Octo Rumble
Octo Rumble Rulebook
Table of Contents
Table of Contents
Setup
- Deal one reference card at random to each player. The player who receives the card marked with an octopus will be the starting fighter.
- Shuffle the strike cards and the special cards, and place them face down in a circle in the center of the table. This area is the gallery. The central area is the ring (see page 4).
- The starting fighter takes one card from the gallery and places it face up in front of them. The remaining fighters each take two cards and do the same. This area is their corner, where they keep a record of their strikes for the judges at the end of the game (see page 4).
- In a two-player game, deal two cards to the starting fighter and three to the second fighter.
Ready for battle!
Game Areas
The game is played in four areas (see page 4):
- Deep Sea (discard): the discard pile. Cards that are removed from play are placed here.
- Gallery (draw zone): the face-down circle of strike and special cards that fighters draw from.
- Corner (reserve): each fighter's face-up area in front of them, where cards they have accumulated are kept.
- Ring (play zone): the central area where cards are played face up to resolve their effects.
Turn Structure
The turn structure is shown on page 5:
- The starting fighter takes one card from the gallery and places it face up on the ring to resolve its effects.
- After fully resolving the card (and any other card played through an effect), the fighter may either:
- A. End their turn: take the cards accumulated on the ring, place them face up in their corner, and pass the turn to the next fighter on the left.
- B. Play another card: reveal a new card from the gallery and apply its effects as usual. If the revealed card is of the same CATEGORY as a card already on the ring, a TENTACLE COLLAPSE (tentacolapso) occurs. Before the effects of the new card are resolved, the entire sequence of strikes goes straight to the deep sea. The turn then ends and passes to the fighter on the left.
Example: Pablo reveals Octo Elbow. To his right, Camila has two cards in her corner (an Octo Camouflage with a value of 7 and two Octo Whips with values of 3 and 8). Pablo eliminates the Octo Whip with a value of 8, discarding it to the deep sea. Does he draw another card?
A tutorial video is available by scanning the QR code printed on page 5.
End of Game
The game ends when the last card in the gallery is revealed and its effects are applied.
Scoring:
- Players count their score by adding the card with the lowest number in each category.
- Then, the points of each special card in the player's corner are subtracted.
- The fighter with the highest score wins the game.
Tiebreakers:
- In case of a tie, the judges choose the "cleanest play" (la jugada más limpia), meaning the player with the fewest cards in their corner.
- If the tie persists, the player who makes the best imitation of an octopus wins the game.
Scoring example (page 6): The page shows an illustrated example of scoring cards with the modifiers +5, +1 and −4, and a total of 2. The values printed on the example cards are shown as they appear in the source.
Card Notes
The following card texts are printed as examples on page 6:
- OctoHeadbutt: "Destroy a card in your CORNER. Each opponent destroys a card of the same type."
- OctoParry: "Reveal a card from the GALLERY. Play a card."
- SetsuRaya: "Destroy ANOTHER card in your corner. If SetsuRaya is in your corner, replicate its effect at each tentacle collapse."