Rotation Rumble
Rotation Rumble Rulebook
Table of Contents
Table of Contents
Introduction
Rotation Rumble is a micro card game featuring square cards. Most cards have a different ability on each of their sides, which can be used or activated by rotating them, offering endless strategic combinations!
With 2-player decks that fit conveniently in your pocket, housed in a small cartridge case, it's perfect for on-the-go battles. For the latest updated version of the game rules, visit beaverlicious.com.
1. Setup
1.1 Deck Construction
To play Rotation Rumble, each player selects a captain card and builds a 10-card deck. There's a huge variety of premade decks available, so you can easily choose one and start playing right away.
As you gain more experience, part of the fun is crafting your own decks and developing unique strategies! Each deck can only include one copy of any card and must follow the color combinations of the chosen captain, offering endless strategic possibilities.
1.2 The Field
The field is the area where you play your fighters and their supporting cards. It is divided into three lanes, with each lane able to hold one fighter at a time.
1.3 The Discard
Whenever a card is destroyed, it is sent to its owner's discard pile. The discard pile is a public zone, and any player may view it at any time. However, players cannot play or use cards from their discard pile unless specifically stated otherwise.
2. How to Win
The objective of Rotation Rumble is to win by claiming 12 victory points. Players gain or lose points through battles and card effects, with progress tracked on a card or dedicated playmat. Victory points are represented by the small trophy icon within the game.
Alternatively, if a player draws the last card of their deck and the full turn, including the rumble phase, has been completed, the player with the most points wins. Victory is achieved either by reaching 12 points or by having the point advantage at the end of the turn where a player has drawn their last card.
3. Card Types
3.1 The Captains
Captains are a crucial card type in Rotation Rumble. Chosen before the game begins, each captain card usually has a special ability that shapes the overall strategy of the deck.
Captains start the game on the field in their designated area. Each captain card also features a gold tracker, typically ranging from 1 to 4, which tracks the player's current gold balance using a small marker. This tracker helps manage and strategize your resources throughout the game. Gold is represented by the small coin icon within the game.
Color Identity: In Rotation Rumble, each card is associated with one or two color identities from the following four colors: red, blue, green, and black. Various game actions, such as activating effects, playing items, or using flash card abilities, can be influenced by a card's color identity. If a card has two colors, it counts as both colors when referenced by another card or effect.
Remember: Any deck you build can only include cards that match the color identities of the chosen captain.
3.2 Fighter Cards
Fighter cards make up a core part of the gameplay. These cards are used to attack your opponent and defend against attacks from their fighters. Fighter cards can rotate and have special abilities that let you influence the game's rules in your favor. Each fighter card has several attributes:
Attack/Defense: Each fighter card features an Attack number (ATK), indicated by a yellow square, which determines the amount of damage the fighter inflicts with its attacks. It also has a Defense number (DEF), shown in a red square, which indicates how much damage the fighter can block.
Fighter Types: Each fighter card's type is displayed below its portrait. This type determines which card abilities will affect the fighter.
Actions: All fighter cards have abilities along their edges that can be activated by rotating the card so that the desired ability is facing you. You can only rotate a fighter card during your turn. When you play a card from your hand, the ability below the card's portrait is activated immediately.
3.3 Item Cards
While item cards cannot attack or be attacked, they provide various abilities to you or your fighters and remain on the battlefield indefinitely. Item cards can be easily identified by the small bag icon in the bottom left corner.
To play an item card, you must pay its gold cost and then equip it to a fighter of your choice in your desired lane. You can equip as many items as you like to a single fighter.
If an equipped fighter gets switched with a fighter from your hand, you can take the item back into your hand along with the fighter and may replay it by paying its cost again. If an equipped fighter gets destroyed, the item goes to the discard pile together with the fighter.
3.4 Flash Cards
Flash cards are unique because they can be played during both your phase and your opponent's phase. You are allowed to play one Flash card per phase.
These are one-time-use cards: you play them, resolve their effect, and then they go directly to the discard pile. Flash cards are easily identifiable by the lightning icon in the bottom left corner.
3.5 Golden Rule
If a card has an effect or ability that directly contradicts the rules of the game, the card's ability takes precedence and overrides the rules.
4. Gameplay
4.1 Preparation
At the start of the game:
- Place your captain card in its designated zone, ensuring it is visible to all players.
- Place an acrylic cube on the gold counter, setting it to zero.
Then, roll a die to determine which player will have the right to decide the turn order and who will go first. After determining the initiative, each player shuffles their deck and draws 3 cards from the top.
Redraw/Mulligan: Once each player has drawn their initial hand of 3 cards, they have the option to redraw before the first turn begins. To redraw, a player must shuffle their current hand back into their deck and then draw a new hand of 3 cards. Each player is allowed to redraw only once.
4.2 Turn Structure
In Rotation Rumble, the turn structure is different from most games. Each turn is divided into three phases: two player phases and a shared combat phase.
Turn order: Beginning of turn, Player 1, Player 2, Rumble, End of turn.
Player Phases: First, Player 1 takes their phase, followed by Player 2. During their phase, each player can play various card types, rotate their fighters, and set up strategies for the upcoming battle.
Rumble Phase: After both player phases, the Rumble Phase begins, where the fighters from both sides engage in combat. The outcome of this phase directly affects the tug-of-war for victory points.
4.3 Player Phases
Player phases work as follows: At the start of the game, a die roll determines which player has the initiative and decides who goes first. During the game, the player with the fewest victory points gains the initiative and chooses the phase order for the next turn. If there is a tie in victory points during the game, the initiative is decided by another die roll.
HINT: Going second can be advantageous, as it allows you to react to the first player's actions before the rumble.
Once the turn order is set, the active player:
- Draws a card.
- Increases their gold count by 1, up to a maximum of 4 gold. If they already have 4 gold, they cannot gain any additional gold until they spend some.
During the player phase, you have complete freedom in sequencing your actions. You can play cards and rotate fighters in any order you choose. Mastering the order of these actions is crucial for becoming a skilled rumbler!
After the first player finishes their phase, the second player takes theirs, following the same steps. The first player indicates the end of their phase when they either choose not to make any further moves or are unable to do so.
Once both players have completed their phases, the game proceeds to the Rumble Phase.
Flash Cards: Flash cards are the only card type that can be played during your opponent's phase as well. You can play a flash card during your own turn, during your opponent's turn, or both.
You may play a flash card at any time during your opponent's turn, even in response to one of their actions, such as playing or rotating a card.
When you play a flash card in response to an action, it gets resolved before that action, allowing you to potentially interfere or counter it.
It's also possible to react to a flash card with another flash card, creating a chain of reactions.
4.4 The Rumble Phase
In the Rumble Phase, all fighters in each lane engage in combat with their opposing counterparts. The battle is resolved automatically based on the fighters' stats.
Here is how it works:
- Each fighter's ATK value (shown in the yellow square) is compared to the opposing fighter's DEF value (shown in the red square), with any bonuses from cards, items, or other effects added in.
- If the attacker's ATK is less than or equal to the defender's DEF, the attack is blocked.
- If the attacker's ATK is higher, the attacker earns victory points equal to the difference between the two values.
The same process is repeated for the opposing fighter, comparing their ATK to the other fighter's DEF. The difference in potential damage determines the victory points gained in that lane.
This calculation is done for all three lanes. In rare cases, the order in which the lanes are resolved matters. In these cases, the player at a disadvantage chooses the order in which the lanes are handled.
Fighters in Rotation Rumble are not destroyed after rumbling. They remain on the field and continue to fight in future turns, unless removed by other means, allowing players to build strategies over multiple rounds.
After the Rumble Phase, the turn ends, and a new turn begins. The player currently at a disadvantage in victory points gains the initiative and decides who goes first. If the victory point total is equal, a die roll determines the initiative.
Rumble Example
Elder vs. Daveheart: Elder gains 2 points, as he has 2 ATK, while Daveheart has 0 DEF. Meanwhile, Daveheart gains 1 point, as he has 3 ATK (2 base attack plus 1 from the attached Mace) against Elder's 2 DEF. Comparing their points, the green-blue player (Elder) wins the rumble by a margin of 1 point, resulting in 1 victory point for the green and blue player.
Minrehol vs. Löwenherz: In the middle lane, no victory points are gained. Minrehol, with 1 ATK, is too weak to overcome Löwenherz's 3 DEF, so it doesn't affect it. Likewise, Löwenherz, with 0 ATK, is unable to exceed Minrehol's 2 DEF. As neither card's attack surpasses the other's defense, no victory points are awarded.
Blossom vs. Rondur: In the fight between Rondur and Blossom, Rondur's 1 ATK is not enough to overcome Blossom's 1 DEF. However, Blossom's 3 ATK surpasses Rondur's 2 DEF by 1, earning Blossom 1 victory point in this rumble.
Results: After calculating the results for all three lanes, the individual points are totaled, and the tug-of-war marker is adjusted to reflect the score.
In this scenario:
- In the first lane, the green and blue player earned 1 victory point.
- In the middle lane, no points were awarded.
- In the right lane, the green and blue player earned another 1 victory point.
This gives a total of 2 victory points for the green and blue player, moving the tug-of-war marker 2 squares in their direction.
4.5 Playing Cards
In Rotation Rumble, you can play different types of cards during your phase, one of each type per turn.
Here is how each card type works:
Fighter Cards:
- Played in one of the three lanes and are free of cost.
- Upon placement, the effect listed under the fighter's portrait is activated.
- Fighters must be played with their portrait facing you and cannot initially be placed in any other rotated position.
- Fighters cannot be rotated in the turn they are played.
- If all three lanes are occupied, you may switch one of your fighters on the field that hasn't been rotated this turn with a fighter from your hand. If the fighter has been rotated (referred to as "fixed"), you cannot make the switch.
- When a fighter is switched, the original fighter goes back to your hand.
Item Cards:
- Usually have a cost in gold, indicated by the coin symbol in the bottom right corner.
- You can play (referred to as "equip") one item per turn if you can afford it by reducing your gold counter.
- An item must be attached to a specific fighter in a lane and cannot be moved or re-equipped once attached.
- You can equip as many items as you like to a single fighter.
- If you switch a fighter with an item attached, the item returns to your hand and can be reattached by paying its cost again.
Flash Cards:
- Can be played once during your phase and once during your opponent's phase. This means you can play up to two flash cards in a single turn.
- They also have a gold cost, indicated by the coin symbol on the right, which must be paid by reducing your gold counter.
- After a Flash card's effect is resolved, it goes to the discard pile.
- Flash cards can be played in response to an opponent's action during their phase, such as rotating a fighter or playing a card.
4.6 Rotation
One of the key features of Rotation Rumble is the rotation of fighters. Here's how it works:
- Rotation: Each turn, you can rotate each of your fighters on the field (except those that were just played this turn) by 90 degrees to face the direction you choose. This can only be done once per fighter per turn. The active effect is always the one facing you.
- Fixed Fighters: Once a fighter is rotated once in a turn, it is fixed in that position and cannot be switched out until the next turn.
- Actions: Most actions are used only once per turn. However, fighters with star icons have permanent abilities that are active at all times.
- Directional Rotation: Some fighters have arrow icons showing the directions in which they can be rotated. These fighters usually gain strength over multiple turns.
- Actions Requiring Payment: Some actions on rotatable cards require you to pay gold. If you cannot pay the cost, you cannot perform the rotation at that step.
Understanding and utilizing the rotation of your fighters effectively is crucial to your strategy in Rotation Rumble.
5. Icons & Glossary
5.1 Icons
- Star Icon: Abilities with a star icon remain active until the card is rotated or removed from the battlefield.
- Dice Icon: When you rotate to or activate an ability with this icon, roll a 6-sided die to determine the outcome based on the result.
- Broken Shield Icon: When you rotate to or activate an ability with this icon, rumbling in this lane is negated. This means that no fighting will occur in this lane during the Rumble Phase of the turn.
- Shovel & Dirt Icon: When you rotate to or activate an ability with this icon, bury a card by placing the top card of your deck into your discard pile.
- Recycle Icon: When you rotate to or activate an ability with this icon, recycle a card by selecting a card from your discard pile that meets the effect's conditions and placing it back under your deck.
- Trophy Icon: The trophy icon represents victory points wherever it appears in the game.
- Coin Icon: The coin icon represents gold wherever it appears in the game.
5.2 Game Terms/Glossary
Counter: Cards that use the word "counter" are typically flash cards. These are played in response to your opponent's actions to negate their intended effect or action during their phase.
Even or Odd: Some dice actions require rolling for even or odd results. The challenged player chooses whether to call "even" or "odd" before the die is rolled.
Here: If a card references "here," it refers to the respective lane (e.g., "Negate rumbling here," "You can't play a fighter here," etc.).
Rounding up/down: During the game, you may encounter situations where you need to round a number (e.g., with ATK doubling effects). In Rotation Rumble, whenever rounding is required, it is always rounded down.
Re-Equip: Re-equip allows you to move an already equipped item to another fighter without paying the item's cost again.
Steal: Steal or stealing means reducing your opponent's gold counter by the stolen amount and increasing your own gold counter by the same amount.
Switching with opponent fighters: Some cards or effects allow you to switch one of your fighters with an opponent's fighter. You can only switch fighters that are already on the field. Both switched fighters enter the opposing field in their initial state, facing their new controller with their action below their portrait. Their actions are triggered for both players. Any equipped items return to their owners' hands before the switch occurs.
Turn Start: Some captains and items state "Turn Start" before an effect. This indicates that at the beginning of a turn, before the initiative is decided, the action or decision must be performed.
Winning a rumble: If a fighter manages to gain victory points in its lane during the rumble phase, that fighter wins the rumble.
X Values: The "X" values are placeholders for numbers. The specific value to use is explained on the card (e.g., gold, victory points, etc.). When an effect, flash card, or item card says "Pay X," you decide how much of the relevant resource you want to spend on that card.