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Last Updated: June 2, 2010
About
Ever dreamed of Ryudo fighting a Rag Rappy with a Pirate Cutlass? With RPG Get! you can do exactly that. The RPG Get! CCG is a card game system that combines many different Dreamcast RPGs into a single game.
Overview
The game is for 2 or more players. The goal is to collect 10 or more victory points by completing missions. To this end, your characters will use various special moves, magic, and items to defeat various enemies along the way. But beware of surprise obstacles and random events!
Setup
Each player must bring their own deck of 80 cards to the game.
To begin, each player shuffles and draws a starting hand of 9 cards. Players may discard the entire hand and draw 9 new cards as much as desired. Next, each player must play one character card to form their starting party (if a player has no characters, they must discard and redraw until they do).
Each player then gains 5 reward counters for their pool.
Determine which player goes first by any mutually agreeable method.
Victory
The game ends immediately when a player has 10 or more Victory Points (VP) in their score pile. That player has won the game.
If, at any time, a player has no characters in their party, that player immediately loses and sits out the rest of the game.
A player also loses if they cannot draw from their deck at the end of their turn and cannot or do not pay 2 VP (discard cards worth at least that much from their score pile) to shuffle their discard pile into their deck.
Gameplay
During each player's turn, they perform actions in each of the following phases:
- Redraw phase
- Play phase
- Status phase
- Mission phase
- Party step
- Enemy step
- Party Attack step
- Enemy Attack step
- Enemy Status step
- Resolution step
- Reconcile phase
After a player's turn, play passes to the player on their left.
Each of these phases is explained in more detail below.
Phases
Redraw Phase:
During this phase, a player may redraw up to two cards in their hand (discard up to two cards, draw that many from the deck). This is always optional.
Play Phase:
During this phase, a player may play Reward cards from their hand to the bank for free, or to the inventory by paying the RP cost in reward counters.
The bank may only hold 20 cards at any given time. Further attempts to place cards in the bank require discarding a card from the bank first.
There is no limit to the number of cards that can be held in the inventory.
Reward cards may only be moved from the bank to the inventory during this phase by paying their cost in reward counters.
A player may also play Character cards during this phase into their party. There is no limit on party size. However, characters with duplicate names with that player's in-play characters must be played to replace the in-play character (into the same area as the in-play character). Replacing a character discards the old one.
Note that characters in the Unconscious Pile are in play (see "Kills" below).
Status Phase:
During this phase, each of that player's characters is cured of all status ailments except for poison and paralysis. Poisoned characters take 1 damage.
Mission Phase:
This phase is optional and only occurs if the player decides to play a Mission card from their hand. This begins a mission attempt (see "Mission Attempt" below). A player may only attempt one mission card per turn.
Reconcile Phase:
During this phase, a player must reconcile their hand to exactly 9 cards, either by drawing up to 9 or discarding down to 9. Players may not discard to below 9.
Mission Attempts
A mission attempt (or, simply, "attempt") begins when the player plays a mission card. Once begun, an attempt cannot be cancelled, even if changes have made it impossible to win. A mission attempt consists of the following steps:
Party Step:
The player chooses characters from their party to form their "active party". The total cost of the chosen characters may not exceed the Party Points (PP) of the mission card.
Enemy Step:
Starting with the player to the left of the attempter and going clockwise, each player may play enemy and roadblock cards from their hand. The total size of all such played cards (between all players) may not exceed the Enemy Points (EP) of the mission card. Playing cards in this round only goes around once and does not include the attempting player.
Playing enemies is subject to the "Boss Limit". That is, only one enemy with the Boss keyword may be played on any given attempt.
Party Attack step:
This is where the attempter gets to attack. The attempting player must now defeat all of the enemies that have been played. The attempter may use Attack, Recovery, and Support actions as desired (and as applicable). Enemies may use Defense and Recovery actions as desired. See "Combat" below for more information on attacking and damage.
The attempting player may end the attack phase at any time. It automatically ends once nothing else can be done (there are no more Attack cards in the inventory and each character has used its Attack action).
Enemy Attack Step:
This is where the remaining enemies get to attack! Any remaining enemies may use Attack, Recovery, and Support actions as desired. The attempter may use Defense and Recovery actions as desired. This is always optional. Each Attack and Counter action may only be used once per attempt.
If there are no remaining enemies, this step is skipped.
Enemy Status Step:
After actions have been used as desired, deal 1 damage to each poisoned enemy.
After dealing poison damage, if there are still enemies remaining in the attempt, all asleep enemies are added back to the attempt (and may use their their actions as if it was the Enemy Attack step).
If there are no remaining enemies, this step is skipped.
Resolution Step:
If a player has defeated all enemies, the attempt is a success. The player moves the mission card to their score pile and gains RP counters.
Otherwise, the attempt was a failure, and they discard the mission card.
Either way, all remaining enemies are discarded and the attempt ends.
Note that, if enemies were removed from the attempt and are not added back in, it counts as the player having defeated all enemies. For example, if a player defeats all enemies except for sleeping enemies, the Enemy Attack and Enemy Status steps are skipped, the enemies are not added back, and the attempt was a success.
Cards
There are six types of cards in the game.
Character Cards:
These represent player-controlled characters that will embark on missions. These play during the Play phase of your turn.
If you play a duplicate of a character you already have in play (ignoring level), you must replace the existing in-play character by discarding the old one and placing the new one in the same pile.
Characters have HP and a cost along the top. They will also have one or more classifications and may have actions (see "Actions" below). Most will have an Attack action.
If a player is ever left without any Characters in their party, they immediately lose the game.
Event Cards:
These represent random occurrences that affect players. Each Event card will specify when it may be played and what effects it has on the game.
Any player may play an Event card during any turn at the appropriate time, even during opponents' turns.
Mission Cards:
These represent missions that characters undertake. Each mission card has a Victory Point (VP) value, a Party Point (PP) value, an Enemy Point (EP) value, and a Reward Point (RP) value.
The VPs are provided to you by a mission card while it is in your score pile.
The PPs determine how many characters you may add to your active party when attempting the mission. The total cost of all active party members must not exceed the PP value.
The EPs determine how much opposition the party faces. The total cost of all enemies played for this attempt cannot exceed the EP value.
The RPs determine how many reward counters are added to your pool when you complete this mission card. These counters can be used to move Rewards from your bank to your inventory, or to play Rewards into your inventory.
Enemy Cards:
These are monsters that attempt to block characters from completing missions. These are played in the Enemy step of a mission attempt and must be killed to complete the mission. Each enemy has HP, a size, and possibly action(s) (see "Actions" below).
Roadblock Cards:
These represent unexpected obstacles blocking the characters' mission attempts. These are played in the Enemy step of a mission attempt, and have the stated effect before being discarded.
Reward Cards:
These represent the magic, equipment, items, and special attacks that characters have at their disposal. These are played during the Play step into either the bank or inventory, and may be used from the inventory at the appropriate times (see "Using Rewards" below).
Actions
There are six different "actions" that can exist on characters and enemies. Four are "Combat" actions (see "Using Rewards" below).
Ability:
These are always optional and often have specific requirements to use. See the individual ability for details, including what phase/step they work in. These may be used when and as often as indicated.
Intrinsic:
These are always active and represent an underlying skill or drawback of the character or enemy. These are never optional.
Recovery (Combat):
These are recovery actions that can be performed. These are usable at any time, during any step or phase (even during other players' turns). They may specify additional keywords that apply to the action. These are always optional to use and may be used once per card per round.
Attack (Combat):
These are attacks that can be performed by active party members. Characters use these (from themselves or Reward cards) during the Party Attack step. Enemies use these during the Enemy Attack step. They may specify additional keywords that apply to the attack. These are always optional to use, and may be used once per card per attempt.
Support (Combat):
These are support actions that can be performed by active party members. Characters use these (from themselves or Reward cards) during the Party Attack step. Enemies use these during the Enemy Attack step. They may specify additional keywords that apply to the action. These are always optional to use and may be used once per card per round.
Defense (Combat):
These are defensive actions that can be performed by active party members. Characters use these (from themselves or Reward cards) during the Enemy Attack step. Enemies use these during the Party Attack step. They may specify additional keywords that apply to the defensive action. These are always optional to use and may be used once per card per attempt.
Combat
Attacking:
During combat, a player's active party characters use Attack actions on cards to deal damage to his opponents' enemies. Enemies will retaliate with their own attacks later. To use an Attack action as an attempter, you either choose one on the active party member or use a Reward card from your inventory and choose one on that card. Enemies are limited to choosing from the Attack actions on their card. Note that each card may only attack once per attempt, even if it includes multiple Attack actions to choose from (so characters may only use their printed attack once, then must resort to using Reward cards to use additional attacks).
Support:
Support abilities are used at the same time and in the same manner as attacks. Only one support from each card may be used per attempt.
Defending:
During combat, a character or enemy can use Defense actions when they are targetted by Attack actions. Characters may use Defense actions printed on their card or from a Reward card in their inventory. Enemies are limited to Defense actions printed on their card. As with Attacks, Defense actions can only be used once per card per attempt.
Recovery:
Recovery actions can be used at any point in the game (even opponents' turns). Recovery actions can be used once per round per card (although, of course, using one from a Reward card removes it from the inventory, so you cannot use it again).
Damage:
Damage is indicated on attacks in the form X(Y) where X is the amount of damage and Y is the number of targets affected. Damage has the keywords and classifications of the attack used to deal the damage.
Damage modifiers will be of the form +X (_) or _(+Y).
Damage may never fall below 0. * in damage is treated as an unmodifiable 0.
Kills:
If a character's HP is reduced to 0, that character has been knocked unconscious. Move them into your unconscious pile. (When a character is killed, it is automatically cured of all status ailments.)
If an enemy's HP is reduced to 0, that enemy is dead. Discard it.
Characters and enemies may only be killed during a mission attempt. If HP somehow falls to 0 outside an attempt, the character or enemy is not killed until the next mission attempt (regardless of who initiated the attempt).
Targets:
A "target" on cards can be any active member or in-play enemy. Note that this means that actions (such as Recovery actions) that are used outside of a mission phase effectively have a target value of 0 (since there are no active members nor in-play enemies).
The number of targets for any given card is a maximum. That is, you may choose fewer targets if desired. Additionally, each time you choose targets, you may not choose the same target multiple times. (For example, you cannot use Gibarta 30, which hits two targets, and choose the same Rag Rappy card as both targets.)
Cards may explicitly allow you to choose other cards (such as "party member", which includes non-active party members) for effects. This is not the same as targetting those cards.
Using Rewards:
Reward cards may be used at any time during the game, even if you can't use (or choose not to use) any of the actions on it at that time. Note that, during a mission attempt, only active party members can use Rewards.
To use a Reward card, you declare which character is using that reward. If it is during a mission attempt, the character chosen must be in the active party; otherwise, you may have any character in your party use the reward.
You then choose an a combat action on that card to use. This is optional (so you may use a reward card but not use any of the combat actions on it). The combat action you use must be legal to use at that time. Only one combat action printed on the card may be used for each use of a reward card.
After use, a Reward card is either moved back to your bank or discarded. If moved back to your bank and you already have the maximum number of cards in your bank, you must discard one to make room.
Only rewards in your inventory may be used. You may not use rewards from your bank. Cards may only be moved from the bank to the inventory during the Play phase.
Special Terms
Combo - When you Combo an action, you may immediately use the action again, choosing the same targets as the previous time (if applicable), without needing to use another copy of that card from your inventory. Each use in a combo counts as a distinct use of that action. (For example, an attack that is comboed twice counts as three separate attacks, but the targets must be the same for all three attacks.)
Resurrect - Move a character card from your unconscious pile to your party (at full HP unless otherwise specified).
Rank Changes
Certain effects with the "Rank Change" keyword may move you between three ranks: Front, Middle, and Back. All characters and enemies start each attempt in the Middle rank unless otherwise noted. Being in the Front or Back ranks has additional effects on combat. (These effects are summarized in the text causing the rank change, for convenience.) These effects only last for that attempt.
Front:
When the character or enemy uses a Melee attack, flip a coin. Heads: The attack is damage +1 (+0). The character or enemy takes 1 additional damage from attacks.
Back:
When the character or enemy is attacked, flip a coin. Heads: It takes 1 less damage from the attack. The character or enemy's Melee attacks are damage -1 (+0).
Key Terms
Active Party - Characters that are undertaking a mission. Characters here are also in the party.
Attack - Use of one Attack action. Attacks have keywords that may be referenced on other cards or actions. This is used by characters during the Party Attack step, and by enemies during the Enemy Attack step.
Bank - A location to store Reward cards without paying their RP cost. The bank is limited to 20 cards. Cards here are in play. This pile is normally face-down and only the owner can look through it. (When a card destroys a card in the bank, it is a random card, unless otherwise specified.)
Boss Limit - The limit of one Boss enemy per mission attempt.
Classification - Describes proficiencies for Reward cards. Characters may only use Reward cards when they have all of the Classifications required by the card.
Defense - Use of one Defense action. Defensive actions have keywords that may be referenced on other cards or actions. This is used by characters during the Enemy Attack step, and by enemies during the Party Attack step.
Discard Pile - A place for cards when they are destroyed or discarded. Cards here are not in play.
Inventory - A location to store Reward cards for use in attempts. Only cards here may be used during attempts. Placing cards into the inventory costs reward counters. Cards here are in play and face up. Any player may look through this pile at any time.
Keyword - An italicized word that describes the card. May be referenced on other cards.
Party - All of a player's in-play characters, except for those in their Unconscious Pile. Cards here are always visible to all players.
Rank - Front, middle, or back. Part of the Rank system introduced by Evolution Worlds cards. See "Rank Changes" above.
Recovery - Use of one Recovery action. Recovery actions have keywords that may be referenced on other cards or actions. This is used by characters or enemies at any point in the game.
Recruit - During the enemy step, search your deck for an enemy card matching the specified criteria and play it. You must legally be able to play the enemy (have enough available EP and have a card matching the criteria in your deck), otherwise this effect is ignored.
Reward Counter - Counters used to play Reward cards. These are stored in a pool somewhere to the side.
Round - A sequence of players' turns starting with the beginning of your turn and lasting until the beginning of your next turn. (This means that a "round" is different for each player.)
Score Pile - A pile of Mission cards. While here, the cards provide VP toward your eventual victory. This pile is not in play, but may be affected directly by cards that affect the "score pile".
Support - Use of one Support action. Support actions have keywords that may be referenced on other cards or actions. This is used by characters during the Party Attack step, and by enemies during the Enemy Attack step.
Unconscious Pile - A location for Character cards when they are defeated in battle. Characters must be resurrected from here into the party. Cards here are in play, face up, and visible to all players at all times.
Etcetera
Deck Limits:
Your deck must contain exactly 80 cards. The number of copies of any given card is unlimited.
There are no specific deck guidelines, but you are advised to balance your deck with both basic and advanced cards.
Decking:
If you cannot draw at the end of your turn, you may pay 2 Victory Points to shuffle your discard into a new draw pile (place scored mission cards with points totaling 2 or more out of play). If you cannot, or if you choose not to, you lose the game.
Play Areas:
There are a few primary areas that you will have that are in play: Your party, your unconscious pile, your inventory, and your bank. During mission attempts you will also have an active party. Your active party, party, unconscious pile, and inventory are face-up and any player may look at any card in these areas at any time. Your bank cards are usually face-down, and only the owner can look at them. The owner may flip cards in the bank at any time during their turn (for example, certain cards will grant effects when they are face-up in the bank). You also have a score pile of completed mission cards. The score pile is face-up and may be examined at any time. However, the score pile is not in play and cannot be affected by cards affecting "in-play" cards.
Status Ailments:
Character | Enemy | |
Poison | During the Status phase, deal 1 damage to the character. | During the counter step (after using counters), deal 1 damage to the enemy. |
Paralysis | This character may not use Attack or Support actions (on themselves or reward cards). | Ignore all Intrinsics on the enemy. |
Stun | This character may not use its Abilities (including Abilities on Reward cards). | The enemy may not use any Abilities. |
Block | This character cannot use Magic or Move Reward cards. | This enemy cannot use Defense, Support, or Recovery actions. |
Confusion | Whenever this character needs to choose a target, the target is randomly chosen between all applicable targets (all active party members and enemies). | Whenever this enemy needs to choose a target, the target is randomly chosen between all applicable targets (all active party members and enemies). |
Sleep | Remove this character from the mission attempt until the end of the Enemy Status step. (If the Enemy Status step was skipped, move them back to the party.) They may still be targeted. | Remove this enemy from the mission attempt until the end of the Enemy Status step. (If the Enemy Status step was skipped or ended early because there were no enemies left after poison damage, simply discard them.) They may still be targeted. |
Credits:
The game design, rules, and cards are © AlanvDotOrg 2005-2009. All subject matter is © their respective owners (Sega, Sonic Team, Overworks, etc).
Thanks to Tim M. for proofreading the rules and offering suggestions and clarifications. Thanks to various players on Schtserv for weapon screenshots.