Duel Masters Wiki
Register
Advertisement
Duel Masters Wiki

Documentation for this module may be created at Module:Rules/doc

local Rules = {}

-- BEGIN RULES
Rules.text = [[Duel Masters General Game Rules Version 1.38

Last update date September 14, 2023.

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. State
106. Civilization
107. Mana
108. Number
109. Card
110. Ability and Effect
111. Timing
112. Cost
113. Shield
114. Draw
115. Battle
116. Seal
117. Hyperspatial Zone
118. Super Gacharange Zone

2. Card Frame
200. General
201. Cost
202. Card Name
203. Race
204. Card Type
205. Text Box
206. Power
207. Mana Number
208. Miscellaneous Information

3. Card Type
300. General
301. Creature
302. Spell
303. Cross Gear
304. Castle
305. Weapon
306. Fortress
307. Impulse
308. Field
309. Core
310. Aura
311. Ceremony, Nebula
312. Artifact
313. Land
314. Rule Plus
315. Tamaseed
316. Element

4. Zone
400. General
401. Deck
402. Hand
403. Battle Zone
404. Graveyard
405. Mana Zone
406. Shield Zone
407. Hyperspatial Zone
408. Super Gacharange Zone
409. Preservation State

5. Turn
500. General
501. Start of Turn Step
502. Draw Step
503. Charge Step
504. Main Step
505. Attack Step
506. Attack Declaration Step
507. Block Declaration Step
508. Battle Step
509. Direct Attack Step
510. End of Attack Step
511. End of Turn Step
512. Proceeding to the Next Turn

6. Card Usage, Abilities and Effects
600. General
601. Using a Card
602. Activated Ability
603. Trigger Ability
604. Static Ability
605. Resolution
606. Effect
607. Oneshot Effect
608. Continuous Effect
609. Replacement Effect

7. Additional Rules
700. General
701. Keyword Action
702. Turn-Based Action
703. State-Based Action

8. Special Card
800. General
801. Evolution Creature
802. Neo Creature
803. God
804. Psychic Creature
805. Psychic Super Creature
806. Dragheart
807. Forbidden Impulse
808. Twinpact
809. Gacharange Creature
810. Ceremony of Zeron
811. Star Evolution Creature
812. King Cell
813. Star Max Evolution Creature

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.

100.2a Only four cards with the same name can be included in a deck, except for the cards that ignore this rule in their text.

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

100.3a Only four cards with the same name can be included in a hyperspatial zone, except for the cards that ignore this rule in their text.

100.4. You can choose to use the super gacharange zone. If you do, you can use up to 12 additional cards in this zone separately from the deck.

100.4a The super gacharange zone can only have 2 cards with the same name (unless otherwise specified by effect.)

100.5. Only one set of the following cards can exist in the battle zone at the start of the game.

Example: 'Forbidden ~The Sealed X~', 'FORBIDDEN STAR ~World's Last Day~', 'Forbidden New Year', 'Zerom, Origin of Destruction'.

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 can't, the "can" effect wins. (such as "Speed Attacker" ignoring "summoning sickness").

101.3. "Do all you can" - If you can't 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 resolved first. Also, if an ability will trigger from both players at the same time, the active players ability is resolved first. After the ability is completely resolved, the next ability is resolved.

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 resolving they are put on standby and priority is given to the resolving 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 resolving the effect of the non-active player if the effect of the active player side occurs, In case of resolving the effect during resolving, prioritize the effect of the active player first.

101.4d It isn't possible to interrupt 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 Battles created by the effects of abilities and spells are part of the effects of the abilities and spells until the end of the battle.

101.4f A battle causes by an ability or spell effect must be resolved as an effect until the battle ends.

101.5. A replacement effect may only be applied once for the same event. If an event has already been replaced, it can't be replaced further.

101.5a When a replacement effect would change part of the sentence that has punctuation marks, the replacement effect is limited before that punctuation mark. The sentence will not be replaced anymore. Even within the same ability, if the sentence is separated by another condition such as "If you do," it is regarded as another event and that part isn't treated as being replaced. The original effect is treated as one effect including the replaced part.

101.5b When multiple replacement effects exist at the same time, similar to normal effect resolving, the active player's effect is given priority. When the same player has multiple replacement effects, they 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 player 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 in a random manner. 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 isn't 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 permanently 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. State

105.1. Each Duel Masters card has two possible states; Untapped (Potrait position) and tapped (Landscape position).

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

105.3. The tapped position 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. The position of the card can't be changed arbitrarily.

105.4a You can only tap creatures and tamaseeds in the battle zone as well as cards in a mana zone. You can't change the position of cards in other zones.

105.5. Fields can be put into an upside down 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 card 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 mono-civilization card has only one civilization of the 5 civilizations.

106.2b Cards that have two or more civilizations out of five civilizations, are called multicolored cards.

106.2c Cards without a 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 a civilization due to a card effect, you must choose one the above 5 civilizations. You can't choose colorless (Since it's a lack of civilization).

106.4. Civilization may be added to or removed from a card by other 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 integers.

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

108.1b Creatures may have negative power. However, if you refer to the power of that creature, treat it as 0. For example, If you choose a creature in the battle zone with Hell's Scrapper that was previously made -6000, it isn't possible to treat it as a 11000 card.

108.1c In Duel Masters, ∞ (Infinity) is an unchoosable 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 considered 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. A God Linked creature has their creature parts leave the battle zone, while a Psychic Linked creature has their creature parts leave as psychic cells. 

109.2c An effect or ability that chooses an element composed of multiple cards apply to all cards. Dragheart and Cross Gear aren't included in a creatures component cards, but auras and magic tools that are overlapped above or under the creatures are included. However, seals are not included in an element's composed cards.

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 advantageous 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 replacement effect is also included.

110.2e When an ability creates an effect that affects the card, it only affects cards in its range at the time the effect is created. Cards that move to the zone after the effect is applied in the same turn aren't affected by this effect.

110.3. Ability can be broadly divided into four types.

110.3a A Spell Ability: the abilities are used by using spells and resolving the effects

110.3b A Trigger Ability: it usually has triggering conditions beginning with "When", "Whenever" or "If". Once triggered, they wait to be resolved. Triggers waiting to resolve are referred to as "Delayed Triggered Abilities".

110.3c Ab Activated Ability: an ability that you can trigger at the specific time that causes a triggered ability. These are commonly also known as a 'Tap Ability'.

110.3d A Static Ability: while a Creature, Field, Cross Gear, Castle etc is in the battle zone, they can have a continuous ability that occurs while they are in the battle zone. 

Example: A creature such as 'Cocco Lupia' or cross gear such as 'Rose Castle'.

110.4. Static Abilities are only active when the card with the ability is in the battle zone. However, there are some exceptions listed below.

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

110.4b An ability that affects card(s) in a zone.

Example: 'Mega Manalock Dragon', 'Kernel, Blue Stagnation Dragon Elemental' etc.

110.4c Abilities that don't specify the zone they work in, only work in the battle zone. For a card to work in another zone, it has to specify it, such as "Shield Trigger" mentioning being put into your hand from your shield zone.

110.4d A card that doesn't specify the zone, can only be used in the zone it says, unless other affects change this.

Example: You may normally only summon a creature that has 'Ninja Strike' from your hand, but if you had an effect that allows you to summon creatures from your mana zone, you may use the 'Ninja Strike' ability from a creature in your mana zone.

110.4e There are abilities that change cards as they used (usually from their hand.). This can be effects such as 'Cost Reduction'.

Example: 'Sympathy'.

110.4f A State Defined Effects change the state of a card when it is put into a zone. These are processed by interrupting the effect the same way as a replacement effect, but they are not treated as a replacement effect, and if multiple effects exist at the same time, all of them are applied. If a replacement effect doesn't actually put the card into that zone, the state defined effect does nothing. 

Example 'Ryusei Kaiser, the Eternal', 'Bind Shadow, Shadow of Bondage', 'Clairesentience Cerberus' and 'Perfect Galaxy, Immortality Elemental'.

110.4g There are abilities that can trigger only while they are in a certain zone (such as the Graveyard) instead of the battle zone.

Example: 'Necrodragon Guljeneraid'.

110.5. The source of the effect is the card with the ability to trigger it. An effect is triggered when the abilities conditions are fulfilled.

110.5a Once triggered, the effect will be become a standby effect independent of its source. Then, even if the source of that effect moves to another zone with the ability of another card, that effect will not disappear. Note, some effects cause the source of the effect to perform another action "instead" of doing the original effect. 

Example: If you choose to make the total power of one of your opponent's creatures less than or the same as the power of the source of the effect, the source creature is already in the battle zone and can be referenced. If not, refer to the printed card's power.

110.6. The characteristics of a card are distinguished from the ability of a card. If the characteristic 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. Timing

111.1. Whenever an action is performed, priority is given to the active player.

111.2. Actions are automatically performed by the game rules, or are performed by the players.

111.2a Trigger abilities can trigger at any time, including while another card is being used or even while an ability of another card is resolving. These triggered abilities are then put on standby.

111.2b Static abilities continuously affect the game.

111.2c Turn-based actions happen automatically when certain steps begin or end, unless some effects prevent them from happening.

Example: Untapping cards in a mana zone at the start of turn, or drawing a card at the draw step.

111.2d State Based Actions happen automatically when certain conditions are met. They are handled with priority even if an ability is being resolved.

Example: Winning the game, opponent losing the game, destruction of creatures with power 0 or less, etc.

112. Cost

112.1. A card has a mana cost to be used.

112.2. Mana Cost is the amount of mana you need to pay to use the card. This includes the payment of civilization that the card has.

112.2a When paying for a card's Mana Cost, you must also tap cards that match the card's civilizations. You are required to tap at least 1 card of each civilization of that card's respective civilizations in order to pay for that cost. If needed, you need to tap any additional cards (if needed) to pay for the remainder of the cards total cost. 

Example: If you are paying for the cost of a Darkness/Fire multicolored card that has a Mana Cost of 4, you must tap a Darkness and Fire card in your mana zone and then tap an additional number of cards (regardless of their civilization) to pay the remainder of the cards. Even if you tap a multicolored card that is 2 or more civilizations, it can only contribute 1 civilization per card.

112.2b The Mana required to pay for a card's cost can be increased or decreased by the use of various effects. If the cost of a card falls below the number of civilizations that are required to summon it, the tapping of civilizations is given priority over the cost. For example, if a player has Cocco Lupia (which reduces the cost of a Dragon by 2) on their side of the battle zone and want to summon Perfect Earth, Planetary Dragon (a Dragon with each of the 5 civilizations), they will be required to still tap 5 cards in their mana zone to pay for the civilization requirements of the card regardless of the cost required to summon being reduced to 3.

112.2c If the payment of civilization and the total cost of the card is fulfilled, you can't tap any additional mana.

112.3. There are several abilities that are able to use cards without paying for their mana cost (these cards include "for no cost" in their text).

112.3a 'Shield Trigger' is an ability that can be used immediately without paying the cost by showing the card to your opponent and declaring it when the shield is added to your hand (usually by a Break). If multiple cards that have 'Shield Trigger' are added to your hand at the same time from your shields, show each card you want to use to your opponent and declare their usage. Once all cards have been declared, use the cards one by one. For spells, they are resolved as a 'spell effect', and creatures resolve by summoning the creature. Effects that trigger by being put into the battle zone are resolved afterwards as a separate game event. This is also true for generating cross gear and expanding fields.

112.3b 'Strike Back' is an ability that can be declared and used immediately from your hand without paying the cards mana cost, if a card with a specific type is put into your hand from your shield zone, and you choose to discard that card. If a card with 'Strike Back' and a card specified by the Strike Back ability is added to your hand from your shields at the same time, as the 'Strike Back' card wasn't in your hand already, you can't use the ability. Like 'Shield Trigger', spells are resolved as a 'spell effect', and creatures resolve by summoning the creature. Effects that trigger by being put into the battle zone are resolved afterwards as a separate game event. This is also true for generating cross gear and expanding fields.

112.3c 'Ninja Strike' is an ability that is is resolved by the non-active player after the active player attacks with a creature, or on the active players when the non-active player blocks with a creature, and is able to summon a creature without paying their cost if you have a specified number of cards are in your mana zone. Even if the conditions are not met at the timing before that, it can be used if the usage conditions are met at the timing of declaration.

112.3d 'Gravity Zero' is an ability that allows you to summon creatures and cast spells without paying their cost if you fulfill specified conditions. 

112.3e Even if you use an effect that includes "you may ~, for no cost" in the effect text, the keyword action of "Summon", "Cast" or "Generate" is still performed so any abilities that would trigger from those actions still occur.

112.3f 'Attack Chance' is an ability that allows you to cast a spell without paying their cost if you fulfill specified conditions. 

112.4. A card put into the Hyperspatial Zone and Super Gacharange have mana costs, but these cards can't be used by paying mana except through card effects.

113. Shield

113.1. Shields are put face down in the shield zone. Each player has 5 shields at the start of the game.

113.2. Normally, the shield consists of one card, but due to effects such 'Shield Plus' multiple cards may be stacked on a shield. When you would count the number of cards in your shield zone, count the number of each card, including each card in a stack.

113.2a When you would reorder shields by an effect, the cards are redistributed. Each shield remembers its position and number. For example, if the third shield from the right consisted of 3 cards before it was reordered, redistribute cards so that shield has 3 cards. For cards that refer to a shield such as a card with the Castle card type or 'Shield Force', redistribute them to their original location.

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

113.4. A shield can be fortified by the Castle card type.

113.5. Shields are broken by a creature's attack and card abilities.

113.6. When a shield will be added to a hand due to a break or an effect, the player may declare the usage of 'Shield Trigger', 'Guard Strike' and 'Strike Back'. After these have been declared, the shield is put into your hand.

113.6a The shield that will be added to your hand is in a standby state until its usage is declared. Idle shields are in the shield zone, but aren't counted in the number of shields or number of cards in the shield zone.

113.6b Some cards have abilities to give 'Shield Trigger' to cards in the shield zone. These abilities determine whether if cards have 'Shield Trigger' by referring to the situation immediately before the shield added to a hand is put into the standby state. 

113.6c Some cards have abilities to give 'Shield Trigger' to cards added to your hand from the shield zone. These abilities determine whether if cards have 'Shield Trigger' by referring to the situation of the shields in the standby state.

113.6d If a shield added to your hand has a static ability while in your shield zone, the effect will continue until the end of the declaration of usage (such as 'Shield Trigger') and just before the shield is added to your hand.

114. Draw

114.1. Whenever a player draws a card, they put a card from the top of their deck into their hand. This is done as a turn-based action during each players draw step. It can also be done as an effect of a spell or ability. 

114.2. Only one card can be drawn at a time. When instructed to draw multiple cards, the player repeats drawing a card that many times. 

114.2a If multiple players draw cards due to an effect, the active player draws the specified number of cards first, then the non-active players draws card. 

114.3. If a card effect moves a card from a player's deck to that player's hand but doesn't use the word "draw", it isn't considered drawing a card for that player. Therefore, an ability that would trigger when a card draw or effects that would replace a card draw can't be used.

114.4. There are effects that can replace the game action of drawing a card. 

114.4a If the effect replaces one of multiple cards drawn, the replacement effect is completely resolved before the next one is drawn.

Example: When 'Maeterl, Beautiful Sunday' says, "Whenever you would draw a card, you may draw 2 cards and discard a card from your hand instead.", the effect occurs individually for each card your draw. Under this circumstance, when using "Emergency Typhoon", you apply the effect of Maeterl to the first card drawn, and draw 2 cards and discard 1. Then the effect is repeated and you draw 2 cards and discard 1. Then you discard a card due to the effect of 'Emergency Typhoon'.

114.4b After a card is drawn, some additional effect on that card may apply. If the card draw is replaced and the card isn't drawn as a result, that additional resolving is finished.

114.5. If there is an effect that triggers whenever you draw a card, resolve it. Then add the card to your hand. 

114.6. Players can still try to draw cards as a turn based action, spell or ability even if there are no cards in the deck. 

114.6a If you try to draw a card when there are no cards in the deck, the trigger condition isn't met. For example, any abilities that trigger "whenever your draw a card" don't trigger. Also, as no cards are drawn the "number of cards you've drawn this turn" doesn't increase. However, if there is an effect that replaces drawing a card, it can still be applied to trying to draw a card from a deck that has no cards. 

115. Battle

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

115.1a Battle is caused by attacks, as well as other card abilities and effects.

115.2. Whenever you start a battle, the active player triggers any abilities first.

115.3. Compare the power of both creatures.

115.3a If either creature is destroyed or removed from combat at the point of attack declaration, no battle will take place. The powers will only be compared if both creatures are still in the battle zone.

115.3b The creature with the higher power wins the battle, and the creature with the lowest power loses the battle. If both creatures have the same power, they both lose the battle. A creature that loses a battle is destroyed and put into the graveyard. This is a State-Based Action.

115.3c A creature with the ability to "Win All Battles" wins the battle regardless of their power. If both creatures have the ability to win all battles, both creatures are considered to win the battle, and no creature is destroyed.

115.3d After the battle, creatures that have a 'whenever this creature wins a battle, EFFECT' will trigger. They are first resolved by the active player.

116. Seal

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

116.1a To attach a seal, put a card from the players deck on the top of the card you are sealing face down.

116.1b It is possible to put multiple seals on a card simultaneously.

116.2. Creatures with a seal are treated as 'ignored'.

116.2a Ignored creatures are treated as not being in the battle zone. It can't attack, block as is treated as having no abilities.

116.3. Seals exist in the battle zone.

116.3a If you choose 'cards' in the battle zone by an effect, you are able to choose seals.

116.4. A seal is removed when you put a Command into the battle zone.

116.4a Whenever a Command is put into the battle zone, its owner puts a seal from one of his cards that has the same civilization as that Command into his graveyard. While a creature is sealed, both players ignore that creature.

116.4b Even though a sealed creature is ignored, its civilization is still referenced when removing seal. This is context-related.

117. Hyperspatial Zone

117.1. Psychic Creatures and Draghearts put into zones other than the battle zone and put into the hyperspatial zone.

117.2. An unequipped Weapon in the battle zone is put into the hyperspatial zone.

118. Super Gacharange Zone

118.1. Gacharange Creatures put into a zone other than the battle zone are put on the bottom of the Super Gacharange Zone.

2. Card Frame

200. General

200.1. A card contains information some of which may affect the game.

200.2. Some parts of a card are also characteristics (which can be referenced during a game). Characteristics include civilization, cost, card name, race, card type and power.

200.2a Some characteristics may be ignored during the game.

200.3. Characteristics may be ignored.

200.3a Cards that are underneath a card due to evolution, etc have their characteristics ignored during gameplay. However, when 'cards' are specified, the characteristics are referenced. When specifying other things than 'cards' (such as 'creature'), these characteristics aren't referenced. 

Example: A water creature that is evolved over a light and water creature is only treated as a water creature, and its power and race are unaffected by the underneath cards. However, a card such as 'Team Tech's Wave Go!' can affect the cards underneath them if they match the conditions. 

Example: 'Bangetsu 卍 Ga・Ryuzark 卍' refers to Magic Tools as a race, so cards underneath '卍 De Szark 卍' can't be referenced.

200.3b The characteristics of a seal can't be referenced. If a seal is specified as a card, it is treated as a card with a cost 0 and no other characteristics.

200.3c  Whenever you choose a double faced card as a card, refer to its face up side.

201. Cost

201.1. Cost is a characteristic of a card. A card's cost is usually indicated by a number written in the upper corner.

201.1a The mana cost of a card represents the amount of mana a player must pay to use the card.

201.1b Psychic creatures and draghearts have a mana costs but they can't be summoned by paying mana and aren't put from the hyperspatial zone except through card effects.

201.2. When referring to the cost of the card, refer to that number.

201.2a The cost of a card always refers to the cost originally written on the card even if an effect modifies the cost of using the card.

Example: The cost of 'Bolshack NEX' is 6 while it's in the battle zone even if there are any 'Cocco Lupia' in the battle zone as well. Therefore, it can't be destroyed by the effect of 'Hyperspatial Musha Hole' which destroys creatures that cost 4 or less.

202. Card Name

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

202.2. If an effect instructs a player to choose a card name, the player must choose the name of an existing card. You must be careful to declare an exact card name that is clear to both players, as cards with variations on other card names exist. (However, in actual game play, it is acceptable to use a shortened name that both players recognize as long as a specific card is determined.)

202.3. If there is a card that refers to only part of a card name, it will affect all cards that carry the characters of the name properly, but not for cards that don't include the characters properly. 

Example: 'Bolshack NEX' refers to all cards that have 'Lupia' in their card name, but doesn't affect 'Purple Piercer' as the name is separated.

202.3a When referring to a card name, refer to the exact matching name, including kanji.

202.4. There is a card that adds another card name to the card in addition to the original card name. In that case, the card will have two card names at the same time.

202.5. A linked god has each of the linked God's names.

Example: In the battle zone, your linked 'Heavy, Dragon God' and 'Metal, Dragon God' and a separate 'Heavy, Dragon God' and 'Death, Destruction God' will both have the name 'Heavy, Dragon God' and will be affected by cards such as 'The Grave of Angels and Demons'.

202.6. A promotional version and alternate art version of some cards will have an alternate line directly below the usual card name. During gameplay and deck construction, these cards are treated as the card name written in this alternate 'alias line'. 

Example: The TRANSFORMERS collaboration card of 'Optimus Prime' is always treated as 'Bad Brand'.

202.6a During gameplay, when you would name a creature or card by an effect or game rule, you can't name a card with the name above its 'alias name'. 

Example: You can't choose 'Optimus Prime' or 'Bumblebee'' with abilities that specify a creature name or card name, such as 'Emotional Hardcore, Sacred Dragon'.

203. Race

203.1. Race is a characteristic of cards. It is usually printed just under the card name.

203.2. Some effect refers to races or partial parts of them. In that case, it includes each race that includes that specific part.
Example: Specifying 'Dragon' for a card effect refers to all creatures that have 'Dragon' in the race.

203.3. Races may be added by an effect.

203.4. When choosing a race, you can't choose part of a race that doesn't exist by itself on a card.

Example: 'Cyber' doesn't exist by itself as a race by itself, so it can't be chosen.

204. Card Type

204.1. Card type is a characteristic of a card which is usually printed just under the illustration.

204.2. Card types include "Creature", "Spell", "Cross Gear", "Castle", "Cell", "Weapon", "Fortress", "Impulse", "Field", "Core", "Aura", "Ceremony", "Nebula", "Artifact", "Land", "Rule Plus", and "Tamaseed".

204.3. Cards may have supertypes. They are written before the card type. Supertypes include "Evolution", "Psychic", "Psychic Super", "Exile" "Dragheart", "Forbidden", "D2", "Neo" and "Gacharange".

204.3a "Creature" can have "Evolution", "Psychic", "Psychic Super", "Exile", "Dragheart", "Forbidden", "Neo", "GR" and so on. 

204.3b "Impulses" can have "Forbidden" as a supertype.

204.3c "Field" can have "D2" or "Final Forbidden" as a supertype.

205. Text Box

205.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities.

205.1a In the case of keyword abilities, keywords may appear before other card text. When referring to text, skip keywords and don't refer to them.

Example: If you have a 'Kuromame Danshaku / Hakumai Danshaku' in the battle zone, and your opponent puts a creature that has a Labyrinth ability into the battle zone, that creature will be put into its owner's mana zone.

205.2. Text boxes may contain sentences that have no game function.

205.2a Reminder text is enclosed in parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it’s relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.

205.2b Flavor text has no game function.

205.3. The mana number behind the text box has no game function.

206. Power

206.1. Power is a characteristic of a card. It is usually written on the lower left of a creature. Power can be modified or set to a particular value by effects.

206.2. Some creatures have "+" or "-" written before their powers. They indicate that the power of the creature changes 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 effects change the power of a creature to a specific number. As long as this effectis applied, no other effect can change number, and the power isn't moved even if affected by other abilities.

Example: If 2 creatures link together while there is an active effect changing creatures in the battle to have 500 power, the linked creature's power will still be 500, rather than having their powers added together for being linked.

206.4. Some effects double the power of a creature. Such effects are applied after applying power increases and decreases.

Example: A creature with power 3000 is simultaneously affected by an effect which increases its power by +2000 and by another effect which doubles the creature's power. The power first increases to 5000 and is then doubled, resulting in a power of 10000.

207. Mana Number

207.1. Except for some exceptions such as Psychic Creatures and Draghearts, each card has a mana number. The mana number represents the civilizations of a card. The numerical value represents the number of mana that can be created by tapping the card in the mana zone.

207.2. The numerical value on a mana number may be changed by card effects.

207.3. Mana Numbers on colorless cards don't represent civilizations.

208. Miscellaneous Information

208.1. In addition, cards contain information that have no game function.

208.1a Illustration, Illustrator Name, Rarity Icon, Expansion Icon, Block Icon, Card Number, Card Frame, usually don't directly affect the game, but may be referred to by a card effect.

Example: Soul icon, Heroes Cross icon, Victory icon, etc.

3. Card Type

300. General

300.1. Card types include "Creature", "Spell", "Cross Gear", "Castle", "Cell", "Weapon", "Fortress", "Impulse", "Field", "Core", "Aura", "Ceremony", "Nebula", "Artifact", "Land", "Rule Plus" and "Tamaseed".

301. Creature

301.1. The active player can summon creatures from their hand during their main step.

301.2. A creature is put into the battle zone after being summoned.

301.3. Power is a characteristic exclusive to creatures.

301.3a The power of a creature represents it's strength in a battle.

301.3b To determine the power of a creature, calculate it from the value listed on the lower left of the card, and then apply various continuous effects.

301.4. Creatures are able to attack.

301.5. Creatures can't attack unless they were in the battle zone from the start of a turn. This rule is referred to as "summoning sickness".

302. Spell

302.1. The active player can cast spells from their hand during their main step.

302.2. When a spell is cast, the effect is resolved in the order of the written text from top to bottom, then the spell is put into its owners graveyard.

302.3. Spells can't be put into the battle zone.

303. Cross Gear

303.1. The active player will generate cross gear from your hand during the main step.

303.2. Cross Gear are put into the battle zone after generating it.

303.3. Cross Gear can cross creatures. You can't cross cards that aren't creatures.

303.3a Creatures that are crossed with cross gear are known as 'crossed creatures'.

303.3b To cross the cross gear with a creature, you will pay that mana cost again. This is an activated ability that can only be used during the main step.

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

303.3d The state of the Cross Gear doesn't 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.

303.4a Cross Gear can't be crossed onto the creature that is already crossed with it.

303.5. If a crossed creature leaves the battle zone, the Cross Gear remains.

304. Castle

304.1. The active player can fortify a castle during their main step.

304.2. The castle is put into the shield zone by attaching to a shield.

304.2a A shield that has a castle attached to it is considered to be 'Fortified'.

304.3. When a fortified shield leaves your shields, put the castle into your graveyard. You can use 'Shield Trigger' abilities before putting the castle into your graveyard.

305. Weapon

305.1. Currently the only weapons are 'Dragheart Weapons', that can be put into the battle zone by effects that can put Draghearts from the hyperspatial zone into the battle zone.

305.2. Weapons can be equipped to creatures.

305.2a Weapon's status doesn't depend on the state of the equipped creature.

305.3. Weapons can't exist independently the battle zone.

306. Fortress

306.1. Currently the only fortresses are 'Dragheart Fortresses', that can be put into the battle zone by effects that can put Draghearts from the hyperspatial zone into the battle zone.

306.2. Fortress can exist alone in the battle zone.

306.3. Fortress normal position (untapped state) is horizontal.

307. Impulse

307.1. Impulses are one side of a double-sided forbidden card that can be placed in the deck.

307.2. Impulses are put into the battle zone in the position indicated at the start of the game.

308. Field

308.1. The active player is able to expand a field from their hand into the battle zone during the main step.

308.2. The field is put in the battle zone after they are expanded.

308.3. The field's normal position (untapped state) is horizontal. If the 'Denjara Switch' ability has been used, they treat '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 Cores only exist as 'forbidden core', and are only put into the battle zone by flipped over a Final Forbidden Field and combining them a single Final Forbidden Creature.

309.2. A core is unable to be put into the battle zone by themselves.

309.3. The Core's normal position (untapped state) is portrait oriented. Some are placed upside down.

309.4. The Core moves to the place specified on the card.

309.5. Cores can be put into the mana zone on other side, but can't be used to generate mana. They can be tapped as cards of their respective civilization.

309.6. Core may only be superimposed under a creature.

309.7. The Core can't exist in the battle zone alone, and is put into the graveyard.

310. Aura

310.1. The active player may use an Aura from their hand during their main step.

310.2. If you use an Aura, attach to a gacharange creature or gacharange summon and then attach it.

310.3. The normal orientation (untapped) of an Aura is horizontal.

310.4. The number in the lower left corner of an Aura isn't power. While an aura is attached to a creature, the attached creature has its power increased by that amount.

310.5. Auras can't exist in the battle zone unattached. If they are unattached, they are put into a graveyard. 

310.6. When attaching an Aura to a Gacharange Creature that already has an aura attached, it will be added on top of the previously attached aura.

310.7. Even if a Gacharange Creature with an attached aura evolves and ceases to be a Gacharange Creature, the aura remains attached to the creature in the battle zone, and the Aura's additional power and abilities continue to apply to that creature.

310.7a If this happens, the evolution creature is placed directly below the aura. In order from top to bottom, the cards are stacked: Aura, Evolution Creature, Gacharange Creature. 

310.8. When a creature with an aura moves from the battle zone to another zone, the attached aura also moves to that zone.

310.8a Auras are unaffected by effects that move creatures and are placed in the zone they are moved to in their legal state. When a creature is chosen to be put into the shields, the attached aura is placed in the owner's shield zone as a new face-down shield. 

Example: A creature with an aura attached by the ability of Natura Scorpion is chosen. If so, the attached aura is put into the owner's mana zone untapped.

310.8b If a creature with an aura is put under another card in the battle zone, the attached aura is also put under that card. At this time, the Auras and creatures are placed under the card in any order the owner chooses.

311. Ceremony, Nebula

311.1 The only Ceremony type that exists is Ceremony of Zeron and the only Nebula that exists is the Zeron Nebula.

311.2 Some Ceremony of Zeron and Zeron Nebula are put into the battle zone at the start of the game.

311.3 Ceremony of Zeron and Zeron Nebula have no way of being put into the battle zone by themselves.

312. Artifact

312.1. The active player can use an Artifact from their hand during the Main Step.

312.2. A used artifact is put into the battle zone.

313. Land

313.1. Land can't be put into the battle zone or 'used' in the usual way.

313.2. Some lands are only effective while in the mana zone.

313.3. Lands can't be put into the battle zone and will be immediately put into a graveyard if they are put into the battle zone in any method.

314. Rule Plus

314.1. Rule Plus is put into the Hyperspatial Zone at the start of a game.

314.2. Rule Plus can't be put into the battle zone.

314.3. An effect of a Rule Plus card occurs at the start of the game from the hyperspatial zone, giving the game additional rules.

314.3a If the number of cards used in the game change changes due to the effect of a Rule plus used in the game, it is necessary to prepared the deck and number of cards to match the number of cards needed before starting the game.

Example: For example, if you want to start the game with 'Invincible Thirteen' in your Hyperspatial Zone, you need to start the game with a deck of 45 cards.

314.4 Rule Plus can't be in the battle zone and will immediately return to the Hyperspatial Zone through the graveyard if put into the battle zone in any way.

315. Tamaseed

315.1. The active player can use a Tamaseed from their hand during the main step.

315.2. After being used, a Tamaseed is put into the battle zone.

316. Element

316.1. Element is a general term for card types that can be put into the battle zone face up, such as creatures and tamaseeds.

316.2. Card types that can't be put into the battle zone by themselves, such as spells, castles, and cores, aren't included as elements.

316.3. Effects that choose elements aren't effects that specify 'cards'. So if you choose an element that consists of multiple cards, all the cards that make up that element will be affected.

Example: If you choose an evolution creature with the effect 'Choose an element and destroy it.', the evolution source cards will also be put into a graveyard, just like when you choose it with the effect 'destroy a creature'.

4. Zone

400. General

400.1. A zone is an area of gameplay where cards can be placed during a game. There are eight zones; "Deck", "Hand", "Battle Zone", "Graveyard", "Mana Zone", "Shield Zone", "Hyperspatial Zone" and "Super Gacharange Zone". The battle zone is shared between both players, but each other zone isn't shared.

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

400.2a A public zone is a zone in which all players can see card's that aren't face down. The Battle Zone, Mana Zone, Graveyard and Hyperspatial Zone are public zones.

400.2b A private zone is a zone where not all players can see a card's face. The Shield Zone, Deck, Hand and Super Gacharange Zone are private zones. Even if the card faces are revealed, the zone itself remains private.

400.2c If an effect causes each player to choose a card from a private zone, the card remains face down when chosen, but the card chosen must be clearly indicated.

400.2d If you use the ability to reference a card in a private zone and the referenced card doesn't exist, you do not need to show the contents of that private zone to your opponent for confirmation.

Example: When using the ability of 'Kaiser "Baki", Zenith of "Certain Victory"', and you have no Hunters to put from your hand.

400.2e If a card is put into a private zone, it remains private unless otherwise specified.

400.3. Cards with certain card types can’t enter certain zones.

400.4. The order of cards in the shield zone or deck can’t be changed except by card effects or rules that allow it. Cards in other zones may be be arranged as 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 is treated as a new addition to that zone.

400.5a Cards that move from a public zone to a private 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 isn't affected.

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

400.8 When an effect is resolved across multiple zones, if the target moves to a zone unspecified by the effect midway, it will stop resolving.

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 Gear, Weapons, Fortresses, Impulses, Fields and Auras are put into the battle zone, but mana, shields, castles or spells may be put into the battle zone. Effects that affect or refer to elements only affect elements that are in the battle zone and refer only to elements that are in the battle zone, unless other zones are explicitly mentioned in their text.

Example: Only an element in the battle zone can be chosen by the effect of 'Choose an element and destroy it'.

Example: Only a creature in the battle zone can be chosen by the effect of 'Choose a creature and return it to its owner's hand'.

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

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

403.4. You can't change the order of cards underneath another card. This is an exception to "403.3".

403.4a When you put a card underneath another in the battle zone, its put on the bottom of that stack of cards. When multiple cards are put underneath a card at once, the player decides in what order they are put.

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.

405.4. Cards in the mana zone are usually put face up, but some effects may turn them face down. A face down card is considered to have a cost of 0, is colorless, a mana number of 9, and as a card with no other characteristics. While the card is face down, information on the front side can't be referenced.

405.4a A player may look at the front side of a face down card in their mana zone at any time. However, you can't look at the at the front side of a face down card in your opponent's mana zone.

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 can't rearrange the cards in their shield zone.

407. Hyperspatial Zone

407.1. Cards that have a Psychic or Dragheart supertype are put into the hyperspatial zone. At the start of the game, you must either have 0 or 8 cards in this zone.

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. Super Gacharange Zone

408.1. In the super gacharange zone, cards with the GR supertype can be placed. There must be 12 cards in that zone at the start of the game.

408.2. The super gacharange zone must be a stack of face down cards. Both players can't see these cards.

408.3. Players cant rearrange cards in the super gacharange zone.

409. Preservation State

409.1. カードを使用した際や、効果でカードがバトルゾーンに出る際、それらのカードは実際にゾーンを移動するまでの間、保留状態になります.カードは保留状態になっても、そのゾーンを離れたことにはなりません.

409.1a クリーチャーなど、バトルゾーンに出るカードを使用した際や、効果でバトルゾーンに出そうとした際、それらのカードは実際にゾーンを移動するまでの間、保留状態になります.

409.1b 呪文は唱えてから効果を解決し終えるまでの間、保留状態になります.解決が終わった後、唱えていた呪文は墓地に置かれます.

409.1c カードが保留状態になっている間、そのカードは元々置かれているゾーンに属していますが、そのゾーンにあるカードの枚数としては数えません.

Example: (紅神龍オグリストヴァル)がいる状況で、手札にある残り1枚の(エナジー・ライト)を唱えた場合、カードを引く効果を解決する前に、(紅神龍オグリストヴァル)のパワーは0になり、破壊されます.

Example: 手札から唱えた(エマージェンシー・タイフーン)の効果で手札のカードを捨てる場合、その唱えた(エマージェンシー・タイフーン)自身を捨てることはできません.

Example: 自分のマナゾーンにカードが4枚あり、バトルゾーンに相手の(獣軍隊 ヤドック)がいる状況で、マナゾーンから(虹速 ザ・ヴェルデ)を召喚する際、(虹速 ザ・ヴェルデ)が保留状態になることでマナゾーンのカードの枚数が3枚になるので、(獣軍隊 ヤドック)の置換効果が適用されます.

409.1d 保留状態になったカードが保留状態ではなくなった後、そのカードは、保留状態になる前に与えられていた効果を失います. 

Example: 「このターン、自分の墓地から使ってもよい」という効果が与えられたカードを自分の墓地から使用した結果、そのカードが再度墓地に置かれた場合、それをもう一度使うことはできません.

Example: (蛇手の親分ゴエモンキー!)の効果を与えられたクリーチャーをマナゾーンから召喚した際、そのクリーチャーが(獣軍隊 ヤドック)の置換効果でマナゾーンにとどまった場合、そのクリーチャーを再度マナゾーンから召喚することはできません.

409.1e 1つの効果によって複数のカードが同時に使用されることがあります.その場合、効果で使用するカードはすべて保留状態になった後、1枚ずつ処理を行います.

Example: (甲型龍帝式 キリコ³)の能力で3枚の呪文を唱える際、その3枚はすべて保留状態になった後、1枚ずつ解決していきます. <br> Example: (夢の変形 デュエランド)の能力で7枚のカードを墓地に置いた際、使用するカードがすべて保留状態になった後で、それらを1枚ずつ使用します.

409.1f 1つの効果によって複数のカードが同時にバトルゾーンに出ることがあります.その場合、バトルゾーンに出るカードはすべて保留状態になった後、1枚ずつバトルゾーンに出ます.ただし、複数の封印が同時にバトルゾーンに出る場合は、それらすべてが保留状態になった後、バトルゾーンのクリーチャーに同時に付けます.

Example: (ヘブンズ・ゲート)の効果で2体のクリーチャーをバトルゾーンに出す際、その2体は保留状態になってから、1体ずつバトルゾーンに出ます.

Example: (ドキンダム・アポカリプス)の効果でバトルゾーンにいるクリーチャー全てに封印がつく場合、それらは同時に付きます.

409.2. カードを使用した結果、または効果を解決した結果、保留状態になったカードが別のゾーンへ移動しなかった場合も、カードは保留状態ではなくなります.そのカードの状態は、保留状態になる前から変化しません.

409.2a 保留状態になっているカードが元々置かれているゾーンに再度置かれた場合、そのゾーンにカードが置かれたことにはなりません.カードが置かれたことで誘発する能力は誘発せず、また、そのカードの位相は変化しません.

Example: (Wave ウェイブ)の「出た時」の能力で墓地から呪文を唱えた際、唱えた呪文は解決した結果、再度墓地に置かれますが、それによってカードが墓地に置かれた時に誘発する能力は誘発しません.

Example: マナゾーンにタップ状態で置かれている(陰陽の舞)を召喚した際に、(獣軍隊 ヤドック)の置換効果を適用した場合、置換効果の適用後も(陰陽の舞)はタップ状態のままマナゾーンに置かれます.

409.2b 呪文が墓地に置かれることで適用される置換効果は、墓地から唱えた呪文が再び墓地に置かれる場合でも適用されます.これは、409.2の例外です。

Example: (Wave ウェイブ)の「出た時」の能力で墓地から(ケンザン・チャージャー)を唱えた際、(ケンザン・チャージャー)は再度墓地に置かれる際、チャージャーの能力によりかわりにマナゾーンに置かれます.

5. Turn

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 resolving, the active player doesn't do anything. The step will then end. Each substep during the attack is the next time each player's actions run out.

500.2a Previous steps in a turn can't be returned to.

500.3. When a step or substep ends, any effects that were scheduled to last the 'until end of' that step or substep disappear. Also, effects that were scheduled to to kast until a certain step or substep disappear also. Effects that last "while attacking" disappear at the end that creatures creatures attack, not at the end of the attack step. Effects that last 'until the end of the turn' disappear after the turn completely ends. Therefore, it doesn't disappear immediately when entering the 'end of turn' step.

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 each player gets an extra turn during the same turn, the active player uses their extra turns first.

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 resolved after the other cards untap.

501.2. Any abilities that trigger 'at the start of your turn' trigger. All abilities that trigger at the start of a turn trigger. The triggered effects are declared in turn order and processed one by one.

501.2a  If a card with an ability that triggers 'at the start of your turn' moves to a zone where abilities trigger during this step, that ability doesn't trigger until the next turn's beginning step.

502. Draw Step

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

503. 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 isn't 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 aren't 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 can't 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 isn't 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 Some trigger abilities require a 'declaration of usage'. The active player must declares the usage of these abilities at this time. These can include trigger abilities that trigger in a private zone, such as 'Ninja Strike' and 'Revolution Change'. (Reference: 603.2e)

506.3c The active players effect's that are were put on standby are then resolved.

506.3d  The non-active player declares each of their trigger abilities that require a declaration of usage. Even if the conditions weren't met at the time the attacking creature was specified, the ability can be declared for usage if the conditions are met at this point.

506.3e The non-active player effects that are on standby are then resolved in any order. If any of active player's effect would trigger during this process, the activer's effect takes precedence after resolving the non-active player's effect being processed, and then after processing the active player's effect, it returns to resolving the abilities of the non-active player.

507. Block Declaration Step

507.1. The non-active player specifies a blocking creature.

507.1a The non-active 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 isn't possible to block creature that can't be blocked.

507.1b The chosen creature becomes a blocking creature. 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 non-active 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 Then, the active player resolves their abilities that are on standby in any order.

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

507.2f Then, the non-active player resolves their abilities on standby 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 isn't 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 non-active player and the attack was not redirected, the attack is considered a direct attack. If the non-active 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. Choose the specified number of broken shields. Abilities that trigger before a break will trigger at this point.

Example: "Dragon Double Breaker", "Master Double Breaker" or the ability of "MAX the Johnny"

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. Resolving any standby effects that would trigger "Before each break". After those effects resolve, if there is another other standby effects, resolve them.

509.4a Among newly triggered abilities, first resolve the active player's standby effects in any order. 

509.4b Continue to resolve the non-active player's standby effects in any order. If the active player's effect triggers during this process, the active player's effect is prioritized after resolving the effect being processed, and then the non-active player's processing returns. 

509.4c If an attacking creature leaves the battle zone by resolving an effect, that creature will still break any opponent's shields that you have already chosen. 

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. Triggered abilities with 'at the end of the turn' as a condition will trigger. Each trigger and its effects are carried out through the following steps.

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.

511.1b The active player announces the use of triggered abilities that require an Declaration of Usage.

511.1c Effects on standby of the turn player are resolved.

511.1d Once all effects in the waiting state of the active player have resolved, the non-active player announces the declaration of usage of their triggered abilities that require a declaration of usage.

511.1e Effects on standby of the non-active player are resolved in any order. If an effect triggered by the active player would occurs during this resolving, after resolving the effect in progress, the effects of the turn player are then given priority and resolved, followed by returning to the the non-active player's effects.

511.2. Effects with "during that turn" or "until end of turn" simultaneously expire.

512. Proceeding to the Next Turn

512.1 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 can't 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 If you pay the mana cost, the card will be used immediately.

601.1h Players chose the modal abilities when a card tells them to choose an option. If an ability instructs you to choose multiple optional at once, you can't choose the same thing more once [unless specifically mentioned]. If the same ability is performed multiple times, you can choose the same one multiple times.

602. 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) can't activated if the creature isn't able to attack (due to summoning sickness or another effect preventing attacks).

603. Trigger Ability

603.1. Trigger abilities have a trigger condition and effect.

603.2. Triggered abilities will automatically trigger each time the trigger condition is met. The triggered effect will be on standby once and wait to resolve.

603.2a When a step begins, all abilities that have “at the start of STEP" in their text will trigger in that step.

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 "is". These trigger only at the time the named event happens, they don’t trigger if that state already exists or trigger again if it persists. An ability that triggers when a card "is tapped" or "is untapped" doesn’t trigger if the card is put into a zone in that state.

Example: An ability that triggers when a creature "is tapped" triggers only when the status of a creature that’s already in the battle zone 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 trigger abilities require a declarations of usage. Trigger abilities that would trigger in a private zone, such as 'Ninja Strike', 'Revolution Change' and 'Gate of Moonless Night' are examples of abilities that require a declaration of usage. These abilities, even when used from a public zone such as a graveyard or mana zone, still require a declaration of usage.
 
603.3. Any abilities that trigger become abilities on standby. Then the abilities are resolved starting with the abilities of the active player.

603.3a Some triggered abilities are written to use an ability with a specific icon. These abilities will be put on standby when they are triggered. 

Example: When a creature that has 'Kizuna Plus' attacks and puts a card underneath into your graveyard, even if the creature with the icon is destroyed before the ability resolves, the card is put into your ability when the ability is triggered. The 2 icon abilities that were chosen when you put a card underneath into your graveyard are put on standby.

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 gear, 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 are applied the moment after the card is put 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 will trigger.

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 a Shield Force ability 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 replacement 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: If you have a creature that has the "Each turn, you may untap this creature the first time it's tapped. " effect, and you cast a spell that taps creatures, it will attempt to tap them. but won't occur if the creature had already been untapped earlier in that turn.

603.7. There are abilities that trigger just before a shield would break with a trigger condition of "Before the break". These abilities trigger at the time when you choose shield to break, and they resolve before you break it.

603.7a After resolving the standby effects of an ability that trigger 'before the break', if there are any other standby effects, resolve them before breaking the chosen shield.

603.7b When resolving a standby effect with an ability that triggers 'before the break', you may cause a new shield to break, causing a new 'before the break' to trigger. In this case, the effect of the last triggered 'before the break' ability resolves before any new standby effects resolve or the originally chosen shield breaks. Then, if there are any other standby effects, they are resolved, the newly chosen shield is broken, and then the process returns to the process of breaking the originally chosen shield.

Example: When attacking with 'Kakumeijin, Geima King Dragon' and breaking your opponents shield, the 'before the break' was triggered twice. For the first trigger, I cast 'Texas Storm' and put 'Kakumeijin, Geima King Dragon' on the top of the deck, and put it again, to break another of my opponent's shields. At this time, a third 'before the break' ability was triggered. In this case, you first resolve the third 'before the break' ability, and cast a spell, than break the chosen opponent's shield with 'Texas Storm'. Then resolve the second 'before the break' ability of the 2 shields that occurred by the first break, and then break the 2 shields that you had chosen with the attack of 'Kakumeijin, Geima King Dragon'.

604. 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 replacement 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.

604.4 Some static abilities are able to produce a one shot effect. If these abilities meet the conditions for producing an effect, apply the effect before resolving the other abilities. Also, if its generated during the process of resolving an effect, it interupts the process and applies the effect. If the conditions for producing a oneshot effect with a static ability are still met after applying the effect, apply the effect again.

Example: The "you lose the game effect" of 'Dokindam X, The Legendary Forbidden', or the "Return to your hand" effect of Star Max Evolution Creatures.

604.4a If a static ability produces a oneshot effect and there is a continuous effect, apply the oneshot effect after applying the continuous effects.

604.4b If there are a multiple oneshot effects generated by a static ability, the resolution depends on which players card is the source. If a players card produces multiple oneshot effects, that player must apply the one shot effects in any order. If multiple players cards generate a oneshot effect, apply the active player's effects first.

605. Resolution

605.1. If there are abilities on standby, the active player chooses which one to resolve first among their abilities in any order. It doesn't matter in which order the abilities were put on standby.

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: The 'Awaken' ability of Kill, Temporal Brawler triggers at the start of every turn and is mandatory. It tries to trigger even if you don't have a creature with 6000 power at the time. If you do have an eligible creature at the time that the ability resolves, the creature is flipped.

605.2b When choosing cards or abilities, choose as many possible within the range that you can specify. If you can't choose, the effect will do nothing. If that card or ability has other effects, they are resolved as usual. If the effect applies on everything in a context, then nothing is chosen.

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: If you choose a creature that has "While in the battle zone, have all civilizations" with a card that says "Destroy a creature. Then put a creature that has the same civilization", it checks the last known information of the card from while it was in the battle zone. 

Example: While there is an effect that prevents commands from attacking, if the creature evolves into a non-command creature while that effect is still present, it can attack. 

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 oneshot 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. Oneshot Effect

607.1. A oneshot effect does something just once and doesn’t have a duration. Examples include a shield break, destroying a creature or moving a card from one zone into another zone.

607.2. Some oneshot 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 oneshot 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. If there are multiple continuous effects, they are applied at the same time. 

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 can't be put into the battle zone by such cards as Heaven's Gate, for example.

609. Replacement 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 isn't 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 isn't 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.

609.9. Multiple events may occur simultaneously, each modified by a different replacement effect. In that case, each player first decides to which events their replacement effects apply. Once you have decided which replacement effects to apply to all events, apply them simultaneously.

609.9a First, the active player determines which replacement effects apply to which events. If the replacement effect you apply requires an action such as moving a card or changing its tapped status, you must also choose the cards that will be affected by that action at this point. After the active player has decided to apply replacement effects, the non-active player follows the same procedure to decide which replacement effects to apply. 

609.9b When choosing a card to be affected by resolving a replacement effect, you can't choose a card you chose when you decided to apply another replacement effect.

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) when that ability resolves.

700.2b There are abilities that allow players other than the ability's owner to choose their options. That player will choose the option when the ability resolves.

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 isn't blocked, there are no creatures that can block it.

700.5. If a creatures with the ability "Wins All Battles" battles, power isn't 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 (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 Using a card is paying the cost of a card to perform a function. By using a card, you are "summon"ing a creature, "cast"ing a spell, "generate" a cross gear, "fortify" a castle to a shield, "expand" a field, "use" an aura, "use" an artifact or "use" a tamaseed.

701.6. Destroy

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

701.6b Destroyed cards 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 private zone) and find a card that matches the given description.

701.10b If a player is searching a private 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 isn't always caused by breaking a shields.

Example: When a creature with an ability to put a shield into your opponent's hand, it doesn't break a second shield if given 'Double Breaker'.

701.14c When multiple shields are broken by a card 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 An effect that increases the amount of shield a creature will 'break' affects both an attack caused by an attack, and a creature effect.

701.15. Evolution

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

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 double-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 double-sided dragheart to its dragheart creature side and untap it.

701.23. Remove a Seal

701.23a Removing a seal is the action of moving a seal from the battle zone to another zone. 

701.23b If a state-based action when a command is put into the battle zone removes a seal, the seal is put into the graveyard. 

701.24. Put a Seal

701.24a To put a seal is to put the top card of a deck on top of a card in the battle zone face down.

701.25. Forbidden Liberate

701.25a To Forbidden Liberate is to flip a double-sided Forbidden card.

701.26. Switch

701.26a 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.)

701.27. Expand

701.27a 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.

701.28. 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 double-sided cards and combine them as as Final Forbidden Creature.

701.29 Gacharange Summon

701.29a A gacharange summon is a summon that puts the top card of your super gacharange zone into the battle zone and treating it as having its cost paid. 

702. Turn-Based Action

702.1. Turn-based actions are game actions that happen automatically as the turn progresses. It isn't 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 At the start of a turn, 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 At the beginning of the draw step, the active player draws a card.

702.3c During the "attack declaration" substep of the Attack Step, the active player may choose to attack with a creature.

702.3d At the beginning of the "block declaration" substep of the Attack Step, the non-active player can choose a creature to block the active player's attacking creature.

703. State-Based Action

703.1. State-based actions are game actions that happen automatically whenever certain conditions are met. It isn't 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 aren't 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 a God leaves the battle zone, only one of them leaves the battle zone.

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

703.4h When the top card of an Evolution Creature leaves the battle zone, the cards underneath it is rebuilt.

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

703.4j 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.

703.4k 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.

703.4l 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 Card

800. General

800.1. There are cards that require special handling during the game. This includes Evolution Creatures, Neo Creatures, Gods, Psychic Creatures, Draghearts, Forbidden Impulses, Twinpacts, Gacharange Creatures, Ceremony and Nebula, Star Evolution Creatures and King Cells.

801. Evolution Creature

801.1. Evolution Creatures are creatures that are put into the battle zone onto another card as an evolution source.

801.1a Evolution Creatures that don't have the specified creature for their evolution ability can't be put into the battle zone.

801.1b When you put an evolution creature into the battle zone with multiple cards as evolution sources, you may stack the evolution source cards under the evolution creature in any order.

801.2. If a card in the battle zone evolves into an evolved creature, the evolution creature is still treated as the as the pre-evolved card. The tapped or untapped status remains, and any effects applied to that card still apply.

Example: For example, if a creature had its power decreased by 2000, so will the Evolution Creature. If an an Evolution Creature with Galaxy Vortex Evolution evolved over 3 creatures that each had their power decreased by 2000, the Evolution Creature will have -6000 power.

801.2a If an attacking creature evolves, the attack continues.

801.2b If a creature evolves from 2 cards, and at least one of those 2 cards is tapped, the Evolution Creature is put into the battle zone tapped.

801.3. Evolution Creatures don't get summoning sickness.

801.4. When only the top card of an evolution creature leaves the battle zone, the cards underneath remain in the battle zone. This is known as rebuilding.

801.4a When you rebuild, if the card immediately underneath the evolution creature is a card that can exist in the battle zone, leave it in the battle zone. Otherwise, put it into your graveyard.

801.4b When you rebuild, if there are multiple cards under an evolution creature that has left the battle zone, leave the topmost card that can exist in the battle zone in the battle zone, and the rest of the cards underneath that card in a stack. If the top card of that stack isn't a card that can exist in the battle zone, put it into your graveyard. Repeat this process until the top card is a card that can exist in the battle zone, leaving that new top card in the battle zone.

801.4c Cards that have been Rebuilt aren't considered to have been newly put into the battle zone and are treated as if they were already in the battle zone. No effects trigger for them being put into the battle zone. Any effects that applied to the creature before the rebuilding will be inherited by the new cards after the rebuilding. Also, a creature that has been underneath an evolution creature won't have summoning sickness if it had been under the evolution creature since before the start of the turn.

801.4d If the rebuilding leaves a creature or tamaseed, the tapped or untapped position is the same as the evolution creature that left the battle zone. If a card type that isn't a creature or tamaseed is left in the battle zone (such as a Field), the card will be in its regular position regardless of the position of the evolution creature.

801.4e If the top card of an evolution creature leaves the battle zone during an attack, and multiple creatures remain in the battle zone after rebuilding, one of them will be able to continue the attack.

802. Neo Creature

802.1. Neo Creatures are treated as a regular creature, however they have a 'Neo Evolution' ability which treats them as "Neo Evolution Creatures".

802.2. Neo Creatures are treated as a Neo Evolution Creature when they are in the battle zone with a card underneath, which is usually by their Neo Evolution ability, and while trying to put a Neo Creature into the battle zone as a Neo Evolution Creature. They are treated as non-evolution creatures while in other zones.

Example: When 6 cards are revealed from the top of your deck with 'Evolution Blueprint', a Neo Creature can't be added to your hand as they are treated as a non-evolution creature.

Example: When you put a Neo Creature from your graveyard into the battle zone as a Neo Evolution creature by an effect, the Neo Evolution Creature will be put into the battle zone as a tapped creature due to the ability of 'Pretty Children'.

802.3. Neo Creatures don't get "summoning sickness" if they are a 'Neo Evolution Creature' with a card underneath them, so they don't get summoning sickness. However, if the bottom card is somehow removed during the same turn they are put into the battle zone, they will get summoning sickness as they no longer have an evolution supertype.

802.4. Even if they are put into the battle zone without the Neo Evolution keyword, if a card is put underneath them in some other way, they will be treated as a Neo Evolution Creature.

803. God

803.1. Gods are creatures that can be linked to specific other Gods.

803.1a Gods are linked together as they are put into the battle zone. Instead of linking after they are put into the battle zone, they are put into the battle zone in a linked state. This is a State Defined Effect. 

803.1b A linked god is treated as a creature with all combined characteristics of each God that it conssts of, including name, abilities and civilizations. Regardless of the number of cards in the God Link, its only treated as one creature.

803.1c If a God is put into the battle zone and triggers a card abilities, it will only refer to the characteristics of the card that entered the battle zone, even if the God links to another creature.

803.1d When a God is put into the battle zone, if a replacement effect or a state based action other than God Link is applied, even if it links to become one creature, you refer to the characteristics of the card that is put into the battle zone. 

803.2. A God is only able to link with specific God Link abilities.

803.2a God Link abilities that specify names and positions refer to the characteristics of individual cards.

Example: 'Aku, Ultimate God' and 'Zen, Transcendent God' have their respective names while linked as one god. However, you can't link another 'Zen, Transcendent God' on the right side of the linked God.

803.2b The God Link ability constantly checks that the God Link is correct. If its made incorrect, the link is immediately broken.

803.2c When linking a God with the ability of Center God Link 360, you may be unable to link the card directly, even if the card is next to it physically. For example, even if Gods are linked as ABCD in a U-shape, and A and D are next to each ther, you may be unable to link A and D together. 

803.3. When a new God links, the creature is treated as the God that was already in the battle zone. If a God links when tapped, the new creature is tappd, and any effects that affected that creature will be applied to the linked creature. 
Example: If a creature has its power decreased by 2000 until the end of the turn, this remains on the linked god. 

803.3a If a 3-part God is linked together in different states of tap or untap, after the middle god is put, the card will be in a tapped state.

803.3b If a creature links midway through an attack, the attack continues.

803.4. If a linked God is unlinked and becomes an unlinked god, that creature is treated as if it were the same creature. Any effects that affected that linked creature will be applied to the newly unlinked creature. 

803.4a When a God that consists of 3 or more cards leaves the battle zone and becomes 2 or more Gods, each God inherits the rest of the attack status. If the creature was being attacked, the attack player continues the attack.

803.5. A linked God doesn't get summoning sickness. 

803.5a If a linked God is unlinked, it won't be affected by summoning sickness if it was in the battle zone at the start of a turn.

803.6. If a card name is chosen for a card effect, that player can choose one of the card names in the linked god.

803.7. When a God would leave the battle zone, only one card leaves the battle zone. This is a State Based Action and not a replacement effect.

804. Psychic Creature

804.1. A Psychic Creature is a card that has a different side on both sides of its printed card, with no card back. Each side of the card may have an ability to change from one side to the other.

804.1a Many Psychic Creatures have an 'Awaken' ability to flip when a certain condition is fulfilled.

804.1b Some Psychic Creatures have the ability to flip over to their lower costing side instead of leaving the battle zone, as a replacement effect.

804.1c Some Psychic Creatures have a Psychic Link ability that can flip over multiple Psychic Creatures at the same time and link them as a Psychic Super Creature.

804.1d Each player is able to look at both sides of any psychic creature in a hyperspatial zone at any time.

804.2. Each side of a psychic creature has different characteristics.

804.3. When a spell, ability, effect or game rule requires information about a Psychic Creature, it only refers to the visible information by the face up side of the card.

804.4. Psychic Creatures are put into the hyperspatial zone at the start of the game.

804.4a Psychic Creatures can't be summoned by paying their cost. Specific creature and spell abilities are able to put them into the battle zone.

804.4b When a Psychic Creature is put in a zone other than the battle zone, it's immediately returned to the hyperspatial zone. 

804.5. If a Psychic Creature flips over, that creature is treated as the same creature. If the Psychic Creature is tapped after it awakens, then the creature stays tapped. Any effects that affected that creature continue to apply.

Example: If a Psychic Creature had its power decreased by 2000, that effect remains after its flipped.

Example: If an attacking Psychic Creature flips over, the attack still continues.

804.6. An awakened Psychic Creature doesn't have summoning sickness.

804.6a If an awakened Psychic Creature flips over again due to a non-Awaken ability, it won't be affected by summoning sickness if it was in the battle zone since the start of the turn.

804.7. If a player chooses a card name due to an effect, that player may choose a card name on either side of the psychic creature. 

805. Psychic Super Creature

805.1. A Psychic Super Creatures is a creature is made of multiple linked psychic cells and is also treated as a psychic creature.

805.1a A psychic cell can't exist alone in the battle zone. When an effect causes a psychic cell is to be in the battle zone, it immediately returns to the hyperspatial zone. 

805.1b Some Psychic Super Creatures have a 'Link Release' ability to return a psychic cell to the hyperspatial zone and flipping the rest of the psychic creatures when they would leave the battle zone. This isn't treated as a replacement effect.

805.1c The 'Link Release' ability also applies to the psychic creatures that make up the Psychic Super Creature if they would leave the battle zone. 

805.1d A psychic cell has no cost. Treat it as 0 when referring to it by other cards.

805.1e When a psychic cell leaves the battle zone, it isn't treated a a creature.

805.1f Psychic cells have the civilizations of the Psychic Super Creature.

805.2. Even if a Psychic Super Creature unlinks to multiple psychic creatures, they are treated as the same creature. If the Psychic Super Creature was tapped, each of the psychic cells would be tapped, and will be affected by any previous card effects.

805.2a A Psychic Super Creature that consists of 3 or more cards would leave the battle zone, and becomes 2 or more individual creatures will inherit all effects that it was previously affected by. The attacking player chooses which creature to attack.

806. Dragheart

806.1. A Dragheart is a card that has a different side on both sides of its printed card, with no card back. One side will be a Dragheart Creature, while the other side is a Dragheart Weapon, Dragheart Fortress or both. Each side of the card may have an ability to change from one side to the other.

806.1a A Dragheart Creature may be flipped over from a Dragheart Weapon or Dragheart Fortress. It doesn't use the same tapped state.

806.1b Some Dragheart Creatures a 'Dragon Evade' ability that flips to a lower cost side when they would leave the battle zone. This is a replacement effect.

806.1c Each player can see both sides of a Dragheart, regardless of the zone the card is in.

806.2. Each side of the Dragheart has its own set of independent characteristics.

806.3. If a spell, ability, effect, or rules require information from a Draghart card, it refers to the currently face up side.

806.4. Draghearts are put into the hyperspatial zone at the start of the game.

806.4a Dragheart can't be used by paying their mana cost. They are only able to be put into the battle zone by the ability of creatures.

806.4b When a Dragheart is put into a zone other than the battle zone, it is immediately returned to its owner's hyperspatial zone.

806.5. Dragheart creatures get summoning sickness.

806.5a A Dragheart Creature can't attack unless they were in the battle zone from the start of the turn, however it doesn't matter what card type they were at the start of the turn. If the card was a Dragheart Fortress or Dragheart Weapon at the start of the turn, the Dragheart Creature is still considered to have been in the battle zone since the start of the turn.

806.6. If the player chooses a card name for an effect, that player can choose a card name for either side of the Dragheart, but not both.

807. Forbidden Impulse

807.1. Forbidden Impulse have no card back. Each Forbidden Impulse is a double sided card .

807.1a Forbidden Impulses can be Forbidden Liberated and flipped over to their other side.

807.1b Every player can see both sides of any Forbidden Impulses in any zone.

807.3. If a spells, ability, effect or rules require hidden information, only refer to the information on the card face in the battle zone. If the card is in a zone other than the battle zone, either side can be referenced.

807.4. Forbidden Impulses are put in a zone specified by the card at the start of the game.

807.5. If the player chooses a card name due to a card effect, you must specify the card name on one side of a double sided card.

808. Twinpact

808.1. A twinpact card is a card that contains two card types on the same side of one card. It has two different costs and card types, but can be referenced as a card with a specific cost or type for its characteristics.

808.2. Twinpact is a characteristic that a card has.

808.3. When referred to as a card, the owner of the twinpact card may choose one of the appropriate card types.

808.3a When referring to a specific card type, only those characteristics are referenced.

808.4. When referring to the card name of the Twinpact card, it is considered to be a card with a name that combines the 2 halves of the cards.

809. Gacharange Creature

809.1. A Gacharange Creature is a card with the face of a Duel Masters card on one side, and the reverse white-colored side of a Gacharange Creature on the other side. 

809.2. Gacharange Creatures are put into the super gacharange zone at the start of a game. 

809.2a Gacharange Creatures can't be summoned by paying their mana cost. They can be put into the battle zone by spells, creatures, and the abilities of auras.

809.2b When a Gacharange Creature is put into a zone other than the battle zone, it immediately returns to the super gacharange zone. 

810. Ceremony of Zeron

810.1. The Zeron and the Zeron Nebula are cards that have the surface of the Duel Masters card on both sides, rather than the back side of the Duel Masters card. One side is the Ceremony of Nebula and the Zeron Nebula, and the other side is a component card of the Zeron creature. The Ceremony of Zeron has the ability to transform the Ceremony of Zeron and the Zeron Nebula into the face of a Zeron Creature.

810.1a The Ceremony of Zeron and the Zeron Nebula can be flipped over after the birth of the Zeron.

810.1b Each player can see both faces of the Zeron and Zeron Nebula in any zone.

810.2. If a spell, ability, effect, or rule requires Zeron information, if it's in the battle zone, it only looks at the information given by the face-up at the time it's applied. If it's in a zone other than the battle zone, it doesn't matter which side is treated.

810.3. The Zeron and Zeron Nebula are placed in the designated zone at the beginning of the game.

810.4. If a player specifies a card name due to some effect, that player may specify a card name on either side of the Zeron Dragon, but not both.

810.4a The Ceremony of Zeron has a card name, but the Zeron Nebula does not.

811. Star Evolution Creature

811.1. Star Evolution Creatures are an evolution creature where only the top card leaves instead when they would leave the battle zone.

811.1a The "When this creature would leave" effect of Star Evolution creatures is a replacement effect. When it leaves the battle zone, if you apply another replacement effect first, or if it leaves the battle zone with another replacement effect, you can't apply the Star Evolution Creatures "when this creature would leave" effect. 

811.1b A Star Evolution Creature that has the "Forbidden Star Evolution" keyword can be put into the battle zone without requiring an evolution source. Like Star Evolution creatures, when they would leave the battle zone, only the top card leaves instead. 

812. King Cell

812.1. A King Cell is a card type that can't be used by itself. They can only be used as a combined card if all King Cells with the specified names are in your hand and/or mana zone.

812.1a King Cells don't have a cost or race by themselves, and are treated as having a cost of 0.

812.1b Each King Cell has civilization(s) in their mana number. Even in a combined state, if a single card is referenced, the King Cell is treated as only having those civilizations in the mana number.

812.1c If you want to use a King Cell as a combined card, you need to pay the mana cost listed in the top left corner of the combined state. At this time, the King Cell will move to a non-existent zone and combine after the cost is paid.

Example: If you want to combine and summon 'Volzeos Balamord', you need to pay the mana cost of 9, as well as satisfying the conditions of 5 civilizations. (You are also able to use the King Cells in your mana zone to pay the cost as you summon 'Volzeos Balamord'.)

812.1d If some of the King Cells that are part of the combined creature leave the battle zone, the remaining King Cells can't be in the battle zone and are immediately put into the graveyard.

812.1e If a King Cell leaves the battle zone, it isn't treated as a creature leaving. However, a replacement effect applied when a creature leaves is also applied when the King Cell leaves the battle zone.

813. Star Max Evolution Creature

813.1. Star Max Evolution Creatures are evolution creatures that can be put into the battle zone without an evolution source.

813.1a Only one Star Max Evolution Creature can exist in the battle zone per player. If one player has 2 or more Star Max Evolution Creatures in the battle zone, one stays while the rest are returned to your hand. This is a Static Ability.

]]
-- 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|%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 = "<p class=\"crTitle\">From the ''[[General Game Rules|Duel Masters - General Game Rules: Version 1.38]]'' (%s)</p>"

-- 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 isn't 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 = "<p class=\"crExample\">''" .. gsub(ruleLine, "(Example:)", "'''%1'''") .. "''</p>"
		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("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
Advertisement