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Table of Contents

Introduction…………..……………………………………………………………………………pg 3.
The Card Of Creatures……………………………………………………………………………pg 4.
The Card Of Heroes And Leaders………………………………………………………………..pg 6.
The Card Of Crystals, Skills, Domains, Formations, And Talismans………………………….pg 8.
The Description Of Basic And Advance Crystals………………………………………………..pg 9.
Basic Crystals……………………………………………………………………………………...pg 10.
Advance Crystals And Their Sub-types………………………………………………………….pg 11.
Metropolitan Card Type…………………………………………………………………………..pg 12.
Crystal Card Types And Their Colors…………………………………………………………...pg 13.
The Description Of Basic Domains………………………………………………………………pg 14.
The Description Of Advance Domains…………………………………………………………...pg 15.
The Description Of The Effects Of Cards……………………………………………………….pg 16.
The Activation Of The Effects Of Cards...……………………………………………………….pg 17.
The Requirements Of The Effects Of Cards…………………………………………………….pg 17.
The Description of Statuses...……………………………………………………………………..pg 18.
Damaged Cards And Players……………………………………………………………………..pg 18.
Damage Dealing effects…….……………………………………………………………………..pg 19.
The Description Of Positive And Negative Stat Gain Effects.………………………………….pg 19.
Base Stats And Effects…………………………………………………………………………….pg 20.
Effects And Their Triggering Order.………………………………….………………………….pg 20.
Effects And Abilities Given By Other Effects And Abilities…………………………………….pg 21.
Negative Stats, Negative Effects And Negative Crystal Costs………………………………….pg 22.
Activated Effects And Their Interactions……………………….……………………………….pg 22.
Card Rarity Limit………………………………………………………………………..………..pg 22.
Card Limits In Decks……………………………………………………………………………..pg 23.
Permanent and Semi-Permanent States…………………………………………………………pg 23.
Turn Duration Increase And Decrease Effects…………………………………………………..pg 23.
The Death Of Cards……………………………………………………………………………….pg 24.
Destroy, Kill And Move Effects…………………………………………………………………...pg 24.
The Description Of Formations...………………………………………………………………...pg 25.
The Description Of Formation Arrays………….………………………………………………..pg 25.
The Description Of Formation Enchantments.………………………………………………….pg 27.
The Description Of Formation Diagrams……………………………………………………….pg 28.
The Description Of Turn Duration Counters…………………………………………………....pg 29.
The Latent State, Its Interactions And Latent Diagrams………………………………………pg 30.
Talismans And Their Sub-types…………………………………………………………………..pg 31.
The Description Of Talisman Equipments………………………………………………………pg 32.
The Description Of Skills…………………………………………………………………………pg 33.
The Description Of Phrases………………………………………………………………………pg 35.
The Descriptions Of Creatures…………………………………………………………………...pg 36.
Regular Creatures.………………………………………………………………………………...pg 37.
Great Creatures……………………………………………………………………………………pg 38.
Advance Card Color Schemes……………………………………………………………………pg 42.
The Description Of Leaders………………………………………………………………………pg 43.
The Description Of Heroes………………………………………………………………………..pg 45.
Attack Points On Players…………………………………………………………………………pg 46.
The Description Of Tokens.……………………………………………………………………….pg 46.
Enemies And Their Interactions………………………………………………………………….pg 47.
The Void Zone……………………………………………………………………………………..pg 47.
Introduction
This document is shortened version of the document named Card Types and Keywords. It
includes the summaries of the key sections of that document, as well omitting sections of that
document that may not be frequently encountered by players.

It is recommended to read that document to get a full understanding of the game, as this
document should serve as a quick start guide on the basic details of the cards and rules. That document
also includes the keywords of the game that will not be included in this document. Which are located at
the bottom end of the document.

After reading this document and the Gameplay Instructions document, you should be able to
understand enough about the game to play it.
The Card Of Creatures

The Parts Of Creatures:

1: The Name Box


This is where the name of cards are located.

2: The Card’s Image Section


This is where the image of cards are located.

3: The Crystal Cost Section


The right side of a card’s image section is the crystal cost section of the card. The crystal cost section is
where the crystal costs and crystal types of cards are located.

4: The Title Belt Box


This is where the titles of great creatures are located.

5: The Card’s Color


This is where the color of a card is located. The color of a card represents a card’s faction within the
game’s storyline.

6: The Effects Description Box


This is where the descriptions of the effects and abilities of a card are located.

7: The Sub-type Box


This is where the sub-types of creatures, leaders, heroes and certain skills that mimic those cards are
located.

8: The Attack Point(AP) Box


This is where the attack points of creatures, leaders, heroes and certain skills that mimic those cards are
located.

9: The Defense Point(DP) Box


This is where the defense points of creatures, leaders, heroes and certain skills that mimic those cards
are located.

10: The Health Point(HP) Box


This is where the health points of creatures, leaders and certain skills that mimic those cards are
located.
The Card Of Heroes And Leaders

The Parts Of Heroes And Leaders:

1: The Name Box


This is where the name of cards are located.

2: The Card’s Image Section


This is where the image of cards are located.

3: The Crystal Cost Section


The right side of a card’s image section is the crystal cost section of the card. The crystal cost section is
where the crystal costs and crystal types of cards are located.

4: The Card Type Box


This is where the card types of leaders, and heroes are located.

5: The Card’s Color


This is where the color of a card is located. The color of a card represents a card’s faction within the
game’s storyline.

6: The Effects Description Box


This is where the descriptions of the effects and abilities of a card are located.

7: The Sub-type Box


This is where the sub-types of creatures, leaders, heroes and certain skills that mimic those cards are
located.

8: The Attack Point(AP) Box


This is where the attack points of creatures, leaders, heroes and certain skills that mimic those cards are
located.

9: The Defense Point(DP) Box


This is where the defense points of creatures, leaders, heroes and certain skills that mimic those cards
are located.

10: The Health Point(HP) Box


This is where the health points of creatures, leaders and certain skills that mimic those cards are
located. Heroes do not have health points.
The Card Of Crystals, Skills, Domains,
Formations, And Talismans

The Parts Of Crystals, Skills, Domains, Formations, And


Talismans:

1: The Name Box


This is where the name of cards are located.

2: The Card’s Image Section


This is where the image of cards are located.
3: The Crystal Cost Section
The right side of a card’s image section is the crystal cost section of the card. The crystal cost section is
where the crystal costs and crystal types of cards are located.

4: The Card Type Box


This is where the card types of crystals, skills, domains, formations, and talismans are located.

5: The Card’s Color


This is where the color of a card is located. The color of a card represents a card’s faction within the
game’s storyline.

6: The Effects Description Box


This is where the descriptions of the effects and abilities of cards are located.

7: The Sub-type Box


This is where the sub-types of crystals, domains, formations, talismans, and certain skills that mimic
those cards are located.

The Description Of Basic And Advance


Crystals
Crystals are the primary resources of the game. Most cards in the game have a crystal cost,
which is a cost that must be payed by their player before the cards are played. Crystals have various
crystal card types that meet the crystal cost requirements of most cards in the game.
During a game only one(1) crystal can be played on the battlefield by a player during his or her
turn and can only be played on that player’s side of the battlefield. After a crystal is played, its player
must wait until his or her next turn to play another crystal of choice, unless rules or effects indicate
otherwise.
Each untapped crystal card on the battlefield represents one(1) crystal card type that can meet
the crystal cost requirements of cards when tapped. Players may only tap crystals on their side of the
battlefield.
Note: Cards can only be played onto the battlefield. Playing a card indicates placing it on the
battlefield.
Basic Crystals

Top: Basic Diamond Mana Crystal.


Basic crystals are staples in decks. Basic crystals do not have a crystal cost and can be played
on the battlefield without their players having to tap any crystals on their side of the battlefield to pay
for the crystal cost to play them. Players can also add any number of basic crystals of the same or
multiple card names to their decks.

Note: Basic crystals and basic domains do not have crystal costs and can’t be affected or
targeted by effects that target cards with crystal costs.
Advance Crystals And Their Sub-types

Top: Common Enhanced Diamond Mana Crystal.


Advance crystals are crystals that come in common, rare, unique, and brilliant, rarity copies.
Advance crystals also have a crystal cost required before they can be played on the battlefield, and that
crystal cost number may be 0 or higher.

There can only be three(3) copies of an advance crystal with the same card name in a deck.
Metropolitan Card Type

Top: Amplified Illusion Jewel Metro Crystal.


A metropolitan(metro) crystal card type is a crystal card type that can be tapped to play cards
with crystal costs that require the tapping of any crystal card types of the game. Players may think of
them as neutral crystal cards that can be used to play any card in the game with a crystal cost.
Crystal Card Types And Their Colors

The crystal color of a card’s crystal cost indicates the crystal card type required to be tapped
before the card can be played.

A card with more than one crystal cost card type requirements have a combined crystal of those
numbers. Meaning, the crystal cost number of a card is the sum total of all its crystal cost card type
requirement numbers. Below are the crystal card types and their representing crystal cost colors
directly below them.

Mana Card Type Ether Card Type

Metro Card Type Aura Card Type


The Description Of Basic Domains

Top: Basic Water Plane Domain.


Domains are essentials of the game. They are cards that give players the option to choose
different effects while playing the same cards. The sub-type of a basic domain determines what options
are available to players when playing certain cards at the starting turns of a game.

Basic domains unlike every other card in the game cannot be targeted or affected by any effect
or status during a game. They remain on the battlefield for the entire game.
The Description Of Advance Domains

Top: Common Water Plane Domain.


Advance domains are cards with crystal costs and four rarity copies. They can be added to
decks, and played during a game. There can only be a maximum of three(3) copies of an advance
domain with the same card name in a deck before a game begins.

Advance domains are played on top of the basic domain of their player’s. Further domains
played must either replace the current advance domain, or be discarded after they are played, but before
they are placed on the battlefield. Replaced domains are destroyed during the replacement.

Only the sub-types of an advance domain on the battlefield can be used to meet the domain sub-type
requirements of the effects on its controller’s side of the gameboard, until all advanced domains are
removed from the top of its controller’s basic domain. Then, the sub-type of the basic domain comes
back in effect.

The Description Of The Effects Of Cards

Top: Common Call The Wind Formation Spell.

An effect is a paragraph located in the effect description box of a card that describes a rule and
action that players must follow. Cards in the game may have one or more primary effects in their effect
description boxes, one or more secondary effects in their effect description boxes, both or neither. Each
effect of a card is separated into individual paragraphs.
The primary effects of a card are always placed above the entry keyword of the card, if there is
one, while the secondary effects of a card are always placed below the entry keyword. If there is not an
entry keyword present in the effect description box of a card, then all effects of that card are primary
effects.

The entry keyword and the indicated number that is placed directly after it together indicates the
maximum number of secondary effects that a player may choose to activate when a card enters a
player’s side of the battlefield. A player does not have to activate any or all secondary effects of a card.

The Activation Of The Effects Of Cards


The primary effects of a card always activates after it enters any zone on the gameboard, and
deactivates before it leaves each zone on the gameboard, with the exception of the three zones on the
battlefield, the battlefield being an over-arching zone.

The secondary effects(Abilities) of a card can only be activated after it enters any of the three
zones on the battlefield. They also remain activated when moved from one of those zones to another
zone, within the battlefield. The secondary effects of a card can not be activated unless their domain
requirements are met on their controller’s side of the battlefield.

The activation of an effect does not cause it to occur and affect the gameboard, unless it
activates on the battlefield. The rules text of an effect dictates the situation or zone in which it occurs
and affects the gameboard. If no indication is made, then it can only occur and affect the gameboard
after it is activated on the battlefield.

After an effect activates, its stated rules or actions must occur immediately, unless the rules
themselves indicate otherwise. After the effect occurs or triggers, if its rules does not state that it occurs
every time a certain event occurs, then it cannot trigger(occur) again while in its current zone, unless
another effect causes its triggering.

Lastly, a secondary effect that requires a domain sub-type(s) on its controller’s side of the
battlefield before it can be activated has the required sub-type(s) written before its rules text. The sub-
type(s) required is always separated from the secondary effect itself by a colon.

The Requirements Of The Effects Of Cards


As the primary effects of cards can usually only trigger(occur) after they enter a zone on the
battlefield, cards with primary effects that trigger immediately after entering the battlefield, that target
other cards on the gameboard cannot be played on the battlefield until all their target requirements are
met by their players. Likewise, effects with target requirements cannot trigger(occur) until all their
target requirements are met.

A rule of the game is that effects(primary and secondary) can only target and affect cards
on the battlefield, unless the effects themselves indicate otherwise, of which many do.

The Description Of Statuses

A status is a state that a card or player can have in the game. Statuses are very similar to effects
in their mechanic in that they can be gained and removed from cards and players. But unlike an effect,
a status gained by a card or player remains with the card or player for the rest of the game until they are
removed and a status gained by a card or player cannot be given again to the same card or player while
that card or player already has that status. Only one status of the same name can be gained by a card or
player at a time. Each status has its own rules that must be followed over the above rules.

Damaged Cards And Players

During a game damaged is a status that both cards and players can have. A card is damaged
when the Health Points(HP) of the card is reduced. A player is damaged when his or her HP is reduced
lower than the starting 27 HP he or she started the game with. When the HP of a card or player is
reduced, the action that caused that reduction is termed dealing damage. Damage can only be dealt to
both cards and players with HP.

A damaged status on a card can only last until either the card is removed from the battlefield, or
the damage deducted from the card’s HP is removed, which is usually at the end of a turn.
Damage Dealing Effects
There are a few ways that cards and players deal damage. Cards and players deal attack damage
using their Attack Points(AP) stats when they either attack, defend or are attacked during a game. Cards
also deal damage through damage dealing effects and negative stat gain effects.

When the AP of a card or player is dealt as attack damage, or when damage dealing effects deal
damage, the Defense Points(DP) total of the card or player that is being dealt damage must first be
deducted from the damage amount dealt to that card or player. After the DP has been deducted from the
damage amount, if there are damage points left in the damage amount that wasn’t deducted, those
remaining damage points may then be deducted from the card or player’s HP total.

Damage dealt to a card during a turn that doesn’t kill it, is removed from its DP and HP at the
end of the turn. Damage dealt to a player that is deducted from his or her DP is removed from that
player’s DP at the end of the turn as well.

The last way that cards deal damage which is through negative stat gain effects does not count
as a damage dealing effect as the damage dealt by these effects are calculated much differently from the
damage dealt by the damage dealing mechanics explained above.

Any damage dealt to a card through negative stat gain effects(Ex: +1 AP/+2 DP/-1 HP) are not
removed from the card at the end of turn, as these stat gain effects are permanent effects that remain on
a card permanently while that card is on the battlefield, unless rules or effects indicate otherwise.

The Description Of Positive And Negative


Stat Gain Effects

When stat gain effects give cards or players positive or negative stats, there are two signs that
indicate whether the stats being given by the effect is a positive or a negative stat. A positive stat gain
effect has a + sign in front of the stat being given to the card or player within the effect’s description,
while a negative stat gain effect has a – sign in front of the stat being given to the card or player within
the effect’s description.

Unless rules or effects indicate otherwise, if there isn’t a + or – sign in front of a stat gain effect
when the stat gain effect triggers the stat of the effect will not be given to the target of the effect. Cards
without stats can’t gain positive or negative stats.
An exception that is not stated in the above paragraph is are effects that states “Gain 1 HP” or
“Gain 1 DP.” These effects do not explicitly state whether the stat gained is positive or negative. But
the wording of these effect implies that they are positive stat gain effects. Likewise, an effect that states
“Lose 1 HP.” or “Reduce your AP by 1.” implies a negative stat gain effect. An effect that states “Gain
+1/0/0.” does not have any implications and must follow the rule stated in the paragraph above.

Base Stats, Statuses And Effects

The base stats, statuses, and effects(primary and secondary effects) of a card or player with few
exceptions are the stats, statuses, and effects that a card or player has before it is affected by
effects(primary and secondary) or damage in the game. The base stats, statuses, and effects(primary
and secondary) of cards are the stats, statuses, and effects that are written on the card. Unless rules or
effects indicate otherwise players do not have any base effects or statuses but they do have the base
stats of 0/0/27 or 0 AP/ 0 DP/ 27 HP.

The few exceptions to the rule stated above are effects that state “Target card enters a zone with
x.” and effects that state “Set the stat, status, ability or effect of a target to x.” When these effects
trigger the effects(primary effects), abilities(secondary effects), statuses and stats given to their targets
become part of their targets’ base effects(primary and secondary), statuses and stats or in some cases
can override their targets’ base effects, statuses and stats. Base stats and effects given by the stated
effects above to cards either on the battlefield or in a player’s hand, deck or mortuary only affect those
cards while those cards are in those four zones. After those cards leave one of those four zones into
another one of those four zones all effects(primary and secondary ) and stats gained while in one of
those zones are removed upon exiting the zone, unless rules or effects indicate otherwise.

The base statuses given by the stated effects above to cards in any zone remain with those cards
permanently until those statuses are removed. While a card with a base status is on the battlefield, if its
base status is removed while it is on the battlefield, after it exits the battlefield its base status will be
reinstated.

Effects And Their Triggering Order

A rule of this game is that non-conflicting effects(primary and secondary effects)


compound additionally when they affect the gameboard and later occurring conflicting effects(primary
and secondary effects) take precedent when they affect the gameboard over earlier occurring
conflicting effects.

When a later occurring conflicting effect triggers, all other effects that are in conflict with it
currently affecting the gameboard go into a passive state until the later occurring effect is no longer
affecting the gameboard. When a triggered effect(primary effect) or ability is forced into a passive state
by a later occurring effect or ability, if the passive effect or ability has a stated duration of how long it
would stay active on the gameboard when it was first triggered, when the stated duration on the
gameboard has passed while the passive effect or ability is still in a passive state because of a later
occurring conflicting effect or ability, the passive effect or ability must end.

When multiple effects(primary effects) or abilities controlled by the same player trigger at the
same time or if their triggering order is not clear or the order in which they affect the gameboard is not
clear, the player that controls those effects or abilities determines the order in which those triggered
effects or abilities affect the gameboard.

Effects And Abilities Given By Other Effects


And Abilities

In this game certain effects(primary and secondary effects) give effects to cards and players.
The stated effects given could be temporary effects that last a few turns or less or permanent effects that
have indefinite turn durations. Effects that give other effects end after their stated effects have been
given.

When an effect, ability or status is given to a player, the effect, ability or status is treated as if
the player is a permanent card on the battlefield.

When an effect(primary effect) or ability(secondary effect) is given to a card, the effect or


ability activates immediately upon being given to the card. But after the effect or ability activates, it can
only trigger after all its triggering requirements are met by its controller. The controller of a given
ability cannot choose to not activate the ability, even though it is an ability.

Effects given to cards and players are always permanent effects, unless or effects indicate
otherwise. When not indicated in an effect’s description, effects that are given by the abilities or
effects(primary effects) of cards are considered primary effects and not abilities.
Negative Stats, Negative Effects And
Negative Crystal Costs
During a game the stats and value numbers of the effects of cards and players may be reduced
below zero by effects or abilities. When a stat or effect value number of a card or player is in the
negatives, that negative stat or effect value number has the same effect as a stat or effect value number
at zero, when damage is dealt and calculated, or when the effect triggers.

Activated Effects And Their Interactions

When an effect requires another effect before it can trigger or activate, or when an effect targets
another effect, the required or targeted effect must be activated before the effect that requires or targets
it can be trigger or activate, unless rules or effects themselves indicate otherwise.

Card Rarity Limit

During a game only a maximum of 17 common, 8 rare, 4 unique and 2 brilliant advance cards
can be on each player’s side of the battlefield at any given time, unless rules or effects indicate
otherwise. Basic cards do not have this limit, as players can have any number of basic cards on their
side of the battlefield.

After an advance card of a certain rarity is played from its player’s hand, if its player already
controls the maximum number of that rarity on his or her side of the battlefield, that player must either
replace one of the advance cards of the same rarity already on that player’s side of the battlefield or
discard the advance card being played before the advance card enters the battlefield.
Card Copy Limits In Decks

Cards with the same card name but different titles, card types, sub-types, effects and/or abilities
are considered copies of the same card.

With the exception of advance crystals, there can only be a maximum of three(3) copies of a
card with a certain card name in a deck before a game begins. As for advance crystals, there can only
be three(3) copies of an advance crystal with the same card name that can be placed in a deck before a
game begins. During a game this rule doesn’t apply, as there can be multiple effects that add extra cards
to players’ decks.

Permanent And Semi-Permanent States


Cards and effects in the game are either permanent or semi-permanent. Permanent cards after being
placed on the battlefield stay on the battlefield indefinitely and have indefinite turn durations until
effects or rules instruct players to remove them. Semi-permanent cards after being placed on the
battlefield have a limit on the amount of turns that they can stay on the battlefield.

Permanent effects after triggering stay triggered or “on” indefinitely and have indefinite turn
durations until either they are deactivated or other effects put them into a temporary passive “off” state
or end them. Semi-permanent effects after triggering only stay triggered for an indicated amount of
turns or less before they must end on their own.

There are two types of semi-permanent cards. The first type of semi-permanent cards are similar
to the Call The Wind formation spell that was used as an example in a section above. These types of
semi-permanent cards do not have indicated turn duration counters in their effect description boxes and
after they are played on the battlefield can only stay on the battlefield either for as long as their
activated effects and abilities are performing actions on the gameboard or for as long as their activated
effects and abilities state that they can stay on the gameboard to potentially trigger. After the effects and
abilities of these types of semi-permanent cards have either finished performing their stated actions, or
their stated durations that they can stay affecting the gameboard has been reached, the cards must then
be removed from the battlefield and placed in the mortuary of their players.

The second type of semi-permanent cards have turn counters within their effect description
boxes. The turn counters of these cards indicate the amount of their controller’s turns that they can stay
on the battlefield after they are placed on the battlefield and at what stage of their last turn must the
cards be removed from the battlefield and placed in their player’s mortuary.
Turn Duration Increase And Decrease
Effects
Turn duration increase and decrease effects can only apply either to semi-permanent cards on
the battlefield or activated semi-permanent effects(primary and secondary) on the gameboard with
indicated turn durations and turn ends. Cards that do not have indicated turn durations and turn ends,
and semi-permanent effects(primary and secondary) that end immediately after triggering can not be
affected by turn duration increase or decrease effects.

Turn duration increase or decrease effects can either increase or decrease the current number of
turns that a card or effect has to remain active on the battlefield or gameboard.

The Death Of Cards


Some permanent and semi-permanent cards may have stats in this game while others may not.
As stated in the previous sections of this document the stats of cards can be altered by effects and
abilities during a game. The turn durations of permanent and semi-permanent cards can also be altered
by effects and abilities during a game.

When the HP stats of a permanent or semi-permanent card on the battlefield is reduced to zero
or below the card is considered dead and must be moved into its player’s mortuary. When the duration
of a card ends regardless of whether the card has stats or what value its HP stat is, it is considered dead
and must also be moved from the battlefield into its player’s mortuary, unless rules or effects indicate
otherwise.

Destroy, Kill, And Move Effects


Destroy, move and kill effects are effects that function differently but can have the same
outcome. Kill effects can only target cards on the battlefield, while destroy and move effects can target
cards anywhere on the gameboard and in the void.

When a card is moved from one zone to another by a move effect it is neither considered a
drawn card, a destroyed card, a killed card, nor a dead card unless those other effects and actions were
the cause of the move. Effects that add cards to players’ hands are considered move effects. A move
effect always occurs after a card dies or is destroyed, as the card must then be moved into its player’s
mortuary.

The Description Of Formations


Formations are advance cards that must be played into the command zone on their player’s side
of the battlefield in an untapped orientation. Formations attached to players are placed in the command
zone of their player. Formations can be permanent or semi-permanent.

The Description Of Formation Arrays


Top: Common Poco A Poco Formation Array.
Arrays are permanent formations. As they are permanent cards, after they are played they stay
on the battlefield indefinitely until rules or effects instruct players to remove them.

As with most cards in the game, an array with a primary effect that triggers immediately upon
being played on the battlefield, cannot be played until its target requirements are met by its player.
Arrays with delayed primary effects that trigger later on, after being played, may still be played.

There can only be one(1) array of a certain card name on the battlefield at all times.
Further arrays played by any player with a certain card name replaces the current array on the
battlefield with that card name.

Since all replaced cards are destroyed, if an array on the battlefield can’t be destroyed or
removed from the battlefield, copies of it with the same card name can’t be played until the array is
removed from the battlefield.
The Description Of Formation
Enchantments

Top: Common Enchanting Gloves Formation Enchantment.


Enchantments are permanent formations. Enchantments have primary effects that target and
attach to other cards on the battlefield. When an enchantment is attached to a card it is placed
underneath the card it is attached to.

The effects, abilities and stats given to an enchanted card or player by an enchantment’s primary
effects and abilities are deactivated and removed from the enchanted card or player either after the
enchanted card or player is no longer enchanted by the enchantment, the enchanted card is removed
from the battlefield, or the effects and abilities given to the enchanted card or player by the
enchantment are deactivated.

The Description Of Formation Diagrams

Top: Unique Gathar’s Insight Formation Diagram.


Formation diagrams are semi-permanent cards that are played in the command zone on their
player’s side of the battlefield in an untapped orientation. There are two types of diagrams, latent
diagrams and non-latent diagrams.

Latent diagrams have the latent keyword written within their effect description boxes and are
played face down on their player’s side of the battlefield without them being shown to opponent
players. They do not have indicated turn durations.

Non-latent diagrams have indicated turn durations or turn counters stated and do not have the
latent keyword written within their effect description boxes. Non-latent diagrams are played face up on
the battlefield. Latent diagrams and the latent keyword are further explained in the latent state, its
interactions and latent diagrams section below.

There can only be one(1) copy of a diagram with the same card name on each player’s side
of the battlefield at all times. Further diagrams played with the same card name can either replace the
diagram with that card name on their player’s side of the battlefield or be discarded after being played.

The Description Of Turn Duration Counters


When a diagram with an indicated turn duration is played on the battlefield, its turn
counter, which is the indicated number of turns that it can stay on the battlefield before it must be
removed, starts going down starting from the start its controller’s next turn. A diagram with a turn
counter at one(1) or lower must either be removed from the battlefield at the start of its controller’s
next turn, or any turn stages of its controller indicated by the turn counter after the start of the turn,
whichever comes first.

As explained above, diagrams with indicated turn durations have within their effect description
boxes something similar to the Gathar’s Insight diagram above which has a “D: 1, Turn End.” turn
counter. That turn counter means that after it enters the battlefield starting from the current turn and on-
wards it will only stay on the battlefield for one of its controller’s turn. The words “Turn End.”
indicates that it must be removed from the battlefield at the end(turn end) of the last turn that is it
supposed to stay on the battlefield. Since the indicated duration of turns that the above Gathar’s Insight
diagram can stay on the battlefield is one(1) it can only stay on the battlefield until the end of the turn
that it enters the battlefield.
Ex: After a diagram with a “D: 1, Turn Start.” enters the battlefield, it will remain on the
battlefield until the start of its current controller’s next turn, where its turn counter goes to 0 and it is
removed from the battlefield.

The effects and abilities of diagrams that trigger at the same time that the diagrams are
supposed to be removed from the battlefield must occur first and perform their stated actions before the
diagrams are removed from the battlefield. Before a diagram that has reached its last turn is removed
from the battlefield if the diagram has any triggered effects and/or abilities still performing actions on
the gameboard those effects and abilities must finish performing their stated actions before the diagram
is removed from the battlefield.
The Latent State, Its Interactions And
Latent Diagrams

Top: Common Wood’s Obstruction Formation Diagram.


Latent is a status that cards can have in the game. The latent status is a permanent status that can
only affect cards while they are on the battlefield. A card with a latent status is played on the battlefield
in latent state. A card in a latent state is turned face down on the battlefield.
While a card is in a latent state, certain traits or parts of the card will be unknown to opponent
players but not their controllers or the teammates of their controllers as the controller of a latent card
can look at the card any time he or she chooses.

With certain traits or parts of latent cards being unknown to opponent players, latent cards can’t
be targeted or affected by effects(primary and secondary) controlled or played by any player that target
cards with certain traits unless those traits are traits that can’t be hidden from opponent players while
the card is in a latent state. Likewise, a creature or leader in a latent state cannot be attacked while in
that state. Latent cards can only be affected by effects that target cards with certain traits if those traits
aren’t hidden while the latent cards are in a latent state. The descriptions of creatures and leaders are
explained a few sections below in this document.

While a card is in a latent state its status as a permanent or semi-permanent card is unknown and
will be designated as a permanent card that stays on the battlefield indefinitely, unless rules or effects
indicate otherwise.

When either the primary effects or abilities of a latent card triggers, a latent card becomes
tapped or untapped or when a latent card attacks or blocks, it must be turned face up and removed from
its latent state.

After a latent card is removed from its latent state and turned face up it can no longer go back
into a latent state while on the battlefield unless it is affected by effects and abilities that puts it back
into a latent state later on during a game.

After a latent diagram is removed from its latent state, it functions like a formation spell
and can only stay on the battlefield afterwards while its effects and abilities are performing
actions on the gameboard. After those actions are performed, it dies and must be moved into its
player’s mortuary.

Talismans And Their Sub-types


Talismans are advance cards that represent magical items, equipments, and accessories. They
must be played into the command zone on their player’s side of the battlefield. Talismans equipping a
player are placed in the command zone of their player. Talismans can be permanent or semi-permanent.
The Description Of Talisman Equipments

Top: Common Tuning Sachets Talisman Equipment.


Equipments are permanent talismans. Equipments have primary effects that may target and
attach to other cards on the battlefield after they are played. The attaching of an equipment to a card or
player is called the equipping of an equipment.

Equipments that are equipping cards are placed underneath the cards they are equipping in an
untapped orientation. An equipment can only target and equip one(1) target at a time but a card or
player can be equipped by multiple equipments. A card or player that has an equipment attached to
it is an equipped card or player.
After an equipment is played in the command zone of its player, the player will then be able to
equip the equipment to a valid target of the equipment’s primary effects after paying the Equip Cost of
the equipment, which is the amount of crystals needed to be spent(tapped) by the equipment’s
controller before they can equip the equipment to a target card on the battlefield. The equipping of an
equipment is a primary effect of the equipment.

A controller of an equipment may equip the equipment to a valid target of choice multiple times
while that equipment is on the battlefield. They must pay the Equip Cost each time.

The effects, stats and abilities given to an equipped card by an equipment’s primary effects and
abilities are deactivated and removed from the equipped card or player either after the equipped card or
player is no longer equipped by the equipment or the effects and abilities given to the equipped card by
the equipment are deactivated.

The Description Of Skills


Top: Common Aeria’s Grace Aeria Buran Skill.
Skills are advance cards that represent the talents of the heroes of the game. Skills can only be
played when heroes with certain card names are on their players’ sides of the battlefield. The
required names are located within the skill’s sub-type box located at the bottom of the card.

A skill can be permanent or semi-permanent depending on the card type that the skill is
mimicking. A skill always mimics a different card type and sub-type than a skill, and the card type that
a skill is mimicking is usually stated in the effects description box of the skill. It should also be played
into the zone of the card type that it is mimicking.

When the card type that a skill is mimicking is not stated in the effects description box of the
card, the skill mimics a semi-permanent formation spell and functions like a formation spell when
played.

Before a skill is played on the battlefield it can only be targeted and affected by effects and
abilities that target skills. After a skill is played on the battlefield it can be targeted and affected by
effects and abilities that target skills and the card type and sub-type that the skill is mimicking.
The Description Of Phrases

Top: Rare In Numbers Gathar Raigo Skill.


A phrase is a sequence of cards played in a certain order. As there are phrases, there are also
effects that require these phrases before they can trigger. These effects are called phrase effects.

The structure of a phrase in the effect description box of a card is such: A phrase always starts
with a quotation mark and ends with a quotation mark. Each series of words or letters that ends in a
punctuation mark within these two quotation marks is a card name. Generally each card name in a
phrase is separated by a comma with the last card name of the phrase ending in either a period or an
exclamation mark.
Each card name of a phrase must be played in order starting from the left most card name of a
phrase to the right. There are no duration limits in-between each card played. The required cards and
their sequence are always stated in the effect description of the last card required by the phrase effect.

The cards indicated by a phrase effect must be played in the order stated on the last card that
contains the phrase effect, for the phrase effect of that last card to trigger. After the phrase effect of a
card triggers, its player must start the phrase of that card over again before the next phrase effect of a
later played copy of the card may trigger.

When a player starts the sequence of a phrase but plays any of the required cards in a different
order than stated in the phrase, that player must start the phrase sequence from the beginning.

Players can play the same card of a phrase multiple times before the next card name of the
phrase without affecting the sequence of card names played. Players can also play other cards with non-
required card names in between playing the cards indicated by a phrase, without messing up the
sequence of the phrase.

The Description Of Creatures

Creatures are permanent cards that are played in the creatures zone on their player’s side of the
battlefield in an untapped orientation. They are the main damage dealing mechanic of the game. There
are two types of creatures, regular and great creatures.

There are no limits on the amount of creatures that can be in the creatures zone on each player’s
side of the battlefield. But there is a limit on the amount of advance cards that can be on each player’s
side of the battlefield.
Regular Creatures

Top: Regular Buran Mercenary Human Creature.


Creatures, heroes and leaders are cards with stats, as can be seen on the Buran Mercenary
creature above with the stats of 1 AP/ 1 DP/ 1 HP or 1/1/1. Creatures, heroes and leaders also share the
same sub-types as the sub-types of these cards represents their race.

Regular creatures are basic cards, meaning that they do not have any effects or abilities when
played and there are no limits on the amount of regular creatures that can be on each player’s side of
the battlefield. All regular creature copies are exactly the same.
Great Creatures

Top: Common Great Buran Mercenary Human Creature.


Top: Rare Great Buran Mercenary Human Creature.
Top: Unique Great Buran Mercenary Human Creature.
Top: Brilliant Great Buran Mercenary Human Creature.
Great creatures are advance copies of regular creatures with certain belts that come in four
different rarity copies. These belts that can also be called their titles are words that can be found on all
creatures of a card set. These title or belt words are located in the title belt box of the great creature.

Unless rules or effects indicate otherwise, advances cards that mimic creatures are great
creatures even though they do not have title belts.
Great creatures that have primary effects with certain target requirements or activation
requirements can still be played by their player without those effects’ requirements being met by their
player, for the primary effects of a great creature does not need to be activated when a great creature is
played. But if the requirements of the primary effects of a great creature are met by its player, the
player of the great creature must activate those effects when the great creature is played.

Only three(3) copies of a creature with a certain card name can be placed in a deck. Those
three copies could regular or great creatures of any rarity or title.

Advance Card Color Schemes

The advance card rarities of all card types in this game share the same color scheme. Common
advance cards are gray, rare advance cards are pale white, unique advance cards are blue, and brilliant
advance cards are gold, as in the four images of the great Buran Mercenary creatures above.
The Description Of Leaders

Top: Common Buran Chief Human Leader.


Leaders are advance cards that have various effects, abilities, and stats. They play supportive
and sometimes defining roles in decks, as their effects and abilities are more domain sub-type focused
than other card types of the game. Leaders must be played in the command zone on the battlefield.

As stated above, leaders are cards with stats, as can be seen in the above common Buran Chief
leader with the stats of 1 AP/ 3 DP/ 3 HP or 1/3/3. The AP stats of leaders are used as a damage dealing
mechanic that can be used during the combating phase of a turn.
Leaders And Combat:
• Leaders, similar to creatures can attack during the combating phase of their controller’s turn.
• Leaders in a tapped or untapped orientation cannot block attacking creatures or attacking
leaders.
• Leaders cannot attack the turn they are played on the battlefield or the turn they are moved from
one player’s side of the battlefield to another player’s side of the battlefield, unless rules or
effects indicate otherwise.
• At the start of the combating phase, untapped leaders that weren’t played during the current turn
can attack opponent players or leaders under the control of opponent players during the
combating phase of their controller’s turn. When they attack they are turned towards a tapped
orientation by their controller to indicate their attack.
• After leaders and creatures have attacked and the combating phase of a turn ends, tapped
leaders and creatures stay tapped until the start of their controller’s next turn where he or she
untaps all cards he or she controls.
• A leader can only attack one target when they attack, but a leader or player can be attacked by
multiple leaders and creatures.
• A leader or creature that is tapped before the attackers stage of a turn begins cannot attack.
• A player may block leaders and creatures attacking him or her with any untapped creatures he
or she controls at the blockers stage of another player’s turn, but is not required to do so.
• A leader that an opponent player controls can be attacked by creatures or leaders during the
combating phase of a turn whether those attacked leaders are in a tapped or untapped
orientation.
The Description Of Heroes

Top: Rare Aeria Buran Human Hero.


Card sets in this game come with various amount of skills that can only be played while a
certain hero from the card set is on their player’s side of the battlefield. Heroes are permanent advance
cards with common, rare, unique, and brilliant copies.
Heroes have stats. They come with AP and DP stats but not HP stats, as can be seen in the above
Aeria Buran with the stats of 2 AP/ 2 DP/ and no HP, or 2/2/. Although heroes have AP stats just like
creatures and leaders, heroes can neither attack or block.

While a hero is on a player’s side of the battlefield, its stats are added to the 0/0/27 stats of its
current controlling player until the hero leaves that player’s side of the battlefield.

There can only be a maximum of one(1) hero on each player’s side of the battlefield at all
times. Further heroes played by a player that already controls a hero on the battlefield may either
replace the hero already on the battlefield or be discarded after being played at its player’s choosing.

Attack Points On Players


During a game players can gain stats from effects and heroes that they play. Players with attack
points can neither attack not block leaders, creatures or players, unless rules or effects indicate
otherwise. Players with attack points deal their attack points as attack damage to leaders and creatures
attacking them.

The Description Of Tokens

Tokens are cards that players can create and play during a game when effects or rules require
their creation and play. When not indicated in the effect description that created the token creature, a
token creature is a regular creature. Token copies of other cards in the game retain the card types, card
colors, titles, stats, effects, abilities, statuses, advance card rarities and crystal costs of the cards they
are copies of, unless rules or effects indicate otherwise.

All tokens must have the sub-type “Token” in their sub-type boxes. A regular token copy of a
creature will gain the token sub-type in addition to the other sub-types of the creature it is a copy of. A
regular token copy of a creature is a regular creature. Tokens can be created by a player using any
medium that a player chooses.

There are two ways in which the name, stats, crystal cost, card type and sub-types of a token
can be stated in a effect’s description when a player needs to create a token that’s required by an effect.
The two ways are [stats]-[Name]-[Sub-types]-[Card Types]-[Crystal Cost] and [Crystal Cost]-[stats]-
[Name]-[Sub-types]-[Card Types].
Enemies And Their Interactions

An enemy is an opponent player and cards that were on an opponent player’s side of the
gameboard, and void zone before a game began. The owner of a card is the player that had the card in
their void zone or on their side of the gameboard before a game began.

When a card is moved from one player’s side of the battlefield to another player’s side of the
battlefield, the card that is being moved must be turned towards an untapped orientation when it enters
the other player’s side of the battlefield, unless rules or effects indicate otherwise. Cards moved from
one player’s side of the battlefield to another player’s side of the battlefield go into the mortuary of
their player and not their current controller after they die or are destroyed.

Effects and abilities that a player controls that target and affect enemy cards can also target and
affect enemy cards that the controller has on their side of the gameboard.

The Void Zone

The void is a temporary zone that is outside the game. Each player has their own void zone. During a
game when cards are removed from the game, if those cards were removed from the battlefield they go
into the void of their players. If those cards were removed from a player’s hand, deck or mortuary, they
go into the void of their controllers.

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