Trinity Draft DUEL Rulebook (2-Player)
About this rulebook
Trinity Draft DUEL is the official rule set for two players. It is played with one box of either expansion, or with a Unite set (see the Unite rulebook).
This book lists only what DUEL changes. Everything it doesn’t mention works exactly as in the Standard rulebook, with the same terms.
Trinity Draft, its cards, names and rules are © 2025 Mikiseishindo / AsobiDays. This is a fan translation and is not affiliated with the publisher. Where this book and the official Japanese rules disagree, the official rules are correct.
1. At a glance
| Standard | DUEL | |
|---|---|---|
| Players | 3 | 2 |
| Packs per game | 9 | 6 |
| Draft | 3 rounds, passing packs | 3 rounds of 2 packs: pick, split and swap (chapter 3) |
| Decks | 23-card Main Deck, 16-card Life Deck | Unchanged |
| Walls | 3 Walls, one between each pair of players | A Long Wall and a Short Wall |
| Life Zone | Two piles of 8 | A pile of 12 and a pile of 4 |
| Banned cards | None | 4 (chapter 2) |
| Attacking | Choose an opponent | Choose a Wall |
| How to win | 12 Gained Life | Unchanged |
2. Making the packs
Make the packs the usual way: shuffle the Draft Cards, keep them face down and deal them into packs of 13 (Standard rulebook, 4.1). A DUEL game uses 6 packs.
Banned cards. Before you shuffle, take every copy of these cards out of the box. They aren’t used in DUEL.
Blaze (TD-01)
Phantom (TD-02)
3. 1st Stage: Draft
In the DUEL Draft, each player opens 3 packs of 13 cards. Instead of passing packs, the two players split what is left of their packs and swap halves. Every player ends with 39 cards, and every one of them goes into their decks.
3.1 Before the Draft
Deal each player one of each of the 4 Epic Cards, as usual. Lay the 6 packs face down where both players can reach them.
3.2 Drafting
The Draft is played in 3 rounds. Each round:
- Choose. Each player chooses 1 of the face-down packs and opens it.
- Pick 1. Look through the pack in your hands and take 1 card. Place it face down in front of you.
- Split and swap. Once both players have picked, shuffle the cards you are still holding and cut them into two equal halves. Keep one half and give the other to your opponent. Take the half your opponent gives you, so you now hold your kept half and their half together.
- Pick 2. Look through the cards you hold and take 2. Place them face down in front of you.
- Repeat steps 3 and 4 until no cards are left. You now have 13 more cards in front of you.
The packs left after a round are used in the next: the 1st round chooses from 6 packs, the 2nd from 4 and the 3rd takes the last 2.
| Cards you hold | You take | Cards left | Each half |
|---|---|---|---|
| 13 (a new pack) | 1 | 12 | 6 |
| 12 | 2 | 10 | 5 |
| 10 | 2 | 8 | 4 |
| 8 | 2 | 6 | 3 |
| 6 | 2 | 4 | 2 |
| 4 | 2 | 2 | 1 |
| 2 | 2 | 0 | — |
Between rounds you may look back through the cards you have taken. After 3 rounds both players have 39 cards.
4. 2nd Stage: Build
No change. Build a 23-card Main Deck and a 16-card Life Deck from your 39 cards, and choose 1 Epic.
5. Final Stage: Battle — setup and start
5.1 Setup
-
Decide turn order with rock-paper-scissors or similar.
-
Place the Reserve in front of you, at the top center of your area.
-
Place your Epic. Choose 1 Epic and put it face down so your opponent can’t see it. Keep your other Epics out of sight.
-
Shared piles. Put the Basic Color Cards and the Trinity Counters to the side of the table instead of in the middle.
-
Build the two Walls. Lay the Wall Cards beside the Reserves, between the two players:
- Long Wall: 2 Wall Cards joined end to end, on one side of the table.
- Short Wall: 1 Wall Card, on the other side.
Seen from the 1st player’s seat, the Long Wall is on the left and the Short Wall on the right. Put each Wall 1 space from the center, toward the 1st player.
-
Place the Life Zone. Shuffle your 16-card Life Deck and split it:
- 12 cards at the Short Wall.
- 4 cards at the Long Wall.
-
Place the Deck. Your Main Deck goes in its usual place.
5.2 Starting the game
- Both players draw 5 cards. This is your starting Hand. There are no Mulligans: once your Deck is shuffled, you keep the 5 cards you draw.
- Call “Awakening! Trinity Draft!” and add the Epic you set face down to your Hand. The game begins.
6. Winning and turns
- How to win: be the first to reach 12 Gained Life, as in the Standard game.
- Turn structure: unchanged.
7. Combat
Attack with your Active Units one at a time, Resting each one, as usual. Two things change.
- Choose a Wall, not an opponent. When you attack, name the Long Wall or the Short Wall.
- Attacks on the Long Wall can’t be blocked. While you are attacking the Long Wall, your opponent can’t block.
Battles between Units, damage, Burst Checks and Punish Burn work as usual (Standard rulebook, chapter 8).
The Long Wall has twice as many spaces as the Short Wall but only 4 Life cards behind it. Attacks there can’t be blocked, but the Wall has further to travel before damage reaches Life.
8. Rules Q&A
How do [Advantage] and [Disadvantage] work with two Walls? The number of spaces on the Long Wall is different, but the conditions are the same. A Wall closer to your opponent than to you is your [Advantage] Wall.
Can I count the Long Wall for <Bloody Drive>? Yes. Both the Long Wall and the Short Wall count as usual.
What happens when a Unit with [Steal Aura] attacks the Long Wall? Steal Aura works as usual: the attack hits Life directly, without moving the Wall.
When a Punish Burn happens on the Long Wall, where does the Wall go? As usual, to the space at the far end of the track, next to the attacking player.