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- Ultra Battle Card Game
- How to Win - Send 6 of your opponent's Fighter cards to the Defeated Zone.
- Set Up:
- -Both players must have a deck of 60 cards.
- -A coin is flipped to determine who will go first. Rock-Paper-Scissors may also be used.
- -Both players draw 6 cards, and both must play a Fighter card to the Battle Zone before the first turn begins.
- --If one or both players do not draw a Fighter card, they must reveal their hand to their opponent, shuffle the hand into their deck, and draw 6 more cards. If this does not result in both players having a Fighter in their Battle Zone, continue until it does.
- -The player that won the coin flip or Rock-Paper-Scissors begins the first turn.
- Card Anatomy:
- Name - Name of the card.
- Color - The card's color.
- Fighter Class - Class of Fighter card, either Ultra, Monster, or Hero.
- HP - How much HP the Fighter starts with.
- Timer - The Timer Count the Fighter starts with. Not on all Fighter cards.
- Power - The total damage the Fighter can deal before modifiers are applied.
- Fighter Type - A list of the various traits of a Fighter.
- Card Text - The Fighter's abilities.
- Attack
- Name - Name of the card.
- Color - The card's color.
- Requirement - The required elements to play the Attack card, split into Fighter Class, Color, and Timer Cost.
- Power - The total damage the Attack adds.
- Attack Type - A list of the various traits of the Attack.
- Card Text - The effects of the Attack.
- Ally
- Name - Name of the card.
- Color - The card's color.
- Ally Class - Class of Ally card, either Supporter or Vehicle.
- Requirement - The Color of Fighter card needed to play the Ally card. May list Fighter Class as well.
- Timer - The Timer Count the Ally starts with. Not on all Ally cards.
- Power - The total damage the Ally adds on to a Fighter card. Only on Vehicle Class Ally cards.
- Ally Type - A list of various traits of the Ally.
- Card Text - The Ally's abilities.
- Item
- Name - Name of the card.
- Color - The Card's color. Not on all Item cards.
- Item Class - Class of Item card, either Instant, Ongoing, or Equip.
- Requirement - The elements needed to play the Item card, not on all Item cards. May require Color and Fighter Class.
- Power - The total damage the Item adds. Not on all Item cards.
- Timer - The Timer Count the Item starts with. Not on all Item cards.
- Card Text - The effect of the Item card when put into play.
- Evolution
- Name - Name of the card.
- Color - The card's Color
- Evolution Target - The name of the card required to be in play in order to play the Evolution card.
- Timer Cost - The amount of Timer that must be spent to play the Evolution Card.
- HP - How much HP the Evolution starts with.
- Power - The total damage the Evolution can deal before modifiers.
- Evolution Type - A list of various traits of the Evolution.
- Card Text - The Evolution's abilities.
- Colors
- Most cards have a Color that signifies their focus. Many cards of the same color work well together. Certain Colors of Fighter cards may be needed to play certain cards.
- White - Cards that support or boost the abilities of other cards. Their element is Light.
- Red - Cards wit high Power or the ability to increase Power. Their element is Fire.
- Blue - Cards that focus on defending themselves or avoiding attacks. Their element is Water.
- Green - Cards that can deal damage fast or increase the speed of others. Their element is Wind.
- Yellow - Cards with high durability or that can increase durability. Their element is Earth.
- Purple - Cards that can influence and weaken other cards. Their element is Darkness.
- Phases:
- Draw Phase - The turn's player draws a card from their deck
- Main Phase - The turn's player can play any Fighter cards if they have space to the Battle Zone or the Reserve Zone, any Ally cards they have the requirements for to the Support Zone, Item cards they have the requirements for, and any Evolution cards they have the requirements for to the targeted Fighter.
- Deploy Phase - Any Vehicle Ally cards or Equip Item cards in the Support Zone are attached to active Fighter cards of the player's choice.
- Combat Phase - The turn's player can declare an attack on a Defending Fighter with one of their own Fighter cards. All Attacking Fighters can only declare an attack once. One Attack card can be played for each declared attack.
- End Phase - The turn's player removes a counter from the Timer Count of any Fighter cards that have one, and the next player begins their own turn.
- Play Zones:
- The game is split into several different "zones", each of which have different functions.
- Battle Zone - Fighter cards are played here, and this is where the Combat Phase takes place. Up to 3 Fighter cards can be in you Battle Zone at a time. Some cards may become active in the Battle Zone, but cannot be played to the Battle Zone. Evolutions may also be played to the Battle Zone if requirements are met.
- Support Zone - The Support Zone is where Ally cards and Items are played. Any number of these cards can be played to the Support Zone, as long as their requirements are met. It is located directly underneath the Battle Zone.
- Reserve Zone - Up to 2 Fighter cards can be stored here. If a Fighter card in the Battle Zone is removed from play, you may move a Fighter from the Reserve Zone to the Battle Zone. It is located to the side of the Support and Battle Zones.
- Defeated Zone - Fighters that have had their HP reduced to 0 are sent here. If you ever have 6 cards in the Defeated Zone at a time, you lose the match. Cards in the Defeated Zone cannot be interacted with unless specified by card text.
- Deck/Discard Zones - These are where your deck is stored and where your discard pile is stored. These are simply where your deck and discard pile are stored, not the deck or discard pile themselves.
- Explanations:
- Timer Count - Some cards have a Timer Count. At the end of every turn a card with a Timer counts down from the number it started on. When a card's Timer hits 0, that card is either sent back to the hand if it is a Fighter card, or is discarded if it is any other time of card. Some cards, such as Attack cards, require a certain amount of Timer Count to be paid before they can be used. If paying for a card for make a Timer reach 0, then that card cannot be used. When a card is returned to your hand via their Timer running out, they are healed of all damage. If an Evolution card's Timer is reduced to 0, they are discarded, and the Timer of the original card is reset. A card that has been returned to your hand via its Timer being reduced to 0 cannot be played to the Battle Zone on the following turn, even if there is available space, only to the Reserve Zone.
- Attaching - Some cards may be "attached" to others. When a card is attached, simply place it near the card it has become attached to. Most cards that can become attached are helpful, but some can become an inconvenience.
- Card Types:
- Attack Cards
- Attack Cards represent the many special attacks and abilities used in fights from the Ultra series. Attack cards can only be played during the Combat Phase, and are used to boost the capabilities of Fighter cards. Nearly all Attack cards grant a boost to Power, but some can add extra effects to the attack as well. To play an Attack card, the Fighters you control must match the specified elements on the Attack card, mostly matching up to the correct Color and Fighter Class, but some will require paying a number of a Fighter's current Timer.
- While there are no different classes of Attack cards, many have unique Keywords that make them function very differently from each other. Keywords like Multi allow the Attack to hit multiple Fighters, while Shield can protect the Fighter the next time they take damage. Some, like the Counter Keyword, change when the Attack may be played, allowing you to reverse your opponent's attacks. Using Attack cards strategically is incredibly important.
- Ally Cards
- Ally Cards are represented by the various non-combatant characters and combat vehicles featured in the Ultra series. There are two different types of Ally cards.
- Supporter Ally Cards Are played to the Support Zone, and require certain conditions to be met in order to be played. While in play, Supporter cards can grant various passive effects, like reducing damage to one of your Fighters. Most Supporter Ally cards must exit play at some point, usually by Timer Count being reduced to 0, or being discarded because of their effect, but some can remain in play for the entire game.
- Vehicle Ally Cards are also played to the Support Zone, and most have certain requirements that must be met to be played as well. However, when a turn enters the "Deploy Phase", any in play Vehicle Ally cards may be attached to an in play Fighter that player controls. Vehicle Ally cards can grant certain effects specific to the Combat Phase, mostly by boosting the strength of the Fighter they are attached to. If a Vehicle Ally card is still attached to a Fighter by that player's next Deployment Phase, they may be recalled to the Support Zone. If the Fighter that a Vehicle Ally card is attached to is damaged in the Combat Phase, then it is sent to the discard, even if it is outside the Combat Phase.
- Evolution
- Evolution Cards are used to make your Fighters stronger, and are represented by upgrades and alternate forms received by Ultras and Monsters. To play an Evolution card, you place it on top of a card that has the name specified on the Evolution card (EG. "EX Gomora" may only be played on top of a Fighter card named "Gomora"). After an Evolution card is played, they function exactly like a Fighter card, and they are treated as Fighter cards for all interactions. If the HP of an Evolution card is reduced to 0, it and all cards underneath it are sent to the Defeated Zone.
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