MakeSmith is a game akin to Cards of Chaos or 100 Tiles. There are four players. Each player must choose a gimmick that they will theme their deck around and make 20 common rarity cards for it. The gimmick can be as simple as The Empire from Star Wars, or as complicated as an army of interdimensional pickles driven to take over reality with their nanotech. Before you ask, there are no predefined rules to this game, meaning the players make all the rules, even the combat system and card cost system, by being dealt a random rule card that they can define. There is one predefined rule that can be changed. Players have a default hand limit of three cards. At the end of a player's turn, they draw up to their hand limit. There are six laws that cannot be changed so the game is fun: 1: Cards cannot instantly win without a relatively difficult victory condition to reach and they must be of legendary rarity or higher. Cards cannot prevent a player from losing, or deadlock the game in anyway. Cards may not target a player or me, the DM/Moderator that enforces the rules, in real life. They may target you virtually though. Cards must follow the scratch community guidelines. Cards cannot activate in the deck, but can be targeted by cards outside the deck. Cards cannot be duplicated in effect or name except by card effects. On very rare occasions, when an effect that a player creates would make the game not fun for everyone else or one player, I may veto that card. This will very rarely happen. I am the DM, meaning I make sure the cards follow the rules and run the game. I mostly will just make projects full of all the cards the players make and the results of their turn. Each player has 100 Life Points, which mean nothing right now. When the game starts, a deck of blank cards with effects the players define will deal one card per player plus one into the center area. The blank card types are listed in the notes and credits. The players each choose one card to define the effect and name of(fitting their theme) the card and shuffle it into their deck. Then the player may play a card from their hand, following whatever rules are defined for doing that.
Blank Card Types: Common: Look like the cards of chaos blank cards except without initiative. Effects can be okay, but not powerful. They may be stronger as part of a combo however. 30 of them are in the blank deck, making them around half the total cards in the deck. Rare: Look like cards of chaos blanks without initiative but have a blue border. Cards that are moderately powerful by themselves. 15 are in the deck Epic: Look like cards of chaos blanks without initiative but have a purple border. Epic cards are strong by themselves. They have strong effects that can alter the game's course. 8 in the deck Legendary: Look like cards of chaos blanks without initiative but have a yellow border. They have game changing effects and powers and can be the centerpieces of decks. 7 in the deck Signature: Look like cards of chaos blanks without initiative but have a green border. Centerpieces of your deck with incredibly powerful effects and abilities. 1 is in the deck for each player. Rules: These cards are special. You get to define a rule for the game which immediately takes effect. This rule cannot affect a specific player and must be a universal effect. 10 in the deck. More blank card types can be defined later, keep in mind that blank card types are different from defined card types.