# TANUKI PANIC -- Complete Rules

### 1. Objective
Reduce your opponent's **Life Points (LP)** to zero by attacking with your cards in **Attack Mode**.
---
### 2. Card Anatomy

Each card has:
| **Name** | Example (Igaguri) |
| :--- | :--- |
| **Card Name** | Igaguri |
| **Flavor Text** | *A true warrior plants his feet like a bamboo stalk—unyielding above, deeply rooted below. The storm will break before he does.* |
| **Attack (ATK)** | 350 |
| **Defense (DEF)** | 500 |
- **Attack Mode** = card is vertical. Uses ATK value when attacking or being attacked.
- **Defense Mode** = card is horizontal. Uses DEF value when being attacked.
- **Face-down Defense Mode** = card is placed face-down horizontally. Opponent does not know which card it is. Uses DEF when attacked and flipped face-up.
---
### 3. Starting Life Points
Life Points are based on **deck size**:
| Deck Size | Starting LP |
| :--- | :--- |
| 5–19 cards (Booster pack mini-game) | 3000 LP |
| 20–39 cards | 5000 LP |
| 40+ cards (Standard) | 8000 LP |
*Design note: This allows two players to open one booster pack each (e.g., 10–12 cards) and play immediately without building a full deck.*
---
### 4. Turn Structure
Each turn has **5 Phases**:
1. **Draw Phase** -- Draw 1 card from your deck.
2. **Main Phase 1** -- You may:
- Summon 1 card (in Attack, Defense, or face-down Defense mode)
- Change the battle position of 1 card you control (once per turn, cannot change in same turn summoned)
3. **Battle Phase** -- Declare attacks (explained below).
4. **Main Phase 2** -- Same as Main Phase 1 (cannot summon again, but can change positions).
5. **End Phase** -- End your turn. Hand size limit is **7 cards** (discard down to 7 if over).
---
### 5. Summoning Rules
- **One summon per turn**
- You may summon in:
- **Face-up Attack Mode** (vertical)
- **Face-up Defense Mode** (horizontal)
- **Face-down Defense Mode** (horizontal, card hidden)
- You cannot summon if your Monster Zone is full (see Field Layout below).
- You cannot change a card's battle position in the same turn it was summoned.
---
### 6. Field Layout
Each player has:
| Zone | Capacity |
| :--- | :--- |
| **Monster Zone** | Up to 5 cards |
| **Hand** | No max except end phase limit of 7 |
---
### 7. Battle Rules
#### Declaring an Attack
- Only cards in **face-up Attack Mode** can declare attacks.
- You may attack with any or all of your Attack Mode cards once per turn.
- Choose one of your opponent's cards as the target:
- **Face-up Attack Mode** → Compare ATK vs ATK
- **Face-up Defense Mode** → Compare ATK vs DEF
- **Face-down Defense Mode** → Attack flips it face-up first, then compare ATK vs DEF
You may declare multiple attacks against the same opponent's monster during one Battle Phase. Resolve each attack separately, following the normal Attack Outcomes table.
If the combined ATK of all monsters attacking the same Defense Mode target in a single turn exceeds the target's DEF, the target is destroyed after the final attack is resolved (but damage is still calculated per attack).
For example: A face down Kumiai-Ki (DEF 1350) is attacked by Shuten-dōji (950 ATK), Kintarō (850 ATK), and Momotarō (700 ATK). Kumiai-Ki is flipped face up. Each attack deals damage to the attacking player (400, 500, and 650). After all attacks, the combined ATK (2500) exceeds 1350, so Kumiai-Ki is destroyed. **Important note:** After Kintarō's attack, Kumiai-Ki had suffered enough damage to fall, and Momotarō's attack was unnessiary, but because Kumiai-Ki was played Face Down the attacking player had no way to know this. Momotarō's attack still results in 650 damage to the attacking player.
#### Attack Outcomes
| Attacker | Target | Result |
| :--- | :--- | :--- |
| ATK > Target ATK (Attack Mode) | Attack Mode | Target destroyed. Difference between player attack and target attack dealt to player as damage. |
| ATK < Target ATK (Attack Mode) | Attack Mode | Attacker destroyed. No damage. |
| ATK = Target ATK (Attack Mode) | Attack Mode | Both destroyed. No damage. |
| ATK > Target DEF (Defense Mode) | Defense Mode | Target destroyed. No damage to opponent. |
| ATK < Target DEF (Defense Mode) | Defense Mode | No destruction. Attacker takes damage equal to the difference. |
| ATK = Target DEF (Defense Mode) | Defense Mode | Target destroyed. No damage. |
| Direct Attack (no monsters on opponent's field) | -- | Opponent loses LP equal to attacker's ATK. |
#### Important Notes
- A destroyed card is sent to the **Graveyard** (face-up).
- Face-down Defense Mode cards flipped by an attack are **not destroyed** unless the ATK exceeds their DEF. They remain face-up Defense Mode after the battle.
- No card can attack the turn it was summoned (as is standard in most of these kinds of games.)
---
### 8. Booster Pack Play (Quick Start)
Two players each open **one booster pack** (e.g., 10 random cards).
| Step | Action |
| :--- | :--- |
| 1 | Each player sets their starting LP based on pack size (10 cards = 3000 LP) |
| 2 | Each player draws an opening hand of **5 cards** |
| 3 | Each player may summon up to **1 card** before the first turn (face-down Defense only) |
| 4 | Play proceeds with standard turn structure |
This makes *Tanuki Panic* playable immediately after opening packs -- no deck construction required.
---
### 9. Standard Deck Play (40+ Cards)
For tournament or constructed play:
| Rule | Value |
| :--- | :--- |
| Minimum deck size | 40 cards |
| Maximum deck size | No maximum |
| Starting LP | 8000 |
| Opening hand | 5 cards |
| Hand size limit | 7 cards |
| Same card limit | Up to 3 copies of the same card |
---
### 10. Quick Reference Card
| Action | Rule |
| :--- | :--- |
| Summons per turn | 1 |
| Attacks per turn per monster | 1 |
| Hand limit | 7 (discard at end of turn) |
| Monster Zone limit | 5 |
| Attack Mode vs Attack Mode | Higher ATK wins; loser destroyed |
| Attack Mode vs Defense Mode | Compare ATK vs DEF; if ATK > DEF, destroy defense monster |
| Direct attack | Deal ATK as damage to opponent's LP |
| Face-down defense | Unknown card; flip on attack, then compare ATK vs DEF |
---
## Cards
### General characters:
- [x] Igaguri-Kun
- [x] Hinomaru Hatanosuke
- [x] Akkado Suzinosuke
- [x] Ban Danemon
- [x] Kappa
- [x] Tanuki
- [x] Momotarō
- [x] Kintarō
- [x] Issun-bōshi
- [x] Tengu
- [ ] Tamamo-no-Mae
- [ ] Yuki-onna
- [ ] Shuten-dōji
- [ ] Karakasa kozō
- [ ] Rokurokubi
- [ ] Jorōgumo
- [ ] Nurikabe
- [ ] Zashiki warashi
- [ ] Kama itachi
- [ ] Bunbuku Chagama
- [ ] Urashima Tarō
- [ ] Benkei
- [ ] Abe no Seimei
- [ ] Kirin
- [ ] Akaname
- [ ] Hitotsume kozō
- [ ] Yamabiko
- [ ] Futakuchi-onna
- [ ] Kasa-obake
- [ ] Nekomata
- [ ] Kusunoki Masashige
- [ ] Tomoe Gozen
- [ ] Minamoto no Yoshitsune
- [ ] Miyamoto Musashi
- [ ] Sasaki Kojirō
- [x] Gold Bat
- [x] Prince of Gamma
- [x] Tange Sazen
### Regional Tanuki:
- [ ] Danzaburou-danuki
- [ ] Shibaemon-tanuki
- [ ] Yashima no Hage-tanuki
- [ ] Kinchō-tanuki
- [ ] Rokuemon-tanuki
- [ ] Akadenchū
- [ ] Kozō-tanuki
- [ ] Bōzu-tanuki
- [ ] Kasasashi-tanuki
- [ ] Kubitsuri-tanuki
- [ ] Shirodokkuri
- [ ] Usagi-tanuki
- [ ] Uchiwata-danuki
- [ ] Sōko-tanuki
- [ ] Fukurosage
- [ ] Jūbakobaba
- [ ] Owarezaka
### Our Characters:
- [ ] Spacehawk
- [ ] Kumiai-ki
- [ ] Rock Creek Kappa
- [ ] Rock Creek Kaiju
Tanuki details:
Danzaburou-danuki -- The supreme commander of Sado Island's tanuki who once drove all foxes from the island and now protects a shrine as a deity.
Shibaemon-tanuki -- The theater-loving tanuki of Awaji Island who was killed by a guard dog while trying to watch a play, then deified as a patron of performers.
Yashima no Hage-tanuki -- The bald tanuki of Shikoku who became protector deity of Yashima Temple after repaying a debt to the Taira clan.
Kinchō-tanuki -- The 206-year-old tanuki chief who rose to power in Awa Province, achieving great honor before falling in battle.
Rokuemon-tanuki -- The powerful bake-danuki of Tsuda Bay whose cruel personality and ambition led him into a legendary war with Kinchō.
Akadenchū -- The tanuki who disguises himself as a child in a red vest, begging to be carried before beating on his victim's shoulders.
Kozō-tanuki -- The young priest tanuki who multiplies endlessly when attacked with a sword, flooding the battlefield with clones.
Bōzu-tanuki -- The shaven-headed tanuki of Tsurugi who leaves travelers mysteriously bald after crossing his bridge.
Kasasashi-tanuki -- The umbrella-carrying tanuki of Miyoshi who invites rain-soaked travelers to share his umbrella, then transports them to another world.
Kubitsuri-tanuki -- The dark tanuki of Miyoshi who lures victims to be hanged, embodying the more dangerous side of tanuki folklore.
Shirodokkuri -- The white sake bottle tanuki who rolls away whenever anyone tries to pick it up, leading drinkers on a frustrating chase.
Usagi-tanuki -- The rabbit-disguising tanuki of Takaoka hill who sends hunters running in circles while chasing what they think is a hare.
Uchiwata-danuki -- The cotton-beating tanuki of Tokushima whose distinctive prank involves stealing from unsuspecting travelers.
Sōko-tanuki -- The monk tanuki of Iinuma who lived disguised as a temple priest so long he was given a proper Buddhist grave.
Fukurosage -- The dangling bag tanuki of Nagano who climbs trees and hangs white bags to bait curious passersby into a trap.
Jūbakobaba -- The old woman tanuki of Kumamoto who carries a food box and offers treats before dropping a heavy rock on greedy victims.
Owarezaka -- The "Carry-Me Hill" tanuki of Osaka whose disembodied voice tricks travelers into carrying a crushing pine log.
---
| # | Card Name | Flavor Text (One Line) | ATK | DEF |
|:-|:---|:---|:-:|:-:|
| 1 | Igaguri | A true warrior plants his feet like a bamboo stalk, unyielding above, deeply rooted below. The storm will break before he does. | 350 | 500 |
| 2 | Ban Danemon | When the tanuki transformed into the one-armed swordsman and announced "I am the movie star!", Danemon just swung his club. | 700 | 150 |
| 3 | Akkado Suzinosuke | With lightning speed and unerring aim, the young swordsman cut through evil before his foes even drew breath. | 650 | 300 |
| 4 | Kappa | Polite yet mischievous, the river dweller bows deeply, then drags the unwary into the depths by the water in its head. | 450 | 600 |
| 5 | Tanuki (generic) | It drums its belly like a taiko, laughs with a hearty "ponpokopon," and vanishes in a puff of leaves. | 400 | 400 |
| 6 | Momotarō | Born from a peach and raised by kind elders, the boy led animals and defeated the oni on Onigashima. | 700 | 450 |
| 7 | Kintarō | Raised by a mountain witch and wrestling bears as a child, his raw strength shook the earth itself. | 850 | 350 |
| 8 | Issun-bōshi | No taller than a thumb, yet clever enough to slay an ogre with a needle and ride a swallow to victory. | 50 | 1000 |
| 9 | Tengu | Long-nosed master of the mountains, the tengu trains warriors in secret arts, then vanishes with a gust of wind. | 750 | 500 |
| 10 | Tamamo-no-Mae | The nine-tailed fox spirit bewitched emperors with beauty before revealing her true, devastating form. | 600 | 700 |
| 11 | Yuki-onna | Her icy breath freezes the heart; one glance from her snow-white face and travelers vanish into the blizzard. | 300 | 800 |
| 12 | Shuten-dōji | The oni king of Mount Ōe drank sake from human skulls and terrorized the capital until heroes felled him. | 950 | 400 |
| 13 | Karakasa kozō | One-eyed and one-legged, the old umbrella hops about on rainy nights, licking faces with its long tongue. | 250 | 550 |
| 14 | Rokurokubi | By day a normal woman; by night her neck stretches endlessly to spy and frighten the unwary. | 400 | 300 |
| 15 | Jorōgumo | The spider woman lures travelers with enchanting music, then binds them in silk for her feast. | 550 | 650 |
| 16 | Nurikabe | An invisible wall appears on the road at night, blocking all progress until the traveler grows desperate. | 100 | 900 |
| 17 | Zashiki warashi | The child spirit of the parlor brings fortune to the house that welcomes her, and misfortune to those who mistreat her. | 300 | 400 |
| 18 | Kama itachi | The sickle weasel rides the wind, slicing travelers with invisible blades before they feel the cut. | 600 | 200 |
| 19 | Bunbuku Chagama | The faithful tanuki transformed into a tea kettle, then danced and sang to repay its owner's kindness. | 350 | 550 |
| 20 | Urashima Tarō | Saved the sea turtle and visited the Dragon Palace, only to find centuries had passed upon his return. | 450 | 500 |
| 21 | Benkei | The warrior monk stood on the bridge and collected a thousand swords from defeated challengers. | 900 | 600 |
| 22 | Abe no Seimei | The onmyōji master commanded shikigami spirits and sealed demons with paper talismans and star wisdom. | 500 | 700 |
| 23 | Kirin | The auspicious beast with dragon scales and deer body appears only in times of perfect virtue. | 650 | 750 |
| 24 | Akaname | The filth-licker creeps into dirty bathrooms at night, cleaning every speck with its long tongue. | 200 | 300 |
| 25 | Hitotsume kozō | The one-eyed boy monk wanders temple grounds, startling travelers with his single huge eye. | 300 | 250 |
| 26 | Yamabiko | The mountain echo spirit repeats your words, then answers with mysterious howls from the peaks. | 250 | 400 |
| 27 | Futakuchi-onna | The woman with a second mouth on the back of her head devours food endlessly when no one watches. | 400 | 450 |
| 28 | Kasa-obake | An old paper umbrella grows an eye and a foot, then hops through the rain with mischievous glee. | 300 | 500 |
| 29 | Nekomata | The forked-tail cat grows old and powerful, walking on hind legs and summoning ghostly fire. | 550 | 400 |
| 30 | Kusunoki Masashige | The loyal samurai of the Southern Court fought to the end, his banner a symbol of unyielding honor. | 800 | 550 |
| 31 | Tomoe Gozen | The female samurai general rode into battle with unmatched skill, her beauty rivaled only by her ferocity. | 750 | 400 |
| 32 | Minamoto no Yoshitsune | Trained by tengu, the young general leaped across ships and defeated armies with divine swordsmanship. | 900 | 350 |
| 33 | Miyamoto Musashi | The undefeated swordsman of two blades wandered Japan, seeking worthy opponents and writing strategy. | 950 | 450 |
| 34 | Sasaki Kojirō | Master of the long sword "Swallow Cut," his technique was as swift and graceful as a bird in flight. | 850 | 300 |
| 35 | Ōgon Bat | The ancient golden superhero awakens from centuries of sleep to fight evil with superhuman strength. | 1000 | 400 |
| 36 | Prince of Gamma | The orphaned alien prince fights injustice from the shadows, hiding his royal identity by day. | 700 | 500 |
| 37 | Tange Sazen | The one-eyed, one-armed rōnin who lost everything but his will to fight, now he wanders seeking justice. | 800 | 350 |
| 38 | Hinomaru Hatanosuke | The teenage samurai of the rising sun, always ready with a clever plan against bandits and demons alike. | 600 | 400 |
| -- | REGIONAL TANUKI | REGIONAL TANUKI are rarer and generally better cards. If/when we do foil cards, all the regional tanuki will be foil cards. | -- | -- |
| 39 | Danzaburou-danuki | Supreme lord of Sado Island who banished every fox and now watches over his shrine as a living deity. | 1100 | 600 |
| 40 | Shibaemon-tanuki | The theater-loving tanuki of Awaji who died watching a play, then became patron of all performers. | 650 | 450 |
| 41 | Yashima no Hage-tanuki | The bald tanuki of Shikoku repaid his debt to the Taira and now guards Yashima Temple. | 700 | 700 |
| 42 | Kinchō-tanuki | At 206 years old, the chief of Awa rose to glory and fell in epic battle against his rival. | 950 | 500 |
| 43 | Rokuemon-tanuki | The ambitious bake-danuki of Tsuda Bay waged legendary war against Kinchō with ruthless cunning. | 1050 | 400 |
| 44 | Akadenchū | Dressed as a red-vested child, he begs to be carried, then beats his victim's shoulders black and blue. | 400 | 300 |
| 45 | Kozō-tanuki | The young priest tanuki splits into endless clones when struck, flooding the field with copies. | 300 | 550 |
| 46 | Bōzu-tanuki | The shaven-headed bridge guardian of Tsurugi leaves every traveler mysteriously bald. | 450 | 500 |
| 47 | Kasasashi-tanuki | Umbrella in hand, he offers shelter from the rain, then whisks the grateful traveler to another world. | 500 | 600 |
| 48 | Kubitsuri-tanuki | The dark lure of Miyoshi draws victims to the noose, revealing the dangerous side of tanuki tricks. | 600 | 250 |
| 49 | Shirodokkuri | The white sake bottle rolls away whenever anyone reaches for it, frustrating drinkers endlessly. | 250 | 700 |
| 50 | Usagi-tanuki | Disguised as a rabbit on Takaoka hill, he leads hunters in dizzying circles of confusion. | 400 | 400 |
| 51 | Uchiwata-danuki | The cotton-beating tanuki of Tokushima steals from travelers while they sleep. | 350 | 450 |
| 52 | Sōko-tanuki | The monk tanuki of Iinuma lived so convincingly as a priest that he earned a proper Buddhist grave. | 500 | 650 |
| 53 | Fukurosage | Hanging white bags from trees, the dangling-bag tanuki of Nagano baits the curious into traps. | 450 | 500 |
| 54 | Jūbakobaba | The old-woman tanuki offers delicious treats from her box, then drops a heavy rock on the greedy. | 300 | 800 |
| 55 | Owarezaka | From "Carry-Me Hill" in Osaka, a disembodied voice tricks travelers into carrying a crushing pine log. | 550 | 300 |
| 56 | Tanuki-bayashi | The drumming tanuki of Edo. | 350 | 450 |
| -- | OUR CHARACTERS | OUR CHARACTERS are ... our characters. | -- | -- |
| 57 | Spacehawk | to come | | |
| 58 | Kumiai-Ki | We are the mighty labor union mech. We are Kumiai-Ki | 850 | 1350 |
| 59 | Rock Creek Kappa | to come | | |
| 60 | Rock Creek Kaiju | to come | | |
**TANUKI PANIC Quickstart Guide**
**Objective**
Reduce your opponent’s **Energy** to 0 by attacking with monsters in **Attack Mode**.
**Card Basics**
- **ATK** = Attack value (used in Attack Mode, vertical)
- **DEF** = Defense value (used in Defense Mode, horizontal)
- **Face-down Defense** = Hidden horizontal card (flips face-up when attacked)
**Starting Energy** (based on deck size)
- 5–19 cards (booster mini-game): **3000 Energy**
- 20–39 cards: **5000 Energy**
- 40+ cards (standard): **8000 Energy**
**Booster Pack Quick Play** (Recommended for new players)
1. Each player opens **one booster pack** (~10 cards).
2. Set Energy to 3000.
3. Draw **5-card opening hand**.
4. Optionally place **1 card face-down Defense** before first turn.
5. Play normal turns.
**Turn Structure (5 Phases)**
1. **Draw Phase** — Draw 1 card.
2. **Main Phase 1** — Summon 1 monster + change 1 position (not same turn as summon).
3. **Battle Phase** — Attack with Attack Mode monsters (once each).
4. **Main Phase 2** — Additional position changes (no extra summon).
5. **End Phase** — End turn. Hand limit = **7 cards** (discard excess).
**Summoning**
- **1 summon per turn**.
- Place in Attack Mode (vertical), Defense Mode (horizontal), or face-down Defense.
- Max **5 monsters** on field.
- Cannot attack or change position the turn summoned.
**Battle Rules**
- Only **face-up Attack Mode** cards can attack.
- You may declare **multiple attacks** against the same target (resolve one at a time).
- **Overkill Rule**: When attacking a Defense Mode monster (especially face-down), each attack calculates damage separately. The monster is destroyed only after the final attack if the combined ATK of all attackers exceeds its DEF.
**Attack Outcomes**
- **Attack vs Attack**: Higher ATK destroys lower. Difference = Energy damage to loser.
- **Attack vs Defense**: Compare ATK vs DEF. If ATK > DEF, destroy target (no Energy damage). If ATK < DEF, attacker takes difference as Energy damage.
- **Direct Attack** (no monsters): Deal full ATK as Energy damage.
- Destroyed cards go to **Graveyard**.
**Quick Reference**
- 1 summon/turn
- 1 attack per monster/turn
- Hand limit 7 at end of turn
- Monster Zone: max 5
Play a few booster games to learn — then build 40-card decks for full matches! Have fun and ponpokopon!