Toribash
Original Post
[TFCG] Toribash fighting card game - Duel masters league




This is the organization of players that are enlisted in the dueling league of Toribash fighting card game.
We are group of Toribashians gathered around this fast-paced game and in the same time we are beta testers of the first game
mod: wushu. Everything about this game you can learn and get from this page.

To be a part of this organization you have to learn the rules of this card game, you have to build your dueling deck based on those rules and you need to make your custom player card.
When you 'register' on this page you will became a member of the test team and you will be able to play duels between each others.
You will also participate in the process of development of this game to some extent.
Everything on this page is freeware (card editions for printing, card templates for customization, books, etc).
You can download this content and use it as long as you are not gaining material profit with it.
Keep in mind that some stuff used on these cards of this fan-made game are belonging to Nabi Studios.




IRC #Toriworld


Standard forum rules apply, be polite and considering toward other members, don't spam this board and if you have questions ask.


in cooperation with
Last edited by 8OJ4N; Jul 26, 2012 at 05:34 PM.
Alrighty.
Here are some tips:


If the card has poor power (only one Toribash logos) you can have 3 duplicates of those in your deck.
If the card has moderate power (two Toribash logos) you can have 2 duplicates of those in your deck.
If the card has superb power (three Toribash logos) you can only have one duplicate of that card.

This rule while building deck, together with the upkeep rule is the very important rule!

Also, unless your luck is not 6 points, your deck always has to have 1 DQ bad luck card.
If you decide to use Blue Belt edition together with Noob Pack edition and your Luck is <= 3 points you also must have 1 Missclick Bad luck card in your deck.

You can combine Noob Pack and Bule Belt pack cards to form your deck (best option since you have lucky cards in the Blue Belt edition and they can help with those bad luck cards)

You have 15 points that you have to assign to STRENGTH, SPEED, SKILL and LUCK.
Maximum amount of points that you can assign to any of these characteristics is 6!

Good luck.
you can have only one same *** card
you can have 2 same ** cards
you can have 3 same * cards.

in the end you should have stack according to your stats.

if your attack or defence was sucessfull you can use combo/counter card. one.

silver cirles means it's empty and if you got it then your card activation is failed.
tell me about aikido
~referencing Dark Souls in suicidal threads since 13/01/15
this gonna be awesome
so...i gladly to join
/me start to build a deck
"0h no" -Trice
A.K.A Tricerafi || Thanks Papa Donut, bless you
Originally Posted by ImmortalCow View Post
Hi, I would verily like to join in ^^

I have a question about PFS cards, it says I can only have 3 in my deck, but how is that meaning exactly? Can I make 3x 1 circle cards and have 3 of each of them, or can I have only 3 total instances of the card?

You can have 3 cards of strength I, or 3 of each strength, or any other combination as long it follows the rule about number of cards of same strength and card upkeep.

I think there is no point in choosing low tier cards for PFS if you can't have more than one of them in the deck!

You can have them more then one. Also, look the answer about grey circles on cards.

And I'm not sure that I understand the "minimal range between assigned point damage", could you please explain with an example?

To tell you the truth I have yet to find good way of assigning damage points to these cards, and for now these cards will not be introduced. We will discuss on this org how to make a tables for them.

My idea was to have two arrays, but it's not working as I imagine it, so I took it out in the rule book.


I also found a mistake (inconsistency) in the rule book;
You can have up to 3 same cards of strength I and 2 of same cards of strength II and III in your deck!
Above you say you can only have 1 of each strength III card, not two like it says in the rule book.

Also you spelt "lawyers" wrong in the first paragraph

This is minor but you list the cards as "RED, BLUE, GOLD and VIOLET." but the picture shows "RED, BLUE, VIOLET and GOLD." I don't think anyone would be confused but it's a bit strange to change the order. The sentence before that lists the names of the card (attack, defend, etc) in that order, not the order in the picture.

Fixed. Rule Book is re-posted. Thx.

Also can I use more than one combo/counter in 1 turn? Eg if I attack and win then use 1 combo, can I use a second combo?

As long you have them on your hand of those 3 cards you can. If you for example in your hand have one good defense card and 2 counter cards, and you play your defense and do a point damage, u can then play both of those 2 counter cards from your hand and devastate your opponent.


What do silver circles in the dice damage area mean?

If you have grey circle on the place 4, and you try to activate card with dice and get number 4, your card is discarded and it's not doing any kind of point damage. Like miss-fire. You just lose your turn. It is a risk of play with better cards if you go with activation.
Players will stick more with default damage, and those bold ones will maybe do more. ;}



When I play a defense card face up do I HAVE to use dice damage?

No. But then there is no meaning in playing it that way. If you show your default damage to your opponent he will either choose not to attack you since he doesn't have a card to penetrate your defense, or he will see what attack he can use to do that.

Playing it like that you lose your tactical moment and you allow your opponent to find a better way around your defense.
I would suggest to all to download again Rule Book PDF since some changes are made to it, based on Cow's (:P) observations.
Originally Posted by ImmortalCow View Post
Ah but actually even if you choose to roll the dice you have to roll straight away so your opponent will choose not to attack it :P

You activate your (laying face up) defense card with a dice (if you wish) the moment other player attacks you with his card. That's how it works. You don't activate your defense card the moment you put it in the face up position on the field.



More questions:
1. At the beginning of my turn I draw a card, can I choose which of my cards to discard or is it random? Do I choose before I draw or after?

2. If 8OJ4N has initiative and plays a defense card face up, and hampa has no attack cards so doesn't do anything, does the card stay on the table or is it removed at the end of turn? Is this the same for face down defense cards?

3. How are player card colours decided? 8OJ4N is unlucky coloured and hampa is turnover coloured!

4. Do I have to play a card if I have one that I can? For example imagine hampa has a deck with all defense cards (no attacks), can I just ignore them and let him keep playing one face down every turn and wait till he runs out, then attack him with my best attack cards?


ALSO: In the first post the rulebook link is now going to your reply, not to a .pdf. Is this intended?


1. You chose what to discard after you took the card from the top of your deck. You can even discard the card you just took from the top of your deck if you don't like that card, as long it's not a bad luck card.

2. Card stays on the field until I put another card in its place (swap it with another card). This also works for defense cards that are put face down. Basically, your card gets removed from the field when it has been used in combat, or in case of defense cards when you want to swap it with better defense card.

3. It can be any color, it can be even multicolored, or with some texture, or it can be totally customized (different from template provided) as long it has those writings: nickname, race, description, characteristics, number and type of deck cards and your title (belt) or whatever you want to use as your title.

5. You can do that, but I'm not sure it would work. You see, Hampa's deck in the example is very balance deck. Sooner or later he would draw some attack card and use it on you so you would got into situation to defend. You can wait for better cards and thus skip your play turn. Playing passive is not a winning tactic, trust me. Me and Snake played many games and only by playing you get all knowledge how to do, when to do and what to do during duels. I hope we will play soon when all of this you will see from first hand.

After few duels, any member will see that this game is easy kind of game.
-----
Additions:

- nope, game mechanics speak different, (play a game and u will see what I mean)
- true, but this is not an online ver of a game where you have to spend TC to pay for cards and to gain belt to use them (as it is planned), so you have better options in choosing cards
- initiative is good thing, you can plan and do things before your opponent can, you can set ambush, you are making him to respond thus you are 'controlling' his moves to some extend. That is the initiative. Also, staying passive while someone is getting points to wait for better cards is a big risk. Your next card can as well be bad luck card.
- sorry, no changes there
- nope
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You and (maybe) William will have your chance to test your 'theories'. Just build a deck, prepare the player card and we can play this on IRC even.
Last edited by 8OJ4N; Jul 6, 2012 at 09:43 AM. Reason: <24 hour edit/bump
the initiative changes when:

- someone scores points
- someone plays bad luck card

Only with the duplicates. You can have 3 power cards as many u like, but the problem with them is that they have grey zones of activation, and later there would be just ones you can only use when activate, so that is making you to keep 'safer' cards of lower damage in your deck.

Well if you don't have PS (Photoshop or Gimp) I can make you a card, or ask someone else. Card market is open! XD

If you have luck of 6, you don't have DQ or any other BL card in your deck, but now your lucky cards are your 'dead ballast', so even when you are lucky you have some problems lol
Imagine drawing for a better defense while your opponent pawns you and you just getting lucky cards that can't do shit (like: tripod). :}
Last edited by 8OJ4N; Jul 6, 2012 at 01:22 PM.