Table of Contents
Introduction
1. Card Types
2. Getting Started
3. Game Flow (Turn Procedure)
4. Terminology and Keywords
Introduction
Welcome to the Resident Evil Trading Card Game. The First survival horror trading card game Where you can clash with your favorite characters from the Resident Evil Franchise to find unique and clever ways towards surviving the T-Virus.
To help bring the Survival Horror genre to a competitive trading card game by integrating gameplay mechanics from every major tcg while still being unique and lore friendly to the resident evil universe.
Getting Started
Card Types:
Battler cards: Battlers represent the unique characters in the Resident Evil Franchise. When a card or rule refers to a "Battler(s)" they are referring to Battler cards. Battler can be played during the game to (obtain and prevent your virus meter.) Battlers cannot attack on the same turn they have been played.
Reserve: Reserves are supports for your battler characters in the Resident Evil Franchise. Reserves enter play exhausted and also can be exhausted once per turn to generate 1 AP of the reserves color. You cannot actiavte reserve action abilities on the same turn they are played. You may only have 5 reserve cards in play at any given time, a 6th reserve cannot enter play at any time.
Weapon: Weapons represent the array of weapons, tools, and resources in the Resident Evil Franchise. Weapons may be used anytime a card can be played, and go directly to the graveyard after they have been resolved.
Hero: A Hero is separate card from your 50 card deck that goes in the zone directly above your virus meter. A Hero can only use an ability once per match when you meet the required condition.
Game Requirements:
You will need two players as the game is designed for one on one battles.
Each player will need a deck consisting of cards from the RETCG.
Deck Requirements:
1. Each deck must consist of 50 cards.
2. Select 1 Hero card to lead your deck.
3. You can have a maximum of 3 copies of a unique in your deck unless otherwise stated. This is referenced by the cards individual Set and card number.
When first learning to play it is recommended you use 25 Forwards 15 reserves and 10 weapons in your deck.
Preparing a game:
1. Both players shuffle their respective decks, and offer a courtesy cut of the opponent's deck.
2. Determine who takes the first turn via a random method ( die roll, flipping a coin ect...). The winner decides who takes the first turn.
3. Both players draw 5 cards from their decks and place them in their hands. Players may choose to perform a mulligan starting with the turn player.
Mulligan- A player puts all cards in their hand to the bottom of their deck in any order, then draws 5 cards to their hand. This can only be performed once during preparation.
Game Zones: Battlefield, Deck, Graveyard, Exile and Virus Meter.
Game Flow:
Both players alternate taking turns going through all turn phases during the game. The turn player has priority to make actions first during their turn. Only the turn player may attack, and only the non-turn player may declare blockers.
Winning the game:
There are two win conditions in the Resident Evil Card Game.
1. When your opponent's virus meter is 7 or more. If both players virus meter is 8 or more, the turn player wins the game.
2. A player who has no cards remaining in their deck at the end of the turn loses the game. If both players have no remaining cards in their deck at the end of a turn, then the turn player loses the game.
Using AP and Paying costs:
A player must pay the required AP of a card for it to be considered "played". There 5 Colors, ( Red, Green, Blue, Yellow, Purple) you must pay at least one AP of the color matching the card itself.
All costs must be paid before a card can be considered "played". AP is considered a cost.
Turn Phases:
A turn consist of the following phases in order from first to last.
1. Start Phase:
- Activate all your characters, then draw 2 cards (On the first players first turn, Draw 1).
2. Main Phase 1:
The turn player can perform any of the following actions is any order.
- Play a Battler, or Reserve:
Follow these rules for playing a Battler.
- Pay the cards AP cost.
- A Battler or Reserve cannot be deployed if a another Battler or Reserve of the same name is already in play on your side of the field.
- A Battler or Reserve of the same name may be deployed if both cards have the ink ribbon symbol.
- Battlers are played in active mode.
- Reserves are played exhausted.
2. Play a Weapon: A player pays the AP cost, and the Weapon goes to the graveyard after resolution. Weapons are not played to the field.
3. Use an action ability: A player must declare the use of an action ability, then pay any associated costs.
3. Battle Phase:
The turn player can attack his opponent with his deployed Battlers in this phase. The phase is carried out as follows:
1. Attack Preparation Step
1.1 Put all abilities that are triggered "at the beginning of the Attack Phase" or "when your Battle Phase starts onto the stack.
1.2. The turn player then gains priority. Each player may use a Weapon, an action ability or a Mutate ability
1.3 Attack Declaration Step
1.4 The turn player declares one of their Battler to make an attack, or that he will choose to form a group. To form a group, he chooses multiple Battlers that share the same Color.
Main Phase 2: The rules are the same as Main Phase 1.
Terminology:
AP- This is the games resources. AP needs to be generated to pay costs to play cards.
Field abilities- An ability that does not use the stack, is always active, and cannot be interrupted.
First Shot- This Battler deals combat damage first.
Athletic- This Battler may attack on the same turn it was played.
Vigorous- This Battler does not exhaust when attacking.
Virus 1-7- An ability that only works when you virus increases by the required number or greater.
Exhausted- A Battler that is horizontal on the battlefield. Exhausted Battler cannot attack or block.
Activate- To turn an exhausted Battler or Reserve vertical.
Hand- The cards in your hand are held with the back side of the cards facing your opponent. You cannot see your opponent's hand, but you may count the number of cards in their hand.
Draw- The action of placing the top card of your deck to your hand.
Discarded cards- Discarded cards are placed directly to the graveyard.
Search- Looking through the designated zone for a specific card or cards listed by the ability. You must always shuffle your deck after a search.
Cost- The requirements needed to play a card.
Choose- Selecting targets for abilities and weapons. Choosing is part of paying a cards cost.
Battlefield- The area in which Battlers and Reserves can be played. Cards that you play can only enter play on your side of the battlefield. All cards are placed face-up
Graveyard- A game zone in which cards are placed when they are destroyed or played (and resolved). Cards in the graveyard can only be interacted with by card effects. All cards are kept face up and both players can be made aware of the contents of the graveyard at anytime. The order of the cards in the graveyard cannot be manipulated unless otherwise stated.
Exiled- A game zone in which cards are sent to by specific cards. Exiled cards can only be interacted with by card abilities. All cards are kept face up and both players can be made aware of the contents of cards in Exile at anytime. The order of the cards in Exile cannot be manipulated unless otherwise stated.
Virus Meter- A game zone where the top card of a players goes if their meter is increased. A virus meter may also be decreased placing the latest card into the graveyard.
Transmit- An ability that only activates when A weapon with this ability enters your Virus Meter zone. A Transmit ability can not be intterupted.
Ink ribbon- A Battler or Reserve of the same name may be deployed if both cards have the ink ribbon symbol.
This is enough to get you started and playing with REtcg set 1 beta. Advanced Rulebook is still under development.