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How to play

Flame Duel

The Marciano TCG game: two players, three characters each and a handful of items, places and events. Learn it in five minutes; a match takes about fifteen. Win two rounds out of three and you win.

The pieces

Four card types

  • Astronaut Marciano card, epic character, #003/039

    Characters 33 cards

    On the card: “Special ability”

    Your crew. They have Spark, Heat and Charm (0 to 100) and a special ability. Each character plays one round.

  • Deploy Rocket card, epic item, #027/039

    Items 8 cards

    On the card: “Effect”

    Equip it to your character to add its bonus. If your character is listed under “Equips to”, the bonus counts double.

  • The Cloud card, rare place, #032/039

    Places 6 cards

    On the card: “Terrain effect”

    The terrain. It stays on the table until another one replaces it, and its bonus goes to whoever played it, round after round.

  • Halloween Night card, rare event, #038/039

    Events 7 cards

    On the card: “When played”

    Something happens to the whole table: its bonus (or its penalty) applies to both characters this round.

Spark

Wit, energy and drive. What a coder has at ten in the morning.

Heat

Strength and flame power. The higher, the hotter.

Charm

How lovable they are. It also breaks ties: when it's a tie, Charm wins.

Flight manual

The rules

  1. Set up the table

    Pull the 33 characters out of the pile. The other 21 cards (items, places and events) are the support deck: shuffle it face down.

    Each player picks 3 characters (or draws them at random, if you like living dangerously), looks at them and lines them up face down in any order. Then each player draws 3 cards from the support deck: that's your hand.

    Everyone brings their own deck? (Like in the online game or with your decks: 3 characters and 8 to 12 support cards.) Then each player shuffles and draws from their own.

  2. Reveal

    At the same time, flip the first character in your line-up. Duel!

  3. Pick the stat

    Whoever lost the previous round chooses whether you compete on Spark, Heat or Charm. In the first round, the player whose character has the lowest card number chooses (same card? flip a coin). After a draw, whoever didn't choose last time picks.

  4. Play support cards

    Starting with whoever chose, take turns: each player can play one card from their hand or pass, up to 2 plays per player per round. When you both pass in a row, the round's over.

    Passing doesn't lock you out: if the other player plays afterwards, you can play again. Anyone who has made their 2 plays (or has no cards) always passes.

    Item: equip it to your character; it adds its bonus if it matches the round's stat (double if your character is listed under “Equips to”). Place: it replaces the one on the table (the old one goes to its owner's discard pile) and its bonus goes to whoever played it, also in later rounds while it stays. Event: its bonus or penalty applies to both.

    If the card's text can be done at the table (draw, look at the deck, take back from the discard pile, swap a place…), do it when you play it. If not, it's just for laughs.

  5. Special ability

    Instead of playing a support card, you can discard a card from your hand to trigger your character's special ability: read it out loud (in Marciano's voice, that's mandatory) and add +15 to the round's stat. If its text can be done at the table, do that too.

    Once per round, it counts as one of your 2 plays, and you need a card in your hand to discard.

  6. Compare and clean up

    Each player adds up their character's chosen stat plus bonuses. Highest number wins the round. On a tie, the card's Charm wins; if that's tied too, the round is a draw and the two flames hug it out.

    Items and events go to the discard pile; the place stays. Each player draws a card (no hand limit; if your deck runs out, you don't draw) and the next round starts with the next character.

  7. Who wins?

    Whoever wins 2 of the 3 rounds: if someone wins the first two, that's it. If after three rounds someone has more wins (thanks to draws), they win.

    If it's still tied at the end, one last round settles it with each player's most charming character (the loser of the last round picks the stat). If that's a draw too, the match ends in a tie.

Flight drill

A sample round

Viking Marciano vs Samurai Marciano. It's the first round, so Viking picks (lowest card number) and they compete on Heat.

Viking Marciano card, epic character, #004/039

Viking

  • Card Heat: 88
  • Black Friday (event, for both): +20
  • Discards a card and triggers “Northern Roar”: +15

123Wins the round!

Samurai Marciano card, epic character, #005/039

Samurai

  • Card Heat: 80
  • Equips the Infinite Coffee Mug: +15 (not listed under “Equips to”, so no double)
  • Black Friday hits them too: +20

115Loses (by a hair)

Next round, Samurai picks, having lost. And Black Friday goes to the discard pile: it's over.

Against Marciano

And if you've got nobody to play with…

Play against Marciano in your browser with these same rules: you pick 3 characters from your collection (if you don't have any yet, everyone starts with the commons), your support deck and the level (easy, normal or hard).

Every duel you win gets you a pack (two on hard). Online, the text of these cards actually happens; the rest, just like at the table, is for laughs:

Short on cards?

Open packs to get characters, or print the whole collection and deal.