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 Heroes or Enemies, unless it says otherwise.
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: 1 damage can be read as 'You may take an action (called Jump) to deal target Character 1 damage.'
Card Attributes
Certain cards have special attributes. These are listed in italics at the beginning of the card text.
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.
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.
- Lemon Drop
- Mario
- Luigi
- Peach
- Daisy
- Blooper
- Snifit
- Chain Chomp
- Wiggler
- Pider
- Angry Sun
- Rex
- Monty Mole
- Yux
- Frog Suit
- Hammer Bros. Suit
- Koopa Shell
- Magic Wand
- Vegetable (?)
- Ripe Vegetable (?)
- Kuribo's Shoe
- Mini Mushroom
- Mega Mushroom
- Yoshi Coin
- (Other) Coin
- Switch Block
- ♪ Block
- (Other) Block
- Chocolate Island
- Pipe Maze
- Cloud Tops
Other Thoughts
It may be necessary to categorize the cards in some way, especially if this deck gets much bigger.
Card List
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.
Ram: 5 FP. 10 Damage.
Acrobatics: 8 FP. 12 Damage to any non-spiked Enemy/Hero.
His attacks are so intense that he's also called Deadly Guy.
Enemy
This card counts as ceiling until damaged.
Absorb: This attacks goes once for every card in your hand, up to 5. Take 2 HP from a Hero and add it to Swoopula's HP.
Headbonk: 2 FP. 4 Damage to any enemy.
You can't jump high enough to attack them while they're hanging from the ceiling.
Enemy
If Medi Guy is your only Enemy, you may put him back in your hand.
Charge: Deal target 1 damage.
Heal: Spend 2 FP. Target gains 4 HP.
Hero
This card can only be played when you have 10+ Audience. Body Slam: 2 FP. 5 Damage to any grounded or flying Enemy/Hero. Choke Hold: 5 FP. 10 Damage. Target enemy cannot attack next turn.
Boo's Sheet
Equipment
Put 2 counters on this card. While the counters are on, one of your heroes cannot be attacked. If that Hero is at 1 HP, they may destroy 1 enemy, regardless of DEF or HP. After all counters are removed, this card is destroyed.
Stylish Move
Response
Play this when you deal damage. Roll a die. If you roll higher than 4, increase the damage dealt by 2. You now get 10 more Audience members.
Unsatisfied Fans
Response
Play this when you deal damage. Roll a die. If you roll more than 3, then draw a card. Otherwise, then lose 3 HP on a Hero/Enemy and lose 5 Audience members.
Bomb-omb in the Audience
Response
Play this when someone gets more Audience members. Chosen player loses 5 Audience.
Luigi in the Audience
Response
Play this when a Hero attacks. Gain 1 Audience member and 10 HP to a chosen Hero.
Boo in the Audience
Response
Play this when you gain Audience members. Pick a Hero/Enemy of yours. That card is impervious to damage until your next turn.
Shy Guy in the Audience
Response
Play this when someone plays a Hero/Enemy. A chosen Hero/Enemy loses 10 HP.
Super Hammer
Equipment
+2 Damage. The hero holding this can now attack spiked enemies.
Card by MagiMaster and BM
Stopwatch
Action
Flip a coin. If heads, all opponent's Enemies cannot attack for one turn cycle. If tails, end your turn.
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: -3 Damage for an opponent.
Misstar
Thing
Action: +5 Damage.
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, this attack works on all non-Spiked enemies.
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
Platformed Jump: +2 Damage, on any non-Ceiling Enemy/Hero.
Fleep
Thing
Flip: Up to 2 Enemies controlled by the same player cannot use any abilities until your next turn.
Cudge
Thing
Smash: 10 FP. Destroy 1 Enemy, this attack works on Spiked and Grounded Enemies/Heroes.
Goombario
Hero
Tattle: Pick a card in an opponents hand. They must show it to you.
Headbonk: 3 Damage.
Kooper
Hero
Dizzy Shell: All enemies are Dizzy for 1 turn. They may not do anything.
Shell Toss: 3 Damage, this attack can damage spiked enemies.
Bombette
Hero
Mega Bomb: 20 FP. 4 Damage to all enemies.
Parakarry
Hero
Air Lift: Put an enemy back into it's owner's hand, this attack works on all enemies. Sky Dive: 3 Damage, this attack works on all enemies.
Bow
Hero
Spook: Roll a die. If 4 or higher, send that number of enemies back to their owner's hand this attack works on all enemies.
Watt
Hero
Electro Dash: 3 Damage, ignoring Defense this attack works on grounded and spiked enemies. Power Shock: Paralyze any enemy. Every time a player wants to use an Enemy's ability, they must flip a coin. If heads, all Enemies are unparalyzed.
Sushie
Hero
Squirt: 3 Damage twice, this attack works on Flying, Spiked and Grounded enemies. Water Block: Pick one of your Enemies/Heroes. Then roll a die, if more than 3, cut the number in half, rounding down. That number is added to their Defence.
Lakilester
Hero
Spiny Flip: 4 Damage, to any enemy. Spiny Surge: 2 Damage on all Enemies.
Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy.
Palace of Shadow
Location
You must have at least one Partner to keep this card active.
This is the entrance to the Palace of Shadow. It's seen no visitors for
1,000 years...
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.
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.