Learn how to play Countryball Cards, the strategic countryball-themed card game! Master the art of building teams, managing resources, and conquering your opponents!
Both players draw 2 , 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
to determine first player (highest starts).
Get 5 (10 on first round). Buy/sell resources at market prices (selling is done at 1 coin below market price). Use
abilities (pay costs). Attack enemies.
Roll 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
and stun the target when successful.
Give each enemy countryball 3 damage tokens to eliminate them. Last player standing wins!
1v1 tactical card game where you control nations in strategic combat. Deploy countryballs, manage resources, and eliminate your opponent's forces.
Understanding countryball specializations helps you build effective strategies and counter your opponents.
Attack-focused countryballs that deal damage and eliminate enemies. Good at aggressive strategies and direct confrontation.
Protection-focused countryballs that shield allies and absorb damage. Good at surviving attacks and supporting teammates.
Resource-focused countryballs that generate wealth and manage markets. Good at earning coins and controlling resource prices.
Flexible countryballs with unique abilities that don't fit other categories. Good at providing special effects and utility.
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 to determine first player (highest roll starts)
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.
Players alternate turns in which they can:
Get 5 (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 (Yellow),
Horse (Brown),
Oil (Black),
Iron (Gray)
Pay resource costs to activate abilities. Each ability shows its cost and effect. Unless said otherwise, an ability can be activated multiple times if you can pay the costs.
Format: Ability Name + Resource Cost (e.g. means 2 Oil) + Effect Description + Dice Roll Requirement (e.g.
≥12 means you need a roll of 12 or higher on the 20-sided die)
Some abilities are attacks that deal damage. Pay resources and, if required, roll the D20 dice . 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
.
Some abilities provide other effects (resource generation, healing, etc.) but may still require dice rolls for success.
Stunned can't use abilities next turn, then automatically reactivate. To mark the card as stunned, rotate it sideways.
When an ability affects multiple targets and there is the word "each" written next to the dice icon, roll separately for each attack.
Resources are still consumed even if the dice roll fails - risk vs reward!
Eliminate all enemy countryballs (3 damage tokens each) to win!
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.
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.
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).
Project Cards are tied to their creating country's survival. If the originating countryball is eliminated, all of its Project Cards are immediately discarded.
Experience epic team battles with coordinated strategies and shared victories!
Each player draws 2 , 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.
Teammates can coordinate strategies but cannot share resources. Each player controls their own and
.
Win as a team by eliminating all enemy countryballs. If any teammate's cards are eliminated, the team can still win!
Partners sit opposite, so turns naturally alternate between the two teams. Start with a player that had the highest roll and proceed counter-clockwise.
The following rules only apply when playing with the Banners United expansion (included in Extended and Founder's Edition).
Banners United expansion introduces hireable allies to the game.