Introduction
Card Types in Depth
Character Cards
Event Cards
Location Cards
Resource Cards
How To Play
Glossary

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Introduction

Welcome to The Transformers: Customizable Card Game. Join the Heroic Autobots or the Evil Decepticons as they battle for the freedom of Cybertron and the Universe.

Here you will learn the basics of the different card types, how to create a deck, how to play the game and receive strategy tips on how to play. Included below are in depth explanations of all card types, the rules and even 3 rounds of an example game.

So, read the rules, prepare your deck and prepare to fight. The battle for the freedom of the universe has begun.


Card Types in Depth

Card Types Example Border Color
Character-Autobot/Maximal Optimus Prime Red
Character-Decepticon/Predicon Megatron Purple
Character-Other Unicron Brown
Equipment Autobot Matrix of Leadership Green
Event Light Our Darkest Hour Orange
Location Moonbase 2 Black
Resource Energon Mine Grey

Character Cards

All character cards have the same format:
There are different colors along the border of characters. These colors represent the alliance of the character: Red is Autobot; Purple is Decepticon; Brown is other. The four derived stats at the bottom are Strength (Str), Endurance (End), Intelligence (Int) and Leadership (Lead) respectively. All characters come into play in Robot Mode and can only be played during the Command Phase.

Stat Use
Strength (Str) The amount of damage that is dealt.
Endurance (End) The amount of damage that can be taken.
Intelligence (Int) Type of equipment that can be used.
Leadership (Lead) See Below.

Leadership

All character cards have a leadership value. This value represents that character’s ability to lead. A character may lead up to half of his leadership value, rounded down, worth of cards with lower leadership values. For example, above, Optimus prime has a leadership of 10, the highest level, which means he can lead cards with leadership values of 9 or lower and can lead up to 5 other characters. The exceptions to this rule are special teams, such as the Dinobots or Constructicons, who can be lead by the character with the highest leadership value. A character with a leadership score of 0 cannot be lead or lead.

Strength, Endurance and Battle

When any character enters into battle with another character they deal their damage to the endurance of the enemy character. If the damage is equal or greater than the endurance of the character receiving it that character becomes disabled. However, that character deals their damage in a similar manner unless some special ability is used to block that attack.

When a unit attacks another unit the total strength of the unit and total endurance of the unit are used but only after all special abilities are used or not. The winner of the battle is the player whose unit’s strength to opponent’s endurance difference is the greatest. Battle is explained in more detail in the rules section. The winner of the battle chooses to whom the damage was dealt on both sides of the field.

When a character is disabled it can be revived in the next turn by paying the repair cost, but cannot use that character for another turn, this is called healing time. Characters are only removed from play if the damage dealt to them exceeds their endurance by 20 or if an event or special ability states that the character is destroyed or removed from play.

Card Abilites

There are several abilities that character cards can have. Below, they are listed with a description of how they work in the game. Special Abilities can only be played once per turn unless otherwise noted.
  1. Transformation is represented on the cards as “T:” and the alternate mode beside the colon. To transform a card, you will have to be in the transform phase of the turn and turn the card 90 degrees counterclockwise. A card can only transform during this phase, once per turn. If any card in a unit transforms, then all cards in the unit must transform. Only cards with transformed attack or rundown can attack while transformed. Transformation is usually a free ability but there are some cards that have an associated cost for transformation.
  2. Transformed Attack is an ability that is possessed by most Decepticons and a few Autobots. On the card, the ability of the character will be listed beside the words “Transformed Attack’. If only a number is present, then that is the amount of damage they can deal when transformed. This number is used instead of Str or End when calculating a battle that the unit has been in.
  3. Rundown is an ability that is possessed by most Autobots and a few Decepticons. This ability is for the character, while transformed, can literally run over another character on the field. A character can only be rundown if they are in robot mode or otherwise disabled. The number next to the word “Rundown” is the damage dealt by the rundown, and, like above, is used instead of Str or End when calculating a battle.
  4. Sneak Attack is an ability possessed by spies on either side. This ability allows the character who posses it to deal his damage twice. They gets to attack one enemy character and deal their Sneak Attack damage before the battle starts, possibly disabling the character before the battle.
  5. Form Gestalt is an ability possessed by combiner teams such as the Constructicons and Arielbots. On the card, this will be followed by the name of the gestalt they form, and the piece of the gestalt they form. In order for a gestalt to be formed, all 5 or 6 characters that form the gestalt must be in play and the gestalt card must be available. The gestalt card does not count in deck construction, but needs to be there for the gestalt to be formed.
  6. Leadership is an ability possessed by those characters that inspire their troops in battle. This can either be through fear or by their bravery and courage. As a result all characters that are lead by a character possessing this ability receive +1/+2/+0/+0.

Specific Character Card Types

  1. Gestalt this type exists when the characters that have the same name gestalt in their "Form Gestalt" ability. When all cards are in play they may form the gestalt, provided the gestalt card is available. When the gestalt card is brought into play it possesses two key abilities: A gestalt receives half damage from all characters normal attack (unless noted otherwise) and consumes 10 energon per turn (cost comes out of energon pool at the beginning of the command phase). If any one part of the gestalt is disabled then the gestalt falls apart since it can not function without all of its pieces. The gestalt card will have listed all of the characters required to bring it into play.
    Note: Anytime two or more characters combine into a different robot this is considered a gestalt.
  2. Triple Changer is a character type in which the character has 2 alternate modes. This means that they may have two different transformed abilities. To transform a triple changer you rotate the card 90 degrees in the direction of the desired mode.
  3. Base is a character type possessed by a few characters. Here the alternate mode of the character is a base. When these characters are placed into alternate mode they become the current location of the battle. Any events that remove locations, or if a new location is played, the character returns to robot mode. In robot mode these characters are extremely powerful and slow making them easy targets, but hard to bring down before they do massive damage to the attacking force.

Equipment Cards

All equipment cards have the same format:
Equipment cards may only be played during the command phase of the turn. All equip cards have two key values: on top is the Energon cost, on the bottom is the enhancement bonus. An equipment card can only be attached if the Energon cost of the card is less than or equal to the Int value of the card. On the bottom is the enhancement value. This value represents the same four stats that are on any character card, but acts like bonuses and penalties to these values. Anytime a number is followed by a colon and text, that is a special ability that causes energon to be used and the number before the colon is the amount of energon needed to use the ability.
  1. Standard: This are listed as equipment in the card type box. This type of equipment must be attached to a character to be used. If the character that this equipment is disabled the equipment may be moved to another character. If that character is destroyed (removed from play) then the equipment is also destroyed.
  2. Minicon: This type of equipment, listed as Minicon in card type, is like a character in that it has a robot and alternate mode. The difference is that when a minicon is transformed into alt. mode they must be attached to another character (not a minicon) to use their special attacks.
  3. Standalone: This type does not need to be attached to any character but unless otherwise stated must have a character assigned to it (in Robot Mode) to use the equipment.

Event Cards

All event cards have the same format:
Events are special onetime occurrences that happen and can be used to turn the tide of a losing battle or deal direct damage to your opponent. All events have an energon cost and can be played during the command/battle phase of any players turn. They can have positive and negative effects and can be targeted at any card or player unless otherwise stated. Once an event has resolved it is placed in the discard pile since it can no longer be used.

Location Cards

All location cards have the same format:
Location cards may only be played during the battle phase of a turn. Only one may be played, must be made by the attacking player, and remains in play until another location card is put into play or the location is destroyed. In the event that a location is destroyed a new location can be added be the player who destroyed the old battlefield or battle switches to Earth, the neutral starting battleground. Some locations cost nothing, while a few may have energon costs associated with them.

Resource Cards

All resource cards have the same format:
Resource cards can be played during any part of the turn but only one may be played per turn. There is no limit to how many resource cards you can have in a deck. Most resource cards simply add to the energon that a player receives each turn but there are a few that add to the capacity of energon that can be kept from turn to turn.

There is no limit on the amount of energon that any player can receive at the beginning of their turn. However, at the end of their turn they can have no more energon greater than their holding capacity. The energon holding capacity starts at 10 and only increases if resource cards are played that increase it. A player is dealt one point of damage for each unit of energon left over at the end of the turn. This is called energon burn and comes from wasting a precious resource.

There is no cost for bringing a resource card into play but all abilities are activated by energon use. A player may or may not have any energon left at the end of their turn, they just can’t have any more left than their capacity will allow without receiving energon burn.


How To Play

To start each player needs:
1 deck of at least forty cards (no more than 60).
Pencil and paper are useful.

Deck Creation

To create a deck a player must have at least 40 cards. It is recommended, but not required for play, that the characters are of the same or natural (brown) alignment.

How to play: Each person shuffles their decks and draws 5 cards. They reach and draw one random card from their decks and the person whose card has the highest energon cost goes first. Players start off with 5 energon in their energon pool which has an initial capacity of 10. They also start off with 50 hit points

Objective: Conquer your opponent(s) by reducing his (their) hit points from 50 to 0.

Phases of Play:
Draw
Command
Battle
Clean-up

The Turn

Draw Phase: The player draws a card and plays one resource card if he has one. He then calculates based on his pervious amount of energon, the amount of energon he has available. If a player has no cards to draw from they lose the game instantly.

Command Phase: The player uses the energon in his pool to play any character or equipment cards in his hand. During this phase he can assign cards into units, units into other units (which must not exceed the leadership stat of the new unit commander), or leave characters by themselves. He may also move equipment between people and choose to transform units if he so wishes. During this phase the player also can use his energon to repair any character card in his disable pile by paying its repair cost. If this happens the unit is placed back in the staging area and can’t be used for one turn.

Battle Phase: The player may now choose to attack his opponents. During this phase he can play one location card and any number of event or equipment cards or special abilities. The opponent may also play any event cards he can afford and chooses to either block the attack with one of his units or take the damage to his hit point total.

If the total attack of the attacking unit, the sum of all of the strength of the characters in the unit, is greater than the total defense, the sum of all of the endurances of the defending unit, then the attacking unit has won the battle and the damage is given evenly to all the units on the losing side. The attacking units receive damage equal to half of the total attack of the defending unit divided evenly over the entire unit. However if the attacking unit’s attack does not exceed the defending units then the battle switches and the defending units total attack is calculated versus the total defense of the attacking unit and the battle is calculated as stated above. If the defending unit’s total attack does not exceed the total defense of the attacking unit then the battle is a stalemate and both sides receive damage equal to half (rounded down) of the total attack of the opposing unit divided evenly across all characters in a unit.

If the damage that a unit receives exceeds the endurance of all characters in the unit then the remainder of the damage is dealt to the player’s hit point total.

Clean-up Phase: After the battle phase has concluded the player enters into the clean-up phase. In this phase all abilities and events that last until the “end of turn” are concluded. The player must then discard to no more than 7 cards in his hand and end his turn

The Play Area

  1. The Deck Library -- Your pile of shuffled cards from where you draw at the beginning of every turn.
  2. Disable Pile – The pile where your characters go after being disabled so they can wait to be repaired.
  3. Discard Pile – The pile where all events go after being used and where cards that have been destroyed or removed from play are placed.
  4. Resource Pile – Place to put your resource cards to keep them accessible so you can get the proper amount of energon at the beginning of the turn
  5. Unit Staging Area – The area where you create your units and place cards before send them to battle.
  6. Battlefield – Send units here to attack your opponent and where your opponent can send units to block your attack.

Example game

Round 1

A (50): Jazz, Sideswipe, Energon Mine, Energon Generator, Ironhide
D (50): Soundwave, Thundercracker, Skywarp, Energon Mine, Ruby Crystals

Energon Pool: 5 (10)

Play Energon Generator.
-5 for Jazz.

A (50): Sideswipe, Energon Mine, Ironhide
D (50): Soundwave, Thundercracker, Skywarp, Energon Mine, Ruby Crystals, Energon Generator

Energon Pool: 5 (10)

Play Energon Generator.
-5 for Soundwave

Round 2

A (50): Sideswipe, Energon Mine, Ironhide, Ruby Crystals
D (50): Thundercracker, Skywarp, Energon Mine, Ruby Crystals

Energon Pool: 10 (20)

Play Energon Mine.
-5 for Sideswipe
-5 for Ironhide
Assign Sideswipe and Ironhide to Jazz’s unit.

A (50): Ruby Crystals
D (50): Thundercracker, Skywarp, Energon Mine, Ruby Crystals, Ruby Crystals

Energon Pool: 10 (20)

Play Energon Mine
-5 for Thundercracker
-5 for Skywarp
Assign Skywarp and Thundercracker to Soundwave’s unit
Transform Soundwave to Alt. Mode and use Transformed Attack to look at Ruby Crystals in opponent’s hand.

Round 3

A (50): Ruby Crystals, Optimus Prime Legend
D (50): Energon Mine, Ruby Crystals

Energon Pool: 20 (20)

Play Ruby Crystals
-15 for Optimus Prime Legend
Assign Jazz’s unit to Optimus’ unit
Attack with Optimus’ unit.
Opponent Blocks with Soundwave’s Unit
Optimus’ Unit strength 30 vs. Soundwave’s Unit endurance 18
Each card in Soundwave’s unit takes 10 damage, Player takes 12 Damage

A (50): (Hand Empty)
D (38): Energon Mine, Ruby Crystals, Longhaul

Energon Pool: 20(20)

Play Ruby Crystals
-3 for Longhaul
-9 to repair Soundwave, Thundercracker and Skywarp
Assign Longhaul, Thundercracker and Skywarp to Soundwave’s unit.

Glossary

Clone: When a character is put in play more than once. By the rules of deck creation you may have up to 4 of any card in your deck but logically there can only be one character of that name existing. This is where the clone rule comes into play. As long as the card in question is not a legend there can be any number of clones of the same card in play. The non-legend version of a card may remain in play even when the legend enters play.

Legend: A card with extraordinary power. These are special rare card that have very powerful special attacks as well as high strength and endurance values. As a result, only one of these cards can be in play on either side at a time (that is there cannot be two legend cards with the same name in play at the same time).

Energon Burn: If the energon left in the energon pool exceeds the holding capacity of the pool the player receives 1 point of damage per unit of energon above the holding capacity.



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