How to Play | Rules

Reality TCG Rules
GAME OBJECTIVE
Each player starts the game with 20 Influence Points (IP).
Your goal is to reduce your opponent’s IP to 0 by:
- Battling with Characters
- Activating Maneuvers
- Triggering Trap cards
- Using Character Abilities
When your opponent hits 0 IP, you win.
IP & Starting Hand
- Each player begins with:
- 20 IP
- A 6-card opening hand
Mulligan Rule
You may return up to 3 cards from your hand to your deck.
After shuffling, draw 1 fewer card than the number you returned.
(Example: return 2 → draw 1.)
First Player Rules
Player Going First
- Generates 1 Energy on their first turn
- Cannot attack on their first turn
- Does NOT draw a card at the start of their first turn
Player Going Second
- Generates 1 Energy on their first turn
- Can attack on their first turn
- Draws a card at the start of their first turn
BATTLE RULES
1. Attack Limit
⦁ You may only attack once per turn,
unless a card effect specifically allows additional attacks.
2. Who Can Attack
⦁ Only your Active Character in attack position may declare an attack.
⦁ Back Row Characters cannot attack unless a card effect says otherwise.
3.Characters in Defense Position may not declare an attack.
4. Targeting an Opponent
When your Active Character attacks:
A. If your opponent has an Active Character
⦁ Your attack is directed at their Active Character.
B. If your opponent has no Active Character
⦁ The attack becomes a Direct Attack.
⦁ Your opponent loses IP equal to your Active Character’s ATK value
BATTLE DAMAGE RESOLUTION
When two Characters battle, damage is resolved based on each Character’s Position.
Characters in Attack Position deal battle damage and take damage directly to HP.
Characters in Defense Position do not deal battle damage and take damage to DEF first, then HP.
Damage is always calculated simultaneously for all Characters in Attack Position.
1. Damage Dealt
Each Character in Attack Position deals damage equal to its ATK.
Characters in Defense Position do not deal damage back.
2. Applying Damage to the Defender
Damage is applied differently depending on the defender’s Position:
A. Defender in ATTACK POSITION
All damage → goes directly to HP
(DEF is ignored)
Example:
ATK 5 hits a Character with HP 4 → HP becomes 0 → extra damage goes to IP.
B. Defender in DEFENSE POSITION
All damage must break DEF first, then spill into HP.
Example:
ATK 5 hits DEF 3 / HP 4
3 damage breaks DEF
2 damage rolls into HP → HP becomes 2
3. Overflow Damage to IP
If a Character’s HP reaches 0, any remaining damage continues directly to the controlling player’s IP.
Leftover damage = IP loss 1:1
📘 Summary Example
Character A: ATK 6 (Attack Position)
Character B: DEF 4 / HP 2 (Defense Position)
Damage flow:
6 damage hits DEF → DEF breaks (4 absorbed)
2 damage rolls into HP → HP breaks (2 absorbed)
No leftover → no IP loss
If A had ATK 7:
4 breaks DEF
2 breaks HP
1 remaining damage → opponent loses 1 IP
ACTIVE ZONE & BACK ROW RULES
1. When Your Active Character Is Destroyed
If your Active Character is destroyed by your opponent’s attack:
- You may move one of your Back Row Characters into the Active Zone.
- This happens immediately after the battle resolves.
2. When YOUR Attack Gets Your Character Destroyed
If you declare an attack and your Active Character is destroyed during that battle:
- You may NOT move a Back Row Character into the Active Zone.
- You must wait until after your opponent’s next attack (if they attack)
or until your next Turn to move a Back Row Character or summon a new one.
SWITCHING RULES (SPD System)
1. Characters Cannot Switch the Turn They Are Summoned
- A Character that enters the field this turn (Active or Back Row)
cannot switch positions during the same turn.
- They must wait until your next turn to switch. (unless otherwise stated)
SPD Requirement for Switching Out of the Active Zone
Your Active Character may switch out as long as:
- Its SPD is equal to OR higher than your opponent’s Active Character.
Your Active Character cannot switch out only if its SPD is lower.
Equal SPD ✔ Allowed
Higher SPD ✔ Allowed
Lower SPD ✘ Not Allowed
3. Switching Summary
- Switching can occur during Tactic Phase 1 or Tactic Phase 2.
- Newly summoned characters cannot switch the same turn.
- The only restriction is:
- Lower SPD = no switching from the Active Zone.
ENERGY SYSTEM
1. What Energy Is Used For
Energy is used to pay for:
- Character Summoning Costs
- Maneuver effects (if the card states an Energy cost)
- Trap effects (if the card states an Energy cost)
- Character Abilities (if the ability requires Energy)
If a card or ability does not list an Energy cost, it does not require Energy to use.
Generating Energy
- You gain +1 Energy at the start of each turn.
- Your Energy has a maximum cap of 10.
- You cannot exceed 10 Energy.
- If an effect would increase Energy above 10, it stays at 10.
Energy Active / Inactive System
Active Energy
- Energy you have available and can spend this turn.
Inactive Energy
- Once you spend Energy (during your turn or your opponent’s turn),
that Energy becomes inactive until the start of your next turn.
Refresh
- At the start of your turn, all Energy you control becomes active again.
- You then gain +1 new Energy, up to the maximum of 10.
- You may use Energy during your turn AND during your opponent’s turn if a card effect allows it.
- Energy spent at ANY time becomes inactive.
- Energy does not disappear or reset — it stays with you, inactive or active, until refreshed.
TRAP CARDS
- You place Trap cards face-down during Tactic Phases.
- They activate when their trigger happens.
- Some Traps can activate from hand if stated.
- Resolve and go to the Purgatory.
🎴 MANEUVERS
- Maneuvers are one-time burst effects.
- Played during your Tactic Phases unless stated otherwise.
- Resolve and go to the Purgatory.
FOOD CARDS (INSTANTS)
Food Cards represent consumables that give temporary boosts, heals, or tactical advantages.
They function like instants with universal timing.
1. When You Can Use Food Cards
Food Cards may be activated:
- • During your turn
- • During your opponent’s turn
- • During your Battle Phase
- • During your opponent’s Battle Phase
- • At any legal timing defined by the card
- • Even in the middle of a battle resolution
Food Cards have the fastest speed in the game (Speed-Instant).
You can even react to:
- Taking damage
- Switching
- Effects activating
- A character about to die
- Traps or Maneuvers resolving
- Trap cards can negate Food cards
Land Cards are continuous cards that create global effects or passive bonuses.
Think of them as “field conditions” for the Reality TCG world.
Land Zone Capacity
- The Land Zone can hold only 1 Land Card at a time.
- This Land remains active until it is destroyed or removed by a card effect.
CARD ZONES
Active Zone
- Only 1 Character can be here.
- Only this Character can attack.
Back Row
- Up to 3 Characters.
- Support, abilities, switching.
Purgatory
- Destroyed Characters, used Maneuvers, used Traps.
Deck
- 40 cards (default)
- Minimum deck size is 40
- Maximum deck size is 60
TURN PHASES (OFFICIAL TURN ORDER)
Each turn is played in the following order:
1️⃣ Draw Phase
- Draw 1 card (except on the first turn of the game).
2️⃣ Tactic Phase 1
During this phase, you may:
- Summon Characters
- Place Trap cards
- Activate Maneuvers
- Activate effects that are usable during Tactic Phases
- Move a Back Row Character → Active Zone
- Move your Active Zone Character → Back Row (if Speed conditions allow)
- Switch Characters (if Speed conditions allow)
3️⃣ Battle Phase
- Declare one attack per turn, unless a card says otherwise.
- Only your Active Character may attack.
- Damage is resolved using the DEF → HP → IP overflow system.
- Direct attacks happen if your opponent has no Active Character.
4️⃣ Tactic Phase 2
Identical to Tactic Phase 1.
You may:
- Summon Characters
- Place Traps
- Activate Maneuvers
- Activate effects
- Refill your Active Zone if empty (if allowed by rules)
This is your post-combat adjustment phase.
5️⃣ End Phase
- Your turn ends.
- All “end of turn” effects resolve.
- Your opponent’s turn begins.
