Welcome to the world of Mojo Masters!
What is Mojo Masters?
We're glad you asked! Mojo Masters is a Fighting and Trading Card Game. Collect Mojos and Helpers, assemble a deck, and battle your friends and foes! Don't know how? Scroll down!
This is a Mojo! Each card has very crucial aspects to it that play a big part in the battle! We shall go over them!
We're gonna learn you somethin!
How 2 Play! (Part 1)
Mojos!
Get to know your Mojo!
They're your friend, after all...
You gotta get to know your Mojo! The first thing thing you'll notice is the Mojo art. It puts a face to the name!
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Speaking of name, the name will be at the top of every card. These names were given to them when they were thrown into this world, much like yourself.
Mojo Health Points
We all have health points!
The Health Points are located in the top left corner of the Mojo card (the red and white box that says HP with numbers.) The number presented is the maximum amount of HP, which means you cannot heal past that number.
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When this number reaches 0, the Mojo dies. When that happens, they get put into the DeadBed with the rest of their deceased buddies, which can be depressing, so prevent this at all costs!!
Meet: The Rankers!
These little guys are here to help!
In the top right corner, you'll find a little critter called a "Ranker". These guys hang out on the card and let you know what rank the card is! However many eyes they have is their rank!
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The ranks at your disposal: Rookie (one eye), Advanced (two eyes), Champion (three eyes), and Legendary (four eyes (haha four eyes)).
The higher the rank, the more dangerous of a Mojo, so get ready for trouble!​
"Rooks"
"Addy"
"Champs"
"Daren"
Mojo's Moves
(and what to do)
This is where it gets exciting!!!!!
Here we go!!! This is how you will deal damage to opponent foes!
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Each Mojo has six moves. When you roll your dice on your turn, you use the move that equals the dice result. (Rolling a 3 will use move #3)
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There is a wide range of effects that each move can do! (see "Mojo's Moves" below)
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P.S. You can read off the move as you use them, or not. But it'd be way cooler if you did. 👉👈
Mojo's Moves
(and what they do)
Nvm... THIS IS WHERE IT GETS INTERESTING!
You may be wondering about the yellow KO, the green Wish (?) move, or even the black X! Let's go over that and help you out!!
Basic Damage
This is what you deal to foe Mojo's Health!
Healing
This will add whatever number is beside it to your HP!
Instant KO
This will kill your Mojo instantly! (unless they're immune.)
N/A
Erm...this move does nothing...
Burn
You will take X amount of burn damage at the beginning of your turn for 3 turns (unless you're immune.)
Poison
You will take X amount of poison damage at the beginning of your turn for 3 turns (unless you're immune.)
Wish
Once you roll this, you get to choose one of your moves to use! You can't wish for more wishes >:(
Stun
This will not let you roll the dice on your turn for X amount of turns (unless you're immune.) You can still play Helper Cards
Self Application
Whatever is next to it, it happens to YOU.
All Application
This move will hit every enemy Mojo.
Curse
You will take X amount of curse damage at the beginning of your turn until your Mojo dies (unless you're immune.)
Damage Multiplier
If you roll basic damage on your next roll, it'll be multiplied!
Roll Again
Whatever number is beside this move is how many more times you can roll!
Bleed
You will take X amount of bleed damage at the beginning of your turn until your Mojo dies (unless you're immune.)
Mojo Skills
Everyone has things they're good at!
Every Mojo has moves that make them sought after and powerful, but some (not all) Mojos completely resist those powerful moves. This phenomena is called Skills! Skills will tell you what your Mojo is immune to. This can be found on the bottom half of the card, on the right side. (The example Mojo is Adventus.)
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We know what you're thinking: "will I ever learn all the skills??" Typically we'd say no but for you, my friend, we will help you!
Resists MC (Mind Control)
Your Mojo's mind is too strong! If your opponent tried to mind control, it did nothing!
Immune to Burn
Your Mojo is fire resistant! If your opponent burned you, it did nothing!
Immune to Curse
Your Mojo don't wanna get cursed! If your opponent cursed you, it did nothing!
Immune to Stun
Your Mojo cannot be stopped so easily! If your opponent stunned you, it did nothing!
Immune to Instant KO
Your Mojo is way too strong! If your opponent rolled a KO move, it did nothing!
Immune to Poison
Your Mojo has a high poison tolerance! If your opponent poisoned you, it did nothing!
Immune to Bleed
Your Mojo has thick skin! If your opponent tried to make you bleed, it did nothing!
Wish Blocker
Your Mojo doesn't believe in magic! If your opponent used Wish against you, it did nothing!
Mojo's Ability
These guys have a trick up their sleeve...
The abilities can be found in the bottom right corner of the Mojo card!
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The main thing that makes each Mojo unique is abilities. Read each one carefully, they can turn the whole game around, or suck. ​
Example: The ability "Racing Stripes" will stun the enemy Mojo if they roll more than once on their turn.
Mojo's Speed
EAT MY DUST!!!
The speed of a Mojo decides who gets to go first. Whoever's speed is the highest in number goes first, second highest goes next, and so on. If speed numbers are tied, roll dice. Whoever wins the dice roll will become the faster of the tied numbers.​
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Examples:
Speed 100 is Babah Rhabah
Speed 31 is Malthex
We're so proud of you (for real).
Thank you for taking the time to learn about your Mojos! We look forward to your legendary battles!
You Learned How 2 Play! (part 1)
How 2 Play (Part 2)
Helpers!!!
THIS PUTS YOU ABOVE CHANCE ITSELF!!!
It's time to learn about Helpers! Each Helper has a powerful and game changing mechanic stapled to it, read them carefully to make your foes beg for mercy.
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Keep scrolling to learn more about Helpers!!
Meet: The Helpers!
THESE ARE ALSO LITTLE GUYS HERE TO HELP!!
In the top right corner, you'll find another kind of little critter called a "Helper". These guys hang out on the card and let you know what kind of Helper it is!
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The three Helpers are Equipster, Spellgore, and Trappachomp. These guys will help you control the field and raise your odds of defeating your opposing Mojo!
"Equipster"
"Spellgore"
"Trappachomp"
EQUIPSTERS
Every warrior needs a weapon!
These are your Equipsters. You can equip this to your Mojo Card and they hold onto it until they die.​​ You can only have one equipped unless you have an ability or helper that allows you to hold multiple. They do different things, so reading the description will help you understand it's function.​
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For instance, the example Equipster card is the Dalamax. This card will allow you to roll an additional time on each of your turns. This is a good Equipster for Mojos that have powerful moves!
SPELLGORES
Spells and tricks and whatnot.
These are the Spellgores! These cards aren't like Equipsters. You can only play one Spellgore a turn unless you have an ability or Helper that allows you to play multiple. Once they are played on that player's turn, it serves it's purpose then it goes into the DeadBed (unless it serves a purpose past this turn then you can keep it for a reminder.)
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For instance, the example Spellgore is Fight the Madness. This function is simple: Instant KO to everyone. Womp womp everyone is dead!!! (except for those Immune to Instant KO...)
TRAPPACHOMPS
Oh you think you killed me...think again!!!
This is the ultimate "GOTCHA" in the game. The Trappachomps are played on your turn, under your Mojo card, face down. You may only have one Trappachomp active at a time! Make sure to understand the function of the Trappachomp cad, because you must flip it when you want it to apply. Once the Trap Card has served it's purpose, put it in the DeadBed.
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For instance, the example Trappachomp is Collision Corpse. If a foe defeats your Mojo, you deal 100 direct damage to that foe's Mojo. For this to work, you must flip it whenever you want it to take effect. If someone kills you and you want them to take some damage because they were mean to you, flip that dang card!! ​
FLIP OVER
WELL DONE!
You have passed Helper 101!!
Congratulations! You have learned how to use Helpers! We hope you use them to their fullest! These cards are to help you win the game, so learning how to use them will help you in the long run!