OFFICIAL RULEBOOK
Speedball GO
Learn the rules, master the strategy, and dominate the competition.
INTRODUCTION
Game Overview
Speedball GO is a Trading Card Game based on the sport of Speedball and its players. This document contains all the guidelines and rules to play the game.
CARD TYPES
1) Player Cards
Player cards are the main focal point of the game. Opponents collect their squad of Player cards and use them in order to compete and win battles against their competitors.
The back of the card indicates whether it is a Male or a Female card.
You can view the Player's nationality, club and activity status on the right-hand section of the Player card. (If you don't see an "Active" sign, it means the player is retired)
Each player card has a score value in each of the 4 Speedball events: a rating out of 10 for the Solo, Singles and Doubles events, and a score number for each position in the Relay event. (Right-Left-Fore-Back)
Depending on the average rating of all 4 events, the overall rating of the card will be set. The overall rating determines the “class” of the card.
Common
(Overall < 50.00) - Blue
Advanced
(50.0 < Overall < 70.0) - Yellow
Epic
(70.0 < Overall < 85.0) - Purple
Elite
(85.0 < Overall) – Red
Legend
Black
Legend cards are independent of overall rating, instead they are exclusive to Speedball players who have accomplished a unique or special achievement in Speedball.
Player Card Rarities
Another important piece of data in the player card is its card #. It is crucial to read the card # to check if you already have this card or not - even if it is a different version.
Cards get updated often, which results in the modification of its photo/scores/etc... In this case, the card # remains the same, but there will be an added "-X" next to it to indicate that this is an updated card. where X: is the update number.
For example, a card with a card number = #75-1 means that the card number is #75 and that this is the first updated version.
Important Note
Once a card gets updated, the older version becomes available only through the Legacy Pack, while every other pack will produce the latest card version.
CARD TYPES
2) Attribute Cards
Attributes are cards that assist your players or weaken your opponents' players.
Normal attributes are characterized by their grey color and their card number that starts with "A". Normal attributes are generally played by adding them alongside the player cards (with a few exceptions). The function and description of each attribute is illustrated at the bottom of the card. Their effect applies only to the round in-which they are used.
CARD TYPES
3) Field Cards
Field cards on the other hand, are characterized by their light green color and their card number that starts with "F".
Field cards are played prior to the start of the round (before playing the player cards) on a designated field slot. Their effect will continue to the end of the game or until they are replaced by another field card.
Once a player plays a field card, it cannot be replaced on the same round.
CARD TYPES
3) Collectable and Special Cards
They are rare, unique, non-playable cards that depict a historic or unique character/event/object in the history of Speedball, or Speedball GO.
They are just for the players to collect and trade.
DECK BUILDING
Card Deck
Card Deck Restriction
Your deck must contain the following:
You cannot put multiple copies of the same player card (cards with the same #) in your deck even if they are different versions. You also cannot put two cards (with different card #) if they contain the same player.
Example
you cannot use Hana YEHIA #75 together with Hana YEHIA #75-1, since they are 2 versions of the same card. You also cannot use Hazem YASSER #7 and Hazem YASSER #16 in the same deck.
You are also not allowed to put 2 or more copies of the same attribute card in your deck.
GAME MODES
Sequence Mode
This mode is the most common way to play, and it is the mode currently available on our website. It can be played by up to 4 players.
Sequence Mode has two versions: Simple Mode and Energy Mode. Both use the same event sequence, field phase, player-card selection, attribute phase, scoring rules and tie resolution.
Simple Mode
Simple Mode is the standard ruleset. Each player's deck contains 15 male cards, 15 female cards, up to 5 attribute cards and up to 3 field cards. Attribute cards do not cost energy in this mode.
Energy Mode
Energy Mode unlocks at battle level 5. It keeps the same Sequence Mode foundation, then adds energy costs, larger attribute planning, player roles and a 25% EXP bonus for every finishing position.
Shared Sequence Foundation
- Shuffle your male cards and female cards separately then draw 5 cards of each gender and draw your attribute (up to 5) and field cards (up to 3) of choice so that you start with 10-18 cards in-hand.
- Select a Sequence Card and follow its order of events.
- In a clockwise turn-based order, each player will be prompted to play a Field Card before the round begins. A player can play a Field Card or pass the field turn to the next player.
- Then select which Player Cards to play according to the event of the current round.
- In every turn, all players should reveal their player cards at the same time.
- Attribute Cards can be added after revealing the player cards, and they can be used in any number during one round.
- For the Solo and Singles events, the player card with the highest corresponding score wins.
- For Doubles, you play 2 cards and add their Doubles value, the 2 cards with the highest total win.
- For Speed Solo, you add the 4 position scores of the player, the player card with the highest total score wins.
- For Relay, you play 4 cards (2 Male & 2 Female), then assign a position to each player in your relay team (Left, Right, Fore, Back) and add their values, the 4 cards with the highest total win.
- Attribute cards can affect and manipulate the values of the player cards according to their description.
- In case of attribute cards that lower the opponents’ score in a 3 or 4-player game, the user should specify only one player to affect with the attribute unless specifically stated otherwise in the card description.
- The winning cards stay face up, while the losing cards are flipped face down.
- In case of a draw, the cards involved in the draw will be left face up and the losers will be flipped face down. (Unless a player uses a No Draws card)
- After each turn, you draw cards of the same number and gender as the one(s) you just played in the latest round.
- The game ends when all 30 player cards have been used (18 rounds).
- Each player then counts his face-up cards, and the winner of the game is the player who has the most cards faced up. (Each card = 1 point)
Energy Mode Additions
- Players start the battle with 2 energy.
- Attribute cards have energy costs set by the card rules. A player can only play an attribute if they have enough energy to pay its cost.
- Energy Mode decks can include up to 10 energy-mode attribute cards. Players still hold up to 5 attribute cards in hand. After playing attributes, they draw the same number from their attribute pile if cards remain.
- After each round, players gain energy based on finishing position. In 2-player battles, 1st place gains 0.75 energy and 2nd place gains 1.25 energy. In 3 or 4-player battles, the gain is 0.5 energy for 1st, 1 energy for 2nd, 1.5 energy for 3rd and 2 energy for 4th.
- Each Energy Mode deck must assign exactly one Captain, one Vice-Captain and one Tank. The same player card cannot hold more than one role.
- Captain gives +0.5 to a Doubles team, +3 hits in Mixed Relay, and grants +1 extra energy if the Captain wins the round.
- Vice-Captain grants +0.5 extra energy if the Vice-Captain wins the round.
- Tank resists damaging attributes. In 1-card events, damaging attributes do not lower the Tank's score. In Doubles, damaging effects are halved. In Mixed Relay, damaging effects are reduced to three quarters and rounded down.
- Energy Mode gives 25% more EXP than Simple Mode for every finishing position.
Tie Resolution
If there happens to be a draw between players at the end of the game, they compare the number of face-up Common cards; the player with the higher number of face-up Common cards is therefore the winner.
If the tie carries over, they count the number of face-up Advanced cards, then Epic cards and then they check the number of leftover attribute cards (if any), the winner is the player who has more left.
If the tie persists, then they are both declared as winners of this game.
Ready To Play?
Build your deck, master the rules, and become the ultimate Speedball GO champion.