Kaijudo Trading Card Game Rules

Kaijudo Trading Card Game Rules These rules are effective as of May 1, 2013. Contents 1. Learning to Play 2. Card Text vs. Game Rules 3. Starting the...
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Kaijudo Trading Card Game Rules These rules are effective as of May 1, 2013.

Contents 1. Learning to Play 2. Card Text vs. Game Rules 3. Starting the Game and How to Win 4. Building a Kaijudo Deck 5. The Five Civilizations 6. Kaijudo Cards 7. Card Zones 8. Summoning Creatures 9. Casting Spells 10. Taking a Turn A. Beginning phase B. Mana phase C. Main phase D. Attack phase E. End phase 11. Breaking Shields and Shield Blast 12. Keywords 13. Advanced Rules 14. Glossary

1. Learning to Play You can start your Kaijudo™ training with a quick-start guide found inside Kaijudo competitive decks and other deck products. Find a store near you at http://locator.wizards.com/#brand=kaijudo. You can also get started with Kaijudo Online™ at http://www.kaijudo.com/games/online-games. Either way, you’ll find everything you need to learn the basics. If you have questions about the game rules or about specific cards and sets, you can check out the game FAQ at http://www.kaijudo.com/faq/. This document contains the complete game rules. You can read it once you’ve mastered the basics or when you need to look something up, but you don’t need to read everything here in order to start playing.

2. Card Text vs. Game Rules Sometimes the text of a card will go against what these game rules say. When this happens, the card text wins. For example, there’s a game rule that says creatures can’t attack on the turn they enter the battle zone, but the “Fast Attack” ability breaks that rule.

3. Starting the Game and How to Win To start the game, each player does the following: • Shuffle your deck. • Deal out 5 cards face down without looking at them and put them into your shield zone.

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Draw 5 cards. This is your starting hand. Choose a player randomly (you can flip a coin, roll a die, or use another method). That player chooses to play first or second. The player who plays first doesn’t draw a card during the first turn.

If you’re playing many games against the same opponent, you can try switching who plays first each game. In tournaments, the loser of a game gets to choose who plays first in the next game. During the game, you’ll attack your opponent with your creatures to break shields. If your opponent has no shields left when you attack him or her with an unblocked creature, you win the game! You also win the game if your opponent’s deck runs out of cards, although this is less common.

4. Building a Kaijudo Deck To play Kaijudo, you and your opponent will each need your own deck. A Kaijudo deck follows these rules: • It has at least 40 cards in it. • It has no more than 3 copies of any single card. Two cards are copies of the same card if they have the same name (see section 6, “Kaijudo Cards”). Two cards that share just part of a name aren’t copies. For example, the cards Tatsurion the Unchained and Chain-Lash Tatsurion are different cards, even though they both feature the same character, Tatsurion. Your deck could have up to three copies of each of them.

5. The Five Civilizations The creature realm is made up of five civilizations: Light, Water, Darkness, Fire, and Nature. Kaijudo decks can have cards from any combination of these civilizations. To summon a creature or cast a spell, you must first unlock that card’s civilizations. A civilization is unlocked when you have at least one card from that civilization in your mana zone. During the game, if you no longer have any cards from a civilization in your mana zone, that civilization is no longer unlocked; you’ll have to put a card from that civilization back into your mana zone to unlock it again. Some cards are from more than one civilization. To summon a creature or cast a spell from more than one civilization, you must unlock each civilization that card is from. You can identify what civilization a card is from by looking at the color of the card frame: Color Civilization Yellow Light Blue Water Purple Darkness Red Fire Green Nature

 

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6. Kaijudo Cards There are currently two types of Kaijudo cards: creatures and spells. Creatures are summoned and put into the battle zone. They stay there and fight for you until they are banished or a card tells you to put them somewhere else, such as back into your hand. Spells are cast and produce a one-time effect. You do what the spell tells you to do, and then you put it into your discard pile. If you can’t do part of what a spell says to do, just skip that part and do the rest of what the spell says. You don’t have to be able to do everything a spell says in order to cast it. Parts of a Kaijudo card Name: Each different Kaijudo card has a unique name. Creature type: Creatures are grouped into different creature types, such as Aquan or Attack Raptor. Some cards may affect creatures of a certain type. Spells don’t have a creature type. Level (number in upper left): A card’s level is the number of cards in your mana zone you must tap to summon it (if it’s a creature) or cast it (if it’s a spell). Civilization icon: This icon, along with the color of a card’s frame, tells you the civilization of a card. Also, cards with the “Shield Blast” ability (see section 12, “Keywords”) have an additional icon here to make it easy to tell when a card has that ability. Illustration: Scenes from the fantastic world of Kaijudo. A card’s art has no effect on game play. Card type: There are currently two card types: creatures and spells. Abilities: The card’s ability text tells you what the creature or spell does. Story text: Story text is just for fun and has no effect on game play. Power (number in lower left): When two creatures battle, the creature with the higher power wins. If a creature has power 0 or less, it is banished. The power of some creatures includes a plus sign (+) next to it. This means the creature has an ability that can raise its own power. Spells don’t have power. Rarity: The number of stars tells you a card’s rarity: Stars Rarity ★ Common ★★ Uncommon ★★★ Rare ★★★★ Very Rare ★★★★★ Super Rare Collector number, set code, and illustration credit: The collector number, set code, and illustration credit have no effect on game play. For a detailed explanation of this information, see the game FAQ at http://www.kaijudo.com/faq/. Legal text: Legal text has no effect on game play.

 

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7. Card Zones There are three zones in the Kaijudo game: battle zone, shield zone, and mana zone. In addition, cards can be in your hand, deck, or discard pile. Battle zone The battle zone is where creatures go after they’re summoned. They stay in the battle zone until they are banished or put into another zone. Both players share the battle zone, although your cards stay closer to you. Shield zone At the beginning of the game, each player gets five shields, cards that are kept face down and hidden. Each player has his or her own shield zone. When a creature breaks one of your shields, you put that card into your hand. If a creature attacks you while you have no shields, and you don’t block that creature, you lose the game. You can’t look at or move your shields around to confuse your opponent. Mana zone Cards in your mana zone can be tapped (turned sideways) to summon creatures or cast spells. Ignore all text on cards in your mana zone. You can charge mana (put a card from your hand into your mana zone) once on each of your turns. Hand On your turn, you can summon creatures and cast spells from your hand. Don’t show your hand to your opponent unless a card tells you to. If a card tells you to discard a card, put a card from your hand into your discard pile. Only cards in your hand can be discarded. Deck You start the game by shuffling your deck. When you draw a card, you put the top card of your deck into your hand. Don’t look at any cards in your deck unless a card tells you to. When you run out of cards in your deck, you lose the game. You can count the number of cards in your deck or your opponent’s deck during a game. Discard pile When one of your creatures is banished or you discard a card, put that card into your discard pile. Also, when you cast a spell, put that spell into your discard pile after you do what it says. Some cards can put cards from other zones into your discard pile, too. Your discard pile is kept face up—both players can look at it.

8. Summoning Creatures To summon a creature, first make sure you have unlocked that creature’s civilizations by having those civilizations in your mana zone. If you’ve unlocked its civilizations, then you can summon the creature by tapping a number of cards in your mana zone equal to that card’s level. It doesn’t matter which cards in your mana zone you tap. They don’t have to match the card’s civilizations. After you tap cards in your mana zone, put the creature into the battle zone. There’s no limit to the number of creatures you can have in the battle zone. A creature can’t attack on the turn it’s put into the battle zone.

 

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Evolution creatures An evolution creature is a special kind of creature that evolves onto other creatures in the battle zone by being placed on top of them. An evolution creature is still a creature, so anything that affects a creature can affect an evolution creature. Each evolution creature has an “Evolution” ability that describes what creature it evolves onto. You can’t summon an evolution creature unless you can put it onto the kind of creature described in its “Evolution” ability. You can even put an evolution creature into the battle zone on top of another evolution creature. If you are instructed to put an evolution creature into the battle zone, and there are no creatures in the battle zone it can evolve onto, the evolution creature stays where it is. While an evolution creature is in the battle zone on top of another creature, only the evolution creature’s power, abilities, etc., matter. Although the original creature didn’t leave the battle zone, it’s no longer considered to be there. For example, if you have an evolution creature in the battle zone with one creature underneath it, an ability that says “draw a card for each creature you have in the battle zone” will cause you to draw one card. When an evolution creature leaves the battle zone, all creatures underneath it leave in the same way. For example, if it’s returned to its owner’s hand, so are the cards underneath.

9. Casting Spells Casting a spell is similar to summoning a creature: first make sure you’ve unlocked that spell’s civilizations in your mana zone, then tap a number of mana cards equal to that spell’s level. After you tap cards in your mana zone, do what the spell tells you to do. If you can’t do everything the spell tells you to, that’s okay. Just do as much as you can. Then put the spell into your discard pile. Spells usually affect only creatures in the battle zone. If the spell affects cards somewhere else, it will specifically say so. Casting a spell “for free” Some spells and abilities allow you to cast a spell “for free.” When that happens, you don’t tap any cards in your mana zone. In addition, it doesn’t matter if you have that card’s civilizations unlocked. For example, you could cast a Nature spell that is level 6 for free even if you have only three tapped Water cards in your mana zone.

10. Taking a Turn Your turn is divided into different phases that happen in the following order: A. Beginning phase. First, if there are any abilities that happen “at the start of your turn” or “at the start of each turn,” those abilities trigger now. Then you untap (straighten out) all your tapped cards in the battle zone and your mana zone. Then you draw a card. On the very first turn, the player who plays first skips drawing a card. B. Mana phase. You may charge your mana by putting one card from your hand into your mana zone. You don’t have to do this if you don’t want to. Ignore the abilities of cards in your mana zone; you only tap them to summon creatures and cast spells. Cards in your mana zone can be tapped as soon as they are put into the mana zone. There is no limit to the number of cards that can be in your mana zone.

 

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C. Main phase. You can summon any number of creatures and cast any number of spells during this phase (including none), as long as you have enough cards in your mana zone to pay for them. You can do this in any order. Normally, you can summon creatures and cast spells only from your hand. See section 8, “Summoning Creatures,” and section 9, “Casting Spells,” for more information. D. Attack phase. You can attack with any number of your creatures (including all of them or none of them) during this step. Your creatures attack one at a time and can attack in any order. When you start an attack, the following happens: 1. Choose one of your untapped creatures that can attack. Remember that creatures can’t attack on the turn they are put into the battle zone. 2. Choose what that creature will attack. Your creature can attack one of your opponent’s tapped creatures or it can attack your opponent. If your creature attacks a tapped creature, those two creatures will battle. If your creature attacks your opponent, that creature will break one or more shields. If your creature attacks your opponent and he or she has no shields, you win the game. 3. Tap your attacking creature. 4. If your creature has any abilities that apply “while attacking,” those abilities start applying now. If it has any abilities that happen “whenever this creature attacks,” those abilities trigger. 5. Your opponent may tap one of his or her untapped creatures that has “Blocker.” If your opponent does, that creature will block the attacking creature. If an attacking creature is blocked, what it’s attacking changes. It will now be attacking the blocking creature, not the opponent or the tapped creature you originally chose. Creatures can’t block unless they have “Blocker.” 6. If the blocking creature has any abilities that happen “whenever this creature blocks” or the attacking creature has any abilities that happen “whenever this creature is blocked,” those abilities trigger now. Now, if your creature is attacking another creature, a battle begins! (Remember, this could be because your creature attacked your opponent but was then blocked by one of his or her creatures.) Here’s how to resolve a battle: 1. Abilities that apply “while battling” start applying. Abilities that happen “whenever this creature battles” trigger. 2. Compare the power numbers of the battling creatures. The creature with the higher power wins the battle and the other creature loses. If both creatures have the same power, both creatures lose the battle and neither creature wins. 3. Banish the creatures that lost the battle. 4. Abilities that happen “when this creature wins (or loses) a battle” trigger. 5. The battle ends. Any abilities that apply “while battling” stop applying. 6. Abilities that happen “after the battle” trigger. If the attacking creature is attacking your opponent and isn’t blocked, there is no battle. The following steps happen instead: 1. If your opponent has no shields, you win the game! 2. If your opponent has at least one shield, determine how many shields the attacking creature will break. Usually this will be one shield, although “Breaker” abilities may raise this number. If a creature has multiple “Breaker” abilities, only the ability that breaks the most shields applies. For example, if a creature has “Double Breaker” and “Triple Breaker,” the creature will break 3 shields. 3. Choose that many shields in your opponent’s shield zone. If the attacking creature breaks more shields than your opponent has, choose each of your opponent’s shields

 

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and ignore the extra shield breaks. Remember that breaking an opponent’s last shield won’t cause you to win the game. You’ll need to attack with one more creature that doesn’t get blocked. 4. The chosen shields are broken. See section 11, “Breaking Shields & Shield Blast.” After the battle or the shield break, the attack ends. Abilities that happen “at the end of the attack” trigger now. Then abilities that apply “while attacking” stop applying. You can then to choose to attack with another untapped creature. If you don’t want to, or if you have no creatures in the battle zone that could attack, you choose to end your turn. E. End phase. Abilities that happen “at the end of your turn” or “at the end of each turn” happen now. Then your turn ends and your opponent’s turn begins.

11. Breaking Shields and Shield Blast When your opponent’s creatures attack you and aren’t blocked, they break shields. Shields can also be broken by spells or by the abilities of creatures. Cards from broken shields are usually put into your hand. However, when a shield card has “Shield Blast” and is broken, you can immediately cast it for free. Here’s how shield breaking works: 1. Determine how many shields are being broken. Usually it’s just one, although creatures with “Breaker” abilities can break more than one shield at the same time. 2. Look at all the shield cards that will be broken, but don’t put them into your hand yet. 3. If any of those cards have “Shield Blast” and you wish to cast them, reveal them. Those cards stay in your shield zone for now. 4. Put any broken shield cards you didn’t reveal into your hand. Remember that you don’t have to reveal a card that has “Shield Blast” and cast it if you don’t want to. 5. Pick one of the cards you revealed and cast it. Follow its instructions and then put it into your discard pile. 6. If any abilities trigger during this process, use those abilities now. See the “triggered abilities” entry in section 13, “Advanced Rules,” for more information about triggered abilities. 7. If you still have revealed shield cards to cast that have “Shield Blast,” do so one at a time until you have no more.

12. Keywords Most creatures have keywords—special abilities that tell you what the creature does. Unless an ability specifically says it works in other places, it works only while the creature is in the battle zone. For example, an ability on a creature that says you can discard that creature for an effect works while the creature is in your hand. Some keywords have reminder text—italicized text in parentheses that reminds you what that keyword does. These standard keywords are listed below. Other unique keywords appear less frequently and are followed by rules text explaining what they do. Blocker An untapped creature with “Blocker” can be tapped to block the opponent’s attacking creatures. See the “attack phase” entry in section 10, “Taking a Turn,” for more information.

 

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Double Breaker A creature with “Double Breaker” breaks 2 shields when it attacks the opponent and isn’t blocked. Fast Attack A creature with “Fast Attack” can attack on the turn it’s put into the battle zone. Guard A creature with “Guard” can’t attack. Powerful Attack The “Powerful Attack” ability is always followed by a number, such as “+2000.” For example, a creature with “Powerful Attack +2000” gets +2000 power while attacking. Shield Blast A spell with “Shield Blast” can be cast immediately for free instead of putting it into your hand from a broken shield. Skirmisher A creature with “Skirmisher” can attack only creatures. It can’t attack your opponent. Slayer When a creature with “Slayer” loses a battle, the other creature is also banished. Triple Breaker A creature with “Triple Breaker” breaks 3 shields when it attacks the opponent and isn’t blocked.

13. Advanced Rules The rules in this section apply to uncommon situations. For most games, you won’t need to know them. If you want to be a rules expert, you can read this section. But otherwise, don’t worry about it! “Can” vs. “can’t” Sometimes one card will say that something can happen, and another card will say that thing can’t happen. When this occurs, the “can’t” effect wins. For example, Little Hissy is a level 3 creature with an ability that says “This creature can attack untapped creatures.” Bat-Breath Scaradorable has an ability that says “This creature can’t be attacked or blocked by creatures that are level 5 or less.” Little Hissy can’t attack an untapped Bat-Breath Scaradorable. Triggered abilities A triggered ability is an ability that happens based either on a specific game event or a specific part of the turn. A triggered ability usually starts with the words “when,” “whenever,” or “at.” For example, the abilities “Whenever this creature attacks, you may draw a card” or “At the end of each turn, untap this creature” are triggered abilities. A triggered ability has two parts. The first part is the trigger event, which describes the event or the part of the turn that causes the ability to happen. For example, “when this creature attacks” and “at the end of your turn” are trigger events. When the trigger event happens, the ability “triggers.” The second part of the ability is the effect. The effect tells you what to do.

 

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Sometimes, more than one triggered ability will happen at the same time. For example, you and your opponent might both have a creature with a triggered ability that triggers “when this creature is banished.” If those creatures battled and both were banished, who would get to use their ability first? The simple answer is the player whose turn it is gets to use triggered abilities first. But what if five abilities trigger? What if the effect of a triggered ability causes other abilities to trigger? It can get a little complicated. But there’s a system to figure out what to do. Here’s how it works: • Any time more than one triggered ability triggers, those abilities become pending. You don’t resolve them and carry out their effects right away. Instead, the person whose turn it is chooses one of his or her abilities to resolve first and that ability’s effect is carried out. That person continues to choose his or her abilities, one at a time, until that person has no more pending abilities. • If resolving the effect of one of your pending abilities causes one of your other triggered abilities to trigger, that ability joins your other pending abilities. You can resolve these abilities in any order. When you have no more pending abilities, the other player starts resolving his or her pending abilities. • If resolving the effect of one of your pending abilities causes one of your opponent’s triggered abilities to trigger, that ability remains pending until you have no more pending abilities. • Once you have no more pending abilities, your opponent resolves each of his or her pending abilities using the method described above. For example, Chief Thorn-Bringer’s “Seeds of Victory” ability says “Whenever one of your creatures wins a battle, you may put the top card of your deck into your mana zone.” Argus, Vigilant Seer’s “Surveillance Drones” ability says “Whenever this creature wins a battle, you may draw a card.” Say you have both of these creatures in the battle zone, and Argus wins a battle against your opponent’s Skull Cutter, which has “Slayer (When this creature loses a battle, banish the other creature.)” All three abilities will trigger, but since its your turn, you will resolve yours first. You can choose to resolve them in either order. You’ll put the top card of your deck into your mana zone and then draw a card, or do them in the reverse order. Of course, you must say which ability you’re resolving before looking at the top card of your deck. After you’re done resolving your triggered abilities, then your opponent resolves Skull Cutter’s “Slayer” ability and banishes your Argus, Vigilant Seer. Replacement effects A replacement effect says that if something would happen, something else happens instead. In fact, that’s how you can identify a replacement effect: it uses the word “instead.” For example, Red-Eye Scorpion’s ability, which says “If this creature would be banished, put it into your mana zone instead,” creates a replacement effect. When a replacement effect applies, the original event doesn’t happen at all. So, if Red-Eye Scorpion loses a battle (or would be banished some other way), it instead goes directly to your mana zone. It’s never put into your discard pile. An ability that triggers “whenever one of your creatures is banished” wouldn’t trigger, because Red-Eye Scorpion wasn’t banished. However, an ability that triggers “whenever a card is put into your mana zone” would trigger. “Chains” of replacement effects Replacement effects can work together in some situations. After applying a replacement effect, check the new event to see if any other replacement effects may apply to the new event.

 

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For example, consider Red-Eye Scorpion and another creature with an ability that says “If one of your creatures would be put from the battle zone into your mana zone, put that creature on top of your deck instead.” If Red-Eye Scorpion would be banished, that event is replaced with Red-Eye Scorpion being put into your mana zone. However, the other ability now applies, replacing Red-Eye Scorpion being put into your mana zone with it being put on top of your deck. The end result is that Red-Eye Scorpion is put on top of your deck. “Loops” of replacement effects Each replacement effect can apply only once to any event, including new events that replaced it. For example, consider a creature with an ability that says “If you would draw a card, draw 2 cards instead.” If you would draw a card, that event is replaced with you drawing 2 cards. That ability can’t affect that event again and cause you to draw 4 cards, then 8, and so on. A replacement effect is optional if it includes “you may.” If an optional replacement effect could apply but you choose not to use it, it won’t try to apply to that same event. If a replacement effect replaces an event happening to a creature with the same event happening to another creature, the new creature must be one that isn’t already being affected by the original event. For example, Kronkos, General of Fear says “Each time one of your Shadow Champions would be banished, you may banish one of your other creatures instead.” If you have two Shadow Champions that would be banished at the same time, you can pick any other creature to be banished, but you couldn’t pick the same creature to be banished instead of both Shadow Champions. You also couldn’t just choose the second Shadow Champion to be banished instead of the first, resulting in the second Shadow Champion being banished twice. Multiple replacement effects If more than one replacement effect could apply to the same event, the player whose turn it is chooses one of his or her effects to apply. If the player whose turn it is doesn’t have any replacement effects, the other player chooses one of his or her effects to apply. Then, look at the new event to determine if any other replacement effects (starting with those belonging to the player whose turn it is) apply. Keep applying replacement effects to new events in this way until no more apply.

14. Glossary Most words on Kaijudo cards mean what they usually mean in English, but a few have special meanings. If you’re not sure what a game term means, look up its definition here. attack Your creatures in the battle zone can attack either your opponent or your opponent’s tapped creatures in the battle zone. When you attack with a creature, tap it and say what you want to attack. banish When one of your creatures in the battle zone is banished, it’s put into your discard pile. battle When one of your creatures attacks or is blocked by an opponent’s creature, the two creatures battle. The creature with the higher power wins the battle and the other creature is banished. If both creatures have the same power, both creatures lose the battle and are banished.

 

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battle zone The play area that both players share. It’s between your shield zone and your opponent’s shield zone. When you summon a creature, put that creature into the battle zone. break When one of your creatures attacks your opponent and isn’t blocked, it breaks one of your opponent’s shields. When one of your shields is broken, you put the card from your shield zone into your hand. If that card has the “Shield Blast” ability, you can cast it immediately for free instead of putting it into your hand. cast To cast a spell, first check to see that you’ve unlocked that spell’s civilizations in your mana zone. If you have, then tap cards in your mana zone equal to that spell’s level, do what the spell tells you to do, and put it into your discard pile. charge mana Once a turn during your mana phase, you may put one card from your hand into your mana zone. civilization There are five different civilizations: Light, Water, Darkness, Fire, and Nature. A card’s civilization can be determined by the color of its frame and the icon near its level. To summon a creature or cast a spell of a particular civilization, you must first unlock that civilization by having a card of that civilization in your mana zone. creature Creatures are the most important cards in the game. They attack your opponent when they are in the battle zone, breaking your opponent’s shields and allowing you to win the game. creature type A creature’s type is found under its name. Some cards give bonuses to a particular creature type, such as Rot Worms or Leviathans. It’s possible for a creature to have more than one creature type. If this happens, they’ll be separated by a slash “/” on the creature type line. deck You and your opponent each need your own deck with least 40 cards in it. You can have up to three copies of any card in your deck. You can’t look at the cards in either player’s deck or change the order of those cards unless a card tells you to. You are allowed to count the number of cards left in your deck or your opponent’s deck. discard When a card tells you to discard a card, you choose one of the cards in your hand and put it into your discard pile. discard pile A face-up pile of cards next to your deck. When one of your creatures is banished or you discard a card, put it into your discard pile. Also, after you cast a spell, put the spell into your discard pile. You can look at the cards in your discard pile or your opponent’s discard pile during the game. draw To draw a card is to put the top card of your deck into your hand. You draw one card during each of your turns. Other cards may tell you to draw cards as well.

 

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enemy If a spell or an ability of a creature affects only your opponent’s creatures, it will say “enemy creatures.” hand Your hand is the cards you are holding. You may look at these cards, but don’t show them to your opponent. level A card’s level is the number in the top left corner of the card. It’s the number of cards in your mana zone you must tap in order to summon it (if it’s a creature) or cast it (if it’s a spell). A card’s level never changes. mana zone The play area between you and your shield zone. You tap cards in your mana zone to summon creatures and cast spells. You may charge mana by putting one card from your hand into your mana zone on each of your turns. Ignore the abilities of cards in your mana zone. owner You’re a card’s owner if the card started the game in your deck. power A creature’s power is the number in the bottom left corner of the card. When two creatures battle, the creature with the higher power wins the battle. If both creatures have the same power, both creatures lose the battle. Some spells and abilities of creatures can raise a creature’s power. shield Shields are the cards in your shield zone. You start the game with five shields. When a shield is broken, it’s put into your hand. If you have no shields, and a creature attacks you and isn’t blocked, you lose the game. You can’t look at or move your shields around to confuse your opponent. shuffle To shuffle your deck is to mix the cards so they are in a random order. You shuffle your deck at the beginning of the game and any time a card tells you to. spell Spells are cards that have an effect and then are put into your discard pile. When you cast a spell, do as much of what it says as you can. You don’t have to be able to do everything a spell says in order to cast it. summon To summon a creature, first check to see that you’ve unlocked that creature’s civilizations in your mana zone. If you have, then tap cards in your mana zone equal to that creature’s level and put the creature into the battle zone. tap To tap a card is to turn it sideways to show that it’s been used for the turn. You tap cards in your mana zone when you summon a creature or cast a spell. You tap creatures in the battle zone when you attack or block with them. Some spells and abilities of creatures may also tap

 

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cards. At the start of your turn, you untap your tapped cards in the battle zone and your mana zone to show they are ready to be used again that turn. target A spell or an ability of a creature may need a target. This tells you what the spell or ability will affect. You choose the target when you cast the spell or use the ability. untap To straighten out your tapped cards. You untap your cards in the battle zone and your mana zone at the beginning of your turn to show they are ready to be used again that turn. Some spells and abilities of creatures may also untap cards. up to When a card tells you to do something with “up to” a number of cards. You get to choose how many, and you can choose 0 if you want. For example, if card tells you to “draw up to 3 cards,” you can draw 0, 1, 2, or 3 cards.

TM & © 2013 Wizards of the Coast/Shogakukan/Mitsui-Kids.

 

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