Perfect TCG Rules

Card Sections:

  • Card name

    • The name of the card

  • Level

    • This shows the power level of a card, and gives certain limitations during a game.

    • The level restricts what units you can play during your Level stage and Main stage

  • Power

    • The number here shows the unit's strength in battle. A higher power is stronger both on attack and defence

  • Damage

    • The number here shows the amount of damage it deals to an opponent's Leader

  • Flavour text / effect

    • If a card has an effect, it will be shown here. The effect will include any conditions or costs required to use the effect.

  • Cost

    • A non-unit's cost to play is written in the same spot as a unit's level.

    • When playing a non-unit card, send a number of cards from your energy zone to the Lost zone equal to the number written here.

Glossary

  • Lose a card

    • If an effect tells you to "Lose a card" or any variation thereof, send it to the Lost pile.

  • Leader

    • Representing your spirit as you guide a nation to victory over generations, the Leader is a special unit that remembers its history and possesses an undying soul - yours.

    • The very top card on your Leader zone is the Leader

  • History

    • Your History is the memory of Leaders that have come before. All cards under your current Leader, except the Leader itself, are part of your History.

  • Level up/levelled up

    • When you place a new Leader of a higher grade onto your current Leader, you are levelling up your old Leader to your new Leader.

    • The old Leader moves to the History immediately.

  • Appropriate zones

    • This only applies to the King of Gandor's effect, but to have these cards in the appropriate zones, they must be arranged as follows:

      • Left Arm of Gandor --> left Wing zone

      • King of Gandor --> Leader zone

      • Right Arm of Gandor --> right Wing zone

      • Left Leg of Gandor --> left Support zone

      • Right Leg of Gandor --> right Support zone

  • Armour

    • Armour is an effect some cards may bestow.

    • When you have a number of armour (which can stack), you can reduce damage by that number per turn e.g. If you have 3 armour, and your opponent attacks you for 4 damage, you can choose to only take 1 damage from that attack, or in the same case if the opponent only attacked you with 2 damage, you can choose to reduce it to 0 damage, but cannot reduce damage any more, despite having 1 armour left over.

    • If your Armour is decaying, it means each time you use your armour, it is reduced by the damage it prevented.

  • Remove

    • When you remove Energy from your opponent, they send it to their Lost zone.

  • Excavate

    • Excavating an artefact simply means turning a card from your artefact deck face-up and placing it somewhere on the table

  • Energise

    • If you energise a card, place it face-down in the Energy zone

  • Refresh

    • To refresh a rested unit, simply turn it back to a vertical position

  • Rest

    • To rest a unit, turn it horizontal

  • Guardian

    • A unit with a Guardian effect may defend either from the hand or from the Wing zone, as opposed to only from the hand

  • Heal

    • Shuffle the number of healed cards from the Lost zone back into the deck

  • Counter

    • Any small object that can be placed onto a card to keep track of a variable

  • Sacrifice

    • Lose a unit to gain its power

  • Level down

    • Send the current Leader to the Lost zone.

 

Card Types:

  • Boost

    • They can be used during the Boost phase to power up any battling cards

  • Artefact

    • Artefact cards are kept in a separate deck

    • Some cards may excavate an Artefact. In this case, pick up the top card of your Artefact deck and place it on an empty space on the field

  • Unit

    • Unit cards are the core of any deck

    • They are used to battle with your opponent

  • Spell

    • Spell cards are powerful equalisers

    • They can only be used once per turn and become Lost once used

 

Unit Roles:

  • Leader

    • Your leader is chosen at the start of the game and cannot be destroywd

    • A leader can be upgraded by 1 level each turn

  • Wing

    • A Wing unit is placed either side of the Leader and can be destroyed

    • Wing units cannot be Supported, but can attack once each

    • A Wing unit cannot be a higher level than the Leader. If the Leader's level drops below that of a Wing unit, destroy that Wing unit

  • Support

    • A Support unit cannot attack, but can use its Ability to assist the Leader

    • A Support unit's Ability is active as long as it is Refreshed

    • A Support unit may support a non-leader unit in front of it in an attack by resting. This adds the Support unit's power to the attacking unit's power.

    • A Leader unit's attack can be supported without resting the Support unit, but cannot be supported by a Support unit that's already rested.

Playmat zones:

  • Deck

    • Place your main deck face down here

  • Lost

    • Any cards that are destroyed or discarded go here

  • Artefact

    • Place your shuffled artefact deck face down here

  • Leader

    • Your Leader unit is placed here

  • Wing

    • Wing units go here. Be careful - you can't get rid of them once they're placed until they get destroyed!

  • Support

    • Support units go here. Once per turn, during the Main stage, you can destroy a Support unit to make way for a new unit, but beware - you must take 1 damage each time you do!

  • Energy

    • Your Energy cards go here when you take damage. We recommend to stack them in groups of 6, so that when you reach 30 energy you have 5 neat stacks

  • Boost

    • This is where your active Boost cards come into play. Only one Boost card may be active in this zone, and playing a new Boost card destroys the previous one

 

Playing the Game:

To start, each player selects a level 0 unit from their deck to play as their Leader. Each player then shuffles their deck and draws 7 cards. Finally, flip a coin to decide who starts.

 

A turn starts with the Refresh stage. The turn player 'refreshes' all their 'rested' units by turning them back to a vertical position and draws a card, before moving to the Bonus stage. The turn player may play a Bonus card from their hand.

 

Next is the Level stage. The turn player may select a unit one level higher than their Leader and play it on top of their Leader, to level it up. The previous leader becomes part of the History of that leader.

 

The Main stage comes next - The turn player may play any units or spells that are at or below their Leader's level.

 

Then it is the War stage. The turn player declares attacks with any of their units by turning them sideways, also known as 'resting' them. The defending player can then use any Boost or Spell cards from their hand, and use any unit below their Leader's level from their hand to defend, adding that unit's power to the unit that was attacked.

 

Once the last refreshed unit has made an attack or when the turn player decides (whichever comes first) the turn is over and passes to the next player.

 

Attacking:

During each Player's War stage, they may make an attack using their Leader and Wing units, vs the opponent's Leader or Wing units. A battle then ensues: compare the Power of both cards, after all boosts and effects are taken into account. The card with the higher power wins, and in the case of a tie, both are defeated. If the loser is a Wing unit, destroy it. If the loser is a Leader, deal damage to its owner equal to the opposing unit's damage rating.

 

Damage:

On taking 1 damage, place the top card of your deck into your Energy zone.

Winning the game:

You win the game if your opponent runs out of cards in their deck or if you reach 24 or more energy while your deck is at 5-10 cards (also known as an Energy Victory), as soon as that condition is reached. If two or more players would win at the same time, there is a priority system. The lower number priorities happen first:

Priority 1: Card effects. If there are multiple win condition card effects active simultaneously, the player who activated their effect last wins

Priority 2: Running out of cards

Priority 3: Achieving an Energy Victory

 

Energy:

Energy is a resource that non-unit cards and all effects use. To pay the energy cost for a card, send that many cards from your Energy zone to your Lost zone.

 

Deck rules:

  • Each deck must contain exactly 40 cards

  • No more than 4 copies of a card may be played in any deck

  • An Artefact deck may not contain more than 1 copy of any card, and must contain up to 5 cards

 

Deckbuilding:

A Main deck must contain exactly 40 cards, and may contain up to 4 copies of any one card (the name, effect, power and damage must be exactly the same to be considered the same card.)

 

An artefact deck can contain up to 5 cards and may not contain any duplicates.

 

Try to build your deck around a central goal. For example, the three starter decks: Gandor is built around Levelling up to King of Gandor and winning using his effect. Alchemy is built around doing a lot of damage and locking your opponent out of some of their cards, while preventing them from getting 30 Energy. Finally, Magister is built around accumulating energy without wasting too many cards from the deck.

 

Ultimate rules:

  • If a card text would usurp a rule that is normally in place, the card text takes precedence.

  • If a player is asked to do something they cannot, the action is not performed.

  • If a player is asked to do something they can partially do, they do as much as possible.

  • If one effect asks for a certain action to occur, but another effect states that the action cannot occur at the same time, the later effect takes precedence and the action does not occur.

  • If multiple players are asked to make a choice at the same time, the turn player makes the choice first.

  • Cards can never move to an opponent's zone.

  • Unless a card says otherwise, all effects moving cards from a pile move them from the top of the pile down. A player cannot choose cards to move unless told to.

  • Once the game has started, unless stated otherwise a player cannot look at or change the order of any deck.

  • If a player would win while an effect is happening (including damage from an attack) the effect must finish before the win is counted.

Tournament Rules

  • If you predict your victory on the turn it happens, you win a free pack of whatever booster has been released last

  • Each player may only predict their victory once per game

  • Any player caught cheating or fixing games will be banned from tournaments for 2 years

  • A second offense will earn a 4 year ban

  • A third offense will earn a permanent ban

  • The judge's interpretation of rules can be challenged, but is ultimately considered correct

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