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Capcom Crossovers: The Card Game
Rules Version 3.0
"Capcom Crossovers: The Card Game" uses a deck of playing cards to recreate your favorite battles from Capcom's series of crossover fighting games. It has easy to learn rules and game mechanics and endless strategic possibilities. All you need is a friend, two decks of cards, and your characters' stats and moves list, and you're ready to play! Welcome to the adventure!
Each character has a set of stats on their character card, as well as a special ability. Below is an explanation of all of the character stats in Capcom Crossovers: The Card Game.
-Character Stats-
Health Points: The amount of damage this character can receive before being KOed.
Strength: The max number card this character may use when making physical attacks or blocking. All cards above this character's strength value may be used to throw or to build up his or her super meter.
Speed: The max number of cards this character can draw during their draw phase. You may draw any number of cards equal or less than your character's speed value. At least one card must be drawn each turn.
Agility: The highest card this character may use for a dodge.
Endurance: The max number of cards allowed in a player's hand at the end of a turn.
Combo: The max number of combo points this character may use each turn.
Basic Attack Priority: The priority of the character's basic attacks. Represents how effectively the basic attacks can counter other moves and how difficult they are to counter.
Defense Bonus: This number is added to the total damage absorbed when this character blocks. The defense bonus is also the amount of HP the inactive character recovers per discarded card in tag team battles. This is explained further in the Tag Team Battles section.
Special Ability: These abilities are you unique to each character, such as absorbing damage or stat bonuses. A special ability may be used at any time unless the ability specifies that it may only be used at a certain point during a turn.
To begin a game of Capcom Crossovers: The Card Game, each player must have a deck of cards and their characters' stats/moves list. The players shuffle their cards then deal themselves the top seven cards of their deck. After the cards are dealt, the players flip a coin, roll a die, play rock/paper/scissors, or use any other method of deciding who goes first. The player who goes first does not draw any additional cards on their first turn.
When playing Capcom Crossovers: The Card Game, the player has three piles of cards: The draw pile, the discard pile, and the super meter. The Draw pile remains face down, while the super meter and discard pile are placed facing up.
Capcom Crossovers: The Card Game captures the gameplay of Capcom's fighting games in a turn based card game. Each turn is broken down into phases. These phases are listed and explained below:
The game ends when one character's HP reaches 0. The character is then considered KOed.
-Time Over-
-The Mulligan-
After each player draws their initial seven cards, if they are unhappy with their hand, they may choose to reshuffle their hand into their deck and draw their seven cards again. Each player may only take one mulligan per game.
-Basic Attacks-
Basic attacks are made using the number cards, 2-10. The character may attack using a number card of any value equal or below his or her strength. Each number card used for basic attacks deals damage equal to its value, for example, a 4 of hearts would deal 4 damage. Basic attacks use one combo point per card, and have priority equal to the character's basic attack priority stat.
-Throwing-
Throws are made using the number cards above a character's strength. A character must use two number cards of the same value (for example: a seven of hearts and a seven of spades) to throw. Throws may not be blocked. If a character is blocking while the opposing character attempts to throw, the card used to block is discarded and the throw is successful. From there, the player throwing may use the remainder of his or her combo points.
-Tech Hits-
If a throw attempt is made, the defending character may play two number cards of the same value above his or her strength that are of equal or greater value to the cards the attacking character used to throw. This is a "tech hit", in which the throw is then negated, and the cards used by both players in this action are discarded. A tech hit ends the combat phase.
For example: Player A attempts to throw with an eight of diamonds and an eight of clubs. Player B responds by playing an eight of diamonds and an eight of hearts. Both players discard their cards used in this action and the combat phase ends.
-Special Moves-
Special move attacks are made using the face cards: Jacks, Queens, and Kings. These moves all have unique effects, as well as their own stats. An example of a special move is below:
Hadouken (Jack):
Type: A(R)
Damage: 8
Priority: 3
Combo Points: 1
Ryu's Hadouken is played using a single jack of any suit. If the attack is successful, 8 damage is dealt to the opposing character. The priority, as with basic attack priority, determines how difficult the move is to counter, or how easy it is to counter with. The combo points tell how many of the character's total combo points this move uses in a combo. The type tells how the move can be used in a combo. This is explained in detail in the "Combos" section. Special moves follow this format unless specifically noted otherwise. Some moves may only be used to counter or avoid an attack. This will be noted in place of the "damage" stat.
For example:
Cajun Escape (King + Up to 1 additional King): Avoid 1 special move attack, add an additional King to deal 8 damage.
Gambit's Cajun Escape may be used in response of the opponent attempting to attack with a special move. The player may play one King to avoid the attack, or play two Kings to avoid the attack and deal 8 damage to the attacking character. Since this move uses all 5 of Gambit's combo points, he may not use any additional cards to attack after playing this move.
-Super Moves-
Super moves work similar to special moves, using Aces instead of face cards. A unique aspect of super moves however, is the super meter.
The super meter is a stock of number cards above the character's strength that a player may keep to exchange for an Ace. The player may place one card in the super meter during each clean-up phase. During the clean-up phase, the player may discard any of the cards in his or her super meter adding up to a sum of 40 to search either the draw pile or discard pile for an ace. If searching through the draw pile, it is shuffled afterwards.
The opponent may choose to cut your deck after you reshuffle. There is no limit to the number of cards allowed in the super meter. You may only recover one Ace per turn. The super meter remains face up at all times.
Combos are the backbone of Capcom Crossovers: The Card Game. A majority of the strategy is based on combos. Combos tie together every type of move at your character's disposal and allow you to inflict massive punishment on the opponent. In order to combo, first you must attempt to attack with a single card. If that card is not blocked or countered, you may continue to attack using the remainder of your character's combo points. Once all combo points are used for the turn, you may not add any more attacks to the combo regardless of the combo value, or if the move states that it resets your character's used combo points for the turn. The damage dealt in a combo is a sum of all the moves used during the combo. Any and all types of moves may be used together in a combo, as long as the move type permits it. Some moves also have attributes that add an effect to them. Attributes appear in parentheses after move type.
-Move Types-
Type A: This move may be used to begin a combo. Type A moves may not be used at any time except as the first attack of the combat phase.
Type B: This move may be used to end a combo. If a Type B move is used at any point in a combo, the combo ends, and the combat phase for that turn is over.
Type C: This move may be used at any point in a combo. It may be used to begin a combo, end a combo, or in the middle of a combo. Type C moves may be used a maximum of two times per combo, as long as the combo points of the move permit it.
Type D: This move may not be used in a combo. It may only be used as a single attack.
Type E: This move may only be used to counter an opponent's attack. You may spend any remaining combo points after a Type E move as you would a type A move.
-Move Attributes-
Range (R): This move is considered a ranged attack. Ranged attacks will appear in parentheses next to the move type, for example- Type: B(R). Range is further explained in the countering section.
Unblockable (U): An unblockable move deals full damage to a blocking opponent, and forces the opponent to discard their block card. You may continue to combo afterwards if the move type and combo points of an unblockable move permits.
Homing (H): A homing move cannot be dodged.
Stun (S): A ranged stun attack allows the character to combo after the attack if it is hit after a successful dodge.
Triggered Effect (T): Moves with the triggered effect attribute deal no damage if blocked.
-Basic Attacks in Combos-
Basic attacks are considered "Type C" and are used to fill combos. When using basic attacks in a combo, the player must use the cards in sequential order. You may not skip cards in the sequence for a basic attack combo. An example of a basic attack combo is:
2 of spades, 3 of clubs, 4 of spades, 5 of diamonds, 6 of clubs
-Special and Super Moves in Combos-
Special moves and super moves work similarly to basic attacks in combos, however, they use a specific number of combo points, and have their own priority and combo type.
-Throws in Combos-
Throws are an unblockable way to begin a combo. Most throws are considered "Type A", so they may only be used as the beginning attack.
-Putting it All Together-
Now that you know the functions of all of the different types of moves in a combo, let's see how it works when they're all put together.
Gambit wants to combo a 4 of spades, a 5 of diamonds, and a Cajun Slash using a Queen of Hearts. The 4 and 5 are Type C, so Gambit may use them at any point in the combo. The Cajun Slash, however, is Type B, so it may only be used to end the combo, and requires 1 combo point. So Gambit would play the 4 of spades first. If the attack is not blocked or countered, he would continue into the 5 of diamonds and end it with the Cajun Slash. This combo would deal a total of 15 damage, and all cards used in the combo are discarded.
Next turn, Gambit draws the final ace he needed to be able to use his Royal Flush super move. The Royal Flush requires 3 combo points, and is Type B, so Gambit may use 2 combo points before ending the combo with the Royal Flush. Gambit decides to bluff with a lower priority move, the Kinetic Card, using a Jack of Hearts. The opponent does not counter or block, so Gambit may continue into the Royal Flush. The combo deals a total of 38 damage, and all cards used in the combo are discarded.
Next game, the opponent has picked up on Gambit's tactics and is trying to play more defensively. He decides one turn to block, but Gambit has a plan. He's been saving his 10 of clubs and 10 of diamonds and decides to throw the opponent. The opponent does not tech hit, and Gambit deals 6 damage to his opponent. Gambit is left with 3 combo points. He continues the combo into a 6 of hearts and ends it with a Kinetic Card using a Jack of Spades. This deals a total of 20 damage, and all cards used in the combo are discarded.
-Defense-
There are two ways to defend in Capcom Crossovers: The Card Game: blocking and dodging.
Blocking is done during your turn's combat phase. Instead of attempting to attack, you may choose to block. To block, take a card from your hand that is of equal or lesser value than your character's strength stat, and place it face down on the table. The combat phase is then ended. If the opponent chooses to attack during the next turn, reveal the card used to block and then add your character's defense bonus to the value of the block card. The sum of the value of the block card and the defense bonus is subtracted from the damage you would normally receive from the opponent's attack. If the defense total is greater than the damage of the blocked attack, return the block card to your hand. If the damage of the blocked attack is equal to or greater than the defense total, the block card is discarded. If a basic attack is blocked, all damage is absorbed. Although basic attacks deal no damage if blocked, if the damage value of the basic attack is greater than the total defense value, the card used to block is discarded.
If the opponent attacks you while blocking, he or she may not combo any attacks after the initial attack unless that attack is a throw or has the (U) move attribute. If the opponent throws or makes an unblockable attack, the card used to block is discarded and the opponent may combo as if during their combat phase. Cards used in a blocked attack are discarded. If the opponent chooses not to attack, the card used to block is returned to the blocking player's hand at the beginning of their next turn.
When attempting to block a super move, the sum of the blocking card's value and your character's defense bonus is doubled. For example, if a character with a defense bonus of 2 blocks a super move with a 6, a total of 16 damage is subtracted. You may not counter with any moves while blocking.
Dodging is done in response to an opponent's initial attack during their combat phase. To dodge, the defending player flips the top card of his or her draw pile, shows it to the opponent, and then discards it. If the value of the card is equal to or lower than the dodging character's agility, the opponent's attack is avoided and they discard the card used to attack. A successful dodge ends the opponent's combat phase. Aces count as a 1 number card when dodging. After a successful dodge, the player that dodges may make a single ranged attack against the opponent. You may not combo after this ranged attack regardless of its move type.
-Countering-
Countering, like dodging, is done in response to the opponent's initial attack during their combat phase. When attempting to counter, the attack used to counter must be of equal or higher priority to the attack being countered. If a move is countered by an attack of higher priority, the card(s) used in the attack being countered are discarded, and the countering character may combo using the remainder of his or her combo points. All cards used in this action are discarded. Any move with higher priority will counter any move with lower priority.
-Negation-
When a move is countered with an attack of equal priority, this is considered negation. Both attacks deal no damage and the cards used are discarded, ending the combat phase. When negating a basic attack with another basic attack, the basic attack used for negation must be of equal priority and the must have and equal or higher number value than the basic attack being negated. Also, the basic attack used for negation must be the opposite color of the basic attack being negated (red card basic attacks may only be negated by black card basic attacks, black card basic attacks may only be negated by red card basic attacks).
The golden rule of move negation: Super moves > Special moves > Basic Attacks. This is considered attack value. This means that if you want to negate a move with a move of equal priority, the move has to be of equal or greater value. This means that a special move cannot negate a super move, and a basic attack cannot negate a special or super move. Super moves can negate any attack, specials can negate other specials as well as basic attacks, and basic attacks can only negate other basic attacks. This rule does not apply to countering. Throws may not be used for negation.
If a move has range, it may only be negated by another ranged attack or a move with greater attack value. If a ranged attack is used to negate another ranged attack, neither ranged attacks deal damage and the cards used are discarded. When a ranged attack negates a move with range that is of equal or lesser attack value, it deals half of its damage to the opponent, rounded down. A ranged attack may be countered by a move with greater priority regardless of whether or not the move countering has range.
Tag battles play similarly to the 1 on 1 battles, with a few exceptions to the rules.
-Game Setup and Mechanics Changes-
-Tagging Your Characters-
In the tag battle mode, the character in play is called the "Active Character". The character that is not in play is called the "Inactive Character". In order to switch from the active character to the inactive character, the player must discard two of the same card equal to or below the character's strength. Characters may only be tagged during the clean-up phase.
-Tag Team Attacks-
There are two types of tag team attacks, the "Variable Counter" and the "Tag Super".
A variable counter is a special move that the inactive character uses to try to counter an attack against the active character. Variable counters are marked as [VC] on the character's moves list. To use a variable counter, discard a Joker. A variable counter can be used regardless of the priority of the opponent's attack. If the priority of the variable counter is higher than the priority of the opponent's attack, the opponent's active character takes the damage dealt by the variable counter. If the priorities of both attacks are equal, both attacks are negated and the cards used for them are discarded. If the priority of the variable counter is lower than the priority of the opponent's attack, the character using the variable counter takes the damage of the opponent's attack. After using a variable counter, the inactive character is tagged in and becomes the active character. Variable counters only deal the base damage of the attack. It is ignored if a move says that cards may be added to deal additional damage.
A tag super is a move that combines the damage of a super move from both characters on the team. The two supers used for a tag super are marked as [TS]. To use a tag super, discard two Jokers. The damage of the two supers is added together and the sum is the damage dealt by the attack. Tag supers use the priority and combo points of the active character's super. After a tag super is used, the inactive character is tagged in and becomes the active character. If a tag super is blocked, the sum of the value of the card used to block and the defending character's defense bonus are multiplied by 4 and the total is subtracted from the damage dealt by the tag super. For example, if a character uses a 6 to block and has a defense bonus of 2, the total damage subtracted from the tag super would be 32. Tag supers cannot be negated. If a tag super is countered by any move, the two Jokers are discarded and the damage is dealt to the inactive character. The inactive character is tagged in and becomes the active character regardless of whether or not a tag super is countered. If a Joker is drawn after one character is KOed, it may be placed in the super meter and counts as a number value 10 card.
-Inactive Character Recovery-
During your clean-up phase, you may discard a card to recover the inactive character's HP. The HP recovered is equal to the character's defense bonus. You may use one card for HP recovery per turn. The inactive character's HP may not be recovered past their starting HP value printed on their card/move list.
-Joker Recovery-
Jokers may be reshuffled from the discard pile into the draw pile using cards from the Super Meter. To reshuffle a Joker into the draw pile, discard cards with a sum of the values of the cards equaling 50 or more. The opponent may choose to cut your deck after you reshuffle.
-Winning a Tag Battle Game-
To win a Tag Battle Game, both of the opponent's characters must be KOed. If one character is KOed, that character is removed from the game.
-Multi-player Team Battles-
All standard tag battle rules apply to multi-player team battles, except that each player plays one character, with two players on each team, unless one team is a boss character.
Now you know the rules and are ready to play Capcom Crossovers: The Card Game!
Game Created By: Chris Wingate and Allan Stern, based on video games created by Capcom
Rules Written By: Allan Stern
Special Thanks To: James Irish, Nick March, Sean Ensey, and Michael Florian
All Marvel characters used in this game are owned by Marvel Comics, all Capcom characters are owned by Capcom.
The most recent updates to the rules appear in red text.
Version 1.1
- Added Rules Updates section
- Updated Basic Attack Priority and Defense Bonus descriptions
- Updated Type C explanation
- Updated "Specials and Supers In Combos"
- Updated "Throws In Combos"
- Updated "Putting It All Together"
- Updated "Blocking"
- Updated "Dodging"
- Updated "Countering"
Version 1.11
- Fixed basic attack blocking rule
Version 2.0 Version 3.0
- Updated discarding rules in clean-up phase section
- Updated combo rules
- Added "Range" attribute to move types
- Added optional ranged attack to dodging
- Added "attack value" to move negation section
- Added ranged attack rules.
- Added Negation sub-section and updated negation rules
- Updated Speed Stat
- Updated Special Ability description
- Clarified combat phase rules
- Clarified clean-up phase rules
- Added Time Over sub-section and updated time over rules
- Added Mulligan sub-section
- Added Move Attributes subsection
- Clarified basic attack combo sequence rules
- Clarified blocking rules
- Clarified tag team reshuffle rules
- Updated Joker rules
- Updated tag super rules
- Clarified HP Recovery rules
- Added Multi-player Team Battles Subsection