1.1 Official Little Troubles Formats:

The first decision to make when starting a game of Little troubles is determining what format to play. The only thing that changes between formats is the number of total cards in a deck, the rarity of cards that can be in a deck, and if a player can “mulligan” their starting hand. There are 3 formats for little troubles: Daycare, Preschool, and Grade School.


1.1.1 - Daycare:

Players are only allowed to use Common rarity cards in the Daycare format. Decks can be 40-60 cards, and players receive 2 10-to-6 mulligans during their initial draw. This lets you curate a more tailored hand from a large portion of your total deck, ensuring games aren’t decided simply based on a bad opening hand. Players can expect Daycare games to be a bit slower and more casual. You will see more cards played and there will not be drastic momentum swings during the game. This is the "I just wanna sit and have fun" format.


1.1.2 - Preschool:

Players can only use Commons and Uncommon rarity cards in the Preschool format. Decks can be 40-50 cards, and players receive a single 10-to-6 mulligans during their initial draw. The addition of Uncommon rarity cards means you will see more powerful effects, and cards are much more likely to disrupt plays or reverse the tempo of the game. Preschool is your "I've got a strategy, but I wanna see if it works before I go all in"/"I don't find certain powerful Rare cards fun to play against, but I still want a pretty strategic game" format.


1.1.3 - Grade School:

Players can use any printed cards in the Grade School format. If it prints, it plays! Grade School decks are 40 cards exactly, and you receive one 10-to-6 mulligan. Games in this format tend to be fast paced with complex strategies. This is your "I know the cards front and back. I know how to get to 100 cookies faster than my opponent. I've got this." format. You can expect Grade School games to have plenty of interactions with several momentum shifts.















1.2 - Starting a Game/Match:

Every match of Little Troubles begins the same, regardless of format:

  • Players present their decks and verify the correct deck size according to format.

  • Players sufficiently randomize their decks, then pass their decks to an opponent. The opponent performs one additional course of randomization; this is not optional.

  • For game 1 in a match, players will use a random method to determine who will go first, such as a die-roll or coin flip. For games 2 and 3, the loser of the previous game chooses who will go first.

  • Players will draw 10 cards and then either;

  1. Determine 6 cards to keep as their starting hand and shuffle 4 back into the deck.

OR

  1. If the format allows, a player may take a Mulligan. They will shuffle all 10 cards back into the deck, draw 10 new cards, and proceed back to (a).

  • Once all players have their starting hands, the decks will be reshuffled and randomized by the same process as above.


Once all players are ready to proceed, play will begin with player 1’s turn 1. Play will then proceed to player 2’s turn 1. During each player’s first turn, players will not have a Fight Phase and will not receive the free 1 card draw during their Resource Phase. Following turns are indicated as player turn 2, opponent turn 2, player turn 3, opponent turn 3, etc. There is no limit to the number of turns in a game of Little Troubles.