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The Path to Being a Plakoro Master |
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Dogasu's
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| Manga Guide | The Path to Being
a Plakoro Master
| Story Synopsis | Characters | About the Author | Plakoro
Master he no Michi! (プラコロマ
スターへの道!),
or "The Path to Being a Plakoro Master!" is an eight page comic printed
in the September 2026 issue of CoroCoro Comics aimed at teaching its
readers how to play the dice-based battle game "Plakoro." Below is a
summary of the chapter.
All the full-color images from the Plakoro game itself were taken from the "How to Play Plakoro Introductory Video: Starter Set Edition" YouTube video, as they are clearer and easier to see than the black-and-white images depicted in the comic.
Published: August 12th, 2026
8 Pages Fifth grader Yuta has just gotten himself a "Plakoro Starter Set" and is excited to start playing right away. But there's just one problem; he doesn't actually know how to play! Luckily, his dad walks into the room just then and offers to teach him the rules of the game. The first thing the father-son duo does is check that they have everything they need to play. A quick inventory check reveals that they do indeed have the Life Counter, Ener-Dice, Chara-Dice, Attack Cards, and Character Cards needed to continue.
To start the battle, you have to put your Character Card on the playmat face up, and then put four attack cards on the playmat face down. You then set the dial on your Life Counter to 120. When both sides have finished getting ready they turn all their Attack Cards face up. Round One starts with the players playing rock-paper-scissors to decide who goes first. Yuta wins, so he gets to choose one of his Attack Cards to place beside his Pikachu. He goes with Thundershock.
Next, it's time the roll the dice to see whether or not the attack will hit its opponent. Yuta rolls his Chara-Dice (PIkachu) and two of his Ener-Dice. After your roll, you check the upper right hand corner of your Attack Card to see the how much energy is required to use the attack. In the case of Thundershock, you need two Electric Energy marks. Yuta checks his die and sees that he's rolled three Electric-Type marks, giving him more than enough energy to use the attack. The number below the energy requirements shows how much damage the attack will do; in Thundershock's case, that amount is ten.
The final step is to perform the "Chara-Dice" check. Attack cards can have extra effects depending on how the Chara-Dice lands, and so you have to check how your Chara-Dice landed to determine whether or not you can apply that extra bonus. In the case of "Thundershock" the dice landing "right-side up," "upside-down," or "sideways" (right or left) allows you to deal 20 extra damage. Yuta's Pikachu dice landed right-side up, allowing him to deal 10 + 20 = 30 damage to his opponent! Next is Yuta's dad's turn. He tries to have his Mew use its Psybeam attack but doesn't get enough Psychic-Type energy from his Ener-Dice roll, meaning the attack fails. With that, Yuta's dad's turn comes to an abrupt end. A few rounds later, it is revealed that Yuta's won the match. As a final piece of advice, Yuta's dad tells his son that the faceplates on the Ener-Dice can be swapped out, allowing your to customize your die however you want.
Yuta's dad then asks to play another round, but his son reminds him that he has to go to work soon. His dad rushes out of the house, embarrassed to have gotten so caught up in this exciting game. Notes
Artist Jun Toshiyama posted a few in-progress images of the title page on his Twitter the day this comic came out.
| Story Synopsis | Characters |
About the
Author |
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