Sailor Moon CCG Rules, V2

(C) 2001 Noako Takeuchi / Kodansha, Toei Animation, All rights reserved.

Licensed by DIC Entertainment, L. P. and Cloverway International, L. P.

Produced by Dart Flipcards

Game Design by Guardians of Order, Inc.

(Copied to .txt format by Tuxedo Rainbow)

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Welcome to the World of Sailor Moon

During the Silver Millennium one thousand years ago, the universe was in a state of total peace. It was ruled by Queen Serenity who lived in a great palace located at the heart of the Moon Kingdom.

Unfortunately, that peace was not to endure forever. The Negaverse -- a place of hatred, deceit, cruelty, and evil -- was the direct opposite of the Moon Kingdom. The Negaverse was ruled by an evil and vicious being named Queen Beryl. With the help of the powerful Negaforce and the vast armies of the Negaverse, the Queen planned to conquer the entire universe... starting with Earth and the Moon Kingdom.

During a lunar eclipse, Queen Beryl led her minions in an assault against the Moon Kingdom. The warriors of the Moon Kingdom were no match for the battle-ready and relentless forces of the Negaverse. Four powerful young girls, the princesses from their respective planets, joined together in an attempt to defend against the tremendous Negaforce. However, even their attempts proved futile.

After the decisive battle, the Negaverse claimed victory. Queen Serenity knew that she could not let the Negaverse control the universe or all would fall into eternal darkness. She drew upon her remaining strength, and using the power of the power of the Imperium Silver Crystal, purged the universe of its invaders. Queen Beryl, the Negaforce, and the great legions of darkness were all sent back to the Negaverse. Queen Serenity also sent an Earth Prince, her daughter and the court of princesses one thousand years into the future to present-day Earth, where they would be reborn. Queen Serenity gave her life in doing so, allowing her daughter, her people, and her universe to live in peace once again. She knew her precious daughter must live on to be the next Queen of the Universe. Queen Serenity also knew that Queen Beryl and the evil Forces of the Negaverse would eventually break free of their prison, and once again threaten the Earth.

And so, our story begins...

 

 

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The Sailor Moon Collectable Card Game

Welcome to the Sailor Moon Collectable Card Game (or SMCCG). Unlike a regular deck of cards, this game will have hundreds of card for you to collect and use in play. The first release (“Base Set”) contains 160 cards in total, featuring the Sailor Senshi (Scouts) and Tuxedo Mask, as well as many monster, villains, people and items from the smash hit TV series! The Past and Future Expansion adds another 70 cards to the game that focuses on the characters and events from the Moon Kingdom (1000 years ago) and Crystal Tokyo (1000 years into the future). And unlike some other games, the SMCCG can be played with a group of friends.

The SMCCG us designed as a companion to the Tri-Stat (tm) System that is used in the Sailor Moon Role-Playing Game and System.

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Game Equipment

To play the game, you and your friends will each need a deck of CCG cards and some counters to represent damage. If you and your friends decide to play a standard game, you will each need

to have a minimum of 60 cards in each deck (there is no maximum limit to the number of cards).

Card Types

Scout / Knight Cards

You start the game with one Level 1 Scout / Knight in play. As the game progresses, you may have the chance to power up your Scout / Knight to Level 2 or higher, or bring in ally Scout / Knight Cards.

The more Scouts / Knights you have, and the stronger their powers, the greater the chance you have to win the game.

(Example: Sailor Moon - Sailor Scout, Level 1 Soul, 50 Health

SS - Moon Tiara Magic - 30

SSA - Moon Healing Activation - 40

1st Edition - 108 of 160)

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Monster Cards

Monster cards are the minor enemies that the Sailor Scouts battle frequently on the TV show. There are 3 types of Monsters: Negaverse Yoma (From the first TV Season), Doom Tree Cardians (from the earlier part of the second TV season), and Dark Moon Droids (from the latter part of the second TV seasons). Just like the show, the Scouts /.Knights will battle the monsters quite frequently. These monsters will not attack the Scouts / Knights unless they are attacked first.

(Example: Polite Society - Negaverse Yoma Monster - 40 Health

Weak vs. Mind, Strong vs. Body - 2VP

BB (JKP) - Defense - Encase in Wax.

Discard BB. Win encases the attacking Scout / Knight in wax preventing him or her from attacking this turn and the next turn.

Attack - Wax Blast Attack - 40

1st Edition - 17 of 160)

Villain Cards

Villains are the powerful, major enemies that are very hard for the Sailor Scouts to defeat by themselves. Villains replace the monsters they have control over: The Generals replace the Yoma, Alan and Ann replace the Cardians, and the Negamoon Family replace the Droids. Like the monsters, Villains can only attack the Scouts / Knights after they have been attacked first.

(Example: Nephlite - Negaverse Villain - 160 Health

Replaces Negaverse Yoma - 4 VP

B - Defense - Power of the Stars - Discard B. Attacking opponent must discard all persons in play.

Attack - Explosive Energy Balls - 60

1st Edition - 127 of 160)

Location Cards

Locations do not appear in the Base Set, but rather are introduced in the Past and Future Expansion. Locations are attached to Monster and Villain cards already in play, or played independently. Locations provide a defense or attack bonus to the Monster or Villain in that Location.

(Example: Hall of Clocks - Location

Monster at this Location ignores 10 damage from each attack. Monster or Villain’s attack damage is also increased by 10 damage.

Past and Future - 34 of 70)

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PIE Cards

PIE cards stand for Person, Item and Event. All 3 card types are played differently, but they all affect the game in some way.

(Example: What’s That? - Event

JKP - Defense Event

Win Indicates that the attacking Scout / Knight is startled by the Target Monster or Villain. Monster or Villain only receives 10 damage from the attack. Discard after use.

1st Edition - 58 of 160)

Power Cards

Power cards from the base set come in 3 types: Body Power (Red Spiral), Mind Power (4 blue diamonds) and Soul Power (Green Circle with circles). They are attached to other cards (such as Scouts / Knights) to perform an attack (such as Sailor “Moon’s Moon Tiara Magic“), a defense, or a special ability. The Any Power Symbol (a trisected circle with all 3 power colors) indicates that any single Power Card (Body, Mind or Soul) can be used.

The Past and Future Expansion introduces 4 new Combined Power Cards to the game: Body/ Mind Power, Body/ Soul Power, Soul / Mind Power and Body / Mind / Soul Power. When you play these cards, you can decide at the beginning pf each Turn what type of Power card the combined card represents.

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Standard & Advanced Rules

Overview of the Game

You and your opponent(s) are each playing the roles of one or more Sailor Scouts or Knights. Your goals are clear: power up to stronger levels and defeat the enemy forces. You each have a secondary role in the game as well, playing Monsters and Villains that try to stop your opponent’s Scouts / Knights. All players can also bring People, Items, Events and Locations into play that can help them win the game... or make it more challenging for their opponents to win.

It is important to remember that the rules printed on the cards can override the rules printed in this book (and typed up here). When in doubt, follow what the cards says and use this book for backup.

Also, the rules presented here are both for the Standard and Advanced Game. All rules for the Standard Game apply for the Advanced Game but the rules that are specific for the Advanced Game will be in bold.

Winning the Game

During the Game, you use your Scouts and Knights to defeat Monsters and Villains. The first player to reach a pre-determined number of Victory Points (earned when you defeat an enemy) wins the game. You will need to reach 4 Victory Points for short games, 5 Victory Points for medium-length games, or 6 Victory Points for long games. You and your friends should agree on the number of Victory Points needed to win before the game begins. If your last and only Scout / Knight is defeated, however, you are removed from game play - even if you reach your Victory Point Total. (In league play, losing your Scouts meant losing the game) If two (or more) players reach the Victory Point goal at the same time, the game is a tie.

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Challenges: Jan-Ken-Pon

In the Sailor Moon TV Series, it is not always obvious what is going to happen. Knowing an opponent’s strategy and sometimes even simple luck can have a large effect on the outcomes of the events in the Show.

This card game uses a similar element of chance -- Jan-Ken-Pon -- to simulate the TV Show.

Whenever you see the Jan-Ken-Pon symbol (JKP), the two players involved need to play a round of Jan-Ken-Pon. This is known as a challenge. The game cards tell you the outcome of the challenge if the owner of the card wins.

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Player 1| Player 2 | Winner

____________________________

Rock | Scissors | Player 1

Rock | Rock | Tie

__________________________________

Paper | Rock | Player 1

Paper | Paper | Tie

__________________________

Scissors | Paper | Player 1

Scissors | Scissors | Tie

 

In the Past and Future Expansion Theme Decks (Moon Kingdom and Crystal Tokyo) you will find three special cards - Rock (Nephrite), Paper (Ann) and Scissors (Sailor Venus) -- That you can use to play Jan-Ken-Pon. You can use these cards instead of using your hands.

If you are unsatisfied with the result of a challenge, you can discard 3 Power cards from your hand to force a replay of the challenge. You do not replace the discarded cards until it is your turn to Balance (Step 8 of your turn). Only the two players involved in a challenge can discard the 3 Power cards to force a replay. Either of these players can also force a second, third, or fourth replay of a challenge by discarding 3 Power Cards each time.

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Starting the Game

The following starting rules apply to both players in a 2-player game, or all players in a lager multi-player game.

 

 

|P2 Discard Pile| |P2 Deck| |P2 Ally Zone (for Scouts and Knights)| |P2 PIE Zone|

|P2 Monster, Villain and Location Zone|

 

 

|P1 Monster, Villain and Location Zone|

|P1 PIE Zone| |P1 Ally Zone| |P1 Deck| |P1 Discard Pile|

 

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1. Use the pre-constructed decks or construct a deck of your own using a minimum of 60 cards (no maximum number). You can’t include any more than 4 of any one specific card other than regular Power cards, which have no limit. The Combined Power cards (mentioned above) are each limited to 4 in a deck.

(Also note that Sailor Pluto from the Base Set has been limited to one per deck, due to its unusual nature.

Sailor Pluto was changed by Guardians of Order so that it was removed from play instead of discarded when used.)

2. Take out one Level 1 Sailor Scout Card ( Sailor Moon, Mercury, Mars, Jupiter, or Venus, Queen Serenity or Young Rini), or one Level 1 Knight Card (Tuxedo Mask, Moonlight Knight or Prince Darien) and any 1 Monster card that is worth 1 Victory Point. You and Your opponents may also choose to start the game with one specific PIE card in your PIE Zones, depending on which Scout / Knight you are first playing in your Ally Zone:

Sailor Moon Melvin Gurio (Person)

Sailor Mercury Computer & VR Goggles (Item)

Sailor Mars Grandpa Hino (Person)

Sailor Jupiter Lunch! (Item)

Sailor Venus Artemis (Person)

Queen Serenity Crystal and Wand (Item)

Young Rini Luna Ball (Item)

All 3 Knights Rini (Person)

 

Lay the Scout / Knight, Monster and PIE Cards in front of you, face down. Once everyone has chosen their cards, you and your opponents must then flip over your cards at the same time.

3. Shuffle your deck and place it face down on the table (this is your draw deck). Draw 5 cards from the top of your deck to make a starting hand. If you are playing Sailor Venus (who starts with the Artemis card in play) draw 6 cards. Do not show your cards to any other player.

4. For a 2-player Game, play a round of Jan-Ken-Pon to determine who goes first.

(In the booklet’s example, the starting layout is Sailor Moon (level 1) with Melvin and Bobo the Vulture)

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The Game Turn

You and each of your opponents will take Turns playing once the game begins. In a 2-player game, the Turns go back and forth between you and your opponent.

Unless it is your turn, you can only play the following cards: Defense events to protect your Monsters or Villains, or Power cards to replay a challenge (mentioned above) or reduce damage (more information later).

When it is your Turn, you can do the actions listed below. Some actions are optional, while some actions you must do. If at any time you cannot complete a step or cannot do what a card says, ignore that problem and continue as normal.

1. Draw 1 Card.

You always draw 1 card at the beginning of your turn. Some cards (such as Melvin) may modify the procedure, so read your cards carefully. If your deck is empty, reshuffle your discard pile and use it again as your new draw pile.

2. Play Cards.

Excluding the Defense Event cards, you can now play as many cards from your hand as you like. Cards that remain in play and are not discarded are placed in the play area face up. Specific rules for the cards are given below:

Scout / Knight Cards

Play these cards in your Ally Zone. Only the Level 1 Scout / Knight cards can be played directly into the Zone. Level 2, 3 and 4 cards can only be played to replace the specific Scout / Knight that the card indicates, and they can only replace a Scout / Knight card that is one Level lower. When you replace a Scout / Knight place the higher level card on top of the lower level one.

(In other words, a Level 2 Sailor Moon can only replace a Level 1 Sailor Moon, and a Level 3 Sailor Jupiter can only replace a Level 2 Sailor Jupiter.)

If you replace a Scout/ Knight card with their next Level card (such as a Level 2 Sailor Moon replacing a Level 1 Sailor Moon, remove all damage counters on that Scout / Knight.

The six new Level 2 “Princess” Scout Cards in the Past and Future Expansion (Princess Moon, Princess Venus, Princess Mercury, Princess Mary, Princess Jupiter, and Princess Rini) give you even more options for powering your Champions of Justice. A level 1 Scout can power up either to the specific Level 2 Scout or Level 2 Princess. Additionally, the Level 2 Scouts and Level 2 Princesses can replace each other as well, provided the specific character remains the same.

When you replace a Scout / Knight Card, you have the option of discarding any or all attached PIE and Power Cards, or keeping them attached to the higher level Scout / Knight. Also, you can only have one of each Scout / Knight at any time, regardless of Level. Note: This only goes for your side. If your opponent(s) have a Sailor Venus in play, you can also have a Sailor Venus in play.

Certain cards, such as Transformation Pens (Item) and Reborn in the Future (Event) may alter the above rule slightly.

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Monster and Villain Cards

Play these cards in your Enemy Zone. Monsters can be played directly into this Zone, or into a Location in this Zone by attaching it. You can have more than one of each specific Monster Card in play. Villains can only replace the type of Monsters that they Control in the TV show. For example, Nephlite is a Negaverse General and his card reads “Replaces Negaverse Yoma” -- He cannot replace Cardians or Droids. The same goes for Alan and Ann, who are aliens of the Doom Tree -- They can only replace Cardians and not Yoma or Droids.

There are three restrictions to playing Villain Cards. First, no one can use a Villain to replace a Monster until every player has had at least one Turn. Secondly, you cannot replace a Monster with a Villain in the same Turn that the monster was placed in your Enemy Zone (unless a PIE allows it). Finally, you can only have one of each specific Villain card in your Enemy Zone at any time.

If you replace a Monster card with a Villain Card (such as Wicked Lady replacing the Droid Marzipan), remove that Monster from the game and place your Villain in the Enemy Zone. If the Monster was inside a Location, the Villain must be placed inside that Location as well. You now have the option of discarding any or all PIE and Power cards that were attached to the Monster, or keeping them attached to the Villain card.

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Person and Item Cards

Play these cards into your PIE Zone. You can only have one specific Person card in your PIE Zone at any time, but you can have multiple copies of your Items.

Location Cards

Play these cards into your Enemy Zone. Locations can be either attached to Monsters and Villains that are already in the Zone, or placed into the Zone directly (without attaching them). Locations not immediately attached to a Monster or Villain already in the Enemy Zone cannot be attached to one later, unless that new Monster is played into the Zone from your hand.

Power cards

These cards must be attached to a Scout / Knight, Monster , Villain, Person or Item. To attach a Power Card, place it underneath the card you want to attach it to. The 4 new combined Power cards (from the Past and Future Expansion) are played a little differently. When you attach a Body / Mind Power, Body / Soul Power, Mind / Soul Power or Body / Mind / Soul Power, you must declare what Power type the card represents immediately. For example, you must declare that the Body / Soul Power card you just attached functions as a Body Power or a Soul Power. At the beginning of each Turn, you may change the type of Power card the combined card represents (if you don’t announce it, it remains the same as the last Turn).

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Event Cards

To play these cards, do what the Event cards indicate. Place the Event cards in the discard pile when you are finished. Defense Event cards can only be played when an opponent is attacking one of your Monsters or Villains during the opponent’s Turn.

3. Use Cards

If you have any Person or Item cards in your PIE zone, you may choose to use their abilities before your Scouts / Knights act. Read the text on the cards and do what they indicate. When you are finished with the Item cards, place them in your discard pile. Person cards remain in play, allowing you to use their abilities each Turn if you can.

Some Person or Item cards affect other Steps of your Turn, such as drawing cards (Step 1), or a Scout / Knight Attack (Step 5). This is perfectly fine -- just do what the Person or Item card indicates at the appropriate time.

4. Play new cards

If an Event card in Step 2 or a Person or Item Card in Step 3 allowed you to draw any additional cards from your deck or discard pile, you may now bring those cards into play by returning to Step 2.

Continue as normal from Step 2.

5. Scout / Knight action

On every Turn, you can use each Scout / Knight you have in your Ally Zone to perform one (and only one) of the following actions:

Attack

Participate in a combined attack

Rejuvenate

 

Your Scouts / Knights do not need to perform the same action.

Attacks

Attacks are divided into 6 phases, which are carried out in the order indicated below. No one can attack during their first Turn.

Phase 1: Pick an opponent

Pick one target opponent for the Scout / Knight. The target can be either your opponent’s Monsters or Villains (in a two-player game), or any Monster or Villain cards immediately to your right or left (in a multi-player game). You can only attack any single Monster / Villain with one attack or combined attack each Turn. Note, however, that a Monster or Villain that avoided an initial attack with the help of the Hidden Defense Event can still be targeted for a second attack from a different Scout / Knight.

If none of your opponents have any monsters or Villains in play that you can attack, you may automatically Defeat one Monster or Villain in your own Enemy Zone for each Scout / Knight that forfeits his or her attack / rejuvenation action (mentioned below). To forfeit this action the Scout / Knight must be able to make a normal attack that Turn. You must choose a Monster or Villain that is worth the fewest number of Victory Points.

Phase 2: Select an Attack

Pick one of the Scout / Knight’s attacks to use that is listed on the card. The Scout / Knight must have the required number of Power cards of the correct type (Body, Mind or Soul) attached to it. The requirement is printed to the left of the attack name. Cards with an Any Power requirement indicate that a Body, Mind or Soul card can be used. These Power cards are not discarded after the attack is used.

Phase 3: Resolve Location effects

Before a Scout / Knight has the chance to combat a Monster or Villain, the Scout / Knight must first encounter the Location attached to the target (if any). Follow the instructions on the Location card before continuing with the next Phase.

Phase 4: Target Defense abilities

Some Monsters and Villains have one or more defense abilities (indicated by a blue circle) that may come into effect before Phase 5. It is the defending opponent’s choice whether or not to use the defense abilities. Resolve the outcome of the target’s defenses now. If the defense Prevents the Scout / Knight attacks, attack is over immediately (do not proceed to the next Phase). If the defense helps the target Avoid the attack, then the attacking Scout / Knight delivers no damage, but the target can still attack back (Phase 6). Some of the defense abilities require Power cards to be attached to the Monster or Villain. After a Monster or Villain uses this type of defense ability, the indicated Power cards are discarded.

PIE cards attached to the target, and Defense Event played from the defending opponent’s hand before the end of this Phase, may also provide the target with defenses. The effects of these cards are resolved after the target has used its own defense abilities.

At the end of Phase 4, if the attacking Scout / Knight no longer has the required Power cards attached to do the attack selected in Phase 3, the attack is now over. Do not proceed to the next Phase.

Phase 5: Deliver damage to target

The Scout / Knight will deliver damage to the target Monster or Villain equal to the attack damage value listed on the Scout / Knight card. Place enough damage counters on the target to add up to the total damage delivered. The damage may be reduced by the target’s total damage delivered. Even if the damage delivered is greater that the Monster’s or Villain’s Health you should continue onto the next phase, since defeating cards occurs after combat.

A Monster might be Strong or Weak Against the attacking Scout / Knight’s Power Icon. If a Monster is Strong Against the Power Icon, the Scout / Knight’s attack is reduced by 10 damage. If a Monster is Weak Against the Power Icon, the Scout / Knight’s attack is increased by 10 damage.

The defending opponent may also reduce damage delivered to the target Monster or Villain by playing Power cards from his or her hand. During this Phase, for every Power card the defending opponent discards, the damage delivered is reduced by 10 damage. The defending opponent does not replace the discarded cards until Step 8 of his or her Turn (Balance).

For Example, Sailor Venus attacks Polite Society. Polite Society would take 10 extra damage. If, however, Sailor Jupiter had attacked, the damage would be 10 points less. If Polite Society was attacked for 40 damage, the opponent could discard 2 Body and 1 Mind Power from his or her hand to reduce the damage to 10 points.

Phase 6: Deliver damage to Scout / Knight

If the defending opponent wishes, the target Monster or Villain gets to attack the Scout / Knight back with one attack listed on its card (indicated by a red circle). The damage delivered to the Scout / Knight is equal to the attack damage value listed on the Monster or Villain card. Place enough damage counters on the Scout / Knight to add up to the total damage delivered. Even if the total damage delivered is greater than the Scout’s / Knight’s Health you should continue onto the next Phase, since defeating cards occurs after combat. If the selected Monster / Villain attack indicates that Power cards must be attached to perform the attack, the Power cards are discarded at this time.

Some Scouts / Knights have defense abilities that can protect them if they use a specific attack. For example, Sailor Mercury, Tuxedo mask and the Moonlight Knight might be able to prevent the target Monster or Villain from attacking them back, while Prince Darien can ignore 10 damage from each attack. These defenses are used before damage is delivered to the Scout / Knight. PIE cards attached to your Scout / Knight may also provide additional defenses. These cards are used after the Scout / Knight has used his or her own defense abilities.

 

Combined Attacks

Just like the Scouts in the TV show, the Scouts / Knights you have in your Ally Zone can combine their powers to deliver a lot of damage against an enemy. Except where noted below, combined attacks follow the same format as regular attacks.

Combined Phase 1: Pick an opponent (see above)

 

 

Combined Phase 2: Select your Scouts / Knights

At least 2 Scouts / Knights must join together to make a combined attack. Each participating Scout / Knight card must have at least 2 Power card attached to it that match the Power Icon Type (Body, Mind or Soul) that is printed to the right of the character. name. For example, Sailor Moon and Sailor Mars must have at least 2 Soul Power cards, while Neo-Queen Serenity must have at least 1 Power card of any type attached.

Combined Phase 3: Energize the attack

You must discard at least 1 attached Power card from each Scout / Knight joined in the attack. These discarded Power cards must match the specific Scout / Knight’s Power Icon type. For each attached Power card you discard from the Sailor Scouts, add 30 damage to the combined attack. For each Power card you discard from the Knights, add 20 damage to the combined attack. For example, if you discarded 4 Soul cards from Sailor Mars and 3 Body cards from Prince Darien, the combined attack damage is equal is 180. (4 Soul X 30 = 120; 3 Body X 20 = 60; 120 + 60 = 180 damage)

Attack Phase 4: Resolve Location effects (see above)

 

Combined Phase 5: Target Defense abilities

See above.

However, when a defense ability refers to a single “Scout / Knight” or “attacker”, it includes each and every Scout / Knight participating in the combined attack.

Combined Phase 6: Deliver damage to target

You must play a round of Jan-Ken-Pon with the opponent who controls the target Monster or Villain. If you win, the combined attack delivers damage to the target Monster or Villain equal to the total in Phase 3.

Place enough damage counters on the target to add up to the total damage delivered. Even if the total damage delivered is greater than the Monster’s or Villain’s Health you should continue onto the next phase, since defeating cards occurs after combat.

If your opponent wins. the combined attack fails and no damage is delivered (proceed immediately to Phase 7). The damage may be reduced by the target’s defense abilities, but is not affected by the Strong / Weak damage modifier.

The defending opponent may also reduce damage delivered to the target Monster or Villain by playing Power cards from his or her hand. During this Phase, for every Power card the defending opponent discards, the damage delivered is reduced by 10 damage. The defending opponent does not replace the discarded cards until Step 8 of his or her Turn (Balance).

Combined Phase 7: Deliver damage to Scout / Knight

As above (Attack Phase 6), but you can divide the damage among all the Scouts / Knights that participated in the attack, provided the damage remains the same.

Scout / Knight defense abilities cannot be used to avoid or reduce the damage delivered, but some PIE cards can.

Rejuvenating

You can rejuvenate each Scout / Knight that does not attack or join in a combined attack. Discard 1 or more Power cards attached to a Scout / Knight that matches his or her Power Icon type. For every Power card you discard, you can remove up to 20 damage from that Scout / Knight .

The maximum number of Power cards you can discard during rejuvenation cannot exceed the number of Monsters (not Villains) that you currently have in your Enemy Zone. For example, if you have 4 Monsters and 2 Villains in your Enemy Zone, you can discard a maximum of 4 Power cards during rejuvenation, which will remove up to 80 damage. If you do not have and Monsters in your Enemy Zone, none of your Scouts / Knights can rejuvenate.

6. Defeat a card

If the number of damage counters on an opponent Monster or Villain is greater than or equal to its Health, the Monster or Villain is defeated. Defeated cards are removed from the play area and are out of the game. Do not place the defeated cards in the discard pile. The player who delivers the final damage that defeats an opponent Monster or Villain, is awarded the Victory Points (VP) listed on the defeated card.

If one or more of your Scouts / Knights are defeated by the damage delivered by the Monster or Villain, remove the card from play. Victory Points are not awarded to anyone for defeating a Scout / Knight. Remember that if your last Scout / Knight is defeated and you have no more Scouts / Knights in your Ally Zone, you are out of the game! (In a 2 player game, this means that your opponent would win)

Power Cards, PIE Card, and Location cards that are attached to a defeated Monster / Villain / Scout / Knight are placed in the discard pile.

7. Discard

After all your Scouts / Knights have taken their actions, you can remove any number of cards from your hand and place them in your discard pile.

8. Balance

You must end your Turn with exactly 5 (or 6, if you have Artemis as your Person) cards in your hand. If you have fewer than 5 (or 6 cards) draw until you are holding 5 (or 6). If you have more than 5 (or 6), discard until you have been reduced to 5 (or 6).

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Making new Decks

As stated above, a regular customized deck has a minimum of 60 cards, but no maximum number. Also, you cannot have more than 4 of any one specific card in your deck, other than the normal (not combined) Power cards (Body, Mind, and Soul) because there is no limit for these cards and Sailor Pluto (which you can only have one of). It is recommended that you have 20 to 30 Power cards in a 60 card deck.

Deck Designing Hints

1. Make sure that you have enough of the right type of Power cards in your deck. Try using the 4 different combined Power cards for the maximum effect.

2. Having different Scouts / Knights in your deck means that you can do a lot of combined attacks. You need to balance between having many Scout / Knight cards at Level 1 and 2 in your deck, against having only a few Scouts / Knights that you plan to power up to level 3 or 4.

3. Villains are more powerful than Monsters, but it is sometimes difficult to get them into play. You may find that a balanced combination of tricky Monsters and Villains can give you the best results.

4. Remember that you might be forced to discard your favorite Person card, even though you can only have one of each Person and Villain in play at a time. Having a backup card or two might be useful.

5. Try different strategies, because you never know which is the best. The more you keep trying new deck designs, the more you will see which cards work well together. Perhaps the best game strategy is one that you have never thought of yet!

Tsuki ni kawate, oshokio!

In the name of the Moon, I will punish you!

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Basic Game (for Beginners)

Younger players, or players who have never played a collectable card game before, might want to try playing a Basic game first. This bonus 5 - 15 minute game will help you become familiar with the different types of cards, and is a good way to have fun with a friend or a family member. Payers as young as 5 years old can play this game and adults can play it too!

Remember that this Basic game has very different rules than the Standard or Advanced games. Card rules for this Basic game are printed in pink at the the bottom of each Monster, Villain, Person, Item and Location card.

(note: These rules can be seen in the Spyglass of these cards.)

Goals of the Game

Your goal in this game is to defeat all of the Monsters and Villains that your opponent has in play. This will either be a 4 Monster (if playing with a 30-card deck) or 6 monster (if playing with a 60-card deck) game. The first player to defeat all of the opponents Monsters wins!

(P. 35)

Basic Game Rules

1. Find a friend or a family member to play with. Both of you will follow these rules.

2. You can play this game with either one 2-Player Introductory Basic Starter Deck (two 30-card decks) or any two 60-card Past and Future Expansion constructed decks. For variety, you can even play with your own customized 30-card or 60-card decks.

3. Search through your deck (and hand) and take out 4 different Monster Card (for 30-card decks) or 6 different Monster Cards (for 60-card decks). Place them face-down in front of you in your Enemy Zone.

4. Search your deck (actually, your hand) and take out one Level 1 Scout / Knight card and place it in front of you in your Ally Zone. Discard any other cards in your hand, and merge the Discard with your deck.

5. Shuffle your deck and place it face-down next to your Scout / Knight Card.

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Basic Game Summary

1 You and your opponent flip over the top cards of each of your decks at the same time. (It’s actually the drawn card, so just play that)

2. If the cards are the same type, you can heal your Scouts / Knights by discarding 2 Power Cards (see above)

3. If the cards are different, perform an action:

Scout ./ Knight - Place into Ally Zone. Levels do not matter in the Basic Game. If a higher level of the same Scout / Knight is in your hand, in can be played. All damage counters are removed once the new card is played. Any new Scouts / Knights are placed in your Ally Zone.

Monster - Attack once

Villain - Attack twice. A Villain card will go first if your opponent has a Monster card. In the Basic Game, Power is not important. All Powers provide Any power, instead of Body, Mind or Soul. Only the number of Power cards is important (see above). Scouts / Knights cannot attack if they do not have enough Power to power an attack. Choose a card in the Enemy Zone. If it is face-down, flip it face-up. Deliver only the damage of the attack to the chosen Monster or Villain, ignoring any other effects. In the attack text.

The Monster / Villain also gets to attack back with one attack listed on the card. Monsters and Villains do not need Power cards to attack. Deliver damage equal to the damage value of the attack.

If you have a Villain, you can have a Scout /. Knight attack the same target twice, 2 Scouts / Knights attack the same target, or have 2 Scouts / Knights attack a different target. Any and all targets get to attack back (see above).

A damaged Scout / Knight cannot attack, even if the first attack of 2 damaged him / her.

If the number of damage counters on a Scout , Knight, Monster or Villain is greater than or equal to its health, that card is “defeated”. Defeated Monsters and Villains are removed from the game (to the Moondusted Pile) and are out of play. Defeated Scouts / Knights cannot attack until the damage is removed, as when you and your friend both flip over the same type of card. (See 2 above)

Person - Jan-Ken-Pon to revive Monster. If you have previously defeated Monsters, you can challenge your friend to a game of Jan-Ken-Pon (using the JKP cards, see above). If you win, you can select 1 Monster and bring it back into play, face-up. If you lose, nothing happens. If you tie, continue to play until there is a winner.

Item - Draw 2 Cards and use 1 of them. Draw two more cards, and play only the new card you want to have an effect in the game. Follow the normal instructions on the card, then discard both cards. If the new card you chose is the same type as your opponent’s flipped over card, you may heal your Scouts / Knights by discarding 2 Power Cards.

Event - Turn 1 opponent’s Monster face up. If there are any face down monsters on your opponent’s side of the field, choose one and have your opponent flip it face up on his turn.. This card has no effect if all the Monsters are Face up.

Location - Remove damage from any 1 Monster. Choose any Monster in Play and remove all damage from that card.

Power - Attach to Scout / Knight -to Power Up that card - All Power cards provide Any Power instead of Body, Mind, or Soul (or any combination thereof). If drawn, you may attach it to any Scout / Knight to power up that card, so that it can perform his / her attacks.

4. Shuffle discard pile if deck is empty. (Just merge it with the deck and shuffle)

5. The Game is over when one player’s Monsters are defeated.

It’s just that easy…