The Rules
Understand the basics
What you need
- Pack of Podmobs cards
- Health tracker notebook or piece of paper
- 6-sided die
Common phrases
- Battle Hand: Each player has a 10-card battle hand made up of:
- 5x Character Cards
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- 3x Ability Cards
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- 2x Item Cards
- Dice: Use a 6-sided die (1d6) for attacks, abilities, and special events.
- Notebook: Used to track HP, mana, and action points (AP) for each character and player.
- Players: There are ideally 2 players per battle, but it can have up to 4 players.
- Counters: Different mob regions have weakness and strength against each other. Weakness adds a modifier to the stated damage of attacks and abilities.
- Action Points (AP): Points are used to perform actions in the game, such as attacking, swapping mobs, and using items and ability cards.
Card Types
- Character Cards: These cards have attack, defence, health, and mana values. Characters are used for attacking, defending, and performing abilities.
- Ability Cards: Abilities provide buffs, debuffs, or special moves that characters can use. Abilities typically cost mana and sometimes require a dice roll for effect.
- Item Cards: Items give one-time boosts or effects like health restoration, mana replenishment, or special attacks.
Mob region counters
All regions have weaknesses or strengths to consider when building your deck.
- Fire Type
Strong Against: Grass (Fire can burn grass)
Weak Against: Ice (Fire can be extinguished by Ice) - Ice Type
Strong Against: Sand (Ice can freeze sand, making it rigid and unmovable)
Weak Against: Fire (Fire can melt ice) - Grass Type
Strong Against: Sand (Grass can grow through sand and destabilize it)
Weak Against: Void (Void removes the elements to support life) - Sand Type
Strong Against: Void (Sand can fill and neutralize the Void)
Weak Against: Grass (Sand can be overtaken by vegetation) - Void Type
Strong Against: Fire (Void can absorb Fire)
Weak Against: Ice (Void cannot affect the solid state of Ice)
Playing the game
Getting started
- Roll Of Chance: Both players must roll the dice. The highest roll becomes Player One. In the event of the die landing on the same number for both players, you redo the roll of chance for both players.
- Pick Your Mob Cards: Determined by the roll of chance, players take turns to pick cards using this order:
- Player One picks one card
- Player Two picks two cards
- Player One picks two cards
- Player Two picks two cards
- Player One picks two cards
- Player Two picks one card
- Shuffle your Ability Cards: Shuffle the Ability cards and deal three cards to each player.
- Pick your Item Cards: Item cards should be laid out on the table, and pick 2 cards each using the order:
- Player One picks one card
- Player Two picks one card
- Player One picks one card
- Player Two picks one card
- Draw Hand: Each player draws 5 cards from their deck to form their battle hand. Only 3 podmob cards can be in play at any time, with two in reserve and 2 ability or item cards.
- Starting AP: Each player starts with 3 Action Points (AP) per turn.
Attacking
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When a mob attacks with a standard combo, roll the die to determine the outcome:
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1-2: Miss (attack does no damage).
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3-4: Standard damage (character’s base attack value).
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5. Effective Hit. Damage+1
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6: Critical Hit. Damage +2
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If the mob attacking is effective against the defending mob (attacker advantage) then:
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1: Miss (attack does no damage).
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2-3: Standard damage (character’s base attack value).
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4. Effective Hit. Damage+1
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5-6: Critical Hit. Damage +2
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If the mob attacking is weak against the defending mob (defender advantage) then:
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1-3: Miss (attack does no damage).
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4-5: Standard damage (character’s base attack value).
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6. Effective Hit. Damage+1 Impossible: Critical Hit. Damage +2
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Defending
When there is a mob advantage, the defender can roll. If there is no advantage the defender does not roll.
- If the defender has the advantage:
- 1-4: Full damage taken.
- 5: Reduce damage by half (round up).
- 6: Dodge all damage.
- If the attacker has the advantage:
- 1: Critical Hit (double damage taken)
- 2-4: Full damage received.
- 6: Reduce damage by half (round up).
Luck Draw (Special Event)
At the start of each turn, a player can spend 1 Action Point (AP) and choose to roll for a Lucky Draw:
1: Lose -1 AP this turn.
2: Choose 1 mob to lose 3 HP
3: Draw 1 additional item or ability card (if there are any left).
4: Gain +1 AP this turn.
5: Gain +3 temporary health for this turn.
6: Gain +2 mana to any character on the field.
Using Health, Mana, and Action Points
- Health (HP): Track each character’s HP. When it reaches zero, that character is removed from play.
- Mana: Used for abilities; each character has a maximum mana pool listed on their card. Mana replenishes by +1 at the start of each turn.
- Action Points (AP): Players start each turn with 3 AP. AP is used to attack, summon characters and play ability or item cards.
Endgame and Winning
The game ends when one player has ran out of Mob cards to continue fighting. The opposing player is then declared the winner.