Countryball Cards Game Rules

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

Crash Course - Learn in 2 Minutes!

1. Setup

Each player draws 4 cards, discards 1, then both players reveal 3 face-up simultaneously. Roll 4 resource dice to set market prices.

2. Your Turn

Get 5 coins • Buy/sell resources at dice prices • Use card abilities (pay costs) • Attack enemies • Pay 2 coins to unstun

3. Abilities

Roll D20 when using abilities. Success = ability effect happens (attacks give skull + stun by default)

4. Win

Give each enemy countryball 3 skulls 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: 30-45 min
Age: 12+

Components Game Components

Countryball Cards

Each player draws 4 cards at start, discards 1, and reveals 3 face-up to form their army.

Coin Tokens

5 coin tokens per player. Gain 5 coins each turn. Spend for resources and emergency unstunning (2 coins).

Resource Dice (4)

Yellow (Grains), Brown (Horse), Black (Oil), Gray (Iron). 6-sided dice with faces: 2, 3, 3, 4, 4, 5.

D20 Combat Die

Used for ability rolls and combat resolution. Roll to meet or exceed ability requirements.

Setup Setup

1. Each player draws 4 cards → 2. Each player discards 1 card (keep hidden) → 3. Both players simultaneously reveal 3 cards face-up (your army) → 4. Roll 4 resource dice to set market prices: Yellow (Grains), Brown (Horse), Black (Oil), Gray (Iron) → 5. First player: who revealed cards first

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 game start to set initial prices. Prices change during gameplay based on market events.

  • Yellow Die: Grains Grains 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, then buy/sell resources at current dice prices (shown on the 4 colored dice). Resources: Grains Grains (Yellow), Horse Horse (Brown), Oil Oil (Black), Iron Iron (Gray)

Abilities Use Abilities

Pay resource costs to activate card abilities multiple times. Each ability shows its cost and effect.

Combat Battle

Attack enemies: Pay resource cost → Roll D20 (if required) → Need number shown on card or higher to hit → Hit = stun + 1 skull. Give each enemy countryball 3 skulls to eliminate them.

Note: Failed attacks still cost resources. Stunned cards can't act next turn. Pay 2 coins to unstun any card at any time.

Victory Win

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

Combat Combat & Abilities

Abilities Understanding Abilities

Format: Ability Name + Resource Cost (e.g. OilOil = 2 Oil) + Effect Description + Dice Roll Requirement (e.g. dice>=12 = need 12+ on D20)

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 skull marker skull.

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. Emergency Unstun: Pay 2 coins to immediately unstun any card at any time during your turn.

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 target.

Failed Failed Attempts

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

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 4 cards, discards 1, then chooses 2 to reveal face-up. 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

Player 1 (Team A)Player 1 (Team B)Player 2 (Team A)Player 2 (Team B) → Repeat