Setup
-
1 12-sided dice.
-
1 20-sided dice.
-
Each player will use a deck of Valcarta Trading Cards comprised of at least 80 cards.
-
Each player is allowed to have a Fay Charged Deck that consists of a maximum of 10 cards.
-
Each player may opt to have a Side Deck containing no more than 20 cards.
-
Each player will be required to have enough space for 3 War Cards, 5 Unit Cards, 1 Deck, 1 Discard Pile, 1 Crystal Card, and if needed 1 Fay Charged Unit Deck
Card Layout
Card Name:
This section of the card will display the Cards name. There are cards at allow you to search your Deck or Discard Pile for certain card names. A card with an effect like this will have the card name in quotes (“ “).
Unit HP Value:
This section is only used on Unit Cards. This section outlines how much damage a Unit can take before it is sent off the field.
Unit Element:
This section is only used on Unit Cards. This section outlines the Elemental Alignment of the Unit. This will determine if a Unit takes additional damage from an attack of some form.
Unit Picture:
This portion of the Card will have the Cards art.
Evolution Chain:
This section will display the information related to the Unit's Evolution Chain. On Advanced Level Units and above, you will see information regarding which Unit the higher level comes from.
Skill FE Cost:
This section will be displayed along side a skill name. If there is no Cost beside a skill, the skill can be used freely. Most skills will require you to pay FE in order to use a skill. The amount displayed in this section is the amount that must be paid in order to use the skill unless otherwise noted.
Skill FE Type:
This section will be displayed along side a skill FE Cost. There is always an FE Type related to a skill. The skill can only be used if the required FE type is paid. Skills without a specified FE Cost can be used by any FE Type.
Skill Damage Value:
This section will be displayed along side a skill name. The number shown is the amount of damage a skill will do to the target during combat unless otherwise stated.
Skill Name:
This section is displayed as long as the card has a skill that can be used. War Cards do not have skill names and just their effects are listed.
Unit Level:
This section is displayed on all Unit Cards. Each Unit has a Level that it is given, ranging from Basic to Ultimate. This will allow you to figure out if and when the Unit can be played.
Gameplay
Determine the number of matches that will be played to declare a winner. 2/3 is standard.
Players may edit their deck via their side-deck after each match.
Determine who will play first by rolling a d20. Highest roll goes first.
Each player then draws 7 cards from their deck which makes up their Hand.
Whoever won the dice roll will begin their turn.
The Field:
Each player will have 4 different regions they are responsible for.
Deck Zone – This is where your deck will be placed. Place on the either side of the field. All cards in the Deck are Face-down.
Discard Pile – This is where all your discarded Cards will be place. Placed next to the Deck Zone. All Cards in this pile are face-up.
Unit Zone – This is where all of your Unit cards will be played. Each player has 5 Unit Zone slots available to them. If the Unit Zone is full, no other Basic Unit Cards can be played. This area should be inline with your Deck Zone.
War Zone – This is where all of your War Cards will be played. Each player has 3 War Zone slots available to them. If the War Zone is full, no other War Cards can be set. This zone should be inline with your Discard Pile.
Crystal Zone – Each player will play their respective Crystal Card at the start of the game and place it above your Deck Zone.
Hand:
The “Hand” is a group of cards that are held by the player and not shown to the opponent. The “Hand” is where most cards are played from. The “Hand” is normally built up by drawing cards from the Deck. When the game begins, each players draw 7 Cards to build their initial “Hand”. If, during your End Phase (see Phases section) a player has more than 7 Cards in their hand, they must discard until there are only 7 remaining.
Deck:
The Deck contains the bulk of your cards. Cards will be drawn from the Deck and added to your hand. You may not look at your Deck at any time unless a card tells you to. You Deck must consist of at least 80 cards.
Side Deck:
The Side Deck can contain any type of card you wish. The Side Deck is used in between matches to alter your Deck with new cards. The Side Deck can have no more than 20 cards.
Discard Pile:
This pile is created as cards are used or Units are destroyed in battle. The Discard Pile always displays cards face up. The Discard Pile can only be searched by a card effect. These cards are still considered “in play”.
Removed from Play:
On occasion a card my be “Removed from Play” rather then sent to the Discard Pile. Cards that are “Removed from Play” are set aside. These cards cannot be referenced or searched for unless otherwise noted.
Cards
Units:
Units are used as the primary function of the game. Units are broken down into 4 different types:
-
Basic – These are the bare bone Units that can be played at 1 FE Cost. If defeated, this unit will remove 1000 SE from it's owner. No more of 6 of the same Unit name of this level may be within a single deck.
-
Hero – These are unique Cards that are played at 2 FE Cost and a similar to Basic Cards. When these Units are destroyed, the owner takes 2000 SE damage. No more than 2 of the same Unit name of this level may be within a single deck. No more than 5 different Units of this level may be in a Deck at a given time.
-
Advanced – These units come from upgrading a Basic Unit. This process does not cost FE. Upgrading cannot be done the same turn a basic unit is played. This Unit type cannot be played in any other way. If defeated, this unit will remove 2000 SE from it's owner. No more than 3 of the same Unit name of this Level may be within a single deck.
-
Champion – These units come from upgrading an Advanced unit. This process does not cost FE. Upgrading cannot be done in the same turn an advanced unit is played. This unit type cannot be played in any other way. If defeated, this unit will remove 3000 SE from it's owner. No more than 2 of the same Unit name of this Level may be within a single deck.
-
Ultimate – These units come from upgrading a Champion unit. This process does not cost FE. Upgrading cannot be done in the same turn a champion unit is played. This unit type cannot be played in any other way. If defeated, this unit will remove 5000 SE from it's owner. No more than 1 of the same Unit name of this Level may be within a single deck. No more than 3 different Units of this Level may be within a single deck.
Crystal Card
A Crystal Card is the source of all Fay Energy that is generated in the game. At the start of the game, each player will place their Crystal Card in their Crystal zone. At the start of each players turn they will roll a dice: 1d12 if that player has 1-3 Units active or 1d20 if the players has 4-5 Units active. The result of the dice (+/- any effects) results in the amount of usable FE for that turn. FE is used for War Card effects and Unit skills. These cards cannot be destroyed by any effect and are never removed from the field.
These Cards will have a unique effect attached to them which can only be used once a match. The effects of these Cards can only be activated during your Main Phase.
War Card
War Cards contain helpful effects or abilities that are used in or before combat to increase your Units effectiveness. Up to 3 “Continuous“ War Cards can be in play at any given time on either side. There is no limit to the amount of War Cards that can be played in a single turn. War Cards are always added to the field face up. A War Card can be played at any time so long as the conditions for the cards effects are met. Misplay of a War Card sends it to the Discard Pile. There are three different types of War Cards:
-
Instant – These cards are played from the hand at time.
-
Single Use – These cards are played from the hand during your Main Phase. These Cards have varying costs and effects. These cards cannot be played if their FE Cost cannot be paid. The effects of these Cards are instant.
-
Continuous – These cards are played from the hand during your Main Phase. These Cards and their effects remain on the field as long as their FE Cost is paid each turn. Placing a Continuous War Card counts as paying for it.
Equipment Card
Equipment Cards are used to augment or alter the stats of Unit Cards. Equipment Cards can only be used on their respect Fay Energy Type. Equipment Cards have a wide range of effects. Equipment Cards can only be attached to Units you control unless otherwise stated.
Game Phases
The overall Gameplay of Valcarta TCG can be broken down into 5 phases:
Draw Phase – At the start of your turn, draw a card from your deck. If you do not have a card, you automatically take 100% SE damage, losing the game.
Roll Phase – After drawing a card from your deck. Roll the appropriate dice for Fay Energy (stated on your Crystal Card). Fay Energy is outlined here:
Fay Energy (FE)
Fay Energy is the renewing resource which is the central unit for Valcarta TCG. Each turn, a player will roll the appropriate dice for FE. This is done after the Draw Phase and during the Roll Phase. The number that appears on the dice, plus an additional bonuses or penalties are added together to give you your total FE for the turn. FE can be spent on War Cards (Continuous upkeep, Single Use cost, etc.) or Unit Skills. The amount of FE required to carry out an action will be clearly listed on the card in this format:
(#)(element)(FE), where # is the amount of FE needed and element is the element of FE required.
There are 16 different types of Fay Energy within Valcarta TCG:
FE Type |
Short Form |
Fire Fay Energy |
FFE |
Water Fay Energy |
WaFE |
Wind Fay Energy |
WiFE |
Ice Fay Energy |
IFE |
Earth Fay Energy |
EFE |
Light Fay Energy |
LFE |
Dark Fay Energy |
DFE |
Thunder Fay Energy |
TFE |
No Element - Fay Energy |
FE |
Skills and War Cards can only be used if their proper Fay Energy is being used. Fay Energy comes from your Crystal Card, so choose wisely when making your Deck.
Main Phase – This Phase begins after your Draw Phase and Roll Phase. At the start of this phase, apply any damage that is caused by Status Effects. During this time you have a lot of options:
-
Attach an Equipment Card to an eligible unit
-
Play a Unit card to the field if you have space (maximum of 5)
-
Play a War Zone Card. If it is “Continuous” place it in your War Zone.
-
Swap a Unit Card from your field with one in your hand. This costs 1 FE for every damage counter on the Unit.
-
Swap an Equipment Card from one Unit you control to another Unit you control. This costs 1 FE.
Sacrificing – This is a Unit method of adding Units to the field. A Sacrifice is a Unit you control that is sent to the Discard Pile for the Summoning of a Fay Charged Unit or other Card Effect. The owner of the Unit does not lose SE for Sacrificing a Unit they control.
Combat Phase – At any point in your Main Phase you can change to Combat Phase. This phase will allow you to attack your opponent given that you have the required amount of Fay Energy (FE). Each Unit you control is allowed to attack in a single Combat Phase given that there is enough FE to be used. When you can no longer attack, your End Phase triggers.
-
During your Combat Phase, if you are able to attack, you will select an attack from a Unit Card and issue a target. The damage tied to the selected skill is then pitted against the defending Unit and taken from their HP score. If a Unit reaches 0 HP it, along with all other cards attached to it, are sent to the Discard pile.
-
Apply any and all effects from War Cards.
-
After damage is calculated, apply any and all effects from the Attack if applicable.
-
If you have one than one Unit Card which is able to attack you may. Repeat this process until all of your applicable Units have attacked.
-
If there are Units on your opponent's side of the field. Units cannot attack unless otherwise specified.
-
Each Unit you control may attack as many times as possible. FE Costs must be paid.
-
Unit attacks target an opponent's Unit unless otherwise stated.
End Phase – This is the quick phase that occurs after the Combat Phase. During this Phase, if any Units you control are under a Status Effect, you may Flip a Coin. If heads, the Unit is cured of all effects. If you have Units on your side of the field you take 2000 SE damage.
Status Effects
Some attacks or other cards may place a Status Effect on a Unit. In most cases, a Coin is Flipped to see if the Defending Unit has been effected with a Status Effect. In the event that an attack will apply a Status Effect via Coin Flip, flip a coin for each unit involved in the Attack. At the end of your Combat Phase, Flip a Coin. If heads, you are free from any Status Effect. This must be done separately for each Unit under the effects of a Status Effect. Any Status Effect that deals damage to a Unit has the damaged applied during your End Phase, but before your Flip a Coin for cure.
IE: Stalker Mage uses Toxic Pool. Cultist takes 10 damage, Yeti takes 10 damage. Stalker Mage flips for Poison. Stalker Mage flips a tail against Cultist. Stalker Mage flips a head against Yeti! Yeti is poisoned!
-
Poison – Effected Unit takes 10 Damage at the end of your turn.
-
Blind – Flip a Coin every time this Unit attempts to Attack. If tails, the attack fails.
-
Paralyze – A Paralyzed Unit cannot attack.
-
Confusion – Flip a Coin when an effected Unit attempts to Attack. If tails, the effected Unit takes 30 damage.
-
Stun – The effected Unit cannot attack this turn. This effect wears automatically after the effected Unit's Combat Phase.
-
Sleep – The effect Unit cannot attack this turn.
-
Frostbite – The effected Unit takes 20 damage that the end of your turn.
-
Burn – The effected Unit takes 10 damage that the end of every turn.
-
Provoked – The effected Unit must attack the Unit that applied this effect. This effect can only be on a single enemy at a time.
-
Charmed – The effected unit will be under the control of your opponent. This effect cannot complete if your opponents side of the field is full. Your opponent can attack with this Unit. If a Unit is under the effects of Charm, no SE lost will occur upon said Unit's death.
-
Ear Damage – Effected Unit takes 10 damage at the end of your turn.
What is the objective?
The objective of Valcarta TCG is to deplete your opponents Soul Energy (SE) before he/she depletes yours. Each Player starts the game with 15,000 SE.
How do I deplete Soul Energy?
Use characters from the Valcarta world to defeat your opponents forces to deplete their Soul Energy. If at any point in time, a Player doesn't have a unit in play (during their End Phase), he/she will take 2,000 SE damage. Various other effects may also deal damage to a players SE.