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D O U B L E S T O U R N A M E N T COLLECTOR’S SET RULEBOOK

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Page 1: RULEBOOK - Cryptozoic Entertainment€¦ · RULEBOOK. 2 3 SET-UP SEQUENCE Each of these steps is explained in detail below. The image at the bottom right shows the basic game set-up

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DOUBLES TOURNAMENTCOLLECTOR’S SET

RULEBOOK

Page 2: RULEBOOK - Cryptozoic Entertainment€¦ · RULEBOOK. 2 3 SET-UP SEQUENCE Each of these steps is explained in detail below. The image at the bottom right shows the basic game set-up

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SET-UP SEQUENCEEach of these steps is explained in detail below. The image at the bottom right shows the basic game set-up.

1. Choose a Team and character2. Take your deck3. Place Landscapes4. Choose who goes first5. Shuffle deck and draw cards6. Choose whether to take a mulligan

1. Choose a Team and characterChoose from 1 of 2 Teams: Jake and Charlie’s “Team Dignified” or Grand Prix and Moniker’s “After School Program.” Next, choose 1 of the 2characters for that Team.

2. Take your deckThe game comes with 4 decks of 40 cards. Each deck is assigned to 1 of the 4 characters, so take the deck and oversized Hero that goes with your character.

3. Place LandscapesThe game includes 16 Landscape tiles. Four Landscape tiles accompany each deck, so place your Landscape tiles on your section of the table, so that 2 are angled to the left and 2 are angled to the right. These Landscape tiles give you 4 slots to place Creatures and Buildings. Lanes are created between your Landscape tiles and your opponents’ tiles (your Landscape tile is on one side of the Lane and your opponent’s Landscape tile is on the other side). In the end, it doesn’t matter which way you send your attacks, as both of your opponents share one Hit Point total.

Note that there is no set order as to where each Hero has to sit, or how you arrange your Landscapes. In the example to the right, Jake and Charlie could switch sides. All that is required is that you are sitting across the table from your teammate.

4. Choose who goes firstThe Coolest Guy from the previous game goes first. If this is your first game, determine the first player at random.

Doubles Rule of Three: The first 3 players cannot Floop or Fight during their very first turns of the game.

Welcome to the Adventure Time Card Wars Doubles Tournament ! This is a variant on the Land of Ooo’s magical card game, Card Wars. Along with the standard rules of Card Wars, you’ll need to learn the new Team abilities in this version of the game. If you own additional cards, you can even customize your decks! Look for future releases with more cards to modify your decks.

The cards in your deck battle against the cards in your opponents’ decks, with the epic battle taking place on a playing field of 8 Lanes, just like on the show. The game is arranged with you and your Teammate across from each other, with your opponents on your left and right sides.

OBJECTIVEEach Team in the game begins with 40 Hit Points (which is also the maximum HP a Team can have). Any damage either Teammate takes reduces this total. The objective of a Doubles game is to reduce the opposing Team’s shared Hit Points from 40 to 0. Do that and you and your Teammate will be the Cool Dudes!

CONTENTS• 4 Decks of 40 Cards

• 4 Oversized Hero Cards

• 16 Landscape Tiles

• 8 Frozen Tokens

• A whole lot of Hit Point Tokens

Landscape Type

Art

Game Text

Defense (DEF)

Action Cost

Card Type

Attack (ATK)

Name of Card

TeamDignified

Jake

Charlie

After SchoolProgram

GrandPrix

Moniker

5. Shuffle deck and draw cardsShuffle your deck, placing it face down on the table in front of you. Then, draw the top 5 cards of your deck into your hand. Now that you have some cards in your hand, take a look at the image to the right to examine what everything means.

6. Choose whether to take a mulliganIf you don’t like the look of your hand of 5 cards, you might want to take a mulligan. Taking a mulligan means you put your starting 5cards back on top of your deck, reshuffle your deck, and draw a new hand of 5 cards. Keep in mind that you only get to do this once atthe start of each game.

You are now ready to start a game… only another 4 hours of brain-melting rules to read through!

Despite the gap, your middle 2 Landscape are considered adjacent to each other.

OVER

SIZED H

ERO

TEAM

WO

RK

OVE

RSI

ZED

HER

O

TEA

MW

OR

K

OVERSIZED HERO

TEAMWORK

After SchoolProgram

OVERSIZED HERO

TEAMWORK

After SchoolProgram

Team

Dign

ifiedTeam

Dignified Jake

Cha

rlie

Grand Prix

Moniker

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4. Floop!Some Creatures have an ability listed in their text box to “Floop.” To use a Floop ability, exhaust the card (turn it sideways) and move it to the back ofthe Landscape, next to the name of the Landscape (see image below). Some Buildings have Floop abilities. Buildings can stay where they are (directly below the Landscape tile) when Flooped, but they must still exhaust. Once you have properly Flooped your card, complete the Action listed on the card.

Note: You may Floop before spending your Actions, after spending 1 Action, or after spending both Actions. The only restriction is that Flooping must occur before you Fight during your turn. You may Floop a Creature or Building in the same turn that it comes into play. A Flooped Creature does not Fight at the end of your turn. The one exception is that if a Flooped Creature is Attacked, it still fights back to defend its Lane. If you would like to Attack with a Creature who has a Floop ability, just don’t use the Floop ability and it will Fight instead.

5. Spend unused Actions to draw extra cardsIf you don’t spend all of your Actions during a turn, they will be lost. You can spend your unused Actions to draw extra cards at a cost of 1 Action per card drawn. You can spend any number of your Actions to draw cards. If you still have Actions left after drawing, you may even play a card that you just drew. There is no hand size limit in the game and you do not lose the game if your deck runs out of cards.

6. Fight!All of your Ready Creatures must Fight after you have spent all your Actions and done all the Flooping that you wish to do. You select the order in which your Creatures Fight, so choose wisely. When a Creature Fights, Activate it to Attack by exhausting it (i.e., placing it sideways). Place it at the top of the Landscape (near your opponent’s Landscape), so you can tell that it is not a Flooped Creature. Your turn is over after your Fight phase. Note that the first 3 players do not get to Floop or Fight during their very first turns of the game. More details on Fighting later!

Your turn is over after your Fight phase.

TURN SEQUENCE 1. Ready all of your cards 2. Draw a card 3. Spend Actions 4. Floop! 5. Spend unused Actions to draw extra cards 6. Fight! (Steps 3, 4, & 5 can be done in any order.)

1. Ready all of your cardsAt the start of your turn, put all of your Creature and Building cards into the Ready position (i.e., inthe upright position). Now, they are able to Floop and Activate.

2. Draw a cardDraw a card at the start of each of your turns (even the first player at the start of the game). As the game goes on, your hand of cards will shrink or grow.

3. Spend ActionsAt the start of your turn, you receive 2 Actions automatically. You must spend Actions to play Creatures, Buildings, and Spells from your hand. You do not need to spend all of your Actions to complete your turn.

“I FloopThe Cooper.”

© 2015 Cryptozoic Entertainment TM & © Cartoon Network. (s15)

IcyLandsIcyLandsLandscape

© 2015 Cryptozoic Entertainment TM & © Cartoon Network. (s15)

IcyLandsIcyLandsLandscape

ExhaustedReady

PLAYING CARDSAll Creature and Building cards that are on your side of the board are under your control. Spells are never placed on the board, so you never control a Spell. To play certain cards, you must first make sure you control the proper Landscape tiles. What follows are descriptions of Creature, Building, and Spell cards, as well as special varieties of cards, including Rainbow, Teammate, and Teamwork cards.

Creature CardsIn the example above, King Baby has an Action cost of 2. This means it will require you to use both Actions for your turn to bring him into play. Additionally, in the upper right corner of the card you will find a Cornfield symbol. This means you must control at least 2 Cornfield Landscapes in order to play him, since the number of Landscape tiles (of the specified type) you need to control a Creature correlates to the Action cost.

After paying the required Actions, choose a Landscape on your side of the board for a Creature to enter. You may place a Creature on any of your Landscapes. For example, you do not have to put an IcyLands Creature onto an IcyLands. Once you have placed it, the Creature stays there for the rest of the game, unless someone destroys it, you play a card to move it, or you replace it.

If you wish to put a Creature onto a Landscape where you already control a Creature, you must replace the Creature that is already there. You cannot replace a Creature that has been Flooped, since the Creature must be in the Ready position. You cannot replace a Creature unless you are playing a new Creature onto that Landscape.

When you are low on Hit Points, replacing a Creature with a lot of damage on it might save your bacon! If you lose a Creature during your turn, your opponent’s Creature will be able to Attack you directly during your opponent’s turn. The resulting damage would go straight to your Hit Points! Remember: Your team only starts with 40 Hit Points. When you run out of HP, your team loses!

Building CardsBuilding cards work in conjunction with the Landscape tile they are placed below. In the example below, Cloud Tower has an Action cost of 2. That means it will require you to use both of your Actions for your turn to bring it into play. Additionally, in the upper right corner of the card you will find a Blue Plains symbol. That means you must control 2 Blue Plains Landscapes in order to play it.

When you play a Building, choose 1 of the Landscapes on your side of the board, whether or not a Creature is there. Place the Building card directly below the Landscape tile (NOT underneath it... it needs to be visible), as shown above. Buildings don’t have to have match the Landscape you place them below so, for example, a Building with a Cornfield symbol does not have to be placed below a Cornfield tile. Buildings may be replaced by placing another Building into the same Lane.

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SpellsA Spell card is held in your hand until you wish to play it. You must control the proper Landscapes and pay the required number of Actions to play Spells. When you play a Spell, read the game text to your opponents, do what the card tells you to do, and then discard the card. Spells are never placed onto a Landscape, Creature, or Building. Spell Cards with 0 cost (like the one pictured) don’t take any Actions to play and may be played during your turn at any time before you Fight.

Rainbow CardsRainbow cards may be played without respect to the type of Landscape tiles you control. Rainbow cards, like the Spell card above and the Teammate card below, are identifiable by the symbol in the upper right corner and the text under the art. Creatures, Buildings, and Spells with an Action cost of 0 are always Rainbow cards, but not all Rainbow cards have a cost of 0.

Teammate Cards When a card that mentions a “Teammate,” like the one above, is played, it can be passed to your Teammate’s hand after you use it, instead of being put into your discard pile.

Teamwork CardsTeamwork cards, like the one above, are placed sideways in front of you (between the 4Landscape tiles you control). Teamwork cards can be used by both players on a Team. Be sure to remind your Teammate that they can trigger your Teamwork card too! Each player may have 1 Teamwork card in play at a time. A player can replace a Teamwork card by playing a new one, thereby moving the previous card to their discard pile. A Teamwork card may only be played during your turn by paying the amount of Actions listed in the upper left corner.

FIGHTINGDuring the Fight phase of your turn, all of your Creatures that are in the Ready position MUST Fight. You get to choose the order in which theyfight. When you Activate (turn sideways into the Exhausted state) a Creature to fight, make sure you look at your opponent’s side of the Lane. If your opponent does not have a Creature on his or her side of the Lane, your Creature deals its ATK value directly to your opponent’s collective Hit Points, which begin the game at 40. You can use HP tokens or paper and pencil to keep track of your HP.

If a Creature is on the other side of the Lane when your Creature Attacks, both will deal damage to each other. The attacker’s damage to the defender is equal to the attacker’s ATK value. Simultaneously, the defending Creature will damage the attacker equal to the defender’s ATK value. Use the 1 and 3 tokens to keep track of how much damage is on a Creature. A Creature card is put into the discard pile when it has damage equal to or greater than its DEF value.

In the pictured example to the right, the 4 players have just started a game. As the rules state, the first 3 players cannot Attack or Floop during their first turns in the game, so they set up their defenses. After Charlie and Grand Prix take their turns, it’s time for Moniker, the third player, to go.

Moniker goes third and plays Mint Chocouflage and NaviGator for 1 Action each. Hopefully, these are going to be good defenders for her, because Jake is up next and, as the fourth player in the first round, he DOES get to Attack and Floop.

Jake goes fourth and plays Green ZebraCorn for 1 Action and places it opposite NaviGator.

Jake spends his second Action to play Loveable Lamb in the Landscape opposite MintChocouflage.

Jake doesn’t have any Actions left or any Floops to perform, so it’s time to Fight!

Jake Attacks Mint Chocouflage with Loveable Lamb first, then Mint Chocouflage strikes back. The severity of the damage is determined by their ATK values. Mint Chocouflage takes 2 damage and Loveable Lamb takes 3.

Green ZebraCorn attacks next, dealing 1 damage and taking 2 back. When it attacks, it deals 1 damage automatically to the opponent’s Hit Points.

Jake’s Hero card says that if he deals damage to his opponent during his turn, he may deal 1additional damage to any Creature in 1 of his Lanes. He targets Mint Chocouflage, dealing the final damage that destroys it!

Destroyed

Jake

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FROZEN TOKENSBy playing certain cards, players with decks associated with IcyLands Landscapes can freeze Landscapes. When a Landscape becomes Frozen, put a Frozen token on it. A Creature

that is already there is not affected by it... but gets pretty darn cold! A player cannot play a Creature onto a Landscape that has a Frozen token. However, some cards allow Creatures to move and they may be moved onto Landscapes with Frozen tokens.

To get rid of a Frozen token on your side of the table, you must choose and discard a card from your hand during your turn. Each discard will remove 1 Frozen token. Once the Frozen token has been removed, you are free to play Creatures onto that Landscape again.

If a Landscape with a Frozen token on it is flipped face down, it remains frozen. In addition, a face down Landscape can have a Frozen token placed on it.

A Landscape may never have more than 1 Frozen token on it. Even if you target an already Frozen Landscape, it cannot gain another token.

CUSTOMIZE YOUR DECKYou can customize your deck! Be on the lookout for Adventure Time Card Wars 2-player Collector’s packs, Hero packs, and For The Glory! booster packs. These packs feature other Landscape types that don’t appear in this set.

The minimum deck size is 40 cards, but feel free to go over that if you want. The maximum number of a particular card that you can put into your deck is 3. So, for example, you can’t have more than 3 copies of The Cooper in your deck.

You don’t have to play with 4 matching Landscapes. You can even have a deck that uses Cornfield, Blue Plains, SandyLands, and IcyLands tiles. Just remember that in order to play a Creature, Spell, Building, or Teamwork card that costs 2 Actions, you have to have 2 Landscapes of that type in play. If you are using 4 different types of Landscapes, all of the cards in your deck should cost 1 Action or less to play. However, Rainbow cards that cost 2 Actions can still be played, as they don’t require a specific Landscape.

Opponent: An opposing player in the game, not one of his Creatures or Buildings. Also referred to as a “Foe.”

Opposing: An opposing Creature or Building is one that your opponent controls.

Own vs. Control: Cards that come out of your deck are things you own. Creatures and Buildings on your side of the table are under your control.

Target: Some Spells and abilities want you to choose a Creature, Building, or Landscape to affect. The card you choose to affect is your target. If your card has a target, you must target something, even your own card, unless the card says otherwise. If an ability asks you to target something, and there are no choices that fulfill the requirements, you cannot use that ability or Spell.

SPECIFIC CARD CLARIFICATIONSGreen ZebraCorn, Grizzled ZebraCorn, Shielded ZebraCorn, Spiked ZebraCorn: These Creatures’ abilities are resolved before Fight damage is dealt.

InstiGator: You must move an available opposing Creature into InstiGator’s Lane when it enters play. You may move an opposing Creature from any opponent.

SubjuGator: A Creature with low enough DEF can be killed as it enters play.

Aeromancer: Creatures swap positions at the same time and your opponent retains control of those Creatures.

Lifeguard Lobster: If your Team’s Creatures have no damage, you must heal damage from a Creature you do not control.

Routing Rock Crab: Its ability triggers during an attacking or defending Fight Phase, or when a Creature’s ability Damages it.

Giddy Giraffe/Huggable Hedgehog: Instead of dealing attacking or defending Fight Phase Damage to opposing Creatures in their Lanes, they deal it to that Creature’s controller.

Family Gathering: For example, if you control a Useless Swamp and the other player controls 2 Useless Swamp Creatures, draw 2 cards.

GLOSSARY+ATK: When a Creature has an ATK bonus and meets specified criteria, it will deal that much additional damage when it’s in a Fight.

+DEF: When a Creature has a DEF bonus and meets specified criteria, it can take that much more damage before it dies.

Adjacent: A Creature that is on a Landscape to the immediate left or right of another Creature is adjacent to that Creature. A Creature that is on a Landscape to the immediate left or right of a certain Landscape is adjacent to that Landscape. A Building that is in a Lane to the immediate left or right of another Lane is adjacent to that Lane (or a Creature in that Lane). Creatures, Buildings, and Landscapes you control are only adjacent to other cards you control. Your cards are never adjacent to your opponent’s cards. A Building is not adjacent to a Creature that it shares a Landscape with.

Changing Landscapes: A Creature or Building may change Landscapes only if you have a Spell or ability that says it can change Landscapes. When changing Landscapes, you may not move a Creature onto a Landscape where you already control a Creature. You may not move a Building onto a Landscape where you already control a Building. The only time you can replace a Creature or Building is when a new Creature or Building is entering play from out of play. Your middle two Landscapes are adjacent to each other, so if a Creature has the ability to move, it can cross the gap.

Destroy: When you destroy a Creature or Building, it is placed into its owner’s discard pile. The owner of the card is the player whose deck it came from.

Discard: When you are told to discard a card, that card comes from your hand. It goes to your discard pile. You get to choose what to discard unless a specific card effect says otherwise.

Discard Pile: Cards that you discard and cards that leave play are placed into your discard pile. The cards in your discard pile should always be face up and both players may look at them at any time. If you have control of 1 of your opponent’s cards and it dies, it goes to your opponent’s discard pile, not yours.

Empty: An empty Lane is one that has no Creatures on your side of it. If you control 3 Creatures, you control 1 empty Lane/Landscape.

Friend: Creatures that you and your Teammate control are Friendly to both of you.

OTHER ABILITIESAs you can see from the NaviGator card below, there are abilities other than Flooping. These abilities last only during your turn. You are not required to control any particular type of Landscape to use these abilities.

The cost to use a Creature or Building’s ability is written before the “>>>“ in the card’s text box. You cannot use an ability if you cannot pay the required number of Actions.

When a Creature’s or Building’s ability affects something “in this Lane,” it means the Lane the card occupies.

OVERSIZED HERO CARDSThe Jake, Charlie, Grand Prix, and Moniker Hero cards included in this box give your decks some extra punch! Each Hero has unique abilities that you must take advantage of to win. Be sure to tell the other players what your Hero does.

The Hero cards work very well with the decks in this pack. However, once you start customizing your own decks, you are free to use any Hero with any deck you choose!

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CREDITSGame Design by Mataio Wilson, Matt Hyra, Cory Jones Cryptozoic EntertainmentCo-CEO & Founder: John NeeCo-CEO & Founder: John Sepenuk

Graphic Design: John Vineyard, Nancy Valdez, Erin Roach, Magda Nilges, Kelly ChenEditing: Shahriar Fouladi and Scott ThomasOriginal Art By: Robb Mommaerts

VP of New Business Development: Bill SchanesVP of Operations: Leisha CumminsVP of Creative: Adam Sblendorio

Product Development Manager: Derek Stucker

Business Coordinator: Rumi AsaiOffice Manager: Yasmine Smith

Playtesters: Alexander Allies, Ryan Campbell, Sophia Chang, Ryan Dromgoole, Robert Gasio, John Hershey, Zachary Hershey, Kevin Higadara, Natalie Hunter, Will Hunter, Vincent Pritchard, Adam Sblendorio, Nicholas Scamman, Michael Shaneman, Shadow Wright, and many, many others.

Cryptozoic Special Thanks: Cartoon Network, Carol Byrnes, Javier Casillas, Matt Hoffman, Vanessa Jimenez, Andy Kephart, Ayaz Kermalli, Mike Lauter, Alex Lim, Lacy Lodes, George Nadeau, Jeff Parker, Ryan Skinner, Sara Westland

Fill this box with all these amazing Collector Packs and add-ons!

Floop your way to victory in the wildest card game

in the Land of Ooo!

TM & © 2016 Cartoon Network

With this guide, you can be sure that you’ll always be the Cool Guy and never the Dweeb!

Visit penguin.com/cartoonnetwork for more Cartoon Network books based on your favorite shows!

AvailableNow!

AdventureTime_CrossPromo_16_3p.indd 1 2/24/16 4:56 PM

Finn vs Jake Collector’s Pack Finn’s Blue Plains deck features Creatures from the original Card Wars episode, such as the wise Ancient Scholar, the aptly named Cool Dog, and the most fearsome critter of all… The Pig! And many more.-vs-Jake’s Corn deck features Creatures such as the powerful Husker Knights, the intimidating Legion of Earlings, the heroic Archer Dan, and many more!

BMO vs Lady Rainicorn Collector’s Pack BMO’s Useless Swamp deck features the triple-threat Immortal Maize Walker, the talkative Mouthball, the underpants-wearing Wandering Bald Man, and many more.-vs-Lady Rainicorn’s SandyLands deck features the coarse Sand Knights, the toothy Shark, the musical The Mariachi, and many more!

Princess Bubblegum vs Lumpy Space Princess Collector’s Pack Princess Bubblegum’s NiceLands deck is as fluffy and sweet as it is ferocious! Featuring the Niceasaurus Rex, Apple Pieclops, Angel of Vanilla, Wall of Chocolate, and many more.-vs-Lumpy Space Princess’s Blue Plains and Useless Swamp deck utilizes replacing and discarding Creatures you control to build up unstoppable power! Featuring the Blueberry Djini, Brain Gooey, Fatapillar, Toilet of Doom, and many more!

Ice King vs Marceline Collector’s Pack Ice King’s IcyLands deck is all about freezing Landscapes to create a direct path to striking his opponent.-vs-Marceline’s Useless Swamp and NiceLands deck is all about denial, discarding, and dirty tricks!

Lemongrab vs Gunter Collector’s Pack Lemongrab’s SandyLands and Cornfield deck can send his opponents bad Creatures that take up valuable real estate on their Landscapes.-vs-Gunter’s IcyLands and Blue Plains deck brings about a whole new way to chill opponents with freezing Landscapes and the ability to move Creatures he controls onto them to make them more powerful!

Fionna vs Cake Collector’s Pack Fionna’s Blue Plains deck is packed full of the things Fionna loves: cute stuff and swords!-vs-Cake’s Cornfield deck is built around building more Buildings than have even been built before in Card Wars!

Adventure Time Card Wars Hero Pack #1 Play as your favorite characters from the show: Finn, Jake, BMO, Lady Rainicorn, Princess Bubblegum, Lumpy Space Princess, Cosmic Owl, Tree Trunks, Billy, and many more. Your new in-game persona also grants you a special ability that will work wonders with the decks from the Collector’s Packs, or your own customized decks.

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©2016 Cryptozoic Entertainment.TM & © Cartoon Network.(s16)

RainbowBlue PlainsNiceLands Cornfield SandyLands Useless SwampIcyLands

Jake’s Cornfield/NiceLands Deck

1x Bale Out1x Cooperation1x Grizzled ZebraCorn1x Husker Garrison1x Infinite Haymaker1x King Kernel1x Spiked ZebraCorn1x Trained ZebraCorn Husker2x Feedman2x Green ZebraCorn2x Haybarn2x Shielded ZebraCorn2x Young ZebraCorn Husker1x Adorabunny1x Cuddle Puddle1x Endearing Elephant

1x Patch Work1x Patched Puppy1x Pillow Fortress1x Solidarity1x Stitched Squirrel2x Cutie Koala2x Giddy Giraffe2x Huggable Hedgehog2x Loveable lamb1x Clone1x Collaboration1x Extreme High Five1x Family Gathering1x Royal Revelry1x Sheep

Charlie’s Blue Plains/NiceLands Deck

1x Aeromancer2x Biomancer1x Chronomancer1x Cloud Tower1x Contribution1x Convey Wisdom1x Hydromancer1x Redirect Danger2x Domed Stronghold2x Geomancer2x Necromancer2x Pyromancer2x Robomancer1x Bean Ball Bomber1x Endearing Elephant1x Fellowship

1x Hug it Out1x Loveable lamb1x Overstuffed Orangutan1x Stuffed1xKnit Kitty2x Adorabunny2x Fluffy Fox2x Sewn Sloth2xGiddy Giraffe1x Communication1x Enchanted Celebration1x Firm Handshake1x Tandem Bike1x The Barrel

Moniker’s Useless Swamp/IcyLands Deck

1x Bog Palace1x Granary Weevil1x InstiGator1x InvestiGator1x Staff of Frailty1x SubjuGator1x Synchronization1x Water Logged2x Bayou Fountain2x FumiGator2x IrriGator2x NaviGator2x TailGator1x Bomb Pop1x Brigadier Banana Split1x Chocolate TaCody

1x Coordination1x Four Star Fudge1x Ice Base1x Ice Cream Captain1x Mocha Launcher1x Slushie Salvo1x SmoothEli2x Ice Cream Sammy2x Patriot Popsicle2x Softie Recruit1x Clone1x Communication1x Firm Handshake1x Icy Infiltrator 1x Jinx1x Matchy Matchy

Grand Prix’s SandyLands/IcyLands Deck

1x Assistance1x Bail Out1x Crab Skull Island1x Longboard Lobster1x Routing Rock Crab1x Scorching Serve1x Slashy Sand Crab1x The Cooper2x Lifeguard Lobster2x Repelling Rock Crab2x Sailing Sand Crab2x Sand Castle2x Shifty Sand Crab1x Camaraderie1x Chocolate TaCody1x Frozen BanaNancy

1x Frozen Lemon Aid1x Snow Bank1x Ice Cream Sammy1x Ice Sing1x Mocha Launcher1x Softie Recruit1x Ultra Dog2x Mint Chocouflage2x Patriot Popsicle2x SmoothEli1x Beach Blast1x Collaboration1x Duet1x Extreme High Five1x Icy Infiltrator1x Twinsies