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Square Enix Trading Card Game System Comprehensive Rules


2014/07/15



Table of Contents


1. Number of Players

2. Basics

3. Conditions for the End of the Game

4. About Numbers

5. Cards

6. Definitions

7. Zones

8. Preparing the game

9. Phases

10. Attack Phase

11. Playing Cards and Abilities

12. Rule Processes

13. Infinite Loops

14. Undoing Illegal Moves

15. Key Words


1. Number of Players

1.1. The Square Enix Trading Card Game System Comprehensive Rules were put together assuming 2 players. There are currently no Comprehensive Rules to handle 3 or more players.


2. Basics

2.1. When the text of a card and the Comprehensive Rules conflict, the text of the card takes priority. The exception to this rule is that a player can always resign at any time.

2.2. If, due to some combination of effects and rules, you are made able to do something and made unable to do that thing, not being able to do something takes priority.

2.3. If it is impossible to process some part of a card's text, ignore that part.


3. Conditions for the End of the Game

3.1. If one of the following game conditions is achieved, the losing player's opponent wins the game.

3.1.1.  If any player accumulates 7 points of damage, the game ends with that player losing.

3.1.2. If a players becomes unable to draw a card, the game ends with that player losing.

3.1.3. If a player receives damage while having 0 cards in their deck, the game ends with that player losing.

3.2. If a player would both win the game and lose the game at the same time, they lose the game.

3.3. If all players left in the game lose at the same time, the game is a draw.


4. About Numbers

4.1. Only integers are used in the Square Enix Trading Card Game System. Decimals and fractions are not used. Also, only positive numbers and 0 are used. When players choose a number, it cannot be a negative number.

4.2. When fractions or decimals are created due to the effect of a card, round the number down unless the card says otherwise.

4.3. Things like the Power of a Forward may become negative during the game. If a number becomes negative, it's considered to be the negative number when changing it. It's considered to be 0 otherwise. It's considered to be the negative number when changing it

4.4. Numbers that can't be defined are considered to be 0.

4.5. If alphabet letters (X, Y, Z) are used in things like numbers and costs, it indicates a variable. The card's text may define the variable's value. Otherwise, the card's controller can decide the value of the variable.


5. Cards

5.1. When the rules or card text mention cards, they mean Square Enix Trading Card Game System cards for which both the front and the back are suitable.

5.1.1. Final Fantasy Trading Card Game (FF-TCG) cards are Square Enix Trading Card Game System cards.

5.1.2. SaGa Compilation Trading Card Game (SaGa-TCG) cards are Square Enix Trading Card Game System cards.

5.2. Cards' notation and information.

5.2.1. Cost and element

5.2.1.1. The color of the crystal on the top left of a card indicates its element. Cards have one of the following elements: Fire (Red), Ice (Light Blue), Wind (Green), Earth (Yellow), Thunder (Purple), Aqua (Blue), Shine (White), Dark (Black).

5.2.1.2. Cards are used by paying the indicated cost in CP.

5.2.1.2.1. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.

5.2.2. Card Name

5.2.2.1. Name of the card. Any number of cards with the Common Soldier icon can in play at the same time. 2 cards with the same name can't be in play at the same time if they don't have the Common Soldier icon. Cards with EX Burst have EX written on their upper-right corner.

5.2.2.2. When the card name contains a "/", in addition to its own card name, the card also has the names written before and after the "/". If it's [Cloud/Red XIII], that card's name is [Cloud/Red XIII], [Cloud] and [Red XIII].

5.2.3. Card types

5.2.3.1. There are 4 type groups of cards: characters, Summons, Items and Formations.

5.2.3.1.1. Character cards are defined as the Forward, Backup and Monster card types.

5.2.3.1.1.1. Characters are cards placed on the Field.

5.2.3.1.1.2. Forwards can attack and Block.

5.2.3.1.1.3. When it's time to pay a cost, Backups can generate 1 CP by Dulling them.

5.2.3.1.1.4. Monsters don't have any features due to them being Monsters, but they often have special abilities.

5.2.3.1.1.5. Most characters have a Job.

5.2.3.1.2. Cards with the Summon card type are summons.

5.2.3.1.2.1. Summons are cards which are thrown away as they are used. They don't go on the Field.

5.2.3.1.3. Card of the Weapon, Armor or Accessory type are Items.

5.2.3.1.3.1. Items are cards equipped on character in the Field you control (15.1.8).

5.2.3.1.3.2. The card types which can equip an Item are described like: [Item (Forward)] in the text.

5.2.3.1.3.3. Items can't be equipped on opponent's characters.

5.2.3.1.3.4. The 3 card types in Items are: Weapon, Armor and Accessory. A character can only equip 1 Item for every Item type. If, for some reason, it happens that a character is equipping multiple Items of the same type, they all get put the Break Zone through rule processes.

5.2.3.1.3.5. Items usually have a sub-type. The sub-type is not a Job.

5.2.3.1.3.6. If a character equipping an Item becomes unable to equip that Item, put the Item in the Break Zone. This is a rule process.

5.2.3.1.4. Formations

5.2.3.1.4.1. Cards with the Formation type are Formations.

5.2.3.1.4.2. Formations don't have Jobs or Sub-Types.

5.2.3.1.4.3. Formations remain on the Field when they are used.

5.2.4. Card text

5.2.4.1. The section of text where a card's effects are described. If the card's name appears in its own text, it refers to the card itself.

5.2.5. Card Number

5.2.5.1. The card's rarity and number. Two cards being the same card is defined as having the same card number. You can only have up to 3 cards with the same card number in your deck.

5.2.5.1.1. If a card has multiple card numbers, it's considered to be the same card as another card if any of the card numbers are the same.

5.2.6. Power

5.2.6.1. This section only appears on Forwards. During a battle, you can deal damage equal to the number written here to the opponent's Forward. Forwards which have received more damage than this number for any reason are put in the Break Zone.

6. Definitions

6.1. Player

6.1.1. A player is anyone who participates in the game.

6.1.2. For each player, any other player is an opponent.

6.1.3. The player currently playing their turn is calles the "Turn Player". Any other player is called a "Non-Turn Player".

6.1.4. If multiple players take action at the same time, the turn player first makes all necessary decisions, then the non-turn player makes all necessary decisions. Both efects are resolved at the same time.

6.2. Owner and Controller

6.2.1. The owner of the card is the player who started the game with that card in their deck.

6.2.2. If a card that was outside the game is brought into the game due to a card or ability, it's owner is decided by 6.2.1.

6.2.3. The controller of a card on the stack is normally the player who played it.

6.2.4. If a card is put on the Field due to an effect, it is put on the Field under that card's owner's control.

6.2.5. The controller of a card that has been put on the Field is usually the player under who's control it has been played.

6.3. Card States

6.3.1. Cards placed vertically are considered to be in the Active state or Active. Cards placed horizontally are considered to be in the Dull state or Dulled. Making a card Active is called [Make it Active]. Making a card Dulled is called [Dulling it].

6.3.1.1. You can make Active cards Active and Dull Dulled cards.

6.4. Source

6.4.1. Normally, the source of an ability is the card which produced it. However, if it's a delayed auto-ability, this may not be the case.

6.4.1.1. If a card produced a delayed auto-ability, the source is that card. Its controller is the controller of the card at resolution time.

6.4.1.2. If an auto-ability, an action ability or an EX Burst produces a delayed auto-ability, the source is that ability and the controller is the controller of the ability at resolution time.

6.4.1.3. If a Field ability produces a delayed auto-ability due to a substitution effect, the source is the card which produced the Field ability and the controller is the controller of the card at resolution time.

6.4.2. An ability is put on the stack independently of its source. Once an ability is on the stack, it isn't cancelled even if its source is removed. When an ability is put on the stack, the necessary information is checked. The necessary information is also when the ability resolves. When information is checked, if the  ability's source is not in its original zone, the information for just before the ability's source left its zone is used.

6.5. Damage Resolution

6.5.1 When an effect like [Player takes N damage] is resolved, this is called damage resolution.

6.5.2. The player who received damage takes the top card of their deck and places it in the Damage Zone face up.

6.5.2.1. At that time, the card flipped has an EX Burst and it is used, resolve the effect described by the card or its auto-ability. If 2 or more damage is dealt, the EX Burst must be fully resolved before the next card is flipped.

6.5.3. If this is the Nth card put in the Break Zone during this damage resolution, damage resolution ends. Otherwise, go to 6.5.2.

6.6. Type

6.6.1. Type is the card's type.

6.6.2. The kinds of types are: group type, card type, Job and sub-type.

6.6.3. Only characters have Jobs.

6.6.4. Only Items have sub-types.

6.6.5. The group types are: character, Summon and Item.

6.6.6. The card types are: Forward, Backup, Monster, Weapon, Armor, Accessory.

7. Zones

7.1. Zones are the places where a card can exist during a game. There are normally 6 zones: [The Field], [The Damage Zone], [The Deck], [The Break Zone], [The Hand] and [The Stack]. Every zone except the stack exists seperately for each player.

7.2. Each player has their own version of each zone except the stack.

7.3. If a card is moved to the deck, Break Zone or hand of someone other than its owner, it is moved to its owner's corresponding zone.

7.4. If a card is moved to a different zone, it's considered to be a new card in its zone.

7.5. Cards that are not in any of the zones are outside the game. Outside the game is not a zone.

7.6. There are effects that bring into the game a card from outside the game. Those cards normally remain in the game until its end.

7.7. Public Information and Private Information

7.7.1. When not all players can see the fron of a card, this is called private information. Cards in the deck and in the hand are private information even if they have all been revealed.

7.7.2. Cards have not been turned facing down and are in zones that all players can see are public information.

7.8. Field

7.8.1. Field is the zone where a players plays thier own characters.

7.8.2. Forwards, Backups and Monsters exist on the Field. When a controller's Forward, Backup or Monster is played, the controller's Forward, Backup or Monster's card is put on the controller's Field at the same time.

7.8.3. The Field is public information. Cards played in this zone can be looked at by any player.

7.9. Forward

7.9.1. This is the zone where Forwards are placed.

7.9.2. If a Forward has the Common Soldier icon (An icon showing 3 stacked cards in the corner of the card), any number of that card can in play. Otherwise, only one card with its name can be in play. You can't even try to put more cards than this in play, but if it happens that this limit is exceeded, both Forwards are put in the Break Zone through a rule process.

7.10. Backup

7.10.1. The zone where Backups are played.

7.10.2. If a Backup has the Common Soldier icon (An icon showing 3 stacked cards in the corner of the card), any number of that card can in play. Otherwise, only one card with its name can be in play. You can't even try to put more cards than this in play, but if it happens that this limit is exceeded, both Backups are put in the Break Zone through a rule process.

7.10.3. You can't have more than 5 Backups in play at a time. You can't even play a 6th one. If a controller has 6 Backups in play or more, they must immediately put Backups in the Break Zone until they have 5.

7.10.4. Backups are put on the Field Dulled.

7.11. Monsters

7.11.1. This is the zonewhere Monsters are placed.

7.11.2. If a Monster has the Common Soldier icon (An icon showing 3 stacked cards in the corner of the card), any number of that card can in play. Otherwise, only one card with its name can be in play. You can't even try to put more cards than this in play, but if it happens that this limit is exceeded, both Monsters are put in the Break Zone through a rule process.

7.12. Formation

7.12.1. The Zone where Formations are played.

7.12.1.2. Only 1 Formation can be in the FIeld at any time for each player. If, for some reason there are more, then all Formations in that Field get put in the Break Zone through a rules process.

7.12.1.3. Formations have a Formation condition. The Formation can't be playef while the Formation condition is not fulfilled.

7.12.1.4. Formations can be played even if a Formation already exists on the Field. When this happens, the new Formation is put on the Field, then the previous Formation is returned to the hand. This action doesn't go on the stack.

7.13. The Damage Zone

7.13.1. A zone where cards are placed during the course of the game.

7.13.2. When a player takes damage, they put 1 card in their Break Zone for each damage taken. When 7 cards are placed in their Break Zone, a player loses the game through a rule process.

7.13.3. The damage zone is public information. Any player can look at the cards placed here, but they can't change their order.

7.14. The Deck

7.14.1. Zone where, at the start of the game, your deck is placed face down.

7.14.2. The deck is private information. No player can look at the cards in this zone or change their order.

7.15. The Break Zone

7.15.1. Zone where cards Broken due to damage or abilities, cards discarded from the hand and summoned Summons are placed.

7.15.2. The Break Zone is public information. Any player can look at the cards placed here, but they can't change their order.

7.16. The Hand

7.16.1. Zone where cards drawn from the deck are put.

7.16.2. The hand is private information, but a player can look at the front of cards in their hand and can change their order as they wish.

7.17. The Stack

7.17.1. Zone where Summons and abilities are added to when they are used.

7.17.2. The stack is public information. Any player can look at the cards and information placed there.

7.17.3. The stack stores the order in which Summons and abilities have been used. When a Summon or ability is used, it is placed on top of the stack.

7.18. Outside the Game

7.18.1. The zone where cards go when they are removed from the game due to some effect.

7.18.2. Outside the game is public information. Any player can look at the cards placed here and can change their order as they wish.


8. Preparing the Game

8.1. Deck Construction

8.1.1. Each player must prepare a deck made with their own cards.

8.1.1.1. A deck must contain exactly 50 cards.

8.1.1.2. A deck must contain no more than 3 cards having any given card number.

8.1.2. Any Field ability affecting deck construction replaces the above deck construction rules.

8.2. The Flow of the Game

8.2.1. At the start of each game, each player must follow the following steps.

8.2.1.1. Shuffle your deck so that it it randomized. You may also shuffle your opponent's deck.

8.2.1.2. Choose the first player randomly in some way.

8.2.1.3. All players draw the top 5 cards of their deck.

8.2.1.4. If the first player doesn't like their 5 cards hand, they can put all 5 cards in the bottom of their deck in the order they want and draw 5 more card. Afterwards, the other player can do the same.

8.2.15. THe first player starts the game as the turn player. The first player can only draw 1 card during the 1st turn's Draw Phase.


9. Phases

9.1. A game progresses by going through the various phases and steps. The various phases and steps are noted below. A turn is an amalgam of all the phases. All turns have a turn player.

9.2. Active Phase

9.2.1. This is primarily the phase where a player makes their characters Active. This phase proceeds as follows.

9.2.1.1. The turn player makes all Dulled cards on the Field they control Active. This is a special action that doesn't go on the stack.

9.2.1.2. No player receives priority during the Active Phase. Any ability that gets triggered during this phase is resolved when they next gain priority.

9.3. Draw Phase

9.3.1. This is mainly the phase where the turn player draws cards. This phase proceeds as follows.

9.3.1.1. The turn player first draws 2 cards. This is a special action that doesn't go on the stack.

9.3.1.2. No player receives priority during the Draw Phase. Any ability that gets triggered during this phase is resolved when they next gain priority.

9.3.1.2. The turn player during the 1st turn only draws 1 card.

9.4. Main Phase

9.4.1. A phase where various stategies can be implemented. This phase proceeds as follows.

9.4.1.1. During each turn, there is a 1st Main Phase and a 2nd Main Phase. The 1st Main Phase happens before the Attack Phase and the 2nd Main Phase happens after the Attack Phase. The Main Phase that first comes within a turn is the 1st Main Phase. Any other Main Phase are the 2nd Main Phases. (If, for example, the number of Main Phases increases due to some effect.

9.4.1.2. The Main Phase ends when the stack is empty and all players have released priority.

9.4.1.3. Auto-abilities with the [At the begining of Main Phase] trigger condition and auto-abilities that have been triggered so far all go on the stack at the same time.

9.4.1.4. Afterwards, the turn player gains priority.

9.4.1.5. When the stack is empty and they have priority, the turn player can put a character card on the Field. This is a special action that doesn't go on the stack.

9.4.1.6. When any player has priority, they can summon Summons. Summons can only be summoned during the Main Phase and Attack Phase.

9.4.1.7. When any player has priority, they can use action abilities and special abilities. Action abilities and special abilities can only be used during the Main Phase and Attack Phase.

9.5. Attack Phase

9.5.1. The phase where the turn player can attack their opponent with their characters. For more information, see the later [Attack Phase] section.

9.6. End Phase

9.6.1. A phase where various processes are handled at the end of the turn. If proceeds as follows.

9.6.1.1. All auto-abilities with the trigger [during the end phase] or [at the end of the turn] activate and are added to the stack. Then, the active player gains priority. However, since this is not the Main Phase or the Attack Phase, Summons, action abilities and special abilities can't be used.

9.6.1.2. If the active player's hand size is greater than their limit (usually 5 cards), they must discard until they meet heir limit. This is a special action that doesn't go on the stack.

9.6.1.3. Then, the following processes all happen at the same time.

9.6.1.3.1. Remove all damage from all cards remaining on the Field. This is a special action that doesn't go on the stack.

9.6.1.3.2. End all effects that say [until end of turn] or [during this turn]. This is a special action that doesn't go on the stack.

9.6.1.4. At this time, if it it determined that some rule process is triggered or some abilities have been triggered, resolve all the rule processes, then put the abilities on the stack, then the turn player receives priority. However, since this is not the Main Phase or the Attack Phase, Summons, action abilities and special abilities can't be used. Once all players have released priority one after the other, return to 9.6.13.1.

9.6.1.5. At this time, if there are no rule processes to be resolved or auto-abilities triggered, the next turn begins with the opponent at the turn player.


10. Attack Phase

10.1. This is the phase where the turn player can attack their opponent with the characters they control. This phase proceeds as follows.

10.1.1. Attack Preparation Step

10.1.1.1. At the beginning of the attack preparation step, put all the triggered abilities on the stack.

10.1.1.2. Afterwards, the turn player gains priority. Summons, action abilities and special abilities can be used.

10.1.2. Attack Declaration Step

10.1.2.1. The turn player designates 1 Forward to attack or declares the formation of a Party. When a Party is formed, only Forwards of all the same element can be chosen. However, characters with the Party icon can form a Party even if their elements are different. The chosen Forwards must fulfill the following requirements.

10.1.2.1.1. The chosen Forwards must be Active and must either have Haste or have been continuously under the control of the turn player since the beginning of the turn.

10.1.2.1.2. The chosen Forwards must not have already attacked and must not be under a condition that prevents them from attacking.

10.1.2.1.3. If a Forward is under a condition such that it must attack, it must be chosen to attack as often as possible, unless something prevents this.

10.1.2.2. If Forwards which fulfill these requirements have been designated, Dull them. However, if any has Brave, don't Dull those.

10.1.2.3. If there are Forwards which must pay a cost to attack, the turn player determines what that is and declares it. From that point on, this cost is fixed. Even if there is a change to the cost, the cost to be paid remains the same. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.

10.1.2.4. If the chosen Forwards are controlled by the turn player, they become attacking Forwards.

10.1.2.5. Then, auto-abilities triggered due to the declaration of attackers are put on the stack.

10.1.2.6. Afterwards, the turn player gains priority.

10.1.2.7. If attacking Forwards were not designated, skip the blocker declaration step and the damage resolution step.

10.1.3. Blocker Declaration Step

10.1.3.1. The non-turn player declares 1 Forward as the Blocker. They can also choose not to Block. The Blocker must fulfill the following requirements.

10.1.3.1.1. The Blocker must be Active.

10.1.3.1.2. If the Blocker is under some restrictions, it can't Block unless it fulfills them.

10.1.3.1.3. If the Blocker has some compulsion, as long as as its limit is not reached, it must be fulfilled as much as possible.

10.1.3.1.4. If a Forward must pay a cost to Block, the non-turn player determines what that is and declares it. From that point on, this cost is fixed. Even if there is a change to the cost, the cost to be paid remains the same. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.

10.1.3.2. If the Blocker is under the control of the non-turn player, it is now Blocking.

10.1.3.3. If, during the Blocker declaration Step, the Blocking Forward leaves the battle, the Blocking Forward doesn't take damage. Also, if an attacking Forward leaves the battle, it doesn't take damage.

10.1.3.4. If the attacking characters form a Party, they are Blocked as if they were 1 character.

10.1.3.5. If auto-abilities triggered due to declaring a Blocker are put on the stack all at the same time.

10.1.3.6. Afterwards, the turn player gains priority.

10.1.4. Damage Resolution Step

10.1.4.1. If the attacking Forward isn't Blocked, the opponent receives 1 damage.

10.1.4.2. If the attacking Forward is Blocked, the Forwards each deal damage to the other equal to their own Power/

10.1.4.2.1. If the attacking Forwards form a Party, the Blocking character can divide its damage between the attacking characters as it wants.

10.1.4.3. After auto-abilities triggered when a player takes damage activate and are put on the stack.

10.1.4.4. The turn player gains priority.

10.1.4.5. If a Party was formed, it disbands at this time.

10.1.4.6. If you still want to attack, return to 9.5.11. Otherwise, move to the Main Phase.


11. Playing Cards and Abilities

11.1. Priority

11.1.1. The player who has priority can do things like play cards and use abilities.

11.1.2. When a phase or step start, triggered auto-abilities are put on the stack, then the turn player gains priority.

11.1.3. Rules processes getting resolved happens before any player gains priority. All rule precesses get resolved at the same time. If new rule processes have to be resolved those all have to be resolved at that time.

11.1.4. When any player gains priority, all delayed auto-abilities are put on the stack. Repeat ththis until no new rules processes or auto-abilities get triggered. Afterwards, the player who gained priority can play cards or ability, do special actions or release priority.

11.1.5. When cards or abilities are resolved, the turn player gains priority.

11.1.6. If the player who has priority chooses to do nothing (releases priority), their opponent gains priority.

11.1.7. If all players have released priority one after the other, if the stack is not empty, the card or ability on top of the stack gets resolved. If the stack is empty, proceed to the next step or phase.

11.2. Summoning Summons

11.2.1. Summoning a Summon is moving a Summon from your hand, putting it on the stack and paying its cost in order to use its effect. If, during the summoning of a Summon, the player is unable to follow the procedure, the summoning becomes illegal and the game returns to the moment before the summoning of the Summon. Declarations and payments made can't be changed.

11.2.2. The player declares the Summon being summoned. They reveal the Summon from their hand. This card moves from their current zone to the stack and become the top card on the stack. It has all the properties of the card and the player is its controller. The Summon stays on the stack until it resolves or or it is moved to another zone by some effect.

11.2.3. If the Summon chooses a character, ability or Summon, that choice must be suitable. Choosing only occurs when the word "choose" is used. Otherwise, it is not considered to be chosen.

11.2.4.

11.2.5. If the Summon requires a choice of effect, declare which effect is used.

11.2.6. If the cost of the Summon refers to card information, the cost is determined according to this information. If the Summon has optional costs or alternative costs, the player chooses which cost to use. If the cost of the Summon includes a variable, the player chooses the variable.

11.2.7. If the cost of the Summon refers to information from other cards, first determine anything that would change that number. Then, apply any effect that would modify the cost.

11.2.8. If the cost of a Summon changes in some region and the Summon is being played from that region, the cost to be payed is the cost of the Summon in its original region, even if it's on the Stack.

11.2.9. If a Summon distributes its effects to multiple cards or players, the player declares the extent of the effect for each player and card. If a number is distributed across multiple cards or players, each card must receive a number not smaller than 1.

11.2.10. Determine the cost to be paid for the Summon. After this, this cannot change, even if some other change is made due to an effect.

11.2.10.1.1. The player pays the entire cost at once. They can't pay only a part of the cost. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.

11.2.11. The procedures up to this point are done and the Summon has been summoned. Auto-abilities triggered when a Summon is summoned activate at this point. If the player who summoned the Summon had priority before summoning, they gain priority.

11.2.12. If a Summon can't be summoned due to things like rules, abilities or effects, playing the Summon can't even be attempted.

11.3. Playing a Character

11.3.1. If the turn player has priority during the main phase and the stack is empty, they can play a character on the Field. Playing a character is a special action that doesn't go on the stack. It can't be interrupted by Summons or abilities.

11.3.2. Declare the character being played. Reveal the character from your hand.

11.3.3. If the character requires a choice of effect, declare which effect is used.

11.3.4. If the cost of the character refers to card information, the cost is determined according to this information. If character has optional costs or alternative costs, the player chooses which cost to use. If the cost of the character includes a variable, the player chooses the variable.

11.3.5. If the cost of the character refers to information from other cards, first determine anything that would change that number. Then, apply any effect that would modify the cost.

11.3.6.

11.3.7. If a character distributes its effects to multiple cards or players, the player declares the extent of the effect for each player and card. If a number is distributed across multiple cards or players, each card card must receive a number not smaller than 1000 and only in increments of 1000.

11.3.8. Determine the cost of the character. After this, this cannot change, even if some other change is made due to an effect.

11.3.8.1.1. The color and number on the top left of the card is its cost and the number of CP needed to play it. Discarding a card from your hand produces 2CP of that color. Dulling a Backup produces 1CP of that color. However, Shine and Dark element cards can't be discarded to pay for the cost of a card. You can play a card by paying a number of CP equal to the written number. This must include 1CP of its element. However, Shine and Dark element cards can be played by paying a number of CP equal to the written number without including any CP of the same element. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.

11.3.9. The player pays the entire cost at once. They can't pay only a part of the cost.

11.3.10. The procedures up to this point are done and the character has been played on the Field. Auto-abilities triggered when a character enters the Field are activated at this point. The turn player gains priority.

11.3.11.  If a character can't be played due to things like rules, abilities or effects, playing the character can't even be attempted.

11.4. Playing items.

11.4.1. If the turn player has priority during the main phase and the stack is empty, they can play an Item on the Field. Playing an Item is a special action that doesn't go on the stack. It can't be interrupted by Summons or abilities.

11.4.2. Declare the Item being played. Reveal the Item from your hand.

11.4.3. If the Item requires a choice of effect, declare which effect is used.

11.4.4. If the cost of the Item refers to card information, the cost is determined according to this information. If Item has optional costs or alternative costs, the player chooses which cost to use. If the cost of the Item includes a variable, the player chooses the variable.

11.4.5. If the cost of the Item refers to information from other cards, first determine anything that would change that number. Then, apply any effect that would modify the cost.

11.4.6.

11.4.7. Choose the character equipping the Item. You can choose a character which can't be chosen as the target of effects.

11.4.8. If an Item distributes its effects to multiple cards or players, the player declares the extent of the effect for each player and card. If a number is distributed across multiple cards or players, each card card must receive a number not smaller than 1000 and only in increments of 1000.

11.4.9. Determine the cost of the Item. After this, this cannot change, even if some other change is made due to an effect.

11.4.9.1. The color and number on the top left of the card is its cost and the number of CP needed to play it. Discarding a card from your hand produces 2CP of that color. Dulling a Backup produces 1CP of that color. However, Shine and Dark element cards can't be discarded to pay for the cost of a card. You can play a card by paying a number of CP equal to the written number. This must include 1CP of its element. However, Shine and Dark element cards can be played by paying a number of CP equal to the written number without including any CP of the same element. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.

11.4.10. The player pays the entire cost at once. They can't pay only a part of the cost.

11.4.11. The procedures up to this point are done and the Item has been played on the Field. Auto-abilities triggered when an Item enters the Field are activated at this point. The turn player gains priority.

11.4.12. If an Item can't be played due to things like rules, abilities or effects, playing the Item can't even be attempted.

11.5. Playing a Formation

11.5.1. If the turn player has priority during the main phase and the stack is empty, they can play a Formation on the Field. Playing a Formation is a special action that doesn't go on the stack. It can't be interrupted by Summons or abilities.

11.5.2. Declare the Formation being played. Reveal the Formation from your hand.

11.5.3. If the Formation requires a choice of effect, declare which effect is used.

11.5.4. If the cost of the Formation refers to card information, the cost is determined according to this information. If Item has optional costs or alternative costs, the player chooses which cost to use. If the cost of the Formation includes a variable, the player chooses the variable.

11.5.5. If the cost of the Formation refers to information from other cards, first determine anything that would change that number. Then, apply any effect that would modify the cost.

11.5.6. If a Formation distributes its effects to multiple cards or players, the player declares the extent of the effect for each player and card. If a number is distributed across multiple cards or players, each card card must receive a number not smaller than 1000 and only in increments of 1000.

11.5.7. Determine the cost of the Formation . After this, this cannot change, even if some other change is made due to an effect.

11.5.7.1. The color and number on the top left of the card is its cost and the number of CP needed to play it. Discarding a card from your hand produces 2CP of that color. Dulling a Backup produces 1CP of that color. However, Shine and Dark element cards can't be discarded to pay for the cost of a card. You can play a card by paying a number of CP equal to the written number. This must include 1CP of its element. However, Shine and Dark element cards can be played by paying a number of CP equal to the written number without including any CP of the same element. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.

11.5.8. The player pays the entire cost at once. They can't pay only a part of the cost.

11.5.9. If there is already a Formation on the Field, the player return that Formation to their hand.

11.5.10. The procedures up to this point are done and the Formation has been played on the Field. Auto-abilities triggered when a Formation enters the Field are activated at this point. The turn player gains priority.

11.5.11. If a Formation can't be played due to things like rules, abilities or effects, playing the Formation can't even be attempted.

11.6. Abilities

11.6.1. Abilities are the instructions shown on a card.

11.6.2. Abilities are divided in 4 groups: Field abilities, auto-abilities, action abilities and special abilities.

11.6.3. Some cards have multiple abilities. When there's an indentation in the text, this means a new ability.

11.6.4. The cost written in the text is part of the ability.

11.6.5. An ability on the stack exists separately from its card. Once it's on the stack, the ability isn't cancelled even if its card is moved to another zone.

11.6.6. When an ability is put on a stack or at resolution time, if you need to refer to a card in some zone and the card has been moved to a different zone, use the information for the card just before it changed zones.

11.6.7. If an ablity can't be used due to things like rules, abilities or effects, using the ability can't even be attempted.

11.7. Action Abilities

11.7.1. An action ability is an ability which is activated by paying its cost.

11.7.2. Action abilities have a cost and an effect. The are written in this format: [Cost : Effect.].

11.7.2.1.1. Everything written before the colon (:) is part of the activation cost. The player using the ability must pay the entire activation cost. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost. If there are multiple elements involved in the cost and the cost is payed only by discarding cards, 1 extra CP can be generated for each element.

11.7.2.1.2. When using an ability with the Dull icon, if a Forward or Backup doesn't have Haste and you haven't controlled it since the start of the turn, you can't use it. For Monsters, you can use it even if it doesn't have Haste.

11.7.2.1.3. If part of the activation cost includes Dulling a character or putting it in the Break Zone, only characters which the player controls can be used.

11.7.2.1.3. If part of the activation cost includes removing a character from the game or returning it to the hand, cards that can't be removed from the game or returned to the hand can't be used to pay the cost.

11.7.3. Using an action ability or activating an action ability is paying its cost and putting it on the stack in order to activate its effect. If, during the activation of the action ability, the player is unable to follow the procedure, the activation becomes illegal and the game returns to the moment before the activation of the action ability. Declarations and payments made can't be changed.

11.7.4. The player declares the activation of the action ability. If this action ability is used from private information, the card holding this ability is revealed. If revealing a card from a private area is part of the activation cost, it can't be activated unless that card exists in that private area. This action ability become the top ability on the stack. The ability on the stack has the text of this action ability. It has no other characteristics. The player who used this action ability is the controller. The action ability stays on the stack until it resolves or or it is moved to another zone by some effect.

11.7.5. If the action ability chooses a character, ability or Summon, that choice must be suitable. Choosing only occurs when the word "choose" is used. Otherwise, it is not considered to be chosen.

11.7.6. If the action ability requires a choice of effect, declare which effect is used.

11.7.7. If the cost of the action ability refers to card information, the cost is determined according to this information. If the action ability has optional costs or alternative costs, the player chooses which cost to use. If the cost of the action ability includes a variable, the player chooses the variable.

11.7.8. If an action ability distributes its effects to multiple cards or players, the player declares the extent of the effect for each player and card. If a number is distributed across multiple cards or players, each card must receive a number not smaller than 1000 in increment of 1000.

11.7.9. Determine the cost to be paid for the action ability After this, this cannot change, even if some other change is made due to an effect.

11.7.10. The player pays the entire cost at once. They can't pay only a part of the cost.

11.7.11. The procedures up to this point are done and the action ability has been used. Auto-abilities triggered when an ability is use activate at this point. If the player who used the ability had priority before using it, they gain priority.

11.7.12. If an action ablity can't be used due to things like rules, abilities or effects, using the ability can't even be attempted.

11.8. Special Abilities

11.8.2. Special abilities have a cost and an effect. The are written in this format: [Cost : Effect.].

11.8.2.1.1. Everything written before the colon (:) is part of the activation cost. The player using the ability must pay the entire activation cost. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.

11.8.2.1.2. When using an ability with the Dull icon, if a Forward or Backup doesn't have Haste and you haven't controlled it since the start of the turn, you can't use it. For Monsters, you can use it even if it doesn't have Haste.

11.8.2.1.3. If part of the activation cost includes Dulling a character or putting it in the Break Zone, only characters which the player controls can be used.

11.8.2.1.4. If part of the activation cost includes removing a character from the game or returning it to the hand, cards that can't be removed from the game or returned to the hand can't be used to pay the cost.

11.8.3. Using an special ability or activating an special ability is paying its cost and putting it on the stack in order to activate its effect. If, during the activation of the special ability, the player is unable to follow the procedure, the activation becomes illegal and the game returns to the moment before the activation of the special ability. Declarations and payments made can't be changed.

11.8.4. The player declares the activation of the special ability. If this special ability is used from private information, the card holding this ability is revealed. This special ability become the top ability on the stack. The ability on the stack has the text of this special ability. It has no other characteristics. The player who used this special ability is the controller. The special ability stays on the stack until it resolves or or it is moved to another zone by some effect.

11.8.5. If the special ability chooses a character, ability or Summon, that choice must be suitable. Choosing only occurs when the word "choose" is used. Otherwise, it is not considered to be chosen.

11.8.6. If the special ability requires a choice of effect, declare which effect is used.

11.8.7. If the cost of the special ability refers to card information, the cost is determined according to this information. If the special ability has optional costs or alternative costs, the player chooses which cost to use. If the cost of the special ability includes a variable, the player chooses the variable.

11.8.8. If an special ability distributes its effects to multiple cards or players, the player declares the extent of the effect for each player and card. If a number is distributed across multiple cards or players, each card must receive a number not smaller than 1000 in increment of 1000.

11.8.9. Determine the cost to be paid for the special ability. After this, this cannot change, even if some other change is made due to an effect.

11.8.10. The player pays the entire cost at once. They can't pay only a part of the cost.

11.8.11. The procedures up to this point are done and the special ability has been used. Auto-abilities triggered when an ability is use activate at this point. If the player who used the ability had priority before using it, they gain priority.

11.8.12. If a special ablity can't be used due to things like rules, abilities or effects, using the special ability can't even be attempted.

11.9. Auto-abilities.

11.9.1. Auto-abilities are abilities which automatically activate when a triggering event occurs.

11.9.2. Auto-abillities have trigger conditions and an effect. They're written in the form [[Trigger Condition], [Effect].].  (Ex: [When ~, ......], [Whenever ~, ......], [At the beginning of ~, .....])

11.9.3.  Auto-abilities automatically activate when their triggering event occurs. Because of this, auto-abilities may trigger even when you can't play a character, summon a Summon or play an action ability.

11.9.4. For auto-abilities which make you choose something, if you can't choose anything, the ability still activates but it is immediately removed from the stack. Nothing can be stacked on it.

11.9.5. An auto-ability's controller is its source's contoller.

11.9.6. An auto-ability triggers once per time its trigger event occurs. However, if its trigger contains multiple events, it may trigger multiple times.

11.9.7. Nothing happens when auto-abilities trigger. The next time a player would gain priority after an auto-ability triggers, after doing all the rule processes, until no new rules processes happen and no auto-abilities are triggered, after rule processes are resolved and auto-abilities are done triggering, the turn player puts all the triggered auto-abilities they control on the stack in the order they chose, then the non-turn player puts all the triggered auto-abilities they control on the stack in the order they chose. Then, priority is actually given.

11.9.8. If the auto-ability chooses a character, ability or Summon, that choice must be suitable. Choosing only occurs when the word "choose" is used. Otherwise, it is not considered to be chosen.

11.9.9. If the cost of an auto-ablity references a card's information, the cost is decided when the reference is made.

11.9.10. If the auto-ability has optional costs or alternative costs, the player chooses which cost to use and how to pay for them.

11.9.11.  If the cost of the action ability includes a variable, the player chooses the variable.

11.9.12. If an auto-ability distributes its effects to multiple cards or players, the player declares the extent of the effect for each player and card. If a number is distributed across multiple cards or players, each card must receive a number not smaller than 1.

11.9.13. Determine the cost to be paid for the auto-ability After this, this cannot change, even if some other change is made due to an effect.

11.9.14.1.1. The player pays the entire cost at once. They can't pay only a part of the cost. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost. If there are multiple elements involved in the cost and the cost is payed only by discarding cards, 1 extra CP can be generated for each element.

11.9.14. There are auto-abilities with additional trigger conditions written in the form: [When/whenever/if [Trigger event], if [Condition], [Effect]]. Those are called conditional auto-abilities. Conditionnal auto-abilities check those trigger conditions as part of their trigger. If the trigger condition is not fulfilled, the auto-ability doesn't trigger. At resolution time, the trigger condition is also checked. If the condition is not fulfilled, the ability does nothing.

11.9.15. When an auto-ability gives a choice of doing something or not like: [When ~, you can/may ...], that auto-ability goes on the stack regardless. The choice is made at resolution time.

11.9.16. Auto-abilities only trigger if their trigger event happens. If their trigger event is replaced by another event due to a substitution effect, the trigger doesn't happen.

11.9.17. If a card moving from one zone to another is part of the trigger, this is called a zone move trigger. Most of the auto-abilities which have a zone move trigger do something to a card after it has changed zones.

11.9.17.1. During resolution time, these abilities look for the card where it was expected to be moved. If the card is not found therem the effect fails.

11.9.17.2. Also, if the searched for card never entered that zone or the zone it entered is private information, the search failed. The most common example of a zone move trigger is an ability that triggers when a card enters the Field.

11.9.17.2.1. When entering the Field abilities trigger when a card enters the Field. Examples are: [When [this card] enters the Field] or [When a [Job] Forward (or Backup) enters the Field]. If an event makes more than 1 card enter the Field, they all check the "when entering the Field" trigger condition according to the event.

11.9.18. Delayed auto-abilities are generated when an effect occurs and then later something happens. Delayed auto-abilities include things like [When ~, ...].

11.9.18.1. Delayed auto-ablitities are generated by the resolution of cards and other's abilitiesm resolution and by substitution effects. Until they get generated, even if their trigger event happens, they don't trigger.

11.9.18.2. If a delayed auto-ability doesn't ahave a deadline like [During this turn], it only triggers once, the next time its trigger event occurs.

11.9.18.3. Even if the characteristics of a card affected by a delayed auto-ability change, if is still affected. However, if its zone changes, it is no longer affected.

11.9.18.4. If a Summon generates a delayed auto-ability, that delayed auto-ability's source is that Summon and its controller is the Summon's contoller.

11.9.18.5. If an action ability or an auto-ability generates a delayed auto-ability, that delayed auto-ability's source is the source of the ability which generated it. Its controller is the same as the generating ability's source during its resolution.

11.9.18.6. If a delayed auto-ability is generated to to a Field ability's substitution effect, its source is the card with the Field ability. The controller is that card's controller when the substitution effect happens.

11.9.19. Some auto-abilities don't have a trigger event, but check for a game state to trigger. These auto-abilities immediately trigger when the game state occurs and get put on the stack at the next opportunity. Those abilities don't trigger again until the ability leaves the stack, but afterwards, if the card with the ability is still in a trigger zone and the game state occurs again, the ability triggers again.

11.10. Field ability

11.10.1. Field abilities are continuous effects which are always happening. As long as the effects doesn't have special conditions, they're only in effect while the card is on the Field. Otherwise, they're only in effect while the card is in the written zone.

11.10.2. If an ability adds names to a card, that ability is active in all zones, even if the card is removed from the game. This will be written like: [Card Name's name is also xx].

11.10.3. Continuous effects that change a card's element take effect as soon as the card enters the Field. The card doesn't enter the Field under its original element.

11.10.4. Field abilities don't use the stack.

11.11. EX Burst

11.11.1. EX Burst is an effect that some Summons have and an ability that some characters have.

11.11.2. When a player takes damage and puts the top card of their deck in the damage zone, if a card with EX Burst is flipped, its effect can immediately be triggered. Using an EX Burst or not is optional, so you can choose not to use the EX Burst of the card that was flipped. EX Bursts can't be interrupted.

11.11.3. For Summons, the entire written effect is applied. For an auto-ability, only the part that applies once its conditions are fulfilled is resolved.

11.12. Resolving Summons, action abilities and auto-abilities.

11.12.1. When all players have released priority one after the other, the top Summon, action ability or auto-ability is resolved.

11.12.2. If the resolved ability is a conditional auto-ability, check if its conditions are still fulfilled. If they are not, the ability is removed from the stack and does nothing.

11.12.3. The source of a Summon or ability on the stack has changed zones and its information needs to be checked, its information from just before it left its zone is checked.

11.12.4. The controller of a Summon or ability on the stack follows the instructions written in their test in the order that they are written. However, the content of the instructions may be changed due to substitution effects. Sentences that are written later in the text may also modify earlier sentences.

11.12.4.1. If a Summon or ability on the stack requires a choice that is not made when the Summon or ability is played, the player specified in the text must make the choice when the Summon or ability on the stack resolves.

11.12.4.1.1. At this time, for effects which must choose a target, cards that [must be chosen as the target of effect] must be chosen, but cards that [can't be chosen as the target of effect] can't be chosen.

11.12.5. A Summon or ability on the stack may require all players to make a choice or do an action at the same time. In this case, first the turn player declares all required choices and actions in any order, then the non-turn player declares all required choices and actions in any order, knowing what the turn-player declared, then all actions happen at the same time.

11.12.6. If a Summon or ability on the stack requires a player other than the controller to choose a card or character, that player is the one who chooses, but the controller remains the same as the controller of the Summon or effect and cards which can't be chosen as the target of opponent's effects or other similar still can't be chosen.

11.12.7. If a Summon or ability on the stack requires the information of a card in a specific zone, if that card has changed zones, the information that card had just before it changed zones is used.

11.12.8. For abilities which say that a card does something, that card does the action, not the ability.

11.12.9. If the text of Summon or ability on the stack generates an effect which includes a  variable, its value is decided once, at resolution time.

11.12.10. Once a Summon has been resolved, it is put in its owner's Break Zone.Once an ability has been resolved, it is removed from the stack.

11.13. Effects

11.13.1. Effects are the contents of a Summon or ability's instructions.

11.13.2. Effects include one-shot effects, continuous effects and substitution effects.

11.13.3. One-shot effects

11.13.3.1. One-shot effects occur once and then are over.

11.13.4. Continuous effects

11.13.4.1. Continous effects continue their effects for the period indicated on the card or until the end of the game.

11.13.4.2. There are summons and abilities which cause a continuous effect which changes card information or controller. Those effects affect only the cards affected as soon as the effect occurs.

11.13.4.3. If a Summon or ability creates a continuous effect which includes a variable, that variable is decided once at resolution time.

11.13.4.4. A Field ability may create a continous effect. In this case, the continuous effect remains in effect as long as the card is in the required zone.

11.13.4.5. Continuous effects created by Field abilities also affect cards which weren't affected when the effect was first generated.

11.13.4.6. When multiple continuous effects interact, apply them in the following order: 1. Continuous effects that modify a card's controller. 2. Continuous effects that modify a card's text. 3. Continuous effects that modify a card's type or Job. 4. Miscellaneous continuous effects. 5. Continous effects that modify a card's Power.

11.13.4.7. If multiple continuous abilities of the same type are applied, first apply effects which modify the information of the card which generated the effect then apply the remaining effects.

11.13.4.8. For continuous abilities created by Field abilities have the time stamp of whichever is slower between the ability that created it and the effect that generated that ability.

11.13.4.9. Continuous abilities created by Summons or abilities have the time stamp of the time when they are generated.

11.13.4.10. The time stamp of a card is the time at which it entered its current zone.

11.13.4.11. If multiple cards have the same time stamp, at that time, the turn player chooses the order of the time stamps.

11.13.4.12. If an effect comes into effect or doesn't come into effect or has its contents changes if another effect of the same type is applied, it is called a dependent effect. Otherwise, it's called an independent effect.

11.13.4.13. If multiple continuous effects of the same type affect each other, if some of these are independent, they are applied first, in order of time stamp.

11.13.5. Substitution Effects

11.13.5.1. Substitution effects are continuous effects. Substitution effects continuously apply when their substitution event occurs. Substitution effects have a trigger substitution event. They replace all or part of its effect with a different event.

11.13.5.2. Effects which use "instead" are substitution effects.

11.13.5.3. Substitution effects must exist before their substitution event is generated. Ones that have already occured can't be substituted.

11.13.5.4. When a substitution effect has replaced a substitution event, the replaced substitution event doesn't occur.

11.13.5.5. The same substitution effect can't be applied again to the result of the substitution.

11.13.5.6. A Summon, action ability or auto-ability can substitute part of all of their effect at resolution time. Those are called self substitution effects. When a substitution effect is applied to a substitution event, first apply self substitution effects, then the other substitution effects.

11.13.5.7. If many substitution effects that effect a card or player are trying to replace the same substitution event, first apply self substitution effects. Then, if there are effect which affect under which player's control the card will be put on the field, choose 1 of them. The controller of the affected card (the owner if there's no controller) or the affected player chooses the application order of the remaining effects.

11.13.5.8. When many effects which change the damage taken overlap, first apply any effect which changes the number. Then, apply any effect which increases or decreases the damage. If there are multiple effects which modify the damage and some of them increase the damage, even if the damage becomes 0, the increasing effects still apply.

11.13.5.8.1. If 1000 damage is afflicted and both an effect which decreases damage by 1000 and an effect which increases damage by 1000 apply, the damage received remains at 1000.

11.13.5.8.2. Anything which has not received damage to start with is not affected by these replacement effects.


12. Rule Processes

12.1. Rule processes are processes generated by the game when certain conditions are fulfilled.

12.2. Rule processes are checked throughout the game. No player controls them.

12.3. Whenever a player gains priority, the game check for the generation of all rule processes. If the check finds some rule processes, they all get resolved simultaneously as one event. Do this until no more rule processes are created and no more aauto-abilities are generated. Afterwards, the generated auto-abilities automatically get added to the stack. Afterwards, after checking for new rule processes and the generation of auto-abilities, priority is actually given to the player.

12.4. The rule processes follow.

12.4.1. Players which have received 7 damage lose the game.

12.4.2. After checking the previous rule process, players who needs to draw from an empty deck lose the game.

12.4.3. Players who have taken more unprocessed damage than the number of cards remaining in their deck lose the game.

12.4.4. Characters with Power 0 or less are put in their owner's Break Zone.

12.4.5. Characters which have taken damage equal or more than their Power Break.

12.4.6. If a player controls 2 or more characters with the same name which don't have the Common Soldier icon, put all of them in the Break Zone.

12.4.7. If the number of cards a player controls of the Shine and Dark elements combined is equal or greater than 2, put them all in the Break Zone.

12.4.8. Items which are not equipped to a character are put in the Break Zone.

12.4.9. If a single character is equipping 2 or more Items of the same type, all those Items are put in their owner's Break Zone. 12.4.10. For each player, if they have 2 or more Formation cards on the Field, put them all in the Break Zone.


13. Infinite Loops

13.1. An infinite loop is when an action keeps happening and the game can't progress. If an infinite loop is generated and there's no way to stop it, the game is a tie. If a loop can be stopped due to player action, the following happens.

13.2. If a single player can choose to stop the loop, that player chooses how many times the loop runs and the loop runs for that number of times. Afterwards, the loop ends. Afterwards, the same infinite loop can't be chosen, unless things like auto-abilities force you to.

13.3. If a both players can choose to stop the loop, first the turn player chooses the number of times the loop runs, then the non-turn player chooses the number of times the loop runs. Then, then loop runs a number of times equal to the smaller number chosen. Then, the corresponding player makes the choices necessary to stop the loop. Afterwards, if this infinite loop is started again under the exact same circumstances (all the cards in all the zones are the same), the player who chose the largest number can't continue the loop unless forced to by things like auto-abilities.


14. Illegal Moves

14.1. If, after doing an action, it is realized that that action can't be done, the game is returned to the point just before that action was done.

14.2. All payments made are returned. If an action was made to pay a cost, that cost is revoked.

14.3. When an effect which resulted in an illegal action or an illegal action is undone, is doesn't count as if an ability or effect has occured.

14.4. Moving cards to the deck, moving cards from the deck to somewhere other than the stack and shuffling the deck can't be undone.

14.5. The player who had priority when the illegal action was undone regains priority.


15. Key Words

15.1. Action key words

15.1.1. A number of actions have been turned into key words. They are described below.

15.1.1.1. Make it Active

15.1.1.1.1. Taking a character in the Dull state and putting it in the Active state is making it Active.

15.1.1.1.2. Characters in the Active state can be made Active.

15.1.1.2. Dull

15.1.1.2.1. Taking a character in the Active state and putting it in the Dull state is Dulling it.

15.1.1.1.2. Characters in the Dull state can be Dulled.

15.1.1.3. Break

15.1.1.3.1. Breaking a card is putting a card from the Field into its owner's Break Zone.

15.1.1.3.2. Effects and rule processes may put cards in the Break Zone, but it doesn't count as Breaking unless [Break] is specifically referenced.

15.1.1.4. Discard

15.1.1.4.1. Discarding a card is putting a card from your hand in the Break Zone.

15.1.1.5. Remove from the Game

15.1.1.5.1. This is taking a card from any zone and putting it outside the game.

15.1.1.6. Shuffle

15.1.1.6.1. Shuffling cards that are facing down means randomizing their order so that no player knows their order.

15.1.1.7. Search

15.1.1.7.1. Searching for a number of cards in a specified private zone.

15.1.1.7.2. When searching a private zone, even if there's a card which meets the requirements, you are not forced to choose it.

15.1.1.8. Summonning

15.1.1.8.1. Summoning is usually putting a Summon in your hand on the stavk and paying its cost.

15.1.1.9. Searching

15.1.1.9.1. When you search for cards in a deck, look for the designated cards in the deck, reveal them, then put them aside. Afterwards, follow the written instructions, then shuffle the deck.

15.1.1.10. Joining or Forming a Party

15.1.1.10.1. Joining or forming a Party is a key word action which represents multiple Forwards attacking as one.

15.1.1.10.2. Only Forwards which all have the same element or which all have the Party icon can form a Party.

15.1.1.10.3. Forwards must be able to attack at the time of 10.1.2.1 to join a Party.

15.1.1.10.4. There is no limit to the number of Forwards which can join a Party.

15.1.1.10.5. If some Forwards forming a Party leave the Field for some reason, if 1 or less Forwards forming the Party remain on the Field, they no longer form a Party.

15.1.1.10.6. If a Forward can Block at least one of the Forwards forming the Party, it can Block the Party. (Ex. If a Forward which can't be Blocked by Forwards of cost 3 or more and a Forward which can't be Blocked by Forwards of cost 4 or more form a Party, they can be Blocked by a Forward of cost 3.

15.1.1.10.7. If some of Forwards forming the Party don't have Pre-emptive Strike, they all deal damage at the standard time.

15.1.1.10.8. If the Forwards forming a Party are Blocked and deal damage to the Blocking Forward, first check if they are dealt damage due to the rules. Then, determine the damage dealt. That damage may be transfered or reduced. Even if, due to the rules, some of the Forwards don't deal damage, if the Blocking Forward Breaks, all of the Forwards forming the Party are considered to have Broken it.

15.1.1.11. Equipping

15.1.1.11.1. Equipping is paying an Item's cost and putting it on a character.

15.2. Key Word Abilities

15.2.1. Brave

15.2.1. Brave is a Field ability that modifies the attack designation step.

15.2.1.2. Forwards with Brave don't Dull when they attack.

15.2.2. Haste

15.2.2.1. Haste is a Field ability.

15.2.2.2. Characters with Haste can attack even if they have not been continuously controlled by their controller since the beginning of their controller's most recent turn.

15.2.2.3. Characters with Haste can use abilities with Dull in the cost even if they have not been continuously controlled by their controller since the beginning of their controller's most recent turn.

15.2.3. Pre-emptive Strike

15.2.3.1. Pre-emptive strike is a Field ability which modifies the damage determination step.

15.2.3.2. If 1 or more attacking Forward or Blocking Forward has Pre-emptive Strike at the beginnig of the damage resolution step, they deal damage before the Forwards without Pre-emptive Strike. Afterwards, Forwards without Pre-emptive Strike deal their damage.

15.2.3.3. If a Party forms to attack, if any member of the Party doesn't have Pre-emptive Strike, Pre-emptive Strike is not used by that Party.

15.2.4. Level UP

15.2.4.1. Level UP is an auto ability.

15.2.4.2. Level UP means [When OO (this Forward) Breaks a Forward opponent controls or deals damage top a Player, you may put OO in the Break Zone. If OO is put in the Break Zone due to this effect, search your deck for 1 Forward with the same name as OO, reveal it and put it on the Field Dulled. Shuffle your deck afterwards.]

15.2.4.3. If, in response to this, the Forward with Level UP is removed from the Field, they can't be put in the Break Zone, so Level UP doesn't work.

15.2.5. Link

15.2.5.1. Link is an auto ability that triggers when the Forward which has it enters the Field.

15.2.5.2. Link is written like: Link - element (cost). You can put a Forward of cost equal or less than the number inside the () on the Field.

15.2.5.3. If the Forward which enters the Field due to this effect also has Link, it triggers and another Forward can be put on the Field.

15.2.5.4. If multiple elements are written in a Link, choose 1 of them and put up to 1 card on the Field.

15.2.6. Assist

15.2.6.1. Assist is an auto-ability.

15.2.6.2. Assist is an auto ability that means [When OO (this Backup) enters the Field, put it in the Break Zone. If OO is put in the Break Zone due to this effect, resolve the following instructions.].

15.2.6.3. When a Backup with Assist enters the Field, its controller choose whether to use the Assist or not.

15.2.6.4. If they choose not to use the Assist, the Assist doesn't trigger when the card enters the Field. It doesn't even get put on the stack.

15.2.6.5. If, in response to an Assist on the stack, this Backup is removed from the Field, they can't be put in the Break Zone, so the Assist has no effect.

15.2.7. War God

15.2.7.1. War God is a Field ability possessed by Summons.

15.2.7.2. When a Summon with War God is summoned, you may choose to use War God.

15.2.7.3. If you choose to use War God, at the time of 11.2.3, put 1 character with the job written in War God's () in the Break Zone. The cost of the Summon is reduced by the cost of the character put in the Break Zone.

15.2.7.4. This effect can't reduce the cost to 0 or less.

15.2.7.5. War God can only put 1 character in the Break Zone.

15.2.8 Party Icon

15.2.8.1. Forwards with the P mark icon on their top right corner can form a Party together even if they are different elements.

15.2.8.2. Forwards without the Party icon characters can't join a Party if even 1 character of a different element is in it.

15.2.9. Overdrive

15.2.9.1. Overdrive is a Field ability held by characters.

15.2.9.2. When a character is played, you can choose to use Overdrive.

15.2.9.3. When a character with overdrive is played, by paying the additionnal cost written as Overdrive (cost)-, that character enters the Field with the auto ability written to the right of the (-).

15.2.9.4. The extra cost for the Overdrive is payed at the same time as the cost for playing the character. You can add them together and pay the as one cost. (Ex: A Wind element Forward of cost 3 has an Overdrive costing 1 <<Wind>> element and 2 colorless. By paying 2 Wind element and 4 other, you can put it on the Field with the Overdrive payed for).

15.2.10. Awakening

15.2.10.1 Awakening is an action ability.

15.2.10.2. By paying the cost shown as Awakening (cost), you can search the deck for 1 card of the same name and put it on the Field.

15.2.10.3. Awakening can only be used during your turn.

15.2.11. Blue Magic

15.2.11.1. Blue Magic is an action ability held by Monsters.

15.2.11.2. By paying the cost shown as Blue Magic - (Cost) and discarding the card from your hand, the effect to the right of the : is triggered.

15.2.11.3. Blue Magic can always be used when you have priority.

15.2.11.4. Blue Magic can only be used when a card with it is in your hand.

15.2.12. Remove

15.2.12.1. Remove is an action ability held by Items.

15.2.12.2. By paying the cost shown as Remove - (Cost), you can return that item to your hand. This is an action ability.

15.2.12.3. Remove can always be used when you have priority.

15.2.12.4. Remove can only be used when its card is equipped to a character.

15.2.13. Job Change

15.2.13.1. Job Change is an Action Ability

15.2.13.2. Job change is indicated like: Job Change (Number)  - (Cost). By paying (Cost) you may put 1 Backup of cost (Number) or less from your hand on the Field.

15.2.13.2. Job Change can only be used during your turn.

15.2.14. Flash

15.2.14.1. Flash is an Action Ability possessed by both Forwards and Backups.

15.2.14.2. Flash is written like: (Flash icon) Ability name - (Cost):Effect. The ability name is also written in blue.

15.2.14.3. By paying the cost and discarding the card with Flash from your hand, the effect to the right of the : is triggered.

15.2.14.4. Flash can be used at any time when you have priority.

15.2.14.5. Flash can only be used when you have that card in your hand.

15.2.15. Junction

15.2.15.1. Junction is an Action Ability possessed by Forwards.

15.2.15.2. Junction is an ability that is used by paying the cost and removing 1 Summon in your hand from the game. The character which used Junction becomes [Junctioned].

15.2.15.3. As long as the Summon removed from the game remains removed from the game, the character remains Junctioned. If, for some reason, that Summon is no longer removed from the game, the character is no longer Junctioned.

15.2.15.4. A Junctioned character can't Junction. It can pay the Junction cost, but it can't remove a Summon from the game.

15.2.16. Freeze

15.2.16.1. Freeze is a Field ability.

15.2.16.2. A Frozen character doesn't become Active during their controller's next Active Phase.

15.2.17. Combination

15.2.17.1. Combination is a Field Ability held by character.

15.2.17.2. Characters with Combination can choose to use it whenever they are played from the hand by paying their cost.

15.2.17.3. If you choose to use Combination, on step 11.3.4, you may remove up to 1 each of the card names written after the - in your Break Zone from the game. If you do, you may reduce the cost of the card by the number written in the ().

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