SET-UP SEQUENCE - Cryptozoic Entertainment

SET-UP SEQUENCE - Cryptozoic Entertainment
Welcome to the Land of Ooo where you can play the magical game Card Wars. It’s a favorite
game of Jake and many others, and soon it will be your favorite, too. But first, you need to
read through all of the SUPER COMPLICATED RULES in this rulebook! This rulebook covers all of
the rules of Card Wars, no matter which set of decks you bought. Not all cards that appear in
this rulebook will appear in the set you purchased.
This is a Lane Combat Trading Card Game. The cards in your deck will be battling against the
cards in your opponent’s deck. If you own additional cards, you can even customize your decks!
Look for future game releases for more cards to modify your decks.
The epic battles all take place on a playing field of four Lanes, just like on the show. The object of
the game is to reduce your opponent’s Hit Points from 25 to 0. Do that and you are the Cool Guy!
SET-UP SEQUENCE
Each of these steps is explained in detail below.
1. Choose a deck
2. Place your Landscapes onto the table
3. Who goes first?
4. Shuffle your deck and draw 5 cards
5. Do you like your hand of cards?
1. Choose a deck
Accompanying this rulebook are two decks of 40 cards. In this 2-player game, each player
takes command of one of the two decks. The game also includes eight large Landscape tiles.
Four Landscapes accompany each deck. Four Cornfields Landscapes go with Jake’s deck, while
the four Blue Plains Landscapes are associated with Finn’s deck. BMO’s deck uses the Useless
Swamp Landscapes, while Lady Rainicorn’s deck uses the SandyLand Landscapes. Also included
are a bunch of Hit Point tokens with 1’s and 3’s on them.
2. Place your Landscapes on the table
With four Landscapes on your side of the board, you have four “slots” to fill with Creatures and
Buildings. A single Lane is made up of two Landscapes that are joined together lengthwise.
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Cornfield
Landscape
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Cornfield
Landscape
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Landscape
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Cornfield
Landscape
Blue Plains
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Cornfield
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Landscape
Blue Plains
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Landscape
Blue Plains
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Landscape
Landscape
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Blue Plains
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Once the board is set up, it creates a battlefield of 4 Lanes.
The red box is surrounding one of the four Lanes.
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3. Who goes first?
The Coolest Guy goes first. If this is your very first game, determine the first player at random.
First Player Rule: The first player may not Floop or Fight during the very first turn of the game.
4. Shuffle and draw five cards
After shuffling your deck, place it face down and off to either the right or the left of your
Landscapes. Then draw the top five cards of your deck into your hand. Now that you have
some cards in your hand, let’s examine what everything means.
Name of Card
2
Action Cost
Landscape Type
Cool Dog
Art
Blue Plains Creature
Card Type
Your Creatures on adjacent
Lanes may not be Attacked.
2
Attack (ATK)
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Game Text
7
Defense (DEF)
5. Do you like your hand of cards?
If you don’t have at least two Creatures in your hand of five cards, you might want to mulligan.
Taking a mulligan means you put your starting five cards back on top of your deck, reshuffle
all 40 cards together, and then draw a new hand of five cards. Keep in mind that you only get
to do this once at the start of each game.
You are now ready to start a game… only another four hours of brain-melting rules to read through!
TURN SEQUENCE
1. Ready all of your cards
2. Draw a card
3. You have 2 Actions to spend
4. Do you want to Floop?
5. Do you want to spend 1 Action to draw a card?
6. Fight!
7. End of turn
1. Ready all of your cards
At the start of your turn, put all of your Creatures and Buildings into the Ready position. Now
they are able to Floop and Activate again.
Mouthball
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4
Exhausted
2
Useless Swamp Creature
+2 DEF for every 5 cards in your
discard pile.
1
Mouthball
1
Useless Swamp Creature
+2 DEF for every 5 cards in your
discard pile.
2
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Ready
4
2
2. Draw a card
Each player draws a card at the start of their turn. As the game goes on, your hand will shrink
or grow. You don’t refill your hand to six cards at the start of your turn.
3. Actions!
At the start of your turn you receive 2 Actions automatically. They don’t come from your Landscapes
or anything like that. You must spend Actions to play Creatures, Buildings, and Spells from your
hand. Actions are generic and are used to play cards from your hand. You do not need to spend all
of your Actions to complete your turn.
4. Flooping
Some Creatures have an ability in their game text box that has the word “Floop” next to it.
To use a Floop ability, exhaust the card (turn it sideways) and move it to the back of the
Landscape, next to the name of the Landscape. Some Buildings have Floop abilities. Buildings
can stay where they are on the Landscape Card when Flooped, but they must still exhaust.
Once you have properly Flooped your card, complete the action listed on the card.
1
The Pig
4
Blue Plains
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The Pig
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1
4
1
Landscape
Rainbow Creature
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FLOOP >>> Flip target Cornfield
Landscape in this Lane face down.
FLOOP >>> Flip target Cornfield
Landscape in this Lane face down.
Rainbow Creature
1
“I Floop
The Pig.”
Landscape
Blue Plains
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Note that you may Floop before spending your Actions, after spending 1 Action, or after
spending both Actions and right before you Fight. You may Floop a Creature or Building in
the same turn that it comes into play. You may only Floop during your own turn. A Flooped
Creature does not Fight at the end of your turn. However, a Flooped Creature still fights when
it is defending a Lane. If you would rather Attack with a Creature who has a Floop ability,
just don’t use the Floop ability and it will Fight instead. You are never required to use a Floop
ability. If you don’t, the Creature must Fight. More on Fighting later.
5. Spend 1 Action to draw 1 card
If you don’t spend all of your Actions, they will be lost and can’t be saved. Why not spend your
unused Actions to draw extra cards? You can spend one or two of your Actions to draw cards. If
you have Actions left, you may even play a card that you just drew. There is no hand size limit
in the game. You do not lose the game if your deck runs out of cards.
6. Fight!
All of your Ready Creatures must Fight after you have spent all of your Actions and done all
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the Flooping that you wish to do. You select the order in which your Creatures Fight, so choose
wisely. When a Creature Fights, Activate it to attack by exhausting it. Place it at the top of the
Landscape (near your opponent’s Landscape) so you can tell that it is not a Flooped Creature.
Note that the first player does not get to Floop or Fight during the very first turn of the game.
More on Fighting later.
7. End of turn
Your turn is over after your Fight phase.
PLAYING CARDS
You must first make sure you control the proper Landscape cards to play certain cards.
Controlling something means that it’s in play on your side of the board. All Creatures, Buildings,
and Landscapes that are on your side of the board are under your control. Spells do not enter
play, so you never control a Spell. The phrase “Your Creature” means a Creature you control on
your side of the board.
• Creatures
This Shark has an Action cost of 2. That means it will
require you to use both of your Actions for your turn to
bring him into play. Additionally, in the upper right corner
of the card you will find a SandyLand symbol. That means
you must control at least two SandyLand Landscapes in
order to play him. The number in the upper left is the
Action Cost to play the card and also determines the
number of Landscapes of that type you need to control
to be able to play it.
2
Shark
SandyLands Creature
When a SandyLand Creature enters
play during your turn (including
Shark), it has +1 ATK this turn.
2
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10
After paying the 2 Actions, choose a Lane only on your side of the board for him to enter. You
may place a Creature on any of your Lanes or even a Lane with a face-down Landscape. You
do not have to put a SandyLand Creature onto a SandyLand. Once you have placed it, it stays
there for the rest of the game, unless someone destroys it, or you play a card to move it, or you
replace it. Creatures are unaffected if they sit on a face-down Landscape--unless the Creature’s
ability states otherwise.
If you wish to put a Creature onto a Lane where you already control a Creature, you must
remove or replace the Creature that is already there. You cannot replace a Creature that has
been Flooped. It must be Ready to be replaced. Put the replaced Creature into its owner’s
discard pile and put any damage that was on it back into the pool of tokens.
When you are low on Hit Points, replacing a Creature with a lot of damage on it might save
your bacon! If you lose a Creature during your own turn, your opponent’s Creature will be able
to attack you directly during his turn. Its damage would go straight to your Hit Points! If it’s
replaced, then you can defend yourself better.
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• Buildings
1
Palace of Bone
Useless Swamp Building
Opposing Creatures in this Lane
don't trigger entering or leaving
play effects.
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Palace of Bone has an Action cost of 1.
That means it will require you to use 1
of your Actions for your turn to bring
it into play. Additionally, in the upper
right corner of the card you will find
a Useless Swamp symbol. That means
you must control at least one Useless
Swamp Landscape in order to play it.
2
Shark
SandyLands Creature
When a SandyLand Creature enters
play during your turn (including
Shark), it has +1 ATK this turn.
2
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Useless Swamp
© 2013 Cryptozoic Entertainment
When you play a Building, choose one of the Lanes on your side
of the board whether or not a Creature is there and place it below
that Lane. Not under like sliding it underneath your Landscape!
Instead, place it like in the image to the right. You do not have to
put a Cornfield Building below a Cornfield. You may even place
it below a face-down Landscape. Buildings may be replaced by
playing another Building in the same Lane.
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Landscape
1
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Palace of Bone
Useless Swamp Building
Opposing Creatures in this Lane
don't trigger entering or leaving
play effects.
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• Spells
0
Teleport
Rainbow Spell
Move one of your Creatures to one
of your empty Lanes.
The card to the left is a Spell. A Spell is held in your hand until you
wish to play it. You must control the proper Landscapes and pay Actions
to play Spells. When you play a Spell, read the game text to your
opponent, do what it tells you to do, then discard the card. Spells are
never placed onto a Landscape, Creature, or Building.
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• Rainbow Cards
The above Spell is a Rainbow card. The symbol in the upper right corner and the text on the bar
under its art let you know that. Rainbow cards may be played using any type of Landscape or
combination of Landscapes, except for face-down Landscapes (as they have no type).
Creatures, Buildings, and Spells with an Action cost of 0 are always Rainbow cards. They may
only be played during your own turn (even after spending your 2 Actions), but require no
Landscape types to play. They may even be played if all of your Landscapes are face down.
FIGHTING
During your Fight phase all of your Creatures that are in the Ready position MUST Fight. You get to
choose the order in which your Creatures Fight.
When you Activate (turn sideways into the Exhausted state) a Creature to start a Fight, look at your
opponent’s side of the Lane. If he does not have a Creature on his side of the Lane, your Creature
deals its Attack value to the opposing Hero’s Hit Points. You can use HP tokens or paper and pencil to
keep track of your HP.
However, if a Creature is on the other side of the Lane when a Creature Activates to Fight, both will
deal damage to each other. The attacker puts damage on the defender equal to the attacker’s Attack
(ATK) value. Use the 1 and 3 tokens to keep track of how much damage is on a Creature, counting
upwards. Simultaneously, the defender will put damage on the attacker equal to the defender’s ATK
value. A Creature is discarded when is has damage on it equal to or greater than its DEF value.
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Your turn is over as soon as all of your Ready Creatures are Activated to Fight. Here are
examples of the various types of Fight interactions that can take place:
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Cornfield
Landscape
X
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Cornfield
Landscape
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X
Husker Knight has + 1 ATK and
+ 2 DEF for each Cornfield
Landscape you control.
Cornfield Creature
2
Husker Knight
1
X-Large Spirit Soldier
The Pig
Blue Plains Creature
Rainbow Creature
Each adjacent Creature has +1 ATK.
FLOOP >>> Flip target Cornfield
Landscape in this Lane face down.
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1
9
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Landscape
X
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Husker Knight has + 1 ATK and
+ 2 DEF for each Cornfield
Landscape you control.
Cornfield Creature
4
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1
Rainbow Creature
The Pig
1
Landscape
Blue Plains
© 2013 Cryptozoic Entertainment
FLOOP >>> Flip target Cornfield
Landscape in this Lane face down.
9
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1
Blue Plains Creature
X-Large Spirit Soldier
1
Each adjacent Creature has +1 ATK.
Husker Knight
Landscape
2
However, the Finn player decides
to Floop The Pig instead, which
flips the Cornfield in his Lane
face down. That reduces the ATK
and DEF of the Husker Knight.
Since the X-Large Spirit Soldier
doesn’t have a Floop ability, it
now Activates to Fight! It deals
1 damage to the opponent’s Hit
Points, as there is no Creature on
the other side of the Lane to Fight.
Because The Pig is Flooped, it
does not Fight. It also means the
Husker Knight won’t deal any
damage to The Pig as The Pig
did not start a Fight this turn.
Blue Plains
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X
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Blue Plains
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4
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Landscape
Cornfield
1
Landscape
© 2013 Cryptozoic Entertainment
1
On the Jake player’s first turn,
he played Husker Knight. Since
he took the very first turn of the
game, he cannot Fight or Floop
(mainly because he doesn’t
have a Floop ability). On the
Finn player’s first turn, he plays
X-Large Spirit Soldier and The
Pig. Because the Finn player
went second he can fight with
both of them.
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Blue Plains
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6
On the Jake player’s next turn, he is itching for a Fight!
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X
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Cornfield
Landscape
3
X
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The ladies love him, as long as they
have waterproof shoes.
Husker Knight has + 1 ATK and
+ 2 DEF for each Cornfield
Landscape you control.
Cornfield Creature
2
Rainbow Creature
2
Husker Knight
Drooling Dude
4
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1
Rainbow Creature
The Pig
1
Landscape
Blue Plains
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Blue Plains
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4
© 2013 Cryptozoic Entertainment
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1
Rainbow Creature
The Pig
1
FLOOP >>> Flip target Cornfield
Landscape in this Lane face down.
9
© 2013 Cryptozoic Entertainment
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1
Blue Plains Creature
Each adjacent Creature has +1 ATK.
X-Large Spirit Soldier
Husker Knight
X
1
2
Cornfield Creature
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Husker Knight has + 1 ATK and
+ 2 DEF for each Cornfield
Landscape you control.
Drooling Dude
9
Landscape
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7
X
2
Rainbow Creature
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The ladies love him, as long as they
have waterproof shoes.
The Finn player might want
to replace The Pig during his
upcoming turn. If he does not,
it will die during his next Fight
and leave the Lane empty to the
Husker Knight’s attack on the
Cornfield player’s turn. The Pig
won’t be able to Floop again (to
avoid Fighting) as the Cornfield in
his lane is already face down.
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3
The Jake player chooses to Fight
with Drooling Dude first. Drooling
Dude deals 3 damage to X-Large
Spirit Soldier, while the Knight
deals 1 back. Now the Husker
Knight Fights. The Pig takes 3
damage from the Husker Knight,
as the Corn player only controls
3 Cornfields right now. The Pig
deals 2 damage back to the
Husker Knight, as The Pig gets a
+1 ATK bonus for being adjacent
to the X-Large Spirit Soldier.
Blue Plains
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Cornfield
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FLOOP >>> Flip target Cornfield
Landscape in this Lane face down.
9
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1
X-Large Spirit Soldier
Blue Plains Creature
Landscape
Blue Plains
Landscape
Landscape
© 2013 Cryptozoic Entertainment
1
Each adjacent Creature has +1 ATK.
On the Jake player’s turn, he
draws a card and plays Drooling
Dude. Now both Creatures Fight!
OTHER ABILITIES
As you can see from the Husker Knight and the X-Large Spirit Soldier, there are abilities other
than Flooping. Most abilities are always on. These abilities last only last as long as that card is
in play. In the combat example on the previous page, if Drooling Dude had knocked out the
X-Large Spirit Soldier, The Pig would have only dealt 1 damage to the Husker Knight.
In a card’s game text box anything written before the “ >>> “ is the cost to use the ability. You
cannot use an ability if you cannot pay the cost.
2
Woadic Chief
Blue Plains Creature
Woadic Chief has + 2 ATK this
turn for each Spell you have
played this turn.
Some cards have abilities that only last for “this turn.” That
means it only lasts until the end of your turn. The Woadic Chief
is a powerful card that becomes more powerful when you play
Spells. Since you can only play Spells during your own turn, the
bonus only lasts during the turn in which you played the Spell.
Note that the more Spells you play during the turn (before or
after it enters play), the higher the Woadic Chief’s ATK will go!
When a Creature’s or Building’s ability affects something “in this
Lane,” it means the Lane the card occupies. For example, The Pig
can flip a Cornfield in his Lane face down. That means it can’t flip
some other Cornfield on your opponent’s side. It can only target a Cornfield in The Pig’s Lane.
2
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Some cards have abilities that require you to pay Actions to use. The Action cost does not
require you to control any particular type of Landscape to use it. If you use an Action on an
ability you won’t be able to spend that Action on something else. Spending Actions on Abilities
that have an Action cost is always optional. But if you have a spare Action, why not use it!
CUSTOMIZE YOUR DECK
Be on the lookout for other Card Wars 2-player starter sets and add-on packs. Card Wars
features three other Landscape types that don’t appear in this starter set. The minimum deck
size is 40 cards, but feel free to go over that if you want to. The maximum number of a
particular card that you can put into your deck is three. So you can’t have more than three
copies of The Pig in your deck.
Best of all, you can customize your deck! You don’t have to play with four matching Landscapes.
You could even have a deck that uses a Cornfield, NiceLands, SandyLands, and Blue Plains. Just
remember that in order to play a Creature, Spell, or Building that costs 2 Actions, you have to
have 2 Landscapes of that type in play. Note that you can still play two Cornfield Creatures with
a 1 Action cost in the same turn, even if you only have 1 Cornfield in play. If you are using four
different types of Landscapes, all of your cards should cost 1 or less Action to play. However,
Rainbow cards that cost 2 Actions may still be played, as they don’t require a specific Landscape.
You can use a mix of Landscapes to play Rainbow cards that cost 2 Actions.
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GLOSSARY
+ATK: When a Creature has an ATK bonus it will deal that much additional damage when it’s in a Fight.
+DEF: When a Creature has a DEF bonus it can take that much more damage before it dies.
Adjacent: A Creature that is in a Lane to the immediate left or right of another Creature is
adjacent to that Creature. A Creature that is in a Lane to the immediate left or right of a certain
Landscape is adjacent to that Landscape. A Building that is in a Lane to the immediate left or right
of another Lane is adjacent to that Lane (or a Creature in that Lane). Creatures, Buildings, and
Landscapes you control are only adjacent to other cards you control. Your cards are never adjacent
to your opponent’s cards. In the combat examples on page 7, X-Large Spirit Soldier is adjacent to
The Pig. A Building is not adjacent to a Creature that it shares a Lane with.
Changing Lanes: A Creature or Building may change Lanes only if you have a Spell or ability
that says it can change Lanes. When changing Lanes, you may not move a Creature into a Lane
where you already control a Creature. You may not move a Building into a Lane where you
already control a Building. The only time you can replace a Creature or Building is when a new
Creature or Building is entering play from out of play.
Destroy: When you destroy a Creature or Building it is placed into its owner’s discard pile. The
owner of the card is the player whose deck it came from.
Discard: When you are told to discard a card, that card comes from your hand. It goes to your
discard pile. You get to choose what to discard unless the effect says otherwise.
Discard Pile: Cards that you discard and cards that leave play are placed into your discard pile.
The cards in your discard pile should always be face up and both players may look at them at any
time. If you have control of one of your opponent’s cards and it dies, it goes to your opponent’s
discard pile, not yours.
Empty: An empty Lane is one that has no Creatures on your side of it. If you control three
Creatures, you control one empty Lane. A Lane with no Buildings on your side of it is empty of
Buildings.
Face-Down Landscapes: Face-down Landscapes don’t provide any Landscape type for the
playing of cards. So if you only have one face-up Cornfield Landscape, you would not be able to
play any Cornfield or Rainbow cards with an Action cost of 2. A face-down Landscape still counts as
a Lane, so you may put Creatures and Buildings there.
Opponent: The other player in the game, not one of his Creatures or Buildings.
Opposing: An opposing Creature or Building is one that your opponent controls.
Target: Some Spells and abilities want you to choose a Creature, Building, or Landscape to affect.
The card you choose to affect is your target. If your card has a target, you must target something,
even your own card, unless the card says otherwise. If an ability asks you to target something,
and there are no choices that fulfill the requirements, you cannot use that ability or Spell. For
example: If The Pig has already flipped the Cornfield in his Lane face down, he can’t Floop again
to flip that Cornfield face down again. A face-down Landscape is not a Cornfield, so it cannot be a
“target Cornfield.”
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SPECIFIC CARD
CLARIFICATIONS
Cool Dog: While Cool Dog lives, your opponent cannot Fight your Creatures in the Lanes adjacent
to Cool Dog’s Lane. Cool Dog may still be Attacked, however. If a Creature cannot Activate to Fight,
it can still Floop. If it can’t Floop, you will end your turn with these Creatures in the Ready position.
Cross Pollination: If you have four Cornfield Landscapes on your side of the playing field, you
only control one type of Landscape. The different art on the Cornfields does not mean you control
four different Landscapes. Only the name on the Landscape matters. Face-down Landscapes have
no name, so you get no bonus for them.
Dr. Death: To pay the cost of using his ability, the good Doctor can destroy himself or another
Creature under your control.
Field Reaper: When an opposing Creature moves to your side of the board, it does not ready
until the start of your next turn. The additional cost must be paid when you play this card. If all
of the Lanes adjacent to Field Reaper have Creatures in them, the opposing Creature in his Lane
does not move. If no Creature is in the opposing side of this Lane, the Field Reaper will move to an
adjacent empty Lane, if possible.
Nice Ice Baby: This card gets the +3 ATK bonus while attacking your opponent directly. If it
Fights a Creature, it does not get the ATK bonus.
Ms. Mummy, Sand Eyebat: If the target has no damage on it, it gets a permanent +1 DEF
(while in play). If the target has damage on it, remove 1 damage instead. When Ms. Mummy
returns to your hand, remove all damage tokens from her.
Struzan Djinn: Creatures that Flooped during your turn still count as Flooped Creatures during
your opponent’s turn. Be sure to keep your Flooped Creatures near the back of the Landscape so
you can tell the difference between Creatures who Flooped and ones who Activated to Fight.
Unempty Coffin: A Creature’s cost cannot be reduced below 0.
Corn Lord, Cross Pollination, Woad Talisman, Ms. Mummy, Peach Djinni, Shark,
Wall of Sand, ZaZo’s Magic Seeds, Gray Eyebat, Bone Wand, Snake Eye Ring:
Remember that Rainbow Creatures do not count as Cornfield, Useless Swamp, SandyLands, or Blue
Plains Creatures.
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CREDITS
Game Design by Matt Hyra & Cory Jones
Cryptozoic Entertainment
President & CCO: Cory Jones
CEO: John Nee
Chief Operating Officer: Scott Gaeta
SVP Sales & Business Development: John Sepenuk
Game Design and Development: Phil Cape, Dan Clark, Matt Dunn, Kevin Jordan, Erik
Larsen, Matt Hyra, Ben Stoll, Drew Walker, Chris Woods
Graphic Design: Larry Renac, Houman Hajibaik, John Vineyard, Nancy Valdez
Editing: Scott Thomas
Director of Operations: Leisha Cummins
Brand Management: Adam Sblendorio
Business Coordinator: Rumi Asai
Office Manager: Vanessa Jimenez
Marketing and Community: Javier Casillas, Sara Erickson, Drew Korfe
Playtesters: Richard Brady, Tom Driver, Russ Greenwald, Kent Heidelman, Adam Hensch,
Alexander Mahan, Ricci Rukavina, Marcus Savino, Jason Zila, Nathaniel Yamaguchi and many,
many others.
Cryptozoic Special Thanks: Cartoon Network, William Brinkman, Sean Burns, Miranda Charsky,
Erika Conway, Chelsea Faso, Kyle Heuer, Matt Hoffman, Michael Kirchhoff, Lacy Lodes, Erin Malafronte,
George Nadeau, Matthias Nagy, Angel Sisson, Rachel Valverde, Lisa Villaire, MaryCarmen Wilber, Pete Yoder.
Your Turn Sequence
1. Ready all of your cards
2. Draw a card
3. You have 2 Actions to spend
4. Do you want to Floop?
5. Do you want to spend 1 Action to draw a card?
6. Fight!
7. End of turn
Cornfield
SandyLands
Useless Swamp
NiceLands
Blue Plains
Rainbow
Fighting
Each of your Creatures that did not Floop must Fight! If there is an opposing Creature in the
Lane, they each deal damage equal to their Attack value to the other. If there is no opposing
Creature in the Lane, your Creature deals its Attack value to your opponent’s Hit Points.
Object of the Game
Reduce your opponent’s Hit Points from 25 to 0. If you do, you win! Now you’re the Cool Guy
and get to go first the next time you play.
TM & © Cartoon Network.
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