Haikyuudle!!
Haikyuu!!

Deck Builder

S
★★★
OH
★★★★

Deck Builder is currently in BETA so there may be bugs or balance issues. I would love any feedback you have! Send it to haikyuudle@gmail.com or reach me on Twitter.

The match

First to 5 points wins. Whoever wins a point serves the next.

  • 1 stamina spent each time a card makes a play
  • 0 stamina and the card sits out the rest of the match
  1. 1ServeBy serve type
  2. 2ReceiveBy serve type, plus your call
  3. 3SetGame Sense
  4. 4SpikeReach, Power, Technique
  5. 5BlockReach, Power, Game Sense
  6. 6DigSpeed, Game Sense or Technique

Serve against receive

  • Serve type normal reads TEC + SPD, jump PWR + JMP, float GMS + TEC
  • Serve strength Strong is a total of 8 and up, Normal 6 or 7, Weak below. Your best type is marked
  • The call the receiver guesses the type without seeing it: right is +2, wrong is -1
  • Server higher is an ace
  • A tie is kept up but off the net, and the first set is 1 worse

Spike against block

  • Faster than the block: the spike gets through
  • Otherwise reach (height plus jump) and power decide it
  • Blocker wins big for a stuff, narrowly for a touch that helps the dig
  • Spiker wins big for a block out, narrowly and it goes to the dig

Card levels

In King of the Court your cards grow. Each level is +0.5 on a stat you choose.

  • +1 XPeach play
  • +1 XPeach rally it helps win
  • +1 XPwhole lineup, each match won
TierMax levelXP to Lv 2Per statFree stamina
★ Prefectural89+1.5Lv 3, Lv 6
★★ Interhigh615+1.5Lv 4
★★★ Nationals524+1None
★★★★ Elite348+1None

Per stat is the most any one stat can grow on that tier.

  • Cheap cards level further. A two star you keep playing ends up hitting about as hard as an Elite.
  • Stars never change, so pack odds and shop price stay put. Stats cap at 6 (5 on Speed). Augments go on top and are never capped.
  • Train Your Deck in the shop, or buy a card you own, for a level. Training costs a coin more every second level.

School chemistry

Players from the same school boost each other. Bonuses stack.

  • 3of one school Technique +0.5
  • 5of one school Game Sense +0.5
  • 7of one school Power +0.5, Stamina +1
  • Only that school's cards get the bonus, and several schools can be live at once.
  • Elites are spread out, three per school at most, so an all Elite lineup reaches the first rung at best.
  • Your school is the one you scout. Its players turn up in your opening packs, free picks after a win, a shop slot and shop boosters. Switch after any win.

The ladder

  • One loss ends the run. Your wins go to today's board and bank Rally Points.
  • Rivals get tougher. More packs at wins 5 and 13, stats creep up from win 7, decks turn Elite from win 9 (all Elite by win 16), rivals pick their serve, receive and dig smarter from win 8, and from win 13 their stats can pass 6.
  • Coins: 5 a win, one more a win from win 8, up to 10.
  • Leaving mid match (reloading or closing the page) counts as a loss.
Today's King
This Season

Tap a player to see the lineup they ran