Tabletop Game / Weiss Schwarz

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Whose side are you on?

Japanese TCG primarily targeted towards the otaku market. Featuring various characters from all manner of anime and video games, the game essentially runs on Super Robot Wars logic, allowing players to pit their favourite characters and series in the Ultimate Showdown of Ultimate Destiny against each other. It was made by Bushiroad, the same company who made cute detectives, dat new card game, and a school idol mobile game.

Put simply, Weiss Schwarz is the Super Smash Bros. of anime, but in a card game format. Players construct decks featuring their favorite anime or video game and pit them against each other in head to head combat, summoning Characters to a Stage to do battle with each other. The ultimate goal is to force your opponent to reach Level 4 by dealing damage, which thus wins the game. Decks are divided into two sides: Weiss, which generally tends to represent anime series and visual novels, and Schwarz, which largely consists of video games and some Darker and Edgier anime series.

The series available in each side (in no particular order):

    Weiss 

    Schwarz 

    Other 
  • Ultimate Starter: Card Game Shiyoko

    TBD 
  • Magical Girl Lyrical Nanoha Reflection
  • BanG Dream! Girls Band Party!

In addition, there is an extensive list of rules for the game:

    Rules of Weiss Schwarz 
The types of cards in Weiss Schwarz goes as follows:
  • Character: A Character is Exactly What It Says on the Tin. It is a character from a series that a side has recruited that is used to battle against other Characters and deal your opponent damage, much like Monsters and Units. Characters may have an ability, which is categorised into:
    • CONT: Known as Continuous. These abilities remain active as long as the applicable character is onstage.
    • ACT: Known as Activated. These abilities can be activated by the player during the Main Phase only as long as the character is onstage and the player can pay the sufficient cost.
    • AUTO: These abilities activate under certain conditions, such as being placed on stage or when this character attacks.
  • Event: A non-Character card that functions much like a one-time ability. Much like a Character, they have a Level and a Cost, requiring the player to meet the play requirements in order to use them. However, they are single use and are discarded immediately afterwards.
  • Climax: A card that enhances the parameters of a character or characters for the duration of the turn. There are only eight of these cards in one deck, and must be played during the Climax Phase, after Main Phase. If a player draws into this card when taking damage, all damage is negated and all cards drawn prior are immediately discarded, including the Climax Card.

The various areas in Weiss Schwarz is as follows:
  • Deck: Contains 50 cards, no more, no less. Amongst those are up to 8 Climax Cards. No more than four of the same card can be in any given deck, unless the card possesses an ability that says otherwise. Unlike other card games, the game does not end if the Deck runs out of cards.
  • Waiting Room: The resident discard pile. Used Events, Counters, Climaxes, reversed Characters, and so on are moved here after use. If the Deck is depleted, a Refresh occurs, where the Waiting Room is shuffled and placed on the Deck area as the new Deck. Refreshing forces the player to take one damage that cannot be cancelled.
  • Stage: The resident battlefield. The Stage is split into two areas: the Center Stage, which supports three slots, and Back Stage, which supports two slots. Characters in Center Stage are attackers and can be attacked by the opponent's Characters in Center Stage, while Characters in Back Stage cannot be attacked. The Back Stage is generally reserved for Assist Characters that boost the parameters of Characters in Center Stage.
  • Stock: A resource that is required to pay for Costs, including Character Costs and certain abilities. When Stock is required to be paid, the top cards of the Stock Area are sent to the Waiting Room. The turn player earns one Stock when they attack with a Character, which results in the Triggered card being sent to Stock. A subset of Climax Cards can add one free Stock to the Stock Area.
  • Clock: Damage counters. When an opposing character attacks, you take damage equal to the total Soul of the attacking character, after abilities and Triggers. Damage is represented by cards from your deck, which are sent to the Clock if you take damage and are largely unusable until the cards are sent to the Waiting Room. Cards with the Shift ability and select effects can manipulate cards in the Clock.
  • Level: A representation of the player's Level. When seven or more cards enter the Clock, the player Levels Up. This requires the player to place one card from the bottom seven cards of the Clock into the Level Area, and send the rest to the Waiting Room. Many stronger Characters and Events require the player to be of a certain Level to be played. If the player is at Level 3 and reaches seven cards in the Clock, the player loses.
  • Memory: The removed-from-play area. Cards sent here cannot be interacted with for the rest of the duel. However, cards with the Memory ability trigger when the character is placed in the Memory Area. Additionally, a select few cards can also manipulate cards within Memory.

A turn in Weiss Schwarz consists of several phases, in the following order:
  • Stand Phase: The turn player moves all Rested Characters to Stand, if applicable.
  • Draw Phase: The active player draws a card from the top of her deck. Unlike most card games, this occurs even on the very first turn of the game.
  • Clock Phase: The player may choose to place one card from hand into their Clock to draw 2 additional cards.
  • Main Phase: The bulk of a turn, the Main Phase allows the turn player to manage his/her Stage, such as playing characters and shifting their placement, both of which can be done without limit. Most ACT abilities of Characters can be triggered during the Main Phase, and the player may also choose to play Events if there are any in the hand.
  • Climax Phase: The active player may play a Climax Card from her hand to her Climax Area to buff the Characters which are about to battle.
  • Attack Phase: Characters in the active player's stage which are standing can attack the opponent and deal damage to the opponent's Clocknote . If the opponent has a Character, the two Characters battle it out based on their Power. When the battle is over, unless the Character was defeated in battle, the Character "rests", and cannot be used to attack until it its Stood in the next Stand Phase. The following types of attacks can be carried out by the attacking Character:
    • Direct: If your opponent has no Character in front of the attacking Character, this attack is performed. An additional 1 Soul is added to the Character's Soul.
    • Front: The Character attacks head on and battles it out with the opponent's Character. The Character with lower Power loses the battle and is turned to Reverse position, to be sent to Waiting Room during the Encore Step.
    • Side: The Character chooses to avoid confrontation with the opponent's Character and deals damage to Clock through other means. The attacking Character's Soul is reduced by the Level of the opponent's Character that it sided.
  • Encore Phase: Any reversed cards are now sent to the Waiting Room. However, if the player wishes to save any of his/her reversed Characters, they may Encore, which restores a reversed Character back to rest. Most Characters require the player to pay three Stock to Encore as a universal ability, but any cards with "[AUTO] Encore" effects can use an alternate means of payment to restore a Character.
  • End Phase: The end of the active player's turn. If a Climax Card is in play, it is sent to the Waiting Room. If either player has more than seven cards in hand, they must discard cards until their hand size is no greater than seven. All active effects for the current turn lose their effect at this point.

This game provides examples of

    open/close all folders 

    General tropes 
  • Attack Backfire: Anytime a Counter is played can spell doom for the attacking character if the Counter involves a large boost to the defending character's Power.
  • Awesome, yet Impractical: White Day Gift, Wooser. A Level 3 that requires you to pay 14 Stock and has a Power of 20000 and 4 Soul. Once played, you can discard five cards from your hand to put it into your opponent's Level. It's so ridiculously impractical, in fact, that it's banned.note 
  • Back from the Dead: During the Encore Step, you can Encore to save any of your defeated Characters. This generally costs three Stock, although cards with the "Encore" effect are generally cheaper to Encore and may not require Stock. A select few cards can also prevent the opponent from Encoring a reversed character.
  • Beware the Silly Ones: Whether a series has more badass characters or is thematically darker is completely independent of its usefulness in Weiss. For example, To Love Ru, a manga/anime series which is basically known entirely for being extremely Fanservice-laden, is widely considered to be one of the strongest decks in a game.
  • "Blind Idiot" Translation: Some card sites that catalog Japanese cards can come off as this when translating the Japanese text. Averted with the English Weiss cards, whose translations are perfectly fine.
  • Boring, but Practical: A lot of cards with above-average power for their level also don't have an ability. A lot of 3000 Power Level 0s and such fall into this category. They exist primarily to kill opposing characters.
  • The Bus Came Back: English Disgaea did not receive another expansion after the Disgaea: Hour of Darkness Trial Deck in 2009 until the Disgaea D2 set printed in the West in Summer 2016.
  • The Cameo: Promotional cards exist for a variety of outside sources, such as Bushiroad's other popular CCG Cardfight!! Vanguard, The Anime of the Game Weiss Survive, and even things like Culture Japan and Weiss's own mascot. Since none of these cards belong to a set, they can only be played in formats that allow Standard or Advanced deck building.
  • Cannon Fodder: "Prinny Squad" is a reference to Prinnies basically being this; you can stack an unlimited number in your deck, and their main purpose is to be sacrificed to weaken an opposing Character.
  • CCG Importance Dissonance: The game is guilty of this in a narrativistic instead of mechanical way. This game runs on Rule of Cool versus Rule of Cute; it tries to replicate the awesome (or heartwarming, or sad) moment of the licensed anime in its cards. To do that, it allows itself to print several different version of the same characters, even if it's just a minor or situational variation. The downside of this, owing to the limit of cards in each expansion, is that characters whose appearances are few and far between gets less cards and decks built around them are less versatile (if building such deck is even possible)— even if they are far more capable in-story than the spotlight-hogging main characters.
    • The "Nanako in a Yukata" card is stronger than the "Naoto" card. Except Nanako is the main character's 6-year-old cousin, whereas Naoto is a detective with a gun, not to mention the latter is also a fully playable party member.
    • Silica is another example of this. While in the anime she barely appeared for more than a few episodes and only appearing as one of Kirito's possible love interests, there's a whole entire set of her in both volumes of the series' respective boosters, which has been shown in tournaments to be a Game-Breaker sometimes. Her signed card is priced at $75, and that's just her Level 0 variant!
  • Cherry Tapping: A common strategy is to strike with characters you know are going to deal only one point of damage before you strike with the heavy hitters. Reason being that due to the Climax Cancel mechanic, any damage value inflicted beyond two points becomes incredibly high risk/high reward, since a single Climax Card showing up anywhere in the mill invalidates the entire attack. By only inflicting a single point of damage, the odds of that hit landing are higher and if a Climax Cancel occurs, the loss is completely minimal and your opponent now has one less Climax they can use to potentially stop a massive hit.
  • Collective Identity: The so-called "boss combo" of a Titan-oriented deck involves summoning three Characters that are all simply different parts of the Colossal Titan.
  • Colour-Coded for Your Convenience: Generally, each colour has certain abilities that are only present in that colour and all colours have certain themes. Yellow revolves around sending opponents to hand or Stock and own turn buffs, with many a search through Deck. Green revolves a lot around power, exchanging cards with Clock and maintaining or adding Stock. Red contains pick up abilities that allow retrieval of cards from Waiting Room and a lot of unique effects that are red exclusive. Blue has draw engines, heal spam mechanics, and normally buffs on opponent's turn.
  • Combat Medic: Some Level 3 Characters have the ability to restore one damage by sending the top card of your Waiting Room into your Clock.
  • Comeback Mechanic: The whole idea behind the Level system. As you Level Up, you gain the ability to play stronger cards and fight back harder, but every level you gain also puts you one step closer to defeat.
  • Competitive Balance: Cards with very high power for their level tend to have drawbacks, although how the drawback affects their usefulness tends to vary. 3500+ Power Level 0s, 7000+ Power Level 1s, and 9000+ Power Level 2s generally fall into this category.
  • Crippling Overspecialization: Titan decks don't do much else besides buffing their Power. This means they suffer from a severe lack of support effects. Fittingly, as in Attack on Titan, you can beat a Titan deck if you're simply persistent enough.
  • Counter Attack: The Counter cards, which give the defending player an advantage against the opposing character. Many of these involve boosting the defending Character's Power, but some, like "Compass" from the Kantai Collection set, enable other effects like Brainstorm.
  • Death-or-Glory Attack: The gimmick behind Sayaka cards. Many of them have crazy Power and/or extremely strong effects, but if a Sayaka card is defeated, it's sent straight to Memory.
  • Difficult, but Awesome: "CEO of REVOCS, Ragyo" requires you to sacrifice a card to even attack, but if you have the right cards, she can quickly attain absurd amounts of power. In addition to being an already-beatstick-y Level 2 with 8000 Power, she gains +1 Level and +2000 Power for every Marker below her. The card that gets sacrificed becomes a Marker, thus buffing her even more. And if she's beaten, the player wielding her can simply drop a card and slap another Marker under her to revive her. In summary, while she has restrictions, she can potentially hit Level 10 with an overwhelming 24,000 Power, although she'll gain enough Power to Reverse nearly any other card by sheer power alone long before she hits that mark.
  • Difficulty by Region: English Weiss buffs and nerfs a handful of cards and has a different banlist from Japanese Weiss, which can make some strategies that work in one version useless in the other, and open up new strategies that only work in one version and don't work in the other.
  • Discard and Draw:
    • The Clock rule enables you to put one card from your hand into the Clock, thus incurring one point of damage, to draw two cards. It's generally highly recommended that you abuse the hell out of this rule to cycle bad cards for good cards and constantly mill your deck until you hit Level 3, when your damage actually begins to matter.
    • The "Brainstorm" effects, which require you to pay a cost to mill out (read: discard from deck to Waiting Room) four cards, and apply a certain effect (depending on the card) for every Climax Card sent to Waiting Room by this effect. While you lose four cards, and you lose Climaxes that you could potentially use or keep in the deck to Cancel damage, the effects of "Brainstorm" can potentially help you out in a tight spot.
  • Double Entendre: Climax Cards and Climax Area.
  • Dualvertisement: PD/S22-P01 PR "Nice to Meet You!" Hatsune Miku is notable in that its art notes that it's a Project DIVA F Extra Marker. In other words, it's an AR Marker designed to be used with the game in question.
  • Dub Name Change: While some of the more liberal translations are left out by simply not bringing the card to English Edition, it's clear that English Edition Weiss borrows song names from the Hatsune Miku Project DIVA series directly from their given SEGA of America localizations, such as "Remote Control" becoming "Remote Controller", "Nijigen Dream Fever" being shortened to "2D Dream Fever", and so forth.
  • Early-Bird Cameo: On a meta level; the first English Weiss cards were from the Disgaea: Hour of Darkness set in 2009, but back then Weiss Schwarz had not actually started running in English, so the Disgaea Trial Deck was little more than a souvenir. Weiss would not start fully producing the English version until 2013.
  • Early Installment Weirdness: The Disgaea: Hour of Darkness and Kantai Collection Trial Decks look notably different from current cards due to the usage of different font and image prints. The current style of the cards stuck by the release of the Kantai booster set.
  • Expansion Pack: Some of the series only come in these, while some Boosters have these to increase the card count in a series.
  • Four Is Death: The goal of the game is to get your opponent to Level 4 while avoiding the same fate yourself.
  • Gondor Calls for Aid: Essentially what Counters do. The Character under attack calls for another Character's support and they add Power to the Character.
  • Gratuitous German: The title, which means "White Black".
  • Hoist by His Own Petard: The Level 3/1 Cost Counter in the Shiyoko set is a mill one from Deck to Waiting Room; if that card is Level 1 or higher, two of your opponent's Characters get +6 Soul. This ensures that their minimum damage floor is at least 7, which is extreme overkill for any form of attack and has an extremely high chance to hit a Climax Cancel on the way, which is the point of the Counter. However, if you wound up playing it while you're low on Climaxes...
  • Jack-of-All-Trades: There's a reason as to why Kantai Collection was once regarded as one of the best sets in the game: in addition to having a lot of just plain good cards, Kantai has an answer to nearly every type of deck gimmick. This makes it extremely easy to put something together out of Kantai cards that will check practically any deck you want.
  • Joke Character: "Wooser Rares", a special type of rare card in the Wooser's Hand-to-Mouth Life set. These cards have absurd joke effects, such as "Shopping, Wooser", which requires the player to pay two Stock and go buy a booster pack to select a single Character from the booster pack and play it on the Stage. Due to their effects, Wooser Rares are tourney illegal.
    • The entire premise of the new Milky Holmes Extra Pack. With the exception of 6 cards in the pack of MR rarity, every card in it has absurd effects and just like the Wooser Rares, are tournament illegal. Some hilarious cards include:
      • Ahahahaha Sharo: A Level 3, Cost 2 character with 10000 Power and 15 Soul! The Climax she uses for CX Combo has a Wind, Shot and Door trigger all together, which its effect is to laugh like a maniac while the card is on the Climax Area. The combo lets Sharo front all characters simultaneously.
      • My Essay, Eri: Essentially a vanilla card, but has a QR code which brings you to the Milky Holmes Fanclub page.
      • The Great Police of Yokohama, Kokoro: A Level 4, Cost 3 character with 15000 Power and 2 Soul. If you know the game well then a Level 4 is unsummonable normally. (The card was meant to mimic a G-Unit from Cardfight Vanguard)
      • Impact Scene, Cordelia: A Level 1, Cost 0 Character with 5000 Power and 1 Soul. When the card is put into the stage you are supposed to mimic Cordelia, which after that this card gains a Marker. While this card has a Marker, if you or your opponent touches that card, that player takes 2 damage.
  • Late-Arrival Spoiler: Considering how the game is based on simulating the scenes of the anime, resistance is futile. It gets even more tragic is when you plan on watching your favorite Magical Girl series and this comes up.note 
  • Luck-Based Mission: Not taking damage amounts to effectively praying that Climaxes show up when you want them to. Some hits you want to take, some hits you don't, so it's all about hoping that you get them at the right time. You can make this easier by using a strategy called "compression", in which you take out as many non-Climax Cards in your deck as possible to increase the odds of hitting a Climax on a damage check, but it's still fairly RNG. A common practice at the end of a game is to flip the next card after a game-ending damage check to see if it's a Climax. The odds of the next card actually being a Climax tends to be uncomfortably high.
  • Loads and Loads of Characters: Ignoring the game as a whole, some sets just happen to have enough characters that repeats are far less common. For example, Kantai Collection has literal Loads and Loads of Characters; it's probably the least-repeat-saturated set in the entire game. In somewhat similar capacity, Project DIVA, while technically only having a five-character cast, makes practically every Module an individual card, which greatly reduces the odds of repeatsnote .
  • Mana Meter: Stock, which is used to pay for Costs required to play a Character, Effect Costs, and standard Encores. Stock is largely gained by attacking, where the card used for a Trigger Check is placed face-down into Stock. However, some effects and Climax Cards can also throw extra cards into Stock to bolster your resources.
  • Magikarp Power:
    • The Level 1 Yubari included in the first Kantai set. It has an incredibly lengthy effect description that includes both power boosting effects and a restriction, that which being that she can't be played if you have less than two damage on your Clock. Once on the field, she's a fairly bog standard Level 1, with 4500 Power and situational bonuses. However, she packs a nasty check against retrieval from Waiting Room, and if you play her from Level 2 onward, during which most of her effects can easily be activated, her base power nearly doubles to 8000, putting her on par with medium-high grade Level 2s, which can be further augmented if your opponent is foolish enough to salvage.
    • A PR Eren Jaeger card given away during Anime Expo 2015 is a Level 0 with a measly 2500 Power. Its sole effect? Add 2500 Power multiplied by the Level of the Character facing it. If it's opponent is a Level 3, this Level 0 suddenly has a base Power value of 10,000.
  • Massive Multiplayer Crossover: You could more or less pitch Weiss to someone who's never heard of it as "Anime Fights Anime: The Card Game". Or, alternatively, "Star Wars Fights Anime: The Card Game".
  • Me's a Crowd: Titans like to power themselves up by sharing a Center Stage with other cards of the same name. This encourages the player to build a deck around getting three of the same card on the field for maximum power.
  • Mythology Gag:
  • No-Sell: Some cards have the ability to become untargetable by your opponent's card effects. These intangibility effects are also usually temporary.
  • Oddball in the Series: Cinderella Girls is Weiss, while the rest of the The iDOLM@STER franchise is Schwarz.
  • Original Generation: The Card Game Shiyoko set is the only Weiss Schwarz series not based on a pre-existing anime, manga, or video game franchise.
  • Painting the Medium: "Girl Who Loves Card Games, Man, Shiyoko" is actually a two-panel manga-style card where two characters discuss the effect of said card. The card's effect is even written vertically like in a manga. One of the characters notes this.
  • Poor, Predictable Rock: In competitive play, To Love Ru is simultaneously considered one of the best sets in the game and one of the worst sets. It's the best set because it has a good toolbox of options to work with that can pull off obscene Game-Breaker combos. It's the worst set because there are only so many Game-Breaker combos. In other words, To Love Ru is insanely strong, but because all competitively viable decks pretty much do only a handful of things and always in the exact same way, they're easy to hard counter.
  • Power Levels: Though Power Levels is used here, Soul determines the damage.
    • Meta seems to be going in this direction lately, with new series coming up with more ways to buff the Power of a Character.
  • The Power of Friendship: A Character with a Bond ability can use its effect to recover a specific card from the Waiting Room.
  • Power Up Letdown: Some Extra Boosters aren't particularly useful in terms of adding to what a deck can do, since they tend to consist of a bunch of bonus cards. For example, Kantai Collection: Fleet in the Deep Sea, Sighted! can only be really used as splashables; trying to build around them in an actual Kantai deck won't really work due to many of the effects calling on a main type that isn't Fleet Girl. For the record, that also works the other way around.
  • Promotional Powerless Piece of Garbage: Bushiroad handles shop tourneys by giving participants promo cards simply by playing. As a result, a fair number of them don't really do anything useful, such as "Prinny Squad", whose only purpose is to chuck Prinnies at a target to decrease its Power at the cost of sacrificing valuable deck space. Same goes for PR (Promo Rare) cards, which are typically just alt-art variants of regular cards and are thus no more powerful than the standard version.
  • Serious Business:
    • SP and SSPnote  cards are very highly valued among collectors due to being autographed in shiny gold foil and can go for potentially hundreds of dollars/tens of thousands of yen if sold, depending on the popularity of the character. SSP Shimakaze-Kai-Ni was once regaled as the most expensive Weiss card in the English TCG.
    • Professional players tend to count the number of climaxes that appear during their matches (both their own and their opponent's) so as to know when is a good time to push for damage.
  • Shout-Out:
    • Its an anime card game after all. Many characters from other series end up in a card, with their respective quotes from the series.
    • The card "'First Blood' Furious Shiyoko" features Shiyoko in a Rambo-esque outfit, but with boxes of Weiss Schwarz cards instead of assault rifles.
  • Squishy Wizard: Assist Characters and Counters are generally this. Both are largely useless in actual combat, as their Power is usually very low. However, Assist Characters can be placed in the Back Stage to grant the Center Stage cards buffs, such as Power boosts, and Counters can be used from the hand to turn a fight around when your Character isn't strong enough.
  • Suicide Attack: Even if you lose a battle, you still deal Soul Damage to Clock despite your character being defeated. In dire situations, this can be a legitimate strategy to push damage.
  • Summon Bigger Fish: The Change effect. Cards with Change can pay a cost and discard themselves to replace themselves with a stronger card, usually related to the initial character.
    • This is the whole point behind the Kantai Collection set. Many Characters have "-Kai" or "-Kai-Ni" versions that are in some way stronger, and via card effects, those initial characters can trade up to their stronger versions.
  • Taking You with Me: Known to the metagame as "Suiciders", these cards are fairly weak, but have an effect that reverses the opposing Character when they themselves are reversed in combat, which can easily break down a wall of high-powered Characters or force the opponent to waste valuable Stock to Encore. These are commonly Level 0 cards, but there are also some Level 1s and 2s, alongside special cards.
  • The Anime of the Game: Weiß Survive, though due to copyright issues, only original cards are shown, which severely diminishes its draw. The plot is also non-existent.
  • Too Long; Didn't Dub: Almost all cards in the Project DIVA F set use song lyrics ripped directly from the songs/modules depicted on the card... in Japanese. It can be assumed that the translators didn't want to test the waters potentially flubbing a song translation in a card game.
  • The Wiki Rule: The Weiss Schwarz wikia, which still needs a lot of work done on it.
  • Ultimate Showdown of Ultimate Destiny: Saber vs. Nanoha vs Haruhi vs. Shana vs. Hitagi vs. Tenshi vs. Kyrie vs. Konata vs. Protagonist vs. Shu vs. Misaka Mikoto vs. Black★Rock Shooter vs. Kirito vs Silver Crow...
  • Unwinnable by Mistake: This can happen if a player triggers an infinite loop with no way out, in which case nobody wins.
  • When All You Have Is a Hammer...: Titans do little more than grow insanely powerful. Their answer to any and all comers is "add more Power". This wanders into Crippling Overspecialization, since, as Titans have very few other effects that don't increase Power, they have very little ways of evading, healing, or other whatnot support.

    Weiss Schwarz Portable 
  • Action Girl: Minami
  • Artificial Stupidity: The AI makes very poor moves most of the time.
  • Chick Magnet: The protagonist, who causes almost every single girl who meets him to fall for him. He has SEVEN (which becomes eight after the first playthrough) potential girls to choose from.
  • Childhood Friends: Suzuka. Going on her route results in a Childhood Friend Romance.
  • Class Representative: Suiko
  • Cash Cow Franchise: Essentially the whole point of the development of the game. Though, it has a surprisingly deep plot.
  • Twin Switch: In Suzuka's route, the player finds out near the end that the Suzuka the player has been interacting with is actually her twin sister, Honoka. When the real Suzuka returns, she's not exactly pleased to realise that her twin sister got a Relationship Upgrade with her old childhood friend
  • Visual Novel: The game is part this, part card game simulator.
  • You Gotta Have Blue Hair: And red. And green. And pink. There's also normal hair colours too.

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