GAMEPLAY |
SETUP |
Players can collect cards from any official source on the Internet… either the Fur Fusion web site or comics supporting the Fur Fusion project. The official web site has the most cards, and is the best place to look if you want to start creating a deck. However, comics including Macropod Madness, VG Cats, and Zoo Logic will host exclusive character cards you won’t find anywhere else… fans of these comics will want to download cards from these sites (once they're available) to make their decks more complete. Once you’ve collected a sufficient number of cards, it’s time to build a deck. You’ll notice that each card has a star with a number printed in the center. This is the card’s power rating, a measure of its value and effectiveness. When creating a deck, the player must choose a total power value which indicates its strength. Fur Fusion recommends 150 points as the standard total power value for a deck of cards. Every time the player adds a card to their deck, they must subtract its power rating from their deck’s total power value. Once this value has reached zero, no more cards can be added to the deck. The player has the option to completely rebuild the deck if he is unsatisfied with it, create alternate decks for different styles of play, or revise a deck that’s already been built by removing cards, then replacing them with others of a similar value. Finally, keep in mind that you cannot have more than three of one card in your deck. Some characters come in alternate forms, like Riscile and Phantom Riscile, or male and female Terranytes. These cards are considered separate from one another, so you may have three of each in your deck. However, you cannot hold four Riscile cards or four male Terranyte cards at once. |
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STARTING
OUT
Once a deck has been built, the player can test it out against an opponent. Ideally, the other player will have a deck with the same total power value as yours, but that’s up to you and your opponent. If they’re new to Fur Fusion and need a handicap, you can let them play with a stronger deck than the one you’ve using. Before play begins, both players must decide on a mutually acceptable hit point value. Each player will start the game with these hit points, and the first person to lose them all is defeated. For a quick game, 1000 points is the right choice. If you want the game to last a while, 3000 points is your best bet. However, 2000 points is a good choice for a game that’s fun and exciting, but not too brief. Again, a handicap is acceptable if both players agree to it. Before they begin, both players should have a notebook handy. This will act as the playfield, where the player’s cards will be set and where point values can easily be recorded. You’ll also want to hold onto a pencil, and some coins which will be used as markers and when cards with 50/50 conditions are played. Once all that’s settled, the players then shuffle their decks (for a fun challenge, BOTH decks can be shuffled together and an even number of cards can be given to both players). After this is done, each player takes five cards from the tops of their decks and adds them to their hand. Finally, a coin is flipped to determine who gets the first turn. |
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YOUR
TURN
When your turn begins, draw a card from the top of your deck and add it to your hand. Once this is done, you should place a character card on your side of the playfield. This isn’t mandatory, and may not even be possible in some instances (particularly if there’s already four cards on your side of the playfield), but if you have a spare character card to play, you should use it. After you’ve played the card, write its hit point value on your notebook, directly below the card. Finally, add its magic point value to your current magic point total, and mark it with a penny. The penny prevents you from attacking with that card the moment it’s played, but once your turn is over the penny can be removed and the card is fully functional. From here, you have several options. Do you have an action card? If so, you may use one in your turn, but only one. First, make sure you have enough magic points… the number you’ll need is printed on the right hand side of the card. If you can afford it, subtract the number of magic points from your current total and place the action card between yourself and the opponent. Use the ability listed on the card, then put it in the discard pile. Do you have a wall card? If so, you may use one of these as well, but only one per turn. First, make sure you have the necessary number of magic points… the number you’ll need is printed on the right hand side of the card. If you can spare those points, subtract them from your current total, then place the wall card on the opponent’s playfield. The wall card prevents your opponent from playing character cards… if he has three character cards in his playfield and you’ve used a wall card, your opponent cannot add a fourth character until that wall is broken. Do you have compatible character cards? Look at the bottom of the character cards in your hand. You’ll notice a small list of friends on each one. If a character card is friends with another currently in play, you can use that card as a hit point booster. Take the card, show it to your opponent, then slip it under the card you wish to power up. Finally, give the character card you boosted 200 extra hit points. You can only give one boost to a character card per turn, but a single boost can be given to every character card on your playfield if you’ve got enough cards to do it. Do your character cards have special abilities? You may be able to use them on your turn depending on the directions written on the card. “Once played” cards have abilities that are used the moment the card is played, but these abilities are only used once. However, some cards have abilities that can be used whenever you like. If you wish to use an ability, declare your intentions to the opponent, then follow the instructions on the card. Each ability may only be used once per turn. |
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ATTACK! |
Now that your turn is almost over, you have the option to attack your opponent. Weigh your options carefully, then push the cards you wish to use toward the opponent’s playfield. If you intend to use a multiforce attack, place the cards you’ll use for the attack in a vertical line. If you don’t want to attack, just leave the cards in their original positions. Once you’re done and the opponent has either defended himself or taken his licks, return the cards to their original positions, and flip over any cards used in the attack. The characters on the cards are momentarily out of breath after their attack and cannot be used until your next turn. |
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DEFENSE |
It’s the opponent’s turn now, but you’re not helpless! Once the other player attacks, you can choose to counter with any character cards who didn’t attack in the previous turn. Freshly played cards can also be used for counters, so go ahead and remove the penny you placed on them. Once the opponent has finished their attack, subtract the damage from your character cards, and yourself if necessary. Flip over any character cards you put face down, and your turn will begin. You and the opponent will continue to take turns until one player has run out of hit points or until their deck is out of cards. |
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FUR FUSION: WILD CARDS IS A TRADEMARK OF JESSCREATIONS*, CO., IN ASSOCIATION WITH THE FUR FUSION CONSORTIUM. ALL CHARACTERS ARE THE EXCLUSIVE PROPERTIES OF THEIR RESPECTIVE CREATORS. ALL RIGHTS RESERVED.