Wario Kard

Wario Kard is an unlocakable minigame in WarioWare Gold that is unlocked after collecting all souvenirs from the capsule machine. It is located in the Arcade menu.

Overview
The objective of this minigame is to defeat enemies in a using a deck of 10 cards that are drawn through shufflers with an attack mechanism based on rock-paper-scissors. Defeating enemies give a reward of coins and sometimes a free shuffler draw.
 * As with standard rock-paper-scissor rules, rock beats scissors, paper beats rock, and scissors beat paper. It is a draw in the case of rock against rock, paper against paper, and scissors against scissors.

Enemy Selection
The amount of attempts a player has to defeat an enemy is indicated by the "(number)x left" under the small enemy portrait on the lower screen. Most enemies have 3 attempts. Some enemies have 5, and one rare enemy, Pile of Gold, has 1. In most cases, if the player is unable to defeat an enemy in one attempt, the damage gets carried over towards the remaining attempts. Some enemies' HP is restored back to maximum between attempts. If the player is unable to defeat the enemy within the given attempts, the enemy may be removed from the list and reappear later in the playthrough.

The player is free to choose whichever enemy they decide to fight. All enemies appear in a predetermined order with the following exceptions:
 * The reappearance of enemies that the player was unable to defeat in the current playthrough.
 * The rare enemy, Pile of Gold, can appear before of the next enemy appears. Pile of Gold can appear more than once in a playthrough after defeat. Pile of Gold's level does not increase in its multiple appearances within the same playthrough. Once the last monster (Friendless Beast) appears in the list, no new enemies appear until every other enemy is defeated.

Deck
Once an enemy is chosen, the player can choose from 4 decks to use in battle. Each deck must contain 10 cards, and can be edited by the player manually, or automatically made with the Auto function. Every card in a deck is assigned either rock (red), paper (yellow), or scissors (blue), and given a rank (A, B, or C). Cards unusable due to restrictions by the enemy are grayed out with a red border and slash through the middle.

Garlic
Garlic is spent after choosing a deck for each attempt against enemies in Wario Kard. The player starts with the maximum amount of 3 garlic. It takes 5 minutes to refill one garlic. Once the player spends all of their garlic, the player may choose to spend 500 coins to challenge an enemy as the player waits for the next garlic to be refilled.

Deal
The player is dealt 3 cards to choose to attack the enemy with. Some enemies may reduce the number of cards drawn down to 2. The player is given one redeal per round, replacing cards with a new set of cards from the remaining cards from the deck. Cards replaced during a redeal are discarded and will not reappear later in the round.

Attack
Every card has a Power Level, as indicated by a number next to a red sword icon. This serves as the base damage against the enemy. Every turn, an enemy will have either rock, paper, or scissors displayed, which will affect the base damage of a card. Despite the enemy using rock-paper-scissors themselves, the enemy does not attack the player in any form.
 * Winning deals double (x2) damage, losing deals half (x0.5) damage, and draw deals normal (x1) damage.

Point Value
The player is given 10 points every round. The point cost on a card is indicated as a number on a yellow hexagon. Points are used to play cards to attack, as well as a penalty for not playing a card within the time limit. Some enemies may double points spent, ending the round quicker than usual. The round will end if the player is unable to defeat an enemy after using up 10 points, or if there is insufficient points for any further attacks with the player's redraw used up.

Timer
The player has a timer that decreases before choosing an attack. The amount of time added by a card is indicated as a number next to a cyan clock icon. The total amount of time a player can have depends on the total timer value from each card in a player's deck. The player must choose an attack before the timer reaches 0. The player loses 1 point (2, if double points spent) every time the timer decreases to 0. The timer resets after choosing any attack. A redraw does not replenish the timer. Some enemies may reduce the timer by half, or change the timer to a fixed amount of time each turn.

Pair Attack
A Pair Attack can be done if two characters in a player's hand are partners, regardless of rank. A glowing yellow border will appear on cards that can perform a Pair Attack.
 * If there are two cards of the same partner of different ranks, the player must choose one of the two cards to use for Pair attack.
 * For example: Kat and Ana are partners. A player has Kat (Rank A), Ana (Rank B), and Ana (Rank C) in the player's hand. When the player chooses to use a Pair Attack, the player must choose to use Ana (Rank B) or Ana (Rank C) to complete the Pair Attack. Every partner card have the same point cost as its counterpart, regardless of rank. The point cost for a Pair Attack is equal to one card of either pair.

Special Attack
A Special Attack is an additional x2 multiplier that can activate just before an attack. The chance of a Special attack can increase based on a card's SP, as indicated on a card as a number next to a yellow star. The SP of a card is increased by drawing duplicates of the same card from the shuffler. The maximum SP for each card is 50. Some enemies may prevent Special Attacks from happening.

Damage Calculation
This is the order in how damage is calculated during an attack:
 * Step 1: Power level of a single card or combined power levels of a Pair Attack
 * Step 2: Power level limit restriction, if applicable (any attack that exceeds the limit is reduced down to the limit)
 * Step 3: Win / Lose / Draw multiplier (x2 / x0.5 / x1)
 * Step 4: Special Attack, if activated (x2 multiplier)
 * Step 5: Ignore damage restriction, if applicable (either the damage being below a certain threshold or not winning rock-paper-scissors)

Chance Attack
If the player is unable to defeat an enemy by the end of an attempt, but manages to reduce the enemy's HP down to an amount of 10% or less, there will be a wheel with "Success!" (in red) and "Failure!" (in gray) that the player will stop to determine whether or not the Chance Attack will be a success. If the wheel stops on "Success!", the enemy's remaining HP drains to 0, granting a victory. If the wheel stops on "Failure!", the current attempt will end as a loss. The size of "Success!" and "Failure!" depends on how much HP is remaining. The lower the enemy's HP, the greater the chance for a "Success!"

Experience Points
Regardless of victory or defeat, all cards in the player's deck after a battle receive experience points. Earning enough experience points will level up a card, increasing its power level. A rank receives +15 per level, B rank receives +10 per level, C rank receives +5 per level. All cards start at level 1, and the maximum level is 20, therefore the maximum cumulative power level increase is 285, 190 and 95 for A Rank, B Rank, and C Rank, respectively.

Rewards
If the player manages to defeat an enemy on the first attempt, the player receives the full coin reward. However, if the player is unable to defeat an enemy on the first attempt, but defeats it on a subsequent attempt, the player receives half of the coin reward. Some enemies give one free rare Shuffler draw upon defeat. This is indicated by the blue card icon with two yellow sparkles.

Completion
Once all enemies are defeated, the list of enemies are reset back to the beginning, except with the difficulty increased, as indicated by number of skull icons. Level 2 enemies have x1.5 the HP of Level 1 enemies and Level 3 enemies have x2 the HP of Level 1 enemies. Enemies stay at Level 3 on the fourth and future playthroughs. Enemy rewards remain the same between levels.