How to Play
Collect cards, build a team of 3, and battle. Friendly or ranked — you never lose a card.
Collect & build
- • Open your free daily pack —
/tcg daily - • Claim cards from drops —
/tcg drop - • Pick your 3 fighters —
/tcg team a b c - • Buy packs with Kikkō — /tcg/packs
Rarer cards are stronger — and far scarcer.
Every card has 3 stats
Spirit = element
A card's Spirit is its element — the same thing. A card that reads “Spirit · Swordsman” is a Swordsman. If your Spirit beats theirs, you get +20% that round.
Who beats whom ↓How a battle is won
- 3 v 3, best of 3. Each round pits your card against theirs on one random stat — Power, Guard or Speed. That stat counts 60%; the card's all-round strength (the average of its 3 stats) counts 40% — so one weak stat can't sink a strong card.
- Highest total wins: that round strength, +20% for an element edge, and a dash of luck (up to +20%). A tie goes to the higher Speed.
- Win 2 of 3 rounds to take the battle.
Battle now
/tcg battle @name— a friendly match, unratedWin: +1 shard for each of your first 3 wins a day (once a day with the same player)/rank battle @name— ranked, climbs the ladder/tcg battle— take on the TCG Legend
Who beats whom
Common questions
Who takes damage?
The HP bars show who’s ahead, but a round just goes to the card with the higher score.
Who attacks, who defends?
Neither. Both cards are scored on the same random stat at once; the higher score wins.
How does luck work?
Each side gets up to +20% at random, so an underdog can still steal a round.
Do I lose or gain HP?
Only on screen: HP shows how the battle is going, but rounds decide it. Win 2 of 3 rounds and the battle is yours.
Advanced rules — the exact maths
- Which stat is picked?
- A fresh draw every round: Power, Guard or Speed, 1 in 3 each, whatever the other rounds drew. Both cards are scored on that same stat.
- How is luck rolled?
- Separately for each card, each round: a whole percent from 0 to 20, every value equally likely.
- What is the round strength?
- stat × 60% + all-round × 40%, where all-round is the average of the card's Power, Guard and Speed. A card that is strong overall can't lose a round just because its one weak stat was drawn — and a specialist still shines on its own stat.
- What is the score?
- strength × (100 + edge% + luck%) ÷ 100. The edge (+20% when your Spirit beats theirs) and the luck are both percentages of the round strength, added — not multiplied on top of each other.
- What breaks a tie?
- Equal scores: the card with the higher base Speed (the number printed on the card — no edge, no luck) takes the round. Equal Speed too: the round is split and nobody scores it. Equal rounds won at the end is a draw.
- Who fights whom?
- Slot 1 against slot 1, 2 against 2, 3 against 3, in your team's order — never shuffled. An empty slot is filled with your strongest card not already in the team.
Worked example · a round on Speed
| Step | You | Them |
|---|---|---|
| Spirit | — | — |
| Speed | 275 | 300 |
| All-round | 240 | 210 |
| Round strength | 261 | 264 |
| Element edge | +0 (0%) | +0 (0%) |
| Luck | +46.98 (18%) | +18.48 (7%) |
| Final | 307.98 | 282.48 |
Yours: 275 × 60% + 240 × 40% = 261. Theirs: Speed 300, but 210 all-round, so 264. 261 + 0 + 46.98 = 307.98. You take the round. The same numbers a battle's Battle details show.
Every command: /tcg help · TCGBot never stakes your cards.
