How To Play
Just as the official Super Smash Bros. games have many different ways for players to customize their experience, there are many variations of Spirits available right out of the box (so to speak). I also strongly encourage players to customize certain rules to their heart's content. Want to play with one gigantic deck? Go for it. Want to separate the decks into groups (Spirits Deck, Items Deck, Hazards Deck)? You can do that too! Want to treat this like a traditional trading card game and allow each player to build their own deck(s)? That's perfectly fine. Feel like my turn limits, point goals, or any other variable is too low or too high? Change it! Want to only play with Super Mario Bros. characters? You can do that. Want to play without Special Attributes or Elements? Go for it. I completely encourage experimentation with many different ways to play, and house rules are absolutely a part of that. As long as you're adhering to what is written on the card you are doing fine.
That said: I originally envisioned the game as being played with a single central deck, and that is what the game is "balanced" around. Everything from the Spirit Points associated with playing cards to the strength of Enhanced Spirits to the very wording of the card's abilities has been created with a one-versus-one, single-deck game in mind. Multiple player free-for-all and team matches will require a little bit of interpretation on your part. Do all players on a team receive the benefits of a Support Spirit, or do those benefits only influence the cards on a specific player's field? That's up to you. Does an attack which damages all opponent Spirits damage the Spirits of every team member opposed to you, or do you have to select a player to target? Up to you. Here's an interesting idea that I just had: do team members have individual play fields and Support Ports, or do they share a field and points totals? Again--that's all up to you! Just keep in mind that a little bit of wiggle room will be necessary as these sorts of play styles weren't my initial intention, even though I try to design the cards to work in versatile situations.
Follow the links below to learn the basics of how to play the game:
The Anatomy of a Card - Types of Cards - What You'll Need - Building Decks - General Rules - The Field of Battle - List of Elements - List of Attributes - Shielding
Follow the links below to learn about the different ways to play:
Coin Smash - Timed Smash - Smashdown - Stock Smash
That said: I originally envisioned the game as being played with a single central deck, and that is what the game is "balanced" around. Everything from the Spirit Points associated with playing cards to the strength of Enhanced Spirits to the very wording of the card's abilities has been created with a one-versus-one, single-deck game in mind. Multiple player free-for-all and team matches will require a little bit of interpretation on your part. Do all players on a team receive the benefits of a Support Spirit, or do those benefits only influence the cards on a specific player's field? That's up to you. Does an attack which damages all opponent Spirits damage the Spirits of every team member opposed to you, or do you have to select a player to target? Up to you. Here's an interesting idea that I just had: do team members have individual play fields and Support Ports, or do they share a field and points totals? Again--that's all up to you! Just keep in mind that a little bit of wiggle room will be necessary as these sorts of play styles weren't my initial intention, even though I try to design the cards to work in versatile situations.
Follow the links below to learn the basics of how to play the game:
The Anatomy of a Card - Types of Cards - What You'll Need - Building Decks - General Rules - The Field of Battle - List of Elements - List of Attributes - Shielding
Follow the links below to learn about the different ways to play:
Coin Smash - Timed Smash - Smashdown - Stock Smash
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