Sunday, November 3, 2013

[Colossus Order] Master Rules

Version 1.3, updated on August 9, 2013

Contents

  1. Game format
  2. Objective of the game
  3. Game cards
  4. Deck building
  5. Things necessary for play
  6. The play area
  7. Overriding rules
  8. Beginning the game
  9. Turn structure
  10. X-play (“cross play”)
  11. Open information
  12. Game play
  13. Ending the game/deciding the winner

1 Game format

1.1 The game is a battle between two players who use decks constructed of cards collected from the theme deck and booster pack products.
1.2 This is a turn based game where players exchange initiative.


2 Objective of the game

2.1 There are two victory conditions (see section 13 for detailed rules regarding winning the game).
2.1.1 “Gem completion” – winning by revealing 6 gem cards from your locus.
2.1.2 “Deck destruction” – winning when your opponent’s deck has no more cards.


3 Game cards

3.1 There are four card types and two subtypes.
3.1.1 Colossus card
3.1.2 Action card
3.1.2.1 Action snap subtype
3.1.3 Gem card
3.1.4 Follower card
3.1.4.1 Follower unique subtype
3.2 Card colors and realm affiliation
3.2.1 All game cards have a color and are affiliated with a realm.
3.2.1.1 White cards are affiliated with the Piadin Realm
3.2.1.2 Black cards (appearing as a dark purple) are affiliated with the Valden Realm
3.2.1.3 Blue cards are affiliated with the Fastogal Realm
3.2.1.4 Red cards are affiliated with the Caoren Realm
3.3 Card face and back
3.3.1 The side of the card with the card name and ability text is the card face.
3.3.2 The side of the card with the common design is the card back
3.3.2.1 The colossus card features a full card illustration in place of the common card back design
3.4 Understanding the game cards
3.4.1 Colossus card
3.4.1.1 The features of the colossus card referenced in game play are the card name, realm, card type, and card abilities.
3.4.1.2 Colossus abilities
3.4.1.2.1 The abilities appearing in the text box of the card are the colossus’s abilities.
3.4.1.2.2 You may activate these abilities in your main phase.
3.4.1.2.3 The requirements to activate abilities appear to the left of the arrow mark (▷) and the effects of the abilities appear to the right.
3.4.1.2.4 Abilities may be activated if the requirements are met.
3.4.2 Follower card
3.4.2.1 The features of the follower card referenced in game play are the cost, card name, card type, classification, text abilities, crush points, capture points, attack points, and defense points.
3.4.2.1.1 Crush points indicate the number of cards the follower destroys when attacking the opponent’s deck.
3.4.2.1.2 In the case that there are gem cards among the cards destroyed when attacking your opponent’s deck, capture points indicate the number of gem cards you capture.
3.4.2.1.3 Attack points indicate the amount of damage the follower deals during combat.
3.4.2.1.4 Defense points indicate the amount of damage that will destroy the follower.
3.4.2.1.5 Flavor text appears on some cards providing information about the story of the Colossus Order world and is unrelated to the rules of the game.
3.4.2.2 Follower unique
3.4.2.2.1 The follower unique is a subtype of follower.
3.4.2.2.2 A star appears before and after the card name of the follower unique.
3.4.2.2.3 If a follower unique exists in your play area you cannot play a follower unique of the same name.
3.4.2.3 On and off position
3.4.2.3.1 The on and off positions indicate whether the follower has attacked, blocked, or used particular abilities.
3.4.2.3.2 When the card is straight it is said to be “on” and indicates that the follower can play “off abilities,” attack, and block.
3.4.2.3.3 When the card is turned to the side it is said to be “off” and indicates that the follower cannot play “off abilities,” attack, or block.
3.4.2.4 Follower abilities
3.4.2.4.1 Basic abilities
3.4.2.4.1.1 All followers have the ability to attack and block.
3.4.2.4.1.2 The target of the followers attack is either the opponent’s deck, locus, or off follower.
3.4.2.4.1.3 When an attack on the opponent’s deck is successful, reference the crush and capture points in the lower left of the card.
3.4.2.4.1.4 When two followers engage in combat, reference the attack and defense points in the lower right of the card.
3.4.2.4.1.5 Although not indicated by numbers on the card, all followers have the ability to attack one position in the opponent’s locus.
3.4.2.4.1.5.1 If an attack on the opponent’s locus is successful and the attacked card is a gem, it is captured.
3.4.2.4.2 Text abilities
3.4.2.4.2.1 Text abilities appear in the text box of the follower card.
3.4.2.4.2.2 Follower abilities are divided into CIP (come-into-play) abilities, persistent abilities, activated abilities, and triggered abilities.
3.4.2.4.2.2.1 CIP abilities
3.4.2.4.2.2.1.1 CIP abilities activate when a follower enters the play area.
3.4.2.4.2.2.1.2 The activation CIP abilities is mandatory.
3.4.2.4.2.2.2 Persistent abilities
3.4.2.4.2.2.2.1 Persistent abilities remain in effect as long as the follower is in the play area.
3.4.2.4.2.2.2.2 “Keyword abilities” are a subtype of persistent abilities.
3.4.2.4.2.2.2.3 The keyword abilities existing in Set One of Colossus Order are “soar” and “fleet”.
3.4.2.4.2.2.2.3.1 Followers with soar can only be blocked by followers with soar.
3.4.2.4.2.2.2.3.2 Followers with fleet can attack the turn they are put into the play area.
3.4.2.4.2.2.3 Activated abilities
3.4.2.4.2.2.3.1 Activated abilities are played by the will of the player.
3.4.2.4.2.2.3.2 The cost to play these abilities appears on the card next to the ability.
3.4.2.4.2.2.3.2.1 The cost to play appears to the left of the arrow mark (▷) and the effects of the abilities appear to the right.
3.4.2.4.2.2.3.2.2 The cost to play may consist of a combination of locus points, turning the follower off, or other costs indicated by text on the card.
3.4.2.4.2.2.4 Triggered abilities
3.4.2.4.2.2.4.1 Triggered abilities activate when the conditions appearing on the card arise in the course of game play.
3.4.3 Action card
3.4.3.1 The features of the action card referenced in game play are the cost, card name, card type, and card ability.
3.4.3.2 Action snap
3.4.3.2.1 The action snap card is a subtype of the action card.
3.4.3.2.2 Action snap cards may be played during X-play (“cross play”). (See section 10 for detailed rules regarding X-play.)
3.4.4 Gem card
3.4.4.1 The features of the gem card referenced in game play are the card name, card type, and color.
3.5 The cost to play cards
3.5.1 To play a card from your hand you must pay the cost.
3.5.2 The cost appears in the upper left of each card in the form of gem symbols and a number.
3.5.2.1 The gem symbols refer to the number and color of gems that must be set on your colossus in order to play the card.
3.5.2.2 The number represents the “locus points” necessary to play the card. (See 12.2.4.11 for a detailed explanation of locus points.)
3.6 Card abilities and the cost to play abilities
3.6.1 You may only play an ability if the intended effect of the ability can be realized and confirmed by both players.
3.6.2 You may only pay the cost (including turning cards on and off or turning them face up or face down) of an ability if the intended effect of the ability can be realized.


4 Deck building

4.1 A deck has one colossus card.
4.2 A deck may contain up to 20 gems cards.
4.3 You may put up to 3 cards of the same name in a single deck.
4.3.1 This restriction does not apply to gem cards.
4.4 You may freely mix cards of any color in a deck.
4.5 A deck should have exactly 51 cards including the colossus card.


5 Things necessary for play

5.1 Each player must have one deck and one locus counter.
5.2 Locus counters are included in theme deck products. In case you do not have one, a coin or other small object can be used in place of a locus counter.


6 The play area

6.1 The places in the play area where you may place cards are the colossus area, set gem area, captured gem area, locus, play field, deck, and discard pile.


7 Overriding rules

7.1 The game rules consist of the fundamental rules as defined by the Master Rules here plus card rules that appear as abilities on each card.
7.2 When the general rules and card rules conflict, card rules take precedent.
7.3 When the rules of two cards conflict with each other, the rule expressed in the negative form (cannot, may not) takes precedent.


8 Beginning the game

8.1 Each player takes the following steps in parallel to begin the game.
8.1.1 Place your colossus card in the designated area.
8.1.2 Shuffle your deck thoroughly.
8.1.2.1 Allow your opponent to shuffle or cut your deck.
8.1.3 Place your deck face down in the designated area.
8.1.4 Determine the beginning player.
8.1.4.1 Determine the beginning player using a coin, stone-paper-scissors, or some other random means.
8.1.5 Draw 7 cards from the top of your deck as your opening hand.
8.1.6 Look at your hand and, if desired, exchange cards with your deck.
8.1.6.1 The beginning player may return up to 2 cards, and the second player up to 4 cards, to the bottom of his or her deck in any order.
8.1.6.2 Players draw a number of new cards equal to the number returned to the bottom of the deck.
8.2 The beginning player starts his or her turn according to the turn structure.


9 Turn structure

9.1 In one turn there is a start phase, main phase, and end phase and each phase contains steps with proscribed player actions.
9.1.1 Start phase
9.1.1.1 The start phase has three steps.
9.1.1.1.1 Gem completion declaration step.
9.1.1.1.2 Recovery step.
9.1.1.1.3 Draw step.
9.1.2 Main phase
9.1.2.1 If the turn player desires he or she may play a follower card, an action card, or play a follower ability; in this case, there is a play declaration step.
9.1.2.1.1 After a play declaration step, X-play follows, and finally a resolution step.
9.1.2.2 If the player desires he or she may attack with a follower; in this case, there is an attack declaration step.
9.1.2.2.1 After an attack declaration step, X-play follows, then a block declaration step, X-play, and finally either an attack resolution step or a combat resolution step.
9.1.2.3 When the player does not desire to take any more actions in the main phase, he or she declares the end of their main phase and an end main phase declaration step occurs.
9.1.2.3.1 After an end main phase declaration step, X-play follows.
9.1.2.3.2 After the resolution of X-play, the turn proceeds to the end phase.
9.1.3 End phase
9.1.3.1 There are no steps in the end phase.


10 X-play (“cross play”)

10.1 X-play is an exchange of initiative between the turn player and opponent beginning with the opponent that occurs after play declaration, attack declaration, block declaration, or end of main phase declaration.
10.1.1 The X-play that occurs after block declaration begins with the turn player, not the opponent.
10.2 X-play consists of the playing of follower abilities and action snap cards.
10.3 The X-play procedure
10.3.1 (1) X-play begins with the player receiving the declaration.
(2) If the player does not desire to play anything, he or she passes.
(3) If the player does initiate play, that play item awaits resolution at the end of X-play and the initiative for play passes to the other player.
(4) The exchange of play initiative continues until both players pass in succession, at which time resolution of X-play occurs.
(5) In X-play resolution, play items are resolved from last item played to first.


11 Open information

11.1 Information that is available to each player freely during play is called “open information.”
11.2 Players make check open information at any time during play.
11.3 The following are open information: the colossus, followers in the play field and their state, the number of cards remaining in each players deck, cards in each player’s discard pile, the colossus set gems and captured gems, the number and order and state of each player’s locus, face up locus cards, each player’s consumption of locus points.


12 Game play

12.1 Start phase
12.1.1 In the start phase, fundamentally only the turn player may initiate play.
12.1.2 Play proceeds in the order of gem complete declaration, recovery, and draw.
12.1.2.1 Gem complete declaration step
12.1.2.1.1 If the player has conviction that there are 6 gem cards face down in his or her locus, the player may declare gem completion.
12.1.2.1.2 If the player succeeds in gem completion, he or she wins the game. (See section 13 for detailed rules about ending the game.)
12.1.2.2 Recovery step
12.1.2.2.1 Turn on all off followers.
12.1.2.2.2 Return the locus counter to the original position indicating that locus points used in previous turns have been recovered.
12.1.2.3 Draw step
12.1.2.3.1 Draw one card from the top of the deck and add it to your hand.
12.1.2.3.1.1 The beginning player skips this step on his or her first turn.
12.2 Main phase
12.2.1 With the exception of the end of main phase declaration, the turn player may initiate any of the main phase play actions in any order, and as many times as he or she desires. All actions pertain to his or her own cards.
12.2.1.1 Main phase play actions
12.2.1.1.1 Set a gem card on the colossus from your hand.
12.2.1.1.2 Set a card from your hand face down in your locus.
12.2.1.1.3 Activate one of the colossus abilities.
12.2.1.1.4 Play an action card or action snap card from your hand.
12.2.1.1.5 Play a follower or follower unique card from your hand.
12.2.1.1.6 Play the ability of a follower already in your play field.
12.2.1.1.7 Attack with a follower already in your play field from the start phase.
12.2.1.1.8 End your main phase.
12.2.2 Occurrence of X-play
12.2.2.1 X-play always occurs after a declaration.
12.2.2.1.1 X-play occurs after a play declaration step and beforethe resolution step.
12.2.2.1.2 X-play occurs after an attack declaration step and before the block declaration step, and also after the block declaration step and before the attack/combat resolution step.
12.2.2.2 X-play does not occur after setting a gem card or locus card or activating the colossus ability.
12.2.3 Setting a gem on the colossus
12.2.3.1 You may set one gem card from your hand on your colossus once during your main phase.
12.2.3.2 Setting a gem from your hand on the colossus is called “gem setting.”
12.2.3.3 You do not have to set a gem on your colossus even if you have one in your hand.
12.2.3.4 You may set a gem on your colossus any time in your main phase except during X-play.
12.2.3.5 You cannot return gems set on your colossus to your hand.
12.2.3.6 You may set any color of gem on your colossus.
12.2.3.7 Gems set on your colossus from your hand are called “set gems.”
12.2.3.8 Card abilities that allow you to set a gem on your colossus from your hand do not replace or reduce your ability to set a gem from your hand on your colossus once per turn.
12.2.3.9 Capturing gems
12.2.3.9.1 Gems you take from your opponent by attacking his or her deck or locus are called “captured gems.”
12.2.3.9.2 Set gems and captured gems together are called “colossus gems.”
12.2.3.9.3 Putting a captured gem on your colossus is not counted as “gem setting.”
12.2.3.9.4 There is no limit to the number of gems you may capture each turn.
12.2.3.10 Gem level
12.2.3.10.1 The number and color of set gems indicates the gem level of your colossus.
12.2.3.10.2 Attaining a particular gem level allows you to activate the abilities of your colossus.
12.2.3.10.3 Gem level is also a component of the cost to play follower and action cards.
12.2.3.10.3.1 Gems as a component of cost are not consumed each turn as locus points are. They are a condition to be met.
12.2.3.11 X-play does not occur after gem setting.
12.2.4 Setting a card in your locus
12.2.4.1 You may set one card face down from your hand in your locus each turn during your main phase.
12.2.4.2 Setting a card in your locus from your hand in this way is called “locus setting.”
12.2.4.3 By setting a card in a particular position that locus is actualized and the card is linked to that position.
12.2.4.3.1 When an attack targets a particular locus card, or a card ability targets a particular locus card, it is really targeting the position that card occupies.
12.2.4.4 You may set any type of card in the locus.
12.2.4.5 You do not have to set a card in the locus even if you have cards in your hand.
12.2.4.6 You may set a card in your locus any time during your main phase except during X-play.
12.2.4.7 You may not return cards set in your locus to your hand.
12.2.4.8 Cards set in your locus are called “locus cards.”
12.2.4.9 Once cards have been set face down in the locus, players may not look at them – neither their own, nor their opponents.
12.2.4.10 How to set cards in the locus
12.2.4.10.1 Always set locus cards from left to right.
12.2.4.10.2 Always set locus cards with the common card back design in the same direction.
12.2.4.10.3 When space is limited in the locus, you may overlap cards as long as the order of the cards is clear to each player.
12.2.4.10.4 You may not change the order of locus cards.
12.2.4.10.5 You may not turn locus cards off (do not turn them to the side.)
12.2.4.11 Locus points
12.2.4.11.1 Each turn a locus point is produced by each locus card and may be used to pay the cost of cards and abilities.
12.2.4.11.2 A locus card can produce a locus point from the moment it is set in the locus.
12.2.4.11.3 Locus points are consumed during the turn.
12.2.4.11.4 Use a locus counter so that you and your opponent may confirm how many locus points you have consumed. Start from the left and move it to the right as your consume the locus points from each locus card.
12.2.4.11.5 Consumed locus points are replenished on your next turn during the recovery step.
12.2.4.11.6 The locus counter is linked with the position the card occupies, not the card itself.
12.2.4.12 Setting a card in your locus through a card ability does not count as, and does not replace, “locus setting” (the setting of one card from your hand in your locus once per turn); there is no once per turn limit on cards set in your locus through card abilities.
12.2.4.13 Some card abilities require that you set a marker on a locus card.
12.2.4.13.1 The marker is linked to the position, not the card it rests on.
12.2.4.13.2 If the locus card that occupies that position is removed, replaced by another card, switches position with another card, the marker stays in the same position.
12.2.4.14 No X-play occurs when setting a card in your locus from your hand.
12.2.4.15 When locus cards are replaced with another card or switched with another card in your locus due to card abilities:
12.2.4.15.1 The locus counter remains in the same position and only the cards changed places.
12.2.4.15.2 When replacing a card in your locus with a card from your hand or deck, put it in the same position as the card it replaces.
12.2.4.15.3 When replacing multiple cards in your locus, the owner of those cards decides the order of placement.
12.2.4.16 When a locus card is removed due to a card ability:
12.2.4.16.1 Remove the card from the locus as the card ability’s effect is resolved.
12.2.4.16.2 If after removing the card a card exists in the locus to the right of that position, move it to the left to fill the open position left by the removed card without changing the order of the locus cards.
12.2.4.16.3 The locus counter remains in the position it originally occupied.
12.2.4.16.3.1 If at the time the card is removed from the locus the player has used all his or her locus points, move the locus counter one position to the left. As a result, it will sit above the rightmost locus card.
12.2.5 Activating the colossus ability
12.2.5.1 You may activate one of your colossus’s abilities once per turn.
12.2.5.2 You may activate the ability any time except during X-play.
12.2.5.3 You must satisfy the cost conditions to activate the colossus ability.
12.2.5.4 X-play does not occur from activating a colossus ability.
12.2.6 Playing an action card
12.2.6.1 You may play action cards or action snap cards from your hand during your main phase.
12.2.6.2 You may play an action card any time except during X-play.
12.2.6.3 You may play action snap cards any time, even during X-play.
12.2.6.4 You may play any number of action cards during your main phase.
12.2.6.5 You may play an action card, undertake a different main phase action, and then play another action card.
12.2.6.6 Action cards have a cost and paying the cost is a condition of playing the card.
12.2.6.7 When action snap cards are played out of X-play, they are played the same way action cards are played.
12.2.6.8 Procedure for playing an action card:
12.2.6.8.1 Play declaration step (the following actions are treated as happening simultaneously).
12.2.6.8.1.1 Reveal the card you want to play from your hand.
12.2.6.8.1.2 Indicate the target of the ability if one is required.
12.2.6.8.1.3 Upon moving to X-play, the target may not be changed.
12.2.6.8.1.4 Pay the cost.
12.2.6.8.2 X-play (see section 10 for the procedure for X-play).
12.2.6.8.3 Resolution step
12.2.6.8.3.1 Resolve the effect of the ability.
12.2.6.8.3.2 As a result of X-play, if the target of the action card played has been removed, the target has been changed, or a particular target has been forbidden and the ability cannot be resolved, end this step without resolving the ability.
12.2.6.9 Playing an action snap card during X-play:
12.2.6.9.1 The following actions are treated as happening simultaneously.
12.2.6.9.1.1 Reveal the card you want to play from your hand when you receive initiative in X-play.
12.2.6.9.1.2 Choose the target of the ability if one is required.
12.2.6.9.1.3 Pay the cost.
12.2.6.9.2 Proceed according to the X-play procedure (see 10 for X-play procedure).
12.2.6.10 Once you have played them, place action cards and action snap cards in the discard pile.
12.2.7 Playing a follower card
12.2.7.1 You may play a follower or follower unique card from your hand during your main phase.
12.2.7.2 You may play a follower any time except during X-play.
12.2.7.3 You may play any number of followers from your hand during your main phase.
12.2.7.4 You may play a follower card, undertake a different main phase action, and then play another follower card.
12.2.7.5 Follower cards have a cost and paying the cost is a condition of playing the card.
12.2.7.6 Follower unique is a subtype of follower; you may only play one follower unique of the same card name in your play field.
12.2.7.7 Procedure for playing a follower card
12.2.7.7.1 Play declaration step (the following actions are treated as happening simultaneously).
12.2.7.7.1.1 Reveal the card you want to play from your hand.
12.2.7.7.1.2 Upon moving to X-play the follower exists in the play area.
12.2.7.7.1.3 If there is a CIP ability that requires a target, indicate the target.
12.2.7.7.1.4 Upon moving to X-play, the CIP target may not be changed.
12.2.7.7.1.5 Pay the card cost.
12.2.7.7.2 X-play (see section 10 for the procedure for X-play).
12.2.7.7.3 Resolution step
12.2.7.7.3.1 Resolve any CIP ability even if the follower has been removed from the play area during X-play.
12.2.7.7.3.2 As a result of X-play, the target of the CIP ability may have been removed from the play area, or the target may have been changed, or a particular target may have become forbidden as a target.
12.2.7.7.3.3 If the CIP ability cannot be resolved, end this step without resolving the ability.
12.2.8 Playing a follower ability
12.2.8.1 You may play a follower’s activated ability during your main phase.
12.2.8.1.1 You can play follower abilities that require you to turn the follower off only if that follower has been in your play area from before the current turn.
12.2.8.1.2 You can only use follower abilities that require you to turn the follower off once per turn.
12.2.8.2 The following are follower abilities that are not activated abilities. These abilities are not considered to be “playing a follower ability” under the game rules.
12.2.8.2.1 CIP abilities (“come into play” abilities)
12.2.8.2.2 Persistent abilities
12.2.8.2.3 Triggered abilities
12.2.8.3 You may play a follower’s ability any time including during X-play.
12.2.8.4 Follower abilities have a cost and paying the cost is a condition of playing the ability.
12.2.8.5 Procedure for playing an ability
12.2.8.5.1 Play declaration step (the following procedures are carried out simultaneously)
12.2.8.5.1.1 Declare the ability you want to play to your opponent.
12.2.8.5.1.2 Indicate the target of the ability if one is required.
12.2.8.5.1.3 Once you proceed to X-play the target has been considered fixed and you cannot change it.
12.2.8.5.1.4 Pay the cost.
12.2.8.5.2 X-play (see section 10 for the procedure for X-play).
12.2.8.5.3 Resolution step
12.2.8.5.3.1 Resolve the effect of the ability.
12.2.8.5.3.2 As a result of X-play, the target of the ability may have been removed from the play area, or the target may have been changed, or a particular target may have become forbidden as a target.
12.2.8.5.3.3 If the effect cannot be resolved, end this step without resolving the effect.
12.2.8.6 Playing abilities in X-play
12.2.8.6.1 The procedures for playing abilities during X-play are carried out simultaneously.
12.2.8.6.1.1 Declare the ability you want to play to your opponent.
12.2.8.6.1.2 Indicate the target of the ability if one is required.
12.2.8.6.1.3 Pay the cost.
12.2.8.6.2 Resolve the effects of the ability according to the procedure for X-play.
12.2.9 Attacking with a follower
12.2.9.1 You may declare an attack with a follower that has been in your play area from the start phase.
12.2.9.2 Declare an attack with a single follower.
12.2.9.3 There are three targets for an attack.
12.2.9.3.1 Your opponent’s deck.
12.2.9.3.2 Your opponent’s locus.
12.2.9.3.2.1 Target a position in your opponent’s locus that has a card placed in it.
12.2.9.3.2.2 You may declare an attack on a position whether the card placed there is face up or face down.
12.2.9.3.2.3 You may attack the same locus position any number of times.
12.2.9.3.3 Your opponent’s off followers.
12.2.9.4 Any one follower may attack only once per turn.
12.2.9.4.1 After attacking with a particular follower, even if you are able to turn it on again, you may not attack with the same follower.
12.2.9.5 You may declare an attack any time except during X-play.
12.2.9.6 You may declare any number of attacks during your main phase.
12.2.9.7 After one attack has been resolved, you may undertake some other main phase activity and then declare a new attack.
12.2.9.8 The procedure for an attack is: attack declaration step, X-play, block declaration step, X-play, and either attack resolution step or battle resolution step.
12.2.9.8.1 Attack declaration step
12.2.9.8.1.1 The procedures of the attack declaration step are treated as happening simultaneously.
12.2.9.8.1.2 Attacks can be declared with an on follower that has been in your play area from the start phase.
12.2.9.8.1.3 Indicate a follower and declare an attack.
12.2.9.8.1.3.1 After moving to X-play, the follower that you have indicated as attacking is considered an “attacking follower”.
12.2.9.8.1.4 Declare the target of attack to your opponent and turn the follower off.
12.2.9.8.1.4.1 Upon moving to X-play, the target of an attack is considered fixed and you may not change it.
12.2.9.8.2 X-play (see section 10 for the procedure for X-play).
12.2.9.8.3 Block declaration step
12.2.9.8.3.1 The procedures for block declaration are carried out simultaneously.
12.2.9.8.3.2 Blocking is declared with a single follower.
12.2.9.8.3.2.1 After moving to X-play, the follower indicated as blocking is considering a “blocking follower”.
12.2.9.8.3.3 Blocking can be declared with an on follower.
12.2.9.8.3.3.1 If the follower is on, you can declare blocking any number of times with the same follower.
12.2.9.8.3.4 The target of blocking is the attacking follower.
12.2.9.8.3.5 Turn the blocking follower off.
12.2.9.8.3.6 If no block is declared, move to X-play.
12.2.9.8.4 X-play (see section 10 for the procedure for X-play).
12.2.9.8.4.1 If a block is declared, even if the blocking follower is removed from the play area as a result of X-play, the attack is considered blocked.
12.2.9.8.4.2 If a block is declared, even if the blocking follower is removed from the play area as a result of X-play, play will proceed to a battle resolution step. However, this step will end without any procedures being undertaken.
12.2.9.8.5 Attack/battle resolution step
12.2.9.8.5.1 Determine whether to proceed to an attack resolution step or battle resolution step.
12.2.9.8.5.1.1 If the target of the attack is the opponent’s deck or locus and no block is declared, proceed to an attack resolution step.
12.2.9.8.5.1.2 If the target of the attack is the opponent’s deck or locus and blocking is declared, proceed to a battle resolution step.
12.2.9.8.5.1.3 If the target of the attack is the opponent’s off follower, proceed to a battle resolution step eitherwith the off follower or with a blocking follower.
12.2.9.8.5.2 Attack resolution step for an attack on the opponent’s deck
12.2.9.8.5.2.1 Reveal a number of cards equal to the attacking follower’s crush points.
12.2.9.8.5.2.2 If there are any gem cards among the cards revealed, you capture a number of those cards equal to the capture points of the attacking follower; place them on your colossus as captured gems.
12.2.9.8.5.2.2.1 Gems are captured in the order they are revealed from the top of the deck.
12.2.9.8.5.2.3 Cards not captured are discarded into the opponent’s discard pile.
12.2.9.8.5.3 Attack resolution step for an attack on the opponent’s locus.
12.2.9.8.5.3.1 Reveal the card in the position that has been targeted by the attack.
12.2.9.8.5.3.2 If the position targeted in the attack now has no card placed in it as a result of X-play, end the attack resolution step and move the remaining locus cards one space to the left so as not to leave an open position in the locus.
12.2.9.8.5.3.3 If the position targeted in the attack has a gem card, whether face up or face down, conduct the following procedures.
12.2.9.8.5.3.3.1 The turn player places the gem card on his or her own colossus as a captured gem.
12.2.9.8.5.3.3.2 The player whose gem was captured draws a card from the top of his or her deck, adds it to his or her hand, then sets a card face down from his or her hand in the open position of the captured gem.
12.2.9.8.5.3.4 If the card revealed by the attack is not a gem card, conduct the following procedures.
12.2.9.8.5.3.4.1 Leave the card revealed face up in the same position and continue game play.
12.2.9.8.5.3.4.2 The face up card in the locus can still be used for locus points each turn
12.2.9.8.5.4 Battle resolution step
12.2.9.8.5.4.1 In the battle resolution step, the attacking follower and the follower indicated as the target, or the attacking follower and the blocking follower, do battle.
12.2.9.8.5.4.2 If either of the followers involved in battle have been removed from the play area in X-play, end battle resolution step.
12.2.9.8.5.4.3 Calculation of battle damage
12.2.9.8.5.4.3.1 Reduce the blocking follower’s or targeted follower’s defense points by value of the attack points of the attacking follower.
12.2.9.8.5.4.3.1.1 If there are any revisions to follower attack or defense points, make sure they are reflected.
12.2.9.8.5.4.3.2 Reduce the attacking follower’s defense points by the value of the attack points of the blocking follower or targeted follower.
12.2.9.8.5.4.3.2.1 If there are any revisions to
follower attack or defense points, make sure they are reflected.
12.2.9.8.5.4.4 Determine destruction of the followers
12.2.9.8.5.4.4.1 Any follower whose defense points have been reduced to zero or below is destroyed and placed in the owner’s discard pile.
12.2.9.8.5.4.4.2 Any follower whose defense points remain at 1 or more are left in the play area in the off position.
12.2.9.8.5.4.5 Revisions of defense points due to battle damage remain during the main phase and this is known as "carried damage."
12.2.10 Declaring the end of your main phase
12.2.10.1 Each turn, the turn player must declare the end of his or her main phase.
12.2.10.2 After declaring the end of the main phase, X-play occurs.
12.2.10.3 After the declaration and X-play resolve, the turn proceeds to the end phase.
12.2.11 Actions you can take during your opponent’s main phase
12.2.11.1 The non-turn player may play appropriate actions during X-play and also declare a block to an attack.
12.2.11.1.1 During X-play, the non-turn player can play action snap cards or follower abilities.
12.2.11.1.2 The non-turn player can declare a block to an attack with his or her on follower.
12.3 End phase
12.3.1 In the end phase, the following actions are carried out and treated as happening simultaneously.
12.3.1.1 Remove any revisions to followers.
12.3.1.2 Remove all damage to followers (return defense points to their original values).
12.3.1.3 The turn player reduces his or her hand size to 7 cards.
12.3.1.4 Resolve any effects that are designated for the end phase.
12.3.2 Once the procedures above have been completed, the turn passes to the non-turn player who then becomes the turn player.


13 Ending the game/deciding the winner

13.1 Victory is decided and the game ends either by gem completion or deck
destruction.
13.2 By successfully declaring gem completion, the player wins the game.
13.3 When a player’s deck is reduced to zero cards, he or she loses the game.
13.3.1 The colossus card is not counted as part of the player’s deck.
13.3.2 Cards revealed from the deck have not been removed from the deck
and the deck cannot be reduced to zero cards through revealing cards.
13.4 Procedure for gem completion.
13.4.1   (1) Indicate 6 facedown cards in your locus as gem cards and reveal them without changing the order of your locus;
(2) if all 6 cards revealed are gem cards, gem completion is successful;
(3) if gem completion is successful, the player wins the game and the game is finished.
13.4.2 If there are card types other than gem cards among the 6 cards revealed, gem completion fails.
13.4.2.1 Procedure when gem completion fails
13.4.2.1.1 The opponent indicates two cards among the 6 cards revealed by the turn player and these cards are placed in the
discard pile.
13.4.2.1.2 The turn player places the remaining revealed cards face down in the same order and moves his or her locus cards to the left to close any open positions in the locus.
13.4.2.1.3 Resume the game from the turn player’s recovery
step.
13.4.2.2 The timing of the declaration of gem complete is the turn player’s start phase before the draw step.

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