force of will comprehesinve rule ver. 4.02

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    Force of Will Comprehesinve Rule ver. 4.02Last Update: Friday, cto!er "0, 20"4

    .Overview ......................................................................................................................................... ..

    1.1.Number of players ..............................................................................................................................................11.1.Valhalla Rule and Bifrost Rule ........................................................................................................................................1

    1.2.How to win .............................................................................................................................................................................. 1

    1.3.Golden rules of the ame ..................................................................................................................................................1

    1.!.Basi" #on"ept ................................................................................................................................................................ ....... 2

    2.#hara"teristi" of "ards ................................................................................................................................ . 2

    2.1.$ype ........................................................................................................................................................................................... 2

    2.2.Name ......................................................................................................................................................................................... 3

    2.3.#ost ............................................................................................................................................................................................ 3

    2.!.$e%t ............................................................................................................................................................................................ 3

    2.&.Ra"e'$rait .............................................................................................................................................................................. . !

    2.(.)$* ............................................................................................................................................................................................ !

    2.+.,- ............................................................................................................................................................................................ !

    2./.)rt !

    2.0.)dditional nformation ................................................................................................................................................ ...... !

    3.one .................................................................................................................................................................. !

    3.1.General..................................................................................................................................................................................... !

    3.2.#ards Orientation ......................................................................................................................................................... ....... &

    3.3.ain ,e"4 ............................................................................................................................................................................... &

    3.!.ai" 5tone ,e"4 ................................................................................................................................................................&

    3.&.Hand .......................................................................................................................................................................................... &

    3.(.ield ........................................................................................................................................................................................... (

    3.+.ai" 5tone )rea .................................................................................................................................................................(

    3./.Ruler )rea ............................................................................................................................................................................... (

    3.0.Graveyard ................................................................................................................................................................................ (

    3.16.77Valhalla88 9ifebrea4 )rea ........................................................................................................................................+

    3.11.#hant:5tandby )rea .................................................................................................................................................... ..... +

    3.12.Removed )rea ................................................................................................................................................................. ... +

    3.13.#hase )rea ........................................................................................................................................................................... +

    3.1!.;lay Ground ......................................................................................................................................................................... +

    3.1&.one ovement Restri"tion ..........................................................................................................................................+

    !.5ettin

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    (.2.;lay automati" abilities .................................................................................................................................................. .16

    (.3.)vailable )"tions ...............................................................................................................................................................11

    (.!.-nd of priority se=uen"e ................................................................................................................................................11

    +.;layer>s )"tion ............................................................................................................................................. 2

    +.1.;lay Resonator ....................................................................................................................................................................12

    +.2.;lay )ddition .......................................................................................................................................................................12

    +.3.;lay ?5pell@#hantA ..............................................................................................................................................................12

    +.!.nitiate Battle .......................................................................................................................................................................12

    +.&.,o udment .......................................................................................................................................................................13

    +.(.;ut ?5pell@#hant:standbyA #ard ........................................................................................................................... ........13

    +.+.;lay ?5pell@#hant:instantA ...............................................................................................................................................13

    +./.;lay ?)"tivateA )bility ................................................................................................................................................ ...... 13

    +.0.;lay ?"hant:standbyA #ard in Cour #hant:standby )rea ....................................................................................13

    +.16.77Valhalla88 ;erform lifebrea4 ................................................................................................................................1!

    +.11.#all mai" stone ..............................................................................................................................................................1!

    +.12.;ass ..................................................................................................................................................................................... . 1!

    /.Battle .............................................................................................................................................................. !

    /.1.Beinnin of Battle 5tep .................................................................................................................................................1!

    /.2.,e"lare )tta"4 5tep ..........................................................................................................................................................1&

    /.3.,e"lare Blo"4 5tep ......................................................................................................................................................... ..1&

    /.!.irst 5tri4e Battle Resolution 5tep ............................................................................................................................ .1&

    /.&.Normal Battle Resolution 5tep .....................................................................................................................................1(

    /.(.-nd of Battle 5tep ......................................................................................................................................................... .... 1(

    0.#ards and )bilities ................................................................................................................................ .... (

    0.1.)bility and -ffe"t ...............................................................................................................................................................1(

    0.2.)"tive )bility .......................................................................................................................................................................1+

    0.3.;lay and #ards and )bilities .........................................................................................................................................1+

    0.!.#ontinuous )bility ........................................................................................................................................................... .1/

    0.&.)"tivated )bility .................................................................................................................................................................1/

    0.(.)utomati" )bilities ...................................................................................................................................................... ..... 1/

    0.+.Dill )bility and ;rodu"ed Dill.....................................................................................................................................10

    0./.One $ime -ffe"t .................................................................................................................................................................10

    0.0.#ontinuous -ffe"t ..............................................................................................................................................................10

    0.16.Repla"ement -ffe"t ........................................................................................................................................................26

    0.11.9ast *nown nformation ......................................................................................................................................... .....26 6.)"tion by Rules ................................................................................................................................... ...... 26

    16.1.)dd Ean additionF ............................................................................................................................................................26

    16.2.;ay Dills .............................................................................................................................................................................26

    16.3.Remove from the Game ................................................................................................................................................26

    16.!.Reveal..................................................................................................................................................................................21

    16.&.5ummon ............................................................................................................................................................................ . 21

    16.(.,eal ,amae .................................................................................................................................................................... 21

    16.+.#hase ................................................................................................................................................................................... 21

    16./.,raw .....................................................................................................................................................................................21

    16.0.,estroy ................................................................................................................................................................................2116.16.Banish ...............................................................................................................................................................................21

    2

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    16.11.#an"el...............................................................................................................................................................................21

    16.12.Rest'Re"over ............................................................................................................................................................. .... 22

    16.13.#hoose ..............................................................................................................................................................................22

    .5ymbol 54ill ......................................................................................................................................... ...... 22

    11.1.?;ier"eA ................................................................................................................................................................................22

    11.2.?$aret )tta"4A .......................................................................................................................................................... ....... 22

    11.3.?irst 5tri4eA ...................................................................................................................................................................... 22

    11.!.?-%plodeA ............................................................................................................................................................................22

    11.&.?lyinA ................................................................................................................................................................................ 23

    11.(.?5wiftnessA ...................................................................................................................................................................... ... 23

    11.+.?mperishableA ..................................................................................................................................................................23

    2.Rule ;ro"ess ..................................................................................................................................... ......... 23

    12.1.9osin the Game .............................................................................................................................................................23

    12.2.,estroyin ........................................................................................................................................................................ . 23

    12.3.lleal )ddition ................................................................................................................................................................ 23

    12.!.77Valhalla88 -%"ess 9ifebrea4 )rea ......................................................................................................................23

    12.&.Redundant )dditions ................................................................................................................................................ ....23

    3.Other Rules ........................................................................................................................................ ........ 2!

    13.1.9oop ..................................................................................................................................................................................... 2!

    13.2.77Bifrost88 Referin 9ifebrea4 .................................................................................................................................2!

    ". vervie#

    $his document is the description of the rules for Force of Will.

    1.1. Number of players

    $his %ame is played !y t#o players.

    1.1. Valhalla Rule and Bifrost Rule

    &n this comprehensive rules, #e descri!e 'alhalla rules and (ifrost rules. &f not

    specified, all rules are applied !oth in 'alhalla rules and (ifrost rules.

    &f )**'alhalla++) is #ritten on a section, that rule is applied only in 'alhalla rules. &f

    )**(ifrost++) is #ritten on a section, that rule is applied only in (ifrost rules.

    layers must a%ree #hich rules they use in the %ame they play !efore the %ame !e%ins.

    1.2. How to win

    -urin% the %ame, players fulfillin% the losin% condition loses the %ame.

    &f a player loses the %ame and the other one hasnt, the player not losin% the %ame #ins.

    &f !oth players lose the %ame in the same time, decide #inner in the follo#in% order:

    ". **'alhalla++ $he player #ith more cards in his or her life!rea/ #ins.

    2. $he player #ith more cards in his or her main dec/ #ins.

    &f all of these conditions are still tied, the %ame is end in dra#.

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    -urin% a %ame, players may concede the %ame and leave from it. &n this case, his or

    her opponent #ins. Concedin% the %ame is not replaced !y any effects and no

    effects force players to concede.

    1.3. Golden rules of the game

    &f comprehensive rules and tets of a card is contradicted, card tets precede.

    When an effect instructs you to do somethin% and part of it is impossi!le to do, you do

    anythin% others that can le%ally do. When an effect instructs you to do

    somethin% a num!er of times and you cannot do it fully, you still do that as

    many times as possi!le. &f you #ould perform somethin% 1ero or minustimes or

    amounts, you dont perform it at all.

    &f an effect resolved and a status of a card or a player chan%es to the status that eact

    same as !efore, its never treated as )!ecomin%) that status.

    &f an effect prohi!it to do somethin% and the other effect instructs to do that,prohi!itin% effect precedes.

    &f an effect instructs you to choose a num!er, you need to choose an inte%er 0 or hi%her.

    1.4. Basi !onept

    "layer:ne #ho plays this %ame. n each turn, player #ho perform the turn is called

    turn player, and the other player is called nonturn player.

    #wner: #ner of a card is a player #ho !rin% the card at the !e%innin% of the %ame.

    !ontrol: -urin% a %ame, each of cards, a!ilities and effects are controlled !y a player.3 player #ho controls cards a!ilities or effects is a controller of them. &f a card

    or an a!ility refers )you), it refers its controller. &f no controllerchan%in% effects

    are applied, the controller of a card, a!ility or effect is determined as !elo#:

    ".4." Controller of a card is an o#ner of it.

    ".4.2 Controller of an a!ility is an controller of the card #ith that a!ility.

    ".4. Controller of an effect is an controller of the a!ility %enerates that

    effect.

    $ife "oint: 5ach player has a num!er called life point. &f a player has life point 0 or!elo#, he or she loses the %ame.

    ".4.4 Life point is increased and decreased !y a multiple of one hundred. &f an

    effects instruct player to pay any amount of life point, he or she pays it !y a

    multiple of one hundred. Whenever you have any fractions less than a hundred,

    in your life point, round it up to the nearest hundred.

    !

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    2. Characteristic of cards

    Ruler

    Resonator

    6Ruler 7a%ic 8tone

    9" $ype

    92 ;ame9 Cost94 $et9 3$?9@ -5F

    9A 3rt9B 3dditional&nformation

    8pell 3ddition

    2.1. %ype

    $he %roup this card !elon%s.

    $ype is )ruler), )6ruler), )ma%ic stone), )resonator), )spell) or )addition).

    2."." &n this comprehensive rules and card tet, )resonator or 6ruler) is

    #ritten as )6=resonator).

    2.".2 &n this comprehensive rules and card tet, )ruler or 6ruler) is #ritten as

    )6=ruler).

    8ome of the type has su!type !elon%s #ith it. 8u!type is a phrase after type name and

    ):).

    2.". 8pells have su!type )chant), )chantinstant) or )chantstand!y).

    2.".4 3dditions have su!type )field), )resonator) or )ruler=6ruler).

    8ome cards have %eneral type. eneral type is a phrase !efore type name.

    2.".< 8ome ma%ic stone cards have %eneral type )8pecial).

    &

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    &f a card is referred !y its type name #ithout any 1one its in, the card in a play %round

    is referred. &f a card is referred !y its )Dtype nameE card) in a 1one, it refers a

    card #ith that type in the 1one.

    2.2. Name

    ;ame of the card.

    ;ame is referred #hen you !uild your dec/ as its restrictions.

    &f an effect refers a name #ith )) 9dou!le uotation sym!ol, it refers a card #ith that

    name or a part of a name.

    2.3. !ost

    &nformation referred #hen you play this card.

    Cost includes attri!ute cost that pays #ith specified attri!ute #ill and free cost thatpays #ith any attri!ute #ill.

    3ttri!ute cost is sho#n !y #ill sym!ols on left side of the cost. Gou need one specified

    #ill for each of #ill sym!ol sho#n on here.

    Free cost is sho#n !y num!er on ri%ht side of the cost. Gou need num!ers of any #ill

    eual to the num!er on here.

    $otal cost is the num!er of #ills on attri!ute cost plus num!er on free cost.

    Card #ith attri!ute cost has attri!ution specified #ith each sym!ol on it.

    2.4. %e&t

    3!ilities of this card.

    &f a card has more than one para%raph on its tet, each of them is different a!ility.

    8ome cards have sentences #ith different font in its card tet area. $he sentences are

    called flavor tet and have no rule purpose.

    2.'. Rae(%rait

    3 part of information of this card. hrases sho#n on ruler, 6ruler or resonator arecalled race, and on other cards are called trait.

    Cards race and trait are #ritten on ri%ht side of its type. $rait is #ritten inside of

    parentheses.

    &f there are no )=) 9slash on the race or trait, it means one phrase for a race or trait. &f

    there are )=) 9slash, each of the phrase separated !y )=) is a phrase for a race or

    trait.

    Race or trait itself doesnt have any specified rules, thou%h it is referred !y some

    a!ilities and effects.

    (

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    2.). *%+

    &nformation 6ruler and resonator have.

    3$? is the value after )3$?) and it means ho# much dama%e it deales #hile in

    com!at.

    2.,. -/

    &nformation 6ruler and resonator have.

    -5F is the value after )-5F) and if the card in a field suffers eual or more dama%e

    than its -5F, its destroyed.

    2.0. *rt

    &ma%e for the card,

    3rt has no rule purpose.

    2.. *dditional nformation

    Collector num!er, rarity, copyri%ht, and artist name.

    3dditional &nformation has no rule purpose.

    . Hone

    Hone is an area that cards and a!ilities are put into.

    3.1. General

    -urin% a %ame, cards are placed in a one of places called 1one. 5ach player has his or

    her o#n 1ones ecept for chase area.

    5ach of the 1one is divided into )pu!lic 1one) and )hidden 1one). 5ach player can see

    information of cards in pu!lic 1one. 5ach player cannot see information of cards

    in hidden 1one.

    ."." 5ach player can see the num!er of cards in a 1one re%ardless its pu!lic

    or hidden.

    &f a card moves from a 1one to another, if it moves from play%round to play%round, its

    treated as a same card and /eeps its orientation. ther#ise,its treated as a ne#

    card in a ne# 1one. &f not specified, any effect applied in older 1one is not

    applied to the ne# card.

    &f more than one card is move to a ne# 1one and the order of cards in ne# 1one is

    mana%ed, o#ner of those cards decides the order of them in ne# 1one. &f the

    ne# 1one is hidden, players other than o#ner of the cards moved cannot /no#

    the order of the cards in ne# 1one.

    &f a card is moved to a 1one and the 1one is not specified #ho it !elon%s, the card is

    moved to the 1one !elon%in% to the o#ner of that card.

    +

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    3.2. !ards #rientation

    &n some 1one, a card has specified orientation, recovered or rested. Recovered cards

    are placed vertically and rested cards are placed hori1ontally.

    .2." Chan%in% orientation of a card from recovered to rested is called )to rest9a card) and from rested to recovered is called )to recover).

    .2.2 When a card is placed in a 1one that the cards orientation is specified,

    it@s placed recovered.

    &n some 1one, a card has specified orientation, face up or face do#n. Face up cards are

    placed all the information on the cards visi!le, and face do#n cards are placed

    all the information hidden. Iidden cards information can !e chec/ed !y anytime

    !y a player if he or she /no# the information of the cards 9!ecause theyre move

    from pu!lic 1one, for eample.

    .2. Rulers and 6rulers are al#ays face up and any effects to face themdo#n is not applied.

    3.3. ain -e

    $he 1one a player put his main dec/.

    5ach player has his or her main dec/ 1one, its hidden and order of the cards are

    mana%ed.

    3.4. agi 5tone -e

    $he 1one a player put his ma%ic st%one dec/.

    5ach player has his or her ma%ic stone dec/ 1one, its hidden and order of the cards are

    mana%ed.

    3.'. Hand

    $he 1one player put his cards dra#n.

    5ach player has his or her hand, its hidden and order of the cards are not mana%ed.

    Iand is hidden 1one !ut the player the 1one !elon%s can see any information of

    cards in that 1one.

    5ach player has maimum hand si1e. 3t the !e%innin% of a %ame, each players

    maimum hand si1e is seven.

    3.). /ield

    $he 1one player puts his or her 6ruler, resonators and additions.

    5ach player has his or her field, its pu!lic and order of the cards are not mana%ed.

    &n a field, a card has specified orientation, recovered or rested.

    &f a tet refers )resonator), )6ruler) or )3ddition) #ithout the 1one its in, it refers acard #ith specific type in a field.

    /

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    5ach player can see face do#n side of 6ruler card in a field.

    3.,. agi 5tone *rea

    $he area players put his or her ma%ic stone.

    5ach player has his or her ma%ic stone area, its pu!lic and order of the cards are not

    mana%ed.

    &n a ma%ic stone area, a card has specified orientation, recovered or rested.

    &f a tet refers )ma%ic stone) #ithout the 1one its in, it refers cards #ith ma%ic stone

    type in ma%ic stone area.

    3.0. Ruler *rea

    $he area player put his or her ruler or destroyed 6ruler.

    5ach player has his or her ruler area, its pu!lic and order of the cards are not mana%ed.

    &n a ruler area, a card has specified orientation, recovered or rested.

    &f a tet refers )ruler) #ithout the 1one its in, it refers cards #ith ruler type in ruler

    area.

    Face do#n side of a card in a ruler area can !e seen only !y its controler.

    6ruler card in ruler area loses all of its a!ility and doesnt have 3$? and -5F. 3ny

    effects that #ould move 6ruler to the other 1one is not applied.

    3.. Gra6eyard

    $he 1one destroyed or used cards are placed.

    5ach player has his or her %raveyard, its pu!lic and order of the cards are mana%ed.

    3ny ne# cards put into a %raveyard is put onto the top of the cards in it.

    3.17. 88Valhalla99 $ifebrea *rea

    $he 1one player put his or her cards as life!rea/.

    5ach player has his or her life!rea/ area, its hidden and order of the cards aremana%ed. 3ny ne# cards put into a life!rea/ area is put onto the top of the cards

    in it.

    5ach player has maimum life!rea/ si1e. 3t the !e%innin% of a %ame, each players

    maimum life!rea/ si1e is four.

    3.11. !hant:5tandby *rea

    3 1one you put your spell:chantstan!y cards.

    5ach player has his or her chantstand!y area, its hidden and order of the cards are not

    mana%ed. Chantstand!y area is hidden 1one !ut the player the 1one !elon%s cansee any information of cards in that 1one.

    0

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    3.12. Remo6ed *rea

    $he 1one a player put his or her removed cards.

    5ach player has his or her removed area, its pu!lic and order of the cards are not

    mana%ed.

    3.13. !hase *rea

    $he 1one played cards and a!ilities placed until theyre resolved.

    $here is only one chase area, its pu!lic and order of the cards are mana%ed.

    &ts called )summon spell) if the type is resonator, and called )normal spell) if the type

    is the other. &f spells , a!ilities or effects refer )spell) #ithout specific 1one, they

    refer cards on chase area.

    3.14. "lay Ground

    Fields, ruler areas and ma%ic stone areas are play %round.

    3 card in a players play %round is controlled !y the player. &f a card #ould !e put in a

    players play %round, its put under that players control.

    3.1'. ;one o6ement Restrition

    &f a ruler card #ould move to a 1one other than ruler area ecept for doin% Jud%ment, it

    doesnt move.

    &f a 6ruler card #ould move to a 1one other than ruler area or field, it doesnt move.

    &f a resonator card or an addition card #ould move to ma%ic stone dec/, ma%ic stone

    area or ruler area, it doesnt move.

    &f a spell card #ould move to ma%ic stone dec/ or a play %round, it moves to

    %raveyard.

    &f a ma%ic stone card #ould move to hand, main dec/, ruler area, it doesnt move.

    4. 8ettin% Up the ame

    (efore the %ame, each player constructs his or her dec/ and prepare for the %ame.

    4.1. !onstruting the -e

    5ach player prepare his or her main dec/, ma%ic stone dec/ and a ruler card.

    5ach player prepare eact one ruler card.

    7ain dec/ is a pile of cards that contains cards other than ruler or ma%ic stone. 7ain

    dec/ must contains fourty or more cards.

    7a%ic stone dec/ is a pile of cards contains ma%ic stone cards. 7a%ic stone dec/ must

    contains no less than ten and no more than t#enty cards.

    16

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    &n a main dec/ or ma%ic stone dec/, it can contains up to four copy each of the same

    name cards. ;onspecial ma%ic stone cards are eception of this rule and can put

    any num!er in a ma%ic stone dec/

    4.2. 5etting

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    )3t the end of recovery phase) tri%%er conditions are happened.

    $urn player %ains priority and perform priority seuence.

    '.3. ain "hase

    )3t the !e%innin% of main phase) tri%%er conditions are happened.

    $urn player %ains priority and perform priority seuence. &n a main phase, turn player

    can perform some specific actions.

    '.4. nd "hase

    )3t the !e%innin% of end phase) tri%%er conditions are happened.

    $urn player %ains priority and perform priority seuence.

    )3t the end of turn) tri%%er conditions are happened.

    $urn player %ains priority and perform priority seuence.

    3s a final step, all the follo#in% action is performed in this order:

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    seuence and a!ilities or end of thepriority seuence.

    ther#ise, start ne# priorityseuence.

    ).1. "erform "riority 5e=uene

    When players perform priority seuence, do the follo#in%:

    >."." &f there are any rule process to perform, do them. Repeat it #hile there

    are any rule process to perform left.

    >.".2 Choose and play tri%%ered automatic a!ilities.

    >.". $he player #ith priority performs any action that can do at that time.

    >.".4 erform any actions for end of priority seuence.

    ).2. "lay automati abilities

    &f there are any tri%%ered automatic a!ilities, choose one of them.

    &f there are t#o or more tri%%ered automatic a!ilities, choose one of them as follo#.

    >.2." &f this the first time to choose tri%%ered automatic a!ilit in this priorityseuence, turn player chooses an a!ility. ther#ise, the player #ho is not a

    player chose last choose an a!ility.

    >.2.2 $he player #ho choose an a!ility choose one of the tri%%ered automatic

    a!ilities he or she control. &f there are none, do nothin%.

    &f an a!ility chosen, play it if he or she can le%ally. $hen, re%ardless he or she played it,

    decrease the num!er of the a!ility tri%%ered one.

    &f any a!ility chosen or any tri%%ered automatic a!ilities left, repeat this priority

    seuence from the !e%innin%.

    ).3. *6ailable *tions

    $he player #ith priority performs any action as !elo#:

    >.." lay D8pell:ChantinstantE card.

    >..2 Choose an D3ctivateE a!ility on a card he or she control and play it.

    >.. lay Dchantstand!yE card in your chantstand!y area if its tri%%er

    condition is met.

    >..4 **'alhalla++ erform life!rea/.

    >..< ass.

    $he player #ith priority performs any action as !elo# if its his or her turn, in a main

    phase, not in a !attle and chase area is empty:

    13

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    >..> lay resonator, addition or D8pell:ChantE card.

    >..@ &nitiate !attle.

    >..A -o Jud%ment

    >..B ut D8pell:chantstan!yE card in his or her hand into his or her chant

    stand!y area.

    >.."0 Call ma%ic stone.

    ).4. nd of priority se=uene

    -ependin% the action the player #ith priority performed, do the follo#in%:

    >.4." &f he or she played #ill a!ility, put D8pell:chantstand!yE or initiate

    !attle, the player #ith priority /eep it.

    >.4.2 &f he or she passed and that is the consecutive pass !y !oth player, if the

    chase area is empty, end the priority seuenceK other#ise, resolve the last card or

    a!ility put into chase area, then perform rule process, and repeat it until chase

    area !ecomes empty. $hen turn player %ains priority.

    >.4. &f the player played card or non#ill a!ility, or he passed and it is not

    consecutive pass !y !oth player, the player #ho doesnt have priority %ains

    priority.

    &f the priority prosess is not end, start ne# priority process.

    @. layers 3ctionlayer may perform an action #hile he or she has priority. (elo# are description of them.

    ,.1. "lay Resonator

    $urn player may play an resonator card if he or she has priority, it is his or her main

    phase and chase area is empty.

    $he player chooses a resonator card, pay the cost and play. &f not specified, he or sha

    can play resonator card in his or her hand.

    When resonator card in chase area resolved, the resonator card is put into itscontrollers field.

    ,.2. "lay *ddition

    $urn player may play an addition card if he or she has priority, it is his or her main

    phase and chase area is empty.

    $he player chooses an addition card, pay the cost and play. &f not specified, he or sha

    can play addition card in his or her hand.

    &f the card is not D3ddition: FieldE, it needs a tar%et #hen he or she play it. $he tar%et

    must !e a card in a field that have type , specified #ith D3ddition:E.

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    @.2." Gou cannot tar%et 6ruler in a ruler area #ith D3ddition: 6rulerE.

    When addition card in chase area resolved, the addition card is put into its controllers

    field. &f its not D3ddition: FieldE, the card is added to the tar%et.

    layers cannot play an D3ddition: FieldE if the same copy is already in his or her field.For any reason, if an D3ddition: FieldE #ould !e put into the field #ith the same

    copy already in it, its not put into. &nstead, if it comes from chase area, put it

    into o#ners %raveyardK other#ise, it stays in a 1one its currently in.

    ,.3. "lay >5pell?!hant@

    $urn player may play D8pell:ChantE card if he or she has priority, it is his or her main

    phase and chase area is empty.

    $he player chooses a D8pell:ChantE card, pay the cost and play. &f not specified, he or

    she can play D8pell:ChantE card in his or her hand.

    When a D8pell:ChantE in chase area resolved, perform the tet and put it into the

    o#ners %raveyard.

    ,.4. nitiate Battle

    $urn player may initiate !attle if he or she has priority, it is his or her main phase and

    chase area is empty. 8ee BattleBattleI for more detail.

    &nitiate !attle doesnt use chase area.

    ,.'. -o Audgment

    $urn player may do Jud%ment if he or she has priority, it is his or her main phase, chase

    area is empty, and he or she has recovered ruler in his or her ruler area.

    layer preform any action specified D6activateE section and put the Jud%ment onto

    chase area.

    @.5pell?!hant:standby@ !ard

    $urn player may put his or her D8pell:ChantE card in his or her hand face do#n to his or

    her chantstan!y are !y payin% D2E, if he or she has priority, it is his or her main

    phase and chase area is empty.

    $his action doesnt use chase area, and put the card #hen he or she perform the action.

    ,.,. "lay >5pell?!hant:instant@

    $he player #ith priority may play D8pell:ChantinstantE card.

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    $he player chooses a D8pell:ChantinstantE card, pay the cost and play. &f not specified,

    he or she can play D8pell:ChantinstantE card in his or her hand.

    When a D8pell:ChantinstantE in chase area resolved, perform the tet and put it into the

    o#ners %raveyard.

    ,.0. "lay >*ti6ate@ *bility

    $he player #ith priority choose an D3ctivateE a!ility on a card he or she control and

    play it.

    $he player #ith priority choose an D3ctivateE a!ility on a card he or she control and

    play it. &f its an #ill a!ility, resolve it immediately. &f not specified, he or she

    can play D3ctivateE a!ility on a cards he or she controls.

    When an a!ility in a chase area resolved, apply the effect of the a!ility, then remove it

    from chase area.

    ,.. "lay >hant:standby@ !ard in our !hant:standby *rea

    $he player #ith priority may play an D8pell: Chantstand!yE card in his or her chant

    stand!y area !y performin% the action #ritten in its Dtri%%erE cost, if its Dtri%%erE

    is not tri%%erin% condition nor the card is not put into chantstand!y area this

    turn.

    When a D8pell:Chantstand!yE in chase area resolved, perform the effect of its Dtri%%erE

    tet and put it into the o#ners %raveyard.

    ,.17. 88Valhalla99 "erform lifebrea

    $he player #ith priority may remove the top card in his or her life!rea/ area if the

    num!er of cards in the area is eual or lar%er than D9his or her life point"="000E

    9rounded do#n.

    if the removed card has D(rea/E a!ility, that player must play the a!ility as lon% as he

    or she can play it le%ally.

    When an a!ility in a chase area resolved, apply the effect of the a!ility, then remove it

    from chase area.

    $he card removed in this #ay is put into its o#ners %raveyard immediately if it doesnt

    have D(rea/E a!ility or the a!ility cannot !e played le%ally. &f the D!rea/E a!ilityis played, put the card into its o#ners %raveyard #hen the a!ility is removed

    from chase area.

    ,.11. !all magi stone

    $urn player rest his or her ruler or 6ruler if he or she has priority, it is his or her main

    phase, chase area is empty, he or she hasnt call ma%ic stone and he or she hasnt

    done Jud%ement this turn. &f he or she does, put the top card of his or her ma%ic

    stone dec/ into his or her ma%ic stone area. $his procedure is called )callin%

    ma%ic stone).

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    ,.12. "ass

    $he player #ith priority may pass. &n this case, do nothin%.

    $he player #ith priority may not pass if its his or her turn, in a main phase, not in a

    !attle and chase area is empty, and he or she controls a 6=resonator that reuiresto attac/ and can attac/ le%ally. )Can attac/ le%ally) means fulfillin% all the

    conditions !elo#:

    @."2." Gou control the card continuously from the !e%innin% of this turn.

    @."2.2 &ts recovered.

    @."2. Gou can choose an attac/ed o!Ject.

    @."2.4 ;o effects prohi!it it to attac/.

    @."2.< ;o voluntary action is needed to attac/ #ith it.

    A. (attle

    &n a main phase, turn player may initiate !attle #ith 6=resonator he or she controls. $o do that,perform the follo#in% step in this order.

    0.1. Beginning of Battle 5tep

    )3t the !e%innin% of !attle phase) tri%%er conditions are happened.

    $urn player %ains priority and perform priority seuence.

    0.2. -elare *tta 5tep

    )3t the !e%innin% of declair attac/ step) tri%%er conditions are happened.

    $urn player %ains priority and perform priority seuence.

    $urn player choose to attac/ or forfeit to attac/. &f he or she forfeits, this !attle ends

    and %o directly to end of !attle step. &f he chose to attac/, he choose the

    follo#in%:

    A.2." 3 recovered 6=resonator he or she continuously controls from the

    !e%innin% of this turn. &f he or she controls any 6=resonator reuire to attac/, you

    need to choose one of them.

    A.2.2 For an attac/ed o!Ject, an opponent player or a rested 6=resonator in the

    opponents field.

    $o attac/, the player must choose them le%ally. &f he cannot choose any of them, he

    cannot attac/ and must forfeit.

    Rest attac/in% 6=resonator. &f he must perform any action to attac/, do it at this point. &f

    he cannot, he may not do that attac/ and re#ind the %ame situation !ac/ to

    choose attac/ or forfeit. From this point, the 6=resonator is attac/in% 6=resonator

    and it !attles.

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    &f nonturn player played no spells or a!ilities in this !attle and turn player chose

    forfeit, turn player may not initiate !attle a%ain in this turn.

    $urn player %ains priority and perform priority seuence.

    0.3. -elare Blo 5tep

    )3t the !e%innin% of declare !loc/ step) tri%%er conditions are happened.

    $urn player %ains priority and perform priority seuence.

    ;onturn player choose to !loc/ or forfeit to !loc/. $o !loc/, the player chooses

    recovered 6=resonator he or she control that can !loc/ the attac/in% card.

    $o !loc/, rest the 6=resonator. &f he or she must perform any action to !loc/, do it at

    this point. &f he or she cannot, he or she may not do that !loc/ and re#ind the

    %ame situation !ac/ to choose !loc/ or forfeit. From this point, the 6=resonator is

    !loc/in% resonator.

    3s lon% as theres a !loc/in% 6=resonator, attac/in% and !loc/in% 6=resonator !attle #ith

    each other. &f therere no !loc/in% 6=resonator, attac/in% 6=resonator and

    6=resonator chosen as are attac/ed o!Ject !attle #ith each other.

    $urn player %ains priority and perform priority seuence.

    0.4. /irst 5trie Battle Resolution 5tep

    &f there are no attac/in% 6=resonator at this point, %o directly to end of !attle step.

    &f the attac/in% 6=resonator has first stri/e, it deals dama%e eual to its 3$?.

    A.4." &f theres a !loc/in% 6=resonator, the dama%e is dealt to it.

    A.4.2 &f there are no !loc/in% 6=resonator, the dama%e is dealt to the o!Ject

    chosen in declare attac/ step.

    $urn player %ains priority and perform priority seuence.

    0.'. Normal Battle Resolution 5tep

    &f there are no attac/in% 6=resonator at this point, %o directly to end of !attle step.

    &f the attac/in% 6=resonator didnt deal any dama%e !y rules in first stri/e !attle

    resolution step, it deals dama%e eual to its 3$?.

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    0.). nd of Battle 5tep

    )3t the end of !attle phase) tri%%er conditions are happened.

    $urn player %ains priority and perform priority seuence.

    3s a final step, all the follo#in% action is performed:

    A.>." 3ll the continuous effect applied durin% this !attle or until end of the

    !attle end.

    A.>.2 &f there are any rule process or any a!ilities tri%%ered, perform priority

    seuence and repeat this final step a%ain. ther#ise, finish this final step.

    3ttac/in% and !loc/in% 6=resonator stop attac/ or !loc/ and !attle ends.

    9. Cards and 3!ilities

    .1. *bility and ffet

    3!ility is the sentences on a card to do somethin%. 3!ilities are )continuous a!ility),

    )activated a!ility) or )automatic a!ilit ).

    B."." Continuous a!ilities are a!ilities #ith tet )DContinuousE *effect+) that

    is not tri%%er a!ility. Continuous a!ilities apply their effect as lon% as the

    a!ilities are active.

    0.1.2 3ctivated a!ilities are a!ilities #ith tet )D3ctivatedE *cost+ *effect+),and the controller of that a!ilities can play them at the time he or she allo#ed !y

    performin% all the cost.

    B.". automatic a!ilities are a!ilities #ith tet )DContinuousE *effect+) or

    D8pell: Chantstand!yE cards, and need to meet any condition or D$ri%%erE to

    play. $heyre played in the net priority seuence as the tri%%erin% condition

    met.

    3n effect means the order itself !y an a!ility. 5ffects are, !ased on ho# its applied,

    )one time effect), )continuous effect) or )replacement effect).

    B.".4 ne time effect is an effect to do somethin% and end the applyin% Just

    after that.

    B.".< Continuous effect is an effect that applied in some duration, or if

    therere no duration specified, applied as lon% as the a!ility active.

    B.".> Replacement effect is an effect applied to specific action that #ould

    perform, and instead, not performin% it and do the other thin%.

    &f a card refers )this a!ility), it refers the a!ility on a card #ith the same name as the

    card #ith that a!ility and controlled !y the same player.

    B.".@ &f a card refers )this a!ility on this card), it doesnt refer any other cards

    of the same name.

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    .2. *ti6e *bility

    5ach a!ility can !e played or apply its effect as lon% as its active. &f not specfied,

    a!ilities are active as lon% as the card #ith them is in a 1one !elo#:

    B.2." 3!ilities on 6=resonator or addition are active #hile the card is in a field.

    B.2.2 3!ilities on ruler are active #hile the card is in a ruler area.

    B.2. 3!ilities on ma%ic stone are active #hile the card is in a ma%ic stone

    area.

    &f an a!ility has a tet that is availa!le in specified area, the a!ility is active in the area.

    .3. "lay and !ards and *bilities

    Cards are played and then placed in specified 1one. 3ctivated or automatic a!ilities are

    played and then resolved.

    Cards and a!ilities are played as !elo#:

    B.." When a player plays a card, put that card into chase area. When a

    player plays an a!ility, put that a!ility as an pseudocard into chase area.

    B..2 &f the card or a!ility needs tar%ets, the controller chooses le%al ones. &f

    he or she cannot choose le%al tar%et, he or she cannot play the card or a!ility.

    B.. &f the card or a!ility reuires to do somethin% to play, do them all. &f he

    or she cannot do any part of them, he or she cannot play the card or a!ility.

    Cards and a!ilities are resolved as !elo#:

    B..4 &f the card or a!ility reuire to choose tar%et, chec/ the tar%et at this

    point. &f its not le%al, all the effects involvin% to it is not applied. &f all the

    tar%ets of the card or a!ility is ille%al, the card or a!ility is canceled.

    B..< &f its a card, perform the action dependin% of the type of it. &f its an

    a!ility, apply the effect of the a!ility, then remove it from chase area.

    .4. !ontinuous *bility

    Continuous a!ilities apply their effect as lon% as the a!ilities are active. 3ll the effectsof continuous a!ilities are continuous effects.

    &f a continuous a!ility on a card defines attri!ute, race, trait, 3$? or -5F of the card,

    the a!ility is called )!ase a!ility) and applied in any 1one.

    B.4." 3!ilities #ith )$reat this card as 9attri!ute ma%ic stone) tet is !ase

    a!ilities.

    .'. *ti6ated *bility

    3ctivated a!ilities are a!ilities that controller of them may play them at any time he or

    she can play it.

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    layin% activated a!ility follo# the rules of playin% a!ilities.

    3ctivated a!ility of 6=resonator #ith included in reuired action can !e played if its

    in your field continuously from the !e%innin% of this turn.

    .). *utomati *bilities

    3utomatic a!ilities are a!ilities #ith tet )DContinuousE *effect+), D8pell: Chant

    stand!yE cards, and need to meet any condition or D$ri%%erE to play, or D5nterE

    a!ilities. 3utomatic a!ilities #atch %ame situation and if its tri%%er condition is

    met, its automatically played in priority seuence.

    B.>." D5nterE a!ilities are tri%%ered #hen the card is played from a players

    hand and put from chase area, or #hen Jud%ment resolved and 6ruler is put into

    a field.

    5ach of automatic a!ilities has its condition to play it. &ts called tri%%erin% condition.

    &f the condition is met, num!er of tri%%ered times of the a!ility is increase one. &fthe num!er of tri%%ered times of an a!ility is one or more, the a!ility is

    considered )tri%%ered).

    B.>.2 3utomatic a!ility of D8pell: Chant8tand!yE in chantstand!y area

    doesnt tri%%er in a turn that the card is put into that area.

    -urin% priority seuence, after all rule process resolved, turn player chec/s if he or she

    controls any tri%%ered automatic a!ilities. &f he or she do, choose one of those

    a!ilities and play it, then decrease the num!er of tri%%ered times of that a!ility

    one. $hen nonturn player do the same, and repeat it until no a!ilities tri%%ered

    left.

    $ri%%ered automatic a!ilities have to !e played unless it is prohi!ited. layers cannot

    choose not to play. &f a player choose an tri%%ered automatic a!ilities !ut cannot

    play it for any reason, Just decrease the num!er of tri%%ered times of that a!ility

    one.

    8ome automatic a!ilities tri%%er #hen a card move from a 1one to another. &f these

    a!ilities refer the moved card, they refer the information or status of the card as

    !elo#:

    B.>. &f the card moved from pu!lic 1one to hidden 1one, or hidden 1one to

    pu!lic, the a!ility refers the card in pu!lic 1one.

    B.>.4 &f a card moved from play %round to an area other than play %round, or

    vice versa, the a!ility refers the card in play %round.

    B.>.< ther#ise, the a!ility refers a card in destination 1one.

    8ome effects ma/e automatic a!ilities that tri%%ers later in some specific time. $his

    a!ility is called delayed automatic a!ilit .

    B.>.> -elayed automatic a!ilit is, if not specified, tri%%er once and onceonly at the time it specified. 3fter that, even in the same situation, it doesnt

    tri%%er.

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    B.>.@ &f somethin% refers card #ith a delayed automatic a!ilit , it refers acard #ith a!ility that ma/e that delayed tri%%er a!ility.

    8ome automatic a!ilities #atch if a specific status is fulfilled in a %ame. $his a!ility is

    called status automatic a!ilit .

    B.>.A 8tatus automatic a!ilit is only tri%%ered #hen its not tri%%ered and thestatus is fulfilled.

    For a reason, #hen a player plays his or her automatic a!ilit , it is possi!le the card#ith that a!ility moved to another 1one, lost the automatic a!ilit or the a!ility

    !ecome inactive. 5ven in these case, the a!ility is still played and resolved,

    .,. Cill *bility and "rodued Cill

    3ctivate a!ilities that need no tar%et to choose and produce #ills are #ill a!ilities.

    3utomatic a!ilities that tri%%ers !y playin% #ill a!ility, need no tar%et to choose

    and produce #ills are #ill a!ilities. 8pells that produce #ills are not #illa!ilities.

    3 player can play #ill a!ilities #hile he or she has priority or #hen he or she needs to

    pay #ills.

    Will a!ilities doesnt use chase area and resolved Just after its played.

    roduce #ills are /ept !y the controller of the a!ilities. $hey left until they are paid for

    somethin% or !e ceased to eist !y the rules.

    Wills are attri!ute #ill specified !y #ill sym!ol and #ills #ithout attri!ution specified

    !y num!er.:one li%ht, :one fire, :one #ater, :one #ind, :one dar/

    :one #ill #ithout attri!ution 9same for the other num!ers

    .0. #ne %ime ffet

    ne time effects are performed #hen it resolved.

    .. !ontinuous ffet

    &f t#o or more continuous effects applied, they are applied in the order !elo#:

    0.0.1 &nformation on the card itself and !ase a!ilities on the card arethe !aseinformation.

    B.B.2 3pply all continuous effects that chan%e nonvalue information.

    B.B. 3pply all continuous effects that chan%e value information.

    &f t#o or more continuous effects are applied in the same time in a!ove conditions,

    apply them in the order !elo#:

    &f there are effect 3 and effect (, and if you apply 3 !efore ( chan%es #hat or ho# (

    applies than you apply 3 after (, ( is considered dependin% 3. &f effect (

    depends effect 3 and 3 doesnt depend (, ( is al#ays applied after 3.

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    &f the order is not decided after this, apply the effect earlier applied first. $imin% of an

    effect applied is determined is, at the time the continuous a!ility !ecome active,

    or the time the effect is made !y an a!ility. &f, for a reason, the timin% is still the

    same, the turn player at the time decide #hich one apply first.

    &f an tri%%er a!ility or an activated a!ility made continuous effect and it chan%esinformation of cards, it isnt applied on cards come into the 1one the effect

    applyin% after the effect made.

    When a card is moved to a 1one and any continuous effect is applied to the card in the

    ne# 1one, the card comes into the 1one #ith the effect applied.

    &f continuous effect chan%es a information of cards to another, it lost the older

    information.

    .17. Replaement ffet

    &f a replacement effect is applied to a situation, the ori%inal situation never happens andonly replaced situation is occurred.

    &f t#o or more replacement effects are applied, the player of the ori%inal situation

    performs or the controller of the card or effect of the ori%inal situation chooses a

    replacement effect and apply it.

    3ll replacement effect must !e apply once and once only if the situation that should !e

    replaced occurred. layers cannot choose not to replace it unless the effect

    allo#s to do so.

    .11. $ast +nown nformation

    &f, for a reason, any information of a card in a 1one should !e referred !ut the card is

    al#ays moved to another 1one, if it is not moved from play %round to play

    %round, information of the card in former 1one is referred. $his is called last

    /no#n information.

    "0. 3ction !y Rules

    8ome action is performed in specific #ay in the %ame. $he phrases !elo# is the actions !y rules and

    perform as descri!ed.

    17.1. *dd Dan additionE

    $o add an addition card, put the card in a field and ma/e it added onto the specific

    card.

    17.2. "ay Cills

    $o pay #ills, cease to eist specific #ills from your produced #ill.

    Wills to pay are specified !y #ill sym!ols or free #ill sym!ol.

    :one li%ht, :one fire, :one #ater, :one #ind, :one dar/

    :one any #ill 9same for the other num!ers

    When you play a card, the cost of the card is the #ills to pay.

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    &f you need to pay #ills and you cannot pay them all, you cannot pay them at all. Gou

    cannot pay part of them.

    layers may play #ill a!ilities #hen he or she as/ed to pay #ills.

    17.3. Remo6e from the Game

    $o remove a card from the %ame, move the card to his or her removed area.

    17.4. Re6eal

    $o reveal a card in a hidden 1one, sho# the information of the card to all players. &t

    ends #hen the effect to reveal it ends or #hen the card is moved to another area.

    17.'. 5ummon

    &f an effect )summons) a resonator card, put that card onto the top of chase area as a

    summon spell.

    &f a rule or an a!ility refers a resonator )summoned), it refers a resonator )put into a

    field from chase area !y resolvin% itself).

    17.). -eal -amage

    &f any amount of dama%e is dealt to a 6=resonator, increase the num!er of dama%e on

    the card #ith the num!er of the dama%e.

    &f any amount of dama%e is dealt to a player, decrease his or her life point the num!er

    of the dama%e.

    MMM

    17.,. !hase

    &f a card refers )to chase), it refers )put ne# cards or a!ilities that is not an automatic

    a!ility onto chase area !y playin% them).

    17.0. -raw

    $o dra#, the player move the top card of his or her main dec/ to his or her hand.

    $o dra# t#o or more cards, repeat to dra# one card the specific num!er of times.

    17.. -estroy

    $o destroy a card in a field or ma%ic stone area, put the card into its o#ners %raveyard

    if its not 6ruler. &f its 6ruler, move it to its o#ners ruler area.

    &f somethin% #ould destroy cards in ruler area, it do nothin%.

    17.17. Banish

    $o !anish a card, put the card into o#ners %raveyard.

    3 player may not !anish cards he or she doesnt control.

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    17.11. !anel

    When a card or an a!ility in a chase area is canceled, remove it from chase area. &f it is

    a card, put it into its o#ners %raveyard.

    17.12. Rest(Reo6er

    $o rest a card, ma/e the card rested. $o recover a card, ma/e the card recovered.

    &f a card tet has sym!ol, it means )to rest this recovered card).

    17.13. !hoose

    &f a player chooses a card or an a!ility from pu!lic 1one, he or she need to choose

    specific ones if therere any.

    &f a player chooses a card in hidden 1one, he or she can loo/ all the information of

    cards in the 1one. $hen, if all the players can see all the information of thosecards, choose cards as he or she chooses from pu!lic 1one. &f any player cannot

    /no# the information of those cards and the player chooses a card #ith specific

    information, it is not %uaranteed therere cards #ith that specific information. Ie

    or she can choose not to find even if therre any.

    "". 8ym!ol 8/ill

    8ym!ol s/ills are a!ilities sho#n !y sym!ol icons on cards.

    11.1. >"iere@

    -5F of a 6=resonator minus dama%e on it is called the 6=resonators capacity.

    3ttac/ !y 6=resonator #ith DierceE is !loc/ed, and the dama%e dealt !y rules in a !attle

    resolution step !y the attac/in% 6=resonator is more than !loc/in% 6=resonators

    capacity, the num!er of dama%e ecess is dealt to the controler of the !loc/in%

    6=resonator. $his is continuous a!ility.

    Iavin% t#o or more DierceE is redundant.

    11.2. >%arget *tta@

    3 6=resonator #ith D$ar%et 3ttac/E can attac/ a%ainst recovered 6=resonator. $his is

    continuous a!ility.

    11.3. >/irst 5trie@

    3ttac/in% *6=resonaor+ #ith DFirst 8tri/eE can deal dama%e !efore the !loc/er deals

    dama%e. $his is continuous a!ility.

    8ee irst 5tri4e Battle Resolution 5tep9irst 5tri4e Battle Resolution 5tepand Normal Battle Resolution 5tep 9Normal Battle Resolution 5tepfor more detail.

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    11.4. >&plode@

    When resonator #ith D5plodeE deals dama%e !y rules in !attle resolution step, destroy

    itself and resonator the dama%e dealt. $his is automatic a!ility.

    D5plodeE is not applied to 6rulers.

    11.'. >/lying@

    3ttac/ !y 6=resonator #ith DFlyin%E can !e !loc/ed only !y 6=resonator #ith DFlyin%E.

    $his is continuous a!ility.

    11.). >5wiftness@

    6=resonator #ith D8#iftnessE can attac/ and use its D3ctivateE a!ility #ith in its cost

    in the turn its put into a field. $his is continuous a!ility.

    11.,. >mperishable@

    &f a 6ruler #ith D&mperisha!leE is destroyed and #ould put into ruler area, put it into

    ruler area #ith ruler side up instead. $his is continuous a!ility. $he ruler doesnt

    lose any of its a!ilities.

    "2. Rule rocess

    -urin% a %ame, if some specific situation is happenin%, actions !y rules are performed. $his is

    called rule process.

    12.1. $osing the Game

    &f a players life point is 0 or less, the player lose the %ame !y rule process.

    3fter the most recent rule process, if a player needed to dra# cards from his main dec/

    and there #ere less cards in it than the num!er need to dra# in his or her dra#

    phase, the player lose the %ame !y rule process.

    12.2. -estroying

    &f a 6=resonator in a field suffers dama%e eual or more than its -5F, the 6=resonator is

    destroyed !y rule process.

    &f a 6=resonator in a field has 0 or less -5F, the 6=resonator is destroyed !y rule process.

    12.3. llegal *ddition

    &f an addition other than D3ddition: FieldE is in a field, and therere no cards its added

    or its added on a ille%al card, the addition is put into its o#ners %raveyard !y

    rule process.

    "2.." 6ruler in a ruler area is ille%al card for D3ddition: 6rulerE cards.

    &f an an addition other than D3ddition: FieldE is in a field added onto more than one

    card, the controller of that addition choose one of them. $he addition isnt added

    onto the other cards no more.

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    12.4. 88Valhalla99 &ess $ifebrea *rea

    &f cards in a life!rea/ area contains more cards than its maimum life!rea/ si1e,

    choose cards from !ottom in the area and put the other cards into its o#ners

    %raveyard.

    12.'. Redundant *dditions

    &f therere more than one copy of D3ddition: FieldE #ith the same name in a field,

    choose the latest one and put the other cards into its o#ners %raveyard.

    ". ther Rules

    13.1. $oop

    -urin% a %ame, it is possi!le to !e a situation that a player or players can repeat

    specific actions as many times as possi!le, or !e forced to repeat specific actions

    indefinitely times. $his situation is called loop, and it follo#s the rule !elo#:

    "."." &f only one player can stop the loop, he or she declare the num!er of

    times performin% the loop, then do it that times. 3fter that, the player have to

    perform other action to perform the loop a%ain.

    ".".2 &f !oth players can stop the loop, turn player declare the num!er of

    times and nonturn player do the same, then performin% the loop the times

    smaller num!er amon% them. 3fter that, the player have to perform other action

    to perform the loop a%ain.

    ".". &f no!ody can stop the loop, the %ame is end in dra#.

    13.2. 88Bifrost99 Refering $ifebrea

    &f an effect refers cards or numer or cards in a life!rea/, it moves a card from or to

    life!rea/ area, i%nore that part of that effect.

    &%nore all D(rea/E a!ilities on a card.

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    Updates:

    ay 20thF 2714 Ver 3.7

    First 5n%lish 'ersion

    Aune 12thF 2714 Ver 3.13

    Chan%ed num!er of cards in ma%ic stone dec/.3dded tri%%erin% condition of D8pell: Chant8tand!yE cards.

    Auly 1stF 2714 Ver 3.1'

    Chan%ed some #ords corrections.

    *ugust 31stF 2714 Ver 4

    3dded 'alhalla rules and (ifrost rules.3dded %eneral type, flavor tet and trait.

    3dded play %round and card movement restrictions.Remove call phase and added callin% ma%ic stone.3dded a rule s/ippin% recovery phase in a players first turn.3dded )!attle #ith) definition and corrected a rule attac/in% o!Ject 6=resonator deals dama%e. 3dded a )pass

    and no more attac/) rule.Chan%ed the definition of )to summon).

    Remove life loss #hen 6ruler is destroyed.Chan%ed some #ords corrections.

    5eptember 1'thF 2714 Ver. 4.71

    3dded 1ero times or amounts activities never done.Chan%ed the timin% #hen #ill cease to eist in Recovery phase.3dded you cannot !loc/ #ith attac/in% o!Ject.

    5eptember 1'thF 2714 Ver. 4.71

    3dded 1ero or minus times or amounts activities never done.-efined )6=ruler).Clarified #here on the card race=trait is sho#n.

    Clarified cards orientation is /ept #hen it moves from play%round to play%round.3dded face do#n side of a card in a ruler area can !e seen only !y its controller.

    3dded callin% ma%ic stone can !e done only once in a turn and in a turn you havent done Jud%ment.Chan%ed )attac/in% o!Ject) to )attac/ed o!Ject.)-efined !ase a!ility.3dded cards in ruler area cannot !e destroyed.3dded 6ruler in a ruler area is ille%al for D3ddition: 6rulerE.