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The Complete Rookie's guide to CCCG
by Dazz Hardy
This little Step by Step walkthrough (aims) to help you through the basics of the game. The Player is using Spider-Man, and the Opponent is using Morrigan.
- Right, we might as well start at the begining, shuffle the decks and decide who goes first. For ease, Spiderman will be first. Deal your initial 7 cards and your ready to start your first turn.
- Spiderman draws the 3 of Clubs, the 3 of Spades, the 7 of Clubs, the 8 of Clubs, the 8 of Hearts, the Jack of Diamonds and the King of Diamonds.
- Moving into his Combat Phase, Spider-man has 3 available options. He can Block, he can Attack or he can opt to Pass this Battle Phase. Since he lacks a Chain of Cards for a Basic Attack Combo, he decides to Block and plays a card from his current hand that is equal to, or lower than his Strength Stat (in this case 7). He places the 7 of Clubs Face down. Blocking end's his Combat Phase.
- Now in his Clean up Phase, Spider-Man can add to his Super Meter. You can only use cards above your character's strength value for Super Meter building (In Spider-Man's case 8's 9's and 10's). Also at this stage, if Spider-Man had more cards than his Endurance (in this case 10), he'd need to discard some cards, but seeing as he has 5, he doesnt have to do so. It is now Morrigan's Turn.
- Morrigan draws her cards and decides to also block, placing a card face down, and ends her turn by putting a card into her super meter.
- Back to Spider-Man, and he gets to draw cards equal to his Speed (3). He draws the 6 of Diamonds, 10 of Clubs and the King of Spades. Also, since he wasnt attacked in his opponents previous turn, his 7 of Clubs also returns to his hand.
- Now into the Combat Phase again, and Spider-Man decides to start to attack. Having two 8's, he decides to negate the block with a throw (which causes Morrigans Block card to be discarded) doing 6 damage, and using 2 of his 6 available Combo points (Combo Stat = points for combo's per turn, Basic Attacks use 1 Point). The 8's are discarded, and he follows up with the 6 of Diamonds and the 7 of Clubs. This deals 19 damage to Morrigan (6+6+7).
- Spider-Man end's his turn by putting the 10 of Clubs into his Super Meter.
- It's now Morrigan's turn, and after drawing her cards she decides to attack. Since he isnt blocking, Spider-Man has the choice of trying to Dodge or Counter the attack. Morrigan plays a 5 of Diamonds to start her Combo. Wanting to save his special's Spider-Man opts to Dodge instead of Counter. To Counter, Spider-Man has to draw the top card from his deck, and it needs to be equal to, or lower, than his Agility (6, but Spider-Man's special skill increase's this to a 7 when dodging Basic Attacks). If he draws 8 or more he get's hit, 7 or less and he dodges and may make a Ranged Attack (marked with an (R) in his Moves). Spider-Man draws and Discards the 6 of Spades, making a successful Dodge. Now Spider-Man may use a Ranged Attack (his Web Ball Special), but opts not to. Morrigan end's her turn adding a second card to her Super Meter and discarding as required.
- Spider-Man's turn. He draws the 5 of Diamonds, 10 of Diamonds and 2 of Hearts.
- Spider-Man's Combat Phase. Morrigan isnt blocking, so Spider-Man plays the 2 of Hearts Combo'd into the 3 of Clubs and into a Web Swing (A Special, requiring Face Cards, in this case, two Kings). Morrigan Fails to Dodge and takes 15 Damage. Spider-Man discards the 2, 3 and his two Kings.
- He end's his turn adding his 10 of Diamonds to his Super Meter.
Not Included Above:
-Tech Hits
-Super Moves
-Countering/Negation
Quick Summary
-Move Types
Type A: START Combo's only.
Type B: END Combo's Only
Type C: Can START END or FILL a Combo
Type D: None Combo-able
Type E: Counter Only Move
-Tech Hits
Used to counter a throw. The defending player must play two cards equal to or higher than those used to throw. A Tech hit ends Combat and all 4 Cards are discarded. In the above example game, Spider-Man used two 8's to Throw. To Tech Hit, Morrigan would have had to play a pair of cards of 8 or higher.
-Super Moves
Similar to Specials, but require Ace's to use. Ace's can be drawn from the deck in the Draw Phase, or retrieved by discarding cards totalling 40 or more from a player's Super Meter pile.
-Countering/Negation
An attack can be countered by a move of Higher Priority. Cards used in the initial Attack are discarded, and the countering character may Combo, cards discarded as normal. An Attack Countered with an Attack of Equal Priority is considered Negation. All cards used are Discarded. Golden Rule: Supers > Specials > Basic. A Basic Cannot Negate a Special and a Special cannot Negate a Super. Ranged Atatcks can only be Negated by other Ranged Attacks. A Ranged attack that Negates a None Ranged Attack, deals Half Damage. For a Basic Attack to negate a Basic Attack, the Counter Card must be equal to or higher than the initial attack.