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GAME RULES
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).

To see the game in action clock on the MEDIA link above.

Video Explanation of Rules


OBJECTIVE
The objective of Card Fighter Project is to build a deck of cards that you will be able to use to beat your opponent. A game can be lost by two different methods. First, if you as the player have your Hit Points (HP) reduced to 0 you lose. Secondly, if you no longer have any cards to draw from in the deck. As soon as you pull your final card the match is over.

CARD DESCRIPTION (The Action Card and Reaction Cards are setup the same)
card description
The first place to start learning how to play CFP is to look at the cards. In the diagram above you will find all the info you need to understanding the cards. Below is an expanded descirption of those elements.
  • Character Name - Pay attention to the character name as there will be several cards that have the same character name but will be followed up with additional info inside of parenthesis. This is to keep you from using a wrong Back-Up character.
  • Below the character name is the game the character originated from. If it is a variant of a character it will have the game listed where the variant is from. This has no meaning to CFP it's just a tidbit of info.
  • On the right you will find the rarity of the card. The order from least rare to rare is as follows: D, C, B, A, S. With the S cards being a faux holofoil. The rarity has no baring on the game as a Print and Play, but I have implemented it when building booster packs to give our as promotional items.
  • Under the rarity of the card is the card number. Each number will start with a letter S for SNK, C for Capcom, A for Action, and R for Reaction. 
  • Character Ability comes next. Not all characters have a special ability, if they do the ability name and the ability description is shown. Anytime one of these abilities contradict the rules of the game always follow the rule on the card. Also next to the name of the ability is an icon.
    • Square Ability is an ability that must be activated verbally during the attack phase.
    • Triangle Ability is activated automatically when the charcter is put in the ring. 
    • Circle Ability is a constant effect. As soon as the character enters the ring it begins to take effect and the effect will continue to be active until the character is removed from the ring.
  • The Battle Points (BP) are indicated in the lower left corner. This is your characters attack and defense. As the character loses life force the attack is also reduced. If a character has 600 BP their life force is 600 and their attack is also worth 600.
  • The Soul Points (SP) are indicated in the lower right corner. These are the amount of SP you gain when the character enters the ring. SP is used to do United Attacks or to use Action and Reaction cards.
  • The last thing to take note is the section in the middled titled Back-Up. Th characters listed here are the only characters that can offer back-up to this specific character. You cannot back-up multiple characters with the same name unless their name is specifically mentioned multiope times, as with the case of Queen Bee (C067).
Next you'll want to get to know the Action and Reaction cards. Both types are set up exactly the same except Action Cards are used during an attack phase and Reaction Cards are used in defense. Follow the descriptions above as all the details are the same for the AC and RE cards.
BUILDING A DECK
The rules for building a deck are simple. A deck consits of 50 cards. You can have any combination of cards that you want but you cannot have more than 3 of a kind. So say you want to have 3 of card number C045 (this is fine) but you cannot have 4 of card number C045.

You may have a mix of both Capcom and SNK cards in your deck. It will be to your advantage if you build your Deck by using a mix of both types of cards to make good use of Back-Ups. You may also have as many Action Cards and Reaction Cards that you want in your deck so long as you keep your number of cards at 50.

SETTING THE GAME UP
First thing is first. How long of a game do you want to play? You and your opponent will have to decide on how many Hit Points (HP) that you will have. Choose either 1000, 2000, or 3000. If playing tournament play each player will start with 3000 HP. Keeping track of the HP, SP, and BP for each card may be daunting, but don't worry. You can record it using pen and paper or you can use 30 sided dice to keep track of many of these. If a character has 500 BP have the 5 on the die facing up. As they increase or decrease change the number that is facing up. Your HP can be kept track of the same way but use a different colored die. If you use a game mat you can use a jewel to cover the numbers at the bottom of the mat. And to keep track of SP you can use jewels or any other kind of conuter. The best way is to use the dice and jewel method so both players can see what is going on.

ring diagram

Now that you are all set up and ready to play you need to decide who is going to go first. You chose by the usual means, either just agree who will go first or you could flip a coin or paper, rock, scissors. There are advantages of being the first to go but there is also a disadvantage. This is that they will have one less card to begin their first round. This will be explained in a bit.

Right now make sure both players have shuffled their cards. Each player has the opportunity to cut their opponent's deck to make sure they have not stacked the deck. Put your decks in the correct place on the play field and each player draws 5 cards. If you draw 5 cards and don't have any character cards, show your hand to your opponent and you can shuffle and draw 5 new cards. Each player must have at least 1 character in their hand to begin the match. Once that has een done whoever won the chance to go first can start.

PHASES EXPLAINED


Phase 1 Activate Phase – All Characters in your Ring are released from Freeze Phase.

Phase 2 Draw Phase – Draw one card. If you are just starting a new game the player who beings 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 they are unable to draw a card, unless a new rule is implemented due to a character ability or through an Action or Reaction Card that is played).

Phase 3 Main Phase – This is where most of the action of each round takes place. In this phase you can do any or all of the following. You may also choose to do nothing and just pass on your turn. Here are your options:
  • Put Character Card in an empty slot in the Ring. (1 Only)When a character first enters the ringt they are put in stand-by mode. This simply means they are unable to attack or use a special ability. 
  • Back-Up Card that has already been in the ring during a previous turn to increase the Character's BP by 300 BP. When looking at a Character Card you will see several names under the "Back-Up" heading. These characters listed are the ones 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-Ups" 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 only adds 300 BP no matter what their base BP is. 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 seperate turn. Just remember you cannot back a character up with more Back-Up cards than what are listed on each individual character card. So in the case of Oro you cannot back him up with two Ryu characters. Youu also cannot back up Oro with Ryu (A) as that is a different card from the one listed with the name Ryu. There are variations of different characters, so it's important to make sure the name matches up 100%.
  • Use Action Card Card. Any number of AC cards may be used so long as you have the SP to support them. Simply follow the rule on the card. (Just remember if you are going to use an AC card you must do this before your attack as an attack indicates your turn is over).
  • 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 (this is indicated by turning your charcter sideways). When frozen the character will not be able to defend during your opponent's attack phase, so play wisely.
    •  Square Ability -  Instead of doing a single attack or a Uion a character may have a square ability that you may want to initiate instead. Follow the directon on the card to find out what effect will take place. Once you have done this put the character into Freeze Phase. You must use a Square Ability before you use any other attack method if you are going to.
    • Singe Attack - Each character can attack on their own. To attack simply thrust the card that will be attacking forward and indicate they are attacking alone. Their current BP will indicate their attack power. If you attack and your opponent defends your character takes damage. You take the attacker's BP minus the defender's BP. If the attaker's BP is higher they will defeat the defender and the attackers BP is reduced. For instance. 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 BPs accordingly and place Ryu into a Frozen State by turning him sidewise. 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 sinlge attack will not normall reduce the HP of a player unless no defense is attempted.
    • United Attack - A union is an attack that combines the power of either two or three active characters in your ring. If you do a Single Union (attacking with two characters combined) it will cost you 5 SP. If you do a Double Union (attacking with three charcters combined as one) it will cost you 10 SP. The advantage of doing a United Attack is that it will cut through a defending charcter if they are unable to stop 100% of the attack.
    • 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 and to make this easier to explain they are all currently sitting at 500 BP each. Lets begin by doing 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 first attacker and who will 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 initiate her attack. Your opponent decides to use Geese to defend and he is at 800 BP. Here you have decided that Ken will be your first attacker int his union. His attack slams into Geese reducing his BP by 500 BP. This will cause Ken to be KO'd and Geese to be set 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 it will KO Geese, but it will also reduce Ryu by 300 BP putting him down to 200 BP. Geese is put into discard and Ryu's remaining 200 BP will then damage your opponent's HP by 200. You now put Ryu into Freeze Phase.

      A Double Union works the same way only with all three characters in your ring and costing you twice as much at 10 SP to initiate the attack. Just remember you have to tell the defender who attacks first, second, and third. And whatever is left over after the defender attempts to block the attack is dealt to the HP of your opponent.

As soon as you declare an attack your turn is over and your opponent has a chance to initiate the next phase.

Phase 4 Counterattack Phase – This is a phase for your opponent to counter anything you are trying to throw at them. This phase is described above in the attack phase, so I will not go through it again. During this phase the defender may also use any Reaction Cards if they have the SP available. Just remember like Action Cards Reaction Cards must be used before you initiate any defensive measures.

Once all attacks and counters have taken place it is now the next players turn to begin their turn. By going into Phase 1 and starting all over again until one of the players have been defeated by reducing their HP to zero or having no more cards in their Deck.

Rule for Characters returning to hand or deck
If for any reason a Character needs to be put back into the deck or your hand it's BP are reset back to what the card says. So basically when you put that card into play again you get to take the benefits of its BP once again.

Defenitions and Abbreviations (important to look over)
Abilities/Ablility 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 ateempt 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 reciving 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 utalized 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 characters 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. Ther'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 rops to zero. Maximum HP is 5000.

RE Card or Reaction Card – This is a card that allows special defence 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 charcter is immediatly 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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This site is not affiliated with SNK or Capcom. All characters and artwork are copyright by their proper owners.
 I do not claim any copyrights on any of their intellectual properties within these pages. No money is being made from this project it has been all for educational purposes only.
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