How to Play
Welcome to Fantastic Fights TCG! Lead your armies into battles across space and time. Whether you’re a newbie or have dabbled in card games before, this guide will set you on the right path.
1. The Basics:
- Objective: Your aim is to reduce your opponent(s)’ life to zero.
- Starting Life: Players begin with a life total of 20. In multiplayer games, add 10 life for each extra player. So, in a 4-player game, everyone starts with 40 life. Remember, healing can’t push you above your max life.
- Deck Sizes:
- Small (Quick Combat): 30 cards
- Medium (Fantastic Fight): 60 cards
- Large (Big Battle): 100 cards
- Deck Sizes:
- Starting Hand: Draw 7 cards initially. Then, shuffle 3 back into your deck, leaving you with 4 cards. In a 1v1 match, the starting player doesn’t draw on the first turn.
- Ki (Energy System): Begin with 1 ki. Each turn, you gain an extra ki, up to a maximum of 10. You can save unused ki for casting spells on later turns, reserving up to 3 ki for future spells. Alternatively, you can include ki stone cards in your deck, offering a more variable ki system without a set maximum.
2. Card Types:
- Entities: These are your main fighters, each with attack and health values. Entities also have keywords and belong to specific tribes.
- Spells: These cards have one-time effects and belong to different schools.
- Loot: These are items that remain on the battlefield, each with their own activated abilities.
- Enhancements: These cards grant ongoing bonuses.
- Generals: These are unique cards that use their health to activate abilities. They aren’t entities, and their health can change only through their abilities or when attacked.
- Champions: These cards offer an immediate effect, gain new armor, and then change your Commander Ability.
3. Game Formats:
- Quick Combat: These are swift games. Duplicate Rules: you can have up to 2 of each: Common, Rare, and Epic cards, and only 1 Legendary. It is recommended for beginners to play this with the attacker-favored rule.
- Fantastic Fight: These are standard games. Duplicate Rules: 4 Commons, 3 Rares, 2 Epics, and 1 Legendary.
- Big Battle (Leader Format): Pick a “Leader” card, which can be any entity or General, though Legendaries are the norm. This Leader starts in the “Leader’s Lookout.” A Leader’s Lookout is where the Leader begins the game, off the battlefield, but also not in the deck. This is also where your Leader may return to once it leaves the battlefield. If your Leader leaves the battlefield or any other zone for ANY REASON (Graveyard, Shadow Realm, and “cards shuffled away”), it can return to the Lookout. The next time you play the Leader, it will cost 1 more ki to play again, or you can wait 2 rounds to play the Leader at their original cost. One round is completed when each player has taken their turn. Duplicate Rule: no duplicates, except ki stones. Your deck should consist of 100 unique cards, including the Leader.
4. Turn Structure:
- Defender Favored Mode:
- Start of Turn:
- Resolve start-of-turn effects.
- Draw a card.
- Gain 1 ki.
- Main Phase: Play cards, and activate abilities. Opponents can disrupt your actions by playing cards with the “Beam” keyword, even though it’s not their turn.
- Combat Phase: Attack the opponent(s) Commander or Generals, but not their entities directly. The defending player decides which of their entities blocks.
- Main Phase 2: Same as the first main phase, but it’s after combat.
- End: Resolve end-of-turn effects.
- Start of Turn:
- Attacker-Favored Mode: The main difference here is that you can choose any target to attack, and your opponent can’t block your attacks. However, they can still use “Beam” cards to interfere during your turn.
5. Classes & Commander Abilities: Every class has its own flavor. You’ll select a class and a Commander Ability for your deck. As you delve deeper, you’ll find more abilities to try out.
Additional Notes:
- Graveyard: This is where used or defeated cards end up.
- Shadow Realm: Cards here are basically out of the game and can’t come back under most circumstances.
- Beam Cards: Opponents can play cards with the “Beam” keyword AT ANY TIME during your turn, not just during the main phase, to disrupt your actions.
- Hand Size: The max hand size is 10, so if you draw cards while your hand is full, those cards go straight into the Shadow Realm. Don’t overdraw yourself or let your opponents overdraw you!
Jump into the world of Fantastic Fights TCG and enjoy the strategic battles ahead!
BOLDED KEYWORDS
In the Fantastic Fights Trading Card Game, some cards have bolded keywords. These bolded keywords are essential to understanding the mechanics of the game and will enhance your strategic gameplay. Each keyword represents a unique ability or characteristic that can greatly impact your gameplay experience. So, let’s dive in and explore the intricacies of these keywords to master the game and become a legendary player!
Keyword List:
- Air Defense: Enables a unit to block those with the Flying attribute.
- Ally: Allows this card to synergize or interact with another specified card.
- Armor: Additional Commander health that can extend past the max life.
- Asleep: A state in which a unit cannot perform actions until the next turn, typically when it first enters the battlefield.
- At the end of your turn: Triggers a specified effect as your turn concludes.
- Battlefield: The area where active cards are placed and interact.
- Banish: Send to the shadow realm.
- Basic Totem: To be announced.
- Beam: Allows this card to be played during an opponent’s turn.
- Blitz: Permits the unit to attack immediately upon being played.
- Bottoms Up: Examine the bottom three cards of your deck and move one to the top.
- Brutalize: When dealing excess damage, activate a specified effect.
- Call: Summons a specified entity from your deck to the battlefield.
- Can’t Attack: This character is unable to initiate combat.
- Can’t be Targeted by commander abilities: Prevents the card from being chosen by commander abilities.
- Can’t Block: This entity is unable to block.
- Chain: When a card with Chain is played, you may immediately reveal a card off the top of your deck and if it is the same Ki cost or less you may pay it’s cost to play it, repeat until you can not or will not continue.
- Champion: Replaces you current Commander ability and does a bonus effect.
- Damaged Ki Stone: Grants 1 additional Ki, but does not increase the max Ki Stones for the rest of the game.
- Destroy: Send a card to the Graveyard.
- Double Strike: Enables the entity to attack twice in a turn.
- Equip: Attach this card to a specified target.
- Equipment: An item that can be attached to a character to enhance it.
- ETB (Enter The Battlefield): Triggers an effect when the card is placed on the battlefield, regardless of how it arrived.
- Flying: Prevents being targeted by non-Flying or non-Air Defense units.
- Freeze: Places a unit in a Frozen state.
- Frozen: Prevents a unit from attacking or using activated abilities until the start of your next turn.
- Gaze: Examine the top cards of your deck, with the number specified on the card
- General: A unit that gains and spends it’s own health while activating abilities.
- Get: Retrieve a specified card from your deck and place it in a specified zone.
- Graveyard: The zone where used or destroyed cards are placed.
- Guard: Activates a specified effect when targeted by a spell.
- Guardian: When another friendly entity is targeted, you may redirect the target to this entity.
- Harvest: Gain a benefit when an entity is sent to the Graveyard.
- Haste: Allows the entity to attack enemy entities (but not commanders) immediately upon being played.
- Holy Protection: Negates a single instance of damage, regardless of the amount.
- Indestructible: Prevents the card from being destroyed while on the battlefield. (However it can be sent to the Shadow Realm or be debuffed to 0 health sending it to graveyard)
- Infiltrate: This entity can attack directly, ignoring entities with Taunt.
- Insta Hit: This unit’s attack resolves before defenders can deal their damage.
- Jolt: When this entity enters the battlefield, all other entities lose a specified amount of attack or health.
- Ki Power: Activates a specified effect when your ki reaches a certain threshold.
- Kill: Move a unit to the Graveyard.
- Kindle: When this entity deals damage, draw a card.
- Life Leach: Your Commander recovers health equal to the damage dealt.
- Mutate: Activates a specified effect when a card of higher ki value is played.
- On Death: Triggers a specified effect when the entity is moved to the Graveyard from the battlefield.
- Ongoing: A continuous effect that remains active while the card is on the battlefield.
- Overcharge: Reduces your ki by a specified amount on your next turn.
- Overkill: Excess damage beyond what is needed to destroy an entity is dealt to the enemy commander.
- Overwhelm: When this entity destroys another entity, it may attack again.
- Poisonous: Instantly sends entities to the Graveyard upon dealing damage to them. Commanders receive regular damage.
- Rally: When another entity enters the battlefield, this entity gains a specified bonus.
- Reap: Activates a specified effect when a certain number of your entities die, while this card is in your hand.
- Reborn: Revives the entity with 1 health remaining upon its death.
- Repeatable: Allows the card to be used an unlimited number of times during the turn, with Ki costs applying as usual.
- Reward: A card awarded upon completing a campaign.
- Risen Soldier Card: Specific cards designated for The Frost King.
- Safeguarded: Provides protection from specified sources or effects.
- Secret: A hidden card that opponents are unaware of until it’s revealed. Applies to spells only. Beam applies to all Secrets.
- Shadow Realm: These cards no longer exist.
- Shout: Triggers a specified effect when played from hand to the battlefield.
- Shush: Removes all text and stat modifications from a target entity, excluding damage.
- Sneak: Activates a specified effect when this card is on top of your deck, under specified conditions.
- Spell Damage: Increases the damage dealt by spell cards.
- Spellproof: Prevents the card from being targeted by spells unless specified otherwise.
- Spot: Randomly examine 3 cards from a specified zone then retrieve one.
- Start of Game: Triggers a specified effect before the game begins.
- Stealthy: Prevents the entity from being targeted until it attacks. Can be hit by board wipes.
- Taunt: Forces opponents to attack this entity before others.
- Terrifying: Requires two entities to block it; otherwise, it can attack as desired.
- Unleash: Pay additional Ki when playing this card to enhance its effect.
- Untargetable: Permanently prevents the entity from being targeted by any affect.
- Zenith: When your commander’s health is at a certain point, this entity gains a specified effect.
Spell Schools:
- Nature
- Fire
- Arcane
- Dark
- Light
- Frost
- Noschool
- Divination
- Campaign
Card Types:
- Entity
- Spells
- Loot
- Enhancements
- Weapons
- Place
- Commander
- Generals
- Champions
Tribes:
- Pirate
- Spirit
- Elemental
- Human
- Fairy
- Vampire
- Robot
- Undead
- Furry
- Feline
- Canine
- Bird
- Reptilian
- All
- Dragon
- Zombie
- Skeleton
- Animal
- Monster
- Titan
- Demon
- Angel
- Fallen
- Dog
- Totem
- Rodent
- Pig
- Horse
- Turtle
- Snake
- Deer
- Botanical
Classes:
- Assassin
- Beast Hunter
- Demon Hunter
- Druid
- Fighter
- Healer
- Knight
- Mage
- Neutral
- Shaman
- Warlock
Dive Deeper: Once you’ve got the basics down, explore the game’s lore, test different strategies, and join the community. Fantastic Fights TCG will have expansions, tournaments, and more to keep you engaged.