Compatibility
Minecraft: Java Edition
Platforms
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Details
HermitCraft TCG made by VintageBeef provided to you in Datapack form by DrMine (me)
What is this?
This is a Trading Card Game originally made by VintageBeef and designed around the hermits from HermitCraft
Features:
- ALL 199 cards from the Hermitcraft TCG game we all love and play (+tokens!) Currently you can get cards by running "/function cards:" (admin powers required)
- A starter deck is given to all players upon their first join (make sure "the datapack has loaded" messege is sent in chat, if not do /reload (or reload the server/world))
- Trigger commands:
/trigger tokens add [to add the amount of tokens you have and it is displayed in the tab menu next to your name, replacing tokens as physical items ingame although you can still obtain them using "/function cards:ultra_rare_hermits"]
/trigger booster_pack [to buy booster packs for 6 tokens each]
/trigger item_pack [to buy item packs for 2 tokens each]
/trigger hermit_pack [to buy hermit packs for 2 tokens each]
/trigger effect_pack [to buy item packs for 8 tokens each]
How to play?
- Setup a 5x5 board with item frames (to place the cards on)
- put your deck in a shuffler (hoppers and dropper for example)
- Your goal is to knock out your opponent's hermits
- play the game and have fun!
INSTRUCTIONS
DECK COMPOSITION
Each player has a deck of exactly 42 cards, consisting of Hermit cards, item cards, and effect cards, Apart from item cards, you con't have more than three cards in your deck with the same name. This means that you can not have more than 3 "Common Hypno" cards but can have 3 "Common Hypno" cards and an 3 "Rare Hypno' cards (as they are treated as different cards).
STARTING A GAME
- At the beginning of a game, one of the two players flips a coin to see who plays first. The players then shuffle their decks and draw 7 cards, The next 3 cards are also drawn kept face down and set off to the side os prize cards.
- If either players does not draw a Hermit card as part of their initial seven card draw. they must shuffle and draw again, This is repeated as many times as needed
- The player that loses the coin toss places a Hermit on the board as their active Hermit first. - The winner of the coin toss then places their Hermit on the board as their active Hermit. The winner of the coin toss can perform all of the usual steps during their frst turn except for the attacking step (or any sort of attacking).
- A plaver can have a total of five Hermits in play at once, although only one (the active Hermit) can perform attacks during each turn (unless otherwise stated). The rest remain AFK. lf your active Hermit is defeated, you must replace it with an AFK Hermit of your choice. If you do not have an AFK Hermit, you lose
HOW TO PLAY
ON YOUR TURN During each turn, you can do any and all of the folowing in this order
- Move any number of Hermits from your hand to the play field as AFK Hermits.
- Attach one (and only one) item card to a Hermit from your hand. This can be aither an active Hiermit or AFK Hermit.
- Atach any number of effect cards to active or AFK Hermits (you can not attach 'single use ' effect cards to Hermits).
- Replace an active Hermit with an AFK Hermit. This ends your turn and you can not attack. Go directly to step6
- Attack and/or play one single use effect card
- Draw a card and end your turn; if you run out of cords to draw. you lose.
HOW TO PLAY
ATTACKING
- Attacking can only be done by your active Hermit. The Hermit can perform one attack listed on its card as long as the correct amount and type of item cards are attached to the card (item cards aren't discarded when using the attack unless stated otherwise)
- You can also attack using "single use" effect cards. These cards are played in conjunction with a Hermit attack. For example, if your Hermit's attack does 40 damage and effect card does 20 damage, the total damage done is 60 in one single attack. Using both a Hermit attack and an attacking effect card does not count as 2 separate attacks (although you may choose to attack with an effect card only).
- Damage is assigned to the opponent's active Hermit (unless specified). Once it receives as much damage as it has hit points it is defeated. A defeated Hermit is discarded along with any attached item and effect cards and the player who knocked it out claims a prize card (drawn from opponent's deck) to add to their hand. If they claim their third and final prize cord. they win.
- The player who's Hermit was knocked out must replace that Hermit with an AFK Hermit at the beginning of their next turn, lf there are no AFK Hermits to replace it, the player loses.
- Once you've attacked and assigned any damage and /or status effects. your turn ends and it's your opponent's go. The game repeats like this until one player wins!
STRENGTHS & WEAKNESSES
- Each Hermit type. except for "Balanced type" has, strengths and weaknesses (see strength/weakness chart). IE:
- Attacking Hermit's type is strong against the defending Hermit's type, an additional 20hp in damage is added to damage done, For example, if a buider type Bdubs uses ' Gradient' (60hp damage) plus an iron sword effect card (20hp damage) and the defending Hermit is a terraform type (weak to builder" which means an additional 20hp damage), then the resulting damage would be 60 + 20 + 20 = 100hp damage
STATUS EFFEGTS
- There are 2 diferent types of (damaging) status effects in Hermitcroft TCG: Burn and Poison. If your opponent is burned they take an additiona 20hp damage every turn until they are knocked out.
- Armour protects against burn damage and it can also be removed or prevented by effect cards
- If your opponent is poisoned , they take an additional 20hp damage every turn until they are down to 10hp. lf your opponent's poisoned Hermit recovers HP, poison is once again activated until that Hermit reaches 10hp Poison does not wnock out a Hermit but does ignore armour, Poison can also be removed or prevented by effect cards
- Neither burn no poison can be removed by going AFK
WIN CONDITIONS
Hermitcraft TCG can be won in three different ways:
- The most common path to victory is to knock out three of your opponent's Hermits and collect three prize cards. Every time you defeat a Hermit, you draw one of the three prize cards drawn from your opponent's deck. When you draw your third and final prize card. you win!
- lf you defeat an opponent's active Hermit and they have no availlable AFK Hermits to replace it you can also claim victory.
- If your opponent runs out of cards in their deck, and therefore can't draw a card at the end of their turn, you win. This is what's known as 'decking your opponent.