Thursday, February 3, 2011

Home rules for Sailor Moon CCG

Here are a few rules I came up with.

First, when your deck is depleated, no more drawing. Drawing from the discard would be alowed, but the deck itself is done with.
What this fixes: When you played cram school , as the current rules are writen, if you had no deck the discard pile becomes the deck - if you had no discard pile (its happened to me) then you could play cram school + (whatever) and infinite loop the card you played. Infintie loops are bad. This fixes that.

Combined attacks - I outlined this prevously, the current rules just are to complex for combined attacks and I think my fixes will help that.

Turn 1 (for both players) no one can attack. This is something that I expermetnt with, the way the current rules stand the person who goes second actualy can attack where as the first player can not. Typicly being the first player is GOOD not bad, so in this modfyed version, neather player can attack there first turn, and that makes palyer 1 the one who can attack, it does give player 2 the ablity to set up defences, so thats a good thing as well. I feel this fix balances play.

Play to 10 vp. 6 is the "max" but I like 10 vp, it makes the game longer, its pretty fun.

Mutliplayer - whoever got attacked last cant be attacked untill the end of there turn, this makes multi player a bit more fair.