Shadowverse: Evolve Comprehensive Rules, Ver. 1.3.1
Last Updated: June 30, 2023
Table of Contents Pg
1. Game Overview .......................................................... 1
2. Card Information ......................................................... 2
3. Player Information ....................................................... 3
4. Zones .......................................................................... 3
5. Key Notations .............................................................. 5
6. Game Preparation ....................................................... 7
7. Game Progression ...................................................... 7
8. Main Phase Processes ............................................... 8
9. Handling Special Card Types ..................................... 8
10. Playing and Resolving Cards and Abilities ............... 9
11. Rules Handling ........................................................ 13
12. Keywords and Keyword Abilities ............................. 13
13. Class-Specific Information and Keywords .............. 14
14. Miscellaneous ......................................................... 15
Appendix: Token List ..................................................... 17
Rules
1. Game Overview
1.1. Number of Players
1.1.1. A standard game is played by two players. The
Comprehensive Rules do not currently support
games played by more than two players.
1.2. Game Outcomes
1.2.1. The game concludes when a player loses. The
player who didn't lose is considered the winner.
1.2.1.1. If a player's leader's defense is 0 or less,
that player is considered to have fulfilled a loss
condition.
1.2.1.2. If a player must draw a card when there
are no cards remaining in their deck, that
player is considered to have fulfilled a loss
condition.
1.2.2. If all players lose simultaneously, the game
ends in a draw.
1.2.3. Players may concede at any point during the
game. When a player concedes, they lose the
game immediately, and the game concludes;
Confirmation Timing (10.5.1) does not occur.
1.2.3.1. The act of conceding is not affected by any
card. A card effect cannot force a player to
concede, nor can a replacement effect replace
a loss resulting from concession.
1.2.4. A card may produce an effect that causes a
player to win or lose the game. In such cases,
the player wins or loses immediately when the
effect is processed, and the game concludes;
Confirmation Timing (10.5.1) does not occur.
1.3. General Rules
1.3.1. If card text should ever be contradicted by the
Comprehensive Rules, the card text takes
precedence.
1.3.2. If a player is required to perform an impossible
action for any reason, the action is not
performed. Similarly, if an effect requires a player
to perform multiple actions, part of which cannot
be performed, the player performs as many
actions as possible.
1.3.2.1. If required to put something into a state
that it is already in, that action is not
performed.
1.3.2.2. If, for any reason, an action is to be
performed zero or a negative number of times,
or if an action would be based on a negative
value (aside from adding or subtracting), the
action is not performed at all. A negative value
never indicates an opposite action.
1.3.2.2.1. If it becomes necessary to perform an
action that would be based on a negative
value (aside from adding or subtracting),
treat the value as zero.
- Example: An effect has reduced the cost
of a card to a negative value. That card
would be played for zero play points.
1.3.2.3. If multiple effects that require a player to
perform a certain action are produced
simultaneously, and it is not possible to
perform all of them, the player is required to
select and perform as many of the actions as
possible.
1.3.3. If a card's effect instructs a player to perform
an action that is prohibited by another active
effect, the prohibiting effect takes precedence.
1.3.4. If multiple players are required to make a
selection simultaneously, the active player
selects first. The non-active player makes their
selection after the active player makes their
selection known to them.
1.3.4.1. If cards in a non-public zone are to be
selected at the same time, the active player
selects the required number of cards without
revealing them, then the non-active player
does the same. If the cards need to be
revealed, they are revealed after the selections
have been made.
1.3.5. When a player is required by a card or a rule to
select a number, the player must select an
integer equal to or greater than zero, unless
indicated otherwise. Fractions less than one and
negative numbers may not be selected.
1.3.5.1. If a card or rule specifies a numerical limit
(e.g., "up to X"), the player may choose zero
as long as a minimum value isn't specified.
2. Card Information
Follower
Evolved Follower
Card Name
Class
Card Type
Trait
Cost
Card Text
Attack
Defense
Token Information
Card Art
Rarity
Miscellaneous
Spell
Amulet
Leader
2.1. Card Name
2.1.1. This is the card's unique name.
2.1.2. Whenever a rule or card text contains "[Card
Name]" (a name written in bold and italics), it
refers to any card with the same name or,
depending on the context, any card whose name
contains that name.
2.2. Class
2.2.1. This indicates the class to which the card
belongs.
2.2.2. Classes are represented by icons.
Neutral
Forestcraft
Swordcraft
Runecraft
Dragoncraft
Abysscraft
Havencraft
2.2.3. Class information affects deck construction
and is referred to by some card abilities.
2.3. Card Type
2.3.1. This indicates the card's type.
2.3.2. The primary card types are "leader," "follower,"
"amulet," and "spell."
2.3.3. Some cards have a special type.
2.3.3.1. Special types include "evolved" cards.
2.3.4. Whenever a rule, ability, or effect refers to only
a card type, it refers to all cards of that type.
2.4. Trait
2.4.1. This indicates the card's traits.
2.4.2. Traits don't have any significance in regard to
the rules, but other cards may refer to them.
2.5. Cost
2.5.1. This indicates the amount of play points that
the player must pay to play the card (10.4.3).
Whenever a card refers to a "cost," it is referring
to this displayed number.
2.6. Card Text
2.6.1. This indicates the card's unique abilities,
effects, and other information.
2.6.2. Sentences that are enclosed in parentheses
are called "explanatory text" or "reminder text."
Although these are a part of a card's text, their
only purpose is to clarify how an ability works;
they serve no other game function.
2.7. Attack
2.7.1. This signifies the base amount of damage the
card deals when it attacks.
2.7.1.1. Attack is represented by the icon in card
text.
2.8. Defense
2.8.1. This signifies the amount of damage the card
must take before it is destroyed.
2.8.1.1. Defense is represented by the icon in
card text.
2.8.2. Whenever a follower or leader takes damage,
that card's defense is reduced by the same
amount of damage (5.13.1).
2.8.3. Although not indicated on leader cards,
leaders also have defense.
2.8.3.1. Unless otherwise indicated, a leader's
defense is 20.
2.9. Token Information
2.9.1. This provides information about tokens
referred to by the card's effect(s).
2.9.2. This information is provided for players'
reference; it does not have any significance in
regard to the rules.
2.10. Card Art
2.10.1. This is the card's illustration.
2.10.2. Card art has no bearing gameplay.
2.11. Rarity
2.11.1. This indicates the card's rarity.
2.11.2. Rarity has no bearing on gameplay.
2.12. Miscellaneous
2.12.1. This part of the card contains miscellaneous
information such as collector numbers and
copyright information.
2.12.2. This information has no bearing gameplay.
3. Player Information
3.1. Owners and Controllers
3.1.1. The "owner" of a card is the player who
physically owns the card and started the game
with it in their deck. When the game ends, each
player returns the cards they own back into their
deck.
3.1.2. The "controller" of a card, ability, or effect is the
player who is currently using it. The controller of
a card put in a given zone is the player to whom
that zone belongs.
3.1.2.1. A passive ability's controller is the player
who controls the card with the ability or the
effect that produced the ability.
3.1.2.2. An activated ability's controller is the player
who played it.
3.1.2.3. An automatic ability's controller is the
player who controls the card with the ability or
the effect that produced the ability.
3.1.2.4. An effect's controller is the player who
controls the ability that produced it.
3.1.2.4.1. If an effect requires a player to perform
an action without specifying which player,
that effect's controller performs the action.
3.2. Play Points and Evolution Points
3.2.1. "Play points," "maximum play points," and
"evolution points" are types of numeric
information that each player possesses.
3.2.2. Play points represent the cost that players
must pay to perform certain actions, such as
playing a card or evolving a follower (10.4.3).
3.2.3. Maximum play points represent the number of
play points a player receives at the start of their
turn.
3.2.4. There is a limit to the amount of play points
and maximum play points a player can have. If,
during a game, a player's play points or
maximum play points would exceed this limit,
their play points or maximum play points become
equal to the limit instead.
3.2.4.1. The limit for play points and maximum play
points is 10.
3.2.5. Evolution points are represented by "Evolution
Point" cards and may be used by a player in lieu
of one play point when playing an evolve ability
(12.2).
4. Zones
4.1. Zone Basics
4.1.1. Each player possesses one of each zone
unless indicated otherwise.
4.1.2. Depending on the zone, card information may
or may not be visible to all players. Zones where
card information can be viewed by all players are
called "public zones," while other zones are
called "non-public zones."
4.1.2.1. Whether public or non-public, players are
allowed to check the number of cards in any
zone at any time.
4.1.2.2. A card in a non-public zone cannot be
guaranteed to satisfy a given condition unless
it has been revealed to all players by an effect.
Even if there is a card in that zone that
satisfies the condition, players to whom the
zone has been revealed may choose to treat
the card as if it didn't exist as long as it has not
been revealed to all players.
4.1.3. Depending on the zone, it may be necessary
to track card order. Where necessary, card order
is tracked based on the way the cards are
stacked above and below one another. For
zones where card order is tracked, players may
not change the card order unless instructed
otherwise.
4.1.4. When a card is moved to a different zone, that
card is considered to be a new card in that zone
unless indicated otherwise. Any applied effects
from the previous zone do not carry over to the
new zone unless indicated otherwise.
4.1.5. When multiple cards are put into the same
zone simultaneously, the order in which the
cards are placed in the new zone is decided by
the player to whom that zone belongs unless
indicated otherwise.
4.1.5.1. When multiple cards are simultaneously
moved from a public zone to a non-public
zone, if the controller of those cards is able to
determine the order of their placement, they do
so without revealing the order to other players.
4.1.6. When instructed to move a card to a given
zone, if the player to whom the zone belongs is
not specified, the card is moved to its owner's
corresponding zone unless indicated otherwise.
4.2. Card Placement States
4.2.1. Some zones require cards to be placed in a
specific way. The different placement states
include horizontal and vertical orientation, as
well as whether the front or back of the card is
showing.
4.2.2. Cards may be "reserved" (upright) or
"engaged" (turned sideways). Cards may only be
in one of these states at a time; they cannot
simultaneously be in both states.
4.2.2.1. A reserved card is placed vertically and
upright from the perspective of its controller.
4.2.2.2. An engaged card is placed horizontally
from the perspective of its controller.
4.2.2.3. When a card is put into a zone where
placement state is governed, it is placed in the
reserved state unless indicated otherwise.
4.2.3. Cards may be "faceup" or "facedown." Cards
may only be in one of these states at a time;
they cannot simultaneously be in both states.
4.2.3.1. A faceup card is placed such that its card
information is visible.
4.2.3.2. A facedown card is placed such that its
card information is not visible.
4.2.3.3. In general, cards are placed faceup in
public zones and facedown in non-public
zones.
4.3. Leader Area
4.3.1. Each player places their leader in this zone.
4.3.2. The leader area is a public zone, and card
order is not tracked.
4.3.3. Whenever a rule, ability, or effect refers to a
"leader" without specifying a zone, it's referring
to a leader in the leader area.
4.4. Field
4.4.1. Each player places their followers and amulets
in this zone.
4.4.2. Fields are public zones where card order is not
tracked and cards have placement states.
4.4.3. In general, when a rule, ability, or effect refers
to a "follower," "amulet," or "card," without
specifying a zone, it's referring to a follower,
amulet, or card on the field.
4.4.3.1. Depending on the context, an unspecified
zone may refer to a zone other than the field.
For example, "your [card] cost [number] to
play" refers to cards in your hand and EX area.
4.4.4. There is a limit to how many cards a player
may have on their field. This limit may be
referenced during the game.
4.4.4.1. At the start of the game, each player's field
is limited to five cards.
4.4.4.2. When cards are to be moved to or created
on a field, if it would result in the field's limit
being exceeded, the controller of the effect
selects a number of cards from among the
cards to be moved or created equal to the
field's limit minus the number of cards on the
field already, and then moves or creates those
cards. The remaining cards are not moved or
created.
4.5. Deck Area
4.5.1. Each player places their main deck (6.1.1.2) in
this zone at the start of the game.
4.5.2. The deck area is non-public zone where card
order is tracked. A player may only change the
order or look at the card information of cards in
the deck area when instructed to do so by an
effect or rule.
4.5.3. If a rule, ability, or effect says "deck," it is
referring to the cards in the deck area.
4.6. Evolve Deck Area
4.6.1. Each player places their evolve deck (6.1.1.3)
in this zone at the start of the game.
4.6.2. The evolve deck area is a non-public zone, but
players may look at the cards in their own evolve
deck areas at any time. A player may not look at
the cards in another player's evolve deck area.
Card order is not tracked in the evolve deck
area.
4.7. Hand
4.7.1. Players put unplayed cards in this zone. These
cards are not revealed to opponents.
4.7.2. The hand is a non-public zone, but players
may look at the cards in their own hand at any
time. A player may not look at the cards in
another player's hand. Card order is not tracked
in the hand.
4.7.3. There is a limit to how many cards a player
may have in their hand. This limit may be
referenced during the game.
4.7.3.1. At the start of the game, each player's
hand is limited to seven cards.
4.8. EX Area
4.8.1. Players put unplayed cards in this zone. These
cards are revealed to opponents.
4.8.2. The EX area is a public zone, and card order is
not tracked.
4.8.3. There is a limit to how many cards a player
may have in their EX area. This limit may be
referenced during the game.
4.8.3.1. At the start of the game, each player's EX
area is limited to five cards.
4.8.3.2. When cards are to be moved to or created
in an EX area, if it would result in the EX area's
limit being exceeded, the controller of the
effect selects a number of cards from among
the cards to be moved or created equal to the
EX area's limit minus the number of cards in
the EX area already, and then moves or
creates those cards. The remaining cards are
not moved or created.
4.8.3.3. If a card in the EX area has an effect
applied to it, and that card is moved from the
EX area directly onto the field, that card retains
that effect after moving to the field.
4.9. Cemetery
4.9.1. Each player puts their cards in this zone after
using them.
4.9.2. The cemetery is a public zone. Cards are
placed faceup in this zone, and any player may
look at the cards in this zone at any time. Card
order is not tracked in the cemetery.
4.10. Banished Zone
4.10.1. Each player puts their banished cards in this
zone.
4.10.2. The banished zone is generally a public zone.
Cards in this zone have placement states: they
may be faceup or facedown. Banished cards are
placed faceup unless indicated otherwise. Card
order is not tracked in the banished zone.
4.11. Resolution Zone
4.11.1. Cards and abilities are temporarily put in this
zone during the course of the game. There is
only one resolution zone, which is shared by all
players.
4.11.2. The resolution zone is a public zone, and
card order is tracked. When putting a card in this
zone, place it on top of any cards that were
played before it.
4.12. Evolve Zone
4.12.1. Each player puts their evolved cards in this
zone when evolving.
4.12.2. The evolve zone is a public zone, and card
order is not tracked.
5. Key Notations
5.1. Overview
5.1.1. Key notations are terms or icons used in the
game that hold special meaning or express a
certain action, direction, or state.
5.2. Play Points
5.2.1. In card text, a number encased by a green
circle represents play points (3.2.2).
5.3. Refresh/Engage
5.3.1. To "refresh" or "engage" a card means to turn
the card so it is in the "reserved" or "engaged"
state respectively.
5.4. Put/Summon
5.4.1. To "put" a card into a specified zone means to
move the card into that zone. To "summon" a
card means to move it onto the field.
5.4.2. "Put [number] [token name] tokens into/onto
[zone]" means to create (9.1.2) that number of
token cards with the specified name in the
specified zone.
5.4.2.1. "Summon [number] [token name] tokens"
means to put that number of token cards with
the specified name onto your field.
5.4.3. If a card is "put onto the field from [zone]," it
means one of two things: (i) the card is moved
directly from that zone onto the field, or (ii) after
the card is played from that zone, it is moved to
the resolution zone and then put onto the field
after being resolved. Likewise, if a card is "put
onto the field from somewhere other than
[zone]," it means one of two things: (i) the card is
moved directly from a zone that is neither the
specified zone nor the resolution zone onto the
field, or (ii) after the card is played from a zone
other than the specified zone, it is moved to the
resolution zone and then put onto the field after
being resolved.
5.5. Destroy
5.5.1. To "destroy" a card on the field means to move
it to its owner's cemetery.
5.6. Banish
5.6.1. To "banish" a card means to move it to its
owner's banished zone.
5.7. Search
5.7.1. To "search" a deck for cards that meet certain
conditions means to look through the deck and
find any applicable cards. Only the searching
player may look through the deck.
5.7.1.1. If the conditions only specify a certain
number of cards, the player must find that
number of cards.
5.7.1.2. If there are any conditions other than the
number of cards, after finding the card(s), the
player must reveal the card(s) to their
opponents to show that they meet the
conditions.
5.7.2. After searching a deck for cards and either
moving the found cards into the specified zone
or being unable to find applicable cards, the
player must shuffle the deck.
5.8. Shuffle
5.8.1. To "shuffle" a deck means the player to whom
the deck area belongs randomly rearranges the
order of the cards in that deck area.
5.8.1.1. If one card or less remains in a deck area
and a player is instructed to shuffle that deck,
the order of cards in that area does not
change, but the deck is still considered to have
been shuffled.
5.9. Draw
5.9.1. To "draw a card" means to move the topmost
card in your deck area to your hand.
5.9.1.1. When performing this action, if the player
has no cards remaining in their deck area, that
player loses the game the next time rules
handling occurs (11.2.2).
5.9.2. To "draw X cards" means to draw a card X
times in succession.
5.9.3. If instructed to "draw up to X cards," the player
does the following:
5.9.3.1. The player may choose to end this action
sequence.
5.9.3.2. The player draws a card.
5.9.3.3. If the action in (5.9.3.2) has been
performed exactly X times, this action
sequence ends. If not, return to (5.9.3.1).
5.10. Look at the Top Card(s)
5.10.1. If instructed to "look at the top card of your
deck" or "look at the top X cards of your deck,"
the player looks at the topmost card or X
topmost cards in their deck area.
5.10.2. If instructed to "look at up to X of the top
cards of your deck," the player does the
following:
5.10.2.1. Specify '1' as the number of cards (n).
5.10.2.2. The player may choose to end this action
sequence.
5.10.2.3. The player may look at the nth card from
the top of their deck area.
5.10.2.4. If the action in (5.10.2.3) has been
performed exactly X times, this action
sequence ends. If not, return to (5.10.2.2) and
increase n by 1.
5.11. Discard
5.11.1. If instructed to "discard" a card or cards, the
player selects the specified number of cards
from their hand and moves them to their
cemetery.
5.12. Swap
5.12.1. To "swap" one card for another means to
simultaneously move the first card into the
second card's zone and move the second card
into the first card's zone.
5.12.2. If one of the specified cards cannot be moved
to the other zone for any reason, the action does
not happen.
5.13. Damage
5.13.1. To "deal [number] damage" to a follower or
leader means to reduce that follower or leader's
defense by [number].
5.13.1.1. This may cause defense to become a
negative number.
5.13.2. In card text, "attack damage" refers to the
damage dealt by an attacking follower (8.4.9) to
its attack target.
5.13.3. In card text, "combat damage" refers to the
damage dealt to each other by an attacking
follower (8.4.9) and its attack target while in
combat (8.4.5.1).
5.13.4. In card text, "ability damage" or "damage
from abilities" refers to all damage except for
damage dealt as described in (8.4.9).
5.14. Recover (Play Points)
5.14.1. If instructed to "recover" a certain number of
play points, the player adds that number to their
current play points.
5.14.1.1. If this would cause the player's current
play points to exceed their maximum play
points, the player makes their current play
point value equal to their maximum play points
instead.
5.15. Evolve
5.15.1. If instructed to "evolve" a follower, its
controller specifies a card from their evolve deck
area, puts that card into their evolve zone, and
links it to the follower.
5.15.1.1. If this "evolve" process happens as part of
an evolve ability (12.2), treat the card that is
revealed as part of the cost as if it were the
specified card. If not, the player selects a
facedown card from their evolve deck area with
the same name as the evolving follower,
reveals it, and specifies it.
5.15.1.2. By executing this process, the follower is
considered to have "evolved."
5.15.1.3. The link between the two cards is
signified by stacking the evolve zone follower
on top of the original follower.
5.15.2. Following this, so long as the follower on the
field is linked to a card in the evolve zone, treat
that follower as having the card information of
the card in the evolve zone, excluding the cost
(10.9.1.1.1).
5.15.3. Even if a follower evolves, it is considered the
same follower as before. The follower's
engaged/reserved state does not change, and
any effects applied to it before it evolved
continue to apply. If it lost any defense before
evolving, the same amount of defense continues
to be lost after it evolves.
5.15.4. If a follower on the field is moved to a zone
other than the field, the link between that card
and any cards in the evolve zone is lost
immediately after movement.
5.16. Transform
5.16.1. To "transform [target] into [token name]
tokens" means to banish the target cards and
create a token with the specified name in that
zone for each card banished this way.
5.17. Choose
5.17.1. In card text, to "choose" means to select the
specified number of options from among those
listed after the "choose" clause and perform the
actions indicated.
5.17.1.1. Each option is written in the form
"([number]) [text]," and includes everything up
to the next list number, or, if it is the last option,
everything up to the end of that ability's text.
5.17.1.2. If options are selected as part of this
process, the other options are considered non-
existent.
5.17.2. If instructed to "choose up to [number],"
select a number between 1 and the specified
number (inclusive), select that many options,
and perform the actions indicated.
5.17.3. This process of "choosing" an option is a
prerequisite to play the card or ability (10.6.2.2).
The player must make their selection(s) when
playing it (and not after).
5.18. Random
5.18.1. In card text, "[number] random [card type]" or
"randomly [action] [number] [card type]" refers to
a number of cards, each randomly selected from
among all the cards in the specified zone.
5.19. Roll a Die
5.19.1. In card text, to "roll a die" means to roll a
standard six-sided die. The result of that roll
determines what happens next.
5.20. Reveal
5.20.1. To "reveal" a card means to allow all players
to view its information. The card does not
change zones in this process.
5.20.1.1. If a card revealed this way is in a non-
public zone, when it is moved to a different
position in that zone or to a different non-public
zone, or when the effect that caused the card
to be revealed is resolved, it returns to being
unrevealed.
6. Game Preparation
6.1. Card Preparation
6.1.1. Before the game, each player must prepare
their cards, which should include a leader card, a
main deck, and an evolve deck.
6.1.1.1. Each player may only have one leader
card.
6.1.1.2. A main deck is constructed of 40 to 50
cards. Leader cards and special card types
(namely evolved cards and tokens) are not
included in the main deck.
6.1.1.3. An evolve deck is constructed of 0 to 10
cards. Only evolved cards, which are
considered a special card type, may be
included in an evolve deck.
6.1.1.4. The main deck and the evolve deck may
each contain up to 3 copies of a card with the
same name (for a total of 6 copies across both
decks).
6.1.1.5. Leader cards as well as cards in the main
and evolve decks must be based on a single
class.
6.1.1.5.1. When basing a deck on a class, all
cards in both the main and evolve decks
must be from either the leader card's class or
the Neutral class.
6.1.2. Passive abilities related to deck construction
conditions are applied as replacement effects
that override the above conditions. Once the
game starts, these abilities become invalid
(10.3.2).
6.2. Before Starting a Game
6.2.1. Before starting a game, do the following in
order:
6.2.1.1. Each player presents the leader card, main
deck, and evolve deck they'll be using during
the game.
6.2.1.1.1. If a player's evolve deck contains zero
cards, they inform the other players that they
don't have an evolve deck.
6.2.1.2. Each player places their leader card in
their leader area.
6.2.1.3. Each player puts their main deck in their
deck area and shuffles it.
6.2.1.4. Each player with an evolve deck places it
in their evolve deck area.
6.2.1.5. Randomly pick a player. They decide who
goes first and who goes second.
6.2.1.6. Each player draws the top four cards of
their deck and moves them into their hand.
6.2.1.7. The player going first may, if they desire,
move all cards from their hand to the bottom of
their deck in any order, then redraw the top
four cards of their deck and move them into
their hand. The player going second may then
elect to do the same. Each player may only
perform this action once.
6.2.1.8. Each player sets their play points and
maximum play points to 0.
6.2.1.9. The player going first receives 0 evolution
points, while the player going second receives
3 evolution points.
6.2.1.10. Set each leader's defense to 20.
6.2.1.11. The player going first becomes the active
player, and the game begins.
7. Game Progression
7.1. Overview
7.1.1. The game progresses by repeating steps, or
"turns," taken by each player alternately. During
a player's turn, that player is considered the
"active player," and the other player is
considered the "non-active player."
7.1.2. The active player proceeds through each of
the phases described in (7.2) – (7.4) in order.
7.2. Start Phase
7.2.1. The active player increases their maximum
play points by 1 unless their current maximum is
10.
7.2.2. The active player sets their play points to the
same value as their maximum play points.
7.2.3. The active player refreshes all cards on their
field.
7.2.4. The active player draws a card.
7.2.4.1. The player who goes first does not draw a
card on their first turn.
7.2.5. Confirmation Timing occurs. Once all
necessary processes have been carried out, the
active player proceeds to the main phase.
7.3. Main Phase
7.3.1. Any conditions that say "at the start of your
(next) main phase" or "at the start of each
player's main phase" are triggered.
7.3.2. Confirmation Timing occurs.
7.3.3. The active player performs one of the following
actions:
Play a card from their hand or EX area
(
8.2).
Play an activated ability of a card they
control (8.3).
Attack with a follower they control (8.4).
End their main phase.
7.3.4. If the active player chose to end their main
phase as described in (7.3.3), they proceed to
the end phase. If another choice was made,
Confirmation Timing occurs, and (7.3.3) is
repeated.
7.4. End Phase
7.4.1. Any conditions that say "at the start of your
(next) end phase" or "at the start of each player's
end phase" are triggered.
7.4.2. Confirmation Timing occurs.
7.4.3. The active player may select and engage any
number of followers with Ward on their field.
7.4.4. The non-active player performs one of the
following actions:
Play a card with Quick from their hand or EX
area (10.6).
Play an activated ability with Quick.
Do nothing.
7.4.5. If a card or ability was played as part of (7.4.4),
Confirmation Timing occurs, and (7.4.4) is
repeated.
7.4.6. If the active player's hand has more cards than
the current limit, they must discard down to the
limit. If cards were discarded this way,
Confirmation Timing occurs, and (7.4.6) is
repeated.
7.4.7. All "until the end of the turn," "during this turn,"
and "during your turn" effects are removed.
7.4.8. The turn concludes. The non-active player
becomes the active player and a new turn
begins.
8. Main Phase Processes
8.1. Overview
8.1.1. This section provides further details about the
actions the active player may perform during
their main phase.
8.1.2. As a general rule, if part of an action cannot be
performed, then that action cannot be selected.
8.2. Playing Cards from the Hand or EX Area
8.2.1. The active player may specify a card from their
hand or their EX area and play it by paying play
points equal to its cost (10.6).
8.3. Playing Activated Abilities
8.3.1. The active player may specify an activated
ability of a follower or amulet they control and
play it (10.6).
8.3.2. Only one evolve ability (12.2) may be played
this way per turn.
8.4. Attacking with a Follower
8.4.1. The active player may use a follower they
control to attack an enemy leader or enemy
follower. If they choose to do so, they do the
following in order.
8.4.2. The player selects a reserved follower they
control as the attacking follower.
8.4.2.1. The follower must meet one of the
following conditions to be selected:
It has remained on the player's field
(under their control) since the start of the
turn (including if it evolved that turn).
It evolved that turn.
8.4.3. The player selects an attack target.
8.4.3.1. The target must meet one of the following
conditions to be selected:
It is an engaged follower controlled by
the non-active player.
It is the non-active player's leader, but
only if the attacking follower has
remained on the active player's field
(under their control) since the start of the
turn.
8.4.3.2. If an attack target cannot be selected for
any reason, the follower's attack is rendered
illegal, and the game returns to the point
before the player chose to attack with the
follower.
8.4.4. The player engages the attacking follower.
8.4.5. The attacking follower is now considered to
have "attacked."
8.4.5.1. If the attack target is a follower, the
attacking follower and attack target are now
considered to be in "combat" as long as they
both remain on the field.
8.4.6. Confirmation Timing occurs.
8.4.7. The non-active player performs one of the
following actions:
Play a card with Quick from their hand or
EX area (10.6).
Play an activated ability with Quick.
Do nothing.
8.4.8. If a card or ability was played as part of (8.4.7
),
Confirmation timing occurs, and (8.4.7) is
repeated.
8.4.9. If the attacking follower is still on the field at
this point, it deals damage equal to its attack
value to its attack target.
8.4.9.1. If the attack target is a follower, when the
attacking follower deals damage according to
8.4.9, the attack target simultaneously deals
damage equal to its attack value to the
attacking follower.
8.4.9.2. If the attacking follower and attack target
are still in combat at this point, they are
considered to have "fought" with each other.
8.4.10. Confirmation Timing occurs.
8.4.11. The attack ends, and if the attacking follower
and attack target are in combat, they leave
combat.
9. Handling Special Card Types
9.1. Tokens
9.1.1. "Tokens" may be created during the game and
are treated as cards.
9.1.1.1. Although tokens are not cards, they are
treated as if they were regular cards: they are
included when counting the cards in the zone
they are in, and any effects that would apply to
cards also apply to them.
9.1.2. To "create" a token in a given zone means to
put the specified token into play in that zone.
9.1.2.1. The owner and controller of a created
token is the player to whom the zone where
the token was created belongs.
9.1.2.2. When a token is created a zone, that token
is considered to have been put into that zone.
9.1.2.3. A token's card information is determined by
its card name. Please see the appendix
attached at the end of this document for
detailed information.
9.1.3. To "eliminate" a token means to remove it from
its current zone and treat it as if it no longer
exists.
9.1.3.1. If a token is eliminated from a zone, it is
considered to have left that zone.
9.1.4. Tokens may only exist in certain zones.
9.1.4.1. If a token is a follower or amulet, it may
exist only in the EX area, the field, or the
resolution zone.
9.1.4.2. If a token is a spell, it may exist only in the
EX area or the resolution zone.
9.1.4.3. If a token is moved to a zone where it may
not exist, it is eliminated from that zone
immediately after it gets moved, and does not
entail Confirmation Timing. If the movement
takes place in the middle of an effect, the token
is eliminated before the rest of the effect is
executed.
9.1.5. When using tokens during a game, players
may use any card-like object to represent a
token as long as that object is approved and
explicitly understood by both players, and is
distinguishable from regular cards.
10. Playing and Resolving Cards and Abilities
10.1. Types of Abilities
10.1.1. Abilities are divided into four types: activated
abilities, automatic abilities, passive abilities, and
spell abilities.
10.1.1.1. An activated ability is an ability that a
player may actively play at certain times during
a turn by paying the cost.
10.1.1.1.1. In card text, activated abilities are
written in the form " [cost]: [effect]." The
"cost" represents what must be paid to play
the ability. The "effect" represents the effect
produced when the activated ability is
resolved.
10.1.1.2. An automatic ability is an ability that is
played automatically when the indicated event
occurs during the game.
10.1.1.2.1. In card text, automatic abilities are
generally written in the form "when(ever)
[event], [effect]" or "at the start of [event],
[effect]."
10.1.1.2.1.1. The condition in this case is called
a "trigger condition." When an automatic
ability's trigger condition is satisfied, it is
said to have been "triggered."
10.1.1.2.2. Some automatic abilities are written in
the form "when(ever) [event], [cost]: [effect]"
or "at the start of [event], [cost]: [effect]." In
this case, the indicated cost must be paid in
order to play the automatic ability.
10.1.1.3. A passive ability is an ability that
produces an effect as long as the ability is
valid.
10.1.1.3.1. An ability that isn't written in the form
of an activated ability or automatic ability is
generally a passive ability.
10.1.1.4. A spell ability is the text on a spell card.
10.2. Types of Effects
10.2.1. Effects are divided into three types: one-shot
effects, persistent effects, and replacement
effects.
10.2.1.1. A one-shot effect is an effect that ends
after all the indicated actions have been
performed during its resolution.
10.2.1.2. A persistent effect is an effect that
remains valid for a fixed duration (this includes
unspecified durations that could be written as
"for the rest of the game").
10.2.1.3. A replacement effect is an effect that
replaces an event that would normally happen
during the game with another event.
10.2.1.3.1. If an ability is written in the form
"instead, [action]," "[action] instead," "[action
B] instead of [action A]," or "instead of [action
A], [action B]," then the effect produced by
that ability is a replacement effect.
10.2.1.3.2. An effect that increases or decreases
the amount of damage dealt or received is a
replacement effect.
10.2.1.3.3. An effect that changes how a card or
ability is handled when played is a
replacement effect. This includes effects
written in the form "[card] costs [play-point
cost] to play."
10.3. Valid and Invalid Abilities
10.3.1. An effect may be rendered "valid" or "invalid"
by another effect. If this happens, do the
following.
10.3.2. If a card's text states that part or all of an
effect is invalid under a certain condition, then
that part of the effect will not produce an effect
while under that condition, but it will still exist as
an ability. If that effect would normally require a
player to make a selection, that selection is not
made.
10.3.3. If a card's text states that part or all of an
effect is valid under a certain condition, then that
part of the effect is invalid as long as those
conditions are not met.
10.3.4. An effect that is clearly handled in a certain
zone is valid in that zone.
10.3.5. Abilities of follower and amulet cards, are
valid only on the field unless indicated otherwise.
10.4. Costs and Payment
10.4.1. Players may be instructed to perform certain
actions as part of the cost of a card or ability.
10.4.2. To "pay a cost" means to perform any actions
indicated by that cost.
10.4.2.1. If a cost includes multiple actions, they
should be performed in the listed order.
10.4.2.2. If the player is unable to pay the full cost,
they cannot and do not pay that cost at all.
10.4.3. If a cost specifies a zone, card, or other
player-specific game element (such as play
points) without specifying which player, that
player is assumed to be the controller of the card
or ability that requires the cost.
10.4.4. When a cost includes a play-point icon (5.2),
it means "if you have at least [number] remaining
play points, subtract [number] from them."
10.4.5. When a cost includes reducing a certain
value by a specified amount, that value must be
equal to or greater than the specified amount.
10.4.6. When a cost includes the icon without
specifying a card, it means "if this card is on the
field reserved, engage it." If a card is specified, it
means to engage that reserved card on the field.
10.4.6.1. This cost can be paid on the same turn
the card with the cost is put onto the field.
10.4.7. Abilities other than activated abilities may
also have a cost. As a general rule, card text
written in the form "[cost]: [effect]" denotes an
optional cost that can be paid when playing or
resolving the ability, and the resulting effect if
that cost is paid.
10.4.7.1. Some abilities are written in a similar
form: "[keyword]: [effect]." With the exception
of Earth Rite, these keywords do not
themselves constitute a cost. They may,
however, be accompanied by a cost, in which
case they are written in the form "[keyword],
[cost]: [effect]."
10.4.7.2. The effects applied as a result of paying
the cost include everything up to the end of the
paragraph or the end of the option in a
"choose" ability (5.17.1.1).
10.4.7.3. Card text written in the form "when
playing [card/ability], [process]: [effect]" means
the player has the option (10.6.2.2) to apply
the indicated effect by executing the indicated
process when playing that card or ability.
10.4.7.4. When an automatic ability is written in the
form "when(ever) [event], [process]: [effect]" or
"at the start of [event], [process]: [effect]," the
ability's controller has the option to apply the
indicated effect by executing the indicated
process when resolving the automatic ability.
10.4.7.5. If card text not covered above is written in
the form "[process]: [effect]," the ability's
controller has the option to apply the indicated
effect by executing the indicated process when
resolving the card or ability.
10.5. Confirmation Timing
10.5.1. Confirmation Timing refers to a point during
the game where rules handling occurs (11.1.2)
and automatic abilities are played.
10.5.1.1. During Confirmation Timing, first all
applicable rules handling processes are
resolved. Once those have been resolved,
automatic abilities whose trigger conditions
have been met are played and resolved. For
more information, see (10.5.2).
10.5.2. If Confirmation Timing occurs, the game
proceeds as follows:
10.5.2.1. All rules handling processes applicable at
this time are executed simultaneously. If this
results in more instances of rules handling,
repeat this step until no rules handling
processes remain.
10.5.2.2. If the active player controls any pending
automatic abilities, the player selects one of
them and plays and resolves it, and the game
returns to (10.5.2.1).
10.5.2.3. If the non-active player controls any
pending automatic abilities, the player selects
one of them and plays and resolves it, and the
game returns to (10.5.2.1).
10.5.2.4. Confirmation Timing ends.
10.6. Playing and Resolving
10.6.1. Activated abilities and automatic abilities, as
well as cards from hand, are resolved by being
played, whereupon they produce an effect.
Passive abilities are not played; they are
constantly producing an effect.
10.6.2. To play a card or ability, the player does the
following:
10.6.2.1. The player specifies the card or ability to
be played. If it's a card, they reveal it and move
it to the resolution zone.
10.6.2.1.1. If the card or ability cannot be
playeddue to an issue with target selection
(10.6.2.3) or cost payment (10.6.2.5), for
examplethen it cannot be specified.
10.6.2.1.2. If a card in the EX area is to be
played, and it has any effects applied to it,
those effects apply to it even after it moves to
the resolution zone.
10.6.2.2. If any selections must be made as a
prerequisite to play the card or ability (option
selections for a "choose" ability, for example),
the player makes those selections.
10.6.2.2.1. This includes whether or not to pay
optional additional costs.
10.6.2.3. If the card or ability requires the player to
select something other than a card in a non-
public zone (henceforth "target"), they make
that selection.
10.6.2.3.1. If the number of targets to be selected
is specified, the player must select as many
targets as they can to reach that number.
They cannot choose to not select a target
when there are targets that can be selected.
10.6.2.3.2. If the number of targets to be selected
is written in the form "up to [number]," the
player may select any number of targets
between zero and the specified number
(inclusive). If the number of targets is written
as "any number," the player may select any
number of targets equal to or greater than
zero.
10.6.2.3.2.1. If the card or ability requires the
player to divide and allocate a numeric
value (10.6.2.4), they must specify a value
between 1 and the maximum (inclusive).
10.6.2.3.3. If the number of targets to be selected
is specified, and it is not possible to select
that many, the player must select as many
targets as they can and apply the specified
effect to them.
10.6.2.3.4. If the number of targets to be selected
is specified as one or more, and no targets
can be selected, the card or ability cannot be
played. The playing of the card or ability is
canceled, and the game returns to the point
before the player chose to play the card or
ability.
10.6.2.4. If the card or ability requires the player to
divide and allocate a numeric value, they
determine how that value is to be divided and
allocated.
10.6.2.4.1. When determining the division and
allocation of the value, if targets have been
selected as described in (10.6.2.3.1) for the
purpose of allocating that value, each target
must be allocated at least one unit. If this
cannot be done, the target selection is
deemed illegal, and the game returns to the
point before targets were selected.
10.6.2.4.1.1. If targets cannot be appropriately
selected as a result of this for any reason,
then the playing of the card or ability is
deemed illegal, and the game returns to
the point before the playing of the card or
ability.
10.6.2.5. If the card or ability requires any costs to
play, the player determines the costs and pays
them all.
10.6.2.5.1. Even if part of a process that is
executed as part of a cost is altered by a
replacement effect, the original process is
considered to have been executed.
10.6.2.5.2. If part of a cost would be executed
based on a value of zero (1.3.2.2), that
process is not executed, but is considered to
have been executed.
10.6.2.5.3. If the cost cannot be paid at this point
for any reason, the playing of the card or
ability is canceled, and the game returns to
the point before the player chose to play the
card or ability.
10.6.2.6. If the card to be played is a follower or
amulet, check whether the current number of
cards on their field (not including the one to be
played) is at or over the limit. If equal to or
greater than the limit, the follower or amulet
cannot be played, and the game returns to the
point before the playing of the card.
10.6.2.7. Resolve the card or ability.
10.6.2.7.1. If the played card is a follower or
amulet, and the number of cards on the
player's field is under the limit, they move it
to their field.
10.6.2.7.1.1. Any effects that were applied to
the card in the resolution zone also apply
to the card after it is put onto the field.
10.6.2.7.2. If it was a spell, activated ability, or
automatic ability that was played, the effects
indicated by the text or ability are performed
in the written order.
10.6.2.7.2.1. Even if the card with the activated
ability or automatic ability is no longer in its
original zone for some reason, the ability is
resolved.
10.6.2.7.3. If any cards or abilities remain in the
resolution zone at this point, they are moved
to their owner's cemetery if they are cards, or
removed from the resolution zone if they are
abilities.
10.7. Handling Automatic Abilities
10.7.1. An automatic ability is an ability that is played
in the next Confirmation Timing after its trigger
condition is met.
10.7.2. When the trigger condition of an automatic
ability is met, the automatic ability becomes
pending.
10.7.2.1. If the automatic ability's trigger condition
is met multiple times, the automatic ability
becomes pending the same number of times.
10.7.3. When Confirmation Timing occurs, the
controller of the pending automatic abilities
selects one and plays it. After the played ability
is resolved, one instance of its pending status is
removed.
10.7.3.1. A pending automatic ability must be
played; a player cannot choose not to play to it.
However, if a player controls multiple pending
automatic abilities, they may select which to
play first.
10.7.3.2. If the selected pending automatic ability
cannot be played for any reason, one instance
of its pending status is removed.
10.7.4. Some automatic abilities are triggered when a
card moves from one zone to another. These are
called "zone-shift triggers."
10.7.4.1. An automatic ability triggered by a zone
shift may require the player to check whether
the automatic ability is valid and/or the
information or state of the card that triggered
the ability. In such cases, information is
checked as follows:
10.7.4.1.1. When an automatic ability triggered by
a card moving from a public zone to a non-
public zone or vice versa requires the card's
information, use the information from the
card while it's in the public zone.
10.7.4.1.2. When an automatic ability triggered by
a card moving from the field to another zone
requires the card's information, use the
information from the card while it's on the
field.
10.7.4.1.3. Aside from cases covered in
(10.7.4.1.2), when an automatic ability
triggered by a card moving from a public
zone to another public zone requires the
card's information, use the information from
the card after it moves to the new zone.
10.7.4.2. If a card with a zone-shift trigger ability
enters a zone where the ability is valid, and at
the same time another card changes zones in
a way that satisfies that ability's trigger
condition, that condition is considered to have
been triggered.
10.7.4.3. A card that moves from one player's field
to another is not treated as having "entered" or
been "put onto" that field, and therefore does
not satisfy trigger conditions that involve a card
being put on the field.
10.7.5. Some effects may create an automatic ability
that triggers at a certain later point in time. This
is called a "delayed trigger."
10.7.5.1. A delayed trigger condition may only
trigger once unless a time frame is specified.
10.7.6. Some automatic abilities are triggered not by
the occurrence of an event, but by the fulfillment
of a certain condition (e.g., "When there are no
cards in your hand"). This is called a "state
trigger."
10.7.6.1. State triggers become pending only once
when that state is achieved. After the
automatic ability is resolved, if the trigger
condition for that automatic ability is met again,
the ability becomes pending again.
10.7.7. When playing a pending automatic ability,
even if the card with the automatic ability has
changed zones, the automatic ability must still
be played.
10.8. Handling One-Shot Effects
10.8.1. If a player is required to perform a one-shot
effect, they perform the indicated action only
once.
10.9. Handling Persistent Effects
10.9.1. If a card's information is referenced while one
or more persistent effects are in place, the
persistent effects are applied to the card's
information in the following order:
10.9.1.1. The information written on the card itself
is always the base value.
10.9.1.1.1. If the card is a follower on the field
and is linked to a card in the evolve zone,
treat that follower as having the card
information of the card in the evolve zone,
excluding the cost (5.15.2).
10.9.1.2. Next, apply effects that give, remove,
validate, or invalidate abilities.
10.9.1.3. Next, apply any persistent effects that do
not change the numerical values in the
information.
10.9.1.4. Next, apply any persistent effects that
change the numerical values in the
information.
10.9.1.5. If the application order of two persistent
effectseffect A and effect Bcannot be
determined by (10.9.1.2) – (10.9.1.4), and
applying A first would change what B applies to
or how B would be applied, then B is
considered dependent on A. Dependent effects
are always processed after the effects they
depend on.
10.9.1.6. If there are multiple persistent effects
whose application order cannot be determined
by (10.9.1.2) – (10.9.1.5), apply them in the
order in which they were produced.
10.9.1.6.1. If the source of a persistent effect is a
passive ability, its application order is based
on when the card with the ability was put into
its current zone.
10.9.1.6.2. For all other ability types, order is
based on when they were played.
10.9.2. A persistent effect that isn't produced by a
passive ability doesn't apply to cards that change
zones after the corresponding ability is played,
unless they move from one field to another.
10.9.3. A persistent effect that changes card
information in a certain zone is applied at the
same time an applicable card enters that zone.
10.9.3.1. An automatic ability whose trigger
condition requires a card with certain
information to enter a zone refers to the card's
information after any persistent effects that are
applicable in that zone have been applied.
10.10. Handling Replacement Effects
10.10.1. While a replacement effect is in place, if the
target event (the event being replaced) would
occur, it does not occur, and instead the event
indicated by the replacement effect occurs.
10.10.1.1. The original event that was replaced is
considered to have not occurred at all.
10.10.2. If there are multiple replacement effects for
the same event, the affected player determines
the order in which they are applied.
10.10.2.1. If the affected event is a card or ability,
its controller determines the order instead.
10.10.2.2. If the affected event is a game action,
the order is determined by the player
performing the action or the controller of the
card to which the action applies.
10.10.2.3. Each replacement effect is applied once
at most to any single event.
10.10.2.4. For replacement effects that change the
cost of playing a card or ability (10.2.1.3.3),
effects that change the cost to a specific value
are applied before effects that increase or
decrease the cost.
10.11. Final Card Information
10.11.1. If an effect refers to a certain card's
information or placement state in a certain zone,
and the card has changed zones (excluding
movement from one field to another) by the time
the effect is executed, the effect refers to the
information or placement state of the card when
it was last in that zone.
11. Rules Handling
11.1. Basics of Rules Handling
11.1.1. "Rules handling" refers to the automatic
processes covered in this section, which are
executed during or after certain game events.
11.1.2. Rules handling occurs only during
Confirmation Timing and checks whether the
conditions of a certain rule have been met. If
met, that rule is applied. Even if a condition is
met during the execution of another process, if it
is not met at the point of the Confirmation
Timing, that rule is not applied.
11.1.3. If multiple instances of rules handling should
be required at the same time, the processes are
executed simultaneously.
11.2. Handling Losses
11.2.1. If a player's leader has 0 or less defense, that
player loses the game.
11.2.2. If a player should be required to draw a card
after the previous instance of rules handling, and
there are no cards in their deck area, that player
loses the game.
11.3. Handling Follower Destruction
11.3.1. If a follower has 0 or less defense, that
follower is destroyed.
11.4. Handling Field Limits
11.4.1. If there are more cards on a player's field
than that field's limit, the player selects cards on
that field equal to the limit and moves the other
cards to their owner's cemetery.
11.5. Handling EX Area Limits
11.5.1. If there are more cards in a player's EX area
than that EX area's limit, the player selects cards
in that EX area equal to the limit and moves the
other cards to their owner's cemetery.
11.6. Handling Illegal Evolutions
11.6.1. If a card in the evolve zone is not linked to a
card on the field, that card is moved faceup to
the evolve deck area.
11.6.2. If a single card on the field is linked to more
than one card in the evolve zone, its controller
selects the evolve-zone card that was most
recently linked to it (or one of them, if multiple
cards were linked simultaneously). The link
between the card on the field and the other
evolve-zone cards is lost.
11.6.3. If a single card in the evolve zone is linked to
more than one card on the field, its controller
selects the card on the field that was most
recently linked to it (or one of them, if multiple
cards were linked simultaneously). The link
between the card in the evolve zone and the
other cards on the field is lost.
11.7. Handling Stack
11.7.1. If a card on the field with Stack (13.3.2) has
no Stack counters on it, that card is moved to its
owner's cemetery.
12. Keywords and Keyword Abilities
12.1. Overview
12.1.1. A "keyword" is a term used to simplify ability
descriptions. An ability indicated by a keyword is
called a "keyword ability."
12.1.2. When a card has multiple automatic ability
keywords that have the same process, the card
text may be simplified to consecutive icons or
keywords followed by the process written once.
- Example: Card text written in the form
" [process]" denotes two separate
abilities, " [process]" and " [process]."
12.2. Evolve
12.2.1. Evolve is an activated ability that allows
followers to evolve.
12.2.1.1. In card text, " Evolve" is denoted by the
icon.
12.2.2. When playing an evolve ability, as a cost, the
controller of the follower with the ability must
reveal a card from their evolve deck area with
the same name as that follower.
12.2.3. When playing an evolve ability, if the cost
includes play points, the player may use one
evolution point in lieu of one play point.
12.3. Quick
12.3.1. Cards or activated abilities may have the
Quick keyword.
12.3.2. If a card has a standalone Quick keyword
(i.e., it is not part of an ability), that means it has
a passive ability that could be written, "This card
may also be played at certain times during an
opponent's turn as specified by the rules."
12.3.2.1. This type of Quick is denoted by the
icon.
12.3.3. If an activated ability has an accompanying
Quick keyword in front of it, the ability may be
played at certain times during the opponent's
turn, as specified by the rules.
12.3.3.1. This type of Quick is denoted by the
icon.
12.3.4. Cards and activated abilities with Quick can
be played after an opponent's follower has
"attacked" (8.4.5 and 8.4.7) or at the end of an
opponent's turn (7.4.4).
12.3.5. Cards and activated abilities with Quick can
also be played during the player's main phase.
12.4. Fanfare
12.4.1. Fanfare is an automatic ability that triggers
when the card with Fanfare is put onto the field.
12.4.2. I
n card text, Fanfare abilities are denoted by
the icon.
12.4.3. [text]" means "When this card is put onto
the field from a zone other than the field, [text]."
12.5. Last Words
12.5.1. Last Words is an automatic ability that
triggers when the card with Last Words is put
into the cemetery.
12.5.2. In card text, Last Words abilities are denoted
by the icon.
12.5.3. [text]" means "When this card is put into
the cemetery from the field, [text]."
12.6. On Evolve
12.6.1. On Evolve is an automatic ability that triggers
when the follower with On Evolve evolves.
12.6.2.On Evolve: [text]" means "When this
follower evolves, [text]." "On Evolve, [cost]:
[text]" means "When this follower evolves, [cost]:
[text]."
12.7. Strike
12.7.1. Strike is an automatic ability that triggers
when the follower with Strike attacks.
12.7.2. “(Follower/Strike) Strike: [text]" means
"When this follower attacks (a follower/leader),
[text]." "(Follower/Leader) Strike, [cost]: [text]"
means "When this follower attacks (a
follower/leader), [cost]: [text]."
12.8. Ward
12.8.1. Ward is a passive ability that restricts the
attacks of an opponent's followers.
12.8.2. "Ward" has three meanings: (i) "When you
would put this follower onto the field reserved,
you may instead put it onto the field reserved
and then engage it"; (ii) "You may engage this
follower during your end phase" (7.4.3); and (iii)
"When your opponent selects an attack target,
they must select an engaged follower with Ward
that you control if possible" (8.4.3).
12.9. Storm
12.9.1. Storm is a passive ability that allows the
follower to attack on the same turn it is put onto
its controller's field.
12.9.2.Storm" means "This follower may be
selected as an attacking follower even if it was
put onto its controller's field this turn."
12.10. Rush
12.10.1. Rush is a passive ability that allows the
follower to attack another follower on the same
turn it is put onto its controller's field.
12.10.2.Rush" means "This follower may be
selected as an attacking follower even if it was
put onto its controller's field this turn, but only if
an engaged follower is selected as its attack
target."
12.11. Assail
12.11.1. Assail is a passive ability that allows the
follower to attack reserved followers.
12.11.2. "Assail" means "This follower may select
reserved enemy followers as attack targets as if
they were engaged."
12.12. Intimidate
12.12.1. Intimidate is a passive ability that prevents
the follower from being selected as an
opponent's attack target.
12.12.2. "Intimidate" means "Your opponent may not
select this follower as an attack target."
12.12.2.1. Intimidate only prohibits opponents from
selecting the follower with Intimidate as an
attack target. Opponents may still select the
follower when playing abilities or cards.
12.13. Drain
12.13.1. Drain is an automatic ability that increases
the follower's leader's defense whenever the
follower deals attack damage.
12.13.2.Drain" means "Whenever this follower
deals attack damage, increase your leader's
defense by a value equal to the amount of
damage it dealt."
12.13.2.1.Attack damage" refers to the damage
dealt by an attacking follower to its attack
target as described in (8.4.9).
12.13.2.2. If an attack target with Drain deals
damage to an attacking follower, or if a follower
with Drain deals damage using an ability, Drain
does not trigger.
12.13.3. If a card should ever have more than one
instance of Drain, it is treated as having only one
instance.
12.14. Bane
12.14.1. Bane is an automatic ability that destroys
the opposing follower after two followers have
fought (8.4.9.2).
12.14.2. "Bane" means "After this follower has fought
an enemy follower, destroy that follower."
12.14.2.1. The trigger condition only requires that
the followers have fought, so the opposing
follower will be destroyed even if it doesn't take
any damage (e.g., because the attacking
follower has 0 attack).
12.14.3. If a card should ever have more than one
instance of Bane, it is treated as having only one
instance.
12.15. Aura
12.15.1. Aura is a passive ability that prevents the
follower from being selected by spells and
abilities controlled by an opponent.
12.15.2. "A
ura" means "This card cannot be selected
by an opponent's cards or abilities."
12.15.3. Aura only prohibits opponents from selecting
the follower with Aura when playing a card or
ability. Opponents may still select the follower as
an attack target.
13. Class-Specific Information and Keywords
13.1. Overview
13.1.1. Players may possess certain additional
information depending on their leader's class.
Furthermore, some classes have cards with
unique notations or keywords. This section will
detail those notations and keywords.
13.2. Forestcraft
13.2.1. Combo
13.2.1.1. Combo denotes a condition that counts
the number of cards played that turn.
13.2.1.2. "Combo (X): [text]" means "If you've
played at least X cards this turn, including this
card, [text]."
13.2.1.3. Cards and tokens played from any zone
count towards this condition.
13.3. Runecraft
13.3.1. Spellchain
13.3.1.1. Spellchain denotes a condition that
counts the number of spell cards in the player's
cemetery.
13.3.1.2. "Spellchain (X): [text]" or "SC (X): [text]"
means "If you have at least X spells in your
cemetery, [text]."
13.3.1.3. While a card with Spellchain is being
resolved, it is in the resolution zone, and
therefore does not count itself toward the total
number of spells in the cemetery.
13.3.1.4. The total number of spells referenced by
Spellchain becomes fixed the moment the
effect containing the Spellchain begins to be
resolved. The number cannot change or be
changed while the effect is being resolved.
13.3.2. Stack
13.3.2.1. Stack is both a passive ability and an
activated ability that some amulets have.
13.3.2.2. "Stack" denotes the following three
abilities:
When this card is put onto the field, it is
put onto the field with one stack counter
placed on top of it.
When this card would leave the field, if it
has any Stack counters on it, remove
one instead, and this card remains on
the field.
: Select another amulet with Stack
on your field and transfer all this card's
Stack counters to that card.
13.3.2.3. If a card with Stack has no Stack
counters, it is moved to its owner's cemetery
under rules handling (11.7).
13.3.2.4. Card text written in the form "add X to a
Stack on your field" means "put X Stack
counters on a card with Stack on your field."
13.3.3. Earth Rite
13.3.3.1. Earth Rite is a passive ability that
produces an effect by removing Stack
counters.
13.3.3.2. "Earth Rite: [text]" means "When you
play this card or ability, as an additional cost,
you may remove a Stack counter from an
amulet with Stack on your field. If that amulet's
last Stack counter was removed as a result,
put the amulet into your cemetery. If you
removed a Stack counter as an additional cost,
[text]."
13.4. Dragoncraft
13.4.1. Overflow
13.4.1.1. Overflow denotes a condition that
references the player's maximum number of
play points.
13.4.1.2. "If Overflow is active for you" means "if
your maximum number of play points is at least
7."
13.5. Abysscraft
13.5.1. Necrocharge
13.5.1.1. Necrocharge denotes a condition that
counts the number of cards in the player's
cemetery.
13.5.1.2. "Necrocharge (X): [text]" or "NC (X):
[text]" means "If you have at least X cards in
your cemetery, [text]."
13.5.1.3. The following rules apply when resolving
cards and abilities involving Necrocharge:
13.5.1.3.1. While a card with Necrocharge is
being resolved, it is in the resolution zone,
and therefore does not count itself toward the
total number of cards in the cemetery.
13.5.1.3.2. The total number of cards referenced
by Necrocharge becomes fixed the moment
the effect containing the Necrocharge begins
to be resolved. The number cannot change
or be changed while the effect is being
resolved.
13.5.2. Sanguine
13.5.2.1. Sanguine denotes a condition that checks
whether the player's leader has lost defense
during their turn.
13.5.2.2. "If Sanguine is active for you" means "if
this is your turn, and your leader has lost
defense this turn."
14. Miscellaneous
14.1. Counters
14.1.1. During the game, certain counters may be
placed on or removed from cards.
14.1.2. Different types of counters have different
names.
14.1.2.1. Names are written in the form "[qualifier]
counter."
14.1.2.2. Counters with the same name are
considered identical, regardless of how or why
they were placed.
14.1.3. To put a counter on a card, place a clearly
identifiable item on top of that card.
14.1.4. To remove a counter from a card, take the
specified counter off that card.
14.
2. Perpetual Cycles
14.2.1. When executing a process, it may be
possible for a sequence of actions to be
repeated an infinite number of times. This is
called a "perpetual cycle," and is handled as
follows:
14.2.1.1. When a perpetual cycle occurs, the active
player declares the sequence of actions they
wish to perform and then specifies the number
of times they wish to perform that sequence.
Next, the non-active player can either allow the
proposed sequence to be performed the
specified number of times, or they can choose
to perform an action that causes the sequence
to break before the specified number of
repetitions is reached. Finally, the active player
performs the actions according to the decision
of the non-active player.
14.2.1.2. If the active player performs an action that
results in the game state remaining completely
identical to before the action was performed,
the active player may not perform that action
again.
14.2.1.3. If neither player is able to stop the
perpetual cycle, the game ends in a draw.
Appendix: Token List
Card Name
Card Type
Trait
Cost
ATK
DEF
Card Text
Thorn Burst Spell / Token Verdant 2
Select an enemy leader or enemy
follower on the field. Deal it 3
damage and draw a card.
Fairy Wisp
Follower /
Token
Pixie 0 1 1
Fairy
Follower /
Token
Pixie 1 1 1
Otohime’s
Bodyguard
Follower /
Token
Officer 1 1 2 Ward.
Knight
Follower /
Token
Officer 1 1 1
Viking
Follower /
Token
Thief 3 3 2 Storm.
Steelclad
Knight
Follower /
Token
Officer 2 2 2
Strikeform
Golem
Follower /
Token
Golem 2 3 2 Rush.
Guardform
Golem
Follower /
Token
Golem 2 2 3 Ward.
Magic
Sediment
Amulet / Token
Earth
Sigil
1 Stack.
Dragon
Follower /
Token
Wyrmkin 4 5 5
Mimi Spell / Token Demon 0
Select an enemy follower on the field
and deal it 2 damage.
Coco Spell / Token Demon 0
Select a follower on your field and
give it +2.
Ghost
Follower /
Token
Departed 1 1 1
Storm.
At the start of your end phase,
banish this card.
Forest Bat
Follower /
Token
Vampire 1 1 1
Holy Falcon
Follower /
Token
Avian 3 2 2 Storm.
Holy Tiger
Follower /
Token
Beast 4 4 4 Rush.