Card wars adventure time. Adventure time card wars. Adventure Time? KKI time

Card Wars-Adventure time Complete the game based on the plot of the animated series "Adventure Time"! The toy is based on the series called "Card Wars", and in it you will find intriguing battles involving all kinds of creatures and strong magic!
Most likely you remember how Finn and his faithful friend named Jake - the inhabitants of the world, called the Land of Ooo and part-time one of the leading characters, played this fun and interesting game. Now, the player will be given the opportunity to play as Jake in an incredible fight against Finn.

Summon all kinds of creatures to your side and immediately send them into battle. The player can easily put together his own deck with his own hands, from those cards that he liked the most. After a certain time, the card arsenal will be replenished with new cards, which in the same way can be included in your deck, putting them in place of less valuable ones.
Train your own warriors in Card Wars-Adventure time, learn spells and combine it all into a single whole to increase your chances of winning.

Card Wars - Adventure Time offers all players a myriad of rounds. Each of them will be considered fully passed if the player can destroy each enemy, and experience and final prizes will be awarded depending on the losses on your part. There are also chests with gold coins that will open new types of game cards, and the presence of a card refinement system helps not only to buy, but also to create new heroes yourself. To do this, players will need not only money, but also the rarest resources that will be found during the passage of the next mission. There are also special cards in the game that will make it possible to improve missions. All actions will unfold in a step-by-step manner and this allows the gamer to carefully calculate all his moves.

Card Wars differs from other card projects in the presence of cool cartoon graphics, and even in 3D format. Each game hero will be one hundred percent consistent with its prototype from the series. The game is characterized by dynamism and some transience in terms of combat. The presence of frenzied dynamics in the project explains all the variety of special effects and high-quality animation. Also in the game there is a donation. It is the presence of paid things that makes it possible to buy game cards and characters that will be very difficult to get. This can be considered the main disadvantage. Thanks to the completely free choice of abilities, the game will last a very long time. As described above, the entire gameplay is done in turn-based form, which allows users to enjoy the quality and reflect on their actions. Also in the battles of Card Wars-Adventure time you will find non-standard actions, the secrets of which you will discover yourself.

A variety of cataclysms that can happen to our planet as a result of the rash acts of its inhabitants become an invariable topic for inventors of all stripes. Apocalypse and mutations have prepared fertile ground for the creation of enchanting characters capable of incredible deeds. Especially if the action takes place in an animated world ... Today on the Pink sofa is a field board game Adventure Time. Card Wars. Finn vs. Jake» (Adventure Time Card Wars: Finn vs. Jake).

Created in 2010 in the USA, the absolutely insane animated series with memorable characters has become the object of devoted love of millions of fans. The action takes place in a post-apocalyptic future full of magic, after the Great Mushroom War on a modified planet Earth, where a deep crater flaunts instead of the European continent.

The boy Finn and his faithful bulldog Jake (capable of modifying his body) travel through the kingdom of Ooo, helping everyone in need.

Since then, countless episodes have been released, and in the seventh season (episode 19a), the characters play the Great Card Game, which combines simulated battles and ... you know what else it combines. It's not so important... The important thing is that from now on you can organize a classic card wars doubles tournament right at home!

To do this, you need a box from the HobbyWorld publishing house, inside which you will find a deck of cards, a stack of tablets and a scattering of tokens, covered with a booklet of the rules of this famous and honorable game of antiquity.

V this set The cornfields will fight the Blue Valleys. According to the classical interpretation, the fight takes place on four lines, indicated by eight tablets with impressive views of the respective territories.

Opponents operate with personal decks that are applicable only to a specific type of terrain, which allows you to develop individual winning strategies. The player's set consists of forty cards, and these basic sets it is allowed to change at your own discretion (of course, respecting the type of locality).

A scattering of damage markers will not only indicate the injuries of the characters, but also mark the vitality of the opponents - the complete destruction of these rounds will become the primary goal of the opponents.

Don't let the gnomes and illusions upset you!

Before the start of the tournament, form the playing space: place the territory boards opposite each other, marking four vertical lines.

Opponents take decks (corresponding to the lands), shuffle them and place them face down in front of them. Then you need to take the top five cards from your personal piles, and also get tokens for 25 health units from the general bank. In a fair fight, choose the one who will go first - he and the cards in his hands ...

Each turn begins with the fact that all the characters of the active player, laid out on the field, turn to their original (vertical) position - now they can be used again. After that, remove one card from the common deck and add it to your hand: more maps- more possibilities! During the course of a turn, a player can perform two magical actions, but we will talk about them a little later.

In addition to actions, it is allowed to "flup" the characters (of course, if this possibility is marked in the text blocks). Turn the card horizontally and immediately take the action indicated on it. At the same time, "flupped" characters cannot attack, but can resist during the opponent's turn.

If you do not see prospects in the attack, then spend actions on drawing cards: one card - one action. Thus, in a turn, you can “flup” several characters, and replenish your hand with three cards (you will receive one at the very beginning, and two for actions).

There is little sense from the characters on the hand - it is best to put fighters and buildings on the field, and then attack the enemy. The number of actions required to play a card is shown in the upper left corner. The same number indicates the territories (icon at the top right) that need to be controlled (inverted tiles are considered "no man's land"). For example, to play the Blue Lodge, the player must spend one action while controlling a piece of the Blue Plain.

The fighters are placed in the cells of the field, and the buildings are located outside the arena, continuing the vertical lines. At the same time, only one card can be placed in the cell and behind it.

The lower icons in the pictures, as you might guess, indicate the strength of the attack and the degree of protection of the character.

After the units are placed and the cards are "flopped", it's time to attack! Creatures located opposite each other attack and defend to the best of their ability.

For instance, " cool dog” attacks the corn “King of the Fields”, which has a defense of “7”. Well, the grain crop receives two wounds, which are not so lethal to it ... At the same time, the attacked enemy also attacks in response, causing damage to its offender. Alas, the corn king is a harmless creature, so his retaliatory attack on the dog is zero.

It is easy to guess that when the amount of damage exceeds the defense value, the card is removed from the field and goes to the discard pile. Remember that if there is no creature in the attack zone, then ... the enemy deals damage to the unlucky opponent, reducing his number of lives (in fact, this is the goal of the game).

A wounded fighter can be saved by replacing him with a new, fresher character from hand. But keep in mind that this will cost one action ...

In addition to creatures and buildings, there are spells - one-time cards that are discarded after applying their effect.

Gradually, the opponents “bite off” the vitality from the opponents, and eventually one of the opponents falls lifeless near the table, having lost all his tokens. The victory of good over evil has triumphed again!

Winning the Grand Prix

A long time ago, there was a turn-based card game for computers called Spectromancer (analogous to Magic: The Gathering), in which powerful magicians destroyed each other with the help of creatures, unleashing devastating spells on the heads of rivals. "Card Wars" is a simplified version of the "Spectromancer", which at one time became a hit in electronic "tabletops". Opponents lay fields of creatures in the cells, trying to protect themselves from enemy soldiers, while covering the main goal - the player himself with his supply of vital energy.

The ability to create your own decks and the release of the next set of cards and territories with Bimo and Lady Livnerog will soon be released by the publisher will diversify the gameplay and make the confrontation between rivals even more interesting. Of course, an important role is played by the design and the fact that the characters of the cartoon play a similar "tabletop" in their own place, in the animated world. This, coupled with simple rules, will allow fans of the animated series, far from board passions, to join this card game, from which Jake himself goes crazy!

A good card confrontation for a leisurely evening of two strategists - fans of the series Adventure Time.

Board game

Number of players
2

Party time
From 30 minutes

Game difficulty
Medium

Take an unforgettable journey to the Land of Ooo - an alternate reality, the place where the nuclear war, after which the few who survived, for the most part, became mutants, and the world was filled with real magic.

It is here that Finn the Boy, a local hero, and his faithful friend Jake the Dog live. Friends spend their free time from adventures playing “Adventure Time: Card Wars. Finn vs. Jake”, and now you have a wonderful opportunity to try your hand at this truly exciting activity!

If you are familiar with the animated series "Adventure Time", on the plot of which the this game, then the prospect of taking corncobs under your command and setting them against the Blue King should not seem too crazy, since the very atmosphere of the primary source is saturated with such phenomena. Among the available creature cards, you will find many characters familiar from the cartoon.

Board game Adventure Time: Card Wars. Finn vs. Jake: rules and overview

The game is a board battle between two players, and its rules are quite simple and clear, especially for those who are familiar with card table games, which include Adventure Time. Each participant has a deck of cards, the game comes with 2 decks of 40 cards, which is the minimum allowed for the game. The maximum number of cards in a deck is not limited, so you can report cards from other sets for this game to the standard deck, thereby collecting your own, unique deck.

True, there is a limitation - more than three identical cards are not allowed in the deck. The goal of the game is to reduce your opponent's health points from 25 to 0. To do this, think carefully about your moves, arrange available creatures wisely, use their special abilities correctly and in a timely manner. The battles themselves take place on the tablets, which are four lands - everything, as in the animated series.

The gameplay itself takes place on the field, which the players line up before the game, laying out their tablets opposite each other in the form of a 2x4 cell area. In addition to the cells on which creatures will be placed or buildings will be erected, lands are also the resources necessary to play a particular card. That is, in order to play a certain card, you need to have the right amount of action points, and control the right amount of land of a certain type. The cost of the draw is indicated on the card itself in its upper part - points on the left, land on the right. You should be very careful about the placement of creatures on the field, because they will only be able to fight if they are in the same area opposite each other. If there is no enemy creature in the direction of attack, the damage is dealt directly to the opponent. Also, once you place a creature in a certain space, you can't move it to another location - it will stay there until the end of the game, or until it's destroyed. When placing a creature on the field, it is not necessary to take into account the type of land indicated on the card - this indicator only matters for the ability to play the card.

Each player starts the game with their own unique deck, shuffles it, and draws 5 cards. Each player has the right to repeat the procedure, that is, re-shuffle the deck and take other cards, but this can only be done once per game, so use this opportunity only as a last resort, because in Card Wars the situation can turn around in just one move. Next, the players agree on who will go first.

After that, the game enters its active phase, where the players take turns making their moves and trying to reset the opponent's health.

The moves themselves consist of seven stages:

  1. Preparation of cards - it is necessary to return all previously laid out cards of creatures and buildings to their original state. This will cancel flups and activated spells, but they can now be used again;
  2. Draw cards - every turn you can take one card from the deck new card in hand. This also applies to the very first move.
  3. Card Actions - At the start of each turn, the player has two action points and must decide what to spend them on. You can play a new creature card, build a new structure, or activate a spell.

Flups - many creatures and buildings have special properties that can be activated. You can do this by turning the card over - this is how you indicate to your opponent that the card is involved in a special mode. Everyone has different abilities, they are indicated on the front side of the card. You can use the flup only before the onset of the attack stage. As a rule, the flupped creature does not participate in the attack stage, but receives bonuses to defense or other useful properties and buffs.

Card draw for an action point - if the player has unspent action points, you can take more cards from the deck in exchange for them. His own, of course. One card is one point. You can take two cards, you can take one and play it if the remaining point is enough for this and other conditions for playing the card are met.
Attack - at this stage, the remaining non-flopped creatures of both players will come together in a fight, and you will not be able to exclude any of them from this stage. The only thing you can do is choose the order in which the creatures you control will attack. The creature of your choice attacks first the opponent's creature, if there is one in that zone, and then, if the creature is destroyed, the damage is transferred directly to the player. The attacking and defending sides deal damage at the same time, so the defender can destroy the attacker if the damage indicator exceeds the defense indicator. Both indicators are indicated at the bottom of the map, on the left and right.
End of turn - after the end of the attack stage, your turn is over and the turn passes to another player. His turn goes through the same 7 stages.


How to determine once and for all which of your friends is a nerd and which is a cool dude? Of course, play the greatest card game of all time! Board game "Adventure Time: Card Wars" - direct delivery from the land of Oooh! Don't worry, it's not radioactive. Though…

Do you want to feel like the hero of the craziest animated series? Do you want to prove to your rivals that there is only one cool guy here, and that's you? Do you want to finally join the collectible card games, and that it was not Magic? Then you simply have to buy the board game "Adventure Time: Card Wars" and arrange an epic batch.

Adventure Time? Time for KKI!

The game "Adventure Time: Card Wars" has adopted all the main features of traditional collectible games.

First, there are card types: building creatures, actions, etc.

The second is the cost of the cards that must be paid to play them.

Thirdly, these are fights on the playing field! Play your fighters by placing cards on the playing field and destroy the enemy army! By the way, you can only place cards on their corresponding cells: well, there is nothing for a flat creature to do in corn fields!

Finally, you can deal damage not only to the opponent's warriors, but also to himself. Yeah, buddy, put your forehead under the slits! Oops, the rules say a little wrong... Anyway, as soon as you deal 25 damage to an enemy, you will immediately become the coolest.

Of course, in the board game Adventure Time: Card Wars, you can buy different decks and mix them together. Classic deck building to create the most invincible army!

Finn vs Jake

Finn and Jake are friends for the ages, but that won't stop them from grappling in a brutal fight on the battlefield.

These are Adventure Time: Card Wars collectibles. The game kit includes 2 completely different decks, among which there are cards Ancient Schoolboy, Kukutuzik, Kotopank Barsik Hoy, Bigfoot and other characters from the cartoon and original ones. Finn's lands will be the Blue Plain, and Jake will defend the Cornfields.

Princess Bubblegum vs Princess Lumpy

The girls are also not born with a bast. Princess Bubblegum is just eager to take on the PPC and crush her Pink Oondines and Feasts with her Chocolate Angels and Dobrosaurs. From some of the names of the cards, the mimemeter rolls over! And how would you like, if the sweetest and most pimply princess?

If you are a fan of the famous animated series Adventure Time with Finn & Jake, then you will be interested in the game "Adventure Time: Card Wars" - a board game for kids and adults. You are expected by the most real battles among corn fields or in other unusual territories from a cartoon.

Feel like a real Finn and Jake with a friend, find out who the winner is. The lands of Ooo are waiting for you!

Plot and description

Card Wars is the coolest board game that gives you the opportunity to feel like a cartoon character. She is the prototype fictional game from the series.

Everything here is canonical, there is a boy Finn along with his faithful dog Jake, who live in a magical place - "Land of Ooo". But after the events of a thousand years ago, the world has changed a lot, like all its inhabitants.

You can take the place of one of the main characters and fight with your friends to find out who is better at magic)

Many characters from Adventure Time are waiting for you in the game - Princess Lumpy and the Lumpy People, Cake, Lady Livnerog, Jake and many others

The board game belongs to the genre of CCG (collectible card games) where you need to play against one player. Each participant has a deck, at least 40 pieces. You need to beat your opponent using a variety of tactics. Make your moves wisely, place your available creatures, and use all the cards in your hand logically. Get it to lower your opponent's life points.

According to the rules of the CCG, your actions are free, but you should adhere to several conditions:

  • at least 40 cards per player;
  • the deck should not have 4 or more cards with the same value;
  • you can play on 4 courts / lands, just like in the cartoon.

The game that Finn and Jake are in love with can now add to your collection. Adventure with your favorite characters)

Rules and purpose of the game

Card Wars is not just a game, but a whole adventure in which you can reach the highest coolness. To do this, reduce the life of your opponent to zero, and you will earn the respect of all the inhabitants of Ooo. But in order to start the game, you need to get acquainted with the rules.

Finn and Jake's card games are quite complex, so we'll deal with the rules.

Card wars begin, you need to deal with all the stages in order. Battles will take place on the fields that are laid out at the beginning. You need to lay out the land opposite each other to get a 2x4 square area. It is worth noting that they are both resources for paying for cards, and cells on which you need to place creatures or build buildings. You need to carefully build them, because you can only fight with each other when the creatures are in the same area - one opposite the other.

First of the game, everyone has an exceptional deck. It must be shuffled and only five cards taken from it. The player can change the deck, repeat the shuffle and draw new ones, but such an operation can only be resorted to once per game. Use this procedure if necessary.

After that, you need to choose who will start first. Remember, the first player cannot start his turn by attacking or fluttering cards - this is prohibited.

Move Rules

We highlight seven options for the move, after completing which, you should give the move to the player opposite you:

  1. Training. You need to lay out cards with creatures and buildings that have been activated or that have been flupped in the starting position. This is done so that it can be used again later.
  1. Collection of cards. With a new move, you can take a new card for yourself. This rule works at the beginning of the game.
  1. Action phase. Each player has two actions that can be used. You need to decide how to spend them correctly. You can pay to play cards with creatures, buildings, or spells.
  1. Flups. Game cards with creatures and buildings have unusual properties, in order to activate them you need to make a flup. To flop a card means to turn it upside down and mark it, thereby showing that it is activated. Flups can be done until combat begins, and a flupped character cannot enter combat this turn, only defend on the enemy's turn.
  1. Payment for actions. In the situation when you have saved unspent actions, then you can get additional game cards for them. Just by taking them from the deck. One card - one action. Two additional cards, it can be cast if you have enough actions. If it happens that you run out of a deck, then this is not a defeat, as is usually the case in TCG.
  1. attack phase. Playable creatures that have not been flupped take part in combat, regardless of your desire. But there is a certain order of attacks that you control. By attacking, you activate the hero. First, he attacks your opponent's character that is in that zone. The subsequent blow falls on your opponent, points are removed from him. Damage, creatures, deal at the same time so the defender can defeat the attacker. This happens in situations where the damage equals or becomes more than the defense.
  1. Final move. The battle is the last phase, your turn is considered over, and the right to act passes to your opponent. He must also go through all seven stages described. - after the battle, the turn can be considered completed, and the right to act passes to another player who must follow the same rules during the turn.

Remember, it can cost 0, 1, or 2 actions to spend a card play fee, and you still need to have a certain number of lands you control.

The winner is the one who will be the first to reduce the enemy's hit points to 0. After this has happened, you can safely celebrate the victory with Beamo.

Gameplay - determining the winner

We figured out the rules and order of moves. Now we need to deal with the nuances gameplay so that there are no additional questions during the game.

So, to play a card, check to see if you control the right lands, namely all creatures, buildings, and spells that are in your territory.

Draw creatures

Take one creature card. Pay your attention to the upper left corner, the cost is written there - the number of actions that must be spent during the draw. In the upper right corner you can see the type of land.

The cost indicates the number of lands of the desired type that must be under your control. The number of lands should not be less than what is written on the map - this is the main thing. If there are more, then you can start the drawing process.

For example, to play Dock Death, you need to spend two actions per turn to control at least two useless swamps.

Then, choose a zone and place a creature there, indicating that it is now in play. The zone can be any, you are not required to follow the marks on the cards, in this situation, you can make decisions yourself. Remember that the position cannot be changed, the creature will be in that zone until the very end of the game or until the moment of its destruction / replacement / movement. If the ground is flupped, it will not affect the creatures that are there in any way.

Building Draw

Playing buildings is similar to the creature system. The cards also have designations of the cost and the required type of land. Thus, Barn of Truth will cost one action and require you to have at least one cornfield.

Again select the zone in which you want to place the building. But with one difference, you need to place the card below the land itself. You can choose any zone, even inverted.

Spell casting

There are spells left that you can cast to apply their effect and send them to the discard pile.

Consider an example on the Rainbow Spell card. Pay attention to the mark on the top right, it indicates that any type of land is suitable, or it can be different types of land, the main thing is the quantity. Only inverted lands do not participate - they do not count.

For example, for the chosen card, you don't need to spend an action or have land. But others may require one or two actions and the same number of lands. Zero cards must be played during your turn.

Equipment

In the “Card Wars” bundle, you get:

  • 2 decks, each deck consists of 40 cards.
  • 8 pieces of land, 4 for each player.
  • Tokens that represent damage.
  • Instruction, which describes in detail all the rules of the game.