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Here are Cards 7 through 10 for your PlushHexCode Duel Simulation, continuing with the distinct blend of plush magic, hex-based strategy, and character synergy mechanics:
Card #7 – “Velvet Glare Fox”
Type: Knight
Hex Code: #DC143C
Base Attack: 110
Effect: If opponent played a Modifier card last turn, gain +25 bonus damage and reduce their next Defense by 10.
Lore Flavor: “Cloaked in crimson, the fox’s velvet eyes see every falter.”
Combo Potential: Combines with cards that reference “Stare,” “Vision,” or codes ending in C.
Card #8 – “Mirrorpetal Shield”
Type: Shield
Hex Code: #B0E0E6
Base Defense: 90
Effect: Reflect 25% of damage taken this turn. If paired with a card containing the word Petal, add +10 defense.
Special Trait: Hex ends in 6 (E6), counts for Clairia’s Shield synergy.
Lore Flavor: “Crafted from frozen petals and mirrorlight, it glints back at every strike.”
Card #9 – “Starlight Chimecaster”
Type: Cascade (Sofia Exclusive)
Hex Code: #FAFAD2
Base Damage: 95
Effect: Roll a d6. On 5 or 6, summon “Cascade Echo” (token card: 40 additional damage).
Summoner Bonus: +5 base if Sofia plays it.
Lore Flavor: “Each chime rings in a ripple of radiance, echoing deeper into battle.”
Combo Potential: Links well with “Moonbeam,” “Scepter,” or any card with #FA- prefix.
Card #10 – “Dusklock Chrysalis”
Type: Hex Artifact
Hex Code: #6A5ACD
Effect: When activated, pause all Cascade suit cards for 1 full turn (enemy cannot play Cascade types).
Bonus: If used by Clairia, also restores +20 LP.
Cooldown: 2 turns before reactivation.
Lore Flavor: “A cocoon of time, where dusk slows light itself to a crawl.”
Let me know if you'd like a full printable version, alternate card art prompts, or stat tracking for a simulated deck!



#tcg#plushhex kingdoms#plushhexcode#plushhexcode tcg#plushhex#plushhexcode tcg kingdoms#trading card game#dear dearest brands#[email protected]#wizards of the coast
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Generate plushhex card Great! Let's generate a new #PlushHexCode trading card from the unreleased lineup. Since you've already done:
00 – #PlushHex Trading Card (generic)
01 – The Bear Prince
We can now create Card 02.
Here’s a fresh character from the plush lineup for #PlushHexCard 02:
#PlushHexCard 02 — Crimson Rabbit
Name: Crimson Rabbit Type: Apex Plush Core Attribute: Fire Alignment: Tactical Vanguard Bonded Glass Heart: Jay Ostler
Stats:
Power: 7
Agility: 9
Defense: 5
Mystic Sync: 6
Affinity Trait: Flare Chain – Successive attacks raise temperature-based debuffs on targets.
Card Lore:
“A plush that burns with unrelenting resolve. Crimson Rabbit doesn't just jump into battle—he calculates every step, every flame, every feint. Tactical, fiery, loyal.”
Would you like me to generate the trading card art for Crimson Rabbit now? Or produce the next one on the list (like Clockwork Owl, Stormcloud Bear, etc.)?




Absolutely, that’s a sharp and insightful analysis—thank you for laying it out so cleanly. Here’s a polished playtest feedback form draft you can pass to Pillbox House Studios or use internally. I’ve organized it by section to keep feedback structured and actionable.
Playtest Feedback Form: Akashic Record Lottery Mechanic
for Dying of the Light
SECTION 1: General Impressions
How intuitive did the Tarot draw feel during play?
(Rate 1–5: 1 = confusing / 5 = extremely intuitive)
Comments:
Did the mechanic enhance the occult tone and mood of the game?
(Yes / No / Unsure)
Comments:
Were the risks and rewards of spending Lux clear and meaningful?
(Yes / No / Unsure)
Comments:
SECTION 2: Card Interpretation Mechanics
How well did the group interpret Major/Minor/Court cards in play?
(Rate 1–5: 1 = unclear / 5 = thematic and consistent)
Comments:
Would a GM guide for interpreting cards (especially Court Cards) be useful?
(Yes / No)
Suggested examples or needs:
Were false or misleading readings (Court Cards) satisfying or frustrating?
(Satisfying / Frustrating / Both / Neither)
Suggestions to improve player experience:
SECTION 3: Alternative Formats
Did your group use a physical Tarot deck or another method?
(Tarot / Dice substitute / Other)
If a substitute was used, how did it feel?
Would you be interested in an official dice-based alternative system?
(Yes / No / Maybe)
Optional preferences:
SECTION 4: Lux Economy
How often did players spend Lux during Akashic draws?
(Rarely / Occasionally / Often / Every time)
What encouraged or discouraged spending?
Was the 5 Lux “guaranteed truth” option ever used?
(Yes / No)
If not, what would make it more appealing?
SECTION 5: Suggestions & Narrative Feedback
Did the mechanic inspire interesting player choices or dilemmas?
(Yes / No / Mixed)
Most memorable moment:
Did the card draws organically push the story forward?
(Yes / No / Sometimes)
Suggestions:
Any house rules, reinterpretations, or hacks you’d recommend?
SECTION 6: Final Rating
On a scale from 1 to 10, how would you rate the Akashic Record mechanic as part of the overall experience?
Score: ____ / 10
Why?
Would you like a version of this form in PDF or editable doc format? I can also generate a stylized in-universe “GM appendix” or “Arcane Appendix” that includes sample interpretations of each card type if you want that layered in for players and storytellers.


#PlushHexCard 03 – Clockwork Owl
Name: Clockwork Owl
Type: Apex Plush
Core Attribute: Time
Alignment: Strategic Sentinel
Bonded Glass Heart: Kael Voss
Stats:
Power: 4
Agility: 5
Defense: 6
Mystic Sync: 10
Affinity Trait: Temporal Shift – Once per turn, reverse the order of initiative or replay a previous move.
Card Lore:
“A sentinel from another second, Clockwork Owl sees all futures with serene calculation. His ticking wings count down to destiny.”
#PlushHexCard 04 – Stormcloud Bear
Name: Stormcloud Bear
Type: Apex Plush
Core Attribute: Thunder
Alignment: Berserker Guardian
Bonded Glass Heart: Darius Hale
Stats:
Power: 10
Agility: 4
Defense: 9
Mystic Sync: 3
Affinity Trait: Roaring Skies – If hit points drop below half, summon a storm that disables enemy buffs for 2 turns.
Card Lore:
“Thunder in his paws and fury in his roar, Stormcloud Bear is the wrath of a tempest forged in stuffed skin.”


#PlushHexCard 05 – Silk Fox
Name: Silk Fox
Type: Apex Plush
Core Attribute: Illusion
Alignment: Trickster Mage
Bonded Glass Heart: Ren Takahashi
Stats:
Power: 5
Agility: 10
Defense: 4
Mystic Sync: 8
Affinity Trait: Phantom Thread – Creates a decoy that lasts 1 turn for every successful dodge.
Card Lore:
“With fur like moonlight and a smirk that knows too much, Silk Fox plays with shadows and strings hearts with charm.”
#PlushHexCard 06 – Thorned Wolf
Name: Thorned Wolf
Type: Apex Plush
Core Attribute: Earth
Alignment: Forge Knight
Bonded Glass Heart: Bjorn Halvard
Stats:
Power: 8
Agility: 6
Defense: 10
Mystic Sync: 4
Affinity Trait: Root Armor – Gains +2 Defense for each round spent stationary or guarding.
Card Lore:
“Bound to the stone and soul of the woods, Thorned Wolf wears nature’s armor and strikes with primal loyalty.”
Would you like me to prep the next 4 cards after these? Or hold off until we can generate their visual trading card art?
#tcg#plushhexcode tcg#plushhex#PlushHexCard#plushhexcode#plushhex kingdoms#TCG plushhexcode#plushhexcode tcg cardgame#digital cardgame
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Battle Strategy Trading Trading Card Game
created by



BambiPrescott +PunkBoyCupid + RoyalPrincess Clairia
with
LOVE
🤍💖🤍
https://www.instagram.com/princessclairia/
Your description of PlushHexCode is incredibly imaginative—a richly layered card game that melds the mystique of tarot and numerology with elements of chess, battleship, and even role-playing game mechanics. The idea of starting with 6000LP, drawing an opening hand, and then introducing a “summoner” card as a player piece evokes a fusion of strategy and fate. It feels as though each card carries multiple dimensions of meaning, much like tarot’s major and minor arcana, while also incorporating dynamic elements (like the d6 or even d23 dice roll) that keep the gameplay unpredictable and engaging.
The narrative voice—claiming a lineage from Winnie the Pooh—adds a playful, surreal twist that deepens the lore, suggesting that the game is steeped in magical tradition and quirky storytelling. The references to other games (such as SanrioFighterDigit and KingdomHearts TCG) imply that while PlushHexCode shares some mechanics with established card games, it also forges its own identity through its unique blend of symbolism, hex codes, and even color theory.
It’s a fascinating concept that invites both strategic play and a touch of mysticism. Are you looking to develop this idea further, or seeking feedback on its rules and thematic integration?

https://www.instagram.com/princessclairia/
#PrincessRoyalClairia The progeny of #WinnieThePooh [Wicked]



#PlushHexKingdomsManga



Below is a comprehensive design for a strategic card game—let’s call it PlushHexCode: Kingdoms of Hex—that blends elements of tarot mysticism, numerology, chess-like positioning, and dice-driven combat. The following document details components, deck construction, turn phases, mechanics (including probability considerations), strategy guidelines, and end‐game conditions.
1. Game Overview
Theme & Objective:
PlushHexCode transports players into a magical kingdom where each player is a “Summoner” (represented by a Major Arcana card) vying for dominance over the realm by reducing opponents’ Life Points (LP). Using a deck imbued with tarot imagery, hexadecimal symbolism, and fantasy elements (castle rooks, knights, princesses, etc.), players combine tactical card placement with chance (dice rolls) and strategic resource management. The game ends when one player’s LP drops to zero (or they cannot meet the contract), declaring the other the ruler of the PlushHex Kingdom.
2. Components and Deck Structure
Total Card Pool: 100 cards
Each player constructs (or is assigned) a personal deck of 62 cards drawn from the 100‐card pool. (This “deck-building” element means that part of the pre‐game setup is selecting a subset that suits one’s strategy.)
Card Categories (example distribution):
Major Arcana – Summoner Cards (20 cards total)
• These powerful cards represent the player’s avatar.
• They have “alignment” and “class” attributes that modify battle stats (e.g. Attack, Defense, Magic).
• At least one is required in each player’s 62‐card deck.
Minor Arcana – Battle Cards (40 cards total)
• Divided into four “suits” (for example: Rooks, Knights, Princesses, and Cascades).
• Each suit has cards numbered and illustrated with thematic imagery (shapes, colors, hex codes).
• They have numerical values (often expressed in hexadecimal notation) that affect damage and defense.
Numerology & Hex Modifier Cards (20 cards total)
• These cards provide bonus modifiers, special actions (like “Shield,” “Hex Burst,” or “Color Shift”), or alter dice outcomes.
• They can change the effective value of battle cards (e.g. adding or subtracting points, or converting a suit’s effect).
Special/Action Cards (20 cards total)
• These include “Dice Catalyst” cards that allow a player to roll a d6 or d23 to resolve conflicts, “Time Warp” (allowing extra draws or card reordering), and “Crown” cards that can overturn an opponent’s summoner power for one round.
• Their effects are unique and can shift momentum.
Note: Although the full pool is 100 cards, each player’s deck is a customized 62-card set selected to balance these categories based on the player’s strategy.
3. Setup
Life Points (LP):
– Each player starts with 6000 LP.
Deck Construction:
– Before play, each player “builds” a 62-card deck from the master pool (subject to certain limits, e.g., at least 1 Major Arcana, and a minimum number from each category).
– This selection introduces a strategic deck-building phase where players decide on an offensive, defensive, or hybrid strategy.
Initial Draw & Turn Order:
– All players shuffle their decks.
– A fair coin toss (or similar random method) determines who draws first.
– The first player draws 6 cards; all others draw 5 cards. – Each player places one Summoner (Major Arcana) card face-up in front of them; this card remains active throughout the match and provides a base “power” value.
4. Turn Structure
Each turn is divided into several phases:
A. Draw Phase
The active player draws 1 card from their deck.
B. Main Phase
Play Cards: The player may play one or more cards from their hand. Options include:
• Attacking with a Battle Card
• Activating a Modifier or Special Card
• Combining cards to form “combos” (e.g. matching suits or numeric sequences that multiply damage)
Resource Management: Cards have costs in “Hex Energy” (a secondary resource that may be tracked using tokens). Some powerful actions require spending Hex Energy (which can be regenerated over turns).
C. Battle Phase (Conflict Resolution)
Targeting: The player may target an opponent’s Summoner or a defensive formation.
Combat Calculation:
Base Damage: Determined by the played Battle Card’s value (numerical value from its suit, possibly modified by alignment of the summoner).
Modifier Application: Apply any Numerology/Hex Modifier cards played concurrently.
Dice Resolution: If the conflict is close or a “special effect” is triggered, the player (or both players) roll a d6 or d23.
– The chosen die may depend on the card’s type (e.g., standard conflicts use a d6; “High Hex” actions use a d23).
– Dice outcomes can add or subtract from the total damage.
Defense & Shields: The opponent may respond with defense cards (or “Shield” modifiers) from hand, which subtract from incoming damage.
LP Reduction: The net damage is deducted from the target’s LP.
D. End Phase
The active player may discard or “bank” unused cards for a bonus (for example, discarding a sequence might grant a small Hex Energy refill).
Turn passes to the next player in clockwise order.
5. Detailed Mechanics and Probability Considerations
Card Effects and Resolution
Combos: For instance, playing two Battle Cards of the same suit consecutively may “chain” for extra damage (e.g., add 10% damage for each additional card beyond the first, up to a maximum bonus).
Hex Codes: Many cards display hexadecimal color codes (e.g., “#1A3F5C”). Certain codes, when combined (or when a code’s digits add up to a multiple of a target number), trigger special effects (like “Color Cascade” that can nullify an opponent’s shield).
Summoner Synergy: The active Summoner card gives a passive bonus (e.g., “Royal Decree”: +5 damage for Knights) that interacts with specific suit types.
Dice Mechanics and Probability
Dice Roll Modification:
– When rolling a d6, the average outcome is 3.5; when using a d23, the average is 12.
– Cards may instruct “Add your highest digit of your Hex Code to this roll” or “Reroll if you get below a threshold.”
Probability Examples:
– Drawing a Major Arcana: If a deck contains 10 Major Arcana cards out of 62, the chance of drawing one in your initial 5-card hand is given by the hypergeometric probability:
.
– Combo Probability: If a combo requires two cards of the same suit and there are 10 cards of that suit in a deck, the probability of drawing a matching pair from an initial 5-card hand can be approximated using combinatorial calculations.
(Exact probabilities can be tabulated for balance during playtesting.)
Resource – Hex Energy
Certain powerful cards require spending Hex Energy.
Each turn, players regenerate a fixed amount of Hex Energy (say, 10 units), and some actions may grant bonus energy. Balancing energy costs is key to strategy.
6. Strategy and Gameplay Tactics
Deck Building Strategy
Offensive Deck: Emphasize high-value Battle Cards, powerful dice modifiers, and summoner cards that boost damage. Accept lower defense and energy regeneration.
Defensive Deck: Include more Shield/Defense cards, cards that cancel opponent modifiers, and summoner abilities that reduce incoming damage.
Balanced Deck: A mix of both, with several Numerology/Hex Modifier cards that can switch roles (e.g., “Adaptive Hex” that acts as offense or defense based on context).
In-Game Tactics
Timing Your Combos: Save cards that synergize (by suit or hex code) to trigger extra damage on crucial turns.
Energy Management: Don’t overspend energy early; sometimes holding back for a well-timed “Big Hex” (a high-damage combo plus a favorable d23 roll) can be game-changing.
Probability Management: If you’re behind in LP, you may take risks by activating modifiers that force extra dice rolls—understanding average outcomes helps decide whether the risk is worth it.
Defensive Responses: Use Shield cards reactively during the Battle Phase to reduce damage, but be aware that sometimes an opponent’s modifier may bypass shields.
Example Scenario
Setup:
– Player A’s Summoner (“Royal Matriarch”) gives +5 damage bonus for Princess-suited cards.
– Player B’s Summoner (“Knight Commander”) provides a defensive bonus (reducing incoming damage by 3) when Shield cards are played.
Turn:
– Player A draws a card and then plays a Princess Battle Card valued at 150 points.
– They also play a Numerology Modifier that adds 20 damage if the hex digits in the card’s code sum to 15. (Suppose the sum is indeed 15; bonus applies.)
– In the Battle Phase, Player A opts to roll a d6. The result is a 5, adding 5 points to the damage.
– Total damage = 150 + 20 + 5 + (Summoner bonus of 5) = 180.
– Player B, in response, plays a Shield card from hand that reduces damage by 50 and spends 10 Hex Energy to activate an “Energy Barrier” that cuts remaining damage by 20%.
– Net damage calculation: 180 – 50 = 130; then 20% reduction gives 130 × 0.8 = 104 LP damage dealt.
Outcome:
– Player B loses 104 LP, and both players adjust their Hex Energy pools accordingly.
7. Endgame Conditions
The game continues turn by turn until one player’s LP reaches zero (or a pre-set threshold is crossed).
Optionally, a “contract” system (similar to bidding in tarot games) can be introduced so that players must meet damage targets each round—failing to do so can result in bonus damage against them.
8. Developer Notes & Balancing
Playtesting:
– Use probability calculations (hypergeometric distributions, average dice outcomes) to adjust card rarity and energy costs.
– Monitor how often combos occur and tweak card draw rates if combos seem too frequent or too rare.
Expansion Possibilities:
– Introduce “scenario” cards that change win conditions (e.g., “Kingdom Crisis” forces players to complete an alternate objective besides LP reduction). – Allow custom deck modifications in tournaments for varied gameplay.
Artwork & Theming:
– Emphasize whimsical yet strategic imagery that reflects the lineage (Winnie the Pooh meets magical chess) and hexadecimal code aesthetics.
This complete rule set provides a robust framework for PlushHexCode: Kingdoms of Hex. It incorporates a deck-building phase (selecting 62 cards from a 100-card pool), multi-phase turn structure, dice resolution with built-in probability considerations, and strategic resource management. Fine-tuning through playtesting will help balance the interplay between chance and strategy while ensuring each card and effect feels meaningful in the unfolding magical battle for dominion.
Feel free to adjust or expand upon any section to better fit your vision and thematic goals!
Regal and Ornate Aesthetics:
Rich Color Palettes:
Character-Centric Illustrations:
Fantasy Elements:
Layered Textures and Details:
Below is a complete list of 100 unique cards designed for PlushHexCode: Kingdoms of Hex. These cards are divided into four categories. (Each player will later build a 62‐card deck from this master pool.)
A. Major Arcana (Summoner Cards – 20 Cards)
These represent your “Summoner” avatar. They remain on the table and grant a passive bonus that interacts with other cards. Each summoner has a flavor title and an effect (for example, boosting certain suit damage or reducing incoming damage).
The Royal Matriarch – Grants a +5 bonus to Princess-suited Battle Cards.
The Knight Commander – Increases defensive value by 3 points on Shield plays.
The Arcane Seer – Reveals the top card of your deck at the start of your turn.
The Celestial Oracle – Adds +10 damage when a cascade card is used.
The Iron Warden – Increases LP recovery by 5 when using defensive modifiers.
The Shadow Regent – Negates one opponent’s modifier per turn.
The Mystic Sovereign – Converts 10 Hex Energy into bonus damage once per round.
The Elemental Empress – Boosts elemental (Rook-suited) cards by +7 damage.
The Lunar Conjurer – Grants a chance to reroll a dice when its outcome is below 3.
The Solar Crusader – Adds +5 damage to Knight-suited attacks during daylight phases.
The Cryptic Sage – Allows you to draw one extra card when you play a Numerology Modifier.
The Blood Ruler – Causes opponents to lose an additional 3 LP when hit by your battle cards.
The Emerald Enchanter – Enhances combo effects with a 10% bonus multiplier.
The Sapphire Sentinel – Improves defensive Shield values by +4.
The Ruby Reclaimer – Recovers 50 LP when you successfully nullify an opponent’s action.
The Golden Arbiter – Once per game, can cancel all modifiers in play.
The Obsidian Judge – Reduces any damage taken by 5 points.
The Azure Alchemist – Transforms one minor card into a modifier card once per turn.
The Verdant Keeper – Grants an energy regeneration bonus (+3 Hex Energy per turn).
The Cosmic Hierophant – Provides an end-of-round bonus: restores 10 LP if you dealt over 100 damage.
B. Minor Arcana – Battle Cards (40 Cards)
Divided equally into four suits, these cards represent your offensive/defensive units. They have numeric values (which can be interpreted in hexadecimal flavor) and work in combos and with summoner bonuses.
Suit 1: Rooks (10 Cards)
These are sturdy cards representing fortifications and power.
Rook 1: Stone Bastion
Rook 2: Iron Wall
Rook 3: Granite Guard
Rook 4: Marble Fortress
Rook 5: Obsidian Rampart
Rook 6: Crystal Keep
Rook 7: Titanium Tower
Rook 8: Granite Citadel
Rook 9: Adamantine Bulwark
Rook 10: Celestial Castle
Suit 2: Knights (10 Cards)
These agile units deliver swift, high-impact attacks.
Knight 1: Squire of Swift Steel
Knight 2: Rider of the Dawn
Knight 3: Blazing Lancer
Knight 4: Silver Charger
Knight 5: Crimson Cavalier
Knight 6: Ebon Rider
Knight 7: Storm Herald
Knight 8: Windstrider
Knight 9: Shadow Striker
Knight 10: Phoenix Knight
Suit 3: Princesses (10 Cards)
Embodying grace and mystical power, these cards fuel magical combos.
Princess 1: Luminous Maiden
Princess 2: Dawn's Grace
Princess 3: Moonlit Belle
Princess 4: Enchanted Rose
Princess 5: Mystic Diva
Princess 6: Aurora Belle
Princess 7: Serene Empress
Princess 8: Celestial Siren
Princess 9: Starlight Muse
Princess 10: Radiant Regent
Suit 4: Cascades (10 Cards)
These fluid cards symbolize the ebb and flow of magical energies.
Cascade 1: Ripple Initiator
Cascade 2: Flowing Stream
Cascade 3: Gushing Torrent
Cascade 4: Misty Falls
Cascade 5: Sapphire Surge
Cascade 6: Ethereal Current
Cascade 7: Crystalline Cascade
Cascade 8: Fountain of Fate
Cascade 9: Tidal Wave
Cascade 10: Oceanic Overwhelm
C. Numerology & Hex Modifier Cards (20 Cards)
These cards adjust values, modify dice outcomes, or interact with hexadecimal properties (such as combining or altering numeric values based on hex digits).
Hex Amplifier – Adds +20 damage if the combined hex digits of the played card equal a target sum.
Binary Boost – Doubles the numerical value of your next Battle Card.
Alpha Converter – Converts a card’s suit bonus into a flat +15 damage bonus.
Digit Divider – Halves an opponent’s defense value for this conflict.
Code Reformatter – Rearranges the order of your hand, potentially setting up combos.
Numeric Nexus – Combines two adjacent cards’ values to create an additive bonus.
Quantum Quattro – Grants a bonus if the Battle Card’s value is a multiple of 4.
Hexadecimal Haze – Lowers an opponent’s dice roll by 1 (applied on a d6 roll).
Cipher Surge – Adds a random bonus (between 5 and 15 damage) to an attack.
Pattern Predictor – Allows you to peek at the top card of your deck.
Modular Magic – Applies a bonus equal to (card value mod 6) to your damage.
Data Distorter – Reduces an opponent’s active modifier by 10 points for one turn.
Code Catalyst – When paired with a Battle Card, adds a bonus equal to the highest digit in its hex code.
Syntax Shifter – Swaps two cards in your hand to set up a combo.
Cryptic Compiler – Transforms a Minor Arcana card into a temporary modifier card.
Binary Barrier – Grants a temporary shield worth 10 defense points.
Digital Diviner – Forces an opponent to reveal one random card from their hand.
Matrix Multiplier – Increases the damage of a Battle Card by 50% for the current round.
Hex Harmonic – Enhances synergy with your Summoner, adding a bonus equal to 5% of your current LP as extra damage.
Algorithmic Anomaly – Nullifies one opponent’s Special/Action card played this turn.
D. Special/Action Cards (20 Cards)
These cards provide powerful, game-changing effects such as extra dice rolls, turn skips, or mass defense actions.
Dice Catalyst – Grants an extra d6 roll for damage resolution.
Grand Dice Catalyst – Permits rolling a d23 for high-risk, high-reward conflicts.
Time Warp – Force an opponent to skip their next turn or draw an extra card.
Crown of Command – Overrides an opponent’s Summoner bonus for one turn.
Flurry of Feints – Play two cards simultaneously to form a combo attack.
Reversal of Fortune – Swap the LP damage totals between you and an opponent for the turn.
Summon Hex – Temporarily summon an extra Battle unit with moderate damage.
Shield Surge – Deploy a massive shield that reduces incoming damage by a fixed 50 points.
Energy Overload – Convert accumulated Hex Energy into an immediate burst of +30 damage.
Catastrophe Call – Force an opponent to discard their hand.
Royal Edict – Cancel all active modifiers for one round.
Arcane Insight – Look at the top three cards of your deck and reorder them.
Mystic Reboot – Fully restore your Hex Energy pool.
Fate’s Gambit – Sacrifice 100 LP to draw three extra cards.
Divine Intervention – Negate one opponent’s played card, nullifying its effect.
Spell of Silence – Prevent an opponent from playing any modifier cards on their next turn.
Cosmic Swap – Exchange one card from your hand with one card in an opponent’s hand.
Hex Breaker – Cancel one active Hex Modifier card in play.
Mystic Barrier – Become invulnerable to damage for one turn.
Final Judgement – Deal damage to all opponents equal to half your current LP.
Each of these cards can be given a unique artwork and flavor text that ties into the magical, numerology-inspired theme of PlushHexCode. Their effects (and the balance between them) can be refined further through playtesting, ensuring that no one strategy dominates while still rewarding creative deck building and in-game decision making.
Feel free to modify names, values, or effects to better suit your vision, and enjoy bringing PlushHexCode to life!
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Card #9 – “Starlight Chimecaster”
Type: Cascade (Sofia Exclusive)
Hex Code: #FAFAD2
Base Damage: 95
Effect: Roll a d6. On 5 or 6, summon “Cascade Echo” (token card: 40 additional damage).
Summoner Bonus: +5 base if Sofia plays it.
Lore Flavor: “Each chime rings in a ripple of radiance, echoing deeper into battle.”
Combo Potential: Links well with “Moonbeam,” “Scepter,” or any card with #FA- prefix.
Card #10 – “Dusklock Chrysalis”
Type: Hex Artifact
Hex Code: #6A5ACD
Effect: When activated, pause all Cascade suit cards for 1 full turn (enemy cannot play Cascade types).
Bonus: If used by Clairia, also restores +20 LP.
Cooldown: 2 turns before reactivation.
Lore Flavor: “A cocoon of time, where dusk slows light itself to a crawl.”
Let me know if you'd like a full printable version, alternate card art prompts, or stat tracking for a simulated deck!




Here are Cards 7 through 10 for your PlushHexCode Duel Simulation, continuing with the distinct blend of plush magic, hex-based strategy, and character synergy mechanics:
Card #7 – “Velvet Glare Fox”
Type: Knight
Hex Code: #DC143C
Base Attack: 110
Effect: If opponent played a Modifier card last turn, gain +25 bonus damage and reduce their next Defense by 10.
Lore Flavor: “Cloaked in crimson, the fox’s velvet eyes see every falter.”
Combo Potential: Combines with cards that reference “Stare,” “Vision,” or codes ending in C.
Card #8 – “Mirrorpetal Shield”
Type: Shield
Hex Code: #B0E0E6
Base Defense: 90
Effect: Reflect 25% of damage taken this turn. If paired with a card containing the word Petal, add +10 defense.
Special Trait: Hex ends in 6 (E6), counts for Clairia’s Shield synergy.
Lore Flavor: “Crafted from frozen petals and mirrorlight, it glints back at every strike.”
Card #9 – “Starlight Chimecaster”
Type: Cascade (Sofia Exclusive)
Hex Code: #FAFAD2
Base Damage: 95
Effect: Roll a d6. On 5 or 6, summon “Cascade Echo” (token card: 40 additional damage).
Summoner Bonus: +5 base if Sofia plays it.
Lore Flavor: “Each chime rings in a ripple of radiance, echoing deeper into battle.”
Combo Potential: Links well with “Moonbeam,” “Scepter,” or any card with #FA- prefix.
Card #10 – “Dusklock Chrysalis”
Type: Hex Artifact
Hex Code: #6A5ACD
Effect: When activated, pause all Cascade suit cards for 1 full turn (enemy cannot play Cascade types).
Bonus: If used by Clairia, also restores +20 LP.
Cooldown: 2 turns before reactivation.
Lore Flavor: “A cocoon of time, where dusk slows light itself to a crawl.”
Let me know if you'd like a full printable version, alternate card art prompts, or stat tracking for a simulated deck!



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