Rulebook

Don't be like Larry.  Read the rules!

Want to play a cool team version of the Koopa Trading Card Game?  Just read these special rules, grab three friends, and get ready for a lot of fun!

What Do You Need to Play?
You will need a teammate and two opponents.  Each of you must have a standard legal deck.  Both teams should have some counters in a color of their choice.  You will also need some damage counters, a coin to flip, and a team playmat.

How to Win
Team games are won when either member of the opposing team cannot draw a card at the beginning of their turn (at that time, count the points for each team).  If neither player on a team owns any territories, and if all of the corner lands are owned, the other team has won.

The Play Area
~In the middle of your play area is the playmat, which is divided into twenty-five lands.  Your goal is to occupy as many of these lands as possible.
~Most cards that you play will be placed on the playmat.  Where you put them is determined by which land you want to use them in.
~Your deck should be face-down next to the playmat.
~Your discard pile should be face-up next to the playmat.

Starting the Game
~Each player shuffles their deck and draws a starting hand of 7 cards.  If any player does not have a Basic Minion in his or her hand, show the hand to the other players, then shuffle it back into the deck and draw 7 new cards.  Repeat this step until a Basic Minion is drawn.
~Flip a coin to decide which team goes first.  Each team decides in which order the members will be playing.
~The first player on the first team places a Basic Minion from his or her hand into one of the corner lands.  The first player from the second team places a Basic Minion from his or her hand into a corner land next to the land that is already occupied.  The second player from the first team moves a Basic Minion into the corner land opposite their teammate's land, and the second player from the second team places a Basic Minion in the remaining corner land.  Each player also performs all the usual steps for their turn.

Team Play
~Teammates must work together to defeat their opponents.  They may consult at any time, and see each other's hands.  It is recommended that you strategize with your teammate before the game, and enter battle with two decks that work well together.
~Hands, discard piles, and decks are always kept separate.  However, all cards on the table are considered jointly owned by both the original owner and their teammate.  You may move, evolve, give Energy to, or attack with Minions played by your teammate.  You may also develop your teammate's Buildings and use any cards they have played in conjuction with your own Spells.
~When a land is invaded, it belongs to the team, not to the individual player.  Minions from your deck may enter lands claimed by your teammate.
~Each player may, on his or her turn, do all the things that normally may be done, even if their teammate has already done those things that round.  The second player on the team may evolve Minions that their teammate played or evolved on their last turn, upgrade new Foundations, move Minions, invade another land, and attack the opponent.
~Individual players do not need to own a land.  As long as either member of a team is able to claim a land, the game continues.  The other team member continues to draw cards from their own deck, and may use their teammate's Minions normally.

Counting Points
If any player begins his or her turn and is unable to draw a card from his or her deck, the game ends immediately. The winner is then determined by the number of points each team has.  Teams are awarded points for each land that they control (have at least one Minion in).
~For Mario's Pad, Bowser's Keep, Castle Koopa, or Peach's Castle, award one point.
~For Mushroom Kingdom, Yo'ster Isle, Marrymore, Star Hill, Seaside, Bean Valley, Vanilla Dome, or Warp Zone, award two points.
~For Kero Sewers, Rose Town, Forest Maze, or Twin Bridges, award three points.
~For Grass Land, Water Land, Ice Land, or Underground Land, award four points.
~For Desert Land, Giant Land, Sky Land, or Pipe Land, award five points.
~For Dark Land, award six points.
No points are awarded for unoccupied lands.
 

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Mario's Pad
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Mushroom Kingdom
Kero Sewers
Yo'ster Isle
Bowser's Keep
Marrymore
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Grass Land
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Desert Land
Water Land
Star Hill
Rose Town
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Giant Land
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Dark Land
Sky Land
Forest Maze
Seaside
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Ice Land
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Pipe Land
Underground Land
Bean Valley
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Castle Koopa
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Vanilla Dome
Twin Bridges
Warp Zone
Peach's Castle

Unofficial Play
For now, all team battles are unofficial.  Players may build decks using cards they do not actually own.  However, no coins, CP, or any other prize is received after playing a team game.

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