Reglas

Reglas - Mindbug
Mindbug

You are now under my control, earthling! I have chosen you to command my creatures in battle against my arch-enemies.

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OVERVIEW

In Mindbug, you summon hybrid creatures and send them into battle against your opponent's creatures. Beware when you summon a creature: Your opponent can use one of their Mindbugs to take control of it. Outsmart your opponent in a captivating tactical duel, where your best cards can be lethal to yourself if played at the wrong time.

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COMPONENTS

The following components are included in MINDBUG:

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GAME PRINCIPLES

Resolving Effects:

When resolving an effect, always do as much as possible. Ignore any parts of the ability that cannot be resolved.

Example: If an effect instructs you to discard two cards, but you only have one card in hand, you discard that card and ignore the second one.

When resolving an effect, the player taking the action makes all decisions associated with that effect, unless stated otherwise.

Example: If one of your cards has the effect "Defeat an enemy creature", you choose which enemy creature to defeat, because you are taking the action. If another of your cards has the effect "The opponent must discard a card", they choose the card to discard, because they are taking the action.

Simultaneous Effects:

If more than one effect occurs at the same time (e.g., when two creatures are defeated simultaneously), the active player decides the order in which these effects resolve. Always fully resolve one effect before resolving another.

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Setup

Step 1: Deal Mindbugs

Each player receives 2 Mindbugs and places them face up in front of them.

Step 2: Shuffle and Deal Playing Cards

Shuffle the creature cards and deal 10 cards to each player. These are placed face down as each player's personal draw pile. Leave some space next to the draw piles for discard piles.

Step 3: Draw Starting Hand

Each player draws 5 cards from their personal draw pile into their hand.

Step 4: Set Starting Life Points

Each player begins the game with 3 life points. To track them, each player sets their life tracker to 3 life points.

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Gameplay

Objective

When your opponent's life points drop to zero, you immediately win the game.

Life Points

You start the game with 3 life points. Whenever you lose a life point, decrease your life tracker accordingly. Whenever you gain a life point, increase your life tracker accordingly. There is no maximum limit for life points.

Creature Cards

Each card represents a creature with a name and a power value. Creatures can have one or more KEYWORDS (the first line under the name) and an ABILITY (the text below the keywords).

Power Name Keywords Ability

Note: Creatures can never have a power value lower than 1, even if other effects modify their power.

Drawing Cards

Whenever you have fewer than 5 cards in hand, immediately draw from your draw pile until you have 5 cards in hand again. Do this before other effects take place (e.g., before a card is controlled by a Mindbug). When your draw pile is empty, no more cards are drawn. You may hold an unlimited number of cards in hand.

Alternating Turns

Players take turns back and forth. On your turn, you must perform exactly one of the following actions. If you cannot do so, you lose the game.

  1. Play a single card
  2. or
  3. Attack with a single creature

Play a Card

Choose a card from your hand and place it face up on the table. Show it clearly to your opponent by temporarily turning it towards them so they can read it. Now your opponent has two options:

Option 1: Your opponent decides not to use a Mindbug

Whenever you play a card, your opponent may use one of their Mindbug cards to gain control of your card. If they either have no Mindbugs left or choose not to use one, you place the played creature card into your play area and resolve its Play effects, if any. Then your turn ends. Now it is your opponent's turn.

Option 2: Your opponent decides to use a Mindbug

If your opponent decides to use a Mindbug, they may immediately play this card in your place and spend a Mindbug. The Mindbug card is flipped face down to show that it has been used. The creature card is placed in your opponent's play area. The opponent resolves all Play effects of the creature as if they had played the creature card themselves. Then your turn ends and you immediately take an additional turn (which allows you to either play a card or attack with a creature).

Note: If a creature enters play by any means other than a "Play a Card" action (e.g., triggered by a card effect), a Mindbug cannot be used to take control of it.

Note: You cannot use a Mindbug on a creature that is already in play. This also applies to creatures that were already controlled by your opponent with a Mindbug.

Note: When a creature that was controlled with a Mindbug is defeated, it goes to the discard pile of the player who currently controls it. That player also resolves all Defeated effects of that creature.

Example: Alice plays her Axolotl Healer from hand and draws up to 5 hand cards. Bob still has two Mindbugs left. He decides to use a Mindbug, places the Axolotl Healer in his play area, and activates its Play effect (to gain 2 life points). Alice then ends her turn and immediately takes an additional turn. She now plays Strange Vat and draws back up to 5 cards. Bob has one Mindbug left and could use it to steal Strange Vat. However, he chooses to keep his Mindbug, and Alice places Strange Vat into her play area.

Attack with a Creature

Choose a single creature in your play area to attack with. Your opponent may now choose a single creature from their own play area to block this attack. If they do not, they lose 1 life point. If they block the attack, both creatures fight. Compare their power values to resolve combat. The creature with the lower power value is defeated and placed in its controlling player's discard pile. If both creatures have the same power, both creatures are defeated. Either player may inspect the cards in any discard pile during the game.

Example: Alice attacks with Gorilla Lion, which has 10 power. Bob has Grumpy Bear with 8 power in play. He can block with Grumpy Bear. In this case he loses no life points, but his Grumpy Bear is defeated and placed in Bob's discard pile. He chooses instead not to block the attack and therefore loses 1 life point.
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Keywords

Creature cards can have one or more keywords. A keyword is a word or phrase that stands as a shorthand for rules text and explains what this card does.

Frenzy
This creature may attack twice each turn as long as it remains in the play area.
Player 1 Player 2 1 Player 1 attacks with Luchataur 2 Player 2 chooses Tusked Extorter as blocker 3 Extorter is defeated and put to the discard pile as it has a lower power value 4 Luchataur can attack a second time, as it is Frenzy and survived the first attack 5 Player 2 loses 1 life point as they don't have any creature to block
Hunter
When you attack with this creature, you may choose an enemy creature that must block it.

Note: You may also choose an enemy creature that normally could not block this attack. The use of the HUNTER keyword is optional. However, if you use it, you cannot use it to attack the opponent directly.

Player 1 Player 2 1 Player 1 attacks with Killer Bee 2 Player 1 forces Compost Dragon to block 3 Compost Dragon is defeated as it has a lower power value 4 Player 2 does not have a block decision
Poisonous
In combat resolution with this creature, the opposing creature is always defeated.

Note: If the opposing creature's power value is equal to or higher, the creature that has the POISONOUS keyword is also defeated.

Player 1 Player 2 1 Player 1 attacks with Tusked Extorter 2 Player 2 discards a card 3 Player 2 chooses Spider Owl as blocker 4 Extorter defeats Spider Owl as it has a higher power value, but is also defeated since Spider Owl is poisonous
Sneaky
This creature can only be blocked by creatures that have the SNEAKY keyword.

Note: It can block opposing creatures normally, just like any other creature.

Player 1 Player 2 1 Player 1 attacks with a Sneaky creature (Spider Owl) 2 Player 2 has two creatures in play, but only Tiger Squirrel can be chosen as a blocker (as it requires Sneaky)
Tough
When this creature would be defeated while not yet exhausted, it is exhausted instead of being defeated. It does not matter whether it would be defeated through combat or an effect. Exhausting means rotating the card by 90°. This indicates that its TOUGH keyword has already been used. Being exhausted does not restrict what a creature can do (it can still attack, block, and use its abilities).

Note: If a creature with the POISONOUS keyword has equal or higher power than an opposing creature with the TOUGH keyword in combat, that opposing creature is exhausted, but not defeated.

Player 1 Player 2 1 Player 1 attacks with Kangasaurus Rex 2 Player 2 chooses to block with Elephantopus 3 Both creatures would be defeated since they have the same power value 4 Kangasaurus Rex is defeated and put into the discard pile 5 Since Elephan- topus is Tough (and not yet exhausted) it is exhausted and not defeated

Triggers

Most creatures have a special ability that triggers at a specific moment in the game. The corresponding effect takes place for the controlling player of the creature. There are the following triggers:

Play: This effect triggers as soon as the creature with this effect enters play. It always triggers, regardless of how the creature enters play (e.g., even if another effect allows you to play that card from your discard pile). If your opponent uses a Mindbug to take control of a card you played, the Play effect triggers for your opponent and not for you.

Attack: This effect triggers as soon as the creature with this effect attacks, but before your opponent decides whether to block.

Defeated: This effect triggers as soon as the creature with this effect is defeated. This means the creature is removed from the play area and placed into its controlling player's discard pile. A creature can be defeated in combat or by another card's effect. Note that this effect does not trigger if your opponent takes control of the creature, returns it to your hand, if you discard it from your hand, or if it is exhausted instead of being defeated.

Other Abilities

Constant Abilities: If a card's ability text does not contain a trigger word (Play, Attack, or Defeated), it is a constant ability. It is active as long as the card is in play and all conditions defined by the ability are met.

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GLOSSARY

The glossary contains various terms that may appear during the game.

Allied Creature / Enemy Creature: Cards in your play area are called allied creatures. Cards in your opponent's play area are called enemy creatures. When an effect affects both allied and enemy creatures, they are referred to in text simply as creatures.
When cards are part of your hand or in your discard pile, they are simply called cards.

Discard: Discarding a card means removing it from your hand and placing it into your discard pile. If an effect forces you to discard more cards than you have in hand, discard as many cards as possible.

Steal: If an effect allows you to steal a card, take a card from your opponent's hand and add it to your hand.

Take control of a creature: If a card effect allows you to take control of a creature, place it into your play area. When you take control of a creature, it remains in its current state (e.g. exhausted) and does not trigger any Play effects.

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IMPORTANT BEGINNER TIPS

Before you play a card from your hand, make sure you have a way to deal with it if your opponent decides to use a Mindbug on it.

If your opponent uses a Mindbug, remember that you immediately take an additional turn right after that.

You only have 2 Mindbugs at the start of the game, so make sure to use them at the right moment. Try not to fall into your opponent's traps or bluffs. Once you have used both of your Mindbugs, you will be defenseless against their best cards.

Enemy creatures with the SNEAKY keyword are not invincible. You can block them using your own creature with SNEAKY (or your Wild Chimera). You can defeat them using a creature with the HUNTER keyword or special removal abilities (e.g. Kangasaurus Rex, Explosive Toad, Harpy Mother). You can also use a creature with FRENZY to win the damage race by attacking twice each turn.

User Guidance on Yucata.de

Confirming Actions: Because cards are drawn from the hidden draw pile immediately after playing a card or resolving certain effects, moves cannot be undone once executed. For this reason, on your turn you first select a hand card to play or a creature to attack. Your selection will be highlighted. Then confirm your move by clicking the Finish turn button.

Ready to play?