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RULEBOOK

VER .999
I magine a game that lets you decide Who would win? Play Fight Klub TCG and bring
your favorite heroes and villains into a battle for domination. Pit your favorite character
against any other character, be it hero or villain, and play out what youll never see in any
movie! You decide, because its your game!

Victory condition
Your goal is to inflict enough damage on the opponents hero or villain and win before your hero or villain takes too
much damage and is defeated.

One The foundation of Fight Klub TCG


Your first purchase of Fight Klub should be from the foundation set One. A Kilo of One is a complete experience: It
contains one of every card in the One set, and it also contains all of the cards to build two prebuilt decks for your first
gameplay experience. Obviously, once you get the feel of how the game plays, youll want to consider your own
customization with other cards. But for now, you can play a complete game right out of the box. In fact, by having all
of the cards from the first set, you will easily be able to decide which cards you will want extras of to improve your
decks!

Your Kilo of One contains:


A complete set of cards from One (101-card set)
20 additional cards, used for the prebuilt decks
21 energy tokens (7 blue, 7 green, and 7 yellow)

Your Kilo is also a storage box once you have your


decks built. It will hold two decks as well as your
energy tokens everything you need to play
Fight Klub TCG!

Your deck
. Each player plays 1 hero or 1 villain. Games can be
played with any combination of characters - hero vs. villain,
hero vs. hero, or villain vs. villain.
A deck consists of 40 cards 1 character (hero or villain), 12 fight cards in a fight stack, 26 cards in a draw stack, and
finally, The Drop. The draw stack can contain conditions, effects, gear, and instants (no characters or fight cards). The
Drop will begin the game already on the table. Your fight stack must contain exactly 12 fight cards. No other card type
may be placed in your fight stack.
Each player must have as a part of their deck one copy of The Drop card (included in One, the foundation set). The Drop
is assigned randomly to start the game. The player who has The Drop decides the order of actions for each phase within a
turn. At the end of each turn, control of The Drop changes to the opponent. This continues each turn until the game ends.
All cards in a deck must be of the same affiliation (hero or villain), and as such must have the same card back.
Most fight cards in Fight Klub TCG are global fight cards, and can be used in any fight stack (given the same card back).
However, certain fight cards in Fight Klub are designated as signature fight cards. These cards have an icon with the likeness
of a specific hero or villain, and can only be used in fight stacks that feature that particular character. Signature cards may also
be of any other card type except characters.
There is a 3-card limit for each individual common or uncommon card in a stack. There is also a 1-card limit for each
individual rare card in a stack. Finally, there is a 3-card limit for ANY gold icon fight card in a fight stack.
If a player does not have enough cards in his or her draw stack to complete a game action, he or she must continue until the
stack is empty, and then shuffle the discard stack into a new draw stack in order to complete the action.

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Card Types
There are five card types in the Fight Klub TCG characters, effects, fight cards, support cards, and universal cards.

Center skirmish bonus


Characters This card type
consists of hero cards and villain cards.
Each character is placed on the table

Brutality
in front of its owner at the start of the Latent energy
game. It has an energy allocation that
is awarded at the start of the game, and
then also and the start of each turn,
called First Setup. Each character card Life, hand, and hold
may also have latent energy printed
values

Hatred
along its right side. This energy can
be used to pay spotting requirements
of other cards and abilities during the
game. It cannot however, be burned
to pay the energy cost of a card or to Jason Voorhees
TM & DECIPHER. FRIDAY THE 13th: TM & NLP, Inc. (s09)

8 LIFE 5 HAND 0 HOLD

Intimidation
resolve any penalties that require energy
to be burned.
First Setup: Add . First setup energy
Enhance (burn ): Swap an unresolved fight card
with top card of fight stack.

Friday the 13th J 1-R-64

Your character starts with a life value, a hand value, and a hold value. The life value is the amount of damage that it
takes to defeat your hero or villain. The hand value is the number of cards that you MUST draw up to at the start of the
game and (in general) at the end of each turn. Finally, the hold value is the number of cards that you MAY hold before
drawing back up to your hand value (you may hold from zero up to the hold value).
A Character card has one or more icons at its top-center. These icons represent a bonus for the character when using a
specific type of fight card. If the color of the icon on a character matches the color on the center skirmish tab of the
current fight card, the character gets a bonus in that skirmish. Each icon present on a character card represents a +1
bonus for that character, but ONLY if the color of the icon matches the color of the center skirmish tab on that fight
card.

Fight cards - Fight cards represent the core of 3 skirmishes per fight
gameplay for Fight Klub, and as such have their own
card
stack. Each deck will have a separate 12-card fight
stack. During a game, players will reveal fight cards
from the fight stack, resolve those fights, and score 4
Spiritual 4 4
Physical
1 Result tab
M
damage. When a fight is resolved, the winning fight
ental
Add

card is scored (placed) in that players damage stack.


If a fight card scores with a double damage bonus
(there are other cards that can make this happen), the
fight card is rotated at a 90 angle in the damage stack
to indicate that its number of damage markers is
doubled. A fight card that has been rotated to display
its double damage bonus cannot then be awarded Damage marker
TM & Decipher Inc.

any further bonuses to damage. The losing fight card


becomes exhausted and is placed face down beneath M-1
J 1-U-39

its owners fight stack unless it has become a raise the


stakes card, in which case it is placed face down next
to the damage stack.
2
Power cards Power cards are fight cards that have 3 skirmish tabs across the top of the card. There are four specific
types of skirmishes, labeled as: Fate, Mental, Physical, and Spiritual. Each skirmish type can interact with other cards in
the game and receive specific bonuses from them. An example of this would be the center skirmish bonus on a character
card. The 3 skirmish tabs on a power card will align with the 3 skirmish tabs on the opponents opposing power card.
Each set of opposing skirmish tabs is defined as a skirmish. The winner of each skirmish is determined by comparing
each players skirmish total for that skirmish. The player who wins the most skirmishes wins the fight and scores his or
her fight card.

Clash cards Some fight cards do not use skirmish tabs. Instead, they use gametext
to determine that fights winner - called clash gametext. Whenever a clash card is 4
Spiritual 4
M ental
X
F ate
1

paired against a fight card that uses skirmish tabs, the clash gametext is always used Draw 1

to determine the winner for that fight. If both players fight cards are using clash X = cards in hand.
Enhance (discard 1): Rotate this card.

gametext, the player with The Drop determines which clash gametext is used.

Rotatable fight cards Some fight cards may have both skirmish tabs and/or clash
gametext. These cards have the ability to rotate during a fight (based on costs printed
within the cards gametexts). Most rotatable cards in the game have the gold fight
card icon.

TM & DECIPHER INC.


when this card is rotated.

Gold fight card icon Instead of having the standard fight card icon in the top left If you have The Drop, you may draw 1
wins this fight.
M-2
of its card form, this card types icon will be a gold version of the fight card icon. This
The player with the most cards in hand
J 1-U-40

icon indicates a limit of 3 gold icon fight cards in that cards fight stack.

Support cards There are 4 card types that can go into a draw stack: conditions, gear,instants, and lastly, effects.
All four types are similar in that they are drawn from the draw stack and are played from hand. Most of the time you
will burn energy to play these cards. Conditions and gear are played to the support area (the area next to and below a
character card), while instants and effects are played from hand, resolved, then placed in the discard stack. Effect cards
have their own card type, and will be described next.

Paying for cards Each condition, effect, gear, and instant typically has an associated cost (or activation cost). Unless
otherwise noted, that cost is met by simply removing (burning) the corresponding number and color of energy tokens
from the energy pool. At that point, the card is played. If a card has a generic cost (grey circle with a black number in
the center), any type of energy token may be used to satisfy that part of the cards cost. However, each token may only
be counted once. To play a card that costs 1 blue energy and 1 generic energy, a player would need to remove 1 blue
Energy token, and one additional token of any energy color.
Let the Games Begin

Condition Conditions represent the specific environments or states of being for


each of the heroes and villains. This card type is played to the support area as a setup
action. Conditions often have game text that can be used and reused over the course of a
game as a phase action (like setup, enhance, score, or cooldown). Conditions will remain Condition

in play until destroyed or until the game ends. When you see Jigsaws puppet, its too late. Youre already
playing his game.
Enhance: You are grisly +2.
Cooldown: allows you to score this card. OR
TM & Decipher. LGF.

destroys top card of draw stack until support


card is destroyed in this way. If destroys top card of
draw stack in this way, destroy this card.

Saw II
J 1-U-82

3
2 1

Gear Gear cards represent all of the material that heroes and villains will use in
a fight. This card type is played to the support area as a setup action. During a fight,
gear may be activated as an enhance action by paying its activation cost (if any) and
meeting any additional costs (such as spotting costs). The game text will tell you
when and how this card is to be destroyed or if it can be returned to the support area
Buffalo Bills Gun to be used again.
Gear Weapon
TM & Decipher. TM & 1991 Orion. 2008 MGM.

Enhance: Activate this card. Destroy this card when


fight resolves.
What is the first and principle thing he does? What needs
does he serve by killing? Hannibal Lecter

The Silence of the Lambs


J 1-C-54

Mission Accomplished

Instant Instants represent significant changes and twists of fate for the heroes
and villains in Fight Klub. This card type is played from hand during a specific phase
of a turn (setup, enhance, score, and cooldown). Each instant will have a keyword
which indicates the phase in which it may be played. When an instants cost is paid
and it is played, it has its effect and then is discarded. Instant Score
*Spot a condition.
Examples Instant Setup, Instant Enhance, Instant Score, and Instant Cooldown. If you won this fight and does not have a condition

TM & Decipher Inc. StudioCanal S.A.


or a gear in play, your fight card scores double damage.
OR destroys a support card.
Murdock, Im comin to get you. John Rambo

Rambo
J 1-C-34

Effects Effects are the difference-makers for heroes and villains. They are all of the unexpected moves and special
tricks that cannot be accounted for by an opponent. This card type is played during the enhance step of a fight, most
frequently to boost individual skirmish totals. Effects are placed on top of their owners current fight card so that its
3 tabs align with the 3 tabs on the fight card. Those numbers are then added to or subtracted from (depending on the
chosen Effect) that fight cards individual skirmish totals. After the score step of a fight is complete, effect cards and
gear cards that were played in that fight are discarded or returned to the support area.

Effects may NOT be played during a fight that is utilizing clash gametext. Other enhance actions may be taken if
applicable, but you may not play an effect as your enhance action while resolving clash gametext, even if your fight
card is a power card.
1 1
The White Man is Cool!
Crank

Effect
*Spot a support card.
Easy! Easy! Easy! Orlando
J 1-U-25

TM & Decipher. LGF.

4
Universal cards Universal cards area special, global card type that are reserved for special cards in Fight
Klub TCG, such as The Drop. Each universal card has a split back design (both hero card back and villain card back)
and can be used in both hero decks and villain decks. A Universal card counts toward your deck total (40 cards), but it
begins the game on the table, and so will not disrupt the card backs in the draw stack.

Hero card back Villain card back Universal card back

Card Type Icons


The following is a list of the various card type icons found in Fight Klub TCG, by category. Icons generally have a
hero version and a villain version:

, , Center skirmish bonus icons , Gold fight card icons

, Character icons , Gear icons

, Condition icons , Instant icons

, Effect icon Universal icon

, Fight card icon


Getting Started
1. Each player reveals his or her character and places it on the table.
2. Each player shuffles his or her draw stack and fight stack. The opponent can then choose to cut each stack.
3. Determine randomly which player starts the first turn with The Drop. That player turns his or her copy of The Drop
face-up to indicate that they have priority for the current turn.
4. Each player draws to the hand value displayed on his or her hero or villain.
5. Each player adds to their energy pool the first setup energy that is printed on their character. Each player should
have available a quantity of colored energy tokens (blue, green, and yellow) for this purpose. Note that at the start of
each players turn, he or she will add that amount of energy again.
Example First Setup: Add .
Turn Order
1. Setup Phase
The Setup phase is easy as 1-2-3. Both players will take the following actions during the setup phase.
Do this once first setup action (add starting energy tokens).
Do this twice Play one condition OR play one gear OR play one Instant Setup OR play one setup action.
Do this three times Take the top card from the fight stack and place it face down in front of the character.

5
The player with The Drop will decide who plays their setup actions first. That player plays both of his or her setup
actions consecutively. The remaining player will then play his or her setup actions. Finally, the player with The Drop
will take the top three cards from his or her fight stack (without looking at or revealing them) and place them face
down in front of his or her character from left to right. Then the opponent does the same, placing his or her fight cards
face down directly opposite and in the same order as the first players fight cards. When both players have set out three
fight cards, they simultaneously reveal the opposing cards for each fight. Each fight card in a fight must orient with its
fight card icon closest to the opponents fight card.

2. Fight phase
Each of the three fight card pairings constitutes a fight. The fight phase follows these steps:
1st Fight:
Enhance step - Play one effect OR one Instant Enhance OR play one enhance action.
Fight step - Skirmish resolutions and/or clash gametext resolutions. Resolve the current fight.
Score step - Play one Instant Score OR play one score action. Then score winning fight card and raise the stakes cards.
2nd Fight:
Same as first fight.
3rd Fight:
Same as first fight.

The player with The Drop decides which of the three fights to resolve first. Once decided, that fight is the current
fight. Any remaining fights are unresolved fights. Each player is allowed one enhance action (order for play is
determined by The Drop) for the current fight. A player must complete all enhance actions before the opponent can
play his or her enhance actions. Each skirmish for the current fight is then resolved (determined by The Drop). If any
skirmish has a result tab, then any bonus or action associated with that result tab is resolved upon winning that indi-
vidual skirmish. The player who wins the most skirmishes during a fight is the winner of the fight.

Score step After each fight is resolved, there is a score step. Each player (determined by The Drop) may play one
score action. This may be the play of an Instant Score, or an action on a card already in play. Score actions can affect
cards in the current fight, or even unresolved fight cards depending on the result of the current fight.
When score actions are completed, the winner of the fight scores his or her fight card by placing it face up in the damage
stack (off to the side) so that the damage markers on the bottom of all scored fight cards are visible to all players. The
losers fight card is exhausted and placed face down underneath that players fight stack and any effects (or other cards,
such as gear) that say they are to be discarded or destroyed after that fight are discarded as well (although most gear are
returned to the support area after a fight.) For the remaining fights, the process is identical to the first fight. For each fight
card that is scored and moved to the damage stack, damage is accrued against the opponents character and any energy
token rewards are added to the energy pool. (Signature fight cards have a 1 energy token reward.)
Damage that is inflicted by a scored fight card is counted with existing damage in that players damage stack. If the
damage equals or exceeds the opponents characters life value, the game ends with the scoring player as the winner..

Raise the stakes Occasionally, a fight will end in a tie (both players scored a skirmish and had one tie, or one
of the skirmishes was nullified, or all 3 skirmishes were ties). In this situation, both fight cards are placed face down
next to their corresponding players damage stack. All other cards that were played during that fight are discarded or
returned to the support area as normal. The next player to score a fight will also score his or her raise the stakes fight
card(s). Those cards are placed face up on the owners damage stack. The losing players fight card(s) are exhausted
and placed face down underneath his or her fight stack. When raise the stakes fight cards are scored, they DO NOT
gain any related rewards that would normally be given (like the energy token reward on signature fight cards).
Unscored raise the stakes cards remain for the next turns fight phase.

Unopposed fight cards It is possible for a fight phase to present a player with unopposed fight cards. If such
a scenario occurs, any unopposed fight cards are resolved and scored first, before any fight pairings are resolved. All
result tabs for skirmishes on the unopposed fight card should also be resolved before it is scored. After each
unoppossed fight card is scored, a score step will take place as normal before proceeding to the next unopposed or
opposed fight card.

6
3. Cooldown Phase
The cooldown phase contains end-of-turn mechanics as follows:
Play one Instant Cooldown OR play one cooldown action.
Even-up Discard down to equal or less than the hold value, then draw up to the hand value.
Exchange The Drop.
In this phase, the player with The Drop determines who will take their cooldown action first.

Even-up When both players cooldown actions are completed, the player with The Drop determines who will even-up
first. That player MUST discard down to equal or less than the hold total, then draw up to the hand total. The remaining
player does the same. Finally, The Drop changes hands. This signals the end of the turn.
Finally, the player with The Drop gives control of The Drop to the opponent, and the turn ends.

Glossary
This icon means Opponent or Opponents. It is used when referencing a game function that the opponent
must (in most cases) play. Not only would you see it used in front of a game term as an effect of some other ability,
but alsooccasionally as a cost. Discards 1 means that opponent must discard 1 card.
The default rule is that gametext refers to YOU and YOURS unless otherwise indicated. Destroy 2 conditions means
destroy 2 of YOUR conditions. destroys 2 conditions means that THE OPPONENT destroys 2 of his or her
conditions. Cards that require a selection means the owner of the item in question decides, unless otherwise indicated.
destroys 1 condition means THE OPPONENT gets to decide which condition gets destroyed if the opponent has
more than 1 condition in play. destroys 1 condition your choice means YOU get to choose which condition the
opponent must destroy.
Activate This term describes the action that is taken when a gear is used during a fight. A player will activate his or
her gear (as an enhance action) and align that gears skirmish tabs with the tabs of the current fight card.
Add This means to add energy tokens to the energy pool. Typically, you will see it used as Add .
Burn This means to remove energy token(s) from the energy pool. Typically, you will see it used as Burn .
Card back When playing a hero character, only cards with the hero card back may be used. When playing a villain
character, only cards with the villain card back may be used.
Card limit There is a 3-card limit for each individual common or uncommon card in a deck, there is a 1-card limit
for each individual rare card in a deck, and there is also a 3-card limit for ANY gold icon fight cards in a fight stack.
Center skirmish Often referenced with respect to the center skirmish bonus (found on each characters card at its top
center. The center skirmish of a fight card is also enhanced by center skirmish bonuses from various support cards.
Clash gametext This is gametext that is found on either a clash or rotatable fight card. Specifically, this refers to the
gametext on a fight card that uses only gamext to determine its winner.
Cost When playing cards with costs, an energy token(s) (of a specific type) must be either spotted or burned. If the
cost contains a number within a grey circle, any type of energy token can be used to satisfy that cost, but each token
may only be counted once (not once for the specific energy cost AND once for the generic cost). It is possible that a
card has special italicized gametext, which comes before all other game functions on a card. This special gametext
indicates an addtional cost that must be paid before the card itself can be used.
Current This term references the fight that the player with The Drop has determined to be the next fight to resolve.
Choosing the current fight can only happen either at the start of the Fight phase, or after the previous fight card has
been scored.
Damage marker This term references the blood drop(s) found at the bottom left of a fight card or support card.

7
Damage stack Each player will accumulate a damage stack over the course of a game. Each time a player scores a
fight card or a support card with damage markers on it, he or she will place that card face up in the damage stack, with
the damage marker showing toward the opponent. Subsequent scored cards will stack on top of existing scored cards.
Deck Each deck must contain 1 character, 12 fight cards, and 26 draw stack cards, and The Drop.
Destroy This means to remove a card(s) from play (yours or opponents) and place it in the discard stack. You may
see it used as Destroy 1 condition.
Discard This means to remove a card(s) from hand and place it in the discard stack. You may see it used as Discard 1.
Discard stack All cards that are discarded during a game go here. All cards in a discard stack are face up. Cards in
the discard stack must maintain their order until another card allows for the stack to be shuffled.
Double damage This term references a fight card that is scored and placed into the damage stack at a 90 angle from
the rest of the cards in that damage stack, indicating that its damage markers are doubled. Most often, another card
will cause a fight card to be scored with double damage.
Draw stack This stack contains all of the cards that you draw into your hand over the course of a game, either during
a turn or as the even-up at the end of a turn.
Even-up This game action occurs at the end of the cooldown phase. The player with The Drop decides which player
will Even-up first. That player MUST discard down to equal or less than their Hold total for that turn, then draw up to
that characters Hand total for that turn. The remaining player does the same. This action is the last action to take place
in a turn, just before The Drop is transferred.
Exhaust This term references a fight card that has lost a fight or has been removed from the current turns fights by
some other means. An exhausted fight cards is placed face down beneath its owners fight stack.
Fight card icon This icon is most often referenced when revealing fight cards during the end of the setup phase.
Fight card icons must always orient to be closest to the opponents fight card in a fight pairing.
Fight stack This stack of cards contains fight cards. No other card type can be in a fight stack.
First setup This action takes place at the start of the game and each turn before setup actions are played. All of a
characters energy awarded for the first setup must be added to the energy pool.
Global fight cards A group of fight cards that can be used in any fight stack within an affiliation.
Gold icon Each player may have only 3 of ANY gold icon fight cards in the fight stack.
Hand The hand total, which includes all bonuses or penalties from the turn, is the number of cards that MUST be
drawn to at the end of a turn.
Hold The hold total, which includes all bonuses or penalties from the turn, is the number of cards that can be held (in
some cases a player will hold fewer cards than the hold total) at the end of each turn before drawing to the hand total.
Latent energy This type of energy can be found on character cards (along the right side). It can be spotted to pay
spotting costs for other cards, but it cannot be burned like energy tokens.
Life Each character has a life value printed on its card, indicating the amount of damage required to defeat that character.
The life total is a cumulative amount, based on the number of damage markers scored against a given character, as well as
any bonuses a character may have to the life value.
Pass This term is a declaration made by a player when he or she chooses to give up the ability to play an action
during a phase of a game. When a player has priority for a particluar phase action, he or she may simply say pass.
A pass takes the place of an action or series of actions and will either give priority to the opponent for that phase, or
end the phase if the pass takes place as the last actions of the phase.
Power card This card type is a fight card that uses skirmishes to determine its winner. Power cards have 3 skirmish tabs
across the top of the card that are matched with the skirmish tabs on the opposing fight card. These three skirmishes, once
resolved, determine the winner of the fight.

8
Result tab terms
ADD X Add x energy tokens to the energy pool. adds X indicates that the opponent would add X energy tokens
to his or her energy pool.
BURN X Often seen on skirmish result tabs as burns X. This means the opponent must (without benefit or use)
remove X energy tokens from his or her energy pool. Unless specified, it can be of any type.
DESTROY X Remove X cards of a specific type from play and place them in the discard stack. destroys X means
the opponent must remove X cards of a specific type from play and place them in the discard stack.
DISCARD X Discard X cards from hand. discards X means the opponent discards X cards from hand. Unless
otherwise noted, the choice for which cards are to be discarded lies with the player who must make the discard.
DRAW X Draw X cards from the draw stack. draws X means the opponent draws X cards from the draw stack.

Retrieve To recover a card from the discard stack and place it according to the instructions for the retrieve action.
Rotate This term is used to indicate a card that has been turned from its normal position on the table to indicate that
it is in a unique state.
Rotatable fight card This term references a fight card that has both skirmish tabs AND clash gametext. Rotatable cards
will always have an indication about how and when the card can be rotated to use the rotated ends skirmish tabs or
gametext.
Score This term refers to either a step within the fight phase the score step, or the act of moving a winning fight
card or a support card with damage markers to the damage stack.
Signature card Each character in the Fight Klub TCG has a suite of signature cards that can only be used in a deck
with that character. The signature cards have an icon next to the card title bar with an image that is the likeness of that
character. A signature card can be a fight card, an effect, or any support card.
Skirmish A skirmish is the pairing of two opposing skirmish tabs in a fight.
Spot This term requires that a player actually see the required cards or tokens in play on his or her side of the table
(unless otherwise specified). Energy thus spotted is not burned, and can be in the form of energy tokens, latent energy,
or a combination of both. (Each individual element can only be counted once for a given action.)
The Drop This game element is a card (provided in One) that represents priority for choosing the order of actions in a
turn. At the end of each turn, The Drop is passed to the opponent (or passed clockwise in a multiplayer game). This card
is areminder to all players for who has priority on any given turn. Each player is required to have one copy of The Drop
in his or her deck.
Total This term refers to the cumulative state of a particular game element (or value). For example, a player will
check the life total of his or her character several times during a game when fight cards are scored.
Turn A turn is a series of phases comprised of alternating actions from all players in a game, starting with the first
setup action and ending with the transfer of The Drop. The phases of a turn are the Setup phase, the Fight phase, and
the Cooldown phase.
Unresolved When the player with The Drop chooses the next fight to be resolved, all remaining fights are then considered
to be unresolved fights. In addition, any face up fight card in play that is not part of the current fight is also considered to be
an unresolved fight card.
Value This term refers to the value of some game element as printed on the card in question. A typical use of this
term would be in the phrase - The player whose character has the higher Life value...

, TM, and Decipher Inc. legal notices at decipher.com/legal.

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