GOOD GUYS LIGHT
A 24-card deck: 8 Angelical, 8 Illuminated and 8 Human.
240 TOTAL COMBAT POWERA strategic 1v1 card game where you choose a side in the conflict between 5D beings of Light and 4D entities of Darkness. Easy to learn. Hard to master.
HOW TO PLAY ↓Victory depends on intelligent card selection, awareness of the current Setting, and mastery of evolving character power. Each player chooses one complete deck: Good Guys or Bad Guys.
A 24-card deck: 8 Angelical, 8 Illuminated and 8 Human.
240 TOTAL COMBAT POWERA 24-card deck: 8 Creature, 8 Machine and 8 Human.
240 TOTAL COMBAT POWERThe strongest tier in each deck.
The middle tier, with a key strategic role.
The lowest tier, but never useless.
The Setting chosen at the start of the match stays active. It adds +1 CP to every card whose Being Type matches the type assigned to your faction.
In Round 1, each player draws 6 cards and secretly selects 3 for the Battle Zone. The other 3 are kept for later.
Add the base CP of your 3 cards and apply the Setting bonus. V.Y.R.A. reveals one dimension for each side: every matching card receives +3 CP.
The player with the higher total CP wins the round. A tie awards no round win.
All 3 cards used by each player go to the Grave and cannot be reused for the rest of the game.
Each player draws 3 new cards and keeps the 3 remaining cards in hand. Then the next round begins.
A single round decides the duel. The player with the higher Combat Power wins.
Best of 3 rounds. The first player to win 2 rounds wins the match.
Best of 5 rounds. The first player to win 3 rounds wins the campaign.
The full match: 8 rounds of 3 cards, using all 24 cards in each deck.
The selected Setting remains active for the match and grants +1 CP to every card matching the type assigned to each faction.
MYSTES: DIMENSIONAL WAR