The Massive-Verse Fighting Card Game
The Massive-Verse Fighting Card Game Rulebook
Table of Contents
Table of Contents
Card Anatomy
Paragon Card
- Paragon Name
- Summary — An overview of the Paragon's playstyle.
- Affinity
- Complexity — Rated 1 to 3. Not a power level.
Ability Card
- Ability Type
- Damage Value
- Ability Name
- Effect Text — Special effects of this card.
- Symbol Ability — Special ability based on the card's symbol.
Game Formats
Standard
Play with 1 Paragon each in a single game or best of 3.
Legacy
Play with 3 Paragons and inherit abilities from defeated characters!
Conquest
Play with 3 Paragons and try to win a game with each!
Other Modes
Visit the Master Rulebook at pocketparagons.com/howtoplay for brand new game modes!
Setup
- Both players pick a Paragon and their cards from the box.
- Place your Paragon card and Ultimates on the table in front of you, and the rest of your Abilities in your hand.
- Set your HP to 10 and your energy to 0.
- Reduce your enemy to 0 HP or EXECUTE them to win!
How to Play
1) Selection Phase
Both players secretly select one ability from their hand to play this round, placing them face-down on the table in front of them. Once both players have selected their ability, turn both cards face up and proceed to the Resolution Phase.
2) Resolution Phase
First, check for COUNTERS. Some card types counter other types of cards, so check your ability's special feature text! If it counters an ability type that matches the ability type symbol on your opponent's card, your opponent READIES their card without resolving the ability text and you gain 1 energy.
Example: Cosmic Strike is a Strength ability and counters Agility abilities. Teleport Slash goes back to the player's hand and does not deal damage or resolve its effects. Cosmic Strike resolves as normal, and its player gains 1 energy.
Then, each ability still in play deals damage to their opponent equal to the number in its top left-hand corner. Next, resolve any other ability text on the cards. At the end of the round, EXHAUST any abilities that are still in play. EXHAUSTED abilities cannot be played until they are READIED again.
3) New Round
Repeat steps 1 & 2 until one player is at 0 HP or EXECUTED.
Executions
If you play your Weapon card in the same round your opponent plays their Rest card, you defeat your opponent, winning the duel instantly!
Breaking Ties
In the event that both characters have 0 or less HP at the end of a round, the player with the lowest HP loses. If HP is tied, continue to play until HP is no longer tied at the end of a round.
Energy
Each time you Rest in a round or counter an enemy ability, you gain 1 energy (up to a maximum of 5). Some Paragons may also have different ways of collecting energy.
Ultimates and Passives
Each Paragon has one or more abilities, which use energy.
Passives
Passives stay next to your Paragon card on the table, with their effects becoming active once you reach an amount of energy. Once a Passive is active, it remains in effect for the remainder of the duel. Some Passives have an energy requirement of 0, meaning they are always active.
Ability Ultimates
Ability Ultimates start the duel STORED and unavailable to use. When you reach a certain amount of energy (listed on the card), the card becomes READIED. Once you play an Ability Ultimate, follow the card's ability text - some Ability Ultimates are BANISHED, EXHAUSTED, or STORED. Whenever you STORE an Ability Ultimate, set your energy back to 0.
Legacy Mode
In Legacy Mode, defeat all three of your enemy's Paragons to win! When a Paragon is defeated, choose which of your remaining Paragons to send into the next game and complete an Ability Inheritance. The next Paragon begins a fresh game with full HP and 0 energy. If your third Paragon is defeated, you lose! You can only have one copy of a Paragon on your team.
Ability Inheritance
When one of your Paragons is defeated, you may pass one of their abilities on to your next Paragon. This ability replaces an ability of the matching symbol from the next Paragon's deck. If you do pass an ability, you can't pass an ability that has the no-inheritance symbol, and you can't replace an ability that has that symbol. The ability you pass is decided in secret. For your third Paragon, you may choose to pass the ability that was passed from your first Paragon and also pass an additional ability from your second Paragon.
Conquest Mode
In Conquest Mode, win one game with each of your three Paragons to win the match! When a player wins a game, that winning Paragon cannot be used for the remainder of the match. The losing player can keep the same Paragon or switch to a different one of their choice. Both players make their next Paragon choice in secret and reveal simultaneously.
Choosing Your Team
In Legacy and Conquest Mode, both players choose a team of 3 Paragons to play in succession. Each player sees the other player's team before secretly choosing which Paragon to play first, then their choices are revealed simultaneously.
Glossary
AFFINITY — A Paragon's affinity relates to their strongest or most important ability type. Some abilities have different effects depending on their opponent's affinity.
BANISHED — Banished abilities are set aside for the rest of the duel. They cannot re-enter the duel in any way.
BOOST — Some Abilities have BOOST effects, which can be activated under certain conditions. Ignore BOOST effects until they are activated.
COUNTERED — When an ability is countered, ready the countered ability, ignore its damage and ability text, and gain 1 energy.
DEFEND — Defend blocks all damage to your Paragon in the round you play it. It does not prevent the effects of ability text.
ENERGY — Countering an ability and playing your Rest card both give you 1 energy. You can have a maximum of 5 energy.
EXECUTE — If you play an ability that executes another type of ability, you instantly win the duel regardless of your opponent's HP.
EXHAUSTED — Exhausted cards are discarded, and cannot be played. If an effect tells you to exhaust a card, move the card from your hand to your discard pile. Exhausted cards are face-up and public information.
HIT — Some cards have ability text that triggers on a HIT. A card is considered to have HIT if it deals at least 1 point of damage to the opponent.
READIED — Readied cards are cards that are in your hand, ready to be played. At the start of the duel, most of your abilities are readied. If an effect tells you to ready a card, place it in your hand.
STORED — Ability Ultimates begin the duel stored, and are readied or become active once you have sufficient energy. When your Ability Ultimate becomes stored again (usually because it has been played), reduce your energy to 0.
Ability Types
- Strength
- Intelligence
- Agility
- Weapon
- Ultimate
- Passive
- Defend
- Rest
Ability Counters
Strength counters Agility. Agility counters Intelligence. Intelligence counters Strength.
Credits
For Pocket Paragons
Producer: Chris Solis Game Design: Brian McKay Developer: Kroze Kresky Lead Playtester: Nick Rosener Icon & Logo Designer: Fábio Fontes Licensing: Kroze Kresky Marketing: Chris Solis Proofing: Breeze Grigas
Playtesters: Andrew Advincula, Phil Amylon, John Brieger, Rose Castro, Michael Dunsmore, Antonio Gil, Breeze Grigas, Lim Gutlay, Emily Hancock, Erin Hatch, Alex Hurley, Jaryd Hutchins, Nicholas Jackson, Jordan M.A. Johnson, Carla Kopp, Austin Kruckmeyer, Emma Larkins, Charlie McCarron, Michael Mihealsick, Kimmy O'Connell, Ryan Richford, James Rodriguez, Ken Rosener, Jessica Solis, Ashley Tinoco, Angela Zee
For the Massive-Verse
Producer & Graphic Designer: Michael Busuttil Massive-Verse Creators: Abel, French Carlomagno, Marcelo Costa, Erica D'Urso, Melissa Flores, Mat Groom, Kyle Higgins, Igor Monti, Ryan Parrott Box & Character Artist: Dan Mora Card Artists: Abel, Raúl Angulo, French Carlomagno, Zé Carlos, Marcelo Costa, Erica D'Urso, Mattia Iacono, Triona Farrell, Eduardo Ferigato, Chris O'Halloran, Natalia Marques, Igor Monti, Simone Ragazzoni, Marco Renna