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- Synopsis: Two players battle each other by taking control of a Fighter card as well as a 30 card deck consisting of Primary and Support cards, with the goal to deal 5 points of damage to the opposing Fighter card.
- Set Up
- Both players make decks consisting of 30 cards, and a single fighter card that is kept separate. Both players shuffle their decks, and place their Fighter cards in the middle column of the board face down. A game of chance is played to determine who goes first (Rock-Paper-Scissors, a coin flip, etc.) Both players then reveal their Fighter cards at the same time, and draw a starting hand of five cards.
- Turn Flow
- -Start Phase - The start of the turn. Effects referring to this phase are resolved here. All Primary cards that are Exhausted become Refreshed.
- -Draw Phase - The current player draws a card, or discards a card if they currently have 6 cards in hand and then draw.
- -Energy Phase - The current player adds 3 Energy to their reserve.
- -Action Phase - The current player spends Energy to play cards, placing Primary cards on the field and activating the abilities of played Support cards. They may also perform any actions that are available to Primary cards that are in play. A player may declare this phase over at any time, regardless of if there are actions that can still be made or cards that can still be played.
- -End Phase - The end of the current player's turn. Effects referring to this phase are resolved here.
- Card Types
- Fighter - Fighter Cards are the character the player takes on during a match, each representing a specific character, or variant of a character, from Super Smash Bros. A player will choose one before a match, and then place it into the middle column of the board. All Fighter cards share a few traits, the most important being that they all have 5 HP, and if they lose all 5, the player in control of that Fighter card will lose the match. Luckily, Fighter cards also have a special shield that reduces all damage by 2, meaning the opponent will need to perform at least 3 points of damage in a single attack in order to score one point of damage on a Fighter card.
- When damaged, all of the Fighter card's lost hit points will convert into Energy that is immediately added to the player's reserve, giving them additional Energy to use on their upcoming turn. One use of this extra Energy can be to activate the special abilities Fighter cards have. Fighter abilities all require Energy to be spent, but they can be extremely powerful, and can change the course of a match. The number of abilities a Fighter card may have varies, some may have a host of different abilities, some may only have one.
- Primary Card - Primary cards depict many different characters from the franchises that appear in Super Smash Bros., and act as the main way to deal damage to your opponent's Fighter. Primary cards can only be played in the four spaces in the left and right columns. Primary cards have many features, not all of which will be fully explained in this section.
- When a Primary card is played, they are placed face down in an empty space, and they are lent the power of an available Energy, which will remain with them the entire time they are on the field. While face down, Primary cards cannot perform any actions or be interacted with by other Primary cards on the field (unless stated otherwise), a state referred to as the Stand By state. On the turn following the one in which they are played, face down Primary cards are flipped face up, becoming Active. While Active, Primary cards can now perform one of several different types of Actions, which will be detailed in their own section. When a Primary card performs an action, they are turned to their side, becoming Exhausted until the start of the next turn.
- All Primary cards have two major stats, Health and Power. Health shows how much Damage the Primary can take before it is Defeated and sent to the discard. Power determines the base Damage a Primary can deal when performing an Attack Action. If a Primary loses all of their Health, they are sent to the discard pile, but any Energy they are currently holding will immediately be returned to the player's reserve.
- Primary cards have many abilities unique to each card, most of which are shown by special symbols located on the cards. See the Attack Symbol section for details. Some abilities may require spending Energy, which are not held onto. Some Primary cards even have the ability to transform into stronger forms if the right conditions are met. There is a lot more to Primary cards than listed here, see following sections for more detail.
- Support - These cards depict characters and items from various franchises featured in Super Smash Bros. Unlike Primary cards, however, Support cards are not played onto the field. Instead, each Support has a Cost rather than Health, showing how much Energy is required to play the card. Support cards all have effects that can help or harm other cards currently in play, and are immediately sent to the discard pile once the written effect has resolved. Support cards can be incredibly powerful when used correctly, and can often be the backbone of a deck.
- Actions
- While a Primary card is in play, they are able to perform one of several Actions. There are three Actions that are universal to all Primary cards ; Move, Attack, and Charge.
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