Umbral Break
Named after the current ongoing 7th Umbral Era storyline and serves as a legacy to players who have experienced pre-2.0 and to hopefully intrigue players post-2.0. I just added break to the title since it appears in several forms throught the Final Fantasy series (Limit Break, Sphere Break, Break [petrification])...so why not here?
Object
To be the first player to defeat your opponent's Party.
Zones
I'm not gonna upload pictures since my drawings look like s**t, but since there are only three zones (not counting your hand) I think it'll be pretty straightforward.
Deck: Place your deck here. A deck may contain no less than 30 cards (not counting Character cards).
Character Zones: Arrange your Character cards horizontally in any way you see fit. Use 4 Characters for a Light Party game or 8 Characters for a Full Party game.
Recast Zone: Place your used Action cards here. Cards in this zone return to the bottom of your deck after a certain number of turns have passed.
Card Attributes
There are two types of cards: Characters and Actions.
Characters: These cards start the game in the Character Zones (there are 8 empty slots, but only 4 or 8 are used depending on the type of game you're playing).
Characters will possess the following attributes (aside from their names):
HP - The Character's Health Points (in increments of 10). Once they reach 0, it's turned face down where it remains out of play. It can't be the target of any actions or abilities unless the card states otherwise. If the character took any previous damge, it recovers 10HP during your Replenish Step.
MP - The Character's Magic Points. A character will start off with 0MP and gain 10MP during your Replenish Step per turn. (Caps at 100MP)
TP - The Character's Tactical Points. A character will start off with 0TP. In order to gain TP, the Character must make a successful Auto-Attack or gain TP through the use of certain Actions/Character Abilities. (Caps at 100TP)
Abilitiy (or abilities, if any) - A Character may possess an ability that can be played during one of the game's steps. If an ability would activate during your Active Step, the corresponding Character cannot declare an auto-attack or use an equipped Action Card.
Actions: These cards will be in your deck. You can equip these to Character cards you control so that they can either employ powerful spells, utilize weapon skills, or use abilities that can help turn the tide of battle.
Actions will possess the following attributes (aside from their names):
Recast Value - The number of turns a used Action Card must remain in the Recast Zone. Afterwards, it is placed on the bottom of your deck. If more than one card meets the conditions, you choose the order of the returned cards.
Type - The Action's type. There are three different ones; Spell, Weaponskill, and Ability.
HP/MP/TP Costs - The cost associated with using the Action Card (the cost is not applied when equipped to a character unless the card states otherwise).
Rules Text - What the Action does after a Character uses it in place of an Auto-Attack. After the card's effect is resolved, it is placed into the Recast Zone (see 'Recast Value' above).
Starting the Game
1) Place your Character cards horizontally in front of you in any order. During each of your Active Steps, the Characters will get to perform actions such as auto-attack or equipped actions. Place 4 Characters for a Light Party game, or 8 Characters for a Full Party game.
2) Shuffle your deck and draw 5 cards. A deck cannot contain less than 30 cards and cannot have more than 3 copies of a single card. Action Cards can sometimes state how many copies of itself are allowed in your deck.
3) Decide who goes first. You can flip a coin, roll a dice, etc. as long as it's fair.
Turn Progression
There are four Steps in a single turn of the game: Draw, Replenish, Passive, and Active
Draw Step: Draw 2 cards.
Replenish Step: During this step, Characters gain 10MP and Characters that have been damaged previously will gain 10HP. Also, Action Cards that are in your Recast Zone get one turn closer to returning to the bottom of your deck.
Passive Step: During this step, you may equip any of your characters with Action Cards. A Character can't have more than 3 Action cards equipped to it.
Active Step:Each of your characters with may do one of the following (unless they have 0HP):
1) Auto-Attack: Deal 10 damage to any of your opponent's characters and gain 10TP. If an Auto-Attack is prevented in any way, the Character doesn't gain any TP.
2) Action: Use ONE of a Character's equipped Action Card's. After the Action Card's effects have resolved, place it in the Recast Zone.
3) Ability: If a Character has an ability that would activate during the Active Step, you may choose to play it instead of an Auto-Attack or an equipped Action Card. Once the ability resolves, the next Character begins their attack (if applicable).
After each of your characters have completed their attacks, your opponent's turn begins. This continues until one player manages to defeat all 4 (Light Party) or 8 (Full Party) of their opponent's Characters.