Tell you what...you review my Halo TCG DCs, and I'll review these. Deal? :hey:
Honest, Dain, I've never played Halo before (except a couple of multiplayers at parties and such). So... YOU'VE GOT YOURSELF A DEAL!
Anyways, I guess I'd better give you guys a once-over of Fire Emblem: Radiant Dawn's story, so you get where I'm coming from. Okay.
-Prequel-For the past 3 years, war has gripped the continent of Tellius. The Mad King Ashnard of Daein invaded the neighboring nation of Crimea, and then went on to challenge the Begnion Empire and the country of Gallia. Ashnard's goal? To envelop the country in war to fulfill an ancient prophecy, that states a dark god will rise in a time of great warfare. Crimea's only hope? A mercenary named Ike and his band of warriors, who hold the medallion that imprisons the dark god's soul. Ike's group allies with the nations of Crimea, Begnion, and Gallia to defeat the mad king and end the war; just before the dark god is released. It's all very suspenseful.
-Radiant Dawn-In FE: Radiant Dawn, the nation of Begnion has assumed control over the Daein empire. Begnion's corrupt senate rules Daein with an iron fist and is brutalizing its people, while hiding its actions from the Apostle (ruler) of Begnion.
Meanwhile, an uprising is... uprising in Crimea. Some believe the newly-reinstated Queen Elincia isn't strong enough to rule, and plan to take the right to rule by force...
Daein breaks free of Begnion's rule with the help of Ashnard's son Pelleas and a new rebel leader known as the "Priestess of Dawn," and Crimea overcomes the rebellion.
Until Begnion's senators imprison the Apostle and invoke a "blood pact" to ensure Daein's obedience. They declare war on Gallia, and, in turn, Crimea. Ike's band joins Crimea's side once more as war erupts around the continent (again). And the medallion glows ever brighter...
You can see where this is going.
We'll expand on that with the individual cards.
-Gameplay-FE is a tactical RPG. You control an assortment of characters, whom you equip with weapons and send into battle as you attempt to meet certain objectives to complete each level. These characters have classes that affect what kind of weapons that they can wield, and eventually change classes to increase their power and the number of weapons they can use. These characters also gain experience and grow levels (as well as stats) to improve as they kill enemies. Throughout the game you are limited on how many units you can use, and so you pick-and-choose which units you level up each time you play the game. As far as battles between characters go, they are determined by hit chance, damage (Might and Defense), and the chance of a critical hit (which scores triple damage). Affecting all of these battle elements is a weapon triangle. Some weapons are better against others. For example, Swords best Axes, Axes best Lances, and Lances best Swords. This applies to magic, as well - Light bests Dark, Dark bests Elemental, and Elemental bests Light. Within elemental magic there is another triangle. Fire bests Wind, Wind bests Thunder, and Thunder bests fire.
-Cultures- So, for the DC set, I'm thinking of going with these cultures.
Free Peoples:[Crimea]
(Queen Elincia and the Royal Knights)[Laguz Alliance]
(I'll explain more about these guys in a minute)[Daein]
(Pelleas, "Priestess of Dawn" and their group)[Begnion]
(The Apostle and her followers)[Goldoa]
(To be explained, maybe unused)[Mercenary]
(Ike and crew)Shadows:[Crimea]
(The Rebellion)[Daein]
(Pelleas's group as they fight for Begnion)[Begnion]
(The Senate and their followers)[Ashera]
(Again, to be explained later)[Goldoa]
(Ditto)-Key Keywords-Since, obviously, cultures are going to be pretty much the same between fellowship and shadow, I'm going to add unloaded keywords to characters, similar to the
fellowship keyword, only useful. This will distinguish individual groups from each other within cultures.
-Races-There's gonna be a whopping THREE races in this DC set. Ready for 'em?
Beorc: The equivalent of "man." These are humans, and generally inhabit Daein, Crimea, and Begnion.
Laguz: These are handy little warriors that can change from human-like characters into animals. They don't use weapons. They hail from Gallia, as well as other laguz nations such as Kilvas, Phoenicis, and Goldoa. Collectively, they (except Goldoa) are known as the Laguz Alliance.
Goddess: SPOILERS! The dark god escapes!
-Game Mechanics-So, how do I want to incorporate this into a TCG? Well, that's where I might need a little help. Here's some mechanics I'd like to introduce...
Class Changes: Characters change classes as they grow stronger. Level ups would be difficult to incorporate, so I'm not gonna bother, but Class Changes are perhaps useable. I might make class change cards in a similar manner to laguz (see below) but I'm not sure. If you have any suggestions, I definitely NEED them!
Laguz Form-Shift: Laguz change from weak human-like characters into ferocious beasts stronger than the average Beorc. They do this by filling a small gage in the game, which fills up at the begging of each turn and each time they fight. Conversely, once they transform, this gage decreases with each battle, as well as at the start of each turn. The transient nature of the Laguz is something I definately hope to capture in the cards, but again, I need some help with ideas. My main thought is making "flippable" cards. (See
here for the idea of a "flippable" card).
Critical Hits and the Weapon Triangle: No idea on how to do either of these things. Thoughts?
Mastery Skills: Okay, time for a new bit if information. Once a character has performed two class-changes (probably only one in the TCG, for ease of use) they obtain a Mastery Skill unique to their character-type. These skills rely almost on pure chance to activate, but if used, have devastating effects. I have an idea of how to do this. For example, once Ike has class-changed (however the heck that's represented in the game) he'd have this ability:
Mastery- Aether. At the start of each skirmish involving Ike, flip a coin. If it comes up heads, he is
damage +2 and each time a minion takes a wound in a skirmish involving him, heal him.
I don't like the coin flip much myself, but I don't have any other ideas, really.
I think that's all I have to cover for right now. It's okay: None of my future posts are going to be this long (I know how lem0n hates long DC posts and so is probably wishing me painful dismemberment at this very moment) so the worst is over (I hope). By the way, masses of

are to be given to anyone who helps out with this, so don't run away in fear just yet. Be real DC reviewers and don't shirk from this monstrosity of a thread.
Anyways, thoughts/opinions appreciated. Lets go.