This is the official rulebook of the Koopa Trading Card Game. Read it carefully before you start playing, and check back any time you need to refresh your memory.
What Do You Need to Play?
First, you will need an opponent.
Both of you must have a deck containing exactly 70 cards, some damage counters,
and some counters in your favorite color. You will also need a coin
to flip and a playmat.
How to Win
You can win the game two ways.
If your opponent does not occupy any territories, and cannot claim one
by moving into one of the corner lands, then you have won the game.
Also, when one player cannot draw a card at the beginning of his or her
turn, the game is over and the player with more points wins. (See
below for information on points and scoring.)
If you want a quick game, you can also
set a time limit. At the end of the allotted time, count up the points
to determine a winner.
What Are the Different Kinds of Cards?
Basic Minions are your most
important cards. They hold your territories against the enemy, invade
unoccupied lands, and attack areas controlled by your opponent.
Evolved Minions are played on
top of your Basic Minion cards, or sometimes on top of other evolutions.
They make your troops stronger.
Energy is attached to your Minions
to allow them to use their attacks.
Buildings back up your troops
by giving them greater attack and defense power.
Spells do something useful and
then are discarded.
Descriptions of the Cards
Minion Cards
~Name: Tells you who the Minion is.
~Hit Points: Also called HP, tells
you how much damage your Minion can take before it is Knocked Out.
~Evolution Stage: Tells you what type
of Minion it is. Basic Minions are moved directly into the play area,
while Evolved Minions must be placed on top of a matching Minion card,
shown here.
~Minion Type: Tells you what element
your Minion belongs to.
~Attack Cost and Text: Tells you the
requirements and special effects of your Minion's attacks.
~Attack Damage: Tells you the basic
amount of damage an attack will do.
~Card Number: For collectors.
3/42 means that the card is the third one out of a set of 42.
~Rarity Symbol: For collectors.
Tells you whether the card is Rare (very difficult to get), Uncommon (fairly
easy to get), Common (very easy to get), or Promo (only available through
special offers).
Energy
~Energy Symbol: Tells you what element
the Energy card belongs to.
~Card Number: For collectors.
3/42 means that the card is the third one out of a set of 42. All
Energy cards are of Common rarity.
Buildings
~Name: Tells you what kind of Building
it is.
~Hit Points: Also called HP, tells
you how much damage your Building can take before it is Knocked Out.
~Function: Tells you what the Building
does.
~Card Number: For collectors.
3/42 means that the card is the third one out of a set of 42.
~Rarity Symbol: For collectors.
Tells you whether the card is Rare (very difficult to get), Uncommon (fairly
easy to get), Common (very easy to get), or Promo (only available through
special offers).
Spells
~Name: Tells you what the Spell is.
~Location: Tells you where to play
the card. Spells may be moved to the discard pile (discard immediately),
your lands (areas you currently control), opponent's lands (areas your
opponent currently controls), occupied lands (areas currently controlled
by either you or your opponent), unoccupied lands (areas not currently
controlled by you or your opponent), or any land (any of the nine areas
of the playmat). Even if Spells are not discarded immediately, they
are discarded after their effect is over.
~Function: Tells you what the Spell
does.
~Card Number: For collectors.
3/42 means that the card is the third one out of a set of 42.
~Rarity Symbol: For collectors.
Tells you whether the card is Rare (very difficult to get), Uncommon (fairly
easy to get), Common (very easy to get), or Promo (only available through
special offers).
The Play Area
~In the middle of your play area is
the playmat, which is divided into nine lands. Your goal is to occupy
as many of these lands as possible.
~Most cards that you play will be placed
on the playmat. Where you put them is determined by which land you
want to use them in.
~Your deck should be face-down next
to the playmat.
~Your discard pile should be face-up
next to the playmat.
Starting the Game
~Shuffle your deck and draw a starting
hand of 7 cards. Put the rest of your deck face-down in front of
you.
~If you don't have a Basic Minion in
your hand, show your hand to your opponent, shuffle it back into your deck,
and draw 7 new cards. Repeat this step until you draw a Basic Minion.
~Flip a coin to decide who goes first.
~On your first turn, begin by drawing
a card. Then, place a Basic Minion card from your hand into one of
the corner lands on the playmat. This counts as your invasion for
the turn. After this, perform all the other steps for your turn.
When you are done, it is your opponent's turn.
What Can You Do during Your Turn?
When it's not your turn, gameplay is
up to your opponent. There is nothing for you to do at this time.
On your turn, follow these steps.
~Draw a card. You must begin
with this step. If you cannot draw a card, the game is over, and
you count up the points to determine the winner. (See below for information
on points and scoring.)
~Dispatch a Minion. On each turn,
you may move as many Minions as you want from your hand to your occupied
lands. (They do not have to be placed in the same land.) You cannot
move Minions directly to unoccupied territories, unless you do not currently
own any lands. In that case, you can place as many Minions as you
want in any one unowned corner land (Grass Land, Water Land, Ice Land,
or Underground Land). If you cannot do this, the game is over and
your opponent wins.
~Evolve a Minion in play. You
can place an Evolved Minion card on top of the Basic Minion card it says
it evolves from. (For example, if you have a Goomba that says "Evolves
from Microgoomba", you can play Goomba on top of your Microgoomba.) When
you evolve a Minion, it keeps any cards already attached to it and any
damage it has accumulated. However, you lose all the things about
the Minion you had previously - its HP, attacks, and other special traits.
You cannot evolve a Minion that you played or evolved earlier on the same
turn. Also, neither player can evolve a Minion on his or her first
turn.
~Attach Energy cards to Minions.
You may take an Energy card from your hand and place it next to any of
your Minions that are already in play. You can play as many Energy
cards as you want, and each Minion can receive an unlimited amount of energy.
~Transport a Minion. You may
move your Minions between your occupied territories. Simply pick
up the Minion and all cards attached to it, and move it to a land under
your control that borders the land it was previously in. You cannot
move diagonally. When Minions move, they keep any damage that they
had. Minions cannot move through enemy territories or unoccupied
lands. You can move as many Minions as you want to and from your
lands, and Minions may move more than once per turn. (For example,
you can move a Minion in Ice Land to Pipe Land and then Underground Land,
providing you occupy all those territories.) If a Minion leaves a
land, it cannot reenter that land on the same turn.
~Use a Spell. Choose a Spell
card from your hand and follow the directions printed on it.
~Begin construction. You can
move a Foundation from your hand to any land that you occupy, as long as
that land does not already have a Foundation.
~Upgrade a building. Place another
Building card next to a Foundation in a land you currently control.
You cannot upgrade a Foundation that you played or upgraded earlier on
the same turn. Also, neither player can upgrade a Foundation on his
or her first turn. However, if your opponent upgrades a Foundation,
and then you take over that land, you may upgrade the Foundation on that
turn. Each Foundation may only have one component of each type attached
to it. There is no limit to the number of Buildings that can be placed
on a Foundation, but, for example, a Foundation can have only one Parapet
attached to it. Unlike evolving a Minion, upgrading a Building does
not affect pieces already constructed. Damage for each component
is separate, and the functions of previous Buildings are not lost.
For example, if you build a Gun Tower, and then attach an Underground Tunnel
to the same Foundation on your next turn, the Gun Tower is still in effect.
~Invade a land. If a land has
no Minions in it, it is unoccupied and can be invaded from an adjoining
land. You cannot invade diagonally. For example, Grass Land
can only be invaded from Desert Land or Giant Land. It does not share
a border with any other territory. You may only invade one land per
turn. If a Minion invades a land, it cannot move again that turn.
However, other Minions may move through your newly-claimed territory.
~Attack a land. Your Minions
may attack enemy Minions and Buildings in adjoining lands. You cannot
attack diagonally. Any Minion in play may attack, provided it can
fulfill the requirements stated in the attack text and can reach a target.
You do not need to attack on your turn, however, if you do, your turn ends
when the attack is finished. Decide which Minion will attack, which
attack they will use, and what their target is. (Some attacks may
only be used against certain targets.) As long as a Foundation has
any other Buildings attached to it, it is not to be considered a target.
Do whatever the attack says. For each 10 damage a Minion or Building
takes, put one damage counter on it. If a Minion or Building ever
has total damage equal to or greater than its HP, it is immediately Knocked
Out. When a Minion or Building is Knocked Out, move it and any cards
attached to it to the discard pile of the player it belongs to. If
the Minion Knocked Out is the last one in a land, the land is now unoccupied.
Occupying Lands
~A land with at least one Minion in
it is considered to be occupied. That area is controlled by the player
who owns that Minion. A land may never have Minions belonging to
both players in it.
~A land with no Minions in it is considered
to be unoccupied. That area can be invaded by either player on his
or her turn.
~You can never construct Buildings
in lands that you do not control. You can only place Minions in lands
you do not control when you are invading the land. After you invade
a land, you can immediately use that land like any other that you control.
You may be able to play Spells in lands you do not control.
~If you wish, you may move all your
Minions out of a land you control. After your last Minion leaves,
the area becomes unoccupied.
~If an area becomes unoccupied, either
voluntarily or as the result of enemy attacks, any Buildings and Spells
in that land remain there. Any player invading that land can use
the Buildings as if they constructed them, and may take advantage of any
Spells there. Buildings that have been overtaken in this way are
to be considered the property of the player who controls that land.
This player can take advantage of the Buildings or add on to them, and
the other player can attack them. However, Buildings that are Knocked
Out and Spells that are discarded always go back to the discard pile of
the player who originally owned them. Neither player can use Buildings
in unoccupied lands. However, Buildings in unoccupied lands are to
be considered enemies by both players, and can be attacked.
~You can use counters in your favorite
color to mark lands that you control, Spells you have played, and Buildings
that you have abandoned. Be sure to remove counters from lands that
become unoccupied.
Counting Points
If either player begins his or her
turn and is unable to draw a card from his or her deck, the game ends immediately.
The winner is then determined by the number of points each player has.
Players are awarded points for each land that they control (have at least
one Minion in).
~For Grass Land, Water Land, Ice Land,
or Underground Land, award one point.
~For Desert Land, Giant Land, Sky Land,
or Pipe Land, award two points.
~For Dark Land, award three points.
For example, if you control Grass Land,
Underground Land, Sky Land, and Dark Land, and your opponent controls Water
Land, Ice Land, Desert Land, and Pipe Land, then you have 7 points and
your opponent has 6 points. You win the game. No points are
awarded for unoccupied lands.
Limitations
~You cannot move Minions directly from
your hand to an unoccupied territory. You must place them in one
of your lands first, and then invade new areas. (If you do not control
any lands at the beginning of your turn, then you must move a Minion from
your hand to one of the corner lands. If you cannot, you lose.
Doing this counts as your invasion for the turn.)
~You may only invade one land per turn.
After you invade a land, you may immediately move other Minions into it,
construct Buildings, or do any of the other things that you would normally
do with one of your lands. If you invade a land, you may not abandon
it on the same turn.
~You cannot move, attack, or invade
diagonally.
~Your Minions can only move through
territories you currently control. If a Minion leaves a land, it
cannot reenter that land on the same turn.
~You cannot evolve a Minion that you
played or evolved earlier on the same turn. You may not evolve Minions
on your first turn.
~There can never be more than one Foundation
in a land. Only Foundations can be played directly into a land.
All other Buildings must be attached to an existing Foundation. You
may add as many components as you wish to a single Foundation, however,
you may not construct more than one of the same type of Building on a Foundation.
(For example, a Foundation cannot have more than one Gun Tower.)
You can only construct Buildings in lands you currently control.
~You cannot upgrade a Foundation that
you played or upgraded earlier on the same turn. You may not upgrade
Foundations on your first turn.
~Components of Buildings are attacked
and Knocked Out separately. However, you may not attack a Foundation
as long as there is any other component attached to it.
~You may only attack once per turn.
After you do so, your turn is over.
~You can never place Minions or construct
Buildings in a land your opponent currently controls. You cannot
place or use Buildings in unoccupied territories.
~Your deck must contain exactly 70
cards, and at least one of them must be a Basic Minion.
~If you defeat your opponent's last
Minion in a land, he or she cannot reinvade that land on his or her next
turn.
Notes
~If any card refers to "this land",
it means the land the card is currently in.
~If any card refers to "you", it means
the person who played the card. "Your opponent" is the player who
does not own the card.
~Your cards are your cards. Regardless
of where they are played or who they are used by, cards always return to
the deck, hand, or discard pile of the player who first put them down.
At the end of the game, you should have exactly the same cards that you
started with.
~Moving and invading are not the same.
Invading a new land does not count as a move, and cards that prevent you
from moving do not stop you from invading. However, Buildings can
neither move nor invade.
~To make your deck, I recommend copying
the cards you want into a table, printing them out, and cutting them apart.
I'll warn you though, they are hard to shuffle.
~To make a playmat, label nine pieces
of paper with the names of the lands, and arrange them like this.
Grass Land . |
Desert Land |
Water Land |
Giant Land . |
Dark Land |
Sky Land |
Ice Land . |
Pipe Land |
|
Rules for Internet Play
~Be fair and honest. Don't cheat
by peeking at cards in your deck, shuffling when you're not supposed to,
or lying about the cards in your hand or the outcome of a coin flip.
~Tell your opponent exactly what you're
doing. Let them know when you're shuffling or drawing cards so they
know you haven't forgotten, list every card that you play and where you're
putting it, tell them about every move and invasion, and explain exactly
what kind of attack you're using.
~Whenever you are required to show
cards to your opponent, type out the names of the cards.
~To avoid confusion, carefully keep
track of what your opponent is doing by representing their cards and colored
counters in any way that works for you.
Questions, comments, or suggestions?
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me!
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