I have done it…I actually went and made the rules to this game plus a few card ideas. If you wish to spare yourself, DO NOT READ FURTHER! I have tried to simplify it as much as possible and make it a possible game. Or if you want to just skip the boring rules and go straight to the chaos, then just skip to where it says runes.
This is the board that the game is being played on.
But imagine that within each of those white lines are black runes making a path. Almost like stepping stones. There is also a rune everywhere the white lines intersect. Each of those three circles with symbols in them are one of 5 sections on the board. They can be cut into diamond/triangle shapes.
There are 2 players (although more players can be added. 5 at most) and each have 2 decks (all cards belonging to one player must be put into different colored sleeves compared to your opponent). One deck is the graveyard where all ghost cards start out, and the other is their normal deck. Each player starts out with their portal on the field in one of the top 5 sections of the board. The goal of the game is to either capture all your opponents ghosts or destroy their portal. Each portal starts out with 10,000 health/durability. (Portals are a whole card that you take out at the start of the game. Only one in each deck)
Start by drawing 5 cards. You may only play 1 of each type of being per turn, and 1 location. but as many effects or other types of cards as you wish. Every being played must start at the ghost portal. You may move up to 3 cards under your control per turn (not counting moves done by other cards abilities or natural portals).
Only beings and the portal can move unless stated otherwise. You may move your cards in any combination you wish whether that means moving three seperate cards or moving 1 card three times. All movements of the cards must be done in a straight line per move. However you may stop on any rune you wish along that line. Movements can be done at any point during your turn.
You may also move 2 thermoses per turn.
When your turn begins, draw a card from your normal deck. Unless the majority of your beings are on the grave rune. Then draw from the graveyard.
Beings may attack other beings or the portal. To do so, the card must be in their line of ‘sight’. This means that the card must be on the same line as the attacking card. However, if an object is in the way, such as a dud, a natural portal, or certain locations, then the attack will only go through if it is ranged. Attacks may also land if both cards are on corresponding runes and the attack is ranged. (A ranged attack can happen if it is a ghost ray or you have a gadget/artifact that gives you that ability.) (strategies to counter rune attacks are to place duds on certain runes as most dud block a card from moving past them) When a being attacks, they have an attacking value and a heath value. Once the health value reaches 0, that being is defeated. Damage counters will be placed on the being card to track how much damage they take (or write it down on paper).
Humans naturally have only one form of attack but for ghosts and halfas, you must roll a dice to determine which attack/ability will be used that turn (the number of attacks they can use range between 2 and 6, if the number rolled does not match a numbered ability, nothing happens). This must be done before anything and you must declare each ability out loud and place a token on them to determine which ability they have.
Beings cannot attack anything behind another being unless they have a ranged attack.
When you use up an item or effect card or a card is destroyed, it is sent to the graveyard, then shuffle your graveyard. When a human is defeated. Send them to the graveyard. Then shuffle your graveyard. When a ghost is defeated, take their card out of play. Write their name on a piece of paper with the name of the person they belong to and put it in a thermos, then place the thermos where the card originally was on the board. When all cards in the normal deck have been used up, your graveyard becomes your new deck. Go through it and take out all remaining ghost cards and put them into a new graveyard. Shuffle both decks. Any cards used up from then on go into the new graveyard.
When an opponent lands on the same space as a thermos. They can choose to release the being inside. That card now comes back onto the field in place of the thermos with half their original health.
When placing a location or dud. You may choose anywhere on the board to place them. There must be at least 10 duds in every normal deck.
At the start of each player’s turn, the player must spin for 5 natural portals to be opened up using 3 spinners. The first determines which of the five sections the portal will be placed in. The second determines which of the 18 lines in each section the portal will be placed on. The third determines which rune the portal is placed on. There are 5 portals per player so if there are 2 players, then there will be 10 natural portals. If there are 3 players, there will be 15 natural portals.
If a portal lands on a card, that card will move locations to a random place on the board. This is determined using the 3 spinners. Finally, you roll a dice afterwards. If even, you remain where you are. If odd, then next turn you must repeat the process and change to a new location on the board, even if you move that card this turn. The process will continuously repeat until eventually, you roll even. A portal landing on your space will make this happen automatically however someone can choose to use a natural portal by moving into it. It is impossible to move past a natural portal without getting caught in it. You must either go around or wait for the portal to move next turn. Only ranged attacks may work if a portal is in the way.
Human: includes name of card. health, species symbol, picture, card type, Will, Damage dealt, card ability, compatible symbols. Number of gadgets equipped.
Ghost: includes name of card. health, species symbol, picture, card type, Will, Damage dealt, card ability, list of powers (often includes base abilities such as intangibility, flight, ghost ray, and possession), compatible symbols. Start out in the graveyard.
Halfa: a card split in half with a human version and ghost version. Includes everything from both card types but switches between human form and ghost form each turn. In human form they are unable to access ghost abilities but also unable to be targeted by ghost specific attacks. When in ghost form, unable to use any equipped gadgets. A halfa can start in either your graveyard or your normal deck. It is the player’s choice. But they count as ghosts that must be captured in order to win the game. However they can only be captured in ghost form. If they are beaten as a human, they are shuffled back into the graveyard.
Gadget: an invention. Can either be equipped to a human/halfa or if it is a stationary gadget, can be placed anywhere on the board. A gadget can be equipped immediately from the hand but while on the board, they can also unequip it. Only one new gadget can be equipped per turn. However, as many gadgets as you wish can be unequipped at once.) If unequipped, the gadget then is placed in a rune adjacent or next to the original card it was equipped to. A being must walk over that card to equip it but you must wait one turn before the same card that originally had it can re-equip it again. (When possessed, beings can be forced to unequip all gadgets.)
Artifact: an item that may boost or debuff the abilities of a being. Can be equipped to anything. Start out in the graveyard. An artifact can be equipped immediately from the hand but while on the board, they can also unequip it. (Only one artifact can be equipped to a being at a time). If unequipped, the artifact then is placed in a rune adjacent or next to the original card it was equipped to. If a being walks over that card, they equip it but you must wait one turn before the same card can equip it again. You also must wait 5 turns upon equipping before this card can be unequipped unless stated otherwise on the card. (When possessed, beings can be forced to unequip an artifact.)
Object: random objects with various abilities or debuffs. Can be equipped to anything. Most objects cannot be unequipped. However if the object can be unequipped it does not drop and can only be transferred to another card you control on the board. (You can leave an object equipped to a possessed being and then that object now belongs to the other player’s cards once that being is unpossessed.) Not all objects are good and some can be given to the opposing player’s team as a debuff.
Power: an extra power guaranteed to work and can be equipped for that turn in addition to whatever power the being rolls. Only one new power card may be equipped to a being per turn.
Special ability: a permanent power added to a being (ghost/halfa). These double as power cards so only one new card may be equipped to each being per turn. However, because unlike normal powers, these are permanent additions, you may add a new power or special ability to the same being next turn.
character effect: something that effects a specific character.
Area effect: something that effects one of the 5 sections or the entire field.
Permanent effect: a card that remains in play after it is used.
Curse: a debuff added to a being or area.
A card that can be placed anywhere on the board you choose but cannot be moved or destroyed afterwards. When a card passes through or remains in a location, follow the description on that card for its effect.
A card that can range anywhere from a random object, a plant, an animal, or something else. They take up space. Beings cannot move past, or land on a dud (but a thermos and portal can). They block paths. Some have abilities. Some don’t. These cards can be destroyed and explain the way to do so in each card’s description.
What being cards contain:
Health: How much damage a being (or portal) can take until they are defeated/destroyed.
Will: The resistance to mental attacks and possession. A dice is rolled to see how the attack/possession is to work and it must roll higher than the will. This can be lowered or raised depending on certain cards.
Damage dealt: How much damage a being does with their attack. Every being has a basic damage but this can be increased with items or lowered by items and curses.
Card symbol: each being card has 1 of three symbols. Human, ghost, and halfa. Some cards can only affect one of these types.
Compatible symbols: These tell whether an effect/item, or other card can be used with this card.
Powers (natural powers): Ghost and halfas have a list of powers that range between 2 and 6 with those abilities numbered. The first three are usually basic ghost powers while more powerful ghosts have varied abilities to fill the extra spaces. Every turn, you may roll a dice. If the number rolled is listed next to one of the powers, the ghost/halfa uses that this turn (must be done at the beginning of the turn for all ghosts/halfas) if the number rolled is not listed, then the ghost gains no extra damage to their natural damage dealt and no extra power that turn. (The Danny Phantom card has so many abilities, you must roll 2 dice or the same dice twice.)
Number of gadgets equipped: Gadgets can only be equipped to humans and halfas. They contain a number that determines how many gadgets each human card can equip at a time. Artifacts are unaffected by this number.
Base ghost abilities (the abilities you can roll for ghost cards):
1. Intangibility: turns a ghost intangible/tangible. No one can attack the ghost unless they are intangible or have a special gadget/artifact.
2. Flight: if someone attacks, roll a dice. If even, you dodge any damage dealt to you.
3. Ghost ray: add 20 extra damage and range to your attacks.
4. Possession: if on the same space or adjacent to another being: flip a coin. If heads, you now control that card. Every turn after, the opponent can choose to flip a coin/roll a die. If heads/even, the person is free. Note: you may not use the ghost card or any of its abilities while possessing someone. You can technically chose to make the possesses being (if they are a ghost or halfa) go in a thermos if you wish, however, you will lose the card possessing it as well. Some cards have Will. This determines if a card can be possessed or not. You must roll a dice. If the numbered rolled is higher than the Will, you possess them. If the number is equal or lower to the Will, the possession failed. If a possession succeeds, then every turn after, the possessed being may roll a dice. If even, they are no longer possesses. If odd, then the possession remains.
Rare ghost abilities (things you can roll for more powerful ghosts):
Freeze: ranged attack. Adds extra 10 damage and your opponent’s card can not attack, dodge, roll a dice, or move for the next turn. Basically cannot do anything.
Copy: make a copy of your current card and it’s abilities. Lasts for 1 or maybe 2 turns.
Wail: ranged attack. Deals an extra 50 damage to all opponents in line of sight. Ranged attack. OR, destroy all opponents in exchange for half of the wilder's life/ 50 damage done to them/ reduced personal damage to 10.
Shield: creates a shield that blocks all damage done to the ghost this turn.
Time (rewind): allows you to undo a move your opponent just did and replace it with a move of your own.
Sleep: flip a coin. If heads, your opponent is now asleep.
The runes line the inside of the white lines of the board as well as where the lines intersect. Every rune has a different effect and meaning when you land on them. Following the rules of chess, once you land on a rune and take your hand off the card, that counts as one move and you must follow the instructions of the rune.
Grave rune: when a majority of your being cards are on this rune, you draw from the graveyard instead of your normal deck.
Tri rune: if some of your cards have combinations that can only happen if they are together, then if all of them are on a tri rune, they can activate those combos according to the conditions on the card.
Alpha rune: you can skip your opponent's next turn.
Delta rune: shout delta when you land on this rune. Or you lose the game.
Omega rune: your turn stops and gets skipped. It is now the opponent's turn.
Defense rune: unless the being is directly next to the card it’s attacking, then it cannot attack that card for one turn. Not even with a ranged attack.
Skull rune: skeletons can only spawn from this rune if summoned.
Trap rune: if a being lands on this rune then if the opponent yells trap, the rune activates and you roll for a debuff. They also cannot move from this rune for the rest of the turn. The Skulker card is immune to this rune.
Buff rune: if a player lands on this rune and calls out buff, then for one turn, they roll for an extra buff. (Even if they move again, the buff remains.)
Chaos rune: take all the being cards from each player and follow the steps of a natural portal to relocate them all randomly on the board.
Chicken rune: if you land on this rune you must stand up and do the chicken dance or choose one of your being cards to be destroyed. If no being cards are on the field then you must do the chicken dance or lose the game. (The card will automatically start playing the necessary music).
Half rune: cut your deck in half and put the bottom half on top.
Garbage rune: shuffle a card from your hand into the graveyard.
Peace rune: nothing happens.
Lancer rune: you must name a book title at the start of every turn. Also, you are now cursed to only curse in book titles. If you say any other curse during this game, all your being cards become immobile for one turn. To lift the curse you must land on a curse breaking rune.
Curse breaking rune: there is only one of these in the whole board. Any curse afflicting your being gets broken
Ghost shield rune: no ghost can attack a human while they are on this rune. The human must move from this rune during their next turn.
Truth rune: upon landing on this rune, you must reveal all the cards in your hand to your opponent.
Pet rune: if there is an animal or pet in the area, you must pet them. If there is a pet or animal card on your side of the field, they are moved to your location. If there is neither a pet in the area or a card that can be moved, your card must lose all their will power for this turn.
Space rune: if you land here you are asked a space related question about the Milky Way galaxy (your opponent must look up a space question). If you answer correctly, draw an extra card.
Speed rune: you gain 2 an extra movements for the card that lands on this rune.
Black hole rune: all cards within ‘sight’ of this rune or in a line next to it will all move to this location. There is only one of these runes in each of the 5 sections.
Light rune: shine a light (a bright ecto ray or a flashlight) on the card this rune lands on. So long as the light is on that card, they cannot be affected by mental attacks. Lasts for as long as the light is shining on the card. Note: if your arm gets tired and you stop shining the light, then the opponent uses a mental attack, and THEN you reshine the light, the mental attack still hits. The light only protects the card if it is already shining when the attack hits.
Darkness rune: you can take a card from your opponents hand and place it in the graveyard. You cannot look at the cards though. This card deactivates the light rune.
Reverse rune: you may undo one action your opponent did last turn.
Lyric rune: you must sing the entirely of the ember song or all your ghosts lose the ability to attack this turn.
Boxed rune: this rune can only appear at a corner. your being is now trapped and cannot move. The only way to free them is for some of your other beings to go to the other corners and make a complete shape. Whether triangle or 4 sides does not matter as long as it makes a shape. Your being is now free.
Wisdom rune: your willpower gains +2 this turn.
Battle rune: you can attack 2 beings within your sight.
Visibility rune: if a ghost or halfa is intangible, they automatically become tangible if they are
Invisibility rune: your being is now invisible and cannot be attacked or targeted by cards this turn. Must move from this rune your next turn.
Summoning rune: you may try to move a ghost or halfa from somewhere on the board to your location. roll a dice. If the roll is higher than their will power, the summoning works. If not, nothing happens.
Ice rune: your character is frozen this turn. If they do not move next turn, they get frozen again.
Fire rune: take 5 damage if you land on this rune.
Sleep rune: roll a dice. If the number rolled is higher than your will, your character is now asleep. They will wake up next turn. Remaining on this rune does not put you to sleep every turn.
Lightning rune: take 2 damage and and no gadgets will work as long as you remain on this rune
Earth rune: all attacks do 10 less damage but an artifact will not work as long as you remain on this rune.
Victory rune. Only one of these runes exist on the board. So long as your being remains on this rune, they cannot lose. Their will power and damage dealt become infinite (so they can one hit kill anyone they attack) and if they were meant to die, instead they come back with 10 health. However, they must move from this rune next turn and a player must wait 5 turns before being able to land on it again.
Oprah rune: you must play opera music for 3 turns.
Funny rune: you get one chance to make your opponent laugh. If you succeed, their portal’s health is cut in half.
Overflowing filtration: I equipped to the opponent’s portal. Has 50 health. if not removed/destroyed within 5 turns, it will either destroy the portal or cut it’s health in half (still deciding which).
Ghost shield: prevents ghosts of the opposing team from attacking the card it’s attached to unless destroyed.
Infinity map: and artifact. when equipped a being can move to any spot on the board but if attacked. Flip a coin. If heads, the attacker can steal and equip the map.
Guys in White: super weak beings. Only 10 heath. However, if you have 2 or more on the field, then if all but 1 GIW isn’t taken out then you may add another GIW at the start of your next turn. They cannot open thermoses or equip more than one gadget though.
Misfire: character effect (a card that has Jazz on it.) It makes it so if you are about to capture a creature in a thermos, the opponent captures one of yours instead. And if the creature was about to be defeated, it remains in the field with 10 life and can be moved to a new location.)
No bullies: a special ability for Pointdexter. It allows him to choose to possess someone if he passes them without having to roll for it.
Pointedexter: a being. 70 health. ability allows him to automatically possesses someone regardless of willpower. Special ability allows him to possesses anyone who passes him. As in anyone that goes on the same space as him or a space adjacent.
Wulf: a being. 250 health. special ability allows him to move to a location of his choice anywhere on the board at the beginning of his turn. (Or he just moves to a location of one of his Allies.)
Fetch: if Cujo is on the board, he can jump to the location of one of your opponent’s beings or steal one of the opponent’s gadgets which you may equip to one of your beings.
Flour Child: object. equip it to one of your opponent’s beings. The being with this card cannot attack. However, next turn they have the option to move the card to another being under their control.
Blood blossom: a ‘dud’ or flower card that can be placed anywhere on the field. Cannot be moved once placed. Any ghost or halfa that passes over this spot, even just to pass through it in a straight line, must take 20 damage.
Which trials: location. Any human female that passes through will get stuck in that location and cannot move from that spot.
Ghost writer’s library: location. Passing through this spot allows you to draw one card. If ghost writer passes through you can draw two cards. As long as ghost writer remains in this location, his attack power Gaines 10.
Keyboard of creation: an item that can only be equipped to ghost writer. As long as this item is equipped to him, ghost writer cannot die.
Pop quiz: if willpower is below a certain point, then all those cards become immobile for 3 turns. However, nothing can deal damage to them either. (Possession can still happen though 😏)
Dragon necklace: artifact. Any being equipped with this gains the abilities of the ghost dragon card. And a boost to attack by 20.
Spectra: a being. Her ability allows her to lower the will power of any being within her sight.
Far frozen: location. Any being that passes through gains 10 life back from their damage. Remaining in this location recovers 10 life every turn.
Frostbite: a being and his ability allows him to heal 10 damage to one being on his side per turn.
Pariah’s key: an artifact. Required to gain the crown of fire. Allows beings on your side to enter Pariah’s keep
Ring of rage: an artifact. Any ghost equipped gains increased will power and can no longer be influenced by mental attacks.
Pariah’s coffin: an item required to gain the ring of rage. Can only be put in play and activated within Pariah’s keep. A being must be in the same space as the coffin to activate it.
Crown of fire: artifact: any ghost gains plus 30 damage they deal. Can only be put in play if a being under your control is on the same space as Pariah’s coffin.
Pariah Dark: if both the ring of rage and crown of fire are on the field, you may search your deck for Pariah Dark (cannot summon him even if he’s in your hand unless both artifacts are on the field). His ability allows him to summon one skeleton warrior for every being on your opponents side of the field (they are weak though. Only 20 health). The skeletons can only come into play on a skull rune.
Pariah’s keep: blocks a path unless one of your beings is equipped with the key.
Goodbye kiss: permanent effect (remains in play) if spectra, Ember, and Kitty are all under your control, then if Ember and Spectra lose their ability to attack this turn, Kitty may automatically take out every guy in her section of the board field. (They are split into 5 sections. Each diamond/triangle shaped.) if this attack is used again, all guys will be taken out of the field and all ones formerly out will be brought back into play. (Or this happens if Ember, Spectra, and Kitty are all on the same space/next to each other or all on the tri rune)
OK that’s all the ideas I have for now. If anyone has any ideas for runes or cards, please feel free to tell them!