9DKP: The Tcg rules
New to 9DKP?
A Starter Deck and this web-manual are the purrfect place to start. All you need is a friend with a deck of their own!
Each player will start with 2000 HP. When a player takes direct damage, subtract from their HP. If your opponent runs out of HP, you win!!
Next, both players shuffle their 40-card Deck. Once both players are ready, decide who goes first by rolling a D6. Whoever gets the highest roll can choose to draw and play their cards first, or go second.
Meow draw your top 5 cards from your deck. This is your starting paw, and you can only play these cards during your turn.
character card layout
Character cards are your main source of damage and defense in your deck. As well as being your offensive and defensive front line, they also can supply you with a stream of Deadly Kat Points (DKP). DKP is used to play powerful Skratch and Character cards.
1 - Is the character's name. This is the best way to identify a character quickly, other than the really cool artwork.
2 - This is the Rank of the card in terms of Rarity, and whether or not the card is a POW Card. POW Cards are unique and sport the highest BP of any other cards, and can often be great finishers or hard hitters. Just keep in mind, you can have as many unique POW cards in your deck that you would like, if you can handle their steep costs!
3 - BP acts as the Attack and Health points. As your character loses health through battle, they also hit for less. But as they gain more health through buffs, they can also hit a lot harder. When a character's BP reaches 0, they are defeated and discarded.
4 - The card's effect or special text is located here. This determines what special ability the card has, or where the character plays its role in the universe. How the special ability is played is determined by the gem color.
5 - This is the DKP Gem. Each card has a gem that determines how their ability is played out, and either a gain or cost in DKP. If the number contains a plus(+), then you gain that much DKP. If the number contains a minus(-), then the card costs that much DKP, and you can only play the card on to the range if you have enough DKP to spend on the card. It is also important to note what color the gem is, so that you can play a cards ability correctly.
Black gem cards are neutral, they have no effect. But they do have special text that can help give an idea of the story and world the game plays in!
Yellow gem cards have an immediate effect. The card’s ability activates either immediately after it is summoned to the range, or after certain conditions are met, such as after the card being defeated.
Blue gem cards have an on going effect. The card’s ability is constantly affecting the game while in play.
Upon being defeated, all affected cards return to normal. Any BP gained from these cards is taken away first when damage is taken.
Red gem cards have an alternate ability that can be used in place of its attack. The effect may be activated whenever the card is active during the player's turn.
When the card is active, the player may either attack with the card's BP or use its alternate ability instead. Using the ability will then place the card into Katnap.
Green gem cards act as a unique variant of the Yellow and Blue gems. These cards require HP in order to play and can be “retired” to the discard pile to be exchanged for HP, DKP, and more.
When a Character card is first placed on the range, it is always is always turned sideways and remains inactive. This is known as the Katnap state. Cards in Katnap cannot attack or counterattack.
At the start of your next turn all of your cards in Katnap will wake up and become active. From here, they may attack, counter attack, or use an ability, if they have they have the proper gem color.
Character cards can be put into Katnap state through other reasons, such as: finishing an attack, choosing to counter attack, another Character card's ability, or through the power of a Skratch card.
Skratch Cards have varying effects, ranging from attacking your opponent directly, removing DKP, to putting cards into KatNap, or even clearing the entire range!
During your turn, you may play as many Scratch Cards from your hand as you would like, as long as you can afford to pay the DKP.
1 - This is the Skratch rank of the card, and determines the cards rarity. Often, the higher the rarity, the stronger the Skratch Card.
2 - This is the effect text listed on the card. The card will do exactly as this text says, and activates once you spend the DKP to play it.
3 - This is the cards DKP cost. Most Skratch Cards come with a cost, so make sure that you have the DKP to spend on these game changers!
1. As you play, you will draw from the remaing cards in your deck from the DRAW Pile.
2. Character cards are placed in the RANGE. The OVERALL RANGE refers to both players’ ranges.
Only 4 Character cards can be placed in the RANGE at one time.
You cannot choose to discard any card from your RANGE, they must be defeated or returned through play.
3. When a Character loses all of its BP, it is sent to the DISCARD Pile, awaiting resurrection or a new game.
TWO player range setup EXAMPLE
The HP & DKP Counter
1. The left side of your counter tracks your Health Points (HP) during play. This starts at 2000, which is max HP, and ends at 0, which indicates defeat.
You lose HP any time your opponent attacks you with a Character card and you have no active Character cards to counter attack with. Some Skratch cards and Character cards have special effects that can deal damage directly to your HP.
2. The right side of your counter tracks your Deadly Kat Points (DKP). This starts at 0, minimum DKP, and ends at 10, maximum DKP.
If a player reaches 10 DKP, they hit OVERLOAD. Learn more about Overload in the DKP Generation section of this page below.
After you have determined who will go first, the game rotates through two phases for each person. Those phases are:
1. DRAw phase
The Draw Phase is very simple. You draw a single card from your draw pile, and determine what your next move is...
2. Action Phase
The Active Phase is where it all goes down. All of your cards in Katnap now become active. You may also play one Character card from your hand, as long as it generates DKP, or you can afford the DKP cost. You may choose what active cards attack or use their abilities. Your opponent chooses who will counter attack to protect them. ONLY ACTIVE CARDS ON YOUR OPPONENT'S RANGE CAN COUNTER ATTACK, unless otherwise specified. Your turn ends when you have no other active cards, or declare your turn has ended.
3. END PHASE
After you declare your turn has finished, your opponent may now take their turn.
Attack Vs Defend
Any active card on your side of the Range may attack during the active phase of your turn. Your opponent may then choose which of their active cards will Counter Attack against your attack.
Combat is always 1 vs 1, only one Character may counter attack against one Attacker each time an attack is declared.
When both cards are of equal BP, neither the attacker nor the defender wins, both cards go to the Discard Pile.
In this case, both cards have 300 BP. Thus, they both knock each other to 0 BP, and both cards are discarded in a fair and equal trade.
When the defender is stronger than the attacker, the attacker is sent to the discard pile. The defender loses the difference in the counter attacking card’s BP.
In this case, Babusa, being of 900 BP, can easily take the hit from a measly 300 BP Toasted Rot. Toasted Rot will be defeated from the overwhelming power of Babusa, but Babusa does not go unscathed. He will be reduced to 600 BP (900 - 300) and remain that way unless healed or damaged again.
After Babusa counter attacks Toasted Rot, he then goes into Katnap until the next turn.
If you attack an opponent and they have no cards in the Range, or all their cards are in Katnap, you deal damage directly to their HP!
In this case, despite having cards that could defend against Toasted Rot, all the defender's cards are in Katnap! With no defensive line, the defender must take 300 damage to their health pool.
When the defender counter attacks with a card weaker than the attacker, the defending card is sent to the Discard Pile.
The Attacking card loses the difference in BP. The Defender loses the difference from their HP!
In this case, Toasted Rot is much stronger than Nurse Brandy. Thus, she loses the fight, and is discarded. The remaining 200 BP in damage goes straight to the defender's health. And Toasted Rot will be reduced to 200 BP (300 - 100) for cleaving through Nurse Brandy.
A Character card’s BP changes often during a game of 9DKP, that’s why we’ve provided BP tokens with the starter deck.
When cards are used to either defend or attack, they are placed in Katnap state, indicating that they have taken an action this turn.
Cards in Katnap state CANNOT be used to defend or attack, unless otherwise indicated on the card!
During the course of play, Character cards will lose and gain BP either due to taking damage or being granted bonuses from other cards. Since BP only deals in whole 100s, we’ve supplied starter decks with +100 & -100 BP tokens.
Nurse Brandy will attack and Toasted Rot will counter attack. Brandy deals 100 BP Damage to Toasted Rot. Brandy is defeated and a -100 BP token is placed on Toasted Rot to indicate his new BP value 200 BP.
Cheerleader Leona and Nurse Brandy are controlled by the same player. Due to Leona’s effect Nurse Brandy gains a +100 BP token to indicate her new BP value of 200 BP.
Cheerleader Leona was damaged in a previous turn. When the player puts Nurse Brandy Aid onto the Range her instant ability takes effect and heals Leona. Simply remove the -100 BP token from her card to indicate that she has been healed to her max BP.
Cards marked with the POW Kat Symbol are very powerful cards. Whether they simply have a very high BP value, or they have a very powerful ability, these cards are a must in any deck.
However, there are some limitations to how many POW cards you are allowed to have within your deck.
No player may have duplicate POW cards within their Deck. POW Cards can NOT be resurrected by Character card abilities or Skratch cards.
There is no limit to the number of unique POW cards you can have in a deck. But be wary, POW cards have a high DKP cost. If your deck cannot generate enough DKP to bring the card to battle, you might want to rethink your card choices.
You start the game with 0(zero) DKP.
Deadly Kat Points are generated by bringing additional Character cards into battle. Any Character card with a positive(+) DKP value will add to your total pool of DKP.
Character cards with a negative(-) DKP value will subtract from your total pool of DKP. Note that you cannot go below 0 DKP.
You do not lose DKP when a card is defeated, only by spending it or special means.
Your total pool of DKP is very limited. You can only store up to 10 DKP at one time. If you somehow manage to hit 10 total DKP, then you hit a DKP OVERLOAD.
During Overload all excess DKP will go to your opponent until you can spend DKP and bring it back down from 10.
If both players have hit 10 DKP, no DKP is generated until one or both players spend their points.
There is no hand limit in 9DKP. You may have up to as many cards in your hand as there are in your deck.
If you run out of cards to pull from the deck, your HP will begin to Bleed Out. Every turn that you cannot draw a card, you lose 100 HP.
You may only have 3 copies of any card in your deck, with the exception of POW Cards, which are limited to 1.
Only 4 Character cards can be on your Range at one time. You cannot directly discard any of the Character cards on the Range in order to bring a new Character on to the Range. The Characters on the Range must be defeated or returned by another card in order to be taken out of the Range.
You do not have to Counter attack. You may choose to take the damage directly instead of sacrificing cards if you wish.
Characters in Katnap state are inactive. They cannot attack. They cannot be attacked, except when specified. They cannot defend. They cannot activate their abilities.
On going effects take priority over BP. For Example, a character with 100 BP is boosted by another card to 200 BP. Both cards defend against 100 BP enemies respectively. Although the on going effect is lost, the card with boosted BP survives with its remaining 100 BP.
Sylvio Servulo Maia Conde
Rosana Vivian Schulze
Bruno Ruan de Faria Romagnoli