Feels kinda odd that this is my first post on this site after stalking it for months, haha.
This has originally been posted on ETF2L a couple hours ago:
Sorta kinda big update on the TCG front!
We're working in small group of (officially) 3 people as well quite a few people having a little but sometimes very awesome input! The core three at the moment are E-Thug, smzi and me.
http://i.imgur.com/Rus7PF7.jpg
We would love to get community input and expand our team by one or two more people to playtest/get input/work on the cards and to make that a bit more attractive, I'd love to explain the game a bit (not all because the basics are - by the average attention span- already a lot to take in). In the just 3 days we've been working on this, we have made enourmous progress. We've gotten to a point that we have a proper system to play with and mechanics that should work in theory and we've gotten so far that we can start 'beta-testing' very, very soon.
Our goal is to have a functioning game in a physical (printed) version once i49 comes around and play it over a pint.
But onto the game: The 6v6 TCG will revolve around positioning and strategy and we focus on reducing luck elements to a bare minimum.
You always start the game with three 'core classes' which are the Pocket, Medic and Demo. Scouts and roamer have to be played into a 'rollout zone' facing down and turned on their side. Outside of the first turn it takes a turn to put them into the game.
The field has 4 zones: The aforementioned Rollout, the 'Backfield', 'Extended' and 'Overextended'. The core classes start in the Backfield, Scouts and Roamer will be put in Extended. I'd like to point at my notes here http://i.imgur.com/QywWJxt.jpg . It will be a lot easier to know what I'm talking about when you see a drawn field. The opposing player has the same zones but mirrored, obviously, so your Extended zone counts as his Overextended zone.
A turn functions as follows. You start your turn by drawing a card, then the player whose turn it is can move up to 4 classes by one space. The defending play is allowed to move 2 classes. Then explosive damage is dealt (Soldiers and demo). Most classes have two ways of dealing damage: One is direct damage, the other spam (indicated respectively by numbers left/right next to a weapon). Direct damage can only be applied to a card aligned to your target. Spam can only be dealt to a class with one space inbetween it and your card.
After that damage has been dealt, the Scouts may move by one more space (special rule/ability for scouts) and then inflict their damage. The pocket soldier can damage in that same phase as well but not move beforehand (Special Pocket rule/ability). Then the turn ends and your opponent's turn starts.
Classes that are defeated (had their HP drop to 0) go to a special discard pile called the 'Respawn Room'. If a core class gets put there, you get to return it to your hand right away. A Scout or Roamer have to be drawn from it at the end of your turn but you get only one back at random. You can also use your movement turn to 'Retreat' a class and remove them from the current battle to save them for the next point.
Classes played from your hand go into the Rollout zone and can enter the field again in your next turn.
Since this is emulating 6v6, the 'format' is 5cp. You cap a point by spending a specific amount of time in your opponent's overextended zone. 'POINT CARDS' indicate what point you're playing for. If you capped a point you are allowed to play the next point (2nd in this case), same goes for last. If you cap it, you score one point and both players shuffle all cards save for the core classes into their decks and begin anew (best of three, win difference 5, till 5, we don't know yet; testing will show).
TO BE CONTINUED