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beansprout

This is an under construction page!

 

Welcome to the world of beanSprout, our new trading card game. In beanSprout standard battles, two players battle with 40 card decks. The first player to draw all of their life cards loses.

beanSprout will release late august to early september in the form of a two player starter kit. This starter kit is a version 0 of the game. It's fully playable and fun, but we anticipate lots of little things that may need clarified in the rules that will change over time. This page will be home to such updates. 

<There will be a video here of how to play>

Games can take around 15 minutes once you are familiar with the rules. But can take longer and be more action packed if both players have a really good feel for the game.

Each deck is a minimum of 40 cards. We designed two decks for the starter kit, but feel free to combine them and mix them around. Only three monster cards with the same name can be in a deck, for helper cards only two.

Rough draft of ruleset its ugly and just for playtesters right now. I'll clean it up and clarify more later!

Game Board

  1. Monster Slots: Each player has three slots for level 1 monster cards.

  2. Health Bar: The six face-down cards act as the player's health bar.

  3. Deck: Each player has their own deck of cards.

  4. Compost Bin: This is the discard pile for destroyed, discarded, or removed cards.

  5. Helper Token: This token indicates whether a player can use a helper card.

 

Glossary (work in progress)

Exhausted - When a stack has used its ability or is otherwise unable to make an action such as defending or using an ability, we refer to it as "Exhausted". Show this by tilting the top card of the stack to signify that the card is unable to make any actions. 

Ready - The opposite of Exhausted. Cards that are Exhausted become Ready at the beginning of a player's turn or through card effects.

Stage fright - Level one monster cards that come into play have Stage fright and are unable to use attacks or abilities that are not on play abilities signified by a ! Cards that have Stage fright may not be leveled up, but they may be used to defend.  Leveling up a monster does not cause the stack to regain Stage fright, it is one time only on initial play for level 1 monsters.

 

Game Setup

  1. Dueler's Oath: Begin with the Dueler's Oath 

  2. First Player: Flip a coin to determine who goes first.

  3. Health Cards: Each player places six cards from their deck face down. These cards represent their health.

  4. Starting Hand: Each player draws five cards.

  5. Initial Hand Check: If a player does not draw at least one level 1 monster card, set aside your hand and draw five new cards. If they need to redraw again, they draw one fewer card each subsequent time. When you have a level one monster, shuffle all set aside hands back into the deck to start the game.

Gameplay

  1. Start of Turn: Players draw one card, change any exhausted cards to unexhausted, and flip their helper token to the "ready" side. The player who goes first in the game does not draw a card on their very first turn.

  2. Playing Level 1 Monsters: Players can play as many level 1 monster cards as they have available slots each turn.

  3. Stage Fright: Level 1 monsters cannot attack or use their abilities the turn they are played due to "stage fright."

  4. Leveling Up: Players can level up one monster per turn, but only if it does not have stage fright.

  5. Helper Cards: When a player uses a helper card, they flip their helper token to the "used" side. The token resets to "ready" at the start of the player's next turn. A helper card can be used at any time but only if the token indicates it is available.

The anatomy of a card

The anatomy of a stack

Combat

  1. Declare Attacks: The attacker declares which monsters will attack and what abilities they will use. All attacks and abilities that a player wishes to use must be declared at the same time.

  2. Declare Blocks: The defender chooses which monsters will defend against each attacker. The player can also decide to take the damage directly (See step 6)

  3. Target Lock: Once attacks and blocks are declared, the targets cannot be changed.

  4. Calculate Abilities: Ability damage and effects are calculated.

  5. Resolve Combat: Compare the attacker's power level to the defender's power level. The stack with the lower power level is destroyed. If there is a tie, both stacks are destroyed.

  6. Direct Player Damage: Damage done directly to a player from a monster is equal to the monster's level. A level 1 monster causes the defending player to draw one of their health cards into their hand. A level 2 monster causes the defending player to draw two health cards into their hand.

  7. End of Turn: The turn ends immediately after combat is resolved

    Combat Phases and Helpers

    Combat has three phases: attack, block, and execute. A helper card can be used to interrupt any of these phases.

 

Specific Scenarios