Post by Hayate on Jul 12, 2007 21:03:47 GMT -5
Crimson VS is an enjoyable simulated Collectable Card Game that you can play while posting among the boards of .hack//Galaxy. The following is a guideline to how Crimson VS is played:
Building a Deck
The first step to playing is to build a Crimson VS deck. You do so by purchasing a Crimson VS starter deck in the Hall of Crimson. Once you do and set up your deck, you’re ready to play!
Each Crimson VS deck consists of only four cards: three “Unit” cards and one “General” card. When building your deck, the Unit and General cards are arranged in a specified order. The first three slots in a deck are designated as Unit Card 1, Unit Card 2, and Unit Card 3. The General card is placed last in the card order.
When setting up Unit and General cards in the card order, there are two major aspects to pay attention to: the Unit cards’ “Cost” and the General card’s “Charisma”. Every single Crimson VS Unit card has a Cost, and every single Crimson VS General card has a fixed Charisma count. The total Cost of the three Unit cards in a single deck must be less than or equal to the General card’s Charisma. Put simply:
Unit card 1’s Cost + Unit card 2’s Cost + Unit card 3’s Cost ≤ General card’s Charisma
Let’s say that you have three Unit cards each with a Cost of 5, and a General card with 15 Charisma. 5 plus 5 plus 5 is (less than or) equal to 15, so this constitutes as a legal Crimson VS deck. But let’s say that you have three Unit cards each with a Cost of 5, and a General card with 13 Charisma. 5 plus 5 plus 5 is greater than 13, so this is NOT a legal Crimson VS deck. Be sure to take Unit Cost and General Charisma into account as you’re creating your deck.
HP and AP
Pivotal to Crimson VS battles, each General card has a fixed hit point, or HP, and attack point, or AP. During battle, whenever your General attacks the enemy General, your General’s AP is subtracted from the enemy General’s HP. A General’s HP and AP can be altered with the use of Junction Abilities (explained below).
Trinities
The Trinity system is a system that assigns certain “elements” to individual Crimson VS cards. Every single Crimson VS card is assigned a Trinity element. These elements are “Assault”, “Shield”, and “Snipe”. Each Trinity element is strong against one, but weak against another – just like Rock-Paper-Scissors. The Assault element is strong against the Shield element, but is weak against the Snipe element. The Shield element is strong against the Snipe element, but is weak against the Assault element. The Snipe element is strong against the Assault element, but is weak against the Shield element. Just as in Rock-Paper-Scissors, these Trinity element strengths and weaknesses all form a cycle:
Assault > Shield > Snipe > Assault > Shield…
The Trinity system is further explained in the Battle system below.
Junction Abilities
Junction Abilities are special effects that are activated by certain cards during Crimson VS. All Unit cards (and a select number of General cards) have a Junction Ability that activates during the General Battle (explained below). Each Junction Ability has a unique effect, ranging from raising your General’s HP to lowers the enemy General’s AP.
General cards excluded, the Junction Abilities of Unit cards can only be activated if that Unit card wins its Unit Battle (explained below).
Delta Combos
Delta Combos are special combination effects in Crimson VS. They are activated at the very start of battle and have an added effect depending on the combo. Like Junction Abilities, each Delta Combo has a unique effect, some of which occur immediately or some of which occur over a certain period of time.
When building a Crimson VS deck, you can set up a Delta Combo with your chosen Unit cards if they’re compatible for a certain Delta Combo. The General card itself doesn’t affect the creation of a Delta Combo, but that it does need enough Charisma in order to form the combo.
Time to Battle!
There are three phases to a single Crimson VS battle: the Delta Combo Phase, the Unit Battle Phase, and the General Battle Phase.
During the Delta Combo Phase, each player’s Delta Combo is activated, starting with Player 1. As stated above, the Delta Combo can either activate right away or during the course of the battle. If Player 1’s deck does not have a Delta Combo, Player 2’s Delta Combo is activated. If Player 2’s deck does not have a Delta Combo either, the Unit Battle Phase begins.
During the Unit Battle Phase, the players compare their 1st, 2nd, and 3rd Unit cards, in that order. For each pair, the Unit cards' Trinity elements are compared. An Assault-type Unit card gets a +1 boost to its Cost when facing a Shield-type Unit card, a Shield-type Unit card gets a +1 boost to its Cost when facing a Snipe-type Unit card, and a Snipe-type Unit card gets a +1 boost to its Cost when facing an Assault-type Unit card. Following this, the Unit card with the higher Cost is “junctioned” and stays in play while the card with the lower Cost is discarded from battle. If, after implementing the Trinity advantage, both Unit cards have the same Cost, it’s a draw and both Unit cards are discarded from battle. This cycle occurs for each of each player’s Unit cards. Once the Unit Battle Phase is over, the General Battle Phase takes place.
During the General Battle Phase, the players’ General cards are compared. To determine which General acts first, the Generals' Trinity elements are compared, as in the Unit Battle Phase. Assault-type General cards act before Shield-type General cards, Shield-type General cards act before Snipe-type General cards, and Snipe-type General cards act before Assault-type General cards. If both General cards are of the same Trinity element, their Charisma comes into play, in which case the General card with the higher Charisma attacks first. If both General cards are of the same Trinity element AND have the same Charisma, Player 1 is instantly granted the first attack. Once the battle truly begins, each player's junctioned Unit cards' Junction Abilities are activated during their turns. Like the Delta Combo, Junction Abilities can either activate right away or during the course of the battle. Once a player's Junction Abilities are all activated, that player's General attacks the other player's General. After this, it will be the other player's turn, during which that player's junctioned Unit cards' Junction Abilities are activated and that player's General attacks the other player's General. This cycle continues until one runs out of HP or ten turns have gone by. The General whose HP falls to zero is the loser, and the other General wins the battle. If ten turns go by, the General with the higher HP wins the battle. If, by the end of the 10th turn, both Generals have the same HP, the battle is a draw.
Have fun playing Crimson VS, and try to become the top Crimson VS player in The World!