The StarMade Community TCG is a card game created by me and Plaz, similar to such popular TCGs as YuGiOh and Pokemon cards but featuring StarMade ships and stations.
It is a heavy WIP, and will require balancing once enough cards are ready for a match of the game.
Basically, you have Homebase cards, Ship cards, Ability cards and perhaps another type yet, we dunno.
Homebase cards are valuable; you have one on the field and if you lose it, game over. They are the equivalent of Life points in YuGiOh crossed with Field Spells. They have a high base HP and some come with abilities that affect the game.
Ship cards are where the action happens. They allow you to attack other ships and HBs. Each Ship card has a base Attack value and a base HP value (these can be modified by abilities).
Ability cards function like Spells/Traps/Trainers. They can be played during your turn, and can affect your own or opponent's cards in a myriad of ways. They can come in Offense, Defence and Economy styles, and also have Instant-use, Continuous and Reaction versions. (Instant-use are what it says on the tin; Continuous stays on the field and continues to apply it's ability, Reaction abilities are placed face-down and can be used any time during any turn to react on a player's action)
Players have three Actions per turn; this can include Spawning a Ship, playing an Ability or Attacking with one of your spawned Ships.
Tiny and Small Ship cards require one Action to spawn; Medium requires two Actions, and Large and Titan Ships require three. There may be abilities that affect this.
When Ship cards attack another Ship card, subtract the attacking card's final Attack value (Base ATK plus any bonuses) from the enemy's final HP value (Base HP plus any bonuses). When HP falls below 0 the ship is Destroyed.
HB cards cannot be attacked until your opponent has no Ship cards left in play.
Homebase cards are valuable; you have one on the field and if you lose it, game over. They are the equivalent of Life points in YuGiOh crossed with Field Spells. They have a high base HP and some come with abilities that affect the game.
Ship cards are where the action happens. They allow you to attack other ships and HBs. Each Ship card has a base Attack value and a base HP value (these can be modified by abilities).
Ability cards function like Spells/Traps/Trainers. They can be played during your turn, and can affect your own or opponent's cards in a myriad of ways. They can come in Offense, Defence and Economy styles, and also have Instant-use, Continuous and Reaction versions. (Instant-use are what it says on the tin; Continuous stays on the field and continues to apply it's ability, Reaction abilities are placed face-down and can be used any time during any turn to react on a player's action)
Players have three Actions per turn; this can include Spawning a Ship, playing an Ability or Attacking with one of your spawned Ships.
Tiny and Small Ship cards require one Action to spawn; Medium requires two Actions, and Large and Titan Ships require three. There may be abilities that affect this.
When Ship cards attack another Ship card, subtract the attacking card's final Attack value (Base ATK plus any bonuses) from the enemy's final HP value (Base HP plus any bonuses). When HP falls below 0 the ship is Destroyed.
HB cards cannot be attacked until your opponent has no Ship cards left in play.
A Ship Card with a built-in Ability. Note that it is weaker than a Ship Card without an ability
An Economy Ability card
A low-end Homebase card
A Ship Card representing an older ship - note the low stats compared to a Ship Card of a newer Ship
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