Super Battle Pets Exclusive Add-on Rules
For the most part, the rules for Super Battle Pets remains the same when playing with the Exclusive Edition. There's one crucial difference:
The Player Count is now 4-7
More mythical pets means more people can play at once. Be sure you play with the correct number of mythical pets in the deck. It should be:
Player count x 2 + 2
Additionally, if you're playing with 6 or 7 players, reduce the number of cards players start with in their hand (4 cards per hand for 6 players, 3 cards per hand for 7 players). At the end of each turn, the player will draw until they have that number of cards in their hand. If they already have that many cards in their hand, they just draw one card (like usual).
Players | Mythical pets in deck | Starting cards per hand & draw back up to this many to end your turn (or draw one) |
2 | 6 | 5 |
3 | 8 | 5 |
4 | 10 | 5 |
5 | 12 | 5 |
6 | 14 | 4 |
7 | 16 | 3 |
6 New Abilities
The expansion comes with 3 new trick pets and 3 new guard pets, in addition to the 6 mythical pets. These pets are a little more advanced than the standard edition pets, so here are some in-depth explanations of their abilities:
Cheetah:
At first glance the cheetah seems powerful. Then it becomes confusing. You collect until you have a TOTAL of 2 time stones. That includes both active AND inactive time stones. If you already have 2 or more, it won't have any effect. And you can't use the time stones the cheetah gives you until next turn. So how do you use it effectively?
If you have 2 time stones, perform any action to start your turn. Spend a time stone to perform another action of your choosing. Finally, spend the second time stone to use the cheetah, drawing back up to 2 time stones to finish off your turn. Using this method repeatedly, you'll essentially have 2 free actions per turn (not counting the cheetah you'll use at the end of every turn), doubling your overall action count compared to other players.
Ferret:
The ferret has the rare possibility of being a game-changer, or a complete waste of action. You name any pet in the game, and if a player is holding it in their hand, they must give it to you. This does not apply to pets on the table.
If no player has the pet in their hand, nothing happens and you've used up an action. No take-backsies! If a player has the gorilla ("rivals can't look at or affect the cards in your hand"), it guards against the ferret's ability. The gorilla owner doesn't even need to tell you whether they have the pet you're naming.
Hint: It's not always a guessing game. In plenty of situations, you'll know exactly whether a player has a particular pet in their hand. Watch for when they grab pets from the trash or from your hand.
Duck:
Draw the card on top of the deck. If it’s a pet, lay it as an egg. If it’s a quick card, play it.
Wolf:
If a rival trashes or steals one of your pets, take an ACTIVE time stone from them. This can seriously disrupt their plans. If they have no active time stones, take an inactive time stone from them instead. If they have no time stones, nothing happens. The frog blocks this ability.
Flamingo:
If a rival trashes or steals one of your pets, you can hatch any egg on the table. You could hatch your own egg, activating it immediately, or hatch a rival’s egg, leaving it vulnerable to attack.
Raccoon:
If a rival trashes or steals one of your pets, take the bottom card from the trash.