Introduction

In the game TKG ARENA, players engage in battles of power using 4 different pig characters in the form of 36 cards.

For THE ELEMENTAL KINGS ARENA, the objective is to collect the magic of FIRE, WATER, AIR and EARTH represented by the 4 Elemental Kings, ASHW, ESBNER, UKELELE and OHIF in order to advance one's power.


For each element, cards are numbered with FACE VALUES of 1 to 9, resulting in a set of 36 different cards known as the STANDARD DECK or simply DECK.

THE STANDARD DECK must consist of 4 different characters (in this case, the 4 Elemental Kings) during play.

Special cards may be collected to replace their counterparts in the STANDARD DECK of 36 cards to form a customised DECK for the individual.


Each player starts with 20 LIFE(s) (usually represented by 20 counters, beads or other small objects).

Each point of damage inflicted by the opponent during the duel takes away 1 LIFE. The player is defeated when his/her LIFE(s) reaches 0.The game will also end immediately for both players when any player has used up all 36 cards in his/her DECK. The player that has more LIFE(s) remaining wins the game.

Players start the game by drawing the top card from their shuffled DECK. The higher number starts first. The drawn top card goes back to the bottom of the DECK. Cards in groups of 5 are drawn from the DECK to form a CURRENT HAND.

Each player draws their first CURRENT HAND and take turns to attack. If the cards are used to inflict damage on the opponent, it is called an ATTACK HAND.

All used cards go into a discard pile called the GRAVE subsequently.

Attack


During each turn, each player may EITHER

1) attack (show his/her ATTACK HAND), discard used cards (into the GRAVE) and replenish up to 5 cards (from the DECK);

or

2) pass, discard any cards from the CURRENT HAND (into the GRAVE) and replenish up to 5 cards (from the DECK).


Damage is inflicted using different combinations of cards in the ATTACK HAND.

TYPE
ATTACK HAND
BASIC DAMAGE
SOLO
Any single card.
1
TWIN
Any 2 cards with the same number.
2
TRIPETS
Any 3 cards with the same number
3
DOUBLE
2 sets of TWINS.
4
COMBO
TWINS and TRIPLETS in the same hand.
5
FLASH
All 5 cards are from the same element.nt
5
SERIES
All 5 cards are in running order.
5
POWER
4 cards with the same number
8
SUPER
FLASH and SERIES in the same hand.
10
 

Defend

After the attacker declares his/her ATTACK HAND, opponents may defend against attacks immediately by using card combinations of the same TYPE from his/her CURRENT HAND involving an equal or higher FACE VALUE.

Defenders replenish up to 5 cards from his/her DECK immediately after the defence.

Note that only the same TYPE of card combinations can be used for defending purposes. (A TWIN combination cannot be used to ward off a SOLO attack.)

 
Special Cards

There are special cards that can be used independently in place of an attack, as defence or as part of an ATTACK HAND.
Each special card has a FACE VALUE and replaces its counterpart in the DECK.

Independent Special Cards

The keyword here is INDEPENDENT. Although a special card can still be used as a SOLO attack, when it is used as a special card, it cannot be neutralised by using a normal SOLO defence involving an equal or higher FACE VALUE in the standard defence procedure.

The only way to neutralise the effects of such special cards is to use a card with the same ELEMENT and FACE VALUE as it.

Defending Special Cards

The keyword here is DEFENCE.These are special cards with useful effects as defence. Typically they are used to ward off specific attacks or to absorb damage after the opponent has declared his/her attack.

Special cards used as defence cannot be neutralised.

Attacking Special Cards

The keyword here is AS PART OF AN ATTACK HAND. These special cards deploy their special effects as part of an ATTACK HAND, hence its effects can be neutralised if a successful defence is invoked against the ATTACK HAND, unlike the independent special cards.

All starting players may apply the effects of only 1 special card per turn or 1 special card per ATTACK HAND (although there may be more than 1 special card in the ATTACK HAND).

For advanced players, the number of special cards that can be used simultaneously depends on the titles and ranks of the player.

Titles and ranks are earned in sanctioned arena tournaments organised seasonally by the TKG COMIC CIRCLE.

 

RANKS

The rank of an elemental magic user of the arena depends on the number of power sets of spells he/she has collected.

A power set of spells refer to a collection of spells having the same numbers belonging to four different elements. e.g. Acid Rain, Meteor, Ice Storm and Mud Slide forms a power set because they are all the number 1 card in their respective elements. (Water, Fire, Air and Earth respectively)

The magic user must always declared his/her rank to the tournament organisers/opponents before the matches start.

 

S/NO.
RANK
POWER UP SETS REQUIRED
LIFE LEVEL ADJUSTMENT
SPECIAL BONUS
1.
SEER
1
20
NIL
2.
CONJURER
2
25
DAMAGE TO DOMINATE OVER ELEMENTS WILL BE DOUBLED.
3.
MAGE
3
30
ABLE TO APPLY THE EFFECTS OF 2 SPECIAL CARDS PER ATTACK.
4.
ENCHANTER
4
35
DAMAGE TO OPPOSING ELEMENTS WILL BE DOUBLED.
5.
ALCHEMIST
5
40
ABLE TO APPLY THE EFFECTS OF 3 SPECIAL CARDS PER ATTACK.
6.
SORCERER
6
45
DAMAGE TO SAME ELEMENTS WILL BE DOUBLED.
7.
WARLOCK
7
50
ABLE TO APPLY THE EFFECTS OF 4 SPECIAL CARDS PER ATTACK.
8.
NECROMANCER
8
55
DAMAGE TO ALL ELEMENTS (EVEN WEAKNESS) WILL BE DOUBLED.
9.
WIZARD
9
60
ABLE TO APPLY THE EFFECTS OF 5 SPECIAL CARDS PER ATTACK.
 
ELEMENT
DOMINATE OVER
OPPOSING
SAME
WEAKNESS
FIRE
EARTH
AIR
FIRE
WATER
WATER
FIRE
EARTH
WATER
AIR
AIR
WATER
FIRE
AIR
EARTH
EARTH
AIR
WATER
EARTH
FIRE
 
ORDER
SPECIAL BONUS
SCHEME
SPECIAL BONUS
BRONZE
LIFE LEVEL +20
PRACTICUM
AS WIZARD
SILVER
LIFE LEVEL +30
SOLO
DAMAGE TO ALL ELEMENTS X 3
GOLD
LIFE LEVEL +40
SERIES
DAMAGE TO ALL ELEMENTS X 5
BLACK
LIFE LEVEL +50