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Welcome to the Penny Arcade Card Game

C
This simple rules sheet will teach you everything you need to know
A
and you and your opponent will be playing out Gabe and Tychos fight
for The Watch in no time! If there is a term you do not understand
in this rules sheet please refer to the glossary for clarification. B
Summary of Play
In the Penny Arcade CCG you assume the role of Gabe or Tycho D
as they engage in one on one combat. Your goal is to reduce your
opponents vitality to 0, a knock out, or to run your opponent out E
of cards, an exhaustion victory. Penny Arcade plays on the UFS
engine, which allows players to play unlimited cards in a turn
as long as they can continue to make their control check. Cards
F G
become harder and harder to play, the more you play. Players take H
turn attacking one another until one player exhausts themselves or
is knocked out. J I
e Game K L
There are two ways of winning the game:
You reduce your opponents vitality to 0.
Your opponent runs out of cards.
If either of these things happens you win the game! All four of the aforementioned card types have nearly identical
card anatomy. Card Pool
e Card A. Difficulty
There are five different card types. Each card type has distinctive B. Name
colors and features to set it apart from the other types. Every card C. Block Symbol
also is labeled with what type of card it is in a box in the middle D. Speed and Zone Symbol: (Attacks only) How hard it is
of the left side of the card. to block this attack and which zone the attack is in: high
zone , mid zone , or low zone .
Characters
E. Damage: (Attacks only) How much vitality your Staging Area
opponent loses if they do not block this attack.
The character card represents you and is the persona you are F. Card Type Indicator Character Foundations Assets Deck Discard
assuming for this fight. A character card is covered in art G. Resource Symbols
and contains a swooping text box. Character cards are easily H. Keywords
recognizable since they look different from the other card types. I. Related Fighter Image
J. Ability Text
A. Difficulty: How hard it is to play the card. Every card K. Flavor Text
will have a difficulty. The use of difficulty on character L. Control Removed
cards will be explained in future UFS releases.
B. Name: The title of the card. Areas of Play
C. Block Symbol: How effective this card is in helping you During a game, the playing surface will be divided into several different
defend yourself from your opponents attacks. There are areas where cards can be placed. Physically, these areas can be
three possible block symbols: high zone , mid zone anywhere you like on your side of the playing surface as long as they
, or low zone . are clear to your opponent. Only cards in the card pool or the staging
D. Hand Size: How many cards you are able to hold during area are considered to be in play for the purposes of card effects. e Turn
During a game you and your opponent will alternate taking turns
the game.
E. Vitality: How tough your character is. Vitality tells you e Card Pool until someone wins the game. Each turn has three phases.
how many points of damage you can take before being Any cards you play during the current turn are played into your
knocked out. card pool. The first card you play is placed in the far left of your e Ready Phase
card pool. Each time you successfully play a card, it is placed to the If you are taking the very first turn of the game, then skip this
F. Resource Symbols: What cards you can play. Resources
right of the previously played card. If you run out of room, you phase entirely and go on to the Combat Phase. In the Ready Phase
are used in the full UFS CCG, so you do not need
may begin another row in your card pool below the existing row, you take following steps in order.
to worry about them while using these theme decks.
continuing to play cards to the right of previously played cards. At 1. Ready all of your committed cards.
For comprehensive rules you can refer to the Sabertooth
the end of the turn, any cards that stay in play are moved to your 2. You may choose and discard one card from your hand.
Games website or the UFS rules that will be released
staging area while any other cards are placed into your discard pile. This step is optional.
with our upcoming UFS releases.
3. Draw cards from your deck until the number of cards
G. Keywords: Card descriptions. Keywords may be
referenced by other cards or have game rules that impact e Staging Area in your hand equals your characters hand size. If the
At the beginning of the game, your character card will start in your number of cards in your hand is already equal to or greater
play. Some cards will have multiple keywords.
staging area. In addition, any cards that stay in play will be moved than you characters hand size you do not draw any cards.
H. Ability Text: Describes any special abilities your card has.
into the staging area at the end of the turn they are played. 4. Proceed to the Combat Phase.
I. Vital Statistics: The physical statistics of your character,
and include Gender, Height, Weight, and Blood Type.
Other cards may reference a characters vital statistics. Your Deck e Combat Phase
Place your deck of cards here. The Combat phase is where most of the action in a game happens
J. Control: Helps you play cards. It also allows you to
and is the most important part of your turn. Most cards and
generate random numbers when necessary. Every card
will have a control number. Your Discard Pile abilities will be played during this phase. During your Combat
After a card is destroyed or its effect ends it is placed here. phase you get to take a number of Actions, called Forms. You may
K. Flavor Text: Flavor text serves no game purpose, but can
Sometimes cards will be placed into your discard pile immediately play any number of Forms one after another until you decide you
be insightful as well as comical.
they are played. Any time a card is put into your discard pile it is do not wish to play anymore.
B placed on top of the pile face up. Players may not rearrange the
order of their discard piles. During your Combat Phase you may take the following Forms in any
A order (see Playing the Game to learn how to play cards and abilities):
C
Your Removed From the Game Pile Play an attack card from your hand.
Any cards that have been removed from the game go here. Play a foundation card from your hand.
Cards that are removed from play are no longer part of your deck. Play an asset card from your hand.
Play an action card with a form (F) ability from your hand.
D Your Hand Play a form (F) ability on a character, foundation, or asset in
While your hand is not on the playing surface, it is an area of play your staging area.
and can be affected by cards and abilities. Your hand is where you
hold cards you are waiting to play at just the right moment. You may take any number of Forms during your Combat Phase,
E but if you fail an attempt to play a card from your hand during your
Your Momentum Combat phase you can no longer play Forms and must move on to
After successful attacks, you may be able to add cards to your your End phase. Blocks are exempt from this if you fail an attempt
F momentum. This represents gaining the upper hand in the fight. to Block during your own Combat phase your phase does not end.
Some abilities can use cards in your momentum to sway the outcome
G e End Phase
I of the fight. Whenever you add cards to your momentum, make sure
they are face down and placed under your character card where they After your Battle Phase ends (either voluntarily or involuntarily)
H can be seen. You may not look at cards that are in your momentum. you must move on to your End Phase. To complete your turn, take
J the following steps in order:
K Card States (Ready and Committed)
Cards in this game have two states: ready and committed. When 1. Clear card pools. When cards are played into your card
a card is straight up and down it is ready and can be used to pool, they are placed from left to right. When you are clearing
perform an action. Generally, in order to use a card you need to your card pool, you start with the farthest card to the right
Attacks and work back to your left. If the card is an attack, action, or
Attack cards represent the punches, kicks, and moves you are using commit it. To commit a card you turn it sideways ninety degrees.
This shows that the card has been used and is no longer ready. block, discard it. If the card is a foundation or asset, ready it
to knock out your opponent. Play attack cards to take away your and move it to your staging area. Both players clear their card
opponents vitality. Attacks have a red border. To ready a card, do the opposite and return it to its ready state.
pools in this step.
Actions Getting Started
To start a game, you and your opponent each need to choose a deck. 2. After you have cleared you card pool, your turn ends. Go to
Like attacks, action cards represent the various maneuvers you are your opponents Ready Phase.
using to win the fight, except they do not deal damage. Actions are After decks are chosen, each player searches through his or her
deck and finds one character card to place in his or her staging area.
played from your hand for their effect. Actions have a blue border.
Each player then shuffles his or her remaining cards and places Playing the Game
Foundations them in his or her deck area.
Control Checks
Foundations represent your characters training and preparation for Throughout the game you will be required to make control checks
the fight. Foundations will stay on the board once you play them. Randomly decide (flip a coin, rock-paper-scissors) who gets the
option of taking the first turn. Whoever wins the decision may choose in order to perform certain actions. To make a control check, take
You can use them for their abilities or as a resource to help you play the top card of your deck and discard it. The control number on
other cards. Foundations have a grey border. to go first or second. If you are playing a series of games, the person
who lost the last game may decide who takes the first turn. The player the discarded card is the number you use for your control check.
who takes the first turn commits their character card. For a check to be successful this number must be equal to or
Assets greater than the difficulty of the action or card you are playing.
Assets represent places or objects that may influence the action. Usually, if you fail a control check trying to play a card from your
Much like foundations, assets will stay around once you have them Each player draws a number of cards equal to the hand size printed
on his or her character card. Players also start with an amount of hand, your Battle Phase will end and you must move to your End
in play. Unlike foundations, however, assets cannot be used to help Phase. In addition, some actions will have an additional cost that
you play other cards. Assets have a green border. vitality equal to the vitality printed on his or her character cards.
You may want to use paper and pencil or counters to keep track of needs to be paid before you can make a control check. See the
how much vitality you have. Life counters are included. Abilities section for more information on costs.

PA rules sheet 1 3/29/06, 11:56 AM


Playing Cards Response (R): Responses are abilities that are played in response Enhance: An ability used to modify the effectiveness of an attack.
In order to win the game, you need to play cards. When you want to a specific situation and can be played during either players turn. Enhances are played after an attack is successfully played, but
to play a card from your hand, place that card in your card pool The trigger for the response will be printed after the colon, but before a block has been declared. Multiple, Powerful, and Stun are
(directly to the right of any previously played cards), pay any before the responses effect. Responses printed on actions cards common enhances called keyword abilities.
costs required, and make a control check. If your control check is are played in the same way as other actions cards, except they can be
successful, the card stays in your card pool. If you fail the check, played during your opponents turn. Like form action cards, once Form: The standard type of action or ability in UFS. Forms are
the card you are trying to play is discarded. you have played a response card from you hand, you cannot play its played during the Combat Phase.
ability again while it is in your card pool. Players alternate playing
Progressive Difficulty responses, starting with the player whose turn it is. Each response Momentum: Attacks that deal at least 1 damage to your opponent
During your turn you may play as many cards as you like, as long may only be played once per trigger. can be added to your momentum in the End Phase. Cards in your
as you continue to pass your control checks. Each card you play, momentum can sometimes be used for an effect later in the fight.
however, adds to the difficulty of playing then next card. This is Character Name Enhance/Form/Response
called progressive difficulty. After you place the card you want Some abilities will be preceded by a character name. In order to Ready: The description of a card that is in an upright position
to play into your card pool, but before you make a control check, play these abilities, your character cards name and the character and able to be used. Also, to change a card from committed to an
count the number of cards in your card pool to the left of the card name before the ability must match. In all other regards they are upright position.
you are trying to play. You must add this number to the difficulty played as their ability type.
of the card you are trying to play. This means that if I already have Response: An ability that is played as a response to specific trigger
three cards in my card pool, the next card I try to play will have +3 Keyword Abilities event. Responses can be played during either players turn.
added to its difficulty. Some enhance abilities are so common that they appear simply as
keyword abilities. Below is a description of these keyword abilities Staging Area: Any cards with lasting effects, including assets and
Foundations & Playing Cards and how they are played. Other than their appearance on the card, foundations, will be moved to your staging area at the end of the
Normally if you fail a control check while playing a card, the card is they are played in exactly the same way as other enhance abilities. turn they are played. The staging area is considered in play for
discarded. If you have any ready foundations in your staging area, card effects.
however, all is not lost. After you fail a control check, you may Multiple: X When you play a multiple ability, you may take
commit a number of ready foundations equal to the amount you up to X cards in your momentum and place them face down in Unblockable: If an attack is unblockable, you skip the block step
failed the control check by. If you do, you pass the control check. your card pool to the right of the current attack. Each card you of an attack. Players may still play abilities during the enhance step
If you decide not to commit any ready foundations (or do not have place in your card pool counts as a copy of the current attack. No of an attack.
enough foundations to commit) the control check fails as normal control check is required and each copy has its own enhance step
and the card you are trying to play is discarded. and block step, although abilities on the copies cannot be played. You control: You control the cards you have in play on your side of
When a player clears their card pool, any momentum cards placed the playing surface. While you are the controller of a card, you may
Attacks, Blocking, & Damage there are discarded. use its abilities. Normally the controller of a card will be the player
Attacks are red-bordered cards that deal damage you your opponent. who played it, although it is possible for a player to gain control of his
You play attacks from you hand as you would any other card. Powerful: X When you play a powerful ability, you may discard opponents cards during the course of a fight. After a fight ends, any
Place the card into you card pool to the right of any previously any number of cards from your momentum (the number of cards cards a player controls but does not own are returned to their owner.
played cards, pay any costs, make a control check, and commit does not have to equal X). For each momentum card discarded this
any ready foundations if necessary. Unlike other cards, however, way, the current attack gets +X damage. Credits
after you successfully play an attack there are two more steps to CEO: Steve Horvath
take before resolving the attacks effect: the enhance step and the Stun: X After you play a stun ability, your opponent commits X Head of Product Development: Erik-Jason Yaple
block step. of their foundations.
Original Game Design: Ryan Miller
The enhance step allows players to use enhance (E) abilities to Miscellaneous Lead Developer: David Freeman
modify the effectiveness of the attack. Starting with the player who Development Team: Erik-Jason Yaple, Seth Morrigan
played the attack, players alternate playing one enhance at a time Maximum Vitality Flavor Text: Jerry Holkins
on the attack. If either player does not have an enhance they wish Your vitality can never exceed the vitality printed on your character Project Manager: T Carl Kwoh
to play, they may pass. After both players have passed on playing card. If a card or ability would take your vitality above the printed
value, you lose this excess vitality. Illustrations: Mike Krahulik & Mohammed Haque
enhances, move to the block step.
Art Director: Jim Callahan
In the block step, the defender decides whether or not to block the Cycling Your Deck Production Manager: Rowland Cox
attack. If the defender decides not to block, they are dealt damage After you have drawn the last card from your deck, you immediately Production: Ben Misenar, Ulisse Razzini, Robert Stickel
equal to the damage of the attack. Subtract that amount from the shuffle your discard pile and place it in your deck area. Remove the Organized play directors: Josh Morris & Kevin Beadle
defenders vitality total. If the defender decides to block the attack, top ten cards of your deck from the game. If removing ten cards
would leave you with no cards in your deck, you are exhausted and Rules Sheet Designed by: Robert Stickel
he or she must choose a block card in his or her hand to block with.
Blocks have a circular symbol in the top right corner. In order to you lose the fight immediately.
Play Tested by: T Carl Kwoh, Josh Morris, Brian Mitchell, Daria
block, the defender must choose a card with the appropriate block Turtle Patrie, Jon Manuel, Rick Fuqua, Mark Fischer, Joseph
symbol. A high zone attack can be blocked by a high or mid zone e Golden Rule
Whenever a card contradicts these rules, the card takes precedence. Spagnola, Stephanie Spagnola, John Eldercat Elder, Jason
block. A mid zone attack can be blocked by any block. A low zone
Hardcore Hawver.
attack can be blocked by a low or mid zone block.
Glossary
Special Thanks: Mike Krahulik, Jerry Holkins, Robert Khoo,
When the defender plays a block, it is played just like any other card.
Card Pool: Any cards played during the current turn are played into , Mohammed Haque, Tim Shields, Anthony Coleman,
Place the block into the card pool to the right of any previously
the card pool. The card pool is considered in play for card effects. Tiffany Lutnick-Coleman, Marty & John Freeman, Bob Watts.
played cards. The difficulty of the block is equal to the number
printed in the block zone symbol plus the speed of the attack the
defender is attempting to block. In addition, remember to add +1 Commit: To change a card from ready to committed by turning it
for every card already played in the defenders card pool. If the sideways, generally by using the card for an effect.
control check for the block is failed, then the block card is discarded
immediately and the defender is dealt damage from the attack Committed: The description of a card that is turned sideways
normally. If the block is successful, check the attack zone and the indicating that is has been used. Abilities printed on committed
block zone. If the block zone matches the attack zone the defender cards cannot be used.
takes no damage. If the block zone does not match the attack zone
the defender takes half of the attacks damage, rounding up. Control Check: Control checks are used to play cards and abilities.
Discard the top card of your deck and check the control number on
Momentum the discarded card. If it is equal to or greater than the difficulty of
While you are clearing your card pool during the End Phase, you the card or ability being played, you are successful.
may have a chance to add cards to your momentum. If an attack
did at least 1 damage to your opponent, instead of discarding that Destroy: Only cards in your staging area can be destroyed. If a
card you may place it in your momentum face down. While having card is destroyed, remove the card from your staging area and place
momentum doesnt do anything by itself, some cards will allow you it in your discard pile face up.
to use your momentum to create an effect.

Abilities
Abilities are printed on cards and represent what they can do. When
printed on a card, each ability type will follow the same format:

(Ability Type Abbreviation)(Cost): (Effect).

There are three ability types: forms (F), enhances (E), and responses
(R). Only the abbreviation will be printed on the card. Some
abilities require you pay a cost before they come into play or are
used. This cost will be printed after the ability type but before the
colon. What effect the ability has on the game will be printed after
the colon. For example, you want to play the following form ability:
F Commit 1 foundation: Draw 1 card.
Before you can draw 1 card, you must first commit 1 foundation.
If you have no ready foundations to commit, then you cannot use
this ability. When you are playing a card from your hand, you must
pay any costs before you make your control check. In addition,
you may only play abilities on cards that are ready. Below is a short
explanation of the ability types and when they are played.

Form (F): Forms are played as actions during your Battle Phase.
If printed on an action card, you will get its effect directly after you
have successfully played it into your card pool. Forms printed are
generally one-use abilities and cannot be played again from your
card pool. A form printed on a card in your staging area can be
played multiple times, as separate actions, as long as you can pay
the cost. Remember you cannot play a form that is printed on a
committed card.

Enhance (E): Enhances are abilities that modify attacks.


An enhance may be played after an attack is played but before
blocking is declared. During an attack, only enhances printed on
the attack card being played or printed on cards in either players
staging areas can be used. Players alternate playing enhances,
starting with the person playing the attack.

PA rules sheet 2 3/29/06, 11:56 AM

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