I am looking for a male voiceover artist for an explainer video for a card game. This project will need to be completed by the 27th or 28th (Australian time).
Here is the script:
Elemental Mystics is a fantasy-style card game that can be played 2 ways. You have the classic version which is more of a streamlined quick play and then you have the longer, and more challenging, tournament rules.
The board is split into 2 sides, your side and your opponent’s. The gold section in the middle is for both players to put their environmental cards on. An environmental card can either double or half the attack strength of a field for both players so use these cards wisely.
This is the area for the prizes. Assist cards go here. The right side houses the Master Card - a card with an ability that can manipulate gameplay, the deck and the discard pile. The 3 sections in the middle is where all the action happens. Your water monsters go here, land monsters here and air monsters here.
Once a coin has been flipped, the game starts by putting your chosen Master card on the field. Shuffle your deck and draw the top 10 cards. If you’re unhappy with any of the cards in your hand, you can choose to put up to 3 back in your deck and redraw that amount again.
This is an assist card, each one tells you what it does down the bottom and this is a monster card. Monsters that are immune to most effects in the game have this gold attack seal. The other monsters have this red one.
For the tournament version, the top 6 cards of the deck is placed onto the prize spaces. If we were playing the classic rules, we would only put 2 cards into the prize area. Attacking an empty field with your monsters is the only way to pick up one of your prize cards. The player that picks up all their prize cards first is the winner.
To start your turn, draw a card. You can choose to activate your master card ability or play an assist card (if you have one available). For now, we will just play a monster card. The first round is all about setting up the start of your defense. Neither player can attack in their first turn.
The Merman we just played has an ability - sound the alarm. This means that every merman in my hand and in my deck is instantly sent out onto the field, creating a strong defense line for me straight away.
Since I can’t attack this turn, it’s time for our opponent to play their first round. They’ve played a zombie. The zombie has 2 abilities - sound the alarm and strength in numbers. Just like when we played the merman, all our opponent’s zombies are sent onto the field but with the strength in numbers ability, the attack strength of each is multiplied.
Playing the White Dragon now looks like it’s the best way to get us out of trouble with these zombies. At the moment, it looks a little unevenly matched when I put this into play but luckily, we have a way to balance that out. The zombies have a total combined attack power of 25 and my white dragon only has 12. However, what we can do is destroy 2 of our opponent’s zombies. Sending these 2 to the discard pile readjusts the strength of each of the zombies in play. Now we won’t have to worry about that horde devouring the dragon.
Our opponent has played a harpy and wants to attack our empty air field. Luckily I have the white dragon in play so we can counter attack. Only problem is that once a monster has moved fields, it cannot move for the rest of the game so we have a choice to make: move and counter but risk the zombies attacking an empty field on the next turn or stay and defend the land field.
We’re going to counter the Harpy. Our opponent cannot stop the Harpy’s attack so because the dragon has a stronger attack strength than the harpy, it is sent directly to the discard pile. It’s our turn now and we have an empty land field. Let’s fix that by putting the air elemental in it’s place and wiping out the zombies while we’re at it.
Our opponent has put down the imp - a devilishly feisty little fellow that has a couple tricks up his sleeve. Firstly, the devil’s advocate ability allows him to put one of our red seal monsters on the same field in the discard pile. Luckily we don’t have any in play but he also has the resurrection ability which lets him bring forth a fallen comrade from the discard pile and put it back into play. The harpy is back on the field but because none of our opponent’s monsters can overpower us, they have passed on their turn so it’s back to us.
We’ll play the Phoenix and choose to attack his empty water field. Our opponent can’t counter attack so we get to claim one of our prize cards.
The game keeps going until someone has picked up all their prizes. Elemental Mystics is full of twists, turns and abilities that will always keep you on the edge of your seat. Back our Kickstarter now and bring this mythical world into your home.