Juice! + P.V.P Arena+ Supapowas+W.O.E (War of Elementals)

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Juice! + P.V.P Arena+ Supapowas+W.O.E (War of Elementals)

Juice! + P.V.P Arena+ Supapowas+W.O.E (War of Elementals)

Nathaniel Brian Allen

4/18/2015 Table Of Contents

Rough Draft 1

Relm Of Jouse 2

Pet, Elements, Effect interaction and organization 4

Pet Moves 6

Pet Effects 7

Effect Card Effect 8

Element Boosts to Pet Move Stats and how it works 9

Pet to pet boosting rules 10

Gameplay, the turns and the rules of building through the turns, also what he calculation sheet looks like 11

Suggestions 12

P.V.P Arena 18

Supapowas 28

W.O.E War of Elementals 30 Rough Draft

Flavorable Pokemons :Juise dont get hit dirrectly nine times –round decimals up attack: challenge defense defense/block(blocks are effects): defeat attack and give difference back counter, if you choose to block you will take the damage from the block as one hit evasion: survive attack for three turns if value beats attack value counter: divide attack and share the product value revise(effect): rearrange your preparation decognition(effect): cancel a point about opponent preparation recognision(effect): Increase your own specific value in a situation presented by the opponent cognition(effect): I your own specific value when the opponent comes for a specific value e=effect f=stat value formation B=stat bais (a compilative boost is added to each card after it is created for you to use or not at will) fire: e: blocks, rare cognition f: just bais toward attack B=attack wind: e: selective counter boost, rare decognition f: bais toward evasion B=evade water: e: selective evade boost, rare revision f: bais towards counter B=counter earth: e: selective attack boost, rare recognition f: bais towards defense B=defend dark: e:revision f:even B=Counter at least +2(=1), Evade allways only 1 point boost(=2) lightning: e:decognition f:scattered B=Evade 1, Counter 2 light: e:recognition f:even and off one B=Defense 1, Attack 2 mud: e:cognition f:scattered close B=Attack 1, Defense 2 cards have three levels in general the feild has 9 spaces cards can boost other cards but these cards must populated the provided even spaces marked out in threes their can only be one booster this cuts from its self half of out of what it boosts first level boost by 3 second by 6 third by 9 effect cards placed by you must be underneath the card they are being used on if an effect card is place in a spot you cannot space a (little pokemon) in the spot over it, you must apply effect placed in spots without (lp) to all (lp) on the feild. you may wipe away and set new effects instantly under the space of an (lp) you may gradually add two effect cards extra where there are no (lp). gameplay: suim like yugioh suim The Relm of Juise

Jouse is a realm of beautiful creatures who litter the land with various virtue and right. They are unique in many ways and come from many cultural standings and disciplines. The Relm Of Juise Was first organized as the environment was with the creatures aligned and born exactly where their element is. Then when the creatures became more complex after roaming naturally and ignorant; they created new places to dwell in different land comfortably and the creature’s who’s element was light helped them refine their rules and there was peace and competition. The creatures made much arts and crafts, and myth and lore romping and schooling and some making the world for the better and more interesting teaching and protecting all with whimsical drama which by law was to be announced unless they would receive various levels of consequence. The fire, earth and lava creatures rose up knowing the pets came together in unison organized in a safe way and argued the way they currently were was going to destroy them because they were starting to accept more and more diversity in creatures within their land and so declared war for their land against the destabilization of the rest of the planet. The creatures choose the light and multi element light water and water creatures to defend their peace. The opposing team rushed the land beyond their boundaries (where the earth, fire and lava (multi element fire and earth creatures) who agreed with the rest of the plant stood for it and this was an easy battle for the opposing team because the creatures that stood were instructed by the light creatures to let it be and retreated deceptively…. The moment they past this point all the water creatures of the land who wanted to fight in the plan at the time assisted in a Jugging tsunami which washed away the entire lands of the earth, fire and fire earth creatures with the all the selective powers of the light creatures avoiding the good and the trapped inside the land. All thought this was the end of the betrayal but once the adults tried to break down and reform the enemies rocken bodies for their buildings which where cooled from the great wash as the called it stolen abilities hidden inside the enemies whom they captured allowed them to revive from the touch of their brothers as they did plan overall and they then started their mighty push from once touch again causing the adults and elders to flee safely as they could from their home lands again. The next phase of the war was great making many heroes many villains and some more innocence was newly lost from the planet but the weight of the plant against them along with the intellectual prowess of light raised by that of the dark creatures the enemy who would be worse poisoned with betrayers if it was not for their strict communication among them being like liquid as one and moving their thought through the heat so this would work even to keep thought communication open to all of them with someone skilled watching all these thoughts at once for betrayal yes though this team stayed close the planets dominants crushed them to a territory of their survivors and cursed them to follow their own rules after they encaged them with a great enclosing wall forever. Then some from the multi element light, fire, earth creatures (yellow lava) called the dame oouns who are curious and famous for their ability to betray through looking benign came to inspire the enemy to execute their move for conquering the earth a different way which suggests them coming ass friends but the with the clever of these.... new! ....combination! of enemies the world will never know but to hope the complexity of their plan does not change many…. coming from this Zepiptie (lightning light creature) it would do them not to hurt each other in diversity.

By the way this is how the dame oouns grow, as a child they are look a yellow jelly bean as a teenager the only gain a small white circle where they’ve had their eye but as an adult they gain many eyes are much larger, have four limbs the fore limbs two strong arms with hands as wide as their four arms widening on their ends yet their hind legs are much smaller than the.. the arms the body tops this off with pre frog tad pole tale. The elders stand as a frog with their frog feat. Have fun.

Then low and behold three days later an dame ooun did break past the wall and its shield and give the creatures inside the technique they used enabling many many break outs the security force just couldn’t catch, This is where the game begins. The Zepiptie was let out of jail after falsely accusing the dame ooun and when he was he apologized publicly because he might have inspired, This is where the game begins. The creatures created military force specifically for the enemy who was now both a coercive covert force and acting as a destructive evasive widespread military force and this is where the game begins Jouse players. Pet, Elements, Effect interaction and organization

P - Pet Element

E - Element Effect Attribute

PE – Pet Element Effect (Pet Element Effects Extended Is in the Suggestions chapter

R – Rare Pet Element Effect Attributes

C – Colors

EC – Effect Card Color

C/EC – Stripes are white and toward upper right

O – Element Move Stat Optimizations

D – Element Move Stat Disabilities

(hide is break)

##P – Fire= |PE – Block |R –Torment| Evolve |E – Hit |C – Red |EC - Chalky Red (light red)|

O – Hit | Block | Dodge | Flip | D – Flip | Dodge | Block|

##P – Wind= |PE – Flip |R – Shift |E – Dodge |C – White |EC - Light Grey|

O – Dodge | Flip | Block | Hit | D – Hit | Block | Flip|

##P – Water= |PE – Dodge |R – Hide |E – Flip |C – Light Blue |EC - Striped Light Blue|

O – Flip | Dodge | Hit | Block | D – Block | Hit | Dodge|

##P – Earth= |PE – Hit |R – See |E – Block |C – Light Brown |EC - Striped Light Brown|

O – Block | Hit | Flip | Dodge | D – Dodge | Flip | Hit|

##P – Dark= |PE – Hide |R – Flip |E – Hide |C – Jet Black |EC - Striped Jet Black|

O – Flip | Dodge | Block | Hit | D – Hit | Block | Dodge|

##P – Lightning= |PE – Shift |R – Dodge |E – Shift |C – Bright Blue |EC - Dark Blue|

O – Dodge | Hit | Block | Flip | D – Hit | Block | Dodge|

##P – Light= |PE – See |R – Block |E – See |C – Bright Yellow |EC - Dark Yellow|

O – Block | Hit | Flip | Dodge | D – Dodge | Flip | Hit|

##P – Clay= |PE – Evolve |C – Dark Brown |EC - Striped Dark Brown|

O – Hit | Dodge | Flip | Block | D – Block | Flip | Dodge| ##P –|E – Reform |C – Bright Green |EC- Green|

O – Hit | Dodge | Flip | Block | D – Block | Flip | Dodge|

##P – Death= |E – Nitrify |C – Grey |EC - Dark Green|

O – Block | Flip | Dodge | Hit | D – Hit | Dodge | Flip|

Pet Extended Effects and Rare Pet Effects

Key: 1=Aids |2=Saves |3=Bends

Aids: Light Help, Saves: Heavy Help, Bends: Skill born from one but quickly mastered by another elements effect helping the skill.

Fire PE-|See1| Hide 2|Block3| ………………..………………..………………..…………….………….. R- Evolve | Torment

Wind PE-|Hit2|Flip3| ………………..………………..………………..………………..…………….………. R- Shift

Water PE-| Evolve 2|Hit1|Dodge3| ………………..………………..………………..………….……… R- Hide

Earth PE-|Dodge1|Block2|Hit3| ………………..………………..………………..………………….….. R- See

Dark PE-|Hit2|See3| ………………..………………..………………..………………..………….….………. R- Flip

Lightning PE-|Flip1|Hide2| ………………..………………..………………..…………………….….... R- Dodge

Light PE-|Dodge1|Evolve1| ………………..………………..………………..………………....……….. R- Block

Clay PE-|Block2|Hide1| ………………..………………..………………..………………………...... …. R- Hit

Life PE-|Absorb1|Nurture1|Consume2| ………………..……………………..…………….…….…. R- Flip| Hit

Death PE-|Neutralize3 (Life: Absorb) |Nitrify3 (Life: Nurture) |Haze2| …………....….. R- Hide | See Pet Moves –Round Decimals Up

Hit – If The Stat Value Is Higher Target Pet Is Defeated and Discarded.

Dodge – If The Stat Value Is Higher Then The Pet The Pet Owner Targeted With Is Evaded; This Means Your Evading Pet Avoids Defeat And Doesn’t Give Damage Back.

Flip – If The Stat Value Is Higher Then The Value Of The Hit Or Flip (Flips Hit) Is Given Back Like Hit Without Defeat.

Block – If The Stat Value Is Higher Then The Difference Between The Hit Or Flip And Your Pets Block Is Given Back Like A Hit To Without Defeat. Pet Effects

Hit – Secures The Hits Success Unless Verses Another Secure Move. In This Case The Hit (Or Flip) Must Be Called Back By The Pet Owner. Moves May Be Over Boosted (Boosted Beyond The Stat Value Nine) If Your Over Boost Is More Times Over Than Your Opponents Then Your Move Will Succeed As A Secured Move And Only Another Secure Move (With More Or The Same Amount Of Over Boost) Can Stop Or Succeed Over It. Move is times one secure value at 9 points and times 2 secure value at 18 and this continues on.

Dodge – Secures Dodge

Flip – Secures Flip, Defeats Opponent

Block – Secures Block, Defeats Opponent

Break – Secures Break. Break: Break any process or setup in the game (stop it from working)

Shift – Secures Shift. Shift: Switch Effects or Pets Reactively To Possibly Any Action That May Be Done In the Game.

See – Secures See. See: Boost Possibly Any And All Stats Based On The Completion Of Possibly Any Action That May Be Done In The Game.

Evolve – Secures Evolve. Evolve: Boost Any And All Stats If Possibly Any Condition Your Opponents Cards Have.

Absorb – Secures Absorb. Absorb: Increase Stat Values By Donating A Pet To It. This Pet (The One Being Donated) Must Be Put Underneath This Card And Discarded As The Card Says It Should When Whatever Move It Notes Is Used Up).

Nurture – Secures Nurture. Nurture: Increase The Ability To Boost Another Pet (See. Pet Boosting) (This Might Be More Than One) This By Standard May Only Happen In The Zone The Nurturing Pet Is.

Consume – Gains Variable Values after Defeating the Opponents Pet and De-Cards the Pet (Removes the game from play completely and no effect does bring it back).

Nitrify – Secures Nitrify. Nitrify: Saves Pet From Defeat (These Cards May Only Do This A Certain Amount Of Times Stated On The Card).

Neutralize – Secures Neutralize. Neutralize: Give Immunity To A Pet From An Effect Only Ever After It Has Been Targeted Directly By Another Pet (The Pet Using This Effect May Only Neutralize Within Its Z.

Haze – Lower Enemy Move Stats.

Torment- Successful torment See in Effect card effects.

Effect Card Effect Hit – Boosts Pet Hit Stat Value

Dodge – Boosts Pet Dodge Stat Value

Flip – Boosts Pet Flip Stat Value and

Block – Boosts Pet Block Stat Value

Break – Boost Break

Shift – Boost Switch and/or Switch Effects or Pets Reactively To Possibly Any Action That May Be Done In the Game.

See – Boost See and/or Possibly Any And All Stats Based On The Completion Of Possibly Any Action That May Be Done In The Game By Your Opponent.

Evolve – Boost Evolve and/or Any And All Stats If Possibly Any Condition Your Opponents Cards Have.

Absorb – Increase Stat Values By Donating A Pet To It. This Pet (The One Being Donated) Must Be Put Underneath This Card And Discarded As The Card Says It Should When Whatever Move It Notes Is Used Up). If The Card That Is Moved To Its Space Is Taken By A Pet Later On In The Battle Then When The Absorbing Pet Is Defeated Then It takes that Space If Not Then It Goes Back To The Previous Space, You Have The Option To Re-Card This Pet The Time It Was Attacked With The Absorbing Pet.

Nurture – Increase The Ability To Boost Another Pet (See. Pet Boosting) (This Might Be More Than One Pet Depending on The Pet) The Neutralizing Pet May Only Do This For The Pets In Its Zone (The Increase Is States On The Card). The Nurturing Pet May State Pet Elements It Decreases The Amount Of Stat Boost It Gives Off).

Consume – Gain stats or life after defeating opponent and ban card from battle.

Nitrify – Saves Pet From Defeat (These Cards May Only Do This A Certain Amount Of Times) This Card Must Be Place Underneath The Card It Is Nitrifying If A Card Is Put In Its Place While Nitrifying And The Pet It Nitrifies Gets Defeated It Takes The Place It Is In If Not It Goes Back To The Previous Place.

Neutralize – Give Immunity To A Pet From An Effect Only Ever After It Has Been Targeted Directly By Another Pet. The Neutralizing Pet May Only Do This For The Pets In Its Zone. The Effect To Be.

Neutralized And/Or Other More Specific Parts Of Effects Are To Be Specified By The Neutralizing Cards Effect Statement).

Torment- Increase possibly anything about you and decrease possibly anything about your opponent for a set amount of turns over possibly any statistical or game play win or loss

Element Boosts to Pet Move Stats and how it works Based on the move priorities highest to lowest the standard boost provided by a pets element is changed, the change is in this pattern (highest to lowest) 9,6,3. Pet cards may have a different standard but when the general standard is less in an area it would be nice and bring a sense of security about the card if the stats did always increase another area.

Pets may be made with multiple elements

 Pet maturity changes in general

o The highest a moves value may be is changed by the pets maturity and prioritized with other moves by the pets element. Lowest to highest this is basically 3,6,9. There is another maturity level (The previous maturity levels were (lowest to highest: child, teenager, adult) called elder whenever an ever an elder is added to a pet species it changes at least one of the moves to be expected in the move pattern if it was irregular or not. Also elders do not decrease their move stat value when they boost other pets.

 The System That Should Be Used To Combine Movements And Pet Elements When Pets Are Designed With Multiple Elements

o Line up the moves in their priority and the move which comes next in line first takes the priority levels of the contending moves. This is the basic solution but it is challenged through the increasing complexity required to find the solution. Some problems are repetition of previously prioritized moves, I find When I moved on to the next set of contending moves in the priorities; the problem was solved with some of them repeatedly this way but then that stopped (I don’t know how long until the next time that will work in the pattern I choose to find them (probably never)). Another problem was that some priorities cause a block of sorts so my only choice was to ask myself which of the moves happened a hit, dodge, flip or block and this level usually gets me through that (then I think it asks you to consider what the elements habit or habits are). I think the general card set in the suggestions chapter finds these problems incrementally and so we may be able to find meticulously each problem specifically without damaging the integrity of the selection of the new move prioritizations of a multi-element pet and how to find the pattern through all these patterns of problems with maybe some software (think I might have chosen the wrong way to make the straight series but the additives in the series do save the weaknesses I think more aggressively). Priorities are always shown as such on a card (lowest to highest) left corner, right corner, bottom left corner. Pet to pet boosting rules

On the playing field there are three sets of spaces of three spaces these are called zones. Pet boosting between pets may only happen with pets in the same zone as the boosting pet. To do this (boosting) move the pet boosting up slightly in its space just beyond its name to note it is the pet boosting. Only one pet may boost at a time in the zone, the amount a pet can boost changes with maturity, whatever stat the boosting pet is boosting must be decreased to half its original value. Elders do not have to decrease their stat when they boost. Only one stat may be boosted in the zone by a pet. Gameplay: The turns and the rules of building through the turns, also what the calculation sheet looks like

 From the start discard nine cards at once twice within four turns.

 You may set three at a time.

 When no cards are on the field you may set effects that must (and then) count for the whole team but only two may be set.

 No effects may allow you to be attacked directly (or your opponent) also if the field is cleared you may set a new pet or take the rest of the possible hits from opponents (you take this back and set a pet in between this).

 If a pet card is defeated and discarded the effect card stays on the playing field and is now every other pet cards effect. Only two lone effects may be on the field if more are about to be then the effect card is re-carded to your current selected hand or the effect deck at the owners will.

 Effect cards only work for the pet card it is under.

 If a pet is defeated and discarded the effect card stays on the field and is now every other pet cards effect. Only two lone effects may be on the field if more are about to be then the effect card is re-carded to the owner’s current selected hand or the effect deck at the owners will.

 To take turns, declare start and end of turn. For instance: “My turn”, “I declare my turn”, “I’m starting my turn”, “Your turn”, “I end my turn”, “I’m ending my turn”.

 Rearrange optimally anywhere you have owned cards on the field except your discard pile.

 Then interact with your opponent with opponent optionally optimally.

 Next rearrange optimally optionally and declare the end of your turn.

 No effect can affect this turn procedure Effects and Pet Effects May Activate Late and Such. Suggestions

The beginning of decks an element and a supporting element (I suggest effects but pets can work too possibly with a colorful selection of effects. [This includes some multi element pet move priority solutions]. Suggestions

- Wind

Dodge|Flip|Block|Hit |Hit|Dodge|Block|Flip

Hit|Block|Dodge|Flip

- Fire

-Evasive yet Powerful

-Evade and trap mentally into losing to your attack some way (remember to protect this manipulation by using the boost effects to enforce the trap pattern and protect it) and. Also continue to defeat the strongest hitters but try your best to get your opponent in a position which if you reach the end of the game with them they have significantly less pets than you so you can make it impossible for them hit them and continually defeated them.

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- Earth

Block|Hit|Flip|Dodge |Hit|Block|Dodge|Flip

Dodge|Flip|Block|Hit

- Wind

-Secure and adaptive for versatility through evasion

-Choose earth pets that hit and boost hit well and have their hit pet effects, Send mid level hitters first and your lowest evasion boosts firsts (find evasion boosts which entangle friendly pets for evasion, Pet boost to evade). Return every defeat the exact amount of pets you lost, aim to return them properly. Replace the pets lost with the next lowest hitters. Try your best to defeat the other team’s highest hitters. This should create an effect which weeds out your teams weaker (honorably valiantly or something and the other teams strongest. I’m not shore but I probably need to be a little more specific about the flow you should place your new pets (I would say make sure you have a hitter if you are about to be lost for them or predict when you need to roll into having higher hitters in order to return the hits).

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- Death

Block|Flip|Dodge|Hit |Hit|Flip|Dodge|Block

Hit|Dodge|Flip|Block

- Life

-Protective and Resilient

-Protect hitting and you should be about okay throughout the game (because the base winning objective of the game is to defeat the pets and the vitality of your opponent (anything you choose to protect overall will probably be protected pretty well)).

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- Life

Hit|Block|Dodge|Fliip |Hit|Dodge|Flip|Block

Flip|Dodge|Block|Hit

- Water

-Buffer able and Retaliatory

-Add security to life pet effect by applying flip saves where you want to exchange life effects.

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- Wind

Dodge|Flip|Block|Hit |Hit|Dodge|Block|Flip

Hit|Block|Dodge|Flip

- Water

-Evasive and Retaliatory

-Dodge and flip against hits.

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- Earth

Block|Hit|Flip|Dodge |Flip|Block|Dodge|Hit

Block|Hit|Flip|Dodge

- Earth -Meticulous and Secure

- Play this like the first earth deck I mentioned but un-like the other deck one backs it up with defense instead. This makes your vitality more secure.

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- Fire

Hit|Block|Dodge|Flip |Block|Hit|Flip|Dodge

Block|Hit|Flip|Dodge

- Earth

-Spirited and Defensive

-Secure weak points with block effects.

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- Water

Flip|Dodge|Hit|Block |Flip|Dodge|Block|Hit

Dodge|Flip|Block|Hit

- Wind

-Hearty and Evasive

-Do your best flip boosting with pets then with evasion boosting and now you have a dangerous defensive team.

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- Earth

Block|Hit|Flip|Dodge |Hit|Dodge|Flip|Block

Hit|Dodge|Block|Flip

- Fire

-Hardcore and Hardcore

-Play like the earth wind deck but now you can knock off pets faster.

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- Lightning

Dodge|Hit|Block|Flip |Dodge|Hit|Block|Flip

Dodge|Flip|Block|Hit - Wind

-Disabling and disruptive

-Save everything disabling, don’t forget your wind boosting. Collect lightning which saves and has hit prioritized.

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- Life

Hit|Block|Dodge|Flip |Dodge|Hit|Flip|Block

Hit|Block|Dodge|Flip

- Life

-Intensive Thinking

-Through life effects raise hits while simultaneously protecting pets

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- Death

Flip|Dodge|Block|Hit |Block|Flip|Hit|Dodge

Flip|Dodge|Block|Hit

- Death

-Protective

-Collect good set with great offense

- Water

Flip|Dodge|Hit|Block |Hit|Flip|Block|Dodge

Flip|Dodge|Hit|Block

- Water

-A sensitive lunatic

-Flip and keep flipping

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- Life

Hit|Block|Dodge|Flip |Hit|Block|Dodge|Flip

BHit|Block|Dodge|Flip

- Fire -Nurturing and Powerful

-Raise health and attack

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- Fire

Hit|Block|Dodge|Flip |Hit|Dodge|Block|Hit

Flip|Dodge|Hit|Block

- Water

-Aggressive and Retaliatory

-Hit on offense flip on defense

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- Wind

Dodge|Flip|Block|Hit |Block|Flip|Dodge|Hit

Block|Hit|Flip|Dodge

- Earth

-Evasive and Secure

-Try to avoid the disadvantage of which dodging has on your life with blocking, raise flipping with pet boosting

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- Water

Flip|Dodge|Hit|Block |Hit|Dodge|Flip|Block

Hit|Block|Dodge|Flip

- Fire

-Defensive and Powerful

-focus your attacks

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- Earth

Block|Hit|Flip|Dodge |Hit|Dodge|Flip|Block

Hit|Dodge|Flip|Block

- Mud -Secure and Adaptive

-Play like the earth wind deck but now it is more adaptive and versatile along the way

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Game Playing Field (Not Game Board)

*Effect space is directly underneath pet space

Jouse! Planet

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