1. Game Objective

  • Players: 2–6
  • Goal: Eliminate opponents by reducing them to 0 HP.
  • Winning:
  • Free-for-All (FFA): Last character with HP > 0 wins.
  • Teams: Last team with surviving members wins.
  • Tie/Simultaneous KO: Optional sudden-death or accept a draw.

2. Components

  • Character Cards (15 total)

  • Stats: HP, Power, Defense, Speed, Charisma, Wisdom
  • Moves: 3 Regular + 1 Special (once per game)
  • Flavor: A quote & minimal design notes
  • Tokens/Trackers

  • HP counters, status markers (Stun, Poison, Weakened, etc.)
  • Special usage indicator (once per game)
  • Coin (or RNG)

  • Some moves require coin flips. Wisdom can grant advantage.
  • Reference Sheet

  • Summarizes meta-rules, status durations, synergy/diplomacy usage, etc.

3. Stats & Key Effects

Each character has six stats:

  • HP (Health Points): At 0 HP, character is knocked out.
  • Power (POW): Attack strength.
  • Defense (DEF): Reduces incoming damage.
  • Speed (SPD): Determines turn order priority.
  • Charisma (CHA): Fuels once-per-game Diplomacy & Team Synergy.
  • Wisdom (WIS): Tiebreaker for Speed, plus coin-flip advantage if WIS>foe’s.

4. Setup

  • Choose Characters: Each player selects a unique card; no duplicates.
  • Set HP: Track each character’s starting HP from their card.
  • Turn Order: Sort by SPD (descending). If SPD ties, higher WIS goes first.
  • Special Moves: Each can be used once per game—note usage.
  • Status Markers: Ready markers for Stun, Poison, Weakened, etc.

5. Turn Structure

  • Active Player: The top SPD among non-Stunned players.
  • Choose One Action:
  • Regular Move (one of 3)
  • Special Move (once per game)
  • Basic Attack (POW – foe’s DEF, applying the Minimum Damage rule below)
  • Resolve:
  • If a coin flip is required and your WIS>foe’s, you flip two coins, picking the best outcome.
  • Apply final damage, statuses (Stun, Poison, Weakened, etc.).
  • End Turn:
  • Next in SPD order. Repeat until only one or one team remains.

6. New Global Rules

6.1 Stun Immunity

  • Effect: No infinite/chain stuns.
  • Implementation:
  • If a character is Stunned, they skip their next turn. After that, when they regain a turn, they have “Stun Immunity” for the remainder of that turn, preventing any new stun from applying.
  • After that turn finishes, the immunity ends.
  • Result: You can’t be re-stunned the exact turn you recover, ensuring you always act at least once before possibly being stunned again.

6.2 Minimum 1 Damage

  • Effect: If an attack’s net damage is ≤0, it becomes 1 damage instead.
  • Applies To: All attacks (basic or move-based).
  • Example: If (POW – DEF) ≤0, final damage = 1. If a move deals “5 dmg minus foe’s DEF,” and result is ≤0, do 1 instead.
  • Reasoning: Prevents “feels-bad” zero damage hits, ensuring every hit matters.

7. Status Effects

  • Stun: Skip next turn, then gain stun immunity for that entire turn.
  • Poison/Tagged: Target loses 2 HP for the next 3 of its turns (ignores DEF).
  • Weakened: –2 Power for 2 turns.
  • Evasive/Invisible: 50% chance to dodge or cannot be targeted until effect ends.

(Characters might also have moves that hamper SPD, defense, or do self-damage. Track those with tokens.)

8. Wisdom & Charisma Meta-Rules

8.1 Wisdom

  • Turn Order Tiebreak: If SPD ties, higher WIS acts first.
  • Coin-Flip Advantage: If your WIS > foe’s WIS, for moves requiring flips, flip two coins & pick your preferred outcome (~75% success vs. 50%).

8.2 Charisma

Once per game usage per scenario:

  • Diplomacy/Redirection

  • Trigger: When an enemy with lower CHA tries to attack/target you.
  • If your CHA is 1–2 higher, flip coin: Heads = forced retarget; Tails = no effect. If difference≥3, auto success (no coin flip).
  • Team Synergy

  • If your CHA≥2 above an ally’s, once per game you can:
  • Give them coin-flip advantage on their next random-based move, or
  • Remove one negative status from them right before they act.

9. Damage Mechanics Clarification

  • Damage Calculation

  • Moves might say “Deal X damage (ign 2 DEF),” or “Deal X – foe’s DEF,” or you do a Basic Attack = (POW – foe’s DEF).
  • Minimum 1 Damage: After all subtractions, if ≤0, do 1 damage.
  • Example

  • If Mikey (POW=6) does a basic attack vs Peoplemachine (DEF=8): 6 – 8 = –2 → 1 damage (via the new rule), not 0.
  • If a move says “Deal 5 dmg ignoring 2 DEF” vs a foe with 8 DEF: effective DEF=6, so 5 – 6= –1 → 1 damage final.
  • Overflow

  • If final damage > target’s HP, it just sets HP to 0. No negative HP.

10. Example Scenarios

  • 1v1 (Mikey vs. Peoplemachine)

  • Mikey SPD 5, Peoplemachine SPD 3. Mikey attacks first. If Mikey’s move is less than Peoplemachine’s DEF, it deals 1 damage instead of 0.
  • If Mikey stuns Peoplemachine, Peoplemachine recovers next round with Stun Immunity for that turn, guaranteeing at least one counterattack.
  • 3-Player FFA (Softmax, G., Hendren)

  • G. might do a move that yields 2 damage minus Hendren’s 5 DEF, which normally is –3, but becomes 1 damage.
  • Stun attempts can’t chain infinitely, so Softmax can’t lock down G. with repeated stuns.
  • 2v2 (Mikey & Billy vs. Jeff & Peoplemachine)

  • Allies can use synergy once. If Mikey’s CHA≥2 above Billy’s, he can remove a negative effect from Billy.
  • Peoplemachine can handle small hits well due to high DEF, but now each small hit is 1 damage minimum, preventing complete stalemates.
  • 3v3 (B. Jones, G., Hendren vs. Softmax, B-Man, Mikey)

  • Large synergy potential, multiple stuns. But once someone recovers from a stun, they can’t be re-stunned that turn.
  • Weakened or Poison might reduce big hitters, but they’ll still do at least 1 damage.

11. Winning Conditions

  • Free-For-All: Last character with HP > 0.
  • Team Play: Last team with at least 1 alive member.
  • Tie: If multiple players drop to 0 simultaneously, call a draw or do a sudden-death (e.g., all at 5 HP).

12. Final Notes

By applying both Stun Immunity and Minimum 1 Damage, the game:

  • Avoids chain-stun lock (each stunned player acts next turn).
  • Prevents zero-damage hits from stalling the game (at least 1 damage is always dealt if an attack is chosen).

Embrace these rules for smooth, comedic, cryptid-laden battles in Mikey & Me Battle Cards—where clever synergy, comedic coin flips, and unstoppable puns keep the table laughing and strategizing!

1. Objective & Core Idea

  • Players: 2–6
  • Goal: Reduce all opponents to 0 HP and be the last character (or team) alive.
  • Key Add-Ons:
  • Stun Immunity: Prevents infinite/chain stuns.
  • Minimum 1 Damage: No attack ever deals 0.

2. Setup Steps

  • Pick Characters: Each player selects a unique character (no duplicates).
  • Set HP: Mark each character’s starting HP as on their card.
  • Turn Order: Sort players by Speed (SPD) (descending).
  • Tie? Higher Wisdom (WIS) goes first.
  • Status Markers: Ready tokens for Stun, Poison, Weakened, etc.
  • Special Moves: Each is once per game. Note when used.

3. Stats & Moves

  • HP (Health Points): You’re out at 0.
  • Power (POW): Attack base.
  • Defense (DEF): Reduces incoming dmg.
  • Speed (SPD): Turn order.
  • Charisma (CHA): Diplomacy & Team Synergy triggers.
  • Wisdom (WIS): Tiebreak SPD and coin-flip advantage (flip 2 coins if WIS>foe’s).

Damage & Minimum 1 Rule

  • Basic Attack: (POW – foe’s DEF). If ≤0, do 1 dmg instead.
  • Moves: If final result is ≤0, also do 1 dmg.
  • Result: No more 0-damage hits—everyone can chip away at high-DEF foes.

4. Turn Structure

  • If Stunned: You skip this turn; Stun Immunity is in effect once you recover.
  • Active Player: Chooses exactly 1 action—
  • Regular Move (one of 3),
  • Special Move (once per game),
  • Basic Attack (POW – DEF, min 1 dmg).
  • Resolve: If a coin flip is required and WIS>foe’s, flip 2 coins, pick result. Apply damage/status.
  • Next Player: Proceed in SPD order.

5. Status Effects (Key)

  • Stun: Skip next turn. Then you have Stun Immunity for that entire turn you come back, preventing chain-stuns.
  • Poison/Tagged: –2 HP for next 3 turns (ignores DEF).
  • Weakened: –2 POW for 2 turns.
  • Evasive/Invisible: 50% dodge or untargetable until effect ends.

6. Wisdom & Charisma Meta-Rules

6.1 Wisdom

  • Speed Tie: Higher WIS goes first.
  • Coin-Flip Advantage: If attacker’s WIS>defender’s, attacker flips 2 coins instead of 1.

6.2 Charisma

Each player has once-per-game usage:

  • Diplomacy
  • Trigger: A foe with lower CHA tries to attack you.
  • If your CHA is 1–2 higher, flip coin: Heads=foe must retarget, Tails=fail. If ≥3 higher, auto success.
  • Team Synergy (in team modes)
  • If your CHA≥2 above an ally’s, once per game you can give them advantage on a coin-based move or remove one negative effect from them pre-action.

7. Winning

  • FFA: Last character with HP>0.
  • Teams: Last team with survivors.
  • Tie: If multiple get KO’d simultaneously, either draw or do a sudden-death round.

Play Example

  • 1v1: Mikey vs. Peoplemachine.
  • Mikey SPD 5 acts first; uses Mic Drop → deals 5 ignoring 2 DEF. If Peoplemachine’s WIS≥Mikey’s CHA, no stun, else Peoplemachine is stunned.
  • Next round, Peoplemachine recovers, has Stun Immunity that turn, guaranteeing at least one move.
  • If (POW – DEF) ≤0 on a basic attack, it still does 1 dmg.

 

1. Peoplemachine

Stats: HP 35 | Power 8 | Defense 8 | Speed 3 | Charisma 2 | Wisdom 7
Style: Defensive Tank, ignoring lots of incoming damage while dishing out consistent hits.

Moves

  1. Laser Logic

     

    • Effect: 5 damage ignoring Defense (no reductions). The foe’s next attack deals –2 damage.

       

    • Usage Insights:

       

      • Great for cracking high-DEF targets.

         

      • The –2 damage debuff helps hamper a foe’s big strike next turn.

         

      • Use it on heavy-hitting enemies to defang them at critical moments.

         

  2. Calculating Shield

     

    • Effect: Gain +4 Defense until next turn; if you’re hit, the attacker takes 2 damage.

       

    • Usage Insights:

       

      • Excellent for punishing melee or repeated hits.

         

      • Combine with your high base DEF (8) to block most attacks (though minimum 1 damage still applies).

         

      • Time it when you expect multiple foes to target you in a free-for-all.

         

  3. Human Touch

     

    • Effect: Heal 5 HP (or get +5 temporary HP if you’re already at max).

       

    • Usage Insights:

       

      • Vital for sustaining your tank style.

         

      • If you suspect a big incoming blow, top up HP or add a safety net of temp HP.

         

      • Pairs well with Calculating Shield to outlast foes.

         

Special – System Overload

  • Effect: 10 damage to one target + Stun them; you skip your next turn.

     

  • Usage Insights:

     

    • Huge single-target nuke.

       

    • Even though you skip your next turn, use it to decisively remove or hamper a key threat.

       

    • Try to pick an enemy who can’t remove stun easily (like a weaker Wisdom or no synergy from allies).

       

2. Mikey

Stats: HP 30 | Power 6 | Defense 5 | Speed 5 | Charisma 7 | Wisdom 6
Style: Versatile Controller. Balanced offense & defense plus strong Charisma for stuns and synergy.

Moves

  1. Mic Drop

     

    • Effect: 5 damage, ignoring 2 DEF. If Mikey’s CHA > foe’s WIS, the foe is Stunned.

       

    • Usage Insights:

       

      • Great if your CHA (7) is strictly higher than their WIS.

         

      • Repeated use can keep foes on edge, though Stun Immunity ensures no chain locks.

         

      • Good at punching through moderate DEF.

         

  2. Side Quest

     

    • Effect: Choose A) Heal 3 HP & Taunt one foe, or B) 3 damage & force that foe to target someone else next turn.

       

    • Usage Insights:

       

      • Option A: Good if you want to draw an attack away from allies or top up your own HP.

         

      • Option B: Perfect for redirecting a lethal blow. Force a foe to pick off another threat.

         

      • Very flexible in free-for-all or team fights.

         

  3. Nerd Rage

     

    • Effect: +2 Power on your next attack (+3 if you get hit first).

       

    • Usage Insights:

       

      • A reliable damage booster. If foes are likely to strike you, you get an even bigger buff.

         

      • Prepare a big follow-up (like Mic Drop with more damage).

         

Special – Be Seeing You!

  • Effect: Fully restore HP, Stun all others 1 turn, gain +3 to all stats for the rest of the match, then take 10 damage after your next turn.

     

  • Usage Insights:

     

    • Possibly the biggest momentum swing.

       

    • The 10 recoil damage is steep, but the full heal and universal stun let you set up a finishing blow.

       

    • Best used when you can survive the recoil, or it sets you up for winning that round before recoil hits.

       

3. Guns Chris

Stats: HP 25 | Power 9 | Defense 3 | Speed 6 | Charisma 4 | Wisdom 4
Style: High Offense. Great damage output, but relatively fragile.

Moves

  1. Rapid Fire

     

    • Effect: 3 damage each to up to two targets.

       

    • Usage Insights:

       

      • Good for finishing off multiple low-HP foes.

         

      • Splitting damage can hamper synergy across an enemy team.

         

  2. Armor-Piercing Round

     

    • Effect: 6 damage, ignoring half the foe’s DEF.

       

    • Usage Insights:

       

      • Great vs. high DEF.

         

      • Standard single-target approach to whittle down tanky foes like Peoplemachine or Hendren.

         

  3. Covering Fire

     

    • Effect: 4 damage; you become 50% Evasive until your next turn. If your CHA > foe’s, the foe’s next attack deals –2 damage.

       

    • Usage Insights:

       

      • Helps you survive after making a mid-range hit.

         

      • Good if you suspect you’ll be targeted next. The –2 damage is icing if you have higher Charisma.

         

Special – Guns Blazing

  • Effect: 4 damage to all foes, then you skip your next turn (reload).

     

  • Usage Insights:

     

    • Good in free-for-all to soften multiple opponents.

       

    • Skipping your next turn is risky—time it so others are already battered or can’t retaliate effectively.

       

4. Jeff

Stats: HP 28 | Power 5 | Defense 5 | Speed 5 | Charisma 5 | Wisdom 7
Style: Mid-range tank + support. Balanced, can help allies in team modes.

Moves

  1. One-Two Punch

     

    • Effect: 2 damage twice, each hits separately (apply foe’s DEF each time).

       

    • Usage Insights:

       

      • Decent vs. moderate or low DEF, guaranteeing at least 1 damage each hit.

         

      • If foe’s DEF is high, each punch might do 1 damage from the min-damage rule.

         

  2. Brace Up

     

    • Effect: +2 DEF for you (and possibly one ally) till your next turn; if attacked, you get +2 Power on your next attack.

       

    • Usage Insights:

       

      • Great synergy in teams, buffing a squishy ally’s DEF.

         

      • If you draw attacks, you can retaliate with boosted POW next turn.

         

  3. First Aid

     

    • Effect: Heal 5 HP on yourself or ally.

       

    • Usage Insights:

       

      • Straight healing—use to keep critical allies or yourself going.

         

      • Doesn’t have a limited usage, so you can keep the team afloat over multiple turns.

         

Special – Righteous Fury

  • Effect: 8 damage to one target; permanently +3 Defense for you.

     

  • Usage Insights:

     

    • Solid single-target strike.

       

    • Using it early ensures you benefit from the +3 DEF for more of the game.

       

5. Softmax

Stats: HP 24 | Power 4 | Defense 4 | Speed 6 | Charisma 6 | Wisdom 8
Style: High-Variance Trickster. Relies on coin flips, which are more likely to succeed with higher WIS.

Moves

  1. Punchline Strike

     

    • Effect: Flip coin—Heads=6 damage, Tails=2.

       

    • Usage Insights:

       

      • With WIS advantage, you have ~75% chance of landing 6 damage.

         

      • Great for repeated hits if you enjoy the gamble.

         

  2. Cursed Broadcast

     

    • Effect: 2 damage, foe becomes Weakened (–2 POW) for 2 turns and Speed=0 next round.

       

    • Usage Insights:

       

      • Perfect for crippling a big attacker or messing with SPD-based combos.

         

      • Even if the 2 damage is small, you hamper them big time.

         

  3. Audience Shield

     

    • Effect: Become Evasive until next turn. If an attack targets you, flip coin—Heads=dodge & permanently +2 WIS, Tails=hit as normal.

       

    • Usage Insights:

       

      • Potentially stack up WIS for stronger coin flips later.

         

      • Good if multiple foes might target you.

         

Special – Grand Finale Meltdown

  • Effect: For each foe, flip coin—Heads=Stun them; then you get +2 WIS permanently.

     

  • Usage Insights:

     

    • Potentially huge board control if you get multiple heads, but also might flop.

       

    • Even if only one or two foes are stunned, +2 WIS is a permanent buff for subsequent flips.

       

6. B. Jones

Stats: HP 27 | Power 7 | Defense 4 | Speed 7 | Charisma 5 | Wisdom 5
Style: Speedy Adventurer. Good at stuns if foe is slower, plus some coin-based self-buffs.

Moves

  1. Spin Strike

     

    • Effect: 5 damage; if your SPD > foe’s, they are Stunned.

       

    • Usage Insights:

       

      • With SPD 7, you can out-speed many foes. Great for interrupting them, though Stun Immunity limits repeated locks.

         

      • Good in 1v1 vs slower foes.

         

  2. Ring Dash Escape

     

    • Effect: Invisible until next turn; remove one negative status from yourself.

       

    • Usage Insights:

       

      • Perfect if you’re heavily targeted or suffering Poison/Weakened.

         

      • Return next turn unscathed for a big follow-up.

         

  3. Bonus Stage

     

    • Effect: Flip coin—Heads=Heal 5 HP or +2 to one stat (perm), Tails=take 3 damage & –2 SPD next turn.

       

    • Usage Insights:

       

      • High reward but risky. If you’re near full HP, consider going for +2 SPD or POW. If you’re low, heal up.

         

      • If you fail, you hamper yourself significantly.

         

Special – Chaos Boulder Rush

  • Effect: Each foe flips coin—on Tails they take 6 damage, on Heads they dodge. Then B. Jones gets +2 SPD permanently.

     

  • Usage Insights:

     

    • Potential to devastate multiple foes. Even if some dodge, you permanently boost SPD, ensuring you maintain your speed advantage.

       

7. Billy (S.S.P.)

Stats: HP 26 | Power 9 | Defense 2 | Speed 6 | Charisma 4 | Wisdom 3
Style: Glass Cannon. High damage but easily punished if not careful.

Moves

  1. Reckless Solo

     

    • Effect: 7 damage; Billy takes 2 self-damage.

       

    • Usage Insights:

       

      • Hard-hitting but shortens your own HP pool quickly.

         

      • Great for an early big strike to soften a foe—just mind your HP.

         

  2. Headliner Rush

     

    • Effect: 4 damage & Stun the foe; you lose –1 WIS next turn.

       

    • Usage Insights:

       

      • Another stun tool, though the WIS penalty makes your subsequent coin flips weaker.

         

      • Use it when you desperately need to interrupt a foe.

         

  3. Encore Rush

     

    • Effect: Heal 3 HP, then +4 Speed & +4 Power for your next turn only.

       

    • Usage Insights:

       

      • Tremendous buff, letting you almost certainly move first and hit extremely hard.

         

      • If you suspect you won’t be targeted next turn, this sets up a lethal blow.

         

Special – Tummy Baby Cascade

  • Effect: 10 damage to one target. If it KOs them, heal 5 HP. Otherwise, you take 2 self-damage and skip next turn.

     

  • Usage Insights:

     

    • Ideal for finishing an already softened foe. That partial heal can offset your own self-damage.

       

    • If it fails to KO, you skip your next turn, so it’s risky. Time it well.

       

8. G.

Stats: HP 25 | Power 6 | Defense 4 | Speed 7 | Charisma 8 | Wisdom 5
Style: Finisher & Lifesteal. Great Charisma synergy; can stealth or drain HP.

Moves

  1. Bass Drop

     

    • Effect: 5 damage (ign 2 DEF). If foe’s HP ≤5 after damage, they’re Stunned.

       

    • Usage Insights:

       

      • Fantastic for finishing low-HP enemies.

         

      • If they survive with 5 or less, you stun them, possibly guaranteeing a follow-up kill.

         

  2. Smoke Machine

     

    • Effect: Evasive until your next turn; drain 2 HP from one foe (they lose 2 HP, you heal 2).

       

    • Usage Insights:

       

      • Good defensive + sustain tool.

         

      • Helps offset your moderate HP, letting you survive mid-game bursts.

         

  3. Breakbeat Breakdown

     

    • Effect: 4 damage; foe’s DEF –2 next turn.

       

    • Usage Insights:

       

      • Sets up an ally or yourself for a big follow-up.

         

      • Good synergy if you or an ally can exploit the lowered DEF next turn.

         

Special – Grand Finale

  • Effect: If foe HP ≤ 6, instantly KO them; else 6 damage, then you become Invisible until next turn.

     

  • Usage Insights:

     

    • Perfect finishing move, or at least a strong hit with a vanish.

       

    • Use it on heavily wounded foes for a guaranteed kill.

       

9. Crizzy

Stats: HP 22 | Power 7 | Defense 3 | Speed 8 | Charisma 6 | Wisdom 2
Style: High-risk brawler. Some self-harm, big stuns, coin flips.

Moves

  1. Reckless Tackle

     

    • Effect: 6 damage; you take 3 self-damage.

       

    • Usage Insights:

       

      • Deals good damage quickly, but your HP is quite low, so repeated use can backfire.

         

      • Time it for crucial hits.

         

  2. Headbutt

     

    • Effect: 3 damage & Stun; you take 1 self-damage.

       

    • Usage Insights:

       

      • Another stun tool. Low damage, but with a guaranteed stun.

         

      • Combine with your high Speed (8) to keep foes off-balance, mindful you can’t chain-stun them if they just recovered.

         

  3. Adrenaline Junkie

     

    • Effect: Flip coin: Heads=Heal 5 HP, Tails=Lose 5 HP; either way, you get +2 Power on your next attack.

       

    • Usage Insights:

       

      • Extremely swingy. If you’re behind, it can catapult you forward or bury you.

         

      • If you get the heal, that helps offset your self-damage moves.

         

Special – All or Nothing

  • Effect: Flip a coin: Heads=instantly KO target, Tails=KO yourself.

     

  • Usage Insights:

     

    • The ultimate gamble. Use only if you’re desperate or confident you can’t otherwise win.

       

    • Perfect if you’re behind and want a 50% shot at flipping the game.

       

10. Spore (Artist)

Stats: HP 28 | Power 5 | Defense 6 | Speed 3 | Charisma 3 | Wisdom 8
Style: Poison Controller with decent defenses and support for allies.

Moves

  1. Sticker Bomb

     

    • Effect: 1 damage; foe becomes Poisoned (–2 HP each of next 3 turns).

       

    • Usage Insights:

       

      • Good at starting a ticking clock.

         

      • The 1 damage might become 1 from min damage anyway, but the real threat is the Poison.

         

  2. Street Armor

     

    • Effect: +4 DEF for 2 turns; any melee attacker takes 2 damage.

       

    • Usage Insights:

       

      • Combine with your base 6 DEF to block a lot of hits.

         

      • Good synergy with Poison-based play, letting you turtle while foes lose HP over time.

         

  3. Collaborative Inspiration

     

    • Effect: Heal 6 HP on yourself or an ally; also gives +1 DEF next turn and removes any Tagged status from them.

       

    • Usage Insights:

       

      • Great in team mode to keep a big hitter alive.

         

      • Removes Poison from an ally if they somehow got Poisoned.

         

Special – Artistic Explosion

  • Effect: All foes become Poisoned (2 HP per turn for 3 turns), you heal 5 HP.

     

  • Usage Insights:

     

    • Devastating in large free-for-alls or team fights, forcing multiple opponents to hemorrhage HP.

       

    • Stack Street Armor to safely watch them tick down.

       

11. GoodLuckBuddah  

 

Stats: HP 26 | Power 4 | Defense 5 | Speed 4 | Charisma 8 | Wisdom 7
Style: Support & HP manipulation. High Charisma for diplomacy, synergy usage.

Moves

  1. Fortune’s Favor

     

    • Effect: Flip coin—Heads=Heal 5 HP, Tails=grant target +5 DEF next turn.

       

    • Usage Insights:

       

      • Both results can be beneficial (heal or buffing an ally’s DEF).

         

      • Great in a pinch: either you get direct help, or your ally gets defensive.

         

  2. Karmic Shield

     

    • Effect: Place a shield on self/ally. The next time they’re hit, the attacker takes equal damage.

       

    • Usage Insights:

       

      • Punishes big hits. If an enemy was about to deal 10, they eat 10 themselves.

         

      • Great for dissuading an enemy from focusing a weakened ally.

         

  3. Blessing of Balance

     

    • Effect: The higher HP player loses 3 HP, the lower HP one gains 3 HP (can’t kill anyone).

       

    • Usage Insights:

       

      • Subtly equalizes the field. If you’re behind, you can gain HP. If you’re ahead, be cautious using it.

         

      • Perfect for team synergy if your ally is lower HP.

         

Special – Karmic Reset

  • Effect: Set one foe’s HP to your own HP; skip your next turn.

     

  • Usage Insights:

     

    • Potentially cripples a high-HP opponent if your HP is lower, or can heal an ally if you let them match your higher HP.

       

    • Skipping next turn is risky—use it for a major HP swing.

       

12. Boyko

Stats: HP 25 | Power 6 | Defense 5 | Speed 8 | Charisma 5 | Wisdom 5
Style: Fast multi-target. Capable of punishing melee with Parry moves.

Moves

  1. Surreal Strike

     

    • Effect: 4 damage, +2 if Boyko’s SPD > foe’s, for total 6.

       

    • Usage Insights:

       

      • With SPD 8, you outrun most foes. This often does 6 damage, ignoring some or all of their DEF via min damage rule.

         

      • Good basic approach.

         

  2. Reality Shift

     

    • Effect: The first melee attack vs. you before your next turn deals 0, and that attacker takes 3 damage. Ends after 1 counter or next turn.

       

    • Usage Insights:

       

      • Perfect if you suspect a big melee hit.

         

      • Encourages foes to avoid you or waste a ranged move.

         

  3. Dimensional Sweep

     

    • Effect: 3 damage each to up to two foes.

       

    • Usage Insights:

       

      • Great for multi-target softening.

         

      • Combine with your high SPD to quickly poke multiple threats.

         

Special – Chaos Vortex

  • Effect: 3 damage to all foes ignoring DEF, then you can’t use Surreal Strike next turn.

     

  • Usage Insights:

     

    • A big AOE, ignoring Defense so each target takes at least 3.

       

    • Perfect in large free-for-all when many are near finishing range.

       

13. Zwillam

Stats: HP 24 | Power 5 | Defense 4 | Speed 5 | Charisma 6 | Wisdom 9
Style: Tactical Mage. Highest WIS in the game for coin flips, stun potential, plus invisibility.

Moves

  1. Arcane Blast

     

    • Effect: 5 damage; if Zwillam’s WIS > foe’s, Stun them 1 turn.

       

    • Usage Insights:

       

      • With WIS 9, you outmatch nearly everyone’s WIS. Guaranteed stuns if no Stun Immunity in effect.

         

      • Very strong if you time it once the foe’s immunity ends.

         

  2. Blink

     

    • Effect: Become Invisible until your next turn, remove all negative statuses.

       

    • Usage Insights:

       

      • Great for avoiding being singled out or shrugging off Poison/Weakened.

         

      • If you’re low HP, blink away and come back fresh.

         

  3. Empower Self

     

    • Effect: +3 Power and +3 Defense for 2 turns.

       

    • Usage Insights:

       

      • Turn yourself into a mini-tank, letting you do more damage while taking less.

         

      • Good before you do a big finishing Arcane Blast or basic attack.

         

Special – Time Stop

  • Effect: All other players skip their next turn; you can’t deal damage during that freeze.

     

  • Usage Insights:

     

    • Essentially a free turn to buff yourself, reposition, or remove statuses.

       

    • Best used if multiple foes are about to unleash big moves.

       

14. Hendren

Stats: HP 32 | Power 6 | Defense 7 | Speed 4 | Charisma 6 | Wisdom 7
Style: Durable Support. High HP, good synergy in teams, multiple stuns.

Moves

  1. Cane Strike

     

    • Effect: 4 damage & Stun; you get +2 DEF till next turn.

       

    • Usage Insights:

       

      • Good single-target stun plus a defense buff.

         

      • Great opener if you suspect a big retaliation. The foe recovers with immunity, but you might only need that one stun to shift momentum.

         

  2. Rallying Shout

     

    • Effect: All allies (including you) get +2 Power on their next attack, plus each heals 2 HP.

       

    • Usage Insights:

       

      • Perfect in team mode for a group power spike.

         

      • If you’re in a free-for-all, it only affects you (since no allies). Still decent.

         

  3. First Aid

     

    • Effect: Heal 5 HP on self or ally; if target’s HP <10, they also get +1 to all stats for 1 turn.

       

    • Usage Insights:

       

      • Best used on a near-death ally or yourself to get that stat bonus.

         

      • Keep the team healthy and stable.

         

Special – Last Stand

  • Effect: For 2 turns, you cannot drop below 1 HP; heal 5 HP at the start of each turn in that mode.

     

  • Usage Insights:

     

    • A mini “god mode.” Enemies might ignore you or waste hits.

       

    • Use it if you’re about to die or want to tank hits while your allies do damage.

       

15. B-Man

Stats: HP 26 | Power 5 | Defense 5 | Speed 6 | Charisma 7 | Wisdom 7
Style: CHA/WIS Hybrid with comedic mechanical flair. Balanced overall.

Moves

  1. Little Secret Weapon

     

    • Effect: 4 damage, then flip coin—Heads=+2 dmg ignoring DEF, Tails=you take 1 damage.

       

    • Usage Insights:

       

      • Solid mid-range move, boosted by WIS advantage for better odds on the +2 ignoring DEF.

         

      • If unlucky, you drain your own HP slightly.

         

  2. Barrett Hand Grasp

     

    • Effect: 5 damage (ign 2 DEF). If B-Man’s WIS>foe’s, foe’s SPD –2 next turn.

       

    • Usage Insights:

       

      • Good chunk ignoring partial DEF, hamper a foe’s Speed so you or allies act first next round.

         

      • Great vs. SPD-based stunners like B. Jones or Billy.

         

  3. Take My Hand

     

    • Effect: Heal 5 HP or remove one negative status from yourself; you lose –1 SPD next turn.

       

    • Usage Insights:

       

      • Useful for self-sustain or shrugging off Poison.

         

      • The SPD penalty is mild but means you might lose turn order priority next round. Use if you aren’t reliant on going first.

         

Special – B-Lieve It or Not

  • Effect: Flip coin (adv if WIS>foe). Heads=10 dmg ignoring DEF + Stun, Tails=6 dmg ignoring DEF & you take 3 self-dmg.

     

  • Usage Insights:

     

    • A big finisher or serious burst.

       

    • Even if you lose the flip, you still do 6 ignoring DEF, just hurting yourself.

       

    • Great with WIS advantage for ~75% chance at the full 10 + stun.

       

How to Use This Manual

  • Identify your chosen character’s Stats & Moves.

     

  • Check usage insights for best synergy or risk management.

     

  • Remember:

     

    • No chain-stuns (Stun Immunity).

       

    • All hits do min 1 damage if net calc ≤ 0.

       

    • Diplomacy & Team Synergy are once-per-game Charisma-based tools.

       

    • Wisdom handles speed ties & coin-flip advantage.

       

Final Remarks

With this comprehensive manual, each character’s moves are fully explained alongside strategic insights. Embrace the comedic coin flips, short-term buffs, synergy in team modes, and watch out for unstoppable special moves. The Stun Immunity rule ensures fairness, while Min 1 Damage keeps fights dynamic.

Have fun exploring the cryptid conspiracies and comedic chaos of Mikey & Me Battle Cards—and may your clever synergy and well-timed stuns (with no locks!) guide you to victory.

1. PEOPLEMACHINE

Design: 30-year-old, thin, square-jawed with bionic implants, dark thick mustache, shaggy dark hair, tan pug on shoulder.
Quote: “I’m running calculations and running out of patience.”
Stats: HP: 35 | POW: 8 | DEF: 8 | SPD: 3 | CHA: 2 | WIS: 7
Moves:

  • Laser Logic: 5 dmg (ignores DEF); target’s next atk –2 dmg.

  • Calculating Shield: +4 DEF till next turn; attackers take 2 dmg.

  • Human Touch: Heal 5 HP (or +5 temp if full).

  • Special – System Overload: 10 dmg & Stun foe; then skip your next turn.

2. MIKEY

Design: Tall with a blonde mullet, mustache extending down the chin, yellow shades, dark grey thin pug.
Quote: “Greetings Traveler.”
Stats: HP: 30 | POW: 6 | DEF: 5 | SPD: 5 | CHA: 7 | WIS: 6
Moves:

  • Mic Drop: 5 dmg (ignores 2 DEF); if CHA > foe’s WIS, Stun.

  • Side Quest: (A) Heal 3 HP & Taunt OR (B) 3 dmg & force foe to target someone else.

  • Nerd Rage: +2 POW next atk (+3 if hit first).

  • Special – Be Seeing You!: Full HP restore; all foes Stunned 1 turn; +3 all stats; take 10 dmg after your next turn.

3. GUNS CHRIS

Design: Shaved head, very long thick goatee, serious face.
Quote: “You brought words to a gunfight. Adorable.”
Stats: HP: 25 | POW: 9 | DEF: 3 | SPD: 6 | CHA: 4 | WIS: 4
Moves:

  • Rapid Fire: 3 dmg each to up to 2 foes.

  • Armor-Piercing Round: 6 dmg, ignores half DEF (round down).

  • Covering Fire: 4 dmg; Evasive (50% dodge) till next turn; if CHA > foe’s, foe’s next atk –2 dmg.

  • Special – Guns Blazing: 4 dmg all foes; skip next turn (reload).

4. JEFF

Design: Thin Caucasian, friendly smirk.
Quote: “If wrestling taught me anything, it’s how to stage an epic comeback.”
Stats: HP: 28 | POW: 5 | DEF: 5 | SPD: 5 | CHA: 5 | WIS: 7
Moves:

  • One-Two Punch: 2 dmg twice (each reduced by foe’s DEF).

  • Brace Up: +2 DEF (self/ally) till next turn; if attacked, +2 POW next atk.

  • First Aid: Heal 5 HP (self/ally).

  • Special – Righteous Fury: 8 dmg; +3 DEF permanently.

5. SOFTMAX

Design: Clown with white face paint, buzzcut, grey suit & tie, black vertical tear lines under eyes.
Quote: “Probability suggests you’ll lose—but feel free to flip a coin anyway.”
Stats: HP: 24 | POW: 4 | DEF: 4 | SPD: 6 | CHA: 6 | WIS: 8
Moves:

  • Punchline Strike: Flip coin: Heads=6 dmg, Tails=2 dmg.

  • Cursed Broadcast: 2 dmg; foe Weakened (–2 POW, 2 turns) & Slowed (SPD=0 next round).

  • Audience Shield: Evasive till next turn; if targeted, flip coin: Heads=dodge +2 WIS (max +4/use), Tails=hit normally.

  • Special – Grand Finale Meltdown: For each foe, flip coin: Heads=Stun foe; then +2 WIS perm.

6. B. JONES

Design: X-Men cartoon style African American, long dreads, beard, bulky, Sega CD in background.
Quote: “I’m gonna take a wild guess: you ain’t got no friends.”
Stats: HP: 27 | POW: 7 | DEF: 4 | SPD: 7 | CHA: 5 | WIS: 5
Moves:

  • Spin Strike: 5 dmg; if SPD>foe’s, Stun foe.

  • Ring Dash Escape: Invisible till next turn; remove 1 negative status.

  • Bonus Stage: Flip coin: Heads=Heal 5 HP OR +2 to one stat perm; Tails=3 dmg to self & –2 SPD next turn.

  • Special – Chaos Boulder Rush: Each foe flips coin: Tails=6 dmg (DEF applies), Heads=dodge; then you +2 SPD perm.

7. BILLY (S.S.P.)

Design: 40 y/o Caucasian, clean full beard, long dark/greying hair, unsettling smile, guitar on back.
Quote: “My secret power is so secret even I’m not sure what it is.”
Stats: HP: 26 | POW: 9 | DEF: 2 | SPD: 6 | CHA: 4 | WIS: 3
Moves:

  • Reckless Solo: 7 dmg; take 2 self-dmg.

  • Headliner Rush: 4 dmg, Stun foe; you lose –1 WIS next turn.

  • Encore Rush: Heal 3 HP; +4 SPD & +4 POW next turn.

  • Special – Tummy Baby Cascade: 10 dmg; if KO, heal 5 HP; otherwise, take 2 self-dmg & skip next turn.

8. G.

Design: 30 y/o Hispanic, tough guy, loves all music.
Quote: “I don’t pick fights—I end them.”
Stats: HP: 25 | POW: 6 | DEF: 4 | SPD: 7 | CHA: 8 | WIS: 5
Moves:

  • Bass Drop: 5 dmg (ign 2 DEF). If foe HP ≤5 after dmg, Stun.

  • Smoke Machine: Evasive till next turn; drain 2 HP from one foe (foe –2 HP, you +2 HP).

  • Breakbeat Breakdown: 4 dmg; foe’s DEF –2 till next turn.

  • Special – Grand Finale: If foe HP ≤6, KO them; else 6 dmg (apply DEF); become Invisible till next turn.

9. CRIZZY

Design: 30 y/o big, brawny, bald guy with glasses, “intelligent” beard.
Quote: “Rules? Those sound like suggestions to me!”
Stats: HP: 22 | POW: 7 | DEF: 3 | SPD: 8 | CHA: 6 | WIS: 2
Moves:

  • Reckless Tackle: 6 dmg; you take 3 self-dmg.

  • Headbutt: 3 dmg & Stun; you take 1 self-dmg.

  • Adrenaline Junkie: Flip coin: Heads=Heal 5 HP, Tails=Lose 5 HP; either grants +2 POW next atk.

  • Special – All or Nothing: Flip coin: Heads=KO foe; Tails=KO yourself.

10. SPORE 

Design: Animated egg-like figure, large bushy mustache, half-lidded eyes, small tilted golden crown.
Quote: “There’s a fungus among us… and it’s me.”
Stats: HP: 28 | POW: 5 | DEF: 6 | SPD: 3 | CHA: 3 | WIS: 8
Moves:

  • Sticker Bomb: 1 dmg; foe Tagged (Poison 2 dmg/turn x3 turns).

  • Street Armor: +4 DEF (2 turns); melee attackers take 2 dmg.

  • Collaborative Inspiration: Heal self/ally 6 HP; target +1 DEF next turn & removes Tagged.

  • Special – Artistic Explosion: All foes Tagged (Poison 2 dmg/turn x3 turns); heal 5 HP.

11. GOODLUCKBUDDHA 

Design: Fusion of a Buddha statue with Homer Simpson.
Quote: “Karma’s great until it hits you back.”
Stats: HP: 26 | POW: 4 | DEF: 5 | SPD: 4 | CHA: 8 | WIS: 7
Moves:

  • Fortune’s Favor: Flip coin: Heads=Heal 5 HP; Tails=grant target +5 DEF next turn.

  • Karmic Shield: Shield self/ally; next time they’re hit, attacker takes equal dmg.

  • Blessing of Balance: Higher HP –3, lower HP +3 (cannot KO).

  • Special – Karmic Reset: Set target HP = yours; skip next turn.

12. BOYKO

Design: Surreal, abstract humanoid with no distinguishing features.
Quote: “I’d say ‘stay down,’ but where’s the fun in that?”
Stats: HP: 25 | POW: 6 | DEF: 5 | SPD: 8 | CHA: 5 | WIS: 5
Moves:

  • Surreal Strike: 4 dmg; if SPD>foe’s, +2 bonus dmg (6 total).

  • Reality Shift: Until next turn, first melee atk vs you = 0 dmg & attacker takes 3 dmg (ends after 1 counter).

  • Dimensional Sweep: 3 dmg each to up to 2 foes.

  • Special – Chaos Vortex: 3 dmg all foes (ign DEF); you can’t use Surreal Strike next turn.

13. ZWILLAM

Design: Unassuming, clean-cut blonde in a polo shirt covered in blood.
Quote: “It’s not magic, it’s just extremely complicated science… okay fine, it’s magic.”
Stats: HP: 24 | POW: 5 | DEF: 4 | SPD: 5 | CHA: 6 | WIS: 9
Moves:

  • Arcane Blast: 5 dmg; if your WIS>foe’s, Stun foe 1 turn.

  • Blink: Invisible till next turn; remove all negative statuses.

  • Empower Self: +3 POW & +3 DEF for 2 turns.

  • Special – Time Stop: All foes skip next turn; you can’t deal dmg this round.

14. HENDREN

Design: Calm, mole on cheek, derby hat, anime-inspired features.
Quote: “Giving up isn’t in my vocabulary—seriously, I checked.”
Stats: HP: 32 | POW: 6 | DEF: 7 | SPD: 4 | CHA: 6 | WIS: 7
Moves:

  • Cane Strike: 4 dmg & Stun; +2 DEF till next turn.

  • Rallying Shout: All allies +2 POW next atk & heal 2 HP.

  • First Aid: Heal 5 HP (self/ally); if HP<10, +1 all stats (1 turn).

  • Special – Last Stand: 2 turns can’t drop below 1 HP; heal 5 HP each turn start.

15. B-MAN

Design: Laid-back, comedic operative with a mechanical gauntlet (the “amazing Barrett hand”). Teased for his “Little Secret Weapon,” he now wields it proudly.
Quote: “They laughed at my Barrett Hand once—now I’m the one laughing.”
Stats: HP: 26 | POW: 5 | DEF: 5 | SPD: 6 | CHA: 7 | WIS: 7
Moves:

  • Little Secret Weapon: 4 dmg; flip coin: Heads=+2 dmg (ign DEF), Tails=you take 1 dmg.

  • Barrett Hand Grasp: 5 dmg (ign 2 DEF). If WIS>foe’s, foe’s SPD –2 next turn.

  • Take My Hand: Heal 5 HP or remove 1 status from yourself; –1 SPD next turn.

Special – B-Lieve It or Not: Flip coin: Heads = 10 dmg (ign DEF) + Stun foe; Tails = 6 dmg (ign DEF), you take 3 dmg.