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
- 1ServeBy serve type
- 2ReceiveBy serve type, plus your call
- 3SetGame Sense
- 4SpikeReach, Power, Technique
- 5BlockReach, Power, Game Sense
- 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
| Tier | Max level | XP to Lv 2 | Per stat | Free stamina |
|---|---|---|---|---|
| ★ Prefectural | 8 | 9 | +1.5 | Lv 3, Lv 6 |
| ★★ Interhigh | 6 | 15 | +1.5 | Lv 4 |
| ★★★ Nationals | 5 | 24 | +1 | None |
| ★★★★ Elite | 3 | 48 | +1 | None |
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