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INSTRUCTIONS & GAME RULES

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5 MINS BATTLE
10 MINS GAME 
COLORBLIND
ACCESSIBLE
STRATEGIC
GAMEPLAY
FAMILY
FRIENDLY
COLLECTOR
CARDS

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WATCH HOW TO PLAY:

BATTLE MODE (2 players):

 

Introduction into TattooBlast battles, players called Blasters face off in fast paced card battles.Each match is a test of strategy, timing, and synergy. Whether you're playing for points, cards, or glory, TattooBlast offers two main ways to play:

 

-Standard Battle Mode (with optional victory conditions).

-Blind Clash Mode (quick, strength-based duels).

 

GAME SETUP:

Each Blaster uses a personal deck or one provided. The Deck size is unlimited, build it your way.A battle board is optional. Without it, place decks in front of each player and play cards into the center. Cards stack side by side to avoid mixing ownership.

 

LAYOUT INCLUDES:

-Two decks (one per Blaster)

-Two play zones (one per Blaster, facing the opponent).

 

#1. Standard Battle Mode (Hand-Based Play):

 

HOW TO PLAY:

Each Blaster draws 7 cards to form their hand.The first player places a card face-up to begin.The opponent must respond with a matching card by:Color, Number & Blast type.

If no match is possible, Draw 1 card.

If the card is playable, use it immediately.

If not, add it to your hand and skip your turn.

 

The Blast cards can be played at any time for attack or defense.

When the Blasters plays their final card, they must say “Blast Over.” If they forget, the opponent may force them to draw 1 card and continue to play.

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End battle Conditions (Standard battle mode):  

Each game ends when one Player has no card left in hand.  special numbers Combo rule:  If holding 3 or more consecutive numbers (e.g. 1-2-3), you may play them as a combo. The combo must follow the opponent’s last card numerically.

Example: if the opponent plays a card 2, you must play 3-4-5 If a card 5 is played , only 6-7 may follow...  Combos help clear your hand faster and shift momentum.  

 

#2. blind CLASH Mode (Quick Draw Battles):

 

HOW TO PLAY:  

Each turn, both Blasters draw 1 card from the top of their deck and place it face-up. The card with the higher strength value (+1 to +7) wins the round.

 

If a Blast card is drawn: Only another Blast card can beat it. Compare both strength values , the higher wins.

If both Blasters pulls out the same card’s number or blast cards, they must continue to play more cards until one of them wins the match.  

 

The losing player places 1 card face-down from the deck beside them, to mark the games they have been defeated.  

 

End battle Conditions (Blind clash mode):  

Each game ends when one Blaster has 10 face-down cards beside them.

MULTI-PLAYER MODE (3 players & more):  

 

THE CARDS:  

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The BLAST card game contains 176 cards divided into 8 different groups, each with a unique design, color and gameplay mechanics. Each group includes cards numbered from 1 to 7. In addition, the game includes 30 “BLAST” cards, which are special action cards used to spice up the gameplay. The starter pack contain 63 cards, a booster pack adds 12 new cards to the game, expanding the possibilities.  

 

GAME SETUP:

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  • Shuffle all cards and place the deck face down in the center of the table.

  • Each player draws 7 cards to form their hand.

  • Each players will draw an extra card and place it face down on the table, every players returns their cards face-up at the same time and the highest strenght or number’s value start the game.

  • If 2 players have the same strenght, they must draw another card to determine who will start.  

 

HOW TO PLAY :

Players take turns placing one card from their hand onto the table. To play a card, it must match the color or number of the card previously played. If a player cannot play a matching card, they can play a BLAST card or they must draw one card from the deck. If the drawn card is playable, they can play it immediately. Otherwise, they keep it in their hand and the turn passes to the next player.

 

WINNING THE GAME:

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The first player to get rid of all their cards wins the round. To win the round, the player must place their last card and say “BLAST”.  If they forget to say it,  they must draw 1 card as a penalty and continue to play.

1 GAME = 1 POINT, the ultimate winner of the game is the player with the more points. 

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FINAL NOTE:

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TattooBlast is designed for flexibility, creativity, and cinematic gameplay. Whether you’re building combos, wagering cards, or clashing for strength, every battle is a chance to strike hard, protect strongly, and claim victory. Have fun and enjoy each battle, more you compete better you become. Master the game and dominate your opponents.

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SPECIAL CARDS / BLAST CARDS:  

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These cards introduce twists and surprises to the gameplay.  

Examples:

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  • Skip Turn: The next player loses their turn.

  • Reverse: Changes the direction of play.

  • Draw Two: The next player must draw two cards.

  • Joker: Can be played on any color or number.

  • ...

ACTION CARDS (Blast cards):  

 

1. All “BLAST” cards are considered “JOKER” cards and can be used at any time during the player’s turn. After playing a “BLAST” card, the player must choose the card’s number and design that the next player will have to match.

 

Example:

After playing a “+2” BLAST card, the player calls out “GEISHA 7”.

The next player must draw 2 cards from the deck, and the card to match must be either:

a) A card numbered 7, b) A GEISHA card, c) Any BLAST card.  

 

2. Only defensive BLAST cards may be used to counter a BLAST attack.  

Offensive BLAST cards cannot be used to block or cancel another offensive BLAST card.  

a) A BLAST card “+5” can’t block the BLAST card  “+3”.

b) A player can only block a “+5” or any other offensive BLAST card using a defensive BLAST card such as “REVERSE” or "CANCEL".

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3. The BLAST cards cannot be accumulated turn after turn from one player to the next.  

If a player plays a “+5”, the next player can not respond with a “+3” to pass the total onto the following player.  

 

Players cannot chain offensive Blast cards to stack effects.

 

Each offensive Blast card must be resolved individually on the next player’s turn, unless it is countered by a defensive card.  Defensive Blast cards may be chained together (such as Reverse or Cancel) to defend against an incoming effect.

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BLAST CARDS (Variations):

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  • In “Multi-players” mode or in “Standard battle” mode the blast cards can be played anytime during your turn. Used for: Attack: +7, +5, “Next Player Out”, ..... Defense: “Reverse”, “Cancel”, .....  In "

  • Battle blind clash“ mode if both Blasters play a Blast cards, compare the gameplay mechanics  strength. The higher strenght wins.

BLAST CARDS MECHANICS:  

 

Each Blast card hits different, and that’s the whole point.

These action cards are all unique, giving you endless ways to twist the game, flip the momentum, and catch your opponents off guard.  Infinite combos. Infinite strategies. Infinite ways to burn the table.

Keep this guide on the table to help you while playing.

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PIRATE: All other players draw 2 cards from the deck.

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TIGER: The next player draws 3 cards from the deck.

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DRAGON: The next player draws 5 cards from the deck.

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PIN‑UP: Reverses the direction of the game. If this card is played against another BLAST card, it will reverse the BLAST card back to its owner.

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NEON SKULL: The next player skips their turn.

KOI FISH: Cancels any other BLAST card.

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HEART: The player exchanges all their cards with the player of their choice.

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GRIM REAPER: The next player is eliminated and must place all their cards face down on top of the deck.

WOLF: The next player skips their turn and draws 2 cards.

SHIP: The next player gives 2 cards to the drawer.

COUNTRY GIRL: The next player draws 7 cards from the deck.

THE MASCOT: Pair it with any BLAST card and the effect is doubled (x2).

JOKER: This card can be played at any time to match any card.

The player must announce the next card to be played.

Certain Blast cards are exclusive to booster packs.

HOLOGRAPHIC CARDS: (Multi-player & Battle mode):

 

Each holographic card is playable in the game.

If a card is matched by its exact same design and number, the player who played the holographic card gets to play again.

 

Scenario:

If Player 1 plays a “2 Geisha” and Player 2 responds with a “2 Geisha” holographic, Player 2 must play another matching card unless they can’t, in which case they pass.

VICTORY OPTIONS (Choose Before the Match):  

 

  • Option A: (Points to Win) Each round winner earns 1 point. First to 5 points wins the match. Great for casual or competitive play.  

  • Option B: (Cards to Win) Each Blaster draw randomly a card to wager before the match. First to 5 points (or custom target) wins and claims the wagered card. Ideal for collectors and high-stakes battles. 

GAME VARIATIONS:

 

The BLAST card game includes multiple variations to suit different age groups and skill levels.

Some versions include team play, timed rounds, or advanced rules using booster cards.

 

Feel free to create your own house rules to make the game even more fun and personalized.  

 

For kids, we recommend to remove the BLAST cards from the deck to ease the game for youngers.

To play only with matching colors and numbers.  

 

Final Notes:

TattooBlast is designed for flexibility, creativity, and cinematic gameplay.

Whether you’re building combos, wagering cards, or clashing for strength, every battle is a chance to strike hard, protect strongly, and claim victory.

 

Have fun and enjoy each battle, more you compete better you become. Master the game and dominate your opponents.

CARD HIERARCHY:

 

Rare and Ultra Rare cards can be more powerful than classic cards:  Strenght ranking level:

 

  • NUMBERED CARDS strenghts are based on their number’s values from 1 to 7 the highest strenght.

  • BLAST CARDS strenghts are based on the gameplay mecanics strenghts (”+7” beats “+5”,  “reverse” beats “cancel”, etc...)  

  • (CLASSIC) BLAST CARDS  beats (CLASSIC) NUMBERED CARDS.

  • (HOLO) NUMBERED CARDS beats (CLASSIC) NUMBERED CARDS.

  • (CLASSIC) BLAST CARDS beats (HOLO) NUMBERED CARDS.

  • (HOLO) BLAST CARDS beats (CLASSIC) BLAST CARDS.

  • (GLOW) BLAST CARDS beats (HOLO) BLAST CARDS.

  • (HOLO) NUMBERED CARDS can not beats (CLASSIC) BLAST CARDS.  

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