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Cardfight Vanguard Comprehensive Rules180220

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0% found this document useful (0 votes)
57 views31 pages

Cardfight Vanguard Comprehensive Rules180220

Uploaded by

Sujay Dalai
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Cardfight!! Vanguard Comprehensive Rules ver. 1.48 1.3.4.

If anything asks more than one players to


Last Updated: February 20th, 2018 make a choice at the same time, then the turn
player makes the choice first. The non-turn
Rules player will make his or her choice after knowing
the decision made by the turn player.
Section 1. Outline of the Game 1.3.5. If anything asks a player to choose a number,
then you must choose zero or a positive integer,
if not specified. You cannot choose any fractions
1.1. Number of Players or negative numbers.
1.1.1. This game is played by two players. These
comprehensive rules do not apply to games
played outside of two players. Section 2. Characteristics of a Card

1.2. Winning and Losing ④ Grade


1.2.1. If any player loses, then the game ends ⑩ Skill Icon
immediately. If you do not lose and your
opponent does, then you win the game.
1.2.2. If any player fulfils any losing conditions during
a check timing (Section 3.5), then that player
loses the game by rule action (Section 9).
1.2.2.1. During a game, if a player has six or more
cards in his or her damage zone, then he or ⑪ Text
she fulfills a losing condition. ① Name ② Clan
1.2.2.2. During a game, if a player has no ⑨ Type ③ Race
cards in his or her deck, then he or she
fulfills a losing condition. ⑤ Power ⑫ Nation
1.2.3. If all players lose simultaneously, then the ⑦ Critical
game ends in a draw.
1.2.4. Any player may concede the game at any time.
Any player who concedes the game is eliminated
④ Grade
from it immediately, loses the game without ⑧ Trigger
proceeding to a check timing, and the game ⑩ Skill Icon
ends.
1.2.4.1. No effects can interfere with conceding. No
effects can force a player to concede, and no
effects can replace losing the game with a ⑥ Shield
concession.
1.2.5. Players may win or lose the game by an effect.
In this case, that player wins or loses while ⑪ Text
resolving the effect, and the game ends before ① Name ② Clan
check timing. ⑨ Type ③ Race
⑤ Power ⑫ Nation
1.3. Golden Rules of the Game
1.3.1. If the comprehensive rules and the text of a ⑦ Critical
card contradict with each other, then the text
takes precedence.
1.3.2. If anything attempts to make a player do ④ Grade
something he or she cannot perform, then
nothing happens. If anything attempts to make a
player do something he or she can only partially
perform, then the player only performs the part
that he or she can.
1.3.2.1. If anything attempts to turn a game state ⑥ Shield
into a state that it is already in, then it does not
become the state again, and that action never ⑪ Text
happens. ① Name ② Clan
1.3.2.2. If anything attempts to do a certain action
⑨ Type ③ Race
zero or a negative number of times, then
nothing happens. No reverse action will take ⑫ Nation
place even if it is a negative number of times.
1.3.3. If an effect from a card attempts to do
something, and at the same time an effect from a
card stops the action from taking place, then the
effect that stops the action takes precedence.
2.1. Name further details.
2.1.1. The proper name to identify a card. 2.6.2. In card text, the shield is indicated by a
2.1.1.1. Some Japanese cards have small letters icon.
above the name to help show how to read it. 2.6.3. Some cards do not have a shield.
This is not a part of the name and has no
meaning in terms of rules. 2.7. Critical
2.1.1.2. In text, the name of a card is expressed as 2.7.1. The numeric value that determines how much
“(card name)”. damage this card deals to a vanguard (Section
3.9). See “Attack and Battle” (Section 7) for
2.2. Clan further details.
2.2.1. The name of the clan a card belongs to. 2.7.2. In card text, the critical is indicated by a
2.2.1.1. The clan is referred to during a trigger icon.
check. See “Attack and Battle” (Section 7) for
further details. 2.8. Trigger Icon
2.2.2. The clan is referred to by some abilities and 2.8.1. The icon that indicates what to do for a card’s
effects. effect when that card with the icon is revealed in
2.2.3. In text, the name of a clan is expressed as a drive check or a trigger check. See “Attack and
<<(clan name)>>. Battle” (Section 7) and “Damage Process”
2.2.4. “This card is also a <<(clan name)>>“ is an (Section 9.6) for further details.
effect that adds a clan to the card with the ability. 2.8.1.1. Each icon means, and has the following
2.2.5. <<Cray Elemental>> cards are from all clans effects:
and nations. 2.8.1.1.1. No icon: Nothing happens.
2.8.1.1.2. (Critical Trigger): Choose one of
2.3. Race your units and give it +1 critical until the end
2.3.1. The name of the race of a card. of this turn. Choose one of your units and
2.3.1.1. The race is referred to by some abilities give it +5000 power until the end of this turn.
and effects. (You can choose different units for each
2.3.1.2. In text, the name of a race is expressed as effect.)
<(race name)>. 2.8.1.1.2.1. In card text, the critical trigger is
indicated by a icon.
2.4. Grade 2.8.1.1.3. (Draw Trigger): You draw a card.
2.4.1. It is the numeric value that is referred to when Choose one of your units and give it +5000
you normal ride or normal call a card. See “Play power until the end of this turn.
and Resolve Cards and Abilities” (Section 8.5) 2.8.1.1.3.1. In card text, the draw trigger is
for how to ride and call. indicated by a icon.
2.4.2. The grade can give limitations when playing a 2.8.1.1.4. (Stand Trigger): Choose one of your
card. See “Play and Resolve Cards and Abilities” units, and if it is a rear-guard, stand it.
(Section 8.5) for further details. Choose one of your units and give it +5000
power until the end of this turn. (You can
2.5. Power choose different units for each effect.)
2.5.1. The numeric value that expresses the combat 2.8.1.1.4.1. In card text, the stand trigger is
strength of a card. The higher this value is, the indicated by a icon.
better it is in battle. See “Attack and Battle” 2.8.1.1.5. (Heal Trigger): If you have equal or
(Section 7) for further details. more number of cards in your damage zone
2.5.2. In card text, the power is indicated by a than your opponent's damage zone, then
icon. choose one of your cards in your damage
2.5.3. Some cards have a “+” after the numerical zone and heal it (i.e. put it into your drop
value. It has no meaning in terms of rules. zone). Choose one of your units and give it
2.5.4. If a unit’s power becomes larger than its +5000 power until the end of this turn.
current value, its power is “increased”, and if 2.8.1.1.5.1. In card text, the heal trigger is
becomes smaller, its power is “decreased”. indicated by a icon.
2.5.4.1. If the value of the increase or decrease is 2.8.2. If a trigger asks you to do more than one
0, no increase or decrease will occur. action, you can choose the order in which to do
2.5.4.2. If the value of the increase in power refers them.
to some value, and the value referred to is
negative, the power decreases. 2.9. Type
2.9.1. The type of this card. The type is written on the
2.6. Shield left of the name.
2.6.1. The numeric value that expresses the combat 2.9.2. Units with a trigger icon are called trigger units,
strength while a card is used as a guardian and units without them can be normal units and
(Section 3.11). The higher this value is, the G units.
better it is able to defend your units (Section
3.8). See “Attack and Battle” (Section 7) for
2.10. Skill Icon 2.17. Nation
2.10.1. It shows the common abilities that many 2.17.1. The name of the nation a card belongs to.
cards have. Each icon shows which ability the 2.17.2. The nation is referred to by some abilities and
card has: effects.
2.10.1.1. indicates the card has “Twin Drive!!” 2.17.3. There are 6 nations, and their respective
(Section 11.2). icons are listed below.
2.10.1.2. indicates the card has “Intercept” United Sanctuary
(Section 11.3).
2.10.1.3. indicates the card has “Boost”
(Section 11.4).
2.10.1.4. indicates the card has “Triple Drive!!!” Dragon Empire
(Section 11.2.4).

2.11. Text Frame


2.11.1. The set of abilities a card has is written inside Star Gate
the text frame. The contents within the frame is
referred to as “text”.
2.11.2. Some text is colored differently to put an
emphasis on it. The difference in colors has no Dark Zone
meaning in terms of rules.
2.11.3. Some cards have text in ( ) to show the
description of a keyword or a keyword ability.
This is called reminder text. Reminder text is part Magallanica
of the text, but it is just for explanatory purposes,
and does not affect the game.
2.11.4. In the case where some text refer to specific
zones, if the master of that zone is not specified, Zoo
it refers to the zone of the master of that card.
This applies to all cards released after 13th
November 2015.

2.12. Art 2.17.3.1. Cards with icons that are not any of the 6
2.12.1. The image of this card. listed above, do not belong to any nation, and
2.12.2. The art is not a characteristic of a card and do not have any nation information.
has no meaning in terms of rules.

2.13. Collection ID
2.13.1. The ID of this card.
2.13.2. The collection ID is not a characteristic of this
card and has no meaning in terms of rules.

2.14. Rarity
2.14.1. The rarity shows how often a card appears
from a pack.
2.14.2. The rarity is not a characteristic of a card and
has no meaning in terms of rules.

2.15. Artist's Name


2.15.1. The artist's name of a card's art. Some cards
have multiple names of artists.
2.15.2. The artist's name is not a characteristic of a
card and has no meaning in terms of rules.

2.16. Drive
2.16.1. The numeric value that determines the
number of drive checks resolved during the
battle that a card attacks, if it is a vanguard, or if
it is in a legion state, if it is a Legion Leader.
2.16.2. The drive is not indicated on a card, but is
one of the characteristics of a card. Also, it may
be increased or modified by effects or abilities
such as .
2.17.4. There are cards without the nation icon. If 3.1.1.2.3. “To activate” an automatic ability means
they belong to a clan, they belong to the that the ability was triggered by an event,
following nations. and becomes “stand by”.
2.17.4.1. Cards without a nation icon, and cards 3.1.1.3. The card text after 【(zone name)】 is
that do not belong to any of the following clans active only if the card is in that zone. See
in the table below, nor <<Cray Elemental>>, do “Zones of the Game” (Section 4) for further
not belong to any nation. descriptions.
2.17.4.2. Cards with a nation icon, but do not 3.1.1.3.1. The card text after 【 】 is active only
belong to any specific clan, are regarded as while the card is on a vanguard circle.
being in all of the clans of the respective nation 3.1.1.3.2. The card text after 【 】 is active only
stated in the table below. while the card is on a rear- guard circle.
Royal Paladin 3.1.1.3.3. The card text after 【 】 is active only
Oracle Think Tank while the card is on a guardian circle.
3.1.1.3.4. The card text after 【Hand】 is active
Angel Feather only while the card is in the player's hand.
United Sanctuary
Shadow Paladin 3.1.1.3.5. The card text after 【Drop Zone】 is
active only while the card is in the drop zone.
Gold Paladin
3.1.1.3.6. The card text after 【Bind Zone】 is
Genesis active only while the card is in the bind zone.
Kagero 3.1.1.3.7. The card text after 【Soul】 is active
only while the card is in the soul.
Nubatama 3.1.1.3.8. The card text after 【Damage Zone】 is
Tachikaze Dragon Empire active only while the card is in the damage
Murakumo zone.
3.1.1.3.9. The card text after 【Deck】 is active
Narukami only while the card is in the deck.
Nova Grappler 3.1.1.3.10. Card text without a zone specified is
active while the card is in any zone.
Dimension Police
Star Gate 3.1.1.4. Some card text have 【(zone 1)/(zone2)】
Etranger as the active zone. This text is active while this
Link Joker card is in either of those zones.
3.1.1.5. The actions written within [ ] are the cost.
Spike Brothers
Regarding the cost, please refer to “Play and
Dark Irregulars Resolve Cards and Abilities” (Section 8).
Dark Zone
Pale Moon 3.1.1.5.1. In order to play an activated ability that
has a cost, the action written in the cost
Gear Chronicle needs to be performed.
Granblue 3.1.1.5.2. For an automatic ability that has a cost,
Bermuda Triangle Magallanica if the action written in the cost is not
performed, the actions after “you may pay
Aqua Force the cost. If you do” will not be performed,
Megacolony unless there was a fork due to a condition
Zoo before the payment of the cost or the usage
Great Nature
restriction in 8.1.1.2.3.1.
Neo Nectar 3.1.1.5.3. If there are multiple costs that need to
be performed at the same time, the costs are
Section 3. Basic Concepts divided by a “&”.
3.1.2. An effect is the instruction given by an ability.
3.1. Abilities and Effects 3.1.2.1. Effects are divided into three categories;
3.1.1. An ability is an instruction generated by a one shot effect, continuous effect, and
card’s text or an effect. replacement effect. See “Play and Resolve
3.1.1.1. Abilities are divided into three categories: Cards and Abilities” (Section 8) for further
continuous ability, activated ability, and details.
automatic ability. See “Play and Resolve Cards
and Abilities” (Section 8) for further details. 3.2. Player
3.1.1.2. If a card text says that an ability will 3.2.1. The player (or “fighter”) is a person playing the
activate, then the meaning will depend on game.
which category the ability is in.
3.1.1.2.1. “To activate” a continuous ability is to 3.3. Owner
put the ability into effect. 3.3.1. The owner is the player who owns the card.
3.1.1.2.2. “To activate” an activated ability is to 3.3.2. The owner of a card is the player who had it in
play the ability. his or her deck at the beginning of the game.
3.3.3. At the end of each game, each player retrieves same characteristic.
each card that he or she owns. 3.7.1.2. If the text states “original”, refer to the text
written on the card.
3.4. Master 3.7.2. A status is a situation of a card that can be
3.4.1. The master is the player who is currently using referred to during a game.
a card, ability, or effects. 3.7.2.1. Owner or master, orientation, and position
3.4.2. The master of a card in a zone (Section 4) is of a card fall under status.
the player whom the zone belongs to.
3.4.3. The master of an effect is the master of the 3.8. Unit
ability that generated that effect. 3.8.1. Units are cards put on the field (Section 4.5)
3.4.4. The master of an activated ability is the player excluding locked cards.
who played it. 3.8.1.1. When the type (Section 2.9) is being
3.4.5. The master of an automatic ability is the referred to by card effects, they can be referred
master of the card that has that ability, or the to as units. For types, there are G units, trigger
master of an effect that created that ability. units, and normal units, broadly referred to as
3.4.6. The master of a continuous ability is the “units” at times.
master of the card that has that ability, or the 3.8.2. Units are categorized into vanguards, rear-
master of an effect that created that ability. guards, and guardians.

3.5. Check Timing 3.9. Vanguard


3.5.1. The check timing is the time that is used to 3.9.1. A vanguard is a unit on a vanguard circle
resolve rule actions (Section 9) or play automatic (Section 4.6.4).
abilities (Section 8.6). 3.9.1.1. A vanguard is a special unit and each
3.5.2. In a check timing, resolve all rule actions, then, player can have only one vanguard. However,
when there are no rule actions to resolve, play if the vanguard is in a legion state (Section
and resolve an automatic ability that had been 10.25), a single vanguard circle can have two
triggered. See “Check Timing/Play Timing, vanguards, the Legion Leader and the Legion
abilities, and effects” (Section 8.4) for further Mate.
details. 3.9.2. Each vanguard has a value called “vanguard
damage”. It is the amount of damage dealt to
3.6. Play Timing that vanguard that has yet to undergo the
3.6.1. The play timing is the time that a player can “Damage Process” (Section 9.6).
perform an action.
3.6.2. Whenever a player gets a play timing, just 3.10. Rear-guard
before he or she chooses to do something, there 3.10.1. A rear-guard is a unit on a rear-guard circle
is always a check timing. After all rule actions (Section 4.6.6).
and automatic abilities have been resolved, that 3.10.1.1. Each player can have up to five rear-
player gets a play timing. guards, one on each of his or her rear- guard
3.6.3. A player who gets a play timing chooses an circles.
action that can be chosen at that time and
performs it, or chooses to pass and do nothing. 3.11. Guardian
3.6.3.1. If he or she chooses an action, after it 3.11.1. A guardian is a unit on a guardian circle
resolves and if it is not specified, then that (Section 4.6.5).
player gets a play timing again. 3.11.2. If a unit without a shield value is placed on a
3.6.3.2. If he or she chooses to pass, and if there guardian circle, it is considered to have a shield
are no rule actions (Section 9) or automatic value of 0.
abilities (Section 8.6) left to resolve, then the 3.11.3. When guardian(s) is/are put on the guardian
game progresses. circle, increase the power of the chosen unit
being attacked by the total amount of shield of
3.7. Characteristic and status the guardian(s) (Section 7.5.1.2).
3.7.1. A characteristic is a value, phrase, or icon that 3.11.4. There is no limit to how many guardians you
has any meaning or is referred to during a game. may have.
Characteristics can be modified by some effects.
See “Characteristic of cards” to find out what fall 3.12. Drawing, and moving cards
under characteristics. 3.12.1. “Draw (cards)” is an action that moves cards
3.7.1.1. Characteristics can be modified by some from your deck to your hand.
effects. If a card has multiple copies of a 3.12.2. If an effect says “draw a card”, the designated
characteristic that is not an ability, then the player moves the top card of his or her deck to
overlapping ones are ignored. E.g. If an effect his or her hand without revealing it.
that says “This card is also a <<Royal 3.12.3. If an effect says “draw [number] cards”,
Paladin>>” is applied to a unit that is already a repeat “draw a card” that number of times.
<<Royal Paladin>>, then the second one is
ignored, because it is multiple copies of the
3.12.4. If an effect says “draw up to [number] cards”, 3.15.1.2.1. Even if the text can be read as if the
if [number] is 0, nothing happens. If [number] is 1 source of damage is a player, the source is
or more, perform the following. still that card itself.
3.12.4.1. The player can choose to end this set of
actions. 3.16. At Random
3.12.4.2. The player draws a card. 3.16.1. To choose something “at random” means to
3.12.4.3. If the number of times 3.12.4.2 has been choose from among the choices with even
performed in this set of actions has reached probability and with no intentions.
[number] of times, end this set of actions. 3.16.2. When choosing at random, you choose from
Otherwise, return to 3.12.4.1. among the specified cards or abilities with no
3.12.5. Unless otherwise stated, for moves like “put it intention.
into your drop zone” and “bind”, moving the top
card of your deck to another zone shall be 3.17. Card Orientation
performed as usual. 3.17.1. Each unit on the field (Section 4.5) has one of
two orientation status.
3.13. Looking at Cards from the Top of the Deck 3.17.1.1. Standing: cards placed vertically.
3.13.1. “Looking at cards from the top of the deck” is Changing orientation of a card into a standing
an action that checks the characteristics of cards state is called “to stand (a card)”.
in the deck. 3.17.1.1.1. In card text, the word “stand” or
3.13.2. If an effect says “look at [number] cards from “standing” is indicated by a icon.
the top of [player's] deck”, if [number] is 0, 3.17.1.2. Resting: cards placed horizontally.
nothing happens. If [number] is 1 or more, the Changing orientation of a card into a resting
player checks the characteristics of the top state is called “to rest (a card)”.
[number] cards of [player's] deck. 3.17.1.2.1. In card text, the word “rest” or
3.13.3. If an effect says “look at up to [number] cards “resting” is indicated by a icon.
from the top of [player's] deck”, if [number] is 0, 3.17.2. If a player is asked to stand standing cards or
nothing happens. If [number] is 1 or more, rest resting cards, then the player does nothing.
perform the following. 3.17.3. Each card on the field, in a damage zone or
3.13.3.1. The player can choose to end this set of in the G zone is in one of the two following
actions. states.
3.13.3.2. The player adds 1 to the number of times 3.17.3.1. Face up: cards placed with art side up.
3.13.3.3 has been reached in this set of Changing a card into face up is called “to turn
actions to get N, and looks at the Nth card from face up”.
the top of [player's] deck. 3.17.3.2. Face down: cards placed with back side
3.13.3.3. If the number of times 3.13.3.2 has been up. Changing a card into face down is called
performed in this set of actions has reached “to turn face down”.
[number] of times, end this set of actions. 3.17.4. If a player is asked to turn a face up card face
Otherwise, return to 3.13.3.1. up or turn a face down card face down, then the
player does nothing.
3.14. Source
3.14.1. Some effects will see where another effect 3.18. Types of Circles
came from. This is called the “source of an 3.18.1. Circles on the field can be classified as
effect”, and is defined as below: having 1 of the following 4 types, namely
3.14.1.1. If an ability generated the effect, then the “Vanguard”, “Rear-guard”, “Guardian”, “Lock”.
card that has that ability is the source of the 3.18.2. A circle that is classified will have the name of
effect. “(Type) circle”. E.g.: A circle that is classified
3.14.1.2. Rule actions (Section 9) are not effects, under vanguard type is called vanguard circle.
and have no sources.
Section 4. Zones of the Game
3.15. Source of damage
3.15.1. Some effects will see where damage came 4.1. General
from. This is called the “source of damage”, and 4.1.1. For each zone, each player has his or her own
is defined as below: one if not specified.
3.15.1.1. During the damage step, if a unit deals 4.1.2. The number of cards in each zone is public to
another unit under the rules of battle, then that all players and can be verified at any time.
damage is called “battle damage”. Source of 4.1.3. Whether information of cards are public or
battle damage is the card that dealt that hidden will depend on the zone it is in. Zones
damage. with public information are called “public zones”
3.15.1.2. If an effect from an ability on a card deals and zones with hidden information are called
damage, then that damage is called “skill “hidden zones”.
damage”. Source of skill damage, if not 4.1.4. If a card moves from a zone to another zone, if
specified by that effect, is the source of the it's not “from a circle to another circle”
effect that generated the damage. movement, then the card is considered as a new
card in a new zone. All effects applied in 4) Field
previous zones do not apply in the new zone. 5) Circle
4.1.5. When multiple cards move from a zone to 6) Soul
another zone at the same time, unless otherwise 7) Damage Zone
specified, the order of the cards to be moved to 8) Bind Zone
the new zone is decided by the owner of those 9) Trigger Zone
cards, and those cards are moved to the new 10) G Zone
zone simultaneously.
4.1.5.1. When multiple cards move from a public
zone to a hidden zone at the same time, and 4.2. Deck Zone
the owner of those cards, or the master of the 4.2.1. The zone you put your main deck in at the
effect that caused the move in the case of beginning of a game.
movement due to card effects, can decide the 4.2.2. The deck zone is a hidden zone. All cards in
order in which to place them, players other this zone are put face down, and no player can
than that player cannot know the order of those see the information or order of these cards, and
cards in the new zone. cannot change the order.
4.1.6. If a card would move to a zone without the 4.2.3. When multiple cards move from the deck zone
master of the zone specified, then the card to another zone at the same time, move cards
moves to the zone of the owner. one by one.
4.1.7. If cards in a public zone are face down for
some reason, then all players may see the 4.3. Hand
information of the cards. While cards are 4.3.1. The zone where you put the cards that you
revealed in a hidden zone, all players may draw.
generally see the information of the cards. 4.3.2. The hand is a hidden zone, but you can see
4.1.8. When the effect of a single card moves a card information of cards in your own hand. You may
to another zone, if any action would be not see information of cards in your opponent’s
performed on the card that was moved, that hand. You may change the order of your cards in
ability follows the card that was moved, and your hand.
performs the action on it.
4.4. Drop Zone
4.4.1. The zone you put cards that have left the field
or have been discarded from hand if not
specified.
4.4.2. The drop zone is a public zone. Cards in this
zone are stacked face up, and the information of
cards are open to all players. You can change
the order of cards in your drop zone. When you
put a card into this zone, put it on top of the
already existing ones.

4.5. Field
4.5.1. The zone to put all your units on.
⑤ Circle (Guardian) ⑨ Trigger Zone 4.5.2. This zone has seven circles. A Card on a circle
is also regarded as being on the field that the
⑤ Circle (Vanguard) ① Deck Zone circle belongs to.
4.5.3. The field is a public zone.
⑤ Circle (Rear-guard) ③ Drop Zone
⑦ Damage Zone ④ Field 4.6. Circle
4.6.1. The zone to put your unit on individually. Each
⑩ G Zone
player has 7 circles: left front, center front, right
front, left back, center back, right back, and
center far front.
4.6.2. Each pair of circles, left front and left back,
center front and center back, and right front and
⑥ Soul right back, is called a column.
4.6.2.1. Your opponent's column directly across
your own column is the same column.
Specifically, your left column and your
opponent's right column, your center column
and your opponent's center column, your right
column and your opponent's left column, are
1) Deck Zone the same columns.
2) Hand
3) Drop Zone
4.6.3. Each set of circles, left front, center front, and change the order of cards in your damage zone.
right front and left back, center back, and right When you put a card into this zone, put it on top
back, is called a row. of the existing ones.
4.6.4. The type of the center front circle at the 4.8.2.1. Even if an effect or cost turns cards in a
beginning of the game is a vanguard type. damage zone face down, they are still public
4.6.4.1. When a card is moved to the vanguard information. Each player may see the face of
circle from anywhere other than by striding, the cards.
including a rear-guard circle, it is put there in 4.8.2.2. Cards that are put faced down in the
the stand state. damage zone only hold card information and
4.6.5. The type of the center far front circle at the does nothing else.
beginning of the game is a guardian type. 4.8.3. If you have six or more cards in your damage
4.6.5.1. When a card is placed on this zone, unless zone, you lose the game by rule action. See
otherwise specified, it is placed in the rest “Rule Action” (Section 9) for more details.
state.
4.6.6. The type of each circle, other than the center 4.9. Bind Zone
front and center far front circles, at the beginning 4.9.1. The zone that you put cards that have been
of the game is a rear-guard type. If there are no bound.
cards or a face up card on those circles, they are 4.9.2. The bind zone is a public zone. All players may
rear-guard types. see the information of face up cards in this zone.
4.6.6.1. When a card is moved to a rear-guard 4.9.2.1. Due to an effect, cards in the bind zone
circle from anywhere other than another rear- that are face up can be turned face down, and
guard circle, including a vanguard circle, it is cards in other zones can be move to the bind
put there in the stand state. zone face down. Only the owner of the face
4.6.6.2. When a card is moved to a rear-guard down cards in a bind zone may see the face.
circle from another rear-guard circle, it is put Other players may not see the face of these
there in the same orientation as the previous cards.
circle. 4.9.2.2. Bound cards that are faced down do not
4.6.7. The type of circle with a locked card on it is a have possess any card information and cannot
lock circle. be given any information.
4.6.8. Circles are public zones. The cards in these 4.9.3. Bound cards or cards referring to bound cards
zones are face up, and all information is open to may sometimes affect the game. As such,
all players. players are required to split the pile of bound
4.6.8.1. Cards that are face down on a circle due to cards so that they can be distinguished which
effects or costs are still in a public zone. The effect they were bound by. You may change the
information is open to all players. order of your bound cards within the same pile.
4.6.8.2. Generally, only one card can be put on
each vanguard, rear-guard, and lock circles. 4.10. Trigger Zone
Multiple cards can be put on a guardian circle. 4.10.1. The zone where cards are put in temporarily
4.6.9. Other than moving between rear-guard circles, during the game.
when a G unit on a circle moves to another area, 4.10.2. Cards revealed by a drive check (Section
after moving, or after finishing a chain of moving, 7.5.1) are placed in the trigger zone. After
that G unit is put back into the owner’s G zone in resolving the effects of icons on it, the card
a face up state. moves to the owner's hand.
4.10.3. Cards revealed by a damage check (Section
4.7. Soul 9.6) are placed in the trigger zone. After
4.7.1. Some cards will go into this zone during a resolving the effects of icons on it, the card
game. The soul is not a part of the field. moves to the owner's damage zone.
4.7.2. Cards in the soul are stacked under the 4.10.4. The trigger zone is a public zone. All the
vanguard. If the vanguard is in a legion state cards in this zone are placed face up, and any
(Section 10.25), they are stacked under the player may see the information or order of these
Legion Leader. cards, but may not change the order. When you
4.7.3. The soul is a public zone. Cards in this zone put a card into this zone, put it on top of the
are stacked face up, and all information is open existing cards.
to all players. You can change the order of cards
in your soul. 4.11. G Zone
4.11.1. The zone you put your G deck in at the
4.8. Damage Zone beginning of a game.
4.8.1. The zone you will put cards in as the game 4.11.2. The G zone is a hidden zone, but you can
progresses. Generally, you will put cards in this see the information of, and change the order of
zone when your vanguard is dealt damage. cards in your G zone. The face down cards in
4.8.2. The damage zone is a public zone. Cards in this zone are stacked, and other players cannot
this zone are stacked face up, and all see the information of the face down cards.
information is open to all players. You can
4.11.3. When cards in this zone are put to face up, 5.4. Preparing the Game
they are placed separately from the face down 5.4.1. Before the start of each game, prepare for the
cards, and only stacked with face up cards. All game in the following steps:
players can see the information of, and change 5.4.2. Present the main deck and G deck you will use
the order of face up cards in the G zone. for this game to your opponent. The main deck
4.11.4. At the beginning of a game, all cards in the G and G deck will need to fulfill rule 5.1.1 and 5.3
deck are placed face down on the G zone in a at this time.
hidden state. 5.4.3. Choose a grade 0 card from your main deck,
and put it face down on your vanguard circle.
4.12. Removal Zone This card is not revealed until you begin the
4.12.1. The zone you put cards that are removed game. This unit is called your “first vanguard”.
from game (Section 10.36). 5.4.3.1. Each player places all the cards in his or
4.12.2. The removal zone is a public zone. Cards in her G deck in his or her G zone face down in a
this zone are stacked face up, and all stack, and shuffles his or her main deck. Then,
information is open to all players. each player may shuffle his or her opponent's
main deck. Each player puts his or her main
Section 5. Setting Up the Game deck face down on his or her deck zone
afterwards.
5.1. Preparing the Decks 5.4.3.2. Randomly determine which player goes
5.1.1. Each player prepares his or her own main first.
deck and up to 1 G deck before the game. 5.4.3.2.1. You may not determine who goes first
5.1.2. Continuous abilities regarding deck in any other way, and you may not use a
construction of the main deck and G deck, are random method to decide who gets to
applied as a replacement effect that changes the choose who goes first.
rules below (see “Play and Resolve Cards and 5.4.3.3. Each vanguard’s vanguard damage is set
Abilities”, Section 8). to 0.
5.4.3.4. Each player draws five cards from his or
5.2. Preparing the Main Deck her deck and makes the initial hand. Then,
5.2.1. Each player prepares his or her own main from the player going first, each player
deck before the game. chooses any number of cards in his or her
5.2.2. Constructed main deck hand and shuffles them back into his or her
5.2.2.1. A main deck must contain exactly fifty deck, then draws the same number of cards as
cards. he or she returned to the deck. If you choose
5.2.2.2. Each deck can only contain up to four not to put any cards back, then you do not
copies of cards with the same name. You can shuffle.
put up to four copies of cards with the same
name in your main deck and G deck each. Section 6. Game Procedure
5.2.2.2.1. Even if any other information is
different, if two cards have the same name, 6.1. Stand Up
your main deck can only have up to four 6.1.1. At the beginning of the game, each player
cards in total among them. turns his or her vanguard face up. This is called
5.2.2.3. A main deck must contain exactly sixteen “Stand Up”.
cards with a trigger. These cards must follow
the “up to four” rules at the same time. 6.2. Turn Procedure
5.2.2.4. A main deck can only contain up to four 6.2.1. During a game, players take turns progressing
cards with a (heal) trigger. the game by becoming the turn player. The turn
5.2.2.5. A main deck can only contain up to four player performs actions in the following order of
cards with the “Sentinel” ability. phases. This sequence of phases is called a
5.2.2.6. A main deck must be constructed of normal turn.
units and trigger units. 6.2.2. Usually, the phases and steps of each phase
will proceed in the order below.
5.3. Preparing the G Deck ▶ Stand Phase
5.3.1. Each player prepares his or her own G deck ▶ Draw Phase
before the game. ▷ Draw Step
5.3.2. A G deck must be constructed of 0 to 16 cards. ▷ G Assist Step
5.3.2.1. Each deck can only contain up to four ▶ Ride Phase
copies of cards with the same name. You can ▷ Ride Step
put up to four copies of cards with the same ▷ Stride Step
name in your main deck and G deck each. ▶ Main Phase
5.3.3. A G deck must be constructed only of G units. ▶ Battle Phase
▷ Attack Sub Phase
▪ Start Step
▪ Attack Step
▪ Guard Step 6.4.1.2.5. The turn player looks at 5 cards from
▪ Drive Step the top of his or her deck, chooses up to 1
▪ Damage Step card that is 1 grade greater than his or her
▪ Close Step vanguard from among them, shows it to his
▶ End Phase or her opponent, and puts it in his or her
hand. If the turn player put a card in his or
6.3. Stand Phase her hand, the turn player chooses 2 cards
6.3.1. The phase in which the turn player stands from his or her hand, chooses 2 cards from
units that he or she is a master of. This phase is his or her G zone, reveals those 4 cards, and
done in the following order: removes them from the game. Even if no
6.3.1.1. Each active automatic ability with the card was put into his or her hand, shuffle the
timing “at the beginning of turn” or “at the deck.
beginning of stand phase” becomes stand by. 6.4.1.2.5.1. Both players can refer to cards that
Resolve a check timing. have been removed from the game.
6.3.1.2. The turn player stands all of his or her units 6.4.1.2.5.2. When cards are removed from the
on the field. game by this method, if each of the zones
6.3.1.3. Resolve a check timing. After completing has less than 2 cards, remove all of the
all actions in the check timing, advance to the cards in each zone.
next phase. 6.4.1.3. Resolve a check timing. After completing
all actions in the check timing, advance to the
6.4. Draw Phase next phase.
6.4.1. The phase in which the turn player draws a
card from his or her deck. This phase is done in 6.5. Ride Phase
the following order: 6.5.1. The phase in which the turn player can normal
6.4.1.1. Draw Step ride (Section 8.5.1.1) or normal stride (Section
6.4.1.1.1. Each active automatic ability with the 8.5.1.3) his or her vanguard. This phase is done
timing “at the beginning of draw phase” in the following order:
becomes stand by. Resolve a check timing. 6.5.1.1. Ride Step
6.4.1.1.2. The turn player draws a card. 6.5.1.1.1. Each active automatic ability with the
6.4.1.1.3. Resolve a check timing. After timing “at the beginning of ride phase”
completing all actions in the check timing, becomes stand by. Resolve a check timing.
advance to the G assist step. 6.5.1.1.2. The turn player can normal ride
6.4.1.2. G Assist Step (Section 8.5.1.1) the vanguard, or vanguard
6.4.1.2.1. The step in which the turn player can in a legion state, that he or she is the master
search his or her deck for a card. of. This can only be performed once per turn.
6.4.1.2.1.1. Each active automatic ability with 6.5.1.1.3. The only circle that you can play a card
the timing “at the beginning of G assist on during the ride step is the vanguard circle.
step” becomes stand by. Resolve a check 6.5.1.1.4. Resolve a check timing. After
timing. completing all actions in the check timing,
6.4.1.2.1.2. The turn player can search his or advance to the stride step.
her deck for a card. This is called “G 6.5.1.2. Stride Step
Assist”, and is done according to the steps 6.5.1.2.1. Each active automatic ability with the
below. timing “at the beginning of stride step”
6.4.1.2.1.3. If the turn player does not search becomes stand by. Resolve a check timing.
his or her deck for a card, proceed to 6.5.1.2.2. The turn player can normal stride
6.4.1.3. (Section 8.5.1.3) a G unit with a stride
6.4.1.2.2. If you search your deck for a card, the condition of “stride step” on the vanguard, or
following 3 conditions must be fulfilled. vanguard in a legion state, that he or she is
6.4.1.2.2.1. Your vanguard is not grade 3 or the master of. This can only be performed
greater. once per turn.
6.4.1.2.2.2. There are 2 or more cards in your 6.5.1.2.3. The only circle that you can play a card
G zone. on during the stride step is the vanguard
6.4.1.2.2.3. Your hand does not have any card circle.
that is 1 grade greater than your vanguard. 6.5.1.3. Resolve a check timing. After completing
6.4.1.2.3. If any of the above conditions are not all actions in the check timing, advance to the
fulfilled, proceed to 6.4.1.3. next phase.
6.4.1.2.4. The turn player reveals his or her hand,
and after his or her opponent confirms that 6.6. Main Phase
the conditions in 6.4.1.2.2 are fulfilled, the 6.6.1. The phase in which the turn player can
revealed hand returns to being a hidden perform several actions. This phase is done in
zone. the following order:
6.6.1.1. Each active automatic ability with the beginning of end phase” and “at the end of
timing “at the beginning of main phase” turn” that have not become stand by during this
becomes stand by. end phase, the opponent of the current turn
6.6.1.2. The turn player gets a play timing. In this player becomes the new turn player and the
play timing, the turn player can do any of the game advances to the next turn's stand phase.
actions below, in any order and any number of This turn ends. Otherwise, go back to 6.8.1.2.
times.
6.6.1.2.1. The turn player chooses a card in his or Section 7. Attack and Battle
her hand and one of his or her rear-guard
circles, and performs a normal call (Section 7.1. Basics
8.5.1.2). The normal called card is placed 7.1.1. In each battle phase, the turn player can attack
onto the chosen circle. with his or her standing units in the front row
6.6.1.2.1.1. The only circle you can play a card against his or her opponent's units. During a
on during the main phase is the rear-guard battle phase, the turn player performs a
circle. progression of steps beginning with the start
6.6.1.2.2. The turn player can play any of the step.
activated abilities (refer to 8.5) on his or her 7.1.2. The series of steps from the start step to the
cards. close step is called the “Attack Sub Phase”. The
6.6.1.2.3. If two circles in the same column are process from 7.4.1.1 to 7.8.1.4 is called the
both rear-guard circles, the turn player can “Battle”.
exchange the cards in those circles. If both of 7.1.2.1. A battle is counted as one battle from the
those circles have a card on it, then put both moment a battle begins. Even if the process of
of them on the other circles simultaneously. If a battle is cut off midway and proceeds to the
only one of those circles has a card, then put close step, it is still counted as one battle.
it on the other circle. If there are no cards in 7.1.2.2. If the unit chosen in 7.3.1.4 for a battle
either of the circles, then nothing happens. includes a vanguard, it is referred to as “a
6.6.1.3. When the turn player chooses to do battle where (this unit) attacked (is attacking) a
nothing, advance to the next phase. vanguard” and “a battle where a vanguard is
attacked (being attacked)” till the close step. If
6.7. Battle Phase the unit chosen includes a rear-guard, it is
6.7.1. The phase in which the turn player can attack referred to as “a battle where this unit attacked
his or her opponent’s units with units that he or (is attacking) a rear-guard” and “a battle where
she is the master of. See “Attack and Battle” a rear-guard is attacked (being attacked)” till
(Section 7) for the description of this phase. the close step.
7.1.2.3. If an effect causes all of the “units being
6.8. End Phase attacked” in “a battle where (this unit) attacked
6.8.1. The phase in which several actions are (is attacking) a vanguard” or “a battle where a
resolved at the end of a turn. This phase is done vanguard is attacked (being attacked)” to
in the following order: change from a vanguard to a rear-guard after
6.8.1.1. The turn player performs the following in 7.3.1.4, that battle is no longer “a battle where
the order shown. (this unit) attacked (is attacking) a vanguard” or
6.8.1.1.1. Put all G units on the vanguard and “a battle where a vanguard is attacked (being
rear-guard circles to the G zone in a face up attacked)”, and becomes “a battle where this
state. unit attacked (is attacking) a rear- guard” and
6.8.1.1.2. Return all locked cards and deleted “a battle where a rear-guard is attacked (being
units on that player’s field to a normal state attacked)”. Similarly, when all of the “units
by turning the cards face up. being attacked” in “a battle where this unit
6.8.1.2. Each active automatic ability with the attacked (is attacking) a rear-guard” or “a battle
timing “when a card is unlocked”, “when a card where a rear-guard is attacked (being
is put to face up”, and “when put to G zone” attacked)” are changed from a rear-guard to a
triggers are put to stand by. Then, resolve a vanguard, that battle is no longer “a battle
check timing. where this unit attacked (is attacking) a rear-
6.8.1.3. Each active automatic ability with the guard” or “a battle where a rear-guard is
timing “At the beginning of end phase” and “at attacked (being attacked)”, and becomes “a
the end of turn” that have not become stand by battle where (this unit) attacked (is attacking) a
in this end phase becomes stand by. vanguard” and “a battle where a vanguard is
6.8.1.4. Resolve a checking timing. After attacked (being attacked)”. If the unit chosen in
completing all the actions in the check timing, 7.3.1.4 for a battle includes a vanguard, it is
all effects with “until end of this turn” will cease referred to as “a battle where a vanguard is
to exist. being attacked” till the close step. If the unit
6.8.1.5. At this point, if there are no automatic chosen includes a rear-guard, it is referred to
abilities standing by, no rule actions to resolve, as “a battle where a rear-guard is being
and no active automatic abilities with “at the attacked” till the close step.
7.1.2.4. Following 7.3.1.4, should the “unit being circle) as the unit to attack with for this battle,
attacked” be changed from vanguard to rear- and the unit chosen becomes the specified
guard, abilities with “the battle that your attacking unit.
vanguard was attacked” will not occur, and 7.4.1.4. Confirm if the specified attacking unit may
abilities with “the battle that your rear-guard attack.
was attacked” will occur. Likewise, should the 7.4.1.4.1. If the specified attacking unit is
“unit being attacked” be changed from rear- unspecified, or rested, or unable to attack
guard to vanguard, abilities with “the battle that due to any effect, proceed to the close step.
your rear- guard was attacked” will not occur, 7.4.1.5. Rest the attacking unit.
and abilities with “the battle that your vanguard 7.4.1.5.1. Between the time when the attacking
was attacked” will occur. unit is chosen till the close step, the chosen
unit in 7.4.1.3. will be referred to as the
7.2. Attack Resolution “attacking unit”.
7.2.1. The resolution of the steps from the attack step 7.4.1.5.2. Between when the attacking unit is
to the close step is known as the attack chosen and the end of battle, if the chosen
resolution, and is referred to as the specific unit becomes unable to attack, the process
action “To Attack” (Section 10.34). of the battle still proceeds.
7.2.2. For an attack, both the attacking unit and the 7.4.1.6. If the specified unit being attacked is
unit being attacked must exist, and they are unspecified, the turn player chooses one of his
either specified units or non-specified units. or her opponent's units on a vanguard circle
that is not a Legion Mate, or on a rear-guard
7.3. Start Step circle in the front row, that is not restricted by
7.3.1. The step in which the turn player chooses rules nor effects, as the unit being attacked for
whether to attack or not. This step is done in the this battle, and it becomes the specified unit
following order: being attacked.
7.3.1.1. In the situation where this step is the first 7.4.1.7. Confirm if the specified unit being attacked
start step of this Battle Phase, Each active may be attacked.
automatic ability with the timing “at the 7.4.1.7.1. If the specified unit being attacked
beginning of start step” and “at the beginning becomes unspecified, or the attacking unit
of your battle phase” becomes stand by. becomes unable to attack due to some
Resolve a check timing. combination of rules or effects, proceed to
7.3.1.2. The turn player chooses whether to attack the close step immediately.
or not. 7.4.1.8. Between being chosen for the attack until
7.3.1.2.1. If he or she chooses to attack, then close step, the unit chosen at 7.4.1.6. is
resolve a check timing. After completing all referred to as the “unit being attacked”.
the actions in the check timing, both the 7.4.1.8.1. Between being chosen for the attack
specified attacking unit and the specified unit until the end of battle, if the unit being
being attacked are no longer specified, and attacked changes, or ceases to exist, the
advance to the attack step. process of the battle still proceeds.
7.3.1.2.2. If he or she chooses not to attack, then 7.4.1.8.2. The “attacking unit” and the “unit being
advance to the next phase. attacked” will only continue to be the
7.3.1.3. If this is the very first turn of the game or “attacking unit” and the “unit being attacked”
there are units that cannot attack or be if they are in their present circles. Should the
attacked, or by some combination which “attacking unit” leaves its current position, it
results in a situation where an attack is unable will cease to be an “attacking unit”, while a
to take place, then the turn player cannot “unit being attacked” will cease to be a “unit
choose to attack. It is automatically regarded being attacked” should it leave its current
that the turn player chose not to attack. position.
7.4.1.8.2.1. Even if the “attacking unit” or the
7.4. Attack Step “unit being attacked” cease to exist, they
7.4.1. The step in which the turn player chooses will continue to be referred to as the
which unit he or she will attack with or not to “attacking unit” and the “unit being
attack. This step is done in the following order: attacked” during the attack sub phase.
7.4.1.1. The battle begins. 7.4.1.8.3. For the attacking unit, the unit being
7.4.1.2. Each active automatic ability with the attacked becomes the “battle opponent”. At
timing “at the beginning of attack step” the same time, for the unit being attacked,
becomes stand by. Resolve a check timing. the attacking unit becomes the “battle
7.4.1.3. If the specified attacking unit is opponent”.
unspecified, the turn player chooses one of his 7.4.1.8.4. If a “this unit (may) battle(s)” effect
or her standing units, not restricted by rules nor increases the number of units chosen for the
effects, on a vanguard or rear- guard circle in attack, or changes the method of choosing
the front row (or if the vanguard is in a legion the unit for the attack, those effects are
state (Section 10.25), both units on a vanguard applied.
7.4.1.8.5. If there are multiple units being time, the non-turn player chooses which unit
attacked, all of those units are referred to as it will guard among the units being attacked.
“units that are being attacked”, and proceed 7.5.1.2.3. The non-turn player may, if both
with the battle phase. players’ vanguards are grade 3 or greater,
7.4.1.8.6. A Legion Mate cannot be forced to be and if the number of face up cards in the
attacked by an effect. non-turn player’s G zone with is 3
7.4.1.9. Between 7.3.1.3 and the close step, if or less, and there is a card with
another unit is placed on a circle with a unit among the face down cards in his or her G
that is being attacked, that unit does not zone, choose one of those face down cards,
become a unit that is being attacked. pay the cost specified by that card’s G
7.4.1.10. The turn player may choose a unit with Guardian ability, and superior call it to his or
in the back circle of the same column as her guardian circle as face up. At this time,
the attacking unit, and rest it to make it boost the non-turn player chooses which unit it will
the attacking unit (if it is a vanguard in a legion guard among the units being attacked.
state, it boosts either of those units). 7.5.1.2.4. The non-turn player may choose a unit
7.4.1.10.1. From the time it is chosen until the with in his or her front rear-guard circle
end of the close step, the unit chosen in this that is not being attacked during this battle,
step becomes a “boosting unit” and the and put it into his or her guardian circle in the
attacking unit becomes a “boosted unit”. rest state. At this time, the non-turn player
7.4.1.10.1.1. These two units shall continue to chooses which unit it will guard among the
be the “boosting unit” and “boosted unit” in units being attacked.
their respective circles. If one of these 2 7.5.1.2.5. Resolve a check timing. After finishing
units moves out of its original circle, the all actions in the check timing, return to
remaining unit will no longer be the 7.5.1.2.
“boosting unit” or “boosted unit”.
7.4.1.11. Until the end of the close step, as long as 7.6. Drive Step
both units stay the respective “boosting unit” 7.6.1. The step to check for additional effects during
and “boosted unit”, the power of the “boosting the attack by a unit. This step is done in the
unit” will continuously be added to the power of following order:
the “boosted unit”. At the same time, if a 7.6.1.1. Each active automatic ability with the
vanguard in a legion state is “attacking”, the timing “at the beginning of drive step” becomes
power of the Legion Mate will continuously be stand by. Resolve a check timing.
added to the power of the Legion Leader. 7.6.1.2. If the attacking unit is a vanguard, or a
7.4.1.12. Resolve a check timing. Automatic rear-guard that gained drive, the turn player
abilities with the timing “when unit attacks” and checks for additional effects for the attack. This
“when unit boosts” resolve during this timing. action is called a “drive check” and resolves in
7.4.1.13. Resolve a check timing. After finishing all the following order from 7.6.1.2.1 to 7.6.1.3.
actions in the check timing, advance to the 7.6.1.2.1. The attacking vanguard, or Legion
guard step. Leader in legion, or unit that gained drive due
to effects, is referred to as a drive unit.
7.5. Guard Step 7.6.1.2.2. If the drive of the drive unit is 0 or less,
7.5.1. The step in which the non-turn player can call proceed to 7.6.1.4. If it is not, proceed to
guardians to prevent the attack. This step is 7.6.1.2.3.
done in the following order: 7.6.1.2.3. The turn player puts the top card of his
7.5.1.1. Each active automatic ability with the or her deck into the trigger zone face up.
timing “at the beginning of guard step” 7.6.1.2.4. If the card is the same clan as one of
becomes stand by. the units in the turn player’s vanguard circle
7.5.1.2. The non-turn player gets one play timing or rear-guard circle, then resolve the actions
(and a check timing before it). During this play indicated by the trigger icon on the card.
timing, the non-turn player performs 1 of the 7.6.1.2.5. Resolve a check timing.
following 4 actions from 7.5.1.2.1. to 7.5.1.2.4. 7.6.1.2.6. If the card is still in the trigger zone,
7.5.1.2.1. The non-turn player may choose to then the turn player puts the cards into his or
pass. If pass was chosen, proceed to drive her hand regardless of whether it has a
step for the vanguard is attacking, and trigger or not.
proceed to damage step if the rear- guard is 7.6.1.3. Resolve a check timing. If the number of
attacking. drive checks resolved during this battle’s drive
7.5.1.2.1.1. If the non-turn player cannot normal step is less than the drive of the drive unit, go
call or call a G guardian or intercept, the back to 7.6.1.2. Otherwise, proceed to 7.6.1.4.
non-turn player is automatically considered 7.6.1.4. Resolve a check timing. After completing
to have chosen to pass. all actions in the check timing, advance to the
7.5.1.2.2. The non-turn player may choose a card damage step.
from his or her hand and normal call (Section
8.5.1.2.) it to his or her guardian circle. At this
7.7. Damage Step 7.8.1.3. At this point, if there are no automatic
7.7.1. The step to resolve the damage to the abilities standing by, no rule actions (Section 9)
attacked unit. This step is done in the following to resolve, and no active automatic abilities
order: with the timing “at the beginning of close step”
7.7.1.1. Each active automatic ability with the and “at the end of battle” which have not
timing “at the beginning of damage step” become stand by in this close step, proceed to
becomes stand by. Resolve a check timing. 7.8.1.4. Otherwise, go back to 7.8.1.1.
7.7.1.2. Compare the power of the attacking unit 7.8.1.4. Attacking units stop being “attacking units”,
(the combined power for a vanguard in a legion and attacked units stop being “attacked units”.
state) with the power of the attacked unit. If the 7.8.1.5. If the specified action “To Attack” is
attacked unit’s power is less than or equal to ongoing, this will complete the attack
the attacking unit, then the attack hits. resolution. If it is not, after this, return to start
7.7.1.3. If the attacking unit or the attacked unit had step.
left the field, or if the master of any of these
unit changed, or if any of these units moved to Section 8. Play and Resolve Cards and Abilities
another circle, then the powers are not
compared, and the attack does not hit. 8.1. Categories of Abilities
7.7.1.4. Resolve a check timing. Abilities with the 8.1.1. Abilities are divided into three categories;
timing “when attack hits” and “when attack did continuous abilities, activated abilities, and
not hit” do not become stand by at this point. automatic abilities.
They will become stand by in 7.7.1.7. 8.1.1.1. Activated abilities are abilities that a player
7.7.1.5. If the attack hits, and the attacked unit is a with a play timing can pay the cost to get the
vanguard, then the attacking unit deals effect.
damage equal to its critical (if it is a vanguard 8.1.1.1.1. Activated abilities are written on cards
in a legion state (Section 10.25), it deals as “ ACT 【zone】:[cost] (effect)”. The zone
damage equal to the Legion Leader’s critical). within the 【 】 indicates the zone in which
7.7.1.5.1. If the attacking unit's critical (if it is a the ability can be used, the text within the []
vanguard in a legion state (Section 10.25), indicates the cost to play it, and the text that
the critical of the Legion Leader) is 0 or less, follows is the effect that occurs by resolving
then it does not deal damage. Zero or the activated ability.
negative damage will not be dealt. 8.1.1.1.2. Some activated abilities have a
7.7.1.5.2. If the attacking unit had left the field, or requirement stated as “If (requirement), “.
if the master of the attacking unit changed, or 8.1.1.1.2.1. The effects “This ability cannot be
if the attacking unit moved to another circle, used for the rest of that turn.” and “This
then the attacking unit does not deal ability cannot be used for the rest of the
damage. game.” are still applied even if the
7.7.1.6. Resolve a check timing. requirement of the ability is not met.
7.7.1.7. With regards to the unit, the event of 8.1.1.1.2.2. The portion of an ability with a
whether the attack “hits” or “does not hit” requirement that resolves only if the
occurs at this time. requirement is met, is only the text that is
7.7.1.8. Resolve a check timing. before the next succeeding full-stop.
7.7.1.9. Retire all , put them to the G zone 8.1.1.1.2.3. There are cases where abilities with
according to 4.6.9, then retire all guardians, requirements indicated by “if” will refer to
then retire all rear-guards that were hit. text prior to it as a basis for determining if
7.7.1.10. Resolve a check timing. After completing the requirement is met.
all actions in the check timing, advance to the 8.1.1.1.2.4. There are cases where after the full
close step. stop succeeding a portion of an ability with
a requirement indicated by “if”, the text
7.8. Close Step starts with an “if”. If that text refers to the
7.8.1. The step to resolve all actions that happen at result of text prior to it, if the requirement of
the end of an attack. This step is done in the the prior text is not met, it will not resolve.
following order: 8.1.1.1.2.5. There are cases where portions of
7.8.1.1. Each active automatic ability with the text start with “Then”. In these cases, there
timing “At the beginning of close step” and “at will be text prior to it. If the text prior to it
the end of battle” that have not become stand has a requirement, if that requirement is
by in this close step becomes stand by. not met, it will not resolve.
7.8.1.2. Resolve a check timing. After completing 8.1.1.1.2.6. If the activated ability does not have
all actions in the check timing, the battle will a cost, declaring that the ability is being
end, and all effects with the duration of “until played will play the ability.
the end of that battle” and “during this battle” 8.1.1.1.2.6.1. Activated abilities without a cost
cease to exist. At the same time, attacking are not automatically played.
units stop being “attacking units”, and attacked
units stop being “attacked units”.
8.1.1.2. Automatic abilities are abilities that are grade 1 or less rear-guard”, then the effect
played automatically when a certain event from that ability is a one shot effect.
happens during the game. 8.2.1.2. Continuous effects are effects that are
8.1.1.2.1. Automatic abilities are written on card active for a specified duration (or, if it is not
as “AUTO 【zone】:When (event), (effect)” or specified, “during this game”).
“ AUTO 【zone】:At the beginning of (phase - For example, if an ability has a text that
or step), (effect)”. If the automatic ability says “this unit gets +2000 until end of
would be triggered by the movement of the that battle”, then the effect from that ability
card itself, then the ability is written as is a continuous effect.
“AUTO:When (event), (effect)”. The “event” 8.2.1.3. Replacement effects are effects that
or “phase” or “step” is called the “trigger replace an event that is about to occur with
condition”, and when the “trigger condition” is another event instead.
fulfilled, the automatic ability is considered to 8.2.1.3.1. If an ability has a text that says “If you
be “triggered”. would do A, instead do B”, then the effect
8.1.1.2.2. Some automatic abilities have the text from that ability is a replacement effect.
“AUTO:[cost] (effect)” instead of “ AUTO 8.2.1.3.2. If an ability has a text that says “If you
(effect)”. The cost here is the cost referred to would do A, then you may (choose an option)
and paid during resolution of the ability. instead. If you do, do B”, then the effect from
8.1.1.2.3. Some automatic abilities have the text that ability is an optional replacement effect.
“AUTO 【zone】:When (event), if
(requirement)”. These abilities will trigger if 8.3. Active Effects and Inactive Effects
the event happens, even if the requirement is 8.3.1. Some effects make an effect “active” or
not met. “inactive”. If this happens, then follow the
8.1.1.2.3.1. The effects “This ability cannot be process below:
used for the rest of that turn.” and “This 8.3.2. If a part of or the entire effect is inactive under
ability cannot be used for the rest of the a specific condition, then that part still exists
game.” are still applied even if the under that condition, but simply does not do
requirement of the ability is not met. anything. If that part asks for a choice to be
8.1.1.2.3.2. The portion of an ability with a made, that choice is not made.
requirement that resolves only if the 8.3.3. If a part of or the entire effect is active under a
requirement is met, is only the text that is specific condition, then that part is inactive while
before the next succeeding full-stop. the condition is not met.
8.1.1.2.3.3. There are cases where abilities with
requirements indicated by “if” will refer to 8.4. Check Timing/Play Timing, Abilities, and Effects
text prior to it as a basis for determining if 8.4.1. When a check timing resolves, the game
the requirement is met. proceeds in the following order:
8.1.1.2.3.4. There are cases where after the full 8.4.1.1. If there are any rule actions (Section 9) that
stop succeeding a portion of an ability with need to be resolved, then resolve them
a requirement indicated by “if”, the text simultaneously. Next, if there are other rule
starts with an “if”. If that text refers to the actions to be resolved, then repeat this step
result of text prior to it, if the requirement of until there are no rule actions left to be
the prior text is not met, it will not resolve. resolved.
8.1.1.2.3.5. There are cases where portions of 8.4.1.2. If any automatic abilities controlled by the
text start with “Then”. In these cases, there turn player are standing by, then the turn
will be text prior to it. If the text prior to it player chooses one of them, plays it, and
has a requirement, if that requirement is resolves it. Then, go to 8.4.1.1.
not met, it will not resolve. 8.4.1.3. If any automatic abilities controlled by the
8.1.1.3. Continuous abilities are abilities that affect non-turn player are standing by, then the non-
the game as long as the ability is active. turn player chooses one of them, plays it, and
8.1.1.4. Continuous abilities are written on cards as resolve it. Then go to 8.4.1.1.
“CONT 【zone】:(effect)”. If it is a continuous 8.4.1.4. End the check timing.
ability that is active in all zones, it is written as 8.4.2. When a play timing is given to a player, the
“CONT:(effect)”. game proceeds in the following order:
8.4.2.1. Resolve a check timing. The player gets
8.2. Category of Effects the play timing at this point.
8.2.1. Effects are divided into three categories; one 8.4.2.2. The player chooses to do an action that
shot effect, continuous effect, and replacement can be done at that time, or chooses to do
effect. nothing. If he or she chose an action, if not
8.2.1.1. One shot effects are effects that do the specified, then that player gets a play timing
instructed actions while resolving, and ends again.
when the resolution is finished. 8.4.2.3. If he or she chose to do nothing, then that
- For example, if an ability has text that says play timing ends, and the phase or step
“draw a card” or “retire an opponent's advances.
8.5. Play and Resolve Cards and Abilities does not specify that the card with the ability
8.5.1. Activated abilities, automatic ability, and cards needs to be revealed, the origin of the
in hand need to be played and resolved to get its activated ability needs to be specified from
effect. Continuous abilities are not played, and the corresponding hidden zone by revealing
the effect is always in effect. that card.
8.5.1.1. Playing a card on to a vanguard circle is 8.5.2.4. When you play a card from your G zone
called “normal ride”. due to striding, check the cost to play it, and if
8.5.1.2. The status of the vanguard that rode does you can pay all costs, put the card from your G
not depend on the status of the ridden zone onto your vanguard circle, and pay for all
vanguard, and is placed on that circle standing. costs simultaneously. If payment for any part of
8.5.1.3. Playing a card on to a rear-guard circle or the cost, or payment for all of the costs cannot
guardian circle is called “normal call”. be fulfilled, the cost cannot be paid, and the
8.5.1.4. Playing a G unit on to a vanguard circle is play of that card is cancelled.
called “normal stride”. 8.5.3. Resolve the card or ability.
8.5.1.4.1. When a G unit is put on a vanguard 8.5.3.1. If you are riding a card, then put that unit
circle by “normal stride”, it is put in the same onto your vanguard circle. The current
stand or rest state as the unit that was vanguard goes into your soul.
stridden over. Other states do not depend on 8.5.3.2. If you called the card to your rear-guard
the status of the unit that was stridden. circle, then put that unit into that rear- guard
8.5.2. When you play a card or an ability, process it circle standing. If you already had a unit in that
in the following steps: circle, that unit is put into your drop zone by a
8.5.2.1. Choose an ability or a card in your hand. rule action (Section 9).
When you choose a card in your hand this 8.5.3.3. If you called the card into your Guardian
way, you can only choose and reveal a card circle, then put that unit into that guardian
that meets the grade requirement. When you circle resting.
choose a card in the G zone, you can only 8.5.3.4. If you stride, put that unit on your vanguard
choose and reveal a card that meets the circle. The unit that is already on that circle
requirement. becomes the heart.
8.5.2.1.1. The grade requirement is different 8.5.3.5. If you played an activated ability or
between a normal ride, a normal call and a automatic ability, then perform the effects
normal stride. indicated in that ability.
8.5.2.1.1.1. When you normal ride, the grade of 8.5.4. If the card or ability has a text that says
the card you ride needs to be the same “choose (something)”, then you make the choice
grade as or one grade higher than your when the effect resolves.
current vanguard (or if your vanguard is in 8.5.4.1. If the number to choose is specified, then
a legion state, your Legion Leader). you need to make that many number of
8.5.2.1.1.2. When you normal call, the grade of choices as much as possible. You cannot
the card needs to be less than or equal to choose to not choose while it is possible for
the grade of your current vanguard. you to choose.
8.5.2.1.1.3. When you normal stride, the grade 8.5.4.1.1. If the number is specified as “up to”,
of both players' vanguards needs to be 3 or then you can choose any number between 0
greater. and the number written in the text. If you
8.5.2.2. If the card or ability requires you to make choose 0, then nothing is chosen.
any choices, then you need to make them. 8.5.4.1.2. If the number to choose is specified,
8.5.2.2.1. If you play a card from your hand, then but it is impossible to make that many
choose one of your circles. choices, then you will make as many choices
8.5.2.2.1.1. During your guard step, you can as possible, and apply the effects on them.
only play cards in your hands to your 8.5.4.1.3. If the number to choose is specified,
guardian circle. but cannot choose at all, then that choice is
8.5.2.2.2. If you play a card from your G zone, not made. Effects that rely on the choice is
choose your vanguard circle if it is for ignored.
striding, and choose your guardian circle if it 8.5.4.1.4. If you need to choose any non-
is a G guardian. revealed cards in a hidden zone, and the
8.5.2.3. When you play a card other than a card condition to choose requires certain
from your G zone due to striding, or an information of the card, then there is the
activated ability, check the cost to play it and possibility that the card in the hidden zone
pay all costs simultaneously. If you cannot pay does not have that information. In this case,
a part of or the entire cost, then you may not you can choose not to choose a card from
pay any of the cost and the card or activated that zone even if there are cards with the
ability that was attempted to be played is information in that zone.
cancelled and rewound.
8.5.2.3.1. If the activated ability to be played
originates from a hidden zone, and the cost
8.6. Resolving Automatic Abilities 8.6.7. Some automatic abilities have trigger
8.6.1. Automatic abilities are abilities that are played conditions that is not an event but a situation
during the check timing right after a specific (e.g. “When you do not have any cards in your
event happens. hand,”). This is called a “situation trigger”.
8.6.2. If an automatic ability’s trigger condition is met, 8.6.7.1. Situation triggers trigger only once when
then that automatic ability becomes stand by. the game meets that situation. If the automatic
8.6.2.1. If an automatic ability’s trigger condition is ability resolves, and the game is still in that
met multiple times, then that automatic ability situation, then the ability triggers again.
becomes stand by that many times. 8.6.8. When you play an automatic ability, even if the
8.6.3. When a check timing resolves, a player that card with that ability had changed its zone after
needs to play any automatic abilities chooses triggering, you still need to play that automatic
any standing by automatic abilities he or she is ability. However, if that automatic ability cannot
the master of and plays it, as long as it is not in a legally resolve because the card had moved,
“cannot use”(Section 12.2) state. After the ability then that effect fails to resolve.
resolves, one of the abilities that had been
standing by ceases to exist. 8.7. Applying Continuous Effects
8.6.3.1. You must play your automatic abilities that 8.7.1. If any continuous effects are applied in the
are standing by, and cannot choose not to play. game and you need to refer to any information of
However, if multiple automatic abilities that you cards, then apply each of effect in the following
are the master of is standing by, then you can order:
choose the order in which to play them. 8.7.1.1. Information printed on the card is the base
8.6.4. When an automatic ability requires a cost to be value.
paid, check the cost to play it and pay all costs 8.7.1.2. Next, apply all effects that do not change
simultaneously. If you cannot pay a part of or the any numeric values.
entire cost, then you may not pay any of the 8.7.1.3. Next, apply all effects that change a
cost. numeric value.
8.6.5. Some automatic abilities trigger when a card 8.7.2. There will be cases where the order in which to
moves from one zone to another. This is called apply two continuous effects, say effect A and B,
“zone changing trigger”. cannot be decided by 8.7.1.1-8.7.1.3. If whether
8.6.5.1. Some automatic abilities with zone applying A first changes to what or how B
changing triggers refer to the information of applies, but is not true the other way around,
cards that triggered them. In that case, refer to then it is considered that effect B depends on
the information in the following manner: effect A. If an effect depends on another, then
8.6.5.1.1. If the card that triggered the ability the depending effect is applied later.
moved from a public zone to a hidden zone 8.7.2.1. If it still cannot be decided which ability to
or vice versa, then the ability refers to the apply first, then apply them in the order of time
information while the card is in the public stamp.
zone. 8.7.2.1.1. If the source of a continuous effect is a
8.6.5.1.2. If the card that triggered the ability continuous ability, the base time stamp is the
moved from the field to any other zone, then time that the card with that ability came into
the ability refers to the information while the the current zone. However, if the source of a
card was on the field. continuous effect is a continuous ability of a
8.6.5.1.3. Excluding the case mentioned in unit on the field, the base time stamp is the
8.6.5.1.2., if the card that triggered the ability time that the card came on to the field from
moved from a public zone to another public other zones.
zone, then the ability refers to the information 8.7.2.1.1.1. All other abilities' base time stamp
of the cards in the new zone. is the time that it was played.
8.6.5.1.4. If a unit has an automatic ability that 8.7.3. If a continuous effect that changes information
triggers when moving itself to the soul by any on a card is applied from an ability other than a
type of ride, then that card has the ability as continuous ability, then the effect does not apply
though it were a unit until that automatic to cards that changed zones (except for field to
ability is resolved. field movement) after the time stamp of the
8.6.5.1.5. If a unit has an automatic ability that ability.
triggers when becoming a heart by any type 8.7.3.1. Continuous effects that are applied from an
of stride, then that card has the ability as ability other than a continuous ability, other
though it were a unit until that automatic than the continuous effects mentioned in 8.7.3,
ability is resolved. are continuous effects that change the rules of
8.6.6. Some effects create automatic abilities that the game. These continuous effects will apply
trigger at a later point in the game. This is called to cards that changed zones after the time
a “timed trigger”. stamp of the ability.
8.6.6.1. Timed triggers trigger only once if not
specified.
8.7.4. If a continuous effect changes information on 9.3.3. If you have multiple units that are not in a
cards in a certain zone, then the effect is applied legion state that were placed last on your
to a card the moment the card comes into the vanguard circle, then choose one of them and
zone. move all others to your soul.
9.3.4. If you have multiple Legion Mates that were
8.7.5. If an automatic ability’s trigger condition refers placed last on your vanguard circle, then choose
to certain information on cards that enter the one of them and move all others to your soul.
zone, then the ability refers to that information 9.3.5. If you have units that are in a legion state and
after all continuous effects in that zone have units that are not in a legion state placed on your
been applied. vanguard circle, then choose one of the units
8.7.6. There are automatic abilities that “nullify” last placed and move all the other units to your
continuous effects even after it has already been soul.
applied. A continuous effect which has been 9.3.6. If you have multiple units in a single rear-
“nullified” will lose the effect at the point when it guard circle, then move the units other than the
has been nullified. one last placed to your drop zone.
8.7.6.1. A continuous effect that has been “nullified” 9.3.7. If you have multiple units that were placed last
will lose the entirety of the effect. Effects will in your rear-guard circle, then choose one of
never be partially nullified. them to keep on the rear-guard circle and move
all others to your drop zone.
8.8. Final Information
8.8.1. If an ability references a specific card’s 9.4. Illegal Guardians
information and/or orientation, and during 9.4.1. If you have any units in your guardian circle
resolution of the ability that card had moved from other than during the battle phase, then move
the original zone to another zone, other than a those units to your drop zone.
circle to circle movement, the ability will
reference the information and orientation from 9.5. Having No Vanguard
the zone it was originally in. 9.5.1. If you have no vanguards on your vanguard
circle, choose a card from your soul, and ride it.
Section 9. Rule Action 9.5.1.1. If a player has no vanguards and no cards
in his or her soul, that player loses the game
9.1. General by rule action.
9.1.1. Rule actions are actions made automatically
by the game when specific situations are 9.6. Damage Process
created. 9.6.1. When any vanguard’s vanguard damage is 1
9.1.2. Rule actions check the situation only during or greater, and there currently are no other rule
check timings, and performs the action if the actions to be performed, carry out the damage
situation is met. If the situation is met at any process for that vanguard.
other time, then rule actions are not performed at 9.6.1.1. If there are multiple vanguards whose
that time. vanguard damage is 1 or more, only carry out
9.1.3. If multiple rule actions are needed to be the damage process for the turn player’s
performed, then they are done simultaneously. vanguard.
9.6.2. Reduce that vanguard’s vanguard damage by
9.2. Losing the Game 1.
9.2.1. If any player fulfills any losing conditions, then 9.6.3. The master of that vanguard puts the top card
that player loses the game by a rule action. of his or her deck into his or her trigger zone
9.2.2. If a player has six or more cards in his or her (Section 4.10) face up.
damage zone, then he or she fulfills a losing 9.6.4. Perform a damage check.
condition. 9.6.5. If the master of that vanguard has a unit on his
9.2.3. If a player has no cards in his or her deck, then or her vanguard circle or rear-guard circle with
he or she fulfills a losing condition. the same clan as the card put into his or her
9.2.4. If a player has no vanguards on his or her trigger zone from this process, carry out the
vanguard circle, and has no cards in his or her action indicated by the trigger icon of the card
soul, then he or she fulfills a losing condition. that was put into the trigger zone.
9.6.6. If the card put into the trigger zone is still in the
9.3. Overloaded Units trigger zone, put that card into the damage zone.
9.3.1. If you have two or more units on your 9.6.7. If that vanguard’s vanguard damage is still 1 or
vanguard circle that are not in a legion state, more, return to 9.6.2. If not, end the damage
then move all units other than the one last process for that vanguard.
placed to your soul.
9.3.2. If you have two or more Legion Mates on your
vanguard circle, then move all Legion Mates
other than the one last placed to your soul.
Section 10. Specific Actions 10.7.1.1.1.1. If you need to call multiple units
simultaneously due to an effect, then the
10.1. Some actions are defined as specific actions. effect and the requirements for the units to
be called cannot contradict with each other,
10.2. Draw and you must choose as many units as
10.2.1. “To draw” is a specific action to move a card possible according to 1.3.2.
from the top of your deck to your hand. See 10.7.1.1.1.2. If you are normal calling, only one
Section 3.12 for more details. card is chosen at 10.7.1.1.1.
10.3. Discard 10.7.1.1.2. Place all units to call simultaneously.
10.3.1. “To discard” is a specific action to move a 10.7.1.2. If the call is made during the main phase
card from your hand to your drop zone. or guard step by a player with a play timing,
10.3.1.1. Discarding a card can happen as a cost then it is called a “normal call”.
or an effect. 10.7.1.2.1. There are two kinds of normal calls:
10.3.1.2. Discarding a card includes discarding a Calls made during the main phase and calls
card you chose, discarding a card your of guardians made in a guard step during the
opponent chose and discarding a card at battle phase.
random. 10.7.1.3. Calls besides normal calls are called
“superior call”.
10.4. Retire 10.7.1.3.1. Units superior called to a guardian
10.4.1. “To retire” is a specific action to move a card circle are called in the rest state. At this time,
from your field to your drop zone. for each of these units called, the non-turn
10.4.2. If a unit moved from your field to your drop player chooses which of his attacked units it
zone, then that unit is considered to have been guards.
“retired”. 10.7.1.4. The cards are called face up unless
specified otherwise by an effect. Also, the
10.5. Place characteristics of that card become known
10.5.1. “To place on (a circle)” is a specific action to when it is being called.
move a card from a non-circle zone to a circle - For example, if an ability has a text that
zone. says “call the top card of (player’s) deck to
10.5.1.1. If a unit is moved from a non-circle zone a rear-guard circle” or “choose a random
to a circle zone, then it is “placed on” that card from (player’s) hand, and call it to a
circle, regardless of whether it was played or rear-guard circle”, the player calling the
not. card would know the characteristics of the
card, before choosing which rear-guard
10.6. Ride circle to call it to.
10.6.1. “To ride” is a specific action to move a card
from a non-field and non-G zone to a vanguard 10.8. Heal
circle. 10.8.1. “To heal” is a specific action to move a card
10.6.1.1. If the card is played, then it is called a from your damage zone to your drop zone.
“normal ride”. Otherwise, it is called a “superior
ride”. See Section 8.5.1.1 for more details. 10.9. Reveal
10.6.1.2. If you ride over your vanguard that is in a 10.9.1. “To reveal” is a specific action to show cards
legion state, the cards that were the Legion to all players for a certain time.
Leader and Legion Mate move to the soul. 10.9.1.1. When revealing cards as a cost, decide
10.6.1.3. If you ride over your vanguard when it is a all costs first, and reveal the cards at the same
G unit, the G unit does not move to soul, and is time (Section 8.5.2.3) that all other costs are
returned to the G zone. paid.
10.6.1.4. When there are heart cards on the 10.9.1.2. If an effect asks you to reveal cards, then
vanguard circle when you ride, the heart cards show them until the end of the effect.
move to soul. 10.9.1.2.1. Cards return to being hidden after the
10.6.1.5. When a card is placed on the vanguard end of the revealing period.
circle due to legion, it is not a ride. 10.9.1.3. Revealing cards do not change the zones
that they are in.
10.7. Call
10.7.1. “To call” is a specific action to move a card 10.10. Search
from a non-field zone to a rear-guard circle or 10.10.1. “To search” is a specific action to look
guardian circle. through cards in that zone to find a card.
10.7.1.1. This action is performed in the following 10.10.1.1. If the zone is a hidden zone, then you
manner: can choose not to find the cards even if you
10.7.1.1.1. Choose the specified number of your know that there are cards with the appropriate
cards to call and choose the circles on which information.
each of them will be placed.
10.10.1.2. If the zone is a public zone, if you have down. If the number of face up cards equal to
any appropriate cards there, then you must the number specified cannot be chosen, that
find them. action cannot be performed.

10.11. Shuffle 10.17. Soul Blast


10.11.1. “To shuffle” is a specific action to randomize 10.17.1. In order to activate an ability, moving a
the order of cards in a hidden zone. specific number of cards in your soul to your
10.11.1.1. When a “to shuffle” instruction follows a drop zone as a cost is called “to soul blast”, and
“to search” instruction, unless otherwise is indicated by the icon . This is a specific
specified, the card that was found is not action to pay a cost.
randomized, while the rest of the cards are
randomized. 10.17.1.1. If it is written as [ (number)–
10.11.1.2. When shuffling, even if the cards in a (requirement)], the specified number of cards
hidden zone are made public or a player is in the soul that meets the requirement
able to look at it due to an effect, the indicated after “-” needs to be put into the drop
information of the cards should not be zone in order to pay the cost.
revealed, or looked at while shuffling.
10.18. Soul Charge
10.12. Stand/Rest 10.18.1. Soul charge is indicated by an icon like “
10.12.1. To change the orientation of cards to a stand (1)”. This means to move a specific number of
state is called “to stand”, and to change cards to cards from the top of your deck to your soul.
a resting state is called “to rest”. See Section
3.17 for more details. Each of them is a specific 10.19. Bind
action. 10.19.1. “To bind” is a specific action to move cards
from a specific zone to the bind zone of the
10.13. Turn Face Up/Down owner of that card.
10.13.1. To change the state of a card to face up is
called “to turn face up”, and to change the state 10.20. Battle
of a card to face down is called “to turn face 10.20.1. “To battle” is a specific action to change the
down”. See Section 3.17 for more details. Each unit to be attacked in 7.4.1.6.
of them is specific action.
10.21. Give/Lose/Get
10.14. Drive Check 10.21.1. “To give (abilities)” is a specific action that
10.14.1. “To drive check” is a specific action to check treats as though a specific text is on a specific
the trigger in a drive step. See “Basic Concept” card during a specific time.
(Section 3) for more details. 10.21.2. “To lose (abilities)” is a specific action that
treats the text as though it is not on a specific
10.15. Damage Check card during a specific time.
10.15.1. “To damage check” is a specific action to 10.21.3. “To get (abilities)” is a specific action that
check the trigger when your vanguard is dealt treats the text as though it is on a specific card
damage. See Section 7.7 for more details. during a specific time.
10.15.1.1. A damage check is performed for any
kind of damage, whether it be battle damage or 10.22. Lock
skill damage, that has been dealt to a 10.22.1. “To lock” is a specific action to change the
vanguard. state of a card. By locking a card, the card
changes to the locked state.
10.16. Counter Blast 10.22.2. A locked card is turned face down, put it to
10.16.1. In order to activate an ability, turning over a stand and this card is regarded as a different
specific number of face up cards in your damage card from the original one.
zone face down as a cost is called “to counter 10.22.3. A card in the locked state is known as a
blast”, and is indicated by the icon . This is a “locked card”. A locked card is classified as a
specific action to pay a cost. type of card, but loses all card characteristics
10.16.1.1. If it is written as [ (number)- stated on the card, given to it as well as
(requirement)], the specified number of face up received.
cards in the damage zone that meets the 10.22.4. When a locked card is to be referenced as
requirement indicated after “-” needs to be standing or resting, it will not be referenced as it
turned face down in order to pay the cost. is neither standing nor resting.
10.16.1.2. If it is written as “ (number)” not as a 10.22.5. When a locked card ceases to be in a
cost but as a part of an effect, the player locked state, the card is turned face up. Also,
specified by that effect, or the master of the when a locked card is turned face up due to any
card that was chosen, chooses a number of reason, it will cease to be a locked card, and can
face up cards in his or her damage zone equal be regarded as being unlocked (Section 10.24),
to the number specified, and turn them face and the lock type circle shall revert back to its
circle type. 10.25.5. When a unit that is in legion attacks, rest
10.22.6. As long as a locked card is in a circle, it both the Legion Leader and the Legion Mate,
shall continue to be a lock type circle. and both of them become the attacking unit.
10.22.7. If a circle ceases to be a lock type, it shall Neither can attack alone, nor can they be forced
revert back to its original circle type unless to attack by an effect.
otherwise stated. 10.25.6. The power of a unit that is in legion while it
10.22.8. If a G unit on a rear-guard circle is locked, attacks, is equal to the sum of the power of the
right after that card is turned face down, put that Legion Leader, the Legion Mate and the
card to the owner’s G zone face up. boosting unit. If the sum is greater than the
10.22.9. If the text says “put it as a locked card”, that power of your opponent’s unit, the attack only
card is put face down as a locked card and not hits once, and if it hits, it deals damage equal to
as a unit. the critical of the Legion Leader.
10.22.10. A card in the locked state does not 10.25.6.1. If for any reason, a Legion Leader or
reference any other card. Legion Mate that is attacking is unable to deal
damage, the Legion Leader or Legion Mate
10.23. Declare associated with that unit will be unable to deal
10.23.1. “To declare” is a specific action to point out damage as well.
information specified by the card. 10.25.7. If for any reason, a unit that is in legion
10.23.2. If declaring information, you must provide would be dealt damage, you only perform
the information of what is specified. damage checks equal to the damage dealt.
- For example, when “declaring” a card 10.25.8. When a unit that is in legion is attacked, the
name, you must refer to a card that is power of the Legion Leader is referred to.
existing and be able to point out 10.25.9. During your ride phase, if your vanguard is
specifically and uniquely the card you are in legion, you can only ride a card with the same
referring to. grade as or one grade higher than your Legion
Leader.
10.24. Unlock 10.25.10. When a Legion Leader or Legion Mate is
10.24.1. “To unlock” is a specific action to change put to stand or rest, the state of the Legion
the state of a card. By unlocking a card, a card is Leader or Legion Mate associated with that unit
put face up from a locked state. changes to be the same.
10.24.2. An unlocked card is not treated as the same 10.25.11. If a Legion Leader or Legion Mate is
card as the original card. prevented from changing its state, the Legion
10.24.3. When unlocked, the card is in stand. It is not Leader or Legion Mate associated with that unit
regarded as standing from rest state, and cannot is also prevented from changing its state.
be used for abilities and effects that require units 10.25.12. “When (unit) ” refers to when a unit
to become standing. changes from not being in legion, to being in
10.24.4. An unlocked card is not considered placing legion.
the card on a circle. 10.25.13. “If (unit) is ” refers to whether that unit
is in a legion state at that point of time.
10.25. Legion 10.25.14. “During the turn that this unit ” refers
10.25.1. “To legion” is to put the card specified by a to the turn in which a unit changed from not
Seek Mate ability, to the left of a vanguard that is being in legion, to being in legion.
not in a legion state with that Seek Mate ability, 10.25.15. The Legion Mate cannot attack, nor can it
in the same orientation as that vanguard, and be forced to attack by any effect.
making them in a legion state. 10.25.16. The Legion Mate vanguard cannot activate
10.25.1.1. In card text, legion may be indicated as its Legion ability. The Legion Mate vanguard
. cannot as a Legion Leader.
10.25.1.2. If vanguards that are already in a legion 10.25.17. If referencing card A as “card that can
state and vanguards that do not have the Seek legion”, either card A as the card specified by the
Mate ability wish to legion, it does not occur. seek mate ability, or the card specified by card
10.25.2. As long as they are in a legion state, the unit A’s seek mate ability is referenced.
with the Seek Mate icon is referred to as the 10.25.18. If specified to become legion state while
Legion Leader, the unit named by the Legion card A is in heart state (Section 10.27) and card
Leader's Seek Mate icon is referred to as the B is a possible legion mate, the procedure is as
Legion Mate, and those units are associated with follows. If card A has the seek mate ability, and
each other. If either of them should change card B has been specified in the seek mate
zones, they will no longer be in a legion state. ability, they become in legion state with card A
10.25.3. Both the Legion Leader and the Legion being the legion leader and card B being the
Mate are vanguards. legion mate, and both cards become associated
10.25.4. The Legion Leader and Legion Mate are two with the current vanguard that does not have a
different cards, and each have their own card legion mate. If not, they become in legion state
characteristics. with card B being the legion leader and card A
being the legion mate, and both cards become
associated with the current vanguard that does card, all the information written/given/gained on
not have a legion mate. its front can be referred to.
10.25.18.1. If card A is already in the legion state, it 10.27.4. When cards in the legion state changes to
will not become in the legion state with other the heart state, both cards become heart cards.
cards. When the heart cards lose their heart state, they
become a vanguard in the legion state. However,
10.26. Delete this is not considered as “to legion”.
10.26.1. “To delete” is a special action to change the 10.27.5. Cards that change to the heart state are
state of a unit. By deleting a card, the card associated with a new vanguard which is a
changes to the deleted state. vanguard that is not a Legion Mate.
10.26.2. When a unit changes to the deleted state, it 10.27.5.1. Choose 1 of the associated cards in a
maintains its orientation, and is turned face heart state that is not a G unit. The vanguard
down. That unit is considered to be the same gains the card name of the chosen card, and
unit as the original unit. the power written on the chosen card is added
10.26.3. A unit in the deleted state is known as a to the vanguard's power.
“deleted unit”. A deleted unit is a type of unit, but 10.27.5.2. If an associated card in the heart state is
its original power becomes 0, and it loses the moved from the vanguard circle, if it was a
text that is written on the face up side. Skill icons card that was chosen in 10.27.5.1 or 10.28.3.2,
and other card characteristics are maintained. the vanguard loses the card name and power it
However, effects of the continuous abilities of a had gained. After that, if there are other cards
deleted unit that modify its power, or gives it or in the heart state that are not G units, choose 1
has it lose abilities, are not maintained. card from among them, and the vanguard
- For example, when a “King of Knights, gains the card name of that card, and the
Alfred” vanguard that gets +2000 power power written on the chosen card is added to
from the ability of “Starlight Unicorn”, is the vanguard’s power. Also, if that card is not
deleted, its power becomes 2000. Also, associated with the G unit it becomes
since it has no text, it can be boosted. associated with it.
10.26.4. A deleted unit has a stand/rest orientation, 10.27.6. When a card in the heart state loses that
and battles as a unit that is not deleted would. state, it is not considered as “being placed on”.
10.26.5. When a deleted unit ceases to be in a
deleted state, the unit is turn faced up. Similarly, 10.28. Stride
when a deleted unit is turned face up for any 10.28.1. “To stride” is a special action puts a face
reason, it ceases to be in a deleted state. down G unit from your G zone on your vanguard
10.26.6. All players can check the face up side of a circle. It is may be indicated as in card
deleted unit. text.
10.26.7. If a deleted unit is given or gets an ability, it 10.28.2. The conditions for stride are as follow.
is given or gets the ability as per normal. 10.28.2.1. If this is due to the ultimate stride skill
10.26.8. If the power of a unit in the deleted state is (Section 11.42), it requires the unit on the
reduced, it is reduced as per normal. vanguard circle of the master to be of the same
10.26.9. If a deleted unit has its characteristics nation as the card with that skill, and fulfill the
modified by any continuous effect, and ceases to conditions below in order to be performed.
be in a deleted state during the duration of that 10.28.2.1.1. If that stride is not due to the ultimate
effect, that modification continues to be in effect. stride skill (11.42) of the Gyze card (12.10), it
10.26.10. A unit in a legion state maintains its legion can only be performed if the G zone of the
state regardless of whether it is in a deleted master of that skill has three or more face up
state. cards in his or her G zone.
10.26.11. When a deleted unit is ridden on, that unit 10.28.2.1.2. If that stride is due to the ultimate
(and that unit’s associated Legion Mate if it stride skill of the Gyze card, it can only be
exists) are put into the soul face up. performed if the bind zone of the master of
that skill has five types of <Zeroth Dragon> in
10.27. Becoming a Heart his or her bind zone.
10.27.1. “Becoming a heart” is a special action that 10.28.2.2. If the stride is not due to the ultimate
changes the state of a card on the vanguard stride skill, it can only be performed when both
circle. By becoming a heart, a card changes to players’ vanguards are grade 3 or greater.
the heart state. Even when a card changes to 10.28.3. Stride is done with the following steps.
the heart state, it does not change zones. 10.28.3.1. Place the G unit in the G zone being
10.27.2. A card that changes to the heart state does stridden on the vanguard circle as the
not maintain its orientation, and is put in a face vanguard.
up standing state, but its legion state persists. 10.28.3.1.1. When a G unit is placed on the
10.27.3. A card in the heart state is known as a vanguard circle by stride, it is placed in the
“heart card”. A heart card is a type of card, but it same stand or rest orientation as the stridden
is not a unit, and only has its card name and unit. All other orientations do not persist.
power. However, when being referred to as a 10.28.3.2. All of the vanguards that were originally
on the vanguard circle become a heart. The damage” to a vanguard, increase that
cards that change to a heart state are vanguard’s vanguard damage by the specified
associated with the G unit that became the number.
new vanguard. 10.33.2. The damage process for damage dealt here,
10.28.3.3. Choose 1 of the associated cards in a is carried out in the damage process within the
heart state that is not a G unit. The G unit that rule action.
was placed on the vanguard circle gains the
card name of the chosen card, and the power
written on the chosen card is added to the G
unit that was placed on the vanguard circle. 10.34. To Attack
10.28.4. When a G unit is to be placed in the G zone, 10.34.1. If “(unit A) attacks (unit B)” is specified in the
all of the cards in a heart state associated with it text, after concluding the process of effects
change to no longer in a heart state, and to be in currently in play, it is resolved in the following
the same orientation as the G unit. After that, the manner.
G unit is placed in the G zone. 10.34.1.1. Unit A is a specified attacking unit in the
10.28.5. To stride is not a ride or call. standing state that is not restricted from
10.28.6. When a G unit that was placed on the attacking by effects, and unit B is a specified
vanguard circle by ultimate stride is returned to unit being attacked that is not restricted from
the G zone, after returning it to the G zone, being attacked by effects. If this combination
remove all of the cards from that G zone. cannot be specified, the action to attack
concludes.
10.29. Losing cost 10.34.1.2. Attack resolution (Section 7.2) occurs.
10.29.1. “To lose its cost” is a specific action where Then, return to 10.34.1.1.
for the specified duration, when the cost for the 10.34.1.3. After the battle begins, if there is text
applicable ability is to be paid, the actions during that battle that states “attack a unit”,
indicated by the cost are not performed. after the ongoing battle ends, the resolution for
that “attack a unit” occurs.
10.30. Counter Charge
10.30.1. Counter charge is indicated by an icon like 10.35. To Dominate
“ (1)”. This means to choose a specific number 10.35.1. If “dominate” a unit is specified in the text,
of cards in your damage zone, and turn them the master of the effect that contains those text
face up. will become the master of that unit and can use
that unit temporarily.
10.31. Time Leap 10.35.1.1. During this period while the master is
10.31.1. ”To time leap” is a special action. changed, with regards to the master of that
10.31.2. “To time leap” is to bind the chosen rear- effect, that unit becomes in “dominated state”,
guard if a rear-guard is chosen, or that unit itself and that master is now regarded as the
if that is the case. If it was bound, for each card “dominating player” of that unit. The master of
that was bound, search your deck for up to one that unit before it became dominated is
card with a grade that is 1 grade greater than the regarded as the “original master”.
card that was bound and call it, and shuffle your 10.35.1.1.1. While in dominated state, the unit in
deck. At the end of that turn, put the unit that dominated state is not referenced as a rear-
was called on the bottom of your deck. If it was guard of the original master.
put this way, call that card that was bound by 10.35.1.1.2. A unit in dominated state cannot
time leap. further become in dominate state.
10.35.1.2. If the duration of domination is not
10.32. To Move specified, that card is in dominated state only
10.32.1. When “move” or “put a unit on a circle” is during the resolution of the effect that contains
written in text, it refers to a unit placed within the the “dominate” action.
field being placed on another circle within the 10.35.1.3. If the master of a unit in dominated state
field. is referenced at specified points of time from
10.32.2. When intercepting or exchanging the then on, the master of that unit at those points
position of cards placed on circles, with regards in time will be confirmed, and referenced. As a
to the text, the cards are considered as being result, players other than the dominating player
moved. may be referenced as the master at those
10.32.3. With regards to the text, riding and calling points of time.
units are not considered as moving. - For example, if a rear-guard in the
10.32.4. When other units are moved to a vanguard dominated state uses a “You do not stand
circle with a G unit, the original G unit is not put on your next stand phase” effect, and it is
into the soul, and is returned to the G zone. no longer in dominated state after that
effect, the original master of that rear-
10.33. Dealing Damage guard cannot stand it during the next stand
10.33.1. When a rule or text says “deal (number) phase.
10.35.1.4. If a legion leader or legion mate in the 10.35.6. A rear-guard in dominated state cannot
legion state becomes in dominated state, the boost nor intercept.
associated unit becomes in dominated state as 10.35.7. If a vanguard in dominated state is
well. attacking, the dominating player reveals cards
10.35.2. When referencing units whose master is a from his or her deck onto his or her trigger zone
dominating player, the units in dominated state during the drive check of the drive step.
are included. At the same time, when referencing
the master of a unit in dominated state or related 10.36. To Remove
information, the dominating player and those 10.36.1. When the text requires you “to remove”
related information are referenced. cards, those cards will be placed in the removal
10.35.2.1. When referencing the number of units zone of the owner.
whose master is a dominating player, the units
in dominated state are included. 10.37. Flip over
10.35.2.2. Effects applied by the units whose 10.37.1. If a Gyze card (12.10) needs to “flip over”
master is a dominating player can be applied according to the text, change active side of the
by the units in dominated state. Gyze card (12.10.3) to the non-active side.
10.35.2.3. The dominating player can use the 10.37.2. It is different from the action to turn a card
abilities of the units in dominated state as face down (10.13).
though he or she is the master. 10.37.3. If a card that is not the Gyze card is to be
10.35.2.3.1. If a unit in dominated state activates flipped over due to any reason, nothing will be
an automatic ability with a specific event performed.
(Section 8.6.6), and the conditions are
fulfilled, the dominating player at the time Section 11. Keywords
that automatic ability is activated can play the
ability. 11.1. Some actions are defined as keyword abilities.
10.35.2.4. When a unit in dominated state is
locked, it is no longer in dominated state. 11.2. Drive Abilities
10.35.2.5. When the dominating player’s deck is to 11.2.1. A collective term for abilities that increase a
be shuffled during an effect of a unit where the unit's drive, and are indicated with skill icons.
master is a dominating player after moving 11.2.2. If a unit has multiple drive abilities, only the
cards to the dominating player’s deck and drive ability with the largest increase to drive is in
other decks, all fighters will shuffle their decks. effect. If there are multiple drive abilities with the
10.35.3. The position of units in dominated state will largest increase, only the drive ability that was
reference the dominating player as a standard. most recently obtained is in effect.
10.35.3.1. If the rear-guard on the opponent’s right 11.2.3. Twin Drive!! ( )
column is dominated, it becomes a rear-guard 11.2.3.1. “Twin Drive!!” is a drive ability. “Twin
on the left column of the dominating player, Drive!!” gives the unit with the ability +1 drive.
and is considered to be in the same column as 11.2.4. Triple Drive!!! ( )
the other rear-guards of the dominating player 11.2.4.1. “Triple Drive!!!” is a drive ability. “Triple
in his or her left column. Vice versa for the Drive!!!” gives the unit with the ability +2 drive.
opponent’s left column.
10.35.3.2. Even when different circles with the 11.3. Intercept ( )
same master are circles of the same row, they 11.3.1. “Intercept” is an ability. During your
do not consider each other to be in another opponent’s guard step, if your unit with
front or back row. “Intercept” is in a front rear-guard circle, the unit
10.35.4. If a unit in dominated state is moved to other is not being attacked, and another of your units
areas due to rule or effect, the rules are as is being attacked, then you can move the card
follows. with intercept to your guardian circle. You can
10.35.4.1. If it is moving to an area that is not a intercept with a unit even if it is resting.
circle, it will move to that area of its owner.
10.35.4.2. If it is moving to another rear-guard 11.4. Boost ( )
circle or the vanguard circle, and the master of 11.4.1. “Boost” is an ability. If your unit attacks in a
that circle is different from the owner of that battle phase, you can rest your unit with “Boost”
unit, that move cannot occur. in the same column and boost the attacking unit.
10.35.4.3. All other movements aside from the The power of the boosted unit increases by the
above will be resolved according to the usual power of the boosting unit. See Section 7.4.1.10
ruling. for more details.
10.35.5. The master of the circle that the unit in
dominated state is in does not change. 11.5. Restraint
10.35.5.1. If riding or calling a rear-guard whose 11.5.1. ”Restraint” is an ability. Units with restraint
owner is different from the master of the circle cannot be chosen as an attacking unit in an
that the unit in dominated state is on, it does attack step.
not occur.
11.6. Limit Break and , with the “Legion” word
11.6.1. Limit break is a collective term for abilities and a number, and one or more [card
with the limit break icon directly following CONT, characteristics] directly after it. As there are
AUTO, ACT, or 【(zone)】. The limit break icon is multiple types of Seek Mate icons, within this
indicated as or . The ability with limit document, it will be represented by .
break becomes active when the specified 11.10.1.1. The [card characteristic] written directly
number or more cards are in the master’s after a Seek Mate icon is the card name of the
damage zone. card that the unit with the Seek Mate icon can
11.6.2. Units that have the ability with the icon legion with, or the limits on the cards that can
defined in 11.6.1. are defined as units “with be searched by that Seek Mate ability.
” or “with ”. 11.10.2. “ACT 【 】 [card characteristic]”
11.6.3. Limit break can be divided into the following 3 has the meaning of “If this unit has never been in
categories according to the type of ability. a legion state, and your opponent's vanguard is
11.6.3.1. If it is written as “CONT LB (number):”, grade 3 or greater, “ACT 【 】:[Choose four
then it means “CONT As long as you have cards from your drop zone, and put them on the
(number) or more cards in your damage zone”. top of your deck in any order] Search your deck
for up to one card that matches [card
11.6.3.1.1. Limit break on continuous abilities characteristic], legion, and shuffle your deck.
check the number of cards in your damage This ability cannot be used for the rest of that
zone continuously. game.”.
11.6.3.2. If it is written as “AUTO LB (number):”, 11.10.2.1. Multiple [card characteristics] and ‘or’
then it means “AUTO This ability is active while may be written directly after the Seek Mate
you have (number) or more cards in your icon in the form of “[card characteristic] or [card
damage zone.“. characteristic]”. You can only Legion with, or
11.6.3.2.1. If the condition of an automatic ability search for with Seek Mate, one card that
is met but the number of cards in your matches one or more of the [card
damage zone is less than then specified characteristics] written.
number, then that ability will not trigger. If it - For example, if a unit has the ability
triggers, then it will resolve even if the “ ”Blaster Blade” or “Blaster Blade
number of cards in your damage zone Seeker””, it can legion with, or search for
changes after that point. with seek mate, either “Blaster Blade” or
11.6.3.3. If it is written as "ACT LB (number):", then “Blaster Blade Seeker”.
it means "ACT You can activate this ability 11.10.3. The number written in the Seek Mate icon is
while you have (number) or more cards in your the sum of the power that is written on the cards
damage zone.". of the Legion Leader and Legion Mate that are
11.6.3.3.1. It checks the number of cards in your attacking.
damage zone when it is played. If it is
played, then it resolves even if the number of 11.11. Stride Skill
cards in your damage zone changes after 11.11.1. Stride Skill is a collective term for abilities
that. that begin with . It specifies the timing and
cost for that card to normal stride, as well as
11.7. Forerunner provide a simple explanation of how to stride.
11.7.1. “Forerunner” is an ability. When a unit of the 11.11.2. The stride skill is written as “
same clan rides a unit with “Forerunner”, you (Released when both players' vanguards are
may call the unit with “Forerunner” to your rear- grade 3 or greater!)-(timing)-(cost) this
guard circle. card on your from face down”.
11.8. Lord
11.8.1. “Lord” is an ability. If a player has a unit with 11.12. Generation Break
“Lord” and another unit without a same clan as 11.12.1. Generation break is a collective term for
the unit with “Lord”, the unit with “Lord” cannot abilities with the generation break icon directly
attack. following CONT, AUTO, ACT, or “【(zone)】”. The
generation break icon is indicated as or
11.9. Sentinel . The ability with generation break becomes
11.9.1. “Sentinel” is an ability. A deck can only active when the total number of face up G units
contain up to four cards with the “Sentinel” on the master's and G zone is equal to or
ability. more than the specified number.
11.9.2. Cards with the sentinel ability are referred to 11.12.2. Units that have the ability with the icon
as “Sentinels”. defined in 11.11.1 are defined as units “with
” or “with ”.
11.10. Seek Mate 11.12.3. Generation break can be divided into the
11.10.1. “Seek Mate” is a collective term for abilities following 3 categories according to the type of
with the Seek Mate icon directly after a “:”. The ability.
Seek Mate icon is indicated with icons similar to 11.12.3.1. If it is written as “CONT GB(number):”,
then it means “CONT As long as you have 11.15.3.1. If the condition of an automatic ability is
(number) or more face up G units on your met but the number of cards in your hand is
and G zone”. more than the specified number, then that
11.12.3.1.1. Generation break on continuous ability will not trigger. If it triggers, then it will
abilities check the number of face up G units resolve even if the number of cards in your
on your and G zone continuously. hand changes after that point.
11.12.3.2. If it is written as “AUTO GB(number)”, 11.15.4. If it is written as “ACT Brave:”, then it means
then it means “AUTO This ability is active while “ACT You can activate this ability while you have
you have (number) or more face up G units on 3 or less cards in your hand”.
your and G zone”. 11.15.4.1. It checks the number of cards in your
11.12.3.2.1. If the condition of an automatic ability hand when it is played. If it is played, then it
is met but the number of face up G units on will resolve even if the number of cards in your
your and G zone is less than the hand changes after that.
specified number, then that ability will not
trigger. If it triggers, then it will resolve even if
the number of face up G units in your
and G zone changes after that point.
11.12.3.3. If it is written as “ACT GB(number)”, then 11.16. Oracle
it means “ ACT You can activate this ability 11.16.1. Oracle is an ability. Abilities with oracle refer
while you have (number) or more face up G to the number of cards in the master’s hand, and
units in your and G zone”. are processed according to the type of ability
11.12.3.3.1. It checks the number of face up G specified by oracle when it is 5 or more. Oracle
units in your and G zone when it is can be divided into the following 3 categories
played. If it is played, then it resolves even if according to the type of ability.
the number of face up G units in your 11.16.2. If it is written as “CONT Oracle:”, then it
and G zone changes after that point. means “CONT As long as you have 5 or more
cards in your hand”.
11.13. Resist 11.16.2.1. Oracle on continuous abilities check the
11.13.1. “Resist” is an ability. A card with “resist” number of cards in your hand continuously.
cannot be chosen by your opponent's effect that 11.16.3. If it is written as “AUTO Oracle:”, then it
says “choose”. means “AUTO This ability is active when you
have 5 or more cards in your hand”.
11.14. G Guardian 11.16.3.1. If the condition of an automatic ability is
11.14.1. G guardian is a continuous ability that allows met but the number of cards in your hand is
the card with that ability to be called to the less than the specified number, then that ability
guardian circle under certain conditions. It is will not trigger. If it triggers, then it will resolve
written as “ -Opponent Turn’s Guard even if the number of cards in your hand
Step-[(Cost)] Call this card to your from face changes after that point.
down.” 11.16.4. If it is written as “ACT Oracle:”, then it
11.14.2. During the guard step, the non-turn player means “ACT You can activate this ability while
may, if the conditions specified in 7.4.1.2.2 are you have 5 or more cards in your hand”.
fulfilled, pay the cost specified for the 11.16.4.1. It checks the number of cards in your
ability of a face down card in his or her G zone, hand when it is played. If it is played, then it
and call it to his or her guardian circle. will resolve even if the number of cards in your
11.14.3. When your card with is to be hand changes after that.
moved to another zone, it is placed in your G
zone face up instead. 11.17. Rescue
11.17.1. Rescue is a keyword that specifies an ability
11.15. Brave where part of the effect is ”Heal your damage,
11.15.1. Brave is an ability. Abilities with brave refer and deal damage to your vanguard”.
to the number of cards in the master’s hand, and
are processed according to the type of ability 11.17.1.1. Abilities with the “Rescue (number)”
specified by brave when it is 3 or less. Brave can keyword have effects where part of it is
be divided into the following 3 categories “Choose (number) cards from your damage
according to the type of ability. zone, heal them, choose one of your
11.15.2. If it is written as “CONT Brave:”, then it vanguards, and deal (number) damage.”.
means “CONT As long as you have 3 or less 11.17.1.2. Abilities with the “Rescue (number)”
cards in your hand”. keyword are considered to have the “Rescue”
11.15.2.1. Brave on continuous abilities check the keyword.
number of cards in your hand continuously.
11.15.3. If it is written as “AUTO Brave:”, then it 11.18. Ritual
means “AUTO This ability is active when you 11.18.1. Ritual is an ability. Abilities with ritual refer to
have 3 or less cards in your hand”. the number of grade 1 cards in the player’s drop
zone, and are processed according to the type of rear- guard does not occur.
ability specified by ritual. Ritual can be divided 11.20.3. When resolving the revelation ability, if the
into the following 3 categories according to the top card of the deck is put into soul, it is treated
type of ability. as a card “put into soul due to the effect of the
11.18.2. If it is written as “CONT Ritual (number):”, revelation ability.
then it means “CONT If there are (number) or
more grade 1 cards in your drop zone”. 11.21. Blaze
11.18.3. If it is written as “AUTO Ritual:”, then it 11.21.1. Blaze is an automatic ability with the text “At
means “AUTO This ability activates if there are the beginning of each of your attack steps, if the
(number) or more grade 1 cards in your drop number of rear-guards you are the master of is
zone”. greater than the number of rear-guards your
11.18.3.1. The auto ability of ritual triggers when a opponent is the master of, your vanguard
card is put into the drop zone from your field, becomes blazing until end of turn.”.
and the card placed into the drop zone is 11.21.2. If your vanguard is in the legion state when
added to the number of cards in drop zone for the blaze ability resolves, both your legion leader
ritual. and legion mate become blazing.

11.18.3.2. When resolving the ritual ability, even if 11.22. Afterimage


the number of grade 1 cards in your drop zone 11.22.1. Afterimage is an automatic ability with the
becomes insufficient to the specified number of text “When a card is put into your opponent’s
cards, that ability resolves. hand from the bind zone, if the number of cards
11.18.4. If it is written as “ACT Ritual:”, then it means in your hand is six or less, you may return this
“ACT You may activate this ability if there are unit to your hand
(number) or more grade 1 cards in your drop .
zone”. 11.23. Dominate
11.18.4.1. When resolving the ritual ability, even if 11.23.1. Dominate is an ability text. It may be
the number of grade 1 cards in your drop zone referenced in card text.
becomes insufficient to the specified number of
cards, that ability resolves. 11.24. Engorge
11.24.1. Engorge is an automatic ability with the text
11.19. Unite “When this unit attacks, choose one or more of
11.19.1. Unite is an ability. This ability refers to the your other rear-guards, and you may retire them.
number of cards the master of the card with this If one or more were retired, this unit becomes
ability has called to his or her rear-guard circles engorged until end of turn.”
or guardian circle, and is divided into the 11.24.2. The retiring of units due to engorge is an
following 3 categories according to the type of effect. Abilities that change the paying of cost, do
ability. not affect the retiring of units due to engorge.
11.19.1.1. If it is written as “CONT Unite:”, then it
means “CONT If you have called 2 or more 11.25. Shadowstitch
cards to your rear-guard circles or guardian 11.25.1. Shadowstitch is a keyword that resolves
circle during this turn”. when the trigger condition “At the end of the
11.19.1.1.1. Unite on continuous abilities check battle that your unit attacked a vanguard, if that
the number of cards called continuously. attack did not hit” is fulfilled.
11.19.1.2. If it is written as “AUTO Unite:”, then it
means “AUTO This ability is active if you have 11.26. Thunderstrike
called 2 or more cards to your rear- guard 11.26.1. Thunderstrike is an ability. Thunderstrike is
circles or guardian circle during this turn”. specified by “Thunderstrike (number)”, it refers to
11.19.1.3. If it is written as “ACT Unite:”, then it the number of cards in your opponent’s bind
means “ACT You can activate this ability if you zone, and is processed according to the type of
have called 2 or more cards to your rear-guard ability specified by thunderstrike when it is equal
circles or guardian circle during this turn”. to or more than the specified number.
Thunderstrike can be divided into the following 3
11.20. Revelation categories according to the type of ability.
11.20.1. Revelation is an auto ability that is triggered 11.26.1.1. If it is written as “CONT Thunderstrike:”,
when units are placed on the field. then it means “CONT As long as your
11.20.2. “Revelation-(circle)” means “When this unit opponent’s bind zone has (number) or more
is placed on the specified circle, look at the top card Thunderstrike on continuous abilities
card of your deck, and you may put that card into check the number of cards in the bind zone
your soul. If you do, choose one of your standing continuously.
rear-guards, and rest it.”. 11.26.1.2. If it is written as “AUTO Thunderstrike:”,
11.20.2.1. If all of the rear-guards are rested when then it means “AUTO This ability is active
resolving the revelation ability for any reason, when your opponent’s bind zone has (number)
the part of the revelation ability that rests a or more cards”.
11.26.1.2.1. If the condition of an automatic ability riding, that heart card is put into the soul
is met but the number of cards in the bind (Section 10.6)” are excluded.
zone is less than the specified number, then
that ability will not trigger. If it triggers, then it 11.31. Magia
will resolve even if the number of cards in the 11.31.1. Magia is a keyword that specifies a series of
bind zone changes after that point. abilities that include “call units from your soul,
11.26.1.3. If it is written as “ACT Thunderstrike:”, and at the end of that turn, put the units called
then it means “ACT You can activate this ability with this effect into your soul”.
while your opponent’s bind zone has (number)
or more cards”. 11.32. Time Leap
11.26.1.3.1. It checks the number of cards in the 11.32.1. Time Leap is a keyword that specifies that
bind zone when it is played. If it is played, an ability is one that includes the special action
then it will resolve even if the number of “to time leap”. See 10.31 for more details.
cards in the bind zone changes after that.

11.27. Rush 11.33. Hollow


11.27.1. Rush is an automatic ability with the trigger 11.33.1. Hollow is an automatic ability with the text
“When this unit stands due to an effect from one “When this unit is placed on , you may have
of your cards”. this unit become hollowed until end of turn”.
11.33.2. At the end of turn, if there are hollowed
11.28. Burst units, move them to the owner’s drop zone. If
11.28.1. Burst is a keyword that specifies an ability this movement is performed, it can be counted
where part of the effect refers to whether the as being retired.
power of a specified unit is above a particular
amount. 11.34. Harmony
11.34.1. Harmony is an automatic ability with the text
11.29. Charge “when your other unit is placed in the same
11.29.1. Charge is an automatic ability with the text column, until end of turn, as long as this unit and
“When this unit is placed on due to an effect, that unit that was placed remain on the field and
you may have this unit become charging until belong to the same master, they are associated
end of turn.” with each other in a harmony state”.
11.29.2. A charging unit is placed on the bottom of 11.34.1.1. If either of the units that are to be
the deck at the end of the battle that unit associated leaves the field before 11.34.1
participates in. resolves, they will not be in a harmony state.
11.34.1.2. Even when either of the units that are
11.30. Darkness associated with each other in a harmony state
11.30.1. Darkness is an ability. Abilities with darkness is moved to another column, those units will
refer to whether cards have been put into that continue to be associated with other in a
master’s soul other than by riding (Section harmony state.
11.33.2) during that turn, and are processed 11.34.1.2.1. Multiple associations are possible,
according to the type of ability specified by such as when unit A with the harmony ability
darkness if there were. Darkness can be divided and in the harmony state moves to another
into the following 3 categories according to the column, and after that, another unit is placed
type of ability. in the same column as unit A. In that case,
11.30.1.1. If it is written as “CONT Darkness:”, then unit A will continue to be in the harmony state
it means “CONT If cards have been put into as long as there are units associated with
your soul this turn other than by riding”. unit A that have not left the field.
11.30.1.2. If it is written as “AUTO Darkness:”, then 11.34.1.3. If an automatic ability that says “when
it means “AUTO This ability activates if cards (unit) becomes in harmony” is in stand by,
have been put into your soul this turn other even if the associated unit that became in the
than by riding”. harmony state leaves the field, that automatic
11.30.1.3. If it is written as “ACT Darkness:”, then it ability will resolve.
means “ACT You may activate this ability if 11.34.1.3.1. Even when a unit that is already in
cards have been put into your soul this turn the harmony state becomes associated with
other than by riding”. yet another unit, abilities that say “when
11.30.2. With regards to the darkness ability’s “If (unit) becomes in harmony” will not trigger.
cards have been put into your soul other than by
riding”, of the cases where cards are put into the 11.35. Wave
soul, the cases where “the unit on the circle is 11.35.1. Wave is an automatic ability that is “only
put into the soul due to ride (Section 8.5.3.1)” active during the specified battles of each turn”.
and “as there is a heart card present when 11.35.2. The battles that wave is active is specified
by “Nth time only”, or “Nth time”. 11.39.1.3. If it is written as “ACT Shinken
Hissatsu:”, then it means “ACT You can
11.36. Dark Device activate this ability while you have 3 or more
11.36.1. Dark Device is an ability. Abilities with dark cards in your damage zone”.
device refer to the opponent’s units in the same 11.39.1.3.1. It checks the number of cards in your
column as the card with this ability, and are damage zone when it is played. If it is
processed according to the type of ability played, then it resolves even if the number of
specified by dark device. Dark device can be cards in your damage zone changes after
divided into the following 3 categories according that.
to the type of ability. 11.39.2. Cards with the Shinken Hissatsu ability are
11.36.1.1. If it is written as “CONT Dark Device:”, referred to as “with the Shinken Hissatsu ability”.
then it means “CONT If your opponent has no
units in the same column as this unit”. 11.40. Homare
11.36.1.2. If it is written as “AUTO Dark Device:”, 11.40.1. Homare is an ability for which, out of all the
then it means “AUTO This ability activates if abilities with Homare, the number of times the
your opponent has no standing units in the cost can be paid is restricted. If a player pays the
same column as this unit”. cost for any Homare ability he or she is the
11.36.1.3. If it is written as “ACT Dark Device:”, master of in a turn, he or she cannot pay the
then it means “ACT You may activate this cost for a Homare ability for the rest of that turn.
ability when your opponent has no standing 11.40.2. Cards with the Homare ability are referred to
units in the same column as this unit”. as “with the Homare ability”.

11.37. Success 11.41. Nitou Kaigan


11.37.1. Success is an auto ability that triggers when 11.41.1. Nitou Kaigan is an auto ability that resolves
referring to your rear-guards’ power. when the trigger condition “When this unit is
11.37.2. “Success (number)” represents “When this boosted by a specified unit” or “When this unit
unit is not successful, and your rear- guard's boosts a specified unit”.
power is (number) or greater during your turn, 11.41.1.1. Cards with the Nitou Kaigan ability are
this unit becomes successful until end of turn”. referred to as “with the Nitou Kaigan ability”.
11.37.3. To trigger the success ability (Section 8.6.7),
the rule must be followed. 11.42. Ultimate Stride Skill
11.37.4. If the power of the rear-guard that triggers 11.42.1. Ultimate Stride Skill is an ability that is
the success ability becomes lesser than the referred to by .
specified power before resolving, that unit does 11.42.2. The text on the ultimate stride skill of a
not become successful. normal card is different from that of a Gyze card
(12.10.1).
11.38. Bloom 11.42.2.1. The text on the ultimate stride skill of a
11.38.1. Bloom is an automatic ability with the trigger normal card is written as “ -(timing)-
“When your other specific unit is placed on the [cost] this card on your from face
specified zone”. down.”
11.42.2.2. The text on the ultimate stride skill of a
11.39. Shinken Hissatsu Gyze card is written as “ -(the card
11.39.1. ”Shinken Hissatsu” is an ability. This ability name of this card’s Dragon Deity of
refers to the number of cards in the master’s Destruction, Gyze side)-(timing)-[cost] Remove
damage zone, and can be divided into the all of your other cards from your circles, soul,
following 3 categories according to the type of and G zone, flip this card over, and this
ability. card on your .”
11.39.1.1. If it is written as “CONT Shinken 11.42.2.2.1. While resolving the ultimate stride
Hissatsu:”, then it means “CONT As long as skill of the Gyze card, follow what is stated
you have 3 or more cards in your damage on the text, first remove all of your other
zoneageShinken Hissatsu on continuous cards from your G zone, circles, and soul,
abilities check the number of cards in your then perform the stride (Section 10.28.3).
damage zone continuously. 11.42.3. Though the ultimate stride skill is regarded
11.39.1.2. If it is written as “AUTO Shinken as a stride skill (Section 11.11), effects that
Hissatsu:”, then it means “AUTO This ability is modify the cost for stride will not be applied to
active while you have 3 or more cards in your the cost for ultimate stride.
damage zone”.
11.39.1.2.1. If the condition of an automatic ability Section 12. Miscellaneous
is met but the number of cards in your
damage zone is less than 3, then that ability 12.1. Loop
will not trigger. If it triggers, then it will resolve 12.1.1. When some effects are applied, sometimes
even if the number of cards in your damage you can do a set of actions any number of times,
zone changes after that point. or you must repeat a set of actions an infinite
number of times. This is called a loop, and the Icons triggered during drive check or damage
cycle of actions is called a “loop action set”. If it check cannot be partially resolved.
happens, then proceed in the following manner:
12.1.1.1. If nobody can stop the loop, then the 12.4. Extra Turn
game ends in draw. 12.4.1. When a player gets an “extra turn”, the extra
12.1.1.2. If only one player can choose to stop the turn for that player is added immediately after
loop, then he or she chooses the number of the current turn.
times that loop repeats, assumes that the loop 12.4.2. If 2 or more turns are added within the same
action set was performed that number of times, turn, the turns will take place from the turn that
then chooses to stop at any action that can was added from the text that resolved last.
stop the loop. Then, if all game situations are - For example, if each player resolves the
the same as when the loop had occurred, then text “you get an extra turn” in the order of
players cannot choose to do the loop again turn player → non-turn player → turn
except if it were to be forced by automatic player, the resulting order of turns would
abilities. be “current turn → turn player’s extra turn
12.1.1.3. If both players can choose to stop the → non-turn player’s extra turn → turn
loop, then the turn player chooses the number player’s extra turn → non- turn player’s
of times that loop repeats, then the non-turn turn”. “
player chooses the number of times to repeat.
The smaller number is chosen as the number 12.5. Restriction Icons
of times to repeat the loop action set, and the 12.5.1. “Restriction icons” are icons that indicate that
player who chose the smaller number chooses there is a limit on the use of an ability, such as
to stop at any action that can stop the loop. on the number of times it can be used.
Then, if all game situations are the same as 12.5.1.1. is a usage restriction icon. For
when the loop had occurred) all cards in all abilities with this icon directly following AUTO,
zones are the same), then the player who ACT, or 【(zone)】, regardless of whether
chose the bigger number cannot choose to do requirements are met, “this ability cannot be
the loop again except if it were to be forced by used for the rest of that turn” is in effect.
automatic abilities.
12.1.1.4. The actions in a loop action set are not 12.6. For each X do Y / Do Y equal to number of X
resolved individually, but are all resolved at the 12.6.1. When Y is to be done for each X / equal to
same time, omitting the intermediate actions. number of X, Y is done X number of times.
However, even though the actions are omitted, 12.6.2. The value of X is set before beginning to do
they are considered to have been performed. Y, and does not change from then until all of Y
- For example, if “gains Power +1000” is has finished resolution.
infinitely looped, and is chosen to be 12.6.3. While doing Y X times, if Y includes an
stopped after 200 times, the master of the instruction to make a choice, until all the
effect does not perform Power +1000 200 instructions of the Xth time have ended, you
times, but just performs Power +200000. cannot choose the same object.
12.1.1.5. Great discretion should be exercised in
recognizing a loop. Both players should agree, 12.7. Cards with the same/different card name(s)
or a judge’s decision should be sought. 12.7.1. Cards with the same card name refer to
multiple cards that when compared to each
12.2. Abilities that “cannot be used” other, have a card name common to all of them.
12.2.1. If some effect says “you cannot use the At the same time, cards with different card
ability”, then it has the following meaning, and names refer to multiple cards that when
the following restrictions and resolutions apply: compared to each other, have card names not
12.2.1.1. If you cannot use an activated ability, then common to all of them
you cannot play it. 12.7.2. Cards may have multiple card names due to
12.2.1.2. If you cannot use an automatic ability, effects like stride and “also regarded as a card
then that ability cannot trigger, even if the with the same card name”.
event happens. 12.7.2.1. When a card with card name A, is also
12.2.1.3. If you cannot use an automatic ability that regarded as card with card name B, that card
has already become stand by, then that stand simultaneously has both card name A and B.
by is canceled. The card name is not changed, such as having
the names joined into the single name.
12.3. Nullifying trigger effects 12.7.2.2. When a card with more than one card
12.3.1. If there is an active ability which “nullifies name is compared to other cards, even if there
trigger effect”, icon effects of cards that are put is only one card name common to both of
to trigger zone by drive check or damage check them, they are considered as cards with the
will not occur. same card name. If there is no common card
12.3.2. If there is an active ability which “nullifies name between the two, they are considered as
trigger effect”, fulfill it to the furthest of its ability. cards with different card names.
effect with special conditions is applied to a card,
12.8. Enabling Keyword Abilities when an effect that meets that condition would
12.8.1. When enabling a specific keyword ability, if be applied, that effect is not applied to that card.
the ability to be enabled holds more than one The effect does not change the information of
keyword ability, only the relevant part of the that card, and if the effect would change the
keyword ability becomes enabled. zone or state of that card, it is not performed.

12.9. Boosted
12.9.1. When the unit boosting a unit that attacked
is moved to a different area, even if both the
attacking unit and boosted unit are no longer
associated as such, the attacking unit’s “when
boosted” condition during that attack sub phase
is active.

12.10. Gyze card


12.10.1. There is a card with information written on
both sides known as the “Gyze card”.
12.10.1.1. When using Gyze card as a card in a
deck, there is a need to use opaque sleeves so
it cannot be differentiated from the other cards
of the deck.
12.10.2. There are two different sides to the Gyze
card. The side with the normal unit is known as
the “Neon Gyze side”, while the side with the G
unit is known as the “Dragon Deity of
Destruction, Gyze side”.
12.10.3. The state of the Gyze card in all of the areas
are called the “active side”. This state is known
as either the “Neon Gyze side” or the “Dragon
Deity of Destruction, Gyze side”.
12.10.3.1. When referring to the information of the
specified Gyze card for the rule or ability or
effect during the game, the information on the
active side of the Gyze card is referenced.
12.10.3.1.1. Other than otherwise specified, the
information on the non-active side is
regarded as inexistent.
12.10.3.2. At the beginning of each game, the
active side of all Gyze cards will be the Neon
Gyze side.
12.10.3.3. When the Gyze card is moved to an
area that is neither a circle nor the G zone for
any reason, the active side will be the Neon
Gyze side. When moving to a circle or the G
zone, the active side will remain the same
unless otherwise specified.
12.10.3.4. Even if the active side changes, it is
regarded as the same card. All effects and
states applied to that card will be maintained
as is.
12.10.3.5. The active side of the card in the sleeve
during the game shall be made visible.
12.10.4. Gyze card has two states (3.17.3), a face up
state and face down state, just like other cards.
12.10.5. Unlike normal cards, the face up state and
face down state of Gyze’s state are such that
“the active side is shown” and “the side where
the information is hidden by the sleeve is shown”
respectively.

12.11. Cannot be affected by effects


12.11.1. When a "cannot be affected by effects"

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