Introduction
Welcome to Role Play Gateways’ “Battle Squares” a CCG for you awesome users of Role Play Gateway. When I say CCG I do not mean collectors card game, I mean creative card game! This card game can be played anywhere. More importantly, the game can also be played in chat and even on the forums! It doesn’t need something to randomize your deck and you don’t have to keep buying cards. Instead, this game will be constantly evolving and changing. There will be a base set of cards and a very small set of rules. With that being said, the cards themselves are what will make the game evolve. Granted, I will be controlling what cards make it in past the base set; you all will be in charge of creating them!
There are two different types of rules to this game, fighting and creating. I will go over these in detail and provide the most simple explanations possible. At the moment the game is still under heavy construction and many things are subject to change!
There are two different types of rules to this game, fighting and creating. I will go over these in detail and provide the most simple explanations possible. At the moment the game is still under heavy construction and many things are subject to change!
Under Major Construction but open for suggestion and questions if you check the OOC section on this role play tab!
Rules
Assistant Card Diagram

1: Card Name
2: Green arrows indicate which edge the card deals damage on.
3: Card type, cost of card, additional rules, and flavor text.
4: Attack and Defense of the Assistant
5: Card art and creation credits, numerical placement in set, and set symbol
Trick Card Diagram

1: Card Name
2: Card type, cost of card, additional rules, and flavor text.
3: Card art and creation credits, numerical placement in set, and set symbol
Rules of Fighting
1 The Grid and Deck Creation
The goal of this game is to control five or more squares on a 3x3 grid than your opponent at the beginning of your turn.
To do this you and your opponent need to have decks. Deck size is determined before you and your opponent go into battle. You both decide and agree on a set number of points to use. There is no limit for the amount of the same card you may have in one deck, unless a card says otherwise.
A beginner, or quick match, would normally consist of just 10-15 points allowed for your deck. So all you would have to do is choose what Assistants and Tricks you want to use. The total points of all the cards in your deck cannot exceed the amount of points allowed. For example, you could have 10 ‘Newbie’s Pet’ and 5 ‘Red Tool’ for a total of 15 points in a match that allows 15 points.
Those are the only restrictions. There is no shuffling your deck in this game as both players cards are always revealed.
The grid is a 3x3 square. It is labeled as:
1,2,3,
4,5,6,
7,8,9
Always imagine that you and your opponent are playing from the same side of the grid. This would make both of you share the same up, down, left, and right. This makes it much easier when playing online. However, face to face doesn’t matter as much.
2 Turn Phases
Setup Phase:
-If this is the first phase of the game, determine which player plays first. (Roll 2 six sided dice, or agree on it.) The player who plays first cannot play any Tricks on their first setup phase.
-Remove one rest counter from each of your resting Assistants.
-Before this phase begins, if you have five Assistants on different parts of the grid (you control five ore more spaces) then you win.
-During this phase you may play a Trick card. You may only play one Trick a turn.
Placement Phase:
-If any Trick cards have an effect for the placement phase, they happen before either player places an Assistant.
-You may place one Assistant per turn.
-Assistance can be placed in any direction you would like. They may not be moved after they have been placed.
-To place an assistant you simply declare which vacant part of the grid you would like to put it on, then declare which direction. For example, you want to play Newbie’s Pet, squares 3,4,7, and 8 are not being used. You would say which of those, in this case we will say square 3, then say it’s direction. We’ll say right. Since both of you are on the same side of this grid, you both share up, down, left, and right. So right for you is also right for your opponent.
Combat Phase:
-Any damage applied from Trick cards is still there.
-Look at your Assistants. If any of them have an arrow facing the edge of an opponent’s Assistant, they deal damage equal to their attack to that Assistant.
-All damage is assigned at the same time. Damage can only be assigned to Assistants with a green arrow touching the edge of another opposing assistant. No arrows on a side that touches means that, even if dealt damage from that side, it deals no damage back to the attacking Assistant.
-At the end of this phase, remove all Assistants from the board that have reached zero or less defense. They are placed in resting. Each assistant that has been removed gets one counter for each point it has in attack. So an Assistant with 3 attack would receive 3 rest counters when it is removed from the grid.
-At the very end of the turn, any Assistants that have not been reduced to zero or less defense are completely healed. (This does not remove counters of any sort, however).
3 General Rules and Abilities
Rules of Creating
1 Point Cost
2 Concept
3 Wording
4 Artwork

1: Card Name
2: Green arrows indicate which edge the card deals damage on.
3: Card type, cost of card, additional rules, and flavor text.
4: Attack and Defense of the Assistant
5: Card art and creation credits, numerical placement in set, and set symbol
Trick Card Diagram

1: Card Name
2: Card type, cost of card, additional rules, and flavor text.
3: Card art and creation credits, numerical placement in set, and set symbol
Rules of Fighting
1 The Grid and Deck Creation
The goal of this game is to control five or more squares on a 3x3 grid than your opponent at the beginning of your turn.
To do this you and your opponent need to have decks. Deck size is determined before you and your opponent go into battle. You both decide and agree on a set number of points to use. There is no limit for the amount of the same card you may have in one deck, unless a card says otherwise.
A beginner, or quick match, would normally consist of just 10-15 points allowed for your deck. So all you would have to do is choose what Assistants and Tricks you want to use. The total points of all the cards in your deck cannot exceed the amount of points allowed. For example, you could have 10 ‘Newbie’s Pet’ and 5 ‘Red Tool’ for a total of 15 points in a match that allows 15 points.
Those are the only restrictions. There is no shuffling your deck in this game as both players cards are always revealed.
The grid is a 3x3 square. It is labeled as:
1,2,3,
4,5,6,
7,8,9
Always imagine that you and your opponent are playing from the same side of the grid. This would make both of you share the same up, down, left, and right. This makes it much easier when playing online. However, face to face doesn’t matter as much.
2 Turn Phases
Setup Phase:
-If this is the first phase of the game, determine which player plays first. (Roll 2 six sided dice, or agree on it.) The player who plays first cannot play any Tricks on their first setup phase.
-Remove one rest counter from each of your resting Assistants.
-Before this phase begins, if you have five Assistants on different parts of the grid (you control five ore more spaces) then you win.
-During this phase you may play a Trick card. You may only play one Trick a turn.
Placement Phase:
-If any Trick cards have an effect for the placement phase, they happen before either player places an Assistant.
-You may place one Assistant per turn.
-Assistance can be placed in any direction you would like. They may not be moved after they have been placed.
-To place an assistant you simply declare which vacant part of the grid you would like to put it on, then declare which direction. For example, you want to play Newbie’s Pet, squares 3,4,7, and 8 are not being used. You would say which of those, in this case we will say square 3, then say it’s direction. We’ll say right. Since both of you are on the same side of this grid, you both share up, down, left, and right. So right for you is also right for your opponent.
Combat Phase:
-Any damage applied from Trick cards is still there.
-Look at your Assistants. If any of them have an arrow facing the edge of an opponent’s Assistant, they deal damage equal to their attack to that Assistant.
-All damage is assigned at the same time. Damage can only be assigned to Assistants with a green arrow touching the edge of another opposing assistant. No arrows on a side that touches means that, even if dealt damage from that side, it deals no damage back to the attacking Assistant.
-At the end of this phase, remove all Assistants from the board that have reached zero or less defense. They are placed in resting. Each assistant that has been removed gets one counter for each point it has in attack. So an Assistant with 3 attack would receive 3 rest counters when it is removed from the grid.
-At the very end of the turn, any Assistants that have not been reduced to zero or less defense are completely healed. (This does not remove counters of any sort, however).
3 General Rules and Abilities
Rules of Creating
1 Point Cost
2 Concept
3 Wording
4 Artwork
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Battle Squares: Out Of Character (OOC)
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Battle Squares: A RPG CCG
by Vexar on Fri Nov 19, 2010 6:09 pm
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Battle Squares: A RPG CCG
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Re: [OOC] Battle Squares: A RPG CCG
Ahh! This looks hella cool! Even if I don't get into it (I'm not that fond of card games), I'll definitely keep an eye on this to see how it goes. Once construction has passed I might consider joining.
[OOC] Battle Squares: A RPG CCG
This is the auto-generated OOC topic for the roleplay "Battle Squares: A RPG CCG"
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