The PSO Card Game Rules Version 2.11 Revised June 9, 2003 The Cards There are 8 types of cards in the PSO Card Game. • 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/trap cards and 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 areas may feature quests, which 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: Normal Events, Area Traps, and Photon Blasts. • 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 main character that is not an android. Also, since evade isn’t applied to spells, you’re guaranteed to do damage! • Trap Cards – Not to be confused with the Area Trap events! These are an android’s equivalent to spells. These can only be used by androids. Evade isn’t applied to trap cards, so you’re guaranteed to do damage! • Equipment Cards – These include weapons, mags, and armor, and “attach” to a character to boost stats. They can be attached to any character besides NPCs. • 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 1. Draw a card 2. Play another character card from your hand (optional) 3. Do any of these as many times as you want (optional) a. Play a monster card from your hand b. Play an event card from your hand c. Play an item/equipment card from your hand d. Discard any equipment you want 4. Check the quest area (if applicable). Has it been won or lost? If so, discard it. 5. Play a new area card (optional, limited) 6. Start Combat (each character/monster may only attack once per combat and only if not paralyzed, shocked, asleep, or frozen) a. Your main character uses one of the following: i. Spell card (non-androids only) ii. Trap card (androids only) iii. Normal attack iv. Character abilities/spells v. Other abilities (from attached weapons, the area card, etc.) b. Your monsters and other characters (if possible) use one of the following (once per monster/character) i. Normal attack ii. Monster/character abilities/spells iii. Other abilities (from attached weapons, the area card, etc.) c. Discard any monsters/characters with damage greater than or equal to their HP. 7. Cure freeze/shock/confusion/sleep and give poison damage to YOUR characters 8. End your turn. Calculating Damage Here’s basically how to calculate damage from attacks: Normal attack: Take the attacker’s ATP. From that, subtract the target’s (defender’s) DFP. Then, roll the die to see if the defender evades. If the defender does not evade, do ATP-DFP damage to it. Example: Attacker has 50 ATP. Defender has 40 DFP and 4 EVP. 50 ATP – 40 DFP = 10 damage. Defender rolls a 6 and does not evade, so do 10 damage to it. Spell card: Calculate the amount the spell would damage (MST+10 damage, MST+10 HP healed, etc). If it would damage, subtract HALF the defender’s DFP (rounded down to the nearest 10) from that amount. Do not apply EVP. Healing spells do not have DFP or EVP applied. Example: 30 MST. Card does MST+10 damage. Defender has 20 DFP and 4 EVP. 40 damage – 10 DFP = 30 damage, so do 30 damage to it. Trap card: Calculate the amount of damage the trap would do (ATP+10 damage, etc). If it does damage, subtract HALF the defender’s DFP (rounded down to the nearest 10) from that amount. Do not apply EVP. Example: 30 ATP. Card does ATP+10 damage. Defender has 20 DFP and 4 EVP. 40 damage – 10 DFP = 30 damage, so do 30 damage to it. Abilities: Follow the ability text. Apply EVP and DFP if damage is done unless the card specifically states otherwise. “Damage to yourself” does not have EVP and DFP applied (for example, Drachma may do 30 damage to himself, his DFP will not reduce it nor can he dodge it). For abilities that require multiple coin flips or die rolls, complete the number of flips/rolls before doing any damage. Healing abilities do not have DFP or EVP applied. Example: 10 damage, ignore the target’s DFP and EVP, so do 10 damage to the target. Events: Follow the text in the event. Apply EVP and DFP for damage unless specifically stated otherwise. For cards that require multiple coin flips or die rolls, complete the number of flips/rolls before doing any damage. Healing events do not have EVP or DFP applied. Areas: Never apply DFP or EVP for damage done by areas. Healing effects on areas also do not have EVP or DFP applied. Items: Never apply DFP or EVP for damage done by items. Healing items also do not have EVP or DFP applied. Spells: See “Spell card” above. Deck Limits You may have up to 3 characters in your deck. 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, equipment, and items as you like. Note the limits printed on each card (if there is none, you may have as many of that card as you want). 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. It also cannot be one that is in your deck (so, no, you can’t stock a Gilder and then have him as your main character). Exceptions to Deck Limits: A looper deck has a monster limit of 45 monsters, but 1 character (in deck). A looper deck is any deck with the maximum number of loopers (12 loopers, 9 loopalons, 7 eloopers, 6 yuloopers, 5 goloopers, 4 arcloopers). A Valuan deck has a monster limit of 20 monsters, and 3 characters (in deck). A Valuan deck is any deck with 12 or more Area: Valua monsters. 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 up 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). 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 or traps) 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/character 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 (except cards which state “don’t apply DFP”). Apply half this value (rounded down to the nearest 10) for incoming spells and traps. Evade (EVP): This is your chance to evade attack and take 0 damage. Just roll a die whenever you are attacked. If you get this number or lower, you take 0 damage from that attack! This does NOT apply to spell cards, trap cards, or spells but it does apply to normal attacks, abilities, events, and other attacks (unless otherwise stated on the card). Also, any effects other than damage (such as paralysis or lowered stats) still apply. So, basically, an EVP of 6 means you always dodge, and an EVP of 0 means you never dodge. Additional card attacks/abilities All characters/monsters will either have an ability, a power, or a spell. Some may have more than one. Ability: These are additional attacks this card can perform. These take the place of a normal attack or spell 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. 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 (apply only ½ of their DEF). 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. In addition, some weapon cards/area cards will have an ability on them. These abilities are used as if printed on the character/monster card. Other weapon/area cards may have powers. These are used as if printed on the appropriate character/monster card. Battle effects There are 6 battle effects that can be inflicted on your cards. Use markers or turn cards to indicate these conditions. Your character may only suffer from one at a time, and a new one will override the existing one (so poisoning a paralyzed character will cure the paralysis). These are all considered “status ailments” so cards that cure all status ailments will cure all 6 of these. Paralysis: Your character/monster cannot attack (use spells, traps, abilities, or a normal attack). This is cured with anti, curia, antiparalisis, or sol atomizer cards. Powers and items may still be used while you are paralyzed. Freeze OR shock: Your character/monster cannot attack (use spells, traps, abilities, or a normal attack). Evade also becomes 0 for frozen or shocked characters/monsters. This is cured with the anti, curia, or sol atomizer cards. It also cures itself at the end of your turn. Powers and items may still be used while you are frozen or shocked. Sleep: Your character/monster cannot attack (use spells, traps, abilities, or a normal attack) or use items. Evade also becomes 0 for all asleep characters/monsters. This is cured with the anti, curia, or sol atomizer cards. It also cures itself at the end of your turn. Powers still work normally while you are asleep. Confusion: Your character/monster must flip a coin whenever it tries to attack (use spells, traps, abilities, or a normal attack). If tails, that attack fails (if a spell card or trap card, discard it anyway). Evade also becomes 0 for all confused characters/monsters. This is cured with the anti, curia, or sol atomizer cards. It also cures itself at the end of your turn. Powers and items still work normally. Poison: This character/monster loses 10 HP every turn until cured. This must be cured with anti, curia, 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 quest area cards. Spell Cards Some spells will only damage (ex: MST+10 damage to 5 targets). Others will also have a special effect (ex: MST+10 damage to 5 targets. For each target, flip a coin. If heads, the target is now frozen). 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. Discard these cards after use. Remember, you must have a non-android main character to play these. Trap Cards Traps are basically spell cards for androids, except that ATP is used to boost the damage instead of MST. Like spells, some will only damage, while others have special effects as well. Damage shown on the card is always damage caused before adding your ATP 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 ATP boost. Discard these cards after use. Your main character must be an android to play these. Equipment Cards Equipment includes weapons and armor. Some weapons can only be used by certain classes (Force, Ranger, or Hunter). These can ONLY be attached to characters, not monsters. They CANNOT be attached to NPCs. These are all placed behind a character card and are not removed from play until the character dies or you discard it. Each character may ONLY have one weapon, one armor, and one Mag card attached at any given time. Discard one before attaching another of the same type. Weapon cards: These will boost your attack (ATP). Includes handguns, slicers, sabers, swords, daggers, partisians, mechguns, shots, rifles, rods, wands, and canes. Some may also give your character another ability that can be used as if printed on the character. Others may give your character a power. This activates as if it were written on the character card. During your turn, you may discard any weapon attached to any of your characters. Armor cards: These will boost your defense (DFP). Includes frames, armor, barriers, and shields. During your turn, you may discard any armor attached to any of your characters. Mag cards: These will boost stats in general (ATP, DFP, MST, or EVP). They will also let you use the Photon Blast event cards, if your main character has one equipped. During your turn, you may discard any Mag attached to any of your characters. Equipment Perquisites Some equipment cards will have a “Requires: (weapon name here)” or “Requires: (armor name here). This means you can only equip this to a character that has (weapon name) equipped. Take for example “Pirate Cutlass.” It requires “Cutlass.” Say your Vyse character has Cutlass equipped and you draw Pirate Cutlass. Discard Cutlass and immediately attach Pirate Cutlass to him (during the same turn). Cards which don’t have a requirement can be attached at will. Remember that ONLY non-NPC characters may use equipment. Item Cards These have different effects such as healing or reviving a character. Play these during phase 3 of your turn. Discard these cards after use. They may only be played if you have a main character in play. Area Cards These represent the area you’re fighting in. These stay in play (after being played) until replaced by a new one. Normally, you may change the area (play a new one from your hand and discard the old one) at any time. However, 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). Areas may also boost stats (ex: All Area: Forest monsters have ATP+10, MST+10, DFP+10). 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 (for example, letting that Gigobooma use its ability longer than it otherwise would be able to). 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 “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 “penalty.” Then discard the quest area card. You cannot “instantly win” a quest. For example, if you have 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 immediately (unless otherwise specified). Area 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. Not to be confused with trap cards, which are android “spells.” Photon Blasts: These are the other type of special event. These are super-powerful attacks, most of which are mag-dependent. Other cards may limit your ability to use these. 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, but can use trap cards. Humans are average. Newmen are better with spells than other types. This choice is really based on personal preference. Conflicts in effect If you have 2 cards in play that conflict (for example, one sets EVP=2 while the other sets EVP=1), then the card owner (of the affected card, in this case a monster or character) chooses which one applies. Exceptions include cards which would lower EVP. In this case, you must accept the penalty (for example, an ability which sets EVP to 0 would override a card that gives the monster +1 EVP). Use common sense. If part of a card/attack is a penalty to statistics, use that :P Running out of cards Nothing changes except you no longer draw a card at the beginning of your turn. Multiple targets Attacks that target many characters/monsters will do that damage to all the targets, unless specifically stated (ex: 20 damage to 2 targets is 20 damage and 20 damage, not 10 and 10). Stat boosters Any positive additions to ATP, DFP, or MST will have a +. Any negative subtractions will have a -. Any changes with (stat)=(number) changes the stat to that. For example, a card that says (ATP+10, DFP+10, MST=10, EVP-1) will change applicable cards’ stats by adding 10 to ATP and DFP, changes MST to 10, and subtracts 1 from EVP (now less chance of evading attacks). Deck searches Remember to shuffle your deck after EVERY deck search! Do not shuffle your discard pile for discard pile searches. Brief FAQ: Can I attack my own characters/monsters? Yes. There are times you may want this, for example, your mothmant has 10 damage and you want to use the monest’s ability to get it back in the game. Attack it to kill it, and then get it out of your discard pile! You can also attack your own cards to change status effects (for example, replacing paralysis with sleep). Can I heal enemy characters/monsters? Yep. Although there are very few times you will want to do this, it is perfectly acceptable to choose an enemy as the “target” for a healing spell of item. So how do spell cards/trap cards work again? They are attacks where EVP is not applied and only ½ of the defender’s DFP is applied. It’s guaranteed damage (unless your MST/ATP isn’t high enough to cut through DFP). Wait, my character has an ability and a spell! Can I use both? No, choose one. See the “Game play” section above. Oh, my character has a power and an ability/spell! Can I use both? You don’t exactly “use” powers, in that sense. They automatically activate whenever conditions are met. So, technically, you can only “use” the ability or spell. The power is always there, waiting to be activated. My Rag Rappy keeps on getting heads and coming back to life! How do I stop it? You can’t. Powers are always mandatory. You COULD always change the area though ;) I have no characters left ? Does my opponent win? No, your opponent will only win once he kills your monsters. Of course, without any characters, you can’t use spells/traps, items, or even certain events! I used an ability that killed both my and my opponent’s last monsters at the same time. Who wins? Neither of you do. It’s a draw ;) If you really want to, you could set up rules for sudden death or something. I played Elenor last turn, and played Magnitude of Metal this turn. Don’t I instantly get the Quest Reward? No, your opponent’s turn must pass first .This gives him/her a chance to beat the quest himself/herself. At the beginning of your next turn, you win the reward (provided Elenor hasn’t been killed). How do I get rare cards? I want Hildebear! You’ll have to win a contest or something, I haven’t decided yet. Or you can play me on AIM or help me out with the game. Hey, at least the ra-level spells won’t be rare like they were before, and there are way fewer rare cards! Common? Uncommon? Can’t you download all of these for free? Yep. Kinda takes the point out of common and uncommon, doesn’t it? Maybe it should just be common and rare cards ;) How can I find people to play against? Try asking your friends to print out a deck and play. It’s a lot cheaper than buying packs of cards, when you think about it, and games come down to pure skill since everyone (more or less) has the same selection of cards. If worst comes to worst, email me. I’ll be more than happy to play you on AIM or YIM or MSNM sometime! Drachma does damage to himself with his “Tackle” ability. Say I flip 7 coins, get 4 heads and 3 tails. Do I do 30 damage then 30 damage then 30 damage then 30 damage, then 30 to self, 30 to self, 30 to self? Or do I just do it in one go? Whoa, long question :P For anything that requires multiple flips/rolls, always finish all flips/rolls before calculating damage. So you’d do 120 damage to the target in one go (apply DFP and EVP) and 90 to Drachma (don’t apply DFP and EVP, they don’t apply to self damage). I have an area card that damages my characters each turn! Can they evade this? No, damage from area cards cannot be evaded or lowered with DFP. Um…my friend says I have to apply DFP and EVP for Resta. That’s not fair! He’s wrong. Anything that recovers HP or status never has DFP or EVP applied to it. My main character is paralyzed. Can I use Gilder’s “Aura of Denial” to cure it? No. Read the text. It prevents status changes. All current status changes will remain. Also note that it does not prevent poison (an error on my part, but one which will remain unfixed). What the…how is Dreaded Clara any good to me? If I return a character to my opponent’s hand, can’t he just play it right back again? Yes, he can. But if you remove his main character, there’s no easy way to get that character back as the main character. Also, some areas/events will prohibit characters from being played. Develop your own strategies around this card. Do I absolutely have to have a main character? Not if you really don’t want to. You could do a Valuan themed deck with nothing but monsters. Just remember that you can’t use any item cards, spell cards, or trap cards. Heck, even Eco’s idea for a looper deck is feasible. If my Vyse has “ATP+20 until the end of your next turn,” and he is returned to my hand during my opponent’s turn, does he still have ATP+20 when I put him back to play (during my turn)? No. Removing a card from play by any means (dying, return to deck, return to hand) is treated like the card was killed. When you play it again, it is like a brand new character. Hey, at least all the damage is gone! Why are Valua monsters so strong? It’s not fair! Well, they have plenty of event cards that work against them, and a deck limit of 20. It all evens out in the end. Besides, you can put them in your deck too if you want. Why are loopers so weak? It’s not fair! Because they have plenty of event cards that help them out, and a deck limit of 45. It all evens out in the end ? Plus their evade of 5 doesn’t hurt either. How do I win the “Grand Fortress” quest if I don’t have a “Fina” card in my deck? You don’t. You’d better hope your opponent doesn’t, and protect your characters so you don’t suffer the steep penalty. I just played the “Grand Fortress” quest, and then immediately used an event to return Fina from my discard pile into my deck. I beat the quest, right? Remember, a turn must pass. So, no you do not. You’ve already completed the requirement though so you will win during your next turn. What if both players win a quest? They can’t. Your opponent basically gets the first shot at a quest played during your turn. Take “Grand Fortress” again. If you already completed the requirement (right after playing the quest), but your opponent does the same during his turn, you lose and suffer the penalty. I killed an Area: Forest monster before playing the “Battle Training” quest. Do I win it during my next turn? No. You cannot attempt a quest before the quest itself is played. Otherwise, everyone would automatically win quests played late in the game. This attack tells me to choose 5 targets, but my opponent only has 4 characters/monsters left! Do I have to target one of my own characters/monsters? No. The target number is a maximum. You can choose 5 targets, or none at all. It’s totally up to you. Why the heck would I stock my deck with Sacri spells when Sacri Crystals are the same and can be used by droids? Um….because you like using spells? Honestly, there’s no reason :P Feel free to do whichever you choose. D00d, send me all your rare cards plz thxuverymuch. That’s not the way to get them ;) Possibly, you could play me on AIM and get a neat rare card for it or something. Or maybe help me out with future cards? :D Card Parts: [Image here] 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. Special thanks to all the great people on Ah King’s boards for the feedback, suggestions, and help (especially max stat charts). Also, thanks to BeoWoLF for ideas on spell and trap damage, as well as checking stats for characters. Thanks to Suenia for convincing me to use base 10 for damage instead. Thanks to you for playing the game! And, of course, thanks to Sega for making PSO! Also, thanks to Overworks for making SoA, so that I could have an SoA expantion for the game :P Thanks to everyone at SoA World’s boards that looked over this game. Thanks to FinalCupil for providing feedback. Super special thanks to EcoMono and LoneGlacian for providing info, questions, and tons of feedback. Copyright/disclaimer The PSO Card Game was designed and created by Alan. The rules were created by Alan. All aspects of the game other than the subject matter is © Alan 2002-2003. The official PSO Card Game website is at http://alan.host.sk and http://alanv.mg2.org. 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. SoA is also © Sega and Overworks. All images contained on the cards and all specific names such as pyri and crystalen are property of Sega and Overworks. 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 SoAL_Gilder@hotmail.com You can also contact me on chat-my AIM is SoAL Gilder, YIM is soal_gilder, MSNM is SoAL_Gilder@hotmail.com, and ICQ is 169335429. Also, please submit additional questions for the FAQ! Suggested supplies: -A thick index-card like 8.5X11” paper to print cards. You can get 9 cards per page if you fit ‘em right. -Glass beads/marbles for damage counters. These are available from craft stores for cheap, and you may even have some left over from your days of Pokemon TCG. -Coins or markers to denote different status effects. I have found turning a card face down works well for paralysis. Sideways for freeze/shock, other way for sleep, marker for poison, and upside down (facing your opponent) for confusion. Just use whatever works for you. -Friends to play with! What fun is a card game without friends?