CARDS

In PLAYMATE, there are three different types of cards a player will have in their deck, and a number of how many they need.


 * ASSIST (9 cards)
 * SPELL (13 cards)
 * TRAP (13 cards)

Each deck requires 35 cards in total, being 5 of their PLAYMATE's signature cards along with 30 other cards.

ASSIST Cards
Each PLAYMATE has 3 ASSIST Cards that are made exclusively for it, the other 6 in a player's deck must be picked out by the player.

Just like TRAP Cards, these cards are placed on the field, but unlike TRAP, these are placed on the player's own field and can only be used if they reach the tile its placed on. Their effects become negated if they are placed on top of a TRAP card.

ASSIST Cards do not require the use of ENERGY and can only be used during the second round of a game.

SPELL Cards
SPELL Cards are the most unique of the three and have their own conditions. Similar to ASSIST Cards, PLAYMATEs also come with two specific SPELL Cards which are often dubbed as their ACE.

SPELL Cards can be activated whenever (during the second round), however they use up a PLAYMATE's ENERGY - for example a SPELL worth 300 ENERGY cannot be activated if the PLAYMATE has less than 300 ENERGY. Hence, one way to stop your opponent from activating their SPELL Cards is by decreasing their PLAYMATE's ENERGY. ENERGY requirements may go up to 1000 for level 1 and 1500 for level 2.

Furthermore, SPELLS are the only card that can be either OFS or DEF. OFS SPELLs are offensive and aim to attack the opponent's HP whereas DEF aim to protect the player and it's PLAYMATE. A deck can have one or the other or a mix of OFS and DEF cards - depending on the player's personal choice, however some PLAYMATES may have a play style that fits them better.

TRAP Cards
Unlike both ASSIST and SPELL, TRAP Cards are not exclusive to a singular playmate - though may be exclusive to certain COLORS or ENERGY ranges. Used in both rounds, TRAPS are set on the opponent's field and are only visible to the player that set them.

TRAPS can be activated anytime after a player steps on them, however some may activate automatically depending on their description. If a player decides not to activate their TRAPS during the first round, they can reuse to card in the second round even if it was triggered.