Cardfight Vanguard Comprehensive Rules180220
Cardfight Vanguard Comprehensive Rules180220
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.
2.16. 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.
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.
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.