Post by adiosToreador on Sept 17, 2010 16:20:47 GMT -6
hEY EVERYONE, tAVROS HERE BRINGING YOU THE FIRST OFFICIAL TRANSLATION OF THE FIDUSPAWN GUIDE, iT'S NOT EXACTLY WORD BY WORD BUT RATHER WHAT ME, aND A FEW OTHER OF US REMEMBER OF IT, i'LL BE EDITING THIS POST WITH MORE INFO AS i GO,
uHH, sO TO START IT ALL:
Seeing how so many people have been asking how to play this great alternian game called Fiduspawn, I decided
To finally put together a guide, it's quite a bit complicated at first, but you do get the hang of it
quickly once you begin to play.
So first let's start with the modes you can play.
Regular Fiduspawn
Team Fiduspawn
Elimination Fiduspawn
Strategist Fiduspawn
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Regular Fiduspawn]:
The easiest and pretty much "official" mode of Fiduspawn, consists of one on ones's or free for alls, although it is
heavily recommended to have at least an even number of players to avoid name calling and backstabbing plots.
Rules and Objectives:
To be the last one alive out of all players, there is no scoring involved in this game type.
one) Every player must set at least ONE card or aggrieve/abscond one creature every turn, you cannot skip your
turn without doing anything.
two) Card creatures cannot attack Physical creatures, in the event that a player has no physical creatures
to sustain the damage, he will receive the damage himself, deducting from his own HP.
three) Players can only start using orbs after the second general turn, players must also sacrifice card creatures
to hatch physical ones.
As any other fiduspawn game, it starts with all players drawing five cards from their deck and three orbs
from their own inventory, every player must set one card in their own respective turn.
But before we go into turn order, let's establish what cards and orbs are for.
Cards come in several types, there's monster cards, dastardly deed cards, and matriarch cards
Orbs can come in the hatchling, trickster and warlock variety
Monster cards are set on the field and able to do battle from there on, however they cannot attack players
head-on, monster cards are used as sacrifice for all variations of orbs, they are the pawns in the game,
worthless but at the same time they are the very building ground for your army.
Dastardly deed cards also known as "Trap" and "Counter" cards are used to cause general harm to the other
players or their monsters, from delaying hatching to nullifying effects, they are the ace up your sleeve
and should not be used commonly for they are easy to see through and destroy.
Matriarch cards are completely dedicated to the role of hatching, they can give your creatures special abilities
better status or other kinds of neat advantages, they also aid in the hatching period and can easily
turn the tide of battle in your favor if correctly used.
Orbs are used to end turns but also during enemy turns:
Hatchling orbs are your regular orbs used with one or two sacrifices to generate a more powerful physical creature
stronger creatures take longer to hatch, you can only use these in your own turn.
Trickster orbs are used to confuse, trap, endanger and even miscarriage a hatchling,
easy to use but can only be used once every general turn.
Warlock orbs are used as counters to cards, being able to redirect effects but also aid your own monsters
you can use three of these every general turn.
Players have from four thousand up to twenty thousand health, four being the default and twenty the limit
allowed by the official rules.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'll be continuing this guide upon approval of what I have written so far.[/b]
uHH, sO TO START IT ALL:
Seeing how so many people have been asking how to play this great alternian game called Fiduspawn, I decided
To finally put together a guide, it's quite a bit complicated at first, but you do get the hang of it
quickly once you begin to play.
So first let's start with the modes you can play.
Regular Fiduspawn
Team Fiduspawn
Elimination Fiduspawn
Strategist Fiduspawn
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Regular Fiduspawn]:
The easiest and pretty much "official" mode of Fiduspawn, consists of one on ones's or free for alls, although it is
heavily recommended to have at least an even number of players to avoid name calling and backstabbing plots.
Rules and Objectives:
To be the last one alive out of all players, there is no scoring involved in this game type.
one) Every player must set at least ONE card or aggrieve/abscond one creature every turn, you cannot skip your
turn without doing anything.
two) Card creatures cannot attack Physical creatures, in the event that a player has no physical creatures
to sustain the damage, he will receive the damage himself, deducting from his own HP.
three) Players can only start using orbs after the second general turn, players must also sacrifice card creatures
to hatch physical ones.
As any other fiduspawn game, it starts with all players drawing five cards from their deck and three orbs
from their own inventory, every player must set one card in their own respective turn.
But before we go into turn order, let's establish what cards and orbs are for.
Cards come in several types, there's monster cards, dastardly deed cards, and matriarch cards
Orbs can come in the hatchling, trickster and warlock variety
Monster cards are set on the field and able to do battle from there on, however they cannot attack players
head-on, monster cards are used as sacrifice for all variations of orbs, they are the pawns in the game,
worthless but at the same time they are the very building ground for your army.
Dastardly deed cards also known as "Trap" and "Counter" cards are used to cause general harm to the other
players or their monsters, from delaying hatching to nullifying effects, they are the ace up your sleeve
and should not be used commonly for they are easy to see through and destroy.
Matriarch cards are completely dedicated to the role of hatching, they can give your creatures special abilities
better status or other kinds of neat advantages, they also aid in the hatching period and can easily
turn the tide of battle in your favor if correctly used.
Orbs are used to end turns but also during enemy turns:
Hatchling orbs are your regular orbs used with one or two sacrifices to generate a more powerful physical creature
stronger creatures take longer to hatch, you can only use these in your own turn.
Trickster orbs are used to confuse, trap, endanger and even miscarriage a hatchling,
easy to use but can only be used once every general turn.
Warlock orbs are used as counters to cards, being able to redirect effects but also aid your own monsters
you can use three of these every general turn.
Players have from four thousand up to twenty thousand health, four being the default and twenty the limit
allowed by the official rules.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'll be continuing this guide upon approval of what I have written so far.[/b]