Some entries in the ARD override corresponding text in the rulebook while others provide new rulings information not included in the rulebook. Any changes in the ARD are effective immediately. Additional Game Rules and Definitions These are additional rules and definitions to help you play at a higher level. Activated Effect Edit An activated effect is a card effect found on cards in play that you "use" as one of your actions in the game.

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Rather than just re-read the rulebook, we break it down, nice and easy. Read on to learn how to play! Card Types First, each card type. Events have Cost and Effects.

Yes, Stuffs. Got it? Neither did we, but keep reading. First, you flip up your Level 1 Leader. These Allies cannot have a different Faction than your leader which means if you had a 6 Command Elric, you could pull out, say, a 4-cost Elric and a 2-cost Unaligned. Flip them up and put them into play. Now, shuffle your Main and Location decks, and draw four cards from your Main deck.

Once - and only once, right now, this is your only chance - you can put those on the bottom of the deck and draw four more. Now, the game begins! Then, the person with the lowest number of Victory Points flips a Location. The Stuffs on the Location card now come into effect - maybe it says that a certain type of card costs more to play, or that certain characters are more powerful this turn. Inthe case of a tie, the Leader with the highest total Wits.

If there is still a tie, flip a coin, or fistfight, or something. Now, the Recruit Phase. Play it from your hand, to the board - if it is a different faction than your Leader, then it costs you one more. Go around until all players pass. You can only recruit a total cost equal to or less than your Command each turn - so if you have an 8 Command, and recruit an out-of-faction 6 which costs you 7 , when it is your turn to recruit again, you only have 1 point yet.

Once everyone passes, you are on to the Main Phase. Starting with the Active Player, and going around until everyone passes in a row, you can: - Play an Attachment: Take an attachment from your hand and put it on a character.

Pick a character to play it, put the card in your discard pile, and do what it says. If the card mentions an attribute cost higher than the character has, you EE. Say the character has Strength 3, and the Event says "Main Strength 5", you need to discard two cards. Note - things that change abilities last until the end of the Main Phase - NOT the whole turn, unless it says so.

Now, the Main Phase is over. On to the Search Phase! They can only choose un-set turned sideways people. Then everyone else does the same. As a Search Action, you can: - Pass. How exciting. Pick one of their characters. Pick a Battle type listed on the Location usually just one is available. A Battle Phase begins.

In a Battle Phase: - starting with the person who started the attack, you go back and forth doing Battle Actions and abilities. These actions do not necessarily have to come from the people in the battle. Go back and forth until both people pass. Once both sides pass in the Search Phase, you check to see who won the Location. Count up the attribute listed on each side - in this case, if one side has 4 or more Strength than the other side, they win the location, and put it in a Victory Pile on your side.

Now, the end of the turn. We strongly suggest that if your Leader is defeated, you heal him or her - if you lose your Leader somehow, you lose the game. Everything else goes to the discard pile, unless you can recover them with a card from your hand.

To recover a character, discard a card from your hand with the same main name. NOTE: If at any time, allyour people are defeated, you lose.

Watch out. Repeat until someone wins. Toughness X- This character costs X more to be defeated at the end of a battle. If a Strength-3 character has Toughness 2, it will cost 5 damage points in a Strength battle to defeat it.

Loyal X- This character cannot be brought into play unless you already have at least X characters in play that share a faction with this character. This means that you must discard one random experience card to play this event or ability.


Trading Cards

The Resource Step has the player drawing cards and putting Energy cards into play, the Main Step is where a player may attack and play cards other than Energy cards, and the End Step is a formal conclusion to the turn. Card types[ edit ] There are six different types of cards in the Bleach Trading Card Game: Guardian cards represent the personas of characters in the Bleach universe. Each Guardian has a Power rating that represents the total amount of damage they can take. Each Guardian also has a set of numbers on the left side of the card that represent how much of a particular Energy card that the Guardian can have in their energy deck. Finally, Guardians each have Effects that can be used as indicated on the card. Effects that require a cost will have the requirements bolded In addition to regular versions, there are also special Hi-Tech cards that are variants of the regular Guardian cards. In the sets that included starter decks Premiere and Bankai there were two Hi-Tech cards per starter, randomly inserted; in other sets they could be obtained through the Urahara Shop.


List of collectible card games


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