150 cards Β· 5 Forces Β· 1 prophecy

How to play Fuzzy Cards

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 589 Prophecy Fuzzy CardThe OG Wallet Fuzzy Card

The Five Forces

Every Force has a counter.

Attacking a weaker Force grants a +3 ATK bonus.

Wisdom

Knowledge, patience, and strategy.

27 cards

outlasts Power

Power

Strength, dominance, and the flippening.

31 cards

crushes Clarity

Clarity

Truth, justice, and the verdict.

34 cards

disproves Prophecy

Prophecy

Mystery, riddles, and the inevitable.

30 cards

shakes Conviction

Conviction

Diamond hands, holding, and faith.

28 cards

ignores Wisdom

The collection

150 cards. Three types.

Heroes Γ—110

Your fighters. Deploy them, attack with them, and build your strategy around them.

Relics Γ—20

Equipment and artifacts. Attach one to a Hero or place it on the field for passive effects.

Events Γ—20

One-shot plays that resolve immediately, then go straight to the discard pile.

The Ritual

Six phases. In order. Always.

  1. I

    Genesis

    Gain +1 Energy, to a maximum of 5. Energy accumulates and carries over.

  2. II

    Decode

    Draw 1 card from your Scroll. Skip this on the very first turn of the game.

  3. III

    Activate

    Spend Energy to play Heroes, Relics, and Events from your hand.

  4. IV

    Settle

    Move any number of your cards between The Altar and The Vault.

  5. V

    Validate

    Each card on your Altar may attack once. Resolve combat and Pierce damage.

  6. VI

    Exodus

    Discard down to 7 cards, resolve end-of-turn effects, and pass the turn.

Win condition

Liquidation

Reduce your opponent's Life to 0 or below.

Win condition

Scroll Out

Your opponent cannot draw a required card from an empty Scroll.

Win condition

The 589

Deal exactly 589 total damage in a single game. Going over does not count.

Official rulebook

Complete game rules

Open any chapter below. The terminology, values, formulas, and restrictions follow the uploaded official rulebook.

Introduction & collection

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.

Card types

Heroes β€” 110 cards

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.

Relics β€” 20 cards

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 β€” 20 cards

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.

Card anatomy & rarity
StatDescription
CostEnergy required to deploy this card (1–5)
ForceElemental alignment that determines combat advantages
ATKBase damage dealt to enemies
DEFReduces incoming damage; halved in the damage calculation
HPHealth Points; the card is KO'd at 0
AbilitySpecial effect on Uncommon and higher cards
RarityLegendary, Epic, Rare, Uncommon, or Common
RarityATKDEFHPCostAbilityHolo
Legendary (10)10–1309–1217–185Game-definingYes
Epic (20)08–1107–1011–144PowerfulYes
Rare (30)07–1005–1009–113TacticalYes
Uncommon (40)05–0804–0806–082SimpleNo
Common (50)03–0603–0604–061None (flavor)No

Stat and cost ranges apply to Hero cards. Relics and Events are costed individually by effect.

The Five Forces

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.

ForceThemeCards
WisdomKnowledge, patience, and strategy.27
PowerStrength, dominance, and the flippening.31
ClarityTruth, justice, and the verdict.34
ProphecyMystery, riddles, and the inevitable.30
ConvictionDiamond hands, holding, and faith.28
Game setup & placement
  • Deck: 30 cards per player, including at least 15 Heroes.
  • Life: each player starts at 33.
  • Energy: starts at 0 and can rise to 5.
  • Play area: three Altar slots and three Vault slots per player.
  1. Prepare Scrolls: Each player shuffles their 30-card deck face-down.
  2. Genesis Flip: Reveal the top cards together. Higher Cost wins; ties use higher ATK, then DEF, then another reveal. The winner chooses who goes first.
  3. Starting hand: First player draws 5. Second player draws 6 and gains Second Wind: their first Hero has Rush.
  4. Mulligan: Once per game, shuffle your entire hand into your Scroll and draw 5 new cards.
  5. Starting values: Set Life to 33 and Energy to 0.

Placement rules

  • Heroes enter The Vault unless they have Rush, in which case they enter The Altar.
  • Equip Relics attach to a Hero and do not occupy a slot.
  • Field Relics occupy any open Altar or Vault slot.
  • Events resolve from your hand and go directly to the discard pile.
  • During Settle, you may freely move cards between The Altar and The Vault.
Field layout

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 / trackerPurpose
The Altar3 front-row slots for Heroes or Field Relics
The Vault3 protected back-row slots for Heroes or Field Relics
The ScrollYour face-down deck
KO discard pileKO'd cards and used Events
LifeStarts at 33; defeat at 0
EnergyStarts at 0, maximum 5, carries over
The Ritual: turn phases
  1. I
    Genesis

    Gain +1 Energy, to a maximum of 5. Energy accumulates and carries over.

  2. II
    Decode

    Draw 1 card from your Scroll. Skip this on the very first turn of the game.

  3. III
    Activate

    Spend Energy to play Heroes, Relics, and Events from your hand.

  4. IV
    Settle

    Move any number of your cards between The Altar and The Vault.

  5. V
    Validate

    Each card on your Altar may attack once. Resolve combat and Pierce damage.

  6. VI
    Exodus

    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.

Combat system
DAMAGE = ATK βˆ’ (DEF Γ· 2, rounded down) + Force Bonus

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.

Pierce and direct attacks

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.

Targeting priority

  • Guard cards must be attacked first.
  • Stealth cards cannot be targeted until they attack.
  • If The Altar is empty, Vault cards can be targeted.
  • If both rows are empty, attack Life directly.

Official example

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 βˆ’ (4 Γ· 2) = 7. Coming Soon is KO'd and the remaining 2 damage Pierces the opponent's Life.

Keywords & abilities
KeywordEffect
RushCan attack the same turn it is deployed and enters The Altar directly. The player going second also grants Rush once through Second Wind.
GuardMust be attacked before other Altar cards.
StealthCannot be targeted until this card attacks.
DrainHeal HP equal to damage dealt.
Burn XDeal X damage to this card at the end of each turn.
ShieldThe first damage received each turn is reduced to 0.
BridgeWhen attacked, may move to The Vault and dodge the attack.
SilenceRemove all abilities from the target until specified.
SearchWhen searching your Scroll for a card, reveal it, then shuffle. Looking at top cards never shuffles.
Once per gameUsable once per game per card, even if the card leaves play and returns.
TriggerWhen it activates
On DeployWhen the card enters the field
On AttackWhen this card declares an attack
On HitWhen this card deals damage
On KOWhen this card is knocked out
On KillWhen this card knocks out an enemy
PassiveAlways active while the card is on the field
ActivatePay a cost to use, once per turn unless stated
Win conditions

I. Liquidation

Reduce your opponent's Life to 0 or below.

II. Scroll Out

Your opponent cannot draw a card when required because their Scroll is empty.

III. The 589: Prophecy Fulfilled

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 β€œThe prophecy is fulfilled” at exactly 589. Going over 589 does not trigger the win.

Deckbuilding rules
  • Deck size: exactly 30 cards.
  • Hero minimum: at least 15 Hero cards.
  • Copy limit: up to 3 copies of any card.
  • Legendary limit: no more than 1 copy of each Legendary; different Legendaries may be combined.
  • No Force restrictions; mix Forces freely.
  • Relics and Events have no minimum.
  • Promo Heroes count toward the 15-Hero minimum, but only 1 Promo card is allowed per deck.
  • A Promo is not a Legendary, so a deck may contain its allowed Legendaries and one Promo.
  • Promo Heroes stand outside the Force cycle: their attacks never gain the +3 bonus, and attacks against them never gain it.

Keep the official rules at the table.

Download the complete 13-page rulebook supplied by Fuzzy Cards.

Download PDF

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