The Starcraft Card game Basic rules version 4.1 http://come.to/alansite --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- The cards: There are 11 different types of cards in the Starcraft Card Game. The animal and resource cards are seeded at the beginning, as well as a predefined number of cards from your deck. Your decks consist of building cards, troop cards, Powerup cards, Environment cards, and event cards. Animal cards-animal cards do not belong to a certain player. Either player may move them. Animal cards, like troop cards and some building cards, have a range, or the distance they can move per turn. Animal cards may initiate battle with any troop or building within their range. Resource cards-Gives you resources to build Seedable Units-These are the basic Command Center, Hatchery, Nexus, SCV, Drone, or Probe only with lower stats and higher costs. These are only meant to start out the game with so the game is possible. Seedable Events/upgrades- Just like normal events and upgrade cards, only seedable. Building cards-these cards are the buildings in the game. They build troops, provide control or psy, and some build troops. Certain buildings can move, but they take double damage from any attacks that turn if they moved. All building cards are ground type. Buildings that can attack have an attack range of 5 (unless it is specified on the card) but cannot move. Buildings that reveal cloaked units also reveal within 5 inches. Troop cards-these cards are the men in your army. They fight, build, and heal. All troops have range. When an enemy building or troop is in its range, it may attack. There are 2 types of troops: air and ground. Some troops can only attack air or ground units. Event cards-these make the game fun. You may play these anytime during your turn. They effect the game in certain ways. For example: the ‘Zerg attack’ card tells your opponent to discard 10 troops or buildings or their choice. Upgrade Cards-A special event, these cards give your troops extra, more powerful, attacks. Powerup cards-These are basically events that you can play during either player’s turn or even in a battle. You may have as many powerup cards as you want per deck. If they let you search for a card, add it to your hand. DO NOT play it instantly. If they affect the game like Map Revealer, play on the table. Place a yellow counter on it each turn. When the number of counters equals the length of influence or effect, discard the card. The effects no longer effect anyone (unless stated on the card). Environment cards- They set the environment that you will be playing in. Some environments only let you have troops, others, only buildings. 3 environment cards will always be in play at any 1 time. All the environment cards must be from the same world environment. Effect cards- These are effects of attacks from units. Usually played on other units. Decks Your decks may have a combined total of up to 100 cards in it, not including the 10 seed cards you may play. Events may NOT be played on your first or second turn. You may not have more than one of any promo card in your deck or seed pile (identifiable by the black “promo” star on the lower right corner.) 1 deck is nothing but buildings, effects and units. This is your “buildings” deck. The other deck is all other cards you want in your deck. This is the “draw” deck. You will use the buildings deck when you wish to build something, at which time, you will search it for the unit or building. However, you MUST have the requirements to build that building or unit already. Your draw deck is exactly what it implies. You draw from it every turn. Shuffle both decks before the game starts --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Game play The play in this card game is very much like the computer version. You have to destroy all your opponent’s buildings or everything. This game is very flexible. Control 3 different forces or just 1. Work in teams or go 1v1v1v1. Make up your own ways to play. This game is very neat in the playability factor. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Evolution Some cards, like the High Templar, evolve into other cards. Evolution is instantaneous but takes up the resources listed in red on the card picture on the EVOLUTION card. Not the un-evolved card. To evolve a card, discard it, subtract the minerals/gas, and play the evolved form where the last unit was. That card may not move for the rest of the turn (but may attack). If it requires 2 cards (Archon needs 2 High Templar) then both must be touching to evolve. Discard both. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Healing All three forces have the ability to heal. For Zerg and Protoss, this comes naturally. You may remove 10 damage from all your troops or buildings every turn. However, for Terrans, an SCV must do the work. A unit or building touching an SCV get 50 damage removed from it per turn, but the SCV cannot move for the rest of the turn. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Collecting Resources: All units and buildings require resources to build and Starcraft is no different. SCVs, Drones, and Probes are the only units that can collect resources. The basic resources are minerals and gas. Collecting minerals simply requires you move your collecting unit to the mineral field and back to any building. Collecting gas is a little harder though. You must build a building over the geyser that lets you collect gas. Then, every collecting unit that moves there and back to a building gives you minerals. Collecting resources takes up 1 range of your unit. IMPORTANT NOTE: ALL BUILDINGS THAT LET YOU COLLECT GAS NOW PROVIDE 10 GAS PER TRIP RATHER THAN THE 5 THAT THE CARD SAYS. THE CARDS WILL NOT BE CORRECTED SO THIS IS THE ONLY PLACE YOU WILL READ ABOUT THIS. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- The forces There are 3 different forces in this game. Terran with an orange/red backdrop, Zerg with a yellow/gray backdrop, and Protoss with a blue/green backdrop. Seed cards have a brown/white backdrop. Event cards have a confetti-like backdrop. The forces may mix and cooperate with each other freely. You may play all three forces if you wish. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Confusing Card Wording: Yes, I did make some of the wording on the cards confusing and I’m sorry. Here’s what they mean. “Use once per game” on an attack means that card can only use that attack once per game. Other cards of the same unit with the same attack, however, may use that attack once each. “An individual ---- card may be played only once but as many as you want may be played per game” basically means multiple copies of this card are allowed in your deck. “This card may be used only once per player per game” means one copy of this card in your deck. “Play a --- effect from you hand onto another unit” means search your buildings deck for that effect, add to your hand, and play it. “Always Cloaked” basically means cloaked until a card revealing it is played. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Cloaking: When a card is cloaked, turn it over. The opponent does not know what card it is but you may look. Cloaked units may only be attacked if revealed first. If any part of a cloaked unit falls inside another unit’s uncloaking or revealing field, turn the card back over. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Building Buildings: To start building a building, you must have the requirements to build it. Search your buildings deck for the building, then place the building card touching the appropriate building force. Subtract the appropriate number of resources from your resource collection. Then, at the end of every turn, place a red building marker on each building being build. At the beginning of every turn, check if the # of red markers = the “Time” on the card. If so, remove all counters from the building and that building is now active and in play. For Terrans: The SCV building may NOT move until the building is completed. For Zerg: Discard the Drone that is mutating into the building. For Protoss: The Probe that began the warp rift may not move for the rest of this turn. It may move again next turn. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Building Troops: Every army needs men. Every army also needs control. Control for Terrans is provided through supplies; Zerg through ‘control’ and Protoss through Psy. Certain buildings or troops provide this control. Units take up this control (on the card it says how many.) Some units take up 8 control, others 1. You cannot build past your control limit. Building troops works just like buildings, and each building may only be building one troop at a time. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Environments: These cards effect the game in different ways. For example, the lava environment decreases the HP of all ground units by 10. There will always be 3 environments at a time in play. They play side by side. The playfield is then divided into 3 equal parts and the first section is the first environment, the second the second, and so on. All the environment cards in play at a time must have the same world symbol. The symbol along with the world’s name is under the picture. To change all 3 environments to a different world, you must have a special card (Explore, Conquer, or Assimilate New World cards.) However, you may replace any 1 environment with another from the same world any time during your turn. Remember ALL 3 CARDS MUST ALWAYS BE FROM THE SAME WORLD. If a card makes you put resources/animals into your hand, they may be re-seeded ANYWHERE that they may exist on any future turn. Troops and buildings must be rebuilt. All damage on troops and buildings and animals goes away when you return them to your hand. There is one unique set of environments in the Starcraft Card Game. It is the installation set. These cards may ONLY be put into decks where no buildings are required (as none of the environments in the set can support buildings.) While using this environment, ignore control/minerals/gas/time costs. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Effect Cards. Play these when an attack that a unit does says you may. For example, the ‘slow down’ effect can be put into play with a queen’s ensnare. A ‘blinded’ effect may be played by a medic using Optic Flare. To play an effect, search your buildings deck for it and play it. The duration is how long the effect lasts. Every turn, place a bead next to the duration text. When the beads = the duration, remove the effect. If the duration is permanent, do not place beads on that effect. Effect cards should be on top of the effected unit and will be moved along with the unit (as if they were 1 card). --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Upgrade Cards: These are event cards with Upgrade Card in yellow on the picture. These play where stated on the card and work until that building is destroyed. These cards give the units listed an extra attack, more HP, or more range. If it gives a unit another attack, this unit may use that attack as if it were printed on the unit itself instead of on the event card. These cards DO NOT ATTACK OR HAVE A RANGE OR HP. They simply add abilities to your current cards. Duplicates of upgrade cards are allowed in your deck. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- The expansions If a card has no symbol in the lower right, it is from the premiere set. If it has a symbol there, it is from the hero expansion. If it has a symbol there, it is from the environment expansion. If it has a symbol there, it is a RARE promo card. Some cards have a “b-day” symbol. These cards were made for special occasions and are even rarer than promos as there are only about 2 copies of each in existence. These symbols do not really do anything to the game, but you may only have one of each promo or b-day card in your deck. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Heroes Hero cards are special versions of other cards. You may only have 1 of each hero in your deck. Treat them like normal troop cards. They also build like normal troops (see hero classification sheet for which hero is which unit). However, you may only have ONE of each hero, that means only 1 card named Jim Raynor. Not 1Jim Raynor Marine AND 1 Jim Raynor Vulture. Of course, you can have both Edmund Duke Seige and Tank modes. And of course you can have both of Kukulza’s evolutions. You can have only 1 of EACH CARD with THE EXACT SAME NAME (both Jim Raynor cards say only Jim Raynor but Edmund Duke’s say different things.) --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Deck Searching Cards: Some cards let you search your deck for a card and add it to your hand. In this case, you do not have to have the requirements to search for this card. However, the unit may not be built until you have the required cards to build it. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- These are the basic rules for game play: Phase I: Create scenario map- first, flip a coin. Whoever wins the coin toss searches their draw deck for 3 environment cards and plays them next to the playfield (see the Environment Cards section above for more info.) Then, you play any seed cards you have (up to 10) on the playfield. Turn your cards toward you so you know they are yours. Follow the instructions on these cards for seeding. Then, shuffle both your decks and seed X* cards from the top of your “building” deck. This will be your “outpost” or your establishment on this planet. Remember, some environments can not support buildings/units/resources and you won’t be able to seed there. *X = If playing Terran: 7 If playing Zerg: 8 If playing Protoss: 9 If playing Terran and Zerg: 10 If playing Terran and Protoss: 11 If playing Zerg and Protoss: 12 Phase II: Begin main game- this is where the fun starts. At the beginning of the game, draw 7 cards from your draw deck. This is your hand. You may have as many or few cards in your hand as you want at a time. During your turn you may do the following in this order: 1. Check if any buildings are done being built. 2. Move troops, a building, or an animal if you want to (limited by their range) (as many times as you want.) 3. Search your buildings deck for a building or unit you want to build (as many times as you want.) 4. Start building the building if you searched for one in phase 3 (if you searched, you must build the building/unit in this phase) (as many times as you want.) 5. Play an event card if you want to (as many times as you want.) 6. Replace a current Environment with another in the same world if you want to (as many times as you want.) 7. Initiate battle if you want to. 8. Place a red counter on any buildings being built. 9. Place a yellow counter on any powerups on the playfield. 10. Draw a card from your draw deck. Drawing a card signals that your turn is over. If you chose to initiate battle, see phase III. Phase III: Battle- here is where you get a chance to destroy something. To initiate battle, one of your troops or an attacking building must have another troop or building within its range. Then, you may attack. Remember, battle may not be initiated in your first 2 turns. Battle takes place in turns. First the attacker attacks, then the defender may also attack. Then back to the attacker. Each turn, you may only use 1 attack unless you have played a card that lets you do otherwise. *During this phase, your opponent’s troops or attacking buildings may attack you if you are within their range. *To attack, look at your troop or building card. There will be a list of attacks there. You may choose one of them to use. Certain attacks may be used only once per character per game. They will say use only once per game. That DOES NOT mean only once a game, but only once for that card per game. IE: A High Templar’s hallucination. Once for that High Templar but not once per game. If you use one of these, place a yellow marker on it to signify this. *If a unit is killed by another unit, the dead unit gets a chance to attack before it dies. *Each troop or building may attack only one time per turn. Unless specified on the card, the attack only hits 1 enemy unit. *When your troop attacks, do damage equal to the number next to the attack you chose. Then, apply any other effects that attack may have. Place a Gray damage counter on each damaged building or troop for every 10 damage, a green for every 50, a brown for every 100, a black for every 200, and a blue for every 500. You may swap damage counters for ones with the same value. *Troops may move during a battle, but range is reduced by ½. *You may not attack resources. *You may attack animals. *Be careful with battles. Remember: your opponent can initiate battle on their turn if your troops are in their range. *Both players may use UP TO 2 wild animals each in their attack. Do battle in this order: 1. One of your troops with an enemy in their range may fire upon them. 2. Your opponent returns fire with any one troop. 3. Do the damage to the troops/buildings. 4. If damage >= the HP, then destroy (discard) that troop or building. 5. Repeat steps 1-4 until both players pass. 6. The battle is over now. Phase IV: Winning- this is what happens when you eliminate the opponent. You, obviously, win. --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Other *Remember, measure from the upper left corner of the cards for range or anything that requires measuring. *Range is measured in inches. Have a ruler close at hand. *Remember to shuffle your draw deck when the game first starts. *If playing Zerg, be sure to print the Zerg building requirements sheet. *If using heroes, be sure to print the hero classification sheet. *Also be sure to print the air/ground classification sheet. *All units not listed on the air/ground classification sheet are ground type. *Gray beads represent 10 damage each. *Green beads represent 50 damage each. *Brown beads represent 100 damage each. *Black beads represent 200 damage each. *Blue beads represent 500 damage each. *Yellow beads represent a troop who has used an attack that can be used only once per troop per game. *Red beads are troops or buildings in the making. *If, when your opponent destroys an object that provides control, you have more men than control, you may not build again until you again reach your control. All units still function like normal. *A pylon’s influence is 1 card length around the pylon. If a pylon is destroyed, all buildings around it become inactive until another pylon is built for them (touching them). However, if a building is touching 2 other buildings that are touching pylons, all 3 buildings may be counted as in a pylon’s influence (even though 1 is not touching a pylon.) If 1 pylon is destroyed, the middle building becomes inactive again. *A card that must be built “on the creep” works exactly like the pylons, only the ‘pylon’ can be any other building that says “Provides creep”. IE: Hatchery or Creep Colony. If a building that provides creep is destroyed, the buildings around it still work normally (unlike pylons.) --------------------------------------------*THE STARCRAFT CARD GAME!*-------------------------------------------- Credits/Contacts: Starcraft Card Game Rules written and revised by Alan. Starcraft Cards by Alan. http://www.geocities.com/Area51/Shadowlands/8855 or http://come.to/alansite Visit my page today! Visit my other great sites or download some Starcraft cards! Questions? Comments? Ideas? Reach me at alanv.geo@yahoo.com Special thanks to Blizzards for inventing Starcraft. Also thanks to Jim for help with some of the unit’s stats.