RaymanTCG

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neo
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Re: RaymanTCG

Post by neo »

Seems like you can't tell until he comes back, if he feels like it. :roll:
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Re: RaymanTCG

Post by Hunchman801 »

I wonder where he has gone -_-
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Re: RaymanTCG

Post by chappy »

I cant read it >>
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Re: RaymanTCG

Post by Hunchman801 »

The card game? It was not translated :|
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Re: RaymanTCG

Post by chappy »

Oh....crap :ouin:
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Re: RaymanTCG

Post by Reese Riverson »

Chappy, is that all you had to say? I suggest try posting more then that so you won't get in the habbit of doing something close to that and get into trouble for it.

Well, Hunchman did say this will be hard to translate, as well as a few other sites. So you are not going to find any of these sites translated soon. As it will take time seeing Hunchman is busy with other important things also. So patience is what you need my friend.
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Re: RaymanTCG

Post by Hunchman801 »

It would take a lot of time, you can you have a look at the characters' basic statistics, I meant ATT, DEF and PV.
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Re: RaymanTCG

Post by foultzboyz »

I'm starting to translate this, though considering the size, I haven't gotten far...Still on the Rules page.
Last edited by foultzboyz on Mon Jun 12, 2006 6:29 pm, edited 1 time in total.
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Re: RaymanTCG

Post by Hunchman801 »

The rules page is the first thing I will translate too.
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Re: RaymanTCG

Post by foultzboyz »

You'd have to check over it for errors or things I couldn't figure out if I post it up. I only have so much knowledge of French, though with my own mistakes, I've gotten the Rules page done...
Last edited by foultzboyz on Mon Jun 12, 2006 6:29 pm, edited 1 time in total.
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Re: RaymanTCG

Post by Hunchman801 »

Feel free to post it here and I will try to correct errors :)
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Re: RaymanTCG

Post by foultzboyz »

I didn't seperate it like on the site and I checked and didn't get to the final part, though most was completed.
Welcome to RaymanTCG!

26/06/05: Raymind

The sites of the Pirate community RaymanBD, RaymanTCG and RaymanENCYCLO merged in Raymind. I will keep you current of the advances of the game of cards. PS: As that was not mentioned, I profit from it to announce you that the new address of the Pirate community is https://raymanpc.com!

27/08/04: Advanced dazzling

Know henceforth that the RaymanTCG Team welcomes a new member, Survivor! This of the perfect graphic and programming of web sites will be for us well useful to accomplish our project. Do not hesitate to visit the non Official Site of RaymanTCG and the Site of Rayman of Survivor!

09/03/04: New design

The Pirate community has a new design! Rush on http://www.rayman.fr.tc!

26/02/04: New address

You can attain the Pirate community through the address: http://Www.rayman.fr.tc!

08/02/04: Site-work

Do not worry, RaymanTCG is not abandoned! If the new ones do not burst out, this is all simply for I am extremely occupied by the big site-work of the Pirate community: to perfect RaymanRPG on the forum, manage the site portal in PHP and translate the sites of the Pirate-Community... NB: That does not prevent me to work somewhat on the RaymanM edition!

_____________________________________________________________

Rules of the game

1) Game principle

You begin the party with 0 tings. The winner is the first one to have harvested 5000 tings. If a player kills all the adverse creatures (so that the opponent does not have anymore creatures or in his deck, or in his hand, or in the field) and than no player attained 5000 tings, this player wins the party. In the case preceding, if the player not having anymore creatures harvested more tings than the other player, then it is left nulle.

2)The fight

Damages inflicted by a creature A at an adverse creature B (while attacking) are equal to: (Att. A) - (Def. B). These damages then are subtracted to the PV of the adverse creature. If, in an or several blows, the PV of a creature are brought back to 0 or in under, then this creature is killed. She goes to the cemetery. NB: If the attacked creature B has more defense points than the creature A after the attack, then the creature A takes equal damages to: (Def. B) - (Att. A) NB: the capacities of creatures provoking damages to other creatures do not hold defense counts.

3)Harvest Tings

You win tings while killing the adverse creatures. The number of earned tings while killing an adverse creature is equal to the number of life points lost by the adverse creature underneath 0 after the fatal blow. Example: The creature A has 200 att. / 200 def. / 200 PV The creature B has 600 att. / 600 def. / 600 PV While attacking A, B inflicts for him: 600-200 = 400 damages. To having 200 PV, she meet again with -200 PV. She is therefore killed, and the player checking B wins 200 tings. NB: Certain cards can do to win tings or some to do to lose. NB: The capacities or magic cards killing creatures do not do to win any tings. /!\ If the player A has a (of the) creature (creature(s)) in the creatures zone while the player B has not, then the player was able to order to his (one of the its) creature (creature(s)) to attack the adverse player as a creature enemy. The player A wins then a number of equal tings to the attack of the creature that attacked
the adverse player.

4)Play a creature

A creature costs (it is necessary to have the number of lands required, but it does not be necessary to straighten them) a number of lands to play. A land cannot serve to play that a card turn. It therefore put in the position "Occupied". The different types of lands premiums are: Forest of the Dreams (Earth), Chromatic Sky (Air), Blue Mountains (Water), Quoted Pictures (Good), Cellars of Skops (Fire) and Castle of the Delights (Bad). NB: Certain cards cost a number of colorless lands: that means that any land can be played. NB: Certain cards can change the cost of another card.

5)Be able and capacities

The strengths are represented by: => […] These are capacities that you cannot refuse. NB: Some be able have "X'S has the advantage against a creature of the same power that him". That means that if a creature A (having the advantage) has 1000 att. / 1000 def. / And a creature B (not having the advantage) has 1000 att. / 1000 def. / Then while attacking B, A inflicts him 100 damages and while attacking A, B inflicts itself 100 damages. The capacities are represented by: Capacity> […] : […] You can choose players or not (once maximum by turn, unless it is said only one cannot use this capacity that once). NB: You cannot always play a capacity, certain requirement of the tings or powerful creatures. Of more, certain creatures can prevent from other creatures to use their power or capacities. Let us note that the strengths of the lands non-premiums play themselves as strengths (except counter-indication). /!\ A continuation of capacities or of any manipulation, the attack and the defense of a creature A are not able descend underneath 0. Henceforth, all manipulation doing to lower the attack and/or the defense of a creature underneath 0 brings back the attack and or the defense to 0, but for an alone time. Next, one more cannot do manipulation that would do to lower the attack and or the defense of A
underneath 0.

6)Magic Cards

The magic cards can also cost of the lands, but they cannot fight. You can choose to play their effects or not. Certain magic cards play themselves in a turn and go to the cemetery (fleeting). The effect of the fleeting cards is fleeting, and not lasted. Of others can be left a long time as the wants the player checking them (permanent). If a permanent card is not anymore in the magic cards zone (she is then be in the cemetery, is withdrawn on the part, be in the hand of the adverse player) his effect stops. NB: The enemy player can destroy or take possession of permanent cards.

7)The deck

A deck must be composed from 60 cards. You there can put the cards that you want, but if you put only creatures without lands, you will not be able to fight the players! /!\ You can put until 4 identical cards in your deck. But there is exceptions. You cannot put a card that slaves over, Unique and Invocation that in an alone copy in your deck. /!\ You can put as many lands as you want (without surpassing the limit of the 60 cards), so as it is a matter of the 6 lands premium.

8)How to play

Now that you know the bases, you must learn to play! At first on the part, every player pulls 7 cards (and the placement in his hand). The player that begins is designated to battery or face. At the time of his turn the player: -digs into 1 card in his deck (the one of the over, the cards being hidden face) -the placement in his hand (with the 7 first cards; not to show them to the opponent) -can engage (then goes out of his hand to put them in the lands zone) as much of lands as it wants -can
play (to put it in the creatures zone) an alone creature if it has the necessary lands -can play Alone magic card if it has the necessary lands -can order to an engaged creature that it checks first to use a capacity if it wants and next to attack a creature enemy if there are some. NB: There can be several creatures by player in the field. But a player can order only to an alone creature to attack an alone other creature that once by turn.

9)Appropriate
Most of it...
Last edited by foultzboyz on Mon Jun 12, 2006 6:29 pm, edited 1 time in total.
Hunchman801
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Re: RaymanTCG

Post by Hunchman801 »

It is not so badly translated, most of it is understandable...
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Re: RaymanTCG

Post by foultzboyz »

Image
Still, errors, though I'm not a great French speaker...Just some more of the completed for review.
Cards of the Rayman 1 Edition

85 cards of which:
-45 communes
-15 rare ones
-10 very rare ones
-10 extremely rare ones
-5 ultimate rare ones

__________
Rayman (1)

Unique

Cost: 10 colorless ones

1000 att. / 1000 def. / 1000 PV

=> Rayman cannot be the target of capacities of slave over or of invocations.

=> Rayman cannot be the target of a magic card « Destroy the targeted creature » (except for Bad Rayman).

=> Rayman has the advantage against a slave over same power that him.

Capacity (U)> Friends: All the type creatures Friend of Rayman (1) win~att / + 200 def. so as Rayman remains in game.

1/85; UR
__________
Moskito

Slave over (1) - Aerial

Cost: 5 Forests of the Dreams

800 att. / 600 def. / 1200 PV

=> An aerial creature inflicts 100 damages of more to a non aerial creature while the attack.

=> A slave over has the advantage against an opponent (except Rayman) same power as him.

Capacity> Pricked: Moskito has + 200 att. / -200 def.

2/85; ER
__________
Mr. Sax

Slave over (1)

Cost: 5 Chromatic Skies

500 att. / 1000 def. / 1200 PV

=> A slave over has the advantage against an opponent (except Rayman) same power as him.

Capacity> Saxophone: Mr. Sax has + 200 att. / ~Def. and inflicts itself 100 damages.

3/85; ER
__________
Mr. Stone

Slave over (1)

Cost: 5 Blue Mountains

900 att. / 900 def. / 800 PV

=> A slave over has the advantage against an opponent (except Rayman) same power as him.

Capacity (U)> Rock Dogs: Inflict 500 damages to an adverse creature.

4/85; ER
___________
Space Mama

Slave over (1) - Aerial

Cost: 5 City of the Pictures

800 att. / 600 def. / 1200 PV

=> An aerial creature inflicts 100 damages of more to a non aerial creature while the attack.

=> A slave over has the advantage against an opponent (except Rayman) same power as him.

Capacity> Pressure Cookers: Inflict 200 damages to an adverse creature, Space Mama has + 200 att. / ~Def., and inflicts itself 300 damages.

5/85; ER
___________
Skops

Slave over (1)

Cost: 5 Cellars of Skops

1000 att. / 800 def. / 800 PV

=> A slave over has the advantage against an opponent (except Rayman) same power as him.

Capacity (U)> Climbed of Washes: Inflict 800 damages to an adverse creature, Skops inflicts itself 300 damages.

6/85; ER
____________
Mr. Dark

Slave over (1)

Cost: 8 Castles of the Delights

1000 att. / 1000 def. / 2400 PV

=> A slave over has the advantage against an opponent (except Rayman) same power as him.

Capacity> Bad Rayman: You henceforth can play Bad Rayman.

Capacity> Merger: Withdraw even to a total of 500 attack points and of defense to a creature slave over (1) (except Mr. Dark) and add them while the retort to the attack points and or of defense of Mr Dark. The slave over (1) targeted undergoes equal damages to the sum of the attack points and/or of defense that were withdrawn for him.

Capacity (U)> Lieutenants: All the creatures slave over (1) win + 100 att. / + 100 def.

7/85; UR
____________
Betilla

Friend of Rayman (1)

Cost: 4 City of the Pictures

300 att. / 200 def. / 500 PV

Capacity> To Be able Fées: Withdraw until 300 attack points and or until 200 defense points of Betilla: you henceforth can add them to the targeted creature. If the targeted creature is Rayman (1), she wins 100 attack points and of defense what's more of the points given by Betilla, and this uniquely at the time of the first transfer.

8/85; TR
____________
The Wizard

Wizard - Friend of Rayman (1)

Cost: 5 City of the Pictures

800 att. / 700 def. / 500 PV

Capacity> Sacrifice: Sacrifice the Wizard and revive a creature.

Capacity> Level bonus: Sacrifice 500 tings and revive a creature.

9/85; TR
_____________
Bzzit

Friend of Rayman (1) - Aerial

Cost: 4 Forests of the Dreams

600 att. / 300 def. / 500 PV

=> An aerial creature inflicts 100 damages of more to a non aerial creature while the attack.

Capacity (U)> Friend Friend: Inflict 300 damages to Rayman. Rayman has henceforth + 600 att. / + 300 def. so as Bzzit remains in game.

10/85; TR
______________
Ta-Ray-Zan one

Friend of Rayman (1)

Cost: 4 Forests of the Dreams

500 att. / 500 def. / 500 PV

Capacity> Magic Seed: Inflict 200 damages to Ta-Ray-Zan one. Warn all inflicted damages these turns to the targeted creature.

11/85; TR
_______________
Hippie

Friend of Rayman (1)

Cost: 4 Blue Mountains

500 att. / 500 def. / 500 PV

Capacity> Great-helicopter (1) : The Unique targeted creature becomes a Unique creature - Aerial.

Capacity> Great-helicopter (2) : Inflict 200 damages to the Hippie one. Warn all inflicted damages these turns to the targeted creature.

12/85; TR
_____________
Joe

Friend of Rayman (1)

Cost: 4 Cellars of Skops

500 att. / 500 def. / 500 PV

Capacity> Luciole: Joe inflicts itself 200 damages. You henceforth can play a creature in the lands changeable to play in lands « Cellars of Skops » (but the total cost remains even in number of lands).

13/85; TR
_____________
Bad Rayman

Unique

Cost: 5 Castles of the Delights

500 att. / 500 def. / 500 PV

=> Bad Rayman can be played only if you check a Mr. Dark.

Capacity> Bad Rayman: Destroy the targeted Rayman.

14/85; UR
_________________
Searching

Livingstone

Cost: 3 Forests of the Dreams

300 att. / 500 def. / 500 PV

15/85; C
_________________
Didn't want to stretch the page too far.
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Re: RaymanTCG

Post by Newray »

RaymanTCG is much better now, good job Hunchman! And good job on placing my DA link on PC!
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Re: RaymanTCG

Post by neo »

Hunchman801 wrote:I wonder where he has gone -_-
He has come. He posted. ;)
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Re: RaymanTCG

Post by Newray »

I'm sorry for my inactiveness. At non vacation weeks I'm not able to access the internet much times. Of course I haven't forgotten about PC, I'm still here and I will probably be active again when my summer vacation starts, soon. Last weeks I'm also busy with learning French. And I need to check RZ from time to time because I'm a moderator there.
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Re: RaymanTCG

Post by Hunchman801 »

Nice to see you, Newray! I am sure you will enjoy the TCG when it is translated!
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Re: RaymanTCG

Post by foultzboyz »

Image
I have gotten up to card 50 or something, by the way...
Image
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Re: RaymanTCG

Post by Newray »

Unfortunately, my French is still way not good enough to translate sites like that. Good thing we have foultzboyz!
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