0% found this document useful (0 votes)
464 views55 pages

Cardfight Vanguard Comprehensive Rules 4.30

Uploaded by

Jackie White
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
464 views55 pages

Cardfight Vanguard Comprehensive Rules 4.30

Uploaded by

Jackie White
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 55

Cardfight!! Vanguard Comprehensive Rules ver. 4.30 1.2.5.

There are cards with effects that have a player


Last Updated: Apr 19, 2024 win or lose the game. In these cases, that player
wins or loses while resolving the effect without
proceeding to the check timing (11.6.1), and the
Table of Contents Pg game ends.
Section 1. Overview of the Game ................................... 1
Section 2. Card Information ............................................ 3 1.3. Golden Rules of the Game
Section 3. Owner and Master ......................................... 5 1.3.1. If the comprehensive rules and the text of a
Section 4. Zones ............................................................. 5 card contradict with each other, then the text
Section 5. Information and Status ................................... 9 takes precedence.
Section 6. Units and Placing ........................................... 9 1.3.2. If anything attempts to make a player do
Section 7. Specific Actions ............................................ 13 something he or she cannot perform, then
Section 8. Setting Up the Game ................................... 20 nothing happens. If anything attempts to make a
Section 9. Progression of the Game ............................. 21 player do something he or she can only partially
Section 10. Attack and Battle ........................................ 23 perform, then the player only performs the part
Section 11. Play and Resolve Cards and Abilities ........ 26 that he or she can.
Section 12. Terms regarding Processing of Effects ...... 33 1.3.2.1. If anything attempts to turn a game state
Section 13. Rule Action ................................................. 34 into a state that it is already in, then it does not
Section 14. Keywords and Keyword Abilities ................ 35 become the state again, and that action never
Section 15. Markers and Pseudo-cards ........................ 40 happens.
Section 16. Imaginary Gifts and Resolutions ................ 43 1.3.2.2. If anything attempts to perform a certain
Section 17. Set-specific Rules ...................................... 44 action zero or a negative number of times, then
Section 18. Miscellaneous ............................................ 47 nothing happens. No reverse action will take
place even if it is a negative number of times.
1.3.2.3. If anything attempts to perform actions that
Rules are being done as part of the cost of a card,
ability, or effect, zero or a negative number of
Section 1. Overview of the Game times, you can choose to do those actions as
part of the cost, and that part of the cost is
considered to be performed without anything
1.1. Number of Players being performed as a result.
1.1.1. This game is played by two players. These 1.3.2.4. When performing an action, if there is an
comprehensive rules do not apply to games instruction to perform a process a specified
played by any number of players other than two. number of times “(as much) as possible”, the
number of times the player performing the
1.2. Winning and Losing process chooses to perform the process needs
1.2.1. If any player loses, then the game ends to be as close to the specified number as
immediately. If you do not lose and your possible.
opponent does, then you win the game. 1.3.2.4.1. If an effect has an instruction to
1.2.2. If any player fulfils any losing conditions during perform a process a specified number of
a check timing (11.6.1), then that player loses times “(as much) as possible”, and it cannot
the game by rule action (Section 13. Rule be performed the specified number of times
Action). because of a card’s information that is
1.2.2.1. If a player has six or more cards in their hidden from any player, that card’s
damage zone, then he or she fulfills a losing information must be revealed to all players.
condition. - For example, if there is an instruction to
1.2.2.2. If a player has no cards in their deck, then perform a “call a card from your hand to
he or she fulfills a losing condition. a rear-guard circle as much as possible”
1.2.2.3. If a player has no vanguards on their effect, if there are cards in your hand
vanguard circle, and has no cards in their soul, that can be called to rear-guard circles,
then he or she fulfills a losing condition. and cards that cannot be called, you
1.2.3. If all players lose simultaneously, then the need to choose a card that can be
game ends in a draw. called. On the other hand, if all the cards
1.2.4. Any player may declare their concession at in your hand cannot be called, you need
any time. The player who declared their to reveal them.
concession immediately loses without 1.3.3. If an effect from a card attempts to do
proceeding to the check timing (11.6.1), and the something, and at the same time an effect from a
game ends. card restricts the action from taking place, then
1.2.4.1. No effects can interfere with conceding. No the effect that restricts the action takes
effects can force a player to concede, and no precedence.
effects can replace losing the game with a 1.3.4. If anything asks more than one player to make
concession. a choice at the same time, then the turn player
makes the choice first. The non-turn player will
make their choice after knowing the decision even if that rear-guard is later moved to
made by the turn player. another circle during that battle and loses
1.3.4.1. If more than one player is to make a choice its “is boosting” state, the “this unit
of cards in a hidden zone at the same time, the boosted” event is not canceled.
turn player first chooses the required number
of cards without checking their information,
followed by the non-turn player choosing the
required number of cards. If the chosen cards
are to be revealed, it is done after both players
have made their choices.
1.3.5. If anything asks a player to choose a number,
then you must choose zero or a positive integer,
if not specified. You cannot choose any fractions
or negative numbers.
1.3.5.1. If a number is specified for the upper limit
in a form such as “up to X”, unless a number is
specified for the lower limit, you can choose
zero.
1.3.6. When a numerical value is changed to be
greater than its current value by a rule or effect,
that value is considered to have increased.
Similarly, if a value is changed to be less than its
current value, that value is considered to have
decreased.
1.3.6.1. When there is an instruction to “increase” a
value, and the resulting value after carrying out
that instruction is less than before the effect
was applied, that value is considered to have
decreased instead of increasing, and similarly
for the reverse.
1.3.7. When an object such as a player or a card
starts an action, the following events occur in
according to the content of that action.
1.3.7.1. If an object A performs a single action X,
an “A did X” event occurs.
1.3.7.2. If an object A starts an action X that is
continuously performed, an “A did X” event
occurs, and an “A is doing X” state is
maintained while X is being performed.
- For example, when a rear-guard attacks,
the “rear-guard attacks” event occurs, and
the “rear-guard is attacking” state is
maintained until the end of that battle.
1.3.7.3. If an object A starts an action X that is
continuously performed on object B, the “A did
X to B” and “X was done to B by A” events
occur, and the “A is doing X to B” and “X is
being done to B by A” states are maintained
while X is being performed.
- For example, when a vanguard attacks a
rear-guard, the “vanguard attacks a rear-
guard” and “rear-guard is attacked by a
vanguard” events occur, and the
“vanguard is attacking a rear-guard” and
“rear-guard is being attacked by a
vanguard” states are maintained until the
end of that battle.
1.3.7.4. With regards to 1.3.7.2 and 1.3.7.3, even if
the action that was continuously being
performed has ended, the “did” event that
occurred at its start is not canceled.
- For example, if a rear-guard in the back
row boosts a vanguard in the front row,
① Name
② Clan
③ Race
④ Grade
⑤ Power
⑥ Shield
⑦ Critical
⑧ Trigger Icon
⑨ Type
⑩ Skill Icon
⑪ Text
⑫ Flavor
⑬ Special Icon
⑭ Nation
⑮ Art
⑯ Collection Data

Section 2. Card Information 2.3.2. The race is referred to by some abilities and
effects.
2.3.3. In text, the name of a race may be expressed
2.1. Name as <(race name)>.
2.1.1. The inherent name to identify a card. 2.3.4. There are cards that have multiple races. In
2.1.1.1. Some Japanese cards have small letters such cases, the names of each race are
above the name to help show how to read it. demarcated by “/”.
This is not a part of the name and has no
meaning in terms of rules. 2.4. Grade
2.1.1.2. In text, the name of a card may be 2.4.1. The numeric value that is referred to when you
expressed as “(card name)“ or “(part of a card ride or call a card.
name)”, depending on the context. 2.4.2. The grade can limit the playing of a card.
2.1.2. There are some cards with a “This card is also
regarded as “(card name)” continuous ability that 2.5. Power
does not specify a zone. This ability is active in 2.5.1. The numeric value that expresses the combat
all zones (11.4), and is referenced as a card with strength of a card. The higher this value is, the
each of those names when constructing a deck better it is in battle.
(8.1.5.2). 2.5.2. In text, the word “power” may be indicated by a
icon.
2.2. Clan 2.5.3. Some cards have a “+“ after the numerical
2.2.1. The name of the clan a card belongs to. value. It has no meaning in terms of rules.
2.2.2. The clan is referred to by some abilities and
effects. 2.6. Shield
2.2.3. In text, the name of a clan or nation may be 2.6.1. The numeric value that expresses this card’s
expressed as <<(name)>>. combat strength as a guardian (10.5.1.2.2). The
2.2.3.1. “This card is also a <<( name)>>“ is an higher this value is, the better it is at defending
effect that adds a clan or nation to the card your units.
with the ability. 2.6.2. In text, the shield may be indicated by a
2.2.4. <<Cray Elemental>> cards belong to all clans icon.
and nations. 2.6.3. Some units do not have a shield.
2.2.5. Order cards without any clan or nation belong
to all clans and nations. 2.7. Critical
2.7.1. The numeric value that determines how much
2.3. Race damage this card deals to the opponent’s
2.3.1. The name of the race of a card. vanguard in battle.
2.7.2. In text, the critical may be indicated by a 2.10.1.3. Cards with the icon have “Twin
icon. Drive!!“ (14.3.3).
2.10.1.4. Cards with the icon have “Triple
2.8. Trigger Icon Drive!!!“ (14.3.4).
2.8.1. The icon that indicates the trigger ability
(11.10.1) to be played when instructed by cards 2.11. Card Text
or rules to put a card in the trigger zone. 2.11.1. The information about a card’s inherent
abilities.
2.9. Type 2.11.1.1. The content within the frame may be
2.9.1. The information about the type of a card. referred to as “text“.
2.9.2. Cards can have 3 different type information: 2.11.2. Some text is colored differently to put an
main type, subtype, and special type. emphasis on it. The difference in colors has no
2.9.2.1. Generally, all cards have a main type and a meaning in terms of rules.
subtype. 2.11.3. Some cards have text in ( ) (brackets) to
2.9.2.2. There are some pseudo-cards (15.1.2.4) indicate an explanation of an ability. This is
that have a special type. called reminder text. Reminder text is part of the
2.9.3. Cards have one out of the “unit”, “order”, text, but as it is only for explanatory purposes, it
“heart”, “originalDress”, “crest”, or “ride deck does not affect the game.
crest” main types.
2.9.3.1. “Unit” is a general term for cards that are 2.12. Flavor
placed on the field and battle with the 2.12.1. The descriptive text of this card.
opponent or support such battles. 2.12.2. The flavor has no meaning in terms of rules.
2.9.3.1.1. When rules, abilities, and effects refer
to a “unit” without specifying a zone, they are 2.13. Special Icon
referring to a card on the field (4.8) with the 2.13.1. Cards with specific icons in this position have
main type “unit”. an ability that corresponds with the icon.
2.9.3.2. “Order” is a general term for cards that only 2.13.2. If this card has one of the following icons, it
have abilities that support units or players. has an imaginary gift (16.1).
2.9.3.3. “Heart” is the main type cards in the heart 2.13.2.1. This card has the imaginary gift of the
state (6.5.2.2) have. following clan types (16.2.1.1) that
2.9.3.4. “originalDress” is the main type cards in corresponds with the icon.
the “originalDress” state (6.7.2.1) have. 2.13.2.2. Cards with the icon to the
2.9.3.5. “Crest” is the card type that “crest” pseudo- right have the clan type “Force”
cards (15.7) have. imaginary gift.
2.9.3.6. “Ride deck crest” is a general term for 2.13.2.3. Cards with the icon to the
cards added to the ride deck during deck right have the clan type “Accel”
construction (8.1.2). imaginary gift.
2.9.4. Cards may have subtypes according to their 2.13.2.4. Cards with the icon to the
main type. right have the clan type “Protect”
2.9.4.1. Cards with the “heart” and “originalDress” imaginary gift.
main types maintain their original subtype. 2.13.3. If this card has the icon to the
2.9.5. There are some cards and pseudo-cards right, it means that this card can
(15.1.2.4) that have a special type. perform Persona Ride (6.3.8).
2.9.5.1. Special types are different from and
independent of types. Effects that add, 2.14. Nation
remove, or change types do not affect special 2.14.1. The name of the nation a card belongs to.
types, and vice versa. 2.14.2. The nation is referred to by some abilities and
2.9.5.2. There are some special types with effects.
accompanying rules. 2.14.3. Nations are represented by nation names and
2.9.6. Card types are written as a combination of the their nation icons.
subtype and main type. 2.14.3.1. When nations are only represented by
- For example, the type of a card with main their nation icon, they have the following
type “unit” and subtype “trigger” is written as meaning.
“trigger unit”.

2.10. Skill Icon United Sanctuary


2.10.1. An icon that indicates one of the abilities that
card has.
2.10.1.1. Cards with the icon have “Boost” Dragon Empire
(14.5).
2.10.1.2. Cards with the icon have “Intercept”
(14.4). Star Gate
Dark Zone 3.2. Owner and Master
3.2.1. The owner is the player who owns the card.
The owner of a card is the player who had it in
Magallanica their deck at the beginning of the game. At the
end of each game, each player retrieves each
card that he or she owns.
Zoo 3.2.2. The master is the player who is currently using
a card, ability, or effects. The master of a card in
a zone is the player whom the zone belongs to.
2.14.4. Some specific nations are also considered to 3.2.2.1. The master of a continuous ability is the
be other specified nations. In addition, cards with master of the card that has that ability, or the
nation names or icons that have no indication of master of an effect that created that ability.
belonging to any specific clan in their card 3.2.2.2. The master of an activated ability is the
information are considered to belong to all the player who played it.
clans that correspond to that nation. 3.2.2.3. The master of an automatic ability is the
2.14.4.1. Please refer to supplement B at the end master of the card that has that ability, or the
of this document for a list of nations and their master of an effect that created that ability.
corresponding clans. 3.2.2.4. The master of an order ability is the master
2.14.5. Nation names may be referenced as of the order card with that ability.
<<(nation name)>> in text (2.2.3). 3.2.2.5. The master of an effect is the master of the
ability that generated that effect.
2.15. Art 3.2.2.5.1. If an effect instructs for any actions to
2.15.1. The descriptive image of this card. be performed without specifying a player, the
2.15.2. The art has no meaning in terms of rules. master of that effect carries out those
instructions.
2.16. Collection Data
2.16.1. The card’s collection number, artist’s name, Section 4. Zones
copyright, and other contents of the card with no
direct relation to game that have not been
mentioned thus far are collectively called the
“collection data”.
2.16.2. The collection data is not part of the
information of this card and generally have no
meaning in terms of rules.
2.16.2.1. There are some effects that refer to the
collection number during deck construction
(8.1.8).

2.17. Drive
2.17.1. The numeric value that determines the
number of drive checks resolved during the
battle that a card attacked.
2.17.2. The drive is not indicated on a card, and the
original value for all cards is 1.
① Deck Zone ⑥ Damage Zone
2.17.2.1. Cards with the “Twin Drive!!” or “Triple
② Drop Zone ⑦ Trigger Zone
Drive!!!” skill icons have the value of their drive
③ Vanguard Circle ⑧ Order Zone
changed by those abilities.
④ Rear-guard Circle ⑨ Ride Deck Zone
⑤ Guardian Circle ⑩ Crest Zone
Section 3. Owner and Master

3.1. Player 4.1. Zone Basics


3.1.1. The player (or “fighter“) is a person playing the 4.1.1. For each zone, each player has their own one
game. if not specified.
3.1.2. Each player has a “vanguard damage” value 4.1.2. There are zones where all players may see the
that is incurred when their vanguard receives information of the cards in that zone, and zones
damage. where they may not. Zones in which information
3.1.3. Each player has an “energy” value that is of the cards in that zone may be seen are “public
referenced by some cards. zones”, and zones in which they may not are
3.1.3.1. The lower limit for energy is 0. While called “hidden zones”.
energy would usually have no upper limit, an 4.1.3. When a card is placed in a public zone, it is
upper limit may be set by effects. placed in the public state (4.2.2). When a card is
placed in a hidden zone, it is placed in the 4.2. Zone Visibility State
hidden state (4.2.3). 4.2.1. Cards in zones have either the public state or
4.1.4. All players may check the number of cards in hidden state.
any zone at any time, regardless of whether the 4.2.2. All players may see the information of cards in
zone is public or hidden. the public state.
4.1.5. Generally, even when a card in a public zone 4.2.3. Some or all players may not see the
is turned face down by a rule or card’s effect, all information of cards in the hidden state.
players may see the information of that card.
Generally, while a card in a hidden zone is 4.3. Card Placement State
revealed, all players may see the information of 4.3.1. It is possible for the card placement state to be
that card. specified in some zones. The placement states
4.1.6. When a card would move from a hidden zone are the orientation state, and the facing state.
to a public zone or change state within the zone, 4.3.2. The orientation state can either be the “stand
if any effect restricts the moving or changing of state” or the “rest state”. Cards can only have
state of that card due to that card’s information, one of the two orientation states, and cannot be
that card is revealed. in both or neither of the states.
4.1.7. There are zones where the order cards are 4.3.2.1. Cards in the stand state are placed
placed in the zone is controlled. If the order is vertically upright from its master’s viewpoint. In
controlled, the order the cards are stacked on card text, “stand” may be indicated by a
each other is controlled. Unless otherwise icon.
specified, players cannot change the order of 4.3.2.2. Cards in the rest state are placed
cards in a zone where the order is controlled. horizontally from its master’s viewpoint. In card
4.1.7.1. When a card is moved to a zone where the text, “rest” may be indicated by a icon.
order is not controlled, after indicating that that 4.3.2.3. When a card is placed in a zone where it is
card is moving to that zone, that card can be possible for the placement state to be
moved to any position in that zone. specified, unless otherwise specified, it is
4.1.8. When a card moves from a circle to another placed in the stand state.
circle, it is considered as the same card as the 4.3.3. The facing state can either be “face up” or
original card, and the effects that applied to the “face down”. A card can only have one of the two
original card continue to apply. However, when facing states, and cannot be in both or neither of
performing a move from a circle to a zone other the states.
than a circle, unless otherwise specified, it is 4.3.3.1. Cards in the face up state are placed such
considered as a new card in the new zone. that the face with the card information is
Effects that applied in the previous zone do not visible. Generally, all players may check the
continue to apply. information of face up cards.
4.1.8.1. When a single card effect moves a card to 4.3.3.2. Cards in the face down state are placed
another zone and performs an action on the such that the face with the card information is
card in the zone it moved to, that effect tracks not visible. Generally, no player may check the
the card after it has moved, and performs the information of face down cards.
action. 4.3.3.3. Generally, cards placed face up are in the
4.1.9. When multiple cards are placed in a zone at public state, and cards placed in the public
the same time, unless otherwise specified, the state are placed face up. Similarly, cards
order they are placed in the new zone is decided placed face down are in the hidden state, and
by the owner of that zone. cards placed in the hidden state are placed
4.1.10. When multiple cards are placed from a public face down.
zone into a hidden zone at the same time, and
the master of those cards can determine the 4.4. Card Types and Movement to Zones
order those cards are placed, no player other 4.4.1. There are inherent rules regarding the moving
than the master may know the order those cards of cards with specific main types or subtypes to
are placed. specific zones.
4.1.11. When cards are moved to a specific position 4.4.2. When a card with the subtype “G” performs a
in a hidden zone, the number of cards moved to move between zones that is not a movement
that position is known to all players. from striding (6.5.1), or a movement from a rear-
4.1.12. When instructed to move a card would move guard circle or vanguard circle to a rear-guard
to a zone whose master is not specified, unless circle, in the following situations, that card moves
otherwise specified, move it to the specified to the G zone.
zone of that card’s owner. 4.4.2.1. If that card is the vanguard, and would
4.1.13. When a card would be moved to the zone of move to another zone, it is placed face up in
a player other than that card’s owner, that move the G zone instead of performing that move.
is not performed. 4.4.2.2. If that card is a rear-guard, after performing
that move, it is immediately placed in the G
zone face up from the zone it had moved to
without waiting for the check timing.
4.4.3. When a card with the main type “order” would 4.9.2. Circles on the field have 1 of the following
move to any circle, it is placed in the drop zone types, namely “Vanguard“, “Rear-guard“,
instead of performing that move. “Guardian“, “Lock“, “Astral Plane”, or “Stage”.
4.9.2.1. A circle with a type will have the name of
4.5. Deck Zone “(type) circle“.
4.5.1. The zone you put your deck in at the beginning - For example, a circle with the Vanguard
of a game. type is called a “Vanguard circle”.
4.5.2. The deck zone is a hidden zone, and the order 4.9.2.2. Cards placed on circles have an orientation
of the cards is controlled. Players can only state.
change the order of the cards in the deck, or 4.9.2.3. The type of the center front circle at the
check the information of those cards, if an effect beginning of the game is a vanguard type.
or rule instructs them to. 4.9.2.3.1. When a card is put on the vanguard
4.5.3. When multiple cards move from the deck zone circle from anywhere other than by striding
to another zone at the same time, move cards (6.5.1), including a rear-guard circle, it is put
one by one. there in the stand state.
4.9.2.4. The type of the center far front circle at the
4.6. Hand beginning of the game is a guardian type.
4.6.1. The zone where each player places their 4.9.2.4.1. When a card is placed on this zone,
unused cards without letting the opponent see unless otherwise specified, it is placed in the
them. rest state.
4.6.2. The hand is a hidden zone, but you can see 4.9.2.5. The type of each circle, other than the
information of cards in your hand. You may not center front and center far front circles, at the
see information of cards in your opponent’s beginning of the game is a rear-guard type. If
hand. The order of the cards in the hand is not there are no cards or a face up card on those
controlled. circles, they are rear-guard types.
4.9.2.5.1. When a card is moved to a rear-guard
4.7. Drop Zone circle from anywhere other than another rear-
4.7.1. The zone where each player places cards that guard circle, including a vanguard circle, it is
have been used. put there in the stand state.
4.7.2. The drop zone is a public zone. Cards in this 4.9.2.5.2. When a card is moved to a rear-guard
zone are stacked face up, and the information of circle from another rear-guard circle, it is put
cards are open to all players. The order of the there in the same orientation state as the
cards in the drop zone is not controlled. previous circle.
4.7.3. When text refers to “drop”, it refers to the drop 4.9.2.6. When rules and text references a
zone. “vanguard”, “rear-guard” or “guardian”, it refers
to the unit on a circle of that type.
4.8. Field 4.9.2.7. The type of circle with a locked card
4.8.1. The zone to put all your units on. (7.30.1) on it is a lock circle.
4.8.2. In general, this zone has seven circles. A card 4.9.3. Circles are public zones. The cards in these
on a circle is also regarded as being on the field zones are face up, and all information is open to
that the circle belongs to. all players.
4.8.3. The field is a public zone. 4.9.3.1. Cards that are face down on a circle due to
effects or costs are still in a public zone. The
4.9. Circle information is open to all players.
4.9.1. The zone to put your unit on individually. Each 4.9.4. Generally, only one card can be put on each
player has 7 circles: left front, center front, right vanguard, rear-guard, and lock circles. Multiple
front, left back, center back, right back, and cards can be put on a guardian circle.
center far front. 4.9.5. Other than moving G units not in the G zone
4.9.1.1. Each pair of circles, left front and left back, between rear-guard circles, when a G unit that is
center front and center back, and right front not in the G zone moves to another area, after
and right back, is called a column. moving, or after finishing a chain of moving, that
4.9.1.2. Your opponent's column directly across G unit is put back into the owner’s G zone in a
your own column is the same column. face up state.
Specifically, your left column and your 4.9.6. Circles can be classified as having the “Astral
opponent's right column, your center column Plane” (17.3) type in addition to their other types.
and your opponent's center column, your right
column and your opponent's left column, are 4.10. Soul
the same columns. 4.10.1. Some cards will go into this zone during a
4.9.1.3. All the circles in a player’s front row, and all game. The soul is not a part of the field.
the circles in a player’s back row, are each 4.10.1.1. Cards placed in the soul indicated as
called a row. being in the soul by being stacked under the
vanguard.
4.10.2. The soul is a public zone. Cards in this zone 4.14. G Zone
are stacked face up, and all information is open 4.14.1. The zone you put your G deck in at the
to all players. The order of the cards in the soul beginning of a game.
is not controlled. 4.14.2. The G zone is a hidden zone, but you can
see the information of cards in your G zone. The
4.11. Damage Zone face down cards in this zone are stacked, and
4.11.1. The zone you will put cards in as the game other players cannot see the information of the
progresses to represent damage your vanguard face down cards. The order of the cards in the G
has been dealt. zone is not controlled.
4.11.2. The damage zone is a public zone. Cards in 4.14.3. At the beginning of a game, all cards in the G
this zone are stacked face up, and all deck are placed face down on the G zone in a
information is open to all players. The order of hidden state.
the cards in the damage zone is not controlled. 4.14.4. When cards in this zone are put to face up,
4.11.2.1. Even if an effect or cost turns cards in a they are placed separately from the face down
damage zone face down, they are still public cards, and only stacked with face up cards. All
information. Each player may see the face of players can see the information of, and change
the cards. the order of face up cards in the G zone.
4.11.3. Cards that are face down in the damage zone 4.14.5. When a process puts a card from outside of
do not have any card information and cannot be the G zone into the G zone during a game, that
given any information. card is placed face up unless otherwise
4.11.4. If you have six or more cards in your damage specified.
zone, you lose the game by rule action (13.2.2).
4.15. Gauge Zone
4.12. Bind Zone 4.15.1. The zone where cards that are put as a
4.12.1. The zone that you put cards that have been gauge are placed.
bound. 4.15.2. The gauge zone is a hidden zone, but you
4.12.2. The bind zone is a public zone. All players can see the information of cards in your gauge
may see the information of face up cards in this zone. You may not see the information of cards
zone. in your opponent’s gauge zone. You may change
4.12.3. Due to an effect, cards in the bind zone that the order of cards in your gauge zone, so long
are face up can be turned face down, and cards as it is clear which cards they are associated
in other zones can be move to the bind zone with.
face down. Only the owner of the face down 4.15.2.1. When cards put into a gauge zone from a
cards in a bind zone may see the face. Other hidden zone, the owner of that gauge zone
players may not see the face of these cards. may look at the information of that card after all
4.12.4. Bound cards that are faced down do not have the cards have been put into the gauge zone.
any card information and cannot be given any 4.15.3. There are cards in the gauge zone that are
information. associated with other cards.
4.12.5. Bound cards or cards referring to bound 4.15.3.1. When a reference is made to a card’s
cards may sometimes affect the game. As such, “gauge”, it refers to the cards in the gauge
players are required to split the pile of bound zone that are associated that card.
cards so that they can be distinguished which 4.15.3.2. When a unit is moved between circles,
effect they were bound by. You may change the the cards in the gauge zone associated with
order of your bound cards within the same pile. that unit maintain the association.
4.15.3.3. When a unit is moved from a circle to a
4.13. Trigger Zone non-circle zone, or when a unit is locked
4.13.1. The zone where cards are put in temporarily (7.30), the cards in the gauge zone that are
during the game. associated with that unit are placed into the
4.13.1.1. Cards revealed by a drive check drop zone by rule action (13.9.1).
(10.6.1.2) are placed in the trigger zone. After 4.15.3.4. The cards in a gauge zone that are
resolving the effects of icons on it, the card associated with a unit can be referenced as
moves to the owner's hand. part of the final information (11.13) of that unit,
4.13.1.2. Cards revealed by a damage check so long as they remain in the gauge zone.
(13.6.4) are placed in the trigger zone. After 4.15.3.5. When cards in the gauge zone that are
resolving the effects of icons on it, the card associated with unit A become associated with
moves to the owner's damage zone. a different unit B, their association with unit A is
4.13.2. The trigger zone is a public zone. All the canceled.
cards in this zone are placed face up, and any 4.15.4. There are cards in the gauge zone with name
player may see the information of these cards. information.
The order of the cards in the trigger zone is 4.15.4.1. References to “(name) gauge” refer to
controlled. When you put a card into this zone, cards in the gauge zone with (name) in their
put it on top of the existing cards. name information.
4.15.4.2. Cards in the gauge zone that have not unit that is already a <<Royal Paladin>>,
explicitly been given name information do not then the second one is ignored, because it is
have any name information. multiple copies of the same information.
5.1.3. References to “original“ information refer to the
4.16. Order Area information after effects that modify “original”
4.16.1. The zone order cards are placed in while they information written on the card have been
are played (11.8.2.1.1). applied (11.11.1.2, 11.11.1.3).
4.16.2. The order area is a public zone. Cards are 5.1.3.1. References to the “original” information of
placed face up in this zone, and all players may a pseudo-card (15.1) are based on the
check the information and order of those cards. information regulated by the effect or rule that
created that pseudo-card.
4.17. Order Zone
4.17.1. The zone set orders are placed in (11.8.3.3). 5.2. State
4.17.2. The order zone is a public zone, and all 5.2.1. State is another detail of cards other than
players may check the information of those information that can be referred during a game.
cards. - For example, a card being at rest is the
4.17.3. Cards placed in the order zone have an state of being in the ‘rest state’, and is not
orientation state and a facing state. information that the card possesses.
4.17.3.1. Cards that are face down in the order 5.2.2. There are card effects that put some cards into
zone are considered to not have the a special ‘(name)’ state.
information on its front side, unless otherwise 5.2.2.1. Cards with the card name specified by this
specified. effect are in the ‘(name)’ state in all zones.
5.2.2.2. Being put into this state may be referenced
4.18. Ride Deck Zone by other abilities and effects.
4.18.1. The zone that players put their ride deck to 5.2.2.3. The (name) used for this rule is one of the
differentiate it. following.
4.18.2. Face down cards in this zone are placed in a  UnisonDress
stack, and you cannot check the information of
face down cards in other players’ ride deck
zones. The order of the cards in the ride deck Section 6. Units and Placing
zone is not controlled.
4.18.3. At the beginning of the game, put all your ride 6.1. Overview
deck cards in the ride deck zone face down in 6.1.1. Units are placed on circles and gain special
the hidden state. states through various methods during a game.
4.18.4. When a card that was in the ride deck zone at This section defines the terms regarding the
the beginning of the game moves to the deck, specific actions (Section 7. Specific Actions) that
that card is placed face up in the ride deck zone place units, and the rules regarding the different
instead of the deck. states of units.
4.18.5. Face up cards in this zone are separated
from the face down cards and placed in a stack 6.2. Call
that only has face up cards. All fighters may 6.2.1. When a unit is placed by a call, that unit is
check the information and change the order of placed on the specified rear-guard circle or
the face up cards in their ride deck zone. guardian circle.
6.2.1.1. To “call” a unit is specific action that
4.19. Crest Zone represents placing that unit by a call on the
4.19.1. The zone where various crest markers specified rear-guard circle or guardian circle.
created during a game are placed. 6.2.1.2. Generally, if a unit is placed on a rear-
4.19.2. The crest zone is a public zone. Cards are guard circle or guardian circle, that unit is
placed face up in this zone, and all players may considered to have been “called” if it was not
check the information of those cards. due to overDress (6.7.1).
6.2.2. Calls are divided into “normal calls” and
Section 5. Information and Status “superior calls”.
6.2.2.1. A normal call is the placing of a unit on a
5.1. Information rear-guard circle or guardian circle by the turn
5.1.1. Information is any value, phrase, or icon that player playing a unit from their hand without
has any meaning or is referred to during a game. any modifications to the cost by effects,
Information can be modified by some effects. through means specified in the rules rather
5.1.2. Information can be modified by some effects. If than by an effect.
a card has multiple copies of the same 6.2.2.2. A superior call is the placing of a unit on a
information that are not abilities, the overlapping rear-guard circle or guardian circle that does
ones are ignored. not fulfill one or more of the conditions of a
- For example, if an effect that says “This card normal call.
is also a <<Royal Paladin>>“ is applied to a
6.2.3. When cards are called, it is done according to 6.3.3. When cards are ridden, it is done according to
the steps below. the steps below.
6.2.3.1. Choose the specified number of cards to 6.3.3.1. If the cards being ridden are in the field or
call. G zone, that ride is not performed, and the
6.2.3.1.1. If the cards being called are cards in a processing of the ride ends.
hidden zone, the information of those cards 6.3.3.2. Choose the specified number of cards to
is revealed. ride.
6.2.3.2. For each of the cards being called, choose 6.3.3.2.1. If the cards being ridden are cards in a
a circle for that card to be placed. hidden zone, the information of those cards
6.2.3.2.1. If multiple cards are being called at the is revealed.
same time due to an effect, choose cards 6.3.3.2.2. If the cards being ridden are cards in
and circles for placing such that it does not the ride deck zone, after revealing that card
conflict with that effect or the conditions of in the ride deck zone, you must choose a
the cards being called. When choosing, the card from your hand and discard it in
same circle cannot be chosen as the addition. If you do not do so, you cannot ride
destination to call to for multiple cards. They the card in the ride deck zone.
must be called to separate circles. 6.3.3.3. Specify the vanguard circle to ride upon.
6.2.3.2.1.1. If there are not enough circles to 6.3.3.3.1. Unless otherwise specified, this circle is
call to for any reason, decide on a the vanguard circle of the owner of the cards
combination of units and circles that will being ridden.
allow as many cards as possible to be 6.3.3.4. Place the cards being ridden on the
called. Cards that could not be included in specified vanguard circle.
that combination are not called, and remain 6.3.3.4.1. Unless otherwise specified, rode cards
in their original zone. are placed in the stand state.
6.2.3.3. All the cards being called are placed on the 6.3.3.5. If there is another unit on the vanguard
circles at the same time. circle other than the rode unit, put all the units
6.2.3.3.1. Unless otherwise specified, called on that circle, other than the rode unit, into the
cards are placed in the stand state for rear- soul.
guard circles, and the rest state for the 6.3.3.5.1. Cards that would be put into by this
guardian circle. include cards in the heart state (6.5.2.2) and
6.2.3.4. If the circle the called unit on is a rear- legion leader and legion mate cards in the
guard circle, and that circle has a unit other legion state (6.4).
than the unit that was called, the units on that 6.3.4. Cards that are ridden are considered as new
circle other than the called unit are retired. cards in that zone. This includes when they are
6.2.4. When units are called to the guardian circle, if ridden from another circle, with 4.1.8 as an
any of those units’ master’s units is being exception.
attacked, that player chooses 1 of the units 6.3.5. Automatic abilities with the trigger condition of
being attacked for each of the units called to the “when rode upon” are fulfilled when that unit is
guardian circle. the vanguard and another card is placed on that
6.2.4.1. While guardian units are on the guardian vanguard circle by riding.
circle, the power of the unit being attacked that 6.3.5.1. If a unit with a “when rode upon” ability
was chosen for those guardians is increased moves to another public zone or changes to
by the value of the shield of those guardians. the public state in the zone it moved to, that
6.2.5. Cards that are called are considered as new unit can only be referred to in that zone.
cards in those zones. This includes when they - For example, a vanguard has a “when rode
are called from other circles, with 4.1.8 as an upon, call this unit to a rear-guard circle”
exception. automatic ability. When this card is rode
upon, if this card is put from the soul to the
6.3. Ride drop zone before this automatic ability is
6.3.1. When a unit is placed by a ride, that unit is resolved, as the drop zone is not the zone
placed on the specified vanguard circle. it was put in immediately after being rode
6.3.2. Rides are divided into “normal rides” and upon, this unit cannot be called from the
“superior rides”. drop zone.
6.3.2.1. A normal ride is the placing of a unit on a 6.3.6. When multiple cards with the same master are
vanguard circle by the turn player playing a ridden at the same time, that master specifies an
unit from their hand or ride deck zone without order for those cards, and rides one at a time in
any modifications to the cost by effects, that order.
through means specified in the rules rather 6.3.7. When you ride a card, if the card that was rode
than by an effect. has an imaginary gift icon (2.13), perform the
6.3.2.2. A superior ride is the placing of a unit on a imaginary gift resolution (16.3) for the clan type
vanguard circle that does not fulfill one or more indicated by that icon.
of the conditions of a normal ride. 6.3.8. When you normal ride a card from hand, if the
card currently placed on the vanguard circle has
the same card name as the card being put on effects that force the Legion Mate to be
that circle from a ride, and both of them have the attacked are not performed.
persona ride icon (2.13.3), that ride is 6.4.4. When either of the units in the legion state
considered a ‘persona ride’, and persona ride stands or rests, both units change to the same
activates (7.15.1.4) as part of the ride process placement state.
immediately after riding. 6.4.4.1. If either of the units in the legion state is
restricted from changing its placement state,
6.4. Legion both units are restricted from changing to the
6.4.1. When instructed to “legion” a card with another specified placement state.
card, it is done according to the steps below.
6.4.1.1. If that card is already in the legion state, 6.5. Stride and Becoming a Heart
that “legion” instruction is not performed, and 6.5.1. When instructed to “stride” a G unit, it is done
the processing of the instruction ends. according to the steps below.
6.4.1.2. Reveal the specified card in the specified 6.5.1.1. Put the specified G unit card on the front
zone as the card to be legioned with. row center vanguard circle, in the face up state
6.4.1.3. Put that card in the same zone and and the same orientation state as the current
placement state as the card that was already vanguard.
present. 6.5.1.1.1. Putting a new G unit on the vanguard
6.4.1.3.1. At this point, the card that was circle from the processing of stride is not
originally present and the card that was considered a ride (6.3).
newly placed are given a “legion state” that 6.5.1.2. All of the vanguards that were already on
associates them with one another. the front row center vanguard circle become
6.4.1.3.1.1. Should either of the two units hearts (6.5.2), and are associated with that G
associated with one another through a unit.
legion state move to another zone or gain 6.5.1.2.1. If the unit that became a heart is a G
the heart state (6.5.2.2), the legion state of unit with heart cards associated with it, that
those two units ends. association persists, and those associated
6.4.1.3.1.2. Putting a new card on the vanguard heart cards also become associated with the
circle from the processing of legion is not new unit that was placed on the vanguard
considered a ride (6.3). circle. Similarly, when a card in the heart
6.4.2. Conditions that involve legion are defined as state associated with other cards in the heart
below. state becomes a G unit on that circle, the
6.4.2.1. “When (a card) legions” refers to when that cards in the heart state associated with that
card goes from not being in the legion state to card continue to be associated with that G
being in the legion state. unit.
6.4.2.2. “If (a card) is (in) legion” refers to whether 6.5.1.3. Specify one of the cards in the heart state
that card is currently in the legion state. whose subtype is not “G” and is associated
6.4.2.3. “If (a card) legioned that turn” refers to with that G unit. If that G unit is a vanguard and
whether that card went from not being in the the specified card is in the heart state on this
legion state to being in the legion state during circle, that G unit gains the specified card’s
that turn. card name, and the specified card’s power is
6.4.3. While your vanguard is two cards in the legion added to its power.
state, one of them is called the “Legion Leader”, 6.5.1.4. Stride processes arising from stride skills
while the other that was newly placed is called that are not ultimate strides are called “normal
the “Legion Mate”. strides”.
6.4.3.1. The Legion Leader and Legion Mate are 6.5.2. When a unit is instructed to “become a heart”,
determined when the legion process is it is done according to the steps below.
performed. 6.5.2.1. Put the specified unit to the face up stand
6.4.3.1.1. If no mention is made regarding which state.
card is to be the Legion Leader, the card with 6.5.2.2. That unit gains the “heart state” status.
the Seek Mate ability (14.11) that has the 6.5.2.2.1. While a unit has the “heart state”, that
name of the other card is the Legion Leader, card is considered a “heart card”.
and the other card is the Legion Mate. 6.5.2.2.2. A card in the heart state loses the “unit”
6.4.3.2. Both the Legion Leader and Legion Mate main type, and gains the “heart” main type.
are vanguards. 6.5.2.2.2.1. Effects given to a unit do not apply
6.4.3.2.1. When the vanguard’s grade is to a card in the heart state, unless they are
referenced during the ride step as a condition stated to apply to cards in the heart state in
for a normal ride, the Legion Leader’s grade particular.
is referenced. 6.5.2.2.3. A card in the heart state remains on
6.4.3.2.2. When a vanguard in the legion state is that circle, and only retains its power and
attacked, only the Legion Leader is attacked. card name. All its other information can only
The Legion Mate cannot be attacked, and be referenced when another card refers to
instructions to attack the Legion Mate and that information’s content.
6.5.2.2.4. When units in the legion state at the beginning of your turn was grade 3 or
(6.4.1.3.1) becomes a heart, they maintain greater, that stride skill can be played and
their legion state while becoming a heart. resolved according to the steps below.
Similarly, when the heart state of two cards 6.6.2.1. Reveal the information of that card in the G
that are associated with each other through a zone.
legion state ends simultaneously, they 6.6.2.2. Pay the cost specified by that stride skill.
maintain their legion state while their heart 6.6.2.3. Stride (6.5.1) that card on the vanguard in
state ends, and return to being units. your front row center circle.
6.5.2.2.4.1. At this point, should the unit 6.6.3. If it is currently the timing specified by the
information specified by one of the card’s ultimate stride skill (14.13) of a Gyze card (17.2)
seek mate ability (14.11) be fulfilled by the or face down card in the G zone, and that card in
other card, that card with the seek mate the G zone has a nation that corresponds with
ability becomes the legion leader, and the the nations (2.14) of your front row center
other card becomes the legion mate. vanguard, that ultimate stride skill is played
6.5.2.2.4.1.1. If the unit information specified similarly to a stride skill, with the following
by both cards’ seek mate abilities is exceptions.
fulfilled by the other card, specify one of 6.6.3.1. If the front row center vanguard does not
those cards, and that card becomes the have nation information, you can only play the
legion leader while the other becomes ultimate stride of units with the <Cray
the legion mate. Elemental> race.
6.5.2.2.4.1.2. If neither of the cards has the 6.6.3.2. If the card being played is not a Gyze card
seek mate ability, or if neither of the cards (17.2), your G zone must have 3 or more face
fulfills the unit information specified by up cards to play it.
the other card’s seek mate ability, the 6.6.3.3. If the card being played is a Gyze card
legion state that associated the two cards (17.2), one of your vanguards must be grade 3
with each other ends. or greater and your bind zone must have 5 or
6.5.3. When a vanguard on a circle with cards in the more different <Zeroth Dragon> to play it.
heart state is rode (6.3) upon, all cards in the 6.6.3.4. Ultimate stride skills are considered stride
heart state are put into the soul. skills (14.12), but effects that change the cost
6.5.4. If there is a card A that is in the heart state and needed for stride do not apply to the cost for
a card B that was associated with A when A ultimate stride.
became a heart, and either card should move to 6.6.3.5. When the G unit strode on the vanguard
another zone, it is done according to the steps circle from ultimate stride returns to the G
below as appropriate for that movement. zone, all cards in the G zone are removed from
6.5.4.1. When card B moves to another zone and the game upon it being returned to the G zone.
card A is not associated with any other units or
cards, the heart state of card A ends, put it to 6.7. overDress
the same placement state as card B, and after 6.7.1. overDress is an action that puts a unit on a
its association with B ends, move it to card B’s rear-guard circle.
zone. 6.7.1.1. The act of putting a unit on a rear-guard
6.5.4.1.1. If card B is associated with multiple circle through overDress is not a call.
cards in the heart state, choose a card with 6.7.2. When instructed to “overDress” card A on unit
the subtype “G” from among those cards if B in a rear-guard circle, it is done according to
there is one and any of those cards if there the steps below.
isn’t, and perform 6.5.4.1 with that card as 6.7.2.1. The main type of unit B changes to
card A. “originalDress”.
6.5.4.2. When card A moves to another zone, if that 6.7.2.2. Put card A on that rear-guard circle, and
card is the card specified in 6.5.1.3 when card originalDress B is associated with unit A.
B strode, immediately specify one of the cards 6.7.2.2.1. If originalDress B has originalDress
in the heart state on that circle that does not cards associated with it, the association with
have the subtype G, and consider it the card unit B of all those associated cards is
specified in 6.5.1.3. At this point, if the card in canceled, and become associated with unit
the heart state is not associated with card B, A.
that card in the heart state becomes 6.7.3. As long as a unit that was put on a rear-guard
associated with card B. circle through overDress has originalDress
associated with it, that unit is considered to be in
6.6. Playing and Resolving Stride Skills the overDress state.
6.6.1. There are cards with the subtype G that have 6.7.4. While a unit is associated with originalDress,
stride skills (14.12). that unit is considered the ‘outerDress’ for that
6.6.2. If it is currently the timing specified by the originalDress.
stride skill that is not an ultimate stride of a face 6.7.5. When a card with originalDress cards
down card in the G zone, and both players have associated with it moves to another zone, all
a grade 3 or greater vanguard or your vanguard
originalDress cards associated with that card 6.9.2.2. Move unit A to the circle unit B is on in the
simultaneously move to that zone. stand state, and unit A gets the special type
6.7.5.1. When a card with originalDress cards “attached”.
associated with it moves to a non-field zone, 6.9.2.3. Unit A becomes associated with unit B.
the association of all the originalDress cards 6.9.3. While a unit has the special type “attached”,
associated with that card is canceled, and their the following are applicable.
main type becomes ‘unit’. 6.9.3.1. An attached unit is not considered a
6.7.5.2. When a card with originalDress cards vanguard, even though it is on the vanguard
associated with it would move to the deck, if circle.
that card or any of the originalDress cards was 6.9.3.2. An attached unit cannot attack, and cannot
in the ride deck zone at the beginning of the become the unit being attacked.
game, the cards that were in the ride deck 6.9.3.3. All of the abilities of an attached unit are
zone are put face up into the ride deck zone nullified.
instead of the deck (4.18.4). 6.9.3.4. The vanguard associated with an attached
unit gets all of the abilities of that attached
6.8. XoverDress unit., and its power is increased by a value
6.8.1. XoverDress is an action that puts a unit on a equal to the power of that attached unit.
rear-guard circle. 6.9.3.4.1. This modification is a modification of
6.8.1.1. The act of putting a unit on a rear-guard information from rules that are not from
circle through XoverDress is not a call. effects (11.11.1.4).
6.8.2. The card that is to be placed on a rear-guard 6.9.3.5. The vanguard associated with an attached
circle as a unit through XoverDress, and the unit has its power increased by a value equal
series of rear-guards that becomes its to the power of that attached unit (11.11.1.8).
originalDress, are specified for XoverDress. 6.9.4. Depending on the situation, the illegal attached
6.8.3. When instructed to XoverDress card A on a card rule action (13.12) may be applied to an
specified rear-guard circle with cards with the attached unit.
specified conditions as originalDress, it is done 6.9.5. An attached card is moved to a rear-guard
according to the steps below. circle of the player’s choice in the rest state at
6.8.3.1. Specify the required number of rear-guards the end phase.
that satisfy the conditions to become
originalDress from your rear-guards. Section 7. Specific Actions
6.8.3.2. Put all of the rear-guards specified
in 6.8.3.1 on the specified circle, and their main
type changes to “originalDress”. 7.1. Overview
6.8.3.3. Put card A on that rear-guard circle, and all 7.1.1. Specific actions are states or instructions of
the cards that became originalDress in 6.8.3.2 actions that have a special meaning when
become associated with card A. playing this game.
6.8.3.4. If there is a unit on this circle that are not
originalDress associated with card A after the 7.2. Stand/Rest
previous steps, that unit is put into the drop 7.2.1. When instructed to “stand” or “rest” a card,
zone in the next rule action (13.3). change the orientation of the specified card to
6.8.3.5. This unit A and all of the originalDress the stand state or rest state in accordance with
associated with it behave in accordance to the the instruction.
rules regarding units and originalDress that
associated through overDress (6.7.3, 6.7.5). 7.3. Turn Face Up/Face Down
6.8.4. As long as a unit that was put on a rear-guard 7.3.1. When instructed to “turn (card) face up” or
through XoverDress has 1 or more originalDress “turn (card) face down”, change the facing of the
associated with it, that unit is considered to be in specified card to face up or face down in
the XoverDress state. accordance with the instruction.
6.8.5. Placing through XoverDress is not placing
through overDress. Similarly, units in the 7.4. Put
XoverDress state are not units in the overDress 7.4.1. When instructed to “put” a card into a specified
state. zone, move that card to that zone.
7.4.2. When instructed to “put a (name) marker” on a
6.9. Attach circle, create a marker with name (name) on that
6.9.1. Attach is a process that put a rear-guard on a circle.
vanguard circle and gives it the special type
“attached”. 7.5. Shuffle
6.9.2. When there’s an instruction to “attach (unit A) 7.5.1. When instructed to “shuffle” a deck, the player
to (unit B)”, perform the following steps. that deck belongs to randomizes the order of the
6.9.2.1. If unit A is not a rear-guard, or unit B is not cards in that deck.
a vanguard, the performing of this instruction 7.5.1.1. When instructed to shuffle a deck that has
ends. 0 cards or 1 card, the order of the cards in that
deck is not changed, but the shuffle is those cards within the deck have not been
considered to have been performed. changed, the “look” action is considered to
have only been performed one time,
7.6. Move Cards from the Deck/Draw regardless of the number of times that
7.6.1. When instructed to move a card from the deck, information is checked.
the specified player moves the top card of the 7.7.4. When an effect looks at cards from a deck
deck to the specified zone. multiple times in a single effect, an automatic
7.6.2. When instructed to “move (number) cards” ability that has looking at cards from the deck as
from the deck, the specified player repeats the a trigger condition will only trigger the first time
moving of one card (number) times. the deck was looked at, and does not trigger for
7.6.3. When instructed to “move up to (number) the second time the deck was looked at in the
cards” from the deck, the specified player same effect and onwards.
performs the following steps.
7.6.3.1. If (number) is 0 or less, nothing is done 7.8. Switch
and the performing of that instruction ends. 7.8.1. When instructed to “switch” a card and another
7.6.3.2. The specified player can end the card, move the former card to the latter card’s
performing of this instruction. zone and the latter card to the former’s card
7.6.3.3. The specified player moves 1 card. zone simultaneously.
7.6.3.4. If the number of times 7.6.3.3 has been 7.8.2. If either of the cards is unable to move to the
performed for this instruction has reached other’s zone at the point of performing the
(number) times, the performing of this instruction to switch for any reason, that
instruction ends. If it has not, return to 7.6.3.2. instruction is not performed.
7.6.4. When instructed to “draw” cards, perform the 7.8.3. When text requires you to “switch” zones A and
process listed above to move cards from the B, the cards in zone A and the cards in zone B
deck to your hand. move to each other’s zones simultaneously.
7.6.4.1. “Drawing cards by a card’s ability” refers to
all acts of drawing cards other than by the 7.9. Discard
process of drawing cards during a normal draw 7.9.1. “To discard“ is a specific action to move a card
phase (9.4.2). from its owner’s deck or hand or gauge zone to
7.6.4.1.1. The processes of drawing cards by that player’s drop zone.
trigger effects (11.10.4), Accel II (16.3.1.5.4), 7.9.2. When a card is put into the drop zone from the
and Persona Ride (7.15.1.4) are included in deck, hand, or gauge zone, that card is
“drawing cards by a card’s ability”. considered to have been discarded.

7.7. Look at the Deck 7.10. Reveal


7.7.1. When instructed to “look at (number) cards 7.10.1. “To reveal“ is a specific action to show cards
from the top of the deck”, the specified player to all players for a certain time.
can check the information of the top (number) 7.10.1.1. When instructed by an effect “to show”
cards of that deck. cards, it means “to reveal” them.
7.7.2. When instructed to “look at up to (number) 7.10.2. When revealing cards as a cost, decide all
cards from the top of the deck”, perform the costs first, and reveal the applicable cards when
following steps. all costs are simultaneously paid (11.7.1).
7.7.2.1. If (number) is 0 or less, nothing is done 7.10.3. If an effect asks you to reveal cards, then
and the performing of this instruction ends. show them until the end of the effect.
7.7.2.2. Specify a number X with the value of 1. If 7.10.3.1. Cards return to being hidden after the end
not, add 1 to the number X. of the revealing period.
7.7.2.3. The specified player can end the 7.10.4. Revealing cards do not change the zones
performing of this instruction. that they are in.
7.7.2.4. The specified player can check the
information of the card that is the specified 7.11. Search
number of cards from the top of the deck. 7.11.1. “To search“ is a specific action to look at all
7.7.2.5. If the number of times 7.7.2.4 has been the cards in an applicable zone or range, and
performed for this instruction has reached find the applicable cards.
(number) times, the performing of this 7.11.2. If the “search” zone is a hidden zone, you can
instruction ends. If it has not, add 1 to X and choose not to find the cards even if applicable
return to 7.7.2.3. cards exist.
7.7.3. If a continuous ability is deemed to allow a 7.11.3. If the “search” zone is a public zone, you
portion of the cards in the deck to be looked at must find the cards if applicable cards exist.
without specifying any particular timing to do so, 7.11.4. When instructed to “search (zone A) and
the information of those cards can be checked (zone B)”, you can search both zones.
whenever you wish.
7.7.3.1. When checking the information of cards
with such an ability, so long as the positions of
7.12. Shuffle standby state has not yet reached (number)
7.12.1. “To shuffle“ is a specific action to randomize times, that standby state is not canceled
the order of cards in an applicable hidden zone. (11.9.4).
7.12.2. When an instruction “to shuffle“ follows an 7.15.1.3.2. “(Automatic) abilities do not activate”
instruction “to search”, unless otherwise for a special situation means that automatic
specified, the card that was found is not abilities with that special situation as a trigger
randomized, while the rest of the cards are condition do not become standby from that
randomized. situation.
7.12.3. When shuffling, even if the cards in the 7.15.1.4. Activating “persona ride” means the
applicable hidden zone are in the public state or player specified by that process performs the
any player is able to look at them due to an following.
effect, all those cards are in the hidden state 7.15.1.4.1. That player draws a card.
while shuffling, and neither player can look at 7.15.1.4.2. Until the end of the turn, that player’s
them. units get Power +10000 while they are on
that player’s front row circles.
7.13. Declare 7.15.1.5. Activating any other process that is not an
7.13.1. “To declare“ is a specific action to specify ability means to perform that process.
special information a card has.
7.13.2. When declaring information, you must specify 7.16. (Trigger Unit) is Revealed
appropriate information. 7.16.1. “(Trigger unit) is revealed” means that that
- For example, when “declaring“ a card trigger unit card is put in the trigger zone by a
name, you must specify an existing card, drive check (10.6.1.2) or damage check (13.6.4).
and it must uniquely identify the specified
card. 7.17. Place
7.17.1. “To place” is a specific action to move a card
7.14. Give/Lose/Get from anywhere that is not a circle to a circle.
7.14.1. “To give” or “get” abilities is a specific action 7.17.2. Regardless of whether a unit was played, if it
that considers the applicable card to have the is put on a circle from anywhere that is not a
applicable ability indicated by text or skill icon for circle, or it is put on the circle from a call or ride,
the specified period. it is considered to have been “placed”.
7.14.2. “To lose” abilities is a specific action that
considers the applicable card to not have the 7.18. Retire
applicable ability indicated by text or skill icon for 7.18.1. “To retire“ is a specific action to move a card
the specified period. from the field to its owner’s drop zone.
7.14.3. When a player “gets a (specified clan type’s 7.18.2. When a unit is put into the drop zone from the
imaginary gift)”, perform the imaginary gift field, that unit is considered to have been retired.
resolution (16.3) for the specified clan type.
7.14.3.1. This process is performed immediately 7.19. Remove
without waiting for the check timing. 7.19.1. When the text requires you “to
7.14.3.2. If the player that gets the imaginary gift remove“ cards, those cards will be removed from
from the imaginary gift resolution is not stated, the game, and no longer exist within the game.
the master of that effect gets the imaginary gift. 7.19.2. The information of removed cards is public
7.14.4. When card A with numerical information information.
“gets” that numerical information from card B
that has the same type of numerical information, 7.20. Heal
the value of that numerical information of card B 7.20.1. “To heal“ is a specific action to move a card
is added to that numerical information of card A. from your damage zone to your drop zone.

7.15. Activate 7.21. Losing cost


7.15.1. If a card text says that an ability will activate, 7.21.1. To “lose” cost is a specific action where for
its meaning depends on the category of the the specified period, when the cost for the
ability. applicable ability is to be paid, the actions
7.15.1.1. Activating a continuous ability means that indicated by the cost are not performed.
that continuous ability is in effect.
7.15.1.2. Activating an activated ability means to 7.22. (Perform) Drive Check
play that activated ability. 7.22.1. Drive check is a specific action that indicates
7.15.1.3. Activating an automatic ability means that the series of operations (10.6) in the drive step
automatic ability’s trigger condition is fulfilled (10.6.1.2.3).
and becomes standby.
7.15.1.3.1. “Activate (a specific) automatic ability 7.23. (Perform) Damage Check
(number) of times” means that when that 7.23.1. Damage check is a specific action that
automatic ability is played, if the number of indicates the series of operations performed
times that ability has been played for that when vanguard damage is 1 or higher (13.6.3).
7.26.2. “To counter-charge” is to turn face down
7.24. Counter-blast cards in the damage zone face up by counter--
7.24.1. Counter-blast is a specific action to choose charge.
the specified number of face up cards in the 7.26.2.1. “To counter-charge (number)” is to turn
damage zone and turn them face down. This is that number of face down cards in the damage
indicated by the or icons. zone face up by counter -charge.
7.24.2. When written as [(counter-blast icon)(number
in a circle)], choose the specified number of face 7.27. Soul-charge
up cards in the damage zone and turn them face 7.27.1. Soul-charge is indicated by an icon like “
down. (1)“ or “ “, and is a specific action to put a
7.24.2.1. When written as [(counter-blast number of cards equal to the number in the
icon)(number in a circle)-(condition)], choose circle from the top of the deck into the soul.
the specified number of face up cards in the 7.27.2. “To soul-charge” is to put cards from the top
damage zone that fulfill the condition written of the deck into the soul by soul-charge.
after the “-“ and turn them face down. 7.27.2.1. “To soul-charge (number)” is to put that
7.24.3. When written as an instruction to “(counter- number of cards from the top of the deck into
blast icon)(number in a circle)” as part of an the soul by soul-charge.
effect instead of the cost, the player specified by
that effect or the master of the specified card 7.28. Increase / Decrease
chooses face up cards in their damage zone 7.28.1. If the number denoted in an icon such as for
equal to the number in the circle, and turns them counter-blast is “increased” or “decreased”, it
face down. If the specified number of face up means that the number referenced when
cards cannot be chosen, that instruction is not performing the action indicated by that icon is
performed. increased or decreased by the specified number.
7.24.4. “To counter-blast” is to turn face up cards in 7.28.2. When a process increases or decreases the
the damage zone face down by counter-blast. number for the “next time” of a process, that
7.24.4.1. “To counter-blast (number)” is to turn that number is increased or decreased the next time
number of face up cards in the damage zone that process is performed. This is regardless of
face down by counter-blast. whether other processes are performed before
that next time.
7.25. Soul-blast 7.28.2.1. If there are multiple processes that
7.25.1. Soul-blast is a specific action to choose the increase or decrease the number for the “next
specified number of cards in the soul and put time” of the same process, they are added
them into the drop zone. This is indicated by the together.
or icons.
7.25.2. When written as [(soul-blast icon)(number in 7.29. Bind
a circle)], choose the specified number of cards 7.29.1. “To bind” is a specific action to move cards
in the soul and put them into the drop zone. from a specified zone to the owner’s bind zone.
7.25.2.1. When written as [(soul-blast icon)(number
in a circle)-(condition)], choose the specified 7.30. Lock
number of cards in the soul that fulfill the 7.30.1. “To lock” is a specific action to change the
condition written after the “-“ and put them into state of a card. By locking a card, the card
the drop zone. changes to the locked state.
7.25.3. When written as an instruction to “(soul-blast 7.30.1.1. When a card changes to the locked state,
icon)(number in a circle)” as part of an effect it is faced down, and then put in the stand
instead of the cost, the player specified by the state. This card is not considered to be the
effect or the master of the specified card same card as the original card.
chooses cards in their soul equal to the number 7.30.1.2. A card that changes to the locked state
in the circle, and puts them into the drop zone. If becomes a “locked card”. Locked cards are a
the specified number of cards cannot be chosen, type of card, and do not have all the
that instruction is not performed. information that is written on the front side,
7.25.4. “To soul-blast” is to put cards from the soul given to it, or gained.
into the drop zone by soul-blast. 7.30.1.3. When whether a locked card is in the
7.25.4.1. “To soul-blast (number)” is to put that stand state or rest state is referenced, it is
number of cards from the soul into the drop neither in the stand state or rest state, and
zone by soul-blast. cannot be referenced.
7.30.2. When a card that is locked changes state to
7.26. Counter-charge no longer being so, it is turned face up. Similarly,
7.26.1. Counter-charge is indicated by an icon like when a card that is locked is turned face up for
“ (1)“ or “ “. It is a specific action to any reason, it is no longer in the locked state,
choose a number of the face down cards in the and is considered to have been unlocked (7.31).
damage zone equal to the number in the circle In both cases, the lock type circle that card is on
and turn them face up. returns to its original type.
7.30.3. A circle is a lock type circle so long as a 7.32.2. A unit that changes to the deleted state is a
locked card is on it. “deleted unit“. Deleted units are a type of unit,
7.30.3.1. When a lock type circle’s type is no longer but its power is reduced by the power written on
the lock type, that circle returns to its original the card, and it loses the text that is written on
type unless stated otherwise. the face up side. Skill icons and other card
7.30.4. When a G unit on a rear-guard circle is information are maintained.
locked, right after that card is turned face down, - For example, when a “King of Knights,
put that card into its owner’s G zone face up. Alfred“ vanguard that gets +2000 power
7.30.5. When instructed to “put as a locked card”, from the ability of “Starlight Unicorn“ is
that card is not a unit when it is put and is put deleted, its power becomes 2000. Also,
face down as a locked card. since it has no text, it can be boosted.
7.30.5.1. When a card is “put as a locked card” 7.32.3. Deleted units have stand/rest states, and
from a hidden zone such as the deck, that battles as a unit that is not deleted would.
card’s owner checks the information of that 7.32.4. When a deleted unit changes state to no
card before deciding the circle to put it unless longer being so, the unit is turn faced up.
instructed otherwise by an effect. Similarly, when a deleted unit is turned face up
7.30.5.2. When the rear-guard circle a unit or card for any reason, it is no longer in a deleted state.
is on becomes a lock type circle by something 7.32.5. All players can check the face up side of a
like “put as a locked card”, the units and cards deleted unit.
that were there are immediately put into their 7.32.6. When a deleted unit is given or gets an
owner’s drop zones without waiting for the ability, it is given or gets the ability as per normal.
check timing. Similarly, when a deleted unit has its power
7.30.5.3. When multiple locked cards increased or decreased, it is increased or
simultaneously put on circles, choose circles decreased as per normal.
for them to be put in a manner that does not 7.32.6.1. If a deleted unit has its information
contradict the conditions. At that point, you modified by any continuous effect, and is no
cannot choose the same circle as the circle to longer in a deleted state during the duration of
put multiple locked cards. You must choose that continuous effect, that modification
separate circles to put them on. continues to be in effect.
7.30.6. A card in the locked state does not reference 7.32.7. When a unit in a legion state is deleted, that
any other card. legion state is maintained.
7.30.7. When a unit is locked, if that unit has an 7.32.8. When a deleted unit is rode upon, all the
associated originalDress card (6.7.2.2), that vanguards on that circle at that point in time are
originalDress card is associated with that locked put into the soul face up.
card. Similarly, when a card in the locked state
changes state to no longer being so, if that card 7.33. Time Leap
in the locked state has an associated 7.33.1. “To time leap“ is a special action that is
originalDress card, that originalDress card is performed according to the process below.
associated with that card that is no longer in the 7.33.1.1. When “time leap“ is performed, bind the
locked state. chosen rear-guards if a rear-guard was
chosen, or that unit itself if it was chosen. If
7.31. Unlock cards were bound, for each card that was
7.31.1. “To unlock“ is a specific action to change the bound, search your deck for up to one card
state of a card. By unlocking a card, if it is in the with grade 1 grade greater than that card and
locked state, the card is turned face up from the associate them, call all of the cards associated
locked state. with the cards that were bound at the same
7.31.1.1. An unlocked card is not considered to be time they were associated, and shuffle your
the same as the original card. deck. At the end of that turn, put that called unit
7.31.2. When unlocked, the card is in the stand state. on the bottom of its owner’s deck. If it was put,
This is not considered as changing to the stand the owner of the card associated with that unit
state from the rest state, and abilities and effects and bound by time leap calls it.
that have changing to the stand state do not
apply. 7.34. Move/Put a Unit
7.31.3. If a locked card is turned face up for any 7.34.1. When “move“ or “put a unit that was already
reason, it is considered to have been unlocked. in the field on a specific circle“ is written in text, it
7.31.4. The unlocking of a card is not a place. refers to a unit put within the field being put on
another circle within the field.
7.32. Delete 7.34.1.1. When intercepting or exchanging the
7.32.1. When a unit changes to the deleted state, it is position of cards placed on circles, with
turned face down while its orientation state is regards to the text, the cards are considered
maintained. This unit is considered to be the as being moved.
same as the original unit. 7.34.2. With regards to the text, riding and calling
units are not considered as moving.
7.38.1.1. When any effect changes the attack
7.35. Dealing Damage target of a unit that is attacking multiple units to
7.35.1. When a rule or text “deals (number) a specified unit, the specified unit being
damage“ to a vanguard, increase that attacked for those attacking units changes to
vanguard’s master’s vanguard damage by that only be that specified unit.
specified number.
7.35.1.1. When instructed to deal damage to the 7.39. Dominate
vanguard with the number of vanguards being 7.39.1. When text says to “dominate“ a unit, the
specified, if there are multiple vanguards, deal master of the effect with that text is temporarily
the specified damage to each of those able to use that unit as if they were that unit’s
vanguards. master.
7.35.1.2. The resolution for the damage dealt by 7.39.1.1. While being able to use that unit as if you
this is performed within a rule action (13.6). were its master from this, that unit has a
“dominated state” from that effect’s master,
7.36. Attack and that master is considered to be that unit’s
7.36.1. When there is an instruction “(unit A) attacks “dominating player”. The master of that unit
(unit B)“ in text, after performing the check timing before it was in the dominated state is written
specified in the rules to be after the end of the as the “original master”.
effect currently being performed, perform the 7.39.1.1.1. While in the dominated state, the
following process. original master cannot refer to the dominated
7.36.1.1. Specify one unit in the stand state that is unit as a unit they are the master of.
not restricted from attacking by effects from the 7.39.1.1.2. A unit in dominated state cannot
units specified as unit A as the attacking unit, further change to the dominated state.
and specify one unit that is not restricted from 7.39.1.2. If the duration it is dominated is not
being attacked by effects from the units mentioned, that card will only be in the
specified as unit B as the unit being attacked. If dominated state while the effect with the
such a combination cannot be specified, the “dominate” action Is being resolved.
attack special action ends. 7.39.1.2.1. If a specified card is dominated and
7.36.1.2. Perform an attack resolution (10.2). No put on the guardian circle, that card will be in
boosting unit (10.4.1.12) can be specified for the dominated state until the end of that
this attack resolution. Then, return to 7.36.1.1. battle.
7.36.1.2.1. For this attack resolution, the master 7.39.1.3. When a unit in the dominated state refers
of the effect with the instruction to attack is to its master at a specified later time, that unit
the designated attacking player, and unit B’s will confirm its master when that time arrives,
master is the designated defending player and refer to them. As a result, it may refer to a
(10.1.6). player that is not the dominating player.
7.36.2. After the battle has begun, if there is an - For example, when a rear-guard in the
instruction during that battle to “attack a unit“ in dominated state applies a ”does not stand
the text, process that “attack a unit” after the in your next stand phase” effect, and it is
ongoing battle has ended. no longer in the dominated state at a later
7.36.3. When there is an instruction for multiple units time during that turn, that rear-guard does
to attack, if there are units whose master is the not stand during its original master’s next
turn player among them, the turn player chooses stand phase.
one of the units they are the master of from 7.39.1.4. If either a legion leader or legion mate in
among them, and if not, the non-turn player the legion state changes to the dominated
chooses one of the units they are the master of state, the unit associated with it changes to the
from among them, and performs the instruction dominated state.
to attack, and this is repeated until there are no 7.39.2. When referring to the units the dominating
more units directed to attack. player is the master of, units in the dominated
7.36.4. If there are processes following the state are included. Similarly, when a unit in the
instruction to attack that reference “that attack”, it dominating state refers to its master or their
refers to the battle from the attack process information, it refers to the dominating player or
performed from that instruction to attack. their information.
7.39.2.1. When referring to the number of units the
7.37. Battle dominating player is the master of, units in
7.37.1. “To battle” is a specific action to change the dominated state are included.
unit being attacked (10.4.1.8). 7.39.2.2. Effects applied by units the dominating
player is the master of are applied to units in
7.38. Changing of (Attack Target) the dominated state.
7.38.1. When there is an instruction to “change the 7.39.2.3. The dominating player can play the
attack target (to a specified unit)” for an attacking abilities of units in dominated state as if they
unit, the specified unit being attacked (10.2.2) by were its master.
that attacking unit becomes that specified unit.
7.39.2.3.1. When a unit in the dominated state 7.40. Put as gauge/Put as plant gauge/Move gauge
creates an automatic ability with a timed 7.40.1. When a card is to be “put as gauge” by text,
trigger (11.9.7), when that timed trigger’s move that card to its owner’s gauge zone (4.15).
condition is fulfilled, the dominating player at 7.40.2. When card A is to be “put as gauge” for card
the point that automatic ability was created B, in addition to putting card A as gauge, that
plays that ability. card is associated with card B (4.15.3).
7.39.2.4. When a unit in the dominated state is 7.40.2.1. If card and card B have different owners
locked, it is no longer in dominated state. or masters, that “put as gauge” action is not
7.39.2.5. After a unit the dominating player is the performed.
master of is moved to a deck that is not the 7.40.3. When a card is to be “put as (name) gauge”
dominating player’s deck by any effect, when by text, in addition to putting that card as gauge,
there is an instruction to shuffle the dominating that card gains (name) as name information
player’s deck during that effect, all players (4.15.4).
shuffle their decks. 7.40.4. If multiple gauges are being put in as single
7.39.3. The positions of units in the dominated state process, after choosing the number to be put if
are based on the dominating player. there is a choice of quantity, move the specified
7.39.3.1. When a rear-guard in your opponent’s or chosen number of cards to the gauge zone.
right column is dominated, it becomes a rear- - For example, when the single process “put
guard in the dominating player’s left column, up to three cards from the top of your deck
and is considered to be in the same column as as gauge” is resolved with “two cards”,
the other rear-guards in the dominating move 2 cards from the deck as “two cards”
player’s left column. It is similar for the was decided. You may not look at the
opponent’s left column. information of the first card before deciding
7.39.3.2. Although circles with different masters whether to put a second card.
may be in the same column, they do not regard 7.40.5. When there’s an instruction to “put a token as
each other as being the other’s front or back a plant gauge”, the gauge zone is added to that
row. token’s effective zones (15.2.4.1), the gauge
7.39.3.3. When a dominating player references zone is removed from that token’s erase zones
“your front row units” or “your back row units”, (15.2.4.2), and that token is put as gauge.
it does not include dominated units. Similarly, 7.40.6. When “move gauge” is performed on a card
when the original master references “your front in a gauge, that card’s association with the card
row units” or “your back row units”, it does not it is currently associated with is canceled, and it
include dominated units. becomes associated with the card specified as
7.39.4. When a unit in the dominated state moves to the move destination.
another zone by rule or effect, it does so in 7.40.6.1. Cards in the gauge do not change zone
accordance with the following rules. from the move gauge process.
7.39.4.1. When that is a move to a non-circle zone, 7.40.6.2. If the card specified as the move
it moves to that card’s owner’s specified zone. destination and the gauge card being moved
7.39.4.2. When that is a move to another rear- have different owners or masters, that “move
guard circle or vanguard circle, if that circle’s gauge” action is not performed.
master is different from that unit’s owner, that
move is not performed. 7.41. Become the Stage
7.39.4.3. If it does not meet the above conditions, 7.41.1. When there is an instruction for a circle to
that move is processed according to the “become the stage” in text, perform the following.
normal rules. 7.41.1.1. If that circle does not have the “stage”
7.39.5. The master of the circle a unit in the type, it additionally gains the “stage” type.
dominated state is on does not change. 7.41.1.2. If there are clan type “Accel” gift markers
7.39.5.1. When a unit whose owner is different from on any circles other than that circle, move
the master of the circle a unit in the dominated them all to that circle.
state is on is called to or rode upon that circle, 7.41.1.2.1. The circles the gift markers moved by
it is not performed. this were on will disappear (16.3.1.5.2.1).
7.39.6. A rear-guard in the dominated state cannot 7.41.2. If there is a circle that is the “stage”, when the
boost nor intercept. clan type “Accel” imaginary gift process is
7.39.7. When a vanguard in the dominated state performed, no new circles are created, and the
attacks, drive checks for the drive step are gift marker from that process is put on the circle
performed by putting cards from the top of the that is the “stage” (16.3.1.5.2).
dominating player’s deck into the dominating
player’s trigger zone. 7.42. “Final Rush”/”Final Burst”
7.39.8. If the circle a dominated unit is on was 7.42.1. When any player is instructed to “Final Rush”
specified for any imaginary gift process, the or “Final Burst”, that player is considered to be
modifications applied to that circle are not “in Final Rush” or “in Final Burst” for the
applied. specified duration.
7.42.1.1. Players that are “in Final Burst” are onwards until the end of the close step, as long
simultaneously “in Final Rush”. as unit A and unit B are on their current circles,
7.42.2. “Final Rush” and “Final Burst” have no unit A is boosting unit B.
particular meaning in terms of rules, but can be 7.47.1.2.1. Each combination of unit A and unit B
referenced by other effects. is considered as 1 instance of boosting.

7.43. World/Becomes Dark Night/Becomes Abyssal 7.48. Energy-charge


Dark Night 7.48.1. A specific action that increases the specified
7.43.1. Each player has “world” information. player’s energy value by the number in the
7.43.1.1. So long as there are no effects that circle. This is indicated by an icon like .
determine a player’s world information, they 7.48.1.1. If no particular player is specified,
are in a state of having a blank value for their increase the energy of that effect’s master.
world information. 7.48.2. If the energy value would be above that
7.43.2. There are effects that have the information of player’s energy’s upper limit after being
the world “become Dark Night” or “become increased from a specified energy-charge, that
Abyssal Dark Night”. energy-charge will only increase the energy to
7.43.2.1. When a player’s world becomes a the upper limit.
specified information, the world information it 7.48.2.1. If the energy value would not increase
had until then is lost, and it only has the new because of this, no energy-charge is
information. considered to have been performed.
7.43.3. World information has not particular meaning
in terms of rules, but can be referenced by other 7.49. Energy-blast
effects. 7.49.1. A specific action that decreases the specified
player’s energy value by the number in the
7.44. Alchemagic circle. This is indicated by an icon like .
7.44.1. When instructed to “Alchemagic” order card B 7.49.1.1. If no particular player is specified,
on order card A, perform the following. decrease the energy of that effect’s master.
7.44.1.1. If order B has any continuous or 7.49.2. When performing an energy-blast, If that
automatic abilities, order A gets those abilities. player’s energy value is less than the number
7.44.1.2. If order A and order B originally have specified in the circle for that energy-blast, that
costs to be paid and conditions to be checked energy-blast cannot be performed.
(11.8.2.4.2), order B’s original cost and
conditions are added to the end of order A’s 7.50. Choose/Cannot be Chosen
original cost and conditions, and the rest of 7.50.1. When a cost or effect has an instruction to
order B’s text is added to the end of the rest of “choose” a certain number of objects, select the
order A’s text. specified number of objects.
7.50.1.1. When a process is specified for a
7.45. To Stand Up (the Vanguard) specified number of objects, even if there is no
7.45.1. When a player “stands up (their Vanguard)”, it “choose” written for those objects, it is
refers to that player turning their first vanguard considered an instruction to “choose” that
face up when they are preparing for the game number of objects.
(8.2.1.9). - For example, if there is an “two of your
units get Power +3000 until end of turn”
7.46. Perform (Twin) Drive activated ability, it is considered to be
7.46.1. When a “perform twin drive” effect is applied “choose two of your units, and they get
to a unit for a battle, the following is applicable to Power +3000 until end of turn”.
the drive step (10.6) for the attack by that unit for 7.50.1.2. Processes that do not act on a specific
that battle. number of objects in particular, such as acting
7.46.1.1. That unit performs drive checks even if it on “all” objects, are not considered to “choose”
is a rear-guard (10.6.1.2). those objects.
7.46.1.2. When that unit performs drive checks, it 7.50.2. When anything has a “cannot be chosen”
performs drive checks as if the value of its effect, it cannot be selected by a “choose”
drive is 2, regardless of that unit’s drive (2.17) instruction.
value.
Section 8. Setting Up the Game
7.47. Boost
7.47.1. When there is an instruction to boost unit B
with unit A, perform the following. 8.1. Preparing the Decks
7.47.1.1. If unit A is in the rest state, or if unit B is 8.1.1. Each player prepares a deck with their own
not performing an attack, the performing of this cards before the game.
instruction ends. 8.1.2. Each player prepares a main deck, up to 1 ride
7.47.1.2. If unit A is in the stand state and unit B is deck, and up to 1 G deck with their own cards
performing an attack, rest unit A. From here before the game.
8.1.3. Continuous abilities regarding deck 8.2.1.5. If they have a G deck, each player puts all
construction of the main deck, ride deck, and G the cards in their G deck face down in their G
deck are applied as replacement effects that zone face down in a stack.
change the rules below. Those abilities are 8.2.1.6. All players determine a player in a random
inactive (11.4.2) after the game starts. manner, and that player chooses which player
8.1.4. There are regulations regarding the should go first.
construction of decks. 8.2.1.7. Each player’s vanguard damage is set to 0.
8.1.4.1. The main deck must be constructed of 8.2.1.8. Each player draws five cards from their
exactly 50 cards without the subtype “G”. deck as the initial hand. After that, starting from
8.1.4.2. The ride deck must be constructed of 4 or the player going first, each player chooses any
more cards, according to the ride deck number of cards in their hand and puts them
construction regulations (Supplement C). on the bottom of their deck, draws cards equal
8.1.4.3. The G deck must be constructed of 16 or to the number they put, and players that
less cards with the subtype “G”. returned one or more cards shuffle their deck.
8.1.5. The main deck and ride deck must have 4 or 8.2.1.9. Each player turns their first vanguard face
less cards with the same card name between up, and the game begins with the player going
them, and separate from that, the G deck must first as the turn player.
have 4 or less cards with the same card name.
8.1.5.1. Cards are considered to have the same Section 9. Progression of the Game
card name if their card name is the same, even
if the rest of the information is different.
8.1.5.2. Cards with multiple card names (2.1.2) 9.1. Overview
count to the limit on the number of cards with 9.1.1. The game progresses by repeating steps
the same card name for each of their card known as “turns”. During a turn, one player is the
names. turn player, while the other is the non-turn player.
8.1.6. The main deck and ride deck must contain a 9.1.2. The turn player performs each of the phases
total of exactly 16 cards with triggers between from 9.2 to 9.11 in the order shown.
them. They must also follow the abovementioned
“4 or less cards with the same card name” rule. 9.2. Stand Phase
8.1.6.1. The total number of cards with heal 9.2.1. Active automatic abilities with the “at the
triggers (11.10.2.5) must be 4 or less. beginning of turn“ or “at the beginning of stand
8.1.6.2. The total number of cards with over phase“ trigger conditions become standby. After
triggers (11.10.2.7) must be 1 or less. that, resolve a check timing.
8.1.7. The main deck and ride deck must contain a 9.2.2. The turn player stands all the cards in their
total of 4 or less cards with sentinel (14.10) field and order zone.
between them. 9.2.3. Resolve a check timing. After all the processes
8.1.8. The main deck and ride deck must contain a for that check timing have been completed,
total of 1 or less cards with Regalis Piece (14.54) advance to the next phase.
between them.
8.1.9. When effects that replace deck construction 9.3. Draw Phase
rules refer to “this card”, it refers to cards with 9.3.1. The draw step and G assist step are
the same collection number as that card’s performed in the following order for the draw
collection number. phase.

8.2. Preparing for the Game 9.4. Draw Step


8.2.1. Before the start of a game, players perform the 9.4.1. Active automatic abilities with the “at the
following steps. beginning of draw phase“ trigger condition
8.2.1.1. Present the decks you will use for this become standby. After that, resolve a check
game to your opponent. timing.
8.2.1.2. Choose a grade 0 unit from your ride deck 9.4.2. The turn player draws a card.
if you have one, and from your main deck if 9.4.3. Resolve a check timing. After all the processes
you do not, and put it face down on your for that check timing have been completed,
vanguard circle. This card is not revealed until advance to the G assist step.
right before the game begins. This unit is
called your “first vanguard“. 9.5. G Assist Step
8.2.1.3. Each player puts their main deck in their 9.5.1. Players with a ride deck skip this step.
deck zone, and shuffles it. After that, each 9.5.2. Active automatic abilities with the “at the
player can shuffle their opponent’s deck. beginning of G assist step“ trigger condition
8.2.1.4. If they have a ride deck, each player puts become standby. After that, resolve a check
the cards in their ride deck on their ride deck timing.
zone. 9.5.3. If the turn player’s vanguard is not grade 3 or
higher, and their hand does not have a card with
the unit main type that is 1 grade greater than
their vanguard, they can search their deck for a
card. This is called G assist, and is done 9.9.2.1.1. Unless it was changed by effects such
according to the steps below. as adding a cost, this call is a normal call.
9.5.3.1. The turn player reveals their hand. 9.9.2.1.2. A player that doesn’t have a vanguard
9.5.3.2. The turn player looks at 5 cards from the or cannot refer to it due to some situation
top of their deck, chooses up to 1 card with the cannot perform this action.
unit main type that is 1 grade greater than their 9.9.2.2. If the front and back circles of one of the
vanguard from among them, and shows it to turn player’s columns are both rear-guard
their opponent, before putting it in their hand. If circles, they can switch the cards that are on
a card was put into their hand, the turn player those circles.
chooses 2 cards from their hand, and removes 9.9.2.2.1. If both circles have a card on them,
them from the game. Even if no card was put each of the cards on those circles is
into their hand, shuffle the deck. simultaneously put on the other circle.
9.5.4. Resolve a check timing. After all the processes 9.9.2.2.2. If one of the circles does not have a
for that check timing have been completed, card on it, put the card that is on the other
advance to the next phase. circle on that circle.
9.9.2.2.3. If both circles do not have cards on
9.6. Ride Phase them, nothing happens.
9.6.1. The ride step and stride step are performed in 9.9.2.2.4. If the number of times the turn player
the following order for the ride phase. has played an order card this turn has not yet
reached their order limit, they can play a non-
9.7. Ride Step blitz order with grade less than or equal to
9.7.1. Active automatic abilities with the “at the their vanguard’s grade from their hand.
beginning of ride phase“ trigger condition 9.9.2.2.5. Unless specified otherwise, the order
become standby. After that, resolve a check limit is 1 for all players.
timing. 9.9.2.3. The turn player can play any of the active
9.7.2. The turn player can ride on a vanguard that is activated abilities they are the master of.
not a legion mate, a unit from their hand that is 9.9.2.4. If the turn player has a unit with the
the same grade or 1 grade greater than that overDress ability and grade less than or equal
vanguard, or a face down unit from their ride to their vanguard’s grade in their hand, they
deck zone that is 1 grade greater than that can overDress it on any of their rear-guards
vanguard. with the unit information specified by that
9.7.2.1. Unless it was changed by effects such as overDress ability (14.45.2).
adding a cost, this ride is a normal ride. 9.9.2.5. The turn player can choose to do nothing
9.7.3. Resolve a check timing. After all the processes for their play timing, and advance to the next
for that check timing have been completed, phase.
advance to the stride step.
9.10. Battle Phase
9.8. Stride Step 9.10.1. The turn player can attack their opponent’s
9.8.1. Active automatic abilities with the “at the units with units they are the master of. See
beginning of stride step“ trigger condition “Attack and Battle” (Section 10. Attack and
become standby. After that, resolve a check Battle) for more details about this phase.
timing.
9.8.2. The turn player can play the stride skill (6.6) 9.11. End Phase
with a “stride step” stride condition of a G unit on 9.11.1. Put all G units that are not in the heart state
a vanguard they are the master of (including one on vanguard circles and rear-guard circles into
that is in the legion state). the G zone face up.
9.8.3. Resolve a check timing. After all the processes 9.11.1.1. This process is repeated as long as there
for that check timing have been completed, are G units on vanguard circles or rear-guard
advance to the next phase. circles.
9.11.2. If there are G units in the heart state at this
9.9. Main Phase point for any reason, put all of them into the G
9.9.1. Active automatic abilities with the “at the zone face up.
beginning of main phase“ trigger condition 9.11.3. All cards in the locked state and deleted state
become standby. in your field change to no longer being in the
9.9.2. The turn player gets a play timing. In this play locked state or deleted state, and are turned
timing, the turn player can choose to perform face up.
any of the actions below any number of times 9.11.4. If there is a music order (17.4) on any circle,
and in any order. put that card into the drop zone.
9.9.2.1. The turn player can call a unit card with 9.11.5. If there is a unit on a circle with the Astral
grade equal to or less than any of their Plane type, put that unit at the bottom of its
vanguards that is not a legion mate to any one owner’s deck.
of their rear-guard circles (6.2). 9.11.6. If there is a unit with associated attached
units, those attached units are no longer
attached, and the association from attach is 10.2. Attack Resolution
canceled. Then, the master of those attached 10.2.1. The performing of the series of processes
units moves those attached units to their rear- from the attack step to the close step is known
guard circles of their choice. as the attack resolution, and is referred to as the
9.11.7. Automatic abilities with the “when unlocked”, specific action “attack“ (7.36).
“when turned face up”, or “when put into the G 10.2.2. For an attack, both the attacking unit and the
zone” trigger conditions become standby. After unit being attacked must exist, and they are
that, resolve a check timing. either specified units or unspecified units.
9.11.8. Automatic abilities with the “at the beginning 10.2.3. If the specified units being attacked includes
of the end phase” or “at the end of turn” trigger a unit that cannot be specified due to an effect,
conditions that have not become standby during that unit does not battle. The reverse is also true.
this end phase become standby.
9.11.9. Resolve a check timing. After all the 10.3. Start Step
processes for this check timing have been 10.3.1. The step in which the turn player chooses
completed, all effects with “until end of turn” whether to attack. This step proceeds in the
durations will disappear. following order.
9.11.10. At this point, if there are no automatic 10.3.1.1. If this step is the first start step of this
abilities standing by, no rule actions (Section 13. battle phase, active automatic abilities with the
Rule Action) to resolve, and no cards in public “at the beginning of start step“ and “at the
zones or hidden zones that both players are able beginning of your battle phase“ trigger
to check the information of with automatic conditions become standby. After that, resolve
abilities with the “at the beginning of end a check timing.
phase“ or “at the end of turn“ trigger conditions 10.3.1.2. The turn player becomes the designated
that have not become standby during this end attacking player, and the non-turn player
phase, the opponent of the current turn player becomes the designated defending player.
becomes the new turn player, and the game 10.3.1.3. The turn player chooses whether to
advances to the next turn's stand phase. This attack.
turn ends. Otherwise, go back to 9.11.8. 10.3.1.4. If they choose to attack, resolve a check
timing. After all the processes for this check
Section 10. Attack and Battle timing have been completed, the specified
attacking units and specified units being
attacked are unspecified, and advance to the
10.1. Basics attack step.
10.1.1. In each battle phase, the turn player can 10.3.1.5. If they choose not to attack, then advance
attack with their standing units in the front row to the next phase.
against their opponent's units. During a battle 10.3.2. If it is the first turn of the player going first, or
phase, the turn player performs a progression of there are units that cannot attack or be attacked,
steps beginning with the start step. or some combination of them results in no attack
10.1.2. The series of steps from the start step to the being able to be performed, no attack can be
close step is called the “Attack Sub Phase“. The made. The choice to not attack is automatically
process from 10.4.1.1 to 10.8.1.4 is called the made.
“Battle“.
10.1.3. A battle is counted as one battle from the 10.4. Attack Step
moment a battle begins. Even if the process of a 10.4.1. The step in which the designated attacking
battle is cut off midway and proceeds to the player chooses which unit they will attack with.
close step, it is still counted as one battle. This step proceeds in the following order.
10.1.4. If the specified units being attacked includes 10.4.1.1. The battle begins.
a vanguard, that battle is one where a vanguard 10.4.1.2. Each active automatic ability with the
is attacked until the end of the close step. timing “at the beginning of attack
Similarly, if the specified units being attacked step“ becomes standby. After that, resolve a
includes a rear-guard, that battle is one where a check timing.
rear-guard is attacked until the end of the close 10.4.1.3. If the specified attacking unit is
step. unspecified, the designated attacking player
10.1.5. If a unit is changed from attacking a vanguard chooses one of their units (or both units if it is a
to a rear-guard, or from a rear-guard to a vanguard in the legion state (6.4.2)) in the
vanguard by an effect after 10.4.1.9, the event of stand state on a front row vanguard circle or
attacking the previous unit changes to attacking rear-guard circle, that is not restricted from
the new unit. attacking by rules nor effects, and that unit
10.1.6. In a battle, one of the players is the becomes the specified attacking unit.
designated attacking player who makes choices 10.4.1.3.1. If there are no suitable units that can
for the attacking side, and one of the players is be chosen as the specified attacking unit for
the designated defending player who makes any reason, the battle and this attack step
choices for the side being attacked. ends, and advance to the next phase.
10.4.1.4. Confirm whether the specified attacking 10.4.1.9.3. If there are multiple units being
unit is suitable. attacked, proceed with that attack sub-phase
10.4.1.4.1. If the specified attacking unit is with all of those units as “units being
unspecified, in the rest state and not in any attacked“.
particular state that would allow it to attack, 10.4.1.10. From here onwards, when a unit whose
or unable to attack due to any effect, proceed master is the designated defending is placed
to the close step. on the guardian circle, they choose one of their
10.4.1.5. Rest the specified attacking unit, and units being attacked. That guardian guards for
perform an attack. that chosen unit.
10.4.1.5.1. From here onwards until the end of 10.4.1.10.1. If there is only one unit being
the close step, as long as the specified attacked, that guardian automatically guards
attacking unit is on its current circle, the for that unit.
specified attacking unit is performing the 10.4.1.11. Between 10.4.1.9 and the close step,
attack. when another unit is placed on a circle with a
10.4.1.5.2. From here onwards until the end of unit that is being attacked, that unit does not
battle, if that unit becomes unable to attack, become a unit that is being attacked.
the process of the battle still proceeds. 10.4.1.12. The designated attacking player may
10.4.1.6. If the specified unit being attacked is choose a unit with boost (14.5) in the back
unspecified, the designated attacking player circle of the same column as the attacking unit,
chooses one of the designated defending and have that unit boost (7.47.1) the attacking
player's units on a front row vanguard circle unit (or either of the units for a vanguard in the
that is not a Legion Mate, or a unit on a front legion state). If it boosts, rest that unit with
row rear-guard circle that is not restricted by boost.
rules nor effects from being attacked by the 10.4.1.12.1. Until the end of the close step, as
specified attacking unit, and that unit becomes long as the chosen unit is boosting, the
the specified unit being attacked. power of the boosting unit is continuously
10.4.1.7. Confirm whether the specified unit being added to the power of the boosted unit. At
attacked is suitable. the same time, as long as a vanguard in the
10.4.1.7.1. If the specified unit being attacked is legion state is attacking, the legion mate is
unspecified, or attacks against it in particular continuously added to the power of the
are not allowed due to an effect that does not legion leader (11.11.1.8).
allow attacks toward the specified unit being 10.4.1.13. Resolve a check timing. Abilities with the
attacked due to a rule, or is unable to be “when unit attacks“ and “when unit
attacked due to an effect, proceed to the boosts“ trigger conditions resolve during this
close step. timing.
10.4.1.8. If an effect such as “this unit (may) 10.4.1.14. Resolve a check timing. After all the
battle(s)” increases the number of units processes for that check timing have been
specified or changes the method they are completed, advance to the guard step.
specified, that effect is applied. In such cases,
as long as it is not restricted by effects, all of 10.5. Guard Step
the units that fulfill the conditions newly 10.5.1. The step in which the designated defending
become the units being attacked. player can put guardians to defend against their
- For example, if a unit with the “this unit can opponent’s attack. This step is done in the
attack rear-guards from the back row” following order:
performs an attack against your 10.5.1.1. Active automatic abilities with the “at the
opponent’s rear-guards, and “battles all of beginning of guard step“ trigger condition
your opponent’s front row units” due to an become standby.
effect, as it is in the state of not being 10.5.1.2. The designated defending player gets a
restricted from attacking your opponent’s play timing. They may perform any of the
vanguard by effects (it is only restricted by following actions during this play timing.
rules), it attacks all of those units, including 10.5.1.2.1. The designated defending player may
your opponent’s vanguard. choose to pass. If pass was chosen, proceed
10.4.1.9. From here onwards until the end of the to the drive step if a unit that performs drive
close step, as long as the specified unit being checks is attacking, and proceed to damage
attacked is on its current circle, the specified step if a rear-guard is attacking.
unit being attacked is being attacked by the 10.5.1.2.1.1. If the non-turn player is restricted
attacking unit. from calling, intercepting, or playing blitz
10.4.1.9.1. During the battle, if the unit being orders, or the unit being attacked no longer
attacked changes, or is no longer in the field, exists, the designated defending player is
the process of the battle still proceeds. automatically considered to have chosen to
10.4.1.9.2. The “attacking unit“ and the “unit pass.
being attacked“ are each other’s “battle
opponents”.
10.5.1.2.2. The designated defending player may 10.6.1.2.3. The master of the drive unit puts the
choose one or more unit cards from their top card of their deck into their trigger zone
hand, and call them to the guardian circle. face up.
10.5.1.2.2.1. Unless it was changed by effects 10.6.1.2.4. If the card in the trigger zone has a
such as adding a cost, this call is a normal trigger icon, play the trigger ability (11.10.3)
call. indicated by that trigger icon.
10.5.1.2.2.2. This call can be performed even if 10.6.1.2.5. Resolve a check timing.
they do not have a vanguard, and does not 10.6.1.2.6. If the card put in the trigger zone for
reference their vanguard’s grade. this drive check is still in the trigger zone, the
10.5.1.2.3. The non-turn player may, if both turn player adds it to their hand.
players’ vanguards are grade 3 or greater, 10.6.1.3. Resolve a check timing. If the number of
and if the number of face up G guardians drive checks resolved during this battle’s drive
(14.16) in their G zone is 3 or less, and there step is less than the drive of the drive unit,
is a G guardian among the face down cards proceed to 10.6.1.2. Otherwise, proceed
in their G zone, they can choose one or more to 10.6.1.4.
of those face down cards and turn them face 10.6.1.4. Resolve a check timing. After all the
up, pay the cost specified by those G processes for that check timing have been
Guardian abilities, and superior call it to their completed, advance to the damage step.
guardian circle face up.
10.5.1.2.4. The designated defending player may 10.7. Damage Step
choose one or more units with intercept 10.7.1. The step to resolve the damage to the units
(14.4) in their front row that are not being being attacked. This step is done in the following
attacked this battle, and put them in their order:
guardian circle in the rest state. 10.7.1.1. Active automatic abilities with the “at the
10.5.1.2.4.1. Automatic abilities with the “when beginning of damage step“ trigger condition
unit intercepts” trigger condition become become standby. After that, resolve a check
standby when that unit is chosen to timing.
perform an intercept, but if that unit does 10.7.1.2. Compare the power of the attacking unit
not move to the guardian circle for any (the combined power for a vanguard in the
reason, the standby state is canceled. legion state (6.4.1.3.1)) with the power of the
10.5.1.2.5. If the number of times the designated units being attacked. All units being attacked
defending player has played an order card with power less than or equal to the attacking
this turn has not yet reached their order limit, unit are hit.
they can play a blitz order with grade less 10.7.1.2.1. If for some reason the attacking unit
than or equal to their vanguard’s grade from or the unit being attacked is no longer in the
their hand. field, or if the master of any of these units
10.5.1.2.5.1. Unless specified otherwise, the has changed, or if any of these units has
order limit is 1 for all players. moved to another circle, the power is not
10.5.2. Resolve a check timing. After all the compared, and the attack does not hit.
processes for that check timing have been 10.7.1.3. Resolve a check timing. Abilities with the
completed, return to 10.5.1.2. “when attack hits“ and “when attack did not
hit“ trigger conditions do not become standby
10.6. Drive Step at this point. Those abilities will become
10.6.1. The step to check for additional effects for a standby in 10.7.1.6.
unit’s attack. This step is done in the following 10.7.1.4. If the unit being attacked is a vanguard,
order: the unit that hit deals damage equal to its (the
10.6.1.1. Active automatic abilities with the “at the legion leader’s if it is in the legion state
beginning of drive step“ trigger condition (6.4.1.3.1)) critical to the vanguard being
become standby. After that, resolve a check attacked.
timing. 10.7.1.4.1. If the attacking unit's (the legion
10.6.1.2. If the attacking unit is a vanguard, or a leader’s if it is in the legion state (6.4.1.3.1))
rear-guard that performs drive checks from an critical is 0 or less for any reason, that
effect, the master of the attacking unit checks attacking unit does not deal damage.
for additional effects for the attack. The series 10.7.1.4.2. If the attacking unit had left the field,
of operations indicated from 10.6.1.2.1 or if its master has changed, or if it has
to 10.6.1.3 is called a drive check. moved to another circle, that attacking unit
10.6.1.2.1. The attacking vanguard, or the legion does not deal damage.
leader if it is in the legion state, or the unit 10.7.1.5. Resolve a check timing.
that performs drive checks due to effects, is 10.7.1.6. The attacking unit’s “hit“ event occurs at
referred to as a drive unit. this point.
10.6.1.2.2. If the drive of the drive unit is 0 or 10.7.1.6.1. The attacking unit’s “when attack hits
less, proceed to 10.6.1.4. If it is not, proceed (specified unit)” event occurs if the specified
to 10.6.1.2.3.
unit being attacked in 10.4.1.9 is that The text within the 【 】 indicates the zone in
specified unit, and this attack hit. which the ability can be used, (condition)
10.7.1.7. If the attacking unit did not hit, that unit’s indicates the condition required to play it,
“did not hit” event occurs. This includes cases (cost) indicates the cost to play it, and the
where the attacking unit ceases to be an text that follows is the effect that occurs by
attacking unit during the battle for any reason. resolving the activated ability.
10.7.1.8. When a “”when attack hits” effect 11.1.1.1.2. If the activated ability does not have a
activates even if the attack did not hit” effect cost, declaring that the ability is being played
exists for this battle, if there is an automatic will play the ability.
ability with the event of the attacking unit 11.1.1.1.2.1. Activated abilities without a cost
having hit in this battle as its trigger condition, are not automatically played.
that automatic ability is put into standby once. 11.1.1.2. Automatic abilities are abilities that are
10.7.1.9. Resolve a check timing. played automatically when a certain event
10.7.1.10. Retire all G guardians, then retire all happens during the game.
guardians, then retire all rear-guards that were 11.1.1.2.1. Automatic abilities are written on
hit. cards as “AUTO 【zone】:When (condition),
10.7.1.11. Resolve a check timing. After all the (effect)“ or “ AUTO 【zone】:At the beginning
processes for that check timing have been of (phase or step), (effect)“, or if the
completed, advance to the close step. automatic ability is triggered by the
movement of the card itself, it is written as
10.8. Close Step “AUTO:When (condition), (effect)“. The event
10.8.1. The step to perform all processes that indicated by the point of the (condition) or
happen at the end of an attack. This step is done (phase or step) is called the “trigger
in the following order: condition“, and an automatic ability’s trigger
10.8.1.1. Active automatic abilities with the “at the condition is fulfilled, it is considered to be
beginning of close step“ and “at the end of “triggered“.
battle“ trigger conditions that have not become 11.1.1.2.1.1. Automatic abilities that trigger in a
standby in this close step become standby. hidden zone become standby if their
10.8.1.2. Resolve a check timing. After all the master states that they do so. If it is not
processes for that check timing have been stated, they do not become standby.
completed, all effects with the duration of “until 11.1.1.2.2. Some automatic abilities have the text
the end of that battle“ and “during this “AUTO:[cost] (text)“ instead of “ AUTO (text)“.
battle“ cease to exist. At the same time, The cost here is the cost referred to and paid
attacking units and boosting units stop being during the resolution of the ability.
attacking units and boosting units, and units 11.1.1.3. Continuous abilities are abilities that affect
being attacked units stop being units being the game as long as the ability is active.
attacked. 11.1.1.3.1. Continuous abilities are written on
10.8.1.3. At this point, if there are no automatic cards as “CONT 【zone】:(effect)“. If it is a
abilities standing by, no rule actions (Section continuous ability that is active in all zones, it
13. Rule Action) to resolve, and no cards in is written as “CONT:(effect)“.
public zones or hidden zones that both players 11.1.1.4. Order abilities are abilities written in the
are able to check the information of with text of order cards that do not have ACT,
automatic abilities that have “at the beginning AUTO, or CONT icons.
of close step” or “at the end of battle” trigger 11.1.1.5. Trigger abilities are abilities that are
conditions and have not become standby denoted by trigger icons.
during this close step, proceed to 10.8.1.4.
Otherwise, go back to 10.8.1.1. 11.2. Requirements of Abilities
10.8.1.4. If the specified action “To Attack“ is being 11.2.1. There are activated abilities, automatic
processed, this will complete the attack abilities, and order abilities that check for
resolution. If it is not, after this, return to start requirements as part of their resolution.
step. 11.2.1.1. There are cards with activated abilities
whose effects have requirements that are
Section 11. Play and Resolve Cards and Abilities indicated by “if (requirement)”.
11.2.1.1.1. For “This ability cannot be used for
the rest of that turn.“ and “This ability cannot
11.1. Categories of Abilities be used for the rest of the game.“ effects, if
11.1.1. Abilities are divided into activated abilities, the game state has changed after the cost of
automatic abilities, continuous abilities, order the effect was paid or after the resolution of
abilities, and trigger abilities. the effect, they are resolved even if the
11.1.1.1. Activated abilities are abilities that a requirement was not met.
player with a play timing can pay the cost to 11.2.1.1.2. If there is no cost, or if the cost is
get the effect. changed from a cost where a card changes
11.1.1.1.1. Activated abilities are written on cards zones or state for the cost, to a cost where it
as “ ACT 【zone】:(condition) [(cost)] (effect)“.
no longer does so, the effects “This ability +2000 until end of that battle” or “this unit gets
cannot be used for the rest of that turn.” and +1 until end of turn”, the effects from those
“This ability cannot be used for the rest of the abilities are continuous effects.
game.” are still resolved even if the 11.3.1.2.1. When a continuous effect with a
requirement was not met. duration is created, if that duration
11.2.1.2. Some automatic abilities have the text contradicts the current game state, that
“AUTO 【zone】:When (event), if continuous effect will not be created.
(requirement)“. These abilities will trigger if the - For example, if a continuous effect with the
event happens, even if the requirement is not duration “until end of that battle” is created
met. during the main phase, as the game is not
11.2.1.2.1. For the effects “This ability cannot be currently in a battle, that continuous effect
used for the rest of that turn.“, “This ability will not be created.
cannot be used for the rest of the game.“, 11.3.1.3. Replacement effects are effects that
and , if the game state has changed replace an event that is to occur with another
after the resolution of the effect, they are event instead.
resolved even if the requirement was not 11.3.1.3.1. If an ability has text that says “If you
met. would do A, instead do B“, then the effect
11.2.1.2.1.1. When automatic abilities that fit from that ability is a replacement effect.
this description are standing by, when the 11.3.1.3.2. If an ability has text that says “If you
master of that ability plays an automatic would do A, then you may (choose an option)
ability, he or she can choose this ability, instead. If you do, do B“, then the effect from
and have it cease to exist without playing it. that ability is an optional replacement effect.
11.2.1.3. There are cards with order abilities whose 11.3.1.3.3. Effects that change the modifications
effects have requirements that are indicated by of effects that modify information are
“if (requirement)”. replacement effects.
11.2.2. The portion of an ability with a requirement 11.3.1.3.4. Effects that change the contents of
that resolves only if the requirement is met, is actions that occur from then onward are
only the text that is before the next succeeding replacement effects.
full-stop.
11.2.3. There are cases where abilities with 11.4. Active Effects and Inactive Effects
requirements indicated by “if“ will refer to text 11.4.1. Some effects make an effect “active“ or
prior to it as a basis for determining if the “inactive“. If this happens, then follow the
requirement is met. process below:
11.2.4. There are cases where after the full stop 11.4.2. If a part of or the entire effect is inactive
succeeding a portion of an ability with a under a specific condition, then that part still
requirement indicated by “if“, the text starts with exists under that condition, but simply does not
an “if“. If that text refers to the result of text prior do anything. If that part asks for a choice to be
to it, if the requirement of the prior text is not made, that choice is not made.
met, it will not resolve. 11.4.3. If a part of or the entire effect is active under
11.2.5. There are cases where portions of text start a specific condition, then that part is inactive
with “Then“. In these cases, there will be text while the condition is not met.
prior to it. If the text prior to it has a requirement, 11.4.4. Abilities with a zone written within 【 】 are
if that requirement is not met, the text that only active in the zone written within 【 】.
started with “then” does not resolve. 11.4.4.1. Abilities that do not specify any zones are
11.2.5.1. For automatic abilities, if the text prior to it generally active in all zones.
includes a cost, paying that cost is the 11.4.4.1.1. Abilities of crests (15.7) and ride deck
requirement of that text. crests (2.9.3.6) that do not specify any zones
are only active in the crest zone (4.19).
11.3. Category of Effects 11.4.4.2. Some abilities have text in the form of 【
11.3.1. Effects are divided into three categories: one / 】. This means that the ability is active in
shot effect, continuous effect, and replacement either of those zones.
effect.
11.3.1.1. One shot effects are effects that do the 11.5. Source
instructed actions while resolving, and ends 11.5.1. Some effects will see where another effect
when the resolution is finished. If there are came from. This is called the “source of an
abilities with text such as “draw a card“ or effect“, and is defined as below:
“retire an opponent's grade 1 or less rear- 11.5.1.1. If an ability generated the effect, then the
guard“, the effects from those abilities are one card that has that ability is the source of the
shot effects. effect.
11.3.1.2. Continuous effects are effects that are 11.5.1.2. Rule actions (Section 13. Rule Action) are
active for a specified duration (or, if it is not not effects, and have no sources.
specified, “during this game“). If there are
abilities with text such as “this unit gets
11.5.2. Some effects will see where damage came be resolved for that check timing have been
from. This is called the “source of damage“, and completed, that player gets a play timing.
is defined as below: 11.6.2.2. The player that was given a play timing
11.5.2.1. During the damage step, if a unit deals can choose one possible action and perform it,
another unit under the rules of battle, then that or choose to do nothing.
damage is called “battle damage“. Source of 11.6.2.2.1. If something is performed, that player
battle damage is the card that dealt that gets a play timing again after it has finished
damage. resolving, unless specified otherwise.
11.5.2.2. If an effect from an ability on a card deals 11.6.2.3. If they chose to do nothing, and there are
damage, then that damage is called “skill no new rule actions (Section 13. Rule Action)
damage“. Source of skill damage, if not or automatic abilities (11.1.1.2) that need to be
specified by that effect, is the source of the played, the game advances.
effect that generated the damage.
11.5.2.2.1. Even if the text can be read as if the 11.7. Paying of Costs
source of damage is a player, the source is 11.7.1. If there is a need to pay costs when playing a
still that card itself. card or activated ability or resolving an automatic
11.5.3. Some processes will see which unit effects ability, all those costs are simultaneously paid,
came from. This is called the “source of effect”, and that ability’s master must pay the cost using
and is defined as below. what they are the master of.
11.5.3.1. If an effect is generated by a unit’s ability, 11.7.1.1. This includes costs that are indicated in
that unit is the source of the effect. text by [ ], as well as “may (specific action) to
11.5.3.2. If an effect with a unit as the source call” alternative costs for calling.
creates a timed trigger (11.9.7), the source of 11.7.2. If an effect should remove the cost, or if there
the effects of that timed trigger is the source of is effectively no cost, the cost can be paid by
the effect that created that timed trigger. declaring it paid.
11.7.3. When a cost specifies “all”, even if the “all’ is
11.6. Check Timing and Play Timing effectively 0, it can be paid.
11.6.1. Check timings indicate the point when rule - For example, even when there are 0 cards
actions (Section 13. Rule Action) and automatic in your hand, the cost “discard all of the
abilities (11.1.1.2) are played in a game. When a cards from your hand” can be paid.
check timing resolves, the game proceeds in the
following order: 11.8. Play and Resolve Cards and Abilities
11.6.1.1. If there are any rule actions (Section 13. 11.8.1. Activated abilities, automatic abilities, trigger
Rule Action) that need to be resolved, then abilities, and cards in hand need to be played
resolve them simultaneously. Next, if there are and resolved to get its effect. Continuous abilities
other rule actions to be resolved, then repeat are not played, and the effect is always in effect.
this step until there are no rule actions left to 11.8.2. When you play a card or an ability, process it
be resolved. in the following steps:
11.6.1.2. If the turn player acquires any imaginary 11.8.2.1. Choose an ability or a card in your hand.
gift, the turn player chooses one of them, 11.8.2.1.1. If you are playing an order card, if the
performs its imaginary gift resolution (16.3), number of times you have played order cards
and returns to 11.6.1.1. this turn has not yet reached your order limit,
11.6.1.3. If the non-turn player acquires any move that card to the order area. If the
imaginary gift, the non-turn player chooses one number of times you have played order cards
of them, performs its imaginary gift resolution this turn is equal to or greater than your order
(16.3), and returns to 11.6.1.1. limit, the playing of that card is canceled, and
11.6.1.4. If any automatic abilities controlled by the that card remains in its original zone.
turn player are standing by, then the turn 11.8.2.1.1.1. Unless specified otherwise, the
player chooses one of them, plays it, and order limit is 1 for all players.
resolves it. Then, go to 11.6.1.1. 11.8.2.2. If you are playing a card or an activated
11.6.1.5. If any automatic abilities controlled by the ability, if there is a cost to play it, check all the
non-turn player are standing by, then the non- costs and pay all costs simultaneously. If you
turn player chooses one of them, plays it, and cannot pay a part of or the entire cost, then
resolve it. Then go to 11.6.1.1. you may not pay any of the cost, and the
11.6.1.6. End the check timing. playing of the card or activated ability is
11.6.2. Play timing indicates the point when the canceled.
specified player can actively perform actions. 11.8.2.2.1. If the source of the activated ability to
When a play timing is given to a player, the be played is from a hidden zone, and the
game proceeds in the following order: cost does not specify that the card with the
11.6.2.1. There is always a check timing before ability needs to be revealed, the origin of that
performing any choice of action. After all the activated ability must be shown to be in the
rule actions and automatic abilities that need to applicable hidden zone by revealing that
card.
11.8.2.3. If you are playing an activated ability, pay 11.8.4.1. If the number to choose is specified, you
its cost. must choose as many targets as possible to
11.8.2.4. If you are playing an order card, check reach that number. If you can choose them,
the conditions written with , and pay the cost you cannot choose not to do so.
11.8.2.4.1. For order cards, the “cost contents” 11.8.4.1.1. If the number is specified as “up to
written in [cost contents] are that order (number)“, you can choose any number of
ability’s costs and conditions. targets between 0 and the specified number.
11.8.2.4.2. If any of an order ability’s costs or If you choose 0, you did not choose any
conditions are costs or conditions written with targets.
at the beginning of the text that are 11.8.4.1.2. If the number to choose is specified,
separate from other effects, those costs are and it is not possible to make that many
paid when the order is played, and that order choices, you choose as many targets as
cannot be played if those conditions are not possible, and give the specified effect to
fulfilled. them.
11.8.2.4.3. If there is a cost is written on an order 11.8.4.1.3. If the number to choose is specified,
card in the middle of another effect with “ and there are no targets that can be chosen,
[cost contents],”, those “cost contents” can no targets will be chosen. All effects related
be chosen to be paid during the resolution of to those targets are ignored.
that order. 11.8.4.1.4. If you need to choose any non-
11.8.3. Resolve the card or ability. revealed cards in a hidden zone, and the
11.8.3.1. If you played an activated ability or condition for choosing requires card
automatic ability, perform the effects indicated information, there is the possibility that the no
in that ability. If you played an order card, cards in the hidden zone have that
perform the effects indicated in that order information. Even if there is a card that fulfills
card’s order ability. the condition in that zone, the player that is
11.8.3.1.1. Effects are always performed in the choosing can choose not to choose that
order written. card.
11.8.3.1.2. If part of the effect is written as a list, 11.8.5. The player or unit has been omitted in parts
perform the items among them whose of some abilities and effects.
conditions are fulfilled from the top 11.8.5.1. When an effect would have some action
downwards. performed, and the player who should perform
11.8.3.1.2.1. When determining which items in that action is not explicitly specified, the master
a list should be performed, if the condition of that effect performs the action.
is stipulated in the text prior to the list, - For example, for a “draw a card” effect that
whether the listed item should be does not specify a player, the master of the
performed is fixed when resolving the effect draws a card.
stipulated portion. Even if there are 11.8.5.2. When an effect would have a card moved
changes to the condition while performing to a specified zone, and which player’s zone is
an item in the list, the items in the list that not explicitly specified, move that card to its
should be performed does not change. owner’s zone.
11.8.3.1.2.2. When multiple items in a list are to - For example, for a “put this unit into the
be performed, if even if one of them is not drop zone” effect that does not specify
performed due to a condition within the which player’s zone, put that unit into its
effect, the other items that are to be owner’s drop zone.
performed are performed regardless of 11.8.5.3. When an ability or effect refers to some
whether the items before it were unit’s information or state, or would perform
performed. some resolution or action on that unit, and that
11.8.3.1.3. If multiple processes within an effect unit is not explicitly specified, refer to the
are separated by “/”, it means to perform information or state of the unit that is the
both what comes before and after. source of that ability or effect, or perform the
11.8.3.2. If you played a non-set order card, after resolution or action on that unit.
processing all the effects of that order ability, - For example, when resolving a “when
put that order card into the drop zone. placed, it gets Power +10000” effect that
11.8.3.3. If you played a set order card, put that does not specify a unit with “choose”, it
order card into the order zone. means “when this unit is placed, this unit
11.8.3.3.1. If the cost indicated in 11.8.2.4.3 is not gets Power +10000”.
paid, the text after “ [cost contents],” is not 11.8.6. When an effect’s resolution refers to the
performed. information of cards with a specified condition, if
11.8.4. If the card or ability requires you to choose there are multiple cards with the specified
some cards or players, you choose the indicated condition, the master of that effect performs the
cards or players (written as “targets” below) resolution with the information of each of those
when you reach the instruction to do so while cards being referred to in any order they wish.
resolving.
- For example, for the resolution of “this unit 11.9.5.2. When you are to pay the cost for
gets the card names of your rear-guards”, “[COST]”, you can choose not to pay the cost.
if you have multiple rear-guards, you 11.9.6. Some automatic abilities trigger when a card
decide the order of those rear-guards, and moves from one zone to another. This is called
this unit gets the card name of each of “zone changing trigger“.
those rear-guards in that order. 11.9.6.1. Some automatic abilities with zone
- For example, if you have 2 vanguards, unit changing triggers refer to the information of
A with 10000 power and unit B with 20000 cards that triggered them or to whether that
power, when you resolve a rear-guard’s ability is active. In that case, refer to the
“increase or decrease this unit’s power to information or ability in the following manner:
match your vanguard’s power”, you decide 11.9.6.1.1. If the card that triggered the ability
the order in which to resolve A and B, and moved from a public zone to a hidden zone
increase or decrease this unit’s power or vice versa, then the ability refers to the
match the value of the vanguard’s power in information while the card is in the public
that order. And the result is that this unit’s zone.
current power is increased or decreased to 11.9.6.1.2. If the card that triggered the ability
match the power of the vanguard that was moved from the field to any other zone, then
resolved last. the ability refers to the information while the
card was on the field.
11.9. Resolving Automatic Abilities 11.9.6.1.3. Excluding the case mentioned
11.9.1. Automatic abilities are abilities that are played in 11.9.6.1.2, if the card that triggered the
during the check timing right after a specific ability moved from a public zone to another
event happens. public zone, then the ability refers to the
11.9.2. If an automatic ability’s trigger condition is information of the cards in the new zone.
met, then that automatic ability becomes 11.9.6.1.4. If a unit has an automatic ability that
standby. triggers when moving itself to the soul by any
11.9.3. If an automatic ability’s trigger condition is type of ride, then that card has the ability as
met multiple times, then that automatic ability though it were a unit until that automatic
becomes standby that many times. ability is resolved.
11.9.4. When a check timing resolves, a player that 11.9.6.1.5. If a unit has an automatic ability that
needs to play any automatic abilities chooses triggers when becoming a heart by any type
any automatic abilities in standby that he or she of stride, then that card has the ability as
is the master of and plays it, as long as it is not though it were a unit until that automatic
in a “cannot be used“ (12.2) state. After the ability is resolved.
ability resolves, one of the chosen abilities that 11.9.7. Some effects create automatic abilities that
had been standing by ceases to exist. trigger at a later point in the game. This is called
11.9.4.1. You must play your automatic abilities that a “timed trigger“.
are standing by, and cannot choose not to play. 11.9.7.1. Timed triggers trigger only once if not
However, if multiple automatic abilities that you specified.
are the master of is standing by, then you can 11.9.8. Some automatic abilities have trigger
choose the order in which to play them. conditions that is not an event but a situation
11.9.4.2. If the master of a card whose automatic (e.g. “When you do not have any cards in your
ability is in standby has changed when that hand,“). This is called a “situation trigger“.
automatic ability is played, that automatic 11.9.8.1. Situation triggers trigger only once when
ability is played as the automatic ability of its the game meets that situation and it is not in
master when it became standby. standby. If the automatic ability resolves, and
11.9.5. When an automatic ability requires a cost to the game is still in that situation, then the ability
be paid, check the cost to play it and pay all triggers again.
costs simultaneously. If you cannot pay a part of 11.9.9. When you play an automatic ability, even if
or the entire cost, then you may not pay any of the card with that ability had changed its zone
the cost. after triggering, or even if that ability has been
11.9.5.1. For an automatic ability that has a cost, if nullified or no longer exists, you still need to play
the action written in the cost is not performed, that automatic ability.
the actions after “you may pay the cost. If you
do“ or [COST] will not be performed, unless 11.10. Resolving Trigger Abilities
there was a fork due to a condition before the 11.10.1. Trigger abilities are abilities denoted by the
payment of the cost or the usage restriction icons a card put in the trigger zone by a drive
in 11.2.1.2.1. check (10.6.1.2) or damage check (13.6.4) has.
11.9.5.1.1. For an automatic ability with options, if 11.10.2. Trigger icons have trigger abilities
an option with a “cannot activate the same corresponding to the icon, and a trigger ability
effect” restriction is chosen, even if nothing has multiple trigger sub-abilities.
was performed for that option, it can no 11.10.2.1. No icon: This card does not have trigger
longer be chosen. abilities.
11.10.2.1.1. Having no icon is not considered one 11.10.4. The effects from the playing the trigger sub-
of the types of icons. abilities of a trigger ability are called “trigger
11.10.2.2. (Critical Trigger): It has the 2 trigger effects”.
sub-abilities “Choose one of your units and 11.10.4.1. If an effect gives the trigger effect given
give it +1 critical until the end of the turn” and to a unit to another unit, the given effect is also
“Choose one of your units, and it gets power a trigger effect.
according to the trigger icon until the end of 11.10.4.2. If an ability that “nullifies trigger effects”
that turn (11.10.5)”. is active, the trigger abilities of the card placed
11.10.2.2.1. In card text, the critical trigger may in the trigger zone for a drive check or damage
be indicated by a or icon. check cannot be played.
11.10.2.3. (Draw Trigger): It has the 2 trigger 11.10.4.2.1. Even if an ability that “nullifies trigger
sub-abilities “Draw a card” and “Choose one of effects” is active, the application of the
your units, and it gets power according to the effects from trigger sub-abilities played
trigger icon until the end of that turn (11.10.5)”. before that ability became active is not
11.10.2.3.1. In card text, the draw trigger may be canceled.
indicated by a or icon. 11.10.5. When a unit gets power from the effect of a
11.10.2.4. (Stand Trigger): It has the 2 trigger trigger sub-ability, the designated unit gains
sub-abilities “Choose one of your units, and if it power equal to the number written at the bottom
is a rear-guard, stand it, and from the next of the trigger icon.
battle onward, that unit cannot perform drive - For example, if the trigger icon is , as
checks (10.6.1.2) during that turn” and the number at the bottom of the icon is
“Choose one of your units, and it gets power “+10000”, the power of the designated unit
according to the trigger icon until the end of gets +10000.
this turn (11.10.5)”. 11.10.6. If the playing of the trigger abilities for
11.10.2.4.1. In card text, the stand trigger may be multiple trigger icons need to be performed at
indicated by a icon. the same time for any reason, perform the
11.10.2.5. (Heal Trigger): It has the 2 trigger trigger abilities for each trigger icon in any order.
sub-abilities “If the number of cards in your
damage zone is equal to or more than your 11.11. Applying Continuous Effects
opponent's damage zone, choose a card in 11.11.1. If any continuous effects or rules that modify
your damage zone and heal it” and “Choose information are applied in the game and you
one of your units, and it gets power according need to refer to any information of cards, then
to the trigger icon until the end of that turn apply each of effect in the following order:
(11.10.5)”. 11.11.1.1. Information printed on the card is the
11.10.2.5.1.1. In card text, the heal trigger may base value.
be indicated by a or icon. 11.11.1.2. Next, apply all modifications that specify
11.10.2.6. (Front Trigger): It has the trigger sub- the gaining or changing of “original”
ability “All units on your front row circles get information.
power according to the trigger icon until the 11.11.1.3. Next, apply all modifications that specify
end of that turn (11.10.5)”. the losing of “original” information.
11.10.2.6.1. In card text, the front trigger may be 11.11.1.4. Next, apply all modifications of
indicated by a icon. information from rules that are not from effects,
11.10.2.7. (Over Trigger): It has the 4 trigger other than the corrections applied in 11.11.1.8.
sub-abilities “Remove this card in the trigger 11.11.1.5. Next, apply all gaining and losing of
zone from the game”, “Draw a card”, “Choose abilities.
one of your units, and it gets power 11.11.1.6. Next, apply all modifications that do not
+100000000”, and “if this was performed from change any numerical values.
a drive check, perform the actions specified in 11.11.1.7. Next, apply all modifications that
the text”. increase or decrease a numeric value by a
11.10.2.7.1. In card text, the over trigger may be specific value.
indicated by a icon. 11.11.1.8. Perform modifications from boosts
11.10.3. Perform the following resolutions when (10.4.1.12.1), guardians (6.2.4.1), and legion
playing the trigger ability of a trigger icon. (10.4.1.12.1).
11.10.3.1. Choose one of the trigger sub-abilities of 11.11.1.9. Next, apply all modifications that set a
the trigger ability for that trigger icon that has numerical value to a specific value.
not been played for this trigger ability, and play 11.11.2. If there are multiple continuous effects
it. whose order of application is not clear from the
11.10.3.2. If there are trigger sub-abilities of this above order, if any of those has an effect to set
trigger ability that have not been played, return any information to a particular value, that effect
to 11.10.3.1. If not, the playing of this trigger is applied after the others.
ability ends. 11.11.3. If the order in which to apply two continuous
effects, effect A and effect B, still cannot be
decided at this point, and if whether effect A is
applied first changes what effect B applies to or - For example, when unit A’s power is
how it applies, effect B depends on effect A. If an 10000, and your opponent’s vanguard’s
effect depends on another, and there is no power is 15000, if a “this unit’s power
dependency in the opposite direction, that effect increases or decreases to match one of
is applied after the effect it depends on. your opponent’s vanguards” process is
11.11.3.1. If the order in which to apply multiple resolved, a continuous effect for power
continuous effects cannot be decided +5000 is created. That value does not
by 11.11.1.1-11.11.1.7, apply them in the order change after that during the duration.
of time stamp. 11.11.4.1.1. For effects that “double” specific
11.11.3.1.1. If the source of a continuous effect is information, it is applied as an effect that
a continuous ability, the base time stamp is increases by that information’s value when it
the time that the card with that ability came resolved.
into the current zone. However, if the source 11.11.5. Continuous effects that are applied from an
of a continuous effect is a continuous ability ability other than a continuous ability, other than
of a unit on the field, the base time stamp is the continuous effects mentioned in 11.11.4, are
the time that the card came on to the field continuous effects that change the rules of the
from other zones. game. These continuous effects will apply to
11.11.3.1.1.1. The base time stamp of all other cards that changed zones after the time stamp of
abilities' base time stamp is determined by the ability.
the time that continuous effect was 11.11.6. If a rule or continuous effect changes
generated. information on cards in a certain zone, then the
11.11.3.1.1.2. If multiple continuous effects effect is applied to a card the moment the card
were generated at the same time for any comes into the zone.
reason, the turn’s player’s effects are 11.11.7. If an automatic ability’s trigger condition
considered to have been generated first if refers to certain information on cards that enter
the masters of the effects are different, and the zone, then the ability refers to that
the order they were generated in is information after all continuous effects in that
determined when they were generated by zone have been applied.
their master if the effects have the same 11.11.8. There are automatic abilities that
master. “nullify“ continuous effects even after it has
11.11.4. If a continuous effect that changes already been applied. A continuous effect which
information on a card was not generated from a has been “nullified“ will lose the effect at the
continuous ability, the card or player it applies to point when it has been nullified.
is determined when it is generated, and cannot 11.11.8.1. A continuous effect that has been
be changed after that. Similarly, if that “nullified“ will lose the entirety of the effect.
continuous effect refers to a specified value, that Effects will never be partially nullified.
value is determined when it is resolved, and
does not change after that. 11.12. Applying Replacement Effects
- For example, when an “all of your front row 11.12.1. When a replacement effect is applied, when
rear-guards get Power +5000 this turn” the event that replacement effect is applied to
continuous effect is generated from an would occur, it does not occur, and is replaced
activated ability, the power of the rear- by another event as directed by the indicated
guards that were in the front row when that target by a replacement effect.
ability resolved is modified. The 11.12.1.1. In this case, the original event that was
modification remains applied if that rear- replaced did not occur at all.
guard is moved to the back row during that 11.12.2. When multiple replacement effects are
turn, and does not apply to rear-guards applied to the same event, the order the
that are placed in the front row after the replacement effects are applied is determined by
resolution of this ability. the player that would be affected.
- For example, when a “your vanguard gets 11.12.2.1. If the event being affected is a card or an
Power +1000 for each of your rear-guards ability, its master determines the order.
this turn” continuous effect is generated 11.12.2.2. If the event being affected is an action,
from an automatic ability, the number of the player performing the action, or the master
rear-guards considered by the effect is of the card that action is applied to determines
determined when the effect resolves, and the order.
does not change even if the number of 11.12.2.3. Each replacement effect can be applied
rear-guards changes after that. to the same event 1 time at most
11.11.4.1. For effects that “increase or decrease” 11.12.3. If a replacement effect is an optional
specific information to a numerical value, the replacement effect (“when ~, you may ~ instead.
value of the increase or decrease is If you do, ~”), if that choice cannot be performed,
determined by the difference when it is that replacement effect is not applied.
resolved, and does not change after that.
11.13. Final Information 12.4. Random
11.13.1. If an ability references a specific card’s 12.4.1. Random means to be in a state where
information, orientation, the circle that card was multiple items are randomized with a uniform
on, or any information or values that are probability of each item appearing.
associated with that card, and during resolution 12.4.2. When instructed to “choose at random”,
of the ability that card had moved from the choose the specified number from among the
original zone to another zone, other than a circle series of applicable cards or abilities without any
to circle movement, the ability will reference the intention.
state from the zone it was originally in.
12.5. Cannot be affected
Section 12. Terms regarding Processing of Effects 12.5.1. When a “cannot be affected“ effect with
specific conditions is applied to a card, when an
effect that meets that condition would be applied,
12.1. Basics that effect is not applied to that card. The effect
12.1.1. Some terms for the processing the effects of cannot choose that card, does not change the
abilities may have special rules attached to information of that card, and if the effect would
them. change the zone or state of that card, it is not
performed. It also cannot be used as the cost for
12.2. Cannot be used the ability or effect that meets that condition.
12.2.1. If an ability has the “cannot be used” state, 12.5.2. If an effect originates from a unit, and that
the following restrictions and resolutions apply. unit cannot be affected by certain conditions, that
12.2.1.1. If an activated ability has the “cannot be effect cannot be affected by those conditions as
used” state, the applicable activated ability well.
cannot be played.
12.2.1.2. If an automatic ability has the “cannot be 12.6. Cards with the same/different card name(s)
used” state, the following resolutions apply. 12.6.1. Cards with the same card name refer to
12.2.1.2.1. The applicable automatic ability does multiple cards that when compared to each
not trigger even if its condition is fulfilled. other, have a card name common to all of them.
12.2.1.2.2. If an automatic ability that has already At the same time, cards with different card
been triggered and is in a standby state names refer to multiple cards that when
gains the “cannot be used” state, the standby compared to each other, have card names not
state of the applicable ability is canceled. common to all of them
12.6.2. Cards may have multiple card names due to
12.3. Restriction Icons effects like stride and “also regarded as a card
12.3.1. “Restriction icons“ are icons that indicate that with the same card name“.
there is a limit on the use of an ability, such as 12.6.2.1. When a card with card name A is also
on the number of times it can be used. regarded as card with card name B, that card
12.3.2. The following icons are usage restriction simultaneously has both card name A and B.
icons. The card name is not changed, such as having
12.3.2.1. The specified condition for is the names joined into the single name.
“during this turn”. 12.6.2.2. When a card with more than one card
12.3.2.2. The specified condition for is name is compared to other cards, even if there
“during this game”. is only one card name common to both of
12.3.2.3. When a usage restriction icon is present them, they are considered as cards with the
right after the leading AUTO or ACT of an same card name. If there is no common card
ability, or present right after 【(zone)】, if there name between the two, they are considered as
is a change in the game state after the cards with different card names.
resolution of the effect, perform “until the end 12.6.2.2.1. “With different card names” means
of the turn, this ability cannot be used”. that none of the cards being compared has
12.3.3. is a divine skill restriction icon. the same card name as another card.
12.3.3.1. When there is a change in the game state
after the resolution of an effect with this icon, 12.7. For each X do Y / Do Y equal to number of X
perform “until the end of the game, the player 12.7.1. When Y is to be done for each X / equal to
that is the master of this effect cannot use number of X, Y is done X number of times.
abilities with the icon 12.7.1.1. When “for each/every X” is immediately
12.3.4. When an automatic ability with a restriction followed by a comma, “Do Y” refers to the text
icon is standing by, the master of that ability can after that comma until the succeeding full stop.
choose this automatic ability when he or she 12.7.2. The value of X is set before beginning to do
plays an automatic ability, and have it cease to Y, and does not change from then until all of Y
exist without playing it. has finished resolution.
12.7.3. While doing Y X times, if Y includes an
instruction to make a choice, until all the
instructions of the Xth time have ended, you
cannot choose the same object. 13.4. Illegal Guardians
13.4.1. If any units are placed on when there is
Section 13. Rule Action no unit being attacked, or when a unit with the
same master as the attacking unit is placed on
, move that units to your drop zone.
13.1. General
13.1.1. Rule actions are actions made automatically 13.5. Having No Vanguard
by the game when specific situations are 13.5.1. If you have no vanguards on your vanguard
created. circle, choose a card from your soul, and ride it.
13.1.2. Rule actions check the situation only during 13.5.1.1. If a player has no vanguards and no
check timings, and performs the action if the cards that can be ridden in their soul, that
situation is met. If the situation is met at any player loses the game by rule action.
other time, then rule actions are not performed at 13.5.1.2. If you have cards in the heart state, they
that time. lose their heart state, and you choose 1 of
13.1.3. If multiple rule actions are needed to be them to become the vanguard.
performed, then they are done simultaneously.
13.6. Damage Application Process
13.2. Losing the Game 13.6.1. When any player’s vanguard damage is 1 or
13.2.1. If any player fulfills 1 or more losing greater, and there no cards in any player’s
conditions, then that player loses the game trigger zone, carry out the damage application
once. process for that vanguard.
13.2.2. If a player has six or more cards in their 13.6.1.1. If there are multiple players whose
damage zone, then he or she fulfills a losing vanguard damage is 1 or more, only carry out
condition. the damage application process for the turn
13.2.3. If a player has no cards in their deck, then he player’s vanguard.
or she fulfills a losing condition. 13.6.2. Reduce that player’s vanguard damage by 1.
13.2.4. If a player has no vanguards on their 13.6.3. The master of that vanguard puts the top card
vanguard circle, and has no cards in their soul, of their deck into their trigger zone (4.13) face
then he or she fulfills a losing condition. up.
13.6.4. If the card put into the trigger zone has a
13.3. Overloaded Units trigger icon, play the trigger abilities for that
13.3.1. If you have a Legion Mate on any which trigger icon (11.10.3) that was put into the trigger
no longer has an associated Legion Leader, zone. This is called a “damage check”.
move that unit to your soul.
13.3.2. If you have a unit in the legion state and unit 13.7. Damage Resolution Process
that is not in a legion state nor heart state on any 13.7.1. If a card put into the trigger zone from the
, choose one of them that was placed last, and damage application process is still in that trigger
move all of the other units on that circle to your zone, there are no rule actions to be resolved,
soul. and there are no automatic abilities in standby,
13.3.2.1. If you have multiple units that are not in a perform the damage resolution process.
legion state nor heart state that were placed 13.7.2. Put the card in that trigger zone into the
last on any , choose one of the units on that damage zone of the master of that trigger zone.
circle, and move all of the others into your soul.
13.3.3. If you did not perform any of the processes 13.8. Erasure of pseudo-cards
of 13.3.1-13.3.2, and if you have multiple units 13.8.1. If a pseudo-card (15.1.2.4) is in its erase
that are neither in a legion state nor a heart zone (15.2.4.2) for any reason, erase that
state, move all units on that circle other than the pseudo-card (15.2.3).
one last placed to your soul.
13.3.4. If you have two or more Legion Mates on any 13.9. Illegal Gauge
, then move all Legion Mates other than the 13.9.1. If card A in the gauge zone is associated with
one last placed to your soul. card B (7.40.1), and card B no longer exists, or
13.3.4.1. If you have multiple Legion Mates that card B is not a unit, or card B is a unit in the
were placed last on any , choose one of the locked state, if there are no rule actions other
Legion Mates on that circle, and move all of than illegal gauge rule actions or damage
the others into your soul. process to be resolved, and there are no
13.3.5. If you have multiple cards on any , move automatic abilities in standby (11.9.2), card A is
all of the cards other than the one last placed to put into its owner’s drop zone.
your drop zone. 13.9.2. When a card in the gauge zone becomes
13.3.5.1. If there are multiple cards that were associated with multiple cards, choose one of
placed last on a , choose any one of them the last cards to be associated, and cancel all of
and move all of the other cards to your drop the associations with other units.
zone.
13.10. Illegal Trigger 14.2.2.2. The type of the ability indicated by
13.10.1. If there is a card remaining in the trigger activation condition is based on the ability type
zone, other than when processing a drive check icon written in that ability.
(10.6.1.3) or damage check (13.6.3), put that 14.2.3. How activation condition keywords function
card into its owner’s drop zone. can be divided into the following 3 categories.
14.2.3.1. If the ability indicated by an activation
13.11. Illegal Order condition keyword is a continuous ability, it is
13.11.1. If an order card that is not being played or written as “CONT If indicated activation
resolved is in the order area, that order card is condition is fulfilled, ~.”.
put into the drop zone as a rule action. 14.2.3.1.1. This ability continuously checks if the
13.11.2. If a non-order card is in the order area, that activation condition is fulfilled.
card is put into the drop zone as a rule action. 14.2.3.2. If the ability indicated by an activation
13.11.3. If a face up order card is on any circle, that condition keyword is an automatic ability, it is
card is put into the drop zone as a rule action. written as “AUTO ~. This ability activates if the
activation condition is fulfilled.”.
13.12. Illegal Attached Card 14.2.3.2.1. If the activation condition is not
13.12.1. If there is an attached unit, and that unit’s fulfilled when the trigger condition is fulfilled,
associated unit no longer exists, is on a different that ability does not trigger. Once it has
circle, or is no longer a vanguard, that unit in the triggered, even if the activation condition
attached state is no longer attached, its stops being fulfilled before it resolves, that
association with the unit it is associated with is automatic ability will resolve.
cancelled, and if that unit is on a circle that is not 14.2.3.3. If the ability indicated by an activation
a rear-guard circle, that unit’s master moves that condition keyword is an activated ability, it is
unit to any of their rear-guard circles. written as “ACT ~. This ability can be activated
13.12.2. If there is a locked card associated with a if the activation condition is fulfilled.”.
unit by attach, retire that locked card. 14.2.3.3.1. This ability checks if the activation
condition is fulfilled when it is played. Even if
13.13. Excess Energy the activation condition stops being fulfilled
13.13.1. If any player’s energy (3.1.3) value has an before it resolves, the activated ability will
upper limit, and that player’s current energy resolve.
value is greater than that energy upper limit, that
player’s energy value becomes the value of that 14.3. Drive Abilities
upper limit. 14.3.1. A collective term for continuous abilities that
increase a unit's drive, and are indicated with
Section 14. Keywords and Keyword Abilities skill icons.
14.3.2. If a unit has multiple drive abilities, only the
drive ability with the largest increase to drive is in
14.1. Overview effect. If there are multiple drive abilities with the
14.1.1. Keywords are terms that are used to largest increase, only the drive ability that was
abbreviate abilities that perform specific most recently obtained is in effect.
processes. Abilities that are indicated by specific 14.3.3. Twin Drive!! ( )
keywords are called keyword abilities. 14.3.3.1. “Twin Drive!!“ is a drive ability. “Twin
14.1.2. When a specified keyword ability is made Drive!!“ gives the unit with the ability +1 drive.
active or becomes active, if that ability that 14.3.4. Triple Drive!!! ( )
should become active has multiple keyword 14.3.4.1. “Triple Drive!!!“ is a drive ability. “Triple
abilities, only the portion with the applicable Drive!!!“ gives the unit with the ability +2 drive.
keyword ability becomes active.
14.4. Intercept ( )
14.2. Activation Condition Keywords 14.4.1. “Intercept“ is a continuous ability that
14.2.1. Some keyword abilities are continuous indicates that the unit with this ability can
abilities where the ability indicated by that ability perform intercept.
becomes active when specific activation 14.4.2. During your opponent’s guard step, if your
conditions are fulfilled. These are called unit with “Intercept“ is in a front rear-guard circle,
“activation condition keywords”. the unit is not being attacked, and another of
14.2.2. Activation condition keywords appear before your units is being attacked, then you can move
or after the ability type icon (CONT, AUTO, ACT) the card with intercept to your guardian circle.
at the beginning of an ability, and indicate that You can intercept with a unit even if it is resting.
that ability is the ability indicated by the
activation condition keyword. 14.5. Boost ( )
14.2.2.1. The actual format for each conditional 14.5.1. “Boost“ is a continuous ability that indicates
keyword is specified in that keyword’s that the unit with this ability can perform boost.
definition. 14.5.2. If your unit attacks in a battle phase, you can
choose your unit with “Boost“ in stand in the
same column and boost the attacking unit. The cards from your drop zone, and put them on the
boosting unit is rested, and the power of the top of your deck in any order] Search your deck
boosted unit increases by the power of the for up to one card that matches [card
boosting unit. information], legion with this card as the legion
leader and the searched card as the legion
14.6. Restraint mate, and shuffle your deck. This ability cannot
14.6.1. “Restraint“ is a continuous ability. be used for the rest of that game.“.
14.6.2. Units with restraint cannot be chosen as an 14.11.2.1. Multiple [card information] and ‘or’ may
attacking unit in an attack step. be written directly after the Seek Mate icon in
the form of “[card information] or [card
14.7. Limit Break information]“. You can only Legion with, or
14.7.1. Limit break is an activation condition keyword search for with Seek Mate, one card that
(14.2) that references the number of cards in the matches one or more of the [card information]
damage zone. written.
14.7.2. The activation condition for limit break is - For example, if a unit has the ability
indicated by the limit break icon directly following “ “Blaster Blade“ or “Blaster Blade
CONT, AUTO, ACT, restriction icon, or 【(zone)】. Seeker““, it can legion with, or search for
14.7.3. The limit break icon is indicated on cards as with seek mate, either “Blaster Blade“ or
or that refer to the number of cards “Blaster Blade Seeker“.
in the damage zone, and indicate having the
specified number of cards or more as the 14.12. Stride Skill
activation condition. 14.12.1. Stride Skill is a collective term for
14.7.4. Units that have the ability with the icon continuous abilities that begin with . These
defined in 14.7.3 are defined as units “with abilities specify the timing and cost for that card
“ or “with “. to normal stride, as well as provide a simple
explanation of how to stride.
14.8. Forerunner 14.12.2. The stride skill is written as “
14.8.1. “Forerunner“ is an automatic ability. (Released when both players' vanguards are
14.8.2. “Forerunner” means “when a unit of the same grade 3 or greater!)-(timing)-(cost) this
clan rides on this unit, you may call this unit to card on your from face down“.
your rear-guard circle. 14.12.3. The “timing” when normal stride can be
performed and the “cost” to be paid then are
14.9. Lord indicated, and a brief explanation of stride is in
14.9.1. “Lord“ is a continuous ability. the helper text.
14.9.2. If a player has a unit with “Lord“ and another 14.12.3.1. If the “timing” and “cost” of a stride skill
unit without a same clan as the unit with “Lord“, is not indicated, the “timing” is the “stride step”,
the unit with “Lord“ cannot attack. and the “cost” is “discard 1 or more cards from
your hand with the sum of the grades being 3
14.10. Sentinel or more”.
14.10.1. “Sentinel“ is a continuous ability.
14.10.2. A deck can only contain up to four cards 14.13. Ultimate Stride Skill
with the “Sentinel“ ability. 14.13.1. Ultimate Stride Skill is a collective term for
14.10.3. Cards with the sentinel ability are referred to abilities that begin with .
as “Sentinels“. 14.13.2. The text of the ultimate stride skill of a
normal card is different for normal cards and
14.11. Seek Mate Gyze cards (17.2).
14.11.1. “Seek Mate“ is a collective term for activated 14.13.2.1. The ultimate stride skill of a normal card
abilities with the Seek Mate icon directly after a is written in text as “ -(timing)-[cost]
“:“. The Seek Mate icon is indicated with icons this card on your from face down.“
similar to and , with the 14.13.2.2. The ultimate stride skill of a Gyze card is
“Legion“ word and a number, and one or more written in text as “ -(the card name of
[card information] directly after it. As there are this card’s Dragon Deity of Destruction, Gyze
multiple types of Seek Mate icons, within this side)-(timing)-[cost] Remove all of your other
document, it will be represented by . cards from your circles, soul, and G zone, flip
14.11.1.1. The [card information] written directly this card over, and this card on your
after a Seek Mate icon is the card name of the .“
card that the unit with the Seek Mate icon can 14.13.2.2.1. While resolving the ultimate stride
legion with, or the limits on the cards that can skill of the Gyze card, follow what is stated in
be searched by that Seek Mate ability. the text, and remove all other cards from
14.11.2. “ACT 【 】 [card information]“ has your G zone, circles, and soul before
the meaning of “If this unit has never been in a performing the stride.
legion state, and your opponent's vanguard is
grade 3 or greater, “ACT 【 】:[Choose four
14.14. Generation Break 14.19.1.2. Abilities with the “Rescue
14.14.1. Generation break is an activation condition (number)“ keyword are considered to have the
keyword (14.2) that references the number of “Rescue“ keyword.
face up G units on and G zone.
14.14.2. The activation condition for generation break 14.20. Ritual
is indicated by the generation break icon directly 14.20.1. Ritual is an activation condition keyword
following CONT, AUTO, ACT, restriction icon, or (14.2) that references the number of grade 1
【(zone)】. cards in the drop zone.
14.14.3. The generation break icon is indicated on 14.20.2. Ritual is written as “(ability type icon) Ritual
cards as or that refer to the (number):(ability)”.
number of face up G units on and G zone, 14.20.3. Ritual’s activation condition is your drop
and indicate having the specified number of zone having (number) or more grade 1 cards.
cards or more as the activation condition. 14.20.4. If a ritual automatic ability triggers when a
14.14.4. Units that have the ability with the icon card is put into the drop zone from your field, the
defined in 14.14.3 are defined as units “with card placed into the drop zone is added to the
“ or “with “. number of cards in drop zone for ritual.
14.20.5. When resolving the ritual ability, even if the
14.15. Resist number of grade 1 cards in your drop zone
14.15.1. “Resist“ is an ability. Your opponent cannot becomes insufficient to the specified number of
choose (7.50.2) a card with “resist“ for a card cards, that ability resolves.
effect.
14.21. Unite
14.16. G Guardian 14.21.1. Unite is an activation condition keyword
14.16.1. G guardian is a continuous ability that allows (14.2) that references the number of cards the
the card with that ability to be called to the master of the card with this ability has called to
guardian circle under certain conditions. It is their rear-guard circles or guardian circle this
written as “ -Opponent Turn’s Guard turn.
Step-[(Cost)] Call this card to your from face 14.21.2. Unite is written as “(ability type icon)
down.“ Unite:(ability)”.
14.16.2. During the guard step, the non-turn player 14.21.3. Unite’s activation condition is you having
may, if the conditions specified in 10.5.1.2.3 are called 2 or more cards to your rear-guard circles
fulfilled, pay the cost specified for the or guardian circle this turn.
ability of a face down card in their G zone, and
call it to their guardian circle. 14.22. Revelation
14.22.1. Revelation is an auto ability that is triggered
14.17. Brave when units are placed on the field.
14.17.1. Brave is an activation condition keyword 14.22.2. “Revelation-(circle)“ means “When this unit
(14.2) that references the number of cards in is placed on the specified circle, look at the top
hand. card of your deck, and you may put that card into
14.17.2. Brave is written as “(ability type icon) your soul. If you do, choose one of your standing
Brave:(ability)”. rear-guards, and rest it.“.
14.17.3. Brave’s activation condition is your hand 14.22.2.1. If all of the rear-guards are rested when
having 3 or less cards. resolving the revelation ability for any reason,
the part of the revelation ability that rests a
14.18. Oracle rear- guard does not occur.
14.18.1. Oracle is an activation condition keyword 14.22.3. When resolving the revelation ability, if the
(14.2) that references the number of cards in top card of the deck is put into soul, it is
hand. considered as a card “put into soul due to the
14.18.2. Oracle is written as “(ability type icon) effect of the revelation ability.
Oracle:(ability)”.
14.18.3. Oracle’s activation condition is your hand 14.23. Blaze
having 5 or more cards. 14.23.1. Blaze is an automatic ability with the text “At
the beginning of each of your attack steps, if the
14.19. Rescue number of rear-guards you are the master of is
14.19.1. Rescue is a keyword that specifies an ability greater than the number of rear-guards your
where part of the effect is “Heal your damage, opponent is the master of, your vanguard
and deal damage to your vanguard“. becomes blazing until end of turn.“.
14.19.1.1. Abilities with the “Rescue 14.23.1.1. If your vanguard is in the legion state
(number)“ keyword have effects where part of when the blaze ability resolves, both your
it is “Choose (number) cards from your legion leader and legion mate become blazing.
damage zone, heal them, choose one of your
vanguards, and deal (number) damage.“.
14.24. Afterimage 14.32.2. Darkness is written as “(ability type icon)
14.24.1. Afterimage is an automatic ability with the Darkness:(ability)”.
text “When a card is put into your opponent’s 14.32.3. Darkness’s activation condition is you
hand from the bind zone, if the number of cards having put cards into your soul this turn, other
in your hand is six or less, you may return this than by riding
unit to your hand 14.32.4. With regards to the darkness ability’s “If
. cards have been put into your soul other than by
14.25. Dominate riding“, of the cases where cards are put into the
14.25.1. Dominate is an ability text. It may be soul, the cases where “the unit on the circle is
referenced in card text. put into the soul due to ride (6.3.3.5)“ and “as
there is a heart card present when riding, that
14.26. Engorge heart card is put into the soul (6.3.3.5.1)“ are
14.26.1. Engorge is an automatic ability with the text excluded.
“When this unit attacks, choose one or more of
your other rear-guards, and you may retire them. 14.33. Magia
If one or more were retired, this unit becomes 14.33.1. Magia is a keyword that specifies a series of
engorged until end of turn.“ abilities that include “call units from your soul,
14.26.2. The retiring of units due to engorge is an and at the end of that turn, put the units called
effect. Abilities that change the paying of cost, do with this effect into your soul“.
not affect the retiring of units due to engorge.
14.34. Time Leap
14.27. Shadowstitch 14.34.1. Time Leap is a keyword that specifies that
14.27.1. Shadowstitch is a keyword that represents a an ability is one that includes the special action
series of abilities that have trigger conditions or “to time leap“. Please refer to the special action
resolution conditions that involve the “when an “Time Leap” (7.33) for how to conduct time leap.
attack against a vanguard does not hit“ event.
14.35. Hollow
14.28. Thunderstrike 14.35.1. Hollow is an automatic ability with the text
14.28.1. Thunderstrike is an activation condition “When this unit is placed on , you may have
keyword (14.2) that references the number of this unit become hollowed until end of turn. If you
cards in your opponent’s bind zone. do, at the end of the turn, retire all hollowed
14.28.2. Thunderstrike is written as “(ability type units”.
icon) Thunderstrike (number):(ability)”.
14.28.3. Thunderstrike’s activation condition is your 14.36. Harmony
opponent’s bind zone having (number) or more 14.36.1. Harmony is an automatic ability with the text
cards. “when your other unit is placed in the same
column, until end of turn, as long as this unit and
14.29. Rush that unit that was placed remain on the field and
14.29.1. Rush is an automatic ability with the trigger belong to the same master, they are associated
“When this unit stands due to an effect from one with each other in a harmony state“.
of your cards“. 14.36.1.1. If either of the units that are to be
associated leaves the field before 14.36.1
14.30. Burst resolves, they will not be in a harmony state.
14.30.1. Burst is a keyword that specifies an ability 14.36.1.2. Even when either of the units that are
where part of the effect refers to whether the associated with each other in a harmony state
power of a specified unit is above a particular is moved to another column, those units will
amount. continue to be associated with other in a
harmony state.
14.31. Charge 14.36.1.2.1. Multiple associations are possible,
14.31.1. Charge is an automatic ability with the text such as when unit A with the harmony ability
“When this unit is placed on due to an effect, and in the harmony state moves to another
you may have this unit become charging until column, and after that, another unit is placed
end of turn.“ in the same column as unit A. In that case,
14.31.2. A charging unit is placed on the bottom of unit A will continue to be in the harmony state
the deck at the end of the battle that unit as long as there are units associated with
participates in. unit A that have not left the field.
14.36.1.3. If an automatic ability that says “when
14.32. Darkness (unit) becomes in harmony“ is in standby, even
14.32.1. Darkness is an activation condition keyword if the associated unit that became in the
(14.2) that references whether cards have been harmony state leaves the field, that automatic
put into that master’s soul that turn other than by ability will resolve.
riding. 14.36.1.3.1. Even when a unit that is already in
the harmony state becomes associated with
yet another unit, abilities that say “when boosted by a specified unit“ or “When this unit
(unit) becomes in harmony“ will not trigger. boosts a specified unit“.
14.43.1.1. Cards with the Nitou Kaigan ability are
14.37. Wave referred to as “with the Nitou Kaigan ability“.
14.37.1. Wave is an automatic ability that is “only
active during the specified battles of each turn“. 14.44. Melody
14.37.2. The battles that wave is active is specified 14.44.1. Melody is a continuous ability that shares
by “Nth time only“, or “Nth time“. abilities.
14.44.1.1. Melody abilities are indicated by “ -
14.38. Dark Device (specified ability) This is shared by all of your
14.38.1. Dark Device is an activation condition units with .”.
keyword (14.2) that references your opponent’s 14.44.2. Units with 1 or more melody get the
units in the same column as the unit with that specified abilities specified by the melody
ability. abilities of all units with the same master as that
14.38.2. Dark Device is written as “(ability type icon) unit (including itself).
Dark Device:(ability)”.
14.38.3. Dark Device’s activation condition is your 14.45. overDress
opponent not having standing units in the same 14.45.1. overDress is a continuous ability that
column as the unit with this ability. indicates that it be overdressed and placed with
the specified condition.
14.39. Success 14.45.1.1. The overDress ability is written as
14.39.1. Success is an auto ability that triggers when “ – (unit condition)”.
referring to your rear-guards’ power. 14.45.2. Units with the overDress ability can be
14.39.2. “Success (number)“ represents “When this overdress on a rear-guard circle from hand
unit is not successful, and your rear- guard's (9.9.2.4) during their master’s main phase.
power is (number) or greater during your turn,
this unit becomes successful until end of turn“. 14.46. White Wings/Black Wings
14.39.3. To trigger the success ability (11.9.8), the 14.46.1. White Wings and Black Wings are activation
rule must be followed. condition keywords (14.2) that reference the
14.39.4. If the power of the rear-guard that triggers details of cards in the bind zone.
the success ability becomes lesser than the 14.46.2. White Wings and Black Wings are written as
specified power before resolving, that unit does “(White Wings/Black Wings/) – (ability type
not become successful. icon)(ability)”.
14.46.3. White Wing’s activation condition is all the
14.40. Bloom cards in your bind zone having odd grades.
14.40.1. Bloom is an automatic ability with the trigger 14.46.4. Black Wing’s activation condition is all the
“When your other specific unit is placed on the cards in your bind zone having even grades.
specified zone“. 14.46.5. If the bind zone does not have any cards,
the activation conditions of both White Wings
14.41. Shinken Hissatsu and Black Wings are not fulfilled.
14.41.1. Shinken Hissatsu is an activation condition
keyword (14.2) that references the number of 14.47. DressBoost
cards in the damage zone. 14.47.1. DressBoost is a keyword that some
14.41.2. Shinken Hissatsu is written as “(ability type automatic abilities that reference the card that is
icon) Shinken Hissatsu:(ability)”. armed when boosting have.
14.41.3. Shinken Hissatsu’s activation condition is 14.47.2. “DressBoost” is indicated on cards with the
your damage zone having 3 or more cards. icon.
14.41.4. Cards with the Shinken Hissatsu ability are
referred to as “with the Shinken Hissatsu ability“. 14.48. Powerful
14.48.1. Powerful is a keyword that a group of
14.42. Homare abilities with the condition of “if your soul has 0
14.42.1. Homare is an ability for which, out of all the cards” have.
abilities with Homare, the number of times the 14.48.2. Cards with the Powerful ability are referred
cost can be paid is restricted. If a player pays the to as “with the Powerful ability”.
cost for any Homare ability he or she is the
master of in a turn, he or she cannot pay the 14.49. Friend
cost for a Homare ability for the rest of that turn. 14.49.1. Friend is a keyword that “CONT If you have
14.42.2. Cards with the Homare ability are referred to another unit in the same column as this unit, that
as “with the Homare ability“. unit and this unit become "Friends".” continuous
abilities have.
14.43. Nitou Kaigan 14.49.1.1. So long as you have another unit in the
14.43.1. Nitou Kaigan is an auto ability that resolves same column as a unit with the Friend ability,
when the trigger condition “When this unit is the unit with the Friend ability and the 1 other
unit in the same column both gain the friend 14.54.2. The following rules apply to cards with the
state. Regalis Piece ability.
14.49.2. ‘Friend’ is a state a card has, and may be 14.54.2.1. Only a total of 1 card with the Regalis
referenced by other cards. Piece ability can be among all the cards when
14.49.2.1. When text refers to “friends”, it refers to constructing a deck (8.1.8).
“units in the friend state”. 14.54.2.2. When resolving a card with the Regalis
Piece ability, if that card’s master has resolved
14.50. Glitter another card with the Regalis Piece ability
14.50.1. Glitter is keyword or keyword ability that during this game, that card’s text is not
becomes active when there is a specific unit. resolved, and that card is simply put into the
14.50.1.1. “Glitter” may be indicated in text with the drop zone.
icon.
14.50.2. When a glitter ability is indicated as “Glitter” 14.55. DressUp
only, it is a keyword with no effect. 14.55.1. DressUp is a continuous ability that means
14.50.3. When a glitter ability is indicated as “Glitter – the card has an additional card name during the
(name)”, it is an activation condition keyword game.
(14.2) that references the information of your 14.55.2. “DressUp – (name)” means “CONT During
vanguard. this game, this card is regarded as having the
14.50.3.1. In this case, the glitter ability is indicated same card name as (name).” (12.6.2).
with text that includes the glitter ability 14.55.2.1. This ability is active in all zones.
enclosed within a frame.
14.50.3.1.1. This frame is not indicated on some 14.56. UnisonDress
cards. In those cases, the text from the glitter 14.56.1. UnisonDress is keyword that some abilities
keyword onward is considered as the glitter with an effect of putting specific units into the
ability. UnisonDress state (5.2.2) have.
14.50.3.2. The activation condition for this glitter 14.56.1.1. “UnisonDress” is indicated on cards with
ability is your vanguard having “(name)” in its the icon.
card name and “Glitter”.
14.50.3.2.1. All abilities in the frame, other than Section 15. Markers and Pseudo-cards
the glitter ability itself, are abilities that are
specified by the glitter ability.
14.50.3.2.2. If the condition above is not fulfilled, 15.1. Markers
abilities in the frame other than the glitter 15.1.1. There are objects called markers that are
ability are inactive. placed on zones during a game.
15.1.2. Markers can be divided into “pseudo-cards”
14.51. RevolDress and “records”.
14.51.1. RevolDress is a keyword that some 15.1.2.1. Markers have names.
automatic abilities with the effect of riding a unit 15.1.2.1.1. “(Name) marker” means that the
from hand in the stand state after a unit’s attack marker has (name) as a name.
have. 15.1.2.1.2. The information of a marker is
14.51.1.1. “RevolDress” is indicated on cards with stipulated by its name.
the icon. 15.1.2.2. When text simply refers to a “marker”, it
refers to all pseudo-card markers and record
14.52. XoverDress markers that are not tokens or tickets.
14.52.1. XoverDress is a continuous ability that cards 15.1.2.3. Please refer to supplement A1 at the end
that are able to be placed on rear-guard circles of this document for a list of pseudo-type card
through XoverDress have. markers and their information.
14.52.1.1. “XoverDress” is indicated on cards by 15.1.2.4. Markers may not have information that a
. normal card would have, and may have special
14.52.2. “ -(specified cards)” means “for your information that a normal card does not.
main phase’s play timing, you may XoverDress 15.1.2.4.1. Markers have no information other
this card in your hand with (specified cards) as than the information rules and effects state
originalDress.” (6.8). that they have.
- For example, as a “Protect” pseudo-card
14.53. Cannonball is not stated by rules or effects to have a
14.53.1. Cannonball is a keyword that some card name, it does not have one.
automatic abilities with performing an attack 15.1.2.4.2. When information that a marker does
against a vanguard as condition have. not have is referred to, it is considered to be
0 if that information is a numerical value, and
14.54. Regalis Piece considered not to exist if it was not a
14.54.1. Regalis Piece is a continuous ability that numerical value.
adds restrictions on deck construction and
during the resolution of cards.
15.2. Pseudo-cards 15.2.5. When using pseudo-cards in a game, please
15.2.1. There are “pseudo-card” markers created use a card-shaped object that both players
during a game that are handled in a similar agree on, that both players can clearly
fashion to a card in certain zones. differentiate from a normal card.
15.2.1.1. Pseudo-cards are not cards, but are
handled in a similar fashion to cards, count 15.3. “Protect” Pseudo-cards
towards the number of cards in the zone they 15.3.1. “Protect” pseudo-cards have the special type
are in, and are affected by effects that affect “protect”, and do not have a type.
cards. 15.3.2. “Protect” pseudo-cards have the grade
15.2.1.1.1. As pseudo-cards are not cards, they “protect”.
must be clearly differentiated from the other 15.3.2.1. The grade “protect” cannot be increased
cards in the zone they are in. or reduced as a numerical value.
15.2.1.1.1.1. If a pseudo-card is in a hidden 15.3.3. “Protect” pseudo-cards” have the “CONT
zone (4.1.2), that pseudo-card must be Sentinel” and “AUTO【 】 When placed,
differentiated from the other cards that are [COST][discard a card from your hand], and one
not revealed, and any player can check of your units cannot be hit until end of that
what pseudo-card it is and the information battle.” abilities.
it has. 15.3.4. The effective zones of “protect” pseudo-
15.2.2. “Creating” a pseudo-card in a zone means cards” are their master’s hand and guardian type
that the specified pseudo-card is now in the state circles, and all other zones are their erase
of existence in that zone. zones.
15.2.2.1. The owner and master of a created 15.3.4.1. This pseudo-card is regarded as a unit
pseudo-card is the player the zone that while it is on a guardian circle.
pseudo-card was created in belongs to. 15.3.5. “Protect” pseudo-cards are not units, but can
15.2.2.2. When a pseudo-card is created in a zone, be called to the guardian circle as if they were
it is regarded as that pseudo-card being put in units.
that zone. If that zone is a circle, it is regarded 15.3.6. If a “protect” pseudo-card would move to a
as being placed (7.17) on that circle. rear-guard circle or vanguard circle for any
15.2.3. “Erasing” a pseudo-card means to remove reason, that move is not performed, and it is put
that pseudo-card from its current zone, and it no into the drop zone, and erased.
longer is in the state of existence in that zone. 15.3.7. When a “protect” pseudo-card is locked by an
15.2.3.1. When a pseudo-card is erased from a effect that locks cards in the hand, after putting it
zone, it is regarded as that pseudo-card on the circle, it is erased from that circle.
leaving that zone. 15.3.8. When card effects refer to “Imaginary
15.2.3.2. When a pseudo-card is removed, that Gift:Protect in (player’s) hand)”, it refers to
pseudo-card is erased from the zone it is “protect” pseudo-cards in the hand.
currently it. 15.3.9. For all other matters, while “Protect” pseudo-
15.2.4. There are pseudo-cards with restrictions on cards are in the hand, they follow the rules
the zones they can exist in. regarding cards in the hand.
15.2.4.1. A pseudo-card’s “effective zones” are the
zones that pseudo-card can exist in. 15.4. “Token” Pseudo-cards
15.2.4.1.1. When a pseudo-card moves to a zone 15.4.1. “Token” pseudo-cards” include “token units”
that among its “effective zones”, that pseudo- and “token set orders”.
card moves to that zone in a similar fashion 15.4.2. All information of a “token” pseudo-card other
to a normal card. than its type and card name is stipulated
15.2.4.2. A pseudo-card’s “erase zones” are zones according to the card name of that pseudo-card
where that pseudo-card is forcibly erased when it is created, and that pseudo-card has that
immediately after moving to that zone. information from the point it was created. Please
15.2.4.2.1. When a pseudo-card moves to its refer to supplement A1 for the information
erase zone, it is erased from the zone it different “token” pseudo-type cards have.
moves to immediately after moving. This 15.4.3. “Token unit” pseudo-cards are handled
process does not wait for the check timing to according to the following rules.
take place, and if it moved as part of an 15.4.3.1. “Token unit” pseudo-cards have type,
effect, it is performed before the steps grade, power, critical, card name, race, skill
following the move. icon, and text, and do not have any other
- For example, when performing a “move information.
pseudo-card A to erase zone X, and 15.4.3.1.1. The main type of “token unit” pseudo-
draw a card” effect, after moving cards is unit, and their subtype is token unit.
pseudo-card A to X, pseudo-card A in 15.4.3.1.2. The card name and race of “token
zone X is erased before drawing a card. unit” pseudo-cards are specified when that
15.2.4.2.2. When a pseudo-card is to be created token unit is called (15.4.5, 6.2.3.3).
in its erase zone, that creation is not
performed.
15.4.3.2. The effective zone of “token unit” pseudo-
cards is the field, and all other zones are their 15.6. “Meer’s Present” Pseudo-card
erase zones. 15.6.1. If a “Meer’s Present” pseudo-card would
15.4.3.2.1. As the soul is not part of the field, move to a rear-guard circle or vanguard circle for
when a “token unit” pseudo-card is moved to any reason, that move is not performed, and it is
the soul, it is erased after moving. put into the drop zone, and erased.
15.4.3.3. When a “token unit” pseudo-card is 15.6.2. When a “Meer’s Present” pseudo-card is
locked, right after that unit is locked, it is locked by an effect that locks cards in the hand,
immediately erased from that circle. it is put on the circle, and erased from the circle.
15.4.3.4. For all other matters, “token unit” pseudo- 15.6.3. For all other matters, “Meer’s Present”
cards follow the rules regarding units. pseudo-cards follow the rules regarding markers
15.4.4. “Token set order” pseudo-cards are handled (15.1) and pseudo-cards (15.2).
according to the following rules.
15.4.4.1. “Token set order” pseudo-cards have 15.7. “Crest” Pseudo-cards
type, grade, card name, and text, and do not 15.7.1. “Crest” pseudo-cards have type, card name,
have any other information. and text, and do not have any other information.
15.4.4.1.1. The main type of “token set order” 15.7.1.1. The main type of “crest” pseudo-cards is
pseudo-cards is order, and their subtype is crest.
set. 15.7.1.2. The card name of a “crest” pseudo-card is
15.4.4.1.2. The card name of “token set order” specified when that crest is created.
pseudo-cards is specified by the effect that 15.7.1.3. All other information of “crest” pseudo-
put that token (15.4.5). cards is stipulated according to the card name
15.4.4.2. The effective zone of “token set order” of that pseudo-card when it was created, and
pseudo-cards is the order zone, and all other that pseudo-card has that information from the
zones are their erase zones. point it was created. Please refer to
15.4.4.3. For all other matters, “token set order” supplement A1 at the end of this document for
pseudo-cards follow the rules regarding orders. the information different “crest” pseudo-type
15.4.5. When an ability or effect refers to a “(name) cards have.
token”, that refers to a token with (name) in its 15.7.2. The effective zone of “crest” pseudo-cards is
card name. the crest zone, and all other zones are their
15.4.5.1. When performing a call from the erase zone.
resolution of “call a (name) token to (circle)”, 15.7.3. The abilities of “crest” pseudo-cards are
when the unit is to be placed on the circle active in the crest zone.
(6.2.3.3), create a “token unit” pseudo-card
with (name) as its name and race on (circle). 15.8. Record Markers
15.8.1. There are objects put on circles called record
15.5. “Ticket” Pseudo-cards markers.
15.5.1. “Ticket” Pseudo-cards have type, grade, card 15.8.1.1. Markers that are not included in the
name, and text information, and do not have any supplements at the end of this document are
other information. record markers.
15.5.1.1. The main type of “ticket” pseudo-cards is 15.8.1.2. Record markers are not cards or pseudo-
order, and they have the special type “ticket”. cards, and effects regarding cards and units do
15.5.1.2. The name of “ticket” pseudo-cards is not apply to them.
specified when that ticket is created. 15.8.2. Record markers have a position of existence.
15.5.1.3. All other information of “ticket” pseudo- 15.8.2.1. The position of existence for record
cards is stipulated according to the name of markers that are put on a specified circle is any
that pseudo-card when it was created, and that circle.
pseudo-card has that information from the 15.8.2.2. The position of existence for record
point it was created. Please refer to markers put on a specified unit is that unit.
supplement A1 at the end of this document for 15.8.2.3. “Markers on (specified location)” and
the information different “ticket” pseudo-type “markers that are put on (specified location)”
cards have. include record markers that were put with that
15.5.2. The effective zones of “ticket” pseudo-cards specified position as their position of existence.
are their master’s hand and the order area, and 15.8.2.3.1. When record markers that were put
all other zones are their erase zones. with a unit as their position of existence refer
15.5.3. When a “ticket” pseudo-card is locked by an to the zone they exist in, they refer to the
effect that locks cards in the hand, it is put on the circle the circle that unit is currently on.
circle, and erased from that circle. 15.8.3. When instructed to put a record marker, put it
15.5.4. When an ability or effect refers to a “(name) somewhere that is an appropriate position of
ticket”, that refers to a “ticket” pseudo-card with existence for that marker.
(name) in its card name. 15.8.3.1. If it is not possible to put that record
15.5.5. For all other matters, “ticket” pseudo-cards marker somewhere that is an appropriate
follow the rules regarding order cards.
position of existence for it, that marker is not 16.3. Imaginary Gift Resolution
put. 16.3.1. When you perform the imaginary gift
15.8.4. Record markers can be erased or moved to resolution from a ride or an effect, the following
other zones by rules and effects. steps are done.
15.8.4.1. When a record marker is erased, that 16.3.1.1. When this imaginary gift resolution is
marker is removed from the circle, and no being performed due to riding a unit with an
longer exists in the game. imaginary gift icon, if that unit’s master has
15.8.4.2. When a record marker with circles as its performed the imaginary gift resolution due to
position of existence moves to any non-circle a ride prior to this, and the clan types for that
zone, that marker is erased. resolution and the resolution being performed
15.8.4.3. A record marker with a unit as its position are different, that imaginary gift resolution is
of existence is continuously on that unit, and not performed.
remains on that unit when that unit moves to - For example, after you have ridden a card
another circle. with “Imaginary Gift: Force” and resolved
15.8.4.4. When the unit that is the position of it, when you ride a card with “Imaginary
existence for a record marker is locked, moves Gift: Accel”, you will not resolve “Imaginary
to a non-circle zone, or ceases to be a unit, Gift: Accel”. In addition, you will not lose
that record marker is erased immediately after the “Force” gift marker.
that. 16.3.1.2. The imaginary gift resolution may put a
15.8.5. When the owner or master of a record marker record marker with the name “gift”.
is referred to, it refers to the owner or master of 16.3.1.2.1. Gift markers have “gift type” and “clan
the effect that created that marker. type” information.
15.8.6. Record markers may have additional 16.3.1.3. If the gift type for this imaginary gift
information or special rules defined by their resolution is specified, it is considered as if that
name. gift type was chosen.
15.8.6.1. When the ability of a record marker with a 16.3.1.3.1. If the gift type is not specified, and a
unit as its position of existence refers to “this gift type was specified or chosen for an
unit”, it refers to the unit that marker is put on. imaginary gift resolution of the applicable
15.8.6.2. The ability of a record marker with a unit clan type by the player earlier in the game,
as its position of existence is active while that choose that gift type.
marker exists. 16.3.1.3.2. If the gift type is not specified, and no
gift type was specified or chosen for an
imaginary gift resolution of the applicable
Section 16. Imaginary Gifts and Resolutions clan type by the player earlier in the game,
choose one of the gift types for that clan
16.1. Overview type.
16.1.1. There are instructions within the game that 16.3.1.4. For clan type “Force”, perform the
for a player to perform an imaginary gift following.
resolution. In such cases, that resolution is 16.3.1.4.1. Specify 1 of your vanguard or rear-
performed according to the steps explained in guard circles, and put a clan type “Force” gift
this section. marker with the chosen gift type there.
16.3.1.4.1.1. You can specify circles that
16.2. Imaginary Gift already have another clan type “Force” gift
16.2.1. Imaginary gifts have different clan types and marker put there. In that case, the effects
gift types. are cumulative.
16.2.1.1. Imaginary gift clan types are specified by 16.3.1.4.2. For gift type I, the gift marker that was
the effect and icon of the imaginary gift to be 1 put has the text “during your turn, the unit on
of the types “Force”, “Accel”, or “Protect”. this circle gets Power +10000.”.
16.2.1.2. An Imaginary Gift’s gift type is determined 16.3.1.4.3. For gift type II, the gift marker that
in the Imaginary Gift resolution for each clan was put has the text “the original critical of
type to be either 1 or 2. the unit on this circle becomes 2.”.
16.2.1.2.1. This value is written as roman 16.3.1.5. For clan type “Accel”, perform the
numerals (I or II) in the rules and text. following.
16.2.1.3. Imaginary gifts create a marker with the 16.3.1.5.1. If the player performing this imaginary
name “gift” when resolving, except in certain gift resolution does not have a “stage” type
processes. circle, they gain 1 rear-guard type circle
16.2.1.3.1. Gift markers have clan type, gift type, (4.9).
and text information. 16.3.1.5.1.1. That circle is considered to be in
16.2.1.3.1.1. The text of gift markers is applied the front row.
as a modification from rules (11.11.1.4). It 16.3.1.5.1.2. The first time that circle is gained,
is not an effect from an ability. it is gained to the left of the leftmost circle
in the front row. The second time it is
gained, it is gained to the right of the
rightmost circle in the front row. It is gained Section 17. Set-specific Rules
in the order of left and right in a similar
manner for subsequent times. 17.1. Overview
16.3.1.5.1.2.1. When both players gain circles 17.1.1. This section defines the rules for cards that
with “Imaginary Gift: Accel”, the first circle are only present in specific booster packs and
gained by one player and the second require special rules.
circle gained by the other player are in
the same column, as are the third and 17.2. Gyze card
the fourth, and the fifth and the sixth, and 17.2.1. There is a card with information written on
similarly so on and so forth. both sides known as the “Gyze card“.
17.2.1.1. When using Gyze card as a card in a
deck, there is a need to use opaque sleeves so
it cannot be differentiated from the other cards
of the deck.
17.2.2. There are two different sides to the Gyze
card. The side with the normal unit is known as
the “Neon Gyze side“, while the side with the G
unit is known as the “Dragon Deity of
Destruction, Gyze side“.
17.2.3. The state of the Gyze card in all of the areas
are called the “active side“. This state is known
as either the “Neon Gyze side“ or the “Dragon
Deity of Destruction, Gyze side“.
17.2.3.1. When referring to the information of the
specified Gyze card for the rule or ability or
16.3.1.5.2. The player performing this imaginary effect during the game, the information on the
gift resolution puts a clan type “Accel” gift active side of the Gyze card is referenced.
marker with the chosen gift type on the 17.2.3.1.1. Other than otherwise specified, the
“stage” type circle if they have one, and the information on the non-active side is
that circle that was gained. regarded as inexistent.
16.3.1.5.2.1. If the clan type “Accel” gift marker 17.2.3.2. At the beginning of each game, the active
is removed from the circle for any reason, if side of all Gyze cards will be the Neon Gyze
that circle no longer has clan type “Accel” side.
markers on it, immediately after that and 17.2.3.3. When the Gyze card is moved to an area
without waiting for the check timing, the that is neither a circle nor the G zone for any
unit on that circle is retired and non-clan reason, the active side will be the Neon Gyze
type “Accel” gift markers on that circle are side. When moving to a circle or the G zone,
erased, and the circle disappears after that. the active side will remain the same unless
16.3.1.5.3. For gift type I, the gift marker that was otherwise specified.
put has the text “during your turn, the unit on 17.2.3.4. Even if the active side changes, it is
this circle gets Power +10000.”. regarded as the same card. All effects and
16.3.1.5.4. For gift type II, the player performing states applied to that card will be maintained
that imaginary gift resolution draws a card as is.
immediately after the circle is created. The 17.2.3.5. The active side of the card in the sleeve
gift marker put has the text “during your turn, during the game shall be made visible.
the unit on this circle gets Power +5000.”. 17.2.4. Gyze card has face up state and face down
16.3.1.6. For clan type “Protect”, perform the state as placement states, just like other cards.
following. 17.2.5. Unlike normal cards, the face up state and
16.3.1.6.1. For gift type I, create a “protect” face down state of Gyze’s state are such that
pseudo-card (15.3) in the hand of the master “the active side is shown“ and “the side where
of the card or ability performing this the information is hidden by the sleeve is
Imaginary Gift resolution. shown“ respectively.
16.3.1.6.2. For gift type II, specify 1 of your rear- 17.2.6. When written in text for a Gyze card (17.1) to
guard circles, and put a clan type “Protect” “flip over“, that Gyze card’s active side (17.2.3)
gift marker with gift type II and the text changes to be the currently non-active side.
“AUTO:When this unit intercepts, this unit 17.2.6.1. The flip over action is different from the
gets Shield +10000.” on that circle. turn face down action (7.3).
16.3.2. If multiple imaginary gift resolutions for 17.2.6.2. When instructed to flip over a card that is
imaginary gifts are being performed for an effect, not a Gyze card for any reason, nothing is
perform the process in 16.3.1 in the order written performed for that instruction.
in the effect.
17.3. Astral Plane type Circles 17.4.3. Music orders are put on circles, but they are
17.3.1. Specified circles may additionally gain the not treated as units or rear-guards.
Astral Plane type from card effects. The following 17.4.4. When a unit is put on a circle with a music
rules apply to circles with the Astral Plane type. order, that music order is put into the drop zone
17.3.1.1. A circle with the Astral Plane type cannot immediately after that unit is put on that circle,
be designated for the normal call of units without waiting for the check timing.
whose race is not <Astral Deity> (9.9.2.1). 17.4.5. Music orders on circles are put into the drop
17.3.1.2. When this circle is designated for the call zone during the end phase (9.11.4).
of a unit whose race is <Astral Deity>, the
grade requirement (9.9.2.1) can be ignored for 17.5. Regarding Imprison
the call of that unit. 17.5.1. When instructed to “imprison” a card, perform
17.3.1.3. The unit on this circle can attack, even if the following process.
this circle is in the back row. 17.5.1.1. If the player that is performing that
17.3.1.4. When the unit on this circle attacks, that instruction has a set order with the “Prison”
unit performs drive checks. subtype that they are the master of in the order
17.3.1.4.1. When the card in the trigger zone zone when performing that instruction, that
would be put into your hand during the drive card is put in the order zone as a card in the
checks performed by the unit on this circle, it imprisoned state.
is put into the soul instead of your hand. This 17.5.1.2. When there is an instruction to imprison a
is not a replacement effect, and is applied card that is associated with any originalDress
before replacement effects. cards (6.7.2.1), those originalDress cards are
17.3.1.5. The unit on this circle is put on the bottom simultaneously imprisoned.
of its owner’s deck (9.11.5) as part of the end 17.5.2. Cards in the imprisoned state are handled in
phase resolution. the following manner.
17.3.1.6. If a unit whose race is not <Astral Deity> 17.5.2.1. While a card is in the imprisoned state, it
is on this circle for any reason, that unit is retains all its card information, but cannot be
retired (17.3.2.1) as a rule action. referenced as a card on the field, and that
17.3.1.7. If this circle becomes a lock type, that card’s abilities are not active, except for those
locked card is put into the drop zone (17.3.2.2) that explicitly state that they are active in an
as a rule action. imprisoned state.
17.3.2. When there is an illegal unit on an astral 17.5.2.2. The master of a card in the imprisoned
plane circle, the following is performed as a rule state is that card’s owner.
action (Section 13. Rule Action). 17.5.3. When there are no cards with the “prison”
17.3.2.1. If there is a unit whose race is not <Astral subtype that are not imprisoned cards in the
Deity> on a circle with the Astral Plane type, order zone, the imprisoned cards in that order
that unit is retired as a rule action. zone are put into their owner’s drop zone as a
17.3.2.2. If there is a locked card on a circle with rule action (Section 13. Rule Action).
the Astral Plane type, that locked card is put
into the drop zone as a rule action. 17.6. Songs and Singing
17.6.1. There are some set orders with the “song”
17.4. Music Orders subtype.
17.4.1. Perform the special process indicated below 17.6.1.1. When an effect simply references
for order cards with the subtype “music”. “songs”, it refers to cards in the order zone with
17.4.2. When music orders are played and resolved, the “song” subtype. Similarly, when an effect
that card is put on the back row circle of the references “song cards”, it refers to cards with
center column instead of being put into the drop the “song” subtype that are not in the order
zone. zone.
17.4.2.1. Music orders are put on the circle in a 17.6.2. There is a “singing” resolution that is
landscape orientation. This card does not have performed as a special action on a card with the
an orientation state (4.3.2), and is not “song” subtype in the order zone.
considered to be in the stand state or rest 17.6.2.1. When an effect has a “sing a (set order
state. with the specified “song” subtype)” resolution,
17.4.2.2. When a music order is put on a circle, if that set order’s “when sung” trigger condition is
there is a unit on that circle, the music order is fulfilled.
put on the circle after that unit is retired. 17.6.3. When resolving a song’s automatic ability that
17.4.2.2.1. If the circle the music order is put on has itself being “sung” as a trigger condition, that
is in the locked state, that locked card is put song is turned face down immediately after that
into the drop zone before the music order is effect is resolved in its entirety.
put on the circle.
17.4.2.3. If the circle the music order is put on has 17.7. Arms Orders
the Astra Plane type (17.3), that music order is 17.7.1. There are some order cards with the “arms”
put into the drop zone immediately after being subtype. These cards are called “arms orders” in
put, without waiting for the check timing. the following text.
17.7.2. Arms orders have abilities with the “arms” 17.8. Regarding SHAMAN KING
keyword. 17.8.1. OverSoul is a keyword that specifies a series
17.7.2.1. Abilities with the “arms” keyword are of abilities that include putting specific cards into
indicated in text as “(name) Arms – (card your soul for the cost.
name)”. 17.8.1.1. OverSoul is written in text with the
17.7.3. When you would resolve an arms order that [OverSoul] icon.
was played, if there is a unit with the card name 17.8.2. There are order cards in this set with part of
specified in that arms ability on any of your specific unit names as a subtype.
vanguard circles, instead of putting that order 17.8.2.1. This subtype is written in the form of
into the drop zone after resolving its effect, put “(normal subtype + type name)/(set-specific
that arms order on the vanguard circle that unit subtype)”.
is on, and the arms order is associated with that 17.8.2.2. This subtype may be referenced by other
unit. cards.
17.7.3.1. If there are no units with the specified
card name on any vanguard circle, that arms 17.9. Völundr
order is put into the drop zone. 17.9.1. Völundr is a keyword or keyword ability that
17.7.4. When there is an instruction to “arm” an arms indicates an ability that plays a specific unit as
order card to a vanguard, that arms order is put an arms order and arms it to another unit.
on the vanguard circle that unit is on, and 17.9.1.1. Völundr may be indicated in text with the
associated with that unit. icon.
17.7.4.1. When this process is resolved, if that 17.9.2. When a völundr ability is indicated as
vanguard does not have the card name “Völundr” only, it is a keyword with no effect.
designated by that arms order, this process is 17.9.3. When a völundr ability is indicated as “Glitter
not performed. – (card name)”, it is a continuous ability, and has
17.7.5. When the process in 17.7.3 or 17.7.4 is the following effects.
performed, it is regarded as “(that unit) armed 17.9.3.1. The card with this ability can be chosen to
(that arms order card)”. be played as a unit, or as an arms order.
17.7.6. While a unit and an arms order are 17.9.3.1.1. The normal rules for playing a unit are
associated with one another, they are in the followed when playing it as a unit.
state of that unit being “armed with” that arms 17.9.3.1.2. You must specify 1 vanguard you are
order, and that arms order being “armed to” that the master of with “card name” as its card
unit. name to play it as an arms order. If you
17.7.7. When a vanguard with an associated arms cannot specify the unit, or if that unit cannot
order is rode or strode upon by a unit with the arm this card due to some effect, this unit
card name specified in that arms order’s arms with the völundr ability cannot be played as
ability, that arms order loses the association it an arms order.
had up to that point, and the newly ridden or 17.9.3.2. If it is played as an arms order, when it
stridden unit is put on that circle in the state of resolves, it is put on the circle the specified unit
being associated with that arms order. is on as a normal card would be, as a card with
17.7.8. While an arms order is put on a circle, the the order card type and arms subtype, and
following rules are applied with regards to rule becomes associated with that unit.
actions. 17.9.4. So long as the unit with völundr ability is on a
17.7.8.1. The improper order rule action (13.11) circle as an arms order, it has the abilities
regarding order cards that are put on circles specified by that card’s continuous ability. Other
does not apply to arms orders put on circles. than that, it follows the normal rules for arms
17.7.8.2. When there are multiple arms orders with orders.
the same name on a circle, as a rule action, 17.9.5. Other than while it is on a circle as an arms
choose one of the cards last put on that circle, order, a unit with the völundr ability has the unit
and put all the rest into the drop zone. type, and is not considered as an arms order.
17.7.8.3. When an associated unit leaves the
vanguard circle, or ceases to be a vanguard,, 17.10. Scout
or no longer has the name specified by that 17.10.1. When instructed to “scout (to a Base)” a
arms order’s arms ability, the following is card, perform the following process.
performed as a rule action. 17.10.1.1. If the player that is performing that
17.7.8.3.1. If there is any vanguard with the card instruction has a set order with the “Base”
name specified by that arms order’s arms subtype that they are the master of in the order
ability on that vanguard circle, that arms zone when performing that instruction, that
order loses the association it had up to that card is put in the order zone as a card that has
point, and becomes associated with that been scouted.
vanguard. 17.10.2. Cards that have been scouted are handled
17.7.8.3.2. If the above condition is not fulfilled, in the following manner.
put that arms order into the drop zone. 17.10.2.1. While a card has been scouted, it retains
all its card information, but cannot be
referenced as a card on the field, and that 17.12.2.2. When there is an instruction to “use a
card’s abilities are not active, except for those card’s Attack”, choose one of that card’s
that explicitly state that they are active in the “Attack” abilities, and activate it.
state of having been scouted.
17.10.3. When there are no cards with the “base” Section 18. Miscellaneous
subtype in the order zone, the cards that have
been scouted in that order zone are put into their
owner’s drop zone as a rule action (Section 13. 18.1. Loop
Rule Action). 18.1.1. When some effects are applied, sometimes
you can do a set of actions any number of times,
17.11. Products and Operating or you must repeat a set of actions an infinite
17.11.1. There are some set orders with the number of times. This is called a loop, and the
“product” subtype, on which the special action cycle of actions is called a “loop action set“. If it
“operate” is performed upon. happens, then proceed in the following manner:
17.11.2. When there’s a resolution to “operate” a 18.1.1.1. If nobody can stop the loop, then the
card, the event of that card being “operated” by game ends in draw.
that process, and the event of that card being 18.1.1.2. If only one player can choose to stop the
“operated” occur. loop, then he or she chooses the number of
17.11.2.1. Other than that event fulfilling the times that loop repeats, assumes that the loop
condition of automatic abilities, there are no action set was performed that number of times,
particular processes to be performed for the then chooses to stop at any action that can
game when a card is operated. stop the loop. Then, if all game situations are
17.11.3. The “operate” keyword is a keyword that a the same as when the loop had occurred, then
series of automatic abilities with the trigger players cannot choose to do the loop again
condition “when this card is operated” have. except if it were to be forced by automatic
abilities.
17.12. Regarding Mushiking 18.1.1.3. If both players can choose to stop the
loop, then the turn player chooses the number
① ② ① ② of times that loop repeats, then the non-turn
player chooses the number of times to repeat.
The smaller number is chosen as the number
of times to repeat the loop action set, and the
player who chose the smaller number chooses
③ ③ to stop at any action that can stop the loop.
Then, if all game situations are the same as
when the loop had occurred) all cards in all
zones are the same), then the player who
chose the bigger number cannot choose to do
the loop again except if it were to be forced by
① Finishing Attack Icon automatic abilities.
18.1.1.4. The actions in a loop action set are not
② Super Finishing Attack Name
resolved individually, but are all resolved at the
③ Skill same time, omitting the intermediate actions.
However, even though the actions are omitted,
17.12.1. Some cards with the “Mushi” race have they are considered to have been performed.
additional information. - For example, if “gains Power +1000“ is
17.12.1.1. Finishing Attack Icon: An icon that infinitely looped, and is chosen to be
represents the name of this “Mushi” card’s stopped after 200 times, the master of the
finishing attack information. effect does not perform Power +1000 200
times, but just performs Power +200000.
18.1.1.5. Great discretion should be exercised in
Hitting Pinching Throwing recognizing a loop. Both players should agree,
17.12.1.2. Super Finishing Attack Name: The name or a judge’s decision should be sought.
of this “Mushi” card’s super finishing attack
information. 18.2. Extra Turn
17.12.1.3. Skill: The value of this “Mushi” card’s 18.2.1. When a player gets an “extra turn“, the extra
skill information. turn for that player is added immediately after
17.12.2. Some automatic abilities have “Attack” the current turn.
ability text. 18.2.2. If 2 or more turns are added within the same
17.12.2.1. When text refers to an “Attack” card, it turn, the turns will take place from the turn that
refers to a card with the “Attack” ability. was added from the text that resolved last.
- For example, if each player resolves the
text “you get an extra turn“ in the order of
turn player → non-turn player → turn
player, the resulting order of turns would effects that applied to the set card until now no
be “current turn → turn player’s extra turn longer apply (4.1.8).
→ non-turn player’s extra turn → turn
player’s extra turn → non- turn player’s 18.6. Rules restricting stride
turn“. “ 18.6.1. Stride may be restricted, such as by the
Fighter’s Rules, and is handled by the following
18.3. Number of different cards rules.
18.3.1. When counting the number of different cards, 18.6.1.1. Even if Stride is restricted for a game, you
the number of different card names is counted may prepare a G deck for the game, and put
unless a particular type of information to be the G deck in the G zone when preparing for
counted is specified. the game.
18.3.1.1. When counting the number of different 18.6.1.2. During a game where stride is restricted,
card names, the number of cards is not unless there is an effect that gives a “can
referenced. perform Stride” state, the G zone is treated as
- For example, if a player is the master of 1 not being present. Cards in the G zone cannot
unit, and it has both the card names be referenced, cards cannot be moved from
“Blaster Blade” and “Blaster Arrow”, that the G zone, and all abilities of cards in the G
player has two different “Blaster” card zone are nullified.
names among their units. 18.6.1.3. During a game where stride is restricted,
18.3.1.2. If grade or some other information is if there is a rule or effect that moves a card that
specified, it is determined by that information. is not in the G zone to the G zone due to the
end phase or any other reason, that card is
18.4. End Turn Resolution moved to the G zone according to the normal
18.4.1. If an instruction to end the turn is to be rules (4.4.2).
performed for any reason during the game, 18.6.2. Even if stride is restricted by rules, if there is
perform the following. a “can perform Stride” state by some effect, you
18.4.1.1. End the durations of all continuous effects can perform stride according to the normal rules
currently active, other than those with the for stride.
durations “until end of turn” or “during this turn”
or have durations that expire in the next turn or
later.
18.4.1.2. If it is not currently the end phase, after
that effect has fully finished resolving, the
game moves to the end phase without
performing a check timing.
18.4.2. If there is any vanguard damage remaining
after the end of turn resolution, perform the
damage application process (13.6) as a rule
action during the end phase.
18.4.3. The playing of automatic abilities that are
standing by (11.9.4) during the end turn
resolution is performed during the check timing
of the end phase.

18.5. Putting Set cards as Units on Circles


18.5.1. It is possible for certain set cards to put as a
unit on a circle, and it is handled according to the
following rules.
18.5.2. When a set card is regarded as a unit, that
card loses the set main type, loses the subtypes
(2.9.4) and special types (2.9.5) it had from
being a set, and newly gains the unit main type,
and gains the subtypes and special types
granted by that resolution.
18.5.3. When a set card becomes a unit, it
possesses the power and critical and shield
specified by that resolution.
18.5.3.1. If that resolution did not specify these
values, the power and critical become 0, and it
does not have any shield.
18.5.4. The card put on the circle from this resolution
is put as the specified unit on the circle. This is a
new card due to a change in zones, and the
Supplement A1: Information of Pseudo-card Markers “Shadow Army” Token
 Token Units Unit
Grade: 1
“Plant” Token Unit Power: 15000
Grade: 0
Power: 5000 Critical: 1
Critical: 1 Skill Icon: Boost
Skill Icon: Boost Text: None
Text: None

“Noblesserose” Token
Unit
“Vision” Token Unit Grade: 0
Grade: 3 Power: 5000
Power: 13000 Critical: 1
Critical: 1 Skill Icon: Boost
Skill Icon: Twin Drive Text:
Text: [CONT](RC):Perform [CONT](RC)This unit cannot
drive checks for the battle it be moved to other circles,
attacked. and if you have a vanguard
with "Granfia" in its card
name, all of the following
effects are active.
・When you would place a
Plant token on (RC), put it
as this unit's plant gauge
“Evil Decoy” Token Unit instead. (This effect is
Grade: 0 mandatory)
Power: 0 ・This unit gets [Power]
Critical: 1 +5000 for each of this unit's
Skill Icon: Intercept gauge.
Text: [CONT](RC):It cannot ・When you would retire
attack, and can intercept rear-guards as cost, if it can
from the back row. be paid by retiring Plant
token rear-guards, it can
also be paid by discarding
plant gauges.

“Mask of Domination”
Token Unit
Grade: 0
Power: 0
Critical: 0
Skill Icon: None
Text: None
 Token Set Orders  Tickets
Gripho Eschatologui Quick Shield” Ticket
Token Set Order Grade: 0
Grade: 11 Type: Blitz Order
[AUTO]Order Zone:At the Text: One of your units
beginning of your main being attacked gets Power
phase, you may "Search +5000 until end of this
your deck for up to one battle.
trigger unit, put it face up
into the ride deck, and
shuffle the deck. If you put a
card, choose a
<Hydragrum> from your
drop, and you may call it to
(RC).".
[ACT]Order
“Guardian Shield” Ticket
Zone[1/turn]:[COST][Discar
Grade: 0
d a card with "Griphogila" in
Type: Blitz Order
its card name from hand],
Text: Choose one of your
draw a card, choose one of
attacked units, and it gets
your (RC), and put a
[Power] +20000 until end of
Dragontree marker. Then,
that battle.
[COST][put the top card of
the deck into damage zone
face down], choose a face
up Calamity card from your
ride deck, and remove it.
 Markers  Crests
“Meer’s Present” Marker “Chronojet Dragon” Crest
(No text)
Effective Zones: Hand
Erase Zones: All other
zones

Text:
[CONT]:You can perform [Stride], and cannot ride
grade 3 or greater cards without "Chronojet" in their
card names.
[CONT]:The original [Power] of your grade 3 cards
with "Chronojet" in their card names become 13000.
(Including heart cards)
[CONT]:During your turn, if you have a grade 3 or
greater vanguard with "Chronojet" in its card name, all
of your front row units get [Power] +5000 for each
face up card in your G zone.
[AUTO]:At the beginning of your battle phase, choose
up to one of your grade 3 or greater rear-guards, and
increase or decrease its grade to 0 until end of turn.
“Alter Ego Messiah” Crest

Text:
[CONT]:You can perform [Stride], and cannot ride
grade 3 or greater cards without "Messiah" in their
card names.
[CONT]:The original [Power] of your grade 3 cards
with "Messiah" in their card names become 13000.
(Including heart cards)
[CONT]:During your turn, if you have a grade 3 or
greater vanguard with "Messiah" in its card name, all
of your front row units get [Power] +5000 for each
face up card in your G zone.
[AUTO]:At the end of your turn, unlock all of your
opponent's locked cards, and bind those units.
“Mushiking: King of the Beetles Machine” Crest “Dragheart, Luard” Crest

Text: Text:
[CONT]:You cannot ride cards other than <Mushi>, [CONT]:You can perform [Stride], and cannot ride
cannot play set orders, and can only put set orders grade 3 or greater cards without "Luard" in their card
into the order zone with this crest's ability. names.
[AUTO]:When you get this crest, search your deck or [CONT]:The original Power@ of your grade 3 cards
hand for up to one Hitting Attack, Pinching Attack, and with "Luard" in their card names become 13000.
Throwing Attack each, put them into your order zone, [CONT]:During your turn, if you have a grade 3 or
and if you searched the deck, shuffle the deck. greater vanguard with "Luard" in its card name, all of
[ACT][1/turn]:[COST][Soul-Blast 1], reveal the top five your front row units get [Power] +5000 for each face
cards of your deck, choose up to one <Mushi> or up card in your G zone.
Attack card from among them, reveal and put it into [AUTO]:At the end of your turn, if you [Stride] without
hand, and shuffle the deck. paying the cost this turn, choose up to one [Critical]
[AUTO]:When your <Mushi> attacks, [COST][[Rest] from your drop, and put it on the bottom of the deck.
an Attack card with grade less than or equal to your
vanguard in the order zone], and use that card's
Attack.
“Demon Stealth Dragon, Shiranui “Oboro”” Crest

Text:
[CONT]:You can perform [Stride], and cannot ride
grade 3 or greater cards without "Demon Stealth
Dragon, Shiranui" in their card names.
[CONT]:The original [Power] of your grade 3 cards
with "Demon Stealth Dragon, Shiranui" in their card
names become 13000.
[CONT]:During your turn, if you have a grade 3 or
greater vanguard with "Demon Stealth Dragon,
Shiranui" in its card name, all of your front row units
get [Power] +5000 for each face up card in your G
zone.
[CONT]:During your turn, your opponent's units
placed by your card's ability this turn, and units
dominated by you, lose all of their [CONT] and
[AUTO] abilities, and get [Power] +5000.
Supplement A2: Information of Record Markers
“Cradle” Marker
Text:
[CONT]:The unit this marker
is on loses its original
abilities, has its Power
reduced by its original
Power, and cannot boost or
intercept.
[AUTO]:When the unit this
marker is on is retired, you
search your deck for up to
one card with the same
grade as that unit, reveal it
and put it into your hand,
and shuffle your deck. (The
player that put the Cradle
marker searches)
“Dragontree” Marker
Text:
During your turn, if you have
a vanguard with
"Dragontree" or "Masques"
in its card name, all of the
units on this circle get
[Power] +5000.
Supplement B: Nations and Corresponding Clans
 The nations in column A of the table below are considered to be the same as the nations in the same row of
column B.
 If a card does not have clan information written on it, it is considered to have all the clans in column C, according
to the nation in column A and B.

A B C
Royal Paladin
Oracle Think Tank
Angel Feather
Keter Sanctuary United Sanctuary
Shadow Paladin
Gold Paladin
Genesis
Kagero
Nubatama
Dragon Empire Tachikaze
Murakumo
Narukami
Nova Grappler
Brandt Gate Star Gate Dimension Police
Link Joker
Star Gate Etranger
Spike Brothers
Dark Irregulars
Dark States Dark Zone
Pale Moon
Gear Chronicle
Megacolony
Zoo Great Nature
Stoicheia Neo Nectar
Granblue
Magallanica
Aqua Force
Lyrical Monasterio Magallanica Bermuda Triangle
Touken Ranbu Touken Ranbu
BanG Dream! BanG Dream!
SHAMAN KING SHAMAN KING
Record of Ragnarok Record of Ragnarok
Supplement C: Ride Deck Construction Regulations Changelog

The information on ride deck construction regulations April 19, 2024 – ver. 4.30 update
has been moved to the Fighter’s Rules page on the - Defined rules regarding “crest” pseudo-cards
official website. - Defined rules regarding the “ride deck crest” card
type
- Defined rules regarding expressions of nation in text
- Defined rules regarding energy
- Further defined rules regarding power adjustments
from persona ride
- Clarified rules regarding time leap when multiple
units time leap at the same time
- Clarified rules regarding dominated units and
references to “front row” and “back row”
- Defined rules regarding the “choose” specific action
- Added definition of rules regarding the
icon to the restriction icon section
- Further defined rules regarding the “resist” keyword
- Clarified rules regarding hollow ability having a
timed trigger ability
- Clarified rules regarding the master of imprisoned
cards
- Moved ride deck construction regulations to the
official website

You might also like