Cardchess6 full fusion
This is a card game inspired by chess and the Yu-Gi-Oh anime.
In this game you take turns doing one of the following
0. Attacking a card (you can use one or more cards to attack with)
1. Moving one card 1 step in the attack direction
2. Adding a new card (from your hand) to a spot you can move to.
3. Adding a fusion monster (from your hand) to a spot you can move to.
When attacking a card you can can use multiple cards at once.
Cards of a a number divisible by 2 can attack horizontally and vertically (2, 4, 6, 8, T, Q, A)
Cards of a a number divisible by 3 can attack diagonally (3, 6, 9, 12)
Other cards (5, 7, 11, 13) can attack in the exact direction a horse moves in chess.
The defense of a card is 10 times is number (10 for A, 20 for 2,,, 100 for T, 110 for J, 120 for Q, 130 for K).
Notice how A is counted as a 14 for attacks and 1 for defense.
You can only attack a card that is turned up if it's going to be defeated when not re-enforced, if a player accidentally attacks a card that is turned up with insufficient attack power the turn will go back to the same player that will have to do something else instead (any cards which were turned up for the attack will be turned down).
The attack is 8x when hearts is attacking spades, when spades is attacking clubs, when clubs is attacking diamonds, when diamonds is attacking hearts (16 for 2, 24 for 3,,,112 for A).
The attack is 4x when diamonds is attacking spades or when hearts is attacking clubs (or the other way around)
The attack power is 2x when spades is attacking hears, when clubs is attacking spades, when diamonds is attacking clubs, when hearts is attacking diamonds.
The attack is 1x when a color attacks another card of the same color.
You have to turn a card up permanently when you use it to attack.
You take the sum for all attacks against that card and if you reach the defense number for the card of higher the card will be removed unless enforced.
Enforcements will counts as 10x the attacking value and can be done to a card you would be able to attack with 8x if it was a card of your opponent. This can only be done (once) by a card that is turned down (by turning it up). If a card is enforced the attacker is allowed to an an equal number (or more) additional attackers.
The game can be played on a 7x7 board where you win by having a card remain in the goal-zone after the turn ended. You can use the rows furthest from you as the goal zone and begin with 7 cards in what is the goal-zone for your opponent.
It's recommended to have each player use their own deck and have each deck look different.
All cards are initially placed turned down so your opponent cannot see them. You are free to look at them yourself of course.
You can begin with 7 cards on the hand for each player. Before you play you draw a new card from the deck (unless you are opening in which you do not draw any card before making your move).
You can use more than one deck of cards for this (such as each player having their individual deck of cards to reduce the impact of randomness).
You win instantly if you eliminate all cards your opponent has placed out.
If you move a card to get a state of the board that isn't new each player will randomly draw 3 cards from the cards that are no longer in play, if there aren't 6 cards available for that a single card will be randomly selected to be killed (among the cards on the board and each players hand).
Combining cards
You can add a fusion-monster directly from your hand or create it by moving more than one card to the same location.
When attacking with a fusion-monster you use the card that can reach your opponents card with it's attack.
When a fusion-monster is attacked all the cards in will face the attack based on the attack value so an attack might be partially successful. If more than one card of the fusion-monster have the same color they can be enforced simultaneously (such a a clubs card enforcing a diamonds card).
2 cards fused together grants 3 more attack and defense for all cards in the fusion-monster (doesn't affect movements).
3 cards fused together grants 6 more attack and defense for all cards in the fusion-monster.
3 cards of the same color fused together grants 6 more in attack if all cards of the fusion-monster are turned up after the attack.
The cards are stacked based on defense where the card with the most defense will be at the bottom and determine how the fusion-monster moves.
Full fusion
You can combine single cards of (of 3 different colors) into a forth card who will get the color that none of the original cards had in addition to gaining 12 attack and 6 defense.
The total number of possible fusion monsters is 25012
Special powers
2 has the attack power 20 for adjacent squares.
3 has the attack power 15 for adjacent squares.
4 can also jump 2 steps horizontally or vertically (applies to all fusion-monsters containing a 4).
5 can also move 1 step vertically (also applies to fusion monster with 9 and 5), if the fusion monster includes an even card this special power grants moving one additional step forward.
2 to 8 when turned down cannot attack but it can be turned up for an attack after movement.