Countryball Cards Game Rules

Learn how to play Countryball Cards, the strategic countryball-themed card game! Master the art of building teams, managing resources, and conquering your opponents!

Crash Course - Learn in 2 Minutes!

1. Setup

Both players draw 2 cards, choose 1 to keep and reveal, discard 1. Repeat 3 times for 3 cards each. Roll 4 resource dice to set market prices at the start of each round. Roll D20 to determine first player (highest starts).

2. Your Turn

Get 5 coins (10 on first round). Buy/sell resources at market prices (selling is done at 1 coin below market price). Use card abilities (pay costs). Attack enemies.

3. Abilities

Roll D20 when using certain abilities. If you roll a number greater or equal to the one shown, you successfully execute the ability. By default, attacks give 1 damage token damage token and stun the target when successful.

4. Win

Give each enemy countryball 3 damage tokens damage tokens to eliminate them. Last player standing wins! victory

Overview Game Overview

1v1 tactical card game where you control nations in strategic combat. Deploy countryballs, manage resources, and eliminate your opponent's forces.

Players: 1v1 or 2v2
Time: 30-60 min
Age: 12+

Game Components

  • Countryball Cards (20-30) - Main playing cards with unique abilities
  • Resource Cards (60) - Track owned resources
  • Project Cards - Provide ongoing strategic benefits
  • Damage Tokens (20) - Track combat damage
  • Coin Tokens (50) - Game currency for purchases
  • Resource Dice (4) - Generate resources: Grains, Horse, Oil, Iron
  • Combat Die (1) - Resolve abilities and combat

Countryball Types

Understanding countryball specializations helps you build effective strategies and counter your opponents.

Combat Combat

Attack-focused countryballs that deal damage and eliminate enemies. Good at aggressive strategies and direct confrontation.

Examples: Germany, Sweden, Australia

Defense Defense

Protection-focused countryballs that shield allies and absorb damage. Good at surviving attacks and supporting teammates.

Examples: Belgium, Canada, United Kingdom

Economy Economy

Resource-focused countryballs that generate wealth and manage markets. Good at earning coins and controlling resource prices.

Examples: Netherlands, China, Switzerland

Uncategorized Uncategorized

Flexible countryballs with unique abilities that don't fit other categories. Good at providing special effects and utility.

Examples: France, India, Turkey

Strategy Strategic Considerations

  • Balanced Teams: Mix different types for well-rounded strategies
  • Type Synergies: Some countryballs work better together than others
  • Counter-Play: Identify opponent types and adapt your strategy accordingly

Setup Setup

1. Both players draw 2 cards, choose 1 to keep and reveal, discard 1. Repeat this process 3 times until each player has 3 cards revealed → 2. Roll 4 resource dice to set market prices: Yellow (Grains), Brown (Horse), Black (Oil), Gray (Iron) → 3. Roll D20 to determine first player (highest roll starts)

Market Dice Resource Market Dice

Each resource has a colored 6-sided die that determines its price. Dice faces show: 2, 3, 3, 4, 4, 5 coins. Roll all 4 dice at the start of each round to set prices. Sell price is always 1 coin lower than buy price.

  • Yellow Die: Grains Grain price
  • Brown Die: Horse Horse price
  • Black Die: Oil Oil price
  • Gray Die: Iron Iron price

Gameplay How to Play

Players alternate turns in which they can:

Coins Gain Coins & Trade

Get 5 coins (10 if it's the first round), then buy/sell resources at current dice prices (shown on the 4 colored dice). Sell price is always 1 coin lower than buy price. Resources: Grains Grains (Yellow), Horse Horse (Brown), Oil Oil (Black), Iron Iron (Gray)

Abilities Use Abilities

Pay resource costs to activate card abilities. Each ability shows its cost and effect. Unless said otherwise, an ability can be activated multiple times if you can pay the costs.

Abilities Understanding Abilities

Format: Ability Name + Resource Cost (e.g. OilOil means 2 Oil) + Effect Description + Dice Roll Requirement (e.g. dice≥12 means you need a roll of 12 or higher on the 20-sided die)

Attack Attack Abilities

Some abilities are attacks that deal damage. Pay resources and, if required, roll the D20 dice D20. If you roll the number shown or higher you made a successful hit! By default, a successful hit stuns the target and gives it 1 damage token damage token.

Non-Attack Non-Attack Abilities

Some abilities provide other effects (resource generation, healing, etc.) but may still require dice rolls for success.

Stun Stun Mechanic

Stunned cards can't use abilities next turn, then automatically reactivate. To mark the card as stunned, rotate it sideways.

Multiple Targets Multiple Targets

When an ability affects multiple targets and there is the word "each" written next to the dice icon, roll separately for each attack.

Failed Failed Attempts

Resources are still consumed even if the dice roll fails - risk vs reward!

Victory Win

Eliminate all enemy countryballs (3 damage tokens damage tokens each) to win! victory

Project Cards Project Cards

Project Cards are special square-shaped cards that provide passive bonuses to their owners. These powerful cards remain in play as long as their country of origin is alive, offering ongoing strategic advantages.

Creating Projects Creating Project Cards

Some countryball abilities allow you to create Project Cards. Pay the required resources and follow the ability instructions to deploy a Project Card to the battlefield.

Passive Effects Passive Benefits

Project Cards provide ongoing effects without needing to be activated. These benefits apply automatically as long as the Project Card remains in play (even when it is stunned, unless mentioned otherwise).

Elimination Project Elimination

Project Cards are tied to their creating country's survival. If the originating countryball is eliminated, all of its Project Cards are immediately discarded.

Team Mode 2v2 Team Mode

Experience epic team battles with coordinated strategies and shared victories!

Setup Team Setup

Each player draws 2 cards, chooses 1 to keep and reveal, discards 1. Repeat 2 times for 2 cards each (8 cards on the table total). Form two teams of 2 players each.

Teams Team Strategy

Teammates can coordinate strategies but cannot share resources. Each player controls their own cards and coins.

Victory Team Victory

Win as a team by eliminating all enemy countryballs. If any teammate's cards are eliminated, the team can still win!

Turn Order Turn Order

Partners sit opposite, so turns naturally alternate between the two teams. Start with a player that had the highest roll and proceed counter-clockwise.

Banners United Banners United Expansion

The following rules only apply when playing with the Banners United expansion (included in Extended and Founder's Edition).

Hireable Allies Hireable Allies

Banners United expansion introduces hireable allies to the game. banners

New Content

  • 10 new countryball cards: Norway, Croatia, Austria, Czechia, Finland, Spain, Portugal, Belgium, Hungary, Switzerland
  • 3 custom ally cards that signal a specific countryball is hired/hireable

Hiring Hiring Process

  • At game start, place three countryball cards face-up in the middle of the table (five in 2v2)
  • Each player can hire one ally for 10 coins coins
  • Hired allies are added to your team like any other card
  • You can use their abilities anytime

Ally Properties Special Ally Properties

  • Cannot be stunned or attacked - they can't receive damage tokens damage tokens
  • Don't need to be eliminated for their owner to lose the game
  • Limit: Each player can have only one hired ally