Card types in detail

Recruiting Souls, casting Events, equipping Armaments, setting and springing Ambushes, invoking Realms.

CodexChapter 10 of 18Rules for game version 0.4.0

10.1Souls

  1. 10.1.1

    Souls are recruited from the hand onto a soul slot in the Preparation Phase, one per turn (5.3).

  2. 10.1.2

    A recruited Soul is active at once: its Static Effects apply and its "when recruited" effects trigger.

  3. 10.1.3

    A Soul stays on its slot until it is captured (then it stays face down), returned to the hand, teleported to another slot or exiled.

10.2Events

  1. 10.2.1

    An Event is cast in the turn player's Preparation Phase by one of their Souls, the Caster, which must be active, stand in the Front Line and stand on a proactive slot whose rank is at least the Event's.

  2. 10.2.2

    If the Event names a Caster ("Caster: Any Dark Soul"), only such a Soul may cast it.

  3. 10.2.3

    The Event goes to the event slot while it resolves. Only one Event can lie there, so the next can only be cast once the last has resolved.

  4. 10.2.4

    Targets are chosen when the Event is cast, the cost is paid when it resolves (11.5.1). The opponent may respond before it resolves (chapter 12).

  5. 10.2.5

    The Event resolves only if its Caster is still active then. A Caster that has left the Front Line or moved to another slot still counts; one that was captured, returned or exiled does not.

  6. 10.2.6

    Afterwards the Event goes face up to its owner's Elysium, whether it resolved or not.

10.3Armaments

  1. 10.3.1

    An Armament is equipped in the Preparation Phase to one of the turn player's active Souls on a proactive slot whose rank is at least the Armament's. The Soul need not stand in the Front Line.

  2. 10.3.2

    A Soul carries at most one Armament. The Soul is its Wielder, "the equipped Soul".

  3. 10.3.3

    The Armament's ATK, DEF and HP add to the Wielder's. Its effects are Static and work through the Wielder.

  4. 10.3.4

    What happens to the Armament with its Wielder:

    1. the Wielder is captured or exiled: the Armament goes to the Elysium;
    2. the Wielder is returned to the hand: the Armament goes to its owner's hand too;
    3. the Wielder is teleported: the Armament moves with it.
  5. 10.3.5

    A Soul's maximum HP includes the Armament's HP. Should the Armament ever leave while the Soul stays, the Soul loses that HP, and if its damage is now as high as its new maximum, it is captured (14.4.3).

10.4Ambushes

  1. 10.4.1

    An Ambush is set face down in the turn player's Emplacement Phase at the slot of one of their active Souls on a proactive slot whose rank is at least the Ambush's. That Soul is its Setter.

  2. 10.4.2

    Each Soul may control only one set Ambush at a time. Any number of Souls may set one each in the same phase. An Ambush counts as its Setter's own until it is sprung, even after the Setter has been teleported to another slot; only a Soul that has left the field and come back is free of it (15.5.1).

  3. 10.4.3

    To spring an Ambush, its controller turns it face up and uses its effect. The Soul now on its slot must be active and stand in the Front Line; it is the Ambusher. If the Ambush names an Ambusher ("Ambusher: Any Dark Soul"), it must be such a Soul.

  4. 10.4.4

    An Ambush belongs to the slot, not to the Soul. When the Setter leaves the slot, the Ambush stays. A new Soul on that slot may spring it and may set an Ambush of its own as well, so two can lie at one slot.

  5. 10.4.5

    All Ambushes are Fast. They may be sprung:

    1. in their controller's own Preparation Phase and Combat Phase, outside a battle;
    2. in any response window in which their controller holds priority, in either player's turn (12.1).

    NoteIn the opponent's turn, Ambushes can only be sprung in a response window: after an attack declaration, an effect, or triggered Timing Effects (12.2). They can't be sprung out of nowhere.

  6. 10.4.6

    An Ambush whose condition names a moment ("The Ambusher is targeted by an Effect") can only be sprung in answer to that moment, while the effect it answers is on top of the Cascade (12.6.1).

  7. 10.4.7

    An Ambush resolves even if the Ambusher has been captured or moved in the meantime. It does not resolve if the Ambusher was returned to the hand.

  8. 10.4.8

    Afterwards the Ambush goes face up to its owner's Elysium.

  9. 10.4.9

    Springing is not limited by the Escalation Spiral (8.3.3).

10.5Realms

  1. 10.5.1

    A Realm is invoked in the turn player's Preparation Phase onto an empty realm slot whose rank is at least the Realm's.

  2. 10.5.2

    Realms belong to no Soul and are not limited by the Escalation Spiral; their Activated Effects need no proactive slot.

  3. 10.5.3

    A Realm can be attacked by any Soul that may attack, and strikes back (9.4.4).

  4. 10.5.4

    A Realm at 0 HP shatters: it is turned face down and stays on its slot, which it blocks for the rest of the duel.

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