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After the "action phase" comes the "get phase". 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 enemies that they have already successfully defeated (in the whole game, not just that turn). However, even if more than one enemy was defeated, the player can only choose one Copy Ability card. Even if the player did not successfully attack in the "action phase", they can still collect a Copy Ability card. If there are no Copy Ability cards on the table that can be collected, or the player does not wish to collect a Copy Ability card, the player draws a card from the Normal card deck. Some card abilities are performed only in this phase, and others are performed immediately after it ends.
After the "action phase" comes the "get phase". 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 enemies that they have already successfully defeated (in the whole game, not just that turn). However, even if more than one enemy was defeated, the player can only choose one Copy Ability card. Even if the player did not successfully attack in the "action phase", they can still collect a Copy Ability card. If there are no Copy Ability cards on the table that can be collected, or the player does not wish to collect a Copy Ability card, the player draws a card from the Normal card deck. Some card abilities are performed only in this phase, and others are performed immediately after it ends.
Card abilities may include:
*Power + (x) - Adds (x) power to the base power of the card.
*Target + (x) - When selecting an Enemy card to attack, the player can select as many as (x) more to also be attacked.
*Action + (x) - After finishing the "action phase", the player can perform another "action phase". This is not an extra turn.
*You can discard up to (x) cards - It is not required to discard any cards.
*Get + (x) - During the "get phase", the player can select as many as (x) additional Kirby cards from the table or the Normal deck (not the Copy Ability deck).
*After the "get phase" - This ability is performed after adding a Kirby card to the player's hand in the "get phase".


Players can only have a maximum of seven cards in their hand; if they have eight or more, they must choose seven cards to keep and discard the rest. Once per turn, if there are no Copy Ability cards that can be collected, they can declare "reset" to discard the current Copy Ability cards on the table and draw a new set of five to choose from.
Players can only have a maximum of seven cards in their hand; if they have eight or more, they must choose seven cards to keep and discard the rest. Once per turn, if there are no Copy Ability cards that can be collected, they can declare "reset" to discard the current Copy Ability cards on the table and draw a new set of five to choose from.

Revision as of 22:52, 26 April 2024

Kirby no Copy-toru![1] (also known as Kirby Copy-toru![2]) is a Japanese exclusive Kirby card game published by HAL Laboratory and Ensky in 2015. It can be played by 1-6 players and features three different game modes.

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 enemies and bosses of the series. Each card has a color out of 5 (white, red, blue, green, yellow) and a power number ranging from 1 to 8 at the top left corner of the card. Kirby cards based on Copy Abilities each have a unique ability that can be used in two of the game modes. Enemy cards have a number of points they earn from being defeated, at the bottom right corner of the card.

List of cards

Kirby cards

Kirby cards come in two main types, Normal cards and Copy Ability cards. The Normal cards are all white, while the Copy Ability cards come in four colors, with two abilities each: yellow cards feature Beam and Cutter, blue cards feature Bomb and Ice, red cards feature Fire and Fighter, and green cards feature Sword and Spark.

There are a total of 54 Kirby cards: two each of white cards of power 1, 2, 6, 7, 8, four each of white cards of power 3, 4, 5, and one each of cards of the other four colors, power 1-8.

List of Kirby cards  
Normal cards
Illustration and name Power Flavor text Field artwork origin
Kirby no Copy-toru Kirby Nap artwork.jpg
おひるね
Nap
1 ぼうけんの たびは またこんど
An adventurous journey might happen some other time
Cookie Country - Stage 1 (Kirby's Return to Dream Land)
Kirby no Copy-toru Kirby Hover artwork.jpg
ホバリング
Hover
2 のんびりいこう そらたかく
Let's take it easy, high in the sky
Grape Garden - Stage 1 (Kirby: Nightmare in Dream Land)
Kirby no Copy-toru Kirby Dash artwork.jpg
ダッシュ
Dash
3 あっちから いいにおいが するぞ
Something smells good from over there
Onion Ocean - Stage 1 (Kirby's Return to Dream Land)
Kirby no Copy-toru Kirby Slide artwork.jpg
スライディング
Slide
4 けって こわして さきへすすもう
Kick and break it to move forward
Vegetable Valley - Stage 2 (Kirby: Nightmare in Dream Land)
Kirby no Copy-toru Kirby Inhale artwork.jpg
すいこみ
Inhale
5 なんでも すいこむ とくいわざ
Inhale anything, a signature move
Pumpkin Grand (Kirby Super Star Ultra)
Kirby no Copy-toru Kirby Super Inhale artwork.jpg
がんばりすいこみ
Super Inhale
6 すいこみの げんかいに ちょうせん!
Push the limits of inhaling!
Old Odyssey - Stage 1 (Kirby: Triple Deluxe)
Kirby no Copy-toru Kirby Star Bullet artwork.jpg
星がただん
Star Bullet
7 パワーばつぐん! ほしがただん
Outstanding power! Star Bullet
The Arena (Kirby Super Star Ultra), specifically the generic colosseum in which the battles with mid-bosses and Waddle Dee happen
Kirby no Copy-toru Kirby Warp Star artwork.jpg
ワープスター
Warp Star
8 こいつに のれば ひとっとび!
You can fly anywhere if you ride this!
Dreamstalk and Fine Fields (Kirby: Triple Deluxe)
Copy Ability cards
Illustration and name Power and color Abilities Field artwork origin
Kirby no Copy-toru Beam Whip artwork.jpg
ビームウィップ
Beam Whip
1, yellow ★パワー+(いままでにたおした てきカードの枚数)
Power + (number of Enemy cards you have collected so far)
Moonlight Mansion (Kirby & The Amazing Mirror)
Kirby no Copy-toru Cutter Boomerang artwork.jpg
カッターブーメラン
Cutter Boomerang
2, yellow ★このターン中、すべてのカービィカードのパワー+1
★アクション+1
During this turn, all Kirby cards get +1 power
Action +1
Bubbly Clouds (Kirby Super Star Ultra)
Kirby no Copy-toru Mega Beam Whip artwork.jpg
メガビームウィップ
Mega Beam Whip
3, yellow ★場のてきカードを3枚まで捨ててもよい
★てきカードが5枚になるまで山札から場に並べる
★アクション+1
You can discard up to three Enemy cards from the table
Draw Enemy cards from the deck onto the table until there are five cards
Action +1
Moonlight Mansion (Kirby & The Amazing Mirror)
Kirby no Copy-toru Hyper Boomerang artwork.jpg
ハイパーブーメラン
Hyper Boomerang
4, yellow ★ターゲット+(たおした[黄色]のてきカードの枚数)
★アクション+1
Target + (number of yellow Enemy cards collected)
Action +1
Bubbly Clouds (Kirby Super Star Ultra)
Kirby no Copy-toru Cycle Beam artwork.jpg
サイクルビーム
Cycle Beam
5, yellow ★[ゲットフェーズ後]手札が5枚になるまでゲット
[After the "get phase"] Collect cards until you have at least five in your hand
Nature Notch - Stage 1 (Kirby: Squeak Squad)
Kirby no Copy-toru Cutter Drop artwork.jpg
かぶとわり
Cutter Drop
6, yellow ★手札を3枚まで捨ててもよい
★[ゲットフェーズ]ターゲット+(1+捨てた枚数)
You can discard up to three cards in your hand
["Get phase"] Target + (1 + the number of cards you discarded)
Wild World - Stage 1 (Kirby: Triple Deluxe)
Kirby no Copy-toru Wave Beam artwork.jpg
はどうビーム
Wave Beam
7, yellow ★場のカービィカードを1枚選び、そのカード以外をすべて捨てる
★カービィカードが5枚になるまで山札から場に並べる
Choose one Kirby card on the table and discard all cards except that one
Draw Kirby cards from the deck onto the table until there are five cards
Nature Notch - Stage 1 (Kirby: Squeak Squad)
Kirby no Copy-toru Final Cutter artwork.jpg
ファイナルカッター
Final Cutter
8, yellow N/A Wild World - Stage 1 (Kirby: Triple Deluxe)

Enemy cards

Other cards

Promotional cards

Game modes

There are three different ways the game can be played:

Easy Battle (かんたんバトル)

This mode requires 2-6 players, and takes around 10 minutes to play. Players take turns drawing Kirby cards to defeat Enemy cards on the table. The game ends when all players are out of Kirby cards, and the winner is the player with the highest score from the sum of points of the enemy cards defeated.

At the beginning of the game, two of each of the white 3, 4, and 5 power Kirby cards are removed from play, and the rest of the Kirby cards are shuffled and distributed among the players, face down. Each player should hold their cards so that other players cannot see them. How many Kirby cards each player receives depends on the number of players. The remaining Kirby cards are placed on the table as the Kirby deck.

No. of Players 2 3 4 5 6
No. of Kirby Cards
(per player)
8 6 8 5 6

Then, the Enemy cards are shuffled, and a small number of Enemy cards are placed on the table, face up. How many Enemy cards are placed depends on the number of players. The remaining Enemy cards are placed on the table as the Enemy deck.

No. of Players 2 3 4 5 6
No. of Enemy Cards
(on the table)
4 6 8 5 6

Now, the first player is decided (the rules suggest rock-paper-scissors). They are given the "1" number 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 obtains the Enemy card they attacked. 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.

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.

Once all Enemy cards on the table are gone, they are replaced from the Enemy deck, just like at the beginning of the game. The "1" number card is moved clockwise to the next person, and play continues from that person. The game ends when everyone runs out of Kirby cards. At that point, each player's Enemy card score is tallied, and the player with the highest score wins. If multiple players have the highest score, it is a draw.[3]

Copy Ability Battle (コピー能力バトル)

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. 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.

Now, the order is decided (the rules suggest rock-paper-scissors). From there, the game begins.

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 be performed during or after the "get phase". If the attack fails, the Enemy card remains on the table, but if it succeeds, the player collects the Enemy card; the Kirby card is discarded regardless. This phase ends once the player is unable to attack any Enemy cards or if the player willingly chooses to end it. The player can also skip this phase entirely if they wish.

After the "action phase" comes the "get phase". 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 enemies that they have already successfully defeated (in the whole game, not just that turn). However, even if more than one enemy was defeated, the player can only choose one Copy Ability card. Even if the player did not successfully attack in the "action phase", they can still collect a Copy Ability card. If there are no Copy Ability cards on the table that can be collected, or the player does not wish to collect a Copy Ability card, the player draws a card from the Normal card deck. Some card abilities are performed only in this phase, and others are performed immediately after it ends.

Card abilities may include:

  • Power + (x) - Adds (x) power to the base power of the card.
  • Target + (x) - When selecting an Enemy card to attack, the player can select as many as (x) more to also be attacked.
  • Action + (x) - After finishing the "action phase", the player can perform another "action phase". This is not an extra turn.
  • You can discard up to (x) cards - It is not required to discard any cards.
  • Get + (x) - During the "get phase", the player can select as many as (x) additional Kirby cards from the table or the Normal deck (not the Copy Ability deck).
  • After the "get phase" - This ability is performed after adding a Kirby card to the player's hand in the "get phase".

Players can only have a maximum of seven cards in their hand; if they have eight or more, they must choose seven cards to keep and discard the rest. Once per turn, if there are no Copy Ability cards that can be collected, they can declare "reset" to discard the current Copy Ability cards on the table and draw a new set of five to choose from.

After the "get phase" concludes, the player's turn ends. If there are less than five Enemy or Copy Ability cards on the table, they are replenished from their respective decks. If a deck runs out of cards, it should be reshuffled from its discard pile (making sure to separate the Normal and Copy Ability cards when doing so).

Once everyone has completed seven turns, the game ends. At that point, each player's Enemy card score is tallied, and the player with the highest score wins. If multiple players have the highest score, whoever had the latest turn wins.[4]

Solo Battle (ひとりバトル)

External links

References