📘 RPSS OFFICIAL RULEBOOK (2025–2026 EDITION)

A Competitive & Casual Play Guide for Rock • Paper • Scissors • Show™

Prepared by:  

RPSS Competitive Standards Committee  

Version: RPSS Official Rules 2025–2026  

Last Updated: March 23, 2026  

1. INTRODUCTION

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.

2. GENERAL RULES 🎴

- 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.

3. SPORTSMANSHIP 🤝

- Slow play is not tolerated.  

- Violence or threats are prohibited.  

- Cheating is strictly forbidden.  

- Trash talking is encouraged within respectful limits.

4. PLAYER CONDUCT 👁️

- 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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5. TOURNAMENT RULES 🏆

- 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.

6. PRE‑TOURNAMENT REQUIREMENTS 🧳

- Carry at least 14 cards to account for loss or outlawed cards.  

- Arrive early to familiarize yourself with the table and equipment.

7. DURING TOURNAMENT ⏱️

- 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.

8. FRIENDLY / BACKYARD RULES 🌿

- No cooldowns, surrenders, big moves, or cooperative attacks.

9. 3‑PLAYER RULES 👥

- 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.

10. 2v2 FORMATS ⚔

- 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.

11. MOMENTUM SYSTEM 🔁

- 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.

12. FORFEITS & END CONDITIONS ⚠

- 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.

13. GLOSSARY OF TERMS

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.

14. APPENDIX A — TOURNAMENT‑LEGAL VS CASUAL‑PLAY DISTINCTIONS

Tournament‑Legal

- No Royal Planetary Kingdom Gins  

- No god‑like or overpowering characters  

- Cooldowns active  

- Big Moves and Surrenders active  

- Strict timing  

- Official scoring