The Arrow Rules

these are the rules for the Arrow version of ConCardia that was distributed at conventions between May, 2014 and February, 2017.

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The game is played on a 6x6 grid. Both players start by simultaneously placing a card in the center so that the two cards touch only by the corner. The game is won by getting 5 points (capturing a card is generally worth 1 point), or by having the most points by the time the game ends.

Players take turns placing cards. (Starting player is determined by the rock/paper/scissors of the starting cards placed, loser goes first. In a tie, lower Defense value starts. If there is still a tie, determine start player by actually playing Rock Paper Scissors.) Cards must be placed orthogonally or diagonally touching an already placed card. Cards are always placed face up for the player who is placing the card. Orientation indicates ownership. A card is captured when opponent’s cards which touch the card and have arrows pointing to it have a combined Strength Value equal or exceeding the card’s Defense value, but for an arrow to count the card must beat its target in Rock/Paper/Scissors. When a card is captured, it is placed in the capturing player’s Victory Pile. All cards are returned to their original owners at the end of the game.

Starting The Game

Each player starts by shuffling their deck and drawing 7 cards.

Both players will select a card from their hand and place it face down, revealing simultaneously. Compare the Rock/Paper/Scissors trait of the cards. The player with the card that loses goes first goes first. In a tie, lower Defense goes first, then lower Strength. If there is still a tie, play Rock Paper Scissors and the winner goes first. Each player places the starting card in the space just left and towards themselves of the center of the Play Area.

Play then begins following the Turn Sequence below.

Turn Sequence

1. Draw Step - Active player draws a card from their deck.

2. Persistent Effects Step - Some cards reference this Step.

3. Action Step - Active player takes an action: playing a card to the board, playing a special effect card to the Persistent Area, or activating an Action on a Play or Persistent Card. A player may choose to pass and not take an action.

4. Capture Step - Check to see if any cards have been captured. If multiple cards are captured, all are captured simultaneously, even if one captured card is involved in capturing another card.*

5. Clean Up Step - All captured cards are moved the the appropriate Discard Pile. Immediate Cards are moved to the Discard Pile. Check for victory.

Special Rules for Capturing

Some cards have Reaction effects that happen when a card is captured, and it may be unclear what order things happen in. The order of the Capture Step is as follows:

1. Compare Strengths and Defenses to determine all cards that would be captured.

2. Reactions to “if a card would be captures” effects occur. If such an effect occurs, repeat step. These reactions only occur once for each card that is affected. For example, if a card says “if a card would be captured, slide that card,” and after sliding that card it would still be captured, it is captured and the Reaction does not occur again. However, of sliding that card moves it to safety, it is not captured.

3. Remove all cards that are captured.

4. Reactions to a card being captured occur. These reactions still occur even if the card with the Reaction ability is captured this turn.


The game ends if either player has 5 or more cards in their victory pile at the end of a turn, or if both players pass consecutively. The player with the most cards in their Victory Pile wins. If there is a tie, then the player with the most cards on the board wins.

Additionally, a player loses if they have no cards in play on the board at any time after the end of their third turn.

Card Attributes

Every card has certain attributes: Rock/Paper/Scissors, Point Value, Arrows, Special Text

Rock/Paper/Scissors - Every card is Rock, Paper or Scissors. This indicates which cards can be used to capture which other cards. A card whose R/P/S trait is beaten by another card’s R/P/S trait is referred to as the “subordinate card.” The card that does the beating is called the “superior card,” and its arrows pointing to that card are called “superior arrows.”

Arrows - Arrows can point in any of the 8 orthogonal and diagonal directions. Arrows only have an effect on cards which are directly next to a card.

Defense Value - If, during the Capture Step, there the combined Strength value of cards that have Superior Arrows pointed towards it equals or exceeds the Defense, the card is captured. A card with 0 or less Defense is not captured unless there is at least one Superior Arrow pointed to it.

Strength Value- The value that a card projects via arrows towards cards where it has Superior Arrows. If total strength of Superior Arrows against a card equals of exceeds its defense, the card is Captured.

Type - Every card has one or more types. These types have no effect on their own, but many card abilities will reference card type. For example, a card that says "People cards are +1 Defense" means that cards with the "People" type are affected by the ability.

Special Text

Some cards have special text which has a special effect on how the card works or the general game state. Special text will be tagged as either “play”, “action”, “immediate”, “persistent”, or “response”.

Play - Play effects are in effect while the card is in play on the table.

Action - Action effects can be activated on a card on the board instead of taking another action.

Immediate - To activate an Immediate ability, the player declares the Immediate effect and the card is placed in their Discard Pile after the ability concludes. Immediate abilities on cards on the Board have no effect, and Play abilities have no effect on cards being used for their Immediate ability. Playing an Immediate ability is an action.

Persistent - A card with the Persistent trait may be played to the Persistent Area or the Play area. Ongoing abilities of a Persistent card have an effect whether the card is in the Play Area or Persistent Area. Card actions can likewise be used in either area. Generally, it is better to play a Persistent card to the Persistent area because it is much more difficult to remove a card from the Persistent Area than the Play Area.

Reactions - These abilities are played in response to another action and do not take an action to use. “Play Reactions” only have an effect if the card is in the Play Area. Reaction may also be preceded by “Hand”, “Discard”, and “Persistent”, indicating the zone the card must be in for the Reaction to occur. If the ability is simply marked “Reaction”, then it occurs whenever the reaction situation occurs if appropriate for the ability. For example, a card with the ability “Reaction: when you opponent sneezes, you may play this card.” could only be played from you hand, the term “play” refers to taking a card from your hand and putting it in the Play Area.

Special Terms

Action - Each player gets one action each turn. That action can be placing a card in the play area, playing an Immediate or Persistent Special Card, or activating an Action on a card in play.

Activate - An ability is considered Activated when a Player declares the ability. Anything that happens in response to an ability being Activated happens even if the ability is Cancelled.

Adjacent - in a neighboring space either orthogonally or diagonally.

Board - A card is considered on the Board if it is in the Play Area or Persistent Area.

Cancel - If an effect is Cancelled, then all costs are still paid, but the effect has no other impact on the game. If an Immediate Effect is Cancelled, the card is still discarded and all other Costs are paid. A Cancelled Action still counts as a Player's Action for the turn.

Charge Counter - Some cards specify ways in which Charge Counters may be created, usually to be stored on a card in Play. Whenever a player is required to discard a Card as a Cost to play an effect, these counters can be Removed in place of discarding a card at a one to one exchange. Costs may be paid partially with Charge Counters and partially with Discarding Cards. Charge Counters may not be used to prevent Discard effects caused by an opponent's effect.

Cost - If an effect has a "cost", the cost can be paid by discarding that many cards or Charge Counters or a combination of the two to add up to the Cost value. If an Action or Immediate on a card specifies "Cost: 4", then a total of 4 Cards and/or Charge Counters must be Discarded to create the effect. A player may not overpay a Cost to increase the Power of an effect unless the Card specifies otherwise. A Player also may not activate an effect without paying its cost. For example, an Immediate with a cost of 3 cannot be activated without paying the cost for the purpose of putting the card in the Discard. If the cost is "X", then the Player activating the ability may select any value for X.

Jump - Move a card orthogonally or diagonally from one side of an occupied space to an unoccupied space on the other side.

Move - Take a card in play and place it on a new space. The effect will specify where the card can be moved to.

Play - Take a card from your hand and place it in the Play Area. When a Card is Played, it must be played adjacent to a card already in the Play Area.

Power - All effects have a Power value that is equal to the number of cards/Charge Counters discarded to activate the ability. For Immediate effects played in the normal way where the Immediate card is discarded for the effect, that card is counted as well.

Remove - Take a card that is in the Play Area off of the table. It is placed in the Discard Pile. This does not affect cards in the Persistent Area unless it specifically says that it removes from the Persistent Area.

Reaction - This card can be played in response to an event even when it is not your turn. Does not count as an action. A Reaction may only be used once per event. For example, if a Reaction says that it may be used in reaction to a card being captured, it may only be performed once per card that would be Captured. However, if the Reaction does not indicate a specific event, then the Reaction may be done multiple times in response to various events or non-events.

Same Card - Two cards are considered the same if they have the same name and are from the same set.

Slide - Move a card. Unless card states otherwise, card is moved 1 space orthogonally or diagonally.

Superior - As if it had a superior R/P/S type for offensive purposes. If a card's text indicates that it is Superior to a group of cards, it can participate in capturing those cards. This does not prevent other cards from capturing it. For example, a card that is "Superior to all other cards" can still be Captured by cards with a R/P/S type that beat's its own. Two cards can be Superior to each other and even Capture each other.


The Play Area is common for both players, but each player has their own Persistent Area, Discard Pile, Hand, Deck, and Victory Pile.

Play Area - The 6x6 virtual grid of spaces on which cards are played.

Persistent Area - Some cards have ongoing special effects but are not played to the Play Area. A player may not have two Persistent cards of the same name in the Persistent Area at the same time.

The Play and Persistent Areas are collectively referred to as "The Board".

Discard Pile - This is the zone to which cards go when they are discarded after being played as Immediate or Response cards or otherwise discarded other than by being captured. They cannot normally be played from her or have any effect on the game unless they specifically state that they do. Order does matter in the Discard Pile, and new cards added to this zone are added to the top.

Hand - Cards that a player may play from. A player draws 7 cards to start the game and draws a card at the beginning of each turn. There is no hand limit.

Deck - Cards which are shuffled and kept face down. There is no minimum deck size, but a player who runs out of cards may find themselves at a disadvantage.

Victory Pile - Cards that are captured go into the Victory Pile. Normally each card is worth 1 point. The points in this pile indicate a player’s score, and the game ends if a player has 5 or more points in the Clean Up Step.

Buttons and Accessories

There are some buttons that have game effects. To be official, a button must have the ConCardia logo on it and have been produced by ConCardia, LLC. Buttons that have Special Text on them are treated as if the Special Text were on an object in Play. An Action on a button can be activated in the usual way.

A button must be worn to have an effect. If an effect indicates that the button must be removed, the player takes off the button and may not put it back on during the game unless another effect indicates otherwise.


Repeating an Action - Some cards allow you to perform another Action after their card Action. Unless the card specifically states otherwise, you may not perform the same Action again during the same Phase. This only applies to performing the Action normally and does not apply to a card whose Action allows you to activate a card's Action.

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