The rules


Global Terms

  1. Don't attempt to pass this game off as your own! We work hard to keep this availiable for everyone.
  2. Feel free to redistribute card files, and feel free to design your own! If you make a card you want to see in the real game, try filling out this form, or try emailing us.
  3. Any use of a cheating software for the online game is strictly frowned upon and can result in an account being permabanned.
  4. Please use the official software for the online game to keep your account information safe.

By downloading any files or playing in the online game, you agree to adhere to these rules.


Tournament Rules!

These are the official tournament rules for the game! Tournaments always take place within the Base Set (set 1) ruleset, though Base Set Second Revision (Set 2) and above rules are avaliable. This is how it's intended to be played, but of course, variations are always fun!

Setting up a deck

Any set is allowed. Here is the banned card list. You may use a maximum of 4 copies of a card in a 40 card deck. A halfsize deck consists of 20 cards, can only contain a max of 3 copies of a card, and follows the same rules.

Preparing the playfield

Shuffle your deck and then set aside 2 piles of 7 cards. Opponent chooses one and vice versa. Put the non-chosen pile at the bottom of your deck, and of the other pile, place 4 cards face-down as your bench. The other 3 are your hand, and throughout the game your hand should not be revealed to your opponent unless a card says to. If no Ambush card is in your hand or bench, take all 7 cards and place them at the bottom of your deck, drawing 7 more and repeating the process. Repeat until you draw an Ambush card. Once both players have done this, place an ambush in the Active card slot flip the cards on your bench face up, and roll a die. Higher roller goes first.

Turn by turn

There are 3 turns per round, and each turn you can do any action, instant, or stall. You are not allowed to shuffle your discard pile. When discarding, discard to the top of your discard pile, cards face-up. If you have no Ambush card in your hand or bench at the end of a round, you have 10 tries to draw one from the top card of your deck for the next round.

Instants vs Stalls

Instants

Instants are any action that can be played at any time regardless of turn. This can include:

Stalls

Stalls are any action that take up a turn. This can include:

Card properties

Ambush

Ambush cards are the main attacking card, and are the only card to be set in the active card slot. Ambush cards cannot be attached to other Ambush cards.

Stage

Stage cards can affect one or both players. Only one can be in play at a time between opponents, and they play across rounds. If a Stage is in play, the person who played it can replace it for the cost of 6 power for that round, or if the opponent played it, it can be replaced at the cost of 12 power for that round. You may not play this card if it's condition puts you below 1 power.

Shield

Shield cards are one of the cards that can be attached to the active Ambush card. Shield cards give a benefit at the cost of power. You may not play this card if it's condition puts you below 1 power.

Stamina

Shield cards are the other type of cards that can be attached to the active Ambush card. Shield cards give power at the cost of a disadvantage.

Support

Support cards never take up a turn and are played straight to the discard pile. If a Support card's condition calls to ressurect a card, you may not use it to ressurect another Support card.

Endgame

The game ends when a player runs out of Ambush cards to play, starts a round with less than -40 power, or fails to draw an Ambush card between rounds within 10 tries.


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Hyperlinks


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Global terms

Tournament rules

Setting up a deck

Preparing the playfield

Turn by turn

Instants vs Stalls

Card properties

Endgame

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