Battle Krabz is a game where the Krabz (supported by the Faeries) battle against the Enemigos (supported by the Witches).
Battle Krabz can be played in 2 ways; Battle Mode which is for 2 players, and Multi-Player Mode which is for 2 or more people. Anyone familiar with Top Trumps will recognise Multi-Player Mode which is very similar.
Jump to Multi-Player Mode here, or get to know Battle Mode first!
BATTLE MODE - FOR 2 PLAYERS
There are three types of cards in the game:
WARRIORS – These are the Krabz on one side and the Enemigos on the other.
BOOSTERS – The Faeries (on the side of the Krabz) and the Witches (on the side of the Enemigos).
POWER CARDS – Available to both the Krabz and the Witches. Most Power Cards have the same effect for both players although some do have different effects depending upon who uses them and when.
Battle Mode is for 2 players. The objective is simple: eliminate your opponent’s Warriors. You can set a winning target (such as eliminating 10 Warriors) or simply aim to eliminate all your opponent’s Warriors. More on this in a moment.
Whilst Booster Cards and Power Cards get eliminated during the game, they do not count towards the winning elimination target. Only Warrior Cards count towards the winning target.
The game consists of a series of rounds (called BATTLES). In each Battle one player is the ATTACKER and the other is the DEFENDER. The roles of Attacker and Defender alternate between rounds so whoever attacks in the first round will then defend in the second and so on. Whilst there are certainly advantages and disadvantages for both roles, it is of no advantage to be the first Attacker, so simply decide between you who is going to be the first Attacker (you could flip a coin or draw a card each and the highest HP goes first).
GAME PREPARATION
1. CREATE YOUR DECK
Each player needs a Deck. Standard “Starter Decks” are available in our store. The Starter Deck consists of 56 cards:
The Starter Deck is a great way to begin your Battle Krabz adventures but of course you can create your own Deck to showcase the power of your Battle Krabz collection! Your Deck can have as many (or as few) cards as you like, and both Decks can be different sizes, just make sure that you have a good balance of all 3 card types.
One simple rule – your Deck should not have any duplicate cards. Duplicate characters are allowed provided they are different colours. So, you could have all 5 different colour Krabi Long Legs (Silver, Gold, Platinum, Saphire and Holo) but not two Platinum, Emerald, etc.
Whether you use a Starter Deck, or create your own, it is important that both decks contain at least as many Warriors as the winning target. So, if you have set a winning target of eliminating 10 Warriors then both decks must have at least 10 Warriors!
2. AGREE A WINNING TARGET
In simple terms, the bigger the Winning Target, the longer the game. The size of the Deck does not really influence the duration of the game except in exceptional circumstances, but the Winning Target does. If you are using our Starter Decks (or Decks of a similar composition) then we recommend a Winning Target of eliminating 20 Warriors. Of course, you can cut a game short at any time if you need to, the Winner being the player who has suffered the fewest eliminations.
3. CHOOSE YOUR HAND
At the start of each round both players need a Hand of 7 cards. You choose your first hand by taking any 7 cards from your deck. Once the game is underway you will replenish your hand by drawing cards from the top of your deck. You can put whichever cards you like in your hand but you must have at least 1 Warrior card.
4. PRIME THE REST OF YOUR DECK
Having chosen your initial 7 Hand cards, you now split your deck into 2 piles; 1 pile contains your Warrior Cards, the other contains your Boosters and Power Cards. Shuffle each of these 2 piles and place them face down in front of you (or in the appropriate spaces if using the Battle Krabz game mat).
Now, with your winning target agreed, your hand selected and your deck prepared you are ready to go – LET BATTLE COMMENCE!
GAME PLAY
The game consists of a series of rounds (called BATTLES). In each Battle one player is the ATTACKER and the other is the DEFENDER. The roles of Attacker and Defender alternate between rounds so whoever attacks in the first round will then defend in the second and so on. Whilst there are certainly advantages and disadvantages for both roles, it is of no advantage to be the first Attacker, so simply decide between you who is going to attack first. You could, for example, flip a coin or draw a card each and the highest HP goes first).
Each Battle consists of 4 phases:
PHASE 1 – DEPLOYMENT
The Attacker plays first. The Attacker plays up to 3 Warrior cards from their hand. It is up to the Attacker whether they play 1, 2 or 3 Warriors. They play their chosen Warriors face up in front of them and calculate their Basic Battle Score as follows:
Domain bonus:
2 Warriors from the same Domain = 50 Bonus Points, 3 Warriors from the same Domain = 100 Bonus Points.
Colour Bonus:
2 Warriors of the same colour = 50 point bonus, 3 Warriors of the same colour = 100 point bonus. Note that for the purposes of the Colour bonus Holo cards are treated as a colour so for example 2 Holo cards give you a 50 point bonus in the same way as 2 silver cards would.
Now the Defender plays and deploys Warriors from their hand. They can deploy the same number of Warriors as the Attacker or fewer but cannot play more Warriors than the Attacker. For example, if the Attacker has played 2 Warriors, the Defender can play 1 or 2, but not 3.
They play their chosen Warriors face up in front of them and calculate their Basic Battle Score in the same way as the Attacker did.
PHASE 2 – BOOSTERS
At this point one player will have a bigger Basic Battle Score than the other. The player with the lower score now gets to decide first whether or not to use a Booster Card (Faeries for the Krabz, Witches for the Enemies). If the Basic Battle Scores are equal then the attacker gets the first option to Boost.
The player who is Boosting first plays their Booster Card face up in front of them and calculates their Boosted Battle Score. There is no obligation to use a Booster Card but if the player chooses not to do so and their opponent then does play one, the player cannot then change their mind even if the result of their opponent's boost is that they now have the highest score.
The other player can now choose whether or not to use a Booster Card (again there is no obligation to do so even if their opponent did so). If they choose to do so they play the card face up in front of them and calculate their Boosted Battle Score.
Each player can only use one Booster Card per battle.
Booster Cards only affect a Warrior’s basic Attack or Defence strength, NOT to their Special Bonus, Domain bonus or Colour Bonus.
When both players have calculated their BOOSTED BATTLE SCORE, the highest scorer is the Battle Winner. However, the battle isn’t quite over – we now have our Power Cards.
PHASE 3 – POWER CARDS
Power Cards, like Booster Cards, are optional. Some basic rules affect all Power Cards:
The Power Cards in Battle Krabz Series 1 First Dawn have the effect of Reviving eliminated Warriors or Eliminating winning Warriors.
The Battle Loser has first choice as to whether or not they play a Power Card with the Battle Winner responding if they wish to by playing one of their Power Cards. If the Battle Loser does not play a Power Card (either because they choose not to or do not have any in their Hand) the Battle Winner does not get to play one because they do not need to!
Power Cards in Battle Krabz Series 1 First Dawn work as follows:
When Played by the Battle Loser:
When Played by the Battle Winner (only in response to the Battle Loser using a Power Card):
PHASE 4 – ELIMINATE, RECYCLE AND REPLENISH
Whether or not Power Cards have been used the players now deal with the cards they played during the battle as follows:
Having completed the Battle and eliminated, recycled or retained the various cards you must now Replenish your hand ready for the next Battle. Simply take as many cards as you need from each of your two stacks to make your hand back up to 7 cards, making sure that the start of each battle you have at least 1 Warrior Card in your hand.
You are now ready for the next Battle round!
SPECIAL RULES AND CIRCUMSTANCES
1. TIED BATTLE - If a battle is tied after the Booster phase then there is no Winner or Loser. In this case you do not play the Power Card phase and both players Recycle all the cards that they deployed in that Battle. The roles of Attacker and Defender switch over in the next round as usual.
2. TIED MATCH – It is possible that both players will reach the Elimination target at the same time (ie at the end of the same Battle). In this case you can either declare a draw or simply play another Battle to decide who wins.
PHASE 1 - DEPLOYMENT
George, who is the Attacker in this Battle (playing Krabz) deploys the following 3 Warriors:
George's Basic Battle Score is calculated as follows:
Ellie, playing Enemgos chooses to respond with the following 3 Warriors:
The Basic Battle Score for Ellie is calculated as follows:
PHASE 2 - BOOSTERS
Because Ellie has the lower Basic Battle Score she has the first option to play a Booster. She chooses to do so and plays the witch Elara Bad Faerie who has a Booster Value of 3Ex2 meaning she multiplies the Defence Score of up to 3 Enemigos by 2 times.
In this case that boosts the Defence Score from 280 to 560 which takes Ellie's Boosted Battle Score to 660.
George now has the option to play a Booster and chooses to play his Faerie, Paloma who has a Booster Value of 1Kx3 meaning she multiplies the Attack Score of1 Krab by 3 times. Where the Booster character affects fewer Warriors than a player has deployed the player can choose which Warriors get augmented (the stronger ones of course!).
So, in our example George has played 3 Warriors, but Paloma can only augment 1. Here, he chooses to augment Krabbi Long Legs who has the highest Attack Strength (120) of the 3 warriors deployed. So the Booster effect is to increase Krabbi Long Legs' attack score from 120 to 360 and the final Boosted Battle Score for George is 690.
Therefore, George wins the Battle 690 points to 660 points.
PHASE 3 - POWER CARDS
As the Battle Loser, Ellie then chooses to play a Power Card. She plays a UNICORN which revives all 3 Enemigos. George then chooses to respond with a Power Card of his own and plays a MALAPPLE, choosing to re-eliminate Flaman Krab.
Thus the final outcome is that Ellie has 1 warrior eliminated (Flaman Krab) and her Booster card eliminated (Elara Bad Faerie) and George has no warriors or Faeries eliminated.
PHASE 4 - ELIMINATE, RECYCLE & REPLENISH
George (who won the Battle) chooses to keep Krabbi Long Legs in his hand and recycle the 2 Eagle Krabz which he places face down at the bottom of his Warrior Stack. He also chooses to recycle Paloma, placing her face down at the bottom of his Booster / Power Stack. The MalApple Power Card that he played is eliminated so he places it on his Elimination Stack.
Ellie (who lost the battle) is obliged to put Flaman Krab and Elara Bad Faerie on her Elimination Stack. For the 2 Warrior cards she rescued with her Unicorn card she chooses to recycle Fallen so places it face down at the bottom of her Warrior Stack but keeps Gym Bunny in her hand ready for the next battle. The Unicorn Power Card is also placed on the Elimination Stack.
In terms of the elimination target George scored 1 point from this battle, Ellie scored zero.
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