Card Battle (game)
| Players | 2 |
| Setup time | None |
| Play time | 5-15 min |
| Deck | Infinite (auto-reshuffle) |
| Starting HP | 20 per player |
| Hand size | 4 cards |
| Genre | Simultaneous action |
Card Battle is a two-player simultaneous-action card game played on a shared device using a pass-and-play format. Each player maintains a hand of four cards drawn from a shared infinite deck, and both players secretly select one card per round before revealing simultaneously.[1]
The game is notable for its Surge mechanic, which allows players to stack attack multipliers at the risk of triggering an overload — a backfire that redirects damage to the attacker.[2]
Overview
The objective is to reduce the opponent's hit points from 20 to zero. Players choose from six card types each round, balancing offensive, defensive, and tactical options. Because both players reveal simultaneously, the game involves significant bluffing and prediction.
Gameplay
Each round: (1) Player 1 secretly selects a card and confirms; (2) the device is passed to Player 2; (3) both selections are revealed simultaneously; (4) effects resolve and each player draws a replacement card. The deck reshuffles automatically upon depletion. Mutual lethal damage results in a draw.
Cards
| Symbol | Name | Effect | Base value |
|---|---|---|---|
| ✦ | Strike | Deals damage, reduced by opponent's shield. | 4 damage |
| ◆ | Shield | Absorbs incoming damage. | +5 shield |
| ★ | Heal | Restores HP (max 20). | +6 HP |
| ▲ | Surge | Stacks a x2 attack multiplier. | x2 per stack |
| ◉ | Drain | Deals damage and transfers HP from opponent. | 3 dmg / +2 HP |
| ◈ | Pierce | Deals damage bypassing shield entirely. | 5 damage |
Surge and overload
| Surge stacks | Multiplier | Effect |
|---|---|---|
| 1 | x2 | Next attack deals double damage. |
| 2 | x4 | Next attack deals quadruple damage. |
| 3 | x4 (backfire) | ⚠ OVERLOAD — attack hits the attacker instead. |
Play the game
Strategy
- Shield baiting — delay attack to bait out opponent's Shield before playing Strike.
- Pierce timing — most valuable when opponent has high shield.
- Surge management — x4 is optimal; avoid drawing a third Surge.
- Drain efficiency — doubly effective at low HP differentials.