GAME RULES - Updated 1/21/2018 Below
you will find the rules for the game. If you have any questions please
click the link above for the Facebook page and post your question.
Otherwise you may use the contact link and ask me directly (that method
may take a bit longer since your question on Facebook will go right to
Here are the options for downloadable rules:
- This can be printed at home, but is a stripped down version of the
rules to make it fit in a condensed book. To view a printing tutorail
for this book refer to this link.
Large book - This is the in-depth version of the rules in PDF form.
Video Explanation of Rules
objective of Card Fighter Special is to build a deck of cards that will
be used to defeat your opponent in a card battle. A game can be lost
through two different means. First, if you as the player have your Hit
Points reduced to zero you lose. Secondly, if you no longer have any
cards to draw from you lose, as soon as you pull your final card the
match is over.
Character or Card Name
Soul Points / Soul Point Cost
first place to start learning how to play Card Fighters Special is to
look at the cards. In the diagram on the previous pages you will find
all the info you need to understanding the cards. Below is an expanded
description for each of those elements.
Character Name – Pay attention to the character name as there will be
several cards that have the same character name, but will be followed
by additional information contained within parenthesis. This is to keep
you from using a wrong Back-Up character. Below the character name is
the game title the character originated from. IF the character is a
variant, the game listed will be where the variant came from (this has
no bearing on gameplay, it's just a tidbit of info).
Card Rarity – in order from least rare to most rate is as follows: D, C, B, A, S. Card rarity also does not change gameplay.
Card Type – this section tells you what card type you have in your
hand. There are character cards (SNK and Capcom), and there are
Reaction and Action cards. Character cards are your main cards to gain
Soul Points and deal damage to your opponent. Action cards are used for
bonus offence and Reaction are used as a bonus defense measure.
Card Number – each number will start with a letter S for SNK, C for Capcom, A for Action, and R for Reaction.
Ability Name – this is the name of the special ability that the character possesses. Not all characters have a special ability.
Ability Type – there are three different types of abilities that character may have in the game.
Square Ability is an ability that must be activated verbally during the attack phase. It takes place of the character's attack.
Triangle Ability is activated immediately when the character enters the ring.
Circle Ability is a constant effect. As soon as the character enters
the ring it begins to take effect and continues to remain active until
the character is no longer in the ring.
Ability Description – tells you the details of how the ability changes
the gameplay. Remember, anytime one of these abilities contradict the
rules of the game, always follow the rule on the card.
Character Back-Up(s) - characters listed here are the only characters
that can offer Back-Up to this specific character. When you Back-Up a
character you increase their available battle Points by 300 BP.
Battle Points (BP) - this is your characters attack and defense. As the character loses BP the attack is also reduced.
Soul Points (SP) - points gained when a character enters the ring. SP
is also used use Action and Reaction cards. You may also use SP to
perform a special attack, referred to as Union Attacks.
to familiarize yourself with the different types of cards in their
functions. Take some time to look over the 424 unique cards that make
up the Card Fighters Special Base Set. Once you have a good idea of how
the card mechanics work you can begin to build a new deck.
BUILDING A DECK A
deck consists of 50 cards. You can have any combination of cards that
you want, but you cannot have more than 3 of a kind. For example, if
you want to have 3 cards of number C045 (this is fine) but you cannot
have 4 of card C045.
You can have a mix of both Capcom and SNK
cards in your deck, and it would be to your advantage if you build your
deck using a mix of both types of cards. There are SNK characters that
can Back-Up Capcom characters and Capcom characters that Back-Up SNK
characters. You can also have as many Action Cards and/or Reaction
Cards as you'd like, so long as you keep your deck at 50 cards.
Ring – this is where most of the action takes place. When playing a
card in the ring make sure they are directly in one of the available
slots. It's important to keep these slots visually aligned as it plays
a big role in the game.
The Deck – the 50 cards that make up your deck go here, face down.
Discard – cards that are used go here, face up.
SP Reserves – the counters you use to keep track of your SP go here. They must be visible to your opponent at all times.
SETTING THE GAME UP The
first thing you need to do when setting up a round of Card Fighters
Special is to shuffle your deck. Each player has the option to shuffle
or cut their opponent's deck, to make sure they have not stacked the
deck in their favor. Each player then places their deck face down in
from of them (as shown in the diagram on the previous page).
set your counters for your HP to 3000. The first person to reduce their
opponent's HP to 0 wins the game. For tournament rules you play best 2
out of 3 games.
To keep track of all the numbers in the game, there are three methods
you can use in order to complete this task. You can record the numbers
using the pen and paper method, or you can use dice to keep track of
each character's BP and your HP. Some find it easier to use 30-sided
dice to keep track of the numbers, other use multiple 6-sided dice (the
number that faces up represents the current stat. If using 6-sided dice
you will need to use multiple die for each card or each player's BP).
The third method is to use small counters such as glass beads, winks,
pennies, or any other small object. Of course, you can always use a
mixture of methods, just find which way works best for you.
decide which player will go first. This can be done by simply flipping
a coin. The player who wins the coin toss chooses who goes first. There
are advantages of being the first to go, but there are also
disadvantages. Among the disadvantages, the player will have one less
card to begin their first round (this will be explained later).
players draw 5 cards. If you draw 5 cards and you don't have any
character cards, show your hand to your opponent; shuffle your deck and
draw 5 new cards. Each player must have at least 1 character in their
hand to being the match. Once that requirement has been met, you can
now begin. Whoever won the chance to go first can now begin their turn.
ORDER OF PLAY Card Fighters is played through four basic phases. These phases must be played in order.
Phase 1: Activate Phase - All of your characters become activated in this phase. Phase 2: Draw Phase - Draw a card Phase 3: Main Phase - This is the phase that most of the game is played out. Phase 4: Counter-Attack Phase - Defend and Counter
Phase 1 Activate Phase – All of your characters are released from Freeze Phase and are ready to fight.
Phase 2 Draw Phase
– Draw one card. If you are just starting a new game the player who
begins the match will not get to draw a card in the first round (this
is that disadvantage that was mentioned earlier. This is only for this
one time that the player is unable to draw a card, unless a new rule is
implemented through a card rule).
Phase 3 Main Phase
– In this phase you can do any or all of the following. You may also
choose to do nothing and pass on your turn. Here are your options:
Put 1 Character Card in an empty slot
on your side of the ring (cards may be played in an empty slot, they do
not have to be placed in numerical order). When a character first
enters the ring, they are put in stand-by. This simply means, they are
unable to attack or use a square ability (until they finish all four
phases this round). To signify the character is in standby, turn the
card diagonally. When you have played through all four phases turn this
card back to the ready position.
a character that has already been in the ring during a previous turn to
increase the character's BP by 300 points. When you look at a Character
Card you will see several names under the Back-Up heading. These
characters listed are the specific characters that can help your ringed
character. For example, if you have Sakura in the ring and she has been
there past her standby time, you can have one of her Back-Up characters
support her. Right now, Sakura's BP is 500, so you decide to use Shingo
to back her up as it's a legal move. Shingo has 400 BP, but since you
are using him to back her up, the 400 means nothing. As a Back-Up she
will only receive 300 BP, no matter what the character's base BP is the
character always receives 300 BP when Backing-Up another
can also be backed up by Hinata, so if Hinata is in your hand you can
use her to add yet another 300 BP to Sakura's current BP, but it must
be done in a separate turn. Just remember, you cannot back a character
up with more Back-Up cards than what is listed on each individual
character. So, in the case of Oro you cannot back him up with two Ryu
cards. You also cannot Back-Up Oro with Ryu (A) as that is a different
card from the one listed.
To Back-Up a character you simply place the Back-Up character under the base character like in this diagram.
Use Action Card Card(s).
Any number of Action Cards may be used in this phase, as long as you
have the SP to support them. First you must spend the SP; then follow
the rule on the card. Remember, If you are going to use an AC card, you
must do it before you initiate your attack. By attacking, you are
indicating that you are ending your turn.
– There are several ways your active ringed characters can attack. Here
are the explanations for each. No matter which attack you choose to
use, your character must be put into a Frozen State after they do the
attack (this is indicated by turning your character sideways).
A Frozen character cannot Counter-Attack.
- Instead of performing a Single Attack or a United-Attack, a
character might have a square ability. This special attack allows you
to alter the rules of the game or will cause ill effects to your
opponent. Declare that you are using your ability and read it out loud
and follow the directions on the card. Square abilities must be
initiated before any Single or United attacks are made.
– Each character can attack on their own. To attack simply slide the
card that will be attacking forward to indicate they are performing a
Single attack. (You can have up to 3 Single Attacks, one per character
on your side of the ring). The character's current BP will indicate
their attack power. You take the attacker's BP minus the defender's BP.
If the attacker's BP is higher they will defeat the defender and the
attacker's BP will be reduced by the defenders current BP.
example, if you have Ryu with 1000 BP attacking Guile who currently has
300 BP, Ryu will win, but will have his BP reduced to 700 BP. Adjust
Ryu's BP accordingly and place Ryu in a Frozen State by turning him
sideways. If Ryu attacks and your opponent decides not to defend, then
Ryu's full attack of 1000 BP will damage your opponent's HP directly. A
Single attack will not normally reduce the HP of a player unless no
counterattack is made.
– A union is an attack that combines the power of two or three
characters in your ring. If you perform a Single-Union (attacking with
two characters combined as one) it will cost you 5 SP. If you perform a
Double-Union (attacking with three characters combined as one) it will
cost you 10 SP. The advantage of performing a Union is the initiated
attack will pierce through the defending character, if they are unable
to stop 100% of the attack damage.
is how a Union works. Let's say you have three characters ready to
attack. For this example, I'll use Ryu, Ken, and Chun-Li. To make this
easier to explain let's say all characters currently have 500 BP each.
Let's begin by initiating a Single-Union with Ryu and Ken. First you
need to spend 5 SP to initiate the attack. Next you need to tell your
opponent who is going to be the first attacker in the Union and who is
going to be second. You then combine their BP which in this example is
a total of 1000 BP. For now, you decide to leave Chun-Li alone and will
not have her do a Single attack. Your opponent decides to use Geese to
defend, and he is at 800 BP. You have decided that Ken will be your
first attacker in this union. His attack slams into Geese reducing his
BP by 500 BP. This will cause Ken to be KO'd and Geese to be reduced to
300 BP. Ryu now follows up as the second part of the union hitting
Geese for another 500 BP of damage. Because Geese still has 300 BP this
attack will KO him, but it will also reduce Ryu's BP by 300 points,
bringing Ryu down to 200 BP. Geese is discarded and Ryu's remaining 200
BP will then damage your opponent by 200 HP. You now put Ryu into
Double Union works the same way only with all three characters at once,
and it will cost you 10 SP to initiate the attack. Just remember you
have to tell the defender who is attacking first, second, and third
within the union. Whatever BP is leftover after the defender attempts
to counter the attack, will cause damage directly to your opponent's
you are using a character with a Circle Ability in a Union, the circle
ability will become void for that round if it's an ability that takes
place after an attack. For instance, Ken does not enter Freeze Phase
after he attacks. But, if you include him in a Union, Ken will become
As soon as you declare an attack your turn is over and your opponent has a chance to initiate Phase 4.
if you decide to initiate a Single Union and you have a third active
character in the ring, you may choose to send them in to attack on
Phase 4 Counterattack Phase
– Now that you are being attacked here is your chance to counter the
attack. This phase, if you would like to use a Reaction-Card, this is
when you will want to do it. Just remember, Reaction Cards must be used
before you initiate any defensive measures with your ringed characters.
(An example was already given above on how to attack and counter, so
refer to that for assistance)
When all attacks and counters have taken place, it is now the next players turn to start over at Phase 1.
the game, if a character ever returns to your hand or your deck, their
stats are all reset. So, once you put that character back into play
again you get to take advantage of their Abilities, SP and BP as if
this is their first time entering the ring.
Definitions and Abbreviations (important to look over) Abilities/Ability Effects - See Circle Ability, Square Ability, or Triangle Ability below.
AC Card or Action Card
– Offers a variety of useful assistance. Listed on each AC card is the
SP (Cost) needed to use the card. Any number of AC cards can be used in
a turn if you have the SP.
– Is when you use your characters to attempt to damage the enemy. Any
number of characters can attack in the attack phase, but the frozen
characters or those just put in the Ring can't attack.
– Is linking your character in the Ring with one in your Hand. The
character receiving Back-up gets 300 extra BP regardless of the back-up
character's BP. Note that the character combinations for successful
Back-up are predetermined (see Character Card). Back-Up cannot be
utilized for characters who just entered the ring and cannot be used on
Frozen Characters. Characters used for Back-up are not considered to be
in the Ring. If a character getting Back-up are KO'd or returned to the
hand or pile, the Back-up character is discarded.
BP or Battle Points
– BP shows a character's attack power and health. If the BP falls to
zero, that character is KO'd and discarded. The maximum BP level is
3000 (9000 during a United Attack).
Character Card – Characters are needed to attack your opponent.
– This ability takes effect as soon as you place the character in your
ring. This ability is a constant effect until the character is
discarded or forced out of the ring.
– Is when your character counters an enemy attack. Single characters
can only counterattack one attacker. Characters can't counterattack
repeatedly against 1 attacker per round. Also, frozen characters can't
The 50 cards used by each player in battles are called the Deck. You
can add desired cards to a deck, but you can include only 3 of the same
card in it.
– Discards are cards put in the used card pile. Used Action cards,
Reaction cards and KO'd character cards are all put here. Cards labeled
“Discard” refer to those in your discard pile.
– Is a condition in which characters are turned sideways after
attacking or using a Square ability, leaving them unable to act.
Characters can also slip into Freeze Phase with an AC card or the power
of another character's Ability.
– Cards held by each player are called the Hand. When starting battles,
5 cards are in your hand, and 1 can be added later per turn. There's no
limit for cards in your hand so you can keep as many as you want. Cards
labeled “Hand” refer to those in your hand.
HP or Hit Points
– shows player'' life energy levels. HP drops when attacked by an enemy
character, and your character loses when it drops to zero. Maximum HP
RE Card or Reaction Card – This is a card that allows special defense tactics before you actually begin your counter attack.
Ring- is the field wherein characters fight. Each player can put up to 3 cards in the Ring.
SP or Soul Points – SP shows needed energy for using Action Cards and Reaction Cards. United Attacks also cost SP.
– This ability can be used instead of attacking and will take up the
character's turn. So, after using the character is immediately put into
- This is a temporary freeze when you first enter a character into the
ring. This temporary freeze only lasts until your turn ends making it
so new characters in the ring cannot attack but will be able to defend.
Triangle Ability – this ability is used as soon as you place the card in your Ring (Immediate effect).
Turn – is when a player follows procedures to move the game along. A Battle is when you and your enemy repeat turns until one wins.
Union – See United Attack
– is when numerous characters attack together at once and not
separately. To do a United Attack 5 SP cost is needed in a Single
United Attack and 10 SP for a Double United Attack. Unlike single
attacks, if the total BP of the attacking character is higher than the
counterattack character the remaining BP will go directly to inflict
damage to opponents HP.
Note: Some rules have been modified from the original Card Fighters Clash
This site is not affiliated with SNK or Capcom. All characters and
artwork are copyright by their proper owners. I do not claim any
copyrights on any of their intellectual properties within these pages. No money is being
made from this project it has been all for educational purposes only.