User:RavenKing123/Diep Conception Heroes

Hi y'all! Here's my second ripoff of a random game. (Although it's kind of a ripoff of a ripoff of a game. (Sorry, parody, Zathus)). Anyways this is a diep version of PvZ Heroes. Most credit goes to Zathus (for making the classes, and inspiring me to do this with DCoW Heroes) and PopCap (for creating the game this is based on).

Well, that's out of the way.

Let's get started!

NOTE: THIS IS A WIP.

Mechanics
Diep Conception Heroes is a complicated game with a simple goal: Play units and Tricks to defeat the opposing units and deal damage to kill the opposing hero.

Field
The field is made up of 5 lanes, going north-south. Each lane has 4 spots. On each side of the lanes is the hero. The bottom hero is you, while the top is the enemy.

Heroes
Heroes are the main character you play as. Whoever's Hero dies first loses. Each Hero has 20 health, and has a block meter. They have 3 superpowers, and have 2 different classes. Anything you do not understand will be covered later on. Here is the list of Heroes:
 * Arena Closer: Guardian, Sneaky
 * Mothership: Arcane, Guardian
 * Dominator: Mega, Sneaky
 * Removed: (That's the name of the Hero, I'm not saying it's a removed Hero or something) Arcane, Spiritual
 * Protector: Guardian, Spiritual
 * Guardian: Arcane, Mega (The Guardian is not a Guardian class, for some reason)
 * Summoner: Arcane, Sneaky
 * Defender: Guardian, Mega
 * Fallen Booster: Spiritual, Mega
 * Fallen Overlord: Spiritual, Sneaky

Block Meter
The Block Meter is a special meter with a value from 0-8. Each Hero possesses one.The Block Meter gains value from when the Hero that possesses is hurt. If the attack would bring the meter to 8, the attack does no damage, the meter is reset to 0, and the Hero gains a Superpower. Here are the amounts that the Block Meter rises by.
 * 1-2 damage attack: 1
 * 3-4 damage attack: 2
 * 5-6 damage attack: 3
 * 7+ damage attack: 4
 * Attack from a unit possessing Bullseye: 0

Superpowers
Whenever a Hero's Block Meter gets to 8, he gains a random superpower from his selection. Superpowers are Trick cards that cost 1 Level to play. Here are the list of Powers.

(None yet lol)

Classes
Classes, also known as types are assigned to each card. Each Hero also possesses two Classes. When playing Units, only cards as the same type as the Hero you are playing as can be played. Each class has different strengths.
 * Mega: Mega cards focus on buffing themselves, and can be used by Dominator, Guardian, Defender, and Fallen Booster.
 * Guardian: Guardian cards have a ton of defense and health, but low attack, and can be used by Arena Closer, Mothership, Protector, and Defender. All Polygon cards are Guardian cards.
 * Sneaky: Sneaky cards have a ton of attack, but lack in health. They can be used by Arena Closer, Dominator, Summoner, Fallen Overlord.
 * Arcane: Arcane cards utilize Tricks and other utility cards. They can be used by Mothership, Removed, Guardian, and Summoner. Most Tricks and drone-based cards are Arcane cards.
 * Spiritual: Spiritual cards are used to debuff the enemy. They can be used by Removed, Protector, Fallen Booster, and Fallen Overlord.

Levels
Levels are the currency used to play all cards. At the start of a new turn, the Level counter resets, and each side gains levels corresponding to the turn it is. On Turn 1, each side gains 1 Level, on Turn 2, 2, etc.

Cards
Cards are used to play Units and Tricks. Cards normally are black squares with a background corresponding to their typing. (Mega - Light Blue, Guardian - Purple, Sneaky - Black, Arcane - Dark Blue, and Spiritual - White) In the top right corner is a box with the cost in levels, with the background corresponding to Rarity. (Common - White, Uncommon - Yellow, Rare - Orange, Epic - Purple, Legendary - Silver) In the bottom right, there is a heart with the health of the Unit, and on the bottom left a green circle with the damage of the Unit. A picture of the Unit/Trick is in the center.

Units
Units are played on the Field using Cards. All units have set aspects that set them apart from others.
 * Cost: The cost it takes to play the Unit. (See Levels)
 * Attack: How much damage the Unit does in the Combat Phase.
 * Health: How much damage the Unit can take before dying.
 * Name: Obvious
 * Appearance: What the Unit looks like.
 * Tribe: The Tribe is basically a grouping to group together cards, so they can be referred to in card's abilities as a whole. A card has a maximum of two tribes, Trick not counting towards this. The Tribes are: Tanks, Bosses, Drones, Polygons, and Tricks.
 * Special: The abilities and traits of the Unit (See Terminology below)
 * Type: The class the Unit is in. (See Classes)
 * Rarity: The higher the rarity, the less likely it is to appear when gaining cards, and thus better.

Tricks
Tricks are cards that are not Units. Instead they are like spells, they target certain things in most players, and have an instant effect. Tricks only have, from above, Cost, Name, Appearance, Tribe, and Special.

Terminology
This terminology is used on cards.
 * Bonus Attack: When Bonus Attack is activated, the Unit does another normal attack.
 * Bullseye: Does not raise a Hero's block meter.

The Turn
The Turn is the main part of the game, split into 4 different phases.
 * Red Units: The Red Hero (top) plays Units (not Tricks) onto the field.
 * Blue Play: The Blue Hero plays Units and Tricks.
 * Red Tricks: The red Hero plays Tricks.
 * Combat: The Units attack each other. (See more in Combat)

Combat
Combat is the last phase of The Turn. During it, Units attack each other. This section will explain.

Units attack one lane at a time, going from left to right. For example, the leftmost lane goes first, then the second to the leftmost lane, etc. When a Unit attacks, if there are enemy Units in the lane, they deal their damage value to the closest Unit in the lane to them. If there are no Units, the Unit attacks the enemy Hero, depleting their health. The Red Hero's units attack first. If a Unit hits 0 health, it is still alive. It only is considered "dead" once the next turn starts.

Ok, now that that's out of the way, let's get to the cards!

Basic Tank

 * Cost: 1
 * Attack: 1
 * Health: 1
 * Special: None
 * Tribe: Tank
 * Rarity: Common
 * Appearance: A Basic Tank.

Flank Guard

 * Cost: 1
 * Attack: 1
 * Health: 2
 * Special: None
 * Tribe: Tank
 * Rarity: Uncommon
 * Appearance: A Flank Guard.

Quad Tank

 * Cost: 2
 * Attack: 1
 * Health: 4
 * Special: None
 * Tribe: Tank
 * Rarity: Rare
 * Appearance: A Quad Tank.

Octo Tank

 * Cost: 5
 * Attack: 1
 * Health: 8
 * Special: If an adjacent lane has two enemy Units in it, Octo Tank deals damage there.
 * Tribe: Tank
 * Rarity: Epic
 * Appearance: An Octo Tank.

Sniper

 * Cost: 2
 * Attack: 2
 * Health: 1
 * Special: Bullseye
 * Tribe: Tank
 * Rarity: Common
 * Appearance: A Sniper.

Twin

 * Cost: 1
 * Attack: 1
 * Health: 1
 * Special: If still alive after the Combat phase, do a Bonus Attack.
 * Tribe: Tank
 * Rarity: Uncommon
 * Appearance: A Twin.

Triple Shot

 * Cost: 4
 * Attack: 2
 * Health: 2
 * Special: Hits Units in the lane it's in as well as adjacent lanes.
 * Tribe: Tank
 * Rarity: Uncommon
 * Appearance: A Triple Shot.

Machine Gun

 * Cost: 5
 * Attack: 1
 * Health: 1
 * Special: If it is still alive after the Combat phase, do 2 bonus attacks. Hits Units in this lane as well as adjacent lanes.
 * Rarity: Uncommon
 * Appearance: A Triple Shot.