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Rules of the card game

Player Vs. Player Rules

 

Starting the game:

 

You must have a 40 card deck to play the game. You may only have four of each card maximum in your deck, with others having more restrictions. The goal of the game is to destroy five of the opponents miscrits. If you lose 5 miscrits by any means you lose the game. Each player draws five cards at the beginning of the game, taking their turns clockwise from the first player. On each players first turn they do not draw a card as they usually would. You must start the game with one basic miscrit in your hand. If you do not have a basic miscrit in your opening hand you have to reshuffle your hand with no penalty. If a player chooses that they do not like their hand they can reshuffle and draw a hand of one less for every time they reshuffle.

 

Your Turn:

 

At the beginning of your turn you may draw a card from your deck (Unless it is your first turn).

 

Play phase: During your play phase you may play as many base miscrits as you can, and you may evolve as many miscrits as you can, along with that you may play any one item if you have one in your hand. If you evolve your Active Miscrit you cannot attack with them that turn. Evolving a miscrit both increases the maximum health of the miscrit and heals the evolved miscrit fully. You may also choose to switch out your miscrits from your readied area, but you cannot attack with a miscrit that has been switched out that same turn.

 

Attack: You must choose one of your opponents and their miscrit. You then choose your miscrits attacks (All attacks have a cooldown of 1 turn, golden attacks have cool-downs of two turns. After you use an attack put one or two hourglass counters on that attack depending on if it was a golden attack or not, and at the end of your next turn after an attack was used remove one time counter from that attack. If a miscrit evolves remove all hourglass counters.) and deal your damage, including type bonuses. After your attack your turn ends. Your opponent then takes their turn. 

 

Special attacks: These work like normal attacks where you have to choose one attack every turn, but these have various effects. When an attack says +X damage (Ex: “Merlin’s Beard: +4 damage”), it gives you that much of a damage boost on your next turn (Ex: if a +2 damage attack was used the turn before and the next attack to be used does 3 damage, it becomes a total of 5 damage). When an attack says +X health (Ex: “Replenish: +3 HP”) it gives your miscrit that much HP up to their maximum HP (If your miscrit has 15 of 20 maximum HP and you heal for 5 you go up to your max HP. If you were to heal for more than 5 HP in this scenario you would still end up with 20 HP because it is your miscrit’s max HP). When an attack says -X damage (Ex: “debilitate: -5 Damage”) it makes it so the opponent deals less damage on their next turn (Ex: If you use an attack that gives -3 damage to an opponent and they have an attack that does 10 damage, it instead does 7 damage).

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Poison, Confusion, and Sleep: When your miscrit is poisoned it takes one damage every turn. At the beginning of your turn, flip a coin. If heads, your miscrit is no longer poisoned. When a miscrit is confused it deals 1 damage to itself and cannot attack every turn until the status goes away. At the beginning of your turn flip a coin, if heads your miscrit is no longer confused. When a miscrit is asleep you cannot attack with it until the status is gone. At the beginning of your turn flip a coin, if heads your miscrit wakes up and can attack on that turn. All coin flips are separate. These effects stack, and you flip in the order of poison, sleep, confusion.

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KO’s and Active Miscrits, and more: To keep track of how many miscrits have been KO’ed, keep a separate pile aside from your discard and deck of all the base miscrits of yours that have been KO’ed. If your miscrit is reduced to 0 HP by any means they go into the discard pile along with any other attached items. An active miscrit is the miscrit you are using from your book (deck). You may only have one active miscrit at a time and If you have no active miscrit you must immediately play a miscrit into the active zone from a readied spot or your hand or you forfeit the game. Your maximum hand size is 5 unless an effect otherwise states so if you end your turn with more than your maximum hand size you must discard down to that number. If you for any reason cannot draw any more cards, you lose the game as well.



Elemental Type Bonuses:

Arrow pointing to = deals more damage 

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Boss Deck Rules: Magitice and Elementums

 

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How it works:

Start the game with the boss card in front of the boss deck. The boss deck plays itself, every turn besides the first turn it draws one card and immediately plays it unless stated otherwise. Certain boss cards are stronger depending on the amount of players facing it (Certain cards are shown in a X/X/X/X/X format, where for each player you go the right one number. Ex; Nature elementum uses “Life”. That card heals himself 20/40/60/80/100 meaning that against one player it heals himself for 20 HP, two players is 40 HP, and so on). Bosses still suffer from status effects. When a boss plays an attack, it hits all active miscrits for full damage (Ex. If the Nature Elementum uses “Tree’s Tunicate” for 10 damage, 10 damage is done to all active miscrits.) If a boss plays a card that boosts their damage, it stacks until their next attack (Ex: If a boss plays a bonus attack damage for +2 and then draws a non attack card on their next turn, they keep the bonus until they do draw an attack card. If a boss draws two bonus attack cards for +2 before an attack those bonuses stack to make +4). If a boss plays a card that adds to their attack damage on the same turn as an attack, the boss must apply the bonus damage on their next attack after that turn. If an ally loses the game the boss still treats the cards it uses as if the starting amount of players is still there.

 

The Players turns:

All human players work together to beat the boss. All players take their turns clockwise from the boss deck, starting as they normally would for player vs player battles with five cards and the rules about the opening hand. The goal of this game is to beat the boss and reduce their Hp to zero. If any one player loses five miscrits, they're out of the game and sit in hopes that their allies will beat the boss. 

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Characters and artwork used with permission of original rights holder

Copyright © 2019 Miscrits Battle For Miscria - All Rights Reserved.

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