GI Joe TCG
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<b>Playing the GI Joe Trading Card Game online at Joecustoms.com</b>
<b>Playing the GI Joe Trading Card Game online at Joecustoms.com</b>
Revision as of 08:17, 17 May 2006
Playing the GI Joe Trading Card Game online at Joecustoms.com
First thing you simply MUST do before any online match is to issue a challenge. This can be directed at a specific individual, or to the community at large. Once a challenge is accepted, the players face off in a friendly match of Rock, Paper, Scissors, using the JC.com spoiler tags in order to determine the turn order. They may also agree to forego the RPS and just declare who deploys first.
[spoiler]"Welcome to The ROCK!"[/spoiler]
The winner of the RPS can choose to deploy first, using 15 supply cost points, or second, using 17. Both players then fill out their ranks. Flipping the cards one at a time, the cards must be placed in either the front rank or the back rank, and must be placed as they are drawn. The first card you draw will ALWAYS be in the front rank. You cannot place a card in the back rank unless there is a front rank card to go in front of it. If in the process of flipping your cards, the last card takes you over your alloted supply points, that is ok - it still goes into your ranks. Be careful of your placement, this is the stage a lot of strategy can come into play. It is a common courtesy to post which cards you draw, in the order you draw them. You will also need to note the character's supply cost, their color and power, and any special abilities they may have.
Night Creeper Initiate. 1sp Y4 with Stealth Moray Recruit. 1sp Y1 Viper. 2sp Y4 Saw Viper Recruit. 1sp P1 with Firepower +1 Slice. 2sp Y6 with Confuse: When Slice is in 1-on-1 Combat, after boosts are revealed, I may discard my opponent's boost card and replace it with the top card of his deck. Moray Infiltrator. 1sp Y3 Storm Shadow. 2sp Y7 with Stealth Storm Shadow. 2sp Y7 with Stealth Night Creeper Initiate. 1sp Y4 with STealth Moray Recruit. 1sp Y1 Zartan. 3sp Y4 with Shapeshift- After setup, choose one of your opponent's soldiers. Zartan has that soldier's power and Abilities, instead of his own for the rest of the game.
Once both players have their cards drawn and their hand arranged, it is time to post their layout for the other player to see. This can be done in a number of ways. The easiest, and clearest way is to take a digital picture and attach it to your post. As not everyone has a digi cam available to them, there are still options for play.
The EMOTICON METHOD:
Joecustoms has many, many custom emoticons to use in posting. A vast majority of them are representative of GI Joe and Cobra characters, and you may use them to represent your hand. There are however some characters in the game that are not represented in the emoticon library, and there are no vehicles either. So you will still have to type those cards in. When posting the emotes, it is a good idea to note the characters power next to the emote. You will also run into problems the different cards representing the same character, as in the case of Storm Shadow or Duke.
( :nightcreeper: 4)( :eel: 1)( :viper: 4)( :eel: 3)( :stormshadow: 7)(:zartan: 4*)
( :slice: 6)( :eel: 1)( :sawviper: 1)( :stormshadow: 7)( :nightcreeper: 4)
In the list method, you basically just type everything out. This way there is less confusion, and everyone knows what is what and where it is.
Front row from left to right:
Greenshirt Communications (1) (with a power of 2 thanks to Hacker behind him) Missile Storm Chopper (10/4 (Manned) Each land and Sea vehicle is R/W?B Short Fuze (2) Long Range Night Attack Chopper (13/5) Take off - After the start of one on one, I can move a pilot from my ranks behind it.
Back Row From Left to right
Sgt. Hacker (6) Support 1 (Behind Greenshirt Communications) Hard Drive (3) Recover, At the beginning of one on one combat after drawing boost, I may exchange one card in my hand for any card in my discard pile (Manning the Missle Storm Chopper) Barrel Roll - Pilot (3) No ability because he's not manning an aircraft. (behind short fuze) Low Light (6) (Manning the NAC) Support 1 (only works on Soldiers) and Long range.
Once the hands are posted, the boost cards are drawn by both players, who then post their boosts in spoiler text. Having seen both player's hands, it is fun to post your thoughts and strategies in spoiler text, for those who may be observing.
IT IS ON!!!!!!!
Bear in mind, that there are cards whose abilities may come into play at any stage throught the game that are not mentioned here. Be aware of what you have, and when is appropriate to use them.
The first player is now ready to attack. He picks his attacker and victim and posts them in the thread. Both attacking and defending cards are tapped. He also posts which boost he is using for this attack in spoiler text. Without looking at the boost spoiler, the defending player posts what his defensive boost will be. This should be posted in spoiler text as well. Having posted the defensive play, both players can look at the other player's boosts and see who won. The victorious card remains tapped, and the losing card is discarded. The cycle is repeated as the second player stages a counter attack.
After the dust of the One on One round settles, you are ready for your Firefight. Both players count how many cards they have still in play and draw that number of cards from their deck. This is also the time to play any firefight special abilities, such as Explode or Extinguish. The player who deployed first launches the Firefight, adding up the number of hits on the cards he drew, he selects which opposing cards he wants to eliminate. You post what your Firefight draw was in the thread, using * as hits and ! as missles. Direct hits are usually indicated by a DH.
1 x ! 2 x * 1 x *** 1 x DH
Missles count as 2 *'s if used against a vehicle and 1 X if used against a soldier.
The above Firefight draw would equal 6 if used on a soldier or 7 if used on a vehicle, but with the DH, whatever unit is targeted will be eliminated, unless the hits are used on more than one opposing unit.
Once the attacker has posted his Firefight, the defending player double checks the math and removes the lost units. Once a card is lost in the first wave of the Firefight, his special abilities go with him. You cannot use Short Fuze's Long Range ability if he just got killed off. The defending player then posts his Firefight. Once the bullets stop flying, it is time for the second One on One round. It is a good practice after each Firefight to post your remaining layout, including which cards are tapped.
The game continues in this manner until one player is victorious.
Please note, we are on the Honor System here. It is understood that mistakes will be made, and rules can be overlooked or misunderstood. There is no punishment for being caught cheating, but come on, that's just lame. What fun is it to win like that? And if you're caught, it's likely no one will want to play with you anymore..