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Rumbling Spell Orchestra/Funcionamento

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Layout do jogo

Ficheiro:Hinafuda - Field Layout.jpg

Preparação do jogo

Montagem do baralho

Antes do jogo começar, cada jogador escolhe 4 Personagens e monta um baralho de 40 cartas. Esse baralho representa todos os recursos disponíveis para o jogador no jogo, então uma cuidadosa seleção de cartas pode ter um grande efeito no curso do jogo.

A montagem do baralho começa por escolher as personagens. 4 cartas de personagem podem ser escolhidas. Duplicatas de cartas de personagem são permitidas e necessárias para usar certas magias, suportes e eventos. Quando você tem mais de uma carta de personagem do mesma no seu baralho, isso não é ter "duas Reimus", por exemplo, mas sim ter "uma Reimu Nível 2".

Veja Cartas de personagem para mais informação.

Depois disso, as cartas de Magia, Suporte e de Evento podem ser adicionadas ao baralho. Você não pode ter mais de 3 cópias de qualquer carta no baralho. As "Cópias" são determinadas pelo nome da carta; duas cartas com desenho diferente (ou mesmo efeitos diferentes) mas com mesmo nome são consideradas cópias.

O total de cartas que se pode ter no baralho é exatamente 40. Cartas de personagem não são consideradas parte do baralho.

Quando montar um baralho, é essencial prestar atenção aos Requisitos de Personagem das suas cartas. Se seus Personagens no jogo não são suficientes para preencher os Requisitos de Personagem de uma cartas, você não poderá usá-la. Por exemplo, se você tem uma Reimu Nível 3 e uma Yukari Nível 1, você não pode usar a Magia Quadruple Barrier, desde que isso precisa de uma Yukari Nível 2 ou maior.

Começando o jogo

No começo do jogo, os baralhos dos jogadores são embaralhados e colocados no Campo. Depois, cada jogador escolhe um líder dentre suas 4 cartas de personagem, e coloca suas outras Cartas de personagem nos lugares apropriados. É recomendado que os jogadores coloquem essas cartas viradas para baixo e as revelem ao mesmo tempo.

Em seguida, cada jogador pega 6 cartas do baralho. Os jogadores podem pegar as 6 cartas de novo se eles não tem cartas de Magia na mão. Para isso, mostre a sua mão para o oponente (provando que não há cartas de Magia), retorne as cartas na mão para o baralho, embaralhe, e pegue uma nova mão de 6 cartas.

Os jogadores podem usar contadores para seus valores de HP e SP. No início do jogo, o HP is the Leader's listed Starting HP value, while SP is 0. Poker chips, coloured stones and other such items may be used. Extremely geeky players may want to use D20s to keep track of their HP/SP.

At this point, select one player to go first, either randomly or by mutual consensus.

Game Flow

The game consists of four phases: Replenishing, Battle, Preparation, and End. The player who goes first is on the Attack side, with the other player on the Intercept side. After the Attack player finishes with all four phases, the two switch their Attack/Intercept designation and repeat. The game continues until one player has either been reduced to 0 HP, or if his or her deck cards have run out, at which point the game ends and the other player is declared the winner.

The player who goes first shall hereafter be referred to as Player 1, while the second player will be referred to as Player 2.

Replenishing Phase

When the phase starts, all Events and Special Abilities which are triggered by the beginning of the phase go into effect. Player 1 then takes the top card from her deck and adds it to her hand (except on Player 1's first turn, but not Player 2's). At the same time, Player 1 replenishes her SP by 1 plus the number of Reserve Spell Cards she has. Next, both sides takes turns using Events/Specials. The phase ends when both sides pass; all Events and Special Abilities which are triggered by the end of the phase go into effect.

Example:

Player 1: Uses Event Card

Player 2: Uses Special Ability

Player 1: Uses Special Ability

Player 2: Pass

Player 1: Uses Event Card

Player 2: Pass

Player 1: Pass

Battle Phase

The Battle Phase is where your Spell Cards are put to the test. When the phase starts, all Events and Special Abilities which are triggered by the beginning of the phase go into effect. Player 1 then chooses whether or not to attack (if she chooses not to attack, the phase ends). If she chooses to attack, she chooses one of her Active Spell Cards to put into battle. Player 2 now chooses whether or not to intercept Player 1. If he chooses not to intercept, the battle will go on without a Intercept Spell Card. Next, both sides takes turns using Events/Specials, in the same manner as in the Replenishing Phase. When both sides pass, the battle begins.

Each Spell Card has three numbers: 攻撃 (Attack Value or AV), 迎撃(Intercept value or IV), and 命中(Hit value or HV), each of which can be modified by Events and Specials players use. To determine the outcome of a battle, the HV of each card is compared to the EV of the opposing Leader. For Player 2 (the same is true for Player 1), the possible outcomes are:

If the Spell’s HV is greater, his Leader gets hit.

If the HV is less, his Leader does not get hit.

If it’s a tie, the BV comes into play. If Player 2 can pay enough SP to match his Leader’s BV, his Leader does not get hit. If he can’t, his Leader does get hit.

If Player 2's Leader gets hit, her HP goes down by the AV of Player 1's Spell. If Player 1's Leader gets hit, her HP goes down by the IV of Player 2's Spell.

Example (assuming that none of the values have been modified by Events/Specials):


Ficheiro:Player 1 Side.jpg Ficheiro:Dividing Line.jpg Ficheiro:Player 2 side.jpg


Player 1's Spell has a HV of 3, compared to the 2 EV of Player 2's leader, so Player 2 is hit, and loses 3 HP, corresponding to the AV of Player 1's Spell.

Player 2's Spell has a HV of 3, compared to the 3 EV of Player 1's leader, so Player 1's BV comes into play. If Player 1 spends the SP needed to pay off the BV of her leader, she escapes unscathed. If she cannot or chooses not to spend it, her Leader would lose 2 HP, corresponding to the IV of Player 2's Spell.

If a Spell's AV/IV value is 0 or below, a player can get hit but not take any damage.

If a player chooses to use a Spell in a battle and gets hit by an opposing Spell in that battle, the Spell Card they used goes to the Reserve pile. If the leader does not get hit, the Spell stays in the Active pile.

After adjusting HP values, the phase ends; all Events and Special Abilities which are triggered by the end of the phase go into effect.

Preparation Phase

Spell Cards are Activated and Support Cards equipped during the Preparation Phase for Player 1. When the phase starts, all Events and Special Abilities which are triggered by the beginning of the phase go into effect. Player 1 can do any of the following actions in any order:

  • Take one Spell Card from her hand and add it to her Reserve pile.

This can only only done once per phase. There is no SP cost.

  • Move Spell Cards from her Reserve pile to her Active pile.

As long as she can pay the requisite SP (and extra costs), she can move as many Spell Cards as she wants.

  • Equip the playing field, Leaders and Spells with Support Cards

As long as she can pay the requisite SP (and extra costs), she can play as many Support cards as she wants.

Spell Support - She can play the Support Card on either player's Spell Cards, but each Spell Card can only be equipped with a maximum of one Support. If a spell is already equipped with a Support, a new Support cannot be equipped to it unless the old Support is removed (by certain Events or Specials).
Leader Support - She can play the Support Card on either player's Leaders, but each Leader cannot have more than one Support of the same name.
Scene Support - Only one Scene Support may be in play at any time. If a new Scene is played, the previous Scene is discarded.

When Player 1 declares herself done, the phase ends; all Events and Special Abilities which are triggered by the end of the phase go into effect.

End Phase

The End Phase is for Player 1 to discard any extra cards she might have accumulated. The maximum number of Hand Cards is seven, and the phase ends when Player 1 has seven cards or less in her hand. Player 1 and Player 2 then switch their roles and the process is repeated.

Playing Cards and Using Abilities

The following rules apply when playing cards and/or using abilities.

Phase Restriction

You may only play a card from your hand, or use an ability, in the appropriate Phase. Spell Cards and Support Cards may only be played in the Preparation Phase. For Event Cards, the Phase when they can be played is listed on the card itself, and varies with different cards. For Abilities, the Phase when they can be played is indicated in blue text.

Certain Abilities can only be used when the current controller of the card is Attacking or Intercepting. These abilities have the additional text "/Attack" or "/Intercept" next to the Phase indication.

Cost

To play a card or use a special ability, a Cost must usually be paid. However, Spell Cards cost nothing to play into the Reserve.

In the case of Event and Support cards, SP must usually be paid in order to play them, as per the "SP Requirement" listed on the card. In the case of special abilities, the cost (if any) is typically listed next to the Phase in blue.

Some cards have an additional cost required to play them; this is listed in purple as "Extra Requirement". If the player cannot fulfill the extra requirement, the card cannot be played.

However, certain costs are not paid when playing the card, but under other circumstances, as follows:

  • (Battle) costs are paid when the associated spell is used to Attack or Intercept. If they are not paid, the spell cannot be used to Attack or Intercept.
  • (Activate) costs are paid when the associated spell is Activated. If they are not paid, the spell cannot be Activated.

Ability Stacking

If two of the same Basic Ability apply to a particular card, the (X) power of that Basic Ability is the sum of the two. For instance, if Reimu's Special Ability "One of your spell cards gains Focused Movement (1)" is used on the spell Fantasy Seal - Concentrate - , which already has Focused Movement (1), the spell will end up with Focused Movement (2).

Leader Special Abilities

Only the character designated as your "Leader" may use their special abilities. The other characters' abilities may not be used, and they are taken simply to give you access to Team Cards.

Targets

Certain effects or abilities designate targets, while others prevent such targeting. Any valid targets designated by the Special or Event are listed in red.

Keywords

Two main kinds of Keywords appear on the cards: Basic Abilities and Support Classes.

Basic Abilities

Unfocused Movement 高速移動(X): When the opponent's Spell Type is "Concentration", your leader gains EV +X.

Focused Movement 低速移動(X): When the opponent's Spell Type is "Spread", your leader gains EV +X.

Protection 防壁(X): Gives the opponent's Spell a penalty of AV -X and IV -X.

Guided Bullets 誘導弾 : Any "Focused Movement" or "Unfocused Movement" basic abilities on your opponent's spell have no effect.

Penetration 貫通 : Any "Protection" basic abilities on your opponent's spell have no effect.

Faith 信仰(X): If your Leader would take X or less damage from a spell, she instead takes no damage. If the opponent's spell also has Faith (Y), then if you would take X-Y or less damage, you instead take no damage. For example, if your spell has Faith(3) and the opponent's has Faith(1), you ignore all damage from spells of 2 HP or less. If a spell would damage you for 3 or more HP, then you take full damage. For clarification, damage cannot go below 0.

Support Classes

There are 5 Support Classes so far: Doll, Shikigami, Instrument, Ghost, and Incident. These have no effect on their own but are referenced by other cards.

Card Revers