Kirby no Copy-toru!: Difference between revisions

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==Overview==
==Overview==
There are two main types of cards: Kirby cards and Enemy cards. Kirby cards feature Kirby either in his [[Normal]] state or with a [[Copy Ability]], while Enemy cards feature various [[enemy|enemies]] and [[boss]]es of the series. Each card comes in one of five colors (white, red, blue, yellow, or green), and features a power number ranging from 1 to 8 in the top left corner. Copy Ability cards have unique abilities, while Enemy cards also have a point value.
There are two main types of cards: Kirby cards and Enemy cards. Kirby cards feature Kirby either in his [[Normal]] state or with a [[Copy Ability]], while Enemy cards feature various [[enemy|enemies]] and [[boss]]es of the series. Each card comes in one of five colors (white, red, blue, yellow, or green), and features a number ranging from 1 to 8 in the top left corner. For Kirby cards, this is their "power", while for Enemy cards, this is their "life". Copy Ability cards have unique abilities, while Enemy cards also have a point value.


There are three modes to play, and in each mode, the goal is to collect Enemy cards by attacking them with Kirby cards. In Easy Battle, Enemy cards are attacked by matching Kirby cards of the same color and equal or higher power. In Copy Ability Battle and Solo Battle, turns are split into an "action phase" and a "get phase"; color does not matter when attacking in the "action phase", but collecting an Enemy card allows the player to draw a Copy Ability card of the same color in the "get phase". In Easy Battle and Copy Ability Battle, the winner is the player with the most Enemy card points at the end of the game. In Solo Battle, the player wins by collecting a certain amount of Enemy card points before running out of playable Kirby cards.
There are three modes to play, and in each mode, the goal is to collect Enemy cards by attacking them with Kirby cards. In Easy Battle, Enemy cards are attacked by matching Kirby cards of the same color, and power equal to or higher than the Enemy's life. In Copy Ability Battle and Solo Battle, turns are split into an "action phase" and a "get phase"; color does not matter when attacking in the "action phase", but collecting an Enemy card allows the player to draw a Copy Ability card of the same color in the "get phase". In Easy Battle and Copy Ability Battle, the winner is the player with the most Enemy card points at the end of the game. In Solo Battle, the player wins by collecting a certain amount of Enemy card points before taking too much damage.


==List of cards==
==List of cards==
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!colspan=7|List of Enemy cards  
!colspan=7|List of Enemy cards  
|-
|-
! Illustration and name !! Power !! Color !! Flavor text !! Points !! Field artwork origin !! Qty
! Illustration and name !! Life !! Color !! Flavor text !! Points !! Field artwork origin !! Qty
|-class="white"|
|-class="white"|
|{{center|[[File:Kirby no Copy-toru Waddle Dee artwork.jpg|100px]]<br>'''ワドルディ'''<br>''Waddle Dee''}}
|{{center|[[File:Kirby no Copy-toru Waddle Dee artwork.jpg|100px]]<br>'''ワドルディ'''<br>''Waddle Dee''}}
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Now, the first player is decided (the rules suggest rock-paper-scissors). They are given the "first turn" card, and from there, the turn order is clockwise from them.
Now, the first player is decided (the rules suggest rock-paper-scissors). They are given the "first turn" card, and from there, the turn order is clockwise from them.


Each turn, a player draws one of their Kirby cards and "attacks" an Enemy. If the attack is successful, the player "defeats" the Enemy and obtains the Enemy card. If not, the Enemy card is simply discarded. Regardless of the outcome, the drawn Kirby card is discarded as well. An attack is successful if the colors of the Kirby and Enemy cards match, and the Kirby card's power is greater than or equal to the Enemy card. White Kirby cards can attack any Enemy card color, and white Enemy cards can be attacked by any Kirby card color. Moreover, a 1 power Kirby card can defeat an 8 power Enemy card. Once the attack is finished, the next player's turn begins.
Each turn, a player draws one of their Kirby cards and "attacks" an Enemy. If the attack is successful, the player "defeats" the Enemy and obtains the Enemy card. If not, the Enemy card is simply discarded. Regardless of the outcome, the drawn Kirby card is discarded as well. An attack is successful if the colors of the Kirby and Enemy cards match, and the Kirby card's power is greater than or equal to the Enemy card's life. White Kirby cards can attack any Enemy card color, and white Enemy cards can be attacked by any Kirby card color. Moreover, a 1 power Kirby card can defeat an 8 life Enemy card. Once the attack is finished, the next player's turn begins.


If a player cannot attack any Enemy card, or wants to attempt to defeat a strong Enemy card, they can perform a "challenge attack". In this case, they discard one of their Kirby cards and draw a new one from the Kirby deck. However, the player ''must'' attack with the new card. Regardless of the outcome, that card is discarded, and the next player's turn begins.
If a player cannot attack any Enemy card, or wants to attempt to defeat a strong Enemy card, they can perform a "challenge attack". In this case, they discard one of their Kirby cards and draw a new one from the Kirby deck. However, the player ''must'' attack with the new card. Regardless of the outcome, that card is discarded, and the next player's turn begins.
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This mode requires 2-4 players, and takes around 15 minutes to play. It is similar to Easy Battle, though more complex and with some different rules. The goal is still to defeat Enemy cards with Kirby cards, but in this mode, white Kirby cards are called Normal cards, and Kirby cards of other colors are called Copy Ability cards. Most Copy Ability cards have special abilities which become active when played. The game lasts for seven rounds, and the winner is the player with the highest Enemy card score at the end of the seventh round.
This mode requires 2-4 players, and takes around 15 minutes to play. It is similar to Easy Battle, though more complex and with some different rules. The goal is still to defeat Enemy cards with Kirby cards, but in this mode, white Kirby cards are called Normal cards, and Kirby cards of other colors are called Copy Ability cards. Most Copy Ability cards have special abilities which become active when played. The game lasts for seven rounds, and the winner is the player with the highest Enemy card score at the end of the seventh round.


At the beginning of the game, each player receives one each of the 3, 4, and 5 power Normal cards. Then, three decks are shuffled and placed on the table — one with Normal cards of power 6, 7, and 8; one with Copy Ability cards; and another with Enemy cards. Five Copy Ability cards are placed face up on the table, followed by five Enemy cards. The Enemy cards at the beginning of the game must be color cards, and must have 5 power or less; if Enemy cards that are white or have 6 or more power are drawn, they should be discarded. Discarded cards should be placed next to their respective decks.
At the beginning of the game, each player receives one each of the 3, 4, and 5 power Normal cards. Then, three decks are shuffled and placed on the table — one with Normal cards of power 6, 7, and 8; one with Copy Ability cards; and another with Enemy cards. Five Copy Ability cards are placed face up on the table, followed by five Enemy cards. The Enemy cards at the beginning of the game must be color cards, and must have 5 life or less; if Enemy cards that are white or have 6 or more life are drawn, they should be discarded. Discarded cards should be placed next to their respective decks.


Now, the player order is decided (the rules suggest rock-paper-scissors). From there, the game begins.
Now, the player order is decided (the rules suggest rock-paper-scissors). From there, the game begins.
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Each player's turn has two phases: the "action phase" and the "get phase". Once a player completes both phases, their turn ends, and the next player begins their turn. The number card deck is used to indicate the round; it is set at 1 when the game begins. Once every player has completed their turn, the number card deck is advanced to the next number, up to 7.
Each player's turn has two phases: the "action phase" and the "get phase". Once a player completes both phases, their turn ends, and the next player begins their turn. The number card deck is used to indicate the round; it is set at 1 when the game begins. Once every player has completed their turn, the number card deck is advanced to the next number, up to 7.


The "action phase" consists of the player using one of their held Kirby cards to attack an Enemy card on the table. Unlike Easy Battle, the colors of the cards don't have to match, and 1 power cards cannot defeat 8 power cards. If the drawn Kirby card has an ability, it will be performed before any attacks; the abilities must be performed in the order they are written. Some abilities are only performed during or after the "get phase". If the attack fails, the Enemy card remains on the table, but if it succeeds, the player defeats the Enemy and obtains the Enemy card; the Kirby card is discarded regardless. Once the attack is finished, the "action phase" ends. The player can also choose to skip this phase entirely, if they cannot successfully attack or wish to keep their cards.
The "action phase" consists of the player using one of their held Kirby cards to attack an Enemy card on the table. Unlike Easy Battle, the colors of the cards don't have to match, and 1 power Kirby cards cannot defeat 8 life Enemy cards. If the drawn Kirby card has an ability, it will be performed before any attacks; the abilities must be performed in the order they are written. Some abilities are only performed during or after the "get phase". If the attack fails, the Enemy card remains on the table, but if it succeeds, the player defeats the Enemy and obtains the Enemy card; the Kirby card is discarded regardless. Once the attack is finished, the "action phase" ends. The player can also choose to skip this phase entirely, if they cannot successfully attack or wish to keep their cards.


After the "action phase" comes the "get phase". If the cards played in the "action phase" have abilities that are performed during the "get phase", they are performed now. The "get phase" allows the player to collect a Copy Ability card from the table. The player can only choose Copy Ability cards of the same color as Enemy cards that they have already successfully defeated (in the whole game, not just that turn). However, even if more than one Enemy card was defeated (due to an ability), the player can only choose one Copy Ability card; furthermore, the player can still collect a Copy Ability card even if they did not successfully attack in the "action phase", as long as they have a matching Enemy card.
After the "action phase" comes the "get phase". If the cards played in the "action phase" have abilities that are performed during the "get phase", they are performed now. The "get phase" allows the player to collect a Copy Ability card from the table. The player can only choose Copy Ability cards of the same color as Enemy cards that they have already successfully defeated (in the whole game, not just that turn). However, even if more than one Enemy card was defeated (due to an ability), the player can only choose one Copy Ability card; furthermore, the player can still collect a Copy Ability card even if they did not successfully attack in the "action phase", as long as they have a matching Enemy card.