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menace64
Posted: Wed Jul 11, 2007 9:54 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
This is an old card game collaboration between a friend of mine from a few years back. I’ve resurrected it for use with 4GXG and I’m really proud of what I’ve done with it so far.

If you notice a striking resemblance between this and LotR, that’s because I ’hacked’ the LotR rulebook (because I’m too lazy to write all the rules for my game out myself). Most of the similarities will fade once a unique rulebook gets written out.

The premise of the game is starting with one ’base’ character (either Cyborg, Elf, Grey (alien), Human, or Orc. From there you customize them to whatever you want them to be, then try and complete quests until you win. Pretty simple, with infinite room to grow and expand.

And here we go. Hope you like to read. Think

Encounter RPCCG

Welcome to the world of Encounter RPCCG, the world’s premiere Role-playing Customizable Card Game!

In the bizarre land that ignores the boundaries of time, space, and logic, each player takes their Player Character (PC) on an enchanting adventure that is bound to change every time!

During gameplay, your PC will travel to exotic locale such as the Rings of Saturn and then be back to Rome in time for gladiatorial combat. You will encounter strange Non-player Characters (also referred to as NPCs) that throw your quests out of whack and force you to fight dragons, aliens, and even politicians!

Encounter your new adventure.

Just what is an RPCCG?

An RPCCG is a stylish combination of two great imaginative games- the Role-playing Game and the Customizable Card Game. It blends the freedoms and features of an RPG with the sleek gameplay and functions of a CCG.

An RPCCG uses a deck of cards built by the player to achieve exactly what he or she is trying to complete during a game. It also adds the unknown and ever-present mysteries and dangers that RPGs are loaded with.

In short, an RPCCG is truly the best of both worlds. Whether you enjoy decks of cards or using your own imagination to create a game, Encounter RPCCG is right for you.

The Basic Cardtypes

In Encounter RPCCG, there are seven different cardtypes.
• PC (Player Character)
• NPC (Non-player Character)
• Action
• Characteristic
• Location
• Loot
• Quest

PC (Player Character)
All PCs use the same basic card layout. Your PC is your main character, the leader of any other characters you play and the one who scores all the points needed to win the game. If your PC is killed (or captured), you lose the game.

NPC (Non-player Character)
NPCs are also characters, but are always used to supplement your PC. Each NPC has a nature: either Party or Support. The NPC’s nature dictates how he or she helps your PC.

Action
An action represents a sudden occurrence or ongoing condition. Some are discarded after being played, while others stay in play (either attached to a character or in your bulwark).

Characteristic
Before each game begins, each player attaches 2 characteristics to his or her PC. Characteristics change how the PC behaves and interacts. While you start with only 2 in play, there is no limit to the number of characteristics a PC can have.

Location
Locations represent various places (from the exotic to the mundane) where your PC travels while completing quests. You may have only 1 location in play at a time.

Loot
Loot cards are special cards that range from magical items to spacefaring warships. As you complete quests, your PC will acquire more and more loot cards.

Quest
Quests are your key to winning. When you complete a quest, you score its points (and collect loot). When you score enough points, you win!

Dexterity
All PCs (and some NPCs) have dexterity. Dexterity represents how agile or skillful the character is with his or her body. This also includes how sneaky a character can be.

Intelligence
All PCs (and some NPCs) have intelligence. Intelligence represents how smart a character is, which influences how easily he or she can complete quests, and also how quickly he or she can escape or win an encounter.

Strength
Strength represents how physically powerful a character is. When faced with an encounter, the character with the highest strength wins.

Toughness
Toughness represents a character’s life force, stamina, and sturdiness.
Wounds
When a character is wounded, his or her toughness drops by 1. You can represent this with either glass beads placed on the character or by keeping track on some scratch paper. When a character’s toughness is reduced to 0, that character is killed. Only characters with toughness can be wounded (meaning characters without toughness cannot be wounded).
Healing and Curing
A wounded character is a character with at least 1 wound. When 1 wound is removed from a character, this represents healing. When all wounds are removed from a character, this represents curing.
Killed
When a character’s toughness is reduced to 0, that character is immediately killed. If your PC is killed, you automatically lose the game. If one of your NPCs are killed, place it (and any cards it bears) in the discard pile.
Reviving
Some cards enable you to bring back from the dead characters in the discard pile. When you revive a character, return it to play (as long as there is not another unique copy of that character already in play).

Maneuvers
Before you know more about the game, you need to know how certain maneuvers fit into the various steps of the game.
During each step of a turn, one or more players are allowed to perform step maneuvers that use a word matching the name of that particular step. These words are printed in boldface followed by a hyphen.
Each step maneuver lasts for the duration of the phase named in the boldface word (unless otherwise specified).
Each step maneuver must be completely performed before another step maneuver can be performed. Step maneuvers cannot be combined.
Actions
There are three different types of action cards (bulwark, character, and instant). Bulwark actions and character actions will be discussed later.
Instant action cards have a step maneuver that defines when you may play that card from your hand. The game text on that action may be performed only once for each copy of that action played. You cannot play an action during a step that does not match its step maneuver.
Discard an instant action card after you play it, and before the next maneuver is taken. Even after being discarded, an action often has an ongoing or delayed effect until the end of the step, or until a specified step or condition is met.
Abilities
Besides actions, other types of cards may have a step maneuver as a part of their game text called an ability, which may be used only while the card is in play.
Each ability is optional; you don’t have to use it if you don’t want to. You may use each ability as many times as you like (even repeatedly during the same step), as long as you meet the requirements for it and pay its costs. You cannot combine abilities.

Setting Up the Game
Players need only their PC (with 2 characteristic cards), a 40-card draw deck and a 20-card loot deck, as well as any tokens or markers used to keep track of wounds. Place your PC (face-down) near the center of your side of the table. Your 2 starting characteristics should also be face-down.
Loot Deck
Take all 20 of your loot cards and shuffle them, then place them face-down in a pile on the table. This is your loot deck.
No other player may look through your loot deck during the game.
Who Goes First?
Both players reveal their PC (and all attached characteristics) at the same time. The player whose PC has the highest total intelligence decides which player goes first each turn.
Draw Deck
The rest of your cards form your draw deck. Shuffle your draw deck, give your opponent the opportunity to cut it, and draw eight cards to form your starting hand.
Game Setup Summary
• Each player shuffles, then places his or her loot deck on the table.
• Reveal all PCs at once (as well as all characteristics). The owner of the PC with the highest intelligence decides who goes first.
• Each player shuffle, cuts, then places his or her draw deck on the table.
• Each player draws 8 cards from his or her draw deck.

Playing the Game
Each player, going clockwise around the table, takes a turn according to the following turn sequence.
1. Draw Step
2. Boost Step
3. Quest Step
4. Encounter Step
5. Score Step
6. Settle Step

When one player finishes his or her turn, the next player in clockwise rotation (to his or her left) takes a turn and so on.
Start of Turn
Some cards can only be played at the start of your turn. Play these cards before beginning your draw step. Each start of turn maneuver may be performed only once per turn.

1. Draw Step
During your draw step, you replenish your hand to 8 cards, as well as perform any draw maneuvers.
Replenishing
At the start of your draw step, you must draw cards from your draw deck until you have exactly 8 cards in your hand. If you have more than 8 cards in your hand, you must discard cards from your hand until you have only 8 cards.
Other Maneuvers
Some cards can only be played during the draw step. These cards (unless otherwise noted) are played before replenishing your hand.

2. Boost Step
During your boost step, you may perform any boost maneuvers, including playing most of your cards.
Perform Boost Maneuvers
If you are the active player, you may perform boost maneuvers during this step, in any order.
• Play an NPC or characteristic from your hand to the table.
• Play an action that plays to your bulwark or to a character.
• Discard a location you have in play to play another location from your hand.
You may find other boost maneuvers on instant actions in your hand, or as abilities on cards you already have in play.
Paying Costs
Most cards require you to pay a cost in order to play them. If you cannot complete the cost, you cannot play the card.
Playing NPCs
When you play a party NPC, place that NPC in a row nearby your PC. When you play a support NPC, place that NPC somewhere behind your PC, near other support NPCs.
Several NPCs are unique (as shown by a dot (•) in its card title). If there is already a unique card in play, you cannot play another version of the same card.
Playing Characteristics
There is no limit to the number of characteristics your PC may have attached. To play a characteristic, simply pay any costs on it, then place it underneath your PC. Make sure to leave the left edge of the card visible for its card title.
Playing Actions
There are three different types of actions: Bulwark actions, character actions, and instant actions.
Bulwark actions play to your bulwark, a field behind your NPCs. These actions usually grant long-term benefits and help protect your characters.
Character actions play to a character. Each action identifies which characters it may attach to.
Instant actions do not enter play. They are “one-shot” effects that interrupt the events of the game. Each instant action states when it can be played (sometimes only as a response to another event), and after being resolved the instant action is discarded.
Like all other cards, you must complete any costs on an action before playing it. If you cannot complete the cost, you cannot play the action.
Locations
Once per turn, you may play a location. Locations can provide strong bonuses to characters and harsh penalties to others. Since your PC can only be in one place a time, you may have only one location in play at a time. Locations never have a cost. To play a location, simply put it into play.
However, if you already have a location in play, you must discard it in order to play a new location from your hand.

3. Quest Step
After playing any boost cards and/or performing boost maneuvers, the quest step begins. At the start of the quest step, the active player must play a quest from hand, if he or she is able.
Start of Quest Step
Before playing a quest, each player (starting with the active player and moving counter-clockwise) may perform maneuvers that take place at the start of the quest step. You may perform each such maneuver only once per turn.
Playing a Quest
The quest step begins with the active player playing a quest from hand. Some quests require you to have a certain type of PC in play. You must meet any requirements of the quest in order to play it.
If you do not have a quest in hand at the start of the quest step, that’s fine. You may also choose not to play a quest, even if you have one in hand.
Beginning the Quest
Each quest has a quest cost (printed in the bottom-left corner of the card). The quest cost determines how many cards your opponent can play against you in an effort to force you to fail the quest.
When you play a quest, place it in the center of the table for all players to see.
After playing a quest, it’s your opponent’s turn to try and kill your PC or just prevent him or her from completing the quest. Starting on the right of the active player, each player gets one quest step to play cards against you.
During an opponent’s quest step, he or she may perform quest maneuvers, including playing most strike cards. Each opponent may perform quest maneuvers in any order desired during his or her quest step.
Perform Quest Maneuvers
There is one quest maneuver that is always available:
• Play a strike card.
A strike card is any NPC or action with the strike nature and can only be played when you are not the active player. These cards represent the harrying forces of evil that waylay PCs, and range from nefarious dragons to sudden alien abductions.
Playing Strike Cards
A strike card is played in the center of the table, between the quest card and the strike card’s owner. Some strike cards play to characters or your bulwark. Other strike cards are actually instant actions, which are discarded after resolving. Each card will state where it belongs.
Each strike card has a strike cost (found in the top-left corner of the card). A player may play a strike card only if its strike cost is less than or equal to the quest cost.
However, each time you play a strike card, subtract its strike cost from the quest cost. The total, if any, is the new quest cost available for playing other strike cards. This is called spending quest points. You may spend quest points to play any strike cards. When an opponent stops playing strike cards, his or her quest step is over.
When all opponents have ended their quest step, the quest step is over.

4. Encounter Step
The encounter step is when all opponents unleash their strike cards upon the active PC. The PC (along with any party NPCs) must encounter and defend against the opponent’s NPCs.
Start of Encounter Step
Before any player performs any encounter step maneuvers, each player (starting with the active player and rotating counterclockwise) may perform any ‘at the start of the encounter step’ maneuvers.
Perform Encounter Maneuvers
Beginning with the active player and moving counterclockwise around the table, perform any encounter step maneuvers and play any instant actions or use any abilities to be used during the encounter step.
Encountering Striking NPCs
After all players have consecutively passed performing an encounter step maneuver, the opponent to the right of the active player chooses one of his or her striking NPCs to be encountered. Then, the active player chooses one of his or her party characters (either the PC or a party NPC) to defend against the striking NPC.
Combat
Once a striking NPC has been encountered by a defending character, immediately begin a combat between the two.
Perform Combat Maneuvers
Beginning with the active player, then moving counterclockwise (skipping any player that does not have a character in the current combat), each player may perform a combat maneuver. This includes:
• Playing an instant action that must be played during a combat.
• Using a combat ability.
• Passing.
Resolving Combat
When all involved players pass consecutively, the combat is over. Count up the total strength of each character. Whichever character has the highest strength wins. The losing character takes 1 wound. If the losing character then has 0 toughness remaining, it is killed (place it in the discard pile).
If the striking NPC survives, it returns to its previous position between the quest card and its owner; it may not fight again this turn. If the defending character (either a party NPC or the PC) survives, leave it where it is.
Next, the opponent to the right of the one who chose the encounter previously chooses one of his or her own striking NPCs to be encountered. Repeat the previous procedure for encountering and resolving combat until all striking NPCs have been encountered.
Encounter Step Summary
• Perform any ‘start of encounter step’ maneuvers.
• Perform encounter step maneuvers.
• First opponent chooses one of his or her striking NPCs to be encountered.
• The active player assigns a defending character.
• Perform any combat maneuvers. The character with the highest strength wins. Loser takes a wound.
• Repeat summary steps 3 through 5, allowing all other opponents (in a counterclockwise fashion) to choose their own striking NPCs to be encountered.

When all striking NPCs have been encountered, the encounter step is over.

5. Score Step
During the score step, the active player scores points if he or she can still complete the quest card. If the active player does complete the quest, he or she gets to draw special loot cards from the loot deck.
Start of Score Step
Just like in the previous steps, perform any ‘start of score step’ maneuvers before anything else.
Perform Score Maneuvers
Starting with the active player, then moving counterclockwise around the table, each player takes a turn performing a score maneuver until all players pass.
Completing the Quest
On the quest card you played at the beginning of the quest step there were one or more objectives listed. In order to complete the quest, you must fulfill each objective. If you fulfill each objective, you complete the quest.
If you fail to complete the quest, the quest returns to the bottom of your draw deck. Do not score any points or loot and skip to the settle step.
Scoring Points and Loot
Take the scored quest and place it in the score zone. Perform any reward bonuses on the quest. Then, reveal loot cards from the top of your loot deck equal to the loot points on the quest card (the number in the bottom right corner of the card) and play any of the loot cards revealed. Any loot cards you choose not to play (or cannot play) return to the bottom of your loot deck.
Winning the Game
If, at any time, an active player has 30 or more total quest points in his or her score zone, he or she wins the game. If, at any time, an active player is the only player with a PC, he or she wins the game.

6. Settle Step
The settle step is the final step of the turn. In this step, perform any settle maneuvers, then the turn restarts, this time with the player to left becoming the new active player.
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
sickofpalantirs
Posted: Wed Jul 11, 2007 12:28 pm
Joined: 23 Mar 2006 Posts: 7750 Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
looks interesting ie massive waste of time
ArrowSop's haves/ top wantsExclamation
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. Razz
CarpeGuitarrem
Posted: Wed Jul 11, 2007 7:42 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
Well, parts of it are most definitely a ripoff of LOTR (companions, allies, support area, twilight pool), and there’s even some M:TG and VS that I smell in there, but...not too bad. Can you show me an example of a Quest card? I want to see more about objectives.
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm)

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