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- Preparation:
- You will need a 7 card Monster/Hunter deck, with no more than 2 copies of the same card id and a 50 card main deck with no more than 3 copies of the same card id.
- To make the experience easier to track, you can also bring the following items. These are not required.
- 3 different types of markers: 1 to denote damage on Monsters/Hunters (don't worry all damage values are divisible by 10), 1 to denote "disabled" body symbols on monsters, and 1 more to denote energy value (an item that can track up to the number 12 is recommended, having a second one to keep track of maximum energy separately from current energy is also worth considering).
- Board:
- Main Deck Zone: The Main Deck of Support, Attack, and Environment cards go. Bottom left corner of field.
- Reserve Zone: Your unused Monster/Hunter cards go here. Bottom right corner of field.
- The Monster Zone: The front of the player's field. This is where the monster card goes.
- The Hunter Zone: The back. Place hunters here.
- Defeat Zone: The place where defeated monsters/hunters go. Top right corner of field.
- Environment Zone: The place where Environment cards go. The top left corner of field.
- Dump Zone: The place where cards go when the leave hand or field. Right of deck.
- To Win:
- Your opponent has 4 cards in their Defeat Zone.
- Your opponent has 0 cards in their Main Deck when they are conducting a draw.
- To Start the game:
- Both Players choose their starting board of 1 monster and 4 Hunters, the remaining Monster/Hunter cards go to the Reserve Zone.
- Players decide who goes first.
- Both Players Draw 5 cards as their starting hand.
- Turn Breakdown
- Draw Phase: Player draws a card.
- Energy Phase: Player adds 1 to their maximum energy amount and refill energy to max amount. A player can have up to 12 maximum energy in a game.
- Monster Phase: Player does exactly 1 action.
- Attack with their Monster.
- OR
- Use an Enhance card.
- Hunter Phase: Player can do any amount of the following, as long as they follow rules and energy costs.
- Attack with a Hunter, to do this, turn them sideways (AKA, Engaged Stance (the vertical position is Standing Stance))
- Only a Standing Hunter can attack, beyond card effects that say otherwise.
- Use effects from Hunters.
- Use Support cards. You can only place 1 Weapon card underneath a Hunter per turn.
- (NOTE to above 2 steps: Environment cards specify if they can be used in Monster Phase or Hunter Phas. In the former, they do not count to the 1 action rule of the Monster Phase.)
- Ending Phase: Conclude the turn.
- (NOTE: Energy value carries over until the player's next Energy Step.)
- When attacking:
- Designate an attack target (possibly multiple in the case of Monsters) then precede to damage calculation.
- Only the target takes damage from the battle, beyond effects that deal damage to the attacker as well.
- Monster damage is by an attack basis.
- Hunter damage is based on their Motion Value stat and any modifier from effects.
- Subtract damage from the target's health.
- If the Monster/Hunter's HP is 0, it is sent to the Defeat Zone. The owner must then replace it with one card from the Reserve Zone of their choice (inability to do so is equal to losing the game).
- In case of mutual defeat, the target is sent to the Defeat Zone followed by the attacker.
- In case multiple of a player's hunters are sent to the Defeat Zone at the same time, the player chooses the order they are sent.
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