Force of Will Comprehensive Rules ver. 8.01
Last Update: September 5th, 2018
Effective: September 21th, 2018
- 101. General
- 101.1. This document is the description of the rules for Force of Will.
- 102. Number of players
- 102.1. This game is played by two players.
- 103. How to win
- 103.1. During the game, players fulfilling the losing condition lose the game.
- 103.2. If a player loses the game and the other one hasn't, the player not losing the gamewins.
- 103.3. If both players lose the game at the same time, the game ends in draw.
- 103.4. During a game, players may concede the game and leave from it. In this case, his orher opponent wins. Conceding the game is not replaced by any effects and no effectsforce players to concede.
- 103.5. If an effect states a player wins the game, that player wins the game.
- 104. Golden rules of the game
- 104.1. If the comprehensive rules and text of a card are contradictory, the card text takesprecedence.
- 104.2. When an effect instructs you to do something, and part of it is impossible to do, youdo any other part of the effect that you can legally do. When an effect instructs you todo something a number of times and you cannot do it fully, you still do it as many timesas possible. If you would perform something zero or a negative amount of times, youdon't perform it at all.
- 104.3. If an effect resolved and the status of a card or a player changes to the same statusas before, it's not treated as "becoming" that status.
- 104.4. If an effect prohibits doing something and another effect instructs a player to dothat, the prohibiting effect takes precedence.
- 104.5. If an effect instructs you to choose a number, you need to choose an integer of 0 orhigher.
- 104.6. If a value becomes a different value, if the latter is greater than the former, thevalue is considered increased. If the latter is lesser, the value is considered decreased.Including if the value is set to a specific number, or if a value is switched with another.
- 105. Basic Concept
- 105.1. Player: One who plays the game. On each turn, the player who performs the turn iscalled the turn player, and the other player is called the non-turn player.
- 105.2. Owner: The owner of a card is the player who brings the card at the beginning ofthe game.
- 105.3. Control: During a game, all cards, abilities and effects are controlled by a player.A player who controls cards, abilities, or effects is the controller of them. If a card or anability refers to "you", it refers to its controller. If no controller-changing effects havebeen applied, the controller of a card, ability, or effect is determined as below:
- 105.3a. The controller of a card is the owner of it.
- 105.3b. The controller of an ability is the controller of the card with that ability.
- 105.3c. The controller of an effect is the controller of the ability generates thateffect.
- 105.4. Life: Each player has a number called their life. If a player has a life total of 0 orbelow, they lose the game.
- 105.4a. Life is increased and decreased by a multiple of one hundred. If an effectsinstruct player to pay any amount of life, they pays it by a multiple of onehundred.
- 105.4b. If a card refers to 'life', it refers to life.
- 201. Type
- 201.1. The group this card belongs to.
- 201.2. Categories of cards: "ruler", "J-ruler", "magic stone", "resonator", "chant","addition", "regalia" or "rune".
- 201.2a. In the comprehensive rules and in card text, "resonator or J-ruler" iswritten as "J/resonator".
- 201.2b. In the comprehensive rules and in card text, "ruler or J-ruler" is written as"J/ruler".
- 201.2c. Some cards have multiple types. If a card's printed card type doesnot contain "/", it means it has only one type. If a card's printed cardtype does contain "/", it means it has multiple types each separated bythe "/".
- 201.2c-i. "Chant/Rune" is one such example of a card with multiple types.
- 201.3. Some cards have a general type. A general type is a phrase before a type name.
- 201.3a. Some magic stone cards have the general type "Special".
- 201.3b. Some magic stone and J/ruler cards have the general type "Basic".
- 201.3c. Some rune cards have the general type "Master".
- 201.4. Some cards have a magic stone type.
- 201.4a. The magic stone types are "Light Magic Stone", "Fire Magic Stone","Water Magic Stone", "Wind Magic Stone" and "Darkness Magic Stone".
- 201.4b. A magic stone card with the same card name as a magic stone type has thatmagic stone type.
- 201.4c. If something refers to a magic stone type name (without any quotationsymbol), it refers to cards with that magic stone type.
- 201.4d. Even if a card becomes or is considered/treated as a magic stone, it doesnot inherently have the ability to produce will unless specified.
- 201.5. If a card is referred to by its type name without specifying what zone it's in, the cardin the field or a ruler area is affected. If a card is referred to by its "(type name) card" ina zone, it refers to a card with that type in that zone.
- 202.1. Name of the card.
- 202.2. A name is referred to when you build your deck as part of its restrictions.
- 202.3. If an effect refers a name with "" (double quotation symbol), it refers "a card withthat name" or "a part of a name", depending on the context.
- 202.3a. If an effect says "a card with "(word(s))" in it" or something similar, thatrefers a part of a name. Otherwise, it refers a card with that word(s).Ex. "If you control "Hansel"" means "If you control a card with the exact name "Hansel". Even ifyou control "Hansel and Gretel", it doesn't fulfill the condition.Ex. If something says "if you control a card with "Hansel" in its name", the condition is fulfilled bycontrolling "Hansel" and/or "Hansel and Gretel".
203.6. If this card has [Quickcast](1111), a lightning art is shownaround the cost to represent this (right fig.).
- 203.1. The information referred to when you play this card.
- 203.2. Cost includes the attribute cost that is paid with a specified attribute of will and freecost that is paid for with any kind of will.
- 203.3. An attribute cost is shown by the will symbols on left side of the cost. You need onewill of the specified attribute for each will symbol shown on here.
- 203.4. A free cost is shown by the number in the center of the cost icon. You need to pay anumber of will of any kind equal to the number printed here.
- 203.5. The total cost is the number of wills needed for the attribute cost plus the numberon the free cost.
- 203.5a. If a card doesn't have any cost, the total cost of that card is 0.
- 203.5b. If a card has a free cost of X, X is the value you chose when paying for thecard, while the card is on the chase. When that card is anywhere else, treat thevalue of X as zero.
- 204.1. The abilities of this card.
- 204.2. If a card has more than one paragraph in its text, each of them is different ability.
- 204.3. Some text contains sentences with parentheses describing the ability. This is calledreminder text and not considered part of the ability.
- 204.4. Some cards have sentences with different font in their card text area. Thesesentences are called flavor text and have no rule purpose.
205.2. A card's race and trait are written on right side of its type. Trait is written inside ofparentheses.
205.3. If there is no "/" (slash) in the race or trait, it that race or trait is one phrase. If thereare any "/" (slash), each of the phrases separated by "/" is a different phrase for a race ortrait.
205.4. A race or trait itself doesn't have any specific rules, though they are referred to bysome abilities and effects. If an effect refers to a race or trait without specifying whatzone it's in, it refers to cards in the field or a ruler area with that race or trait.
- 205.1. A part of the information of a card. Phrases shown on a ruler, J-ruler or resonatorare called race, and on other cards they are called traits.
- 205.1a. You may treat races and traits as the same thing. When a text refers "race",it also refers "trait" and vice versa.
206. Attacking Power (ATK)
206.2. ATK is the value after "ATK" and it means how much damage it deals while incombat.
- 206.1. Information that J-rulers and resonators have.
- 206.1a. Some J-ruler don't have ATK.
207. Defending Power (DEF)
- 207.1. Information that J-rulers and resonators have.
- 207.2. DEF is the value after "DEF" and if the card in the field suffers damage equal to ormore than its DEF, it's destroyed.
- 207.2a. Some J-ruler don't have DEF.
- 208.1. A part of information of this card.
- 208.2. A card's attribute is defined by the icon(s) shown in the attribute section of the card.: Light : Fire : Water : Wind : Darkness
- 208.3. If a card has two or more attribute icons here, it has each attribute correspondingeach of the icon.
- 208.4. If there's no attribute banner or if there is a banner with the Void icon, then that cardhas no attribute. If a text refers "void" as an attribute, it refers "without any attribute".: Void
- 208.5. Attribute itself doesn't have any specified rules, though it is referred by someabilities and effects.
- 209.1. Information that cards can have.
- 209.2. The number after "Divinity" is referred to when playing runes from a rune area.
211. Additional Information
- 211.1. Collector number, rarity, copyright, and artist name.
- 211.2. Additional Information has no rule purpose.
- 301. General
- 301.1. A zone is an area that cards and abilities are put into.
- 302. Basic
- 302.1. During a game, cards are placed in one of several places called zones. Each playerhas their own zones except for the field and chase area.
- 302.2. Each zone is divided into "public zone" and "hidden zone". Each player can seeinformation of the cards in a public zone. Each player cannot see information of cardsin a hidden zone, except for a player specifically allowed to see them by rules oreffects.
- 302.2a. Each player can see the number of cards in a zone regardless if it's publicor hidden.
- 302.3. If a card moves from one zone to another, if it moves from the field to a ruler area,or from a ruler area to the field, it's treated as the same card and keeps its orientation.Otherwise, it's treated as a new card in a new zone. Unless otherwise specified, anyeffect applied in an older zone is not applied to the new card.
- 302.4. If more than one card is moved to a new zone and the order of cards in new zone ismanaged, the owner of those cards decides the order of them in the new zone. If thenew zone is hidden, players other than owner of the cards moved cannot know the orderof the cards in the new zone.
- 302.5. If a card is moved to a zone and the owner of the zone is not specified, the card ismoved to the zone belonging to the owner of that card.
- 302.6. If a card is to be moved to a zone owned by a player other than the cards owner, it ismoved to the zone belonging to the owner of that card instead. Never, under anycircumstance, should a card not belonging to a player be placed in zones they own.
303. Cards Orientation
303.2. In some zones, a card has a specified orientation of either face up or face down. Aface up card is placed so that all the information on the card is visible, and a face downcard is placed so that all the information on the card is hidden. A hidden cardsinformation can be checked at anytime by a player if they know the information of thecards (because they were moved from public zone, for example).
- 303.1. In some zones, a card has a specified orientation of either recovered or rested.Recovered cards are placed vertically and rested cards are placed horizontally.
- 303.1a. Changing the orientation of a card from recovered to rested is called "torest (a card)" and from rested to recovered is called "to recover".
- 303.1b. When a card is placed in a zone where the cards orientation is specified,its placed recovered.
- 303.2a. Rulers and J-rulers are always face up and any effects that would put themface down is not applied.
- 303.2b. Players are always able to determine whether a facedown card is or isnt amagic stone.
304. Main Deck
- 304.1. The zone a player put his main deck in.
- 304.2. Each player has their own main deck zone, its hidden and the order of the cards ismanaged. The order of cards is managed by stacking them.
- 304.3. If two or more cards would move from a main deck to another zone, unlessspecified otherwise, move the top card of the main deck to that zone, then repeat it untilthe proper number of cards have been moved.
- 304.4. If a text refers to a "deck", it refers to a main deck.
305. Magic Stone Deck
- 305.1. The zone a player put his magic stone deck in.
- 305.2. Each player has their own magic stone deck zone, its hidden and the order of thecards is managed. The order of cards is managed by stacking them.
- 305.3. If two or more cards would move from a magic stone deck to another zone, unlessspecified otherwise, move the top card of the magic stone deck to the zone, then repeatit until the proper number of cards have been moved.
- 306.1. The zone a player puts his cards drawn in.
- 306.2. Each player has their hand, its hidden and order of the cards is not managed. Thehand is a hidden zone, but the player the zone belongs to can see all information of thecards in this zone.
- 306.3. Each player has a maximum hand size. At the beginning of a game, each player'smaximum hand size is seven.
307.5. Each player can see the ruler side of a J-ruler card in the field.
307.6. A card in the field is referred to as entity.
307.7. If a card would be put in the field by an effect, if there is no controller specified bythe effect, the card enters the field under the control of the effects controller.
307.8. Some cards have text that may refer to your field, or opponents field, or a(specified players) field. Handle these texts as detailed below.
- 307.1. The zone where a player puts their J-ruler, resonators, additions, regalia and magicstones.
- 307.2. The game has one field, its public and the order of the cards is not managed.
- 307.3. In the field, a card has a specified orientation, recovered or rested.
- 307.4. If text refers to a "card" without the zone it's in, it refers to a card in the field. If atext refers to a "Resonator", "J-ruler", "Addition", "Regalia" or "Magic Stone" withoutthe zone it's in, it refers to a card of the specified type in the field.
- 307.4a. If a cards text counts a number cards with certain information withoutspecifying the zone they're in, it refers to cards in the field or a ruler area.
- 307.8a. If a card in a specific players field is referred to, it refers to an entity(307.6) that player controls.
- 307.8b. If an effect states Put [card] into (specific players) field, it means putthat [card] into the field under that (specific players) control.
308. Ruler Area
- 308.1. The area a player puts their ruler in.
- 308.2. Each player has their own ruler area, its public and order of the cards is notmanaged.
- 308.3. In a ruler area, a card has a specified orientation, recovered or rested.
- 308.4. If a text refers to a "ruler" without the zone it's in, it refers to a card(s) with the rulertype in a ruler area.
- 308.5. If a card would be put in a players ruler area, it is put there under that playerscontrol.
- 308.6. The face down side of a card in a ruler area can be seen only by its controller.
- 309.1. The zone destroyed or used cards are placed in.
- 309.2. Each player has their own graveyard, its public and the order of the cards ismanaged. Any new cards put into a graveyard are put on top of the cards already in thegraveyard.
310. Standby Area
- 310.1. The zone you put cards from your hand face down in.
- 310.2. Each player has their own standby area, its hidden and the order of the cards ismanaged. If a player puts a card into his or her standby area, he or she needs to have thecards arranged so that all players can recognize their order. The standby area is a hiddenzone but the player the zone belongs can see any information of cards in that zone.
311. Removed Area
311.3. Cards in a removed area are referred to as removed cards.
- 311.1. The zone a player puts their removed cards in.
- 311.2. Each player has their own removed area, its public and the order of the cards is notmanaged.
- 311.2a. If an effect removes a card from game face down, treat the card as thoughit were in a hidden zone. Except for players that are allowed to see theinformation of the card.
312. Chase Area
- 312.1. The zone played cards and abilities are placed in until they're resolved.
- 312.2. There is only one chase area, its public and order of the cards is managed.
- 312.3. While a card is placed in chase area, it's called "spell". If spells, abilities or effectsrefer to a "spell" without specific zone, they refer cards on chase area.
313. Item Area
- 313.1. Will coin tokens, Gem tokens, and cards attached to your J/ruler are placed here.
- 313.2. Each player has one Item Area separate from other players. Its public and the orderof the cards is not managed.
- 313.3. If a card would be put into (specific players) Item Area, it is put there under(specific players) control.
314. Extra Deck
- 314.1. The zone a player puts their extra deck in.
- 314.2. Each player has their extra deck, its hidden and the order of the cards is notmanaged. The extra deck is a hidden zone, but the player the zone belongs to can see allinformation of the cards in this zone
315. Rune Area
- 315.1. The zone a player puts their rune deck in.
- 315.2. Each player has their rune area, it is hidden and the order of the cards is notmanaged. The rune area is a hidden zone, but the player the zone belongs to can see allinformation of cards in this zone.
316. Zone Movement Restriction
316.4. If a card that has chant as its printed card type would move to a magic stone deck,the field, or a ruler area , it moves to the graveyard.
316.5. If a card that has magic stone as its printed card type would move to another zone,the resulting movement depends on the zone it would move to.
- 316.1. If a card that has ruler as its printed card type would move to a zone other than agraveyard or ruler area except by playing a judgment process, it doesn't move. If aJ-ruler card would move to a zone other than a ruler area or field, it doesn't move.
- 316.2. If a card that has J-ruler as its printed card type would move to a zone other than aruler area or field, it doesn't move.
- 316.3. If a card that has resonator, addition, or regalia as its printed card type wouldmove to another zone, the resulting movement depends on the zone it would move to.
- 316.3a. If that card would move to a ruler area, it does not move.
- 316.3b. If that card is, by some effect, treated as a magic stone or has gained themagic stone type and would move to a magic stone deck, it moves to the maindeck with the same placement specifications instead. (ex. If that card wouldmove to the top of the magic stone deck, it moves to the top of the main deckinstead.) In cases that cannot be handled by this specification, the card does notmove.
- 316.3c. In other instances, the card moves as specified.
- 316.5a. If that card would move to a ruler area, it does not move.
- 316.5b. If that card has, by some effect, gained one of the types resonator,addition, or regalia and would move to a main deck, it moves to the magicstone deck with the same placement specifications instead. (ex. If that cardwould move to the bottom of the main deck, it moves to the bottom of themagic stone deck instead.) In cases that cannot be handled by this specification,the card does not move.
- 316.5c. If that card has, by some effect, gained one of the types resonator,addition, regalia and would move to a hand, it moves to the top of themagic stone deck instead. In cases that cannot be handled by this specification,the card does not move.
- 316.5d. In other instances, the card moves as specified.
317. Out of the Game
- 317.1. If an effect refers to cards "out of the game", it refers to different cards dependingon if the game is being played in a tournament or not.
- 317.1a. If the game is not being played in a tournament, it refers to cards "in yourremoved area or in your collection not in your deck at the beginning of thegame".
- 317.1b. If the game is being played in a tournament, it refers to cards "in yourremoved area or in your sideboard".
- 401. General
- 401.1. Before the game, each player constructs their deck and prepares for the game.
- 402. Constructing a Deck
- 402.1. Each player prepares their main deck, magic stone deck, extra deck, rune deck anda ruler card.
- 402.2. Each player prepares exactly one ruler card.
- 402.3. A main deck is a pile of cards that contains cards other a ruler, magic stones, orrunes without the chant type.
- 402.3a. A main deck must contain at least forty cards and no more than amaximum of sixty cards.
- 402.3b. A main deck may have up to four copies of any card with the same name.
- 402.4. A magic stone deck is a pile of cards containing only magic stone cards.
- 402.4a. A magic stone deck must contain at least ten cards and no more than amaximum of twenty cards.
- 402.4b. A magic stone deck may have any amount of basic magic stones with thesame name.
- 402.4c. A magic stone deck may have up to four copies of any non-basic magicstone card with the same name.
- 402.5. An extra deck is a pile of cards that contains cards other than a ruler or magicstones.
- 402.5a. An extra deck must contain at least zero cards and no more than amaximum of five cards.
- 402.5b. An extra deck may have up to one copy of any card with the same name.
- 402.5c. If your ruler does not have [Grimoire], you may not have cards in yourextra deck.
- 402.6. A rune deck is a pile of cards containing only rune cards.
- 402.6a. A rune deck must contain at least zero cards and no more than a maximumof five cards.
- 402.6b. A rune deck may have up to one copy of any card with the same name.
- 402.6c. A rune deck may have up to one master rune card.
- 402.6d. You may not have rune cards without the chant typing in your rune deckunless they share an attribute with your ruler.
- 402.7. Between the main deck, extra deck, and rune deck, you may have up to four copiesof any card with the same name.
- 402.8. If an effect replaces the deck building rules, it affects the rules only at this time.During a game, even if the ability that produces that effect is lost, the deck is still legal.
403. Setting Up the Game
- 403.1. Before the game, each player prepares their ruler, extra deck, and rune deck andputs each of them into their ruler area, extra deck zone, and rune area, respectively.
- 403.2. Each player shuffles their main deck and magic stone deck and puts each of theminto their main deck zone and magic stone deck zone, respectively.
- 403.3. Each player sets their life to 4000.
- 403.4. Choose a player at random and that player must take the first turn. Players mustdecide who plays first randomly, and cannot choose to take the first or second turn.
- 403.5. Each player moves the top five cards from their main deck to their hand. Then, theplayer who chose to play first chooses to change any cards in their hand, then the otherplayer does the same. Then each player moves chosen cards they wish to change to thebottom of their main deck in any order, then move that many cards from the top of theirmain deck to their hand. The first player must choose which cards to change first.
- 403.6. The first player is becomes the turn player, and begins the turn.
- 501. General
- 501.1. The game is played in turns that each player performs alternatingly. During eachturn, the turn player performs the following phases in this order.
- 502. Draw Phase
- 502.1. "At the beginning of draw phase", "at the beginning of game", if this is the first turnof the game, and if this is the first draw phase of the turn "At the beginning of turn",trigger conditions happen.
- 502.2. Turn player gains priority and performs a priority sequence.
- 502.3. Turn player draws a card from their main deck. However, if this is the first turn ofthe game, the player doesn't draw a card.
- 502.4. Turn player gains priority and performs a priority sequence.
- 503. Recovery Phase
- 503.1. If this is the first turn for the turn player, skip the recovery phase.
- 503.2. "At the beginning of recovery phase" trigger conditions happen.
- 503.3. Turn player gains priority and performs a priority sequence.
- 503.4. All produced will are ceases to exist.
- 503.5. Turn player recovers all cards under their control in the field and their ruler area.
- 503.6. "At the end of recovery phase" trigger conditions are happened.
- 503.7. The turn player gains priority and performs priority sequence.
- 504. Main Phase
- 504.1. "At the beginning of main phase" trigger conditions are happened.
- 504.2. The turn player gains priority and performs priority sequence. In a main phase, theturn player can perform several specific actions.
- 505. End Phase
- 505.1. "At the beginning of end phase" trigger conditions are happened.
- 505.2. The turn player gains priority and performs priority sequence.
- 505.3. "At the end of turn" trigger conditions happen.
- 505.4. The turn player gains priority and performs priority sequence.
- 505.5. As a final step, all the following actions are performed in this order:
- 505.5a. All damage on resonators or J-rulers becomes zero.
- 505.5b. All continuous effects applied until end of turn end.
- 505.5c. All produced wills cease to exist.
- 505.5d. If the turn player has a maximum hand size and they have more cards thanthat in their hand, they choose any cards in their hand and discard down to themaximum hand size.
- 505.5e. If there are any rule processes or any abilities triggered, perform a prioritysequence and repeat this final step again. Otherwise, finish this final step.
- 505.6. The player not currently the turn player becomes the new turn player and starts thenew turn.
- 601. General
- 601.1. During a game, a player may gain priority and perform a priority sequence. Theplayer with priority performs any action that they can do at that time.Priority Perform rule Repeat it as long as any ruleSequence process. process left should beperformed.Play automatic If any abilities are triggered, After choosing one of them,abilities. choose one of them and play. repeat the priority sequencefrom the beginning. Repeatthis until all automaticabilities are chosen.Actions while The player with prioritythey have performs any action that theypriority can do at that time.End of priority If it's a consecutive pass bysequence both players, resolve thecard or ability that was putlast in the chase area. Ifnone are in the chase area,finish the priority sequence.Otherwise, start a newpriority sequence.
- 602. Perform Priority Sequence
- 602.1. When players perform a priority sequence, do the following:
- 602.1a. If there are any rule processes to perform, do them. Repeat this while thereare still rule processes left to perform left.
- 602.1b. Choose and play triggered automatic abilities.
- 602.1c. The player with priority performs any action that they can do at that time.
- 602.1d. Perform any actions for the end of the priority sequence.
603. Play automatic abilities
- 603.1. If there are any triggered automatic abilities, choose one of them.
- 603.2. If more than one automatic ability is triggered, the turn player chooses one amongthem that they control, if any exist. If none of them are controlled by the turn player, thenon-turn player chooses one among them.
- 603.3. If an ability chosen, play it if it can be played legally. Then, regardless if theyplayed it, decrease the number of the abilities triggered by one.
- 603.4. If any ability is chosen, repeat this priority sequence from the beginning.
604. Available Actions
604.2. The player with priority may perform any action listed below if it is main timing(701.2):
- 604.1. The player with priority may perform any action listed below:
- 604.1a. Choose an activate ability on a card they control and play it.
- 604.1b. Play a chant card with [Trigger] that is not an automatic object.
- 604.1c. Play a card with [Quickcast].
- 604.1d. Pass.
- 604.2a. Play resonator, addition, regalia, chant without [Trigger], or rune cards.
- 604.2b. Initiate battle.
- 604.2c. Play a judgment process.
- 604.2d. Put a card in their hand into their standby area.
- 604.2e. Call a magic stone.
605. End of priority sequence
605.2. If the priority sequence is has not ended, start a new priority sequence.
- 605.1. Depending on the action the player with priority performed, do the following:
- 605.1a. If they choose any action other than pass, the player with priority keeps it.
- 605.1b. If they passed and it is a consecutive pass by both players, if the chase areais empty, end the priority sequence; otherwise, resolve the last card or abilityput into chase area, then the turn player gains priority.
- 605.1c. If the player passed and it is not a consecutive pass by both players, theplayer who doesn't have priority gains priority.
- 701. General
- 701.1. A player may perform an action while they has priority. Below are description ofthem.
- 701.2. In the rules, "main timing" means "turn player has priority, it is their main phase,they are not in a battle, and the chase area is empty."
- 702. Play a Resonator, Regalia or Addition
- 702.1. Turn player may play a resonator, regalia or addition card if it is main timing.
- 702.2. The player chooses a resonator, regalia or addition card, pays the cost and plays it.Unless otherwise specified, they can play a resonator, regalia or addition cards fromtheir hand only.
- 702.3. When a resonator, regalia, or addition card in the chase area resolves, the resonator,regalia, or addition card is put into the field under its controllers control.
- 703. Play a chant without [Trigger]
- 703.1. Turn player may play a chant without [Trigger] if it is main timing.
- 703.2. The player chooses a chant card without [Trigger], pays the cost and plays it.Unless otherwise specified, they can play chant cards from their hand only.
- 703.3. When a chant in the chase area resolves, perform the text and put it into its owner'sgraveyard.
- 703.4. When playing a chant/rune card from anywhere but the rune area, follow theserules.
- 704. Initiate Battle
- 704.1. Turn player may initiate battle if it is main timing. See 800Battle for moredetail.
- 704.2. Initiating battle doesn't use the chase area.
- 705. Play a Judgment process
- 705.1. The turn player may play a judgment process if it is main timing, they have arecovered ruler with [Judgment] in their ruler area, and they haven't played a judgmentprocess this turn.
- 705.2. The player performs any action specified in the [Judgment] section and put thejudgment into the chase area.
- 705.2a. If will symbols are shown in this section of the card without specific notice,you need to pay the will to perform a judgment.
- 705.2b. If any conditions are shown on this section, they are conditions that needto be met to play the judgment process.
- 705.2c. If a text refers "[Judgment]", it refers "actions written in the [Judgment]section".
- 705.2d. Judgment in a chase area is neither a spell or ability. Any effects applyingto spells or abilities don't affect judgment.
- 705.3. When a Judgment process on the chase resolves, perform the followingprocedures.
- 705.3a. If that ruler is in a ruler area, the player who performed the judgment putstheir ruler into the field under their control, J-ruler side up. From that pointonward, the card is a J-ruler.
- 705.3a-i. If, via this Judgment process, a ruler became a J-ruler, automaticobjects with the condition of "doing Judgment" are fulfilled at this time.
706. Put a Card in the Standby Area
- 706.1. The turn player may put a card in his or her hand face down to their standby area bypaying  if it is main timing.
- 706.2. This action doesn't use the chase area, and the player puts the card face downimmediately when they perform the action.
- 706.3. You can put cards other than the ones with [Trigger] or [Stealth] down in this way,but you cannot play them without effects that allow it.
707. Play an Activate Ability
- 707.1. The player with priority may play an activate ability on a card they control.
- 707.2. The player with priority chooses an activate ability on a card they control, andplays it. If it's a will ability, resolve it immediately. Unless otherwise specified, a playermay play activated abilities only on cards they control.
- 707.3. When an ability in the chase area resolves, apply the effect of the ability, thenremove it from the chase area.
708. Play Cards with [Trigger]
708.2. Automatic chant cards become triggered when you reveal the cards at the time theirtrigger condition is fulfilled. Unless otherwise specified, they can trigger cards with[Trigger] from their hand or standby area only.
- 708.1. Some cards with [Trigger] are automatic objects (906).
- 708.1a. Cards with " => " [Trigger] are automatic cards.
708.3. Triggered cards with [Trigger] are played as spells the next time you can playautomatic abilities.
- 708.2a. An automatic card doesn't trigger again if it's already triggered, even if itstrigger condition is fulfilled later.
708.4. To play a card with [Trigger], as its cost to play, perform actions shown on the[Trigger] text before the colon if the [Trigger] has it. You also need to pay the cost ofthe card with [Trigger] if you play it from a zone other than your standby area. Unlessotherwise specified, they can play cards with [Trigger] from their hand or standby areaonly.
708.5. Cards with [Trigger] in your standby area cannot be played or fulfill their triggerconditions on the same turn it was put into the chant-standby area.
708.6. When a card with [Trigger] in the chase area resolves, perform the text after thecolon or => of its [Trigger] text and put it into its owner's graveyard.
- 708.3a. If you cannot play the card for a reason, put it into its owner's graveyard.
709. Play Cards with [Quickcast].
- 709.1. The player with priority may play a card with [Quickcast].
- 709.2. The player may choose a card with [Quickcast], pay its cost and play it. Unlessotherwise specified, they can play [Quickcast] cards from their hand only.
- 709.3. The non-timing rules for playing and resolving a card with [Quickcast] depends onthe card type.
- 709.3a. Resonator, regalia, and addition cards follow the process outlined in <702.Play a Resonator, Regalia, or Addition>.
- 709.3b. Chant cards follow the process outlined in <703. Play a chant without[Trigger]>.
- 709.3c. Rune cards follow the process outlined in <711.Play a Rune >.
710. Call a Magic Stone
- 710.1. The turn player rests his or her ruler or J-ruler if it is main timing, he or she hasn'tcalled a magic stone and they havent played a judgment process this turn. If they do,they put the top card of their magic stone deck into the field under their control. Thisprocedure is called "calling a magic stone".
711. Play a Rune
711.3. When a rune in the chase area resolves, perform the text, then remove that cardfrom the chase area.
711.4. When playing a chant/rune card from the rune area, follow these rules.
- 711.1. The turn player may play a rune card if it is main timing and their J/ruler has[Divinity].
- 711.2. The player chooses a rune card with divinity equal to or lower than their remainingdivinity amount, reveals it, copies it, pays the cost, then plays that copy. Unlessotherwise specified, players may only play runes that are face down in the rune area.
- 711.2a. Remaining divinity is your J/rulers divinity minus the total divinityamong revealed runes in your rune area.
- 712.1. The player with priority may pass. In this case, they do nothing.
- 712.2. The player with priority may not pass if it's main timing and they control aJ/resonator that is required to attack and can attack legally. "Can attack legally" meansfulfilling all the conditions below:
- 712.2a. You control the card continuously from the beginning of this turn.
- 712.2b. It's recovered.
- 712.2c. You can choose an opponent or a rested J/resonator an opponent controlsas an attacked object.
- 712.2d. No effects prohibit it from attacking.
- 712.2e. No voluntary action is needed to attack with it.
- 801. General
- 801.1. During the main phase, the turn player may initiate battle. To do so, they performthe following steps in this order.
- 802. Beginning of Battle Step
- 802.1. "At the beginning of battle phase" trigger conditions are happened.
- 802.2. The turn player gains priority and performs priority sequence.
- 803. Declare Attack Step
- 803.1. "At the beginning of declare attack step" trigger conditions are happened.
- 803.2. The turn player gains priority and performs priority sequence.
- 803.3. Turn player must choose to attack if any effects force them to do so. Otherwise, theturn player chooses to attack or forfeit the attack. If they forfeit, the battle ends and theyproceed directly to the end of battle step. If they choose to attack, they choose one ofeach of the following:
- 803.3a. A recovered J/resonator with ATK and DEF they have continuouslycontrolled from the beginning of this turn. If they control any J/resonatorrequired to attack, you need to choose one of them.
- 803.3b. For an attacked object, an opponent player, a rested J/resonator with ATKand DEF that an opponent controls or a card legal for attacked object due toany effects.
- 803.4. To attack, the player must choose them legally. If they cannot choose any of them,he cannot attack and must forfeit.
- 803.5. Rest the attacking J/resonator. If they must perform any action to attack, do it at thispoint. If he cannot, they may not do that attack, and rewind the game situation back tochoosing to attack or forfeit. From this point, the chosen J/resonator is considered theattacking J/resonator.
- 803.5a. In this battle, if the attacking J/resonator becomes a non-J/resonator, losesits ATK or DEF, moves to a non-field zone, or changes its controller, theJ/resonator stops being the attacking J/resonator.
- 803.6. If the non-turn player played no spells or abilities in this battle and the turn playerchose to forfeit, the turn player may not initiate battle again this turn.
- 803.7. The turn player gains priority and performs priority sequence.
804. Declare Block Step
804.5. From this point, the attacking battles with another J/resonator aslong as the condition is met.
- 804.1. "At the beginning of declare block step" trigger conditions are happen.
- 804.2. The turn player gains priority and performs priority sequence.
- 804.3. If there is an attacking J/resonator, the non-turn player chooses to block or forfeit toblock. To block, the player chooses a recovered J/resonator he or she controls that canblock the attacking card.
- 804.4. To block, rest a J/resonator with ATK and DEF non-turn player controls other thanattacked object. If they must perform any action to block, do it at this point. If theycannot, they may not block and rewind the game situation back to choosing to block orforfeit. From this point, as long as that J/resonator is in the field, it is considered theblocking J/resonator, and the attacking J/resonator is the blocked J/resonator.
- 804.4a. In this battle, if the blocking J/resonator becomes a non-J/resonator, losesits ATK or DEF, moves to a non-field zone, or changes its controller, theJ/resonator stops being the blocking J/resonator and blocked J/resonatorstops being blocked.
804.6. The turn player gains priority and performs priority sequence.
- 804.5a. As long as there's a blocking J/resonator, the attacking and blockingJ/resonators battle each other.
- 804.5b. If there is no blocking J/resonator or the blocking J/resonator stops being ablocking J/resonator before the attacking J/resonator deals any battle damage,and if the attacked object is a J/resonator, the attacking J/resonator and theattacked object battle each other.
805. First Strike Battle Resolution Step
805.3. The turn player gains priority and performs priority sequence.
- 805.1. If there are no attacking J/resonator at this point, go directly to the end of battlestep.
- 805.2. If the attacking J/resonator has [First Strike], perform the following battle damageprocess. This damage is battle damage.
- 805.2a. The attacking J/resonator deals damage equal to its ATK.
- 805.2a-i. If there's a blocking J/resonator, the damage is dealt to it.
- 805.2a-ii. If there is no blocking J/resonator, the damage is dealt to the objectchosen in the declare attack step.
806. Normal Battle Resolution Step
806.3. The turn player gains priority and performs priority sequence.
- 806.1. If there are no attacking J/resonator at this point, go directly to the end of battlestep.
- 806.2. Perform the following battle damage process. This damage is battle damage.
- 806.2a. If the attacking J/resonator did not perform the battle damage process inthe first strike battle resolution step, it deals damage equal to its ATK by thefollowing process.
- 806.2a-i. If there's a blocking J/resonator, the damage is dealt to it.
- 806.2a-ii. If there is no blocking J/resonator, the damage is dealt to the objectchosen in the declare attack step.
- 806.2b. If there's a blocking J/resonator, or if there is no blocking J/resonator andthe attacked object is a J/resonator, it deals damage equal to its ATK to theattacking J/resonator.
807. End of Battle Step
807.4. Attacking and blocking J/resonators stop attacking or blocking and battle ends.
- 807.1. "At the end of battle phase" trigger conditions happen.
- 807.2. The turn player gains priority and performs priority sequence.
- 807.3. As a final step, all the following actions are performed:
- 807.3a. All the continuous effects applied during this battle or until the end of thebattle, end.
- 807.3b. If there are any rule processes or any abilities triggered, perform a prioritysequence and repeat this final step again. Otherwise, finish this final step.
- 901. Ability and Effect
- 901.1. An ability is the sentences on a card that cause something to happen. Abilities canbe "continuous ability", " activate ability " or "automatic ability".
- 901.1a. Activated abilities are abilities with text "[Activated] ",and the controller of that abilities can play them at the time he or she allowedby performing all the cost.
- 901.1b. Automatic abilities are described as " => ".They're played in the next priority sequence after the triggering condition ismet.
- 901.1c. Continuous abilities are described as "". Continuous abilities applytheir effect as long as the abilities are active.
- 901.1d. Some abilities have ability names. An ability name is shown as <(name)>.If two abilities have the same ability name, they are treated as the same ability.Also, if something refers to an ability name, it refers an ability with that abilityname.
- 901.1e. If " ability" is referred to, it refers to "an ability of a cardthat is ".Example: 'Darkness ability' means "an ability of a darkness card".
- 901.2. An effect refers to the type of process described by an ability. Effects are based onhow theyre applied. Effects can be "one time effect", "continuous effect" or"replacement effect".
- 901.2a. A one time effect is an effect to do something and end the applicationimmediately after that.
- 901.2b. A continuous effect is an effect that is applied in some duration, or if thereis no duration specified, applied as long as the ability is active.
- 901.2c. A replacement effect is an effect applied to a specific action that one wouldperform, and instead, not performing it and doing the replacement effect.
- 901.2d. If " effect" is referred to, it refers to "an effect made by anability of a card that is ".Example: 'Darkness effect' means "an effect made by an ability of a darkness card".
902. Active Ability
902.2. If an ability has text that is available in specified area, the ability is active in thatspecified area.
- 902.1. Each ability can be played or apply its effect as long as it's active. Unless otherwisespecified, abilities are active as long as the card with them is in a zone as below:
- 902.1a. Abilities on a J/resonator, addition, regalia or magic stone are active whilethe card is in the field.
- 902.1b. Abilities on a ruler are active while the card is in a ruler area.
903. Play Cards and Abilities
903.2g. If the card or ability needs targets, the controller chooses legal ones. If theycannot choose a legal target, they cannot play the card or ability.
- 903.1. Cards are played and then placed in a specified zone. Activated or automaticabilities are played and then resolved.
- 903.2. Cards and abilities are played as below:
- 903.2a. If the card is a face down card in the standby area, flip it face it up.
- 903.2b. If the card being played has [Shift] (1117), decide which side to play.
- 903.2c. If the card being played has an [Awakening] (1109), choose whether or notto awaken that card or not.
- 903.2d. If what is being played is a card, it moves to the chase as a card. If what isbeing played is an ability, it moves to the chase as a pseudo-card.
- 903.2d-i. If a card with one or more continual effects applied to it is played,those effects are applied identically to that card in the chase area until itleaves the chase area.
- 903.2e. If a card or ability has the text "choose (number)", the player chooses thatnumber of options in that text. Options not chosen are treated as if they didn'texist.
- 903.2f. If a card or abilitys text specifies an uncertain value represented by X or Y,determine its value at this time. If there is no method via cards or rules todetermine the value of that integer, the player determines its value.
- 903.2f-i. If that card would be played via an effect that states play that cardwithout paying its cost, if there is no rule or text that indicates a value ofthat integer, then that integer is always zero. Likewise, if a card or abilitystext would alter the cost of an uncertain cost represented by X or Y (Ex:You pay  to play this card this turn). The value of that integer is stillzero.
- 903.2f-ii. If a J-ruler enters the field with an ability that includes a value of X,and that X value is not defined by the J-ruler sides text, and that J-rulersruler side included a judgment with an X value, then follow theseinstructions if the judgment with an X value was the reason the J-ruler wasput into the field. The value that was paid for the X of the judgment is thevalue of the X ability on the J-ruler side.
- 903.2f-iii. If a method to determine the value of X is outlined via rules or text,and X is information needed to play the card (cost, number of targets,information of targets, etc), determine the X value at this time.
903.2h. If a card or ability produces an effect that would be applied to multipletargets, and the amounts or properties of the effects contents arepredetermined to be unequal among all targets, decide which target receiveshow much of the effects contents at this time. (Example: "Target tworesonators. Destroy one, return one to its owners hand.")
- 903.2g-i. A card or ability on the chase cannot target itself. If some outsideeffect would cause that card or ability to target itself, it doesnt happen.
- 903.2g-ii. If the target requirements denote specific card information, only anobject with that required information plainly obvious to every player maybe made a target.
- 903.2g-iii. The number of targets is fixed at this time. After this point, thenumber of targets the card or ability has cannot be altered or changed.
903.2i. If that card or ability requires any sort of action to be played, handle thoseactions in the order detailed below;
- 903.2h-i. Assigning things to multiple targets is included in this stipulation. Ifsuch an event occurs where a player assigns something other than damage,it must be assigned in positive values that are multiples of 1. If such anevent occurs where a player assigns damage to multiple resonators it mustbe assigned in positive values that are multiples of 100.
- 903.2h-ii. The contents of what is to be applied are fixed at this time. Afterthis point, the contents to be applied by the card or ability cannot bealtered or changed.
903.2j. Do the things required to play the card or ability. If they cannot do any partof them, they cannot play the card or ability. If any part of them is replaced bya replacement effect, it is still treated as if they did it.
- 903.2i-i. If there are any effects altering the quality, apply them first.
- 903.2i-ii. If there are any effects that allow one to "play without paying itscost", if you play a card, remove paying the cards cost (203). If you playan activate ability, remove the cost shown before the ":" of the ability.
- 903.2i-iii. Apply any effects increasing the quantity.
- 903.2i-iv. Apply any effects decreasing the quantity. To do this, the playerwho plays it chooses which part they decrease.
- 903.2i-v. Things to play are fixed. After this, even if some effects wouldalter this, the quality and quantity are not changed.
903.2k. At this point, if all requirements to play a card or ability have been met,that card or ability is to be treated as being "played".
903.3. Cards and abilities are resolved as below:
- 903.2j-i. If multiple actions are required, do them in the order they arewritten, from top to bottom, left to right.
903.3c. If the ability of a card specifies X00, it means a value of X times 100.
- 903.3a. If the card or ability requires you to choose target, check the target at thispoint. If it's not legal, all effects involving it are not applied. Even if all thetargets of the card or ability are illegal, the other effects not related to thetargets is still resolved.
- 903.3b. If it's a card, perform the action depending of the type of card it is. If it's anability, apply the effect of the ability, then remove it from chase area.
- 903.3b-i. If a method to determine the value of X is outlined via rules or text, andyou have not determined the value of X while playing the card, then doso now.
904. Continuous Ability
- 904.1. Continuous abilities apply their effects as long as the abilities are active. All theeffects of continuous abilities are continuous effects.
- 904.2. If a continuous ability on a card refers to the attribute, race, trait, ATK, or DEF ofcards without any condition, the ability is called a "base ability" and applied in anyzone.
- 904.2a. Abilities with "treat this card as [magic stone type]" text are base abilities.
905. Activate Ability
905.3. An activate ability of a J/resonator with included in its required action can beplayed if it has been in the field under your control continuously from the beginning ofthis turn.
- 905.1. Activated abilities are abilities that the controller of them may play them at anytime they can play it.
- 905.2. Activated abilities are played as below:
- 905.2a. When playing active abilities of cards in hidden zones, reveal the cardcontaining the active ability being played to your opponent. Keep that cardrevealed until the ability in question leaves the chase area.
- 905.2b. In any other case, follow the procedure for playing abilities (903.2).
906. Automatic Abilities
906.3. In these rules, automatic abilities and automatic cards are called automatic objects.
906.4. Each automatic object has it's own condition to play it. It's called triggeringcondition. If a condition on the automatic object is met, the number of times theautomatic object triggered is increased by one. If an automatic object is triggered one ormore times, the ability is considered "triggered".
- 906.1. Abilities described as " => " are automatic abilities. Anautomatic ability watches the game situation, and if its trigger condition is met, it'sautomatically played in the priority sequence.
- 906.2. An automatic card with [Trigger] in hand or standby area triggers by revealing itwhen its trigger condition is met. Then it's played in priority sequence as a spell.
- 906.2a. If an effect allows playing a card without paying its cost and that card isan automatic object(s) that has not had all its triggering conditions met, thatcard still may not be played.
906.5. During a priority sequence, after all rule processes have been resolved, the turnplayer checks if they control any triggered automatic objects. If they do, choose one ofthose objects and play it, then decrease the number of times that object was triggered byone. If the turn player doesn't play any automatic objects, then the non-turn playerchecks if they control any triggered automatic objects, choose one of those abilities andplay it if there are any, then decrease the number of times that object was triggered byone.
- 906.4a. An automatic card in a standby area doesn't trigger on a turn that the cardwas put into that area.
906.6. Triggered automatic objects have to be played unless it is prohibited by rules oreffects. Players cannot choose not to play them. If a player chooses an triggeredautomatic object but cannot play it for any reason, just decrease the number of timesthat object was triggered by one.
- 906.5a. If any player played an automatic object, repeat this priority sequence fromthe beginning. If neither player played any automatic object, the turn playerperforms an available action.
906.7. Some automatic objects trigger when a card moves from one zone to another. Ifthese objects refer to the moved card or other cards moved at the same time, they referto the information or status of the card as below:
- 906.6a. If you cannot play the automatic card for any reason, put it into owner'sgraveyard.
906.8. Some effects make automatic abilities trigger later at a specific time. This ability iscalled a delayed automatic ability.
- 906.7a. If the card moved from a public zone to a hidden zone, or a hidden zone toa public zone, the ability refers to the card when it's in public zone.
- 906.7b. If the card moved from a ruler area or the field to an area that is not a rulerarea or the field, or vice versa, the ability refers to the card when it's in thefield or a ruler area.
- 906.7c. Otherwise, the ability refers to a card when it's in destination zone.
906.9. Some automatic objects watch if a specific status is fulfilled during a game. Theseobjects are called status automatic objects.
- 906.8a. A delayed automatic ability is, unless otherwise specified, triggered onceand once only at the time it specified. After that, even in the same situation, itdoesn't trigger again.
- 906.8b. If something refers to a card with a delayed automatic ability, it refers acard with an ability that makes that delayed trigger ability.
906.10. When a player plays their automatic ability, it is possible the card with that abilitymoved to another zone, lost the automatic ability, or the ability became inactive. Evenin these cases, the ability is still played and resolved. If a triggered automatic card is ina different zone from the zone the card was in at the time it triggered when you wouldplay it, you cannot play it.
- 906.9a. A status automatic object is only triggered when it's not already triggeredand the status is fulfilled.
907. Will Abilities and Produced Will
- 907.1. Activate abilities that need no target and produce wills are will abilities. Automaticabilities that trigger by playing a will ability, need no target, and produce wills are willabilities. Spells that produce wills are not will abilities.
- 907.2. A player can play will abilities while they have priority or when they need to paywills.
- 907.3. Will abilities don't use the chase area and are resolved just after they are played.
- 907.4. Produced wills are kept by the controller of the abilities. They are left until they areused to paid for something, or cease to exist by the rules.
- 907.5. Wills with an attribute are attribute will, specified by a will symbol.:one light, :one fire, :one water, :one wind, :one darkness:one will without attribution (same for the other numbers)
- 907.6. Some wills have a specific characteristic.
- 907.6a. Some wills have the characteristic "moon". "Produce " means "produceone will with the moon characteristic without any attribute".
- 907.6b. Some wills have the characteristic "time". "Produce " means "produceone will with the time characteristic without any attribute".
- 907.6c. A characteristic is not an attribute.
908. One Time Effect
- 908.1. One time effects are performed when they resolve.
909. Continuous Effect
909.2. If a continuous effect contains multiple layers of the above, apply them separatelyaccording to the order above.
909.3. If two or more continuous effects are applied at the same time in the aboveconditions, apply them in the order below:
- 909.1. If two or more continuous effects are applied, they are applied in the order below:
- 909.1a. Information on the card itself and base abilities on the card are the baseinformation.
- 909.1b. Apply any effects that grant currently non-existing non-numericalinformation to a card at this time (Ex: Seal (3) - This card gains [Flying].)
- 909.1c. Apply all continuous effects that alter, grant, or remove any race, type, ortrait.
- 909.1d. Apply all continuous effects that add or remove any ability.
- 909.1e. Apply all continuous effects that change non-value information exceptthose that fall under 909.1c and 909.1d at this time.
- 909.1f. Apply any effects that grant currently non-existing numerical informationto a card at this time (Ex: Seal (3) - This card gains +200/+200.)
- 909.1g. Apply all non-counter continuous effects that change value information.
- 909.1h. Apply all continuous effects of counters that change value information.
- 909.1i. After applying all continuous effects, if a card's ATK or DEF is not amultiple of 100, round up the value to the nearest multiple of 100 as long asthe same continuous effects are applied to the card.
909.4. If a continuous effect is made by an automatic ability, an activate ability or a spell,and if it applies to any cards with certain conditions, that are not specific cards, itapplies to any cards fulfilling those conditions, no matter when the card starts to fulfillthe condition. Also, it stops to apply if the card stops fulfilling the condition. In thiscase, conditions are part of that continuous effect. It is not checked when the effect ismade, and the effect is made whether the condition is met or not.Ex. If you play and resolve "Knight of the Round Table J/resonators you control gain +200/+200." spell, J/resonatorsput into your field after that still gains +200/+200.Ex. If you play and resolve an activate ability "If your J-ruler is "Faria, the Ruler of God Sword", you may pay less to play its God's Art this turn." while you don't control any J-ruler, then you control "Faria, the Ruler of God Sword"after that, you may pay  less to play its God's Art.
909.5. When a card is moved to a zone and any continuous effect is applied to the card inthe new zone, the card comes into the zone with the effect applied.
909.6. If a continuous effect changes the information of cards to something else, it losesthe older information.
909.7. If something refers to the 'printed' information of a card, it refers to theinformation of the card without any continuous effects applied.
909.8. If an activate ability or an automatic ability makes a continuous effect, and theduration is defined with "as long as ", the effect is not made if the condition become "off" after the ability played andbefore it's resolved.
- 909.3a. If there are effect A and effect B, and if applying A before B changes whator how B applies, then you apply A after B, B is considered dependent on A. Ifeffect B depends on effect A and A doesn't depend B, B is always applied afterA.
- 909.3b. If the order is not decided after this, apply the effect earlier applied first.The timing of an effect applied is determined as this; at the time the continuousability became active, or the time the effect is made by an ability. In the case ofan addition added to a card where that addition creates a continuous effect, theeffect becomes active when the addition is added onto that card. If, for anyreason the timing is still the same, the turn player at the time decides whichone applies first.
910. Replacement Effect
910.3. All replacement effects must be applied once and once only if the situation thatshould be replaced occurred. Players cannot choose not to replace it unless the effectallows them to do so.
- 910.1. If a replacement effect is applied to a situation, the original situation never happensand only the replaced situation occurs.
- 910.2. If two or more replacement effects are applied, the player of the original situation,or the controller of the card or effect of the original situation chooses a replacementeffect and applies it.
- 910.2a. If there're more than one replacement effects for dealing damage and atleast one of them doesn't contains prevention effect, the controller of the effectdealing that damage choose one of them that contains no damage preventioneffects and apply it. If there're more than one replacement effects for dealingdamage and all of them contain prevention effect, the player of the controllerof the card that would be dealt that damage choose one of them and apply it.
911. Last Known Information
- 911.1. If, for any reason, any information of a card in a zone should be referred to but thecard has moved to another zone, information of the card in the former zone is referredto. This is called last known information.
- 912.1. If an effect deals damage, the source of the damage is, unless otherwise specified, acard with an ability that make the effect.
- 912.2. If a J/resonator deals damage, the source of the damage is the J/resonator.
- 1001. General
- 1001.1. Some actions are performed in a specific way in the game. The phrases below areactions by rules and are performed as described.
- 1002. Add
- 1002.1. To add an addition card, put the card in the field and add it onto the specific card.
- 1002.2. If an effect asks you to add an addition in a non-chase area to a card, and youcannot put the addition into the field, or adding it to the card is prohibited, the additionstays in the area it's in.
- 1002.2a. Adding an addition to a card in the field doesn't target it.
1003. Pay Will
- 1003.1. To pay will, eliminate a specific amount of will from your produced will.
- 1003.2. The will one must pay is specified by will symbols or free will symbol.:one light, :one fire, :one water, :one wind, :one darkness:one any will (same for the other numbers or a X or Y value.)
- 1003.3. When you play a card, the cost of the card is the amount of will you have to pay.
- 1003.4. If you need to pay an amount of will and you cannot pay it all, you cannot pay it atall. You cannot pay part of it.
- 1003.5. Players may play will abilities when they are asked to pay will.
- 1003.6. If you need to pay , you need to pay any one will with the moon characteristic.
- 1003.7. If you need to pay , you need to pay any one will with the time characteristic.
1004. Remove from the Game
- 1004.1. To remove a card from the game, move the card to the removed area.
- 1005.1. To reveal a card in a hidden zone, show the information of the card to all players. Itends when the effect to reveal it ends or when the card is moved to another area.
- 1005.2. If a card is already revealed, you cannot reveal the card again.
- 1006.1. If an effect "summons" a resonator card, put that card on the top of the chase area asa resonator spell.
- 1006.2. If a rule or an ability refers to a resonator "summoned", it refers a resonator "putinto the field from the chase area by resolving itself".
1007. Deal/Remove Damage
1007.4. If a card would deal damage to a card without DEF, it doesn't deal any damage.
1007.5. When a card or ability deals damage to multiple cards and/or players at the sametime, it fulfills any condition of any automatic object it has with the condition of dealsdamage the same number of times as the number of cards and/or players it dealtdamage too.
1007.6. If any amount of damage is removed from a J/resonator, decrease the number ofdamage on that card by that amount.
- 1007.1. If any amount of damage is dealt to a J/resonator, increase the number of damageon the card by that amount of damage.
- 1007.2. If any amount of damage is dealt to a player, decrease their life by that amount ofthe damage.
- 1007.3. When a card deals damage to a player or a card, unless otherwise specified, it dealsit all at once.
- 1007.3a. If an amount of damage is calculated by "deal damage foreach ", the total amount of that damage is dealt all at once.Separate amounts of damage are not dealt "for each" .Ex. You have three cards in your hand and resolve an effect that states "This card deals 100 damage for each card inyour hand.". In this case, that card deals 300 damage at once. It doesn't deal 100 damage three times.
1007.7. As a J-ruler leave the field, remove all accumulated damage from it.
- 1007.6a. When a specific amount of damage to be removed is specified, decreasethat much accumulated damage from that card.
- 1007.6b. If the specific amount of damage to be removed is not specified or if alldamage is specified for removal, then the cards accumulated damage becomes 0.
- 1008.1. If a card refers "to chase", it refers to "put new cards or abilities that are notautomatic abilities into the chase area by playing them".
- 1008.2. An effect that says "cannot chase" to a card or an ability means "as long as the cardor ability is in a chase area, you cannot put another card, or an ability that is not anautomatic ability into the chase area".
- 1009.1. To draw, the player moves the top card of their main deck to their hand.
- 1009.2. To draw two or more cards, repeatedly draw one card the specified number oftimes.
1010.2. If it's a ruler card in ruler area, it moves to its owner's graveyard only if the effectsays "destroy ruler" specifically.
1010.3. If an effect says a card cannot be destroyed, all effects that try to destroy it areignored, and it does not fulfill the conditions to be destroyed by rule processes.
- 1010.1. To destroy a card in the field, put the card into its owner's graveyard, as long as it'snot a J-ruler. To destroy J-ruler cards, put it into its owner's ruler area, ruler side up.
- 1010.1a. As a J-ruler is destroyed and put it into the ruler area, put an astral counteron it. For the rest of the game, the ruler loses its [Judgment] ability.
- 1010.1a-i. Rulers that have lost their [Judgment] abilities because they weredestroyed, are referred to as rulers with the "Astral" condition.
- 1010.1b. If a ruler without [Judgment] would come into the field as a J-ruler, it staysin the ruler area, ruler side up.
- 1011.1. To banish a card, put the card into its owner's graveyard.
- 1011.2. A player may not banish cards they don't control.
- 1012.1. When a card, ability, or object in the chase area is canceled, remove it from thechase area. If it is a card, put it into its owner's graveyard.
- 1013.1. To rest a card, turn the card to the rested position. To recover a card, turn the card tothe recovered position.
- 1013.2. If a card text has a symbol, it means "to rest this recovered card".
- 1013.3. If a card or ability has, as part of a cost to play it (903.2g), the requirement to rest aspecific card or cards; unless otherwise specified, the controller of that card or abilitybeing played, must rest a recovered specified card or cards.
- 1014.1. If a player chooses a card or an ability from a public zone, they need to choosespecific ones if there are any.
- 1014.2. If a player chooses or searches a card in a hidden zone, they can look at all theinformation of cards in that zone. Then, if all the players can see all the information ofthose cards, choose cards as they would choose from a public zone. If no player canknow the information of those cards and the player chooses a card with specificinformation, it is not guaranteed that there are cards with that specific information.They can choose not to find it even if there are some.
1015.2. "To trigger" an activate ability is to play the ability.
- 1015.1. "To trigger" an automatic ability means fulfilling the triggering conditions of thatability and making it triggered.
- 1015.1a. If an effect says an automatic ability won't trigger, it cannot be triggeredeven if the triggering condition is fulfilled.
- 1016.1. "To call" a magic stone is to perform an calling magic stone action (709).
1017. Copy/Become a Copy
1017.2. If a card " becomes a copy" of another, it becomes the original card. It alwaysmakes the same object without any continuous effects on them. This is a continuouseffects that change information.
1017.3. If a card is to copy a card and then indicated to play the copy, make a pseudo-copyin the same zone with the same information and then play that pseudo-copy. If the copyenters the chase area through being played, it does not cease to exist.
- 1017.1. "To copy" a card or an ability is to make an object in the same zone of the card orthe ability. It always makes the same object without any continuous effects on them.
- 1017.1a. If the copied object is a card, it makes a pseudo-card with the sameinformation. A pseudo-card is not a physical card, but treated as a card in thatzone. If the copy moves out of the zone, for any reason outside being put intoplay, it ceases to exist.
- 1017.1b. If the copied object is an ability in the chase area, put the same ability intothat zone.
- 1017.1c. If a player made any choices for the copied object, the copy also has thesame choice.
- 1017.1c-i. If the object being copied is in the chase area, the followinginformation is also copied.If the object is a double-sided card, which side is being played.[Awakening] abilities being used.Whether the [Torrent] condition is met.Whether the [Legend] condition is met.Whether the [Null] condition is met."Choose (number)" options selected.Uncertain values represented by X or Y.Targets.What will be applied to what in the event of multiple targets (in caseswhere there are varying effects or when allotting damage).The cost used to pay for the card.
- 1017.1d. If an object being copied is not in the area it was in, the copy is not made.
- 1017.3a. If for any reason, that copy would be removed from the chase, it ceases toexist.
- 1017.3b. If for any reason, that copy would not enter play, it ceases to exist.
- 1018.1. "To prevent" damage is to apply a replacement effect that reduces some or all of thedamage.
- 1018.1a. If some amount of damage would be prevented, the damage is reduced bythat amount and the remainder is dealt instead.
- 1018.1b. If damage is prevented without any specific value, the damage is not dealtat all.
- 1019.1. "To discard" a card is to move a card from your hand to your graveyard.
- 1019.2. If something says "discard hand" without any number or specific cards, that playerdiscards all cards in their hand.
- 1019.2a. If they have no cards in their hand at that time, it is still considered as"discarded".
- 1020.1. If a card "becomes" a type, race or trait, it loses its original type, race or traitaccordingly. If a card "gains" a type, race or trait, it still keeps its original type, race ortrait accordingly.
- 1020.2. A card "becomes [/]" means the ATK of the card becomes and its DEF becomes .
- 1020.3. A card "gains [/]" means the ATK of the card ismodified by and its DEF is modified by .
1021.2. If any effects reveal or allow a player(s) to see a part of the shuffled cards, ignorethe effects from the beginning of shuffling to the end.
- 1021.1. If an effect asks "to shuffle" cards, the player the zone belongs to randomizes theorder of those cards.
- 1021.1a. If an effect asks to shuffle a zone, shuffle all cards in that zone.
- 1021.2a. During a resolution of an effect, immediately after shuffling, if the effectasks you to move a part of the cards to a specific position, the movement isconsidered part of the shuffle and ignore any effects that would reveal or allowa player(s) to see any of the cards until the whole action is finished.
1022. Put/Move a counter
1022.2. If a card has a counter with a name "/", the card gains[/] as long as the card is a J/resonator. This is a continuouseffect.
1022.3. If a card moves from the field or ruler area to an area that is not the field or a rulerarea, remove all counters on the card.
1022.4. If an effect asks you "to move" a counter, remove the counter from the card itmoves from, then put that same named counter on the card it moves to.
1022.5. If something refers to "a (card)'s counter", it refers to "a counter on that card".
1022.6. If a card has text that specifies it entering the field with a certain number ofcounters on it, add that number with any other rule or effect adding counters of thesame name. Then that card enters the field with that total number of counters of thatname.
- 1022.1. If an effect asks you "to put a counter" on a card, put a counter with thatname on the card.
- 1022.1a. Use a small object that doesn't disturb the game flow as a counter.
- 1022.1b. Unless otherwise specified, counters with the same name are treated as thesame kind counter, regardless of how the counters are put onto the card.
1023.2. If something refers to "to [Force]", it refers to "roll a die a number of times for[Force]".
- 1023.1. If an effect asks you to "[Force] ", roll a die of times and addthe value together. After this, if something refers to "the result of the roll", it refers tothe total value.
- 1023.1a. The die used for [Force] is 6 sided, and has the values 1, 2, 3, 4, 5, and 6 represented on one side each.
- 1024.1. If a card says "If a ruler is astral, heal it" it means the following things. Remove anyastral counters on the ruler. A healed ruler loses its "Astral" condition and regains useof its [Judgment] abilities until it is destroyed and gains the "Astral" condition again.
- 1024.2. If a ruler would be healed, aside from removing the "Astral" condition, nothingelse changes about what is being applied to that card.
1025. Extra Turn
- 1025.1. If a player has, by any legal means, gained an additional turn after their current one,that turn begins (505.6) as soon as the end phase of their current turn finishescompletely. Before the start of the extra turn that player becomes the turn player againand the turn starts as normal.
- 1025.2. If, by any legal means, a player gains multiple instances of an extra turn during thesame turn, they proceed one after another in the same way as detailed above.
1026. Release the (Seal)
- 1026.1. If text refers to "release the [Seal]", it means that it satisfies the magic stonenumber requirement of the appropriate kind of cards as denoted in the ability with thephrase "release the [Seal]."
1027. Gain A Gem
- 1027.1. If an effect states Gain a (attribute) gem it means to create a gem token of thespecified (attribute) in the corresponding Item Area.
- 1027.1a. If an effect states Gain a gem of any attribute, it means you must chooseone of the five attributes (light, fire, water, wind, or darkness), then create agem token of the chosen attribute in the corresponding Item Area. You cannotchoose to create a gem of no attribute.
1028. The Weather Is (Weather Type)
1028.2. If an effect would refer to weather without specification, it refers to the weather ofthe player that effect refers to.
- 1028.1. If an effect states The weather is (weather type), that players weather changes tothat specified (weather type).
- 1028.1a. If a player does not have a The weather is (weather type)effect, then theydo not have any weather.
- 1028.1a-i. A player without (weather type) gains that (weather type) by way ofan effect that states The weather is (weather type).
- 1028.1b. If multiple effects would give a player (weather type)s, the weather is the(weather type) of the last effect to do so.
1029. Remove from Battle
- 1029.1. If a J/resonator is indicated to be removed from battle, that J/resonator becomesno longer in battle.
- 1029.1a. If attacking, make that J/resonator not attacking.
- 1029.1b. If blocking, make that J/resonator not blocking.
- 1029.1c. If selected as an attacked object, make that J/resonator not the attackedobject. In this situation, the attacker deals no damage to the J/resonatorremoved from battle.
- 1030.1. If a card is indicated to invert, if that card is an inverse card, then flip that card soit is despair side up.
- 1030.2. When this card inverts effects refer to when a card changes from its hope side toits despair side.
- 1030.3. If a card says to remove this card inverted from the game, flip to that cardsdespair side and put it into your removed area.
- 1031.1. When instructed to skip a players phase, instead of following that phasesprocedure as listed in the turn sequence section (500.), do nothing instead.
- 1031.2. Rule processes for phases that are skipped do not occur. If there are any effects thatwould be performed at a skipped phase, they are not performed until the same phaseoccurs again.Ex. If a player plays a "Skip your next recovery phase" effect twice, at the same time, that playerskips their next recovery phase, as well as the one after.Ex. If a player play a "Skip your next recovery phase" effect as well as a "Your stones do not untapduring your next recovery phase" effect at the same time, that player skips their next recovery phase,then does not recover their stones on the recovery phase after.
- 1032.1. If an effect states to attach a card to a J/ruler, put that card in its controllersItem Area as a card attached to that J/ruler.
- 1032.2. If an effect refers to a card attached to a J/ruler, it refers to a card in itscontrollers Item Area that is attached to a J/ruler.
- 1032.3. If a J/ruler moves from the field to its controllers ruler area, or vice versa, itmoves with previously attached cards remaining attached.
1033. Restarting the Game
- 1033.1. If an effect says to restart the game, the current game immediately ends as is. Allplayers then return their ruler, main deck, magic stone deck, and extra deck to theirstarting positions and follow the process outlined in [403. Setting Up the Game] tostart a new game. A game that is restarted this way has no winner, loser, and does notend in a draw.
- 1033.2. Unless otherwise specified, the controller of the effect that restarted the gamebegins the new game playing first.
- 1033.3. If a card text has special instructions that cause the card to begin a restarted gamein a certain condition, disclude that card from the Restarting the Game process andbegin the new game with that card in the instructed state.
- 1034.1. If an effect asks you to "Foresee (number)", look at the top (number) cards ofyour deck and put any number of them on the top of your deck in any order. Put therest on the bottom of your deck in any order.
- 1101. General
- 1101.1. Keywords are symbol icons written on cards. (Icons are denoted by a black text ina white bubble.)
- 1101.1a. Keywords with a name that denotes a kind of common ability with itsown effects are called Keyword Skills.
- 1101.1b. Keywords without Keyword Skills attributed to them do not have anyinnate abilities. These Keywords exist for the purpose of other cards orabilities to refer to them for their own effects.
- 1101.1b-i. The following is a list of Keywords that are not Keyword skills.- [Will of Hope]- [Will of Despair]
1102.3. Having two or more [Pierce] is redundant.
1102.4. Damage dealt by [Pierce] is battle damage.
- 1102.1. [Pierce] is a continuous ability. It changes how the damage in a battle is dealt.
- 1102.2. If attack by J/resonator with [Pierce] is blocked, as the attacking J/resonator dealsdamage by rules in a battle resolution step, the controller of the attacking J/resonatordecide and resolve how the damage dealt in the following way.
- 1102.2a. DEF of a J/resonator minus damage on it is called the J/resonator'scapacity.
- 1102.2b. The controller of an attacking J/resonator with [Pierce] first assignsdamage in multiples of 100 to the blocking J/resonator equal or more than thatblocking J/resonator capacity. Then, that player assigns any remaining damagefrom the attacking J/resonator (piercing damage) to the original attackedobject.
- 1102.2c. Then, the attacking J/resonator deals damage to the blocking J/resonator(equal to the amount assigned to it) and deals damage to the original attackedobject equal to piercing damage assigned to it.
- 1103.1. [Precision] is a continuous ability. It changes which cards a J/resonator can attack.
- 1103.2. A J/resonator with [Precision] can attack a recovered J/resonator. This is acontinuous ability.
1104. [First Strike]
- 1104.1. [First Strike] is a continuous ability. It changes when the attacking J/resonatordeals damage in a battle.
- 1104.2. Attacking J/resonator with [First Strike] can deal damage before any J/resonatorwithout [First Strike]. This is a continuous ability.
- 1104.3. See First Strike Battle Resolution Step (805) and Normal Battle Resolution Step(806) for more details.
- 1105.1. [Explode] is an automatic ability.
- 1105.2. "[Explode]" means "When this card deals battle damage to a resonator => If thiscard is a resonator, destroy this card and the resonator it deals its battle damage." .
- 1105.3. [Explode] does not apply to J-rulers.
- 1106.1. [Flying] is a continuous ability. It restricts which J/resonator can block theJ/resonator with [Flying].
- 1106.2. An attack by a J/resonator with [Flying] can be blocked only by a J/resonator with[Flying]. This is a continuous ability.
- 1107.1. [Swiftness] is a continuous ability. It changes when the card can attack or play itsabilities.
- 1107.2. A J/resonator with [Swiftness] can attack and use its [Activate] ability with inits cost on the turn it's put into the field. This is a continuous ability.
- 1108.1. [Imperishable] is a continuous ability. It changes the rules regarding thedestruction of J-rulers.
- 1108.2. "[Imperishable]" means "If this card is a J-ruler, as this card is destroyed and put itinto the ruler area, do not put astral counter (1010.1a) on it and it doesn't lose[Judgment].". (Under normal circumstances, if a J-ruler is destroyed and put into theruler area, put an astral counter on it. For the rest of the game, the ruler loses its[Judgment] ability.)
1109.3. Abilities gained by [Awakening] are not lost at the end of the turn.
- 1109.1. [Awakening] is a continuous ability. It changes how the card is played andresolved.
- 1109.2. "[Awakening] (Cost): (Text)" means "As you play this card, you may awaken andplay this card. If you do, that card has the extra cost of (Cost), and is played to the fieldwith the ability denoted by (Text)." (903.2c)
- 1109.2a. "To awaken" a card means to play the card paying its [Awakening] cost.
- 1110.1. [Incarnation] is a continuous ability. It changes how the card is played.
- 1110.2. "[Incarnation] " means "As you play this card, rather than paying itscost, you may banish a specific number of resonators with " .
- 1110.2a. If the attribute is specified with multiple , you must banish a resonatorwith that attribute for each .
- 1110.2b. If the attribute is specified with [ or ], you mustbanish a resonator with any one of those attributes to fulfill the requirement.
- 1111.1. [Quickcast] is a continuous ability. It changes when the card is played.
- 1111.2. "[Quickcast]" means "You may play this card at any time you have priority and canperform actions while they have priority (604)." .
- 1111.2a. If a card loses [Quickcast] after it is played but before it is moved to thechase area, the play becomes illegal as you cannot play the card without[Quickcast]. Rewind the situation to just before the card is played.
1112. [God's Art]
- 1112.1. [God's Art] is an activate ability.
- 1112.2. "[God's Art] < activate ability >" means " You canplay only once per game." .
- 1112.2a. You may play more than one [God's Art] if each of them has a differentname.
- 1112.2b. If a [God's Art] is played and canceled, that ability is still consideredplayed.
1113.3. See Play Cards with [Trigger] (708) for the detail of playing cards with [Trigger].
- 1113.1. [Trigger] is a continuous ability. It changes when and how the card is played.
- 1113.2. There are two types of [Trigger].
- 1113.2a. "[Trigger] : " means, as you play this card, pay as anadditional cost, then perform as you resolve it.
- 1113.2a-i. If the cost is "anytime", it means "pay ".
- 1113.2b. "[Trigger] => " means, when the is met,reveal this card to make it triggered, then perform the as you resolveit.
- 1114.1. [Stealth] is a continuous ability. It changes how the card is played.
- 1114.2. "[Stealth] " means "While this card is in your standby area, you mayplay it as a triggered object (906 without paying its cost when it fulfills ." .
- 1114.3. Different from chants with [Trigger], cards with [Stealth] can be triggered on thesame turn the card is put into standby area.
- 1115.1. [Remnant] is a continuous ability. It changes how the card is played.
- 1115.2. '[Remnant]' means 'You may play this card from your graveyard. If you played thiscard from your graveyard by Remnant, if this card would move from the chase area toanywhere else, remove it from the game instead.
- 1116.1. [Evolution] is an activate ability.
- 1116.2. '[Evolution] ' means ': If this card has no evolution counters on it, putan Evolution counter on it'.
1117.3. See Double-Sided Card (1302) for the detail of double-sided cards.
- 1117.1. [Shift] is a continuous ability and an activate ability.
- 1117.2. '[Shift] ' means 'As you play this card, if this is a double-sided card, you maychoose either side of this card, and play this card with that chosen side up, paying thatsides cost.' and ': If this card is physically past side up, turn this card future sideup. You can play this ability only during main timing (903.2b)." .
- 1117.2a. To resolve the effect of an activated [Shift] ability, flip the card so that it isfuture side up. This is referred to as, "to shift". If you play a card future side upand resolve it, it is not considered "to shift" the card.
- 1118.1. [Limit] is a continuous ability and an automatic ability.
- 1118.2. "[Limit] " means "This card comes into the field with limitcounter(s) on it." and "Whenever this card attacks or blocks => remove a limit counterfrom this card.".
- 1118.2a. [Limit] does nothing if there are no limit counters on the card.
- 1118.2b. [Limit] doesn't prohibit a card from attacking or blocking even if there areno limit counter on that card.
- 1119.1. [Energize] is a continuous ability.
- 1119.2. "[Energize] " means "after deciding the first player, if you are notthe first player, you start the game with a will coin token without any types in your itemarea with Banish this: Produce .."
- 1119.2a. The abilities of will coin tokens are active as long as theyre in an itemarea.
- 1119.2b. If there are multiple will symbols, when you banish the coin toproduce will, choose one of the s listed by the ability.
- 1120.1. [Barrier] is a continuous ability held by a card or player.
- 1120.2. If a card has "[Barrier]", it means "This card cannot be targeted by spells orabilities controlled by a player other than the controller of this card."
- 1120.3. If a card has "[Barrier]" , it means "This card cannot be targeted by spells or abilities controlled by a player other than the controller of thiscard."
- 1120.4. If a player has "[Barrier]", it means "This player cannot be targeted by spells orabilities controlled by a player other than yourself."
- 1120.5. If a player has "[Barrier]" , it means "This player cannot be targetedby spells or abilities controlled by a player other than yourself."
1121.4. If an addition with [Bestow] is added to a card and the card leaves the field, theaddition stays in the field not added to any card.
- 1121.1. [Bestow] is a continuous ability and an activate ability of an addition.
- 1121.2. "[Bestow] (cost)" means "as you play this card, you cannot target any cards." and": Add this card to target resonator. You can play this ability only in a maintiming (701.2) and this card is not bestowed to any card." .
- 1121.3. "To bestow to " means "to add this card to ".
- 1121.3a. If a card with [Bestow] refers to "bestowed card", it refers to "the card thiscard is added to".
- 1122.1. [Mana] is a continuous ability.
- 1122.2. What "[Mana] " means is different depending on what type the card is.
- 1122.2a. "[Mana] " on a ruler card means "you start the game with mana counter(s) on this card." .
- 1122.2b. "[Mana] " on non-ruler card means "as this card comes into thefield, put mana counter(s) on it." .
- 1123.1. [Bloodlust] is a continuous ability.
- 1123.2. "[Bloodlust]" means "this card must attack if able.". This is an ability that forces aJ/resonator to attack (712.2).
- 1124.1. [Torrent] is a continuous ability.
- 1124.2. "[Torrent] (Text)" means "As you play this card, if you played one or more othercards this turn, this card is played with (Text)."
- 1124.2a. [Torrent] only checks if you played a prior card that turn before playing acard with [Torrent]. It does not care if that card resolved.
- 1124.2b. If a card with [Torrent] is your first card played that turn all text after[Torrent] is considered to be non-existent. Any choice presented by that textcannot be performed.
- 1125.1. [Judgment] is a continuous ability held by rulers.
- 1125.2. [Judgment] (Cost) means If this card is a ruler in a ruler area, its controller mayplay its judgment process. The (cost) is referred to when that Judgment process isplayed. (705)
- 1126.1. Inheritance is an activate ability.
- 1126.2. [Inheritance] (Cost): (Effect) means Pay the (cost), discard this card from yourhand: (Effect).
- 1126.2a. [Inheritance] abilities are only valid if the card with that ability is in yourhand.
1127.3. If a card with [Resonance] is or is treated as the specified (Kind of Magic Stone) onits own ability, it causes its own [Resonance] ability to trigger when it enters the field.
- 1127.1. Resonance is an automatic ability.
- 1127.2. [Resonance] (Kind of Magic Stone) (Effect) means Whenever that (Kind ofMagic Stone) enters the field under your control (Effect).
- 1127.2a. If a card that is or would be treated as the specified (Kind of Magic Stone),it triggers this ability, even if that card is another kind of card in addition to(Kind of Magic Stone).
1128.3. Seal abilities only count the number of cards you control that have the card type"Magic Stone". Non-magic stone cards with a magic stone sub-type (Ex: Treat this cardas a Fire Magic Stone.) do not count for Seal abilities.
1128.4. If a card or ability refers to "Release the [Seal] abilities of..." it means that all cardswith Seal referred to in that ability are treated as though the number of stones requiredfor their Seal abilities are met.
- 1128.1. Seal is a continuous ability held by cards.
- 1128.2. "[Seal] (Number) - (Text)" means "as long as you control a number of magicstones equal to or greater than (Number), this card has (Text)."
- 1128.2a. If the card is a chant, the Seal ability means "As you play this card, if youcontrol a number of magic stones equal to or greater than (Number), this cardis played with (Text)."
- 1128.2b. If the card is not a chant, the Seal ability means "as long as you control anumber of magic stones equal to or greater than (Number), this card has(Text)."
- 1129.1. Mobilize is a continuous ability.
- 1129.2. [Mobilize](Cost)means You must pay (cost) to attack or block with this card.Paying the (cost) is a necessary function for the card to attack or block each time.(803.5, 804.4)
- 1129.3. If an effect states Mobilize [Specified Object(s)], it means that [SpecifiedObject(s)] may attack and block without paying (Cost).
1130. [Sealed Item]
- 1130.1. Sealed Item is a continuous ability.
- 1130.2. [Icon] Item Name(Ability) means this has (ability).
- 1130.3. If a Sealed Item is expressed as [Icon] Cipher it means that ability is not legalfor use.
- 1130.3a. If a Sealed Item is unsealed, all Sealed Items with the same Item nameare unsealed. In other words, you may not choose to unseal only one part.
- 1130.3a-i. If a ruler has the same Item nameSealed Item on both sides, thenunseal all of the Sealed Items.
- 1130.3b. Sealed Items that have become legal for use have updated text imagesavailable for download from the comprehensive rules page. By downloadingand affixing the appropriate text over the Cipherof the corresponding card,that ability becomes valid.
- 1130.3c. Sealed Items that have become legal for use may also become valid bydownloading the appropriate card text image from the official card databaseand affixing the appropriate text over the Cipherof the corresponding card.Current cards available for this process are listed below with their Cipherversions first;
- 1130.3c-i. "Taegrus Pearlshine" (SDR1-010) - (ADK-024)
- 1130.3c-ii. "Taegrus Pearlshine, Lord of the Mountain" (SDR1-010 J) -(ADK-024 J)
- 1130.3c-iii. "Kirik Rerik" (SDR2-010) - (TSW-045)
- 1130.3c-iv. "Kirik Rerik, the Draconic Warrior" (SDR2-009 J) - (TSW-04 5J)
- 1130.3c-v. "Shaela" (SDR3-007) - (TSW-076)
- 1130.3c-vi. "Shaela, the Mermaid Princess" (SDR3-007 J) - (TSW- 076 J)
- 1130.3c-vii. "Gill" (SDR4-004) - (ADK-097)
- 1130.3c-viii. "Gill, the Gifted Conjurer" (SDR4-004 J) - (ADK-097 J)
- 1130.3c-ix. "Reiya, Fourth Daughter of the Mikage" (SDR5-009) - (ADK-140,WOM-102)
- 1130.3c-x. "Reiya, Fourth Daughter of the Mikage" (SDR5-009J) -(WOM-102J)
- 1131.1. Crest is a continuous ability.
- 1131.2. [Crest] (Attribute) - (Text) means this card gains (text) as long as you control atleast one Magic Crest of (Attribute).
- 1132.1. Grimoire is a continuous ability held by cards.
- 1132.2. [Grimoire] (Number) means You may begin the game with a extra deck of up to(number) story chants.
- 1133.1. Legend is a continuous ability held by cards.
- 1133.2. [Legend] (Number) - (Text) means As long as you control a number of revealedstory cards in your extra deck equal to or greater than (Number), this card has (Text).
- 1133.2a. If the card is a chant, the Legend ability means As you play this card, ifthe amount of revealed story cards in your extra deck is greater than or equal to(Number), this card is played with (Text)
- 1133.2b. If the card is not a chant, the Legend ability means If the amount ofrevealed story cards in your extra deck is greater than or equal to (Number),this card gains "(Text)"..
- 1134.1. Null is a continuous ability held by cards.
- 1134.2. [Null] - (Text) means, as long as there are zero cards in your hand, this card has(Text)
- 1134.2a. If the card is a chant, the Null ability means As you play this card, if thereare zero cards in your hand, this card is played with (Text).
- 1134.2b. If the card is not a chant, the Null ability means As long as there are zerocards in your hand, this card has (Text). However, if the (Text) effects how thecard would be put into play, the Null ability means As you play this card, ifthere are zero other cards in your hand, this card gains (Text).
- 1135.1. Drain is an automatic ability.
- 1135.2. [Drain] means, Whenever this card deals damage You gain that much life.
- 1136.1. Divinity is a continuous ability held by cards. It defines what cards can be played.
- 1136.2. "[Divinity](Number)" means "If this card is a J/ruler, you may play runes fromyour rune area as long as the total divinity doesnt exceed (Number). This abilitycannot be lost.".
- 1136.3. A J/ruler with [Divinity] holds a (Number) value. When referring to a J/rulersdivinity, refer to this number.
- 1136.4. For more details on playing runes, please refer to <711.Play a Rune>.
- 1137.1. Rune is a continuous ability held by cards.
- 1137.2. [Rune] (Condition) - (Text) means "As long as the revealed rune cards youcontrol in your rune area meet the (Condition), this card has (Text).".
- 1137.2a. If (Condition) depicts will symbols, the rune ability means "As long asthere is a revealed rune card in your rune area of the matching attribute foreach of the will symbols depicted on (Condition), this card gains (Text).".: One light rune, : One fire rune, : One water rune, : One windrune, : One darkness runeEx. The ability "[Rune][W][W]" meet its condition when two or more light runes are revealedfrom your rune area.
- 1137.2b. If (Condition) depicts (Number), the rune ability means "As long asyou control a number of revealed rune cards in your rune area equal toor greater than (Number), this card gains (Text).".
- 1138.1. Bane is an automatic ability held by cards.
- 1138.2. [Bane] means When this card deals damage to a J/resonator Destroy thatJ/resonator..
- 1139.1. Eternal is a continuous ability held by cards.
- 1139.2. [Eternal] means This card cannot be destroyed..
- 1140.1. Enter is an automatic ability held by cards.
- 1140.2. [Enter] (Text) means When this card enters the field Perform the effect..
- 1201. General
- 1201.1. During a game, if some specific situation is happening, actions by rules areperformed. This is called rule process. When performing a rule process, perform it in itslisted order, as below.
- 1202. Losing the Game
- 1202.1. If a player's life are 0 or less, the player loses the game by rule process.
- 1202.2. After the most recent rule process, if a player needed to draw cards from his maindeck and there were less cards in it than the number need to draw in his or her drawphase, the player lose the game by rule process.
- 1203. Counters
- 1203.1. If a card in the field or a ruler area has both [+100/+100] and [-100/-100] counterson it. Remove one of each at the same time until there is only one kind of the twocounters remaining. (They cancel each other out.)
- 1203.2. If the number of [+100/+100] and [-100/-100] counters on a single card in the fieldor ruler area are equal, remove all [+100/+100] and [-100/-100] counters from thatcard.
- 1204. Destroying
- 1204.1. If a J/resonator with DEF in the field suffers damage equal to or more than its DEF,the J/resonator is destroyed by rule process.
- 1204.2. If a J/resonator with DEF in the field has 0 or less DEF, the J/resonator is destroyedby rule process.
- 1205. Rounding up life
- 1205.1. If a player's life are not multiple of 100, round that players life up to the nearestmultiple of 100.
- 1206. Illegal Addition Handling
- 1206.1. If, by some method, an addition would be added to itself, it is not added by ruleprocess.
- 1301. Loop
- 1301.1. During a game, it is possible to be in a situation that a player or players can repeatspecific actions as many times as possible, or be forced to repeat specific actionsindefinitely. This situation is called a loop, and it follows the rules below:
- 1301.1a. If only one player can stop the loop, they declare the number of times theloop will be performed, then do it that many times. After that, the player has toperform another action to perform the loop again.
- 1301.1b. If both players can stop the loop, the turn player declares the number oftimes the loop will be performed, and non-turn player does the same, thenperform the loop the smaller number of times among them. After that, theplayer has to perform another action to perform the loop again.
- 1301.1c. If nobody can stop the loop, the game ends in a draw.
1302. Double-Sided Card
1302.2. One type of double-sided card has a [Shift] (1117) ability on one side of its text.These cards are referred to as Shift cards. The side with the [Shift] ability is referred toas the 'past side', and the other side is referred to as the 'future side'.
- 1302.1. Some of the non-ruler cards have printed information on both sides of them. Thesecards are called double-sided cards.
- 1302.1a. Most ruler cards also have printed information on both sides, but they'renot considered double-sided cards under these rules.
- 1302.1b. If a non-double-sided card becomes a copy of another double-sided card,the former is not considered a double-sided card. In the same way, if adouble-sided card becomes a copy of a non-double-sided card, the former isstill considered a double-sided card.
1302.3. One type of double-sided card has Inverse as a Race/Trait on one side and iscalled an Inverse card. The side without Inverse is called the hope side. The side withInverse is the called the despair side.
- 1302.2a. A Shift card is past (or future) side up 'physically' if the card isdouble-sided and its printed text contains (or doesn't contain) a [Shift] ability.
- 1302.2b. While a Shift card is past (or future) side up physically and is in a publiczone, put the card in that zone with the past (or future) side visible.
- 1302.2c. If something turns a Shift card past (or future) side up, flip the card past(or future) side up physically in that zone. Even if a double-faced card changeswhich side is physically up in a zone, it's still the same card. Any effects orcounters on that card are not changed.
- 1302.2d. On a future side up Shift card, the card type contains the phrase '(Shift)'.This is considered a reminder, and does not have any specific rules.Ex. If a card type is "Resonator (Shift)", it is considered a "Resonator".
- 1302.2e. While a Shift card is past (or future) side up physically, that card only hasthe information on that side. Ignore any information on the other side.
- 1302.2f. A Shift card in a zone is always physically past side up, except for whenit's in the field or chase area, or when a player starts to play that card. Youalways refer to the past side's information if you refer to the card when it is notin the field or chase area.
- 1302.2f-i. If a Shift card moves to a zone by a non-playing, non-resolvingmethod, the card moves to the new zone physically past side up.
- 1302.2f-ii. If a player can see either side of a Shift card, they can see theinformation of both sides.
1302.4. If a card becomes a copy of a double-sided card, it becomes the originalinformation of the physically face up side of the double-sided card, without anycontinuous effects on it. It doesn't copy any information of the other side, regardless ofwhether the card is double-sided or not.
1302.5. If you use double-sided cards in your deck, you need to use opaque sleeves, suchthat you are not able to distinguish double-sided cards from other cards.
- 1302.3a. An Inverse card is hope side up physically if the card is double sided andits printed text doesnt contain an inverse typing. An Inverse card is despairside up physically if the card is double sided and its printed text contains aninverse typing.
- 1302.3b. While an Inverse card is hope side (or despair side) side up physically andis in a public zone, put the card in the zone with the hope side (or despair side)side visible.
- 1302.3c. If something turns an Inverse card hope side (or despair side) side up, flipthe card hope side (or despair side) physically in that zone. Even if adouble-faced card changes which side is physically up in a zone, its still thesame card. Any effects or counters on that card are not changed.
- 1302.3d. If an Inverse card is physically on its hope side (or despair side) side, thenonly that Inverse cards sides written information is used. The other sidesinformation is ignored.
- 1302.3e. If an Inverse card is in a public area other than the field, chase area, orremoved zone, it is always physically hope side up. If the inverse cardsinformation is referred to while it is in that zone, always use the information onthe hope sides side.
- 1302.3e-i. If an Inverse card moves to a zone by a non-playing method, unlessotherwise specified, that card moves to the new zone physically hope sideup.
- 1302.3e-ii. If a player can see either side of a double-sided Inverse card, theycan see the information of both sides.
- 1302.5a. If an effect removes a double-sided card from the game face down, sameas if you were moving it to a hidden zone, move the card while not showingany information to any players, except for players that are allowed to see theinformation of the card.
1303.2. Unless otherwise specified by rules, tokens are treated as cards.
- 1303.1. Some effects create tokens.
- 1303.1a. A token has information like a card. If something refers to a token's printedinformation, it refers to the information specified by the effect that created thetoken.
- 1303.1b. If the effect creating the token doesn't specify its type, the token type isresonator.
- 1303.1c. Unless otherwise specified, tokens are put into the field under the controlof the player who controls the effect creating the token.
- 1303.1d. If an effect creates " token", its name and race become .
1303.3. "Erase a token from existence" means "to remove the token from that area and donot put it in any area".
- 1303.2a. If you choose a card in the field, you can choose tokens. If an effect isapplied to cards in the field, it's also applied to tokens.
- 1303.2b. If an effect is applied to tokens specifically, it's not applied to cards.
- 1303.3a. If a token moves from a zone it currently exists in to another zone, itmoves to that area then ceases to exist immediately after that.
1304. Colossal Ruler
1304.3. While a Colossal Ruler card is a ruler, it must be folded and displayed with its rulerinformation face up and viewable.
1304.4. When the Judgment process of a ruler that is part of a Colossal Ruler card is usedand subsequently resolved, that ruler becomes its 1st form J-ruler side. When itbecomes its 1st form J-ruler side, it should be flipped to the 1st J-ruler form to reflectthis properly.
- 1304.1. A colossal ruler is two normal sized cards attached such that they fold to reveal alarger card (in this case, a J-ruler) when unfolded or two cards opposite each otherwhen folded up (in this case a ruler and J-ruler).
- 1304.2. Colossal ruler cards have a normal sized ruler side, a 1st form J-ruler that is normalsize, and a 2nd form J-ruler that is double the size of a normal card.
- 1304.2a. When using the ruler or 1st form J-ruler side, the colossal ruler card mustbe folded and placed such that the relevant sides information is viewable.
- 1304.2b. When using the 2nd form J-ruler you must unfold the card and place itsuch that the 2nd form J-ruler is face up and easily viewable.
- 1304.2b-i. The orientation (recovered or rested) of a 2nd form J-ruler is basedon the J-ruler itself, not the shape of the two cards forming its image. Arecovered 2nd form J-ruler is facing such that its information and pictureare facing vertically. Likewise, a rested 2nd form J-ruler is facing such thatits information is facing horizontally.
1304.5. If the 1st form J-ruler of a Colossal Ruler card has a [Judgment] ability, it may useit in the same way a ruler would (705).
- 1304.4a. If a 1st form J-ruler is destroyed it is treated exactly the same as anon-Colossal Ruler card J-ruler destruction, including the "Astral" condition(1010.1a).
1304.5b. If, by the [Judgment] ability of a 1st form J-ruler, a Judgment process isplayed and during the resolution of that Judgment process that 1st form J-ruleris absent (destroyed before resolution, or other such situation) that Judgmentprocess still resolves, but does nothing. (This includes not triggering automaticobjects with the condition of "doing Judgment".)
1304.5c. If a 2nd form J-ruler is destroyed treat it the same as if the 1st form J-rulerhad been destroyed. It returns to its ruler side in the ruler area and gains the"Astral" condition.
1304.6. Regardless of whether a Colossal Ruler card is in its ruler, 1st form J-ruler, or 2ndform J-ruler, it is still the same card. Any effect that applies to the card as a wholeapplies to the Colossal Ruler card, regardless of what side is currently being used. Evenif a Colossal Ruler cards side would change (Ex: from ruler to 1st form J-ruler viaJudgment) its orientation remains the same.
- 1304.5a. When the Judgment process of a 1st form J-ruler is used and subsequentlyresolved, that J-ruler becomes its 2nd form J-ruler side. When it becomes its 2nd form J-ruler side, it should be opened to the 2nd J-ruler form to reflect thisproperly.
- 1304.5a-i. A Judgment process of a 1st form J-ruler to change into a 2nd formJ-ruler triggers automatic objects with the condition of "doing Judgment"at the same time the Judgment process of a ruler changing to a J-rulerwould.
- 1401. General
- 1401.1. This section contains the rules and wordings used on cards in the Reiya cluster andbefore ("old cards") and how they are treated in the current rules.
- 1402. Referring card name
- 1402.1. (Rules for Japanese cards only).
- 1403. Race/Trait
- 1403.1. (Rules for Japanese cards only) .
- 1404. Name of Zones
- 1404.1. If an old card refers to "magic stones area", it refers to "field".
- 1404.2. If an old card refers to "chant-standby area", it refers to "standby area".
- 1405. Type "Spell: Chant"
- 1405.1. Treat the type "spell" on old cards as "chant". It doesn't have any subtypes.
- 1405.2. Ignore the "chant" subtypes on all cards.
- 1405.2a. If an old card refers to "spell: chant", it refers to "chant".
- 1405.3. Treat old cards with the "chant-instant" subtype as cards with [Quickcast].
- 1405.3a. If an old card refers to "spell: chant-instant", it refers to "chant with[Quickcast]".
- 1405.4. Treat old cards with the "chant-standby" subtype as cards with [Trigger].
- 1405.4a. If an old card refers to "spell: chant-standby", it refers to "chant with[Trigger]".
1406. Addition with subtypes
1406.2. Most additions need a target as you play them.
- 1406.1. All of the old addition cards have subtypes.
- 1406.1a. Old additions have the subtypes "field", "resonator", "ruler", "J-ruler","J/resonator" or "J/ruler". If something refers an old addition with "resonator"subtype, it doesn't refer additions with "J/resonator" and vice versa. The samerule is applied for the subtypes "Ruler" and "J/ruler", "J-ruler" and"J/resonator" or "J/ruler".
1406.3. If an effect moves a non-[Addition: Field] addition with a subtype from anon-chase area to the field, It comes into the field added on a card it can legally beadded to. "Card it can legally be added to" means a card in the field that has the typethat is specified in the subtype of the addition, and no effects prevent the addition frombeing added. If there is no such card, the addition stays in the zone its currently in.
1406.4. A rule process is applied to additions with subtypes.
- 1406.2a. If the card is not an [Addition: Field], it needs a target when it is played.The target must be a card in the field and have type X, X is specified with[Addition: X].
- 1406.2b. When an addition card in the chase area resolves, if the card targetsanother card and the target is still legal, it comes into the field under thecontrol of the one who controlled it when it was played to the chase and addedto the targeted card. If the target is not legal, put the addition into its owner'sgraveyard.
- 1406.4a. If an addition with a subtype other than [Addition: Field] is in the field,and is not added to any card, or it's added to an illegal card, or the addition isadded to itself, the addition is put into its owner's graveyard by rule process.
- 1407.1. If an old card refers to a "summon spell", it refers to a "resonator spell".
- 1407.2. If an old card refers to a "normal spell", it refers to a "non-resonator spell".
- 1408.1. Treat "[J-activate]" on old cards as "[Judgment]".
1409. Ability Icon
- 1409.1. Ignore "[Activate]" and "[Continuous]" on old cards.
1410. Battle Phase
- 1410.1. If an old card refers to the "battle phase", it refers to "battle".
- 1410.1a. If an effect triggers "at the beginning of battle phase" or "at the end ofbattle phase", read it as "at the beginning of the battle" or "at the end of thebattle"
1411. Automatic Abilities
1411.2. If an old card has an "[Enter] " ability, its an automatic ability.
- 1411.1. Automatic abilities on old cards written as "When , ","Whenever , " or "At , ", treat them as" => ".
- 1411.1a. Treat [Trigger] abilities with the text ": " as" => ".
1411.3. If an old card has "When this card enters the field (Text)", treat it as "[Enter] (Text)".
- 1411.2a. If an old card has an "[Enter] ", treat it as "[Enter] (Text)".
- 1411.2b. If an old cards effect references an "[Enter]" with white lettering and blackbackground, it also references an "[Enter]" with black lettering and whitebackground.
- 1411.3a. Automatic abilities that trigger upon entering the field from a specific zone,as well as automatic abilities that have separate trigger conditions listedalongside enters the field, do not fall under this ruling.
1412. Action by Rules
- 1412.1. (Rules for Japanese cards only).
- 1412.2. "To summon" on old cards means "to put onto the top of the chase area as a spell".If a rule or an ability refers to a resonator being "summoned", it refers to a resonatorbeing "put into the field from the chase area by resolving itself".
- 1412.3. (Rules for Japanese cards only).
1413. Symbol Skill
- 1413.1. Some old cards refer to "symbol skill".
- 1413.2. If a card has [Pierce], [Precision], [First Strike], [Explode], [Flying], [Swiftness] or[Imperishable], it's considered having a symbol skill. If a card refers to "symbol skill",it refers one of the skills above.
1414. [Target Attack]
- 1414.1. Treat the [Target Attack] ability on old cards as [Precision].
- 1414.2. When a text refers to [Precision], it also refers to [Target Attack] and vice versa.
1415. Life Break and Valhalla Rules
1415.1c. As you set up your game, each player moves the top four cards from theirmain deck to their lifebreak area after each player has finalized their openinghand.
1415.1d. The player with priority may perform lifebreak.
- 1415.1. If you start a game using with old cards, if both players agreed, you may useValhalla rules, which allow the use of lifebreak. If you use Valhalla rules, the followingrules are applied.
- 1415.1a. Players use the "lifebreak area" zones.
- 1415.1a-i. A lifebreak area is the zone a player puts their cards in for lifebreak.Each player has their own lifebreak area, its hidden and the order of thecards is managed. Any new cards put into a lifebreak area are put on top ofthe cards already in the lifebreak area.
- 1415.1a-ii. Each player has a maximum lifebreak size. At the beginning of agame, each player's maximum lifebreak size is four.
- 1415.1b. Players use the keyword skill [Break].
- 1415.1b-i. The [Break] ability is an ability with a one time effect as youperform lifebreak (1415.1d).
- 1415.1b-ii. "[Break] " means "As you put this card into your removedarea by performing lifebreak, play an ability with on its text as a[Break] ability if possible." .
1415.1e. A rule process is applied to cards in a lifebreak area.
- 1415.1d-i. The player with priority may remove the top card in their lifebreakarea if the number of cards in the area is larger than [(their life-1)/1000](rounded down).
- 1415.1d-ii. If the removed card has a [Break] ability, that player must play theability as long as they can play it legally.
- 1415.1d-iii. A card removed in this way is put into its owners graveyardimmediately if it doesn't have a [Break] ability or the ability cannot beplayed legally. If the [Break] ability is played, put the card into its owner'sgraveyard when the ability is removed from the chase area.
1415.2. If you don't use Valhalla rules and an effect refers to cards or a number or cards in alifebreak area, or moves a card from or to a lifebreak area, ignore that part of the effect.Also, ignore all [Break] abilities on all cards.
- 1415.1e-i. If cards in a lifebreak area contain more cards than the player'smaximum lifebreak size, choose cards from the bottom in the area and putthe other cards into their owner's graveyard.
1416. Reading and Handling [Trigger] and [Stealth] cards
1416.2. Depending on the (Triggering condition) of such an ability as detailed here;[Trigger] (Triggering condition): (Effect), the type of the [Trigger] ability may differ.
- 1416.1. [Trigger] abilities shall henceforth be read as detailed below.
- 1416.1a. For the purposes of simplification, the stipulations listed here apply to[Trigger] abilities as well as [Stealth] abilities, even though only [Trigger] islisted in the examples.
1416.3. A [Trigger] ability that is to be played like an automatic ability that contains a (playrequirement) or (cost) is still considered to be played like an automatic ability.However, any (play requirement) must be met when you play that card. Likewise, any(cost) must be paid when you play that card. Example: "When a resonator youropponent controls attacks, pay "
1416.4. A [Trigger] ability that is to be played like an activate ability as described by[Trigger] (Cost): (Effect) that also contains a (play requirement) must have any (playrequirement) met when you play that card.
- 1416.2a. If the (Triggering condition) describes a certain time or step in the gameor details a specific time defined by the occurrence of a certain event then it isto be played like an automatic ability. That point in time is when the cardtriggers. Examples: "At end of turn" or "When a resonator enters youropponents field", Prison in the Lunar Lake
- 1416.2b. If the (Triggering condition) indicates an event that occurred in the past orif it triggers from a current static event then it is to be played like an activateability. Example: "If your life is 1000 or less." "You control three or morewater magic stones", Riza, First of the Dead, Flame Trap
- 1416.2c. If the (Triggering condition) indicates a required action in order to play it,then it is to be played like an activate ability. Example: "Pay ", "Discard acard"
- 1416.4a. If such an ability lists no cost, treat it as if that card said "Pay ".
1417. Cannot be destroyed
- 1417.1. If an old card has a "cannot be destroyed" ability, treat it as if it had [Eternal].
- 1417.2. If an effect refers to a "This card cannot be destroyed" effect, it also refers to[Eternal] and vice versa.