One arena, five combatants, and general magical and technological violence determining the winning team.
Special Rules
Ding!
Whenever the "Ding!" card is drawn, it is instantly played. If it shows up in a starting hand, then the player draws another card and shuffles the card back into the deck. When the "Ding!" card is played, all Techniques are removed from the field, and the effects of all actions, including Focus, are negated. This symbolizes the end of a round. After the "Ding!" card is played five times, the game ends, and the player with the most KO's wins. There are other ways of winning, however.
Techniques
You always play Techniques onto Fighters that can use them. The techniques a fighter can use are listed on the card under the "Use:" bit. The techniques with a corresponding "Use:" bit can be placed on the fighters. Techniques will usually increase BP.
Battle Power
Each fighter has a BP, or Battle Power, listed on it's card. A fighter can use an action to attack, and KO (destroy) a fighter card that has less BP. Keep track of how many KO's you get during the course of the game.
Non-KO's
Fighters removed by other means, i.e. Tragic Fire of Unholy Destruction, do not count as KO's.
Card List
DING!
Thing
The round ends. Play this card as soon as you draw it.
Thing - Fighter
Action: search your deck for any technique, and place it in your hand. Use: Karate
Thing - Fighter
Negates the effects of Missile techniques when he is attacked. Use: Karate, Sword
Thing - Fighter
Action: Reload! Search your deck for a missile technique, and place it in your hand. Use: Missile
Thing - Fighter
Action: Destroy any non-fighter Thing.
Thing - Fighter
Action: Shuffle one card from the discard pile into the deck. use: Black Magic
Thing - Technique
Use: Wildcard (may be used by any fighter)
Thing - Technique
Use: Wildcard
Weak Block
Thing - Technique
Negate the BP bonus of any technique when attacked. Use: Wildcard
Thing - Technique
Use: Sword
Thing - Technique
You must discard a technique already on this fighter to play this card. Use: Sword
Thing - Technique
Attacking does not cost you your action for your turn. (You may do multiple attacks using this effect) Use: Karate
Thing - Technique
Use: Missile
Thing - Technique
X is equal to the bonus one other fighter's technique grants him. Use: Black Magic
Referee
Thing - Staff
Discard Referee during your opponent's turn to negate the effects of one action card.
Crooked Ref
Thing - Staff
Discard Crooked Ref during your opponent's turn to flip a coin. If heads, negate the effects of one action card.
Wealthy Sponsor
Thing - Staff
Action: draw a card
Manager
Thing - Staff
You may play two things a turn.
Hired Prophet
Thing - Staff
Action: look at your opponent's hand.
Lottery Ticket
Action
Discard a card. Flip a coin. If heads, draw 2 cards.
Action
Add 2 to any fighter's BP this round.
Action
Add 2 to any fighter's BP this round.
Tragic Fire of Unholy Destruction
Action
Choose a type of card (i.e. technique, fighter, action, paper, etc.) and destroy all of them.
Crucial Distraction
Action
Negate the bonuses of all Focus action cards on your opponent's fighters this round. You may not use a technique this round.
Rust
Action
Remove any robot fighters (B4-8900) from the field.
Seal of Loto
Action
Remove any dragon fighters from the field.
Intergalactic Fighting Champion
Action
Play only after you get four KO's. You win.
League Ownership
Action
Play this only if you control four staff members. You win.