Quick Start Guide

How to Play Vibe-Verse

Learn the basics in under 5 minutes. Simple enough for 1st graders, strategic enough for 3rd graders.

Trophy

How to Win

Collect 3 Prize Cards by knocking out your opponent's Spirit Cards.

Each player starts with 3 Prize Cards set aside. Every time you knock out an opponent's Active Spirit, you take one of your Prizes. First to collect all 3 wins!

Game Setup

Each player needs a 40-card deck. Here's how to start a match:

1

Shuffle & Draw

Shuffle your deck and draw 7 cards into your hand. Keep them secret from your opponent.

2

Place Your Active Spirit

Choose a Basic Spirit from your hand and place it face-down in the Active Zone. This is your main fighter.

3

Fill Your Bench

Place up to 5 more Basic Spirits face-down on your Bench. These are your backup fighters.

4

Set Aside Prizes

Take the top 3 cards from your deck and place them face-down as your Prize Cards.

5

Flip & Play!

Both players flip their Active Spirit face-up. Rock-paper-scissors to see who goes first!

On Your Turn

Each turn follows 5 simple phases. Do them in order!

Phase 1
Draw

Draw a Card

Draw 1 card from the top of your deck. If your deck is empty, you lose!

Phase 2
Energy

Attach Energy

Place 1 Energy card from your hand under your Active Spirit. Energy powers up attacks. One per turn!

Phase 3
Evolve

Evolve

If you have a Stage 1 card that evolves from your Active Spirit, place it on top. Evolution heals status effects and boosts HP!

Phase 4
Items

Play Items & Trainers

Use Item or Supporter cards from your hand for special effects — healing, drawing extra cards, or boosting attacks.

Phase 5
Attack

Attack!

Check your Active Spirit has enough Energy for the attack cost. Then:

  1. Read the word aloud — this is the Usage Strike!
  2. Apply damage to the opponent's Active Spirit
  3. Check for Knock Outs

Attacking ends your turn. Energy stays attached!

Microphone

The Usage Strike

Every attack requires the player to read the phonics word aloud.

This is the secret sauce. Students must decode and pronounce the R-controlled vowel word on their card to complete the attack. No reading = no damage. It turns every battle into a phonics practice session without students even realizing it.

Example "STAR" AR pattern · 1 syllable

Junior Rules (1st Grade)

Two simple modifications make the game accessible for younger players.

Swap

Free Retreat

Switch your Active Spirit for a Bench Spirit once per turn for free. Ignore the retreat cost stars — just swap!

Rock Paper Scissors

Rock-Paper-Scissors

Replace all coin flips with Rock-Paper-Scissors. More engaging, no coins needed, and kids already know how to play.

Quick Reference

Card Types

  • Basic Spirit — Your starter fighters. Play directly from hand.
  • Stage 1 Spirit — Evolves from a Basic. More HP & stronger attacks.
  • Energy — Powers attacks. Attach 1 per turn.
  • Item — One-time use effects (healing, draw, etc.)
  • Supporter — Powerful effects, but only 1 per turn.

Status Effects

  • Asleep — Flip a coin each turn. Heads = wake up.
  • Burned — Take 10 damage between turns.
  • Confused — Flip a coin to attack. Tails = hit yourself.
  • Paralyzed — Can't attack or retreat for 1 turn.

Pro Tips

  • Always keep at least 1 Spirit on your Bench as backup.
  • Match Energy types to your Spirit's attack cost for maximum efficiency.
  • Evolving removes status effects — time your evolutions wisely!
  • Read the Usage Strike words clearly and confidently.

Ready to Play?

Grab the full bundle and start transforming phonics time today.

UFLI Scope & Sequence Aligned
🔬 Science of Reading Based
🖨️ A4 & US Letter Ready
🌍 English + 한국어 + 中文
🎓 Grades 1–3 + Intervention