Overview
Players
will summon Z/X(Zillions of enemies X) onto a 3X3 playing field where they will
battle it out for survival and domination!
Objective
The
objective of the game is to reduce your opponent's 4 life to 0.
Deckbuilding
You
will need a deck of cards in order to play Z/X.
The
deck can only contain 50 cards.
You
may add a maximum of 4 copies of any single card into your deck.
20
of the cards in your deck must contain "Ignition" icon, not more, not
less.
There
can only be up to a maximum of 4 cards with "Life Recover" in the
text in your deck.
There can only be up to a maximum of 4 cards
with "Void Bringer" in the text in your deck.
Player
Cards are not included in the deck, as such do not count as part of the 50 card
limit.
Preparation
Each
player place his player card onto the player square. You may play without any
player card, however it is handy to have one.
Each
player then select a card with the "Start Card" text and place it on
top of your player card. It is not required that you have a start card, however
it is recommended.
Rock-paper-scissor
is used to determine who starts first and the player who wins will start first.
Draw
4 cards from your deck as your initial hand.
Each
player may mulligan once per game by shuffling your hand into the deck and
redrawing 4 cards. (You will have to shuffle all 4 cards into the deck if you
wish to mulligan)
Place
the top 4 cards of your deck facedown into the life area as your life.
Place
the next top 2 cards from your deck face up into your resource area as your
starting resource.
The
starting player may then start the game by taking his first turn.
Card
breakdown
1)
Name of the card
2)
Card type (Player, Z/X or Event)
3)
Cost of the card
4)
Colour of the card
5)
Card Text, This is where the abilities
of the cards will be.
startup:
abilities where the player can choose to activate by paying the cost.
auto:
abilities that will take effect if the condition is met
continuous:
abilities that take effect as long as the card is active.
6)
Icons (Ignition or Evol Seed)
7)
Race of the card
8)
Power of the card
Reboot:
Cards that are in the vertical orientation
Sleep:
Cards that are in the horizontal orientation
Phases
of a turn
1)
Reboot Phase
Reboot(orientate
in to the portrait orientation) all cards that you control that are in the
sleep position.
2)
Draw Phase
Draw
a card from the top of your deck into your hand.
3)Resource
Phase
You
may select a card in your hand and place it face up into your resource area.
You may choose not to place any cards into your resource area. Cards placed in
your resource area is used to play the cost of cards that you play. Only one
card can be placed into the resource area per resource phase.
4)
Ignition Phase
You
may perform an Ignition.
An
Ignition is done by:
Place
a card from your charge to your trash.
Reveal
the top card of your deck
-
if the card revealed contains an Ignition Icon, you may play that card onto the
field without paying its cost. This is called an Overdrive(OD).
-
If the card revealed do not contain an Ignition icon, discard the card revealed
to your trash.
You
may perform as many Ignition action as you want during your Ignition phase as
long as you have cards in your charge.
5)
Main Phase
In
any order as many times as you wish, you may perform the following actions.
Please
refer to "Paying Cost" for how to pay costs.
1)
Play a Z/X
Select
a Z/X from your hand, pay the indicated cost and place it into a square that
does not contain any Z/X or your opponent's player card.
2)
Play an Event
You
may play an Event from your hand or use a startup ability of your Z/X by paying
the cost. After resolving the effect immediately, place the Event card into
your trash.
3)
Battle phase
Attack
another Z/X or your opponent's player card with your Z/X.
6)
End Phase
Any
damage dealt of any Z/X this turn is removed.
If
the number of cards in your hand is more than 6, select and discard cards from
your hand to the trash until you have 6 cards in your hand.
Any
effect that takes place until end of turn ends now.
Playing
Field
1)
Squares
There
are 2 types of Squares:
2)
Normal Square
3)
Player Square
4)
Resource area
5)
Deck
6)
Trash
7)
Charge area
8)Life
area
9)
The column of squares nearest to you: Your Army Squares
10)
Central area
11)
The column of squares nearest to your opponent: Your opponent's Army Squares( These
do not count as army squares for you)
Your side
Opponent's side
Paying
Cost
Whenever
you want to play a card, you will need to pay the cost written on the card.
Costs
are paid by sleeping the same number of cards in reboot position in your
resource area as the cost. At least of the cards you sleep to pay the cost will
need to be the same colour as the card that you are playing.
Playing
a Z/X
When
you play a Z/X, you may place it in a square following the following rules:
1)
You may not place it in a square containing an enemy Z/X
2)
You may not place it in your opponent's player square
3)
You may not place it in a square containing your own Z/X in sleep position
4)
You may place it in a square containing your own Z/X in the reboot position,
however you will have to place that Z/X that was originally in that square into
your trash.
Event
Cards
Event
cards can be played from your hand by paying its cost. Effects from event cards
played are resolved immediately. Event cards whose effects had been resolved
are placed into your trash. Event Cards can only be played during your main
phase of your turn or during the battle phase of your or your opponent's turn.
Battle
phase
The
player declares that he is attacking and selects the attacking Z/X placing it
in the sleep position and the target of the attack, a player card or a Z/X that
is adjacent to the attacking Z/X.
If
there is a Z/X in your opponent's player square, you may not attack your
opponent's player card.
Starting
with the current player's turn, the player and his opponent may alternately
play events or use the startup abilities of Z/Xs now. If an Event was played or
an ability is used, resolve the effect immediately. If you and your opponent
decided to pass on playing events or use startup abilities in a row, the battle
phase will continue.
If
the Z/X or player card that was attack is still adjacent to the attacking Z/X,
the attacking Z/X will deal damage to the attacked card equals to its power.
The
damage is done unilaterally, the attacking Z/X do not receive damage from the
attacked Z/X. If the attacked Z/X is dealt damage equals to or more than its
power, it is destroyed and placed in the owner's charge area.
If
your opponent's player card is attacked, deal one damage to your opponent. You
may select one of the facedown card in your opponent's life area and he reveals
the card. If there is an Ignition icon on the revealed card, he may play it
into a square without paying its cost. If the card played this way contains the
"Life Recovery" and your opponent's life is equal or lower than you,
he may place the top card of his deck into his life area. If the card played
this way contains the "Void Bringer" and your opponent's life is
equal or lower than you, he may select a Z/X in a square and place in into the
owner's trash. If a card was not played or the revealed card do not contain an
Ignition icon, place the card into the charge area.
The
Battle phase has now ended.
You
may initiate any number of battle phase during your main phase in any order as
many times as you like.
When
your deck runs out
When
your deck is empty, shuffle your trash and place the cards facedown into your
deck area as your deck. Next, place one card from your life into the charge
area. If your life reaches 0 as a result, you lose the game.
You can also check out the basic rules by Chan of Difference in Skill
here