must have at least ten Elemites, which will be described later in resources.

The Resources:

The deck, otherwise known as your resources, is supplied with fifty to seventy five cards made up of elemites, compounders, research, and reactions. You start the duel with seven cards in your hand, and you draw a card at the end of each turn. If you are no longer able to draw from your resources, and you do not control any discoveries, you lose the duel.

 

The Path Toward Discovery

The main way to build your discoveries is to use a combination of elemites and compounders. Each turn you have one initial creation to make one elemite through basic chemical creation. You can use advance creation (any creation that isn’t basic creation) as many times a turn as desired as long as the requirement is met or a card effect allows you otherwise. Compounders are made up of the elemites that you control based on the amount of them on the field as well as the rating of the elemite or compounder that’s use for the creation. Each elemite gains 1 rating of itself during the end phase of the turn until the elemite is at stage five. If the elemite is still on the field up to stage five, the elemite must be discarded. In the same regard, discoveries are created in the same way, except to make the discovery, one must have a certain rating of discovered pointed, which is both ready to use and caps off at ten. If the discovery is summoned by card effect however, such requirement is unnecessary. To build up discovered points, you just need to create compounders and elemites. Each creation is a point, a discovery will give you three points. Once one have the ten points and the requirements for the discovery, place the discovery into the alchemy pot, then discard the requirements, and reset the discovered points.

The Research and Reactions To Discovery

 

In the effort of advancing of discoveries, research will be needed to defeat the opponent. Research is able to be created during the first and second creation phases. There are four types of research: basic, advanced, continual, and laboratory. Basic research just has a once use then is discarded afterwards, advanced can be used at any point in the turn and even during the opponent’s turn as long as the research is set during your turn to then treat it as a reaction, continual research continues to last in the laboratory until specified to be discarded, Laboratory cards affect the entire Laboratory unlike continual research, but act in the same ways. Reactions must be set up in advance to prevent damage to the surroundings, and thus only will trigger at the time most appropriate. There are basic reactions, advanced reaction, and continual reactions. Basic, and continual types act the same way as the research counterparts, while the advanced reaction responds before any other effect in the Laboratory. The speed of effects are advanced reaction, reactions and advanced research, and then research. (Note: the effects of creations will inform if the speed is faster than stage 1 speed.)

The Battle

In the duel, you must use your discoveries and resources to out resource your opponent. This will lead to your opponent trying to use their discovery(or vice versa) to have your funds run out. In the duel, after your first lab phase. If your battling creation has a higher Disclosed total than the disclosed total of the opponent’s disclosed creation(in the vertical direction) then they lose funds equal to the difference. If the creation is in classified mode (horizontal direction), your opponent doesn’t lose the funds, but the create will still be discarded. If the values are the same for two disclosed creations, then they are both discarded. If the value of one classified is equal to the disclosed of the other, then it’s a stalemate in the attack. After the phase is over, it progress to the second lab phase.

The Overview

Have fun, and try to see what you can learn from this game. (note: some of the cards don’t relate to either alchemy or chemistry.) If any further questions, I will create a tutorial to demonstrate.