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Gerbils And Dragons Homecrafted Prototype Pre-Demo card Packs
Last updated 9 days ago in Tacoma, WA
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[Gerbils and Dragons TCG] - Official Game Manual 1. Introduction: Welcome to the World of Gerbils and Dragons Thank you for checking out this new tcg! Prepare yourself for a new experience filled with Excitement, Strategy, Humor involving Gerbils and Dragon Cards! This manual will guide you through everything you need to know, from the basic setup to allowing you to practice your battle skills against other gerbil masters! 1.1 What is Gerbils and Dragons TCG? Mythical warriors beasts and dragons controlled by the snail oracles competing for glory and fame as the top in the shell! The grand gold Snailshell of course, where gertopia stands formed for higher reasons, and you being born in it are now ready to see as your destiny! 1.2 Components This is what should have to play (or digital download): * Rulebook/Manual: (You're reading * 60 Card Deck * Shellpoints * Coin toss 2. Game Setup Before you begin your adventure, follow these simple steps to prepare the game area. 2.1 Preparing the Game Area 1. Find Space: Clear a space large enough for the main Game Board 2. Shuffle: Thoroughly shuffle your deck for battle and place it face-down next to the board. 2.2 Player Setup Each player should gather the following: * 3 Gold Coins to Start playing gerbils * Starting Hand: Take 7 cards from your deck to form a starting hand * Player Area: Designate a private area for your discard pile 3. Gameplay Basics Gerbils and Dragons is played over a series of Rounds (or Turns), starting with each player placing down as many gerbils useable With their first 3 gold coins in the corresponding land spots, this can engage a fight, or lead straight to round 2. 3.1 The Flow of a Turn A typical turn consists of three main phases, performed in order: 1. Start Phase: draw a card and defend or move your gerbils around the board to battle and conqueror new land spots 2. Action Phase: The player may perform one primary action from the list below, 1. Flee a land if engaged in a 1v1 situation, anything involving one gerbil against multiple it can no longer flee 2. move to a land allowed 1 space away from current, and attack or defend that new spot. 3. Change lands to attack an opponents gerbil or key card placed down in that spot 3. End Phase: battle out untill all gerbils are tapped and then score your uncompetitive land spots for shellpoint gain 3.2 Primary Actions (The Core Loop) On your turn, you may choose to do one of the following after gaining 3 gold coins passively per round: * Action 1: play a gerbil with resources * Action 2: defend or attack gerbils on land spots * Action 3: use shellpoints to deal lifepool damage 4. Advanced Rules and Mechanics 4.1 Combat and Conflict When two units or players engage in conflict, use the following steps: 1. Declare Target: The Attacker declares their target. 2. Compare turn orders: Both players identify turn order (warriors, knights, emperors go first over dragons, bahamuts, E. Drake which go first against Beast, Monster, Demons who go first over the warriors, knights, and emperors. 3. Resolve Damage:battle out the turns tapping each gerbil that is used and finished attacking, using proper stats to skill damage scaling 4.2 Special Card/Ability Type Armor strength blocks damage (shield icon) Dodge power Evades damage (wing icon) Both are the same but without the skill or trait to bypass you must put those in front of flat damage. Burn, Stun, Bleed, Sugar Frenzy, Poison are all damage over time of 2 turns. All dealing 1 damage when you start your turn and when you end your turn unless cured out of the gerbil affected! 5. Winning the Game The game ends immediately when a player meets the Victory Condition criteria. 5.1 Victory Conditions The first player to achieve one of the following goals wins: * Condition A: gaining 1 shellpoint per gerbil on the land uncompetitive for long enough to store enough to deal 25 lifepool damage to the other players damage pool outside the cards themselves, each shellpoint deals 1 damage! However many rounds it takes 6. Glossary and Index Burn - can’t equip items Poison - can’t use food cards Sugar Frenzy - needs food card for healing Fury - deals double damage Stun - unable to move Bleed - unable to heal This game is in development, more to come, support now to see a brand new game be made by just one persons drive to succeed!
Details
Condition
Used (normal wear)
Card Condition
Printed and Handcut to Card form from sheet!
Brand
Gerbils and Dragons TCG
Item location map
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