Zombie World Order TCG Rules
Zombie World Order TCG Rules
Zombie World Order TCG Rules
How to win
The first player to reduce their opponents life to 0 wins the game.
Life
Each player starts the game with 10 life.
A players life total does not exceed 10 even when they gains life adding up to more than 10.
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Cards
There are 2 different types of cards: Zombie Cards and Event Cards.
Any info on a card may be referred to in certain effects.
Zombie cards
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2
4
3
7
5
8
6
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1 Card attributes
The cards attribute and color.
This is referred to in the cost payment and card effects.
The 3 basic colors are green, blue, and red. However, some cards have multiple colors.
Deadman: green
Mecha-Z: blue
Immortal: red
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2 Card name
The cards name.
3 Summoning cost
The cost necessary for summoning this card. (When summoned by a card effect, the
summoning cost does not need to be paid)
You can pay the cost by switching the same number of your active (vertical) Magic to rest
(horizontal).
The Magic you use to pay the summoning cost must contain at least 1 of each of the cards
colors.
Example: When summoning a Zombie Card with a summoning cost of , you need to
switch 3 of your active Magic, at least 1 of which is a green card, to rest.
Example: When summoning a Zombie Card with a summoning cost of , you need switch
5 of your active Magic, at least 1 of which is a blue card and 1 a red card, to rest.
4 Revival cost
The cost necessary to revive this card.
You need to flip over the same number of your face-up Magic.
The Magic you use to pay the revival cost must contain at least 1 of each of the cards
colors.
5 Power
This cards power.
6 Critical
The amount of damage this card inflicts to the opponent.
7 Text
This cards abilities.
You can use or trigger it by meeting its conditions.
8 Flavor text
Background story or character lines (not used in the game).
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9 Illustrator
The name of the cards illustrator.
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Event Cards
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5 6
1 Card attributes
The cards attribute and color.
This is referred to in cost payment and card effects.
The 3 basic colors are green, blue, and red. However, some cards have no color.
Deadman: green
Mecha-Z: blue
Immortal: red
No attribute: gray
2 Card name
This cards power.
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3 Text
This cards ability.
You can use or trigger it by meeting its conditions.
4 Flavor text
Background story or character lines. (not used in the game)
5 Illustrator
The name of the cards illustrator.
2 Rest
Cards in horizontal position.
3 Face-up
Face-up cards.
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4 Face-down
Face-down cards.
5 Revival
Moving zombies from the Splattered Area to the Undead Area is called revival.
See details regarding revival on p.13.
6 Injury
The act of moving a zombie to 1 lower area is called injury.
When a zombie in the Undead Area is injured, it moves to the Splattered Area at rest.
When a zombie in the Splatter Area is injured, it is placed in the Dead Area.
7 Undead
The state of zombies in the Undead Area.
8 Splattered
The state of zombies in the Splattered Area.
9 Magic
Cards in your Magic Area are called Magic.
All cards can be placed in the Magic Area, and treated as Magic. Unless otherwise noted,
the abilities on the cards do not activate.
They are used for paying costs to summon zombies and use Event Cards.
Face-up Magic is treated as Magic of the cards color. face-down Magic is treated as
colorless Magic.
Keyword abilities
Keyword abilities are a kind of ability the zombies have.
Even when more than 1 text of the same keyword ability is applied to a single zombie, the
effects do not overlap.
1 (Amplify)
When a zombie with this ability attacks and inflicts 1 or more damage to the opponent, you
may flip over the same number of your face-down Magic.
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An ability primarily seen in Deadmen (green) zombies.
2 (Absorb)
When a zombie with this ability attacks and inflicts 1 or more damage to the opponent, you
may gain the same amount of life.
An ability primarily seen in Mecha (blue) zombies.
3 (Corrode)
When a zombie with this ability attacks and injures an opponent zombie in battle, inflict
damage equal to this zombies Critical to opponents life.
An ability primarily seen in Immortal (red) zombies.
1 (Permanent icon)
An ability active at all times.
2 (Auto icon)
An ability which triggers automatically when the designated conditions are fulfilled.
3 (Activate icon)
An ability which can be used by declaring its usage and paying the designated cost.
4 (Main icon)
An ability which can be used in your Main phase.
5 (Free icon)
An ability which can be used with Free timing.
Check p. 18 Free abilities for details.
6 (Back icon)
Cost is paid by flipping over face-up Magic.
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7 (Magic icon)
Represents the color and number of the Magic you need to pay as cost.
The Magic must contain at least 1 card of the color designated in the icon, and the number
written in the icon must be fulfilled.
8 (Colorless icon)
Represents a cost which can be paid by any color Magic by flipping over face-up Magic for
various effects or costs.
Example:
[Place 1 card from your hand into the Dead Area] Switch this zombie
to active. This ability may be used only once per turn.
In this case you can use the ability designated in the text after the [ ] by placing 1 card from
your hand into the Dead Area.
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The Areas
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2
1 Deck Area
Where you place your deck.
The deck is placed face-down.
2 Dead Area
Where you place your used cards and zombies injured in the Splattered Area.
3 Undead Area
Where you place your undead zombies. In principle, zombies are first placed here when
summoned.
4 Splattered Area
Where you place your splattered zombies. When zombies are injured in the Undead Area,
they are moved here.
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5 Battlefield
A collective name for your Undead Area and Splattered Area.
6 Magic Area
Where you place your Magic.
Game preparations
Turn sequence
The game proceeds with each of the players taking turns alternately starting from the
preceding player. 1 turn is composed of the following phases.
Once you finish a phase, you must proceed to the next. You cannot return to prior phases.
1. Standby phase
2. Draw phase
3. Magic phase
4. Main phase
5. Battle phase
6. End phase
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Phase details
When you summon a Zombie Card from your hand, you switch the designated cost worth of
Magic to rest and place it in your Undead Area. The Magic you switch to rest must contain at
least 1 card of each color the Zombie Card has. The summoned Zombie Card is now a
zombie.
You may use a zombies activated ability by paying the designated cost.
A zombies permanent ability is always active.
A zombies auto ability is triggered when the designated conditions are fulfilled.
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How to use an Event Card
You can use an Event Cards effect by paying its designated cost and declaring its usage.
Place the card in your Dead Area after the effect is resolved.
You can revive a zombie in your Splattered Area by paying the designated revival cost
and declaring its revival. The Magic you use to pay the cost must contain at least 1 card
of each color the reviving zombie has. The zombie moves to the Undead Area once its
revival is resolved.
1 : Attack step
The turn player chooses 1 of his active zombies as the attacking zombie and switches it to
rest. (A zombie may be chosen as the attacking zombie even if it has been summoned
during this turn.)
If the zombie has an ability that triggers when it attacks, the ability triggers here.
3 : Block step
The opponent player may choose a zombie to block the attack with.
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If they block
The opponent player chooses 1 of their active zombies as the blocking zombie and switches
it to rest. If an attack is blocked, the target of the attack automatically becomes the blocking
zombie, proceed to 4 Battle step.
4 : Battle step
The attacking zombie and the attacked zombie battle. The zombies each inflict damage
equal to their power to each other. When a Zombie is inflicted with damage equal to or
higher than its power, it is injured. The damage a zombie receives accumulates, and does
not reset until it moves to a different area or the end of the turn.
Injuring zombies
Injured zombies move down an area. (to the Splattered Area when in the Undead Area, and
to the Dead Area when in the Splattered Area)
When a zombie is injured and moves from the Undead Area to the Splattered Area, the
damage inflicted to it is reset. Any effects applied to the zombie are carried over.
5 Damage step
If the opponent player is being attacked, they receive damage equal to the attacking
zombies Critical to their life.
Ending the Battle phase
The player of the current turn declares the end of the Battle phase.
6. End phase: Follow the sequence below.
1 Trigger End of turn abilities.
2 Reset all damage inflicted to zombies.
3 End application of effects designated to last until the end of the turn.
4 End the turn.
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Game principles
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1Card priority rule
If card texts contradicts the rules, prioritize the card text.
4Text principle
If text refers to certain objects in the game, and there are no special descriptions, the objects
must be cards you own or control.
Rules Q&A
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(1) If there are no more cards left in a deck
The game continues even if 1 or both of the player have no cards remaining in their decks.
Abilities that draw cards can be used or triggered, but do not resolve.
(8) When a new ability is triggered while effects are being processed
When one effect is bring processed, if multiple effects are being triggered such as from an
ability, the resolution of these multiple effects may occur in whatever order the
player chooses after the initially activated effect has been processed.
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(9) About Zero
As a result of the actions of dealing 0 damage or drawing 0 cards, if no change occurs
before or after, the action is treated as having not occurred, and as having dealt no damage,
or drawn no cards.
(11) Decks
The contents of each players deck go unrevealed. Unless players are specifically instructed
to do so, they may not inspect the contents of the decks.
(12) Hands
Players hands are not considered any Area, but rather a different zone. The cards in a
players hand are only to be viewed by that player, and unless specifically instructed to do so,
they may not be viewed by other players.
(14) When zombies in play under your control move to an opponent players control
When as a result of some effects, if a zombie in play under your control is moved to an
opponents control, until it leaves play it is treated as the opponent players zombie. If it
leaves play, it is placed in the Dead Area of its original player.
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(15) About abilities specifying a target
If text indicates that the target of an effect must be specified, it is specified when the ability
use is declared. If a proper purpose does not exist, use of the ability cannot be declared,
and if it is an ability, it does not trigger.
Abilities marked may be used in the Main Phase and Battle Phase of each players
turns.
Abilities marked may also be used during a player or their opponents turn in
response to declarations or activation of abilities, occurring so as to interrupt said abilities.
All effects are, after activation, placed on the stack before the effect is applied. Each time an
effect is placed on the stack, either player may declare the effects of another
cards ability.
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In regard to the timing of abilities, the player currently taking their turn has the
first right to use (=Free) abilities.
When the player uses or refuse this right, the other player gains the right to use
abilities.
This exchange continues, and when both players refuse the right to use effects, all
declared effects are resolved in the order opposite to which they were declared.
Example: When Player A activates the ability of a card, Player B may respond to the
activation by using a effect. Then in response to Player Bs effect activation,
Player A may activate the effect of another card. When no player has a further declaration to
make, the effects that have activated and been placed on the stack are resolved. If multiple
effects have been placed on the stack, they are resolved in order from the last to activate.
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