User:Gking10/Refracted: The Card Game

Refracted: The Card Game is a playable game, that's right, playable on a computing device, found here. Its mechanics are based off of Hearthstone, and the lore of the game is based around the Refracted RP. It was made using the Dulst website.

Story
On July 7th, 7707 who had previous gone missing all reappeared in a ball of light. As it was found, they have gained superpowers. Tensions are high as hatred between plant and zombies rises, and fights are breaking out.

Gameplay
It's just Hearthstone

The goal of the game is to reduce the health of the opponent's hero to 0. You do this by attacking them with minions. Use tricks to bolster your strategy, or surprise your opponents with twists. Equip your heroes with weapons to have them attack also. Heroes have powers they can use once per turn at the cost of your mana.

During their turn, a player can have their fighters attack their enemy's fighters or their opponent. The strength of the fighter is the damage they do to the enemy, and the health is how much damage they can take before being destroyed. When a fighter attacks a fighter, both deal damage to each other with their strength. Normally, a fighter has "summoning sickness" the turn they are played, which prevents them from attacking until your next turn. Rush and Haste however removes this. At the start of each turn, the number of sun/brains given increases by 1, allowing for more powerful cards to be played later in the game, so the player must not only rely on them otherwise they have nothing to play on the first turns. Each deck needs to have exactly 41 cards, 40 of them shared between tricks and plants/zombies, and their 1 hero cards. Each card is allowed to have up to 3 copies. Only 10 cards can be in your hand at once. In this case, you cannot draw or Conjure any more cards, and you will not be able to block any attacks until you play some cards so that you have 9 or less cards in your hand.
 * Fighters are cards that stay on the field until destroyed. They all have three stats: strength, health , and cost (/). In addition, some have traits and/or abilities that cannot be ignored and makes each one unique. The player must know how to use those in their favor in order to win against tougher opponents.
 * Tricks are cards that directly affect the game by damaging or healing fighters or heroes, making or destroying fighters, adding or removing strength or health, etc. They can be played during a player's turn. The only attribute associated with them is their cost (/).
 * Twists are tricks that are played during a player's turn, but has their effects activate during their opponents turn. Twists often activate in response to actions, functioning as a trap. A player can see the number of twists their opponent has active, but they cannot know what the twist is until it activates.
 * Some tricks are Environments. Environments are typically not normally counted as tricks by cards such as Black-Eyed Pea, and they all linger on the field instead of going to the graveyard after being played. A player can only have 1 environment active at a time, and if they try to play a new one, it will destroy the old one.
 * Heroes are the player's character. Only 1 can be used at a time. The goal of each player is to destroy the opponent's hero. Heroes normal have Powers, which are abilities that can only be used once per turn, typically at the cost of mana. Additionally, some heroes have passive abilities. Heroes normally cannot attack, but become able to if they gain strength or an equip is used. They all have three stats: strength and health.
 * Equips are cards that can be played to attach a weapon to a hero. While the weapon is equipped, the hero gains strength equal to the equip's strength, which allows the hero to attack. When a hero attacks while equipped, that equip loses durability. Once the equip has 0 durability, it is destroyed.

Traits and Keywords

 * Armor - Armor absorbs damage on top of a hero or fighter's health. Exclusive to Orange.
 * Lifesteal - When this deals damage, heal your hero for that much. Exclusive to Yellow and Violet
 * Debut - When this is played normally, do the following effect. Non-exclusive.
 * Offensive - When this attacks, do the following effect. Non-exclusive.
 * Defensive - When this is attacked, do the following effect. Non-exclusive.
 * Untrickable - Cannot be targeted by Tricks or Powers. (NB: Unlike PvZH Untrickable, Untrickable fighters can still be affected by Tricks and Powers, they just cannot be directly targeted by Tricks or Powers.) Exclusive to Blue.
 * Vanguard - Enemies must attack cards with Vanguard. Non-exclusive.
 * Snipe - This does not take damage from its attack target. Exclusive to Red, Yellow, and Blue.
 * Haste - When this is played, it can attack a fighter immediately. Exclusive to Red, Yellow, and Green.
 * Rush - When this is played, it can attack anything immediately. Exclusive to Red, Yellow, and Green.
 * Environment - A type of Trick that stays on the field. You can only control one at a time. Non-exclusive.
 * Twist - A type of trick that waits until something happens to do something. Non-exclusive.
 * Funded X - You can pay X extra for an additional effect. Non-exclusive.
 * Defense X - Reduce damage dealt to this by X. Damage can be reduced to zero if X is greater than or equal to the incoming damage. Exclusive to Orange.
 * Shield - When this fighter would be hurt, it takes no damage and shield is removed. Exclusive to Orange.
 * Double-Strike - This can attack twice per turn. Exclusive to Green.
 * Conjure - Choose 1 out of 3 cards to add to your hand. Non-exclusive.
 * Bounce - Return to the owner's hand. Exclusive to Indigo.
 * Frozen - This fighter cannot attack or fight back for a turn. Exclusive to Indigo.
 * Duration X - After X turns, this is destroyed. Non-exclusive.

Classes
There are seven classes in the game, one for each color of visible light, and each Hero has access to three of them. There are no 'neutral' collectible cards; every card belongs to a class. Each class has a different identity, has access to different devices and keywords, and as such shapes each hero's available gameplans in different ways. {{LongSection
 * Red: A aggressive class that deals damage through effects, uses bladed weapons, and beats the opponent with rushing fighters.
 * Orange: A defensive class that uses Vanguard very often, protects themselves with Armor and Defense, and gains weapons to equip to their hero.
 * Yellow: A midranged class that gains mana to gather troops, destroys the weak, and heals to keep their board and hero alive. They like Snipe the most.
 * Green: A tempo class that does gains stats and does extra attacks or bonus attacks.
 * Blue: A combo class that enjoys using twists to surprise the opponent, and draws and conjures plenty of cards.
 * Indigo: A controlling class that lowers the strength of its enemies, manipulates Overload, and stops their foes in their tracks with freezing and bouncing.
 * Violet: A destructive class that uses Deadly to destroy their foes, debuffs them, and uses effects relating to the graveyard. This class hates heroes the most.
 * section = ==Balance Changes==
 * text =
 * 11/21/2019
 * {{Nerfed|Cain Morel|25 Health, Power (2) - Slit: Equip a 2/2 dagger to Cain, but deal 1 damage to him. When this is hurt, deal 1 damage to a random enemy fighter or hero.|20 Health, Power (2) - Slit: Equip a 2/2 dagger to Cain, but deal 2 damage to him. When this is hurt, deal 1 damage to a random enemy fighter or hero.(Fighters and heroes cannot be hurt multiple times by this ability in the same turn.)}}
 * Cain's aggro potential was insane with too little of a drawback. Additionally, a loop could be started in a match of Cain vs. Cain that would make them constantly deal 1 damage to each other until someone dies, with no way of stopping it. These changes should help to make Cain more counterable.
 * {{Nerfed|Professor Brainstorm|Power (2) - Eureka: Conjure a card in your deck.|Power (2) - Eureka: Conjure a card in your deck. Overload 1.}}
 * Despite his reduced health, Brainstorm's ability to get card advantage and his ability to even choose what he gets made him too strong.
 * {{Nerfed|Solar Flare|25 Health|20 Health}}
 * Solar Flare's versatility with her Funded ability called for a preemptive nerf. She may see more nerfs in the future, however.
 * {{Nerfed|Zarch||Power (2) - Weaken: An enemy fighter gets -2 Strength.||Power (2) - Weaken: An enemy fighter gets -1 Strength.}}
 * Zarch's ability to make fighters have 0 strength would make them useless in some situations, which was too strong. However, as Zarch's power is now weaker than most powers, he may see a buff in the future.
 * 11/23/2019
 * {{Buffed|Tomato Mutant|0/2 Debut: This gets +1/+1 for each enemy fighter. Destroy all enemy fighters with 2 Strength or less.|4/4 Debut: Make the Cracked Earth environment (Destroys all enemy fighters with 2 Strength or less) and your opponent makes the Quake Wreckage environment.}}
 * Tomato Mutant was just... uhhhh...