Wednesday, 14 June 2023

Some Notes - Relatable as Related to C TCGs* and CCG (games) s

 








1/1 poison 1 80% accuracy

1/2 poison 1 100% accurcay poison 2 20% if doesn't activate or like chooes to or choose* instead word, or become (to be activated)

2/2 fencer - first strike 45%

3/2 regen 1 - 80%

3/3 frenzy 1

3/4 enrage 1

3/3 regen 1 - 90%

2/4 dodge 40%

1/3 flight - evasion 90%

2/3 archery type

1/2 archer; type


1/1 return to field 90% activation chance

1/2 draw 1 card - 30%

2/2 draw 2 cards - 40%

1/2 block 1 - 80% durability: 2









Monday, 12 June 2023

Hazel Deck - TCG Related & CCGs

 







3 / 1 archery

2 / 2 flight

1 / 1 flight

1/ 2 1 / 2 * dodge 50 40%

1 / 3 defender

2 / 1 calvary

1 /  1  1 /  1  1  /  1 / 1* infantry

1 / 2 poison 1

2 / 4 regen 1

1 / 2 block 1 dura i durai r durability* 3 4*







█   

█   █   █   

█   █   █   █   

█   █   █   █   █   █   

█   █   █   █   

█   █   █   

█   



█   █   █   █   

█   █   █   █   

█   █   █   █   

█   █   █   █   

█   █   █   █   █   █   █   

█   █   █   █   

█   █   █   █   

█   █   █   █   

█   █   █   █   










Friday, 9 June 2023

Some (whack or unwhack) designs for TCG and CCG Game Types

 







1. once provoked, begin icnreaes attack 1 per turn, increase that's*

2. once provoked, then once taunted, gains 3 health points

3. randomly give a friendly unit 1 attack, upon activation, once per turn

4. enhence abilities or skills ilke above by 60% bonus chance, e percentage exceeding Li like* * 100% converts to another turn consuming the 100% afterwards

5. if attack matches health, gain 3 attack, give 3 attack to another allied unit/ hero

6. if enemy hero is slain, gain 4 score for the player; opponent of the hero whichever is the opposite

7. select an enemy unit, deal 3 damage, with 1 damage afterwards for 3 turns; after that

8. once conditions 1 and 2 are completed, gain 6 score

9. spend 2 score, increase wall (frame) by 2 points

10  . 10.* if all value equal to 4, increase score by 40

1. 11.* if wall value exceed 8 or 10, whichever, enhence attack of all friendly units on field by 1

12. counter an attack , did, afrer that after* that, delay additional 1 turn all opponent's cards on ready field

13.14 13.* once condition 2 3 and 1 are all completed, increase player's score by 15 with random plus 2 or 1, with splendid and awesome respectively (?) text tells; p printed as celebration; to celebrate

14. increase health and d reduce* attack both by 1 of all cards on field and ready field that are friendly a cards*

15. increase wall value by 4 and score by 4, cost a card on player's field; on field

16. ha shake the battlefield, afrte afterwards (afterwards)* *, give scrabbled random ta states from stats* pool of shared values to all friendly and opponent's card on field (does't  doesn't* affect on ready field or to be entering the field; battlefield)