Forums
Music Comics
Remixes Updates Movies
Arcade Fan Videos
Desktop LOL Sonic

SoaH City Card Game
The SoaH City Card Game, or SCCG for short, is a card game that plays more like an classic RPG video game than most card games. The SCCG is ment to be played online like through a message board or through a chat. Everyone has access to the same cards, so it's a matter of how you use the cards in order to win. To play the SCCG you need some SCCG cards, a calculator, paper or text for writing down stats, and at least two people. The game can be played with as many people as desired in either a free for all match or a team game.

If you want to play with someone visit, visit the SCCG Battle Arena Forum. Below are links to the cards and below those are the rules.
Terms Used
First let's talk about the basic terms used in the game.

Deck: all of a player's cards.
Hit: One attack, no matter how strong or weak, counts as one hit on that object.
Field: the game's playing area.
Character: a character card, what did you think it was?
Turn: a player's turn to do his or her moves against other players.
Round: one round passes once every player has had one turn each.
Magic, Spell, Special Power, or Special Attack: if you play any RPGs, then you know that magic is special skill some characters may have.
Item: a card that can only be used once to do what the card says. Once the item has been used, discard it so it can no longer be used for the rest of the game.
Alliance:states if the card is good (Covenant of Light), bad (Dark Collective), or neutral (Yin-Yang). Super: Going super involves transforming a card into a powerful super form.

The Character Cards
The best way to talk about the game is to talk about the character cards. There are lots of things that go into a card.

Name and Picture:
At the top of the card there's the character's name to identify the card and a picture to the left as well.

Alliance and Class:
At the bottom left is the spiritual source for the character. There are three alliances: good (Covenant of Light), bad/anti-hero (Dark Collective), or neutral (Yin-Yang), each with (7) classes. Some attacks and items may only be used against a certain alliance or class type.

All Alliances have the following classes: Fire, Water, Wind, Lightning, Metal, and Heart.
Covenant of Light also has Angel class.
Yin-Yang also has Nature class.
Dark Collective also has Demonic class.

Health Points (HP):
How many points of damage the card can take before becoming discarded.

Magic Points (MP):
How much magic the card has to use to perform special moves.

Attack Power (AP):
The Attack Power stat shows how much damage the character will cause to another card using the normal attack (e.g.: a card with an AP of 7 would inflict 7 HP of damage).

Speed (SP):
The speed stat can do two things: prevent the card from being attacked or do more damage with an attack. First let me explain the defensive part.
DEFENSIVE: In a move you can, "Use Character Card's Speed" and you must note how much of that character's Speed Points are you using since you don't have to use them all. Whatever amount you use, will be lost. Until your next turn, the card can only be attacked by enemy card with a higher speed level - but not equal. If an enemy card does have a higher speed level, whatever damage the attack chosen to be done is reduced by the player's speed amount, right before any costs of speed usage). The attacking player does not lose any speed when attacking a character in speed defense (unless of course the attack is using speed.) For example, let's say Knuckles uses 9 Speed Points for Defense. Then Sonic, since he has a Speed of 22, does a basic attack at 13 AP, Knuckles would be damaged by 4 (13 minus 8 = 4). So, now what if a character has a higher speed level, but wants to do a move on the defending player that uses their speed points to point where it drops below the speed defense level, can it be done? Yes, it can be as the SP is checked before the attack. The Speed Defense lasts until the defending player's turn.
ATTACK BOOST: Now, here's how Speed can be used as an Attack Boost. The player's basic attack and some spells can cause more damaged based on using speed. For example, if your basic attack is at 10 and you may use 5 speed points to do -15 HP. Speed can also be used like MP for special moves or item cards. Use speed carefully because it can NEVER be restored in any way.

Equipment (EQ):
The Equipment statistic determines how much equipment items (such as special weapons and defense items) a character can equip at one time. Most equipment items take up one slot, but can be more. All cards must have an equipment holding power of at least 1.

Special Powers (also called Spells):
The big transparent box is where the character's special powers are listed. A character may have up to two special powers, but they can have none at all. Special Powers can either hurt, heal, or protect other cards. All Special Attacks have an element attribute to them, except for Defensive since it is just Defensive. The elements are: fire, wind, earth, electrical, water, shadow, and light. NOTE: Those are not exactly the same as the class types. These attributes are used for defensive purposes though. For example, a character can cast a spell that protects them from certain elemental attacks.

Other Notes:
Also in the Special Powers box are notes for other important information. The most common notes are which card it can super/change into (if it has a super form), or any effects that the card has on others, or possibly because of others (such as an increase in its stats when with certain other cards or protection from a certain elemental attack).

All cards have up to 100 points to distribute to all of the stats and the spells while Super cards have up to 120 points.

The Other Cards
The other cards are a lot simpler than the character cards - in most cases you just follow the actions on the card when you play one. Also some cards can only be used by characters of a certain alliance or element (or some other restriction). A player may only use each card only once throughout a game.

In a Standard game a Player has 10 item usage points (however this can be changed). There are three types of cards:
  • Standard Item: these cards do not drain any of a card's stats for using them. Basically, what's on the card is what happens when you play it. Using a Standard Item costs one item usage point, unless the card says it costs more.
  • Chaotic Spell: the most common type of item, these are similar to the spells found on character cards, but ANY character can use them by playing the card. They are often more powerful than on-card spells, but they also drain a lot of points. Using a Chaotic Spell usually costs one item usage point, and one character can use each Chaotic Spell only once in a game.
  • Equipment: these cards can be equipped and de-equipped by a character. Each equipped card usually takes up one of the character's equipment spaces - the number that can be held at one time depends on the Equipment (EQ) stat (e.g.: a card with an EQ of 3 will usually be able to equip three items). It does not cost any image usage points to equip or remove an equipped item. Once an equipment item card has been removed, it is discarded and cannot be used again.

    How to Play a Standard Game
    Okay, so everything has been said about the cards so let's get to actually playing the game. The first player to start the game is the one who created it and it goes in the order people joined it. If doing a team game however it needs to be decided who goes when.

    The first round of a game has everyone performing one (1) defensive move. Listed are the following kinds of defensive moves:
    • Use the Speed Defense
    • Equip an item
    • Use a Defensive Special Spell (such as protecting oneself from certain kind of elemental attacks). Spells would be listed as "Defensive" on the card and would not have an element attribute.
    After the first round, attacks can be made. When it is your turn to play, you are allowed three (3) moves to use your cards. You are able to perform the following moves:
    • Do a Basic Attack
    • Use an Item
    • Replace a dead character with a new character
    • Transform a character into it's Super form
    • Use any one of a character's special powers
    • Use a Standard Item
    • Use Speed Defense
    • Equip an Equipment item (you may only equip one item per move)
    • Remove an Equipment item (Again: you can only un-equip one item each move. Hint: use the Rewind item to remove all equipment items for one of your characters in one turn)
    • Use a Chaotic Spell item.
    • And of course you may pass a move (which is not recommend)
    Most of these count as one move, except for transforming a card into it's super form which uses two (2) moves - that is, almost all of your moves, so you'll get one move with it's super form! Note that in order for some cards to transform into a super form, a requirement may needed to be met first. When you super a character, place the super card on top of the previous form. Forget everything about the previous form, though equipment does transfer, and just rely on the super form card. You cannot transform a dead card into a super form.

    Note that unless it is specifically stated on the card, any damage calculation which results in a fractional amount of damage or recovery is rounded DOWN. For example, if a character would take 12.5 HP of damage, the half point is ignored and it will take only 12 instead.

    In the Standard game each player starts out with three (3) characters on hand and out on the field. Each player also has two (2) replacement characters that can be called forth when one of their characters dies. Once all of a player's cards are killed the player is out of the game unless in a team game and a team mate brings a character back to life.

    We all hope you enjoy this card game. Thank you for playing.

    Questions and Answers
    Q: Let's say I have a team mate card that gives me +5 HP, but when that card dies do I lose 5 HP?
    A: Depends. If the card was Full HP or within that point range, then yes you lose that HP. Now, let's say you had a 35 HP from the boost, but got hit and went done to 20 HP and your friend card died, you do not lose an extra 5 HP. It's just that when you restore your HP, it will only go up to 30 HP again.

    Q: If a card is revived, does it's speed return fully or to the point of what is was before death or not at all?
    A character's speed, if revived, should be the amount it was before death - unless stated otherwise on the special power or item used.

    Q: If I knock out my opponents 3 characters, and I have to pass a move, should I get a bonus?
    A: Yes, if your forced to pass because of an Empty Field, you may add 5 HP or MP to one of your characters based on how many moves you pass (example 2 turns passed would result in a healing of 5 to each character, or 10 to one character).

    Q: If a character is paralyzed and Lazor is played, is Lazor discarded because the character cannot perform attacks of any kind?
    Yes, according to the rules, a paralization is still in effect even with "charging spells."

    Q: If you replace a character, is that character out of play for good, or can it be revived?
    A: The character is out for good once you replace that character.
    Q: If playing a team game and all of my cards and replacements are used, am I out of the game?
    A: Yes and no. You cannot do anything - but if a team mate brings one of your cards back to life, you may keep playing until dead.