- QuickStrike
QuickStrike is the naming of a
collectible card game gaming system developed byUpper Deck Entertainment for use in their games. This system made its initial debut in 2006.Compatibility
All games making use of the QuickStrike system are compatible with one another, with the cards from different game sets able to be mixed together in a single deck. Note, though, that specific tournaments or game formats may require that a deck consist of only cards from a single
television series orfilm .The QuickStrike mechanics appear to be based on the rules from the older
Shaman King Trading Card Game (also from Upper Deck Entertainment), and share a number of similarities with this earlier game. The cards from this earlier title are not, however, directly compatible.Game system explanation
Games are fought as one-on-one battles between two characters (with each player represented by one of the characters). The objective of all games making use of this gaming system is to be the first player to score three points. A point can be earned when opponents are unable to stop an incoming attack after it has penetrated through all three of their colored "zones".
Cards
Unlike in many collectible card games, games utilizing the QuickStrike system do not involve players playing cards from a hand. Instead, players simply flip over cards from the top of their decks at the appropriate times. The cards which are flipped over consist of the following types:
* Strikes - Cards with a blue border which can be used either offensively, to launch an attack, or defensively, to stop an opponent's attack.
* Advantages - Gold bordered cards representing special training and tactics. These cards have a number of different uses, including allowing players to "charge a zone".
* Allies - Cards with a purple border which represent friends and companions who are providing assistance.Players also each have a special "Chamber card", which holds hidden "signature moves" for a character. At the appropriate points during play, a powerful signature move can be slid out of the Chamber and revealed.
Zones
Games are played utilizing a playmat, which provides each player with three colored zones. The "green zone" is the first line of defense, with the "yellow zone" being second, and the "red zone" being the last chance to successfully stop an attack. The zones are where players flip over cards to defend against attacks, as well as where stored sources of "energy" and allies are placed.
When another player is attacking, the defending play usually starts defending in their green zone. He or she does this by flipping over a card into the zone. If the card is a strike with sufficient "intercept", and the player pays the energy cost, this initiates a "counterattack". If the revealed card is an advantage or ally, it too may be placed in the appropriate area after the cost is paid. If the player cannot pay the cost, or the card cannot be played at the current time, the player can choose to "focus" the card and store it face down as stored energy. When an attack is not stopped, it continues through to the next zone, where the player again flips over a card and has a chance to take an action. If the player is already in the red zone when this occurs, the opponent scores a point and may "celebrate".
ignature moves
If all of a given player's zones have become charged, he or she may choose to use a signature move (assuming the energy costs can be paid). To do so, the player uncharges the zones and reveals the signature strike hidden within his or her Chamber card.
All signature move cards have two different moves, one on the front, and one on the back. The Chamber card always begin with the weaker, front facing move ready to be used. After a signature move is played, it is flipped over before being placed back into the Chamber card, so that the opposite move is used the next time it is activated.
Deck requirements
In order to be a legal QuickStrike play deck, a deck must have at least 60 cards, with no more than four copies of any given card.
Players must also select a Chamber card, and this then restricts what other cards can go into the deck. Chamber cards have certain "trait" symbols on them, and any cards put into the play deck must match at least one of these trait symbols. This guarantees that cards are compatible in terms of powers. Cards which don't have any trait symbols can be used in any deck.
Each Chamber Card has four symbols that explain which cards they can use: One symbol for strikes, one for advantages, one for allies, and a second for strikes that is specific to that set.
Strike Types
*Bull - Bull strike cards represent an aggressive and offensive style of fighting. They generally are powerful but costly, taking risks and using resources to attempt to win through shear force and the elimination of the opponent's cards.
*Fox - Fox strike cards represent tricky and cunning moves. They attempt to win through long-term strategy, and have such effects as searching through one's top cards or deck or forcing tough decisions upon your opponent.
*Lion - Lion cards represent a controlled or defensive style of combat. They allow the player to protect their own work, preventing their allies or energies from being eliminated or their zones from being uncharged. They attempt to win through building themselves up to something big without allowing themselves to be torn back down.Advantage Types
*Body - Body cards are no-nonsense advantages that generally give simple but valuable boosts or hindrances to one of the players. They represent characters who are more physical than they are mental or spiritual.
*Mind - Mind cards are strategic advantages. They commonly allow the player to see the next card in one or both of the player's decks and sometimes manipulate their order. They represent characters who can plan ahead and outwit their opponent.
*Spirit - Spirit cards deal the most with the manipulation of energy and the charging/uncharging of zones. They also commonly have effects that depend on what your opponent does, making them the cards that depend most on "luck" or "faith", as the Spirit concept represents.Ally Types
*Light - Light characters are those on the side of good and justice. Such characters includeAang , , and Commodore Norrington.
*Shadow - Shadow characters are those who's alignment might be in question, somewhere between good and evil, or perhaps someone who just perfers their freedom as opposed to the law. Such characters includeCaptain Jack Sparrow ,Will Turner , andPrince Zuko
*Dark - Dark characters are those on the side of evil and corruption. Such characters includeAdmiral Zhao (ranked Commander Zhao in the game) andCaptain Barbossa Set-Specific Strikes
* Icons - Fire, Water, Earth, Air
*Pirates of the Caribbean Icons - Sail, Sword, CannonStarter deck s sold for the various game sets typically contain only 30 cards per player, and so are not strictly speaking fully legal decks.Games using QuickStrike
The following games make use of the QuickStrike system:
*
*Pirates of the Caribbean Trading Card Game Notes
*It should be noted that, while
Shaman King wasn't an official QuickStrike game, it is, technically, the first card game to use the system. It was most likely not counted as part of the set due to it being a failure, despite winning many awards from anime magazines.
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