Rumbling Spell Orchestra/Gameplay
- 1 Game Preparation
- 2 Card Types
- 3 Game Flow
- 4 Playing Cards and Using Abilities
- 5 Keywords
First you must select 4 Character Cards before building the deck itself. These 4 Character Cards will be the basis of everything your deck can consist of. Duplicates are allowed. The Characters are important as all Spells, Supports, and Events have requirements in order to be played and the Characters provide the Character Requirement and Level Requirement. If you have 4 Reimu Characters, you have a Level 4 Reimu. If you have 2 Reimu and 2 Marisa Character cards, you have a Level 2 Reimu and Level 2 Marisa. The Level 4 Reimu can use all of Reimu's cards, but the 2Reimu/2Marisa can only use Cards up to level 2 of Reimu's and Level 2 of Marisa's, they can't use any of Reimu's or Marisa's Level 3 or higher cards.
Characters are NOT considered part of the deck, set them aside and keep them in mind when deckbuilding.
With your Characters set, you can start on the Deck itself which comprises of exactly 40 cards consisting of Spells, Supports, and Events. You can only have 3 copies of a card in the deck. "Copies" are determined by the name of the card; two cards with different artwork (or even game effects) but the same name are considered copies of each other. As a general tip, a very stable deck should have about 20 Spells in it. Always keep in mind the levels of your characters when selecting cards to add to the deck. If you add a card you cannot play, it will be absolutely useless to you. For instance, if you have Level 3 Reimu and Level 1 Yukari, you cannot play the spell Quadruple Barrier since it requires at least a Level 2 Yukari. Character and Level requirements for all Spells, Supports and Events are listed in the horizontal bars at the very top of the cards. If you are unsure of who's card is who's, you can check your Character Card's bar at the top left and see if the text matches the same on the Spell, Support or Event requirements.
Also there are General Cards. These Spells, Supports and Events have no character requirements and are level 0. Absolutely anybody can use these cards regardless of their level and character requirement. So a Level 4 Reimu would have access to all of her cards as well as all Generals. A Level 2 Yukari, Level 1 Ran, and Level 1 Chen, would have access to all Yukari's level 2 and 1 cards, Level 1 Ran cards, Level 1 Chen cards AND all Generals.
Finally there are Team Cards, these cards require at least 2 different characters to be used. So of your 4 Characters, you have to have the required characters there to use these. For example Trinity Ray requires a Level 1 Marisa, Alice, and Patchy at least in order to use. So 3 of your 4 Characters have to be those 3 Characters at level 1 each at the very least. Another example, The Promise, requires Level 2 Sakuya and Level 2 Remilia. So your 4 character cards are going to be 2 Sakuya Characters and 2 Remilia Characters.
Starting the Game
At the start of the game, both players' decks are shuffled and placed on the Field. Following this, each player chooses a Leader from among their 4 Character cards, and places their Character cards on the Field in the appropriate positions. It is recommended that players place their character cards face-down and reveal them simultaneously.
Next, each player draws 6 cards.
Players may mulligan if they have no Spell cards in their hand. To mulligan, reveal your hand to your opponent (to prove that there are no Spell cards), then return all your cards in hand to your deck, re-shuffle it, and draw a new hand of 6 cards. This mulligan can be done as many times as needed till you get at least 1 Spell in hand.
You can also mulligan if you have exactly 1 Spell in hand. Reveal your hand to your opponent (again to prove you only have 1 Spell card), shuffle your hand into your deck and draw 6 new cards. However, this mulligan can only be done 1 time.
Players can use counters to represent their HP and SP values. At the start of the game, HP is the Leader's listed Starting HP value, while SP is 0. Poker chips, coloured stones and other such items may be used. Extremely geeky players may want to use D20s to keep track of their HP/SP.
At this point, select one player to go first, either randomly or by mutual consensus.
There are four different card types to keep in mind when deckbuilding: Character cards, Spell cards, Support cards, and Event cards.
Character cards determine what cards you can put into your deck. As well, at the beginning of the game, you will choose one of the four character cards to become your Leader. Your Leader determines how much HP you start with, any specials you can use at any time, and so on forth. The other three characters do not play an active role in the game.
<toggledisplay showtext="Show Character Card" hidetext="Hide Card">
The most important is your Leader's Hit Points (体力), or HP, which represents your Leader's health, located in the top right corner of each character card. You HP goes down if you take damage by Battle or by certain Specials or Events, and you lose the game when your Leader's HP drops to 0 or less. Some cards can restore HP, but your HP cannot go above the value written on the card.
The number below the HP is your Evasion Value (回避), or EV, which represents your Leader's dodging abilities. During the Battle Phase, if you opponent declares a Spell Card on you, your EV is compared with your opponent's Spell Card's Hit Value, or HV. If your EV is lower, your Leader gets hit and takes damage. If your EV is higher, your Leader evades the spell and takes no damage. If your EV is the same, the final attribute, the Border Value, comes into play.
Your Leader's Border Value (決死判定), or BV, tells you how much SP you need to spend to escape out of a border situation, as described above. If you pay the necessary SP, then your Leader doesn't get hit and suffers no damage. If you have insufficient SP, or choose not to pay the necessary SP, your Leader gets hit and loses HP.
Although not on the Character card, another important value to keep track of is Spell Power (呪力), or SP. This stat you keep track of yourself, pen and paper, a ticker, a calculator, whatever you use that's easy for you. At the beginning of the game, your Leader has 0 SP, but will go up during the Replenishing Phase. Activating Spell cards, equipping Support cards, and using Event cards all require SP for you to spend and your SP cannot go below 0. If you have no SP, you can't take any real actions in the game. Keep track of your SP and mind how you use it throughout the entire game.
During the game, Characters, along with, Spells and Supports, can use their Specials. Blue text indicates the Phase the Special Abilities can be used. A designation of Attack or Intercept means that the Special can only be used if you're the Attack player (turn player) or the Intercept Player (defending player), respectively. If there is no /Attack or /Intercept on it then it can be used during any turn. If a card has Replenish/Attack for example, it means that Special can only be used in Replenish Phase AND if it is YOUR turn. Likewise, Replenish/Intercept means its the Replenish Phase and its your OPPONENT'S turn.
Sometimes there are costs to be paid for your Specials however if they are Passive then there is no cost, the Special is being applied at all times if/when it is triggered. If its not Passive then there will be a cost to use them. They range from SP costs, Hand Costs, Deck Costs (from the top of your deck), even discarding cards on your field. Pay attention to the Special's cost and pay them accordingly.
Red text indicates the target of each Special or Event. Basically telling you what exactly the Special is going to affect. Some targets the player can select and some are looking for specific cards to target. Some cards will prevent Specials and Events from acting on their targets, such as Patchouli's Character Card, or Youmu's Belief Support and Half-Ghost Support. If a target can't be targeted then you can't use that Special. Flandre's Terrible Surge can't be played at all if Patchouli is the opponent's Leader for example. If a card is unaffected by certain effects, then you can target them, but the effect won't affect them, like Eirin's Super Genius. Flandre can use Terrible Surge on Eirin, but it won't do anything in this case if Eirin has Super Genius equipped.
Spell cards are your primary means of dealing damage. Each turn, you will be allowed to set one in Reserve. You can activate Spells by paying its SP cost. Each turn, you will have an opportunity to battle with an Active Spell. Spell cards have several attributes to keep in mind when battling. <toggledisplay showtext="Show Spell Card" hidetext="Hide Card">
1. SP Requirement
A Spell's Attack Value (AV) determines how much damage it will do while attacking. A Spell's Intercept Value (IV) determines how much damage it will do while defending. A Spell's Hit Value (HV) determines the accuracy of the spell, and is compared against the Leader's EV to determine if the spell will hit or not. HV is used in every battle the spell is in, Attack or Intercept. After combat, if your Leader gets hit by your opponent's Spell (even if the damage taken was 0), your spell will be put back in Reserve, and you will have to reactivate it to use it again.
A Spell can also come in three shot types: Spread, Concentration, and Normal. These types do nothing on their own, but are affected by Basic Abilities and certain other cards.
Spells can have their own Specials to modify combat in some shape or form.
Additionally, they can also have Basic Abilities, indicated in green text. Focused Movement and Unfocused Movement give the Spell's Leader an EV boost if the opposing Spell is Spread-type or Concentration-type respectively. Protection reduces the opposing Spell's AV and IV, decreasing damage. Spells with Guided Bullets ignore Focused Movement and Unfocused Movement, while Spells with Penetration ignore Protection. A Spell with Faith will prevent all damage below its value (damage above its value will deal full damage); additionally if both Spells have Faith, they will cancel each other out by the value of the lesser Faith.
Lastly, Spells contribute to SP production. During each of your turns, you will recover an 1 + # of Reserve Spells on your field.
Support cards aid you by providing various additional continuous benefits.
<toggledisplay showtext="Show Support Card" hidetext="Hide Card">
1. SP Requirement
Support cards can be equipped to either a Leader, a Spell, or the field. You can even equip them to your opponent's cards.
A Leader Support confer some sort of benefit or detriment to whoever its equipped to. A Leader can be equipped with any number of Supports, but they must be unique; no two Supports of the same name can be equipped to the same Leader.
A Spell Support is equipped to a Spell, and likewise can confer a benefit or detriment. Unlike Leaders, Spells can only be equipped with a maximum of one Support.
A Scene Support is equipped to the Boundary Space between both players and do not count as being on any players' side. They affect both players. There can only be a maximum of one Scene Support on the field at any one time. If a new Scene Support is played, the current one is discarded.
Event cards are one-time use cards with a potent effect. After being used, they are put in the discard pile.
<toggledisplay showtext="Show Event Card" hidetext="Hide Card">
1. SP Requirement
(Also see the Game Flow Chart near the top of the page for a quick guide on Game Flow)
The game consists of four phases: Replenish, Battle, Preparation, and End. The player who goes first is on the Attack side, with the other player on the Intercept side. After the Attack player finishes with all four phases, the two switch their Attack/Intercept designation and repeat. The game continues until one player has either been reduced to 0 HP, or if his or her deck cards have run out, at which point the game ends and the other player is declared the winner.
The player who goes first shall hereafter be referred to as Player 1, while the second player will be referred to as Player 2.
When the phase starts, all Events and Special Abilities which are triggered by the beginning of the phase go into effect. Player 1 then takes the top card from her deck and adds it to her hand (except on Player 1's first turn, but not Player 2's). At the same time, Player 1 replenishes her SP by 1 plus the number of Reserve Spell Cards she has. Next, both sides takes turns using Events/Specials. The phase ends when both sides pass (declare no play); all Events and Special Abilities which are triggered by the end of the phase go into effect.
Player 1: Uses Event Card
Player 2: Uses Special Ability
Player 1: Uses Special Ability
Player 2: Pass
Player 1: Uses Event Card
Player 2: Pass
Player 1: Pass
The Battle Phase is where your Spell Cards are put to the test. When the phase starts, all Events and Special Abilities which are triggered by the beginning of the phase go into effect. Player 1 then chooses whether or not to attack (if she chooses not to attack, the phase ends and any effects that trigger at the end of the Battle Phase go into effect). If she chooses to attack, she chooses one of her Active Spell Cards to put into battle. Player 2 now chooses whether or not to intercept Player 1. If he chooses not to intercept, the battle will go on without a Intercept Spell Card. Next, both sides takes turns using Events/Specials, in the same manner as in the Replenish Phase. When both sides pass again, the battle begins.
Each Spell Card has three numbers: 攻撃 (Attack Value or AV), 迎撃(Intercept value or IV), and 命中(Hit value or HV), each of which can be modified by Events and Specials players use. To determine the outcome of a battle, the HV of each card is compared to the EV of the opposing Leader. For Player 2 (the same is true for Player 1), the possible outcomes are:
If the Spell’s HV is greater, his Leader gets hit.
If the HV is less, his Leader does not get hit.
If it’s a tie, the BV comes into play. If Player 2 can pay enough SP to match his Leader’s BV, his Leader does not get hit. If he can’t, his Leader does get hit.
If Player 2's Leader gets hit, her HP goes down by the AV of Player 1's Spell. If Player 1's Leader gets hit, her HP goes down by the IV of Player 2's Spell.
Example (assuming that none of the values have been modified by Events/Specials):
Player 1's Spell has a HV of 3, compared to the 2 EV of Player 2's leader, so Player 2 is hit, and loses 3 HP, corresponding to the AV of Player 1's Spell.
Player 2's Spell has a HV of 3, compared to the 3 EV of Player 1's leader, so Player 1's BV comes into play. If Player 1 spends the SP needed to pay off the BV of her leader, she escapes unscathed. If she cannot or chooses not to spend it, her Leader would lose 2 HP, corresponding to the IV of Player 2's Spell.
If a Spell's AV/IV value is 0 or below, a player can get hit but not take any damage.
If a player chooses to use a Spell in a battle and gets hit by an opposing Spell in that battle, the Spell Card they used goes to the Reserve pile. If the leader does not get hit, the Spell stays in the Active pile.
After adjusting HP values, the phase ends; all Events and Special Abilities which are triggered by the end of the phase go into effect.
Spell Cards are Activated and Support Cards equipped during the Preparation Phase for Player 1. When the phase starts, all Events and Special Abilities which are triggered by the beginning of the phase go into effect. Player 1 can do any of the following actions in any order:
- Take one Spell Card from her hand and add it to her Reserve pile.
This can only only done once per phase. There is no SP cost.
- Move Spell Cards from her Reserve pile to her Active pile.
As long as she can pay the requisite SP (and extra costs), she can move as many Spell Cards as she wants.
- Equip the playing field, Leaders and Spells with Support Cards
As long as she can pay the requisite SP (and extra costs), she can play as many Support cards as she wants.
- Spell Support - She can play the Support Card on either player's Spell Cards, but each Spell Card can only be equipped with a maximum of one Support. If a spell is already equipped with a Support, a new Support cannot be equipped to it unless the old Support is removed (by certain Events or Specials).
- Leader Support - She can play the Support Card on either player's Leaders, but each Leader cannot have more than one Support of the same name.
- Scene Support - Only one Scene Support may be in play at any time. If a new Scene is played, the previous Scene is discarded. A Scene is not considered to be a part of any players field as it is played on the Boundary Space that separates the fields.
When Player 1 declares herself done, the phase ends; all Events and Special Abilities which are triggered by the end of the phase go into effect.
The End Phase is for Player 1 to discard any extra cards she might have accumulated. The maximum number of Hand Cards is seven, and the phase ends when Player 1 has seven cards or less in her hand. Player 1 and Player 2 then switch their roles and the process is repeated.
Playing Cards and Using Abilities
The following rules apply when playing cards and/or using abilities.
You may only play a card from your hand, or use an ability, in the appropriate Phase. Spell Cards and Support Cards may only be played in the Preparation Phase. For Event Cards, the Phase when they can be played is listed on the card itself, and varies with different cards. For Abilities, the Phase when they can be played is indicated in blue text.
Certain Abilities can only be used when the current controller of the card is Attacking or Intercepting. These abilities have the additional text "/Attack" or "/Intercept" next to the Phase indication.
To play a card or use a special ability, a Cost must usually be paid. However, Spell Cards cost nothing to play into the Reserve.
In the case of Event and Support cards, SP must usually be paid in order to play them, as per the "SP Requirement" listed on the card. In the case of special abilities, the cost (if any) is typically listed next to the Phase in blue.
Some cards have an additional cost required to play them; this is listed in purple as "Extra Requirement" or Extra Cost(Use)". If the player cannot fulfill the extra requirement, the card cannot be played.
However, certain costs are not paid when playing the card, but under other circumstances, as follows:
- (Battle) costs are paid when the associated spell is used to Attack or Intercept. If they are not paid, the spell cannot be used to Attack or Intercept.
- (Activate) costs are paid when the associated spell is Activated. If they are not paid, the spell cannot be Activated.
Awakening Costs are optional costs you can pay to get additional effects for the card But you have to pay the original cost of the card first in order to pay the Awakening Cost. Normally, you would pay the SP cost of a card and any Extra Requirements/Costs it may have in order to play that card and use the effects, but now if you also decide to pay the Awakening Costs along with the main costs, you get extra effects on top of the main effects of a card.
Doctrine(X) Costs require you to take non-spell cards (so Events and Supports) from your opponent's Discard Pile and place X of them to the bottom of the Opponent's Deck.
If two of the same Basic Ability apply to a particular card, the (X) power of that Basic Ability is the sum of the two. For instance, if Reimu's Special Ability "One of your spell cards gains Focused Movement (1)" is used on the spell Fantasy Seal - Concentrate - , which already has Focused Movement (1), the spell will end up with Focused Movement (2).
Leader Special Abilities
Only the character designated as your "Leader" may use their special abilities. The other characters' abilities may not be used, and they are taken simply to give you access to Team Cards.
Certain effects or abilities designate targets, while others prevent such targeting. Any valid targets designated by the Special or Event are listed in red.
Two main kinds of Keywords appear on the cards: Basic Abilities and Support Classes.
Unfocused Movement 高速移動（X）: When the opponent's Spell Type is "Concentration", your leader gains EV +X.
Focused Movement 低速移動（X）: When the opponent's Spell Type is "Spread", your leader gains EV +X.
Protection 防壁（X）: Gives the opponent's Spell a penalty of AV -X and IV -X.
Guided Bullets 誘導弾 : Any "Focused Movement" or "Unfocused Movement" basic abilities on your opponent's spell have no effect.
Penetration 貫通 : Any "Protection" basic abilities on your opponent's spell have no effect.
Faith 信仰(X): If your Leader would take X or less damage from a spell, she instead takes no damage. If the opponent's spell also has Faith (Y), then if you would take X-Y or less damage, you instead take no damage. For example, if your spell has Faith(3) and the opponent's has Faith(1), you ignore all damage from spells of 2 HP or less. If a spell would damage you for 3 or more HP, then you take full damage. For clarification, damage cannot go below 0.
There are 7 Support Classes so far: Doll, Shikigami, Instrument, Ghost, Incident, Divine Spirit, and Mask. These have no effect on their own but are referenced by other cards.