2.1Card types
- 2.1.1
Every card has one of five types.
- Soul: a fighter with ATK, DEF and HP. Souls are recruited onto soul slots (10.1).
- Event: a one-time effect, cast by one of your Souls (10.2).
- Armament: equipment that lies under a Soul and adds its values to the Soul's (10.3).
- Ambush: a trap, set face down at a Soul's slot and sprung later (10.4).
- Realm: a place with its own values, invoked onto a realm slot (10.5).
2.2Rank
2.3Attribute
2.4The stat line
- 2.4.1
- 2.4.2
A Soul's values are its printed values, plus those of its Armament (10.3.3), plus every bonus and penalty from effects.
- 2.4.3
A card's maximum HP is its HP value after all of this. Its current HP is its maximum HP minus the damage it has taken. Neither goes below 0.
- 2.4.4
Effects may raise or lower ATK and DEF; the values may even drop below 0. Battle damage still never goes below 0 (9.4.1).
- 2.4.5
2.5Leaders and rarity
- 2.5.1
A card with the label Leader is a Leader. Every Leader is a Soul; at present all of them are rank 3.
- 2.5.2
- 2.5.3
A Leader card that was not chosen at the start is recruited like any other Soul of its rank: it can be returned or teleported, and its capture does not end the duel. It still has the label Leader, so card text about "your Leader" applies to it too: Sanctuary of First Light and Ilse reach it, and Crimson Rite can't target it.
- 2.5.4
Rarity (Common, Uncommon, Rare, Epic, Legendary) is about collecting. It has no effect on play.
2.6Reading card text
- 2.6.1
A line in the card's text names the kind of effect: Activated, Static, Instant or Timing (11.1). Keyword lines (such as "Reinforcement:") stand for the kind the keyword has.
- 2.6.2
Limits stand next to the kind: "1/Turn" means once per turn, "2/Game" twice per duel (11.7).
- 2.6.3
The parts of an effect are labelled. Each label is explained in its own glossary entry.
- Condition: what must be true to use the effect, checked when it is used (11.3).
- Caster or Ambusher: which Soul may cast this Event or spring this Ambush (11.2.2).
- Target: what the effect is aimed at, chosen when it is used (11.4).
- Cost: what must be paid, paid just before the effect resolves (11.5).
- Effect: what happens.
- 2.6.4
Text in parentheses explains a keyword or a term. It is a reminder and never changes what the card does.
