RARITY SCALE

All cards have small symbol in the bottom right hand corner indicating their rarity level. The following is a quick guide.

 ● Circle / Common / 300 Cards Minted
 ■ Square / Uncommon / 100 Cards Minted
▲ Triangle / Rare / 25 Cards Minted
★ Star / Ultra-Rare / 5 Cards Minted

OBJECTIVE OF THE GAME

The objective of the CryptoNWO card game is to win a match against your opponent. Each card battle against an opponent in which a win, loss, or draw is determined is referred to as a match.

Winning a Match

The outcome of a match is decided according to the following: each player begins a match with 1,000 Health Points. Health Points decrease as a result of damage calculation after battle.

You win a match if you reduce your opponent’s Health Points to 0. If your opponent reduces your Health Points to 0, YOU lose! If you and your opponent both reach 0 Health Points at the same time, the match is declared a DRAW.

If either player’s Deck runs out of cards during a match, the first player unable to draw a card is declared the LOSER. Bearing this in mind, a good player should make every card count.

Preparing Your Deck

Your Deck contains all the cards you’ll need to challenge an opponent to a match. Following you’ll find basic rules for preparing your Deck:

The Deck used for the match should contain a minimum of 40 cards. Aside from this minimum limit, your Deck can contain as many cards as you like.

Gameplay

In accordance with the Rules, a match is conducted as follows:

Both players shuffle their respective Decks. The Decks are then returned to their owners and placed face-down in their respective Deck Zones on the Map.

Finally, each player draws 5 cards from the top of their respective Decks. Once both players have 5 cards in their hand, the match begins, following the rules in Phases of Gameplay. Before you learn how a turn proceeds, it’s important to understand the Map and game cards. Understanding how each type of card works will help you plan strategies to ensure that you will emerge victorious!

Map

Every card you play or discard will be placed on the Map. This example shows where to place Decks and the cards that are brought into play.

  1. Map Card Zone:
    • Map Strategy cards are played here. Only 1 Map Strategy Card can be in play at any one time.
  2. Servant Card Zone:
    • Servant Cards can be played (face-up) or Set (face-down) to the 5 spaces of the Servant Card Zone following the rules in Main Phase 1.
    • Important! The Servant Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Servant Card Zone are occupied, no further Servant Cards can be played or set until there is an open Servant Card space in the Servant Card Zone.
  3. Graveyard:
    • When cards are destroyed, they are discarded face-up to this space. The contents of the Graveyard are public knowledge, and your opponent can look through it at any time. Be sure to get your opponent’s permission before going through their Graveyard.
  4. Strategy & Conspiracy Card Zone:
    • Strategy and Conspiracy can be played (face-up) or Set (face-down) to the 5 spaces of the Strategy & Conspiracy Card Zone following the rules in Main Phase 1.
    • Important! The Strategy & Conspiracy Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Strategy & Conspiracy Card Zone are occupied, no further Strategy (except Map Strategy Cards) OR Conspiracy Cards can be played or Set until there is an open Strategy & Conspiracy Card space in the Strategy & Conspiracy Card Zone. This 5-CARD LIMIT includes any of your own Equip Strategy Cards used to equip your opponent’s Servant Card.
  5. Deck Zone:
    • Place your Deck face-down in this space.

Servant Cards

  1. Servant Cards
    • A Servant Card is the basic card used to attack your opponent. Servant Cards are categorized by Type and Element. There are 30 different Types and 6 different Elements. Type and Element affect each Servant’s ability to Attack and Defend.
    • The overall strength of a Servant is indicated by its Level.
  2. Servant Powers
    • The broad range of Servant powers divided into the following types:
      • FLIP – The servant’s power is activated when the card is flipped from face-down to face-up. The power is also activated if the card is flipped face-up as a result of a Strategy or Conspiracy card, or another servant’s attack.
      • CONTINUOUS POWER – As long as this Servant Card is face-up on the map, its power remains active. When the servant is turned face-down, its effect is no longer active.
      • COST POWER * – Costs vary from card to card so be sure to read the instructions printed on each card.
      • TRIGGER POWER – These cards are activated when you inflict Direct Damage to an opponent’s Health Points (Direct Damage), or when you have fulfilled a specific requirement indicated on the card itself.
      • MULTI-TRIGGER EFFECT * – These are special Effect Servant Cards that you can activate even if it is your opponent’s turn.

Chains

  1. What is a Chain?
    • A “Chain” is a rule used to easily determine the outcome of a complex battle resulting from a series of Strategy or Conspiracy cards played by both players. For example, let’s say that a player uses a Strategy Card. That Strategy Card is placed in a hypothetical link called Chain Link 1. If the player’s opponent responds by playing one of their own Strategy or Conspiracyefi Cards, a Chain has been started, with this card placed in Chain Link 2. Using this method to deal with subsequent plays, the links are stacked from bottom to top until both players have finished playing cards. The effects are then resolved, starting at the top link and working down to the Chain Link 1 at the bottom.
  2. Opponent’s Chance to Respond
    • The player whose Strategy or Strategy Card has been countered always has a chance to respond with another play – an opportunity that could result in adding yet another link to the Chain. When making a play on a Chain, you must always ask your opponent, “Do you wish to continue?”. If you continue play without asking your opponent, they may raise an objection that will lead to a Replay.
    • The outcome is determined starting with the most recent card played at the top of the Chain links, and proceeding down to Chain Link 1.
  3. Strategy Speed
    • Strategy, Conspiracy, and Servant powers all have different speeds. You can only respond to a card and start a Chain by playing a card of equal or greater speed. The exception to this rule are Strategy Speed 1 cards, which CANNOT be used against each other.
    • Strategy Speed 1: This is the slowest of all the Strategy Speeds. Strategy Speed 1 cards cannot be played against each other.
    • Strategy Speed 2: These cards can be used against a card with a Strategy Speed of 1 or 2. Strategy Speed 2 or 3 cards can be used against them.
    • Strategy Speed 3: This card can be used against any Strategy Speed. Only another Strategy Speed 3 card may be used against it.

Gameplay Terminology

Play – Gameplay progresses in a series of alternating turns. Each player’s turn consists of 6 phases in which a number of actions can be undertaken.

Phases – Phases define the order in which actions can be undertake by a player during their turn. Each phase is limited to a specific set of actions.

Summary

Once a Strategy Card is placed face-up on the field, it is activated immediately and is then destroyed. Equip and Map Strategy Cards (generally used to modify the strength of a Servant Card) and Strategy Cards with a “Continuous” icon remain on the map.

Conspiracy Cards are usually destroyed immediately after being activated unless they have a “Continuous” icon.

Controlling an Opponent’s servant

Certain Strategy and Conspiracy Cards have the effect of giving you control over an opponent’s servant. When this occurs, use the following rules:

  • When you take control of an opponent’s servant, move the Servant Card to your own Servant Card Zone.
  • A server you control counts towards your 5-card Servant Card Zone limit. Therefore, you cannot take control of an opponent’s servant if your Servant Card Zone is filled.
  • Equip Strategy Cards attached to a Servant Card always stay in the Strategy & Conspiracy Card Zone of the person who played the card and count toward the 5-card Strategy & Conspiracy Card Zone limit for that player. The Equip Strategy Cards effects don’t change, even if the Servant and Equip Strategy Cards are on different player’s fields.
  • Servant Cards under your control can be used in the same way as your own Servant Cards: to attack, defend, or to use as a Sacrafice. Controlled Servant Cards that are destroyed or offered as a Sacrafice are sent to your opponent’s Graveyard.

Battle Phases

Once attack preparations have been made in Main Phase 1, you enter the Battle Phase. If you do not wish to conduct a Battle Phase, your turn proceeds to the End Phase.

Keep in mind that the starting player cannot conduct a Battle Phase in their first turn, even if they have placed a Servant Card on the Map.

Repeat these phases for each subsequent turn.

  1. Draw Phase
    • During this phase, you are required to draw 1 card from the top of your Deck. A player who is out of cards and unable to draw during this phase is declared the loser.
  2. Standby Phase
    • If there are any cards in play on the map that specifically state that certain actions must be taken during this phase, these must be dealt with prior to entering the Main Phase. Refer to the cards for specific details regarding the actions to be taken. If there are no such cards in play, proceed to Main Phase 1.
  3. Main Phase 1
    • During this phase, you may Set or play Servant, Strategy, and/or Conspiracy Cards. Keep in mind that you may not exceed the 5-card limit for the Servant Card Zone or the Strategy & Conspiracy Card Zone.
    • During this phase, you may also change the Offence or Defense Position of cards already placed on the field. The position of each card can be changed only once in a single turn, during either Main Phase 1 or 2. The Damage Step details how this position effects the outcome of a match.
    • At the end of Main Phase 1, you can choose to enter the Battle Phase or proceed to the End Phase (the starting player cannot conduct a Battle Phase in their first turn).
      • Set or Summon Servant Cards: During either Main Phase 1 or 2 of your turn, you can play (Summon or Set) only 1 Servant Card on the field. To Set a Servant Card, select it from your hand and place it face-down horizontally (Defense Position) on an open space in the Servant Card Zone. To Summon a Servant Card, select it from your hand and place it face-up vertically (Offense Position) on an open Servant Card Zone space.
        • Normal Summon
          • Summoning a servant without the aid of Conspiracy or Powers is called a Normal Summon. A Normal Summon can only be conducted once in a single turn, during either Main Phase 1 or 2 (keep in mind that only 5 Servant Cards are allowed in the Servant Card Zone at any given time).
          • When playing a Servant Card to the field, a player must choose to place the card in 1 of 2 positions: Offense Position or Defense Position. For Offense Position, place the card face-up and vertical (a Summon). For Defense Position, place it face-down and horizontal (a Set).
          • A Servant Card on the field in face-down Defense Position IS NOT considered to be summoned. Instead, it has simply been Set and can be summoned with a Flip Summon (Flip Summon).
          • The Offense or Defense Position of a Servant Card already placed on the field may only be changed once in a single turn, during either Main Phase 1 or 2. With the exception of special conditions, once the position of a Servant Card has been changed, the card must remain in the changed position throughout the turn in progress.
        • Sacrifice Summon
          • When summoning a servant that is Level 5 or higher, you must offer 1 or more of your Servant Cards on the field as a sacrafice by sending them to the Graveyard. If you are summoning a Servant that is Level 5 or 6, you must offer 1 servant as a Sacrafice, and if you are summoning a servant that is Level 7 or higher, you must offer 2 servants.
          • A Sacrafice Summon is considered a Normal Summon. Therefore, a Sacrafice Summon and another Normal Summon CANNOT be performed in the same turn.
          • Aside from a Normal Summon, there are 2 additional ways to summon a servant: Flip Summon and Special Summon.
        • Flip Summon
          • The act of turning a card from face-down Defense Position to face-up Attack Position is referred to as a flip. Intentionally flipping a card and positioning it for an attack is termed Flip Summon.
          • Remember that a Servant Card placed face-down on the field (a Set) is not considered as summoned – it is considered summoned for the first time when it is flipped face-up. However, when a face-down Servant Card is flipped face-up as the result of an attack or an effect from another card, it is not considered to be Flip Summoned. Its flip effect, however, is activated as soon as it is flipped face-up.
          • A Flip Summon card is not considered a Normal Summon. Therefore, you can perform a Normal Summon and 1 or more Flip Summon(s)in the same turn. If you have multiple face-down servants you can Flip Summon as many or as few as you wish, but keep in mind that you can only change the position of a Servant Card once during any given turn.
        • Special Summon
          • A Special Summon is when Strategy, Conspiracy or Servant Powers used to place another servant on the field.
          • A Special Summon is different from a Normal Summon in that it can be used repeatedly within the same turn to summon servants onto the field. Be sure to follow the specific instructions printed on the cards when executing a Special Summon.
      • Set or Play Strategy & Conspiracy Cards: With the exception of Map Strategy Cards, a player can have only 5 Strategy and/or Strategy Cards on the field at the same time in the Strategy & Strategy Card Zone. This 5-card limitation also applies to any Equip Cards the player may have attached to an opponent’s Servant Card.

        A Strategy Card can either be Played (face-up) or Set (face-down) on the map. When a Strategy Card is placed face-up, it is immediately activated. A Conspiracy Card must always be placed face-down on the map. For Strategy or Conspiracy effects, follow the instructions listed on each card.

Quick Reference Chart

Start step – Declare that you are entering the Battle Phase. You and your opponent may both play Quick-Play Strategy and/or Conspiracy Cards.

Battle step – Select and announce 1 servant to attack with, and declare 1 of your opponent’s servants your target (the servant you wish to attack). You and your opponent may both play Quick-Play Strategy damage.

Damage step – Calculate the damage points of the designated servants. If a servant has a Flip Effect, apply it immediately after damage calculation. However, a Flip Effect does not affect servants that have already been destroyed as a result of damage calculation.

End step – Resolve all battles by repeating the Battle and Damage Steps as many times as necessary, then declare an end to your Battle Phase. You and your opponent may both play Quick-Play Strategy and/or Conspiracy Cards.

I. Start Step
Announce that you are going into Battle Phase. Quick-Play Strategy and/or Conspiracy Cards can be played by either player at this time.

II. Battle Step
During their respective turns, players are allowed 1 attack for every servant on the field in face-up Offense Position. However, a single servant can only attack once per turn.

The attacking player chooses 1 of their servants and designates 1 of the opponent’s servants as a target. Play then proceeds immediately to the Damage Step, returning to the Battle Step if the attacking player wishes to attack again with another servant. If the opposing player has no servants on the map, the selected servant’s attack will inflict Direct Damage on the opposing player’s Health Points.

A servant in the Offense Position does not have to attack. Depending on the situation, you can choose whether or not a servant will participate in battle. Once a servant attacks, it may not be changed to Defense Position in the same turn. In addition to servant attacks, both players may use their Quick-Play Strategy and Conspiracy Cards during this step.

III. Damage Step
In this step, the players calculate the damage from the servant’s attack. A servant destroyed as a result of battle is sent to the owning player’s Graveyard.

  • The Damage Step is conducted in the manner described in the following pages. During the Damage Step, only Strategy or Conspiracy Cards that modify the Offense and/or Defense of a servant may be played. In addition, these cards can only be played before the calculation of damage.
  • Upon completion of the Damage Step, return to the Battle Step if the attacking player wishes to attack again with another servant.
  • Following the Damage Step, the attacking player can return to the Battle Step, choose another servant, and engage in another battle. Keep in mind that each Offense Position servant may only attack once per turn. The player can repeat these steps as many times as they have servants available to attack.

IV. End Step
Once all battles have been resolved, the player enters the End Step and announces the end of their Battle Phase.

Replay Rules

Returning gameplay to a previous step and playing that step over again is known as a “Replay”. For Example, if the number of your opponent’s servants on the field change due to the effect of Conspiracy or Quick-Play Strategy Cards during your Battle Step, a Replay is triggered. When this occurs, play returns to the beginning of the Battle Step with the attacker choosing a new attacking servant and target. Replays can only be triggered by the effects of Conspiracy or Quick-Play Strategy Cards.

Example: During your Battle Step, you have declared an attacking servant and designated an opponent’s servant as a target. Your opponent then activates their Conspiracy Card, allowing them to summon another servant to the map. Since your opponent now has a different number of servants on the field than they did when the Battle Step began, a Replay is triggered and you may again choose a servant to attack and designate a target for the attack. Because a Replay returns play to the beginning of the current Battle Step only, servants destroyed in previous Battle Steps are unaffected.

DETERMINING DAMAGE

  1. When the Opponent’s Servant is in Offense Position
    When attacking a servant that is in Offense Position (face-up and vertical), COMPARE THE OFF (OFFENSE) OF BOTH SERVANTS.
    1. Attacker’s OFF Points > Opponent’s OFF Points
      • Attack Results: When the attacking servant’s OFF points are higher than the OFF points of the opponent’s servant, the opponent’s servant is destroyed.
      • Damage: Subtract the OFF points of the opponent’s servants from the OFF points of the Attacking Servant. This result is subtracted from the opponent’s Health Points.
    2. Attacker’s OFF Points = Opponent’s OFF Points
      • Attack Results: When the attacking servant’s OFF points are equal to the OFF points of the opponent’s servant, the result is considered a draw, and both servants are destroyed.
      • Damage: Neither player takes any damage. Their Health Points remain the same.
    3. Attacker’s OFF Points < Opponent’s OFF Points
      • Attack Results: When the attacking servant’s OFF points are lower than the OFF points of the opponent’s servant, the attacking servant is destroyed.
      • Damage: Subtract the OFF points of the attacking servant from the OFF points of the opponent’s servant. This result is subtracted from the attacker’s Health Points.
  2. When the Opponent’s servant is in Defense Position
    When attacking a servant that is in Defense Position (face-down and horizontal), COMPARE THE OFF (OFFENSE) OF THE ATTACKING SERVANT WITH THE DEF (DEFENSE) OF THE OPPONENT’S SERVANT.
    1. Attacker’s OFF Points > Opponent’s DEF Points
      • Attack Results: When the attacking servant’s OFF points are higher than the DEF points of the opponent’s servant, the opponent’s servant is destroyed.
      • Damage: Neither player takes any damage. Their Health Points remain the same.
    2. Attacker’s OFF Points = Opponent’s DEF Points
      • Attack Results: When the attacking servant’s OFF points are equal to the DEF points of the opponent’s servant, neither servant is destroyed.
      • Damage: Neither player takes any damage. Their Health Points remain the same.
    3. Attacker’s OFF Points < Opponent’s DEF Points
      • Attack Results: When the attacking servant’s OFF points are lower than DEF points of the opponent’s servant, neither servant is destroyed.
      • Damage: Subtract the OFF points of the attacking servant from the DEF points of the opponent’s servant. This result is subtracted from the attacker’s Health Points.
  3. Direct Damage: When the Opponent Has No Servants
    If your opponent does not have any servants on the map, they take Direct Damage. The full amount of the attacking servant’s OFF points is subtracted from the opponent’s Health Points.

Examples of Battle & Damage Steps

  1. (Battle Step) The Target Servant is Attacked:
    The attacking player selects one of their own servants for the attack and designates the opponent’s servant as a target. Both players can play Quick-Play Strategy or Conspiracy Cards.
  2. (Damage Step) Determine Attack Results:
    If the target servant is in face-up Offense Position, compare the OFF points of both servants. If the target servant is in face-down Defense Position, the card is flipped face-up. Compare the attacking servant’s OFF points with the target servants’s DEF points. Quick-Play Strategy or TConspiracy Cards that modify the OFF and/or DEF of a servant may be played here.
  3. Calculate Damage:
    Calculate and apply damage from the battle.
  4. Apply the Power of Servant Powers:
    If the target servant has a Flip power, it is applied here. Review the instructions on the flipped card and apply it. Do not apply effects to servants that are already destroyed. If there are servants with effects other than Flip Effects, these should be applied here as well.
  5. Send to the Graveyard:
    Servants destroyed in battle are sent to the Graveyard now. If a servant has a power stating “When this card is sent from the map to the Graveyard…”, the power is applied during this step.
  6. Determine Whether to Attack Again
    If other servants can attack, choose to return to the Battle Step or proceed to the End Step.
  7. End Step
    Once all battles have been resolved, the player enters the End Step and announces the end of their Battle Phase.