Official rules

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Official Game Rules

These are the official core rules. Card and set designers may amend these rules as necessary to provide functionality to newly created cards. Click on each section header to read about them in detail.

Golden Rules

Card games have golden rules in order for new abilities on cards to function properly:

  • If an ability on a card contradicts a rule, the card takes precedence.
  • An ability that prevents another ability takes precedence.
  • Such abilities may only affect the corresponding rule or effect, but no further than necessary in order for that ability to function.

Winning & Losing

A player loses the game under these conditions:

  • if his life total drops to 0 or less.

A player wins the game under these conditions:

  • if every opponent lost the game
  • if your stockpile is empty
  • if you control amount of lands and scenes and total of both above a threshold. The base amount is at least 3 lands and 3 scenes, and 8 total. For each player in the game, raise total by 1. For every two players in the game, raise land and scene threshold by 1.
    • 2-players: control at least 4 lands and 4 scenes, and 10 total.
    • 3-players: control at least 4 lands and 4 scenes, and 11 total.
    • 4-players: control at least 5 lands and 5 scenes, and 12 total.
    • 5-players: control at least 5 lands and 5 scenes, and 13 total.
    • 6-players: control at least 6 lands and 6 scenes, and 14 total.

Pre-game Setup

  • Each player builds a deck with no less than 45 cards and optionally up to 12 cards in the reserves. There may be no more than three copies of any card with the same name in the deck and reserves combined, except there may be any number of basic places.
  • Each player shuffles his deck. He draws seven cards, then chooses one card from his hand. For each chosen card, he puts it to the top or bottom of his deck.
  • Each player starts with 25 life and 0 victory points.

Turns, Phases, and Steps

Each player takes turns to perform actions. Each turn consists of several phases and steps.

Card Types

Card Types: The types of cards found in the game.

  • Places provide power and where units are stationed
  • Units do battle and other actions
  • Items stay on the field to provide various abilities
  • Events one-time effect. some react to other game actions
  • Paragons are special entities with special powers

Super Types: Super types may be prefixed before the card type.

  • Basic places can be included in your deck without limit (other cards are limited to 3 copies in a deck)
  • Unique units and items. Only one of each on each player's side
  • Fast events and units can be played in response to other actions
  • Prize units and items can be attacked directly
  • Delayed permanents enter the field tapped


Categories: These are umbrella terms for a common group of card types and other game objects.

  • Project is any non-place card on the schedule that is being deployed
  • Damageable includes units, paragons, and players

List of subtypes

Zones

The zones are abstract areas where cards may be moved to and fro over the course of the game.

  • Deck where all cards begin the game
  • Hand from where cards are deployed and put into action
  • Trash where cards are discarded after use
  • Field where permanent cards including units, places, and items go
  • Schedule holds projects (deployed cards) before they take actual effect
  • Void holds cards that leave the game (permanently or temporarily)
  • Reserves is an extra set of cards to be moved to the deck between games