BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

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BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

Post  Smash Spirit on Sat May 19, 2012 1:04 am

As requested by the Administrator (and several other members of this forum), I am going through the arduous task of translating the Official Rule Manual in English. It may be only 10+ pages long as a PDF file, but it is choc-a-block with detailed information, from what "Battle Spirits" is to an extensive list of questions on the rulings. Once again I apologize for taking so long to post anything as I had to focus on completing my final college semester, and I originally planned to go through and translate the whole thing before posting. But just to make sure to quell the rumors that this forum is "dying," I decided to do what I did when I first joined on BS Online and release the translated fractions I have as I go along. Consider this large portion a "reverse birthday present," if you will, from me to all of you. Hopefully this will finally make everything Battle Spirits as clear as day. Enjoy! Very Happy


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Section Zero: "What Exactly IS 'Battle Spirits'?"

Post  Smash Spirit on Sat May 19, 2012 1:07 am

Welcome to the world of "BATTLE SPIRITS," a player-vs.-player-format trading card game where the road to victory is paved with Cores, the resource that is the very heart of the game. Summoning super powerful creatures known as "Spirits," leveling up said Spirits to higher stages of power, casting Spells to create awesome comebacks, calling upon the power of the Nexus to further boost your Spirit army... All of these abilities are made possible through the use of Cores, and depending on how you use your Cores in each of your turns, the tide of battle can change in an instant, and the possibilities are virtually limitless! Enter into the fray of a new battlefield the likes of which you've never experienced before, where "Cards" and "Cores" collide and an abundance of intense fights await you!!


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Section One: Preparations and Gameflow

Post  Smash Spirit on Sat May 19, 2012 1:13 am

A.) Necessary Components of the Game

You will need Cores and a deck in order to play Battle Spirits. As long as you follow the basic rules for deck building, and have an ample supply of Cores, you can create any type of deck you wish.

Building a Deck

The stack of Battle Spirits cards you have collected for play is what is known as a "Deck." Please create your Decks according to the following rules:

A Battle Spirits Deck should have no fewer than forty (40) cards.
Note that there is no upper limit, so if you have the resources (and a staggering amount of patience), you can even replicate the "999-card deck duels" that were seen in an episode of "Battle Spirits: Shoumen Toppa Bashin."

No more than three cards with the same name are allowed in any given Deck.

Even if the official card number and/or artwork is different, if they have the same name, they are considered to be the same card.

Core Resources

Each player must have a supply of at least fifteen (15) "Cores" to be used during gameplay.
Should either player run out of Cores to use, substitute material is highly recommended. As long as the "Cores" used are large enough to be visible and don't interfere with gameplay (don't cause any inconvenience), then you can use anything you like. The official "Cores" provided in the structure decks, plastic counters you can buy at the local hobby store, game chips, coins, paper clips, bits of paper—whatever floats your boat!

Conditions of Victory

When the player fulfills any of the following conditions during the game, the player is declared the winner and the duel automatically ends.
KNOCK OUT: Your opponent has no more Life Cores remaining.
DECK OUT: At the beginning of your opponent's turn, he/she has no cards in his/her Deck to draw.


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Section 1-B.) Card Types

Post  Smash Spirit on Sat May 19, 2012 1:25 am

As of this edition of the Rule Manual, there are four types of cards in the game of Battle Spirits. Each of them have different uses when played from your hand. In a Battle Spirits duel, both players pay certain amounts of Cores to play these cards to their advantage.

SPIRITS: The hundreds of monsters and machines you summon to fight your opponent are referred to as "Spirits." Be they attacking your foes or protecting you from oncoming attacks, Spirits are the very foundation of the duel.

BRAVES: Creatures that specialize in merging with other Spirits are called "Braves." They possess the ability to perform Brave Fusion with Spirits that satisfy their conditions, thus further strengthening them; they can also fly solo in battle as low-level Spirits.

NEXUS: Like Spirits and Braves, "Nexus" Cards are placed on the Field when played, but they cannot attack nor defend. Instead, Nexus are support cards that change the flow of battle with various effects—think of these as something similar to Yu-Gi-Oh!'s Continuous Spells.

SPELLS: Speaking of spells, Battle Spirits has them, too (known as "Magic Cards" in the Japanese version). Unlike the previous three card types, however, Spell Cards are more of a "throw away after use" item; in other words when playing a Spell Card, you don't set it on the Field. Rather it goes directly to your "Trash" (graveyard). To compensate for this, a Spell Card's special effects are usually very strong and highly effective.

CARD TEMPLATE LAYOUT: The layout design of all four of these card types are pretty much uniform, save for a few minor differences. Below is an attempt to display the positions of each portion of a Battle Spirits card.

—————
{Card's Core Cost} Cost Reduction Symbols (6 max), "OFFICIAL CARD NAME (English Ver.)"°
—————
*****
*****
<<CARD ARTWORK>>
*****
*****
—————
[Card Type*] "OFFICIAL CARD NAME (Japanese Ver.)," Attribute(s)**
—————
Battle Levels and respective Core Costs and Battle Points,** Special Effects Explanation†
Flavor Text [Gem Symbol(s)***]
—————
Expansion Set Emblem and Number, Card Rarity^, Card Number (right side frame: Artist Credits)
—————

° The "English" names of cards are only available from the Base Set up to Set 18 (Supreme Heroes Saga, Part 5).
* Card Types are typically displayed with a letter in Fraktur font: "S" for Spirits, "M" for Magic (Spell) Cards, "N" for Nexus, and "B" for Braves.
** These bits of data are for Spirits and Braves only. Nexus Cards also have Levels and Core Costs, but no attack point values.
*** A Gem Symbol displays how much Life Core damage this Spirit/Brave can deal to its opponents, as well as what Gem Realm the Spirit/Brave/Nexus is affiliated with (red = Ruby, violet = Amethyst, green = Emerald, white = Diamond, yellow = Topaz, blue = Sapphire) similar to what the card's border art does. These symbols also play a crucial role in Core Cost Reduction which will be explained later on.
† On Spell Cards, special effects come in three different varieties. Those marked with a blue wave symbol are usable during the Main Phase, those with a yellow thunderbolt are specifically for Flash Timing, and those with an orange sunburst are Burst Trigger effects.
^ Rarities are shown via letter abbreviations next to the card number: "C" = Common, "U" = Uncommon, "R" = Rare, "M" = Master Rare, and "X" = X-Rare.

**EDIT: 30 May 2012** Thanks for the heads up, Slifer! Went and made the correction accordingly.
**EDIT (25 September 2012): Updated to accomodate for revamp of card frame layout as of Blade's Edge Saga (no English names)**


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Section 1-C.) Starting the Game

Post  Smash Spirit on Sat May 19, 2012 1:30 am

When preparing for a Battle Spirits duel, please perform the steps listed below.

[1] Place all your prepared Cores in a location of your choice that is outside of the playsheet field; this will be your Void.

[2] Shuffle your deck well before handing it over to your opponent for additional shuffling.

[3] After getting your deck back from your opponent, place your deck in the area marked "Deck" on your playsheet (your upper right corner).

[4] Place five (5) of your cores in the area marked "Life" on your playsheet (your middle left side); these will be your starting Life Cores.

[5] In the area just below your Life Cores (your lower left corner), place four (4) more Cores from your Void; this will be your starting Reserve.

[6] Draw the top four (4) cards in your deck without showing them to your opponent; this will be your starting hand. Note that there are no "mulligans" (reshuffling and redrawing for a better hand) allowed in this game.

[7] To determine who goes first, play Jankenpon (rock-paper-scissors); whoever wins decides if he/she wants to go first or second.


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Section 1-D.) How the Game is Played: Battle Spirits "Step-by-Step"

Post  Smash Spirit on Sat May 19, 2012 1:48 am

Each player will take turns summoning Spirits and casting Spells for battle starting with the player who chose to go first. There are seven steps, or "phases," that occur in successive order during a single turn. Once the End Phase of one player's turn completes, the next player's turn begins (This is Turn Two). Thus, the duel moves forward with alterating turns: Turn 01 (Player 1's turn), Turn 02 (Player 2's turn), Turn 03 (Player 1's second turn), Turn 04 (Player 2's second turn), Turn 05 (Player 1's third turn), et cetera.

Turn Sequence
Unless specifically stated otherwise by the special effects of a card, the phases of a Turn in Battle Spirits follow this order:
Start Phase >> Core Phase >> Draw Phase >> Refresh Phase >> Main Phase >> Attack Phase >> End Phase
* Even if you cannot do anything on a certain phase, none of these phases are to be skipped.

[D1] Start Phase
The phase that announces the start of a Turn.
If there are any special effects that occur during the Start Phase, please activate and perform them now.

[D2] Core Phase
Add a Core from your Void to your Reserve.
Note that the very first Turn of the duel is the only time this phase is skipped; the person who goes first (and thus starts the duel) cannot add Cores to his/her Reserve during his/her first Turn. He/She must make do with the four Cores he/she already has.

[D3] Draw Phase
Take the very top card of your Deck and add it to your hand
(without showing your opponent). This is what is called "drawing from your Deck."

[D4] Refresh Phase
* Refresh all of your cards
* Transfer all the Cores in your Trash back to your Reserve

When a Spirit attacks or blocks in battle, it becomes "exhausted," having spent all its energy. Nexus Cards can also be "exhausted" through the Special Sapphire Ability ASSAULT. These cards can do no further action during your turn. Throughout the duel, please show any and all of your "exhausted" cards by placing them in the exhausted position (laying face-up and sideways, or "tapped" to use a Magic: the Gathering term). The Refresh Phase allows you to "untap" your exhausted cards (place them back vertically), thus restoring ("refreshing") their energy for the next battle.


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Battle Spirits "Step-by-Step," Part 2

Post  Smash Spirit on Sat May 19, 2012 1:52 am

[D5] Main Phase
Now we get into the real meaty part of Battle Spirits: the Main Phase, where the possibilities are limitless. As long as you have the right resources, you can do any of the following actions in any order you wish and as many times as you like before declaring an attack! [Burst Cards are the exception to this rule; we'll get to that shortly.]
* Summon a Spirit * Summon a Brave * Perform Brave Fusion * Perform Brave Exchange * Perform Brave Cancelling * Set a Nexus Card * Cast a Spell * Use a "Flash Timing" Effect * Move Your Cores * Set a Burst Trigger [only once per turn]

[D5.1] Summoning Spirits
To summon a Spirit, place a Spirit Card in your hand onto the Field. Simple as that! If you're able to pay the summoning Core Cost for your Spirits, you can summon as many as you want. All summoned Spirits must at least have as many Cores on top of them as is required for them to be at Battle Level 1; once you meet that quota, you can place as many Cores at once on your Spirits as you would like.

[D5.1a] How Do I Pay the Core Cost?
The Core Cost for any card is always displayed in the upper left corner. By sending that number of Cores from your Reserve to your Trash Area, you will have paid the Cost and can now use the card's effect or summon your Spirit. You can also use the Cores you have placed on Spirits, Braves, or Nexus Cards already on your Field, but be careful of depleting your Spirits! (More on that later.)

[D5.1b] Core Cost Reduction: Make 'em Cheaper!
If the card you're about to use or summon has small gem-like symbols right next to the Core Cost on the upper left corner, then examine your Field carefully. Those small symbols on your card are Core Cost Reduction symbols. If there are cards on your Field whose Gem Symbols (the large jewels on the bottom right of the cards) match in color and/or number to the Cost Reduction symbols on the card you're going to use, you can lower the default cost of your card by the same amount!

Say for example, you have two Ruby Spirits, a Diamond Spirit, and a Ruby Nexus on your field (with one Gem Symbol each in their respective colors), and you want to summon [SD06-006] Ikazuchi Wurm, a 6-Core Cost Ruby Spirit with two Ruby Core Cost Reduction symbols ("-2R"). Since you have at least two Ruby Gem Symbols on the Field, you can reduce Ikazuchi-Wurm's Cost by 2; you now only need to spend four Cores to summon him instead of six.

There are cases where even Cost Reduction won't help much: take the expensive 12-Core Cost X-Rare Spirit Zodiac Apollo-Crimson, Dragonknight of the Milky Way Galaxy for instance. He has six Core Cost Reduction symbols, but they are all of different colors ("-1R, -1A, -1E, -1D, -1T, -1S"). If you're using a primarily Ruby/Diamond deck, the most you can reduce his Cost by is two; you would still have to cough up ten Cores just to summon him.

[D5.1c] Core Depletion of a Spirit
As mentioned earlier, you can use the Cores on top of your Spirits and Nexus Cards in the Field to pay for Core Cost, not just your Reserve. But take caution: if you take away all the Cores of a Spirit on your Field (or at least as many such that it does not have enough Cores to be at Battle Level 1), the Spirit is considered "depleted." Any and all depleted Spirits are at what is called "Battle Level Zero" and are immediately destroyed (sent to your Trash), having lost all of their abilities. Not even their "When Destroyed" effects activate; being depleted is different from being destroyed in battle.


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Battle Spirits "Step-by-Step," Part 3

Post  Smash Spirit on Sat May 19, 2012 9:42 pm

[D5.2] Summoning Braves
Braves actually double as creatures (Spirits) and fusion material; their second mechanic is somewhat similar to the Equip Spell Cards from Yu-Gi-Oh!. In a very similar function to summoning a Spirit, after calculating for Cost Reduction and paying the Core Cost from either your Field or your Reserve, you may place the Brave in your hand onto the Field. From here, you have two options:

<A> After placing the Brave Card on the Field, you can place Cores from your Field or Reserve on your Brave such that it meets its Battle Level 1 requirement; this is summoning a Brave in its "Lv. 1 Spirit Form." Immediately after doing this, the summoning sequence is complete, and any "When This Brave is Summoned" effects your Brave may have activate here. Afterwards, the Brave behaves like another "Spirit" and is thus vulnerable to Spirit-targeting effects until you perform a Brave Fusion later on (see next segment for more details).

<B> If after paying the Core Cost for your Brave and setting it on the Field, there happens to be a Spirit on your Field that meets its fusing requirements, you can immediately place the Brave on top of said Spirit for fusing. This is referred to as "Direct Brave Fusion," giving you a powerful Brave Spirit almost instantly. Direct Brave Fusion also counts as summoning a Brave, so the Brave's "When This Brave is Summoned" effects activate right after this form of Brave Fusion is complete.

[D5.3] Brave Fusion, Brave Exchange, and Brave Cancelling
Brave Fusion
occurs when a Brave "equips itself" to a Spirit that satisfies its Brave Fusing conditions. The Brave Card is placed on top of the Spirit it is fusing with, thus enhancing and strengthening the Spirit in question; this new merged form is called a "Brave Spirit." The best thing about Brave Fusion is that it doesn't cost a thing! You don't need to pay any additional Cores to Brave Fuse a Spirit, so you can do it as many times as possible during your turn before the Attack Phase. Keep in mind, however, that an already fused Brave Spirit cannot fuse again with another Brave, unless explicitly stated otherwise by a special ability (see [BS13-X01] Sagitto-Apollodragon, Divine Centaur Dragonknight, whose ability allows it to fuse with two Braves instead of just one.)

During Brave Fusion, the Core Cost, Battle Points, special effects, Gem Symbols, and Gem Color type of both the Brave and the Spirit are lumped together as one larger entity. All Brave Spirits are treated as "Spirits," and thus are susceptible to any oncoming special abilities that specifically effect Spirits. The Core that was on the Brave when it was a "Level 1 Spirit" also is merged with the fused Spirit. Only the Cost Reduction symbols, the Battle Level Core Cost, the Attributes, and the name of the original Spirit (before it was Brave Fused) remain unchanged. To give a demonstration, if [BS10-010] Vandalizer the Conqueror Dragon got Brave Fused with [BS10-068] Beam Beetle...

[BS10-010] VANDALIZER THE CONQUEROR DRAGON {7} -5R
The BeatDragon Vandalizer
(覇竜ヴァンダライザー Haryuu Vandaraizaa)
Rare Ruby Spirit [R] Ancient Dragon
Level 1 <1>: 4000BP, Level 2 <3>: 9000BP


When Summoned (Lv. 1-2): Destroy all opposing Spirits with 3000BP or less.
When This Spirit Attacks (Lv. 2): Destroy an opposing Spirit with 5000BP or less.
This is no joke. It's one thing for the Dragons and Dinosaurs to be battling each other, but this fight is a whole other animal. The company that became legendary stands out because they realize the situation.
—————
[BS10-068] BEAM BEETLE {4} -1E, -1A
Beam-Beetle
(ビーム・ビートル Biimu-Biitoru)
Common Emerald Brave [E] Shell Insect
Level 1 <1>: 2000BP, BRAVE <0>: +2000BP


BRAVE FUSION: 4+ Core Cost
[BRAVE FUSION] When This Spirit Brave Attacks: Exhaust an opposing Spirit.
"There are even Braves who protect the forest." ——A memo from Mixx the Negotiator

...this would be the resulting Brave Spirit. All things that remain the same are in black, while the additional changes are in cyan.

Vandalizer the Conqueror Dragon: Emerald Brave Spirit Ver. (+ Beam Beetle)
[BS10-010] The BeatDragon Vandalizer (覇竜ヴァンダライザー Haryuu Vandaraizaa) {11} -5R
Ruby/Emerald Brave Spirit {RE} Ancient Dragon
Level 1 <1>:
6000BP, Level 2 <3>: 11,000BP
When Summoned (Lv. 1-2):
Destroy all opposing Spirits with 3000BP or less.
When This Spirit Attacks (Lv. 2): Destroy an opposing Spirit with 5000BP or less.

[BRAVE FUSION] When This Spirit Brave Attacks: Exhaust an opposing Spirit.

A Brave Cancel happens when, after placing the amount of Cores required for the Brave to be at Level 1 on the Brave, the Brave Spirit splits apart (cancels its fusion) into the original Spirit and a "Lv. 1 Spirit" Brave. You can also transfer the Brave of an already fused Brave Spirit to another Spirit on your Field for a different Brave Fusion, or even swap the Braves of two or more of your Brave Spirits between each other for different effect combinations! These are called Brave Exchanges. Once again, Brave Cancels and Exchanges do not cost any Cores to perform. If the Brave Fusing conditions of a Brave do not match up with the Spirit as a result of Brave Exchanging, it does not automatically trigger a Brave Cancel.

For those still confused on how Brave Exchanges work, let's see some examples from "The Blazing Sun," Battle Spirits' 11th Expansion Set. Say that a player has the following Spirits and Braves on the Field—[BS11-045] M.C. Gingar {Core Cost: 5}; [BS11-035] Lepra the Craftsman Fairy {Core Cost: 3}; [BS11-050] Powered Tusker the Claw Dragon (requires a 5-Core-Cost-or-higher Spirit for Brave Fusion); and [BS11-055] Janome Shielder (requires a 3-Core-Cost-or-higher Spirit for Brave Fusion)—and they have been Brave Fused thus (Brave Spirit changes in cyan and magenta):

M.C. Gingar: Ruby Brave Spirit Ver. (+ Powered Tusker the Claw Dragon)
[BS11-045] MC Gingar (MCギンガー Emushii Gingaa) {10} -2S
Sapphire/Ruby Brave Spirit {SR} Clown
Level 1 <1>:
9000BP, Level 2 <3>: 11,000BP


(Lv. 1-2): Both players can use the effects of a Spell Card only once per turn.
When This Spirit Attacks (Lv. 1-2): Discard the top card of your opponent's deck, then destroy an opposing Spirit with the same Core Cost as the discarded card.

[BRAVE FUSION] When This Spirit Brave Attacks: When this Spirit is blocked, destroy an opposing Spirit with three Cores or less placed on it.
——————
Lepra the Craftsman Fairy: Diamond Brave Spirit Ver. (+ Janome Shielder)
[BS11-035] The HandicraftFairy Lepra (物作りの妖精レプラ Monotsukuri no Yousei Repura) {6} -2T
Topaz/Diamond Brave Spirit [T] Fairy
Level 1 <1>:
6000BP, Level 2 <3>: 9000BP


When This Brave is Summoned (Lv. 1): Choose a target exhausted opposing Spirit. That Spirit cannot be refreshed during your opponent's next Refresh Phase.
[BRAVE FUSION]: This Spirit cannot be affected by the effects of any opposing Brave.


When a Brave Exchange occurs, both Brave Spirits swap their Braves with each other, forming new Brave Spirit combinations. This is the result of a Brave Exchange using the above example.

M.C. Gingar: Diamond Brave Spirit Ver. (+ Janome Shielder)
[BS11-045] MC Gingar (MCギンガー Emushii Gingaa) {8} -2S
Sapphire/Diamond Brave Spirit [S] Clown
Level 1 <1>:
8000BP, Level 2 <3>: 10,000BP


(Lv. 1-2): Both players can use the effects of a Spell Card only once per turn.
When This Spirit Attacks (Lv. 1-2): Discard the top card of your opponent's deck, then destroy an opposing Spirit with the same Core Cost as the discarded card.

When This Brave is Summoned (Lv. 1): Choose a target exhausted opposing Spirit. That Spirit cannot be refreshed during your opponent's next Refresh Phase.
[BRAVE FUSION]: This Spirit cannot be affected by the effects of any opposing Brave.

—————
Lepra the Craftsman Fairy: Ruby Brave Spirit Ver. (+ Powered Tusker the Claw Dragon)
[BS11-035] The HandicraftFairy Lepra (物作りの妖精レプラ Monotsukuri no Yousei Repura) {8} -2T
Topaz/Ruby Brave Spirit {TR} Fairy
Level 1 <1>:
7000BP, Level 2 <3>: 10,000BP


[BRAVE FUSION] When This Spirit Brave Attacks: When this Spirit is blocked, destroy an opposing Spirit with three Cores or less placed on it.

Look what has happened here! Powered Tusker can only Brave Fuse with a Spirit that has a Core Cost of 5 or higher, yet here he is fused to a Spirit with a Core Cost of only 3! Normally, this cannot and should not happen! However, since this was the result of a Brave Exchange and not a normal Brave Fusion, everything is okay; you are not forced to cancel your new Brave Fusions due to them becoming a mismatch.

When a Brave Spirit is forced to leave the Field due to it being destroyed in battle or forced back into the player's hand via a special effect, you can have the Brave creature remain on the Field in "Lv. 1 Spirit form" by placing the Battle Level 1 Core Cost on your Brave using the Cores on your Field or in your Reserve.

**EDIT (25 July 2012): Extra demonstration added to display concept of Brave Exchanges**
**EDIT (31 August/1 September 2012): Updated Brave summoning explanations with UnknownKIRA's correction**
**EDIT (25 September 2012): Further updates and rewording on Brave summons (Version 4.0 Upgrade)**


Last edited by Smash Spirit on Wed Sep 26, 2012 4:39 pm; edited 7 times in total


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Battle Spirits "Step-by-Step," Part 4

Post  Smash Spirit on Sat May 19, 2012 9:46 pm

[D5.4] Setting Up Nexus Cards
After paying the appropriate Core Cost, you can set a Nexus Card in your hand onto the Field. Unlike Spirits, Nexus Cards can remain on the Field without any Cores placed on them, but you will need some Cores to access some of their stronger abilities by Leveling Up (see Segment D5.7).

[D5.5] Casting Spells
After paying the appropriate Core Cost, you can use the "Main Phase" or "Flash Timing" effects of a Spell Card directly from your hand. There are also "Burst Trigger" effects for certain Spells, but they cannot be activated from your hand (For more on Burst Triggers, see Segment D5.8.). After using a Spell Card, it immediately goes to your Trash Area.

[D5.6] Flash Timing Effects
You can also use the Flash Timing effects of anything other than Spell Cards during your Main Phase.

[D5.7] Core Movement and Leveling Up/Down
You can place any of the Cores in your Reserve on the Spirits and Nexus in your Field as often and as many as you wish during your Main Phase. Likewise you can also take Cores from your Spirits and Nexus and put them back in your Reserve for future use. Just keep the consequences of depleting your Spirits in mind (see Segment D5.1c). By placing more Cores on your Spirits and Nexus, they have the potential to level up when the number of Cores on them match the corresponding Battle Level Core Cost requirement. Usually when a Spirit levels up:
* Their Battle Point strength increases
* Special effects labeled "Level 2," "Level 3" or higher activate (gains more abilities)

In many cases, a Spirit can have multiple effects activating at the same time upon reaching levels. How you use and distribute your Core resources among your cards in a duel is all up to you and your strategy.


Last edited by Smash Spirit on Wed May 30, 2012 10:58 pm; edited 2 times in total


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Battle Spirits "Step-by-Step," Part 5

Post  Smash Spirit on Wed May 30, 2012 11:03 pm

[D5.8] Setting Up a Burst Trigger
Cards with "Burst Trigger" effects—special abilities marked with an orange sunburst symbol and a black/red rectangle for conditional requirements—are referred to as "Burst Cards." To play one of these cards, choose a Burst Card from your hand and place it face-down on the upper left-hand corner of your Field (the area should be labeled "Burst"). This is how you set a Burst. Like Brave Fusions, Exchanges, and Cancels, Burst Setting does not cost any Cores to perform, but unlike all the other options available during your Main Phase, you can only set one Burst Card on your Field once per turn. You cannot return a Burst Card on your Field to your hand once it has been set face-down. You cannot place Cores on top of a face-down Burst Card.

Most importantly, when setting a Burst, make absolutely sure the card in question is a Burst Card. You are NOT allowed to set a card with no Burst Trigger effects in the Burst Zone. The moment when it's revealed that you put a card with no Burst Trigger effects face-down in the Burst Zone, the game immediately ends and you automatically lose the duel. When a duel officially ends and there are still Burst Cards set on the Field, both players must reveal them by turning them face-up; the same rule above applies here as well (not a Burst Card = you lose).

Also, you cannot set more than one Burst Card at a time. If you already have a Burst set on your Field but you want to use a different Burst Card, you must reveal and show the first Burst set on the Field to your opponent and then discard it (without activating any of its abilities whatsoever) before you are able to set the new Burst Card.

The conditions for activating a set Burst Card vary depending on the card (anything from when an opposing Spirit activates an effect to when you take Life Core damage). Once those conditions are met (all other special effects are complete and the event required to trigger the event happens), you can announce "Burst Activate!" and turn over your Burst Card onto the Field and perform its Burst Trigger effects without paying the Core Cost (very similar to your face-down Trap Cards in Yu-Gi-Oh!). There are even some Burst Triggers that allow you to use the Main Phase and/or Flash Timing effects of a Burst Card by paying the Core Cost on the card. All Burst Cards immediately go to the Trash after the Burst Trigger effects are finished (unless the effects allow the Burst Card to be summoned as a Spirit; Spirits stay on the Field until they are destroyed or depleted). If multiple Burst Triggers are going off at once, they trigger in the order they were first activated.

All Burst Cards, whether they are Spirits or Spells, are in what is called "Burst Mode" when their Burst Triggers activate, and as such can only be affected and/or targeted by other Burst Triggers. The Burst Triggers of a Spirit or Spell that target the opponent and his/her Spirits are treated just like normal Spirit and Spell effects.


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Battle Spirits "Step-by-Step," Part 6

Post  Smash Spirit on Wed May 30, 2012 11:12 pm

[D6] Attack Phase
You can't have Battle Spirits without "battles," can you? These are what decide victory in your duels. The Spirits you have assembled on your Field are able to make an assault directly on your opponent's Life Cores; this is an "Attack." Your opponent's Spirits serve as his/her defense, but usually the stronger your Spirit, the more successful your attack. In most cases, all you have to do is have your Spirits attack your opponent directly five times (or less, depending on how many Gem Symbols your Spirits have) and you win! Once an attack is declared, the battle begins and proceeds with these seven stages:
Announce the Attack >> Flash Timing >> Announce the Defense >> Flash Timing >> Battle Calculations >> Spirit Destruction >> End the Battle

[D6.1] Announce the Attack (Commence the Battle)
*Select one refreshed Spirit on your Field to attack the opponent
By announcing your Spirit's attack, the battle phase begins. To have your Spirit attack, tilt the Spirit you have chosen to strike sideways in the exhausted position. It is at this point that your Spirit's "When It Attacks" and "When in Battle" special effects take place. After an attack is made, the first Flash Timing Phase begins. When no Spirit makes an attack, the Attack Phase instantly ends.

[D6.2/D6.4] The Flash Timing Phases
*You can use the Flash Timing Effects of your Spells during this stage
*The player on the defensive has first priority of using Flash Timing
*All Flash Timing Effects are carried out to completion once activated (When Flash Effect "A" is activated, it must be completed and determined before another Flash Effect "B" can kick in.)

Flash Timing Effects can also be used during your opponent's turn. The player who has to defend from an oncoming attack has priority in choosing first whether or not he/she wants to use Flash Timing; from then on, both players can use Flash Timing Effects in alternating turns as many times as they can until both players specifically announce that they can't perform Flash Timing anymore. A reminder: with Spell Cards that have Flash Timing and Burst Trigger effects, only Flash effects can be used during Flash Timing. (for activating Burst Triggers, go back to Segment D5.8.)

[D6.3] Announce the Defense (Block the Attack)
*The player being attacked can choose whether or not to defend himself/herself
When an opposing Spirit attacks, you can choose one of your refreshed Spirits (those still in the vertical position) to block the attack. Announce which of your Spirits will defend, then tilt your selected Spirit into the exhausted position (sideways), just like when attacking. It is at this point that your Spirit's "When Blocking" and "When in Battle" special effects take place. Once a Spirit blocks, the second Flash Timing Phase begins (Segment D6.2/D6.4). If you decide not to block the attack by announcing "I'll take the damage," the second Flash Timing Phase is skipped and the battle proceeds to the Calculation Stage where the targeted player must take Direct Damage to his/her Life Cores.


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Battle Spirits "Step-by-Step," Part 7

Post  Smash Spirit on Wed May 30, 2012 11:21 pm

[D6.5] Battle Calculations and Taking Life Damage
If the opposing Spirit blocks, then calculate the difference in Battle Points (the attack strength numbers listed by level on the left side of the cards) between the attacking and defending Spirit. Any and all Battle Point amount changes due to the previous Flash Timing Phases also play a factor in the battle's outcome. It should be noted that even if the blocking Spirit is destroyed as a result of Battle Point calculations, it still counts as a successful block and its owner does not take Life Core Damage (unless explicitly stated otherwise by a card's special effects).

If the attacked player does not block with one of his Spirits (claims he/she will take the damage), the attacking Spirit reduces the opponent's Life Cores by an amount equal to the number of Gem Symbols the Spirit possesses (lower right of the card) unless stated otherwise due to an activated special effect. The player who took damage will move a number of his/her Life Cores equal to the damage he took (the attacking Spirit's Gem Symbol number) from the Life Area to his/her Reserve where they can be used on his/her turn as additional resources—Recycling! Isn't it great? When a player takes damage from an attacking Spirit, the battle ends (Segment D6.7) and the Attack Phase continues with another attack (Segment D6.1) unless the attacker decides to stop attacking (Segment D7). Burst Trigger effects that require you to lose a Life Core activate at this junction.

[D6.6] Spirit Destruction
When comparing Battle Points between two fighting Spirits, usually the Spirit with the lowest amount is destroyed unless stated otherwise due to a special effect that changes battle procedures. If both Spirits have the same amount of BP when attcking/defending, both Spirits are destroyed. The destroyed Spirit Card is sent to the respective player's Trash; any Cores that were on the destroyed Spirit are sent to the respective player's Reserve. It is at this point where your Spirit's "When Destroyed" special effects take place.

[D6.7] End the Battle
After a battle has been resolved and squared away, any and all "When in Battle," "When Attacking," "When Blocking," "When Destroyed," and Flash Timing effects that were used for that battle are cancelled and no longer apply. If the attacking player has any other Spirits still refreshed on his/her Field, he/she can choose one of them to attack the opponent again, thus starting a brand new battle (return to Segment D6.1).

[D6.8] End the Attack Phase
The attacking player can also choose to do no further action on the Attack Phase, even when he/she still has Spirits that can attack this turn. This ends the Attack Phase, and gameplay proceeds to the End Phase.

[D7] End Phase
Once the first player has done all he/she can for her turn, he/she announces that his/her turn has ended; any and all special effects that lasted for the duration of the turn terminate now. Gameplay proceeds now to the beginning of the second player's turn, commencing with his/her Start Phase (Segment D1).

**EDIT (25 September 2012): Minor update on destroyed blocker situation (Version 4.0 Upgrade)**


Last edited by Smash Spirit on Tue Sep 25, 2012 5:13 pm; edited 2 times in total


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Section Two: A Closer Look ~Specific Rules in Extensive Detail~

Post  Smash Spirit on Wed May 30, 2012 11:31 pm

A.) Activating and Determining "When Destroyed Effects"

If your Spirit, Nexus, or Brave was destroyed under any of the following conditions, their "When Destroyed" abilities (if any) activate.
* As a result of battle, your Spirit has fewer Battle Points than the opposing Spirit
* Your card was destroyed due to the effect of an opposing Spirit/Nexus/Brave/Spell

The destroyed Spirit/Nexus/Brave in question is considered to be in "destruction mode" while the special effect calculation takes place (during the activation of the ability); afterwards, the card goes to its user's Trash Area, and the Cores on the card go to the user's Reserve. While in "destruction mode" until the "When Destroyed" effect is complete, the card remains on the Field. During this time, the destroyed card cannot change positions (refreshed or exhausted), nor can it be targeted for another attack for further destruction.

B.) Simultaneous Activation of Multiple Effects

When two Spirits with "When Destroyed" effects are destroyed at the same time, or two or more special effects go off at once in any other manner, the player with the destroyed or activated Spirits decides in which order his/her special effects complete. Should one of these simultaneous effects trigger yet another effect from an opposing Spirit, the newly activated ability has priority over the second simultaneous ability. To give a more understandable example:

Say your opponent casts the Spell [SD01-033] Victory Fire (Flash Timing: Destroy up to two opposing Spirits with 3000BP or less), thus destroying your two [BS05-001] Dragno Bomb Soldiers. Both Dragno Bomb Soldiers' "When Destroyed" effect activate at the same time (Destroy an opposing Spirit with only one Core on it.); you now get to decide which Bomb Soldier's effect goes first. So you choose Bomb Soldier "A" to eliminate your opponent's [BS08-014] Hades General Amaimon, but Amaimon has his own "When Destroyed" ability. Because of this, Amaimon's special effect activates first before your Bomb Soldier "B" does.

C.) Battle Level Zero: Destruction Through Depletion

When the Cores placed on a Spirit are not enough to satisfy its Battle Level 1 Core Cost, the Spirit is treated as being at "Battle Level Zero" (depleted) and is immediately destroyed. Once at Level Zero, the Spirit loses all of its special abilities and cannot be affected by the effects of any other card in play.

D.) When a Brave Spirit is Destroyed

When a Brave Spirit is destroyed in battle or due to the effects of one of your opponent's cards, the following things happen:
{1} As a single unit, the Brave Spirit enters "destruction mode" just like every other normal Spirit (Section 2-A).
{2} Any and all "When Destroyed" effects activate and are completed.
{3} Once the "When Destroyed" effects are complete, the Brave Spirit is discarded to the Trash; here the player owning the destroyed Brave Spirit has the option of having the fused Brave creature remain on the Field by itself while the Spirit goes to the Trash (Details in Segment D5.3).

E.) Refreshed & Exhausted Positions After Performing Brave Fusion

If either your Brave creature or the Spirit you want to fuse it with (or both creatures) are exhausted, the resulting Brave Spirit must be placed in the exhausted position right after completing Brave Fusion.


Last edited by Smash Spirit on Mon Jun 04, 2012 1:41 am; edited 1 time in total


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Section 2-F.) Frequently Asked Questions

Post  Smash Spirit on Mon Jun 04, 2012 1:40 am

"Is there a maximum limit for the number of cards in your hand?"
No, there is no limit.

"I recently tried to summon a 6-Core Cost Ruby Spirit with two Ruby Core Cost Reduction symbols ("-2R") while I had only two other Ruby Spirits on my Field. I didn't have enough resources in my Reserve for the Core Cost, so I paid with the Cores on my Spirits, but this forced me to deplete them. Can I still use depleted Spirits for Core Cost Reduction?"
Yes, you can. A Spirit's destruction takes place after the Core Cost has been determined and while your paying the Cores, so using your about-to-be-destroyed Spirits for Core Cost Reduction should pose no problem. In the case of the above example, the depleted Spirits still meet the quota for cost reduction, so you may summon your new Spirit with just four Cores.

"During my Attack Phase, can I attack with a Spirit in the same turn I summoned it?"
Yes, you can.

"What happens when several special effects go off all at once?"
In the case of simultaneously activated effects, the player whose turn it is must decide the order in which those abilities are performed.

"What happens when a card's special ability does not follow the rules?"
In these cases, the card's special ability takes precedence and priority above the default rules; follow the instructions provided on the card accordingly.

"A blocking Spirit gets destroyed by the effects of a Spell Card before the battle is decided. Does this mean the attacking Spirit is free to cause Direct Damage to the opponent?"
No, it does not. Once the opponent chooses and announces a Spirit to block an oncoming attack, the attack is obstructed, no questions asked. Even if the blocking Spirit is destroyed, the attack does not go through to the player's Life Cores.

"My opponent used a special effect on me that destroys a Spirit with 3000BP or less. My Spirit has it's own ability that lets it gain +4000BP; can I use that to protect my Spirit?"
No, you may not. You cannot instantly interrupt an opposing special effect with one of your own; the ability activated first is carried out. To protect your Spirit from destruction, you must activate its +4000BP effect before your opponent has a chance to start his/hers.

"I want to use a card, but I don't have enough Core to pay its cost, even after depleting all my Spirits for their Cores. What should I do when this happens?"
Any card from your hand you say you're going to use must be played whenever possible, even if you have to destroy all your Spirits to do it. Should the case be that you don't have enough Cores no matter what you do, the card you would have used returns to your hand, and your Field goes back to how it was before you attempted to play the card.

"As far as special effects are concerned, is there a difference between 'You can do this' and 'Do this'?"
Yes, there is a difference. Special effects written as "You can/may do this" can also not be activated; it is up to the player whether or not he/she wants to use such an ability. Special effects written as "Do this" or "This happens," however, must be performed whenever possible.
Example: If you have a Nexus on your Field, and a special effect "When Summoned: You may destroy one Nexus" activates, you can choose not to have your Nexus destroyed. Compare this to the special effect "When Summoned: Destroy one Nexus;" Now one of your Nexus must be destroyed when able to for this effect to work, so you need to discard the Nexus on your Field.


"When there is a special effect written 'Do AAA by doing BBB' does this mean I must do 'BBB' whenever possible?"
No, it does not; "...by doing BBB" has the same meaning as a "You can do XXX" special effect, so you can choose not to use this ability. However, if you want "AAA" to happen, please do "BBB" immediately.

"If a special effect that says 'you can do this' activates at the same time another special effect 'you cannot do this' is active, what happens?"
The "You cannot do this" special ability has priority. For example, if your opponent activates a Spell Card that "destroys all Ruby Spirits" but you already have on the Field a Ruby Spirit on the Field with the special effect "This Spirit cannot be destroyed due to the effects of a Spell Card," your Spirit's "cannot" ability goes first and thus is safe from your opponent's Spell. The level of priority for the wordings of all special effects from highest to lowest is as follows: "You CANNOT do this" >> "You MUST do this" >> "DO THIS" >> "You CAN do this."


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Section 2-G.) Frequently Asked Questions—Braves Edition—

Post  Smash Spirit on Mon Jun 04, 2012 2:11 am

"Can I perform Brave Fusion and Brave Cancelling during my Attack Phase?"
No, you can not. Brave Fusions, Exchanges, and Cancels can only be done during your Main Phase. However, if you manage to summon a Brave during your Attack Phase through Flash Timing (see the Special Emerald Abilities HIGH SPEED & MACH SPEED), you are allowed to do an instant Brave Fusion with the newly summoned Brave.

"If I have a Brave in Lv.1 Spirit form on my Field, can I fuse it with another Brave?"
No, you may not. Brave Cards can only do Brave Fusion with cards originally labeled as "Spirits."

"If [SD06-010] Shima Creek, Dragonking of the Sea (with one Diamond Gem Symbol) fuses with [SD03-010] Balgunner the Cannon Dragon (with one Ruby Gem Symbol), what Gem Symbols will the Brave Spirit have?"
In this case, the resulting Brave Spirit will have two Gem Symbols, one Ruby and one Diamond. When counting Gem Symbols for Core Cost Reduction, this Brave Spirit does not count for two Ruby symbols or two Diamond symbols, but for one of each ("-1R, -1D").

"Okay, so then what happens when Shima Creek fuses with someone with no Gem Symbols at all—say for example [BS12-053] Oozutsu-Nanafushi?"
In this scenario, the resulting Brave Spirit will have only one Gem Symbol: Shima Creek's Diamond Gem. When counting Gem Symbols for Core Cost Reduction, this Brave Spirit only accounts for one Diamond symbol ("-1D").

"Say an attacking Brave Spirit gets destroyed due to a special effect, but the creature's owner chooses to have the Brave remain on the Field. Does the attack still continue as planned?"
Yes, the attack continues. As long as it wasn't blocked, if the Brave has a Gem Symbol, it can cause damage to the opponent's Life Cores.

"When a Brave Spirit attacks, do the 'When This Spirit Attacks' effects of the original Spirit (before Brave Fusion) still activate?"
Yes, they do.

"Can a Brave in Lv.1 Spirit form be destroyed due to Spirit-destroying effects like those of [SD03-016] Sagitta Flame?"
Yes, it can be affected by those effects.

"After a Brave is summoned to the Field, it is treated as a Lv. 1 Spirit. Does this mean a Brave's 'When This Brave is Summoned' effects are the same as a normal Spirit's 'When Summoned' effects?"
No, they are not the same; "When This Brave is Summoned" effects are not Spirit effects. All summoned Braves activate and complete their "When This Brave is Summoned" abilities before being treated as Spirits.


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Section 2-H.) Frequently Asked Questions—Burst Triggers Edition—

Post  Smash Spirit on Mon Jun 04, 2012 2:42 am

"When the triggering conditions for your Burst Card are met, do you have to activate your Burst the moment that happens?"
No, it is not required that you flip your Burst immediately when the card's directions are satisfied. You can choose to wait until further into the duel when those conditions are met once again to activate; it all depends on what your strategy is.

"The Spell Card [SD06-015] Burst Flame is a Burst Card, but it also has Flash effects. If I paid the card's Core Cost, can I use this card's Flash effects from my hand during the Flash Timing Phase?"
Yes, you can. All special effects that are not Burst Triggers are treated and used the same way as all other cards with no Burst Trigger effects.

"What if I had [SD06-015] Burst Flame set face-down on the Field? Could I use the Flash effects by paying the Core Cost then?"
No, you may not. Burst Cards face-down on the Field can only activate their Burst Trigger effects once the conditions specified on the card are met.

"Can I use my Spirit's Special Diamond Abilities IMMUNITY & INVINCIBILITY to defend against enemy Burst Trigger effects?"
Yes, you can.

"My opponent activated a Burst effect, but it's on a Spell Card. Can I nullify the effect with the Special Diamond Ability ICEWALL?"
No, the Burst Trigger effect is not nullified. Using a Burst Trigger effect is not the same as using a Spell Card.

"If my Burst Card has 'After Your Opponent Activates a "When This Spirit/Brave is Summoned" Effect' for the conditions, when does it activate?"
In this case, as the directions imply, the Burst Card activates after your opponent summons a Spirit or a Brave, but the Burst Trigger effect does not start until after the opponent's "When Summoned" effect completes and ends.

"If my Burst Card has 'After Your Opponent Destroys One of Your Spirits' for the conditions, when does it activate?"
When your Spirit is destroyed thanks to your opponent, the Burst Card activates right after you place the destroyed Spirit in your Trash Area; the Burst Trigger effect then immediately starts afterwards.

"If the conditions for both players' Burst Cards are met at once, do they activate at the same time?"
Should simultaneous Burst Triggers happen, the defending player goes first in activating the Burst Card, just like in the case of Flash Timing Effects (see Segment D6.2/D6.4). Please check with the defending player first to see whether or not he/she will activate his/her Burst Card before triggering your own.

"If the Spell Card I reveal from my hand for use has Burst Trigger effects, can I set it face-down on the Field as a Burst Card?"
No, you may not.


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Section 2-I.) Japanese/English Glossary of Terms

Post  Smash Spirit on Mon Jun 04, 2012 3:07 am

相手 AITE ("Opponent"): signifies the player sitting opposite from you.

アタック ATAKKU ("Attack"): the offensive strike of a Spirit on the Field.

色 IRO ("Color"): the affiliation of a card and/or the card's Gem Symbol color, where 赤 "aka" = Red (Ruby), 紫 "murasaki" = Violet/Purple (Amethyst), 緑 "midori" = Green (Emerald), 白 "shiro" = White (Diamond), 黄 "ki" = Yellow (Topaz), and 青 "ao" = Blue (Sapphire).

回復 KAIFUKU (literally "Recover"): "Refresh," the state where a card is placed in the upright vertical position on the Field. It is in this state when a Spirit is able to attack or block.

軽減シンボル KEIGEN SHIMBORU ("Reduction Symbol"): an emblem or series of emblems that display by how much a card's Core Cost can be reduced.

コア KOA ("Core"): the main resource material for Battle Spirits by which a Spirit or Brave is summoned, a Nexus is set, a Spell is cast, and levels increase for Nexus and Spirits.

効果 KOUKA ("Effect"): the many special abilities written on a Card that activate during many phases in one's turn.

コスト KOSUTO ("Cost"): the amount of Cores needed to be paid in order to summon/use a card.

自分 JIBUN ["You(rself)"]: referring to the owner of the card and/or the player whose turn it is currently.

シンボル SHIMBORU ("Symbol"): the large Gem symbols on the lower right that display how much damage a Spirit or Brave can deal to the opponent's Life Cores when it attacks; also are used to calculate Core Cost Reduction of other cards.

スピリット SUPIRITTO ("Spirit"): All cards specifically labeled "Spirit" on the Field; the various creatures and machines summoned for battle in a duel.

セット SETTO ("Set"): the action of placing a card with Burst Trigger Effects on the Field face-down in the Burst Zone.

ターン TAAN ("Turn"): the sequence of actions a player takes.

デッキ DEKKI ("Deck"): the stack of cards a player brings to a duel.

ドロー DOROO ("Draw"): the action of taking the top most card of one's Deck and adding it to his/her hand.

トラッシュ TORASSHU ("Trash"): where all cards and Cores go when they are destroyed, depleted, or otherwise used up. Referred to as the "Graveyard" in most other card games.

ネクサス NEKUSASU ("Nexus"): All cards specifically labeled "Nexus" on the Field; cards with continuous effects that can't attack or defend, but can still level up for stronger abilities.

バースト BAASUTO ("Burst"): Cards with Burst Trigger effects placed face-down on the Field; activate in a style similar to Trap Cards in Yu-Gi-Oh!

バースト条件 BAASUTO JOUKEN ("Burst Condition"): the situation that is required to activate the Burst Trigger effect of a card; written in a black/red box above the effect.

バースト効果 BAASUTO KOUKA ("Burst Effect"): The "Burst Trigger," a special effect that can take place only after the above condition is met. No Cores are needed for activating Burst Triggers.

破壊 HAKAI ("Destruction"): what happens when a Spirit or Nexus is forced off the Field.

バトル BATORU ("Battle"): when Spirits attack and defend against each other and their respective players, the main focus of Battle Spirits.

発動 HATSUDOU ("Activation"): refers to the flipping face-side-up of a Burst Card whose conditions are met. Burst Trigger effects begin at this point.

疲労 HIROU ("Fatigue"/"Exhaustion"): the state where a card is tilted ("tapped") sideways on the Field. Cards in the exhausted position can do no further actions for the rest of the turn.

フィールド FIIRUDO ("Field"): the place where all cards are played in a duel.

フラッシュ FURASSHU ("Flash"): refers to those special effects that can only be activated during Flash Timing.

ブレイヴ BUREIVU ("Brave"): All cards specifically labeled "Brave" on the Field; have the ability to fuse with Spirits.

合体 BUREIVU (written as gattai ["fusion"], read as bureivu ["Brave"]): "Brave Fusion." When a Brave fuses with a Spirit that matches the aspects listed on the Brave Card, thus empowering the Spirit.

合体アタック BUREIVU ATAKKU (written as "Gattai [Fusion] Attack"): "Brave Attack," when a Brave Spirit attacks.

合体条件 BUREIVU JOUKEN ("Brave Fusion Conditions"): the characteristics a Spirit needs for this Brave to fuse with it; shown in a red rectangle on the Brave Card.

合体スピリット BUREIVU SUPIRITTO ("Brave Spirit"): A Brave and a Spirit after performing Brave Fusion (becoming one single creature). This fused form is treated as one Spirit.

ブロック BUROKKU ("Block"): the act of defending against your opponent's attack with one of your Spirits.

分離 BUNRI ("Separation"): "Brave Cancellation." The act of splitting a Brave Spirit into its Brave and Spirit counterparts; the Brave is treated as a "Lv. 1 Spirit."

ボイド BOIDO ("the Void"): the supply of Cores a player uses for dueling; usually placed just outside of the playing field.

マジック MAJIKKU ("Magic"): "Spell Cards," throw-away-after-use cards that immediately go to the Trash after using their effects; as compensation, their abilities are usually highly effective.

メイン MEIN ("Main"): refers to all special effects that are used only during the Main Phase.

リザーブ RIZAABU ("Reserve"): the place where your unused Cores reside.


Last edited by Smash Spirit on Wed Jul 11, 2012 3:20 pm; edited 1 time in total


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::Creative Staff Credits::

Post  Smash Spirit on Mon Jun 04, 2012 3:25 am

Producer
Tsuyoshi Watanabe (Bandai)

Game Concept Creator & Supervisor
Michael Elliot

Game Production
Mitsuhiro Nakasawa, Eiichi Takahashi, and Akira Saijou (ORG, Inc.)

Art Direction
Mitsuhiro Nakasawa, Masamune Oouchi, and Ryuunosuke Kanda (ORG, Inc.)

Graphic Designer
Shinsaku Takamatsu (Macfort Co., Ltd.)

Published & Distributed by
BANDAI Co., Ltd.: Card Game Operations Dept.

Japanese-English Translations and Additional Annotations Provided by
Yours truly, "Smash Spirit"


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Re: BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

Post  Bolmeteus on Fri Jul 13, 2012 10:24 am

small question but important to not confuse my head:

please tell us, is there any form of update OR added clarification that is based on sainaku help? he did write someting in one of brave threads for example.
i must know this, so i can work and update-print my (german) personal rules-texts from this help:-)
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Re: BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

Post  Bolmeteus on Sat Jul 14, 2012 11:22 am

must update myself after talking with sainaku about difficult to understand immortality effect thread. is there any chance, that you might add,update this wonderful thread with some FAQ/examples of the immortality material? i want to play such cards and so on, but i feel somehow confused by optional effect and other details. it is very difficult to go from my language into that high english complexity, sorry to ask all this. please consider to help:-)
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Re: BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

Post  sainaku on Sat Jul 14, 2012 12:12 pm

if you are playing Japanese cards, i can teach only teach to look for certain words to identify the effect is Optional or Individual.
You may see these at the end of a sentence:
1,する(su-ru) this is Individual. you MUST activate it.
2,できる(Dekiru) this is optional. You may activate it.

so the Immunity effect will be like this:
【不死:コスト5/6】『お互いのアタックステップ』トラッシュにあるこのスピリットカードは、自分のコスト5/6のスピリットが破壊されたとき召喚できる。
do you get it?

if you are playing english...i couldn't help much.
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Re: BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

Post  Bolmeteus on Sat Jul 14, 2012 7:03 pm

wow thnx, but let's say it is better for any starter players to relate to this full (translate) help text before going into details like the jp words, i have after one day here more to read and learn than entire english base rulebook haha
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Re: BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

Post  Bolmeteus on Mon Jul 23, 2012 11:36 am

SUPER IMPORTANT QUESTION:

"The Core that was on the Brave when it was a "Level 1 Spirit" also is merged with the fused Spirit. "

i am a bit confused by this (newest) text part in brave-rules:

does that mean that i am forced to summon a "brave" first normally to my field, then keep it alive on LV1, AND ONLY AFTERWARDS i can optionally fuse it with a fitting spirit, and so on?!

example:

my blade armored dragon buster-dragon has printed LV1 core cost "1" and brave-fusion core cost "0".
in the first rule text how to optionally play braves/fusion, it was different text then what i quoted above. so what is correct NOW? can i just brave-fuse this buster-dragon with the brave-fusion core cost "0" to a spirit OR am i forced to put him on LV1 with LV1 core cost "1" first?
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Re: BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

Post  Slifer on Mon Jul 23, 2012 7:30 pm

Bolmeteus wrote:SUPER IMPORTANT QUESTION:

"The Core that was on the Brave when it was a "Level 1 Spirit" also is merged with the fused Spirit. "

i am a bit confused by this (newest) text part in brave-rules:

does that mean that i am forced to summon a "brave" first normally to my field, then keep it alive on LV1, AND ONLY AFTERWARDS i can optionally fuse it with a fitting spirit, and so on?!

example:

my blade armored dragon buster-dragon has printed LV1 core cost "1" and brave-fusion core cost "0".
in the first rule text how to optionally play braves/fusion, it was different text then what i quoted above. so what is correct NOW? can i just brave-fuse this buster-dragon with the brave-fusion core cost "0" to a spirit OR am i forced to put him on LV1 with LV1 core cost "1" first?


I think when you have a brave on your hand, you can immediately fuse it. BUT if the brave is on your field already and you fuse him with someone else, the core on that brave goes to the brave spirit.
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Re: BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

Post  Bolmeteus on Mon Jul 23, 2012 9:24 pm

so that means, i can fuse even several turns later, when a brave is normally on my field already, thnx that helps a lot.

cheers
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Re: BATTLE SPIRITS Official Trading Card Game Rule Manual <Version 4.0 Update>

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