How To Play & Rules

Rules on how to play Game Kaizer.

Rules
1. Each player must have 60 cards in their decks.

2. Each player must have one "Kaizer".

3. Before starting the game, players can decide which method on who's going first. Like rock-paper-scissors.

4. The player who got first get to decide which field he/she can choose and placed them on a flat surface.

5. Each players must draw 5 cards and both players get 2 of each cores in their stocks.

6. To begin the game, players must place a Kaizer Piece anywhere on the field and the Kaizer Card on the Field Zone.

7. The player that makes the enemy's Kaizer HP to 0 wins. This is the only win condition in this game.

Dice Layouts
In game, dices are split into two types: Core Dice and Battle Dice.

Core Dice
Currently, a core die contains 6 symbols or "Cores" Summon Cores - Basically used as a cost to summon Units. Attack Cores - Can be used as a cost for attack-type effects. Defense Cores - Can be used as a cost for defense-type effects. Magic Cores - Can be used as a cost for magic-type effects and/or casting Magic Cards. Move Cores - Can be used as a cost for movement-type effects. Equip Cores - Can be used as a cost to pay Equipment.

Battle Dice
Battle Dices can be use as a multiplier to boost up Unit's Battle Points. It displays as x1, x2, x3, or higher.

Card Layouts
Each cards has different colors based on their priorities.

Unit Cards
Unit Cards are highlighted in Red
 * A - Cost
 * B - Image
 * C - Card Text
 * D - Name
 * E - Attribute
 * F - World Symbol
 * G - Point Traits
 * BP = Battle Points
 * HP = Health Points
 * CRT = Critical
 * MP = Move Points
 * TP = Target Points

Magic Cards
Unit Cards are highlighted in Blue
 * A - Cost
 * B - Image
 * C - Card Text
 * D - Name
 * E - World Symbol

Equip Cards
Unit Cards are highlighted in Green
 * A - Cost
 * B - Image
 * C - Card Text
 * D - Name
 * E - World Symbol

Impact Cards
Unit Cards are highlighted in Gold
 * A - World Symbol
 * B - Card Text

Kaizer Cards
Unit Cards are highlighted in Grey
 * A - World Symbol
 * B - Image
 * C - Card Text
 * D - Name
 * E - Point Traits
 * HP = Health Points
 * MP = Move Points

Zones
You and your opponents are required zones to put their cards while battling. The information of cards are public or hidden depending on the zone where they are in. Although, they're only 3 zones to required. Here is a format of what zones are displayed:
 * Field Zone - Field Zone lets you and your opponent required to place your cards faced-up. This is where you call on Units, casting Magic, equip weapons, and even stack on one another. However, there is no limit of how many cards to place though the zone cannot be used if it's full.
 * Deck Zone - Deck Zone is where you put your main deck at the beginning of the game after shuffling. Cards in this zone are staked in a pile face down. This pile is a hidden zone, and no player can see the information or order of this pile, also cannot change the order of the pile without a reason by game rule. You must always shuffle and cut your main deck at the beginning of each game.
 * Waiting Zone - Waiting Zone is where you put your pile cards that are already used or have units that are retired, always face up. Each drop zone is a public zone, and both players may see the contain of cards on them. You may change the order of cards in your drop zone. When you put a card into the drop zone, put it on top of the already existing ones.

Battlefield
The Battlefield is a game board where you can place your pieces. On the field, there are grids known as Space and these Spaces let you place units by summon or moving them.

Turn Phases
Both players go through of each of these phases in this order during his/her respective turn, until a winner is declared. If an effect or condition skips any of these phases, effects and actions that are mandatories will not be performed.

Refresh Phase
During your stand phase, turn all of your units that are exhausted (horizontal) to refresh (vertical) one by one, unless they are prevented from doing so by an ability. After resolving all effects, proceed to the draw phase.

Draw Phase
Take the first card from the top of your deck, and put it into your hand without revealing it. This is known as "draw a card".

Roll Phase
This phase is where players can gain Cores. Players can use 3 dices and roll to get a core. The cores that revealed faced-up will be added to the stock.

Tactic Phase
Tactic Phase is a combination of both Main Phase and Battle Phase. This phase will let you play cards on the field, move units on the battlefield, and commit battles. Here are some process during this phase.

Summoning
Summoning is basically summon units. However when a unit is summoned, that unit is placed in "Halt".

Move
You can move a Unit Piece on the Space anywhere you want, depending on the Unit's MP. The MP is where the limit of Space the units can move. For example; if the unit has 3 MP, the unit can move up to 3 Space. Here some examples:



Attack
You can use your Unit Piece to attack your enemy's Unit. When attacking, the card of the attacking unit must turn exhausted. Your unit must have a BP that is higher than the enemy's BP and while at hit, your unit can deal the enemy's HP equal to it's CRT. Plus, the Unit must target the enemy unit base of the Spaces equal to it's TP. Usually, close-range attackers will have 3 or less TP and long-range attackers will have 3 or more TP. Here some examples:



While attacking, the player can rolled a Battle Dice to multiply the attacking unit's power.

Effects
You can use your Units to activate their effects. Some of these effects can let you target either your units or the enemy's units. But to make it more simple, there is a term known as the "Effect Square". The "Effect Square" is where you can target units on the specific Space. Unlike MP and TP, the Effect Square came in different shapes. This is a Line. This is a Road. This is a Square. This is a Triangle.

Each of these Effect Square came with a number. For example, Line-4 means there's 4 Spaces in a line. Road-3 means there's 9 Spaces in a big line.

Spells
You can cast spells any time you want.

Equips
You can cast an Equip card to give boost to your units. In order to equip, place the Equip Card on the bottom of the Unit Card.

Impact
Impact Cards are one of the powerful cards to be used. In order to cast this card, it must have condition and have to pay a huge amount of cost. This can be used once per turn.

End Phase
End phase is where all actions and effects are activated and resolved at the end of a turn.