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Simpsons TCG Rules

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The key takeaways are that this is a trading card game where players build decks and compete to collect Chaos Emeralds by gaining the most rings in a turn.

You win the game the instant you have 3 Chaos Emeralds. Chaos Emeralds are gained by having the most total rings in your Chaos and Spare Rows at the end of a turn.

A turn consists of 4 steps - Play, Rush, Score, and Recharge. In Play players put down cards, in Rush cards are flipped and discards can occur, in Score total rings are counted, and in Recharge hands are refilled and rows are swapped.

This is a trading card game. That means you build decks from cards you collect in game packs.

GETTING STARTED

This is a game for two players. A game requires 1 deck of at least 30 cards for each player. (3 packs per player).

HOW TO WIN

You win the game the instant you have 3 Chaos Emeralds.

Setup

1. Pick 5 items to be the Chaos Emeralds for the game. These can be coins or pieces of paper.

2. Each player shuffles his deck and lets his rival cut his deck.

3. Players draw 7 cards.

4. Flip a coin. The winner chooses who the leader is for the turn. The leader is the player who
flips the first card each turn.

Players play cards into a grid. Each player has two rows: a Chaos Row and a Spare Row. (see the card grid below)
HOW A TURN WORKS

A turn is made up of 4 steps. Both players act in each step.

Step 1. Play

Each player puts 5 cards from his hand, face-down into his Chaos Row. (see the card grid below)

You can look at your face-down cards any time. No player can look at a rivals face-down cards.

Step 2. Rush

The Leader goes first in Rush and flips a face-down card in his Chaos Row. Once a player flips a card in his Chaos
Row, his rival gets to flip a face-down card in his Chaos Row. A player cannot flip a card in the same column as the
card just flipped by his rival (unless he has no choice). This continues back-and-forth until all cards in each Chaos
Row are face-up. Then everyone goes to the Score step.

When a card flips, it may make a rival discard some of his cards from the grid. A flip can cause two kinds of
discards: copy discard and battle discard.

Copy Discard: This is the first way you discard your rivals cards.

1. You flip a card and look at its colour and printed rings.

2. Your rival discards all of his face-up cards with the same colour and printed rings as your
flipped card.

EXAMPLE: Matt flips a red card with 4 rings. Joe has 2 red cards with 4 rings in the grid. Joe
discards his 2 red cards that have 4 rings.

Battle Discard: This is the second way you can discard your rivals cards.

1. You flip a card and look at its colour.

2. See if your rival has any cards in that column with the same colour as your flipped card.

3. Discard your rivals card if it has more printed rings than your flipped card. NOTE: You can
only battle discard 1 rivals card for each battle discard you do.

EXAMPLE: Joe flips a blue card. Matt has a blue card in the same column as Joes flipped card.
Matts blue card has 5 rings. Joes card has 4 rings. Matt discards his blue card because it has
more rings than Joes.

Copy discards and battle discards occur right after a card flips. A flipped card can copy discard and battle discard at
the same time!

Step 3. Score

Each player adds up his total rings from his face-up cards in his Chaos Row and Spare Row.

The player with the highest number of rings wins a Chaos Emerald. If the number of rings ties, nobody gains a
Chaos Emerald.
Step 4. Recharge

1. Both players draw cards until they each have 7 cards in their hands.

2. Both players discard all the cards in their Spare Rows (for turn 1, no cards are in either
players Spare Row).

3. Both players move their cards from their Chaos Row into their Spare Rows. Players must keep
their cards in the same columns that they started in.

4. The leader becomes the other player. A new turn begins!

Players repeat these steps until someone wins.

OTHER RULES

Chaos Emeralds: When a card effect mentions Chaos Emeralds it always means the Chaos Emeralds that a
player wins in a turn.

Deck Construction: A legal deck must contain at least 30 cards and no more than 5 copies of the same card.

Discarded Cards: Players always discard the cards into their own discard pile. Discard piles are face-up to the right
of a players deck.

Golden Rule: Some cards in the Sonic X TCG break these rules. If a card breaks a rule, the card beats the rule.

Names: When a cards text talks about a name of a character, the letters and punctuation spelling out the name
must match EXACTLY.

EXAMPLE: Miles Tails Prower reads This card gains +4 rings when next to Sonic. If you see
this, then the card next to this card must have word Sonic in the title EXACTLY AS SHOWN.
This means it works with Sonic the Hedgehog but NOT Sonic! or Sonics Super Speed.

Opposing Card: A rivals card that is in the same column and row type as your card (see right).

Printed Rings: This is the number of rings on a card as printed on the card. The printed rings may not equal the
number of rings you add together during Step 3. Score.

Recycling: If a players deck runs out of cards, that player reshuffles his discard pile, offers a cut, and uses it as his
deck.

Rival: Your rival is your opponent.

Traits: Some cards have traits. In this set there are 5 traits: Animal, Place, Human, Robot and Thing. Traits
tell you what a card is in the game.

What Does Next to Mean?


When a card says next to a card, it means a card in a space to the right, top, left or bottom of the card as shown
here:
Game and Card Designs 2005 Score, Arlington TX 76011. All Rights Reserved.
Score and Score Entertainment are registered trademarks of Donruss Playoff LP.
SONIC Project

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