Adventure Time Card Wars: Doubles Tournament
Adventure Time Card Wars: Doubles Tournament Rulebook
Table of Contents
Table of Contents
Objective
Each team begins with 40 hit points (HP). This is the maximum HP your team can have, and any damage either teammate takes reduces this total.
The object of the game is to reduce the opposing team's HP from 40 to 0. Do that and you are the Cool Team!
Contents
- 4 Oversized Hero Cards + 9 Bonus Oversized Hero Cards
- 4 Decks of 40 Cards
- 12 Frozen Tokens
- 16 Landscape Tiles
- A whole lot of Hit Point Tokens
Note: The source's contents page also shows a preconstructed deck list for each of the four decks. Those card lists are not transcribed here.
Setup Sequence
Setup is easy! Just follow the steps below:
- Choose a team, deck, and Hero
- Place your Landscapes onto the table
- Build your HP pool
- Decide who goes first
- Shuffle your deck and draw 5 cards
- Take a mulligan (optional)
1. Choose a team, deck, and hero
Each player chooses a team: Jake and Charlie's "Team Dignified" or Grand Prix and Moniker's "After School Program." Then pick a character from that team you want to play as. Each deck is made up of 40 cards and has a specific Hero associated with it; take the deck and oversized Hero card that matches your character.
2. Place your Landscapes onto the table
Four large Landscape tiles accompany each deck. Place your Landscape tiles in front of you so that two tiles are angled to the left and two tiles are angled to the right, as shown in the setup graphic. Teammates should sit across from each other so that when your opponents do the same, two of their Landscape tiles are opposite each set of your tiles. This creates a battlefield of 8 Lanes.
Note: You can also place your Hero card between your Landscapes at this time. Leave some space above it for other teamwork cards to be played during the game. Despite the gap, your middle 2 Landscapes are considered adjacent to each other.
3. Build your HP pool
Both teams start with 40 hit points worth of tokens. You can either use the included HP tokens or choose another method to track your hit points. These hit points are shared between teammates, so only make one pool of tokens for each team.
4. Decide who goes first
The Coolest Guy (one of the previous winners) goes first. If this is your first game, determine the first player at random.
5. Shuffle and draw 5 cards
Shuffle your cards and place the deck face down to the left or right of your Landscapes. Then, draw the top 5 cards of your deck. Now that you have some cards in your hand, let's look at the card anatomy.
Card anatomy: Each card shows its Name of Card, Action Cost, Landscape Type, Art, Card Type, Game Text, Defense (DEF), and Attack (ATK).
6. Take a mulligan (optional)
If you decide that you don't like your hand of cards, you can choose to take a "mulligan." To take a mulligan, return your 5 starting cards to your deck, reshuffle all 40 cards together, and then draw a new hand of 5 cards. Keep in mind that you may only do this once at the start of each game.
A single Lane is made up of 2 Landscapes that are opposite each other. The colored arrows show the connecting 8 Lanes. The red box is surrounding one of the Lanes shared between Charlie and Moniker.
You are now ready to start the game!
Turn Sequence
On your turn, follow the steps below. Just be aware that steps 3, 4, and 5 can be done in any order!
- Ready all of your cards
- Draw 1 card
- Spend 0–2 actions
- Floop? (optional)
- Spend actions to draw extra cards
- Fight!
- End of turn
1. Ready all of your cards
At the start of your turn, put all of your exhausted Creatures or Buildings into the ready position.
2. Draw 1 card
At the start of your turn, draw 1 card (even as the very first player).
Important: As the game goes on, your hand will shrink or grow; do NOT refill your hand to 6 cards at the start of each turn.
3. Spend 0–2 actions
On each of your turns, you automatically receive 2 actions. Actions are generic and are mostly used to play Creatures, Buildings, and Spells from your hand (see "Playing Cards" on page 5). You do not need to spend all of your actions playing cards.
4. Floop? (optional)
Some Creatures and Buildings have a "FLOOP" ability listed in their game text box. To use a Floop ability, exhaust the card by turning it sideways. For a Creature, move it to the bottom of the Landscape tile, next to the Landscape's name. For a Building, leave it below its Landscape tile.
Once you have properly "Flooped" your card, complete the action listed on the card. It remains Flooped until the start of your next turn when it is made ready along with the rest of your Creatures.
You can choose to Floop before spending your actions, after spending 1 action, or after spending both actions (before you Fight). You may Floop a Creature or Building in the same turn that it enters play. You may only Floop during your own turn. A Flooped Creature does not Fight at the end of your turn, which is shown by its exhausted state. However, a Flooped Creature will still defend a Lane when your opponent Fights. If you would rather attack with a Creature who has a Floop ability, just don't use the Floop ability and it will Fight instead. You are never required to use a Floop ability.
5. Spend actions to draw extra cards
You can spend actions to draw extra cards at a cost of 1 action per card drawn. If you still have actions after drawing a card, you may even play the card that you just drew. There is no hand size limit in the game. You do not lose the game if your deck runs out of cards; if you can't draw a card, nothing else happens. Any unspent actions are lost.
6. Fight!
After you have spent your actions and are done Flooping, all of your ready Creatures must Fight (see "Fighting" on the next page)! You select the order in which your Creatures Fight, so choose wisely. When a Creature Fights, exhaust it and place it at the top of the Landscape, near your opponent's Landscape, to distinguish it from a Flooped Creature.
Important: The first three players cannot Floop or Fight during their first turns of the game.
7. End of turn
Your turn is over after your Creatures Fight.
Playing Cards
To play most cards, you must first make sure you control the matching Landscape types. To "control" something means that it is in play on your side of the board. All Creatures, Buildings, and Landscapes that are on your side of the board are under your control. Since Spells do not enter play, you can never control a Spell. The phrase "Your Creature" refers to a Creature you control.
When you play a Creature or Building, it comes into play ready.
Creatures
Each Creature has an action cost and Landscape type. For example, Tough Lumberjill has an action cost of 2, which means you need to spend both of your actions to put the card into play. Additionally, there is a Cornfield symbol in the upper-right corner of the card; that means you must control at least 2 Cornfield Landscapes in order to play it. Spending the 2 actions allows you to put the Tough Lumberjill into play by placing it, in any Lane, on ANY one of your Landscapes. (You do not have to put it on a Cornfield; the Cornfield symbol is only part of the cost.)
Once you have placed a Creature on a Landscape, the Creature stays there indefinitely until someone destroys it, a card is played to move it, or you replace it.
If you wish to play a Creature on a Landscape where you already control a Creature, you must replace the Creature that is there. You cannot replace a Creature that is Flooped; it must be ready to be replaced. When you replace a Creature, discard the card to its owner's discard pile and put any tokens on it back into the supply.
Tip: When you are low on hit points, replacing a Creature with a lot of damage on it might save your bacon! If you lose a Creature during your turn, your opponent's Creature will be able to attack you directly during their turn. By replacing your damaged Creature, you can defend yourself better.
Buildings
Each Building has an action cost and Landscape type, just like a Creature. For example, Palace of Bone has an action cost of 1, which means you need 1 action to put it into play. Additionally, there is a Useless Swamp symbol in the upper-right corner of the card; that means you must control at least 1 Useless Swamp in order to play it. Spending the 1 action allows you to put the Palace of Bone into play by placing it, in any Lane, BELOW one of your Landscapes. It does not matter whether a Creature is on the Landscape or not.
Buildings cannot be attacked and do not normally take damage, but they can be destroyed. Just like Creatures, you can replace a Building you control by playing another Building in the same Lane.
Spells
Each Spell also has an action cost and Landscape type. Just like Creatures and Buildings, you must control the matching Landscapes and spend the listed action cost to play Spells. When you play a Spell, read the game text to your opponent, do what it tells you to do, and then put it into its owner's discard pile. Spells are never placed onto a Landscape, Creature, or Building.
Rainbow Cards
Rainbow cards may be played using any type of face-up Landscape or combination of Landscapes. This is shown by a special rainbow symbol in the upper-right corner instead of a normal Landscape type. The card type text, below the card art, will also say "Rainbow." For example, Cross Pollination is a Rainbow Spell card with a cost of 2; spending 2 actions allows you to play it simply by having 2 face-up Landscapes (such as a Cornfield and Blue Plains).
Cost 0 Cards
Cost 0 cards do not require any actions or Landscape types to play. They can even be played after spending your 2 actions (before Fighting). They can also be played if all of your Landscapes are face down. They may only be played during your turn.
Teamwork Cards
Teamwork cards can be used by both players on a team. When you play a Teamwork card, place it in front of you (horizontally, between the 4 Landscape tiles you control). Be sure to remind your teammate on their turn that they can trigger your Teamwork card, too!
Each player may have 1 Teamwork card in play at a time. A player can replace a Teamwork card by playing a new one and moving the previous card to their discard pile. A Teamwork card may only be played during your turn by paying the amount of actions listed in the upper-left corner.
Fighting
When you exhaust a Creature to Fight, look at your opponent's side of the Lane. If they do not have a Creature on their side of the Lane, the Lane is empty and your Creature deals damage to your opponent! When this happens, your opponent reduces their hit points by the value of your Creature's Attack (ATK). It does not matter whether you attack the opponent to the left or right since both of your opponents share the same pool of hit points.
If a Creature is on the other side of the Lane, both damage each other simultaneously. The attacker damages the defender's Creature equal to the attacker's Attack value, and the defender damages the attacker equal to the defender's Attack value. Use the HP tokens to track how much damage is on a Creature, counting upwards. A Creature is put into its owner's discard pile when it has damage on it equal to or greater than its Defense (DEF) value.
Your turn is over as soon as all of your ready Creatures are exhausted and done Fighting.
Example
The source prints this walkthrough under the Fighting section without a heading; the heading "Example" is added here.
The players have just started the game. Since the first three players cannot attack or Floop during their first turns, they set up their defenses. After Grand Prix and Charlie take their turns, it's time for Moniker, the third player, to go.
Moniker plays Mint Chocouflage and NaviGator for 1 action each. She hopes these will be good defenders for her because Jake is up next, and—as the fourth player in the first round—he DOES get to attack and Floop.
Jake goes fourth and plays Green ZebraCorn for 1 action, placing it opposite NaviGator. He spends his second action to play Loveable Lamb onto the Landscape opposite Mint Chocouflage.
Jake doesn't have any actions left or any Floops to perform, so it's time to Fight!
Jake attacks Mint Chocouflage with Loveable Lamb. Each Creature in the combat deals its ATK to the other, so Mint Chocouflage takes 2 damage and Loveable Lamb takes 3 damage.
Green ZebraCorn attacks next, dealing 1 damage and taking 2 damage in return. When it attacks, it also deals 1 damage automatically to the opponent's hit points because of its card text. Nice!
Jake's Hero card says that if he deals damage to his opponent during his turn, he may deal 1 additional damage to any Creature in one of his Lanes. He targets Mint Chocouflage, dealing the final damage needed to destroy it!
Other Abilities
The game text on a card can include other abilities besides Flooping. Most abilities are always active. These abilities last only as long as that card is in play.
Anything written before the " >>> " is the cost to use the ability. You cannot use an ability if you cannot pay the cost, but choosing to pay the cost to use an ability is always optional. You may use these abilities any number of times during your turn unless they specify otherwise.
Some card abilities have an action cost. The action cost does not require you to control any particular type of Landscape to use the ability. Remember, you only get 2 actions on your turn, so paying an action for an ability means you won't be able to spend it elsewhere. But if you have a spare action, why not use it!
When a Creature's or Building's ability affects something "in this Lane," it means the Lane the card occupies.
Hero Cards
Heroes will give your deck some extra punch! When the game first released, Hero cards didn't exist yet, but now we can't imagine Card Wars without them!
Each deck has a specific Hero associated with it. Take your oversized Hero card during setup and keep it face up near your deck. Make sure your opponent knows what your Hero does before you begin!
Most of the Hero cards have abilities that are always on. If you meet the requirements listed, you get the bonus, even during your opponent's turn. Some Heroes may have abilities with a cost; you may use them any number of times during your turn unless they specify otherwise.
Frozen Tokens
Certain cards can freeze Landscapes. When you freeze a Landscape, put a frozen token on it; this tile is now referred to as a "frozen Landscape." Note that a frozen Landscape still retains its original tile type. For example, if you play a card that puts a frozen token on a Cornfield Landscape, it is now a frozen Cornfield Landscape.
You cannot play a Creature onto a frozen Landscape. However, a Creature can already be there when a frozen token is added—the Creature there just gets a bit chilly! Additionally, a Creature on a frozen Landscape cannot be replaced, though it can be moved (with a card effect or ability) onto or off of a frozen Landscape.
A Landscape may never have more than 1 frozen token on it. You may still target a frozen Landscape to receive another frozen token, but it simply does not gain one.
To remove a frozen token on your side of the board, you must choose and discard a card from your hand during your turn. Each discarded card will remove 1 frozen token. As soon as the token is removed, you are free to play Creatures onto that Landscape again.
If a Landscape with a frozen token on it is flipped face down, keep the token on the tile. A Landscape tile that is face down can still be frozen.
Customize Your Deck
You look like the adventurous type! Are you ready to start constructing your own decks?
First, start by choosing your Landscapes. Card Wars features many Landscape types to build your deck around, but you may only have 4 Landscape tiles—no more, no less. But you don't have to pick four matching Landscapes. For example, you could have a deck that uses a Cornfield, Blue Plains, SandyLands, and IcyLands. Just remember that in order to play a Creature, Spell, or Building that costs 2 actions, you have to have 2 face-up Landscapes of that type in play.
Second, choose a deck size and your cards. The minimum deck size is 40 cards, but feel free to go over that if you wish. You aren't required to have the same number of cards as your opponent. You can include a maximum of three of any particular card.
Third, select your Hero. Since Heroes aren't tied to Landscapes, you can choose any one you want!
And with that, you're ready for battle! You can play with your new deck against preconstructed decks or other customized decks.
Glossary
+ATK: When a Creature has an ATK bonus, it will deal that much additional damage when it is in a Fight.
+DEF: When a Creature has a DEF bonus, it can take that much more damage before it is destroyed.
Adjacent: A Creature that is in a Lane to the immediate left or right of another Creature is adjacent to that Creature. A Creature that is in a Lane to the immediate left or right of a certain Landscape is adjacent to that Landscape. A Building that is in a Lane to the immediate left or right of another Lane is adjacent to that Lane (or a Creature in that Lane). Creatures, Buildings, and Landscapes you control are only adjacent to other cards you control; your cards are never adjacent to your opponent's cards. A Building is not adjacent to a Creature that it shares a Lane with.
Changing Landscapes: A Creature or Building may change Landscapes only if you have a Spell or ability that says it can change Lanes. When changing Lanes, you may not move a Creature into a Lane where you already control a Creature. Likewise, you may not move a Building into a Lane where you already control a Building.
Destroy: When you destroy a Creature or Building, it is placed into its owner's discard pile. The owner of the card is the player whose deck it came from.
Discard: When you are told to discard a card, that card comes from your hand. It goes to your discard pile. You get to choose what to discard unless the effect says otherwise.
Discard Pile: Cards that you discard and cards that leave play are placed into your discard pile. The cards in your discard pile should always be face up, and both players may look at them at any time. If you have control of one of your opponent's cards when it is destroyed, it goes to your opponent's discard pile, not yours.
Empty: A Lane/Landscape that has no Creatures on your side of it is "empty." For example, if you control 3 Creatures, you control 1 empty Lane/Landscape. During a Fight, a Creature that attacks an empty Lane deals damage to the opponent and reduces their HP.
Free: "Free" reduces the action cost of a card to 0. You must still control the required Landscapes and meet any other listed requirements to play a free card.
Facedown Landscapes: Some effects can flip a Landscape tile face down. A facedown Landscape reduces the total number of that Landscape type ([one icon for each of the six Landscape types: Cornfield, Blue Plains, NiceLands, SandyLands, IcyLands, Useless Swamp; the source's icons are not reproduced in order here]) that player controls. For example, if you control 2 Blue Plains Landscapes and then one is flipped face down, you can no longer play cards that require 2 or more Blue Plains. Similarly, if your only Blue Plains Landscape is flipped face down, you can no longer play cards that require 1 or more Blue Plains. Whenever a Landscape tile is flipped face down or face up, any Creature on it remains on the tile. You may still play a Creature onto a facedown Landscape, and you may still play Buildings in the lane of a facedown Landscape. Creatures play the same on a facedown Landscape as they do on one that is face up. Some cards can flip a facedown Landscape back over when they leave play, and others have abilities that can flip a Landscape face up again.
Friend: Creatures that you and your teammate control are friendly to both of you.
Opponent: The other player in the game—not one of their Creatures or Buildings.
Opposing: An opposing Creature or Building is one that your opponent controls.
Own vs. Control: Cards that come from your deck are things you own. Creatures and Buildings on your side of the board are under your control.
Target: Some Spells and abilities want you to choose a Creature, Building, or Landscape to affect. The card you choose to affect is your target. If your card does not have a target, you may always use it, even if you can't perform the function of your card. If your card has a target, you must target something—even your own card—unless the card says otherwise. If an ability asks you to target something and there are no choices that fulfill the requirements, you cannot use that ability or Spell.
Replace: The only time you can replace one of your Creatures or Buildings is when a new Creature or Building is entering play. When you replace one of your Creatures with another Creature in the same Lane, it leaves play and is discarded (not destroyed).
Specific Card Clarifications
Aeromancer: Creatures swap positions at the same time. Your opponent retains control of those Creatures.
Family Gathering: For example, if you control a Useless Swamp and the other player controls 2 Useless Swamp Creatures, draw 2 cards.
Giddy Giraffe/Huggable Hedgehog: Instead of dealing attacking or defending Fight Phase damage to opposing Creatures in their Lanes, they deal it to that Creature's controller.
Green ZebraCorn, Grizzled ZebraCorn, Shielded ZebraCorn, Spiked ZebraCorn: These Creatures' abilities are resolved before Fight damage is dealt.
InstiGator: You must move an available opposing Creature into InstiGator's Lane when it enters play if the Lane is empty. The opposing Creature can come from any opponent.
Lifeguard Lobster: If your team's Creatures have no damage, you must heal damage from a Creature you do not control.
Routing Rock Crab: Its ability triggers during an attacking or defending Fight Phase, or when a Creature's ability Damages it.
SubjuGator: A Creature with low enough DEF can be destroyed as it enters play.