Description
What happens when you take cosplay, merch, epic poses, and everything else you find at any convention and wrap it up into a card game? You get Convention Chaos! Create the ultimate outfit for your play style, collect the figurines to build your army, and practice your poses to take the fight to the next level!
How TO PLAY
Special Notes before reading
While reading, if you see a *#, that means there is a special case that applies to this rule. Under normal circumstances, you should not encounter this. Please refer to the special cases section at the bottom and look for the number after the *. This will lead you to the special rule. How to win When all your opponents have damage points greater than or equal to their current health points, you win. Any cards belonging to a defeated player remain in play, including the player's hand, but the defeated player is not allowed to do anything with them. How to Setup the game Each Player must have the following
This game utilizes a round based system. Each round consists of phases and each phases allows the players to do certain things and has defined end conditions. Below is the order of phases and what happens during each phase. Pre Phase If any cards are in play that have an effect that specifically activate during this turn, those effects happen now in order of speed*1. Once all of those effects activate and resolve, the phase ends. If there are no cards, nothing happens. Select Phase Based on the cards you have in play (equipped cards, figurine cards in the stage, etc), you may select that number of cards from your main pile and add them to your hand*3. During the first round only, all players select double the number of cards. Changing phase All accessories equipped to all players' equip cards are sent to the discard pile and all players equipped cards are sent back to hand. Now all players must set one head wear, top wear, bottom wear, and weapon face down in their respective slots. Refresh phase All cards set during the changing phase flipped up and all players stats are reset to their equipped cards total stat value. Ambush Phase This phases follows all of the same rules of the Skirmish phase and I advise to read that first. The only difference is that you need pay ambush points, in addition to their normal cost, to play ambush cards and the order is determined by ambush points instead of speed. If you do not have ambush cards or ambush points, you cannot do anything during this phase. Once all players have 0 ambush points or run out of ambush cards, the phase ends. Skirmish phase Actions during this phase are determined by your speed. Whichever player has the highest speed stat*1, it is their turn and they are allowed to perform certain actions but other players can perform certain in response to those actions. If at any point during this phase any player gains an ambush point, revert back to the ambush phase. Your turn When it is your turn you can perform one of the below actions. Once an action is complete, the turn deciding process happens again, even if your action did not cost any speed.
Generally speaking, you should not be doing anything during another players turn but there are a few actions that can be done.
The Skirmish phase does not end until all players are out of speed. Stage Selection Phase In order of who has gone the longest without performing an action, each player can select a either figurine card, a set action card, or a continuous action card from their show floor and either add it to one of their stage slots or replace a card in an existing stage slot. This includes wears equipped to that figurine card. Each player does have the option of not select any figurine card if they wish. Once a player selected one or chosen not to, all other cards are sent to the discard pile, including set or continuous action card. The phase ends once everyone has made a selection or chosen to pass. Note: the stage is comprised of three row. (back, center, front) The back row can only be accessed so long as you have rank 1 or higher wear card equipped and only has one stage slot. Center row can only be accessed so long as you have a rank 2 or higher wear card and has two stage slots. Front row can only be accessed so long as you have a rank 3 or higher wear card and has three stage slots. The total rank of all cards placed in the stage cannot exceed the total rank of equipped wear cards. Additionally note, all stage calculations do not count accessory wear cards when determining row and total rank access. Stage Phase Each figurine in a stage slot can perform one action, in order of their speed stat*1. Below is the list of actions they can perform. Only one of these can be performed. Attack If the figurine card is an attacker type, you can declare an attack against another player’s figurine card or attack them directly but this is restricted on the figurine card’s figurine.
If your figurine card has an effect that can be activated during this phase or is equipped with a wear with an effect that can be activated during this phase, you can activate. This does not need to be during your figurine card’s but only if the effect says so. Block When attacked during this phase, you can choose to reduce the damage by your power. Swap The figurine card can choose to swap slot with another figurine card you own or an empty slot but Front Left/Right stage slot can only swap for Center stage slot. Center stage slot can pick any other slot it wants. Pass If it is your figurine card’s turn, you can choose to pass. This does not account towards the one action limit and will leave them open to block or activate effects but you will not be given another chance to attack or swap. Reload Phase Based on the cards you have in play (equipped cards, figurine cards in the stage, etc), you may do one of the following for each reload point awarded to each card type:
In this section, I will explain what everything on a card means. Below is an image of a cards with red numbers to reference below for an explanation 1) Name: This is simply the name of the card.
2) Card Type: All cards use the same template but there are 3 major types of cards and each follows different rules
4)Rank: All cards are ranked from 1 to 3 with 1 being the lowest but rank 1 cards are the only cards allowed in the main deck or can be equipped before the game starts. During the reload phase you can exchange 2 of any card type with the same rank for a card of the same type but one rank higher.
5)Picture: A visual depiction of the card. 6)Requirements
Show Floor
Where figurines are placed during the skirmish phase Wear & action Equipped wear should be placed under their figurines but lowered so that they can still be seen. Both set and continuous action cards should be placed in this lower section but not under figurines Head, Top, and Bottom wear and Weapon Where the player equipped wear cards are placed Accessory Any accessories attached to the player wear cards should be placed under them but lowered so that they can still be seen Stage These 3 slots represents the slots mentions in the stage selection and stage phase Front Left, Front Right, and Center These are the names of the slots Wear Similar to “Wear & Action” in the “show floor”, equipped wear cards should be under their figurines but lowered so that they can still be seen Main Pile This is where you place your main pile Sub Pile This is where you place your sub Pile Discard Pile This is where any cards sent to the discard pile are placed Special Rules 1. Speed Tie Breakers In the event speed is used to determine the order of events but two or more players have the same speed value, the player that has gone the longest without taken an action that is determined by speed (EX: figurine blocking an attack, player guarding against an attack, etc.) will go ahead of the other players*2. 2. Speed Tie Breaker on the first turn In the event there is a tie breaker before anyone has preformed an action, the first to win the following conditions will go first.
You will be able to select 1 cards of any type. 4. you choose to pass but other players have some speed modifiers Whatever is the final result of these modifiers that is used in turn determining, that is the value you will use and you will set your speed to the highest one, not counting yourself, minus one. 5. What does ? mean on a card’s Power, Health, or speed? When you see a ? in place of a number in the Power, Health, or speed, it means that card has a special affect, which alters the value based on other conditions. |