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local Rules = {}
 
-- BEGIN RULES
Rules.text = [[Duel Masters General Game Rules Version 1.13
 
Last update date March 16th, 2018.
 
Contents
 
0. Introduction
 
1. Game Basics
100. What You Need to Play
101. Absolute Law of Duel Masters
102. Player
103. How to Start a Game
104. Victory Conditions
105. Step
106. Civilization
107. Mana
108. Number
109. Card
110. Ability and Effect
111. Timing
112. Cost
113. Shield
114. Draw
115. Battle
116. Seal
117. Hyperspatial Zone
118. Super Gacharange Zone
 
2. Card Frame
200. General
201. Cost
202. Card Name
203. Subtype
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
 
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. Anywhere Zone
 
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. Substitution 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
 
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 seperately from the deck.
 
100.4a The super gacharange zone can only have 2 cards with the same name (unless otherwise specified by effect.)
 
101. Absolute Law of Duel Masters
 
101.1. The effect of the card against rules - When the text of a card is inconsistent with the rules, the card effect is given priority. The card ignores the basic game rule in this situation. 
 
101.2. "You can't do something" VS "You can do something". - It is possible for 2 cards abilities to allow you to perform an action, while another ability prevents you. In this case, the "can't" is given priority. However, if a card ability says you can do something while the game rules say you cant, the "can" effect wins. (such as "Speed Attacker" ignoring "summoning sickness").
 
101.3. "Do all you can" - If you cant do all of the effect written on a card, do as much as you can, and ignore the rest. For example, you may cast Terror Pit even if there is no creatures in the battle zone.
 
101.3a If a card in the battle zone has an ability such as "whenever a spell is cast", that ability is still triggered, as the triggering event has still occurred even if that spell resolves and does nothing.
 
101.4. The active player's effects are always given priority - If more than one effect will trigger at the same time, shield trigger abilities are processed first. Also, if an ability will trigger from both players at the same time, the active players ability is processed first. After the ability is completely resolved, the next ability is processed.
 
101.4a When multiple effects occur at the same time, first process the effect(s) of Shield trigger(s) then the active player will decide the order of his effects. After this the non active player shall resolve his effects in any order. Even if other effects occur during one effect processing they are put on standby and priority is given to the processing of the effect currently being resolved.Next you may process your remaining effects in any order. After the active player resolves his effects, the non active player must resolve all his effects in any order.
 
101.4b During your turn, when an opponents Shield Trigger effects occur at the same time, the non active player decides the order.
 
101.4c While processing the effect of the non-active player if the effect of the active player side occurs, In case of resolving the effect during processing, prioritize the effect of the active player and process it.
 
101.4d It is not possible to interupt a currently resolving effect with another effect however if the current effect tells you to perform another effect, the second effect is considered part of the ongoing process.
 
101.4e If an effect causes battle, until the battle ends. it is considered one process
 
101.4f The ability to induce battle takes place immediately when triggered by an effect.
 
101.5. Substitution effects may occur only once per chain/event. If more than one substitution effect is present in a chain, only the first substition effect takes place.
 
101.5a When changing the part of the sentence in which the substitution effect is delimited by the punctuation marks, the range to be delimited by that punctuation mark. The sentence will not be replaced anymore. Even within the same capability "expressed as such," If it is a sentence delimited by another punctuation point it is considered a different event, that part is replaced I will not treat it as having it. The original effect including the replacement part is treated as one effect I will understand.
 
101.5b When multiple substitution effects exist at the same time, similar to normal effect processing, the active player's effect is given priority. When the same player has multiple substitution effects, he chooses which to apply. For example, if your opponent has Dorago the Great, Dragon World and you summon Forever Princess, Eternal Ruler only Dorago's "Instead" effect triggers
 
102. Player
 
102.1. Players are the 2 people that are participating in the game. The player during the current turn is known as the "active player" and the other player is known as the "non-active player".
 
102.2. The other player that isn't yourself is known as your opponent.
 
103. How to Start a Game
 
103.1. Prior to starting a game, each player presents their deck, as well as their hyperspatial zone.
 
103.2. Then the deck is passed to your opponent. They shuffle the deck and cut it (split and restack). 
 
103.3. Then each 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 is not changed and the attacked has 0 shields, you will win the game instantly.
 
104.2b When the opponent's deck has 0 cards left, you will immediately win the game. (In the middle of an effect if the last card permenently leaves the deck we assume the deck has become 0).
 
104.2c Some cards may grant both victory and defeat, if both conditions are met, you win instead of losing.
 
105. Step
 
105.1.Each Duel Master cards has two phases; Untapped (Potrait position) and tapped (Landscape position).
 
105.2. Untapped indicates that the card is avaliable for use, normally all tapped cards untapp at the start of the controlling player's turn.
 
105.3. The tapped state indicate the card was used, if summoning a creature, tap cards in mana to pay its cost, if attacking or blocking, tap it to show it's attack/block has been used.
 
105.4. Phase of the card can not be changed arbitrarily.
 
105.4a You can tap both cards in mana and Battle zone but normally not for the same purpose, though the phase may be different, depending on the zone it indicates different relative status.
 
105.5. Fields can be put into an untapped position. Cards in this state don't return to their normal position by an effect that would untap them.
 
105.6. You may untap a card or tap it without actually using it through effects although a tapped card may not be "tapped further" and similarly an untapped card may not be "untapped further".
 
106. Civilization
 
106.1. There are five types of civilization in Duel Masters. "Light", "Water", "Darkness", "Fire" and "Nature".
 
106.2. Cards usually have one or more civilizations out of the above five civilizations. The civilization is indicated by the color of the card, the mana number and so on.
 
106.2a A monocivilization card has only one civilization of the 5  civilizations.
 
106.2b Multicivilization cards have two or more civilizations out of five civilizations, they are called multicolored cards.
 
106.2c Cards without civilization are called colorless cards.
 
106.2d Each civilization has its own color. Light is yellow, Water is blue, Darkness is black (or purple), Fire is red and Nature is green. Also, Colorless cards are represented as white.
 
106.3.When choosing civilizations due to an effect, you must choose the above 5 civilizations and you cannot choose colorless (Since it is a lack of civilizations),
 
106.4. Civilization may be added to a card by effects.
 
107. Mana
 
107.1. Mana is the resource of Duel Masters. Players use mana to pay the cost to summon creatures or cast spells.
 
107.2. Mana is a number written on a mana number by tapping a card placed in mana zone The number (usually 1) only occurs. The Mana numbers tells one of the civilizations tapping the card can contribute (One card in mana may only contribute one civilization to pay the cost).
 
108. Number
 
108.1. The only numbers the Duel Masters game  uses are integears.
 
108.1a You can't choose a negative number when choosing a numerical values for an effect.
 
108.1b Creatures may have minus power. However If you refer to the power of that creature, treat it as 0. For example, If you choose a creature in the battlezone with Hel's Scrapper that was previously made -6000, it is not possible to treat it as a 11000 card
 
108.1c In Duel Masters, ∞ (Infinity) is an unchooseable large number. Creatures with Infinity power that are given an increase are still considered to have Infinity power although an effect that reduces by ∞ is conisdered to have 0.
 
108.2. If a number is increased or decreased in a Duel Masters game, apply the change in value before other multiplication (such as Doubling).
 
109. Card
 
109.1. If multiple copies of a card have different notations or slightly different text that alter the effect, the latest printed copy is to be followed.
 
109.2. When written as "card" in rules or sentences, it refers to cards in Duel Masters.
 
109.2a When choosing a card by a effect that specifically targets cards, only the card is chosen, For example in multiple layers of an evolution creature's stack only the chosen card will be affected.
 
109.2b Some cards consisting of multiple creatures react differently depending on the situation. A evolution creature removed as a creature leaves the battle zone as a creature while the creatures under it leave as cards, similarly a god consisting of multiple linked gods has only 1 cell/part leave the battlezone while the other remain.
 
109.2c The effects that choose a card cannot choose sperate cards in a creature consisting of multiple cards (God link) since it is chosen as one cell/card.
 
110. Ability and Effect
 
110.1. An ability is a characteristic of a card that influences the game. An ability is based on a rule statement that provides an effect (do "this").
 
110.2. The ability may affect the card that contains it, other cards or the player himself.
 
110.2a Abilities aren't always advantegous to their user but have also have demerits. Example: The sentence "This creature can't attack" is also an ability. 
 
110.2b The condition for using the card is also an ability of the card.
 
110.2c A single card may have multiple abilities. Each paragraph starting with a sentence of the card represents a distinct ability. Also, cards may be given the ability by spells or other effects. If a card has the same capabilities, they function independently. Through this a card may or may not produce more than one effect.
110.2d Abilities generate one or more single-shot effects or continuous effects. In a continuous effect the substitution effect is also included.
 
110.2e When an ability creates an effect that affects the card,it affects cards only in its range. Once the effect's duriation is over or the card leave the battle zone it loses the effect given by the ability.
 
110.3. Ability can be broadly divided into four types.
 
110.3a Spell ability. The abilities are used by using spellsand resolving the effects
 
110.3b Induced ability. It usually has triggering conditions beginning with "~ Upon" "~ If" "~ then" etc. Once an effect is induced, It waits until it is processed. Induced ability may be given by spells and other effects. Ability that trigger upon a certain situation/action are called delay-induced ability.
 
110.3c Activated ability. The triggered ability is triggered at a specific timing, and if it meets the requested condition, its effect is resolved and used. In other words, it can not be triggered arbitraryily.    
 
110.3d Passive\Standing\Continuous abilites. While a creature, Field, Cross gear, Castle etc is in play and its effect is continious it is considered a passive ability and as always active(as long as the card inducing the effect is in play). Examples are creatures like Cocco Lupia.  
 
110.4. Basically a spell's ability resolves and the spell is used while passive abilities are active only when the card producing them is in play. However, there are some exceptions listed below.
 
110.4a Ability to define characteristics (cost, civilization, power, etc.) at any location including outside the game.
 
110.4b An ability that affects card(s) in a zone.
Example: Manalock Dragon, Kernel etc.
 
110.4c Abilities that do not describe in what zone functions will work but come into play into the battlezone or upon interaction. E.g Shield Triggers
 
110.4d The ability of the card to specify that the zone is not specified and to use without paying its mana cost Power works in every zone where you can use that card.
 
Example: Under circumstances where Ninja Strike can be summoned from Manazone, Manaso It is possible to use from.
 
110.4e The ability of the cards themselves to bring restrictions and modifications to using that card, It functions while you are bringing it in the zone (usually from your hand) you are about to use.
 
Example: Sympathy
 
110.4f The ability of the card to change the situation that it enters the battle zone and the situation of other cards when they ender the battle zone
 
Example: Bind Shadow, Shadow of Bondage
 
110.4g Abilities induced and triggered only while the card exists in a zone other than the battle zone.
 
Example: Necrodragon Guljeneraid
 
110.5. The source of the effect is the card with the ability to generate it. A effect is triggered when the abilitie's conditions are met.
 
110.5a Once triggered, the effect will be processed in the standby state independent of its source. After that, even if the card with the ability to generate the effect moves to another zone, it will not be effective. However some effects do not require a direct source to be triggered. For example: A creature with power below zero, upon the time of checking it will be removed from the battlezone and destroyed.
 
110.6. The characteristics of a card are distinguished from the ability of a card. If the charactersitic already exists on a card, it will not be affected. Example: Since civilization is a characteristic, the effect of adding the same civilization will have no effect.
 
110.7. Some abilities have an effect that can be activated by multiple cards at the same time
 
Example: Slayer, power attacker, sympathy etc. 
 
111. 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 a card is being used, or even while an ability is resolving. The triggered abilities become pending abilities.
 
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. There are two types of cost: Mana Cost and Psychic Cost.
 
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 Mana Cost, make sure to satisfy each of the same civilizations. You must tap at least 1 card of each civilization of that cards 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 to 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 
 
112.3b 
 
112.3c 
 
112.3d 
 
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 found on some spells that allows a player to cast a spell without spending its cost under specified conditions. 
 
112.4. The cost of a card while its in the Hyperspatial Zone or Super Gacharange Zone is the cost referenced during the game. 
 
112.5. When in the battle zone, effects that refer to the mana cost of a card refer to Mana cost and Psychic Cost in the same way.
 
113. Shield
 
113.1. The shield is placed face down in the shield zone. Sea at the start of each player's game The number of sheets of rude is five.
 
113.2. Normally, the shield consists of one card, but multiple shields, such as shield plus etc. There are times when it becomes a state where the cards of one side are stacked. When counting the number of shields, stacked cards Count a bunch of shields as one shield. When counting the number of cards in the shield zone, Count the number of each card in the shield zone, including one card in the shield zone.
 
113.2a When rearranging the shields by effect, each shield where the card is redistributed is the position and the number of sheets It remembers. For example, before sorting, the third shield from the right is made up of three cards If it is, redistribute so that there are 3 cards in that shield. Castle and shield for Cards that refer to shields like shirts do not refer to the shield redistributed to the original position I will.
 
113.3. The number of shields may increase or decrease due to some effect.
 
113.4. The shield can be fortified by the castle.
 
113.5. Shields will be broken by creatures' attacks and abilities.
 
114. Draw
 
114.1. When a player draws a card, put a card at the top of your deck in your hand To put it in. This is a turn step for each player's draw step I will. It is also done as an effect of spells and abilities.
 
114.2. Only one card can be drawn at the same time. Instruct to draw more than one card If you do, that player repeats drawing a card for that number of times.
 
114.2a If more than one person draws a card due to the effect, the turn / player firstly designates the number of cards Pull the card, then the nonactive player draws the card.
 
114.3. If the effect does not use the word "draw" from the player's deck of cards to that player's hand When you move a card, that player does not draw that card. This is Meaning that it is not subject to the ability to induce by pulling cards or the effect of replacing drawing cards I will taste.
 
114.4. There is an effect to replace drawing a card.
 
114.4a When the effect replaces one of the cards with multiple cards being drawn, the replacement effect is 1 It will be processed completely before pulling the sheet. 
 
Example: When a 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 of pulling multiple cards into one piece of effect It occurs against you. Under this circumstance, when using "Emergency Typhoon", the first 1 Apply the effect of the meter to the piece, subtract two cards and throw away one card, and similarly for the next one Apply the effect of Tell and draw 2 cards and discard 1 card. After that, at Emergency · Typhoon We will perform the one-piece discarding process instructed.
 
114.4b After the card is drawn, there is an effect to add some processing to that card. If pulling a card has been replaced and did not draw a card as a result, that additional processing will be done I can not say.
 
114.5 If there is an effect that triggers whenever you draw a card, resolve it. Then add it to your hand. 
 
115. Battle
 
115.1. Comparing the power of creatures with each other is called a battle.
 
115.1a Battle is caused by attacks, abilities and effects by creatures.
 
115.2. When you start a battle, the ability to induce it induces it first. The induced effect is It processes in order from the player.
 
115.3. Compare the power of both creatures.
 
115.3a At this point one of the creatures was destroyed or removed from the battle If not, no battle will be done. Only when both creatures are in the  battle zone power ratio I will do it.
 
115.3b The higher power creature wins the battle, low power creatures battle I will lose. Both will lose to the battle if they have the same power to each other. Lost in the battle Leakers are destroyed and placed in the graveyard. This is situation-based processing.
 
115.3c A creature with the ability to win a battle wins the battle regardless of power, Creatures lose to battle. If both sides had the ability to win the battle, mutual butt There are no creatures that have won Le and lost to the battle.
 
115.3d Afterwards, the ability induced by the result of the battle triggers. The induced effect is a turn Processing starts from the layer in order.
 
116. Seal
 
116.1. The seal is placed face down on the card in the battle zone.
 
116.1a To attach a seal, hold one card from the top of the deck's owner's card on the card face down Move upward.
 
116.1b It is possible to place multiple seals simultaneously on one card.
 
116.2. Creatures with a seal are ignored.
 
116.2a Ignored creatures are treated as not in the battle zone. It is an attack I can not lock, I will never show any ability, nor will I be selected, tap I will not do it.
 
116.3. Seals exist in the battle zone.
 
116.3a If you select cards in battle zone by effect, you can choose seal.
 
116.4. Sealing will come off when the command enters the battle zone.
 
116.4a When a command enters the battle zone, the owner of that command uses the same civilization as that command Place a seal in the graveyard from the card where the seal with it is placed. Seal from any card It is optional to remove it, but you can not choose not to remove it.
 
116.4b Even though a creatured creature is ignored, its civilization is referenced when removing the seal I will. This is context-related.
 
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 un-equipped Weapon in the battle zone is put into the hyperspatial zone.
 
118. Super Gacharange Zone
 
118.1. Gacharange Creatures put into zones other than the battle zone and put into 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. Characteristics include civilization, cost, card name, subtype, card type and power.
 
200.2a Some characteristics may be ignored during the game.
 
200.2b Characteristics of a card under an evolution creature etc. are ignored.
 
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 no mana costs and can't be paid with mana like a regular card.
 
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 is in the battle zone even if there are any Cocco Lupia in the battle zone as well. Therefore, it cannot be destroyed by the effect of Musashi Hall which destroys creatures with 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. Cards having the entire name, having the chose name as part of their name, or having a written varriation of that name are all affected and the player must declare so. (Although in actual games both players know of this already).
 
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 do not carry the characters properly
Example: "Bolshack NEX" refers to all cards with the name "Lupia" in them and yet will not affect "Purple Piecer" as the characters are far apart (have space).
 
202.3a When referring to a card name, refer to the exact match including kanji.
 
202.4. If there is a card that adds another card name to the card apart from the original card name, then the affeted card will have two card names at the same time.
 
202.5. When a God is linked, it will change the name of all gods linked and carry all the linked God's names
Example: In the battle zone you linked "Heavy,Dragon God and Metal, Dragon God" and a seperate "Heavy,Dragon God and Death,Destructio God" both will have the name Heavy,Dragon God and hence will be affected by cards such as The Grave of Angels and Demons.
 
203. Subtype
 
203.1. Subtypes are characteristics of cards which are usually printed just under the card name.
 
203.2. Cards have their subtypes written in subtypes.
 
203.2a Creatures have races written in subtypes.
 
203.2b Spells may have subtypes. Currently existing subtypes include "Knight", "Special Climax", "Jokers" and others.
 
203.2c Sometimes a cross gear has subtypes. The currently existing subtypes include "Samurai".
 
203.3. Some effects refer to subtypes or to the parts of them. In that case, they refer to everything that contains such subtypes.
 
Example: An effect which refers to "Dragon" refers to all cards that contain "Dragon" in their subtype.
 
203.4. An effect may add a subtype to a card.
 
203.5. When choosing a subtype, subtypes or a part of them that does not exist cannot be chosen.
 
Example: "Dragon" or "Cyber" is a subtype that doesn't exist as a single body so they 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", "Weapon, "Fortress", "Impulse", "Field", "Core" and "Aura".
 
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 "GR".
 
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 be entered before text. When referring to text, skip keywords and do not refer.
Example: When a "black bean dandelion / white rice man" is in your battle zone, that creature with a labyrinth comes into your opponent's battle zone and that creature is placed in 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 fix the power of creatures. This effect is applied As long as it is not possible to change this value for any other effect, the state of each creature Even if it changes, the power remains fixed. 
 
Example: Two or more bodies in a situation where the effect of fixing the power of all creatures of the battle zone to 500 If the creature of the link is linked, instead of summing the power, Power is fixed to 500.
 
206.4. Some 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", "Weapon, "Fortress", "Impulse", "Field", "Core" are available.
 
301. Creature
 
301.1. Turn · Players should summon creatures from your hand to their main step I can.
 
301.2. Once a creature is summoned it will appear in the battle zone.
 
301.3. A subtype of a creature is a characteristic known as a race. A creature may have multiple races.
 
301.4. Power is a characteristic that only creatures have.
 
301.4a The power of a creature represents the strength of that creature in a battle.
 
301.4b 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.
 
301.5. Creatures are able to attack.
 
301.6. A creature that is isn't in the battle zone from the start of a turn is unable to attack. This rule is known as "summoning sickness".
 
302. Spell
 
302.1. The active players can cast spells from their hand during the main step.
 
302.2. When a spell is cast, the process written in the rule sentence is done in the order in which it is written and that I will be put into the graveyard later.
 
302.3. Spells are never put into the 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 arent creatures.
 
303.3a Creatures that are crossed with cross gears 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 gears may be crossed by creatures due to spells or other abilities.
 
303.3d The phase of the cross gear does not depend on the state of the crossing creature.
 
303.4. Even a cross gear that is already crossed by a creature, you can switch to another creature. 
 
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. Active players can fortify the castle from hand into your main step.
 
304.2. The castle goes out to the shield zone and is fortified by attaching it to the shield.
 
304.2a The shield to which the castle is attached is said to be "fortified", its castle is sealed We call it "fortified".
 
304.3. When the fortified shield moves away from the shield zone, the S · tri After the gar capacity has been resolved, put the castle in the graveyard.
 
305. Weapon
 
305.1. Current weapons are Dragheart · Weapon only, Dragheart battle zone You can put it in the battle zone only with the effect you put on the battle zone.
 
305.2. Weapons can be equipped on creatures.
 
305.2a Weapon's phase does not depend on the state of the creature you have.
 
305.3. Weapons can not exist alone in the battle zone.
 
306. Fortress
 
306.1. Currently present Fortress is Dragheart · Fortress only, Battle Dragheart You can put it in the battle zone only with the effect of putting it on Le Zone.
 
306.2. Fortress can exist alone in the battle zone.
 
306.3. Fortress normal position (untaped state) is landscape.
 
307. Impulse
 
307.1. Beating is one side of a double-sided card "forbidden" that can be placed in the deck.
 
307.2. Beating is placed at the position indicated at the beginning of the game.
 
308. Field
 
308.1. The active player is able to expand the field from his hand into his main step I can do it.
 
308.2. The field will appear in the battle zone after expansion.
 
308.3. The field's normal position (untaped state) is landscape. "D switch" has already been used If it is, it treats upside down as an untap state.
 
308.4. Fields are placed at the indicated position at the start of the game.
 
309. Core
 
309.1. Currently existing cores are forbidden core only, turn the final forbidden field upside down, 1 creature It will be placed in the battle zone only by coalescing as.
 
309.2. The core does not have the technique of putting it in the battle zone by itself.
 
309.3. The core's normal position (untaped state) is portrait oriented. There are things upside down.
 
309.4. The core moves to the place specified as the card.
 
309.5. The core can be placed in mana zone on either side. In any case create mana I can not do that. It is possible to tap as that card of civilization.
 
309.6. Core may be superimposed under creature.
 
309.7. The core can not exist in the battle zone alone, and when it becomes solely put it in the graveyard I will.
 
310. Aura
 
310.1. The active player may use auras from their hand during the main step. 
 
310.2. If you use an aura, attach to a gacharange creature or gacharange summon and then attach it.
 
310.3. The auras normal orientation (untapped) is horizontal.
 
4. Zone
 
400. General
 
400.1. A zone is an area where cards can be during a game. There are normally eight zones: deck, hand, battle zone, graveyard, mana zone, shield zone, hyperspatial zone and "super gacharange zone". Each player has their own zones except for the battle zone which is shared by each player.
 
400.2. All zones are either public or private zones.
 
400.2a Public zones are zones in which all players can see the cards’ faces, except for those cards that some rule or effect specifically allow to be face down. Battle zone, mana zone, graveyard and hyperspatial zone are public zones.
 
400.2b Private zones are zones in which not all players can be expected to see the front of a card. The shield zone, deck, hand and super gacharange zone are private zones. The zone itself remains prvate even if all the cards in the zone are revealed
 
400.2c If each player chooses a card from a private zone by effect, that card is chosen It is in a state of facing downward at the time point. But unless you clearly indicate which card you picked I can not.
 
400.2d If there is no reference destination using the ability to refer to a card in a private zone, It is not necessary to show and confirm private zones.
Example: Using the capability of Kaiser Blade on top of "Honorable", when putting out 5 Hunters, Hanta There was nothing. Depending on the card type, there are zones that can not be entered.
 
400.2e A card is put into a private zone undisclosed unless otherwise instructed.
 
400.3. Cards with certain card types can’t enter certain zones.
 
400.4. The order of cards in shield zone and in deck can’t be changed except when effects or rules allow it. Other cards in other zones can be arranged however their owners wish, although whether they’re tapped, and what other cards are attached to them must remain clear to all players.
 
400.5. When a card moves from one zone to another, it has no memory of, or relation to, its previous zone.
 
400.5a Cards that move from a public zone to a 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 is not affected.
 
400.7. When multiple cards move from one zone to other than the battle zone, they all move simultaneously. 
 
401. Deck
 
401.1. When a game begins, each player’s deck becomes their deck.
 
401.2. Each deck must be kept in a single face-down pile. Players can’t look at or change the order of cards in a deck.
 
401.2a If a deck is searched by some effect, the order of the cards may not be changed until it is instructed to shuffle the deck.
 
401.3. Any player may count the number of cards remaining in any player’s deck at any time.
 
401.4. If an effect puts two or more cards in a specific position in a deck at the same time, the owner of those cards may arrange them in any order. That deck's owner doesn’t reveal the order in which the cards go into the deck.
 
401.5. Some effects tell a player to reveal the top card of their deck. The card is put back face down when the effect ends.
 
401.6. If an effect causes a player to put a card into a deck “Nth from the top,” and that deck has fewer than N cards in it, the player puts that card on the bottom of that deck.
 
401.7. If an effect causes a player to put cards into their deck, those cards can no longer be looked at.
 
402. Hand
 
402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a player’s hand by other effects as well. At the beginning of the game, each player draws five cards.
 
402.2. There is no upper limit on how many cards a player can have in their hand.
 
402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player can’t look at the cards in another player’s hand but may count those cards at any time.
 
403. Battle Zone
 
403.1. Battle Zone is the main place of the game. Creatures, Cross Gears, Weapons, Fortressess, Beats and Fields are put into the battle zone, but no mana, shields, castles nor spells may be put into the battle zone.
 
403.2. Creatures in the battle zone can be arranged however their owners wish, although it must remain clear to all players which creatures cross gears and weapons belong to.
 
403.3. Players can rearrange their cards in the battle zone at any time.
 
404. Graveyard
 
404.1. A player’s graveyard is their discard pile. Discarded cards, destroyed creatures and spells cast are put in their owner's graveyard.
 
404.2. A player can examine the cards in any graveyard at any time.
 
404.3. A players can rearrange cards in their graveyard at any time.
 
405. Mana Zone
 
405.1. The mana zone is where cards are put in order to produce mana for using other cards. All cards are put into the mana zone upside down. However, multicolored cards are put into the mana zone tapped.
 
405.2. A player can examine the cards in any mana zone at any time.
 
405.3. Players can rearrange cards in their mana zone at any time.
 
406. Shield Zone
 
406.1. At the beginning of the game, each player puts five shields into their shield zone. Castles are put into the shield zone to fortify a shield.
 
406.2. Each shield is counted as one face-down card. Neither player may look at shields.
 
406.3. Players cannot rearrange the cards in the shield zone.
 
407. Hyperspatial Zone
 
407.1. Psychic creatures and draghearts are put in the hyperspatial zone. The hyperspatial zone can contain up to 8 cards.
 
407.2.  A player can examine the cards in any hyperspatial zone at any time.
 
407.3. Players can rearrange cards in their hyperspatial zone at any time.
 
408. Super Gacharange Zone
 
408.1. In the super gacharange zone, cards with the GR supertype can be placed. The number of cards in that zone at the start of the game must be 12. 
 
408.2. The super gacharange zone must be a stack of face down cards. Both players can't see these cards. 
 
408.3. Players can't rearrange cards in the super gacharange zone. 
 
409. Anywhere Zone
 
409.1. If special processing is required when a card is moves between any of the other 8 types of zones during a game, that card is considered to be nowhere until the processing ends.
 
409.1a Between casting and resolving a spell, the spell isn't in the hand or the graveyard. 
 
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 processing, the active player does not do anything. Step will end at the point. Each substep during the attack is the next time each player's actions run out.
 
500.2a Previous steps cannot be returned to.
 
500.3. When a step or substep ends, any effects scheduled to last “until end of” that step or substep expire. When a step or substep begins, any effects  scheduled to last “until” that step or substep expire. Effects that last “until end of attack expire at the end of an attack, not at the end of attack step. "turn Medium "The following effect will disappear after the turn completes completely and you will enter the turn end step It does not mean it will soon disappear.
 
500.4. When a step or substep begins, any abilities that trigger “at the start of” that step or substep trigger.
 
500.5. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time.
 
500.5a If multiple players are given extra turns, the extra turns are added one at a time.
 
500.6. The player who plays first skips the draw step of their first turn.
 
501. Start of Turn Step
 
501.1 The active player determines which cards they control will untap. Then they untap them all simultaneously. This is a turn-based action. Normally, all of a player’s cards untap, but effects can keep one or more of a player’s cards from untapping.
 
501.1a The active player may replace the untapping of his creatures with the "Silent skill" ability. However, the effect of the "Silent skill" itself is independent of the invocation condition. The activation of "Silent skill" produces an effect which is processed after the other cards untap.
 
501.2. Any abilities that trigger "at the start of turn" trigger. The induced effect is a turn We declare solutions to be resolved from the layer and process them in order.
 
501.2a If a card with an ability that triggers "at the start of turn" is moved to a zone where it works from after the time of triggering, that card's ability will not trigger until the next start of turn step.
 
502. Draw Step
 
502.1. The active player draws a card. This is a turn-based action.
 
503. Charge Step
 
503.1. The active player may put a card from their hand into their mana zone upside down. 
 
503.2. Normally, it is possible to charge only one mana during a player's charge step. However, there are some continuous effects that increase or decrease the amount of mana possible to charge. 
 
504. Main Step
 
504.1. Normally, the active player can use cards only during their main step.
 
504.2. The active player can cross their cross gear in the battle zone by paying its mana cost.
 
505. Attack Step
 
505.1. Attack step consists of five substeps: "attack declaration", "block declaration", "battle", "direct attack" and "end of attack".
 
505.2. During the attack step, the active player can use their creatures to attack the non-active player or their tapped creatures.
 
505.3. Only creatures can attack and block.
 
505.4. Creatures attack and block one by one. It is not possible to attack or block with multiple creatures simultaneously.
 
505.5. The active player may declare attacks as long as they control a creature that is able to attack.
 
505.6. If an attacking or blocking leaves the battle zone, it is treated as not to be attacking or blocking. Some effects remove creatures from attacking. Creatures removed from 'attack' are attacking creatures, Whether you are a creature or a blocked creature, unprotected creatures It will be gone.
 
505.6a Once a creature has been declared to attack or block, it will not be removed from attacking or blocking even if an ability that prevents it from attacking or blocking was invoked after the declaration. However, if an attacking creature is removed from its attack by some effect, the attack ends immediately and the end of attack step starts.
 
505.6b Attacking and blocking creatures are not be removed from an attack even if their ownership changes or they become untapped.
 
506. Attack Declaration Step
 
506.1. The active player declares attacking creatures.
 
506.1a First, the active player chooses which creature attacks. The creature has to be untapped and has to be able to attack a legal target in order to be chosen. The creature may not have summoning sickness unless some effect ignores the summoning sickness. The creature cannot be chosen to attack a creature with certain conditions unless the conditions are satisfied.
 
506.1b Sometimes a creature is forced to attack (effects that say a creature attacks if able, or that it attacks if some condition is met). In that case, that creature has to be declared as attacker at some point. If multiple creatures are forced to attack, the order of their attacks is arbitrary.
 
506.1c The active player taps the creature chosen for attack.
 
506.1d The chosen creature becomes an attacking creature. It remains an attacking creature until it is removed from attack, it leaves the battle zone, or until the end of attack step.
 
506.1e The active player chooses a legal target of the attack, which could be the non-active player or one of the non-active player's creatures.
 
506.2. If an attacking creature is not specified, the other substeps are skipped.
 
505.2a If this substep is skipped, the attacking creature can not be declared. The waiting effect can be used.
 
506.3. Trigger abilities that trigger due to attacking trigger.
 
506.3a Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature’s characteristics change to match the ability’s trigger condition.
Example: "Whenever a nature creature attacks, destroy that creature at the end of the attack." If a water creature attacks and its civilization changes to nature, the ability will not trigger.
 
506.3b If any abilities that trigger for the active player are modal, the active player chooses the modes at the time of the trigger.
 
506.3c After that, the active player resolves their pending abilities in any order.
 
506.3d If any abilities that trigger for the nonactive player are modal, the nonactive player chooses the modes at the time of the trigger. If one of the modes would be illegal, that mode can’t be chosen.
 
506.3c After that, the nonactive player resolves their pending abilities in any order.
 
507. Block Declaration Step
 
507.1. The nonactive player specifies a blocking creature.
 
507.1a The nonactive player may choose one of their creatures to block the attack. The creature must be able to block properly in order to be chosen. It must have Blocker ability and has to be untapped. If the creature has some condition to be able to block, it can’t block unless the condition is met. It is not possible to block creature which cannot be blocked.
 
507.1b The chosen creature becomes a blocking creatue. It remains a blocking creature until it's removed from the attack or until the end of attack step, whichever comes first.
 
507.1c The nonactive player taps the chosen creature.
 
507.1d The attacking creature becomes a blocked creature. It remains a blocked creature until it's removed from the attack or until the end of attack step, whichever comes first. A creature remains blocked even if all the blocking creature is removed from the attack.
 
507.2. Any abilities that trigger on blocking trigger.
 
507.2a If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point a blocker is declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature’s characteristics change to match the ability’s trigger condition later on.
Example: A creature has the ability "Whenever this creature becomes blocked by a light creature, destroy that creature at the end of attack." If it becomes blocked by a darkness creature, even if it changes to a light creature, the ability will not trigger.
 
507.2b An ability that reads “Whenever a creature attacks and isn’t blocked” triggers if no creature was declared as a blocker for that creature. It won’t trigger if the attacking creature is blocked and then the blocking creature is removed from the attack.
 
507.2c If any abilities that trigger for the active player are modal, the active player chooses the modes at the time of the trigger.
 
507.2d After that, the active player resolves their pending abilities in any order.
 
507.2e If any abilities that trigger for the nonactive player are modal, the nonactive player chooses the modes at the time of the trigger.
 
507.2f After that, the nonactive player resolves their pending abilities in any order.
 
507.3. If a creature is put into the battle zone while being blocked, it is considered a blocked creature, but in terms of triggered events and effects it is not treated as a blocked creature.
 
508. Battle Step
 
508.1. If the attacking creature was declared to attack another creature or if the attack was redirected to target a creature, that creature and the attacking creature battle.
 
509. Direct Attack Step
 
509.1. If the attacking creature was declared to attack the nonactive player and the attack was not redirected, the attack is considered a direct attack. If the nonactive player has no shields left, that player loses the game. This is a state-based action.
 
509.2. Choose which shields the creature that attacked directly will break.
 
509.2a Creatures break one shield by default.
 
509.2b A creature may have the ability to break multiple shields (such as Double Breaker). In that case, break the number of shields specified by that ability.
 
509.2c If the attacking creature has multiple breaker abilities simultaneously, its owner chooses which one of them is applied. If any breaker abilities are present, one of them must be applied.
 
509.3. The attacking creature breaks the chosen shields simultaneously. Even if the number is less than the one speficied by a possible breaker ability and new shields would be added due to some effect after the decision, those new shields cannot be chosen.
 
509.3a When a shield is broken and is put into a player's hand, if it has Shield trigger ability, that player can declare to use that ability. If multiple shields with Shield Trigger ability are put into a player's hand this way, that player declares the usage of those Shield Trigger abilities simultaneously.
 
509.3b If a player whose shields are broken has cards with Strike Back abilities in their hand, those abilities can be declared by discarding the cards that are put into that player's hand. The declared cards must be revealed to each player. 
 
509.3c When the declaration is over, the broken shields are added to their owner's hand. After that, the declared Shield trigger and Strike Back abilities are resolved in any order.
 
509.4. Even if an ability allows to break multiple shields simultaneously, it is not possible to choose the same shield twice. If a chosen shield is not broken in some way, it stays in the shield zone.
 
510. End of Attack Step
 
510.1. Trigger abilities that trigger at the end of the attack trigger.
 
510.2. Next, the effect of "under attack" and "blocking" disappears.
 
511. End of Turn Step
 
511.1. Trigger abilities that trigger at the end of the turn trigger. 
 
511.1a If a card with an ability that triggers "at the end of turn" is moved to a zone where it works from after the time of triggering, that card's ability will not trigger until the next end of turn step.
 
511.2. All “until end of turn” and “during this turn” effects end.
 
512. 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 cannot declare to use that card. Also, pay for alternative costs even if you do not declare it.
 
601.1b If a player uses a card from their mana zone, the card is moved to the anywhere zone after the payment of its mana cost is completed.
 
601.1c When paying the cost of a card, the civilizations of that card are paid first.
 
601.1d The player determines the total cost of the card. Some effects may increase or reduce the cost to pay.
 
601.1e The player pays the total cost.
 
601.1f After the mana cost of a card is paid, that card is used immediately. If the card is modal, the player announces the mode choice. Trigger abilities that trigger due using the card trigger.
 
601.1g The player specifies what to pick when the card instructs to choose something. If the ability is instructed to select more than one at the same time, you can not choose the same thing more than once. If the ability is instructed to choose "by every", or the same ability exerts multiple effects, a player can select the same thing more than once if you do.
 
602. Activated Ability
 
602.1. Activated abilities have a condition and an effect. An effect is produced only if the condition is fulfilled. Abilities such as Silent Skill and Dynamo are activated abilities.
 
602.2. Activation of abilities and effects of abilities themselves are separate and independent events. Several activation conditions The case allows you to replace a specific situation, but even in such cases even the ability to activate is replaced It does not mean that the effect itself is something replaced.
 
602.3. A player can’t begin to activate an ability that’s prohibited from being activated.
 
602.3a Abilities that can be activated instead of attacking (such as Tap Ability) cannot be activated if it is not possible to attack (due to summoning sickness or some effect).
 
603. Trigger Ability
 
603.1. Trigger abilities have a trigger condition and an effect.
 
603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.
 
603.2a When a step begins, all abilities that trigger “at the beginning of” that step trigger.
 
603.2b An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.
Example: A creature has an ability whose trigger condition reads, "Whenever a creature is destroyed". If two or more creatures are destroyed at the same time, the ability will trigger for each creature destroyed.
 
603.2c Some trigger events use the word "becomes". These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a card "becomes tapped" or "becomes untapped" doesn’t trigger if the card is put into a zone in that state.
Example: An ability that triggers when a creature "becomes tapped" triggers only when the status of a 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 declarations of use, but they are different from card declarations.
 
603.3. Any abilities that trigger become pending abilities. Then the abilities are resolved starting with the abilities of the active player.
 
603.3a If a trigger ability is modal, its controller announces the mode choice when that ability triggers.
 
603.4. If a trigger ability has conditions, if the condition is satisfied at the time of resolving the ability, the ability is resolved. It does not matter whether the condition was satisfied at the time of triggering.
 
603.5. Trigger events that involve cards changing zones are called "zone-change triggers". hand Everything subject to movement between zones including tags, battle zones, manas zones, cemeteries, It is ability to induce change.
 
603.5a Abilities that trigger when a card is put into the battle zone can be found on creatures, cross gears, weapons and fortresses. Each time an event puts one or more cards into the battle zone, all cards on the battlefield (including the newcomers) are checked for any "put into the battle zone" triggers that match the event.
 
603.5b Continuous effects that modify characteristics of a card do so the moment the card is in the battle zone (and not before then). The card is never in the battle zone with its unmodified characteristics. Trigger abilities are checked after applying all continuous effects.
Example: If a player has a Courtney, Summer Breeze Faerie in the battle zone and they put a nature card into their mana zone, that card is considered to be of every civilization as it is put into the mana zone. If that player also has a creature with the ability "Space Charge: Darkness", that ability triggers.
 
603.5c There are abilities that trigger even after a card containing such ability is put into a graveyard. The game "looks back in time" to determine if those abilities trigger, using the existence of those abilities and the appearance of cards immediately prior to the event.  
Example: A creature with the ability "Whenever a creature is destroyed, draw a card." and two other creatures are destroyed at the same time. The creatures are put into the graveyard, but the ability will trigger three times.
 
603.5d Some abilities cause cards to be put into a zone in a certain state. These abilities are static abilities, not trigger abilities.
Example: When a creature with Shield Force abilities is put into the battle zone, that creature has the Shield Force abilities immediately if a shield was chosen.
 
603.6. An effect may create a delayed triggered ability that can do something at a later time. 
 
603.6a Delayed triggered abilities are created during the resolution of abilities, or as the result of a substitution effect being applied. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand.
Example: The ability to untap whenever this creature taps a creature for the first time When you cast a spell you actually played after casting a spell, "Creathe tapped for the first time this turn It triggers only against the creature, which was already tapped before casting the spell I will not trigger it.
 
604. Static Ability
 
604.1. Static abilities do something all the time rather than being activated or triggered.
 
604.2. Static abilities create continuous effects, some of which are substitution effects. These effects are active as long as the card with the ability remains in the appropriate zone and has the ability.
 
604.3. Some static abilities apply while a card is in any zone that you could use it from (usually your hand). Such abilities could change the mana cost of the card, and so on.
 
605. Resolution
 
605.1. If there are pending abilities, the active player chooses which one to resolve first among their pending abilities in any order. It does not matter in which order the abilities became pending abilities.
 
605.2. Resolution is divided into several steps.
 
605.2a If a triggered ability has a condition, it checks whether it is satisfied at the time of resolution. If it isn't, the ability does nothing. Otherwise, it continues to resolve.
Example: Spatio-temporal fighting kill The awakening ability of the kill always triggers at the beginning of your turn. Before turn Even if there are no more than 6000 creatures of your power in the battle zone, - If there are more than 6000 creatures, you can reverse it to the one with the larger cost It is Noh.
 
605.2b When choosing cards or abilities, choose as much as possible within the range that you can specify. If you cannot choose, the effect will do nothing. If that card or ability has other effects, they are processed as usual. 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: Creatures with the ability to "have all civilization when in the battle zone" Destroy a char. If that is the case, put a creature with the same civilization from your hand If you select by effect, it checks the information at that time (when it is in the battle zone).
Example: If the command is in the command while the effect "command can not be attacked" is applied If you evolve into a creature you can attack it.
 
605.2e As the final part of a spell's resolution, the spell is put into its owner's graveyard. As the final part of an ability’s resolution, the ability ceases to exist.
 
605.3. If the card being resolved is a creature or a cross gear, it is put into the battle zone. If the card is a castle, it is put into its owner's shield zone.
 
606. Effect
 
606.1. An effect is something that happens in the game as a result of using a card or an ability of a card. When a spell, activated ability, or trigger ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.
 
606.2. If an effect attempts to do something impossible, it does only as much as possible.
Example: If a player is holding only one card, an effect that reads “Discard two cards” causes them to discard only that card. 
 
606.3. Some continuous effects are replacement effects.
 
607. Oneshot Effect
 
607.1. A one-shot effect does something just once and doesn’t have a duration. Examples include shield lake, destroying a creature, moving a card from one zone to another, and so on.
 
607.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves.
 
608. Continuous Effect
 
608.1. A continuous effect modifies characteristics of cards, or affects players or the rules of the game, for a fixed or indefinite period. A continuous effect may be generated by the resolution of a spell or ability, or by the static ability of a card.
 
608.2. A continuous effect may be generated by the resolution of a spell or ability.
 
608.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.
 
608.2b If a resolving spell or ability that creates a continuous effect contains a variable, the value of that variable is determined only once, on resolution. 
 
608.3. A continuous effect may be generated by the static ability of a card.
 
608.3a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.
 
608.3b The effect applies at all times that the card generating it is in the appropriate zone.
Example: A card with the static ability "Each light creature gets +1000 power" generates an effect that continuously gives +1000 to each light creature in the battle zone. If a creature becomes a light creature, it gets this bonus; a creature that stops being light loses it.
 
608.3c Continuous effects that modify characteristics of cards do so simultaneously with the card being put into the appropriate zone. They don’t wait until the card is in the appropriate zone and then change it. Because such effects apply as the card is put into the appropriate zone, they are applied before determining whether the card will cause an ability to trigger when it is put into the appropriate zone.
Example: If you have a creature with the static ability "Each light creatures has blocker" in the battle zone, each light creature has blocker as they are put into the battle zone, and they lose the blocker ability as they leave the battle zone. Since they do not get blocker before being put into the battle zone, they cannot be put into the battle zone by such cards as Heaven's Gate, for example.
 
609. Substitution effect
 
609.1. Some continuous effects are replacement effects. Replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such
effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like “shields” around whatever they’re affecting.
 
609.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.
 
609.2. Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. 
 
609.3. A replacement effect is applied only once for each event.
 
609.4. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. If it is not possible to execute the event after it is done, it can not be replaced.
 
609.5. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.
 
609.6. Some effects replace card draws.
 
609.6a If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.
 
609.6b If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.
 
609.7. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects.
 
609.8. If multiple replacement effects try to modify a single event at the same time, the active player's effect is applied. If that player has multiple replacement effects for the same event, that player chooses which effect to apply.
 
7. Additional Rules
 
700. General
 
700.1. Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another. 
 
700.2. A card or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. 
 
700.2a The owner of a modal card or activated ability chooses the mode(s) as part of using that card or activating that ability.
 
700.2b The mode(s) of a modal triggered ability are chosen as it triggers.
 
700.2c Some cards and abilities specify that a player other than their owner chooses a mode for it. In that case, the other player does so when the spell or ability’s owner normally would do so.
 
700.3. Sometimes a creature can't be destroyed or it can't leave the battle zone. This rule applies even if the creature's power is 0 or less.
 
700.4. If an attacking creature is not blocked, there are no creatures that can block it.
 
700.5. If a creatures with the ability "Wins All Battles" battles, power is not determined and compared between the battling creatures.
 
700.5a If two creatures with the "Wins All Battles" ability battle, neither creature is destroyed as no creature is considered to have lost the battle and needs to be destroyed.
 
701. Keyword Action
 
701.1. Most actions described in a card’s rules text use the standard language definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings. 
 
701.2. Tap (Untap)
 
701.2a To tap a card, rotate it 90 degrees from the normal position.
 
701.2b To untap a card, rotate it back to the normal position. 
 
701.3. Summon
 
701.3a To summon a creature, you must pay its mana cost and then put it into the battle zone from the zone it currently is in (usually your hand). Usually, players can summon creatures only during their main step.
 
701.4. Cast
 
701.4a To cast a spell, you must pay its mana cost and then resolve its spell abilities. Usually, players can cast spells only during their main step.
 
701.5. Use
 
701.5a Depending on the card type, to use a card means one of the following: summon a creature, cast a spell, generate a cross gear, fortify the shield at the castle, or expand a field.
 
701.6. Destroy
 
701.6a To destroy a creature, put it from the battle zone into its owner's graveyard.
 
701.6b Destroyed creatures are put into their owner's graveyard as a result.
 
701.7. Discard
 
701.7a To discard a card, put it from a player's hand into its owner's graveyeard.
 
701.7b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded. 
 
701.8. Charge
 
701.8a To charge is to put a card from your hand into your mana zone, rotated 180 degrees from the normal position.
 
701.9. Reveal
 
701.9a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to use a card or activate an ability includes revealing a card, the card remains revealed from the time the card or ability is announced until the time it is resolved.
 
701.9b Revealing a card doesn’t cause it to leave the zone it’s in.
 
701.10. Search
 
701.10a To search for a card in a zone, look at all cards in that zone (even if it’s a 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 is not always caused by breaking shields.
Example: A creature with the ability to break a single shield adds another ability When returning the shield to your hand, it is not a break, so it will not break an additional.
 
701.14c When multiple shields are broken by an effect, they are moved into their owners' hands at the same time. This is different from breaking shields due to a Breaker ability.
 
701.14d The effect of breaking the shield is also effective for a break by attack. It also affects both.
 
701.15. Evolve
 
701.15a To evolve is to put an evolution creature on top of a creature, or to put an evolution cross gear on top of a cross gear.
 
701.16. Generate
 
701.16a To generate, pay the mana cost of a cross gear and to put it into the battle zone. Usually, generating is possible only during a player's main step.
 
701.17. Cross
 
701.17a To cross is to put a cross gear under a creature in a way that the cross gear can still be seen.
 
701.18. Link
 
701.18a Linking means connecting two or more creatures next to each other so that they become one creature. Gods, psychic super creatures and some dragheart creatures can be linked.
 
701.19. Fortify
 
701.19a To fortify a castle is to specify it in the zone it's in (usually the hand), pay its mana cost and attach it to a shield. Usually, fortifying is possible only during a player's main step.
 
701.20. Awaken
 
701.20a To awaken is to flip a dual-sided psychic creature over to its other side.
 
701.21. Gachinko Judge
 
701.21a To Gachinko Judge, each player reveals the top card of their deck and then puts it on the bottom of their deck.
 
701.21b If the player who initiated the Gachinko Judge revealed a card that has a cost the same as or greater than their opponent's revealed card, that player wins the Gachinko Judge.
 
701.22. Dragsolution
 
701.22a To Dragsolution is to flip a dual-sided dragheart to its dragheart creature side and untap it.
 
701.23. Seal
 
701.23a To seal is to put the top card of a deck on a card in the battle zone face down.
 
701.24. Forbidden Liberate
 
701.24a To Forbidden Liberate is to flip a dual-sided Forbidden card.
 
701.25. Switch
 
701.25a To switch is to exchange a card from different zones with each other simultaneously. Then all the possible actions required by the switched card are performed. (A card switched by Revolution Change ability is in an attack state.)
 
701.26. Expand
 
701.26a To expand a field is to reveal it in the zone it's in (usually the hand), pay its mana cost and put it into the battle zone. Usually, expanding is possible only during a player's main step.
 
701.27. Upside down
 
701.27a To upside down is to turn a field upside down in the battle zone.
 
701.28. Forbidden Big Bang
 
701.28a To Forbidden Big Bang is to flip a Final Forbidden Field that is made up of 5 dual-sided cards and meld them as Final Forbidden Creature.
 
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 is not possible to handle other effects until the turn-based actions have been dealt with.
 
702.1a Abilities that watch for a specified step to begin are trigger abilities, not turn-based actions.
 
702.2. Whenever a step begins, if it’s a step that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, and before trigger abilities are resolved.
 
702.3. The turn-based actions are as follows:
 
702.3a The active player untaps their cards in the battle zone and mana zone simultaneously. Then all the trigger abilities that trigger at the start of the turn are resolved.
 
702.3b Immediately after the draw step begins, the active player draws a card.
 
702.3c Immediately after the attacking creature declaration step begins, the active player will attack the designated target.
 
702.3d Immediately after the block creature designation step begins, the non-active player blocks specify the creature.
 
703. State-Based Action
 
703.1. State-based actions are game actions that happen automatically whenever certain conditions are met. It is not possible to handle other effects until the state-based actions have been dealt with.
 
703.1a Abilities that wait for a specific condition are trigger abilities, not state-based actions.
 
703.2. State-based actions are checked throughout the game and are not controlled by any player.
 
703.3. The game always checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions
simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated.
 
703.4. The state-based actions are as follows:
 
703.4a If a player was directly attacked while they had no shields  and the attack wasn't redirected, that player loses the game.
 
703.4b If a player has no cards left in their deck, that player loses the game.
 
703.4c A creature that has power 0 or less is destroyed.
 
703.4d A creature that lost in a battle is destroyed as a result of the battle.
 
703.4e When the information of the linked God becomes inappropriate, the link goes away.
 
703.4f When God leaves the battle zone, only one of them leaves the battle zone.
 
703.4g Psychic Creatures and Draghearts put in zones other than the battle zone are put into the hyperspatial zone.
 
703.4h A Psychic or Dragheart cell by itself in the battle zone is returned to the hyperspatial zone.
 
703.4i When the top card of an Evolution Creature leaves the battle zone, the cards underneath it are reconstructed.
 
703.4j Cards in the battle zone that don't have a proper card type are put in the graveyard.
 
703.4k When a Command is put into the battle zone, the owner of that Command puts a seal that has the same civilization as that Command from the sealed card into their graveyard.
 
703.4l A Weapon by itself in the battle zone is returned to the Hyperspatial Zone.
 
703.4m When a fortified shield leaves the shield zone, the castle is put into its owner's graveyard. If the [Shield Trigger] ability of that shield is used, it is put in the graveyard immediately after use.
 
703.4n When another D2 Field is put into the battle zone, the D2 Field that was previously in the battle zone  is put into it's owner's graveyard.
 
8. Special 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 and Twinpacts.
 
801. Evolution Creature
 
801.1. Evolution creatures are evolution creatures Cree which can put out to the battle zone by overlapping it It is char.
 
801.1a Battle evolution creatures without proper evolution sources It can not be put into the zone.
 
801.2. Creatures in the battle zone are evolution creatures Even if you evolve that creature has the same creature I handle it. Even if tapped creatures evolve, they are tapped The effect that had been applied and applied to that creature, It will continue to be applied even after it has evolved.
Example: Cree who received a power 2000 modification until the end of the turn Evolution creatures that evolved with Char as evolved also receive Power 2000 modifications. Likewise, each evolved with three evolved creature with power -2000 modification Evolution GV creatures will receive a power-6000 fix.
 
801.2a If a creature under attack evolves, that attack will continue.
 
801.2b A creature evolving from two or more creatures is tapped and untapped If you use a creature of evolution as a creature, that creature taps and puts it in the battle zone I will.
 
801.3. Evolution creatures will not be summoned.
 
801.4. When only the uppermost card of evolution creature leaves the battle zone, the chest under it It is rebuilt to the proper state and remains in the battle zone.
 
801.4a The number of creatures that can remain in the battle zone is the number of creatures that evolution creatures evolve from It is up to the number we needed. Because the top creature was a normal evolution creature If there is 1 body, if it was an evolution GV you can leave up to 3 battle zones. Advance You may count as a creature or a linked God.
 
801.4b Under evolution creatures, creatures beyond the number you can leave were included If so, all creatures you decide not to use for rebuilding will be placed in the graveyard. This is evolution As the topmost card of a creature moves, it is done under evolution creatures We assumed that we moved directly to the graveyard.
 
801.4c If the card under was an evolution creature, that evolution creature exists In order to make it, you need the evolving creatures from among the cards underneath.
 
801.4d Rebuilt creatures do not newly enter the battle zone, but already battle We treat it as if it was in the zone. There is no effect triggered when you enter the battle zone. Also, those creatures were under evolution creatures from the beginning of the turn If it is, it will not be newly summoned and drunk.
 
801.4e During the attack, the top card of evolution creature leaves the battle zone and after the rebuilding a battle If more than one creature remains in the zone, one of them continues to attack.
 
802. Neo Creature
 
802.1. Neo creatures are ordinary creatures Besides being able to handle, Neo evolution creativity by using Neo evolution ability It is a creature that can be served as a game card.
 
802.2. Neo creatures use Neo evolution capabilities, etc. In the battle zone with a creature card below Only when it treats as "Neo evolution creature". That When it is in other zone, treat it as a creature that is not evolution I will.
Example: When turning the top six of the deck from the top of the evolution design, Neo creatures were included, but this is normal creatures It can not be added to your hand as it is treated as a card.
 
802.3. Neo creatures, if there is a creature card underneath, "Neo Evolution c It will not be summon drunk because it will be treated as a reacher. However, if the underlying card is removed in some way during the same turn you made, "Neo Evolution creatures "will cease to be attacked by" summoning sickness".
 
802.4. Neo Even if you put it in the battle zone without using the evolution capability, it clears down in some way If there is a card, it is treated as "Neo evolution creature".
 
803. God
 
803.1. God and other specific God and Rin It is a possible creature.
 
803.1a As God enters the battle zone I will link. Rin after going out to the battle zone Instead of trying to battle with linked I will appear in the zone.
 
803.1b Linked God is one creathe As the name of each God constituting it, Ability, civilization and so on. However, each card making up it It does not change individual characteristics of individuals, but treat them as one creature as an aggregate Please be careful.
 
803.1c God's ability to induce itself by going out to the battle zone is linked to one body Even if you become a creature, it only triggers the ability of the card actually entered the battle zone.
 
803.2. In order to link God, proper G · link ability is necessary.
 
803.2a G. Link specifying name and position refers to the characteristics of individual card.
Example: Linked Supernatural God Zen and Ultimate God Ak, as the name of each God as one God , But the individual card of the transcendent Zhen does not become the ultimate god in character as a characteristic So, you can not link another transcendent god Zen to the right of the linked transcendent Zhen.
 
803.2b G · Link ability always checks whether it is correct. I got a wrong state When that happens, the link is taken off immediately.
 
803.2c Central G · When linking a god according to the capability of link 360, even if it is next to each other When you do, you may have a place not directly linked. For example, A - B - C - D and U shape When linking to, A and D are next to each other but are not linked directly. Its not linked When connecting God to a place, it is limited to the range that can be constructed in a flat shape. It is physically occupied You can not link God newly to the place.
 
803.3. Even if God newly links it, that creature has already been in the battle zone I treat it as a creature. The tapped God remains tapped even if it is linked The effect applied to that creature will continue to be applied even after it is linked.
Example: If the God that received the power 2000 modification was linked until the end of the turn, linked Even after that the power 2000 remained remained.
 
803.3a If the right side and the left side of a linkable god with three bodies have different phases of tap and untap, If you put out the middle God and link three objects, it will be tapped.
 
803.3b If the attacking God is linked, the attack will continue.
 
803.4. Even if God-linked creatures are out of link and become unlinked gods, Treat that creature as though it was the same creature. Suitable for that creature The effect used will continue to be applied after it leaves the link.
 
803.4a God consisting of three or more cards leaves the battle zone and becomes more than two gods When doing so, each God will inherit all the effects applied. It is under attack In that case, the attack player chooses one of them and continues the attack.
 
803.5. Linked Gods will not be summonly sick.
 
803.5a If the link of the God once linked is disconnected, it is the battle zone from the beginning of the turn If you are in, you will not be affected by summoning sickness newly.
 
803.6. If the player specifies one card name due to some effect, that player You can specify one of the card names included in the god you got, but it's OK to specify everything I will not.
 
803.7. When God leaves the battle zone, only one of them leaves the battle zone. This is a situation-based process, not a replacement effect.
 
804. Psychic Creature
 
804.1. What is a psychic creature? Like a regular card Duel Masters on one side The surface of the card's card, the other duel There is not the back of the Masters' card, On both sides the surface of the Duel Masters' card There is a card. Each side, one from the other We may have the ability to change to one side.
 
804.1a Many psychic creatures When the specific conditions are satisfied, It has the awakening ability of "reversing" the reacher.
 
804.1b Some psychic creatures have low cost instead of leaving the battle zone It has a release ability to turn it over on the side. This is a replacement effect.
 
804.1c Some psychic creatures simultaneously have multiple psychic creatures It has an awakening link ability to turn over and link to psychic super creatures.
 
804.1d Each player, regardless of which zone the psychic creature is in, You can see.
 
804.2. Each aspect of a psychic creature has its own set of independent characteristics.
 
804.3. Where spells, abilities, effects, or rules require psychic creature information In fact, it refers only to the information given by the side of the table at the time of applying it.
 
804.4. Psychic creatures are placed in a hyperspatial zone at the beginning of the game.
 
804.4a Psychic creatures can't be summoned by paying their cost. 
 
804.4b When a psychic creature is placed in a zone other than the battle zone, it immediately returns to the hyperspatial zone. 
 
804.5. If a psychic creature turns inside, that creature becomes the same creature I handle it. Even if a tapped psychic creature wakes up, it remains tapped The effect applied to that creature will continue to be applied after it turns over.
Example: If a psychic creature that received a power 2000 modification was turned over until the end of turn In fact, even after turning over the power 2000 remained remained.
Example: If an attacking psychic creature turns over, that attack will continue.
 
804.6. Awakened psychic creatures are not affected by summoning sickness.
 
804.6a Even if a psychic creature once awakened turns over again due to effects other than awakening, If it is for himself in the battle zone from the beginning of the turn it will be renewed summoning sickness It is not affected.
 
804.7. If the player designates one card name due to some effect, that player You can specify the card name on either side of an Ikiku creature, but you can not specify both. No.
 
805. Psychic Super Creature
 
805.1. Psychic super creatures are multiple A creature made up of Iskik Cells, Psychic King I will also treat it as a reacher.
 
805.1a A psychic cell can exist alone in the battle zone. When a psychic cell is found to be in the battle zone by itself, it immediately returns to the hyperspatial zone. 
 
805.1b Some psychic super creatures, when they leave the battle zone, make a psychic cell that makes up it, and return to the hyperspatial zone and have the link release ability to turn over the rest See you. This isn't a replacement effect.
 
805.1c A psychic cell alone has no cost. Treat it as 0 when referring to it by other cards.
 
805.1d When a psychic cell leaves the battle zone, it isn't treated a a creature.
 
805.1e Psychic cells each have psychic super · Hold civilization of creature.
 
805.2. Psychic Super Creatures Unlink and Multiple Psychic Creatures Even if it becomes, these creatures treat it as the same creature. Tapped state When a psychic super creature in the state is unlinked, after the division psychic The leecher remains tapped and the effect applied to it's creature is divided Each psychic creature after it is inherited.
 
805.2a A psychic super creature composed of three or more cards is battle zone When you become two or more creatures apart from each other, the effect that each creature was applied I will take over all the results. If it is under attack, the attacking player can either Choose and continue the attack.
 
806. Dragheart
 
806.1. Dragheart is a normal card On the other hand Duel Masters' card On the other side, Duel Masters' power on the other side There is not the back side of the dude, both duets Card with Duel Masters' card face is. Another of Dragheart creatures One side is Dragheart · Weapon or Draga Ha From, Fortress, or both I will do. Each side changes from one side to the other side There is the ability to have the ability to.
 
806.1a Dragheart creatures are Dragheart  Weapon or Dragheart · Fort You can drag down from the lesson and become a table. At this time, the phase does not change.
 
806.1b Some Dragheart creatures have cost instead of leaving the battle zone I have a dragon avoidance ability to turn it over on a small face. This is a replacement effect.
 
806.1c Each player can see both sides regardless of which zone the draghart is in to come.
 
806.2. Each side of the Dragheart has a series of independent characteristics.
 
806.3. If spells, abilities, effects, or rules require information from Draghart, We will only refer to the information given by the side of the table at the time of applying.
 
806.4. Dragheart is 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 a creature.
 
806.4b When the Dragheart is put into a zone other than the battle zone, it immediately returns to the hyperspatial zone.
 
806.5. Dragheart creatures get summoning sickness.
 
806.5a If a dragheart creatures isn't present in the battle zone from the beginning of turn, it is unable to attack attack. However, we do not ask the aspect of the table at the beginning of the turn. At the beginning of the turn existed in the battle zone in the state of Dragheart Weapon, then Dragheart creatures are considered to be in the battle zone from the beginning of the turn To do.
 
806.6. If the player specifies one card name due to some effect, that player You can specify the card name on either side of the lagged heart, but not both.
 
807. Forbidden Impulse
 
807.1. Forbidden Impulse means that there is not the back of the Duel Masters card, It is the card with the surface of the card of the Duel Masters. The other side of forbidden Impulses is prohibited It is a feature. Forbidden Impulse has the ability to turn into the face of forbidden creature.
 
807.1a Forbidden Impulses can be released as a table and become a table.
 
807.1b Every player can see both sides of any forbidden impulses in any zone I will.
 
807.3. If spells, abilities, effects, or rules require prohibited information, If you are in, please refer to only the information given by the side of the table at the time of applying it. that is If you are in a zone other than the battle zone, you can treat either as a surface.
 
807.4. Forbidden beats are placed in the zone specified at the start of the game.
 
807.5. If the player designates one card name due to some effect, that player is prohibited You can specify the card name on either side of the disconnection, but not both.
 
808. Twinpact
 
808.1. Twinpact cards include 2 cardtypes in one card. the type of new card that I did. Two different costs, card tie If you refer to those characteristics as cards The correct information must always be referenced.
 
808.2. The impact is the characteristic of the card.
 
808.3. When referring to as a card, choose the appropriate card type The owner of a twin impact card can choose.
 
808.3a When referring to a specific card type, only information on that part is referred to I will check it.
 
808.4. When referring to the card name of the Twinpact card, the two parts are combined I regard it as a card with a name. It exists as a creature in the battle zone When referring to the card name of the two impact cards, refer only to the creature side.
 
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. 
 
809.2b When a gacharange creature is put into a zone other than the battle zone, it immediately returns to the super gacharange zone. 
 
]]
-- 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 1.13]]'' (%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 is not an index
--]]
local function ParseIndex(index)
	local heading, major, minor, subrule
 
	if match(index, "%s") then
		return false
	end
 
	local i, j, suffix = find(index, "%.(.+)")
	if suffix then
		subrule = match(sub(suffix, -1), "(["..INDEX_SUBRULE_CHARACTER_SET.."])")
		-- If that was successful, cut that character off the suffix.
		if subrule then
			suffix = sub(suffix, 1, -2)
		end
 
		-- Now we can easily check whether the part between the period and the letter is a number.
		-- If so, that's our minor index
		minor = tonumber(suffix)
		assert(type(minor) == "number", "Invalid index!")
 
		-- Now cut off the entire suffix and let's parse the rest
		index = sub(index, 1, i-1)
	end
 
	-- Getting the heading and major index is just some number manipulation
	index = tonumber(index)
	-- assert(type(index) == "number", "Invalid index!")
	if not index then
		return false
	end
 
	if index >= 100 then
		major = index%100
		heading = math.floor(index/100)
	else
		-- The body of the rules starts at 100, lower values are headings
		heading = index
	end
 
	return heading, major, minor, subrule
end
 
local function IsSubsequentRule(line, heading, major, minor, subrule)
	local _, _, index = SplitLine(line)
	if not index then
		return false
	end
 
	local h, a, i, s = ParseIndex(index)
 
	if subrule then
		-- We can cheat like hell if we're dealing with subrules because there's no further nesting
		-- Therefore, the next line is the next rule by definition
		-- That said, if this ever changes, this snippet might be useful
		--[[
			-- Yes, this makes assumptions about character encoding and subrules never numbering more than 24 for a given rule
			local i = find(INDEX_SUBRULE_CHARACTER_SET, subrule) + 1
			nextIndex = sub(INDEX_SUBRULE_CHARACTER_SET, i, i)
		--]]
		return true
	elseif i and minor and i > minor then
		return true
	elseif a and major and a > major then
		return true
	elseif h and heading and h > heading then
		return true
	end
end
 
local function GetNestingDepth(index)
	local depth
	-- Subrules, e.g. 103.7a
	if match(index, "["..INDEX_SUBRULE_CHARACTER_SET.."]") then
		depth = 4
	-- Rules, e.g. 112.1
	elseif match(index, "%d%.%d") then
		depth = 3
	-- Titles, e.g. 102
	elseif match(index, "%d%d+") then
		depth = 2
	-- Headings, e.g. 1
	else
		depth = 1
	end
 
	return depth
end
 
local function Titleize(title)
	return format(WIKILINK_ALT_FORMAT, title, title)
end
 
local function StylizeRule(ruleLine)
	local i, j, index, rest = SplitLine(ruleLine)
	if not index then
		if find(ruleLine, "Example:") then
			ruleLine = "<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("background-color", "#FFFFFF")
	div:css("border", "1px solid #111111")
	div:css("padding", "0px 10px 10px 10px")
	div:css("margin", "10px")
	div:css("align", "left")
 
	local lastDate = GetLastUpdate()
	div:wikitext(format(LAST_UPDATED_FORMAT, lastDate))
	div:newline()
	if type(output) == "string" then
		local line = StylizeRule(output)
		div:wikitext("* ", line)
	else
		local indentLevel
		local prevMax = 0
		local outputLine, isExample, maxIndent, index, _
		for _, line in ipairs(output) do
			outputLine, isExample = StylizeRule(line)
			_, _, index = SplitLine(line)
			if index then
				div:newline()
				maxIndent = GetNestingDepth(index)
				if not indentLevel then
					indentLevel = 1
				else
					indentLevel = indentLevel + (maxIndent - prevMax)
				end
				prevMax = maxIndent
 
				-- if indentLevel > 1 then
					-- outputLine = "*" .. outputLine
				-- end
				-- outputLine = rep(":",  indentLevel-1) .. outputLine
 
				outputLine = rep("*",  indentLevel) .. outputLine
			else
				if not find(outputLine, "Example:") then
					outputLine = rep(":",  indentLevel) .. outputLine
				else
					outputLine = outputLine
				end
			end
 
			div:wikitext(outputLine)
		end
	end
 
	return div
end
 
function Rules.TOC(frame)
	local index = frame.args[1]
	local heading, major, minor, subrule
	-- If there's no index, we want the full TOC. Otherwise, pass it in for validation.
	local fullTOC
	if (not index) or type(index)=="string" and index=="" then
		heading = 1
		fullTOC = true
	else
		heading, major, minor, subrule = ParseIndex(index)
		assert(heading and heading>=1 and heading<=10 and not major and not minor and not subrule, "Invalid table of contents index!")
	end
 
	local output = {}
 
	local collecting = false
	for line in gmatch(Rules.text, LINE_PATTERN) do
		if match(line, RULE_LINE_PATTERN) then
			if match(line, "^"..heading.."%.") then
				collecting = true
			elseif (not fullTOC) and IsSubsequentRule(line, heading, major, minor, subrule) then
				break
			end
 
			-- NOT elseif. We want to start collecting lines on the same line we match the target heading
			if collecting then
				tinsert(output, line)
			end
		elseif match(line, TOC_END_LINE_PATTERN) then
			break
		end
	end
 
	assert(#output > 0, "Index not found! ", index)
	return tostring(CreateRulesDiv(output))
end
 
-- Basically Rules.full but with the full text of an index
function Rules.title(frame)
	local title = frame.args[1]
	title = sanitize(title)
 
	local output = {}
	local passedTOC = false
	local collecting = false
	local heading, major, minor, subrule -- this is a stupid hack to continue using the original index-based stuff
	for line in gmatch(Rules.text, LINE_PATTERN) do
		if (not passedTOC) and match(line, TOC_END_LINE_PATTERN) then
			passedTOC = true
		elseif passedTOC then	
			if match(line, title.."$") then
				collecting = true
				-- Stupid hack see above
				local _, _, i = SplitLine(line)
				heading, major, minor, subrule = ParseIndex(i)
			elseif collecting and IsSubsequentRule(line, heading, major, minor, subrule) then
				break
			end
 
			-- NOT elseif. We want to start collecting lines on the same line we match the target heading
			-- ignore whitespace
			if collecting and match(line, "%S") then
				tinsert(output, line)
			end
		end
	end
 
	assert(#output > 0, "Index not found! " .. title)
	if output then
		return tostring(CreateRulesDiv(output))
	else
		return nil
	end
end
 
function Rules.only(frame)
	local index, additionalLevels = frame.args[1], tonumber(frame.args[2])
	local heading, major, minor, subrule = ParseIndex(index)
 
	local output = {}
	local passedTOC = false
	local collecting = false
	local ruleDepth, lineDepth = GetNestingDepth(index)
	for line in gmatch(Rules.text, LINE_PATTERN) do
		if (not passedTOC) and match(line, TOC_END_LINE_PATTERN) then
			passedTOC = true
		elseif passedTOC then
			if match(line, RULE_LINE_PATTERN) then
				if match(line, "^"..index) then
					collecting = true
				elseif collecting and IsSubsequentRule(line, heading, major, minor, subrule) then
					break
				end
			end
 
			-- NOT elseif. We want to start collecting lines on the same line we match the target heading
			-- ignore whitespace
			if collecting and match(line, "%S") then
				if additionalLevels then
					local _, _, index = SplitLine(line)
					-- This looks a little weird.
					-- We only update lineDepth in the case that we're looking at a rules index
					-- But we capture any line for which it or the preceding index is within our targeting scope
					-- (examples, mostly)
					if index then
						lineDepth = GetNestingDepth(index)
					end
					if lineDepth <= ruleDepth + additionalLevels then
						tinsert(output, line)
					end
				else
					tinsert(output, line)
					break
				end
			end
		end
	end
 
	assert(#output > 0, "Index not found! " .. index)
	return tostring(CreateRulesDiv(output))
end
 
function Rules.full(frame)
	local index = frame.args[1]
	local heading, major, minor, subrule = ParseIndex(index)
 
	local output = {}
	local passedTOC = false
	local collecting = false
	for line in gmatch(Rules.text, LINE_PATTERN) do
		if (not passedTOC) and match(line, TOC_END_LINE_PATTERN) then
			passedTOC = true
		elseif passedTOC then
			if match(line, RULE_LINE_PATTERN) then
				if match(line, "^"..index) then
					collecting = true
				elseif collecting and IsSubsequentRule(line, heading, major, minor, subrule) then
					break
				end
			end
 
			-- NOT elseif. We want to start collecting lines on the same line we match the target heading
			-- ignore whitespace
			if collecting and match(line, "%S") then
				tinsert(output, line)
			end
		end
	end
 
	assert(#output > 0, "Index not found! " .. index)
	return tostring(CreateRulesDiv(output))
end
 
function Rules.RulesTemplateCall(frame)
	local toc, exact, lookup
 
	for key, value in pairs(frame.args) do
		if ((key == "toc") and value ~= "") or (value == "toc") then
			toc = true
		elseif ((key == "exact") and value ~= "") or (value == "exact") then
			exact = true
		elseif value and value ~= "" then
			assert(not lookup, "Unknown error, multiple lookups ")
			lookup = value
		end
	end
	assert(lookup or toc, "No lookup provided")
 
	if toc then
		if not lookup then
			return Rules.TOC({args={}})
		elseif tonumber(lookup) < 10 then
			return Rules.TOC({args={lookup}})
		else
			return Rules.only({args={lookup, 1}})
		end
	elseif exact then
		return Rules.only({args={lookup}})
	else
		if ParseIndex(lookup) then
			return Rules.full({args={lookup}})
		else
			local output = Rules.title({args={lookup}})
			if output then
				return output
			end
		end
	end
end
 
return Rules
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