ZUMBI TCG: OFFICIAL GAME RULES

Welcome to the neon-soaked, slime-dripping streets of Zumbi TCG. In this 10-round strategic card game, survival isn’t just about destroying your opponent, it’s about building an unkillable horde.

Protect your Undead, manage your Cost Points (CP), and dominate the Arena.

1. The Objective: HP = Score Points!

Zumbi TCG flips traditional card games on their head. You don’t win by reducing an opponent’s health bar to zero. Instead, the game lasts for exactly 10 Rounds. At the end of Round 10, the player with the highest total remaining HP across their surviving board wins the match. Every point of Health (HP) your cards have left is a Victory Point. Heal your horde, shield your boss, and melt the enemy’s board to secure the win.

2. Deck-Building Rules

Before you step into the alley, you need to build your deck.

  • Deck Size: Your deck must contain a minimum of 24 cards and a maximum of 35 cards.

  • Rarity & Category Limits: To ensure a balanced fight, your deck must meet the following specific requirements:

    • Standard Cards: 5 (Min) to 20 (Max)

    • Common Cards: 5 (Min) to 10 (Max)

    • Legendary Cards: 1 (Min) to 5 (Max)

    • Epic Cards: Min 1, max 3
    • Mythical (Zumbi Special) Cards: 1 (Min) to 3 (Max)

    • Item/Spell Cards: 5 (Min) to 10 (Max)

  • Card Copies: There are no restrictions on how many copies of the exact same card you can bring into battle, as long as you stay within the overall category limits above. Want 10 Sludge Droplets? Bring ’em!

  • Evolution Rule: To play a Stage 3 (Final Evolution) card, you must successfully include and play its Stage 1 and Stage 2 forms. You cannot drop a Stage 3 card directly onto the board without evolving it from Stage 1 and 2.

3. The Arena & Placement Rules

The board consists of two sides, each with 14 available slots (2 rows of 7). Where you place your Undead is just as important as what they do.

  • The Frontline (Defense Row): The top row, closest to your opponent (marked by the Shield icon).

    • Rule: Defensive cards must be placed in this row to activate their Special Abilities. They act as the wall protecting your backline.

  • The Backline (Offense Row): The bottom row, closest to you (marked by the Crossed Swords icon).

    • Rule: Typically used for Offensive and Neutral cards. If a player places a Defensive card in this row, it loses its Special Ability and acts only as a basic meat-shield.

  • The Zumbi Zone (Slot 4): The center columns are marked with the dripping Zumbi skull logo.

    • Rule: Zumbi Special (Mythical) cards can only be placed in Slot 4 (either in the Frontline or the Backline).

Active Board Limits To keep the game balanced, your active Arena is restricted by the following limits:

  • The Horde: Standard and Common cards have no active limits. Fill those slots!

  • The Elite Limit: You may only have a maximum of 5 Legendary cards active on the board at the same time.

  • The “One Boss” Rule: You may only have 1 Mythical card active on the board at any given time.

  • Mythical Overcast Penalty: If you already have a Mythical card on the board and want to play a different one from your hand, you must pay an extra +2 CP penalty and sacrifice your currently active Mythical to make room.

4. The 10-Round Loop & CP Economy

The game is a race against the clock.

  • A single match lasts for exactly 10 Rounds.

  • A Round consists of Player 1’s full turn, followed by Player 2’s full turn.

  • Cost Points (CP): CP is used to play cards from your hand. You do not need energy cards; CP is granted automatically at the start of your turn.

    • Round 1 = 1 CP

    • Round 2 = 2 CP

    • Round 5 = 5 CP

    • Round 10 = 10 CP

  • Use It or Lose It: Any CP not spent by the end of your turn evaporates. It does not carry over to the next round. Plan accordingly!

Overcast Penalty Rules (So you don’t become a greedy Zumbi) Because the Overcast penalty is triggered only by having a living Mythical card on the board, you can completely remove the penalty by getting rid of it. Here is exactly how it works:

  • Discarding from the Board: If your Mythical boss is low on health and you have a fresh one in your hand, you can click the center DISCARD button and eliminate your own active Mythical card from the Arena. The exact second it dies, and there are no more Mythicals in your arena, this will instantly remove the +2 CP overcast!

  • Discarding from Hand: If you discard a Mythical card straight from your hand, it won’t affect the Overcast, because the penalty only cares about what is physically alive in the Arena.

It creates a really cool strategic choice: do you keep your 10 HP Mythical alive as a blocker and pay +2 CP to drop a second one, or do you execute your own boss to save CP so you can afford to drop Kamikaze King and a Spell in the same round?

5. Card Types

  • Unit Cards: Your main units. Placed on the numbered slots to fight, defend, and earn you points.

  • Spell Cards: Powerful, one-time effects played directly from your hand. They cost CP, execute their ability immediately (like dealing direct damage or healing), and go straight to the trash. They do not take up a slot on the board.

  • Item Cards: Permanent buffs or weapons. Items cost CP and must be “attached” to an existing Undead card on your board. When that Undead card is destroyed, the Item goes to the trash with it.

6. Winning the Game & Core Strategies

The game ends immediately after Player 2 finishes their turn in Round 10. Tally up the current, remaining HP of every Undead card alive in your Arena. The highest score wins!

Master the Strategic Trinity:

  • The Aggressor (Score Reduction): Focus on Offensive cards and Spells with abilities like Neon Pierce or Acid Burn to aggressively wipe out enemy cards and delete the opponent’s score.

  • The Defender (Score Protection): Use Gutter Wall mechanics and high-HP Defensive cards in the Frontline to protect your weaker, high-value cards in the Backline.

  • The Medic (Score Generation): Utilize Lifesteal, passive healing like Neon Glow, and healing Spells to constantly top off your Arena’s HP, literally inflating your final score before the game ends.

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