The SCP Origins Trading Card Game, brought you by the same people who brought you Addictive Bagels and Pen Overdosage.
Collect all your favorite staff members and SCPs to battle and trade with your friends. Use this handy list to keep track of your collection.
The following are player cards, meant to be collectable seperately and act as full game buffs, and as such might not exist in-universe (yet):
NOTE: We are not responsible for any harm that may or may not come to users of this line of products. If users experience physical harm, amnesia, demonic possesion, disturbing visions or death of any kind whilst making use of their collection, no compensation shall be given.
http://i.imgur.com/VWeMR8s.png - A Card Backing, kindly added by LemurLord.
In-Universe, an incomplete and somewhat different version of this list was owned by Branko Silvinski. On a similar note, any card depicting a deceased person gains a small skull in the top left corner of the backing.
In-Universe, Ace's card (#001) can be used to communicate with her. It is currently owned by Leonard Striker.
The SCP Origins Trading Card Game; Coming Soon to a Site-19 near you.
Because I over think everything
Players take on the roles of two organizations vying to control the most SCPs. They do this using Agents who traverse the field. "Secure, Contain, Protect" dictates the basic actions needed to capture an SCP
3 card types
Agents: They move from the base to the field to secure SCPs. They have stats and an optional ability
SCPs: Placed on the field, the goal is to contain as many as possible (or capture them from opponents). They have a card type, a capture goal, and an ability that is bestowed on the player who contains it.
Actions: Basic actions that agents perform (moving, attacking, securing, and containing to name a few)
Secure: An Agent(s) must raise their stats to exceed the capture goal of the SCP they reside in. They do this by adding action cards to themselves that raise their stats.
Contain: Once the capture goal has been reached, the player must use a ‘contain’ action card to move it and the Agent back to base. All securing cards are moved to the discard.
Protect: The opposing player will attempt to steal SCPs you’ve contained, or cause a containment breach. Having Agents in your base will help defend against such attempts
Agents and SCPs are drawn from the deck and must played from the hand. At the start of a game you must have at least one of each.
SCPs enter the field face down so only the player who played them know what it is. When an Agent is placed on the SCP it is revealed (possibly activating an ability)
Action card types (Basics)
Moving: moves an Agent from one area to another, either to the base or to an SCP in the field
Attacking: attacking another Agent directly to shoo them from an SCP before the finish securing it. They will then be place back at base. If an Agent is attacked inside their base, they are removed from play. Attack cards are placed to the side of the Agent who is attacked. Once successful or when the Agent moves back to base the attack cards are placed in the players discard
Securing: The key to securing, they raise an Agents stat points to meet or exceed the SCP’s capture goal. Or they apply another effect. These cards are placed under an Agent and are removed when they move back to base, they successfully contain an SCP, or they are attacked.
Contain: when the capture goal is met, playing this card will move it back to base
Protect: applies extra protection to your base. It’s removed when attacked
Releasing SCPs: A player would need to first get rid of any Agents still in the opponents base by attacking them or forcing them into the field. Then the player needs to attack, one for each card in the opponents hand, to steal an SCP
Waddles in with rules.
SETUP.
All players split their decks into 3. SCP cards, Staff cards, and Action cards. The action card decks are combined and supplemented with the standard SCP THE TRADING CARD GAME action card selection of movement and containment cards. All piles are shuffled.
Each player draws 3 SCPS from their own pile and places them on the field, face-up between both players. These are the SCPs "in the field".
Each player draws five staff cards from their own pile and places them either face-down or behind a screen. These are the player’s "Site."
Each player draws five action cards from the shared pile. These are their "move pool".
No personal pile may contain any duplicates, nor may any player’s contribution to the action pile.
The first player begins their turn, plays through all phases. It is then time for the other player to have their turn. Repeat until done. Victory occurs when the winning player contains a pre-agreed number of SCPs, the loser has all their staff cards eliminated, or a time limit is reached (at which point the player with the most contained SCPs is the winner).
DRAW PHASE
The player draws cards from the appropriate decks until their sites and move pools are full.
ACTION PHASE.
Action cards are used on staff. Action cards take many forms, and may cause staff to gain points, lose points, move, attack, be discarded, and so on.
ATTRIBUTE CARDS
Attribute cards are cards that change any attribute.
If the card changes the attribute of one friendly staff member they are placed face-down on that staff card (or behind the screen on that staff card). A staff card can only have one of these attribute cards applied at a time, unless forced to or the card expressly says otherwise.
If the card affects one enemy staff card they are placed on the enemy staff card face-up. If the target is in the site then the user of the card must declare which card they are targeting through instructions ("second from the left", "the middle card", and so on). If the enemy breaks or abuses this rule then they are NOT SOMEONE YOU SHOULD BE PLAYING SCP THE TRADING CARD GAME WITH.
If the card affects multiple cards, friendly or enemy, it is placed face-up on your side of the field.
MOVEMENT CARDS (supplementary).
Movement cards can be used to move one staff member onto the field, onto any SCP. To do this place the staff card and all its personal bonus cards onto the SCP face-down. If the SCP already has an enemy staff card applied to it, the cards enter "combat", in which round 3 is decided by the SCPs main attribute, detailed below. If the attacker wins, the defender is eliminated and takes the defender’s place. If the defender wins the attacker is eliminated. If the combat is a draw then both agents return to their site.
If there is already a friendly staff card on the SCP then the staff cards, and all their action cards, swap places.
CONTAINMENT CARDS (supplementary).
Containment cards can be applied to any staff card which is on an SCP which has been occupied by a friendly staff card for more than one turn (As in Branko has been applied to an SCP, the turn ends, next turn Branko can receive containment. Alternatively, Hermann has been applied to an SCP, the turn ends, next turn Lis replaces Hermann, Lis can now receive containment), AND who is superior to the SCP in the SCP’s primary stat. If this occurs then the SCP is now moved to the player’s containment pool, and is now "contained" by the player.
SCP PHASE
Players can now use any SCP cards they have contained.
ATTACKING PHASE.
Any number of staff cards can now attack the enemy site. Only one card can attack per turn from the site, however. The defending player chooses one card to react to the attack, and these cards enter "combat", with the defender choosing the third round. If the defending card wins the attacker is eliminated. If the attacker wins all the defending card’s attribute cards are eliminated, and the attacker chooses one SCP to return to the field. If the combat is a draw then the attacker is eliminated and one random SCP returns to the field.
THE TURN IS NOW OVER.
GAME MECHANICS.
COMBAT
Combat consists of three rounds. Each round consists of a comparison of a relevant statistic, as augmented by attribute cards. The first round’s statistic is chosen by the attacker, the second by the defender, and the third by the situation. The player who wins the most rounds wins the combat.
ELIMINATION
Cards that are eliminated are placed to the side of the game, and cannot be used without certain cards.
SCPs AND ATTRIBUTES
106: Physical Defence (6)
682: Strength (6)
173: Perception (6)
2001-J: Agility (4)
447: Mental Defence (5)
These are absolutely, without a doubt, entirely awesome!