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 -Rules

DiaFight TCG is a fast-paced combat card game where Heroes and their DiaPals

battle against Monsters and DiaMinis in strategic turn-based duels.

Boost your cards with powerful buffs or weaken your opponent’s forces

by stripping away their attack and defence.

 

On Mobile, Video Tutorials appear at the bottom of this page.

Card Game Terms

  • Deck: Your stack of playing cards placed face down.

  • Hand: Cards drawn from your deck and held privately.

  • Field: The area in front of you where cards are played.

  • Discard Pile: Cards that have been used or defeated.

  • Play a Card: Placing a card from your hand onto the field.

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Card Types

Each deck includes:

  • 5 [Hero] or [Monster] Unit Cards

  • 5 [DiaPal] or [DiaMini] Secondary Unit Cards

  • 10 [Buff] and [Debuff] Cards

 

Buff/Debuff Cards boost or reduce a unit's attack or defence. These are one-time use and discarded after play. Place a Tracker Card under the affected unit to reflect the change.

Unit Cards

  • Main Units: [Hero] or [Monster] cards. (Image at the top)

  • Secondary Units: [DiaPal] or [DiaMini] cards. (Image in the center)

 Unit Cards feature:

  • Heart Icon: Health Points (HP)

  • Crossed Swords Icon: Attack Power

 Stats

  • Health Points (HP): Represented by hearts. If reduced to 0, the unit is discarded.

  • Attack Power: Indicates how much damage a unit deals during an attack.

  • Defence: Gained only through Buffs. Reduces incoming damage.

    • Example: 2 Attack vs. 1 Defence = 1 Damage dealt

    • Negative Defence means the unit takes extra damage.

 

Attacking

  • Each unit may attack once per turn.

  • Attacks are made one unit at a time.

  • You cannot combine Attack Power from multiple units.

  • Units only deal damage on their own turn.

  • Damage = Attacker's Attack Power − Defender's Defence

 

Game Setup

  1. Shuffle your 20-card deck and place it face down.

  2. Draw 7 cards to form your starting hand.

  3. Decide who goes first (e.g. coin flip).

  4. First player plays 2 cards, draws 2, but may not attack.

  5. Second player plays as normal, following the turn structure.

 

Turn Structure

  1. Play Phase: Play up to 2 cards from your hand.

  2. Attack Phase: Each of your units may attack once.

  3. End Phase: Draw 2 cards from your deck. Turn ends.

 

The Rule of Two (For your first game, change to a rule of One)

  • Play up to 2 cards per turn.

  • Have up to 2 Main Units and 2 Secondary Units on the field.

  • Draw 2 cards at the end of your turn.

  • Maximum Buff/Debuff effect is capped at +2/-2.

 

Buffs & Debuffs

  • Effects are ongoing and stay until the unit is discarded.

  • Buffs/Debuffs adjust a unit's stats incrementally, not absolutely.

    • Example: A +1 Attack Buff followed by a -1 Debuff returns the unit to its original value.

  • Use Tracker Cards to visually represent changes to stats and health.

 

Winning the Game

  • Defeat all your opponent's units. OR

  • Win by default if your opponent has no units on the field for 2 consecutive turns.

 

FAQs

  • You may only play 2 cards per turn.

  • Running out of cards is part of the strategy; there is no reshuffling.

  • Units do not counterattack.

  • If your first hand has no units, reshuffle and draw again (rare).

  • Buffs/Debuffs are incremental, not replacements.

  • There is no maximum hand size.

  • If both players cannot win, the game is a draw.

 

Rules Recap

  • Start with a 20-card deck; draw 7 to begin.

  • Each turn: Play 2 cards, Attack, then Draw 2 cards.

  • Field limit: 2 Main Units + 2 Secondary Units per player.

  • Attack = Attack Power - Defence = HP Lost

  • Units attack individually, once per turn.

  • Win by defeating all enemy units or leaving them without units for 2 turns.

  • For your first couple of games change the rule of two, to a rule of one, so each player plays one card per turn, can have 1 main & 1 sidekick unit on the table at a time and draws one card at the end of their turn. 

Advancements

After defeating an opponent's unit you have the chance to earn XP, by competing for a Quiz Card, your opponent will draw a quiz card and read the question/statement, if you get the answer correct you will receive that quiz card and the XP it gives. 

You can use your quiz card to level up your DiaPals or DiaMinis on your turn, quiz and advancement cards do not count as a card played. Simply pay the advancement XP cost and swap your previous level card for your new advanced card.

Deck Building 

You can have up to 30 cards in your deck. 

5 Hero/Monsters (Main Units)

10 DiaPals/DiaMinis (Side Units)

15 Buff/Debuff Cards​

(DiaPal/Mini advancements composition: We recommend having 6 level 1 cards split between 2 unique cards so thats 3 of each unique level one card, then having 4 level 2 cards, again, split between the two unique cards you have chosen i.e. the level 1 cards respective advancements. For special level 3 advancement cards either reduce the number of level 1 cards or focus on only one unique DiaPal/Mini type.)

WhatsApp Rules Chat & Support Link: https://chat.whatsapp.com/BSlkPHjk35pA6MVPTdXT6F?mode=ac_c

Advanced Rules...

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