"Toy Wars - Rules" - Views: 442 · Hits: 442 - Type: Unlisted

How To Play:
Start off by flipping a coin. One player calls what it lands on. If they call right, they decide who goes first, if not, the other player decides. Whoever goes first flips a card off the top of the toy deck, and position that card on the play mat. Once you place a card on the field, you cannot move it’s position until a card says otherwise. Keep doing this until you have 8 Toys on your side of the field (4 in the front row, and 4 in the back row), then you stop flipping cards, and the other player does this. After both players have positioned their toys, they each draw 3 cards from the top of their assistance decks. This is called the Set-Up phase.

After the Set-Up phase, the player who went second goes first here. First, the player will look to see if there are any open spaces on their side of the field to play assist cards. If there are, they can choose to play cards there. If not, then they conclude this step, the Preparatory phase.

After this phase, they will continue on to the Battle phase. In this phase, they will choose one of their toys in the front row to attack one of the other players front row cards. These cards will battle it out. Once the battle is over, only one toy comes out, and after they do, they are flipped so that the other player can read the card like a book. This is called the Exhausted position. A toy cannot attack when in the Exhausted position. The only way to change this is to have your whole front row in the Exhausted position, then all of the cards get switched back to the Ready position. After this, the player ends his turn, unless a toy or assist card’s effect would activate here. After all effects have been resolved, it is the other players turn. The Preparatory and Battle phase repeat until one player has no more toys remaining on the field.


When in the Exhausted position, a card cannot be attacked, but it also cannot attack.

When a toy is destroyed, it goes to the toy box pile, and whatever card was positioned behind the toy in the back row, gets moved to the front row.

The only way to destroy a constant assist card is to have one of your toys attack it. The assist card will be destroyed, no matter what effect kicks in. But, if a toy attacks an assist card, that toy is destroyed as well.

There are 2 kinds of assist cards, Quick and Constant. Quick assist cards can be played usually during the Preparatory phase, although some can’t be used until the Battle phase. Constant assist cards are cards that cannot be played unless there is a free spot on the field that it can be played at.

How does battling work?

Every toy has an Attack stat, a Health stat, and an Agility stat. Attack determines how much damage is done to a toy’s health. Health determines how much health a toy has left before it is destroyed. And Agility determines which toy will attack first.

Here’s an example.

Brick Man VS Tinker Toy Pianist

First off, look at each toy’s agility. Whichever toy has the higher agility stat will attack first. In this example, Tinker Toy Pianist has a higher agility, meaning that he will attack first. If there is a tie in agility, look at the cards Health stat. Whichever one of those stats are higher determines which toy attacks first. If the toys have the same Health and Agility stats, whoever has the higher Attack stat will attack first. If the 2 toys have the same Attack, Health, and Agility stats, then both toys are destroyed.

Brick Man - 10 Agility VS Tinker Toy Pianist - 50 Agility

Next, Tinker Toy Pianist will attack Brick Man. Tinker Toy Pianist’s attack is 75, and Brick Man’s Health is 100, so that will leave Brick Man’s health at 25.

Brick Man’s Health - 25 VS Tinker Toy Pianist’s Health - 100

Now it’s time for Brick Man to attack. Brick Man has an attack stat of 50, and Tinker Toy Pianist has a Health stat of 100, so that will leave Tinker Toy Pianist with a Health stat of 50.

Brick Man - 25 VS Tinker Toy Pianist - 50

After both toys attack, what happens then? NO MERCY, THAT’S WHAT! Tinker Toy Pianist then attacks Brick Man again. Tinker Toy Pianist has enough attack to take out the rest of Brick Man’s health.

Brick Man - 0 VS Tinker Toy Pianist - 50 (Winner)

After the battle, Brick Man goes to the toy box, and Tinker Toy Pianist goes to the Exhausted position with 50 health still in tact. And that is how a battle is played out!

More Rulings:

You can only have one copy of each card in your toy and assistance deck.

You must have 15 cards in your toy deck and 5 cards in your assistance deck in order to start playing.

What if a toy can only be played by a card effect, and I draw that card in the Set-Up phase?

Then you put that card on the bottom of your deck.

If there are any questions on rulings, feel free to ask! My username is Wesinator24