Acceleracers: Collectible Card Game

The **Acceleracers Collectible Card Game** (or ***CCG*** for short) is the official card game for Acceleracers, manufactured by **Mattel**.

## Rules

***Welcome to the Realms!*** The **Racing Realms** were created by the mysterious Accelerons to test the greatest drivers in the world. Do you think *you* have what it takes to race here - on the most amazing and dangerous tracks ever imagined? Then grab a deck, throw it in gear and find out!

### ***Object***

Be the first player to move three Vehicles through four Racing Realms.

### ***Overview***

Everything you do in the Acceleracers Collectible Card Game revolves around **Speed, Power and Performance** or "**SPP**" for short. All cards in the game have 3 windows that display their SPP ratings - from left to right.

You begin each turn with 3 **Action Points** you can spend to "equip" Vehicle cards with other cards that boost the Vehicles' SPP ratings and make them powerful enough to advance to the next Racing Realm.

Let's get started by taking a look at the six different types of cards in the game and see what they do.

### ***Types of Cards: Racing Realms***

Players must race through four separate Racing Realms to win the game. A single race always consists of four realms.

1. Card Type: Racing Realm
2. Card Copy: Any special powers a Realm has will appear as a **BOLD** copy. **NOTE: Always be sure to read the bold copy on your cards!**
3. Escape Value: A Realm's Escape Value is the Speed, Power or Performance (SPP) rating your Vehicle's matching SPP value (Speed for Speed, etc.) must **meet or exceed** in order to exit the realm.
4. Realm Name: Every Realm name is followed by the Acceleron Symbol that represents that Realm. This symbol has no effect on game play.
5. Terrain Icons: Terrain Icons give a +1 bonus to the SPP of any Vehicle in a Realm with a Terrain Icon that matches the Realm's (some Vehicle cards also have Terrain Icons).A Vehicle may only recieve **one** +1 Terrain bonus per Realm.

### ***Types of Cards: Vehicles***

Customize your Vehicles with other cards that add to their Speed, Power and Performance values.

1. Card Type: Vehicle
2. Team Logo: Team Logos identify a Vehicle's team.
3. Modability Icons: Modability Icons tell you which **Mod cards** you can attach to a vehicle - only Mods with a matching Icon can be equipped to that Vehicle.
4. SPP Rating: The Vehicle's base SPP rating can be increased by "equipping" other cards to the Vehicle.
5. Card Copy: Any special game play abilities will be listed in **BOLD** copy.
6. Vehicle Name: There are two versions of each vehicle - basic and advanced. Advanced versions are more powerful than basic, and they add "Torqued", "Hyper, "Vectra" or ".v2" to the basic name (i.e. Torqued Hollowback)
7. Terrain Icons: If a Vehicle's Terrain Icon matches the Terrain Icon of the Realm that it is in, the Vehicle recieves a +1 to it's SPP values (so, Hollowback's SPP of 3, 3, 2 would jump to 4, 4, 3!).

### ***Types of Cards: Mods***

Mod cards are **permanent** physical modifications to a Vehicle. They stay with your Vehicle as it moves from Realm to Realm.

1. Card Type: Mod
2. AP Cost: Every card except Realms and Vehicles has an **Action Point (AP) Cost** - how many Action Points you must spend to bring the card into play. Players start with 3 APs each turn.
3. SPP Bonus: When you pay the AP cost to play a Mod on a Vehicle - called "**equipping**" - you get to add the Mod's **SPP Bonus** to the Vehicles SPP. **NOTE:** An empty SPP window indicates a value of 0.
4. Modability Icons: Mods may only be equipped on Vehicles if at least **one Modibility Icon** matches between the Mod and the Vehicle (some cards have more than 1 Modibility Icon).
5. Terrain Icon: Any Terrain Icon listed on a mod is added to the Vehicle it equips.
6. Mod Name: The name of the modification.
7. Card Copy: Special game play abilities will be listed in a **BOLD** copy.

###

### ***Types of Cards: Shift***

Shift cards reflect a driver's skill and can be the difference between winner and wreckage. They provide a **temporary** boost to a Vehicle's SPP rating - unlike Mods, Shifts are **discarded** when the Vehicle advances to a new Racing Realm. (unless the card indicates otherwise).

1. Card Type: Shift
2. AP Cost: As with Mod cards, Shifts have an Action Point cost you must pay to bring them into play. It appears here.
3. Card Copy: Any special game play abilities will be listed in **BOLD**.
4. Shift Name: Name of the specific "skill" on the card.
5. SPP Bonus: After equipping a Shift to a Vehicle, add its SPP Bonus to the Vehicle's SPP

### ***Types of Cards: Accelechargers™***

Accelechargers are incredible artifacts left by the Accelerons. They may equip **any** Vehicle, but, like Shift cards, are **temporary** and must be discarded when the Vehicle they equip advances to the next Realm.

1. Card Type: Accelecharger**™**
2. AP Cost: The Action Points you must spend to bring this card into play appears
3. here.
4. Card Copy: Special game play powers will be listed in **BOLD**.
5. Accelecharger Name: An Acceleron symbol follows the name and identifies the Realm the Accelecharger comes from (it will match one of the Acceleron Icons that appear on Realm cards). It has no effect on game play.
6. Terrain Icon: Terrain Icons that appear on Accelechargers are added to the Vehicles they equip
7. SPP Bonus: After equipping an Accelecharger on a Vehicle, add its SPP Bonus to the Vehicle's SPP.

**NOTE: A Vehicle may only have ONE Accelecharger equipped on it at a time.**

**All Accelechargers have one special feature: they CANNOT be removed by most Hazard cards. (see 1.8 Types of Cards: Hazards)**

### ***Types of Cards: Hazards***

Hazards destroy - or "**junk**" - Mod and Shift cards, but they do not affect Accelechargers (unless the Hazard card specifically says so). Some of the most powerful Hazards can destroy *entire Vehicles*!

1. Card Type: Hazard
2. AP Cost: The number of APs you must spend to bring this card into play appears here
3. Card Copy: Any special game play powers will be listed in **BOLD**.
4. Hazard Name: Name of this "disaster"
5. SPP Damage: To play a Hazard on an opponents Shift or Mod cards, pay the Action Point (AP) cost, line up the Hazards **SPP Damage** numbers with the target cards **SPP Bonus** and subtract the damage. If any **one** of the targets SPP numbers is reduced to 0 or less, that card is immediately junked (removed from play), and you discard your Hazard.

### ***Start your Engines!***

The Starter Set comes with two pre-built, ready-to-play decks, one for each player. While learning the game you should practice with these decks - so **don't shuffle them together just yet!** However, if you are using a Starter/Structure Deck, then feel free to shuffle it! See the section Deck Building for guidelines on customizing your own deck. But for now, let's get started with what we've got!

### ***Set Up***

1. Each player takes one of the pre-built Starter Decks. Remove the Quick Reference and 2 orange-bordered Realm cards from the top of the decks. Set the Reference Card aside and place the Realm cards **face down** in front of you.
2. Place the tokens in the carrying case.
3. Flip a coin. Winner of the toss gets "Pole Position" - the chance to race first.
4. The loser of the toss looks at the Realm cards he/she brought to the table, chooses one and places it face down lengthwise in the middle of the table. The winner then selects a Realm and places it face down beside the first. Players alternate until they have a row of four Realm cards spaced between them. **A race always consists of four Realms.**
5. Players shuffle their decks and set them to their left - this is their **draw pile**. Discarded cards are placed beside the draw pile in the "**junk pile.**"
6. Players draw **seven** cards to start the race. If a player draws no Vehicle, that player returns their cards to the draw pile, reshuffles, and draws 7 more cards. Repeat this process until at least one Vehicle is drawn.
7. The player who won the Pole Position goes first, turns over the first Realm card and begins play.

### ***Turn Sequence (0. Basics)***

The following is the standard turn sequence (the player who won Pole Position goes first):

1. Draw a card. (see Drawing 1.12)
2. Advance all Vehicles that meet or beat a Realm's Escape Value. (see Advancing 1.13)
3. Play one new Vehicle for free. (see Playing Vehicles 1.14)
4. "Tune Up," or adjust, any tokens on your Vehicles (see Tune Up 1.15)
5. Spend Action Points to play cards. (see Action Points and Cards 1.16)
6. Discard down to 7 cards to end your turn. (see End of Turn 1.17)

### ***Turn Sequence (1. Drawing)***

Draw one card at the start of your turn. If you are unable to draw a card because your draw pile is empty, you lose. **NOTE: Don't forget to read the bold copy on your cards - many of them have special powers that can really help you out!**

### ***Turn Sequence (2. Advancing)***

Add up the SPP for each of your **Vehicle stacks**. One Vehicle stack consists of a Vehicle card and **all** the cards that equip it (Shifts, Mods, Accelecharger); a Vehicle stack can also be a single, unequipped Vehicle. Any Vehicle stack that **starts the turn** with an SPP value equal to or greater than the Escape Value of the realm it is in **must** immediately advance (or "**roll on**") to the next Realm. Slide the entire Vehicle stack forward, flipping the new Realm card face up if this is the first Vehicle to reach it. Make sure to align the stack's SPP windows with the Realm's.

When a Vehicle stack enters a new Realm, remove all equipped Shifts and Accelechargers (unless the cards say otherwise). Only Mods remain equipped. After a Vehicle stack exits the fourth (and final) Realm, remove all its equipped to your junk pile and place the Vehicle beside the fourth Realm. Once you've placed three Vehicles outside the fourth Realm, you win the game.

## Sets (In Order of Release)

* Ignition (Set)

* Speed of Silence (Set)
* Breaking Point (Set)
* movie title 4
* movie title 5
* movie title 6
* The Ultimate Race (Set)
* Concept Prototypes (Set)