How to Play
The 15-minute version. Two modes — Normal for quick play, Pro for the full ruleset.
Normal vs Pro
Same core game, two different lengths and depths. Pick a mode on the Play screen.
| Normal | Pro |
| Deck size | 30 cards | 60 cards |
| Opening hand | 5 cards | 7 cards |
| Prize cards | 3 | 6 |
| Bench size | 3 | 5 |
| Time bank | No timer | 8 minutes per player |
| Mulligan bonus | No bonus | Opponent draws +1 per mulligan |
| Max common / uncommon / rare | 3 copies | 5 copies |
| Max Tool | 2 copies | 4 copies |
| Max EX / Special / IR | 1 copy | 1 copy |
| Energy cards | Unlimited | Unlimited |
Setup
- Each player has a deck (30 cards Normal · 60 cards Pro) and shuffles it.
- Dice roll decides who goes first. The first player cannot attack on Turn 1.
- Draw the opening hand (5 Normal · 7 Pro). If you have no Basic character, shuffle back and redraw (up to 5 retries). In Pro mode your opponent draws +1 card for each mulligan you take.
- Place 1 Basic as your Active. Place up to 3 more (5 in Pro) on your Bench. Optional.
- Set aside the top of your deck as face-down Prize Cards — 3 in Normal, 6 in Pro.
Your Turn — In Order
- Draw 1 card. Empty deck on draw = you lose.
- Attach 1 Energy from hand to any of your characters. (Optional, once per turn.)
- Play 1 Tool from hand. (Optional, one per turn.)
- Evolve. Place an evolution on its matching Basic / Stage 1 already in play. Optional. Multiple evolutions allowed, but each character can only evolve once per turn, and never the turn it was played. The first player cannot evolve on Turn 1.
- Attack with your Active. Pay the energy cost, deal damage to the opponent's Active. Your turn ends immediately after attacking.
You can do nothing and just end your turn. Sometimes that's the right play.
Energy Types
| Symbol | Type | Theme |
 | Joy | Heroes, helpers, Bob |
 | Tech | Robots, engineers, gadgets |
 | Shadow | Aliens, villains, gloom |
Knockouts
When a character's HP drops to 0 or less it is K.O.'d. The defender discards the character and all attached energies, then promotes a Bench card to be the new Active. If they have no Bench, they lose.
The attacker takes 1 Prize Card. If the K.O.'d card was an EX, the attacker takes 2 Prize Cards instead.
How to Win
- You take all your Prize Cards — 3 in Normal, 6 in Pro. (The usual way.)
- Your opponent has no characters left in play.
- Your opponent can't draw a card at the start of their turn (empty deck).
- Pro mode only: Your opponent's 8-minute time bank runs out.
Deck Building Rules
- Exact deck size: 30 cards in Normal, 60 cards in Pro.
- Max copies of any common / uncommon / rare card: 3 in Normal, 5 in Pro.
- Max copies of any Tool card: 2 in Normal, 4 in Pro.
- Max 1 copy of any EX, Special, or Illustration Rare card — both modes.
- Energy cards: no limit.
- Every Evolution in the deck must have a matching Basic in the same deck.
- At least one Basic character is required (otherwise the opening hand can never be valid).
Digital Game Notes
- Click an energy in your hand, then click a character to attach it.
- Click a Basic character in your hand to place it on the Bench.
- Click an evolution in your hand, then click its matching basic to evolve.
- Click a Tool in your hand to play it (effects apply automatically).
- Press the Attack button to pick an attack — your turn ends after attacking.
- Press End Turn to pass without attacking.
- Press Retreat to swap your Active with a Bench card (costs 1 energy).
- Auto / passive abilities show as a small badge on the character (e.g. Engineer's Bug Fix auto-heals at turn start).