Collision Gate is a Competitive 3D Trading Card Game with the objective of reducing your opponent's Life Points to 0 or forcing them to Deck Out. The game is played primarily with Creatures, Tactics, Incantations, and Curses; which are all cards drawn once per turn from the main deck. Every other turn however while your Collision Gate is Face Up you may also take an Equipment or Battleground from your Supplies. The cards taken during this Resupply are used to respond to the current flow of the game and tip the tide back in your favor. Use strategy, cunning, or brute force to disrupt your opponent's plans and fill their Graveyard with defeated Creatures. Or ignore their Creatures entirely and send your legions to crush their Life Points directly. However, don't forget that your opponent wishes to do the same or you'll be overrun.
Do these things and you may just see your army win The Collision War...
And see yourself ascend to God of Collisions'.
Creatures in Collision Gate can be found in the Main Deck and serve as the backbone of your army. These cards have gray coloration to their text boxes
Curses are a Support Card found in the Main Deck that typically target cards on your opponent's side of the field to disrupt them;Their textbox is red
Incantations are a Support Card with blue coloration that typically only provides benefit to your Creatures or Support Cards.
Tactics are a green colored Support Card that is versatile, often affecting either side of the field; or both simultaneously.
Equipment are white colored Support Cards located in the Supplies; being retrieved during the Resupply when your Collision Gate is Open.
Battlegrounds are a game shaping Support Card found in the Supplies and remain face up in your Restricted Zone until they leave the field
The Collision Gate Logo was designed to be multipurpose and while it serves its primary purpose well its design was planned with intuition. Each of the Four Jewels sen on the Token can be used to represent a different change in a cards state while playing a game with traditional cards.
White: If this Jewel is empty a Creature with Empowerment has not mets Condition. This Slot can also be modified as a secondary Counter Slot when needed.
Blue: This Jewel can be used to show increases or decreases in the Atk Stat of a Creature
Red: This Jewel can be used to show increases or decreases in the Hp Stat of a Creature.
Green: This Jewel represents a Counter and can be used whether the Counter is Friendly or Deadly.
The Main Deck: This Zone is reserved for the Main Deck and consists of 30 Cards made up of the player's choice. The Cards that can be found in the main deck include Incantations, Tactics, Curses, and Creatures. During the beginning of each of your turns (aside from Turn 1) draw a card from the Main Deck and add it to your hand. If during the Draw Phase you cannot add a card from your Main Deck to your hand AND your Collision Gate is Closed you lose the game. If your Collision Gate was Open during your Draw Phase while no cards are in your Main Deck IF you have 1 or more cards in your Supplies you do not lose the game.
Supplies: Supplies are made up of Equipment and Battleground. This Zone serves as a secondary deck consisting of 15 cards which you choose a card from during each Resupply. A Resupply occurs before the end of each Turn even during Turn 1. This is meant to allow players to decide what would best serve their current board state whether that be to further their advantage or begin countering their opponent's strategy and what time in their turn it is best to make that decision.
Creature Zone: The Creature Zone is where Creatures that have entered play appear face up (Tier 3 Creatures are placed face down here while awaiting play as well). Collision Gate exists as a 3D World allowing Engagements to take place at different Elevations. Whether a Creature is Submerged, Grounded or Elevated can easily be seen by the position of a Creature on its Creature Zone by sliding the card down slightly when Submerged or pushing it up when Elevated to expose the text underneath. Creatures centered within their Zone are then easily identified as Grounded.
Restricted Zone: The Restricted Zone is used to limit the power of stronger (Higher Tier) cards. A Tier 0 or Tier 1 card must be set face up and exposed to the opponent. Despite being face up these cards cannot resolve their effects. A Tier 2 Card must be set Face Down in this Zone before entering play or resolving its effect as well. Cards in the Restricted Zone are also protected/prevented from being targeted by effects that do not list the Restricted Zone specifically. Finally, Battlegrounds are played face-up in this Zone as well and must remain face-up in this Zone until they leave the field. After a card has remained in the Restricted Zone for a turn you may move it to the appropriate Zone. If the card is a Creature it must be placed face-up from the Restricted Zone however support can be placed face down.
Support Zone: The Support Zone is reserved for the games remaining four Support Subtypes (Incantations, Tactics, Curses and Equipment). Tactics, Incantations and Curses placed in this Zone face down can resolve their effects after the end phase of the turn they are placed while Equipment cannot enter play unless it is their controller's turn.
Graveyard: Cards that have been destroyed, tributed, discarded or otherwise removed from the field are sent to this Zone face up unless they are Banished or an effect would prevent them from doing so. This Zone is Public Information and can be called opponent by either you or your opponent at any time given a verbal request (unnecessary in digital release)
Banished: Cards that have been Banished are in this Zone. Banished Cards cannot be targeted or be used to resolve effects unless specifically targeted or referenced by the card effect. Banished cards are not in play or the Graveyard and thus cannot be targeted or used to resolve effects that refer to either of these Zones. Cards that have been Banished Face Down are considered Removed From The Game and are not Public or Player Information. Cards that have been Banished Face Down can only be targeted or resolve the effects of cards that specifically target "Banished Face Down" Cards.
Collision Gate: The Collision Gate is typically located in the top left hand side of you and your opponent's board. During Each of your turns if at the beginning of your turn your Collision Gate was Open (or Face Up) you must add an Equipment or Battleground from your Supplies to your Hand via a verbal declaration of your Resupply (Not required in digital release).
Draw Phase
During the Draw Phase the Turn Player draw one random card from the top of the deck and adds it their hand.
Strategy Phase
During this phase cards placed in your Restricted Zone the Previous Turn may enter the field to occupy a valid Zone; in the event a Zone is not available a card placed in the Restricted Zone is considered Restricted until your next Strategy Phase. Also any Equipment that was placed face down on your side of the field can now resolve its effect. Finally Creatures rendered Vulnerable also lose this Debuff during this phase.
Action Phase
During the Action Phase the Turn player can resolve, set or activate any card in their hand or in play on their side of the field. Once the Action Phase begins steps that would be taken during the Action Phase that were forgotten or skipped can no longer be taken. The Action Phase must begin by verbal declaration (not necessary in digital release)
Engagement
An Engagement is when Battle between you and your Opponent's Creatures takes place. To begin an Engagement one must give verbal declaration (not necessary in digital release). If a player enters Engagement they must declare an attack with at least one Creature before proceeding to the End Phase. A player with a Creature with Bloodthirst must enter their Engagement if a valid target is on the opponent's side of the field for the Bloodthirsted Creature and cannot end their Engagement until all Bloodthirsted Creatures on their side of the field have conducted Battle if able.
End Phase
In Collision Gate the End Phase is often used to resolve effects and therefore considered a separate moment in the game state. In order to make this more straightforward and easy to understand one must also declare the beginning of their End Phase. After all relevant effects have been triggered and/or resolved the End Phase concludes irreversibly with the flipping of your Collision Gate (Feel free to be as dramatic as you wish; we sure are).
Resupply
The Resupply Phase can occur at any point in your turn so long as at the beginning of your turn (or the start of the Draw Phase) your Collision Gate is Face Up. To Resupply add one card of your choice from your Supplies to your Hand.
Creatures within Collision much like creatures in our own world exist in a 3D space and in order to represent that as accurately and faithfully as possible the Elevation System was created. Creatures that inhabit the air are seen as Elevated while those that dwell below are seen as Submerged; and this distance from the surface offers them protection against a Creature that find themselves Grounded. However this is a double-edged sword as these Creatures must become Vulnerable in order to attack and will remain so until your next Strategy Phase (this can be prevented by gaining Reach, Instead attacking Grounded normally. Grounded Creatures aren't completely helpless however as by gaining Reach they are able to attack (but not defend) a Creature above or below while. With that in mind however Reach does not grant an Elevated/Submerged Creature a chance to fight the other with the two instead forced to ignore the opposing Creature and attacking directly or find another valid target.
Unlike the card games of the past generation Collision Gate does not slow down play with traditional mana or tributing system and instead assigns each card (aside from battle ground) a Tier. The Tiering System begins with Tier 5 as the weakest and Tier 0 as the strongest as an homage to the way that games organize their competitive tiers. These Tiers work however, are to ensure that balancing is easier by assigning specific conditions to each.
Tier 0
A player can one and only one Tier 0 card in either their Supplies or Main deck. At the beginning of a match before shuffling your deck a Tier 0 card MUST be presented to your opponent. Tier 0 cards must be Restricted Face Up before entering play. In the event that a Tier 0 card cannot enter play the turn after it is Restricted during this Strategy Phase; it is considered Restricted once more.
Tier 1
Tier 1 cards must be Restricted Face Up before entering play. You may have up to 4 copies of "Unlimited" Tier 1 Cards. In the event that a Tier 1 card cannot enter play the turn after it is Restricted during this Strategy Phase; it is considered Restricted once more.
Tier 2
Tier 2 cards must be Restricted Face Down before entering play. You may have up to 4 copies of "Unlimited" Tier 2 Cards. In the event that a Tier 2 card cannot enter play the turn after it is Restricted; during this Strategy Phase it is considered Restricted once more.
Tier 3
Tier 3 cards must be Set Face Down before entering play. You may have up to 4 copies of "Unlimited" Tier 2 Cards. Tier 3 Cards aside from Equipment or Creatures can resolve their effect after the end phase of the turn they are Set.
Tier 4
Tier 4 cards can be activated directly from the hand. You may have up to 4 copies of Tier 4 cards. Tier 4 Cards cannot be Set Face Down from the hand unless affected by the effect of another card.
Tier 5
Tier 5 cards can be activated directly from the hand. You may have up to 5 copies of Tier 5 cards. Tier 5 Cards cannot be Set Face Down from the hand unless affected by the effect of another card.
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