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One Piece Card Game (2003)

One Piece Card Game (2003) Rulebook

Table of Contents

Table of Contents

  • Winning the Game
  • Setup
  • Game Play Flow
  • Battle Mode
  • Receiving Damage

Winning the Game

The first player to first achieve one of the following victory conditions wins the game:

  • Victory Condition 1: Reduce the Life Points of the opposing Captain to "0."
  • Victory Condition 2: The total Life Points of the Character cards in your opponent's Bounty Head List equal 6 or more.
  • Victory Condition 3: Your opponent is instructed to draw a card from the Treasure Box, but cannot do so because there are no cards left in their Treasure Box.

Setup

  1. Choose the cards you wish to include in your Deck. Your Deck must have 32 cards. You can have up to 4 cards with same card number in your Deck. If a card says "X Cards Deck," it means that you can include up to "X" copies of that card in your Deck.
  2. Shuffle the Deck well and place it face down on the Treasure Box.
  3. Draw 6 cards from the Treasure Box and place them face down in the Log without looking at them.
  4. Draw 7 cards from the Treasure Box and place them in your Hand.
  5. Decide who goes first.
  6. Player 1 can send their entire Hand to the Ocean and draw 7 new cards if they want to change the cards in their Hand. This can be done as many times as the player desires, but keep in mind that a player with an exhausted Treasure Box loses the game. When Player 1 decides to keep their Hand, they choose 1 Character card from their Hand to play as the Captain, and place it face down in the Captain Box. The 2 Comrades can also be placed in the Comrade Boxes at this time, if the player desires (a player may choose to place only 1, or no, Comrades in the Comrade Boxes if they desire). However, the total Life Points of the Captain plus the Comrades must be 6 or less at this point. A player cannot have two Characters with the same name in their Captain and Comrade boxes.
  7. Player 2 then draws their Hand, exchanges cards if desires, and places their Character cards. Player 2 is allowed to use Character cards for their own Captain and Comrades that are in play as their opponent's Captain and Comrades, even if it means the same Character will Battle itself!
  8. Both players turn over the Character cards in each Box. Each player then consults their Character cards, and moves a number of cards equal to each Character card's Life Points from their Log to the Life Points Box directly behind that Character card. Hereafter, the Character cards in the Captain Box and Comrade Boxes are considered to be in play and the cards placed on the Life Points Box are called "Life Points".
  9. The game then begins, with Player 1 taking the first turn.

Game Play Flow

  1. START PHASE

    Draw 1 card from the Treasure Box and place it in your Hand, unless you have 5 or more cards. Only when your Hand consists of 4 cards or less can you draw a card in this Phase.

  2. MAIN PHASE

    In the Main Phase, a player can take 3 Actions. Make 3 selections from the following types of Actions (A) through (G). You can take the same Action 2 or 3 times if you wish. When you take an Action, it is referred to as being "consumed." Also, when a card effect restores a consumed Action, it is referred to as being "recovered." Keep track of the Actions taken during your turn by placing a counter on the Game Mat's Action Counter whenever you take an Action. Be sure to clear your Action Counter once your turn is over.

    A. Attack your opponent's Character card* (refer to "Battle Mode" below)

    Select 1 of your opponent's Character cards and Attach to start a Battle. Once a Character card Attacks, the Battle has begun! A Character card that is currently involved in a Battle is referred to as the "Battling character".

    IMPORTANT: Each Character card can Attack only once in a Turn. No player can Attack in their first turn.

    B. Use Special Abilities

    If the Character's Special Ability is written as "X Actions", then you can use this Special Ability by consuming the number of Actions written on the Character card. The Special Ability with "X Actions" can be used only once per Character card in a turn.

    C. Replenish your Log

    Draw 1 card from the Treasure Box and place it face down in the Log. There is no limit on the number of cards in the Log.

    D. Put a new Comrade in play

    To put a Comrade in play, select 1 Character card from your Hand and place it face up in an open Comrade Box. Then bring a number of cards equal to the new Comrade's Life Points from your Log and place them in the new Comrade's Life Points Box.

    E. Move

    Move a Comrade from one Comrade Box to the other, or change the places of each Comrade. Captains cannot be moved. Be sure to move the Comrade's Life Points along with the Comrade card.

    F. Draw a Card

    If you have 4 or less cards in your Hand, draw 1 card from the Treasure Box and place it in your Hand.

ONE TURN END: Players 1 & 2 then take turns until one of them complete a victory condition and wins the game!

Battle Mode

  1. Select 1 of your opponent's Character cards

    Select 1 of your own Character cards to Attack with. Your Captain can Attack any of your opponent's Character cards. However, if your opponent has Comrades in both Comrade Boxes, you cannot Attack your opponent's Captain. Your Comrade can Attack your opponent's Comrade that is directly in front of it. Your Comrade can only Attack your opponent's Captain when there is no opposing Comrade directly in front of it.

  2. Make a Battle Action

    Players 1 & 2 then take turns making Battle Actions. Each player may make only one Battle Action at a time before giving their opponent a chance to make their own Battle Action. If both players pass, then the Battle is over.

    There are 3 types of Battle Actions:

    • Play other Character cards as Reinforcements: Put Character cards from your Hand in the Reinforcements Box to support your Character card in Battle. The Character card in Battle adds 100 to their Power for each Reinforcement you played to the Reinforcement Box.

      However, to use a Reinforcement card, the Faction of the Character card in Battle and the Character card played as a Reinforcement must be the same. If the Factions are different, the card can still be used as a Reinforcement, but the Character card in Battle receives 1 Damage (see "Receiving Damage" below). This condition does not apply to "Citizen" Faction Character cards: ALL Character cards except those of the "Enemy Force" Faction can play "Citizen" Faction Character cards as their Reinforcements without receiving any Damage. Also, all Character cards except those of the "Enemy Force" Faction can be played as Reinforcements for the "Citizen" Faction Character cards without receiving any Damage.

      You can play as many Character cards as possible as Reinforcements for your Character card in Battle.

      Character cards that have the same Character name as your in play Captain or Comrades CAN be used as Reinforcements, even on the Character card with which they share their name.

      In addition, Character cards played as Reinforcements can also use Technique cards, as long as they are the specified User and any Requirements are fulfilled (see "Use Technique cards" below).

    • Use Technique cards: Place a Technique card from your hand in the Technique Box. The effect of the Technique card is applied immediately.

Receiving Damage

When your Character card receives Damage, bring a number of cards equal to the Damage printed on your opponent's Character card (including any modifications due to card effects) from the Life Points Box behind your defeated Character card to your Hand. When the Life Points in a Character card's Life Points Box is "0" (meaning there are no more cards in the Life Points Box), the Character card is captured. The captured Character card is placed face up in the Bounty Head List of the card's owner. The Life Points of Character cards can also be Damaged by card effects and Special Abilities. Character cards whose Life Point are reduced to "0" in this manner are also sent to the Bounty Head List of the card's owner.

Sending your Life Points to the Ocean is not considered as receiving Damage.

G. Pass

  • END PHASE

    Adjust the cards in your Hand to 4. Count the number of the cards in your Hand. If you have 3 or less cards, draw cards from the Treasure Box until you have 4 cards in your Hand. If you have 5 or more cards, select cards from your Hand and send them to the Ocean face up until you have 4 cards in your Hand.

  • When you use a Technique card, you have to fulfill all the conditions written on the Technique card (e.g. User, Requirements, etc.). You can play as many Technique cards as possible in a Battle.

    When a Technique card refers to "initial" Powers, Damage, etc., it means the value printed on the card, before any modifications.

  • Pass

  • Compare Power

    Compare the total Power of both players' Battling Character cards, being sure to take into account all Power modifications. The Character card with the greatest Power wins the Battle. If the Power is the same, then it's a Draw.

  • Inflict the Damage

    The winner inflicts the Damage listed on the victorious Character card (which may be changed by card effects) to the opposing Character card's Life Points. If the Battle ends in a Draw, both players' Life Points receive Damage (see "Receiving Damage").

  • End of the Battle

    Send all used Reinforcement and Technique cards to the Ocean after the Battle, face up.