FOSSIL FIGHTERS CARD GAME SETUP Determine who goes first, then the player going first places their vivosaurs on the board (one in the Attack Zone and two in the Support Zones), then the player going second places their vivosaurs. Shuffle the Fossil Deck and put it on the table between both players. Both players shuffle their decks and draw an opening hand of 4 cards. Then the player going first takes their first turn. HOW TO WIN The objective is to attack with your vivosaurs to knock out all 3 of your opponent's vivosaurs. Once one player has lost all their vivosaurs, the other player wins! TURN STRUCTURE AND ACTIONS At the start of each turn, first, draw a card. Then, if you have a readied (upright) vivosaur in your Escape Zone, move it to a Support Zone. Then ready all your exhausted (sideways) vivosaurs and cards. Finally, gain 5 Fossil Points (FP), up to a maximum of 10. During your turn, you have 5 actions you can perform: Play a card, use a vivosaur skill, retreat a vivosaur, excavate a fossil, and clean a fossil. To play a card, pay its FP cost and follow its instructions. Cards can do various actions, like drawing cards, changing positions, applying temporary effects, or even staying in play or attaching to a vivosaur. Some cards, labeled "trick", can even be used in response to vivosaur skills, even on your opponent's turn. Vivosaurs have 1-3 skills, each with individual effects and FP costs. To use a vivosaur's skill, exhaust it (turn it sideways), pay the FP cost, and follow the skill's instructions. The vast majority of skills deal damage, but many have other effects, and some deal no damage at all. Some vivosaurs have a special skill called a Team Skill, listed on the back side of the card. Team Skills require special conditions to use, such as requiring a team of all carnivores, but have powerful effects. You can retreat your vivosaur in the Attack Zone (AZ) to the Escape Zone (EZ) if it's empty. Simply move it into the EZ, exhaust it, and move one of your Support Zone (SZ) vivosaurs into the AZ. You can retreat your AZ vivosaur even if it's already exhausted, but you can't retreat it if there's already a vivosaur there or if you have no SZ vivosaur to move to the AZ. A vivosaur in the EZ can't attack or be attacked. You can pay 1 FP to draw a card from the Fossil Deck and put it face up in front of you. This is called excavating a fossil card. Fossil cards have FP costs, but they also require you to discard a card from your hand to play them. This is called cleaning a fossil card. Once cleaned and played, they can do anything that normal cards can do. STATS, SUPPORT, AND COMBAT All vivosaurs have a number of Life Points (LP) and a defense stat. When a vivosaur is dealt damage, its defense stat is subtracted from the damage. A defense stat can be 0, but never negative. When a vivosaur has been dealt total damage equal to or greater than its LP, it is knocked out. Many vivosaurs have support effects that affect the combat stats of vivosaurs in the AZ. They take effect when the vivosaur is in the SZ, and apply to either "Ally AZ" or "Enemy AZ". They can either add or subtract points in attack or defense, changing damage dealt and received. Support effects can even cause a vivosaur to have negative attack, but not negative defense. When a vivosaur uses a skill that deals damage, choose a target. A vivosaur in the AZ can target vivosaurs in the enemy AZ or SZ, while a vivosaur in the SZ can only target the enemy AZ. First, apply support effects to the battling vivosaurs (if applicable), then add (or subtract) the attacking vivosaur's attack stat to its skill's damage, then subtract the target vivosaur's defense from the damage, then apply element and range modifiers. Finally, mark the resulting damage on the target vivosaur. Regardless of all modifiers, a damaging skill will always deal at least 1 damage. Element modifiers work as follows: Fire beats earth, earth beats air, air beats water, and water beats fire. In a favorable matchup, the damage is increased by 2. In a poor matchup, the damage is decreased by 1. If a vivosaur is attacking from the SZ, or is attacking an SZ vivosaur, the total damage is halved (rounded up) unless the attacking vivosaur has Long-Range. When a vivosaur is knocked out, its owner's FP is raised to 10. If it was in the AZ, move an SZ vivosaur into the AZ. If there are no SZ vivosaurs, move the EZ vivosaur into the AZ. If there isn't one there either, then I guess you've lost the game. Sorry. SUPER EVOLVERS While most vivosaurs have a Team Skill on the back side of their card, some have a Super Evolver instead. These are powerful special vivosaurs that can be accessed by a Miraculous Fossil Rock or Golden Head Fossil card. EXAMPLE CARDS VIVOSAURS T-Rex Fire, Large, Carnivore, Theropod, Cretaceous 10 LP, 1 Defense Ally AZ: -2 Atk, -2 Def Tyrant's Roar, 3 FP: 2 damage, hits both AZ and SZ. Frightful Assault, 5 FP: 5 damage, inflict Scare for 2 turns. (Scared vivosaurs can only use their topmost skill.) Law of the Jungle, 1 FP: Reduce an ally's FP to 1 and recover LP equal to the amount lost. / T-Rex Lord Fire, Large, Carnivore, Theropod, Cretaceous 12 LP, 1 Defense Ally AZ: -2 Atk, -2 Def Lordly Strike, 3 FP: 4 damage Lordly Fire, 6 FP: 6 damage, inflict Scare for 2 turns. Law of the Jungle, 1 FP: Reduce an ally's FP to 1 and recover LP equal to the amount lost. Desmo Fire, Small, Carnivore, Ammonite, Cretaceous 7 LP, 1 Defense Ally AZ: +2 Atk, +2 Def Desmo Headbutt, 2 FP: 2 damage Desmo Dreamer, 4 FP: 3 damage, flip a coin. If heads, inflict sleep for 1 turn. (Sleeping vivosaurs can't use skills. They wake up if they take damage.) / Axel Turn, 6 FP, Team must be all Fire vivosaurs: 3 damage, hits both AZ and SZ. For each target, flip a coin. If heads, inflict sleep for 1 turn. Brachio Neutral, Titanic, Herbivore, Sauropod, Jurassic 11 LP, 1 Defense No Support Effects Long-Range (This vivosaur deals full damage when attacking to or from the SZ.) Mighty Stomp, 3 FP: 3 damage, knock into EZ (if target is in AZ). Power Scale, 1 FP: Both players' FP becomes the average of their combined FP. / Ryden Neutral, Titanic, Herbivore, Sauropod, Jurassic 13 LP, 1 Defense Ally AZ: +1 Atk Long-Range Ryden Rage, 4 FP: 4 damage, knock into EZ. Ryden Rumble, 7 FP: 7 damage. NORMAL CARDS Back in Action 1 FP Move your EZ vivosaur to an SZ. Premium Pickaxe 1 FP Remains in play. You can exhaust this to excavate a card (without paying FP). Ultra-Wide Sonar 1 FP Remains in play. When you would excavate a card, look at the top 3 cards of the fossil deck and pick one to draw. Put the others on the bottom of the Fossil Deck. Calcium Injection 2 FP Remove all damage from a vivosaur. Silver Head Fossil 2 FP Super Fossil (If a vivosaur has more than one super fossil attached to it, discard all but one.) Attach to a vivosaur. It gets +1 attack. Silver Leg Fossil 2 FP Super Fossil (If a vivosaur has more than one super fossil attached to it, discard all but one.) Attach to a vivosaur. It gets +1 defense. Golden Head Fossil 5 FP Super Fossil (If a vivosaur has more than one super fossil attached to it, discard all but one.) Attach to a vivosaur. If the attached vivosaur can super evolve, flip it to its Super Evolver form. If it can't, it gets +1 attack, +1 defense, and +2 LP. Hot-Headed 1 FP Trick (You can play this when a skill is used, before it takes effect.) Attach to any vivosaur. It becomes Fire-element. Waterlogged 1 FP Trick (You can play this when a skill is used, before it takes effect.) Attach to any vivosaur. It becomes Water-element. Blown Away 1 FP Trick (You can play this when a skill is used, before it takes effect.) Attach to any vivosaur. It becomes Air-element. Earthbound 1 FP Trick (You can play this when a skill is used, before it takes effect.) Attach to any vivosaur. It becomes Earth-element. Elemental Boost 1 FP Attacks with a favorable element matchup deal double damage this turn (after applying other modifiers). Super Drill 1 FP Cleaning fossil cards costs 1 less FP this turn. When you discard this to clean a fossil card, reduce its FP cost by 1. Super Hammer 3 FP Excavate 3 cards, then draw a card. When you discard this to clean a fossil card that costs 3 or more, reduce its FP cost by 2. Payback 2 FP Trick (You can play this when a skill is used, before it takes effect.) If a damaging skill is targeting your vivosaur, after the damage is dealt, deal 4 damage to the vivosaur that used it. Quicken 1 FP Trick (You can play this when a skill is used, before it takes effect.) If a skill is targeting your vivosaur, flip a coin. If heads, cancel the skill. Electrominite 2 FP Remains in play. You gain an additional +1 FP at the start of your turn. Nick Nack's Collection 1 FP Excavate a card and draw a card. Remains in play. When you clean a dropping fossil card, discard this, draw a card, and gain 2 FP. John Guano's Collection 1 FP Excavate a card and draw a card. Remains in play. Whenever a dropping fossil card causes you to excavate cards, put a dropping counter on each of those cards. They cost 1 less FP. Ilium Ice 0 FP Remains in play. At the start of each player's turn, swap that player's AZ vivosaur with a random one of their SZ vivosaurs. Operation Fill Hot Spring with Jelly 2 FP Remains in play. The opponent's AZ vivosaur can't move to the EZ. The opponent can discard a card from their hand and pay 4 FP to discard this. Di66-R's Destruction 1 FP Discard a card in play or an opponent's uncleaned fossil card. KL-33N's Automation 1 FP You don't need to discard cards from your hand to clean fossil cards. Gondola Digging 3 FP Look at the top 7 cards of the fossil deck. Draw 2 of them, then put the rest on the bottom of the deck. Draw a card. FOSSIL CARDS Arm Fossil Rock 1 FP Attach to a vivosaur. It gets +1 attack. Body Fossil Rock 1 FP Attach to a vivosaur. It gets +1 defense. Head Fossil Rock 1 FP Attach to a vivosaur and remove 1 damage from it. You can discard this card: The attached vivosaur's skills cost 1 less FP this turn. Leg Fossil Rock 1 FP Attach to a vivosaur and remove 1 damage from it. When the attached vivosaur is targeted by an enemy skill, discard this and cancel the skill. Normal Rock 1 FP Deal 1 damage to a vivosaur. Super Electrominite 3 FP Remains in play. You gain an additional +2 FP at the start of your turn. Jewel Rock 1 FP Draw 2 cards. Colossal Diamond 3 FP Draw 5 cards. Dark Fossil Rock 4 FP Durable 3 (The card you discard to clean this must have FP cost 3 or more.) Attach to a vivosaur. It gets +2 attack and +2 defense. Wonderous Arm Fossil Rock 2 FP Fragile 2 (The card you discard to clean this must have FP cost 2 or less.) Super Fossil (If a vivosaur has more than one super fossil attached to it, discard all but one.) Attach to a vivosaur. It gets +2 attack. Wonderous Body Fossil Rock 2 FP Fragile 2 (The card you discard to clean this must have FP cost 2 or less.) Super Fossil (If a vivosaur has more than one super fossil attached to it, discard all but one.) Attach to a vivosaur. It gets +2 defense. Miraculous Fossil Rock 4 FP Fragile 1 (The card you discard to clean this must have FP cost 1 or less.) Super Fossil (If a vivosaur has more than one super fossil attached to it, discard all but one.) Attach to a vivosaur. If the attached vivosaur can super evolve, flip it to its Super Evolver form. If it can't, it gets +1 attack, +1 defense, and +2 LP. Dropping Fossil Rock 0 FP Durable 2 (The card you discard to clean this must have FP cost 2 or more.) Draw a card and excavate two cards (without paying FP). Giant Dropping Fossil Rock 2 FP Durable 2 (The card you discard to clean this must have FP cost 2 or more.) Draw 2 cards and excavate four cards. Sardinisaurus Fossil Rock 2 FP When cleaned, put three calcium counters on it and it remains in play as long as it has calcium counters. You can exhaust this and remove a calcium counter from it to remove 4 damage from a vivosaur. McJunker's Rusted Tools 1 FP Return up to two cards from your discard pile to your hand.