Starter Pack

The Massive-Verse Fighting Card Game is a tense, two player dueling game that plays in 10 minutes. This starter pack contains everything two people need to play.

Our hope: you’ll play it, you’ll love it, and you’ll want to try more characters.

To get started you can watch a tutorial video, play the interactive demo on Board Game Arena, or use the Quick Start rules on this page!

If you have the 8 character full game box, but don’t have the starter pack, we have a separate tutorial here.

Interactive Tutorial (BoardGameArena, Coming Soon)

Full Rulebook

Quick Start • Starter Pack

Overview

Players simultaneously play cards from their hands to deal damage to their opponents. As you take damage, your  health points (HP) decrease. Reach 0 HP and you lose!

As you play, your cards become exhausted and go to a personal discard pile. To get them back, you’ll need to rest () — but watch out! If your opponent plays their weapon () when you rest (), they’ll instantly win the game with an Execute!

Setup

Choose one player to play as Radiant Black, and the other to play as Premier.

Your character’s cards have a small version of their portrait in the bottom right corner and a letter code that is consistent across their cards (RBS for Radiant Black, PRS for Premier).

Find your character’s 9 cards now (listed below).

SETUP DIAGRAM

Each player: 
• Place your character’s portrait card (A), ultimate (B), and passive ♾️ (C) face up on the table. They start on the side with the floating bottom bar.

• Take your character’s 6 ability cards to form your starting hand (D).

• Take one set of tokens (E) to track your HP and energy  (E). You begin with all 10 HP  and 0 of your energy .

Gameplay

In the Massive-Verse Fighting Card Game, there are no individual turns. Both players play at the same time. You’ll play a series of rounds where you both play a card simultaneously, repeating steps 1 - 4 below until one player wins.
1. Selection

2. Reveal and Resolve

3. Exhaust

4. End of Round

1. Selection

Both players choose a card in their hand and place it face-down. After both players have selected their ability, turn the cards face up.

2. Reveal and Resolve

BOTTOM BAR AND COUNTERING

First, check the bottom black bar of each played card.

• If your card counters the symbol in the top left of your opponent’s card, you gain 1 energy , they return their card to hand and it has no effect.

• If you played your block , you take no damage this round (except for unblockable damage).

• If you played your weapon  and your opponent played their rest , they are executed, and you win the game!

EXAMPLE - COUNTERING

DEAL DAMAGE

Then, all abilities still in play deal damage equal to the attack number in their upper left corner to the opposing player. Often, both players deal damage during the same round. When you deal damage, your opponent loses that amount of HP , which they track with their tokens.

CARD EFFECTS

Cards often have additional effects in their white text boxes. Apply these now.

Common effects in this starter pack:

Block 1 damage: reduce the amount of damage you would take this round by one.

• Heal 1: if you have less than 10 HP , gain 1 HP  back.

• Hit: lists an effect which happens only if you deal 1 or more damage to your opponent.

• Exhaust: move a card from hand to discard pile

• Ready: move a card from discard pile to hand

• Store: put a card face up on the table near your portrait.

EXAMPLE - HIT EFFECT

3. Exhaust (face up)

Abilities played this turn become Exhausted and are placed in their players’ discard piles. Players have their own discard pile, which they should keep face up so the symbols are visible for both players.

Eventually, you’ll need to play your Rest () to ready these cards: picking them up and putting them back into your hand. Your Rest picks itself back up too!

4. End of Round

Repeat steps 1-4 until one player is at 0 HP  or Executed with a .

If you rested  this round, you now pick back up your exhausted cards (including your rest).

Game End

If a player is at 0 HP () or Executed, they lose.
Ties: If both players have 0 or less HP at the end of a round, count HP into the negatives. Whoever has the most damage loses. If HP is tied, continue to play until HP is no longer tied at the end of a round.

Other Key Rules

Energy

You gain Energy by playing Rest and by countering your opponent's cards. Track it with your tokens. When you have enough energy, your passive activates. Gain more and you can ready your ultimate ability. You can have a maximum of 5 energy.

Passives ♾️

Passives are incremental advantages that help you situationally. Be sure to read your passive to know when it applies, and check them every round.

Your passive card begins face-up on the table on its starting side. Once you have the required energy listed on the card, flip it over. On its active side, it has an ability that you’ll keep for the rest of the game. Passive cards are always on the table and never in your hand.

Ultimate Ability

Ultimates are powerful abilities you’ll need to earn mid-game.

These cards begin stored face-up on the table. Once you have the energy listed in the bottom bar of your ultimate, ready it and add it to your hand. You can play it in future rounds.

After you play your ultimate, store it back on the table next to your character card and lose all your energy . The ultimate can be unlocked again later with more energy.

Strategy Tips

When your Rest [Rest] is your only card remaining, it's clear that you have to play it. But if you never go down to that last card, it can be just as obvious! Pay attention to your opponent's habits of when they like to play Rest - for a lot of players, it's when they have 2 or 3 cards left in hand.

Resting early can be a good way to throw off your opponent and dodge an execute!

Pay close attention to the symbols on the cards your opponent has played. If their Agility  is exhausted, then you know they don't have anything to counter your Intelligence !

In the same way, the cards you have exhausted might give you a clue of which cards your opponent might want to play next.

Playing [Rest] early on costs you a turn, but it builds energy for your [Ultimate] and lets you have more cards in hand than your opponent. Having the extra options can put more pressure on your opponent and lets you have better opportunities to counter their abilities.

Frequently Asked Questions

Apply exhausting effects (moving cards from hand to discard) before readying effects (moving cards from discard to hand). Reminder: Rest ☀️, the most common readying ability, takes place at the end of the round.

Apply any damage before healing. Remember that you don’t lose until the end of a round, so you can go negative and heal back up to a positive HP ❤️ before the round ends.

No. You gain the energy as the last part of countering, so the counter is already completed when your passive flips. Both Catalyst and Part of Existence in the starter pack work this way — you’ll need to wait until your next counter to get their benefit.

They reveal as many as they can (up to 2) for you to pick from. You can never pick or exhaust their Rest.

It will be placed in your discard pile and can be readied like any other ability. It doesn’t become Stored unless an effect specifically says so. Passive abilities can’t become exhausted.

Your opponent’s HP , Energy , exhausted cards, passive ♾️, and stored ultimate  are public information. Ready cards in hand are not. However, when first learning, it’s courteous to show your opponent your ready abilities when they ask before you’ve selected.

Want More Massive-Verse?

Core Box

Comes with 8 new characters including Rogue Sun, <001>, Inferno Girl Red, and more!

Team Up Box

Play with 4 players in exciting 2v2 duels. Comes with 4 additional characters!

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Credits

Solis Game Studio Team

Game Design: Brian McKay

Graphic Design: Katherine Boils

Editing and Quick Start: John Brieger

Producer: Chris Solis

Licensing:  Kroze Kresky

Massive-Verse Team

Producer and Graphic Designer: Michael Busuttil

Massive-Verse Creators: Abel, French Carlomagno, Marcelo Costa, Erica D’Urso, Melissa Flores, Mat Groom, Kyle Higgins, Igor Monti, Ryan Parrott

Packaging Artist: Marcelo Costa (MC)

Card Artists: Raúl Angulo (RA), Marcelo Costa (MC), Eduardo Ferigato (EF),  TD, RF

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