Sonic Speed Battle
Sonic Speed Battle Rulebook
Table of Contents
Table of Contents
Components
- 48x Main Deck (used in all games)
- 8x Action Race Stage Tracker (double sided)
- 4x Shooting Battle Health Trackers (double sided)
- 4x Shooting Battle Health Tracking Tokens
- 24x Character and Reference Cards (double sided)
- 7x Treasure Hunt Emerald Shard cards
- 12x Chao Tokens
Action Race
Overview
Compete in this extreme head-to-head test of speed to prove who's the fastest! Play cards to leave your opponents in the dust! Be the first one to blaze your way to 10 points and win the race!
Set-Up
- Deal each player 2 Character Cards for Action Race. Players select a card to use as their character for the race, and flip the other one over to use as a Reference Card.
- Each player takes a set of Stage Tracker Cards. Slide your Tracker Card to keep Score!
- Shuffle the Main Deck and deal 5 cards to each player.
- For the first round, the player with the highest Speed Rank on their Character Card is the Lead Player. (Sonic has the highest Speed Rank: #1)
Gameplay
Actions
Starting with the Lead Player, then going clockwise, each player will take 1 of the following actions:
- RACE: Ready a card from their hand by placing it face down.
- SPIN: Discard all cards in their hand. They do not participate in the Race. After the Race is complete, draw 5 cards.
When all players have chosen their action: THE RACE IS ON! Players with 0 cards in their hand MUST Spin.
Race
Count down from 3, then all players participating in the Race reveal their face down card, and activate their card's Suit Effect (See Suit Effects).
If the number on your card does not match the number on any other player's card, your card Scores! You progress 1 point on the Stage Tracker Card, regardless of the number on the card.
If the number on your card matches the number on one or more other players' cards, a Homing Attack begins (See Homing Attack).
Spin
Discard any cards remaining in hand. Players cannot participate in the Race during a turn they Spin. Once the Race is over, draw 5 cards.
Suit Effects
When the players reveal a card for the Race, they get the Suit Effect of the card they revealed. Suit Effects activate BEFORE any Homing Attacks.
ONLY THE CARD REVEALED DURING THE RACE GETS A SUIT EFFECT. SUIT EFFECTS DO NOT ACTIVATE DURING A HOMING ATTACK.
- RING: Use your Ring Attack: All other players participating in the Race this turn must discard one card from their hand. Players who played an Invincible are immune to a Ring Attack and do not discard a card.
- INVINCIBLE: Protection from a Special Attack! Ignore any Ring Attacks by the other players during the Race.
- SPRING: Draw 2 cards. Players draw cards from a Spring AFTER discarding cards from Ring Attacks.
- SPEED SHOES: If a player Scores the Speed Shoes card they revealed during a Race, they may discard a card from their hand to gain an additional point.
Homing Attack
When multiple cards with the same number are revealed during a Race, all players who played a card with that number must participate in a Homing Attack! The Homing Attack begins after all players have resolved their Suit Effects.
Example (as illustrated): 1. These players all reveal a 1. A Homing Attack ensues! 2. Only this player reveals a 2. 3. They don't participate in the attack; instead they Score their card.
Starting with the Lead Player (See Lead Player) and then going clockwise, each participant in the Homing Attack must play a card with the same number that started the Homing Attack to stay in.
Example (as illustrated): 1. Players must play a card with a 1 to stay in. 2. The Lead Player plays a 1 and play passes.
Cards played during a Homing Attack do not get their Suit Effect.
If a player cannot or does not wish to play a card during their turn of the Homing Attack, they are out of that Homing Attack! They do not Score their card for the Race, and they play no more cards during that Homing Attack.
Example (as illustrated): 1. This player could not play a 1. They are out of the Homing Attack! 2. They can no longer participate in this Homing Attack, and play passes.
The Homing Attack continues until there is only 1 player remaining. When only 1 player remains in the Homing Attack, it is over! The winner Scores the card they played during the Race and gains a bonus point for each other player who participated in the Homing Attack.
Example (as illustrated): 1. After a few turns, this player cannot play and is out! 2. This player wins the Homing Attack! 3. They Score their card from the Race, and gain 2 bonus points: 1 for each player defeated in the Homing Attack!
Lead Player
During a Race, the Lead Player is the player with the most points.
During a Homing Attack, the Lead Player is the player participating in that Homing Attack with the most points.
If players are tied for the most points, they compare the Speed Rank of their Character Card. The player with the higher Speed Rank is the Lead Player.
Example (as illustrated): Sonic has the higher Speed Rank: Sonic would be the Lead Player in a tie!
Finishing the Race
When all cards for the round have been Scored, players check where they are on the Stage Tracker Card.
If the player with the highest Score has 10 or more points, AND is not tied, that player is the winner!
Otherwise, a new round begins.
If multiple players have the highest score of 10 or more points, play continues until a player has the most and is not tied.
When the deck is empty, shuffle the discard pile into a new deck.
Characters (Action Race)
- SONIC: When you Score, you may discard a card with the same number to get an extra point. "An adventure is no fun if it's too easy!"
- SHADOW: If you end a turn with no cards, draw 5 cards. "If the world chooses to become my enemy, I will fight like I always have!" This does not count as a Spin and you may Race the next turn.
- AMY ROSE: Players hit by your Ring Attack discard an additional card. "Have no fear! Amy Rose is here!"
- METAL SONIC: May use Invincible as any number during a Homing Attack. "Come. Show me what you're made of."
- BLAZE: You may play a card with any number for your first attack of a Homing Attack. "It seems you like to play with fire. Let me light up your fingers then!" Cards after the first must match the number of the Homing Attack.
- SILVER: When you use your Ring Attack, place one of the discarded cards in your hand. "Despair is a luxury we don't have." Only place cards discarded for your own Ring Attack into your hand, not cards discarded by other players' Ring Attacks.
- ESPIO: Before a Homing Attack, you may discard a card with the same number to remove yourself from the attack. "Born in the darkness to live in the darkness, that's the ninja's creed..." You leave before the Homing Attack begins. Score your card, and if multiple other players would still attack, they do so without you.
- JET: During a Homing Attack: Ring: Players in the attack discard a card. Spring: Draw a card. "Hah, you're lucky you got this far. It obviously wasn't due to your skills!"
Shooting Battle
Overview
Challenge other players and battle your way to victory! Play cards to chip away your opponents' health as you try to charge your weapon. Last player standing is the winner!
Set-Up
- Deal each player 2 Character Cards for Shooting Battle. Players select a card to use as their character for the battle, and flip the other one over to use as a Reference Card.
- Each player takes a Health Card and Health Token. Slide your Health Token to keep Score!
- For a 2 player game, use the 8 health side of the Health Card. When playing with 3 to 4 players, use the 6 health side of the Health Card. Put your Health Token on the highest number.
- Shuffle the Main Deck and deal 3 cards to each player.
- The youngest player takes the first turn.
Gameplay
Duel
Choose another player to challenge. Each players readies a card by putting it face down in front of them. When both players are ready, count down, then both players reveal their cards at the same time.
The player who reveals a higher number deals 1 damage to the other player.
If both players reveal the same number, both players deal 1 damage to each other.
When a player deals damage to an opponent in a Duel, they activate the Suit Effect of the card they revealed.
Panic Draw
Discard all cards in your hand and then draw 1 card. This action ends the turn without a Duel.
Suit Effects (Shooting Battle)
After a player deals damage during a Duel, their Suit Effect activates and they take the following action:
- SPRING: Draw 2 cards.
- SPEED SHOE: You may place a card from your hand face down in your Special Weapon slot. If you deal damage with a Speed Shoe card when your Special Weapon is already charged, you may choose to keep the old card or discard it. If discarded, you may place a new card from your hand face down.
- RING: Fire your Special Weapon! Discard your Special Weapon card and deal additional damage to your opponent equal to the number on the card. The Special Weapon does not activate its Suit Effect.
- INVINCIBLE: Protect yourself from attack! When played during a Duel, the user does not take damage in a tie. Remember: If you take no damage in a Duel, the Suit Effect of the opponent's card will not activate.
Special Weapon
If you deal damage with a Speed Shoe card, you may set 1 card from your hand aside face down. Your Special Weapon is now charged!
When you deal damage with a Ring card, reveal the Special Weapon card. Deal additional damage to your opponent equal to the number on the card, then discard it.
Do not use the Suit Effect of the Special Weapon card.
Example (as illustrated): 1. Flip the face down card to fire the Special Weapon! 2. Deal 2 extra damage!
Ending the Turn
After the Duel or Panic Draw is complete, the turn is over.
ANY player who has 0 cards at the end of a turn draws back up to 3 cards before the next turn begins. Play then passes clockwise.
When the deck is empty, shuffle the discard pile into a new deck.
Knockout
When a player's health reaches 0, that player is knocked out! A player who is knocked out discards all cards in their hand and their Special Weapon if they have one. They take no more turns.
When 1 player remains, that player is the winner!
If the last players knock each other out at the same time, it's a draw!
Characters (Shooting Battle)
- TAILS: Take no damage in a tie if you used a 2. "I'm gonna fly circles around you!"
- DR. EGGMAN: You may charge up to 2 Special Weapon cards when you activate the Suit Effect of a Speed Shoes card. "You think that pile of junk is going to stop me?!" Charging 2 cards counts as a single Special Weapon: They must both be fired or replaced at the same time.
- CHAO WALKER: Your 1 cards win against 3 cards, but they do not activate their Suit Effect against 3 cards. "Chao chao!"
- OMEGA: When you take damage, you may place a 1 card from your hand face up as your Special Weapon. "Target reconfirmed. Extermination mode initiated. Payback INEVITABLE." Suit Effects happen AFTER damage. Do this ability before any Suit Effects activate.
- ORBOT / CUBOT: You may Duel twice on your turn. "Way to pay attention pal!" "Thank you buddy!" You may only challenge a player to a Duel if they have at least 1 card in hand.
- CREAM / CHEESE: At the start of your turn, instead of drawing a card, draw 2 cards and discard 1 of them. "Cheaters never prosper!"
- CHARMY: When you take damage, you may discard a card then draw another one. "Yeah, time to rock and roll!" Suit Effects happen AFTER damage. Do this ability before any Suit Effects activate.
- WAVE: When you challenge someone to a Duel on your turn, you may peek at their card before choosing your card. "Don't expect to catch up to my level of expertise."
Treasure Hunt
Overview
The Master Emerald has been shattered, and it's up to you to find the pieces! Use your Radar to locate shards and be the first to collect 2 to win the the competition!
Set-Up
- Deal each player 2 Character Cards for Treasure Hunt. Players select a card to use as their character for the hunt, and flip the other one over to use as a Reference Card.
- Shuffle the Main Deck and deal 3 cards to each player.
- Shuffle the Emerald Shard deck and reveal 3 cards.
- The last person to lose something takes the first turn.
Gameplay
Dig
Players start their turn by discarding as many cards from their hand as they want. They may also discard none.
Then if they have fewer than 3 cards, they draw until they have exactly 3 cards. Then players begin their Search.
Search
Players must play 1 card on their turn onto their own Radar. The Radar is the play area in front of the player, consisting of 3 Piles. At the start of the game, these Piles are empty. Players may play a card onto the Radar in 1 of 3 ways:
- Play a card onto an empty Pile - A player may only have one Pile for each Suit.
- Play a card onto a Pile with cards of the same Suit.
- Replace a Pile - Discard all cards in the Pile, and play a card onto it with a different Suit.
Emerald Shards
Players are hunting Emerald Shards. To claim them, they must play cards to their Radar to match the numbers on the Emerald Shard. The order of the numbers does not matter.
When a player has a Pile in their Radar that contains all the numbers for that Emerald Shard, they may claim that Emerald Shard at the end of their turn. Only 1 Emerald Shard can be claimed per turn.
An Emerald Shard cannot be discarded by a Ring card.
To claim an Emerald Shard, discard ALL cards in the Pile being used to claim it, and place the Emerald Shard there.
Cards cannot be played onto a Radar Pile with an Emerald Shard.
Suit Effects (Treasure Hunt)
When a card is played to a player's Radar during a Search, they take the following action:
- SPRING: Reveal the top card of the deck. Place it in a Pile with the same Suit or discard it. The card cannot start or replace a Pile. Do not activate its Suit Effect.
- SPEED SHOES: May play a non-Speed Shoes card from your hand, and activate its Suit Effect.
- RING: Discard any non-Invincible card in another player's Radar.
- INVINCIBLE: Other players cannot discard these cards from your Radar using a Ring.
Ending the Turn
After a player has played a card onto their Radar and used that card's Suit Effect, they check if they can claim an Emerald Shard. Their turn is then over, and play passes clockwise.
When the deck is empty, shuffle the discard pile into a new deck.
Ending the Hunt
When a player claims their second Emerald Shard, that player is the winner!
Characters (Treasure Hunt)
- KNUCKLES: If you play a Spring, reveal 3 cards instead of 1. You may place a card onto a Pile of the same Suit, then discard any that remain. "I will protect the Master Emerald!" When a card is placed, it does not activate its Suit Effect.
- ROUGE: If the first card you play for your turn is a Ring, you may use the Suit Effect of the card you discard with it. "All the world's jewels will be mine."
- TIKAL: You may discard an Invincible from your hand to ignore a Ring attack against you. "Don't be afraid. You're safe with me." If an attack is ignored, the attacking player doesn't get any other effects of that attack (such as Rouge or Storm's ability).
- CHAOS: If the first card you play for your turn is an Invincible, reveal the top card of the deck. Use its Suit Effect, then discard it. "It's Chaos! The God of Destruction!"
- BIG: After you Dig, take a card from an opponent's hand. You may place that card onto a Pile with the same Suit or discard it. "Hold on Froggy, I'm coming!" When a card is placed it does not activate its Suit Effect.
- MARINE: If you play a Spring, reveal and discard cards until a card is revealed that can be placed in a Pile. "Let's show these tin-plated pirates not to mess with the great Captain Marine!" When a card is placed it does not activate its Suit Effect.
- VECTOR: You have 4 Piles in your Radar instead of 3. Your Piles that have 1 card cannot be discarded by a Ring. "Looks like it's time to earn our pay, boys!"
- STORM: When you discard a card with a Ring, that player must also put a card from their Radar back into their hand. "I hope you're ready for this!" The player whose card was discarded chooses which card to put in their hand. Invincible is not immune to Storm's ability.
Team Battle
Gather a team for a multi-game marathon. Play through the different Game Modes until a player has enough Chao Tokens to win!
The Game Modes are:
- Action Race (see Action Race)
- Shooting Battle (see Shooting Battle)
- Treasure Hunt (see Treasure Hunt)
- Deal each player 2 Character Cards for each Game Mode. Players select 1 to use as their character from each Game Mode to add to their team, and flip the other 1 over to use as a Reference Card.
- Select the first Game Mode at Random: Shuffle the deck and reveal the top card. The number on the card decides the game to play:
- 1 - Action Race
- 2 - Shooting Battle
- 3 - Treasure Hunt
- When a player wins a game, they receive a Chao Token!
- The winner must select a different Game Mode for the next game. They may also choose to select a Game Mode at Random.
- When a player gets 3 Chao Tokens they win!
When the deck is empty, shuffle the discard pile into a new deck.
All Random
Players may agree before the game begins to select each Game Mode at random instead of having the winner pick the next game mode.