Universal Fighting System
2006
Designed by Ryan Miller, David Freeman
Published by Fantasy Flight Games, Sabertooth Games, Jasco Games, UVS Games
GAME SYSTEM This entry is to allow for discussion/rating of the game system as a whole. It is not for a specific product or release. Versions will appear on the individual item pages. The UniVersus Collectible Card Game (UVS) / Universal Fighting System (UFS) is a collectible card game originally designed by Sabertooth Games. The themes of the cards are drawn from a multitude of licensed gaming universes, especially fighting game licenses. In UniVersus, you can create decks featuring your favorite characters from anime and manga, video games, animation, and more. The first thing you'll need to play UniVersus is your own deck, and there's a number of ways to get one(Starter Decks / Clash Decks / Challenger Decks / Booster Packs etc) you'll need 1 Character card + a 60+ card deck! Types of cards: CHARACTER Your Character card is who you play as in UniVersus, and a key component of your deck's strategy. Every character has unique abilities and deck-building symbols that change the way you play, making every card in your deck that much more useful. Choose a character because they're cool, but also take a look at their individual properties so you know how best to use them! FOUNDATION You can easily recognize Foundation cards by the grey text box. Foundations are your main resource in UniVersus, allowing you to help check/play higher-difficulty cards, defend against faster and harder attacks, or use their unique abilities to give yourself an edge while attacking or defending. ATTACK You can't win if you don't use your Attack cards, which are identified by the orange text box. Attacks are exactly what they sound like: cards that deal direct damage or cause negative effects to an opponent or their resources. Attacks also feature unique bonuses and costs, so be sure you're picking the right move for the right situation! ASSET Identified by the green text box, Asset cards are essentially "tools and equipment" used by your character—while they cannot be used/committed to pass checks to play a card–they can be used for a variety of different effects, whether it's to heal from damage, boost an Attack's speed or damage, or to tighten up your defense. ACTION If your card has a blue text box it's an Action card! Actions must be played from your hand on the specific step they show: for example, an Action card that says "Enhance" must be played during the Enhance step, whether it's yours or your opponent's. Action cards work great as "surprises" that can shift the flow of combat in your favor. BACKUP Some characters specialize in bringing their whole crew along, which you'll see in Backup cards with pink text boxes. Acting as "support characters," Backups form a small army for your main Character card, adding another target for your Rival to focus on while also sometimes having individual benefits of their own! ANATOMY OF A TURN Start Phase Ready Step Ready all cards in your stage Review Step Before drawing, the turn player may discard 1 card from their hand Draw Step Draw up to your hand size Combat Phase Play Cards/Form Abilities until: You choose to stop You fail to pass a check while playing a card Attack Sequence Play Card After card/attack is played response window* Enhance Step Blitz Abilities played by attacker Enhance abilities played by each player, alternating after each player has an opportunity to play an ability (regardless of whether they play one or not) Block Step The defender may play a block Block status assigned based on zone of block relative to the attack Damage Step Damage assigned based on block status Attack Resolution End Phase Turn player moves card in their card pool to the appropriate zone Cards move from right to
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Game data sourced from BoardGameGeek, used under their API terms.
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