Buffy the Vampire Slayer Collectible Card Game

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Buffy the Vampire Slayer CCG is a two-player collectible card game where one player controls the heroes (Buffy and friends) and the other controls the villains. Players build custom decks, deploy characters across the town of Sunnydale, engage in fights, face challenges, and collect Destiny Points. The game features a day/night cycle that affects vampires, a location-based movement system, and a talent-based combat resolution. The first player to 10 Destiny Points or to control Sunnydale Park for 6 consecutive turns wins.

Components

Setup

  1. Build a deck (or use a starter deck, removing First Patrol logo cards).
  2. Shuffle your 7 challenge cards face-down to form your Challenge Deck. Flip the top card face-up.
  3. Separate out your location cards (0-8 allowed, only 4 playable during setup).
  4. Shuffle your Resource Deck and offer opponent the chance to cut.
  5. Both players simultaneously reveal their Essence card and level 1 Main Character card. Place Essence card at 0 on the Destiny Point tracker.
  6. Determine the active player: Villains always go first. If no Villains, use any random method.
  7. Starting with the active player, place level 1 Main Character cards on one of your 4 empty location spaces in Sunnydale.
  8. The active player chooses whether the game begins during day or night. Rotate the Day/Night card accordingly.
  9. Alternating with the active player going first, play location cards on your location spaces (you may leave some empty). Unused location cards go to the Crypt.

Turn Structure

Both players go through all steps together, alternating “watches” (sub-actions) within each step. The active player goes first in each step. When all players consecutively pass in a step, proceed to the next step.

Step 1: Prologue Step

Step 2: Draw Step

Step 3: Refresh Step

Step 4: Movement Step

Step 5: Resource Step

Step 6: Conflict Step

Step 7: End Step

Actions

Fight Phase

Fights resolve through 5 stages:

A. Fight/Choose: Defender may choose a Stunt-Double (fatigue another character at the same location to fight instead). Play action cards/effects playable in this stage.

B. Fight/Draw: Both players draw 5 cards from their Resource Decks.

C. Fight/Battle: Players alternate placing cards into talent stacks to boost one of four talents (Butt-Kicking, Smarts, Charm, Weirdness). Action cards boost by their icon value; skills, items, and episodes boost by 1. Play action cards/effects playable in this stage.

D. Fight/Resolve: Play action cards/effects. When both pass, resolve: the character with the highest resolving talent (default: Butt-Kicking) wins. The losing character is discarded. Winner gains 1 Destiny Point. If a Main Character is defeated, their owner also loses 1 Destiny Point. Ties mean both characters are discarded with no Destiny Points gained.

E. Fight/Discard: Mandatory: discard down to 5 cards. Play action cards/effects. If the attacker won, their character fatigues.

Challenge Phase

Challenges resolve through 5 stages:

A. Challenge/Choose: Play action cards/effects.

B. Challenge/Draw: Attacking player draws 5 cards; defending player draws 3.

C. Challenge/Battle: Attacker places cards into talent stacks to meet challenge’s talent goals. Defender places cards to raise the talent goals. Defender can only boost talents that appear on the challenge.

D. Challenge/Resolve: If the combined talents of facing characters meet or exceed all talent goals (plus opponent’s boosts), the challenge is defeated. Defeating a challenge earns Destiny Points printed on the card. All characters involved fatigue.

E. Challenge/Discard: Mandatory: discard down to 5 cards.

Character Ascension

Scoring / Victory Conditions

Victory Condition 1 – Destiny Victory: Reach 10 or more Destiny Points. You win immediately.

Victory Condition 2 – Park Victory: Control Sunnydale Park at the end of the turn for 6 consecutive turns. “Control” means only your characters are in the park at end of turn. If any opponent’s characters are present or the park is empty, the count resets to 0.

Destiny Points Sources

| Source | Points | |——–|——–| | Win a fight | +1 DP | | Opponent’s Main Character defeated in fight | Opponent loses 1 DP | | Defeat a challenge | Points printed on challenge card |

Destiny Points can never go below 0.

Special Rules & Edge Cases

Player Reference

Turn Sequence: Prologue → Draw → Refresh → Movement → Resource → Conflict → End → Day/Night flips

Talents: Butt-Kicking, Smarts, Charm, Weirdness

Victory: 10 Destiny Points (immediate) OR control Sunnydale Park for 6 consecutive end-of-turns

Step Key Mandatory Actions
Prologue Place challenge if possible
Draw Refill hand to 5
Refresh Refresh all fatigued cards
Fight/Discard Discard to 5 cards
Challenge/Discard Discard to 5 cards

Combat Default: Butt-Kicking is the default resolving talent (can be changed by card effects).