ONE PIECE CARD GAMECOMPREHENSIVE RULES
Ver. 1.1.3

zero cards, that player fulfills the corresponding loss
condition.

1-2-3. If both players simultaneously fulfill loss conditions, the game

Last update: 1/20/2023

is a draw.

1-2-4. Either player may resign during the game at any time of their
liking. A surrendering player instantly loses, and the game

Table of Contents

ends.
Comprehensive Rules

1-2-5. The act of resigning is not affected by any cards. Players can

1. Game Overview

never be forced to resign due to card effects, and loss by

2. Card Information

resignation is not subject to any replacement effects.

3. Game Areas

1-2-6. Some card effects can make a player win or lose the game.

4. Basic Game Terms

In such cases, that player wins or loses during that

5. Game Preparation

processing, and the game ends.

6. Game Progression

1-3. Fundamental Principles

7. Card Attacking and Battle

1-3-1. Any text written on cards that conflicts with the

8. Activating and Resolving Effects

Comprehensive Rules is prioritized over the rules.

9. Rule Processing10

1-3-2. If a player is requested to perform an impossible action for

10. Keyword Effects and Keywords

some reason, that action is not carried out. Similarly, if an

11. Othereffect requests that a player carry out a certain number ofactions and some of those actions are not fully possible, that
player must perform as many of the requested actions as

Comprehensive Rules

possible.

1. Game Overview

1-3-2-1. If an existing object is requested to be changed to1-1. Number of Players

some state but is already in that state, the object does

1-1-1. This is a two-player competitive game. There are currently no

not again switch to that state. Instead, the action itself

official rules for games with any other number of players.

is not carried out.

1-2. Winning and Losing the Game

1-3-2-2. If a player is requested to carry out some action zero

1-2-1. The game ends when either player loses the game. If a

or a negative number of times for some reason, that

player’s opponent loses the game, and that player did not,action is not carried out. Conducting a certain action

they win the game.

a negative number of times does not imply carrying

1-2-1-1. The two loss conditions are as follows:

out the opposite action.

1-2-1-1-1. Your life reaches zero cards and your Leader

1-3-3. If a card effect instructs a player to carry out a certain action,

sustains damage.

but there is an active effect prohibiting that action, that effect

1-2-1-1-2. Your deck reaches zero cards.

is prioritized and the action is not carried out.

1-2-2. If either player fulfills a loss condition, that player loses the

1-3-4. If multiple players are simultaneously requested to make agame the next time rules processing is performed. (See 9.

choice for some reason, the turn player makes their choice

Rule Processing.)

first. The non-turn player chooses after that.

1-2-2-1. During the game, if either player’s life reaches zero cards

1-3-5. If a player must choose a number due to card effects or rules,

and then that player’s leader sustains damage, that player

the number must be an integer greater than or equal to 0

fulfills the corresponding loss condition.

unless otherwise specified. Numbers that include fractions

1-2-2-2. During the game, if either player’s deck reaches

less than 1 and negative numbers can’t be chosen.

11-3-5-1. If cards or rules indicate a maximum number such

2-2-3. Leader cards are placed in the Leader Area.

as “up to,” the player can choose 0 unless a minimum

2-2-3-1. If card text refers to a “Leader” or “Leader card,” itnumber is specified.

means a Leader card in a Leader Area.

1-3-6. If a card effect rewrites information on a card, unless

2-2-4. Character cards are placed in the Character Area.
2-2-4-1. If card text refers to a “Character,” it means aotherwise specified or there are rule definitions to thecontrary, numbers on a card can’t include fractions less thanCharacter card in a Character Area.

1. If the numbers (other than power) reach negative values,

2-2-4-2. If card text refers to a “Character card,” it means awith the exception of situations where numbers are either

Character card that is somewhere other than aadded or subtracted, they are treated as 0.

Character Area.

1-3-7. Power can become a negative value.

2-2-5. The effects of Event cards can be activated by trashing such

1-3-7-1. Even if the power is changed to a negative value,

cards from your hand.

unless otherwise specified, that card can’t be moved,

2-2-5-1. If card text refers to an “Event” or “Event card,” it

including trashing it.

means an Event card.

1-3-8. Unless otherwise specified, card effects are resolved in the

2-2-6. Stage cards are placed in the Stage Area.
2-2-6-1. If card text refers to a “Stage,” it means a Stage card.

order they are described on the card.

2-2-6-2. If card text refers to a “Stage card,” it means a Stage

1-3-9. If card effects instruct a player to carry out actions in a waythat would switch a card to rested and active simultaneously,

card that is somewhere other than a Stage Area.

2-3. Colors

the effect requiring the switch to rested always takes priority.

2-3-1. This card’s color. Card text sometimes refers to card colors.

1-3-10. Costs and activation costs
1-3-10-1. Cost refers to the cost paid when playing a card.

2-3-2. All cards have a color, which is shown by the filled-in portion

The cost is the number at the upper left of each card.

of the hexagon at the lower left of the card.

2-3-3. There are six colors: red, green, blue, purple, black, and(See 6-5-3-1.)

1-3-10-2. Activation cost refers to the cost necessary toyellow.

2-3-3-1. The hexagon shows red at the upper right, green at

activate a card effect. (See 8-3.)

the right, blue at the lower right, purple at the lower

2. Card Information

left, black at the left, and yellow at the upper left.

2-1. Card Name

2-3-4. Some cards have multiple colors, such as red and blue or

2-1-1. This card’s proper name.

green and purple.

2-1-2. Some text will indicate nouns with “” without specifying what

2-3-5. Cards that have the colors red and green are treated askind of information it is. Such text refers to card names.

though they have both.

2-1-2-1. Some text will indicate part of a card name with 『』.

2-3-6. Cards with multiple colors are sometimes referred to as

Such text refers to cards with names that include themulticolor cards in card text.

text within 『』.

2-4. Types
2-4-1. This card’s types. Some card text refers to types.

2-1-3. As an exception, some text indicates that cards gain card

2-4-2. Some cards have multiple types. Multiple types are listed withnames. In such cases, the cards are treated as originallyhaving these names, and this is valid even during deck/.

2-4-3. Some text will indicate nouns with 《》 without specifying

construction and when the cards are in secret areas.

2-2. Card Category

what kind of information it is. Such text refers to cards with

2-2-1. This card’s category.

those types.

2-4-3-1. Some text will indicate part of a type with 『』. Such

2-2-2. There are five categories of cards: Leader cards, Character
cards, Event cards, Stage cards, and DON!! cards.

text refers to cards with types that include the text2within 『』.

2-8-3. Effects are executed in order starting at the beginning of the

2-4-4. As an exception, some text indicates that cards gain types. In

text.

such cases, the cards are treated as originally having these

2-8-4. Some text includes detailed explanations of keyword effects

types, and this is valid even during deck construction andor card effects in parentheses. The purpose of such text,

when the cards are in secret areas.

which is called notes, is to explain effects.

2-5. Attributes

2-8-4-1. Notes have no effect on gameplay.

2-5-1. This Character card’s attribute. Card text sometimes refers to

2-8-4-2. As an exception, some effects are described in

attributes.

parentheses to make them easier to understand.

2-8-5. Some text will refer to cards that have no card text as “(cards)

2-5-2. Only Leader cards and Character cards can have attributes.

with no effects to begin with.”

2-5-3. Some text will specify attributes in parentheses. Such text

2-9. Life

refers to cards with those attributes.

2-9-1. This Leader card’s life value.

2-5-4. As an exception, some text indicates that cards gain
attributes. In such cases, the cards are treated as originally

2-9-2. At the start of the game, place a number of cards equal tohaving these attributes, and this is valid even during deck

your Leader card’s life from the top of your deck face-down

construction and when the cards are in secret areas.

in your Life Area. Do not look at these cards.

2-6. Power

2-9-2-1. At this time, place the cards so that the top card of

2-6-1. This card’s power in battle. (See 7. Card Attacking andyour deck becomes the bottom card of your life.

2-9-3. Only Leader cards have life.

Battle.)2-6-2. Only Leader cards and Character cards have power.

2-10. (Icon) Counter2-7. Cost

2-10-1. This Character card effect can be activated during the2-7-1. This is the cost necessary to play this card from a player’s

Counter Step and indicates the value by which the power ishand. (See 6-5-3-1.)

increased.

2-7-2. To play a Character card from your hand, first reveal the card

2-10-2. Only Character cards can have (Icon) Counters.
2-11. [Trigger]

you want to play, choose a number of active DON!! cards in

2-11-1. An effect that can be activated instead of adding a card fromyour Cost Area equal to the cost of the card to be played, rest
them, and then play the revealed card.

your life to your hand when damage is sustained.

2-7-3. To activate an Event card from your hand, first reveal the card

2-11-2. [Trigger] is part of the card text.

you want to activate, choose a number of active DON!! cards

2-12. Copyright Noticein your Cost Area equal to the cost of the card to be activated,

2-12-1. This card’s copyright notice. This has no effect on gameplay.

rest them, and then trash the revealed card and activate it.

2-7-4. To play a Stage card from your hand, first reveal the card you

2-13. Rarity
2-13-1. This card’s rarity. This has no effect on gameplay.

want to play, choose a number of active DON!! cards in your2-14. Card Number

Cost Area equal to the cost of the card to be played, rest them,2-14-1. This is referred to when preparing the game.

and then play the revealed card.

2-14-2. When preparing the game, a player’s deck can only include

2-7-5. Only Character cards, Event cards, and Stage cards have a
cost.

up to 4 copies of a card with the same card number.

2-14-3. This card’s number. Some card text will refer to this.

2-8. Card Text
2-8-1. This card’s special effect.

2-15. Block Icon

2-8-2. Unless otherwise specified, the effects (card text) of Leader

2-15-1. The block to which this card belongs. This has no effect on

cards, Character cards, and Stage cards are only valid in the

gameplay.

2-16. Illustration

Leader Area, Character Area, or Stage Area.

3

2-16-1. This card’s illustration. This has no effect on gameplay.

3-2-4. If a player is requested to shuffle their deck, they must

2-17. Illustrator Namerandomly change the order of the cards of their deck.

2-17-1. The name of the illustrator who created this card’s

3-3. DON!! Deck Area
3-3-1. Place your DON!! deck here at the start of the game.

illustration. This has no effect on gameplay.

3-3-2. The DON!! Deck Area is an open area. The cards in this area
3. Game Areas

are placed face-down, and either player can check the

3-1. Areas

contents or order of these cards. They can also change the3-1-1. The term area refers to the Deck Area, DON!! Deck Area,

order.

3-3-3. If multiple DON!! cards in a DON!! deck are to simultaneously

hand, trash, Leader Area, Character Area, Stage Area, Cost
Area, and Life Area.

move between areas, move the cards one by one.

3-1-2. The Leader Area, Character Area, Stage Area, and Cost Area

3-4. Hand
3-4-1. This is the area where each player keeps the cards they drew

are sometimes collectively referred to as areas.

3-1-3. Unless otherwise specified, both players possess one of eachfrom their deck.

3-4-2. The hand is a secret area as far as the opponent is concerned,area.

3-1-4. The number of cards in each area is open information, andbut you can freely view the contents and change the order of

each player can check these numbers whenever they want

the cards in your hand.

3-4-3. Players can’t view the contents of cards in the other player’s

to.

3-1-5. Cards in some areas are revealed to both players while

hand unless otherwise specified.

3-5. Trashothers are not. Areas with revealed cards are called open

3-5-1. KO’d Character cards, activated Event cards, etc. are placed

areas while areas with hidden cards are called secret areas.

3-1-6. When cards move from the Character Area or Stage Area toin this area.

a different area, they are regarded as new cards in those new

3-5-2. The trash is an open area. The cards in this area are placed

areas (unless otherwise specified). Effects that were active

face-up, and either player can freely check the contents ofon those cards in the original area are not carried over to thethese cards. You can also freely change the order of yournew area.

trash. In general, cards placed in this area are placed on top

3-1-7. If multiple cards are to be placed in a certain areaof the cards that are already there.

3-6. Leader Area

simultaneously, the order in which they are placed into that

3-6-1. At the start of the game, place your Leader card in this area

area is decided by the owner of those cards unless otherwise
specified.

with its front side facing up.

3-1-8. When the owner of multiple cards can decide the order of

3-6-2. The Leader Area is an open area.

cards being placed into a secret area from an open area,

3-6-3. A card placed in the Leader Area that is treated as a Leader

players other than the owner of the cards can’t confirm the

can’t be moved from the Leader Area via any card effects ororder those cards were placed into the secret area.

rules, and it does not leave the Leader Area under any

3-2. Deck Area

circumstances.

3-2-1. Place your deck here at the start of the game.

3-7. Character Area

3-2-2. The Deck Area is a secret area. The cards in this area are

3-7-1. Place your Character cards in this area.
3-7-2. The Character Area is an open area. Cards are placed face-

placed face-down, and—unless otherwise specified—neither
player can check the contents or order of those cards, nor

up in this area.

3-7-3. Placing a Character card in the Character Area is referred to

can they change their order.

as “playing” it.

3-2-3. If multiple cards in a deck are to simultaneously move

3-7-4. Unless otherwise specified, Character cards cannot attack

between areas, move the cards one by one.

4

during the turn on which they are played.

3-7-5. Unless otherwise specified, cards are placed in the Character

4. Basic Game Terms
4-1. Effects

Area active.

3-7-6. Up to 5 Character cards can be placed in the Character Area.

4-1-1. Effects are the descriptions given in the card text.

3-7-6-1. If you want to play a Character card in your4-1-2. Effects include keyword effects such as [Activate: Main],

Character Area when there are already 5 Character[Blocker], [Counter], and [Trigger]. (See 10-1.)

4-2. Players

cards in it, reveal the card you want to play, trash 1

4-2-1. Players are the owners of cards.

Character card, and then play the new Character

4-2-1-1. If card text refers to an “owner,” it means the original

card in your Character Area.

3-8. Stage Area

player.

3-8-1. Place your Stage cards in this area.

4-2-2. At the end of the game, both players recover all of the cards

3-8-2. The Stage Area is an open area. Cards are placed face-up inthey own.

4-3. Turn Player and Non-Turn Player

this area.

3-8-3. Placing a Stage card in the Stage Area is referred to as

4-3-1. The turn player is the player whose turn it is.

“playing” it.

4-3-2. The non-turn player is the player who is not currently taking

3-8-4. Unless otherwise specified, cards are placed in the Stage

their turn.

4-4. Card Positions

Area active.

3-8-5. Up to 1 Stage card can be placed in the Stage Area.

4-4-1. All cards in the Leader Area, Character Area, and Stage Area

3-8-5-1. If you want to play a Stage card in your Stage Area

are always in one of the following 2 positions during the game.

when there is already 1 Stage card in it, reveal the

4-4-1-1. Active: a card positioned vertically from a player’s

card you want to play, trash the Stage card that ispoint of view.

4-4-1-2. Rested: a card positioned horizontally from a

already in play, and then play the new Stage card inplayer’s point of view.

your Stage Area.

3-9. Cost Area

4-5. Drawing a Card
4-5-1. “Drawing a card” is the act of adding the top card of your deck

3-9-1. Place your DON!! cards in this area.
3-9-2. The Cost Area is an open area. Either player can freely checkto your hand without revealing it to your opponent.

the contents of the cards in this area. You can also freely

4-5-2. If a player is instructed to “draw a card,” that player adds 1change the order of your Cost Area. When you pay a cost,card from the top of their deck to their hand without revealing

you can choose whichever cards you like.

it to their opponent.

4-5-3. If a player is instructed to “draw X cards,” nothing happens if

3-9-3. Unless otherwise specified, DON!! cards are placed in the

X is 0. If X is 1 or higher, repeat the “draw a card” process

Cost Area active.

3-10. Life Area

that many times.

3-10-1. Place your Leader’s life in this area.

4-5-4. If a player is instructed to “draw up to X cards,” nothing

3-10-2. The Life Area is a secret area. Unless otherwise specified,happens if X is 0. If X is 1 or higher, the player carries out theneither player can check the contents of the cards in this area,

following actions.

nor can they change their order. Unless otherwise specified,

4-5-4-1. The player can end this action.

the owner chooses the top card when a card is moved from

4-5-4-2. The player draws 1 card.

the Life Area to other areas.

4-5-4-3. If the player has carried out 4-5-4-2 X times, end this

3-10-2-1. In some cases, an effect may cause a card to be added

action. If not, return to 4-5-4-1.

4-6. Damage Processing

face-up to a player's life. In such cases, the face-up card will

4-6-1. The act of “inflicting damage” is called damage processing.

be considered a card in an open area as an exception.

5

4-6-2. If an action inflicts damage to a Leader, that Leader’s player

permanent affects that replace the above deck

follows the procedure below.

construction conditions. (See 8-1-3-3.)

4-6-2-1. If the sustained damage was 1, that player takes 1

5-1-2-4-1. Effects that affect deck construction include

card from the top of their Life Area and adds it to theireffects that specify the following: “you can

hand.

include X copies of a card in your deck or cards

4-6-2-2. If the sustained damage was X, and X is 0, nothingof type X in your deck” or “you can’t include X

happens. If X is 1 or more, the player repeats the

copies of a card in your deck or cards of type X

process of “taking 1 damage” (4-6-2-1) that manyin your deck.”times.

5-1-2-4-2. Effects that affect deck construction apply during

4-6-3. In this case, if the player adds a card with [Trigger] to theirdeck preparation.

5-1-3. Each player must have a DON!! deck that contains exactly 10

hand, they can choose to activate that [Trigger]. (See 10-15.)

DON!! cards.

4-7. Playing a Card

5-2. Before Playing the Game

4-7-1. Playing a card is the act of paying the cost of a card in your5-2-1. Before the start of the game, each player must follow thehand to either activate or play the card.

procedure below.

4-8. Up to X

5-2-1-1. Each player must present the decks they will use for

4-8-1. If a player is instructed to "up to X" for something, when thethe game. The decks must follow the deck

effect activates, they choose 0 to X immediately before

construction rules described in 5-1-2, but only at thisperforming the processing for the effect, then the effect ispoint in time.

5-2-1-2. Each player shuffles their deck well. Next, eachresolved.

4-8-2. As an exception, the processing in 4-5-4 is performed forplayer places their deck face-down in their Deck Area.

5-2-1-3. Each player places their Leader card in their Leader"draw up to X cards."

4-9. "To begin with"

Area face-up.

4-9-1. Some text may refer to "to begin with."

5-2-1-4. The players decide the right to choose who goes first

4-9-2. "To begin with" refers to the numbers or text on the card.

through random methods such as rock-paperscissors.
5-2-1-4-1. The decision of which player will go first can’t be

5. Game Preparation
5-1. Preparing a Leader card, Deck, and DON!! deckoutwardly influenced in any way.

5-1-1. Each player prepares their own Leader card, deck, and

5-2-1-5. When a player is given the choice to decide who

DON!! deck before starting the game.

goes first, that player makes and declares their

5-1-2. Each player must have exactly 1 Leader card, a deck

decision.

5-2-1-6. Each player draws 5 cards from their deck as theircontaining exactly 50 cards, and a DON!! deck containing
exactly 10 cards.

opening hand. Next, starting with the player who goes

5-1-2-1. A deck consists of Character cards, Event cards,

first, each player has 1 chance to redraw their hand

and Stage cards.

by following the procedure below.

5-1-2-2. When constructing a deck, only cards that include

5-2-1-6-1. Each player may return their entire hand to their

the color of the Leader can be included. Cards thatdeck. In this case, they shuffle their deck anddon’t include the Leader’s color can’t be included.

then draw 5 cards again.

5-1-2-3. A player’s deck can only include up to 4 copies of a

5-2-1-7. Each player places the top X cards of their deckcard with the same card number.

face-down in their Life Area so that X is equal to their
Leader’s life value, and the top card of their deck

5-1-2-4. Effects that affect deck construction are applied as

66-5-3. Playing cards

becomes the bottom card of their life.

5-2-1-8. The player who goes first begins the game and6-5-3-1. The following actions can be performed in any order

starts their turn.

any number of times by paying the cost of thecorresponding cards in your hand: playing Character

6. Game Progression

cards, playing Stage cards, and activating Event

6-1. Turn Flowcards for which [Main] is specified.

6-1-1. A turn consists of the following phases played in order: the6-5-4. Activating card effects
6-5-4-1. The turn player can activate effects for which [Main]

Refresh Phase, Draw Phase, DON!! Phase, Main Phase, andEnd Phase.

or [Activate: Main] is specified.

6-1-2. During the game, one of the players always progresses the

6-5-5. Adding DON!! cards
6-5-5-1. Place 1 active DON!! card in your Cost Area undergame as the turn player. The turn player follows theprocedures below during each phase.

your Leader or one of your characters so that it canbe seen. This is called “adding” it.

6-2. Refresh Phase
6-2-1. Any currently active effects that apply “until the start of the

6-5-5-2. During your turn, your Leader cards and Character

turn,” are rendered invalid.

cards get power +1000 for each DON!! card added to

6-2-2. You and your opponent’s effects that activate “at the start ofthem.

the turn” activate.

6-5-5-3. “Adding” can be done any number of times.

6-2-3. Return all DON!! cards added to cards in your Leader Area

6-5-5-4. If you move a card to which any DON!! cards are

and Character Area to your Cost Area. (See 6-5-5-1.)

added to a different area, place the added DON!!

6-2-4. Switch all rested cards in your Leader Area, Character Area,

cards in your Cost Area.

6-5-6. BattlingStage Area, and Cost Area to active.

6-3. Draw Phase

6-5-6-1. Neither player can battle on their first turn.
6-5-6-2. For details on battles, see “7. Card Attacking and6-3-1. The turn player draws 1 card from their deck. The player who

Battle” below.

goes first does not draw a card on their first turn.

6-4. DON!! Phase

6-6. End Phase

6-4-1. Place 2 DON!! cards from your DON!! deck into your Cost

6-6-1. Various types of processing are performed during the End

Area face-up. If you are going first and it is your first turn,Phase at the end of each turn. During this phase, follow theplace 1 DON!! card into your Cost Area face-up instead.

procedure below.

6-6-1-1. Any effects that activate “at the end of the turn”

6-4-2. If your DON!! deck contains only 1 card, place 1 DON!! card
into your Cost Area face-up instead.

activate.
6-6-1-1-1. Effects that activate “at the end of the

6-4-3. If your DON!! deck contains zero cards, no DON!! cards areturn” activate and resolve only once.

placed into your Cost Area.

6-5. Main Phase

6-6-1-2. After all the processing that must be done at thistime ends, the turn player’s effects that are active

6-5-1. You and your opponent’s effects that activate “at the start of
the Main Phase” activate.

“during this turn” or “until the end of the turn” are6-5-2. During the main phase, the following actions can berendered invalid.

performed in any order any number of times: “6-5-3. Playing

6-6-1-3. The non-turn player’s effects that are active “during

cards,” “6-5-4. Activating card effects,” “6-5-5. Adding DON!!

this turn” or “until the end of the turn” are renderedcards,” and “6-5-6. Battling.”

invalid.

6-6-1-4. If there are no effects that activate “at the end of the

6-5-2-1. When the end of the Main Phase is declared,
proceed to “6-6. End Phase.”turn” and have not fulfilled their conditions during this7

turn, this turn ends, the opponent becomes the turn

7-1-3-2-1. Activating “(Icon) Counter”: The player being

player, and play proceeds to the Refresh Phase of

attacked can trash a Character card with “(Icon)

the next turn.

Counter” to increase the power of their leader or
1 Character card by the “(Icon) Counter” value

7. Card Attacking and Battle

for the duration of the battle.

7-1. During the Main Phase, the turn player can rest an active

7-1-3-2-2. Activating Event cards: The player being

Leader card/Character card in their Leader Area/Characterattacked can pay the cost of an Event card in

Area in order to attack the opponent’s Leader card in their

their hand with [Counter] and trash it to activate

Leader Area or one of their rested Character cards in their

the [Counter] effect.

Character Area. In the event of an attack, proceed to the7-1-3-2-3. At the end of the Counter Step, if the attacking

battle processing (see 6-5-6) and perform the processing

card or attack target somehow moves to afrom the Attack Step (see 7-1-1) to the Damage Step (see 7-

different area, play proceeds to the end of the

1-4).

battle (see 7-1-5) without proceeding to the7-1-1. Attack Step

Damage Step (see 7-1-4).

7-1-1-1. You can attack by using your Leader card or a

7-1-4. Damage Step

Character card in your Character Area. First, rest the

7-1-4-1. Compare the power of the attacking card to theactive Leader card or Character card you want topower of the card being attacked. If the attacking

attack with and declare your attack.

card’s power is greater than or equal to that of the

7-1-1-2. Next, choose the attack target. The target can becard being attacked, the attacking card wins theeither the opponent’s Leader card or one of theirbattle, and—depending on the type of card being

rested Character cards in their Character Area.

attacked—the result is as described in either 7-1-4-1-

7-1-1-3. Effects that activate [When Attacking] or “after

1 or 7-1-4-1-2.

attacking” activate.

7-1-4-1-1. If the card being attacked is a Leader card:

7-1-1-4. At the end of the Attack Step, if the attacking card or

Inflict 1 damage to that Leader.

attack target somehow moves to a different area, play

7-1-4-1-1-1. Once the infliction of damage isproceeds to the end of the battle (see 7-1-5) without

finalized, if the opponent has zero life cards, theproceeding to the Block Step (see 7-1-2).

attacking player wins the game.

7-1-2. Block Step

7-1-4-1-1-2. Once the infliction of damage is

7-1-2-1. The player being attacked can activate the [Blocker]

finalized, if the opponent has 1 or more life cards,

effect of one of their cards once per battle.

the opponent takes 1 card from the top of their

7-1-2-2. If [Blocker] is activated, effects that activate [WhenLife Area and adds it to their hand. If the card

Blocking] or “after blocking” activate.

they add to their hand in this way has [Trigger],

7-1-2-3. At the end of the Block Step, if the attacking card or

they may choose to reveal that card and activate

attack target somehow moves to a different area, playits [Trigger] instead of adding the card to theirproceeds to the end of the battle (see 7-1-5) without

hand. (See 10-1-5.)

7-1-4-1-1-3. In cases where the sustained damage

proceeding to the Counter Step (see 7-1-3).

7-1-3. Counter Step

is 2 or more—such as due to effects like [Double

7-1-3-1. The player being attacked activates any effects that

Attack]—repeat 7-1-4-1-1-2 once for each point

activate “after being attacked.”of damage sustained.

7-1-3-2. The player being attacked can perform the actions

7-1-4-1-2. If the card being attacked is a Character card:

below as many times as they like in any order.

KO that Character card. (See 10-2-1.) Next,

8

proceed to the end of the battle. (See 7-1-5.)

occurring [On Play], [When Attacking], [When7-1-4-2. If the attacking card’s power is less than that of theBlocking], [On KO], [End of Your Turn], or [Endcard being attacked, the attacking card loses theofbattle, and nothing happens as a result of that battle.

described as occurring “when something is done”

Next, proceed to the end of the battle (see 7-1-5).

or “when something happens to something else”

7-1-5. End of the battle

Your

Opponent’sTurn].

Other

effects

are also considered automatic effects.

7-1-5-1. The battle ends.

8-1-3-2-2. Some automatic effects require that activation

7-1-5-2. You and your opponent’s effects that activate “at thecosts be paid or that conditions be fulfilled.

end of the battle” or "if this Character battles your8-1-3-3. Activated effects can be activated by the turn player

opponent's Character" activate.

during the Main Phase (see 6-5-4) by declaring them.

7-1-5-3. The turn player’s effects that are active “during this

8-1-3-3-1. Cards sometimes indicate activated effects asbattle” are rendered invalid.

[Activate: Main] or [Main].

7-1-5-4. The non-turn player’s effects that are active “during

8-1-3-3-2. Some activated effects require that activation

this battle” are rendered invalid.

costs be paid or that conditions be fulfilled.

7-1-5-5. The battle ends, and play returns to 6-5-2.

8-1-3-4. Permanent effects continuously have an effect aslong as they are valid.
8-1-3-4-1. Effects that can’t be categorized as automatic

8. Activating and Resolving Effects
8-1. Effects

effects or activated effects are sometimes

8-1-1. Effects are orders that occur due to card text as well as theircategorized as permanent effects on cards.

costs.

8-1-3-4-2. Some permanent effects require that conditions

8-1-2. Effects include effects that “do X” and effects that “may do X.”

be fulfilled in order to render the effects valid.

Effects that “do X” always activate and are processed as

8-1-3-4-3. Some permanent effects replace specific deckmuch as possible. In the case of effects that “may do X,” youconstruction conditions during game preparation.

can choose not to activate the effect.

8-1-3-4-4. Some permanent effects are specified by the rules,

8-1-3. In general, there are three types of effects: automatic effects,

and such effects are valid and have a continuous

activated effects, and permanent effects.

effect even if they are in secret areas.

8-1-3-1. Automatic effects are automatically activated once

8-1-3-4-5. As long as they satisfy their conditions, permanenteach time the specified event occurs during the game.

effects are always valid and continuously have

If the same event occurs more than once, thean effect.

8-2. Rendering Effects Valid or Invalid

corresponding automatic effect automatically occurs

8-2-1. Some effects may render specific effects valid or invalid. In

once each time unless otherwise specified.

8-1-3-2. If the events specified for multiple effects occur at

this case, follow the rules below.

the same time during the game, first the turn player

8-2-1-1. If an effect specifies that an effect is partially or

performs the processing for their permanent effects,

totally invalid under specific conditions, that effectthen the non-turn player performs the processing fordoes not occur. If the invalid effect would normally

their permanent effects. Next, the turn player

require a choice, the choice is not made. In addition,

determines the order in which to activate and resolve

the activation costs of invalid effects can’t be paid.

their automatic effects, then the non-turn player

8-2-1-2. If an effect is specified as partially or totally valid only

determines the order in which to activate and resolve

under specific conditions, the specified part is invalid

their automatic effects.

if those conditions are not fulfilled.

8-2-2. If the effects of a card are rendered invalid, that card is not

8-1-3-2-1. Cards sometimes describe automatic effects as

9treated as “(a card) with no effects to begin with.”

8-4. Activation and Resolution

8-3. Activation Costs and Conditions

8-4-1. To activate an effect, perform the procedure below.

8-3-1. Some effects provide instructions to perform an action before

8-4-1-1. If the activation is subject to conditions, thosea colon (“ : ”). This is called the effect’s activation cost.

conditions must be fulfilled. Activation is not possible

8-3-1-1. If an activation cost requires multiple actions,as long as the conditions are not fulfilled.

8-4-1-2. Specify the effect to activate. If a card in your hand

perform the actions in order starting from the
beginning of the text.

has the effect, reveal that card.

8-3-1-2. Next, if an activation cost has been added due to a

8-4-1-3. If the activation has an activation cost, determine

different effect, resolve such effects in order.

that cost and then pay it in its entirety.

8-3-1-3. If it is not possible to pay part or all of an activation

8-4-1-4. Actually activate the effect.
8-4-1-5. Resolve the effect.

cost, none of the activation cost for activating that

8-4-2. If the activated effect is an Event card effect, trash that Event

effect can be paid.

8-3-1-4. Some activation costs provide instructions indicatingcard, and then execute the effect indicated on the card.

that “something may be done.” In such cases, you

8-4-3. If the activated effect is a Leader Area, Character Area, or

can choose not to pay the activation cost, but thenStage Area card effect, execute the effect indicated on thethe effect can’t be activated.

card.

8-3-1-5. Some activation costs provide instructions that

8-4-4. If the effect includes text such as “choose X,” “up to,” or “doinclude circled numbers such as “①.” This means

X,” upon resolving the effect, choose the card, player, etc. atthat you must choose the indicated number of active

the instructed timing.

8-4-4-1. If the number of items to choose is specified, you

DON!! cards in your Cost Area and rest them.

8-3-1-6. Some activation costs provide instructions such as

must choose that many cards, players, etc. if at all“DON!! -X.” This means that you must choose X

possible. However, if the text includes “up to,” you

DON!! cards in your Leader Area, Character Area, or

can choose zero.

8-4-4-2. If a player must choose cards in a secret area andCost Area and return them to your DON!! deck.

8-3-2. Some effects include text such as [DON!! xX], [Your Turn],

the card information is necessary as a condition forand [Opponent’s Turn]. These are called the effect’s

making this choice, there is no guarantee that theconditions.

cards in that secret area have that information. In this

8-3-2-1. If an effect includes multiple conditions, confirm thatcase, the player can choose not to select a card in

all of the conditions are fulfilled.

that area even if it fulfills the conditions.

8-3-2-2. If any conditions have been added due to different

8-4-4-3. Unless the text explicitly specifies the card, player,

effects, confirm that all such conditions have been

etc. that must be chosen, if the effect concerns a card,

fulfilled.

it targets the source of the effect, and, if the effect

8-3-2-3. Some conditions provide instructions in the form

concerns a player, it targets the player who triggered[DON!! xX]. This means that at least X DON!! cards

the effect.

8-4-4-4. When choosing a card from a deck, check the front

must be added to this card to fulfill the condition.

8-3-2-4. Some conditions provide instructions indicating thatsides of each card in the deck and choose theit must be [Your Turn]. This means that the condition

specified card from among them.

8-5. Activating Cards and Effects

is fulfilled only during your turn.

8-3-2-5. Some conditions provide instructions indicating that

8-5-1. Card activation differs from effect activation.

it must be the [Opponent’s Turn]. This means that the

8-5-2. Card activation refers to playing an Event card from yourcondition is fulfilled only during the opponent’s turn.

hand.

10

8-5-3. Effect activation refers to activating a card’s effect.

the card you take from your Life Area has [Trigger],

8-5-4. As an example, if a card says “after activating an Event,” thatyou reveal the card, and you choose not to add therefers to card activation.

card to your hand.

9. Rule Processing

10-1-5-2. You can also choose not to activate [Trigger]. In

9-1. Fundamental Rule Processingthat case, you add the card with [Trigger] to your hand

9-1-1. Rule processing is a general term referring to various types

without revealing it.

10-2. Keywordsof automatic processing by the rules for specific events that

10-2-1. K.O.

have occurred or are occurring throughout the game.

10-2-1-1. The keyword “K.O.” refers to placing a Character

9-1-2. Rule processing results in the immediate resolution of eventseven if they occur during the execution of other actions.

card in the Trash either as a result of losing a battle

9-2. Loss Judgment Processingor due to card effects.

10-2-1-2. “To K.O.” means to move a Character card from its

9-2-1. At the start of rule processing, if any player fulfills any of theowner’s Character Area to its owner’s Trash.

loss conditions below, all players fulfilling those conditions

10-2-1-3. Effects that activate “On K.O.,” “not K.O.’d,” etc.

lose the game.

9-2-1-1. If either player’s Leader sustains damage while thatare only valid when caused by effects that “K.O.” orplayer has zero cards in their Life Area, that player

the results of battle. If a Character card is placed in

has fulfilled the conditions for losing the game.

the Trash by any other means, it is not treated as a
“K.O.”

9-2-1-2. If either player has zero cards in their deck, that

10-2-2. [Activate: Main]

player has fulfilled the conditions for losing the game.

10-2-2-1. [Activate: Main] refers to the ability to activate an
10. Keyword Effects and Keywords

effect during the Main Phase when not engaged in a

10-1. Keyword Effects

battle.

10-1-1. [Rush]

10-2-3. [Main]

10-1-1-1. [Rush] enables a Character card with it to attack

10-2-3-1. [Main] is only possessed by Event cards, and iton the turn the card is played.

refers to the ability to activate an effect by playing an

10-1-2. [Double Attack]

Event card with this keyword during the Main Phase

10-1-2-1. [Double Attack] causes a card with it to inflict 2

when not engaged in battle. Such cards can only bedamage to a Leader’s life instead of 1.

played during the Main Phase when not engaged in

10-1-3. [Banish]battle.

10-1-3-1. [Banish] forces the opponent to trash a card from

10-2-4. [Counter]

their Life Area instead of their hand when the card

10-2-4-1. [Counter] is only possessed by Event cards, and itwith [Banish] inflicts damage to their Leader’s life. In

refers to the ability to activate an effect by playing an

this case, [Trigger] doesn’t activate.

Event card with this keyword during the opponent’s

10-1-4. [Blocker]

Counter Step. Such cards can only be played during
the opponent’s Counter Step.

10-1-4-1. [Blocker] can be activated by resting an active card

10-2-5. [When Attacking]with it during the Block Step when one of your othercards has been attacked. Doing this enables you to

10-2-5-1. [When Attacking] refers to effects that activate“change the attacked card to the card that activatedupon declaring an attack during your Attack Step.

[Blocker].”(See 7-1-1.)

10-1-5. [Trigger]

10-2-6. [On Play]

10-1-5-1. [Trigger] can be activated if you sustain damage,

10-2-6-1. [On Play] refers to effects that activate upon11

playing a card.

Turn] effect can be activated again. (See 3-1-6.)

10-2-7. [End of Your Turn]

10-2-14. Trash
10-2-14-1. To “trash” a card means to choose a card from

10-2-7-1. [End of Your Turn] refers to effects that activate
during the End Phase of your turn. (See 6-6-1-1.)

your hand and place it in your Trash.

10-2-8. [End of Your Opponent’s Turn]

10-2-15. [When Blocking]10-2-8-1. [End of Your Opponent’s Turn] refers to effects

10-2-15-1. [When Blocking] refers to an effect that activatesthat activate during the End Phase of the opponent’s

when [Blocker] activates on one of your cards during

turn.

your Block Step. (See 7-1-2-2.)

10-2-9. [DON!! xX]

10-2-16. [When Your Opponent Attacks]

10-2-9-1. [DON!! xX] imposes the following condition on

10-2-16-1. [When Your Opponent Attacks] refers to an effectcards that don’t have any DON!! cards added to themthat activates after activation of an opponent's [Whenor cards that have less than X DON!! cards added to

Attacking] (See 7-1-1-3) or other such effect that they

them: at least X DON!! cards must be added to thismay have when they declare an attack during theircard.

Attack Step. (See 7-1-1.)

10-2-10. DON!! -X
10-2-10-1. DON!! -X imposes the following condition on

11. Other
11-1. Infinite Loops

effects: you must choose X DON!! cards in your11-1-1. When carrying out some processing, there may be

Leader Area, Character Area, or Cost Area andreturn them to your DON!! deck.

occasions where an action can be or must be carried out

10-2-11. [Your Turn]infinitely. This is called an infinite loop, and one cycle of10-2-11-1. [Your Turn] imposes the following condition on

action from the start to the end of the loop is called a loop

effects: the effect only applies during your turn.

action. If such an event occurs, follow the procedure below.

10-2-12. [Opponent’s Turn]

11-1-1-1. If neither player can stop an infinite loop, the game

10-2-12-1. [Opponent’s Turn] imposes the following

ends in a draw.

11-1-1-2. If only one player has the choice to stop the infinite

condition on effects: the effect only applies during the
opponent’s turn.

loop during the loop action, that player declares how

10-2-13. [Once Per Turn]many times they wish to carry out the loop action.

10-2-13-1. [Once Per Turn] refers to the ability to activate

Carry out the loop action that many times and finish

and resolve an effect only once per turn.

it at a timing when that player can choose to stop the

10-2-13-2. Even if there are multiple cards with the same

infinite loop. The player can’t choose to restart the[Once Per Turn] effect, such effects can only beloop even if the game is in exactly the same state (allactivated and resolved once each.

cards in all areas are the same) as before the loop

10-2-13-3. After a [Once Per Turn] effect has been resolved

unless they are forced to do so.

during a given turn, that effect can’t be activated

11-1-1-3. If both players have the choice to stop the infinite

again during that turn even if its conditions are fulfilled.

loop during the loop action, the turn player first

In addition, that card’s activation cost can’t be paid

decides how many times they wish to carry out theduring that turn.

loop action. Next, the turn player’s opponent decides

10-2-13-4. After a [Once Per Turn] effect has been resolved

how many times they wish to carry out the loop action.

during a given turn, if the card with that effect isCarry out the loop action the fewer of these two times

moved to a different area and is then reintroduced toand finish it at a timing when that player can choose

play, it is treated as a different card, so its [Once Per

to stop the infinite loop. The players can’t choose to12

restart the loop even if the game is in exactly the

1/19/2023

same state (all cards in all areas are the same) as

・Edited 1-3-10-1

before the loop unless they are forced to do so.

・Added 2-3-3・Added 2-3-3-1

11-2. Revealing Cards
11-2-1. As an example, if a card is moved from one secret area to・Edited 2-3-6another under specified conditions, such as due to an

・Edited 2-4-4

instruction to “add a “Monkey D. Luffy” card from your deck・Edited 3-10-2

to your hand,” the moved card must be revealed even if there

・Added 3-10-2-1

is no explicit instruction to do so.

・Added 4-8・Added 4-9

11-2-2. If a card in a secret area is revealed due to a card effect,that card is hidden again after the card’s effect and cost are・Added 6-6-1-1-1

resolved.

・Edited 7-1-5-2
・Edited 8-1-3-2

11-3. Viewing Secret Areas

・Edited 8-1-3-4-1

11-3-1. Some card effects enable players to look at cards in secretareas. Unless otherwise specified by the cards, such card

・Added 10-2-15

effects apply only to the card’s owner.

・Added 10-2-16

11-3-2. While cards are looked at, they remain in their original areas.
11-3-3. After looking at cards, if there is nothing printed in the card
text regarding actions to be taken in reference to the cards
that were looked at, it is necessary to return the cards to their
original areas and randomize them, such as by shuffling them.

8/31/2022
・Edited 2-3-3
・Edited 2-3-3-1
・Edited 2-11-2
・Edited 3-7-4
・Edited 3-10-2
・Edited 4-6-2-1
・Edited 4-6-2-2
・Edited 5-1-3
・Edited 5-2-1-1
・Edited 6-1-2
・Edited 7-1-4-1-1-2
・Edited 8-3-2
・Edited 8-3-2-1
・Edited 9-2-1
9/20/2022
・Added 2-9-2-1
・Edited 5-2-1-7
13