Disclaimer: I do not own Final Fantasy VII™. I adapted the idea of an FFVII™ merchandize into a Trading Card Game. And I copied the concept from the Pokemon Trading Cards™.
Awww man. I'm that bad.
Rules and Credits and All That Shit
by Reno
Gleaming orbs of magical power. Awesome but loyal summons. Insanely shiny mecha technology. Lethal swords of out-of-this-world proportions. Yes! The Final Fantasy VII™ characters, summons, weapons, and even materia are coming into the nearest Shinra Inc. store near you --- as one hell of a trading card collection!
But, hey, you might wanna check these out, yo.
TERMS AND CONDITIONS
I, (your name here), am fully aware of the responsibilities and consequences of owning Final Fantasy VII™ trading cards, and I shall not hold Shinra Inc. liable for any damages (ie, collateral damage brought about by Fire attacks, Mega Flares, Mako cannons, and Masamune; inability to speak due to Silence spells, turning into stone due to Petrify spells, Mako poisoning, et al) caused by the product. Also, I shall not in any way make copies (and this also means inventing new cards without the blessing of Shinra Inc.) of the products, and will especially not sell such copies to the public. Furthermore, I pledge absolute loyalty to Shinra Inc. and will henceforth jump down headlong into a pool of raw Mako if a Shinra executive and/or employee (and this includes Turks and SOLDIERS) would command me to.
Oops. Heheh. Just havin fun, yo.
DESCRIPTION
This is a collection of trading cards manufactured by the combined efforts of Shinra Inc.'s Science Research Department, the Weapons Development Department (yes, dunno why, but it's true), and the Department of Administrative Research (yes, the Department of Administrative Research). Featured on the cards are famous Final Fantasy VII™ characters, weapons, materia, summons, items, and some limited edition cards.
RULES
This game is very easy, similar in some ways to the Pokemon Trading Card Game™. The object of this game is to KO the opponent's hero.
Step 1: The heck is a hero, yo?
A hero is any FFVII™ character the player picks before the game. He or she gets this character immediately and has to set it in play at once either at the front row or back row. Once the hero is KOed, the game is over with the opposite side as the victor.
Step 2: Level… level… What?!
The characters are divided into five levels, depending on their strength or capability or prominence in the game. Generally (although this is not always the case) Lv1 characters have 30 HP and do 10 damage, Lv2 characters have 50 HP and do 10 damage, Lv3 characters have 80 HP and do 30 damage, Lv4 characters have 100 HP and do 40 damage, and Lv5 characters (which are rarest) have 120 HP and do 50 damage.
Step 3: Back and forth – front and back row
As stated earlier, a character can be placed either at the front row or at the back row. Basically, characters at the front row receive damage, but they could perform all sorts of attacks against the opposing front row character. Characters at the back row are generally safe from damage, but they could not use any attacks except for their special powers.
Step 4: Powers, powers, powers!
As every character is unique, some do possess special powers.
Here's one. Aeris (Lv4) can only do 20 damage, but due to her Cetra Heritage ability, she does have the capability to add a certain amount of damage to her magic attacks. This is called innate ability, and such power is automatically activated once the character is played, regardless of his or her position.
Another type of power is the activated ability, which a character can employ only once during the player's turn, regardless of his or her position. An example of this is Yuffie's Materia Stealer ability.
A last type of power is a Limit Break, which can only be used if the character's remaining HP is only one-fourth or below of his or her original HP. (Due to the fact that damages are measured by 10, the low-HP Lv1 characters do not have Limit Breaks.) The Limit Break depends upon the character.
A character can only have a maximum of 2 special powers. So the maximum's either an innate and activated ability or innate and Limit Break or activated and Limit Break.
Step 5: Weapons galore!
Such cards are helpful to the Lv3, Lv4, and Lv5 characters. Weapons can enhance a character's damage or HP as well as provide added bonuses which are stated on the Weapon Cards. Upon drawing such a card, just attach it to the player and it will remain there unless you replace it with another or (if you're nuts) remove it. However, some weapons are only applicable to some characters, and some characters can use one kind of weapon only. (Example: Masamune is only compatible with Sephiroth, and Tifa cannot use any gun.)
Step 6: Ooooh… Magic!
To use magic, one needs materia. To perform the magic, just do what the Materia Card says, then discard one of the Materia Cards of the same magic type. Yeah, that's kinda simple. However, there are different kinds of magic:
Attack magic
Accumulating a Materia Card enables this type of magic. The intensity of the damage done depends on the number of the same kind of materia the character has; however, the maximum "level" for magic is only up to 3, so don't waste materia by adding a, say, fourth Fire Materia to increase damage. (Though that's good thinking if you wanna use "level" 3 magic attacks repeatedly.) However, some magic, such as Ultima, do not stock "levels" at all.
Legend: Fire/Ice/Bolt – Fire/Ice/Bolt materia number x 20
Curative magic
Like an Attack magic, accumulating a Materia Card enables this type of magic. The intensity of the damage healed using Cure depends on the number of the same kind of materia the character has; however, the maximum "level" for magic is only up to 3. (Kinda same rule as Attack magic.)However, some magic, such as Life or Full-Life, do not stock "levels" at all.
Legend: Cure – Cure materia number x 20
Defense magic
Just do what the Materia Card says.
Support magic
Just do what the Materia Card says.
Status effects magic
Just do what the Materia Card says. (Ergh, I'm getting' lazy)
Time magic
Just do what the Materia Card says. (Like, duh?!)
Step 7: I summon thee!
Summons sure are helpful partners in winning, but these are extremely rare, and some respond only to some characters (such as Dark Nation to Rufus only). Upon drawing one, you can use it (just do what the freakin' card says, yo!) and then discard it (unless the stupid card tells ya not to).
Step 8: In times of need, and when magic ain't around, use items!
Upon drawing an item card, you may use it. Just do what the card says, then trash it. Ta-dah.
Step 9: Don't cheat! I'm watchin, yo!
Only 40 cards in a deck. And ya know better than to cheat, right? And one damage counter 10 damage. (Darn I keep on forgettin' to mention all the crap!) And only one action per front row character! (Back row chickens can do their activated powers –which can be used only once a turn- --- but NOT Limit Breaks --- if you wanna.) And retreating to back row and putting another character up front costs a turn. Same goes by attacking/using magic/using summon power/using Limit Breaks. Those are all just for one turn. And, ---damn I forgot!--- you can only attach ONE Materia to only ONE character a turn.
Step 10: If ya have questions…
Well, ask! But I'm too tired already, so next time, OK? Oh, and have fun!
Love,
Reno
