Cherreads

Chapter 1 - SYSTEM RULES(PLEASE READ)

RULE#1: All cards are single use unless specifically stated otherwise. Lands "tapped" vanish and once a creature or item is summoned the card vanishes from the "collection" until or unless a copy is drawn from an opened pack.

RULE#2: The "effects" of any and all cards are rolled into the summoned creature or item. Logic is the rule of thumb here not the rules of the game. For example [Flying] creatures can be blocked by things that wouldn't count as [Flying] or [Reach] creatures. 

RULE#3: World ending spells are scaled down to localized range of at most several miles. Still extremely powerful but not to the point of causing another apocalypse every time they are used.

RULE#4: Cards can not harm the one who summoned them. If any card has an effect that would harm the "player" in some way that cost is paid in stamina rather than actual life and vitality.

RULE#5: Creatures summoned have no souls or minds of their own. They are puppets to be commanded, not thinking beings. So no slavery involved.

RULE#6: The "graveyard" will clear itself out at the end of every day to prevent any attempt to rules lawyer rule#1.

RULE#7: Equipment Cards can be "attached" to appropriate items, structures or creatures like if you were "equipping" them as normal.

RULE#8: Items summoned from cards can not be broken down into materials. Any attempt to do so will result in the immediately destruction and loss of that cards item. Tokens or cards clearly intended for this purpose are excluded from this rule.

RULE#9: Counters are reset at the end of each day to prevent infinite stacking.

RULE#10: Mana produced by mana producing effects or "tapping" lands resets at the end of each day. It is either used or lost, not stored for later.

RULE#11: The "power" and "toughness" of summoned creatures will be scaled into a close enough real approximation of that and not an absolute value. If a creature is injured it stays injured until it would naturally recover. 

"RULE#12: Creatures summoned are not capable of reproducing unless explicitly stated to do so on the card. This is to account for token creation.

RULE#13: Tokens are reset at the end of each day to prevent infinite stacking.

RULE#14: Summoned items and cards are not lost if "life total" goes into the negative however they will not take autonomous actions to defend the "player".

RULE#15: When "life total" reached negative values the "player" is rendered unconscious for a minimum of eight hours. 

RULE#16: Summoned creatures can be commanded to perform actions while the "player" is unconscious but will not act outside these commands regardless of outside factors.

RULE#17: Summoned creatures are in a "neutral" state when summoned but if attacked will switch to a "hostile" state if attacked by another creature.

RULE#18: The "player" gets one pack opening token per day with the tokens stacking if not used for the first week, then one token per week after that.

RULE#19: Pack sets are chosen randomly via roulette wheel when system given "quests" are completed. When a set is unlocked it is removed from the wheel and permanently available for use with pack opening tokens. "Quests" will be more or less common and difficult based on how many pack sets are already unlocked.

RULE#20: All cards not in use will be stored in the "collection". This will manifest as a binder with infinite slots that can be quickly flipped through with cards of the same kind stacking within it.

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