How you win:
- collect 8 magic in your hand during your turn while in Fuzzy Form (cannot be fused with another fuzzy mage)
Getting rid of Garbel:
- you either roll a 5 or a 6 at the end of your turn OR you have no cards in your hand at end of turn (If the Garbel takes your last card.. that still counts as having no cards and he moves on to the next player... clockwise)
- if he does not move on then he steals a random card from your hand and puts it in the discard
- Deck must have 100 cards
- 60 magic, 16 mineons, 8 spells, 8 traps, and 8 potions. Feel free to mix and match as long as you stick to that criteria. (A competitive deck build will be posted in the future)
- To begin a game everyone starts with a Fuzzy Mage
- How you distribute them is up to you (choosing, random, rolling, drafting)
- Then everyone rolls to see who goes first.. - The Garbel is then placed in front of the first player
- After the Garbel is in position, everyone draws three cards from the deck (there is no limit to hand size)
- Once everyone has cards the first player takes their turn
***you are not allowed to attack another fuzzy mage during the first round if they have not taken their turn***
- A turn usually consists of three actions and once it is done moves clockwise to the next player
- Drawing from the deck
- Placing cards facedown on the battlefield (faceup for mineons)
- And attacking a fuzzy mage or mineon
- There may also be fuzzy abilities that require an action
- You may take your actions in any order and you may repeat any actions as much as long as it totals three or wtv your total actions may be
- If a fuzzys ability does not state that it costs an action then that means that it is a free action to be used at any time during your turn (must be after a mineon draw and before a Garbel roll)
- There are also passive abilities which are always active even when it is not your turn
- Some abilities or item cards may ignore the rules but it must state that on the card.
- You must put potions, traps, and spells facedown for an action in order to use them
- But once they are facedown they cost no actions and may be played at any time during your turn or any following turns as long as you are not in essence form and it is after a mineon draw and before a Garbel roll (i need a key word for this Lol)
- Traps however only get activated when you or a mineon are attacked
- With that in mind if you attack another fuzzy mage and then immedietly play a spell or potion for free (after the total magic attack and defense is declared) then that spell will take priority over any trap that the defender activated
- The trap will still trigger but only after the attack and spell is resolved.
- Part of resolving a “successful“ attack (putting a fuzzy into essence form) is to steal two cards from the fuzzy that you put into essence.
- Stealing cards after a successful attack also takes priority over a trap.
-So if you attack a fuzzy mage successfully and that mage activates a trap that forces you to discard two cards from your hand.. you must include the two cards you stole from that fuzzy since the attacking fuzzy mage resolves his attack first.
- Again this is not always the case and we are going to put an emphasis on wording/text moving forward.
- For example if you activate a trap that completely blocks an attack.. common sense says that that would trigger immediately before the attack resolves.. and it does..
- But we still need to clarify things like that better without using too much text and being forced to hide our beautiful art!
- Speaking of attacking with magic...
- Magic in your hand is worth one while attacking or defending and worth three while facedown.
- You can stack magic in your hand and facedown magic as much as you would like during an attack or defense
- Facedown magic may be stronger but it does not count towards the eight magic you need to win How do you determine if an attack is successful? - If the attacker commits more total magic than the defending fuzzy has to defend or if defending fuzzy chooses not to defend - The defending fuzzy mage can stop an attack by committing an equal amount or more of total magic to the fight - Each fuzzy involved discards any magic used in the fight ( this also applies for potions, traps, and spells that are used..) - Mineons can also be attacked as mentioned earlier (I think i said that) they have a hit point of one.. so that means a two magic attack would force them to be discarded - However you can defend them with magic if you chose to as long as you are in fuzzy form - One thing you cannot do during a fight is to commit magic to defending without it being enough to stop the attack just so you can discard (players will try this so cards in their hand dont get stolen) - If you do not have enough magic to defend than you may not defend
- If you do end up getting flipped to essence form you will be limited to specific actions
Lets start with what you cant to while in essence form:
- you cant draw from the deck
- you cant place cards on the battlefield
- you cant activate facedown cards on your battlefield
- you cant attack (or be attacked)
- you cant defend your mineons if they are attacked (takes two magic to put them in the discard)
What you can do in essence form:
- you can draw for your mineons
- then you get a free roll back to fuzzy form action on a 5 or a 6
- you do not have to take this action but if you decide to then it must be done BEFORE using your essence abilities
- if you fail to roll up to fuzzy form (or choose not to roll) than you may begin using your essence form abilities
- you also get to roll for the Garbel at the end of your turn if your hand has cards in it!! sweeet
- joking aside**** you HAVE TO ROLL and get Garbeld unless you have no cards in hand OR roll a 5 or a 6
- Besides getting a free roll up to fuzzy form action every turn..
- You also have the option to fuse with another fuzzy mage that is also stuck in essence form
- If both fuzzy mages (fuse friends) have fuse abilities..
- Then the fuse ability of the fuzzy whos turn it is when the fuse takes place overrides the other fuzzys fuse ability..
- If only one fuzzy has a fuse ability then it MUST activate once fused regardless of whos turn it is
- Once a fuse takes place.. - Both fuzzys flip up to fuzzy form and place the same colored fuse cards next to their battlefield
- They both receive +1 action every turn they are fused (typically that means 4 actions a turn) - Both fuse friends are also bound together
- Meaning that if either one is successfully attacked by another fuzzy mage.. both must flip to essence form (only the fuzzy that was attacked loses cards to the attacker) - If either fuzzy mage is put into essence form form via an ability or card effect the same rule applies.. they both go into essence form
- Luckily the same holds true for rolling back to fuzzy form while in essence form.. if one of the fuse friends roll up successfully the other one flips up immediately aswell
- Abilities that flip a fuse friend back to fuzzy form also apply**
- The down side to being fused is that neither fuse friend can win the game while fused
- The only way (typically) to break a fuse is to successfully attack the fuzzy you are fused with
- The fuzzy mage whos turn it is when the fuse begins cannot however attack the fuzzy hes fused with when they flip up that first turn, that fuzzy must wait until their following turn to attack at the earliest - The other fuse friend however may attack during their first turn up since the first fuse friend had a chance to take a turn already (similar to the first round of the game)
Important stuff at the end: - You must show how many cards are in your hand if asked - All cards are put into the discard if used or destroyed unless an ability or wtv says differently
Hope this helps