
ear b zy i ke r zt official rulebook
ear b zy i ke r zt official rulebook
In ZYBEAR TRIKE you take on the role of a street kid, on the hunt for some quick bucks, discovering a sketchy underground community that turns Teddies into fearsome fighting machines called ZyBears, in order to pit them against each other for entertaining duels and cash prizes.
Craft a custom deck of 18 cards to battle against your rival.
Upgrade your ZyBear during the battle to increase their strength and grant them unique abilities to aid you in combat.
Destroy two of your rivals ZyBears to claim victory!
This is a deckbuilding game. That means that before you jump into an exciting battle against a rival, you need to build your own custom deck of exactly 18 cards first. When building your deck you have to follow these rules.
You need exactly 15 cards with the teal card back.
You need exactly 3 cards with the magenta card back.
You are allowed to have up to 3 copies of each card with the same ID number in your deck. (The ID is at the top of every card.)
The above values are fixed. You can not put more or less cards into your deck. It needs to be exaclty 18. Distributed like above stated.
1. 2. 3. 2
Let us take a closer look at the 2 card types that exist in this game.
1.
2.
ZyBear. (All cards with the teal card back.)
Teddy. (All cards with the magenta card back.)
It is important to note that during a game all cards are referred to as ZyBears and follow the same rules. The differentiation here is only required for deckbuilding and game set up purposes.
Unique ID number of the card.
LV (Level)
(Battle Power)
Name of the card. Effect of the card.
ID Number:
Level:
Battle Power:
Card effect:
Each ZyBear has an unique number assigned to it. Your deck can’t contain more than 3 copies of each card with the same ID number.
Each ZyBear has a level or LV in short. The higher the level, the more energy cubes you have to pay.
Each ZyBear has a battle power or BP in short. A higher BP means it is stronger in combat.
Most ZyBears have a text at the bottom. This is their effect. It is always active as long as the ZyBear remains on the battle stage.
Unique ID number of the card.
LV (Level)
(Battle Power)
Name of the card. Effect of the card.
ID Number:
Level:
Card effect:
Each Teddy has an unique number assigned to it. Your deck can’t contain more than 3 copies of each card with the same ID number.
Each Teddy has a level or LV in short. The level of a Teddy is always 0.
Each Teddy has a battle power or BP in short. The battle power of a Teddy is always 0.
Battle Power: Teddies have an effect at the bottom of the card. Unlike ZyBears, the effect only triggers when you upgrade the card. (More on that later)
The playing field is where you place all your cards and all the actions happens. Both players have the same layout.
Your side of the table.
The Battle Stage
Battle Zone 3 Battle Zone 2 Battle Zone 1 Deck Zone Energy Pool
Energy Pool:
Battle Stage:
Place all your energy cubes here.
The battle stage is where you upgrade and battle with your ZyBears. Your 3 Teddies always start the game in one of each battle zone.
Deck:
Each player starts with their own deck of 15 (teal) cards to play the game. While both players know how many cards are in each deck, no one can look at or change the order of the cards in either player’s deck.
The following items are needed in order to play the game.
Three shields. 1. 2. 3.
Your custom deck of 18 cards. Split into exactly 15 ZyBears (teal) and 3 Teddies (magenta).
Three energy cubes.
This game comes with 6 dice. Split into two categories. Energy Cube Shield 1. 2. 3.
1. 2.
Shuffle your teal cards and place them face down into the deck zone.
Both players roll a D12. The one with the higher number beginns the game. If you have the same number, roll again.
3. 4.
Place your magenta cards face up, in whatever order, onto the battle stage. One into each of the three “Battle Zones”.
Place one shield underneath each Teddy. With the 12 on top.
5. 6. You are ready to play! 7.
Place three energy cubes into your “Energy Pool”.
Draw 4 cards from the top of your deck. (No mulligan, you can’t change the 4 cards you draw)
Draw a card from the top of your deck. If you can’t draw a card, reduce the shield of all of your ZyBears by 1. 1. Do any of the following actions in any order: 2.
Upgrade any of your ZyBears on the battle stage. (A ZyBear can only be upgraded once per turn) (A ZyBear that has been upgraded can’t battle this turn) A.
Initate a battle with any of your ZyBears.
(A ZyBear that has battled can’t be upgraded this turn) B.
(A ZyBear can only battle once per turn)
3.
End your turn.
This is how you increase the strength of your ZyBear, as well as how you give them their unique abilities. Upgrading a ZyBear simply means paying the required energy cubes and stacking the new card on top of the one thats already on the battle stage.
When you upgrade a ZyBear, check the level of the ZyBear (or Teddy) that is already present on the battle stage and compare it with the level of the new card you wanna stack on top. If the level of the new card is the same or lower than the one already present on the battle stage, you can’t play this card. If the level of the new card is higher than the one already present on the battle stage, you can play it by paying its level in energy cubes. How many energy cubes you have to pay exactly depends on the level difference. If you have a level 2 ZyBear on the battle stage and you want to upgrade it with a level 4 ZyBear, you only have to pay 2 energy cubes instead of 4. Because the difference is 2.
If a card requires you to pay more energy cubes than you currently have in your energy pool, you can’t use it to make an upgrade.
If you do have the requred amount, take that amount from your energy pool and place them into your opponents energy pool. Once all the required energy cubes have been placed into your opponents energy pool, your upgrade has been a success.
When you stack a card on top, make sure the text of all cards are visible at all times.
“Teddy Eddie” is the card that is already on the battle stage in this example. And you want to upgrade it by stacking the card “Iron Paw” on top of it. “Iron Paw” is a level 4 ZyBear while “Teddy Eddie” is a level 0. The difference is 4. That is how many energy cubes you have to pay. Paying means taking them from your energy pool and placing them in your opponents. Once a card is stacked it is considered one entity.
“Hunchback” is the card that is already on the battle stage in this example. And you want to upgrade it by stacking the card “Iron Paw” on top of it. “Iron Paw” is a level 4 ZyBear while “Hunchback” is a level 3. The difference is 1. That is how many energy cubes you have to pay. Paying means taking them from your energy pool and placing them in your opponents. Once a card is stacked it is considered one entity.
Everytime you upgrade one of your ZyBears, trigger the effect of the Teddy thats attached to it. The effect of a Teddy ONLY triggers when you upgrade a ZyBear and ONLY once per upgrade. For the rest of the game, the effect of a Teddy is not active and simply can be ignored until you make another upgrade.
Trigger the effect of the Teddy every time you successfully upgrade a ZyBear.
Trigger the effect of the Teddy every time you successfully upgrade a ZyBear.
ZyBears are able to battle against each other. This is the main way to reduce the shields of your opponents ZyBears. Once a shield of any ZyBear reaches 0, it is considered destroyed. A destroyed ZyBear has to be removed from the battle stage. You can’t place a new ZyBear in its place. Destroy two out of the three ZyBears of your opponent to win!
When you choose this action, clearly announce that you do so, and pick the ZyBear you will be fighting with as well as any ZyBear on your opponents side you want to fight against. You only ever can battle against one target at a time. Be aware that once you have announced a battle, you are not allowed to retract that statement. Once you have announced your target, it’s your opponents call to react by upgrading said ZyBear. Your opponent then resolves all their effects. (if there are any) This reaction step is not mandatory and your opponent is allowed to simply decline/skip their reaction step all together.
Next. If there are any effects active on any of your cards trigger and/or resolve them now. If there are no effects, you can skip this step before moving to the last step of a battle.
Damage calculation. Compare the BP (Battle Power) of your ZyBear with the ZyBear it is in combat with. The ZyBear with the higher number is considered the winner of this particular battle. Subtract any leftover amount from the losers shield. When the shield of any ZyBear reaches 0, its destroyed and removed from the game.
The battle is now complete. Any ZyBears that have a shield value of 1 or greater will remain on the battle stage.
In this example you have chosen to battle with your “Iron Paw” against your opponents “Buddy”. Once you declared a battle you can’t take it back anymore. Now your opponent can upgrade “Buddy” if they want to, by following the regular uprade rules. Or they may skip this step. Next, check your ZyBear to see of you have any effects that trigger. If yes, resolve them. If no, continue with damage calculation straight away.
The last step of any battle is the damage calculation step. Simply compare the battle power of your ZyBear with the battle power of your opponents ZyBear you just battled against. The ZyBear with the higher battle power is the winner of this particular battle. Reduce the shield of the ZyBear that lost the battle by the amount that was overspilled.
A battle between two ZyBears with the same battle power is considered a draw and nothing happens in that case.
Compare the BP (battle power) of your and your opponents ZyBear to determine the winner.
The loser, in this case “Buddy” has to reduce its shield by the amount that was overspilled. The overspill is always the difference in BP. Which in this case is 1. Reduce the shield of “Buddy” by 1. (The shield is the yellow D12 underneath each ZyBear)
Once the shield of any ZyBear has been reduced to 0, it is destroyed, meaning it is removed from the battle stage. Destroy two ZyBears of your opponent to win the game!
In the case where both ZyBears get destroyed, both are removed from the game.
In the case where both players lose their second ZyBear on the same turn, the game is considered a tie. To determine a winner, continue to play the game as normal with both players only having one ZyBear left on the battle stage. All the same rules apply.
Should the last ZyBear of both players also be destroyed on the same turn then the game is over and considered a definite tie.
You win the game if one of the following occurs.
A. b.
You have destroyed two out of the three ZyBears of your opponent while you still have two or more left.
You have won the tie breaker.
Your opponent concedes the game by clearly stating “I concede the game”. c.
Whenever a card text contradicts any of the rules stated in this rulebook, the text on the card takes precedence. (You can think of the cards and their effects as ways to bend the rules of the game in your favor)
When an action or effect allows or directs something to happen, and another action or effect states that it can’t happen, the negative text statement always takes precedence.
In the case where an action can’t be resolved or triggered and the negative statement rule can’t be applied, the effect of the card becomes void and you continue the game like nothing happened.
Should there ever be the case where both players have to resolve an effect at the same time, the player whose current turn it is, has the priority to resolve their effects and is granted the advantage.
Abilities and effects of ALL ZyBears always trigger from left to right and from the bottom to top. Always read active cards like that.
Producer: Christopher Elkuch
Original
Game
Thank you for playing!