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2 Game Components

Name: The card’s name defines it for deckbuilding purposes. The Hero’s name is printed in the top-left corner of the card.

Power: This represents a Hero’s ability to win Battles. It is found in the upper-right corner of the card. Only Hero cards have a Power stat. A hero’s power can be modified by plays.

Weapon Type: All Hero cards have a Weapon Type. The Hero’s Weapon Type is located on the bottom-right corner of the card. There are ten Weapon Types:

  • Alt
  • Brawl
  • Cyber
  • Fire
  • Glow
  • Gum
  • Hex
  • Ice
  • Steel
  • Super

Some Plays may specify a weapon type; only heroes with that weapon type may be affected by that play.

Variants: Some Heroes have different variants that change their Artwork, Name, Power, or Weapon Type. These variants are treated as unique cards when building a deck. For example, a BoJax [Ice Variant] is considered a different card than a Bo Jax [Fire Variant] and both may be included in the same deck.

Name: The card’s name defines it for deckbuilding purposes. The name of the play is printed in the top-left corner of the card.

Cost: Each Play has a cost, shown in the top-right corner of the card. This cost is paid using Hot Dogs. A Play cannot be activated unless its full cost is paid. A Play’s cost can be modified by the effects of other cards, but a Play’s cost can never be reduced below zero.

Effect: Each Play card has an effect, defined in its text box. Effects may modify the Power of Heroes, restrict actions, manipulate cards, or alter game conditions.

Variant: Some Plays have variants that have different names but share the same effect. The original Play that the variant is based on will be listed beneath the variant’s name in the top-left corner of the card. For deckbuilding purposes, all variants of a Play are treated as the same card. A deck may not include more than one copy of a Play, regardless of variant.

Name: The card’s name defines it for deckbuilding purposes. The name of a Bonus Play is printed in the top-left corner of the card. Bonus Plays are named and function like regular Plays but are considered additional entries beyond the standard 30-card Playbook.

Cost: Each Bonus Play has a cost, shown in the top-right corner of the card. This cost is paid using Hot Dogs. A Bonus Play cannot be activated unless its full cost is paid. A Bonus Play’s cost can be modified by other effects, but it can never be reduced below zero.

Effect: Each Bonus Play has an effect, defined in its text box. These effects follow the same rules as regular Plays. They may enhance Heroes, restrict actions, manipulate cards, or alter the game state.

Deckbuilding Rules: Bonus Plays are not included in the standard 30-card Playbook limit. However, you may still include only one copy of any Play in your combined Playbook and Bonus Plays. Variants of Bonus Plays are counted as the same card for deckbuilding purposes.

Name: Each Hot Dog card has a name printed on it. However, names are not used for deckbuilding purposes. Hot Dogs do not need to be unique, and players may include multiple copies of the same Hot Dog card in their deck.

Function: Hot Dogs are used as a resource to pay for specific actions, such as activating Play cards or substituting Heroes. The number of Hot Dogs a player has is always public. Hot Dogs are spent to pay costs and then placed in the discard zone. Hot Dogs can be recovered using certain card effects. Hot Dogs do not carry over between games or beyond the current match.

Deck Construction: Each player includes exactly 10 Hot Dog cards in their Hot Dog Deck. The Hot Dog Deck is only used in Substitution Mode and Playmaker Mode. It is not shuffled or drawn from and represents a player’s available Hot Dogs for paying costs and resolving effects.

Coins are used to resolve certain effects or make random decisions during gameplay. Before flipping a coin, both players must agree on which side represents “Heads” and which represents “Tails.”

A coin flip may only be performed if a card or rule specifically instructs it. If a coin is flipped when not required, the opponent may choose whether the result stands or is ignored.

Some Plays may instruct a player to flip more than one coin. In these cases, each flip is treated as a separate event unless otherwise specified by the card. Results from multiple flips should be clearly stated before resolving the effect.

Trophies are used to track which player has won each battle. The player with the most trophies at the end of seven battles wins the game.

Official Trophy markers are included in the BoBA Starter Box. However, players may use any agreed-upon objects to represent Trophies, such as tokens, coins, or counters. Any substitute must be clearly distinguishable, must not obstruct gameplay, and must not be visually distracting or confusing.

Trophies should be placed in a shared, visible area where both players can track battle results throughout the game.

Markers are used to track ongoing effects, status conditions, or card-specific interactions during gameplay. They serve as visual reminders for effects that persist across one or more battles.

Markers may represent a variety of things, such as power buffs, restrictions, or delayed triggers. The meaning of each marker must be clearly defined when it is placed. If a card creates a marker with a specific purpose, players should communicate that purpose clearly.

Players may use any agreed-upon items to represent markers, including tokens, dice, paper slips, or other game pieces, as long as they are easy to identify, do not obstruct gameplay, and are not visually distracting.

Markers are removed when their effect ends, the generating card leaves play, or as specified by card text.

Dice are used to resolve certain effects or introduce randomness during gameplay. Unless otherwise specified, dice rolls use standard six-sided dice (d6). Before rolling, both players must be clear on how many dice are being rolled and what results are being checked.

A dice roll may only be performed if a card or rule specifically instructs it.

Some Plays may instruct a player to roll more than one die. In these cases, each roll is treated as a separate event unless otherwise specified by the card. Results from multiple rolls should be clearly stated before resolving the effect.

If a die lands in an ambiguous way (cocked, off the table, unclear result), it must be rerolled.