Weiß Schwarz (English Edition)
Comprehensive Rules ver. 2.07
Last updated: August 1, 2022

Content
Section 1. Overview of the Game ..................................1
Section 2. Card Information ...........................................2
Section 3. Zones of the Game .......................................4
Section 4. Basic Concepts .............................................7
Section 5. Setting Up the Game ....................................9
Section 6. Game Procedure .........................................10
Section 7. Attack and Battle ......................................... 11
Section 8. Play and Resolve Cards and Abilities .......14
Section 9. Rule Action ..................................................18
Section 10. Keywords and Keyword Abilities ............19
Section 11. Miscellaneous............................................22
Rules
Section 1. Overview of the Game
1.1. Number of players
1.1.1. This game is played with two players. The
current comprehensive rules do not apply to
any other number of players.
1.2. Winning and losing
1.2.1. If any player loses, the game ends
immediately. If your opponent loses and you
do not, you win the game.
1.2.2. If any player fulfills any losing conditions, that
player loses the game by rule action the nexttime rule actions are performed (Section 9).
1.2.2.1. During a game, if a player has four (4)or more cards in their level, they fulfill alosing condition.
1.2.2.2. If a player has zero cards in their deckand waiting room, they fulfill a losing
condition.
1.2.3. If both players lose simultaneously, the gameends in a draw.
1.2.4. Any player may concede the game at any
time. Any player who concedes the game iseliminated from it immediately, loses the gamewithout proceeding to a check timing, and thegame ends.
1.2.4.1. No card effects can interfere withconceding. No card effects can force aplayer to concede, and no card effects canreplace losing the game with a concession.
1.2.5. Players may win or lose the game by a card
effect. In this case, that player wins or loses
while resolving the effect and the game ends
without proceeding to a check timing.
1.3. Golden rules of the game
1.3.1. If the comprehensive rules and the text of acard contradict with each other, the card text
takes precedence.
1.3.1.1. If there is any conflict between the card
text of English Edition cards and Japanese
Edition cards, the card text of therespective languages will take precedence
for that player.

― 1 ―1.3.2. If for any reason a player is forced to perform
an action that they is unable to perform, they
does not perform any action. Similarly, if aplayer is forced to perform multiple actions
and they is only able to perform a part of them,
they performs the actions as much as they isable to.
1.3.2.1. If something is forced into a state that it
is already in, it does not become said stateagain, and that action is not performed.
1.3.2.2. If, for any reason, an action is forced tobe performed zero (0) or a negative
number of times, no action is performed.
No opposite action will take place even if it
has to be performed a negative number oftimes.
1.3.3. If an effect from a card attempts to dosomething, and, at the same time, an effectfrom a card stops the action from taking place,the effect that stops the action takes
precedence.
1.3.4. If, for any reason, more than one player isrequired to make a decision at the same time,
the turn player makes the choice first. The
non-turn player will make their choice after
knowing the decision made by the turn player.
1.3.5. If, for any reason, a player is forced tochoose a number, they must choose zero or apositive integer, unless otherwise specified.
They cannot choose any fractions or negative
numbers.

Section 2. Card Information

Character card
①
②
③
④
⑤
⑥

2.2.2. The illustration has no special meaning to
gameplay.
2.2.3. There may be words above the card text (or,in the case that there is no card text, words
above the Japanese Card Name of the card)that have no special meaning to gameplay.
These words are called flavor texts, and areconsidered a part of the illustration.

Event card

Japanese Card Name
English Card Name
Level
Cost
Icon
Trigger Icon

Climax card
⑦
⑧
⑨
⑩
⑪

Card Text
Power
Soul
Trait(s)Color

2.1. Card Name
2.1.1. The proper name to identify a card.
2.1.1.1. Some cards have small letters above
the card name to help show how to read it.
This is not a part of the card name and has
no meaning in terms of rules.
2.1.1.2. There are card names with words
struck off, or painted over. In those cases,
for the affected parts, they are notconsidered a part of the card name, and do
not hold any meaning in terms of rules, nor
are taken into account when card names
are referred to.
2.1.1.3. Some cards do not have a JapaneseCard Name, as those cards did not exist in
the Japanese Edition at the time of
production of the First Edition of the
product.
2.1.2. Within the card text, if there are words thatare within inverted commas (i.e. "Text"),
unless otherwise specified, this refers to thespecific card with that Card Name.
2.1.2.1. If written as "with "○○○ (▲▲▲)" inits card name", this refers to a portion of acard's Card Name, where ○○○ is part of
the English Card Name, and ▲▲▲ ispart of the Japanese Card Name.
2.1.2.2. If written as "with "○○○" in its cardname", this refers to a portion of a card'sEnglish Card Name, where there is either apunctuation mark or no text, immediately
before and after OOO.
Example: For a "Choose a character with
"MOB" in its card name, and that character
gets +1000 power until end of turn." effect,
the player may choose a card named"Ritsu: Together With MOB", a card named"MOB: Gratitude Towards His Master", or acard named "Shigeo "MOB" Kageyama",
but may not choose a card named "Moblit".
2.2. Illustration
2.2.1. The illustration that contains the image of thecard’s contents.

― 2 ―2.3. Type2.3.1. The type of a card.
2.3.2. There are 3 types of cards: “character”,“event” and “climax”. The card’s type isindicated on the left of the English Card Nameby white text enclosed within a black bubble.
2.3.2.1. A “character” is a card depicting a roleor a character.
2.3.2.1.1. A character card has ““ on theleft of the English Card Name.
2.3.2.1.2. When the text of a card does not
specifically state the zone of reference
for a “character”, it refers to “a character
that is on the stage”.
2.3.2.2. An “event” card is a card depicting an
incident that can occur during the game.
2.3.2.2.1. An event card has ““ on the leftof the English Card Name.
2.3.2.3. A “climax” is a card depicting dramatic
incidents that can occur during the game.
2.3.2.3.1. A climax has ““ on the left of the
English Card Name.
2.3.2.3.2. When the text of a card does not
specifically state the zone of reference
for a “climax”, it refers to “a “climax”
card that is to be placed on the climaxarea”.
2.4. Color
2.4.1. The color of a card.
2.4.2. The playing of cards is limited by their colors.
Refer to “Section 8. Play and Resolve Cards
and Abilities” for more details.
2.5. Trait
2.5.1. The trait of a card. This exists only on a“character”.
2.5.2. Although traits are information that have no
special meaning in terms of rules per se, they
are often referred to by other abilities andeffects.
2.5.3. When card text refers to a trait, the referredtrait is enclosed within specific ≪≫ brackets.
2.6. Level
2.6.1. The minimum level required to play a card.
This exists only on a “character” or “event”.
2.6.2. The playing of cards is limited by the level ofthe player. Refer to “Section 8. Play and
Resolve Cards and Abilities” for more details.
2.7. Cost
2.7.1. The cost required to play a card. This exists
only on a “character” or “event”.
2.7.2. To play a card, a number of cards equal tothe cost indicated must be placed from thestock to the waiting room. Refer to “Section 8.
Play and Resolve Cards and Abilities” formore details.

2.13.2. Although title names have no special
meaning in terms of rules per se, they may bereferred to by other abilities and effects.

2.8. Icon
2.8.1. If a card possesses a special mechanic, an
icon will be indicated for easy reference.
2.8.2. If a Counter Icon ( ) is present, it meansthat the card can be used during the Counter
Step during your opponent’s turn.
2.8.2.1. Unless otherwise specified, it ispossible to play a card with a Counter Icon
during your own turn during your main
phase.
2.8.3. If a Clock Icon ( ) is present, the card
possesses an ability that is relevant when it isin the clock (3.8).

2.14. Collection ID
2.14.1. The ID of a card. This is an alphanumericsequence on the right of the card's Type.
2.14.2. The collection ID has no special meaning to
gameplay.

2.9. Power
2.9.1. The strength of a card during battle. This
exists only on a “character”. Refer to “Section
7. Attack and Battle” for more details.
2.10. Soul
2.10.1. The base value of damage dealt to a player
during a card’s battle. This exists only on a“character”. Refer to “Section 7. Attack andBattle” for more details.
2.10.2. The soul is not indicated numerically, but by
the number of Soul Icons ( ) on the card.
2.11. Trigger Icon
2.11.1. An icon(s) indicating the effect of a card
when it is revealed during the Trigger Step ofan Attack Phase. Refer to “Section 7. Attack
and Battle” for more details.
2.12. Card Text
2.12.1. The set of abilities a card has is written
inside the text frame. The contents within theframe is referred to as “card text”.
2.12.2. Unless otherwise specified, all card text will
only be valid in the following zones.
2.12.2.1. In principle, the card text written on a“character” will only be valid when it is on
the stage.
2.12.2.2. In principle, the card text written on a“climax” will only be valid when it is on the
climax area.
2.12.2.3. An ability that presumes being usable
in a zone is also valid in that zone.
2.12.3. Some card texts contain italic text in () toshow the description of a Keyword or a
Keyword Ability. These are known as reminder
texts. Reminder texts are part of a card text,
but they serve the sole purpose of explaining
abilities, and do not affect the game in anyway.
2.13. Title Name
2.13.1. The original work a card originates from.
The title name of a card is normally indicatedon the right of the English card name for a“character” or “event”, while it is located at the
top right of a “climax”.

― 3 ―2.15. Rarity
2.15.1. The rarity shows how often a card appears
in a pack. This is indicated on the right of thecollection ID.
2.15.2. The rarity has no special meaning to
gameplay.
2.16. Illustrator
2.16.1. The rights owner of a card’s illustration.
This is indicated at the bottom of a card.
2.16.2. The illustrator has no special meaning to
gameplay.
2.17. Copyright Information
2.17.1. The copyright information of the rights
owner. This is indicated at the bottom of a card.
2.17.2. The copyright information has no special
meaning to gameplay.
2.18. Side Frame
2.18.1. The background color of the frame
containing the illustrator (2.16) and copyrightinformation (2.17). This indicates whether acard is affiliated with the Weiß or the Schwarz
side of the game.
2.18.1.1. If the background color is white, thecard is affiliated with the Weiß side.
2.18.1.2. If the background color is black, thecard is affiliated with the Schwarz side.
2.18.1.3. If the background color is a gradientfrom white to black, the card is affiliatedwith both the Weiß and Schwarz sides.
2.18.2. Although the affiliation of a card has no
special meaning in terms of rules per se, they
may be referred to by other abilities andeffects.
2.19. Referencing Information
2.19.1. When a rule or effect refers to informationof a card, if that card does not have that
information, it is referenced as 0 if that
information is numerical, and as not existingotherwise.
2.19.2. When the values of non-numericalinformation are compared, if at least one ofthem absent, the values are not considered tobe identical.

Section 3. Zones of the Game
3.1. Basic Information of Zones
3.1.1. For each zone, each player has one of theirown unless otherwise specified.
3.1.2. The number of cards in each zone is public
to all players and can be verified at any time.
3.1.3. The information of cards in a zone may be
public or hidden, depending on the zone inquestion. Zones with public information are
called “public zones” and zones with hidden
information are called “hidden zones”.
3.1.4. With the exception of a card moving fromone stage position to another, if a card moves
from one zone to another, unless otherwise
specified, the card is considered a new card ina new zone. All effects applied in previous
zones do not apply in the new zone.
3.1.5. When multiple cards are put into a zone
simultaneously, unless otherwise specified,
the order of the cards in the new zone isdecided by the owner of those cards.
3.1.5.1. When multiple cards are put into ahidden zone from a public zone, if theowner of those cards can decide the orderin which those cards are put, all players
other than the owner are not allowed toknow the order in which those cards were
put into the hidden zone.
3.1.5.1.1. If cards are put into a hiddenzone in a specific position, all players areallowed to know the number of cards put atthat position.
3.1.6. If a card is to be moved to a zone without aplayer specified for the zone, in the absence ofspecific instructions, the card is to be moved
to the zone of the card’s owner.
3.2. Deck3.2.1. The zone where a player’s deck is put at the
beginning of a game.
3.2.2. The deck is a hidden zone. All cards in thiszone are put face down, and all players are
not allowed to see the information or order ofcards, or change the order of cards in thedeck.
3.2.3. When a specified player is to perform aresolution involving an action on a specified
number of cards from the top or bottom of thedeck, the player resolves that action in order,
one card at a time from the top or bottom of
the deck.
3.2.3.1. If the specified number of cards is "upto (Number)", before resolving for the nextcard, the player may declare that they will
not resolve for the next card, and end theaction.
3.2.3.1.1. In this case, a player may choose
to declare the end of the action before
the resolving the first card, thus not
resolving any cards.
3.2.3.2. During the resolution of this action, if
there are no cards in the deck, the action issuspended, and the refresh resolution(Error! Reference source not found.) is― 4 ―executed, before proceeding with theaction.
3.2.3.3. During the resolution of this action, if
the number of cards left in the deck is lessthan the number of cards specified in theaction, perform a number of resolutions
equal to the number of cards left in thedeck, and the action ends.
Example: If a player is instructed to "look at
the top 5 cards of your deck", and there are
3 cards in the deck at that point, the player
looks at those 3 cards from the top, one ata time, and ends the action.
3.2.4. When required to shuffle a deck, the order ofthe cards in the deck are changed without aspecific pattern. Regardless of the master of
the ability which instructs a shuffle, the player
who owns the deck performs the shuffle.
3.2.5. When cards from the deck are to be flipped
over, those cards are revealed, and put into
the resolution zone (3.13).
3.3. Hand
3.3.1. The zone where a player puts the cards thatare drawn from their deck.
3.3.2. While the hand is a hidden zone, each player
is allowed to see the information of cards intheir own hand at will. Players are not allowed
to see the information of cards in theiropponent’s hand. Players are allowed tochange the order of cards in their own hand.
3.3.3. At the End Phase (6.8) of the turn player, if
the number of cards in the turn player’s handexceeds the limit (3.3.3.1), that player must
put cards from their hand into their waiting
room until they fulfill the limit (6.8.1.2).
3.3.3.1. Unless otherwise specified by effects,
the limit of the number of cards in aplayer’s hand is seven (7) cards.
3.4. Waiting Room
3.4.1. The zone where, unless otherwise specified,cards such as characters that are removed
from the stage, used event or climax cards, orcards used for paying costs are put into.
3.4.2. The waiting room is a public zone. All cards
in this zone are put face up, and all players
are allowed to see the information of cards at
will. Players are allowed to change the orderof cards in their own waiting room. When acard is put into this zone, put it on the top of
those already in the waiting room.
3.5. Stage
3.5.1. The zone where a player’s characters areplaced on.
3.5.2. This zone has five (5) stage positions. A cardon a stage position is also regarded as being
on the stage.
3.5.3. The stage is a public zone.

3.6. Stage Positions
3.6.1. The zone where a player’s characters areplaced on. Each player has five (5) stage
positions.
3.6.2. Stage positions are public zones. The cards
in these zones are placed face up, and all
players are allowed to see the information ofcards at will. In principle, there can only beone (1) card on each stage position.
3.6.3. When a card is placed on a stage position
3.6.4. The three stage positions in the front (①, ②,
and ③) are collectively called the “Center
Stage”, while the two stage positions at theback (④ and ⑤) are collectively called the“Back Stage”. Of the three stage positions in
the center stage, from left to right, they arecalled the “left position of the center stage”(①), the “middle position of the center stage”(②), and the “right position of the center
stage” (③) respectively. Of the two stage
positions in the back stage, from left to right,
they are called the “left position of the backstage” (④), and the “right position of the backstage” (⑤) respectively.
3.6.5. ① and ④, ② and ④, ② and ⑤, and ③
and ⑤, are related to each other by theirstage positions. From the respective backstage positions, the respective center stage
positions are called cards “in front”. From therespective center stage positions, therespective back stage positions are called
cards “behind”.
3.6.6. A player’s ① and the opponent’s ③, theplayer’s ② and the opponent’s ②, and theplayer’s ③ and the opponent’s ①, are related
by facing each other. From the respective
player’s center stage position, the opponent’s
respective center stage positions are called“facing” the card.
3.6.7. If a non-character card is on a stage position,that card is put into its owner’s waiting room
as a rule action (9.6.1).
3.7. Marker Area
3.7.1.1. A zone where cards are put into by
special effects during the process of agame. Each player has five (5) marker― 5 ―areas, one for each of their respective
stage positions. Each marker area istreated with the same relations to othercards as the respective positions it isplaced under, such as “center stage”, “backstage”, “left” “right”, “middle”, “in front of”,
“behind”, and “facing”.
3.7.1.2. Although they are treated with the same
relation, they are considered independentzones and are not present on the stage.
3.7.2. The marker area is a hidden zone. All cards
in this zone are put face down, and all players
are not allowed to see the information, order ofcards, or change the order of cards in themarker area. When a card is put into this area,
it is put on top of those already in the marker
area. If cards are removed from a marker area,
they must be removed, in order, from the topof the zone.
3.7.2.1. There are effects which put cards into
the marker area face up. When this occurs,
all players are allowed to see theinformation of those cards placed face up
in the marker area.
3.7.2.2. If multiple cards are put into the marker
area simultaneously due to card effects,
they are to be put in any order on top ofcards already in the marker area.
3.7.3. When a card is moved from one zone toanother, if there are any cards in the marker
area underneath that card, the cards in that
respective marker area will also be moved
together with that card, as stipulated below.
3.7.3.1. When a card in a stage position is
moved to another stage position belonging
to the same master, move all of the cards
in that marker area under the card at thesame time with the card to the designatedmarker area. At this time, should there bemarkers already in the designated marker
area, put all markers in that marker area
into the owner’s waiting room.
3.7.3.2. When a card in a stage position is
moved to a zone other than another stage
position, at the same time, place all cards
in the respective marker area under thatcard into the owner’s waiting room at thesame time the card is moved.
3.7.4. When referencing a character on a stage
position with markers, that character is called
a “character with marker(s)”.
3.8. Clock3.8.1. The zone where cards are put into as thegame progresses. Generally, cards are put
into this zone during the Clock Phase or whena player is dealt damage for any reason.
3.8.2. The clock is a public zone. All cards in thiszone are put face up, and all players areallowed to see the information and order ofcards. However, players are not allowed tochange the order of cards in the clock. When acard is put into this zone, put it on the top of
those already in the clock.

3.8.3. When a player has seven (7) or more cards
in their clock, by rule action, they must choose
one (1) card from among the seven (7) cards
from the bottom of their clock, put it to theirlevel, and put the remaining cards into their
waiting room in any order. Refer to “Section 9.
Rule Action” for more details.
3.9. Level
3.9.1. The zone where cards are put into as thegame progresses. Generally, a card is put into
this zone when there are seven (7) or more
cards in a player’s clock, and they chooses
one (1) card from among the seven (7) cards
from the bottom of their clock, and puts it into
this zone.
3.9.2. While the level is a public zone, there is an
exception for some cards in the level, as
stipulated below.
3.9.2.1. Unless otherwise specified, all cards inthis zone are put face up, and all players
are allowed to see the information of faceup cards at will.
3.9.2.2. Unless otherwise specified, a player isallowed to see the information of face downcards in their level at will. A player is notallowed to see the information of face downcards in their opponent’s level.
3.9.2.2.1. All cards that are put face down
into the level are considered blankcards possessing no information.
3.9.2.2.2. When a face down card in thelevel is moved to another zone, the cardis placed face up or remains face down
depending on the zone it is moved to. If
the zone it is moved to is a hidden zone,
the information of the face down card is
not revealed during the move.
3.9.3. Players are not allowed to change the orderof face up cards in their own level. When acard is put into this zone, put it on the top of
those already in the level. If a player has fouror more cards in their level, they fulfill a losing
condition.
3.10. Stock3.10.1. The zone where cards are put into as thegame progresses. Generally, you will put
cards in this zone after you perform a Trigger
Check (7.3.1.2) during your characters’ attacks.
3.10.2. The stock is a hidden zone. All cards in thiszone are put face down, and all players are
not allowed to see the information or order ofcards, or change the order of cards in the
deck. When a card is put into this zone, it is tobe put on the top of those already in the stock.
If cards are removed from a stock, they must
be removed, in order, from the top of the zone.
3.11. Climax Area
3.11.1. The zone where climax cards are placedwhen they are played during the course of the
game.

― 6 ―

3.11.2. The climax area is a public zone. All cards
in this zone are placed face up. In principle,
only one card can be put into this zone.
3.11.3. If a non-climax card is in the climax area,that is put into its owner’s waiting room as arule action (9.6.1).
3.12. Memory
3.12.1. The zone where cards are put into when
specifically instructed during the course of thegame. “Put a card into your memory” refers to
the act of putting said card from another zone
into a player’s memory.
3.12.2. While the memory is a public zone, there isan exception for some cards in the memory,
as stipulated below.
3.12.2.1. Unless otherwise specified, all cards inthis zone are put face up, and all players
are allowed to see the information of faceup cards at will. Players are allowed tochange the order of face up cards in theirown memory.
3.12.2.2. Unless otherwise specified, a player isallowed to see the information of face downcards in their memory at will. A player is notallowed to see the information of face downcards in their opponent’s memory. When
there are multiple face-down cards in aplayer’s memory, they must put thosecards in a way such that the order in which
the cards were placed face down by card
effects is clearly understood.
3.12.2.2.1. All cards that are put face down
into the memory are considered blankcards possessing no information.
However, if a card’s ability explicitly
states that it is still active while facedown in a player’s memory, that card isconsidered a card possessing thatparticular ability.
3.12.2.2.2. When a face down card in thememory is moved to another zone, thecard is placed face up or face down
depending on the zone it is moved to. If
the zone it is moved to is a hidden zone,
the information of the face down card is
not revealed during the move.
3.12.2.2.3. When face down cards in thememory are shuffled during an effect,
as long as it is not explicitly stated thatthe information of the cards may beseen, or that those cards are revealed,
the information of those shuffled cards
cannot be seen by any player duringthat effect.
3.12.2.3. Cards in the memory may bereferenced simply as “memory”, such as incard text or rules.
3.13. Resolution Zone
3.13.1. The zone where cards are put temporarily
while resolving effects or damage as the gameprogresses.
3.13.1.1. Event cards are put into the resolution
zone when played, and then into theowner’s waiting room after its effect isresolved.
3.13.1.2. A card revealed due to a Trigger
Check is put into the resolution zone, andthen into the owner’s stock in face down
position after the effect of the revealed cardis resolved.
3.13.1.3. Cards revealed during the Damage
Process are put into the resolution zone. If
a Damage Cancel takes place, the cards
are put into the owner’s waiting room. If it
does not take place, the cards are put into
the owner’s clock.
3.13.1.3.1. When multiple cards are put into
the clock at the same time, all thosecards are put at the top of the clock inthe same order as they were put into
the resolution zone.
3.13.1.4. When cards are put into the resolution
zone by a Brainstorm ability (10.7), they
are put into the resolution zone temporarily
before they are put into the owner’s waitingroom.
3.13.2. The resolution zone is a public zone. All
cards in this zone are put face up, and all
players are allowed to see the information andorder of cards. However, players are notallowed to change the order of cards in the
resolution zone. When a card is put into thiszone, put it on the top of those already in the
resolution zone.

Section 4. Basic Concepts
4.1. Abilities and Effects
4.1.1. An ability refers to an instruction generated
by a card text or an effect.
4.1.1.1. Abilities are divided into three
categories: activated abilities, automaticabilities, and continuous abilities. Refer to“Section 8. Play and Resolve Cards andAbilities” for more details.
4.1.2. An effect refers to the contents of an
instruction given by an ability.
4.1.2.1. Effects are divided into three
categories: one-shot effects, continuous
effects, and replacement effects. Refer to“Section 8. Play and Resolve Cards andAbilities” for more details.
4.2. Owner
4.2.1. The owner is the player who owns the card.
4.2.2. The owner of a card is the player who had itin their deck at the beginning of the game.
4.2.3. At the end of the game, each player retrieves
all cards owned by him or her.
4.3. Master4.3.1. The master is the player who is currently
using the card, ability, or an effect.
4.3.2. The master of a card in a zone is the player
who the zone belongs to.
4.3.3. The master of an effect is the master of theability that generates that effect.
4.3.4. The master of an activated ability is theplayer who played it.
4.3.5. The master of an automatic ability is themaster of the card that has that ability, or the
master of an effect that created that ability.
4.3.6. The master of a continuous ability is themaster of the card that has that ability, or the
master of an effect that created that ability.
4.4. Check Timing
4.4.1. The check timing refers to the time that isused to resolve Rule Actions or play automaticabilities.
4.4.2. In a check timing, first resolve all Rule
Actions. When there are no more Rule Actions
to be resolved, proceed to resolve automaticabilities with fulfilled Trigger Conditions in aStandby Condition. See 8.5 for more details.
4.5. Play Timing
4.5.1. The play timing refers to the time that aplayer can perform an action.
4.5.2. Whenever a player gets a play timing, justbefore they choose to do something, there isalways a check timing. After all Rule Actions
and automatic abilities have been resolved inthat check timing, that player gets a playtiming.
4.5.3. A player who gets a play timing chooses anaction that can be chosen at that time andperforms it, or chooses to do nothing.

― 7 ―4.5.3.1. If they chose an action, after it isresolved, unless otherwise specified, that
player gets a play timing again.
4.5.3.2. If they chose to do nothing, the gameprogresses.
4.6. Card Orientation
4.6.1. Each character on the stage has one of threeorientation states.
4.6.1.1. Stand State – cards placed verticallyand upright from your perspective. “To
stand (a card)” refers to the act of changing
the orientation of a card into a stand state.
4.6.1.1.1. In card texts, the word “stand” or“standing” is indicated by a “ ” icon.
4.6.1.2. Rest State – cards placed horizontally.
“To rest (a card)” refers to the act ofchanging the orientation of a card into a
rest state.
4.6.1.2.1. In card text, the word “rest” or“resting” is indicated by a “ ” icon.
4.6.1.3. Reverse State – cards placed verticallyand upside-down from your perspective.
“To reverse (a card)” refers to the act ofchanging the orientation of a card into areverse state.
4.6.1.3.1. In card text, the word “reverse” or“reversed” is indicated by a “ ” icon.
4.7. Drawing Cards
4.7.1. When instructed to "draw (specified number)card(s)", the player moves the top card of theirdeck into their hand.
4.8. Looking at Cards from the Top of Deck4.8.1. When instructed to "look at the top (specified
number) card(s) of your deck" or "look at up to(specified number) card(s) from the top of yourdeck", the player confirms the information ofcards in the deck.
4.9. Revealing Cards from the Top of Deck4.9.1. When instructed to "reveal the top (specified
number) card(s) of your deck" or "reveal up to(specified number) card(s) from the top of yourdeck", the player displays the information ofcards in the deck.
4.10. Damage Process
4.10.1. The Damage Process refers to the act ofperforming “deal [number] damage (toplayer)”. This action is done in the following
order:
4.10.1.1. The player that received damage puts
the top card of their deck face up into theirresolution zone.
4.10.1.2. If a climax card is moved to theresolution zone, put all the cards that weremoved to the resolution zone by thisDamage Process into the waiting room,and end the Damage Process. This iscalled “Damage Cancel”.
4.10.1.2.1. The occurrence of a Damage
Cancel is equivalent to “damage iscanceled” on a card text.

― 8 ―4.10.1.3. If [number] cards are moved to theresolution zone by this Damage Process,put all those cards at the top of the clock inthe same order as they were put into theresolution zone, and conclude the Damage
Process. If not, return to 4.10.1.1.
4.10.2. If a card(s) is moved to the clock fromanother zone by a process other than “dealdamage”, it is not a Damage Process.
Therefore, a Damage Cancel will not occur.
4.11. Source of Damage
4.11.1. Some effects require identifying where thedamage is from. This is called the “source ofdamage” and is defined as follows:
4.11.1.1. During the Damage Step of an Attack
Phase, if a character deals damage toanother player (7.5.1.2), the source ofdamage is that attacking character.
4.11.1.2. If an event card or an effect from an
ability possessed by a card deals damage,unless otherwise specified, the source ofdamage is the event card or the card thatpossessed said ability.
4.11.1.2.1. In this instance, if the source ofdamage is the player, the source ofdamage is the card itself instead.
4.12. Trigger Icon
4.12.1. Each Trigger Icon will have a set of actions
specific to the icon. Normally, this action is
performed by the turn player during the Trigger
Step (7.3). However, some effects such as“perform the effect of (Trigger Icon)” cause themaster of the specified effect to perform theaction.
4.12.2. Each Trigger Icon and its specific set ofactions are as follows:
4.12.2.1. No Icon (): No action is performed.
4.12.2.2. Soul Icon ( ): The attacking character
gets +1 soul until end of turn. This
increment is mandatory.
4.12.2.3. Return Icon ( ): The player executing
this action may choose one of theiropponent’s characters on the stage andreturn it to the owner’s hand.
4.12.2.4. Pool Icon ( ): The player executing
this action may put the top card of theirdeck into their stock.
4.12.2.5. Comeback Icon ( ): The player
executing this action may choose acharacter in their waiting room, and returnit to their hand.
4.12.2.6. Draw Icon ( ): The player executing
this action may draw a card.
4.12.2.7. Shot Icon ( ): The following
automatic ability comes in effect.
“
During this turn, when the next
damage dealt by the attacking character iscanceled, deal one damage to youropponent.”
4.12.2.7.1. After this automatic ability is
triggered via the Trigger Step, if, for any
reason, damage is dealt by theattacking character before the Damage
Step (7.5.1.2), and that damage iscanceled, this automatic ability’s Trigger
Condition will be fulfilled. Following this,even if that damage is not canceled,and damage dealt by the attacking
character during the Damage Step iscanceled, this automatic ability’s Trigger
Condition will not be fulfilled.
4.12.2.7.2. This automatic ability is not
limited to damage that a player deals totheir opponent. In the event that theplayer deals damage to himself or
herself, this automatic ability’s Trigger
Condition will also be fulfilled.
4.12.2.7.3. If, for any reason, the next
damage dealt by the character isdirected at multiple players
simultaneously, if the damage dealt toeither player is canceled, this ability’s
Trigger Condition is fulfilled.
Furthermore, if multiple damage dealt tomultiple players is canceled, thisautomatic ability will have its Trigger
Condition fulfilled only once.
4.12.2.8. Treasure Icon ( ): Return the cardwith this icon to its owner’s hand. Then, theplayer executing this action may put the top
card of their deck into their stock.
4.12.2.8.1. Return of this card to the owner’s
hand is a mandatory action. This
causes the card’s zone to be changed,
therefore this card will not be moved tothe player’s stock.

Section 5. Setting Up the Game4.12.2.9. Gate Icon ( ): The player executing
this action may choose a climax in their
waiting room, and return it to their hand.
4.12.2.10. Standby Icon ( ): The player
executing this action may choose acharacter with a level equal to or less thantheir level +1 in their waiting room, and put
it on any position of their stage in the Rest
State ( ).
4.12.2.10.1. The player may put the chosen
character on a stage position that
already has a character on it. In thatcase, in accordance with the rules for
Resolving Multiple Characters (9.6), thecharacter that was already on stage will
be put into the waiting room.
4.12.2.11. Choice Icon ( ): The player
executing this action may choose acharacter with a soul icon ( ) in its trigger
icon in their waiting room, and return it totheir hand or move it to their stock.

― 9 ―5.1. Deck Preparation
5.1.1. Each player prepares their own deck before
the game.
5.1.2. Deck Construction
5.1.2.1. A deck must contain exactly fifty (50)cards.
5.1.2.2. A deck can only contain up to four (4)copies of each card with the same card
name.
5.1.2.2.1. Even if any information other thanthe card name is different, insofar as
two or more cards have the same card
name, they are considered cards withthe same card name, and only up to
four (4) copies of said card can be put
into a deck.
5.1.2.3. A deck must contain eight (8) or lessclimax cards. Furthermore, these cards
must abide by the “up to four (4) copies ofeach card with the same card name” rule,
as stated above (5.1.2.2).
5.1.2.4. If a card has a continuous ability
regarding deck construction, the deckconstruction rules stated above aresubstituted by the relevant card text. Refer
to “Section 8. Play and Resolve Cards
and Abilities” for more details.
5.2. Game Preparation
5.2.1. Before the start of each game, prepare forthe game as follows:
5.2.1.1. Each player presents the deck they will
use for this game to their opponent. The
deck will need to fulfill the Deck
Construction rules (5.1) at this point.
5.2.1.2. Each player adequately shuffles theirdeck. Then, each player may shuffle theiropponent's deck. Then, each player puts
their deck face down on their deck zone.
5.2.1.3. Randomly determine which player goesfirst.
5.2.1.3.1. The determination of the starting
player, cannot be mediated in any way.
The player who is chosen by the
random method, is not allowed todecide which player will be the starting
player.
5.2.1.4. Each player draws five (5) cards fromtheir deck, which forms the initial hand.
Then, beginning from the starting player,
each player chooses any number of cards
in their hand, puts them into their own
waiting room, and draws an equal numberof cards. This can only be performed one
time per player.
5.2.1.5. The starting player begins the game as
the turn player.

Section 6. Game Procedurecharacter is placed on the designatedstage position.
6.5.1.2.2. The turn player can choose an
event card in their hand and play it. The
played event card is put into theplayer’s resolution zone, and then put
into the owner’s waiting room after theeffect has been resolved.
6.5.1.2.3. The turn player can choose to play
any of their valid activated abilities.
6.5.1.2.4. The turn player can choose twostage positions, and exchange thecards placed on those stage positions. If
there are cards in both stage positions,those cards are placed on therespective stage positions
simultaneously. If one of the stage
positions does not have any cards in it,
the card in the other stage position isplaced on the open stage position. If
both stage positions have no charactersin them, nothing happens.
6.5.1.3. When the turn player chooses to do
nothing during their play timing, advance to
the Climax Phase.

6.1. Turn Procedure
6.1.1. During a game, players take turns inprogressing the game as the turn player. The
turn player performs actions in order of phases
stated below. This sequence of phases iscollectively called a turn.
6.2. Stand Phase
6.2.1. The phase in which the turn player stands
characters that they is a master of. This phaseis executed in the order as follows:
6.2.1.1. The Trigger Condition “at the beginningof turn” and “at the beginning of standphase” is fulfilled. A check timing occurs.
6.2.1.2. The turn player stands all of theircharacters on their stage.
6.2.1.3. A check timing occurs. After completing
all necessary actions in this check timing,
advance to the Draw Phase.
6.3. Draw Phase
6.3.1. The phase in which the turn player draws acard from their deck. This phase is executed in
the order as follows:
6.3.1.1. The Trigger Condition “at the beginningof draw phase” is fulfilled. A check timing
occurs.
6.3.1.2. The turn player draws a card.
6.3.1.3. A check timing occurs. After completing
all necessary actions in this check timing,
advance to the Clock Phase.
6.4. Clock Phase
6.4.1. The phase in which the turn player can add
cards to their clock. This phase is executed in
the order as follows:
6.4.1.1. The Trigger Condition “at the beginningof clock phase” is fulfilled. A check timing
occurs.
6.4.1.2. The turn player may choose a card fromtheir hand, and put it into their clock. If they
does so, they draws 2 cards.
6.4.1.3. A check timing occurs. After completing
all necessary actions in this check timing,
advance to the Main Phase.
6.5. Main Phase
6.5.1. The phase in which the turn player canperform several actions. This phase is
executed in the order as follows:
6.5.1.1. The Trigger Condition “at the beginningof main phase” is fulfilled.
6.5.1.2. The turn player gets a play timing (andthe accompanying check timing precedingit). In this play timing, the turn player cando any of the actions stated below, in any
order and any number of times, as long as
the cost can be paid.
6.5.1.2.1. The turn player can choose one of
their stage positions, and play acharacter card from their hand onto thedesignated stage position. The played

6.6. Climax Phase
6.6.1. The phase in which the turn player can place
cards in their climax area. This phase is
executed in the order as follows:
6.6.1.1. The Trigger Condition “at the beginningof climax phase” is fulfilled. A check timing
occurs.
6.6.1.2. The turn player gets a play timing (andthe accompanying check timing precedingit).
6.6.1.2.1. At this time, the only cards that theturn player can play are climax fromtheir hand.
6.6.1.2.2. If the turn player takes any action
during this play timing, they will not get
another play timing. The turn player isallowed to play only one (1) climax
during this step.
6.6.1.3. A check timing occurs. After completing
all necessary actions in this check timing,
advance to the Attack Phase.
6.7. Attack Phase
6.7.1. The phase in which the turn player can
attack their opponent with characters that theyis the master of. Refer to “Section 7. Attack
and Battle” for more details.
6.8. End Phase
6.8.1. The phase in which several actions areresolved at the end of a turn. This phase is
executed in the order as follows:
6.8.1.1. The Trigger Condition “at the end ofturn” is fulfilled. Automatic abilities with thisphrase fulfill the Trigger Condition andenters a Standby Condition. A check timing
occurs.
6.8.1.2. If the number of cards in the turnplayer’s hand exceeds the limit (3.3.3.1),― 10 ―

they must choose cards equal to thenumber of cards exceeding the limit, andput them into their waiting room.
6.8.1.3. If there is a card on the turn player’s
climax area, they puts it into their waitingroom.
6.8.1.4. A check timing occurs. After completing
all necessary actions in this check timing,
all effects that have specified duration of“until end of turn” or “during turn” areinvalidated.
6.8.1.5. At this point, if the number of cards inthe turn player’s hand does not exceed thelimit, there are no automatic abilities orRule Actions to resolve during the checktiming as stipulated in 6.8.1.4, and there
are no “at the end of turn” Trigger
Conditions or any other Trigger Conditionsof automatic abilities that have not yet been
fulfilled, the opponent of the current turnplayer becomes the turn player, and playadvances to the Stand Phase of the next
turn. This turn ends. Otherwise, return tothe beginning of the End Phase.

Section 7. Attack and Battle
7.1. General
7.1.1. In the Attack Phase, the turn player may
perform an attack on their opponent with theircharacters in a Stand State on their center
stage. The Attack Phase progresses byexecuting a sequence of steps beginning fromthe Attack Declaration Step.
7.1.2. The series of steps from the Attack
Declaration Step to the Battle Step (or up to
the Damage Step, if the Battle Step is not
executed) is called the “Attack Sub-Phase”.
7.2. Attack Declaration Step
7.2.1. The step in which the turn player chooses
whether or not to declare an attack, and withwhich character(s). This step is executed in
the order as follows:
7.2.1.1. If this is the first Attack Declaration Stepof this turn, the Trigger Condition “at the
beginning of attack phase” is fulfilled. A
check timing occurs.
7.2.1.2. The Trigger Condition “at the beginningof attack declaration step” is fulfilled. A
check timing occurs.
7.2.1.3. The turn player can perform any of thefollowing.
7.2.1.3.1. Choose one (1) character that isable to attack, and that character
becomes the attacking character for that
attack.
7.2.1.3.1.1 Unless otherwise specified bycard effects which changes whether
a character is able to perform an
attack, any character in a Stand
State on your center stage can bechosen to perform an attack.
7.2.1.3.1.2 During the Attack Phase of thefirst turn of the starting player, if theturn player is already in an Attack
Sub-Phase and wishes to conduct
another Attack Sub-Phase, the turnplayer cannot choose anothercharacter capable of performing an
attack.
7.2.1.3.1.3 If for any reason a character
capable of performing an attack
cannot be chosen, the turn player
cannot choose to perform this action.
7.2.1.3.2. Choose to end the Attack Phase.
At the end of this Attack Sub-Phase,
progress immediately to the encore step.
(7.7)
7.2.1.4. The turn player chooses the type ofattack for the chosen character.
7.2.1.4.1. Direct Attack: If there are no battle
opponent characters facing the chosen
character, the type of attack
automatically becomes a Direct Attack.
The chosen character gets +1 soul until
end of turn.
7.2.1.4.2. Frontal Attack / Side Attack: If
there is a battle opponent character
facing the chosen character, the turn― 11 ―

player chooses either a Frontal Attack
or Side Attack as the type of attack. If a
Side Attack is chosen, and if the level ofthe character facing the chosen
character is more than zero (0), thechosen character gets -X soul until endof turn. X is equal to the level of thecharacter facing the chosen character.
7.2.1.4.3. After the type of attack has beenchosen, even if the character facing thechosen card undergoes any change, thetype of attack and the corresponding
increase or decrease in soul does notchange. For example, if a Side Attack is
declared for a character, even if, for any
reason, the character facing the chosencard returns to its owner’s hand, theattack remains as a Side Attack, as wellas the soul reduction (if any).
7.2.1.5. From this point onwards, for theduration of this Attack Sub-Phase, as longas the chosen character is not moved fromits current zone to another zone, thechosen character becomes the attacking
character, enters the “attacked” state, andis henceforth referred to as the“(direct/frontal/side) attacking character”.
7.2.1.5.1. If a Frontal Attack was chosen, as
long as the character facing theattacking character is not moved fromits current zone to another zone, thatcharacter becomes the defending
character, and is henceforth referred toas the character “that is (being) frontal
attacked”. For the duration of this Attack
Sub-Phase, both the attacking characterand the defending character arereferred to as characters “in battle”. The
attacking character and the defending
character are also referred to as eachother’s “battle opponent”.
7.2.1.5.2. If a Frontal Attack or Side Attack
was chosen, as long as the character
facing the attacking character is not
moved from its current zone to anotherzone, the character facing the attacking
character enters a state of “being
attacked” for the duration of this Attack
Sub-Phase.
7.2.1.5.3. Put the chosen character in the
Rest State ( ).
7.2.1.6. A check timing occurs. After completing
all necessary actions in this check timing,
advance to the Trigger Step.
7.3. Trigger Step
7.3.1. The step in which any additional effects
during the attack of an attacking character arechecked for. This step is executed in the order
as follows:
7.3.1.1. The Trigger Condition “at the beginningof Trigger Step” is fulfilled. A check timing
occurs.
7.3.1.2. The turn player puts the top card of theirdeck face up into the resolution zone,

executes the actions associated with the
Trigger Icon(s) revealed (4.12), and putsthat card face down into their stock. This isreferred to as a “Trigger Check”. If there
are multiple Trigger Icons revealed,
execute all the actions associated with the
Trigger Icons revealed.
7.3.1.2.1. When abilities or effects refer to“this card’s trigger check”, it refers to“the trigger checks performed for thiscard’s attack”. Similarly, when they refer
to “your character’s trigger check”, it
refers to “the trigger checks performed
for your characters’ attacks”.
7.3.1.3. A check timing occurs. After completing
all necessary actions in this check timing, if
the type of attack is a Frontal Attack,advance to the Counter Step. Otherwise,advance to the Damage Step.
7.4. Counter Step
7.4.1. The step in which the opponent of the turnplayer responds to the turn player’s Frontal
Attack. This step is executed in the order asfollows:
7.4.1.1. The Trigger Condition “at the beginningof counter step” is fulfilled.
7.4.1.2. The opponent of the turn player gets aplay timing (and the accompanying checktiming preceding it).
7.4.1.2.1. At this point, the opponent of theturn player is allowed to play only either
event cards or character abilities with
the Counter Icon ( ).
7.4.1.2.2. During this play timing, if the
opponent of the turn player performs
any action, they does not get anotherplay timing. During this step, that player
is allowed to play only one (1) card or
activated ability.
7.4.1.3. A check timing occurs. After completing
all necessary actions in this check timing,
advance to the Damage Step.
7.5. Damage Step
7.5.1. The step in which the opponent of the turnplayer receives damage from the attacking
character. This step is executed in the order
as follows:
7.5.1.1. The Trigger Condition “at the beginningof damage step” is fulfilled. A check timing
occurs.
7.5.1.2. If an attacking character exists, thatcharacter deals damage to the opponent of
the turn player equal to the soul of theattacking character.
7.5.1.2.1. If, for any reason, the soul of theattacking character is zero (0) or less,that attacking character does not deal
any damage. There is no such thing as“deal 0 (or negative) damage”.
7.5.1.2.2. If, for any reason, the attacking
character ceases to exist, or thecharacter’s master is changed, that― 12 ―

attacking character does not deal any
damage.
7.5.1.3. A check timing occurs. After resolving
all necessary actions in this check timing, if
the type of attack is a Frontal Attack,advance to the Battle Step (7.6).
Otherwise, proceed to 7.5.1.4.
7.5.1.4. The Trigger Condition "at the end of theattack” is fulfilled. A check timing occurs.
After resolving all necessary actions in thischeck timing, end this Attack Sub-Phase,and return to the Attack Declaration Step.
7.6. Battle Step
7.6.1. The step in which the battle between afrontal attacking character and thecorresponding defending character is resolved.
This step is executed in the order as follows:
7.6.1.1. The Trigger Condition “at the beginningof battle step” is fulfilled. A check timing
occurs.
7.6.1.2. At this point, if both an attacking
character and a defending character exists,
the power of both characters is comparedagainst each other, and the character withlower power will be put into the Reverse
State ( ). If both characters have equal
power, put both characters into the
Reverse State.
7.6.1.3. If, for any reason, the attacking
character or the defending character
ceases to exist, or either character’smaster is changed, the characters’ powers
are not compared, and neither character is
put into the Reverse State.
7.6.1.4. A check timing occurs. After resolving
all necessary actions in this check timing,
proceed to 7.6.1.5.
7.6.1.5. The Trigger Condition "at the end of theattack” is fulfilled. A check timing occurs.
After completing all necessary actions inthis check timing, end this Attack SubPhase, and return to the Attack Declaration
Step.
7.7. Encore Step
7.7.1. The step in which characters in the Reverse
State ( ) are put into the waiting room. This
step is executed in the order as follows:
7.7.1.1. The Trigger Condition “at the beginningof encore step” is fulfilled. A check timing
occurs.
7.7.1.2. If the turn player has any characters on
their stage in the Reverse State, the turnplayer chooses one (1) of those characters,
puts it into its owner’s waiting room, acheck timing occurs, and after resolving allnecessary actions in this check timing,
executes 7.7.1.2 again.
7.7.1.3. If the non-turn player has any
characters on their stage in the Reverse
State, the non-turn player chooses one (1)of those characters, puts it into its owner’s
waiting room, a check timing occurs, and― 13 ―

after resolving all necessary actions in thischeck timing, executes 7.7.1.2 again.
7.7.1.4. A check timing occurs. After completing
all necessary actions in this check timing, if
there are characters on either players’
stage in the Reverse State, return to
7.7.1.2. Otherwise, advance to the End
Phase (6.8).

8.2.1.2. “Continuous effects” refer to effects thatremain in effect for a specified duration(including “during this game”, for effects
with no specified duration). For example,
effects generated by abilities such as “all of
your characters in front of this card get+500 power” or “this card gets +1 soul until
end of turn” are continuous effects.
8.2.1.3. “Replacement effects” refer to effects
that replace the execution of an existing
situation during the game with theexecution of another situation instead.
8.2.1.3.1. If an ability is written as “if (player)
would do A, do B instead”, the effectgenerated by that ability is a
replacement effect.
8.2.1.3.2. If an ability is written as “if (player)
would do A, (player) may [Choice]instead”, the effect generated by thatability is an optional replacement effect.

Section 8. Play and Resolve Cards and Abilities
8.1. Categories of Abilities
8.1.1. Abilities are divided into three categories:
activated abilities, automatic abilities, andcontinuous abilities.
8.1.1.1. Activated abilities refer to abilities thatcan be executed by a player with a playtiming by paying the cost (8.4).
8.1.1.1.1. On a card, activated abilities are
written as “[(Cost)] (Effect)”. Text
enclosed by [ ] refers to the Cost ofplaying that activated ability, followed bytext that refers to the effect that occurs
as a result of resolving that activatedability.
8.1.1.1.2. “When (player) uses an activatedability” refers to “when (player) finishes
paying the cost for an activated ability”.
8.1.1.2. Automatic abilities refer to abilities thatare automatically played as a result of adesignated situation that occurs during thegame.
8.1.1.2.1. On a card, automatic abilities are
written as “When (Condition),(Effect)”, or “
At the beginning of(Phase or Step), (Effect)” or “At the endof (Phase or Step), (Effect)”. The
situations specified by (Condition) and(Phase or Step) are known as “Trigger
Condition”, and fulfilling a Trigger
Condition is known as “triggering (thatability)” or “activating (that ability)”.
8.1.1.2.2. Instead of being written as “(Text)”, some automatic abilities are
written as “[(Cost)] (Text)”. Thisrefers to an instance where, during theresolution of the automatic ability, a cost
may be paid following the instructions of
the text (8.7.3).
8.1.1.3. Continuous abilities refer to abilities
which remain in effect for the specified
duration that that ability is in effect.
8.1.1.3.1. On a card, continuous abilities are
written as “(Effect)”.
8.1.1.4. The icons that reflect an ability’s
category (,,) are collectively
known as “Ability Category Icons”.
8.2. Categories of Effects
8.2.1. Effects are divided into three categories:“one-shot effects”, “continuous effects”, and“replacement effects”.
8.2.1.1. “One-shot effects” refer to effects that
resolve by executing that action, andending the effect thereafter. For example,
effects generated by abilities such as “drawa card” or “put this character into thewaiting room” are one-shot effects.

8.3. Active Effects and Inactive Effects
8.3.1. Some effects make an effect “active” or“inactive”. If this case, resolve the ability as
follows:
8.3.2. If all or part of an effect becomes inactive
under a specific condition, under said
condition, that part exists as an ability, but noeffects are generated. If that effect required achoice to be made, no choice is made.
8.3.3. If all or part of an effect becomes active
under a specific condition, in the state where
said condition is not fulfilled, that part isinactive.
8.4. Cost and Paying Cost
8.4.1. Some activated or automatic abilities containan action(s) enclosed within [ ] at the
beginning of the text, which are known as thecost of that ability.
8.4.2. “Pay the cost” refers to “execute the action(s)stipulated in the cost”.
8.4.2.1. If there are multiple actions in the cost,
execute the actions in order, starting withthe action closest to the beginning of the
text. However, between the beginning andthe end of paying a cost, refresh resolution(Error! Reference source not found.) andlevel up resolution (9.3) do not occur.
8.4.2.2. If the whole cost (or part thereof) cannot
be paid, absolutely no part of the cost to
play this ability is paid.
8.4.3. If a number enclosed within a circle isindicated in an ability’s cost or text, this refers
to “the master of this card or ability puts X(and only X) cards from their stock into their
waiting room. X is equal to the number
indicated”. Similarly, if card text instructs aplayer to pay a number enclosed within acircle, this refers to “the designated playerputs X (and only X) cards from their stock into
their waiting room”.

― 14 ―

8.5. Check Timing/Play Timing, Abilities, and Effects
8.5.1. When a check timing occurs, the gameadvances in the order as follows:
8.5.1.1. All Rule Actions that must be resolved
at this point are simultaneously resolved. If,
as a result, there are new Rule Actions to
be resolved, this step is repeated insofar
as there are Rule Actions remaining to beresolved.
8.5.1.2. If there are automatic abilities in aStandby Condition that the turn player is amaster of, the turn player chooses one (1)ability among them, plays and resolves it,
and returns to 8.5.1.1.
8.5.1.3. If there are automatic abilities in aStandby Condition that the non-turn player
is a master of, the non-turn player chooses
one (1) ability among them, plays andresolves it, and returns to 8.5.1.1.
8.5.1.4. The check timing ends.
8.5.2. When a player gets a play timing, the gameadvances in the order as follows:
8.5.2.1. A check timing occurs. Resolve thecheck timing.
8.5.2.2. Only at this point does that player get aplay timing. At this point, that player
executes any action that is allowed, orchooses to do nothing. If that player
executes an action, unless otherwise
specified, that player gets another playtiming after this play timing.
8.5.2.3. If the player that gets a play timing
chooses to do nothing, the play timing
ends, and the Phase or Step advances.
8.6. Playing and Resolving
8.6.1. Activated abilities, automatic abilities, andcards in hand need to be played and resolved
to generate its effect. Continuous abilities are
not played, as the effect is always in effect.
8.6.2. A player plays a card or an ability as follows:
8.6.2.1. The player designates an ability, or cardin their hand to play. If what is designatedis a card in their hand (as opposed to an
ability), that card is allowed to be playedand consequently revealed only if both thatcard’s color requirement and level
requirement are fulfilled.
8.6.2.1.1. The color requirement requiresthat the color of the played card be of
the same color of at least one card inthat player’s level or clock. A cardcannot be played if the color
requirement is not fulfilled.
8.6.2.1.1.1 Level 0 characters and level 0
event cards do not need to fulfill thecolor requirement to be played.
8.6.2.1.2. The level requirement requires thelevel of the card being played to beequal to or lower than the number ofcards in that player’s level. A cardcannot be played if the level
requirement is not fulfilled.

― 15 ―

8.6.2.1.2.1 Climax cards do not have tofulfill a level requirement to beplayed.
8.6.2.2. If the card or ability requires the player
to make any choices, they makes thatchoice.
8.6.2.2.1. If what is played is a characterfrom the player’s hand, they chooses
one (1) of their stage positions.
8.6.2.3. If there is a cost for the card to beplayed, the player determines the cost, andpays the cost in full.
8.6.2.3.1. If what is played is a card or an
activated ability, the player pays the
stipulated cost.
8.6.2.3.2. If the player is unable to pay thecost in full, they cannot play that card orability. Players are not allowed to pay
for only a part of a cost.
8.6.2.4. The situation of this card or ability being“played” occurs at this point.
8.6.2.5. Resolve the card or ability.
8.6.2.5.1. If what is played is a character
card, that character is placed on thechosen stage position. If anothercharacter is already on that stage
position, the character that was alreadyon stage will be put into the waiting
room by Rule Action.
8.6.2.5.2. If what is played is an event card,that event card is put on the player’s
resolution zone, and subsequently put
into its owner’s waiting room after theeffect has been executed.
8.6.2.5.3. If what is played is a climax card,that climax card is placed on theplayer’s climax area.
8.6.2.5.4. If what is played is an activatedability or an automatic ability, the effectof that ability is executed.
8.6.3. If a card or an ability states “choose”, duringresolution, the player chooses an appropriatecard(s) or player(s), et cetera, (henceforthreferred to as “targets”) among the choicespresented at the point where the instruction
was given.
8.6.3.1. If the number of choices is specified,
the player must choose as many targets as
possible up to the specified number. If a
player can make a choice, that player is notallowed to not make a choice.
8.6.3.1.1. If the number of choices is
specified by “choose up to”, the player
may choose any number of targets fromzero (0) up to the specified number ofchoices.
8.6.3.1.2. If the number of choices is
specified, but it is impossible to makethat many choices, the player chooses
as many targets as possible, andapplies the relevant effects on thosetargets.
8.6.3.1.3. If the number of choices is
specified, and no targets can be chosen,

no target is chosen. All effects relating
to that target are ignored.
8.6.3.1.4. If the targets are unrevealed cards
in a hidden zone, and if the informationof the card(s) is required to fulfill thecondition(s) of the choice, it is notguaranteed that those cards in thehidden zone possess that information.
Even if there are cards in that zone that
fulfill the condition(s), the player is notallowed to choose those cards.
8.7. Resolving Automatic Abilities
8.7.1. Automatic abilities refer to abilities that are
played during the check timing that occurs as
a result of fulfilling a specified Trigger
Condition(s).
8.7.2. When any automatic ability’s Trigger
Condition(s) is fulfilled, that automatic ability
enters a Standby Condition.
8.7.2.1. When an automatic ability’s Trigger
Condition(s) is fulfilled multiple times, that
automatic ability enters a Standby
Condition an equal number of times.
8.7.3. At the stage when a check timing occurs, theplayer who wishes to play an automatic ability
chooses one (1) of the automatic abilities in aStandby Condition that they is a master of,and plays it. After the played ability is
resolved, one (1) occurrence of that ability’sStandby Condition is extinguished.
8.7.3.1. Players must play all automatic abilities
in a Standby Condition; players are notallowed to choose not to play any
automatic abilities in a Standby Condition.
However, when an automatic ability thatthe player is a master of enters a Standby
Condition multiple times, the player canchoose their order of resolution.
8.7.3.2. If, for any reason, the chosen automaticability in a Standby Condition cannot beplayed, one (1) occurrence of that
automatic ability’s Standby Condition isextinguished.
8.7.3.2.1. If an automatic ability can beplayed upon paying a cost, and a playerchooses not to pay the cost, andconsequently, not play the ability, one(1) occurrence of that automatic ability’sStandby Condition is extinguished.
8.7.4. Some cards possess automatic abilities with
Trigger Condition(s) that are fulfilled uponmoving that card to another zone. This is
known as “zone change Trigger Condition”.
8.7.4.1. Some automatic abilities with zonechange Trigger Condition(s) require theinformation of the card that activated thatability. In that instance, look up theinformation as follows:
8.7.4.1.1. If it is an automatic ability that
requires information from a card when
the card is moved from a public zone toa hidden zone, or from a hidden zone toa public zone, use the information

available when said card is/was in the
public zone.
8.7.4.1.2. If it is an automatic ability that
requires information from a card when
the card is moved from the stage toanother zone, or one that accompanies
a zone change that also changes thecard’s master, use the information
available when said card was on thestage.
8.7.4.1.3. If it is an automatic ability that
requires information from a card when
the card is moved from a public zone toanother public zone (except as outlined
in 8.7.4.1.2), use the information
available in the zone after said card has
moved.
8.7.5. Some effects create automatic abilities which
possess Trigger Conditions that are fulfilled at
a later point in the game. This is known as“timed Trigger Condition”.
8.7.5.1. Timed Trigger Conditions, unlessotherwise specified, fulfill a Trigger
Condition(s) only one (1) time.
8.7.6. Some automatic abilities possess Trigger
Conditions that are fulfilled not when aspecified event occurs, but when a specified
condition is fulfilled (such as “if there are nocards in your hand”). This is known as “state
Trigger Condition”.
8.7.6.1. When the state Trigger Condition is
fulfilled, automatic abilities with state
activation enter a Standby Condition only
one (1) time. After this automatic ability is
resolved, if that ability’s Trigger
Condition(s) is fulfilled, that ability enters aStandby Condition again.
8.7.7. When an automatic ability in a Standby
Condition is played, if the zone of the card thatpossessed that ability is changed, that
automatic ability must still be played. However,if the effect of that automatic ability cannot be
executed as a result of the change in the zoneof the card, that effect fails to resolve.
8.8. Resolving One-Time Effects
8.8.1. When a one-time effect is required to be
executed, the action that is instructed is
executed one (1) time.
8.9. Resolving Continuous Effects
8.9.1. If a card’s information is required when any
continuous effects that require said
information are in effect, the continuous effectis applied on that information in the order asfollows:
8.9.1.1. Information that is written on the card is
the base value.
8.9.1.2. Next, all continuous effects that do notchange the value of the information are
applied.
8.9.1.3. Next, all continuous effects that change
the value of the information are applied.

― 16 ―Example: If a character that has the ability“
Assist All of your characters in frontof this card get +500 power if thatcharacter’s power is 3000 or less.” isbehind Character A (3000 Power),
Character A’s power becomes 3500. With
this, the application of this effect ends.

8.9.2. Continuous effects resulting from Trigger
Conditions other than continuous abilities will
not apply to cards that move from one zone toanother after that ability has been played,
except if they are moved from one stage
position to another.
Example: If, after playing an event with card
text “All of your characters get +1000 power
until end of turn.”, a player plays a characterwith 3000 power from their hand and puts it ona stage position, that character’s power
remains as 3000.

8.9.1.4. If the order of application of Continuous
Effect A and Continuous Effect B is notdetermined by 8.9.1.1 – 8.9.1.3, if theapplication of Effect A affects what Effect B
is applied on or how it is applied, Effect B isan effect that is dependent on Effect A. An
effect that is dependent on any other effectis always resolved after the effect it isdependent on is resolved.
Example: If there is a card with “
Assist All of your characters in front of thiscard get 《Corps》.” and a card with “
Assist All of your 《Corps》 characters infront of this card get “Encore [Put acharacter from your hand into your waitingroom]”.” behind Character A, which is in the
middle position of your center stage,
regardless of the order in which those two
cards were placed, Character A possesses
the Encore ability that is added by Assist.
8.9.1.5. If the order of application of multiple
continuous effects are not determined by
8.9.1.1 – 8.9.1.4, those continuous effects
are applied in the order that they weregenerated.
8.9.1.5.1. If the source of activation of acontinuous effect is a continuous ability,
the time when the card possessing thatability is placed on its current zone is its
fundamental order. However, forcontinuous effects of continuous
abilities belonging to characters that areon a stage position, the time when thatcharacter was placed in its current
stage position from another zone
becomes its fundamental order.
8.9.1.5.2. For all other abilities, the time
when the ability is played is its
fundamental order.
Example: If you have on your center stage,
Character A with 3000 power, and behind ita character with the ability “Assist Allof your characters in front of this card get+500 power.”, Character A’s power
becomes 3500. Under thesecircumstances, if an event card with card
text “Choose one of your characters, andthat character’s power becomes 0 until endof turn.” is played and Character A ischosen as the target of the effect,
Character’s A power becomes 0 until endof turn.

8.9.3. If a continuous effect changes theinformation of a card in a specified zone, thechange is applied on said card the instant it
enters that zone.
8.9.3.1. If the Trigger Condition of an automaticability is a card possessing specified
information entering a specified zone, theinformation is referred to only after thecontinuous effect for that zone has been
applied.
8.10. Resolving Replacement Effects
8.10.1. When a replacement effect is generated, if
there is a situation that would have occurred
otherwise, it does not occur, and is replacedby another situation stated by the replacement
effect.
8.10.1.1. In so doing, the original situation thatwould have resulted otherwise, does notoccur at all due to the replacement effect.
8.10.2. If multiple replacement effects are
generated simultaneously by the same
situation, the player receiving theconsequences of those effects makes thedecision as to which effects are applied first.
8.10.2.1. If the consequence affects a card or
an ability, its respective master makes thedecision.
8.10.2.2. If the consequence affects an action
during the game, the player that executesthat action or the master of the card thatapplies that action makes the decision.
8.10.2.3. For the same situation, eachreplacement effect is applied a maximum of
one (1) time.
8.10.2.4. If there are multiple replacement
effects pertaining to attack types (7.2.1.4),
the turn player’s replacement effect isapplied first, followed by the non-turnplayer’s replacement effect.

― 17 ―

Example: The turn player has a characterwith the ability “
If this card would
attack, you may choose 1 character in youropponent’s back stage, and this card
frontal attacks that character as thedefending character instead.”, while thenon-turn player has a character with “Great Performance (When your opponent
attacks, if this card is in the middle positionof your center stage and not 【REVERSE】,

your opponent frontal attacks this cardinstead)” in the middle position of theircenter stage. In this scenario, thereplacement effect of the turn player is first
applied, followed by the replacement effectof the non-turn player, thus resulting in theturn player’s character frontal attacking thenon-turn player’s character with Great
Performance.
8.10.3. If the replacement effect is a choice-type
replacement effect (“when …, (the player) may…. instead. If they does, do …), if that choicecannot be made, this replacement effect is notapplied.
8.11. Final Information
8.11.1. If an effect references a specified card’s
information and/or State, and if the specified
card is moved from one zone to another(except a movement from one stage position
to another) due to the effect, that effectreferences the information and/or State of thecard as when that card was last in that zone.
8.11.2. If a character in battle performed amovement of zones (including movement fromone stage position to another) after an
automatic ability was triggered but before that
effect resolves, that those characters werebattle opponents before that effect resolved isreferenced as final information for that effect.
8.12. Climax Combo Icon
8.12.1. Immediately after an Ability Category Icon(,,), there may be a Climax
Combo Icon (). This is an icon toindicate that that ability is one that is related toa climax with a specified card name. This icon
has no special meaning in terms of rules perse.

Section 9. Rule Action
9.1. General
9.1.1. “Rule Action” is a collective term referring toa resolution automatically executed inaccordance with the rules when a specified
event has occurred or is occurring during thegame.
9.1.2. Rule Actions are classified as two types:
interrupt type Rule Actions, and check type
Rule Actions.
9.1.2.1. Rule Actions classified as interrupt type
Rule Actions are executed when aspecified condition(s) is met during thegame, suspending all actions being
executed without exception, executing itself
immediately.
9.1.2.1.1. When multiple interrupt type Rule
Actions are to be executed
simultaneously, they are resolved in theorder as follows:
9.1.2.1.1.1 If there are multiple masters of
the card(s) or zone(s) related tothose Rule Actions, the turn player
executes all interrupt type Rule
Actions that are related to their own
cards or zones first, followed by the
non-turn player.
9.1.2.1.1.2 If the same player is required
to execute multiple Rule Actions
related to cards or zones that they isa master of, they chooses which
order to execute those Rule Actionsin.
9.1.2.2. Rule Actions classified as check type
Rule Actions are executed only when aspecified condition(s) is fulfilled during acheck timing. Even if the condition(s) isfulfilled during the resolution of anotheraction, if that condition(s) is not fulfilledduring the check timing, this Rule Action
does not happen.
9.1.2.2.1. When multiple check type Rule
Actions are to be executed
simultaneously, all those Rule Actions
are executed simultaneously.
9.2. Refresh Resolution
9.2.1. The refresh resolution is executed when
there are no cards in a player’s deck. This is
an interrupt type Rule Action.
9.2.2. The player with no cards in their deck
immediately moves all of the cards in their
waiting room to their deck, and shuffles thedeck. Then, that player puts the top card of
their deck into their clock.
9.2.2.1. At the point when there are no cards inthe deck, if there are no cards in that
player’s waiting room, that player is in the
middle of a damage process, and there are
no climax in that player’s resolution zone,that player loses the game immediately
instead. Otherwise, the resolution of therefresh resolution ends instead. In thiscase, a new refresh resolution will not be― 18 ―

performed until there are cards in thewaiting room when there are no cards inthe deck.
9.2.3. Refresh resolutions are not resolved during
the period from the beginning to the end of thepayment of a cost (8.4.2).
9.2.4. The execution of a refresh resolution is also
known as “refresh(ing)” in card texts and rules,
et cetera.
9.3. Level Up Resolution
9.3.1. The level up resolution is executed when thenumber of cards in a player’s clock is seven(7) or more. This is an interrupt type Rule
Action.
9.3.2. The player with seven (7) or more cards intheir clock chooses one (1) card from theseven (7) cards from the bottom of their clock.
The chosen card is moved to their level, andthe remaining six (6) cards are moved to theirown waiting room in any order.
9.3.3. A level up is not resolved from the beginningto the end of the payment of a cost (8.4.2).
9.4. Losing Verdict Resolution
9.4.1. At the beginning of a Rule Action, if any
player fulfills any of the losing conditions
stipulated below, all players that fulfill thelosing condition lose the game. This is a checktype Rule Action.
9.4.1.1. If a player has four (4) or more cards intheir level, that player fulfills a losing
condition of the game.
9.4.1.2. If a player has no cards in their deckand their waiting room, that player fulfills alosing condition of the game.
9.5. Resolution of Character with Insufficient Power
9.5.1. If a character’s power is zero (0) or lower,that character is moved to the waiting room ofthat character’s owner. This is a check type
Rule Action.
9.6. Resolution of Illegal Cards in Zones
9.6.1. If a non-character card is on a stage position,
or a non-climax card is in the climax area, it isput into its owner’s waiting room. This is acheck type Rule Action.
9.6.2. When multiple characters are placed on astage position, or when multiple climax cards
are placed on a climax area, all of those cards
on that zone, other than the card that wasplaced last, are put into their owner’s waiting
room. This is a check type Rule Action.
9.6.2.1. If there are multiple cards that wereplaced last, all those cards are put into
their owner’s waiting room.
9.7. Resolution of an Unaffiliated Marker
9.7.1. If, for any reason, a marker area has cards init while its corresponding stage position has no
characters on it, all cards in that marker area
are put into their respective owner’s waiting
room. This is a check type Rule Action.

Section 10. Keywords and Keyword Abilities
10.1. Alarm
10.1.1. Alarm is a Keyword referring to an ability
with “if this card is the top card of your clock, aspecified ability is present, or a specified
effect’s Trigger Condition is fulfilled” in its
effects. This Keyword is not an ability per se,
and has no meaning in terms of effects.
10.1.2. All abilities written as “(Ability CategoryIcon) Alarm (Text)” are Keyword Abilities
possessing the Keyword “Alarm”.
10.2. Encore
10.2.1. Encore is an automatic Keyword Ability
where the Trigger Condition is a card being
put from the stage to the waiting room.
10.2.2. “Encore [(Cost)]” refers to “[(Cost)] When
this card is put into your waiting room from thestage, you may pay the cost. If you do, put thiscard on the stage position it was in
immediately before this in the Rest State.”.
10.2.3. Unless otherwise specified, all characterspossess the ability “Encore [③]”.
10.2.4. “When (player) use this card’s Encore”
refers to “when (a specified character) is
placed on the stage from the waiting room by
the effects of Encore”.
10.3. Assist
10.3.1. Assist is a continuous Keyword Ability with
an effect that has its Trigger Condition fulfilled
when a character possessing that ability isplaced on the back stage.
10.3.2. “Assist (Text)” refers to “Insofar as thischaracter is placed on the back stage, theeffect of (Text) is an active effect.”.
10.4. Bond
10.4.1. Bond is an automatic Keyword Ability thatallows a player to return a specified characterfrom their waiting room to their hand upon
paying a cost when that card is placed on thestage by playing it.
10.4.2. “Bond/“(English Card Name)” [(Cost)]”refers to “When this character is played andplaced on the stage, you may pay (Cost). If
you do, choose a card named “(English Card
Name)” in your waiting room, and return it toyour hand.”.
10.4.2.1. If the English Card Name section has
multiple card names such as ““(English
Card Name A)””(English Card Name B)””,you may choose 1 card in your waiting
room with a card name that corresponds toeither of the listed card names and return it
to your hand.
10.5. Backup
10.5.1. Backup is an activated Keyword Ability thatallows the opponent of the turn player to playa card possessing this ability in their handduring the Counter Step of that Attack SubPhase when one of their characters is frontal
attacked.

― 19 ―

10.5.2. “Backup (X), Level (Y) [(Cost)]” refers to“[(Cost)] Choose a defending character thatyou are a master of. That character gets +X
power until end of turn. This ability can only beplayed on your opponent’s Counter Step ifyour level is (Y) or higher.”.
10.5.3. “When (player) uses “Backup”” refers to“when (player) finishes paying the cost for a“Backup” ability”.
10.6. Great Performance
10.6.1. Great Performance is a continuous
Keyword Ability that restricts a player’s
opponent’s attacks when the character thatpossesses that ability is on a specified stage
position.
10.6.2. “Great Performance” refers to “Insofar as
this character is on the middle position of yourcenter stage, and is not in the Reverse State,when any of the characters that your opponent
is a master of attacks, the attacking character
Frontal Attacks this character as though it
were the defending character.”.
10.7. Brainstorm
10.7.1. Brainstorm is a Keyword referring to thefollowing chain of actions, “flip over a specified
number of cards from the top of your deck, put
those cards into your waiting room, andreference the information of those cards”, ofwhich the effect can be found in events orabilities. This Keyword is not an ability per se,
and has no meaning in terms of effects.
10.7.2. All effects of events are written as“Brainstorm (Effect)” and all abilities written
as “(Ability Category Icon) Brainstorm (Text)”
possess the Keyword “Brainstorm”.
10.7.3. When a player moves cards from the top of
their deck into their waiting room under theeffect of a card possessing the Keyword“Brainstorm”, after the specified number ofcards have been moved to the resolution zone
once, all of those cards are simultaneously
moved to the waiting room.
10.7.4. “When (player) uses “Brainstorm”” refers
to “when (player) has put the cards that were
flipped over for the resolution of “Brainstorm”
into the waiting room, while resolving theeffect of an event card or ability thatpossesses the Keyword “Brainstorm””.
10.8. Change
10.8.1. Change is a Keyword referring to an ability
that accompanies the execution of the action“when a character that possesses this ability is
put into a specified zone, put a specified
character in that specified zone into theoriginal character’s zone” or “exchange thecharacter possessing this ability and a
specified character in a specified zone” in its
effect. This Keyword is not an ability per se,
and has no meaning in terms of effects.
10.8.2. All abilities written as “(Ability CategoryIcon) Change (Text)” are abilities possessing
the Keyword “Change”.

10.8.3. When a character possessing Change isexchanged with a specified character in a
specified zone, if during this ability’s
resolution, the character possessing this ability
is moved from one zone to another other thanfrom one stage position to another, or if thespecified card does not exist in the specified
zone, the exchanging of characters is not
executed.
10.8.4. “When this card is placed on the stage by a
“Change” effect” refers to “When you play an
ability that possesses the Keyword “Change”,
placing this card on the stage from a zone
other than the stage by that effect”.
10.8.5. “When (player) uses “Change”” refers to“when a character is placed on the stage fromany zone by a “Change” effect”.
10.9. Memory
10.9.1. Memory is a Keyword referring to an ability
with “reference the number of cards, et cetera,in your memory, and execute a resolution” in
its effect, or an ability that is possessed by acard when it is in the memory. This Keyword is
not an ability per se, and has no meaning interms of effects.
10.9.2. All abilities written as “(Ability CategoryIcon) Memory (Text)” or abilities of event
cards written as “Memory (Text)” are abilities
possessing the Keyword “Memory”.
10.10. Experience
10.10.1. Experience is a Keyword referring to an
ability with “reference the number of cards, etcetera, in your level, and execute a resolution”
in its effect, or an ability that is possessed by acard when it is in the level. This Keyword is
not an ability per se, and has no meaning interms of effects.
10.10.2. All abilities written as “(Ability CategoryIcon) Experience (Text)” or abilities of event
cards written as “Experience (Text)” areabilities possessing the Keyword“Experience”.
10.11. Shift
10.11.1. Shift is an automatic Keyword Ability thatallows a player to exchange a card in theirclock and a card in their hand, at the start of
the Main Phase.
10.11.2. “Shift, Level (Number)” refers to “At the
beginning of your main phase, if this card is inyour clock, and your level is (Number) or
higher, you may choose this card and a card inyour hand of the same color, and exchange
them.”.
10.11.3. When cards are exchanged by Shift,
exactly two (2) cards – the card possessingthat ability and the card in your hand – must
be chosen.
10.11.3.1. During the resolution of Shift, if, for
any reason, the card possessing that ability
cannot be chosen, players are not allowed
to choose to exchange cards.

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10.11.3.2. During the resolution of Shift, if theplayer does not have a card of the samecolor in their hand, that player is notallowed to choose to exchange cards.
10.11.4. “When (player) uses “Shift”” refers to“when a card in (player’s) clock and hand are
exchanged by a “Shift” effect”.

(Character B) as markers, and shuffle yourdeck.".
10.14.1.1.1. If, for any reason, Character B is
not put on the stage, since the portion"put Character B on this card's stage
position, put this card and all markers
underneath this card face up in any
order underneath Character B as
markers" is not executed, the executionof the effect ends in the state where
Character A is put as a marker of thecharacter possessing the Fusion ability.
Even in this case, the deck must be
shuffled.
10.14.1.1.2. If the character possessing the
Fusion ability already has markers,
those markers also become markers ofCharacter B.
10.14.1.1.2.1 If Character A has any
markers, they are put into theowner's waiting room at the instancewhen the cost is paid (3.7.3.2).
Those markers do not becomemarkers of the character possessing
the Fusion ability or of Character B.
10.14.2. All abilities written as "Fusion (Text)"
are abilities possessing the Keyword"Fusion".
10.14.3. "When (player) uses "Fusion"" refers to "when a character is placed on the stage fromany zone by the effect of an ability thatpossesses the Keyword "Fusion"".

10.12. Accelerate
10.12.1. Accelerate is a Keyword referring to an
ability that accompanies the execution of theaction “put a card into your clock” in its cost.
This Keyword is not an ability per se, and has
no meaning in terms of effects.
10.12.2. All abilities written as “(Ability CategoryIcon) Accelerate (Text)” are abilities
possessing the Keyword “Accelerate”.
10.12.3. “When (player) uses “Accelerate”” refers
to “when (player) finishes paying the cost for
an ability that possesses the Keyword“Accelerate””.
10.13. Resonate
10.13.1. Resonate is a Keyword referring to an
ability that accompanies the execution of theaction “reveal a specified card in your hand” inthe cost or effect of a card or ability. This
Keyword is not an ability per se, and has no
meaning in terms of effects.
10.13.2. All abilities written as “(Ability CategoryIcon) Resonate (Text)”, and event cards
written as “Resonate (Text)”, are considered
to possess the Keyword “Resonate”.
10.13.3. “When (player) uses “Resonate”” refers to
one of the following.
10.13.3.1. If a card or ability with Resonate has
the revealing of a specific card as a cost,“Resonate” is considered as having beenused when the cost to play that card orability is paid.
10.13.3.2. If a card or ability with Resonate
does not have the revealing of a specificcard as a cost, and has a paragraph with
“Resonate” written at its start within thetext, “Resonate” is considered as having
been used when the cards specified for the“you may reveal” action are revealed as
specified.
10.14. Fusion
10.14.1. Fusion is a Keyword referring to an
activated ability where the character with thatability and another specified character(s) are
put as markers, and a specified character(s) is
put on the stage. This Keyword is not an ability
per se, and has no meaning in terms ofeffects.
10.14.1.1. Usually, this ability refers to"[Put (Character A) from your stage
face up underneath this card as a marker]
Search your deck for up to one (CharacterB), put it on this card's stage position, put
this card and all markers underneath thiscard face up in any order underneath10.15. Sunder
10.15.1. Sunder is a Keyword Ability where, at theend of a character's attack (7.6.1.5), thatcharacter's marker is put on the stage as a
new character, and all other characters up tothat point are put as markers.
10.15.2. "Sunder/"(English Card Name)" [(Cost)]"refers to "At the end of the attack, if this card
was the attacking character, you may pay thecost. If you do, choose a card named (English
Card Name) among the markers underneath
this card, and one of your stage positions. Put
that chosen card, with this card and all cards
not chosen as markers, on the chosen stage
position.".
10.15.3. The character put on the stage position by
Sunder is a separate, new character from theone possessing the Sunder ability. All effects
and statuses applied on the character
possessing the Sunder ability are notcontinued.
10.15.3.1. Unless otherwise specified by aneffect, characters put on the stage position
by Sunder are put in the Stand State ( ).
10.15.4. At the instance when the cost is paid, if
there is no marker with the specified English
Card Name underneath the character
possessing the Sunder ability, all effects ofSunder after that point are not resolved. The
character possessing the Sunder ability isalso not moved to the chosen stage position.

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Section 11. Miscellaneous
11.1. Infinite Loops
11.1.1. When executing a resolution, it is possiblethat some actions may be executed
indefinitely, or a player is forced to execute an
action indefinitely. This is known as an “infinite
loop”, and the sequence of actions from thestart of an infinite loop until it goes back to its
original point are known as “loop actions”. In
this instance, do as follows:
11.1.1.1. During that sequence, if both players
are unable to stop that infinite loop, thegame ends in a draw.
11.1.1.2. During that sequence, if only one
player is given the choice of terminatingthat infinite loop, that player declares how
many times to repeat this infinite loop,
executes the infinite loop for only that
number of times, and stops the infinite loopby executing the choice that will stop theinfinite loop. After this, if the current statusis exactly the same as before the infinite
loop began (that is, every card in every
zone is exactly the same), except whenforced to by automatic abilities, et cetera,
players are not allowed to choose thisinfinite loop again.
11.1.1.3. During that sequence, if both players
are given the choice of terminating that
infinite loop, first, the turn player declares
how many times to repeat this infinite loop,
then, the opponent of the turn player
declares how many times to repeat thisinfinite loop. Then, the player who declared
the smaller number of repetitions executes
the infinite loop for only that number oftimes, and stops the infinite loop byexecuting the choice that will stop thecurrent infinite loop. After this, if the current
status is exactly the same as before theinfinite loop began (that is, every card inevery zone is exactly the same), except
when forced to by automatic abilities, etcetera, the player who declared the larger
number is not allowed to choose thisinfinite loop again.
11.2. Actions that Merit an Additional Turn
11.2.1. Some effects allow a player to take an
additional turn. If there is such an effect, at the
instance when play advances from an End
Phase to a new turn (6.8.1.5), the opponent of
the current turn player does not becomes the
new turn player, and the specified player
becomes the turn player.
11.2.2. If multiple actions allow a player to take an
additional turn, the turn player chooses one (1)of the very last effects to be generated among
them, and applies it. All other effects allowing
additional turns are postponed until the nextturn.

11.3. Replay Command
11.3.1. Certain cards have a Replay Command
attached to their abilities and/or effects.
11.3.1.1. Replay Command refers to the words
below the Card Text enclosed in a green
border and beginning with a Replay Icon().
11.3.1.2. Replay Commands are written as"(Replay Action) (Replay
Effect)". The Replay Action is written in red
text.
11.3.1.3. The contents of a Replay Commandcannot be executed by any means otherthan resolution as dictated by 11.3.2.
11.3.2. Cards possessing a Replay Command
have resolutions written in red text within theeffect outside of the Replay Command. When
resolving the portion of red text by means of
the effect, the Replay Effect of that Replay
command is executed.
Example: If there is a card with "Whenthis card is placed on the stage, Play aGame.", and that card's Replay Command is"Play a Game Draw 1 card.", when
this card is placed on the stage, that playerdraws 1 card from their deck.
11.4. Effects that progress directly to a specified
Phase or a Step
11.4.1. Some cards have effects that instruct theplayer to halt the current Phase or Step and toprogress to a specified Phase or Step. In thiscase, resolve the effect as follows:
11.4.1.1. If there is a continuous effect that will
expire at a point between the current
Phase or Step and the specified Phase or
Step to be progressed to, that effect ends.
11.4.1.2. If the current Phase or Step is not the
specified Phase or Step, move directly tothe specified Phase or Step without
proceeding through the respective checktimings. The Phases or Steps between thecurrent and the specified ones are skipped
over, and effects that originally would havebeen executed and resolved are notexecuted.
11.4.1.3. If there exist check type Rule Actions
and automatic abilities in Standby
Condition to be completed, they are to becompleted or played in the check timingthat occurs in the specified Phase or Step
that is moved onto.

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 Addition of 10.4.2.1
 Addition of 10.5.3
 Addition of 11.4
 Addition of 11.4.1
 Addition of 11.4.1.1
 Addition of 11.4.1.2
 Addition of 11.4.1.3

Changelog
December 5, 2017; v2.00
 Revamp of comprehensive rules, including:o Consistent Wordingo Wording that reflects modern card text
o Wording that conveys more accurate
meaningo Diagrams and symbols, where necessaryo Better formatting that increases clarity
 Changelog started
June 12, 2018; v2.01, b 3.12.2.2. Corrected an error in the rules.
 4.10.1.3. Corrected an internal reference to asection of the comprehensive rules.
 7.5.1.3. Replaced with 7.5.1.3 and 7.5.1.4 to clarify
certain gameplay situations.
 7.6.2. Replaced with 7.6.1.4 and 7.6.1.5 to clarify
certain gameplay situations.
 10.14. Added the Keyword Ability Fusion.
 10.15. Added the Keyword Ability Sunder.
October 19, 2018; v2.02
 3.9.2. Expanded to accommodate recent releases.
 3.9.3. Expanded to accommodate recent releases.
 4.8.2. Reworded to reflect card text.
 4.9.2. Reworded to reflect card text.
February 13, 2019; v.2.03
 Dissolved the "Special Notice" section.
 1.3.1.1. Moved from the dissolved "Special Notice"section.
 1.3.2. Moved from the dissolved "Special Notice"section.
 2.1.1.3. Added in preparation for upcoming
releases.
 2.1.2. Edited in preparation for upcoming releases.
 3.2.3. Reworded for greater clarity. Consolidated
the details of 4.7, 4.8, 4.9.
 7.2.1.6. Added in the timing for the activation of an
Trigger Condition.
 8.2.1.3.1. Corrected an error in the rules.
 8.2.1.3.2. Corrected an error in the rules.
 11.3. Added information regarding the Replay
Command.
February 28, 2020; v.2.04
 Revamp of comprehensive rules, including:o Consistent Wordingo Wording that reflects modern card text
o Wording that conveys more accurate
meaningo Better formatting that increases clarity
 Dissolved 1.3.2
 Addition of 3.1.5.1.1
 Addition of 3.11.3
 Addition of 3.11.3.1
 Addition of 4.12.2.8.1
 Addition of 7.2.1.3.1.1
 Addition of 7.2.1.3.1.2
 Addition of 7.2.1.3.1.3
 Addition of 8.10.2.4
 Addition of 10.2.4

July 3, 2020; v.2.05
 Addition of 4.12.2.11
November 26, 2021; v.2.06
 2.1.2.2. Updated criteria for referencing partial card
names.
 2.12.2.3 Expanded definition of valid abilities.
 2.19. Added definition for referencing information.
 3.2.3. Expanded process for handling cards on the
top of the deck to apply to the bottom of the deck.
 3.6.6. Added definition for handling illegal cards onstage positions.
 3.11.3. Updated definition for handling illegal cards
in the climax area.
 7.3.1.2.1. Added definition of trigger checks.
 8.1.1.1.2 Updated definition of using activatedabilities.
 9.6.1. Updated definition of rule action regarding
illegal cards
 10.5.3. Updated definition of using “Backup”.
 10.7.4. Updated definition of using “Brainstorm”.
 10.8.5. Updated definition of using “Change”.
 10.11.4. Updated definition of using “Shift”.
 10.12.3. Updated definition of using “Accelerate”.
 10.13.3. Updated definition of using “Resonate”.
 10.14.3. Updated definition of using “Fusion”.
 Minor updates to writing style.
August 1, 2022; v.2.07
 Clarified resolution of shuffling of face down cards
in memory.
 Clarified timing when cards and abilities are“played”.
 Clarified referencing of battle opponent’s
information.
 Changed steps for refresh resolution to add thecard to clock immediately after reshuffling.
 Updated timing for “when (player) uses Resonate”
The most recent changes have been reflected in red text.

― 23 ―