Game Components:
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Player Cards (Battle Cards):
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Represent the characters created by real-life cosplayers.
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Display: Photo, Name, HP (Health Points), Attack Moves, Abilities, Short Bio, Social Media Handle.
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Power Attack Cards:
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Required to use certain Attack Moves and Abilities.
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Special attacks may require multiple Power Attack Cards to activate them.
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Attack Swap Cards:
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Players can swap their Active Player’s basic attack with any Player Card on their bench.
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Defense Gain Card:
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Adds +10 Defense to Active Player to protect against an opponent’s next incoming attack.
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Special Attacks and Abilities may require Defense Gain Cards to activate.
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Defense Break Card:
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Reduces Defense by -10 put up by Opponent’s Active Player
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Special Attacks and Abilities may require Defense Break Cards to activate.
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Health Gain Card:
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Adds +10 to Active Player’s HP
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Special Attacks and Abilities may require Health Gain Cards to activate.
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Health Loss Card:
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Reduces Opponent’s HP by -10
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Can be used to help boost an attack’s damage when combined or as a separate card if an attack is unable to be made.
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Event Cards (Situational Effects):
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Random events that influence gameplay temporarily and can impact 1 or both players.
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Examples: Costume Malfunction, Crowd’s Favor, Photoshoot Opportunity.
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Game Dice
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Used when a Dice Roll Card is played.
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Player gets to roll the dice that will land on 1 of 6 different outcomes.
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Health Gain - Player adds +10 HP to all the playable cards (Active and Benched) of that who rolled.
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Health Lost - Player reduces -10 HP of all playable cards (Active and Benched) of the opponent’s team.
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Defense Break - Player reduces -10 from Player’s Active Player or adds +10 damage from opponent’s next attack.
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Defense Gain - Player adds +10 to Active Player Card.
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Attack Swap - Player’s Active Player Card has to use the Basic Attack of the Opponent’s Active Player Card.
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Power/Attack - Allows Player to use Special Attack without the requirement of Action Cards.
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Setup:
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Deck Building:
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Each player builds a collection of 40-60 cards.
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Shuffle and separate cards into Player Cards and Action Cards (Power/Items/Event Cards).
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Each player should have a minimum of 4 Player Cards to play but we recommend having 5-10.
2. Game Setup:
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Each player draws 4 Player Cards from their Player Card pile and places them face down in the Benched Player Slots (Numbered) on the board.
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Each player then draws 7 cards from their Action Deck to form their starting hand.
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Players must keep a minimum of 7 cards in their hand until all playable cards have been played.
Gameplay:
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Starting the Game:
Each player selects one of their benched Player Cards and places it in the Active Player Area.-
Decide who goes first.
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Turn Structure:
Draw a Card: Pick up a card from either the Player Card deck or the Action Deck.-
Play Cards:
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Attach Action Cards to Active Player Cards to activate attacks or abilities.
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Play Action Cards or Event Cards as desired to protect from incoming attacks or switch things up..
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Switch Active Players if necessary.
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End Turn: Discard a single card if no more moves can be made.
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Switching Players:
Active Players can only be swapped out if they:-
Are swapped as a single move at the cost of one turn. No actions can be made by Active Player Card prior to swapping.
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Have been defeated (No more HP).
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Once played, defeated Player Cards are placed on their bench spot face up and cannot be swapped with new Player Cards.
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Action Cards that were played on an Active player will be placed into the Discard Pile once Active Player has been switched.
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Benched Player Cards can only be swapped with newly drawn cards from the Player Card draw pile if they have not been played yet and that remain face down.
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Tracking Player Status:
Players must keep track of each Player Card's status throughout the game, including:
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HP
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Ability Use
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Defeated Status
By using the tracking table on the game board, a tracking card, or piece of paper, players should update each Player Card’s information throughout the game and should remain visible at all times to provide transparency and fairness.
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Calculate HP gains or loss based on actions played at the end of the player's turn.
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Mark when a Player’s Ability has already been used.
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Mark when a Player has been defeated.
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Mark the winner of each round.
Recycling Cards:
If a player runs out of cards to draw from, they must shuffle and recycle their Discard Pile.
Winning Conditions:
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Defeat all of the opponent's Player Cards.
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If a player runs out of playable cards, the round ends, and the team with the most combined remaining HP wins.
Game Format:
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Players can choose to play a single match or best of 3.