Inuyasha Rules

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Rules to the Inuyasha tcg

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  • Welcome!

    This is a Trading Card Game(TCG). That means you and your opponent build customized decks from these packs to battle each other in a game of wits and action.

    This game has 4 card types: characters, items, locations and events. Characters are personalities in the inuyasha storyline; items are the things that they use; locations are the places they go; and events are the plot twiststhat push the story and game along.

    Two Ways to Win:

    #1. STEAL ALL 10 SHIKON JEWEL SHARDS!

    You win the instant you control all 10 shards. Shards are facedown cards that you both set aside when the game begins. You steal shards by defeating characters, attacking your opponent directly, and by using game effects.

    #2. EMPTY YOUR OPPONENT'S DECK!

    You win the instant your opponent tries to draw or discard a card from his or her deck and cannot.

    GETTING STARTED: First you need a deck of exactly 60 cards. The rules for deck building are easy: Unless a card restricts itself, you can have as many copies of a card you want.

    THE PLAY AREA: Each play area will have a deck, shard pile, captured shard pile and discard pile.

    HERE'S HOW TO START A GAME:{1.} Both players shuffle their decks and offer each other a chance to cut.{2.} Both players take the top 5 cards off of their decks and set them facedown in their shard piles without looking at them. These are the starting jewel shards.{3.} Both players draw 5 cards. Players that are not happy with their hand may swap it once for their 5 shards.{4.} Flip a coin. The winner decides who goes first as the active player

  • (that's the player whose turn it is).

    HOW A TURN WORKS: A turn is made up of the 4 steps shown here. Both players will act in every turn. The active player goes first in every step. The opposing player followes the active player's actions.

    Step 1. Draw

    ACTIVE PLAYER: As the active player, draw 3 cards from the top of your deck.

    OPPOSING PLAYER: The opposing player draws 3 cards from the top of his or her deck.

    Step 2. Setup

    ACTIVE PLAYER: As the active player you may now play cards faceup as described below.

    1. Play up to 2 caracter cards into your play area.

    2. Put location cards in play faceup.

    You may have multiple locations in play, but only 1 copy of each. Locations sometimes affect the controller of the location, and at other times will affect both players. The location will let you know.

    3. Attach items to characters.

    You play an item by attaching it face-up underneath a character card. Characters may only attach 1 item card each.

    I

    IMPORTANT: Except for the shikon Jewel Shards you play at the beginning of the game, every card in the game will have a deck cost. What's that? It's the number of cards you must discard from your deck to play the card. It looks like this:

  • Any time you play a card, you must FIRST pay the deck cost. If you steal a card that your opponent has in play, you do not pay the deck cost since it's already in play.

    OPPOSING PLAYER: When the active player is done, the opposing player may now play his or her cards too. When he or she is done, the step ends.

    Step 3. Battle

    Both players alternate action phases with the active player going first. Each player may only do 1 of the following 4 actions at a time in an action phase: play an event card; attack; use an activated effect on a card in play; or pass. You can only play or use a card if it is your turn to act, unless the card changes the timing of play.

    1. PLAY AN EVENT: To play an event from your hand, pay the deck cost of the card, play the card from your hand, resolve it's effects, and discard it. Some effects on events last after the card is played. Such effects end when the Battle Step ends.

    2. USE AN ACTIVATED EFFECT. Some cards in play allow you to do something other than the play an event or attack. If so, using that card effect takes up 1 of your actions.

    3. ATTACK! You may attack 1 of your opponent's characters

    (You cannot attack your own characters.)

    HOW TO ATTACK: Each character card has up to 3 out of 6 attack colors.

    When you attack with a character, follow this sequence of stages:

    {1.}Choose which of your characters is attacking which of your opponent's characters. (If your opponent controls no characters, then you cat attack youropponent directly with any color.){2.} Choose your attacking color or the attack.{3.} Make sure that no effects or conditions prevent you from attacking the chosen character/player.{4.} Expend your attacking character

  • (turn it 180 degrees) if there is a matching color between the attacking and defending characters, or if you are attacking your opponent directly.{5.} Use any effects that occur "when attacking/attacked" on cards in play.{6.} Compare the color values of the two characters.{7.} Defeat the character if the attacking color value equals or exceeds the defending character's color value. (You don't defeat attacking characters with lower color values than the defending character.){8.} Steal a shard if you defeat your opponent's character or if you attacked your opponent directly.{9.} Use any "when you steal a shard" effects.

    Windows of Opportunity: You will play or use some effects during "timing windows" that exist in the steps above. If so, these effects define exactly howyou play and use them. In each of these 9 steps, you and your opponent alternate actions during these windows - starting always with the attacking player. In these actions, you will either play an event, use an existing effect inthe current game, or pass. When both players consecutively pass in each stage, you go to the next stage in the sequence.

    4. PASS. You pass when you can't or don't want to perform an action. When both players pass one-after-another, the step ends and you go to Step 4. Recovery.

    Step 4. Recovery

    ACTIVE PLAYER ACTS:

    1. SAVE OR KILL CHARACTERS: As the active player, you may now save any ofyour defeated characters. To save a character, discard a character from your hand that has the same name of the one you are saving. (The name of the character must match exactlyk but the surname of the character does not.) Afterward, turn the character and its attached cards faceup. Saving characters does not trigger effects on cards that occur "when played" or when the card "comes into play."

    2. READY CARDS: After you have saved or killed your defeated cards, all of your expended cards are readied. To ready a card, turn it around 180 degreesso that the image and text is facing you.

  • OPPOSING PLAYER ACTS:

    The opposing player now does the same things in the same order.

    1. SAVE OR KILL ALL OF HIS OR HER DEFEATED CARDS:

    2. READY ALL OF HIS OR HER EXPENDED CARDS

    THE TURN ENDS! THE ACTIVE PLAYER IS NOW THE PLAYER TO THE IMMEDIATELEFT OF THE FORMER ACTIVE PLAYER.

    Terms You Need to Know:

    * ACTION: A player's chance to play a card, use a card or pass.

    * ATTACH: To place a card face-up underneath another card.

    * CONTROL: To have a card in front of you, face-up, on your side of the table.

    * DEFEAT: To turn a card facedown because of an attack or effect.

    * DEFEATED CARDS: A card is defeated if it is in your play area facedown(except for the cards in your deck). Defeated cards are not "in play" and you do not control them, but they still retain all counters, attached items, traits, and any effects that are active while in a defeated state.

    * DISCARD: To put a card into the discard pile.

    * EXPEND: To turn a vertical card around 180 degrees so that it faces away from its controller. Expended characters cannot attack.

    * KILL: To send a defeated character to the discard pile.

    * READY: To turn an expended card around 180 degrees so that it faces its controller.

    * SAVE: To turn a defeated card face-up during the Recovery Step.

    * SURNAME: A title that follows the name of some characters and items

    * STEAL: To gain control of an opponent's card and use it like it was your own.

  • * TRAITS: A trait is a bold keyword on cards appearing in the box above the text. Each trait counts as a category that the card is identified with. Traits are capitalized in game text.

    * UNIQUE: The instant a player controls 2 or more copies of the same unique card, he or she discards down to 1 copy of that card. Character uniqueness bases itself on the name of the character in the card's title, NOT the surname in the title.

    Other Rules You Need to Know

    * ACTIVATED EFFECTS: Some effects on cards are activated during the game. These effects end when the turn they were created in ends.

    * CARDS REFRENCING THEMSELVES IN ITALICS: Any card that refrences its own title in italics is refrencing only itself unless otherwise stated. Character cards that refrence the name of the character on the card also refer only to itself, even if the complete title isn't stated in the refrence.

    * CHERRY PICKING RULE: When you search for a card, you always reveal the card you searched for, shuffle your deck and offer the chance to cut. Cards cannot search for themselves or copies of themselves.

    * COLOR MODIFIERS: When an effect increases the color on a card, that card must first have that color to gain the increase.

    * DO WHAT YOU CAN RULE: Except for costs and effects that are conditional, if an effect tells you to do something you cannot (or can only partially) do, do what you can and continue play.

    * EFFECT RESOLUTION: Except for the card "Halt!," no effect in the gamecan occur before another effect in the game. Each effect resolves completely before the next effect resolves.

    * GOLDEN RULE: When a card effect conflicts with a fule, the effect overrides the rule.

    * ITALIC-PARENS EFFECTS: Effects that appear in parentheses and italics are always active, even when the card is not in play.

    The three Keywords that appear on character cards are Aggressive, Defensive, and Regeneration.

  • Aggressive: When a character has this Keyword you may only activate it when this character attacks by discarding a card from your hand. Then you add the cost of that card to the attacking color of that character for the attack.

    Defensive: When a character has this Keyword you may only activate it when this character is attacked by discarding a card from your hand. Then you add the cost of that card to the attacked color of that character for the attack.

    Regeneration: When a character has this Keyword you may only activate it during the recovery phase. It that character is defeated you may discard a card from your hand to save them. This is the only Keyword that works when a character is defeated.

    The three Keywords that appear on events are Modifier, Draw, and Shuffle.

    Modifier: When an event has this Keyword and is in your hand. You may remove it from the game when a character you control is attacked or attacking to add the events deck cost to that attacked / attacking color.

    Draw: When an event has this Keyword and is in your hand. As an action in battle you may remove it from the game to draw cards equal to the events deck cost.

    Shuffle: When an event has this Keyword and is in your hand. As an action in battle you may remove it from the game to shuffle a number of cards from your discard pile equal to the events deck cost.