How to Play
Rip Legends is a free, digital-only creature battle game. The app does the bookkeeping — you make every decision.
What's automatic, what's yours
The app handles — Shuffling, dealing, drawing, coin flips, damage maths with Weakness and Resistance, damage counters, special conditions, downing creatures, claiming Trophy cards, and checking for a winner. Every roll and flip is shown on screen so you can see exactly what happened.
You decide — Your deck, your Active creature and Bench, which Energy goes where, when to evolve, when to retreat, which Trainer cards to play, which attack to use and what to target. Nothing is played for you and no turn is auto-piloted.
Nothing is hidden — A running battle log records every action, flip and damage calculation, so you can always check why a result happened.
Setting up
- Build a 60-card deck from the cards you own: creatures, Energy and Trainer cards, max 4 copies of any one card name. The deck builder blocks illegal decks before you can save them.
- Hit Play. Your deck is shuffled for you and 7 cards are dealt to your hand.
- Your first Basic creature is sent out as your Active creature automatically, and you bench up to 5 more yourself as you play them from hand.
- Six Trophy cards are set aside from the top of your deck automatically. If your opening hand has no Basic creature it is reshuffled and redealt for you.
- The app flips a coin to decide who goes first — you see the flip. The player going first cannot attack on their first turn.
Your turn
Draw. Your card is drawn automatically at the start of your turn. If your deck is empty when the draw happens, you lose.
Actions. You decide what to do, in any order: attach 1 Energy (once per turn), play Trainer cards, evolve, bench new Basics, or retreat your Active creature. The app checks costs and legality — anything you cannot afford is greyed out, and retreat Energy is discarded for you.
Attack. You pick the attack. Attacks you do not have the Energy for are locked. Damage, Weakness, Resistance, coin flips and effects all resolve automatically, and your turn ends the moment the attack finishes.
Between turns. Scorched, Frozen and other conditions resolve on their own, downed creatures move to the discard pile, Trophy cards are claimed for you, and play passes to your opponent.
Damage and downing
- Damage is calculated for you in this order: base damage, then Weakness (multiplied by the listed value), then Resistance (subtracted), then any other effects. The breakdown appears in the battle log.
- Damage stays on a creature as damage counters. When counters equal or exceed its HP, the creature is downed and goes to the discard pile with all cards attached to it.
- Evolving a creature keeps its damage counters but removes all special conditions.
- Energy types matter: an attack needs the number of Energy printed on it, and if it names an element you must have at least one Energy of that element attached. Prism Energy counts as every element.
Special conditions
Stunned — The creature cannot attack or retreat on its next turn.
Chained — The creature cannot retreat and its retreat cost cannot be reduced.
Scorched — The creature takes 20 damage between turns.
Frozen — The app flips a coin between turns. On tails the creature cannot attack that turn.
How you win
- Claim all 6 of your Trophy cards.
- Your opponent has no creatures left in play.
- Your opponent cannot draw a card at the start of their turn.
