That's correct. Based on that poll I made, which topped out at 28 votes, I have chosen 6 (technically 7) of RPM's favorite SSBB characters. Granted that SSB is a Nintendo ordeal, I really only thought it fair that Mario made the first round. The others, though, were based on the poll's stats. So, without further adieu:
Super Smash Brothers Card Game
Rules
WHAT YOU WILL NEED
1 Coin (You may use more than one.)
1 Character Card
1 Final Smash Card
60-Card Deck:
-Red Attack cards are limited to 10 per deck.
-All other cards are limited to 4 per deck unless otherwise stated.
HOW TO PLAY
Like most card games, the Super Smash Bros. card game follows some same basic rules, however, in this game, most cards do not have any requirements whatsoever, and both players must play cards at the same time. Both players may agree upon a number of HP, but the standard number is 150. You may want to use a calculator or writing utensils to keep track of your progress.
Set your Character Card(s) and Final Smash Card(s) to the side. If you have more than one Character Card for your deck (i.e. Samus and Zero Suit Samus OR Zelda and Sheik), you may choose either set to start play then switch as play allows you to do so. Shuffle your 60-Card Deck, then draw 5 cards. This is your Hand. After you have done this, you are ready to start play, which takes the form of 5 “Phases” of play:
1. Draw Phase
At the beginning of each turn, there is a Draw Phase where both players draw 1 extra card to place in their respective hands. Some cards will have “Effect” text, and if it says to perform an action like “At the beginning of ___ turn”, you perform it before the Draw Phase. Beware of Effect text as you may even have to skip your Draw Phase or may even draw extra cards!
2. Play Phase
After both players have drawn, both players play 1 card from their hand at the same time. Note that it must be done at the same time; this is a crucial mechanic to the fast-paced and unpredictable nature of this card game. Again, be sure to look at the Effect text of your cards; some cards may make you skip your play phase, have an Effect that carries over from a previous turn, and more.
3. Cancel Phase
This is a very tricky phase, but each card that is designed is carefully worded to ensure that as little confusion as possible occurs. During this phase, there are some cards with Effect text that will “Cancel” the other player’s card, usually based on the Type of card(s) played or the Value of the opposing card. Like play, the cancellations occur at the same time. So, for instance, if you play a card that cancels your opponent’s card based on its Value (in the lower left corner of every card), but your opponent has a card that will cancel yours based on its Type (on the bottom of the card), both cards are Cancelled, and neither player will experience Effects or take damage based on the cards played that turn.
~~~NOTE~~~ There are some cards that will modify the Value of your played cards; unless otherwise stated, these cards only increase the Value of your card for the next phase, the Damage Phase.
~~~NOTE~~~ Some cards may have no Value or Question Marks. In the next phase, Question Marked cards have a null value, and are NOT 0. They are non-numerical, and yield no damage.
~~~NOTE~~~ Some cards, like “Smash Ball”, cannot be Canceled no matter what the Effect Text is. If both cards ‘can not be cancelled’ and attempt to cancel each other, neither card is cancelled; the “can not” phrase takes priority
4. Damage Phase
During this phase, there is a specific order of calculation and play to follow, and it is this:
Effect Check (“At the beginning of the Damage Phase”, etc.)
Damage Calculation – At this point, add up the Value on your played card, then,
Effect Check (“During the Damage Phase”, Increase/Decrease the Value of ____ card by, etc.)
Give/Take Damage – After you have obtained a “total” amount of damage, you and your opponent will gain or lose HP based on how you each played. You may not even lose any HP!
Effect Check (“At the end of the Damage Phase”, etc.)
~~~NOTE~~~ Check back for any rulings clarifications that may be necessary.
~~~NOTE~~~ Many cards will say “Your opponent loses ___ HP”; these Effects are immediate and do not factor in to damage or the calculation thereof. You and your opponent simply deduct the appropriate number either at the end of the Play Phase or when the card states otherwise.
5. End Phase
The End Phase is the formal settling of a turn. Effects with the text “At the end of ___ turn” will occur at this point. This is also an important phase, because this phase determines who wins the game. If any of the following conditions are met, the game ends:
a. When a player’s HP is reduced to 0, their opponent wins.
b. When a player has no more cards to draw, their opponent wins.
c. If a player forfeits, the opponent wins.
Expert Advice:
-Remember, you can’t play your Final Smash card whenever you want; you must fulfill the requirements of the “Smash Ball” card. You also can’t play your Character Card, but the Effect listed on it applies to every turn. Think of it as your character’s upper hand in a fight!
-Look carefully at Effect text; you may be able to increase the damage you deal multiple times.
-Try to read your opponent’s strategy and figure out what they’ll do next. Recall that the Attack cards cancel each other in a “Rock-Paper-Scissors” fashion: Standard > Smash > Strong > Standard.
-Lastly, you can even play a 30-Card Deck game involving only the Attack cards. Both players can even agree to “House Rules” like “No Items”, but these are not acceptable in Tournament Play.
Posted on: 2008/12/26, 01:40:30
Mario Deck List:
1 Mario Character Card
1 Mario Finale Final Smash Card
10 Standard Attack
10 Strong Attack
10 Smash Attack
4 Fireball
4 Cape
4 Super Jump Punch
4 F.L.U.D.D.
3 Super Mushroom
2 Poison Mushroom
3 Combo
3 Smash Ball
3 Double Jump
Samus/Zero Suit Samus Deck List:
1 Samus Character Card
1 Zero Suit Samus Character Card
1 Zero Laser Final Smash Card
1 Power Suit Samus Final Smash Card
10 Standard Attack
10 Strong Attack
10 Smash Attack
4 Bomb/Flip Jump
4 Missile/Plasma Whip
4 Charge Shot/Paralyzer
4 Screw Attack/Plasma Wire
4 Screw Attack
4 Smash Ball
3 Jump
1 Dragoon Part A
1 Dragoon Part B
1 Dragoon Part C
Marth Deck List:
1 Marth Character Card
1 Critical Hit Final Smash Card
10 Standard Attack
10 Strong Attack
10 Smash Attack
4 Counter
4 Shield Breaker
4 Dancing Blade
4 Dolphin Slash
4 Beam Sword
4 Perfect Shield
3 Smash Ball
3 Dodge Roll
Toon Link Deck List:
1 Toon Link Character Card
1 Triforce Slash Final Smash Card
10 Standard Attack
10 Strong Attack
10 Smash Attack
4 Hero’s Bow
4 Bomb
4 Boomerang
4 Spin Attack
4 Heart Container
3 Capsule
4 Dodge Roll
3 Smash Ball
Ike Deck List:
1 Ike Character Card
1 Great Aether Final Smash Card
10 Standard Attack
10 Strong Attack
10 Smash Attack
4 Counter
4 Eruption
4 Quick Draw
4 Aether
4 Smash Ball
4 Perfect Shield
3 Jump
3 Taunt
Sonic Deck List:
1 Sonic Character Card
1 Super Sonic Final Smash Card
10 Standard Attack
10 Strong Attack
10 Smash Attack
4 Spring Jump
4 Homing Attack
4 Spin Dash
4 Spin Charge
4 Spring
3 Smash Ball
2 Taunt
2 Footstool Jump
1 Dragoon Part A
1 Dragoon Part B
1 Dragoon Part C
Posted on: December 26, 2008, 08:43:12 AM
You'll recall I said I like taking Snapshots? Well, I meant it. And thanks to that Bin2Jpg program, I can do all sorts of neat stuff with them like this little project. When my hard drive crashed, I lost all my cards that I had made up. Fortunately, I still had a few hard copies left from my free time last year.
So yeah, this is a year-and-a-half in the making, really. I was working on this when Sakurai started updating the Brawl website. One (or two, sometimes) cards a day. Carefully counterbalanced to where as few rulings hi-jinx occurred as possible. There are, of course, some things that you just can't replicate in card form like distance, certainly the number of K.O.s (though I suppose you could keep playing as such in continuous 150 HP spurts), knockback, hitboxes, all of these things. But at the same time, Brawl wasn't completely balanced, though nicely done given the series' track record. Hopefully the next installment will see Chainthrowing and the Sonic, Metaknight, and I think Snake infinite loops removed.
Main thing is, enjoy, they're PNG files, they're presized, ready to print on card stock, few to no requirements to play the cards, it's just a simple fun little game that hopefully manages to eliminate such things as "metagames" (i.e. Yata-Garasu Lock in the old Yu-Gi-Oh!) by making both people play at the same time.
As far as playing over the internet, you could use IM or Chat clients, but the REAL fun is in playing this person-to-person.
We'll see where she goes. Feel free to make the decks as you like; my last post is just suggested setups, or, Starter Decks.
EDIT: Oh yeah, let's see if I can guess who likes what characters:
PB: Toon Link
CephiYumi: Zero Suit Samus
Vixy: Sonic, maybe? Marth or Ike? I don't even know who you voted.
Myself: I'm actually picking out Mario.
Jericho: Marth, I'll bet, and I wouldn't be surprised if you spammed Counter, here.
Akamaru: ...uhhh, I dunno. Marth or Ike?