Spark Forming: The Rules

WINNING CONDITIONS

To win, you must reduce your opponent’s Health Points to Zero.

THE DECK

Each deck consists of the following:

  • 1 Spark Form
  • 1 Data Fragment
  • A main deck of Action Cards (minimum size 20, maximum size 60)
    • Your main deck cannot contain more than two Exclusive Cards. These cards can only be used by particular Spark Forms or Species. Your deck may not contain Exclusive Cards that do not match your Spark Form or Species
    • Your deck may contain non Exclusive Cards that would not be classed as Usable Attack Cards (see THE TURN PART I: THE ATTACKER for definition). Although you will be unable to perform the actions on these cards (including attacks, blocks, dodges and counters), you will still be able to use the Data Charge effects.

 

GETTING STARTED

Each player must carry out the following actions in any order:

  • Place their Spark Form face up on the SF space on the game board
  • Place their Data Fragment face down on the DF space on the game board and declare whether they are using a Blast, Boost or Burst type
  • Shuffle their main deck and place it face down on the Deck space on the game board
  • Set their Health Points to 100

The players must then decide who will attack first. This can be done through any agreed means, for example a coin flip, or dice roll.

NOTE: In tournament competition, the defending champion will never attack first

 

THE INITIAL DRAW

Both players draw a standard hand of five cards. If they wish, they may reshuffle their deck and draw a new hand, but this can only be carried out once.

NOTE: In tournament competition, competitors may not carry out a reshuffle and must instead stick with their initial hand

 

THE TURN PART I: THE ATTACKER

The player who has been selected to attack first must check if they have a Useable Attack Card. A Useable Attack Card is an Action Card that meets the following criteria:

  1. The Action Card must show the same Character Type as your Spark Form, OR be shown as a neutral type
  2. The Attack Stat on the Action Card has a corresponding Attack Stat on your Spark Form
  3. You current hand (excluding the Action Card you wish to use) contains a number of cards equal to or greater than the Action Cost show at the top of the Action Card that you wish to use

 

Depending on whether or whether or not the attacker has a Useable Attack Card, they may choose one of the following actions:

  • USEABLE ATTACK CARD HELD AND ATTACKER WISHES TO ATTACK: The attacker declares their attack by placing the relevant Action Card face up in the Action space of the game board. The attacker charges their attack by placing cards (equal in number to the action cost) face up in the Data Charge space of the game board. The game then proceeds to THE TURN PART II: THE DEFENDER.
  • NO USEABLE ATTACK CARD HELD OR ATTACKER DOES NOT WISH TO CARRY OUT AN ATTACK: The attacker declares that they’re attack is over. The game then proceeds to THE TURN PART IV: ENDING THE TURN.

 

THE TURN PART II: THE DEFENDER

The defender must check if they have a Useable Defence Card. A Useable Action Card is an Action Card that meets the following criteria:

  1. The Action Card must show the same Character Type as your Spark Form, OR be shown as a neutral type
  2. The Attack Stat on the Action Card has a corresponding Attack Stat on your Spark Form
  3. The Block, Dodge, or Counter range falls within the Block, Dodge or Counter range on the attacker’s Attack Card. OR The upper limit of the Block, Dodge, or Counter range exceeds the upper limit of the Block, Dodge or Counter range on the attacker’s Attack Card AND the lower limit of the Block, Dodge, or Counter range is greater than or equal to the lower limit of the Block, Dodge or Counter range on the attacker’s Attack Card
  4. You current hand (excluding the Action Card you wish to use) contains a number of cards equal to or greater than the Action Cost show at the top of the Action Card that you wish to use

 

Depending on whether or whether or not the attacker has a Useable Attack Card, they may choose one of the following actions:

  • USEABLE DEFENCE CARD HELD AND DEFENDER WISHES TO DEFEND: The defender declares their move by placing the relevant Action Card face up in the Action space of the game board and confirming whether they are blocking, dodging or countering. The defender then charges their move by placing cards (equal in number to the action cost) face up in the Data Charge space of the game board
  • NO USEABLE DEFENCE CARD HELD OR DEFENDER DOES NOT WISH TO DEFEND: The defender declares that they are not defending against the attack.

 

THE TURN PART III: THE DAMAGE

Depending on the result of THE TURN PART II: THE DEFENDER, damage will be dealt to the attacker, the defender, or neither player. The damage is calculated as follows:

  • THE ATTACKER PLAYS AN ATTACK AND THE DEFENDER DOES NOT DEFEND
    1. Multiply the Attack Stats of the attacker’s Attack Card with the corresponding Attack Stat on the attacker’s Spark Form
    2. Deduct the Resilience Stat of the Defender’s Spark Form
      • If this results in a positive figure, deduct this amount from the defender’s Health Points
      • If this results in a negative figure, the damage done is zero
  • THE ATTACKER PLAYS AN ATTACK AND THE DEFENDER PLAYS A COUNTER:
    1. Multiply the Attack Stats of the defenders Defence Card with the corresponding Attack Stat on the defender’s Spark Form
    2. Deduct the Resilience Stat of the attacker’s Spark Form
      • If this results in a positive figure, deduct this amount from the attacker’s Health Points
      • If this results in a negative figure, the damage done is zero
  • THE ATTACKER PLAYS AN ATTACK AND THE DEFENDER PLAYS A BLOCK:
    1. The damage is greater of:
      • Half of the damage that would have occurred if the defender had not defended (rounded down to the nearest five). This figure is deducted from the Defender’s Health Points
      • Zero
  • THE ATTACKER PLAYS AN ATTACK AND THE DEFENDER PLAYS A DODGE:
    1. The damage is zero

 

THE TURN PART IV: ENDING THE TURN

Following the damage calculation stage, several actions must be carried out in strict order:

  1. PLAYER HAND: Both players look at the cards remaining in their hand. They may then choose to move any number of these cards to the Quarantine space on the game board
  2. THE DRAW: Both players draw cards from their deck until they have five cards in their hand. If they already have five or more cards in their hand, they draw one card.
    1. If either player has drawn all the remaining cards form their main deck but still need to draw more cards, they must shuffle the cards in the Quarantine space on the game board then place these face down on the Deck space on the game board. They may then continue to draw cards as necessary
  3. CARD DISPOSAL AND EFFECTS: All cards in the Data Charge and Action spaces are moved (face up) to the Quarantine space with the Action Card on top. If any of the cards show that playing them in the manner in which they were used has an effect (e.g. Attack Effect: Opponent cannot block the next attack, or Data Charge Effect: Draw two cards), this is noted and carried out.
    1. Only the successful player gets the benefits of the Card Disposal Effects (e.g. If an Attacker attacks unopposed, they will get be able to use the effects of their Quarantined cards, but if an Attacker’s attack is blocked, the defender will get to use the effects of their Quarantined cards, even if the attacker remains on the attack).

 

THE TURN V: THE NEXT ATTACK

The player who attacks next is decided as follows:

  • THE ATTACKER’S ATTACK WAS SUCCESSFUL: The attacker continues as the attacker, even if zero damage was done
  • THE DEFENDER SUCCESSFULLY DEFENDED AGAINST THE ATTACK AND THEIR DODGE/BLOCK/COUNTER RANGE WAS EQUAL TO OR WITHIN THE BLOCK/DODGE/COUNTER RANGE OF THE ATTACKER’S ACTION CARD: The defender now becomes the attacker, even they took damage while blocking
  • THE DEFENDER SUCCESSFULLY DEFENDED AGAINST THE ATTACK AND THE UPPER LIMIT OF THEIR DODGE/BLOCK/COUNTER RANGE WAS GREATER THAN THE UPPER LIMIT OF THE BLOCK/DODGE/COUNTER RANGE OF THE ATTACKER’S ACTION CARD: The attacker continues as the attacker, even if they took damage from a counter
  • THE ATTACKER DID NOT HOLD A USEABLE ATTACK CARD OR DID NOT WISH TO ATTACK: The defender now becomes the attacker

 

ADDITIONAL NOTES

  • DATA FRAGMENT CHARGE: When carrying out the Card Disposal step, the successful player only can choose to move one of their Data Charge cards to the Data Fragment Charge space instead of disposing of it. If a player chooses to do this, they will not benefit from any effects shown on the card.
    • Only one card can moved in this way per action, unless a card effect dictates otherwise.
  • SOME CARDS STAY: Some cards stay in their pre-disposal positions for set periods of time. For example, some attacks may require that the attack continues until the defender can play a particular card type. In this case, the attacker’s cards will stay in place and the defender will continue to move between one and five cards from their hand to the Quarantine space after each failed defence attempt, replacing them from their Deck as they go. No card disposal will occur until the attack has been completed, meaning that although the attacker may deal a large amount of damage, it is guaranteed that the defender will be the one to benefit from the Card Disposal Effects and any potential Data Fragment Charges.
  • DATA FRAGMENTS: Data Fragments have specific effects, as described on the cards themselves. They can played at any time, whether attacking or defending, providing they meet the criteria to be used. The criteria are as follows::
    • The Data Fragment card must have a corresponding attack stat on your Spark Form card, or its Block/Dodge/Counter range must fit the normal criteria
    • Your Data Fragment Charge space must contain cards equal to or greater in number than the Data Cost of the card
    • Any additional criteria shown on the Data Fragment card must be met

 

RULE MODIFICATIONS

There are four additional match types that can be played instead of the normal core rules. These matches are as follows:

  • UPGRADE MATCHES: The core rules of these matches are identical to the normal rules. The only change is that the players may select on Upgrade Card to place next to their Spark Form
    • As with Useable Action Cards, a Useable Upgrade Card must match your Spark Form’s Character Type, be a neutral type
    • The exception to this rule is if the Upgrade Card instead matches your Spark Form or their Species. In this case, the card will be classed as one of your two Exclusive Cards
  • SPEED MATCHES: These matches are designed to be quicker than regular matches. The rules remain the same for The Turn I, II, III and V. The following changes occur in The Turn IV: Ending The Turn:
    • Although cards are moved to the Quarantine space as normal, no Charge Effects take place when moving cards from the Data Charge space
    • Your hand grows by one card for every move that you are the attacker. Once the defender becomes the attacker, your hand drops back to the standard size of five cards
    • The effects of a successful Action Card still occur if relevant to the card
    • Cards can be dropped to your Data Fragment Charge space as normal
  • TAG MATCHES: The core rules remain the same for each step. There are additional mechanics for working in teams:
    • Teams can be comprised of 2 – 5 players
    • Matches are fought in an elimination style, meaning that to win you must defeat every member of your opponent’s team
    • The team shares one Tag Team Data Fragment and the cost must be split between each member (e.g. for a card with a cost of ten, two players would drop five cards each, three players would drop a minimum of three cards each, four players would drop a minimum of two, five players would drop two cards each)
      • Once a team member has been eliminated, their Data Fragment Charge cards are removed from the Data Fragment Charge space. The remaining players will then be required to replace these cards (as per the normal rules of play) in order to meet the Charge Cost of the Data Fragment
      • Some Data Fragments require a set number of players in order to be used. As such, once the number of players on the team have dropped below this amount, the card becomes unusable
      • If all members of the team are using versions of the same Spark Form or using Spark Forms of the same species, they may choose to use an Exclusive Card as their Data Fragment. This will count as one of the two Exclusive Cards for EACH player
    • The tag order: Both teams must agree whether there is to be a strict order in which teammates can be tagged in, or if the match is to be contested as a free-for-all where you can tag in ANY member of your team
      • If a strict order is in place and the next player in the order has been eliminated, you simply move onto the player that would follow them in the order
    • Only the attacker can tag in a teammate. Tagging can be done in two ways:
      • Card Burn: Both players move a card (with an equal cost) from their hand to their Quarantine spaces. The person tagging in then carries out the next attack
        • If the previous attacker’s last move had an effect (e.g. Attack Effect: Your opponent cannot DODGE your next attack), this effect carries over to the player who is tagging in
      • Double Team: Both team members must have the same Action Card and the correct number of cards in their hand to cover the Charge Cost. If the attack is successful, the defender takes damage from both attackers (calculated in the normal way), both attackers gain the benefits of the Card Disposal Effects and both attackers may choose to drop a card to the Data Fragment Charge space. If the attack fails, both attackers take any relevant damage from the defender
    • Health recharging for non-active players: All players that are not currently active in the match (i.e. those who are waiting to the tagged in) naturally recover 5 Health Points every three turns that they are maintain this role
      • A maximum of 20 Health Points may be recovered in this way. After this, the player must have tagged in and then tagged out again in order to recover more Health Points, again to a maximum of 20
    • The ‘Last Stand’ Rule: When a team has been reduced to one player, that player may choose to switch the Tag Team Data Fragment with a single player Data Fragment
      • This can only be done after the player’s final tag partner has been eliminated. The cards that the remaining payer dropped to the Data Fragment Charge space remain in place
    • HYBRID MATCHES: These occur by combing rules from the matches above. The four potential combinations are:
      • Upgrade Speed Matches
      • Upgrade Tag Matches
      • Speed Tag Matches
      • Upgrade Speed Tag Matches
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