Luck & Logic Comprehensive Rule ver. 2.00
Last Updated: Oct 16, 2017
Red Font is used to show changes since last release.

1. Game Outline

1.1 Number of Players
1.1.1 The game is played by exactly 2 players. There are no official rules for 1, or 3+ players.

1.2 Winning and Losing
1.2.1 The game is over when either player loses. A player wins if the opponent loses and the player does not also lose.
1.2.2 If a player fulfills a loss condition, at the next check timing (9.5.1), the player loses the game due to rule processing (section 10).
1.2.2.1 If you do not have a face-down gate, you have fulfilled a loss condition.
1.2.2.2 If you have 2 or more face-down Main Deck cards in Refresh Zone, you have fulfilled a loss condition.
1.2.3 If both players would lose at the same time, the game is a draw.
1.2.4 Any player can concede at any point. The player conceding immediately loses – and the game is over – without waiting for the next check timing.
1.2.4.1 Conceding cannot be affected by cards. No cards can force a player to concede, and replacement effects does not apply to losing by conceding.
1.2.5 Effects of cards can cause a player to win or lose; in this case, the affected player wins or loses while the effect is being resolved and the game is over without waiting for the next check timing.

1.3 Major Guidelines
1.3.1 If a card text conflicts with the comprehensive rules, and does not have official errata, the card takes precedence.
1.3.2 If a player is asked to fulfill an action that is impossible, then it is not carried out. If an effect asks you to carry out a certain number of actions, and part (only) of them cannot be accomplished, carry out as many actions fully, and as much of each action as you can.
1.3.2.1 If a card is asked to be put into a state it is already in, that action is not carried out.
1.3.2.2 If you are asked to perform an action zero or negative times, that action is not carried out. Even if the number is negative, you do not "perform the reverse action" that many times. (Example: "Put -2 cards on top of our Library" does not mean "Draw 2 cards")
1.3.3 If a card tells you to do an action, but an existing effect prohibits you, the prohibition takes precedence. (Example: if an effect tells you to draw 2 cards and discard a card, and you are prohibited by an effect from drawing cards, you do not draw any cards, and you discard 1 card)
1.3.4 If two players need to make a choice due to a single action, the turn player makes their choices first, then the opposing player. The opposing player makes the choice after the knowledge of the first player's choice(s).
1.3.4.1 If two players need to choose cards in a closed zone at the same time, the turn player chooses the required number of card without revealing their contents, and the non-turn player does the same. If the chosen card(s) are to be revealed, they are revealed after all choices are made.
1.3.5 If an effect asks you to choose a number, you must choose an integer, zero or higher. No negatives, no decimals.
1.3.5.1 If a card or rule gives the upper bound of the number that can be chosen, unless a lower bound is indicated, 0 can be chosen.
1.3.6 If a rule process would refer to some information on a card, but that card does not have that information, that rule process will treat it as if the information referred to has the value of 0 for that information.


2. Card Structure

2.1 Card Name
2.1.1 This is the static name for this card.
2.1.2 If the card is a member (2.2.2), the black text is the title of the card, and the inverted text is the character name. (On the translations used on Heart of the Cards, the regular text is the title, the italicized text is the character name.) If the card is not a member, then the card has neither title nor character name.
2.1.2.1 If the character name portion includes a "/" (slash), the slash is used as a delimiter to separate different character names that the card may have at the same time. (For example, a card with character name shown as "Ado / Unne" is considered to have both "Ado" and "Unne" as character names.)
2.1.2.2 Within My Logicalists, there are some cases where member names are written where additional information (2.20) is in addition to card name.

2.1.3. Text surrounded by 「」 refers to either the card name, the title, the character name, or it may refer to cards that match any of the three above. (On the translations used on Heart of the Cards, they are indicated as follows: card named "(text)" refers to an exact card name match, card(s) with the name refers to an exact character name match.)
2.1.3.1 Unless otherwise indicated, cards referred to by 「」 (" " in Heart of the Cards translations) refers to cards on circles.

2.2 Card Type
2.2.1 This shows the type of the card.
2.2.2 There are eight types of cards: Logicalist, Foreigner, Tranceunion, Gate, Tactics, Paradox, Super Logicalist, and My Logicalist. Logicalist, Foreigner, Tranceunion, and Super Logicalist are collectively called member.
2.2.2.1 Logicalist can Trance with Foreigner.
2.2.2.2 Foreigner can Trance with Logicalist.
2.2.2.3 Tranceunion is the result of a Trance between a Logicalist and a Foreigner.
2.2.2.4 Gate connects an alien world to this world.
2.2.2.5 Tactics is a use-and-forget card.
2.2.2.6 Paradox changes the battle victory condition.
2.2.2.7 Super Logicalist can Trance with other Super Logicalists as well as Foreigners.
2.2.2.7.1 Other than noted above, Super Logicalist is in all other aspects considered to be a Logicalist and all rules and effects affecting Logicalist will apply to Super Logicalist as well. On the other hand, effects specifically referring to Super Logicalist will not refer Logicalist that isn't a Super Logicalist.
2.2.2.8 My Logicalist may perform Trance in place of a Logicalist or a Super Logicalist.
2.2.2.8.1 Whether a My Logicalist can perform with only Foreigners or able to perform Trance with both Foreigners and Super Logicalists is dependent on the My Logicalist Icon. (Namely: If the edge of the My Logicalist Icon is highlighted in blue, it is able to Trance with both Foreigners and Super Logicalists.)

2.2.3 If card text does not indicate a zone, then these are the default zones depending on the card type:
2.2.3.1 Text referring to member(s) without a zone specified refers to member(s) placed on circles.
2.2.3.2 Text referring to gate(s) without a zone specified refers to gate(s) in the Gate Zone.
2.2.3.3 Text referring to tactics without a zone specified refers to tactics in the Battle Zone.
2.2.3.4 Text referring to paradox(es) without a zone specified refers to paradox(es) in the Battle Zone or the Paradox Zone.
2.2.3.5 Text referring to My Logicalist without a zone specified refers to the My Logicalist in the My Logicalist Zone.


2.3 Covenanter
2.3.1 If a Foreigner has a Covenanter Icon (green background), the name written within the icon refers to the Logicalist corresponding to that Foreigner.
2.3.2 The Covenanter information that Tranceunions have indicates the Foreigner involved in this Trance. 
2.3.3 Certain Tranceunions will have Soul Information written here.


2.4 Soul
2.4.1 Only some members have this information; this indicates what occurs if this card is in the Soul Zone.
2.4.2 Soul Information does not have specific meanings within the game and is instead treated as having the reminder text "(0)".


2.5 World
2.5.1 This shows the world that this card belongs to.
2.5.2 World may limit playing a card. See Section 9 "Playing and Resolving Cards and Abilities" for more details.
2.5.3 Unless otherwise specified, text surrounded by << >> (:: (text) :: [(text) surrounded by two sets of colons] in Heart of the Cards translations) refers to cards of that world.
2.5.4 If multiple icons or part of the icon are shown here, this card belongs to all worlds indicated here. (Example: if a card's world icon shows split icon of Monolium and Septpia, it would be considered both a Monolium card and a Septpia card.)


2.6 Traits
2.6.1 This shows the traits of this card.
2.6.2 Traits do not have special meanings in the rules themselves, but may be referred to by other cards or abilities.
2.6.3 Unless otherwise specified, text surrounded by < > (: (text) : [(text) surrounded by one set of colons] in Heart of the Cards translations) refer to cards which have the indicated trait.
2.6.4 If the Summer icon (indicated by a sun icon) is shown in the card name field for a card, that card is considered to have the trait ::Summer::.
2.6.4.1 Within ability text, the summer icon means <Summer> (corresponding to ::Summer:: in Heart of the Cards translations).

2.7 Color
2.7.1 This shows the color of this card.
2.7.2 The color of a card may limit playing a card. See Section 9 "Playing and Resolving Cards and Abilities" for more details.

2.8 Level
2.8.1 This shows the level required to play this card.
2.8.2 Level is a kind of limitation to play this card. See Section 9 "Playing and Resolving Cards and Abilities" for more details.

2.9 Cost
2.9.1 This shows the cost required to play this card.
2.9.2 To play this card, you must move the number of cards equal to the shown Cost from your Stock to the Drop Zone. See Section 9 "Playing and Resolving Cards and Abilities" for more details.

2.10 Territory
2.10.1 This shows the area that this card defends.
2.10.2 As a limitation to playing or moving this card, you must put this card on top of circle(s) satisfying the condition shown by the Territory Icon.
2.10.2.1 A card with Territory 1 must be placed in a single circle.
2.10.2.2 A card with Territory 2 must be placed in two adjacent circles belonging to the same player.
2.10.2.3 A card with Territory 4 must be placed in the two center circles and either the two left circles or the two right circles of the same player. (That is, it must straddle either the Left+Center circles or the Center+Right circles).
2.10.3 If a card is placed in multiple circles and the circle(s) of that card is referred to, then all circles that the card is placed in are referred to. Similarly, in determining whether a card is in a particular circle, so long as it is one of the circles that the card is in, the card would be considered to be in that circle.
2.10.2.4 If an effect refers to a card with "Territory (value)", it refers to "a card shown by the Territory Icon to be placed on (value) of circles".


2.11 Logic Icon
2.11.1 This shows the effect and/or change in information when this card is placed in the Battle Zone or Intercept Zone or while this card is in the Battle Zone or Intercept Zone.
2.11.1.1 If there are texts in the icon with a white background and black text, this indicates the kind of Logic this card has, as well as whether this card can Intercept. If the text includes a / (slash), it is used as a delimiter for different kinds of Logic/Intercept this card may have. (For example, P/IC indicates that this card has P [Power Logic] and IC [Intercept]).
2.11.1.2 There exists cards without Logic Icons.
2.11.1.2.1 It is possible to perform Logic Definition (5.16) with a card without Logic Icon. In this case, the card does nothing.

2.11.2 There are 5 kinds of Logic: Power Logic, Aura Logic, Limit Logic, Tactics Logic, and Paradox Logic.
2.11.2.1 If the white background and black text includes 'P', this indicates a Power Logic, and the Power of the member is adjusted by the value indicated by the icon.
2.11.2.2 If the white background and black text includes 'A', this indicates an Aura Logic, and the Aura of the member is adjusted by the value indicated by the icon.
2.11.2.3 If the white background and black text includes 'L', this indicates a Limit Logic, and the Limit of the member is adjusted by the value indicated by the icon.
2.11.2.4 Tactics Logic is a Logic with ability, and different kinds of effects can occur depending on its ability.
2.11.2.5 Paradox Logic is created by paradox cards, and it changes the battle victory condition.

2.12 Card Text
2.12.1 This shows the static ability of the card, if any.
2.12.2 Texts of different types of cards are only active if they're in specific zones.
2.12.3 There may be texts inside ( ) that explains the ability ("note:" and the words coming after it all in parentheses, in Heart of the Cards translations). These are called Reminder Text. Remainder Text is a part of the text, but its sole purpose is to explain the ability, and it does not affect the game in any way.
2.12.4 Ability text associated with EX Soul (11.6), Detonate Skill (11.9), and Tool Skill (11.10) have different background color to distinguish them. (Namely: yellow background for EX Soul; blue background for Detonate Skill; green background for Tool Skill)

2.13 Power
2.13.1 This shows the Power of the card.

2.14 Aura
2.14.1 This shows the Aura of the card.
2.14.2 Aura value is indicated by the number of Aura Icons; each Icon equal to 1 Aura.

2.15 Limit
2.15.1 This shows the Limit of the card.
2.15.2 During battles that this card is participating in, if the number of your cards placed in the Battle Zone is less than this value, you may perform Logic Definition (sections 5.16, 8.4.3, 8.4.5). 

2.16 Paradox Rule
2.16.1 Only paradox cards have Paradox Rule; it changes the battle victory condition (section 8.5.3.4.2).
2.16.1.1 If the Paradox Rule is 'AURA BATTLE!', then the aura value of the members participating in the battle are compared, and the bigger number wins. If the values are equal, then the attacking member wins.
2.16.1.2 If the Paradox Rule is "LOVE BATTLE!!", then the heart value (2.21) of the members participating in the battle are compared, and the bigger number wins. If the values are equal, then the attacking member wins.

2.17 Gate Number
2.17.1 Only gate cards have Gate Number, and this is a limitation on the Gate Deck construction.

2.18 Illustration
2.18.1 This is the illustration of the image of the card.
2.18.2 Illustration does not have specific meanings within the game.

2.19 Flavor Text
2.19.1 This is the flavor text of the image of the card.
2.19.2 Flavor text does not have specific meanings within the game.

2.20 Additional Information
2.20.1 Card Number, Rarity, Illustration Designer indication, Illustrator Indication, etc... Everything that has not been covered thus far that doesn't affect the gameplay directly are collectively called "additional information".
2.20.2 Additional information does not have specific meanings within the game. (Exception: Member name of My Logicalist (2.1.2.2)). 

2.21 Heart
2.21.1 This value indicates this card's love for Luck & Logic.
2.21.2 Heart value of a card is indicated by the number of Heart icons; each Icon is equal to 1 Heart.
2.21.3 Heart is normally not printed on a card, but rather an information that can be gained by certain effects.
2.21.4 Unless effects apply, a card is considered to have 0 Hearts.

2.22 Card Back
2.22.1 Gate cards and non-gate cards have different card backs.
2.22.2 If a card with the gate card back is placed face-down to the Gate Zone, it will be considered a gate.

3. Owner and Controller (Master)

3.1 Owner and Controller (Master)
3.1.1 The owner refers to the physical owner of a card(s).
3.1.1.1 The owner is the person who has the deck that included that specific card at the beginning of the game.
3.1.1.2 At the end of the game, each player collects all cards that they are the owner of.
3.1.2 The controller is the player that is currently using a card, ability, or effect.
3.1.2.1 The controller of a card in a Zone is the player who owns that Zone.
3.1.2.2 The controller of an ability is determined by the type of the ability.
3.1.2.2.1 The controller of a continuous ability is the controller of the card that has the ability.
3.1.2.2.2 The controller of an auto ability is the controller of the card that has the ability, or in the case of a delayed trigger ability (section 9.7.5), the controller of the effect that created that ability.
3.1.2.2.3 The controller of a startup ability is the person who played that ability.
3.1.2.3 The controller of an effect is the controller of the ability that caused the effect.
3.1.2.3.1 If an effect asks for an action to be performed without indicated which player is to perform that action, then the controller of that effect performs that action.

4. Zones

4.1 Basic Zone Rules
4.1.1 Unless otherwise noted, each player has their own separate instance of each Zone.
4.1.2 Zones may be an "open zone" where information and content of cards placed there may be seen by all players or a "closed zone" where such information and content cannot be seen by any player.
4.1.2.1 If a card is placed to an open zone, the card should be placed in a way such that all players may view the information of the card. If a card is placed to a closed zone, the card should be placed in a way such that neither play can see the information of the card.
4.1.2.2 Regardless of whether a zone is open or closed, the number of cards in that zone is public knowledge and can be checked by either player at all times.
4.1.3 Certain zones require a card to be placed in a specific state. The placement state includes both the orientation and the facing.
4.1.3.1 Orientation state can either be "standing" or "rested". A card must have exactly one of these orientations; it can neither have both nor have neither.
4.1.3.1.1 A card in the standing state should be placed such that the controller of that card can read the card type right-side-up. In text, 'to stand' may be referred to with the Stand Icon (miniature card with an arrow pointing up).
4.1.3.1.2 A card in the rested state should be placed such that the card type text is "vertical" to the controller of the card. In text, 'to rest' may be referred to with the Rest Icon (miniature card with arrow pointing right).
4.1.3.1.3 When a card is placed to a zone where orientation matters, the card is placed in the standing state unless otherwise instructed.
4.1.3.2 Facing state can either be "face-up" or "face-down". A card must have exactly one of these facing states; it can neither have both nor have neither.
4.1.3.2.1 A face-up card should be placed such that the controller of that card can see the information of the card.
4.1.3.2.2 A face-down card should be placed such that the controller of that card cannot see the information of the card. A face-down card does not have any information of the information on the front side of the card.
4.1.3.2.2.1 It is possible for a face-down card to gain information or ability due to effects that explicitly grant information or ability to a face-down card. This includes effects that concern gates if the effect does not explicitly specify "destroyed" or "face-up".
4.1.3.2.3 When a card is placed to an open zone, the card is placed face-up unless otherwise indicated.
4.1.3.2.4 Unless otherwise indicated, players may not see the information of face-down cards.
4.1.4 Certain zones may enforce a strict ordering of cards in that zone. If ordering is enforced, then the sequence of cards are enforced by positioning the card(s) on top or bottom of each other. Players may not alter the order of cards in zones enforcing the ordering unless otherwise instructed.
4.1.4.1 Unless otherwise indicated, when a card is placed in the zone where order of cards are enforced, it is to be put on top of the top-most card already in that zone.
4.1.4.2 When the "top" of a zone where order of cards is enforced is referenced, the top card of the card(s) in that zone is the one referenced. Similarly, if the "top X cards" of a zone where order of cards is enforced are referenced, the top X cards of the card(s) in that zone are the ones referenced.
4.1.5 When a card is moved, unless it is moved from circle to circle or from Gate Zone to Gate Zone, it will be considered a new card in the new zone. Cards will not remember the effects that were applied in the previous zone(s).
4.1.6 If multiple cards are placed to the same Zone at the same time, and for some reason the order must be determined, the owner of that zone decides the order that the cards will go into that zone.
4.1.6.1 If multiple cards are to be placed from an open zone to a closed zone and the controller of those cards can decide the order of the cards going into the closed zone, no one but the controller of those cards can know the order of the cards going into the closed zone.
4.1.7 If a card is instructed to be moved from a zone to another zone, and the instruction doesn't specify which player's instance for the origin zone and/or the destination, the zone(s) in question are considered to be the indicated zone(s) of the controller of the card to be moved.
4.1.8 If an ability or effect chooses a card in a zone but does not specify which player's instance of the zone, unless otherwise instructed, it can be any player's instance of that zone.

4.2 Circle
4.2.1 This is the zone where your members and cards Set (section 5.2.4) by other cards are placed. Each player has 6 circles.
4.2.1.1 Circle is an open zone.
4.2.1.2 Orientation and facing of cards matters for cards in a circle. Face-down cards Set and placed in a circle can be referred to by its controller.
4.2.1.3 Order of cards in a circle is not enforced.

4.3 Gate Zone
4.3.1 This is the zone where your gates are placed at the start of the game. Each player has 6 Gate Zones.
4.3.1.1 Gate Zone is a closed zone. Orientation and facing of cards matter for cards in Gate Zone.
4.3.1.1.1 When a card is placed face-down in this zone, if the card back is the gate card back (section 2.21), then that card has the type "gate".
4.3.1.2 Order of cards in the Gate Zone is not enforced.

4.4 Field
4.4.1 This Zone comprises of the 6 circles and the 6 Gate Zones. When a card is placed to any circle or any Gate Zone, it is also placed to the Field.
4.4.2 Circles, Gate Zones, and cards have location information.
4.4.2.1 Circles and Gate Zones have 3 "front row" and 3 "back row" locations each. Circles and Gate Zones in both "front row" and "back row" also have the location "left" "center" "right" starting from the left.
4.4.2.2 Circles and Gate Zone with the same exact location information are corresponded.
4.4.2.3 A card in either a circle or a Gate Zone has the same location information as that zone.
4.4.3 Circles, Gate Zones, and cards can have "in front of" and "behind" relationship.
4.4.3.1 The circle / Gate Zone in the Front Row Left and the circle / Gate Zone in the Back Row Left has the "in front of" / "behind" relationship. This is also true for the Front Row Center / Back Row Center as well as Front Row Right / Back Row Right.
4.4.3.2 If zone A and zone B has the "in front of" / "behind" relationship, then a card in zone A also has the "in front of" / "behind" relationship with both zone B as well as the card in zone B (if any).
4.4.3.3 If a zone or card has the "in front of" / "behind" relationship with a different zone or card, then the zone/card located in the front row considers the zone/card in the back row to be "the zone/card behind"; similarly, the zone/card located in the back row considers the zone/card in the front row to be "the zone/card in front of".
4.4.4 Circles, Gate Zones, and cards in those zones can have a neighboring relationship.
4.4.4.1 Zones and cards having the "in front of" / "behind" relationship also have a neighboring relationship.
4.4.4.2 Two zones or cards of the same player with location information are considered to have a neighboring relationship if (1) they're both in the front row or the back row and (2) one of them has the "center" location and the other has either the "right" location or the "left" location.
4.4.4.3 A player's Zone or card with the Front Row Left location information is considered to be in a neighboring relationship with the opponent's Zone or card with the Front Row Right location information. This is also true for the player's Front Row Center and the opponent's Front Row Center, as well as the player's Front Row Right with the opponent's Front Row Left.

4.5 Deck (Deck Zone)
4.5.1 This is the zone where your main deck goes at the start of the game.
4.5.1.1 The Deck is a closed Zone. Neither player may confirm the content of the cards in this zone.
4.5.1.2 Order of cards in Deck is enforced.
4.5.2 If multiple cards from the Deck are to be moved at the same time, they are moved 1 at a time.
4.5.2.1 If for whatever reason an action asks to move more cards from the Deck than there are currently in the Deck, you first move all cards currently in the Deck to the zone specified, perform Reshuffle Process (section 10.2), and then continue to move cards until the total number of cards required have been moved.

4.6 Hand
4.6.1 This is the zone where a player places the cards drawn from the Deck.
4.6.1.1 Hand is a closed zone, but players may look at the contents of his or her own hand freely. They may not look at the contents of cards in the hand of any other player.
4.6.1.2 Order of cards in hand is not enforced.
4.6.2 "X cards in hand" is shorthand for "player has X cards in their hand".
4.6.3 "Hand Limit" is shorthand for "maximum number of cards a player may have in their hand when their turn ends" (see 7.7.6).

4.6.3.1 At the beginning of the game, Hand Limit is set to 8 for all players.


4.7 Level Zone
4.7.1 This is a zone where cards are placed during the course of the game.
4.7.1.1 Level Zone is an open zone.
4.7.1.2 Orientation and facing of cards matter for cards in Level Zone. Any face-down cards placed in your own Level Zone can only be freely looked at by you.
4.7.1.3 Order of cards in the Level Zone is not enforced.
4.7.2 There is a Level Limit that indicated the maximum number of cards that can be in the Level Zone. Level Limit is normally 4.

4.8 Stock
4.8.1 This is a zone where cards are placed during the course of the game.
4.8.1.1 Stock is a closed zone.
4.8.1.1.1 Facing of cards matter for cards in Stock. Face-up cards in Stock can be looked at by any player.
4.8.1.1.2 If both face-down and face-up cards are present in Stock and cards in Stock are to be shuffled, all cards are first turned face-down, shuffle, and then a number of cards equal to the number of face-up cards before the cards are shuffled are to be turned face-up starting from the bottom of the Stock.
4.8.1.1.2.1 This process will not trigger effects with trigger condition "when a card in Stock is turned face-up/face-down", nor will it be affected by replacement effects that state "turn cards in Stock face-up/face-down".

4.8.1.2 Order of cards in the Stock is enforced. If a specific number of cards are to be moved to a different zone, the top card is moved first, one at a time, to a different zone.
4.8.1.2.1 When a card is placed in Stock, splay the cards towards you in a way that the number of cards and the facing of each card is clearly distinguishable.


4.9 Drop Zone
4.9.1 This is the zone where used up cards are placed.
4.9.1.1 Drop Zone is an open Zone.
4.9.1.2 Order of cards in the Drop Zone is not enforced.

4.10 Remove Zone
4.10.1 This is the zone where cards instructed to be placed in the Remove Zone is placed.
4.10.1.1 Remove Zone is an open zone.
4.10.1.2 Facing of cards matter for cards in the Remove Zone.
4.10.1.3 Order of cards in the Remove Zone is not enforced.

4.11 Refresh Zone
4.11.1 This is the zone where cards instructed to be placed in the Refresh Zone is placed.
4.11.1.1 Refresh Zone is a closed zone. Neither player may confirm the content of the cards in this zone.
4.11.1.2 Order of cards in the Refresh Zone is not enforced.

4.12 Battle Zone
4.12.1 This is the zone where cards used by you in Logic Definition (section 5.16) is placed.
4.12.1.1 Battle Zone is an open zone. Facing of cards matter for cards in this zone. Information on the face-up side of face-down cards in the Battle Zone can be looked at by either player.
4.12.1.1.1 Among the cards in the Battle Zone, cards placed as "Power Logic", "Aura Logic", "Limit Logic", and "Paradox Logic" only apply effects of their Logic Icon (section 2.11) if the card is face-up.
4.12.1.1.2 Effect caused by auto abilities of cards placed in the Battle Zone continue to be applicable even if that card becomes face-down.
4.12.1.2 Order of cards in the Battle Zone is enforced.

4.13 Paradox Zone
4.13.1 This is the zone where paradox cards are placed.
4.13.1.1 Paradox Zone is an open zone.
4.13.1.2 Facing of cards matter for cards in the Paradox Zone. Information on the face-up side of face-down cards in the Paradox Zone can be looked at by either player.
4.13.1.3 Order of cards in the Paradox Zone is enforced.

4.14 Intercept Zone
4.14.1 This is the zone where members used to Intercept is placed.
4.14.1.1 Intercept Zone is an open zone.
4.14.1.2 Order of cards in the Intercept Zone is not enforced.

4.15 Soul Zone
4.15.1 This is the zone where Soul of member is placed.
4.15.1.1 Soul Zone is an open zone.
4.15.1.2 Order of cards in the Soul Zone is not enforced.
4.15.2 Cards placed in the Soul Zone is associated with the member in the circle. If a member has Soul(s) associated with it, then the member is considered to "have Soul".
4.15.2.1 When a member's Soul is referred to, it refers to the Soul associated with that member.
4.15.2.2 When the number of a member's Soul is referred to, it refers to the number of Soul associated with that member.

4.16 Resolution Zone (The Stack)
4.16.1 This is a zone where abilities and cards are temporarily placed during the course of the game.
4.16.1.1 Resolution Zone is an open zone.
4.16.1.2 Order of cards in the Resolution Zone is enforced.

4.17 Purge Zone
4.17.1 This is the zone where purged cards (section 5.25) are placed during the course of the game.
4.17.1.1 Purge Zone is an open zone.
4.17.1.2 Order of cards in the Purge Zone is not enforced.

4.18 My Logicalist Zone
4.18.1 This is the zone where your My Logicalist card is placed.
4.18.1.1 My Logicalist Zone is an open zone. 
4.18.1.2 Order of cards in the My Logicalist Zone is not enforced.

4.19 Tool Zone
4.19.1 This is the zone where your tool deck goes at the start of the game. 
4.19.1.1 Tool Zone is a closed zone.
4.19.1.1.1 Facing of cards matter for cards in Tool Zone. Face-up cards in Tool Zone can be looked at by any player. Any face-down cards placed in your own Tool Zone can only be freely looked at by you. You may not look at the information of face-down cards in other player’s Tool Zone.
4.19.1.2 Order of cards in the Tool Zone is not enforced.

5. Specific Actions

5.1 Outline
5.1.1 Specific Actions include both action instructions and action states which have special meanings while playing this game.

5.2 Stand / Rest
5.2.1 If instructions to "Stand", "[Stand Icon]", "Rest", or "[Rest Icon]" a card is given, then the indicated card should have its orientation changed to Standing or Rested as instructed.

5.3 Face-Up / Face-Down
5.3.1 If instructions to "face-up" or "face-down" a card is given, then the indicated card should have its facing changed to face-up or face-down as instructed.
5.3.2 Text of "(to) face-up" and "turn it back face-up" means the same thing as "(to) turn it face-up". Similarly, texts of "(to) face-down" and "turn it back face-down" means the same thing as "(to) turn it face-down".

5.4 Return / Put in / Place to / Place in
5.4.1 If a card is instructed to be "return", "put in", "place to", or "place in" a specified zone, then the card is moved to the zone indicated.

5.5 Shuffle
5.5.1 If instructions to "shuffle" the Deck is given, then the player controlling that instance of the Deck shall randomly change the order of cards in that Deck.
5.5.1.1 If there is exactly 1 card left in the Deck and the Deck is to be shuffled, then the order of the card there cannot (and will not) be changed, but the Deck will be considered shuffled.
5.5.2 If instructions to "shuffle" a specific group of cards is given, then the player controlling those cards shall randomly change the order of those cards.

5.6 To Draw (cards)
5.6.1 Instructions to "draw a card" means the specified player shall move the top card of the specified player's Deck to the hand of the specified player.
5.6.2 Instructions to "draw N cards" are carried out as follows: Nothing happens if N is 0; else the specified player shall perform "draw a card" N times.
5.6.3 Instructions to "draw up to N cards" are carried out as follows: Nothing happens if N is 0; else the specified player shall perform the following actions:
5.6.3.1 The specified player can choose to end the instruction.
5.6.3.2 The specified player draws a card.
5.6.3.3 If this makes it N times that 5.6.3.2 has been carried out, then the instruction is done. Otherwise, go back to 5.6.3.1.

5.7 Look at the top
5.7.1 Instructions to "look at the top N cards of the Deck" are carried out as follows: Nothing happens if N is 0; else the specified player can look at the information of the top N cards of that Deck.
5.7.2 Instructions to "look at up to N cards from top of the Deck" are carried out as follows: Nothing happens if N is 0; else the specified player shall perform the following actions:
5.7.3.1 The number of cards is set to 1.
5.7.3.2 The specified player can choose to end the instruction.
5.7.3.3 The specified player can look a number of cards from top of the Deck equal to the number that was set thus far during this instruction.
5.7.3.4 If it makes it N times that 5.7.3.3 has been carried out, then the instruction is done. Otherwise, add 1 to the number that was set, and go back to 5.7.3.2.

5.8 Discard
5.8.1 If instructions to "Discard" a specific card is given, then the specified player shall move the specified card from hand to the Drop Zone.

5.9 To Drop
5.9.1 If instructions to "Drop" a specific card is given, then the specified player shall move the specified card from whichever named zone to the Drop Zone.

5.10 To Stock
5.10.1 If instructions to "Stock" a specific card is given, then the specified player shall move the specified card from any whichever named zone to the Stock.

5.11 Swap
5.11.1 If instructions to "Swap" a specific card with another card is given, then the specified player shall move the first card to the zone that the second card is in and move the second card to the zone that the first card is in simultaneously.
5.11.2 If for some reason either of the card cannot be moved when the instruction to Swap them is given, then the instruction is not carried out.

5.12 To Deploy
5.12.1 "To Deploy" means the action of placing a member card to a circle or playing the member card.
5.12.2 Unless otherwise instructed, the player Deploying the member must choose a number of circle(s) equal to the territory (section 2.10) of the member that satisfies the requirement imposed by territory (section 2.10.2). A member that has its playing resolved is placed to the chosen circle(s).
5.12.2.1 If there is one or more members already in the chosen circle(s), they are Dropped before placing the Deployed member to the chosen circle(s).
5.12.3 Deploy has different processes depending on whether it is by rule or by card effect.
5.12.3.1 Deployment by rule requires satisfying the condition to play a card (section 9.6.2.1), and the cost to play that card (section 9.6.2.3) is paid.
5.12.3.2 Deployment by card effect does not need to satisfy the condition to play a card, nor is the cost to play that card paid.

5.13 To Trance
5.13.1 "To Trance" means the action of choose a Tranceunion from hand or from Deck and Deploying it.
5.13.1.1 When you Trance, choose any of the combination of members already placed in circles and/or My Logicalist shown below:
- 1 Logicalist and 1 Foreigner
- 1 Super Logicalist and 1 Foreigner
- 2 Super Logicalists
- 1 Foreigner and 1 My Logicalist in the My Logicalist Zone in the Standing state
- 1 Super Logicalist and 1 My Logicalist in the My Logicalist Zone in the Standing state subject to the restriction of section 2.2.2.8.1
- In the case of Trance via Trance Change (section 11.5), a member with the Trance Change ability and 1 Foreigner
5.13.1.1.1 If a My Logicalist is chosen this way, and a card refers to the information of a member used as part of the Trance, that My Logicalist is considered to be a member for the information referred.

5.13.1.2 You may search your Deck for the Tranceunion. You may perform a Deck Refresh (section 5.21) at this time if desired.
5.13.1.2.1 If the Deck is searched and a Tranceunion is chosen, you may Deploy that Tranceunion.
5.13.1.2.2 If the Deck is searched, regardless of whether a Tranceunion is chosen, the Deck is to be shuffled.
5.13.1.2.3 If the Deck is searched but a Tranceunion is not chosen, or you elect to not search the Deck, you may Deploy a Tranceunion from your hand (section 5.12).
5.13.1.3 If a Tranceunion is Deployed under this section, before it is placed to the circle(s), the cards (excluding My Logicalist) are first put in the Soul Zone and then the Tranceunion is placed to the circle(s). The cards put in the Soul Zone this way are now associated with the Tranceunion placed to the circle(s) this way.
5.13.1.3.1 If the cards chosen in 5.13.1.1 include My Logicalist, rest that card in the My Logicalist Zone.

5.13.1.4 If the action of Trance is announced but a Tranceunion is not Deployed this way, move the cards (excluding My Logicalist) chosen in 5.13.1.1 to the Drop Zone.
5.13.1.4.1 If the cards chosen in 5.13.1.1 include My Logicalist, rest that card in the My Logicalist Zone.

5.13.1.5 Except in the case of Trance Change ability (section 11.5), if an effect allows a specific card or cards with specific information to be Deployed when Trancing, then that card does not need to fulfill World / Color / Level requirements (section 9.6.2.1).

5.14 To Move
5.14.1 If instructions to "move" a card is given, then the specified card shall be placed in the zone specified.
5.14.2 When members are rearranged during Main Phase (section 7.5.3.5), if the circle(s) occupied by a member changes, that member is considered to have been "moved".
5.14.3 If a card cannot be moved due to an effect, only movement between circles are prohibited.

5.15 Level Boost
5.15.1 "Level Boost" means to draw a card at the cost of "resting a Standing card in the Level Zone".

5.16 Logic Definition
5.16.1 "Logic Definition" is the act of placing a card from hand face-up to the Battle Zone.
5.16.1.1 Unless otherwise instructed, the specified zone is the hand of the player performing the Logic Definition.
5.16.1.2 If there are multiple specified zones, when that Logic Definition is to be performed, the player performing that Logic Definition chooses a zone from which a card can be legally placed to the Battle Zone and puts the card from that zone.
5.16.2 Any auto abilities possessed by cards placed in the Battle Zone via Logic Definition shall be resolved. If the card possesses abilities that aren't auto abilities and/or Logic modifiers, then those abilities and modifiers are applied to that card's controller's member that is currently in battle as long as that card is face-up.
5.16.3 Logic Definition is not playing a card, and World / Color / Level requirements (section 9.6.2.1) do not need to be fulfilled.

5.17 To Intercept
5.17.1 When a member "Intercepts", it means the act of placing that member to the Intercept Zone by the non-turn player during the Intercept Step of the Battle Phase by a rule process (section 8.3.3.1). 

5.18 Luck Drive
5.18.1 "Luck Drive" means to draw a card at the cost of "putting the top 3 cards of Stock to the Drop Zone".

5.19 To Reveal
5.19.1 To reveal is a specific action to show a card to all players.
5.19.2 If a card is revealed as part of a cost, the card is to be shown from the time the cost of playing the card or ability requiring it is paid until the time where the card or ability played this way resolves.
5.19.3 If a card is revealed as part of an effect, the card is to be shown from until the part of the effect affecting the card ends or the one-shot effect including the reveal ends.
5.19.3.1 A card that no longer needs to be shown is returned to its original state.
5.19.4 A card revealed this way does not change its zone as well as its order and state in the zone.

5.20 To Reshuffle
5.20.1 To Reshuffle means to move all cards from the specified player's Drop Zone to the specified player's Deck, and shuffle (section 5.5) that Deck.

5.21 To Refresh
5.21.1 If instructions to Refresh a Deck is given, that player performs a Reshuffle (section 5.20), and then increases his or her Refresh Point by 1.

5.22 Paying Cost
5.22.1 Paying cost means the action of performing the specified action(s) indicated as cost of an action or a card or an ability while carrying out that action or playing a card or an ability.
5.22.2 When paying cost, first confirm all the actions required by the cost, and then carry all of them out. If multiple actions seperated by delimiters are required, they are carried out in any order. (Note: The delimiter is normally "," (comma), but may change depending on situation.)
5.22.2.1 If an action uses the , (comma) or 、(Japanese comma) delimiter, it is to be carried out in order.

5.22.3 If cost is required to carry out an action, so long as the cost cannot be fully paid, the cost is not paid at all and the action is not carried out. Paying only part of a cost cannot be done.
5.22.4 If the cost includes "all cards" in a specific zone, even if there are no cards in that zone, that part of the cost will be considered to have been carried out. Similarly, if the cost includes all cards satisfying a specific requirement, even if there are no cards satisfying that requirement, that part of the cost will be considered to have been carried out.
5.22.5 If a number written in a circle (rendered as a number within a pair of parenthesis) is indicated as part of the cost, it means to put that many cards from your Stock Zone to your Drop Zone (section 9.4.3).
5.22.5.1 If the cost or text of a card’s ability has a number written in a circle (rendered as a number within a pair of parenthesis), it means “the controller of this card or ability is to put that many cards from his or her Stock Zone to his or her Drop Zone.” Similarly, if there are instructions to pay a cost indicated by a number written in a circle (again, rendered as a number within a pair of parenthesis), it means “the specified player shall put that many cards from his or her Stock Zone to his or her Drop Zone.”
5.22.5.2 The cards put in the Drop Zone this way may be either face-up or face-down (i.e. facing of the cards do not matter).
5.22.5.3 The action of doing so is called “pay(ing) the Stock cost”.

5.22.6 If instructed to "play [a card / an ability] without paying its cost", you are to play that card or ability without carrying out the act of "paying the cost" (section 9.6.2.3) normally required to play that card or ability.
5.22.6.1. If the card or ability to be played without paying its cost has a value of X that can be freely chosen by the player, that player is required to choose 0 as its value.

5.23 To Look (at)
5.23.1 If instructed "to look (at)" card(s) in a closed zone or face-down card(s), the instructed player will confirm the information of card(s) specified.
5.23.2 Until the portion of the effect related to the card(s) ends or the end of the processing of the one-shot effect including that "look (at)" instruction, the player can confirm the information of the card(s).
5.23.2.1 A card whose "look (at)" instruction has expired is returned to its original state.
5.23.3 "To look (at)" card(s) does not change the zone of the cards, nor does it change the order or state of the card(s).

5.24 Set
5.24.1 If instructed to "Set" Card A to Card B, then Card A is placed either in the circle that Card B is in (if Card B is in a circle) or in the corresponding circle that Card B is in (if Card B is in the Gaze Zone). This associates Card A and Card B, and Card A is considered to be "Set to" Card B, and Card A is considered to be in the "Set State".
5.24.1.1 Once the process of setting Card A begins, if Card B has left the Field by the time Card A is supposed to placed in the circle, Card A is placed in its owner's Drop Zone instead of being placed in the circle.
5.24.2 If Card A is Set to Card B, and Card B is moved to another circle or Gate Zone, Card A will move at the same time to the new circle (or corresponding circle, if Card B is in the Gate Zone) that Card B is in.
5.24.3 If Card A is Set to Card B, but Card B is moved to a zone that is neither a circle nor the Gate Zone, at the next rule process (section 10.7), Card A is placed in its owner's Drop Zone.
5.24.4 If instructed to Set a card face-down, the controller of the card Set this way may always confirm the information on that card.
5.24.5 If multiple cards are Set, the controller must keep track of the order the cards are Set and by what effects to what card.
5.24.6 If a face-up card in the Set State is normally a member (i.e. a Logicalist, Foreigner, Tranceunion, or Super Logicalst), it is considered to not have that card type while it is in the Set State. It is on a circle but not a member.


5.25 Purge
5.25.1 If instructed to "Purge" a card, the specified card is moved to the Purge Zone.

5.26 (to) Put in Soul
5.26.1 To "put (card A) in (card B's) Soul" means to move card A to the Soul Zone and associated card A to card B. 


5.27 (to) Stock Boost
5.27.1 To "Stock Boost (X)" means to move the top X cards of your Deck face-down to your Stock.

5.28 (to) Stock Open
5.28.1 To "Stock Open (X)" means to turn the bottom X face-down cards in your Stock face-up. (Note that the cards do not have to be consecutive.)

5.29 (to) Stock Close
5.29.1 To "Stock Close (X)" means to turn the top X face-up cards in your Stock face-down. (Note that the cards do not have to be consecutive.)

5.30 (to) Gain/Give
5.30.1 If a card "gains" an ability or is "given" an ability, it means that the card has that ability.

5.31 (to) Lose (an ability)
5.31.1 If a card "loses" an ability, it means that the card is in the state where it does not have that ability.
5.31.1.1 If that card has multiple instances of that specified ability, it loses all instances of it.

5.32 (to) Destroy (a Gate)
5.32.1 If instructed to "Destroy" a specific Gate, that Gate is turned face-up.
5.32.1.1 If instructed to "Destroy" a face-up Gate, nothing happens as that Gate is already destroyed, and the Gate isn't treated as being Destroyed again (section 1.3.2.1)
5.32.2 If any of the following is associated with a member, that member is considered to have Destroyed that Gate.
5.32.2.1 If a Gate is Destroyed because a member is attacking a Circle where no member is present, that member is considered to have Destroyed that Gate.
5.32.2.2 If an ability of a member has instruction to Destroy a Gate, that member is considered to have Destroyed that Gate.

5.33 (Perform) Synthesis
5.33.1 If instructed to perform “Synthesis (number written in a circle, rendered as number within a pair of parenthesis)”, the following process is carried out.
5.33.1.1 The player carrying out that process chooses up to 1 face-down card in his or her Tool Zone whose Level (section 2.8) is equal to or lower than the number indicated and turn it face-up. Afterward, if that card has Tool Skill, that effect is immediately carried out.
5.33.2 Once an effect with “Synthesis” completely resolves, all cards in Tool Zone turned face-up because of Synthesis carried out within that effect are turned face-down.

5.34 (to) Blink Step
5.34.1 If instructed to “Blink Step” a member, the following process is carried out.
5.34.1.1 The indicated member and all of that member’s Soul (if any) are Purged. Afterward, deploy that member to the circle(s) it was occupying at the time Blink Step was performed.
5.34.1.1.1. If any Soul(s) were Purged by this process, that member is deployed while having those Souls.
5.34.1.1.2. Deploying a member this way is considered to be “Deployment by card effect” (section 5.12.3.2)
5.34.1.1.3. If for some reason that member cannot be deployed, that member (and if Soul[s] were Purged, those Soul) shall remain in Purge Zone.

6. Game Preparation

6.1 Deck Preparation
6.1.1 Each player needs to prepare a Main Deck and a Gate Deck and may prepare a My Logicalist as well as a Tool Deck.
6.1.1.1 Main Deck Preparation
6.1.1.1.1 Main Deck is to have exactly 50 cards.
6.1.1.1.2 Only up to 4 copies of a card with the same name may be used in a Main Deck.
6.1.1.1.2.1 So long as the card names are the same, even if other information differs, they will still collectively be subject to the maximum of 4 cards with the same name in the Main Deck.
6.1.1.1.3 There is to be exactly 8 paradox cards.
6.1.1.1.4 Gate cards and My Logicalist cards may not be present in the Main Deck.
6.1.1.2 Gate Deck Preparation
6.1.1.2.1 Gate Deck is to have exactly 10 cards.
6.1.1.2.2 For each Gate Number, you may only have up to 2 cards with that Gate Number in the Gate Deck.
6.1.1.2.3 Non-Gate cards may not be present in the Gate Deck.
6.1.1.3 My Logicalist Preparation
6.1.1.3.1 The player may prepare up to 1 My Logicalist for use.
6.1.1.4 Tool Deck Preparation
6.1.1.4.1 Tool Deck may have up to 4 cards.
6.1.1.4.2 Only cards with Tool Skill (section 11.10) may be put into the Tool Deck.
6.1.1.4.3 Cards with the same name may be put into the Tool Deck. Cards in the Tool Deck may have the same name as cards in the Main Deck, and there can be more than 4 copies of a card with the same name between Main Deck and Tool Deck (for instance, 4 copies in Main Deck and another in Tool Deck is allowed).


6.2 Steps Prior to Game Start
6.2.1 Before game start, each player follows the following steps.
6.2.1.1 Present the Main Deck and the Gate Deck to be used in this game. At this point, the Main Deck and the Gate Deck must comply with rules set forth in section 6.1.
6.2.1.2 If a My Logicalist is to be used in this game, it is placed face-down in the My Logicalist Zone.
6.2.1.3 If a Tool Deck is to be used in this game, it is placed face-down in the Tool Zone.

6.2.1.4 Each player shuffles their own Main Deck and Gate Deck sufficiently. After that, they are allowed to shuffle the opponent's Main Deck and Gate Deck.
6.2.1.5 For each of his or her Gate Zone, that player puts the top card of his or her Gate Deck face-down in that Gate Zone.
6.2.1.5.1 Leftover cards in the Gate Deck are placed face-down in the Remove Zone. Players cannot check the contents of these cards.
6.2.1.6 Main Decks are placed in the Deck Zone.
6.2.1.7 Randomly decide which player goes first.
6.2.1.7.1 Nothing other than random effects may be used to choose the player that goes first. The chosen player may not choose to go second - random choice determines starting player, not which player decides who starts.
6.2.1.8 Each player draws 5 cards from his or her Deck as the initial hand. Starting with the player going first, each player may put any number of cards from his or her hand to the bottom of the Deck, and then draw the same number of cards from their Deck. This effect is only usable once per player.
6.2.1.9 If a card is in your My Logicalist Zone, it is turned face-up.

6.2.1.10 Each player sets his or her Refresh Point to zero. This value is used during Reshuffle Processing and Refresh Point Resolution.
6.2.1.11 The player going first becomes the turn player, and game commences.

7. Gameplay

7.1 Outline
7.1.1 This game advances by repeating a series of steps called a "turn". During game play, there is always a turn player, and the player who isn't the turn player is called the "non-turn player".
7.1.2 Turn player is to carry out each phase in the order shown between sections 7.2 and 7.7.

7.2 Stand Phase
7.2.1 This is the phase when the turn player is to stand all cards they are the controller of. This phase is carried out in the following order:
7.2.2 Trigger conditions that say "start of turn" and "start of Stand Phase" trigger. In addition, if this is the first turn of the player going first, trigger conditions that say "start of game" trigger.
7.2.3 A check timing occurs.
7.2.4 The turn player stands all cards he or she controls on the Field and in Level Zone.
7.2.4.1 Cards in the My Logicalist Zone do not Stand during Stand Phase.

7.2.5 A check timing occurs. At the conclusion of this check timing, the turn player proceeds to Draw Phase.

7.3 Draw Phase
7.3.1 This is the phase where the turn player draws cards from his or her Deck. This phase is carried out in the following order:
7.3.2 Trigger conditions that say "start of Draw Phase" trigger. After that, a check timing occurs.
7.3.3 The turn player draws 2 card.
7.3.4 A check timing occurs.
7.3.5 The turn player puts the top card of his or her Deck face-down in his or her Stock.
7.3.6 A check timing occurs. At the conclusion of this check timing, the turn player proceeds to the Level Phase.

7.4 Level Phase
7.4.1 This is the phase when the turn player may add a card to his or her Level Zone. This phase is carried out in the following order:
7.4.2 Trigger conditions that say "start of Level Phase" trigger. After that, a check timing occurs.
7.4.3 The turn player may choose 1 of the following 2 actions to perform:
7.4.3.1 The turn player chooses a card in his or her hand and places it face-up in the Level Zone. However, if this is the first turn for the player going first, the card is placed face-down instead.
7.4.3.1.1 If there are already a number of cards in the Level Zone equal to the Level Limit, the player instead chooses a card already in the Level Zone and Swap it with the card placed from hand.
7.4.3.2 The turn player may choose to perform no action.
7.4.4 A check timing occurs. At the conclusion of this check timing, the turn player proceeds to Main Phase.

7.5 Main Phase
7.5.1 This is the phase where the turn player may perform various actions. This phase is carried out in the following order:
7.5.2 Trigger conditions that say "start of Main Phase" trigger. After that, a check timing occurs.
7.5.3 The turn player is given the play timing. During this play timing, the turn player may choose to do any of the actions detailed below as often as desired unless a limit is indicated:
7.5.3.1 The turn player may choose to Deploy a member from hand.
7.5.3.2 The turn player may choose to perform a Trance that isn't a Trance Change (section 11.5). This can only be done up to the player's Trance Limit per turn.
7.5.3.2.1 Unless otherwise indicated, the player's Trance Limit is 1.
7.5.3.3 The turn player may choose to perform a Trance that is a Trance Change (section 11.5). This can only be done up to the player's Trance Change Limit per turn.
7.5.3.3.1 Unless otherwise indicated, the player’s Trance Change Limit is 1.

7.5.3.4 The turn player may choose to perform Luck Drive.
7.5.3.5 The turn player may choose 1 of his or her members with Soul, choose 1 of its Logic Drives, and use the Logic Drive by paying its cost. Logic Drive can only be done once per turn. If the turn player uses a Logic Drive of any card, he or she cannot use any Logic Drive during the same turn, including those of different cards.
7.5.3.6 The turn player may rearrange the members on his or her Field. However, territory requirements must be adhered to.
7.5.3.7 The turn player may choose a startup ability that he or she is the controller of and pay its cost in order to use a startup ability.
7.5.3.8 The turn player may choose to perform no action.
7.5.4 If the turn player chooses to perform no action during his or her play timing, the turn player proceeds to Battle Phase.

7.6 Battle Phase
7.6.1 The turn player may attack. This is detailed in "Attack and Battle" (section 8).

7.7 End Phase
7.7.1 This is the phase where end-of-turn processes are carried out. This phase is carried out in the following order:
7.7.2 Those Trigger conditions that say "at the start of End Phase" that haven't already been triggered this turn trigger.
7.7.3 A check timing occurs.
7.7.4 Paradox card(s) in the Paradox Zone are placed in the Drop Zone.
7.7.5 A check timing occurs.

7.7.6 At this point in time, if the turn player has more than the Hand Limit number of cards in hand, they choose a number of cards in their hand equal to the Hand Limit, and discard all other cards in hand.

7.7.7 All effects that expire "at the end of turn" as well as all effects with the duration "for the turn" expire.
7.7.8 At this point in time, if there is any rule process that must be resolved and/or there are primed auto abilities and/or there are auto abilities with trigger condition that say "at the start of End Phase" that hasn't already been primed this turn, return to 7.7.2. Otherwise, the current turn player stops being the turn player, his or her opponent becomes the turn player and begins his or her turn.

8. Attack and Battle

8.1 Basics
8.1.1 During the Battle Phase, the turn player may use one of his or her standing members and attack an opponent's circle. Battle Phase is carried out by performing a series of steps in sequence, starting with the Attack Declaration Step.
8.1.2 The sequence of steps starting with the Attack Declaration Step and ending with the End of Battle Step is called a battle.
8.1.3 The number of attacks made is counted when the battle begins, and even if the process is interrupted and the game advances to the End of Battle Step, it still counts as a battle.

8.2 Attack Declaration Step
8.2.1 This is the step where the turn player chooses whether to attack. This step is carried out in the following order:
8.2.2 Trigger conditions that say "at the start of Attack Declaration Step" trigger; in addition, if this is the first Attack Declaration Step of this turn, then trigger conditions with "at the start of Attack Phase" also trigger, and then a check timing occurs.
8.2.3 Determine the current Attack Limit. This value is determined by the number of face-up cards in the turn player's Level Zone modified by effects that change the Attack Limit of the turn player.
8.2.4 The turn player may choose 1 of the following 2 actions to perform. If the number of attacks made this turn is equal to higher than the current Attack Limit or if he or she has no Standing members or there is no circle that be attacked or if an effect causes attacks to not happen, he or she automatically chooses to perform no action (8.2.4.2).
8.2.4.1 The turn player may choose to attack. If so, a check timing occurs. At the conclusion of this check timing, a battle begins.
8.2.4.2 The turn player may choose to perform no action. If so, proceed to End Phase (section 7.7).
8.2.5 The turn player chooses 1 of his or her Standing members as the attacking member for the battle and Rests it.
8.2.6 The turn player chooses 1 of the opponent's circles for this attack and attacks that circle.
8.2.6.1 Circles in the back row cannot be chosen if the gate in the Gate Zone in front of it hasn't been destroyed.
8.2.6.2 Once chosen, and until the end of the End of Battle Step, the chosen circle is called "the circle being attacked".
8.2.7 From this point on and until the end of the battle, even if the member becomes unable to attack, the battle is not interrupted and will take place.
8.2.8 A check timing occurs.
8.2.9 Beginning with the choices made in 8.2.5 and 8.2.6 and until the end of the End of Battle Step, the member chosen in 8.2.5 is called "attacking member".
8.2.9.1 An attacking member is a "member in battle".
8.2.9.2 If the attacking member has Soul, for the battle in which it's attacking, it gains +1000 power for each card in its Soul.
8.2.9.3 The attacking member remains an attacking member even if it moves from its current zone so long as it's still in battle.
8.2.9.4 If the attacking member leaves the Field, there ceases to be any attacking member.
8.2.10 If the attacked circle does not have a member in it, these steps are carried out:
8.2.10.1 Auto abilities with trigger conditions that say "when (X) attacks" as well as "when (X) is attacked" become primed. 
8.2.10.2 A check timing occurs. 
8.2.10.3 If the attacking member exists at this point in time, destroy the gate in the attacked circle (section 5.32). The destroyed gate is turned face-up, and the trigger conditions of abilities of the destroyed gate trigger. If the gate is already destroyed, then nothing happens. 
8.2.10.3.1 All trigger conditions with "when (X) destroys a gate" and "when a gate is destroyed" become primed.

8.2.10.4 A check timing occurs.
8.2.10.5 Proceed to End of Battle Step (section 8.6).
8.2.11 If the attacked circle does have a member in it, these steps are carried out:
8.2.11.1 Between when it is chosen and until the end of the End of Battle Step, the member in the circle chosen in 8.2.6 is called "defending member".
8.2.11.1.1 A defending member is a “member in battle”.
8.2.11.2 The defending member remains a defending member if it's in the circle being attacked. If the defending member is moved while in battle so that it is no longer in the circle being attacked, it ceases to being a defending member. 
8.2.11.2.1 If the defending member leaves the Field, there ceases to be any defending member. 
8.2.11.3 The attacking member considers the defending member to be "battle opponent member". Similarly, the defending member considers the attacking member to be "battle opponent member". 
8.2.11.4 Auto abilities with trigger conditions that say "when (X) attacks", "when (X) is attacked", and "when (X) defends" become primed. 
8.2.11.5 A check timing occurs. At the conclusion of this check timing, proceed to the Intercept Step. 


8.3 Intercept Step
8.3.1 This is the step in which non-turn player may Intercept in order to respond to the turn player's attack. This step is carried out in the following order:
8.3.2 Valid auto abilities with trigger conditions that say "at the start of Intercept Step" trigger. A check timing occurs.
8.3.3 The non-turn player may choose 1 of the following 2 actions to perform. If there is no attacking member or defending member or if Intercept cannot be done, he or she automatically chooses to perform no action (8.3.3.2).
8.3.3.1 The non-turn player may choose to place as many members with the Intercept Icon that isn't being attacked to the Intercept Zone.
8.3.3.2 The turn player may choose to perform no action. If so, proceed to 8.3.6.
8.3.4 So long as the members are in the Intercept Zone, the defending member is modified by the total value of the Logic of the members in the Intercept Zone.
8.3.5 Valid auto abilities with trigger conditions that say "when this Intercepts" become primed.
8.3.6 A check timing occurs. At the conclusion of this check timing, proceed to the Logic Definition Step.

8.4 Logic Definition Step
8.4.1 This is the step where Logic Definition takes place. This step is carried out in the following order:
8.4.2 Valid auto abilities with trigger conditions that say "at the start of Logic Definition Step" become primed.
8.4.3 If the limit of the defending member is greater than the number of cards placed in the Battle Zone of the controller of the defending member, the non-turn player may choose 1 of the following 3 actions to perform. If there is no attacking member or defending member or if the number of cards in the Battle Zone of the controller of the defending member is greater than the limit of the defending member, he or she automatically chooses to perform no action (8.4.3.3).
8.4.3.1 The non-turn player may perform Logic Definition. The non-turn player may not choose this option if there is no card in the non-turn player's hand.
8.4.3.2 The non-turn player may perform Level Boost, and then perform Logic Definition. The non-turn player may not choose this option if there is no Standing card in the non-turn player's Level Zone.
8.4.3.3 The non-turn player may choose to perform no action. If during this Logic Definition Step, the turn player chose to perform no action (8.4.5.3) immediately prior to this, proceed to the Victory Determination Step.
8.4.4. A check timing occurs.
8.4.5 If the limit of the attacking member is greater than the number of cards placed in the Battle Zone of the controller of the attacking member, the turn player may choose 1 of the following 3 actions to perform. If the number of cards in the Battle Zone of the controller of the attacking member is greater than the limit of the attacking member, he or she automatically chooses to perform no action (8.4.5.3).
8.4.5.1 The turn player may perform Logic Definition. The turn player may not choose this option if there is no card in the turn player's hand.
8.4.5.2 The turn player may perform Level Boost, and then perform Logic Definition. The turn player may not choose this option if there is no Standing card in the turn player's Level Zone.
8.4.5.3 The turn player may choose to perform no action. If during this Logic Definition Step, the non-turn player chose to perform no action (8.4.3.3) immediately prior to this, proceed to the Victory Determination Step.
8.4.6 A check timing occurs.
8.4.7 Return to 8.4.3.

8.5 Victory Determination Step
8.5.1 This is the step where the winner of the battle is determined. This step is carried out in the following order:
8.5.2 Valid auto abilities with trigger conditions that say "at the start of the Victory Determination Step" become primed. After that, a check timing occurs.
8.5.3 The determination is made on the battle.
8.5.3.1 If there is an attacking member but no defending member, the attacking member wins.
8.5.3.2 If there is a defending member but no attacking member, the defending member wins.
8.5.3.3 If neither member exists, then there is no win or loss on this battle.
8.5.3.4 If both member exist, then the battle is determined this way:
8.5.3.4.1 If there is no face-up paradox card in either the Paradox Zone or the Battle Zone, the power of the members participating in the battle are compared, and the bigger number wins. If the values are equal, then the attacking member wins.
8.5.3.4.2 If there is a face-up paradox card in either the Paradox Zone or the Battle Zone, decide the battle according to the condition of the specified Paradox Rule.
8.5.3.4.3 Members in battle loses if they do not win.
8.5.4 Valid auto abilities with trigger conditions that say "when this member wins" and "when this member loses" become primed.
8.5.5 A check timing occurs.
8.5.6 If the defending member lost, Stock the defending member.
8.5.7 If the defending member won, nothing happens.
8.5.8 A check timing occurs. At the conclusion of this check timing, proceed to the End of Battle Step.

8.6 End of Battle Step
8.6.1 This is the step where processes that take place at the end of the battle occurs. This step is carried out in the following order:
8.6.2 Auto abilities with trigger conditions that say "at the start of End of Battle Step" that haven't already been triggered during this battle trigger.
8.6.3 A check timing occurs.
8.6.4 If there is any face-down card in the Paradox Zone, it is placed to the Drop Zone. A face-up paradox card remains in the Paradox Zone.
8.6.5 Put all face-up paradox card(s) in the Paradox Zone(s), and place all other cards from the Battle Zones and Intercept Zones to the Drop Zones.
8.6.6 All effects with the duration "for the battle" expire.
8.6.7 At this point in time, if there is any rule process that must be resolved and/or there are primed auto abilities and/or there are auto abilities with trigger condition that say "at the start of End of Battle Step" that hasn't already been primed this turn, return to 8.6.2. Otherwise, the attacking member and the defending member cease to be the attacking member and the defending member, respectively, this battle is over, and proceed to the Attack Declaration Step (8.2).

9. Playing and Resolution of Cards and Abilities

9.1 Types of abilities
9.1.1 Abilities are commands occurring due to a card text or an effect.
9.1.2 There are 3 types of abilities: continuous, auto, and startup.
9.1.2.1 Continuous abilities are abilities that while valid will continually to create some effects.
9.1.2.1.1 Continuous abilities are marked as "CONTINUOUS ICON" (effect).
9.1.2.2 Auto abilities are abilities that are automatically played when the conditions indicated in the ability are met during the course of the game.
9.1.2.2.1 Auto abilities are marked in a few different ways: "AUTO ICON (condition), (effect that happens) or "AUTO ICON (at the start of a Phase or Step), (effect that happens)". The text in the (condition) or (Phase or Step) is called the trigger condition, and if a trigger condition of an auto ability is fulfilled, we say "that ability was triggered" or "that ability was activated".
9.1.2.2.2 There are some Auto Abilities that says "AUTO ICON [cost] (text)" instead of "AUTO ICON (text)". This means that when this ability is resolving, you may choose to pay for the ability according to the text instructions.
9.1.2.3 Startup abilities are abilities that a player with play timing can proactively activate by paying the cost to activate.
9.1.2.3.1 Startup abilities are marked as "STARTUP ICON [(cost)] (effect)". Text inside the square brackets is the cost to use the startup ability, and the text after that is the effect of the ability that takes place when it resolves.
9.1.3 The icons showing the types of the abilities (the [Startup] [Auto] [Cont]) are collectively called "ability type icon(s)" within these rules.

9.2 Types of Effects
9.2.1 Effects refer to the commands itself shown on abilities.
9.2.2 There are 3 types of effects: instantaneous effects, continuous effects, and replacement effects.
9.2.2.1 Instantaneous effects are effects that end immediately after they resolve. Examples: "draw a card", "drop this member".
9.2.2.2 Continuous effects are effects that have a limited duration (including effects with no written duration, that is, "during this game").
9.2.2.3 Replacement effects are effects that when something happens during gameplay, something else is executed instead of the original.
9.2.2.3.1 An effect created by an ability marked as "Perform (A). If (condition), then perform (B) instead" or "Perform (B) instead of A" is a replacement effect.
9.2.2.3.2 An effect created by an ability marked as "Perform (A). If (condition), then you may instead [choose]. If so, perform (B)" is an optional replacement effect.

9.3 Valid and invalid abilities
9.3.1 Specific abilities may become valid or invalid due to rules or effects.
9.3.2 An ability of a card is always valid in the following cases unless otherwise indicated:
9.3.2.1 If the card is a member, the ability is valid only If that card is in a circle.
9.3.2.2 If the card is a gate, the ability is valid only if that card is face-up in a Gate Zone.
9.3.2.3 If the card is a tactics, the ability is valid only If that card is face-up in the Battle Zone.
9.3.2.4 If the card is a paradox, the ability is valid only if that card is face-up in either the Battle Zone or the Paradox Zone.
9.3.2.5 If the card is a My Logicalist, the ability is only valid if that card is in the My Logicalist Zone.

9.3.2.6 If an ability of a card is specified to apply in specific zone(s), then that ability is only valid while that card is in the specified zone(s). If information of cards in the specified zone can be viewed, then that card must also be face-up for that ability to be valid.
9.3.2.6.1 If the ability is written "(Ability Type Icon) [This ability is active in (name of Zone] (Ability text)", then that ability is only active in the named Zone.
9.3.3 An ability that isn't valid is invalid.
9.3.3.1 Invalid continuous ability does not apply its effect.
9.3.3.2 Invalid auto ability does not increase the number of times it is triggered even if it trigger conditions are met.
9.3.3.3 Invalid startup ability cannot be played.
9.3.4 If a valid auto ability or startup ability is played, then even if that ability becomes invalid before the ability is resolved, that play and resolution will be carried out.

9.4 Cost and Payment of Costs
9.4.1 At the head of startup abilities and auto abilities, there may be instructions written in square brackets ([ ]). This is called the cost of that ability.
9.4.2 Unless otherwise instructed, a player may only carry out the action to pay costs for cards that he or she is the controller of.
9.4.3 If a number surrounded by a circle (or in Heart of the Cards translations, a number surrounded by parenthesis) is written as part of the cost or text, it means "the controller of this card or ability puts the indicated number of cards from his or her Stock to the Drop Zone". Likewise, if a text indicates paying a cost with a number in a circle (or in Heart of the Cards translations, a number surrounded by parenthesis), it means "the indicated player puts the specified number of cards from his or her Stock to the Drop Zone".
9.4.3.1 Cards put in the Drop Zone this way can be either face-up or face-down.
9.4.4 Also refers to the specific action "Paying Cost" (section 5.22) for more information on the act of paying cost.


9.5 Check Timing and Play Timing
9.5.1 A check timing is a point in time where rule processing and playing of auto abilities takes place.
9.5.1.1 During any check timing, all rule processes will take place, and playing of auto abilities that have been triggered will only take place after all rule processes that need to be resolved have been resolved.
9.5.2 A play timing is a point in time where a specific player may elect to perform actions. When either player is given the play timing, a check timing will always occur prior to the selection of actions to be performed. Once all rule processes and auto abilities have been resolved for that check timing, the player is then given the play timing proper.
9.5.3 When a check timing occurs, the game will proceed as follows:
9.5.3.1 All current rule processing requiring resolution are resolved at the same time. If this results in more rule processing requiring resolution, repeat this step as long as there is at least 1 rule processes requiring resolution.
9.5.3.2 If the turn player is the controller of any primed auto abilities, then the turn player chooses one of those abilities, plays and resolves it, then returns to 9.5.3.1.
9.5.3.3 If the non-turn player is the controller of any primed auto abilities, then the non-turn player chooses one of those abilities, plays and resolves it, then returns to 9.5.3.1.
9.5.3.4 Check timing concludes.
9.5.4 When either player is given play timing, the game will proceed as follows:
9.5.4.1 A check timing occurs. Resolve the check timing.
9.5.4.2 That player is given the play timing proper. That player may choose to perform any possible action, or no action. If an action is performed, unless otherwise specified, that same player is once again given play timing.
9.5.4.3 If the player given the play timing chooses to not perform any action, the play timing concludes and the step or phase in progress continues to proceed.

9.6 Playing and resolving of cards and abilities
9.6.1 Startup abilities, auto abilities, as well as cards in hand are resolved when played, and the effect occurs. Continuous abilities are not played but their effects constantly apply.
9.6.2 When you play a card or ability, follow these steps:
9.6.2.1 Choose the ability or card to be played. If you are playing a card from hand or from the Deck, reveal that card; that card may only be played (and revealed) if it satisfies both (a) either the world or color requirement, and (b) the level requirement.
9.6.2.1.1 World requirement means that the world of the Tranceunion being played matches the world of a card in your Level Zone.
9.6.2.1.2 Color requirement means that the color of the Tranceunion being played matches the color of a card in your Level Zone.
9.6.2.1.3 Level requirement means that the level of the member being played is less or equal to the number of cards in your the Level Zone.
9.6.2.1.4 Tranceunions may only be played if the world and/or color requirement is met and the level requirement is met.
9.6.2.1.5 Logicalists and Foreigners may be played if the level requirement is met; world and color requirements do not need to be met for either.
9.6.2.2 If the card or ability requires a choice of some sort, that choice is now made.
9.6.2.2.1 If a specific value in an ability is indicated as "X", and that X is not fixed by the ability text, then the player chooses a number greater than or equal to 0 and applies it to all instances of X in that ability.
9.6.2.3 If there is a cost to play the card or startup ability, then the cost is decided, and all costs are paid simultaneously.
9.6.2.3.1 If effects that increase and/or decrease the cost exist, apply all cost-increasing effects before applying all cost-decreasing effects when determining the cost.
9.6.2.3.2 If for some reason the full cost cannot be paid, the playing of the card or the startup effect was illegal, and the game state shall revert back to the state prior to that playing.
9.6.2.4 Resolve the card or ability.
9.6.2.4.1 If it was a startup ability or an auto ability, the shown effect occurs.
9.6.2.4.2 Even if the card with that startup ability or auto ability is moved from its original zone by some reason, the ability will resolve.
9.6.3 If a card or ability says "choose ____", then during the resolution, choose the card(s) or player(s) (henceforth "target(s)") as required by the instruction.
9.6.3.1 If the number to be chosen is specified ("choose N"), then you are responsible to choose as many targets as possible up to that number. If you can choose something as a target, and still have not chosen the number of targets required, you must choose it.
9.6.3.1.1 If the number to be chosen is written as "choose up to N", then you may choose any number of targets between 0 and the specified number.
9.6.3.1.2 If the number to be chosen is specified, but some of the targets cannot be chosen, then choose targets as possible, and the effect is applied to the targets that were chosen.
9.6.3.1.3 If the number to be chosen is specified, but you chose 0 targets, then no target was chosen, and all the effects that would be applied to target(s) are completely ignored.
9.6.3.1.4 If a card that isn't currently revealed is to be chosen from a closed zone, and certain card information is required as the condition(s) to choose it, there is no guarantee that a card in a closed zone would have that information. The player making the choice is allowed to elect to not choose a card in that zone even though that card may satisfy the condition.
9.6.3.1.5 If instructed to choose multiple targets with multiple different requirements, such as choosing "X of (requirement A) and Y of (requirement B)", the targets are chosen in the order that the text is written. While the targets are being chosen, the same target may not be chosen multiple times.

9.7 Processing Auto Abilities
9.7.1 Auto abilities are abilities that are played at the check timing immediately after the specific trigger condition of the ability is met.
9.7.2 When the trigger condition of an auto ability is met, that ability is considered to be 'primed' (waiting to be executed).
9.7.2.1 If the triggering condition of an auto ability is met multiple times, then that ability is primed that many times.
9.7.3 When check timing occurs, the player who is asked to play the auto ability shall choose 1 of the primed auto abilities that he or she is the controller of and play that ability. When the effect of the played ability resolves, the number of times that ability has been primed is reduced by 1.
9.7.3.1 The playing of primed auto abilities is mandatory; you may not choose to not play a primed auto ability. However, if you have multiple primed auto abilities that you are the controller of, you may choose which of the abilities is to be played first.
9.7.3.2 If for some reason the chosen primed auto ability cannot be played, then cancel 1 instance of the primed state for that ability (and reduce the number of times that ability has been primed by 1).
9.7.3.3 If the resolution of an auto ability requires some cost to be paid, then all of the cost indicated within the square brackets [ ] shall be paid.
9.7.3.3.1 If the instruction "you may pay cost" exist, and it is possible for the full cost to be paid, then the cost could be paid. If it is paid, the text beginning with "If so" are carried out. If it is not paid, the text beginning with "If so" are not carried out.
9.7.4 There are auto abilities that have trigger conditions based on cards moving between zones. These are called zone movement triggers.
9.7.4.1 The auto abilities with zone movement triggers may ask for the information of the card that triggered that ability. If so, these are the steps to check for that information:
9.7.4.1.1 If the auto ability trigger is "when a card is moved from an open zone to a closed zone" or "when a card is moved from a closed zone to an open zone" and information of the card is required, the relevant information while that card was/in in the open zone is referred to.
9.7.4.1.2 If the auto ability trigger is "when a card is moved from the Field to another zone" or "zone change due to change of the controller of the card", the relevant information while that card was/is in the Field is referred to.
9.7.4.1.3 Any movement of cards between open zones other than the ones specified in 9.7.4.1.2 will refer to the relevant information of the card in the new zone.
9.7.4.2 If a card has an ability with a zone movement trigger and it is moved to a zone where that ability would become valid at the same time as a card that would normally satisfy that zone movement trigger, then that trigger condition would be considered met. (Example: if card A has the ability "when you deploy another member, draw a card" and card A is deployed at the same time as card B, card A's ability would trigger and a card would be drawn.)
9.7.5 An effect can create an auto ability that would trigger at a later time that is specified. This is called a delayed trigger.
9.7.5.1 Unless a duration is specified, a delayed trigger can only trigger once.
9.7.6 There are auto abilities that may trigger on certain conditions being met instead of certain things happening ("when you have no cards in your hand", for example). These are called conditional triggers.
9.7.6.1 Conditional triggers are primed once when that condition is met. When the auto ability resolves, if the condition is met again, the ability is primed again.
9.7.7 When you play a primed auto ability, you are required to play that auto ability even if the card with that auto ability has changed zone.

9.8 Processing Instantaneous Effects
9.8.1 If an instantaneous effect is asked to be carried out, the specified action is carried out a single time.

9.9 Processing Continuous Effects
9.9.1 If a card's information is being asked for while continuous effect(s) are applicable, then these are the order in which rule and/or continuous effects will apply to that information:
9.9.1.1 The info written on the card itself is always considered to be the base value.
9.9.1.2 Next, apply modifiers due to Soul (section 8.2.9.2) and Logics that aren't effects. 

9.9.1.3 Next, apply effects that would grant or cause to lose abilities as well as effects rendering an ability valid or invalid.
9.9.1.4 Next, apply all continuous effects other than those applied in 9.9.1.6 that do not change a value used for that information. 
9.9.1.5 Next, apply all continuous effects that change the value used for that information.
9.9.1.6 Next, apply the effect "Auras are also considered Hearts".
9.9.1.7 There may be abilities that may not be clear in the order of application based on 9.9.1.2-9.9.1.7. In this case, there may be a continuous effect B that depend on another continuous effect A if the effect of B will change depending on whether effect A is applied first. In this case, B is said to be dependent on A. Effects dependent on others will always apply after the effect they are dependent on 
9.9.1.7.1 If the source of the continuous effect is a continuous ability, then the 'timestamp' is based on when the card with that ability was placed to the zone. However, continuous effects from members in circles are timestamped based on when they were last moved to a circle from a non-circle zone.
9.9.1.7.2 All other abilities are timestamped based on when they were played.
9.9.2 After a continuous effect caused by non-continuous ability is played, the effect does not apply to cards that were moved, except if the card was moved from a circle to another circle.
9.9.3 Continuous effects that change the information on cards in certain zones causes cards in that zone to have their information changed as soon as they enter that zone.
9.9.3.1 An auto ability that refers to cards that may have specific information checks for that information after continuous effects have been applied.

9.10 Processing Replacement Effects
9.10.1 When a replacement effect occurs, then the event that the replacement effect applies to does not occur, and the event specified by the replacement effect occurs instead.
9.10.1.1 Because of this, the original event is considered to have never taken place.
9.10.2 If there are multiple replacement effects applying to the same event, then the affected player chooses the order to apply the replacement effects.
9.10.2.1 If the affected event is a card or ability, then the controller chooses the order to apply the effects.
9.10.2.2 If the affected event is an action during the game, then the player who performed the action or the controller of the card that the action applies to will choose the order to apply the effects.
9.10.2.3 For each event, each replacement effect can only apply a maximum of one time.
9.10.3 If the replacement effect is an optional effect ("A. If B, then you may instead choose to C. If so, D") and you cannot carry out that choice (in this case, if C cannot be done), then the replacement effect will not apply.

9.11 Final information
9.11.1 If an effect refers to a specific card's information or state, and when the effect is executed that card has been moved from that zone (excluding moving between circles), then that effect refers to the card's information and state when it was last in that zone right before moving from that zone.
9.11.2 If a card is turned face-down while a certain effect is being processed, and that effect refers to the information on that card, the information while the card was face-up is the information being referred to. Similarly, if an auto ability with the trigger condition of a card being turned face-down would reference the information on that card turned face-down for its effect, the information while the card was face-up is the information being referred to.


10. Rule Processing

10.1 Rule processing basics
10.1.1 Rule processing is the collective term describing processes that automatically take place when certain situation arises.
10.1.2 There are two types of rule processes: interrupt-type rule processes and check-type rule processes.
10.1.2.1 When the conditions to carry out an interrupt-type rule process is met, regardless of the timing, immediately pause the action currently being carried out and immediately carry out the that rule process. Once that rule process is carried out, resume carrying out the rest of the action that was being carried out.
10.1.2.1.1 If there are multiple interrupt-type rule processes that occur at the same, then the controller of the card or the zone that caused the rule processes shall chooses the order in which the processes will be carried out.
10.1.2.2 The conditions to carry out a check-type rule process is only checked at check timings and executed only if conditions are met. Even if the condition is met in the middle of other actions, as long as the condition is not met during the check timing, the rule process is not carried out.
10.1.2.2.1 If there are multiple check-type rule processes that occur at the same time, they are all carried out at the same time.

10.2 Reshuffle Process
10.2.1 Reshuffle processing is carried out whenever a player has 0 cards in his or her Deck. This is an interrupt-type rule process.
10.2.2 A player who has 0 cards in his or her Deck immediately Refreshes (section 5.21) his or her Deck.
10.2.2.1 At the moment when there are 0 cards in the Deck, if that player has 0 cards in his or her Drop Zone, that player loses the game instead.
10.2.3 Between the start and end of paying a cost (9.6.2.3), Library Refresh is not performed.

10.3 Loss Determination Process
10.3.1 At the start of a rule processing, if a player fulfills either of the loss condition below, then all players currently fulfilling a loss condition lose. This is a check-type rule process.
10.3.1.1 If a player has 0 face-down cards in his or her Gate Zone, that player have fulfilled a loss condition.
10.3.1.2 If a player has 2 or more face-down Main Deck cards in their Refresh Zone, that player has fulfilled a loss condition.

10.4 Overloaded Characters Process
10.4.1 If a circle is occupied by multiple members, then all members in that circle excluding the member most recently placed in that circle are put in their respective owner's Drop Zones. This is a check-type rule process.
10.4.2 If for some reason there are multiple most recently placed members in a circle, choose 1 of the members in that circle, and put the other members in their respective owner's Drop Zones.

10.5 Overloaded Gates Process
10.5.1 If a Gate Zone is occupied by multiple gates, then all gates in that circle excluding the gate most recently placed in that circle are put in their respective owner's Remove Zones, face-down. This is a check-type rule process.
10.5.2 If for some reason there are multiple most recently placed gates in a Gate Zone, choose 1 of the gates in that Gate Zone, and put the other gates in their respective owner's Remove Zones, face-down.

10.6 Overloaded Paradoxes Process
10.6.1 If there are multiple face-up paradox cards with different controllers between the Battle Zone and the Paradox Zone, the player with fewer paradox cards turns all paradox cards he or she is the controller of face-down, and the player with more paradox cards chooses the same number of paradox cards he or she is the controller of and turn them face-down. This is a check-type rule process.
10.6.1.1 If both players have the same number of face-up paradox cards, turn all paradox cards face-down.

10.6.2 If there are multiple face-up paradox cards with the same controller between the Battle Zone and the Paradox Zone, if there are no face-up paradox cards in either that player's opponent's Battle Zone or Paradox Zone, that player chooses 1 paradox card among them and turn the rest face-down. This is a check-type rule process.

10.7 Illegal Cards Process
10.7.1 If a non-member card is in a circle and it isn't Set to a card, or a non-gate card is in the Gate Zone, put that card in the Drop Zone.
10.7.1.1 If a non-member card is in a circle and it isn't Set to a card, it is an illegal card.
10.7.1.2 If a non-gate card is in the Gate Zone, it is an illegal card.
10.7.1.3 If the associated card of a card in the Set State no longer exists, it is an illegal card. 


10.8 Over Level Process
10.8.1 If there are more cards in a player's Level Zone than the Level Limit (4.7.2) of that player, that player chooses the number of cards equal to the Level Limit from those cards, and put the others in the Drop Zone. This is a check-type rule process.

10.9 Refresh Point Resolution
10.9.1 If a player has 1 or more Refresh Points, that player moves the top card of his or her Deck to the Refresh Zone and reduces their Refresh Point count by 1. This is a check-type rule process.

11. Keyword Abilities

11.1 Outline
11.1.1 Keyword abilities are abilities with specified words used to write certain processes in an easy, simply way.

11.2 Covenant
11.2.1 Covenant is written 'AUTO Covenant – "(Information)" (Effect)', and it is an auto ability with the meaning "AUTO: When this card is placed in Soul Zone (section 5.13.1.3) via Trancing, if this card Trances with a card with the shown (Information), then ...".
11.2.1.1 (Information) can be specified in a way such as "(Information 1) or (Information 2)". In this case, so long as any one of those Information is met, the conditions for this auto ability is considered met.

11.3 Vanguard
11.3.1 Vanguard is written 'AUTO Vanguard (Effect)', and it is an auto ability with the meaning "AUTO: If your opponent has 6 or more gates not yet destroyed and the trigger condition of that ability is fulfilled ..."

11.4 Logic Drive
11.4.1 Logic Drive is a type of startup ability, and it is written as '[LD] [(cost)] (effect)' on cards. The cost is surrounded by [ ] (square brackets), and the text after it is the effect that takes place when the ability is resolved.
11.4.2 If a Logic Drive is played not as the result of an effect, the controller of the card with that Logic Drive must be the turn player, that member with Logic Drive must have Soul, and the turn player must have played no card's Logic Drive unless it is the result of an effect.
11.4.2.1 If a Logic Drive is played as the result of an effect, the above requirement does not need to be met.

11.5 Trance Change
11.5.1 Trance Change is written as "[TC] - (Information)", and it is a continuous ability with the meaning "CONT: This member may Trance with a Foreigner. The Tranceunion that can be deployed by this Trance is limited to ones that have (Information)".
11.5.1.1 (Information) can be specified in a way such as “(Information 1) or (Information 2)”. In this case, so long as any one of those Information is met, it can be deployed via this Trance Change.
11.5.2 The number of times Trance via Trance Change may be done is counted separately from normal Trance (sections 7.5.3.2 and 7.5.3.3)
11.5.3 If a member with the Trance Change ability becomes the Soul of the member deployed via Trance, all cards in the Soul of that member with the Trance Change ability also become the Soul of that deployed member.
11.5.4 Except the above, Trance via Trance Change follow the regular rules of Trance.

11.6 EX Soul
11.6.1 EX Soul is written "[EX Soul (value)]" with text following it, and it means that the text following it is only valid if the number of cards in the Soul of the member with this ability is equal to or greater than the shown value.
11.6.1.1 If it is written "[EX Soul (value)] CONT (text)", it means "CONT: If the number of cards in this member's Soul is equal to or greather than (value), (text)".
11.6.1.1.1 EX Soul associated with a continuous ability checks the number of cards in Soul constantly.
11.6.1.2 If it is written "[EX Soul (value)] AUTO (text)", it means "(text) This ability can only be primed if the number of cards in this member's Soul is equal to or greather than (value)".
11.6.1.2.1 If the required value is not met when the trigger condition is fulfilled, it will not trigger. Once triggered, the ability will be resolved even if the number of cards in Soul changes.
11.6.1.3 If it is written "[EX Soul (value)] ACT [Cost] (text)", it means "ACT [Cost] (text) This ability may only be played if the number of cards in this member's Soul is equal to or greather than (value)".
11.6.1.3.1 The number of cards in Soul is only checked when this ability is played. Once played, the ability will be resolved even if the number of cards in Soul changes prior to the ability resolving.

11.7 On Gate Destruction
11.7.1 On Gate Destruction is written "AUTO [On Gate Destruction] (effect)", and it is an auto ability with the meaning "AUTO: When this gate is destroyed and turned face-up, (effect)".

11.8 Detonate
11.8.1 Detonate is written "AUTO Detonate", and it is an auto ability with the meaning "AUTO: When the circle in which this card is in is attacked, turn this card face-up, and then Drop this card".

11.9 Detonate Skill
11.9.1 Detonate Skill is written "AUTO Detonate Skill (effect)", and it is an auto ability with the meaning "AUTO: When this card is turned face-up, if this card is in the Set State, (effect)".

11.10 Tool Skill
11.10.1 Tool Skill is written "Tool Skill (effect)", and it is an ability with the meaning “When this card in the Tool Zone is turned face-up due to the resolution of a Synthesis effect, as part of the resolution of that Synthesis, (effect)".

12. Other

12.1 Perpetual Cycles / Infinite Loops
12.1.1 It is possible that while something is being processed, an action becomes perpetually executable or it is impossible for this action to not be perpetually done. This is called a Perpetual Cycle, the action will be called a Cycle Action, and in this case, follow these rules:
12.1.1.1 The turn player first demonstrates the actions involved in the Cycle Action and announces how many times they are performing the Cycle Action. Then, the non-turn player can either allow the Cycle Action to be performed that many times, or choose a smaller number and then execute an action that doesn't include the Cycle Action. Then, players will carry out those actions as chosen.
12.1.1.2 If the turn player performs any action this way and the game state is exactly the same as the start of the perpetual cycle, the turn player cannot perform that same action again.
12.1.1.3 If for some reason neither player has the means to stop the perpetual cycle, then the game is a draw.

12.2 Soul Movement Due to Member Movement
12.2.1 When a member is moved to a non-circle zone, the Soul associated with that member (section 4.15.2) is also moved to the zone that the member moved to.
12.2.1.1 The controller of the destination zone may choose the order in which the member and the cards in Soul will go into that zone.

12.3 State of "Cannot Be Used" Ability
12.3.1 If an ability has the state of "cannot be used", these are the limitation and processes:
12.3.1.1 If a startup ability has the state of "cannot be used", then that startup ability cannot be played.
12.3.1.2 If an auto ability has the state of "cannot be used", then that auto ability does not trigger even when the trigger condition is met.
12.3.1.3 If an auto ability already primed gains the state of "cannot be used", then that auto ability becomes un-primed.

12.4 Limitation Icon
12.4.1 Limitation Icon indicates the limitation of how often an ability can be used.
12.4.1.1 [1/turn] is a Limitation Icon. If this icon immediately follows the AUTO Icon or the STARTUP Icon and that ability is played, this ability becomes "cannot be used" (section 12.3) for the turn.

12.5 For Every X, (do) Y
12.5.1 This implies that Y is carried out X times.
12.5.2 The value of X is determined before Y is carried out and cannot change until all instances of Y are carried out.
12.5.3 While Y is being carried out X times, if the instruction of Y asks for something to be chosen, then until the end of X times, you are not allowed to choose the same thing multiple times.

Update History
01/28/2016 Ver. 1.00 starts to be in effect
02/29/2016 Ver. 1.01 starts to be in effect
03/22/2016 Ver. 1.02 starts to be in effect
05/25/2016 Ver. 1.03 starts to be in effect
08/10/2016 Ver. 1.04 starts to be in effect
: Section 2.5 is updated to include Septpia.
: Section 2.5.4 is created to define situations where a card may belong to multiple worlds.
: Section 2.6.4 is created to define "Summer" trait.
: Section 5.17 is update as the definition of the action of "Intercept" has changed.
: Section 9.6.2.3.1 is created to account for effects that increase or decreases costs of a card or an ability.
: Section 9.6.2.3.2 is created to define what happens if the full cost of a card or an ability cannot be paid for.
: Section 9.7.3.3.1 is created to update the resolution of "you may pay cost".
09/28/2016 Ver. 1.05 starts to be in effect
: Section 4.17 (Purge Zone) and Section 5.25 (To Purge) are defined.
: Section 5.22.6 is created to define the act of "play [a card or an ability] without paying its cost".
: Section 4.1.3.2.2.1 is modified to define effects that may affect face-down cards.
: Section 9.6.3.1.5 is created to specify how to carry out an action that chooses targets with different requirements.
12/14/2016 Ver. 1.06 starts to be in effect
: Section 2.15.2 updated to define Limit more clearly.
: Section 5.3 updated to incorporate more wording that may face-up/face-down cards.
: Section 5.26 is created to define "(to) Put in Soul".
: Section 9.11.2 is created to define final information when a card is turned face-down.
: Section 2.10.2.4 is created to define "Territory (value)".
2/1/2017 Ver. 1.07 starts to be in effect
: Section 4.6 updated to define Hand Limit.
: Section 7.7 updated to include over-Hand-Limit rules.
03/29/2017 Ver. 1.08 starts to be in effect
: Super Logicalists and associated rules defined.
: Hearts and associated rules defined.
: Section 2.1.2.1 is created to define how a card associated with multiple character names is marked.
: Section 2.5 in the original Japanese text is updated to define the world "Luck Logic Club".
: Section 2.16.1.2 is created to define the paradox rule "HEART BATTLE!!"
: Section 5.16.1.2 is created to define the process when multiple zones can be used to perform Logic Definition.
: Section 8.2.9.1 and 8.2.11.1 are created to define "in battle".
: Section 11.2 is updated to expand the definition of Covenant to account for multiple information that satisfy the auto ability.
07/12/2017 Ver. 2.00 starts to be in effect.
: Rules associated with My Logicalist and My Logicalist Zone defined.
: Section 1.3.6 is created to specify that a card without a specific information is treated to have 0 in that information if for some reason that information is referred to.
: Section 2.11.1.2 is created to specify that cards without logic icon can exist.
: Section 2.12.4 is created to specify that different colored backgrounds may exist for card text and give examples.
: Section 4.4 in the original Japanese text is updated to specify the reading of the word 場as Field.
: Sections 4.8.1.1 and 9.4.3.1 are created in association to the fact that cards in Stock Zone may have face information.
: Section 5.13.1.1 is altered to define the options of choices available to perform Trance.
: Section 5.24.1 is altered to define the "Set State".
: Section 5.24.6 is created to specify that a member card in the Set State is not a member.
: Sections 5.27 through 5.32 are created to define specific actions "Stock Boost", "Stock Open", "Stock Close", "Gain/Give", "Loses", "Destroy(s) (a Gate)".
: Section 8.2.9.2 and 9.9.1.2 are altered as number of cards in soul is checked instead of soul information.
: Sections 8.2.10.1 and 8.2.11.4 are altered to specify the timing in which trigger conditions of "when (this member) destroys a gate" and "when (this gate) is destroyed" would trigger.
: Section 9.4.4 is altered to specify that if a cost has multiple parts, it can be paid in any order.
: Section 10.6.1 is altered to specify the rule process if both players have the same number of face-up paradox cards.
: Section 10.7.1.3 is created to define a illegal card if a card in the Set State is associated with a card that is no longer present for whatever reason.
: Sections 11.5 through 11.8 are created to define the keyword abilities "Trance Change", "EX Soul", "On Gate Destruction", "Detonate", "Detonate Skill".
10/04/2017 Ver. 2.01 starts to be in effect
Section 2.12.4 is updated to include a different-colored background for card text of Tool Skill.
Section 4.19 is created to define Tool Zone.
Section 5.22.5.3 is created to define the action of “pay(ing) the Stock cost”.
Sections 5.33 and 5.34 are created to define specific actions “(Perform) Synthesis” and “(to) Blink Step”.
Sections 6.1.1, 6.1.1.4, and 6.2.1.3 are created to indicate the construction rule of the Tool Deck as well as the preparation of the Tool Deck at the start of the game.
Sections 11.10 is created to define keyword ability “Tool Skill”.


Translation © 2016-7 Heart of the Cards.