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Cyborg Battle Rules

The document outlines the rules for a card game called Cyborg Battle. The objective is to reduce your opponent's health to 0. A player also loses if they have no cards left in their deck, hand, or field. Each turn consists of four phases: draw, deconstruction, construction, and action. During the action phase, robots can perform one action each like attacking other robots or the opponent once all robots are destroyed. Various terms like special abilities and actions are also defined along with examples of player cards and setup.

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Khan Sweetman
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0% found this document useful (0 votes)
94 views5 pages

Cyborg Battle Rules

The document outlines the rules for a card game called Cyborg Battle. The objective is to reduce your opponent's health to 0. A player also loses if they have no cards left in their deck, hand, or field. Each turn consists of four phases: draw, deconstruction, construction, and action. During the action phase, robots can perform one action each like attacking other robots or the opponent once all robots are destroyed. Various terms like special abilities and actions are also defined along with examples of player cards and setup.

Uploaded by

Khan Sweetman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

2014 DigiPen Institute of Technology

Page 1

Cyborg Battle: Rules


Objectives:
The first player to reduce his opponents health to 0 wins.
If a player has no remaining cards in their deck, hand and field, they lose.
If a player has no cards left in their deck, they have no Robots left on the field,
and they cannot construct any Robots, they lose.
Starting Out and the First Turn:
Determine who goes first.
Each player starts out with...
...30 health points.
...2 Factory cards on the field. Search through the deck to get these cards.
They are not a part of your opening hand. Shuffle the deck afterwards.
These Factories get to generate Construction Points on the first turn.
and 5 cards in their hand.
The player that goes first cannot attack on his first turn.
Look at the attached diagrams if setting up or the cards themselves are
confusing.
Turn Phases:
Draw Phase:
Draw two cards from the top of your deck and add them to your hand.
If the player chooses, he may discard his entire hand and redraw to the
number of cards that he previously had instead of drawing new cards.
Deconstruction Phase:
If the player desires, he may remove any of his cards from the playing field
and place them in the discard pile.
Construction Phase:
Spend Construction Points to build Robots or play Technology cards.
Robots can perform actions on the turn they are constructed. Factories
do not generate Construction Points on the turn they are constructed.
Constructed Robots and Technology cards are played face up in the field.
Action Phase:
Perform up to 1 action with each Robot in the field.
Attacking Robots can target other Robots. Attacking Robots can only
choose to directly attack the opposing player once all opposing Robots
have been destroyed, unless otherwise stated. The defender may
Khan Sweetman
2014

GAT210 - Spring

2014 DigiPen Institute of Technology

Page 2

choose to move his Robots out of the way of attacking Robots and
take the damage directly.
Robots attack in the order that the attacker desires. Robots can only
attack one at a time.
Each Robot has a health stat. If the total damage that the attacking
Robot deals through abilities and other card effects is equal to or higher
than the defending Robots health stat, then the defending Robot is
destroyed. Players do not take damage from their Robots being
destroyed.
The health of every Robot card is reset every turn. In other words, if a card
isnt destroyed in one turn, its as if they took no damage at all
Other Rules:
Factory cards generate one Construction Point each turn. Unspent Construction
Points cannot be carried over from previous turns. Factories do not generate
Construction Points on the turn they are constructed.
After using a Single Use card, that card goes into the players discard pile.
There is no limit to how many cards the players can have in their hand at a time.
Cards with the Instant type can be played at any time, unless otherwise stated.
Technology cards that are equipped must be equipped on the turn they are
constructed. Equipped cards are destroyed when the Robot they are equipped to
is destroyed.
A Robots Special Ability can be always be used in applicable situations, even if
other cards are preventing the Robot from performing any actions.
Key Terms and Other Clarifications:
Token: These are Robots that can be generated by Technology cards of other
Robots. They behave in exactly the same ways as other Robots. Use tokens from
the components bag to represent them if they come into play.
Special Ability: Passive abilities that do not take up actions when they are used.
Special Abilities are the italicized text at the bottom of some Robot cards. (See
p.3 for an example).
Actions: Robots all have either 1 or two different Actions. Robots can only
perform 1 action per turn, even if they have 2 different Actions. If text is
separated into different sections, they are different Actions. Otherwise, they are
part of the same Action. (See p.3 for an example).

Khan Sweetman
2014

GAT210 - Spring

2014 DigiPen Institute of Technology

Page 3

Example Card:

Khan Sweetman
2014

GAT210 - Spring

2014 DigiPen Institute of Technology

Page 4

Example playing field for one player:

Khan Sweetman
2014

GAT210 - Spring

2014 DigiPen Institute of Technology

Page 5

Player Life:

30
25
20
15
10
5

Khan Sweetman
2014

29
24
19
14
9
4

28
23
18
13
8
3

27 26
22 21
17 16
12 11
7
6
2
1

GAT210 - Spring

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