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LET’S GO MEGA
Mega is the fast paced wrestling trading card game for 2-4 players. Battle it out as your favourite wrestler, play combinations of epic moves and beat the 3 count to be crowned winner.
SETTING UP
CHOOSE YOUR WRESTLER
Each player starts with their chosen wrestler. Every wrestler comes with three main attributes; Personality Type,
Weight Class and Fighting Style.
Each attribute has its own ability giving you a unique advantage against your opponent.
STAMINA
Every wrestlers starts with x10 stamina. Stamina is your health, and determines how close you are to being pinned.
Whenever an attack is successfully played against an opponent or yourself, stamina is reduced equivalent to the number of damage. Stamina can also be restored using recover and other strategy cards.
30 CARD DECK
Each player starts with their 30 card deck. This is made up of a mixture of x15 Strategy cards & x15 Attack cards.
Play a combination of your best moves to reduce your opponents stamina and go for the pin to win.
CARD TYPES
There are two main categories of cards in your deck; Strategy and Attack.
Strategy cards are divided into two types; IN & OUT.
Attack cards are divided into four types; Strike, Grapple, Signature and Finisher.
SET UP YOUR MAT
When playing Mega follow the mat layout above. Different cards have designated areas.
MOMENTUM METER
When attacking, players can store successful cards in the momentum meter to unlock the ability to play a finisher.
HOW TO PLAY
Players take it in turns to face one another. Each turn is made up of four main phases. The aim of the game is to play your best combination of cards and successfully pin your opponent to win.
PHASE 1: DRAW
At the beginning of the game every player draws x6 cards from their deck.
At the start of each turn, players draw x1 card from their deck. Players must have at least x3 cards in their hand at the start of their turn.
When players use up all their cards from their hand, they can immediately draw
x6 more from their deck.
When all cards have been used in your deck, shuffle your discard pile and reset.
PHASE 2: STRATEGY
At the start of Phase 2, players can use as many IN strategy cards from their hand.
During their opponents turn, players can use as many OUT strategy cards.
PHASE 3: ATTACK
At the start of Phase 3, play x1 attack card.
Combine cards and play multiple attacks for every play again symbol. These feature on both attack and strategy cards,
Each attack card has an allocated number of damage. For every damage symbol reduce your opponents stamina by x1.
In order to play a Finisher, players must have successfully landed x1 Strike, x1 Grapple and x1 Signature through out the duration of the game. These can be played in any order and stored in the momentum meter. Reversed attack cards are also stored in the momentum meter.
PHASE 4: END
At the end of your turn, players must have a maximum of x6 cards in their hand. Excess cards should be placed in the discard pile.
All used cards on your turn should be placed in the discard pile (unless stored in your momentum meter).
For all remaining cards in your hand, players can choose to discard x1 card and draw x2 cards in exchange for x1 stamina.
HOW TO PIN
To win the game, players must pin their opponent without them performing a kick out. When pinning, a player counts from 1 to 3. If their opponent cannot perform a kick out during the count, they lose the game.
PIN VIA STAMINA
Players can perform a pin by reducing their opponents stamina down to PIN.
PIN VIA FINISHER
Players can perform an early pin by
playing a finisher attack card.
PIN VIA STRATEGY
Strategy cards such as Quick Pin & Steal Pin allow players in multi-player matches to perform a pin.
PIN VIA REVERSE FINISHER
When a players momentum meter is full, a reverse card can be used against an opponents finisher attack card.
HOW TO KICK OUT
To keep the game going, players can perform a kick out during a pin attempt.
KICK OUT VIA FORFEIT
When pinned (except via finisher), forfeit one attack card (Strike, Grapple or Signature) from your hand, matching the number on the card to the pin count.
KICK OUT VIA STRATEGY
'Kick out' strategy cards can immediately cancel any pin attempt. Kick out cards are also the ONLY cards that can be used to kick out from a Finisher.
BLOCKING FINISHERS
When an opponent uses a Finisher attack card, block strategy cards can be used.
BOOSTED STAMINA
After a kick out, increase your stamina by the same number the pin was cancelled at. E.g. a kick out at 3, would give you x3 stamina. When using a ‘Kick out’ strategy card, increase your stamina by x5.
GAME MECHANICS
MOMENTUM METER
Players can only use their Finisher attack card once their momentum meter is full. To fill a momentum meter, players must successfully land x1 Strike, x1 Grapple and x1 Signature attack throughout the duration of the game.
When played, they can be stored in the momentum meter.
Once a finisher has been successfully played, all stored cards must be placed in the discard pile.
BOOSTED ATTACKS
Some attack cards also have been highlighted with a fighting style. When these attack cards are paired with Wrestlers of the same fighting style, an additional +1 damage is applied.
RECOVER/LOSE STAMINA
Wrestlers can recover +1 stamina for every heart featured on a strategy card (or by receiving a boost from a kick out).
Wrestlers can also lose x1 stamina for every attack card that features a broken heart.
ABILITIES
Every Wrestler falls into two categories; Weight class and Fighting style. Each category comes with multiple options, all with their own unique ability, which can be activated multiple times throughout the duration of the game.
HEEL vs FACE
Exclusive strategy and attack cards with the Heel or Face symbol can only be played by Wrestlers of the same personality type.
CUSTOMISING STRATEGY
Players can customise their strategy cards to match their unique play style.
Decks must contain a maximum of:
x2 Blocks, x2 Evade Block, x2 Reverse and
x1 Kick Out. Players are free to choose the remaining x8 cards, limited to x2 per design.
CUSTOMISING ATTACKS
Players can customise their attack cards to match their unique play style.
Decks must contain a mandatory:
x3 Strikes, x3 Grapples, x3 Signatures and x1 Finisher or x1 Super Finisher. Players are free to choose the remaining x5 attack card types, with a maximum of x2 Finishers or x2 Super Finishers.
CHAMPIONSHIP BELTS
Mega is home to some incredible title belts. Want to make your mark and fight for the right to be undisputed champion? At the start of a match, players can put up their title cards as a prize for the winner. Keep a record of how many you have to be multi-time winner!
MULTI-PLAYER
Mega allows for multi-player action with 3 players (Triple Threat) and 4 players (Fatal Four Way).
NUMBER OF PLAYERS
Mega can be played up to a recommended 4 people. Follow the same rules as singles match but with even more wrestlers!
TAKING TURNS
Like a singles match, players rotate through turns, starting with the youngest player.
AIM YOUR ATTACK
When playing with multiple players, identify who will receive an attack.
FIRST TO PIN
In a multi-player match, its a race to be the first to pin to win. Players can also kick out other pin attempts to keep the game going!
TAG TEAM MATCH
Mega TCG allows for epic tag-team action! Follows the same rules as singles matches with a few additions.
CHOOSE YOUR TEAM
Combine the perfect wrestling duo and team up with another player. Utilise different weight class and fighting styles to compliment abilities and strategies.
DRAWING CARDS
At the start of the match, the active player draws x6 cards. The non active tag partner only draws x3, drawing x3 more after they have been tagged into the match. Players can only draw cards at the start of their turn when they are the active member.
TAG IN/OUT
Players take it in turn to compete against their opponents. Players can tag in/out their team member at the beginning of their turn before the start of Phase 1.
HOT TAGS
Hot Tag strategy cards enable teams to switch players quickly during their opponents turn.
STAMINA
Stamina trackers follow the active player as they go in/out of the match. Tagged out players cannot be attacked (unless a Take-Out Tag-Team card is played).
TAG TEAM ATTACKS
Tag team attack cards can be used at the start of your turn or when a team member is tagged in/out the match. Tag Team attack cards can be used by both active or non-active players.
TAG TEAM STRATEGY
Different tag team strategy cards are used IN and OUT of play to enable players to surprise their opponents.
KICK OUT
Active and non-active players can perform a kick out with cards from their hand. This includes both forfeiting an attack card or playing a kick out strategy card.
NO-DQ MATCH
Want to dial up the heat? Exchange attack cards for weapons to inflict greater damage on opponents.
SETTING UP
All weapon cards must be placed on the mat face up. All players have the freedom to use any of the weapons by exchanging them for attack cards.
EXCHANGING CARDS
Attack cards can be exchanged for weapon cards. Match the number of damage to the weapon cost to add weapons to your arsenal.
DEALING DAMAGE
Like attack cards, weapon cards can deal damage to your opponents and be used during Phase 3 of your turn. Weapon cards can be used either immediately or later in the game. After used once, weapons must be removed from the game.
COMBINING WEAPONS
Players can combine certain weapons to inflict greater damage on their opponents. Tables can be stacked. Aerial moves can be combined with a ladder. And players can jump through tables from a ladder too.
FAQ’S
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Yes, as long as there is play again symbol present, you can play another attack card. Any attack cards that have been blocked should be placed in the discard pile.
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To cancel a combination attack, players need to play a block card for every attack card. Block cards must be played from the first attack onwards.
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Yes. If a player has played an attack leading to a pin, if they have an additional play again, they can continue their attack even after a kick-out.
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Yes, you can play a reverse card in response to an opponents reverse card.
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Mega requires a minimum of 2 players, and a recommended maximum of 4.
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Players are free to use their abilities as much as they like, as long as it follows the rules of the game.
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No. Finisher’s cannot be used to kick-out of a pin. Only Strikes, Grapples or Signature attack cards can be forfeited on their respective counts.
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No. Finishers can only be paid once your momentum meter is full. To do so, you must play x1 Strike, x1 Grapple and x1 Signature attack card.
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Yes. A Finisher attack card can be reversed as long as you have your own momentum meter full.
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No. There is a maximum of 10 stamina. Players cannot store additional stamina.
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Shuffle your discard pile and continue using it as your revived deck.
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Yes, weapon cards can be blocked using a ‘block’ card. Weapon cards can also be reversed using a ‘reverse’ card.
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Yes. A Boost card played on Phase 2 can be stored on the mat for the next opportune time an attack happens.