This are the definitive rules for playing Fairy Dust and Pixie Powder (hereafter FDPP). These rules are used for any official tournaments, and are written with the goal of being authoritative.
Obviously, it isn’t mandatory to strictly adhere to these rules in your own game. These rules are created for tournament use. If you wish to change aspects of these rules when playing with a friend, you are free to do so. The only requirement is that both players know the rules—including any changes—and have agreed to play by them prior to the game. In the case of rule disputes, particularly ones involving tournaments or other official contest, these rules are final. They are written with game officials in mind, and are not intended to be a guide on how to play the game. For that, you should visit this page instead.
When creating rules, it is important to use consistent terminology. Here is a definition of some of the terms that this page will be using. Such terminology may also appear in card text.
First are the terms which indicate requirement levels:
- The word always refers to a rule that always applies, even with card text. For example, if there were a rule which states “This card is always captured when attacked,” then a player could not play a card in such a way that would prevent that card from becoming captured when it is attacked. The word never is similar, and would refer to rules regarding things that can never happen. The only thing which can override such rules are rule variations, such as the lite variation.
- Must, must not, shall, shall not, and usually: refer to rules that are generally considered mandatory. The only way to override them is through other rules or contradictory card text. For example, a rule which says “This card must be captured when attacked.” means that the opponent cannot choose to not capture the card. They must capture it if they attack it, and their opponent must allow them to capture it.
- May, may not, can, cannot, and typically: all rules, unless otherwise indicated, fall under this category. These are rules which are generally a good idea, but can be overridden if both players agree or if another rule contradicts it later. For example, suppose there’s a rule that says “Black moves first.” This is the generally accepted order of things, but if Black agrees, then White may move first.
Next are gameplay terms:
- Attack/Defend: An attack is when a card is placed adjacent to an opponent’s card. The opponent’s card is said to be defending, and the card being played is attacking. Cards must attack whenever they are placed adjacent to a card, even if the defending card shares only an edge. Certain cards are capable of attacking cards that do not share a border with them.
- Values, Stats, Attack Values, Defense Values: On most cards, there are a series of numbers appearing on the edges or corners of the card. These are called values. When attacking, they are known as attack values. When defending, they are called defense values. Sometimes, an attack value can be changed without changing the defense value, and vice versa. Occasionally, these numbers are referred to as stats.
- Capture: A capture occurs when a card fails to defend against an attack. This results in the card being flipped over, thereby converting to the side of the attacker.
- Round/Turn: A turn is the action or actions a player takes, after which the opponent takes their turn. When all players have taken their turn, a new round begins.
- Action: Each player usually gets only one action per turn, though cards exist that may grant additional actions per turn. During a player’s turn, they may place a card, play a spell card, draw a card, or activate an action ability of a card on the board.
- Black/White, Sides, Team, Alliance: All players have a color corresponding to one side of the card, whereas their opponent’s color corresponds to the opposite side of the card. These sides are typically referred to as Black or White. If captured, they change to the opponent’s team.
- Owner/Master: The player whose color corresponds to the face-up side of the card. For example,
this Pixie Wizardis on the Black team, so his master is the player represented by the color Black. This term does not refer to the physical possessor of the card, nor does it refer to the player who originally played the card. Cards swap alliances as soon as they are captured.
- Creature Type: This is the species of the card. For example, a Pixie Wizard is a “Pixie,”, and a Fairy Scout is a “Fairy.”
- Clone: A card which has the same name, abilities, values, and artwork as another card is said to be a “clone” of that card. Certain cards may not allow clone cards to be played. Note that cards which merely have the same name as another card is not considered a clone of that card. They must be exact duplicates.
- Lucky/Rare/Foil/Shiny: A lucky card is a card which has the same abilities as another card, but with a unique appearance and artwork. Lucky cards are generated by the server, and getting them is a matter of pure luck. Any time the server creates a card, there is a small chance that the card it generates will be a lucky one. A card will never lose its lucky status. Lucky cards do not change gameplay. They exist purely to show off. This page has more information on how lucky cards are generated (opens in new window)
Ability and ability types:
- Action: An ability which (usually) takes a whole turn to use. Simply state that you are activating the card’s ability, indicate the card, and then perform the action listed on the card.
- Passive: An ability which is constantly in effect. It does not need to be activated and cannot be deactivated.
- Immediate: An ability which takes place immediately after the card is placed. It does not use a player’s action to activate. However, playing a card with an immediate ability still takes a standard action.
- Triggered: An action which happens once a specific condition is met. It does not cost a player’s action, and may even occur on the opponent’s turn.
Finally, we have card types:
- Character Card: This is a card with a character on it. Character cards usually have values along the sides or corners of the cards. They also have a name, and they may possess abilities. An opposing character is featured on the opposite side of the card.
- Spell Card: A spell card never has attack values, and are not placed on the board when playing them. They typically have an effect, and are left in the player’s hand until they are needed. Once a spell card is used, it is consumed and discarded.
First, each player should decide their team, Black or White. Each player must play on one team, and there must be at least one player on each team. If this decision is not unanimous, a coin may be tossed to determine teams. If the coin lands heads up, the player who tossed it is on the White team. Otherwise, they are on the Black team. Their opponent then takes the remaining team.
To decide who moves first, use one of the following options:
- If this is a tournament match, the player who is the least skilled decides who moves first.
- If a player is challenged, the person who was challenged will decide who moves first.
- In exhibition play, the youngest player decides who moves first.
- If the decision on who moves first takes longer than 2 minutes, or if both players are in disagreement, then the decision should be made via coin toss with heads representing White and tails representing Black. If the decision on who gets to toss the coin cannot be made, then both players should toss a coin simultaneously. If both coins come up on the same side, then White moves first. If one coin is heads and the other coins is tails, then Black moves first.
The game’s rules may be adjusted slightly to accommodate three or more players. As an example, suppose we had three players. One player could take the Black team. The remaining two could play the White team. The Black team would simply take two turns, whereas each member of the White team would take one standard turn. Whenever the amount of players is odd, the team with fewer players may take an additional turn. Anyone within that team can take that turn, or the turn can be passed round-robin by the team. Players may also discuss with their team the actions to perform on their turn. If allowed, a player on one team may take all of the turns for their team, provided that the team unanimously yields to that player. If the amount of players is even, it is better to have an even number of players per team. Players within teams are allowed to show each other their cards and discuss tactics and strategy.
Each player chooses 10 character cards from their deck to form their hand. The remaining cards are shuffled once, cut, and placed beside the player. There are two options. An “open” game is a game whereby opponents can see your cards in hand. During a “closed” game, the opponent’s hand is hidden from view (either by using the hand option or by using the fog.) The remaining cards in deck should not be hidden in either case.
If the player has spell cards, land cards, or other specialty cards, those should be shuffled separately and placed in their own deck, face down. The player should then draw three spell cards from the shuffled deck. Cover cards should be placed back in the box. Any trophies earned can be placed beside the player.
If a player has no spell cards or specialty cards, and the opponent does, that player may select two additional character cards to add to their hand, bringing their starting hand total to twelve.
By default, each player has one action. They may obtain additional actions depending on the type of cards they have. A player may perform any of the following actions on their turn:
- Play a character card on the board grid.
- Play a spell card or other specialty card.
- Activate an “action” ability for one of their allied cards.
- Draw a character card from the top of the deck and place it in their hand. (do not play it)
- Draw a character card from the bottom of the deck and place it in their hand (do not play it).
- Discard any or all spell cards, and draw replacement cards.
A player cannot skip their turn. They must always perform an action, even if it is an unproductive one (such as drawing a card).
In the event that a player cannot move or refuses to move, the opponent may call for a timer. A timer should be placed on the table and set for five minutes. If the active player does not take their turn before the timer expires, then the game is declared a forfeit and the opponent wins. This rule is intended only for tournament use. During more casual games, players may elect to stop the game and continue it at a later time. Otherwise, a player who knows they will be away for an extended time should forfeit the game.