Book of Wario is a TCG that at one point was based solely off of the Super Mario universe, but has quickly expanded into a mass of writhing copyright violations. Book of Wario is a TCG that allows some of your favorite random background characters to find a new purpose as an overpowered, poorly balanced freak of nature. Book of Wario is also a chance for your least favorite secondary antagonists to be a little scary for no real reason. Book of Wario is NOT just a TCG with RPG elements. Sure, that's what it is, but there's more to it than that I swear
As of the publishing of this page, there are over 100 cards you (or your 3 year old cousin who just found them on the ground) can put into an "epic" "battle" of "strategy" and luck, and like 90% of them are all characters from games you know, so there shouldn't be any problem at all to memorize all of them.
|
Addt'l Navigation
|
Book of Wario is more or less your average TCG, but there are a few key differences that came with the introduction of aforementioned RPG elements, as well as some systems of my own perfect genius design. For starters, the game is laid out as a loop of "turns," "moves," and "actions," which in the context of this game only are all different things. An action is anything a fighter is able to do, such as an attack or using an item. A move is however many actions a single fighter is able to use at once before passing control over to the other player, usually one except under circumstances you would be aware of. Finally, a turn is a complete cycle of all of your fighters' moves. Each fighter may only move once a turn, and cannot move again until all of its allies have moved as well. Most events occur at the end of a turn, such as Burn damage or the change in the cycle, though some may occur at the end of a move, such as damage from Poison.
it may be best to go over the way all cards are structured. Each fighter card has five values that set it apart from another: HP, LV, AP, IP, and BP. HP is simply the amount of health each card has, usually ranging somewhere between 1 and a hundred million billion and decreasing every time it is attacked by a specific value stated in the opponent's attack's details. If a fighter's HP drops to 0, it dies, and if all your fighters die, you lose. We'll get back to LV in a second, but AP, IP, and BP all generally serve similar functions. AP is the amount of points each fighter has to afford an Assist card. Assist cards, unlike fighter cards which can be used theoretically forever and have multiple moves, have a single use and a single possible move, typically one that is vastly more powerful than any others. Once the Assist card is used, it must be discarded. |
Sometimes I just decide I want certain fighters to be a little different and completely confusing just to be mean. For example, there are multiple-subject fighters like Tanooki & Cat Goombas and Pokey that take damage a little differently. Their moves often rely on two or more of the subjects of the card to still be alive in order to be used, etc. Cards with a x2, x3, x4, x5, etc. in their upper right corner denotes how many subjects are on each fighter card in case it wasn't visually obvious (like for Pokey, who you would not suspect otherwise). A correspondingly-colored exclamation mark next to the name of a move means that it can only be used if a certain number of subjects is still alive; in the example on the left, Tail Whip can only be used if both subjects are still alive. Similarly, a plus sign means that the action can be performed once for every remaining subject, so if both the Tanooki and Cat Goomba are alive, you can perform Headbonk on two targets (or the same target twice).
|