Power Rangers ACG Rules and Gameplay Instructions!on January 31, 2013 at 9:17 pm
The Following has been Paraphrased by HenshinBryn from his Official Manual included with the ACG Deck.
Each deck can only have thirty cards.
Decks may have no more than 3 copies of a card per deck.
Villain Decks can ONLY have villain cards. Not sure if the same applies to Hero Decks..
How to Win:
When opponent has no more cards in their deck, you win. If it happens at the same time, the game is a draw.
Start a game by shuffling your deck, drawing five cards as your starting hand.
How Turns Work :
Step 1: Start Step
Each player draws 2 cards from their deck
Step 2: Summon Step:
When players are ready, players may play a Ranger, Villain, or Support card from their hand into their battle area face up at the same time.
You may choose not to play a card in this step.
If you play a card, you must pay a cost. (Discard a card from your hand and/or training area based on the number by the card’s name)
Extra Summon Step:
Zord or Megazord cards can be played, face up, into the battle area on top of the card previously summoned in Step 2. You still pay the cost on the card.
You may choose not to play a card in this step.
Step 4: Battle Step
Do one of the following depending on who has what card in an area:
Case 1: Only 1 Player has a card in the battle area
Case 1 Sub Step 1: Damage Dealing
The player who played a card deals damage to a player. Damage is applied by removing the number of cards from the damaged player’s deck based off of the Damage icon in the lower left corner of hte card. If the other player did not play a card, the player can attack the player twice.
Case 1 Sub Step 2: Settlement
Discard all cards in battle areas after dealing damage.
Case 2: Both players have a card in the battle area
Case 2 Sub Step 1: Judgment
Players use dice, the card app, or the Gosei Morpher to determine the power level of their cards and the power that power level gives during Showdown. (Power Levels are on right side of the cards, six levels total)
Case 2 Sub Step 2: Assist
At this point, if a player has one or more cards in their training area they may discard as many cards as they wish from their training area only to their discard area to add the total assist value to their card. You add the assist value (same number as damage value) to your power level.
If both players have one or more cards in the training area, the player with the lower power decides whether or not to assist. If they have the same power, perform extra judgments until a player has a higher judgment power than the other player.
Once both players pass on assisting, continue to the Showdown!
Case 2 Sub Step 3: Showdown
Once both players decide not to assist anymore, compare the power to each card. The higher power level wins the battle. If the power level is MAX it wins regardless of the opponent’s power level unless the opponent is also max. If both players have max level, it is a tie.
In case of a tie, reset the power value and perform the first two steps until there is a winner.
Case 2 Sub Step 4: Deal Damage
The opponent applies the damage value on the card to the number of cards that they must discard from their deck to the discard area.
Case 2 Sub Step 5: Deal Bonus Damage
At this point, check the rock/paper/scissors symbol on the card. If your card wins the Showdown deal damage a second time if your card’s r/p/s symbol wins against your opponent’s r/p/s symbol. This happens only when the player that wins the battle also wins at rock paper scissors. This does not apply if the player lost or tied with the other player.
Case 2 Sub Step 6: Settlment
Winner’s cards go to discard area while loser’s cards go to the training area.
Case 3: Neither player has a card
Repeat above four steps until player plays a card.
Card effects can be found beneath the card’s name.
Effect activates when the card is played. A card is played once the cost has been paid.
Effect activates when the card is battling. A card is battling when it is played and lasts until settlement.
Effect activates when a card wins a battle. Apply this effect before applying damage.
This effect activtes when the card loses the battle. Apply this effect before applying damage.
This effect activates when the card is discarded from a deck and moved to the discard pile.
This effect activates when the card is placed in the training area
This effect activates when the card is in your hand.
Activation of Effects:
Infinity Effects – Effects with this description may be activated an unlimited number of times when he conditions are right. If there is no infinity symbol, the effect can only be used once per turn.
Resolution of Effects:
If multiple effects are activated at the same turn, perform extra judgments until either player gets a higher result. This higher result decides the order of resolutions.
Certain cards have ability symbols which represent additional effectsthe cards have access to.
Shield (Lose): You cannot take any bonus damage.
Evil (Battle): You may discard the top card of your deck to add the assist value of the discarded card to your judgment.
Scroll (Win/Lose): You may perform an extra judgment to change the rock/paper/scissor symbol to one of the following of the results: 1/2 changes it to rock, 3/4 changes it to paper, 5/6 changes it t scissor.
Duel (Training Area): You may treat this card as two cards when paying for a cost.
Ally (Training Area): When this card is discarded as an assist, this card gets an additional +1 to your judgment.
When you use the Gosei Morpher to perform judgment, you will hear a sound that tells you to apply one of four special effects.
Special Effect 1: Discard all cards in both player’s training areas.
Special Effect 2: Your opponen takes two damage.
Special Effect 3: Your opponent discards two cards from hand to discard area.
Special Effect 4: Players cannot take damage this turn.
When a player draws/discards cards, you do it one by one.
If Player 1 has two cards in their deck and Player 2 has one card in their deck, then player two would lose the game because they ran out of cards first.