Wisdom
Knowledge, patience, and strategy.
27 cards
outlasts Power
150 cards Β· 5 Forces Β· 1 prophecy
Deploy Heroes, equip Relics, and unleash Events to reduce your opponent's Life to 0. Every card tells a story. Every game writes a new one.


The Five Forces
Attacking a weaker Force grants a +3 ATK bonus.
Knowledge, patience, and strategy.
27 cards
outlasts Power
Strength, dominance, and the flippening.
31 cards
crushes Clarity
Truth, justice, and the verdict.
34 cards
disproves Prophecy
Mystery, riddles, and the inevitable.
30 cards
shakes Conviction
Diamond hands, holding, and faith.
28 cards
ignores Wisdom
The collection
Your fighters. Deploy them, attack with them, and build your strategy around them.
Equipment and artifacts. Attach one to a Hero or place it on the field for passive effects.
One-shot plays that resolve immediately, then go straight to the discard pile.
The Ritual
Gain +1 Energy, to a maximum of 5. Energy accumulates and carries over.
Draw 1 card from your Scroll. Skip this on the very first turn of the game.
Spend Energy to play Heroes, Relics, and Events from your hand.
Move any number of your cards between The Altar and The Vault.
Each card on your Altar may attack once. Resolve combat and Pierce damage.
Discard down to 7 cards, resolve end-of-turn effects, and pass the turn.
Win condition
Reduce your opponent's Life to 0 or below.
Win condition
Your opponent cannot draw a required card from an empty Scroll.
Win condition
Deal exactly 589 total damage in a single game. Going over does not count.
Official rulebook
Open any chapter below. The terminology, values, formulas, and restrictions follow the uploaded official rulebook.
FUZZY TCG is a strategic trading card game set in the world of Fuzzybear. Players deploy Heroes, equip Relics, and unleash Events to reduce their opponent's Life to zero.
Every card, Force, and mechanic is rooted in the lore of BG123, the prophecies, the riddles, and $FUZZY on the XRP Ledger. Outsmart your opponent, manage your resources, and prove that you saw it coming first.
The unified 150-card collection contains 110 Heroes, 20 Relics, and 20 Events across five Forces. Sixty unique holographic cards appear through the Legendary, Epic, and Rare tiers.
Heroes have ATK, DEF, and HP stats. They enter The Altar or The Vault, can attack and defend, have a Force alignment, and may have abilities at Uncommon rarity and above. Promo Heroes exist outside the 110-card Genesis Wave.
Equip Relics attach to a Hero and grant boosts, keywords, or effects. If that Hero is KO'd, its Relic is discarded too. Field Relics occupy an open field slot, cannot be attacked or targeted, and remain active for three of your turns before being discarded.
Events are one-shot effects played from your hand. They resolve immediately and are discarded. They never enter the field and have no ATK, DEF, or HP.
| Stat | Description |
|---|---|
| Cost | Energy required to deploy this card (1β5) |
| Force | Elemental alignment that determines combat advantages |
| ATK | Base damage dealt to enemies |
| DEF | Reduces incoming damage; halved in the damage calculation |
| HP | Health Points; the card is KO'd at 0 |
| Ability | Special effect on Uncommon and higher cards |
| Rarity | Legendary, Epic, Rare, Uncommon, or Common |
| Rarity | ATK | DEF | HP | Cost | Ability | Holo |
|---|---|---|---|---|---|---|
| Legendary (10) | 10β13 | 09β12 | 17β18 | 5 | Game-defining | Yes |
| Epic (20) | 08β11 | 07β10 | 11β14 | 4 | Powerful | Yes |
| Rare (30) | 07β10 | 05β10 | 09β11 | 3 | Tactical | Yes |
| Uncommon (40) | 05β08 | 04β08 | 06β08 | 2 | Simple | No |
| Common (50) | 03β06 | 03β06 | 04β06 | 1 | None (flavor) | No |
Stat and cost ranges apply to Hero cards. Relics and Events are costed individually by effect.
Every card is aligned with a Force. Attacking a weaker Force grants +3 ATK: Wisdom outlasts Power; Power crushes Clarity; Clarity disproves Prophecy; Prophecy shakes Conviction; Conviction ignores Wisdom.
| Force | Theme | Cards |
|---|---|---|
| Wisdom | Knowledge, patience, and strategy. | 27 |
| Power | Strength, dominance, and the flippening. | 31 |
| Clarity | Truth, justice, and the verdict. | 34 |
| Prophecy | Mystery, riddles, and the inevitable. | 30 |
| Conviction | Diamond hands, holding, and faith. | 28 |
Each player's field is mirrored. The Altar is the three-slot front row where Heroes can attack and be attacked. The Vault is the protected three-slot back row; cards there cannot attack and can only be targeted when the opposing Altar is empty.
| Area / tracker | Purpose |
|---|---|
| The Altar | 3 front-row slots for Heroes or Field Relics |
| The Vault | 3 protected back-row slots for Heroes or Field Relics |
| The Scroll | Your face-down deck |
| KO discard pile | KO'd cards and used Events |
| Life | Starts at 33; defeat at 0 |
| Energy | Starts at 0, maximum 5, carries over |
Gain +1 Energy, to a maximum of 5. Energy accumulates and carries over.
Draw 1 card from your Scroll. Skip this on the very first turn of the game.
Spend Energy to play Heroes, Relics, and Events from your hand.
Move any number of your cards between The Altar and The Vault.
Each card on your Altar may attack once. Resolve combat and Pierce damage.
Discard down to 7 cards, resolve end-of-turn effects, and pass the turn.
During Activate, Heroes normally enter The Vault and cannot attack that turn unless they have Rush. You may play multiple cards if you can pay their total Energy cost.
Every attack deals at least 1 damage. Declare an Altar attacker, choose a legal target, calculate damage, subtract it from HP, and send a card to the discard pile when it reaches 0 HP.
When a card is KO'd, excess damage carries through to the opponent's Life as Pierce. Vault cards become targetable when the opponent's Altar is empty. Life can only be attacked directly when both opposing rows are empty; direct attacks deal full ATK.
The Fog Lifts has 6 ATK and attacks Coming Soon, which has 4 DEF and 5 HP. Clarity disproves Prophecy for +3 ATK. Damage is 6 + 3 β (4 Γ· 2) = 7. Coming Soon is KO'd and the remaining 2 damage Pierces the opponent's Life.
| Keyword | Effect |
|---|---|
| Rush | Can attack the same turn it is deployed and enters The Altar directly. The player going second also grants Rush once through Second Wind. |
| Guard | Must be attacked before other Altar cards. |
| Stealth | Cannot be targeted until this card attacks. |
| Drain | Heal HP equal to damage dealt. |
| Burn X | Deal X damage to this card at the end of each turn. |
| Shield | The first damage received each turn is reduced to 0. |
| Bridge | When attacked, may move to The Vault and dodge the attack. |
| Silence | Remove all abilities from the target until specified. |
| Search | When searching your Scroll for a card, reveal it, then shuffle. Looking at top cards never shuffles. |
| Once per game | Usable once per game per card, even if the card leaves play and returns. |
| Trigger | When it activates |
|---|---|
| On Deploy | When the card enters the field |
| On Attack | When this card declares an attack |
| On Hit | When this card deals damage |
| On KO | When this card is knocked out |
| On Kill | When this card knocks out an enemy |
| Passive | Always active while the card is on the field |
| Activate | Pay a cost to use, once per turn unless stated |
Reduce your opponent's Life to 0 or below.
Your opponent cannot draw a card when required because their Scroll is empty.
Deal exactly 589 total damage in one game for an instant win. Damage to cards, Life, and Pierce all count. Track the cumulative total and announce βThe prophecy is fulfilledβ at exactly 589. Going over 589 does not trigger the win.
Download the complete 13-page rulebook supplied by Fuzzy Cards.