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Game End

When a player’s Life is reduced to 0, that player loses and their opponent wins.

Part Anatomy
1 1. Part name
Design: Joshua Jeon 2. Charge-related effects
(yrksm.com)
Illust: 中西 2 3. Discharge-related effects
4. Passive effect Applies to all of a Part’s Discharge effects
5. Discharge effects
License: 4
v0.21 CC BY-NC-ND 4.0 3 6. Discharge costs
6 5 7. Capacity Parts cannot hold cards greater than this amount
How to Play 7
Setup
Give each player a Fighter sheet (recommended first game matchup: Star Savior vs
Prominence). You can print these using the Fighter sheets attached in the PDFs. If you
Keywords
need replacements, you can find them on the website (https://www.YRKSM.com). • Charge (X) Activate when you Charge X cards to a Part at once. Each Charge effect
can only be activated up to one time per turn.
Both players begin the game with 20 Life. You can keep track using the Life Tracker ( ) • Attack (X~Y) Take a die and secretly set its value to any # within that Attack's Range
printed on your Fighter Sheet by setting any small object you have lying around on the (X~Y). Then the opponent takes dice equal to their Defense and secretly sets them
20 space (but you can do this in whatever way you want convenient). Both players to a # within that same Range. Then, reveal all dice. If any of the Defense dice
should set aside 3 six-sided dice (D6s) to use later. match the Attack die’s #, it is Blocked. Otherwise, the Attack die deals Damage
Both players should grab ANY deck of cards they have lying around, and categorize equal to the chosen #. Players are never allowed to roll their dice when Attacking.
them into 3-5 Types. We recommend using a deck with 40-60 cards, and making sure • Burn X Deal X Damage, but this cannot cause a player’s Life to go below 1. The final
each Type consists of at least 4 cards, but feel free to have fun with it. Shuffle both blow must be from an Attack!
decks. Choose a random player to take the first turn. That player draws a hand of cards • Face-down cards are “Wilds” that are attached to Parts. Unlike face-up cards that are
equal to their Fighter’s Hand stat, minus 2. The other player draws a hand of cards equal Charged to Parts, they do not have Types. As such, they are unaffected by the
to their Fighter’s Hand stat. restriction dictating that all cards attached to a Part must be same/different Types.
Card Categorization Examples Adding face-down cards to Parts does not count as Charging, and therefore does
• If you have a Poker deck, you can treat each Suit (Heart, Spade, Club, & Diamond) as a not cause Charge effects to activate.
separate Type. • Charge Limit When a Part has a Charge Limit, you cannot attach a number of cards to
• If you have a Magic deck, you can treat Lands, Creatures, & Instants as separate that Part greater than that amount using the Charge action within a single turn.

Other Rules
Types, and all other cards that don’t fit into the above categories as a fourth Type.
• If you have a Yugioh deck, you can treat Monsters, Spells, & Traps as separate Types.
Turn • If you do not have any cards remaining in your deck and you need to draw any number
of cards, shuffle your discard pile to form a new deck. This can happen in the
During your turn, take these actions any number of times in any order: middle of drawing cards as well.
Tournament Play
• Charge Attach any number of cards from your hand to one of your Parts ( ) face-up.
All cards attached to a Part must all be of the same Type OR all different Types.
This applies even if the cards are attached in multiple steps. For tournament play, we recommend having all players use standard Poker decks,
• Discharge Discard all attached cards from one of your Parts, and add one of those treating each suit as a different Type and treating the Jokers as a separate type, for a
discarded cards to your Gauge face-up. Then choose one of that Part’s Discharge total of 5 Types.
effects with a Cost less than or equal to the number of cards discarded and
activate it. Each Part can only be Discharged up to one time per turn.
• Activate Skill Choose a Skill and discard Gauge equal to its Cost to activate its effect.
Questions?
Join our Discord: discord.gg/D8pbYZTp68
At the end of your turn, draw until you have cards equal to your Fighter’s Hand stat.
Then your opponent takes the next turn. Twitter @drnkcrnkfranken
Instagram @drunkcrunkfranken

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