MassiveVerseFightingCardGame Rulebook

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RULEBOOK

DESIGNED BY BRIAN MCKAY


CARD ANATOMY

PARAGON CARD
1 PARAGON NAME
1 2 SUMMARY
An overview of the Paragon’s playstyle.
3 AFFINITY
2 4 COMPLEXITY
Rated 1 to 3. Not a power level.
3 4

1 2

ABILITY CARD
1 ABILITY TYPE
3 2 DAMAGE VALUE
3 ABILITY NAME
4 EFFECT TEXT
Special effects of this card.
4
5 SYMBOL ABILITY
Special ability based on the card’s symbol.
5

GAME FORMATS
STANDARD
Play with 1 Paragon each in a single game or best of 3.
LEGACY
Play with 3 Paragons and inherit abilities from defeated characters!
CONQUEST
Play with 3 Paragons and try to win a game with each!
OTHER MODES
Visit the Master Rulebook at pocketparagons.com/howtoplay
for brand new game modes!
SETUP
1) Both players pick a Paragon and their cards from the box.
2) Place your Paragon card and Ultimates on the table in front
of you, and the rest of your Abilities in your hand.
3) Set your HP to 10 and your energy to 0.
4) Reduce your enemy to 0 HP or EXECUTE them to win!

HOW TO PLAY
1) SELECTION PHASE
Both players secretly select one ability from their hand to
play this round, placing them face-down on the table in front
of them. Once both players have selected their ability, turn
both cards face up and proceed to the RESOLUTION PHASE.

2) RESOLUTION PHASE
Check for COUNTERS. Some card types counter other types of
cards, so check your ability’s special feature text! If it counters
an ability type that matches the ability type symbol on your
opponent’s card, your opponent READIES their card without
resolving the ability text and you gain 1 energy .

EXAMPLE: Cosmic Strike is a Strength


ability and counters Agility abilities.
Teleport Slash goes back to the player’s
hand and does not deal damage or
resolve its effects. Cosmic Strike resolves as
normal, and its player gains 1 energy .

Each ability still in play deals damage to their opponent


equal to the number in its top left-hand corner. Next, resolve
any other ability text on the cards. At the end of the round,
EXHAUST any abilities that are still in play. EXHAUSTED
abilities cannot be played until they are READIED again.

3) NEW ROUND
Repeat steps 1 & 2 until one player is at 0 HP or EXECUTED.
EXECUTIONS
If you play your Weapon card in the same round your
opponent plays their Rest card, you defeat your opponent,
winning the duel instantly!

BREAKING TIES
In the event that both characters have 0 or less HP at the
end of a round, the player with the lowest HP loses. If
HP is tied, continue to play until HP is no longer tied at
the end of a round.

ENERGY
Each time you Rest in a round or counter an enemy ability,
you gain 1 energy (up to a maximum of 5). Some Paragons
may also have different ways of collecting energy .

ULTIMATE ABILITIES
Each Paragon has one or more Ultimate abilities, which begin
the duel STORED and unavailable to use.

PASSIVE ULTIMATES ∞
Passive Ultimates stay next to your Paragon card on the table,
with their effects becoming active once you reach an amount of
energy . Once a Passive Ultimate is active, it remains in effect
for the remainder of the duel. Some Passive Ultimates have an
energy requirement of 0, meaning they are always active.

ABILITY ULTIMATES
Ability Ultimates start the duel STORED and unavailable to
use. When you reach a certain amount of energy (listed
on the card), the card becomes READIED. Once you play an
Ability Ultimate, follow the card’s ability text - some Ability
Ultimates are BANISHED, EXHAUSTED, or STORED. Whenever
you STORE an Ability Ultimate, set your energy back to 0.
LEGACY MODE
In Legacy Mode, defeat all three of your enemy’s Paragons
to win! When a Paragon is defeated, choose which of your
remaining Paragons to send into the next game and complete
an ABILITY INHERITANCE. The next Paragon begins a fresh
game with full HP and 1 energy . If your third Paragon is
defeated, you lose! You can only have one copy of a Paragon
on your team.

ABILITY INHERITANCE
When one of your Paragons is defeated, you may pass one of
their abilities on to your next Paragon. This ability replaces an
ability of the matching symbol from the next Paragon’s deck. If
you do pass an ability, you can’t pass an ability that has the
no-inheritance symbol, and you can’t replace an ability that
has that symbol. The ability you pass is decided in secret. For
your third Paragon, you may choose to pass the ability that was
passed from your first Paragon and also pass an additional
ability from your second Paragon.

CONQUEST MODE
In Conquest Mode, win one game with each of your three
Paragons to win the match! When a player wins a game, that
winning Paragon cannot be used for the reminder of the match.
The losing player can keep the same Paragon or switch to
a different one of their choice. Both players make their next
Paragon choice in secret and reveal simultaneously.

CHOOSING YOUR TEAM


In Legacy and Conquest Mode, both players choose a team
of 3 Paragons to play in succession. Each player sees the other
player’s team before secretly choosing which Paragon to play
first, then their choices are revealed simultaneously.
GLOSSARY
AFFINITY A Paragon’s affinity relates to their strongest or most
important ability type. Some abilities have different effects
depending on their opponent’s affinity.
BANISHED Banished abilities are set aside for the rest of the
duel. They cannot re-enter the duel in any way.
BOOST Some Abilities have BOOST effects, which can be
activated under certain conditions. Ignore BOOST effects until
they are activated.
COUNTERED When an ability is countered, ready the countered
ability, ignore its damage and ability text, and gain 1 energy .
DEFEND Defend blocks all damage to your Paragon in the
round you play it. It does not prevent the effects of ability text.
ENERGY Countering an ability and playing your Rest card both
give you 1 energy . You can have a maximum of 5 energy .
EXECUTE If you play an ability that executes another type of
ability, you instantly win the duel regardless of your opponent’s
HP.
EXHAUSTED Exhausted cards are discarded, and cannot be
played. If an effect tells you to exhaust a card, move the card
from your hand to your discard pile. Exhausted cards are face-
up and public information.
HIT Some cards have ability text that triggers on a HIT . A
card is considered to have HIT if it deals at least 1 point of
damage to the opponent.
READIED Readied cards are cards that are in your hand, ready
to be played. At the start of the duel, most of your abilities are
readied. If an effect tells you to ready a card, place it in your
hand.
STORED Ability Ultimates begin the duel stored, and are
readied or become active once you have sufficient energy .
When your Ability Ultimate becomes stored again (usually
because it has been played), reduce your energy to 0.
CREDITS
FOR POCKET PARAGONS
PRODUCER ICON & LOGO DESIGNER
Chris Solis Fábio Fontes
GAME DESIGN LICENSING
Brian McKay Kroze Kresky
DEVELOPER MARKETING
Kroze Kresky Chris Solis
LEAD PLAYTESTER PROOFING
Nick Rosener Breeze Grigas
PLAYTESTERS
Andrew Advincula, Phil Amylon, John Brieger, Rose Castro,
Michael Dunsmore, Antonio Gil, Breeze Grigas, Lim Gutlay,
Emily Hancock, Erin Hatch, Alex Hurley, Jaryd Hutchins,
Nicholas Jackson, Jordan M.A. Johnson, Carla Kopp, Austin
Kruckmeyer, Emma Larkins, Charlie McCarron, Michael
Mihealsick, Kimmy O’Connell, Ryan Richford, James Rodriguez,
Ken Rosener, Jessica Solis, Ashley Tinoco, Angela Zee

FOR THE MASSIVE-VERSE


PRODUCER & GRAPHIC DESIGNER
Michael Busuttil
MASSIVE-VERSE CREATORS
Abel, French Carlomagno, Marcelo Costa, Erica D’Urso, Melissa
Flores, Mat Groom, Kyle Higgins, Igor Monti, Ryan Parrott
BOX & CHARACTER ARTIST
Dan Mora
CARD ARTISTS
Abel, Raúl Angulo, French Carlomagno, Zé Carlos, Marcelo
Costa, Erica D’Urso, Mattia Iacono, Triona Farrell, Eduardo
Ferigato, Chris O’Halloran, Natalia Marques, Igor Monti,
Simone Ragazzoni, Marco Renna
ABILITY
TYPES
Strength Ultimate

Intelligence Passive

Agility Defend

Weapon Rest

ABILITY
COUNTERS

facebook /solisgamestudio
@solis_studio
discord discord.gg/Yx8SwdFxHq
solisgamestudio.com

@blackmarketnar
massive-verse.com
blackmarket.la

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