Watch this video for a complete walkthrough of the VCard Trading Card Game rules and gameplay.
Note: The tutorial video covers all updated rules and gameplay mechanics as of the latest version.
VCard is a tactical card game where players build a deck featuring their favorite VTubers. The first player to score 3 points by winning combat rounds will be the winner.
These cards feature a Power Level of 8 and come with unique abilities that offer strategic advantages. PL8 cards can be placed in both Active and Backstage positions. They can also evolve into higher Power Level cards.
With a Power Level of 9, these cards are evolutions of PL8 cards. Playing a PL9 card as an evolution allows you to draw 1 card. PL9 cards can only be played as evolutions.
The most powerful cards, with a Power Level of 10, these are evolutions of PL9 cards. Playing a PL10 card as an evolution allows you to draw 2 cards. PL10 cards can only be played as evolutions.
Mascot cards boost your Active VT's power by +1 PL if they match elements. If your Active VT also matches the Mascot, you get an additional +1 PL boost. Only one Mascot can be active at a time; playing a new one overwrites and discards the previous one.
Support cards come in three types:
Power Level 8
Power Level 9
Power Level 10
Mascot
Support
If you don't have a PL8 VT card in your opening hand, reveal your hand, reshuffle, and draw 7 new cards. Repeat this process until you have at least one PL8 VT in your hand.
On your first turn:
Alternative: Discard 3 cards to draw 2 cards. If you do this, it's the only action you can take this turn.
You may also pass your turn without taking any action.
After each player takes 6 turns, combat begins:
In case of a tie, each player adds the same number of Backstage VT cards to their total, matching the lowest available count. For example, if one player has 3 Backstage VT's and the other has only 1, both players will add just 1 VT to their Power Level total.
If still tied, no point is awarded, and players move to the after combat phase.
If your deck is empty and you need to interact with it, -1 PL to all VT's on your board. Then, shuffle your discard pile back into your deck and resolve the effect.
The first player to score 3 points wins the game.
After each player takes 6 turns, compare the Power Level of each player's Active VT. The player with the higher Power Level wins combat and scores 1 point.
If a player's Active VT has an elemental advantage over the opponent's Active VT, it gains +1 PL. This is included in the total Power Level comparison.
If a player has no Active or Backstage VT available at the time of combat, that player automatically loses the combat and the opponent scores 1 point.
In case of a tie, each player adds the same number of Backstage VT cards to their total, matching the lowest available count. For example, if one player has 3 Backstage VTs and the other player has only 1, both players will add just 1 VT to their Power Level total.
If still tied, no point is awarded, and both players keep their active VT, but discard all buffs/debuffs on them.
The first player to score 3 points wins the game.
Strong vs: Grass
Weak vs: Water
If there is an attached Support card, you may discard it to trigger this effect.
If X player has X# of cards in their discard pile, trigger this effect.
Status Effect: Target Opp. board spot gets -2 PL (doesn't stack).
Strong vs: Platinum
Weak vs: Fire
Effect triggers once at the start of your next turn, before you draw a card.
Status Effect: After each combat, reduce target VT's PL by X.
+1PL to a different VT, this buff gets discarded after combat.
Strong vs: Electric
Weak vs: Grass
When placed next to a matching element, trigger the effect once (does not Echo continuously).
The next time your Opp. affects this VT, cancel the effect done to this VT.
Starts at 0. +1 to Coin Pile each time it triggers. Coins are lost after combat. Spent on specific card effects.
Strong vs: Water
Weak vs: Platinum
Triggers if it's the first card you play in a turn.
Positive: Triggers if in Active spot. Negative: Triggers if in Backstage.
Triggers if you have both a Positive and Negative on the board.
Triggers at the end of your next turn.
Strong vs: Fire
Weak vs: Electric
Low Tide: First 1-3 before combat. High Tide: Last 4-6 turns before combat.
Status Effect: Prevents new Ally cards from attaching to this VT.
Forces an Opp's card to Lock (without triggering its effect).
Each element has one specific element it is strong against. If a player's Active VT has an elemental advantage over the opponent's Active VT, it gains +1 PL.
Strong against: Grass
Weak against: Water
Strong against: Platinum
Weak against: Fire
Strong against: Electric
Weak against: Grass
Strong against: Water
Weak against: Platinum
Strong against: Fire
Weak against: Electric
VT cards (PL8) can be placed in both the Active and Backstage positions. You can have 1 Active VT and up to 4 Backstage VTs at any time. If your Active spot is ever empty and you have a VT in Backstage, you must immediately move a Backstage VT into your Active spot.
The Active VT is not adjacent to any VT. Backstage VTs are adjacent to the VTs directly next to them. This is important for certain card effects that target adjacent VTs.
Swapping allows you to switch the position of two of your VTs. You can swap between:
Snap - Effect triggers once when played
Swap - Switch positions between two of your VTs (Backstage with Backstage or Backstage with Active)
Lock - Effect triggers when turned sideways. Unlocks after combat
Passive - Always active, triggered by another effect
Echo - Triggers when played and immediately after every combat.
Any "search deck" mechanic requires revealing the card you searched for and then reshuffling your deck afterwards. This applies to all deck searching effects.
If your deck is empty and you need to interact with it, all VTs on your board lose -1 PL. Then, shuffle your discard pile back into your deck and resolve the effect.