I've created a fully playable English version of the Zoids Scramble card game! You can find the PDF version here, or the Microsoft Word version here. Just print and cut out the cards you want, plus the rules and backing sheet (optional), and you're ready to go!
Some notes: - The card scans are from sieg.nu, used with permission. The actual game is, of course, by TOMY. - Cards are from volume 1 only. I can translate volumes 2 and 3 if there's enough interest (although I'll need to track down the second starter pack to find out what the Bio ability does), but I probably won't be translating the promotional cards. - The game requires two players, each with their own deck and backing sheet. - If you want to make an "accurate" randomly-drawn deck, or you're just curious about the rarities, someone estimated how common each rarity level is here.
Last Edit: Feb 21, 2016 9:59:26 GMT -5 by Falcarius
Well, I picked up the second starter pack a while ago, and now I've finally got around to comparing the two rulebooks. There were only a few changes, most of them clearing up uncertainties and closing possible loopholes in the rules. Here's everything that's been changed, clarified or added:
- Bases now officially use 5 Energy cards instead of 4. - Zoids may have multiple types as well as subtypes. - Some Command cards (Operation Type) are set on Zoids, instead of used once and scrapped. - In your Preparation Phase, you must set all of your Exhausted Zoids to Standby. Your opponent's Exhausted Zoids are not set to Standby. - In your Supplement Phase, you must draw a card. Your opponent does not draw a card. - You may set any type and number of Zoids in the arena (except Unison Zoids if you haven't set any of their component Zoids). - You may set a pilot with the same name as a pilot in your opponent's Arena, but not one with the same name as a pilot in your own Arena. - You may attack the same Zoid multiple times in one turn. - If you attack your opponent's base and are not blocked, neither player can use Command cards (Battle Type). - To play a [Unison] Zoid, you only need to have one of its component Zoids in the Arena. - [CAS] and [Unison] Zoids are not counted in the "one Zoid card per turn" requirement, so you may set one normal Zoid, one [Unison] Zoid and one [CAS] variant on the same turn. For instance, you may play a Liger Zero and immediately convert it into a Liger Zero Schneider or a Liger Zero Phoenix. - Even when Exhausted, Zoids with the [Flying] ability cannot be attacked or blocked by Zoids without it. - The effects of the [Scouting] and [Electronic] abilities are optional. If there are no face-down Command cards in the Arena, [Electronic] has no effect. - [High Output] takes effect once you have declared the target you wish to attack. It does not take effect when blocking. - The effects of [Support] do not apply to the other player's Zoids. - [Block Bonus] also takes effect when a Zoid is attacked directly, not just if it blocks an attack on another Zoid. - The [Underwater] ability (essentially identical to the [Flying] ability) was planned but never implemented, and is not even mentioned in the Volume 2 rulebook. - You are allowed to create a deck with no pilots and only [Unmanned] Zoids, as long as you follow the standard deck rules. - [Bio]: If a Zoid with the [Bio] ability attacks a Zoid without a pilot and without the [Bio] ability, the attacked Zoid's basic power is treated as 0. Any additional power due to other cards and special abilities is unaffected. - Lanstag's "stag" subtype (card 03 in Booster Pack 2) is considered equivalent to "moose". - "Bio Velociraptor" (card 04 in Booster Pack 2) is considered the same name as "Bio Raptor". - Gojulas's "dinosaur" subtype (promo card P43) is considered equivalent to "Giganotosaurus".
As far as I know, this plus my first post should be the final, complete set of rules. Completing the actual cards could be a bit trickier, though...