Stark/Scenario/Old

# 1

## Campaign

The main game is a pixel'd top-down adventure. The player collects cards from around the world and uses them to take down powerful bosses. A set amount of bosses can be tackled in any order, and they get stronger for each one defeated.

The player is able to Duel with a Deck of any size.

### ALL

The **ALL** Deck includes every single card the player has acquired (no duplicates). The game constantly checks the state of the board to decide which card the player draws, often including a card that relates to the current situation, regardless of the archetype in play.

## Attacking & Damage

When an attack is declared, damage is always inflicted to the player equal to the attacking card's ATK stat, regardless of the reduction in health induced.

## Summon Phase

After drawing a card(s) during their Draw Phase, the player automatically enters the first Main Phase. Here, they are able to activate cards and effects.

After the first Main Phase comes the optional **Summon Phase**. During this phase, card effects cannot be activated by either player. Only the turn player can act during this phase, and they can only summon: all monsters summoned during the Summon Phase are considered **Normal Summons**. The player can also only summon 1 unit from their hand *without* meeting any specific conditions: this is the 1 **Primary Summon** of the turn.

However, with unit(s) on their side of the field, the player can summon additional units from their hand, Deck (face-up) or GY, if their **Extra Summon** conditions are met. The player can Extra Summon any number of monsters during their turn.

The Summon Phase is **planned** before it is **executed**; this means that only the end result is shown to the opponent, reducing spam. They also receive no prompts of **responding**, until the *end* of the Phase.

## Summon Properties

The default is to Summon from the hand. Primary Summons only occur from the hand. However, Summons do not have to be *next* to other cards on the field, nor do Extra Summons only have to be done from the hand.

### Swarm

Used to refer to Extra Summons where the unit is placed beside the others on the field. Swarm conditions often include having a very specific board of units.

### Overlay

When the conditions are met for an **Overlay Summon**, the player places that card on top of any of the eligible units on the field.

### Material

The opposite of an Overlay, summoning a unit as a Material places it beneath 1 card on the field. Units beneath others are treated as **materials** and cannot battle, but their effect may be activated if able, and they can be treated as either **health** or **stamina** depending on the circumstances.

### Temporary

A summon where the unit is returned to where it came from, most commonly the GY, during the end of the Phase. Useful for meeting the conditions for other cards to be summoned, and if used as Overlay/Material, will remain as such even after the Phase ends.

### Templates

* Can be Extra Summoned from the hand when:
	+ You control no units.
	+ You control a unit of *type*.
* When *category* summoned, you can *permanent/temporary* summon from the *hand/GY*:
	+ A unit of *type*.

## Summon Phase: Example

1. Playmaker
	* PM extra summons "Linkslayer" (control no monsters).
	* PM extra summons "Backup Secretary" since he controls a Cyberse.
	* PM standard summons "Cyberse Wizard".
	* PM extra overlay summons "Decode Talker" from his Deck (face-up); "Linkslayer", "Backup Secretary", and "Cyberse Wizard" are placed beneath.

## Archetypes & Summoning Style

Decks are often defined by how they summon their units; some employ a swarming style where the focus is getting multiple units on the field instead, some can summon-on-top with any card from their archetype, and some require very elaborate setup but with great payoff.

### Example

* Simple summon.
	1. The player summons "Cherry Snail" from their hand.
	2. They then use it to summon "Apple Snail" from their hand, requiring 1 "Snail" unit.
	3. They then use it to summon "Pear Snail" from their Deck, requiring 1 "Snail" unit.

* Hard summon.
	1. The player summons "Abyss Walker" from their hand.
	2. They then use it to summon "Abyss Wing" from their hand, requiring 1 "Abyss" unit.
	3. They activate the effect of "Abyss Wing"; detaching a material, it summons an "Abyss" unit from the hand with that name.
		1. They summon "Abyss Prowler".
	4. They then summon "Abyss Dragon" from their GY, requiring 2 "Abyss" units on the field.

* Swarm instead of on-top.
	1. The player summons "Magnet Alpha" from their hand.
	2. They then summon "Magnet Beta" from their hand. This is possible since they control no units with materials. (This property is known as **Swarm**).
	3. They then summon "Magnet Gamma" from their hand. This is also a Swarm card, but has the restriction that a "Magnet" monster must be on the field.
	4. They attack with all monsters.

* Swarm *and* hard to summon-on-top.

1. 1. The player summons "Flame Bullet" from their hand.
	2. They then summon "Frost Bullet" from their hand. (Swarm: Must have a "Bullet" on the field)
	3. They then summon "Shock Bullet" from their hand. (Swarm: Must have a "Bullet" on the field)
	4. The player summons "GunMn" from their Deck.
	5. "GunMn" detaches a unit to deal 1 damage to a unit on the field; they detach "Flame Bullet" to damage the enemy's "Enemy".
		1. "Flame Bullet"'s effect activates; when detached, inflicts 2 points of direct damage.
	6. The player activates "Flame Bullet"'s effect in the GY; shuffling a card in the hand back into the Deck, the player adds "Flame Bullet" to their hand.
	7. The player activates "Flame Bullet"'s effect in the hand; attaching it to "GunMn".
2. 1. The player summons "Blackwing A" from their hand.
	2. They then summon "Blackwing B" from their hand. Their additional Swarm restriction is having another "Blackwing" on the field, with less than 2 ATK.
	3. They then summon "Blackwing C" from their Deck. Their additional Swarm restriction is having 2+ "Blackwing"s on the field.
	4. They then summon "Blackwing Assault" from their Deck, requiring 3+ "Blackwing"s.

## Replacing "Summon Phase": 1 Emergent Chain Summon

* "Summon Phase" could easily have the side effect of the game feeling spammy.
* It also requires a lot of manual input on the player.
* Which also has the side effect of the opponent waiting a long time for anything to happen.

* The game is designed to at a high degree be **automated**; effects are in large mandatory once in-play.
	+ Take this game's incarnation of **traps** for example; most of them are activated from-hand, and then respond to the *next* specific action of the opponent during the turn.

* With this in mind, instead of "Summon Phase", use **emergent** special **summon command**s.

* The player is given 1 Normal Summon per turn.
* They can use this to place a monster in any slot, including above another unit to overlay.
* All "summon properties" are retained.
* However, they are activated in an **chain effect** manner.

* When the player Normal Summons a monster, they will be given a prompt to **Chain Summon** (if they want to).
* This controls the game state of the player's hand first.
* If, say, the player has a SWARM monster in their hand, whose conditions are met at that moment, they will be automatically summoned.
* The game then checks the state *again*, and will keep summoning.

* Some "summon properties" specify further if the monster is summoned to a zone, or overlayed, or if the player is allowed to choose.
	1. A `<condition>` monster is Normal Summoned to a new zone: Chain Summon this card to a new zone.
	2. A `<condition>` monster is Normal Summoned to a new zone: Chain Summon this card on top of *that* monster.
	3. A `<condition>` monster is Normal Summoned to a new zone: Chain Summon this card on top of *another* `<condition>` monster.
	4. A `<condition>` monster is Normal Summoned to a new zone: Chain Summon this card to a new zone *or* on top of *any* `<condition>` monster.

* To make it even more automated, most such CHAIN effects rely on the most recent card.
	+ As soon as it becomes available, it will match all units on-field that it applies to, and use the most recent one.
* Summoning from the Deck often requires certain chain lengths; then, it has a preference for other units in that same chain above those already on the field.

### Example

* Snail – Monster that chain summons *only* via overlay.
	1. The player Normal Summons "Cherry Snail" from their hand.
	2. The player accepts the CHAIN SUMMON prompt.
		1. "Apple Snail" is overlay summoned on top of "Cherry Snail".
		2. "Grape Snail" is overlay summoned on top of "Cherry Snail".
* Tyrant – Monsters that require 2+ monsters to overlay on top of.
	1. The player Normal Summons "WILD Liger".
	2. The player accepts the CHAIN SUMMON prompt.
		1. "Liger" has IGNITION as a summon property; allowing the player to CHAIN Summon a non-Effect unit from their hand.
		2. "WILD Mule" is summoned next to "Liger".
		3. "Tyrant Drake" in the Deck (face-up) is now able to be CHAIN Summoned; the player stacks the two most recent units on the field and overlay summons "Drake".

## Reponse

Effects that are activated as **responses** can be done so after *any* action, as all actions will appear on the "active" view on the right, before their effect(s) have resolved.

Most cards have **mandatory** and **automated** responses; as soon as their trigger conditions are met, they respond.

That being said, most response conditions are very specific on when they can respond.

Not all responses elicit responses to them in turn. Having Lifelink, gaining 1 HP each time your opponent's is reduced, just activates without a chain.

## Effect Segmentation

**Effects** are often written in different segments, such as:

1. [Activation] [Field] [Your MP] [Once] Tribute 1 unit you control.
2. [Field] [Your MP] [Auto/Instant] If a unit is Tributed: Deal 1 direct damage.

Dividing into **cost** and **response** makes for fluid and **automated** effect resolving. Most responses are **mandatory**. Costs being able to trigger multiple responses is a core balance feature.

## +1 draw

Many effects, especially that do not greatly impact the field on their own, have a **+1 draw** effect attached at the end. This means, if the effect resolves correctly and is not negated, the player will draw an additional card during their draw phase. This stacks with each such effect activation.

## No face-downs → Hand traps only

* An alternative design decision.

* Having all counter-effects being played from the hand directly opens up much more responses.
* It also allows most counter-effects to have very specific requirements, as the player will always be able to use the card (from the hand).

* *But*, it does remove that phase of vulnerability from removing the cards from the hand.
* If "priming" was still in effect, cards could easily be "unprimed" the next turn, but the player would just prime all the cards in their hand anyway.

1. MST
	* Ⓐ: During your turn: activate ①.
	* Ⓑ: During either player's turn, when your opponent activates a non-unit card.
	* ①: Target 1 non-unit card on the field.
		+ 🔗: Destroy it.

## No face-downs → "Prime" card type

* A specific non-unit card type.

* Activated face-up, then remaining on the field, their effects are not able to apply until the next turn.
* Some activate immediately at that point, others only enable their reaction effects to react.
* Effects that would be too powerful to be able to activate immediately during the first turn.
* They all require the cards to be intact in order for their effects to resolve, as well, meaning the opponent can destroy them easily to circumvent their effects.

* Essentially two different types... maybe...?

1. Auto-Activated (Bomb Cards?)
	1. Mirror Force
		* Must be primed before any effects are available.
		* Effects become available immediately after priming period.
		* When your opponent declares an attack: destroy all their monsters.
			+ Then send it to the GY.
		* During the end phase of the turn this card became "unprimed", even if its effects never "activated", send it to the GY.
2. Not activated automatically (Delay Cards?)
	1. Call of the Haunted
		* Must be primed before any effects are available.
		* Can at any point be "activated".
		* Special Summon a monster from your GY.
		* Only after its effect has been activated will it be sent to the GY; no duration.

* Though this distinction might not be super necessary, except that I want distinct names for card types.
* Cards could be a combination of properties, after all.
* So what properties would indicate unique card types?
	+ Each could have a property as an icon.
	+ *But* which icons warrant unique card colors/names?
* Btw... the auto-activated part only makes sense as far as that the card is already face-up and known; it really means that the card is **enabled** then.
* ...which would apply to all primed cards after 1 turn.
* Are the card's effect reaction effects or activated by the user out-of-reaction is the real question.
	+ But cards can have both kind of effects!
	+ So "auto-activated" really doesn't mean anything.
	+ ...except to clarify if the card is sent to the GY or not.
	+ But that can be done on an per-effect basis.
	+ Or just with a: this-card-is-sent-to-the-GY-after-an-effect vs. continuous property.
	+ And for Mirror Force: a sent-to-the-GY-the-turn-it-is-enabled property, since it only has a reaction effect.

1. * Card is primed.
	* Auto-activated at the start of the next turn.
	* Its effect only applies as long as it remains on the field: **passive/continuous**.
	* But it is sent to the GY at the end of the turn.
	* Its effect is:
		+ Increase the ATK of all of your units by 1.
2. * Card is primed.
	* Auto-activated at the start of the next turn.
	* Its effect is applies immediately, and then sent to the GY: **active/impact**.
	* Its effect is:
		+ Increase the ATK of 1 unit on the field by 1.
3. * Card is primed.
	* Can then be activated at any point.
	* Its effect only applies as long as it remains on the field: **passive/continuous**.
	* But it is sent to the GY at the end of the turn.
	* Its effect is:
		+ Negate the effect of 1 of your opponent's units.
4. * Card is primed.
	* Can then be activated at any point.
	* Its effect only applies as long as it remains on the field: **passive/continuous**.
	* It will remain on the field.
	* Its effect is:
		+ Your opponent cannot discard cards.

* But I mean... delay better be on a per-effect basis.
* An icon that means this-effect-cannot-be-used-on-the-turn-it-is-summoned/activated.

## Instead of "all cards can be summoned as units"

* Which feels increasingly strange.
* Just let the player refund non-units as a "turn action" or what not, or have that as an effect on many of the non-unit cards, especially the "bad" ones.
* And what is returned is always a summonable monster.

## Cards categorized by if an effect is present

* If a card has a Delay effect, meaning that the effect cannot activate on the turn it is Summoned, the card can be cateogrized as a Delay card.

## Tidbits

### Attack Cards – Benefit of having "health" for units

* Cards that are not overly present in *Yu-Gi-Oh!* are **attack** cards.
* Either those from the "player", or requiring certain units to be on the field first.

* Each deal damage to units on the field.
* Can be quick-play from the hand.

### Prime trap card type only shows activation condition

* The prime trap non-unit card type are placed face-up, however the only text that the opponent can see is its activation condition.
* Usually a handpicked sentence.
* If *Stark* was a physical game, the player would have to read this sentence out loud, then place the card face-down.
* In the digital version, the card's text is visually replaced for the opponent, instead.

* Example:
	+ Mirror Force
		- Activated when your opponent declares an attack with the last unit that has not yet attacked.
		- Destroy all of your opponent's monsters.

* Note that there is *another* card type of primed cards, that are fully visible to the opponent.
* These are mostly "Spells" or the like, not traps.

### Some units, usually the boss card type, have optional chain summons

* Most cards have non-optional chain summons.
* When the chain has started, the card will be summoned if able, which the player has no impact over.
* They can occasionally get to pick where the card is summoned, but mostly not that either.

* Boss cards however, always get chain summoned last, and their summon can be optional.
* This is because most of them consume the entire board.

### Weight

* Some cards have either no symbol, or a **feather** or a **weight**.
* This represents how likely they are to be shuffled at the top or the bottom of the Deck.
* Feathers are rare, weights are more common.
* Most Boss monsters have a weight.
* May or may not exist in several levels; different colored or shaped symbols, such as a superweight, or a bundle of feathers.

* As the player gathers more copies of cards, they are given more power to influence weights of cards.
* This adds a number above the symbol.

### All card types

* Units can have more than one "type" if need be; while the card can only have one design, other types can be added in the text field.

* Floating effects generally do not require a separate type to explain.

* To note is that all **persistent** non-unit cards (or... all cards really) can still have Quick effects that allow them to be placed on the field.

* A positive with having multiple distinct card types is that "archetypes" can be formed around these specific types.
	+ It also makes generic searches of card types less... generic.

#### 1st interpretation

* Persistent
	+ Unit
		- ...
	+ Non-unit
		- ...
* Semi-persistent
	+ Non-unit
		- Primed (non-secret) cards
		- Primed (secret) cards
* Non-persistent
	+ Non-unit

#### 2nd interpretation

* Unit
	1. Vanilla – Units that generally have no activatable effects while on the field; no field presence.
		+ WILD Beaver Page – Chain Summon: if a Vanilla unit is Summoned.
	2. Activated – Units that generally have an effect that is activatable during their turn, while on the field.
		+ ... – ...
	3. Response – Units that generally have an effect that activates in response to something.
		+ ... – ...
	4. Ace – Units that generally have Summon Chain properties that consume most of the board to summon themselves.
		+ Stained Glass Hoplite – Chain Summon: if 3+ units are present, stack all underneath this card.
* Non-unit
	1. Player Attack – Cards that generally have a damaging effect to the opponent's field.
		+ Wind Twister – Deal 2 damage to one of your cards, then 1 to all opponent's cards.
	2. Unit Attack – Cards that generally require a type of unit to be on your side of the field to be used. Often have a damaging effect to the opponent's field.
		+ Glass Shatter – If you control a "Stained Glass" unit, destroy it and deal 1 damage to all of your opponent's cards.
	3. Response-only Instant/Quick/Hand – Cards that do not need to be primed in any way, but respond to specific game state changes nontheless.
		+ Instant Defuse – If your opponent primes a Trap: destroy 1 primed Trap on the field.
	4. Activated – Cards that are activated normally from the hand, during your turn only.
		+ Bomb Defusal – Destroy 1 primed Trap on the field.
	5. Response-inclusive Instant/Quick/Hand – Cards that can generally be activated normally during your turn as long as a condition is met. *However*, the instant a condition is met, the card can be activated from the hand during either player's turn. **The** strongest type of non-unit card.
		+ Instant Defuse – ① Destroy 1 primed Trap on the field. ② If your opponent primes a Trap: activate the ① effect from your hand.
	6. Primed "Attack"/Trap – Cards that are placed face-up with no effect taking place; the only information the opponent gets about the card is a finite sentence that describes the card's activation condition. Once the condition is met, the card is automatically activated. Often have a damaging effect to the opponent's field.
		+ Mirror Force – If your opponent attacks: destroy their cards that have declared an attack this turn.
	7. Chain – Cards that can be activated during the player's own Summon Chain. Otherwise, no cards can.
		+ Summon Spider – If the chain length is 3+: summon a "Spider" unit from your Deck.

## Skills

* Maybe? Maybe not?
* A unique type of non-unit "cards" that is already in the player's hand at the start of the Duel.

## tellarknight

* Summon Phase effects
	1. Satellarknight Altair
		+ Summoned: Summon a "tellarknight" from the GY.
	2. Satellarknight Vega
		+ Summoned: Summon a "tellarknight" from the hand.
* Post-Summon Phase effects
	1. Satellarknight Deneb
		+ List & add 1 "tellarknight" card from the Deck to the hand.

## Vanilla

**Vanilla** is a type of **unit** cards, categorized only by their (lack of) on-field effects. Vanilla monsters do not have any effects that impact the field, while they *can* still have other types of effects.

For example, a vanilla unit may have properties for the Summon Phase that allows them to swarm or revive others, a floating effect when they are destroyed that allows them to add a card to their hand, even a "trigger" effect that activates on being summoned that allows them to reveal cards in the Deck.

They may not, however, have "ignition" effects that are manually activated on the field, or effects that destroy cards on the field, or affect the field outside of their own presence.

## WILD

A large archetype of **vanilla** units; units that do not have on-field "ignition" (manually activatable) effects, or effects that affect the field aside from their own presence. They can still have other "trigger" or Summon Phase effects.

The main protagonist uses a large amount of WILD units in their Deck, with their various, strong support cards.

* Unit
	1. WILD Knight Mousey
		+ If this card is Summoned from the hand or Deck: list&reveal a "WILD" unit in your Deck.
	2. WILD Warrior Beaver
		+ If this card is destroyed: list&add 1 "WILD" unit from your Deck to your hand.
			- (Note: face-down in Deck by default)
* Non-unit
	1. Sparring Grounds of the WILD
		+ If your opponent Summons a unit: you can place this card face-up (from your hand).
		+ If your Vanilla unit battles: you can discard 1 card; your unit's ATK is doubled, for that battle only.

## Facade

The Deck of the main protagonist. Monsters that are treated as vanilla monsters, that also support non-Facade vanilla monsters, of which the player uses a mix.

## Abyss

The Deck of the main antagonist. While having very potent negation effects, the board is often difficult to set up.

1. * "Abyss Glider"
		+ When this card is Summoned:
			- Detach all materials from this card (min. 1).
			- Apply the status "Abyss: Deck Summon" to both players.
				1. If a player activates an effect that would summon a unit from the Deck, that unit is sent to the GY instead, and this status is consumed.
			- Expires during the start of your next turn.

## Splice

The Deck of the Deuteragonist. Vanilla units with effects that only apply to units overlayed on top of them. These units are then treated as non-Vanilla units.

Unit members have specific superpowers based on 1 single concept each; though this may have multiple properties.

* Clay Splicer
	+ Once per turn, if the overlayed card would be destroyed, it is not.

## WILD/Facade vs. First

* Non-effect units in general, including WILD, rely on their units being destroyed specifically.
* Their Summon Chain properties often target destroyed units, or upon their destroyed status being changed.
* So do many of their non-Unit cards.
* Facade units can equip or banish destroyed non-effect units for benefit.

1. * Protag activates the Equip Spell "WILD Lance", equipping it onto "WILD Mouseketeer".
		+ "Lance" increases ATK; having a lower ATK than the opponent means taking damage as well (but never being destroyed), so ATK increases prevent that.
	* "Mouseketeer" is later destroyed.
2. * Protag banishes "Lance" from the GY; enabled only if it or the equipped monster was first destroyed.
		+ This lets them add a non-Effect unit from their Deck to their hand, that was face-up.
3. * Protag summons "Facade Unicorn".
	* They accept the CHAIN Summon prompt.
		1. "Facade Unicorn" revives a destroyed non-Effect unit from the GY when Normal Summoned; Protag chooses "WILD Mouseketeer".
		2. When the destroyed "Mouseketeer" is revived, it can revive another destroyed non-Effect unit; Protag chooses "WILD Rabbiton".
		3. When a CHAIN is Link 2+ and contains non-Effect units, "Facade Wing Drake" can be overlay summoned on all non-Effect units from the Chain. (from the Deck face-up)
	* Protag activates the effect of "Wing Drake"; consuming 1 "stamina", its ATK is increased by all non-Effect units in the GY.

## WILD/Facade vs. Splicer

* Splicer is the Deck of the Deuteragonist.
* Units whose primary effects only activate when used as overlay material.
* Some have no other effects and are treated as non-Effect units.

1. Protag's turn.
	* Summons "WILD Mouseketeer".
2. Deuterag's turn.
	* Summons "Flight Splicer".
	* Activates "Splicer Fusion"; ① list&flip up to 2 "Splicer" units (+3 randoms) (only "Splicer" are kept revealed) ② add 1 face-up "Splicer" unit to a "Splicer" on your field.
		+ "Dash Splicer" is added as material.
	* "Flight" is given a new effect from "Dash"; "Splicer Fusion" is added on top of his Deck.
	* "Flight" attacks and destroys "WILD Mouseketeer".
3. Protag's turn.
	* Summons "Facade Dillon".
	* ① "Facade Dillon"'s effect lets the user destroy a card in their hand to attach a destroyed non-Effect unit in the GY as material.
	* "WILD Wind Horse" is destroyed; "Mouseketeer" is added as material.
	* ② "Facade Dillon"'s effect allows it to pay 1 stamina and summon a destroyed non-Effect unit from the GY; "Dillon" detaches "Mouseketeer" to summon "Wind Horse".
	* Protag activates "WILD Plains Dash".
	* Protag deals 1 damage with "Dillon" to "Flight Splicer"; "Dash Splicer" is removed as 1 health.
	* Protag destroys "Flight Splicer" with "Wind Horse".
	* "WILD Plains Dash" activates; since a "WILD" unit destroyed a unit by battle, its effects activate. ① list&flip up to 2 non-Effect units ② destroy up to 2 face-up non-Effect units.
	* "WILD Big Bear" and "WILD Quetzal" are destroyed.
4. Deuterag's turn.
	* Summons "Rock Splicer".
	* CHAIN SUMMON:
		+ Since a "Splicer" is Normal Summoned while the fused "Dash" is in the GY, it is summoned.
	* When "Dash" is summoned via CHAIN SUMMON: a destroyed "Splicer" in the GY is sent to the Deck face-up.
	* Activates "Splicer Fusion".
	* "Flight Splicer" is attached to "Rock Splicer".
	* "Rock" is given a new effect from "Flight".
	* ...

## Facade vs. Abyss

1. Example of: direct effect, activated from the hand (hand trap).
	* Protag casts "WILD Dynamo"; they summon a non-Effect monster from their hand.
	* Protag effect summons "Facade Centurio".
	* Antag casts "Abyss Sever"; if a unit is effect summoned, it is dealt 1 damage, and it is silenced for a turn.
2. Example of: primed cards.
	* Antag primes "Abyss Depth".
	* Protag's turn.
	* At this moment, "Abyss Kiss" is now enabled, since a turn has passed.
	* "Abyss Kiss" activates; after the player's Summon Step, 1 damage will be inflicted to a unit of Protag's choosing.
3. Example of: Deck listing & primed card, but activated from the hand.
	* Protags summons "WILD Knight Mouse" and "WILD Bear Brown" during the Summon Phase.
	* Antag plays "Edge of the Abyss"; since the opponent summoned more than 1 card in the Summon Phase, the user can activate it from their hand.
	* "Edge of the Abyss" has only a delay effect, that activates automatically.
		+ Upon the start of the next turn, the owner will draw 2 cards.
	* Protag activates "WILD Area"; this allows them to list and flip up 2 non-unit "Facade" cards from their Deck.
		+ During their next Draw Phase, they also get to draw +1 cards.
	* Protag activates "Facade Shuffle"; this allows them to list and add a non-unit "Facade" card from their Deck to their hand.
	* Protag gets "Facade Break", and activates it; if they control a non-effect monster, they can destroy a non-unit card on the field.
		+ Protag destroys "Edge of the Abyss".
4. Example of: continuous card, activated from the hand (hand trap).
	* Antag attacks directly with "Abyss Glider".
	* Protag activates the continuous "WILD Abode" from his hand, because the opponent declared an attack; after each opponent's attack, the owner can move 1 non-Effect monster from their GY to their Deck, face-up.
	* "Abyss Glider"'s attack deals 1 damage to Protag; "WILD Abode" then allows Protag to return "Facade Dragon Veitr" to their Deck.
5. Example of: "Facade Dragon Veitr"'s phase shifting effect.
	* Antag casts "Abyss Bloom"; tributing an "Abyss" monster, a monster on the field can be targeted and destroyed.
		+ Antag tributes "Abyss Lash", and targets "Facade Dragon Veitr".
	* Protag activates "Veitr"'s effect; because it is targeted by an opponent's effect.
		+ "Veitr" is shifted back to its original phase and loses its effects, but it becomes immune to the opponent's effects until the end of this turn.

# Pending

## Endless Level Up Rewards

* As in *Duel Links*, characters can level up by continuously dueling.
* Unlike *Duel Links*, however, is that rewards are granted randomly from a large pool of cards.
* So characters can have unique level up rewards, but they aren't guaranteed to drop.

# Prior to Rewording

## Summon Phase

The Normal Summon of the turn can be initiated by either pressing the "Summon" button, or by dragging a unit onto the field. This initiates a **summon step**. At this point, they are able to sequentially drag any eligible unit **under** this unit, to attach them as **materials**. Additionally, units that can **swarm** at that moment can be dragged **beside** other units, and will all be summoned simultaneously.

Both overlay summoning and swarm summoning are **conditional**; unless their specific conditions are met, they cannot be summoned that way. These conditions treat all cards in the Summon Step as actually being on the field already, so the current status of fulfilled requirements update with each action during the Summon Step.

Once all actions during the summons step have been confirmed, they are then repeated in sequence; this time actually being summoned on the field.

### Example

* The player drags "Arclight Materia" from their hand onto the field.
* This initiates the summon dialog.
	+ They drag "Arclight Exteria" under "Materia".
	+ They drag "Arclight Eternia" beside "Materia".
	+ They drag "Arclight Altaria" under "Leveria" (already on field).

## Normal Summon "Effects"

During the Summon step, summoning certain units can enable other units to be used on the field, as if they were summoned. Essentially summoning them, to be returned after the phase (if they are not used in any way).

This includes summoning from the GY, to then allow other units to Swarm. If used as material, or summoned-on-top of another unit, they will remain on the field.

### Example

* Summon Step!
	+ The player summons "Incorp Hexia" from their hand.
		- "Hexia" allows for a pseudo-summon of a low-level "Incorp" from their GY.
		- The player chooses "Incorp Delia".
	+ Because a low-level "Incorp" is on the field, "Incorp Prima" can be swarm-summoned from the hand.
	+ The player uses "Hexia", "Delia", and "Prima" as materials for "Incorp Historia" from the Deck.

## Swarm

Some cards can be summoned normally on the field, despite the player having done so already, if the player controls no units with materials. This property is known as **swarm**, and is usually accompanied with other restrictions, such as all controlled units belonging to the same archetype. Unlike summon-on-top, which is enabled for all units by default, Swarm is not, instead being a special property.

## Design principles

* Cards can be summoned on top of other cards, if their conditions are met.
	+ Only the top card is considered an active fighting unit on the field.
	+ The top card uses the stacked cards to increase its rank, and consumed to activate abilities.

## Summon

The player can generally only summon once per turn; either a monster from the hand, or face-up in the Deck. However, if the last unit on the field was destroyed by the opponent, this is reverted; the player is able to summon again normally.

## Normal Summon

A **normal summon** is a built-in action, that is available to each player during their turn, as long as they have no units on their side of the field. It initiates the Summon Step with all cards in their hand and face-up in their Deck being available. A normal summon is initiated by dragging a unit to the field.

Pressing the "Summon" button initiates the turn's Normal Summon with a summon step; dragging a unit to the field is a shortcut with the intent of selecting that unit as the first in the sequence.

## Special Summon

A **special summon** is when a summon step is initiated by an **effect**, in contrast to the built-in action that is the normal summon. During the summon step, only cards specified by the effect are initially available; however, effects are still considered, allowing certain cards to be available anyway, and effects can still be *activated* to allow for more cards.

## Summon Step: On-Field Materials

The summon step needs to be as simple as possible, so that the player does not have to input everything themselves.

Consider units that require materials on the field. If the player has swarming units, that match the requirements, the step needs to be able to recognize this from the start, so that the player can simply drag the final unit onto the field, and then the matching components *under* it; bypassing their own summoning sequence.

## Summon-on-Top

While in the hand, cards can use other card(s) that are on the field as **materials**, if those cards meet the requirements listed on the card in hand. The card(s) on the field are stacked together under the newly summoned card.

Cards that are already stacked may meet the summoning requirements of cards in hand that require multiple materials, while only counting as one unit on the field. An example is a card requiring a Warrior and a Beast type material; if a Warrior unit already has a Beast unit as *its* material, those cards can be used as if both were summoned separately.

Because only 1 copy of each card can be added to the Deck, cards that have been *destroyed* by the opponent and placed in the GY, are able to be summoned from there, if the materials are met on the field. The requirements can be simplified, if the card was brought out properly prior.

While units that had cards attached have those cards still attached in the GY as well, summoning the card anew from the GY detaches those cards by default in favor of the new ones.

Materials often state "1+ units, *including* a `X` unit".

### Direct Overlay Summon

From the hand or Deck (face-up), use materials from the hand or Deck (face-up) to **overlay summon** **directly**; this cuts down on the "spam"-y nature of waiting for the opponent to perform a series of summons that essentially boils down to the same thing.

## Materials

Cards that can be summoned-on-top of other cards use those cards as **materials**.

There are three properties only materials can have, of which they can have any combination, including none or all.

1. Health – When damage is dealt, for each point of damage inflicted, 1 material with this property is removed instead.
2. Stamina – Certain effects, when used, require detaching material(s) with this property, as cost.
3. Rank – Increases the card on top's rank by the rank of the material with this property. Defaults to 1, if this property is enabled.

### Tokens

**Tokens** are generated materials. When they leave the card on top, they vanish instantly.

Tokens generated often only relate to one specific property, such as Health (Tokens), or Stamina (Tokens).

## Face-Up Deck

Cards can exist in the Deck **face-up**. This not only allows the player to see which cards are upcoming (cards are not normally flipped back down when the Deck is shuffled), but it also allows the player to use **Deck Effects** from that card. These usually simply allows the card to be added to the hand.

Normally, cards in the Deck must be flipped face-up by other cards; usually, cards are listed that follow a certain criteria, as they appear in the Deck (face-down unless already flipped), and the player chooses a card to flip face-up. These effects are often named **list and flip**.

# 2

## Turn Action

* Once per turn, the player may choose 1 of these, or none:

* Give your opponent complete visibility/reveal a card in your hand.
* Draw 1 card.
* Shuffle the revealed (to your opponent only) card into your Deck.
* Banish 1 card in the hand.
* List all cards in the Deck.
* Reveal up to 2 of the listed cards.
* Select 1 unit in the hand.
* Select any number of other units in the hand.
* Summon the former unit, using all of the latter units as materials.
* Select 1 unit on the field.
* Select 1 unit in the hand.
* Summon the latter unit, using the former unit as material, including all of its materials as well.

## Scenarion: Facade

*"New unit limit".*
*"SOUL → Card Material Count".*
1. FC's turn.
	1. * FC's new unit limit: 1
	2. * FC summons "Cyberse Spider".
	3. * FC's new unit limit: 1→0
2. EN's turn.
	1. * EN's new unit limit: 1
	2. * EN summons "Orcust Harp Horror".
	3. * EN's new unit limit: 1→0
	4. * EN casts "Orcust Cymbal Skeleton"; it is equipped as material to "Harp Horror".
	5. * EN attacks "Cyberse Spider" with "Harp Horror", destroying it.
3. FC's turn.
	1. * FC's new unit limit: 1
	2. * Hand:
			+ "Facade Dillon"
			+ "Facade Heather"
	3. * FC summons "Facade Dillon" from the hand.
	4. * Field:
			1. "Facade Dillon" 1⁄1
	5. * FC's new unit limit: 1→0
	6. * "Dillon"'s effect activates; a Level 1 ⊖ unit from the GY can be used as material; FC chooses "Cyberse Spider".
	7. * Field:
			+ "Facade Dillon" 2⁄1
				1. "Cyberse Spider"
	8. * FC uses "Dillon" as material, to summon "Facade Heather" from the hand.
	9. * Field:
			+ "Facade Heather" 3⁄1
				1. "Facade Dillon"
				2. "Cyberse Spider"
	10. * "Heather"'s effect activates; "Facade Dragfly" and "Facade Stamper" are illuminated in the Deck.
	11. * FC casts "Dragfly" from the Deck; "Facade Stamper" is concealed and "Dragfly" is added as material to "Heather".
	12. * Field:
			+ "Facade Heather" 4⁄1
				1. "Facade Dragfly"
				2. "Facade Dillon"
				3. "Cyberse Spider"
	13. * EN activates the primed card "Breakdown"; all material(s) of "Facade Heather" are destroyed.
	14. * Field:
			+ "Facade Heather" 1⁄1
	15. * FC activates the primed card "Stable Return"; when material(s) are removed by the opponent, "Non-Effect Token"(s) are created and added to the unit.
	16. * Field:
			+ "Facade Heather" 3⁄1
				1. "Non-Effect Token"
				2. "Non-Effect Token"

Cyberse Spider❤️⭕⊖👤 Cyberse🗡️Facade Dillon❤️⭕⊖👤 Facade 👤 Beast

🗡️Facade Heather❤️⭕⊕👤 Facade 👤 Beast

🗡️Facade Dragfly❤️⭕⊕👤 Facade 👤 Beast

🗡️Breakdown🪤 Trap

Stable Return🪤 Trap

Non-Effect Token👤 Token 👤 Non-Effect

Facade Token👤 Token 👤 Facade

Stable Attraction👤 Facade

Facade Mankey❤️⭕⊙👤 Facade 👤 Beast

🗡️Facade Lizardon❤️⭕⭕⭕⭕⊖👤 Facade 👤 Beast

🗡️🗡️🗡️
## Idea: SOUL → Physical Card Materials = Level

* SOUL is no longer a thing as a digital parameter.
* Instead, cards that are used as materials directly represent a unit's level/experience.
* Often, cards are created whose sole purpose is to be used as materials for units to increase their level.
* These replace the ~conditional SOUL~ of yesteryear.

* To activate effects, the number of cards as materials are often used.
* Either as a requirement without affecting them.
* Or by sending them to the GY.
* Or by negating/banishing them until the end of the turn.
	+ This is a "soft" cost, as the player can simply do the same thing again next turn.

* The big difference from the "SOUL" system is that a resource does not have to be considered by default.
* This means that the first unit that the player summons does *not* have to ~consume 1 SOUL~ to be summoned.
* You literally just summon it.
* You also don't ~generate SOUL~... you just draw a card.

## Idea: Unit Count Increases per Turn

+①
* Both players have a number representing the amount of times they can increase the total amount of fighting units on their field this turn.
* At the start of each turn, this number defaults to 1.
* After summoning an additional unit, and thus increasing the number of new units, the number goes down (usually to 0).
* At this point, the player cannot *normally* summon more units, only manipulate the ones already on the field, such as by replacing them.
* To note is that any time the amount of units *decreases*, the number of new units able to summon goes *up*. This does not have a cap, and can be increased beyond 1.

1. Rule
	* Summon
		+ Can always be done *on top* of a unit, using it and its materials as the Summoned unit's materials.
		+ If the New Unit Limit is 1+, a slot(s) opens up. The player can summon the Summoned unit there instead.

## Bad Idea: Level -> Potential

* Inspiration:
	+ Fusion monsters in *Yu-Gi-Oh!* have levels that seem completely arbitrary.
	+ In contrast, Synchro monsters and Link monsters are progressive/successive monsters, each can be improved further, into a monster with a higher Level/Rating, respectively.

* Units are no longer categorized by **levels**.
* Instead, each has a number that represents how high their **SOUL** needs to be to reach its full potential; this number is aptly called **potential**.

* Cons:
	+ Some manner of determining if a unit is soulless is still needed...
	+ Just non-0?
	+ The point is to allow strategic counterplay of high-level units simply by removing a few SOUL...

## Scenarion: `Base16`

(Note: Think of summons from the Deck as XYZ/Link Summons) (In a sense this is great, since it gives the restrictive/archetype-specific approach of Link Summons while in Deck, but no limitations at all once in hand)
1. Turn 1: B16
	1. * B16 casts "`Base16` – Scout"; sending it to the GY, the player lists "`Base16`" units +3 and illuminate 3 of them.
		* B16 summons "`Base16` – Frontliner", using 1 SOUL.
		* B16 activates "Frontliner"'s effect; when it succesfully Summoned, it can use 1 revealed "`Base16`" unit from the Deck as its support. "`Base16` – Recon" is summoned, and gains 1 SOUL.
		* "`Base16` – Talker" in the Deck's effect is enabled: when 2+ "`Base16`" units are present, this card can be summoned.
		* B16 summons "Talker" from the Deck, using "Frontliner" as its material who gains 1 SOUL.

1. Turn 1: Playmaker
	1. * Playmaker uses ""; listing Cyberse-type units +3 and illuminates 3 of them.
		* Playmaker summons "Dotscaper".
		* From the Deck "Linkuriboh"'s effect is enabled: a Level-1 monster is on the field.
		* Playmaker summons "Linkuriboh", by sending "Dotscaper" to the GY.
		* "Dotscaper"'s effect is activated; summoning itself back.
		* From the Deck "Code Talker"'s effect is enabled: 2 Cyberse-type monsters are on the field.
		* Playmaker summons "Code Talker", sending "Linkuriboh" and "Dotscaper" to the GY.

## Scenarion: Material as Representative

* "`Base16` – Scout" (2 ⊕) has the material(s) "`Base16` – Recon" (1 ⊖).
* The player casts "`Base16` – Assault" (2 ⊖); it requires a ⊖ unit as well as all of its materials.
* The player is able to use "Recon" as Representative for "Scout"; "Scout" and all of its materials are sent to the GY to bring out "Recon".

## Backrow/Support ala Breath of Fire IV

* In *Breath of Fire IV*, back row allies regenerate ability points over time.
* Apply this with Stamina?
* *Or* have an on-summon effect when support, that just generates +1 SOUL / +1 Stamina.
* This is probably more reasonable.

## SOUL as Stamina?

* Not sure about this... one wants to limit non-summoned effects as well, but I suppose this can be done with once-per-turns.
* With the idea that setting as Support instantly grants 1 SOUL, it could be seen as fuel for effects.
* The thing is that this removes any incremental aspect of SOULs sadly, if they are constantly being consumed.
* Which also affects SOULLESS status.
* This could be seen as an important risk-reward I suppose...

* Really not sure. Regardless, we want to be able to use effects from the hand i.e. casting, without SOUL, and also have it affect on-field efficiency.
* Could use a SOUL "debt"? Could just limit to once-per-turn / send to GY afterwards? Idk.

* Essentially we do not want the drawbacks that come from consuming all the SOUL.

## Support +1 SOUL?

* Essentially, summoning as support instantly increases SOUL by 1, of the support.
* To encourage support-plays.

## All cards can be support?

* A bit flummy.
* Essentially we want to be able to equip non-unit cards as support as well.
* This isn't "crazy" in a sense, if we only consider the supports as materials, as well as a XYZ resource.

## Supports without a Fighter?

* This is for effects that Summon, but limit it to support so that it is not broken.
* This would require a unit to be a Fighter.
* ...which is honestly not a bad thing.
* Also, the effects could just make it so that if there is no current Fighter, just allow that Summon as Fighter once.

* So nah, no Supports without Fighters.

## Design principle: Special Summon = Set as Support (generally)

* To prevent players from getting to much advantage, Special Summons generally place the unit as Support, rather than frontline.
* Support units die in 1 hit if targeted.

* Normally, the player can only Summon a unit as frontline once per turn?
	+ Not sure why this would be necessary...

## Scenarion: Exil vs. Outstanding Girl

**Outstanding Girl** is an archetype with effects that *either*: Allow themselves to be Special Summoned during the opponent's turn from primed when your opponent activates certain effects. Or: Allow them to copy certain effects when the opponent activates them, while on field. Due to the former effect, they are vulnerable as they all need to be primed to get full advantage of their Summon.

**Exil** is an archetype with effects that activate when at a *disadvantage*. Certain cards are thus designed for a trade-off; allowing for a disadvantage in certain areas to enable their effects, while gaining advantage in others. Note: The effects should not activate when equal, that would go against thematically.

### Alt 1

1. Turn 0
	1. * Egil draws 5 cards.
		* Ornacia draws 5 cards.
	2. * Egil primes 2 cards. 3 in hand.
		* Ornacia primes 4 cards. 1 in hand.
2. Turn 1: Egil
	1. * Egil does not get to draw. 3 in hand.
	2. 1. * Egil casts "Bearing"; if the opponent has more (face-down) primed cards, the player gets to illuminate one: Egil illuminates "Outstanding Girl – Ka Loe".
		2. * In response, Ornacia casts the primed "Outstanding Girl – Fee Bee"; when the opponent has resolved an effect that reveals on the field, they can Summon it and add 1 Outstanding SOUL to the queue. This costs it 1 stamina (2→1).
		3. * In response, Egil casts the primed "Egalitarian"; when the opponent has higher SOUL economy, the player gets to add to their queue so that their amount will be equal.
	3. 1. * Egil casts "Exil – Sven"; when the opponent has more units, they can Summon it and grant it 1 Exil SOUL. This costs it 1 stamina (2→1).
		2. * In response, Ornacia is forced to cast "Ka Loe" since it is illuminated; when the opponent has resolved an effect that would Summon a unit, she can Summon this card and add 1 Outstanding SOUL to the queue. She summons it as Support to "Fee Bee". This costs it 1 stamina (2→1).
	4. 1. * Egil still has 1 SOUL.
			* Egil summons "Exil – Revealer", using 1 SOUL, as Support to "Sven".
			* Egil activates "Revealer"'s effect; when the opponent has higher card economy, they get to List "Exil" cards in their Deck +3 randoms, then illuminate 2 of them.
		2. * In response, Ornacia activates "Fee Bee"'s effect: when the opponent has resolved an effect that would illuminate from the Deck, the player can List "Outstanding Girl" cards in their Deck +5 randoms, then illuminate 1 of them.
	5. 1. * Egil casts "Exil – Liberator" from the Deck; setting 2+ "Exil" units on the field as its Support, it is Summoned.
		2. * In response, Ornacia activates "Ka Loe"'s effect: when the opponent has resolved a Summon from the Deck, the player can add +1 Outstanding SOUL to the queue.

### Alt 2

1. Turn 0
	1. * Egil draws 5 cards.
		* Ornacia draws 5 cards.
	2. * Egil primes 2 cards. 3 in hand.
		* Ornacia primes 4 cards. 1 in hand.
2. Turn 1: Egil
	1. * Egil does not get to draw. 3 in hand.
	2. * Egil casts "Pacifism"; both players draw 1 card.
		* Egil casts the primed "Exil – Bouncer"; during either player's turn, when the player has lower card economy, they can Summon it and grant it 1 Exil SOUL. This costs it 1 stamina (2→1).
	3. * In response, Ornacia casts their primed "Outstanding Girl – Ka Loe"; if the opponent activates a card that could allow them to Summon: they can Summon the card and grant it 1 Outstanding SOUL. "Ka Loe" is Summoned. This costs it 1 stamina (1→0).
	4. * Egil activates "Bouncer"'s effect; returning "Bouncer" to the hand, they gain 1 Exil SOUL. This costs it 1 stamina (1→0).
		* Egil casts the primed "Exil – Martin"; since Ornacia has more units on the field, he can Summon "Martin" and grant it 1 Exil SOUL. "Martin" is Summoned. This costs it 1 stamina (1→0).
	5. * From his hand, Egil summons "Exil – Sven" with 2 SOUL (1 regular, 1 Exil).

## Illuminating primed cards

Primed card, when illuminated (previously known as "revealed") **must** be activated when triggered. They are also not allowed to leave their primed state, unlike cards in their default state which can be summoned.

## Archetypes

### Exil

* An archetype that centers around being the underdog.

1. Exil - Sven
	1. * Enabled: Field.
		* Trigger: Your opponent destroys an "Exil" unit on your side of the field.
		* You can banish another "Exil" unit on your field, hand, or revealed in your Deck: Negate the destruction.

### Outstanding Girl

* An archetype centered on outdoing the opponent.
* Essentially mirror knights, but without the reflection, more like... outdoing.
* This by Special Summoning themselves and doing the same effect.

1. Outstanding Girl - Fee Bee
	1. * Enabled: Hand, Deck (revealed).
		* Trigger: Your opponent reveals a card in their Deck.
		* Special Summon this card, then reveal 1 cards in your Deck.
2. Outstanding Girl - Ka Loe
	1. * Enabled: Hand, Deck (revealed).
		* Trigger: Your opponent adds a card from the GY to their hand.
		* Special Summon this card, then add 1 card from the GY to your hand.

### Chosen HERO

* An archetype of units, centered around a single unit. No plus units, all support units.

1. Chosen HERO
	* If this card would be destroyed, you can instead do one of:
		+ Pay 2 Life.
		+ Destroy 1 "HERO" on your field or in your hand.
2. Chosen HERO Ally - Flame Bird
	* + Enabled: Sole support to "Chosen HERO".
		+ When a "Chosen HERO" on your field attacks, increase ATK by 2.

### Mathemagician

* An archetype based on the Calculator Job from *Final Fantasy Tactics*. Just fun mages.

### Chronologia

* **Chronologia** is an archetype of units, generally with the effect of returning cards that would be sent to the GY/AL to the Deck instead. They also use resources directly from the Deck.

### Believer

* **Believer** is an archetype of units.

1. Truth Believer.
2. True Heart's Believer.
3. Destiny Believer.
4. Belief Believer.

### Starving Venom

* **Starving Venom** is an archetype of units.

1. Starving Venom Drake.
2. Starving Venom Wyrm.
3. Starving Venom Pyre.

### Dying World

* An archetype where the background image is dark except for a red sun.

## Crossover Archetype

*(Note: Decks also no longer have to be confined to a single/dual archetype.)*
* Some units belong to more than one archetype at once.
* Inspiration: World Legacy, such as Mekk-Knight Orcust Girsu.

## Plus Summon -> Deck Summon

* Now that players have the ability to reveal cards in the Deck, and can Swap them...
* Do we really need an Plus/Extra Deck?
* Cards can just have elaborate Summoning mechanics (that can supply them with SOUL), that also work from the Deck?
* The idea is already that no unit draw should be dead in the hand.

* Examples:
	1. "Outstanding Woman - Baller Bee".
		+ Special Summon
			- Enabled: Hand, Deck (revealed).
			- Send "Outstanding Girl" or "Outstanding Woman" units from your hand, field, or Deck (revealed) to the GY and transfer their SOUL to this card. If you do, this card gains 1 additional SOUL for each unit sent. If SOUL is sufficient, Summon this card.

## Polar/Charge level property

* Compared to *Yu-Gi-Oh!* in which cards have Levels, and the ranges have meaning.
	+ 1-4 is no tribute.
	+ 5-6 is 1 tribute.
	+ 7-12 is 2 tributes.

* *Stark* has a number directly correlating to how many SOUL it requires; this is its Level in this context, but it can always be Summoned with 0 SOUL (equivalent to tributes).

* But to also get some nuance in the sense that *Yu-Gi-Oh!* cards do with their Synchro and XYZ monsters:
	+ *Stark* units can have a **pole**/**charge**.
	+ A unit is either **negative**/**left**, **neutral**, or **positive**/**right**.
		- ⊖ ⊙ ⊕
		- This can represent many things; **underdog** vs. **oversitter**, for example.
	+ This is directly comparable to having a graded system such as "the upper end of 1 tribute monsters".
	+ Could also be in tiers I II and III, but this is less intuitive for what the purpose is.

* + ⊖ Dark Magician
	+ ⊕ Blue Eyes White Dragon

* This also creates synergy in a way that *Yu-Gi-Oh!* could not.
	1. + Effects that target all ⊖ are more intuitive than effects that target Level 1, 5, and 7 monsters, for example.
	2. + For a sort of "ranges" summoning, ⊖ and ⊙ are considered less than ⊕, for example.
	3. + For sort of "Synchro" summoning, ⊖ can also be treated as a "minus 1", and ⊙ as "not applied".
		+ Level 1 ⊖ "Outstanding Girl – Para Keet" aligns with Level 2 ⊕ "Outstanding Girl – Lass Ee"; OG summons Level 1 ⊙ "Outstanding Girl – Glo Ria" from the Deck.
	4. + For a sort of "XYZ" summoning, can require only ⊖ unit(s).

* Summoning examples:
	+ You can Special Summon this card from the hand by sending a ⊙ unit from your hand or field to the GY.

## Scenario: Filler Cards

* Non-unit cards with +1 to the draw queue, that fit in an archetype but only to reveal/add cards from the Deck/GY to the hand.

1. OG's 1st turn.
	* OG casts "Female-Centric"; a face-down list of "Outstanding Girl" cards +5 others in their Deck are created; the player reveals up to 2 of them.
	'List "Outstanding Girl" cards +5 other in your Deck; reveal up to 2.'
	* When this effect of "Female-Centric" resolves; +1 to the draw queue.
	* OG casts "Female Space"; this allows the player to add 1 "Outstanding Girl" card from their Deck to their hand (face-down unless revealed).
	* When this effect of "Female-Centric" resolves; +1 to the draw queue.

## Pro-Mode: Must hold down a button to respond to non-mandatory prompts

* This exist in Legacy of the Duelist: Link Evolution I think.
* But in *Stark*, any activatable effect is listed on the bottom, with an image of the card, next to the timer bar.
* The player can press a button to see which effects are available, press a button to skip the short wait, or simply wait the 1-2 seconds to auto-skip.

## Sabotage Deck/Store w/ Face-Down List

* Applying the same mindset as Reveal from List.

* In this case, the player gets to add a Sabotage card to their hand for free, from a List of *all* Sabotage cards (with duplicates and procedural generations).

* When normal cards are concerned, their conditions are baked into the effects, such as "pick an Outstanding Girl non-unit card from your Deck".

* Here, the player is able to customize the category of cards to pick from.

* *However*, most of the time a certain number of truly random cards are also added to the pool, regardless of the conditions set.
* *However*, depending on the degree of the condition met, as well as any underdog status (card economy & life points), the player can reduce the amount of truly random cards.

Pick a category of Sabotage cards:▼  AnyYour opponent has effect(s) that deal piercing damage.Your opponent has effect(s) that draw cards.Your opponent has effect(s) that discard cards.
* Effects are able to reveal cards in the Sabotage Deck as well.
* This is why always being able to select categories is important; so that one can reveal cards in categories prematurely.

??
## Swap Pile -> Reveal + Turn-Action

* There is no longer a pile, zone, or Deck specific to swapping.
* Instead, just utilize the Deck and Reveal statuses.

* Once per turn, the turn player can swap a card from their hand with a card that is revealed in their Deck.

* The Sabotage Store/Deck works similarly?
	+ Instead of paying for the card, the player pays to give it reveal status.
	+ Then, they use the swap functionality to get it?
	+ (Would probably have to use another term than reveal, I mean, they can see the card.
		- Illuminate? Scope? Highlight (too generic)?

* Might not be necessary though. Sabotage is already a special mechanic, so it could have its own features of acquiring them.

## Sabotage Deck/Store

* Scrap all other ideas with Fortune / Niche.

* These cards are exclusively for **sabotage**, counteracting the opponent's specific playstyle.
* Most of them are in the format of "For the rest of the turn... each time... then...".

* They *are* niche, and they *can be* reactions to the opponent.
* But they are now called Sabotage cards, okay?

* Easiest way to accomplish this comprehensively is with **effect categories**/**tags**.

1. Card Rotator
	* For the rest of the turn, effects that activate when a unit has not attacked are negated.
2. Light World
	* For the rest of the turn, each time an effect is activated that causes you to discard a card: Negate the effect, then draw 1 card.
3. Sanctuary
	* For the rest of the turn, each time a player banishes their own card(s): They must pay 1000 LP for each card banished.

## SOUL sets

* Normally a unit, when summoned, only has SOUL in their initial/first set.
* But when units gain SOUL from other units, for example that are tributed/material, they do so in a new set.
* SOUL sets are used to calculate **rating** or unit **count**; each SOUL set represents 1 unit.

* In *Yu-Gi-Oh!*:
	+ Link Monsters use Link Ratings to determine how many monsters are needed to summon it.
	+ When using another Link Monster as material however, you can instead substitute the monster amount of 1 with the monster's Link Rating number.
	+ Curiously, this does not apply to any other Extra Deck monster type, despite the fact that they all require more than 1 monster.
		- A Fusion monster could have a Link Rating of the number of Fusion materials required to summon it: Elemental HERO Burstinatrix would be LINK-2.
		- A XYZ monster already requires several monsters to summon them, however the Rank only represents the Level that they all need to share. Number 39: Utopia and Number 32: Shark Drake are both Rank 4 monsters, since both require Level 4 monsters, despite the fact that Utopia only requires 2 monsters, and Shark Drake requires 3. Utopia would be LINK-2, while Shark Drake would be LINK-3.

* The primary reason for a SOUL set system is that it would be incremental, and due to the digital-only nature of *Stark*, also automatic.
* Example:
	1. + Yusei uses Blue Expense Falcon and Bright Star Dragon to Synchro Summon Stardust Dragon (LINK-2).
		+ Yusei uses Sonic Chick and Mach Synchron to Synchro Summon Formula Synchron (LINK-2).
		+ Yusei uses Stardust Dragon and Formula Synchron to Synchro Summon Shooting Star Dragon (LINK-4).
	2. + Stormtrooper uses Jutte Fighter and Fire Flint Lady to Synchro Summon Goyo Defender (LINK-2).
		+ Goyo Defender's effect activates; another copy of Goyo Defender is cheated out of the Extra Deck, *but* since it was Summoned without materials it only has its own SOUL set. It is LINK-1.
		+ Stormtrooper uses Jutte Fighter and both Goyo Defenders to Synchro Summon Goyo Guardian (LINK-3).

* "Outstanding Girl – Fee Bee" has the materials "Outstanding Girl – Ka Loe" and "Outstanding Girl – Ga Rei See".
	+ "Fee Bee" has 1 SOUL, "Ka Loe" 1, and "Ga Rei See" 2.

## Scenario: +1 design principle

1. * OG summons "Outstanding Girl – Fee Bee".
	* During the End Phase, since "Fee Bee" did not declare an attack, its effect activates; +1 "Outstanding Girl" SOUL to the Draw queue.
2. * CH summons "Chosen HERO", without using any SOUL.
	* CH then adds the support "HERO Ally – Flaman".
	* "Flaman"'s effect activates; when added as support to "Chosen HERO", it receives 1 "HERO" SOUL.
3. * OG draws:
		+ 1 card.
		+ 1 SOUL and 1 "Outstanding Girl" SOUL.
	* "Fee Bee", having activated its on-Summon effect, has served its purpose.
	* OG sends "Fee Bee" to the Swap Deck.
	* OG summons "Outstanding Girl – Mi Sha".
	* OG declares an attack on "Chosen HERO".
	* CH directs the attack to "Flaman", which is destroyed.
	* CH Life: 20 -> 19.
	* "Flaman"'s effect activates; +1 "HERO" SOUL to the Draw queue.
4. * CH draws:
		+ 1 card.
		+ 1 SOUL and 1 "HERO" SOUL.

## SOUL Locks vs. Utility of Support units

* Since Support units require a unit on the field, this can be made the goal.
* Having multiple units may be good, as there will be multiple attacks, but those unit(s) Support effects cannot be used.
* Furthermore, they are left more vulnerable if they do not themselves have Support units, as they are made to be able to take damage instead of the Fighting unit.
	+ To clarify, when a unit is declared the target of the attack, the defender gets to decide who takes the blow; the fighting unit or 1 of the supports.

## +1 Next

* Many low-level units have effects that let them generate archetype-specific SOUL the *next* Draw phase.
* This correlates to many cast effects giving additional draws during the next Draw Phase as well.
* In both of these cases, the changes stack as they are numerical; upcoming adds are simply added to a queue, and do not interfere with normal generations at all.

* Example:
	+ Smalsok – Bowtiger
		- This effect activates during the End Phase, if this card did not battle during this turn.
		- Add an additional SOUL during your next Draw Phase. (Can only be used for "Smalsok" units.)

## Niche Store

* Opening the store counts as the 1 Turn Action of the turn.

* Cards are available only when meeting certain prerequisites.
* To add a card to the hand(/Swap Deck), the player needs to pay a cost.
* The costs can vary, depending on the severity of the requirements met.

* One version of a cost is to remove *other cards in the Niche Store*.
* This eliminates the possibility for those types of counterplay in the future.

## Reveal -> Swap -> Hand/Field

* "Terés of a Dying World" - Reveals 3 cards in Deck relating to "Dying World".
* "Declán of a Dying World" - Moves 1 revealed card relating to "Dying World" from Deck to Swap.
* "Beast of a Dying World" - Enabled while in Swap. ① Move 1 unit relating to "Dying World" from hand to Swap: Move this card to hand. Once per turn.

## Support and Swap coexisting

* Elemental HERO Avian.
	+ Enabled: Sole Support to "Elemental HERO Burstinatrix".
	+ This card's name and image becomes "Elemental HERO Flame Wingman".
	+ When this card destroys a unit by battle:
		- Inflict Life damage to your opponent, equal to the ATK of the destroyed unit.

* Castel, the Skyblaster Musketeer or Number 39: Utopia.
	+ Swap:
		- Send a Tier-I or lower unit from your hand or field to the GY or Swap Deck; add this card to your hand.

*Note: Cards with Swap effects can be placed in the Swap Deck before a match starts.*
*Quote: "Gallant Granite translates any 2 Level 4 monsters into a search."*
* The bad thing about say Gallant Granite is that it takes 2 units to add 1 additional unit on top of them... all for that 1 search to go off. Then Gallant Granite will be linked away and not used any further.
* Gallant Granite could in that case just be a Spell Card.
* Swap units make more sense in that they can have powerful Cast abilities, and are played on their own, rather than being some sort of result from all those cards.
* Those units could have also been placed in the Main Deck, and swapped out of the hand if not useful.

## Fortune as a Swap Deck (Niche)

* When Fortune opens, it opens as a library of cards.
* Meeting specific requirements, players can add the cards to their Swap Decks.
* Or alternatively, Fortune can be treated *as* a Swap Deck on the spot, meeting the requirements.
* In this version, the Fortune Deck would meet specific/niche cards ***only***.
* Even generic cards such as Pot of Greed would be a niche card with a Swap Requirement that is specific, such as having an underwhelming disadvantage.

* Example scenario:
	+ Leo has 2 Morphtronic Magnen in Defense Position on his side of the field.
	+ Due to their effect, Yusei cannot declare an attack.
	+ Yusei needs to draw a card that changes opponent's battle position.
	+ Yusei activates Fortune.
	+ Since the opponent has a monster whose effect relies on its battle position, the requirement for Card Rotator.
	+ Yusei pays 500 LP to add Card Rotator to his hand.

### Multiple Costs

* In order for any strategy to be viable, there must be a steep cost to gain generic cards that can counteract any strategy like that.
* All the while, there must be the option to do so, so that a player is not in an underwhelming disadvantage due to degenerate strategies.

* Same example.
	+ Yusei really needs Card Rotator.
	+ If Leo only had the 2 Morphtronic Magnen, he would have been less of a threat at this moment.
	+ Card Rotator is available, but it costs:
		- Banish 1 card in hand, pay 500 LP.
	+ *But* Leo had more monsters on his field than that, all with Position-based effects, so the cost was:
		- Pay 500 LP.

### Turn Action: Store

* Players literally "pay" for cards, using their **turn action**.
* Thus Fortune is no longer the same system, since randomness is removed.
* ...this does however mean that:
	+ Why would players use such strategies?
	+ They know there are means to counteract them, readily available to all players.
* Due to costs and using up the Action?
* At least that is better than the opponent having 0 ways to counteract.

* ...by the way, call them Sabotage cards?
* Essentially, they are.

## Elemental HERO Flame Wingman

### Best Approach: Visual Transformation

*(The base unit's stats are the ones considered.)*
*(The name change can have an impact on effects.)*
1. Elemental HERO Flame Wingman
	1. * This card represents an "Elemental HERO Avian" that is sole support to "Elemental HERO Burstinatrix", or vice versa.

### No-Impact Approaches

#### Approach 1: No Changes (default)

1. Elemental HERO Avian
	1. * Enabled: Sole support to "Elemental HERO Burstinatrix".
		* When this card destroys a unit by battle:
			+ Inflict Life damage to your opponent, equal to the ATK of the destroyed unit.
2. Elemental HERO Burstinatrix
	1. * Enabled: Support to "Elemental HERO Avian".
		* When this card destroys a unit by battle:
			+ Inflict Life damage to your opponent, equal to the ATK of the destroyed unit.

### Impact Approaches

#### Approach 2: Transformation Swap

*(Cards are separate, as such the card's stats are independent from the materials).*
*(Makes little sense to keep support materials, but not the assault unit. So depending on which unit was transformed, the stat changes are more beneficial? Very strange.)*
1. Elemental HERO Flame Wingman
	1. * This card replaces a "Elemental HERO Avian" that is sole support to "Elemental HERO Burstinatrix", or vice versa.
	2. * When this card destroys a unit by battle:
			+ Inflict Life damage to your opponent, equal to the ATK of the destroyed unit.

#### Approach 3: XYZ-style Fusion

*(This approach impacts gameplay.)*
*(Much better than the prior, but leads to gameplay to akin to* Yu-Gi-Oh!*.)*
*(Support units would have to be treated specially in this case: much more tied to the main body.)*
*(One thing to avoid is that we don't want to enable opportunities only when the Fusion card has been obtained: this is what makes some fusions so unrewarding in* Yu-Gi-Oh!*, and that those cards are limited in the Extra Deck. The combination is what should be important, not the Fusion cards.)*
1. Elemental HERO Flame Wingman
	1. * Enabled: "Elemental HERO Avian" is sole support to "Elemental HERO Burstinatrix", or vice versa.
		* Summon this card, using both unit(s) as supports.
	2. * When this card destroys a unit by battle:
			+ Inflict Life damage to your opponent, equal to the ATK of the destroyed unit.

#### Approach 4: Fusion-style Fusion

1. Elemental HERO Flame Wingman
	1. * Enabled: "Elemental HERO Avian" is sole support to "Elemental HERO Burstinatrix", or vice versa.
		* Summon this card, by sending both unit(s) to the GY.
	2. * When this card destroys a unit by battle:
			+ Inflict Life damage to your opponent, equal to the ATK of the destroyed unit.

### Caveat

* Maybe the problem isn't that how to handle Flame Wingman is how to handle every case?
* The idea is that:
	+ Flame Wingman should be able to appear with just Avian and Burstinatrix.
	+ Flame Wingman should also be able to be counteracted by targeting the supports; this does not need to include both of them! Just targeting a single support would break the "fusion".
* But the idea is *also* that:
	+ Allow for utility-based units outside of the given hand, in the Plus Deck.
* Mayhaps these units do not need to be considered with these terms.
* Just consider them as Swap units that have specific unit costs: these do not need to be on the field!
* If Swap units should be able to be added from Fortune as well as from effects, it would behoove underdog players to be able to get these units on the field even from cards in hand.
* The "plus" aspect is covered by material/support effects, as well as a visual transformation, already!

## Rules

### Swap Summon

* The player can always move summoned units, regardless of SOUL, to the support of a new summon.

## Scenario: Swap

1. * OG has "Outstanding Girl – Ka Loe", with materials "Outstanding Girl – Fee Bee", and "Outstanding Girl – Kiss Miss".
	* Once per turn, "Kiss Miss" allows the player to prevent a primed card from activating.

## Simulate DEF position

* When this card is summoned, add 1 stack of Defense status (Max. 1. Receive no Life damage from battles with this card. Expires when declaring an attack, or after the first damage taken.).

## Support Summon by combined SOULs

* Consider SOUL of the entire unit conglomeration (fighter+supports).
* If SOUL is equal to the Level of a unit:
	+ Move the fighter to Support, and summon the unit in its place with 0 SOUL.

## Low-Level

* It is the duty of low-level units to generate Special SOUL, to build up to a Swap Summon.

## Swap Effects

* Cards placed in the **Swap** Deck can, during your turn only unless specified, be **swapped** with cards, either in the hand or on the field.
* The **swap effects** on the card specify during which circumstances it can replace a card, and where.

## Classifications

### .

1. * Warmth
	* Chill
2. * Air
	* Earth
3. * Moral Dark
	* Immoral Light
	* Moral Light
	* Immoral Light

### Habitat

*(Instead of giving units an "element")*
* Mountain
	+ Dragons
* Airborne
	+ Bird
* Civilization
	+ Hume
* Waterborne

### Form

1. * Humanoid
	* Beast
	* Horror
	* Machine
2. * Cyborg
	* Exo / Mecha

## Unit variants

* During any point of a turn, a player can replace a unit with one of its **variants**, from the Special Deck.
* These are often very similar, but offer different effects for each situation.
* Not limited to **plus** units, can be of any kind.
* These cards list the requirements for the switch.
* A special type of card?
* **Variant** units?

## Fortune: Plus/Special Deck units

* The player can also get **Plus**/**Special** **units** from Fortune.
* These are added direct to the Plus/Special **Deck**.

* In *Yu-Gi-Oh!*:
	1. Number 39: Utopia requires 2 monsters of a specific level.
		+ It also has variant, that can be summoned using "Utopia" as material.
			1. Number C39: Utopia Ray
			2. Number S39: Utopia the Lightning

## Attribute

* Source of Power
	1. Study
		+ Spellcasters
	2. Innate / Nature
		+ Dragons
	3. Discipline
		+ Warrior

## `Base16`

(`Base16` units have no effects "on their own". Only when used as materials do they supply effects.)
1. BSC's turn.
	1. BSC summons "`Base16` – Frontier".
	2. BSC summons "`Base16` – Assault", using "Frontier" as material.
	3. "Frontier"'s effect is now enabled, dealing 1 health and life damage each time "Assault" attacks.
	4. BSC primes 2 cards.
2. ENM's turn.
	1. ...
	2. Declares an attack.
	3. BSC activates "Data Transfer"; by returning a "`Base16`" material to the hand, the attack is negated.(As "Frontier", who held the SOUL, was returned to the hand, "Assault" is now incorrectly summoned.)
3. BSC's turn.
	1. BSC, using "Assault" as the material, summons "Frontier" again.
	2. Enough SOUL is now used.
	3. "Assault"'s effect is now enabled; when "Frontier" successfully destroys a unit (GY/AL), damage will be inflicted equal to the ATK of the destroyed unit.
	4. "Frontier" attacks and destroys ..., dealing 1 additional damage.

## `Base16` vs. Outstanding Girl

* Turn 0
	1. + Both players draw 5 cards each.
	2. + Simultaneously: BS chooses to first, but OG also chooses to go first.
		+ Thus, a coin flip decides which player gets to decide.
		+ BS wins the flip.
		+ BS still decides to go first.
	3. + BS primes 1 card.
		+ OG primes 2 cards.
	4. + BS has 4 cards in their hand.
		+ OG has 3 cards in their hand.

∞12✋🏻`Base16`∞1✋🏻Outstanding Girl
* BS's 1st turn.
	1. BS summons "`Base16` – Frontier", using 1 SOUL.

∞1✋🏻`Base16`∞1✋🏻Outstanding Girl
* OG's 1st turn.
	1. OG draws 1 card.
	2. OG summons "Outstanding Girl – Kitty Carla", using 1 SOUL.
	3. OG activates the card "First Contact"; the first battle of either player's turn will deal an additional damage.
	4. OG attacks "Frontier" with "Kitty Carla", dealing 2 damage, destroying the card.

∞1✋🏻`Base16`∞1✋🏻Outstanding Girl
* BS's 2nd turn.
	1. BS draws 1 card and 1 SOUL.
	2. BS summons "`Base16` – Frontier", without using SOUL.
	3. BS summons "`Base16` – Assault", using "Frontier" as material, as well as using 1 SOUL.
	4. "Frontier"'s effect is enabled; "Assault" will deal 1 additional Life damage each time it attacks.
	5. BS activates their primed card "Continuous Assault"; targeting "Assault", as long as "Continuous Assault" remains its ATK is increased by 1, but it cannot destroy.
	6. BS attacks "Kitty Carla" with "Assault".
		1. Normally, the ATK would be 1.
		2. "First Contact" increases this to 2.
		3. "Continuous Assault" increases this further to 3.
	7. "Assault" attacks with 3 ATK.
		1. As "Continuous Assault" prevents destruction, "Kitty Carla"'s health is not actually reduced.
		2. "Continuous Assault" does however increase Life damage, from 3 to 4.

∞1✋🏻`Base16`∞1✋🏻Outstanding Girl
* OG's 2nd turn.
	1. OG draws 1 card and gains 1 SOUL.
	2. "Kitty Carla"'s effect activates; having remained on the field for 1 turn, OG pays 1 stamina and adds a Level 3+ "Outstanding Girl" from her Deck to her hand.
	3. OG chooses "Outstanding Girl – Rexaur".
	4. OG converts 2 cards from her hand to SOUL.
	*(this banishes the card(s) while negating their effects, and can only be done with in-hand cards, not primed)*

## Outstanding Girl vs. Zpelot

1. Turn 0
	1. * Both players draw 5 cards each.
	2. * Simultaneously: OG chooses to first, but ZP also chooses to go first.
		* Thus, a coin flip decides which player gets to decide.
		* OG wins the flip.
		* OG still decides to go first.
	3. * OG primes 2 cards.
		* ZP primes 1 card.
2. OG's turn.
	* OG summons "Outstanding Girl – Kitty Carla".
	* "Kitty Carla"'s effect activates. OG gets to reveal 1 "Outstanding Girl" non-unit card in the Deck. "Sleepover" is revealed.
3. ZP's turn.
	* ZP summons "Zpelot – Lucien".
	* "Lucien"'s effect activates. OG can not activate all of their primed cards this turn.
	* "Lucien" declares an attack against "Kitty Carla".
	* OG activates a primed card: "Overcome". "Overcome" doubles the Life point damage taken, but does not reduce health.
	* OG is dealt 2 points of life damage (18/20 Life), but "Kitty Carla" is unharmed.
	* ZP activates a primed card: "Undistracted". When the opponent has activated a card in response to a "Zpelot" unit's attack, ZP gets to reveal a random "Zpelot" card in their Deck. "Magical Meltdown" is revealed.
	* ZP casts with a unit from the hand: "Zpelot – Alison".
	* "Alison" deals 2 non-lethal damage to an enemy's unit.
	* "Kitty Carla" is dealt 1 damage (1/2 health).
	* "Alison" is exhausted to the GY.
4. OG's turn.
	* OG casts with a unit from the hand: "Outstanding Girl – Big Bird Barbie".
	* "Big Bird Barbie" adds an "Outstanding Girl" non-unit card from the Deck to the hand.
	* OG selects the revealed "Sleepover".
	* "Alison" is exhausted to the GY.
	* OG activates "Sleepover". This allows OG an additional SOUL to Summon with this turn, bypassing the lock.
	* OG summons "Outstanding Girl – Granbull".
	* OG activates "Lift Up" from their hand.
	* Sending 2 units from their field, in this case "Kitty Carla" and "Granbull", to the material pile, they get to summon an "Outstanding Girl/Woman" unit from their hand or Deck with equal or lower level than their SOUL.
	* OG has no such revealed units in the Deck and chooses randomly.
	* OG summons "Outstanding Woman – Scientist Tiffany".
	* "Scientist Tiffany"'s effect activates; "Lucien" is dealt 3 damage, and is destroyed.
5. ZP's turn.
	* ZP casts "Spell Magnet"; a "Zpelot" card can be added from the Deck to the hand. ZP chooses the revealed "Magical Meltdown".
	* ZP casts "Magical Meltdown"; this detaches all SOUL from a "Zpelot" unit in the GY/AL, and returns them to the hand.
	* ZP targets "Lucien", and detaches 1 SOUL.
	* On success, "Magical Meltdown" also lets the user add a Level 2+ unit from the Deck to the hand.
	* ZP has no such revealed units in the Deck and chooses randomly.
	* "Zpelot Sage" is added to the hand.
	* ZP summons "Zpelot Sage".
	* "Zpelot Sage"'s effect activates; ZP zero summons a "Zpelot" from their GY/AL, but it gains these disables: (Cannot attack. This status expires when it leaves the field.) (All effects are negated. This status expires when it leaves the field.) (If this card remains on the field during the End Phase: Destroy this card. This status expires when it leaves the field.).
	* ZP zero summons "Lucien" from the GY.
	* ZP activates "Psycho Shift"; 1 "Zpelot" unit on the field is destroyed, and the owner draws 2 card.
	* ZP destroys "Lucien".

## Baseline SOUL levels

* General rules for SOUL levels.
* This does not include unit-specific limits or gains.

1. Not enough SOULs:
	* All damage dealt becomes non-lethal.
	* Life point damage dealt is halved.
	* Life point damage taken is doubled.
2. Enough SOULs:
	* Normal.
3. Double SOULs:
	* Double damage dealt.

## All units can become Materials for all units

Folded

◕☀Ⓐ①
Expanded

◕☀Ⓐ①
* All units (that has not yet acted this turn?), can be used as materials to summon any other unit from the hand.
* Units summoned this way has the SOULs of all its material(s), in effect.
* Materials remain on the field, in a layer underneath their summoned unit.
* This because the enemy can interact with materials with effects, even if they cannot attack them.
* Detaching SOULs from materials will in effect remove them from the summoned unit.
* The player can also activate certain effects of units while they are materials.

1. * OG summons "Outstanding Girl - Ka Loe". (1 SOUL)
	* One of "Ka Loe"'s effect(s) activates; OG adds a random "Outstanding Girl" unit to their hand: in this case "Outstanding Girl - Fee Bie".
	* OG summons "Fee Bie", using "Ka Loe" as material. (1 SOUL)
	* OG activates one of "Ka Loe"'s effect(s); once per turn, while material, deal 1 non-lethal damage to any unit.
2. * ZP does some booshi.
3. * OG summons "Outstanding Woman - Milam", using "Fee Bie" as material, and in extension "Ka Loe". (1 SOUL)
	* One of "Fee Bie"'s effect(s) activates; once per turn, while material, reveal 1 "Outstanding Girl" unit in the Deck.

1. * OG summons "Outstanding Girl - Ka Loe".
	* "Ka Loe"'s effect activates; paying either 6 LP or half remaining LP, the player can summon a "Outstanding Girl" unit from the Deck, with full SOUL.
	* OG summons "Outstanding Girl - Fee Bie".
	* OG Plus Summons, using "Ka Loe" and "Fee Bie", "Outstanding Woman - Isolde".
	* OG activates the effect of "Fee Bie"; once per turn, while material to a plus unit, its plus unit will deal double damage.
2. * ZP does some booshi.
3. * OG Plus Summons, using "Isolde", "Outstanding Woman - Sciruie".
	* "Sciruie" has the material(s) "Isolde", "Ka Loe", and "Fee Bie".
	* "Isolde"'s effect is now active; the player does not receive life point damage from retaliations, when its plus unit battles.

## Material rules

1. When Summoning a unit, it can take 1 unit (and all of that unit's materials) as its material(s).
2. Units can only become the material to another summoned unit, if they are correctly summoned (w/ sufficient SOUL).

## Material effects

* Units can have effects specifically when they are used as materials, sometimes with specific requirements.
* These effects use the stamina of the material unit, not the summoned unit.

1. HERO
	1. Flame Boy
		* + Enabled only while the sole material to a HERO unit.
			+ When its unit destroys a unit by battle and sends it to the GY; pay 1 stamina; inflict Life damage equal to the destroyed unit's ATK.
	2. Thunder Boy
		* + Enabled only while the sole material to a HERO unit.
			+ Once per turn: pay 1 stamina and discard a card; destroy 1 unit on the field.
		* + Enabled only while the sole material to a HERO unit.
			+ The unit cannot be destroyed by battle.

## Compulsory when Revealed

* Most effects that are not already automatic/compulsory when their condition(s) are met, are so when they are **revealed**.
* For example:
	+ "Life Swordsman" has an effect, that when primed, will be able to be Summoned when the opponent gains Life.
	+ Its power will be increased by how much Life the opponent gains; the more, the stronger.
	+ A plan forms; if the player can activate an effect that restores a large amount of the opponent's Life, but also has a negative impact on them, they will be able to doubly benefit by Summoning "Life Swordsman".
	+ That is, until "Life Swordsman" is revealed.
	+ Now, the player has no control over when the effect will activate, as it will do so at the first opportunity that the condition(s) are met.
	+ The opponent now activates an effect that restores a minor amount of Life; "Life Swordsman" is still able to be summoned, but it is rendered very weak.

## Damage as "Attack" Objects

* All effect damage is treated as an "attack" object directly to the player.
* When reflecting damage, this can be directed as an "attack" to a unit instead.

## Effects as "Block" Objects

* (probably not but fun in a programming sense)
* (will also be confusing to write these replacement effects if they are also blocks)

* Separated into activations/conditions action slots.

* The player can replace effects of other cards with sabotaging effects.

1. Destiny Wheel
	* Once per turn you must:
		+ Draw 1 card.

* The opponent replaces the second block with:

1. Destiny Wheel
	* Once per turn you must:
		+ Discard 1 card.

## Multi-Step Activation > Chains

* In *Yu-Gi-Oh!*, **effects** are first "declared", then a chain is able to happen, in which effects are piled onto one another, then solved in reverse (last effect activated first = LIFO), so the effect first to be declared is solved last in the **chain**.
* In *Stark*, effect activation could be split up into distinct parts, which would mean that the whole effect can resolve in the start and end of the same turn.
* This is further supported by splitting up most effects into **fragments**; this is especially important for **triggers**.
* Also, built-in game mechanics/standard actions are supported by this as well; declaring a unit for **tribute** for a **tribute summon** does not mean it is *tributed*. The player has the whole turn to activate spells to target the "marked for tribute" unit. This status will expire during the End Phase.

* Examples:
	1. + Player A declares "Outstanding Girl – Kahlu" as tribute for a tribute summon.
		+ The standard action ends; "Kahlu" is marked as "tribute for tribute summon".
		+ Player A activates "Break Free"; SOUL from a unit in the GY are detached, then added to a unit marked as "tribute for tribute summon", until the End Phase.
		+ Player A targets "Kahlu"; it gains 1 additional SOUL until the End Phase.
		+ Player A tributes "Kahlu" for a tribute summon; Player A tribute summons "Outstanding Girl – Feebh".

* ***BUT***
	+ Reaction effects, i.e. the opponent's only way to interact, must be in the "chain" format.
	+ So this might not be *that* useful.
	+ But it is useful to separate effects into declare-action, even if only internally.

## Reveal

1. Player A casts "Outstanding Girl – Kahlu".
	* A pile is created with all "Outstanding Girl" cards from the Deck, all face-down unless revealed.
	* The player can target up to 3 of them.
	* The targeted cards are revealed to the player. This status lasts until they leave the Deck, even if it is shuffled.
2. Player A chooses 3 cards; these are revealed as "Outstanding Girl – Feeb", "Outstanding Girl – Moreno Mondego", and "Exellence Only".
3. Player A then casts "Search for Girl".
	* A pile is created with all "Outstanding Girl" cards from the Deck, all face-down unless revealed.
	* The player can target 1 of them.
	* The targeted card is added to the hand.
4. Player A chooses the revealed card "Outstanding Girl – Feeb"; it is added to the hand.

## Disruption Fortune

1. Player B casts "Big Search".
	* Player B intends to add 1 unit to their hand from their Deck.
2. In response/chain, Player A's primed "Glasses Break" activates.
	* Negates and destroys 1 effect that adds from the Deck.
	* During the End Phase, if the opponent did not activate any cards after this; draw 1 card.
3. Player B, being disrupted, also is not able to make any more plays.
4. Player A's additional effect thus activates, allowing them 1 card.

## Tribute to replace Extra summon

Note:
* The usefulness of the Extra Deck is that enables utility summons without having to draw them.
* In order to not brick the player, they need a way to draw utility units.
* Allow them to swap 1 card for another of the same type?
* Could also allow the player to swap 1 card to 1 of *another* type.
* These do sound more like Fortune effects however.

1. Player A draws Lv3 "Monuman – Bysio".
2. Player A uses their Turn Action "Power Swap". This returns a Lv2+ unit, in this case "Bysio", to the Deck, and replaces it with a random or revealed Lv2+ unit from their Deck.
3. Player A receives Lv2 "Monuman – Flaccio".
4. Player A casts "Flaccio", and uses its effect to negate a problem card.

## Plus Summon

1. Player A has "Smalsok – Bowtie Tiger" on their field.
2. Player A summons "Smalsok – Necktie Cobra" from their hand.
3. Player A declares "Bowtie Tiger" and "Necktie Cobra" as materials, and Plus Summons "Smalsok – Big Boot Bear" from the Plus Deck, who has the requirement "2+ Smalsok units".
	* "Bowtie Tiger" and "Necktie Cobra" are *not* sent to the GY/AL; instead, as they are considered materials, are sent to the corresponding pile / attached to the card.
	* The materials are sent to the GY/AL only after the Plus unit has been removed from the field.
	* When any of the materials are removed from a Plus unit, it is destroyed.

## Arcangeli

1. Player B destroys Player A's "Arcangeli – Lieutenant". Due to its effect, it is sent to the AL.
2. Player A's turn.
3. Player A summons "Arcangeli – Dog Trooper". Its effect allows the player to tribute it for an "Arcangeli" tribute summon from the Deck, but it is destroyed during the End Phase. "Dog Trooper" is sent to the AL.
4. Player A summons "Arcangeli – Zeitger" from the Deck. "Zeitger" attacks directly, dealing 4 damage. In the End Phase, it is destroyed and sent to the AL.
5. Player B attacks directly. At this point, Player A activates "Zeitger" in the AL, negating one attack per turn. This puts Player B in a lockdown.

## Units that are destroyed when Soul(s) are lower than Level

* Tyrant Dragon
	+ While Soul(s) are fewer than its Level:
		- This card cannot inflict damage to Life points.
		- This card cannot destroy unit(s), although it can deal Health damage.
		- Destroy this card during the End Phase.
* Tip:
	+ Reduce this card's Soul(s), even temporarily, as it will destroy it during the End Phase.

## Revealed cards in the Deck allows them to be targeted

1. Looking Glass
	* Fully reveal, to yourself only, 3 random cards in your Deck.
2. Chrona – Miniod
	* Cast: Plus summon, using this card and 1 revealed unit in your Deck.

## Trap

* **Trap** effects are effects **tagged** with the **Trap tag**.
* They are reaction only effects, to the opponent's actions only.

## Mechanics

### Cast replaces Summon effects

1. Berserk Dragon
	* Cast: Banish any amount of cards in your hand. Summon this card, and it gains 1 soul (Special: Expires during the End Phase) for each card banished with this effect.

### Yūgo

* Plus Summons normally only allows unit(s) on the field.

1. Near Addend – Target 1 unit in the hand; during this turn, allow the targeted unit to be used as material for a Plus Summon, despite being in the hand.
2. Past Addend – Target 1 unit in the AL/GY; during this turn, allow the targeted unit to be used as material for a Plus Summon, despite being in the AL/GY.
3. Upcoming Addend – Target 1 unit in the top x cards of the Deck; during this turn, allow the targeted unit to be used as material for a Plus Summon, despite being in the Deck.
4. Future Addend – Target 1 revealed unit from the Deck; during this turn, allow the targeted unit to be used as material for a Plus Summon, despite being in the Deck.

1. Dark Addend – Target 1 unit on your opponent's field; during this turn, allow the targeted unit to be used as material for a Plus Summon, despite being on your opponent's field. You can only activate 1 "Dark Addend" per turn.
2. Dark Past Addend – Target 1 unit in your opponent's AL/GY; during this turn, allow the targeted unit to be used as material for a Plus Summon, despite being in your opponent's AL/GY.

1. Near Exceed – Plus Summon, using unit(s) from the hand *only*.
2. Past Exceed – Plus Summon, using unit(s) from the AL/GY *only*.
3. Upcoming Exceed – Plus Summon, using unit(s) from the top x of the Deck *only*.
4. Future Exceed – Plus Summon, using revealed unit(s) from the Deck *only*.

### Transformation

1. Player A activates the effect of "Stronghold Dragon Lv1", sending the top 3 cards of the Deck directly to the GY.
2. "Stronghold Dragon Lv1" is transformed into "Stronghold Dragon Lv2".
	* This replaces the card "Stronghold Dragon Lv1" with the separate card "Stronghold Dragon Lv2". "Stronghold Dragon Lv1" is essentially removed from the game.

### Displacement

* From:
	+ Hand, Field, AL, GY.
* To:
	+ Deck, GY, Hand, AL.

## Fortune

### Generic Field Spells

1. Flame World
	* While this card is present: All Heat-type unit(s) gain 1 attack point. After a Heat-type unit battles, restore its health by 1.

## Animanga

### Yuzu vs. Muzu: Kaiser Dragon

1. Muzu is constantly in an underdog position. Despite summoning several units, they are all weak, and quickly dispatched by Yuzu's fairies.
2. The fortune wheel appears. Muzu banishes 4 cards, his entire hand, to respin the wheel with better chances of 4 stages. He grabs 2 copies of "Holy Summon".
3. Muzu activates "Holy Summon"; this turns 1 unit in the GY/AL into a tribute, along with its Soul(s). Muzu targets the "Kaiserling Lamblet" in his GY, then repeats the process with another "Holy Summon".
4. Muzu summons the Level 8 "Kaiser Dragon" from his hand. The effects of the 2 "Kaiserling Lamblet" activates, as they grant 1 additional Soul each when used as tribute for a "Kaiser" unit. This grants the "Kaiser Dragon" 8 Soul in total.
5. Muzu uses "Kaiser Dragon" to wipe the board and wins.

# Old Design Principles

## Scenario: Ladder

* Generally unwanted though, as Plus units are unwanted.
* 1 unit at a time can be exchanged, but configurations should not be encouraged to break up.

### Alt 1: SOUL

* Plenty of effects generate Special SOULs — with the limitation that they only pass to specific units (sometimes only when Tributed).

1. 1. OG summons Lv1 "Outstanding Girl – Gi Gi" using 1 SOUL; when summoned, "Gi Gi" adds a Level 1 "Outstanding Girl" from the Deck as support to it — OG chooses Lv1 "Outstanding Girl – Rond Dah".
	2. "Rond Dah"'s effect activates; when summoned as support, add 2 special SOUL (Expires when used as material, except for an "Outstanding Girl" unit. Otherwise, expires when leaves the field.) to it.
	3. Combined SOUL of "Gi Gi" and "Rond Dah" is 3.
	4. Using "Gi Gi" and "Rond Dah", OG summons Lv3 "Outstanding Girl – Glo Rih".
	5. "Glo Rih"'s effect activates; summoning a Lv1 "Outstanding Girl", and adds 1 special SOUL (Expires when used as material, except for an "Outstanding Girl" unit. Otherwise, expires when leaves the field.) to it.
	6. Their combined SOUL is now 4; OG then summons–

### Alt 2

1. 1. OG summons Lv1 "Outstanding Girl – Ma Gee"; when summoned, "Ma Gee" adds a Level 1 "Outstanding Girl" from the Deck as a material to it — OG chooses Lv1 "Outstanding Girl – La Doe".
	2. "La Doe"'s effect activates; when materialized, add a Level 2+ "Outstanding Girl" to the hand — OG chooses Lv3 "Outstanding Girl – Bam Bee".
	3. OG summons Lv3 "Bam Bee"; using Lv1 "Ma Gee" and Lv1 "La Doe" from the field, and Lv1 "Mon Roe" from the hand.

## Pending: Proxy

* **Proxy** units are "units" with only materials, no active fighting unit.
* ...would be hard to determine ATK and basics.
* And health isn't supposed to be a combined anyway, its that supporting units can take the damage to protect the active unit.

## Numerical Boost-Units

*Note: This is already how things are planned to work with SOUL, in a sense; if anything, create weak units that can generate SOUL for a larger unit to be summoned, and we're done.*
*"When this card is tributed for a unit, grant the summoned unit 1 SOUL."*
* Inspiration: Summoning a Level-3 Goyo Defender through Synchro Summon lets the player Summon a second Goyo Defender for free. Together they are now Level 6, and with any Tuner can become a Level 7+ monster.
* The idea of numerical increases, from weak units, is really cool.

## Problem with Plus units

* We do not at any point want a card to *replace* the fighting unit + materials.
* Because we want to also be able to consider the whole set of units again.
* So a plus unit would, if anything, go on *top* of the fighting unit, using it as material while it itself already has materials.
* Or, to replace the fighting unit with another special unit.
* But, this replaces whatever effect that had (which could be fine when considering variants), but we might not want to give the Plus unit the material's effects.
* The problem with plus units is when to consider the fighting unit + materials as 1 unit, or when to view it as a compound.

# 2

## Principles

1. A unit in the hand is always able to be summoned.
	* This may leave them SOULless, but the player is always able to get a body on the field.
	* Allow for any amount of summons per turn, *but* only one where SOUL are attached? So the player can (almost) always get 1 fully summoned unit on the field, but any subsequent units will have to be supports or soulless?
		+ Supports can then be given SOUL and summoned themselves, allowing for multiple units given that they survive the turn.
	* Idea:
		+ Always allow for Summoning of any unit, but attaching of SOUL can be limited?
		+ So you can summon Link-2 Twin Hydradrive Knight (who in Yu-Gi-Oh! can only be summoned by using Hydradrive Link Monsters) directly from your hand with 0 SOUL used no problem, but to then get it to the correct amount of SOUL you need to use Hydradrive cards? As the intention is not being able to Summon it directly as is, the player should not be able to use standard SOUL for it.
2. Incremental successive improvement.
	* The SOUL system ties into this.
	* The player is always able to exchange their unit(s) into another, increasing their SOUL count and thus their strength.

## Design

### Cards

* Cards are square, and only include the card's image. The text is placed in a separate box once highlighted.
* Card images consist of the foreground (i.e. the unit that is in focus) and the background.
* Cards in the hand are placed closest to the player, and are blank to the opponent.
* Primed cards are shown "floating" in front of the player standing up, blank to the opponent.
* Active cards, units and non-units, are placed at the floor in front of the primed cards. Visisble to both players.
* Active unit cards are placed half a card's height forward relative to non-unit cards.
* Cards in the Graveyard (GY) are placed in a stack on the opposite side of the Deck and Special Deck.
* Cards in the Afterlife (AL) are displayed similarly to primed cards, floating above the GY.
* Both GY and AL cards are blank by default, unless the opponent has seen them active or has revealed them, thus they will be visible there as well.

### Effects

* All activatable effects are listed on the bottom of the screen at all times.
* These will naturally change depending on which player has the turn.
* When effects are available that start a **chain** by responding to actions, the game will pause and allow the player to select such an effect within a limited time period; this is the reason for activatable effects to be visible at all times.
* If no such effects are available, there will be no pause.
* Effects that can be activated during the opponent's turn can be divided into:
	+ Quick effects – Effects that do not respond to anything specific. Holding Ⓧ ignores all Quick effect prompts, but does not affect Reaction effect prompts.
	+ Reaction effects – Effects that respond to specific triggers. Holding Ⓑ ignores all Quick effect prompts as well as Reaction effect prompts.

### Opponent's turn

✋Up-ComerDuring your opponent's turn, you may pay 2 Life Points to Special Summon this card from your hand.Ⓐ ConfirmThe opponent's "Firehead Dragon" targets an attack to your "Bluemage Magician".Draw⽥Justicedraw 1⽥Hopediscard 1; draw 1Summon✋Up-Comer2 LP; summon✝Hopebanish 1 GY; summon3sⒷ Cancel
## Digital

* The game benefits greatly from being digital-only, and takes advantage of this in full.
	+ Effects that let the player **look** at the opponent's cards will render them semi-transparent, and permanently visible until their location is changed or an effect counteracts this.

### Effect Prompts

* Effect activation, in particular Reaction effects, are **timed**.
* If the player does not input the confirm button, the activation is skipped.
* If the player does not input anything while waiting, the time alotted is very short. Any input during this period, however, extends the timeframe so that the player has a chance to see which cards/effects are available.
* The player can press the Ⓑ button to dismiss the effect activation window.
* By holding Ⓑ, the effect activation prompt does not even appear.

* When effect activation is applicable, a prompt appears that lists all cards with currently activatable effects, as well as the effect names and a shortened description of its impact.
* The player can inspect any card of the prompt, or inspect cards on the board, during which the timeframe is extended, to allow for strategizing.

Smalsok – Tiger Tie**Double Down**Destroys unit; you may draw 1.Smalsok – Tophat Tazmanian**Back Up**Unit destroyed; you may 0-Summon 1 from hand.Ⓐ ConfirmⒷ Cancel2.5s▶Smalsok – Tiger Tie**Double Down**Destroys unit; you may draw 1.Smalsok – Tophat Tazmanian**Back Up**Unit destroyed; you may 0-Summon 1 from hand.Ⓐ ConfirmⒷ Cancel8s
#### Groups

* Activatable effects are **grouped** by their impact, and visible during the opponent's turn at all times:
	+ Summon.
	+ Negate.
	+ Destroy.
	+ Displace / Move.
	+ ...

### Persistency

#### Health/Damage

* Units that are Summoned using others as Tribute, or as Materials, have their health reduced to match the damage taken by their Tributes/Materials.
* Importantly, this damage does not count as being dealt damage, rather it is phrased as the units "initial health" or "summon health", in contrast to its maximum health.
* For example:
	+ Unit C is Summoned using Unit A and Unit B as Materials.
	+ Unit A had 3/4 health, while Unit B had 1/6 health.
	+ Unit C, having a maximum of 10 health, will have 4/10 health (from subtraction, this cannot go below 1 health).

#### Soul

* Units have a **minimum** required amount of Souls that is used to Summon them; this is their **level**.
* These Souls **remain** with them, to be used when the Unit is **Tributed** to pay for *another* Unit.
* When this happens, *all* Souls are added to the new unit, not just the minimum amount required.
* This can lead to units with increasingly large amount of Souls pools.
* These can be used to create stronger units, or in their own effects as payment.
* Souls can also be used as a level up mechanic: effects not inherently costing Souls, but requiring a certain amounts to trigger.
* Souls on a destroyed unit are sent to the GY along with them; certain card effects can detach Souls from units, even in GY, to be attached to units on the field.

* Design (pending):
	+ We want few strong boss monsters, due to health persistency.
	+ Tributing should therefore be strongly encouraged.
	+ So no limitation should be put on creating units from other units, while flooding should be discouraged.

* Limit:
	+ New units cannot be Summoned when under the effects of the **lock system**.
	+ This limitation does not affect assigning new Souls to existing units, either on its own or during a Tribute Summon.
	+ For example:
		- The player has 1 Soul, but 2 Locks.
		- The player has a unit with 2 Souls on their field.
		- The player also has a unit in their hand, with Level-3.
		- They then Tribute their 2-Soul unit and pays 1 Soul, Summoning the Level-3 unit, now containing 3 Souls.
		- They then draw a Level-2 unit and gain 1 Soul.
		- They then Tribute their Level-2 unit and pay 1 Soul, Summoning the Level-2 unit, now containing 4 Souls.

* Due to the mechanics of cards *containing* Souls rather than Souls being consumed to use them, alter the idea of the "was properly summoned" flag?
	+ Consider the slots for Souls as seals that are broken when Summoned.
	+ Even when the unit has 0 Souls in the GY, if the seal is broken then the unit can be targeted by "was properly summoned"-targeting effects.

▶▶▶Turn 1: Summon a Level-3 unit.Turn 2: Summon a Level-2 unit.Turn 3: Tribute units with 2 Souls and 3 Souls to Summon a Level-1 unit with 5 Souls.
## Primed / Face-down

* Cards that are face-down are **primed**.
* Primed cards have icons that are slightly transparent, with no background; this is in contrast with active cards that are fully opaque, and have a background to the card's image.
* Primed cards that are not revealed yet have a question mark icon.
* Primed cards that are known to be non-units have a non-unit icon.
* Primed cards that are revealed have only their icon, with no background.
* These are not considered **active**/**activated**.
* Some may have effects *while primed*, encouraging the opponent to dispose of them.
* Every type of card can be primed; including units.
* Units can have reaction effects just as any non-unit card when primed; this is because of the lack of hand traps – during the opponent's turn, no card can be activated from the hand. All such cards must be primed first.
* Due to units being able to be primed, all primed cards can be **attacked**.
* If the attacked primed card is a unit, it is dealt damage (damage is **not** returned via retaliation).
* Units that have been primed are not inherently Summoned when their effects are activated; unless Souls are consumed to do so. This is not possible during the opponent's turn unless specifically stated.
* If the attacked primed card is not a unit, this fact is **revealed** to the opponent, but the card itself is not (unless it is activated).

❓A primed unknown card of unknown type.👤A primed unit unknown card.🔮A primed non-unit unknown card.😊"Smiley the Destroyer of Earths", primed.😊"Smiley the Destroyer of Earths", active.
## Effect-Activation Terminology

* Cast – Place card in `[1]`, and activate the mentioned effect.
* Cast Summon – Place card in `[1]`, and activate the mentioned effect. Afterwards, pay the summoning cost, and then place it in the `[∞]`.
* Summon – Pay the summoning cost, and then place the card in the `[∞]`
* Exhaust Cast – Move card from `[∞]` to `[1]`, and activate the mentioned effect.

## Negate / Disable

* Not all effects can be **negated**. Properties generally cannot.
* Negation effects generally come in 2 forms:
	+ Negate Active – The card cannot activate non-compulsory effects.
	+ Negate Passive – The card cannot activate compulsory effects.

* Pending: Certain effects can be categorized as **auras**? This would allow negations for specifically those effects.

* Design concept:
	+ Certain cards have regenerative effects, such as lifesteal or end-of-turn.
	+ To disable this, the player can inflict them with Negate Passive.
	+ *Monado Purge*.

## Types

* The **type** field of every card denotes whether it is a **unit** or a **non-unit** card, as well as its **archetype**.
* Several other optional types are also included to categorize cards.

1. * Wildlife
	* Society
	* Technology
2. * Space
	* Air
	* Low Air
	* Cave
	* Shore
	* Land
	* Hill
	* Mountain
	* Water peak
	* Water depths
3. * Beast
	* Humanoid
	* Cyborg
	* Were
	* Machine
4. * Heat
	* Cold

## Post-Draw Action

* The player's turn always starts with drawing 1 card.
* After that, the **Turn Action Phase** commences.
* This phase is dependent on the player's current game state, and if none of the conditions are fulfilled for a **Special Turn Action**, it is automatically skipped.
* 1. If the player has no units on their side of the field, and cannot Summon any unit.
		+ Discard 1 card; draw 1 Level-1 or lower unit from the Deck.

## Mandatory Archetype

* For standard PvP matches, ¾ of every Deck must consist of cards of the same **archetype**.
* Alternatively, if using a **Hybrid Archetype** Deck, ¼ cards are free from limitations, where 3⁄8 must consist of archetype A cards, and 3⁄8 of archetype B cards.
* For a standard Deck of 40 cards, 30 must be of the same archetype.
* For a hybrid Deck of 40 cards, 15 cards must be of archetype A, and 15 of archetype B.
* For the PvP **Free Deck** gametype, no such limitation exists.
* For the single player campaigns, Decks are initially limited to just a few cards, so the limitation does not come into account until the player has a full-sized Deck.

## Design Principles

* Card effects rarely destroy units.
	+ Rather, they allows the player to more easily summon their own, weak units in response.
	+ Some may *damage* units, but this is almost always non-lethal.
* Very few "Tribute Summon" units.
	+ A few may cost more than 1 Soul, but more frequently used is spending multiple Souls to Summon multiple Level-1s.
	+ Stronger units are mostly Summoned by using several low-Level units as "terms" to summon a **plus** unit.
	+ Plus units cannot be Summoned with units that have used their effects this turn.
* 1 copy of each card, only.
	+ This may or may not affect Deck size, that is an acceptable consequence.
* Deck separation.
	+ There is no 1 main Deck.
	+ Units, Spells, and Reactions are divided.
	+ The game randomly draws from these pools as if they were 1.
* Focus on archetypes.
	+ Generic effects are rare.
	+ Many require **archetype-support**, i.e. the presence of other units in the archetype to be activated.
* Strong effects, limited usage.
	+ **Stamina** is persistent, same with health.
	+ The activation of many effects/actions consume this limited stamina.
	+ Many effects also cannot be activated unless archetype-supported.

### Card Advantage

1. Extra Draw
	* A status effect that applies to the player.
	* Many card effects that require several cards, such as Plus Summons with Materials from the hand, apply this effect upon Plus Summon. This so that some of the cost can be regained the next turn.
	* During the next Draw Phase, all stacks of the Extra Draw status are consumed, and the player draws 1 additional card for each stack consumed.
2. Future Material
	* Many effects that require Materials or Tributes may use those from the Deck as well as the hand.
	* Note that these do not Summon; the player never gets field advantage, they just do not consume Materials in a way that would decrease their hand advantage.
3. Additional AL effects
	* Cards that have normal effects upon activation also often have effects in the AL.
	* These effects do not have to be explicitly related.
	* This allows for non-Unit cards to be more fluid in their activation; a card isn't a "waste" when it can have additional effects further down the line.

### Literal

* Card effects generally describe in full how they work and how they are limited, even if most may be common knowledge.

## Rules

1. Damage taken is persistent.
	* Being destroyed by an effect, then returned to the field, the health will remain at what it was when destroyed, seeing as those effects do not inherently deal damage.
	* If unit A is used for a Plus Summon, and had previously taken 2 damage, the Plus unit will have its health decreased by 2 points, non-lethally (health cannot go below 1).
2. Damage taken by units inflict equivalent damage to the player.
	* This is known as **battle damage**.
	* The player has 40 **life points** to spare.
	* What makes Units on the field important is that damage does not "overflow".
		+ A Unit that deals 4 damage to your 1-Health unit, will still only deal 1 Life Damage. The rest of the damage is "wasted", encouraging you to continue summoning weak units to mitigate life damage.

## Souls

* A player generates 1 **Soul** during their draw each turn.
* Units have varying **summoning costs**, 1 Soul being most frequent.
* The player can summon as many units per turn as they have Soul to do so.
* Properly summoned units, i.e. by paying their costs, can be tributed when summoning another unit to pay for their costs; special summoned units cannot contribute Souls for another unit.

## Opening hand

* The player may choose up to 3 cards to appear in their opening hand, if they so choose.
* These must all be from the same archetype, unless allowed by the card's property.
* These cards are all revealed (lv. 1) to the opponent.
* The opening hand will always include a unit that can be summoned with 1 or less spheres. If the opening hand does not include such a unit, one of the random cards will be.
* Some cards cannot be chosen in the opening hand, by their properties.

### Yu-Gi-Oh! examples

#### Elemental HERO

* Elemental HERO Stratos
* E - Emergency Call
* Hero Signal

#### Neos / Neo-Spacian

* Neo Space Connector
* Neo Space
* NEXT

#### Crystal Beast

* Sapphire Pegasus
* Crystal Promise / Ancient City - Rainbow Ruins / Crystal Tree
* Crystal Raigeki

#### roid

* Gyroid
* Vehicroid Connection Zone
* Supercharge

## Damage

* Several types of damage exist:
	+ *Normal* - If not specified, damage is always normal. Damage dealt is subtracted from the target's health. If the damage causes the target's health to go to 0 or below, they are eliminated and sent to the GY. Damage dealt, unless that which would decrease health below 0, is also dealt as **life damage** directly to the player.
	+ Finishing - If the damage would not reduce the target's health to 0 or below, no damage is dealt at all.
	+ Non-lethal - Damage that can not reduce health below 1. Such damage is treated as not having been dealt at all.
* Weak units, Level 1 or below, frequently deal finishing or non-lethal damage in low capacity.

## Retaliation and Speed

* When attacked, and not destroyed at the end of the damage calculation, the monster will **retaliate** with their basic attack.

* The default **speed** of an attack is 0, while the attacker gets +1.
* If the speed of the retaliation is increased, either innately or by an effect, to 1, both units are dealt damage *simultaneously*.
* If the attack used for retaliation has speed 2, against the default attack speed of 1, the defender will deal damage *first*.

## Reveal

* The player sets a card from their hand.
	+ Lv0 – No Reveal
		- The opponent has no idea which card is set.
	+ Lv1 – Lithe Reveal
		- The opponent knows that *at one point* a Reaction card was in the opponent's hand, but not whether or not it was said card that was set. Once shown cards are displayed in a list beside the hand that can be viewed, and cards within will disappear once their true location has been displayed.
	+ Lv2 – Soft Reveal
		- The opponent knows which card is set.The opponent knows which card is set. If the opponent secretly destroys 1 random Set card, the player will *not* know if the soft revealed card was destroyed.
	+ Lv3 – Hard Reveal
		- The opponent knows which card is set. If the opponent secretly destroys 1 random Set card, the player will know if the soft revealed card was destroyed.

## Special Decks

* Cards are not drawn from these decks, are not added to the hand, and the decks are not shuffled.
* Can be viewed at any time, by either player.
* The owner can at special moments activate cards from these decks, which are sent to the **Special GY** when used.
* When added to the hand, cards are instead added back to the special decks.
* 3 Special Decks exist:
	+ Unit Special Deck.
		- Where Plus Units and a few other units with special summoning requirements that cannot be summoned in other ways are placed.
	+ Spell Special Deck:
		- Where **niche** spells are placed, to refer to other cards in the normal deck.
	+ Reaction Special Deck:
		- Where **niche** reactions are placed.

### Example

* Thousand Dragon.
	+ Replaces Baby Dragon on the field, placing it in the Special GY, by the successful completion of the effect of Time Wizard when successfully completed.
* LV
	+ Dark Mimic Lv 3
		- Replaces Dark Mimic Lv 1 on the field, placing it in the Special GY, by the successful completion of the effect of itself. May replace Dark Mimic Lv 1 in the hand, placing it in the Special Deck.
		- Dark Mimic Lv 3 can be played immediately without worry, *however* it will have an improved effect if summoned via the level up mechanic.
		- Dark Mimic Lv 1 grants 1 card when destroyed; Dark Mimic Lv 3, when Level Summoned properly, will grant 2 cards when destroyed, otherwise only 1.

## Card placement

* Red-colored slots are reserved for the enemy player's cards.
* Green-colored slots are reserved for the player's cards.
* Darker-colored slots are reserved for Unit cards.
* Lighter-colored slots are reserved for Spell and Reaction cards.

## Effect hierarchy

* Consider an arbitrary unit.
* Its **empty** effect tree could be seen as slots to be filled.

* Unit
	+ Activation/Summoning Segment - Requirements to be Summoned / Activated.
	+ Property Segment - Essentially Reactions, and may be programmatically equivalent. Written in bullet form to save space, where Reactions are considered more taxing.
		- …
	+ Reaction Segment - Consists of one or more reaction blocks.
		- Reaction - Concern whether or not the reaction is automatic or manual, what pre-requirements exist, what requirement exist (what is targeted), what cost exist, and what the effect is upon targets.
	+ Action Segment - Consists of one or several action-"condition" blocks, each containing activatable effects.
		- Any per turn - Effects within this block may be activated any number of times per turn, if the cost or requirements can be fulfilled.
		- Once per turn - Effects within this block may be activated *once* per turn. The basic attack/action is always contained in a top-level once-per-turn block.
	+ Act Segment - Essentially a *once per turn* block. Categorized as **attack** or **non-attack**s.

## Non-compulsory and Compulsory effects

* Most effects can be flagged as either **non-compulsory**, i.e. the player has a choice in whether or not to trigger/activate it, or **compulsory**, i.e. the player has no impact on the effect's triggering/activation.
* Cards without any non-compulsory effects are flagged thusly, which may categorize them to be targeted by appropriate effects.

## Reaction&Presence effects: Traps

* Presence effects can often have many similarities to Reaction effects.
* Some of those effects can be categorized as **traps**, for Presence and Reactions alike.
* This categorizes them to be targeted by appropriate effects.

## Flags

* was\_summoned\_properly
* was\_activated\_properly

## Zones and Sub-Zones

* Draw Deck
	+ Unit Deck
	+ Spell Deck
	+ Reaction Deck
* Sum Deck
* Graveyard
	+ Used Graveyard – Where cards that were Summoned or had their effects activated are placed.
	+ Unused Graveyard – Where cards are placed when they were not Summoned and did not have their effects activated.
* Unit Zone
* Spell/Reaction Zone

## Starting hand

* The player gets to choose *a few* cards to appear in their opening hand, if they so choose.
* This has limitations as well, and may affect the first draw, as well.
* Rules:
	+ 1 unit.
	+ 2 spells or reactions.
	+ Pending:
		- 1 niche card.
* Regardless of their customization, the first hand *will* include:
	+ One unit able to be Summoned on the first turn; 1 or less Summon cost, no Summon requirements.
* Certain cards, written in their **properties** field, may not be chosen for the opening hand, or has certain effects when it is done.
* Really niche/archetype effects are best done in the opening hand.

## Placing/Priming

* **Placing**/**Priming** refers to placing cards on the field, either face-up or face-down, without yet activating their effects.
* Due to reaction effects requiring the game state to *change* before triggering, Reaction cards must be primed to get any use of them.
* The act of priming face-down often requires a cost; face-up, essentially revealing the trap to the opponent, often has no cost.
* **Niche** cards are often Reaction cards, and thus make use of priming.
	+ Paying the priming cost allows it to activate at the opportune moment.
	+ Since niche cards are not placed with other non-unit cards, they are allowed free space.

### Priming effects

* While **primed** cards can have non-activatable **effects**.
* These are continuous/presence and/or reaction effects only.
* As both units and non-units can be primed, the opponent can **attack** them in order to end the while-primed effects and reveal the card.
* Cards that are units are then attacked like normal, while non-units are just revealed.
* A unit that was not properly summoned (as this would reveal the card as a unit) is instead instantly destroyed while negated, and the attack is direct to the player.
	+ Pending: Unless priming costs come into play. In that case, the player can pay that instead, and perhaps still be required to pay the summoning cost later?
* For primed cards, only the while-primed effect is shown to the opponent. A good player can deduce which card it is based on this effect. When revealed, the primed effect set is replaced with the active effect set.

## Afterlife Deck/Zone

* Certain cards are sent to the **Afterlife Deck**, instead of the normal one, specified when by the card's property section.
* Cards in the Afterlife are fully visible to both players, and able to activate certain **effects**, or have certain presence effects.
* The Afterlife is the **only** way for cards to have GY-effects.
* When a card is removed from the Afterlife, usually by its own effect to the GY, it no longer has any presence and cannot activate any effects, just like any other card in the GY.
* As cards in the Afterlife are public knowledge, as they are able to be activated, the player may not want to reveal this information if the card was discarded face-down, and may want to send it to the GY instead.

## Reaction cards

*Also known as: **Trap** cards.*
* A few slots exist where cards are placed, to be activated as **reactions**. These cards are hidden from the enemy player, but they are aware of their placement.
	1. **Summon** - Used when the enemy summons.
	2. **Attack** - Used when the enemy attacks.
	3. **Spell** - Used when the enemy activates a spell.
	4. **React** - Used when the enemy activates a reaction effect.
* Many/Most Reaction cards activate automatically: I.e. the opponent is able to trigger the player's reaction cards with weaker cards, in order to save their stronger cards from reaction effects.

## Spell cards

* Cards with immediate effects, that do not require a Summoning, do not have limitations on the amount that can be used per turn, and that are not limited by card slots.

## Draws

* Players have multiple methods of drawing cards at the beginning of their turn.
	1. **Normal** - Draw the first 1 card, and keep it in the hand.
	2. **Unit** - The first 1 Unit card is added to the hand, and the first 1 non-Unit card is removed from play.
	3. **Reaction** - The first 1 Reaction card is added to the hand, and the first 1 non-Reaction card is removed from play.
	4. **Spell** - The first 1 Spell card is added to the hand, and the first 1 non-Spell card is removed from play.
	5. **Gamble** - Draw the first 3 cards. Select 1 to add to the hand, and remove the other 2 from play.
	6. **Grave** - Draw 1 random card from the Graveyard. Remove the first 1 card from the Deck and remove it from play.
	7. **Soul** - Draw no cards. Generate 1 additional Soul instead.

## Normal Summon

* The player receives 1 **Soul** at the beginning of each turn.
* To **Normal Summon** a unit, consume Souls equal to the unit's **Summon Rank**.
* Any number of Normal Summons may be performed during a turn, assuming the player has sufficient Souls.
* Units may be converted into 1 Souls at any point during the player's turn; this sends them to the Graveyard.

### Conditional Souls

* The player may receive **conditional Souls** by card effects.
* These may only be used on certain types of units, or has other limitations such as an expiration time.
* This separates the Soul from its creator card, in order to have less unintuitive "while in GY"-effects.

## Summoning

### Normal summon

* The player consumes **Souls** equal to the **level** of a unit in their hand, to **normal summon** them to the field.
* This marks the unit as "**unlocked**", "correctly summoned", or "paid for".
* However, as an anti-swarming mechanic, this also adds **locks** equal to the Souls paid for.
* The player cannot consume Souls when the total is equal or lower than the amount of locks; Souls ≤ the number of locks are considered **locked**.
* Once a correctly summoned unit leaves the field, the locks equal to their level are removed, allowing the player to summon with those Souls.

*examples: lock with Soul, lock, free Soul.*
#### Tribute

* When Normal Summoning a card, units on the field can be sent to the GY to use their unlocked Souls as **tribute** for the new unit.
* This is the only way to reuse Souls from units.
* Doing this will however affect **permanence**; tributed units that have taken damage will deal that damage as non-lethal damage to the summoned unit.

### Special Summon

* To Summon from the hand, Deck, or GY/AL without considering summoning costs.
* If Special Summoning without affecting the "unlocked"/"properly summoned"/"paid for" status of the unit, it can be referred to as a standard **Special Summon**/**Stale Summon**/**Return Summon**.
* A type of Special Summon is the **Switch Summon**, where the Special Summoned unit trades the "unlocked"/"properly summoned"/"paid for" status of the other unit, who is commonly sent to the GY/AL, hand, or Deck.
* If Special Summoning by *adding* the "unlocked"/"properly summoned"/"paid for" status, it can be referred to as a **Plus Summon**. This generally only applies to **Plus units** from the Extra Deck, but there are exceptions.
* If Special Summoning by *removing* the "unlocked"/"properly summoned"/"paid for" status, i.e. by later making the player pay for the unit again, it can be referred to as a **Zero Summon**.
	+ Zero Summoned units cannot be converted into Souls, as they weren't used to pay for them in the first place.

### Plus summon

* Sending from the field to the GY the units that are listed as elibile **materials** of a **plus unit**, that unit may be **plus summoned** from the Extra Deck.
* Plus units can be split into their material units for the purpose of again being used as materials.
* Units may not be used as materials if they:
	+ Were summoned that turn.
	+ Used their non-compulsory effects that turn.

## Proper summon status

* Cards that are summoned normally, complying with their summoning conditions, are tagged as **properly summoned**.
* This flag has good implications; many effects that return cards from the GY may only do so if the target was properly summoned.
* Contrarily, **false summoning** removes the "properly summoned" status from the target.

## Autonomous discard

* Certain cards use the **discard** effect group.
* These are activated during your turn by revealing the card in your hand, then sending it directly to the Graveyard.
* Note that any card can be discarded during your turn, but without activating a discard effect these do not have to be revealed.
* Discard effects of cards often come with additional costs, as this is a very safe way to activate effects, most frequently the full summoning cost of the unit.

## In-hand activation

* Certain cards have **in-hand activation** effects.
* These allow for effects without being sent to the GY.
* This *always* consumes stamina and often reveals the card an additional stage, other types of costs may be included.

## Payment

* To deal with **card advantage**, many payment effects deal with "the next `x` card" in your Deck".
* This allows the player to discard cards directly to the GY, in order to pay for effects.
* These cards will most likely be categorized as **unplayed**.

### Meeting the same requirements on several effects simultaneously

		+ Jenna the Mablee
			- Requires 2 or more cards to be discarded during this step. …
		+ During the **payment requirement step**, the player also activates:
		+ Spellbound Sphere
			- Requires 1 or more cards to be discarded during this step. …
		+ The player also activates:
		+ Rat Musketeer
			- Requires 3 or more cards to be discarded during this step. …
		+ The player now discards 3 cards. This meets the requirements of all these cards, without discarding more cards than the max.
	2. + Janine the Cunning
			- Requires 2 cards to be discarded during this step. Draw 1 card.
		+ Instead of discarding 2 cards immediately, the player activates:
		+ Exchange
			- Requires 2 cards to be discarded during this step. Draw 1 card.
		+ The player now only has to discard 2 cards, but gain 2; 1 for each effect.

### Injecting/Substituting the payment with another card

* Each time a player has to **pay** a cost (specified as such), s/he has the opportunity to activate cards and/or card effect(s) in response.
* This only applies if each card and/or card effect pertains to the **manner of payment** that is specified.
* Once the cost has been met (some costs are not limited by a cap), the player can no longer activate cards or card effects.

* Example:
	1. + Maurice the Strong
			- You may banish 2 cards (hand/field); destroy 1 card on your opponent's field, and if you do, deal 2 LP damage.
		+ Instead of actually banishing 2 cards, the player activates:
		+ Drawing Board
			- Banish 5 cards from your Deck, and if you do, draw 1 card. For the purpose of payment, these banished cards may be treated as being banished from anywhere.
	2. + Penguina the Brave
			- You can costlessly Summon this card: Discard 3 cards (priority: hand).
		+ Instead of actually discarding 3 cards, the player activates:
		+ Ritual Memory
			- Target card(s) in your GY. For the sake of payment, these cards may be treated as discarded.

## Buffs/Debuffs

* Due to digital-only nature, **buffs**&**debuffs** ar är available.
* Each type stacks infinitely, but may be capped in whatever effect they may have.
* Pending:
	+ No duration.
* Example:
	+ ▼Damage▼
		- Decreases damage dealt by 1, for each stack.
		- If damage would be decreased lower than 1, it is capped but converted to non-lethal.
	+ Blitz Strike
		- Deals 1 additional damage for each stack of ▼Damage▼ on the target.

## Face-down vs face-up

* Reaction cards can be placed either face-down or face-up.
* In either case, they are not triggered until their conditions are met.
* Face-up allows the enemy to realize the plan, while face-down is more easily destroyed by effects.

## Win conditions / Disables

* Certain battles have **win conditions** or **disabled** features.
* Such would be "Only direct attacks can give a win" or "No Special Summoning from the GY".
* These are reserved for some single player games.

## Single player

* Single player "campaigns" are heavily focused on **archetypes**.
* The player selects one of several archetype decks to begin that campaign.
* Rewards for progressing through the campaign will reward the player with cards of or supporting that archetype; these can then be used in PvP as well.
* In single player only, deck sizes are not limited. The player begins with only a few cards, of which they may then rely heavily on the Grave-Draw to recycle cards.
	+ AI opponents reflect this, having low deck sizes as well, and matches beginning with low amounts of life points for each player.
	+ A large part of single player campaigns involve gaining more cards, and choosing the right opponent's to gain the best cards to defeat other visible opponents.
* Exclusive to the story mode as well are some **niche cards**, placed in a separate niche deck.
	+ These act as the "skills" in Yu-Gi-Oh!.
	+ Niche cards are sometimes automatically activated, some before the battle even begins.
	+ They allow for character-specific alterations to the battle; most campaigns begin with niche cards that at a large cost / specific requirements allow for Grave recycling, which becomes less and less useful the larger the Deck and life pool gets as the campaign progresses.

### Progression

* The player begins with just a few cards; as the Deck thins out, they have the option to shuffle some cards from the GY back into it, with the cost of decreasing **maximum** Life points for that battle; this prevents the player from simply regaining the lost Life points, capable of some archetypes.
* The player is presented with multiple challenges to take on, each ranked with a difficulty.
* Each challenge presents 1 guaranteed reward in the form of an archetype card; the higher the difficulty, the better the card.
* All challenges also drop randomized rewards.
* The player must acquire more cards, as well as the more potent cards, of the archetype of the campaign, in order to take on the tougher challenges and acquire those cards, and so on.
* Clearing challenges unlocks more, and so on.
* The final boss of the challenge, can after defeat be challenge with any other archetype Deck, unlocking a staggering amount of combinations the more campaigns are played.

### "None" archetype

Ironically, "**none**" is in-effect an archetype in of itself, but is generally not written out, but specified and targeted by card effects. As they are generally more fluid and adaptable than "Gen16" cards, they are also progressively acquired during every campaign, but in lesser potency.

Gatel the Mystic Beast♡ ◇☆ I∙ Unit ∙ *None* ∙ *Generic*Acts*Attacks***Strike**Deal 1 non-lethal damage to a single unit.This attack is chosen by default for retaliations.⚔ StrikeDamage dealt is dealt to stamina as well.Neutral Magnet∙ Spell ∙ *None*∙ *Generic*ActivationAdd 1 non-archetype unit from your GY to your hand.
#### Niche

Dominance Disruption∙ Spell ∙ *None*∙ *Generic*ActivationSelect the complete name of 1 existing card.Both players must banish all instances of that card.
### `Base16`

*Main: `Base16`.*
**`Base16`** is a *basic* archetype. Each unit has as a property to not be targetable by the player's own effects other than by "`Base16`" cards. Due to this rigid status, `Base16` is considered "tutorial" cards often used by low-difficulty AI opponents, as well as by the player to pad their deck during their campaign. `Base16` has no campaign of its own, but the player gains such cards progressively during every campaign.

Visually they are reminiscent of *Smash Bros.* "alloy" fighters; each is black carbon fiber, and the lining in between pads can vary in color.

#### Singularity

When all campaigns have been completed, a *secret* campaign is unlocked focused on `Base16`; multiple strong cards are added that recontextualizes the previous cards in the archetype, albeit with the same archetype-only limitation.

### Smalsok

*Main: Smalsok.*
The **Smalsok** campaign centers around baby animals dressed in clothes. Most units have 1 health and deal 1 non-lethal damage.

### Mirror Knight

*Main: Mirror Knight.*
The **Mirror Knight** campaign centers around weak units with very specific counter effects to the opponent. For this purpose, they're often possible to swap out with another. Most have very little synergy with one another, as their effects only respond to the opponent.

### Norse

*Main: Norse.*
The **Norse** campaign centers around using "Sæhrímnir" as continuous fodder for Tributes to Summon powerful high-level units from the Main Deck.

### Chrona

*Main: Chrona.*
The **Chrona** campaign centers around using future cards, often 3 cards from the top of the Deck, as materials for Plus summons, or as Tribute fodder.

### Sleuth

The **Sleuth** campaign centers around units that either reveal cards, or guess the identity of primed or in-hand cards, in order to activate effects. Mainly centers around card advantage.

Sleuth — Prime Witness♡ ◇☆ I∙ Unit ∙ SleuthReactions**Sleuth**Scope:Primed, Activated.Triggered:This card is sent to the GY, by an effect of the opponent.Non-compulsory activation.Pay 1 stamina with this card; reveal +1 the opponent's card that targeted this card.1Sleuth — Drone♡ ◇☆ I∙ Unit ∙ SleuthActs**Sleuth**Pay 1 stamina with this card; reveal the card on top of your opponent's Deck +1.1Sleuth — PI♡ ◇☆ I∙ Unit ∙ SleuthActs**Sleuth**Pay 1 stamina with this card; declare the name of a card.If the card exists in your opponent's hand, they must send it to the GY.1Sleuth — K9 Sniffer♡ ◇☆ I∙ Unit ∙ SleuthActs**Sleuth**Pay 1 stamina with this card; declare the type of a card, and whether it is pure compulsory or not.Target 1 primed card on your opponent's side of the field; if your declaration matches the card, it is sent to the GY.1Sleuth — Spy Falcon♡ ◇☆ I∙ Unit ∙ SleuthActs**Sleuth**Pay 1 stamina with this card; declare the name of a card.Target the card on top of your opponent's Deck; if your declaration matches the card, it is sent to the GY, and your opponent must skip their next Draw.Exhaust.1
### Hero Spirit

The **Hero Spirit** campaign centers around weak units that replaces another when destroyed.

Hero Spirit — Steel Lancer♡ ◇☆ I∙ Unit ∙ Hero SpiritPropertiesThis card is sent to the AL instead of the GY.Reactions**Renew**Scope:Primed, Activated.Triggered:This card is destroyed.Compulsory activation.Pay 1 stamina with this card; Special Summon the first "Hero Spirit" unit from your Deck.1
### Twins of Sumeria

The **Twins of Sumeria** campaign centers around two units; the male and female twins that empowers the other when present.

Male Twin of Sumeria♡♡ ◇◇☆☆ I∙ Unit ∙ Twins of SumeriaPresence**Twinning**Increase the max. health of "Female Twin of Sumeria" by 2. When this effect is initiated, restore health by 2.Increase the DMG of "Female Twin of Sumeria" by 2.Increase the SPD of "Female Twin of Sumeria" by 1.2Female Twin of Sumeria♡♡ ◇◇☆☆ I∙ Unit ∙ Twins of SumeriaPresence**Twinning**Increase the max. health of "Male Twin of Sumeria" by 2. When this effect is initiated, restore health by 2.Increase the DMG of "Male Twin of Sumeria" by 2.Increase the SPD of "Male Twin of Sumeria" by 1.2Chant of Sumeria◇∙ Non-Unit ∙ Twins of SumeriaActivationScope:Primed, Active. Either player's turn.Requires either:"Male Twin of Sumeria" or "Female Twin of Sumeria" is present on your field.You may reveal "Male Twin of Sumeria" or "Female Twin of Sumeria" in your hand.Non-compulsory activation.Pay 1 stamina with this card; stop the Fortune Wheel. If you pick a card:The card must be primed.If a card is not picked:Pay 10 Life points.The Fortune Wheel is delayed additionally, by its delay prior to this card's activation.Gemini Twins of Sumeria♡♡♡♡ ◇◇◇◇2➕ I∙ Unit ∙ Twins of SumeriaPropertiesCannot be Special Summoned initially.Summoning"Male Twin of Sumeria" + "Female Twin of Sumeria", must use "Fusion". Unlocks Special Summon.4
### Domi

*Main: Domi.*
The **Domi** campaign centers around the aforementioned archetype. Domi cards tend to use a "comeback"/"oppression" mechanic, activating their effects when dealing with the opponent's higher-Leveled units or larger team size.

### Joshiso

The **Joshiso** campaign centers around the aforementioned archetype.

Genderplosion∙ Spell ∙ Joshiso∙ GenderActivationSend all "Gender" non-unit cards from the Afterlife to the GY.For each card sent, deal 1 damage to the opponent's LP.75th Gender – Bunself∙ Spell ∙ Joshiso∙ GenderActivationWhen this card is successfully activated, send it to the Afterlife pile.76th Gender – Xirself∙ Spell ∙ Joshiso∙ GenderActivationWhen this card is successfully activated, send it to the Afterlife pile.
### Binon

*Main: Binon.*
The **Binon** campaign centers around 4 units, that can be combined into Plus units in any order.

### Arcangeli

The **Arcangeli** campaign centers around cards with Afterlife effects.

Descent∙ Spell ∙ ArcangeliActivationRequires 1+ cards to be discarded; you may discard up to 3 cards through this effect, if no other.Deal 1 LP damage for each discarded card.
### Ovum

The **Ovum** campaign centers around sentient eggs, heavily inspired by *Breath of Fire III*.

Ovum — Centurion♡♡♡♡ ◇◇◇☆☆ I∙ Unit ∙ OvumReactions**Basket Case**Compulsory activation.Triggered:Each "Ovum" unit Summoned, while this card is present.Success:Restore 1 health to this card.Actions**Wide Sweep**Requires 1+ stamina; you may pay 1 stamina from this card, through this effect, if no other.Deal 1 damage to each unit on your opponent's field.Acts*Attacks***Strike**Deal 3 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Soft-Boiled∙ Spell ∙ OvumActivationRequires 1 "Ovum" unit on the field to be destroyed; you may destroy 1 "Ovum" unit through this effect, if no other.Restore 2 health to all units on the field, as well as restore 2 LP.
### Boowine

The **Boowine** campaign centers around sentient cows.

Boowine — Good Girl Maria♡♡ ◇◇☆ I∙ Unit ∙ BoowineActions**Gathering Call**Requires 1+ stamina; you may pay 1 stamina from this card, through this effect, if no other.Target 1 "Boowine" unit in your Deck that you are able to Normal Summon, taking into account any of its summoning conditions; Normal Summon it to your field.Acts*Attacks***Strike**Deal 1 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Well-Deserved Wine∙ Spell ∙ BoowineActivationApply 2 of Defense and Damage each to a "Boowine" unit on your field.
## Example

### Level Ups

Some Plus units only use 1 Unit, along with a Special requirement. These are still placed in the Extra Deck. These units are generally an upgraded version of the same 1 unit, with no branching paths.

Lv1 – Steelblade Drake♡ ◇☆ I∙ Unit ∙ LevelPropertiesEach time this unit attacks, inflict 1 point of non-lethal damage to all targets, before the attack begins.Reactions**Level Up!**Non-compulsory activation.Triggered when:During the End Phase of the turn this unit was Special Summoned.When successfully activated:Send this unit to the GY. Plus/Level Summon "Lv2 – Steelblade Drake" to your side of the field.Acts*Attacks***Steel Bite**Deal 1 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Lv2 – Steelblade Drake♡♡ ◇2➕ I∙ Unit ∙ Plus ∙ LevelPropertiesEach time this unit attacks, inflict 2 points of non-lethal damage to all targets, before the attack begins.Summoning"Lv1 – Steelblade Drake".This card must first be Level Summoned by the effect of "Lv1 – Steelblade Drake" to enable other Summonings.Reactions**Level Up!**Non-compulsory activation.Triggered when:During the End Phase of the turn this unit was Special Summoned.When successfully activated:Send this unit to the GY. Plus/Level Summon "Lv3 – Steelblade Drake" to your side of the field.Acts*Attacks***Steel Bite**Deal 2 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Lv3 – Steelblade Drake♡♡♡ ◇3➕ I∙ Unit ∙ Plus ∙ LevelPropertiesEach time this unit attacks, inflict 2 points of non-lethal damage to all enemy units, before the attack begins.Summoning"Lv2 – Steelblade Drake".This card must first be Level Summoned by the effect of "Lv2 – Steelblade Drake" to enable other Summonings.Acts*Attacks***Steel Bite**Deal 3 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.

Cardyr Lv1♡ ◇☆ I∙ Unit ∙ LvPropertiesWhen in hand, you may exchange this card with a "Cardyr" of a different Lv from your Special Deck.Reactions**Level Up!**Non-compulsory activation.Triggered:This card was targeted by an attack, but not destroyed as the Phase ends.Success:Send this unit to the Special GY. Level Summon "Cardyr Lv2" from your Special Deck.**Card Martyr**Compulsory activation.Triggered:Destroyed by battle.Success:If this card was Level Summoned by the effect of "Card Martyr Lv2":Draw 2 cards.Otherwise:Draw 1 card.Acts*Attacks***Bite**Deal 1 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Cardyr Lv2♡ ◇☆ I∙ Unit ∙ LvPropertiesThis card may be placed in your Special Deck, only if "Cardyr Lv1" is in your Normal Deck.When in hand, you may exchange this card with a "Cardyr" of a different Lv from your Special Deck.Reactions**Card Martyr**Compulsory activation.Triggered when:Destroyed by battle.Success:If this card was Level Summoned by the effect of "Card Martyr Lv2":Draw 2 cards.Otherwise:Draw 1 card.Acts*Attacks***Bite**Deal 1 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.
### Morphon

A Deck consisting of *Morphon* units. Whereas most archetype Plus Summons take 2+ archetype units, or contain various Plus Summons where different combinations of Materials give different Plus Summons, Morphon consist of Plus Summons with 1 central unit as the Material for all of them.

Different Dimension∙ Spell ∙ MorphonPropertiesThis card remains on your side of the field until destroyed.Morphon Hero♡♡♡♡☆☆ I∙ Unit ∙ MorphonActs*Attacks***Strike**Deal 2 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Morphon Heroling♡☆ I∙ Unit ∙ MorphonPropertiesWhen used as Plus material, this unit may be treated as "Morphon Hero".Acts*Attacks***Strike**Deal 1 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Morphon – Frost Lugo♡ ◇☆ I∙ Unit ∙ MorphonActs*Attacks***Frost Blast**Deal x damage to a single unit.
x equals the amount of units on your opponent's side of the field, minus the amount of units on your side of the field.**Frost Spark**Deal 1 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Morphon Frost Hero♡♡♡♡2➕ I∙ Unit ∙ Plus ∙ MorphonSummoning"Morphon Hero" + "Morphon – Frost Lugo".Reactions**Morphon Return**Non-compulsory activation.Triggered when:This card is sent back to the Plus Deck or to the GY.You may send the "Morphon Hero" unit used as material for this card from the GY into your Deck.Acts*Attacks***Frost Strike**Deal x damage to a single unit.
x equals the amount of units on your opponent's side of the field, minus half of the amount of units on your side of the field.**Strike**Deal 2 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Morphon – Aqua Lordran♡ ◇☆ I∙ Unit ∙ MorphonReactions**Morphon Call**Non-compulsory activation.Triggered when:Normal Summoned.When successfully activated, either:Add 1 Level 1 or lower "Morphon" from your GY to your Deck and shuffle.Add 1 Level 1 or lower "Morphon" from your Deck to your hand and shuffle.Actions**Aqua Bubble**Discard 1 "Morphon" unit; your opponent must discard a unit from their hand with equal level, otherwise lower level.Acts*Attacks***Supersonic**Deal 1 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.Morphon Aqua Hero♡♡♡♡2➕ I∙ Unit ∙ MorphonSummoning"Morphon Hero" + "Morphon – Aqua Lordran".Reactions**Morphon Return**Non-compulsory activation.Triggered when:This card is sent back to the Plus Deck or to the GY.You may send the "Morphon Hero" unit used as material for this card from the GY into your Deck.Acts*Attacks***Aqua Strike**Deal 2 damage to a single unit.⚔ StrikeDamage dealt is dealt to stamina as well.
### Joshiso

A Deck consisting of *Joshiso* with powerful shut-down effects.

Joshiso Egg♡ ◇☆ I∙ Unit ∙ JoshisoReactions**Joshiso Appear!**Non-compulsory activation.Triggered when either:This card is destroyed.This card has been present on your field for more than 1 turn.Special Summon 1 "Joshiso" unit (priority: hand, Deck).⚔ StrikeDamage dealt is dealt to stamina as well.Joshiso – Okamaster Zeondrea♡♡♡♡ ◇◇☆☆☆ I∙ Unit ∙ JoshisoReactions**Peeka**Non-compulsory activation.Triggered when:This card is summoned.Requires:Pay 1 stamina.Target 1 card in your opponent's hand; its reveal is +1. If this card was already max. revealed; destroy it while negating its effects.⚔ StrikeDamage dealt is dealt to stamina as well.Joshiso – Stefoknee♡ ◇☆ I∙ Unit ∙ JoshisoReactions**Peeka**Non-compulsory activation.Triggered when:This card is summoned.Requires:Pay 1 stamina.Reveal 1 card in your opponent's hand.**Boo**Non-compulsory activation.Triggered when:This card is summoned correctly.Add 1 "Joshiso" unit to your Deck from your GY.⚔ StrikeDamage dealt is dealt to stamina as well.Joshiso – Aiofee♡ ◇☆ I∙ Unit ∙ JoshisoActions*Once per turn***Evil Gym**Requires either:Discard 1 "Joshiso" unit.Destroy 1 "Joshiso" unit on your field.Destroy 1 unit on your opponent's side of the field.⚔ StrikeDamage dealt is dealt to stamina as well.Joshiso – Zinnia♡ ◇☆ I∙ Unit ∙ JoshisoReactions**Boo**Non-compulsory activation.Triggered when:This card is summoned correctly.Add 1 "Joshiso" spell to your hand from your Deck.⚔ StrikeDamage dealt is dealt to stamina as well.Joshiso – Tifonee♡ ◇☆ I∙ Unit ∙ JoshisoReactions**Boo**Non-compulsory activation.Triggered when:This card destroys a unit.Add 1 "Joshiso" card to your hand (priority: GY, Deck).⚔ StrikeDamage dealt is dealt to stamina as well.Joshiso – Kandee♡ ◇☆ I∙ Unit ∙ Joshiso⚔ StrikeDamage dealt is dealt to stamina as well.Joshiso – Qath♡ ◇☆ I∙ Unit ∙ Joshiso⚔ StrikeDamage dealt is dealt to stamina as well.Just a Peek...∙ Spell ∙ JoshisoPrerequisite1+ "Joshiso" units on your field.ActivationEither:Reveal +1 one card in your opponent's hand.Reveal +1 one face-down card on your opponent's field.Break-In∙ Spell ∙ JoshisoActivationDestroy 1 revealed card.Title Destruction∙ Spell ∙ JoshisoActivationRequires either:1+ "Joshiso" units on your field.Reveal +1 a "Joshiso" unit in your hand.Destroy 1 non-unit card on the field.Joshiso Rage!!∙ Spell ∙ JoshisoActivationTarget:1 "Joshiso" unit on your field.The unit on your opponent's field with the highest damage.During this turn, increase the damage of the 1st target by the damage of the 2nd.Top Diva∙ Spell ∙ JoshisoActivationRequires:Target 1 "Joshiso" unit; destroy all other units on your field.During this turn, increase the damage of the target by the damage of all destroyed units by this effect.
#### Niche / Opening hand

Draw: Joshiso∙ Spell ∙ JoshisoPropertiesThis card may only be used in the opening hand.ActivationDraw 1 "Joshiso" unit.Joshiso Distress∙ Reaction ∙ JoshisoReactionsNon-compulsory activation.Triggered when:An "Joshiso" unit on your side of the field is destroyed by the opponent.Special Summon 1 "Joshiso" unit from your hand or Deck.Requires:If the target's level is 2+, either:Pay Souls equal to the target's level.Pay Life equal to the target's level.
### Solitude

A Deck consisting entirely of homosexuals exiled to the isle of Domian.

### Rescue

A Deck focused on helping "Rescue" cards to the field.

* Lasting Impact
	+ "Activates when: Your opponent attacks you directly.
	Negate the attack, end the opponent's Battle Phase, and Special Summon 1 'Rescue' unit to your side of the field, prioritizing Graveyard over hand."

* Forced Decency
	+ "Activates when: Your opponent destroys a 'Rescue' unit on your side of the field.
	Destroyed if you cannot: Consume 1 Soul OR consume 1 Life.
	This turn, no 'Rescue' units may be moved from the field, either by destruction or effect. Damage is unaffected."

* No Compassion
	+ "Activates when: Your opponent destroys a 'Rescue' unit on your side of the field, and you are left with 1 or less units on your side of the field.
	Add 1 'Rescue' unit to your hand, prioritizing Deck over Graveyard."

* Emergency Pull-Out
	+ "Activates when: Your opponent has 2 or more units on their field, and you have no units on yours.
	Destroyed if you cannot: Consume 1 Soul.
	Special Summon a 'Rescue' unit from your hand to your side of the field."

* Polygraph
	+ "During this turn, 1 Sum Summon may use Materials from the hand as well as your side of the field."

* Clean Towels
	+ "This card may only be activated when: You have at least 1 'Rescue' unit on your side of the field.
	Add 1 Spell card to your hand, prioritizing Deck over Graveyard."

* Stage 6 Emergency
	+ "This card may only be activated when: You have no units on your side of the field, and the enemy has at least 2 units on their side of the field.
	Pay 1 Soul or Life, then Special Summon all 'Rescue' units in your hand to your side of the field."

* Rescue – Nurse Superior
	+ "When this card is Summoned, add 1 'Rescue' unit from your Deck to your hand, except for 'Rescue – Nurse Superior'."

* Rescue – Ryder
	+ "When this card is sent to the GY, add 1 'Recue' unit from your Graveyard to your hand, except for 'Rescue – Ryder'."

* Rescue – Ambulance Droid
	+ "Sum Summoned by 2 'Rescue' units.
	When a 'Rescue' unit is added from the Graveyard to your hand, you may Special Summon it."

* Rescue – Singularity Machine
	+ "Sum Summoned by 3 'Rescue' units.
	1S **Self-Protection Protocol**: Once per turn, inflict all enemy units with 1 non-lethal damage, and reduce the damage they deal next turn by 1."

### Sleuth

A Detective Deck.

* Sleuth – Detective Derek
	+ "This effect may only be activated when another 'Sleuth' unit is on your side of the field: (1S) Target 1 card in your opponent's hand, and look at it."

### Various

Pendulum∙ Spell ∙ PendulumPropertiesThis card remains on your side of the field until destroyed.Lingering Flame∙ Spell PropertiesPrior to its spell(s) activation, this card is **inactive** and treated as such. While inactive, it remains on your side of the field.
## Fortune Wheel

*Main: Fortune.*
* Periodically during the battle, the **Fortune Wheel** spins.
* It is open on each side, with room for 3 random cards to be seen as the wheel stops.
* Each player gets to pick 1 out of the three cards to add to their hand. They do so simultaneously, and have different options to pick from, neither choice affects the other.
* The wheel then resumes spinning, randomizing a new set of cards in a new order.
* The cards available are all non-archetype non-units.
* See the page Fortune for card examples.

* The purpose of the wheel is:
	1. To lessen the reliance on generic effects in the main deck.
	2. To allow for comeback plays.

* The wheel contains two sets of cards: **staples** and **niches**.
* Staple cards have less restrictions on how they are to be used.
* Niche cards respond to situational occurrences, or counteract specific plays by the opponent.
* The first stop of the wheel only allows each player to pick 1 niche card.
* Every subsequent stop allows the player to pick 1 staple card *as well* as 1 niche card.

* In PvP, the Fortune Wheel can be set to **normal**, **fixed**, or **none**. When a match starts, this decision cannot be changed.
* In **normal** mode, the Fortune Wheel operates as it does in campaigns. The options presented take the game state into account, including when the wheel stops, which player has the advantage and thus grants the opponent more potent cards, and which cards meet the conditions to appear in the first place.
* In **fixed** mode, the wheel follows a set rotation. It always stops after a predefined amount of turns in a pattern, and the cards that appear are predetermined and based on the turn count.
* In **none** mode, the Fortune Wheel is removed.

## Discussion

### LITERAL card text

*To avoid the dubious nature of Blue-Eyes Chaos MAX Dragon being able to be controlled by Borreload Dragon.*
* A 🔗 icon is placed in the card text wherever other card effects' may be interjected.

### No Hand Traps = Turn 0 Priming

* Hand traps are necessary in *Yu-Gi-Oh!* so that the first player does not set up an unbreakable board that reacts to everything the second player tries to establish.
* In *Stark*, hand traps are non-existing due to their unpredictability.
* However, a turn 0 exists, in which both players can **prime** any amount of cards simultaneously, before the turn order is even determined.
* This allows the second player to establish a foothold with reactive cards to disrupt the opponent's setup.

### "Bake Together" Reaction triggers with normal effects?

* Most applicable to the Activation effect category.
* When primed, trigger the activation via Reaction, then use its Activation effect.
* Could be placed under Fragments.
	+ Trigger Fragments.
	+ Effect/Activation/Active/Impact Fragments.

1. * ① Reveal this card in your hand; activate the "Blaster Master" effect of this card. This card cannot be Summoned the turn this card is activated.
	* ② Discard this card; activate the "Blaster Master" effect of this card.
	* ③ When primed during your opponent's turn; activate the "Blaster Master" effect of this card.
	* ④ Once per turn during your turn; activate the "Blaster Master" effect of this card.
	* ⑤ When Summoned; activate the "Blaster Master" effect of this card.
	* ⑥ Send this card from the AL to the GY; activate the "Blaster Master" effect of this card.
	* ⑦ "Blaster Master" – Target 1 unit on your opponent's field; destroy it.

### Pay/Cost Trigger & Effect Separation

* Intention:
	+ To use costs from other cards as payment for effects.
	+ Easiest to separate these into Reaction effects and Act effects?
	+ This also is the easiest way to put limitations on it. For example a Reaction effect that triggers when 1 card is banished, *or* a Reaction effect that triggers when 1 card is banished *by the effect of this card*.

* + Act:
		- Declare the intention to banish 1 card from your hand.
		- You may either:
		- • Banish 1 card from your hand.
		- • Activate a substitute effect.
	+ Reaction:
		- Compulsory.
		- Trigger:
			* When 1 card is banished from your hand by your own effect.
		- Declare the intention to destroy 1 card on your opponent's field.
		- 🔗
		- Target 1 card on your opponent's side of the field.
		- 🔗
		- Destroy the targeted card.

### Direct Attacks Always Available

* The player can at all times do a direct attack.
* Why?
* Because unlike in *Yu-Gi-Oh!*, damaging a unit deals the lost health in LP damage.
* This means there is no distinction between damage dealt.
* The opponent wants to defeat units so that the opponent doesn't have units and Souls available to power up new units.
* But they can also just ignore them, if they have reaction effects when destroyed, to attack directly.
* This also means, since the opponent has no idea if primed cards are units or not, that they cannot "protect" against direct attacks.

* Still allow attacks to primed cards?
* These cards would not be able to activate their prime effects? Idk, that seems iffy.
* Primed units that are attacked would always be sent to the GY at least, regardless of health, and not be able to be summoned (normally).

### Separate Activation and Summoning effects

* Since the player can Prime both units and non-units.
* Why not allow the player to activate unit cards as if they were spells? I.e. without Summoning them?
* Might be a bit confusing in wording, but much better than "discard this from hand to...".
* Prime effects as well as Activation effects are on the Spell/Non-unit side of things.
* This makes Priming effects more coherent, as they aren't Summoned. The same Priming and Cast triggers could lead to the same effect.
* Call it Cast and Summon? Activate could be too generic of a name, seeing as effects are activated.
* Summoning effects are exclusive to Units.

* ...*though*, this brings up the case with continuous spells.
* Hmm...
* Maybe go the opposite route?
* Cards may have abilities/acts that can be used without summoning them first.
* After that point, they get a choice:
	+ Exhaust.
	+ Summon.
* The *same* ability can be used while Summoned as well.
* This gives effects such as.
	1. + Scope: Primed, Activation.
		+ Draw 1 card.
		+ If this card was not Summoned:
			- Summon this card or Exhaust it.
* This means that non-unit cards that are continuous must be *summoned* in a sense.
* This does not mean the "summoning" has any cost.
* This just mean that the player may exhaust it or let it remain.
* Certain/most non-unit cards are auto-summoned?

* Line 1:
	+ Hand
* Line 2:
	+ Primed (indent backwards)
	+ Cast (indent forwards)
* Line 3:
	+ Summoned (Non-unit) (indent backwards)
	+ Summoned (Unit) (indent forwards)

* In a sense, this means that a post-resolve or perhaps a pre-summon block can be added to any effect block.
* Pre-summon can also be its own effect category, but this may be too limited or strict.

* Examples:

Dark MageCast FusionScope:Primed, Cast.Fusion Summon, using units on the field as materials. This card can not be used as material using this effect.Unsummoned:Summon or Exhaust.Dark BoltScope:Primed, Cast.Target 1 Level 1 unit; destroy it.Unset:Pay 1 stamina and Summon cost(s), or Exhaust.
### 1 "Ability", but accessible both as a Reaction or as an Act

*Inspiration: Quick Effects, usable during the player's turn, as well as the opponent's.*
* Could simply be Acts, that specify the Scope.
* Reaction abilities should be left as that.
* Otherwise, each could activate an Act/Ability, or a completely separate list could be made for these?
* This was the thought that triggers should be separated from the activated effects, and that effects of cards shouldn't be categorized at all but more free-flowing.
* But this may cause more confusion than having more triggers to 1.

### NO Dead Hands

* *All* units can by default be Summoned with 1 (or less???) Soul.
* When their Soul are less than their Level however, negative effects/properties occur.
* These are often written in the property block with:
	+ *Soul less than Level:*
* These effects/properties may be one or several of, for example:
	+ This unit cannot attack.
	+ The attack speed of this unit is always -2 compared to the opponent.
	+ (Ability) cannot be used.
	+ Effects (1, 2, and 3) cannot be used.

* Rules: The Lock system as normal, duh.
* Locks are added equal to the unit's *level*, regardless of the amount of Souls consumed.

### Design

1. Move most action-effects to act.
	* Action effects are a little too strong.
2. Pre-Requisites are treated as Reactions.

### Anti-Swarming

#### Soul "Locks" for Summoned units

* Example:
	+ P1 starts with 0 Souls.
	+ P1 receives 1 Soul.
	+ P1 consumes 1 Soul to Summon a Lv1 unit.
	+ This also adds 1 **Lock**.
	+ P1 now has 0 Souls and 1 Lock.
	+ P1 gains 1 Soul.
	+ P1 now has 1 Soul and 1 Lock.
	+ RULE:
		- Players cannot Summon unless `Souls>Locks`.
		- Players can only Summon with free/excess Souls.
	+ P1 has to wait.
	+ P1 gains 1 Soul.
	+ P1 now has 2 Souls and 1 Lock.
	+ P1 consumes 1 Soul to Summon another Lv1 unit.
	+ This adds another Lock.
	+ P1 now has 0 Souls and 2 Locks.
	+ P1 has to wait.
	+ P1 gains 1 Soul.
	+ A Lv1 unit is destroyed, this removes Locks equal to its Level.
	+ P1 now has 1 Soul and 1 Lock.
* Pending: Destroyed units refund Souls as well?
	+ Probably not, this would send mixed messages.

* Players should be able to Summon a Lv1 unit as the other is destroyed.
	+ Turn 1
		- P1 - 1S 0L 0U
		- Summon.
		- P1 - 0S 1L 1U
	+ Turn 2
		- Destroyed.
		- P1 - 0S 0L 0U
	+ Turn 3
		- P1 - 1S 0L 0U

* Players should not be able to Summon a Lv1 unit on the turn after a Summon.
	+ Turn 1
		- P1 - 1S 0L 0U
		- Summon.
		- P1 - 0S 1L 1U
	+ Turn 2
		- P1 - 0S 1L 1U
	+ Turn 3
		- P1 - 1S 1L 1U
	+ Turn 4
		- P1 - 1S 1L 1U
	+ Turn 5
		- P1 - 2S 1L 1U
		- Summon.
		- P1 - 1S 2L 2U
	+ Turn 6
		- P1 - 1S 2L 2U
	+ Turn 7
		- P1 - 2S 2L 2U
	+ Turn 8
		- Destroyed all.
		- P1 - 2S 0L 0U
	+ Turn 9
		- P1 - 3S 0L 0U
		- Summon 3xLv.1.
		- P1 - 0S 3L 3U
* Should players be able to multi-summon like that?
* *Perhaps* punish the player with a -1 to Souls?
* If 2 units were destroyed, should you be able to Summon 3 the next turn?

#### Summoning cost additional Souls in "debt", that is removed upon death

* Example:
	+ P1 starts with 0 Souls.
	+ P1 generates 1 Soul.
	+ P1 consumes 1 Soul to Summon a Lv1 unit.
	+ This also costs 1 Debt.
	+ P1 now has 0 Souls and 1 Debt.
	+ P1 generates.
	+ This removes 1 Debt.
	+ P1 now has 0 Souls and 0 Debt.
	+ P1 generates 1 Soul.
	+ P1 now has 1 Souls and 0 Debt.
	+ P1 consumes 1 Soul to Summon a Lv1 unit.
	+ This also costs 1 Debt.
	+ P1 now has 0 Souls and 1 Debt.
	+ A Lv1 unit is destroyed, removing its debt unless payed for.
	+ P1 now has 0 Souls and 0 Debt.
	+ P1 generates 1 Soul.
	+ P1 now has 1 Souls and 0 Debt.

#### Souls aren't consumed, they are reserved?

* Maximum **Souls** increase +1 every turn.
* When a summoned unit is present, a Soul is **reserved**.
* This cannot be used to summon another unit while present.
* Eliminating a unit releases the reserved Souls back.
* ... this would mean extremely many units shortly.
* Disable the +1 if the previous turn summoned?
* How will this "punish" Special Summoning?

### No real "reaction" category effects, just chain-triggers with conditions?

* Effects can be activated whenever, but conditions on when?
* (This is p-much YuGiOh though...)

1. Secret Darkman
	* 🔗 A unit effect activates that:
		+ Draws card(s).
	* Draw 1 card.

### Example of *Yu-Gi-Oh!* cards in the *Stark* format

→ Attack of the Cornered Rat (Continuous Trap).Attack of the Cornered Rat◇∙ Non-Unit NotesThis card will remain on the field until destroyed.PropertiesThis card can only activate when Primed.This card cannot be activated on the turn it is Primed.ActivationScope:Primed, Activated.Triggered:A battle is declared between a unit of your without effects and an opponent's unit.Non-compulsory activation.You may pay Life points in multiples of 1; decrease the damage dealt by your opponent's unit by 1 for each Life point paid.
### Example of Pre-requisites, Activation, Presence, and Reaction, in one card

* Can be compared to Continuous Spells or Field Spells in *Yu-Gi-Oh!*. An example would be The Seal of Orichalcos. A unit example would be Quintet Magician ("pre-requisite" & "activation", but more of a "property" effect rather than "presence").

Field of Sparrows∙ Spell ∙ DomianPrerequisiteScope:Face-down.Triggered:The opponent Summons a unit, their field now having 3+ units.Non-compulsory activation.ActivationSpecial Summon 1 "Sparrow" unit from your hand.PresenceAll "Sparrow" units deal 1 additional damage.Reactions**All Things Balanced**Scope:Face-up.Triggered:It is the Battle Phase of the turn your opponent Summoned 1+ units, and they now have more units than on your field.Non-compulsory activation.The player with the most units must destroy units on their field until both players have an equal amount.
#### Difference between Activation effects and Action effects

1. The **scope** of a card determine whether it is activated when Primed, Activated, or elsewhere.
2. Units are *not* inherently Summoned/Activated by their Reaction trigger(s). Activation effects and Presence effects do no apply.
3. Non-units are *not* inherently Activated by their Reaction trigger(s). Activation effects and Presence effects do not apply.

→ Self-explanatory.Stoppuzuru∙ Spell ∙ DomianActivationScope:Primed.Triggered:The opponent declares an attack.Negate the attack. Exhaust.→ This card will not activate its Activation effect, as it will Exhaust before that. Activating manually, without via Reacion, *will* activate its Activation effect, but also Exhaust itself.Dual Use∙ Spell ∙ DomianActivationScope:Your turn.Draw 1 card. Exhaust.Reactions**Stoppu**Scope:Primed.Triggered:The opponent declares an attack.Non-compulsory activation.Negate the attack. Exhaust.**Nowu**Scope:Primed.Triggered:The opponent targets a unit for destruction.Non-compulsory activation.Negate the destruction. Exhaust.→ This card *will* activate its Activation effect when either Reaction is triggered.Dual Use∙ Spell ∙ DomianActivationDraw 1 card. Exhaust.Reactions**Stoppu**Scope:Primed.Triggered:The opponent declares an attack.Non-compulsory activation.Negate the attack.**Nowu**Scope:Primed.Triggered:The opponent targets a unit for destruction.Non-compulsory activation.Negate the destruction.
* + Keep in mind that being Primed is not the only way to do off-field effects.
	+ AL effects / Reactions are perfectly valid, and are not treated as the card being active either, Activation effects are not applied when using those.

* + (If Reactions *only* apply when active...? As is the case with continuous effects...)
	+ Perhaps this could be solved with the Activation *consisting of* multiple Reactions? Any of which can activate?
		- *But* there should probably be a separation between Pre-Requisite and Activation?
	+ Simply treat Non-Unit cards the same?
		- Reaction effects **can** be applied when primed.
			* This makes the absolute most sense.
		- *However*, unless the pre-requisites are met, the card may not be activated. It is then instead Exhausted.
		- The "scope" is also able to specify whether or not a Reaction can be activated, *as it is already inteded to do*.
		- If a Reaction is only able to activate when face-up, *just say that*?
		- In that regard, rename face-down and face-up into primed and active, completely.

* When a Spell card is activated with its Pre-Requisite *Trigger* during the opponent's turn, its Activation effect will activate.
* When a Spell card is activated similarly, but has Action effect(s) rather than an Activation effect, nothing is able to happen since the player is not in control yet.
* Reaction effects also count as Activation triggers.
* So, maybe separate Activation triggers?
	+ Activation effect(s) *only* apply when activated through that effect?
	+ ...but that might defeat the point? If the player doesn't want an effect that activates *anytime* the card is activated, it shouldn't have an activation effect?
	+ On the other hand, the player may only want Reaction effects to be able to activate once the card is fully activated through the Pre-Requisites?
		- This is easier to solve, and perhaps the preferred?
		- Activation *Triggers* take precedence, and this can even be specified by the Properties.
			* "This card can only be Activated by meeting the Pre-Requisites conditions, not the Reactions."
		- Or even the reverse?
			* "This card can be activated when any of its Reaction effects have their conditions met.
		- It is more likely that Units face-down have separate activation triggers from their Reaction triggers.
			* This is a very special case, and may warrant a bit of separation to be honest?
			* To Summon a card is very different than to treat it like a Trap Card.
			* ...*but* this may not be an issue?
			* Cards that are treated like Traps are already **not summoned**, and must meet the requirements of their summoning afterwards.

### Status Effects

* Every effect that has an impact beyond the card's position (as in e.g., face-up on the field), must be phrased in the form of a **status effect**.
* These effects can be unique to each card's effect(s), and may or may not be named.

### Scope

* Allow Reaction effects (or simply Spells as well), from other places than the field?
* Instead of dividing the card into segments such as "In-Hand Reactions", "Face-Down Field Reactions", "Face-Up Field Reactions", "AL Reactions"...
* Each effect can just specify its **scope**, as in, where you may activate the effect from.
* Cards without a scope is face-up only.
* These can be further expanded upon as well, with special requirements, such as:
	+ Scope:
		- Face-up, In-hand (if your opponent declares an attack).
* Note:
	+ Due to some effects having multiple scopes, card effects are not divided into Scopes.
	+ It would be a benefit to separate all e.g. Primed effects otherwise, but this is not possible.

### Quick Effects

* Effects that can be activated as a Reaction during the opponent's turn, *as well* as normally during the player's turn.
* Best case is perhaps to make 1 either spell or reaction effect, and then be able to activate that effect with the other, either ignoring the trigger or adding targeting effects.

#### Priming > Hand Traps

* Any card can be primed.
* This allows the opponent some idea of what to expect, unless they're tricked.
* Primed cards can then use Reactions.
* If they are a Unit and not Summoned correctly afterwards, they Expire/Exhaust.

### Activation Trigger

*Distinguish from Continuous Traps.*
* For powerful **presence** effects (and I concede, **activation** makes sense in this case).
* Example:
	+ Presence – Negate the Reaction triggers of all face-up cards on the field.
* This would be identical to a Reaction trigger, but concern the activation of the card.
	+ (...though don't all Reaction triggers do this? 😬)
	+ (but it would essentially be the same as instead having activation prerequisites, only on either turn)
* Example:
	+ Activation – This card is activated (compulsory/automatic) when:
		- This card was face-down/primed for 3+ turns.
		- The opponent declares an attack.

### Primed trigger

 Continous effect:At End Phase, all units recover 1 health.

Triggered effect:Negate attack. Exhaust.

* Either:
	+ Allow a **priming cost** to then enable trigger-while-primed.
* Or:
	+ Show that a trigger-while-primed is enabled, to the opponent.

 Continous effect:At End Phase, all units recover 1 health.
 Trigger: ❓
 Triggered effect:Negate attack. Exhaust.

### Non-unit vs. Spell/Reaction

* Since Spell cards can have Reaction effects once activated, is there a need to separate the two?
* Reaction cards cannot be activated immediately however, since they have no activation effect.
* But that is specific to Reaction-only cards.
* And since effects can be mixed and combined, Instant and non-Instant might not work either.
* Essentially it comes down to the presence of effect types on the card.
* Maybe just color them differently?

#### Activation&Reactivation vs. Priming

* Units and Spells have to be Activated before they can use their Reaction effects.
* Reaction cards cannot be activated manually, but are activated *with* a Reaction-type trigger.
* Thus, you can place Spells to benefit from their "Activation" and "Presence" effects, which is not possible with Reaction cards.

* ...though, this is what Priming is for? Priming i.e. available-for-triggering without benefiting from "Activation" and "Presence" effects.
* Reaction cards would just be Spell cards without those effects.
* ...but would it be bad if a Reaction card had those effects?

* The whole difference comes in how Priming will come into play.
* Immediate activation
	+ "Activation" and "Presence" effects apply, but the opponent can visibly see any Reaction effects.
* Priming
	+ "Activation" and "Presence" effects do not apply, but the opponent cannot see any Reaction effects.

* So what happens when a Primed card has been triggered?
* Does it "Activate"?

#### Does the "activation" of a Trap Card have to be triggered?

* The effects of it does, for sure.
* But the card can just be primed.
* And then the effects within have reactions and triggers.
* The card itself may not have to have activation prerequisites.
* ...but you don't want some cards to be allowed to activate right away? Or?
* Some Spells should require prerequisites.
* ...hmmm
* Maybe the "activation" *should* be the effect that is triggered.
* Even if the card is primed, should it be activated?
* But presence effects can apply anyway?
* Maybe it would make more sense for remains-on-field effects that way?

### Continuous effects

* Way to distinct that on a card effect? Aside from Spell/Reaction, that is.

### Handle cost of High-Level Summoning

* Initially, the idea was to allow as many Summons as possible per turn when the Souls are sufficient.
* Then, the player is allowed to Convert units on the field into Souls equivalent to their level, at any point during their turn.

* Let's simulate.
	1. 1. 1x S.
		2. Summon.
		3. 0x S / 1x Lv1.
	2. 1. 1x S / 1x Lv1.
		2. Summon.
		3. 0x S / 2x Lv1.
	3. 1. 1x S / 2x Lv1.
		2. Convert.
		3. 2x S / 1x Lv1.
		4. Summon.
		5. 0x S / 1x Lv1 / 1x Lv2.
	4. 1. 1x S / 1x Lv1 / 1x Lv2.
		2. n/a
	5. 1. 2x S / 1x Lv1 / 1x Lv2.
		2. Summon.
		3. 0x S / 3x Lv1 / 1x Lv2.

* Alternatives:
	1. + The player must pay 1 Soul for each additional unit summoned that turn.
	2. + The player may only Summon units of the same Level, that turn.

### Lv1 Summon vs. Lv+/Plus Summon

* Should players be able to Summon Lv1 units *and* use those summoned units as Plus materials during the same turn?

## Pending

### Unit-specific cards

* Each turn, you may draw 1 card specific to one of the units present on your side of the field.
* This is aside from the normal card you already draw.
* Unlike normal cards, this draw has a large chance to dud.
* These card include powerful abilities for that unit.