TTRPG Duels Rules (Beta)
Made by: Dar
Module 1
Power Decks:
Strength, Magic, Fire, Electric, Ice, Water
How to play:Each Player has 3 Power Decks. If you have multiple powers, then feel free to take a variety of Power Decks. If you have an ability that is very strong, then you should take two or three of the same deck.
This game relies on using a 20 sided dice. A virtual 20 sided dice can be found here:
http://www.wizards.com/dnd/dice/dice.htmTo start, roll a d20 for each deck, determining which cards you start with. At the start of each turn, you will draw another card of the same type you have used. Again, you will roll a d20 to determine what you draw.
When it is your turn, you may play 1 card in your hand of the following types: Basic Attacks, Environment, Defense, and Special Attacks. During your opponent’s turn, you may use resist cards to immediately prevent damage. Remember that you cannot draw more cards until the start of your turn.
Each player begins with 10 Life Points. The goal is to reduce your opponent to 0 Life Points.
Strength- 1-3 Martial attack 1
4-5 Martial attack 2
6 Martial attack 3
7-9 Resist 1
10-11 Resist 2
12 Resist 3
13 Break Down the Wall- 1 damage. Any environment card is taken out of play.
14 Deadly Force- Environment. When your opponent does take damage, they take 1 more damage of the same type.
15 Invincible 1- Defense. Attach this to your character. You permanently resist 1 damage of any kind.
16 Bulletproof- Defense. Attach this to your character. Resist 2 martial damage permanently.
17 Regeneration- Defense. Attach this to your character. You regenerate 1 hit point every turn you don’t take damage.
18 Berserk- Special Attack. Play both your other cards in your hand this turn if they are both attack cards.
19 Crushing Blow- Special Attack. Remove an attached defensive card from your enemy.
20 Pierce- Special Attack. 2 Martial Damage. Ignore all defenses.
Magic- 1-3 Magic attack 1
4-5 Magic attack 2
6 Magic attack 3
7-9 Resist 1
10-11 Resist 2
12 Summoning- You can place any card in your deck into your hand, but cannot react until the start of your next turn.
13 Portal- Environment. You remove any environment in play.
14 Curse- Environment. Limit your opponent’s hand to 2 cards (cannot be stacked).
15 Elemental Resistance- Attach. Resist 1 damage of fire, ice, electric, and water permanently.
16 Magical Resistance- Attach. Resist 2 magical damage permanently.
17 Stoneskin- Attach. Remove at will in order to resist up to 3 damage.
18 Teleport- Do 1 damage. Then do another 1 damage.
19 Chain Contingency- Play your entire hand this turn.
20 Lower Defenses- Remove defenses from opponent
Fire1-3 Fire Attack 1
4-5 Fire Attack 2
6 Fire Attack 3
7-9 Resist 1
10-11 Resist 2
12 Fire Wall- ignore 1 damage from this attack, and your opponent takes 1 fire damage
13 Burn it to the Ground- Environment. 1 damage. Remove environment in play.
14 Inferno- Environment. Basic ice attacks cannot be played.
15 Aura of Flames- Attach. Resist 2 Ice damage.
16 Embodiment of Fire- Attach. Resist all fire damage.
17 Scorching Backlash- Attach. When you take damage, your opponent takes 1 fire damage.
18 Melting Agony- Remove enemy’s defense.
19 Blazing sword- 2 Fire damage. Ignores defenses. Does 3 damage against people with ice.
20 Burning Rage- If the other 2 cards in your hand are attack cards, play them both.
Ice1-3 Ice Attack 1
4-5 Ice Attack 2
6 Ice Attack 3
7-9 Resist 1
10-11 Resist 2
12 Resist 3
13 Flash Freeze- Environment. Enemies cannot use resist cards.
14 Frozen Storm- Remove environment in play.
15 Ice Armor- Attach. Resist 1 of all damage except fire.
16 Cold Hearted- Attach. Resist all ice damage.
17 Aura of Cold- Attach. You resist 2 martial and electric damage.
18 Chill Touch- Remove defense.
19 Ice Hammer- Attack. 2 Damage, ignore defense.
20 Blizzard- Attack. 1 Damage. If the enemy has electricity, all their cards are replaced with Basic attack 1.
Electric1-3 Electric Attack 1
4-5 Electric Attack 2
6 Shock- 1 Electric Damage. All enemy cards are replaced with basic attack 1.
7-9 Resist 1
10-11 Resist 2
12 Resist 3
13 Energy Current- Environment. Any time a water card is used, the user takes 1 electric damage.
14 Relocation- Remove an environment in play.
15 Electric Backlash- Attach. When you take damage, your opponent takes 1 damage.
16 Human Battery- Attach. You are immune to electric damage.
17 Recharge- Attach. Every turn where you do not take damage, you regain 1 hit point.
18 Chain Lightening. Attack for 1 electric damage. Attack again for another 1 electric damage.
19 Surge- 2 damage. Ignore defense. People with Water powers take 3 damage.
20 Stun- Remove Defenses.
Water1-3 Water Attack 1
4-5 Water Attack 2
6 Water Attack 3
7-9 Resist 1
10-11 Resist 2
12 Resist 3
13 Drown- Environment. Basic Fire attacks cannot be used.
14 Wash away- Environment. Dismiss an environment card in play.
15 Barrier- Attach. Resist 1 damage of all kinds except for electric.
16 Water Armor- Attach. Resist 2 fire damage.
17 Gills- Attach. Resist all water damage.
18 Stream- Attack. 1 Damage. Ignore defense. If the enemy has Fire Power, they take 3 damage.
19 Tidal Rage- Attack. 1 Damage. If you took damage on your enemy’s last turn, this attack does 3 damage.
20 Waterlogged- Remove defense.