Cardfight!! Vanguard Comprehensive Rules ver. 4.30
Last Updated: Apr 19, 2024
Table of Contents
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Section 1. Overview of the Game ................................... 1
Section 2. Card Information ............................................ 3
Section 3. Owner and Master ......................................... 5
Section 4. Zones ............................................................. 5
Section 5. Information and Status ................................... 9
Section 6. Units and Placing ........................................... 9
Section 7. Specific Actions ............................................ 13
Section 8. Setting Up the Game ................................... 20
Section 9. Progression of the Game ............................. 21
Section 10. Attack and Battle ........................................ 23
Section 11. Play and Resolve Cards and Abilities ........ 26
Section 12. Terms regarding Processing of Effects ...... 33
Section 13. Rule Action ................................................. 34
Section 14. Keywords and Keyword Abilities ................ 35
Section 15. Markers and Pseudo-cards ........................ 40
Section 16. Imaginary Gifts and Resolutions ................ 43
Section 17. Set-specific Rules ...................................... 44
Section 18. Miscellaneous ............................................ 47

Rules
Section 1. Overview of the Game
1.1. Number of Players
1.1.1. This game is played by two players. Thesecomprehensive rules do not apply to games
played by any number of players other than two.
1.2. Winning and Losing
1.2.1. If any player loses, then the game ends
immediately. If you do not lose and youropponent does, then you win the game.
1.2.2. If any player fulfils any losing conditions during
a check timing (11.6.1), then that player loses
the game by rule action (Section 13. Rule
Action).
1.2.2.1. If a player has six or more cards in their
damage zone, then he or she fulfills a losing
condition.
1.2.2.2. If a player has no cards in their deck, thenhe or she fulfills a losing condition.
1.2.2.3. If a player has no vanguards on theirvanguard circle, and has no cards in their soul,then he or she fulfills a losing condition.
1.2.3. If all players lose simultaneously, then thegame ends in a draw.
1.2.4. Any player may declare their concession at
any time. The player who declared theirconcession immediately loses without
proceeding to the check timing (11.6.1), and thegame ends.
1.2.4.1. No effects can interfere with conceding. No
effects can force a player to concede, and noeffects can replace losing the game with aconcession.

1.2.5. There are cards with effects that have a player
win or lose the game. In these cases, that player
wins or loses while resolving the effect without
proceeding to the check timing (11.6.1), and thegame ends.
1.3. Golden Rules of the Game
1.3.1. If the comprehensive rules and the text of acard contradict with each other, then the text
takes precedence.
1.3.2. If anything attempts to make a player dosomething he or she cannot perform, thennothing happens. If anything attempts to make aplayer do something he or she can only partiallyperform, then the player only performs the partthat he or she can.
1.3.2.1. If anything attempts to turn a game state
into a state that it is already in, then it does not
become the state again, and that action never
happens.
1.3.2.2. If anything attempts to perform a certain
action zero or a negative number of times, thennothing happens. No reverse action will takeplace even if it is a negative number of times.
1.3.2.3. If anything attempts to perform actions thatare being done as part of the cost of a card,ability, or effect, zero or a negative number oftimes, you can choose to do those actions aspart of the cost, and that part of the cost is
considered to be performed without anything
being performed as a result.
1.3.2.4. When performing an action, if there is an
instruction to perform a process a specified
number of times “(as much) as possible”, thenumber of times the player performing theprocess chooses to perform the process needs
to be as close to the specified number as
possible.
1.3.2.4.1. If an effect has an instruction to
perform a process a specified number oftimes “(as much) as possible”, and it cannot
be performed the specified number of times
because of a card’s information that is
hidden from any player, that card’s
information must be revealed to all players.
For example, if there is an instruction to
perform a “call a card from your hand toa rear-guard circle as much as possible”
effect, if there are cards in your handthat can be called to rear-guard circles,
and cards that cannot be called, youneed to choose a card that can becalled. On the other hand, if all the cards
in your hand cannot be called, you needto reveal them.
1.3.3. If an effect from a card attempts to dosomething, and at the same time an effect from a
card restricts the action from taking place, thenthe effect that restricts the action takes
precedence.
1.3.4. If anything asks more than one player to makea choice at the same time, then the turn player
makes the choice first. The non-turn player will

make their choice after knowing the decision
made by the turn player.
1.3.4.1. If more than one player is to make a choiceof cards in a hidden zone at the same time, theturn player first chooses the required numberof cards without checking their information,
followed by the non-turn player choosing therequired number of cards. If the chosen cards
are to be revealed, it is done after both players
have made their choices.
1.3.5. If anything asks a player to choose a number,then you must choose zero or a positive integer,
if not specified. You cannot choose any fractions
or negative numbers.
1.3.5.1. If a number is specified for the upper limit
in a form such as “up to X”, unless a number is
specified for the lower limit, you can choosezero.
1.3.6. When a numerical value is changed to begreater than its current value by a rule or effect,that value is considered to have increased.
Similarly, if a value is changed to be less than its
current value, that value is considered to havedecreased.
1.3.6.1. When there is an instruction to “increase” avalue, and the resulting value after carrying outthat instruction is less than before the effect
was applied, that value is considered to havedecreased instead of increasing, and similarly
for the reverse.
1.3.7. When an object such as a player or a card
starts an action, the following events occur inaccording to the content of that action.
1.3.7.1. If an object A performs a single action X,
an “A did X” event occurs.
1.3.7.2. If an object A starts an action X that iscontinuously performed, an “A did X” event
occurs, and an “A is doing X” state ismaintained while X is being performed.
For example, when a rear-guard attacks,
the “rear-guard attacks” event occurs, andthe “rear-guard is attacking” state ismaintained until the end of that battle.
1.3.7.3. If an object A starts an action X that iscontinuously performed on object B, the “A did
X to B” and “X was done to B by A” eventsoccur, and the “A is doing X to B” and “X isbeing done to B by A” states are maintained
while X is being performed.
For example, when a vanguard attacks arear-guard, the “vanguard attacks a rearguard” and “rear-guard is attacked by avanguard” events occur, and the“vanguard is attacking a rear-guard” and“rear-guard is being attacked by avanguard” states are maintained until theend of that battle.
1.3.7.4. With regards to 1.3.7.2 and 1.3.7.3, even if
the action that was continuously being
performed has ended, the “did” event that
occurred at its start is not canceled.
For example, if a rear-guard in the backrow boosts a vanguard in the front row,even if that rear-guard is later moved toanother circle during that battle and loses
its “is boosting” state, the “this unit
boosted” event is not canceled.

① Name② Clan③ Race④ Grade⑤ Power⑥ Shield⑦ Critical⑧ Trigger Icon
⑨ Type⑩ Skill Icon
⑪ Text⑫ Flavor⑬ Special Icon
⑭ Nation⑮ Art⑯ Collection Data

Section 2. Card Information
2.1. Name
2.1.1. The inherent name to identify a card.
2.1.1.1. Some Japanese cards have small lettersabove the name to help show how to read it.
This is not a part of the name and has no
meaning in terms of rules.
2.1.1.2. In text, the name of a card may be
expressed as “(card name)“ or “(part of a cardname)”, depending on the context.
2.1.2. There are some cards with a “This card is also
regarded as “(card name)” continuous ability that
does not specify a zone. This ability is active inall zones (11.4), and is referenced as a card witheach of those names when constructing a deck
(8.1.5.2).
2.2. Clan
2.2.1. The name of the clan a card belongs to.
2.2.2. The clan is referred to by some abilities andeffects.
2.2.3. In text, the name of a clan or nation may be
expressed as <<(name)>>.
2.2.3.1. “This card is also a <<( name)>>“ is aneffect that adds a clan or nation to the cardwith the ability.
2.2.4. <<Cray Elemental>> cards belong to all clans
and nations.
2.2.5. Order cards without any clan or nation belong
to all clans and nations.
2.3. Race
2.3.1. The name of the race of a card.

2.3.2. The race is referred to by some abilities andeffects.
2.3.3. In text, the name of a race may be expressedas <(race name)>.
2.3.4. There are cards that have multiple races. In
such cases, the names of each race aredemarcated by “/”.
2.4. Grade2.4.1. The numeric value that is referred to when you
ride or call a card.
2.4.2. The grade can limit the playing of a card.
2.5. Power
2.5.1. The numeric value that expresses the combat
strength of a card. The higher this value is, thebetter it is in battle.
2.5.2. In text, the word “power” may be indicated by aicon.
2.5.3. Some cards have a “+“ after the numericalvalue. It has no meaning in terms of rules.
2.6. Shield
2.6.1. The numeric value that expresses this card’s
combat strength as a guardian (10.5.1.2.2). The
higher this value is, the better it is at defending
your units.
2.6.2. In text, the shield may be indicated by aicon.
2.6.3. Some units do not have a shield.
2.7. Critical
2.7.1. The numeric value that determines how muchdamage this card deals to the opponent’s
vanguard in battle.

2.7.2. In text, the critical may be indicated by aicon.
2.8. Trigger Icon
2.8.1. The icon that indicates the trigger ability(11.10.1) to be played when instructed by cards
or rules to put a card in the trigger zone.
2.9. Type2.9.1. The information about the type of a card.
2.9.2. Cards can have 3 different type information:
main type, subtype, and special type.
2.9.2.1. Generally, all cards have a main type and asubtype.
2.9.2.2. There are some pseudo-cards (15.1.2.4)that have a special type.
2.9.3. Cards have one out of the “unit”, “order”,“heart”, “originalDress”, “crest”, or “ride deckcrest” main types.
2.9.3.1. “Unit” is a general term for cards that areplaced on the field and battle with the
opponent or support such battles.
2.9.3.1.1. When rules, abilities, and effects referto a “unit” without specifying a zone, they arereferring to a card on the field (4.8) with themain type “unit”.
2.9.3.2. “Order” is a general term for cards that only
have abilities that support units or players.
2.9.3.3. “Heart” is the main type cards in the heartstate (6.5.2.2) have.
2.9.3.4. “originalDress” is the main type cards inthe “originalDress” state (6.7.2.1) have.
2.9.3.5. “Crest” is the card type that “crest” pseudocards (15.7) have.
2.9.3.6. “Ride deck crest” is a general term forcards added to the ride deck during deckconstruction (8.1.2).
2.9.4. Cards may have subtypes according to theirmain type.
2.9.4.1. Cards with the “heart” and “originalDress”
main types maintain their original subtype.
2.9.5. There are some cards and pseudo-cards(15.1.2.4) that have a special type.
2.9.5.1. Special types are different from andindependent of types. Effects that add,
remove, or change types do not affect special
types, and vice versa.
2.9.5.2. There are some special types withaccompanying rules.
2.9.6. Card types are written as a combination of thesubtype and main type.
- For example, the type of a card with maintype “unit” and subtype “trigger” is written as“trigger unit”.
2.10. Skill Icon
2.10.1. An icon that indicates one of the abilities thatcard has.
2.10.1.1. Cards with theicon have “Boost”(14.5).
2.10.1.2. Cards with theicon have “Intercept”(14.4).

2.10.1.3. Cards with the
Drive!!“ (14.3.3).
2.10.1.4. Cards with the
Drive!!!“ (14.3.4).

icon have “Twinicon have “Triple

2.11. Card Text
2.11.1. The information about a card’s inherent
abilities.
2.11.1.1. The content within the frame may bereferred to as “text“.
2.11.2. Some text is colored differently to put anemphasis on it. The difference in colors has no
meaning in terms of rules.
2.11.3. Some cards have text in ( ) (brackets) toindicate an explanation of an ability. This iscalled reminder text. Reminder text is part of thetext, but as it is only for explanatory purposes, itdoes not affect the game.
2.12. Flavor
2.12.1. The descriptive text of this card.
2.12.2. The flavor has no meaning in terms of rules.
2.13. Special Icon
2.13.1. Cards with specific icons in this position havean ability that corresponds with the icon.
2.13.2. If this card has one of the following icons, it
has an imaginary gift (16.1).
2.13.2.1. This card has the imaginary gift of thefollowing clan types (16.2.1.1) that
corresponds with the icon.
2.13.2.2. Cards with the icon to theright have the clan type “Force”
imaginary gift.
2.13.2.3. Cards with the icon to theright have the clan type “Accel”
imaginary gift.
2.13.2.4. Cards with the icon to theright have the clan type “Protect”
imaginary gift.
2.13.3. If this card has the icon to theright, it means that this card canperform Persona Ride (6.3.8).
2.14. Nation
2.14.1. The name of the nation a card belongs to.
2.14.2. The nation is referred to by some abilities andeffects.
2.14.3. Nations are represented by nation names andtheir nation icons.
2.14.3.1. When nations are only represented bytheir nation icon, they have the following
meaning.

United Sanctuary

Dragon Empire

Star GateDark Zone

Magallanica

Zoo

2.14.4. Some specific nations are also considered tobe other specified nations. In addition, cards withnation names or icons that have no indication of
belonging to any specific clan in their card
information are considered to belong to all theclans that correspond to that nation.
2.14.4.1. Please refer to supplement B at the endof this document for a list of nations and theircorresponding clans.
2.14.5. Nation names may be referenced as<<(nation name)>> in text (2.2.3).
2.15. Art
2.15.1. The descriptive image of this card.
2.15.2. The art has no meaning in terms of rules.
2.16. Collection Data
2.16.1. The card’s collection number, artist’s name,copyright, and other contents of the card with nodirect relation to game that have not been
mentioned thus far are collectively called the“collection data”.
2.16.2. The collection data is not part of theinformation of this card and generally have no
meaning in terms of rules.
2.16.2.1. There are some effects that refer to thecollection number during deck construction(8.1.8).
2.17. Drive
2.17.1. The numeric value that determines thenumber of drive checks resolved during thebattle that a card attacked.
2.17.2. The drive is not indicated on a card, and theoriginal value for all cards is 1.
2.17.2.1. Cards with the “Twin Drive!!” or “Triple
Drive!!!” skill icons have the value of their drivechanged by those abilities.

3.2. Owner and Master3.2.1. The owner is the player who owns the card.
The owner of a card is the player who had it intheir deck at the beginning of the game. At theend of each game, each player retrieves eachcard that he or she owns.
3.2.2. The master is the player who is currently using
a card, ability, or effects. The master of a card ina zone is the player whom the zone belongs to.
3.2.2.1. 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.
3.2.2.2. The master of an activated ability is theplayer who played it.
3.2.2.3. 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.
3.2.2.4. The master of an order ability is the masterof the order card with that ability.
3.2.2.5. The master of an effect is the master of theability that generated that effect.
3.2.2.5.1. If an effect instructs for any actions tobe performed without specifying a player, themaster of that effect carries out those
instructions.
Section 4. Zones① Deck Zone
② Drop Zone
③ Vanguard Circle④ Rear-guard Circle⑤ Guardian Circle⑥ Damage Zone
⑦ Trigger Zone
⑧ Order Zone
⑨ Ride Deck Zone
⑩ Crest Zone

Section 3. Owner and Master3.1. Player
3.1.1. The player (or “fighter“) is a person playing thegame.
3.1.2. Each player has a “vanguard damage” valuethat is incurred when their vanguard receives
damage.
3.1.3. Each player has an “energy” value that isreferenced by some cards.
3.1.3.1. The lower limit for energy is 0. Whileenergy would usually have no upper limit, an
upper limit may be set by effects.

4.1. Zone Basics
4.1.1. For each zone, each player has their own one
if not specified.
4.1.2. There are zones where all players may see theinformation of the cards in that zone, and zones
where they may not. Zones in which informationof the cards in that zone may be seen are “publiczones”, and zones in which they may not are
called “hidden zones”.
4.1.3. When a card is placed in a public zone, it isplaced in the public state (4.2.2). When a card isplaced in a hidden zone, it is placed in thehidden state (4.2.3).
4.1.4. All players may check the number of cards inany zone at any time, regardless of whether thezone is public or hidden.
4.1.5. Generally, even when a card in a public zone
is turned face down by a rule or card’s effect, allplayers may see the information of that card.
Generally, while a card in a hidden zone isrevealed, all players may see the information ofthat card.
4.1.6. When a card would move from a hidden zone
to a public zone or change state within the zone,
if any effect restricts the moving or changing ofstate of that card due to that card’s information,that card is revealed.
4.1.7. There are zones where the order cards areplaced in the zone is controlled. If the order iscontrolled, the order the cards are stacked oneach other is controlled. Unless otherwise
specified, players cannot change the order ofcards in a zone where the order is controlled.
4.1.7.1. When a card is moved to a zone where theorder is not controlled, after indicating that thatcard is moving to that zone, that card can be
moved to any position in that zone.
4.1.8. When a card moves from a circle to anothercircle, it is considered as the same card as theoriginal card, and the effects that applied to theoriginal card continue to apply. However, when
performing a move from a circle to a zone otherthan a circle, unless otherwise specified, it isconsidered as a new card in the new zone.
Effects that applied in the previous zone do notcontinue to apply.
4.1.8.1. When a single card effect moves a card toanother zone and performs an action on thecard in the zone it moved to, that effect tracks
the card after it has moved, and performs theaction.
4.1.9. When multiple cards are placed in a zone at
the same time, unless otherwise specified, theorder they are placed in the new zone is decided
by the owner of that zone.
4.1.10. When multiple cards are placed from a publiczone into a hidden zone at the same time, andthe master of those cards can determine theorder those cards are placed, no player otherthan the master may know the order those cards
are placed.
4.1.11. When cards are moved to a specific position
in a hidden zone, the number of cards moved tothat position is known to all players.
4.1.12. When instructed to move a card would moveto a zone whose master is not specified, unlessotherwise specified, move it to the specified
zone of that card’s owner.
4.1.13. When a card would be moved to the zone ofa player other than that card’s owner, that moveis not performed.

4.2. Zone Visibility State
4.2.1. Cards in zones have either the public state or
hidden state.
4.2.2. All players may see the information of cards inthe public state.
4.2.3. Some or all players may not see theinformation of cards in the hidden state.
4.3. Card Placement State
4.3.1. It is possible for the card placement state to be
specified in some zones. The placement states
are the orientation state, and the facing state.
4.3.2. The orientation state can either be the “standstate” or the “rest state”. Cards can only haveone of the two orientation states, and cannot bein both or neither of the states.
4.3.2.1. Cards in the stand state are placed
vertically upright from its master’s viewpoint. In
card text, “stand” may be indicated by aicon.
4.3.2.2. Cards in the rest state are placed
horizontally from its master’s viewpoint. In card
text, “rest” may be indicated by aicon.
4.3.2.3. When a card is placed in a zone where it ispossible for the placement state to be
specified, unless otherwise specified, it isplaced in the stand state.
4.3.3. The facing state can either be “face up” or“face down”. A card can only have one of the two
facing states, and cannot be in both or neither ofthe states.
4.3.3.1. Cards in the face up state are placed suchthat the face with the card information isvisible. Generally, all players may check theinformation of face up cards.
4.3.3.2. Cards in the face down state are placedsuch that the face with the card information is
not visible. Generally, no player may check theinformation of face down cards.
4.3.3.3. Generally, cards placed face up are in the
public state, and cards placed in the publicstate are placed face up. Similarly, cards
placed face down are in the hidden state, andcards placed in the hidden state are placed
face down.
4.4. Card Types and Movement to Zones
4.4.1. There are inherent rules regarding the movingof cards with specific main types or subtypes tospecific zones.
4.4.2. When a card with the subtype “G” performs amove between zones that is not a movementfrom striding (6.5.1), or a movement from a rearguard circle or vanguard circle to a rear-guard
circle, in the following situations, that card moves
to the G zone.
4.4.2.1. If that card is the vanguard, and would
move to another zone, it is placed face up in
the G zone instead of performing that move.
4.4.2.2. If that card is a rear-guard, after performingthat move, it is immediately placed in the Gzone face up from the zone it had moved towithout waiting for the check timing.

4.4.3. When a card with the main type “order” would
move to any circle, it is placed in the drop zone
instead of performing that move.
4.5. Deck Zone
4.5.1. The zone you put your deck in at the beginningof a game.
4.5.2. The deck zone is a hidden zone, and the orderof the cards is controlled. Players can onlychange the order of the cards in the deck, orcheck the information of those cards, if an effector rule instructs them to.
4.5.3. When multiple cards move from the deck zone
to another zone at the same time, move cards
one by one.
4.6. Hand
4.6.1. The zone where each player places theirunused cards without letting the opponent seethem.
4.6.2. The hand is a hidden zone, but you can see
information of cards in your hand. You may notsee information of cards in your opponent’shand. The order of the cards in the hand is notcontrolled.
4.7. Drop Zone
4.7.1. The zone where each player places cards thathave been used.
4.7.2. The drop zone is a public zone. Cards in thiszone are stacked face up, and the information ofcards are open to all players. The order of thecards in the drop zone is not controlled.
4.7.3. When text refers to “drop”, it refers to the dropzone.
4.8. Field
4.8.1. The zone to put all your units on.
4.8.2. In general, this zone has seven circles. A cardon a circle is also regarded as being on the fieldthat the circle belongs to.
4.8.3. The field is a public zone.
4.9. Circle
4.9.1. The zone to put your unit on individually. Each
player has 7 circles: left front, center front, rightfront, left back, center back, right back, andcenter far front.
4.9.1.1. Each pair of circles, left front and left back,center front and center back, and right front
and right back, is called a column.
4.9.1.2. Your opponent's column directly acrossyour own column is the same column.
Specifically, your left column and youropponent's right column, your center column
and your opponent's center column, your rightcolumn and your opponent's left column, arethe same columns.
4.9.1.3. All the circles in a player’s front row, and all
the circles in a player’s back row, are eachcalled a row.

4.9.2. Circles on the field have 1 of the following
types, namely “Vanguard“, “Rear-guard“,“Guardian“, “Lock“, “Astral Plane”, or “Stage”.
4.9.2.1. A circle with a type will have the name of“(type) circle“.
- For example, a circle with the Vanguard
type is called a “Vanguard circle”.
4.9.2.2. Cards placed on circles have an orientation
state.
4.9.2.3. The type of the center front circle at the
beginning of the game is a vanguard type.
4.9.2.3.1. When a card is put on the vanguard
circle from anywhere other than by striding(6.5.1), including a rear-guard circle, it is put
there in the stand state.
4.9.2.4. The type of the center far front circle at the
beginning of the game is a guardian type.
4.9.2.4.1. When a card is placed on this zone,
unless otherwise specified, it is placed in therest state.
4.9.2.5. The type of each circle, other than thecenter front and center far front circles, at the
beginning of the game is a rear-guard type. If
there are no cards or a face up card on thosecircles, they are rear-guard types.
4.9.2.5.1. When a card is moved to a rear-guard
circle from anywhere other than another rearguard circle, including a vanguard circle, it isput there in the stand state.
4.9.2.5.2. When a card is moved to a rear-guard
circle from another rear-guard circle, it is put
there in the same orientation state as theprevious circle.
4.9.2.6. When rules and text references a“vanguard”, “rear-guard” or “guardian”, it refers
to the unit on a circle of that type.
4.9.2.7. The type of circle with a locked card
(7.30.1) on it is a lock circle.
4.9.3. Circles are public zones. The cards in thesezones are face up, and all information is open to
all players.
4.9.3.1. Cards that are face down on a circle due toeffects or costs are still in a public zone. The
information is open to all players.
4.9.4. Generally, only one card can be put on eachvanguard, rear-guard, and lock circles. Multiple
cards can be put on a guardian circle.
4.9.5. Other than moving G units not in the G zone
between rear-guard circles, when a G unit that is
not in the G zone moves to another area, after
moving, or after finishing a chain of moving, that
G unit is put back into the owner’s G zone in aface up state.
4.9.6. Circles can be classified as having the “Astral
Plane” (17.3) type in addition to their other types.
4.10. Soul
4.10.1. Some cards will go into this zone during agame. The soul is not a part of the field.
4.10.1.1. Cards placed in the soul indicated as
being in the soul by being stacked under thevanguard.

4.10.2. The soul is a public zone. Cards in this zone
are stacked face up, and all information is open
to all players. The order of the cards in the soul
is not controlled.
4.11. Damage Zone
4.11.1. The zone you will put cards in as the gameprogresses to represent damage your vanguard
has been dealt.
4.11.2. The damage zone is a public zone. Cards inthis zone are stacked face up, and all
information is open to all players. The order ofthe cards in the damage zone is not controlled.
4.11.2.1. Even if an effect or cost turns cards in adamage zone face down, they are still public
information. Each player may see the face ofthe cards.
4.11.3. Cards that are face down in the damage zone
do not have any card information and cannot begiven any information.
4.11.4. If you have six or more cards in your damage
zone, you lose the game by rule action (13.2.2).
4.12. Bind Zone
4.12.1. The zone that you put cards that have beenbound.
4.12.2. The bind zone is a public zone. All players
may see the information of face up cards in thiszone.
4.12.3. Due to an effect, cards in the bind zone thatare face up can be turned face down, and cards
in other zones can be move to the bind zone
face down. Only the owner of the face downcards in a bind zone may see the face. Other
players may not see the face of these cards.
4.12.4. Bound cards that are faced down do not haveany card information and cannot be given any
information.
4.12.5. Bound cards or cards referring to boundcards may sometimes affect the game. As such,players are required to split the pile of boundcards so that they can be distinguished which
effect they were bound by. You may change theorder of your bound cards within the same pile.
4.13. Trigger Zone
4.13.1. The zone where cards are put in temporarily
during the game.
4.13.1.1. Cards revealed by a drive check(10.6.1.2) are placed in the trigger zone. After
resolving the effects of icons on it, the card
moves to the owner's hand.
4.13.1.2. Cards revealed by a damage check(13.6.4) are placed in the trigger zone. After
resolving the effects of icons on it, the card
moves to the owner's damage zone.
4.13.2. The trigger zone is a public zone. All the
cards in this zone are placed face up, and any
player may see the information of these cards.
The order of the cards in the trigger zone iscontrolled. When you put a card into this zone,
put it on top of the existing cards.

4.14. G Zone
4.14.1. The zone you put your G deck in at the
beginning of a game.
4.14.2. The G zone is a hidden zone, but you can
see the information of cards in your G zone. The
face down cards in this zone are stacked, andother players cannot see the information of theface down cards. The order of the cards in the Gzone is not controlled.
4.14.3. At the beginning of a game, all cards in the G
deck are placed face down on the G zone in ahidden state.
4.14.4. When cards in this zone are put to face up,
they are placed separately from the face downcards, and only stacked with face up cards. All
players can see the information of, and change
the order of face up cards in the G zone.
4.14.5. When a process puts a card from outside of
the G zone into the G zone during a game, thatcard is placed face up unless otherwise
specified.
4.15. Gauge Zone
4.15.1. The zone where cards that are put as agauge are placed.
4.15.2. The gauge zone is a hidden zone, but you
can see the information of cards in your gaugezone. You may not see the information of cards
in your opponent’s gauge zone. You may change
the order of cards in your gauge zone, so longas it is clear which cards they are associatedwith.
4.15.2.1. When cards put into a gauge zone from ahidden zone, the owner of that gauge zone
may look at the information of that card after all
the cards have been put into the gauge zone.
4.15.3. There are cards in the gauge zone that areassociated with other cards.
4.15.3.1. When a reference is made to a card’s“gauge”, it refers to the cards in the gaugezone that are associated that card.
4.15.3.2. When a unit is moved between circles,
the cards in the gauge zone associated withthat unit maintain the association.
4.15.3.3. When a unit is moved from a circle to a
non-circle zone, or when a unit is locked(7.30), the cards in the gauge zone that areassociated with that unit are placed into thedrop zone by rule action (13.9.1).
4.15.3.4. The cards in a gauge zone that areassociated with a unit can be referenced aspart of the final information (11.13) of that unit,
so long as they remain in the gauge zone.
4.15.3.5. When cards in the gauge zone that areassociated with unit A become associated witha different unit B, their association with unit A iscanceled.
4.15.4. There are cards in the gauge zone with nameinformation.
4.15.4.1. References to “(name) gauge” refer tocards in the gauge zone with (name) in theirname information.

4.15.4.2. Cards in the gauge zone that have notexplicitly been given name information do nothave any name information.
4.16. Order Area
4.16.1. The zone order cards are placed in while they
are played (11.8.2.1.1).
4.16.2. The order area is a public zone. Cards areplaced face up in this zone, and all players may
check the information and order of those cards.
4.17. Order Zone
4.17.1. The zone set orders are placed in (11.8.3.3).
4.17.2. The order zone is a public zone, and all
players may check the information of thosecards.
4.17.3. Cards placed in the order zone have an
orientation state and a facing state.
4.17.3.1. Cards that are face down in the orderzone are considered to not have theinformation on its front side, unless otherwise
specified.
4.18. Ride Deck Zone
4.18.1. The zone that players put their ride deck todifferentiate it.
4.18.2. Face down cards in this zone are placed in astack, and you cannot check the information offace down cards in other players’ ride deckzones. The order of the cards in the ride deckzone is not controlled.
4.18.3. At the beginning of the game, put all your ridedeck cards in the ride deck zone face down in
the hidden state.
4.18.4. When a card that was in the ride deck zone at
the beginning of the game moves to the deck,that card is placed face up in the ride deck zone
instead of the deck.
4.18.5. Face up cards in this zone are separated
from the face down cards and placed in a stackthat only has face up cards. All fighters may
check the information and change the order ofthe face up cards in their ride deck zone.
4.19. Crest Zone
4.19.1. The zone where various crest markers
created during a game are placed.
4.19.2. The crest zone is a public zone. Cards areplaced face up in this zone, and all players may
check the information of those cards.
Section 5. Information and Status
5.1. Information
5.1.1. Information is any value, phrase, or icon thathas any meaning or is referred to during a game.
Information can be modified by some effects.
5.1.2. Information can be modified by some effects. If
a card has multiple copies of the same
information that are not abilities, the overlapping
ones are ignored.
For example, if an effect that says “This cardis also a <<Royal Paladin>>“ is applied to aunit that is already a <<Royal Paladin>>,then the second one is ignored, because it ismultiple copies of the same information.
5.1.3. References to “original“ information refer to theinformation after effects that modify “original”
information written on the card have been
applied (11.11.1.2, 11.11.1.3).
5.1.3.1. References to the “original” information ofa pseudo-card (15.1) are based on theinformation regulated by the effect or rule thatcreated that pseudo-card.
5.2. State
5.2.1. State is another detail of cards other thaninformation that can be referred during a game.
- For example, a card being at rest is thestate of being in the ‘rest state’, and is not
information that the card possesses.
5.2.2. There are card effects that put some cards intoa special ‘(name)’ state.
5.2.2.1. Cards with the card name specified by thiseffect are in the ‘(name)’ state in all zones.
5.2.2.2. Being put into this state may be referenced
by other abilities and effects.
5.2.2.3. The (name) used for this rule is one of thefollowing.
 UnisonDress
Section 6. Units and Placing
6.1. Overview
6.1.1. Units are placed on circles and gain special
states through various methods during a game.
This section defines the terms regarding thespecific actions (Section 7. Specific Actions) thatplace units, and the rules regarding the different
states of units.
6.2. Call
6.2.1. When a unit is placed by a call, that unit isplaced on the specified rear-guard circle orguardian circle.
6.2.1.1. To “call” a unit is specific action that
represents placing that unit by a call on thespecified rear-guard circle or guardian circle.
6.2.1.2. Generally, if a unit is placed on a rearguard circle or guardian circle, that unit isconsidered to have been “called” if it was notdue to overDress (6.7.1).
6.2.2. Calls are divided into “normal calls” and“superior calls”.
6.2.2.1. A normal call is the placing of a unit on arear-guard circle or guardian circle by the turnplayer playing a unit from their hand without
any modifications to the cost by effects,
through means specified in the rules rather
than by an effect.
6.2.2.2. A superior call is the placing of a unit on arear-guard circle or guardian circle that does
not fulfill one or more of the conditions of anormal call.

6.2.3. When cards are called, it is done according to
the steps below.
6.2.3.1. Choose the specified number of cards tocall.
6.2.3.1.1. If the cards being called are cards in ahidden zone, the information of those cards
is revealed.
6.2.3.2. For each of the cards being called, choosea circle for that card to be placed.
6.2.3.2.1. If multiple cards are being called at thesame time due to an effect, choose cards
and circles for placing such that it does notconflict with that effect or the conditions of
the cards being called. When choosing, thesame circle cannot be chosen as thedestination to call to for multiple cards. They
must be called to separate circles.
6.2.3.2.1.1. If there are not enough circles tocall to for any reason, decide on a
combination of units and circles that willallow as many cards as possible to becalled. Cards that could not be included inthat combination are not called, and remainin their original zone.
6.2.3.3. All the cards being called are placed on thecircles at the same time.
6.2.3.3.1. Unless otherwise specified, called
cards are placed in the stand state for rearguard circles, and the rest state for theguardian circle.
6.2.3.4. If the circle the called unit on is a rearguard circle, and that circle has a unit otherthan the unit that was called, the units on thatcircle other than the called unit are retired.
6.2.4. When units are called to the guardian circle, if
any of those units’ master’s units is being
attacked, that player chooses 1 of the units
being attacked for each of the units called to theguardian circle.
6.2.4.1. While guardian units are on the guardiancircle, the power of the unit being attacked thatwas chosen for those guardians is increasedby the value of the shield of those guardians.
6.2.5. Cards that are called are considered as new
cards in those zones. This includes when they
are called from other circles, with 4.1.8 as an
exception.
6.3. Ride
6.3.1. When a unit is placed by a ride, that unit isplaced on the specified vanguard circle.
6.3.2. Rides are divided into “normal rides” and“superior rides”.
6.3.2.1. A normal ride is the placing of a unit on avanguard circle by the turn player playing aunit from their hand or ride deck zone without
any modifications to the cost by effects,
through means specified in the rules rather
than by an effect.
6.3.2.2. A superior ride is the placing of a unit on avanguard circle that does not fulfill one or moreof the conditions of a normal ride.

6.3.3. When cards are ridden, it is done according to
the steps below.
6.3.3.1. If the cards being ridden are in the field or
G zone, that ride is not performed, and theprocessing of the ride ends.
6.3.3.2. Choose the specified number of cards toride.
6.3.3.2.1. If the cards being ridden are cards in ahidden zone, the information of those cards
is revealed.
6.3.3.2.2. If the cards being ridden are cards inthe ride deck zone, after revealing that cardin the ride deck zone, you must choose acard from your hand and discard it inaddition. If you do not do so, you cannot ridethe card in the ride deck zone.
6.3.3.3. Specify the vanguard circle to ride upon.
6.3.3.3.1. Unless otherwise specified, this circle isthe vanguard circle of the owner of the cards
being ridden.
6.3.3.4. Place the cards being ridden on thespecified vanguard circle.
6.3.3.4.1. Unless otherwise specified, rode cards
are placed in the stand state.
6.3.3.5. If there is another unit on the vanguard
circle other than the rode unit, put all the units
on that circle, other than the rode unit, into thesoul.
6.3.3.5.1. Cards that would be put into by thisinclude cards in the heart state (6.5.2.2) andlegion leader and legion mate cards in thelegion state (6.4).
6.3.4. Cards that are ridden are considered as new
cards in that zone. This includes when they areridden from another circle, with 4.1.8 as an
exception.
6.3.5. Automatic abilities with the trigger condition of“when rode upon” are fulfilled when that unit isthe vanguard and another card is placed on thatvanguard circle by riding.
6.3.5.1. If a unit with a “when rode upon” ability
moves to another public zone or changes tothe public state in the zone it moved to, that
unit can only be referred to in that zone.
- For example, a vanguard has a “when rode
upon, call this unit to a rear-guard circle”
automatic ability. When this card is rode
upon, if this card is put from the soul to thedrop zone before this automatic ability is
resolved, as the drop zone is not the zone
it was put in immediately after being rode
upon, this unit cannot be called from thedrop zone.
6.3.6. When multiple cards with the same master are
ridden at the same time, that master specifies anorder for those cards, and rides one at a time inthat order.
6.3.7. When you ride a card, if the card that was rode
has an imaginary gift icon (2.13), perform theimaginary gift resolution (16.3) for the clan typeindicated by that icon.
6.3.8. When you normal ride a card from hand, if thecard currently placed on the vanguard circle hasthe same card name as the card being put onthat circle from a ride, and both of them have thepersona ride icon (2.13.3), that ride isconsidered a ‘persona ride’, and persona ride
activates (7.15.1.4) as part of the ride process
immediately after riding.
6.4. Legion
6.4.1. When instructed to “legion” a card with anothercard, it is done according to the steps below.
6.4.1.1. If that card is already in the legion state,that “legion” instruction is not performed, andthe processing of the instruction ends.
6.4.1.2. Reveal the specified card in the specified
zone as the card to be legioned with.
6.4.1.3. Put that card in the same zone andplacement state as the card that was alreadypresent.
6.4.1.3.1. At this point, the card that was
originally present and the card that was
newly placed are given a “legion state” thatassociates them with one another.
6.4.1.3.1.1. Should either of the two units
associated with one another through alegion state move to another zone or gain
the heart state (6.5.2.2), the legion state ofthose two units ends.
6.4.1.3.1.2. Putting a new card on the vanguard
circle from the processing of legion is notconsidered a ride (6.3).
6.4.2. Conditions that involve legion are defined as
below.
6.4.2.1. “When (a card) legions” refers to when thatcard goes from not being in the legion state tobeing in the legion state.
6.4.2.2. “If (a card) is (in) legion” refers to whether
that card is currently in the legion state.
6.4.2.3. “If (a card) legioned that turn” refers towhether that card went from not being in thelegion state to being in the legion state duringthat turn.
6.4.3. While your vanguard is two cards in the legion
state, one of them is called the “Legion Leader”,
while the other that was newly placed is called
the “Legion Mate”.
6.4.3.1. The Legion Leader and Legion Mate aredetermined when the legion process isperformed.
6.4.3.1.1. If no mention is made regarding whichcard is to be the Legion Leader, the card with
the Seek Mate ability (14.11) that has thename of the other card is the Legion Leader,
and the other card is the Legion Mate.
6.4.3.2. Both the Legion Leader and Legion Mateare vanguards.
6.4.3.2.1. When the vanguard’s grade isreferenced during the ride step as a condition
for a normal ride, the Legion Leader’s grade
is referenced.
6.4.3.2.2. When a vanguard in the legion state is
attacked, only the Legion Leader is attacked.
The Legion Mate cannot be attacked, andinstructions to attack the Legion Mate andeffects that force the Legion Mate to be
attacked are not performed.
6.4.4. When either of the units in the legion state
stands or rests, both units change to the sameplacement state.
6.4.4.1. If either of the units in the legion state is
restricted from changing its placement state,both units are restricted from changing to thespecified placement state.
6.5. Stride and Becoming a Heart
6.5.1. When instructed to “stride” a G unit, it is done
according to the steps below.
6.5.1.1. Put the specified G unit card on the front
row center vanguard circle, in the face up state
and the same orientation state as the current
vanguard.
6.5.1.1.1. Putting a new G unit on the vanguard
circle from the processing of stride is notconsidered a ride (6.3).
6.5.1.2. All of the vanguards that were already on
the front row center vanguard circle become
hearts (6.5.2), and are associated with that G
unit.
6.5.1.2.1. If the unit that became a heart is a Gunit with heart cards associated with it, thatassociation persists, and those associatedheart cards also become associated with the
new unit that was placed on the vanguard
circle. Similarly, when a card in the heartstate associated with other cards in the heartstate becomes a G unit on that circle, thecards in the heart state associated with thatcard continue to be associated with that G
unit.
6.5.1.3. Specify one of the cards in the heart state
whose subtype is not “G” and is associatedwith that G unit. If that G unit is a vanguard andthe specified card is in the heart state on thiscircle, that G unit gains the specified card’s
card name, and the specified card’s power isadded to its power.
6.5.1.4. Stride processes arising from stride skills
that are not ultimate strides are called “normal
strides”.
6.5.2. When a unit is instructed to “become a heart”,
it is done according to the steps below.
6.5.2.1. Put the specified unit to the face up standstate.
6.5.2.2. That unit gains the “heart state” status.
6.5.2.2.1. While a unit has the “heart state”, thatcard is considered a “heart card”.
6.5.2.2.2. A card in the heart state loses the “unit”
main type, and gains the “heart” main type.
6.5.2.2.2.1. Effects given to a unit do not apply
to a card in the heart state, unless they arestated to apply to cards in the heart state inparticular.
6.5.2.2.3. A card in the heart state remains onthat circle, and only retains its power andcard name. All its other information can only
be referenced when another card refers tothat information’s content.

6.5.2.2.4. When units in the legion state(6.4.1.3.1) becomes a heart, they maintaintheir legion state while becoming a heart.
Similarly, when the heart state of two cards
that are associated with each other through alegion state ends simultaneously, they
maintain their legion state while their heartstate ends, and return to being units.
6.5.2.2.4.1. At this point, should the unit
information specified by one of the card’s
seek mate ability (14.11) be fulfilled by theother card, that card with the seek mateability becomes the legion leader, and theother card becomes the legion mate.
6.5.2.2.4.1.1. If the unit information specified
by both cards’ seek mate abilities isfulfilled by the other card, specify one ofthose cards, and that card becomes thelegion leader while the other becomesthe legion mate.
6.5.2.2.4.1.2. If neither of the cards has theseek mate ability, or if neither of the cards
fulfills the unit information specified by
the other card’s seek mate ability, thelegion state that associated the two cards
with each other ends.
6.5.3. When a vanguard on a circle with cards in theheart state is rode (6.3) upon, all cards in theheart state are put into the soul.
6.5.4. If there is a card A that is in the heart state anda card B that was associated with A when A
became a heart, and either card should move toanother zone, it is done according to the steps
below as appropriate for that movement.
6.5.4.1. When card B moves to another zone andcard A is not associated with any other units or
cards, the heart state of card A ends, put it to
the same placement state as card B, and after
its association with B ends, move it to card B’szone.
6.5.4.1.1. If card B is associated with multiple
cards in the heart state, choose a card withthe subtype “G” from among those cards if
there is one and any of those cards if there
isn’t, and perform 6.5.4.1 with that card ascard A.
6.5.4.2. When card A moves to another zone, if thatcard is the card specified in 6.5.1.3 when card
B strode, immediately specify one of the cards
in the heart state on that circle that does nothave the subtype G, and consider it the card
specified in 6.5.1.3. At this point, if the card in
the heart state is not associated with card B,
that card in the heart state becomes
associated with card B.
6.6. Playing and Resolving Stride Skills
6.6.1. There are cards with the subtype G that havestride skills (14.12).
6.6.2. If it is currently the timing specified by the
stride skill that is not an ultimate stride of a facedown card in the G zone, and both players havea grade 3 or greater vanguard or your vanguard

at the beginning of your turn was grade 3 orgreater, that stride skill can be played andresolved according to the steps below.
6.6.2.1. Reveal the information of that card in the Gzone.
6.6.2.2. Pay the cost specified by that stride skill.
6.6.2.3. Stride (6.5.1) that card on the vanguard inyour front row center circle.
6.6.3. If it is currently the timing specified by theultimate stride skill (14.13) of a Gyze card (17.2)
or face down card in the G zone, and that card in
the G zone has a nation that corresponds with
the nations (2.14) of your front row centervanguard, that ultimate stride skill is played
similarly to a stride skill, with the following
exceptions.
6.6.3.1. If the front row center vanguard does nothave nation information, you can only play theultimate stride of units with the <Cray
Elemental> race.
6.6.3.2. If the card being played is not a Gyze card
(17.2), your G zone must have 3 or more faceup cards to play it.
6.6.3.3. If the card being played is a Gyze card
(17.2), one of your vanguards must be grade 3
or greater and your bind zone must have 5 ormore different <Zeroth Dragon> to play it.
6.6.3.4. Ultimate stride skills are considered stride
skills (14.12), but effects that change the costneeded for stride do not apply to the cost for
ultimate stride.
6.6.3.5. When the G unit strode on the vanguard
circle from ultimate stride returns to the Gzone, all cards in the G zone are removed fromthe game upon it being returned to the G zone.
6.7. overDress6.7.1. overDress is an action that puts a unit on arear-guard circle.
6.7.1.1. The act of putting a unit on a rear-guard
circle through overDress is not a call.
6.7.2. When instructed to “overDress” card A on unit
B in a rear-guard circle, it is done according to
the steps below.
6.7.2.1. The main type of unit B changes to“originalDress”.
6.7.2.2. Put card A on that rear-guard circle, andoriginalDress B is associated with unit A.
6.7.2.2.1. If originalDress B has originalDresscards associated with it, the association withunit B of all those associated cards iscanceled, and become associated with unitA.
6.7.3. As long as a unit that was put on a rear-guard
circle through overDress has originalDressassociated with it, that unit is considered to be in
the overDress state.
6.7.4. While a unit is associated with originalDress,
that unit is considered the ‘outerDress’ for thatoriginalDress.
6.7.5. When a card with originalDress cards
associated with it moves to another zone, alloriginalDress cards associated with that card
simultaneously move to that zone.
6.7.5.1. When a card with originalDress cards
associated with it moves to a non-field zone,
the association of all the originalDress cards
associated with that card is canceled, and theirmain type becomes ‘unit’.
6.7.5.2. When a card with originalDress cards
associated with it would move to the deck, ifthat card or any of the originalDress cards wasin the ride deck zone at the beginning of thegame, the cards that were in the ride deckzone are put face up into the ride deck zone
instead of the deck (4.18.4).
6.8. XoverDress6.8.1. XoverDress is an action that puts a unit on arear-guard circle.
6.8.1.1. The act of putting a unit on a rear-guard
circle through XoverDress is not a call.
6.8.2. The card that is to be placed on a rear-guard
circle as a unit through XoverDress, and theseries of rear-guards that becomes its
originalDress, are specified for XoverDress.
6.8.3. When instructed to XoverDress card A on a
specified rear-guard circle with cards with thespecified conditions as originalDress, it is done
according to the steps below.
6.8.3.1. Specify the required number of rear-guards
that satisfy the conditions to become
originalDress from your rear-guards.
6.8.3.2. Put all of the rear-guards specified
in 6.8.3.1 on the specified circle, and their maintype changes to “originalDress”.
6.8.3.3. Put card A on that rear-guard circle, and all
the cards that became originalDress in 6.8.3.2
become associated with card A.
6.8.3.4. If there is a unit on this circle that are notoriginalDress associated with card A after theprevious steps, that unit is put into the dropzone in the next rule action (13.3).
6.8.3.5. This unit A and all of the originalDressassociated with it behave in accordance to therules regarding units and originalDress thatassociated through overDress (6.7.3, 6.7.5).
6.8.4. As long as a unit that was put on a rear-guard
through XoverDress has 1 or more originalDressassociated with it, that unit is considered to be in
the XoverDress state.
6.8.5. Placing through XoverDress is not placing
through overDress. Similarly, units in the
XoverDress state are not units in the overDressstate.
6.9. Attach
6.9.1. Attach is a process that put a rear-guard on avanguard circle and gives it the special type“attached”.
6.9.2. When there’s an instruction to “attach (unit A)
to (unit B)”, perform the following steps.
6.9.2.1. If unit A is not a rear-guard, or unit B is nota vanguard, the performing of this instruction
ends.

6.9.2.2. Move unit A to the circle unit B is on in thestand state, and unit A gets the special type“attached”.
6.9.2.3. Unit A becomes associated with unit B.
6.9.3. While a unit has the special type “attached”,
the following are applicable.
6.9.3.1. An attached unit is not considered avanguard, even though it is on the vanguard
circle.
6.9.3.2. An attached unit cannot attack, and cannot
become the unit being attacked.
6.9.3.3. All of the abilities of an attached unit are
nullified.
6.9.3.4. The vanguard associated with an attachedunit gets all of the abilities of that attachedunit., and its power is increased by a value
equal to the power of that attached unit.
6.9.3.4.1. This modification is a modification of
information from rules that are not from
effects (11.11.1.4).
6.9.3.5. The vanguard associated with an attachedunit has its power increased by a value equal
to the power of that attached unit (11.11.1.8).
6.9.4. Depending on the situation, the illegal attachedcard rule action (13.12) may be applied to an
attached unit.
6.9.5. An attached card is moved to a rear-guard
circle of the player’s choice in the rest state at
the end phase.
Section 7. Specific Actions
7.1. Overview
7.1.1. Specific actions are states or instructions ofactions that have a special meaning whenplaying this game.
7.2. Stand/Rest
7.2.1. When instructed to “stand” or “rest” a card,change the orientation of the specified card to
the stand state or rest state in accordance with
the instruction.
7.3. Turn Face Up/Face Down
7.3.1. When instructed to “turn (card) face up” or“turn (card) face down”, change the facing of thespecified card to face up or face down inaccordance with the instruction.
7.4. Put
7.4.1. When instructed to “put” a card into a specified
zone, move that card to that zone.
7.4.2. When instructed to “put a (name) marker” on acircle, create a marker with name (name) on thatcircle.
7.5. Shuffle
7.5.1. When instructed to “shuffle” a deck, the playerthat deck belongs to randomizes the order of thecards in that deck.
7.5.1.1. When instructed to shuffle a deck that has
0 cards or 1 card, the order of the cards in that

deck is not changed, but the shuffle isconsidered to have been performed.
7.6. Move Cards from the Deck/Draw
7.6.1. When instructed to move a card from the deck,
the specified player moves the top card of thedeck to the specified zone.
7.6.2. When instructed to “move (number) cards”
from the deck, the specified player repeats themoving of one card (number) times.
7.6.3. When instructed to “move up to (number)cards” from the deck, the specified player
performs the following steps.
7.6.3.1. If (number) is 0 or less, nothing is done
and the performing of that instruction ends.
7.6.3.2. The specified player can end theperforming of this instruction.
7.6.3.3. The specified player moves 1 card.
7.6.3.4. If the number of times 7.6.3.3 has been
performed for this instruction has reached(number) times, the performing of this
instruction ends. If it has not, return to 7.6.3.2.
7.6.4. When instructed to “draw” cards, perform theprocess listed above to move cards from thedeck to your hand.
7.6.4.1. “Drawing cards by a card’s ability” refers to
all acts of drawing cards other than by theprocess of drawing cards during a normal draw
phase (9.4.2).
7.6.4.1.1. The processes of drawing cards bytrigger effects (11.10.4), Accel II (16.3.1.5.4),
and Persona Ride (7.15.1.4) are included in“drawing cards by a card’s ability”.
7.7. Look at the Deck7.7.1. When instructed to “look at (number) cards
from the top of the deck”, the specified player
can check the information of the top (number)cards of that deck.
7.7.2. When instructed to “look at up to (number)cards from the top of the deck”, perform thefollowing steps.
7.7.2.1. If (number) is 0 or less, nothing is done
and the performing of this instruction ends.
7.7.2.2. Specify a number X with the value of 1. If
not, add 1 to the number X.
7.7.2.3. The specified player can end theperforming of this instruction.
7.7.2.4. The specified player can check theinformation of the card that is the specified
number of cards from the top of the deck.
7.7.2.5. If the number of times 7.7.2.4 has been
performed for this instruction has reached(number) times, the performing of this
instruction ends. If it has not, add 1 to X andreturn to 7.7.2.3.
7.7.3. If a continuous ability is deemed to allow a
portion of the cards in the deck to be looked atwithout specifying any particular timing to do so,
the information of those cards can be checked
whenever you wish.
7.7.3.1. When checking the information of cards
with such an ability, so long as the positions of

those cards within the deck have not beenchanged, the “look” action is considered tohave only been performed one time,
regardless of the number of times that
information is checked.
7.7.4. When an effect looks at cards from a deck
multiple times in a single effect, an automaticability that has looking at cards from the deck asa trigger condition will only trigger the first timethe deck was looked at, and does not trigger forthe second time the deck was looked at in thesame effect and onwards.
7.8. Switch
7.8.1. When instructed to “switch” a card and anothercard, move the former card to the latter card’s
zone and the latter card to the former’s cardzone simultaneously.
7.8.2. If either of the cards is unable to move to theother’s zone at the point of performing the
instruction to switch for any reason, that
instruction is not performed.
7.8.3. When text requires you to “switch” zones A andB, the cards in zone A and the cards in zone B
move to each other’s zones simultaneously.
7.9. Discard
7.9.1. “To discard“ is a specific action to move a cardfrom its owner’s deck or hand or gauge zone tothat player’s drop zone.
7.9.2. When a card is put into the drop zone from thedeck, hand, or gauge zone, that card isconsidered to have been discarded.
7.10. Reveal
7.10.1. “To reveal“ is a specific action to show cards
to all players for a certain time.
7.10.1.1. When instructed by an effect “to show”
cards, it means “to reveal” them.
7.10.2. When revealing cards as a cost, decide allcosts first, and reveal the applicable cards when
all costs are simultaneously paid (11.7.1).
7.10.3. If an effect asks you to reveal cards, thenshow them until the end of the effect.
7.10.3.1. Cards return to being hidden after the endof the revealing period.
7.10.4. Revealing cards do not change the zones
that they are in.
7.11. Search
7.11.1. “To search“ is a specific action to look at all
the cards in an applicable zone or range, andfind the applicable cards.
7.11.2. If the “search” zone is a hidden zone, you canchoose not to find the cards even if applicablecards exist.
7.11.3. If the “search” zone is a public zone, youmust find the cards if applicable cards exist.
7.11.4. When instructed to “search (zone A) and(zone B)”, you can search both zones.

7.12. Shuffle
7.12.1. “To shuffle“ is a specific action to randomize
the order of cards in an applicable hidden zone.
7.12.2. When an instruction “to shuffle“ follows an
instruction “to search”, unless otherwise
specified, the card that was found is not
randomized, while the rest of the cards are
randomized.
7.12.3. When shuffling, even if the cards in theapplicable hidden zone are in the public state or
any player is able to look at them due to aneffect, all those cards are in the hidden state
while shuffling, and neither player can look atthem.
7.13. Declare
7.13.1. “To declare“ is a specific action to specify
special information a card has.
7.13.2. When declaring information, you must specify
appropriate information.
- For example, when “declaring“ a card
name, you must specify an existing card,and it must uniquely identify the specifiedcard.
7.14. Give/Lose/Get
7.14.1. “To give” or “get” abilities is a specific actionthat considers the applicable card to have theapplicable ability indicated by text or skill icon forthe specified period.
7.14.2. “To lose” abilities is a specific action thatconsiders the applicable card to not have theapplicable ability indicated by text or skill icon forthe specified period.
7.14.3. When a player “gets a (specified clan type’s
imaginary gift)”, perform the imaginary gift
resolution (16.3) for the specified clan type.
7.14.3.1. This process is performed immediately
without waiting for the check timing.
7.14.3.2. If the player that gets the imaginary giftfrom the imaginary gift resolution is not stated,the master of that effect gets the imaginary gift.
7.14.4. When card A with numerical information“gets” that numerical information from card B
that has the same type of numerical information,
the value of that numerical information of card B
is added to that numerical information of card A.
7.15. Activate
7.15.1. If a card text says that an ability will activate,
its meaning depends on the category of theability.
7.15.1.1. Activating a continuous ability means thatthat continuous ability is in effect.
7.15.1.2. Activating an activated ability means toplay that activated ability.
7.15.1.3. Activating an automatic ability means that
automatic ability’s trigger condition is fulfilled
and becomes standby.
7.15.1.3.1. “Activate (a specific) automatic ability(number) of times” means that when that
automatic ability is played, if the number oftimes that ability has been played for thatstandby state has not yet reached (number)times, that standby state is not canceled(11.9.4).
7.15.1.3.2. “(Automatic) abilities do not activate”
for a special situation means that automaticabilities with that special situation as a trigger
condition do not become standby from thatsituation.
7.15.1.4. Activating “persona ride” means theplayer specified by that process performs thefollowing.
7.15.1.4.1. That player draws a card.
7.15.1.4.2. Until the end of the turn, that player’s
units get Power +10000 while they are onthat player’s front row circles.
7.15.1.5. Activating any other process that is not an
ability means to perform that process.
7.16. (Trigger Unit) is Revealed
7.16.1. “(Trigger unit) is revealed” means that thattrigger unit card is put in the trigger zone by adrive check (10.6.1.2) or damage check (13.6.4).
7.17. Place
7.17.1. “To place” is a specific action to move a cardfrom anywhere that is not a circle to a circle.
7.17.2. Regardless of whether a unit was played, if it
is put on a circle from anywhere that is not acircle, or it is put on the circle from a call or ride,
it is considered to have been “placed”.
7.18. Retire
7.18.1. “To retire“ is a specific action to move a cardfrom the field to its owner’s drop zone.
7.18.2. When a unit is put into the drop zone from thefield, that unit is considered to have been retired.
7.19. Remove
7.19.1. When the text requires you “toremove“ cards, those cards will be removed fromthe game, and no longer exist within the game.
7.19.2. The information of removed cards is public
information.
7.20. Heal
7.20.1. “To heal“ is a specific action to move a cardfrom your damage zone to your drop zone.
7.21. Losing cost
7.21.1. To “lose” cost is a specific action where forthe specified period, when the cost for theapplicable ability is to be paid, the actions
indicated by the cost are not performed.
7.22. (Perform) Drive Check
7.22.1. Drive check is a specific action that indicatesthe series of operations (10.6) in the drive step
(10.6.1.2.3).
7.23. (Perform) Damage Check
7.23.1. Damage check is a specific action thatindicates the series of operations performed
when vanguard damage is 1 or higher (13.6.3).

7.24. Counter-blast
7.24.1. Counter-blast is a specific action to choose
the specified number of face up cards in thedamage zone and turn them face down. This isindicated by theoricons.
7.24.2. When written as [(counter-blast icon)(number
in a circle)], choose the specified number of faceup cards in the damage zone and turn them facedown.
7.24.2.1. When written as [(counter-blasticon)(number in a circle)-(condition)], choose
the specified number of face up cards in thedamage zone that fulfill the condition written
after the “-“ and turn them face down.
7.24.3. When written as an instruction to “(counterblast icon)(number in a circle)” as part of aneffect instead of the cost, the player specified bythat effect or the master of the specified cardchooses face up cards in their damage zone
equal to the number in the circle, and turns them
face down. If the specified number of face up
cards cannot be chosen, that instruction is not
performed.
7.24.4. “To counter-blast” is to turn face up cards inthe damage zone face down by counter-blast.
7.24.4.1. “To counter-blast (number)” is to turn that
number of face up cards in the damage zone
face down by counter-blast.
7.25. Soul-blast
7.25.1. Soul-blast is a specific action to choose thespecified number of cards in the soul and put
them into the drop zone. This is indicated by theoricons.
7.25.2. When written as [(soul-blast icon)(number ina circle)], choose the specified number of cards
in the soul and put them into the drop zone.
7.25.2.1. When written as [(soul-blast icon)(number
in a circle)-(condition)], choose the specified
number of cards in the soul that fulfill thecondition written after the “-“ and put them into
the drop zone.
7.25.3. When written as an instruction to “(soul-blasticon)(number in a circle)” as part of an effectinstead of the cost, the player specified by theeffect or the master of the specified cardchooses cards in their soul equal to the numberin the circle, and puts them into the drop zone. If
the specified number of cards cannot be chosen,that instruction is not performed.
7.25.4. “To soul-blast” is to put cards from the soul
into the drop zone by soul-blast.
7.25.4.1. “To soul-blast (number)” is to put that
number of cards from the soul into the dropzone by soul-blast.
7.26. Counter-charge
7.26.1. Counter-charge is indicated by an icon like“ (1)“ or ““. It is a specific action tochoose a number of the face down cards in thedamage zone equal to the number in the circle
and turn them face up.

7.26.2. “To counter-charge” is to turn face downcards in the damage zone face up by counter-charge.
7.26.2.1. “To counter-charge (number)” is to turnthat number of face down cards in the damage
zone face up by counter -charge.
7.27. Soul-charge
7.27.1. Soul-charge is indicated by an icon like “(1)“ or ““, and is a specific action to put anumber of cards equal to the number in thecircle from the top of the deck into the soul.
7.27.2. “To soul-charge” is to put cards from the topof the deck into the soul by soul-charge.
7.27.2.1. “To soul-charge (number)” is to put that
number of cards from the top of the deck into
the soul by soul-charge.
7.28. Increase / Decrease
7.28.1. If the number denoted in an icon such as forcounter-blast is “increased” or “decreased”, itmeans that the number referenced when
performing the action indicated by that icon isincreased or decreased by the specified number.
7.28.2. When a process increases or decreases thenumber for the “next time” of a process, that
number is increased or decreased the next timethat process is performed. This is regardless ofwhether other processes are performed before
that next time.
7.28.2.1. If there are multiple processes that
increase or decrease the number for the “nexttime” of the same process, they are added
together.
7.29. Bind
7.29.1. “To bind” is a specific action to move cards
from a specified zone to the owner’s bind zone.
7.30. Lock
7.30.1. “To lock” is a specific action to change thestate of a card. By locking a card, the cardchanges to the locked state.
7.30.1.1. When a card changes to the locked state,
it is faced down, and then put in the standstate. This card is not considered to be thesame card as the original card.
7.30.1.2. A card that changes to the locked state
becomes a “locked card”. Locked cards are atype of card, and do not have all theinformation that is written on the front side,
given to it, or gained.
7.30.1.3. When whether a locked card is in thestand state or rest state is referenced, it isneither in the stand state or rest state, andcannot be referenced.
7.30.2. When a card that is locked changes state to
no longer being so, it is turned face up. Similarly,
when a card that is locked is turned face up for
any reason, it is no longer in the locked state,
and is considered to have been unlocked (7.31).
In both cases, the lock type circle that card is on
returns to its original type.

7.30.3. A circle is a lock type circle so long as alocked card is on it.
7.30.3.1. When a lock type circle’s type is no longer
the lock type, that circle returns to its original
type unless stated otherwise.
7.30.4. When a G unit on a rear-guard circle islocked, right after that card is turned face down,
put that card into its owner’s G zone face up.
7.30.5. When instructed to “put as a locked card”,
that card is not a unit when it is put and is put
face down as a locked card.
7.30.5.1. When a card is “put as a locked card”
from a hidden zone such as the deck, thatcard’s owner checks the information of thatcard before deciding the circle to put it unless
instructed otherwise by an effect.
7.30.5.2. When the rear-guard circle a unit or cardis on becomes a lock type circle by something
like “put as a locked card”, the units and cards
that were there are immediately put into theirowner’s drop zones without waiting for the
check timing.
7.30.5.3. When multiple locked cards
simultaneously put on circles, choose circles
for them to be put in a manner that does notcontradict the conditions. At that point, you
cannot choose the same circle as the circle toput multiple locked cards. You must choose
separate circles to put them on.
7.30.6. A card in the locked state does not reference
any other card.
7.30.7. When a unit is locked, if that unit has an
associated originalDress card (6.7.2.2), thatoriginalDress card is associated with that lockedcard. Similarly, when a card in the locked statechanges state to no longer being so, if that cardin the locked state has an associatedoriginalDress card, that originalDress card isassociated with that card that is no longer in thelocked state.
7.31. Unlock
7.31.1. “To unlock“ is a specific action to change thestate of a card. By unlocking a card, if it is in thelocked state, the card is turned face up from thelocked state.
7.31.1.1. An unlocked card is not considered to be
the same as the original card.
7.31.2. When unlocked, the card is in the stand state.
This is not considered as changing to the standstate from the rest state, and abilities and effects
that have changing to the stand state do not
apply.
7.31.3. If a locked card is turned face up for any
reason, it is considered to have been unlocked.
7.31.4. The unlocking of a card is not a place.
7.32. Delete
7.32.1. When a unit changes to the deleted state, it isturned face down while its orientation state ismaintained. This unit is considered to be thesame as the original unit.

7.32.2. A unit that changes to the deleted state is a“deleted unit“. Deleted units are a type of unit,
but its power is reduced by the power written on
the card, and it loses the text that is written on
the face up side. Skill icons and other card
information are maintained.
- For example, when a “King of Knights,
Alfred“ vanguard that gets +2000 powerfrom the ability of “Starlight Unicorn“ isdeleted, its power becomes 2000. Also,
since it has no text, it can be boosted.
7.32.3. Deleted units have stand/rest states, andbattles as a unit that is not deleted would.
7.32.4. When a deleted unit changes state to nolonger being so, the unit is turn faced up.
Similarly, when a deleted unit is turned face up
for any reason, it is no longer in a deleted state.
7.32.5. All players can check the face up side of adeleted unit.
7.32.6. When a deleted unit is given or gets anability, it is given or gets the ability as per normal.
Similarly, when a deleted unit has its powerincreased or decreased, it is increased or
decreased as per normal.
7.32.6.1. If a deleted unit has its information
modified by any continuous effect, and is nolonger in a deleted state during the duration ofthat continuous effect, that modification
continues to be in effect.
7.32.7. When a unit in a legion state is deleted, that
legion state is maintained.
7.32.8. When a deleted unit is rode upon, all thevanguards on that circle at that point in time areput into the soul face up.
7.33. Time Leap
7.33.1. “To time leap“ is a special action that is
performed according to the process below.
7.33.1.1. When “time leap“ is performed, bind thechosen rear-guards if a rear-guard waschosen, or that unit itself if it was chosen. If
cards were bound, for each card that wasbound, search your deck for up to one cardwith grade 1 grade greater than that card andassociate them, call all of the cards associatedwith the cards that were bound at the sametime they were associated, and shuffle yourdeck. At the end of that turn, put that called unit
on the bottom of its owner’s deck. If it was put,the owner of the card associated with that unit
and bound by time leap calls it.
7.34. Move/Put a Unit
7.34.1. When “move“ or “put a unit that was alreadyin the field on a specific circle“ is written in text, it
refers to a unit put within the field being put onanother circle within the field.
7.34.1.1. When intercepting or exchanging theposition of cards placed on circles, withregards to the text, the cards are considered
as being moved.
7.34.2. With regards to the text, riding and calling
units are not considered as moving.

7.35. Dealing Damage
7.35.1. When a rule or text “deals (number)damage“ to a vanguard, increase thatvanguard’s master’s vanguard damage by thatspecified number.
7.35.1.1. When instructed to deal damage to thevanguard with the number of vanguards being
specified, if there are multiple vanguards, deal
the specified damage to each of thosevanguards.
7.35.1.2. The resolution for the damage dealt by
this is performed within a rule action (13.6).
7.36. Attack
7.36.1. When there is an instruction “(unit A) attacks(unit B)“ in text, after performing the check timing
specified in the rules to be after the end of theeffect currently being performed, perform thefollowing process.
7.36.1.1. Specify one unit in the stand state that is
not restricted from attacking by effects from theunits specified as unit A as the attacking unit,
and specify one unit that is not restricted frombeing attacked by effects from the units
specified as unit B as the unit being attacked. Ifsuch a combination cannot be specified, theattack special action ends.
7.36.1.2. Perform an attack resolution (10.2). No
boosting unit (10.4.1.12) can be specified forthis attack resolution. Then, return to 7.36.1.1.
7.36.1.2.1. For this attack resolution, the masterof the effect with the instruction to attack isthe designated attacking player, and unit B’s
master is the designated defending player(10.1.6).
7.36.2. After the battle has begun, if there is an
instruction during that battle to “attack a unit“ inthe text, process that “attack a unit” after theongoing battle has ended.
7.36.3. When there is an instruction for multiple units
to attack, if there are units whose master is theturn player among them, the turn player chooses
one of the units they are the master of fromamong them, and if not, the non-turn playerchooses one of the units they are the master offrom among them, and performs the instruction
to attack, and this is repeated until there are no
more units directed to attack.
7.36.4. If there are processes following the
instruction to attack that reference “that attack”, it
refers to the battle from the attack process
performed from that instruction to attack.
7.37. Battle
7.37.1. “To battle” is a specific action to change theunit being attacked (10.4.1.8).
7.38. Changing of (Attack Target)
7.38.1. When there is an instruction to “change theattack target (to a specified unit)” for an attacking
unit, the specified unit being attacked (10.2.2) bythat attacking unit becomes that specified unit.

7.38.1.1. When any effect changes the attack
target of a unit that is attacking multiple units toa specified unit, the specified unit being
attacked for those attacking units changes toonly be that specified unit.
7.39. Dominate
7.39.1. When text says to “dominate“ a unit, themaster of the effect with that text is temporarily
able to use that unit as if they were that unit’s
master.
7.39.1.1. While being able to use that unit as if you
were its master from this, that unit has a“dominated state” from that effect’s master,and that master is considered to be that unit’s“dominating player”. The master of that unit
before it was in the dominated state is written
as the “original master”.
7.39.1.1.1. While in the dominated state, theoriginal master cannot refer to the dominatedunit as a unit they are the master of.
7.39.1.1.2. A unit in dominated state cannot
further change to the dominated state.
7.39.1.2. If the duration it is dominated is not
mentioned, that card will only be in thedominated state while the effect with the“dominate” action Is being resolved.
7.39.1.2.1. If a specified card is dominated andput on the guardian circle, that card will be in
the dominated state until the end of thatbattle.
7.39.1.3. When a unit in the dominated state refers
to its master at a specified later time, that unit
will confirm its master when that time arrives,
and refer to them. As a result, it may refer to aplayer that is not the dominating player.
- For example, when a rear-guard in thedominated state applies a ”does not standin your next stand phase” effect, and it is
no longer in the dominated state at a latertime during that turn, that rear-guard does
not stand during its original master’s next
stand phase.
7.39.1.4. If either a legion leader or legion mate in
the legion state changes to the dominatedstate, the unit associated with it changes to thedominated state.
7.39.2. When referring to the units the dominating
player is the master of, units in the dominatedstate are included. Similarly, when a unit in thedominating state refers to its master or theirinformation, it refers to the dominating player ortheir information.
7.39.2.1. When referring to the number of units thedominating player is the master of, units indominated state are included.
7.39.2.2. Effects applied by units the dominating
player is the master of are applied to units inthe dominated state.
7.39.2.3. The dominating player can play theabilities of units in dominated state as if they
were its master.

7.39.2.3.1. When a unit in the dominated statecreates an automatic ability with a timed
trigger (11.9.7), when that timed trigger’s
condition is fulfilled, the dominating player at
the point that automatic ability was createdplays that ability.
7.39.2.4. When a unit in the dominated state islocked, it is no longer in dominated state.
7.39.2.5. After a unit the dominating player is themaster of is moved to a deck that is not thedominating player’s deck by any effect, when
there is an instruction to shuffle the dominating
player’s deck during that effect, all players
shuffle their decks.
7.39.3. The positions of units in the dominated state
are based on the dominating player.
7.39.3.1. When a rear-guard in your opponent’s
right column is dominated, it becomes a rearguard in the dominating player’s left column,
and is considered to be in the same column as
the other rear-guards in the dominating
player’s left column. It is similar for the
opponent’s left column.
7.39.3.2. Although circles with different masters
may be in the same column, they do not regard
each other as being the other’s front or backrow.
7.39.3.3. When a dominating player references“your front row units” or “your back row units”,
it does not include dominated units. Similarly,
when the original master references “your front
row units” or “your back row units”, it does notinclude dominated units.
7.39.4. When a unit in the dominated state moves toanother zone by rule or effect, it does so inaccordance with the following rules.
7.39.4.1. When that is a move to a non-circle zone,
it moves to that card’s owner’s specified zone.
7.39.4.2. When that is a move to another rearguard circle or vanguard circle, if that circle’s
master is different from that unit’s owner, thatmove is not performed.
7.39.4.3. If it does not meet the above conditions,that move is processed according to thenormal rules.
7.39.5. The master of the circle a unit in thedominated state is on does not change.
7.39.5.1. When a unit whose owner is different fromthe master of the circle a unit in the dominatedstate is on is called to or rode upon that circle,
it is not performed.
7.39.6. A rear-guard in the dominated state cannot
boost nor intercept.
7.39.7. When a vanguard in the dominated state
attacks, drive checks for the drive step are
performed by putting cards from the top of thedominating player’s deck into the dominating
player’s trigger zone.
7.39.8. If the circle a dominated unit is on was
specified for any imaginary gift process, themodifications applied to that circle are notapplied.

7.40. Put as gauge/Put as plant gauge/Move gauge
7.40.1. When a card is to be “put as gauge” by text,
move that card to its owner’s gauge zone (4.15).
7.40.2. When card A is to be “put as gauge” for card
B, in addition to putting card A as gauge, thatcard is associated with card B (4.15.3).
7.40.2.1. If card and card B have different owners
or masters, that “put as gauge” action is not
performed.
7.40.3. When a card is to be “put as (name) gauge”
by text, in addition to putting that card as gauge,that card gains (name) as name information(4.15.4).
7.40.4. If multiple gauges are being put in as single
process, after choosing the number to be put if
there is a choice of quantity, move the specified
or chosen number of cards to the gauge zone.
- For example, when the single process “putup to three cards from the top of your deck
as gauge” is resolved with “two cards”,
move 2 cards from the deck as “two cards”
was decided. You may not look at the
information of the first card before deciding
whether to put a second card.
7.40.5. When there’s an instruction to “put a token asa plant gauge”, the gauge zone is added to thattoken’s effective zones (15.2.4.1), the gaugezone is removed from that token’s erase zones(15.2.4.2), and that token is put as gauge.
7.40.6. When “move gauge” is performed on a cardin a gauge, that card’s association with the card
it is currently associated with is canceled, and it
becomes associated with the card specified as
the move destination.
7.40.6.1. Cards in the gauge do not change zone
from the move gauge process.
7.40.6.2. If the card specified as the movedestination and the gauge card being moved
have different owners or masters, that “movegauge” action is not performed.
7.41. Become the Stage
7.41.1. When there is an instruction for a circle to“become the stage” in text, perform the following.
7.41.1.1. If that circle does not have the “stage”
type, it additionally gains the “stage” type.
7.41.1.2. If there are clan type “Accel” gift markers
on any circles other than that circle, movethem all to that circle.
7.41.1.2.1. The circles the gift markers moved bythis were on will disappear (16.3.1.5.2.1).
7.41.2. If there is a circle that is the “stage”, when theclan type “Accel” imaginary gift process isperformed, no new circles are created, and thegift marker from that process is put on the circle
that is the “stage” (16.3.1.5.2).
7.42. “Final Rush”/”Final Burst”
7.42.1. When any player is instructed to “Final Rush”
or “Final Burst”, that player is considered to be“in Final Rush” or “in Final Burst” for the
specified duration.

7.42.1.1. Players that are “in Final Burst” aresimultaneously “in Final Rush”.
7.42.2. “Final Rush” and “Final Burst” have noparticular meaning in terms of rules, but can bereferenced by other effects.

onwards until the end of the close step, as longas unit A and unit B are on their current circles,
unit A is boosting unit B.
7.47.1.2.1. Each combination of unit A and unit B
is considered as 1 instance of boosting.

7.43. World/Becomes Dark Night/Becomes Abyssal
Dark Night
7.43.1. Each player has “world” information.
7.43.1.1. So long as there are no effects that
determine a player’s world information, they
are in a state of having a blank value for theirworld information.
7.43.2. There are effects that have the information of
the world “become Dark Night” or “become
Abyssal Dark Night”.
7.43.2.1. When a player’s world becomes a
specified information, the world information it
had until then is lost, and it only has the new
information.
7.43.3. World information has not particular meaning
in terms of rules, but can be referenced by othereffects.

7.48. Energy-charge
7.48.1. A specific action that increases the specified
player’s energy value by the number in thecircle. This is indicated by an icon like.
7.48.1.1. If no particular player is specified,increase the energy of that effect’s master.
7.48.2. If the energy value would be above that
player’s energy’s upper limit after being
increased from a specified energy-charge, thatenergy-charge will only increase the energy tothe upper limit.
7.48.2.1. If the energy value would not increase
because of this, no energy-charge isconsidered to have been performed.

7.44. Alchemagic
7.44.1. When instructed to “Alchemagic” order card B
on order card A, perform the following.
7.44.1.1. If order B has any continuous orautomatic abilities, order A gets those abilities.
7.44.1.2. If order A and order B originally havecosts to be paid and conditions to be checked(11.8.2.4.2), order B’s original cost andconditions are added to the end of order A’s
original cost and conditions, and the rest oforder B’s text is added to the end of the rest oforder A’s text.
7.45. To Stand Up (the Vanguard)
7.45.1. When a player “stands up (their Vanguard)”, it
refers to that player turning their first vanguard
face up when they are preparing for the game
(8.2.1.9).
7.46. Perform (Twin) Drive
7.46.1. When a “perform twin drive” effect is applied
to a unit for a battle, the following is applicable tothe drive step (10.6) for the attack by that unit forthat battle.
7.46.1.1. That unit performs drive checks even if it
is a rear-guard (10.6.1.2).
7.46.1.2. When that unit performs drive checks, it
performs drive checks as if the value of its
drive is 2, regardless of that unit’s drive (2.17)
value.
7.47. Boost
7.47.1. When there is an instruction to boost unit B
with unit A, perform the following.
7.47.1.1. If unit A is in the rest state, or if unit B is
not performing an attack, the performing of this
instruction ends.
7.47.1.2. If unit A is in the stand state and unit B is
performing an attack, rest unit A. From here

7.49. Energy-blast
7.49.1. A specific action that decreases the specified
player’s energy value by the number in thecircle. This is indicated by an icon like.
7.49.1.1. If no particular player is specified,decrease the energy of that effect’s master.
7.49.2. When performing an energy-blast, If that
player’s energy value is less than the number
specified in the circle for that energy-blast, thatenergy-blast cannot be performed.
7.50. Choose/Cannot be Chosen
7.50.1. When a cost or effect has an instruction to“choose” a certain number of objects, select the
specified number of objects.
7.50.1.1. When a process is specified for a
specified number of objects, even if there is no“choose” written for those objects, it isconsidered an instruction to “choose” that
number of objects.
- For example, if there is an “two of yourunits get Power +3000 until end of turn”
activated ability, it is considered to be“choose two of your units, and they get
Power +3000 until end of turn”.
7.50.1.2. Processes that do not act on a specificnumber of objects in particular, such as acting
on “all” objects, are not considered to “choose”
those objects.
7.50.2. When anything has a “cannot be chosen”
effect, it cannot be selected by a “choose”
instruction.
Section 8. Setting Up the Game
8.1. Preparing the Decks
8.1.1. Each player prepares a deck with their own
cards before the game.
8.1.2. Each player prepares a main deck, up to 1 ridedeck, and up to 1 G deck with their own cards
before the game.

8.1.3. Continuous abilities regarding deckconstruction of the main deck, ride deck, and G
deck are applied as replacement effects thatchange the rules below. Those abilities areinactive (11.4.2) after the game starts.
8.1.4. There are regulations regarding theconstruction of decks.
8.1.4.1. The main deck must be constructed ofexactly 50 cards without the subtype “G”.
8.1.4.2. The ride deck must be constructed of 4 ormore cards, according to the ride deckconstruction regulations (Supplement C).
8.1.4.3. The G deck must be constructed of 16 orless cards with the subtype “G”.
8.1.5. The main deck and ride deck must have 4 orless cards with the same card name between
them, and separate from that, the G deck musthave 4 or less cards with the same card name.
8.1.5.1. Cards are considered to have the samecard name if their card name is the same, even
if the rest of the information is different.
8.1.5.2. Cards with multiple card names (2.1.2)
count to the limit on the number of cards withthe same card name for each of their card
names.
8.1.6. The main deck and ride deck must contain atotal of exactly 16 cards with triggers between
them. They must also follow the abovementioned“4 or less cards with the same card name” rule.
8.1.6.1. The total number of cards with heal
triggers (11.10.2.5) must be 4 or less.
8.1.6.2. The total number of cards with overtriggers (11.10.2.7) must be 1 or less.
8.1.7. The main deck and ride deck must contain atotal of 4 or less cards with sentinel (14.10)
between them.
8.1.8. The main deck and ride deck must contain atotal of 1 or less cards with Regalis Piece (14.54)
between them.
8.1.9. When effects that replace deck construction
rules refer to “this card”, it refers to cards withthe same collection number as that card’s
collection number.
8.2. Preparing for the Game
8.2.1. Before the start of a game, players perform thefollowing steps.
8.2.1.1. Present the decks you will use for thisgame to your opponent.
8.2.1.2. Choose a grade 0 unit from your ride deck
if you have one, and from your main deck if
you do not, and put it face down on yourvanguard circle. This card is not revealed untilright before the game begins. This unit iscalled your “first vanguard“.
8.2.1.3. Each player puts their main deck in theirdeck zone, and shuffles it. After that, eachplayer can shuffle their opponent’s deck.
8.2.1.4. If they have a ride deck, each player puts
the cards in their ride deck on their ride deckzone.

8.2.1.5. If they have a G deck, each player puts all
the cards in their G deck face down in their Gzone face down in a stack.
8.2.1.6. All players determine a player in a randommanner, and that player chooses which player
should go first.
8.2.1.7. Each player’s vanguard damage is set to 0.
8.2.1.8. Each player draws five cards from theirdeck as the initial hand. After that, starting fromthe player going first, each player chooses any
number of cards in their hand and puts themon the bottom of their deck, draws cards equal
to the number they put, and players that
returned one or more cards shuffle their deck.
8.2.1.9. Each player turns their first vanguard face
up, and the game begins with the player goingfirst as the turn player.
Section 9. Progression of the Game9.1. Overview
9.1.1. The game progresses by repeating steps
known as “turns”. During a turn, one player is theturn player, while the other is the non-turn player.
9.1.2. The turn player performs each of the phasesfrom 9.2 to 9.11 in the order shown.
9.2. Stand Phase
9.2.1. Active automatic abilities with the “at the
beginning of turn“ or “at the beginning of standphase“ trigger conditions become standby. After
that, resolve a check timing.
9.2.2. The turn player stands all the cards in theirfield and order zone.
9.2.3. Resolve a check timing. After all the processes
for that check timing have been completed,advance to the next phase.
9.3. Draw Phase
9.3.1. The draw step and G assist step are
performed in the following order for the draw
phase.
9.4. Draw Step
9.4.1. Active automatic abilities with the “at the
beginning of draw phase“ trigger condition
become standby. After that, resolve a checktiming.
9.4.2. The turn player draws a card.
9.4.3. Resolve a check timing. After all the processes
for that check timing have been completed,advance to the G assist step.
9.5. G Assist Step
9.5.1. Players with a ride deck skip this step.
9.5.2. Active automatic abilities with the “at the
beginning of G assist step“ trigger condition
become standby. After that, resolve a checktiming.
9.5.3. If the turn player’s vanguard is not grade 3 orhigher, and their hand does not have a card withthe unit main type that is 1 grade greater thantheir vanguard, they can search their deck for acard. This is called G assist, and is done
according to the steps below.
9.5.3.1. The turn player reveals their hand.
9.5.3.2. The turn player looks at 5 cards from the
top of their deck, chooses up to 1 card with theunit main type that is 1 grade greater than theirvanguard from among them, and shows it totheir opponent, before putting it in their hand. If
a card was put into their hand, the turn playerchooses 2 cards from their hand, and removes
them from the game. Even if no card was put
into their hand, shuffle the deck.
9.5.4. Resolve a check timing. After all the processes
for that check timing have been completed,advance to the next phase.
9.6. Ride Phase
9.6.1. The ride step and stride step are performed in
the following order for the ride phase.
9.7. Ride Step
9.7.1. Active automatic abilities with the “at the
beginning of ride phase“ trigger condition
become standby. After that, resolve a checktiming.
9.7.2. The turn player can ride on a vanguard that is
not a legion mate, a unit from their hand that is
the same grade or 1 grade greater than thatvanguard, or a face down unit from their ridedeck zone that is 1 grade greater than thatvanguard.
9.7.2.1. Unless it was changed by effects such asadding a cost, this ride is a normal ride.
9.7.3. Resolve a check timing. After all the processes
for that check timing have been completed,advance to the stride step.
9.8. Stride Step
9.8.1. Active automatic abilities with the “at the
beginning of stride step“ trigger condition
become standby. After that, resolve a checktiming.
9.8.2. The turn player can play the stride skill (6.6)
with a “stride step” stride condition of a G unit ona vanguard they are the master of (including one
that is in the legion state).
9.8.3. Resolve a check timing. After all the processes
for that check timing have been completed,advance to the next phase.
9.9. Main Phase
9.9.1. Active automatic abilities with the “at the
beginning of main phase“ trigger condition
become standby.
9.9.2. The turn player gets a play timing. In this playtiming, the turn player can choose to perform
any of the actions below any number of times
and in any order.
9.9.2.1. The turn player can call a unit card withgrade equal to or less than any of theirvanguards that is not a legion mate to any oneof their rear-guard circles (6.2).

9.9.2.1.1. Unless it was changed by effects suchas adding a cost, this call is a normal call.
9.9.2.1.2. A player that doesn’t have a vanguard
or cannot refer to it due to some situation
cannot perform this action.
9.9.2.2. If the front and back circles of one of theturn player’s columns are both rear-guard
circles, they can switch the cards that are on
those circles.
9.9.2.2.1. If both circles have a card on them,each of the cards on those circles issimultaneously put on the other circle.
9.9.2.2.2. If one of the circles does not have acard on it, put the card that is on the othercircle on that circle.
9.9.2.2.3. If both circles do not have cards onthem, nothing happens.
9.9.2.2.4. If the number of times the turn player
has played an order card this turn has not yet
reached their order limit, they can play a nonblitz order with grade less than or equal totheir vanguard’s grade from their hand.
9.9.2.2.5. Unless specified otherwise, the order
limit is 1 for all players.
9.9.2.3. The turn player can play any of the active
activated abilities they are the master of.
9.9.2.4. If the turn player has a unit with theoverDress ability and grade less than or equal
to their vanguard’s grade in their hand, they
can overDress it on any of their rear-guards
with the unit information specified by that
overDress ability (14.45.2).
9.9.2.5. The turn player can choose to do nothing
for their play timing, and advance to the next
phase.
9.10. Battle Phase
9.10.1. The turn player can attack their opponent’s
units with units they are the master of. See“Attack and Battle” (Section 10. Attack andBattle) for more details about this phase.
9.11. End Phase
9.11.1. Put all G units that are not in the heart state
on vanguard circles and rear-guard circles into
the G zone face up.
9.11.1.1. This process is repeated as long as there
are G units on vanguard circles or rear-guard
circles.
9.11.2. If there are G units in the heart state at thispoint for any reason, put all of them into the Gzone face up.
9.11.3. All cards in the locked state and deleted statein your field change to no longer being in thelocked state or deleted state, and are turned
face up.
9.11.4. If there is a music order (17.4) on any circle,
put that card into the drop zone.
9.11.5. If there is a unit on a circle with the Astral
Plane type, put that unit at the bottom of its
owner’s deck.
9.11.6. If there is a unit with associated attachedunits, those attached units are no longerattached, and the association from attach iscanceled. Then, the master of those attachedunits moves those attached units to their rearguard circles of their choice.
9.11.7. Automatic abilities with the “when unlocked”,“when turned face up”, or “when put into the Gzone” trigger conditions become standby. After
that, resolve a check timing.
9.11.8. Automatic abilities with the “at the beginningof the end phase” or “at the end of turn” trigger
conditions that have not become standby during
this end phase become standby.
9.11.9. Resolve a check timing. After all theprocesses for this check timing have been
completed, all effects with “until end of turn”
durations will disappear.
9.11.10. At this point, if there are no automaticabilities standing by, no rule actions (Section 13.
Rule Action) to resolve, and no cards in publiczones or hidden zones that both players are able
to check the information of with automaticabilities with the “at the beginning of end
phase“ or “at the end of turn“ trigger conditions
that have not become standby during this end
phase, the opponent of the current turn player
becomes the new turn player, and the gameadvances to the next turn's stand phase. Thisturn ends. Otherwise, go back to 9.11.8.
Section 10. Attack and Battle
10.1. Basics
10.1.1. In each battle phase, the turn player can
attack with their standing units in the front row
against their opponent's units. During a battle
phase, the turn player performs a progression ofsteps beginning with the start step.
10.1.2. The series of steps from the start step to theclose step is called the “Attack Sub Phase“. The
process from 10.4.1.1 to 10.8.1.4 is called the“Battle“.
10.1.3. A battle is counted as one battle from themoment a battle begins. Even if the process of abattle is cut off midway and proceeds to theclose step, it is still counted as one battle.
10.1.4. If the specified units being attacked includes
a vanguard, that battle is one where a vanguard
is attacked until the end of the close step.
Similarly, if the specified units being attacked
includes a rear-guard, that battle is one where arear-guard is attacked until the end of the close
step.
10.1.5. If a unit is changed from attacking a vanguard
to a rear-guard, or from a rear-guard to avanguard by an effect after 10.4.1.9, the event of
attacking the previous unit changes to attacking
the new unit.
10.1.6. In a battle, one of the players is thedesignated attacking player who makes choices
for the attacking side, and one of the players isthe designated defending player who makes
choices for the side being attacked.

10.2. Attack Resolution
10.2.1. The performing of the series of processes
from the attack step to the close step is known
as the attack resolution, and is referred to as the
specific action “attack“ (7.36).
10.2.2. For an attack, both the attacking unit and theunit being attacked must exist, and they are
either specified units or unspecified units.
10.2.3. If the specified units being attacked includes
a unit that cannot be specified due to an effect,that unit does not battle. The reverse is also true.
10.3. Start Step
10.3.1. The step in which the turn player chooses
whether to attack. This step proceeds in thefollowing order.
10.3.1.1. If this step is the first start step of thisbattle phase, active automatic abilities with the“at the beginning of start step“ and “at the
beginning of your battle phase“ trigger
conditions become standby. After that, resolvea check timing.
10.3.1.2. The turn player becomes the designatedattacking player, and the non-turn player
becomes the designated defending player.
10.3.1.3. The turn player chooses whether toattack.
10.3.1.4. If they choose to attack, resolve a checktiming. After all the processes for this checktiming have been completed, the specified
attacking units and specified units being
attacked are unspecified, and advance to theattack step.
10.3.1.5. If they choose not to attack, then advanceto the next phase.
10.3.2. If it is the first turn of the player going first, or
there are units that cannot attack or be attacked,
or some combination of them results in no attack
being able to be performed, no attack can be
made. The choice to not attack is automaticallymade.
10.4. Attack Step
10.4.1. The step in which the designated attacking
player chooses which unit they will attack with.
This step proceeds in the following order.
10.4.1.1. The battle begins.
10.4.1.2. Each active automatic ability with thetiming “at the beginning of attack
step“ becomes standby. After that, resolve acheck timing.
10.4.1.3. If the specified attacking unit isunspecified, the designated attacking playerchooses one of their units (or both units if it is avanguard in the legion state (6.4.2)) in thestand state on a front row vanguard circle orrear-guard circle, that is not restricted fromattacking by rules nor effects, and that unit
becomes the specified attacking unit.
10.4.1.3.1. If there are no suitable units that canbe chosen as the specified attacking unit for
any reason, the battle and this attack stepends, and advance to the next phase.

10.4.1.4. Confirm whether the specified attacking
unit is suitable.
10.4.1.4.1. If the specified attacking unit isunspecified, in the rest state and not in any
particular state that would allow it to attack,or unable to attack due to any effect, proceed
to the close step.
10.4.1.5. Rest the specified attacking unit, andperform an attack.
10.4.1.5.1. From here onwards until the end of
the close step, as long as the specified
attacking unit is on its current circle, thespecified attacking unit is performing theattack.
10.4.1.5.2. From here onwards until the end ofbattle, if that unit becomes unable to attack,the process of the battle still proceeds.
10.4.1.6. If the specified unit being attacked isunspecified, the designated attacking playerchooses one of the designated defending
player's units on a front row vanguard circle
that is not a Legion Mate, or a unit on a front
row rear-guard circle that is not restricted byrules nor effects from being attacked by the
specified attacking unit, and that unit becomes
the specified unit being attacked.
10.4.1.7. Confirm whether the specified unit being
attacked is suitable.
10.4.1.7.1. If the specified unit being attacked isunspecified, or attacks against it in particular
are not allowed due to an effect that does notallow attacks toward the specified unit being
attacked due to a rule, or is unable to be
attacked due to an effect, proceed to theclose step.
10.4.1.8. If an effect such as “this unit (may)battle(s)” increases the number of units
specified or changes the method they are
specified, that effect is applied. In such cases,
as long as it is not restricted by effects, all of
the units that fulfill the conditions newly
become the units being attacked.
- For example, if a unit with the “this unit can
attack rear-guards from the back row”
performs an attack against youropponent’s rear-guards, and “battles all of
your opponent’s front row units” due to aneffect, as it is in the state of not being
restricted from attacking your opponent’s
vanguard by effects (it is only restricted byrules), it attacks all of those units, including
your opponent’s vanguard.
10.4.1.9. From here onwards until the end of theclose step, as long as the specified unit being
attacked is on its current circle, the specified
unit being attacked is being attacked by theattacking unit.
10.4.1.9.1. During the battle, if the unit being
attacked changes, or is no longer in the field,
the process of the battle still proceeds.
10.4.1.9.2. The “attacking unit“ and the “unitbeing attacked“ are each other’s “battle
opponents”.

10.4.1.9.3. If there are multiple units being
attacked, proceed with that attack sub-phasewith all of those units as “units being
attacked“.
10.4.1.10. From here onwards, when a unit whosemaster is the designated defending is placedon the guardian circle, they choose one of theirunits being attacked. That guardian guards forthat chosen unit.
10.4.1.10.1. If there is only one unit being
attacked, that guardian automatically guards
for that unit.
10.4.1.11. Between 10.4.1.9 and the close step,when another unit is placed on a circle with aunit that is being attacked, that unit does not
become a unit that is being attacked.
10.4.1.12. The designated attacking player may
choose a unit with boost (14.5) in the backcircle of the same column as the attacking unit,
and have that unit boost (7.47.1) the attacking
unit (or either of the units for a vanguard in thelegion state). If it boosts, rest that unit withboost.
10.4.1.12.1. Until the end of the close step, as
long as the chosen unit is boosting, thepower of the boosting unit is continuously
added to the power of the boosted unit. At
the same time, as long as a vanguard in thelegion state is attacking, the legion mate iscontinuously added to the power of thelegion leader (11.11.1.8).
10.4.1.13. Resolve a check timing. Abilities with the“when unit attacks“ and “when unit
boosts“ trigger conditions resolve during thistiming.
10.4.1.14. Resolve a check timing. After all theprocesses for that check timing have been
completed, advance to the guard step.
10.5. Guard Step
10.5.1. The step in which the designated defending
player can put guardians to defend against theiropponent’s attack. This step is done in thefollowing order:
10.5.1.1. Active automatic abilities with the “at the
beginning of guard step“ trigger condition
become standby.
10.5.1.2. The designated defending player gets aplay timing. They may perform any of thefollowing actions during this play timing.
10.5.1.2.1. The designated defending player may
choose to pass. If pass was chosen, proceed
to the drive step if a unit that performs drive
checks is attacking, and proceed to damage
step if a rear-guard is attacking.
10.5.1.2.1.1. If the non-turn player is restrictedfrom calling, intercepting, or playing blitz
orders, or the unit being attacked no longer
exists, the designated defending player is
automatically considered to have chosen topass.

10.5.1.2.2. The designated defending player may
choose one or more unit cards from theirhand, and call them to the guardian circle.
10.5.1.2.2.1. Unless it was changed by effects
such as adding a cost, this call is a normal
call.
10.5.1.2.2.2. This call can be performed even if
they do not have a vanguard, and does notreference their vanguard’s grade.
10.5.1.2.3. The non-turn player may, if bothplayers’ vanguards are grade 3 or greater,
and if the number of face up G guardians(14.16) in their G zone is 3 or less, and there
is a G guardian among the face down cards
in their G zone, they can choose one or moreof those face down cards and turn them faceup, pay the cost specified by those G
Guardian abilities, and superior call it to theirguardian circle face up.
10.5.1.2.4. The designated defending player may
choose one or more units with intercept(14.4) in their front row that are not being
attacked this battle, and put them in theirguardian circle in the rest state.
10.5.1.2.4.1. Automatic abilities with the “whenunit intercepts” trigger condition become
standby when that unit is chosen to
perform an intercept, but if that unit does
not move to the guardian circle for any
reason, the standby state is canceled.
10.5.1.2.5. If the number of times the designateddefending player has played an order card
this turn has not yet reached their order limit,
they can play a blitz order with grade lessthan or equal to their vanguard’s grade fromtheir hand.
10.5.1.2.5.1. Unless specified otherwise, theorder limit is 1 for all players.
10.5.2. Resolve a check timing. After all theprocesses for that check timing have been
completed, return to 10.5.1.2.
10.6. Drive Step
10.6.1. The step to check for additional effects for aunit’s attack. This step is done in the following
order:
10.6.1.1. Active automatic abilities with the “at the
beginning of drive step“ trigger condition
become standby. After that, resolve a checktiming.
10.6.1.2. If the attacking unit is a vanguard, or arear-guard that performs drive checks from aneffect, the master of the attacking unit checks
for additional effects for the attack. The seriesof operations indicated from 10.6.1.2.1
to 10.6.1.3 is called a drive check.
10.6.1.2.1. The attacking vanguard, or the legion
leader if it is in the legion state, or the unitthat performs drive checks due to effects, isreferred to as a drive unit.
10.6.1.2.2. If the drive of the drive unit is 0 or
less, proceed to 10.6.1.4. If it is not, proceed
to 10.6.1.2.3.

10.6.1.2.3. The master of the drive unit puts the
top card of their deck into their trigger zone
face up.
10.6.1.2.4. If the card in the trigger zone has atrigger icon, play the trigger ability (11.10.3)
indicated by that trigger icon.
10.6.1.2.5. Resolve a check timing.
10.6.1.2.6. If the card put in the trigger zone forthis drive check is still in the trigger zone, theturn player adds it to their hand.
10.6.1.3. Resolve a check timing. If the number ofdrive checks resolved during this battle’s drive
step is less than the drive of the drive unit,
proceed to 10.6.1.2. Otherwise, proceed
to 10.6.1.4.
10.6.1.4. Resolve a check timing. After all theprocesses for that check timing have been
completed, advance to the damage step.
10.7. Damage Step
10.7.1. The step to resolve the damage to the units
being attacked. This step is done in the following
order:
10.7.1.1. Active automatic abilities with the “at the
beginning of damage step“ trigger condition
become standby. After that, resolve a checktiming.
10.7.1.2. Compare the power of the attacking unit
(the combined power for a vanguard in thelegion state (6.4.1.3.1)) with the power of theunits being attacked. All units being attacked
with power less than or equal to the attacking
unit are hit.
10.7.1.2.1. If for some reason the attacking unitor the unit being attacked is no longer in thefield, or if the master of any of these units
has changed, or if any of these units has
moved to another circle, the power is notcompared, and the attack does not hit.
10.7.1.3. Resolve a check timing. Abilities with the“when attack hits“ and “when attack did nothit“ trigger conditions do not become standby
at this point. Those abilities will become
standby in 10.7.1.6.
10.7.1.4. If the unit being attacked is a vanguard,
the unit that hit deals damage equal to its (thelegion leader’s if it is in the legion state(6.4.1.3.1)) critical to the vanguard being
attacked.
10.7.1.4.1. If the attacking unit's (the legion
leader’s if it is in the legion state (6.4.1.3.1))
critical is 0 or less for any reason, that
attacking unit does not deal damage.
10.7.1.4.2. If the attacking unit had left the field,
or if its master has changed, or if it has
moved to another circle, that attacking unit
does not deal damage.
10.7.1.5. Resolve a check timing.
10.7.1.6. The attacking unit’s “hit“ event occurs at
this point.
10.7.1.6.1. The attacking unit’s “when attack hits
(specified unit)” event occurs if the specified

unit being attacked in 10.4.1.9 is thatspecified unit, and this attack hit.
10.7.1.7. If the attacking unit did not hit, that unit’s“did not hit” event occurs. This includes cases
where the attacking unit ceases to be an
attacking unit during the battle for any reason.
10.7.1.8. When a “”when attack hits” effectactivates even if the attack did not hit” effectexists for this battle, if there is an automaticability with the event of the attacking unit
having hit in this battle as its trigger condition,that automatic ability is put into standby once.
10.7.1.9. Resolve a check timing.
10.7.1.10. Retire all G guardians, then retire all
guardians, then retire all rear-guards that werehit.
10.7.1.11. Resolve a check timing. After all theprocesses for that check timing have been
completed, advance to the close step.
10.8. Close Step
10.8.1. The step to perform all processes that
happen at the end of an attack. This step is donein the following order:
10.8.1.1. Active automatic abilities with the “at the
beginning of close step“ and “at the end ofbattle“ trigger conditions that have not become
standby in this close step become standby.
10.8.1.2. Resolve a check timing. After all theprocesses for that check timing have been
completed, all effects with the duration of “until
the end of that battle“ and “during thisbattle“ cease to exist. At the same time,
attacking units and boosting units stop being
attacking units and boosting units, and units
being attacked units stop being units being
attacked.
10.8.1.3. At this point, if there are no automaticabilities standing by, no rule actions (Section
13. Rule Action) to resolve, and no cards inpublic zones or hidden zones that both players
are able to check the information of with
automatic abilities that have “at the beginningof close step” or “at the end of battle” trigger
conditions and have not become standby
during this close step, proceed to 10.8.1.4.
Otherwise, go back to 10.8.1.1.
10.8.1.4. If the specified action “To Attack“ is being
processed, this will complete the attack
resolution. If it is not, after this, return to start
step.
Section 11. Play and Resolve Cards and Abilities
11.1. Categories of Abilities
11.1.1. Abilities are divided into activated abilities,
automatic abilities, continuous abilities, orderabilities, and trigger abilities.
11.1.1.1. Activated abilities are abilities that aplayer with a play timing can pay the cost to
get the effect.
11.1.1.1.1. Activated abilities are written on cards
as “ ACT 【zone】:(condition) [(cost)] (effect)“.

The text within the 【 】 indicates the zone inwhich the ability can be used, (condition)
indicates the condition required to play it,(cost) indicates the cost to play it, and thetext that follows is the effect that occurs by
resolving the activated ability.
11.1.1.1.2. If the activated ability does not have acost, declaring that the ability is being played
will play the ability.
11.1.1.1.2.1. Activated abilities without a cost
are not automatically played.
11.1.1.2. Automatic abilities are abilities that are
played automatically when a certain event
happens during the game.
11.1.1.2.1. Automatic abilities are written on
cards as “AUTO 【zone】:When (condition),(effect)“ or “ AUTO 【zone】:At the beginningof (phase or step), (effect)“, or if theautomatic ability is triggered by the
movement of the card itself, it is written as“AUTO:When (condition), (effect)“. The event
indicated by the point of the (condition) or(phase or step) is called the “trigger
condition“, and an automatic ability’s trigger
condition is fulfilled, it is considered to be“triggered“.
11.1.1.2.1.1. Automatic abilities that trigger in ahidden zone become standby if theirmaster states that they do so. If it is notstated, they do not become standby.
11.1.1.2.2. Some automatic abilities have the text
“AUTO:[cost] (text)“ instead of “ AUTO (text)“.
The cost here is the cost referred to and paid
during the resolution of the ability.
11.1.1.3. Continuous abilities are abilities that affect
the game as long as the ability is active.
11.1.1.3.1. Continuous abilities are written on
cards as “CONT 【zone】:(effect)“. If it is acontinuous ability that is active in all zones, itis written as “CONT:(effect)“.
11.1.1.4. Order abilities are abilities written in the
text of order cards that do not have ACT,
AUTO, or CONT icons.
11.1.1.5. Trigger abilities are abilities that are
denoted by trigger icons.
11.2. Requirements of Abilities
11.2.1. There are activated abilities, automaticabilities, and order abilities that check forrequirements as part of their resolution.
11.2.1.1. There are cards with activated abilities
whose effects have requirements that are
indicated by “if (requirement)”.
11.2.1.1.1. For “This ability cannot be used forthe rest of that turn.“ and “This ability cannot
be used for the rest of the game.“ effects, if
the game state has changed after the cost of
the effect was paid or after the resolution of
the effect, they are resolved even if therequirement was not met.
11.2.1.1.2. If there is no cost, or if the cost ischanged from a cost where a card changes
zones or state for the cost, to a cost where it

no longer does so, the effects “This ability
cannot be used for the rest of that turn.” and“This ability cannot be used for the rest of thegame.” are still resolved even if therequirement was not met.
11.2.1.2. Some automatic abilities have the text
“AUTO 【zone】:When (event), if(requirement)“. These abilities will trigger if theevent happens, even if the requirement is notmet.
11.2.1.2.1. For the effects “This ability cannot be
used for the rest of that turn.“, “This ability
cannot be used for the rest of the game.“,and, if the game state has changed
after the resolution of the effect, they are
resolved even if the requirement was notmet.
11.2.1.2.1.1. When automatic abilities that fit
this description are standing by, when themaster of that ability plays an automaticability, he or she can choose this ability,and have it cease to exist without playing it.
11.2.1.3. There are cards with order abilities whose
effects have requirements that are indicated by“if (requirement)”.
11.2.2. The portion of an ability with a requirementthat resolves only if the requirement is met, isonly the text that is before the next succeedingfull-stop.
11.2.3. There are cases where abilities withrequirements indicated by “if“ will refer to text
prior to it as a basis for determining if therequirement is met.
11.2.4. There are cases where after the full stop
succeeding a portion of an ability with arequirement indicated by “if“, the text starts withan “if“. If that text refers to the result of text prior
to it, if the requirement of the prior text is notmet, it will not resolve.
11.2.5. There are cases where portions of text startwith “Then“. In these cases, there will be text
prior to it. If the text prior to it has a requirement,
if that requirement is not met, the text thatstarted with “then” does not resolve.
11.2.5.1. For automatic abilities, if the text prior to it
includes a cost, paying that cost is therequirement of that text.
11.3. Category of Effects
11.3.1. Effects are divided into three categories: one
shot effect, continuous effect, and replacement
effect.
11.3.1.1. One shot effects are effects that do the
instructed actions while resolving, and ends
when the resolution is finished. If there areabilities with text such as “draw a card“ or“retire an opponent's grade 1 or less rearguard“, the effects from those abilities are one
shot effects.
11.3.1.2. Continuous effects are effects that are
active for a specified duration (or, if it is not
specified, “during this game“). If there areabilities with text such as “this unit gets+2000 until end of that battle” or “this unit gets
+1 until end of turn”, the effects from thoseabilities are continuous effects.
11.3.1.2.1. When a continuous effect with aduration is created, if that duration
contradicts the current game state, that
continuous effect will not be created.
- For example, if a continuous effect with theduration “until end of that battle” is createdduring the main phase, as the game is not
currently in a battle, that continuous effectwill not be created.
11.3.1.3. Replacement effects are effects that
replace an event that is to occur with anotherevent instead.
11.3.1.3.1. If an ability has text that says “If you
would do A, instead do B“, then the effectfrom that ability is a replacement effect.
11.3.1.3.2. If an ability has text that says “If you
would do A, then you may (choose an option)
instead. If you do, do B“, then the effect fromthat ability is an optional replacement effect.
11.3.1.3.3. Effects that change the modificationsof effects that modify information are
replacement effects.
11.3.1.3.4. Effects that change the contents ofactions that occur from then onward are
replacement effects.
11.4. Active Effects and Inactive Effects
11.4.1. Some effects make an effect “active“ or“inactive“. If this happens, then follow theprocess below:
11.4.2. If a part of or the entire effect is inactive
under a specific condition, then that part still
exists under that condition, but simply does not
do anything. If that part asks for a choice to be
made, that choice is not made.
11.4.3. If a part of or the entire effect is active undera specific condition, then that part is inactive
while the condition is not met.
11.4.4. Abilities with a zone written within 【 】 areonly active in the zone written within 【 】.
11.4.4.1. Abilities that do not specify any zones are
generally active in all zones.
11.4.4.1.1. Abilities of crests (15.7) and ride deckcrests (2.9.3.6) that do not specify any zones
are only active in the crest zone (4.19).
11.4.4.2. Some abilities have text in the form of 【/ 】. This means that the ability is active ineither of those zones.
11.5. Source
11.5.1. Some effects will see where another effectcame from. This is called the “source of aneffect“, and is defined as below:
11.5.1.1. If an ability generated the effect, then thecard that has that ability is the source of theeffect.
11.5.1.2. Rule actions (Section 13. Rule Action) arenot effects, and have no sources.

11.5.2. Some effects will see where damage camefrom. This is called the “source of damage“, andis defined as below:
11.5.2.1. During the damage step, if a unit deals
another unit under the rules of battle, then thatdamage is called “battle damage“. Source of
battle damage is the card that dealt thatdamage.
11.5.2.2. If an effect from an ability on a card deals
damage, then that damage is called “skill
damage“. Source of skill damage, if not
specified by that effect, is the source of theeffect that generated the damage.
11.5.2.2.1. Even if the text can be read as if thesource of damage is a player, the source isstill that card itself.
11.5.3. Some processes will see which unit effects
came from. This is called the “source of effect”,
and is defined as below.
11.5.3.1. If an effect is generated by a unit’s ability,that unit is the source of the effect.
11.5.3.2. If an effect with a unit as the source
creates a timed trigger (11.9.7), the source ofthe effects of that timed trigger is the source ofthe effect that created that timed trigger.
11.6. Check Timing and Play Timing
11.6.1. Check timings indicate the point when ruleactions (Section 13. Rule Action) and automaticabilities (11.1.1.2) are played in a game. When acheck timing resolves, the game proceeds in thefollowing order:
11.6.1.1. If there are any rule actions (Section 13.
Rule Action) that need to be resolved, thenresolve them simultaneously. Next, if there areother rule actions to be resolved, then repeat
this step until there are no rule actions left tobe resolved.
11.6.1.2. If the turn player acquires any imaginary
gift, the turn player chooses one of them,
performs its imaginary gift resolution (16.3),
and returns to 11.6.1.1.
11.6.1.3. If the non-turn player acquires any
imaginary gift, the non-turn player chooses oneof them, performs its imaginary gift resolution(16.3), and returns to 11.6.1.1.
11.6.1.4. If any automatic abilities controlled by theturn player are standing by, then the turnplayer chooses one of them, plays it, andresolves it. Then, go to 11.6.1.1.
11.6.1.5. If any automatic abilities controlled by the
non-turn player are standing by, then the nonturn player chooses one of them, plays it, andresolve it. Then go to 11.6.1.1.
11.6.1.6. End the check timing.
11.6.2. Play timing indicates the point when thespecified player can actively perform actions.
When a play timing is given to a player, thegame proceeds in the following order:
11.6.2.1. There is always a check timing before
performing any choice of action. After all therule actions and automatic abilities that need tobe resolved for that check timing have been
completed, that player gets a play timing.
11.6.2.2. The player that was given a play timing
can choose one possible action and perform it,or choose to do nothing.
11.6.2.2.1. If something is performed, that player
gets a play timing again after it has finishedresolving, unless specified otherwise.
11.6.2.3. If they chose to do nothing, and there are
no new rule actions (Section 13. Rule Action)or automatic abilities (11.1.1.2) that need to beplayed, the game advances.
11.7. Paying of Costs
11.7.1. If there is a need to pay costs when playing acard or activated ability or resolving an automaticability, all those costs are simultaneously paid,
and that ability’s master must pay the cost using
what they are the master of.
11.7.1.1. This includes costs that are indicated intext by [ ], as well as “may (specific action) tocall” alternative costs for calling.
11.7.2. If an effect should remove the cost, or if thereis effectively no cost, the cost can be paid bydeclaring it paid.
11.7.3. When a cost specifies “all”, even if the “all’ iseffectively 0, it can be paid.
- For example, even when there are 0 cards
in your hand, the cost “discard all of thecards from your hand” can be paid.
11.8. Play and Resolve Cards and Abilities
11.8.1. Activated abilities, automatic abilities, trigger
abilities, and cards in hand need to be played
and resolved to get its effect. Continuous abilities
are not played, and the effect is always in effect.
11.8.2. When you play a card or an ability, process itin the following steps:
11.8.2.1. Choose an ability or a card in your hand.
11.8.2.1.1. If you are playing an order card, if thenumber of times you have played order cards
this turn has not yet reached your order limit,
move that card to the order area. If thenumber of times you have played order cards
this turn is equal to or greater than your order
limit, the playing of that card is canceled, andthat card remains in its original zone.
11.8.2.1.1.1. Unless specified otherwise, theorder limit is 1 for all players.
11.8.2.2. If you are playing a card or an activatedability, if there is a cost to play it, check all thecosts and pay all costs simultaneously. If you
cannot pay a part of or the entire cost, thenyou may not pay any of the cost, and theplaying of the card or activated ability iscanceled.
11.8.2.2.1. If the source of the activated ability to
be played is from a hidden zone, and thecost does not specify that the card with theability needs to be revealed, the origin of that
activated ability must be shown to be in theapplicable hidden zone by revealing thatcard.

11.8.2.3. If you are playing an activated ability, pay
its cost.
11.8.2.4. If you are playing an order card, checkthe conditions written with , and pay the cost
11.8.2.4.1. For order cards, the “cost contents”
written in [cost contents] are that orderability’s costs and conditions.
11.8.2.4.2. If any of an order ability’s costs orconditions are costs or conditions written withat the beginning of the text that are
separate from other effects, those costs arepaid when the order is played, and that order
cannot be played if those conditions are notfulfilled.
11.8.2.4.3. If there is a cost is written on an ordercard in the middle of another effect with “[cost contents],”, those “cost contents” canbe chosen to be paid during the resolution ofthat order.
11.8.3. Resolve the card or ability.
11.8.3.1. If you played an activated ability or
automatic ability, perform the effects indicatedin that ability. If you played an order card,
perform the effects indicated in that ordercard’s order ability.
11.8.3.1.1. Effects are always performed in theorder written.
11.8.3.1.2. If part of the effect is written as a list,
perform the items among them whose
conditions are fulfilled from the top
downwards.
11.8.3.1.2.1. When determining which items ina list should be performed, if the condition
is stipulated in the text prior to the list,
whether the listed item should be
performed is fixed when resolving the
stipulated portion. Even if there arechanges to the condition while performing
an item in the list, the items in the list thatshould be performed does not change.
11.8.3.1.2.2. When multiple items in a list are tobe performed, if even if one of them is not
performed due to a condition within theeffect, the other items that are to be
performed are performed regardless ofwhether the items before it were
performed.
11.8.3.1.3. If multiple processes within an effectare separated by “/”, it means to perform
both what comes before and after.
11.8.3.2. If you played a non-set order card, after
processing all the effects of that order ability,
put that order card into the drop zone.
11.8.3.3. If you played a set order card, put thatorder card into the order zone.
11.8.3.3.1. If the cost indicated in 11.8.2.4.3 is not
paid, the text after “ [cost contents],” is not
performed.
11.8.4. If the card or ability requires you to choosesome cards or players, you choose the indicatedcards or players (written as “targets” below)
when you reach the instruction to do so while
resolving.

11.8.4.1. If the number to choose is specified, youmust choose as many targets as possible toreach that number. If you can choose them,
you cannot choose not to do so.
11.8.4.1.1. If the number is specified as “up to(number)“, you can choose any number oftargets between 0 and the specified number.
If you choose 0, you did not choose any
targets.
11.8.4.1.2. If the number to choose is specified,and it is not possible to make that many
choices, you choose as many targets as
possible, and give the specified effect tothem.
11.8.4.1.3. If the number to choose is specified,
and there are no targets that can be chosen,no targets will be chosen. All effects related
to those targets are ignored.
11.8.4.1.4. If you need to choose any nonrevealed cards in a hidden zone, and thecondition for choosing requires card
information, there is the possibility that the nocards in the hidden zone have that
information. Even if there is a card that fulfills
the condition in that zone, the player that ischoosing can choose not to choose thatcard.
11.8.5. The player or unit has been omitted in partsof some abilities and effects.
11.8.5.1. When an effect would have some action
performed, and the player who should performthat action is not explicitly specified, the masterof that effect performs the action.
- For example, for a “draw a card” effect that
does not specify a player, the master of theeffect draws a card.
11.8.5.2. When an effect would have a card moved
to a specified zone, and which player’s zone is
not explicitly specified, move that card to its
owner’s zone.
- For example, for a “put this unit into thedrop zone” effect that does not specify
which player’s zone, put that unit into its
owner’s drop zone.
11.8.5.3. When an ability or effect refers to someunit’s information or state, or would perform
some resolution or action on that unit, and that
unit is not explicitly specified, refer to theinformation or state of the unit that is thesource of that ability or effect, or perform theresolution or action on that unit.
- For example, when resolving a “whenplaced, it gets Power +10000” effect that
does not specify a unit with “choose”, itmeans “when this unit is placed, this unit
gets Power +10000”.
11.8.6. When an effect’s resolution refers to theinformation of cards with a specified condition, if
there are multiple cards with the specified
condition, the master of that effect performs theresolution with the information of each of thosecards being referred to in any order they wish.

--For example, for the resolution of “this unit
gets the card names of your rear-guards”,
if you have multiple rear-guards, you
decide the order of those rear-guards, andthis unit gets the card name of each of
those rear-guards in that order.
For example, if you have 2 vanguards, unit
A with 10000 power and unit B with 20000
power, when you resolve a rear-guard’s“increase or decrease this unit’s power tomatch your vanguard’s power”, you decide
the order in which to resolve A and B, andincrease or decrease this unit’s power
match the value of the vanguard’s power inthat order. And the result is that this unit’s
current power is increased or decreased tomatch the power of the vanguard that was
resolved last.

11.9. Resolving Automatic Abilities
11.9.1. Automatic abilities are abilities that are played
during the check timing right after a specific
event happens.
11.9.2. If an automatic ability’s trigger condition ismet, then that automatic ability becomesstandby.
11.9.3. If an automatic ability’s trigger condition is
met multiple times, then that automatic ability
becomes standby that many times.
11.9.4. When a check timing resolves, a player thatneeds to play any automatic abilities chooses
any automatic abilities in standby that he or she
is the master of and plays it, as long as it is notin a “cannot be used“ (12.2) state. After theability resolves, one of the chosen abilities that
had been standing by ceases to exist.
11.9.4.1. You must play your automatic abilities thatare standing by, and cannot choose not to play.
However, if multiple automatic abilities that you
are the master of is standing by, then you canchoose the order in which to play them.
11.9.4.2. If the master of a card whose automaticability is in standby has changed when that
automatic ability is played, that automaticability is played as the automatic ability of its
master when it became standby.
11.9.5. When an automatic ability requires a cost to
be paid, check the cost to play it and pay all
costs simultaneously. If you cannot pay a part ofor the entire cost, then you may not pay any of
the cost.
11.9.5.1. For an automatic ability that has a cost, if
the action written in the cost is not performed,
the actions after “you may pay the cost. If you
do“ or [COST] will not be performed, unlessthere was a fork due to a condition before thepayment of the cost or the usage restrictionin 11.2.1.2.1.
11.9.5.1.1. For an automatic ability with options, if
an option with a “cannot activate the same
effect” restriction is chosen, even if nothing
was performed for that option, it can nolonger be chosen.

11.9.5.2. When you are to pay the cost for“[COST]”, you can choose not to pay the cost.
11.9.6. Some automatic abilities trigger when a card
moves from one zone to another. This is called“zone changing trigger“.
11.9.6.1. Some automatic abilities with zonechanging triggers refer to the information ofcards that triggered them or to whether thatability is active. In that case, refer to theinformation or ability in the following manner:
11.9.6.1.1. If the card that triggered the ability
moved from a public zone to a hidden zone
or vice versa, then the ability refers to theinformation while the card is in the publiczone.
11.9.6.1.2. If the card that triggered the ability
moved from the field to any other zone, thenthe ability refers to the information while thecard was on the field.
11.9.6.1.3. Excluding the case mentioned
in 11.9.6.1.2, if the card that triggered theability moved from a public zone to anotherpublic zone, then the ability refers to theinformation of the cards in the new zone.
11.9.6.1.4. If a unit has an automatic ability thattriggers when moving itself to the soul by any
type of ride, then that card has the ability as
though it were a unit until that automaticability is resolved.
11.9.6.1.5. If a unit has an automatic ability thattriggers when becoming a heart by any typeof stride, then that card has the ability as
though it were a unit until that automaticability is resolved.
11.9.7. Some effects create automatic abilities thattrigger at a later point in the game. This is calleda “timed trigger“.
11.9.7.1. Timed triggers trigger only once if not
specified.
11.9.8. Some automatic abilities have trigger
conditions that is not an event but a situation(e.g. “When you do not have any cards in yourhand,“). This is called a “situation trigger“.
11.9.8.1. Situation triggers trigger only once when
the game meets that situation and it is not instandby. If the automatic ability resolves, andthe game is still in that situation, then the ability
triggers again.
11.9.9. When you play an automatic ability, even if
the card with that ability had changed its zone
after triggering, or even if that ability has beennullified or no longer exists, you still need to playthat automatic ability.
11.10. Resolving Trigger Abilities
11.10.1. Trigger abilities are abilities denoted by theicons a card put in the trigger zone by a drive
check (10.6.1.2) or damage check (13.6.4) has.
11.10.2. Trigger icons have trigger abilities
corresponding to the icon, and a trigger ability
has multiple trigger sub-abilities.
11.10.2.1. No icon: This card does not have trigger
abilities.

11.10.2.1.1. Having no icon is not considered oneof the types of icons.
11.10.2.2.
(Critical Trigger): It has the 2 trigger
sub-abilities “Choose one of your units andgive it +1 critical until the end of the turn” and“Choose one of your units, and it gets power
according to the trigger icon until the end ofthat turn (11.10.5)”.
11.10.2.2.1. In card text, the critical trigger may
be indicated by aor
icon.
11.10.2.3.
(Draw Trigger): It has the 2 trigger
sub-abilities “Draw a card” and “Choose one ofyour units, and it gets power according to thetrigger icon until the end of that turn (11.10.5)”.
11.10.2.3.1. In card text, the draw trigger may be
indicated by aor
icon.
11.10.2.4.
(Stand Trigger): It has the 2 trigger
sub-abilities “Choose one of your units, and if it
is a rear-guard, stand it, and from the next
battle onward, that unit cannot perform drive
checks (10.6.1.2) during that turn” and“Choose one of your units, and it gets power
according to the trigger icon until the end of
this turn (11.10.5)”.
11.10.2.4.1. In card text, the stand trigger may be
indicated by aicon.
11.10.2.5.
(Heal Trigger): It has the 2 trigger
sub-abilities “If the number of cards in yourdamage zone is equal to or more than youropponent's damage zone, choose a card inyour damage zone and heal it” and “Choose
one of your units, and it gets power according
to the trigger icon until the end of that turn(11.10.5)”.
11.10.2.5.1.1. In card text, the heal trigger may
be indicated by aor
icon.
11.10.2.6.
(Front Trigger): It has the trigger subability “All units on your front row circles get
power according to the trigger icon until theend of that turn (11.10.5)”.
11.10.2.6.1. In card text, the front trigger may be
indicated by aicon.
11.10.2.7.
(Over Trigger): It has the 4 trigger
sub-abilities “Remove this card in the trigger
zone from the game”, “Draw a card”, “Choose
one of your units, and it gets power+100000000”, and “if this was performed froma drive check, perform the actions specified in
the text”.
11.10.2.7.1. In card text, the over trigger may be
indicated by aicon.
11.10.3. Perform the following resolutions whenplaying the trigger ability of a trigger icon.
11.10.3.1. Choose one of the trigger sub-abilities of
the trigger ability for that trigger icon that has
not been played for this trigger ability, and playit.
11.10.3.2. If there are trigger sub-abilities of thistrigger ability that have not been played, returnto 11.10.3.1. If not, the playing of this trigger
ability ends.

11.10.4. The effects from the playing the trigger subabilities of a trigger ability are called “trigger
effects”.
11.10.4.1. If an effect gives the trigger effect given
to a unit to another unit, the given effect is alsoa trigger effect.
11.10.4.2. If an ability that “nullifies trigger effects”
is active, the trigger abilities of the card placedin the trigger zone for a drive check or damage
check cannot be played.
11.10.4.2.1. Even if an ability that “nullifies trigger
effects” is active, the application of theeffects from trigger sub-abilities played
before that ability became active is notcanceled.
11.10.5. When a unit gets power from the effect of a
trigger sub-ability, the designated unit gains
power equal to the number written at the bottomof the trigger icon.
- For example, if the trigger icon is, as
the number at the bottom of the icon is“+10000”, the power of the designated unit
gets +10000.
11.10.6. If the playing of the trigger abilities for
multiple trigger icons need to be performed at
the same time for any reason, perform thetrigger abilities for each trigger icon in any order.
11.11. Applying Continuous Effects
11.11.1. If any continuous effects or rules that modify
information are applied in the game and you
need to refer to any information of cards, thenapply each of effect in the following order:
11.11.1.1. Information printed on the card is thebase value.
11.11.1.2. Next, apply all modifications that specify
the gaining or changing of “original”
information.
11.11.1.3. Next, apply all modifications that specify
the losing of “original” information.
11.11.1.4. Next, apply all modifications of
information from rules that are not from effects,
other than the corrections applied in 11.11.1.8.
11.11.1.5. Next, apply all gaining and losing ofabilities.
11.11.1.6. Next, apply all modifications that do notchange any numerical values.
11.11.1.7. Next, apply all modifications that
increase or decrease a numeric value by aspecific value.
11.11.1.8. Perform modifications from boosts(10.4.1.12.1), guardians (6.2.4.1), and legion(10.4.1.12.1).
11.11.1.9. Next, apply all modifications that set a
numerical value to a specific value.
11.11.2. If there are multiple continuous effects
whose order of application is not clear from theabove order, if any of those has an effect to set
any information to a particular value, that effectis applied after the others.
11.11.3. If the order in which to apply two continuous
effects, effect A and effect B, still cannot be
decided at this point, and if whether effect A isapplied first changes what effect B applies to or
how it applies, effect B depends on effect A. If an
effect depends on another, and there is nodependency in the opposite direction, that effectis applied after the effect it depends on.
11.11.3.1. If the order in which to apply multiple
continuous effects cannot be decided
by 11.11.1.1-11.11.1.7, apply them in the orderof time stamp.
11.11.3.1.1. If the source of a continuous effect isa continuous ability, the base time stamp is
the time that the card with that ability cameinto the current zone. However, if the sourceof a continuous effect is a continuous abilityof a unit on the field, the base time stamp is
the time that the card came on to the fieldfrom other zones.
11.11.3.1.1.1. The base time stamp of all otherabilities' base time stamp is determined by
the time that continuous effect was
generated.
11.11.3.1.1.2. If multiple continuous effects
were generated at the same time for any
reason, the turn’s player’s effects are
considered to have been generated first if
the masters of the effects are different, andthe order they were generated in isdetermined when they were generated bytheir master if the effects have the same
master.
11.11.4. If a continuous effect that changes
information on a card was not generated from acontinuous ability, the card or player it applies tois determined when it is generated, and cannot
be changed after that. Similarly, if that
continuous effect refers to a specified value, thatvalue is determined when it is resolved, anddoes not change after that.
- For example, when an “all of your front row
rear-guards get Power +5000 this turn”
continuous effect is generated from anactivated ability, the power of the rearguards that were in the front row when thatability resolved is modified. The
modification remains applied if that rearguard is moved to the back row during thatturn, and does not apply to rear-guards
that are placed in the front row after the
resolution of this ability.
- For example, when a “your vanguard getsPower +1000 for each of your rear-guards
this turn” continuous effect is generated
from an automatic ability, the number ofrear-guards considered by the effect isdetermined when the effect resolves, anddoes not change even if the number ofrear-guards changes after that.
11.11.4.1. For effects that “increase or decrease”
specific information to a numerical value, thevalue of the increase or decrease isdetermined by the difference when it isresolved, and does not change after that.

For example, when unit A’s power is
10000, and your opponent’s vanguard’s
power is 15000, if a “this unit’s powerincreases or decreases to match one ofyour opponent’s vanguards” process is
resolved, a continuous effect for power+5000 is created. That value does notchange after that during the duration.
11.11.4.1.1. For effects that “double” specificinformation, it is applied as an effect that
increases by that information’s value when it
resolved.
11.11.5. Continuous effects that are applied from an
ability other than a continuous ability, other thanthe continuous effects mentioned in 11.11.4, arecontinuous effects that change the rules of thegame. These continuous effects will apply tocards that changed zones after the time stamp of
the ability.
11.11.6. If a rule or continuous effect changes
information on cards in a certain zone, then theeffect is applied to a card the moment the cardcomes into the zone.
11.11.7. If an automatic ability’s trigger conditionrefers to certain information on cards that enterthe zone, then the ability refers to that
information after all continuous effects in thatzone have been applied.
11.11.8. There are automatic abilities that“nullify“ continuous effects even after it has
already been applied. A continuous effect which
has been “nullified“ will lose the effect at the
point when it has been nullified.
11.11.8.1. A continuous effect that has been“nullified“ will lose the entirety of the effect.
Effects will never be partially nullified.
-

11.12. Applying Replacement Effects
11.12.1. When a replacement effect is applied, whenthe event that replacement effect is applied towould occur, it does not occur, and is replacedby another event as directed by the indicatedtarget by a replacement effect.
11.12.1.1. In this case, the original event that was
replaced did not occur at all.
11.12.2. When multiple replacement effects areapplied to the same event, the order the
replacement effects are applied is determined by
the player that would be affected.
11.12.2.1. If the event being affected is a card or an
ability, its master determines the order.
11.12.2.2. If the event being affected is an action,
the player performing the action, or the masterof the card that action is applied to determines
the order.
11.12.2.3. Each replacement effect can be applied
to the same event 1 time at most
11.12.3. If a replacement effect is an optional
replacement effect (“when ~, you may ~ instead.
If you do, ~”), if that choice cannot be performed,that replacement effect is not applied.

11.13. Final Information
11.13.1. If an ability references a specific card’s
information, orientation, the circle that card wason, or any information or values that areassociated with that card, and during resolutionof the ability that card had moved from theoriginal zone to another zone, other than a circle
to circle movement, the ability will reference thestate from the zone it was originally in.
Section 12. Terms regarding Processing of Effects
12.1. Basics
12.1.1. Some terms for the processing the effects ofabilities may have special rules attached tothem.
12.2. Cannot be used
12.2.1. If an ability has the “cannot be used” state,
the following restrictions and resolutions apply.
12.2.1.1. If an activated ability has the “cannot beused” state, the applicable activated ability
cannot be played.
12.2.1.2. If an automatic ability has the “cannot beused” state, the following resolutions apply.
12.2.1.2.1. The applicable automatic ability does
not trigger even if its condition is fulfilled.
12.2.1.2.2. If an automatic ability that has alreadybeen triggered and is in a standby state
gains the “cannot be used” state, the standby
state of the applicable ability is canceled.
12.3. Restriction Icons
12.3.1. “Restriction icons“ are icons that indicate that
there is a limit on the use of an ability, such as
on the number of times it can be used.
12.3.2. The following icons are usage restriction
icons.
12.3.2.1. The specified condition foris“during this turn”.
12.3.2.2. The specified condition foris“during this game”.
12.3.2.3. When a usage restriction icon is present
right after the leading AUTO or ACT of anability, or present right after 【(zone)】, if there
is a change in the game state after the
resolution of the effect, perform “until the endof the turn, this ability cannot be used”.
12.3.3.
is a divine skill restriction icon.
12.3.3.1. When there is a change in the game state
after the resolution of an effect with this icon,
perform “until the end of the game, the playerthat is the master of this effect cannot use
abilities with theicon
12.3.4. When an automatic ability with a restriction
icon is standing by, the master of that ability canchoose this automatic ability when he or sheplays an automatic ability, and have it cease toexist without playing it.

12.4. Random
12.4.1. Random means to be in a state wheremultiple items are randomized with a uniform
probability of each item appearing.
12.4.2. When instructed to “choose at random”,
choose the specified number from among theseries of applicable cards or abilities without any
intention.
12.5. Cannot be affected
12.5.1. When a “cannot be affected“ effect withspecific conditions is applied to a card, when an
effect that meets that condition would be applied,that effect is not applied to that card. The effectcannot choose that card, does not change theinformation of that card, and if the effect wouldchange the zone or state of that card, it is not
performed. It also cannot be used as the cost for
the ability or effect that meets that condition.
12.5.2. If an effect originates from a unit, and that
unit cannot be affected by certain conditions, that
effect cannot be affected by those conditions as
well.
12.6. Cards with the same/different card name(s)12.6.1. Cards with the same card name refer tomultiple cards that when compared to eachother, have a card name common to all of them.
At the same time, cards with different card
names refer to multiple cards that whencompared to each other, have card names notcommon to all of them12.6.2. Cards may have multiple card names due toeffects like stride and “also regarded as a cardwith the same card name“.
12.6.2.1. When a card with card name A is also
regarded as card with card name B, that card
simultaneously has both card name A and B.
The card name is not changed, such as having
the names joined into the single name.
12.6.2.2. When a card with more than one card
name is compared to other cards, even if there
is only one card name common to both ofthem, they are considered as cards with thesame card name. If there is no common card
name between the two, they are considered as
cards with different card names.
12.6.2.2.1. “With different card names” meansthat none of the cards being compared has
the same card name as another card.
12.7. For each X do Y / Do Y equal to number of X
12.7.1. When Y is to be done for each X / equal tonumber of X, Y is done X number of times.
12.7.1.1. When “for each/every X” is immediately
followed by a comma, “Do Y” refers to the text
after that comma until the succeeding full stop.
12.7.2. The value of X is set before beginning to do
Y, and does not change from then until all of Y
has finished resolution.
12.7.3. While doing Y X times, if Y includes aninstruction to make a choice, until all theinstructions of the Xth time have ended, you
cannot choose the same object.
Section 13. Rule Action
13.1. General
13.1.1. Rule actions are actions made automaticallyby the game when specific situations are
created.
13.1.2. Rule actions check the situation only during
check timings, and performs the action if thesituation is met. If the situation is met at anyother time, then rule actions are not performed atthat time.
13.1.3. If multiple rule actions are needed to be
performed, then they are done simultaneously.
13.2. Losing the Game13.2.1. If any player fulfills 1 or more losing
conditions, then that player loses the gameonce.
13.2.2. If a player has six or more cards in their
damage zone, then he or she fulfills a losing
condition.
13.2.3. If a player has no cards in their deck, then heor she fulfills a losing condition.
13.2.4. If a player has no vanguards on theirvanguard circle, and has no cards in their soul,then he or she fulfills a losing condition.
13.3. Overloaded Units
13.3.1. If you have a Legion Mate on any
which
no longer has an associated Legion Leader,
move that unit to your soul.
13.3.2. If you have a unit in the legion state and unitthat is not in a legion state nor heart state on any, choose one of them that was placed last, andmove all of the other units on that circle to yoursoul.
13.3.2.1. If you have multiple units that are not in alegion state nor heart state that were placed
last on any , choose one of the units on thatcircle, and move all of the others into your soul.
13.3.3. If you did not perform any of the processesof 13.3.1-13.3.2, and if you have multiple units
that are neither in a legion state nor a heartstate, move all units on that circle other than the
one last placed to your soul.
13.3.4. If you have two or more Legion Mates on any, then move all Legion Mates other than the
one last placed to your soul.
13.3.4.1. If you have multiple Legion Mates thatwere placed last on any , choose one of the
Legion Mates on that circle, and move all of
the others into your soul.
13.3.5. If you have multiple cards on any , move
all of the cards other than the one last placed toyour drop zone.
13.3.5.1. If there are multiple cards that wereplaced last on a , choose any one of themand move all of the other cards to your dropzone.

13.4. Illegal Guardians
13.4.1. If any units are placed onwhen there isno unit being attacked, or when a unit with thesame master as the attacking unit is placed on, move that units to your drop zone.
13.5. Having No Vanguard
13.5.1. If you have no vanguards on your vanguard
circle, choose a card from your soul, and ride it.
13.5.1.1. If a player has no vanguards and nocards that can be ridden in their soul, that
player loses the game by rule action.
13.5.1.2. If you have cards in the heart state, theylose their heart state, and you choose 1 ofthem to become the vanguard.
13.6. Damage Application Process
13.6.1. When any player’s vanguard damage is 1 orgreater, and there no cards in any player’s
trigger zone, carry out the damage application
process for that vanguard.
13.6.1.1. If there are multiple players whose
vanguard damage is 1 or more, only carry out
the damage application process for the turnplayer’s vanguard.
13.6.2. Reduce that player’s vanguard damage by 1.
13.6.3. The master of that vanguard puts the top cardof their deck into their trigger zone (4.13) faceup.
13.6.4. If the card put into the trigger zone has atrigger icon, play the trigger abilities for thattrigger icon (11.10.3) that was put into the trigger
zone. This is called a “damage check”.
13.7. Damage Resolution Process
13.7.1. If a card put into the trigger zone from thedamage application process is still in that triggerzone, there are no rule actions to be resolved,
and there are no automatic abilities in standby,
perform the damage resolution process.
13.7.2. Put the card in that trigger zone into thedamage zone of the master of that trigger zone.
13.8. Erasure of pseudo-cards
13.8.1. If a pseudo-card (15.1.2.4) is in its erase
zone (15.2.4.2) for any reason, erase thatpseudo-card (15.2.3).
13.9. Illegal Gauge
13.9.1. If card A in the gauge zone is associated withcard B (7.40.1), and card B no longer exists, orcard B is not a unit, or card B is a unit in thelocked state, if there are no rule actions otherthan illegal gauge rule actions or damage
process to be resolved, and there are no
automatic abilities in standby (11.9.2), card A is
put into its owner’s drop zone.
13.9.2. When a card in the gauge zone becomes
associated with multiple cards, choose one of
the last cards to be associated, and cancel all of
the associations with other units.

13.10. Illegal Trigger
13.10.1. If there is a card remaining in the triggerzone, other than when processing a drive check(10.6.1.3) or damage check (13.6.3), put thatcard into its owner’s drop zone.
13.11. Illegal Order13.11.1. If an order card that is not being played or
resolved is in the order area, that order card is
put into the drop zone as a rule action.
13.11.2. If a non-order card is in the order area, thatcard is put into the drop zone as a rule action.
13.11.3. If a face up order card is on any circle, thatcard is put into the drop zone as a rule action.
13.12. Illegal Attached Card
13.12.1. If there is an attached unit, and that unit’s
associated unit no longer exists, is on a different
circle, or is no longer a vanguard, that unit in theattached state is no longer attached, its
association with the unit it is associated with iscancelled, and if that unit is on a circle that is nota rear-guard circle, that unit’s master moves that
unit to any of their rear-guard circles.
13.12.2. If there is a locked card associated with aunit by attach, retire that locked card.
13.13. Excess Energy
13.13.1. If any player’s energy (3.1.3) value has an
upper limit, and that player’s current energy
value is greater than that energy upper limit, that
player’s energy value becomes the value of thatupper limit.
Section 14. Keywords and Keyword Abilities
14.1. Overview
14.1.1. Keywords are terms that are used toabbreviate abilities that perform specificprocesses. Abilities that are indicated by specifickeywords are called keyword abilities.
14.1.2. When a specified keyword ability is madeactive or becomes active, if that ability thatshould become active has multiple keyword
abilities, only the portion with the applicable
keyword ability becomes active.
14.2. Activation Condition Keywords
14.2.1. Some keyword abilities are continuous
abilities where the ability indicated by that ability
becomes active when specific activation
conditions are fulfilled. These are called“activation condition keywords”.
14.2.2. Activation condition keywords appear before
or after the ability type icon (CONT, AUTO, ACT)at the beginning of an ability, and indicate thatthat ability is the ability indicated by theactivation condition keyword.
14.2.2.1. The actual format for each conditional
keyword is specified in that keyword’s
definition.

14.2.2.2. The type of the ability indicated by
activation condition is based on the ability typeicon written in that ability.
14.2.3. How activation condition keywords function
can be divided into the following 3 categories.
14.2.3.1. If the ability indicated by an activation
condition keyword is a continuous ability, it is
written as “CONT If indicated activation
condition is fulfilled, ~.”.
14.2.3.1.1. This ability continuously checks if theactivation condition is fulfilled.
14.2.3.2. If the ability indicated by an activation
condition keyword is an automatic ability, it is
written as “AUTO ~. This ability activates if theactivation condition is fulfilled.”.
14.2.3.2.1. If the activation condition is not
fulfilled when the trigger condition is fulfilled,that ability does not trigger. Once it has
triggered, even if the activation condition
stops being fulfilled before it resolves, that
automatic ability will resolve.
14.2.3.3. If the ability indicated by an activation
condition keyword is an activated ability, it is
written as “ACT ~. This ability can be activated
if the activation condition is fulfilled.”.
14.2.3.3.1. This ability checks if the activation
condition is fulfilled when it is played. Even if
the activation condition stops being fulfilled
before it resolves, the activated ability will
resolve.
14.3. Drive Abilities
14.3.1. A collective term for continuous abilities that
increase a unit's drive, and are indicated withskill icons.
14.3.2. If a unit has multiple drive abilities, only thedrive ability with the largest increase to drive is ineffect. If there are multiple drive abilities with thelargest increase, only the drive ability that wasmost recently obtained is in effect.
14.3.3. Twin Drive!! ( )14.3.3.1. “Twin Drive!!“ is a drive ability. “TwinDrive!!“ gives the unit with the ability +1 drive.
14.3.4. Triple Drive!!! ( )14.3.4.1. “Triple Drive!!!“ is a drive ability. “Triple
Drive!!!“ gives the unit with the ability +2 drive.
14.4. Intercept ( )14.4.1. “Intercept“ is a continuous ability thatindicates that the unit with this ability can
perform intercept.
14.4.2. During your opponent’s guard step, if yourunit with “Intercept“ is in a front rear-guard circle,
the unit is not being attacked, and another ofyour units is being attacked, then you can movethe card with intercept to your guardian circle.
You can intercept with a unit even if it is resting.
14.5. Boost ( )14.5.1. “Boost“ is a continuous ability that indicatesthat the unit with this ability can perform boost.
14.5.2. If your unit attacks in a battle phase, you canchoose your unit with “Boost“ in stand in thesame column and boost the attacking unit. The
boosting unit is rested, and the power of theboosted unit increases by the power of theboosting unit.
14.6. Restraint
14.6.1. “Restraint“ is a continuous ability.
14.6.2. Units with restraint cannot be chosen as an
attacking unit in an attack step.
14.7. Limit Break
14.7.1. Limit break is an activation condition keyword(14.2) that references the number of cards in thedamage zone.
14.7.2. The activation condition for limit break isindicated by the limit break icon directly following
CONT, AUTO, ACT, restriction icon, or 【(zone)】.
14.7.3. The limit break icon is indicated on cards asorthat refer to the number of cards
in the damage zone, and indicate having thespecified number of cards or more as theactivation condition.
14.7.4. Units that have the ability with the icon
defined in 14.7.3 are defined as units “with“ or “with“.
14.8. Forerunner
14.8.1. “Forerunner“ is an automatic ability.
14.8.2. “Forerunner” means “when a unit of the sameclan rides on this unit, you may call this unit toyour rear-guard circle.
14.9. Lord
14.9.1. “Lord“ is a continuous ability.
14.9.2. If a player has a unit with “Lord“ and anotherunit without a same clan as the unit with “Lord“,
the unit with “Lord“ cannot attack.
14.10. Sentinel
14.10.1. “Sentinel“ is a continuous ability.
14.10.2. A deck can only contain up to four cards
with the “Sentinel“ ability.
14.10.3. Cards with the sentinel ability are referred to
as “Sentinels“.
14.11. Seek Mate
14.11.1. “Seek Mate“ is a collective term for activatedabilities with the Seek Mate icon directly after a“:“. The Seek Mate icon is indicated with icons
similar toand, with the“Legion“ word and a number, and one or more[card information] directly after it. As there are
multiple types of Seek Mate icons, within thisdocument, it will be represented by.
14.11.1.1. The [card information] written directly
after a Seek Mate icon is the card name of thecard that the unit with the Seek Mate icon canlegion with, or the limits on the cards that canbe searched by that Seek Mate ability.
14.11.2. “ACT 【 】[card information]“ hasthe meaning of “If this unit has never been in alegion state, and your opponent's vanguard isgrade 3 or greater, “ACT 【 】:[Choose four

cards from your drop zone, and put them on the
top of your deck in any order] Search your deckfor up to one card that matches [cardinformation], legion with this card as the legion
leader and the searched card as the legionmate, and shuffle your deck. This ability cannot
be used for the rest of that game.“.
14.11.2.1. Multiple [card information] and ‘or’ may
be written directly after the Seek Mate icon in
the form of “[card information] or [cardinformation]“. You can only Legion with, orsearch for with Seek Mate, one card thatmatches one or more of the [card information]
written.
- For example, if a unit has the ability““Blaster Blade“ or “Blaster Blade
Seeker““, it can legion with, or search forwith seek mate, either “Blaster Blade“ or“Blaster Blade Seeker“.
14.12. Stride Skill
14.12.1. Stride Skill is a collective term forcontinuous abilities that begin with. Theseabilities specify the timing and cost for that card
to normal stride, as well as provide a simple
explanation of how to stride.
14.12.2. The stride skill is written as “(Released when both players' vanguards are
grade 3 or greater!)-(timing)-(cost)
thiscard on yourfrom face down“.
14.12.3. The “timing” when normal stride can be
performed and the “cost” to be paid then are
indicated, and a brief explanation of stride is in
the helper text.
14.12.3.1. If the “timing” and “cost” of a stride skill
is not indicated, the “timing” is the “stride step”,
and the “cost” is “discard 1 or more cards fromyour hand with the sum of the grades being 3
or more”.
14.13. Ultimate Stride Skill
14.13.1. Ultimate Stride Skill is a collective term forabilities that begin with.
14.13.2. The text of the ultimate stride skill of anormal card is different for normal cards andGyze cards (17.2).
14.13.2.1. The ultimate stride skill of a normal cardis written in text as “-(timing)-[cost]this card on yourfrom face down.“
14.13.2.2. The ultimate stride skill of a Gyze card iswritten in text as “-(the card name ofthis card’s Dragon Deity of Destruction, Gyzeside)-(timing)-[cost] Remove all of your othercards from your circles, soul, and G zone, flip
this card over, andthis card on your.“14.13.2.2.1. While resolving the ultimate stride
skill of the Gyze card, follow what is stated in
the text, and remove all other cards fromyour G zone, circles, and soul before
performing the stride.

14.14. Generation Break
14.14.1. Generation break is an activation condition
keyword (14.2) that references the number offace up G units on
and G zone.
14.14.2. The activation condition for generation breakis indicated by the generation break icon directly
following CONT, AUTO, ACT, restriction icon, or【(zone)】.
14.14.3. The generation break icon is indicated on
cards asorthat refer to thenumber of face up G units on
and G zone,
and indicate having the specified number ofcards or more as the activation condition.
14.14.4. Units that have the ability with the icon
defined in 14.14.3 are defined as units “with“ or “with“.
14.15. Resist
14.15.1. “Resist“ is an ability. Your opponent cannot
choose (7.50.2) a card with “resist“ for a card
effect.
14.16. G Guardian
14.16.1. G guardian is a continuous ability that allows
the card with that ability to be called to theguardian circle under certain conditions. It is
written as “-Opponent Turn’s Guard
Step-[(Cost)] Call this card to yourfrom facedown.“
14.16.2. During the guard step, the non-turn player
may, if the conditions specified in 10.5.1.2.3 are
fulfilled, pay the cost specified for theability of a face down card in their G zone, andcall it to their guardian circle.
14.17. Brave
14.17.1. Brave is an activation condition keyword(14.2) that references the number of cards in
hand.
14.17.2. Brave is written as “(ability type icon)
Brave:(ability)”.
14.17.3. Brave’s activation condition is your hand
having 3 or less cards.
14.18. Oracle
14.18.1. Oracle is an activation condition keyword(14.2) that references the number of cards inhand.
14.18.2. Oracle is written as “(ability type icon)
Oracle:(ability)”.
14.18.3. Oracle’s activation condition is your hand
having 5 or more cards.
14.19. Rescue
14.19.1. Rescue is a keyword that specifies an ability
where part of the effect is “Heal your damage,and deal damage to your vanguard“.
14.19.1.1. Abilities with the “Rescue(number)“ keyword have effects where part of
it is “Choose (number) cards from yourdamage zone, heal them, choose one of yourvanguards, and deal (number) damage.“.

14.19.1.2. Abilities with the “Rescue(number)“ keyword are considered to have the“Rescue“ keyword.
14.20. Ritual
14.20.1. Ritual is an activation condition keyword(14.2) that references the number of grade 1
cards in the drop zone.
14.20.2. Ritual is written as “(ability type icon) Ritual(number):(ability)”.
14.20.3. Ritual’s activation condition is your dropzone having (number) or more grade 1 cards.
14.20.4. If a ritual automatic ability triggers when acard is put into the drop zone from your field, thecard placed into the drop zone is added to thenumber of cards in drop zone for ritual.
14.20.5. When resolving the ritual ability, even if thenumber of grade 1 cards in your drop zone
becomes insufficient to the specified number ofcards, that ability resolves.
14.21. Unite
14.21.1. Unite is an activation condition keyword(14.2) that references the number of cards themaster of the card with this ability has called totheir rear-guard circles or guardian circle thisturn.
14.21.2. Unite is written as “(ability type icon)
Unite:(ability)”.
14.21.3. Unite’s activation condition is you having
called 2 or more cards to your rear-guard circles
or guardian circle this turn.
14.22. Revelation
14.22.1. Revelation is an auto ability that is triggered
when units are placed on the field.
14.22.2. “Revelation-(circle)“ means “When this unit
is placed on the specified circle, look at the top
card of your deck, and you may put that card into
your soul. If you do, choose one of your standing
rear-guards, and rest it.“.
14.22.2.1. If all of the rear-guards are rested whenresolving the revelation ability for any reason,
the part of the revelation ability that rests arear- guard does not occur.
14.22.3. When resolving the revelation ability, if the
top card of the deck is put into soul, it isconsidered as a card “put into soul due to theeffect of the revelation ability.
14.23. Blaze
14.23.1. Blaze is an automatic ability with the text “At
the beginning of each of your attack steps, if thenumber of rear-guards you are the master of isgreater than the number of rear-guards youropponent is the master of, your vanguard
becomes blazing until end of turn.“.
14.23.1.1. If your vanguard is in the legion state
when the blaze ability resolves, both yourlegion leader and legion mate become blazing.

14.24. Afterimage
14.24.1. Afterimage is an automatic ability with thetext “When a card is put into your opponent’s
hand from the bind zone, if the number of cards
in your hand is six or less, you may return thisunit to your hand.
14.25. Dominate
14.25.1. Dominate is an ability text. It may bereferenced in card text.
14.26. Engorge
14.26.1. Engorge is an automatic ability with the text
“When this unit attacks, choose one or more ofyour other rear-guards, and you may retire them.
If one or more were retired, this unit becomesengorged until end of turn.“
14.26.2. The retiring of units due to engorge is aneffect. Abilities that change the paying of cost, do
not affect the retiring of units due to engorge.
14.27. Shadowstitch
14.27.1. Shadowstitch is a keyword that represents a
series of abilities that have trigger conditions or
resolution conditions that involve the “when an
attack against a vanguard does not hit“ event.
14.28. Thunderstrike
14.28.1. Thunderstrike is an activation condition
keyword (14.2) that references the number ofcards in your opponent’s bind zone.
14.28.2. Thunderstrike is written as “(ability typeicon) Thunderstrike (number):(ability)”.
14.28.3. Thunderstrike’s activation condition is youropponent’s bind zone having (number) or more
cards.
14.29. Rush
14.29.1. Rush is an automatic ability with the trigger“When this unit stands due to an effect from oneof your cards“.
14.30. Burst
14.30.1. Burst is a keyword that specifies an ability
where part of the effect refers to whether the
power of a specified unit is above a particularamount.
14.31. Charge
14.31.1. Charge is an automatic ability with the text
“When this unit is placed on
due to an effect,
you may have this unit become charging until
end of turn.“
14.31.2. A charging unit is placed on the bottom of
the deck at the end of the battle that unit
participates in.
14.32. Darkness
14.32.1. Darkness is an activation condition keyword(14.2) that references whether cards have been
put into that master’s soul that turn other than byriding.

14.32.2. Darkness is written as “(ability type icon)
Darkness:(ability)”.
14.32.3. Darkness’s activation condition is you
having put cards into your soul this turn, otherthan by riding
14.32.4. With regards to the darkness ability’s “Ifcards have been put into your soul other than byriding“, of the cases where cards are put into thesoul, the cases where “the unit on the circle isput into the soul due to ride (6.3.3.5)“ and “asthere is a heart card present when riding, thatheart card is put into the soul (6.3.3.5.1)“ areexcluded.
14.33. Magia
14.33.1. Magia is a keyword that specifies a series ofabilities that include “call units from your soul,
and at the end of that turn, put the units calledwith this effect into your soul“.
14.34. Time Leap
14.34.1. Time Leap is a keyword that specifies that
an ability is one that includes the special action“to time leap“. Please refer to the special action“Time Leap” (7.33) for how to conduct time leap.
14.35. Hollow
14.35.1. Hollow is an automatic ability with the text
“When this unit is placed on , you may havethis unit become hollowed until end of turn. If you
do, at the end of the turn, retire all hollowed
units”.
14.36. Harmony
14.36.1. Harmony is an automatic ability with the text
“when your other unit is placed in the same
column, until end of turn, as long as this unit andthat unit that was placed remain on the field andbelong to the same master, they are associatedwith each other in a harmony state“.
14.36.1.1. If either of the units that are to be
associated leaves the field before 14.36.1
resolves, they will not be in a harmony state.
14.36.1.2. Even when either of the units that areassociated with each other in a harmony stateis moved to another column, those units willcontinue to be associated with other in aharmony state.
14.36.1.2.1. Multiple associations are possible,
such as when unit A with the harmony ability
and in the harmony state moves to anothercolumn, and after that, another unit is placedin the same column as unit A. In that case,
unit A will continue to be in the harmony state
as long as there are units associated withunit A that have not left the field.
14.36.1.3. If an automatic ability that says “when(unit) becomes in harmony“ is in standby, even
if the associated unit that became in theharmony state leaves the field, that automaticability will resolve.
14.36.1.3.1. Even when a unit that is already inthe harmony state becomes associated with

yet another unit, abilities that say “when(unit) becomes in harmony“ will not trigger.
14.37. Wave
14.37.1. Wave is an automatic ability that is “onlyactive during the specified battles of each turn“.
14.37.2. The battles that wave is active is specified
by “Nth time only“, or “Nth time“.
14.38. Dark Device
14.38.1. Dark Device is an activation condition
keyword (14.2) that references your opponent’s
units in the same column as the unit with thatability.
14.38.2. Dark Device is written as “(ability type icon)
Dark Device:(ability)”.
14.38.3. Dark Device’s activation condition is youropponent not having standing units in the same
column as the unit with this ability.
14.39. Success
14.39.1. Success is an auto ability that triggers whenreferring to your rear-guards’ power.
14.39.2. “Success (number)“ represents “When thisunit is not successful, and your rear- guard's
power is (number) or greater during your turn,this unit becomes successful until end of turn“.
14.39.3. To trigger the success ability (11.9.8), therule must be followed.
14.39.4. If the power of the rear-guard that triggers
the success ability becomes lesser than thespecified power before resolving, that unit does
not become successful.
14.40. Bloom
14.40.1. Bloom is an automatic ability with the trigger“When your other specific unit is placed on thespecified zone“.
14.41. Shinken Hissatsu
14.41.1. Shinken Hissatsu is an activation condition
keyword (14.2) that references the number ofcards in the damage zone.
14.41.2. Shinken Hissatsu is written as “(ability typeicon) Shinken Hissatsu:(ability)”.
14.41.3. Shinken Hissatsu’s activation condition is
your damage zone having 3 or more cards.
14.41.4. Cards with the Shinken Hissatsu ability arereferred to as “with the Shinken Hissatsu ability“.
14.42. Homare
14.42.1. Homare is an ability for which, out of all theabilities with Homare, the number of times thecost can be paid is restricted. If a player pays thecost for any Homare ability he or she is themaster of in a turn, he or she cannot pay thecost for a Homare ability for the rest of that turn.
14.42.2. Cards with the Homare ability are referred toas “with the Homare ability“.
14.43. Nitou Kaigan
14.43.1. Nitou Kaigan is an auto ability that resolves
when the trigger condition “When this unit isboosted by a specified unit“ or “When this unit
boosts a specified unit“.
14.43.1.1. Cards with the Nitou Kaigan ability arereferred to as “with the Nitou Kaigan ability“.
14.44. Melody
14.44.1. Melody is a continuous ability that sharesabilities.
14.44.1.1. Melody abilities are indicated by “(specified ability) This is shared by all of yourunits with.”.
14.44.2. Units with 1 or more melody get the
specified abilities specified by the melody
abilities of all units with the same master as that
unit (including itself).
14.45. overDress14.45.1. overDress is a continuous ability thatindicates that it be overdressed and placed withthe specified condition.
14.45.1.1. The overDress ability is written as“– (unit condition)”.
14.45.2. Units with the overDress ability can beoverdress on a rear-guard circle from hand
(9.9.2.4) during their master’s main phase.
14.46. White Wings/Black Wings
14.46.1. White Wings and Black Wings are activation
condition keywords (14.2) that reference thedetails of cards in the bind zone.
14.46.2. White Wings and Black Wings are written as“(White Wings/Black Wings/) – (ability typeicon)(ability)”.
14.46.3. White Wing’s activation condition is all the
cards in your bind zone having odd grades.
14.46.4. Black Wing’s activation condition is all the
cards in your bind zone having even grades.
14.46.5. If the bind zone does not have any cards,
the activation conditions of both White Wings
and Black Wings are not fulfilled.
14.47. DressBoost
14.47.1. DressBoost is a keyword that some
automatic abilities that reference the card that isarmed when boosting have.
14.47.2. “DressBoost” is indicated on cards with theicon.
14.48. Powerful
14.48.1. Powerful is a keyword that a group ofabilities with the condition of “if your soul has 0
cards” have.
14.48.2. Cards with the Powerful ability are referred
to as “with the Powerful ability”.
14.49. Friend
14.49.1. Friend is a keyword that “CONT If you haveanother unit in the same column as this unit, that
unit and this unit become "Friends".” continuous
abilities have.
14.49.1.1. So long as you have another unit in thesame column as a unit with the Friend ability,
the unit with the Friend ability and the 1 otherunit in the same column both gain the friend
state.
14.49.2. ‘Friend’ is a state a card has, and may bereferenced by other cards.
14.49.2.1. When text refers to “friends”, it refers to“units in the friend state”.
14.50. Glitter
14.50.1. Glitter is keyword or keyword ability that
becomes active when there is a specific unit.
14.50.1.1. “Glitter” may be indicated in text with theicon.
14.50.2. When a glitter ability is indicated as “Glitter”
only, it is a keyword with no effect.
14.50.3. When a glitter ability is indicated as “Glitter –(name)”, it is an activation condition keyword(14.2) that references the information of yourvanguard.
14.50.3.1. In this case, the glitter ability is indicatedwith text that includes the glitter ability
enclosed within a frame.
14.50.3.1.1. This frame is not indicated on somecards. In those cases, the text from the glitter
keyword onward is considered as the glitter
ability.
14.50.3.2. The activation condition for this glitter
ability is your vanguard having “(name)” in its
card name and “Glitter”.
14.50.3.2.1. All abilities in the frame, other than
the glitter ability itself, are abilities that are
specified by the glitter ability.
14.50.3.2.2. If the condition above is not fulfilled,abilities in the frame other than the glitter
ability are inactive.
14.51. RevolDress14.51.1. RevolDress is a keyword that some
automatic abilities with the effect of riding a unit
from hand in the stand state after a unit’s attackhave.
14.51.1.1. “RevolDress” is indicated on cards with
the
icon.
14.52. XoverDress14.52.1. XoverDress is a continuous ability that cards
that are able to be placed on rear-guard circles
through XoverDress have.
14.52.1.1. “XoverDress” is indicated on cards by.
14.52.2. “-(specified cards)” means “for yourmain phase’s play timing, you may XoverDressthis card in your hand with (specified cards) as
originalDress.” (6.8).
14.53. Cannonball14.53.1. Cannonball is a keyword that some
automatic abilities with performing an attack
against a vanguard as condition have.
14.54. Regalis Piece
14.54.1. Regalis Piece is a continuous ability that
adds restrictions on deck construction andduring the resolution of cards.

14.54.2. The following rules apply to cards with theRegalis Piece ability.
14.54.2.1. Only a total of 1 card with the Regalis
Piece ability can be among all the cards whenconstructing a deck (8.1.8).
14.54.2.2. When resolving a card with the Regalis
Piece ability, if that card’s master has resolved
another card with the Regalis Piece ability
during this game, that card’s text is not
resolved, and that card is simply put into thedrop zone.
14.55. DressUp
14.55.1. DressUp is a continuous ability that means
the card has an additional card name during thegame.
14.55.2. “DressUp – (name)” means “CONT During
this game, this card is regarded as having thesame card name as (name).” (12.6.2).
14.55.2.1. This ability is active in all zones.
14.56. UnisonDress14.56.1. UnisonDress is keyword that some abilities
with an effect of putting specific units into the
UnisonDress state (5.2.2) have.
14.56.1.1. “UnisonDress” is indicated on cards with
the
icon.
Section 15. Markers and Pseudo-cards
15.1. Markers
15.1.1. There are objects called markers that areplaced on zones during a game.
15.1.2. Markers can be divided into “pseudo-cards”
and “records”.
15.1.2.1. Markers have names.
15.1.2.1.1. “(Name) marker” means that themarker has (name) as a name.
15.1.2.1.2. The information of a marker isstipulated by its name.
15.1.2.2. When text simply refers to a “marker”, it
refers to all pseudo-card markers and record
markers that are not tokens or tickets.
15.1.2.3. Please refer to supplement A1 at the endof this document for a list of pseudo-type card
markers and their information.
15.1.2.4. Markers may not have information that anormal card would have, and may have special
information that a normal card does not.
15.1.2.4.1. Markers have no information otherthan the information rules and effects statethat they have.
- For example, as a “Protect” pseudo-card
is not stated by rules or effects to have acard name, it does not have one.
15.1.2.4.2. When information that a marker does
not have is referred to, it is considered to be
0 if that information is a numerical value, andconsidered not to exist if it was not a
numerical value.

15.2. Pseudo-cards
15.2.1. There are “pseudo-card” markers createdduring a game that are handled in a similar
fashion to a card in certain zones.
15.2.1.1. Pseudo-cards are not cards, but arehandled in a similar fashion to cards, counttowards the number of cards in the zone they
are in, and are affected by effects that affectcards.
15.2.1.1.1. As pseudo-cards are not cards, theymust be clearly differentiated from the othercards in the zone they are in.
15.2.1.1.1.1. If a pseudo-card is in a hiddenzone (4.1.2), that pseudo-card must be
differentiated from the other cards that are
not revealed, and any player can check
what pseudo-card it is and the information
it has.
15.2.2. “Creating” a pseudo-card in a zone meansthat the specified pseudo-card is now in the stateof existence in that zone.
15.2.2.1. The owner and master of a createdpseudo-card is the player the zone thatpseudo-card was created in belongs to.
15.2.2.2. When a pseudo-card is created in a zone,
it is regarded as that pseudo-card being put inthat zone. If that zone is a circle, it is regarded
as being placed (7.17) on that circle.
15.2.3. “Erasing” a pseudo-card means to removethat pseudo-card from its current zone, and it nolonger is in the state of existence in that zone.
15.2.3.1. When a pseudo-card is erased from azone, it is regarded as that pseudo-cardleaving that zone.
15.2.3.2. When a pseudo-card is removed, thatpseudo-card is erased from the zone it iscurrently it.
15.2.4. There are pseudo-cards with restrictions on
the zones they can exist in.
15.2.4.1. A pseudo-card’s “effective zones” are thezones that pseudo-card can exist in.
15.2.4.1.1. When a pseudo-card moves to a zonethat among its “effective zones”, that pseudocard moves to that zone in a similar fashion
to a normal card.
15.2.4.2. A pseudo-card’s “erase zones” are zones
where that pseudo-card is forcibly erased
immediately after moving to that zone.
15.2.4.2.1. When a pseudo-card moves to its
erase zone, it is erased from the zone it
moves to immediately after moving. This
process does not wait for the check timing totake place, and if it moved as part of aneffect, it is performed before the steps
following the move.
- For example, when performing a “movepseudo-card A to erase zone X, anddraw a card” effect, after moving
pseudo-card A to X, pseudo-card A inzone X is erased before drawing a card.
15.2.4.2.2. When a pseudo-card is to be createdin its erase zone, that creation is not
performed.

15.2.5. When using pseudo-cards in a game, pleaseuse a card-shaped object that both players
agree on, that both players can clearly
differentiate from a normal card.
15.3. “Protect” Pseudo-cards
15.3.1. “Protect” pseudo-cards have the special type“protect”, and do not have a type.
15.3.2. “Protect” pseudo-cards have the grade“protect”.
15.3.2.1. The grade “protect” cannot be increasedor reduced as a numerical value.
15.3.3. “Protect” pseudo-cards” have the “CONT
Sentinel” and “AUTO【 】 When placed,[COST][discard a card from your hand], and oneof your units cannot be hit until end of thatbattle.” abilities.
15.3.4. The effective zones of “protect” pseudocards” are their master’s hand and guardian typecircles, and all other zones are their erase
zones.
15.3.4.1. This pseudo-card is regarded as a unit
while it is on a guardian circle.
15.3.5. “Protect” pseudo-cards are not units, but canbe called to the guardian circle as if they wereunits.
15.3.6. If a “protect” pseudo-card would move to arear-guard circle or vanguard circle for any
reason, that move is not performed, and it is put
into the drop zone, and erased.
15.3.7. When a “protect” pseudo-card is locked by aneffect that locks cards in the hand, after putting iton the circle, it is erased from that circle.
15.3.8. When card effects refer to “Imaginary
Gift:Protect in (player’s) hand)”, it refers to“protect” pseudo-cards in the hand.
15.3.9. For all other matters, while “Protect” pseudocards are in the hand, they follow the rules
regarding cards in the hand.
15.4. “Token” Pseudo-cards
15.4.1. “Token” pseudo-cards” include “token units”
and “token set orders”.
15.4.2. All information of a “token” pseudo-card otherthan its type and card name is stipulated
according to the card name of that pseudo-card
when it is created, and that pseudo-card has that
information from the point it was created. Pleaserefer to supplement A1 for the informationdifferent “token” pseudo-type cards have.
15.4.3. “Token unit” pseudo-cards are handledaccording to the following rules.
15.4.3.1. “Token unit” pseudo-cards have type,
grade, power, critical, card name, race, skill
icon, and text, and do not have any otherinformation.
15.4.3.1.1. The main type of “token unit” pseudocards is unit, and their subtype is token unit.
15.4.3.1.2. The card name and race of “token
unit” pseudo-cards are specified when thattoken unit is called (15.4.5, 6.2.3.3).

15.4.3.2. The effective zone of “token unit” pseudocards is the field, and all other zones are theirerase zones.
15.4.3.2.1. As the soul is not part of the field,
when a “token unit” pseudo-card is moved tothe soul, it is erased after moving.
15.4.3.3. When a “token unit” pseudo-card islocked, right after that unit is locked, it isimmediately erased from that circle.
15.4.3.4. For all other matters, “token unit” pseudocards follow the rules regarding units.
15.4.4. “Token set order” pseudo-cards are handledaccording to the following rules.
15.4.4.1. “Token set order” pseudo-cards havetype, grade, card name, and text, and do nothave any other information.
15.4.4.1.1. The main type of “token set order”
pseudo-cards is order, and their subtype isset.
15.4.4.1.2. The card name of “token set order”
pseudo-cards is specified by the effect that
put that token (15.4.5).
15.4.4.2. The effective zone of “token set order”
pseudo-cards is the order zone, and all otherzones are their erase zones.
15.4.4.3. For all other matters, “token set order”
pseudo-cards follow the rules regarding orders.
15.4.5. When an ability or effect refers to a “(name)token”, that refers to a token with (name) in its
card name.
15.4.5.1. When performing a call from theresolution of “call a (name) token to (circle)”,when the unit is to be placed on the circle(6.2.3.3), create a “token unit” pseudo-cardwith (name) as its name and race on (circle).
15.5. “Ticket” Pseudo-cards
15.5.1. “Ticket” Pseudo-cards have type, grade, card
name, and text information, and do not have anyother information.
15.5.1.1. The main type of “ticket” pseudo-cards isorder, and they have the special type “ticket”.
15.5.1.2. The name of “ticket” pseudo-cards is
specified when that ticket is created.
15.5.1.3. All other information of “ticket” pseudocards is stipulated according to the name ofthat pseudo-card when it was created, and thatpseudo-card has that information from thepoint it was created. Please refer tosupplement A1 at the end of this document for
the information different “ticket” pseudo-typecards have.
15.5.2. The effective zones of “ticket” pseudo-cards
are their master’s hand and the order area, andall other zones are their erase zones.
15.5.3. When a “ticket” pseudo-card is locked by aneffect that locks cards in the hand, it is put on thecircle, and erased from that circle.
15.5.4. When an ability or effect refers to a “(name)ticket”, that refers to a “ticket” pseudo-card with(name) in its card name.
15.5.5. For all other matters, “ticket” pseudo-cards
follow the rules regarding order cards.

15.6. “Meer’s Present” Pseudo-card
15.6.1. If a “Meer’s Present” pseudo-card would
move to a rear-guard circle or vanguard circle forany reason, that move is not performed, and it isput into the drop zone, and erased.
15.6.2. When a “Meer’s Present” pseudo-card islocked by an effect that locks cards in the hand,
it is put on the circle, and erased from the circle.
15.6.3. For all other matters, “Meer’s Present”
pseudo-cards follow the rules regarding markers(15.1) and pseudo-cards (15.2).
15.7. “Crest” Pseudo-cards
15.7.1. “Crest” pseudo-cards have type, card name,and text, and do not have any other information.
15.7.1.1. The main type of “crest” pseudo-cards iscrest.
15.7.1.2. The card name of a “crest” pseudo-card isspecified when that crest is created.
15.7.1.3. All other information of “crest” pseudocards is stipulated according to the card nameof that pseudo-card when it was created, andthat pseudo-card has that information from thepoint it was created. Please refer tosupplement A1 at the end of this document for
the information different “crest” pseudo-typecards have.
15.7.2. The effective zone of “crest” pseudo-cards isthe crest zone, and all other zones are theirerase zone.
15.7.3. The abilities of “crest” pseudo-cards areactive in the crest zone.
15.8. Record Markers
15.8.1. There are objects put on circles called record
markers.
15.8.1.1. Markers that are not included in the
supplements at the end of this document arerecord markers.
15.8.1.2. Record markers are not cards or pseudocards, and effects regarding cards and units do
not apply to them.
15.8.2. Record markers have a position of existence.
15.8.2.1. The position of existence for record
markers that are put on a specified circle is any
circle.
15.8.2.2. The position of existence for record
markers put on a specified unit is that unit.
15.8.2.3. “Markers on (specified location)” and“markers that are put on (specified location)”include record markers that were put with thatspecified position as their position of existence.
15.8.2.3.1. When record markers that were put
with a unit as their position of existence referto the zone they exist in, they refer to thecircle the circle that unit is currently on.
15.8.3. When instructed to put a record marker, put it
somewhere that is an appropriate position ofexistence for that marker.
15.8.3.1. If it is not possible to put that record
marker somewhere that is an appropriateposition of existence for it, that marker is notput.
15.8.4. Record markers can be erased or moved toother zones by rules and effects.
15.8.4.1. When a record marker is erased, thatmarker is removed from the circle, and nolonger exists in the game.
15.8.4.2. When a record marker with circles as its
position of existence moves to any non-circle
zone, that marker is erased.
15.8.4.3. A record marker with a unit as its positionof existence is continuously on that unit, andremains on that unit when that unit moves toanother circle.
15.8.4.4. When the unit that is the position ofexistence for a record marker is locked, moves
to a non-circle zone, or ceases to be a unit,that record marker is erased immediately afterthat.
15.8.5. When the owner or master of a record marker
is referred to, it refers to the owner or master ofthe effect that created that marker.
15.8.6. Record markers may have additional
information or special rules defined by theirname.
15.8.6.1. When the ability of a record marker with aunit as its position of existence refers to “thisunit”, it refers to the unit that marker is put on.
15.8.6.2. The ability of a record marker with a unit
as its position of existence is active while thatmarker exists.
Section 16. Imaginary Gifts and Resolutions
16.1. Overview
16.1.1. There are instructions within the game thatfor a player to perform an imaginary gift
resolution. In such cases, that resolution is
performed according to the steps explained inthis section.
16.2. Imaginary Gift
16.2.1. Imaginary gifts have different clan types andgift types.
16.2.1.1. Imaginary gift clan types are specified by
the effect and icon of the imaginary gift to be 1of the types “Force”, “Accel”, or “Protect”.
16.2.1.2. An Imaginary Gift’s gift type is determinedin the Imaginary Gift resolution for each clan
type to be either 1 or 2.
16.2.1.2.1. This value is written as romannumerals (I or II) in the rules and text.
16.2.1.3. Imaginary gifts create a marker with thename “gift” when resolving, except in certain
processes.
16.2.1.3.1. Gift markers have clan type, gift type,
and text information.
16.2.1.3.1.1. The text of gift markers is applied
as a modification from rules (11.11.1.4). It
is not an effect from an ability.

16.3. Imaginary Gift Resolution
16.3.1. When you perform the imaginary gift
resolution from a ride or an effect, the following
steps are done.
16.3.1.1. When this imaginary gift resolution is
being performed due to riding a unit with animaginary gift icon, if that unit’s master has
performed the imaginary gift resolution due toa ride prior to this, and the clan types for that
resolution and the resolution being performed
are different, that imaginary gift resolution is
not performed.
- For example, after you have ridden a cardwith “Imaginary Gift: Force” and resolved
it, when you ride a card with “Imaginary
Gift: Accel”, you will not resolve “Imaginary
Gift: Accel”. In addition, you will not losethe “Force” gift marker.
16.3.1.2. The imaginary gift resolution may put arecord marker with the name “gift”.
16.3.1.2.1. Gift markers have “gift type” and “clantype” information.
16.3.1.3. If the gift type for this imaginary gift
resolution is specified, it is considered as if thatgift type was chosen.
16.3.1.3.1. If the gift type is not specified, and agift type was specified or chosen for an
imaginary gift resolution of the applicableclan type by the player earlier in the game,choose that gift type.
16.3.1.3.2. If the gift type is not specified, and no
gift type was specified or chosen for an
imaginary gift resolution of the applicableclan type by the player earlier in the game,choose one of the gift types for that clan
type.
16.3.1.4. For clan type “Force”, perform thefollowing.
16.3.1.4.1. Specify 1 of your vanguard or rearguard circles, and put a clan type “Force” gift
marker with the chosen gift type there.
16.3.1.4.1.1. You can specify circles that
already have another clan type “Force” gift
marker put there. In that case, the effects
are cumulative.
16.3.1.4.2. For gift type I, the gift marker that was
put has the text “during your turn, the unit on
this circle gets Power +10000.”.
16.3.1.4.3. For gift type II, the gift marker thatwas put has the text “the original critical of
the unit on this circle becomes 2.”.
16.3.1.5. For clan type “Accel”, perform thefollowing.
16.3.1.5.1. If the player performing this imaginary
gift resolution does not have a “stage” typecircle, they gain 1 rear-guard type circle(4.9).
16.3.1.5.1.1. That circle is considered to be in
the front row.
16.3.1.5.1.2. The first time that circle is gained,
it is gained to the left of the leftmost circle
in the front row. The second time it isgained, it is gained to the right of therightmost circle in the front row. It is gainedin the order of left and right in a similarmanner for subsequent times.
16.3.1.5.1.2.1. When both players gain circles
with “Imaginary Gift: Accel”, the first circle
gained by one player and the second
circle gained by the other player are in
the same column, as are the third andthe fourth, and the fifth and the sixth, andsimilarly so on and so forth.

16.3.1.5.2. The player performing this imaginary
gift resolution puts a clan type “Accel” gift
marker with the chosen gift type on the“stage” type circle if they have one, and thethat circle that was gained.
16.3.1.5.2.1. If the clan type “Accel” gift marker
is removed from the circle for any reason, if
that circle no longer has clan type “Accel”
markers on it, immediately after that andwithout waiting for the check timing, theunit on that circle is retired and non-clan
type “Accel” gift markers on that circle are
erased, and the circle disappears after that.
16.3.1.5.3. For gift type I, the gift marker that was
put has the text “during your turn, the unit on
this circle gets Power +10000.”.
16.3.1.5.4. For gift type II, the player performingthat imaginary gift resolution draws a card
immediately after the circle is created. The
gift marker put has the text “during your turn,the unit on this circle gets Power +5000.”.
16.3.1.6. For clan type “Protect”, perform thefollowing.
16.3.1.6.1. For gift type I, create a “protect”
pseudo-card (15.3) in the hand of the masterof the card or ability performing thisImaginary Gift resolution.
16.3.1.6.2. For gift type II, specify 1 of your rearguard circles, and put a clan type “Protect”
gift marker with gift type II and the text
“AUTO:When this unit intercepts, this unit
gets Shield +10000.” on that circle.
16.3.2. If multiple imaginary gift resolutions forimaginary gifts are being performed for an effect,
perform the process in 16.3.1 in the order written
in the effect.

Section 17. Set-specific Rules
17.1. Overview
17.1.1. This section defines the rules for cards thatare only present in specific booster packs andrequire special rules.
17.2. Gyze card
17.2.1. There is a card with information written on
both sides known as the “Gyze card“.
17.2.1.1. When using Gyze card as a card in a
deck, there is a need to use opaque sleeves so
it cannot be differentiated from the other cardsof the deck.
17.2.2. There are two different sides to the Gyze
card. The side with the normal unit is known as
the “Neon Gyze side“, while the side with the Gunit is known as the “Dragon Deity of
Destruction, Gyze side“.
17.2.3. The state of the Gyze card in all of the areas
are called the “active side“. This state is known
as either the “Neon Gyze side“ or the “Dragon
Deity of Destruction, Gyze side“.
17.2.3.1. When referring to the information of thespecified Gyze card for the rule or ability oreffect during the game, the information on theactive side of the Gyze card is referenced.
17.2.3.1.1. Other than otherwise specified, theinformation on the non-active side isregarded as inexistent.
17.2.3.2. At the beginning of each game, the activeside of all Gyze cards will be the Neon Gyze
side.
17.2.3.3. When the Gyze card is moved to an areathat is neither a circle nor the G zone for any
reason, the active side will be the Neon Gyze
side. When moving to a circle or the G zone,
the active side will remain the same unlessotherwise specified.
17.2.3.4. Even if the active side changes, it isregarded as the same card. All effects andstates applied to that card will be maintained
as is.
17.2.3.5. The active side of the card in the sleeveduring the game shall be made visible.
17.2.4. Gyze card has face up state and face downstate as placement states, just like other cards.
17.2.5. Unlike normal cards, the face up state andface down state of Gyze’s state are such that“the active side is shown“ and “the side where
the information is hidden by the sleeve isshown“ respectively.
17.2.6. When written in text for a Gyze card (17.1) to“flip over“, that Gyze card’s active side (17.2.3)
changes to be the currently non-active side.
17.2.6.1. The flip over action is different from theturn face down action (7.3).
17.2.6.2. When instructed to flip over a card that is
not a Gyze card for any reason, nothing is
performed for that instruction.

17.3. Astral Plane type Circles
17.3.1. Specified circles may additionally gain the
Astral Plane type from card effects. The following
rules apply to circles with the Astral Plane type.
17.3.1.1. A circle with the Astral Plane type cannot
be designated for the normal call of units
whose race is not <Astral Deity> (9.9.2.1).
17.3.1.2. When this circle is designated for the callof a unit whose race is <Astral Deity>, thegrade requirement (9.9.2.1) can be ignored forthe call of that unit.
17.3.1.3. The unit on this circle can attack, even if
this circle is in the back row.
17.3.1.4. When the unit on this circle attacks, that
unit performs drive checks.
17.3.1.4.1. When the card in the trigger zone
would be put into your hand during the drive
checks performed by the unit on this circle, it
is put into the soul instead of your hand. This
is not a replacement effect, and is applied
before replacement effects.
17.3.1.5. The unit on this circle is put on the bottomof its owner’s deck (9.11.5) as part of the end
phase resolution.
17.3.1.6. If a unit whose race is not <Astral Deity>
is on this circle for any reason, that unit isretired (17.3.2.1) as a rule action.
17.3.1.7. If this circle becomes a lock type, thatlocked card is put into the drop zone (17.3.2.2)
as a rule action.
17.3.2. When there is an illegal unit on an astralplane circle, the following is performed as a ruleaction (Section 13. Rule Action).
17.3.2.1. If there is a unit whose race is not <Astral
Deity> on a circle with the Astral Plane type,that unit is retired as a rule action.
17.3.2.2. If there is a locked card on a circle with
the Astral Plane type, that locked card is put
into the drop zone as a rule action.
17.4. Music Orders
17.4.1. Perform the special process indicated below
for order cards with the subtype “music”.
17.4.2. When music orders are played and resolved,that card is put on the back row circle of thecenter column instead of being put into the dropzone.
17.4.2.1. Music orders are put on the circle in alandscape orientation. This card does not havean orientation state (4.3.2), and is notconsidered to be in the stand state or rest
state.
17.4.2.2. When a music order is put on a circle, if
there is a unit on that circle, the music order isput on the circle after that unit is retired.
17.4.2.2.1. If the circle the music order is put on
is in the locked state, that locked card is put
into the drop zone before the music order isput on the circle.
17.4.2.3. If the circle the music order is put on has
the Astra Plane type (17.3), that music order is
put into the drop zone immediately after being
put, without waiting for the check timing.

17.4.3. Music orders are put on circles, but they are
not treated as units or rear-guards.
17.4.4. When a unit is put on a circle with a musicorder, that music order is put into the drop zone
immediately after that unit is put on that circle,
without waiting for the check timing.
17.4.5. Music orders on circles are put into the dropzone during the end phase (9.11.4).
17.5. Regarding Imprison
17.5.1. When instructed to “imprison” a card, performthe following process.
17.5.1.1. If the player that is performing that
instruction has a set order with the “Prison”
subtype that they are the master of in the orderzone when performing that instruction, thatcard is put in the order zone as a card in theimprisoned state.
17.5.1.2. When there is an instruction to imprison acard that is associated with any originalDresscards (6.7.2.1), those originalDress cards are
simultaneously imprisoned.
17.5.2. Cards in the imprisoned state are handled in
the following manner.
17.5.2.1. While a card is in the imprisoned state, it
retains all its card information, but cannot bereferenced as a card on the field, and thatcard’s abilities are not active, except for thosethat explicitly state that they are active in an
imprisoned state.
17.5.2.2. The master of a card in the imprisonedstate is that card’s owner.
17.5.3. When there are no cards with the “prison”
subtype that are not imprisoned cards in theorder zone, the imprisoned cards in that orderzone are put into their owner’s drop zone as arule action (Section 13. Rule Action).
17.6. Songs and Singing
17.6.1. There are some set orders with the “song”
subtype.
17.6.1.1. When an effect simply references“songs”, it refers to cards in the order zone withthe “song” subtype. Similarly, when an effectreferences “song cards”, it refers to cards withthe “song” subtype that are not in the orderzone.
17.6.2. There is a “singing” resolution that is
performed as a special action on a card with the“song” subtype in the order zone.
17.6.2.1. When an effect has a “sing a (set orderwith the specified “song” subtype)” resolution,that set order’s “when sung” trigger condition is
fulfilled.
17.6.3. When resolving a song’s automatic ability that
has itself being “sung” as a trigger condition, thatsong is turned face down immediately after that
effect is resolved in its entirety.
17.7. Arms Orders
17.7.1. There are some order cards with the “arms”
subtype. These cards are called “arms orders” inthe following text.

17.7.2. Arms orders have abilities with the “arms”
keyword.
17.7.2.1. Abilities with the “arms” keyword are
indicated in text as “(name) Arms – (cardname)”.
17.7.3. When you would resolve an arms order thatwas played, if there is a unit with the card namespecified in that arms ability on any of yourvanguard circles, instead of putting that order
into the drop zone after resolving its effect, putthat arms order on the vanguard circle that unit
is on, and the arms order is associated with thatunit.
17.7.3.1. If there are no units with the specified
card name on any vanguard circle, that arms
order is put into the drop zone.
17.7.4. When there is an instruction to “arm” an arms
order card to a vanguard, that arms order is puton the vanguard circle that unit is on, andassociated with that unit.
17.7.4.1. When this process is resolved, if thatvanguard does not have the card namedesignated by that arms order, this process is
not performed.
17.7.5. When the process in 17.7.3 or 17.7.4 isperformed, it is regarded as “(that unit) armed(that arms order card)”.
17.7.6. While a unit and an arms order areassociated with one another, they are in thestate of that unit being “armed with” that arms
order, and that arms order being “armed to” thatunit.
17.7.7. When a vanguard with an associated arms
order is rode or strode upon by a unit with thecard name specified in that arms order’s arms
ability, that arms order loses the association it
had up to that point, and the newly ridden or
stridden unit is put on that circle in the state ofbeing associated with that arms order.
17.7.8. While an arms order is put on a circle, thefollowing rules are applied with regards to ruleactions.
17.7.8.1. The improper order rule action (13.11)
regarding order cards that are put on circles
does not apply to arms orders put on circles.
17.7.8.2. When there are multiple arms orders withthe same name on a circle, as a rule action,choose one of the cards last put on that circle,
and put all the rest into the drop zone.
17.7.8.3. When an associated unit leaves thevanguard circle, or ceases to be a vanguard,,
or no longer has the name specified by that
arms order’s arms ability, the following is
performed as a rule action.
17.7.8.3.1. If there is any vanguard with the card
name specified by that arms order’s arms
ability on that vanguard circle, that arms
order loses the association it had up to thatpoint, and becomes associated with thatvanguard.
17.7.8.3.2. If the above condition is not fulfilled,
put that arms order into the drop zone.

17.8. Regarding SHAMAN KING17.8.1. OverSoul is a keyword that specifies a seriesof abilities that include putting specific cards into
your soul for the cost.
17.8.1.1. OverSoul is written in text with the[OverSoul] icon.
17.8.2. There are order cards in this set with part ofspecific unit names as a subtype.
17.8.2.1. This subtype is written in the form of“(normal subtype + type name)/(set-specificsubtype)”.
17.8.2.2. This subtype may be referenced by othercards.
17.9. Völundr
17.9.1. Völundr is a keyword or keyword ability thatindicates an ability that plays a specific unit as
an arms order and arms it to another unit.
17.9.1.1. Völundr may be indicated in text with theicon.
17.9.2. When a völundr ability is indicated as“Völundr” only, it is a keyword with no effect.
17.9.3. When a völundr ability is indicated as “Glitter– (card name)”, it is a continuous ability, and has
the following effects.
17.9.3.1. The card with this ability can be chosen to
be played as a unit, or as an arms order.
17.9.3.1.1. The normal rules for playing a unit are
followed when playing it as a unit.
17.9.3.1.2. You must specify 1 vanguard you are
the master of with “card name” as its card
name to play it as an arms order. If you
cannot specify the unit, or if that unit cannot
arm this card due to some effect, this unit
with the völundr ability cannot be played as
an arms order.
17.9.3.2. If it is played as an arms order, when it
resolves, it is put on the circle the specified unit
is on as a normal card would be, as a card withthe order card type and arms subtype, andbecomes associated with that unit.
17.9.4. So long as the unit with völundr ability is on acircle as an arms order, it has the abilities
specified by that card’s continuous ability. Other
than that, it follows the normal rules for arms
orders.
17.9.5. Other than while it is on a circle as an arms
order, a unit with the völundr ability has the unit
type, and is not considered as an arms order.
17.10. Scout
17.10.1. When instructed to “scout (to a Base)” a
card, perform the following process.
17.10.1.1. If the player that is performing that
instruction has a set order with the “Base”
subtype that they are the master of in the orderzone when performing that instruction, thatcard is put in the order zone as a card that has
been scouted.
17.10.2. Cards that have been scouted are handled
in the following manner.
17.10.2.1. While a card has been scouted, it retains
all its card information, but cannot bereferenced as a card on the field, and thatcard’s abilities are not active, except for thosethat explicitly state that they are active in thestate of having been scouted.
17.10.3. When there are no cards with the “base”
subtype in the order zone, the cards that havebeen scouted in that order zone are put into theirowner’s drop zone as a rule action (Section 13.
Rule Action).
17.11. Products and Operating
17.11.1. There are some set orders with the“product” subtype, on which the special action“operate” is performed upon.
17.11.2. When there’s a resolution to “operate” acard, the event of that card being “operated” bythat process, and the event of that card being“operated” occur.
17.11.2.1. Other than that event fulfilling thecondition of automatic abilities, there are no
particular processes to be performed for thegame when a card is operated.
17.11.3. The “operate” keyword is a keyword that aseries of automatic abilities with the trigger
condition “when this card is operated” have.
17.12. Regarding Mushiking
①

② ①

②

③

③

① Finishing Attack Icon
② Super Finishing Attack Name
③ Skill
17.12.1. Some cards with the “Mushi” race haveadditional information.
17.12.1.1. Finishing Attack Icon: An icon that
represents the name of this “Mushi” card’sfinishing attack information.

Hitting

Pinching

Throwing

17.12.1.2. Super Finishing Attack Name: The nameof this “Mushi” card’s super finishing attack
information.
17.12.1.3. Skill: The value of this “Mushi” card’s
skill information.
17.12.2. Some automatic abilities have “Attack”
ability text.
17.12.2.1. When text refers to an “Attack” card, it
refers to a card with the “Attack” ability.

17.12.2.2. When there is an instruction to “use acard’s Attack”, choose one of that card’s“Attack” abilities, and activate it.
Section 18. Miscellaneous
18.1. Loop
18.1.1. When some effects are applied, sometimes
you can do a set of actions any number of times,or you must repeat a set of actions an infinite
number of times. This is called a loop, and thecycle of actions is called a “loop action set“. If it
happens, then proceed in the following manner:
18.1.1.1. If nobody can stop the loop, then thegame ends in draw.
18.1.1.2. If only one player can choose to stop theloop, then he or she chooses the number oftimes that loop repeats, assumes that the loop
action set was performed that number of times,
then chooses to stop at any action that canstop the loop. Then, if all game situations are
the same as when the loop had occurred, thenplayers cannot choose to do the loop again
except if it were to be forced by automaticabilities.
18.1.1.3. If both players can choose to stop theloop, then the turn player chooses the numberof times that loop repeats, then the non-turnplayer chooses the number of times to repeat.
The smaller number is chosen as the numberof times to repeat the loop action set, and theplayer who chose the smaller number chooses
to stop at any action that can stop the loop.
Then, if all game situations are the same as
when the loop had occurred) all cards in allzones are the same), then the player whochose the bigger number cannot choose to do
the loop again except if it were to be forced byautomatic abilities.
18.1.1.4. The actions in a loop action set are notresolved individually, but are all resolved at thesame time, omitting the intermediate actions.
However, even though the actions are omitted,
they are considered to have been performed.
- For example, if “gains Power +1000“ isinfinitely looped, and is chosen to be
stopped after 200 times, the master of theeffect does not perform Power +1000 200
times, but just performs Power +200000.
18.1.1.5. Great discretion should be exercised inrecognizing a loop. Both players should agree,
or a judge’s decision should be sought.
18.2. Extra Turn
18.2.1. When a player gets an “extra turn“, the extra
turn for that player is added immediately after
the current turn.
18.2.2. If 2 or more turns are added within the sameturn, the turns will take place from the turn that
was added from the text that resolved last.
- For example, if each player resolves the
text “you get an extra turn“ in the order ofturn player → non-turn player → turn

player, the resulting order of turns would
be “current turn → turn player’s extra turn→ non-turn player’s extra turn → turnplayer’s extra turn → non- turn player’s
turn“. “
18.3. Number of different cards
18.3.1. When counting the number of different cards,
the number of different card names is counted
unless a particular type of information to be
counted is specified.
18.3.1.1. When counting the number of different
card names, the number of cards is notreferenced.
- For example, if a player is the master of 1
unit, and it has both the card names“Blaster Blade” and “Blaster Arrow”, that
player has two different “Blaster” card
names among their units.
18.3.1.2. If grade or some other information is
specified, it is determined by that information.
18.4. End Turn Resolution
18.4.1. If an instruction to end the turn is to be
performed for any reason during the game,perform the following.
18.4.1.1. End the durations of all continuous effects
currently active, other than those with thedurations “until end of turn” or “during this turn”
or have durations that expire in the next turn or
later.
18.4.1.2. If it is not currently the end phase, afterthat effect has fully finished resolving, thegame moves to the end phase without
performing a check timing.
18.4.2. If there is any vanguard damage remaining
after the end of turn resolution, perform thedamage application process (13.6) as a ruleaction during the end phase.
18.4.3. The playing of automatic abilities that are
standing by (11.9.4) during the end turnresolution is performed during the check timingof the end phase.
18.5. Putting Set cards as Units on Circles
18.5.1. It is possible for certain set cards to put as aunit on a circle, and it is handled according to thefollowing rules.
18.5.2. When a set card is regarded as a unit, thatcard loses the set main type, loses the subtypes(2.9.4) and special types (2.9.5) it had frombeing a set, and newly gains the unit main type,and gains the subtypes and special types
granted by that resolution.
18.5.3. When a set card becomes a unit, it
possesses the power and critical and shieldspecified by that resolution.
18.5.3.1. If that resolution did not specify thesevalues, the power and critical become 0, and it
does not have any shield.
18.5.4. The card put on the circle from this resolution
is put as the specified unit on the circle. This is a
new card due to a change in zones, and theeffects that applied to the set card until now nolonger apply (4.1.8).
18.6. Rules restricting stride
18.6.1. Stride may be restricted, such as by theFighter’s Rules, and is handled by the following
rules.
18.6.1.1. Even if Stride is restricted for a game, you
may prepare a G deck for the game, and put
the G deck in the G zone when preparing forthe game.
18.6.1.2. During a game where stride is restricted,
unless there is an effect that gives a “canperform Stride” state, the G zone is treated as
not being present. Cards in the G zone cannot
be referenced, cards cannot be moved fromthe G zone, and all abilities of cards in the Gzone are nullified.
18.6.1.3. During a game where stride is restricted,
if there is a rule or effect that moves a card thatis not in the G zone to the G zone due to theend phase or any other reason, that card is
moved to the G zone according to the normal
rules (4.4.2).
18.6.2. Even if stride is restricted by rules, if there isa “can perform Stride” state by some effect, you
can perform stride according to the normal rules
for stride.

Supplement A1: Information of Pseudo-card Markers
Token Units“Plant” Token Unit

“Shadow Army” Token
Unit
Grade: 1
Power: 15000
Critical: 1
Skill Icon: Boost
Text: None

Grade: 0
Power: 5000
Critical: 1
Skill Icon: Boost
Text: None

“Noblesserose” Token
Unit“Vision” Token Unit
Grade: 3
Power: 13000
Critical: 1
Skill Icon: Twin Drive
Text: [CONT](RC):Perform
drive checks for the battle it
attacked.

“Evil Decoy” Token Unit
Grade: 0
Power: 0
Critical: 1
Skill Icon: Intercept
Text: [CONT](RC):It cannot
attack, and can intercept
from the back row.

“Mask of Domination”
Token Unit
Grade: 0
Power: 0
Critical: 0
Skill Icon: None
Text: None

Grade: 0
Power: 5000
Critical: 1
Skill Icon: Boost
Text:[CONT](RC)This unit cannot
be moved to other circles,
and if you have a vanguardwith "Granfia" in its card
name, all of the following
effects are active.
・When you would place a
Plant token on (RC), put it
as this unit's plant gauge
instead. (This effect is
mandatory)
・This unit gets [Power]+5000 for each of this unit's
gauge.
・When you would retire
rear-guards as cost, if it canbe paid by retiring Plant
token rear-guards, it canalso be paid by discarding
plant gauges.

Token Set Orders

Tickets

Quick Shield” Ticket

Gripho Eschatologui
Token Set Order
Grade: 11[AUTO]Order Zone:At the
beginning of your main
phase, you may "Search
your deck for up to one
trigger unit, put it face up
into the ride deck, andshuffle the deck. If you put acard, choose a<Hydragrum> from yourdrop, and you may call it to(RC).".
[ACT]Order
Zone[1/turn]:[COST][Discar
d a card with "Griphogila" in
its card name from hand],draw a card, choose one ofyour (RC), and put a
Dragontree marker. Then,[COST][put the top card of
the deck into damage zone
face down], choose a face
up Calamity card from yourride deck, and remove it.

Grade: 0
Type: Blitz Order
Text: One of your units
being attacked gets Power+5000 until end of thisbattle.

“Guardian Shield” Ticket
Grade: 0
Type: Blitz Order
Text: Choose one of yourattacked units, and it gets
[Power] +20000 until end ofthat battle.

Markers“Meer’s Present” Marker(No text)
Effective Zones: Hand
Erase Zones: All otherzones

Crests“Chronojet Dragon” Crest

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

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

“Mushiking: King of the Beetles Machine” Crest“Dragheart, Luard” Crest

Text:[CONT]:You cannot ride cards other than <Mushi>,cannot play set orders, and can only put set orders
into the order zone with this crest's ability.
[AUTO]:When you get this crest, search your deck or
hand for up to one Hitting Attack, Pinching Attack, andThrowing Attack each, put them into your order zone,
and if you searched the deck, shuffle the deck.
[ACT][1/turn]:[COST][Soul-Blast 1], reveal the top fivecards of your deck, choose up to one <Mushi> or
Attack card from among them, reveal and put it into
hand, and shuffle the deck.
[AUTO]:When your <Mushi> attacks, [COST][[Rest]an Attack card with grade less than or equal to yourvanguard in the order zone], and use that card's
Attack.

Text:[CONT]:You can perform [Stride], and cannot ride
grade 3 or greater cards without "Luard" in their card
names.
[CONT]:The original Power@ of your grade 3 cards
with "Luard" in their card names become 13000.
[CONT]:During your turn, if you have a grade 3 orgreater vanguard with "Luard" in its card name, all of
your front row units get [Power] +5000 for each faceup card in your G zone.
[AUTO]:At the end of your turn, if you [Stride] without
paying the cost this turn, choose up to one [Critical]
from your drop, and put it on the bottom of the deck.

“Demon Stealth Dragon, Shiranui “Oboro”” Crest

Text:[CONT]:You can perform [Stride], and cannot ride
grade 3 or greater cards without "Demon StealthDragon, Shiranui" in their card names.
[CONT]:The original [Power] of your grade 3 cards
with "Demon Stealth Dragon, Shiranui" in their card
names become 13000.
[CONT]:During your turn, if you have a grade 3 orgreater vanguard with "Demon Stealth Dragon,
Shiranui" in its card name, all of your front row units
get [Power] +5000 for each face up card in your G
zone.
[CONT]:During your turn, your opponent's units
placed by your card's ability this turn, and units
dominated by you, lose all of their [CONT] and[AUTO] abilities, and get [Power] +5000.

Supplement A2: Information of Record Markers“Cradle” Marker
Text:[CONT]:The unit this marker
is on loses its original
abilities, has its Power
reduced by its original
Power, and cannot boost orintercept.
[AUTO]:When the unit thismarker is on is retired, yousearch your deck for up to
one card with the same
grade as that unit, reveal it
and put it into your hand,and shuffle your deck. (Theplayer that put the Cradle
marker searches)“Dragontree” Marker
Text:
During your turn, if you havea vanguard with
"Dragontree" or "Masques"in its card name, all of theunits on this circle get[Power] +5000.

Supplement B: Nations and Corresponding ClansThe nations in column A of the table below are considered to be the same as the nations in the same row ofcolumn B.
If a card does not have clan information written on it, it is considered to have all the clans in column C, according
to the nation in column A and B.
A

B

Keter Sanctuary

United Sanctuary

Dragon Empire

Brandt Gate

Star Gate
Star Gate

Dark States

Dark Zone

Zoo
Stoicheia
Magallanica
Lyrical Monasterio

Magallanica
Touken Ranbu
BanG Dream!
SHAMAN KING
Record of Ragnarok

C
Royal Paladin
Oracle Think Tank
Angel Feather
Shadow Paladin
Gold Paladin
GenesisKageroNubatama
Tachikaze
Murakumo
Narukami
Nova Grappler
Dimension Police
Link Joker
Etranger
Spike Brothers
Dark Irregulars
Pale Moon
Gear Chronicle
Megacolony
Great Nature
Neo Nectar
Granblue
Aqua Force
Bermuda Triangle
Touken Ranbu
BanG Dream!
SHAMAN KING
Record of RagnarokSupplement C: Ride Deck Construction Regulations

Changelog

The information on ride deck construction regulations
has been moved to the Fighter’s Rules page on theofficial website.

April 19, 2024 – ver. 4.30 update-

Defined rules regarding “crest” pseudo-cards
Defined rules regarding the “ride deck crest” card
type
Defined rules regarding expressions of nation in text
Defined rules regarding energy
Further defined rules regarding power adjustmentsfrom persona ride
Clarified rules regarding time leap when multiple
units time leap at the same time
Clarified rules regarding dominated units andreferences to “front row” and “back row”
Defined rules regarding the “choose” specific action
Added definition of rules regarding theicon to the restriction icon section
Further defined rules regarding the “resist” keyword
Clarified rules regarding hollow ability having a
timed trigger ability
Clarified rules regarding the master of imprisoned
cards
Moved ride deck construction regulations to theofficial website