Future Card Buddyfight
Future Card Buddyfight Rulebook
Table of Contents
Table of Contents
Step 1 — Welcome to the fighting stage!
The fighting stage (field) is largely divided into 2 spaces, and allow cards to be placed in their rightful places.
Role of the playmat
- Gauge zone: Where you place the cost needed for using cards. Only 1 card can be placed during the player's turn.
- Monster space: Call out your comrades and place them here. Only 1 card can be placed in each area: Left area, Center area and Right area.
- Flag/Item area: Set your flag card here, and place your item over the flag card.
- Buddy area: Set a monster that you like in the Buddy area.
- Spell area: The area marked by the dashed line within the Flag/Item area.
- Drop zone: Place monsters which are destroyed or spell cards used here. Place them all face up.
- Deck zone: This is where you place your deck (50 cards or above). During the game, you will draw from this deck.
- Fighter space: The place where the fighter and buddy stand. The cards you draw are your weapons. A fighter loses if he or she is reduced to 0 life, or has no cards left in deck.
- 10 Lives: When the fighter receives damage, the same number is reduced from his or her life counter.
Reduce the opponent's life to 0 to achieve victory!!
Step 2 — Learn everything about the cards!
There are a total of 5 types of cards!
Learn how to read and play the cards
Card type part 1: Flag card. The flag of the world which you and your buddy belong to.
Card type part 2: Item card. The equipment used by the fighter to attack the opponent fighter or monsters. Item cards can be equipped from the fighter's hand.
Card type part 3: Monster card. Call monster cards from hand by paying the cost to attack the opponent fighter or monster. There are a total of 4 different sizes.
Card type part 4: Spell cards. A great power is released when a spell is cast from the hand (placed anywhere on the field). Spells are not only used to attack your opponent, but sometimes to protect yourself.
Card type part 5: Impact cards. As impact cards are very powerful, they can only be cast from hand at the final phase (page 30).
Parts of a card
- Power (Red): The power when attacking the opponent monster. Destroy the opponent monster if your power is equal to or higher than the defense of the opponent monster.
- Critical (White): When attacking the opponent fighter, deal this amount of damage.
- Defense (Blue): The strength to fight off an opponent's attack. The monster is not destroyed if the power of the opponent is less than this number.
- Attribute: The attribute of the card.
- World name: The world the card belongs to, printed on the card (for example, Dragon World).
- Card name: The name of the card.
- Ability: The text written after ■ is the ability of the monster. Many different abilities can help you out in your fight!
- Monsters without abilities: A description of the monster is written in text that are not abilities.
- Effect of spell: The text written after ■ is the effect of the spell. Spells with a much stronger effect have conditions to cast and are included in the text.
- Effect of impact card: The text written after ■ is the effect of the impact card. There are conditions to cast, but their effects are very powerful!
Call out the monsters!
Comrades which play the main role in the card fight.
Monster space
- Size of monsters range from 0-3, and you can only have a total size of 3 in the monster space.
- Left/Center/Right can only total up to size 3.
- Example (as printed): three monsters placed in Left, Center and Right, marked "OK!". A second combination marked "This is also OK!", with the note "2+1 is a total of 3". A third combination marked "This is not allowed", with the note "A total size of 5?!".
Monster card
Card type part 3, Monster card. Call monster cards from hand by paying the cost to attack the opponent fighter or monster. There are a total of 4 different sizes.
Monster card example (as printed on the page): card name "Armorknight Cerberus", world name "Dragon World". Its abilities are:
- ■ [Act] Put a size 1 or less《Armorknight》from your field into this monster's soul.
- ■ [Act] "Full Fire" Discard one soul to destroy an opponent's monster on the field!
- Soulguard《If this card would leave the field, you may discard one soul to prevent it.》
The absolute power of spells & impact cards!
The ace card to achieve victory!
Card type part 4: Spell cards. A great power is released when a spell is cast from the hand (placed anywhere on the field). Spells are not only used to attack your opponent, but sometimes to protect yourself.
Spell effect: The text written after ■ is the effect of the spell. Spells with a much stronger effect have conditions to cast and are included in the text.
Spells are usually one-shot cards! Effects of spells only carry out once. Place spells to the drop zone after use. However, set spells (page 38) are an exception.
Example spell card (as printed): card name "Green Dragon Shield", attribute "Green Dragon / Defend", world name "Dragon World". Its text:
- ■ Counter: You may only cast this card during an attack on your opponent's turn and if you do not have a monster in the center.
- ■ Nullify the attack and you gain 1 life.
Card type part 5: Impact cards. As impact cards are very powerful, they can only be cast from hand at the final phase (page 30).
Effect of impact card: The text written after ■ is the effect of the impact card. There are conditions to cast, but their effects are very powerful!
Example impact card (as printed): card name "Gargantua Punisher!!", attribute "Dragon", world name "Dragon World". Its text:
- Cast Cost: Pay 4 gauge.
- ■ You may only cast this card if your opponent has 4 life or less, and neither you nor your opponent has a monster in the center.
- ■ Deal 4 damage to your opponent! This card cannot be nullified and the damage cannot be reduced.
Change the tide of the fight at the final phase!
Step 3 — Master the flow of the fight!
Preparing the fight
Buddyfight is a game for two players. Each player prepares a deck, and gets ready to fight.
Separate the flag card and buddy monster from the deck, join the play mats and prepare to start!
- Place 1 flag card of your world face down on the flag zone.
- Choose 1 monster as your buddy and place it face down on the buddy zone.
- Shuffle your deck. You may also shuffle your opponent's deck. Place your deck face down on the deck zone.
- From the top of your deck, draw 6 cards to form your hand.
- From the top of your deck, place 2 cards face down in your gauge zone.
- Use a random method to decide who goes first. (For example, the winner of a coin flip goes first.)
- Declare the start of the game, turn both the flag and the buddy face up. The fight begins!
Proceed to start phase!
Turn progression
The game begins with the turn of the player going first. There are 4 phases during a turn.
- Start phase
- Main phase: Place monster cards or item cards on the field. You may also use spell cards.
- Attack phase: You can attack your opponent with cards on your field. Cards can normally attack only once.
- Final phase: You can use an impact card. Then, proceed to the opponent's turn. Repeat the process until a player wins.
1 Start phase
1-1: Turn all of your cards in your field to a vertical position, then draw 1 card from the top of your deck. *Player who starts first cannot draw during the first turn.
1-2: This is the only time to charge the gauge! Place 1 card from your hand face down into the gauge zone (charge). If you do so, draw 1 card.
Proceed to main phase!
2 Main phase
Assemble the power of your world and inflict heavy damage!
You may use your hand and repeat the following actions any number of times during your main phase.
- You may place monster cards in any monster area you like. Placing a monster on the field is termed "Call". Monster cards that are already on the field may also be replaced and put to the drop zone by performing a new call. The total size of monsters placed on the left, center and right areas is a maximum of 3.
- Use an "【Act】" ability if there are any on the field.
- Equip an item card. Only 1 item can be equipped. Item cards equipped may also be replaced and put to the drop zone by equipping a new item. When an item card is used, place it over the flag zone. It does not matter if the flag is hidden.
- Use any number of spell cards. The act of using a spell card is termed "Cast". When the spell card is cast, it must be revealed to the opponent. After use, put it to the drop zone.
Once ready to begin attacking, proceed to the attack phase!
Cost: Read the ability when a card is to be played on the field. Should "Call Cost", "Equip Cost" or "Cast Cost" be written as the cost, the card cannot be played unless the requirement is fulfilled. To be able to act at the critical moment, it is best to store up your gauge.
Act: When there are cards with "【Act】" on the field, you may use that ability during your main phase. Although there are a wide variety of abilities, they will definitely work in your favor. Unless a restriction is stated on the number of times you may use the ability, you may use it any number of times you wish.
Announce your action when playing a card on the field. Remember to announce when playing a card on the field! For example: "I call a monster (card name)", "I equip an item (card name)", "I cast a spell (card name)", "Buddy call".
Special action: What is Buddy Call? When a card with the same name as the buddy is in the hand, you may perform a buddy call. Place that card to the buddy zone in a horizontal position (rest) and place the buddy monster to a monster area. On top of that, you gain 1 life (called buddy gift)! However, you can only buddy call once per game.
3 Attack phase
After the intense fight, who will be the last one standing?!
Utilize all forces from monster area and fighter area to attack the opponent!
- 3-1: Choose a monster or item, put it to horizontal position (rest) to attack! *The player going first can only attack once during the first turn.
- Should you be equipped with an item and the center area is empty, you may attack by putting the item to rest.
- You may choose 2 or more cards to perform a link attack.
- 3-2: Choose an opponent monster or the fighter to attack.
- You may only attack the fighter when there are no monsters on the opponent's center area.
- 3-3: Destroy the defending monster if its defense is less then the power of the attacking cards! *Compare the combined power of your attacking cards against the defense of the opponent's defending monster. Should the power be equal to or greater, destroy the defending monster. Destroyed cards are put to the drop zone.
- When attacking a fighter, deal damage and reduce his or her life equal to the critical of the attacking card.
- 3-4: Attack phase ends. Proceed to final phase.
Special action: The powerful "link attack". The defending monster's defense is so high that it cannot be beaten. In such situations, put 2 or more cards to rest instead. The total power of these cards will be combined into a single attack. A link attack can be performed with monsters and items as well!
Example (as printed): a card with power 3000 and a card with power 4000 combined by a link attack: "Power becomes 7000!"
Diagrams printed with the attack phase:
- "Should there be no monsters in your center area, you may attack with an item!"
- "Should there be no monsters in your opponent's center area, you may attack the fighter!"
Counter: Cards with "Counter" are special cards that can be activated not only during your main phase, but also during attack phase, final phase and opponent's turn. There are monster cards with "Counter" abilities as well.
You can only use a Counter once at a time!
4 Final phase
Use an impact card. If an impact card isn't used, the turn will end by declaring "turn end". "For this turn" effects will end here.
My turn ends. It's now your move!
Step 4 — Become stronger with keywords!
Use up a soulguard to save your monster
Some monster abilities and spell effects state "Put into soul". Prepare the card stated on the text and put it under the card when it is called. Even though there is no effect only by putting a card in the soul, it can be used as a cost to activate an ability. Be sure to take any chance to add cards into soul.
Announce: "I put a soul in monster! (card name)"
There can be any number of cards in the soul!
Monster ability "Soulguard". When a monster with "Soulguard" is destroyed and there are souls under it, you can revive it! A soul can be sacrificed in the monster's place. When an effect that returns the monster to the hand or deck from the monster space is used, you may also discard a soul to prevent it. Use the souls to protect your monster!
When there are souls, use a soul instead to keep the monster on the field.
Create a deck only for you
To become stronger in Buddyfight, you will have to include different cards and create a deck unique to you. The amount of power is not the only thing you should be looking for, but also the special abilities of each card. These are the keys to victory. The following are special abilities you might want to add into your deck!
Contents of a deck
- Flag card: 1 card
- Monster card that you choose as buddy: 1 card
- Deck: 50 cards or above
- A maximum of 4 cards with the same name is allowed in the deck. (Your buddy is not included in this count.)
Penetrate the defenses and wound the fighter!
When a card with the ability "Penetrate" attacks, you can deal damage to the opponent fighter if you destroy an opponent monster in the center area. This ability is also possible with a link attack. Should the monster in opponent's center area be destroyed by a link attack, damage will be given to the opponent fighter from the card with "Penetrate" ability only.
If the monster in the center area is destroyed, damage will be dealt to the opponent fighter!
Double Attack for overwhelming force
"Double Attack" is an ability that allow a monster to attack twice. After the first attack for the turn, the monster is put to a vertical position (stand) to attack a second time! However, as the two attacks are separate, it is a waste to attack a monster with higher defense twice. The ability is best when it is combined with a link attack or an "【Act】" ability that boosts the power.
Attack again after being put to rest!
Counterattack when you have the chance!
When a monster with "Counterattack" is not destroyed in battle, the monster can "Counterattack". This ability allows the monster to destroy the attacking monster if the defending monster has a power equal to or higher than its opponent's defense. When attacked by a link attack, you may use "Counterattack" on one of the monsters. However, "Counterattack" can only be used on monsters. Even when attacked by an item, "Counterattack" cannot be used on the item.
Set spells to control the fight
Basic spells are put to the drop zone after use. However, cards with "Set" can be cast and "Set" on the field. These cards will be placed in the spell zone and as long as it remains there, its ability will continuously be in effect. As it is possible to "Set" any number of cards, effective combinations of such cards will definitely increase the chance of victory.
Set cards affect the entire field! You can use as many as you want!
Move to the aid of the fighter!
Exclusive to monster cards, "Move" is an ability that allows a monster to shift itself to an empty monster area. The only timing that allows for this ability is during the start of your attack phase and the start of the opponent's attack phase. The skill to read how your opponent will attack and move to critical areas will certainly lead to victory.
For example: a powerful item is equipped! Free up the center area! The fighter is in danger! To the center area!
Effective use of abilities!
Even with the best abilities, victory cannot be assured without your skillful use of cards. Being familiar with the effects and the role of the cards within your deck will allow you to adapt to any fight.
Right, let's go!
Step 5 — Q&A to difficult situations
There are moments in a fight when players would come across problems and think to themselves "Oh what do we do now?". In such situations, please check here. This Q&A will clear up all your problems in a go!
Q: I have a monster with size 2 in my center area. Is it possible to call a size 2 monster on my left or right area? A: Yes, you may. However, as the total size of the monsters on the field becomes 4, put the monster from before into the drop zone. You are not allowed to have monsters of total size more than 3!
Q: I have a monster in my center area. Is it possible to call a new monster in the center area? A: Yes, you may. However, as only 1 monster can be placed on each area, put the monster from before into the drop zone.
Q: I have an item equipped now. Can I still equip items? A: Yes, you may. However, as only 1 item can be placed on the field, put the item from before into the drop zone and equip the new item.
Q: Can I use the card "Dragoenergy" during my main phase to give my monster a power boost? A: No, you may not. "Dragoenergy" has the ability to grant an《Armordragon》in battle a power and defense boost of 3000, and the ability "Counterattack". When used in the main phase, the monster is not an "《Armordragon》in battle" and will not be able to resolve.
Q: Can I call the same monster as my buddy without performing a buddy call? A: Yes, you may. As buddy call can only be performed once per game, it is a special type of call. If you have enough life, you may choose to call a monster without performing a buddy call.
Q: Can I use an "【Act】" ability as many times as I want during my main phase? A: Yes, you may. "【Act】" abilities are written as "You may ○○. If you do, ~". If you can fulfill "You may ○○", you may use the ability as many times as you wish.
Problems met during attack phase and attack
Q: When my opponent use a link attack, I used 2 "Dragoenergy" on the monster being attacked. Can I use the "Counterattack" ability twice and destroy the 2 monsters in the link attack? A: No, you may not. You can only activate keyword abilities like "Counterattack" and "Penetrate" only once, no matter how many of the same ability a card possess.
Editor's note: the six questions and answers that follow were printed without a heading at the top of the right-hand column of the final Q&A page. They are grouped here with the attack questions, which they continue.
Q: Can I attack the opponent's monster on the center area with a monster on the left area? A: Yes, you may. Even if there is another monster on the opposite side of the field, you may attack any monster on the opponent's monster space. If there are no monsters in the opponent center area, you may attack the opponent directly!
Q: The attacking monster has a power of 5000, while the defending monster has a defense of 5000. Will the defending monster be destroyed by the attack? A: Yes, when the power of the attacking monster is the same as the defense of the defending monster, the defending monster is destroyed in battle.
Q: During a link attack, "Dragon Breath" destroyed 1 of the monsters during the attack. What happens to the link attack? A: The remaining monster(s) continues its attack.
Q: The monster attacking has a power of 3000 and a defense of 3000. If the defending monster has a power of 5000 and a defense of 4000, will the attacking monster be destroyed in battle? A: No, unless the defending monster has "Counterattack", the attacking monster does not get attacked back by the defending monster.
Q: If I attack a monster that has both "Counterattack" and "Soulguard", if the monster remains on the field by the ability of "Soulguard", will "Counterattack" still activate? A: Yes, it will. "Counterattack" is an ability that can still activate as long as the monster remains on the field after the attack.
Q: When a monster with "Penetrate" attacks a monster with "Soulguard" in the center area, will "Penetrate" activate even if the monster remains on the field by the effect of "Soulguard"? A: Yes, it will. Even if the monster remains on the field by the effect of "Soulguard", it has been destroyed in battle and the damage of "Penetrate" will still happen.
Problems met during the preparation of a fight
Q: Including the card I chose as my buddy monster, am I allowed to have only 4 of the same monster cards? A: No. The card chosen as buddy is entirely separate from the 4 copies within the deck. So, with the monster chosen as your buddy, it is possible to put 4 copies in your deck and the same card as your buddy for a total of 5 copies.
Q: We did a coin flip to determine who goes first. I won the coin flip, so do I get to choose if I am going first or not? A: No, you may not choose. If it was predetermined that the winner of the coin flip goes first, then you must go first.
Q: Can I put as many impact cards as I want in my deck? A: Yes, you may. As long as the rule of "A maximum of 4 cards with the same name" is not broken, you may put as many as you wish.
Q: Can I put cards that are different worlds from my flag card in my deck? A: Yes, you may. However, cards of worlds different from yours cannot be played or used on the field. However《Generic》cards can be used and played on the field with any flag.
Q: Can the first player draw during his or her first turn? A: No, the first player may not. However, he or she can "charge & draw" during the first turn.
Problems met during main phase
Q: Can I move the monster in my center area to the left or right area as I wish? A: No, you may not. Monster cards cannot move to other areas unless they have the ability "Move". Unless affected by the effect of a card, it is not possible to move without an ability that would allow it to do so.
Q: "Dragon Breath" was used on an attacking "Systemic Dagger Dragon" (3000 power). What happens to the attack? A: As the monster cannot continue the attack, proceed to the end of that battle.
Q: Can spell cards be used during opponent's turn? A: Spells and abilities with the "Counter" mark can be used anytime during the opponent's turn, battle, and so-on.
Q: I called a monster with "When this card enters the field, ~" ability on the field and when I use the ability, my opponent uses the "Counter" ability of "Dragon Breath" on my monster. If my monster is destroyed by the ability of "Dragon Breath", what happens? A: After the monster is destroyed, the ability will resolve. As the ability activates, it will resolve even though the monster is destroyed. For this case, "Dragon Breath" will destroy the monster and put it to the drop zone. After that, the ability will resolve.
Q: When I call a monster with "When this card enters the field, you may pay 1 gauge. If you do, ~" on the field, can I activate the ability 3 times if I pay 3 gauge? A: No, you may not. As the ability states "When this card enters the field", there is only one timing when the monster enters the field. This is why the ability can be activated once if you pay the cost. You may not activate the ability again even if you pay 2 or 3 times. Remember, when abilities state "When ○", the ability can only activate once for "When ○○" occurs.
Other problems
Q: When I have 10 life, is it possible to gain life to go up to 11 life? A: Yes, you may. There is no upper-limit to life!
Q: What happens when I have 0 deck? A: When you have 0 cards in your deck, you have lost the fight!
Q: When I pay cost from my gauge, can I choose which cards to put to drop zone? A: Yes, you may. When paying cost from gauge, you may choose whichever card you want. However, you cannot look at what is face down in the gauge zone!
Q: When can I use impact cards? A: You may use impact cards only during your turn's final phase (after you have finished all your attacks)!
Problems regarding the effect of spell cards and abilities
Q: "Dragon Breath" was used on an attacking "Systemic Dagger Dragon" (3000 power). If "Dragoenergy" is used in response, what happens? A: "Systemic Dagger Dragon" now has a power of 6000, so "Dragon Breath" cannot destroy it by its effect.
Q: Can "Green Dragon Shield" and "Battle Aura Circle" negate an attack to a monster? A: Yes, it may. When an attack is nullified, the battle will end at that moment. As the attack is nullified, the monster is protected from the attack.
Part 2 — Detailed Rules (ver. 2.03)
The publisher's Detailed Rules supplement, ver. 2.03 (last updated November 18th, 2016), transcribed from its text layer. Important inclusions or changes are marked in the source in red and with "New"; they are shown here as [New]. Running page headers are not repeated.
This detailed rules contains the explanations of many common enquiries. It also explains some parts of the rule book through examples and the form of a Q&A.
Contents:
- Flow of Monster / Spell / Item
- Flow of a Play Timing / [Counter]
- Flow of a turn
- Abilities / Others
- Impact Monsters
With regards to "★ Resolution Check ★"
In some sections within these explanations, "★ Resolution Check ★" processes the following checks.
- The fighter loses when his or her "Life is at 0" and / or the fighter has "No cards left in his or her deck".
- If there are two or more monsters or items in the same area, put a monster or item other than the last card to be called or put to the same area, into the fighter's drop zone.
- When the total size of all monsters on the fighter's field is 3 or greater, put monsters other than the last monster called to the drop zone until the total size becomes 3.
Flow of a Buddy Call / Call
A [Buddy Monster] is the monster you choose at the start of a game, and place in the Buddy Zone. During a game, regardless of circumstances like a [Buddy Call], any card with the same name as the chosen Buddy Monster shall be treated as a Buddy Monster.
Flow of a Call
- Declare a call
- 1.1. Declare the monster you wish to call. (Reveal it to your opponent.)
- ※You cannot declare the card if you cannot pay its [Call Cost].
- ※You cannot declare a card with "You may only call this card if…" if those conditions are not fulfilled.
- 1.2. Designate the area where you wish to call.
- 1.3. If that call fulfills the conditions of a Buddy Call, decide if you wish to make it a Buddy Call. These conditions are:
- The card that you wish to call has the same card name as the card in the Buddy Zone.
- On top of that, you have not declared a Buddy Call during this game.
- 1.4. Determine if the call conditions of the monster have been met, determine if the cost of calling said monster can be paid, determine how the cost of the monster should be paid.
- → At this point, if any of the conditions are not met, then the call cannot proceed.
- 1.5. If this is a Buddy Call, place the called card to the Buddy Zone at Rest position, in place of that, the card originally in the Buddy Zone at the start of the game will be called to the designated area, and be treated as a called card.
- 1.6. At the same time, the cost of the called card must be paid.
- 1.7. ★ Resolution Check ★
- 1.1. Declare the monster you wish to call. (Reveal it to your opponent.)
- Opponent's [Counter] Timing
- 2.1. The opponent may use a card with [Counter] once.
- 2.2. ★ Resolution Check ★
Q&A
Q1. Can "Begone!!" nullify a Buddy Call? A1. Yes, it can. In that case, the fighter who declared the Buddy Call does not get to place his or her Buddy Monster on the field, and does not get +1 life from Buddy Gift.
Q2. Using a [Counter] against a call, I cast "Magical Goodbye". Will that card return to hand? A2. No, it will not. At the timing during 2.1, even if you use "Magical Goodbye", the monster being called has not yet been placed on the field, so there is no target to return to hand.
Q3. For "Armorknight Succubus", if there are no cards with "Armorknight" in their card name in my drop zone, and one card with "Armorknight" in its card name is sent to the drop zone from the gauge as part of the cost, can I call then? A3. No, you cannot. During 1.4, if there are no cards with "Armorknight" in their card name in your drop zone for you to put into the soul, you cannot call.
Q4. If I wish to call "Armorknight Demon", and the designated area already has a monster on it, can I put that monster to the drop zone as payment for the [Call Cost]? A4. Yes, you can. Since a monster enters the field after the [Call Cost] has been paid, it is possible to put the existing monster into the drop zone as the payment for its [Call Cost].
Q5. "Buddy Charge" refers to "if a buddy monster is on your field". If I have a card with the same name as my Buddy Monster, but not on the field due to a Buddy Call, can I put 2 cards into my gauge? A5. Yes, you can put 2 cards into your gauge. Any card with the same card name as your Buddy Monster is treated as your Buddy Monster.
Flow of a Spell / Impact card
Flow of a Cast [New]
- Declare casting of spell / impact
- 1.1. Declare the spell or impact you wish to use. Show it to your opponent.
- ※You cannot declare the card if you cannot pay its [Cast Cost].
- ※You cannot declare a card with "You may only call this card if…" if those conditions are not fulfilled.
- 1.2. Confirm that the conditions to cast the card are met and that you are able to pay its [Cast Cost], then decide if you wish to pay the [Cast Cost]. If you are unable to pay the cost, the casting will not take place.
- 1.3. Pay the cost of the card at the same time.
- 1.4. If the ability/effect of the card requires you to choose a card from either the field or drop zone, choose the card at this stage.
- 1.5. ★ Resolution Check ★
- 1.1. Declare the spell or impact you wish to use. Show it to your opponent.
- Opponent's [Counter] Timing
- 2.1. Your opponent can use a card with [Counter] once.
- 2.2. ★ Resolution Check ★
- 2.3. If your opponent uses a [Counter], it will activate and resolve before your card does.
- 2.4. ★ Resolution Check ★
- Proceeding with the cast
- 3.1. The abilities/effects of the card cast will take effect.
- ※After the card resolves, it goes into the drop zone.
- ※Cards that have [Set] will remain on the field.
- 3.1. The abilities/effects of the card cast will take effect.
Flow of Equipping an Item
The flow is the same for [Transform], [Ride], [Impact Transform].
Flow of equipping [New]
- Declare the equipping of item
- 1.1. Declare the item you wish to equip. Show it to your opponent.
- ※You cannot declare the card if you cannot pay its [Equip Cost].
- ※You cannot declare a card with "You may only call this card if…" if those conditions are not fulfilled.
- 1.2. If that equip fulfills the conditions of a Buddy Call, decide if you wish to make it a Buddy Call. These conditions are:
- The card that you wish to equip has the same card name as the card in the Buddy Zone.
- On top of that, you have not declared a Buddy Call during this game.
- 1.3. Confirm that the conditions to equip the card are met and that you are able to pay its [Equip Cost], then decide if you wish to pay the [Equip Cost]. If you are unable to pay the cost, the equipping will not take place.
- 1.4. If this equip is a Buddy Call, rest the equipped card on your Buddy Zone. The card you put in your Buddy Zone before the game is then treated as your equipped card.
- 1.5. Pay the cost of the card at the same time.
- 1.6. ★ Resolution Check ★
- 1.1. Declare the item you wish to equip. Show it to your opponent.
- Opponent's [Counter] Timing
- 2.1. Your opponent can use a card with [Counter] once.
- 2.2. ★ Resolution Check ★
- 2.3. If your opponent uses a [Counter], it will activate and resolve before your card does.
- 2.4. ★ Resolution Check ★
Flow of a Play Timing / [Counter]
- Play timing starts
- 1.1. ★ Resolution Check ★
- Turn fighter uses a card or an ability
- 2.1. The fighter who is playing that turn (turn fighter) may choose to use one card or an ability. If the fighter chooses not to use a card or ability, or there are no usable cards or abilities, proceed to 6.1..
- 2.2. If the chosen card has a cost such as [Call Cost], [Cast Cost], [Equip Cost] and etc, pay the cost. If the cost cannot be paid, or the conditions for using it has not been fulfilled, you cannot use that card.
- 2.3. ★ Resolution Check ★
- Non-turn fighter uses a [Counter]
- 3.1. The fighter who is not playing that turn (non-turn fighter) may choose to use one card or an ability with [Counter]. If the fighter chooses not to use a [Counter], or there are no usable cards or abilities, proceed to 5.1..
- 3.2. If the chosen card has a cost such as [Call Cost], [Cast Cost], [Equip Cost] and etc, pay the cost. If the cost cannot be paid, or the conditions for using it has not been fulfilled, you cannot use that card.
- 3.3. ★ Resolution Check ★
- Resolve the card or ability of the non-turn fighter
- 4.1. Resolve the card or ability of the non-turn fighter.
- 4.2. ★ Resolution Check ★
- Resolve the card or ability of the turn fighter
Return to 2.1..
(Flow chart label: "The turn fighter uses a card or ability".)
- Non-turn fighter uses a [Counter]
- 6.1. The fighter who is not playing that turn (non-turn fighter) may choose to use one card or an ability with [Counter]. If the fighter chooses not to use a [Counter], or there are no usable cards or abilities, proceed to 10.1..
- 6.2. If the chosen card has a cost such as [Call Cost], [Cast Cost], [Equip Cost] and etc, pay the cost. If the cost cannot be paid, or the conditions for using it has not been fulfilled, you cannot use that card.
- 6.3. ★ Resolution Check ★
- Turn fighter uses a [Counter]
- 7.1. The fighter who is playing that turn (turn fighter) may choose to use one [Counter]. If the fighter chooses not to use a card or ability, or there are no usable cards or abilities, proceed to 9.1..
- 7.2. If the chosen card has a cost such as [Call Cost], [Cast Cost], [Equip Cost] and etc., pay the cost. If the cost cannot be paid, or the conditions for using it has not been fulfilled, you cannot use that card.
- 7.3. ★ Resolution Check ★
- Resolve the card or ability of the turn fighter
- 8.1. Resolve the card or ability of the turn fighter.
- 8.2. ★ Resolution Check ★
- Resolve the card or ability of the non-turn fighter
- 9.1. Resolve the card or ability of the non-turn fighter.
- 9.2. ★ Resolution Check ★
Return to 2.1..
- End of play timing.
- 10.1. The play timing ends.
(Flow chart label: "The non-turn fighter doesn't use a card or ability".)
Flow Chart Steps for a [Counter]: In the source flow chart, actions of the fighter playing that turn (turn fighter) are shown in green, and actions of the fighter not playing that turn (non-turn fighter) are shown in blue.
Q&A
Q1. When "Demon Lord, Asmodai" is called, can we use [Counter] against the "Dangerous Back-drop!" ability? A1. Yes, you can. With abilities which activate under the text "When~" (Auto Ability), [Counter] may be used.
Q2. If both fighters wish to use [Counter], which fighter should use [Counter] first? A2. The turn fighter will be the first to use a card or ability. After that, the non-turn fighter will get to use a card or ability with [Counter] before the turn fighter's card or ability resolves. Against that, the turn fighter may not use another card or ability, even if it has [Counter].
Q3. I use "Dragonic Destroy", and my opponent counters with "The Skies in your Hand". In this case, can I use the [Counter] of a "Dragon Breath" before the opponent resolves the effect of his or her "The Skies in your Hand"? A3. No, you cannot. As each fighter will resolve the abilities of each of their ability or card when chosen, the resolution will be in this order: "The Skies in your Hand" → "Dragonic Destroy". Because of that, the monster that was going to be destroyed by "Dragonic Destroy" will be returned to hand instead, and will not be destroyed. If you wish to use "Dragon Breath", it will be after that.
Flow of a Turn [New]
Flow of a Start Phase
- Play Timing
- 1.1. Play timing occurs. Abilities and effects that activate "At the beginning of your turn" also activate at this point.
- 1.2. ★ Resolution Check ★
- Stand
- 2.1. The turn fighter stands all cards on his or her field.
- 2.2. Play timing occurs.
- 2.3. ★ Resolution Check ★
- Draw / Charge & Draw
- 3.1. The turn fighter draws a card from the top of his or her deck. ※Only for the first turn, the first attacker will not draw a card. (3.1. does not occur.)
- 3.1.1. Play timing occurs.
- 3.1.2. ★ Resolution Check ★
- 3.2. The turn fighter is allowed to put a card from his or her hand into his gauge zone. If so, the turn fighter can draw another card from the top of his or her deck.
- 3.1.1. Play timing occurs.
- 3.1.2. ★ Resolution Check ★
- 3.3. ★ Resolution Check ★
- 3.1. The turn fighter draws a card from the top of his or her deck. ※Only for the first turn, the first attacker will not draw a card. (3.1. does not occur.)
Flow of a Main Phase
- Play Timing
- 1.1. Play timing occurs. Abilities and effects that activate "At the beginning of your main phase" also activate at this point. ※The turn fighter can call monsters, cast spells, equip items, and use 【Act】 abilities. Both fighters can use cards with [Counter] abilities or effects.
- 1.2. ★ Resolution Check ★
Flow of an Attack Phase
- The attack phase begins
- 1.1. [Move] abilities activate.
- 1.1.1. Monsters with [Move] may move from its original area to another open area. The attacking fighter (turn fighter) may change areas for his or her monsters with [Move] ability one at a time.
- 1.1.2. Following that, the fighter being attacked (non-turn fighter) may change areas for his or her monsters with [Move] ability one at a time.
- 1.2. ★ Resolution Check ★
- 1.1. [Move] abilities activate.
- Play timing
- 1.3. Play timing occurs. Abilities which activate during "at the beginning of your attack phase" will be resolved here as well.
- 1.4. ★ Resolution Check ★
- Choosing to attack
- 2.1. If there are monsters which can attack, choose to either attack or not to attack. However, during the first turn of the starting fighter, he or she may only attack up to one time, and cannot link attack. → If attacking, proceed to 2.2. → If not attacking, proceed to 2.1.1.
- 2.1.1. Play timing occurs.
- 2.1.2. ★ Resolution Check ★
- 2.1.3. If there are monsters which can attack, choose again to either attack or not to attack. → If attacking, proceed to 2.2. → If not attacking, proceed to 5.1.
- 2.2. Rest the attacking card, and choose a target. When using a link attack, choose two or more cards to attack, and rest them.
- 2.3. From this point on the attacking card is considered "attacking" and "in battle".
- 2.1. If there are monsters which can attack, choose to either attack or not to attack. However, during the first turn of the starting fighter, he or she may only attack up to one time, and cannot link attack. → If attacking, proceed to 2.2. → If not attacking, proceed to 2.1.1.
Return to 2.1. (Choosing to attack).
- Attack phase ends
- 5.1. The attack phase ends, and proceeds to the final phase.
Q&A
Q1. What happens when an attacking monster is destroyed? A1. If it is destroyed and leaves the field before 3.1, that attack will not deal damage to the opponent fighter, or destroy the opponent's monster.
Q2. When my monster in the center is attacked by a monster with [Penetrate], if I use a card like "Magical Goodbye" to remove my monster from the field, will my opponent monster's "Penetrate" ability activate? A2. No, it will not. Since the monster in your center was not destroyed, you will not take damage.
Q3. During a link attack with 2 monsters, 1 of the attacking monsters is destroyed. Will that attack still be considered a link attack? A3. No, it will not. If the attacking card becomes 1 or less, it will no longer be considered a link attack.
Q4. I attack the monster in my opponent's center area, and the monster under attack leaves the field using cards like "Magical Goodbye". Can I change the attack target to my opponent? A4. No, you cannot. Once a target is chosen, if the monster under attack is no longer in the original area, the attack will hit nothing. Similarly, if the opponent fighter is chosen as the target, and a monster is called to his or her center with a card like "Dragon's Seal", the target will not be changed to the monster in your opponent's center.
Flow of a Final Phase [New]
- Play timing
- 1.1. Play timing occurs. Abilities which activate "at the end of your attack phase", "at the beginning of your final phase" will be resolved here as well. ※ The turn fighter may cast an "Impact" or call an "Impact Monster", or both fighters may use the ability of a [Counter] card.
- 1.2. ★ Resolution Check ★
- Choosing to attack
- 2.1. If there are cards which can attack during the final phase, choose to either attack or not to attack. However, during the first turn of the starting fighter, he or she may only attack up to one time, cannot link attack, and cannot attack if he or she attacked during the attack phase. → If attacking, proceed to 2.2. → If not attacking, proceed to 5.1.
- 2.1.1. Play timing occurs.
- 2.1.2. ★ Resolution Check ★
- 2.1.3. If there are any cards that can attack during the final phase, you may choose to proceed with an attack. If attacking, proceed to 2.2. → If not attacking, proceed to 5.1.
- 2.2. Rest the card that can attack during the final phase, and choose a target. When using a link attack, choose two or more cards to attack, and rest them.
- 2.3. From this point on the attacking card is considered "attacking" and "in battle".
- 2.4. ★ Rule Resolution★
- 2.1. If there are cards which can attack during the final phase, choose to either attack or not to attack. However, during the first turn of the starting fighter, he or she may only attack up to one time, cannot link attack, and cannot attack if he or she attacked during the attack phase. → If attacking, proceed to 2.2. → If not attacking, proceed to 5.1.
- Play timing (only once)
- 2.5. Play timing occurs. Abilities which activate "when this card attacks/link attacks" and "when this card is attacked" will be resolved here as well. Each fighter can only use [Counter] within this step once.
- 2.6. ★ Rule Resolution ★ If the attacked or attacking card is removed from battle, or if the attack is nullified, proceed to 3.3. after all processing effects are complete.
1.1. Return to (Play Timing)
- Final phase ends
- 5.1. Play timing occurs. Abilities which activate at "at the end of turn" will be resolved here as well.
- 5.2. ★ Rule Resolution ★
- 5.3. The final phase ends, and proceeds to the opponent's turn.
Q&A
Q1. Can monsters and items attack during my final phase? A1. No, they cannot. However, if the card has the ability with the text "can also attack during your final phase", it can attack.
Q2. After calling my impact monster, can the impact monster attack before my opponent use a [Counter]? A2. No, it cannot. During a play timing, both fighters are allowed to choose to use cards or abilities. Therefore, after calling an impact monster, your opponent may play a card.
Q3. During the final phase, can I use an impact or call an impact monster during any of the play timings? A3. No, you cannot. Casting impact or calling impact monsters can only be done at the play timing at 1.1 during your final phase. (With exceptions of [Counter])
Q4. What is the flow if resolving the "attack with it" effect of "Drill Bunker!!"'s ability? A4. In the case when the effect "attack with it" of an ability is to be resolved, the card rests by the effect and skips to 2.2, choosing the target, then follow the steps until 4..
4. Abilities / Others
Abilities are classified as 3 types, namely, "Activated", "Automatic" and "Continuous" abilities.
- Activated abilities: These abilities are written as 【Act】 in the text, and can be activated at will. Abilities without [Counter] can only be activated during the fighter's main phase.
- Automatic abilities: These abilities automatically activate when the situations stated on the ability occurs. Automatic abilities have higher priority than the casting of cards and using of abilities.
- Continuous abilities: These abilities are in effect as long as the conditions stated are fulfilled.
Using activated abilities
-
Using activated abilities
- 1.1. When using an ability with 【Act】 written on it, declare the use of an ability.
- 1.1.1. When the effect chooses a target, choose any card in a public zone (field, face up soul, drop zone) that fits what is stated by the effect.
- 1.2. Timing to use [Counter] by the opponent of the fighter who used the 【Act】 occurs.
- 1.2.1. The opponent may use a card or ability with [Counter] up to only once.
- 1.2.2. ★ Rule Resolution ★
- 1.2.3. Should the opponent use [Counter], the [Counter] activates, and resolves.
- 1.2.4. ★ Rule Resolution ★
- 1.3. Resolve the activated ability declared at 1.1..
- 1.3.1. All effects of the written text resolves. If the action can be chosen to proceed or not, choose to proceed with it or not at this time.
- 1.3.2. Should conditions be referred to by the effect, in the case that the conditions cannot be fulfilled, the effect that follows after the condition will not resolve.
- 1.4. ★ Rule Resolution ★
- 1.1. When using an ability with 【Act】 written on it, declare the use of an ability.
-
Using automatic abilities
- 2.1. When the stated situation occurs, automatic abilities will go into stand-by.
- 2.1.1. The turn fighter chooses an automatic ability that is in stand-by. When the effect chooses, choose any card stated in a public zone (field, drop zone) that fulfills all the conditions of the effect. If chosen, go to 2.2.. If there are no automatic abilities to choose, go to 2.1.2..
- 2.1. When the stated situation occurs, automatic abilities will go into stand-by.
If there are any automatic abilities still on stand-by, return to 2.1..
- Effects of continuous abilities
- 3.1. As long as the conditions of the ability are fulfilled, the ability will be in effect. Abilities that do not state a condition will only be active when on the field.
Keyword abilities
Abilities enclosed within a red box are called "Keywords abilities".
- [Penetrate]: When an attack by a card with [Penetrate] hits and destroys a monster on the opponent's center, deal damage to the opponent equal to the critical of that attacking card. In the case of link attacks, all [Penetrate] will all activate only once. [Counter] cannot be used against [Penetrate]. The same card cannot have multiple [Penetrate].
- [Soulguard]: In the case a card with [Soulguard] leaves the field, a card from the soul of the card with [Soulguard] may be put to the drop zone to prevent it from leaving the field. [Soulguard] is a replacement effect. [Counter] cannot be used against [Soulguard]. The same card cannot have multiple [Soulguard].
- [Move]: At the beginning of an attack phase, a card with [Move] can be put to an open area from its present area. Firstly, the turn fighter moves monsters with [Move] one by one. Then, the non-turn fighter will move monsters with [Move] one by one. [Counter] cannot be used against [Move]. The same card cannot have multiple [Move].
- [n Attack] ([Double Attack] / [Triple Attack] / [Quadruple Attack]): After an attack, a card with [n Attack] can be put to [Stand] position n-1 times. Refer to the timing in 4.2 under "Flow of an Attack Phase" when referring to [n Attack]. [Counter] cannot be used against [n Attack].
- [n Attack] (continued): [Counter] cannot be used against [n Attack]. The same card cannot have multiple [n Attack].
- [Counterattack]: In the case a card with [Counterattack] remains on the field after being attacked, choose an attacking monster with a defense lower than the power of a card with [Counterattack], and destroy it. [Counter] cannot be used against [Counterattack]. The same card cannot have multiple [Counterattack].
- [Lifelink]: In the case a card with [Lifelink (Number)] leaves the field, the fighter will de dealt damage equal to (Number). In the case of [Lifelink Lose], the fighter loses the game. [Counter] can be used against [Lifelink]. The same card can have multiple [Lifelink].
[Set] [New]
A card with [Set], after being cast and [Set], are put on the Spell area and remains there with its ability continuously in effect. The same card cannot have multiple [Set].
[Crossnize]
During your main phase, you may declare to use the [Crossnize] of a card with [Crossnize] on your field, and put it into the soul of a 《Neodragon》 on your field. [Counter] may be used against [Crossnize]. The same card cannot have multiple [Crossnize].
[Impact Transform] [New]
Once a turn, the fighter may use cards with [Impact Transform] during his or her final phase by paying the cost within the 〔 〕, and equipping it like an item. Equipped [Impact Transform] cards are not treated as impact monsters, but as items that possess power, defense, critical, abilities, and attributes, etc. They can attack during the fighter's final phase. Activated [Impact Transform] cards are also treated as cards that have activated [Transform]. [Impact Transform] does not count as a call, but as an equipment. However, you will still gain 1 life from Buddy Gift. Fighters can use [Counter] against [Impact Transform]. After the fighter declares an [Impact Transform] and pay the cost, the opponent can declare a [Counter]. The same card cannot have multiple [Impact Transform].
Others [New]
Item cards with defense
When a fighter equipped with an item that has defense is attacked with power less than the defense of the item, no damage will dealt. Should the power of the attack be equal or greater than the defense of the item, deal damage equal to the combined critical of the cards in that attack.
- The item with defense will not be destroyed from the damage taken.
- An attack to a fighter is also considered as an attack to the item with defense.
- When an item with defense is attacked, a battle will occur. (When an item without defense is attacked, it is not regarded as an attack to the item, and no battle occurs with the item.)
"When… is destroyed", "When damage is dealt", "When this card enters the field", etc.
You can use cards with the above conditions after they are met. However, after fulfilling the above condition, if the following points are met, it is considered as choosing not to use that card.
- If a card that does not refer to this condition is played, and resolves during a non-[Counter] timing.
- The play timing that fulfilled the condition, or the play timing right after the condition was fulfilled ends.
- The phase that fulfilled the condition ends.
"When … is cast" / "When … is called"
You can only use a card with [Counter], or an ability with [Counter] with the above conditions, in response to the use of a card that meets the above conditions. However, when the requirement is met when an effect is being resolved, you cannot use the card or ability with the above requirement, even if the requirement is fulfilled. (Example: "Demon Lord, Asmodai" is called by "Quick Summon", "Begone!!" cannot be cast against the call of "Demon Lord, Asmodai".)
Face down souls
- Unless specifically specified, souls are put face up.
- Should "Put... face down into this card's soul" be instructed, the card is put face down instead.
- Like the fighter's own hand, the fighter is free to look at the face down card in the soul of his own cards. Fighters cannot check the contents of face down souls of fighters other than their own.
- For effects like "Put three cards from the top of your deck into this card's soul face down", when cards are put from the top of deck into soul, both fighters are not allowed to see the contents. After the card has been put into the soul, the card's master can check the contents of the card.
Special Flags (
Special flags are different from normal flags which normally allow the fighter to use "
In normal scenarios, the fighter starts the fight with six cards in hand, two cards in gauge, and 10 life points. However, the number of cards in hand, in gauge, and the starting life points may change according to the special flag. All these will be specified on the flag cards, and this preparation is done before "Raising the flag".
[Omni Lord]
Cards with [Omni Lord] can be used with decks of all flags. However, if the card and the flag are of different worlds, only up to one copy can be used in the deck.
For example, a deck using "Dragon World" as the flag may have up to four copies of a
The same card cannot have multiple [Omni Lord]. For [Omni Lord] icons with different colors, they are all treated as [Omni Lord]. (Different colored icons are not treated differently.)
[Dual] [New]
Dual cards belong to two worlds at once. The worlds are stated at the bottom of the card.
The above card belongs to both Legend World and Darkness Dragon World. As such, this card can be used in both Legend World and Darkness Dragon World decks.
The "once per turn" restriction [New]
Cards have abilities that state, "You may only use this ability once per turn." which restricts your usage of the abilities or cards. The usage of those abilities are restricted accordingly to what is stated on by the cards.
- "This ability only activates once per turn" / "You may only use this ability once per turn": Abilities with "This ability only activates once per turn" stated is triggered once the requirements for it is fulfilled. During the turn on which the ability is triggered, the card with the ability will not be triggered again. (Other cards can still be triggered or cast.)
- "[Card Name] / [Ability Name] only activates once per turn": Abilities with "[Card Name] / [Ability Name] only activates once per turn" stated is triggered when the card/ability is cast/used. During the turn on which the card/ability is triggered, cards/abilities with the same name cannot be triggered again. (Even if it is from another copy of the card.)
Q&A [New]
Q1. There are two "Fifth Omni Cavalry Dragon, Merak "SD"" on my field. One of them has used its 【Act】 ability. Can I use the 【Act】 ability of the other on the same turn? A1. Yes, it can be used. "This ability can only be activated once per turn" only applies to the card on which it is stated. Hence, if it is from another card, it may still be used.
Q2. I called "Flarefang Dragon" into the field when I don't have any 《Sun Dragon》 on my field. Then, when I call another "Flarefang Dragon" into the field afterwards, does that card's "Flare Gift" activate? A2. No, it does not. "Flare Gift" of "Flarefang Dragon" was already activated when the first "Flarefang Dragon" was called. Regardless of whether a 《Sun Dragon》 was on your field during that time, "Flare Gift" had already been activated once, and so, even if another "Flarefang Dragon" enters the field, "Flare Gift" will not activate again.
Q3. My "Dragon Emperor Legend" was nullified by my opponent's "Abra Cadabra!". Afterwards, can I use "Dragon Emperor Legend" again? A3. Yes, you may. A nullified card/ability means it was unresolved, which also means "You may only cast "Dragon Emperor Legend" once per turn." was unresolved, and hence, you may still cast "Dragon Emperor Legend".
5. Impact Monsters
Regarding Impact Monsters
An "Impact Monster" is both a "Monster" and an "Impact". When referring to a "monster" or an "impact", "impact monster" will be referred to as well. (Example: You may cast "Shine-energy" on "Bal Dragon, "Bal Grand Strike!"".)
When you play it, call the "impact monster" following the flow of "1. Flow of a Buddy Call / Call". Also, it is possible to choose an "impact monster" to be your buddy.
Calling an Impact Monster
An "impact monster" can only be called once per turn, during your final phase following the flow of "1. Flow of a Buddy Call / Call". If an "impact monster" is called, for this turn, you cannot call "impact monsters".
However, if an "impact monster" is called by an effect, that call is not included in the count of "once per turn". It is also possible to call an "impact monster" normally, and then call an "impact monster" by an effect. (It is also possible vice versa.)
Also, it is possible to choose an "impact monster" to be your buddy. During each fight, it is possible to buddy call and gain 1 life from buddy gift.
Attacking with an Impact Monster
A fighter's "impact monster" can also attack during his or her final phase. An attack by an "impact monster" follows the flow of "4. Flow of a Final Phase".
Stand and Rest of an Impact Monster
The stand mode of an "impact monster" is in a landscape orientation, while the rest mode is in a portrait orientation from the card owner's perspective. In the case an "impact monster" is your buddy, it is put into stand the moment it is put from face-down to face-up at the start of the game. After you buddy call, the card you call is placed in rest mode to your buddy zone.
Q&A
Q1. Can I call an impact monster during my main phase? A1. No, you cannot. Other than being called by an effect, impact monsters cannot be called except during your final phase.
Q2. Can I attack using an impact monster during my attack phase? A2. Yes, you can. If you use it to attack, you can use it to link attack with other monsters and items as well.
Q3. For my first turn going first in a fight, can I attack using an impact monster? A3. Yes, you can. In the case a fighter has not attacked during the attack phase of his or her first turn going first, he or she can call an impact monster during the final phase, and attack with it.
Q4. If my opponent nullifies the call of my impact monster by nullifying a monster call, or the casting of an impact card, can I call an impact monster again? A4. Similarly for a monster and an impact, if the call (cast) of an impact monster is nullified, it does not enter the field, and is put into the drop zone. However, in the case the call is nullified, it is not counted as having called an impact monster "once per turn".