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Boo Mansion - Boo Mansion Trading Card Game - Rules of Gameplay
Boo Mansion TCG

.::Deciding Turn Order::.
The turn order is decided by the combined speed of the first two cards of each team, known as "leads". Whoevers leads have higher combined speed moves first. However, if the speeds are equal, the speed of the four cards in waiting are also taken into the equation.

If both teams are still equal in speed, try to come to an agreement with your opponent on who goes first. If no agreement can be made, ask a moderator or administrator to flip a coin or decide randomly for you.


.::Partner Battles::.
The Partner Battle Style is the standard style of gameplay in the Boo Mansion TCG, featuring two "partner" cards in play at all times (unless only one remains). Here are the rules for settings up your Partner teams:
  • You may only use a maximum of 6 characters, but you may set the number with your opponent.
  • Only 2 characters may be in play at once (Slot 1 and Slot 2).
  • The limit for items is a maximum of 4.
  • You may not have any more than 1 terrain card, if any.
  • Badge rules are determined by the match creator.
  • Equipment rules are determined by the match creator.

.::Super Mario RPG Battles::.
A second, faster-paced battle style, based on the battles from Super Mario RPG. This style allows for 3 character cards to be used in battle at a time, with 2 in reserve. Here are the rules for settings up your SMRPG teams:
  • You may only use a maximum of 5 characters, you may set the number with your opponent.
  • Only 3 characters may be in play at once (Slot 1, Slot 2, and Slot 3).
  • The limit for items is a maximum of 5.
  • You may not have any more than 1 terrain card, if any.
  • Badge rules are determined by the match creator.
  • Equipment rules are determined by the match creator.

.::Card Types::.

Each attack has a type, which has a different effect on cards of other types. Some types take half damage from certain types (which is known as a Resist), while some take half instead (otherwise known as a Critical). Some types even have no effect on others. However, keep in mind that defenses and resistances are calculated in before the attack types.


.::Badge Points (BP)::.
Badge Points, or BP (), allow character cards to equip badge cards which can give a variety of helpful effects. Each character card has 4 Badge Points to equip badges with. The BP requirement to equip a badge is listed next to the series icon at the topc. However, certain badges may require more than 1 BP, so be sure to use them wisely.


Here is an example of a badge card. When equipped, this badge increases a card's damage by 1.


.::Flower Points (FP)::.
Flower Points, or FP (), are what character cards use to perform special moves. All character cards have 5 FP by default, but this can be increased via badges or abilities. When a character card uses a move that requires FP, their FP will then be reduced by an amount equal to the FP cost of the move. Moves or effects that require FP cannot be used if a character card lacks the required FP.

.::Terrains::.
Terrains cards are special types of cards that, when in play, modify the stats of cards of certain types or series. Some terrain cards even have their own special effects. Be careful though, because both teams are affected by terrain cards. Let's use Ghostly Galaxy as an example:

This terrain increases the base damage, defense and resistance of Ghost and Cosmic types by 1. This terrain can be very useful if your team mainly consists of Ghost and Cosmic types.


.::Summons::.
Summon cards are weak cards with low stats. While they are pretty much useless or inferior on their own, they can be summoned by stronger cards to assist them in battle. When a card is summoned, it is placed in a character slot known as the Summon Slot and attacks after your other cards on the turn after being summoned. You may only have one card in the Summon Slot at any time and once the summoner is defeated, so is the summoned card.


.::Tactics::.
Here is a list of additional options that can be choosen aside from attacking:
  • Item: Allows a character to use an item on another card. However, this also uses up their turn, meaning they cannot attack and use an item at the same time.
  • Defend: This will boost the user's defense and resistance by 1 for one turn.
  • Focus: This will replenish the user's FP by one.
  • Do Nothing: Do nothing allows a card to pass its turn, and, well, do nothing. Believe it or not, this can actually come in handy in some situations.
  • Swap: When you use this, the character that is using it can be switched with a card you have in reserve at the cost of their turn.


.::Status Conditions::.
Status conditions alter your cards turn-by-turn, usually in negative ways. Of course, this does not mean you cannot use status conditions to your own advantage - if you have a card capable of inflicting status conditions, you can easily cripple your opponent to turn the tide of match into your favor.

  • Poison: Afflicted targets lose HP each turn based on their MAX HP:
      0 - 10 HP: 1 Damage per turn.
    11 - 20 HP: 2 Damage per turn.
    21 - 30 HP: 3 Damage per turn.
    TYPES ARE IMMUNE TO THE POISONED STATUS!

  • Burn: This condition reduces the afflicted target's HP by 2 every turn while also decreasing their base damage by 1. If the afflicted target is struck by a type move, remove this condition.
    TYPES ARE IMMUNE TO THE BURNED STATUS!

  • Dizzy: This condition causes all of the afflicted target's moves to miss throughout the duration of this status. However, moves that affect the user will still work.

  • Fury: This condition forces the afflicted target into only using damage moves throughout the duration of this status. Any moves that heal, inflict a status or have other effects that do not deal direct damage, may not be used while under this condition.

  • Silence: This condition prevents the afflicted target from using moves or abilities that require the use of FP throughout the duration of this status.

  • Stun: This condition prevents the afflicted target from moving or doing anything throughout the duration of this status.

  • Frozen: This condition prevents the afflicted target from moving or doing anything throughout the duration of this status. If the afflicted target is struck by a type move, it will resist damage and then be cured of this condition.
    TYPES ARE IMMUNE TO THE FROZEN STATUS!

  • Mushroom: This condition prevents the afflicted target from moving or doing anything throughout the duration of this status, but it will gradually restore 2 HP at the start of each turn. If the afflicted target is struck by a type move, it will take critical damage and then be cured of this condition.
    TYPES ARE IMMUNE TO THE MUSHROOM STATUS!

  • Sleep: This condition prevents the afflicted target from moving or doing anything throughout the duration of this status, but it will gradually restore 1 HP at the start of each turn. This status is removed if the afflicted target is struck by any damaging moves, but not from poison or other damage over time effects.

  • Fear: This condition forces afflicted targets to switch out with a different one without wasting their turn. If the target is unable to switch out, it will be stunned for 1 turn.
    TYPES ARE IMMUNE TO THE FEAR STATUS!

  • Defeated: This condition is inflicted when a card's HP hits 0. When a card is defeated, it is unable to fight and removed from play.


    .::Positive Status Conditions::.
    These status conditions, unlike the ones listed above, grant helpful effects and can be quite useful.

  • Charge: This condition increases the damage of the affected target's next attack by 2. This status is the only one that can be stacked and can be stacked 3 times.

  • Electrified: This status condition causes the affected target to counter 1 damage to , , and attacks.
    AFFECTED TYPES COUNTER 3 DAMAGE!

  • Invisible/Hidden: This condition causes the affected target to avoid all attacks throughout the duration of this status.

  • Petrified: This condition causes the affected target to become immune to all forms of damage, however they are unable to move throughout the duration of this status. Affected targets may use one turn to remove this condition.

  • Allergic: This condition causes the affected target to become immune to all negative status conditions throughout the duration of this status.

  • Happy!: This condition restores 3 HP to the affected target at the beginning of every turn throughout the duration of this status.


    .::Stat Status::.
    These status cause changes in the affected target's stats. Targets cannot recieve two of the same stat status at a time. For example, if a target currently has the ATK Up status, another application of the ATK Up status will replace the current one. But a target can be affected by a ATK Up and ATK Down status at the same time. The effect and duration of stat status are indicated in a card's description.

  • ATK Up: - Increases damage by _ for _ turns.
  • ATK Down: - Decreases damage by _ for _ turns.
  • DEF Up: - Increases defense by _ for _ turns.
  • DEF Down: - Decreases defense by _ for _ turns.
  • RES Up: - Increases resistance by _ for _ turns.
  • RES Down: - Decreases resistance by _ for _ turns.
  • SPD Up: - Increases speed by _ for _ turns.
  • SPD Down: - Decreases speed by _ for _ turns.

.::List of Series::.
Series are a way of dividing cards into categories based on games they've appeared in and their ties with other characters. These are only affected by some terrains and card abilities. Below is a list of all the series icons and what they represent:
  • - Mario Bros.
  • - Super Mario Bros.
  • - Super Mario Bros. 2
  • - Super Mario Bros. 3
  • - Super Mario World
  • - Yoshi Series
  • - Super Mario Land Series
  • - Super Mario 64
  • - Super Mario Sunshine
  • - Super Mario Galaxy Series
  • - Luigi's Mansion
  • - New Super Mario Bros. Series
  • - Super Princess Peach
  • - Mario Kart Series
  • - Mario Tennis Series
  • - Mario Golf Series
  • - Mario Baseball Series
  • - Mario Strikers Series
  • - Other Sports Series (Basketball, Hockey, Vollyball & Dodgeball)
  • - Mario Party Series
  • - Mario Pinball Series
  • - Smash Bros. Series
  • - Mario Paint
  • - Super Mario RPG
  • - Paper Mario
  • - Mario & Luigi: Superstar Saga
  • - Paper Mario: The Thousand-Year Door
  • - Mario & Luigi: Partners in Time
  • - Super Paper Mario
  • - Mario & Luigi: Bowser's Inside Story
  • - Donkey Kong Series
  • - Wario Series
  • - WarioWare Series
  • - Dr. Mario Series
  • - Mario & Sonic Series
  • - Mario Media Series (Cartoon, Movie, ect)
  • - Boo Mansion Series
  • - ??? Series