beansprout
This page is always being updated! Join the discord to ask questions and see discussion for rule clarification!
The currently released 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.
BEFORE YOU START...
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.
In beanSprout standard battles, two players battle with 40 card decks. The first player to draw all of their life cards loses.
HOW IS BEANSPROUT DIFFERENT...?
beanSprout is designed to be an easy to teach easy to learn game. Ideal for showing a friend at a cafe fun a bit of fun, hopefully.
If you like card games, there are a few things that may trip you up when first starting out with beanSprout.
-Not all monster cards can attack. Monster cards have abilities, they can be something like drawing a card, but they can also be attacks. In beanSprout, monsters cannot inherently attack, they must have an ability which is an attack.
-Resource cards dont exist. Unlike other games, in beanSprout the monster cards also contain a resource management system. These are BEANS. A card has both a requirement to use it's ability, and provides beans. ui
ABOUT DECKS...
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.
Each deck may only contain 3 of the same named monster card, and 2 of the same named helper card.
THE GAME BOARD...
- Monster Slots: Each player has three slots for level 1 monster cards.
- Health Bar: The six face-down cards act as the player's health bar.
- Deck: Each player has their own deck of cards.
- Compost Bin: This is the discard pile for destroyed, discarded, or removed cards.
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Helper Token: This token indicates whether a player can use a helper card.
ABOUT MONSTER CARDS...
Monster cards should make up the majority of your deck. Each monster card has a name, level and P. Some monster cards have special "on play," or "while in play" effects. These effects are not the same as the cards ABILITY, which is below, in the ability box.
Exhausted - When a stack has used an ability or blocked an attack, it becomes exhausted. In this state, it can not defend or use an ability .Show this by tilting the top card of the stack to signify that the stack 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
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Dueler's Oath: Begin with the Dueler's Oath
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First Player: Flip a coin to determine who goes first.
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Health Cards: Each player places six cards from their deck face down. These cards represent their health.
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Starting Hand: Each player draws five cards.
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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
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Start of Turn: Players draw one card, change any Exhausted cards to Ready, 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.
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Playing Level 1 Monsters: Players can play as many level 1 monster cards as they have available slots each turn. (You may have up to three stacks)
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Stage Fright: Level 1 monsters their abilities the turn they are played due to "stage fright." They can, however, block.
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Leveling Up: Players can level up one monster per turn, but only if it does not have stage fright. Leveling up readies a stack.
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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 stack
Combat
1) Declare Abilities: The player who initiated combat declares which stacks will use abilities. All abilities must be declared at the same time.
2) Declare Blocks: If the result of the effect of the ability of an attacking stack says "attack for", then it is an "Attack" can be blocked by a defending stack. The player can also decide to take damage directly (see step 6).
3) Target Lock: Once attacks and blocks are declared, the targets cannot be changed
4) Calculate Abilities: Ability effects are calculated from left to right. The damage of Attacks (see step 2) is compared to the defending stack's power level. If the power level of the defending stack is lower than the damage of the attack, then it is destroyed. If the power is higher, then the attacking stack is destroyed. If they are equal, both stacks are destroyed.
5) Resolve Combat: Compare the attacker's ability effect 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: If a stack using an "Attack" is not blocked by a defending stack, then direct player damage is dealt. If the effect of an ability says "deal x player damage", then direct player damage is dealt. If done via an attack, direct damage is equal to the level of the top card of a stack, regardless of the damage of the attack used. If done via the effect of an ability, then the amount stated by the ability is dealt. The player(s) who took direct damage draw cards from their life cards equal to the direct damage dealt.
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.
FAQ and example Scenarios
-What is "losing a life?"
in beanSprout, losing a life always refers to a player taking a life card out of their life pool and into their hand. There are occasions when a life card is discarded straight from the life pool, but in such cases the card will explicitly state this.
-How does the Donuts card work?
When Donuts' ability "Flip Da Switch" is used, it doesn't become ready at the start of your next turn. It needs to be forcibly readied by leveling it up, or via other means (helper, etc)
-How does Mr.L work?
If the chosen player draws only one card during their turn, they lose a life.