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. Number 109. Card 110. Ability and Effect 111. Timing 112. Cost 113. Shield 114. Draw 115. Battle 116. Seal

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

3. Card type 300. General Rules 301. Creature 302. Spell 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 500. General Rules 501. Start of Turn Step 502. Draw Step 503. Charge Step 504. Main Step 505. Attack Step 506. Attacking Creature Designation Step 507. Blocking Creature Designation Step 508. Battle Step 509. Direct Attack Step 510. End of Attack Step 511. End Step 512. When You Move to the Next Turn

6. Use of ability and effect 600. General Rules 601. Using a Card 602. Activated Ability 603. Trigger Ability 604. Static Ability 605. 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 You Need to Play

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. The active player's effects are always given priority - 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 active 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 process the effect(s) of Shield trigger(s) then the active player will decide the order of his effects. After this the non active player shall resolve his effects in any order. Even if other effects occur during one effect processing they are put on standby and priority is given to the processing of the effect currently being resolved.Next you may process your remaining effects in any order. After the active player resolves his effects, the non active player must resolve all his effects in any order.

101.4b During your turn, when an opponents Shield Trigger effects occur at the same time, the non active player decides the order.

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

101.4d It is not possible to interupt a currently resolving effect with another effect however if the current effect tells you to perform another effect, the second effect is considered part of the ongoing process.

101.4e If an effect causes battle, until the battle ends. it is considered one process

101.4f The ability to induce battle takes place immediately when triggered by an effect.

101.5. Substitution effects may occur only once per chain/event. If more than one substitution effect is present in a chain, only the first substition effect takes place.

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 substitution effects exist at the same time, similar to normal effect processing, the active player's effect is given priority. When the same player has multiple substitution effects, he chooses which to apply. For example, if your opponent has Dorago the Great, Dragon World and you summon Forever Princess, Eternal Ruler only Dorago's "Instead" effect triggers - 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 their 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 and the attacked has 0 shields, you will win the game instantly.

104.2b When the opponent's deck has 0 cards left, you will immediately win the game. (In the middle of an effect if the last card permenently leaves the deck we assume the deck has become 0).

104.2c Some cards may grant both victory and defeat, if both conditions are met, you win instead of losing.

105. Step

105.1.Each Duel Master cards has two phases; Untapped (Potrait position) and tapped (Landscape position).

105.2. Untapped indicates that the card is avaliable for use, normally all tapped cards untapp at the start of the controlling player's turn.

105.3. The tapped state indicate the card was used, if summoning a creature, tap cards in mana to pay its cost, if attacking or blocking, tap it to show it's attack/block has been used.

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

105.4a You can tap both cards in mana and Battle zone but normally not for the same purpose, though the phase may be different, depending on the zone it indicates different relative status.

105.5. Fields can be put into an untapped position. Cards in this state don't return to their normal position by an effect that would untap them.

105.6. You may untap a card or tap it without actually using it through effects although a tapped card may not be "tapped further" and similarly an untapped card may not be "untapped further".

106. Civilization

106.1. There are five types of civilization in Duel Masters. "Light", "Water", "Darkness", "Fire" and "Nature".

106.2. Cards usually have one or more civilizations out of the above five civilizations. The civilization is indicated by the color of the card, the mana number and so on.

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

106.2b Multicivilization 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, Darkness is black (or purple), Fire is red and Nature is green. Also, Colorless cards are represented as white.

106.3.When choosing civilizations due to an effect, you must choose the above 5 civilizations and you cannot choose colorless (Since it is a lack of civilizations),

106.4. Civilization may be added to a card by effects.

107. Mana

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

107.2. Mana is a number written on a mana number by tapping a card placed in mana zone The number (usually 1) only occurs. The Mana numbers tells one of the civilizations tapping the card can contribute (One card in mana may only contribute one civilization to pay the cost).

108. Number

108.1. The only numbers the Duel Masters game uses are integears.

108.1a You can't choose a negative number when choosing a numerical values for an effect.

108.1b Creatures may have minus power. However If you refer to the power of that creature, treat it as 0. For example, If you choose a creature in the battlezone with Hel's Scrapper that was previously made -6000, it is not possible to treat it as a 11000 card

108.1c In Duel Masters, ∞ (Infinity) is an unchooseable large number. Creatures with Infinity power that are given an increase are still considered to have Infinity power although an effect that reduces by ∞ is conisdered to have 0.

108.2. If a number is increased or decreased in a Duel Masters game, apply the change in value before other multiplication (such as Doubling).

109. Card

109.1. If multiple copies of a card have different notations or slightly different text that alter the effect, the latest printed copy is to be followed.

109.2. When written as "card" in rules or sentences, it refers to cards in Duel Masters.

109.2a When choosing a card by a effect that specifically targets cards, only the card is chosen, For example in multiple layers of an evolution creature's stack only the chosen card will be affected.

109.2b Some cards consisting of multiple creatures react differently depending on the situation. A evolution creature removed as a creature leaves the battle zone as a creature while the creatures under it leave as cards, similarly a god consisting of multiple linked gods has only 1 cell/part leave the battlezone while the other remain.

109.2c The effects that choose a card cannot choose sperate cards in a creature consisting of multiple cards (God link) since it is chosen as one cell/card.

110. Ability and Effect

110.1. An ability is a characteristic of a card that influences the game. An ability is based on a rule statement that provides an effect (do "this").

110.2. The ability may affect the card that contains it, other cards or the player himself.

110.2a Abilities aren't always advantegous to their user but have also have demerits. Example: The sentence "This creature can't attack" is also an ability.

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

110.2c A single card may have multiple abilities. Each paragraph starting with a sentence of the card represents a distinct ability. Also, cards may be given the ability by spells or other effects. If a card has the same capabilities, they function independently. Through this a card may or may not produce more than one effect. 110.2d Abilities generate one or more single-shot effects or continuous effects. In a continuous effect the substitution effect is also included.

110.2e When an ability creates an effect that affects the card,it affects cards only in its range. Once the effect's duriation is over or the card leave the battle zone it loses the effect given by the ability.

110.3. Ability can be broadly divided into four types.

110.3a Spell ability. The abilities are used by using spellsand resolving the effects

110.3b Induced ability. It usually has triggering conditions beginning with "~ Upon" "~ If" "~ then" etc. Once an effect is induced, It waits until it is processed. Induced ability may be given by spells and other effects. Ability that trigger upon a certain situation/action are called delay-induced ability.

110.3c Activated ability. The triggered ability is triggered at a specific timing, and if it meets the requested condition, its effect is resolved and used. In other words, it can not be triggered arbitraryily.

110.3d Passive\Standing\Continuous abilites. While a creature, Field, Cross gear, Castle etc is in play and its effect is continious it is considered a passive ability and as always active(as long as the card inducing the effect is in play). Examples are creatures like Cocco Lupia.

110.4. Basically a spell's ability resolves and the spell is used while passive abilities are active only when the card producing them is in play. However, there are some exceptions listed below.

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

110.4b An ability that affects card(s) in a zone. Example: Manalock Dragon, Kernel etc.

110.4c Abilities that do not describe in what zone functions will work but come into play into the battlezone or upon interaction. E.g Shield Triggers

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 bringing it in the zone (usually from your hand) you are about to use. Example: Sympathy

110.4f The ability of the card to change the situation that it enters the battle zone and the situation of other cards when they ender the battle zone Example: Bind Shadow, Shadow of Bondage

110.4g Abilities induced and triggered only while the card exists in a zone other than the battle zone. Example: Necrodragon Guljeneraid

110.5. The source of the effect is the card with the ability to generate it. A effect is triggered when the abilitie's conditions are met.

110.5a Once triggered, the effect will be processed in the standby state independent of its source. After that, even if the card with the ability to generate the effect moves to another zone, it will not be effective. However some effects do not require a direct source to be triggered. For example: A creature with power below zero, upon the time of checking it will be removed from the battlezone and destroyed.

110.6. The characteristics of a card are distinguished from the ability of a card. If the charactersitic already exists on a card, it will not be affected. Example: Since civilization is a characteristic, the effect of adding the same civilization will have no effect.

110.7. Some abilities have an effect that can be activated by multiple cards at the same time Example: Slayer, power attacker, sympathy etc.

111.1. Whenever any process is performed, priority is given to the active player's effects.

111.2. An effect is triggered either by the rules of the game or by a player.

111.2a Abilities that trigger upon a certain circumstance will be instantly triggered when the criteria is fulfilled and will be put on a standby state to be resolved after the current effect.

111.2b Permanent abilities continiously affect the game.

111.2c Turn-Induced abilities automatically trigger when a certain step is reached unless a current effect prevents them. Eg: Untapping Mana at turn start or Drawing a card.

111.2d Situation-induced processing occurs automatically when certain conditions are satisfied.Such abilities will resolve ven during mid resolution of a current effect, Examples: Victory, Defeat of an opponent, running out of cards in deck, destruction of a creature with power 0 or less.

112. Cost

112.1. There are two types of cost: mana cost and psychic 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 number 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 Gravity 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 "Summoning", "Casting" and "gGenerating" is, being executed, Therefore inducing ability triggers.

112.4. Psychic Cost is seen on psychic creatures and Draghearts that are played from the hyperspatial zone. It refers to the cost referenced when they are in the zone.

112.5. Mana cost and Psychic 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

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 The Mana Cost of a cards is a number that represents the amount of mana you need to pay to use the card.

201.1b Psychic creatures and Dragheart have no mana cost and instead have a psychic cost. You can't pay the psychic cost of a card with 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", "Weapon, "Fortress", "Impulse", "Field" and "Core".

204.3. Cards may have special types. They are written just before the card type and include "Evolution", "Psychic", "Psychic Super", "Exile" "Dragheart", "Forbidden", "D2", "Neo", as a special type.

204.3a "Creature" can have "Evolution", "Psychic", "Psychic Super", "Exile", "Dragheart", "Forbidden", "Neo" etc.

204.3b "Impulses" can have "Forbidden" as a special type.

204.3c "Field" can have "D2", "Final Forbidden", as a special type.

205. Text

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 mana number 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 Number

207.1. Psychic Creatures and Draghearts, except for some forbiddance are marked. The mana number represents the civilization of that card, on mana numbers 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 number may be changed by the effect.

207.3. Mana numbers 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, Rarity Icon, Expansion Icon, E Span code, block icon,, Card Number, Card Frame, tab And icons etc. usually do not directly affect the game, but for some sort of effect it may be referred to. Example: Soul icon, HC icon, Victory icon etc.

3. Card Types

300. General Rules

300.1. Card types include "Creature", "Spell", "Cross Gear", "Castle", "Weapon, "Fortress", "Impulse", "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 Dragheart · Weapon only, Dragheart 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 Dragheart · Fortress only, Battle Dragheart 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

400.1. A zone is a place where cards can be during a game. There are normally seven zones: deck, hand, battle zone, graveyard, mana zone, shield zone and hyperspatial zone. Each player have their own zones except for the battle zone which is shared by all players.

400.2. All zones are either public or hidden zones.

400.2a Public zones are zones in which all players can see the cards’ faces, except for those cards that some rule or effect specifically allow to be face down. Battle zone, mana zone, graveyard and hyperspatial zone are public zones.

400.2b Hidden zones are zones in which not all players can be expected to see the cards’ faces. Shield zone, deck and hand are hidden zones, even if all the cards in one such zone happen to be revealed.

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 cards in shield zone and in deck can’t be changed except when effects or rules allow it. Other cards in other zones can be arranged however their owners wish, although whether they’re tapped, and what other cards are attached to them must remain clear to all players.

400.5. When a card moves from one zone to another, it has no memory of, or relation to, its previous zone.

400.5a Cards that move from a public zone to a hidden zone may no longer be seen by all players.

400.5b When a tapped card in a mana zone is put into the battle zone, it is put into the battle zone untapped.

400.6. Some effects instruct a player to do something to a zone (such as “Shuffle your hand into your deck“). That action is performed on all cards in that zone. The zone itself is not affected.

400.7. When multiple cards move from one zone to other than the battle zone, they all move simultaneously.

401. Deck

401.1. When a game begins, each player’s deck becomes their deck.

401.2. Each deck must be kept in a single face-down pile. Players can’t look at or change the order of cards in a deck.

401.2a If a deck is searched by some effect, the order of the cards may not be changed until it is instructed to shuffle the deck.

401.3. Any player may count the number of cards remaining in any player’s deck at any time.

401.4. If an effect puts two or more cards in a specific position in a deck at the same time, the owner of those cards may arrange them in any order. That deck's owner doesn’t reveal the order in which the cards go into the deck.

401.5. Some effects tell a player to reveal the top card of their deck. The card is put back face down when the effect ends.

401.6. If an effect causes a player to put a card into a deck “Nth from the top,” and that deck has fewer than N cards in it, the player puts that card on the bottom of that deck.

401.7. If an effect causes a player to put cards into their deck, those cards can no longer be looked at.

402. Hand

402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a player’s hand by other effects as well. At the beginning of the game, each player draws five cards.

402.2. There is no upper limit on how many cards a player can have in their hand.

402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player can’t look at the cards in another player’s hand but may count those cards at any time.

403. Battle Zone

403.1. Battle Zone is the main place of the game. Creatures, Cross Gears, Weapons, Fortressess, Beats and Fields are put into the battle zone, but no mana, shields, castles nor spells may be put into the battle zone.

403.2. Creatures in the battle zone can be arranged however their owners wish, although it must remain clear to all players which creatures cross gears and weapons belong to.

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

404. Graveyard

404.1. A player’s graveyard is their discard pile. Discarded cards, destroyed creatures and spells cast are put in their owner's graveyard.

404.2. A player can examine the cards in any graveyard at any time.

404.3. A players can rearrange cards in their graveyard at any time.

405. Mana Zone

405.1. The mana zone is where cards are put in order to produce mana for using other cards. All cards are put into the mana zone upside down. However, multicolored cards are put into the mana zone tapped.

405.2. A player can examine the cards in any mana zone at any time.

405.3. Players can rearrange cards in their mana zone at any time.

406. Shield Zone

406.1. At the beginning of the game, each player puts five shields into their shield zone. Castles are put into the shield zone to fortify a shield.

406.2. Each shield is counted as one face-down card. Neither player may look at shields.

406.3. Players cannot rearrange the cards in the shield zone.

407. Hyperspatial Zone

407.1. Psychic creatures and draghearts are put in the hyperspatial zone. The hyperspatial zone can contain up to 8 cards.

407.2. A player can examine the cards in any hyperspatial zone at any time.

407.3. Players can rearrange cards in their hyperspatial zone at any time.

408. Anywhere Zone

408.1. If special processing is required when a card is moves between any of the other 7 types of zones during a game, that card is considered to be nowhere until the processing ends.

408.1a While casting a spell, that spell is neither in its owner's hand nor in its owner's graveyard until the spell has resolved.

5. Turn Structure

500. General 500.1. A turn consists of six steps, in this order: start of turn, draw, mana charge, main, attack and end of turn. Each of these steps takes place every turn, even if nothing happens during the step. Each step may contain further substeps.

500.2. Each step has no effect during processing, the active player does not do anything. Step will end at the point. Each substep during the attack is the next time each player's actions run out.

500.2a Previous steps cannot be returned to.

500.3. When a step or substep ends, any effects scheduled to last “until end of” that step or substep expire. When a step or substep begins, any effects scheduled to last “until” that step or substep expire. Effects that last “until end of attack expire at the end of an attack, not at the end of 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 substep begins, any abilities that trigger “at the start of” that step or substep trigger.

500.5. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time.

500.5a If multiple players are given extra turns, the extra turns are added one at a time.

500.6. The player who plays first skips the draw step of their first turn.

501. Start of Turn Step

501.1 The active player determines which cards they control will untap. Then they untap them all simultaneously. This is a turn-based action. Normally, all of a player’s cards untap, but effects can keep one or more of a player’s cards from untapping.

501.1a The active player may replace the untapping of his creatures with the "Silent skill" ability. However, the effect of the "Silent skill" itself is independent of the invocation condition. The activation of "Silent skill" produces an effect which is processed after the other cards untap.

501.2. Any abilities that trigger "at the start of turn" trigger. The induced effect is a turn We declare solutions to be resolved from the layer and process them in order.

501.2a If a card with an ability that triggers "at the start of turn" is moved to a zone where it works from after the time of triggering, that card's ability will not trigger until the next start of turn step.

502. Draw Step

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

503. Mana Charge Step

503.1. The active player may put a card from their hand into their mana zone upside down.

503.2. Normally, it is possible to charge only one mana during a player's charge step. However, there are some continuous effects that increase or decrease the amount of mana possible to charge.

504. Main Step

504.1. Normally, the active player can use cards only during their main step.

504.2. The active player can cross their cross gear in the battle zone by paying its mana cost.

505. Attack Step

505.1. Attack step consists of five substeps: "attack declaration", "block declaration", "battle", "direct attack" and "end of attack".

505.2. During the attack step, the active player can use their creatures to attack the non-active player or their tapped creatures.

505.3. Only creatures can attack and block.

505.4. Creatures attack and block one by one. It is not possible to attack or block with multiple creatures simultaneously.

505.5. The active player may declare attacks as long as they control a creature that is able to attack.

505.6. If an attacking or blocking leaves the battle zone, it is treated as not to be attacking or blocking. Some effects remove creatures from attacking. 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 declared to attack or block, it will not be removed from attacking or blocking even if an ability that prevents it from attacking or blocking was invoked after the declaration. However, if an attacking creature is removed from its attack by some effect, the attack ends immediately and the end of attack step starts.

505.6b Attacking and blocking creatures are not be removed from an attack even if their ownership changes or they become untapped.

506. Attack Declaration Step

506.1. The active player declares attacking creatures.

506.1a First, the active player chooses which creature attacks. The creature has to be untapped and has to be able to attack a legal target in order to be chosen. The creature may not have summoning sickness unless some effect ignores the summoning sickness. The creature cannot be chosen to attack a creature with certain conditions unless the conditions are satisfied.

506.1b Sometimes a creature is forced to attack (effects that say a creature attacks if able, or that it attacks if some condition is met). In that case, that creature has to be declared as attacker at some point. If multiple creatures are forced to attack, the order of their attacks is arbitrary.

506.1c The active player taps the creature chosen for attack.

506.1d The chosen creature becomes an attacking creature. It remains an attacking creature until it is removed from attack, it leaves the battle zone, or until the end of attack step.

506.1e The active player chooses a legal target of the attack, which could be the non-active player or one of the non-active player's creatures.

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

505.2a If this substep is skipped, the attacking creature can not be declared. The waiting effect can be used.

506.3. Trigger abilities that trigger due to attacking trigger.

506.3a Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature’s characteristics change to match the ability’s trigger condition. Example: "Whenever a nature creature attacks, destroy that creature at the end of the attack." If a water creature attacks and its civilization changes to nature, the ability will not trigger.

506.3b If any abilities that trigger for the active player are modal, the active player chooses the modes at the time of the trigger.

506.3c After that, the active player resolves their pending abilities in any order.

506.3d If any abilities that trigger for the nonactive player are modal, the nonactive player chooses the modes at the time of the trigger. If one of the modes would be illegal, that mode can’t be chosen.

506.3c After that, the nonactive player resolves their pending abilities in any order.

507. Block Declaration Step

507.1. The nonactive player specifies a blocking creature.

507.1a The nonactive player may choose one of their creatures to block the attack. The creature must be able to block properly in order to be chosen. It must have Blocker ability and has to be untapped. If the creature has some condition to be able to block, it can’t block unless the condition is met. It is not possible to block creature which cannot be blocked.

507.1b The chosen creature becomes a blocking creatue. It remains a blocking creature until it's removed from the attack or until the end of attack step, whichever comes first.

507.1c The nonactive player taps the chosen creature.

507.1d The attacking creature becomes a blocked creature. It remains a blocked creature until it's removed from the attack or until the end of attack step, whichever comes first. A creature remains blocked even if all the blocking creature is removed from the attack.

507.2. Any abilities that trigger on blocking trigger.

507.2a If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point a blocker is declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature’s characteristics change to match the ability’s trigger condition later on. Example: A creature has the ability "Whenever this creature becomes blocked by a light creature, destroy that creature at the end of attack." If it becomes blocked by a darkness creature, even if it changes to a light creature, the ability will not trigger.

507.2b An ability that reads “Whenever a creature attacks and isn’t blocked” triggers if no creature was declared as a blocker for that creature. It won’t trigger if the attacking creature is blocked and then the blocking creature is removed from the attack.

507.2c If any abilities that trigger for the active player are modal, the active player chooses the modes at the time of the trigger.

507.2d After that, the active player resolves their pending abilities in any order.

507.2e If any abilities that trigger for the nonactive player are modal, the nonactive player chooses the modes at the time of the trigger.

507.2f After that, the nonactive player resolves their pending abilities in any order.

507.3. If a creature is put into the battle zone while being blocked, it is considered a blocked creature, but in terms of triggered events and effects it is not treated as a blocked creature.

508. Battle Step

508.1. If the attacking creature was declared to attack another creature or if the attack was redirected to target a creature, that creature and the attacking creature battle.

509. Direct Attack Step

509.1. If the attacking creature was declared to attack the nonactive player and the attack was not redirected, the attack is considered a direct attack. If the nonactive player has no shields left, that player loses the game. This is a state-based action.

509.2. Choose which shields the creature that attacked directly will break.

509.2a Creatures break one shield by default.

509.2b A creature may have the ability to break multiple shields (such as Double Breaker). In that case, break the number of shields specified by that ability.

509.2c If the attacking creature has multiple breaker abilities simultaneously, its owner chooses which one of them is applied. If any breaker abilities are present, one of them must be applied.

509.3. The attacking creature breaks the chosen shields simultaneously. Even if the number is less than the one speficied by a possible breaker ability and new shields would be added due to some effect after the decision, those new shields cannot be chosen.

509.3a When a shield is broken and is put into a player's hand, if it has Shield trigger ability, that player can declare to use that ability. If multiple shields with Shield Trigger ability are put into a player's hand this way, that player declares the usage of those Shield Trigger abilities simultaneously.

509.3b If a player whose shields are broken has cards with Strike Back abilities in their hand, those abilities can be declared by discarding the cards that are put into that player's hand. The declared cards must be revealed to each player.

509.3c When the declaration is over, the broken shields are added to their owner's hand. After that, the declared Shield trigger and Strike Back abilities are resolved in any order.

509.4. Even if an ability allows to break multiple shields simultaneously, it is not possible to choose the same shield twice. If a chosen shield is not broken in some way, it stays in the shield zone.

510. End of Attack Step

510.1. Trigger abilities that trigger at the end of the attack trigger.

510.2. Next, the effect of "under attack" and "blocking" disappears. 511. End of Turn Step

511.1. Trigger abilities that trigger at the end of the turn trigger.

511.1a If a card with an ability that triggers "at the end of turn" is moved to a zone where it works from after the time of triggering, that card's ability will not trigger until the next end of turn step.

511.2. All “until end of turn” and “during this turn” effects end.

512. The game proceeds to the next turn. If there are cards in Anywhere Zones, those cards are put into their owner's graveyard. Any trigger abilities will not trigger at that point.

6. Card usage, abilities and effects

600. General

601. Using a card

601.1. Depending on the card type, to use a card is to summon a creature, to cast a spell, to cross a gross gear, to fortify a castle, or to expand a field. Using a card affects the game.

601.1a A player declares to use a card, including changing conditions. The card leaves the zone it is currently in (usually the player's hand) and is moved to the anywhere zone. If a player is prohibited from using a card, that player cannot declare to use that card. Also, pay for alternative costs even if you do not declare it.

601.1b If a player uses a card from their mana zone, the card is moved to the anywhere zone after the payment of its mana cost is completed.

601.1c When paying the cost of a card, the civilizations of that card are paid first.

601.1d The player determines the total cost of the card. Some effects may increase or reduce the cost to pay.

601.1e The player pays the total cost.

601.1f After the mana cost of a card is paid, that card is used immediately. If the card is modal, the player announces the mode choice. Trigger abilities that trigger due using the card trigger.

601.1g The player specifies what to pick when the card instructs 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. If the ability is instructed to choose "by every", or the same ability exerts multiple effects, a player can select the same thing more than once if you do.

602. Using Activated ability

602.1. Activated abilities have a condition and an effect. An effect is produced only if the condition is fulfilled. Abilities such as Silent Skill and Dynamo are activated abilities.

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. A player can’t begin to activate an ability that’s prohibited from being activated.

602.3a Abilities that can be activated instead of attacking (such as Tap Ability) cannot be activated if it is not possible to attack (due to summoning sickness or some effect).

603. Use Trigger ability

603.1. Trigger abilities have a trigger condition and an effect.

603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.

603.2a When a step begins, all abilities that trigger “at the beginning of” that step trigger.

603.2b An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences. Example: A creature has an ability whose trigger condition reads, "Whenever a creature is destroyed". If two or more creatures are destroyed at the same time, the ability will trigger for each creature destroyed.

603.2c Some trigger events use the word "becomes". These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a card "becomes tapped" or "becomes untapped" doesn’t trigger if the card is put into a zone in that state. Example: An ability that triggers when a creature "becomes tapped" triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped.

603.2d An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything. Example: An ability that triggers when a creature is put into a graveyard won't trigger if a creature is put into another zone.

603.2e Some of the trigger 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. Any abilities that trigger become pending abilities. Then the abilities are resolved starting with the abilities of the active player.

603.3a If a trigger ability is modal, its controller announces the mode choice when that ability triggers.

603.4. If a trigger ability has conditions, if the condition is satisfied at the time of resolving the ability, the ability is resolved. It does not matter whether the condition was satisfied at the time of triggering.

603.5. Trigger events that involve cards changing zones are called "zone-change triggers". hand Everything subject to movement between zones including tags, battle zones, manas zones, cemeteries, It is ability to induce change.

603.5a Abilities that trigger when a card is put into the battle zone can be found on creatures, cross gears, weapons and fortresses. Each time an event puts one or more cards into the battle zone, all cards on the battlefield (including the newcomers) are checked for any "put into the battle zone" triggers that match the event.

603.5b Continuous effects that modify characteristics of a card do so the moment the card is in the battle zone (and not before then). The card is never in the battle zone with its unmodified characteristics. Trigger abilities are checked after applying all continuous effects. Example: If a player has a Courtney, Summer Breeze Faerie in the battle zone and they put a nature card into their mana zone, that card is considered to be of every civilization as it is put into the mana zone. If that player also has a creature with the ability "Space Charge: Darkness", that ability triggers.

603.5c There are abilities that trigger even after a card containing such ability is put into a graveyard. The game "looks back in time" to determine if those abilities trigger, using the existence of those abilities and the appearance of cards immediately prior to the event. Example: A creature with the ability "Whenever a creature is destroyed, draw a card." and two other creatures are destroyed at the same time. The creatures are put into the graveyard, but the ability will trigger three times.

603.5d Some abilities cause cards to be put into a zone in a certain state. These abilities are static abilities, not trigger abilities. Example: When a creature with Shield Force abilities is put into the battle zone, that creature has the Shield Force abilities immediately if a shield was chosen.

603.6. An effect may create a delayed triggered ability that can do something at a later time.

603.6a Delayed triggered abilities are created during the resolution of abilities, or as the result of a substitution effect being applied. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. 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. Using static ability

604.1. Static abilities do something all the time rather than being activated or triggered.

604.2. Static abilities create continuous effects, some of which are substitution effects. These effects are active as long as the card with the ability remains in the appropriate zone and has the ability.

604.3. Some static abilities apply while a card is in any zone that you could use it from (usually your hand). Such abilities could change the mana cost of the card, and so on.

605. Resolution

605.1. If there are pending abilities, the active player chooses which one to resolve first among their pending abilities in any order. It does not matter in which order the abilities became pending abilities.

605.2. Resolution is divided into several steps.

605.2a If a triggered ability has a condition, it checks whether it is satisfied at the time of resolution. If it isn't, the ability does nothing. Otherwise, it continues to resolve. 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 choosing cards or abilities, choose as much as possible within the range that you can specify. If you cannot choose, the effect will do nothing. If that card or ability has other effects, they are processed as usual.

605.2c Cards and abilities are resolved in the written order. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text.

605.2d If an effect requires information from the game, the answer is determined only once, when the effect is applied. If the effect requires information from a specific card, the effect uses the current information of that card. If an ability states that a card does something (eg. while battling), it’s the card as it exists that does it, not the ability. If a continuous effect requires information from a card, it checks only for the value of the specified 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 final part of a spell's resolution, the spell is put into its owner's graveyard. As the final part of an ability’s resolution, the ability ceases to exist.

605.3. If the card being resolved is a creature or a cross gear, it is put into the battle zone. If the card is a castle, it is put into its owner's shield zone.

606. Effect

606.1. An effect is something that happens in the game as a result of using a card or an ability of a card. When a spell, activated ability, or trigger ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.

606.2. If an effect attempts to do something impossible, it does only as much as possible. Example: If a player is holding only one card, an effect that reads “Discard two cards” causes them to discard only that card.

606.3. Some continuous effects are replacement effects.

607. One-Shot Effect

607.1. A one-shot effect does something just once and doesn’t have a duration. Examples include shield lake, destroying a creature, moving a card from one zone to another, and so on.

607.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves.

608. Continuous Effect

608.1. A continuous effect modifies characteristics of cards, or affects players or the rules of the game, for a fixed or indefinite period. A continuous effect may be generated by the resolution of a spell or ability, or by the static ability of a card.

608.2. A continuous effect may be generated by the resolution of a spell or ability.

608.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.

608.2b If a resolving spell or ability that creates a continuous effect contains a variable, the value of that variable is determined only once, on resolution.

608.3. A continuous effect may be generated by the static ability of a card.

608.3a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.

608.3b The effect applies at all times that the card generating it is in the appropriate zone. Example: A card with the static ability "Each light creature gets +1000 power" generates an effect that continuously gives +1000 to each light creature in the battle zone. If a creature becomes a light creature, it gets this bonus; a creature that stops being light loses it.

608.3c Continuous effects that modify characteristics of cards do so simultaneously with the card being put into the appropriate zone. They don’t wait until the card is in the appropriate zone and then change it. Because such effects apply as the card is put into the appropriate zone, they are applied before determining whether the card will cause an ability to trigger when it is put into the appropriate zone. Example: If you have a creature with the static ability "Each light creatures has blocker" in the battle zone, each light creature has blocker as they are put into the battle zone, and they lose the blocker ability as they leave the battle zone. Since they do not get blocker before being put into the battle zone, they cannot be put into the battle zone by such cards as Heaven's Gate, for example.

609. Substitution effect

609.1. Some continuous effects are replacement effects. Replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like “shields” around whatever they’re affecting.

609.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.

609.2. Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened.

609.3. A replacement effect is applied only once for each event.

609.4. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. If it is not possible to execute the event after it is done, it can not be replaced.

609.5. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.

609.6. Some effects replace card draws.

609.6a If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.

609.6b If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.

609.7. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects.

609.8. If multiple replacement effects try to modify a single event at the same time, the active player's effect is applied. If that player has multiple replacement effects for the same event, that player chooses which effect to apply.

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.

701.7. 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. Reveal

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 civilization, 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 To block is to stop an attacking creature's attack. Only the creatures with the Blocker keyword ability are able to block.

701.13. Battle

701.13a To battle is to compare the powers of the battling creatures and to see which one wins or loses the battle. Creature with the highest power wins the battle, while the creature with the lowest or the same power loses the battle.

701.13b Creatures that lose a battle are destroyed.

701.14. Break

701.14a To break a shield is to put it into its owner's hand. Break can be caused by attacking with a creature or by other effects.

701.14b Putting a shield into its owner's hand is not always caused by breaking shields. 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 an effect, they are moved into their owners' hands at the same time. This is different from breaking shields due to a Breaker ability.

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

701.15. Evolve

701.15a To evolve is to put an evolution creature on top of a creature, or to put an evolution cross gear on top of a cross gear.

701.16. Generate

701.16a To generate, pay the mana cost of a cross gear and to put it into the battle zone. Usually, generating is possible only during a player's main step.

701.17. Cross

701.17a To cross is to put a cross gear under a creature in a way that the cross gear can still be seen.

701.18. Link

701.18a Linking means connecting two or more creatures next to each other so that they become one creature. Gods, psychic super creatures and some dragheart creatures can be linked.

701.19. Fortify

701.19a To fortify a castle is to specify it in the zone it's in (usually the hand), pay its mana cost and attach it to a shield. Usually, fortifying is possible only during a player's main step.

701.20. Awaken

701.20a To awaken is to flip a dual-sided psychic creature over to its other side.

701.21. Gachinko Judge

701.21a To Gachinko Judge, each player reveals the top card of their deck and then puts it on the bottom of their deck.

701.21b If the player who initiated the Gachinko Judge revealed a card that has a cost the same as or greater than their opponent's revealed card, that player wins the Gachinko Judge.

701.22. Dragsolution

701.22a To Dragsolution is to flip a dual-sided dragheart to its dragheart creature side and untap it.

701.23. Seal

701.23a To seal is to put the top card of a deck on a card in the battle zone face down.

701.24. Forbidden Liberate

701.24a To Forbidden Liberate is to flip a dual-sided Forbidden card.

701.25. Switch

701.25a To switch is to exchange a card from different zones with each other simultaneously. Then all the possible actions required by the switched card are performed. (A card switched by Revolution Change ability is in an attack state.)

701.26. Expand

701.26a To expand a field is to reveal it in the zone it's in (usually the hand), pay its mana cost and put it into the battle zone. Usually, expanding is possible only during a player's main step.

701.27. Upside down

701.27a To upside down is to turn a field upside down in the battle zone.

701.28. Forbidden Big Bang

701.28a To Forbidden Big Bang is to flip a Final Forbidden Field that is made up of 5 dual-sided cards and meld them as Final Forbidden Creature.

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 into 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. This includes, Evolution Creatures, Neo Creatures, Gods, Psychic Creatures, Draghearts and Twinpacts.

801. Evolution Creatures

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

801.1a Battle evolution 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 Evolution 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 evolution GV you can leave up to 3 battle zones. Advance You may count as a creature or a linked God.

801.4b Under evolution 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 evolution creatures We assumed that we moved directly to the graveyard.

801.4c If the card under was an evolution creature, that evolution 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 evolution 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 evolution 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 Masters 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. Dragheart 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 Duel Masters' card face is. Another of Dragheart creatures One side is Dragheart · 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 Dragheart creatures are Dragheart Weapon or Dragheart · Fort You can drag down from the lesson and become a table. At this time, the phase does not change.

806.1b Some Dragheart 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 Dragheart 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. Dragheart is placed in a hyper dimension zone at the beginning of the game.

806.4a Dragheart 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 Dragheart 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. Dragheart creatures will be summoned and drunk.

806.5a Dragheart 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 Dragheart · Weapon, then Dragon The Dragheart 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 Impulse means that there is not the back of the Duel Masters card, It is the card with the surface of the card of the Duel Masters. The other side of forbidden Impulses is prohibited It is a feature. Forbidden Impulse has the ability to turn into the face of forbidden creature.

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

807.1b Every player can see both sides of any forbidden impulses 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. Twinpact cards include 2 cardtypes in one card. 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 Twinpact 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 Rules: 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) return format(WIKILINK_ALT_FORMAT, title, title) 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