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GAME RULES -
Updated 1/21/2018
Below
you will find the rules for the game. If you have any questions please
click the link above for the Facebook page and post your question.
Otherwise you may use the contact link and ask me directly (that method
may take a bit longer since your question on Facebook will go right to
the community).
Here are the options for downloadable rules:
- Small
Booklet
- This can be printed at home, but is a stripped down version of the
rules to make it fit in a condensed book. To view a printing tutorail
for this book refer to this link.
- Large book
- This is the in-depth version of the rules in PDF form.
Follow this link if you would like a video explanation of the base rules:
https://www.youtube.com/watch?v=2hRpPheW9H4&t=4s
OBJECTIVE
The
objective of Card Fighter Special is to build a deck of cards that will
be used to defeat your opponent in a card battle. A game can be lost
through two different means. First, if you as the player have your Hit
Points reduced to zero you lose. Secondly, if you no longer have any
cards to draw from you lose, as soon as you pull your final card the
match is over.
CARD DESCRIPTION
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Character or Card Name |
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Ability Type |
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Card Rarity |
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Ability Description |
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Card Type |
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Character Back-Up(s) |
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Card Number |
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Battle Points |
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Special Ability |
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Soul Points / Soul
Point Cost |
The
first place to start learning how to play Card Fighters Special is to
look at the cards. In the diagram on the previous pages you will find
all the info you need to understanding the cards. Below is an expanded
description for each of those elements.
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Character
Name – Pay attention to the character name as there will be
several cards that have the same character name, but will be followed
by additional information contained within parenthesis. This is to keep
you from using a wrong Back-Up character. Below the character name is
the game title the character originated from. IF the character is a
variant, the game listed will be where the variant came from (this has
no bearing on gameplay, it's just a tidbit of info). |
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Card Rarity
– in order from least rare to most rate is as follows: D, C, B, A, S.
Card rarity also does not change gameplay. |
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Card Type
– this section tells you what card type you have in your
hand. There are character cards (SNK and Capcom), and there are
Reaction and Action cards. Character cards are your main cards to gain
Soul Points and deal damage to your opponent. Action cards are used for
bonus offence and Reaction are used as a bonus defense measure. |
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Card Number
– each number will start with a letter S for SNK, C for Capcom, A for
Action, and R for Reaction. |
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Ability
Name – this is the name of the special ability that the
character possesses. Not all characters have a special ability. |
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Ability
Type – there are three different types of abilities that
character may have in the game. |
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Square
Ability is an ability that must be activated verbally during the
attack phase. It takes place of the character's attack. |
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Triangle
Ability is activated immediately when the character enters the
ring. |
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Circle
Ability is a constant effect. As soon as the character enters
the ring it begins to take effect and continues to remain active until
the character is no longer in the ring. |
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Ability
Description – tells you the details of how the ability changes
the gameplay. Remember, anytime one of these abilities contradict the
rules of the game, always follow the rule on the card. |
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Character
Back-Up(s) - characters listed here are the only characters
that can offer Back-Up to this specific character. When you Back-Up a
character you increase their available battle Points by 300 BP. |
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Battle
Points (BP) - this is your characters attack and defense. As the
character loses BP the attack is also reduced. |
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Soul
Points (SP) - points gained when a character enters the ring. SP
is also used use Action and Reaction cards. You may also use SP to
perform a special attack, referred to as Union Attacks. |
Begin
to familiarize yourself with the different types of cards in their
functions. Take some time to look over the 424 unique cards that make
up the Card Fighters Special Base Set. Once you have a good idea of how
the card mechanics work you can begin to build a new deck.
BUILDING A DECK
A
deck consists of 50 cards. You can have any combination of cards that
you want, but you cannot have more than 3 of a kind. For example, if
you want to have 3 cards of number C045 (this is fine) but you cannot
have 4 of card C045.
You can have a mix of both Capcom and SNK
cards in your deck, and it would be to your advantage if you build your
deck using a mix of both types of cards. There are SNK characters that
can Back-Up Capcom characters and Capcom characters that Back-Up SNK
characters. You can also have as many Action Cards and/or Reaction
Cards as you'd like, so long as you keep your deck at 50 cards.
THE PLAYFIELD
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The
Ring – this is where most of the action takes place. When
playing a
card in the ring make sure they are directly in one of the available
slots. It's important to keep these slots visually aligned as it plays
a big role in the game. |
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The Deck – the 50 cards that make up
your deck go here, face down. |
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Discard – cards that are used go
here, face up. |
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SP Reserves – the counters you use
to keep track of your SP go here. They must be visible to your opponent
at all times. |
SETTING THE GAME
UP
The
first thing you need to do when setting up a round of Card Fighters
Special is to shuffle your deck. Each player has the option to shuffle
or cut their opponent's deck, to make sure they have not stacked the
deck in their favor. Each player then places their deck face down in
from of them (as shown in the diagram on the previous page).
Next,
set your counters for your HP to 3000. The first person to reduce their
opponent's HP to 0 wins the game. For tournament rules you play best 2
out of 3 games.
NOTE:
To keep track of all the numbers in the game, there are three methods
you can use in order to complete this task. You can record the numbers
using the pen and paper method, or you can use dice to keep track of
each character's BP and your HP. Some find it easier to use 30-sided
dice to keep track of the numbers, other use multiple 6-sided dice (the
number that faces up represents the current stat. If using 6-sided dice
you will need to use multiple die for each card or each player's BP).
The third method is to use small counters such as glass beads, winks,
pennies, or any other small object. Of course, you can always use a
mixture of methods, just find which way works best for you.
Now,
decide which player will go first. This can be done by simply flipping
a coin. The player who wins the coin toss chooses who goes first. There
are advantages of being the first to go, but there are also
disadvantages. Among the disadvantages, the player will have one less
card to begin their first round (this will be explained later).
Both
players draw 5 cards. If you draw 5 cards and you don't have any
character cards, show your hand to your opponent; shuffle your deck and
draw 5 new cards. Each player must have at least 1 character in their
hand to being the match. Once that requirement has been met, you can
now begin. Whoever won the chance to go first can now begin their turn.
ORDER OF PLAY
Card Fighters is played through four basic phases. These phases must be
played in order.
Phase 1: Activate
Phase - All of your characters become activated in this
phase.
Phase 2: Draw Phase -
Draw a card
Phase 3: Main Phase
- This is the phase that most of the game is played out.
Phase 4:
Counter-Attack Phase - Defend and Counter
PHASES EXPLAINED
Phase 1 Activate
Phase – All of your characters are released from Freeze Phase
and are ready to fight.
Phase 2 Draw Phase
– Draw one card. If you are just starting a new game the player who
begins the match will not get to draw a card in the first round (this
is that disadvantage that was mentioned earlier. This is only for this
one time that the player is unable to draw a card, unless a new rule is
implemented through a card rule).
Phase 3 Main Phase
– In this phase you can do any or all of the following. You may also
choose to do nothing and pass on your turn. Here are your options:
- Put 1 Character Card in an empty slot
on your side of the ring (cards may be played in an empty slot, they do
not have to be placed in numerical order). When a character first
enters the ring, they are put in stand-by. This simply means, they are
unable to attack or use a square ability (until they finish all four
phases this round). To signify the character is in standby, turn the
card diagonally. When you have played through all four phases turn this
card back to the ready position.
- Back-Up
a character that has already been in the ring during a previous turn to
increase the character's BP by 300 points. When you look at a Character
Card you will see several names under the Back-Up heading. These
characters listed are the specific characters that can help your ringed
character. For example, if you have Sakura in the ring and she has been
there past her standby time, you can have one of her Back-Up characters
support her. Right now, Sakura's BP is 500, so you decide to use Shingo
to back her up as it's a legal move. Shingo has 400 BP, but since you
are using him to back her up, the 400 means nothing. As a Back-Up she
will only receive 300 BP, no matter what the character's base BP is the
character always receives 300 BP when Backing-Up another
character. Sakura
can also be backed up by Hinata, so if Hinata is in your hand you can
use her to add yet another 300 BP to Sakura's current BP, but it must
be done in a separate turn. Just remember, you cannot back a character
up with more Back-Up cards than what is listed on each individual
character. So, in the case of Oro you cannot back him up with two Ryu
cards. You also cannot Back-Up Oro with Ryu (A) as that is a different
card from the one listed.
To
Back-Up a character you simply place the Back-Up character under the
base character like in this diagram.
- Use Action Card Card(s).
Any number of Action Cards may be used in this phase, as long as you
have the SP to support them. First you must spend the SP; then follow
the rule on the card. Remember, If you are going to use an AC card, you
must do it before you initiate your attack. By attacking, you are
indicating that you are ending your turn.
- Attack
– There are several ways your active ringed characters can attack. Here
are the explanations for each. No matter which attack you choose to
use, your character must be put into a Frozen State after they do the
attack (this is indicated by turning your character sideways).
A Frozen
character cannot Counter-Attack.
ATTACKING OPTIONS:
- Square Ability
- Instead of performing a Single Attack or a United-Attack, a
character might have a square ability. This special attack allows you
to alter the rules of the game or will cause ill effects to your
opponent. Declare that you are using your ability and read it out loud
and follow the directions on the card. Square abilities must be
initiated before any Single or United attacks are made.
- Single Attack
– Each character can attack on their own. To attack simply slide the
card that will be attacking forward to indicate they are performing a
Single attack. (You can have up to 3 Single Attacks, one per character
on your side of the ring). The character's current BP will indicate
their attack power. You take the attacker's BP minus the defender's BP.
If the attacker's BP is higher they will defeat the defender and the
attacker's BP will be reduced by the defenders current BP.
For
example, if you have Ryu with 1000 BP attacking Guile who currently has
300 BP, Ryu will win, but will have his BP reduced to 700 BP. Adjust
Ryu's BP accordingly and place Ryu in a Frozen State by turning him
sideways. If Ryu attacks and your opponent decides not to defend, then
Ryu's full attack of 1000 BP will damage your opponent's HP directly. A
Single attack will not normally reduce the HP of a player unless no
counterattack is made.
- Union Attack
– A union is an attack that combines the power of two or three
characters in your ring. If you perform a Single-Union (attacking with
two characters combined as one) it will cost you 5 SP. If you perform a
Double-Union (attacking with three characters combined as one) it will
cost you 10 SP. The advantage of performing a Union is the initiated
attack will pierce through the defending character, if they are unable
to stop 100% of the attack damage.
Here
is how a Union works. Let's say you have three characters ready to
attack. For this example, I'll use Ryu, Ken, and Chun-Li. To make this
easier to explain let's say all characters currently have 500 BP each.
Let's begin by initiating a Single-Union with Ryu and Ken. First you
need to spend 5 SP to initiate the attack. Next you need to tell your
opponent who is going to be the first attacker in the Union and who is
going to be second. You then combine their BP which in this example is
a total of 1000 BP. For now, you decide to leave Chun-Li alone and will
not have her do a Single attack. Your opponent decides to use Geese to
defend, and he is at 800 BP. You have decided that Ken will be your
first attacker in this union. His attack slams into Geese reducing his
BP by 500 BP. This will cause Ken to be KO'd and Geese to be reduced to
300 BP. Ryu now follows up as the second part of the union hitting
Geese for another 500 BP of damage. Because Geese still has 300 BP this
attack will KO him, but it will also reduce Ryu's BP by 300 points,
bringing Ryu down to 200 BP. Geese is discarded and Ryu's remaining 200
BP will then damage your opponent by 200 HP. You now put Ryu into
Freeze Phase.
A
Double Union works the same way only with all three characters at once,
and it will cost you 10 SP to initiate the attack. Just remember you
have to tell the defender who is attacking first, second, and third
within the union. Whatever BP is leftover after the defender attempts
to counter the attack, will cause damage directly to your opponent's
HP.
IMPORTANT!!!
If
you are using a character with a Circle Ability in a Union, the circle
ability will become void for that round if it's an ability that takes
place after an attack. For instance, Ken does not enter Freeze Phase
after he attacks. But, if you include him in a Union, Ken will become
frozen.
As soon
as you declare an attack your turn is over and your opponent has a
chance to initiate Phase 4.
Also,
if you decide to initiate a Single Union and you have a third active
character in the ring, you may choose to send them in to attack on
their own.
Phase 4
Counterattack Phase
– Now that you are being attacked here is your chance to counter the
attack. This phase, if you would like to use a Reaction-Card, this is
when you will want to do it. Just remember, Reaction Cards must be used
before you initiate any defensive measures with your ringed characters.
(An example was already given above on how to attack and counter, so
refer to that for assistance)
When all attacks and counters have taken place, it is now the next
players turn to start over at Phase 1.
Throughout
the game, if a character ever returns to your hand or your deck, their
stats are all reset. So, once you put that character back into play
again you get to take advantage of their Abilities, SP and BP as if
this is their first time entering the ring.
LEGENDS EXPANSION RULES ADDENDUM:
The Card Fighters Special, Legends
Expansion will supercharge your card battles. With an expanded
character roster, added Action and Reaction cards to give your
opponent a new surprise that they may not be expecting. Along with
more of the usual cards, now can change the arena that you are
fighting in which will give new constant rule changes. New Striker
cards that allow you to jump in and out of the ring in the heat of
battle to turn the tides.
Diagram of the layout for Legends Gameplay
The majority of rules with the
expansion have all stayed the same, there are just a few changes that
will you need to take note of.
Along with new types of cards
comes a larger deck for each round. You now have to have 60 cards in
your deck. And just like before you can mix and match card types as
much as you would like to, the only difference is 3 of the cards in
your deck must be Strikers that will be pulled before you begin your
game. (If using card sleeves you can even use a different color for
your Strikers to make it easy on you).
Two New Card Types:
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Striker Cards – Strikers are any
3 character cards that you pull from your deck before you shuffle
your deck at the beginning of the round (you can choose your
Strikers by searching through the deck and pulling them manually).
Place your Strikers in a pile face up in their given location.
Each Striker has 200 BP, no matter what is reflected on the card.
Also, ignore the SP value as you do not gain SP for using a Striker.
Using a Striker also does not cost you SP. They do not possess any
special ability (even if their card says that they do). Their
purpose is to either give you an advantage before you attack, or
they can be used to defend against an attack that is coming at you.
Note: A
Striker cannot be used to defend against another Striker unless an
ability or other card in play changes this rule. Strikers give you a
chance to use some of the characters in the game that are normally
not used because of their low stats.
The usage of a Striker is as follows.
Before you make an attack you can send a Striker in to specifically
attack a character that is in play. The defender can choose to
counter that attack or not. If they do counter, 200 BP will be
removed from the defending character, and the Striker is removed
from the game. If the defending player chooses to not counter the
200 BP of attack will hit the player reducing their life by 200 HP,
and the Striker is still removed from the game.
Note:
Removal of this card from the game does not mean discarded, it
means that the card is removed and set aside from the rest of the
game. There are chances for you to bring Strikers back into play,
but they will be placed right back into your Striker Deck. Be sure
to look at the tabletop layout for the new Expansion.
Lastly, a Striker can be used to block
Special Abilities. If your opponent uses a SQUARE Ability to target
a specific character in the ring, you may play your Striker to
negate the effect of that attack. If your opponent puts a character
into play with a TRIANGLE ability that specifically targets a
character you may also use a Striker to negate that Ability. The
only time you cannot use a Striker for these two cases is if the
ability:
Targets multiple Characters on
your side of the ring. You can however use 1, 2, or 3 of your
Strikers to defend against these sorts of attack, but be careful as
this can leave you without any Strikers for the rest of the round.
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Targets either Player or the
Player's Deck, or Player's Hand.
Arena Cards – Arena's are cards
that will change where your fighters are currently fighting. When
you start your game the Arena is just a basic arena with no effects,
throughout your battle you can play Arena Cards that will affect
both players equally. Some of these cards may give you advantages or
disadvantages, it just depends on how you build your deck. Arena
Cards are played in the Arena slot on your play area, the owner's
card always faces them (this way you will not mix up who owns which
cards). If your opponent plays an Arena Card it will be played right
on top of the current Arena Card in play, covering the previous
Arena's effects.
You can keep stacking Arena Cards on
top of each other as much as you'd like, but don't forget what cards
are underneath it, because if an Arena is destroyed, the Arena that
is under it will now become active. You can play as many Arena Cards
as you'd like on your turn before you initiate an attack.
There is no SP cost to play an Arena
Card, but the card's effects will begin as soon as the card is in
play, or in the case of an Area becoming destroyed when the Arena
underneath the destroyed card is visible its effect becomes
activated immediately.
Definitions and Abbreviations
(important to look over)
Abilities/Ability
Effects - See Circle Ability, Square Ability, or Triangle
Ability below.
AC Card or Action
Card
– Offers a variety of useful assistance. Listed on each AC card is the
SP (Cost) needed to use the card. Any number of AC cards can be used in
a turn if you have the SP.
Attack
– Is when you use your characters to attempt to damage the enemy. Any
number of characters can attack in the attack phase, but the frozen
characters or those just put in the Ring can't attack.
Back-Up
– Is linking your character in the Ring with one in your Hand. The
character receiving Back-up gets 300 extra BP regardless of the back-up
character's BP. Note that the character combinations for successful
Back-up are predetermined (see Character Card). Back-Up cannot be
utilized for characters who just entered the ring and cannot be used on
Frozen Characters. Characters used for Back-up are not considered to be
in the Ring. If a character getting Back-up are KO'd or returned to the
hand or pile, the Back-up character is discarded.
BP or Battle Points
– BP shows a character's attack power and health. If the BP falls to
zero, that character is KO'd and discarded. The maximum BP level is
3000 (9000 during a United Attack).
Character Card –
Characters are needed to attack your opponent.
Circle Ability
– This ability takes effect as soon as you place the character in your
ring. This ability is a constant effect until the character is
discarded or forced out of the ring.
Counterattack
– Is when your character counters an enemy attack. Single characters
can only counterattack one attacker. Characters can't counterattack
repeatedly against 1 attacker per round. Also, frozen characters can't
counterattack.
Deck –
The 50 cards used by each player in battles are called the Deck. You
can add desired cards to a deck, but you can include only 3 of the same
card in it.
Discard
– Discards are cards put in the used card pile. Used Action cards,
Reaction cards and KO'd character cards are all put here. Cards labeled
“Discard” refer to those in your discard pile.
Freeze
– Is a condition in which characters are turned sideways after
attacking or using a Square ability, leaving them unable to act.
Characters can also slip into Freeze Phase with an AC card or the power
of another character's Ability.
Hand
– Cards held by each player are called the Hand. When starting battles,
5 cards are in your hand, and 1 can be added later per turn. There's no
limit for cards in your hand so you can keep as many as you want. Cards
labeled “Hand” refer to those in your hand.
HP or Hit Points
– shows player'' life energy levels. HP drops when attacked by an enemy
character, and your character loses when it drops to zero. Maximum HP
is 5000.
RE Card or Reaction
Card – This is a card that allows special defense tactics before
you actually begin your counter attack.
Ring- is the
field wherein characters fight. Each player can put up to 3 cards in
the Ring.
SP or Soul Points –
SP shows needed energy for using Action Cards and Reaction Cards.
United Attacks also cost SP.
Square Ability
– This ability can be used instead of attacking and will take up the
character's turn. So, after using the character is immediately put into
Freeze Phase.
Standby
- This is a temporary freeze when you first enter a character into the
ring. This temporary freeze only lasts until your turn ends making it
so new characters in the ring cannot attack but will be able to defend.
Triangle Ability –
this ability is used as soon as you place the card in your Ring
(Immediate effect).
Turn – is
when a player follows procedures to move the game along. A Battle is
when you and your enemy repeat turns until one wins.
Union – See
United Attack
United Attack
– is when numerous characters attack together at once and not
separately. To do a United Attack 5 SP cost is needed in a Single
United Attack and 10 SP for a Double United Attack. Unlike single
attacks, if the total BP of the attacking character is higher than the
counterattack character the remaining BP will go directly to inflict
damage to opponents HP.
Note: Some rules have been modified from the
original Card Fighters Clash
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