Right, the rules, in all their glory, up to date and present point are as follows.
The aim of the game is to cause all the player cards to lose all their happiness, like a jerk, and make them quit. The easiest way to do this is through killing characters, causing them to lose happiness based off of their emotion. On to the game mechanics!
Player cards are the core of the game. You start with four on the field. On each player card is several stats; Skill, Emotion, Creativity, Happiness.
The skill represents the players skill at combat. It gives x bonus damage to theri characters attacks where x is the amount of skill the player card has.
Emotion dictates how easily affected by the RP the player is. When a character of theirs dies they lose happiness equal to their emotion. There are also other effects emotion will have during the game based off of cards.
The ability of a player to create characters and plot devices. Creativity goes up one per turn. The creativity value on the card is the max creativity the player card can have before it is at its best. This always starts at 0 at the beginning of a game, unless stated otherwise.
When a players happiness reaches 0, they quit. When all the player cards on one team quits, that team loses. This can be achieved by multiple ways. Firstly, the death of a character will cause a drop of happiness. Alternatively, after the first three turns of the game, when a team has no characters on the field, one of them loses one happiness a turn.
Listed in the center of a player card is usually one special ability which has some impressive effect to dramatically change the gameplay.
When a player card quits they can no longer use any of their special abilities, nor do their emotion or skill influence any cards played by them, however they can still contribute creativity, characters and plot twists.
Character cards are the guts of the game, the combat, the romance, the cliche dramas and the target of all the plot twists, equipment and other characters. They have several stats; Skill, Emotion, Power, Resolve, Attacks/Powers and Cost. A character card must be played by a specific player card and placed in front of them on the field, as it is that Player Card playing the character card.
Skill is the listed skill of the character. This is always added to how much damage they do. Negative skill causes them to do less damage.
Like the player cards, characters have emotion, making them vulnerable to plot twists which might make them stronger (in the case of love) or weaker (in the case of a tragedy).
Power is, in essence, is the physical state of energy of the character. When it reaches 0 it implies the character is too weak to fight or do anything. In this state, they are unable to attack or use their special powers and will die if attacked. If a character has no power or resolve, they die and are sent to the graveyard pile. The character will not die if their power is reduced to 0, but if it goes below 0 they do.
A characters resolve represents their mental and emotional strength. When it reaches 0 it implies they have no will to go on. They are unable to attack or use powers and will die if attacked. A character that has no resolve or power will die and are sent to the graveyard pile. A character will not die if they have 0 resolve, but will die when attacked if they have 0 resolve.
An attack targets the power of another character, to weaken them down to 0 and kill them. Some powers and attacks will also require power to use and thus will weaken your character. Every character will always have a plain melee attack equal to their skill which does not require power. A character cannot attack or use their powers on their first turn after being played. Whenever a charcter attacks they become 'used' for that round, which can be signified by tilting them sideways.
This is how much creativity is required to play the character card.
Plot devices are very simple. They only have a cost and effect. The cost is obviously how much creativity is required to use the card.
At the start of a game all four player cards should be layed out in a neat line so both actual players can view the cards. From the deck they both draw 7 cards. On the first turn, the player who goes first does not draw a card.
All effects occuring in the start phase occur now. Previously 'used' or 'activated' (tapped or exhausted, haven't chosen the name yet), are set straight. Increase the creativity of player cards by one.
The player draws a card.
The player creates new plot devices, setting or characters.
Resolve the effects of the previous phase. Characters can attack others or use their powers now.
Ends the players round. Resolve all effects.