The cards for the first set are all done and now I’m just working on completing the “Learn To Play” document before I release everything. (Note that all cards may be changed after some play, to better reflect their original text or the exact opposite – to balance/clarify effect text.)
Today, I’d like to share the foundations of the game – the cards that will be present in virtually every deck. Medarot Card Robottle has players tap “energy cards” to fill the matching “charge costs” on parts cards or Medarotter cards when you use them (e.g. tapping a “Fighting Energy” card to pay the cost of a “Strike” or “Berserk” part). If you’ve ever played Magic the Gathering or Pokemon TCG, these concepts should be familiar to you. What differs in this game is that you can use two of any energy cards to create “substitute energy”, meaning if you’re not drawing the energy cards you need, you still stand a chance!
In addition to energy cards, we have Evasion Cards, which will bail you out – they reduce the damage of an incoming attack to zero! Unlike the various energy cards, which have no limits, you may only have 4 Evasion Cards in your deck.
The last card we’ll talk about today is also limited to 4 copies per deck. This is the Effect Card, which is required to trigger the special effects of certain parts. For example, if you use the “Virus” right arm part to successfully deal damage, you may attach an effect card to the attacking Medarot to activate that part’s “Flux” ability, which will weaken the defending Medarot’s parts. With only 4 Effect Cards in the deck, you need to know when to trigger your abilities to secure the upper hand.