# Season4 Game Rules

### 1. Game Objective

Captain Tsubasa RIVALS Airdrop Season 4 is a game where players compete daily against other users in PvP battles to collect Rival Pieces. By collecting six different pieces, players can spin a gacha to obtain $vsJHON and aim for a higher ranking.

Based on rankings, players can earn $vsJOHN as rewards.\
$vsJOHN can be exchanged for $JOHN.

#### How to Obtain $vsJOHN

* Winning PvE mode
* Winning PvP mode
* Gacha obtained by collecting Rival Pieces in PvP mode

***

### 2. PvP Battle Preparation

<figure><img src="https://2086868477-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FT4MxoFAwMWtQNHntSlUB%2Fuploads%2F3VXMFb8oOuv7vFcwXDeV%2F%E3%82%B9%E3%82%AF%E3%83%AA%E3%83%BC%E3%83%B3%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%202026-01-15%20%E5%8D%88%E5%BE%8C11.47.29.png?alt=media&#x26;token=3ff872ed-2c43-4dfe-b970-c830a8e5d32d" alt=""><figcaption></figcaption></figure>

#### 1. Piece Selection

You can select any Rival Piece from the Rival Cards you have selected.\
Rival Pieces that have reached the possession limit cannot be selected.

#### 2. Opponent Selection

Select an opponent from the users displayed in the battle list.

#### 3. Team Formation

Form a team required for the battle.

***

### 3. PvP Game Flow and Rewards

* Select the players and commands you want to use in battle.
* A match begins between the player you selected and the opponent’s player.\
  Buff effects such as skills are activated at this stage.
* The side with the higher confirmed RP (Rivals Point) wins the duel.
* Steps 1–3 are repeated for up to three turns.
* The outcome of the match is determined based on the win/loss results of each turn.

#### Reward: Obtaining Rival Pieces

**If the user wins the battle**

* Earn $vsJOHN
* Obtain the target Rival Piece from the opponent. The losing opponent loses the corresponding Rival Piece.

**If the user loses the battle**

* No Rival Pieces are obtained, and the winning opponent’s Rival Pieces remain unchanged.

***

### 4. PvP Rules

#### Turns <a href="#turns" id="turns"></a>

PvP mode is a three-turn representation of a football match. The match is played over a total of three turns: offense, defense, and offense.

<figure><img src="https://2086868477-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FT4MxoFAwMWtQNHntSlUB%2Fuploads%2F2hverLQgfYqLOcclgYAp%2F%E3%82%B9%E3%82%AF%E3%83%AA%E3%83%BC%E3%83%B3%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%202026-01-15%20%E5%8D%88%E5%BE%8C11.52.19.png?alt=media&#x26;token=097162d2-ff74-4d00-aed8-27f6d924de84" alt=""><figcaption></figcaption></figure>

#### Condition of victory <a href="#condition-of-victory" id="condition-of-victory"></a>

<figure><img src="https://2086868477-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FT4MxoFAwMWtQNHntSlUB%2Fuploads%2FVC2BNEVbmF406LlxKdpL%2F%E3%82%B9%E3%82%AF%E3%83%AA%E3%83%BC%E3%83%B3%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%202026-01-15%20%E5%8D%88%E5%BE%8C11.52.48.png?alt=media&#x26;token=4b555791-957b-4e6d-a244-602a3ccdacaf" alt=""><figcaption></figcaption></figure>

#### Player Selection <a href="#player-selection" id="player-selection"></a>

* The number of players that can be selected depends on the formation rules.
* The user can select any player for the offense turn and any player including goalkeepers for the defense turn.

<figure><img src="https://captain-tsubasa-rivals.gitbook.io/en/~gitbook/image?url=https%3A%2F%2F1426723763-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FPTyhtfEtEejU2Bxz0VTK%252Fuploads%252FBgVD8EyZ8hhrPSramabO%252Fimage.png%3Falt%3Dmedia%26token%3D7d3f5871-dc96-490f-9c4d-c3d5e21c89d6&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=dfe3ed13&#x26;sv=2" alt=""><figcaption></figcaption></figure>

#### Teams and Players <a href="#teams-and-players" id="teams-and-players"></a>

Each team formation is considered as a unit of three players.

<figure><img src="https://captain-tsubasa-rivals.gitbook.io/en/~gitbook/image?url=https%3A%2F%2F1426723763-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FPTyhtfEtEejU2Bxz0VTK%252Fuploads%252FIq033qHG7JH1OuNhHNAp%252Fwp_formation_01.png%3Falt%3Dmedia%26token%3Da3ecc84c-4e89-44ed-97ea-40a837c86f11&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=241f6c66&#x26;sv=2" alt=""><figcaption></figcaption></figure>

If you use player 1 in turn 1,

<figure><img src="https://captain-tsubasa-rivals.gitbook.io/en/~gitbook/image?url=https%3A%2F%2F1426723763-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FPTyhtfEtEejU2Bxz0VTK%252Fuploads%252FR3sj9pIhgnbpdyVBAw8g%252Fwp_formation_02.png%3Falt%3Dmedia%26token%3D29af2303-5364-4b8b-963d-f50c6b0283aa&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=25051125&#x26;sv=2" alt=""><figcaption></figcaption></figure>

player 1 cannot be selected in turn 2.

<figure><img src="https://captain-tsubasa-rivals.gitbook.io/en/~gitbook/image?url=https%3A%2F%2F1426723763-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FPTyhtfEtEejU2Bxz0VTK%252Fuploads%252FHqP05Wc1Sb8WuV3LDk3f%252Fwp_formation_03.png%3Falt%3Dmedia%26token%3Daa187c22-24d9-4f50-b7e5-900194a2cfe8&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=f5224561&#x26;sv=2" alt=""><figcaption></figcaption></figure>

#### Commands <a href="#commands" id="commands"></a>

* Choose an optional command for each turn.
* Command options are as follows:

<figure><img src="https://2086868477-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FT4MxoFAwMWtQNHntSlUB%2Fuploads%2FTQWjoVw9wsyDjhvyVyTL%2F%E3%82%B9%E3%82%AF%E3%83%AA%E3%83%BC%E3%83%B3%E3%82%B7%E3%83%A7%E3%83%83%E3%83%88%202026-01-15%20%E5%8D%88%E5%BE%8C11.53.53.png?alt=media&#x26;token=ced67b63-0274-4bbc-9492-1d38acfac66b" alt=""><figcaption></figcaption></figure>

#### Super Technique Commands <a href="#super-technique-commands" id="super-technique-commands"></a>

* To use a Super Technique, users will consume the Super Technique Gauge.
* At the start of the game, the user has four of these.
* When activating a Super Technique, users can choose which gauge to use (1-4).
* The number of gauges consumed determines the success rate of the Super Technique.

▼ Gauges and Success Rates

Gauge 1: 25% success

Gauge 2: 50% success

Gauge 3: 75% success

Gauge 4: 100% success

\*If a Super Technique fails, parameters are calculated as a normal command.

#### Command power <a href="#command-power" id="command-power"></a>

There are three factors that affect the power of commands when deciding on a command.

#### Buffs <a href="#buffs" id="buffs"></a>

Each of the VS parameters (Toughness/Agility/Skill) is subject to a buffing effect by the Skill.

#### Command **Affinity** <a href="#command-affinity" id="command-affinity"></a>

Commands with a compatibility advantage have an additional effect of x 130% on the parameters.

<figure><img src="https://captain-tsubasa-rivals.gitbook.io/en/~gitbook/image?url=https%3A%2F%2F1426723763-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FPTyhtfEtEejU2Bxz0VTK%252Fuploads%252FJg0jUgkGWS6zZYs6jO7U%252Fimage.png%3Falt%3Dmedia%26token%3D699df250-5fb2-40e3-8b8b-a9ddde3d91f1&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=738ae441&#x26;sv=2" alt=""><figcaption></figcaption></figure>

#### Attribute Compatibility <a href="#attribute-compatibility" id="attribute-compatibility"></a>

<figure><img src="https://captain-tsubasa-rivals.gitbook.io/en/~gitbook/image?url=https%3A%2F%2F1426723763-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FPTyhtfEtEejU2Bxz0VTK%252Fuploads%252FAjmYmF79N3EKC2YDtUhK%252Fattribute_EN.png%3Falt%3Dmedia%26token%3Dac64f26d-3ea4-47de-abee-034dba8fe835&#x26;width=768&#x26;dpr=4&#x26;quality=100&#x26;sign=7585a45&#x26;sv=2" alt=""><figcaption></figcaption></figure>

The attributes of players and goalkeepers are compatible with each other.

* **Toughness** is stronger than **Skill**
* **Agility** is stronger than **Toughness**
* **Skill** is stronger than **Agility**

\*When playing against compatible combinations, an additional effect of 25% is added to the parameters.

***

### 5. Number of Battles

The number of battles per a day is determined by the amount of Booster points.

#### BOOSTER Points

| BOOSTER Points | Maximum 7 Game Play |
| -------------- | ------------------- |
| Less than 100  | 1 game play         |
| 100            | +1 game play        |
| 250            | +1 game play        |
| 500            | +1 game play        |
| 1000           | +1 game play        |
| 2000           | +1 game play        |
| 4000           | +1 game play        |

***

### 6. Rewards

#### Victory Rewards

If a user wins a PvP battle, they will receive a fixed reward of **1,000 $vsJOHN**.

#### Rewards from Rival Pieces

If a user wins a PvP battle, they obtain the target Rival Piece from the opponent, and the losing opponent loses the corresponding Rival Piece.\
When all six divided Rival Pieces are restored, the user can participate in a lottery to obtain rewards.

The lottery rewards include the following:

* $vsJOHN
* Rivals Coin

| Main  | $vsJOHN 4000 | $vsJOHN 8000 | $vsJOHN 20000 |
| ----- | ------------ | ------------ | ------------- |
| 100%  | 80%          | 19%          | 1%            |
| Bonus | RC Coin S    | RC Coin M    | RC Coin L     |
| 100%  | 80%          | 19%          | 1%            |
