The full rules

How to play Braverse

Everything you need for your first match: how to win, how a turn flows, and what makes a legal deck. Ten minutes and you are battle ready.

The goal

Two ways to win

1

Break through

Every Cookie you knock out goes to your opponent's Break Area. When the levels there add up to 10 or more, you win on the spot.

2

Clear the field

If your opponent has no Cookies in their Battle Area and cannot play one from hand, the match is yours.

Deck building

What makes a deck legal

The deck builder checks all of this live while you build, so you can focus on the fun part.

  • Exactly 60 cards in the main deck
  • Max 4 copies of a card number
  • Max 16 FLIP cards
  • At least 1 Cookie
  • Extra Deck: up to 6 EXTRA or Awakened Cookies, kept separate
  • Any mix of colors is fine
Build a legal deck
Setup

Before the first turn

1

Draw your hand

Shuffle your 60-card deck and draw 6. You may return that hand, reshuffle, and draw 6 once. If the new hand has no playable Cookie, reveal it and redraw; each redraw after the first lets your opponent draw 1 card.

2

Place a Cookie face down

Both players secretly place 1 Cookie from hand into their Battle Area. No Cookie in hand? Reveal it, shuffle back, and redraw.

3

Flip and stack HP

Flip your Cookie face up, then place cards from the top of your deck face down under it, one per point of HP. That stack is its life.

4

Battle

The rock-paper-scissors winner picks who goes first. No attacking or drawing on the very first turn.

The board

Know your zones

Battle Area

Up to 2 Cookies fight here. Each sits on its face-down HP stack.

Support Area

Your energy row. 1 card per turn, face up. Rest these to pay costs.

Deck

Your 60 cards. Running out triggers a costly refresh.

Break Area

Fainted Cookies pile up here. 10 total levels and you lose.

Stage Area

Ongoing Stage cards sit here and keep working.

Trash

Used Items, Traps, and spent cards.

Extra Deck

Up to 6 EXTRA or Awakened Cookies, kept outside the 60.

Turn structure

Five phases, every turn

Active. Ready all your rested cards.

  1. Active: Ready all your rested cards.
  2. Draw: Draw 2 cards. Skipped on the game's first turn.
  3. Support: Optionally place 1 card face up into your Support Area. Any card works as energy.
  4. Main: Play Cookies, activate Items and effects, and battle. Any order, as often as you can pay.
  5. End: Resolve end-of-turn effects, then pass. Effects that last during this turn wear off.
Key mechanics

The tricks that win games

FLIP cards bite back

When damage knocks cards off a Cookie's HP stack, any FLIP card revealed triggers its flip effect immediately. Up to 16 of your 60 can be FLIP cards, so every hit can spring a surprise.

Traps punish attackers

Trap cards activate from your hand only when the opponent declares an attack. Leave energy open and your opponent has to respect the bluff.

Blockers redirect the swing

When your opponent declares an attack, the Trap step opens before any damage. A Cookie with 【Blocker】 can pay its printed cost (rest itself, spend energy, or discard) to pull the attack onto itself instead. Resting is only a cost, so a Blocker that already attacked can still step in if its cost is something else.

Your trash is a resource

The trash is public and clickable: open the pile to read every card either player has spent. Plenty of cards play Cookies straight back out of it, so what you burn early is not gone, but your battle area only holds two Cookies, so leave room before you try.

An empty deck costs a Cookie

When your deck runs out, move one LV.1 or higher Cookie from your trash into your Break Area, then shuffle your trash into a new deck. Stalling is not free.

This guide and the deck builder follow Shneiderman's Eight Golden Rules of interface design: consistent patterns, visible feedback, easy reversal, and no memorizing required.