Trinity Draft Rulebook (Standard 3-Player)
About this rulebook
This is an unofficial English rulebook for Trinity Draft, covering the standard 3-player game. It reorganizes the official Blaze (TD-01) and Phantom (TD-02) rulebooks into chapters, using the same English terms as the translated cards and the card database’s glossary.
The two expansions share the same rules; only the cards and Epics differ. The other formats, DUEL (2-Player), Singularity (Quick 3-Player) and Unite, have their own rulebooks, which list only what they change.
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 rulebook disagree, the official rulebook is correct.
1. Introduction
Trinity Draft is a trading card game for three players. Everyone builds their decks during the game itself from cards drafted out of one shared box, then battles the other two players with them.
1.1 The three stages
Every game is played in three stages, in this order.
| Stage | What happens | Chapter |
|---|---|---|
| 1st Stage: Draft | Players open packs and take turns picking cards until each player has 39 cards. | 4 |
| 2nd Stage: Build | Each player splits their 39 cards into a 23-card Main Deck and a 16-card Life Deck, and decides which Epic Card to use. | 5 |
| Final Stage: Battle | The three players battle with the decks they built. | 6 to 8 |
1.2 How to win
There is only one way to win: be the first player whose Gained Life reaches 12. You gain Life by damaging your opponents’ Life Zones. The Life cards you take from the opponent on your left and the opponent on your right are added together.
Because you need 12 in total, you must take at least 4 from each of your opponents. Put another way, as long as no one takes 4 from you, you can’t lose.
1.3 What’s in the box
One box contains everything for three players. It holds enough cards for 3 drafts.
| Component | Count | Used for |
|---|---|---|
| Draft Cards | 351 (123 different cards) | The cards drafted into your decks. |
| Epic Cards | 4 different, 3 of each | Each player’s trump card. They are not drafted. |
| Basic Color Cards | 4 colors, 16 of each | Paying Costs. Gained by Color Charge. |
| Reserve Cards | 3 | Holds your Trinity Counters and has the Trinity Charge and Trinity Draw effects. |
| Wall Cards and Walls | 3 of each | The Walls between each pair of players. |
| Trinity Counters | 30 | Kept on your Reserve, up to 10 each. |
| Play Sheets | 3 | Show where to put your cards. Optional. |
The 351 Draft Cards are made up of 20 Legends (1 of each), 40 Rares (2 of each), 138 Uncommons (3 of each), 144 Commons (4 of each) and 9 copies of VOID. Card numbers run TD-01 C/U/R 001/102 to 102/102, LEG 01/20 to 20/20, X01/04 to X04/04 (the Epics) and TD ACT1 VOID; Phantom uses TD-02.
2. Cards
Every card is either a Unit or a Spell. Some are also Shadow Cards, which are used from the Shadow Zone instead of from your Hand.
2.1 Card types
| Type | How you use it | After use |
|---|---|---|
| Unit | Pay its Cost to summon it. | Stays on the Battlefield. It has Power and Break, attacks opponents’ Walls and blocks attacks. |
| [Equip] Spell | Pay its Cost to put it onto the Battlefield, then pay its [Equip Cost] to attach it to one of your Units. | Stays on the Battlefield. The equipped Unit gets the Power and Break printed on the Spell. It can’t attack or block. |
| [Set] Spell | Pay its Cost to put it onto the Battlefield. | Stays on the Battlefield, where its effects keep working. It can’t attack or block. |
| [Shot] Spell | Pay its Cost and use its effect. | Goes to the Graveyard. |
| Shadow Card | Set it face down in your Shadow Zone during your Main Phase. Flip it and use it, without paying a Cost, when its Shadow Condition is met. | As a Unit or Spell of its kind. |
| Epic Card | Each player chooses 1 before the Battle; it starts the game in your Hand. | As a Unit. It never goes to the Graveyard (see 2.4). |
Shadow Cards can be Shadow Units, Shadow [Shot] Spells or Shadow [Equip] Spells. A Shadow Unit is both a Unit and a Shadow Card, so effects that choose a Unit can choose it. Shadow Cards have a Cost of 0 unless an effect raises it.
2.2 Parts of a card
| Part | What it tells you |
|---|---|
| Cost (top left) | How much Color you pay to use the card. For Cost X, you choose the amount. |
| Color Condition (top center) | The colors the Basic Color Cards you pay with must include. A Cost 3 card with “1 Yellow, 1 Purple” needs 3 Color, including at least 1 Yellow and 1 Purple. |
| Color | The card’s own color: Red, Yellow, Blue or Purple, or Colorless. Some cards have more than one. Color Charge gives you a Basic Color Card of this color. |
| Shadow Condition | Shadow Cards only, instead of a Cost: when you may flip and use the card. |
| Type | Unit or Spell, and for Spells which kind ([Equip], [Set] or [Shot]). |
| Traits | Units only, such as Dragon or Machine. Card text can refer to Units by their Trait. |
| Card Name | The card’s name. |
| Abilities | What the card does. Each ability starts with its timing (see 2.3). |
| Special ability | Some cards have an extra ability in its own frame at the bottom of the text box, such as Shinra Summon. |
| Power / Break | Units only. Power decides battles; Break is the damage an unblocked attack deals. |
| Equip modifiers | [Equip] Spells only: the Power and Break the equipped Unit gets. |
| Burst | The effect used when the card is flipped from your Life Zone by damage. |
| Rarity, card number, expansion mark | No effect on play. Useful for sorting. |
2.3 How abilities are written
Most abilities follow the same pattern: a timing, then an optional Condition band, then the effect after ▶.
[On Attack] (Optional) <Soul Flare 1> - Send 1 Soul from this card to the Graveyard.
▶ This Unit gets +2000 Power, +1 Break, and gains [Bad Aura] during this turn.
- Timing. The tag at the start says when the ability happens or can be used: [On Entry], [On Attack], [On Destroy], [Trigger], [Activate], [Graveyard Activate], [Continuous]. Chapter 10 lists them all.
- (Optional). You choose whether to use the ability. Without it, the ability must be used.
- Condition band. Everything before ▶ is a cost to pay or a condition to meet. If you can’t pay or meet it, nothing after ▶ happens. Most are written “<Keyword> - what it means”, like <Soul Flare 1> above.
- Pay N Color. A cost in a Condition band: Rest N Basic Color Cards. Any colors may be used.
- (1/Turn), (2/Turn). The ability can be used only that many times per turn.
- Then / If you do. “If you do” continues only if you did everything asked just before. “Then” continues even if you couldn’t.
- Search. Look through your Deck for the named card and add it to your Hand. Always shuffle your Deck afterwards.
- Check / Reveal. To check a card, only you look at it. To reveal it, show it to every player.
If you can do only part of what is asked (for example, “discard 2 cards” when you have 1), do as much as you can. The requirement is not met, so nothing after ▶ or “If you do” happens.
On the cards, [square brackets] mark timings, actions and card-type tags, and <angle brackets> mark keyword abilities. Zones and other nouns have no brackets.
2.4 Epic Cards
Epic Cards never go to the Graveyard. Whenever an Epic would go to the Graveyard, from the Battlefield, Hand or Deck and including Color Charge, it is shuffled into its owner’s Deck instead. An Epic can’t be put in the Life Deck.
3. The play area
Each player has their own zones in front of them. The three Walls sit between the players, and the Basic Color Card pile and the Trinity Counter pile sit in the middle of the table, within everyone’s reach.
3.1 Your zones
| Zone | What goes there | Notes |
|---|---|---|
| Deck | Your Main Deck, face down. | You draw from it. If it is empty in your Draw Phase, you Rerise (7.1). |
| Hand | Cards you can play. | No size limit. The number of cards in each Hand is public. |
| Battlefield | Your Units, [Set] Spells and [Equip] Spells. | No card limit. Souls under a Unit are not on the Battlefield. |
| Graveyard | Used, discarded and destroyed cards. | Anyone may look through any Graveyard. |
| Color Zone | Your Basic Color Cards. | Rest them to pay Costs. No card limit. |
| Shadow Zone | Up to 3 face-down Shadow Cards. | Set during your Main Phase. With all 3 slots full, you can’t set another. |
| Reserve | Your Reserve Card and your Trinity Counters. Your chosen Epic waits face down in front of it until the game starts. | Holds up to 10 Trinity Counters. Has the Trinity Charge and Trinity Draw effects (7.3). |
| Life Zone | Your Life Deck, split into two piles of 8. | One pile sits beside your left Wall and one beside your right Wall. |
| Gained Life | Life cards you have taken from opponents. | Kept on your left and right. 12 in total wins. |
The Battlefield, Shadow Zone, Color Zone and Reserve are separate zones. An effect that says “on the Battlefield” can’t choose cards in the Shadow Zone, Color Zone or Reserve.
3.2 Walls
There is one Wall between each pair of players, three in all. Each Wall sits on a Wall Card, a short track of spaces between the two players’ Life Zones.
- Damage pushes a Wall 1 space toward the player being attacked for each point. Once the Wall reaches that player’s end of the track, further damage hits their Life Zone (chapter 8).
- A Wall on a space closer to your opponent than to you is your [Advantage] Wall. One closer to you is your [Disadvantage] Wall.
- When counting your [Advantage] Walls, each opponent’s Wall counts once. You can have 0, 1 or 2.
3.3 Shared piles
- Basic Color Card pile. The four colors of Basic Color Cards. Color Charge takes from here, and Basic Color Cards go back here when they are discarded or removed. If a color runs out, use something else in its place.
- Trinity Counter pile. Trinity Counters are taken from here and returned here when removed.
3.4 The Judgment Area
The Judgment Area is an unseen zone that is neither the Battlefield nor the Graveyard. Destroyed cards, and [Shot] Spells being used, wait here until all stacked effects have resolved (chapter 9).
4. 1st Stage: Draft
In the Draft, each player opens 3 packs of 13 cards and the three players pass them around, taking 1 card at a time. Every player ends with 39 cards, and every one of them goes into their decks.
4.1 Making the packs
A box contains the 351 Draft Cards; you make the packs yourselves. Epic Cards are not part of the Draft.
- Shuffle all 351 Draft Cards face down.
- While shuffling, check now and then that Rares and Legends aren’t bunched together, and that identical cards aren’t lined up next to each other.
- Keep the cards face down and deal them into stacks of 13. Each stack is a pack.
- A game uses 9 packs. A box makes 27 packs, enough for exactly 3 games.
Printable pack sheets are available from the official site, but you can play without them.
4.2 Before the Draft
Deal each player one of each of the 4 Epic Cards. Each player keeps all four until the Build, then chooses one.
4.3 Drafting
The Draft is played in 3 rounds. Each round:
- Open. Every player takes 1 pack and opens it.
- Pick. Look through the pack in your hands and take 1 card. Place it face down in front of you.
- Pass. Make the remaining cards into a face-down bundle and pass it to the next player. Receive the bundle from the player on your other side.
- Repeat steps 2 and 3 until there are no cards left to pass. You now have 13 more cards in front of you.
The direction changes each round: the 1st pack is passed clockwise, the 2nd counter-clockwise and the 3rd clockwise.
Between rounds you may look back through the cards you have taken. While you are learning, you may check them at any time, as long as you don’t mix them with the cards being drafted.
After 3 rounds every player has 39 cards. If you play three games from one box, the remaining packs are used for the next Draft.
4.4 Rarities
| Rarity | Copies of each in a box | Notes |
|---|---|---|
| Legend | 1 | 20 unique cards. |
| Rare | 2 | 20 unique cards. |
| Uncommon | 3 | 46 unique cards. |
| Common | 4 | 36 unique cards. |
| Void | 9 | The VOID card. Its Burst makes the player who flips it take damage, and it is weak in the Main Deck. |
5. 2nd Stage: Build
Each player builds two decks from all 39 cards they drafted: a 23-card Main Deck and a 16-card Life Deck. Every drafted card must be used, and only drafted cards may be used.
| Deck | Size | Role |
|---|---|---|
| Main Deck | 23 | The Units you summon and the Spells you use. It becomes your Deck in the Battle. |
| Life Deck | 16 | Your defense. Each card flipped by damage can use its Burst, and Color and Cost don’t matter for that. It goes in your Life Zone. |
You also choose 1 of your 4 Epic Cards. It does not count toward the Main Deck. Keep your choice secret: it goes face down in front of your Reserve during setup, and the rest go out of sight. Epic Cards can’t go in the Life Deck.
You can’t choose which cards go into the left and right piles of your Life Zone: the Life Deck is shuffled and split at random during setup.
Building tips from the rulebook
- A Main Deck built around 2 colors is the most stable. With 1 color you tend to run short of cards; with 4, Color Conditions become hard to meet.
- A good cost curve is about 7 cards at Cost 0 to 2, 10 at Cost 3 to 4 and 6 at Cost 5 or more, with about 15 Units.
- Cards that don’t fit your Main Deck often belong in your Life Deck. Look for Burst effects that work with your Main Deck.
6. Final Stage: Battle — setup and start
Set up in this order, then everyone draws 5 cards and reveals their Epic.
6.1 Setup
- Decide turn order. Choose the first player with rock-paper-scissors or similar. Turns go clockwise.
- Place the Reserve. Each player puts their Reserve Card in front of them, at the top center of their area.
- Place your Epic. Put your chosen Epic face down in front of your Reserve. Keep your other Epics out of the opponents’ sight.
- Shared piles. Put the 4 colors of Basic Color Cards and the Trinity Counters in the middle of the table, within everyone’s reach.
- Place the Walls. Put a Wall Card and a Wall between each pair of players, diagonally in front of each Reserve. Their starting spaces depend on turn order:
- 1st player: both of their Walls start 1 space toward them, at [Disadvantage].
- 2nd player: their left Wall starts 1 space toward them.
- 3rd player: both of their Walls start 1 space away from them, at [Advantage].
- Place the Life Zone. Shuffle your 16-card Life Deck and split it into two piles of 8. Place them sideways, one at your left Wall and one at your right Wall. Together they are your Life Zone.
- Place the Deck. Shuffle your 23-card Main Deck and place it at the right of your area. Leave about one card’s space between it and you for your Graveyard.
The 1st player draws on their first turn too; in exchange, their Walls start at [Disadvantage]. The 3rd player starts last but with both Walls at [Advantage], so they can use <Bloody Drive> from the start.
6.2 Starting the game
- Every player draws 5 cards from the top of their Deck. This is your starting Hand.
- All players call “Awakening!” and reveal the Epic they set face down.
- All players call “Trinity Draft!” and add their Epic to their Hand. The game begins with the 1st player’s turn.
7. Turn structure
Each turn has six phases, always in this order: Draw, Active, Main Phase 1, Combat, Main Phase 2, End. Then the next player clockwise takes their turn.
7.1 Draw Phase
Draw the top card of your Deck. Every player draws from their first turn, including the 1st player.
Rerise. If your Deck has no cards when you would draw in your Draw Phase, do this instead of a normal draw:
- Shuffle all the cards in your Graveyard.
- They become your new Deck.
- Draw 3 cards.
Rerise happens only in the Draw Phase. If an effect makes you draw with too few cards in your Deck, draw what is there and no more; your Deck stays empty until your next Draw Phase.
7.2 Active Phase
Turn all your cards on the Battlefield and in your Color Zone [Active] (upright).
7.3 Main Phase 1
Do any of the following, in any order and as many times as you like, except where a limit is given.
- Color Charge (once per turn). Discard 1 card from your Hand to the Graveyard, then take a Basic Color Card of the same color from the pile and put it Active in your Color Zone. For a multi-color card, choose one of its colors. Colorless cards can’t be used. A discarded Epic is shuffled into your Deck instead of going to the Graveyard. If the discarded card has [Oni Charge], that effect is used first, before you take the Basic Color Card.
- Play a card. Reveal it from your Hand and pay its Cost by Resting that many Basic Color Cards in your Color Zone, including the colors its Color Condition asks for. Units are summoned onto the Battlefield; Spells are used as their type says.
- Set a Shadow Card. If your Shadow Zone has an empty slot, put a card from your Hand face down into it (up to 3).
- Use [Activate] effects of cards on your Battlefield, and [Graveyard Activate] effects of cards in your Graveyard.
- Use the Reserve.
- Trinity Charge (once per turn): pay 3 Color to get 1 Trinity Counter.
- Trinity Draw: remove 3 Trinity Counters from your Reserve to draw 1 card.
You only pay Color on your own turn. If you have 3 or more Color left over at the end of your Main Phase with nothing else to do, a Trinity Charge is a good use for it.
7.4 Combat Phase
Attack your opponents with your Active Units, one at a time. Chapter 8 explains combat.
7.5 Main Phase 2
The same as Main Phase 1. Color Charge and Trinity Charge are still limited to once per turn in total.
7.6 End Phase
Resolve effects that happen at the end of the turn (such as [Trigger] “at the end of the turn”), and effects that last “during this turn” end. Then the next player’s turn begins.
8. Combat
In your Combat Phase you attack with your Active Units one at a time, in any order and against either opponent. Each attack is either blocked, which leads to a battle, or not blocked, which deals damage. When you don’t want to attack any more, the Combat Phase ends and Main Phase 2 begins.
One attack, step by step
- Declare. Rest an Active Unit and choose an opponent (8.1).
- Attack timing. [On Attack] effects and Shadows.
- Block? If the opponent blocks, the Units battle: the one with lower Power is destroyed (8.2). The attack ends.
- Not blocked: damage. Deal damage equal to Break, 1 point at a time. Each point pushes the Wall; once the Wall is at the end, each point hits Life (8.3).
- Burst Check. Each Life card hit is flipped, its Burst is used, and it goes to the attacker’s Gained Life (8.4).
- Punish Burn. If that Life pile runs out, the Wall jumps back to the attacker’s end (8.5).
A blocked attack ends in a battle. An unblocked one deals its Break as damage, 1 point at a time: each point pushes the Wall until it reaches the defender’s end, then hits their Life Zone.
8.1 Declaring an attack
- Choose one opponent to attack.
- Rest one of your Active Units and attack with it (for example, “Attacking you with a 7000 Power, 3 Break Unit”).
- Attack timing. [On Attack] effects, Shadows and other effects that wait for an attack can be used now. Before moving on, the attacker asks “Anything on attack?”
- Block or not. The attacked player decides whether to block.
Units that entered the Battlefield this turn can’t attack unless they have Quick Aura. This includes Units put out by Shinra Summon.
8.2 Blocking and battles
To block, the attacked player Rests one of their Active Units (“Blocking with a 6000 Power Unit”). The two Units now battle.
- Battle timing. Effects used “during a battle” or “when a Unit battles” can be used now. Ask “Any effects in battle?”
- Compare Power. The Unit with lower Power loses and is destroyed. On a tie, both are destroyed.
- The attack ends. A blocked attack deals no damage.
8.3 Damage
If the attack is not blocked, damage occurs equal to the attacking Unit’s Break. Damage is dealt 1 point at a time:
- Hit the Wall. If the Wall between you and that opponent isn’t yet at the opponent’s end of its track, push it 1 space toward them.
- Hit Life. Once the Wall is at their end, each further point hits their Life Zone: the pile of Life cards at that Wall.
Example: an attack with 3 Break against a Wall that is 1 space from the end pushes the Wall 1 space and deals 2 damage to Life.
8.4 Burst Check and Gained Life
For each point of damage that hits a Life Zone:
- Flip the top card of that Life pile. This is a Burst Check.
- If the card has a Burst, it is used. Burst effects must be used unless they say they are optional.
- The card moves to the attacking player’s Gained Life.
Repeat for each remaining point of damage. If a Burst pushes the Wall back while damage is still left, keep dealing that damage to the Life Zone; once an attack has hit Life, it keeps going to Life.
The player whose Gained Life (left and right together) reaches 12 wins the game immediately.
8.5 Punish Burn
When the Life pile you are attacking runs out (reaches 0), a Punish Burn happens:
- The rest of that attack’s damage is cancelled.
- The Wall is pushed back to the other end of its track, next to the attacking player. The attacker is now at [Disadvantage] on that Wall, and the player who was hit has the [Advantage].
- Then the last card’s Burst is used, and it goes to the attacker’s Gained Life.
Moving the Wall this way isn’t damage. A Punish Burn turns a pinch into a chance: the player who lost that Life pile now has the Wall with an [Advantage] on their side.
9. Detailed rules
You don’t need this chapter for your first games. It settles what happens when several effects happen at once, and the exact timing of costs and Shadows.
9.1 Stacking and resolving effects
Every effect that is used is first stacked, even when it is the only one. Effects are stacked one on top of another, and once no more are added, they resolve from the top: the last effect stacked resolves first.
- Your own effects. When several of your effects happen at the same time, you choose the order to stack them. (If two of your Units with [On Destroy] are destroyed together, you choose A then B or B then A; the one stacked later resolves first.)
- Several players. When players’ effects happen at the same time, the turn player stacks first, then the others in turn order, so later players stack last. At this point the turn player decides whether to use their (Optional) effects and their Shadows. When they won’t stack any more, the next player in turn order does the same.
- When effects resolve. After the last player to stack passes, and every other player also passes without adding anything, the stack resolves from the top.
- New effects during resolution. An effect that happens while another is resolving is stacked straight away and resolves first. The interrupted effect then continues. (“Destroy 1 card. Then, draw 1 card.” destroys a card with [On Destroy]; that [On Destroy] resolves, then you draw.)
- An effect stays once used. A stacked effect still resolves even if its card has left its zone. But a Condition band that needs that card (such as Soul Flare, whose Souls are gone) can’t be paid, so the part after ▶ doesn’t happen. Likewise, a part that refers to the card’s own Power doesn’t happen if the card has left the Battlefield.
9.2 Destroyed cards and the Judgment Area
A destroyed card doesn’t go straight to the Graveyard.
- It moves, destroyed, to the Judgment Area, an unseen zone that is neither the Battlefield nor the Graveyard. Any Souls it had go to the Graveyard immediately.
- While effects are still stacked, it stays in the Judgment Area. Effects can’t choose it there, either as a Battlefield card or as a Graveyard card.
- When no stacked effects remain, it goes to the Graveyard.
A [Shot] Spell used from the Hand also resolves in the Judgment Area and goes to the Graveyard once all stacked effects have resolved. Effects that send a card to the Graveyard send it there directly and immediately, even while effects are stacked; sending is not destruction, so [On Destroy] isn’t used.
9.3 Shadow timing
A Shadow can be used at any moment its Shadow Condition is met, as long as effects could be stacked then. Each resolution moves the game on, so earlier moments can no longer be used, but every moment gives every player a chance to use Shadows.
Example: during one attack there is only one “on attack” moment. A Shadow that says “when a card is destroyed by a resolved effect” or “when you draw a card” can only be used at that later moment.
9.4 Timing of Condition bands
An ability with a Condition band goes through these steps:
- The effect happens.
- It is stacked. If it is (Optional), you decide now whether to use it. If you can’t pay its cost at this moment, you can’t choose to use it.
- It starts to resolve.
- The Condition band’s cost is paid, or its condition is checked.
- Effects caused by that payment happen.
- The rest of the effect after ▶ resolves.
Some Condition bands are conditions rather than costs (<Overdrive>, <Overcount> and so on). They don’t need to be met when the effect is stacked; they are checked at step 4.
In short: costs are paid and conditions are checked at resolution, not when the effect happens; Optional is decided when it is stacked; if you can’t pay, you can’t choose “use”; a condition only needs to be met at the check.
10. Abilities and keywords
This chapter lists every timing, Aura and keyword in Blaze and Phantom. The wording matches the card database’s glossary.
10.1 Timings
| Timing | Meaning |
|---|---|
| [On Entry] | Happens when the card enters the Battlefield, even if it wasn’t summoned. |
| [On Attack] | Happens when the Unit attacks. |
| [On Destroy] | Happens when the card is destroyed on the Battlefield. Not used when it is sent to the Graveyard without being destroyed. |
| [Trigger] | Happens at the moment written after it, such as at the end of the turn or when the equipped Unit attacks. |
| [Activate] | You may use it during your Main Phase. |
| [Graveyard Activate] | You may use it from your Graveyard during your Main Phase. |
| [Continuous] | Keeps working while the card is on the Battlefield. |
| [Burst] | The tag that starts a Burst effect. The effect is used during a Burst Check and must be used unless it says it is optional. |
| [EPIC Rule] | The rule every Epic Card has: your chosen Epic starts in your Hand, and instead of going to the Graveyard it is shuffled into your Deck. |
| [Equip Cost] | What you pay to attach an [Equip] Spell on your Battlefield to a Unit, or to move it to another Unit. |
| [Oni Charge] | Happens when you discard the card for Color Charge. The effect must be used, and it resolves before you gain the Basic Color Card. |
| [Jigoku Back] | When an effect sends the card from your Deck to the Graveyard (for example milling, or checking or revealing the top card and sending it), you may put it onto the Battlefield without paying its Cost. |
10.2 Auras
Auras are abilities a Unit has. Many of them ignore rules or restrictions.
| Aura | Meaning |
|---|---|
| Quick Aura | Can attack the turn it enters the Battlefield. |
| Sky Aura | Can’t be blocked by Units without Sky Aura. |
| Bad Aura | When this Unit loses a battle, the Unit that beat it is destroyed too. |
| Steal Aura | Its attacks ignore Walls and hit the Life Zone directly. |
10.3 Special summons
These abilities appear in their own frame at the bottom of a card and change how the Unit is summoned.
| Ability | Meaning |
|---|---|
| [Shinra Summon N] | Instead of paying the Cost, put this Unit on top of Units on your Battlefield whose Costs add up to exactly N; they become its Soul. It enters Active, but still can’t attack that turn without Quick Aura. |
| [Reduced Summon: X] | When you summon this Unit, its Cost is reduced for each X, as the card says. You still have to meet its Color Condition. |
| [Zero Summon: X] | If X is true when you summon this Unit in your Main Phase, its Summoning Cost becomes 0 and it loses its Color Condition. |
| [Color Shift N] | When you pay a Summoning Cost, you may send this Unit from your Battlefield to the Graveyard to produce N Color of its color. This isn’t destruction. It can’t pay for Spells or [Activate] effects. |
Shinra Summon in practice. One Unit is enough if its Cost matches. Stacking on a Rested Unit still puts the new Unit onto the Battlefield Active. If the Unit underneath had an [Equip] Spell attached, the Equip comes off, because that Unit has left the Battlefield. Shadow Units can be used too; their Cost is 0, so they only add to the number of Souls.
The order of a summon. Reveal the Unit from your Hand → check its Cost → Cost changes (Reduced Summon, Zero Summon) → pay Color (Color Shift happens here) → the Unit enters the Battlefield. So Color Shift can’t change a Cost that Zero Summon or Reduced Summon has already set, and Color left over from one summon can’t be used for another.
10.4 Keyword conditions
Keyword conditions are written in a Condition band as “<Keyword> - what it means”, followed by ▶ and the effect.
| Keyword | Meaning |
|---|---|
| <Overdrive> | <Overdrive N> works only if you have N or more Gained Life. |
| <Overcount> | <Overcount N> works only while you have N or more Trinity Counters in your Reserve. |
| <Requiem> | <Requiem N> works only if N or more Units have been sent from any player’s Battlefield to the Graveyard this turn. Souls and Shadow Zone cards don’t count. |
| <Alchemy> | Destroy one of your own [Equip] or [Set] Spells on the Battlefield to use the effect. Cards in your Shadow Zone can’t be used for it. |
| <Counter Flare> | <Counter Flare N>: remove N Trinity Counters from your Reserve to use the effect. |
| <Counter Vortex> | Remove 10 Trinity Counters from your Reserve, the most you can have, to use the effect. |
| <Soul Flare> | <Soul Flare N>: send N Souls from under this card to the Graveyard to use the effect. You choose which Souls. |
| <Bloody Drive> | <Bloody Drive N>: choose one of your [Advantage] Walls and take N damage on it to use the effect. You can’t use it without an [Advantage] Wall. The damage also lets you use effects and Shadows that happen when damage occurs. |
| <Abyss Gate> | <Abyss Gate N>: put N of the cards the effect names from your Graveyard into this card’s Soul to use the effect. |
| <Life Eater> | Used once per attack when this Unit’s attack hits the Life Zone, before the Burst Check. Hitting only a Wall doesn’t count. |
| <Gattai> | Put the listed number of Machines or other named cards from your Battlefield into this Unit’s Soul to power it up. The boost lasts while the Unit stays on the Battlefield, even if those cards leave its Soul. |
10.5 Equip in practice
- An [Equip] Spell enters the Battlefield when you pay its own Cost.
- While it is on the Battlefield, use its [Activate] [Equip: Pay N Color] to attach it to one of your Units. One Unit can carry several Equips. Pay the Equip Cost again to unequip it or move it straight to another Unit; it can’t be re-equipped to the Unit it is already on.
- The equipped Unit gets the Power and Break printed on the Spell. If that Unit leaves the Battlefield, the Equip stays on the Battlefield.
Place an equipped card slightly offset under its Unit, or right next to it.
11. Rules Q&A
The official rulebooks’ questions and answers, grouped by topic. Questions about single cards are on the official site.
Zones
- Can “destroy a card on the Battlefield” choose cards in the Shadow Zone or Color Zone? No. The Shadow Zone, Color Zone and Reserve aren’t the Battlefield, and Souls under Battlefield cards aren’t Battlefield cards either.
- Is there a limit on cards on the Battlefield, in the Hand or in the Color Zone? No.
- With 1 card in Hand, what happens if “Discard 2 cards from your Hand” is used? Discard as many as you can, so 1. If it was a Condition band or came before “If you do”, it counts as not met.
- Can effects put non-Shadow cards into the Shadow Zone? Yes, but non-Shadow cards can’t be used from there.
- Is a card put face down from the Battlefield into the Shadow Zone by an effect treated as Set? Yes.
- Can Trinity Charge be used twice, once in each Main Phase? No. Once per turn, in Main Phase 1 or 2.
- Can Trinity Draw be used with no cards in your Deck? Yes, but you can’t draw.
- At 10 Trinity Counters, can you get more, or take an opponent’s? Yes, but anything over 10 is lost and doesn’t count as an increase.
- Does moving Counters from an opponent’s Reserve to yours, or “set Counters to 5”, count as an increase or decrease? Compare with the count just before: more is an increase, fewer is a decrease.
- Does a draw effect with no Deck cause a Rerise? No. Rerise only happens in the Draw Phase. A draw effect that finds too few cards draws what is there.
- With 1 card in your Deck, can you use “send 2 cards from your Deck to the Graveyard”? Yes; send the 1 card. It also works with 0 cards. Your Deck stays at 0 until you Rerise in your own Draw Phase.
- What is the difference between “check” and “reveal”? Only you see a checked card; all players see a revealed card.
- If you check or reveal Deck cards and then send them to the Graveyard, does Jigoku Back work? Yes. They are still Deck cards while being checked or revealed, so they count as sent from the Deck to the Graveyard.
- Can you choose which cards go into the left and right Life piles, or put Epics in the Life Deck? No. The 16 cards are split 8 and 8 at random, and Epic Cards can’t go in the Life Deck.
Destruction, damage and use
- If a card that “doesn’t leave the Battlefield when destroyed” is destroyed, is its [On Destroy] used? Yes. The card stays on the Battlefield, but its [On Destroy] is used.
- Where do Bad Aura and [On Destroy] happen? In the Judgment Area (9.2). Until all stacked effects resolve, those cards can’t be chosen as Battlefield or Graveyard cards; then they go to the Graveyard.
- What is the difference between “send to the Graveyard” and “destroy”? Sending doesn’t use [On Destroy], and Shadows that wait for destruction can’t be used. The card goes straight to the Graveyard, not through the Judgment Area, even while effects are stacked.
- What is the difference between “take damage” and “deal damage”? “Take damage” damages yourself (mainly Bloody Drive) and doesn’t hit the Life Zone. “Deal damage” damages an opponent and is handled like damage in the Combat Phase.
- When dealing damage, can you move a Wall that isn’t between you and that opponent? No.
- Does “use this card’s effect from ▶” ignore the Condition band before ▶? Yes; it starts from ▶. If there is another Condition band after that ▶, it must still be met.
Color Charge and Oni Charge
- When does a card used for Color Charge go to the Graveyard? Before the Basic Color Card is added.
- Can Epic Cards be used for Color Charge? Yes. The Epic is shuffled into the Deck instead of going to the Graveyard.
- When does an [Oni Charge] effect happen? In the Graveyard, before the Basic Color Card is added. If it causes other effects, resolve them all, then add the Basic Color Card.
- Must an [Oni Charge] effect be used? Yes, even if it is bad for you.
Hits, Bursts and Punish Burn
- If Break rises from a Burst after an attack has hit the Life Zone, is extra damage dealt? No. Damage is decided when it occurs (Wall, then Life); raising Break afterwards doesn’t add to that attack.
- If a Burst pushes the Wall back while damage remains, what happens? Keep dealing the damage to the Life Zone with Burst Checks. Once damage has hit the Life Zone, it continues there even if the Wall moves.
- May I skip a Burst I don’t want? No. Burst effects must be used unless the card says otherwise.
- While a Burst resolves, is its card already in Gained Life? No. It goes to Gained Life afterwards, and then victory is checked.
- Does a Burst that says “it immediately becomes Main Phase 2” still go to the opponent’s Gained Life? Yes. Cancel the remaining damage and all stacked effects, place the card in their Gained Life, then it becomes Main Phase 2.
- Does causing a Punish Burn count as taking damage yourself? No. The Wall movement isn’t damage.
- Does the Punish Burn Wall move happen before the Burst? Yes. A Burst Check goes: the card leaves the Life Zone → Punish Burn check and Wall move → check and use the Burst → the card goes to the opponent’s Gained Life.
- If the last Life card is a VOID, when is the “Betrayal” damage taken? After the Punish Burn Wall move.
Battle
- When is a Unit that lost a battle destroyed, and when do its Souls go to the Graveyard? As soon as the result is decided, the loser is destroyed and moves to the Judgment Area; its Souls go to the Graveyard then. After that, win and lose effects (Bad Aura) and [On Destroy] happen together.
- Can an [On Destroy] effect choose cards that were Souls of the Unit that lost? Yes, with effects that choose Graveyard cards. The destroyed Unit itself is in the Judgment Area and can’t be chosen.
Card types
- When does a destroyed Epic return to the Deck? It goes to the Judgment Area first. Once its [On Destroy] effects and everything stacked have resolved, it would go to the Graveyard, so it is shuffled into the Deck instead.
- Can an Epic on the Battlefield pay a Condition band’s “send a Unit to the Graveyard”? Yes. Sending it is done even though it returns to the Deck, which happens before the rest of the effect.
- If you discard an Epic with “Discard 1 card. Then…”, when does it return to the Deck? It is shuffled in before “Then”, “If you do” or anything after ▶ resolves.
- Does a Unit whose Power changed keep it when it moves to the Graveyard or Hand? No. Leaving the Battlefield resets Power, Break and Cost to the printed values.
- Is a Unit that “doesn’t leave the Battlefield when destroyed” destroyed at 0 Power? No. It stays on the Battlefield at 0 Power.
- Can effects that choose a Unit choose a Shadow Unit? Yes. Shadow Units are both Units and Shadow Cards.
- When an effect puts a Unit “onto the Battlefield”, do you pay its Cost? No, unless the effect says so.
- Can you pay to re-equip a card to the Unit it is already on? No. When re-equipping, choose a different Unit.
- If a Unit is Shinra Summoned on top of an equipped Unit, is the Equip removed? Yes. The equipped Unit becomes a Soul, so it counts as leaving the Battlefield and the Equip comes off.
- When does a [Shot] Spell used from the Hand go to the Graveyard? It resolves in the Judgment Area. After its effect and any effects it caused have resolved, it goes to the Graveyard.
- Can you use a [Shot] Spell whose Condition band can’t be met? Yes. Pay its Cost and use it; the parts after the Condition band just don’t happen.
- Can effects raise a Shadow Unit’s Cost? Yes, from 0.
- Can Shadow Units be used for Shinra Summon? Yes. Their Cost is 0, so they only add to the number of Souls.
- Can “destroy / add to Hand a card with Cost 3 or less” choose Shadow Cards? Yes, in every zone. Shadow Cards have a Cost of 0.
Special summons and keywords
- Can a Shinra Summoned Unit attack the turn it enters? Not without Quick Aura.
- If the Units used for Shinra Summon were Rested, does the new Unit enter Rested? No. It enters Active.
- Can Zero Summon be used outside your Main Phase? No. Zero Summon changes the Cost at the moment you summon in your Main Phase; meeting its condition on an opponent’s turn doesn’t help.
- Can Reduced Summon bring the Cost to nothing? No. It doesn’t reduce the Color Condition, so you always pay at least that much.
- When do Reduced and Zero Summon change the Cost? After you reveal the Unit and check its Cost. Outside a summon the Cost doesn’t change even if the condition is met (an effect that puts “a Unit with Cost 7 or less from your Hand” onto the Battlefield can’t pick a Cost 8 Reduced or Zero Summon Unit).
- If Color Shift meets the summoning Unit’s Zero Summon condition, does the Cost become 0? No. Color Shift happens when Color is paid, after the Cost has changed.
- Can Color left over from Color Shift be used for another summon? No.
- Can Reduced Summon and several Color Shifts be used together? Yes.
- With Soul Flare, can you choose which Souls go to the Graveyard? Yes, any cards from that card’s Soul.