This is a Mario Bros. CCG. It is currently under construction. Little is concrete at this point. All cards are speculative until the rules are firmly nailed down.
Special Rules
Card Types
In addition to Things and Actions, the following card types exist:
Hero
Heroes are a subtype of Thing. Heroes have HP and DEF, written as HP/DEF in their corner value. There can only be at most one copy of each Hero in play at once. For example, if Player A already has Mario out, neither Player A nor Player B can play another Mario card. However, if, somehow, multiple copies of a Hero are in play, nothing special happens.
Heroes come into play with a number of Health Counters equal to their HP.
Enemy
Enemies are a subtype of Thing. Enemies have HP and DEF, written as HP/DEF in their corner value.
Enemies come into play with a number of Health Counters equal to their HP.
Characters
Both Heroes and Enemies are considered Characters. There are no cards of type Character. It is only used as an abbreviation for 'either Hero or Enemy.'
Equipment
Equipment is a subtype of Thing. Equipment can only be played onto Characters, unless it says otherwise. The Character a piece of Equipment is played on to is refered to as its User.
Location
Locations are a subtype of Thing. Each Player can only have one Location in play at one time. If they play another, the old one is destroyed.
Response
Responses are a subtype of Action. Each Response specifies the conditions required for it to be played. Responses can be played out of turn and do not count against the number of Actions that a Player can play in one round.
HP and DEF
When an Enemy or a Hero is dealt damage, they gain a number of Damage Counters equal to the damage dealt minus their DEF (minimum 0). If the number of Damage Counters exceeds the card's HP, that card is destroyed.
Resources
FP
Each player begins the game with a certain number of FP. Many cards require an expenditure of FP to be used. A few cards can restore FP.
Further Details pending
Audience
Audience is a shared resource. Several cards can raise the Audience and many cards require a certain level of Audience to be used. A few cards can lower Audience as well.
Further Details pending
Other Rules
Card Abilities
Any text written as a bold verb followed by a colon can be read as, 'As an action, you can use this ability.' Also, any ability that gives a damage value is an attack and must target a Character. For example, 'Jump: Deal target 1 damage' can be read as 'You may take an action (called Jump) to deal target Character 1 damage.' If the verb is followed by a number in parenthesis, this amount of FP must be spent to use the ability.
Card Attributes
Certain cards have special attributes. These come in 2 styles: Active and Passive.
Passive conditions are listed in italics at the beginning of the card text and usually cannot be removed (In some cases, a sufficient amount of Damage will switch their condition. Active conditions come into play during an attack or something similar and can be removed rather easily. In this example set, Active conditions are labeled in bold.
Flying: A Flying Character cannot be dealt damage by an attack, unless it specifically says that it affects Flying. Flying Characters can attack normally.
Spiked: When a Spiked Character is dealt damage, the Character that damaged it (if one exists) is dealt the same amount of damage. For example, if a Character with 2 DEF attacks a Spiked Character with 1 DEF with 3 damage, the Spiked Character would gain 2 (3-1) Damage Counters and the other Character would gain 1 (3-2) Damage Counter.
Paralyzed: A Paralyzed Character is considered to have blank card text except for its list of attributes. Any player may take an action to flip a coin. If its heads, remove Paralyzed from all Characters.
Burning and Poisoned: A Burning (or Poisoned) Character takes 1 Damage (not counting defense) each turn.
Notes
This deck is similar to the Mario Bros. deck, but it will be bigger and more detailed.
Scope
The deck can contain any card based on any of the Mario RPG or platformer games. It can also contain other cards based on Mario's interactions with the characters and locations elsewhere on Mushroom Planet.
Rule Ideas
This is an area for ideas about how the game should work.
- I think the Locations should still be in the new deck, but their role may change
- The rules for the other deck should be kept simple, but that doesn't have to apply to this one
- Maybe for enemies we could have specific states e.g. 'Flying' 'Spiked' etc. and that would effect other things.
(Possible) Cards to Make
For notes on various things appearing in the Mario games, check here, here and especially here.
Feel free to expand this list. There are plenty of items, enemies and locations left out.
Heros
- Mario
- Mallow
- Geno
- Peach
- Luigi
- Daisy
|
Enemies
- Blooper
- Snifit
- Chain Chomp
- Wiggler
- Pider
- Angry Sun
- Rex
- Monty Mole
- Yux
- Paragoomba
- Micro goombas
- Booster
- Axem Rangers
|
Equipment
- Frog Suit
- Hammer Bros. Suit
- Kuribo's Shoe
- Fire Flower
- Cape
- Koopa Shell
- Magic Wand
- Vegetable
- Ripe Vegetable
|
Things
- Mini Mushroom
- Mega Mushroom
- Yoshi Coin
- Frog Coin
- (Other) Coin
- Switch Block
- ♪ Block
- (Other) Block
|
Locations
- Chocolate Island
- Pipe Maze
- Cloud Tops
- Booster's Tower
|
Other Thoughts
It may be necessary to categorize the cards in some way, especially if this deck gets much bigger.
Card List
Enemy
Ram: Deal target 3 damage.
Enemy
Bite: Deal target 3 damage.
Enemy
Headbonk: Deal target 1 damage
Card by MagiMaster and BM
Enemy
Can only be played in Palace of Shadow.
Chomp: Deal target 3 damage
Enemy
If your opponent has the item "Lemon Drop", he/she may take control of Anti-Guy.
Stomp (2): Deal target 4 damage.
Frontflip (4): Deal 6 damage to any non-Spiked Character.
His attacks are so intense that he's also called Deadly Guy.
Enemy
If there are no Damage Counters on this card, it is considered Flying.
Absorb: For every card in your hand, deal target 2 damage and remove an equal number of Damage Counters from this card.
Headbonk (2): Deal target 4 damage.
You can't jump high enough to attack them while they're hanging from the ceiling.
Enemy
If you control no other enemies, you may return this card to your hand.
Charge: Deal target 1 damage.
Heal (2): Remove up to 4 Damage Counters from target.
Enemy
Ink Splat (2): Deal target 5 damage on their next turn.
Swosh: Deal target 2 damage
Card by RyanKoopa
Lemon Drop
Action
Remove up to 2 Damage Counters from target and gain 5 FP.
Rumor has it that Lemon Drop is an Anti-Guy's favorite treat.
Hot Dog
Action
Add 2 HP and 2 FP to a chosen Character.
Catch Card SP
Action
Deal 5 Damage to an enemy. If it is destroyed because of this card, then treat this card as a copy of that one. If not, then reverse the damage caused by this card.
Mega Star
Equipment
Put 3 counters on this card. Every turn you may use an Action to destroy an opponents Character. Remove a counter every turn. Once all counters are gone, destroy this card.
Pal Pills
Equipment
Put 3 counters on this card. Whenever you get attacked, remove 1 counter and do not take any damage. When you run out of counters, destroy this card.
Hero
This card can only be played when there is 10 or more Audience.
Body Slam (2): Deal target 3 damage. This affects Flying.
Choke Hold (4): Deal target 4 damage. That Character cannot use its abilites next turn.
Boo's Sheet
Equipment
This card comes into play with 2 counters on it. This card's User cannot be damaged. If the User has a number of Damage Counters equal to one less than its HP, you may, as an action, destroy 1 Enemy. Remove 1 counter from this card at the beginning of your turn. If there are no counters on this card, destroy it.
Fire Flower
Equipment
This card's User gets +1 damage, +2 HP and doesn't take damage when attacking Spiked enemies.
Stylish Move
Response
Play this when you deal damage. Increase the Audience by 10. Flip a coin. If it's heads, increase the damage dealt by 2.
Unsatisfied Fans
Response
Play this when you deal damage. Flip a coin. If it's heads, draw a card. Otherwise, one of your Characters is dealt 3 damage and the Audience is reduced by 5.
Bomb-omb in the Audience
Response
Play this when the Audience increases. The Audience is reduced by 5.
Luigi in the Audience
Response
Play this when a Hero attacks. Remove up to 10 Damage Counters from target Hero and increase the Audience by 1.
Boo in the Audience
Response
Play this when the Audience increases. One of your Characters cannot be damaged until the start of you next turn.
Shy Guy in the Audience
Response
Play this when someone plays a Character. Target Character is dealt 10 damage.
Super Hammer
Equipment
+2 Damage. The Character holding this card is not damaged when attacking a Spiked Character.
Card by MagiMaster and BM
Charge
Equipment
Charge: Your next attack from this Character has +3 Damage.
Mega Rush
Equipment
If the hero holding this card has HP less than 3, the Damage of their next attack goes up by 3.
Stopwatch
Action
Flip a coin. If heads, all opponents' Enemies cannot use abilities until the beginning of your next turn. If tails, end your turn.
Eldstar
Thing
Focus: You may draw 1 extra card at the beginning of your next turn.
Mamar
Thing
Lullaby: For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, all Enemies wake up.
Skolar
Thing
Star Storm: Target opponent's Characters are dealt 3 damage each.
Muskular
Thing
Chill Out: Target Character's attack power is reduced by 3 until the beginning of your next turn.
Misstar
Thing
Smooch: Pick a character, it now gains 7.
Klevar
Thing
Time Out: All Character's are Paralyzed.
Kalmar
Thing
Up and Away: Flip a coin. If heads, destroy 2 Enemies.
Thoreau
Thing
Grab: Take control of target non-Spiked Enemy.
Boomer
Equipment
When this comes into play, put 5 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, return it to your hand and destroy its User.
Explode: Remove all counters on this card.
Slim
Thing
Paper Thin: You cannot be affected by any cards until the end of your next turn.
Thudley
Thing
Ground Pound: Deal 1 damage to two target Enemies.
Carrie
Thing
Platformed Jump: Deal target 5 damage.
Fleep
Thing
Flip: Up to 2 Enemies controlled by the same player cannot use any abilities until your next turn.
Cudge
Thing
Smash (6): Destroy 1 non-Flying Character.
Hero
Tattle: Look at one card of your choice in an opponent's hand.
Headbonk: 3 Damage.
Hero
Dizzy Shell: No Enemy may use abilites until the end of your next turn.
Shell Toss: Deal target 3 damage. This card does not take damage from a Spiked Character when using this ability.
Hero
Mega Bomb (20): Deal 4 damage to all Enemies. This card does not take damage from Spiked Enemies when using this ability.
Hero
Air Lift: Return target Enemy to it's owner's hand.
Sky Dive: Deal target 3 Damage.
Hero
Spook: Flip a coin. If it's heads, return 2 target Enemies to their owner's hand.
Hero
Electro Dash: Put 3 Damage Counters on target Character.
Power Shock: Paralyze target Enemy.
Hero
Squirt: Deal target 3 damage twice. This affects Flying. This card does not take damage from Spiked.
Water Block: Target Character's DEF is increased by 2 until the beginning of your next turn.
Hero
Spiny Flip: Deal target 4 damage.
Spiny Surge: Deal 2 damage to all Enemies.
Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy.
Hero
Body Slam: Flip a coin. If it lands on a card, (or is heads online,) deal 4 Damage.
Gale Force: (3) Flip a coin for every enemy on the field. For every heads, one enemy is sent back to the owner's hand.
Hero
Gulp: (4) Deal target 3 Damage, ignoring Defence. If the target player has any other enemies, pick one. Give that enemy 2 Damage.
Mini Egg: Flip 3 coins. Do 2 Damage for every heads. If 3 Damage is ever dealt, the enemy attacked has -2 Damage for 2 turns.
Hero
Shade Fist: Deal target 3 Damage.
Veil: Choose a Character, they cannot be attacked until your next turn.
Palace of Shadow
Location
If you control less than 2 Heroes, destroy this card.
This is the entrance to the Palace of Shadow. It's seen no visitors for
1,000 years...
Flipside
Location
Any player can be in this Location. All players Flip a coin. If heads, you may not play enemies anymore. Existing enemies may still stay. If tails, nothing happens.
Bowser's Castle
Location
Any attack by an enemy card, deals 1 extra damage to target
The home of The Feared King Koopa himself.
Card by RyanKoopa
Old Card List (Needs Conversion)
Rescue the Princess
Action
Play only in Bowser's Castle. If you are on the last Level, you win. Otherwise, destroy the stack of Location cards and advance to the next Level, then shuffle the discard pile (including this card) into the draw pile.
Thank you Mario! But our princess is in another castle!
Warp Pipe
Action
Play this only if your Jump Check is greater than 4. Destroy the stack of Location cards and advance to the next level.
? Block
Action
Play this only if your Jump Check is greater than 1. Draw two cards.
Flagpole
Action
Play this only if your Opponent controls no Enemies or your Jump Check is 5 or greater. Reveal cards from the top of the deck until you find a Location. Put that Location into play and shuffle the deck.
1-up Mushroom
Action
Discard your hand and draw enough new cards to reach your hand size limit.
Out of Time
Action
Play this only if there are at least 5 cards in the stack of Location Cards. Destroy those cards but do not advance to the next Level.
Jump Combo
Action
Discard a number of cards to destroy an equal number of enemies.
Keyhole
Action
Play only if you control Key. If you are at Star Road, advance to the next level twice. Otherwise, advance only one level. Either way, destroy Key and the stack of Location cards.
Jump
Action
Destroy target Enemy.
Toad
Action
Shuffle the discard pile into the deck. Then, draw three cards and discard two.
Pick a box. Its contents will help you on your way.
Spade Game
Action
Draw three cards. If they are not all the same type, discard them.
Warp Whistle
Action
Destroy any two Locations in the stack, then move any one to the top of the stack.
Bowser's Overkill
Action
If you have less than 5 Enemies in play, draw 3 cards and discard all non-Enemies from the draw. If you have 5 or more Enemies in play, then target opponent loses a turn.
You Forgot the Princess!
Action
Play this on the person with the highest (or tied for highest) level. If the last card used to advance their level was not Rescue the Princess, they must go back a level.
Chance Time
Action
All players throw their hands face down into a pile, then the pile is mixed up and each player takes as many cards from the pile as they originally had.
Triple Jump
Action
You may perform three more actions.
Super Hammer
Action
Destroy target thing. Add 2 to your Jump Check during this action.
A Letter from the Princess
Action
Draw cards until you draw a non-Enemy Thing or an Action, discarding all other cards drawn.
I have enclosed a jewel that helps protect you.
Backtracking
Action
Destroy the top Location card on the stack.
Yoshi Wings
Action
If you control Yoshi, advance to the next level and destroy the stack of Location Cards.
Starman
Thing
This comes into play with 3 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, destroy it. This card cannot be destroyed in any other way. While this is in play, your Jump Die is always 6 and you cannot be affected by enemy abilities.
Blue Shell
Thing
Play this onto another Thing. That thing cannot be destroyed and you cannot use any of its actions.
Action: If your Jump Check is higher than 4, you may destroy this to destroy an enemy.
Super Mushroom
Thing
Add 1 to your Jump Check. If you are forced to discard a card, you may destroy this instead.
Mega Mushroom
Thing
This card is only in effect for 3 turns. Your Jump Check is now 2. If your opponents have any enemies, they are all immediately destroyed.
Stopwatch
Thing
Action: Flip a coin. If heads, all opponent's Enemies cannot attack for one turn cycle. If tails, end your turn.
Tanooki Suit
Thing
Enemy cards have no effect on you. If any enemy action would have affected you since the end of your last turn, you may not play any actions this turn.
Fire Flower
Thing
Action: If your Jump Check is greater than 2, destroy target Thing.
Yoshi Egg
Thing
Action: Search the deck for a Baby Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards.
Action: Destroy this card to destroy target enemy.
Baby Yoshi
Thing
When this card comes into play, you must destroy a Yoshi Egg you control. Reduce your Jump Check by 1.
Action: Destroy target enemy and add a counter to this card.
Action: If this card has at least 3 counters, you may search the deck for a Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards.
Yoshi
Thing
When this card comes into play, you must destroy a Baby Yoshi you control. Increase your Jump Check by 1.
Action: Destroy target thing.
Key
Thing
Decrease your Jump Check by 1.
P-Wing
Thing
Increase your Jump Check by 2. This card is destroyed upon advancing to the next level.
Cape Feather
Thing
If your Jump Die is less than your previous Jump Die, it becomes the previous number instead.
Music Box
Thing
While in play, no Action may be performed by any Enemy. This card is destroyed upon advancing to the next level.
Thwomp
Thing
Action: A Player whose Jump Die was 2 or less must discard a card from their hand. Thwomp counts as an Enemy only when using this action.
Airship
Thing
The Jump Check of all other players is decreased by 1 for every three Enemies you have in play.
Coins
Thing
Roll a die and place that many counters on this card. If there are no counters on this card, destroy it.
Action: Remove a counter to draw a card.
Brick Block
Thing
If one of your Things is about to be destroyed, you may destroy this Thing in its place.
Metal Cap
Thing
If an opponent uses an Enemy's ability, this card may be destroyed to cancel that ability. When this card is destroyed, you may shuffle it back into the deck.
Vanish Cap
Thing
While this card is in play, you cannot destroy any Thing. If someone makes you discard a card, you must destroy this card instead. When this card is destroyed, you may shuffle it back into the deck.
Wing Cap
Thing
If your Jump Check is higher then 4, you cannot be affected by any Enemy's abilities. When this card is destroyed, you may shuffle it back into the deck.
Eldstar
Thing
Action: You may draw 1 extra card on your next turn.
Mamar
Thing
Action: For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, the Enemies wake up.
Skolar
Thing
Action: All opponents whose last Jump Check was less than 3 may only play Things, not Actions.
Muskular
Thing
Action: Decrease an opponents Jump Check by 3.
Misstar
Thing
Action: Increase your Jump Check by 5.
Klevar
Thing
Action: All Enemies are paralyzed for 2 turns. Every time a player wants to use an Enemy's ability, they must flip a coin. If heads, all Enemies are unparalyzed.
Kalmar
Thing
Action: Flip a coin. If heads, destroy 3 Enemies.
Thoreau
Thing
Action: Take control of target Enemy.
Boomer
Thing
Play this onto an Enemy. When this comes into play, put 5 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, return it to your hand and destroy the enemy it was attached to.
Action: Remove all counters on this card.
Slim
Thing
Action: You cannot be affected by any cards until the end of your next turn.
Thudley
Thing
Action: Take a counter off any 2 Enemies or destroy 2 Enemies with no counters.
Carrie
Thing
Action: Add 2 to your next Jump Check.
Fleep
Thing
Action: Up to 2 Enemies controlled by the same player cannot use any abilities until your next turn.
Cudge
Thing
Action: Destroy 1 Enemy.
Goombario
Thing
Action: Tattle: Pick a card in an opponents hand. They must show it to you.
Action: Headbonk: Remove 1 of an enemies counters. If they have no counters, destroy them.
Kooper
Thing
Action: Dizzy Shell: All enemies are Dizzy for 1 turn. They may not do anything.
Action: Shell Toss: Remove 1 of an enemies counters. If they have no counters, destroy them.
Bombette
Thing
Action: Mega Bomb: You may not use an action next turn. Destroy all enemies with no counters, or remove a counter from all enemies with them.
Parakarry
Thing
Action: Air Lift: Put an enemy back into it's owner's hand. Action: Sky Dive: Remove 1 of an enemies counters. If they have no counters, destroy them.
Bow
Thing
Action: Spook: Roll a die. If 4 or higher, send that number of enemies back to their owner's hand.
Koopa Troopa
Enemy
Action: Target player whose last Jump Check was less than 4 must discard a card.
Hammer Bros.
Enemy
Action: All players whose last Jump Check was less than 3 must discard a card.
Bowser
Enemy
Play only in Bowser's Castle. Players cannot advance to the next level or win the game when Bowser is in play.
Lakitu
Enemy
This card cannot be destroyed by a player whose Jump Check is less than a 6.
Action: Create a Spiny Token. This counts as an Enemy with the text: 'This cannot be destroyed by a player whose Jump Check is less than 5.'
Pokey
Enemy
Play only in Koopahari Desert. This card comes into play with 3 counters. If this card would be destroyed, remove a counter instead. If there are no counters on this card, destroy it.
Blargg
Enemy
Play only in Vanilla Dome. If another Location is played, destroy this card. This card cannot be destroyed otherwise.
Action: Target player must discard a card at random.
Magikoopa
Enemy
Reduce all other players' maximum hand size by one.
Bob-omb
Enemy
Action: Destroy this card. Target player must discard three cards.
Boo
Enemy
Play only in Ghost House. If any player's Jump Check is 1 or less, they must discard a card or skip their turn. This card cannot be destroyed by a player whose Jump Check is less than 6.
Big Boo
Enemy
Play only in Ghost House. If another Location is played, destroy this card. It cannot be destroyed otherwise. If any player's Jump Check is 2 or less, they must discard two cards or skip their turn.
Bullet Bill
Enemy
Action: Destroy target thing controlled by a player whose last Jump Check was less than 3.
Banzai Bill
Enemy
Action: Destroy two target things controlled by a player whose last Jump Check was less than 4. They may discard three cards, or their entire hand, to prevent this.
Dry Bones
Enemy
If this card is destroyed, return it to its owner's hand instead.
Buzzy Beetle
Enemy
Play only in Vanilla Dome. If this card is destroyed, the owner of the card may search the deck and discard pile for a Blue Shell card, put it into play and shuffle the deck. If none are in the deck or the discard pile, any player who has one may play it immediately.
Cheep-Cheep
Enemy
If the current location is neither Soda Lake nor Cheese Bridge, any player may use an action to destroy this card.
Bill Blaster
Enemy
This card cannot be destroyed by a player whose Jump Check is 6 or less.
Action: Add a counter to this card.
Action: Remove a counter from this card and sacrifice an enemy, other than this one, to make target player discard a card at random. If that Enemy had Bill in its name, return it to your hand instead.
Shy Guy
Enemy
Play only if you control more than 2 other enemies.
Piranha Plant
Enemy
Players must discard a card to play a Location or any card with the word Pipe in its name.
Bandit
Enemy
Action: Steal a random card from the hand of any player whose last Jump Check was less than 4 and add it to your own.
Donut Plains
Location
Action: If your Jump Check is at least 6, destroy target Enemy.
Soda Lake
Location
Don't roll for your Jump Check. Your Jump Die is always 3.
Bowser's Castle
Location
If your Jump Check is 1 or less, discard a card.
Yoshi's Island
Location
If your Jump Die is a 1, re-roll.
Vanilla Dome
Location
If your Jump Die is a 6, re-roll.
Star Road
Location
If your Jump Die is 3 or less, it becomes 1. If your Jump Die is 4 or more, it becomes 6.
Action: If your Jump Check is at least 6, draw a card.
Forest of Illusion
Location
You cannot play another Location card unless your Jump Check is at least 6.
Bonus Round
Location
You may perform two Actions on your turn instead of one.
Minus World
Location
Location cards are played under this card. Out of Time may be played at any time.
Koopahari Desert
Location
Ghost House
Location
When this card comes into play, all players must remove all non-Enemy Things from the game. Non-Enemy Things cannot be played while this card is in play. When Ghost House leaves play, return everything removed from the game by this card to play.
Cheese Bridge
Location
You may draw an extra card at the beginning of your turn.
Flipside
Location
If another player doesn't have any Location cards, they can use this one. Flip a coin, if heads, you are in 2-D, if Tails, you are in 3-D. Enemies can only be played by players in 3-D. Existing enemies may still stay.