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Da Rules (Basics Edition)
Da Rules (Basics Edition)
Basics Edition
No one wants to learn em, but you gotta do it to play smh
Comet TCG is one hell of a fun game, but...
You gotta know how to play the game to
play the plays you wanna play, player!
To begin a game, you need an opponent. This is traditionally a two player game.
Once you’re ready to rumble, go on ahead and shake their hand! Is this
necessary? No, but it’s kinda funny and sportsmanlike so I thought it’d be cool to
add.
Once that is accomplished, you and your opponent shuffle your Decks, and decide
who goes first. This is normally through a coin flip. Then, each Player Draws 6
cards to their Hands. You normally draw a card at the start of each Turn, but not
on your first Turn. The first Turn Player also cannot enter their Battle Phase.
The Board
The board consists of multiple different thingies that allow for gameplay.
- The Field
- Front Row - Monsters and Evolutions are Played/Evolved to here. There are 5 Front Row Zones.
- Back Row - Items and Traps- and Monsters with Set Techniques- can be Set facedown and activated here the turn after
they are Set. Items can be directly activated from the Hand. 5 Back Row Zones.
- Arena Zone - One dedicated slot to an Arena card.
- Evo-Sources - The cards beneath cards on the Field stacked on top of each other.
- Deck - You Draw cards into your Hand from here from the top.
- Psyche Deck - Conditional Plays without the need to Draw.
- The Hand - Concealed from your opponent, where you Play cards from.
- KO Pile - When a card is KO’d, it is sent here.
- Removed From Play - Similar to the KO Pile, but only certain cards send cards here.
Each Player has their own version of each of these board elements.
Playing/Evolving
You have only two “Plays” per Turn, discluding
activations of Items and Traps and “Instant Plays”
from other cards’ Techniques and effects.
Monsters and Evolutions have Techniques while Items, Traps, and Arenas have
effects. Techniques come in multiple different types which will be explained in a
future video, but the main ones are Attack, Ability, and Passive. Attacks are used
during the Battle Phase, Abilities are used during the Main Phase, and Passives
are active at all times. Typically, Attacks use TP to dish out Damage, Abilities act
similarly to effects, and Passives are continuous, defensive type Techniques.
Effects range from one and done to continuous ones just like Techniques, so make
sure to read the cards in order to get a feel for how each one works!
Winning/Losing
Each Player has 100 of their own HP that must be knocked down to or beneath 0
for the other to win. This is the only case where HP can go below 0 because of
another unique mechanic of Comet TCG, Desperation Mode.
Desperation Mode is when your HP finally hits 0. You have one turn left to turn the
tides and make the opponent’s HP lower than yours. You only lose the Game
once your opponent’s HP is higher than yours in Desperation Mode once
you end your turn.
(That or you’re playing at least 250 SP mode and you attempt to Draw with no
cards left in your Deck AKA deck out.)
All fired up and ready to rumble!?
RIGHT NOW!!
BWAHAHAHAHAHAHAHAHA!!