Goal: defeat 3 of the Rival's beasts — or make them run out of cards.
Rounds: a round starts when both sides have a beast in play and ends when one is defeated. The 1ST ATTACK side is random each round.
Exchanges: inside a round you trade blows. Each exchange both players draw a card, prep, then secretly pick ONE attack at the same time.
⚔ Strike — biggest damage. ✦ Technique — solid damage and ignores Counter. 🛡 Counter — small damage plus a defence printed on the card: it either cuts incoming Strike damage (never below 0), recovers HP after the exchange, retaliates for extra damage if the beast is hit and survives, or generates AP after the exchange. Guess what the Rival will pick!
Ascension Points (AP): in prep, discard ONE card per round to gain its printed Charge. Spend AP to Ascend (or play an Ascension Key for a free ascend) your beast to the next stage (Base → Elite 40 AP → Apex 70 AP). The new form arrives at full HP.
Support: while picking your attack you may discard one card to use its Support: beasts give +attack power this round, option cards have their own effect. It resolves before the damage.
First strike: the 1ST ATTACK side hits first — if that hit defeats the target, the other attack is cancelled.
Attributes: Every element is strong against two others (×1.35), weak to two others (×0.7) and even against one. Pyre > Root > Plasma > Tide > Pyre still holds; the deck screen shows each element's matchups. Bigger hits = bigger visuals!
When your beast falls, send in a Base from your hand for free. Hand limit is 5. If you ever have no Base beast in hand, you discard your hand and draw 5 new cards. Drag your beast's 3D card to turn it.