Official text
The complete Comprehensive Rules
Every numbered clause of the official Comprehensive Rules (ver. 0.99, 2026-07-29), reproduced in full. Search by rule number or by wording, and link straight to a clause, /rules/comprehensive#cr-12.8.2 lands on Interrupt. This is the official text, not a paraphrase; the plain-English walkthrough is above.
This is the official wording, reproduced in full. For the plain-English walkthrough see the rules guide; the source document is the official Comprehensive Rules PDF.
The complete Comprehensive Rules
Every numbered clause of the official Comprehensive Rules (ver. 0.99, 2026-07-29), reproduced in full. Search by rule number or by wording, and link straight to a clause, /rules/comprehensive#cr-12.8.2 lands on Interrupt. This is the official text, not a paraphrase; the plain-English walkthrough is above.
1.Overview of the Game
1.1Number of Players
1.1.1This game is played by two players. These comprehensive rules do not apply to games played by any number of players other than two.Full text
This game is played by two players. These comprehensive rules do not apply to games played by any number of players other than two.
Link to #1.1.11.2Winning and Losing
1.2.1If any player loses, then the game ends immediately. If you do not lose and your opponent does, then you win the game.Full text
If any player loses, then the game ends immediately. If you do not lose and your opponent does, then you win the game.
Link to #1.2.11.2.1.1If a player’s life (3.2) is 0 or below, then he or she fulfills a losing condition (11.3.1).
1.2.1.2If a player has no cards in their deck (4.5), then he or she fulfills a losing condition (11.3.2).
1.2.2If all players lose simultaneously, then the game ends in a draw.
1.2.3Any player may declare their concession at any time. The player who declared their concession immediately loses without proceeding to the check timing (10.5.1), and the game ends.Full text
Any player may declare their concession at any time. The player who declared their concession immediately loses without proceeding to the check timing (10.5.1), and the game ends.
Link to #1.2.31.2.3.1No effects can interfere with conceding. No effects can force a player to concede, and no effects can replace losing the game with a concession.Full text
No effects can interfere with conceding. No effects can force a player to concede, and no effects can replace losing the game with a concession.
Link to #1.2.3.11.2.4There are cards with effects that have a player win or lose the game. In these cases, that player wins or loses while resolving the effect without proceeding to the check timing (10.5.1), and the game ends.Full text
There are cards with effects that have a player win or lose the game. In these cases, that player wins or loses while resolving the effect without proceeding to the check timing (10.5.1), and the game ends.
Link to #1.2.41.3Golden Rules of the Game
1.3.1If the comprehensive rules and the text of a card contradict with each other, then the text takes precedence.
1.3.2If anything attempts to make a player do 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.Full text
If anything attempts to make a player do 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.
Link to #1.3.21.3.2.1If anything attempts to turn a game state into a state that it is already in, then it does not become the state again, and that action never happens.Full text
If anything attempts to turn a game state into a state that it is already in, then it does not become the state again, and that action never happens.
Link to #1.3.2.11.3.2.2If there is any attempt to perform a certain action zero or a negative number of times, then nothing happens. No reverse action will take place even if it is a negative number of times. Likewise, if the number used as the basis for performing an action is zero, that action is not performed.Full text
If there is any attempt to perform a certain action zero or a negative number of times, then nothing happens. No reverse action will take place even if it is a negative number of times. Likewise, if the number used as the basis for performing an action is zero, that action is not performed.
Link to #1.3.2.21.3.2.2.1If an action other than addition or subtraction must be performed using a negative value as its basis, treat that value as when performing that action.Full text
If an action other than addition or subtraction must be performed using a negative value as its basis, treat that value as when performing that action.
Link to #1.3.2.2.11.3.2.3If multiple effects require a player to perform a certain action, and it is impossible to satisfy all of the requirements, the player must choose and perform the action that satisfies as many of the requirements as possible.Full text
If multiple effects require a player to perform a certain action, and it is impossible to satisfy all of the requirements, the player must choose and perform the action that satisfies as many of the requirements as possible.
Link to #1.3.2.31.3.2.4Any numerical values associated with players or cards can be 0 or negative, unless any upper or lower limits are specified.Full text
Any numerical values associated with players or cards can be 0 or negative, unless any upper or lower limits are specified.
Link to #1.3.2.41.3.3If an effect from a card attempts to do something, and at the same time an effect from a card restricts the action from taking place, then the effect that restricts the action takes precedence.Full text
If an effect from a card attempts to do something, and at the same time an effect from a card restricts the action from taking place, then the effect that restricts the action takes precedence.
Link to #1.3.31.3.4If more than one player is required to make a decision at the same time, the turn player makes the choice first. The non-turn player will make their choice after knowing the decision made by the turn player.Full text
If more than one player is required to make a decision at the same time, the turn player makes the choice first. The non-turn player will make their choice after knowing the decision made by the turn player.
Link to #1.3.41.3.4.1If an effect applies to both players and requires the execution of a series of multiple actions, any actions that do not involve choices are performed simultaneously, while actions that involve choices are performed starting with the turn player.Full text
If an effect applies to both players and requires the execution of a series of multiple actions, any actions that do not involve choices are performed simultaneously, while actions that involve choices are performed starting with the turn player.
Link to #1.3.4.11.3.4.2If more than one player is to make a choice of cards in a hidden zone at the same time, the turn player first chooses the required number of cards without checking their information, followed by the non-turn player choosing the required number of cards. If the chosen cards are to be revealed, it is done after both players have made their choices.Full text
If more than one player is to make a choice of cards in a hidden zone at the same time, the turn player first chooses the required number of cards without checking their information, followed by the non-turn player choosing the required number of cards. If the chosen cards are to be revealed, it is done after both players have made their choices.
Link to #1.3.4.21.3.5If 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 or negative numbers.Full text
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 or negative numbers.
Link to #1.3.51.3.5.1If a number is specified for the upper limit in a form such as “up to X”, unless a number is specified for the lower limit, you can choose zero. 2. Card Information Pal Gear Structure Event ① Name ⑧ Power ② Card Type ⑨ Strike ③ Type ⑩ Lucky Icon ④ Element ⑪ Quick Icon ⑤ Work Suitability ⑫ Card text ⑥ Color ⑬ Art ⑦ Cost ⑭ Flavor ⑮ Collection DataFull text
If a number is specified for the upper limit in a form such as “up to X”, unless a number is specified for the lower limit, you can choose zero. 2. Card Information Pal Gear Structure Event ① Name ⑧ Power ② Card Type ⑨ Strike ③ Type ⑩ Lucky Icon ④ Element ⑪ Quick Icon ⑤ Work Suitability ⑫ Card text ⑥ Color ⑬ Art ⑦ Cost ⑭ Flavor ⑮ Collection Data
Link to #1.3.5.12.Card Information
2.1Name
2.1.1The inherent name to identify a card.
2.1.2Card names may be referenced during deck construction (6.1.1.2).
2.1.3Card names may be separated into main name and sub name.
2.1.3.1If a card name has an em dash (–) and a space before and after it, the text before it is the sub name, and the text after it is the main name.Full text
If a card name has an em dash (–) and a space before and after it, the text before it is the sub name, and the text after it is the main name.
Link to #2.1.3.12.1.3.2If a card name does not match the above, that card does not have a main name or a sub name.
2.1.4In text, the card’s name itself or a name included as part of the card’s name such as the main name, may be expressed as 《 (name)》, depending on context.Full text
In text, the card’s name itself or a name included as part of the card’s name such as the main name, may be expressed as 《 (name)》, depending on context.
Link to #2.1.42.1.5A card name may be added to a card by a card effect or other means. In such a case, that card possesses both its printed card name and the added card name simultaneously.Full text
A card name may be added to a card by a card effect or other means. In such a case, that card possesses both its printed card name and the added card name simultaneously.
Link to #2.1.52.2Card Type
2.2.1The information about the type of a card.
2.2.2Cards can have five different types: Pal, Structure, Gear, Event, and Soul.
2.2.2.1Cards with the “Pal” card type refer to creatures that you can deploy to assist yourself or attack your opponent.Full text
Cards with the “Pal” card type refer to creatures that you can deploy to assist yourself or attack your opponent.
Link to #2.2.2.12.2.2.1.1Cards with the “Pal” card type have their type printed as “Pal”.
2.2.2.1.2Cards with the “Pal” card type and the “Lucky” (2.3.1.2) subtype are considered to have the card type “Pal” and also “Lucky Pal” simultaneously.Full text
Cards with the “Pal” card type and the “Lucky” (2.3.1.2) subtype are considered to have the card type “Pal” and also “Lucky Pal” simultaneously.
Link to #2.2.2.1.22.2.2.1.3Cards with the “Pal” card type and the “Normal” (2.3.1.1) subtype are considered to have the card type “Pal” and also “Normal Pal” simultaneously.Full text
Cards with the “Pal” card type and the “Normal” (2.3.1.1) subtype are considered to have the card type “Pal” and also “Normal Pal” simultaneously.
Link to #2.2.2.1.32.2.2.2Cards with the “structure” card type refer to cards you can deploy to your base to assist yourself or your Pals.Full text
Cards with the “structure” card type refer to cards you can deploy to your base to assist yourself or your Pals.
Link to #2.2.2.22.2.2.3Cards with the “gear” card type refer to cards you can field to assist your Pals.
2.2.2.4Cards with the “event” card type are single use cards that generate individual effects.
2.2.2.5Cards with the “soul” card type refer to cards that are used when performing various actions during the game.
2.3Type
2.3.1The information about the subtype that the card has.
2.3.1.1If this field shows “normal Pal”, it means that the card’s subtype is “normal”.
2.3.1.2If this field shows “lucky Pal”, it means that the card’s subtype is “lucky”.
2.4Element
2.4.1The information about the element that the card has.
2.4.2The elements are displayed with icons. Neutral Fire Water Grass Electric Ground Ice Dark Dragon
2.4.2.1Neutral element ( ) means that the card possesses the "Neutral" element. It does not mean that the card has no element.Full text
Neutral element ( ) means that the card possesses the "Neutral" element. It does not mean that the card has no element.
Link to #2.4.2.12.5Work Suitability
2.5.1This indicates the type of work that this card is suitable for.
2.5.2If a card’s ability or effect contains a name enclosed in 「」 (corner brackets) or “” (double apostrophe), it indicates the work suitability corresponding to that name.Full text
If a card’s ability or effect contains a name enclosed in 「」 (corner brackets) or “” (double apostrophe), it indicates the work suitability corresponding to that name.
Link to #2.5.22.6Color
2.6.1The color of a card.
2.6.2The color of a card is either red, blue, green or purple.
2.6.2.1The color of a card will be indicated by the background color of its cost (2.7).
2.6.3Some cards are shown as colorless. This means that they have no colors assigned to them and does not mean that they have colorless as their color.Full text
Some cards are shown as colorless. This means that they have no colors assigned to them and does not mean that they have colorless as their color.
Link to #2.6.32.7Cost
2.7.1The cost required to play a card (10.6.2.3).
2.7.2If text contains a number enclosed in ◇, it refers to either a card’s cost or a value used to modify a card’s cost, depending on the context.Full text
If text contains a number enclosed in ◇, it refers to either a card’s cost or a value used to modify a card’s cost, depending on the context.
Link to #2.7.22.8Power
2.8.1This value indicates the damage this Pal deals to other Pals and structures, and whether it can remain on the base after receiving damage from other sources.Full text
This value indicates the damage this Pal deals to other Pals and structures, and whether it can remain on the base after receiving damage from other sources.
Link to #2.8.12.8.2Power may be represented by the icon within the text.
2.8.3If the card type is “structure”, the power will be referred to as “durability”.
2.8.3.1Durability may be represented by the icon within the text.
2.9Strike
2.9.1This value indicates the damage this Pal deals to a player.
2.9.1.1Strike may be represented by the icon within the text.
2.9.2打撃力は、テキスト中では のアイコンで表記されることがあります。Japanese original
2.10Lucky Icon
2.10.1This icon is referenced to determine damage dealt to a player.
2.11Quick Icon
2.11.1This icon indicates that the card may be played in specific timings, or the ability may be played in specific timings..Full text
This icon indicates that the card may be played in specific timings, or the ability may be played in specific timings..
Link to #2.11.12.12Card Text
2.12.1The information about a card’s inherent abilities.
2.12.2Some cards have text in ( ) (brackets) to indicate an explanation of an ability. This is called reminder text. Reminder text is part of the text, but as it is only for explanatory purposes, it does not affect the game.Full text
Some cards have text in ( ) (brackets) to indicate an explanation of an ability. This is called reminder text. Reminder text is part of the text, but as it is only for explanatory purposes, it does not affect the game.
Link to #2.12.22.13Art
2.13.1The descriptive image of this card.
2.13.2Art has no meaning in terms of rules.
2.14Flavor
2.14.1The descriptive text of this card.
2.14.2The flavor has no meaning in terms of rules.
2.15Collection Data
2.15.1The card’s collection number, artist’s name, copyright, and other contents of the card with no direct relation to game that have not been mentioned thus far are collectively called the “collection data”.Full text
The card’s collection number, artist’s name, copyright, and other contents of the card with no direct relation to game that have not been mentioned thus far are collectively called the “collection data”.
Link to #2.15.12.15.2The collection data is not part of the information of this card and generally has no meaning in terms of rules.Full text
The collection data is not part of the information of this card and generally has no meaning in terms of rules.
Link to #2.15.22.16Notation of Information
2.16.1If a card’s ability or effect refers to a card by specifying certain information of the card, it refers to any card that has the information specified. For example, “gear or red structure” refers to a gear card or a red structure card and “ or less structure” refers to structure cards with a cost of 6 or less. 3. Information Associated to PlayersFull text
If a card’s ability or effect refers to a card by specifying certain information of the card, it refers to any card that has the information specified. For example, “gear or red structure” refers to a gear card or a red structure card and “ or less structure” refers to structure cards with a cost of 6 or less. 3. Information Associated to Players
Link to #2.16.13.Information Associated to Players
3.1Owner and Master
3.1.1The owner is the player who owns the card. The owner of a card is the player who had it in their deck at the beginning of the game. At the end of each game, each player retrieves each card that he or she owns.Full text
The owner is the player who owns the card. The owner of a card is the player who had it in their deck at the beginning of the game. At the end of each game, each player retrieves each card that he or she owns.
Link to #3.1.13.1.2The master is the player who is currently using a card, ability, or effects. The master of a card in a zone is the player whom the zone belongs to.Full text
The master is the player who is currently using a card, ability, or effects. The master of a card in a zone is the player whom the zone belongs to.
Link to #3.1.23.1.2.1The master of a continuous ability is the master of the card that has that ability, or the master of an effect that created that ability.Full text
The master of a continuous ability is the master of the card that has that ability, or the master of an effect that created that ability.
Link to #3.1.2.13.1.2.2The master of an activated ability is the player who played it.
3.1.2.3The master of an automatic ability is the master of the card that has that ability, or the master of an effect that created that ability.Full text
The master of an automatic ability is the master of the card that has that ability, or the master of an effect that created that ability.
Link to #3.1.2.33.1.2.4The master of an effect is the master of the ability that generated that effect.
3.1.2.4.1If an effect instructs for any actions to be performed without specifying a player, the master of that effect carries out those instructions.Full text
If an effect instructs for any actions to be performed without specifying a player, the master of that effect carries out those instructions.
Link to #3.1.2.4.13.2Life and Damage Taken
3.2.1Each player has a numerical information called life.
3.2.1.1There is no upper limit to life. During the game, a player's life can exceed the initial value by gaining additional life.Full text
There is no upper limit to life. During the game, a player's life can exceed the initial value by gaining additional life.
Link to #3.2.1.13.2.1.2While there is no lower limit to life, if referencing values lower than 0 life, that value is referenced as 0.
3.2.1.3Each player’s life count is public information; both players can always check each other’s life value.
3.2.2Each player has numerical information called damage taken.
3.2.2.1If a player receives damage (5.14.2) during the game, the value of damage taken increases.
3.3Resource
3.3.1Each player has resource information.
3.3.1.1The resource information consists of the resource name and the number of each resource.
3.3.1.2Each player may hold multiple resources.
3.3.1.2.1In the current game, each player may hold the following resources. ⬥ Material (may also be represented by ) ⬥ Ingredient (may also be represented by )Full text
In the current game, each player may hold the following resources. ⬥ Material (may also be represented by ) ⬥ Ingredient (may also be represented by )
Link to #3.3.1.2.13.3.2Resources are managed according to the resource names.
3.3.2.1If a value refers to a resource name, it refers to the number of that particular resource you own.
3.3.3The number of resources owned has to be or more.
3.3.3.1If the number of resources owned falls below 0, it becomes instead.
3.3.3.2If you are required to consume a specific resource (5.13) and you own fewer than the required number for that resource, the consumption cannot be performed.Full text
If you are required to consume a specific resource (5.13) and you own fewer than the required number for that resource, the consumption cannot be performed.
Link to #3.3.3.23.3.4During the game, each player’s resources are public information, and both players can confirm each other’s resource values at any time. 4. ZonesFull text
During the game, each player’s resources are public information, and both players can confirm each other’s resource values at any time. 4. Zones
Link to #3.3.44.Zones
4.1Zones Basics
4.1.1Each player has their own individual zone unless otherwise specified.
4.1.2There are zones where all players may see the information of the cards in that zone, and zones where they may not. Zones in which information of the cards in that zone may be seen are “public zones”, and zones in which either or all players may not are called “hidden zones”.Full text
There are zones where all players may see the information of the cards in that zone, and zones where they may not. Zones in which information of the cards in that zone may be seen are “public zones”, and zones in which either or all players may not are called “hidden zones”.
Link to #4.1.24.1.2.1When a card is placed in a public zone, it is placed in the public state (4.2.2). When a card is placed in a hidden zone, it is placed in the hidden state (4.2.3).Full text
When a card is placed in a public zone, it is placed in the public state (4.2.2). When a card is placed in a hidden zone, it is placed in the hidden state (4.2.3).
Link to #4.1.2.14.1.2.2All players may check the number of cards in any zone at any time, regardless of whether the zone is public or hidden.Full text
All players may check the number of cards in any zone at any time, regardless of whether the zone is public or hidden.
Link to #4.1.2.24.1.3There are zones where the order cards are placed in the zone is controlled. If the order controlled, the order the cards are stacked on each other is controlled. Unless otherwise specified, players cannot change the order of cards in a zone where the order is controlled.Full text
There are zones where the order cards are placed in the zone is controlled. If the order controlled, the order the cards are stacked on each other is controlled. Unless otherwise specified, players cannot change the order of cards in a zone where the order is controlled.
Link to #4.1.34.1.4When a card moves from a base to a non-base area, unless otherwise specified, it is considered as a new card in the new zone. Effects that applied in the previous zone do not continue to apply.Full text
When a card moves from a base to a non-base area, unless otherwise specified, it is considered as a new card in the new zone. Effects that applied in the previous zone do not continue to apply.
Link to #4.1.44.1.5When multiple cards are placed in a zone at the same time, unless otherwise specified, the order they are placed in the new zone is decided by the owner of that zone.Full text
When multiple cards are placed in a zone at the same time, unless otherwise specified, the order they are placed in the new zone is decided by the owner of that zone.
Link to #4.1.54.1.5.1When multiple cards are placed from a public zone into a hidden zone at the same time, and the master of those cards can determine the order those cards are placed, no player other than the master may know the order those cards are placed.Full text
When multiple cards are placed from a public zone into a hidden zone at the same time, and the master of those cards can determine the order those cards are placed, no player other than the master may know the order those cards are placed.
Link to #4.1.5.14.1.6If a card belonging to a player is instructed to move to a zone that is not specified, it moves to the zone belonging to that card’s master, unless otherwise specified.Full text
If a card belonging to a player is instructed to move to a zone that is not specified, it moves to the zone belonging to that card’s master, unless otherwise specified.
Link to #4.1.64.2Zone Visibility State
4.2.1Cards in zones have either the public state or hidden state.
4.2.2All players may see the information of cards in the public state.
4.2.3Some or all players may not see the information of cards in the hidden state.
4.3Card Placement State
4.3.1It is possible for the card placement state to be specified in some zones. The placement state is the orientation state of the card.Full text
It is possible for the card placement state to be specified in some zones. The placement state is the orientation state of the card.
Link to #4.3.14.3.2The orientation state can either be the “stand state” or the “rest state”. Cards can only have one of the two orientation states, and cannot be in both or neither of the states.Full text
The orientation state can either be the “stand state” or the “rest state”. Cards can only have one of the two orientation states, and cannot be in both or neither of the states.
Link to #4.3.24.3.2.1Cards in the stand state are placed with their text being vertically upright from its master’s viewpoint.
4.3.2.2Cards in the rest state are placed with their text being horizontally from its master’s viewpoint.
4.3.2.3When a card is placed in a zone where it is possible for the placement state to be specified, unless otherwise specified, it is placed in the stand state.Full text
When a card is placed in a zone where it is possible for the placement state to be specified, unless otherwise specified, it is placed in the stand state.
Link to #4.3.2.34.4Base
4.4.1Base is the area where Pals, structures and gears are deployed and used.
4.4.2The base is a public zone, the cards in this zone have directions as placement states. The order of the cards in the base is not fixed.Full text
The base is a public zone, the cards in this zone have directions as placement states. The order of the cards in the base is not fixed.
Link to #4.4.24.4.3If a rule, ability or effect refers to a “Pal” (including “Lucky Pal” or “Normal Pal”), “Structure” or “Gear” without specifying a is zone, it refers to a card of that type in the base.Full text
If a rule, ability or effect refers to a “Pal” (including “Lucky Pal” or “Normal Pal”), “Structure” or “Gear” without specifying a is zone, it refers to a card of that type in the base.
Link to #4.4.34.4.4Each Pal or structure at the base has numerical information called “damage taken”.
4.4.5Each player has a numerical information called maximum number of Pals.
4.4.5.1If the number of Pals played exceeds the Pal limit, the extra Pals are sent to the graveyard by rule action (11.5).Full text
If the number of Pals played exceeds the Pal limit, the extra Pals are sent to the graveyard by rule action (11.5).
Link to #4.4.5.14.4.5.2The Pal limit at the start of the game is 5.
4.5Deck Zone
4.5.1The zone you put your deck in at the beginning of a game.
4.5.2The deck zone is a hidden zone, and the order of the cards is controlled. Players can only change the order of the cards in the deck, or check the information of those cards, if an effect or rule instructs them to.Full text
The deck zone is a hidden zone, and the order of the cards is controlled. Players can only change the order of the cards in the deck, or check the information of those cards, if an effect or rule instructs them to.
Link to #4.5.24.6Hand
4.6.1The zone where each player places their unused cards without letting the opponent see them.
4.6.2The hand is a hidden zone, but you can see information about the cards in your hand. You may not see information about cards in your opponent’s hand. The order of the cards in the hand is not controlled.Full text
The hand is a hidden zone, but you can see information about the cards in your hand. You may not see information about cards in your opponent’s hand. The order of the cards in the hand is not controlled.
Link to #4.6.24.6.3“(number) cards from the cards in your hand” is written as “(number) cards from your hand” in card text.
4.7Graveyard
4.7.1The zone where each player places cards that have been used.
4.7.2The graveyard is a public zone. Cards in this zone are stacked face up, and the information of cards are open to all players. The order of the cards in the graveyard is not controlled.Full text
The graveyard is a public zone. Cards in this zone are stacked face up, and the information of cards are open to all players. The order of the cards in the graveyard is not controlled.
Link to #4.7.24.8Soul Deck
4.8.1The area where you place the soul cards you prepared at the beginning of the game.
4.8.2While the soul deck is a public zone, it is not necessary to place the cards face up. The order of cards in this zone is not tracked.Full text
While the soul deck is a public zone, it is not necessary to place the cards face up. The order of cards in this zone is not tracked.
Link to #4.8.24.9Soul Area
4.9.1The area where your souls are placed.
4.9.2The soul area is a public zone. The cards in this area have orientation. The order of cards in this zone is not tracked.Full text
The soul area is a public zone. The cards in this area have orientation. The order of cards in this zone is not tracked.
Link to #4.9.24.10Exile Zone
4.10.1The zone where cards removed from the game are placed.
4.10.2The exile zone is a public zone where the order of the banished cards is not controlled.
4.11Resolution Zone
4.11.1The zone where cards are put temporarily while resolving ability effects as the game progresses. There is only 1 resolution zone, shared and used by both players.Full text
The zone where cards are put temporarily while resolving ability effects as the game progresses. There is only 1 resolution zone, shared and used by both players.
Link to #4.11.14.11.2The resolution zone is a public zone and the order of the cards are controlled. 5. Specific Actions
5.Specific Actions
5.1Overview
5.1.1Specific actions are states or instructions of actions that have a special meaning when playing this game.
5.2Stand/Rest
5.2.1When instructed to “stand” or “rest” a card, change the orientation of the specified card to the stand state or rest state in accordance with the instruction.Full text
When instructed to “stand” or “rest” a card, change the orientation of the specified card to the stand state or rest state in accordance with the instruction.
Link to #5.2.15.3Specific States
5.3.1During a game, there may be a state with a specific name that all players reference simultaneously. This is called a “specific state”.Full text
During a game, there may be a state with a specific name that all players reference simultaneously. This is called a “specific state”.
Link to #5.3.15.3.1.1The current list of specific states in rules is as below. ⬥ Night
5.3.2“It becomes (specific state)” means the game enters that specific state.
5.3.3“It is (specific state)” means the game is currently in the specific state.
5.3.4“If it is (specific state)” means the condition is met if the game is currently in the specific state.
5.4Place
5.4.1When instructed to “place” a card into a specified zone, move that card to that zone.
5.5Exile
5.5.1When instructed to “exile” a card, place the card in the exile zone.
5.6Shuffle
5.6.1When instructed to “shuffle” the deck, the player who owns the deck randomly changes the order of the cards in that deck.Full text
When instructed to “shuffle” the deck, the player who owns the deck randomly changes the order of the cards in that deck.
Link to #5.6.15.6.1.1When instructed to shuffle a deck that has 0 cards or 1 card, the order of the cards in that deck is not changed, but the cut is considered to have been performed.Full text
When instructed to shuffle a deck that has 0 cards or 1 card, the order of the cards in that deck is not changed, but the cut is considered to have been performed.
Link to #5.6.1.15.7Drawing Cards
5.7.1When instructed to “draw 1” card, the specified player moves the top card of the deck to the specified player’s hand.Full text
When instructed to “draw 1” card, the specified player moves the top card of the deck to the specified player’s hand.
Link to #5.7.15.7.2When instructed to “draw (number)” cards, the specified player repeats the action to draw 1 card (number) times.Full text
When instructed to “draw (number)” cards, the specified player repeats the action to draw 1 card (number) times.
Link to #5.7.25.7.3When instructed to “draw up to (number)” cards, the specified player does the following.
5.7.3.1If (number) is less than 0, nothing is done and this resolution ends.
5.7.3.2The specified player can end the performing of this instruction.
5.7.3.3The specified player draws 1 card.
5.7.3.4If 5.7.3.3 has been performed (number) of times, this action ends. Otherwise, return to 5.7.3.1.
5.8Look at Cards from the Top of the Deck
5.8.1When instructed to “look at the top (number) cards of the deck”, the specified player can check the information of the top (number) cards of that deck.Full text
When instructed to “look at the top (number) cards of the deck”, the specified player can check the information of the top (number) cards of that deck.
Link to #5.8.15.8.2When instructed to “look at up to (number) cards from the top of the deck”, perform the following steps.
5.8.2.1If (number) is or less, nothing is done and this action ends.
5.8.2.2Specify 1 as the number of cards.
5.8.2.3The specified player can end the performing of this instruction.
5.8.2.4The specified player can check the information of the card that is part of the specified number of cards from the top of the deck.Full text
The specified player can check the information of the card that is part of the specified number of cards from the top of the deck.
Link to #5.8.2.45.8.2.5If the number of times 5.8.2.4 has been performed for this instruction has reached (number) times, the performance of this instruction ends. If it has not, increase the number of times performed by and return to 5.8.2.3.Full text
If the number of times 5.8.2.4 has been performed for this instruction has reached (number) times, the performance of this instruction ends. If it has not, increase the number of times performed by and return to 5.8.2.3.
Link to #5.8.2.55.9Look at the Deck and Choose
5.9.1If a player is instructed to “look and choose” a specific card from a deck or a specified range of cards within a deck, that player looks at the cards in the specified range, chooses the specified card(s) and separates them from the rest of the deck.Full text
If a player is instructed to “look and choose” a specific card from a deck or a specified range of cards within a deck, that player looks at the cards in the specified range, chooses the specified card(s) and separates them from the rest of the deck.
Link to #5.9.15.9.1.1If a card is specified with conditions other than the number of cards, reveal it to all players after selection to confirm it meets the conditions.Full text
If a card is specified with conditions other than the number of cards, reveal it to all players after selection to confirm it meets the conditions.
Link to #5.9.1.15.9.1.2If a card is specified with conditions other than the number of cards and there is no guarantee that the card is present in the specified range, even if it is, it may be treated as if it is not present intentionally.Full text
If a card is specified with conditions other than the number of cards and there is no guarantee that the card is present in the specified range, even if it is, it may be treated as if it is not present intentionally.
Link to #5.9.1.25.9.1.3If the condition is only the number of cards, choose all cards in the specified range if there are fewer than the required number. Otherwise, choose the required number of cards from the specified range. There cannot be no selections made in any case.Full text
If the condition is only the number of cards, choose all cards in the specified range if there are fewer than the required number. Otherwise, choose the required number of cards from the specified range. There cannot be no selections made in any case.
Link to #5.9.1.35.10Discard
5.10.1When instructed to “discard” a card, move the card to that owner’s graveyard.
5.10.2When instructed to “discard” a card without specifying the zone, discard from the player’s hand.
5.11Exchange
5.11.1When instructed to “exchange” a card with another card, move the former card to the latter card’s zone and the latter card to the former’s card zone simultaneously.Full text
When instructed to “exchange” a card with another card, move the former card to the latter card’s zone and the latter card to the former’s card zone simultaneously.
Link to #5.11.15.11.2If either of the cards is unable to move to the other’s zone at the point of performing the instruction to exchange for any reason, that instruction is not performed.Full text
If either of the cards is unable to move to the other’s zone at the point of performing the instruction to exchange for any reason, that instruction is not performed.
Link to #5.11.25.12Soul Cost Indication
5.12.1Numbers with shapes (e.g. ) from the card text indicates the soul cost or change in soul cost of that card.
5.12.1.1If the soul cost is used to reference a card’s information, it refers to that card’s cost (2.7).
5.12.1.2If the soul cost value is indicated on its own with a circled number as part of the activated ability (10.4.1), it refers to the value of the soul cost required (10.4.3). E.g.: “ [②] Draw 1 card" means playing an activated ability by paying souls as the cost.Full text
If the soul cost value is indicated on its own with a circled number as part of the activated ability (10.4.1), it refers to the value of the soul cost required (10.4.3). E.g.: “ [②] Draw 1 card" means playing an activated ability by paying souls as the cost.
Link to #5.12.1.25.12.2ある起動能力のコスト(10.4.1)の一部として丸付き数字が単独で書かれている場合、それはその値に等しい点数のソウルを支払うことを意味します(10.4.3)。例:‘ [②] カードを 1 枚引く’とは、起動能力のコストとして 2 点のソウルを支払ってプレイすることを意味します。Full text
ある起動能力のコスト(10.4.1)の一部として丸付き数字が単独で書かれている場合、それはその値に等しい点数のソウルを支払うことを意味します(10.4.3)。例:‘ [②] カードを 1 枚引く’とは、起動能力のコストとして 2 点のソウルを支払ってプレイすることを意味します。Japanese original
Link to #5.12.25.13Consume
5.13.1When instructed to “consume” a specified amount of a specific resource (3.3), that player reduces the specific resource they own by the specified amount.Full text
When instructed to “consume” a specified amount of a specific resource (3.3), that player reduces the specific resource they own by the specified amount.
Link to #5.13.15.14(Dealing) Damage
5.14.1If a Pal or structure at the base is instructed to take “(number) damage” or “is dealt (number) damage”, increase the amount of damage taken by that Pal or structure by (number).Full text
If a Pal or structure at the base is instructed to take “(number) damage” or “is dealt (number) damage”, increase the amount of damage taken by that Pal or structure by (number).
Link to #5.14.15.14.2If a player is instructed to take “(number) damage” or “is dealt (number) damage”, increase the amount of damage taken (3.2.2) by that player by (number).Full text
If a player is instructed to take “(number) damage” or “is dealt (number) damage”, increase the amount of damage taken (3.2.2) by that player by (number).
Link to #5.14.25.14.3Damage may be represented by the icon within the text.
5.15Deploy
5.15.1“To deploy” is a specific action to move a Pal, structure, or gear from anywhere that is not a base to any base.Full text
“To deploy” is a specific action to move a Pal, structure, or gear from anywhere that is not a base to any base.
Link to #5.15.15.15.2When instructed to “deploy” a Pal, structure or gear card, move it to the base.
5.15.2.1If the instruction does not specify which player’s base the card will be deployed to, it is deployed in the base of the player who is the master of the effect.Full text
If the instruction does not specify which player’s base the card will be deployed to, it is deployed in the base of the player who is the master of the effect.
Link to #5.15.2.15.16Butcher
5.16.1When a player is instructed to “butcher” a Pal and that player is the Pal’s master, move the Pal to the player’s graveyard.Full text
When a player is instructed to “butcher” a Pal and that player is the Pal’s master, move the Pal to the player’s graveyard.
Link to #5.16.15.16.2When a player is instructed to “butcher a Pal” without specifying a particular Pal, that player butchers the specified number of pals that meet the conditions stated, out of the Pals he or she owns.Full text
When a player is instructed to “butcher a Pal” without specifying a particular Pal, that player butchers the specified number of pals that meet the conditions stated, out of the Pals he or she owns.
Link to #5.16.25.17Assign
5.17.1If a Pal is “assigned” to a structure, perform the following.
5.17.1.1If the Pal is in rest state, it cannot be assigned.
5.17.1.2Put that Pal in rest state. This causes the Pal to be “assigned” to the structure and the structure to have the Pal “assigned” to it.Full text
Put that Pal in rest state. This causes the Pal to be “assigned” to the structure and the structure to have the Pal “assigned” to it.
Link to #5.17.1.25.17.2When instructed to “assign a Pal”, without specifying a particular Pal, select a Pal in stand state you own that meets the specified conditions, and assign it.Full text
When instructed to “assign a Pal”, without specifying a particular Pal, select a Pal in stand state you own that meets the specified conditions, and assign it.
Link to #5.17.25.17.3If a structure’s ability or effect instructs you to assign a Pal without specifying a particular structure, assign it to that structure.Full text
If a structure’s ability or effect instructs you to assign a Pal without specifying a particular structure, assign it to that structure.
Link to #5.17.35.18Attack Failure
5.18.1If there is an instruction to “nullify the attack” while there is an attacking Pal (9.3.2.1), after resolving the effect that caused that instruction, move to the end of battle step (9.7) immediately.Full text
If there is an instruction to “nullify the attack” while there is an attacking Pal (9.3.2.1), after resolving the effect that caused that instruction, move to the end of battle step (9.7) immediately.
Link to #5.18.15.19Declaring (a card name, etc)
5.19.1When "declaring" a card name, main name, or sub-name of any card during a game, a player declares a card name, main name, or sub-name of any existing card or card that exists in the game.Full text
When "declaring" a card name, main name, or sub-name of any card during a game, a player declares a card name, main name, or sub-name of any existing card or card that exists in the game.
Link to #5.19.15.20Same Name / Different Card Name
5.20.1A card having the "same name" as another card means that both cards possess a common card name.
5.20.1.1If any card has multiple card names, they are cards with the same name if any one of those names is common to each other.Full text
If any card has multiple card names, they are cards with the same name if any one of those names is common to each other.
Link to #5.20.1.15.20.2A card having a "different card name" from another card means that those respective cards do not have the same name.Full text
A card having a "different card name" from another card means that those respective cards do not have the same name.
Link to #5.20.25.21(An Automatic Ability) Activates [X] Times
5.21.1If an effect stating an automatic ability "activates (number) times" is applied to that automatic ability, when the trigger condition of that automatic ability is met, the automatic ability enters the pending state (number) times instead of entering the pending state once.Full text
If an effect stating an automatic ability "activates (number) times" is applied to that automatic ability, when the trigger condition of that automatic ability is met, the automatic ability enters the pending state (number) times instead of entering the pending state once.
Link to #5.21.15.21.2If multiple such processes are applied to a single automatic ability, the master of that automatic ability chooses and applies only one of those processes. 6. Setting Up the GameFull text
If multiple such processes are applied to a single automatic ability, the master of that automatic ability chooses and applies only one of those processes. 6. Setting Up the Game
Link to #5.21.26.Setting Up the Game
6.1Preparing the Decks
6.1.1Each player prepares a main deck with their own cards before the game.
6.1.1.1The main deck must be constructed of exactly 50 cards.
6.1.1.2The main deck must have 4 or less cards with the same card name between them.
6.1.1.3The main deck may include up to a total of 8 cards with the lucky Pal icon(2.9).
6.1.2Each player prepares the upper limit number of soul cards allowed.
6.1.2.1The upper limit of each player’s souls at the beginning of the game is 10.
6.1.3Continuous abilities regarding deck construction are applied as replacement effects that change the deck construction rules above. Those abilities are inactive ( 10.3.2) after the game starts.Full text
Continuous abilities regarding deck construction are applied as replacement effects that change the deck construction rules above. Those abilities are inactive ( 10.3.2) after the game starts.
Link to #6.1.36.2Preparing for the Game
6.2.1Before the start of a game, players perform the following steps.
6.2.1.1Present the main deck you will use for this game to your opponent.
6.2.1.2Each player puts their main deck in their deck zone, and shuffles it.
6.2.1.3Randomly determine a player, and that player chooses which player goes first.
6.2.1.4Each player puts all of their soul cards into the soul deck area.
6.2.1.5The player going second puts 1 card from their soul deck into their soul area.
6.2.1.6Each player draws 5 cards from their deck, which forms the initial hand.
6.2.1.7Starting from the player going first, each player may declare if they are redrawing their hand. If they do, that player returns all of the cards from their hand to their deck, shuffles it, and then draws 5 cards from the top of their deck for their hand.Full text
Starting from the player going first, each player may declare if they are redrawing their hand. If they do, that player returns all of the cards from their hand to their deck, shuffles it, and then draws 5 cards from the top of their deck for their hand.
Link to #6.2.1.76.2.1.7.1Each player may only declare and perform this action once per game.
6.2.1.8Each player sets their life to 10.
6.2.1.9Each player sets their damage (3.2.2) to 0.
6.2.1.10Each player sets their resources (3.3) to 0.
6.2.1.11The player going first becomes the active player, and the game begins. 7. Game Progression
7.Game Progression
7.1Overview
7.1.1The game progresses by repeating steps known as “turns”. During a turn, one player is the turn player, while the other is the non-turn player.Full text
The game progresses by repeating steps known as “turns”. During a turn, one player is the turn player, while the other is the non-turn player.
Link to #7.1.17.1.2The turn player performs each of the phases from stand phase (7.2) to end phase (7.6) in the order shown.
7.2Stand Phase
7.2.1The turn player stands all of the cards in their base and soul area.
7.2.2Trigger conditions “at the beginning of turn” and “at the beginning of stand phase” are fulfilled. Also, if this is the first turn of the game, trigger condition “at the beginning of the game” is fulfilled.Full text
Trigger conditions “at the beginning of turn” and “at the beginning of stand phase” are fulfilled. Also, if this is the first turn of the game, trigger condition “at the beginning of the game” is fulfilled.
Link to #7.2.27.2.3A check timing occurs. After all the processes for that check timing have been completed, proceed to draw phase.Full text
A check timing occurs. After all the processes for that check timing have been completed, proceed to draw phase.
Link to #7.2.37.3Draw Phase
7.3.1The player who goes first skips the draw phase, and proceeds to the soul phase.
7.3.2Trigger condition “at the beginning of draw phase” is fulfilled, and a check timing occurs.
7.3.3The turn player draws a card.
7.3.4A check timing occurs. After all the processes for that check timing have been completed, proceed to soul phase.Full text
A check timing occurs. After all the processes for that check timing have been completed, proceed to soul phase.
Link to #7.3.47.4Soul Phase
7.4.1Trigger condition “at the beginning of soul phase” is fulfilled, and a check timing occurs.
7.4.2The turn player adds the number of soul cards to increase specified by the game from their soul deck to their soul area.Full text
The turn player adds the number of soul cards to increase specified by the game from their soul deck to their soul area.
Link to #7.4.27.4.2.1The number of souls to increase that is set at the beginning of a game is 2.
7.4.2.2If the number of cards in your soul deck is less than the number of souls to increase, move all of the cards from your soul deck into the soul area.Full text
If the number of cards in your soul deck is less than the number of souls to increase, move all of the cards from your soul deck into the soul area.
Link to #7.4.2.27.4.3A check timing occurs. After all the processes for that check timing have been completed, proceed to the main phase.Full text
A check timing occurs. After all the processes for that check timing have been completed, proceed to the main phase.
Link to #7.4.37.5Main Phase
7.5.1Trigger condition “at the beginning of main phase” is fulfilled, and a check timing occurs.
7.5.2The turn player gets a play timing. During this play timing, the turn player can do any of the actions stated in “8. Main Phase Processes”.Full text
The turn player gets a play timing. During this play timing, the turn player can do any of the actions stated in “8. Main Phase Processes”.
Link to #7.5.27.5.2.1In this play timing, if the turn player is the master of a Pal that has to “attack as many times as possible”, and that Pal is able to perform an attack (9.2.2), the turn player cannot choose to do nothing to end this play timing.Full text
In this play timing, if the turn player is the master of a Pal that has to “attack as many times as possible”, and that Pal is able to perform an attack (9.2.2), the turn player cannot choose to do nothing to end this play timing.
Link to #7.5.2.17.5.3If the turn player declares to do nothing else, proceed to the end phase.
7.6End Phase
7.6.1Trigger condition “at the end of turn”, and automatic abilities with this trigger condition that have not been fulfilled this turn are fulfilled.Full text
Trigger condition “at the end of turn”, and automatic abilities with this trigger condition that have not been fulfilled this turn are fulfilled.
Link to #7.6.17.6.2A check timing occurs.
7.6.3The damage of all Pals and structures in all bases becomes 0.
7.6.4All effects that have specified duration of “until end of turn” or “during turn” are invalidated.
7.6.5At this point, if there are no automatic abilities and rule action to resolve during the check timing as stipulated in 7.6.2, and there are no “at the end of turn” trigger conditions or any other trigger conditions of automatic abilities that have not yet been fulfilled, the opponent of the current turn player becomes the turn player, and play proceeds to the next turn. Otherwise, return to the beginning of the end phase again. 8. Main Phase ProcessesFull text
At this point, if there are no automatic abilities and rule action to resolve during the check timing as stipulated in 7.6.2, and there are no “at the end of turn” trigger conditions or any other trigger conditions of automatic abilities that have not yet been fulfilled, the opponent of the current turn player becomes the turn player, and play proceeds to the next turn. Otherwise, return to the beginning of the end phase again. 8. Main Phase Processes
Link to #7.6.58.Main Phase Processes
8.1Overview
8.1.1This section provides further details about the actions the turn player may perform during the play timing of their main phase each turn.Full text
This section provides further details about the actions the turn player may perform during the play timing of their main phase each turn.
Link to #8.1.18.1.2The turn player may perform any of these actions any number of times in any order.
8.2Playing Cards
8.2.1The turn player may choose a card from their hand, and play it (10.6.2).
8.3Playing Activated Abilities
8.3.1The turn player may choose an active activated ability (10.3) from their cards, and play it (10.6.2).
8.4Start a Battle
8.4.1If the turn player is the master of a Pal that is able to perform an attack (9.2.2), the turn player may declare to start a battle, and proceed to the attack step (9.3).Full text
If the turn player is the master of a Pal that is able to perform an attack (9.2.2), the turn player may declare to start a battle, and proceed to the attack step (9.3).
Link to #8.4.18.5Pay Souls to Draw a Card
8.5.1The turn player may pay 3 souls (10.4.3) to draw 1 card.
8.5.2This action may only be performed once per turn. 9. Battle
9.Battle
9.1Overview
9.1.1The turn player may declare to start a battle during the main phase, and progress from attack declaration step (9.3) to end of battle step (9.7) in that order.Full text
The turn player may declare to start a battle during the main phase, and progress from attack declaration step (9.3) to end of battle step (9.7) in that order.
Link to #9.1.19.2Suitable Pal and Target for Battle
9.2.1To start a battle, a Pal that is able to attack and a battle target that that Pal is able to attack are needed.Full text
To start a battle, a Pal that is able to attack and a battle target that that Pal is able to attack are needed.
Link to #9.2.19.2.2A suitable Pal that is able to attack is determined by the following conditions.
9.2.2.1The turn player is the master of that Pal, and that Pal must be in the standing state.
9.2.2.2That Pal must not be in a state where it cannot battle due to an effect.
9.2.2.3Even if the Pal was deployed in your base this turn, it may perform an attack.
9.2.3Targets that can be chosen for the attack are the non-turn player, or 1 of the structures or Pals in the resting state that the non-turn player is the master of.Full text
Targets that can be chosen for the attack are the non-turn player, or 1 of the structures or Pals in the resting state that the non-turn player is the master of.
Link to #9.2.39.2.4Based on the conditions above, if 1 Pal that is able to attack and 1 attack target can be chosen, it is suitable for the turn player to start a battle.Full text
Based on the conditions above, if 1 Pal that is able to attack and 1 attack target can be chosen, it is suitable for the turn player to start a battle.
Link to #9.2.49.2.4.1Even if 1 Pal and attack target is chosen, if that Pal is unable to attack that target due to an effect, that combination is not a suitable combination to start a battle.Full text
Even if 1 Pal and attack target is chosen, if that Pal is unable to attack that target due to an effect, that combination is not a suitable combination to start a battle.
Link to #9.2.4.19.3Attack Declaration Step
9.3.1The turn player chooses a Pal that is able to attack (9.2.2), and a target that that Pal is able to attack (9.2.3).Full text
The turn player chooses a Pal that is able to attack (9.2.2), and a target that that Pal is able to attack (9.2.3).
Link to #9.3.19.3.1.1If either of the are not suitable to be chosen for any reason, the battle is cancelled, and the game reverts to the point before the declaration to start a battle.Full text
If either of the are not suitable to be chosen for any reason, the battle is cancelled, and the game reverts to the point before the declaration to start a battle.
Link to #9.3.1.19.3.2Rest the chosen Pal. This Pal is now considered to have “attacked”, and the attack target to have “been attacked”.Full text
Rest the chosen Pal. This Pal is now considered to have “attacked”, and the attack target to have “been attacked”.
Link to #9.3.29.3.2.1From here onwards, this Pal is regarded as the “attacking” Pal during this battle.
9.3.3A check timing occurs. After all the processes for that check timing have been completed, proceed to the block declaration step.Full text
A check timing occurs. After all the processes for that check timing have been completed, proceed to the block declaration step.
Link to #9.3.39.4Block Declaration Step
9.4.1Trigger condition “at the beginning of block declaration step” is fulfilled, and a check timing occurs.
9.4.2The non-turn player may choose 1 Pal in the standing state that is not an existing attack target that they are the master of, and is not restricted from blocking an attacking Pal due to an effect.Full text
The non-turn player may choose 1 Pal in the standing state that is not an existing attack target that they are the master of, and is not restricted from blocking an attacking Pal due to an effect.
Link to #9.4.29.4.2.1If a Pal is chosen, rest that Pal, and the attack target of this attack becomes that Pal.
9.4.3If the attack target is a Pal, during this battle, the attacking Pal and the attack target Pal both become each other’s “battle opponent”.Full text
If the attack target is a Pal, during this battle, the attacking Pal and the attack target Pal both become each other’s “battle opponent”.
Link to #9.4.39.4.4A check timing occurs. After all the processes for that check timing have been completed, proceed to the quick step.Full text
A check timing occurs. After all the processes for that check timing have been completed, proceed to the quick step.
Link to #9.4.49.5Quick Step
9.5.1Trigger condition “at the beginning of quick step” is fulfilled, and a check timing occurs.
9.5.2The non-turn player gets a play timing. During this play timing, the non-turn player can choose to play from their hand, an event card, or an activated ability that is active, that can be played during this step (12.2.1).Full text
The non-turn player gets a play timing. During this play timing, the non-turn player can choose to play from their hand, an event card, or an activated ability that is active, that can be played during this step (12.2.1).
Link to #9.5.29.5.2.1This can be performed any number of times in any order.
9.5.2.2The turn player cannot activate abilities of cards during quick step.
9.5.3A check timing occurs. After all the processes for that check timing have been completed, proceed to the damage step.Full text
A check timing occurs. After all the processes for that check timing have been completed, proceed to the damage step.
Link to #9.5.39.6Damage Step
9.6.1Trigger condition “at the beginning of damage step” is fulfilled, and a check timing occurs.
9.6.2If, for any reason, the attacking Pal or the attack target ceases to exist, proceed to 9.6.4.
9.6.3Perform the following depending on the attack target.
9.6.3.1If the attack target is a Pal, the attacking Pal and the attack target Pal both deal damage equal to their power value to each other.Full text
If the attack target is a Pal, the attacking Pal and the attack target Pal both deal damage equal to their power value to each other.
Link to #9.6.3.19.6.3.1.1At this point, if the Pal’s power is or less, that Pal does not deal damage (1.3.2.2)
9.6.3.2If the attack target is a structure, the attacking Pal deals damage equal to its power value to the attack target.Full text
If the attack target is a structure, the attacking Pal deals damage equal to its power value to the attack target.
Link to #9.6.3.29.6.3.2.1The structure does not deal damage to the attacking Pal.
9.6.3.3If the attack target is a player, perform the following steps.
9.6.3.3.1Confirm the attacking Pal’s strike. If the strike is 0 or less, nothing happens.
9.6.3.3.2The attacking Pal deals damage ( 11.2) to the attack target player equal to its strike.
9.6.3.4Damage that the Pal deals in 9.6.3.1 and 9.6.3.2 and damage that the attacking Pal deals to a player in 9.6.3.3.2 are referred to as battle damage.Full text
Damage that the Pal deals in 9.6.3.1 and 9.6.3.2 and damage that the attacking Pal deals to a player in 9.6.3.3.2 are referred to as battle damage.
Link to #9.6.3.49.6.4A check timing occurs. After all the processes for that check timing have been completed, proceed to the end of battle step.Full text
A check timing occurs. After all the processes for that check timing have been completed, proceed to the end of battle step.
Link to #9.6.49.7End of Battle Step
9.7.1Trigger condition “at the end of the battle”, and automatic abilities with this trigger condition that have not been fulfilled this battle is fulfilled.Full text
Trigger condition “at the end of the battle”, and automatic abilities with this trigger condition that have not been fulfilled this battle is fulfilled.
Link to #9.7.19.7.2A check timing occurs.
9.7.3All effects that have specified duration of “until end of the battle” or “during this battle” are invalidated.
9.7.3.1From here onwards, the “attacking Pal” stops being in the attacking state.
9.7.4At this point, if there are no automatic abilities and rule action to resolve during the check timing as stipulated in 9.7.2, and there are no “at the end of the battle” trigger conditions or any other trigger conditions of automatic abilities that have not yet been fulfilled this battle, this battle ends, and returns to the play timing (10.5.4) of the main phase of the turn player. Otherwise, return to the beginning of the end of battle step again. 10. Play and Resolve Cards and AbilitiesFull text
At this point, if there are no automatic abilities and rule action to resolve during the check timing as stipulated in 9.7.2, and there are no “at the end of the battle” trigger conditions or any other trigger conditions of automatic abilities that have not yet been fulfilled this battle, this battle ends, and returns to the play timing (10.5.4) of the main phase of the turn player. Otherwise, return to the beginning of the end of battle step again. 10. Play and Resolve Cards and Abilities
Link to #9.7.410.Play and Resolve Cards and Abilities
10.1Categories of Abilities
10.1.1Abilities are divided into three categories: activated abilities, automatic abilities, and continuous abilities.Full text
Abilities are divided into three categories: activated abilities, automatic abilities, and continuous abilities.
Link to #10.1.110.1.1.1Activated abilities refer to abilities that can be performed by a player with a play timing by paying the cost.Full text
Activated abilities refer to abilities that can be performed by a player with a play timing by paying the cost.
Link to #10.1.1.110.1.1.1.1On a card, activated abilities are written as “ [(Cost)] (Effect)”. Text enclosed by [] refers to the cost of playing that activated ability, followed by text that refers to the effect that occurs as a result of resolving that activated ability.Full text
On a card, activated abilities are written as “ [(Cost)] (Effect)”. Text enclosed by [] refers to the cost of playing that activated ability, followed by text that refers to the effect that occurs as a result of resolving that activated ability.
Link to #10.1.1.1.110.1.1.1.2There are activated abilities that have 【Quick】(12.2) at the beginning of the ability, which can be played during the quick step (9.5.2).Full text
There are activated abilities that have 【Quick】(12.2) at the beginning of the ability, which can be played during the quick step (9.5.2).
Link to #10.1.1.1.210.1.1.2Automatic abilities refer to abilities that are automatically played as a result of a designated situation that occurs during the game.Full text
Automatic abilities refer to abilities that are automatically played as a result of a designated situation that occurs during the game.
Link to #10.1.1.210.1.1.2.1On a card, automatic abilities are written as “ When (Condition), (Effect)”, or “ At the beginning of (Phase or Step), (Effect)” or “At the end of (Phase or Step), (Effect)”. The situations specified by (Condition) and (Phase or Step) are known as “Trigger Condition”, and fulfilling a trigger condition is known as “triggering (that ability)”.Full text
On a card, automatic abilities are written as “ When (Condition), (Effect)”, or “ At the beginning of (Phase or Step), (Effect)” or “At the end of (Phase or Step), (Effect)”. The situations specified by (Condition) and (Phase or Step) are known as “Trigger Condition”, and fulfilling a trigger condition is known as “triggering (that ability)”.
Link to #10.1.1.2.110.1.1.3Continuous abilities refer to abilities which remain in effect for the specified duration that that ability is in effect.Full text
Continuous abilities refer to abilities which remain in effect for the specified duration that that ability is in effect.
Link to #10.1.1.310.1.1.3.1On a card, continuous abilities are written as “ (Effect)”.
10.2Categories of Effects
10.2.1Effects are divided into three categories: “one-shot effects”, “continuous effects”, and “replacement effects”.Full text
Effects are divided into three categories: “one-shot effects”, “continuous effects”, and “replacement effects”.
Link to #10.2.110.2.1.1“One-shot effects” refer to effects that resolve by executing that action, and ending the effect thereafter. For example, effects generated by abilities such as “draw a card” or “put this card into the graveyard” are one-shot effects.Full text
“One-shot effects” refer to effects that resolve by executing that action, and ending the effect thereafter. For example, effects generated by abilities such as “draw a card” or “put this card into the graveyard” are one-shot effects.
Link to #10.2.1.110.2.1.2“Continuous effects” refer to effects that remain in effect for a specified duration (including “during this game”, for effects with no specified duration).Full text
“Continuous effects” refer to effects that remain in effect for a specified duration (including “during this game”, for effects with no specified duration).
Link to #10.2.1.210.2.1.3“Replacement effects” refer to effects that replace the execution of an existing situation during the game with the execution of another situation instead.Full text
“Replacement effects” refer to effects that replace the execution of an existing situation during the game with the execution of another situation instead.
Link to #10.2.1.310.2.1.3.1If an ability is written as “if (player) would do A, do B instead”, the effect generated by that ability is a replacement effect.Full text
If an ability is written as “if (player) would do A, do B instead”, the effect generated by that ability is a replacement effect.
Link to #10.2.1.3.110.2.1.3.2If an ability is written as “if (player) would do A, (player) may [Choice] instead”, the effect generated by that ability is an optional replacement effect.Full text
If an ability is written as “if (player) would do A, (player) may [Choice] instead”, the effect generated by that ability is an optional replacement effect.
Link to #10.2.1.3.210.3Active Abilities and Inactive Abilities
10.3.1Some effects make an effect “active” or “inactive”. If this is the case, resolve the ability as follows.
10.3.2If all or part of an effect becomes inactive under a specific condition, under said condition, that part exists as an ability, but no effects are generated. If that effect required a choice to be made, no choice is made.Full text
If all or part of an effect becomes inactive under a specific condition, under said condition, that part exists as an ability, but no effects are generated. If that effect required a choice to be made, no choice is made.
Link to #10.3.210.3.3If all or part of an effect becomes active under a specific condition, in the state where said condition is not fulfilled, that part is inactive.Full text
If all or part of an effect becomes active under a specific condition, in the state where said condition is not fulfilled, that part is inactive.
Link to #10.3.310.3.4Abilities with a zone specified are only active in the zone specified.
10.3.4.1There are abilities that have the zone icon at the beginning of the ability. In this case, those abilities are active while they are in the zones specified by the zone icons.Full text
There are abilities that have the zone icon at the beginning of the ability. In this case, those abilities are active while they are in the zones specified by the zone icons.
Link to #10.3.4.110.3.4.1.1Abilities with the icon are active in the hand.
10.3.5Abilities of a card with a card type “Pal”, “Structure”, or “Gear” specified and do not have a zone specified are only active if that card is in the base.Full text
Abilities of a card with a card type “Pal”, “Structure”, or “Gear” specified and do not have a zone specified are only active if that card is in the base.
Link to #10.3.510.4Cost and Paying Cost
10.4.1Some activated or automatic abilities contain an action(s) enclosed within [] at the beginning of the text, which are known as the cost of that ability.Full text
Some activated or automatic abilities contain an action(s) enclosed within [] at the beginning of the text, which are known as the cost of that ability.
Link to #10.4.110.4.2“Pay the cost” refers to “perform the action(s) stipulated in the cost”.
10.4.2.1If there are multiple actions in the cost, execute the actions in order, starting with the action closest to the beginning of the text.Full text
If there are multiple actions in the cost, execute the actions in order, starting with the action closest to the beginning of the text.
Link to #10.4.2.110.4.2.2If the whole cost or part thereof cannot be paid, no part of the cost to play this ability is paid. You may not pay for only part(s) of the cost.Full text
If the whole cost or part thereof cannot be paid, no part of the cost to play this ability is paid. You may not pay for only part(s) of the cost.
Link to #10.4.2.210.4.3Among the costs, if the cost requires a specified number of souls to be paid, change the specified number of souls in your soul area from standing state to resting state.Full text
Among the costs, if the cost requires a specified number of souls to be paid, change the specified number of souls in your soul area from standing state to resting state.
Link to #10.4.310.5Check Timing and Play Timing
10.5.1Check timing refers to the time when rule action occurs during the game or an automatic ability is played.
10.5.1.1For check timing, all rule actions will be resolved first, and when there are no longer any rule actions to be resolved, automatic abilities with trigger conditions fulfilled can be played and resolved (10.5.3).Full text
For check timing, all rule actions will be resolved first, and when there are no longer any rule actions to be resolved, automatic abilities with trigger conditions fulfilled can be played and resolved (10.5.3).
Link to #10.5.1.110.5.2Play timing refers to the time when the specified player can perform an action. If a player is given a play timing, a check timing always occurs before an action can be chosen. After all rule actions and automatic abilities have been resolved for that check timing, that player will be given a play timing.Full text
Play timing refers to the time when the specified player can perform an action. If a player is given a play timing, a check timing always occurs before an action can be chosen. After all rule actions and automatic abilities have been resolved for that check timing, that player will be given a play timing.
Link to #10.5.210.5.3When a check timing occurs, the game advances in the order as follows.
10.5.3.1All rule actions that must be resolved at this point are simultaneously resolved. If, as a result, there are new rule actions to be resolved, this step is repeated insofar as there are rule actions remaining to be resolved.Full text
All rule actions that must be resolved at this point are simultaneously resolved. If, as a result, there are new rule actions to be resolved, this step is repeated insofar as there are rule actions remaining to be resolved.
Link to #10.5.3.110.5.3.2If there are automatic abilities in a standby condition that the turn player is a master of, the turn player chooses ability from among them, plays and resolves it, and returns to 10.5.3.1.Full text
If there are automatic abilities in a standby condition that the turn player is a master of, the turn player chooses ability from among them, plays and resolves it, and returns to 10.5.3.1.
Link to #10.5.3.210.5.3.3If there are automatic abilities in a Standby Condition that the non-turn player is a master of, the non-turn player chooses 1 ability from among them, plays and resolves it, and returns to 10.5.3.1.Full text
If there are automatic abilities in a Standby Condition that the non-turn player is a master of, the non-turn player chooses 1 ability from among them, plays and resolves it, and returns to 10.5.3.1.
Link to #10.5.3.310.5.3.4The check timing ends.
10.5.4When a player gets a play timing, the game advances in the order as follows.
10.5.4.1A check timing occurs. Resolve the check timing.
10.5.4.2Only at this point does that player get a play timing. At this point, that player executes any action that is allowed, or chooses to do nothing. If that player executes an action, unless otherwise specified, that player gets another play timing after this play timing.Full text
Only at this point does that player get a play timing. At this point, that player executes any action that is allowed, or chooses to do nothing. If that player executes an action, unless otherwise specified, that player gets another play timing after this play timing.
Link to #10.5.4.210.5.4.3If the player that gets a play timing chooses to do nothing, the play timing ends, and the phase or step proceeds.Full text
If the player that gets a play timing chooses to do nothing, the play timing ends, and the phase or step proceeds.
Link to #10.5.4.310.6Playing and Resolving
10.6.1Activated abilities, automatic abilities, and cards in hand need to be played and resolved for the effect to occur. Continuous abilities are not played, as the effect is always in effect.Full text
Activated abilities, automatic abilities, and cards in hand need to be played and resolved for the effect to occur. Continuous abilities are not played, as the effect is always in effect.
Link to #10.6.110.6.2A player plays a card or an ability as follows.
10.6.2.1The player designates an ability, or card in their hand to play, and puts it in the resolution zone.
10.6.2.1.1If it is a card in a hidden zone, reveal it and put it in the resolution zone.
10.6.2.1.2If it is an ability, put it as a pseudo card in the resolution zone.
10.6.2.2If the card or ability requires the player to make any choices, they make that choice.
10.6.2.2.1If the card or ability requires the player to make any choices and there is a list of choices that follow after that, they make that choice from the specified number of options when playing it. At that point, the options that were not chosen are regarded as not being in effect.Full text
If the card or ability requires the player to make any choices and there is a list of choices that follow after that, they make that choice from the specified number of options when playing it. At that point, the options that were not chosen are regarded as not being in effect.
Link to #10.6.2.2.110.6.2.2.2If the value of part of the card or ability is outlined as “X”, and the way to determine X is not outlined in that text, the value of that X is regarded as 1.Full text
If the value of part of the card or ability is outlined as “X”, and the way to determine X is not outlined in that text, the value of that X is regarded as 1.
Link to #10.6.2.2.210.6.2.3If there is a cost for the card to be played, the player determines the cost, and pays the cost in full.
10.6.2.3.1If there are multiple ways to pay the cost, the way to pay the cost is determined at the point of paying the cost.Full text
If there are multiple ways to pay the cost, the way to pay the cost is determined at the point of paying the cost.
Link to #10.6.2.3.110.6.2.4Resolution of the card or ability occurs.
10.6.2.4.1If what is played is a card, and the card type is “Pal” or “structure” or “gear”, place that card in its master’s base.Full text
If what is played is a card, and the card type is “Pal” or “structure” or “gear”, place that card in its master’s base.
Link to #10.6.2.4.110.6.2.4.2If what is played is a card, and the card type is “event”, perform what is written in that text, and subsequently put that card into its owner’s graveyard.Full text
If what is played is a card, and the card type is “event”, perform what is written in that text, and subsequently put that card into its owner’s graveyard.
Link to #10.6.2.4.210.6.2.4.3If what is played is an activated ability or automatic ability, perform the effects outlined in that ability, and remove that ability from the resolution zone.Full text
If what is played is an activated ability or automatic ability, perform the effects outlined in that ability, and remove that ability from the resolution zone.
Link to #10.6.2.4.310.6.2.4.4Even if the card that has the activated ability or automatic ability is no longer in its original zone for any reason, that ability will resolve.Full text
Even if the card that has the activated ability or automatic ability is no longer in its original zone for any reason, that ability will resolve.
Link to #10.6.2.4.410.6.3If a card or ability states “choose”, during resolution, the player chooses the appropriate card(s) or player(s), et cetera, (henceforth referred to as “targets”) among the choices presented at the point where the instruction was given.Full text
If a card or ability states “choose”, during resolution, the player chooses the appropriate card(s) or player(s), et cetera, (henceforth referred to as “targets”) among the choices presented at the point where the instruction was given.
Link to #10.6.310.6.3.1If the number of choices is specified, the player must choose as many targets as possible up to the specified number. If a player can make a choice, that player is not allowed to not make a choice.Full text
If the number of choices is specified, the player must choose as many targets as possible up to the specified number. If a player can make a choice, that player is not allowed to not make a choice.
Link to #10.6.3.110.6.3.1.1If the number of choices is specified by “choose up to”, the player may choose any number of targets from up to the specified number of choices.Full text
If the number of choices is specified by “choose up to”, the player may choose any number of targets from up to the specified number of choices.
Link to #10.6.3.1.110.6.3.1.2If the number of choices is specified, but it is impossible to make that many choices, the player chooses as many targets as possible, and applies the relevant effects on those targets.Full text
If the number of choices is specified, but it is impossible to make that many choices, the player chooses as many targets as possible, and applies the relevant effects on those targets.
Link to #10.6.3.1.210.6.3.1.3If the number of choices is specified, and no targets can be chosen, no target is chosen. All effects relating to that target are ignored.Full text
If the number of choices is specified, and no targets can be chosen, no target is chosen. All effects relating to that target are ignored.
Link to #10.6.3.1.310.6.3.1.4If there is an instruction to execute the text enclosed in 〈〉 multiple times, and there is an action to choose something within those 〈〉, you can choose the same target for each of those executions.Full text
If there is an instruction to execute the text enclosed in 〈〉 multiple times, and there is an action to choose something within those 〈〉, you can choose the same target for each of those executions.
Link to #10.6.3.1.410.6.3.1.5If the targets are unrevealed cards in a hidden zone, and if the information of the card(s) is required to fulfill the condition(s) of the choice, it is not guaranteed that those cards in the hidden zone possess that information. Even if there are cards in that zone that fulfill the condition(s), the player is allowed to not choose those cards.Full text
If the targets are unrevealed cards in a hidden zone, and if the information of the card(s) is required to fulfill the condition(s) of the choice, it is not guaranteed that those cards in the hidden zone possess that information. Even if there are cards in that zone that fulfill the condition(s), the player is allowed to not choose those cards.
Link to #10.6.3.1.510.7Restriction on Number of Times
10.7.1There are activated abilities and automatic abilities with restriction on the number of times. These abilities are restricted in the number of times they can be played.Full text
There are activated abilities and automatic abilities with restriction on the number of times. These abilities are restricted in the number of times they can be played.
Link to #10.7.110.7.2If an activated ability has a restriction on the number of times, that ability cannot be played beyond that number of times of that restriction.Full text
If an activated ability has a restriction on the number of times, that ability cannot be played beyond that number of times of that restriction.
Link to #10.7.210.7.3If an automatic ability has a limit on the number of times it can be played, at the time it enters the pending state and is to be played, the master of that ability can choose not to play it, cancel that instance of the pending state, and choose not to count it toward the play limit.Full text
If an automatic ability has a limit on the number of times it can be played, at the time it enters the pending state and is to be played, the master of that ability can choose not to play it, cancel that instance of the pending state, and choose not to count it toward the play limit.
Link to #10.7.310.8Resolving Automatic Abilities
10.8.1Automatic abilities refer to abilities that are played during the check timing that occurs as a result of fulfilling a specified trigger condition(s).Full text
Automatic abilities refer to abilities that are played during the check timing that occurs as a result of fulfilling a specified trigger condition(s).
Link to #10.8.110.8.2When any automatic ability’s trigger condition(s) is fulfilled, that automatic ability will enter the standby state.Full text
When any automatic ability’s trigger condition(s) is fulfilled, that automatic ability will enter the standby state.
Link to #10.8.210.8.2.1When an automatic ability’s trigger condition(s) is fulfilled multiple times, that automatic ability enters the standby state an equal number of times.Full text
When an automatic ability’s trigger condition(s) is fulfilled multiple times, that automatic ability enters the standby state an equal number of times.
Link to #10.8.2.110.8.3At the stage when a check timing occurs, the player who wishes to play an automatic ability chooses of the automatic abilities in a standby state that they are a master of, and plays it. After the played ability is resolved, occurrence of that ability’s standby state is extinguished.Full text
At the stage when a check timing occurs, the player who wishes to play an automatic ability chooses of the automatic abilities in a standby state that they are a master of, and plays it. After the played ability is resolved, occurrence of that ability’s standby state is extinguished.
Link to #10.8.310.8.3.1Players must play all automatic abilities in the standby state; players are not allowed to choose not to play any automatic abilities in the standby state. However, when an automatic ability that the player is a master of enters the standby state multiple times, the player can choose their order of resolution.Full text
Players must play all automatic abilities in the standby state; players are not allowed to choose not to play any automatic abilities in the standby state. However, when an automatic ability that the player is a master of enters the standby state multiple times, the player can choose their order of resolution.
Link to #10.8.3.110.8.3.1.1If the player can choose to play the automatic ability by paying an optional cost, the player can choose to not pay the cost, and not play that automatic ability.Full text
If the player can choose to play the automatic ability by paying an optional cost, the player can choose to not pay the cost, and not play that automatic ability.
Link to #10.8.3.1.110.8.3.2If the chosen automatic ability in standby state cannot be played for any reason, occurrence of that automatic ability’s standby state is extinguished.Full text
If the chosen automatic ability in standby state cannot be played for any reason, occurrence of that automatic ability’s standby state is extinguished.
Link to #10.8.3.210.8.3.2.1If an automatic ability can be played upon paying a cost, and a player chooses not to pay the cost, and consequently, not play the ability, occurrence of that automatic ability’s standby state is extinguished.Full text
If an automatic ability can be played upon paying a cost, and a player chooses not to pay the cost, and consequently, not play the ability, occurrence of that automatic ability’s standby state is extinguished.
Link to #10.8.3.2.110.8.4Some cards possess automatic abilities with trigger condition(s) that are fulfilled upon moving that card to another zone. This is known as “zone change trigger condition”.Full text
Some cards possess automatic abilities with trigger condition(s) that are fulfilled upon moving that card to another zone. This is known as “zone change trigger condition”.
Link to #10.8.410.8.4.1Some automatic abilities with zone change trigger condition(s) require the information of the card that activated that ability. In that instance, look up the information as follows.Full text
Some automatic abilities with zone change trigger condition(s) require the information of the card that activated that ability. In that instance, look up the information as follows.
Link to #10.8.4.110.8.4.1.1If it is an automatic ability that requires information from a card when the card is moved from a public zone to a hidden zone, or from a hidden zone to a public zone, use the information available when said card is/was in the public zone.Full text
If it is an automatic ability that requires information from a card when the card is moved from a public zone to a hidden zone, or from a hidden zone to a public zone, use the information available when said card is/was in the public zone.
Link to #10.8.4.1.110.8.4.1.2If it is an automatic ability that requires information from a card when the card is moved from the base to a zone other than the base, use the information available when said card was on the base.Full text
If it is an automatic ability that requires information from a card when the card is moved from the base to a zone other than the base, use the information available when said card was on the base.
Link to #10.8.4.1.210.8.4.1.3If it is an automatic ability that requires information from a card when the card is moved from a public zone to another public zone (except as outlined in 10.8.4.1.2), use the information available in the zone after said card has moved.Full text
If it is an automatic ability that requires information from a card when the card is moved from a public zone to another public zone (except as outlined in 10.8.4.1.2), use the information available in the zone after said card has moved.
Link to #10.8.4.1.310.8.4.2If a card has the zone change trigger condition, and that card moves to a zone where that ability is active at the same time that another card moves to a zone that fulfills that zone change trigger condition, that trigger condition is considered to be fulfilled.Full text
If a card has the zone change trigger condition, and that card moves to a zone where that ability is active at the same time that another card moves to a zone that fulfills that zone change trigger condition, that trigger condition is considered to be fulfilled.
Link to #10.8.4.210.8.5Some effects create automatic abilities which possess trigger conditions that are fulfilled at a later point in the game. An ability created in this manner is called a delayed triggered ability.Full text
Some effects create automatic abilities which possess trigger conditions that are fulfilled at a later point in the game. An ability created in this manner is called a delayed triggered ability.
Link to #10.8.510.8.5.1Delayed triggered abilities, unless otherwise specified, fulfill trigger condition(s) only time.
10.8.6Some automatic abilities possess trigger conditions that are fulfilled not when a specified event occurs, but when a specified condition is fulfilled (such as “when there are no cards in your hand”). This is known as “state trigger condition”.Full text
Some automatic abilities possess trigger conditions that are fulfilled not when a specified event occurs, but when a specified condition is fulfilled (such as “when there are no cards in your hand”). This is known as “state trigger condition”.
Link to #10.8.610.8.6.1When the state trigger condition is fulfilled, automatic abilities with state activation enter a standby state only time. After this automatic ability is resolved, if that automatic ability’s trigger condition is fulfilled again, that ability enters the standby state again.Full text
When the state trigger condition is fulfilled, automatic abilities with state activation enter a standby state only time. After this automatic ability is resolved, if that automatic ability’s trigger condition is fulfilled again, that ability enters the standby state again.
Link to #10.8.6.110.8.7When an automatic ability in the standby state is played, even if the zone of the card that possessed that ability is changed, that automatic ability must still be played.Full text
When an automatic ability in the standby state is played, even if the zone of the card that possessed that ability is changed, that automatic ability must still be played.
Link to #10.8.710.9Resolving One-Time Effects
10.9.1When a one-time effect is required to be executed, the action that is instructed is executed time.
10.10Resolving Continuous Effects
10.10.1If a card’s information is required when any continuous effects that require said information are in effect, the continuous effect is applied on that information in the order as follows.Full text
If a card’s information is required when any continuous effects that require said information are in effect, the continuous effect is applied on that information in the order as follows.
Link to #10.10.110.10.1.1Information that is written on the card is the base value.
10.10.1.2Next, effects that grant abilities, remove abilities, enable abilities, or disable abilities are applied.
10.10.1.3Next, all continuous effects that do not change the value of the information are applied.
10.10.1.4Next, all continuous effects that change the value of the information are applied.
10.10.1.5If the order of application of Continuous Effect A and Continuous Effect B is not determined by 10.10.1.2 -10.10.1.4, and the application of Effect XX A affects what Effect B is applied on or how it is applied, Effect B is an effect that is dependent on Effect A. An effect that is dependent on any other effect is always resolved after the effect it is dependent on is resolvedFull text
If the order of application of Continuous Effect A and Continuous Effect B is not determined by 10.10.1.2 -10.10.1.4, and the application of Effect XX A affects what Effect B is applied on or how it is applied, Effect B is an effect that is dependent on Effect A. An effect that is dependent on any other effect is always resolved after the effect it is dependent on is resolved
Link to #10.10.1.510.10.1.6If the order of application of multiple continuous effects is not determined by 10.10.1.2 -10.10.1.5, XX those continuous effects are applied in the order that they were generated.Full text
If the order of application of multiple continuous effects is not determined by 10.10.1.2 -10.10.1.5, XX those continuous effects are applied in the order that they were generated.
Link to #10.10.1.610.10.1.6.1If the source of activation of a continuous effect is a continuous ability, the time when the card possessing that ability is placed on its current zone is its fundamental order.Full text
If the source of activation of a continuous effect is a continuous ability, the time when the card possessing that ability is placed on its current zone is its fundamental order.
Link to #10.10.1.6.110.10.1.6.2For all other abilities, the time when the ability is played is its fundamental order.
10.10.2Continuous effects resulting from trigger conditions other than continuous abilities will not apply to cards that move from the base to a zone other than the base after that ability has been played.Full text
Continuous effects resulting from trigger conditions other than continuous abilities will not apply to cards that move from the base to a zone other than the base after that ability has been played.
Link to #10.10.210.10.3If a continuous effect changes the information of a card in a specified zone, the change is applied on said card the instant it enters that zone.Full text
If a continuous effect changes the information of a card in a specified zone, the change is applied on said card the instant it enters that zone.
Link to #10.10.310.10.3.1If the trigger condition of an automatic ability is a card possessing specified information entering a specified zone, the information is referred to only after the continuous effect for that zone has been applied.Full text
If the trigger condition of an automatic ability is a card possessing specified information entering a specified zone, the information is referred to only after the continuous effect for that zone has been applied.
Link to #10.10.3.110.11Resolving Replacement Effects
10.11.1When a replacement effect occurs, if there is a situation that would have occurred otherwise, it does not occur, and is replaced by another situation stated by the replacement effect.Full text
When a replacement effect occurs, if there is a situation that would have occurred otherwise, it does not occur, and is replaced by another situation stated by the replacement effect.
Link to #10.11.110.11.1.1In so doing, the original situation that would have resulted otherwise, does not occur at all due to the replacement effect.Full text
In so doing, the original situation that would have resulted otherwise, does not occur at all due to the replacement effect.
Link to #10.11.1.110.11.2If multiple replacement effects are generated simultaneously by the same situation, the player receiving the consequences of those effects makes the decision as to which effects are applied first.Full text
If multiple replacement effects are generated simultaneously by the same situation, the player receiving the consequences of those effects makes the decision as to which effects are applied first.
Link to #10.11.210.11.2.1If the consequence affects a card or an ability, its respective master makes the decision.
10.11.2.2If the consequence affects an action during the game, the player that performs that action or the master of the card that applies that action makes the decision.Full text
If the consequence affects an action during the game, the player that performs that action or the master of the card that applies that action makes the decision.
Link to #10.11.2.210.11.2.3For the same situation, each replacement effect is applied a maximum of time.
10.11.3If the replacement effect is a choice-type replacement effect (“when …, (the player) may …. instead. If they do, do …), if that choice cannot be made, this replacement effect is not applied.Full text
If the replacement effect is a choice-type replacement effect (“when …, (the player) may …. instead. If they do, do …), if that choice cannot be made, this replacement effect is not applied.
Link to #10.11.310.12Final Information
10.12.1If an effect references a specified card’s information and/or state, and if the specified card is moved from that zone or a base to a zone other than the base while that effect is being performed, that effect references the information and/or state of the card as when that card was last in that zone.Full text
If an effect references a specified card’s information and/or state, and if the specified card is moved from that zone or a base to a zone other than the base while that effect is being performed, that effect references the information and/or state of the card as when that card was last in that zone.
Link to #10.12.110.13Source
10.13.1Some abilities and effects require identifying where the source of the effect or damage is from.
10.13.2The source of an ability refers to the card that has that ability, or, in the case of a delayed triggered ability, the card that has the ability that caused that delayed triggered ability to occur.Full text
The source of an ability refers to the card that has that ability, or, in the case of a delayed triggered ability, the card that has the ability that caused that delayed triggered ability to occur.
Link to #10.13.210.13.3If an effect deals damage, unless otherwise specified, the source of damage is the card that possessed said ability with that effect, and if the damage is due to battle, the source of damage is the card that dealt that damage. 11. Rule ActionFull text
If an effect deals damage, unless otherwise specified, the source of damage is the card that possessed said ability with that effect, and if the damage is due to battle, the source of damage is the card that dealt that damage. 11. Rule Action
Link to #10.13.311.Rule Action
11.1General Rule Action
11.1.1“Rule Action” is a collective term referring to a resolution automatically performed in accordance with the rules when a specified event has occurred or is occurring during the game.Full text
“Rule Action” is a collective term referring to a resolution automatically performed in accordance with the rules when a specified event has occurred or is occurring during the game.
Link to #11.1.111.1.2Rule actions are classified as two types: interrupt type rule actions that suspend the game temporarily when specific situations occur, and check type rule actions that check if the conditions are fulfilled during check timing.Full text
Rule actions are classified as two types: interrupt type rule actions that suspend the game temporarily when specific situations occur, and check type rule actions that check if the conditions are fulfilled during check timing.
Link to #11.1.211.1.2.1Rule actions classified as interrupt type rule actions are performed when a specified condition(s) is met during the game, suspending all actions being performed without exception, performing itself immediately.Full text
Rule actions classified as interrupt type rule actions are performed when a specified condition(s) is met during the game, suspending all actions being performed without exception, performing itself immediately.
Link to #11.1.2.111.1.2.2If there are multiple masters of the card(s) or zone(s) related to those rule actions, the turn player performs all interrupt type rule actions that are related to their own cards or zones first, followed by the non-turn player.Full text
If there are multiple masters of the card(s) or zone(s) related to those rule actions, the turn player performs all interrupt type rule actions that are related to their own cards or zones first, followed by the non-turn player.
Link to #11.1.2.211.1.2.3Rule actions classified as check type rule actions are performed only when a specified condition(s) is fulfilled during a check timing. Even if the condition(s) is fulfilled during the resolution of another action, if that condition(s) is not fulfilled during the check timing, this rule action does not happen.Full text
Rule actions classified as check type rule actions are performed only when a specified condition(s) is fulfilled during a check timing. Even if the condition(s) is fulfilled during the resolution of another action, if that condition(s) is not fulfilled during the check timing, this rule action does not happen.
Link to #11.1.2.311.1.2.4When multiple check type rule actions are to be performed simultaneously, all those rule actions are performed simultaneously.Full text
When multiple check type rule actions are to be performed simultaneously, all those rule actions are performed simultaneously.
Link to #11.1.2.411.2Player Damage Resolution
11.2.1If any player’s damage taken (3.2.2) is 1 or greater, perform the following. This is an interrupt rule action.
11.2.1.1If multiple players have taken 1 or more damage, perform the player damage resolution of the turn player first.Full text
If multiple players have taken 1 or more damage, perform the player damage resolution of the turn player first.
Link to #11.2.1.111.2.2Perform the following for player damage resolution.
11.2.2.1That player puts the top card of their deck into their graveyard.
11.2.2.2If the card put into the graveyard from this action has a lucky Pal icon (2.10), proceed to 11.2.2.4.
11.2.2.3If the number of cards put into the graveyard by this action during this damage resolution is equal to or greater than the damage taken by that player, or the number of cards in that deck is zero, reduce that player’s life by that amount of damage, then proceed to 11.2.2.4. Otherwise, return to 11.2.2.1.Full text
If the number of cards put into the graveyard by this action during this damage resolution is equal to or greater than the damage taken by that player, or the number of cards in that deck is zero, reduce that player’s life by that amount of damage, then proceed to 11.2.2.4. Otherwise, return to 11.2.2.1.
Link to #11.2.2.311.2.2.4Set the amount of damage taken by that player to 0, and this player damage resolution ends.
11.3Losing Verdict Resolution
11.3.1If any player’s life is 0 or less, that player loses the game.
11.3.2If any player’s number of cards in their deck becomes 0, that player loses the game.
11.3.3Losing verdict resolution is a check type rule action.
11.4Lethal Damage Resolution
11.4.1If any Pal or structure in any base takes greater than 0 damage, and it is equal to or greater than that Pal’s power or structure’s durability, put that Pal or structure into their owner’s graveyard.Full text
If any Pal or structure in any base takes greater than 0 damage, and it is equal to or greater than that Pal’s power or structure’s durability, put that Pal or structure into their owner’s graveyard.
Link to #11.4.111.4.2Lethal damage resolution is a check type rule action.
11.5Overloaded Pals Resolution
11.5.1If the number of a player’s Pals in a base exceeds the maximum number of Pals (4.4.5), perform the following resolution.Full text
If the number of a player’s Pals in a base exceeds the maximum number of Pals (4.4.5), perform the following resolution.
Link to #11.5.111.5.1.1If the number of Pals placed in that base most recently exceeds the maximum Pal limit of that base's master, choose a number of Pals equal to the maximum Pal limit from among those Pals. Otherwise, choose all of those Pals.Full text
If the number of Pals placed in that base most recently exceeds the maximum Pal limit of that base's master, choose a number of Pals equal to the maximum Pal limit from among those Pals. Otherwise, choose all of those Pals.
Link to #11.5.1.111.5.1.2From among the Pals in that base that were not placed in that base most recently, additionally choose a number of Pals equal to the value calculated by subtracting the number chosen in 11.5.1.1 from the maximum Pal limit of that base's master.Full text
From among the Pals in that base that were not placed in that base most recently, additionally choose a number of Pals equal to the value calculated by subtracting the number chosen in 11.5.1.1 from the maximum Pal limit of that base's master.
Link to #11.5.1.211.5.1.3Put all Pals other than those chosen in 11.5.1.1 and 11.5.1.2 from that base into their owner’s graveyard at the same time.Full text
Put all Pals other than those chosen in 11.5.1.1 and 11.5.1.2 from that base into their owner’s graveyard at the same time.
Link to #11.5.1.311.5.1.4That player must choose until it reaches the maximum number of Pals.
11.5.2Overloaded Pals resolution is a check type rule action. 12. Keywords and Keyword Abilities
12.Keywords and Keyword Abilities
12.1Overview
12.1.1Keywords are terms that are used to abbreviate abilities that perform specific processes. Abilities that are indicated by specific keywords are called keyword abilities.Full text
Keywords are terms that are used to abbreviate abilities that perform specific processes. Abilities that are indicated by specific keywords are called keyword abilities.
Link to #12.1.112.2Quick
12.2.1Quick is a keyword written in the text of cards and abilities that can be played during the Quick Step (9.5).
12.2.1.1If an activated ability (10.1.1.1) has this keyword at the beginning of its text, that ability itself can be played during the Quick Step.Full text
If an activated ability (10.1.1.1) has this keyword at the beginning of its text, that ability itself can be played during the Quick Step.
Link to #12.2.1.112.2.1.2If an event card has this keyword at the beginning of its text, that event card can be played during the Quick Step.Full text
If an event card has this keyword at the beginning of its text, that event card can be played during the Quick Step.
Link to #12.2.1.212.2.2"【Quick】" may be represented by a icon.
12.3On Deploy
12.3.1On deploy is an automatic ability that triggers when the card is deployed (5.15).
12.3.2“【On Deploy】(effect)” means “when this card is deployed, (effect)”.
12.3.2.1【On Deploy】 may be represented by the icon within the text.
12.4On Attack
12.4.1On attack is an automatic ability that triggers when the card attacks (9.3.2).
12.4.2“【On Attack】(effect)” means “when this card attacks, (effect)”.
12.4.2.1【On Attack】 may be represented by the icon within the text.
12.5On Assign
12.5.1On assign is an automatic ability that triggers when the card is assigned to a structure (5.17).
12.5.2“【On Assign】(effect)” means “when this card is assigned, (effect)”.
12.5.2.1【On Assign】 may be represented by the icon within the text.
12.6Brave
12.6.1Brave is an automatic ability that triggers when the card attacks, and its effect increases its power.
12.6.2“Brave (number)” means “【On Attack】, this card’s power increases by (number) until end of turn”.
12.7Serious
12.7.1Serious is an automatic ability that triggers when the card is assigned to a structure, and its effect increases a Pal’s power.Full text
Serious is an automatic ability that triggers when the card is assigned to a structure, and its effect increases a Pal’s power.
Link to #12.7.112.7.2“Serious (number)” means “【On Assign】 Choose 1 Pal, and its power increases by (number) until end of turn”.
12.8Interrupt
12.8.1Interrupt is a quick activated ability that can nullify an attack.
12.8.2Interrupt means “【Quick】 [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack”.Full text
Interrupt means “【Quick】 [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack”.
Link to #12.8.212.9Vigilance
12.9.1Vigilance is an automatic ability that triggers when the turn ends, and its effect stands the card at the end of the turn.Full text
Vigilance is an automatic ability that triggers when the turn ends, and its effect stands the card at the end of the turn.
Link to #12.9.112.9.2“Vigilance” means “at the end of your turn, stand this card”.
12.10Taunt
12.10.1Taunt is a continuous ability that forces the card to be chosen as the target of attacks.
12.10.2“Taunt” means “the opponent must target this card if it can be targeted for an attack” (9.3.1).
12.10.2.1If there are multiple cards with Taunt that can be chosen as an attack target, the player is obligated to choose one of them, regardless of the number of instances of Taunt each card possesses.Full text
If there are multiple cards with Taunt that can be chosen as an attack target, the player is obligated to choose one of them, regardless of the number of instances of Taunt each card possesses.
Link to #12.10.2.112.10.3If a card with taunt cannot be chosen as the valid attack target, a different valid target may be chosen instead.Full text
If a card with taunt cannot be chosen as the valid attack target, a different valid target may be chosen instead.
Link to #12.10.312.11Stealth
12.11.1Stealth is a continuous ability that restricts the blocking of the card’s attacks.
12.11.2“Stealth” means “this card cannot be blocked”.
12.12Retaliate
12.12.1Retaliate is an automatic ability that triggers when the Pal is put into the graveyard during a battle, sending the opposing Pal to the graveyard as well.Full text
Retaliate is an automatic ability that triggers when the Pal is put into the graveyard during a battle, sending the opposing Pal to the graveyard as well.
Link to #12.12.112.12.2“Retaliate” means “when this card is put into the graveyard, if this was a Pal that battled, put the opposing combat Pal into the graveyard”.Full text
“Retaliate” means “when this card is put into the graveyard, if this was a Pal that battled, put the opposing combat Pal into the graveyard”.
Link to #12.12.212.13Nocturnal
12.13.1Nocturnal is a continuous ability that increases power while the specific state “night” is active.
12.13.2“Nocturnal” means “if it is night, this card’s power increases by 300”.
12.14Breakthrough
12.14.1Breakthrough is an automatic ability that triggers during combat when the opposing combat Pal is put into the graveyard, and its effect deals damage to the master of that Pal.Full text
Breakthrough is an automatic ability that triggers during combat when the opposing combat Pal is put into the graveyard, and its effect deals damage to the master of that Pal.
Link to #12.14.112.14.2“Breakthrough” means “if the opposing combat Pal is put into the graveyard when this card is attacking, deal damage to the master of the opposing combat Pal equal to this card’s strike”.Full text
“Breakthrough” means “if the opposing combat Pal is put into the graveyard when this card is attacking, deal damage to the master of the opposing combat Pal equal to this card’s strike”.
Link to #12.14.212.15Assault
12.15.1Assault is a continuous ability that allows a card to choose a Pal in the stand state as an attack target.
12.15.2"Assault" means "This card can choose a Pal in the stand state as an attack target" (9.2.3). 13. Miscellaneous
13.Miscellaneous
13.1Infinite Loops
13.1.1When performing a resolution, it is possible that some actions may be performed indefinitely, or a player is forced to perform an action indefinitely. This is known as an “infinite loop”, and the sequence of actions from the start of an infinite loop until it goes back to its original point are known as “loop actions”. In this instance, do as follows:Full text
When performing a resolution, it is possible that some actions may be performed indefinitely, or a player is forced to perform an action indefinitely. This is known as an “infinite loop”, and the sequence of actions from the start of an infinite loop until it goes back to its original point are known as “loop actions”. In this instance, do as follows:
Link to #13.1.113.1.1.1During that sequence, if both players are unable to stop that infinite loop, the game ends in a draw.
13.1.1.2If either player is able to stop that infinite loop, the player(s) that can stop that infinite loop decides the numb perf Then numb playFull text
If either player is able to stop that infinite loop, the player(s) that can stop that infinite loop decides the numb perf Then numb play
Link to #13.1.1.213.1.1.2.1これにより指定回数の循環が行われた後、ゲームが完全に同一である状態が発生した場合、その循環行動を再び行うことはできません。Japanese original
13.2Managing Souls
13.2.1During a g manage the soul cards
13.2.1.1dete both tour not that
13.2.2When manag player mus cards that were used, soul cards state.
13.2.3If any pro area durin as if soul tracked so the player modified b Changelog July 29, 2026; ver. 1.0 - Version 1 has be er of times that infinite loop will be ormed starting from the turn player. , that action is performed the lowest er of times chosen between the ers. If the game remains in the same state after performing the loop the specified number of times, that infinite loop cannot be performed again. Without Soul Cards ame, players may be permitted to ir souls without using physical . In casual matches, this is rmined by the mutual agreement of players. In events such as naments, whether this is permitted or is determined by the regulations of specific event. ing souls without soul cards, a t track the total number of soul would be placed there if soul cards as well as the number of those that would be in the standing cess is applied to cards in the soul g a game, that process is applied cards corresponding to the currently ul values exist in the soul area, and continues to track the values y the results of that process. en created.Full text
If any pro area durin as if soul tracked so the player modified b Changelog July 29, 2026; ver. 1.0 - Version 1 has be er of times that infinite loop will be ormed starting from the turn player. , that action is performed the lowest er of times chosen between the ers. If the game remains in the same state after performing the loop the specified number of times, that infinite loop cannot be performed again. Without Soul Cards ame, players may be permitted to ir souls without using physical . In casual matches, this is rmined by the mutual agreement of players. In events such as naments, whether this is permitted or is determined by the regulations of specific event. ing souls without soul cards, a t track the total number of soul would be placed there if soul cards as well as the number of those that would be in the standing cess is applied to cards in the soul g a game, that process is applied cards corresponding to the currently ul values exist in the soul area, and continues to track the values y the results of that process. en created.
Link to #13.2.3