‘LoonsTCG: Rules & Guidelines FAQ

1. Select your Crew

Both players draft 3 ’Loons for their starting lineup.

Your crew (Homies) must ALWAYS start with 10 or fewer Skill Stars. Place them face down in the triangle formation seen on your game mat; 1 card in the lead position and 2 cards on your sideline/bench. 

Next, draft 3 more cards face-down to your Extra Deck. 

2. Ro-Sham-Bo

Both players flip their lead cards face up; “Ro-Sham-Bo” determines who sets the first trick. 

3. Offense

Call out a trick listed on your lead card & roll 2 dice.

If 0 die match, offense switches to your opponent. If at least 1 die matches, it’s a make, and Opp must defend that trick by rolling the same number.

*ALWAYS rotate your crew clockwise after a successful offensive set. If you miss, stay put! You‘ll rotate at the start of your next turn.

4. Defense

Roll 3 dice to defend.

Only 1 of your die needs to match the number that your opponent rolled to defend successfully. If you fail to defend: You get a letter (S.K.A.T.E).

*You will NEVER rotate your crew while on defense.

5. Abilities & Specials

Some abilities are continuous (∞), while others have limits called “Ability Points” (AP). AP refers to the number of times you can use an ability. When you run out of AP, an ability can no longer be used unless they are replenished.

Special Abilities are written in red & can be unlocked by calling a trick and rolling 2 (or more) matching dice on offense. 

6. BEEF

Certain BEEF between neighborhoods increase the likelihood of landing tricks on offense.

Your “Neighborhood” can be found on the left side of the ability bubble.

The right-sided icon is your “Neighborhood BEEF”. If you set a trick against an Opp you BEEF with, you gain +1 die on offense just for pulling up.

Favorable matchups will create a faster paced game so stack your Extra Deck with cards that balance out the rest of your crew. You can review these matchups on each card and/or by using the “Train Key” on your game mat.

7. No Repeats

Tricks cannot be repeated if they have been landed already this round.

If you have 0 available tricks to set, make up a trick name, call a number 1-6 & roll 1 die. If you manage to get a match, you lucked out. Your opponent must defend the number that was rolled.

8. Consistency

Some cards have the same trick listed multiple times. This increases the consistency of landing tricks & unlocking specials but lowers the number of available tricks in your move pool.

Additionally, some abilities increase or decrease the number of dice you roll. The more dice you have, the higher your chances are of scoring.

9. S.K.A.T.E

You cannot use a cards ability to inflict the final letter to an opponent. 

If you get your last letter (E), conduct a “Last Try” saving throw using 1 die. If it’s a match, you live to skate another day. If it’s a miss, get to practicing.

This game is played best of 3.

10. Extra Deck

You may swap cards with your Extra Deck between rounds OR mid-game using the ability of certain Homies. The best crews balance each of their ‘Loons tricks, abilities, & neighborhoods.