Phantasy Star IV CCG rules and information
Information
John Ferguson Note: As of recently I have taken over game production due to the fact that Kerrek has not been seen for over a Year. Theses Rules Are Setup for a NEW set of Basic cards.Ê Among theses cards are Techs, Skills, Items, Locations, And Vehicles.
Theses Sections Will be updated as I finish The Structure and Setup for the Remodel of the game. If anyone has any questions or Ideas, Please E-Mail me at Myrmidon2@hotmail.com. Please use "PSCCG" as the subject line or it is likely to be deleted.
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Menu
- Overview
- Basic Rules of Play
- Important Game Terms
- Game Symbols
- Phases of the game
- (Will be updated soon)
- How to win
- (Will be updated soon)
- Status of Cards
- Different Types of Cards
- (To Be Added Later)
- Glossary
- Credits
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The Rules
Overview
This Is a CCG (Collectable Card Game) that is both unique and easy to play. Kerrek Nalanthi created the original version of this game however he has not been seen or heard from in over a year. I have taken over the creation process and will be placing all other information into this page as I complete its Recreation.
Basic Rules of Play
You and your opponent each have your own deck of cards. The decks must be the same size for all players involved in the game. Though there is no limit to deck size the recommended deck is 50 to 60 cards in size. Each player Puts ONE Character or NON-BOSS Monster Card into play and than draws a seven cards. This is called the Setup Phase. The Setup Phase happens once at the beginning of each Game. After The Setup Phase is complete you must decide which player will go first and the order in which play will proceed.
Important Game Terms
This game has several terms that make gameplay easier to understand. Most of the terms have corresponding symbols which will be explained in then next section. Here is a list of all the important game terms that a player should know.
- Skill
- these are abilities that have a set amount of times you can use them. Skills have different uses, whether offensive, defensive, or with other specific purposes, they make the card more powerful in one-way or another. Nearly all cards have skills to use at their disposal during the fight.
- Techniques
- these abilities have no set amount of times you can use them. Instead, they have Technique Points, or TP, which are universally distributed. If a card has two Techniques, they all draw from the Technique Points. Once a card's TP gets too low to use a certain Technique, that card can no longer use it unless TP is restored somehow. Machines (any card with the Term MECH) cannot use Techniques. Most monsters can, but not all. Any NON-MECH character or creature has the potential to use Techs. Super Characters tend to have more TP than other cards. You can read more about Super Characters in the Super Character Section.
- Defense
- this ability normally states a resistance or immunity to a certain type of card, or to Skills and Techniques in general. These are rarely seen in most cards, however.
- Items
- these cards are played directly by the players themselves. They do not remain in play; rather, they go straight into a discard pile upon being played. They normally have special abilities, like restoring HP or TP or heightening another card's defensive or offensive powers.
- Attack
- The attack in general is just an amount of damage a card can deal to an opponent's card. They have infinite uses and can be altered by other cards. This set amount of damage counts as that card's action for the turn.
- Unconscious
- some cards have the abilities to cause your opponent's cards to become unconscious. When a card is unconscious, it should be rotated 180 degrees. This card cannot deal damage or use and Skills or Techs.
- Poisoned
- when a card is poisoned it receives a set amount of damage per turn until the player heals it or it is killed. Poisoned cards are turned 90 degrees clockwise.
- Paralyzed
- when a card is paralyzed it should be rotated 90 degrees counter clockwise. The card cannot deal damage or use Skills or Techs until healed by the player or until 6 turns pass.
- Turn
- Every time you attack it is your turn. After you attack and you receive EXP, play passes to the opponent and it becomes his turn. When he is done play continues to you, making it your turn again.
- EXP
- these are Experience Points that you receive from killing an opponent's card. You receive one EXP for each card you kill. Allowing you to make your characters stronger with more skill uses, HP, TP, and other bonuses.
- Card
- this simply refers to you and your opponent's cards of all types.
Game Symbols
The PSIV CCG has many unique symbols that aren't used by other types of card games and may be unfamiliar to the player. Included here is a brief explanation of the game symbols and the accompanying game symbol. Some of these symbols appear onall cards. Some of them appear only on a few. The meaning of each symbol is explained next to the picture.
- ">"
- This basically represents a colon. It is usually placed between a symbol and a block of text. It more or less serves as a pointer that links the symbol to the text.

- This represents a cards attack feature. There is no limit to the amount of times a card can attack per game. Only one attack can be done per turn, however, and that counts as the card's action for that turn. Attacks have a set amount of base damage that is dealt when used, but there are other cards and abilities that can act upon the attack's power, making it greater or lesser depending upon the ability.

- This represents a card's Skill. Skills are explained above.

- This represents a Technique. Cards have a certain number of Technique Points (TP). These points are universally distributed for all Techniques available to that card. A card can only use a Technique until it doesn't have enough TP left to use it anymore. However, there are certain cards and abilities that can restore TP. Monsters and Mechs cannot use Tech. Super Charaters and Major Characters can use Tech. Major Characters usually have a lower amount of TP than Super Characters. More will be explained about both later in the text.

- This represents defense. These are usually natural resistances or immunities to certain Skills, Techs, or types of cards in general. Very rare and usually very helpful, you should always have some cards wtih resistances on a side board incase you find an opponent with a card of that type.

- These are only found on item cards. An Item card has a set amount of times you can use it. Some item cards are only one use, others can be used multiple times before they are discarded. This symbol will always appear before the Item's use in order to verify that it is an item. Using an item counts as a card's turn.
- "±"
- This symbol appears in the lower left hand corner of a card and represents its rarity. This particular symbol means that a card is "common."
- "¡"
- This symbol appears in the lower left hand corner of a card and represents its rarity. This particular symbol means that a card is "uncommon."
- "Ó"
- This symnol appears in the lower left hand corner of a card and represents its rarity. This particular symbol means that a card is "rare."
- {Boss}
- This symbol will declare "Boss" Class Characters and enemies. For example The Super Character Zio will be receiving the boss trait.
- {Mech}
- This symbol declare the card to be a machine or Partially machine based entity.Ê For example both Demi and Wren will have this trait, as will Dark Force 1 (Due to the face that he is connected to a computer)
- {Bio}
- This symbol as above declares what the creature is "Made" of. For example Chaz and Rune would have this mark.
Phases of the Game
(This Section Will Be updated Soon)
How to Win
(This Section will be updated soon.)
Status of Cards
There are several states that card can be in. For instance, when a card is first played and has no damage, it is in a normal state. Here are other states that cards can occupy during the game:
- Paralyses
- In this state, a card is completely immobilized. A Paralyzed card is to be turned 90 degrees counter clockwise so other players know it is paralyzed. During paralyses, a card cannot use any Skills or Tech, and cannot attack. While paralyzed, all defenses are still in use and there are no added weaknesses. Innate abilities are useless as well. Paralyses lasts until it is healed or three turns
- Unconsciousness
- In this state, a card is also immobilized. An unconscious card is turned 180 degrees so it is backwards. While unconscious, a card cannot use Skills, Tech, or Attacks. All defenses are also immobilized. However, innate abilities are still usable. A card remains unconscious until healed or for five turns
- Poison
- a poisoned card receives 10% of its MAX HP per turn that it is in this condition.
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