Hi Biggest Gal,
If you go to the store page for the core book and scroll down below the buy section theres a free download called "resources" that includes them. We set it as free to make sure people who bought the physical book could access it
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The expansion pack archetypes are designed with more experienced play and more specific archetypes in mind, but I'd say that at the mentor and lovestruck are fairly comparable to the most complex base game ones.
I'd say give it a look, we have sections in each playbook on how they could impact things, and worst case there's still a bunch of npc encounters and stuff that could be useful!
We included the premade cards and premade decks for exactly this reason! But otherwise the best place would be the discord: https://discord.gg/sUNMujjP2Q
Thank you! It's one of the designs I'm most proud of as a creator. And something I put a lot of work into making a contemporary viable representations of plurality as we understand it today. If you ever get a chance to look at the complete playbook, I'm sure you'll notice some of the ways we implemented that!
Please don't DM me to be clear! But the Discord is available here: https://discord.gg/sUNMujjP2Q
I come in every once in a while to chat, and I'd be happy to answer some lore questions in the relevant channel
Hi Tropico,
The copies from Japanime should be the same as from the kickstarter and this PDF as thats all that was printed.
I believe that the discrepancy is because they took the copy from our kickstarter page, but during the crowdfunding we added a few more pages as a part of backer rewards and stretch goals.
Theres some loose discussion you could dig up on the discord, but here's a post I could find on some of my own headcanons from 2024:
- Elena, Agathe, and Shun where all friends as children. Elena and Agathe's families where friends, and Shun's Elena's cousin. Because they where all roughly the same age, they all ended up getting dragged into adventures (mostly spurned by Elena) together.
- Conrad has a crush on Elena but doesnt understand that he does. A very "That kid beat me!! Why do I have these weird feelings... it must be my hatred" kind of situation.
- As a child, Shun was cnsidered generally fairly weak and shy - especially before they transitioned. They gained a lot of confidence from Elena who would give him "you can do anything you put your heart too! reach for the stars!!" style speeches. Shun disconnected from the family when he started his gang, mainly because he wanted to prove he could be stronger on his own. But after trying to be good again, he's still very defensive about Elena - when he finds out Conrad has a crush on her, he gets angry. Especially due to his mixed feelings wanting Elena to be happy.
- Agathe and Lisandra where very close after their parents death. Their family used to work for DM, and while the two of them never really fought after the whole thing happened, one time Agathe was offered a sponsorship with DM and Lisandra got incredibly angry at Agathe that she was even considering it. Lisandra blames DM for her parents death.
- Karam is perpetually unlucky for himself, but his ability to help others with his powers is incredible - because his lack of luck doesn't extend to them. He very much acts as the "Guy in the shadows who saves the day when the heroes are in trouble".
- Vs Pyrrha is 100% the first arc here - and this is the main reason Sascha, Shun, and Hope get involved so early to the "plot". Henry gets involved cause one of his boyfriends is a doctor that Pyrrha is bullying into being her ship doctor.
Hi Ksisgrt,
The physical book is avaliable! Our publisher has it on their store (Japanime Games). No idea on how easy itd be to grab locally.
Sadly, we currently have no physical book for the expansion. But if we ever do another perfect draw campaign (dependant on interest), we'll likely put it in there somewhere.
"Draw Into My Combo" is just a reference to combo decks in general
"Draw Into the Forbidden Five" is a reference to the Power Nine, but built on effects that are overpowered and/or ways to break the game in Perfect Draw!
"Lightning Blaze" is a reference to lightning vortex from yugioh, which was banned at the time of publishing
"Team Sabotage" is a combined reference to a number of Team Rocket based cards from discarded cards and where part of the reason the rules for trainer cards where changed.
"Dark Empress Dragon" is a reference to one of yugiohs first ever banned cards "Chaos Emperor Dragon - Envoy of the End"
"Clan Metalworks" you already mentioned being a krark clan ironworks reference.
"Molo the King Thief" is a reference to Oko, Thief of Crowns from MTG, which was the start of what many see as the start to a shift in mtg cards being broken due to a lack of testing.
"Panther of the Nightmare-Cave" is a reference to "Lurrus of the Dream-Den" as the only card to ever be completely banned from vintage for purely mechanical and non social or logistical reasons
The asset pack for the core book is a free download so it's set as a demo. I assume that itch treats it weirdly because of that.
Nothing should be missing!
We have it this way so it's easier for players to grab resources if their judge has the book is all. (and for people who find the physical book on store shelves)
The goal of perfect draws combat is to simulate the types of stories you see in card game anime. So this meant making some changes to expected card game rules to benefit the narrative pace over just the mechanical expectations.
So for example - in these stories, players usually have the counter avaliable when it's useful to them - atleast until a certain point where they've expected their resources. This allowed us to replicate that and create a pseudo "second health bar" that helped keep powerful effects in check despite open ended card creation. Originally we actually had them exist in your deck (while still acting as open ended roll based counters) as a thing called "trick cards". But too often this led to underwhelming stories that felt like a normal tcg yes, but not like a tcg anime.
As for staples - this was similarly to benefit the "duel writing". Certain effects needed to be accessible to certain decks at certain times, so staples allowed us to balance that without requiring too much consistency from the main deck. Your deck is always going to represent the "most important" cards of a theoretical anime deck because ttrpg storytelling is naturally condensed. Effects like pot of green or a generic normal monster are generally always assesible when you need them to be - so letting people have them on hand keeps stories going at pace. It also helps significantly with deck construction since making cards is already a time consuming process compared to the rest of starting the game up - needing to make fewer cards helps that a lot. Additionally, it gives players easy ways to know certain things about their deck and protect against their weaknesses as they go without having to use a whole card or find that card in each moment it's relevant - decks that don't play warriors benefit from staples that create warriors for example. Finally, it helps keep card games fast - only one action per turn doesn't feel significant or similar to these stories, but letting players use multiple easily led to a lot of complicated, swingy, and wheels pinning turns. Staples mean players get to do one significant thing alongside one less significant thing, so their turns feel impactful but don't take too long.
Only cards. Staples dont exist. For created warriors and items i'd follow the "lean into the TCG you and your friends know the best" rule for ruling.
As for the NPC, its important to remember that internalised mechanics don't really work for NPCs cause there isnt really a puzzle to be solved to make them any interesting to do. You can just play whatever card you want after all. As is, I'd probably represent it by there needing to be an "enabler" card (the discard engine) to allow for more powerful effects or additional simple card moves being played. Then to represent having less resource, if you dont want to fumble, I'd represent it with having less simple card moves. You can imagine the tempo sort of being "stealing simple card moves from future turns".
Alternatively, you could have the enabler card litterally create a "Hand Size" counter that gets manipulated as you add or spend counters.






