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ONE PIECE CARD GAME Comprehensive Rules
Version 1.1.7
Last updated: 7/12/2024
Table of Contents
Contents of Comprehensive Rules ............................................................................................
1. Game Overview .................................................................................................................. 1
2. Card Information ................................................................................................................ 3
3. Game Areas ........................................................................................................................ 6
4. Basic Game Terminology ................................................................................................... 9
5. Game Setup ...................................................................................................................... 11
6. Game Progression ............................................................................................................ 12
7. Card Attacks and Battles .................................................................................................. 14
8. Activating and Resolving Effects ...................................................................................... 15
9. Rule Processing ................................................................................................................ 19
10. Keyword Effects and Keywords ...................................................................................... 19
11. Other .............................................................................................................................. 22
Contents of Comprehensive Rules
1. Game Overview
1-1. Number of Players
1-1-1. Fundamentally, this game is intended to be played by two players, head-to-head.
These rules do not currently support play by three or more players.
1-2. Ending the Game
1-2-1. The game ends when either player loses the game. When a players opponent loses
the game, the player who has not lost wins the game.
1-2-1-1. The two defeat conditions are as follows:
1-2-1-1-1. When you have 0 Life cards and your Leader takes damage.
1-2-1-1-2. When you have 0 cards in your deck.
1-2-2. When either player meets a defeat condition, they will lose the game according to
the rule processing at the next time of rule processing. (See 9. Rule Processing)
1-2-2-1. If either players Leader takes damage when that player has 0 Life cards
remaining during the game, that player has met a defeat condition.
1-2-2-2. If either player has 0 cards in their deck during the game, that player has met
a defeat condition.
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1-2-3. Either player may concede at any point during a game. When a player concedes,
they lose immediately and the game ends.
1-2-4. A concession is not affected by any card. Furthermore, concession cannot be
forced by any card effect, and defeat by concession cannot be replaced by any
replacement effect.
1-2-5. The effects of some cards may cause a player to win or lose the game. In such a
case, the player wins or loses during the processing of that effect, and the game
ends.
1-3. Fundamental Principles
1-3-1. When card text contradicts the Comprehensive Rules, the card text takes
precedence over the Comprehensive Rules.
1-3-2. If a player is required to perform an impossible action for any reason, that action
is not carried out. Likewise, if an effect requires the player to carry out multiple
actions, some of which are impossible, the player performs as many of the actions
as possible.
1-3-2-1. If an object is required to change to a given state, and the object is already in
that state, the objects state remains the same, and the action is not performed.
1-3-2-2. If a player is required to perform an action 0 or a negative number of times
for any reason, that action is not carried out. A request to perform a certain
action negative times does not imply performing its opposite action.
1-3-3. If a cards effect requires a player to carry out an action while a currently active
effect prohibits that action, the prohibiting effect always takes precedence.
1-3-4. If both players are required to make choices simultaneously for any reason, the
player whose turn it is makes the choices first. After that player has made their
choices, the other player makes their choices.
1-3-5. If a card or rule requires a player to choose a number, unless otherwise specified,
the player must choose a whole number of 0 or greater. Players cannot choose
numbers containing fractions less than 1, or negative numbers.
1-3-5-1. If a card or rule specifies a maximum value for a number, such as “up to ...”,
as long as no minimum number is specified, the player can choose 0.
1-3-6. If a card effect changes information on a card, unless otherwise specified or defined
by the rules, numbers on a card cannot contain fractions less than 1. If non-power
numbers would become negative, they are treated as 0, except in cases where the
information is added to or subtracted from.
1-3-7. Power can become a negative value.
1-3-7-1. Even if a card’s power becomes a negative value, unless otherwise specified,
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that card will not be trashed or otherwise moved to an area.
1-3-8. Unless otherwise specified, card effects are carried out in the order described on
the card.
1-3-9. If card effects require a player to rest a card and set it as active simultaneously, the
effect requiring the player to rest the card always takes precedence.
1-3-10. Cost and Activation Cost
1-3-10-1. Cost refers to a payment that must be made to play a card. A card’s cost is
the number written in its upper left corner. (See 6-5-3-1.)
1-3-10-2. Activation cost refers to a payment required to activate a card’s effect. (See
8-3.)
1-3-11. If both players are instructed to perform some action at the same time according
to a cards effect, the turn player is to perform the action first, followed by the
non-turn player.
2. Card Information
2-1. Card Name
2-1-1. This is the card’s fixed name.
2-1-2. Some text will include text in [ ] brackets without a clarifying noun afterwards.
This refers to cards with the card name specified in the [ ] brackets.
2-1-2-1. Some text will include part of a card name in " " quotation marks. This text
refers to cards with a card name containing the text in the quotation marks.
2-1-3. As an exception, some cards get card names from their text. Treat these cards as
if they have this name by default, including during deck construction and when in
secret areas.
2-2. Card Category
2-2-1. This specifies the card’s category.
2-2-2. There are five card categories: Leader card, Character card, Event card, Stage card,
and DON!! card.
2-2-3. Cards in the Leader card category are placed in the Leader area.
2-2-3-1. When a card’s text refers to “Leader” or “Leader card”, this means a card in
the Leader card category placed in the Leader area.
2-2-4. Cards in the Character card category are placed in the Character area.
2-2-4-1. When a card’s text refers to “Character”, this means a card in the Character
card category placed in the Character area.
2-2-4-2. When a card’s text refers to “Character card”, this means a card in the
Character card category that is located outside of the Character area.
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2-2-4-3. When a card’s text refers to “Leader and/or Character cards”, the latter means
a card in the Character card category placed in the Character area.
2-2-5. Cards in the Event card category can have their effects activated by the card being
moved from the player’s hand to the trash.
2-2-5-1. When a cards text refers to “Event” or “Event card”, this means a card in the
Event card category.
2-2-6. Cards in the Stage card category are placed in the Stage area.
2-2-6-1. When a cards text refers to “Stage”, this means a card in the Stage card
category.
2-2-6-2. When a cards text refers to “Stage card”, this means a card in the Stage card
category that is located outside of the Stage area.
2-3. Color
2-3-1. This specifies the card’s colors. It may be referenced in card text.
2-3-2. All cards have colors which are indicated by the colors of sections of the hexagon
in the lower left corner of the card.
2-3-3. There are six colors: red, green, blue, purple, black, and yellow.
2-3-3-1. In the hexagon, the upper right is red, the right is green, the lower right is
blue, the lower left is purple, the left is black, and the upper left is yellow.
2-3-4. Some cards have multiple colors, such as red and blue, or green and purple.
2-3-5. Cards with multiple colors, such as red and green, are treated as a card of every
color they possess.
2-3-6. Cards with multiple colors are sometimes referred to as multicolor in card text.
2-4. Type
2-4-1. This specifies the card’s types. It may be referenced in card text.
2-4-2. Some cards may have multiple types. Where a card has multiple types, each type
will be separated by a slash (/).
2-4-3. Some text will include text in { } brackets. This refers to cards with the type
specified in the { } brackets.
2-4-3-1. Some text will include part of a type in " " quotation marks. This text refers to
cards with a type containing the text in the quotation marks.
2-4-4. As an exception, some cards get types from their text. Treat these cards as if they
have this type by default, including during deck construction and when in secret
areas.
2-5. Attribute
2-5-1. This specifies the card’s attribute. It may be referenced in card text.
2-5-2. There are five attributes: Slash, Strike, Ranged, Special, and Wisdom.
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2-5-3. Some cards have multiple attributes, such as Slash and Strike, or Ranged and
Special.
2-5-4. If a card has multiple attributes, such as Slash and Strike, it is treated as a card
with all the attributes it possesses.
2-5-5. Only Leader cards and Character cards have attributes.
2-5-6. Some text will include text in < > brackets. This refers to cards with the attribute
specified in the < > brackets.
2-5-7. As an exception, some cards get attributes from their text. Treat these cards as if
they have this attribute by default, including during deck construction and when
in secret areas.
2-6. Power
2-6-1. This specifies the card’s strength in battles. (See 7. Card Attacks and Battles)
2-6-2. Only Leader cards and Character cards have power.
2-6-3. An effect may make a power value greater or less than the written value.
2-7. Cost
2-7-1. This specifies the cost needed to play the card from your hand. (See 6-5-3-1.)
2-7-2. When playing a Character card from your hand, you should first reveal the card
you wish to play, select a number of active DON!! cards in your cost area equal to
the card’s cost, rest those DON!! cards, and then play the revealed card.
2-7-3. When activating an Event card from your hand, you should first reveal the card
you wish to activate, select a number of active DON!! cards in your cost area equal
to the card’s cost, rest those DON!! cards, and then trash the revealed card to
activate it.
2-7-4. When playing a Stage card from your hand, you should first reveal the card you
wish to play, select a number of active DON!! cards in your cost area equal to the
card’s cost, rest those DON!! cards, and then play the revealed card.
2-7-5. Only Character cards, Event cards and Stage cards have costs.
2-7-6. An effect may make a cost greater or less than the written value.
2-8. Card Text
2-8-1. This describes the card’s effects.
2-8-2. Unless otherwise specified, card text on Leader cards, Character cards, and Stage
cards is valid only in the Leader area, Character area, and Stage area, respectively.
2-8-3. Text is resolved in order starting from the text closest to the top.
2-8-4. Some text has detailed explanations of keyword effects or other card effects inside
( ) parentheses. These are called explanatory notes and their purpose is to provide
further explanation of effects.
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2-8-4-1. Explanatory notes do not influence gameplay.
2-8-4-2. As an exception, some effect text may be included in parentheses to make the
effect easier to understand.
2-8-5. A card without card text may be described in text as having “no base effect”.
2-9. Life
2-9-1. This specifies the Life value of a Leader card.
2-9-2. At the start of the game, each player draws a number of cards equal to the Life
value indicated on their Leader card from the top of their deck and places them
face-down in their Life area without looking at their contents.
2-9-2-1. At this time, the cards are to be placed in order such that the card at the top
of the deck is at the bottom in the Life area.
2-9-3. Only Leader cards have Life.
2-9-4. An effect may make a Life value greater than the written value.
2-10. (Symbol) Counter
2-10-1. This specifies the power increase to a Character card’s power that can be
activated during the Counter Step.
2-10-2. Only Character cards have (Symbol) Counter.
2-11. [Trigger]
2-11-1. This is an effect that can be activated instead of the player adding the card from
their Life area to their hand on taking damage.
2-11-2. [Trigger] is part of the card text.
2-12. Copyright Notice
2-12-1. This is the card’s copyright inscription. It does not affect gameplay.
2-13 Rarity
2-13-1. This specifies the card’s rarity. It does not affect gameplay.
2-14. Card Number
2-14-1. This is referenced during game preparation.
2-14-2. When preparing for a game, there should be no more than 4 cards with the same
card number in your deck.
2-14-3. This is the card number of this card. It may be referenced in card text.
2-15. Block Symbol
2-15-1. This specifies the block this card is part of. It does not affect gameplay.
2-16. Illustration
2-16-1. This is the card’s illustration inspired by its contents. It does not affect gameplay.
2-17. Illustrators Name
2-17-1. This is the name of the illustrator who created the card’s illustration. It does not
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affect gameplay.
3. Game Areas
3-1. Areas
3-1-1. The areas are the deck, DON!! deck, hand, trash, Leader area, Character area,
Stage area, cost area, and Life area.
3-1-2. The Leader area, Character area, Stage area, and cost area are sometimes
collectively referred to as “the field”.
3-1-3. Unless otherwise specified, each player possesses one of every area.
3-1-4. The number of cards in each area is open information that can be confirmed by
both players at any time.
3-1-5. Cards in some areas are revealed to both players while others are not. Areas with
revealed cards are called open areas, while areas with hidden cards are called secret
areas.
3-1-6. When a card is moved from the Character area or Stage area to another area, unless
otherwise specified, the card is treated as a new card in a new area. Effects that
were applied to the card in the original area are not carried over to the new area.
3-1-7. When multiple cards are placed in an area simultaneously, unless otherwise
specified, the owner of the cards decides the order in which they are placed in the
new area.
3-1-8. When multiple cards are placed from an open area in a secret area simultaneously,
if the owner of the cards can determine the order the cards are placed in, the other
player cannot confirm the order in which the cards are placed.
3-2. Deck
3-2-1. Each player places their deck here at the start of the game.
3-2-2. The deck is a secret area. Cards in this area are placed face-down in a stack and,
unless otherwise specified, neither player can check the contents or order of those
cards, nor can they change their order.
3-2-3. When multiple cards in a deck are moved simultaneously, they should be moved
one by one.
3-2-4. When a player is instructed to shuffle a deck, the player will randomly change the
order of cards in that deck.
3-3. DON!! Deck
3-3-1. Each player places their DON!! deck here at the start of the game.
3-3-2. The DON!! deck is an open area. Cards in this area are placed face-down in a stack,
and both players can freely view the contents and order of these cards, and change
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their order.
3-3-3. When multiple DON!! cards in a DON!! deck are moved simultaneously, they
should be moved one by one.
3-4. Hand
3-4-1. This is where each player places the cards they draw from their deck.
3-4-2. The hand is a secret area, but a player can freely view the contents and change the
order of cards in their hand.
3-4-3. Players cannot view the contents of cards in the other player’s hand unless
otherwise specified.
3-5. Trash
3-5-1. Character cards that have been K.O.d and Event cards that have been activated
are placed in this area.
3-5-2. The trash is an open area. Cards in this area are placed face-up in a stack, and
either player can freely view the contents and order of these cards. Players may
freely change the order of cards in their own trash. When placing new cards in
this area, they are normally placed on top of the cards that are already there.
3-6. Leader Area
3-6-1. Each player places their Leader card face-up in this area at the start of the game.
3-6-2. The Leader area is an open area.
3-6-3. A card placed in the Leader area which is treated as a Leader card cannot be moved
from the Leader area by card effects or rules and will remain in the Leader area.
3-7. Character Area
3-7-1. This is where each player places their Character cards.
3-7-2. The Character area is an open area. Cards in this area are placed face-up.
3-7-3. Placing a Character card in the Character area is called “play[ing]” that card.
3-7-4. Played cards cannot attack on the turn in which they are played unless otherwise
specified.
3-7-5. When placing cards in the Character area, they should be set as active unless
otherwise specified.
3-7-6. Up to 5 Character cards can be placed in the Character area.
3-7-6-1. If there are 5 Character cards in the Character area and a player wants to play
a new Character card, that player should reveal the card they want to play, trash
1 of the Character cards already in their Character area, and then play the new
Character card in the Character area.
3-8. Stage Area
3-8-1. This is where each player places their Stage cards.
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3-8-2. The Stage area is an open area. Cards in this area are placed face-up.
3-8-3. Placing a Stage card in the Stage area is called “play[ing]” that card.
3-8-4. When placing cards in the Stage area, they should be set as active unless otherwise
specified.
3-8-5. Up to 1 Stage card can be placed in the Stage area.
3-8-5-1. If there is 1 Stage card in the Stage area and a player wants to play a new Stage
card, that player should reveal the card they want to play, trash the 1 Stage
card already in their Stage area, and then play the new Stage card in the Stage
area.
3-9. Cost Area
3-9-1. DON!! cards are placed in this area.
3-9-2. The cost area is an open area. Either player can freely view the contents of these
cards. Players may freely change the order of cards in their own cost area. When
paying a cost, players may freely choose which cards to use.
3-9-3. When placing DON!! cards in the cost area, they should be set as active unless
otherwise specified.
3-10. Life Area
3-10-1. The Life cards for a player’s Leader are placed in this area.
3-10-2. The Life area is a secret area. Cards in this area are, unless otherwise specified,
placed face-down in a stack and neither player can check the contents of those
cards, nor can they change their order. When moving a card from their Life area
to another area, a player must select the card at the top of their Life cards unless
otherwise specified.
3-10-2-1. An effect may cause a card to be added to the Life area face-up. In such a
case, the face-up card is treated as a card in an open area as an exception.
3-10-3. Effects that refer to looking at Life cards can be processed regardless of whether
the Life cards are face-up or face-down. After such an effect is processed, the Life
cards should be placed as they were before the effect was processed (i.e., face-up
or face-down).
4. Basic Game Terminology
4-1. Effects
4-1-1. Effects are specified in card text.
4-1-2. Keyword effects, such as [Activate: Main], [Blocker], [Counter], and [Trigger],
are found in effects. (See 10-1.)
4-2. Player
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4-2-1. “Player” refers to the person who possesses a card.
4-2-1-1. When a card’s text refers to “owner”, this means the original holder of the
card.
4-2-2. At the end of the game, each player has all cards they own returned to them.
4-3. Turn Player and Non-Turn Player
4-3-1. The turn player” is the player whose turn is currently in progress.
4-3-2. The non-turn player” is the player whose turn is currently not in progress.
4-4. Card States
4-4-1. Cards in the Leader area, Character area, and Stage area should be in one of the
following two states:
4-4-1-1. Active: A card positioned vertically from the player’s point of view.
4-4-1-2. Rested: A card positioned horizontally from the player’s point of view.
4-5. Draw a Card
4-5-1. Draw a card is the act of adding the top card of a deck to your hand without
revealing it to the other player.
4-5-2. When directed to “draw 1 card”, add 1 card from the top of your deck to your hand
without revealing it to the other player.
4-5-3. When directed to “draw X cards”, nothing happens if X is 0. If X is 1 or higher,
repeat the “draw a card” process that many times.
4-5-4. When directed to “draw up to X card(s)”, nothing happens if X is 0. If X is 1 or
higher, carry out the following actions:
4-5-4-1. You can end this action.
4-5-4-2. Draw 1 card.
4-5-4-3. If you have carried out 4-5-4-2 X times, end this action. If not, return to 4-5-
4-1.
4-6. Damage Processing
4-6-1. The act of dealing damage is referred to as damage processing.
4-6-2. If any action deals damage to a Leader, the player whose Leader has taken damage
will perform the following procedure:
4-6-2-1. If the damage taken is 1, the player whose Leader has taken damage moves 1
card from the top of their Life cards to their hand.
4-6-2-2. If the damage received is X, nothing happens if X is 0. If X is 1 or higher, the
player repeats the If the damage taken is 1process (4-6-2-1) that many
times.
4-6-3. If a card with [Trigger] is added to the player’s hand from their Life area during
this procedure, the player can choose to activate that [Trigger]. (See 10-1-5.)
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4-6-3-1. If a Life card cannot be added to the hand due to an effect or replacement
effect, the [Trigger] cannot be activated.
4-7. Play a Card
4-7-1. Playing a card refers to a player paying its cost and activating it or playing it from
their hand.
4-8. Up to X Card(s)
4-8-1. If a direction states “up to X card(s)”, when the effect is activated, choose between
0 and X cards immediately before the effect is processed. Then, resolve the effect.
4-8-2. “Draw up to X card(s)” is an exception processed according to 4-5-4.
4-9. “Base”
4-9-1. The term “base” appears in some card text.
4-9-2. “Base” refers to the number or card text as it appears on that card.
4-10. If and Then
4-10-1. If a preceding if clause in the text cannot be resolved, the following clause in
that text also cannot be resolved.
4-10-2. If a preceding then clause in the text cannot be resolved, the following clause
in that text can still be resolved.
4-11. Remove
4-11-1. The term remove appears in some card text.
4-11-2. Remove refers to moving a card from the area it is placed in to another area.
5. Game Setup
5-1. Preparing Leader Cards, Decks, and DON!! Decks
5-1-1. Each player prepares a Leader card, deck, and DON!! deck from their cards before
the game begins.
5-1-2. Each player needs exactly 1 Leader card, a 50-card deck, and a 10-card DON!!
deck to play.
5-1-2-1. A deck is a bundle of cards made up of Character cards, Event cards, and Stage
cards.
5-1-2-2. Only cards of a color included on the Leader card can be included in a deck.
Cards of a color not included on the Leader card cannot be added to the deck.
5-1-2-3. A deck can contain no more than 4 cards with the same card number.
5-1-2-4. Effects related to deck construction rules are treated as permanent effects (see
8-1-3-4-3.) which replace the deck construction rules above.
5-1-2-4-1. Effects related to deck construction are those specifying that the deck can
contain a specified number of cards of a certain category, or that the deck
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cannot contain a specified number of cards of a certain category.
5-1-2-4-2. Effects related to deck construction are valid during deck construction.
5-2. Pre-Game Preparations
5-2-1. Before playing the game, each player must follow the procedure below:
5-2-1-1. Each player presents the deck they’re going to use in this game. This deck (at
this time) must meet the deck construction rules specified in 5-1-2.
5-2-1-2. Each player thoroughly shuffles their deck. Then, each player places their deck
face-down in their deck area.
5-2-1-3. Each player places their Leader card face-up in their Leader area.
5-2-1-4. The players decide, by Rock-Paper-Scissors or some other means, which
player will decide whether they want to go first or second.
5-2-1-4-1. No intervention of any kind is allowed in the player’s decision whether to
go first or second.
5-2-1-5. Once it is determined which player will decide whether to go first or second,
that player declares whether they will go first or second.
5-2-1-6. Each player draws 5 cards from their deck as their opening hand. Then,
beginning with the player going first, each player may redraw their hand once
according to the procedure below.
5-2-1-6-1. The player returns all of the cards in their hand to their deck, reshuffles,
and then redraws 5 cards.
5-2-1-7. Each player places a number of cards from the top of their deck equal to the
Life value of their Leader face-down in their Life area such that the card at the
top of their deck is at the bottom in their Life area.
5-2-1-8. The first player begins the game and starts their turn.
6. Game Progression
6-1. Turn Flow
6-1-1. A turn refers to a sequence consisting of a Refresh Phase, Draw Phase, DON!!
Phase, Main Phase, and End Phase.
6-1-2. The game is progressed by one of the players serving as the turn player. The turn
player performs the phases following the procedures below.
6-2. Refresh Phase
6-2-1. Currently applied effects that last until the start of your next turn” end.
6-2-2. Your own and your opponent’s effects that read “at the start of your/your
opponent’s turn” activate.
6-2-3. Return all DON!! cards given to cards in your Leader area and Character area (see
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6-5-5-1.) to your cost area.
6-2-4. Set all rested cards placed in your Leader area, Character area, Stage area, and cost
area as active.
6-3. Draw Phase
6-3-1. The turn player draws 1 card from their deck. Note that the player going first does
not draw a card on their first turn.
6-4. DON!! Phase
6-4-1. Place 2 DON!! cards from the DON!! deck face-up in the cost area. Note that the
player going first places only 1 DON!! card face-up in their cost area on their first
turn.
6-4-2. If there is only 1 card in the DON!! deck, place 1 DON!! card face-up in the cost
area.
6-4-3. If there are 0 cards in the DON!! deck, do not place a DON!! card in the cost area.
6-5. Main Phase
6-5-1. Your own and your opponent’s effects that read at the start of the Main Phase
activate.
6-5-2. In the Main Phase, you may perform the following Main Phase actions: 6-5-3.
Play a Card, 6-5-4. Activate a Cards Effect, 6-5-5. Give DON!! Cards, and
6-5-6. Battle”. You can perform these actions in any order and as many times as
you wish.
6-5-2-1. On declaring the end of the Main Phase, proceed to 6-6. End Phase.
6-5-3. Play a Card
6-5-3-1. You can pay the cost and play a Character card or Stage card, or activate an
Event card marked with [Main] from your hand. You can perform these
actions in any order and as many times as you wish.
6-5-4. Activate a Cards Effect
6-5-4-1. The turn player can activate effects marked with [Main] or [Activate: Main].
6-5-5. Give DON!! Cards
6-5-5-1. Place 1 active DON!! card from your cost area underneath your Leader or a
Character card in the cost area such that it remains visible. This is called
“giving”.
6-5-5-2. Leader cards and Character cards gain 1000 power during your turn for each
DON!! card given to them.
6-5-5-3. Giving can be performed as many times as you wish to the extent possible.
6-5-5-4. When a card that has been given a DON!! card is moved to another area, all
DON!! cards given to that card are placed in the cost area and rested.
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6-5-6. Battle
6-5-6-1. Neither player can battle on their first turn.
6-5-6-2. For more information on battles, please refer to 7. Card Attacks and Battles
below.
6-6. End Phase
6-6-1. This is the phase in which various end-of-turn processes are carried out. The
End Phase follows the procedure below:
6-6-1-1. Effects that read end of your turn are activated.
6-6-1-1-1. Effects that read “end of your turn” can only be activated and resolved
once.
6-6-1-2. After all processing that is to be carried out at this point has been completed,
the turn player’s effects that last “during this turn” and “until the end of the
turn” become invalid.
6-6-1-3. The non-turn player’s effects that last “during this turn” and “until the end
of the turn” become invalid.
6-6-1-4. When there are no effects that read end of your turn for which the
conditions have not yet been fulfilled, the turn ends, the opponent becomes
the turn player, and the game proceeds to the Refresh Phase of the next turn.
7. Card Attacks and Battles
7-1. During the Main Phase, the turn player can rest an active Leader card in their Leader
area, or an active Character card in their Character area, to attack an opponents Leader
card in their Leader area, or rested Character card in their Character area. When an
attack is made, the game proceeds to Battle (see 6-5-6.) and is processed in order from
the Attack Step (see 7-1-1.) to the Damage Step (see 7-1-4.).
7-1-1. Attack Step
7-1-1-1. Attacks are carried out by the Leader card, or a Character card in the
Character area. First, the turn player declares their attack by resting their
active Leader card or 1 active Character card.
7-1-1-2. The turn player then selects the target of their attack. The target can be either
the opponent’s Leader card or 1 of their rested Character cards in their
Character area.
7-1-1-3. Effects that read [When Attacking], when you attack, or [On Your
Opponent's Attack] activate.
7-1-1-4. If, at the end of the Attack Step, the attacking card or the target card for the
attack has moved areas due to some method, proceed not to the Block Step
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(see 7-1-2.), but to the End of the Battle (see 7-1-5.).
7-1-2. Block Step
7-1-2-1. The player being attacked can activate the [Blocker] effect of their card only
once during that battle.
7-1-2-2. When a [Blocker] is activated, effects that read [On Block] or “when you block
activate.
7-1-2-3. If, at the end of the Block Step, the attacking card or the target card for the
attack has moved areas due to some method, proceed not the Counter Step
(see 7-1-3.), but to the End of the Battle (see 7-1-5.).
7-1-3. Counter Step
7-1-3-1. Effects of the player being attacked that read “when attacked” activate.
7-1-3-2. The player being attacked may perform the following actions in any order and
as many times as they wish:
7-1-3-2-1. Activate [(Symbol) Counter]: The player being attacked may trash a
Character card with [(Symbol) Counter] from their hand to activate an
effect that increases the power of their Leader or 1 Character card by the
value of the [(Symbol) Counter] during that battle.
7-1-3-2-2. Activate an Event card: The player being attacked may pay the cost of an
Event card with [Counter] in their hand, and then trash it to activate the
[Counter] effect.
7-1-2-3. If, at the end of the Counter Step, the attacking card or the target card for
the attack has moved areas due to some method, proceed not to the Damage
Step (see 7-1-4.), but to the End of the Battle (see 7-1-5.).
7-1-4. Damage Step
7-1-4-1. Compare the power of the attacking card and the card being attacked. If the
power of the attacking card is greater than or equal to the power of the card
being attacked, the battle is won, and the result is either 7-1-4-1-1. or 7-1-4-
1-2., depending on the category of the card being attacked.
7-1-4-1-1. If a Leader card: 1 damage is dealt to that Leader.
7-1-4-1-1-1. If the opponent has 0 Life at the point when it is determined that
damage will be dealt, the attacking player wins the game.
7-1-4-1-1-2. If the opponent has 1 or more Life at the point when it is determined
that damage will be dealt, the opponent adds the card at the top of
their Life cards to their hand. At this time, if a card with [Trigger] is
added to the opponent’s hand from their Life area, the opponent may
choose to reveal the card and activate its [Trigger] instead of adding
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it to their hand (see 10-1-5.).
7-1-4-1-1-3. If the damage taken is 2 or more due to an effect such as [Double
Attack], repeat 7-1-4-1-1-2. a number of times equal to the amount
of damage.
7-1-4-1-2. If a Character card: That Character card is K.O.d (see 10-2-1.). Then,
proceed to End of the Battle (see 7-1-5.).
7-1-4-2. If the power of the attacking card is less than the power of the card being
attacked, the attacking card will lose the battle, and nothing will happen during
that battle. Then, proceed to the End of the Battle (see 7-1-5.).
7-1-5. End of the Battle
7-1-5-1. The battle ends.
7-1-5-2. Your own and your opponent’s effects that read at the end of the/this battle
or “if this ... battles” activate.
7-1-5-3. The turn player’s effects that last “during this battle” become invalid.
7-1-5-4. The non-turn players effects that last “during this battle” become invalid.
7-1-5-5. The battle ends and the game returns to 6-5-2.
8. Activating and Resolving Effects
8-1. Effects
8-1-1. “Effect refers to a command issued by the text of a card and its cost.
8-1-2. Effects may include words indicating choice, such as “can” and “may”. Where such
a word is included, players may choose not to activate the relevant effect. Where
no such word is included, the effect must always be activated and processed to the
extent possible.
8-1-3. Effects generally fall into one of four categories: “auto effects”, “activate effects”,
permanent effects”, and replacement effects.
8-1-3-1. “Auto effects” always activate once automatically when the activation event
described in the text occurs during the game. If the same event occurs again,
the effect automatically activates again as many times as the event occurs,
unless otherwise specified.
8-1-3-2. If the activation events described in the text of multiple effects occur
simultaneously during the game, the turn player will process their permanent
effects first, and then the non-turn player will process their permanent effects.
Next, the turn player will process their replacement effects, and then the non-
turn player will process their replacement effects. After that, the turn player
will determine the order for the activation and resolution of their auto effects,
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and then the non-turn player will determine the order for the activation and
resolution of their auto effects.
8-1-3-2-1. Auto effects may be described in card text as [On Play], [When
Attacking], [On Block], [On K.O.], [End of Your Turn], and [End of
Your Opponents Turn]. In the case of other descriptions such as
“when ...” and “on ...”, these effects are still categorized as auto effects.
8-1-3-2-2. Some auto effects require an activation cost and/or the fulfillment of
conditions.
8-1-3-2-3. An auto effect will not activate and cannot be resolved even if the
activation timing is fulfilled if the card that fulfilled the activation timing
of that auto effect moves to another area before that effect is activated.
8-1-3-3. “Activate effects” can be declared and activated by the turn player during their
Main Phase (see 6-5-4.).
8-1-3-3-1. Activate effects may be described in card text as [Activate: Main] or
[Main].
8-1-3-3-2. Some activate effects require an activation cost and/or the fulfillment of
conditions.
8-1-3-4. “Permanent effects” constantly affect gameplay in some way while they are
valid.
8-1-3-4-1. Permanent effects may be those effects that, based on the card text,
cannot be classified as auto, activate, or replacement effects, but can be
classified as permanent effects.
8-1-3-4-2. Some permanent effects require the fulfillment of conditions for their
effect to be valid.
8-1-3-4-3. Some permanent effects read “according to/under the rules”. In this case,
the effect is valid and continues to affect gameplay even when the card is
in a secret area.
8-1-3-4-4. Where a permanent effect’s conditions are met, it will always remain valid
and continue to affect gameplay.
8-1-3-5. Replacement effects are those effects that are denoted by the word instead.
8-1-3-5-1. If a replacement is available but you choose not to apply the replacement,
the replacement effect will not be resolved.
8-1-3-5-2. If more than one replacement effect could apply to replace a situation,
the replacement effect of the card that generated that replacement effect
takes precedence, followed by the replacement effects of the turn player
in the order chosen by that player. Then, the non-turn player may apply
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their replacement effects in the order they choose.
8-1-3-5-3. Once a situation has been replaced, it cannot be further replaced by other
replacement effects.
8-1-3-5-4. A replacement effect applies to replace the entire part of the processing
of an effect indicated by the replacement effect, even if the processing of
that effect is still in progress.
8-1-3-5-4-1. If an effect is applied in order starting from the text closest to the top
and a replacement effect is applied in the middle of that text, the
remaining text is carried out in order after the replacement effect is
applied.
8-1-3-5-5. If it is not possible to carry out the replacement effect specified by
instead, that replacement effect cannot be applied.
8-2. Valid and Invalid Effects
8-2-1. Some effects may render specific effects valid or invalid. In this case, process the
effect according to the rules below:
8-2-1-1. If it is specified that an effect is partially or totally invalid under specific
conditions, the invalid effect will not occur. If that effect requires a choice, the
choice will not be made. If that effect has an activation cost, that cost cannot
be paid.
8-2-1-2. If it is specified that an effect is partially or totally valid only under specific
conditions, that part is invalid if those conditions are not fulfilled.
8-2-2. Cards with invalid effects are not treated as cards with “no base effect”.
8-2-3. Auto effects or activate effects that have already been activated and resolved are
not invalidated by other effects.
8-2-4. If a card with an effect that has been invalidated gains a new effect, that effect is
not invalidated unless otherwise indicated.
8-3. Activation Cost and Conditions
8-3-1. An effect may specify that the action before the : colon must be taken. This is
referred to as the effect’s activation cost.
8-3-1-1. If there are multiple actions in one activation cost, they are to be carried out
in order starting from the text closest to the top.
8-3-1-2. Then, if activation costs are added by other effects, these are to be carried out
in the order for resolving those effects.
8-3-1-3. If it is not possible to pay some or all of the activation cost, the activation cost
to activate the effect cannot be paid at all.
8-3-1-4. Activation costs may be specified using “can” or “may”. The player can choose
19
not to pay the activation cost; however, this will mean the effect cannot be
activated.
8-3-1-5. Activation costs may be specified using a symbol such as . That symbol
means that the player must select a number of active DON!! cards equal to the
number in the symbol from their cost area and rest them.
8-3-1-6. Activation costs may be specified using a symbol such as “DON!! −X”. This
means that the player must select a total number of DON!! cards equal to the
value of X from their Leader area, Character area, and cost area, and return
them to their DON!! deck.
8-3-1-7. Where an activation cost is replaced according to an effect, it is possible to
carry out the replacement processing instead of paying the activation cost. If
the activation cost is not paid as described in the text, the effect following the :
colon will not be processed.
8-3-1-8. Effect text may include text such as when.... This is referred to as the
activation timing of that effect. Some keywords also have activation timing.
8-3-2. Effect text may include text such as [DON!! xX], [Your Turn], and [Opponents
Turn]. This is referred to as the effect’s condition.
8-3-2-1. If there are multiple conditions in one effect, all of the conditions must be
fulfilled.
8-3-2-2. If other conditions are added by another effect, all of those conditions must
also be fulfilled.
8-3-2-3. Conditions may be specified using [DON!! xX]. This condition is met when
the number of DON!! cards given to this card is equal to or greater than the
value of X.
8-3-2-4. Conditions may be specified using [Your Turn]. This condition is met during
your turn.
8-3-2-5. Conditions may be specified using [Opponents Turn]. This condition is met
during your opponent’s turn.
8-3-3. Effect text may include if.... So long as that clause is not fulfilled, effects after
the if clause will not be resolved.
8.4. Activation and Resolution
8-4-1. To activate an effect, follow the procedure below:
8-4-1-1. If there are conditions for activation, those conditions must be met. The effect
cannot be activated if the conditions are not met.
8-4-1-2. Specify the effect to be activated. If it is an effect of a card in your hand, reveal
that card.
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8-4-1-3. If there are activation costs required to activate that effect, determine the
activation costs and pay all activation costs.
8-4-1-4. Activate the effect.
8-4-1-5. Resolve the effect.
8-4-2. When activating the effect of an Event card, trash that Event card and carry out
the specified effect.
8-4-3. When the effect of a card in the Leader area, Character area, or Stage area is
activated, carry out that effect.
8-4-4. When “choose”, “select”, up to” or another phrase indicating choice is included
in the effect, the indicated cards, players, or other items are to be chosen when
required to do so during the resolution of the skill.
8-4-4-1. When the number to be chosen is specified, the player must choose as many
cards, players, or other items as they can, up to the number specified.
However, if “up to” is specified, the player may also choose 0.
8-4-4-2. When the items to be chosen are unrevealed cards in a secret area, and the
choice requires information from the card, players cannot guarantee that
the chosen card meets the required conditions. Thus, a player can decide
not to choose a card from a secret area, even if it may fulfill the conditions.
8-4-4-3. When there are no specific instructions in the text for choosing a card,
player, or other item, if the effect applies to a card, it indicates the card
from which the effect originates. If the effect applies to a player, it indicates
the player of that effect.
8-4-4-4. When choosing cards from the deck, check the cards’ faces and choose the
specified cards.
8-5. Card Activation and Effect Activation
8-5-1. Card activation and effect activation are different.
8-5-2. Card activation refers to using an Event card from your hand.
8-5-3. Effect activation refers to activating the effect of a card.
8-5-4. For example, when a card reads “when you activate an Event”, it is referring to
card activation.
8-6. Order of Effect Resolution
8-6-1. When the activation timing of card effects of both the turn player and non-turn
player is fulfilled at the same time, the turn player will resolve their effect first. If,
in so doing, the activation timing of another card effect of the turn player is
fulfilled, the non-turn player will first resolve their card effect for which the
activation timing has been fulfilled. After that, the turn player will resolve their
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card effect.
8-6-1-1. If the activation timing of effects A and B of the turn player are fulfilled at
the same time, and effect A is resolved first, thereby fulfilling the activation
timing of effect C, effect C can be resolved following the resolution of effect
B.
8-6-2. If the activation timing of an effect is fulfilled during damage processing, the effect
can be activated after all damage processing has been resolved.
8-6-2-1. If a Life card that is checked during damage processing has [Trigger], you
can temporarily suspend the damaging processing, reveal the card with
[Trigger] and activate that [Trigger] effect instead of adding it to your
hand.
8.6.3. If the activation timing of an effect is fulfilled by activating a card or activating
an effect, the effect can be activated after the resolution of the effect of the
previously activated card.
9. Rule Processing
9-1. Fundamental Rule Processing
9-1-1. Rule processing refers to processing that is automatically carried out according to
the rules when specific events have occurred or are occurring during the game.
9-1-2. Rule processing is immediately resolved when the corresponding event occurs,
even if other actions are in the process of being carried out.
9-2. Defeat Judgment Processing
9-2-1. At the point when rule processing begins, if any player fulfills any of the defeat
conditions below, all of those players lose the game.
9-2-1-1. If either players Leader takes damage when that player has 0 Life cards, that
player has fulfilled the defeat conditions for the game.
9-2-1-2. If either player has 0 cards in their deck, that player has fulfilled the defeat
conditions for the game.
10. Keyword Effects and Keywords
10-1. Keyword Effects
10-1-1. [Rush]
10-1-1-1. [Rush] is a keyword effect that allows a Character card to attack during the
same turn in which it is played.
10-1-2. [Double Attack]
10-1-2-1. [Double Attack] is a keyword effect that causes 2 damage to be dealt to the
22
Leader’s Life instead of 1.
10-1-3. [Banish]
10-1-3-1. [Banish] is a keyword effect that, when damage is dealt to the opponent
Leader’s Life, causes a card in the opponent’s Life area to be trashed instead
of being added to their hand. At this time, the [Trigger] is not activated.
10-1-4. [Blocker]
10-1-4-1. [Blocker] is a keyword effect with an activation timing that is fulfilled when
one of your other cards is being attacked, allowing you to activate it by
resting this card during the Block Step. The [Blocker] card takes the place
of the card being attacked.
10-1-5. [Trigger]
10-1-5-1. [Trigger] is a keyword effect that, on taking damage when there is a card in
your Life area with [Trigger], allows you to reveal that card and activate its
[Trigger], instead of adding the card to your hand.
10-1-5-2. You can also choose not to activate the [Trigger]. In such a case, add the
card to your hand without revealing it.
10-2. Keywords
10-2-1. K.O.
10-2-1-1. K.O. is a keyword that refers to a Character card being trashed on losing
a battle, or a Character card being trashed due to a cards effect.
10-2-1-2. As an instruction, K.O. means to place a Character card from the
Character area into the owner of that cards trash.
10-2-1-3. [On K.O.] and effects that read cannot be K.O.dor similar are only
valid when the card is K.O.’d by an effect or due to the result of a battle. If
a Character card is trashed due to some other method, it is not treated as
“K.O.’d”.
10-2-2. [Activate: Main]
10-2-2-1. [Activate: Main] is a keyword indicating an effect can be activated during
the Main Phase, except when in battle.
10-2-3. [Main]
10-2-3-1. [Main] is a keyword exclusively found on Event cards that can only be used
during the Main Phase, except in battle. It indicates that an effect can be
activated by using an Event card during the Main Phase, except in battle.
10-2-4. [Counter]
10-2-4-1. [Counter] is a keyword exclusively found on Event cards that can only be
used during your opponent’s Counter Step. It indicates that an effect can
23
be activated by using an Event card during the Counter Step.
10-2-5. [When Attacking]
10-2-5-1. [When Attacking] is a keyword indicating that the activation timing is
fulfilled and an effect activates when you declare an attack during your
Attack Step (see 7-1-1.).
10-2-6. [On Play]
10-2-6-1. [On Play] is a keyword indicating that the activation timing is fulfilled and
an effect activates when the card is played.
10-2-7. [End of Your Turn]
10-2-7-1. [End of Your Turn] is a keyword indicating that the activation timing is
fulfilled and an effect activates at the End Phase of your turn (see 6-6-1-
1.).
10-2-8. [End of Your Opponents Turn]
10-2-8-1. [End of Your Opponents Turn] is a keyword indicating that the activation
timing is fulfilled and an effect activates at the End Phase of your
opponent’s turn.
10-2-9. [DON!! xX]
10-2-9-1. [DON!! xX] is a keyword indicating a condition that is satisfied when this
card originally has no or less than X number of DON!! cards and is given
DON!! cards such that the number of DON!! cards given to it is X or higher.
10-2-10. DON!! −X
10-2-10-1. “DON!! −X” is a keyword indicating a condition requiring you to select
a total number of DON!! cards equal to the value of X from your Leader
area, Character area, and cost area, and return them to your DON!! deck.
10-2-11. [Your Turn]
10-2-11-1. [Your Turn] is a keyword indicating a condition that is satisfied during
your turn.
10-2-12. [Opponents Turn]
10-2-12-1. [Opponents Turn] is a keyword indicating a condition that is satisfied
during your opponent’s turn.
10-2-13. [Once Per Turn]
10-2-13-1. [Once Per Turn] is a keyword indicating an effect can only be activated
and resolved once during that turn.
10-2-13-2. Where there are multiple cards with the same effect, [Once Per Turn]
effects can be activated and resolved once for each card.
10-2-13-3. After a [Once Per Turn] effect has been resolved once, it cannot be
24
activated again, even if the conditions can be met during that turn. In
addition, that card’s activation cost cannot be paid again during that turn.
10-2-13-4. If a card is moved to another area after its [Once Per Turn] effect has been
resolved once, if the card once again appears on the field, the [Once Per
Turn] effect can be activated again because it is treated as a different card.
(See 3-1-6.)
10-2-14. Trash
10-2-14-1. Trash is a keyword indicating that a card is to be selected from the hand
and placed in the trash.
10-2-15. [On Block]
10-2-15-1. [On Block] is a keyword indicating that the activation timing is fulfilled and
an effect activates during the Block Step when you have activated your
[Blocker] (see 7-1-2-2.).
10-2-16. [On Your Opponent’s Attack]
10-2-16-1. [On Your Opponent’s Attack] is a keyword indicating that the activation
timing is fulfilled when your opponent has declared an attack during their
Attack Step (see 7-1-1.), and an effect activates after your opponent’s
[When Attacking] and other Attack Step effects, if any, have been activated
(see 7-1-1-3.).
10-2-17. [On K.O.]
10-2-17-1. [On K.O.] is a keyword indicating that when the card is K.O.d on the field,
the activation timing is fulfilled and you should check whether the
activation conditions have been met. If all the conditions have been met,
the effect is activated on the field. After that, the Character card with the
activated [On K.O.] effect is trashed, and the [On K.O.] effect is resolved
while the card is in the trash.
10-2-17-2. [On K.O.] is different from other auto effects because the Character card
moves areas between the effect is activated and resolved.
11. Other
11-1. Infinite Loops
11-1-1. When carrying out some processing, there may be occasions where an action can
be or must be carried out infinitely. This is called an infinite loop, and one cycle
of action from the start to the end of the loop is called a loop action. If such an
event occurs, follow the procedure below.
11-1-1-1. If neither player can stop an infinite loop, the game ends in a draw.
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11-1-1-2. If only one player has the choice to stop the infinite loop during the loop
action, that player declares how many times they wish to carry out the loop
action. Carry out the loop action that many times and finish it at a timing
when that player can choose to stop the infinite loop. The player cannot
choose to restart the loop even if the game is in exactly the same state (all
cards in all areas are the same) as before the loop unless they are forced to
do so.
11-1-1-3. If both players have the choice to stop the infinite loop during the loop action,
the turn player first decides how many times they wish to carry out the loop
action. Next, the non-turn player decides how many times they wish to carry
out the loop action. Carry out the loop action the fewer of these two times
and finish it at a timing when the player who chose the fewer of these two
times can choose to stop the infinite loop. The players cannot choose to
restart the loop even if the game is in exactly the same state (all cards in all
areas are the same) as before the loop unless they are forced to do so.
11-2. Revealing Cards
11-2-1. When a card is required to be moved from one secret area to another secret area,
such as “Add Monkey.D.Luffy from your deck to your hand”, the card being
moved must always be revealed, even if there are no instructions to reveal it.
11-2-2. When a card in a secret area is revealed by a card’s effect or cost, the card is set
as unrevealed after that card’s effect or cost is resolved.
11-3. Viewing Secret Areas
11-3-1. Some effects enable players to look at secret areas. Unless otherwise specified by
the card, such effects apply only to the player of that effect.
11-3-2. Cards remain in their original areas while being looked at.
11-3-3. After looking at cards in secret areas, if there is nothing in the card text regarding
actions to be taken in reference to the cards that were looked at, those cards must
be returned to their original area in their original state.