2. 2
Description
Anime Showdown is a battle royale, if you enjoy Anime, you will love this spin off spoof of the
real deal. This game is an explosive game to be enjoyed by tabletop players, and casualplayers alike. This
game can be enjoyed by 2 players, battling head to head against one another, or can be uniquely played as
a player vs. player, free for all in a 4 player versus match. Anime Showdown gives the player the
ultimate element of surprise. Each card included in the game is unique, being that there is only one of it’s
kind. This offers players a chance to combine multiple combinations of cards to surprise, and defeat
opposing players, using different characters,and different elements.
Being that no two cards are alike, players need to combine different cards from the different card
categories to create the best combos in hopes of defeating their opposing players. This would be
considered the key to “Anime Showdown”, making it unique from other games of its genre. Each player
is able to choose their Main Hero; this is their main source of staying in the game. What does every main
hero need? The answer is Sub-heroes. These Sub-heroes act as a unit that protects the Main Hero. If these
Sub-heroes fall, the Main Hero will be left open for opposing players to do with them as they wish. If the
player wishes to stay in the game, never leave your Hero wide open. Pairing unique spell, neutral, and
death cards, players have opportunities to mix and match which ever cards they want to build their perfect
deck.
The goal to “Anime Showdown” is to be the last player standing. When a player’s main Hero
dies, they have lost the game. By implementing a solo strategy, players can manipulate or strategize
however they like to overcome and overthrow their opposing players.
3. 3
Developer’s Log
The mechanics that were in our game to begin with was Resign, Attack, Buy/Sell, Steal, Swap and
Replace these mechanics brought us “Anime Showdown”. We developed a card game to bring a bit of
strategy into our game. We then changed the mechanics to give it a bit more of a different outlook. After
the change of Resign to Memorize/Recall and Steal to Write/Draw we were able to add an addition to our
game that has helped it progress a bit farther then it was expected to do. However,Even with our strides
these changes still caused their problems and challenges that we had to overcome.
As we said before the task was riddled with speed bumps for both our memorize/recall change and our
write/draw. The first of our problems started with how to implement the new mechanic. While we all
knew the game rather well we had issues trying to replace what we had already done so that it was apart
of our game seamlessly, and so we started with the memorize/recall.
Memorize/recall had a rough start at the beginning and didn’t seem to smooth out until the end.Now,this
rough start was not from a lack of ideas instead the capability of these ideas. For example one of the
original design ideas was to have players remember what cards had been drawn and used by another
player and when a card was used or discarded they could get rid of a different card in hopes a player
doesn’t catch them. Now, while the idea sounds interesting it was proving difficult to implement and use
in the game with easy. The second most popular was giving the player a chance to reenter the game if
they had died. The means to this was that the player had to remember what the first card they laid down
was.This obviously causes some issues in concerns of how do you make it so other players don’t cheat,
and as a result the idea seemed to be cast to the side. After which was a slur of half baked and
uncompleted ideas that ended up bringing the team back to the idea of revival. However,this new idea
implemented the use of a life card that allowed the hero to gain abilities and powers on his resurrection
with only 1 Hp. The team decided that this would work as it fit in the game and helped balance out death
cards.
Write/draw also had a rough start,but not because of the quality of ideas, but because we couldn’t come
up with that many ideas. This mechanic seemed to bounce around a single idea that was we should make
it so that players should write down their character's health and buffs. However,this idea seemed to be
too simple for some and so the search continued. One of the very few ideas to supercede the writing down
to keep track of health was a rune system that would allow players to defend themselves. However,this
didn’t seem to fit into the game and was perceived as more of a pointless mini game completely separate
from the game itself and thus was discarded leading us back to the health tracker which eventually
became apart of the game and was received well by play testers as they felt they could despers their
attacks instead of focus in an attempt to make it easier to remember.
Even though this phase of our game brought about bumps in the road, we were able to overcome these
challenges as a team, and we feel the changes made better benefit the overall gameplay, and player
enjoyment. Having to switch up two main mechanics that was set early on in the game design phase
would throw any team on a loop at first, but after grasping what these mechanics could add to the game,
4. 4
and how it could possibly make the gameplay better, formulating ways to incorporate them only added to
how interesting our game would become. Play testers enjoyed testing the prototype of our game, and
pointed out flaws that only those testing the playability of the game could. This benefited the outcome of
the designs and the mechanic aspects of the game as a whole. After thorough examination and repetitive
trial and error, we do believe this version of the game is the most unique table-top experience to be
enjoyed by not only Anime fans, but anyone who wants to enjoy building decks and battling against
friends for some good old fashioned fun.
Designer’s Intent
The designer’s intent of this game is as follows:
● To make a game for anime lovers Teen +.
● To make a card based game that clearly expresses the power of anime characters,and
their abilities.
● To have a game that settles the score between one of these popular anime is the most
powerful.
● To make a game that has almost unlimited card combinations for players to choose from.
Materials List
● 1 Game Board
● 4 Health log
● 4 Pencils
● 1 6 sided die
● 5 Hero Cards:
1 John
Health - 45
Special - Deals 1
damage to any
character
Cooldown – 4 turns
1 Noratu
Health- 45
Special - Deals 2
damage to any
enemy Neutral
Cooldown – 4
turns
1 Nash
Health- 45
Special - able to find
neutral cards at no
cost from own deck
Cooldown – 4 turns
1 Inuyoshigo
Health-45
Special - One sub-
hero Gains 2 attack
for one turn
Cooldown – 4 turns
1 Natsura
Health -45
Special - Natsura
deals 1 damage to all
enemy Sub-hero and
neutrals or 2 damage
to the enemy hero.
Cooldown – 4 turns
5. 5
● 20 Sub Hero Cards
1 Bohan
Special - gains 2
attack when Drag no
ball Characters are on
the field.
Health- 11
Attack - 3
1 Quara
Special-
regenerates 1
point of health
each turn. Max 10
Health - 7
Attack - 6
1 A Rock
Special- give any 2
Lokémon on the
player’s field +2 to
attack
Health - 7
Attack - 6
1 hōmaru
Special- Gains 2 to
attack when this
card is on the field.
Health - 6
Attack - 7
1 Ray
Special - Any
character damaged
by this sub-hero
can’t attack for one
turn.
Health - 6
Attack- 7
1 Piper
Special - recovers 3
health for 2 turns but
can’t attack.
Health - 12
Attack - 3
1 Sazukie
Special- (Curse
mark) when health
reaches 3 or below
increase attack by
10
Health - 14
Attack - 2
1 Christy
Special- gives any 2
Lokémon on the
player’s field +2 to
health.
Health - 5
Attack - 8
1 Katome
Special- gives 2 to
health to Hippo and
Tango when she is
on the field.
Health - 5
Attack - 8
1 Lucky
Special - Deal 1
damage to a neutral
character when a
Fairy Tale character
is summoned
Health - 12
Attack - 3
1 Vincent
Special - Gains 1
attack when on the
field with a John
Character.
Health - 6
Attack - 7
1 Maku
Special - Has a
clone take the
damage every 3
turns.
Health - 9
Attack - 5
1 Lary
Special - allows
Lokémon to switch
attack and health.
Health - 10
Attack - 4
1 Hippo
Special - Able to
recover 1
Inuyoshigo spell
from grave.
Health - 13
Attack - 2
1 Ezra
Special- Gains 1
attack for every
Fairy Tale neutral
character on your
field and 1 health for
each Fairy Tale
character of yours
that are defeated.
Health - 9
Attack - 5
1 Kountry
Special - Gains 3 to
health when a Drag
no ball Character is
on the field.
Health - 8
Attack - 5
1 Porchimar
Special - Comes
back to life once
with 2 less attack.
Max 1 use.
Health - 6
Attack - 7
1 Prof Oak Tree
Special- Recover any
Lokémon character
card in graveyard and
add it to your hand.
Health - 11
Attack - 3
1 Tango
Special - Able to
destroy 1 neutral
card every 5 turns
and can’t attack if
ability is used.
Health - 10
Attack - 4
1 Slappy
Special - gains 4
attack if Darla is on
the field.
Health - 15
Attack - 1
6. 6
● 60 Neutral Cards
1 Archer of Sin
Health - 10
Attack- 1
1 Agony
Health - 2
Attack- 5
1 Electra-node
Health - 6
Attack- 3
1 Miruko
Special - Able to
recover 2 hp when
on the field with
Kagome and
Sango.
Max 2 use.
Health - 4
Attack- 3
1 Elfboy
Health - 2
Attack- 5
1 Henchmen
Health - 2
Attack - 5
1 Itchy
Special - Avoids
half damage done
to him by another
card and deals one
back to attacker
Health - 5
Attack - 3
1 Charlizard
Special - gain 2 to atk
when on the field
with Rikachu.
Health - 3
Attack - 4
1 Kira
Health - 4
Attack - 4
1 Anna
Health - 10
Attack - 1
King
Health - 4
Attack - 4
Meba
Health - 10
Attack - 1
Rikachu
Health - 2
Attack - 5
Toehako
Health - 6
Attack - 3
Cindy
Special - During
your turn you can
heal a target for 2 hp
Health - 9
Attack - 1
1 Frank
Health - 8
Attack - 2
1 Padora
Special - can
double health for
2 turns but attack
is reduced by 1 for
duration.
1 Mobile Plant
Health - 4
Attack - 4
1 Toga
Special - Gain 1 to
attack when on the
field with a
subhero.
Health - 7
1 Darla
Health - 8
Attack - 2
7. 7
Max 2.
Health - 7
Attack - 2
Attack - 2
1 Brody
Special - gains 2 to
attack when there is
anotherDrag no ball
Character on the field.
Health - 5
Attack - 3
1 Nobiteo
Health - 6
Attack - 3
1 Scissor
Health - 10
Attack - 1
1 Nara
Health - 8
Attack - 2
1 Maxxus
Health - 4
Attack - 4
1 Pride Sinner
Health - 6
Attack - 3
1 Arukas
Health - 4
Attack - 4
1 Pidgeon
Health - 6
Attack - 3
1 Maga
Health - 10
Attack - 1
1 Duvia
Health - 2
Attack - 5
1 Lust Sinner
Health - 8
Attack - 2
1 Puu
Health - 6
Attack - 3
1 Hunter
Health - 8
Attack - 2
1 Entera
Health - 2
Attack - 5
1 Najeel
Health - 10
Attack - 1
1 Greed Sinner
Health - 2
Attack - 5
1 Tiny
Health - 8
Attack - 2
1 Black Onix
Health - 4
Attack - 4
1 Rinton
Health - 6
Attack - 3
1 Hokie - Pokie
Special - When
Lucky is targeted for
an attack this card
can be played from
your hand and will
take the hit instead.
Health - 9
Attack - 1
1 Envy Sinner
Health - 4
Attack - 4
1 Kimimiri
Health - 10
Attack - 1
1 Mew-mew
Health - 2
Attack - 5
1 Faken
Health - 8
Attack - 2
1 Panther Cat
Health - 6
Attack - 3
1 Mimer
Special - able to use a
character ability in
1 Eiren
Health - 4
1 Zitto
Special - copy one
character card that
1 Tar-Un
Health - 10
1 Lana
Health - 8
8. 8
any players grave as
its own.
Health - 5
Attack - 3
Attack - 4 any player has used.
Health - 1
Attack - 5
Attack - 1 Attack - 2
1 Hector
Health - 6
Attack - 3
1 Beibara
Health - 8
Attack - 2
1 Muck
Health - 10
Attack - 1
1 Totosan
Health - 2
Attack - 5
1 Levi
Health - 4
Attack - 4
1 Punchy
Health - 10
Attack - 1
1 Atsu
Health - 2
Attack - 5
1 Mr. Dime
Health - 8
Attack - 2
1 Sherona
Health - 4
Attack - 4
1 Makos
Health - 6
Attack - 3
● 3 Death Cards
1 Death Notepad
Each player must choose one card
to sacrifice from his or her hand to
the discard pile.
1 The Purrrfect attack
All neutral cards are discarded from
the hand.
1 Philosopher's Spell Book
Cuts the life points of all heroes in
half.
● 35 Spell Cards
1 Beast
Increase a sub-heroes
attack to 900 for one
turn
1 linking Jutsu
Choose 2 neutrals
cards on the field
and when 1 is
defeated so is the
other
1 Lokeball
Return any
Lokémon to your
hand restoring all
its half.
1 Shikon Jewel
Heal 2 HP and grant +2
attack
1 Fairy Rule
Destroys all
neutral
characters and
deals 5
damage to
enemy hero
1 Bean of Health
Restore health to all
Neutral and Sub-Heroes
1 Conjure Scroll
Summon any
character card to
1 Blue Candy
Give a neutral or
sub-hero +3/+3
1 Robe of the Firey Rat
It gives +2 to health
1 The Law
Add Fairy
Rule to your
9. 9
on your field the field from the
anime deck
hand from
center.
1 Dragon Tooth
Resurrect one Neutral
or Sub-hero from the
grave and place it in
your hand or on the
field with 2 less attack.
1 Recycled Paper
Bomb
Deals 3 damage to
any Neutral
Character card and
1 damage to
adjacent character
cards..
1 Lotion
Restore 8 health to
a character
1 Katome’s Bow
Gives Main Hero a +3 to
attack
1 Energy
Heals
your Hero for
2 HP and
gives him/her
an attack of 2
for 1 turn.
1 Power Beanie
Deal 4 damage to a
Neutral or Sub-Hero
1 Cloud Bomb
A neutral character
card can’t be
attacked unless it
attacks.
1 String
Return a Neutral
character card to
the hand
1 Wind tunnel
Clear all neutral enemies
cards from board
1 Fairy Orb
Your Sub-
heroes and
neutral are
shielded until
your next
turn.
10. 10
1 Tornado of Might
Return one Neutral
Character Card to the
player's hand
1 Shurihen
Deal 3 damage to
any character.
1 Cut-Open
Kill a Neutral hero
instantly and gain
2 health.
1Kotsu
Deals 3 damage to any
enemy character
1 Flavor
d’etoilets
Sacrifice 1
Fairy Tale
neutral charter
and deal
damage to
opposing hero
equal to the
sacrifices
health
(Double if its
a sub hero)
1 Space Pod of the
Black Hole
Send a Enemy Neutral
Character card back to
your hand
1 Summo Academy
Give your hero + 3
attack for 2 turns.
1 Wipeout
Clear all neutrals
on the board
1 Tatsusaga
Grants a + 4 to attack
1 Dog Raid
Double one
character’s
attack for 1
turn.
1 Black Belt
Give all Neutral
character cards
currently on your field
+2 attack
1 Lazy Shadow
Clone
Make an exact
copy of any Sub-
hero or neutral
character..
1 Here
Give one
character card you
own +3/+3
1 Goraisha
Gain 2 attack and heal 1
HP when the character
equipped with this defeats
an enemy
1 Healing Cat
Magic
Heal a
character for
half of their
original
health.
11. 11
1 Super God
Give a card +5/+5
1 Tada Jutsu
Bring back any
character that has
been defeated (can
also be used on
your hero if this
card is in your hand
and hasn’t been
used).
1 Float
Reduce one
neutral to 1/1
1 Demonic Doll
Discard this from your
hand to prevent a
character from being
destroyed for a turn.
1 Cat Scales
Blocks one
enemy attack
1 Fusion
Sacrifice two cards on
the field and give their
attack and health to a
Neutral or Sub-hero
character for 3 turns
1 Whiped jutsu
All neutral cards on
field deal half
damage to you for
2 turns.
1 Boulder Smash
Deal 5 damage to
a Neutral
character card and
draw a card from
the anime deck
1 Ninto
Grants +1 to health for
each spell on the field
1 Fire Roar
Deal 3
damage to all
enemy
Neutral cards.
1 Kings Throne
Makes a Neutral
Character Card Immune
to damage for one turn
1 Zematersu
Deals 1 damage to
2 enemies over 3
turns
1 Blinding Light
(Blind) Keep two
Neutral Character
cards from
attacking for a
turn
1 Poison Rope
Deals 1 damage to 2
enemies over 3 turns
1 Zed’s Book
Summon 2
demons with 2
HP and 2
attack.
● 5 Life Cards
1 John
Uses the ability of
one dead Sub
Hero including
their attack and
special effect.
1 Noratu
Able to bring
back 3 cards in
grave add one
to field and rest
to your hand .
1 Nash
Allowed to take 2
neutral cards from
the center putting
them on the field
immediately
1 Inuyoshigo
Able to use any
spell in own
grave for 3
turns.
1 Natsura
Deals 4 damage
to all neutrals
and gains 1 hp
for each one
knocked out and
12. 12
deals 5 damage
to all Sub-Heros
gaining 2 hp for
each one
knocked out.
Printable Materials
Cards:
Hero Cards:
27. 27
Rules
Set up:
● Player lays down game board.
● Each player takes turns rolling a 6 sided die to determine who chooses their Hero first.
● If players roll the same number they must re-roll until one player rolls higher than the other.
● Revealwhere all life cards are in a line up and place them face down.
● The player rolling the highest number also chooses their 4 sub-heroes of choice first.
● This sequence continues as the rest of the players choose their cards,going from highest roll to
lowest roll.
● Each player selects a hero and 4 sub-heroes of their choice.
● Players then draw five random spell and Neutral cards.
● Player places heroes, and sub heroes on the field, shuffles his five spell and five neutral cards
together and draws the top three cards.
● After the player draws their cards,they will be allowed the option to swap one of the cards in
their hand with the next card on top of their deck.
● The remaining neutral cards are shuffled and the top five cards are revealed placed on the line up,
the same goes for the spell cards.
● The player can only have up to 8 Neutral Characters on the field.
28. 28
Turns/ Game Play:
● Players start their turn by drawing a card from their personal deck. Player’s hand cannot exceed 5
cards.
● Throughout the game players will have the option to skip their sub-heroes turn and get a card
from the center to add it to the deck. (Attack or use Ability).
● If the player drew a card they may shuffle it into their deck or simply place it at the bottom of the
deck.
● Next the player will lay down the cards they wish to use during their turn and attack his opponent.
The player cannot attack with the sub-hero chosen if they chose to draw from the center during
that turn. At the end of the attack phase they must discard any spells that have been used or
defeated characters.
● At the end of the player’s turn, if the player has noticed they have run out of cards in their hands,
on their next turn they will draw 3 more cards.
● Players must attack in this order: neutral character cards first,then sub-heroes cards second, then
the hero. If no neutral characters are on the board, then the player can skip that level and go for
the sub-hero. If they are no sub-heroes,then the player can attack the opposing player’s main hero
directly.
● Players cannot attack on their first turn, or when a character is first summoned. If a player
summons a new character that turn they must wait a full turn to be able to use its attack ability.
● After a Player’s cards take damage they will record it on the sheet provided.
● All special abilities are optional and do not have to be used every turn.
● If a player’s hero card dies and they have not attempted to use their life card will have a chance to
remember which card is theirs.
29. 29
● If the player guesses right their hero goes back up to 1HP and is able to use the ability described
on the card.
● If the player guesses wrong they lose and are out of the game.
End Game Conditions:
● The game is over when a player’s hero dies.
● If there is no cards in deck the player’s hero will lose 1 Health every turn, unless using life card,
if this results in the player’s hero dying then their game is over.
Mechanics
Memorize and Recall -
When the game is coming to a close and all looks lost and their hero dies they are
given the chance to have the opportunity to go on one last rampage.
The player’s hero card no longer has any hp left. The player now has to remember
where is life card was placed at the beginning of the match. If he/she has
succeeded and now has 1 hp and gets to draw a life card.
30. 30
Swap/Replace-
At the start of the game players can swap out 1 of their 3 cards with the cards at the
top of their deck.
She just finished drawing 3 cards from the top of her deck. She is now deciding on
which card to keep and which one to swap/replace. She has decided on which two
to keep and which one to trade in. She puts the one she doesn’twant backin the
deck and keeps the one she has drawn from the deck.
Attack -
For our game all cards (except spell cards) have an attack value and this value
whether it's greater or less than the enemies can be used to deal damage to any
other card with a health value.
The player is selecting the card that he/she wants to attack the other player with.
The player has chosenthe card that he/she wants to attack with and is now
targeting/attacking the other player.
31. 31
Write and Draw -
Through out the game player’s neutrals, sub-heros, and hero take damage and must
keep track of this and are able to do so by writing it all down.
The player’s character card has taken damage and the player is now writing down
the card’s health minus the amount of damage taken. The number at the bottom is
the card’s remaining health.
Trade (Buy and Sell) -
Throughout the game players will have the options to trade in their sub-heroes turn
to get a card from the center and add it to the deck.
She has chosen not to attack and is in the process oftrading in her sub-heroes turn
to gain another card from the center and add it to her deck.
32. 32
Resources
Board Background
Fire_fist_vs_water_fist-wallpaper-3840x2160. (2011, February 11). Retrieved July 23, 2015.
https://www.flickr.com/photos/131257392@N07/16503131325/
Card Background:
Rainbow Lights HD Background. (2012, September 8). Retrieved July 23, 2015.
http://badabstraction.deviantart.com/art/Rainbow-Lights-HD-Background-326159798