Street Fighter 2: The Trading Card Game

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Street Fighter 2: The Trading Card Game Overview: Street Fighter 2: The Trading Card Game is 2 player game designed around the rock, paper and scissors relationship between attacking, blocking and throwing in the Street Fighter series of fighting games. The game incorporates features typically seen in fighting games such as special moves, super meter management, timer management and potential for mind games. Objective: The objective of the game is to be the first player to win 2 rounds of combat. A player wins a round of combat by either reducing his/her opponent’s health to zero or ending a round of combat with more health then an opponent. A round of combat takes place over the course of 10 turns. Setup: At the beginning of each round of combat, each player will reveal his/her character card to the other player. This card will remain in play in a location that is convenient for both players to refer to at any time. This step can be skipped if players are already familiar with each other’s chosen characters. Example of character cards:

These character cards show what unique moves a character has access to, what combos a player can do using their chosen characters and how much starting health a player has.


STREET%FIGHTER%2:%THE%TRADING%CARD%GAME%RULE%SHEET! 2! ! Each player will shuffle their decks, place them with the Street Fighter 2: The Trading Card Game logo facing up, and draw 7 cards. These decks need to be constructed from a mix of light attack cards, medium attack cards, heavy attack cards, block cards, throw cards, movement cards and any unique cards that are listed on a player’s chosen character sheet. These decks must contain a minimum of at least 40 cards. Included with the game are 2 pre constructed decks built around the characters of Ryu and Chun Li that players can use to immediately start playing the game with. Each player will use the provided score sheets to keep track of what turn it is, what round of combat it is, how much super meter both players have and how much Health each player has as the game proceeds through each round of combat. During setup, each player will write down their own character’s starting health in the “My Starting Health” field and their opponent’s character’s starting health in the “Opponent Starting Health” field. They will also write down what round of combat it is under the “Round:” field. Players start every round with 0 super meter. Example of a score sheet:


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Turn Structure: Each of the 10 turns in a round of combat proceeds through the following 5 steps. Players perform actions in each step simultaneously before moving on to the next one. Draw Step: During the draw step, players may choose to do 1 of the following 3 actions: 1. Draw a card from their deck and place it in their hand. 2. Discard any number of cards from their hand to draw an equal amount of cards from their deck. 3. Discard 3 cards from his/her hand to search his/her library for a card of his/her choice and place it in his/her hand. Any discarded cards go into the discard pile, which should be located next to the player’s deck. If a player ever needs to draw more cards then there are remaining in the player’s library, he/she will reshuffle his/her discard pile into his/her deck before drawing the cards. After a player has chosen to do one of the 3 actions, the player may choose to discard any number of movement cards in his/her hand. For each movement card discarded, a player may draw an additional 2 cards from his/her deck. There is no limit to the number of times a player can do this per turn and any movement cards drawn off a discarded movement card may be immediately discarded to draw 2 more cards. Combat Step: During the Combat Step, players each play an attack, block or throw card facedown in front of them. Once players have both chosen a card to play for the turn, the cards will be flipped over simultaneously. The cards have the following properties: Attack Cards: Attack cards include light attack cards, medium attack cards, heavy Attack Cards and unique move cards that are associated with a player’s chosen character. Attacks will beat throws and lose to blocks however unique move card do a little bit of damage even when they are blocked. Certain attack cards can lead into combos. A list of combos that a character can perform is located on the character card. These combo lists use the following abbreviations: LA which represents light attack Cards, MA which represents medium attack cards and HA


STREET%FIGHTER%2:%THE%TRADING%CARD%GAME%RULE%SHEET! 4! ! which represents heavy attack cards. During the combat step, the player only needs to play the first attack card in the combo. If the attack hits, the player may choose to perform the rest of the combo during the combo step. If a player chooses to use a unique move card, he/she must be able to pay the costs listed on the chosen card. These costs comprise of movements cards, attack cards and full super meter bar. Unique move cards that require full super meter bar require players to have 100 super meter before they can be used. Players pay this cost once both chosen actions for the turn have been flipped over. If a player plays a unique move card that he/she is unable to pay the costs for, he/she takes 40 damage and his/her opponent gets to draw 3 cards. If both players play an attack card during the combat step, the attack with a higher priority number wins. Examples of attack cards:

Block Cards: Block cards beat attack cards and lose to throw cards. If a player plays a block card and his/her opponent plays an attack card, the player draws 2 cards and gains 20 points of super meter. If both players play a block card, nothing happens.


STREET%FIGHTER%2:%THE%TRADING%CARD%GAME%RULE%SHEET! 5! ! Example of a block card:

Throw Cards: Throw cards beat block cards and lose to attack cards. If a player plays a throw card and his/her opponent plays a block card, his/her opponent will take 20 points of damage. If both players play a throw card, nothing happens. Example of a Throw Card:


STREET%FIGHTER%2:%THE%TRADING%CARD%GAME%RULE%SHEET! 6! ! Combo Step: During the combo step, players who have played an attack card that beat a throw Card or another attack card with lower priority may proceed into a combo listed on his/her chosen character card. Players do this by playing the required attack cards or unique move cards. The costs associated with the unique move cards played will also need to be paid. Doing combos also allows players to receive awards in the form of additional cards drawn. The rewards for each combo will be listed on each player’s character card. Combat Resolution Step: During the combat resolution step, players will update their score sheets under the row corresponding to the current turn with their remaining health, their current super meter, their opponent’s health and their opponent’s super meter. Player health will be updated with the amount they had last round minus the amount of damage they have received this round. Player super meter will be updated with the amount they had last round plus the amount of damage they have taken this round from attack cards. If this is the 10th turn in a round, the player with the highest health at the end of the combat resolution step wins the round. If a player’s health is ever less then 0, the player loses the round and his/her opponent is the winner of the round. If both players reach 0 health simultaneously, the round counts as a win for both players. When a player wins a round, players should write the winner’s name in the “Winner” field on the score sheet.














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