【Detailed-Rules】Buddyfight Ver.2.06 20171206
【Detailed-Rules】Buddyfight Ver.2.06 20171206
【Detailed-Rules】Buddyfight Ver.2.06 20171206
● Flow of a Call
1. Declare a call
1.1. Declare the monster you wish to call. (Reveal it to your opponent)
※You cannot declare the card if you cannot pay its [Call Cost].
※You cannot declare a card with “You may only call this card if…” if those conditions are
not fulfilled.
1.3. If that call fulfills the conditions of a Buddy Call, decide if you wish to make it a Buddy Call.
These conditions are:
・ The card that you wish to call has the same card name as the card in the Buddy Zone.
・ On top of that, you have not declared a Buddy Call during this game.
1.4. Determine if the call conditions of the monster have been met, determine if the cost of
calling said monster can be paid, determine how the cost of the monster should be paid.
→ At this point, if any of the conditions are not met, then the call cannot proceed.
1.5. If this is a Buddy Call, place the called card to the Buddy Zone at Rest position, in place of
that, the card originally in the Buddy Zone at the start of the game will be called to the
designated area, and be treated as a called card.
1.6. At the same time, the cost of the called card must be paid.
2.3. If so, the opponent’s [Counter] will activate and resolve first.
3.2. If it is a Buddy Call, after the monster has been placed in the designated area, the fighter
gains life +1 from [Buddy Gift].
1.2. Confirm that the conditions to cast the card are met and that you are able to pay its [Cast
Cost], then decide how you wish to pay the [Cast Cost].
If you are unable to pay the cost, the casting will not take place.
1.4. If the ability / effect of the card requires you to choose a card from either the field or drop
zone, choose the card at this stage.
2.3. If your opponent uses a [Counter], it will activate and resolve before your card does.
1.2. If that equip fulfills the conditions of a Buddy Call, decide if you wish to make it a Buddy
Call. These conditions are:
・ The card that you wish to equip has the same card name as the card in the Buddy Zone.
・ On top of that, you have not declared a Buddy Call during this game.
1.3. Confirm that the conditions to equip the card are met and that you are able to pay its
[Equip Cost], then decide if you wish to pay the [Equip Cost].
If you are unable to pay the cost, the equipping will not take place.
1.4. If this equip is a Buddy Call, rest the equipped card on your Buddy Zone. The card you put
in your Buddy Zone before the game is then treated as your equipped card.
2.3. If your opponent uses a [Counter], it will activate and resolve before your card does.
3.2. If the equip is a Buddy Call, and the equipped card is on the field, the Buddyfighter who
did the Buddy Call gains 1 life from Buddy Gift.
2.2. If the chosen card has a cost such as [Call Cost], [Cast Cost], [Equip Cost] and etc, pay the
cost. If the cost cannot be paid, or the conditions for using it has not been fulfilled, you
cannot use that card.
Return to 2.1.
2. Flow of a Play Timing / [Counter]
6.2. If the chosen card has a cost such as [Call Cost], [Cast Cost], [Equip Cost] and etc, pay
the cost. If the cost cannot be paid, or the conditions for using it has not been fulfilled,
you cannot use that card.
7.2. If the chosen card has a cost such as [Call Cost], [Cast Cost], [Equip Cost] and
etc., pay the cost. If the cost cannot be paid, or the conditions for using it has
not been fulfilled, you cannot use that card.
Return to 2.1.
●Q&A
●Q&A
Q3 I use “Dragonic Destroy”, and my opponent
counters with “The Skies in your Hand”.
2. Stand
2.1. The turn fighter stands all cards on his or her field.
3.2. The turn fighter is allowed to put a card from his or her hand into his gauge zone. If so,
the turn fighter can draw another card from the top of his or her deck.
3.1.1. Play timing occurs.
1. Play timing
1.3. Play timing occurs.
Abilities which activate during “at the beginning of your attack phase” will be resolved
here as well.
1.4. ★ Resolution Check ★
2. Choosing to attack
2.1. If there are monsters which can attack, choose to either attack or not to attack.
However, during the first turn of the starting fighter, he or she may only attack up to one
time, and cannot link attack.
→ If attacking, proceed to 2.2. → If not attacking, proceed to 2.1.1.
2.1.3. If there are monsters which can attack, choose again to either attack or not to
attack. → If attacking, proceed to 2.2. → If not attacking, proceed to 5.1.
2.3. From this point on the attacking card is considered “attacking“ and “in battle”.
3.1.1. When the target is a monster, if the attacking card’s power (or combined power in
the case of a link attack) is equal or more than the defense of the monster under
attack, the attack will hit, and the monster under attack will be destroyed.
3.1.2. When the target is a fighter, the attack will hit, and deal damage equivalent to the
critical of card (or the combined critical in the case of a link attack) performing the
attack.
3.3. From this point on the attacking card no longer considered “attacking“ and “in battle”.
3. Play timing
3.4. Play timing occurs.
Abilities which activate during “deals damage” and “destroys” will be resolved here as
well. Abilities which activate during “end of battle” and “end of attack” will be
resolved here as well.
3.5. ★ Rule Resolution ★
4. Play Timing
4.3. Play timing occurs.
1. Play timing
1.1. Play timing occurs.
Abilities which activate “at the end of your attack phase”, “at the beginning of your final
phase” will be resolved here as well.
※ The turn fighter may cast an “Impact” or call an “Impact Monster”, or both fighters
may use the ability of a [Counter] card.
2. Choosing to attack
2.1. If there are cards which can attack during the final phase, choose to either attack or not
to attack.
However, during the first turn of the starting fighter, he or she may only attack up to one
time, cannot link attack, and cannot attack if he or she attacked during the attack phase.
→ If attacking, proceed to 2.2. → If not attacking, proceed to 2.1.1.
2.1.3. If there are any cards that can attack during the final phase, you may choose to
proceed with an attack.
If attacking, proceed to 2.2. → If not attacking, proceed to 5.1.
2.2. Rest the card that can attack during the final phase , and choose a target.
When using a link attack, choose two or more cards to attack, and rest them.
2.3. From this point on the attacking card is considered “attacking“ and “in battle”.
If the attacked or attacking card is removed from battle, or if the attack is nullified,
proceed to 3.3. after all processing effects are complete.
Flow of a Final Phase
3. Determination of battle
3.1. Determine if the attack hits.
3.1.1. When the target is a monster, if the attacking card’s power (or combined power in
the case of a link attack) is equal or more than the defense of the monster under
attack, the attack will hit, and the monster under attack will be destroyed.
3.1.2. When the target is a fighter, the attack will hit, and damage equivalent to the
card’s critical (or the combined critical in the case of a link attack) will be dealt.
3.3. From this point on, the attacking card is no longer considered “attacking“ and “in battle”.
3. Play timing
3.4. Play timing occurs.
Abilities which activate during “deals damage” and “destroys” will be resolved here as
well. Abilities which activate during “end of battle” and “end of attack” will be
resolved here as well.
3.5. ★ Rule Resolution ★
5.3. The final phase ends, and proceeds to the opponent’s start phase.
Flow of a Final Phase
●Q&A
Q1 Can monsters and items attack during my
final phase?
Automatic abilities: These abilities automatically activate when the situations stated on the
ability occurs. Automatic abilities have higher priority than the casting of cards and using of
abilities.
Continuous abilities: These abilities are in effect as long as the conditions stated are fulfilled.
1.1.1. When the effect chooses a target, choose any card in a public zone (field,
drop zone) that fulfills all the conditions.
1.2. Timing to use [Counter] by the opponent of the fighter who used the 【Act】 occurs.
1.2.1. The opponent may use a card or ability with [Counter] up to only once.
1.2.3. Should the opponent use [Counter], the [Counter] activates, and resolves.
2.2. Timing to use a [Counter] by the fighter who did not choose to use an automatic ability
occurs.
2.2.1. The fighter who chose not to use an automatic ability may use an ability with
[Counter] up to only once.
2.2.3. Should the fighter who chose not to use an automatic ability use a [Counter],
that [Counter] activates and resolves.
[Penetrate]
When an attack by a card with [Penetrate] hits a monster on the opponent’s center, deal
damage to the opponent equal to the critical of that attacking card.
In the case of link attacks, all [Penetrate] will all activate only once.
[Counter] cannot be used against [Penetrate].
The same card cannot have multiple [Penetrate].
[Soulguard]
In the case a card with [Soulguard] leaves the field, a card from the soul of the card with
[Soulguard] may be put to the drop zone to prevent it from leaving the field.
[Move]
At the beginning of an attack phase, a card with [Move] can be put to an open area from its
present area. Firstly, the turn fighter moves monsters with [Move] one by one. Then, the non-
turn fighter will move monsters with [Move] one by one.
Refer to the timing in 4.2. under “Flow of an Attack Phase” when referring to [n Attack].
[Counter] cannot be used against [n Attack].
The same card cannot have multiple [n Attack].
4. Abilities / Others New
[Counterattack]
In the case a card with [Counterattack] remains on the field after being attacked, choose an
attacking monster with a defense lower than the power of a card with [Counterattack], and
destroy it.
[Lifelink]
In the case a card with [Lifelink (Number)] leaves the field, the fighter will be dealt damage
equal to (Number). In the case of [Lifelink Lose], the fighter loses the game.
When equipped, a card with [Transform]/[Ride] / [Station] will not be treated as a monster, but
as an item with the same power, defense, critical, abilities and attributes.
[Transform] / [Ride] / [Station] are not calls, but treated as equipping items. However, 1 life may
be gained by [Buddy Gift].
[Counter] may be used against [Transform] / [Ride] / [Station]. After declaring [Transform] /
[Ride] / [Station] and paying the cost, the opponent may declare a [Counter].
The same card cannot have multiple [Transform] / [Ride] / [Station].
[Set]
A card with [Set], after being cast and [Set], are put on the Spell area and remains there with its
ability continuously in effect.
[Crossnize]
During your main phase, you may declare to use the [Crossnize] of a card with [Crossnize] on
your field, and put it into the soul of a 《Neodragon》 on your field.
[Impact Transform]
Once a turn, the fighter may use cards with [Impact Transform] during his or her final phase by
paying the cost within the 〔 〕, and equipping it like an item.
Equipped [Impact Transform] cards are not treated as impact monsters, but as items that
possess power, defense, critical, abilities, and attributes, etc. They can attack during the
fighter’s final phase.
Activated [Impact Transform] cards are also treated as cards that have activated [Transform].
Fighters can use [Counter] against [Impact Transform]. After the fighter declares an [Impact
Transform] and pay the cost, the opponent can declare a [Counter].
The same card cannot have multiple [Impact Transform].
[Ambush] New
When face down cards with [Ambush] are put from the soul of cards on the field into the drop
zone, the fighter may pay the [Call Cost] of that card, and call them.
●Q&A
The item with defense will not be destroyed from the damage taken.
An attack to a fighter is also considered as an attack to the item with defense.
When an item with defense is attacked, a battle will occur.
(When an item without defense is attacked, it is not regarded as an attack to the item, and no
battle occurs with the item.
“When… is destroyed”, “When damage is dealt”, ”When this card enters the
field”, etc.
You can use cards with the above conditions after they are met.
However, after fulfilling the above condition, if the following points are met, it is considered as
choosing not to use that card.
・ If a card that does not refer to this condition is played, and resolves during a non-[Counter]
timing.
・ The play timing that fulfilled the condition, or the play timing right after the condition was
fulfilled ends.
・ The phase that fulfilled the condition ends.
However, when the requirement is met when an effect is being resolved, you cannot use the
card or ability with the above requirement, even if the requirement is fulfilled.
(Example: “Demon Lord, Asmodai” is called by “Quick Summon”, “Begone!!” cannot be cast
against the call of “Demon Lord, Asmodai”.)
For effects like “Put three cards from the top of your deck into this card’s soul face down” ,
when cards are put from the top of deck into soul, both fighters are not allowed to see the
contents. After the card has been put into the soul, the card’s master can check the contents of
the card.
4. Abilities / Others
Special flags allow the fighter to use cards and 《Attributes》 specified.
In normal scenarios, the fighter starts the fight with six cards in hand, two cards in gauge, and
10 life points. However, the number of cards in hand, in gauge, and the starting life points may
change according to the special flag. All these will be specified on the flag cards, and this
preparation is done before “Raising the flag”.
[Omni Lord]
Cards with [Omni Lord] can be used with decks of all flags. However, if the card and the flag are
of different worlds, only up to one copy can be used in the deck.
For example, a deck using “Dragon World” as the flag may have up to four copies of a <Dragon
World> card with [Omni Lord], and may only have up to one copy of cards with [Omni Lord] of
other worlds.
For [Omni Lord] icons with different colors, they are all treated as [Omni Lord]. (Different
colored icons are not treated differently.)
[Dual]
Dual cards belong to two worlds at once.
The worlds are stated at the bottom of the card.
The above card belongs to both Legend World and Darkness Dragon World.
As such, this card can be used in both decks that use <Legend World> and <Darkness Dragon
World> flags.
4. Abilities / Others
• “This ability only activates once per turn” / “You may only use this ability once per turn”
Abilities with “This ability only activates once per turn” stated is triggered once the
requirements for it is fulfilled.
During the turn on which the ability is triggered, the card with the ability will not be triggered
again. (Other cards can still be triggered or cast.)
Abilities with “[Card Name] / [Ability Name] only activates once per turn” stated is triggered
when the card/ability is cast/used.
During the turn on which the card/ability is triggered, cards/abilities with the same name
cannot be triggered again. (Even if it is from another copy of the card.)
4. Abilities / Others
●Q&A
Q1 There are two “Fifth Omni Cavalry Dragon,
Merak “SD”” on my field. One of them has
used its 【Act】 ability. Can I use the 【Act】
ability of the other on the same turn?
[Overturn] / [Overkill]
• If the conditions inside the [ ] are fulfilled, [Overturn] and [Overkill] may be
declared and used only once per turn, and the effects after the [ ] will resolve.
• The player who declared the use of [Overturn] cannot declare an [Overturn]
again for that game.
• The player who declared the use of [Overkill] cannot declare an [Overkill] again
for that game.
• [Overturn] and [Overkill] cannot be nullified.
• Cards and abilities with [Counter] cannot be declared against [Overturn] and
[Overkill].
●Q&A
When you play it, call the “impact monster” following the flow of “1. Flow of a Buddy Call / Call”.
Also, it is possible to choose an “impact monster” to be your buddy.
However, if an “impact monster” is called by an effect, that call is not included in the count of
“once per turn”. It is also possible to call an “impact monster” normally, and then call an “impact
monster” by an effect. (It is also possible vice versa)
Also, it is possible to choose an “impact monster” to be your buddy. During each fight, it is
possible to buddy call and gain 1 life from buddy gift.
●Q&A
Q1 Can I call an impact monster during my
main phase?