Rulebook

## HOW DO I CBT?????

Each player has 30 health. When it’s your turn, use Chika Dollars (CD) to play cards and do damage to the enemy player. Knock their health down to 0 to win!

You play cards from your Hand onto the Playing Board. This board has 20 Tiles total; 4 rows and 5 columns. Tiles are areas where cards can occupy.

Each player controls opposite Sides of the Board; Player 1 (Red) controls the two bottom rows while player 2 (Blue) controls the two top rows. You can find Player 1 at the bottom right corner, and Player 2 at the top left corner. Damage the enemy by up close to them!

IMPORTANT NOTES:

*Always assume when halving, everything is rounded down*

*(+/-) modifiers first before multipliers*

## How do Turns Go?

Player 1 always goes first, while player 2 always goes second. Convenient!

Before the game, both players draw 3 cards into their starting hand, with the second player drawing 1 extra card. Then, both players may choose to discard up to all their cards, and draw new ones equal to the amount of cards discarded (This redraw is done in one go).

Each player has 5 CD at the beginning of the game.

*LET THE GAMES BEGIN!*

There are 4 phases:

Starting Phase: Draw a card, gain Chika Dollars (CD) equal to what turn it currently is, and Burn takes effect.

Playing Phase: Spend CD to play cards anywhere on your Side of the Board. You may trigger the Activate abilities of Cards that were already in play from previous turns.

Attack Phase: All of your cards that are eligible to Attack and Move may perform each action once, in no specific order. After the attack phase, it is the opponent’s turn.

CD not spent will carry over to the next turn.

At and after turn 10, players draw 2 cards instead of 1 at their Starting Phases.

## Card Functionality

All Cards are placed on a Tile and usually can only be played on your Side.

### Character Cards

Characters have Strength and Health. They are destroyed and sent to the Discard Pile when their Health reaches 0.

Each turn after their first turn played, Characters have the actions to Move and Attack.

* When Characters Move, they may change their position to an empty tile that is 1 tile near them. (does not include diagonals)
* Characters may Attack enemies that are 1 tile away, dealing damage equal to their Strength to the enemy. When Attacked from 1 tile away, Characters initiate a Counterattack, which makes for a Clash between the attacker and counterattacker.

### Domain Cards

Domain Cards take up a tile and have only Health. They cannot Attack or Move like Character Cards and usually just have a passive buff.

### Event Cards

Event Cards are instant effects, not taking up a tile since they immediately initiate their effect once you play them and then being sent to your Discard Pile. Read the effect to see the usage.

### Interruption Cards

All Interruption Cards MUST cost 4 Chika Dollars, and you first play them face down.

Interruption Cards are like Event Cards, but reaction based. When the card is able to be played, you may reveal it and it takes effect like an Event Card. Afterwards put it in the discard pile.

The word “Reveal” is required in the activation text for Interrupts.

### Obstacle Cards

Obstacle Cards are put \*behind\* a tile. Obstacles can be played ANYWHERE on the field, on any tile that doesn’t already have an Obstacle on it. They may be “walked over”, and could activate their effect whenever a specified card “steps” on it (being played or moving onto it). Obstacles are destroyed when Chads are placed on them, and Splash.

### Power Creeps

Before the match, choose one Power Creep to have throughout the entire battle.

Power Creeps are special Event Cards that you always have available to use;

* They never go into your hand, and when you use them they never discard.

* They’re only usable once per turn.
* When your player health is at 10 or less, Power Creeps cost half their CD price.

(It’s worth noting that Power Creeps must cost an even number of CD, and they cost +2 CD than what an Event card would normally cost)

### Token

Put “Token” in the card type title alongside whatever type it is.

This card cannot be added during deck building, and is only obtainable through other cards.

## Player Functionality

Players take up space and are considerably comparable to a card themselves, but have some special properties unlike regular cards.

* Can’t be moved
* Is immune to Freeze and Horny
* When Burned, negate it and instead take immediate damage equal to the Burn

Player health: 30

Decks: 30 cards, up to x3 copies per card

Max CD limit you can carry: 30

Max Cards you may have in hand: 10 (You stop drawing once you’re at 10)

## Keywords

When Played:

Trigger the stated ability as this enters the field.

**Activate:**

After the first turn played, choose to trigger this effect once per Playing Phase.

**When Destroyed:**

Trigger the stated ability as this enters the field.

**Rush**

This can Attack and Move on the first turn played.

**Range**

This can Clash with enemies 2 tiles away, but cannot against enemies 1 tile away.

**Splash X**

When this damages a card, do X damage to enemies one tile near it. If there is an Obstacle in the radius of the Splash, destroy that Obstacle.

**Front(:)**

This Character may only Move FORWARD. When Clashing an enemy in front of this or attacking the enemy player, trigger an extra effect if an effect is stated.

Ignores Defense / Ignores Shield / Ignores Defense AND Shield

What it says on the label.

**Defense X**

Whenever this takes damage, this takes X less damage. (Doesn’t reduce Burn damage)

Shield X

The first X times this would take damage, this instead takes no damage.

**Counter(:)**

Able to counterattack attacks from ANYWHERE on the field, or when hit by an attack’s Splash. When counterattacking, trigger an additional effect if an effect is stated.

**Taunt**

Non-taunt ally cards and players in a 3x3 area of a Taunt card cannot be targeted by Attacks.

**Flying**

When a non-flying card moves onto this or vice versa, they swap places.

**Chad**

Playing this atop a card that is not Chad or Frozen will push that card and all cards with it 1 tile in any direction. If this is played atop an obstacle, destroy it before it activates any effects.

When this card damages an enemy, push that enemy back towards their side 1 tile.

**Immortality**

When this would be placed into the discard pile, instead return it to the user’s Hand.

**Burn +X**

This card takes X burn damage (ignores Defense) at each of your Starting Phases. Can stack.

**Freeze +X**

The inflicted card skips their next Attack or Counterattack. Can’t be moved during a turn they are Frozen. Can stack.

**Unusable +X**

This cannot Attack, Counterattack, Move itself, or use its abilities for X turns. Can stack.

**Horny +X**

At each of this user’s Starting Phase, the user loses X CD. If Horny is negative, gain CD instead. Can stack. Can’t be inflicted on Players.

**Stackable**

Only for Obstacles. Stackables can occupy the same tile with another Obstacle.

## Card Creation Guidelines:

What cards can I make?

1. Only make cards that have something to do with the rp/parody twitter community
2. Make characters of your muses, takeovers and alts!
3. Refrain from making cards on drama.

How do I balance cards?

1. Cards must have a 0-15 CD cost upfront.
2. The stats (Strength and Health) should combine to be x2 the CD cost, +2. Then, you increase the cost depending on the abilities the card has.
3. Cards will be balanced often, so be open to having your cards changed. Make sure to save your cards for editing so you can come back to them later.
4. I do NOT allow synergies that are super specific in design, meaning no cards that affect a specific other named card or tribe. However, you may compromise by making the specified card a Token card, that is summoned by the original card.

Making card ability text...

1. DO NOT MAKE THE FONT SIZE SMALLER. Start shortening your text at that point.
2. Be as specific as you can be.

Other things to know

1. PLEASE bookmark, or otherwise save the Canva page you edited the card on. Balance changes will be necessary and inevitable, so be prepared to change your cards.
2. DM me when you’ve got a card you wanna bring up (I might miss it in chat)

## Card Creation Direction:

1. Is your muse someone that arrives "early game" or is stronger and arrives "late game"

2. Which stat preferred: Strength or health

3. Any special abilities you want to highlight

4. Flavor text: a one sentence summary, joke, or quote

## Card Archetypes

For fun, Characters can have certain categories before their title to get a better understanding of their functions. Following rule 6, do not use Archetypes for synergy abilities. It’s just flavor.

**Swarm** - Weak, low maintenance unit(s)

**Fighter** - Maintains the frontlines, holding their own to duel and fight off your enemies

**Powerhouse** - Massive strength, health, or strong ability. A menacing threat

**Assassin** - Specializes in destroying other cards

**Aggressive** - Purely focused on dishing out sweet damage

**Crowd Control** - Usually has Splash. Punishes your opponent for clumping up their cards

**Tank** - Usually has Taunt. Damage sponge

**Protector** - Keeps themselves and/or others alive through special abilities

**Healer** - Maintains their allies’ healths and reduces debuffs.

**Runner** - Gets to places quickly and/or gets allies to move quicker

**Support** - Helps allies indirectly

**Debuff** - Harms enemies indirectly