How to Play

## How to Play Build Divide

#### Special Thanks

A special thanks to freedomduo for translating the Rules into English. Go support them!

Also a shoutout to the Build Divide Discord Server to make all this possible, if you are interested in playing Build Divide but can't find anyone to play with, or would like rulings clarified, or simply want to join a community of people who also want to play Build Divide then come on down!

### Before the game

#### Win Condition

Dealing Damage to your Opponent when your Opponent has no cards left in their life zone.

Your opponent draws a card when your opponent has no cards in deck or life zone.

#### Card Introduction

There are 3 kinds of cards in Build Divide.

These 3 kinds are Units, Territories and Commands.

Units are the main battling cards in a Build Divide Deck and have their Name, Cost (and Colour Breakdown), Power, hit Count, Card text, Type and Attribute on the front face of the card, and the standard White Build Divide card back.

Territory Cards are the most important cards that separates Build Divide from other card games like it, and are two-faced cards that will Open when your Ace unit (which will be the same unit in your deck as is on the back of the territory, unless you have other "pet" cards, that say they can open the specific territory instead) is summoned.

Finally you have command cards, which are functionally spells from other TCG's, where you pay the cost for their effect, but they do not summon themselves as a monster and do not have a power or hit count. Just like Units, they are 1-sided cards, with the standard build divide back.

#### Deck Building Rules

Every Build Divide deck consists of 40 - 50 cards, and cannot be greater than or less than these values.

You can have up to 4 copies of any card with the same name, crossover cards with the same effect but a different name will be considered the same as the non-crossover cards, so you cannot exceed 4 by using identical cards from crossovers. The only card that has a limit on the number you can run in a deck is Brahmadatta, Nadia, which is limited to 1 copy per deck.[1]

You will have 1 card that does not consist within your deck, which is your Territory card. This card is automatically placed on the field at the beginning of the game, so it is wise to keep it separate from your Main Deck.

You must have 12 Buster Cards in your deck, which are denoted by the Skull Icon in the top right corner of the card (or a Bomb icon in Build Divide Bright).

You may have up to 12 Shot Cards in your deck, which are denoted by the Star Icon in the top right corner of the card (or Shooting Star icon in Build Divide Bright).

#### Game Preparation

1. Shuffle and place your deck on the deck area.
2. Place your Territory onto the Territory Area on the Character Side. This is usually above the Deck, or beside it.
3. Decide who goes first by Rock-Paper-Scissors.
4. Draw 5 Cards from the top of your Deck. You may Mulligan.
5. Place 5 cards from the top of your Deck into the Yellow Zone and 5 Cards onto the Red Zone face down.
6. Put 2 cards from the Top of your Deck into the Energy Zone face up

##### Mulligan

Put your initial cards in hand face down aside, draw 5 cards from your deck. Then put the initial cards back into your deck and shuffle the deck.

### How to Play Build Divide

Now that you have set up your deck and prepared the field, we will explain how you actually play a game of Build Divide.

#### Turn Flow

1. Stand Phase
2. Draw Phase
3. Main Phase
4. Attack Phase
5. End Phase

#### Stand Phase

Put all your cards in rest to Stand during this phase. Cards that have already performed an action are put into Rest Position, by standing them, they may perform their actions again.

#### Draw Phase

During this phase, add 1 card from the top of your deck to your hand. The 1st Turn player cannot draw during their first turn. If there are no cards left in your deck, you draw the next card from your life zone instead. If you cannot draw from your Deck, and you have no cards left in your Life Zone, then you will lose the game.

#### Main Phase

You may perform 2 actions during your main phase.

Setting Energy, by placing 1 card from your hand into the Energy zone in Face Up/Stand position. After that, it is treated as an "Energy" of it's colour. Your may only perform "Setting Energy" once per turn. Any Dual Colour Energy cards count as 1 of Either colour.

Playing a Card, By paying the Play Cost, you may play a Unit or Command Cards. You may pay the cost by Resting an Energy from your Energy Zone.

#### Play Timing

There are two speeds that cards can be played at.

Normal, which may only be played during your turn, and Quick, which can be played even during your opponent's card, by cutting in when your opponent plays a card or performs an action.

You can find the timing of a Card underneath the cost breakdown of the card.

#### Attack Phase

The two main components of the Attack Phase are Attacking and Blocking.

By Resting your Unit during the Attack Phase, you may attack with it. You may attack "Opponent's Rested unit", or "Opponent Player", and the response will be different depending on what you target.

The Defending player may Block by resting a Standing Unit when your Opponent Attacks. If you block, the Attack Target will change to the Blocking Unit, and the Battle will continue. When the Attacker attacks a Rested Unit, or when the Defending player Blocks, a battle will occur. "Power Damage" will be dealt to the participating parties.

If the Attacking Player targets the opponent's Life, and the attack is successful, that player receives damage based on the number of "Hits" that the card has.

When you take damage to your life, you will flip the top card of your life over and check it for a trigger. If there is neither a Shot nor a Burst Trigger, you will simply put that life into the Cemetery and continue playing. If there is multiple hits, then you will check them 1 life at a time, until all the hits have resolved.

###### Trigger Checks

When you take life damage, you will check the top card of your life for a Trigger.

If there is a Skull Icon on the Top Right of your Card, then you will take 1 additional damage. This is a trigger that endangers the defending player, reducing their life total. These are known as Buster triggers, and Buster Triggers can Chain until you reach no Trigger or a Shot Trigger.

If there is a Star Icon on the Top Right of your Card, then you can play the card by ignoring it's cost and timing requirements. This helps the defending player, usually by reducing the power of attacking cards to remove them from the board, dealing damage to them or reducing their hits.

#### End Phase

During the End Phase, you will remove all the effects of "During this turn" and damage dealt to all Units.

After that, if the Turn Player has 6 or more cards in hand, they must discard cards until they have 5 cards left in their hand.

Once all of the above has resolved, the turn ends and control is passed over to the other player for them to start their turn.

The whole process repeats until the game ends.

### Important Systems to Note

#### Territory Open

By Playing your Ace Unit, the unit that is shown on the rear-face of your Territory Card, you can Open your Territory.

The effect of a territory is continuous and can power up your units drastically.

You may also open your territory by using pet cards that mention that they can open select territories, by paying the additional cost to their summon. If they are already on the field when you get enough Energy to open the territory, you must pay the full cost of the Territory to open.

There are also units that will gain tremendous buffs when Territories are opened, denoted by the Purple symbols in their card text.

#### Quick Effects and Chains

Players may play command and abilities that have "Quick" timing, after another effect was played on either player's turn. The Action of playing after another effect is called a "Chain", much like in other popular TCG's, such as Yu-Gi-Oh! and Magic The Gathering. When a Chain Occurs, you will resolve them with the "First in, Last out" method. This means that the First Spell played in a Chain, will be the Last effect to resolve.

In the example shown, we can see that Freeda was targeted with the Capital Breaker command spell. Freeda has 7000 Power, and Capital Breaker deals 8000 damage. Ordinarily, Freeda would then be destroyed and sent to the Cemetery, however Freeda's owner responded to Capital Breaker with Armament Supply, which can increase the power of your unit's by +2000. As Capital Breaker was played first, and Armament Supply was played second, Armament Supply will resolve *first,* bringing Freeda up to 9000 power, and then Capital Breaker will resolve after, dealing 8000 damage to her. This will mean that Freeda survives, with 1000 Life left. (Do note, that dealing damage to a Unit will reduce their life which is Equal to their power, however combat following this damage dealt, the card with lowered health will still deal full damage. In this instance, Freeda would die to a Unit with 1000 power or more, however she would deal back 9000 damage until the End of the Turn).

### Keywords and Ability Terms

Decoy - Opponent's Units MUST attack this Unit before targeting other units for attack, while the card with this keyword is at Rest.

Blitz - Units with Blitz will deal their damage in Battle's between units first. This means they will not take retaliation damage if the opponent's unit does not survive the battle, and won't be destroyed in battle's against units with equal power to them.

Judgement - Judgement is a Special Keyword Ability that allows you to obtain a common counter called "Condemnation Counter". Having this ability, such as "units with Judgement", is characterised by the fact that there are many effects that have a beneficial effect.

Scout - Scout allows you to look at X number of cards from the top of your deck, and then place them on top or bottom of your deck in any order, where X is the number stated on the card. For example, Freeda upon entry has the effect to Scout 3, and so the player will look at the Top 3 cards of their deck, then return them to the top or bottom of the deck in whatever order they wish.

Put the beginning of life in the graveyard - Effects that state to "Put" or "Place" a card from Life to the Graveyard do not deal damage and so will not cause a Trigger Check to occur. This is harmful if you spare your opponent a Buster Trigger, however is Beneficial if you avoid their Shot Trigger.

Awakening Icon - The Awakening Icon shows status or effects that can only be activated when the Territory is Opened. Some units can only access these when territories with a Specific "Title" are opened.

Increase/Decrease In Power - Red values indicated an Increase in Power on the cards they are used on, a blue value indicates a Decrease in power. Think of these as "heating up" or "cooling down". A purple Value is active so long as your Territory is Open.

Battle - "Battle" is the battle between Units that is demonstrated by Attacking Units and Blocking Units. A battle does not occur when attacking the Player.

Counter - This refers to a Counter for counting or managing numbers. When using a card that uses a counter, it is recommended to prepare counters in advance. These can be dice, marbles, notes or smartphones.

Berserker - Units with Berserk must attack a Player or a Decoy whenever an Attack is Possible.

#### Additional Systems

Assault Territories - Assault Territories work differently to normal territories, as when they are opened, they become a Unit on the Field, with Power and Text just like other units. Just like other units, it can attack and block. If the assault territory leaves the field (e.g. due to destruction), it closes the territory and returns to the Territory Zone instead. A closed territory can be opened by playing Ace again and making it appear once more.

Aura - An Aura (+1000 Aura) is a system that strengthens a card by "attaching" it to a unit or territory. As long as the unit has a +1000 aura, the power will always be +1000 per card attached. If a unit with an Aura leaves the field, all attached Aura's are put into the Cemetery, with the exception of territories. If an Assault Territory closes, the aura's that are attached will remain.