Look I've been on a bit of an Undertale X Hazbin Hotel kick for at least several years now, and in that time I've been spinning yarns about game ideas implementing the two.....including this one. A card game that is about 80% Undertale/Delta Rune, 20% Hazbin and could just be a fun little Master Duel style homebrew set in the same general engine and tone of Undertale.
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MONSTER HORDE
A pretty rudimentary card game for the Denizens of Hell that just want some quick stimuli in their day to day nightmare existence…y’know besides drugs and sex. More often than not they play this game to coax each other out of some petty cash.
Deck Size & Building
Ten monsters total. You are allowed up to 3 copies of a given [Lv.1] Monster, 2 copies of a [Lv.2] Monster and only 1 copy of a given [Lv.3] Monster.
Going First;
Dictated by coin flip.
Summoning Monsters;
One the first turn both players draw 3 Monsters from their deck and all 6 are put into play immediately. Each time a Monster is killed, the player it belonged to draws another Monster from their Deck and put it right into play in that empty slot.
Actions Allowed;
Each player takes turns performing 1 available action with each of their 3 Monsters. Most actions require some increment of a given Monster’s PP, a limited resource that is only replenish by 2 PP at the start of each of your turns.
--[Single Attack] Does the Monster’s ATK as damage to a single target.
--[Group Attack] Does the Monster’s ATK as damage to all three of the opponent’s Monsters.
--[Super Attack] Does twice the Monster’s ATK as damage to a single target.
--[Single Heal] Will restore 5 HP to any 1 Monster you control (the Monster able to do this action can heal itself if you so choose).
--[Group Heal] Gives all of your Monsters 4 HP (including the Monster performing this action).
--[PP Gift] The PP spent to perform this action is given to each of your 2 other Monsters. For example, Vegetoid’s “Eat Your Greens” costs 2 PP, therefore your 2 other Monsters are given 2 PP each. For obvious reasons this cannot be used on the User, if paired with a Single Heal then that particular Heal does not work on the User. If paired with a Group Heal then the User only gets healed whilst losing PP.
--[Power Up] Boosts the ATK of any 1 Monster by 2 for a single turn.
--[Meat Shield] An action that can only be performed on the opponent’s turn as an interrupt, redirecting a given attack to the Monster performing this action. Against Group Attacks this action downgrades it to a Single Attack meaning only the Monster performing this action takes damage leaving the other two unharmed.
--[Counter Attack] Is otherwise the same exact action as Meat Shield but the attacking Monster is also dealt said Meat Shield’s ATK damage.
--[Dodge] An action that can only be performed on the opponent’s turn as an interrupt, negates any damage that would be done to the user.
--[Revival Sacrifice] Sends this Monster to your Discard Pile letting you bring back 1 other Monster back from the dead.
--[Suicide] Sends this Monster to your Discard Pile letting you automatically destroy 1 of the opponent’s Monsters.
--[Evolution] Sends this Monster to your Discard Pile letting you bring out 1 specific Monster from your Deck or Discard Pile. Doing the later has that Monster fully healed. This action can actually be performed on the opponent’s turn as an interrupt to cancel out an attack from the opponent. Bear in mind this Action is entirely optional and does not impede your ability to summon certain monsters, if you already drew the specific Monster from your deck beforehand you can still summon it as normal.
--[Trap] An action that tries to “lock” a single target for one turn depending on the dice roll, 4 or less is a fail, 5 or 6 is a success.
--[Shield Token] Puts a single token on any 1 Monster you control (including the Monster performing this action), only 1 token can be placed at a time, this one token absorbed any 1 attack made against it meaning the Monster it protects takes no damage, after which the token is lost.
--[Redraw] Returns this Monster to your Deck and you draw a new one to replace it. This will result in a full heal the next time that Monster is brought out.
--[Monster Trade] Forces the opponent to trade you Monsters in a single column.
--[Summon] Returns 1 other Monster to your Deck and you shuffle your deck pulling out 1 specific Monster as you do so.
--[Necromancy] Returns 1 other Monster to your Deck and you shuffle your deck, then you revive one specific Monster in your Discard Pile to play.
--[Copy Cat] Lets the Monster perform a single action from any other Monster on the field controlled by any player.
Elemental Type;
Pokemon rules, either increases damage dealt by 2 or decreases damage received by 2. Damage received cannot be reduced to 0, if it would be it instead just does 1.
--[Beast eats Plant]
--[Beast drinks Water]
--[Beast beats up Fairy]
--[Plant drinks Water to grow]
--[Plant is not affected by the Sky]
--[Plant withstands Electricity]
--[Sky is impossible for Beast to hit]
--[Sky blows out Fire]
--[Fire burns Plants]
--[Fire melts Ice]
--[Fire heats up Metal]
--[Fire melts the super-heated machinery generating Electricity]
--[Metal cuts down Plant]
--[Metal conducts Electricity]
--[Ice freezes Water]
--[Ice is harmful to Plants]
--[Ice withstands Electricity]
--[Water douses Fire]
--[Water sinks heavy Metal]
--[Water fills the Void]
--[Electricity cooks Water]
--[Electricity hits Sky easily]
--[Fairy flutters through the Sky]
--[Fairy embraces Void]
--[Void scares the Beast]
--[Void is the embodiment of Death]
--[Death defeats all]
Win Condition;
Destroy all of the opponent’s monsters. If they can no longer draw any more monsters from their deck they lose, you win.
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Here I even got a card list for ya' back on my Deviantart. Over 100 possible cards you can use if you so wish.