Module:Rules

local Rules = {}

-- BEGIN RULES Rules.text = [[Duel Masters General Game Rules Version 1.8

Last update date June 11th, 2018.

Contents

0. Introduction

1. Game basics 100. What you need to play 101. Absolute Law of Duel Masters 102. Player 103. How to Start a Game 104. Victory Conditions 105. Step 106. Civilization 107. Mana 108. Numbers 109. Card 110. Ability and Effect 111. Timing 112. Cost 113. Shield 114. Draw a card 115. Battle 116. Seal

2. Card Frame 200. General Rules 201. Cost 202. Card Name 203. Subtype 204. Card Type 205. Text box 206. Power 207. Mana Symbol 208. Other Information

3. Card type 300. General Rules 301. Creature 302. Spells 303. Cross Gear 304. Castle 305. Weapon 306. Fortress 307. Impulse 308. Field 309. Core

4. Zone 400. General Rules 401. Deck 402. Hand 403. Battle Zone 404. Graveyard 405. Mana Zone 406. Shield Zone 407. Hyperspatial Zone 408. Anywhere Zone

5. Turn Structure 500. General Rules 501. Start of Turn step 502. Draw step 503. Mana Charge step 504. Main Step 505. Attack Step 506. Attacking creature designation step 507. Block ingcreature designation step 508. Battle Step 509. Direct Attack Step 510. End of Attack Step 511. End of Turn step 512. When you move to the next turn

6. Use of ability and effect 600. General Rules 601. Using a card 602. Using Activated Ability 603. Using Trigger Ability 604. Using Static Ability 605. Card use and ability Resolution 606. Effect 607. Oneshot effect 608. Continuous effect 609. Substitution Effect

7. Additional Rules 700. General 701. Keyword action 702. Turn-based action 703. State-based action

8. Special card 800. General Rules 801. Evolution Creature 802. NEO Creature 803. God 804. Psychic Creature 805. Psychic Super Creature 806. Dragheart 807. Forbidden Impulse

End contents

0. Introduction

000. Purpose of this document

000.1. This document is a summary of the detailed rules of the Duel Masters Trading Card Game.

Although all players that play the game do not need to be completely familiar with all rulings in this, it can be useful if you wish to know more details or help solve specific rulings that may come up during a game.

1. Game basics

100. What is necessary for the game

100.1. Duel Masters is a competitive game for 2 people.

100.2. Normally, you build a deck according to the Hall of Fame regulations. The deck must be 40 cards exactly, no more, no less.

100.3. In addition to your deck, you may also have 0 to 8 cards in your hyperspatial zone.

101. Absolute Law of Duel Masters

101.1. The effect of the card against rules - When the text of a card is inconsistent with the rules, the card effect is given priority. The card ignores the basic game rule in this situation. 101.2. "You can't do something" VS "You can do something". - It is possible for 2 cards abilities to allow you to perform an action, while another ability prevents you. In this case, the "can't" is given priority. However, if a card ability says you can do something while the game rules say you cant, the "can" effect wins. (such as "Speed Attacker" ignoring "summoning sickness").

101.3. "Do all you can" - If you cant do all of the effect written on a card, do as much as you can, and ignore the rest. For example, you may cast Terror Pit even if there is no creatures in the battle zone.

101.3a If a card in the battle zone has an ability such as "whenever a spell is cast", that ability is still triggered, as the triggering event has still occurred even if that spell resolves and does nothing.

101.4. Processing of priority, always from turn player side - If more than one effect will trigger at the same time, shield trigger abilities are processed first. Also, if an ability will trigger from both players at the same time, the turn players ability is processed first. After the ability is completely resolved, the next ability is processed.

101.4a When multiple effects occur at the same time, first turn on the effect of S · trigger Turn · player We will process in order of player and player. Then, of the remaining effects out of turn / players' own Resolve the effects of cards in any order. Even if other effects occur during one effect processing It becomes a standby state once and gives priority to the processing of the effect currently being resolved. The remaining effect We will process fruits in the same order as you like. After the turn effect processing of the turn · player is finished We will handle the effects of non-turn players.

101.4b S · When the back occurs at the same timing as S · trigger, when multiple effects occur simultaneously Tar It will process in the order of non-player non-turn player.

101.4c In the process of processing the effect of the non-turn player, the effect of the turn / player side occurs In case of resolving the effect during processing, prioritize the effect of the turn player and process it.

101.4d It is not possible to interrupt other effects than the substitution effect during processing of the effect. However, If you are told to use effects of other spells as directed by the effect of the effect, it will be resolved as part of the process.

101.4e Battle caused by the ability and spell effect, until the end of the battle the ability and spell effect Make it part of fruit.

101.4f The ability to induce when battling is immediate as soon as it is placed in a battle caused by ability or spell effect Effect.

101.5. Replacement effect is done only once for one event Only one substitution effect is applied in the same event. An event is an event occurring during a game It refers to all events in Ryuu. If an event has already been replaced, more replacements You can not.

101.5a When changing the part of the sentence in which the substitution effect is delimited by the punctuation marks, the range to be delimited by that punctuation mark. The sentence will not be replaced anymore. Even within the same capability "expressed as such," If it is a sentence delimited by another punctuation point it is considered a different event, that part is replaced I will not treat it as having it. The original effect including the replacement part is treated as one effect I will understand.

101.5b When multiple replacement effects exist at the same time, similar to normal effect processing, the turn / Applies priority to the substitution effect. When the same player has multiple substitution effects, which replacement effect You can choose whether to apply.

102. Player

102.1. Players are the 2 people that are participating in the game. The player during the current turn is known as the "active player" and the other player is known as the "non-active player".

102.2. The other player that isn't yourself is known as your opponent.

103. How to start a game

103.1. Prior to starting a game, each player presents there deck, as well as their hyperspatial zone.

103.2. Then the deck is passed to your opponent. They shuffle the deck and cut it (split and restack).

103.3. Then each players puts 5 cards from the top of his deck into his shield zone face down, and draws 5 cards from your deck into your hand.

103.4. Next, decide which player will go first. For example, you can play Rock Paper Scissors, flip a coin or roll a die. The winner of this method plays first.

103.5. The starting player starts their turn. (But they don't draw a card.)

104. Victory Conditions

104.1. If any player wins or loses, the game will end immediately. .

104.2. Victory conditions of the game are as follows.

104.2a When an attacker attacks with an opponent and the attack destination is not changed, the opponent's shield If it is 0, you will win the game instantly.

104.2b When the opponent's deck gets 0 state, he will immediately win the game. (In the middle of the effect If the card is missing for a moment from the deck at the end of the deck, we will assume that the deck has become zero. )

104.2c The effect of the card may win or be defeated. Victory by these If you meet conditions and defeat conditions at the same time, you win.

105. Step

105.1. Duel Masters' card has a phase. I do not know the status of the card in portrait orientation The state that is in landscape orientation is called the tap state.

105.2. Untap indicates that the state is available. Normally, the card in tapped state Untap at the beginning of everything.

105.3. The tapped state indicates that it was used. Is a creature attacking or mana zone? Let me tap the card to pay the cost.

105.4. Phase of the card can not be changed arbitrarily.

105.4a You can tap only the battle zone and mana zone cards. The power of other zone It is not possible to change the phase of the phase.

105.5. In the field there is a phase upside down. The card in this state is It does not return to the normal position by the effect of the tip.

105.6. Tap the tapped card further, or tap the untapped card It can not be untaped further. (Tap on a tapping creature It is possible to choose by ability and effect, but it does not mean that you made that state)

106. Civilization

106.1. There are five types of civilization in Duel Masters: "light" "water" "darkness" "fire" "nature" Exists.

106.2. Cards usually have one or more civilizations out of the above five civilizations. card The civilization of the reference refers to the color of the mana symbol, the background type of the card type, the color of the frame, and so on.

106.2a A single civilization card has only one civilization of 5 civilizations.

106.2b Multi-civilization cards have two or more civilizations out of five civilizations, they are called multicolored cards.

106.2c Cards without civilization are called colorless cards.

106.2d Each civilization has its own color. Light is yellow, water is blue, dark is black (or purple), fire is red, Nature is green. Also, colorless cards are represented in white.

106.3. When choosing civilization according to the instructions of the card, you have to choose one from the above five civilizations Hmm. You can not choose colorless.

106.4. Civilization may be added to the card by effect.

107. Mana

107.1. Mana is the foundation resource of Duel Masters. Players use mana Pay the cost to summon creatures or cast spells.

107.2. Mana is a number written on a mana symbol by tapping a card placed in mana zone The number (usually 1) only occurs. Mana tells one of the civilizations of the tapped card hold.

108. Number

108.1. Duel Masters' game basically uses only integers.

108.1a Negative numbers can not be chosen when selecting numerical values ​​by effect.

108.1b Creatures may have minus power minus power. However If you refer to the power of that creature, treat it as 0 and treat it. For example, if the power is Even if you chose a creature in the battle zone with a hell scrapper that was made -6000, It is not possible to choose so that the total power of Reacher will be 11000.

108.1c In Duel Masters ∞ is a number that can not choose a larger number I will treat it. Even if creatures with ∞ power receive power correction, the power remains ∞. However, it is destroyed when the power is minus ∞.

108.2. If the number is increased or decreased in the Duel Masters game, add, subtract, multiply, divide We will do in the order.

109. Card

109.1. In the case where the sentence of the card is different notation in several versions, in principle, it is currently on sale We will make the latest card representation correct.

109.2. When written as "card" in rules or sentences, it refers to the card of Duel Masters I will.

109.2a When choosing a card by ability or effect, only that card is chosen. Multiple sheets Evolution creatures composed of cards or shielded plus shields Only cards that are made are directly affected.

109.2b Some cards of multiple creatures will leave the battle zone Depending on the state at that time, whether or not you leave the battle zone as a creature is different I will do. If it is an evolution creature, the top card leaves the battle zone as a creature However, the underlying card simply leaves the battle zone as a card. The linked God is In the case of a psychic-linked creature leaving the battle zone as a reacher, Leave the battle zone as a cell.

109.2c The effect and ability of a creature composed of two or more cards, including all that it contains It applies to the card of. For example, even if it is an effect of choosing a card, it is selected as a creature You can not specify a card in a creature with ability you can not do.

110. Ability and Effect

110.1. Capability is a characteristic of a card, so that the card can influence the game It is. The ability of the card is defined by that rule sentence. Ability is based on rules and effects It may be given to the card. (Given by the effect written as "having" "get" ) The ability creates an effect.

110.2. Ability affects cards themselves that have it, but also affects other cards and players You may also give.

110.2a Capabilities are not only useful but also disadvantageous. Example: The sentence "This creature can not attack" is ability.

110.2b The condition for using the card is the ability of the card.

110.2c A single card may have multiple abilities. Each paragraph starting with the sentence of the card It represents a distinct ability. Also, cards may be given the ability by spells or other effects I will. If a card has the same capabilities, they function independently. to this Therefore, it may or may not produce more effect than when it has only one ability.

110.2d Capability generates one or more single-shot effects or continuous effects. In a continuous effect The substitution effect is also included.

110.2e When the capability creates an effect that affects the card, it is the time Affects only cards in the range affected by. During the same turn, after that effect range and Cards that moved to a zone that is no longer affected by this effect.

110.3. Ability can be broadly divided into four.

110.3a spell ability It is an instruction that is handled between casting a spell and resolving it. Rules of spells Sentences can be spellcaped It is power.

110.3b Induced ability It usually has triggering conditions beginning with "~ hour" "~ case" "~ tiibi" etc. Once induced effect, It waits until it is processed and waits for solution. Induced ability by spells and other effects The triggered ability given is called delay-induced ability.

110.3c Activated ability The triggered ability is triggered at a specific timing, and if it meets the requested condition, startup is selected It is the ability to do. In principle it can not be started at an arbitrary timing Hmm.

110.3d Standing capacity Creature, Cross Gear, Weapon, Fortress, Beat and Field are the Battle Zone While while in the shield zone, while a creature with a castle or shield / go is in the shield zone, We will continue to produce continuous effects.

110.4. Basically the spell ability is during the processing of that spell, the other abilities are cards battle zone or It functions only while it is in the shield zone. However, there are some exceptions listed below.

110.4a Ability to define characteristics (cost, civilization, power, etc.) at any location including outside the game Yes.

110.4b The ability to which zone you want to work will work only in that zone. Example: Mana bomb, burning Delon · Go

110.4c Abilities that do not describe in what zone functions will only work in the battle zone. It was However, the card itself is in the shield zone for the ability to obtain 'S · trigger' Even when it works.

110.4d The ability of the card to specify that the zone is not specified and to use without paying its mana cost Power works in every zone where you can use that card. Example: Under circumstances where Ninja Strike can be summoned from Manazone, Manaso It is possible to use from.

110.4e The ability of the cards themselves to bring restrictions and modifications to using that card, It functions while you are in the zone (usually your hand) you are about to use. Example: Sinpasy

110.4f The ability of the card to change the situation that it enters the battle zone is that the card is It works in Lezone when it comes out. Example: shadow of bondage bind · shadow

110.4g The triggered ability with evokable induction conditions only while in the zone other than the battle zone is It functions while in an inducible zone. Example: Kuroguin dragon

110.5. The source of the effect is the card with the ability to generate it. Emergence of the triggering effect in the standby state Birth is a card with triggered ability.

110.5a Once triggered, the effect will be the effect of the standby state independent of its source. That After that, even if the card with the ability to generate the effect moves to another zone, it will not be effective. And there is not. However, some effects do not directly effect that effect, but its effect Please note that it causes something to happen. Origin had already occurred at the time of checking Even if it is not in the zone, the source will do that. Example: If the total power of the opponent's creature is below the power of the creature that is the source of the effect If you choose to do so, if the originating creature is not already in the battle zone, that Refer to the power just before the card is no longer in the battle zone.

110.6. The effect of determining the characteristics of the card is distinguished from the ability obtained by the effect. By the effect If the characteristics of the card are defined, it will not get the ability. Example: Since civilization is a characteristic, the effect of adding civilization does not impart a capability.

110.7. Some of the abilities have their own effect even if they have the same ability. Example: Slayer, power attacker, sympathy etc Timing

111.1. When any of the processing is performed, priority is given to the processing on the turn / player side.

111.2. Processing is automatically executed by rules of the game or executed by the player It will be.

111.2a Induced capability, while using cards or while resolving effects, It will trigger at any time. It will be in a standby state at the moment the effect is triggered.

111.2b The permanent ability continuously affects the game.

111.2c Turn-induced processing automatically occurs when a specific step starts or ends I will live. Example: untap, draw etc.

111.2d Situation-induced processing occurs automatically when certain conditions are satisfied. This is an ability resolution Even inside it will be handled with priority. Example: Achievement of victory · defeat condition, destruction of creatures with power 0 or less

112. Cost

112.1. There are two types of cost: mana cost and super dimension cost.

112.2. Mana cost shows the amount of mana you need to pay to use the card. That This includes the payment of civilization that card has.

112.2a When paying Mana cost, make sure to satisfy all the same civilization instructed by Mana cost. I will do it. When using the cards first to meet all the civilizations included in Mana cost Mana Zone Tap 1 card per civilization. Furthermore written on the mana symbol of the mana zone card Tap on the mana zone card so that the sum of the figures is the same as the cost pay. Example: If you pay the cost of multicolor card with Mana cost 7 fire, dark and natural civilization, Manazo Card with fire civilization, card with dark civilization, card with natural civilization separately from 1 Tap one at a time and tap on the missing part so that the mana's total number becomes 7 in total. Even if you tap a multicolor card with all of fire, darkness and nature on a single sheet, that fills all civilizations I will treat it as one of civilization either fire, darkness or nature.

112.2b Mana cost actually paid by players may increase or decrease depending on the effect. Mana If the cost is less than the number of civilizations required due to the cost reduction effect, payment of civilization is given priority To do. At this time the exceeding amount of mana will disappear at the end of payment. Example: Coco Rupiah and Cost 3 Became 3 Dragon Perfect Earth, payment of civilization It is possible to tap 5 cards of mana zone for.

112.2c If payment of civilization or cost is properly completed, tap extra mana zone card You can not.

112.3. There are several abilities to be able to use cards without paying mana cost.

112.3a S · When a shield is added to your hand with a trigger such as a break, By declaring it in hand, you can use it immediately without paying the cost. A plurality of S · tri If a card with a guard is added from the shield to your hand, show the card you use to the opponent I will make a declaration. Those cards are placed in a standby state once in hand, then processed as usual Yes. In the case of a spell, until the resolution of the effect of the spell is the ability of S · trigger, creature It is S - trigger ability until summoning. The effect induced by going out to the battle zone We treat it as a separate event. This will expand generations and fields of cross gear It is also synonymous about things.

112.3b S · Back is a card with this ability in your hand, the designated card shielded When you add it to your hand, you declare it by throwing away that card, without paying the cost immediately You can use it. S · Cards with cards and designated cards from the shield at the same time into hand When added, since the card of S · back is not in the state in hand, the ability of S · back I can not use it. The ability of S · back as well as S · trigger, in the case of a spell, resolve spell effect Up to the ability of S · back, but until creatures are summoned is S · back ability. The effect induced by having entered the battle zone is handled as a separate event. This is a cross It is synonymous with developing generations and fields of gears.

112.3c Ninja Strike is a non-tar after the attack by a turn player's creature When the player's processing timing or a non-turn player creatures block At the processing timing of the turn player after it satisfies, the number of mana zones specified is satisfied It is the ability to summon without paying the creature's cost if you are. At the earlier timing Even if the conditions are not satisfied, use it as long as the conditions of use are available at he processing timing I can.

112.3d G · Zero is the ability to summon without paying the creature's cost under the specified conditions is.

112.3e Other Even if you use the effect of "you may use without paying the cost", " Because the act itself of "making", "chanting" and "generating" is, being executed, Therefore inducing ability triggers.

112.4. Super dimension cost is a battle from psychic creatures and Drag Hearts from hyper dimension zones It refers to the cost referenced when submitting to the zone.

112.5. Mana cost and super dimension cost are treated as similar when there is an effect referring to cost is.

113. Shield

113.1. The shield is placed face down in the shield zone. Sea at the start of each player's game The number of sheets of rude is five.

113.2. Normally, the shield consists of one card, but multiple shields, such as shield plus etc. There are times when it becomes a state where the cards of one side are stacked. When counting the number of shields, stacked cards Count a bunch of shields as one shield. When counting the number of cards in the shield zone, Count the number of each card in the shield zone, including one card in the shield zone.

113.2a When rearranging the shields by effect, each shield where the card is redistributed is the position and the number of sheets It remembers. For example, before sorting, the third shield from the right is made up of three cards If it is, redistribute so that there are 3 cards in that shield. Castle and shield for Cards that refer to shields like shirts do not refer to the shield redistributed to the original position I will.

113.3. The number of shields may increase or decrease due to some effect.

113.4. The shield can be fortified by the castle.

113.5. Shields will be broken by creatures' attacks and abilities.

114. Draw a card

114.1. When a player draws a card, put a card at the top of your deck in your hand To put it in. This is a turn step for each player's draw step I will. It is also done as an effect of spells and abilities.

114.2. Only one card can be drawn at the same time. Instruct to draw more than one card If you do, that player repeats drawing a card for that number of times.

114.2a If more than one person draws a card due to the effect, the turn / player firstly designates the number of cards Pull the card, then the non-turn player draws the card.

114.3. If the effect does not use the word "draw" from the player's deck of cards to that player's hand When you move a card, that player does not draw that card. This is Meaning that it is not subject to the ability to induce by pulling cards or the effect of replacing drawing cards I will taste.

114.4. There is an effect to replace drawing a card.

114.4a When the effect replaces one of the cards with multiple cards being drawn, the replacement effect is 1 It will be processed completely before pulling the sheet. Example: When a messenger Motel from Sunday said, "When I draw a card, I take 2 sheets of paper You may discard 1 card from your hand. The effect of pulling multiple cards into one piece of effect It occurs against you. Under this circumstance, when using "Emergency / Typhoon", the first 1 Apply the effect of the meter to the piece, subtract two cards and throw away one card, and similarly for the next one Apply the effect of Tell and draw 2 cards and discard 1 card. After that, at Emergency · Typhoon We will perform the one-piece discarding process instructed.

114.4b After the card is drawn, there is an effect to add some processing to that card. If pulling a card has been replaced and did not draw a card as a result, that additional processing will be done I can not say.

115. Battle

115.1. Comparing the power of creatures with each other is called a battle.

115.1a Battle is caused by attacks, abilities and effects by creatures.

115.2. When you start a battle, the ability to induce it induces it first. The induced effect is It processes in order from the player.

115.3. Compare the power of both creatures.

115.3a At this point one of the creatures was destroyed or removed from the battle If not, no battle will be done. Only when both creatures are in the battle zone power ratio I will do it.

115.3b The higher power creature wins the battle, low power creatures battle I will lose. Both will lose to the battle if they have the same power to each other. Lost in the battle Leakers are destroyed and placed in the graveyard. This is situation-based processing.

115.3c A creature with the ability to win a battle wins the battle regardless of power, Creatures lose to battle. If both sides had the ability to win the battle, mutual butt There are no creatures that have won Le and lost to the battle.

115.3d Afterwards, the ability induced by the result of the battle triggers. The induced effect is a turn Processing starts from the layer in order.

116. Seal

116.1. The seal is placed face down on the card in the battle zone.

116.1a To attach a seal, hold one card from the top of the deck's owner's card on the card face down Move upward.

116.1b It is possible to place multiple seals simultaneously on one card.

116.2. Creatures with a seal are ignored.

116.2a Ignored creatures are treated as not in the battle zone. It is an attack I can not lock, I will never show any ability, nor will I be selected, tap I will not do it.

116.3. Seals exist in the battle zone.

116.3a If you select cards in battle zone by effect, you can choose seal.

116.4. Sealing will come off when the command enters the battle zone.

116.4a When a command enters the battle zone, the owner of that command uses the same civilization as that command Place a seal in the graveyard from the card where the seal with it is placed. Seal from any card It is optional to remove it, but you can not choose not to remove it.

116.4b Even though a creatured creature is ignored, its civilization is referenced when removing the seal I will. This is context-related.

2. Card Frame

200. General Rules

200.1. The card has necessary information during the game and information not making any sense during the game.

200.2. A part of the card part is also a characteristic (referred to in the game and makes sense). Characteristic Refers to civilization, cost, card name, subtype, card type, power.

200.2a characteristics may be ignored. Ignoring characteristics are sometimes referred to during the game. No.

200.2b Characters placed under the card due to evolution etc are ignored.

201. Cost

201.1. Cost is the characteristic of the card. Normal card left It is indicated by the number written in the upper corner.

201.1a Mana cost of cards numbers, use that card Represents the number of mana you need to pay to use.

201.1b Psychic creatures and Drag Heart are It has no mana cost, it has super dimension cost instead. You can not pay super dimension costs mana.

201.2. When referring to the cost of the card, Mana cost or super We refer to that number regardless of dimension cost.

201.2a Even when the cost of using the card due to the effect has been changed, When referring to the cost refer to the cost originally written on the card. Example: The cost of Bolshak NEX in the battle zone even when there are Kokko Rupiah Is 6, and it can not be destroyed by the effect of super-dimensional Musashi Hall which destroys cost 4 or less Hmm.

202. Card Name

202.1. The card name is the characteristic of the card. It is usually written at the top center of the card.

202.2. If the player "designates one card name" by effect, that player actually You must choose an existing card name. Having the same card name part, presence of variation In the case of a card you need to declare it including it. (However, in actual game play You can call it by both players. )

202.3. There is a card that refers to part of the card name. In that case, specify the specified name as the card name We will refer to everything contained in. Example: "Bolshak NEX" refers to all cards including the word "rupiah" in the card name I will. When words are separated in the middle like "Purple · Pierce", they are regarded as matching words I will not.

202.3a When referring to the card name, refer to the exact match including ruby.

202.4. There is a card that adds another card name to the card apart from the original card name. In situ If so, that card will have two card names at the same time.

202.5. When God is linked, that God will change the card name of all the linked cards hold. Example: In the battle zone "Linked Ryujin Heavy and Ryujin Metal", "Linked Dragon Heavy and Destroy When Goddess Death "is at the same time, these linked Gods are both named" Ryujin Heavy " Hold the front. In this situation, when using "angel and devil tombs", neither will "Ryujin Heavy" Because it is a creature you have, it will be destroyed respectively.

203. Subtype

203.1. Subtypes are characteristics of cards. Usually printed just under the card name.

203.2. Cards have subtypes written in subtypes.

203.2a Creatures have tribes written in subtypes.

203.2b Spells may have subtypes. Currently existing subtypes include "Knight" Petal Climax "" Jokers "and others.

203.2c Sometimes a cross gear has subtypes. The currently existing subtypes include "Samura I have "and so on.

203.3. Some effects refer to subtypes or parts thereof. In that case, the designated name To everything that contains subtypes. Example: The effect of specifying "Dragon" refers to all cards that contain "Dragon" in subtype I will.

203.4. Subtypes may be added depending on the effect.

203.5. To select a subtype by effect, choose a sub-type part or a subtype that does not exist You can not. Example: "Dragon" or "Cyber" is a subtype that does not exist as a single body and can not be selected Hmm.

204. Card Type

204.1. Card type is characteristic of card. Usually printed just under the illustration.

204.2. Card types include "creature", "spell", "cross gear", "castle", "weep, "Fortress", "Beating", "Field", "Core" are available.

204.3. Cards may have special types. They are written just before the card type. Special types include "evolution", "psychic", "psychic super", "exile" "Drag Heart", "Forbidden", "D 2", "NEO", and so on.

204.3a "Creature" is "evolution", "psychic", "psychic super", "Il "," Drag Heart "," Forbidden "," NEO "etc. to special types.

204.3b "Beating" can have "forbidden" as a special type.

204.3c "Field" can be "D2", "Last forbidden", etc. in special type.

205. Text box

205.1. The text box is in the lower half of the card. In many cases, here is the card's Rule text defining ability is written.

205.2. Text boxes may contain sentences that have no meaning in game.

205.2a Annotation is a sentence enclosed in parentheses, a summary of the rules that apply to that card. Through It is always written on the same line as the corresponding ability, but in the case of the annotation of the whole card, not the ability, independent Sometimes it is written in the line you did.

205.2b The flavor text does not make any sense during the game.

205.3. The symbol behind the text box does not make any sense during the game.

206. Power

206.1. Power is a characteristic of a card. Usually, the number on the lower left of creature card The letter represents power. Power is modified by effect or changed to a certain value. And there is.

206.2. On some creature cards, "+" or "-" may be written behind the power I will. This indicates that the power fluctuates depending on the ability of that creature.

206.2a These creatures receive "+" and "-" modifications in places other than the battle zone We treat it as having the power of the numerical value before it.

206.3. Some cards have the effect of fixing the power of creatures. This effect is applied As long as it is not possible to change this value for any other effect, the state of each creature Even if it changes, the power remains fixed. Example: Two or more bodies in a situation where the effect of fixing the power of all creatures of the battle zone to 500 If the creature of the link is linked, instead of summing the power, Power is fixed to 500.

206.4. Some cards have the effect of doubling the power of a creature. This effect is other We will do after applying power increase / decrease. Example: When there is a power 3000 creature, the power +2000 and the effect of doubling the power were simultaneously If it is 3000 + 2000, it becomes 5000, it is doubled and it has the power of 10000.

207. Mana Symbol

207.1. Psychic creatures and Drag Hearts, except for some forbiddance, Nasimbol and figures are marked. The mana symbol represents the civilization of that card, on mana symbols The numerical value represents the number of mana that can be created by tapping when in mana zone.

207.2. The numerical value on the mana symbol may be changed by the effect.

207.3. Mana symbols of colorless cards do not represent civilization.

208. Other Information

208.1. In addition, cards contain information that makes no sense during regular games.

208.1a Illustration, Illustrator Name, Rare Symbol, Expansion Symbol, E Span code, block symbol, rights expression, collector number, frame, frame, tab And icons etc. usually do not directly affect the game, but for some sort of effect Therefore it may be referred. Example: Soul icon, HC icon, Victory icon etc.

3. Card Types

300. General Rules

300.1. Card types include "creature", "spell", "cross gear", "castle", "weep, "Fortress", "Beating", "Field", "Core" are available.

301. Creature

301.1. Turn · Players should summon creatures from your hand to their main step I can.

301.2. Once a creature is summoned it will appear in the battle zone.

301.3. A subtype of a creature is a characteristic called a race. A creature has multiple species Sometimes I have a tribe.

301.4. Power is a characteristic that only creatures have.

301.4a The power of a creature represents the strength of that creature in the battle.

301.4b To determine the power of a creature, calculate it from the value listed on the lower left of the card Then apply various continuous effects.

301.5. Creatures can attack.

301.6. A creature keeps that card from the beginning of his or her turn and not in the battle zone I can not attack it. This rule is called "summoning sickness."

302. Spell

302.1. Turn-players can cast spells from hand into their main step.

302.2. When a spell is cast, the process written in the rule sentence is done in the order in which it is written and that I will be put into the graveyard later.

302.3. Spells never enter the battle zone.

303. Cross Gear

303.1. Turn · player will generate cross gear from your hand to your main step You can do it.

303.2. Cross gear comes out to the battle zone after generating it.

303.3. Cross Gear can cross creatures. On a card that is not a creature You can not cross it.

303.3a Creatures with cross gears call "Crossed Creatures" Will get out The cross gear will "cross" to the creature.

303.3b To cross the crossing with a creature you will pay that mana cost again. This The ability is usually an activated ability that can only be used for the main step.

303.3c Cross gears may be crossed by creatures due to spells or other abilities.

303.3d The phase of the cross gear does not depend on the state of the crossing creature.

303.4. Even a cross gear that is already crossed by a creature, you can switch to another creature. You can redo the loss.

303.4a Cross gear can not be crossed back to the creature crossing it. No.

303.5. Cross Gear is a crossed creature enters the battle zone even if it leaves the battle zone It will remain.

304. Castle

304.1. Turn-players can fortify the castle from hand into your main step.

304.2. The castle goes out to the shield zone and is fortified by attaching it to the shield.

304.2a The shield to which the castle is attached is said to be "fortified", its castle is sealed We call it "fortified".

304.3. When the fortified shield moves away from the shield zone, the S · tri After the gar capacity has been resolved, put the castle in the graveyard.

305. Weapon

305.1. Current weapons are Drag Heart · Weapon only, Drag Heart battle zone You can put it in the battle zone only with the effect you put on the battle zone.

305.2. Weapons can be equipped on creatures.

305.2a Weapon's phase does not depend on the state of the creature you have.

305.3. Weapons can not exist alone in the battle zone.

306. Fortress

306.1. Currently present Fortress is Drag Heart · Fortress only, Battle Drag Heart You can put it in the battle zone only with the effect of putting it on Le Zone.

306.2. Fortress can exist alone in the battle zone.

306.3. Fortress normal position (untaped state) is landscape.

307. Impulse

307.1. Beating is one side of a double-sided card "forbidden" that can be placed in the deck.

307.2. Beating is placed at the position indicated at the beginning of the game.

308. Field

308.1. The turn player is able to expand the field from his hand into his main step I can do it.

308.2. The field will appear in the battle zone after expansion.

308.3. The field's normal position (untaped state) is landscape. "D switch" has already been used If it is, it treats upside down as an untap state.

308.4. Fields are placed at the indicated position at the start of the game.

309. Core

309.1. Currently existing cores are forbidden core only, turn the final forbidden field upside down, 1 creature It will be placed in the battle zone only by coalescing as.

309.2. The core does not have the technique of putting it in the battle zone by itself.

309.3. The core's normal position (untaped state) is portrait oriented. There are things upside down.

309.4. The core moves to the place specified as the card.

309.5. The core can be placed in mana zone on either side. In any case create mana I can not do that. It is possible to tap as that card of civilization.

309.6. Core may be superimposed under creature.

309.7. The core can not exist in the battle zone alone, and when it becomes solely put it in the graveyard I will.

4. Zone

400. General Rules

400.1. Zone is where the card can exist during game. Usually, "sacred cards", "hands", "battle Zone "," Cemetery "," Mana Zone "," Shield Zone "and" Super Dimension Zone "exist I will. Battle zone is shared among players, but other zones exist for each player And do not share.

400.2. All zones are divided into public zones and private zones.

400.2a Public zone is a zone where all players can see cards that are not facing downside It is. The battle zone, the manzone, the cemetery, and the hyper dimension zone become the release zone.

400.2b Private zone is not all players can see the table of cards It is a zone. Shields, mountain bills and hands are private zones. A table of cards in that zone Even if it's all released, the zone itself remains private.

400.2c If each player chooses a card from a private zone by effect, that card is chosen It is in a state of facing downward at the time point. But unless you clearly indicate which card you picked I can not.

400.2d If there is no reference destination using the ability to refer to a card in a private zone, It is not necessary to show and confirm private zones. Example: Using the capability of Kaiser Blade on top of "Honorable", when putting out 5 Hunters, Hanta There was nothing. Depending on the card type, there are zones that can not be entered.

400.4. The order of the cards in the shield zone or deck will be aligned unless it is effect or rule It can not be changed. Other cards in other zones, as the player wishes You can sort them. However, whether or not you tap it, the card attached to it Something must remain obvious to all players.

400.5. When a card moves from one zone to another zone, what newly joined the zone And will not continue the state of the previous zone.

400.5a I can not see any cards that have moved from the public zone to the private zone.

400.5b When moving cards tapped in mana zone to the battle zone, it is untitled I will appear in the battle zone in the state.

400.6. Effect that causes the player to do something for any zone ("Add your hand to your deck" Shuffle "etc.) exist. That process will work on all cards in that zone Although the zone itself is not affected.

400.7. When multiple cards move to one of the zones other than the battle zone, they are all the same I move on occasion.

401. Deck

401.1. When the game begins, each player's deck becomes a deck.

401.2. Each deck must be a single, face-down bundle. The player is Do not look into or change the order.

401.2a When you search for a card from a deck by some effect, you are instructed to shuffle it later Do not change the order of the cards until you do.

401.3. The player can count the number of cards remaining in the opponent's deck at any time.

401.4. If some effect puts multiple cards on the same deck or under the same deck at the same time, As long as they are not available, the owner of those cards can decide the order in which they are placed. In what order the mountain It does not matter if you put it on a bill or not.

401.5. There is an effect to instruct the player to show the top card of the deck. Release The returned card returns to face down when the processing of the effect ends.

401.6. If a player places a card on the "top N from the top" of the deck, the N If there are no cards, that player puts that card on the bottom of the deck.

401.7. If you add cards to a deck in bulk due to some effect, look at what you added above and below the deck I will not.

402. Hand

402.1. The hand is the place to hold the card that the player drew. The cards It may move from a zone other than a deck to a hand. At the beginning of the game, each player I draw five cards.

402.2. Each player has no upper limit on his / her hand.

402.3. Players can arrange their hands conveniently and see them whenever they like. You can not see other players' hands, but you can count that number at any time.

403. Battle Zone

403.1. Battle zone is the main place of the game. Creature, Cross Gear, Weapon, Fortress, beat, fields are placed in the battle zone, but mana, shield, castle, spells It will not be placed.

403.2. Players arrange battle zone creatures as if each were obvious, cross You must make clear what creatures your gears and weapons belong to.

403.3. Players can rearrange their cards in the battle zone at any time I can.

404. Graveyard

404.1. A graveyard is a place where you put a thrown away tag. Cards discarded or destroyed from your hand, Spells and other reasons are put in the graveyard.

404.2. Players can see the cards in the cemetery at any time.

404.3. Players can rearrange cards in their graveyard at any time.

405. Mana Zone

405.1. Manazone is the place to place cards that produce the necessary mana to use the card. Ma All cards placed on the Naone are placed in the opposite direction. However, tapping the multi-color card Yes.

405.2. Players can see the cards of mana zone at any time.

405.3. Players can rearrange their own mana zone cards at any time as desired I will.

406. Shield Zone

406.1. In the shield zone, five shields are placed at the beginning of the game. Shield is fortified The castle is placed in the shield zone.

406.2. Each shield must be a bunch of one, face-down card. Player I can not see the contents of each shield.

406.3. Players can not rearrange the cards in the shield zone.

407. Hyperspatial Zone

407.1. In superdimensional zone cards with special types of psychic and drag heart are placed. Maximum number of sheets in the hyper dimension zone at the start of the game is 8. It can be 0 sheets.

407.2. Players can see cards in a hyper dimension zone at any time.

407.3. Players can rearrange cards in their hyper dimension zones at any time to come.

408. Anywhere Zone

408.1. If special processing is required when the card moves between the 7 types of zones during the game That card will be in a zone not located anywhere until the processing of.

408.1a While casting spells until resolving, that spell is not in your hand or in the graveyard.

5. Turn Structure

500. General Rules

500.1. Turns are "turn start" "draw" "mana charge" "main" "attack" "turn It consists of six steps: Each step, even if nothing happens It exists every turn. Each step may have further substeps. They are, It is processed in order.

500.2. Each step has no effect during processing, the turn player does not do anything It will end at the point. Each sub-step during the attack is the next time each player's actions run out The sub-step of.

500.2a Once you move on to the next step, you will not return to the previous step.

500.3. When the step or sub-step is over, the step or sub-step "end The effect that was planned to last will disappear. Moreover, it is going to continue until "step" or sub step The effect will disappear at the beginning of that step or substep. "On the attack" The effect that lasts, It disappears at the end of the attack of attackers, not at the end of the attack step. "turn Medium "The following effect will disappear after the turn completes completely and you will enter the turn end step It does not mean it will soon disappear.

500.4. When a step or sub-step begins, depart from that step or substep "Introduction" The triggered type effect will be in the standby state.

500.5. By the effect, players may gain additional turns. In that case, got We will add it immediately after the current turn. During one turn, one player adds multiple adders In the case of getting one, that additional turn will be added one by one.

500.5a If, during each turn, each player gains an additional turn, that additional turn is a turn I will do it from the layer.

500.6. First turn of the first player skips the draw step.

501. Start of Turn step

501.1. The turn player decides which one of his cards to untap and it Untap at the same time. This is turn-based processing. Normally, all player's cards Untap it, but the effect may prevent you from untapping the card.

501.1a Player chooses not to untap creatures with silent skill It does not matter. This means that you have replaced untap with silent skill capability. However, the effect of the silent skill itself is independent of the invocation condition. Effect of silent skill The fruit becomes a standby state at the moment of activation, it is settled after another card untapped.

501.2. All the ability to trigger at the beginning of turn triggers. The induced effect is a turn We declare solutions to be resolved from the layer and process them in order.

501.2a "ability to trigger" at the beginning of the turn "Capability triggers during this step with cards capable of triggering If you move to a zone, that ability will not trigger until the next turn start step.

502. Draw step

502.1. The turn player draws a card. This is turn-based processing.

503. Mana Charge step

503.1. Turn player puts a card upside down from your hand and put it in mana zone You can do it). This may or may not be done.

503.2. Usually, a player charges only one mana during his / her mana charge step. And you can. Depending on the continuing effect, this number may increase or decrease.

504. Main Step

504.1. Normally, the turn player can use the card only for the main step.

504.2. By paying again the Mana cost of cross gear in the battle zone, You can cross gear cross.

505. Attack Step

505.1. Attack steps are in turn "Attacking creature designation" "Block creature designation" "Bato "" Direct Attack "and" End Attack ".

505.2. During the attack step, a turn player's creature is a non-turn player and You can attack a player's tapped creatures.

505.3. Only creatures can attack and block.

505.4. Creatures attack and block one by one. Simultaneously with multiple creatures You can not block at the same time with multiple creatures.

505.5. Turn player declares attacks as many times as long as there is an attackable creature. And you can.

505.6. When an attacking or blocking creature leaves the battle zone, It is treated as not in attack. It is removed from "its attack" by some effect Sometimes. Creatures removed from 'attack' are attacking creatures, Whether you are a creature or a blocked creature, unprotected creatures It will be gone.

505.6a Once a creature has been designated as an attacking or blocking creature, As the ability to prohibit that creature from participating in attacks or blocks was later invoked Even do not remove that creature from attacks and blocks currently being done. It was However, if an attack creature is removed from its "attack" due to some effect, that attack The shoot is immediately ended and the process shifts to the attack end step.

505.6b Touch a creature already designated as an attacking or blocking creature. You can not remove it from an attack even if you do not handle it or untap it.

506. Attacking creature designation step

506.1. Turn player designates attacking creatures.

506.1a First, the turn player chooses which creature attacks. (This choice is The creatures you choose must be able to attack properly. Untap state You must also be in the battle zone continuously from the beginning of that turn or some sort of It must be invalid that the effect can not be attacked by the effect. To attack Creatures that require some condition can not satisfy that condition and attack creatures It can not be specified.

506.1b Turn · player forces some kind of creature to attack (its creatures attack If you do, or if you meet certain conditions, the effect of attacking with that creature) In case, you must let that creature attack you during that turn. Crisis working forcibly The order in which the attackers participate in the attack is arbitrary.

506.1c Turn the player tap the creature you've chosen.

506.1d After, the chosen creature becomes an attacking creature. Removed from "attack" It remains an attacking creature until it comes off, or until the attack end step.

506.1e Turn player is a creature with creature switched to player or tapped creatures Whether it attacks it or not.

506.2. If an attacking creature is not specified, the other substeps are skipped.

505.2a If the sub-step is skipped, it can not be declared there. The waiting effect is Can be used.

506.3. Next, the ability to induce by the attacker's creature being triggered triggers the effect It becomes a state.

506.3a Induce against attacks by creatures attacking or by creatures The ability only triggers when a creature is designated as an attacking creature. Creature After participating in the attack, the characteristics of that creature change to match the provoking condition of that ability It will not trigger. Example: "Whenever a natural creature attacks, destroy that creature at the end of the attack" If a creature with the ability is available, after a water creature has taken part in the attack, Even if it changes to nature, abilities will not trigger.

506.3b There are things that can be used arbitrarily for inducing ability. When using it, first Declare everything the turn player uses.

506.3c After that, we will process the turn effect of the turn player in any order.

506.3d Declare the inducing ability to be used arbitrarily on the non-turn player side. Attack Cree Even if the condition was not satisfied at the time of specifying the char, the condition was satisfied at this point Declaration of use is possible if it does.

506.3e After that, we will process the effects of the non-turn player's wait states in any order.

507. Blocking creature designation step

507.1. Non-turn player specifies blocking creature.

507.1a The non-turn player chooses which creatures block (this choice is It is optional). The creatures you choose must be able to block properly. blocker Have the ability and have to untap. Require some condition to block Creatures you designate as blockers without meeting that condition. I can not and. Creatures that can properly block creatures with "unblockable" ability It does not exist.

507.1b Selected creatures become blockers. Removed from "its attack" Or until the attack end step, it will continue to be a blocking creature.

507.1c Turn the player tap the creature you've chosen.

507.1d Blocked creature blocked attack creatures are "Blocked Cree It will be char. Creatures without blocking creature are "blocked It becomes a creature ". It is removed from "that attack", or the attack end step It continues to be the state as it is. A creature that blocked it came from "that attack" Even though it is removed, blocked creatures remain blocked.

507.2. After that, the ability to induce by blocker creature being triggered triggers, and the effect Are all in standby state.

507.2a The ability to trigger when a creature with certain characteristics blocks is that creature ,When it was designated as a blocking creature or blocked by some effect It does not trigger unless it has its characteristics at a point. Creatures with certain characteristics are blocked The ability to trigger when it is turned on is when that creature becomes a blocked creature It does not trigger unless it has that characteristic. Creatures to creatures with certain characteristics So the ability to trigger when blocked is that the latter creature gains blocking creatures It will not trigger unless it has its characteristics at the time of becoming. These abilities are later cleared Even if the characteristics of a person change to satisfy the condition, it will not trigger at that time Hmm. Example: "Whenever this creature is blocked by a creature of light, that creature Destroy them at the end of attack. When you have a creature with the ability 'This creature After being blocked by creatures of darkness, even if that creature turns into light, The ability does not trigger.

507.2b The ability to "When a creature attacks and is not blocked" is a creature It triggers when a blocking creature of - is not specified. Blocked after blocking Even if a creature is removed from its "attack" it will not trigger.

507.2c There are things that can be used arbitrarily for the ability to induce. When using it, first Declare everything the turn player uses.

507.2d After that, we will process the turn effect of the turn player in any order.

507.2e Declare the inducing ability to be used arbitrarily on the non-turn player side.

507.2f After that, we will process the effects of the non-turn player's wait states in any order.

507.3. If a creature enters the battle zone with blocked, it's "block cree Char, "but in terms of triggered events and effects it is not treated as" blocked".

508. Battle Step

508.1. If you are attacking creatures at this stage or if the creature's attack destination has been changed Toru is generated.

509. Direct Attack Step

509.1. If attacking target of attacking creature is not changed, it becomes direct attack. This As long as the non-turn player has no shield at that point, that player will be defeated by the game. This This is situation-based processing.

509.2. Decide the number of breaks to break the shield of a direct attacked creature.

509.2a Creatures with nothing written in the text break one shield.

509.2b W · Breakers, etc. Creatures have the ability to break multiple shields If you do, break the number of shields specified by that ability.

509.2c If a creature has multiple breakers ability at the same time, which ability is used by the player Choose. At this time, the creature with T · Breaker and W · Breaker at the same time Although it is possible to break two pieces by specifying W · Breaker, only one piece without specifying either You can not choose to break.

509.3. A creature breaks a specified number of shields at the same time. Break seal Even if it does not reach the number specified by the ability, the shield newly added in some way is next You can not choose as a lake shield.

509.3a S · Trigger can be declared when the shield is broken and joins the hand. Multiple sheets If there is S · trigger, declare at the same time. Cards you declare need to show to your opponent I will do.

509.3b S · The back can be declared by discarding the cards that are added to the hand and the shield is broken into the graveyard I will. You must show the card you declare to the other party. The cards thrown away at this time are from the shield to the grave Although it moves to the ground, it is treated as "card discarded from hand."

509.3c When the declaration is over, add the break shield to your hand. After that, with S · trigger S · Solve the back in any order.

509.4. Due to the ability to break multiple shields simultaneously, it is possible to choose the same shield twice. I will not. In some way, if a shield is not broken, the shield will be sealed as is It will stay in Ludo Zone.

510. End of Attack Step

510.1. All the ability to trigger at the end of the attack triggers. The induced effect is Turn Pre We process in order from the year.

510.2. Next, the effect of "under attack" and "blocking" disappears.

511. End of turn step

511.1. The ability to trigger at every "turn's end" triggers. The induced effect is a turn We declare solutions to be resolved from the layer and process them in order.

511.1a Capability triggers during this step for cards with the ability to trigger "at the end of turn" If you move to a zone, that ability will not trigger until the next turn end step.

511.2. "During that turn" and "To the end of turn" effect simultaneously disappear.

512. When you move to the next turn When moving on to the next turn, if there are cards in anywhere zones, put them all in the graveyard I will. At this time, the ability will not trigger anymore.

6. Card usage, ability, effect

600. General Rules

601. Using cards

601.1. Using a card means summon creatures, cast spells, cross genera with generators Towards the castle, fortify the shield, expand the field, affect that card to the game It is to do it.

601.1a The player declares to use a card, including changing conditions to use. at the time The card leaves the original zone and moves to the zone where it is not anywhere (usually from hand). car If you are prohibited from using D, the declaration itself can not be done. Also, pay for alternative costs Even if you do not declare it.

601.1b If you use a card in Manazone, after payment of Mana cost is completed, anywhere I will move to no zones.

601.1c If paying the cost, first pay the civilization.

601.1d The player applies the effect of increasing / decreasing Mana cost, decides the mana cost of that card I will.

601.1e The player will pay Mana cost. The process to be done when using the card I will execute that process.

601.1f If you pay a mana cost, that card will be used immediately. The card has multiple choices In the case, the player declares the option to use. By using a specific type of card The triggered ability will trigger at this point and wait.

601.1g The player specifies what to pick when the card instructs you to choose something. If the ability is instructed to select more than one at the same time, you can not choose the same thing more than once Hmm. If the ability is instructed to choose "by every", or the same ability exerts multiple effects You can select the same thing more than once if you do.

602. Handling of activated type ability

602.1. Activated ability is the ability to obtain effect by executing condition for starting It is power. You can not get the effect without executing the condition. This type of ability includes tap ability, There are silent skills, dynamos and so on.

602.2. Activation of abilities and effects of abilities themselves are separate and independent events. Several activation conditions The case allows you to replace a specific situation, but even in such cases even the ability to activate is replaced It does not mean that the effect itself is something replaced.

602.3. Players can not start launching their prohibited ability.

602.3a Ability to use when an attack can be made (ex: tap ability), summon sickness or some sort of effect It can not be used when it can not be attacked by.

603. Handling triggered ability

603.1. Induced ability has provoking conditions and effect.

603.2. Triggered abilities automatically trigger whenever triggering conditions are satisfied. The triggered effect is once waiting We will wait for resolution.

603.2a At the start of the step, all the ability to trigger "Introduction" will be triggered.

603.2b The triggered ability is triggered only once each time its triggering condition is satisfied. But that event If it contains multiple events, it can trigger more than once. Example: Creature with the ability of triggering condition "Every time one of the creatures is destroyed" When two or more creatures are destroyed at the same time, their ability is destroyed It triggers as many as the number of features.

603.2c An evoked event using the word "becoming" indicates that the indicated event has occurred It will only trigger. It will not trigger when it was originally in that state, it will remain that state You will not induce it again while you do. Likewise, if the card enters that zone in that state It also does not trigger. Example: The ability to trigger when a creature gets "tapped" is in the battle zone It triggers only when the reacher goes from the untapped state to the tapped state.

603.2d The ability triggers only when its trigger event actually occurs. It is done by substitution There is nothing to trigger by an event that did not exist. Example: The ability to trigger by putting a creature in the graveyard put the creature in the graveyard Instead, it will not trigger if placed in another zone.

603.2e Some of the triggered abilities require declarations of use, but what is the card usage declaration Because it is different, we will not go to anywhere zone. Example: After the declaration of use of the D switch of Cyber ​​Dice · Vegas and Ninja Strike after D, D I challenged Emergency Typhoon with the switch. Ninja Strike declares the use of ability Because it is waiting in hand, it can not be thrown away by emergency · typhoon

603.3. If the ability triggers, the effect is once in a wait state, and for all the effects waiting at that point We will process them in turn, starting with those of the turn player.

603.3a If the triggered ability has a choice, declare the choice to select when that ability is triggered

603.4. If triggered ability has conditions, if the condition is satisfied at the time of resolution of its ability, the effect It will be solved. It does not matter whether the condition is satisfied at the time of induction.

603.5. The triggering condition involving the card moving the zone is called "zone change triggered". hand Everything subject to movement between zones including tags, battle zones, manas zones, cemeteries, It is ability to induce change.

603.5a Abilities when you enter the battle zone are creatures, cross gears, weapons and Fortresses It triggers when it enters the battle zone. Every time I put more than one card into the battle zone, Including triggered ability of cards, check the ability to trigger when you enter all battle zones To do.

603.5b Adding / changing the characteristics of the card Continuous effect is the moment the card is placed in a zone It will be applied and will never be placed in that zone with its original characteristics. Having characteristics as conditions Induced ability checks the characteristics after applying its continuous effect. Example: Kaoru Fairy When you have Courtney, when you mana charge a natural card, that card It is placed in Manazone as a card with all civilizations. At this time, space charge (dark) If there are creatures with the ability, that ability will be triggered.

603.5c Among the triggered abilities, cards with that ability themselves leave the battle zone, There are things that triggers even when moving to a bill. Determine if these abilities trigger In order to play, the game needs to "see the state of the past". These are, immediately after the event It triggers based on the existence and state of the last card without it. Example: Two creatures and the ability to "draw a card whenever a creature gets destroyed" When a creature with creatures is in the battle zone, destroy all creatures If you cast it, creatures with this ability will enter the graveyard with two other creatures I will go, but that ability will trigger three times.

603.5d Some cards will go to the zone in a certain state. These abilities are not triggered abilities It is a permanent type ability. Example: When a creature with shield force enters the battle zone shield for I will appear in the battle zone with my ability.

603.6. Effects may create delay-triggered ability to do something later.

603.6a Delay-triggered ability is the result of card use or other ability, or as a result of applying substitution effect It is generated. Even if that triggering event has occurred before it is actually generated, in the past It does not retroactively take effect. Example: the ability to untap whenever this creature taps a creature for the first time When you cast a spell you actually played after casting a spell, "Creathe tapped for the first time this turn It triggers only against the creature, which was already tapped before casting the spell I will not trigger it.

604. Handling of standing capacity

604.1. Standing ability always keeps doing something, not starting or triggering.

604.2. Resident type ability generates continuous effect. Some of them can be a substitution effect. this Their effects persist as long as cards with permanent abilities are in a particular zone and have that capability.

604.3. Certain types of permanent abilities are applied while the card is in a usable zone (usually hand) There are things. Such ability includes the ability to change the mana cost of the card, etc.

605. Card use and ability resolution

605.1. In solving the problem, out of the effect of the waiting state, change the effect of turn / player from your favorite order I will settle it with the number. The order of when the effect waited is irrelevant.

605.2. The solution is divided into several steps.

605.2a If the triggered ability has a condition, it checks whether it satisfies it at the time of resolution. Full I will not do anything if it is not done. Otherwise, we will continue to settle. Example: Spatio-temporal fighting kill The awakening ability of the kill always triggers at the beginning of your turn. Before turn Even if there are no more than 6000 creatures of your power in the battle zone, - If there are more than 6000 creatures, you can reverse it to the one with the larger cost It is Noh.

605.2b When selecting cards or abilities, choose as much as possible within the range that you can specify. If you can not select The effect will not do anything. If that card or ability has other effects, other effects resolved as usual To do.

605.2c The cards and abilities will be solved in the written order. However, due to the substitution effect these behaviors change It may be changed, and the meaning of the previous instruction may change. In some cases, with the text of the card Written sentences later may modify the meaning of the previous sentence.

605.2d When information on a game is needed, its value is once when the player performs the process It will be decided. If the effect requires specific information on the card, information on the state at that time is used is. In the case of the ability to say that the card does something (eg battle), actually do it It is not an effect. When a continuous effect requires card information, the card's We always check information on characteristics (civilization, race, name, cost, power). Example: Creatures with the ability to "have all civilization when in the battle zone" Destroy a char. If that is the case, put a creature with the same civilization from your hand If you select by effect, it checks the information at that time (when it is in the battle zone). Example: If the command is in the command while the effect "command can not be attacked" is applied If you evolve into a creature you can attack it.

605.2e As the last step in solving a spell, that spell is placed in a graveyard. Ability is the final of its solution It will disappear as a stage.

605.3. If the card being resolved is not a spell, the card is a creature or cross gear If it is, it will appear in the battle zone. If the card is a castle, it will be placed in the shield zone.

606. Effect

606.1. "Effect" is what happens in the game as a result of the use and ability of the card. Spell ability, activated ability, triggered ability, once resolved, one or more single effects or continuation It generates a positive effect. Standing capacity generates one or more continuous effects. Rule statement The chapter itself is not an effect.

606.2. If you are requesting that the effect is not feasible, we only execute the possible parts. Example: If a player has only one hand, the effect of "discarding two cards of hand" I will discard only the card that I have.

606.3. Substitution effects exist in continuous effects.

607. One-shot effect

607.1. The one-shot effect raises something only once and ends soon. As an example, shield Lake, destroy creatures, move cards between zones, and so on.

607.2. Among the one-shot effects, not when solving spells or abilities that produced this one-shot effect, There are things that instruct players to do something after Mo moves forward (usually at a certain point in time) I will.

608. Continuous effect

608.1. Continuous effect is to change the characteristics of the card for a fixed or indeterminate period, players and games It affects the rules of. Continuous effects, spell capacity and ability resolution, or cards It is generated by the permanent ability of.

608.2. Continuous effects are generated by solving spell ability and ability.

608.2a Continuous effects generated by resolution of spell capacity and ability, the cards and abilities that generated it (Such as "until the end of the turn") instructed to continue. If the period is not specified, It will continue until the end of the game.

608.2b If spell capacity or ability causes a continuous effect including a variable, the value of that variable is resolved It is set only at the time, and it will not change after that.

608.3. Continuous effects are generated by the permanent ability of the card.

608.3a Continuous effects created by permanent abilities are not "fixed". Indicated by that sentence It always applies to everything.

608.3b This effect always applies as long as the card producing it is in the corresponding zone. Example: A card with a permanent ability of "all light creatures power +1000" It produced the effect of continuously giving power +1000 to each of the creatures of light in Le Zone To do. You can get this modification when the creature glows, and this modification I lose alignment.

608.3c The continuing effect of modifying the characteristics of a card is that the card enters the corresponding zone and at the same time We will reform sex. Even if the card is modified before entering the corresponding zone, it goes out to the zone Wait for, then do not modify it. This kind of effect goes out to the corresponding zone of the card As it applies at the time of the decision, decide whether the ability of the card to enter the corresponding zone triggers It is applied before setting. Example: Creature with permanent ability of "All creatures of light get blocker" If you are in the battle zone, creatures of light will have a blocker in the battle zone I will come out. Go out into the battle zone as a creature without blocker, then block I do not get a car. Since it is not getting a blocker before going out in reverse, You can not put it in the battle zone at Buns Gate etc.

609. Replacement effect

609.1. Some of the continuing effects can be replacement effects. The replacement effect continues as the event occurs It applies to you. It is not fixed in advance. The effect of this type is to specify the replacement target Waiting for the event, replace all or part of the effect with another event. This is influence It acts like a "shield" for what exerts it.

609.1a The effect of using the word "instead" is a substitution effect. By the word "instead" It shows what kinds of events are replaced.

609.2. Replacement effects must exist before appropriate events occur. "Time We can not change what has already happened.

609.3. The substitution effect is applied only once for each event.

609.4. When an event is replaced, it never happened. Substitution a An event after change occurs instead of vent, and if there is evoked ability by that event, it triggers. Change If it is not possible to execute the event after it is done, it can not be replaced.

609.5. When replacing an event with a substitution effect, if the event does not occur, the substitution effect is I will not do anything.

609.6. Among the substitution effects, there is a substitution of drawing a card.

609.6a When replacing one of the cards, drawing the next card is It is after all processing of the conversion effect is finished.

609.6b After pulling the card, there is a series of effects of doing something on that card, drawing that card If a part is replaced and you do not draw a card as a result, that additional part does nothing.

609.7. Some substitution effects are not continuous effects. Spells and abilities, their own solutions Such effect of replacing part or all of the effect at the time of deciding is called self replacement effect.

609.8. If multiple replacement effects try to modify a single event at the same time, which effect is applied Luka gives priority to the effect of the turn player, and the same player has multiple substitution effects In that case, choose which effect the player applies.

7. Additional rules

700. General

700.1. Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another.

700.2. A card or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode.

700.2a The owner of a modal card or activated ability chooses the mode(s) as part of using that card or activating that ability.

700.2b The mode(s) of a modal triggered ability are chosen as it triggers.

700.2c Some cards and abilities specify that a player other than their owner chooses a mode for it. In that case, the other player does so when the spell or ability’s owner normally would do so.

700.3. Sometimes a creature can't be destroyed or it can't leave the battle zone. This rule applies even if the creature's power is 0 or less.

700.4. If an attacking creature is not blocked, there are no creatures that can block it.

700.5. If a creatures with the ability "Wins All Battles" battles, power is not determined and compared between the battling creatures.

700.5a If two creatures with the "Wins All Battles" ability battle, neither creature is destroyed as no creature is considered to have lost the battle and needs to be destroyed.

701. Keyword action

701.1. Most actions described in a card’s rules text use the standard language definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings.

701.2. Tap and untap

701.2a To tap a card, rotate it 90 degrees from the normal position.

701.2b To untap a card, rotate it back to the normal position.

701.3. Summon

701.3a To summon a creature, you must pay its mana cost and then put it into the battle zone from the zone it currently is in (usually your hand). Usually, players can summon creatures only during their main step.

701.4. Cast

701.4a To cast a spell, you must pay its mana cost and then resolve its spell abilities. Usually, players can cast spells only during their main step.

701.5. Use

701.5a Depending on the card type, to use a card means one of the following: summon a creature, cast a spell, generate a cross gear, fortify the shield at the castle, or expand a field.

701.6 Destroy

701.6a To destroy a creature, put it from the battle zone into its owner's graveyard.

701.6b Destroyed creatures are put into their owner's graveyard as a result.

701.7a Discard

701.7a To discard a card, put it from a player's hand into its owner's graveyeard.

701.7b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.

701.8. Charge

701.8a To charge is to put a card from your hand into your mana zone, rotated 180 degrees from the normal position.

701.9. Show

701.9a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to use a card or activate an ability includes revealing a card, the card remains revealed from the time the card or ability is announced until the time it is resolved.

701.9b Revealing a card doesn’t cause it to leave the zone it’s in.

701.10. Search

701.10a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description.

701.10b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.

701.10c If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.

701.11. Shuffle

701.11a To shuffle a deck or a face-down pile of cards, randomize the cards within it so that no player knows their order.

701.11b Some effects cause a player to search a deck for a card or cards, shuffle that deck, then put the found card or cards in a certain position in that deck. Even though the found card or cards never leave that deck, they aren’t included in the shuffle. Rather, all the cards in that deck except those are shuffled.

701.12. Block

701.12a Blocking is to stop attacking attack creatures. Have a blocker Only creatures can block.

701.13. Battle

701.13a Battle is to compare the power of creatures and to decide whether to win or not. power A large creature wins the battle, the same or small creature loses to the battle.

701.13b Creatures lost to the battle will be destroyed.

701.14. Break it

701.14a To break the shield is to add the shield to that player's hand. This is caused by an attack by creatures or other effects.

701.14b The effect of returning the shield to your hand will behave the same as Break, but you can break it Effects subject to and are not applicable. Example: A creature with the ability to break a single shield adds another ability When returning the shield to your hand, it is not a break, so it will not break an additional.

701.14c When multiple shields are broken by effect, it will move to hand at the same time. This is different from the break due to Breaker ability.

701.14d The effect of breaking the shield is also effective for a break by attack It also affects both.

701.15. To evolve

701.15a To evolve is to superimpose an evolutionary creature on a creature, or cross It is to overlay evolutionary cross gear over A.

701.16. Generate

701.16a Generating means that you are going to spend costs from the zone that currently has cross gear (usually your hand) Pay and put it in the battle zone. Players usually support Mana cost only for main steps You can pay and generate cross gears.

701.17. Crossing

701.17a Crossing means that cross gears are stacked under the creature so that the card part can be seen It is that.

701.18. Link

701.18a Linking means connecting two or more creatures next to each other and making it a creature It is. God and psychic super creature, some drag heat heart · creatures You can link.

701.19. To become a fortress

701.19a To be fortified, you specified a castle from the zone that is currently in it (usually your hand), paying the cost It is to put it on the shield. Players usually only pay the mana cost to the main step You can fortify the shield at the castle.

701.20. Awake

701.20a To wake up is to flip a double-sided card, a psychic creature, on the other side It is to make it visible.

701.21. I will judge you

701.21a Gachinko · To judge, each player shows the first piece from the top of his or her deck That is to put it on the bottom of the deck.

701.21b Players who use the gachinko · judge ability can not play gangchik · judge If you show cards of Mana cost above, you will win that gachinko · judge.

701.22. To dragon

701.22a To drag down, turn on the dual card card, Drag Heart, and see the other side It is to do.

701.23. (Seal) to be attached

701.23a Attaching a seal means keeping the card on top of the deck face down, the card in the battle zone It is to put it on.

701.24. Forbid release

701.24a Forbidden release means that the forbidden beating as a double-sided card is flipped over and the other side is visible It is to do.

701.25. Replace

701.25a Replacing means that separate cards in the two zones are left in their respective phases It is to exchange. At this time, if the replaced card performs any action To do that action will be done by the replaced card. (Replaced by revolutionary changes The card is in an attack state. )

701.26. Deploy

701.26a Expanding means that you pay the cost from the zone that currently has the field (usually your hand) It is to put it in the torso zone. Players usually pay Mana cost only to the main step You can expand the fields.

701.27. Upside down

701.27a Upside down is to make the field upside down with respect to the normal position.

701.28. Forbidden to explode

701.28a Forbidden explosion means to invert the final forbidden field made up of 5 double-sided cards, Make the other side visible and reconstitute 5 cards into 1 final forbidden creature. And.

702. Turn-based action

702.1. Turn-based actions are game actions that happen automatically as the turn progresses. It is not possible to handle other effects until the turn-based actions have been dealt with.

702.1a Abilities that watch for a specified step to begin are trigger abilities, not turn-based actions.

702.2. Whenever a step begins, if it’s a step that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, and before trigger abilities are resolved.

702.3. The turn-based actions are as follows:

702.3a The active player untaps their cards in the battle zone and mana zone simultaneously. Then all the trigger abilities that trigger at the start of the turn are resolved.

702.3b Immediately after the draw step begins, the active player draws a card.

702.3c Immediately after the attacking creature declaration step begins, the active player will attack the designated target.

702.3d Immediately after the block creature designation step begins, the non-active player blocks specify the creature.

703. State-based action

703.1. State-based actions are game actions that happen automatically whenever certain conditions are met. It is not possible to handle other effects until the state-based actions have been dealt with.

703.1a Abilities that wait for a specific condition are trigger abilities, not state-based actions.

703.2. State-based actions are checked throughout the game and are not controlled by any player.

703.3. The game always checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated.

703.4. The state-based actions are as follows:

703.4a If a player was directly attacked while they had no shields and the attack wasn't redirected, that player loses the game.

703.4b If a player has no cards left in their deck, that player loses the game.

703.4c A creature that has power 0 or less is destroyed.

703.4d A creature that lost in a battle is destroyed as a result of the battle.

703.4e When the information of the linked God becomes inappropriate, the link goes away.

703.4f When God leaves the battle zone, only one of them leaves the battle zone.

703.4g Psychic Creatures and Draghearts put in zones other than the battle zone are put into the hyperspatial zone.

703.4h A Psychic or Dragheart cell by itself in the battle zone is returned to the hyperspatial zone.

703.4i When the top card of an Evolution Creature leaves the battle zone, the cards underneath it are reconstructed.

703.4j Cards in the battle zone that don't have a proper card type are put in the graveyard.

703.4k When a Command is put the battle zone, the owner of that Command puts a seal that has the same civilization as that Command from the sealed card into their graveyard.

703.4l A Weapon by itself in the battle zone is returned to the Hyperspatial Zone.

703.4m When a fortified shield leaves the shield zone, the castle is put into its owner's graveyard. If the [Shield Trigger] ability of that shield is used, it is put in the graveyard immediately after use.

703.4n When another D2 Field is put into the battle zone, the D2 Field that was previously in the battle zone is put into it's owner's graveyard.

8. Special Cards

800. General Rules

800.1. There are cards that require special handling during the game. Evolution of those creatures Creature, NEO creature, God, psychic creature, Drag Heart etc Yes.

801. Evolutionary Creatures

801.1. Evolutionary creatures are evolution creatures Cree which can put out to the battle zone by overlapping it It is char.

801.1a Battle evolutionary creatures without proper evolution sources It can not be put into the zone.

801.2. Creatures in the battle zone are evolution creatures Even if you evolve that creature has the same creature I handle it. Even if tapped creatures evolve, they are tapped The effect that had been applied and applied to that creature, It will continue to be applied even after it has evolved. Example: Cree who received a power 2000 modification until the end of the turn Evolution creatures that evolved with Char as evolved also receive Power 2000 modifications. Likewise, each evolved with three evolved creature with power -2000 modification Evolutionary GV creatures will receive a power-6000 fix.

801.2a If a creature under attack evolves, that attack will continue.

801.2b A creature evolving from two or more creatures is tapped and untapped If you use a creature of evolution as a creature, that creature taps and puts it in the battle zone I will.

801.3. Evolution creatures will not be summoned.

801.4. When only the uppermost card of evolution creature leaves the battle zone, the chest under it It is rebuilt to the proper state and remains in the battle zone.

801.4a The number of creatures that can remain in the battle zone is the number of creatures that evolution creatures evolve from It is up to the number we needed. Because the top creature was a normal evolution creature If there is 1 body, if it was an evolutionary GV you can leave up to 3 battle zones. Advance You may count as a creature or a linked God.

801.4b Under evolutionary creatures, creatures beyond the number you can leave were included If so, all creatures you decide not to use for rebuilding will be placed in the graveyard. This is evolution As the topmost card of a creature moves, it is done under evolutionary creatures We assumed that we moved directly to the graveyard.

801.4c If the card under was an evolutionary creature, that evolutionary creature exists In order to make it, you need the evolving creatures from among the cards underneath.

801.4d Rebuilt creatures do not newly enter the battle zone, but already battle We treat it as if it was in the zone. There is no effect triggered when you enter the battle zone. Also, those creatures were under evolution creatures from the beginning of the turn If it is, it will not be newly summoned and drunk.

801.4e During the attack, the top card of evolution creature leaves the battle zone and after the rebuilding a battle If more than one creature remains in the zone, one of them continues to attack.

802. Neo Creature

802.1. NEO creatures are ordinary creatures Besides being able to handle, NEO evolutionary creativity by using NEO evolution ability It is a creature that can be served as a game card.

802.2. NEO creatures use NEO evolution capabilities, etc. In the battle zone with a creature card below Only when it treats as "NEO evolution creature". That When it is in other zone, treat it as a creature that is not evolution I will. Example: When turning the top six of the deck from the top of the evolutionary design, NEO creatures were included, but this is normal creatures It can not be added to your hand as it is treated as a card.

802.3. NEO creatures, if there is a creature card underneath, "NEO Evolution c It will not be summon drunk because it will be treated as a reacher. However, if the underlying card is removed in some way during the same turn you made, "NEO Evolution creatures "will cease to be attacked by" summoning sickness".

802.4. NEO Even if you put it in the battle zone without using the evolution capability, it clears down in some way If there is a card, it is treated as "NEO evolution creature".

803. God

803.1. God and other specific God and Rin It is a possible creature.

803.1a As God enters the battle zone I will link. Rin after going out to the battle zone Instead of trying to battle with linked I will appear in the zone.

803.1b Linked God is one creathe As the name of each God constituting it, Ability, civilization and so on. However, each card making up it It does not change individual characteristics of individuals, but treat them as one creature as an aggregate Please be careful.

803.1c God's ability to induce itself by going out to the battle zone is linked to one body Even if you become a creature, it only triggers the ability of the card actually entered the battle zone.

803.2. In order to link God, proper G · link ability is necessary.

803.2a G. Link specifying name and position refers to the characteristics of individual card. Example: Linked Supernatural God Zen and Ultimate God Ak, as the name of each God as one God, But the individual card of the transcendent Zhen does not become the ultimate god in character as a characteristic So, you can not link another transcendent god Zen to the right of the linked transcendent Zhen.

803.2b G · Link ability always checks whether it is correct. I got a wrong state When that happens, the link is taken off immediately.

803.2c Central G · When linking a god according to the capability of link 360, even if it is next to each other When you do, you may have a place not directly linked. For example, A - B - C - D and U shape When linking to, A and D are next to each other but are not linked directly. Its not linked When connecting God to a place, it is limited to the range that can be constructed in a flat shape. It is physically occupied You can not link God newly to the place.

803.3. Even if God newly links it, that creature has already been in the battle zone I treat it as a creature. The tapped God remains tapped even if it is linked The effect applied to that creature will continue to be applied even after it is linked. Example: If the God that received the power 2000 modification was linked until the end of the turn, linked Even after that the power 2000 remained remained.

803.3a If the right side and the left side of a linkable god with three bodies have different phases of tap and untap, If you put out the middle God and link three objects, it will be tapped.

803.3b If the attacking God is linked, the attack will continue.

803.4. Even if God-linked creatures are out of link and become unlinked gods, Treat that creature as though it was the same creature. Suitable for that creature The effect used will continue to be applied after it leaves the link.

803.4a God consisting of three or more cards leaves the battle zone and becomes more than two gods When doing so, each God will inherit all the effects applied. It is under attack In that case, the attack player chooses one of them and continues the attack.

803.5. Linked Gods will not be summonly sick.

803.5a If the link of the God once linked is disconnected, it is the battle zone from the beginning of the turn If you are in, you will not be affected by summoning sickness newly.

803.6. If the player specifies one card name due to some effect, that player You can specify one of the card names included in the god you got, but it's OK to specify everything I will not.

803.7. When God leaves the battle zone, only one of them leaves the battle zone. This is a situation-based process, not a replacement effect.

804. Psychic Creatures

804.1. What is a psychic creature? Like a regular card Duel master on one side The surface of the card's card, the other duel There is not the back of the Masters' card, On both sides the surface of the Duel Masters' card There is a card. Each side, one from the other We may have the ability to change to one side.

804.1a Many psychic creatures When the specific conditions are satisfied, It has the awakening ability of "reversing" the reacher.

804.1b Some psychic creatures have low cost instead of leaving the battle zone It has a release ability to turn it over on the side. This is a replacement effect.

804.1c Some psychic creatures simultaneously have multiple psychic creatures It has an awakening link ability to turn over and link to psychic super creatures.

804.1d Each player, regardless of which zone the psychic creature is in, You can see.

804.2. Each aspect of a psychic creature has its own set of independent characteristics.

804.3. Where spells, abilities, effects, or rules require psychic creature information In fact, it refers only to the information given by the side of the table at the time of applying it.

804.4. Psychic creatures are placed in a hyper dimensional zone at the beginning of the game.

804.4a Psychic creatures can not be summoned by paying their mana cost. incantation Or by the ability of a creature.

804.4b When a psychic creature is placed in a zone other than the battle zone, I will return to the former zone. This is context-related.

804.5. If a psychic creature turns inside, that creature becomes the same creature I handle it. Even if a tapped psychic creature wakes up, it remains tapped The effect applied to that creature will continue to be applied after it turns over. Example: If a psychic creature that received a power 2000 modification was turned over until the end of turn In fact, even after turning over the power 2000 remained remained. Example: If an attacking psychic creature turns over, that attack will continue.

804.6. Awakened psychic creatures are not affected by summoning sickness.

804.6a Even if a psychic creature once awakened turns over again due to effects other than awakening, If it is for himself in the battle zone from the beginning of the turn it will be renewed summoning sickness It is not affected.

804.7. If the player designates one card name due to some effect, that player You can specify the card name on either side of an Ikiku creature, but you can not specify both. No.

805. Psychic Super Creatures

805.1. Psychic super creatures are multiple A creature made up of Iskik Cells, Psychic King I will also treat it as a reacher.

805.1a psychic cell can exist alone in the battle zone No. Psychic cells are in the battle zone due to some effect When it comes to being, it immediately returns to the hyper dimension zone I will. This is context-related.

805.1b Some psychic super creatures, When you leave the torazon, make a psychic cell that makes up it Revert to one dimension dimension zone and have the link release ability to turn over the rest See you. This is not a replacement effect.

805.1c psychic cell alone has no cost, Treat it as 0 when referring to the strike.

805.1d When a psychic cell leaves the battle zone, that I will not treat creatures as being away.

805.1e psychic cells each have psychic super · Hold civilization of creature.

805.2. Psychic Super Creatures Unlink and Multiple Psychic Creatures Even if it becomes, these creatures treat it as the same creature. Tapped state When a psychic super creature in the state is unlinked, after the division psychic The leecher remains tapped and the effect applied to it's creature is divided Each psychic creature after it is inherited.

805.2a A psychic super creature composed of three or more cards is battle zone When you become two or more creatures apart from each other, the effect that each creature was applied I will take over all the results. If it is under attack, the attacking player can either Choose and continue the attack.

806. Dragheart

806.1. Drag Heart is a normal card On the other hand Duel Masters' card On the other side, Duel Masters' power on the other side There is not the back side of the dude, both duets Card with Le Masters' card face is. Another of Drag Heart creatures One side is Drag Heart · Weapon or Draga Ha From, Fortress, or both I will do. Each side changes from one side to the other side There is the ability to have the ability to.

806.1a Drag Heart creatures are Drag Heart · Weapon or Drag Heart · Fort You can drag down from the lesson and become a table. At this time, the phase does not change.

806.1b Some Drag Heart creatures have cost instead of leaving the battle zone I have a dragon avoidance ability to turn it over on a small face. This is a replacement effect.

806.1c Each player can see both sides regardless of which zone the draghart is in to come.

806.2. Each side of the drag heart has a series of independent characteristics.

806.3. If spells, abilities, effects, or rules require information from Draghart, We will only refer to the information given by the side of the table at the time of applying.

806.4. Drag Heart is placed in a hyper dimension zone at the beginning of the game.

806.4a Drag Heart can not use it by paying its mana cost. The ability of creature It is possible to put it in the battle zone by force.

806.4b When the drag heart is placed in a zone other than the battle zone, it immediately returns to the hyper dimension zone I will do. This is context-related.

806.5. Drag Heart creatures will be summoned and drunk.

806.5a Drag Heart creatures are not present in the battle zone from the beginning of turn You can not attack. However, we do not ask the aspect of the table at the beginning of the turn. At the beginning of the turn existed in the battle zone in the state of Drag Heart · Weapon, then Dragon The Drag Heart creatures are considered to be in the battle zone from the beginning of the turn To do.

806.6. If the player specifies one card name due to some effect, that player You can specify the card name on either side of the lagged heart, but not both.

807. Forbidden Impulse

807.1. Forbidden heartbeat means that there is not the back of the duel masters card, It is the card with the surface of the card of the Fuel Masters. The other side of forbidden beating is prohibited It is a feature. Forbidden heartbeat has the ability to turn into the face of forbidden creature.

807.1a Forbidden beats can be released as a table and become a table.

807.1b Every player can see both sides of any forbidden beats in any zone I will.

807.3. If spells, abilities, effects, or rules require prohibited information, If you are in, please refer to only the information given by the side of the table at the time of applying it. that is If you are in a zone other than the battle zone, you can treat either as a surface.

807.4. Forbidden beats are placed in the zone specified at the start of the game.

807.5. If the player designates one card name due to some effect, that player is prohibited You can specify the card name on either side of the disconnection, but not both.

808. Twinpact

808.1. Two Impact Cards Include Two Card Types in One Card It is the type of new card that I did. Two different costs, card tie If you refer to those characteristics as cards The correct information must always be referenced.

808.2. The impact is the characteristic of the card.

808.3. When referring to as a card, choose the appropriate card type The owner of a twin impact card can choose.

808.3a When referring to a specific card type, only information on that part is referred to I will check it.

808.4. When referring to the card name of the two-impact card, the two parts are combined I regard it as a card with a name. It exists as a creature in the battle zone When referring to the card name of the two impact cards, refer only to the creature side.

]] -- END RULES

-- ====================================================== -- MAINTENANCE BELOW THIS LINE IS GENERALLY NOT NECESSARY -- ======================================================

-- locals for performance local format, find, match, sub, gsub, gmatch, rep, lower, upper = string.format, string.find, string.match, string.sub, string.gsub, string.gmatch, string.rep, string.lower, string.upper local tonumber, tostring, type, assert, ipairs = tonumber, tostring, type, assert, ipairs local tinsert = table.insert

-- *_PATTERN: used to match Rules text -- *_FORMAT: used for formatting output

-- We need to split the text via LINE_PATTERN before we can use the beginning-of-string caret -- Otherwise, we would need a more complicated pattern to match all possible indices -- (Off the top of my head, I'm not sure Lua's pattern matching *could* do it in one pattern. It's not a full regex suite.) local LINE_PATTERN = "(.-)\n" local RULE_LINE_PATTERN = "^%d" local TOC_END_LINE_PATTERN = "^End contents" local GENERAL_RULE_PATTERN = "General"

local WIKILINK_FORMAT = "%s" local WIKILINK_ALT_FORMAT = "%s" local GENERAL_RULE_EXPANDED_TEXT_FORMAT = "General_(%s)"

local INDEX_SUBRULE_CHARACTER_SET = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"

-- This is the format of the line in the General Rules where the date is found. As of last edit, it's the second line of text. -- The date itself is wrapped in parentheses to extract that text alone. local RULES_DATE_PATTERN = "Last update date ([^%.]+)"

-- "From the General Rules" local LAST_UPDATED_FORMAT = "From the Duel Masters General Game Rule Version 1.8 (%s) "

-- Escape magic characters in a string. local sanitize do local matches = {   ["^"] = "%^";    ["$"] = "%$";    ["("] = "%(";    [")"] = "%)";    ["%"] = "%%";    ["."] = "%.";    ["["] = "%[";    ["]"] = "%]";    ["*"] = "%*";    ["+"] = "%+";    ["-"] = "%-";    ["?"] = "%?";  }

sanitize = function(s) return (gsub(s, ".", matches)) end end

-- local magicCharacterPatterns = { "%(", "%)", "%.", "%%", "%+", "%-", "%*", "%?", "%[", "%^", "%$" } -- local function sanitize(str) -- for _, mChar in ipairs(magicCharacterPatterns) do		-- str = gsub(str, mChar, "%%"..mChar) -- end -- return str -- end

--local MOST_RECENT_SET_NAME = mw.getCurrentFrame:expandTemplate({title = "CURRENTSET" })

local function GetLastUpdate local lastEffectiveDate = match(Rules.text, RULES_DATE_PATTERN) return lastEffectiveDate end

local function SplitLine(ruleLine) local i, j, index, rest = find(ruleLine, "^(%d%S+)%s(.+)") return i, j, index, rest end

--	Chops up and validates an index.	Individually breaking down index parts here for ease of comprehension and future maintenance.	Yes, a clever soul could streamline this with more complex pattern matching.	Clever and absolute performance are not the goals. Editability by anonymous maintainers is.	heading, major, and minor should all be number or nil	returns false instead if the string provided is not an index -- local function ParseIndex(index) local heading, major, minor, subrule if match(index, "%s") then return false end local i, j, suffix = find(index, "%.(.+)") if suffix then subrule = match(sub(suffix, -1), "(["..INDEX_SUBRULE_CHARACTER_SET.."])") -- If that was successful, cut that character off the suffix. if subrule then suffix = sub(suffix, 1, -2) end -- Now we can easily check whether the part between the period and the letter is a number. -- If so, that's our minor index minor = tonumber(suffix) assert(type(minor) == "number", "Invalid index!") -- Now cut off the entire suffix and let's parse the rest index = sub(index, 1, i-1) end -- Getting the heading and major index is just some number manipulation index = tonumber(index) -- assert(type(index) == "number", "Invalid index!") if not index then return false end if index >= 100 then major = index%100 heading = math.floor(index/100) else -- The body of the rules starts at 100, lower values are headings heading = index end return heading, major, minor, subrule end

local function IsSubsequentRule(line, heading, major, minor, subrule) local _, _, index = SplitLine(line) if not index then return false end local h, a, i, s = ParseIndex(index) if subrule then -- We can cheat like hell if we're dealing with subrules because there's no further nesting -- Therefore, the next line is the next rule by definition -- That said, if this ever changes, this snippet might be useful --			-- Yes, this makes assumptions about character encoding and subrules never numbering more than 24 for a given rule			local i = find(INDEX_SUBRULE_CHARACTER_SET, subrule) + 1			nextIndex = sub(INDEX_SUBRULE_CHARACTER_SET, i, i)		-- return true elseif i and minor and i > minor then return true elseif a and major and a > major then return true elseif h and heading and h > heading then return true end end

local function GetNestingDepth(index) local depth -- Subrules, e.g. 103.7a if match(index, "["..INDEX_SUBRULE_CHARACTER_SET.."]") then depth = 4 -- Rules, e.g. 112.1 elseif match(index, "%d%.%d") then depth = 3 -- Titles, e.g. 102 elseif match(index, "%d%d+") then depth = 2 -- Headings, e.g. 1 else depth = 1 end return depth end

local function Titleize(title) local link = lower(title) -- convert the first letter back to uppercase link = gsub(link, "^(%S)", upper) local t = format(WIKILINK_ALT_FORMAT, link, title) return t end

local function StylizeRule(ruleLine) local i, j, index, rest = SplitLine(ruleLine) if not index then if find(ruleLine, "Example:") then ruleLine = "''" .. gsub(ruleLine, "(Example:)", "%1") .. "'' "		end return ruleLine, true end local h, a, i, s = ParseIndex(index) -- Major indices and any rule shorter than five words should be a title, so try linking it! -- (this is probably a stupid assumption let's see how long before we get burned) if (h and a and not i) then -- Because each heading in the Rules has a "General" section, expand that to "General_(name of header)" if find(rest, GENERAL_RULE_PATTERN) then local headingName for line in gmatch(Rules.text, LINE_PATTERN) do headingName = match(line, "^"..h.."%. (.+)") if headingName then break end end assert(headingName) headingName = lower(headingName) headingName = gsub(headingName, "^(%S)", upper) local expandedLink = format(GENERAL_RULE_EXPANDED_TEXT_FORMAT, headingName) rest = format(WIKILINK_ALT_FORMAT, expandedLink, rest) else rest = Titleize(rest) end else local _, numWords = gsub(rest, "%S+", "") if numWords < 5 then rest = Titleize(rest) end end return format("%s %s", index, rest) end

-- Creates a mw.html object matching the styling of the old Rules template local function CreateRulesDiv(output) local div = mw.html.create("div"):addClass("crDiv") div:css("background-color", "#FFFFFF") div:css("border", "1px solid #111111") div:css("padding", "0px 10px 10px 10px") div:css("margin", "10px") div:css("align", "left") local lastDate = GetLastUpdate div:wikitext(format(LAST_UPDATED_FORMAT, lastDate)) div:newline if type(output) == "string" then local line = StylizeRule(output) div:wikitext("* ", line) else local indentLevel local prevMax = 0 local outputLine, isExample, maxIndent, index, _ for _, line in ipairs(output) do			outputLine, isExample = StylizeRule(line) _, _, index = SplitLine(line) if index then div:newline maxIndent = GetNestingDepth(index) if not indentLevel then indentLevel = 1 else indentLevel = indentLevel + (maxIndent - prevMax) end prevMax = maxIndent -- if indentLevel > 1 then -- outputLine = "*" .. outputLine -- end -- outputLine = rep(":", indentLevel-1) .. outputLine outputLine = rep("*", indentLevel) .. outputLine else if not find(outputLine, "Example:") then outputLine = rep(":", indentLevel) .. outputLine else outputLine = outputLine end end div:wikitext(outputLine) end end return div end

function Rules.TOC(frame) local index = frame.args[1] local heading, major, minor, subrule -- If there's no index, we want the full TOC. Otherwise, pass it in for validation. local fullTOC if (not index) or type(index)=="string" and index=="" then heading = 1 fullTOC = true else heading, major, minor, subrule = ParseIndex(index) assert(heading and heading>=1 and heading<=10 and not major and not minor and not subrule, "Invalid table of contents index!") end local output = {} local collecting = false for line in gmatch(Rules.text, LINE_PATTERN) do		if match(line, RULE_LINE_PATTERN) then if match(line, "^"..heading.."%.") then collecting = true elseif (not fullTOC) and IsSubsequentRule(line, heading, major, minor, subrule) then break end -- NOT elseif. We want to start collecting lines on the same line we match the target heading if collecting then tinsert(output, line) end elseif match(line, TOC_END_LINE_PATTERN) then break end end assert(#output > 0, "Index not found! ", index) return tostring(CreateRulesDiv(output)) end

-- Basically Rules.full but with the full text of an index function Rules.title(frame) local title = frame.args[1] title = sanitize(title) local output = {} local passedTOC = false local collecting = false local heading, major, minor, subrule -- this is a stupid hack to continue using the original index-based stuff for line in gmatch(Rules.text, LINE_PATTERN) do		if (not passedTOC) and match(line, TOC_END_LINE_PATTERN) then passedTOC = true elseif passedTOC then if match(line, title.."$") then collecting = true -- Stupid hack see above local _, _, i = SplitLine(line) heading, major, minor, subrule = ParseIndex(i) elseif collecting and IsSubsequentRule(line, heading, major, minor, subrule) then break end -- NOT elseif. We want to start collecting lines on the same line we match the target heading -- ignore whitespace if collecting and match(line, "%S") then tinsert(output, line) end end end assert(#output > 0, "Index not found! " .. title) if output then return tostring(CreateRulesDiv(output)) else return nil end end

function Rules.only(frame) local index, additionalLevels = frame.args[1], tonumber(frame.args[2]) local heading, major, minor, subrule = ParseIndex(index) local output = {} local passedTOC = false local collecting = false local ruleDepth, lineDepth = GetNestingDepth(index) for line in gmatch(Rules.text, LINE_PATTERN) do		if (not passedTOC) and match(line, TOC_END_LINE_PATTERN) then passedTOC = true elseif passedTOC then if match(line, RULE_LINE_PATTERN) then if match(line, "^"..index) then collecting = true elseif collecting and IsSubsequentRule(line, heading, major, minor, subrule) then break end end -- NOT elseif. We want to start collecting lines on the same line we match the target heading -- ignore whitespace if collecting and match(line, "%S") then if additionalLevels then local _, _, index = SplitLine(line) -- This looks a little weird. -- We only update lineDepth in the case that we're looking at a rules index -- But we capture any line for which it or the preceding index is within our targeting scope -- (examples, mostly) if index then lineDepth = GetNestingDepth(index) end if lineDepth <= ruleDepth + additionalLevels then tinsert(output, line) end else tinsert(output, line) break end end end end assert(#output > 0, "Index not found! " .. index) return tostring(CreateRulesDiv(output)) end

function Rules.full(frame) local index = frame.args[1] local heading, major, minor, subrule = ParseIndex(index) local output = {} local passedTOC = false local collecting = false for line in gmatch(Rules.text, LINE_PATTERN) do		if (not passedTOC) and match(line, TOC_END_LINE_PATTERN) then passedTOC = true elseif passedTOC then if match(line, RULE_LINE_PATTERN) then if match(line, "^"..index) then collecting = true elseif collecting and IsSubsequentRule(line, heading, major, minor, subrule) then break end end -- NOT elseif. We want to start collecting lines on the same line we match the target heading -- ignore whitespace if collecting and match(line, "%S") then tinsert(output, line) end end end assert(#output > 0, "Index not found! " .. index) return tostring(CreateRulesDiv(output)) end

function Rules.RulesTemplateCall(frame) local toc, exact, lookup for key, value in pairs(frame.args) do		if ((key == "toc") and value ~= "") or (value == "toc") then toc = true elseif ((key == "exact") and value ~= "") or (value == "exact") then exact = true elseif value and value ~= "" then assert(not lookup, "Unknown error, multiple lookups ") lookup = value end end assert(lookup or toc, "No lookup provided") if toc then if not lookup then return Rules.TOC({args={}}) elseif tonumber(lookup) < 10 then return Rules.TOC({args={lookup}}) else return Rules.only({args={lookup, 1}}) end elseif exact then return Rules.only({args={lookup}}) else if ParseIndex(lookup) then return Rules.full({args={lookup}}) else local output = Rules.title({args={lookup}}) if output then return output end end end end

return Rules