One Shot CCG: Bravely Default

(As Spoiler Free as possible)

In the Bravely Default CCG, Players are racing to light all four Crystal Locations using their four units. These units must battle if they are in the same Location using Skill cards.

Players: 2

What is needed:

  • 40 card Skill Deck
  • 4 card Location Deck, with one of each alignment (so one Earth, one Wind, one Water, and one Fire)
  • 4 Tokens
  • 1 Coin

Key Concepts:

  • Crystal Locations: Each player has their own location deck. At the beginning of play, after player order is determined, the second-acting player places the top card of their (shuffled) Location deck into play into one of the four Alignment slots. The first player then plays the top card of their own Location deck: if it is an alignment already in play, it simply goes to the bottom of the Location Deck. This repeats until all four Alignment slots are filled. These cards have an effect: when unlit, the effect only works for the battlers inside, but when lit works for the lighting player’s whole team. Cards that are not used are turned into SECONDS to be used later as an optional mechanic.
  • Character Tokens: Each player has four tokens that represent individual, controllable units. These units are exactly the same at the beginning of the game, but change when a player adds Skill Cards to them. These units are the player’s way of capturing Locations, and the more units at a Location the shorter the capture time. 1 unit takes 5 turns, 2 units take 4 turns, 3 units take 3 turns, and all four units take two turns. If a Location is already lit, you may attempt to Sunder it and bring it under your control but it takes an additional turn. If two units from different players meet in the same Location, they battle for a round. If a unit is KOed, the controller of that unit loses one of their turns in that Location. If all four units of a player are KOed or Petrified, that player loses automatically.
  • Skill Cards: Cards in this game will be under the “Name, Class” structure. For example: “Mug – Thief”. The only limit is that you may only have up to two different classes of cards on a unit at a time: for example, if you have two Thief cards and a White Mage card on a unit, you must remove one of the classes completely in order to play a Knight card on that unit. There are otherwise no costs associated with playing the cards, but they may have costs associated with their effects.
  • Brave/Default: Players may store and spend turns in order to take consecutive turns. If a player DEFAULTs, that players skips that turn and can’t Attack or play Skills but gains an additional turn that can be redeemed later in the game, as well as taking reduced damage across all of their units (and it still counts toward Lighting, but cannot be used as the “final” turn to Light a Location). If a player BRAVEs, they either spend the Defaulted turns, or they go into Debt in order to play up to four consecutive turns. If a player goes into Debt, the debt must be repaid by the opponent taking consecutive turns before the indebted player can act again.
  • Seconds: By failing to play Location cards, players have their only real non-unit Resource. A player may use a Second to Attack at any time, even during your opponent’s turn or while you are in debt, and it takes a Second per Action, and must be substituted if the action would have put you into more debt (if you don’t have enough Seconds, you can’t use that action). Once used, Seconds are gone for good and can’t be reclaimed in that game.

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