POG DECKBUILDER: PROTOTYPE

A DECK BUILDER IN POGS · TWO PLAYERS

SLAM · FLIP · DISCARD

SERIES 01 · SHEET 01 · SIX CLASSES / FOUR SLAMMERS

Pick a slammer. Draft eight pogs. Select a hand of pogs, send them into the pot, hold to charge, and release with accuracy.

PL. 02

THE SIX CLASSES

WEIGHT 1 TO 6 · HARDER AT THE TOP SWIPE →
PL. 03

SLAMMERS

FOUR MATERIALS · PASSIVE + ACTIVE SWIPE →

PICK A SLAMMER · THEN DRAFT THE POGS

DRAFT

PICK 1 OF 6
THE ARENA
THE POT
NOTHING ON THE MAT

Draft a pog to read its ability.

SELECT POGS IN YOUR HAND, THEN HOLD SLAM. THEY MOVE TO THE POT ON RELEASE.

DISCARD PILES

A view only. Tap DISCARD to look. Nothing leaves either pile.

HOW TO PLAY

TWO PLAYERS · ONE MAT
  1. Pick a slammer. Metal, resin, stone or wood. Each has a passive that always helps and an active you can arm. Tap your slammer during a match to arm its active; it fires on your next slam.
  2. Draft eight pogs. Six are offered at a time. Each pick goes into the shared mat deck, and your rival adds eight of their own. The deck is shuffled and placed face down on the left.
  3. Draw a hand, select pogs. You draw up to three pogs at the start of your turn. Tap pogs in your hand to select them. Selected pogs lift and take a red POT tag. Pick pogs you can flip: heavier pogs need a stronger charge. The pot waits in the middle of the arena.
  4. Charge the slam. Hold SLAM (or hold Space). On release your selected pogs fly into the pot in the middle, then the slammer lands. The longer you hold, the more charge power you build, up to +6. The needle sweeps the gauge; release in the red sweet spot for accuracy, up to +5. Charge and accuracy are added together to flip pogs.
  5. Perfect slam. Release with the needle dead centre (86% accuracy or better) and the screen shakes. Each slammer adds its own effect: METAL steel ring, +3 force. RESIN amber chain, each flip adds +2 force. STONE tremor, every pog counts 2 weight lighter. WOOD springback, your active recharges and you gain +1 focus.
  6. Take turns. A slam flips pogs from the pot into your discard pile. Unflipped pogs stay in the pot for the next slam. DRAW takes the top deck pog into your hand and gives +1 focus. PASS gives +2 focus. A tap is a weak slam; a charged release is the real hit.
  7. Flip numbers. A pog flips when your force reaches its flip number: weight × 2 + 2. Weight 1 needs 4 force, weight 6 needs 14. A pog's ability fires the moment it flips.
  8. Unique pogs. Beat the rival and you choose one of three unique pogs with their own art and ability. You keep it: it starts in your hand every match and enters the pot only when you select it.
  9. Win the pile. When the mat deck, both hands and the pot are empty, the player with the most pogs in their discard pile wins.

THE FOUR MATERIALS

METALPASSIVE +1 force every slam. ACTIVE HAMMER, +5 force this slam. RESINPASSIVE +1 force for every pog flipped in the same slam. ACTIVE CAST, the accuracy needle moves at half speed for one hold. STONEPASSIVE +2 force while the mat holds 4 or more pogs. ACTIVE QUAKE, slam twice this turn. WOODPASSIVE +1 force for every pog on the mat, up to +4. ACTIVE SPRING, every pog counts one weight lighter this slam.

THE SIX CLASSES

SWARM W1+2 force this slam, per rarity tier. TRICKSTER W2Steal 1 pog from the rival's discard, per rarity tier. DUELIST W3+1 force now and +1 on your next slam, per rarity tier. BULWARK W4The remaining pogs count 1 weight lighter, per rarity tier. TITAN W5+3 force this slam, per rarity tier. MONOLITH W6The rival's next slam loses 3 force, per rarity tier.

RARITY

One dot is common, tier 1. Three dots are rare, tier 2. A burst is foil, tier 3. Rarity never changes weight; it multiplies the class ability.

CONTROLS

TAP hand pogs to select · HOLD SPACE or hold SLAM to charge, release to send them into the pot · D draw · P pass · V view discard · A arm active · 1 to 4 pick a slammer

The discard button opens the view. It never discards a pog. The tray scale is marked in fives; the exact count is printed on each tab.

THE MAT IS CALLED

FINAL TALLY

YOU WIN

YOUR PILE 8 · RIVAL PILE 6