recursal/Fanatic-Fandom huggingface dataset:
Bazett Fraga McRemitz

## Playstyle

Bazett is combat Master stuck in a 4 day time loop. Each round she advances 1 day, cycling through different effects and resetting back to day 1 when she loses a fight. Each day gives Bazett progressively larger combat rewards with Day 4 being the biggest one, letting her recover all of her command seals and then breaking the loop. If she does not manage to do this before climax starts, she will start bleeding massive amounts of VP.

In addition to the day cycle Bazett has Fragarach: An expensive, but useful anti-Noble Phantasm attack, that she can play once per loop.

## Hints

* Don't be afraid to reset early to setup Day 3 or Day 4 for your last to go turn, having the knowledge of what other players play helps reduce the risk and work around where and how to wake up.
* Saving Fragarach for Climax is a extremely strong tool, as it is a amazing 1v1 card, especially if your going after your opponent in turn order.
* Try use less resources in Day 3 if possible, using less resources on Day 3 helps you keep the resources for attempting to wake up on Day 4.
* If you're unable to wake up, try set your Day 2 and 3 turns for the start of Climax, to help give extra benefits to win fights.
* Sometimes waking up as soon as possible is the best scenario, if your servant isn't consistent in winning fights.
Kotomine Kirei

## Cards

 Supervisor
 Executor
 Patron of Evil

## Playstyle

Kotomine Kirei is a Jack of All Trades who excels at nothing but is a very safe pick in every situation. With the ability to check servant classes and having cheap Recon movement while hidden, he has cheap VP gain provided no one else is contesting it in turn order. When he reveals, he gains an additional +2 Total Power which gives him bit of an edge in fights. Kirei should be your first pick if you are new to the game as he's a simple to play Master with nothing extra and teaches the importance of gameplay basics such as the power of Knowledge and VP.

## Hints

* With his cheap Recon, his best pairing is Caster Servants as Caster Class can easily fuel his Recon antics while netting him a safe 4 VP a turn. He also does well with any Servants with Archer Class.
Empathy

Empathy is one of Angra Mainyu's skills.

## Effects

Reveal Servant Name

* *Shared Pain* - **Action**: After combat, discard 4 cards *(or your hand, if you have less)*. If you lost, you may steal 2 VP from one of the winners of your battle for each Avenger Class cards discarded this way.

## Hints

The iconic Angra's skill. Its his main way of winning the game, by stealing VP. Its a really good skill, especially considering how cheap it is, to the point where some people may even consider him a toxic servant. This card, paired with Masters like Ruby and Julius can even be game-breaking. There's almost no punishment for playing this skill, so as soon as Angra has any Avenger Class in his hand, he usually plays it.
Chiron

Chiron is a Archer class Servant summoned in the Archer slot.

## Deck

**Strength 2** x2**Strength 5** x2**Agility 2** x2**Agility 3****Agility 5** x2**Magic 2****Luck****Surveil**
## Playstyle

Chiron is an effective VP Scammer, having access to Archer Class and one additional VP granting skill in the form of Divine Wisdom. Depending on the attacks of his opponents, Wisdom gives him the option to either upgrade his basic attacks for greater power or downgrade them to gain some extra VP. With his Noble Phantasm Antares Snipe, he can catch his opponents off guard in the combat phase. Even if his enemies see it coming, it forces resource expenditure lest they risk being sniped. Being a VP scammer Servant, his max power is a bit lacking when it comes to late fights , but with the right basic attacks in hand he can still be quite threatening.

## Hints

* While it may be tempting to fight in one of your Archer rounds to surprise win a fight with Antares Snipe, it is not recommended. Mainly because if you play Archer Class while doing it, people will see the Snipe coming and make sure to beat over you with snipe included. If you decide to not play Archer Class to not give out the information to a potential snipe, you are missing out on 3 VP on a fight you may not even win.
* Look at the gamestate. Using Divine Wisdom as a VP generator is a double-edged sword, since you are also cutting off your climax power. If your opponents will overpower you in climax anyway, you can most likely freely use Divine Wisdom to generate VP. But if chances are you will oppose a low power Caster or Assassin, it might be a good idea to make sure you have beefy basic attacks so you can beat them.
Assassin Class

Assassin Class is the default class skill for assassin servants. It is a low cost, incredibly effective tool to win fights under certain conditions. Despite its strength as a cheap threat over the majority of the game, it has to be mentioned that Assassin Class is an entirely useless card in the final round of the game. Since servant's with this skill are rarely blessed with a lot of regular power of their own, assassins have fully leverage the advantage they have over proper fighters in the early to mid game in order to prevent unbeatable opponents from surviving until the end game.

## Effects

* *Conceal Presence* - **Combat**: After power calculation [defeat] all opponents with the highest power in the fight, if
	+ you have less power than them **and**
	+ no one else in the fight has more power than you **and**
	+ there are 3 more participants in the fight.

## Hints

* Assassin Class has diplomatic uses. If you can convince another player to collaborate with you, you can tie in order to take down a single strong opponent and share the rewards.
Excalibur Galatine

### Source

https://twitter.com/arinbang/status/1172153253338873857?s=20&t=w5wot7JlBJ0sT4t9HWKARw

Excalibur Galatine is one of Gawain's skills.

## Effects

* [Reveal Servant Name]
* *Empowerment of the Sun* - **Passive/Outpost:** If you are on a battlefield, gain 3 mana and +3 total power. If you do not play [Excalibur Galatine] until the end of the round, lose all your mana.

## Rulings

* Does not trigger the mana loss for failing to play Excalibur Galatine if Gawain is tagged out by Fujimaru Ritsuka ♀.
Airgetlám

Airgetlám is one of Bedivere's skills.

## Effects

* [Reveal Servant Name]
* *Dead End* - **Passive:** You have -1 total power for each time your discard was shuffled into your deck this game.
* *Switch On* - **Passive/Action:** Remove your remaining deck (>1 card) from the game. Add this card to your attack.

## Rulings

* Dead End does not reveal your servant name.
Iskandar

Iskandar is a Rider class Servant summoned in the Rider slot.

## Deck

**Strength 2** x2**Strength 3** x2**Strength 4****Strength 5****Agility 2****Agility 3****Agility 4****Magic 3****Luck****Surveil**
## Playstyle

The King of Conquerors is a force of nature, able to put up truly monstrous power totals and change the scope of entire fights with his objective manipulation. High mana costs ensure that his march is not continuous, but few can match his might on the correct fields. Be mindful when playing Iskandar however, as he may weep when there are no more good objectives left to conquer.

## Hint

* Iskandar lives and dies by 5 objectives, the +2 and +3 Strength/Agility objectives and Fated Confrontation. These objectives turn Ionian Hetairoi from an extremely inefficient stick to a high-power bomb. Hitting for a minimum of 20 power on its own, barring some exceptionally potent opponents, those fields are Iskandar's alone.
* Gordius Wheel is possesses one of the rarest effects in the game, objective manipulation. Be mindful of what objectives you choose to discard and which ones you shuffle back. Getting rid of a Break Bounded Field is nearly always worth it on Iskandar.
* Iskandar is a great Conqueror, but a poor fisherman. Until the deck is relatively thin, attempting to grab a beneficial objective to win you a fight off of Gordius Wheel is more likely to net you a heap of disappointment. What can be guaranteed however, is the removal of objectives opponents want to fight on. Is a Caster sitting cozy with a magic +3 objective, or an Archer using double preparations on Take High Ground? Rip the objectives out from underneath them and rob them of their power.
* Break Bounded Field represents both a powerful boon to the King of Conquerors and his greatest danger. Iskandar's ability to fight in that field is absolutely crippled, rendering him near completely harmless. However, when drawn off of Gordius Wheel, it can represent a guaranteed victory if no one on your field can defeat you by preventing any unexpected arrivals.
Gawain

Gawain is a Saber class Servant summoned in the Saber slot.

## Deck

**Strength 2** x2**Strength 3****Strength 4****Strength 5****Agility 2****Agility 3****Agility 4****Agility 5****Magic 3****Luck****Preparation**
## Playstyle

Gawain is a bold Saber, who announces their presence early and obviously, both in the game as a whole and on the battlefields where they are about to drop a truly monstrous amount of power. He has the ability to raise the VP at stake on fields featuring type based objectives, creating a tempting prize for those able to rise to the *challenge*. Finally, his relatively cheap costs and mana generation on his powerful Noble Phantasm means that his opponents will be feeling the heat on most rounds of the game.

## Hints

* While challenges are tempting, being one of the sole sources of VP gain within the Saber class, be mindful of who is, and who isn't yet at the table. Opponents who can defeat your power, whether that is through actual defeats or being able to take advantage of the types better than you can also claim the +3 VP that you provide. Just because you can challenge an agility objective, doesn't mean that you will succeed, especially with the potential of a powerful Assassin or Lancer at the table. This makes Strength objectives your most preferred field by far. Be especially careful of Break Bounded Fields as you cannot play lucks or triple your power, and you never know when a Medusa might be lurking around the corner.
* As an extension of the above, beware Assassins above all. For Gawain, the best things come in 3s, and unfortunately, Lucks are 4s. Your enormous base power is contingent upon playing Galatine or a pair of 3s, and that hard to touch power makes you a tempting target for other players to [defeat].
* Consider when you want to use Galatine. While the card can often function as a 6/15, the mana loss and high cost often means several rounds of downtime after it enters play.
Ongoing Effect

Ongoing effects are effects that once entering play modify the game in some way until they leave play or the round ends, whichever happens first. In contrast to Instant Effects they do not directly influence the game state.

Ongoing effects end at the end of the round, when the card is deactivated (in the case of non-passives only) or when the card is removed from the game; whichever happens first.

## Examples of Ongoing effects

* Modifying the power of cards or players
* Gaining terrain advantage
* Modifying card types
* Allowing/Disallowing certain game actions
* Delayed instant effects
* Triggered instant effects

## Lingering Effects

The duration of an effect can also be limited or extended explicitly or even implicitly, if for example a card requires to be deactived or removed from the game for its effect to take place. Such effects are 'lingering' and are not stopped by deactivating or removing the card, unless that player is eliminated from the game, in which case all their ongoing and lingering effect will always cease.

Additionally, if an ongoing effect cannot be prevented, deactivating the card will not stop the effect either.

## Effect Layering

It is possible for multiple ongoing effects to modify the same properties. In such a case, disregard the order in which the effects have been activated, instead apply them in the following order:

1. Apply effects from Events
2. Apply effects from Objectives
3. If the card/property is owned by a player, apply their effects first
4. Then apply the effects of other players in turn order

If there are conflicting Event or Objective effects apply them in the order of them entering play.

If there are conflicting effects by one player, that player decides the order in which their effects are applied.
Down to the Wire 5

Down to the Wire 5 was KOats' fifth edition of Down to the Wire. Taking place on 22nd November, 2022. 11 players were whittled down in two rounds to leave 4 in the final. The contracts got progressively harder as the competition went on. Round 1 was an Any/Any contract on Berlin which saw Yannini get the top time of 33s. Phanium, who slept through the first round, LeoPerkk and SupremeCommanderIke were the first 3 players eliminated from the competition. Round 2 saw a Fiber Wire/Any contract on Whittleton Creek, compromising of a bodyguard in Janus' garden, a bodyguard in his house, a gardener in West's garden and a garbage man in the Griswold garden, the contract proved challenging with a tense ending where players had a flow of entering times. Pigiero ended with the best time of 1:21 and himself, Observer, Yannini and Frote7 advanced to the final. Eliminating Egorex, Jokerj, ChromeX and Meme Junkie. The Final round was a Fiber Wire/Suit contract consisting of 4 targets in the house. With no complication of having to stay in the suit, players utilized this to grab a copy of Sean's mask for a Tornado Shelter. Pigiero and Observer were the ones able to Sub 2 the contract and with a difference of only 5s in their runs, Pigiero had the quicker run and won Down to the Wire 5. *Full results and contract IDs can be found below, replay of the event can be found here*

Contract IDs
Celenike Icecolle (Card)

This is the Master card for the Master, Celenike Icecolle.

## Effects

* *Maledict* - When you lose a fight, [Blight] its winners until you gain 4+ VP in one round. When you win a fight steal 2 VP from each [Blighted] player in it.
* *Pervert* - If you are in the Workshop after Combat, Gain 2 Mana and lose 1 VP.

## Patch History

* **Update 19:** Released
* **Update 19.2:** Blight Rework - Mana loss or discard is now on the Ascension Skill. Regular blight allows her now to steal 2 VP from every blighted player she beats in combat.
* **Update 20.4:** Pervert no longer goes below 0 VP. Blight removal min. cap increased from 3+ to 4+.
Emiya Household Kitchen

## Cards

 File:Kitchen - Dossier.png

 Lion Feeding
 The Hungry King

## Playstyle

Kitchen Emiya (Also known as Cooking Emiya) is a unique master that relies on coloured Objectives and Events to gather food to fuel his gimmick. His game plan is really simple: drop on Terrain Advantage when any coloured Objective is present, or when an coloured Event is active, in order to "buy his ingredients" to feed Saber. As he is not usually picking his fights, he normally is not a threat to other Masters, and he generally tend to keep his Servant hidden until a strong round reveal, which is usually (but not always) after he already he has collected his three ingredients.

## Hints

* He usually is better of using Servants that can move or that have high power with terrain advantage. He does not do very well utilising Casters that have Caster Class, as he wants to drop in battlefiels, so he don't benefit as much of this skill. Also, he is not so good versing against or utilising Servants that pull cards from deck, notably Riders with Rider Class.
* Don't be hesitant in discarding three random foods to prevent his VP loss, if necessary. Even if Saber doesn't like the food, at least she can eat.
* In turns where there's more than one "ingredient" available, pick carefully. As the usual use for food is gaining Mana, try picking the colour that most cards have already appeared (Ex: If event is Agility and Shinto is Magic, and there has already been an Magic objective revealed before, try deploying in Shinto to gain its ingredient).
* Unfortunately, Shakespeare is bad with him.

## Patch History

* April Fools 2023 - Launched
* Update 19 - He no longer lose food on reshuffling.
Deployment

Placing your game piece from outside of the board onto a location, except Recon. You collect mana if you deploy on a mana space in the workshop and you can take an unoccupied terrain space for its terrain advantage when you deploy on a battlefield.

When you deploy to a location you are considered to have entered it, but you have not moved there.

Some effects allow you to (re)deploy, even when you are already on the board. In such a case, remove yourself of the board first, then deploy adhering to the regular rules for deployment.
Gilgamesh

Gilgamesh is a Archer class Servant summoned in the Archer slot.

## Deck

**Strength 2****Strength 3****Strength 4****Agility 2****Agility 3****Agility 4****Magic 2****Magic 3****Magic 4****Luck** x2**Preparation**
## Playstyle

The King of Heroes needs no introductions to establish his superiority, and to bring the myriad abilities in his arsenal to bear in this war is more than the mongrels that he fights deserves. Gilgamesh's kit is simple, streamlined, and brutally effective. His Gate of Babylon puts other servants' skirmishing cards to shame, providing great power on nearly any field for extremely low cost, and though expensive, when the Sword of Rupture is brought to bear, the number of cards that can hope to match its strength can be counted on one hand. This mix of cheap, efficient skirmishing, and overwhelming all ins, combined with the powerful VP of Archer Class, means that a properly piloted Gilgamesh will live up to his legacy as the final boss his opponents must defeat to claim the grail.

## Hints

* Uruk's king would prefer to not have to enter the fray at all, preferring to instead bombard opponents from a distance. As such, though his evenly type balanced deck provides an excellent companion to Gate of Babylon on any field, its overall weak power means that Gil will rarely claim a win on a field where he does not play at least some skills.
* Looking up at his opponents instead of down on them offends Gilgamesh's sensibilities, and he prefers not to fight on battlefields where that is the case. Terrain is an important component of Gate of Babylon's strength, and a wise master may wish to avoid fighting without sufficient vantage, lest they earn the king's ire by forcing him to draw EA.
* Do NOT skip using Archer Class on the turns where you can use it, unless you are absolutely sure you will win a fight and earn more VP. While it is tempting to take to a battlefield when you are early in the deploy order to take advantage of the terrain doubling on Gate, playing your cards first puts you at a large disadvantage compared to opponents who come after you. Unless you are sure you will win, it is often better to take the 3 VP and store mana for your own last in turn rounds.
* Using Enuma Elish will often win you one round when it is played, but it will set you back several rounds in tempo. As stated above, Gilgamesh struggles to fight without skills, and at a cost of 9, it will take him a while to recharge without burning valuable command seals. Make it count.
Events

Event cards can be identified by the mana value in the top right corner.

At the start of each round one Event is drawn. Then all players receive mana equal to the event's mana value and it applies its effects until the end of the round.

There are 10 standard Events and 3 Climax Events. The Climax are always drawn in the same order in rounds 9, 10 and 11 while the standard events are drawn in a random order and 2 of them are burned during setup.

## Burned Events

During setup 2 non-climax events are randomly chosen and removed from the game. They stay hidden only visible to players who can interact with burned events (like Rani VIII).

## List of Events

### Climax Events

 At the Gates of Hell | 4
 Heaven's Feel | 6
Emiya Shirou

This article is about the master Emiya Shirou from Fate/Stay Night. For for other versions, see Emiya Shirou (Disambiguation).

## Playstyle

Emiya Shirou is a simple, but very effective combat master. His Kanshou & Bakuya skill allows him to add a massive amount of power in addition to his servant's attacks for an extremely low cost. In addition to that he can survive 1 elimination by paying all of his remaining mana, which allows him to take it easy in the early game and then catch up thanks to the high value battlefields in climax.

The big weakness of Shirou are Angra events - with his Noble Phantasm banned and with less than 8 mana he does not provide any value at all. A high density of those events at the wrong time makes his life significantly harder.

## Hints

* While it seems tempting to spend some early command seals to make up for your missing mana at the start, you need at least 1 command seal saved up to make use of Avalon; without the additional 4 mana in the end game, you will resist elimination just to immediately die again.
* In theory his kit is best at supporting a skirmisher, but the sheer amount of raw power he provides is so massive that basically any type of servant can make good use of him.
Coat of Oaths

Coat of Oaths is one of Okita Souji's skills.

## Effects

* **Passive/Outpost:** You may reveal your hand until the end of the round. If you do, gain +3 total power and draw a card at the beginning of combat.

## Rulings

* An already revealed hand such as Roche Frain's can be revealed again with cards like Coat of Oaths.

## Hints

* Can cause you to draw Weak Constitution, use with care.
Masters

Each player is represented by a team of one Master - the summoner - and one Servant, their summoned Hero. You choose your Master at the start of the game and your Servant will be randomly assigned.

## Components

Masters come with the following game components:

### Game Pieces

Each Master has 2 game pieces: A standee to mark your position on the board an a round token to mark your VP.

### Master Cards

Masters have a variety of different abilities and special rules spread over multiple cards. These cards can be Attacks, Skills, Objectives, Events or uncategorized cards that simply provide effects.

### Command Seals

Most masters start the game with 3 Command Seals. Each seal can be used once per game for one of its **Action**s. Despite being represented by cards, Command Seals are not considered to be cards for the purposes of game effects. Immediately after using an action listed on a Command Seal, remove that seal from the game. (The second effect of command seals lingers)

### Mana

The primary resource you need to do things as a mage and with your summoned Servant. You can have anywhere between 0-12 mana and you start the game with 4. (Use dice for PnP)

### Ascension

Each Master has a unique Ascension card they can unlock, if and only if they summon the Caster Servant William Shakespeare. (Ignore it if you're not using him in your games)
Irisviel von Einzbern (Card)

This is the main ability card of the Master Irisviel von Einzbern.

## Effects

Decoy Master - Your command seals are used in the Outpost phase.

Transmute - **Outpost**: Discard your hand. Gain 1 mana for each card discarded.

## Rulings

* Discarding your hand to gain mana is an optional ability.
* The cards you discard with 'Transmute' are discarded face down, meaning opponents cannot see what you discard with your ability.
Illyasviel von Einzbern

## Cards

 Dress of Heaven
 The Third Magic

## Playstyle

Illyasviel is a very simple Mana Gen master who comes with no strings attached with her ability to generate Mana. Starting with 6 Mana and gaining an additional 1 Mana at the end of every round, She can very easily fuel mana extensive servants and can suit the needs of aggressive players. Dress of Heaven is a great little capper to her kit, giving some extra VP during Climax. Overall, Illya is a very safe and generic master for those who want a little more Mana to work with without the extra hoops required to get it.

## Hints

* With an 6 Mana start, this means she can easily threaten to win fights during Round 1 in conjunction with a 2 Mana Event without investing too many resources compared to other masters.
* Dress of Heaven grants you the 2 VP on the next round, meaning it will not help you to survive elimination on the round where it is granting you VP. So it is generally a good idea to get yourself a high enough lead before the elimination phase, so you can safely get your Dress of Heaven VP without investing anything.
* Generally, Illya works with every Servant in the game, but you might want to look out for a bit more mana hungry Servants who get a lot better with mana generation so Illya provides you more value.
Illyasviel von Einzbern (Servant)

Illyasviel von Einzbern (Servant) is a Caster class Servant summoned in the Caster slot.

## Playstyle

Unlike most Servants, Prisma Illya has most of her combat tools in her attack deck instead of her skill zone in the form of Installs. Unless she plays her Noble Phantasm Quintett Feuer, she is limited to playing one install per round so picking the right one in the right situation is essential, even more so because playing Quintett before Round 11 takes a huge bunch of her recourses. Thanks to her Card Holster she also has access to an effective hand size of 4 and some mana generation while Schneiden gives her access to a very efficient 1/6 Magic attack when she plays it with 8 or more mana.

## Installs

* Saber Install allows Illya to shut down enemy magic attacks, making her able to make use of the Magic objectives, while denying them to her opponents. If there are no opponents who can threaten you with Magic attacks you can use Saber Install as a 3 mana generation on Card Holster instead.
* Lancer Install grants Illya a 2 mana movement, which is often used for cheap Recon access.
* Archer Install gives Illya the potential to gain a lot of bonus VP. Depending on the turn order and player count, this bonus can go up to 6 VP, which also does put a big target on her head.
* Caster Install is a free permanent, giving you 4 base power with a type and bonus stats on the next install you play. This is one of her important ones.
* Rider Install is a double type card which is played in addition. Do keep in mind that the 1 install per round rule will limit the use cases of this card.
* Assassin Install gives Illya access to a nasty VP steal, which can ramp to a huge amount depending on how many skills were used in her location. This attack also has even more value in climax, giving her the possibility to potentially VP scam opponents out of the game.
* Berserker Install is powerwise her strongest install, which has an Avenger effect while also turning all of your other attacks into the strength type.

## Hints

* Your Noble Phantasm should not be used unless you really have to or it is the last round of the game. Removing Installs from the game, losing 9 mana and cutting all mana gain for you next round is very rough for you. If you use it though, you should make sure that you have access to Berserker Install since you have multiple attacks in play, giving them all +1.
* All of your Installs not being Noble Phantasms mean that you have very strong Angra Mainyu rounds which you should take advantage of.
Atlantis (Lostbelt)

Atlantis is is one of two Lostbelts tended to by Kirschtaria Wodime.

The Atlantean Lostbelt completely expands at the start of the game. It's objectives are all the same, spawning and distributing Theos Klironomia, then replacing themselves with a new objective from the deck.

## Effects

* When [Atlantean] objectives are revealed if they are on a battlefield resolve their effect and remove them from the game. Otherwise return them to the deck. In either case draw a new objective in their place.
* *Expand* - Add all [Atlantean} objectives to the deck.
Numeral of the Saint

Numeral of the Saint is one of Gawain's skills.

## Effects

* *Challenge* - **Passive:** When an objective is revealed you may discard a card that matches a type on it. It gets +3 VP.
* *Under Nightless Skies* - **Combat:** Pay 3 mana or if a [challenged] objective is in your fight: Triple the base power of your attacks with base power 3.

## Hints

* Your main source of medium to high power without commiting to use Excalibur Galatine.
* Challenge a fight only if you are sure to win it. Reckless usage will only give your opponents more points and will see someone other than you winning the game.
* Challenging a battlefield while knowing little of your opponents is often a bad idea, especially if it is a Bounded field.
* Generally avoid challenging Bounded fields as it is likley to be targeted by opponents with [Defeat] .
Brynhildr

Brynhildr is a Lancer class Servant summoned in the Lancer slot.

## Deck

**Strength 2** x2**Strength 3****Agility 2****Agility 3****Agility 4****Agility 5****Magic 3****Magic 4****Magic 5****Luck****Surveil**
## Playstyle

Brynhildr is a typical ganking Lancer with conditional cheap high power and VP gain. With Hero's Bridemaid she has the ability to mark one player as her "beloved". Her Noble Phantasm Brynhildr Romantia is an efficient Noble Phantasm that can give a respectable amount of power for a cheap cost. But while being on the same battlefield as her beloved, it doubles it's mana cost and base power, giving her an extremly high power Noble Phantasm. However, letting her beloved win fights awards her with VP, even more if she and her beloved both win a fight at the same round.

## Hints

* It is usually not a good idea to blindly mark someone as your beloved. Make sure that the Servant you are giving it out to actually fights a lot so you get more value out of it. Another preference should be to mark a player who goes before you in turn order and not after you, so that you can react to what your beloved is doing.
* Your Noble Phantasm costs twice as much when you share the same field as your beloved but that does not mean that you HAVE to play it at their location. So if play the Noble Phantasm in a different location and move to your beloved (usually with Lancer Class), you get the double power of your Noble Phantasm without paying for the doubled price.
Defeat

[Defeat] is a status effect, that - unlike other status effects - is not tied to a specific card, but instead is a part of the game's rules.

The main way to protect yourself against [defeat] is the basic attack Luck.

## Effects

Players who are [defeated]:

* Cannot play attacks.
* Are ignored when determining the winner of a fight.

## Rulings

* [Defeated] players can still have cards enter play through effects, unless those effects allow them to play said cards.
* [Defeated] players can still activate abilities.
* If all players on a battlefield are [defeated], nobody wins the fight.
Archer Class

Archer Class is the default class skill for archer servants. It is tied with Caster Class for the most effective VP gain skill in the game. Servants with this skill can usually get away with winning very few fights pre-climax. As a result, servants with this skill usually have very narrow win condition for fights.

## Effects

* Only play this card, if you are within the first half of players to take their turn this round (rounded down).
* *Critical Failure* - If you lose a fight this round, lose 5 VP. This effect cannot be prevented through any means.
* *Independent Action* - **Action**: Gain 3 VP.

## Rulings

* Nothing can stop Critical Failure, even Archer Class leaving play or being deactivated.
* Based on player count you can use Archer Class from the following positions in turn order:

## Hints

* Unlike the official game's version, Archer Class can be played in the Workshop and in Recon.
* An unrevealed Archer using this skill on a battlefield should be incredibly suspicious. While you should use every opportunity you can get to punish greedy Archers, a decent number of them can perform fight winning plays during combat (like Ishtar, Chiron and Napoleon Bonaparte)
Pretender Class

Pretender Class is the default class card for pretender servants. The Pretender Class effectively gives you 1 VP for each round that you keep your servant hidden before you ultimately reveal yourself in a big swing turn. In addition to Pretender Class, pretender servants have another class card of the class that they are impersonating.

## Effects

* *Lift the Veil* - **Passive**: Add this card to your attack when you reveal your servant's name and gain X VP.
* *Web of Lies* - When this card enters play for the first time X is permanently set to the number of rounds you've started with Pretender as your servant.

## Rulings

* Lift the Veil will only add this card to your attack when you reveal your servant's name when it was hidden.
Caren Hortensia

## Playstyle

Caren Hortensia is a master originally from Fate/hollow Ataraxia, Caren is a Unique Master that trades Mana to Deny VP Gain from Opponents servant abilities (and Command Seals). Caren's main upside is to prevent VP Gain from Opponents via skills while also gaining VP for her own benefit. Only losing Spiritual Masochism when falling bellow 1 or less Mana. This interaction is forced, so make sure to have mana to consistently drain VP.

When revealed, Caren gains Shroud of Magdalene, that is a strong combat skill giving a single opponent in your fight up to 5 minus power, though Caren loses this skill if the Opponent she uses it on loses the fight, so it is recommend to use this for drawing, or on a fight that you need to win.

Caren has received 5 Reworks overall and Ascension changed 3 times, Being the most Changed Master in Fate/Domination to date. Considered "OP" By a large amount of the Community.

## Hints

* Don't be afraid to play a couple of attack cards with respectable power, to force opponents to use seals where you can benefit from VP Gain,
* Tracking where the "Caster class" or "Archer class" servant are on your table, to see if you can force yourself at the location so you can deny some of the VP gained via these skills.
* Don't be afraid to walk down on round 8 to Opponents who are needing to seal to survive, Denying the VP Can quite literally kill them
* If someone complains about Caren, make sure to say its a Skill Issue, as the Caren player is Clearly better.
* Using Shroud in climax verse opponents that need to win can be very valuable, considering if you live the round even if you lose, forcing them to use more resources can be beneficial for victory.
* Don't use shroud early in turn order to tie, as you can be punished by a player after you in turn order losing your only Master combat ability.
* Shroud can Stop the Opponent from moving, if your afraid of a opponent on another battlefield coming up, shrouding them and leaving is a viable outcome, or shrouding them so you can get free Contested VP, Noting you are trading your Shroud for this.
Basic Attacks

Basic Attacks (or often just 'basics') are a set of cards that you will find in most servant decks. The following cards are basics:

* Physical Attack (2-5 Power)
* Precision Strike (2-5 Power)
* Magic Blast (2-5 Power)
* Preparation
* Surveil
* Luck

Strength, Agility and Magic basic attacks have no effects, but the Special ones do, each one fulfilling a fundamental role in the game.

1/4 | *
1/4 | *
1/4 | *
Olympus (Lostbelt)

Olympus is is one of two Lostbelts tended to by Kirschtaria Wodime.

The Olympian Lostbelt only expands when Kirschtaria pays 5 Theos Klironomia replacing 1 objective in the process. Its objectives defeat Wodime's opponents during combat resolution, unless they fulfil certain conditions.

## Content

 2
 2

## Effects

* *Expand* - Draw and reveal 2 objectives. You may replace one of them with a face-up [Olympian] objective from outside of the game. Then shuffle them back into the deck. Resolve all triggered instances of [expand] by all players concurrently.
Bartholomew Roberts

Bartholomew Roberts is a Rider class Servant summoned in the Rider slot.

## Playstyle

Bartholomew is a tricky Servant who travels the fields, objective steals, and strikes deals all with a smile on his face and a cannon over his shoulder. His unique brand of diplomacies allows all players on a field to shake hands and plunder an objective before blows are traded, and to make sure anyone who denies such a show of friendship sees a blast of gunpowder in their face or their neighbor's. Lest you think he's all barter and no bite, Bartholomew is also an efficient skirmisher, helped by his exceptional Rider Class deck and cheap Noble Phantasm.

## Hints

* Negotiation requires a strong position, so keep your hand close to your chest, or make sure you have an ally. Against 1 player, Pirate's Code and a Surveil means that you plan on taking the money and running, and if they refuse, a measly 13 power with Rover isn't going to threaten them. A rider class along with Parley, however, could potentially mean business, showing a much more respectable 19 along with a myriad of potential buffs from events or objectives.
* Deals are better with friends, and nothing makes a better friend than a common enemy. If a player wins a fight if it wasn't for that *pesky* objective, offer your services and remove it from their way. Just be sure that you aren't feeding too many wins to a poor matchup.
* Pirate's Code is an excellent tool for saving cards in hand. Barty's excellent rider deck is potent, and holding onto cards that match the type of objectives that haven't yet appeared is excellent for fighting.
* Be careful about trading VP instead of trading blows. Particularly because the VP is split, Parleys will not get you to climax on their own, and his subpar combat makes Bartholomew desperate for a VP lead going into climax. If you can win a fight, win it.
* You are your best trade partner. If ever left uncontested, shake your own hand and collect full objective VP before anyone can stop you.
* The Moon Cell represents a *fantastic* new realm of business.
Ozymandias

Ozymadias is a Rider class Servant summoned in the Rider slot.

## Deck

**Strength 2****Strength 3****Strength 4****Strength 5****Agility 2****Agility 3****Magic 2****Magic 4****Magic 5****Luck** x2**Preparation**
## Playstyle

The embodiment of Ra is as untouchable as the sun he rules over. While lacking in strong mobility or on demand, high power attacks compared to other Riders, Ozymandias' myriad Noble Phantasms stick around far past their initial use to suffocate any opponents who challenge his majesty. If you can manage the heavy cost the King of Kings demands, and avoid displeasing him with a poorly planned loss, he will construct an unassailable fortress that his mighty opponents may only look upon, and despair.

## Hints

* While it is tempting to set up Ramesseum Tentyris immediately, the pyramids were not built in a day. The mana cost of 4 is significant, costing an entire Command Seal, and setting back your tempo for playing your Sphinx. Since Tentyris is played through a passive/action, you do not need 8 mana to put it into play, so in most situations, holding it until after your Sphinx is in play is worth it.
* While Ozy typically lacks in burst power without prior setup, his Sphinx is one notable exception. When the space kitty makes its initial pounce, its power doubles. Notably, this does not say base power, so if an event, objective, or other effect would enhance it's cosmic strength, said bonus is also doubled. Look for events such as Overwhelming Rage or objectives like Sacred Grounds, and show your opponent's a pharaoh's might.
* While a field with both of your permanents set up is a tempting location to sit and bask in your splendor, as you are all but undefeatable, a good ruler must be mindful of the outside world. Winning uncontested over and over could see you only creeping up 2-3 vp a round, and it's very possible you might be sent straight from the top of the world to the underworld when elimination rolls around. If you can win a valuable fight on another field, it may be worth sacrificing your safe position and temple to win it.
* Consider carefully what the best location for each of your skills is going into climax. Depending on your matchups, a poorly placed temple complex will make victory for your opponents quite simple when you cannot play Electric Bulb on the only field you have a chance on. Likewise, depending on what objectives remain in the deck, it could be worthwhile to purposefully lose a round in order to regain the doubling power of your Sphinx. When fighting opponents low on resources, the extra cost within your pyramid combined with your cat snacking on their mana may smother them out of contention. Carefully look at the board state and decide what is the best setup ahead of time.
Kishinami Hakuno ♂ (Card)

This is the main ability card of the Master, Kishinami Hakuno ♂

## Effects

*Yomi* - **Combat**: Give an opponent in your fight an [Analysis] and lose -2 total power, or [Challenge] them to 3 games of Rock, Paper, Scissors (don't redo ties). Depending on the number of your wins, activate all of the appropriate [Challenge Results].

## Patch History

* Update 4 - *Released*
* Update 12 - Ascension rework
* Update 17 - Secondary Ascension rework
Berserker Class

Berserker Class is the default class card for berserker servants. This is the only standard class card that is not a skill and the only class card that has different versions; there is a 3 mana, 7 power and a 5 mana, 9 power version of every scaling type. Without a requirement of 8 mana to play or the Noble Phantasm type, Berserker Class provides a hefty chunk of power for a reasonable price. It's downside lies in the fact that it is a card in your deck, that you need to draw and keep in your hand. You might not have it when you when you need it and it might be stuck in your hand when you have no use for it.

## Hints

* Do not force yourself to fight just because you would need to discard a Berserker Class card from your hand otherwise.
* While most Berserkers want to hold on to a Berserker Class card at any time, in certain cases, keeping a Luck or a power 5 Basic is going to be more valuable.
Matou Kariya

## Cards

 Nemesis
 Broken
 Human Battery

## Playstyle

Matou Kariya is mana gen Master with potentially high VP gain. Due to Crest Worms, he gets +2 bonus mana each time he deploys in the magic Workshop but loses 1 additional mana for each regular movement step he takes. Meaning he needs to pay 2 mana to move to Miyama, 5 mana to move to Shinto and 8 mana to move to Recon. So he has very strong downturns but is not really a fan of ganking, going into Miyama is still a net gain of 1 mana but even at full mana, ganking Shinto forces him to use a command seal if he wants to play skills.

Another mechanic he has is giving "Nemesis" to the player on his right at the start of the game. His Nemesis can not leave his battlefield and if he beats that player in a fight he gets 3 bonus VP, but he also has a -2 total power debuff against them. When that player is eliminated he becomes "broken" which gives him a boost of 4 VP, but has to reveal a random card at every Prep phase and is forced to play that card on that round which can screw him over. This can also be an upside though since he gives that card 3 additional power.

## Hints

* Do not hyperfixate on Nemesis. There will be games where his Nemesis is just not beatable for him due to a bad Servant match up and them having a power advantage since you have -2 total power and they may have terrain advantage because they go before you. But if there is a window to beat them safely, you should totally use it and spend a lot of recourses if need be, since you generate a lot of mana on your downturns.
* He synergises very good with Servants who have the Lancer Class skill, since it completely negates his downside while keeping his high mana generation.
* He also does very well on Servants who want to set up in Workshop, since he ramps up their mana gen. If he is on a Caster and deploys into Workshop the first 2 rounds, he only needs a single 2 mana event to play Caster Class without sealing for mana.
* Do not be afraid of Broken. It can be potentially screw you over but keeping your nemesis alive to prevent getting broken is often a bad idea, since it prevents your VP gain and the -2 power disadvantage might lose you a climax fight. There are also Servants who benefit from broken a lot of times since they do not need to play a specific combo and really appreciate the +3 bonus power of the random card.
Craft Essenses

Craft Essences are shuffled in a deck used by Fujimaru Ritsuka ♂ (Gudao).

During Outpost phase, Gudao may pay X mana, then pull X+1 random cards from the Craft Essence deck and choose one of them to activate its effect.
At the beginning of the game, Gudao removes 3 Craft Essences of his choice form the deck, which can allow him to manipulate the deck RNG to adapt for his chosen Servant.

## Patch History

* Launch *— Released*
* Update 18 *— Gudao now can remove 3 CEs form the pool at the beginning of the game (Gacha value).*
Fujimaru Ritsuka ♂ (Card)

This is the Master Card for the Master, Fujimaru Ritsuka ♂.

## Effects

After receiving your servant, remove 3 of your 15 [Craft Essences] from the game.

* *Gacha Slave* - **Outpost**: Pay X mana. Shuffle all [Craft Essences] and draw X+1. Pick one of the drawn [Essences] and gain its effects until the end of the round.

## Rulings

Opponents don't need to know the [Craft Essences] you remove.

## Patch History

Launch - Released

Update 19 - Can now remove 3 CEs from pool.
Aestus Domus Aurea

Aestus Domus Aurea is one of Nero's skills.

## Effects

* Reveal Servant Name
* *Golden Theatre of the Deranged* - **Permanent**: When you win a fight, gain 1 VP for each round this card has been active *(starting at 1)*. Deactivate this card at the end of the round, if you didn't win a fight.

## Patch History

* Launch *— Released*
* Update 2  *— Increased Cost and Power*
Preparation

Preparation is a Basic Attack available to many servants.

## Effects

* **Action**: Double your terrain advantage.
* **Combat**: If you win the fight, gain 2 VP.

## Hints

* Playing 2 Preparations is a very strong play, but also paints a massive target on your back.
* It is difficult to get the most out of both abilities of Preparation. You are more likely to win when you are late in turn order, but you are also less likely to get a +3 terrain space in that case. Consider which mode ability is more important for your servant and play this card accordingly.
Elimination

At the end of Round 8, 9 and 10 resolve a special Elimination Phase.

 **Round 10** | Eliminate all players (and NPCs) except the top 2 in VP.

At the end of round 11 do not perform an elimination. Instead, the player with the most VP wins.

## Eliminating a Player

Remove all components belonging to their Servant or Master from the game. All of their ongoing and lingering effects immediately cease.

Remove all temporary cards and copies of card, that been created by their effects as well.

Do not remove any of their cards that have entered another players hand, discard or deck.
Flag of Sincerity

Flag of Sincerity is one of Okita Souji's skills.

## Effects

* [Reveal Servant Name]
* *Rally* - **Action:** Play an attack from your hand face-up, then draw a card. You may use this action up to three times per round.

## Hints

* Flag combined with Okita's strong attack deck gives her high scaling power at a relatively cheap mana cost.
Life Weaving

This is the Ascension card for the Master Irisviel von Einzbern.

## Effects

* *(This card is added to your skill zone)*
* You can only use one ability on this card per round.
* Animate Familiar - **Action**: A basic attack you played this round remains active for two rounds.
* **Combat**: Your attacks gain magic and +1 power.

## Rulings

* 'Life Weaving's' Action ability includes the round you play it, meaning the basic attack will deactivate at the end of the next round.
* 'Life Weaving's' Combat ability applies to itself, meaning its power will increase by 1.
Oath of Protection

This is my battlefield now

Oath of Protection is one of Bedivere's skills.

## Effects

* **Passive/Outpost:** Discard a card. If you do, you gain +2 total power and your cards in play, your skill zone, your hand and your deck as well as objectives on your battlefield are unaffected by the abilities of other players until the end of the round.

## Rulings

* A protected Bedivere is unable to discard a card against Achilles Andreias Amarantos, thus setting his total power to 0.

## Hints

* Makes you immune to most disruptive effects while giving a power boost. Use liberally.