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Spec
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║ Name ║
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║ DH UH ║
║ ━━━━━━━━━━━━━━━━━ ║
║ C +2 +3 ║
║ S +2 -1 ║
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║ Special ability ║
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The player is required to use a single car for the duration of the battle. This card is included in the deck, but is automatically drawn and played at the beginning of the game. In addition to determining the stat bonuses within a race for the player, Cars may have a special ability that may only be used once per race.
When it comes to designing cards, all cars must be balanced to have a sum total of positive 4 in each Downhill and Uphill performance. Cards indicate the performance in a table on the bottom area. A single value may not exceed an absolute value of 4.
Special ability examples
- Gutter Drift - +1 to cornering
- Gum-Tape Death Match - Cornering is halved
- God Arm - +1 to cornering
- God Foot - +1 to straight
- Foresight - ignore hazards
- Instinct - doubles all affects and multipliers
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║ Name [C/S] ║
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║ 5 [****] ║
║ Description ║
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Road cards represent the track that you and an opponent will create over the course of a battle. They have a fixed point value and can either be a corner or straight away type, which will determine how a car performs on it.
Because road cards are common, necessary to have a battle, and have a fixed point value associated with them, to provide balance to the game you may only have a limited amount of each.
- 1 star = 35
- 2 star = 15
- 3 star = 10
- 4 star = 5
- 5 star = 2
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║ Description ║
║ [Ability] ║
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Tune-ups are cards that may be played to grant bonuses to the players car in the race. They can either affect a player's performance on a single road tile, or give them an overall bonus.
Some types of tune-ups are
- supercharger, +2 bonus on straight
- jump, nullify the effects of a single corner
- hyper-focused, draw 2 cards
- gutter drift, +2 bonus on corner
- blindspot, ignore road type to your advantage
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║ Description ║
║ [Ability] ║
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Disaster cards may be played to have impact on the field of play for both players. Before a race begins, players will draw from their decks until the whoever draws a disaster card first. That card is then played and remains in effect for the entirety of the race. All other disasters in the deck may be discarded so that they may not be drawn during the battle.
Some types of disasters are
- Oil slick, nullify a road card
- Landslide, nullify a road card
- Rain, cornering -1
- Gravel, straight -1
- Gum-Tape Death Match - cornering is halved
The starter deck that Touge comes with consists of the following
- 4 Cars
- 30 Tune-Ups
- 10 Disasters
- 50 Roads (25*, 15**, 8***, 5****, 2*****)
You can acquire more cards by purchasing themed expansion packs (such as the "Akina Pass" or "Tsubaki Line" packs) which consist of more cars and special road pieces unique to each mountain pass.
Touge Card Game is all about point-to-point street races between 2 racers.
There's 2 ways to play Touge, Time Attack and Sudden Death. Before choosing which way to battle, players must reveal their Car.
In this style, a battle consists of driving in one direction to the end of the course as fast as possible.
To decide the leader and direction of the first battle are usually determined by coin flips. However, in the spirit of fair racing instead of luck, players may agree to which direction they wish to race and who leads. These alternate with each battle of the race.
In time attack, players build a new road to race on, making each uphill and downhill challenge unique.
Phase 0
- Players flip a coin to decide the starting direction of the race, downhill or uphill
- Players flip another coin to decide who is leading first
- Players draw to determine the race disaster, discard all other disasters, then reshuffle
Phase 1
- Players draw 7 cards and may redraw 2 cards
Phase 2
- Players alternate to build a track with their cards.
- It is not required to play all road cards in your hand
Phase 3
- Players play whatever tuneup cards they want to
Phase 4
- Players step through the course together and calculate the winner at the end of the road
- After a winner is determined, all cards are returned to the players' deck and shuffled.
- Repeat from phase 1, with course direction and leader alternating with each battle
Player with the most points at the end of a battle wins. Races are best 2 of 3 battles
In this style a battle consists of both an uphill and a downhill if it takes long enough. The biggest difference is the same road is used repeatedly instead of making a new one with each battle.
Phase 0
- Players flip a coin to decide the starting direction of the race, downhill or uphill
- Players flip another coin to decide who is leading first
- Players draw to determine the race disaster, discard all other disasters, then reshuffle
- Players draw 10 cards and may redraw 2 cards
Phase 1
- Players alternate to build a track with their cards.
- It is not required to play all road cards in your hand.
Phase 2
- Players play whatever tuneup cards they want to
Phase 3
- Players step through the course together
- Calculating a players score at each section of road
If no one wins at the end of the course, switch directions and reiterate the course in reverse
If no one wins the battle, players discard their hand and all played tuneups back into their deck. They then draw 5 cards and may redraw 2, repeating the race from Phase 3.
If no one wins after 3 battles, the race is a draw.
- if the starting leader is ahead by 12 points after a section
- if the starting follower passes the leading player and maintains the lead until the end of a the course
All road cards have a fixed point value on them. All car cards have a skill grid on them that tells you how much to multiply road values by.
For example,
- an AE-86 with +2 cornering and +2 straight on downhill, +3 cornering and +1 straight on uphill
- a R32 with 0 cornering and +4 straight on downhill, +2 cornering and +2 straight on uphill
- a corner with 2D/3U
- a straight with 3D/1U
- a straight with 1D/2U
- a corner with 1D/3D
The sum total of this would be in a downhill time attack race
AE-86 R32
4 0
6 12
2 4
6 0
------- -------
18 16 the AE86 wins
Swapped for an uphill battle though,
AE-86 R32
9 6
1 2
2 4
3 6
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15 18 the R32 wins
If either player were to use tuneup cars on specific parts of the road, or with a bad enough disaster card, these results could be completely different, which makes racing fun.