MACROSS CRUSADE OFFICIAL RULEBOOK ENGLISH VERSION 1.01
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Macross Crusade Introduction Macross Crusade is a two player collectable card game featuring the characters and mecha from the world of Macross anime. The Start‐Up Set and 1st Booster Expansion, Voices Dashing Through the Galaxy, debut the first and most recent additions to the world of Macross. On the Blue side is Super‐ Dimension Fortress Macross and the movie version SDF Macross‐ Do You Remember Love?. On the Green side is Macross Frontier. Blue’s strong suit is defense and recovery, Green’s is offense and direct damage. The 2nd Set, Victory Song of Sky and Fire, added Macross 7 and Macross Plus to Blue and Green respectively, along with new rules for Sound Force.
Legal Macross, and all related characters, vehicles and story elements are the property of Big West. The Crusade System Rules are the property of Bandai. This fan translation of the Macross Crusade Rulebook in no way challenges the rights of either Big West or Bandai. This document is intended solely as an English language companion to the Macross Crusade Rule Book available in the Macross Crusade Set Up Starter. If you have purchased the Set Up Starter you may use this document to facilitate the use of that product. If you have not purchased the Set Up Starter, you may use this text to evaluate the game’s rules. If upon reading this document you decide not to purchase the Set Up Starter, you must delete the file from your computer. http://www.carddas.com/crusade/macross/ http://macross.jp/pc/index.html
Acknowledgments This fan translation was produced by Hebime from Gundam War Central http://z11.invisionfree.com/Wargames_Central/index.php?c=5 Thanks to iLoveJamProject at Gundam War Central whose translation of the Gundam War Advanced Rules helped me understand the Crusade System and were a great help in the production of the Advanced Rules section of this document. Thanks to all of the members of Gundam War Central for their support and encouragement. And last but not least thanks to all the contributors of the Japanese language Macross Crusade and Sunrise Crusade Wikis. http://www12.atwiki.jp/macrosscrusade http://www8.atwiki.jp/sunrisecrusade The Rikaichan Firefox extension and JLookUp were the main tools used in translating this document. http://www.polarcloud.com/rikaichan/ http://jlookup.aumaan.no‐ip.org/
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MACROSS CRUSADE CARDS UNIT CARDS Unit Cards represent Valkyries, Destroids, and other giant machines. In the Battle Phase your Units sortie into combat with your opponent’s Units. During the game, Unit Cards in play are referred to as Units.
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CHARACTER CARDS Character Cards represent the various people in the Macross world. They can be Set On Units and make them stronger, or placed in the Field to generate various Effects. During the game, Character Cards in play are referred to as Characters.
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COMMAND CARDS Command Cards represent the drama and events of the world of Macross, and certain Command Cards bring the music of Macross into game play. Used properly, they can generate powerful effects to help you and hinder your opponent. In game play, Command Cards are referred to as Commands.
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Basic Rules Preparation • •
•
Macross Crusade is a 2 player game. Each player must observe the following rules when building their deck. o The Deck must have exactly 50 cards. 49 is too few and 51 is too many. o You may include no more than 3 copies of cards with the same name, regardless of card number. Please refer to the diagram on the next page for proper placement of cards during the game. Proper placement is necessary for a smooth game and to avoid confusion.
Coins If you add cards to your deck that require coins to track certain effects, please make sure to have enough of them on hand at the beginning of play.
Game Set‐Up 1) Greet your opponent. 2) Shuffle your deck well. After that you may lightly shuffle your opponent’s deck. 3) Your deck is referred to as your Nation during the game. Place it in the proper location according to the play diagram (see below). 4) Play Rock‐Paper‐Scissors, and the winner will go first. In subsequent games of a match, the loser of the previous game will decide whether to go first or second. 5) Draw the top 6 cards from your Nation. At this time, if you do not like your opening draw, 1 time only you may redraw. 6) If you redraw, return all of your cards to the nation and shuffle it again. Allow your opponent to lightly shuffle your deck, and draw the top 6 cards.
Game Flow The players alternate between the Offensive and Defensive sides. When a player takes his turn, he is the Offensive player and the opponent is the Defensive side. The player who goes first take the first turn as the Offensive side, and alternates with the opponent until one of their Nations has been reduced to 0.
Victory Conditions ‐ At the moment a player’s Nation has 0 cards remaining, the game is over and that player is defeated. ‐If both players’ Nations are reduced to 0 at the same time, the game is a Draw.
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Play Area Diagram
Friendly and Enemy Your opponent’s areas and cards are referred to as ‘Enemy’, while your own areas and cards are referred to as ‘Friendly’. ‘Enemy Deployment Area’ refers to your opponent’s Deployment Area, while ‘Friendly Card’ refers to your own card.
Field The Deployment Area and both Battle Areas are collectively referred to as the Field. Cards in these areas are referred to as ‘in the Field’. 1 Nation‐ Your deck is placed here, face down. ○
You may not look at or change the order of the Nation,
but you are allowed to count how many cards are in it. 2 Lost Pile‐ When your Nation takes damage, or you pay Resource Costs, the cards are moved here ○ face down. You may not look at or change the order of the Lost pile, but you may count how many cards are in it. 7
3 Battle Areas‐ When Units sortie into combat, they are moved to a Battle Area. ○
There are 2 battle
areas, either or both may be used during the Battle Phase. 4 Deployment Area‐ Cards Deployed to the Field are placed here face up. ○ 5 G Zone‐ Cards played as Generation are placed here, face up and upside down (with the G Symbol in ○ the upper right hand corner) 6 Junkyard‐ Scrapped cards are placed here. All players may examine contents and count the number ○ of cards in the Junkyard. 7 Hand‐ You may not look at your opponent’s hand, but you may count the number of cards in it. ○
Turn Flow • • • • •
• •
Turn Begins Reroll Phase‐ The Offensive player Rerolls all Friendly Units. Draw Phase‐ The Offensive player draws 1 card from the Friendly Nation. Deployment Phase‐The Offensive player may deploy 1 G Card, 1 Unit, and 1 Character. Battle Phase‐ The Battle Phase is comprised of the 4 following Steps. o Attack Step‐ The Offensive player sorties detachments o Defense Step‐ The Defensive player sorties detachments o Damage Step‐ Battle damage is resolved. o Return Step‐ Remaining Units are moved back to the Deployment Area. Turn End‐ simultaneous with the end of the Return Step. The Offensive player checks the number of cards in Hand, and all damage done to Units is reset. Opponent’s Turn Begins‐ The Offensive Player and Defensive Player switch, and the new Offensive player starts the next turn.
Friendly Turn and Enemy Turn When you are the Offensive player it is referred to as the ‘Friendly Turn’. When your opponent is the Offensive player it is referred to as the ‘Enemy Turn’. The Phases and Steps of each turn are referred to in the same way. For example, the Deployment Phase during your turn is called the ‘Friendly Deployment Phase’ and the Draw Phase during your opponent’s turn is the ‘Enemy Draw Phase’.
Fixed Effects The effects that must be performed every time during the particular Phases and Steps are referred to as Fixed Effects. For example, in the Reroll Phase, ‘The Offensive player Rerolls all Friendly Units.’ is a Fixed Effect.
Declaration During Play During the turn, you must clearly declare any actions you wish to take. If you want to end a particular Phase or Step, you must tell your opponent. If you wish to play a card or text you must declare the play to your opponent. 8
Reroll Phase The Offensive Player Rerolls all cards in the Field that are in Roll status. During the First turn there are no cards in the Field, so you don’t have to do anything. Reroll/Roll Cards in the Fields can either be in Reroll or Roll status. Rerolling a card means setting it to Reroll status and Rolling a card means setting it to Roll status. Reroll Status ‐Vertical position ‐Can sortie
Roll Status ‐Horizontal Position ‐Cannot sortie ‐When Battle Damage is resolved, Fighting and Shooting Strength are both considered to be
*
‐A card in Roll status may still use its Text.
Draw Phase The Offensive Player draws 1 card from the top of the Friendly Nation. However, the first player does NOT draw a card on the 1st turn.
Deployment Phase The Offensive Player may bring one Unit and one Character into the Field and may place one card with a G symbol in the G Zone. This may be done in any order, but the player is not required to play all three types of cards. The player is not required to play any cards at all.
G Symbol and Nation Strength Nation Strength is generated by cards with the G(for Generation) Symbol placed in the G Zone. Each G Symbol provides 1 Nation Strength of the designated color. G Symbols outside of the G Zone do not generate Nation Strength. Nation Strength is not expended or reduced by playing cards. The G Symbol cannot be negated and it continues to generate Nation Strength throughout the game. G Symbols in Macross Crusade provide 2 colors of Nation Strength (Blue/Black or Green/Red) and may be counted as either color. *The Red and Black colors are not used in Macross Crusade. They are used when the cards are mixed with cards from Sunrise Crusade, another games which utilizes the same rules as Macross Crusade.
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Playing a G Card You may play a G Card by placing a card with a G Symbol into the G Zone upside down and face up, with the G Symbol in the upper right corner. • There is no cost to play a G Card. • You may only play G Cards during the Deployment Phase. • You may only play 1 G Card per turn. • G Cards are played in Reroll status. • G Cards are not considered to be their original type for any purpose, such as having a specific card or type of card in the Field.
Playing a Card Playing a card from your Hand is done by the following steps. The effect and resolution of the card is determined by the cards type. 1. Declare the card you want to play. You may not declare a card if you are unable to pay the costs listed in step 2. 2. Pay the card’s costs. At that time, if the card requires a target be designated, designate the target of the card. 3. The card becomes a Played Card and the effect generated.
Paying the Costs The costs of playing a card are paid at the same time under the following procedures. 1. Designated Nation Cost‐ To pay the Designated Nation Cost you must have at least this many G Cards of the necessary color in your G Zone. In the example below the necessary color is Blue, so you must have at least 2 Blue G Cards in your G‐Zone.
2. Total Nation Cost‐ To pay the Total Nation Cost you must have a total of at least this many G Cards of any color in your G Zone. This total is not separate from the G Cards that pay the Designated Nation cost. In the above example, the Total Nation Cost is 4. Thus, if you have 2 Blue G Cards and 2 Green G Cards, you may play this card. 3. Resource Cost‐ If a Resource Cost is designated, you must move this number of cards from the Friendly Nation to the Lost Pile. In the above example the Resource Cost is 1, so you would have to move 1 card from your Nation to the Lost pile. *Cards are moved from the Nation to the Lost Pile 1 at a time, not as a stack. You may not change the order in which cards are moved to the lost pile. 10
Generating Effects Once a card’s costs have been paid, it becomes a ‘Played Card’. Played Cards generate Effects.
Played Cards When a Played Card generates an effect, the effect is resolved, unless there is a Cut In (see page 21). When a card’s effect has been resolved, the card is moved to the Field or the Junkyard, depending upon type.
Card Play Flow 1 Play ○ • •
Declare the play. Pay the Costs.
2 Played Card ○ • •
The Effect is generated. Opponent has the opportunity to Cut In.
3 Resolution ○ •
The Effect is applied.
4 Movement ○ •
The card is moved to the designated location.
Playing a Unit Unit cards are played according to the following rules: • Unit cards obey all the normal rules for Playing a Card. • You may only play Units during the Friendly Deployment Phase. • You may only play 1 Unit card per turn. • Units are played to the Friendly Deployment Area in Roll Status. • Once played the Unit is in the Field.
Entering the Field Effect When a G, Unit, or Character Card is played, it generates an ‘Entering the Field’ effect. Once the Entering the Field effect is resolved, the card is normally placed in the Field and becomes a card in the Field. The location and timing can be determined by the card.
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Playing a Character Character cards are played according to the following rules: • Character cards obey all the normal rules for Playing a Card. • You may only play Character cards during the Friendly Deployment Phase. • You may only play 1 Character card per turn. • You may not play a Character card if a Friendly Character with the same name is already in the Field. You may play Character Card of the same name as an Enemy Character in the Field. • You may deploy the Character to the Field or Set it on a Unit.
Deploying Characters to the Field Characters deployed to the Field are placed in the Friendly Deployment Area in Reroll Status. Once a Character has been deployed to the Field, it may not later be Set On a Unit.
Characters Set On a Unit Select a Unit for the Character to be Set On. A Unit may not have more than 1 Character Set On it. Once placed, the Character card becomes a Set Card. Once Set, a Character card may not be moved off of the Unit.
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Set Cards Place the Set Character card under the selected Unit with the text and Combat Modifier showing. Set cards share the same Status as the Unit they are Set On. The Set Character’s Combat Modifier is added to the Set On Unit’s Combat Strength as shown above. *Note that there is no restriction on which characters may be Set On a Unit, even in the case where the Unit is designated a Character’s Custom Machine. In the above example, Henry Gilliam is Set On Saotome Alto’s Custom Machine VF‐25 Messiah. Custom Machine Set is explained on page 26
Combat Phase The Combat Phase is broken into the 4 following Steps. All 4 Steps happen in every turn, even if no Units sortie. 1 Attack Step ○ The Offensive player sorties Units to a Battle Area in a detachment. 2 Defense Step ○ The Defensive Player sorties Units to a Battle Area in a detachment. 3 Damage Step ○ The detachments that sortied deal their damage. If the Offensive player’s detachment is not in combat, it deals damage to the Defensive players Nation. 4 Return Step ○ Surviving detachments return to their Deployment Areas in Roll Status. *Note‐ The Beginning of the Combat Phase and the Beginning of the Attack Step are simultaneous. The End of the Combat Phase, the End of the Return Step, and the End of the Turn are simultaneous.
Attack Step The Offensive player may sortie detachments, which means forming detachments of Friendly Units and moving them to a Battle Area.
Sortie Procedure 1 Select Units to sortie. You may select Friendly Unit to sortie under the following rules. ○ • • • •
Only Units in Reroll status may sortie. Any number of Units may sortie. You may sortie Units to either or both Battle Areas. Sortieing to both Areas will require the formation of 2 detachments. The Offensive Player is NOT required to sortie Units.
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2 Form one or two detachments. ○
The Units selected to sortie must be formed into a
detachment under the following rules. • Decide what order to place the Units in the detachment. The first Unit from the front of the detachment is the vanguard, and the cards are stacked in order with the vanguard on top with the rest of the Unit’s Combat Strengths visible. • You may form a detachment with only 1 Unit. • There is no limit to the number of Units that may be in a detachment.
3 Sortie‐ The detachment(s) formed in step 2 are moved to a Battle Area. ○
Each detachment
must sortie to a different Battle Area.
Defense Step The Defensive player forms detachments and sorties them in the same way as the Offensive player outlined in Steps 1‐3 of the Attack Step. The Defensive player may sortie detachments even if the Offensive player has not, and may sortie a detachment to a Battle Area with no Enemy Units present.
In Combat and Not In Combat A detachment is in combat if it is in the same Battle Area as an Enemy detachment, and it is in combat with the Units in that Enemy detachment. If there is no Enemy detachment in the same Battle Area, the detachment is not in combat. 14
Damage Step Detachments deal and resolve battle damage. • Detachments that are in combat deal battle damage to the detachment they are in combat with. • Offensive detachments that are not in combat deal battle damage to the Enemy Nation. • Defensive detachments that are not in combat do not deal battle damage.
Detachment Combat Strength and Battle Damage A detachment deals battle damage equal to its combat strength. The detachments combat strength is the total of the vanguard’s Fighting Strength and the Shooting Strength of each Unit after the vanguard. However, the Fighting and Shooting Strength of a Unit is Roll status is considered to be
*. The value of
* is 0, and cannot be raised by Combat Strength Modifiers
Offensive detachments that are not in combat An Offensive detachment that is not in combat during the Damage Step deals battle damage to the Enemy Nation equal to its combat strength.
Dealing Damage to the Nation When damage is dealt to a player’s Nation, that player moves a number of cards equal to the damage dealt to the Lost Pile. Cards are moved one at a time, starting with the top card. You may not simply count off the top number of cards from your nation and move them as a stack to the Lost Pile.
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Detachments that are in combat Battle damage is dealt to detachments that are in combat by the following rules. • Damage is first dealt to the vanguard Unit. • When a Unit has received damage equal to its Defense Strength, it is Destroyed and any remaining damage is dealt to the next unit in the order of the detachment. • If all of the Units in a detachment have been destroyed, any remaining damage is lost. Remaining damage after a detachment is destroyed is not dealt to the Enemy Nation.
In combat / not in combat designation A Combat Check is done to determine whether or not a detachment is in combat or not in combat. The Combat Check is done when the detachment sorties and at the beginning of each step in the Battle Phase. Thus, a detachment that is in combat at the beginning of the Damage Step is still in combat even if some effect removes the Enemy detachment from the Battle Area. However, if the Enemy detachment is removed during the Defense Step, when the Combat Check is preformed in the Damage Step the detachment would be designated not in combat.
Detachment order timing The order of the detachment is checked at the same time as the Combat Check. If the vanguard is removed during the Damage Step, the next Unit in the detachment does not become the vanguard. However, if the vanguard is removed during the defense step, when the Combat Check is performed at the beginning of the Damage Step, the next Unit that is currently first in the detachment becomes the vanguard. 16
Destroy and Scrap A Unit is destroyed in the following circumstances. • The Unit takes damage equal to its Defense Strength. • Its Defense Strength is reduced to 0 by Combat Modifiers given by effects. • It is the target of a resolved Destroy effect. Cards in the Field except Units are only Destroyed if they are the target of a resolved Destroy effect. If a card’s Destruction is not negated, it is Scrapped. Scrapped cards are moved to the Junkyard. Some effects may also Scrap a card. Once a card has been moved to the Junkyard, all effects on it end and damage done to it is removed.
Accumulation of damage Until the end of the turn, all damage dealt to a Unit accumulates, and if at any point the total damage taken in the turn equals the Units Defense Strength, the Unit is Destroyed. *Damage dealt to a Unit does not decrease its Defense Strength.
Return Step All detachments are moved back to their Friendly Deployment Area. Once moved back to the Deployment Area, the detachments are disbanded. Roll all Units that sortied.
End of the Turn At the End of the Turn, the following events occur in the following order. 1. All damage dealt to Units is reset to 0. 2. ‘At the end of the turn’ effects are resolved. In the case there are more than 1 effect at the end of the turn, the offensive player decides the order in which they are resolved. 3. The Offensive Player checks the number of cards in the Friendly Hand. The maximum hand size is 6 cards. The player must Scrap a number of cards equal to the number of cards the Hand is over the limit. 4. ‘Until the end of the turn’ effects end. Once the turn is completed, the Offensive and Defensive player switch and the new Offensive player begins the new turn.
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Advanced Rules Play Timing Free Timing During play, times at which you are allowed to play cards and text are called Free Timing. Free Timing is when any possible card or text play happens.
Play Timing The timing in which you may play cards or text depends on the type of card. ‐Units, Characters, and G Cards May only be played during the Free Timing in the Friendly Deployment Phase.
‐Commands and text. May only be played in the Free Timing designated within 《 》. There are 2 types of designation. 1. 《Normal)》The card or text may be played in any Free Timing 2. 《Named Turn, Phase, or Step》The card or text may only be played in the Free Timing of the designated Turn, Phase, or Step.
Free Timing Priority The Offensive Player has priority to play cards and text in Free Timing. Once the Offensive Player has played a card or text, or decides not to play a card or text, priority passes to the Defensive player
The Beginning of Free Timing Free Timing begins at the same time as the named Phase or Step begins. Effects that happen at the beginning of a Phase or Step may be Cut In to. The Reroll Phase is the only exception, as there is no Free Timing before the Fixed Effects. Effects that happen at the beginning of the Turn or the Beginning of the Reroll Phase cannot be Cut In to.
Playing a Command Command Cards may be played under the following rules. • Command Cards follow the normal procedure for Playing a Card (Page 10). • Once the Card is played, the effect is generated. • After the effect is resolved, the card is moved to the Junkyard. • The text may only be played in the designated Free Timing. • You may play as many Command Cards as you like during each turn, but you may only play a Command with the same name once each turn.
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Timing Chart Friendly Reroll Phase
Friendly Turn Beginning of Turn Fixed Effects Free Timing End of Phase
Friendly Draw Phase
Beginning of Phase Free Timing Fixed Effects Free Timing End of Phase
Beginning of Phase Friendly Free Timing Deployment Phase End of Phase Friendly Attack F Step r i e n Friendly d Defense l Step y
Beginning of Step Free Timing Fixed Effects Free Timing End of Step Beginning of Step Free Timing Fixed Effects Free Timing End of Step
B a t Friendly t Damage l Step e
Beginning of Step Free Timing Fixed Effects Free Timing End of Step
P Friendly h Return a Step s e End of Turn (simultaneous with end of Return Step)
Beginning of Step Free Timing Fixed Effects Free Timing Damage Reset Effects Resolve Hand Adjustment Effects End/Turn Ends
Enemy Reroll Phase
Enemy Draw Phase
Enemy Turn Beginning of Turn Fixed Effects Free Timing End of Phase Beginning of Phase Free Timing Fixed Effects Free Timing End of Phase
Beginning of Phase Enemy Free Timing Deployment Phase End of Phase Enemy Attack Step E n e Enemy m Defense y Step B a t t Enemy l Damage e Step P h Enemy a Return s Step e
Beginning of Step Free Timing Fixed Effects Free Timing End of Step Beginning of Step Free Timing Fixed Effects Free Timing End of Step Beginning of Step Free Timing Fixed Effects Free Timing End of Step
Beginning of Step Free Timing Fixed Effects Free Timing Damage Reset End of Turn (simultaneous Effects Resolve with end of Hand Adjustment Return Step) Effects End/Turn Ends
※Cards and text may not be played in the Pink highlighted segments of the turn
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Playing Text Except for Auto Effects, activating an effect described in the text is called ‘playing text’ and is played according to the following rules. • Procedure for playing text 1. Declare the text you want to play. You may not declare a text that you cannot pay the costs for. 2. Pay the costs designated in《 》. If a target must be designated you must do so at this time. 3. Generate the described Effect • Text may only be played in the designated timing • The number of times a text may be played in a turn is described along with the cost in《 》.
Text on Cards in the Field The text on cards in the Field list Auto Effects, Special Effects and playable effects.
Auto Effects Auto Effects are effects that are generated and resolved automatically. There are 3 types of Auto Effects, each with their own timing. • (Auto A) While the card is in the Field, the effect is always being generated. • (Auto B) The effect is generated when the card is deployed to the Field and/or other locations. • (Auto D) The effect is generated at the designated timing.
Special Effects (Page 35) Special Effects are listed in the text by name. The details of each Special Effect are explained in the section on Special Effects.
【】 Effects within 【 】may not be negated or changed.
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Notation of Costs The costs within the《 》 are explained below. 《0》 There is no cost to play this effect. You may play it 1 time per turn. 《○ 1 》 You must pay the designated Resource Costs. In this example the Resource Cost is 1. You may play this effect 1 time per turn. 《R》 You must Roll the card that this text is on. A card that is already in Roll position may not use this effect. Also, if the card is Rolled for any other reason than paying this cost, the effect may not be used. You may play this effect 1 time per turn. 1 Every Time》 《○ You must pay the designated Resource Costs. In this example, the Resource Cost is 1. In the case of 《0 Every Time》, you only need to declare the play. Unless specified in the text, you may play this effect any number of times per turn , but you may only play it 1 time per Cut. 《X‐Y》 X is the Designated Nation Power and Y is the Total Nation Power. Paying the cost for this effect is the same as paying to play a card (page 10). If you cannot fulfill the costs, you cannot play the effects. The color of Designated Nation Power needed is the same as the designated Nation Power needed to play the card, indicated in the upper right hand corner of the card. When your Nation Power does not fulfill this effects cost, this text is negated.
Triggered Effects A triggered effect is an effect that is generated by special conditions. An effect triggered by conditions that begin with ‘when’ may only be triggered 1 time per turn. An effect triggered by conditions that begin with ‘every time’ may be trigged any number of times per turn.
Cut and Cut In Before an effect is resolved, another effect may be generated to interrupt. This is called a Cut In. The interrupted effect cannot be resolved until the new effect is resolved first. When 1 effect is generated, the duration until it is resolved is called a Cut. ※Even if no Cut In interrupts, the play of one effect is still called a Cut. The Steps of a Cut In 1 The Cut Begins. ○ When a card or text play generates an effect, a Cut begins. In the case where both players declare a play at the same time, the Offensive Player has priority. Ex.) Player A plays the text of VF‐25G Messiah (Deal 2 Damage to 1 Unit) on Player B’s Spartan (Defense Strength 2). 21
2 Decision to Cut In ○ When both players declare a Cut In at the same time, the Enemy of the player that played the effect in ○ 1 has priority. Thereafter, priority to play additional Cut Ins alternates between the players. Ex.) Player B plays the Command Card “My Boyfriend’s a Pilot” (One Friendly Unit gains +2/+2/+2) targeting the Spartan. 3 Cut Ins continue or end. ○ There is no limit to the number of Cut Ins that may be played during a Cut. If one player passes and gives up priority, the other player may another Cut In consecutively. In that case, priority passes back to the player who passed. When both players pass in a row, the Cut resolves.
Cut In Example 1 Player 1 plays VF‐25G Messiah’s text on Player B’s Spartan. ○ Destroyed.
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Normally the Spartan would be
2 Player B plays a Cut In, the Command “My Boyfriend’s a Pilot” ○
Resolution of Effects The Cut In effects are resolved in reverse order from the order in which they were played. In other words, the last effect is resolved first, and the first effect (which began the Cut) is resolved last.
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Cut Flow Chart Cut Begins Cut Ends (1)Declare the play ↑ Effect A (2)Pay the costs Effect A Effect A Resolved R Generated e (3)Effect is Generated s P ← Cut In Begins ▼ ▲ o l (1)Declare the play l a Effect B (2)Pay the costs Effect B Effect B Resolved u y Generated t (3)Effect is Generated i O ▼ ▲ o r (1)Declare the play n d Effect C (2)Pay the costs Effect C Effect C Resolved e Generated (3)Effect is Generated O r r ▼ ▲ d (1)Declare the play ↓ Effect D e (2)Pay the costs Effect D Effect D Resolved r Generated (3)Effect is Generated ▼ ▲ Effect Generation Ends → Effect Resolution Begins
Effect that can be played in a Cut: • • • •
Playing a Unit, Character, or G Card (the ‘entering the Field’ effect) Playing a Command Card Playing text. The Scrap Effect of a Destroyed Card. * Always starts a Cut.
Effects that do not follow the normal Cut procedure • Fixed Effects • •
(Auto A) (Auto B) (Auto D) Effects Effects generated outside of Free Timing
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Card Descriptions Type The 4 types of card are [Unit], [Character], [Command], and [G]. In the case where text designates a particular type of card, it will be one of these 4 types.
Original Type and Cards that are Treated as a Different Type When an effect that states ‘treated as a [Type]’ is applied to a card, the card is treated as if it is the designated type only. When an effect that states ‘also treated as a [Type]’ is applied to a card, the card is treated as if it is the designated type and its original type. In the case that a card that is being (also) treated as a different type is moved to a different location, it generally returns to its original type.
Text The description of the cards effect. Normally text refers to the entire text, but there are circumstances where ‘1 text’ are referred to, in which case it, 1 effect in the text is designated. Special Effects on a card are a part of the card’s text.
Combat Strength Fighting Strength, Shooting Strength, and Defense Strength are collectively referred to as Combat Strength. There is no upper limit to Combat Strength. The lower limit is 0.
Combat Modifier Fighting Strength Modifier, Shooting Strength Modifier, and Defense Strength Modifier are collectively referred to as Combat Modifier and are added to the Units Combat Strength. Combat Modifier from Characters are referred to as Character Combat Modifier. There is no upper or lower limit to Combat Modifier.
Traits Traits are separate from the text and do not count as a Special Effect. The Character Trait Alias is the only trait with special rules.
Hand Drawing a card It is possible to move cards from the Friendly Nation or the Lost pile to the hand. If the location is not specified, cards are drawn from the Friendly Nation. Cards are always drawn from the top, and if more than 1 card is to be drawn, then the card must be drawn in order from the top.
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G and Nation Strength G When a card is played as G and enters a location as a G card, it is not considered to be its original type for any reason. When a card is treated as a G Card, all text except the G Symbol is negated. Also, when a G card is in the Field, it does not automatically return to its original type.
Colors of Nation Strength There are 4 different colors of Nation Strength: Blue, Green, Red, and Black. Purple is a 5th special color. In text, Nation Strength is referred to by color. Ex‐ Blue Nation Strength.
Purple Nation Strength Purple Nation Strength may not be used to pay Designated Nation Strength Costs. However it may be used to pay Total pay Total Nation Strength costs as any other color of Nation Strength.
Field and Location Field The Deployment Area and both Battle Areas are collectively referred to as the Field. Other locations are referred to as ‘location(s) outside of the Field’. A card in any of the three Areas that makes up the Field is referred to as ‘in the Field’. In text, when the location of a designated Card or Unit is not specified, the location is considered to be in the Field.
Locations The Field, Nation, Lost Pile, Junkyard, and Hand are referred to as locations. When a card becomes a Played Card, it is considered to be temporarily in a location other than those listed above until it is moved to the appropriate location.
Friendly and Enemy Control and Controller The right to use a card (sortie, play text, etc.) is referred to as Control and the player who has that right is the Controller. The Controller is determined by the following rules. • Cards in the Field The Controller is the player that deployed the cards to the Deployment Area otherwise placed the Unit into a detachment. • Cards in the hand Neither player is the controller of cards in the hand. However, each player has the right to play cards from their Friendly Hand. • Cards in the Nation, Lost Pile, or Junkyard Neither player has Control of the cards in Nation, Lost Pile, or Junkyard. Cards move automatically according to the rules.
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Owner The player that put the card in the deck is the owner of the card. Being the owner of a card does not affect who has control over the card.
Distinction between Friendly and Enemy Player You are your own Friendly player, and your opponent is your Enemy Player.
Turn/Phase/Step When you are the Offensive player, it is the Friendly Turn. When you are the Defensive Player, it is the Enemy Turn. Phases and Steps in a turn are named the same way.
Locations Locations are named for the player that manages them. Neither player manages either Battle Area.
Cards in the Field These cards are named for their controller.
Cards in locations other than the Field These cards are not referred to as either Friendly or Enemy. A Played Card is referred to by the Player that played it.
Detachments A detachment composed of Enemy/Friendly Units is referred to as an Enemy/Friendly Detachment.
Effects An effect is referred to as Friendly or Enemy by the Player that played the effect, regardless of who the controller of the card that generated the effect s is. However Auto Effects are referred to by the Controller of the cards that generated it.
Playing Effects Paying Costs Because the payment of costs is resolved the moment it is played, Effects or Cut Ins may not interrupt paying costs. Also, paying costs is the only way to generate an effect or any sort of play. You may not pay a cost without generating the effect.
Targeted Effects An effect that requires a target to be designated may not be played in a situation where a target cannot be designated. The target of an effect will be noted in the text, ex‐ 1 Unit. Effects that target All (ex‐ All Units) may not be played if there is not at least 1 target for the effect. To designate a target, all conditions (type, number, status, etc) must be fulfilled. 27
The Field and Targets of Effects Unless specifically described, all effects generated during a game target cards in the Field. Cards in locations outside of the Field may not be targeted unless specifically described in the effect.
Timing of the Designation of a Target When an effect requires that a target be designated, the target must be designated when the effect is generated. Once the target is designated it may not be changed.
Effect Lose When an effect is resolved, if the designated target has left the designated area or otherwise does not fulfill the conditions to be the effects target, the effect is lost and it fails to resolve.
Negating a Play When a Card or Text Play is negated, the played card’s effect is negated. When a Play is Negated, it does not count toward the once per turn use restriction, and if possible, the same play may be attempted a second time. However, the paid costs are not returned.
Effects that target more than one card When an effect designates 2 or more targets, if any of the designated targets are removed from play before that effect is resolved, that effect is lost. However, this is not the case for an effect that targets ‘All X’. (see below)
Effects that target ‘All X’ For effects that target ‘All X’, all cards designated X are targeted when the card is played. When it is time to resolve the effect or when a Standby Effect starts up(see page 29), the effect retargets all cards designated X. In other words, any cards that were not in play when the effect was played become targets just before the effect resolves. If the effect targets a location, for example [All Nations], if there is at least 1 card in any of the locations, the effect may be resolved. If the effect targets more than one type of card, for example [All Units and Characters], if there is at least 1 target of either designated type, then the effect may be resolved. Furthermore, [Roll/Reroll] and [Destroy/Negate Destruction] effects may only be resolved if there is 1 unit that the effect may be applied to.
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Fixed Effects Fixed effects are effects that must be resolved during the designated Step or Phase. At the beginning and end of each Step or Phase, you must have your opponents consent to begin resolving the Fixed Effects. Fixed Effects may not be Cut In to. • • • • • • •
Reroll Phase Fixed Effects The Offensive Player Rerolls all Friendly Units. Draw Phase The Offensive Player draws 1 card. Deployment Phase There are no Fixed Effects in the Deployment Phase. Attack Step The Offensive Player may sortie Friendly Units to attack. Defense Step The Defensive Player may sortie Friendly Units in defense. Damage Step Battle Damage is resolved. Return Step All Units in a Battle Area are moved to their controller’s Deployment Area in Roll status.
Generation and Resolution of Effects Pending Effects From the time an effect is generated until the time it is resolved it is referred to as a pending effect. Once an effect is generated, if the card that generated the effect leaves the Field, the effect is NOT negated.
Standby Effects Some effects are activated at a specific timing after it is resolved, for example ‘at the end of the turn’. An effect that has been resolved but is awaiting activation is called a standby effect. Because a standby effect has already been resolved, they may not normally be negated.
Generating and applying effects in the same timing When multiple effects are generated in the same timing, the Offensive player may choose the order in which the effects are generated. Once the 1st effect is generated, the normal procedure for a Cut In applies.
Priority in Conflicting Effects In the case where there are 2 or more conflicting permanent effects, generally the most recently applied effect takes precedence. However, in the case of conflicting Add and Lose effects, the Lose effect has precedence. 29
Generating Effects Outside of Freetiming When effects activate or are generated outside of Free timing and cannot be Cut Into, for example at the end of the turn, they are not handled as a Cut. Use the normal process for effects. The Offensive player decides the order in which the effects activate or generate.
Effect’s Duration of Validity Unless specifically noted, the validity of an effect is limited to the turn in which the effect was generated and does not pass to the next turn. Turn and phase designated standby effects are the same. Also, effects that are activated by specific conditions are only activated by conditions that come into happen during the turn in which the effect was generated.
Detachments and Sortieing Creating a Detachment Unless specifically designated, a Unit enters a detachment in the rearmost position, whether it is a newly formed detachment or a detachment that is already in a Battle Area.
Coin A coin is anything placed on top of a card to mark an effect.
Chip A coin used to substitute for a card in the Field is called a chip. A chip placed in the Field by an effect is treated as a card of the type described in《 》. Unless specifically designated, all chips come into the Field in Reroll status and follow the rules below. • A chips owner is the chip’s controller. • Chips may not be set on Characters nor may they have coins set on them. • Treats chips as 0 Designated Nation Cost, 0 Total Nation Cost, and 0 Resource Cost. • The chips description and text may not be changed. A chip’s description is not treated as its original description. • Chips may add Combat Strength Modifiers. • When a chip comes into the Field, treat it as a card of the chips designated type coming into the Field. When a chip leaves the Field, it is removed from play.
Destroy, Scrap, and Damage Battle Damage Battle Damage is damage dealt by a detachment in a Battle area during the Fixed Effect of the Damage Step. The damage is dealt by the Enemy detachment but is not treated as damage from an Enemy effect.
Normal Damage Normal Damage is all damage except for Battle Damage, and is dealt by effects. 30
Processing Multiple Battle Damages When there is more than one detachment with Battle Damage to deal, all detachments deal their damage at the same time. In the case that an Auto D effect is generated by this process, the effect may be used after the Fixed Effects are finished. Units Destroyed by Battle Damage generate a Scrap effect as the first Cut after the Fixed Effects are finished.
Destroyed When card has been Destroyed, as soon as the Cut is finished, it generates the effect [Scrap this card.] When this Scrap effect is resolved, it is immediately moved from the Field to the Junkyard. However, until the Scrap effect is resolved, the card remains in the Field and its text still applies.
Negating Destruction The Scrap effect generated by the destruction of a card can be Cut In. If the Scrap effect is Cut In and the cards destruction is negated, the Scrap effect and damage received up until that point are negated.
Scrap Scrap means to remove a card from its location and place it in the Junkyard. The interval between removal and moving to the Junkyard may not be Cut In. A card moved from the Field to another location has all damage and any effects up to that point, including Destroy effects, negated.
Defense Strength 0 Units When a Unit’s Defense Strength becomes 0, the Unit is destroyed. When a Unit is destroyed in this manner, its destruction cannot be negated normally. The only way to negate the destruction of a 0 Defense Strength Unit is to raise its Defense Strength to 1 or more.
Destruction by Defense Strength Reduction In the case where a Unit is destroyed by having its Defense Strength reduced to 0, by a negative Combat Modifier or other effect, ‘is not destroyed’ effects may not be used to protect the Unit from destruction.
Destroyed Units and Detachment Combat Strength Treat a destroyed Units Combat Strengths as
*/*/* when totaling the detachment’s Combat Strength.
Remove from Game ‘Remove (this/that) card from the game’ means to exclude the card from game play. To make sure not to mix it in with the rest of the cards, place the card outside of the playing area. The number and contents of cards removed from the game can be confirmed, but in no way can the card return to play. After the game ends, return any cards removed from the game back to their owner’s deck.
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Set Set Group A Unit and a Character that is Set On it is called a Set Group. A card Set In the Field is treated as a Set Group. Both cards in a Set group sortie together and share the same Roll/Reroll status. They are treated as one card.
Playing a Set Card To Set a Character card on a Unit, you must first target a Unit in the Friendly Deployment Area. If the Unit leaves the Field or is moved to any location other then the Friendly Deployment Area before the Character’s Entering the Field effect is resolved, the effect fails because it has no target.
Destroying, Scrapping, or Moving a Set Group • • • •
When a Set Group takes damage equal to or greater than it’s total Defense Strength, all cards in the Set Group are destroyed. You may not assign damage to only one of the cards separately. When a destroy, scrap, or move effect is applied to a Set Card, it affects only the Set Card. The Set On Card is unaffected. When a destroy, scrap, or move effect is applied to a Set On Card, it affects all of the cards in the Set Group. When a Set Group is moved to a Nation or Lost Pile, the order in which they are moved is determined by the cards’ owner.
Control of Set Cards The Controller of a Set On card is the controller of all cards in a Set Group.
Set Group Text The text on both Set and Set On Cards may be used. If the text of the Set On Card is negated, it does not affect the text of the Set Card.
Moving a Set Card Once a card is Set, it may not move it to another Unit, off of a Unit to the Deployment Area, or from the Deployment Area onto a Unit.
Designating Cards in a Set Group When an effect is applied to multiple cards at the same time, for example ‘Scrap 2 cards’, the Set Card and the Set On card may not both be designated as targets at the same time.
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Text Descriptions Text Terminology •
This card The card on which the text appears.
•
Look at card(s) Examine the face of the designated card(s). You do not show the cards to your opponent. The cards are then returned to their original place in their original order. In the case where 1 or more cards are moved to a different location, the remaining cards are returned to their original place and original order.
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Reveal card(s) Show the face of the designated card(s) to all players, allowing them to examine the card if necessary. The cards are then returned to their original place in their original order. In the case where 1 or more cards are moved to a different location, the remaining cards are returned to their original place and original order.
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Gains ~ The indicated text, effect, or combat modifier is added to the target card. (Note‐ negative Combat Modifiers are also applied using this term.)
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Looses ~ The target card is treated as if it does not have the indicated text or effect.
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With Trait Indicates a card with the designated Trait. This does not include Traits described in effects, only the card’s described traits.
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Special Effect detachment Indicates a detachment in which all Units have the indicated Special Effect, such as Raid or Swift Strike.
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Recover Moving cards from the Lost Pile to the Nation. The indicated number of cards are moved face down from the Lost Pile to the Nation, 1 at a time.
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Shuffle Shuffle the cards in the indicated location. Afterwards, you must let your opponent shuffle those cards.
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Vanguard Refers to the Unit in the 1st position from the front of the detachment.
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Except the vanguard Refers to all of the Units in detachment that come after the vanguard.
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Not in combat Refers to cards in a Battle Area that are not in combat.
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Original ~ Refers to the card’s printed text or Strengths before any modifiers, gains, or losses. 33
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Total cost Collectively refers to the values of the 3 costs to play a card, Designated Nation Strength, Total Nation Strength, and Resource Cost.
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Total Combat Strength Collectively refers to the individual totals of Fighting Strength, Shooting Strength, and Defense Strength, after all modifiers are added in.
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Normal cost Refers to the card’s original costs to play, Designated Nation Strength, Total Nation Strength, and Resource Cost.
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Randomly Refers to choosing an opponents card(s) without looking at the cards face. In the case where a card must be chosen from cards that are face up, the cards are turned face down for the opponent to choose. If the cards are in a location where order does not matter, you may shuffle them before allowing your opponent to choose.
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Replace In the case where a card replaces another card, the following points are inherited o Location‐ Area and detachment order o Status‐ Roll/Reroll or Destroyed o Combat Modifiers from effects, pending effects, and standby effects o Set Characters Coins placed on the card are NOT inherited. Also, in the case that the replaced card is moved to any location other than the Field, it is moved to its owner’s location.
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Pull out Refers to moving card from a location to a temporary location. Cards that were not designated cannot be moved, and the order of the cards may not otherwise be changed. If any of the pulled out cards are still in the temporary location after the effect is resolved, remove them from the game.
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Skip ~ Phase/Step The designated Phase or Step is not performed, and the turn moves on to the next Phase/Step. The skipped Phase/Step’s Fixed Effects are not resolved.
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Size L Trait and larger The Size L trait is followed by the Size LL trait. Size traits form smallest to largest are: S Size ‐> M Size‐> L Size ‐> LL Size Cards may refer to cards with a particular size trait.
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[Name: A] Refers to a card with A in the name. For example, [Name: Valkyrie] includes VF‐1A Valkyrie and VF‐1S Strike Valkyrie.
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Special Effects High Mobility (Auto A)In the case that all of the Units in the Offensive detachment have High Mobility, the Defensive player may not sortie Units without High Mobility to the same Battle Area.
Raid (Auto A) In the case that all Units in the Offensive detachment have Raid and the detachment is in combat, any battle damage remaining after damage has been dealt to the Enemy detachment is applied to the Enemy Nation.
Swift Strike (Auto A)In the case that all Units in the detachment have Swift Strike, the detachment resolves its damage at Speed 1. Damage Speed: Damage is normally dealt at Speed 2. Swift Strike damage is Speed 1, and Delayed damage is Speed 3. Battle damage is resolved in the following ordering the following order: Speed 1: Swift Strike Detachments Speed 2: Normal Detachments Speed 3: Delayed Detachments
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Units destroyed at one Damage Speed treat their Combat Strengths as / / and their Combat Strength is not counted in the detachment’s Total Combat Power at subsequent Speeds.
High Speed Battle (Auto A) This card may sortie to the same Battle Area as a High Mobility detachment. (Auto A) In the case that this card’s detachment contains at least 2 Units with High Speed Battle and is the Offensive detachment, the Enemy play may not sortie a detachment to the same Battle Area unless it includes at least 1 Unit with High Speed Battle.
Ace(X) (Auto B) In the case that this card will bring the total value of X for all Friendly Units with Ace(X) above the value of the Ace Limit, then this card may not be played and it may not enter the Field. Ace Limit The total value of X that may be deployed in the Field at the same time. Normally the Ace Limit is 5. Movement of Cards with Ace In the case that an effect moves a card with Ace(X) to the field that would cause the total value of X to exceed the Ace Limit, the effect cannot be resolved. Exceeding the Ace Limit In the case that the Ace Limit is exceeded by an effect in anyway, the rule regarding Cards That May Not Be Placed in the Field (page 37) is applied.
Quick (Auto B) This card may be played in any Free Timing.
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Boost (Auto B) This card does not count toward the 1 card deployment per turn rule. Each player may use this effect only once per turn.
Battle Positions (Auto B) This card comes into play in Reroll status.
Encouragement (Auto D)When a Friendly Command with the Song Trait resolves, this Character may Reroll.
Supply(X) (Friendly Return Step)<0> Except for this card, Reroll X units.
Iron Wall(X) (Auto A) In the case that this card is in a detachment containing at least 2 Units, all Enemy Units this Unit is in combat with gain –X/+0/+0.
Switch[A] (Auto B) At the beginning of each step, when this card is in the Friendly Hand, you may exchange this card with a Unit in the Field named [A]. You may not switch a Unit with the exact same name and may only switch once per turn.
[Cooperation(A)B] (Auto A) When this Character card fulfills Custom Machine Set while a card named [A] is in the Field, it gains Battle Strength Adjustment B. (Auto A) When this Unit card does not have a Character Set On in while a card named [A] is in the Field, it gains Battle Strength Adjustment B. *In the case that Switch or Cooperation lists two names separated by a /, the effect may be used if a card of either name is in the Field.
Other Effects Alias[A] A card with the trait Alias[A] is treated as a card with the name [A].
Custom Machine Set If a Character with Name[A] is Set On a Unit with the Custom Machine[A] trait, then that Character fulfills Custom Machine set.
Song Commands with the Song trait have two effects listed. The upper effect may used any time the normal costs can be paid. The lower effect, noted with a musical note ♪ may only be used if you can pay the normal costs and have a Character with the Singer trait in the Field. Please note that Song Command cards have a Generation Symbol unlike normal Command cards. 36
Sound Force When a detachment sorties, if any card’s white numbered (i.e‐ 1) Combat Strength or Combat Modifiers contribute to the detachments Total Combat Strength, the detachment will be treated as a Sound Force until it is dissolved at the end of the Battle Phase. Sound Force detachments use the following effect: (Auto D) When a Friendly Sound Force deals damage, 1 Unit that was damaged by the Sound Force is moved to the bottom of the owner’s deck. A player may only use this effect one time each turn.
Other Rules Priority of Normal Rules and Text Unless specifically designated, the normal rules have priority over text. When text contradicts the normal rules, the text is given priority.
…in that case When this phrase is used in text between two actions, when the preceding text is applied as far as possible the text after may be used. You may not Cut In between the two parts. The target for both parts is designated when the effect is played.
Timing of the Beginning and End of the Turn The end of one turn and the beginning of the next turn are not treated as independent timings and are processed at the same time. The end of the Return Step and the beginning of the Reroll Phase are treated as the same timing.
‘Until the End of the Turn’ and ‘This Turn’ Effects that are described with ‘until the end of the turn’, unless specifically designated, are applied when they are resolved and once applied do not change regardless of any changes in status during play. For effects that are described with ‘this turn’, in the case where an effect losses its target or when a new target enters the Field, a Target Check is made, and the effect is applied to any new target(s) without loss of the effect.
Cards that Cannot Be Placed in the Field In the case of a card that cannot enter the Field, for example a Character Card with the same name as a Friendly Character, somehow enters the Field, the card that was played later is immediately Scraped. In the case that the cards enter the Field at the same time the card’s controller decides which card to Scrap.
Units also Treated as Characters A Unit that is also treated as a Character cannot have a Character Set On it. In the case it is in a Battle Area and somehow becomes treated as if it is not a Unit, then it is immediately removed from the detachment and moved to the Deployment Area.
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Variables In the case where a numerical value is described as X(Y/Z), the value of X depends on the situation. In the case where the value of X is designated, the player determines the numerical value by that designation. If it is not designated, the player of cards may decide and value for X except 0. The value for X is fixed at the time the effect is played; if the designated reference changes before the effect is resolves, the value of X does not change(except for Auto A effects). In regards to the effects of other cards, unless specifically designated, treat the value of X as 0.
Negating Text In the case that the designated Nation Strengths (X‐Y) are not met, the text is negated, and the card temporarily does not have the text. This also applies to cards in locations other than the Field or effects within【】. For cards in this status, treat the negation of the text as the original description of the card.
A Card in the Field Becoming G In the case a card in the field somehow becomes a G Card, unless specifically stated, any Set On cards are destroyed and any coins are removed from the game. However, a Chip or any other cards that does not have a G Symbol cannot become a G Card, and cannot have an effect that turns it into a G Card applied to it.
Q&A Q01) Can a detachment composed of 2 Units with High Speed Battle and 1 Unit without High Speed Battle make use of the effect of High Speed Battle? A01) Yes. If the detachment has at least 2 Units with High Speed Battle, it may also contain Units without High Speed Battle and still use the effect of High Speed Battle. Q02)When using the Monster’s(Blue U‐011) ability against a detachment made up of the SDF‐1 Macross Attack Mode(Blue U‐013) and at least one other Unit, can you assign 1 point of Damage to the SDF‐1 and the rest to the Unit(s) in the detachment? A02) Yes. The description of the Monster’s ability to give 1 point of damage to as many units as possible does not have to take other effects into account. The SDF‐1 Macross Attack Mode’s Damage Reduction means no damage would be taken, but the 1 Damage assigned applies for the Monster’s effect. Q03) Can the Chip created by EX‐Gear(Green U‐001) be placed on the Large Vajura(Green U017)? A03) No. The chip is considered a character and may not be placed on a Unit that cannot have Characters Set on it or a Unit that is considered to have a character set on them. Q04)Ichijo Hikaru’s(Blue CH‐014) Cooperation lists Lynn Minmei and Hayase Misa. Can I apply the effect twice if both Characters are in the Field? A04) No. Cooperation can have 2 or more requirements, but the effect can only be applied once.
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Q05) Can Ally Killer Kamujin (Blue C‐007) be played if I don’t control any Units? A05) No. If each player doesn’t control at least 1 Unit, the play of the card can not be resolved. Q06)How does the effect of Super Dimensional Chinese Restaurant Nyan‐Nyan(Purple C‐003) resolve? A06)Look at the top two cards of your Nation and your Lost Pile. Then choose one card to place back onto each, and then put the other card back. You may not switch cards between the Nation and Lost Pile. Q07) When the VF‐25 Messiah (Super Pack, Alto’s Battroid)(U‐019) is the only Unit in a detachment and is in Roll status, can it use its own effect to move to the same detachment in Reroll status? A07)Yes. In the case that this Unit is in the vanguard position, it cannot move to the vanguard position in the same detachment. However, it can move to the 2nd position in the detachment. Q08) Can I designate Lynn Minmay(CH‐003) as the target of the Enemy Player’s Kamuijin Kravshera’s(CH‐009) effect ‘Each player must destroy 1 Friendly Card’ to defend against the effect? A08) No. You can not apply destroy effects to cards that cannot be destroyed. It is necessary to designate another target in order to apply the effect as far as is possible. Q09) Can I designate any value for X on Ally Killer Kamujin(C‐007)? A09) No. The value of X is always equal to ‘Total Friendly G – 3’ Q10) If the only card in a detachment with white Battle Strength/Battle Strength Modifier is Nekki Basara(CH‐021), is the detachment still treated as a Sound Force? A10) Yes, it is. Q11)If the only card in a detachment with white Battle Strength/Battle Strength Modifier is Modified VF‐ 19 Firevalkyrie(U‐031) and the Firevalkyrie becomes Rolled, does the detachment stop being a Sound Force? A11) No. If a detachment includes a card with white Battle Strength/Battle Strength Modifier when it is formed, it is treated as a Sound Force until the detachment is dissolved, even if the card with white Battle Strength/Battle Strength Modifier is Rolled or removed from the detachment. Q12) Can the Sound Force effect target an Enemy Macross Quarter Attack Mode(U‐013) which cannot be the target of effects? A12) It is possible. The Sound Force effect is treated as an effect that is dealt to the Enemy detachment. Q13) If an Offensive Raid detachment has a Total Combat Strength of 7, and Roy Fokker’s(CH‐016) effect is used in a detachment made up of 1 Unit with a Defense Strength of 5, is any damage dealt to the Friendly Nation? A13) Yes, 2 damage is dealt by the Raid effect. In the case of a Unit that does not take Battle Damage, any damage that exceeds the Unit’s Defense Strength is passed on to the next Unit in the detachment, or in this case the Friendly Nation. 39