Monday, August 17, 2009

Battle Spirits Introduction

Battle Spirits Main Page

Since this blog is dedicated to Battle Spirits CCG ill take the time to explain the concept and game mechanics a little bit. First of - the most important aspect to this game is "the core" a visible (token) system which are used to summon and play cards. It's similar to Magic The Gathering's (MTG) Mana Pool System. Ill get to these in abit.
Cards:
There are 3 card types Spirits - The monsters you use to attack and defend with Spells - Magic and items Nexuses - Continuous field spells that can effect yours and your opponents cards
Each card will have a number on the top right corner which indicate the cost of the card, beside the number will be small white dots which indicate cost reduction(s) (will explain later)
The bottom right corner may have a gem which indicate tribe and cost reduction cost.

Card level - (Spirits and Nexuses Only) Below the Card name there are level Indicator(s). To the right of the level indicator(s) will be a core indicator.(s) To keep a card in play u must meet the requirements of the cards level. If the cost is not met the card is depleted immediately.
Abilities - Spell cards will always have an ability with text and icons indicating proper time to play such effects. Some spirits may have an ability which you can use on the appropriate level. Nexuses will always have an ability which you may use during the appropriate time according to its level.
Paying a Cost - To play a card you must move cores from your field (reserve, spirits, and nexuses) to the trash
Cost reduction - The icon(s) beside the cost are the maximum core reductions that card may have. You must have similar colored cards already on the field to gain the cost reduction
example : Panda is a Red Card which cost 3 to play and has a reduction cost of 3. If I have 3 red cards on the field when i summon Panda i cost nothing to play.
There are currently 4 Colors (tribes) in this game Ruby (red) - Aggressive gameplay Amethyst (Purple) - Control Emerald (Green) - Core control Diamond (white) - Defensive gameplay.



Playing Field

Game Field Reference:
  1. Core Pool - Where extra cores not yet in play are placed
  2. Life Points - Health indicator. All lost life points are placed in reserve.
  3. Reserve - Area for unused cores
  4. Field - In play cards you control
  5. Deck Zone - Where you deck is placed
  6. Remove From Play Zone - all cards removed from play are placed here
  7. Trash - where discarded cores and cards are placed

Game Flow:

Start Phase (Done in order)
  • Start Step
  • Core Step - Gain 1 core from your pool to your reserve (first player skips this phase)
  • Draw Step
  • Refresh Step - refresh (untap) all exhausted (tapped) Spirits. Gain all lost cores to your reserve.
Main Phase (Done in any order as many times as you want)
  • Summon Spirit(s), Play Nexus(es), Play Spells(s), Level up/down spirits
Battle Phase (In order)
  1. Attack Step - attack with any unexhausted Spirit. Spirit is exhausted after.
  2. Flash Step 1 - player may choose to play spells or abilities (defender gets priority). Players take turn flashing till both pass.
  3. Block Step - Defending player may choose to defend with an unexhausted spirit. If step is skipped Defending player loses 1 "Life Point" and gains the Point to his/her reserve, End Battle Phase
  4. Flash Step 2 -Similar to Flash Step 1
  5. Showdown Step - The Spirit with the lowest Battle Points (BP) loses.
  6. Destruction Step - The losing spirit gets destroyes and sent to the trash. Any cores are sent to the reserve
  7. End of battle
The first player to lose all life points or draw from an empty deck loses

well that's a basic explanation of the game, lol
For a better explanation and rule books refer to the official one
http://www.bandaicg.com/battlespirits/howtoplay.php
For questions and FAQs refer to forums
http://www.bandaicg.com/battlespirits/forum.php

- Referenced from the official rule book
- All images from official website and rulebook

Battle Spirits Main Page

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