Tuesday, July 17, 2012
Wednesday, November 16, 2011
ITS A TIE!

I dont have any Fond Memorys of TIEs unless IT BURNS! Ties in JKP happen, and the above cards are the only ones that focus on them, Fond Memorys turns ties into wins (making your ablity to win JKP 50/50) Mud Minon Hord is the only monster/villan that does anything on a tie, and Hot Soup loves ties! But what if your GAME is in a tie? How can you tell? And what do you do?
Well, the only way to tell the game is in a tie is if neather player can make any attacks. This can happen if cards are removed from game. It might also be that someone builds a deck that has no power cards at all in it. Or what if no one attacks anything in fear of the defence events?
So, all that as possible events, the first one to deal with is the "no one is attacking" (or attaching power cards) this can happen if you want to avoid a Taunt or three more Taunts... but you can not win if you dont attack something at some point, so if you can make an attack, make it at a point when you feel it would be to your advantage to do so, but this could take awhile, if it is a problem, put a time limit on the turns or try a "after (X) rounds you must attack" rule.
Now, if the issue is that no one CAN attack (due to removed cards) then - look at who has the most VP and they win, if that is tied, then who had destoryed a villan, if that is tied, who destroyed the higest vp villan or highest vp monster. If everyhting is STILL tied, who has the lest damage on there Scouts/Knights, if you are still in a tie, you could pretend an extra Andrew is out for all players, or that enough "pretend" Andrews are out so you can make your best attacks, so you can play 1 more round to see who wins first.
Anything else you can think of to avoid a tie? Let me know!
And no, I'm not talking about the tie you put on your neck!!
Wednesday, September 14, 2011
We can dream, cant we? (homebrewed set)
So, what would a third set look like? I think that given the english anime version, we might have seen the Outers... but what if they had not restricted themselfs to the english? (they would have) but, just for sake of augment, thats plenty more sets that could have been made. Still, even if we are to limit ourselfs to the english verison of the show, there is still plenty. Well - what set would be next -the S series of course, the outers- Satern, Uranus, Neptune, Pluto... and the eggs. Oh man the eggs! I would have also wanted to see the "Return of the rose" movie's villan(S) get there cards- (three total, the big flower, the main flower, and the main villin) They would most likely belong to the Cardian family - since they look like them. And it would give the cardians a much needed villan boost. Plus they do drain power, so they would fit the theem. What would Satern Do? She is probley one of the most powerfull,
But, she would also be the weekest - 10 hp? I'm thinking that sounds really vunable to Hot Soup, but if shes going to have the attack I want, its a fair trade off.
So - powered by mind. And having the most costly in terms of power - 6 mind power.
"Remove Sailor Satern, remove a target monster or villan from the game"
This would be the famous Silent Grave attack - where she kills herself to end the enimey.
Now, a few notes about that attack -its an instant removal (you wouldnt get any vp) you could target any monster/villan (your own if you wanted) and they dont get to do anything about it. Sounds bad? Well, remember- Grampa Hino could make a comeback with knocking your own monsters/villans out automaticly should you happen to remove there only monster/villan in play! So I think that this idea for Satern would be powerfull, something to be feared, and usefull... in the right deck.
I think we would want more location cards, as well as cards that move them or destory them- one of the bigest problems I had with locations is them just being in play - you cant target them unless a monster or Villan is on top of them- so something that would target locations no matter what would be in order. Perhaps "Sailor Teleport" an event that moves a location to the discard pile, or attaches it to a monster/villan (that does not allready have a location on it)
Also, Princess Serenity ingored location benifits - so we could give Uranus's attack "world shaking" a discard to location bonus (on the win of jkp perhaps)
Like I said, plenty of things that could be possible with making a new set. One day I hope to design it, right now, its just kickn around in my head, besides I'd have to watch the whole "S" seasion and take notes! LOTS OF NOTES! :D
Untill then, we can all dream about new sets, and possiblitys.
Thursday, September 1, 2011
Cardians... pick a card!
as you can attack more offen then they can!
=========================
(Set one only)
Starting:
Sailor Venus lv1
Artimis
Nacrid
People:
Andrew
Luna
Sami Tsukino
Items:
2 Negamoon bomb
4 Lunaball
4 Luna Pen
2 Caradin flute
Events:
4 cram school
1 Overpowering attack
2 Baby sitting
Defence events:
4 Green Yoma from londen
1 Hidden
Monsters/Villans:
4 Skulker
2 Racy
1 Alen
1 Ann
Scouts:
1 Sailor Venus lv 2
1 Sailor Venus lv 3
1 Sailor Mercury lv 1
1 Sailor Mercury lv 2
1 Sailor Mercury lv 3
Power:
24 Mind
Friday, August 19, 2011
Homebrew: Multiplayers rules
------------
Okay, so all of the rules from normal are in effect, or use my homebrewed rules from combind attacks, but be sure to use my home rule for no infinite deck looping.
The following is going to change for the multiplayer game.
----
Start with a 2Vp monster and a 1Vp monster in play.
Hand balance is incresed by 1 for everyone. (6 without Artemis, 7 with)
VP total for win should be 6 + 1 for each player beound two (7 vp for 3 players) ((I normaly play to 10 vp so for me this would be 10+1))
Unlike the normal or home rules, attack on turn one is alowed.
Because your Scouts/Knights are facing meny monsters the "self knock out of monster" rule only is active if NO OTHER PLAYER (other then you) has a monster out, this is very unlikely but in theroy could happen.
Typicly in multi player games someone gets attacked so much that they might feel frustrated and quit, to prevent this the "king of the hill" rule is in place- this rule is that whomever has the highest VP is the one that all players may attack, if there is a tie for top VP then players may attack whomever they conseder a threat.
If no one is in the lead, or everyone is tied the rule is that one player may be attacked by any number of players - however, if one player has had more then one player attack there monsters/villans the next round they must have 1 less player attack them.
For this example I am in a 4 player game. (including myself)
Example I have No Vp (nor does anyone else) but since I am really good at this game, everyone in the game with me desides to go after my monsters. Thats 3 players who have all toseed whatever they had at my monsters! All on the first turn! Yikes. I am wiped of monsters by the end, but I make a very good recovery and set up for next time. This following round, only 2 players can go after me since 3 players went after me last round. ((You might want a marker to keep track of how meny players went after you every round)) - So 2 players go after me again, geez! Next round only 1 can. Now - the key here is that it will never drop below 1. Someone should always be able to go after you, if they want. This rule is just to keep things more fair.
--------
Teams. 2 vs 2, 3 vs 3, etc.
Teams are OKAY - I would say that teams are really not nessary, but if you REALLY want to, the only thing that changes is seeing each other hands - and possibly being able to use each others cards- BUT, although this does (in theroy) open up the possibly of one person making an all "defenceive" deck and the other making an all attack deck - it also makes discarding a pain since you should still discard the cards to whomever owns them discard pile - this is not a problem if you have difernt sleeves on the cards. Things like Chad would always target your discard, never your teammate, there Luna and your Luna only count for your/there scout/knights - not both.
But, I have not been able to do team testing AT ALL so I am not sure about this, the main rules should work fine for multi player. Let me know if you ever try out my ideas for team play! Untill next time, Sailor Moon says seeya!
Thursday, February 3, 2011
Home rules for Sailor Moon CCG
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.
Friday, December 3, 2010
Rejuvantion is for those without LOVE LETTER.

But who can rest when we got a Love Letter?
Love Letter does the same basic function of normal rejuvation, only less so, as I recal, rejuvation heals 30. (40 with Serena's Parents) This does 20. Still, your saving a Power Card (yes you are discarding an item) but I think it all balances out.
See, with Love Letter, you could drop all 4 into play, and have them out of your hand, and saved up for when you really want them, power can be destructed and so can items, BUT item destcution is not as common. Also several monsters can work to help you get out items (Zoisite). Also, unlike Good Nights Rest - this is a one card drop - not a two card drop. With Good Night Rest, you must play that AND discard your power card. With Love Letter, its instant Love!
Rats!

I always hated this card! Its a great way to slow your oppenent down, they still get to balance, but the lack of draw can really be a hinderance. No, this does not cancel Cram School or Cross Roads Jr. High, as it clearly says "begining of turn" so it is a minor bump in the road, still, its a very good way to slow someone down. Combo with with Detention! For some real fun. Or use Confusion! One of the best disruptions would be Confusion + Detention + Rats! What a way to mess with your oppenent!
Thursday, November 18, 2010
Combined Attacks = Too complex?.
For each power card you discard from a Scout you add 30 dammage to your final attack, for each power card you discard from a Knight, you add 20.
You must have 2 (or more) Scout/Knight in order to do a combined attack.
Both must have 2 Power cards on them each.
Both must discard 1 power min.
THEN after all this you play JKP and only if you WIN do you actualy get to do the result. HOWEVER you must target a monster or villan, meening that you must get though there loacation, there defence, the hand defnece, and still get an attack back, the controler of the card may do however much dammage the monster/villan does to all the involved Scout/Knights. Min 10. So if the monster does 50, it could do 10 to one and 40 to the other.
All this adds up to an insainly giant attack that will go wrong long before it hits.
Now, keeping the game as is, there ARE cards that can help you pull this off, or make pulling it off even more powerfull.
Reni.
Moon Star Locket. (Lunaball to copy)
Warm Feelings.
Detention.
Princess Dimand.
So, in theroy, you could replay several of the failed JKPs...
but really, why go to all this bother? Its risky, it rairly pays off. Normal attacks are less costly, and more relyable.
So, how can it be fixed?
Why would you want to fix it?
Two reasions:
Alone
Moon Kingdom
(and to make Crystal Tokyo more usefull/with out the Distracted by a Kiss defence combo)
So just for those two cards lets make a home rulling for this!
The first thing to go is the JKP, if your going to keep all the other requirements, then lose this insainty.
In place of JKP I'm requiring the player to remove from the game Power cards attached. (Removed from game/RFG) that you do the 30. No more 20 at all for Knights. It is now 30 across the board.
I'm reqiring you to have 2 power on all those involved in the attack. Everything else stays the same. (restriction of type matching Scout/Knight stays, targeting stays, etc)
So, in total two Scout/Knight must have 2 power on each of them, and both must moondust at least 2 in order to do 60.
That would be the smallest amount you could do, with no max.
Removing from game , or moondusting, makes this something you cant do all the time, unless your making a deck to do it. It IS faster and more damage early on. But at a risk. Its a change that I think will work for the game, and make some cards more playable, and open up new deck builds.
Thursday, December 24, 2009
Get that thorn out of me!
Ah yes, Imbeded thorn is truely the most vile of attacks, the only way to save your Scout/Knight from its effects would be a "Visit from the past" and placing it back into your hand, other then that- the throne's effect will contune even if you Level Up, are "reborn in the fucture" or have a "transformation pen" experance. Basicly - the posion is a counter of sorts that was ruled on when the game was still around that nothing short of removing the monster itself could remove the posion marker.
Now, with this in mind, my location next to this monster becomes that much more imprant "Toyko Tower" this will protect you from Grampa Hino, Luna, Princess Dimand, and such.
However... there is one card that could stop this - "Negamoon Bomb" So thats your only- ONLY hope!
Now, to prevent a Bomb you could run Overwhelming attack or Crystal and Wand - eather will get rid of the power. Running Overwhilming attack would be my first pick since its automatic, but there would not be any harm in running 1 Crystal and Wand along with some Lunaball. The rest of the deck should be overwhileming with defence events to protect your Plant once you get the throrn, you could include things like "Unexpected attack", "Hidden", "Whats that?", "Fooled by the enemey" etc! Basicly, keep this monster around. "Taunt" might be included in case your oppenent is not attacking , or if they have lots of Scout/Knights you want to make sure have Thorns in them. You could always toss in some extra locations and "Distracted by a kiss" to make sure attacks turn off - but this will make you a target for people again... so be aware.
Idealy, you want 2 in play, and have a scout/knight attack each one in turn, so that they get 2 posion counters... yes it stacks as well. Why not 4? Well - hidden can only bounce between 2 - so the wise oppenent will never attack the ones that did not effect them.
Some defence events to avoid would be "When the cats away" and "Run away" as those will discard or otheriwse remove your posion counter.
The best possible combo would be to posion them, then taunt them into attack, hidden to something they can not kill, and self-sacerfice that, next turn -- boom they are gone.
Messed up? Sure. Of course it is. Thats the power of the thorn.
Tuesday, December 22, 2009
Deck: The Faboulus 5!
This was the only card that I neaded to finnish my set when I first started, so I felt that I should make a deck focused on using it to the fullest. What better to do that then a deck that has all the 5 Scouts from the inner-senshi in it? I'm including Tuxedo Mask as well.
Typicaly, I'd always say start with Artimus, Venus and Mind Controled Humans, but, you don't have to with this deck... in fact I'll include all possible starting items/people so you can deside! The 1 vp monster is up to you, but I'll sugest Titus since it can net you an item earlyer.
You deck list from there is really up to you, but here is an outline:
Starting:
(any scout/item/person)
Titus
---------------
4 Cramschool
4 Pocket Communactor.
1 Sailor Moon
1 Sailor Mercury
1 Sailor Jupiter
1 Sailor Venus
1 Tuxedo Mask
Power: 28
4 (specal) All type
Mind 8
Body 8
Soul 8
Good luck with the fabous 5!
Monday, December 7, 2009
Is it my turn yet?
If I've not mentioned it yet, "Taunt" is an evil, evil card. But, I'm sure we can totaly break it. Today we focus on a 3+ card combo. Taunt + Prince Dimand (with power cards on him/or "free power" defence event) and Fail a test defence.
Dimand's defence, if you win makes your oppenent skip there next turn. Now, if they attack him and its your turn, you can let fly with your defence, but you'r going to have a monster in play right? So you will have to "Hidden" to get the desired effect.
This is really where Taunt comes in, if you can taunt them into attacing and win Dimand's defence event (almost a serten if you use Fail Test) then you've got them. You may freely set up everything else, balnce and work the Taunt/Defence magic again.
Its just that simple. The deck could contaion ways to snip out People and Items, Detention to lower there hand to zero. Once you've got them traped. Thats it.
Its totaly unfair. Its totaly broken. And this is not even the taunt deck thats never been beaten that I first made!
Now, you might be wondering how to win agenst this deck - Well - several possiblitys, one is that this set up takes awhile, you might actualy get a turn in, second is that you can always forgo powering up your scouts. You could, in theroy, launch a combined attack to get rid of your power. But- if you take to long, your done for.
There is a yoma that can do the defence as well - Ramwoir/Dream Dolly but its got really low HP, I'd sugest it as a possible starting monster.
The only other hope that you have vs this deck is to win JKP - now... at some point your oppenent will fail the taunt, fail defence event etc.. so there is always a chance, but if they get you once, you might as well forfit because it will be down hill. Unlike my other articals , I'd like to provide a deck list here to showcase this in all its messed-up glory. Also I'd like to sugest that this idea be henceforth baned from tourment play! (And maybe even causal play) ((although in a multi player game it might be fun to see how meny people you can make lose there turn!)
Deck:
Starting (3):
Sailor Venus lv. 1
Artimus
Ramwoir/Dream Dolly
--
People (4):
1 Chad Kumada
1 Andrew Furuhata
1 Luna
1 Princess Dimand
Items (8):
1 Negamoon Bomb
4 Lunaball
1 Lunapen
2 Darkmoon Crystal
Events (22):
4 Cram school
1 Sailor Pluto
4 Taunt
2 Found Memorys
2 Regeneration
4 Discovery!
4 Memories of the Past
1 Detention
Locations (4):
4 Crossroads Jr. High
Monster/Villans (4):
3 Frosty/Hypnotica
1 Prince Diamond
Defence Events (6):
4 Fail a test
2 Hidden
Scouts (5):
Sailor Mercury lv 1
Princess Mercury lv 2
Sailor Mercury lv 3
Princess Venus lv 2
Sailor Venus lv3
Power (8):
4 Body/Mind/Soul
4 Mind
----------------
The deck could probley be thined a bit, but thats the basics.
Is it my turn yet? No. It never will be.
Wednesday, December 2, 2009
Best Defence events?
When it comes to defence events, some are better then others.
Today, we look at two JKP defence events.
"Whats that?" And "Fooled by the enemy"
The first reduces the dammage the monster/villan takes, but does not negate the attack, this meens that your monster/villan attacks in return.
The second negates the attack , so no dammage happens and no attack happens, but the effect is awesome - you gain 40 dammage to a monster or villan on there side, this puts you AHEAD.
Now, there are some decks that MIGHT benifit from "Whats that?" but, more offen you are going to want more dammage on your oppenent's side. If your going to JKP you might just as well be "Fooled by the enemy."
Monday, November 30, 2009
Cards your deck can't go without.
1 Cram School.
2 Sailor Pluto.
3 Princess Dimand.
4 Lunaball
5 Lunapen
1 - Draw Power. With 60 min and 3 of those in play, you have a 57 card deck - 5 of those will be in hand at start so thats 52 (or 51 with Artimus at your side) so there really is no reasion not to have 4 of these in your deck.
2 - Take a turn again. Broken. Hands down. No reasion not to include the 1 copy alowed (per errata) in your deck.
3 - Even if your oppenent runs no locations (and they should run a few) you might use her abltiy for power on monsters/villins. Shes nessary for both these reasions.
4 - copying any item in play or discard serves just to meny functions to pass up.
5 - Stoping attacks to your scout/knight is vital. You should include this in your deck, without it you might lose!
Deck "IT BURNS!!"
This deck, is just messed up. Both Self-Sacerfice and Unexpected Attack reduce the health of the Scout attacking (Self-Sacerfice does it to all attacking Scout/Knights, -anyone who attacked this turn-) Angry Luna makes damage spread, possibly killing off the other Scout/Knights... and finaly when its your turn, you HOT SOUP. Hot soup only works on a tie, but you could use a Moon Locket to replay loses's and rember you could discard 3 power from hand to redo a JKP so a win can become a tie if you have the power in hand. If you can, get out 4 Hot Soups/4 Lunaballs and thats 8 chances to hit for 10 or more, killing off any Scout/Knight that got hit by the self-sacerfice.
It burns... it burns so much.
Deck: "People Explosion"
This deck focuss on bringing in every Person in the game (yes all of them) into play, then "exploding" them with Beryl's Servants's attack. Prizma repersents the best way to get everything into play at once should she ever use her defence event, and Fm No.10 brings more people into play. You should discard your Beryl's Servants's into the discard when balancing and get it when the time is right with the defence event "While the cats away..." this defence event is broken good because all the effects present on the first target are gone (no Mercry's bubbles, no Four Sisters, etc) the only thing that could pontentaly ruin the attack would be Lunapen or a Lunaball becoming a Lunapen, in eather case you could always put out lots of Airport locations to destory these possible issues. Regardless this insain attack should spell the end of any Scout/Knight!
Deck: "Moving on"
And, of course 2 power cards on a scout/knight that your not Resignation targeting.
Basicly, you could win on turn 2 with this deck, possible sooner. The idea is to drop a Scout/Knight in and Resignation them for a quick VP. Then turn 2, you can power up the remaining Scout/Knignt and self-defete your own villan for a quick game. Grampa Hino is really just there for constancy-sake, and to keep your oppenent's monsters off the field. Should they drop in a Villan, this deck will be able to win normaly, but, this would be your primary win conditon.
