CHARACTER / CREATURE CARDS
Visionary: The Visionary is a unique card that each deck may only have 1 copy of regardless of who it is.
The Visionary is removed from the deck and placed in its own area on the Canvas before the game begins. Like all cards, the Visionary has an Inspiration value in the upper left corner of the card. The Visionary costs nothing to play and their Inspiration is used to pay the Inspiration cost for the cards in the Player’s hand and on their Canvas. A Visionary cannot pay for a card's cost if they do not have Inspiration (from which they can spend from) equal to or greater than the card's cost. Visionaries may have a max of 20 Inspiration. Players can select any Visionary to include in their deck. You use tokens, dice or pencil and paper to track how much Inspiration your Visionary has at any given time: the amount will fluctuate as the game progresses, being earned back by card effects or talents such as Inspire. It does not replenish back to the starting amount at the beginning of your turn, so use your Visionary's Inspiration wisely!
Doodles: Doodles are baby Splatterkin.
They may only have up to 2 Inspiration and don’t need to dry (but still must be placed from the hand to the Drying Rack during a game to get on the Canvas, or from the Deck to the Showcase during the first Planning Phase). Doodles are of the Vibrant colorway, regardless of their Original version’s colorway.
Originals: Original Splatterkins are the most common of all the Splatterkin types.
They can be played to the Drying Rack as wet (played face down) and then dried (face up) on the next round if their Inspiration cost is paid for. They can also be played (skipping the wet/dry stage) to the Canvas by upgrading a Doodle that is already on the Canvas.
Revisions: Revisions are Splatterkin that have grown into their full potential.
Unlike Doodle and Originals, they can only be played to the Canvas if they are upgraded from a dry (face up) Original Splatterkin.
EFFECT CARDS
Techniques: Techniques are cards that grant the Player additional effects that they can use during a game. There are three types of Technique cards. A Player may only have a max of 3 Techniques on the Canvas at one time.
Instants: Instant Techniques will have the word “Instant” highlighted above their effects. To be played, an Instant must first be placed face down in the Techniques area of the Player’s Canvas. The Player then may choose, at any time during a Round, to flip any number of their placed Techniques face up. When they do so, they must pay the Inspiration cost on the card(s) and use their effects. Once the card’s effects are completed, the card is sent to the Drawing Board.
Constants: Constants are Techniques that are played the same way as Instants. However, once flipped face up and paid for, they remain in the Techniques area, continuously applying their effects to the game until they are interrupted by another Technique or removed to the Drawing Board or Trash Can.
Interrupts: Interrupts are Techniques that can only be used if the situation arises in which their effects can be used. For example, Glue Trap can only be played when an opponent's Splatterkin attacks. At which time its ability to stop said Splatterkin from attacking can be paid for and used. Like Instants, Interrupts can be played to the Canvas face down, and then flipped face up at any time, be paid for, have their effects used, and then be sent to the Drawing Board. However unlike Instants, Interrupts can also be paid for and played from the player’s Hand, have their effects used, and then be sent to the Drawing Board without ever touching the Canvas.
Finishes: Finishes are similar to Techniques, as they grant the Player the ability to use a wide variety of effects during a game. However, they differ in how they are played.
To play a Finish, the Player looks at its Inspiration cost, pays it using their Visionary, and then places it in the Finishes area of Canvas, which is to the right of the Showcase area (given they have a Splatterkin in the Showcase) or the Splatterkin itself (if it is in the Drying Rack). The ability the Finish has is then constantly active (similar to a Constant Technique), so long as the Splatterkin it is attached to is in the Drying Rack or Showcase area. Any Splatterkin can have up to two Finishes applied to it at a time. Finishes cannot be removed from a Splatterkin once applied unless by the effect of another card.
Alterations: Alterations are similar to Finishes, as they can be applied to a Splatterkin to grant it Inspiration!
To apply an Alteration, the player must simply place the Alteration in the Alteration area for free, which is to the left of the Showcase area (given they have a Splatterkin in the Showcase) or the Splatterkin itself (if it is in the Drying Rack). Some Alterations might have an Inspiration cost which is paid for by the Visionary prior to being applied to the Splatterkin. Doodle and Original Splatterkin can have 1 Alteration attached to them, whilst Revision Splatterkin can have up to 2. Alterations remain on a Splatterkin until the end of the round, which they are then removed at the start of your next turn, unless if its effect states otherwise.
TOKENS
What are Tokens?: Tokens are special effects that affect the flow of gameplay by either preventing or providing a benefit outside of normal gameplay. While they are not cards themselves, many card effects do refer to them so it is important to familiarized yourself with them.
Types of Tokens
Duality: Duality Tokens remain in effect until removed or the Splatterkin they are attached to is defeated. If a Duality Token is placed on a Splatterkin, it disables all talents that Splatterkin has.
Gem: Gem Tokens remain in effect for 1 round unless if an ability allows for it to remain longer. If a Splatterkin is the target of a card effect and has a Gem Token, you may stop the effect by discarding the Gem Token.
Ink: Ink Tokens remain in play until used. Each time damage is dealt by the specified means (attack, technique, etc) you will gain 1 Ink Token. When you are ready you may remove any amount of Ink Tokens you have stored to deal damage to a Foe equal to the amount of ink tokens you remove.