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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.
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:
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.