Sailor Moon Collectible Card Game
Overview
The Sailor Moon Collectible Card Game (Sailor Moon CCG) is a two-player collectible card game released in 2000 by Guardians of Order in association with Dart Flipcards. Players build decks featuring Sailor Scouts (Sailor Soldiers) who battle against monsters and villains from the Sailor Moon anime series. Victory is achieved by either eliminating all of an opponent’s scouts or defeating enough monsters and villains to reach a target victory point total. The game features unique mechanics including rock-paper-scissors (jan ken pon) resolution for certain conflicts.
Components
- Starter decks and booster packs containing:
- Scout cards (player characters that can be upgraded)
- Monster/Villain cards (enemies with strengths and weaknesses)
- Event/Item cards (temporary effects)
- People cards (ongoing effect cards)
- Playmat or play area for each player
Setup
Each player constructs a deck before play. Place starting Scout cards in play. Shuffle the remaining deck and draw an opening hand. Determine first player.
Turn Structure
Each turn follows this general sequence:
- Draw Phase: Draw one card from your deck.
- Main Phase: Play cards from hand – deploy new scouts, play events/items, upgrade existing scouts.
- Combat Phase: Initiate attacks against opponent’s monsters/villains or scouts.
- End Phase: Discard down to hand limit if needed, resolve end-of-turn effects.
Actions
Deploying Scouts
- Place Scout cards into play from your hand.
- Scouts serve as both attackers and defenders.
- Scouts can be upgraded by playing higher-level versions on top of existing scouts.
Playing Events and Items
- Event cards have a one-time effect and are discarded after use.
- Item cards may provide temporary bonuses during a specific phase or combat.
People Cards
- People cards enter play and remain, providing an ongoing effect that can be used every turn.
Combat
- Scouts attack opponent’s monsters/villains using three attributes: Body, Mind, and Spirit.
- Monsters and villains have strengths and weaknesses related to these three attributes.
- Some combat resolutions involve playing jan ken pon (rock-paper-scissors) to determine outcomes, adding an element of random chance.
- Damage reduces the health of the targeted card. When health reaches zero, the card is defeated.
Scout Upgrades
- Play a higher-level Scout card on top of an existing lower-level Scout to upgrade it, improving its stats and abilities.
Scoring / Victory Conditions
A player wins by achieving either:
- Eliminating all of the opponent’s scouts – if a player has no scouts in play, they lose.
- Defeating enough monsters and villains to reach the required victory point total (VP total varies by game format).
Special Rules & Edge Cases
- Jan Ken Pon: At certain points during combat, players play rock-paper-scissors to determine outcomes. This introduces controlled randomness.
- Scout Levels: Scouts can only be upgraded in sequence (Level 1 to Level 2, etc.). You cannot skip levels.
- Body/Mind/Spirit Triangle: Each attribute has advantages and disadvantages against the others, similar to a rock-paper-scissors dynamic.
- Deck Construction: Standard deck construction rules limit the number of copies of individual cards.
- Card Sets: Multiple expansion sets were released, adding new scouts, villains, and mechanics.
Player Reference
| Card Type |
Persistence |
Effect |
| Scout |
Permanent (until defeated) |
Attacks and defends |
| Monster/Villain |
Permanent (until defeated) |
Target for scouts, awards VP |
| Event/Item |
One-time use |
Temporary effect |
| People |
Permanent |
Ongoing ability each turn |
Combat Attributes: Body, Mind, Spirit.
Win Conditions: Eliminate all enemy scouts OR reach VP target by defeating monsters/villains.