Loading ...
Sorry, an error occurred while loading the content.

pokethulhu: the igcg

Expand Messages
  • ibalunatic
    After staring down the business end of a pikathulhu one too many times, my mind has cracked. In the depths of my madness I developed this: the outline for the
    Message 1 of 1 , Jan 18, 2005
    View Source
    • 0 Attachment
      After staring down the business end of a pikathulhu one too many
      times, my mind has cracked. In the depths of my madness I developed
      this: the outline for the quick-playing Pokethulhu: the Insanity
      Generating Card Game!


      Rules
      Cultists begin the game by drawing five cards into their hand. Order
      of play is determined by having each cultist roll a Dodecahedron (d12)
      . The cultist with the highest roll gets to go first. Cultists begins
      the game with 10 Hurty Points.

      Each turn, a cultist may bring one 'thulhu, (if he doesn't currently
      have one out) and one of any other type of card onto the field. A non-
      'thulhu card may either be set, or brought into effect immediately.
      Set cards are kept hidden face down until they are activated. Under
      normal condition, a cultist may have no more than one 'thulhu card,
      and three other cards on the field at any one time. This restriction
      includes set cards, continuous effect cards and instant-activation
      cards.

      Example: Randy has his trusty Pikathulhu on the field. In addition he
      has one continuous effect card in play, (an NPC) and two set cards
      face down. He has just drawn the Poor Little Orphan Child card, and
      wants to play it to give Pikathulhu a power boost on his next attack.
      But with three cards already on the field, he will have to get rid of
      one before he can use the new card.

      'Thulhu Cards
      'Thulhu are the bread and butter of any young cultist. Your monster
      companions are your primary method of attacking and defending. Use
      them to keep your own Hurty Points safe, and to try and lower your
      opponent's to 0 so that he can be devoured. Each creature has the
      following statistics.

      Aspects: These define the type of creature. 'Thulhu that are weak
      against your creature's aspects take a -1 to all their Defense checks.
      Weakness: Choose one Aspect, your 'thulhu is weak against attacks from
      creatures with this Aspect type.
      Power: A numerical rating representing the 'thulhu's attack strength.
      When making an attack you roll a dodecahedron (d12) and add this
      number to it.
      Defense: A numerical rating representing the 'thulhu's ability to
      either get out of the way of attacks, or to simply shrug off the
      damage. When defending against an attack, roll a dodecahedron (d12)
      and add this number to the result.
      Hurty Points: How many wounds the 'thulhu can take before being KOed.
      Special Abilities: Some 'thulhu may have a particular special ability,
      if so it will be described here. These abilities take the place of the
      creature's normal attack for the turn in which they are used.

      Attacking and defending.
      Each turn, a cultist may use his 'thulhu to attack. If the other
      cultist has no active 'thulhu, and no other cards that allow a
      possible defense, he takes one Hurty Point of damage; the first
      cultist to be reduced to 0 Hurty Points is devoured by elder forces
      from beyond the universe, and loses the game.

      If the defending cultist does have a 'thulhu in play, then the
      attacking cultist rolls a dodecahedron and adds the result to his
      monster's Power rating. The defending cultist rolls a dodecahedron and
      adds the result to his creature's Defense rating. The 'thulhu
      belonging to whichever cultist rolled lowest takes a Hurty Point of
      damage, putting it one step closer to being KOed. 'Thulhu which are
      KOed. 'Thulhu which are KOed are removed from play, and may not be
      brought back out under normal circumstances. A cultist may switch his
      active 'thulhu at any time, provided the previous 'thulhu is not
      currently the target of any enemy special abilities or KOed. The
      cultist who does this may not use her new 'thulhu to attack that turn.

      Sample 'Thulhu Cards
      Pikathulhu
      Aspects: Fungus, Luminescent
      Weakness: Sticky
      Power: 4
      Defense: 4
      Hurty Points: 3
      A cute little horrible fungus monster with floppy ears and tentacles.

      Billy-Niggurath
      Aspects: Non-Euclidian, Icy
      Weakness: Squamous
      Power: 5
      Defense: 2
      Hurty Points: 3
      Special Abilities: Billy can sacrifice one point of Defense to freeze
      the other cultist's 'thulhu; reducing its Power by 1, and preventing
      it from being switched for another creature or attacking until the
      cultist manages to score an Attack roll (d12 plus the 'thulhu's Power)
      of 9 or higher. Attempting to break free uses up the creature's
      attack for that turn.
      An icy goat made of strange angles. He has a powerful kick, but is
      rather brittle.

      Cuthugaforret
      Aspects: Luminescent, Squamous
      Weakness: Luminescent
      Power: *
      Defense: 3
      Hurty Points: 5
      Special Abilities: Cuthugaforret has the bad luck of being against his
      own attack. He can defend just fine. But once you make an attack with
      him, he is consumed in a fiery. On the downside, this automatically
      KOs the little guy. On the up side, both the enemy cultist and his
      active 'thulhu suffer a Hurty Point of damage.
      A bright pink ball with tentacles emerging from the bottom. When he
      attacks, he explodes in a giant ball of fire.

      Wild 'Thulhu
      Wild 'thulhu are the exception to the rule of only one creature on the
      field at any given time. Any cultist stupid errr brave enough can
      through a creature on the field at the beginning of his turn, and
      declare it wild. He may use that 'thulhu to attack as normal that
      turn. At the beginning of the next turn, he and his opponent roll a
      dodecahedron. The cultist with the highest roll may then use that
      'thulhu to attack in addition to his normal creature attack for that
      turn.

      These wild 'thulhu always attack before any other attacks or cards are
      played. If a cultist loses her 'thulhu to one of these attacks, she
      may not summon one until the beginning of her next turn. Fortunately,
      wild 'thulhu can be attacked and KOed as normal.

      Continuous Effect Cards
      These types of cards provide an effect that remains in play from one
      turn to the next. One of the more common examples of these are NPC
      cards; characters from the hit pokethulhu show who show up to aid you
      in your battles. Some, like the rare Randy card, provide bonuses to
      all rolls relating to 'thulhu of a certain aspect.

      A cultist may have no more than one continuous effect card active at
      any time.

      Instant Effect Cards
      These cards provide a one-off bonus, gained in the round which the
      card is played. These are the only types of cards that can be played
      during an opponent's turn. One of the most popular cards of this type
      is Poor Little Orphan Child, which allows you to sacrifice your
      parents to get a bonus on your 'thulhu's next attack!

      A cultist may play no more than one instant effect card in any turn.
    Your message has been successfully submitted and would be delivered to recipients shortly.