Bone Battle has distinct modes, offering different levels of complexity and play style. Alpha Mode is the full game and for experienced players only.
Hand Size: 1 Card
Mechanics: A lightning-fast, single-card battle with zero mechanical abilities active.
Winning Condition: Sudden Death! If a combat round results in a tie, both players pull from their full remaining deck to select a new card.
Hand Size: 1 Card
Card Handling: Cards are reused (put back into your deck)
Active Mechanics: Pure numbers battle. Dog Tricks, Color Abilities, and Special Cards are all disabled.
Winning Condition: Capture all cards in play.
Hand Size: 3 Cards
Card Handling: Defeated cards are discarded into the Knockout Pile
Active Mechanics: Dog Tricks are activated. Color Abilities and Special Cards remain disabled.
Winning Condition: Completely knock out all of your opponent's cards.
Hand Size: 3 Cards
Card Handling: Defeated cards and used Special Cards go to the Knockout Pile
Active Mechanics: Dog Tricks are locked to a fixed Bone Count = 4. Color Abilities are disabled. Special Cards are active with standardized effects (no card text disputes):
Supporting Mix Cards: Text on the card applies (Skin on Skin – choose the higher Bone Count for each attribute between your Pup Card and this card).
Supporting Logo Cards: Choose either +2 Bones on GEAR (Attack & Counterattack) OR use to release 1 active Curse.
Supporting Cards (Standard): Choose either +2 Bones on KINKS (Attack & Counterattack) OR use to release 1 active Curse.
Curse Cards: Causes -1 Bone on Defense for the target opponent. Remains active across rounds until cleansed by a Supporting Card or until the cursed player wins a combat round (Shake It Off).
Playroom Cards: Cards which are affecting disabled Abilities (like Color Abilities) are blacklisted for use in this Game Mode.
Deck Customization: Players agree on Deck Size and Special Card counts prior to the battle.
Winning Condition: Completely knock out all of your opponent's Pup Combat Cards.
Hand Size: 3 to 5 Cards
Card Handling: Defeated/Used cards are discarded into the Knockout Pile (including Special Cards)
Active Mechanics: Full features unlocked! Dog Tricks, Pup Color Abilities, individual custom Special Card Boosters , and advanced Playroom Territory rules are actively in play.
Deck can contain Special Cards as well (must be shown on table face up when drawn, don't count for Hand Size)
Winning Condition: Completely knock out all of your opponent's Pup Combat Cards.
Agree on Game Mode
Setup Decks for each Player (agree on deck size and the number of cards in hand)
The youngest Pup (by Pawsday) starts the first Combat Round
The player who lost the last Round starts the next Round (unless the Round resulted in a Tie)
Repeat until the opponent no longer holds cards in their hand (deck is eliminated)
Last Player with remaining Pup Combat Cards cards wins
A round has a two step phase:
Attack→Defense
CounterAttack→CounterDefense
Both Players have to choose a card in their hand to play with before the round starts. The active Pup Card doesn't have to be shown to opponents, but has to be marked for other Players (to not cheat and just use another Card during a round).
Example with Player A being in Attack-Role for this round:
The player with the HIGHER Total Bone Count wins the Round:
Player A Total:
Attack Bones + Counterdefense Bones
Example above: 5 + 4 = 9 WIN
Player B Total:
Defense Bones + Counterattack Bones
Example above: 4 + 4 = 8 LOSS
keeps their currently played card.
returns all his cards from Horny Jail to the bottom of his Deck.
loses their currently played card (and any cards they had in the Horny Jail) to their Knockout Pile.
! Omega Mode Exception: instead of the Knockout Pile the card(s) go to the bottom of the winners deck
After the round resolves, each player draws enough cards from their Deck to return their Hand size to the number specified by the Game Mode.
The player who lost the current round starts the next round.
Tie Exception: If the round resulted in a Tie, the player who started the tied Round starts all subsequent Sub-Rounds until the Tie is broken.
To make it more complicated, there are some Abilities, Actions and Effects to have in mind as well.
These tricks replace the standard Bone Count on a specific row and are activated when that row is used for Attack or Defense. Only used in Omega, Beta and Alpha Mode. When playing in other Modes, Bone Count always just equals 4.
These are only used in Game Mode Beta and Alpha.
Warm Colors (Red, Orange, Yellow): Add +1 to your Attack Bone Count (max 5).
Cold Colors (Blue, Green, Purple): Add +1 to your Defense Bone Count (max 5).
Neutral Colors (Black, White, Gray): If a Tie occurs, you get +1 to your total score and win the round (unless the opponent has the same ability).
Rare Colors (Multi, Camo, Pink, Brown): Second Chance — allows you to switch to another Attack (or Counterattack) row if you have a lower Bone Total in the current Round
These cards grant unique Abilities (Effects or Actions) and can be played at any time during a Battle or Round (unless mentioned differently on the Card).
Open Play: Once drawn from Deck, Special Cards must be placed face-up on the table, visible to all players at all times.
Toy Box: Before starting, players must agree on how many Special Cards can be parked during a Battle (e.g., 5 per player). If a Special Cards gets drawn from Deck and the Toy Box is full, there are 3 options:
Discard Special Card
Use Special Card (the drawn one, or one from Box) immediately
Usage:
Supporting Booster Cards are immediately discarded once activated (put onto the Knockout Pile).
Curse Cards are placed between yourself and the player you're cursing. These Cards stay on table until Release Action is fullfilled (discard when released).
Playroom Cards are placed to affect all players and stay until replaced by another Playroom Card or are released by according Special Card Abilities (discard when released or replaced).
Refer to the text on each card for specific Ability details.
List of all Special Cards with detailed description to be found here: