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VCard Rules

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VCard Game Guide

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Video Tutorial

Learn How to Play VCard

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.

Game Objective

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.

Card Types

Power Level 8 (PL8) VT Cards

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.

Power Level 9 (PL9) VT 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.

Power Level 10 (PL10) VT Cards

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

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

Support cards come in three types:

  • Boost - Snap effect that triggers instantly & is discarded
  • Reinforcement - Reactive card played in response to an opponent's specific action. Can be played on anyone's turn
  • Ally - Attached to a VT. Discarded if attached to the Active VT after combat

Card Effects

  • 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 card is turned sideways. Unlocks after combat
  • Passive - Always active, triggered by another effect
  • Echo - Triggers when played and immediately after combat
  • Adjacent - Active VT is adjacent to nothing, backstage VT's are adjacent to the ones directly next to them

Support Card Types

  • Ally Cards (green) - Attached to the side of a VT
  • Boosts (cream) - Instant effect, then discarded
  • Reinforcements (purple) - Played on anyone's turn in response to an action (Only counts towards support limit on your turn)

Deck Construction Rules

  • 50-card deck
  • Maximum of 2 different elements per deck
  • Must include at least 1 PL8 VT
  • Maximum of 3 copies of each Support card
  • Maximum of 3 copies of each PL8 VT
  • Maximum of 3 copies of each PL9 VT
  • Maximum of 3 copies of each PL10 VT
  • Maximum of 2 copies of each Mascot card
Sample PL8

Power Level 8

Sample PL9

Power Level 9

Sample PL10

Power Level 10

Sample Mascot

Mascot

Sample Support

Support

Game Phases

Game Setup

  1. Shuffle your 50-card deck
  2. Draw 7 cards for your opening hand
  3. You must have at least one PL8 VT card in your opening hand
  4. Set up your board with 1 Active spot (for VT) and up to 4 Backstage spots (for VTs)
  5. Place your PL8 VT cards face down in Active and Backstage spots

Mulligan Rules

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.

First Turn

On your first turn:

  1. Turn all your Active and Backstage VT cards face up
  2. Trigger any "Snap" effects
  3. Apply "Jolt" effects to your Active VT (not Backstage)

Turn Structure

  1. Draw 1 card
  2. Play Actions:
    • 1 Mascot per turn
    • Any number of PL8 VT cards (up to 1 Active and 4 Backstage)
    • 2 Support cards max (includes any reinforcements used on your turn)
    • Each VT can evolve once per turn (Evolving to PL9 draws 1 card, to PL10 draws 2 cards)

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.

Combat

After each player takes 6 turns, combat begins:

  1. Compare the Power Level of each player's Active VT
  2. The player with the higher Power Level wins combat and gains 1 point
  3. If a player has no Active or Backstage VT available, that player loses combat
  4. The player who won combat goes first in the next round

Ties in Combat

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.

After Combat (in order)

  1. Discard both Active VTs and all cards attached to them (unless there was a tie)
  2. Each player moves a Backstage VT to the Active spot (if needed)
  3. All Locked cards Unlock
  4. Discard down to 7 cards in your hand
  5. Trigger any "After Combat" effects in this order, starting with the player that went first: Mascot, new Active VT, Backstage VTs from left to right
  6. Echo effects activate after combat
  7. The player that won combat goes first in the next round

Empty Deck Rules

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.

Winning the Game

The first player to score 3 points wins the game.

Determining the Winner

1. Active VT Power Level

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.

2. Elemental Advantage

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.

3. No VT Available

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.

4. Ties in Combat

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.

5. Game Winner

The first player to score 3 points wins the game.

Elements

Fire

Fire

Strong vs: Grass

Weak vs: Water

Fuel

If there is an attached Support card, you may discard it to trigger this effect.

Ash

If X player has X# of cards in their discard pile, trigger this effect.

Burn

Status Effect: Target Opp. board spot gets -2 PL (doesn't stack).

Grass

Grass

Strong vs: Platinum

Weak vs: Fire

Grow

Effect triggers once at the start of your next turn, before you draw a card.

Decay

Status Effect: After each combat, reduce target VT's PL by X.

Feed

+1PL to a different VT, this buff gets discarded after combat.

Platinum

Platinum

Strong vs: Electric

Weak vs: Grass

Chain

When placed next to a matching element, trigger the effect once (does not Echo continuously).

Bolster

The next time your Opp. affects this VT, cancel the effect done to this VT.

Coin Pile

Starts at 0. +1 to Coin Pile each time it triggers. Coins are lost after combat. Spent on specific card effects.

Electric

Electric

Strong vs: Water

Weak vs: Platinum

Jolt

Triggers if it's the first card you play in a turn.

Positive/Negative

Positive: Triggers if in Active spot. Negative: Triggers if in Backstage.

Circuit

Triggers if you have both a Positive and Negative on the board.

Aftershock

Triggers at the end of your next turn.

Water

Water

Strong vs: Fire

Weak vs: Electric

Tide

Low Tide: First 1-3 before combat. High Tide: Last 4-6 turns before combat.

Submerge

Status Effect: Prevents new Ally cards from attaching to this VT.

Undertow

Forces an Opp's card to Lock (without triggering its effect).

Elemental Advantage

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.

Elemental Relationships

Fire

Strong against: Grass

Weak against: Water

Grass

Strong against: Platinum

Weak against: Fire

Platinum

Strong against: Electric

Weak against: Grass

Electric

Strong against: Water

Weak against: Platinum

Water

Strong against: Fire

Weak against: Electric

Additional Mechanics

VT Placement

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.

Evolution

  • You can upgrade each VT (PL8 → PL9 → PL10) once per turn
  • Evolutions are played to the right of the VT
  • Multiple VTs can evolve each turn
  • Evolving to a PL9 VT draws 1 card
  • Evolving to a PL10 VT draws 2 cards
  • You may evolve a PL8 VT the same turn you play it

Locking Cards

  • Cards come in Unlocked
  • You can Lock your Unlocked cards to trigger their Lock effect (turning them sideways)
  • Locked cards cannot trigger their effect again until Unlocked
  • Each card Locks independently of each other, including Allies on VTs
  • All cards Unlock after combat, turning them back up
  • Locking an Ally does not count towards the 2 supports/turn limit

Adjacent VTs

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 VTs

Swapping allows you to switch the position of two of your VTs. You can swap between:

  • Active spot and a Backstage spot
  • Two Backstage spots

Status Effects

  • Status effects are either applied to an opponent's VT or an opponent's board spot
  • Status effects are permanent unless removed by another card or the VT with the effect is removed from the board
  • Only 1 type of status effect can be on a VT & 1 type per board spot
  • If a player tries to apply a different status effect on a VT or board spot that already has a status effect, it does not get applied

Card Effects

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.

Searching Deck

Any "search deck" mechanic requires revealing the card you searched for and then reshuffling your deck afterwards. This applies to all deck searching effects.

Empty Deck

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.

Typical Play Area

Typical Play Area
Click to enlarge