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  • Changelog
  • Table of Contents
  • General Rules
    • General Rules - Objectives
    • General Rules - Players
    • General Rules - Starting the Game
    • General Rules - Ending the Game
    • General Rules - Format Conventions
    • General Rules - Parts of a Card
      • Parts of a Card - Name
      • Parts of a Card - Cost
      • Parts of a Card - Typeline
      • Parts of a Card - Element
      • Parts of a Card - Speed
      • Parts of a Card - Power and Life
      • Parts of a Card - Durability
      • Parts of a Card - Text Box
      • Parts of a Card - Border Information
    • General Rules - Card Types
      • Card Types - Champion
      • Card Types - Ally
      • Card Types - Action
      • Card Types - Attack
      • Card Types - Item
      • Card Types - Weapon
      • Card Types - Domain
      • Card Types - Phantasia
      • Card Types - Supertypes
      • Card Types - Functional Subtypes
    • General Rules - Card Characteristics
      • Double-faced Cards
  • Game Mechanics
    • Game Mechanics - Game Zones
      • Game Zones - Public vs Private Information
      • Game Zones - Main Deck
      • Game Zones - Material Deck
      • Game Zones - Field
      • Game Zones - Memory
      • Game Zones - Graveyard
      • Game Zones - Banishment
      • Game Zones - Hand
      • Game Zones - Effects Stack
      • Game Zones - Intent
      • Game Zones - Object-Specific Zones
    • Game Mechanics - Turn Order
      • Turn Order - Wake Up Phase
      • Turn Order - Materialize Phase
      • Turn Order - Recollection Phase
      • Turn Order - Draw Phase
      • Turn Order - Main Phase
      • Turn Order - End Phase
      • Turn Order - Combat Phase
        • Combat Phase - Attacking and the Combat Phase
        • Combat Phase - Attack Declaration
        • Combat Phase - Retaliation Step
        • Combat Phase - Damage Step
        • Combat Phase - End of Combat Step
      • Turn Order - Ending Phases
      • Turn Order - Skipping Phases
    • Game Mechanics - Playing Cards
      • Playing Cards - Card Activation
      • Playing Cards - Card Materialization
      • Playing Cards - Costs and Memory
      • Playing Cards - Resolution
    • Game Mechanics - Abilities
      • Abilities - Activated Abilities
      • Abilities - Triggered Abilities
      • Abilities - Static Abilities
      • Abilities - Restriction Abilities
      • Abilities - Ability Tracking
    • Game Mechanics - Types of Effects
      • Types of Effects - Game Effects
      • Types of Effects - Replacement Effects
      • Types of Effects - Continuous Effects
    • Game Mechanics - Objects and Targeting
    • Game Mechanics - Timing and Permissions
    • Game Mechanics - Damage
    • Game Mechanics - Damage Prevention
    • Game Mechanics - Drawing Cards
    • Game Mechanics - Counters
    • Game Mechanics - Mastery
    • Game Mechanics - Miscellaneous Topics
      • Tracking Information
      • Permission
      • Concession
      • Randomization
      • Rounding
      • Searching and Finding
      • Special Game Actions and Turn-based Actions
      • State-based Checks and Effects
      • Player Action Legality
      • Naming
      • Effects
      • Copy
      • Properties and States
      • Card and Object Information
      • Default Case
  • Glossary
    • Keywords and Abilities
    • Game Terms
    • Type List
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Table of Contents

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Last updated 2 months ago

General Rules
Objectives
Players
Starting the Game
Ending the Game
Format Conventions
Parts of a Card
Name
Cost
Typeline
Element
Speed
Power and Life
Durability
Text Box
Border Information
Card Types
Champion
Ally
Action
Attack
Item
Weapon
Domain
Phantasia
Supertypes
Functional Subtypes
Card Characteristics
Double-faced Cards
Game Mechanics
Game Zones
Public vs Private Information
Main Deck
Material Deck
Field
Memory
Graveyard
Banishment
Hand
Effects Stack
Intent
Object-Specific Zones
Turn Order
Wake Up Phase
Materialize Phase
Recollection Phase
Draw Phase
Main Phase
End Phase
Combat Phase
Attacking and the Combat Phase
Attack Declarations
Retaliation Step
Damage Step
Ending Phases
Skipping Phases
Playing Cards
Card Activation
Card Materialization
Costs and Memory
Resolution
Abilities
Activated Abilities
Triggered Abilities
Static Abilities
Restriction Abilities
Ability Tracking
Types of Effects
Game Effects
Replacement Effects
Continuous Effects
Objects and Targeting
Timing
Damage
Drawing Cards
Counters
Miscellaneous Topics
Trackable Information
Permission
Concession
Randomization
Rounding
Searching and Finding
Special Game Actions and Turn-based Actions
State-based Effects
Player Action Legality
Naming
Effects
Copy
Card and Object Properties
Default Case
Glossary
Keywords and Abilities
Game Terms
Type List