TV Tropes Trading Card Game:
edited Tue, 17 Feb 2009 05:29:59 by intuition
- Structural Tropes—Tropes about how stories are told or how real life can influence a story. Structural Tropes frequently do not have genres, but they tend to have powerful effects because they do not have to obey the logic of the events of the story. Due to their power, structural tropes usually have a high SP cost or require card loss to play. On the other hand, they do not frequently have a finite SP total, and even less frequently do they have a card penalty for hitting 0 SP—rather, they may have an additional effect when their SP runs out. In this way, the SP functions much like a time delay for Structural Tropes.
- Theme Tropes are a type of structural trope that always has a genre and an infinite SP total. Though more than one theme trope may be in play at once, each player may designate one theme to be the primary theme, which will confer additional bonuses (as listed on the theme trope).
- Eventual Tropes deal with the actual events taking place within the story. They generally have effects that are not as dramatic as those of Structural Tropes because they must follow the logic of the story. Eventual tropes almost always have a genre. Though players can only activate the active abilities of tropes they control, passive effects are player-blind. Additionally, no tropes are ever restricted by who controls the trope—both players are writing the story and you have access to all creative elements in the story even if you didn't put them there. As a final note, it is eventual tropes that are used to satisfy the conditions on Arcs.
- Plot Tropes have a list of conditions just like Arcs, but the conditions are typically much more specific and can only be satisfied by the player who controls the trope (though all tropes currently in play can be used to satisfy the conditions, not just the ones controlled by the player). Whenever the conditions on plot tropes are satisfied, the trope is turned from sideways to standard orientation. The trope getting turned may provide passive effects and one-time bonuses—it always restores the Eventual Tropes involved to maximum SP. Having certain types of plot tropes in standard orientation is the primary type of condition for Arcs.
- Character Tropes are the bread and butter of any story. Character tropes are the tropes most commonly used to satisfy conditions on plot tropes, and character tropes frequently have active abilities. On the other hand, character tropes almost always have finite SP. Remember that you can use the presence and passive effects of your opponent's characters to satisfy your plot conditions.
- Characterization Tropes are tropes that directly modify characters in play, giving them additional effects or abilities. Note that while the effects/abilities are granted to the character, the characterization has a separate SP total and activation state. This creates the curious situation where a characterization trope is activated for a character trope to use an ability—the exact mechanics of this will be created when we have everything else down better.
- Applied Phlebotinum Tropes are tropes related to the powers and devices that frequently appear in stories. As one would expect, these are most commonly found in Sci-Fi or Fantasy, though Horror and Action/Adventure can also claim a few, and every genre has some tropes of this type. Applied Phelebotinum tropes may function similar to character tropes, or may modify other tropes similar to how characterization tropes modify character tropes.
- Setting Tropes are restricted to one in-play per player. As a result, these tropes typically cost more SP than other tropes and tend to have passive effects instead of active abilities.
- Plot Twists are tropes that can be played even during your opponent's turn. They have one-time effects and are then discarded (ie they have no SP total listed). As a result, they do not generate additional SP for your troper. In this way, they are the eventual tropes most like Structural tropes.
- "Major" is a modifier that can be applied to Character and AP tropes. Major tropes are tropes that are so essential to the story that they cannot leave it via normal means (though other tropes may help them along...). These major tropes tend not to have active abilities or major effects; instead, you may play character or AP tropes (whichever is appropriate) on the major trope as though they were characterization or AP. In this way, a major character can treat other character tropes as characterization tropes. Additionally, major tropes do not leave play via normal means—whenever a major trope would leave play due to SP loss, the trope stays in play and 1 card damage is dealt to the controlling player.
edited Wed, 18 Feb 2009 01:11:44 by Ironeye
Fantasy: Green, Tree
Comedy: Yellow, Happy Theater Face
Drama: Red, Sad Theater Face
Romance: Pink, Heart
Mystery: Purple, Magnifying Glass
Action/Adventure: Orange, Fist
Horror: Black, Eversion Eye Yeah, you only had seven, Ironeye. You forgot Romance.
edited Thu, 19 Feb 2009 14:14:30 by Matrix
- The conditions on the arc cards must be able to be satisfied by most of the decks that do not know they are coming.
- The conditions on the arc cards must be easier to satisfy for those who can prepare for them.
edited Sun, 22 Feb 2009 16:53:38 by Matrix
- Air Vent Escape (Action/Adventure)
- Hyperspeed Escape (Sci-Fi)
- Narrow Escape (Comedy, can only target toons)
- Not So Great Escape (Comedy)
- Train Escape Type 2 (Action/Adventure, perhaps others)
- Indy Escape
- Lost In A Crowd
- Try and Follow
- Wronski Feint
- Under the Truck
- Suicidal Gotcha
- High-Speed Missile Dodge