How to play S3CCG Part 2 Now Available!!

Let's Learn the basics by setting up the Arena
You'll need a champion. The champion is placed in the Champion Zone

S3CCG is played in turns and rounds.
Players will alternate controlling champions for a turn until each champion has acted, ending a round.
Once a round has ended, a new round will start.
Only the last champion acting during the 1st round can conduct their Action Phase. After the first round, every champion can complete an action phase.

Turns are organized into 5 Phases:
-
Prep Phase
-
Draw Phase
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Planning Phase
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Action Phase
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Conclusion Phase

1) Prep Phase: Complete the following steps
Refresh Will- Move all Will from the Used Will Zone to Will Zone
Cooldown (if it is your party leader's turn)- From right to left, move cards in each cooldown Zone to the right by 1 space
Upkeep- Attach 1 Will card from the Will Zone to a card you'd like to remain on the field this turn. This is called charging. You can only charge Skills, Spells, and Will cards
Wipe- Move any card that did not receive a charge this turn from the Activity Zone to the Cooldown or Used Card Zone
2) Draw Phase
Draw cards from the Main Deck until your hand has 5 cards, or draw 1 card if your hand already equals 5.
3) Planning Phase
Activate Will and/or Strategy cards from your hand and choose to access your inventory.

In the first round, you cannot attack unless you are the last acting champion, so let's use this time to equip a weapon!
Weapons can only be equipped to champions if:
-
The weapon is of the same prestige or lower than the champion
-
The champion's class or sub-class is listed on the weapon's class restriction




Equipped weapons add markers to the champion's skill tree and add their stats to the champion's stats. Place the weapon under the champion to equip the weapon.
Remember, you can only access your inventory once per turn, and if you do, you must skip your Action Phase.
Broken weapons, like any activated inventory card, are sent to the Used Inventory Zone.

4) Action Phase
During this phase, you can activate any card from your hand, field, or Library, however, if you've used any Inventory cards or it is the first round, then this phase is skipped.

You can place a card face up to activate it or face down to store it.
If you activate a card that has a WC or Will Cost requirement, you'll need to consume Will.







To consume Will, move the Will from the Will Zone to the Used Will Zone.

When a card is activated that would prompt a reaction, then your opponent can activate a card in response. Let's look at a defensive skill.





To calculate damage you'll take the base ATK or SDG of the attacking champion and add the ATK or SDG of the actionable card.
Next, subtract the DEF, if attacked by ATK, or INT, if attacked by SDG, of the defending champion from the attack.
Then, deduct the difference from the defending champion's HP.


19 + 65 = 84


12 + 45 = 57
84 - 57 = 27, Avigail takes 27 Damage
Subtract 27 from Avigail's current HP.
If the defending champion still receives damage after activating a defensive skill or spell, then the skill or spell is shattered during the conclusion phase and sent to the Used Card Zone.

If you'd like to combo, you can activate as many cards as you have free zones in your Activity Zone. You cannot activate cards in zones that are occupied by another card.
You may combo by the name of the card or by the rank of the card.
Strategy cards and Will cards exist outside of the combo.
Combo by Name Example
Discounting Will and Strategy cards, every card in the combo is named 'Power Slash'.





Combo by Rank Example
Discounting Will and Strategy cards, every card in the combo is rank 'King'.





Joker Combo by Rank Example
Discounting Will, every card in the combo is rank 'King'. The Joker has been substituted for the 'King' rank.





NOT an acceptable Combo by Rank Example
Vine Whip 'King' cannot be activated in this combo.





5) Conclusion Phase
Move any Will from the Activity Zone to the Will Zone and any activated cards to cooldown.
Strategy cards and 1TU cards are moved to the Used Card Zone.
Lingering cards remain on the field outside of the activity zone.
If your hand size is greater than 5, then discard 1 card to the Used Card Zone.

Once the turn ends, your opponent will walk through the same steps until only 1 player controls champions with HP greater than 0.
At any point, feel free to look over the rulebook to learn more and check out our extended cut of the tutorial match.

'How to Play' Blog Posts