MoM the Card Game
Hey all! Lumi here, taking on creating a MoM trading card game. And I need your help! I've listed some of the basics of the game below, and I'd love feed back. For the most part I'm volunteering to make the cards to your specifications using a simple tool. However if you want to make your own through the same site or otherwise, please feel free!
Prototype Rules
Each player begins play with a deck of 30 cards. These cards can include (1) of any import (regardless of form they take) (1) of any one Relic and (2) of any one other card.
Objective: Each player starts with 30 health points (HP) and to win you must reduce your opponent's health to 0.
Cards types:
Creatures: Which are again divided between unique Imports, or minions.
Card Color: Each color abstractly represents one of the many philosophies featured in MoM. This is currently a WIP so suggestions are welcome!
Red: Unregistered - at best malcontent, at worst anarchists
Blue:: Registered - The system is there to protect everyone.
Green: Vigilante - Sometimes one has to act outside the law to uphold it
White: Hero - Altruism and compassion run in your veins
Black: Villain - What good is this world if I can't have it my way?
Silver: Relics - famous locations, artifacts, equipment
You can select up to two colors currently to have a hybrid philosophy. Also keep in mind that just because your character is, say registered, doesn't mean they have to be Blue. Blue can abstractly mean lawful, support the system. But your character is a Hero, and you want the base color to be White. And the opposite can be true, could be a cop or government agent, who is just doing their duty, so they're blue.
Super Powers: Generally One-time use powers that deal damage, heal, alter creatures, and more. These may be buffs, damage, or whatever, but all abilities can usually be described as either being "Targeted" or "Indirect". Targeted abilities mean that when you play a card, you choose a target of that ability. This is the most common type. "Indirect" cards means you don't select a target, the game does that for you. Such as cards that affect all, or a random target. While wild, this might over come an ability that would otherwise prevent you from targeting someone.
Relic: Usually they have a constant effect that alters the playing field. I.e. summoning minions, healing imports, giving all allied creatures an ability etc Limit (1) currently. These can only be affected by powers or creatures with abilities that specifically target them, unless they are listed with a toughness. Then they can be attacked directly.
Resources:
Each player starts the match with 1 RP (Resource Point), and at the beginning of a player's turn their points are replenished, and they gain +1 to their max RP starting on their second turn, to a maximum of 10 on turn 10. At this time points are still replenished but no additional points are gained.
Cards cost anywhere from 0-10 depending on their strength, effect, or written in additional costs (such as sacrificing a creature)
Game Field
Each player has a 7 slot field where they can play any legal combination of cards. No more than 7 cards can be in play per player, however Super Powers do not take up a slot, as they are one time use. Cards that are destroyed are removed from play. There is no "graveyard" so to speak. So cards and Imports with "resurrection" abilities will be limited to bringing back cards that were destroyed same turn.
Creature Card abilities:
Some creatures cards, be it minion or imports, will have abilities. These may either be an IC custom ability created for that card or more commonly there are a few powers that might end up being universally used. Those will be simplified into single, easily recognizable words. Examples of such being:
Defender=This card must be destroyed before any other targets may be attacked by enemy creatures. Generally for characters that are used to throwing themselves into the fray as a "shield" or "tank"
(Examples of characters that might have this: Captain America, Obi-Wan Kenobi, and Minion Cops)
Agile: This card can act that same turn it's summoned. Normally a card is "preparing" for one round after it's summoned before it can attack.
Enrage(X): Every time this card takes damage from any source, increase it's power by X
Stealth: This creature cannot be targeted by creatures or abilities until it attacks.
Inspiration=An effect that happens when this card comes into play, or a certain trigger happens. This effect is unique to the card using it, and a description of what it is needs to be added.
(Examples of this might be: Summon three 1/1 wolves when it enters the field, heal a target by 2 at the end of every turn, Or deal 1 damage to enemy player any time a creature would be destroyed)
Regeneration(X)=How many Defense points it recovers at the beginning of it's owner's turn, equal to X value
Retribution=And effect that goes off when this card is destroyed.
(Examples of this might be: Summon a 1/1 zombie, deal 1 damage to every enemy, or draw a card)
Deadly: When this creature deals damage to another creature, destroy that creature instead of damaging it.
(This is for characters that have a means of attack that bypass health, resistances, or toughness. Such as a lightsaber, a poison that can't be treated, or a magical notebook)
Fast Attack: When a card attacks another, creatures with this ability do damage first. Which may potentially defeat the other card before it's had a chance to damage it back.
AND MORE TO BE ADDED!
EXAMPLE CARD

The number at the top (7) is it's resource cost, so it's likely this can't be played until turn 7. Barring any abilities that add resources earlier.
The two numbers at the bottom are it's Attack/Defense. This is how much damage it does, versus how much damage it can take before it's destroyed. This is an abstract number that simulates their over all abilities. Keeping in mind 1/1 is a regular human, one would increase a character's values according to how many factors you would believe your character to be above a human. ABSTRACTLY. Keep in mind that as these numbers increase, so too does it's cost. (an average of 1 resource per +1/1) When one creature attacks another, they both deal damage to each other equal to their Attack. Defense does not naturally regenerate, but can be healed
In the middle of the card shows it's Type. For this example it shows 'Revan' is a creature, but further breaks it down to express what categories he fills. The next section shows if he's an ImPort or Minion, and then any additional types are either flavor, or if you want to have a card buff or effect only one "type" of creature, this would be where to add a defining word. For this example 'Revan' is a Jedi as well as an Antihero. So anything that would specifically target Imports, Jedi, or Antiheroes would make him a legal target.
Each turn, a player may play as many cards as they can afford, and attack a single time with any creature able to attack that turn, in any order they so choose.
Start of the Game
Each player draws 3 cards, may look at them and discard any number of them. Then they may draw the number of cards discarded this way ONCE.
Then turn order is established, usually through coin toss.
To make up for the disadvantage of going second, the second player to act gets a (0) cost +1 temporary resource token card they may spend on any of their turns to temporarily increase their total available RPs by 1 for that turn.
Also at the beginning of the turn each player draws one card to add to their hand. No established hand size as of yet.
Card Creation Rules:
Feel free to contribute your own ideas or cards to add to the overall list of available cards. There are plenty of options of card types to work with, however when it comes to the actual construction there are two options depending on your tastes:
Either you can submit the details for a card by filling out the form below, or you can go to the site and do the work yourself! Honestly I'm fine with either. If you plan to submit just the form below, I'm going to get a kick out of creating the card for you, so no worries!
Site I'm using: MtG Cardsmith
Words of Advice: When creating these cards, a helpful rule to keep in mind (as far as balance goes) is it's about 2(normal) to 3(strong) points for every RP. Meaning for each RP something costs, the card's numerical values can have 2 added.
For example a 1 RP minion might be a 1/1 and nothing else. Or a strong 1 RP creature might be a 1/1 and deal 1 damage to a target when it comes onto the field with it's inspiration.
A 2/4 would be about 3 RP
A 5/7 with 'destroy target creature when X happens' might be more expensive and be 8 RP. I won't break down every ability into an RP cost so lets just do what feels right for now.
ALSO! Keep in mind that the lore is that these cards are being made by ImPort fans, meaning you can make the cards accurately tailored to your character, or create a card based on the public appearance they give. OR BOTH! There's no limit to submissions right now.
Feel free to comment on each other's creations on what you think!
Prototype Rules
Each player begins play with a deck of 30 cards. These cards can include (1) of any import (regardless of form they take) (1) of any one Relic and (2) of any one other card.
Objective: Each player starts with 30 health points (HP) and to win you must reduce your opponent's health to 0.
Cards types:
Creatures: Which are again divided between unique Imports, or minions.
Card Color: Each color abstractly represents one of the many philosophies featured in MoM. This is currently a WIP so suggestions are welcome!
Red: Unregistered - at best malcontent, at worst anarchists
Blue:: Registered - The system is there to protect everyone.
Green: Vigilante - Sometimes one has to act outside the law to uphold it
White: Hero - Altruism and compassion run in your veins
Black: Villain - What good is this world if I can't have it my way?
Silver: Relics - famous locations, artifacts, equipment
You can select up to two colors currently to have a hybrid philosophy. Also keep in mind that just because your character is, say registered, doesn't mean they have to be Blue. Blue can abstractly mean lawful, support the system. But your character is a Hero, and you want the base color to be White. And the opposite can be true, could be a cop or government agent, who is just doing their duty, so they're blue.
Super Powers: Generally One-time use powers that deal damage, heal, alter creatures, and more. These may be buffs, damage, or whatever, but all abilities can usually be described as either being "Targeted" or "Indirect". Targeted abilities mean that when you play a card, you choose a target of that ability. This is the most common type. "Indirect" cards means you don't select a target, the game does that for you. Such as cards that affect all, or a random target. While wild, this might over come an ability that would otherwise prevent you from targeting someone.
Relic: Usually they have a constant effect that alters the playing field. I.e. summoning minions, healing imports, giving all allied creatures an ability etc Limit (1) currently. These can only be affected by powers or creatures with abilities that specifically target them, unless they are listed with a toughness. Then they can be attacked directly.
Resources:
Each player starts the match with 1 RP (Resource Point), and at the beginning of a player's turn their points are replenished, and they gain +1 to their max RP starting on their second turn, to a maximum of 10 on turn 10. At this time points are still replenished but no additional points are gained.
Cards cost anywhere from 0-10 depending on their strength, effect, or written in additional costs (such as sacrificing a creature)
Game Field
Each player has a 7 slot field where they can play any legal combination of cards. No more than 7 cards can be in play per player, however Super Powers do not take up a slot, as they are one time use. Cards that are destroyed are removed from play. There is no "graveyard" so to speak. So cards and Imports with "resurrection" abilities will be limited to bringing back cards that were destroyed same turn.
Creature Card abilities:
Some creatures cards, be it minion or imports, will have abilities. These may either be an IC custom ability created for that card or more commonly there are a few powers that might end up being universally used. Those will be simplified into single, easily recognizable words. Examples of such being:
Defender=This card must be destroyed before any other targets may be attacked by enemy creatures. Generally for characters that are used to throwing themselves into the fray as a "shield" or "tank"
(Examples of characters that might have this: Captain America, Obi-Wan Kenobi, and Minion Cops)
Agile: This card can act that same turn it's summoned. Normally a card is "preparing" for one round after it's summoned before it can attack.
Enrage(X): Every time this card takes damage from any source, increase it's power by X
Stealth: This creature cannot be targeted by creatures or abilities until it attacks.
Inspiration=An effect that happens when this card comes into play, or a certain trigger happens. This effect is unique to the card using it, and a description of what it is needs to be added.
(Examples of this might be: Summon three 1/1 wolves when it enters the field, heal a target by 2 at the end of every turn, Or deal 1 damage to enemy player any time a creature would be destroyed)
Regeneration(X)=How many Defense points it recovers at the beginning of it's owner's turn, equal to X value
Retribution=And effect that goes off when this card is destroyed.
(Examples of this might be: Summon a 1/1 zombie, deal 1 damage to every enemy, or draw a card)
Deadly: When this creature deals damage to another creature, destroy that creature instead of damaging it.
(This is for characters that have a means of attack that bypass health, resistances, or toughness. Such as a lightsaber, a poison that can't be treated, or a magical notebook)
Fast Attack: When a card attacks another, creatures with this ability do damage first. Which may potentially defeat the other card before it's had a chance to damage it back.
AND MORE TO BE ADDED!
EXAMPLE CARD

The number at the top (7) is it's resource cost, so it's likely this can't be played until turn 7. Barring any abilities that add resources earlier.
The two numbers at the bottom are it's Attack/Defense. This is how much damage it does, versus how much damage it can take before it's destroyed. This is an abstract number that simulates their over all abilities. Keeping in mind 1/1 is a regular human, one would increase a character's values according to how many factors you would believe your character to be above a human. ABSTRACTLY. Keep in mind that as these numbers increase, so too does it's cost. (an average of 1 resource per +1/1) When one creature attacks another, they both deal damage to each other equal to their Attack. Defense does not naturally regenerate, but can be healed
In the middle of the card shows it's Type. For this example it shows 'Revan' is a creature, but further breaks it down to express what categories he fills. The next section shows if he's an ImPort or Minion, and then any additional types are either flavor, or if you want to have a card buff or effect only one "type" of creature, this would be where to add a defining word. For this example 'Revan' is a Jedi as well as an Antihero. So anything that would specifically target Imports, Jedi, or Antiheroes would make him a legal target.
Each turn, a player may play as many cards as they can afford, and attack a single time with any creature able to attack that turn, in any order they so choose.
Start of the Game
Each player draws 3 cards, may look at them and discard any number of them. Then they may draw the number of cards discarded this way ONCE.
Then turn order is established, usually through coin toss.
To make up for the disadvantage of going second, the second player to act gets a (0) cost +1 temporary resource token card they may spend on any of their turns to temporarily increase their total available RPs by 1 for that turn.
Also at the beginning of the turn each player draws one card to add to their hand. No established hand size as of yet.
Card Creation Rules:
Feel free to contribute your own ideas or cards to add to the overall list of available cards. There are plenty of options of card types to work with, however when it comes to the actual construction there are two options depending on your tastes:
Either you can submit the details for a card by filling out the form below, or you can go to the site and do the work yourself! Honestly I'm fine with either. If you plan to submit just the form below, I'm going to get a kick out of creating the card for you, so no worries!
Site I'm using: MtG Cardsmith
Words of Advice: When creating these cards, a helpful rule to keep in mind (as far as balance goes) is it's about 2(normal) to 3(strong) points for every RP. Meaning for each RP something costs, the card's numerical values can have 2 added.
For example a 1 RP minion might be a 1/1 and nothing else. Or a strong 1 RP creature might be a 1/1 and deal 1 damage to a target when it comes onto the field with it's inspiration.
A 2/4 would be about 3 RP
A 5/7 with 'destroy target creature when X happens' might be more expensive and be 8 RP. I won't break down every ability into an RP cost so lets just do what feels right for now.
ALSO! Keep in mind that the lore is that these cards are being made by ImPort fans, meaning you can make the cards accurately tailored to your character, or create a card based on the public appearance they give. OR BOTH! There's no limit to submissions right now.
Feel free to comment on each other's creations on what you think!