Adrenaline adds more ACTIONS, not attacks.
What's an "ACTION"? I didn't know that term even existed in the game. I've never met it in the rules nor in the text of cards, or anything.
Anyway, the card text of Adrenaline :
"Target creature ATTACKS multiple times per turn. Smaller creatures gain more extra ATTACKS".
There is nothing about what you say in there. Don't assume your players are mind-readers and will know how the game works if you don't make a rulebook and don't write the correct effect on cards.
An action causes the creature to attack if the absolute value of its attack is greater than or equal to 1
Where is this written in the rules. Unless a rule says they don't attack I will assume they ARE attacking and do zero damage.
and activates any non-local effects triggered by creature actions (e.g. Empathetic Bond, Freeze, Infect).
So an adrenalined creature heals four times with empathic bond? I would have never guessed.
Then Empathic Bond should read :
"Whenever one of your creatures attack, you gain 1 life"
Not whatever nonsense is written on it now.
If you also want it to correspond to how you are explaining why this happens it should read :
"All of your creature's action includes "Gain 1 life" in addition to its normal action"
1) Animate Weapon essentially destroys the weapon and creates a creature. Can creatures use a skill the first turn they come into play? No. How it is now makes perfect sense.
The card says to turn the weapon into a creature. It doesn't say destroying the weapon and doesn't say creating a new creature. So it doesn't make sense according to the "official" card text. Again, the players are not mind readers. If I turn something into something else, I expect it to stay in play and just change its card type, not being destroyed and gaining a new card.
Wait, if it gets destroyed, do I get a skeleton token from graveyard and two more counters on my bonewall?
When I turn a pillar into a nymph with Nymph's Tears does that also count as destroying the pillar and getting a new creature?
When I mutate a creature into another one does that...oh wait I know it doesn't, I can use its newly gained ability.
You can't have one card that's both a creature and a permanent, since it's basically that creatures are in the top 3 rows and permanents are in the bottom two (separated by a line). You can't have something that's exactly on the line. Since the weapon is in a creature spot, it's a creature. It isn't a permanent, and I see no need to change the wording; the fact that it is or isn't a weapon doesn't matter.
Why isn't that in the game rules? Why isn't the number of "creature spots", "permanent spots" and "hand spots" included in the rules? Why isn't ANYTHING in the rules except that cheating is not allowed (which is common sense)?
Where a card is placed on the screen doesn't have any relevance to what its type is, unless the rules say so.
And certain other games allow cards to be of multiple types...
From how I see the game it pretty much is based on the
"The developer codes what he has in his mind, or what he is able to code, and then that becomes the rule of the game"
This is wrong. Rules must be defined first, and then a game must be built based on those rules. If the game is made first, and then we try to explain how it works by making up rules that match it, that'll lead to inconsistency, and confusion. And lots of it, especially if more cards get added. Even now, with like a 1/3 of what a single expansion of a normal card game is, there are as many problems, or even more, as there are cards. If the number of cards grow, the number of possible card interactions will grow exponentially, and without global rules, chaos will follow.