Prepared by:
RPSS Competitive Standards Committee
Version: RPSS Official Rules 2025–2026
Last Updated: March 23, 2026
Welcome to the RPSS Official Rulebook (2025–2026 Edition) — the definitive guide for competitive and casual play of Rock Paper Scissors Show™. This rulebook outlines gameplay structure, sportsmanship expectations, tournament procedures, and special formats.
RPSS expands the classic game with characters, abilities, environmental cards, and strategic depth suitable for organized competition.
- A remix of the classic game. Players begin each turn by saying: “Rock, Paper, Scissors, Show!”
- On “show,” each player reveals a card representing Rock, Paper, or Scissors Allegiance.
- Standard interactions apply: Rock crushes Scissors, Scissors cut Paper, Paper covers Rock — unless card abilities override.
- The Action Arrow determines the move played.
- If the arrow is not pointing correctly, the closest action is used.
- All cards must be sleeved.
- Manipulating cards is prohibited.
- Failure to play a card results in an automatic turn loss.
- Misreading a card results in a loss for that turn; if discovered after withdrawal, the next turn is lost.
- Winner of a turn draws an Environmental card.
- Each turn, players may substitute up to 2 cards from their bench.
- Players collaborate to track score.
- As long as you have a card in hand, you may continue battling.
- Character Index may be referenced at any time.
- No side bets or wagers.
- Environmental, Situational, and Support cards are allowed.
- Only one Environmental/Situational card may be active at a time.
- No playmat or token required.
- RPSS Token Arrow mirrors the Action Arrow.
- Youngest player goes first, then clockwise.
- Team Leaders must be identified; Leaders act first.
- Slow play is not tolerated.
- Violence or threats are prohibited.
- Cheating is strictly forbidden.
- Trash talking is encouraged within respectful limits.
- Looking into an opponent’s hand is prohibited unless a card explicitly allows it.
- Head fakes, card touches, and switching before “show” are allowed.
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- Rosters must be declared before the tournament.
- Overpowered cards may be outlawed.
- Royal Planetary Kingdom Gins are banned.
- God‑like Gins and overpowering characters are banned in XP‑earning tournaments.
- Rosters may be changed between rounds and are subject to review.
- Disputes must be raised during the match; continuing play voids the dispute.
- No timeouts unless called by officials.
- Winner is first to reach target score within allotted time.
- Ties go to overtime; double overtime uses highest Allegiance.
- Carry at least 14 cards to account for loss or outlawed cards.
- Arrive early to familiarize yourself with the table and equipment.
- Late to a one‑round match: opponent is spotted half the target points.
- Late to a multi‑round match: you lose half the target points.
- If later than the allotted round time: you forfeit the first round.
- No cooldowns, surrenders, big moves, or cooperative attacks.
- First two players battle normally.
- If same Allegiance ties, each receives 1 point.
- Leader compares their card with the third player.
- If two players attack one and exceed HP, that card is recycled.
- Attacking players’ actions resolve first.
- Both players reveal cards on “show.”
- Each card has Attack and Defense actions.
- Teams may attack one opponent or split attacks.
- Second action defaults to the opposite of the first unless unavailable.
- Winning a turn grants Momentum.
- Winning two consecutive turns with higher HP and Attack vs Defense KOs the opponent’s card.
- Attacking player attempts to maintain streak; defender attempts to break it.
- Forfeit = concede the battle.
- Big Move or Surrender KO occurs if HP is lower.
- Running out of starting roster cards forfeits the round.
- Running out of deck + roster loses the match.
- If only one attacking card remains, it must be declared; opponent receives a free attack.
Allegiance — Rock, Paper, or Scissors alignment.
KO Pile — Where defeated cards are placed.
Environmental Card — Modifies battlefield conditions.
Momentum — Advantage gained by consecutive wins.
Cooldown — A move that cannot be repeated immediately.
Bench — Reserve cards available for substitution.
Action Arrow — Determines the move executed.
Tournament‑Legal
- No Royal Planetary Kingdom Gins
- No god‑like or overpowering characters
- Cooldowns active
- Big Moves and Surrenders active
- Strict timing
- Official scoring