Overview[ | ]
On an auspicious day,
two Poppo met each other.
One asked for Chaos.
The other agreed.
In this April Fools event, players are able to use a variety of game mutators to warp the rules of the game in the returning Chaos Mode. Unlike other events, there is no event goal, ending, or cosmetics rewards to unlock. Instead, extra Arcade Tokens can be earned during the event.
This event is a rerun of the original Fool's Gambit event that ran in 2022.
Rule Changes[ | ]
The main attraction of this event is the addition of the new game mode called Chaos Mode. This mode allows a Chaos Mutator to be applied to change the rules of the game. There are 21 different Chaos Mutators to select from, each with its own unique mechanic changes. 15 of these mutators return from the original run of the event, while 6 of them are new to the rerun.
- Random - A random Chaos Mutator will be chosen.
- Dynamis Dice - Choose the outcome of your dice roll. Once a number is picked, it will remain unavailable until all other numbers are used.
- Hyper Deck - All cards in the deck will be changed to pre-generated Hypers.
- Panel Shuffle - All panels besides any Warp, and Home panels will be randomized every chapter.
- Ultimate Poppomania - All Hypers drawn will be .
- Enemy Draft - Selected units will change owners at the beginning of the match.
- Ultimate Joker - All cards will act as they were level 1 and have no cost.
- Unstable Selection - Chosen characters are changed to a random character.
- 100% Mixed Juice! - All stats are randomized at the beginning of the game. All Hypers drawn will be random.
- Multiplication Sensation - All stats, effects, and durations are multiplied by 2.
- Maxtension - All battle cards are replaced with , which in this modifier becomes Level 1.
- Forced Exchange - Every 5 chapters, at the start of the chapter, all cards in players hands are randomly redistributed as if has been played.
- Bomberjam - Everyone gets to place bombs down on their turn. It will explode after a random duration. You may also dash around a short distance.
- Shopaholic - Bounty Hunt shops will spawn on random panels, with tweaked item selection.
- Knights and Faeries - At the beginning of the match, choose either to play as a , or , with modified attributes. All Hypers drawn will be random, and unexpected events may occur.
- (NEW!!!) Four Heavenly Kings - At the beginning of the match, pick a co-op boss to play as for the rest of the game.
- (NEW!!!) Chaos Battlefield - All battles last 2 rounds by default. Every 10 chapters, turn all panels into Player Encounter panels. Those fights will last 10 rounds. Gain +1 of a stat of your choice every Norma Level Up.
- (NEW!!!) Hold the Gremlin - A random player gains a " " gift card. Holding onto it will either give you stars or explode before being forcibly sent to another player.
- (NEW!!!) Sharing is Caring - Every chapter, everyone give their current hand to the next player.
- (NEW!!!) Overindulgence - Max HP is 99, but revive instantly at 1 HP. Cards in the deck will be changed to Sweets type cards. Players get rewarded for having a lot of HP, but eating too much makes you sluggish!
- (NEW!!!) Unlikely Alliance - Norma requirements are shared with a randomly given ally. Allies may not battle, but can heal and revive each other.
Only one mutator may be applied at a time, meaning that each one essentially functions as its own miniature game mode. As an event mode, games played in Chaos Mode will not affect the player's win rate stats. Due to the extreme rule changes, many mutators will disable achievements from being earned, and some mutators will also disable endgame rewards (stars, oranges, online level exp, and random drops) from being earned. Arcade tokens can still be earned from all mutators.
In any Chaos Mode game, the Info tab in the upper right corner can be hovered over to view the active mutator.
Choose the outcome of your dice roll. Once a number is picked, it will remain unavailable until all other numbers are used.
(Achievements are disabled with this mutator.)
Rule Changes
- Whenever any dice are to be rolled, a number wheel will appear around the player with buttons labeled 1-6 on it. Upon clicking a number, the die will subsequently roll the natural number that was selected. The number that was selected will then become greyed out, and cannot be selected again. Once all numbers on the number wheel are used up, it will refresh, causing all numbers to become available again.
- When the number wheel is open, a "Roll x dice!" message will appear next to it to indicate how many numbers must be selected.
- During a non-battle dice roll, an "Info" button will appear below the dice roll UI which, when clicked, will temporarily hide the dice roll and center the camera, in order to allow the player to see the entire field at once. The Back button can then be pressed to return to the dice roll.
- All players have a dice icon next to their nameplates, which when hovered over will show that player's remaining number rolls.
Notes
- In the case of multiple simultaneous dice rolls (such as a movement roll with in effect), the relevant amount of numbers must be selected before any dice rolls are carried out. Upon clicking a number, a transparent dice will appear showing the selection, which cannot be undone. Upon making all selections, the dice roll will be carried out. If the number wheel is used up before all selections have been made, the number wheel will be instantly refreshed before the next selection.
- The number wheel applies in almost all scenarios where dice are used, including move rolls, bonus rolls, drop rolls, battle rolls, recovery rolls, Match 2 rolls, which remain random and do not affect the available numbers on the number wheel. rolls, and rolls. However, it does not apply to
- In the case of effects that cause fixed dice rolls, all numbers on the wheel will be temporarily replaced by the relevant number for the effect's duration. Selecting a number while in this state will use up the number that is usually in that position.
- : All numbers on the wheel are temporarily replaced by 6.
- : All numbers on the wheel are temporarily replaced by 5.
- : All numbers on the wheel are temporarily replaced by 1.
- : During move rolls, all numbers on the wheel are temporarily replaced by 5.
- : All numbers 3 and under are temporarily replaced by 1, while all numbers 4 and over are temporarily replaced by 6.
- If the player is also holding , 7 is temporarily replaced by 4.
: During move rolls, 2 is temporarily replaced by 1, 3 and 4 are temporarily replaced by 2, and 5 and 6 are temporarily replaced by 3.
- : All numbers on the wheel are temporarily replaced by 1 for the duration of the battle.
- : All numbers on the wheel are temporarily replaced by 6 for the duration of the battle.
- : When held, 0 and 7 are instantly added to the number wheel as available options to select. They instantly disappear from the number wheel upon losing the card. If 0 and/or 7 are greyed out when Lucky Sevens is lost, and then Lucky Sevens is acquired again before the next number wheel refresh, 0 and/or 7 will stay greyed out. Otherwise, 0 and 7 will be instantly selectable upon obtaining the card.
- NPCs are completely unaffected by Dynamis Dice and their dice rolls remain random and do not affect any number wheel. This includes summoned NPCs who fight on the player's behalf, such as those from , , and passive.
All cards in the deck will be changed to pre-generated Hypers.
(Achievements are disabled with this mutator.)
Rule Changes
- All 48 cards in the deck are replaced with randomly generated Hyper cards. These are re-randomized when returned to the deck from the discard pile.
Notes
- Since all 48 cards are replaced, the cards that players select during deck building are irrelevant in this mutator.
- Since there are no blank Hypers, the Hyper that a character naturally owns has no effect in this mutator.
- Cards which aren't originally part of the deck are unaffected by this mutator.
All panels besides any Warp, and Home panels will be randomized every chapter.
Rule Changes
- At the beginning of every chapter, all panels which aren't Home, Warp, or Warp Move panels are randomized.
Notes
- Panels can transform into almost every panel type. This includes Bonus, Drop, Draw, Encounter, Neutral, Move, Ice, Goo, Heal, and Damage panels, as well as their x2 variants.
- Notably, the mutator will not transform panels into Warp or Warp Move panels.
- During the Boss panels. These panels will instead transform into Boss panels whenever they would usually transform into Encounter panels. Other panels that become transformed into Encounter panels will not be Boss panels. field event, only panels that are naturally Encounter panels may become
- The mutator's effects take place before any field events. As such, , , , and all take place after the mutator transformation. In the case of Battlefield, it effectively lasts only 1 chapter instead of 3 as a natural consequence of the mutator's effects.
- The mutator's effects will never transform panels that are naturally Warp or Warp Move, even if those panels are transformed by a different effect.
- Cards that cause panel-transforming effects all function as expected, but any transformed panels will revert into a random panel once the mutator's effects take place at the beginning of the next chapter. However, any other effects of the card will persist.
- / : Any natural Warp or Warp Move panels that were transformed will stay transformed for the expected duration.
- : The flower marks on panels will persist for the expected duration.
- : The panel-stopping on battle traps will persist for the expected duration.
All Hypers drawn will be Ubiquitous.
(Achievements are disabled with this mutator.)
Rule Changes
- All 8 blank Hypers in the deck are replaced with .
Notes
- Since there are no blank Hypers, the Hyper that a character naturally owns has mostly no effect in this mutator.
- However, if is used, it will copy an opponent's naturally-owned Hyper as normal.
- Hyper cards which aren't originally part of the deck are unaffected by this mutator.
Selected units will change owners at the beginning of the match.
Rule Changes
- At the beginning of Chapter 1, all characters will be randomly assigned to different players, and moved to the homemark of the new player they were assigned to. Players keep their player number, homemark position, and starting position on the board.
Notes
- After characters are swapped, all players' starting hands are reset with new cards from the deck.
- Players keep their starting Norma objective. This means players who selected during deck building will have a starting Norma of 1 Win, regardless of which character they end up controlling. Star Breaker herself can also have a starting Norma of 10 Stars this way.
- Players keep their equipped dice cosmetic, homemark cosmetic, and pet cosmetic. Characters will retain all of their other equipped cosmetics from before they were assigned to a new player.
- A player's available taunts will changed to that of the newly received character. The player's taunt loadout for that character will be used.
All cards will act as they were level 1 and have no cost.
(Achievements are disabled with this mutator.)
Rule Changes
- All cards act as if they were both Level 1 and cost 0 stars.
Notes
- All passives and effects that interact with card level and card cost treat every card as Level 1 and 0 cost.
- : The secondary upgrade effect also acts as if it were Norma 1 and had no cost.
- : Does not increase card costs by 5.
Chosen characters are changed to a random character.
(Achievements are disabled with this mutator.)
Rule Changes
- At the beginning of Chapter 1, the character assigned to each player will be randomized.
Notes
- Since the character is instantly replaced, the characters that players select during deck building are irrelevant in this mutator.
- After characters are swapped, all players' starting hands are reset with new cards from the deck.
- The swapped character can be any character in the game. The player does not need to own a character to be able to randomly swap to it.
- The boss encounter is determined before characters are swapped. This means players who selected with a Poppo Event cosmetic during deck building will increase the odds of appearing as the boss by +25%.
- Players keep their starting Norma objective. This means players who selected during deck building will have a starting Norma of 1 Win, regardless of which character they end up controlling. Star Breaker herself can also have a starting Norma of 10 Stars this way.
- After characters are swapped, the starting music is refreshed to correspond to the new character changes. If the current board has no field intro music, this means the theme will change to match Player 1's new character.
- Players keep their equipped dice cosmetic, homemark cosmetic, and pet cosmetic. Characters will have no cosmetics equipped other than the Orange color, Blue color, Green color, or Yellow color (depending on player number).
- A player's available taunts will changed to that of the newly received character. The player's taunt loadout for that character will be used.
All stats are randomized at the beginning of the game. All Hypers drawn will be random.
(Achievements are disabled with this mutator.)
Rule Changes
- At the start of the match, all units have their base HP, ATK, DEF, EVD, and REC stats randomized. HP can range from 1 to 9, ATK/DEF/EVD can range from -5 to +5, while REC can range from 1 to 6. Every character's unit card is altered to reflect this.
- Stats will be re-randomized for all characters at the beginning of every 4th chapter.
- All characters will be invisibly assigned a random Hyper. Any blank Hypers the character draws from the deck will become this Hyper instead of their usual Hyper. A character's assigned Hyper will randomize every chapter.
Notes
- When stats are re-randomized, a character's current HP will be automatically set to their new max HP. This will also cause any KO'd characters to automatically revive. This doesn't count as a revive for the purposes of trigger-on-revive effects (such as reverting back to ).
- Since a character's assigned Hyper is randomized every chapter, the Hyper that a character naturally owns has mostly no effect in this mutator.
- However, if is used, it will copy an opponent's naturally-owned Hyper as normal.
- Since assigned Hypers only randomize every chapter, if a character draws multiple Hypers in the same chapter through a multi-draw effect, they will all be the same type of Hyper.
- For dual characters ( , , and ), both characters will share the same randomized statline.
- : Her passive does not apply, and is overwritten by the randomized ATK and DEF stats.
- : Her passive applies properly, overwriting her randomized ATK/DEF/EVD every 5th chapter.
- NPCs are completely unaffected by 100% Mixed Juice! and their stats are not randomized. This includes summoned NPCs who fight on the player's behalf, such as those from , , and passive.
All stats, effects, and durations are multiplied by 2.
(Achievements are disabled with this mutator.)
Rule Changes
- The base ATK, DEF, and EVD stats of all units are multiplied by 2. This is not reflected on the unit card, but it nevertheless applies when in battle. HP and REC stats are not affected.
- When any stock effect is applied to a unit or to the field, the amount of stacks received of that effect are multiplied by 2. In addition, the duration of that effect is also multiplied by 2.
Notes
- Any effects which are not tied to a stock effect will not be multiplied by 2. This include temporary stat increases such as those from passives and simple battle cards.
- Any mechanics that trigger the loss of 1 stack of a stock effect are not multiplied by 2.
- When doubling duration, any effects that last until the end of the player's turn are treated as a "partial chapter", and are doubled to 1 full chapter.
- : The base stats received from her passive are also multiplied by 2.
- : The base stats received from her passive are also multiplied by 2.
- : The base stats received from its effect are also multiplied by 2.
- NPCs also have their ATK, DEF, and EVD stats multiplied by 2. This includes summoned NPCs who fight on the player's behalf, such as those from , , and passive.
Effects
A full list of all stock effects that can be applied, and how they are influenced by the mutator. Note that a large amount of stock effects do not have any extra functionality with multiple stacks, including some of those that affect stats.
Source | Effect Name | Stacks Granted | Multiple Stacks Effect | Duration |
---|---|---|---|---|
Dash! | Now grants 2 stacks upon use. | No changes. | No changes. | |
Flip Out | Now grants 2 stacks upon use. | No changes. | — | |
Nice Jingle | Now grants 2 stacks upon use. | Only 1 stack is used up upon triggering its effect. | — | |
Stiff Crystal | Now grants 2 stacks upon use. | No changes. | — | |
Extend | Now grants 2 stacks upon use. | No changes. | — | |
Lonely Chariot | Now grants 2 stacks upon use. | No changes. | — | |
Passionate Researcher | No changes. | — | — | |
President's Privilege | Now grants 2 stacks upon use. | No changes. | Now lasts 2 chapters. | |
Path Blockers | Now applies 2 stacks upon use. | No changes. | — | |
Overtime | Now grants 2 stacks upon use. | No changes. | Now lasts 1 full chapter.[note 1] No functional difference. | |
Clocked Out | Now grants 2 stacks upon use. | No changes. | — | |
Accelerator | Now grants 2 stacks upon use. | No changes. | Now lasts 2 chapters. | |
Extraordinary Specs | Now grants 2 stacks upon use. | No changes. | Now lasts 2 chapters. | |
Protagonist's Privilege | Now grants 2 stacks upon use. | No changes. | Now lasts 6 chapters. | |
Cast Off | Now grants 2 stacks upon use. | No changes. | — | |
Blazing! | Now applies 2 stacks upon use. | Functions as expected. | Now lasts 6 chapters. | |
Crystal Barrier | Now grants 6 stacks upon use. | Functions as expected. | — | |
Awakening of Talent | Now grants 2 stacks upon use. | No changes. | Now lasts 1 full chapter.[note 1] | |
Jonathan Rush | Now inflicts 2 stacks upon use. | No changes. | — | |
Turbo Charged | Now grants stacks equal to 2x the amount of lost HP upon use. | Functions as expected. | Duration is now equal to 4x the amount of lost HP (capped at 9 chapters). | |
Immovable Object | Now grants 2 stacks upon use. | No changes. | Now lasts 4 chapters. | |
Witch's Hair Lock | Now applies 2 stacks upon use. | No changes. | — | |
Solid Witch | Now grants 2 stacks upon use. | No changes. | Now lasts 2 chapters. | |
Stealth On | Now grants 2 stacks upon use. | No changes. | Now lasts 6 chapters. | |
Binding Smoke | Now inflicts 2 stacks upon use. | No changes. | Now lasts 4 chapters. | |
Live Mode | Now grants 2 stacks upon use. | No changes. | Now lasts 2x (your Lvl) chapters. | |
Rival | Now grants 2 stacks upon use. | No changes. | No changes. | |
Ellie's Miracle (ATK) | Now grants stacks equal to 2x the amount of completed Norma upon use. | Functions as expected. | Now lasts 4 chapters. | |
Ellie's Miracle (DEF) | Now grants stacks equal to 2x the amount of completed Wins Norma upon use. | Functions as expected. | Now lasts 4 chapters. | |
Ellie's Miracle (EVD) | Now grants stacks equal to 2x the amount of completed Stars Norma upon use. | Functions as expected. | Now lasts 4 chapters. | |
Lucky Lunch | Now grants 2 stacks upon use. | No changes. | — | |
Speed Damage | Now grants stacks equal to 2x the move result upon use. | Functions as expected. | Now lasts 1 full chapter.[note 1] No functional difference. | |
Raging Madness | Now grants stacks equal to 2 + 2x the amount of consumed Rage Counters upon use. | Functions as expected. | — | |
Saint Eyes | Now grants 6 stacks upon use. | Functions as expected. | — | |
Chef, I Need Your Help! | Now grants 2 stacks upon use. | No changes. | — | |
Manager, Help Me! | Now grants 2 stacks upon use. | No changes. | — | |
Safe Journey | Now grants 2 stacks upon use. | No changes. | — | |
Guidance of the Weathercock | Now grants 2 stacks upon use. | No changes. | — | |
Upshift | Now grants 4 stacks upon use. | Functions as expected. Stacks are still capped at 6. | — | |
Zealous Salesman | Now grants stacks equal to 2x the amount of held Freight cards upon use in a battle. | No changes; ATK gain is still equal to 1x the amount of held Freight cards. | — | |
Star Collector | Now grants 2 stacks upon use. | No changes. | Now lasts 6 chapters. | |
Goodest Boy | Now grants 2 stacks upon use. | No changes. | Now lasts 6 chapters. | |
Torrent of Magic | Now grants 2 stacks upon use. | No changes. | Now lasts 6 chapters. | |
Sweet Mountain | Now grants 6 stacks upon use. | Functions as expected. | Now lasts 1 full chapter.[note 1] No functional difference. | |
Sweet Maker's Magic | Now grants 2 stacks upon use. | No changes. | Now lasts 1 full chapter.[note 1] No functional difference. | |
Dangerous Pudding | Now inflicts 2 stacks upon trigger. | No changes. | — | |
Heat 300% | Now inflicts 2 stacks upon trigger. | No changes. | — | |
Sealed Memories | Now inflicts 2 stacks upon trigger. | No changes. | Now lasts 6 chapters. | |
Wanted | Now inflicts 2 stacks upon trigger. | No changes. | — | |
Poppoformed | Now inflicts 2 stacks upon trigger. | No changes. | — | |
Dance, Long-Eared Beasts! | Now inflicts 2 stacks upon trigger. | No changes. | — | |
Golden Egg | Now inflicts 6 stacks upon trigger. | Functions as expected. | — | |
Holy Night | No changes. | — | — | |
Out of Ammo | No changes. | — | Now lasts 2 chapters. | |
Super All-Out Mode | Now applies 2 stacks upon use. | No changes. | — | |
Little War | No changes. | — | Now lasts 6 chapters. | |
Mix Phenomenon | No changes. | — | No changes, despite duration now visually showing 6 chapters. | |
Lost Presents | Now applies stacks equal to 2x the amount of discarded cards upon use. | Functions as expected. Still applies after 3 chapters, as it isn't tied to effect duration. | — | |
Accelerating Sky | No changes. | — | Now lasts 6 chapters. | |
Sweet Destroyer | No changes. | — | Now lasts 6 chapters. | |
Serene Hush | No changes. | — | Now lasts 2 chapters. | |
Unpaid Work | No changes. | — | Now lasts 2 chapters. | |
Indiscriminate Fire Support | Now applies 2 stacks upon use. | Units now take 2 damage from this effect. This doesn't apply to the first hit triggered upon the initial usage of the card. | — | |
Home Improver | Now grants 2 stacks upon use. | No changes. | Now lasts 2 chapters. | |
Binding Chains | Now inflicts 2 stacks upon use. | No changes. | — | |
Bound | Now inflicts 2 stacks upon use. | No changes. | Now lasts 4 chapters. | |
Magical Massacre | Now grants stacks equal to 2x the amount of KO'd enemies upon use. | Functions as expected. | — | |
Delta Field | Now inflicts 2 stacks upon use. | Only 1 stack is used up per turn, effectively increasing its duration to 2. | — | |
Whimsical Windmill | Now grants stacks equal to 2x the amount of non-KO'd opponents upon use. | Applies +1 EVD in battle as long as the effect is active. 1 stack is lost upon ending a battle. | Lasts until the end of the turn, despite duration now visually showing 2 chapters. | |
Revival of Stars | Now applies 2 stacks upon use. | No changes. | No changes, despite duration now visually showing 6 chapters. | |
Noble Charm | Now inflicts 2 stacks upon use. | Affected units will randomly gain -2 ATK, DEF, or EVD during their next battle. | — | |
Twilight-Colored Dream | No changes. | — | Now lasts 2x (your Lvl) chapters. However, this only applies to the enemy-stopping effect; the panel-transforming effect still lasts only 1x (your Lvl). | |
Robotic Takeover | Now applies 4 stacks upon use. | Functions as expected. | — | |
Unlucky Charm | Now applies 2 stacks when held. | Functions as expected. | — | |
Windy Enchantment | Now applies 2 stacks when held. | Functions as expected. | — | |
Lost Child | Now applies 2 stacks when held. | Functions as expected. | — | |
Price of Power | Now applies 2 stacks when held. | Functions as expected. | — | |
Poppo the Snatcher | Now applies 2 stacks when held. | Functions as expected. | — | |
Bloodlust | Now applies 2 stacks when held. | Functions as expected. | — | |
Lucky Charm | Now applies 2 stacks when held. | Functions as expected. | — | |
Metallic Monocoque | Now applies 2 stacks when held. | Functions as expected. | — | |
Lucky Sevens | Now applies 2 stacks when held. | Functions as expected. (No effect) | — | |
Lucky Zero | Now grants 2 stacks upon rolling 0 on a move roll. | No changes. | Now lasts 1 full chapter.[note 1] No functional difference. | |
Banned for Life | Now applies 2 stacks when held. | Functions as expected. (No effect) | — | |
Santa's Job | Now applies 2 stacks when held. | Functions as expected. | — | |
Santa's Gift | Now inflicts 2 stacks upon sending a card. | No changes. | — | |
Evil Spy Work ― Execution | Now applies 2 stacks when held. | No changes; damage dealt is still equal to 3. | — | |
Miracle Red Bean Ice Cream | Now applies 2 stacks when held. | Functions as expected. | — | |
Sweet Eater | Now grants 2 stacks upon use as | .No changes. | — | |
Beast Witch | Now applies 2 stacks when held. | Functions as expected. (No effect) | — | |
Beastly Tribute | Now grants 2 stacks upon receiving stars from the card's effect. | No changes. | — | |
Red & Blue | Now applies 2 stacks when held. | Functions as expected. | — | |
(Gain + MOV) | Shroom Zoom | Now grants 2/4/6 stacks upon use. | Functions as expected. | Now lasts 1 full chapter.[note 1] No functional difference. |
(Gain - MOV) | Slow | Now grants 2/4/6 stacks upon use. | Functions as expected. | Now lasts 1 full chapter.[note 1] No functional difference. |
(Gain Frostwalker) | Poppo Frostwalker | Now grants 2 stacks upon use. | No changes. | Now lasts 2/4/6 chapters. |
(Cards Reversed) | Sealed Memories | Now grants 2 stacks upon use. | No changes. | Now lasts 2/4/6 chapters. |
Absorptive Shell | Now gains 2 stacks upon starting the game and upon reviving. | No changes. | — | |
Auto-Repair | Now gains 2 stacks at the start of every turn. | Functions as expected. Stacks are still capped at 3. | — | |
Slow Start | Now gains 2 stacks upon reviving. | No changes. | Now lasts 4 chapters. | |
Self-Destruct | Now gains 2 stacks upon being KO'd with | .Functions as expected. Stacks are still capped at 3. | — | |
Active Extension | Now gains 2 stacks upon participating in a battle in which any battle card is played. | Functions as expected. Stacks are still capped at 3. | — | |
Strange Medicine | Now gains 2 stacks upon using a battle card. | Functions as expected. | — | |
Potted Head | Now gains 2 stacks upon being KO'd. | No changes. | — | |
Binding Smoke | Now inflicts 2 stacks upon a trap being triggered. | No changes. | Now lasts 4 chapters. | |
Events Crashed | Now gains 2 stacks upon using a unique Event card. | Functions as expected. | — | |
Rejuvenation | Now gains 2 stacks upon using her damage-doubling passive. | No changes. | — | |
Rage Counter | Now gains 2 stacks upon taking damage. | Functions as expected. | — | |
Store Manager Counter | Now gains 2 stacks upon using a Max 1 non-Gift card. | Functions as expected. | — | |
Hungry | Now gains 2 stacks upon selecting the Evade command in battle. | Functions as expected. Stacks are still capped at 3. | — | |
Lonely Road | Now gains 2 stacks upon rolling 7 or higher in a move roll. | No changes. | Now lasts 2 chapters. | |
I Don't Need Your Help! | Now gains 2 stacks upon having | KO'd.No changes. | Now lasts 6 chapters. | |
Hardened Scales | Now gains stacks equal to 2x the amount of damage reduced by using Defend. | Functions as expected. Stacks are still capped at 5 (10 with | ).Now lasts 7 chapters. | |
field event | Attack Buff | Now applies 2 stacks upon activation. | Functions as expected. | Now lasts 4 chapters. |
Defense Buff | Now applies 2 stacks upon activation. | Functions as expected. | Now lasts 4 chapters. | |
Evasion Buff | Now applies 2 stacks upon activation. | Functions as expected. | Now lasts 4 chapters. | |
Minigame panel (Dice) | Poppo Dice | Now grants 2 stacks upon activation. | No changes. | Now lasts 2 chapters. |
Minigame panel (Reverse) | Poppo Reverse | Now grants 2 stacks upon activation. | Direction is reversed twice, effectively doing nothing. | Now lasts 2 chapters. |
Minigame panel (Frostwalk) | Poppo Frostwalker | Now grants 2 stacks upon activation. | No changes. | Now lasts 2 chapters. |
Minigame panel (Skip) | Poppo Stop | Now grants 2 stacks upon activation. | No changes. | — |
Minigame panel (Joker) | Poppo Joker | Now grants 2 stacks upon activation. | No changes. | Now lasts 2 chapters. |
All battle cards are replaced with Extension, which in this modifier becomes Level 1.
(Achievements are disabled with this mutator.)
Rule Changes
- All battle cards that were placed in the deck are replaced with . These Extension cards are Level 1 instead of Level 4.
Notes
- Since all battle cards are replaced, the types of battle cards that players select during deck building are irrelevant in this mutator. However, the number of battle cards that are decked will affect the number of Extension cards in the deck.
- Blank Hyper cards are unaffected by this mutator, meaning that battle Hypers may still be drawn.
- Battle cards which aren't originally part of the deck are unaffected by this mutator.
- All passives and effects that interact with card level treat the Extension cards as Level 1.
Every 5 chapters, at the start of the chapter, all cards in players hands are randomly redistributed as if Gift Exchange has been played.
Rule Changes
- At the beginning of every 5th chapter, a effect will take place. This has the exact same effects as the card.
Notes
- The mutator's effects take place before any field events. As such, takes place after the card swap.
Everyone gets to place bombs down on their turn. It will explode after a random duration. You may also dash around a short distance.
(Achievements are disabled with this mutator.)
Rule Changes
- Players get two new commands added to their start-of-turn along with Move and Card, these being Bomb and Dash. As with all commands, they can be done in any order before the Move roll.
- The Bomb command allows the player to place a Bomberjam bomb. This bomb can be placed anywhere within a 1-panel radius of the player. When placed, the bomb will be colored to match the player's number (red, blue, green, or yellow) and a small "P1/P2/P3/P4" indicator will be present above the bomb to further indicate ownership. These bombs are visible to all players.
After 2-3 chapters, the bomb will go off at the beginning of the chapter, exploding in a cross-shaped pattern and dealing 2 damage to all players within 3 panels of the bomb in a cardinal direction. The player who placed the bomb can also be damaged by this. If there is another bomb in the explosion radius, that bomb will also instantly explode regardless of its remaining duration, possibly causing a chain reaction.
If a bomb causes KO, the player who placed the bomb steals 33.33% of the KO'd player's stars (rounded down) and gains 2 wins.
The number of bombs that can be placed per turn increases with Norma. The player may place one bomb per turn at Norma 1-2, two bombs per turn at Norma 3-4, and three bombs per turn at Norma 5. - The Dash command allows the player to quickly perform a free movement. The player may select anywhere within a 2-panel radius to instantly move to. This can be performed once per turn.
- Every character has their base REC stat divided by 2 (rounded up).
- Upon reviving, players will gain the Explosion Immunity stock effect, which prevents damage from both Bomberjam bombs and bombs until the beginning of the next chapter.
Notes
- The bombs from Bomber may explode Bomberjam bombs, and vice versa.
- The Bomberjam bomb's explosions take place before any field events. As such, takes place after any explosions.
- Explosion Immunity wears off at the start of the chapter after any bomb explosions occur.
Bounty Hunt shops will spawn on random panels, with tweaked item selection.
(Achievements are disabled with this mutator.)
Rule Changes
- Various Bounty Hunt Shops will spawn on random panels. These include the Armory, Bakery, Tavern, and Alchemist. A new set of shops will spawn every 6 chapters, starting from Chapter 1 (1, 7, 13, 19, etc.), replacing the existing set of shops. These mechanics are the same as in Bounty Hunt Mode.
- The shops have a tweaked item selection compared to Bounty Hunt Mode (needs research), but a majority of items are available in the expected shops.
- All shop buy and sell prices are divided by 5 after all calculations (rounded down).
Notes
- Other than the above changes, shops function identically to how they do in Bounty Hunt Mode, including spawning mechanics, item stock mechanics, purchasing items, selling cards, character-specific price adjustments, and the leveling system.
- The Level 7 shop bonus has no effect, due to Quest and Bounty contracts not existing in this mutator.
At the beginning of the match, choose either to play as a Guardian, or Aurora, with modified attributes. All Hypers drawn will be random, and unexpected events may occur.
(Achievements are disabled with this mutator.)
Rule Changes
- At the beginning of Chapter 1, all players will be asked to select between special versions of either or , exclusive to the mutator. Upon selection, the player's character will be replaced by their selection.
- All 8 blank Hypers in the deck are replaced with randomly generated Hyper cards. These are re-randomized when returned to the deck from the discard pile.
- At the beginning of every 3rd chapter, an invader will appear on the board. This will be a random unaffiliated character who will roam the board for a time, taking their turn after the players.
Invaders will spawn with the Forced Departure stock effect, which will cause them to automatically leave the board after they have been present on it for 9 chapters. Invaders will also automatically leave the board upon being KO'd. Invaders will only trigger movement-type panels, and give 2 Wins and 100% of their stars upon defeat.
On Chapters 3, 6, 9, 12, and 15, an invader from the Easy tier will spawn. These include , , , , and . These units spawn with 10 starting stars.
On Chapters 18, 21, 24, 27, and 30, an invader from the Medium tier will spawn. These include , , , , and . These units spawn with 20 starting stars.
On Chapters 33, 36, 39, 42, and 45, an invader from the Hard tier will spawn. These include , , with an infinite duration stock effect, with an infinite duration stock effect, and . These units spawn with 30 starting stars.
Invaders will stop spawning after Chapter 45.
Notes
- Since the character is instantly replaced, the characters that players select during deck building are irrelevant in this mutator.
- After characters are swapped, all players' starting hands are reset with new cards from the deck.
- The boss encounter is determined before characters are swapped. This means players who selected with a Poppo Event cosmetic during deck building will increase the odds of appearing as the boss by +25%.
- Players keep their starting Norma objective. This means players who selected during deck building will have a starting Norma of 1 Win, regardless of which character they end up controlling.
- After characters are swapped, the starting music is refreshed to correspond to the new character changes. If the current board has no field intro music, this means the theme will change to match Player 1's new character.
- Players keep their equipped dice cosmetic, homemark cosmetic, and pet cosmetic. Characters will have no cosmetics equipped other than the Orange color, Blue color, Green color, or Yellow color (depending on player number).
- Taunts are disabled in this mutator.
At the beginning of the match, pick a co-op boss to play as for the rest of the game.
(Achievements are disabled with this mutator.)
Rule Changes
- At the beginning of Chapter 1, all players will be asked to select between special versions of , , , , , , or , exclusive to the mutator. Upon selection, the player's character will be replaced by their selection.
Notes
- Since the character is instantly replaced, the characters that players select during deck building are irrelevant in this mutator.
- After characters are swapped, all players' starting hands are reset with new cards from the deck.
- In this mutator, players will never start with a Hyper in their initial starting hand before character swap, since the deck does not contain any blank Hypers at the start of the game. It isn't until after the new character selection has been made (but before the new starting hands are determined) that blank Hypers are shuffled into the deck.
- The boss encounter is determined before characters are swapped. This means players who selected with a Poppo Event cosmetic during deck building will increase the odds of appearing as the boss by +25%.
- Players keep their starting Norma objective. This means players who selected during deck building will have a starting Norma of 1 Win, regardless of which character they end up controlling.
- After characters are swapped, the starting music is refreshed to correspond to the new character changes. If the current board has no field intro music, this means the theme will change to match Player 1's new character.
- Players keep their equipped dice cosmetic, homemark cosmetic, and pet cosmetic. Characters will have no cosmetics equipped.
- Taunts are disabled in this mutator.
All battles last 2 rounds by default. Every 10 chapters, turn all panels into Player Encounter panels. Those fights will last 10 rounds. Gain +1 of a stat of your choice every Norma Level Up.
(Achievements are disabled with this mutator.)
Rule Changes
- Every battle lasts 2 rounds by default.
- Upon achieving a norma objective, a window will appear displaying the player's base stats. The player must select either ATK, DEF, or EVD to increase that base stat by +1 (up to a max of +3). These boosts are represented through the Chaos Muscle, Chaos Guard, and Chaos Speed stock effects.
- Every 10 chapters, the Chaos Battlefield field event will occur. Lasting for one chapter, this replaces all panels on the board (including Home and Warp panels) with Player Encounter panels and disables the option to stop on home markers.
- Triggering a Player Encounter panel will start a battle against another random active player on the board. The player who triggered the panel attacks first. Any battles initiated this way last 10 rounds by default.
- Every character has their base REC stat divided by 2 (rounded up).
Notes
- Chaos Battlefield is a unique field event exclusive to this mutator.
- Player Encounter panels are a unique type of panel exclusive to this mutator.
- If a character's base stat is already at +3, that stat will be greyed out upon level up, and cannot be selected to receive a boost. Only a character's initial base stats and existing Chaos boosts affect this (all other stat buffs are ignored). If a character manages to receive a Chaos boost for a stat which would take them above +3, the Chaos boost will not apply.
- , , , , and have passives that cause their base stats to fluctuate, meaning they are able to get Chaos boosts in one form that they would be blocked from acquiring in their other form. This means certain boosts may only be applied in one form while being wasted in the other form.
- changes all base stats to -1/-1/-1, allowing any character to acquire a Chaos boost that would normally be locked for them.
- causes all base ATK to be seen as base DEF, and vice versa. This means that during Cast Off, having a lot of base DEF will instead block you from selecting ATK boosts, and vice versa. This can be used to potentially gain useless extra boosts in either ATK or DEF.
- Player Encounter panels do not count as Encounter panels for the purposes of any effects that interact with Encounter panels.
- can cancel a battle initiated by a Player Encounter panel, but only if the player with Crystal Barrier is not the one who triggered the panel.
A random player gains a "Hold the Gremlin" gift card. Holding onto it will either give you stars or explode before being forcibly sent to another player.
Rule Changes
- At the beginning of Chapter 1, a copy of will be added to the hand of a random player.
Notes
- Hold the Gremlin is a unique card exclusive to this mutator.
Every chapter, everyone give their current hand to the next player.
Rule Changes
- At the beginning of every chapter, players will each transfer their entire hand to the next player. Player 1's cards will be given to Player 2, Player 2's cards will be given to Player 3, Player 3's cards will be given to Player 4, and Player 4's cards will be given to Player 1.
Notes
- The mutator's effects take place before any field events. As such, takes place after the card swap.
Max HP is 99, but revive instantly at 1 HP. Cards in the deck will be changed to Sweets type cards. Players get rewarded for having a lot of HP, but eating too much makes you sluggish!
(Achievements and endgame rewards are disabled with this mutator.)
Rule Changes
- Every character has their base HP stat set to 99.
- Every character has their base REC stat set to 0 (displayed as a "-" dash).
- Every character starts the game and revives with only 1 HP.
- All 40 non-Hyper cards in the deck are replaced with random non-Hyper Sweets type cards. These are re-randomized when returned to the deck from the discard pile.
- The size of each unit's sprite changes proportional to their current HP. Being normal size at 1 HP, each point of HP above 1 will magnify size, up to a maximum cap of ~1.75x at 99 HP.
- Characters receive a modifier to MOV proportional to their current HP.
- 1-19 HP: +1 MOV
- 20-39 HP: No MOV changes
- 40-59 HP: -1 MOV
- 60-79 HP: -2 MOV
- 80+ HP: -3 MOV
- Characters receive a modifier to EVD proportional to their current HP.
- 1-19 HP: No EVD changes
- 20-39 HP: -1 EVD
- 40-59 HP: -2 EVD
- 60-79 HP: -3 EVD
- 80+ HP: -4 EVD
- At the start of the game, as well as every 8 chapters, the Starvation field event will occur. This causes every unit to receive an amount of stars equal to their current HP, then every unit's HP becomes 1.
- Every 6 chapters, the Overindulgence field event will occur. Lasting for 3 chapters, this replaces all Bonus and Drop panels on the board with Heal panels.
Notes
- Starvation and Overindulgence are unique field events exclusive to this mutator.
- At the start of the game, every player briefly has their usual starting HP before the Starvation field event occurs. This essentially increases each player's starting stars by their usual starting HP.
- The Starvation and Overindulgence field events take place before any other field events. This creates a number of interactions with certain field events if they occur on the same chapter.
- Starvation occurs before , essentially causing all players to become KO'd.
- Starvation occurs before , essentially causing every player's HP to become 2.
- Overindulgence occurs before , essentially cancelling out Battlefield completely.
Norma requirements are shared with a randomly given ally. Allies may not battle, but can heal and revive each other.
(Achievements are disabled with this mutator.)
Rule Changes
- At the beginning of Chapter 1, each player will randomly have one of the other players assigned to them as an "ally", effectively creating two teams of two players.
- All stars, wins, norma levels, and ability to stop at Home panels are shared between allied players.
- When a player selects a new Norma objective, the selection automatically applies to their ally as well.
- Chapter star bonus is accumulated in each of the two shared star pools, rather than being gained by each player individually.
- Each player's hand is visible to their ally.
- Allies are unable to challenge each other on the field, nor battle each other through any means.
- Players may use the Co-op Support abilities and on their ally.
- The first player to reach norma level 6 wins the game for both themself and their ally, and both opposing players lose the game. Rank Bonus is adjusted to 300 for each winning player and 50 for each losing player.
Notes
- The orange slice behind the character portrait in each player's corner HUD will be colored either orange or blue, indicating the ally pairings (instead of being orange, blue, green, and yellow to match player number).
- Some characters have unique interactions with the ally system in this mutator.
- , , and are able to acquire any norma objectives if the selection is made by their ally.
- The summoned through passive will only appear in encounter battles against opponents.
- passive affects chapter star bonus as usual; however, if two Nico players are allied with each other, the amount of additional stars gained is determined solely by the Nico player with the greater amount of Gift cards in hand.
- Binding Smoke passive will only affect opponents.
- battle card Traps will have no effect on allies when triggered.
- wins passive only applies to KO's achieved by robotic wild units against opponents.
- Some cards have unique interactions with the ally system in this mutator. For example, many effects which could previously target the other three players may now only target the two opponent players.
- : Will only affect opponents.
- : Can only target opponents.
- : Will only affect opponents.
- : The top 3 cards of the deck are visible to allies.
- : Can only target opponents.
- : Can only target opponents.
- : Can only target opponents.
- : Can only target opponents.
- : Stopping effect will only affect opponents.
- : Will only affect opponents.
- : Binding Smoke will only affect opponents.
- : Star-stealing effect will only affect opponents.
- : Can only target opponents.
- : Takes Norma completed by allies into account.
- : Can only target opponents.
- : Can only target opponents.
- : Damage will only be dealt to opponents.
- : Can only target opponents.
- : Will only affect opponents.
- : Will only affect opponents.
- : Instant-KO effect will only affect opponents.
- : No effect on allies when triggered.
- : Cannot be triggered by allies.
- : Cannot be triggered by allies.
- : Cannot be triggered by allies.
- : Star-stealing effect will only affect opponents.
- : Will only affect opponents.
- : Will only affect opponents.
- : Will only affect opponents.
- : Will only affect opponents.
- : Placed bombs are visible to allies.
- : Will only affect opponents.
- : Will only affect opponents.
- : Will only affect opponents.
- : Will only affect opponents.
- : Will only affect opponents.
- : Will only affect opponents.
- : Stopping effect will only affect opponents.
- : Will only affect opponents.
- : Star-stealing effect will only affect opponents.
Event Rewards[ | ]
Unlike most events, Fool's Gambit does not have an ending or unique rewards. However, the player can earn extra Arcade Tokens by playing games in Chaos Mode. One token is awarded at the end of each online Chaos Mode game, up to a maximum of 20 tokens per day. Singleplayer games and other game modes do not award extra Arcade Tokens.
Name | Status | Unlock Method |
---|---|---|
Fool's Gambit intro cutscene | Returning | Open the game. |
Trivia[ | ]
- Four Heavenly Kings is one of the fake unimplemented mutators announced as a joke in 2022. Unlike what's stated in the original description of the mutator, the player may select the co-op boss they play as instead of playing as a random one.
|