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Marching Mayhem Tutorial!

Marchers

Health: All marchers have a maximum HP that they start with. If a character’s HP drops to 0, they’re “cut” and are discarded. Everyone starts a game with 3 marchers, and whoever cuts all 3 of their opponent’s marchers wins.

Sections: Marchers belong to a section, which allows them to use section-specific cards and governs some interactions. The section of a marcher is denoted with a symbol on the top right.

Normal and Special attacks: A marcher’s first and second attacks are normal and special attacks respectively. They cost notes to use.

Solos: The last attack on a card is their solo, which costs both notes and tempo to use. You get one tempo every time you use a normal or special attack.

Passives: Some characters have passives, which are abilities that are always in effect and do not cost any notes to use.

Tokens: Tokens are counters for a specific character’s abilities. For example, Hudson gains 1 HH point every time he is attacked, which is used to power his solo.

Summons: Summons do damage at the end of a rep, and go on the right of the field. They’ll be explained further in this tutorial.

Active and Standby: There are three marchers on the field at the start of the game, one is always an active marcher, and the other two are on standby. Only active marchers can attack and be attacked. Marchers can be swapped between active and standby for free the first time in a rep, but any additional swaps will cost one more note.

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Cards

What are cards? These cards make up a player’s hand. Cards cost notes to play, except for some that have no note cost. Notes are drawn out of your deck, which can be a maximum of 30 cards and a minimum of 20.

Consumables: Consumables are orange-bordered cards that are discarded immediately after being played.

Utilities: Utilities blue-bordered cards that are equipped to marchers, and they stay next to a marcher. Their effects are always active, and they are discarded if the marcher they’re attached to is cut. A marcher can have a maximum of one instrument utility and one non-instrument utility. Utilities need to match the section of the marcher they’re attached to.

Supports: Supports are green-bordered cards that give passive benefits, and stay on the field forever unless they have a use limit. Only four supports per player can be out on the field at once.

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Notes

What are notes? Notes are the fuel for cards and marchers, they are discarded to perform attacks and use cards.

The Note Deck: Each player puts 12 notes into one deck, for a total of 24 notes, which both players draw from.

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Using Notes: Discard notes from your hand when using cards or character attacks. If a card or character requires quarter rests, you can use any note to replace it. If a card or character requires whole rests, you need to use matching notes. For example, if a card requires 3 whole rests, you need to use 3 quarter notes, 3 half notes, etc.

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Tuning Notes: Sometimes the luck of the draw won't give you the notes you want :(   Fortunately, if that happens, you have the option of tuning a note. To tune a note, you need to discard a card. Now, the next note you use can count as any note you want!

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Combos

What are combos? You may have noticed on the example marchers that some of their attacks have special DMG types! These include Swing, Shrill, LoudSharp, Flat, Smack, and Rhythm. Two damage types on the same marcher will combo and activate a powerful effect! The list of all combos and an example of one in-game are provided below.

Combo List

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Combo Example

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Round Structure

How does the game play? Marching Mayhem is played in reps. A rep is like a "round" in any other game. A rep has a beginning phase, sets, and an end phase. Sets are like "turns" in any other game.

Reps

Beginning Phase: 

  1. If it’s the first rep, flip a coin or otherwise decide which player goes first.

  2. Both players draw 2 cards from their deck. If it’s the first rep, both players instead draw 5 cards.

  3. Both players draw 8 notes.

  4. Start the first player’s set.

What are sets?​ Sets are like "turns", and alternate between players. Both players continuously alternate sets until both players cannot perform any more actions during their set.

Sets: During a set, you can perform any of these actions, not necessarily in the order below. If you already declared the end of your rep, do nothing.

  1. Play any cards. (Does not end the set)

  2. Tune any cards. (Does not end the set)

  3. Swap an active character with a standby character. (Ends the set)

  4. Use an attack. (Ends the set)

  5. If you cannot perform any set-ending actions (attacking or swapping) then declare the end of your rep.

When do we go to the end phase? When both players declare the end of their rep, no more sets are taken and the rep moves to the end phase.​

End Phase: 

  1. Supports act, whoever ended their rep first has their supports act first

  2. Summons act, whoever ended their rep first has their summons act first.

  3. Decrease uses of summons and supports. If any supports or summons ran out of uses, discard them.

  4. Shuffle all notes back into the note deck.

  5. Start the next rep, whoever declared the end of their rep first goes first during the next rep.

Example Game

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