The PSO CCG Rules Version 3.00 The Cards There are 7 types of cards in the PSO CCG. Character Cards – These are PSO characters. They are strong but do not need to be defeated to win. Your main character is the only card that can use spell cards, weapon cards, or item cards. There are also NPC cards, which cannot be main characters. Monster Cards – These are the different monsters. They are weaker than characters but there are more of them. Also, you must protect these because if they all die you lose the game. Area Cards – These represent the area you’re fighting in and effect monsters’ and characters’ attacks and stats. Some Area cards may feature bosses that must be defeated before you can change it. You may only have 1 of each boss area card in your deck. Others feature quests. These must be lost/won before you can change it. You may also only have 1 of each quest card in your deck. Event Cards – These are events in the game, such as FSOD. These affect the game in different ways. There are 3 different types of events. Spell Cards – These are the spells in the game. They will form the backbone of a Force deck, but be more for backups in other decks. You can only play these if you have a character in play. Also, since evade isn’t applied to these, you’re guaranteed to do damage! Weapon Cards – These are like spell cards, but more for rangers and hunters. Rangers especially will want to use these for the bonuses they give. Item Cards – These are the items in the game. They boost attack, heal HP, and more. Again, these can only be played if you have a character in play. Game play During your turn, you will follow this sequence of actions Draw a card Play another character card from your hand (optional) Do any of these as many times as you want (optional) Play a monster card from your hand Play an event card from your hand Play an item card from your hand Play a new area card (optional, limited) Start Combat (each character/monster may only attack once per combat and only if not paralyzed) Your main character uses one of the following: Spell card (non-androids only) Normal attack Weapons (some class limitations) Character abilities Your monsters and other characters (if possible) use one of the following (once per monster/character) Normal attack Monster/character abilities Discard any monsters/characters with damage greater than or equal to their HP. Cure paralysis and give poison damage to YOUR characters End your turn. Deck Limits You may have up to 3 characters in your deck, and each must have a unique name (for example, you can’t have 2 Kitsune cards). This includes NPCs (so 2 normal characters and 1 NPC, or 1 normal and 2 NPCs, or 3 normal and no NPCs). Also, you may only have 25 monster cards. After that, the rest is up to you. Add areas, events, spells, weapons, and items as you like. Remember the limit of 1 of each boss area card and quest area card in your deck. There is a requirement of 99 cards in your deck. Finally, choose another character (separate from the 3 in your deck, again, no duplicates) and set it aside as your main character. This character CANNOT be an NPC. Card Limits Some cards say “Limit X copies of this card per deck.” This obviously means you can’t have more than X copies of that card in your deck. Others say “Limit X of Y copies of this card per deck” where X is a fraction and Y is another card’s name. The limit here is X of the number of Y cards you have in your deck. For example, take foie and gifoie. Gifoie has a limit of ½ of foie, so if you had 4 foie, you could have 2 gifoie. Always round to a whole number and it can never be lower than 1 (so you can have 1 rafoie even if you have 0 gifoie cards in your deck). Also, remember the 1 card limit on Boss Area Cards and characters (these aren’t stated on the cards). Setup Before you start play, you must setup the game. Play your main character in front of you. All characters played after this act as monsters (cannot use spells, items, or weapons) unless your main character is killed (in which case choose one of those characters as your main character). Draw the top 10 cards in your deck and play any monster cards in those 10 on the playfield. Shuffle the rest back into your deck. If you don’t get any monster cards in those 10, try again until you have at least 1 monster in play. Then, draw your starting hand of 5 cards and flip a coin to see who goes first. Then, follow the game play rules above. Character/monster card stats All character and monster cards will have the following stats: HP: Hit points. How much damage this card can take before it dies (is discarded). Attack (ATP): Your base attack. This is how much damage you’ll do if you choose to use a normal attack during your turn. It’s also used to figure some weapon cards’ damage. Spell Modifier (MST): This is how much damage is added to spell cards or spells on the character/monster used by this character. All characters except androids have an MST but only monsters with spells will have this (because they can’t use spell cards). Defense (DFP): This is how much damage is subtracted from all incoming attacks (including spells, weapons, and abilities). Evade Modifier (EVP): This is your chance to evade attack and take 0 damage. Just flip 5 coins. If you get X heads there X = X/5, you take 0 damage from that particular attack. This does NOT apply to spell cards or spells but it does apply to weapons, abilities, events, and other attacks (unless otherwise stated on the card). Also, any effects other than damage (such as paralysis) still apply. Additional card attacks/abilities All characters/monsters will either have an ability, a power, or a spell. Ability: These are additional attacks this card can perform. These take the place of a normal attack, spell card, or weapon card. Read the card’s ability’s instructions and follow them. Note that ATP is not applied to these unless specifically stated. Some of these cannot be used if the current area does not match. Power: These are powers that can be used during battle. These automatically trigger when the conditions are met (When X, If X). Remember that powers are NOT optional and will always trigger whether you want them to or not. Again, some of these only apply when a specific area is in play. Spell: These are the same as playing a spell card. The user’s MST bonus applies to it and the defender’s EVP does not apply. Again, some areas may limit use of these spells. Note that “No damage” is different from “0 damage.” No damage will never do damage while 0 damage gets your MST added to it so it does do damage. Battle effects There are 2 battle effects that can be inflicted on your cards. Use markers or turn cards to indicate these conditions. Paralysis: Your character/monster cannot attack (use spells, weapons, abilities, or a normal attack). This is cured at the end of your turn or with anti, antiparalisis, or sol atomizer cards. Powers and items may still be used while you are paralyzed. Poison: This character/monster loses 10 HP every turn until cured. This must be cured with anti, antidote, or sol atomizer. Character Cards There are two types of characters: normal and NPC. Normal characters may be your main character or backup character and may be switched using certain cards. NPC cards cannot be your main character, can never be switched to your main character, and are weaker. However, they are instant wins for their appropriate quests. Spell Cards These each have 2 parts, a base effect and a special effect. Sometimes the special effect will be nothing; other times it will benefit you (such as barta’s paralysis). The base effect is damage caused before adding your MST to it. Again, note that there is a difference between “No damage” and “0 damage.” No damage never does damage but 0 damage can do damage after your MST boost. Weapon Cards These are almost exactly like spell cards. Some weapons can only be used by certain classes. Rangers are the RA-, hunters are the HU-, and forces are the FO-. Item Cards These have different effects such as healing or reviving a character. Play these during phase 3 of your turn. Area Cards These represent the area you’re fighting in. Some even feature bosses. Normally, you may change the area (play a new one from your hand and discard the old one) at any time. Boss areas, however, must be defeated before they can be replaced. Attack boss areas as if they were normal enemies. When they have HP = 0, you can replace it. Quest area cards must be won or lost and discarded before a new area cannot be played. There is no way around this (see losing/winning quests below). Note that area cards’ stat modifiers, except for EVP, are ADDITIONS, not REPLACEMENTS. For example, an ATP boost of +5 would add 5 ATP to all applicable cards, not replace all their ATPs with 5. EVP will always replace the current one. Losing/winning quests Some area cards represent quests you can undertake. The advantage to these is that you can gain a reward if you meet the requirements and these cannot be replaced until won or lost. The disadvantage, however, is that you can lose. Play quest area cards like normal area cards. Once played, either player may win or lose the quest. The quest can be won by completing the objective listed under “quest pass” or having the NPC character listed beside “main NPC” in play as one of your characters. The quest can be lost by suffering the consequences listed under “quest fail.” You can ONLY WIN WHEN IT IS YOUR TURN and ONLY LOSE WHEN IT IS YOUR OPPONENT’S TURN. When either player has won or lost a quest, the winner receives the “reward” and the loser suffers the “punishment.” Then discard the quest area card. You cannot “instantly win” a quest. For example, if you have NPC: Elenor in play and you play the “Magnitude of Metal” quest. Your opponent’s turn must pass before you may win. Event cards These represent events in the game. These are 3 different types. Normal events: These are normal events. They simply affect the game and are discarded (unless otherwise specified). Traps: These are one type of special event. These stay in play until a new area is played, whereupon they activate, deal damage, and are discarded. Photon Blasts: These are the other type of special event. These are super-powerful attacks done by your Mag. Other cards may limit your ability to use these. Note that DFP and EVP are NOT applied to these attacks. Winning This is easy. Simply kill all your opponent’s monsters. You do not need to have any characters left nor do you need to kill your opponent’s characters. Choosing a main character I suggest you choose a main character before building your deck as the character will greatly affect the mix of cards in your deck. Each type has pros and cons. Forces (FO-) have great MST but suck in every other area. Definitely go with spell cards for these guys. Rangers (RA-) specialize in long-range attacks and can use many weapons that improve their EVP. Go with weapons for this class. They are average across the board though. Hunters (HU-) have the best HP and ATP, but low MST and EVP. Furthermore, you can choose between humans (-mar, -marl), newmen (-newm, -newearl), and androids (-cast, -caseal). Androids have superior stats but no MST and cannot use spell cards. Humans are average. Newmen are better with spells than other types. This choice is really based on personal preference. Conflicts in effect Note the Rag Rappy’s nice power that improves it’s evade to (2/5). Also notice the Boss: Dragon’s ability that improved evade to (1/5). Which one applies? Well, you get to choose. The person whose card the effects with affect chooses which one will get precedence. Running out of cards Nothing changes except you no longer draw a card at the beginning of your turn. Multiple targets Some cards say “2 targets, 5 damage” or something to that extent. In that case, you do 5 damage to both the targets. Unless the card specifically says “40 damage divided between 2 targets,” it does that damage to both targets. Stat boosters It can be confusing sometimes to know whether new stats override current stats or add to current stats. Just follow this rule: If the stats are on top of a colored bar similar to the one of character/monster cards, they are stat ADDITIONS. If they are just in the card text, they are REPLACEMENTS. Take, for example, area cards. They have stats on a colored bar. You add those to your current stats on all applicable characters. Now take Jellen and Zalure. These do not have that bar and so the new stat will override the old stat completely. Also note that the + on ATP and MST and the – on DFP are all additions and boosts. Since DFP is negative, the – is a bonus, NOT a penalty. Also note than evade modifiers or EVP ALWAYS replace the current value, whether they are on colored bars or not. Deck searches Finally, remember to shuffle your deck after EVERY deck search! Thanks! Special thanks to kairi00 for all his help getting weapon pix, Zelda for all the help and for countless more pictures, everyone else who helped me and tolerated my picture taking, everyone pictured on cards, my mom for not getting totally ballistic at my 2:00 AM PSO sessions, and countless others. Thanks to you for playing the game! And, of course, thanks to Sega for making PSO! Thanks everyone! Copyright/disclaimer The PSO CCG was designed and created by Alan. The rules were created by Alan. All aspects of the game other than the subject matter is © Alan 2002. The official PSO CCG website is at http://alan.host.sk No part of these rules may be duplicated, used, or taken without my permission. No part of the card design or text may be duplicated, used, or taken without my permission. PSO is © Sega and Sonic Team. All images contained on the cards and all specific names such as foie and barta are property of Sega and Sonic Team. This card game is not intended to infringe on that copyright. I make no profit off this game and do not intend to do so. Contact me with any questions, concerns, or comments at alanv.geo@yahoo.com