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Adventure Time Card Wars: Ice King vs. Marceline thumbnail

Adventure Time Card Wars: Ice King vs. Marceline

Adventure Time Card Wars: Ice King vs. Marceline Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Set-Up
    • 1. Choose a deck
    • 2. Lay out your Landscapes on the table
    • 3. Decide who goes first
    • 4. Shuffle your deck and draw 5 cards into your hand
    • 5. If you do not like your starting hand, swap it
  • Turn Sequence
    • 1. Ready all of your cards
    • 2. Draw a card
    • 3. Decide how to spend 2 Actions
    • 4. To Floop or not to Floop
    • 5. Draw a card for an Action
    • 6. Fight!
    • 7. End your turn
  • Playing Cards
    • Creatures
    • Buildings
    • Spells
    • Rainbow Cards
  • Fighting
    • Combat examples
  • Other Abilities
  • Large Hero Tiles
  • Frost Tokens
  • Build Your Own Deck
  • Glossary
  • Specific Card Clarifications
  • Quick Reference
    • Your Turn Sequence
    • Fighting
    • Object of the Game
    • Landscape types
    • Official card list

Game Contents

  • 2 decks of 40 cards each
  • 8 Landscape tiles
  • 4 Frost tokens
  • 2 large Hero tiles
  • Damage tokens
  • Rulebook

Set-Up

There are five steps of set-up:

  1. Choose a deck
  2. Lay out your Landscapes on the table
  3. Decide who goes first
  4. Shuffle your deck and draw 5 cards into your hand
  5. If you do not like your starting hand, swap it

1. Choose a deck

In the box you will find two decks of 40 cards. Choose one deck and give the other to your opponent. The game also includes 8 Landscape tiles; 4 tiles belong with each deck. The Ice King's deck uses Ice Landscapes (Ледяные земли); Marceline's deck uses two NiceLands (Добрые земли) and two Useless Swamps (бесполезные болота). In addition, each player receives a Hero tile, and the Ice King also gets 4 Frost tokens.

The game also has damage tokens. Each player takes tokens worth 25 points; this is their Hit Points.

2. Lay out your Landscapes on the table

The four Landscapes on your side of the board are four "slots" for your Creatures and Buildings. One Lane consists of two Landscapes laid out opposite each other.

A correctly laid out board consists of four Lanes.

3. Decide who goes first

The coolest of you goes first. If this is your first game, choose the first player at random.

First Player Rule: if you are the first player, on your first turn you may not Floop cards or attack.

4. Shuffle your deck and draw 5 cards into your hand

Shuffle your deck and place it face down next to your Landscapes. Then draw 5 starting cards into your hand. A card is made up of: card name, cost, Landscape type, art, card type, card text, attack value (ATK) and defense value (DEF).

5. If you do not like your starting hand, swap it

If you are not satisfied with your starting hand, you may discard all the cards, shuffle the deck and draw 5 new cards. You can do this only once per game.

Tip: usually, if you do not have at least two Creatures in your starting hand, it is better to discard the cards and draw new ones.

Now you are ready to start the game... but first spend another four hours or so studying the brain-melting rules!

Turn Sequence

  1. Ready all of your cards
  2. Draw a card
  3. Decide how to spend 2 Actions
  4. To Floop or not to Floop, that is the question
  5. Draw a card for an Action
  6. Fight!
  7. End your turn

(Steps 3, 4 and 5 can be done in any order.)

A card in the Ready position is upright; a card in the Exhausted position is turned sideways.

1. Ready all of your cards

At the start of your turn, return all of your Creatures and Buildings to the Ready position. Now they can be Activated and Flooped again.

2. Draw a card

At the start of your turn, draw 1 card from your deck. Yes, on your very first turn you will have 6 cards. The number of cards in your hand will change during the game, but at the start of your turn you always draw only 1 card; you do not try to refill to 6.

3. Decide how to spend 2 Actions

At the start of your turn you receive 2 magical Actions. They are given automatically, not by your Landscape tiles or anything like that. To play Creatures, Buildings and Spells from your hand you must spend Actions. Actions are universal and are spent to play cards from your hand. You do not have to spend all available Actions to end your turn.

4. To Floop or not to Floop

The text of some Creature cards has the ability "Floop". To use it, turn the card sideways and move it closer to the name of the Landscape. Some Buildings can also be Flooped. When Flooping a Building, turn it sideways but do not move it closer to the name; just leave it where it is. After doing this, you apply the ability written after the word "Floop".

You may Floop both before spending Actions and after spending one or both of them (but before you begin attacking). You may Floop a Creature or Building on the same turn it entered play. You may Floop only on your own turn. A Flooped Creature cannot attack at the end of your turn, but it can defend if it is attacked. If you want to attack your opponent with a Creature that has a "Floop" ability, simply do not use that ability.

You are not required to Floop your Creatures. But if you did not Floop, the Creature must attack. Attacking is explained later.

5. Draw a card for an Action

Actions cannot be saved for later: if you did not spend all the Actions you were given for the turn, the unspent Actions are lost. But there is a way out: you may spend Actions to draw cards into your hand. One Action, one card.

If you wish, you may spend both Actions on drawing. If after drawing you still have unspent Actions, you may even play the card you just drew.

There is no hand size limit in the game. And you do not lose the game if there are no cards left in your deck.

6. Fight!

After you have spent all your Actions and Flooped all the cards you wished to, all of your Ready (not yet turned) Creatures must attack. You choose the order in which they attack, so choose wisely. When a Creature attacks, it is Activated (turn it sideways). After doing this, move the Creature closer to the top edge of your Landscape tile (the side toward your opponent) so as not to confuse it with Flooped Creatures.

Do not forget that the first player does not Floop or attack on the very first turn of the game.

7. End your turn

As soon as you finish attacking, your turn is over.

Playing Cards

Before playing a card, make sure you control the Landscapes required for it. "Control" means to have in play on your side of the board. Creatures, Buildings and Landscapes on your side of the board are under your control. Spells do not enter play, so you do not control them. "Your Creature" means a Creature under your control on your side of the board.

Creatures

In the upper left corner of every card is its cost. The cost is how many Actions you must spend to play the card. The cost is also how many Landscapes of the indicated type you must control to play the card. The Landscape type is shown in the upper right corner of the card. If you control more Landscapes than are required to play a card, you can still play it.

For example, to play General Frost (Генерал Мороз), you must spend both of your Actions for the turn. You must also control at least two Ice Landscapes.

After spending the Actions, choose one of the Lanes and place the Creature on your side of it; the Creature enters play. You may place a Creature in any Lane (even a Lane with a face-down Landscape). For example, you do not have to play an Ice Creature onto an Ice Landscape.

After you have placed a Creature, it stays there until the end of the game, or until it is destroyed, moved or replaced. If the Landscape the Creature is on is turned face down, this has no effect on the Creature unless the Creature's text says otherwise.

If you want to play a Creature into a Lane where you already control another Creature, you must replace it. You cannot replace a Creature you have already Flooped; only a Ready card can be replaced. The Creature you replaced goes to its owner's discard pile. If there were damage tokens on the Creature, return them to the pool. To replace a Creature, you must play a new Creature into that Lane.

Tip: if you are low on Hit Points and one of your Creatures is badly wounded, replace it, and you might save your skin! If you lose a Creature on your turn, then on his turn your opponent will attack you with his Creature and deprive you of precious Hit Points! If you managed to replace the Creature, you have a better chance of surviving.

Buildings

Playing Buildings is much like playing Creatures. Buildings also have a cost and a Landscape type. For example, to play the Crystal Palace (Хрустальный дворец) you must spend one Action and control at least one Ice Landscape. After spending the Actions, choose one of the Lanes (it does not matter whether there is a Creature there) and place the Building on your side.

The difference between a Building and a Creature is that a Building is placed below the Landscape tile, not on it. You do not have to put an Ice Building below an Ice Landscape. You can put any Building below any Landscape, even a face-down one. Buildings can be replaced by playing another Building into the same Lane.

Spells

A Spell is held in your hand until you decide to play it. To play a Spell, you must not only control the appropriate Landscapes but also spend the Actions. When playing a Spell, read the game text to your opponent, do what it says, and then discard the card. Spells are not placed on Landscapes, Buildings or Creatures.

Cards with a cost of 0 may be played at any moment of your turn before you begin attacking, and no Actions are required to play them.

Rainbow Cards

A Rainbow card is marked by a symbol in the upper right corner and in the card's text. To play a Rainbow card you do not need to control Landscapes of a specific type; any type of Landscapes, or even a combination of them, will do.

Many Creatures, Buildings and Spells have a cost of 0; such cards are always Rainbow. No matter how many and which Landscapes you control, you can still play such a card. The main thing: play them only on your turn. For example, you can play "Blood Transfusion" (Переливание крови) at any moment of your turn, even after you have spent both Actions, and it does not matter what type of Landscapes you have.

Fighting

After you have spent all your Actions and used all your abilities, all of your Ready Creatures must attack. You choose the order.

Having Activated (turned sideways) a Creature, attack the opponent's Creature in the same Lane. If the opponent has no Creature in that Lane, you attack the opponent himself and deal damage to his Hit Points.

If you attack the opponent, you deal damage to his Hit Points equal to your Creature's attack value. Track the damage dealt with damage tokens (remember that at the start of the game each player received tokens worth 25 Hit Points). Hit Points cannot be greater than 25.

If you attack a Creature, the two Creatures deal damage to each other simultaneously. Your Creature deals damage to the opponent's Creature equal to its attack value. Take tokens from the pool and mark the damage on Creatures with them. The opponent's Creature deals damage to your Creature equal to its attack value.

After that, if the amount of damage a Creature has received equals or exceeds its defense value, the Creature dies: remove all damage tokens from it and send it to its owner's discard pile.

Important: even if a Creature dies, it still deals damage to the opponent's Creature, because they deal damage simultaneously.

Whether or not the Creatures died, move on to the next Creature and Activate it to attack.

As soon as all of your Ready Creatures have attacked, your turn ends.

Combat examples

The Ice King played Frost Dragon (Морозный дракон). Because this is the Ice King's first turn in the game, he cannot Floop the Dragon (even if it had such an ability) and does not attack.

On her first turn Marceline plays Princess Banshee (Принцесса банши) and Fly Swatter (Мушка-хлопушка; literally "fly-swatter fly"). And she can already attack with both.

But instead Marceline decides to Floop Fly Swatter to try to make the Ice King discard a card. He discards the 0-cost Spell "Cold Heart" (Холодное сердце).

Marceline has no Actions or additional Floops left, so it is time to attack! Fly Swatter does not attack because it is Flooped, and so Frost Dragon will not deal damage this turn, because a defender deals damage only when it is attacked. Princess Banshee is Ready, so she must attack! Marceline Activates the Princess and she deals 2 damage to the Ice King's Hit Points, since there is no Creature opposite the Princess. The Ice King's Hit Points are reduced to 23.

The Ice King is already itching to attack! On his next turn the Ice King plays Emperor Penguin (Императорский пингвин). Then he spends his last Action on activating Frost Dragon's ability: he puts a Frost token on a NiceLands Landscape in the same Lane. The Frost token has no effect on the Creature already on that Landscape (you will learn about Frost on page 11 of the original, in the Frost Tokens section below). However, the Penguin's effect will soon trigger, and we shall see...

The Ice King attacks with Emperor Penguin. Princess Banshee deals 2 damage to the Penguin, and the Penguin deals 1 damage to the Princess. Now the Ice King Activates Frost Dragon. The Dragon deals 2 damage to Fly Swatter. There is a Frost token on the Landscape with Fly Swatter, so Emperor Penguin's ability reduces Fly Swatter's attack by 1. As a result, Fly Swatter deals no damage back to the Dragon.

Other Abilities

As the examples of Princess Banshee and Frost Dragon show, cards have abilities besides Floop. Most such abilities work all the time while those cards are in play.

If an ability's text contains ">>>", everything written before that symbol is the cost of using the ability. Such an ability works only when you pay its cost.

Some cards have abilities that work only "this turn". For example, the Black Hole Necklace (Ожерелье чёрной дыры) becomes even stronger if the opponent controls Landscapes of several different types. Since Spells can be played only on your own turn, the bonus works only until the end of the turn in which you played the Spells.

If a Creature's or Building's ability says "this Lane", it means the Lane in which the card is currently located.

Some abilities require you to spend Actions. To use such abilities you do not need to control any particular types of Landscapes. If you spent an Action on using an ability, you can no longer spend it on something else. Nobody obliges you to spend Actions on an ability. But if you happen to have a spare Action, why not use it!

Large Hero Tiles

In the box you will find large Hero tiles for the Ice King and Marceline, and they will spice up the game! Place your Hero tile face up next to your deck and tell your opponent what exactly your Hero can do. The Hero tile's ability works from the beginning to the end of the game (do not forget about it).

The Ice King and Marceline tiles work great with the decks of this set. But when you start building your own unique deck, remember that you may combine any Heroes and any cards in a deck as you like!

Frost Tokens

Some cards from the Ice King's deck let you freeze Landscapes. When a Landscape is frozen, place a Frost token on it.

You cannot play Creatures onto a Landscape with a Frost token. If there is already a Creature on that Landscape when you freeze it, it will of course shiver to the bone, but nothing else happens to it. You cannot replace a Creature on a frozen Landscape.

To get rid of a Frost token on your side, during your turn choose and discard 1 card. Each card discarded removes 1 Frost token. As soon as you have removed the Frost token, you may again play Creatures onto that Landscape. You can move Creatures already in play onto frozen Landscapes using card abilities. The only restriction of a Frost token is on playing new Creatures.

If a Landscape with a Frost token is turned face down, it remains frozen. A face-down Landscape can also be frozen. Note: there are no cards in this set that turn Landscapes face down.

A Landscape cannot have more than 1 Frost token. You may freeze an already frozen Landscape, but it will not get an additional token.

Build Your Own Deck

The game includes 2 decks of 40 cards. In other sets you will find other decks, which can be mixed with these two. They also contain other types of Landscapes. The official recommended list of cards can be found on the game's page on the hobbyworld.ru website.

Later you can build a deck however you like. But keep in mind:

  • a deck must contain at least 40 cards (there is no upper limit, so you can expand the deck as you like);
  • each card may appear in a deck no more than three times. So, if you already have 3 "Frost Dragon" cards in your deck, you cannot add a fourth.

By the way, you do not have to use 4 identical Landscapes. For example, you can take 1 Cornfield, 1 Ice Landscape, 1 NiceLands and 1 Blue Plains. Just do not forget: to play a Creature, Spell or Building costing 2 Actions, you must control 2 Landscapes of the corresponding type. On the other hand, if you have only 1 Cornfield, you can in the same turn play, one after another, two Cornfield Creatures costing 1 Action each. In short, if you have 4 Landscapes of different types, then the cards in your deck should either cost 1 Action or less, or be Rainbow (for Rainbow cards it does not matter what type of Landscapes you control).

Glossary

+X ATK: if a Creature has +X ATK, it deals X additional damage in a fight.

+X DEF: if a Creature has +X DEF, it can withstand X more damage before dying.

Target: some Spells and card abilities let you choose a Creature, Building or Landscape that they will affect. If there is a suitable target for such an ability, you must choose it, even if it is your own card. If there is no suitable target, you cannot use the ability. For example: you cannot play "Black Hole Necklace" if you control no suitable Creature.

Changing Lanes: a Creature or Building can be moved from one Lane to another by special Spells or card abilities. You cannot move a Creature into a Lane where you control another Creature. Likewise, a Building cannot be moved into a Lane where you control another Building. A Creature or Building can be replaced only when you bring a new Creature or Building into play.

Empty Lane: a Lane is considered empty if there are no Creatures on your side of it. If you control three Creatures, you control one empty Lane. If there is no Building on your side of a Lane, it is considered empty of Buildings.

Discard Pile: destroyed, replaced and discarded cards go to your discard pile. The discard pile lies face up, and both players may look through it at any time. If you control an opponent's card and it must go to a discard pile, it goes to the opponent's discard pile, not yours.

Discard a card: when an effect tells you to discard a card, you choose a card from your hand (unless it says otherwise) and put it into your discard pile.

Adjacent: a Creature in the Lane immediately to the left or right of another Creature is adjacent to it. A Creature in the Lane immediately to the left or right of a Landscape is adjacent to that Landscape. A Building in the Lane immediately to the left or right of another Lane is adjacent to that Lane (and to a Creature in that Lane). Your Buildings, Creatures or Landscapes can be adjacent only to cards under your control, not to your opponent's cards. A Building and a Creature in the same Lane are not adjacent.

Destroy: when a Creature or Building is destroyed, it is put into its owner's discard pile. The owner is the player whose deck the card originally belonged to.

Specific Card Clarifications

Princess Banshee, Queen Banshee: they can remove Frost tokens. Damage tokens lie not on Landscapes but on Creatures, so they cannot be removed.

Swamp Slacker (Болотный босяк), Toad Bomb (Жабомба): the easiest way to make a Creature leave play in the Ready position is to replace it (see "Creatures" under Playing Cards).

Crystal Palace: the chosen Creature does not have to be in the same Lane as the Crystal Palace.

Ice Cell (Лединочная камера): a Creature that cannot attack remains in the Ready position. "Abilities" means Floops and any other abilities with text of the form "Cost>>>Effect". If a card has only text but no cost to use the ability, that ability can continue to be used.

Blood Transfusion: put the card removed from the game into the box. For the rest of the game it cannot be interacted with and is not part of the discard pile. When the game ends, it returns to the deck.

Penta-Plaster (Пентапластырь): if a Creature has received less than 5 damage, this card will not heal it.

Snow Bunny (Снежный зайчик): the Landscape you freeze does not have to be in the same Lane as the Bunny.

Make Way! (Лыжню!) and others: you may freeze your own Landscapes if you wish, but the same rules for getting rid of Frost apply to you.

Quick Reference

Your Turn Sequence

  1. Ready all of your cards
  2. Draw a card
  3. Decide how to spend 2 Actions
  4. To Floop or not to Floop
  5. Draw a card for an Action
  6. Fight!
  7. End your turn

(Steps 3, 4 and 5 can be done in any order.)

Fighting

All of your non-Flooped Creatures must attack. If there is another Creature in the Lane opposite your Creature, they deal each other damage equal to their attack values. If there is no other Creature opposite your Creature, it deals damage equal to its attack value to your opponent's Hit Points.

Object of the Game

Reduce your opponent's Hit Points to 0. If you do, you are cool! Next time you will go first.

Landscape types

Cornfield (Кукурузное поле), NiceLands (Добрая земля), SandyLands (Песчаная земля), Blue Plains (Синяя равнина), Useless Swamp (Бесполезное болото), Rainbow (Радуга), Ice Landscape (Ледяная земля).

Official card list

Ice King: 2x Chilly Baby (Прохладный младенец), 2x Spikelet (Шипулька), 2x Chilled Warrior (Охлаждённый воин), 2x Snow Jock (Снежный качок), 2x General Frost (Генерал Мороз), 1x Little Christmas Tree (Ёлочка-тёлочка), 2x Kingling (Королень), 2x Frost Dragon (Морозный дракон), 2x Bobsled (Бобзлей), 2x Frozen Fish (Отмороженная рыбка), 1x Snow Angel (Снежный ангел), 2x Emperor Penguin (Императорский пингвин), 2x Snow Bunny (Снежный зайчик), 2x Cold Dog (Хладная псина), 1x Husky in Alaska (Хаски на Аляске), 2x Winter Antics (Зимние выкрутасы), 1x Make Way! (Лыжню!), 2x UZI (УЗИ), 2x Ice Touch (Ледяное касание), 2x Cold Heart (Холодное сердце), 1x Sky Castle (Небесный замок), 1x Ice Cell (Лединочная камера), 1x Business Center "Snowy" (Бизнес-центр «Снежный»), 1x Crystal Palace (Хрустальный дворец).

Marceline: 2x Furious Chick (Яростная цыпа), 2x Black Hole Necklace (Ожерелье чёрной дыры), 1x Blood Transfusion (Переливание крови), 2x Furious Rooster (Яростный петух), 2x Goosler (Гусьляр), 2x Cotton Shooter (Хлопкомёт), 2x Doctor Softenstein (Доктор Мягкенштейн), 2x Furious Hen (Яростная курочка), 2x Paper Tiger (Бумажный тигрик), 1x Swamp Angel Banshee (Болотный ангел-банши), 2x Penta-Plaster (Пентапластырь), 1x Conveyor (Курвейер), 1x Henhouse (Петушатник), 2x Princess Banshee (Принцесса банши), 2x Fly Swatter (Мушка-хлопушка), 2x Swamp Slacker (Болотный босяк), 2x Monocyclops (Моноциклоп), 2x Witcher (Ведьмак), 1x Queen Banshee (Королева банши), 1x Toad Bomb (Жабомба), 2x Bombing (Бомбёжка), 2x Blood Sauna (Кровавая банька), 1x Deadtown (Мертвополь), 1x Cardboard House (Картонный домик).