BRUSHOBi Standard Rules 2026
CALCULAC CAL™
Looking For People Looking For Help.™
BRUSHOBi™ Standard Rules 2026.
BRUSHOBi™ Gives You Justice Without Sin.™
*These BRUSHOBi Standard Rules are still under construction. The information presented may not be complete enough.
Trademark and Copyright 2026
Calculac Cal Studios
For an updated BRUSHOBi Standard Rules go to:
www.CalculacCal.com/pages/rules
The BRUSHOBi Standard Rules contains rules, licensing, suggestions and other essential information for you to understand how to play the game BRUSHOBi including guidelines for how mini games or side rules can be added to BRUSHOBi, make art in this game, your copyright rights and permissions you have and maintain in this game and other essential information that could be important to you.
RULES
Age: Adult
Time: 30-45 minutes
Players: 2-3
Objective:
The objective of the game is to be the first to reduce both the number of cards in your deck to zero and number of cards in your hand to 4 or less. Or reach the minimum number of Winnings Pile Points (WPP) that it takes to win called the Winnings Pile Threshold (WPT). The default WPT is 26. Or a card ability causes a win, whichever comes first. One card in your Winnings Pile counts as one Winnings Pile Points. For example, if 26 is the WPT you need a minimum 26 WPP to win.
Heads Up:
Usually, each player must prepare their cards as explained later in the Bonus Rule section and play away! If this is your first game, however, don’t worry about that yet- you can use a set of ready-to-play cards instead (see fig. 2.). Cards of BRUSHOBi will generally follow these same rules written in this guide including both BRUSHOBi™ Painting Cards and BRUSHOBi™ Painting Card Canvas unless otherwise noted.
Rule 1. Split The Deck.
2-3 players can play at a time each with their own 30 card deck. However, if only 1 deck is available split the deck by scattering 1 deck face-up on the table for 2-3 players. The challenger who challenges others to a game of BRUSHOBi gets to choose who chooses these scattered cards on the table first. This Player chooses cards first then other players take turns choosing cards then keep moving to the next player to the left choosing cards. Choose cards until there aren’t any more cards left and each player has an equal amount of cards. ( This results in a 15 or 10 card deck.) Split 2 decks for 3 players. (Resulting in a 20 card deck.)
Rule 2. Assemble Your Deck.
Each player must put their cards in the order they want to draw them out their deck in each 30 card deck or split deck (This is called to Assemble a deck and is the opposite of shuffling a deck.) Usually Assembling a deck happens before the game starts.
Rule 3. Who Goes First And Your Hand
Each player draws 5 cards into their hand. The challenger who first challenges others to each game of BRUSHOBi gets to choose who goes first.
Rule 4. Bailiff
A bailiff is a card that sets if there are any special conditions in the game like side rules or mini games. Any card can be a bailiff even if it sets no special conditions in the game. The bailiff must be put in the bailiff box to be considered a bailiff. If a cards special ability begins with “If bailiff” or “IB” “Bailiff” or “BA” the special ability on that card describes what special conditions are in the game. This bailiffs bailiff ability cannot be all-powerful as described later in the general rules about card abilities later on in this Rules Guide. If the bailiff has a bailiff ability not beginning with “If bailiff” or similar words that cards special ability must remain inactive as long as it’s bailiff. The bailiff only interacts with the game only through its bailiff ability.
Other monsters special ability can effect a bailiff if that cards special ability specifically targets bailiffs. The player that goes first chooses who puts the first bailiff in the bailiff box and there can only be one bailiff at a time in a game. If the bailiff is removed from the bailiff box, the player whose turn it is can choose a new bailiff from any card he controls anywhere even in the winnings pile, unless a card ability prevents it. If not the player to the left can choose a new bailiff and keep going to the left choosing a bailiff if one cannot be chosen by previous players. If there are no bailiffs the game is over and ends in a draw no one wins.
Bailiff abilities work along with the BRUSHOBi Standard Rules and are called Side Rules. These Side Rules normally don’t contradict or suspend the BRUSHOBi Standard Rules. However, bailiff abilities can contradict the BRUSHOBi Standard Rules or Suspend them in this case follow what is written on the Bailiff card not the BRUSHOBi Standard Rules and these new rules on the bailiff card are called mini games. The BRUSHOBi Standard Rules, Side Rules, and mini games all work together and where one rule fails the other takes over. Follow the rules in order of importance from most important to least important: mini game rules, Side Rules, BRUSHOBi Standard Rules. However, Rules 4, 5, 6, 7, and Bonus Rules 5 and 6 are always in effect whether using the BRUSHOBi Standard Rules, side rules, or mini games. Side rules and mini games can decide whether chance moves should be allowed.
A player can write bailiff abilities on larger sheets of paper or some other media such as a computer screen and point to it by writing on the bailiff card to follow the rules written on that piece of paper or media. These are called extended bailiff abilities. That extended bailiff ability can later describe a side rule or mini game to be played within BRUSHOBi. Equipment or game pieces such as cards must be prepared for that side rule or mini games. For example: There is a bailiff card called “Poker Me Silly” and a sheet of paper describing the rules to “Poker Me Silly” played like poker in BRUSHOBi. This sheet of paper is an extended bailiff ability called “Rules To Poker Me Silly.” On the monster card “Poker Me Silly” it says “BA: Suspend all The BRUSHOBi Standard Rules and follow the Rules To Poker Me Silly instead.” All players then don’t play with The BRUSHOBi Standard Rules. All players play with the Rules To Poker Me Silly inside BRUSHOBi as a mini game. The Rules of BRUSHOBi that are always in effect will accompany the Rules To Poker Me Silly and be played with. Make sure all players have compatible game pieces you prepared or brought to the game earlier.
Rule 5. Final Judgement
In each and every conflict that causes unclear direction on what should be done in this game that the rules or owner of BRUSHOBi or its active representatives don’t cover, the challenger gets to choose who makes the Final Judgement on each conflict. This means the challenger can choose someone else other than himself to make the Final Judgement ending an argument or conflict. A Judgement of who automatically wins or loses or draws cannot be made by anyone with power of Final Judgement but other things like extended time or undoing a move can be made as a Final Judgement. To activate the choice of power of Final Judgement, every player must say Final Judgement. If not and an argument has been going on for more than 7 minutes that hasn’t been resolved the challenger can say Final Judgement and he can activate his choice of who should have power of Final Judgement. If any player doesn’t cooperate with the Final Judgement in anyway whether he refuses to follow the decision of who Judges or not he loses the game. If the chosen player cannot come to a decision of Final Judgement within 7 minutes he loses the game and the challenger gets to choose another player to make the Final Judgement. Non players can be chosen to make a Final Judgement. If a non player can’t make a Final Judgement within 7 minutes the challenger gets to choose another person to do a Final Judgement.
Rule 6. Resolve
Being Resolved in BRUSHOBi means you promise to do something if you lose the game. A Set Resolve means everyone has agreed to do something after they lose the game. Completed Resolve means you’ve fulfilled your agreed promise of what you agreed you’d do if you lose the game.
If you don’t do what you said you’d do if you lose you could be sent (Worded/Resolve Worded into) the Pit Locker (like jail or time out but don’t force anyone against their will to go to or stay in the Pit Locker) or the Winner can tell you (Word/Resolve Word you into) not play anymore games with him (Pit Ban) for a set amount of time that the winner decides. The Pit Locker means you sit in a corner and don’t do anything for that time. No watching tv, talking, or reading a book etc. However, breaks can be taken to eat, sleep, work, watch tv and other activities you would have done if you weren’t in the Pit Locker. The winner must know you are taking a break and not trying to get around the Pit Locker. Tell the winner how many breaks you’ve taken when you see him. When you comeback from your break and start the Pit Locker again your time starts where you left off. So if you’re on a 5 minute Pit Locker and you did 3 minutes in the Pit Locker and took a break for 10 minutes when you comeback you’ll do 2 minutes in the Pit Locker. When you complete your time in the Pit Locker tell the Winner. Staying in the Pit Locker shouldn’t be for very long times or forever. However, Pit Bans can be forever. Pit Bans and Pit Lockers is for the loser who doesn’t do his Resolve to pay up, rethink and contemplate his actions and maybe he will be moved enough to have a change of heart.
By staying in the Pit Locker at will, you agree your will to stay in the Pit Locker is in union with the winners will. Losers stay in the Pit Locker for reasonable amount of minutes at a time determined by the winner. The winner of the game decides the punishment whether Pit Locker or you not playing any more games with the loser for some time if you don’t do what you agreed you’d do when you lose.
Once the winner decides a punishment and set time by saying the punishment and time it cannot be changed unless the winner says he pardons you giving you release from your punishment. Or if you break the punishment by not completing your time in the Pit Locker or attempting to play games with the winner he can modify or extend your punishment time. You can also be pardoned by the winner if you say and do what you resolved to do originally when released from punishment early.
If you fail to complete your resolve after you’re released early from punishment on pardon and you said you’d complete your resolve. You can be re-punished and the winner decides what and how long. The winner can decide to give you Pit Locker punishment and/or not playing any more games with the loser as punishment if the loser doesn’t do his resolve like he promised.
Rule 7. Resolve Word
Being Resolve Worded is when the winner says what punishment you’ll get when you don’t do your resolve that you promised to do when you lose or promised to do when released from punishment early. To be officially Resolve Worded the winner must begin by saying something like “I Resolve Word you…” “I Word you…” “You are Resolve Worded…” “You are Worded…” etc. Then say the punishment. Then end the Resolve Word with “Word.” Say all of this immediately after the loser loses and refuses or fails to do his Resolve. Only the Winner can give a Resolve Wording as punishment.
Ex: You have an argument with your roommate over who should do the dishes. You take out BRUSHOBi and all agree and Resolve the loser does the dishes. You play and win but your roommate still doesn’t want to do the dishes. So you say “You are Worded 10 minutes in the Pit Locker and I’m done playing any games with you for 24 hours. Word.” Or “I Resolve Word you to Pit Ban between us for 5 hours. Word.”
Playing The Game:
Until someone wins, each player plays the game for several turns. Each Player takes their turn one at a time moving to the left. If it’s your turn do the following steps.
Step 1. Call The Round
Every time it’s your turn, you can tell everyone (including yourself) to summon 1-5 cards with the strongest or fastest total EffectForce points onto the field facedown. (See fig.0 for layout of the playing area.) The strongest cards have the highest EffectForce points. While the fastest cards have the lowest EffectForce points. (This EffectForce points is located on the top left and bottom right of the card.) (See Fig.1 and Fig.2) For example, the player whose turn it is can say “I call the strongest EffectForce points of 3 cards.” Or say “Strongest of 3.” This tells everyone (including yourself) to summon their 3 strongest cards from their hand onto the field facedown. (See Fig.3)
Step 2. Win The Round.
Flip all cards face-up (see “flip” in fig.3). Each player adds up the EffectForce points on all face-up cards they control on their field. The player that has the strongest or fastest total EffectForce points that was called in Step 1 wins the round. (See fig.4).
Step 3. Activate
Winner of the round must put their added up cards into their winnings pile (see fig.5). Winner of the round must draw cards from their deck until they have 5 cards in their hand (see fig.6). All players must always have 5 cards in their hand but if they lose a round they must return all cards on their field back into their hand. (See fig.6).
Card Ability/ Special Abilities:
- Special abilities come from your imagination and are like special powers you give your monster that you write on the cards way before the game starts. Card ability generally means Bailiff Abilities and/or Special Abilities. Special abilities can help you out-do-your opponent. There can also be descriptions that add flavor to the game but don’t do anything in the game. If a card has a special ability, the special ability must begin with the word “Ability” or “SA”. For example: Ability: The next opponent must skip his next turn.
- Only a cards special ability (the text on the cards) can permanently keep a card on the field, even if the player lost the round, or it was added up or there is a tie. (For example, if a cards special ability says “SA: keep this card permanently on the field” then this card can permanently stay on the field even if the player lost that round.)
- A special ability can be activated anytime during the game when it’s in your hand or field. If a player wants to activate a special ability, show the card to your opponents (if they didn’t yet see it) and rotate the card 180 degrees upside down. Complete the special ability. The card must be kept in the activated position (upside down) wherever it goes (even in the winnings pile) to show it has been activated already and can’t be activated again.
- If the card says it can be activated at any other time, activate that card when it says it can be activated.
- Special abilities can only be activated once per game per card. However, if the card says it can be activated more than once per game, activate that card the amount of time it says it can be activated per game.
- If a player gains control of any of their opponents cards whose special ability has previously been activated, he cannot reactivate the special ability on that card unless that card or another card says that that card’s special ability can be reactivated again. If this happens the player can reactivate their opponents cards he now controls (if the player wants to).
- If you activate a special ability and someone counters that ability, your special ability is still considered to be activated but can’t be used and must be rotated upside down in the activated position.
- Special abilities must be completed in the order it was activated, unless 2 or more players activate their special abilities at the same time. If 2 or more players activate their special ability at the same time, the player whose turn it is can go first. After the player whose turn it is goes first, the first player who activates his card again can activate and complete his cards special ability. If there is another tie of players activating special abilities at the same time, the player whose turn it is can go first. If not the player closest to the left of the player whose turn it is can complete their special ability.
- Players can have more than 5 cards in their hand or field if a card special ability causes it. If a player has 5 or more cards in their hand, they can’t draw anymore cards in their hand unless a card ability says so. If a player has 5 or more cards (or less than 5 cards) on the field permanently more or less than usual from what this game usually allows, they must still place the cards in their hand onto the field when anyone calls the round and count them when adding up the cards. For example, 5 cards are on the field permanently but 4 cards are summoned onto the field because “strongest of 4” was called by someone. Add up all 9 of the cards.
- If a card ability says a player can only keep 4 or less cards in his hand but someone calls the EffectForce™ points (calls the round) saying you need to summon more cards than you have in your hand, summon the closest amount of cards onto the field that you have in your hand without going over how many cards were called for that round. Example, a card special ability says you can only keep 2 cards in your hand but someone says “strongest of 4”. You must then summon your 2 cards onto the field.
- A special ability can’t be activated when it’s in the deck or winnings pile, unless, a special ability allows it.
If there is a tie in a round go to Step 4. If no tie go to Step 5.
Step 4. Break A Tie In A Round/Draw.
In the result of a tie (no winner plus 2 or more players with the same total EffectForce points) ALL players must place all cards (and reassemble them) except their Winnings pile and bailiff, at the bottom of their decks. All players then draw cards into their hand until there’s 5 cards in each players hand. If a winner for the game needs to be determined and a tie cannot be broken for whatever reason, the game ends in a draw. Nobody wins. If not, it is the next players turn to the left. Go to step 1.
Step 5. Repeat/Win Game.
It is the next players turn to the left unless a player wins the game. A player wins the game when they have no cards in their Deck Zone and 4 or less cards in their hand. Or if they meet the Winnings Pile Threshold or if a card ability causes a win. Whichever comes first. Repeat Step 1-5 until a player wins the game.
Step 6. Respect points/Punishment.
When a player wins the game he has a right to ask for and receive Respect points. However, the losing sides gets to decide how much respect points to give to the winner individually. From one respect point to a maximum of two respect points per losing player per game to the winner of the game. If no respect points is given even if the winner wins, each loser who doesn’t give at least one respect point must spend time in the Pit Locker which is like a temporary time out or jail. The winner decides how long the affected loser will reasonably spend in the Pit Locker. Or the winner can tell the affected loser not to play any game BRUSHOBi or not with him for a set time the winner decides on. To make up for no respect points given even though you earned it. The winner decides who will decide the punishment within this rule if no respect points is given. Respect points can be written down or recorded somehow or said out loud.
BONUS RULES
Bonus Rule 1. Collect or Paint.
Each card can have monsters painted on it. These monsters can be visual representations of your inner conflicts or struggles you face. There are three types of monster categories: Feral Monsters, Legendary Monsters, and Machine Monsters.
Feral Monsters are symbols of untamed emotions like rage, despair, or recklessness. They are wild and raw, needing patience and discipline to master. Using Feral Monsters usually means you call strong EffectForce points on average but not always.
Legendary Monsters are symbols of redeemed virtues, they are virtues you usually aim to develop or positive qualities you already have or want to keep. For example, Legendary monsters can represent faith, mercy, endurance, or vision. Using Legendary Monsters usually means you call fast EffectForce points on average but not always.
Machine Monsters are symbols of control, systems, or lifeless routine. Usually lacking compassion or soul. Taming them means regaining your heart and purpose. Using Machine Monsters usually means you call both fast and strong EffectForce points about evenly on average.
The Feral Monster category is red, the Legendary Monster category is yellow, and the Machine Monster category is orange in color. And all monster categories are located in the Monster Category boxes in the top left and bottom right of each card. (See fig.2) Way before a game starts, each player must collect or paint their cards like the example at fig.2. Gel pens, acrylic paint, and small paintbrushes are recommended to paint on the cards.
Custom Call Monsters is if you call the EffectForce points based on your own custom needs and wants. Your deck can contain a mix of Legendary, Feral, and Machine Monsters.
Bonus Rule 2. Full Name.
Cards in this game don’t always have a monster name so cards can be called by their EffectForce points. The monster name and the EffectForce points make up the full name of the card. For example, if a card is named “Black Wings Jamaican Dragon” and it’s a “7 EffectForce points” card, its full name would be “7 EffectForce: Black Wings Jamaican Dragon”.
Bonus Rule 3. Three Of Each Card.
Every player must have exactly 30 cards unless a deck is split. This number does not include the bailiff which is a separate card so keep 31 cards ready just incase you get to choose the bailiff. There must be 3 copies of each EffectForce points numbers (0 to 9) per 30 card deck unless a deck is split. However, every card can be painted with different monsters and special abilities. Example: 3 copies of a 9 EffectForce points card with three unique monsters on each card. While in an unspilt deck.
Bonus Rule 4. Abbreviations
Only authorized words from the brand owner of this game can be abbreviated. This allows the words to fit on the cards abbreviated and stops any confusion from unauthorized sources who confuse gameplay by making their own abbreviations. Authorized abbreviations: Special Ability= SA, Field= FD, Winnings Pile= WP, Deck Zone= DZ, Assemble= AB, Bailiff Ability= BA, Winnings Pile Points= WPP, Winnings Pile Threshold= WPT, Card Ability= CA.
Bonus Rule 5. Banned Special Abilities
All kinds of Special Abilities and Penalty Rules are allowed, with the exception of moves based on chance (like shuffling, randomizing, etc) and moves that are all-powerful (like anything not counterable, automatically winning the game, etc). Moves based on chance causes the player who played that move to be disqualified. He automatically loses. Special Abilities must be written on the cards, unlike Penalty Rules that don't need to be written down. Nothing, not even Special Abilities and Penalty Rules, can alter or change bonus rule 5 with the exception that side rules, and mini games can make chance moves cheating or not cheating.Yet, Penalty Rules as described in Bonus Rule 6 can be altered by a cards Special Ability or Penalty Rule. Penalty Rules work like Special Abilities exactly above but don’t need to be written down, they can be made up on the spot. It is cheating if a player does not participate in a Special Ability or Penalty Rule that affects them. Special Abilities and Penalty Rules can counter other Penalty Rules. A player who cheats during one turn, can’t do a Penalty Rule or Special Ability during that same turn they cheated, if a Penalty Rule is activated. For more see Penalty Rule.
Bonus Rule 6. Penalty Rule
Every time a player cheats by not following Bonus Rule 5, the first player to say “Penalty Rule” can do 1 Penalty Rule as soon as that player finds out someone is cheating. When a person is first to say “Penalty Rule” and he begins discussing his Penalty Rule for 1 minute or less right after he says “Penalty Rule”, this counts as 1 Penalty Rule. If a player finds out someone is cheating but does not do a Penalty Rule anytime during the turn he finds out, then no one can do a Penalty Rule for that cheating incident until the game ends. If 2 or more players say “Penalty Rule” at the same time, the player whose turn it is and ties saying “Penalty Rule” can start doing his Penalty Rule and continue onto the left of the player who’s turn it is doing Penalty Rules one by one for each player who tied that said “Penalty Rule”. Every time a player does 1 or more Special Ability at the same time as a penalty Rule, the Penalty Rule goes first. Then move to the left doing Special Abilities and Penalty Rules. If a person cheats while doing a Penalty Rule (example: creating an all powerful move) treat it like regular cheating you can counter by saying “Penalty Rule” and doing one Penalty Rule. The person who caused the first Penalty Rule to be activated can do a Penalty Rule if someone else cheats after him including if that someone else cheated while doing a Penalty Rule that was for the first cheating incident. If a Special Ability is activated before or after a Penalty Rule, complete the Special Ability in the order it was activated.
Example 1: An opponents Special Ability says “shuffle your deck.” This Special Ability is cheating because it doesn’t follow Bonus Rule 5 under the Bonus Rule section. The player who launched this move is disqualified from playing the game. He automatically loses. Example 2: A player says his cards ability automatically makes him win instantly. This leaves you an opportunity to do a Penalty Rule. You can then tell your opponent to cancel his current turn and skip his next turn as an example of a Penalty Rule you made up on the spot.
Bonus Rule 7. Monster Unborn
Because not all cards come painted but still have EffectForce points, these blank unpainted cards can be called “Monster Unborn” accompanying its EffectForce points.
For example: An opponent says summon your one strongest card and you only have one blank 9 EffectForce points card. So you say “I summon my 9 EffectForce: Monster Unborn.”
Bonus Rule 8. Monster Support Cards
Monster Support Cards are cards that usually don’t look like monsters or people or animals and is marked by a black dot on the top right side of the card next to the cards name. The black dot on the top right of the card lets you know it’s a Monster Support Card. These cards can look like items, landscapes, anything inanimate or something similar. They play just like monster cards but generally have black dots in the top right as a difference and can be Sacrifice Activated.
Once per game per Monster Support card you can either activate the Monster Support cards special ability or sacrifice activate the Monster Support card. You can only do either or, special ability or sacrifice activate the card not both. When you Sacrifice Activate a Monster Support card you turn it upside down like regular activating a card but unlike regular activating a card you don’t use the cards regular Special Ability you use its Phantom Ability which all Monster Support cards have and are not written on the cards. Sacrifice Activated Phantom Abilities allow you to reactivate an already activated cards special ability if you Sacrifice Activate a Monster Support card.
SUGGESTIONS
A Rarity Level (lvl or LVL) is a rough estimate of all the cards out there of the original painting. Rarity lvl. 10 means it’s the most rare and the only card copy in existence for that edition made by the artist. Rarity lvl. 1 means it’s very common for that edition. Cards should have an edition number (ed or ED) and rarity level for that edition number. Cards without an edition number and rarity level are the least valuable since it shows poor planning even if they are the first edition of that card. The first named edition of a card along with a Rarity Level of 10 is generally the most valuable since it’s the first named edition and only card of that edition. A card labeled edition 1 isn’t necessarily always the first edition this is because an editions number is like a name and can include letters and numbers in its name. For example, edition 8hh (could be the first edition) edition 2 (second edition). Edition numbers are not case sensitive. Use chart in fig.7 to label your cards Rarity level. Rarity lvl. Can help you price your cards to sell later on especially since a rarity lvl. 10 means your customers are getting a card by you that no one else has. But Rarity lvl. 1 means you can sell to many more people at a lower cost. Either way you can still make money.
If the Artist doesn’t own the copyright or trademark, they can still get a mention. Artists can get a mention for their contributions by writing the letter “A” and the “Colon” symbol (standing for artist) before their name. Then write where more art from the artist can be found along the front black border of the cards. (See fig.8). Also include the date and Rarity level. Like this: 2023 A: John Doe. Lvl.1 Website.com.
If you would like the artist or your company to get copyright and trademark credit, then companies can include the trademark symbol (if applicable) and copyright symbol (if applicable), date and their name. (See fig.8) Add also the Rarity lvl. And where more art from this company can be found along the front black border of the cards. Like this: ™ and © 2023 Company lvl. 2 ComWebsite.com
Both company and artist can share credit just combine the above “Suggestions”.
GAME CARD LICENSE
Guidlines
The “card(s)” or “game” referred to in this license is all the games owned, created, published, or managed by Calculac Cal Studios which includes BRUSHOBi Painting Card Game, and BRUSHOBi Painting Card Game Canvas, etc. “Artist’s” referred to in this license means any individual, group or company who creates cards or own intellectual rights for what they paint on the cards in this game. A card’s likeness means that the card still looks like a card in whichever medium the card is displayed in. For example, taking the images of monsters on the cards and creating a sculpture of it without the other elements of the card, is not allowed. A limited right to use a card’s likeness also does not mean the original card can be copied to another card in this game. You can only do this if you are the original artist who created the card or outright buy all the intellectual rights to the card or hold or own all the rights of this game. Outright buying all the intellectual property on the card means you buy all the intellectual property the artist put on the card but not any intellectual property owned by the owner of this game. If you outright buy the intellectual property on the card you will only have a license to use the intellectual property owned by the owner of this game while buying and owning everything else the artist created.
However, suppose the previously mentioned card was created by the artist and used negatively in any known medium. In that case, the artist or the owner of this whole game reserves the right to revoke any rights the player may have over the cards. The artist gives no right to anyone to alter the art on the cards created by the original artist. Unless, you outright buy all the intellectual rights to the card or hold or own all the rights of this whole game.
Terms and Conditions
By creating cards in this game, artists or the holder of the intellectual property on the cards agree that if a player or other person somehow physically possesses a card they created, with the exception that the card was stolen and a few other rights not allowed, the player or other person has the limited right to include the previously mentioned card in any videography, or photography.
The artist also agrees that the player or other person has the limited right to include the previously mentioned cards in any comic book-type story or any other medium that displays the card’s likeness. This includes past, present, or future mediums, such as a new way to present cards in future technologies. These uses must remain consistent with the terms laid out in this agreement.
If a person physically possesses the card then sells it to a third party, the person that sold the card can no longer use that card’s likeness in any known medium. However, that person can keep previously made movies, comic book-style stories etc that was made previously and earn money from it.
However, if that person outright bought all the intellectual property on the card when he bought it, that person can use that cards likeness and intellectual property for an unlimited time even if he sold the card. If that person also outright sells all the intellectual property on the card then he can no longer use the cards likeness in new mediums but keep previously made movies, comic book-style stories etc that has that card’s likeness and earn money from it. A custom licensing deal can happen with special rules about the sold card and how it can be used and for how long as long as the card and its image and intellectual property is not used negatively. If the card and/or its likeness is used negatively the owner of this card and/or the owner of this whole game reserves the right to revoke the rights you have over the card. Licensing deals and sales of the cards must keep all these rules and regulations of this “Game Card License” in mind when making licensing deals or sales. Which means licensing deals or sales must not conflict with this license.
The outright purchase of intellectual property rights for the card refers to the full transfer of rights to the specific card or artwork created on the card by the artist for that card, but it does not include the intellectual property rights of the game as a whole, which remain with the owner of the game. This means the owner of this game is licensing the rights to the cards or artwork owned by the owner of this whole game not selling all the rights to you, unlike the artist.
If known, credit may be given to the artist(s) who created the cards. Include the artist’s name starting with “A.” (Which stands for artist) and source of where more art from the artist can be found. Add the current year and Rarity Level (see suggestions). Include this credit somewhere on the front black border of the cards. Or in any comic book-type story or any other medium that displays the card’s likeness. Such as past, present, or future mediums, including a new way to present cards in future technologies. Example: 2022 A: John Doe, lvl.1 website.com. Or if a company or different owner: ™ and © 2023 Company lvl. 2 ComWebsite.com.
Artists, players, or those who may or may not represent the interests of artists or players, agree not to hold the creator, owner, publisher, or manager of this game liable for any damages related to this game.
By creating cards in this card game, you agree to let the creator or owner of this game and its affiliates and associates use your card’s likeness in photography, videography, comic book-type stories or any other medium in promotional, marketing, game related or game sustaining related material (such as to make sure the game remains competitive). Compensation will not be given except where specified in a separate agreement. These include past, present, or future mediums, such as a new way to present cards in future technologies. While efforts may be made to provide credit to the artist(s), no attribution is guaranteed and may be omitted at the discretion of the game owner.
The legal owner of this game and the artist(s) who create cards in this game give a limited right for players or others to use their intellectual properties present on the cards. These intellectual properties on the cards can be used just like using a cards likeness as described above. Also, both the owner of this game and those who are the artist(s) or have legal rights to the intellectual properties on the cards, reserve the right to revoke any rights the person who possesses the card may have over the card, if the card is used for a negative purpose as defined by the legal owner of this game. Which involves any usage that would tarnish the reputation of the game, Jehovah God, or the artists involved and includes but is not limited to hate speech, defame or insult individuals, groups or entities, obscenity, violating laws or platform rules, magical elements or themes, demonic elements or themes, violence, violating any intellectual property rights of third parties, etc.
However, by creating cards in this game or using this game in anyway you agree to give the creator, owner, publisher, and/or manager of this game a perpetual, royalty-free, non-exclusive license with resale or sub-licensing rights with attribution that may be given but not guaranteed. This includes giving the creator, owner, publisher, and/or manager of this game:
Rights to use, resell, sublicense, license and otherwise exploit the artwork or card in any form, medium, or platform, including but not limited to marketing, promotional materials, merchandise, or other game-related products, platforms, or services. The right to sublicense, resell, and license the artwork separately, including its use in other products or services, without the need for further approval or special agreement from you, the artist or owner. You acknowledge and agree that his license is non-exclusive, and that you may retain the rights to the artwork or license it to third parties, provided that no such use conflicts with the rights granted to the creator, owner, publisher, and/or manager of this game under this agreement. You also agree that your card or artwork may be used with or without attribution, in any medium, including but not limited to physical and digital forms, for any purpose related to the game or the promotion of the game. This license includes, but is not limited to, the right to sublicense, resell, or license the artwork to third parties for any commercial or non-commercial purpose, and is granted without any time limit or territorial restrictions. This license extends to both physical and digital products, including game-related products, merchandise, and promotional materials, without the need for further approval from the artist or creator.
Revocation is a condition of use, and users agree to forfeit rights if terms are breached.
In the event of a breach, such as negative use or failure to provide agreed-upon payment or compensation for intellectual property (such as licensing fees, royalties, etc.), rights may be revoked, education on proper usage may be offered, and the offending party may be required to cease using the card or artwork immediately and pay any legal costs including any court, attorney or lawyer fees.
You agree you are of legal age or have legal rights to paint on the cards including owning any intellectual property on the cards or have license to use your painted intellectual property and make licensing deals for property on the card. If you are under the age of legal majority, you must have a parent or guardian review and agree to this license in writing on your behalf. By painting on the cards or using this game in anyway, you represent that your parent or legal guardian agrees to this license on your behalf.
This agreement is governed by the laws of New York, United States of America. Non-U.S. participants agree to also be governed by this jurisdiction.
Continued use of the cards after a change in this agreement constitutes acceptance. The owner of this game will not be held liable for anything painted on the cards by you, the end user, or those who hold the rights to the intellectual property on the cards. By painting in this game or otherwise using the cards in this game in anyway, you agree to all the above under “Game Card License” and that you own or have all the proper rights or license to the intellectual property you created on the cards, and you agree the creator, owner, publisher, or manager of this game is not liable in or out of court if you don’t own or have proper rights or license to the intellectual property you created on the cards. If you do not agree to these terms, you must not use the cards in any form or participate in any related activities.