Nameless TCG

A tcg based around gaining points

Colors

Color Themes Strengths Weaknesses/Limits Beats Loses To Tribes
Yellow Protection
  • Protection
  • Catch-up mechanics
  • Manipulation effects
  • Remnants Pile
  • nonliner gains
Green, Black, Red Blue, Orange, Purple Clerics, Golems, Knights, Angels, Paladins
Orange Creation
  • Tools
  • Tokens
  • Structures
  • Manipulation effects
  • stealing/destroying its resources
  • Aggro
Purple, Green, Yellow Blue, Black, Red Mummies, Artificers, Gnome, Bards
Blue Knowledge
  • Drawing Cards
  • Filtering the hand
  • Manipulating the top of the deck
  • Copying effects
  • Moving Card Zones
  • Archive Ramp
  • Remnants Pile
  • discard/stealing
Red, Yellow, Orange Black, Pruple, Green Mages, Djinn, Sphinxes, Alchemists
Purple Unknown
  • Reanimation
  • Sacrifice
  • Death triggers
  • Remnants Pile interaction
  • Aggro
  • Archive Effects
  • Tools
Blue, Black, Yellow Red, Green, Orange Spirits, Witches, Aberrations
Black Selfishness
  • Discard
  • Stealing cards
  • Resource denial
  • Aggro
  • Catch-up mechanics
  • Remnants Pile Effects
Green, Orange, Blue Purple, Red, Yellow Vampires, Demons, Rogues, Warlocks, Pirates, Assassins, Goblin, Thief, Liche
Red Conflict
  • High Power
  • Combat tricks
  • Extra attacks
  • Immediate Prestige
  • Moving Sprites into the Foreground
  • Card advantage
  • Manipulation effects
  • Cards that get rid of power
Orange, Balck, Purple Green, Yellow, Blue Werewolves, Orcs, Gladiators, Barbarians, Dwarves
Green Growth
  • Archive manipulation
  • Recovering Archived cards
  • Large Sprites
  • Immediate Prestige
  • Moving Sprites into the Foreground
  • Catch-up mechanics
  • Points
  • Remnants Pile
Blue, Purple, Red Yellow, Orange, Black Fae, Centaurs, Ents, Elves, Satyrs, Druids, Monsters, Beasts

How to play

  • Deck Construction
    • Players select a Legend and construct a 40-card deck.
    • A Legend determines which colors may be included in a player's deck.
      • Standard Cards: A deck may contain up to 2 copies of any card with the same name.
      • Mythic Cards: A deck may contain only 1 copy of each Mythic card.
      • Unique Cards: A deck may contain only 1 Unique card in total, regardless of its name.
  • Game Setup
    • Each player shuffles their deck and draws 8 cards.
    • Each player places 2 cards from their hand into their Archive.
    • The Archive is used as a player's source of Energy.
  • Rounds
    • At the beginning of Round 1, and at the beginning of each subsequent round, players may tap cards in their Archive to generate Energy.
    • Players may spend Energy to play cards according to their Energy costs.
    • Players alternate taking actions until both players pass consecutively.
    • When both players pass, the current round ends.
    • At the end of each round, both players draw 2 cards and may place 1 card from their hand into their Archive.
    • The player that reaches 20 Prestige first wins.
  • Actions
    • Players alternate taking one action at a time.
    • The following normally count as actions:
      • Playing a card.
      • Attacking with a card.
      • Moving a card from the Background to the Foreground.
      • Using a tap ability.
    • Some card abilities can combine multiple actions into a single action.
    • Quick cards and other effects may be played without using an action when specifically stated.
  • Energy
    • Cards in the Archive can be tapped to generate Energy.
    • Energy is spent to pay the Energy costs of cards and abilities.
    • Tapped Archive cards remain in the Archive unless another effect moves or removes them.
  • Card Stats
    • Cards may have two primary stats:
      • Power - how much damage the card deals and how much damage the card can sustain.
      • Prestige - how much Prestige the card generates when it successfully attacks a player.
  • Damage
    • Damage dealt to cards remains between rounds.
    • Damage is represented by Damage Counters placed on the card.
    • Damage Counters remain until removed by a card, ability, or other effect.
    • When a card has Damage Counters equal to or greater than its Power, it is destroyed and placed in the Remnants Pile.
  • Attacking & Prestige
    • An Creature may attack an opposing player when permitted by the game's attack rules.
    • When an Creature successfully attacks a player, its controller gains Prestige equal to that Creature's Prestige value.
    • Prestige represents a player's accumulated victory points.
    • The player with the most Prestige at the end of Round 10 wins.
  • Remnants Pile
    • Cards that are destroyed, discarded, or otherwise used and removed from play are placed in their owner's Remnants Pile, unless an effect specifies otherwise.
    • Cards in the Remnants Pile may be interacted with by other cards and abilities when specifically allowed.

Basic Terms

  • Deck: A 40-card collection that a player draws from during the game.
  • Hand: The cards currently held by a player and available to be played.
  • Archive: The area where players place cards to generate Energy. Cards in the Archive can be tapped to provide Energy for playing cards and using abilities.
  • Remnants Pile: The area where cards that are destroyed, discarded, or otherwise removed from play are placed.
  • Action: A player's primary opportunity to act during a round. Playing a card, attacking with an Creature, moving a card from the Background to the Foreground, and using certain abilities each require an Action unless an effect states otherwise.
  • Battlefield: The area where Creatures and Structures are played. The Battlefield is divided into the Foreground and Background.
  • Foreground: The upper half of the Battlefield, consisting of 6 card slots. Creatures and Structures can occupy these spaces. Creatures must be in the Foreground to attack.
  • Background: The lower half of the Battlefield, consisting of 6 card slots. Most Creatures and Structures enter the Battlefield here before being moved to the Foreground.
  • Legend: A card that determines which Colors a player's deck may contain.
  • Color: Red, Green, Orange, Blue, Purple, Black, and Yellow. Each Color has its own themes, mechanics, strengths, and weaknesses.
  • Creature: A card representing a being that can occupy the Battlefield and interact with other cards. Creatures can attack and have Power and Prestige.
  • Spirit: A subtype of Creature representing supernatural or incorporeal beings.
  • Construct: A permanent card that represents something created, built, or manufactured. Constructs are divided into Creatures, Tools, and Structures.
  • Construct - Creature: A Construct that functions as an Creature. These may represent machines, robots, artificial beings, or other manufactured entities.
  • Construct - Tool: A Construct representing an object or device that provides an ongoing or activated ability.
  • Construct - Structure: A Construct representing a building, installation, machine, or other persistent location or infrastructure on the Battlefield.
  • Spell: A card representing an effect that occurs when played. Spells generally resolve their effects and then go to the Remnants Pile unless otherwise stated.
  • Maneuver: A card representing an effect that occurs when played. Maneuvers generally resolve their effects and then go to the Remnants Pile unless otherwise stated.
  • Energy: The resource used to play cards and activate abilities. Energy is generated by tapping cards in the Archive.
  • Prestige: A player's victory score. Players gain Prestige primarily by successfully attacking with Creatures, although other cards and effects may also generate Prestige. The player with the most Prestige at the end of Round 10 wins.
  • Damage Counter: A counter placed on a card to represent damage it has received. Damage remains on cards between rounds unless removed by an effect.

Keywords

  • Guard - Opposing players must attack this Creature before attacking another Creature or the player.
  • Deploy - This Creature may be played directly into the Foreground.
  • Rush - This Creature may move from the Background to the Foreground without using an Action.
  • Reach - This Creature may attack Creatures in the Background.
  • Retreat - Move this Creature from the Foreground to the Background without using an Action.
  • Pierce - Excess damage dealt to a Creature carries over to another Creature in the Background.
  • Archive - Place a card from your Hand into the Archive.
  • Salvage - Return a card from the Remnants Pile to your Hand.
  • Recycle - Move a card from the Remnants Pile to the Archive.
  • Exert - Energy use to cast this card doesnt untap till next round
  • Generate - Create Energy, Prestige, or another specified resource.
  • Quick - This Spell may be played without using an Action.
  • Draw - Take cards from your Deck into your Hand.
  • Discard - Move a card from your Hand to the Remnants Pile.
  • Copy - Create a copy of a card or effect.
  • Plunder - Gain resources from an opponent.
  • Elusive - This card can't be targeted by spells or abilities.
  • Restore - Remove a damage counter from a card.
  • Magnetic - This card must be targeted by spells or abilities if it is a legal target.
  • Remnant - Trigger this effect when this card enters the battlefield.
  • Arrival - Trigger this effect when this card is destroyed.
  • Venomous - Any creature dealt damage by this card is destroyed.
  • Ward - Prevent the first damage dealt to this card. Then remove Ward.

Card list

Average Energy Average Prestige
1-2 1
3-4 2
5-6 3
7-8 4
9-10 5
Card Name Energy Cost Power/Prestige Keywords Tags
Card Name Energy Cost Power/Prestige Keywords Tags
Card Name Energy Cost Power/Prestige Keywords Tags
Card Name Energy Cost Power/Prestige Keywords Tags
Card Name Energy Cost Power/Prestige Keywords Tags
Card Name Energy Cost Power/Prestige Keywords Tags
Card Name Energy Cost Power/Prestige Keywords Tags
Card Name Energy Cost Power/Prestige Keywords Tags