USTCG - Hyper Edition






REQUIREMENTS:


HOW TO WIN:

 

CHARACTER CARDS:

Character Card

  1. Name: The name of the card.

  1. Base Ring Count: Characters always start with the number of Rings shown here.

  1. Type: Whether the character is Speed (Blue), Power (Red), Flying (Yellow), Shooting (Reticle), Treasure Hunter (Emerald) or Chao (Chao).

  1. Counter Strike: An attack that characters can use regardless of their Ring Count (e.g. CS-4 has 4 attack power).

  1. Level: The level of the character. Level 1 characters can be played anytime during Character Phase while higher levels must be played on top of previous levels in succession. The exception to this are Level 1 Chao types, which must first be played on their Level 0 card.

    When the word Super or any number of Emeralds above 0 appear instead of a level, place them aside in a separate deck called a Super Pile which does not count toward a player’s deck limit

  2. Side: Hero or Dark. “H” means a character is Hero, “D” means it is Dark, and no letter means it is neutral. Some things only affect Hero characters or Dark characters. When Hero characters are played in a Dark deck (at least 51% of characters are Dark) their attack damage is halved. The same applies to Dark characters played in Hero decks (at least 51% of characters are Hero).

  1. Special Ability: Any effect on a character card that isn’t an attack. Special abilities take effect regardless of whether the character is Active or Inactive and aren’t optional unless otherwise specified (i.e. “You may…”). Their names are coloured red.

  1. Attack:


OTHER CARDS:


Power Up CardAdventure Field CardChaos Emerald Card

Power Ups: Apply an immediate one-time effect to a character and are then discarded.

Upgrades: Attached to compatible characters who are listed on the card. Some add new abilities or attacks to the character while others affect much more.

Animals: The same as Upgrades but only affect Chao types.

Vehicles: Played on compatible characters who are listed on the Vehicle. Similar in appearance to character cards but with HP instead of a Base Ring Count.

Traps: Must be played face down unless otherwise stated. Can be activated in response to an opponent’s characters’ attacks. Typically negate an attack and damage the character who used it.

Adventure Fields: Apply a constant effect to the game and remain on the field until removed by another card If a new Adventure Field is played the current one is removed, along with any attached Action Stage.

Action Stages: Attached to a compatible Adventure Field that is listed on the card. Apply a constant effect to the game and remain on the field until removed by another card. If a new Action Stage is played the current one is removed.

Master Emerald Shards: 5 Emerald cards with their effects described on them.

Chaos Emeralds: 7 Emerald cards that behave like Upgrades. Once played, they cannot be removed from the field and other Chaos Emeralds with the same name cannot be played. If a player has a Chaos Emerald that is already in play in their hand they may shuffle it into its deck and draw a new card. If all 7 Chaos Emeralds are attached to 1 of their characters they may play that character’s Super character card on top of them.

Super Characters: Characters who are immune to all damage except from other Super characters but are still affected by status effects. Lose two Rings every turn during Ring Phase even if Inactive. When a Super character is reduced to 0 Rings remove the Super character from the character it was played on and return it to the Super Pile, and the original character is left with 0 Rings.

Decks cannot contain more than 4 copies of the same card, more than 2 copies of ‘Invincibility’ or more than 1 copy of the same Emerald card.


CHARACTER/VEHICLE TYPES:

Speed:


Shooting:


Flying:


Treasure Hunter:

    1. Take a Power Up from their Discard Pile and add it to their hand.

    2. Take an Upgrade from their Discard Pile and add it to their hand.

    3. Take a Trap from their Discard Pile and add it to their hand.

    4. Search their deck for a Power Up or Upgrade, add it to their hand, and then shuffle their deck.

    5. Search their deck for a Master Emerald Shard, add it to their hand, and then shuffle their deck.

    6. Search their deck for a Chaos Emerald, add it to their hand, and then shuffle their deck.


Chao:


Power:


If two characters or Vehicles with the same turn speed attack each other the attack damage and effects are applied at the same time.

Characters with multiple types go according to their fastest type (e.g. Knuckles would go according to his Treasure Hunter type rather than his Power type). Shooting types always perform their Speed Flip to determine when they go unless they are also Speed type.


STATUS EFFECTS:

Paralyzed: The afflicted character cannot act until the end of this turn. If the afflicted character Paralyzed itself it cannot act until the end of next turn.

Frozen: The afflicted character cannot act until the end of the next Attack Phase or until attacked. If attacked while Frozen the afflicted character takes double damage unless the attack would cause it to be Burned, in which case it takes no damage and its Frozen status is cured. If Chaos is Frozen it cannot act until the end of the next 3 Attack Phases.

Burned: The afflicted character’s type abilities are voided and it loses 2 Rings at the start of each turn. If something would cause the afflicted character to be Frozen, its Burned status is removed instead. Chaos cannot be Burned but can have its Frozen status cured by it.

Confusion: The afflicted character must attack a target determined by the roll of a die:

  1. Their Active character in slot 1.

  2. Their Active character in slot 2.

  3. Their Active character in slot 3.

  4. Their opponent’s Active character in slot 1.

  5. Their opponent’s Active character in slot 2.

  6. Their opponent’s Active character in slot 3.

If there is no character in the designated slot the attack misses. If the afflicted character takes damage its Confusion is cured.


FIELD:

Play Field












PHASES OF PLAY:

First Turn:

  1. Each player searches their deck for a Level 1 character and plays it in an Active character slot.

  2. Each player shuffles their deck and draws 7 cards.

  3. Draw Phase:

  1. Character Phase:

  1. Extra Effect Phase:

  1. Ring Phase:


Following Turns:

  1. Draw Phase:

  1. Character Phase:

  1. Extra Effect Phase:

  1. Ring Phase:

  1. Attack Phase:


Original Game by SuperTails, Vulse, GameCaMiller & Psymaster
Hyper Edition by Hyper Sonic Clone
Sonic the Hedgehog (C) SEGA