Everything you need to know about RinkRivals. The game enforces all of these rules for you.
RinkRivals is a two-player hockey card game. Each player brings a deck of animal hockey players, puts them on the ice one at a time, and fights for the puck in dice battles. Every card has two abilities that can swing a battle.
Each turn ends in one battle. The winner pushes the puck one zone toward the other team's net. Win a battle while the puck is in the other team's safe zone and you score a goal. First to 3 goals wins.
A deck has exactly 20 cards: 12 Forwards (F), 6 Defense (D) and 2 Goalies (G), with no duplicates. Each card has a salary, and the deck must fit under the $500 salary cap, so you can't just take every superstar.
Your team has six spots on the ice: Left Wing, Center and Right Wing for Forwards, Left and Right Defense for Defense, and one Goalie spot. Starter decks are always available if you haven't built your own yet.
Each player starts with 5 cards in hand. Every turn has the same steps:
The ice has 5 zones. They are always named from your side of the ice, and the puck starts at Center.
Where the puck is decides which of your players fight:
Zones printed on abilities are also from the card owner's side: "+4 in DSZ" means while the puck is in its own team's safe zone.
Tap any card during a game to see exactly how its skill is calculated. After every battle you'll see both rolls and totals.
Every card has two abilities:
Order: the player with possession resolves their one-time ability first, then the other player. Then permanent abilities trigger, possession side first, in spot order LW → C → RW → LD → RD → G. Order matters: one ability can remove the card another was about to target. If an ability's target is gone, it fizzles and isn't used up.
When a card says "of your choice" or "you may", the card's owner decides. The game pauses and asks them. The dressing room is where players go when they're sent off the ice. Some cards protect others from being targeted or removed.
Some cards collect counters:
When a card leaves the ice it loses all its counters, bonuses and penalties.