Hey guys, just a quick question for anyone reading this! What would you like to see in this blog?
I love responding to comments, and I constantly play the game, but I don't know anything about what the readers actually want to read. There's already the singapore blog doing translations: http://pineapplemania.wordpress.com/ so aside from direct translations of sets, what would you like to see? I tried doing a variety of posts, but I'm not sure if anyone even read anything. If anyone has any comments or suggestions as to what to do, just let me know! Whether it's take pictures of my collections, post my decklists, etc. I'm willing to give tips and help people out with any questions, but if you have any suggestions, please let me know! Thanks!
-Rob
Read More......
An English source for all things related to the "Precious Memories" TCG! K-ON, Bakemonogatari, Hidamari Sketch, Ika Musume, and many other series! English rules, English translations, FAQ sections, and English deck lists to come!
Tuesday, November 29, 2011
Sunday, November 6, 2011
Tourney log
So as some people may know, I go to tournaments here in Kansai. A while back, I won a tournament that allowed me to qualify for playing in the national tournament qualifiers. You can choose which national tournament qualifier to go to. I chose the Kobe location, as it's the closest location to me. In addition, it's also one of the later qualifiers. I figured that the later ones would give me more time to polish up my deck. The deck I'm going to be entering with is a deck I call "legit stuff". Here's a small explanation of the deck:
Legit stuff uses "Kashi Sakuseichuu" (0/1 blue event: main/jibun - tap a mio, draw 2 cards) with Suitcase Mio (2/2 blue 10/10, comes into play with a coin, you can remove the coin to draw a card), 2nd in play Mio (2/2 blue 20/20, if it's the 2nd character in play on your side, draw a card), and Chibi Mio (2/2 10/20, gets +20/+20 if you have 4 or more cards in your hand). This allows me to get cards quickly. I also use the infamous Sawako/backstage pass combo to get an extra card each turn. (sawako - 1/2 blue 10/10, tap and move it to the support area, draw a card) (backstage pass - 0/2 yellow support, can only be put on an ongaku character, once a turn you can move a character to or from the support area)
I also run many active cards in the deck, as they often allow me to get that last attack in to finish off the opponent. The main card I use is 3/2 Yellow 40/20 active Kirino. The thing about that card is that it's passive ability is "Whenever you play a character, you can untap a character". This has many useful properties. It can allow Dartania (70/50) to attack the turn it comes into play when you use Yoshihiko to put her into play (4/2 blue support character. When he comes into play, search your deck for a dartania, and put her into play tapped). The Dartania is a 5/2 40/40 that has two abilities. First "If she was put into play because of Yoshihiko's effect, put a +10/+10 coin on her. If Yoshihiko is in play, she gets +20/+0". Essentially, for 4 cost, you get a 70/50, and 2 characters. However, the downside is that if she dies, you won't be able to get her back as a 70/50. In addition, if you don't have any in your deck (for example, you draw both at the beginning of the game), then you can't put her into play. However, because she's "put into play", she doesn't suffer from summoning sickness, which means she can attack, but since she's tapped, she can't attack. However, if you use Kirino's power, you can untap her and attack with her the turn you play her out.
The deck has a few other cards that are power hitters. There's the 4/2 starter deck sayaka, active and becomes a 60/50, but doesn't untap the next turn. However, that just makes Kirino all the more useful. There's also the 4/1 active Sayaka, where you can discard an event if it dies to make it come into play able to attack again. In addition, the 4/1 Kirino, active and taps an opponent when it comes into play is also inserted in the deck. There's a couple smaller characters that are strong too, such as chibi Yui (red 2/2 20/10, gets +20/+20 if you have 5 or more characters), and Godzusa (2/2 Yellow Azusa, you can show the top card of your deck, if its an event, it gets +30/+30).
For defense, I run 2 30/0 3/1 red "can't die the turn it comes out" meme, 3 2/2 green Kyosuke "When it comes into play, pick one of the opponent's characters, that character can't attack this turn", and 4/1 active play anytime Ritsu (which can also be used for offense). Combine these with Kirino's ability to untap characters, and you can stop many assaults the opponent does.
The events I run are:
3 Cherrio - -10/-10 to a blocking character - For offensive purposes
2 ano hito wa - 0/2 red +10/+10 to one of my characters during either approach, but only if there are 6 points or more out on the field
4 katatsumuri - 2/2 yellow, either approach, move one of the opponents characters to the support area, and at the end of the turn, they can move it back.
2 ohimesama - 0/2 red, either main phase, i can tap a character and put a character from my trash pile into my hand.
4 Hanami - if you have 4 or more characters, draw a card now, and at the end of turn
Support characters
0/1 nadeko - get any event back (a staple for just about any deck)
0/1 nurse - tap to give a seifuku character +0/+10
0/1 kirino - pay 2, look at the top 3 cards, put them back in any order, draw a card.
0/2 Jun - main/both - tap -> look at the top card, put it on the top or bottom (useful against cards that put tapped characters back in your hand)
So what I try to do with the deck is to get many cards early using things like Mio draw power, sawako, and hanami. Then I play out the 70/50, the active kirino, and maybe one other card, and I attack the opponent. Once they're at 4-5 points, if I have a full board, I can go for the one shot kill by saving up my katatsumuris and attacking with 5 characters with them unable to block.
Weaknesses - Oreimo decks are sometimes hard to deal with because of all the quick 30AP characters. One event that gives one of them +20/+0 or something and that could be the end of any of my big characters. In addition, with Oreimo always having cards and always getting a ton of characters, I found it difficult to deal with the huge amount of characters to get points. I inserted Meme into this deck specifically to combat Oreimo, and so far it's been going very well. Aside from that, I feel as though this deck does pretty well against many other decks, specifically deck death. I inserted one 4/2 Madoka (40/40 untap everyone when it comes into play, and once during either players turn, i can remove a card in their trash pile from the game) This helps against Oreimo in a way because they can't keep getting 3 source kirino back, because I remove it from the game if it ever touches the trash pile. In addition, i can buy myself time against deck death by removing the 1/2 30/0 hitagi "if a hitagi attacks, trash 2 cards of the opp deck" from the game, since the red 4/1 kanbaru/hitagi combi copies a power from a character in the trash pile. This has allowed me to win quite a few games against the new Bakemono deck death.
10/8 - gunslinger
The 8th was one of the first of the national qualifiers tournaments in Japan. It took place in Osaka, so I decided to go, as they have a gunslinger tournament for anyone not in the National Qualifier tournament. A gunslinger is basically, you get in a line, play someone, you get a stamp if you win or lose, then get in either the winners or losers line and repeat until time is up. If you get 7 wins, you get these special madoka sleeves. I had 4 hours to do it, and I figured I shouldn't have a problem.
I ended up going 7-1, and with the only loss being when the guy attacked with everything and only getting through by 1 point, even tho I had a kyosuke in my hand (i just didnt have any other cards that could play it out). No biggie. It was about 2:15 at that point. I decided to do another round and to just use my nadeko deck, which is based around the 4/1 SR which adds a source to each bakemono character. I ended up winning 5 of the 7 matches i played before time ran out and it ended.
10/9 -
The next day, I ended up playing in a tournament with only 6 people in it. However, 4 of them ended up being qualifiers for the national tournament. First round I played against a guy running hitagi deck death, and i beat him because he didnt have any more "you cant attack" events and so i just launched an all out attack and killed him. 2nd round I played against a guy who lost first round, and was using a mostly madoka uniform deck. He was still a beginner, but wasn't too bad, but didn't really stand too much of a chance. The finals was against a guy we call "funk man", and he was also running hitagi deck death. I got down to 3 cards left in my library, he stopped 4 of my guys from attacking (had to tap one of his front guys to do it tho). I tapped one of the mios that he stopped from attacking to draw 2 cards with kashi, used a himesama to get back tap active kirino, and then used katatsumuri twice to moev his remaining two characters back. That in addition to my tobi-ritsu was enough to take him out, with exactly 1 card left in my library. I went 3-0, and won the tournament.
10/16 - win at yellow sub
First, I played and beat a cosplay deck. 2nd, I played against a guy who was running a one shot deck. He got me down to 5 points or so, had all his guys untapped with just one point left. I played a couple active guys, and then attacked with everything, then attacked with tobi-ritsu and hit him for 6 points in one turn, ending the game at turn 2. I played against a hitagi deck death deck, and ended up winning because the other guy couldnt really draw anything, and i just overwhelmed him. Again going 3-0 and winning the tournament.
10/17 - 2/2 at big magic
I end up beating a hitagi deck death with 1 card left in my library again 1st round. 2nd round, i play against another hitagi deck death and end up losing to it finally (no draw cards, so i was too slow). I play against the same one shot deck as last time and end up barely losing. Then I play another hitagi deck death and beat it, thus going 2-2.
11/3 - Nagoya premem gunslinger
I use legit stuff and win 2 in a row, beating oreimo and a working!! deck. I play a game of singles using my oreimo deck, beating a different oreimo deck, going 3-0. I end up winning 4 in a row with legit stuff and go 7-0, thus ensuring my madoka sleeves. I play my tennen deck after that, which goes up against two guys both playing the same mio engine + 5/2 70/50. I lose because i can't beat 5 cost. I play a few other decks and end up beating them all. Overall a very good day, especially for legit stuff.
Since the new hidamari AND madoka special pack sets come out on 11/11, and the tourney is 11/12, i have exactly 1 day to look through all the new cards and see if i want to change my deck around. It's a bit stressful because obviously my deck is good, but if it could be improved, I would like a bit of time to test it and mess around before adding/removing stuff. Oh well. Hopefully there'll be something to help against deck death and oreimo, haha. Read More......
Legit stuff uses "Kashi Sakuseichuu" (0/1 blue event: main/jibun - tap a mio, draw 2 cards) with Suitcase Mio (2/2 blue 10/10, comes into play with a coin, you can remove the coin to draw a card), 2nd in play Mio (2/2 blue 20/20, if it's the 2nd character in play on your side, draw a card), and Chibi Mio (2/2 10/20, gets +20/+20 if you have 4 or more cards in your hand). This allows me to get cards quickly. I also use the infamous Sawako/backstage pass combo to get an extra card each turn. (sawako - 1/2 blue 10/10, tap and move it to the support area, draw a card) (backstage pass - 0/2 yellow support, can only be put on an ongaku character, once a turn you can move a character to or from the support area)
I also run many active cards in the deck, as they often allow me to get that last attack in to finish off the opponent. The main card I use is 3/2 Yellow 40/20 active Kirino. The thing about that card is that it's passive ability is "Whenever you play a character, you can untap a character". This has many useful properties. It can allow Dartania (70/50) to attack the turn it comes into play when you use Yoshihiko to put her into play (4/2 blue support character. When he comes into play, search your deck for a dartania, and put her into play tapped). The Dartania is a 5/2 40/40 that has two abilities. First "If she was put into play because of Yoshihiko's effect, put a +10/+10 coin on her. If Yoshihiko is in play, she gets +20/+0". Essentially, for 4 cost, you get a 70/50, and 2 characters. However, the downside is that if she dies, you won't be able to get her back as a 70/50. In addition, if you don't have any in your deck (for example, you draw both at the beginning of the game), then you can't put her into play. However, because she's "put into play", she doesn't suffer from summoning sickness, which means she can attack, but since she's tapped, she can't attack. However, if you use Kirino's power, you can untap her and attack with her the turn you play her out.
The deck has a few other cards that are power hitters. There's the 4/2 starter deck sayaka, active and becomes a 60/50, but doesn't untap the next turn. However, that just makes Kirino all the more useful. There's also the 4/1 active Sayaka, where you can discard an event if it dies to make it come into play able to attack again. In addition, the 4/1 Kirino, active and taps an opponent when it comes into play is also inserted in the deck. There's a couple smaller characters that are strong too, such as chibi Yui (red 2/2 20/10, gets +20/+20 if you have 5 or more characters), and Godzusa (2/2 Yellow Azusa, you can show the top card of your deck, if its an event, it gets +30/+30).
For defense, I run 2 30/0 3/1 red "can't die the turn it comes out" meme, 3 2/2 green Kyosuke "When it comes into play, pick one of the opponent's characters, that character can't attack this turn", and 4/1 active play anytime Ritsu (which can also be used for offense). Combine these with Kirino's ability to untap characters, and you can stop many assaults the opponent does.
The events I run are:
3 Cherrio - -10/-10 to a blocking character - For offensive purposes
2 ano hito wa - 0/2 red +10/+10 to one of my characters during either approach, but only if there are 6 points or more out on the field
4 katatsumuri - 2/2 yellow, either approach, move one of the opponents characters to the support area, and at the end of the turn, they can move it back.
2 ohimesama - 0/2 red, either main phase, i can tap a character and put a character from my trash pile into my hand.
4 Hanami - if you have 4 or more characters, draw a card now, and at the end of turn
Support characters
0/1 nadeko - get any event back (a staple for just about any deck)
0/1 nurse - tap to give a seifuku character +0/+10
0/1 kirino - pay 2, look at the top 3 cards, put them back in any order, draw a card.
0/2 Jun - main/both - tap -> look at the top card, put it on the top or bottom (useful against cards that put tapped characters back in your hand)
So what I try to do with the deck is to get many cards early using things like Mio draw power, sawako, and hanami. Then I play out the 70/50, the active kirino, and maybe one other card, and I attack the opponent. Once they're at 4-5 points, if I have a full board, I can go for the one shot kill by saving up my katatsumuris and attacking with 5 characters with them unable to block.
Weaknesses - Oreimo decks are sometimes hard to deal with because of all the quick 30AP characters. One event that gives one of them +20/+0 or something and that could be the end of any of my big characters. In addition, with Oreimo always having cards and always getting a ton of characters, I found it difficult to deal with the huge amount of characters to get points. I inserted Meme into this deck specifically to combat Oreimo, and so far it's been going very well. Aside from that, I feel as though this deck does pretty well against many other decks, specifically deck death. I inserted one 4/2 Madoka (40/40 untap everyone when it comes into play, and once during either players turn, i can remove a card in their trash pile from the game) This helps against Oreimo in a way because they can't keep getting 3 source kirino back, because I remove it from the game if it ever touches the trash pile. In addition, i can buy myself time against deck death by removing the 1/2 30/0 hitagi "if a hitagi attacks, trash 2 cards of the opp deck" from the game, since the red 4/1 kanbaru/hitagi combi copies a power from a character in the trash pile. This has allowed me to win quite a few games against the new Bakemono deck death.
10/8 - gunslinger
The 8th was one of the first of the national qualifiers tournaments in Japan. It took place in Osaka, so I decided to go, as they have a gunslinger tournament for anyone not in the National Qualifier tournament. A gunslinger is basically, you get in a line, play someone, you get a stamp if you win or lose, then get in either the winners or losers line and repeat until time is up. If you get 7 wins, you get these special madoka sleeves. I had 4 hours to do it, and I figured I shouldn't have a problem.
I ended up going 7-1, and with the only loss being when the guy attacked with everything and only getting through by 1 point, even tho I had a kyosuke in my hand (i just didnt have any other cards that could play it out). No biggie. It was about 2:15 at that point. I decided to do another round and to just use my nadeko deck, which is based around the 4/1 SR which adds a source to each bakemono character. I ended up winning 5 of the 7 matches i played before time ran out and it ended.
10/9 -
The next day, I ended up playing in a tournament with only 6 people in it. However, 4 of them ended up being qualifiers for the national tournament. First round I played against a guy running hitagi deck death, and i beat him because he didnt have any more "you cant attack" events and so i just launched an all out attack and killed him. 2nd round I played against a guy who lost first round, and was using a mostly madoka uniform deck. He was still a beginner, but wasn't too bad, but didn't really stand too much of a chance. The finals was against a guy we call "funk man", and he was also running hitagi deck death. I got down to 3 cards left in my library, he stopped 4 of my guys from attacking (had to tap one of his front guys to do it tho). I tapped one of the mios that he stopped from attacking to draw 2 cards with kashi, used a himesama to get back tap active kirino, and then used katatsumuri twice to moev his remaining two characters back. That in addition to my tobi-ritsu was enough to take him out, with exactly 1 card left in my library. I went 3-0, and won the tournament.
10/16 - win at yellow sub
First, I played and beat a cosplay deck. 2nd, I played against a guy who was running a one shot deck. He got me down to 5 points or so, had all his guys untapped with just one point left. I played a couple active guys, and then attacked with everything, then attacked with tobi-ritsu and hit him for 6 points in one turn, ending the game at turn 2. I played against a hitagi deck death deck, and ended up winning because the other guy couldnt really draw anything, and i just overwhelmed him. Again going 3-0 and winning the tournament.
10/17 - 2/2 at big magic
I end up beating a hitagi deck death with 1 card left in my library again 1st round. 2nd round, i play against another hitagi deck death and end up losing to it finally (no draw cards, so i was too slow). I play against the same one shot deck as last time and end up barely losing. Then I play another hitagi deck death and beat it, thus going 2-2.
11/3 - Nagoya premem gunslinger
I use legit stuff and win 2 in a row, beating oreimo and a working!! deck. I play a game of singles using my oreimo deck, beating a different oreimo deck, going 3-0. I end up winning 4 in a row with legit stuff and go 7-0, thus ensuring my madoka sleeves. I play my tennen deck after that, which goes up against two guys both playing the same mio engine + 5/2 70/50. I lose because i can't beat 5 cost. I play a few other decks and end up beating them all. Overall a very good day, especially for legit stuff.
Since the new hidamari AND madoka special pack sets come out on 11/11, and the tourney is 11/12, i have exactly 1 day to look through all the new cards and see if i want to change my deck around. It's a bit stressful because obviously my deck is good, but if it could be improved, I would like a bit of time to test it and mess around before adding/removing stuff. Oh well. Hopefully there'll be something to help against deck death and oreimo, haha. Read More......
Thursday, September 29, 2011
Working!! SR impressions!
So it's 9/30 here in Japan! Working!! just came out (along with the bakemono special pack). From my first look at the set, here's a small review of the SRs that the set has to offer, which I feel are very strong overall:
First, there's:
4/1 Red 40/40 Taneshima Popura & Inami Mahiru - If this card trashed an opponent's character during your approach this turn, you may untap it and attack one more time.
- First off, 4/1 40/40 is pretty good, but it's power means that you can't just toss a weak guy in front of it, because all it will do is kill the weak guy and let the 40/40 attack again. Most of the time, the opponent is better off just letting this card go through regardless of how the board looks.
Next,
Working!! - Red 4/2 event. Main/Jibun - Look at the top 10 cards of your deck. Put one "working" character into play. Give that character +20/+20 until end of turn.
- This allows you, for 4 cost, to get whatever working char you want in the top 10, and then attack with it that turn with a +20/+20 bonus. It's a 4/2 so having more than one or two in a deck is fine because it can still act as source if you already have the characters you need. But getting a possible good 4 cost char, with active and a +20/+20 bonus essentially, for free, is very strong, imo.
"Red 4/1 40/30 Inami Mahiru - If this character hits the opponent for a point, you can trash one of their 2 cost characters.
[1] Approach/Jibun - Trash one 2 cost or less character that's blocking this character.
- This is very good against 2 cost characters, such as bucho, chibi anything, etc. Also against deck out where the opponent just blocks with a 30/0 ayase or something. If you can keep it alive, this card is great against decks heavy in 2 cost guys.
Red 4/1 40/30 Inami Mahiru - If this character hits the opponent for a point, draw a card. If this characters trashes one of the opponent's character's during your attack, the opponent must discard a card.
- Unless the opponent has something that will kill this and stay alive, it's kind of a "damned if you do, damned if you don't" scenario. If you let it through, they get a card. If you toss a weak guy in front of it, you lose a card. Not bad, Mahiru...
Yellow 3/2 Yamada Aoi 30/30 - When this card comes into play, make one character a 0/0 until the end of the turn.
[0] Main/jibun - Make this character's AP/DP the same as one of your other "WORKING!!" characters until the end of the turn.
- The first power is interesting, it can take an opponent's big character and make it downright pitiful. The second one is the same as Christmas Ume-sensei, making potential for this character decent, especially if you can pump up your characters before you attack. As a 3/2, you're not hurting for source by putting multiple ones in your deck.
Red 3/2 30/30 Taneshima Popura - This character cannot be blocked by 4 cost characters and up. When this character attacks, you may give one of your opponent's characters cost +2 until the end of the turn
- This card is interesting. However, in the current metagame, with Oreimo being very strong, and Meme existing, I think this card won't work all too well. The format just has too many strong 3 cost characters that even giving one of them cost +2 won't really allow popura to go through unharmed. She doesn't even have tennen 2, which means that even kyosuke could block her without really causing much of a loss to the popura player. But maybe there will be some really cool combo that makes this much better than it looks!
Green 4/2 30/40 Mori Yachiyo - The next "wagnaria" character you play this turn gets cost -2. If you play a "wagnaria" character, give one of your "wagnaria" characters +0/+10 until the end of the turn
- Wow, so not only do you get to make the next wagnaria character you play cost 2 less, you also get the passive ability that will pump up your guys (and most definitely help out when using some of the above cards) It's also 2 source and a 30/40 to boot! This card will be seen a lot in tournament play with working!! decks, I think!
I'm running low on time, and the other two SRs are so-so at BEST, so I think I'll wait until later. Hopefully you enjoyed this short introduction of the SRs of "working!!" It looks like it might be a really fun set!
Read More......
First, there's:
4/1 Red 40/40 Taneshima Popura & Inami Mahiru - If this card trashed an opponent's character during your approach this turn, you may untap it and attack one more time.
- First off, 4/1 40/40 is pretty good, but it's power means that you can't just toss a weak guy in front of it, because all it will do is kill the weak guy and let the 40/40 attack again. Most of the time, the opponent is better off just letting this card go through regardless of how the board looks.
Next,
Working!! - Red 4/2 event. Main/Jibun - Look at the top 10 cards of your deck. Put one "working" character into play. Give that character +20/+20 until end of turn.
- This allows you, for 4 cost, to get whatever working char you want in the top 10, and then attack with it that turn with a +20/+20 bonus. It's a 4/2 so having more than one or two in a deck is fine because it can still act as source if you already have the characters you need. But getting a possible good 4 cost char, with active and a +20/+20 bonus essentially, for free, is very strong, imo.
"Red 4/1 40/30 Inami Mahiru - If this character hits the opponent for a point, you can trash one of their 2 cost characters.
[1] Approach/Jibun - Trash one 2 cost or less character that's blocking this character.
- This is very good against 2 cost characters, such as bucho, chibi anything, etc. Also against deck out where the opponent just blocks with a 30/0 ayase or something. If you can keep it alive, this card is great against decks heavy in 2 cost guys.
Red 4/1 40/30 Inami Mahiru - If this character hits the opponent for a point, draw a card. If this characters trashes one of the opponent's character's during your attack, the opponent must discard a card.
- Unless the opponent has something that will kill this and stay alive, it's kind of a "damned if you do, damned if you don't" scenario. If you let it through, they get a card. If you toss a weak guy in front of it, you lose a card. Not bad, Mahiru...
Yellow 3/2 Yamada Aoi 30/30 - When this card comes into play, make one character a 0/0 until the end of the turn.
[0] Main/jibun - Make this character's AP/DP the same as one of your other "WORKING!!" characters until the end of the turn.
- The first power is interesting, it can take an opponent's big character and make it downright pitiful. The second one is the same as Christmas Ume-sensei, making potential for this character decent, especially if you can pump up your characters before you attack. As a 3/2, you're not hurting for source by putting multiple ones in your deck.
Red 3/2 30/30 Taneshima Popura - This character cannot be blocked by 4 cost characters and up. When this character attacks, you may give one of your opponent's characters cost +2 until the end of the turn
- This card is interesting. However, in the current metagame, with Oreimo being very strong, and Meme existing, I think this card won't work all too well. The format just has too many strong 3 cost characters that even giving one of them cost +2 won't really allow popura to go through unharmed. She doesn't even have tennen 2, which means that even kyosuke could block her without really causing much of a loss to the popura player. But maybe there will be some really cool combo that makes this much better than it looks!
Green 4/2 30/40 Mori Yachiyo - The next "wagnaria" character you play this turn gets cost -2. If you play a "wagnaria" character, give one of your "wagnaria" characters +0/+10 until the end of the turn
- Wow, so not only do you get to make the next wagnaria character you play cost 2 less, you also get the passive ability that will pump up your guys (and most definitely help out when using some of the above cards) It's also 2 source and a 30/40 to boot! This card will be seen a lot in tournament play with working!! decks, I think!
I'm running low on time, and the other two SRs are so-so at BEST, so I think I'll wait until later. Hopefully you enjoyed this short introduction of the SRs of "working!!" It looks like it might be a really fun set!
Read More......
Wednesday, September 28, 2011
New Banned Cards! Some thoughts on the current metagame.
The list of the new banned cards starting on October 1st is posted over at the very very awesome PreMem in SG site:
http://pineapplemania.wordpress.com/2011/09/19/%E3%83%97%E3%83%AC%E3%83%A1%E3%83%A2%E4%B8%96%E7%95%8C%E4%B8%AD-%E3%81%84%E3%81%A3%E3%81%B1%E3%81%84%E3%81%AE%E7%99%BA%E8%A1%A8/
Since there's no need to post the exact same thing twice, I feel like I'll use this post to discuss the current metagame, what decks are strong, and what i feel ACTUALLY needs to be banned.
First, there are currently two formats of tournaments. There's mixed, which allows you to use every card except the (now) 7 banned cands. Then there's single format, which means that your deck can only consist of cards from a single set (or related sets, such as k-on!, and k-on!! both being part of the same set)
For mixed, the popular types of decks are:
Oreimo beatdown - This deck utilizes the 3 source Kirino to get a lot of characters out quickly without decreasing your hand size. Using the two 3/1 Kirino/Ayase conbis, one which allows you to bring the same 3 source kirino you used to pay back in your hand, and the other that allows you to look at the top 7 cards and pull out any event and add it to your hand, means you can almost always guarantee a full board. Then, utilizing the green 0/1 Oreimo event that allows you to get two of the same type of character from the top 7 as long as you already have 4 oreimo characters means that you will always have the cards you need. Add in some very strong 40/40 kirino combis, plus the 5/1 60/50 active Kirino, and you have a scary deck. The defense is quite strong as well with the 2/2 play anytime Kyosuke that prevents one of the opponent's characters from attacking. Combined with the 3/2 40/20
active kirino that untaps one of your characters whenever you play a character, and your opponent will have a hard time hitting you for points while being able to survive your offense.
Deck Death - There's all sorts of different decks that use deck death. With the recent bannage of rotenburo, deck death may be a little weaker, however, in the new bakemono set, the 0/1 "trash 3 cards from the opponent's deck" will be even stronger than rotenburo was, in my opinion. Generally, though, the deck revolves around using 0/1 Homura (when the opp plays a character, return it to your hand, and put a card from your hand on top of your deck), and then using Kyoken (comes into play if put on the point pile when hit for a point) so you have a really hard time getting points. Combined with the other Homura that says "only 4 characters can attack each turn", and using Ayase to slowly rid the opponent of 3 cards, it's very hard to beat, even with an army of strong characters. Obviously there's variations of deck death, but generally, they involve homura/kyoken.
Blue Beatdown - This generally involves getting cards quickly using Mio and Kashi Sakuseichuu (tap a mio and draw 2), and then playing out the blue 4/2 support dude from samurai girls and pulling out the 5/2 Dartanian. The 5/2 says that if she was pulled out from the dude's effect, that she gets a +10/+10 coin, and if he's in play (which he will be if he was used to play her out), then she gets +20/+0 constantly. Essentially, she's a 70/50 for a 4/2. The strong point about both of the cards is that they're blue (same color as Mio, 1/2 draw sawako, ayase, any many other strong cards) and 2 source. If they were all 1 source, then having extras would be too hard to play out.
Obviously there's other strong cards in the format too, such as 4/1 active Sayaka, which allows you to discard an event and put it back into play (ready to attack again) if it dies. However, these three types of decks are generally what is shown the most.
Of these, Oreimo beatdown is probably used the most. It's a very easy deck to use, and a very easy deck to play. With the 3 source, you don't have to put much thought into what you're going to discard for your characters, and with a constant flow of cards, it's hard to find yourself in a bad spot. A very popular deck indeed, however, I feel like the 3 source kirino really is the cause of all the problems. It's not just that she's 3 source, it's that there's so many good 3 source kirinos. Many have active, many give you cards back (essnetially letting you get a 30/20 or a 30/30 out in play for free), as well as being one of the few cards that lets you play out a 5 cost character for only 2 cards. Kirino's 5 source card is also crazy good. If you have a support character, it's a 60/50 active that makes one of the opponent's characters unable to block. With the speed of the oreimo deck, getting out 3 guys, and then playing the 5/1 on turn 2 and approaching with everything isn't a long shot.
Obviously, if Oreimo is this strong in mixed, it completely dominates in single format. Many decks require the hidamari card "Hanami" for speed, but oreimo's speed is unmatched, even without the help of hanami.
While I do have an Oreimo beatdown deck myself, I really feel as though too many people use Oreimo to the point that there's not as much variety in decks as there used to be. I'm not about banning cards just because they're good, but I do feel like they really made it far too easy for oreimo to get an advantage by being able to play out 3 cost characters not only for one card, but being able to get another card back for it. Something that would solve the oreimo problem would literally be to restrict the usage of the 3 source kirino. That would mean that while you would still get a card back for the 3/1 kirino/ayase combi, you would still have to use 2 cards to play it out. The 5/1 would be harder to get out (as it should be), and it wouldn't be able to get such an early lead way too quickly for any other deck to deal with.
It's not that I think all 3 source cards are unfair. Madoka's 3 source Kyoko SR allows you to get out a few 3 cost kyokos, but with the disadvantage that they're all 40/10 or 40/20. In other words, they die very easily. The 3 source Hanekawa for megane characters actually made the megane deck into a deck that was playable and winnable in an otherwise bucho-dominated format. It's not just the fact that Kirino's 3 source card gives 3 source, it's that combined with the 3 cost kirino characters (and the 5 cost), it's just far too strong and allows for brainless playing that nets far too big of an advantage for most other decks to keep up with.
Another deck that I feel is too strong is the deck death type. I understand that staying alive while fending off the opponent is difficult, but I feel like kyoken makes it far too easy. Not only does he not count as a point, but he also comes into play for free. So just by being on the top of the deck, he prevents 2 attacks, potentially. Thanks to the homura, even if the opponent just passes and doesn't attack, the second that a character is played on your side, homura goes back in the opponent's hand, they draw a card, and put kyoken on top. As a 30/10, he dies very easily. Not only that, but he can take out a decent attacker as well. Before Ayase and the new bakemono card, deck death relied on rotenburo and recycling their own deck, but with the inability to take more than a couple points off of the opponent thanks to kyoken and homura, I feel like theres very little risk in playing a deck death deck.
So the cards that I would like to see restricted in mixed and single format:
(Yellow 1/1 20/10 Kousaka Kirino - If used to play a "Kousaka Kirino" card, add 2 source - uniform/otaku)
The cards that I would like to see restricted in mixed:
(Green 3/1 30/10 Maniwa Kyoken - If put onto the point pile when hit for a point, you may put Kyoken directly into play instead. Maniwa troops/Ninja)
(Blue 0/1 Akemi Homura - When the opponent plays a character, return this to your hand, draw a card, and take one card from your hand and put it on thetop or bottom of your deck)
Please post your opinions in the comments! Do you agree? Disagree? What cards do you think should be banned, and why? Do you disagree with some of the current cards that are banned? Please post up!
Read More......
http://pineapplemania.wordpress.com/2011/09/19/%E3%83%97%E3%83%AC%E3%83%A1%E3%83%A2%E4%B8%96%E7%95%8C%E4%B8%AD-%E3%81%84%E3%81%A3%E3%81%B1%E3%81%84%E3%81%AE%E7%99%BA%E8%A1%A8/
Since there's no need to post the exact same thing twice, I feel like I'll use this post to discuss the current metagame, what decks are strong, and what i feel ACTUALLY needs to be banned.
First, there are currently two formats of tournaments. There's mixed, which allows you to use every card except the (now) 7 banned cands. Then there's single format, which means that your deck can only consist of cards from a single set (or related sets, such as k-on!, and k-on!! both being part of the same set)
For mixed, the popular types of decks are:
Oreimo beatdown - This deck utilizes the 3 source Kirino to get a lot of characters out quickly without decreasing your hand size. Using the two 3/1 Kirino/Ayase conbis, one which allows you to bring the same 3 source kirino you used to pay back in your hand, and the other that allows you to look at the top 7 cards and pull out any event and add it to your hand, means you can almost always guarantee a full board. Then, utilizing the green 0/1 Oreimo event that allows you to get two of the same type of character from the top 7 as long as you already have 4 oreimo characters means that you will always have the cards you need. Add in some very strong 40/40 kirino combis, plus the 5/1 60/50 active Kirino, and you have a scary deck. The defense is quite strong as well with the 2/2 play anytime Kyosuke that prevents one of the opponent's characters from attacking. Combined with the 3/2 40/20
active kirino that untaps one of your characters whenever you play a character, and your opponent will have a hard time hitting you for points while being able to survive your offense.
Deck Death - There's all sorts of different decks that use deck death. With the recent bannage of rotenburo, deck death may be a little weaker, however, in the new bakemono set, the 0/1 "trash 3 cards from the opponent's deck" will be even stronger than rotenburo was, in my opinion. Generally, though, the deck revolves around using 0/1 Homura (when the opp plays a character, return it to your hand, and put a card from your hand on top of your deck), and then using Kyoken (comes into play if put on the point pile when hit for a point) so you have a really hard time getting points. Combined with the other Homura that says "only 4 characters can attack each turn", and using Ayase to slowly rid the opponent of 3 cards, it's very hard to beat, even with an army of strong characters. Obviously there's variations of deck death, but generally, they involve homura/kyoken.
Blue Beatdown - This generally involves getting cards quickly using Mio and Kashi Sakuseichuu (tap a mio and draw 2), and then playing out the blue 4/2 support dude from samurai girls and pulling out the 5/2 Dartanian. The 5/2 says that if she was pulled out from the dude's effect, that she gets a +10/+10 coin, and if he's in play (which he will be if he was used to play her out), then she gets +20/+0 constantly. Essentially, she's a 70/50 for a 4/2. The strong point about both of the cards is that they're blue (same color as Mio, 1/2 draw sawako, ayase, any many other strong cards) and 2 source. If they were all 1 source, then having extras would be too hard to play out.
Obviously there's other strong cards in the format too, such as 4/1 active Sayaka, which allows you to discard an event and put it back into play (ready to attack again) if it dies. However, these three types of decks are generally what is shown the most.
Of these, Oreimo beatdown is probably used the most. It's a very easy deck to use, and a very easy deck to play. With the 3 source, you don't have to put much thought into what you're going to discard for your characters, and with a constant flow of cards, it's hard to find yourself in a bad spot. A very popular deck indeed, however, I feel like the 3 source kirino really is the cause of all the problems. It's not just that she's 3 source, it's that there's so many good 3 source kirinos. Many have active, many give you cards back (essnetially letting you get a 30/20 or a 30/30 out in play for free), as well as being one of the few cards that lets you play out a 5 cost character for only 2 cards. Kirino's 5 source card is also crazy good. If you have a support character, it's a 60/50 active that makes one of the opponent's characters unable to block. With the speed of the oreimo deck, getting out 3 guys, and then playing the 5/1 on turn 2 and approaching with everything isn't a long shot.
Obviously, if Oreimo is this strong in mixed, it completely dominates in single format. Many decks require the hidamari card "Hanami" for speed, but oreimo's speed is unmatched, even without the help of hanami.
While I do have an Oreimo beatdown deck myself, I really feel as though too many people use Oreimo to the point that there's not as much variety in decks as there used to be. I'm not about banning cards just because they're good, but I do feel like they really made it far too easy for oreimo to get an advantage by being able to play out 3 cost characters not only for one card, but being able to get another card back for it. Something that would solve the oreimo problem would literally be to restrict the usage of the 3 source kirino. That would mean that while you would still get a card back for the 3/1 kirino/ayase combi, you would still have to use 2 cards to play it out. The 5/1 would be harder to get out (as it should be), and it wouldn't be able to get such an early lead way too quickly for any other deck to deal with.
It's not that I think all 3 source cards are unfair. Madoka's 3 source Kyoko SR allows you to get out a few 3 cost kyokos, but with the disadvantage that they're all 40/10 or 40/20. In other words, they die very easily. The 3 source Hanekawa for megane characters actually made the megane deck into a deck that was playable and winnable in an otherwise bucho-dominated format. It's not just the fact that Kirino's 3 source card gives 3 source, it's that combined with the 3 cost kirino characters (and the 5 cost), it's just far too strong and allows for brainless playing that nets far too big of an advantage for most other decks to keep up with.
Another deck that I feel is too strong is the deck death type. I understand that staying alive while fending off the opponent is difficult, but I feel like kyoken makes it far too easy. Not only does he not count as a point, but he also comes into play for free. So just by being on the top of the deck, he prevents 2 attacks, potentially. Thanks to the homura, even if the opponent just passes and doesn't attack, the second that a character is played on your side, homura goes back in the opponent's hand, they draw a card, and put kyoken on top. As a 30/10, he dies very easily. Not only that, but he can take out a decent attacker as well. Before Ayase and the new bakemono card, deck death relied on rotenburo and recycling their own deck, but with the inability to take more than a couple points off of the opponent thanks to kyoken and homura, I feel like theres very little risk in playing a deck death deck.
So the cards that I would like to see restricted in mixed and single format:
(Yellow 1/1 20/10 Kousaka Kirino - If used to play a "Kousaka Kirino" card, add 2 source - uniform/otaku)
The cards that I would like to see restricted in mixed:
(Green 3/1 30/10 Maniwa Kyoken - If put onto the point pile when hit for a point, you may put Kyoken directly into play instead. Maniwa troops/Ninja)
(Blue 0/1 Akemi Homura - When the opponent plays a character, return this to your hand, draw a card, and take one card from your hand and put it on thetop or bottom of your deck)
Please post your opinions in the comments! Do you agree? Disagree? What cards do you think should be banned, and why? Do you disagree with some of the current cards that are banned? Please post up!
Read More......
Sunday, August 21, 2011
K-ON! Part 1 Starter deck list + full translation!
Ok, this is my translation of the cards of the k-on starter deck! There’s a lot of cards with no abilities, so I’ll just write “vanilla X/X” to keep it simple. Here’s the deck list!
Characters
1 01-006 Hirasawa Yui red 0/1 vanilla 10/10 (uniform)
1 01-031 Akiyama Mio blue 0/1 vanilla 10/10 (uniform)
1 01-055 Tainaka Ritsu yellow 0/1 vanilla 10/10 (uniform)
1 01-078 Kotobuki Tsumugi green 0/1 vanilla 10/10 (uniform, princess)
1 01-068 Yamanaka Sawako yellow 0/1 “When this character comes into play, if you have a character with “uniform” in play, draw one card” (teacher, glasses)
1 01-008 Manabe Nodoka red 0/1 “tap (main/jibun): give one of your “music+uniform” characters +10/+0 until the end of the turn” (uniform/glasses)
1 01-070 Hirasawa Ui yellow 0/1 “tap (main/jibun): “give one of your “Hirasawa Yui”s +10/+0 until the end of the turn” (apron)
1 01-005 Hirasawa Yui red 1/2 vanilla 10/20 (uniform)
1 01-030 Akiyama Mio blue 1/2 vanilla 10/20 (uniform)
1 01-054 Tainaka Ritsu yellow 1/2 vanilla 20/10 (uniform)
1 01-079 Kotobuki Tsumugi green 1/2 vanilla 10/20 (uniform, princess)
1 01-007 Nakano Azusa red 1/2 vanilla 20/10 (uniform)
1 01-027 Akiyama Mio blue 2/2 vanilla 20/20 (music, uniform)
1 01-077 Kotobuki Tsumigi green 2/2 vanilla 20/20 (music, uniform, princess)
1 01-029 Nakano Azusa blue 2/2 vanilla 20/20 (music, uniform)
1 01-092 Yamanaka Sawako green 2/2 vanilla 20/20 (teacher, glasses)
1 01-033 Manabe Nodoka blue 2/2 vanilla 20/20 (uniform, glasses)
1 01-052 Tainaka Ritsu yellow 2/2 vanilla 20/20 (music, uniform)
1 01-002 Hirasawa Yui red 2/2 vanilla 20/20 (music, uniform)
1 01-009 Hirasawa Ui red 2/2 vanilla 20/20 (uniform)
2 01-060 Akiyama Mio yellow 2/2 20/10 “When this character comes into play, you may take a “Nekomimi” card in your trash pile and attach it to this character” (uniform, nekomimi)
2 01-061 Tainaka Ritsu yellow 2/2 20/10 “tap (main/jibun): give one of your “Nekomimi” characters Active until the end of the turn” (uniform, nekomimi)
2 01-059 Hirasawa Yui yellow 2/2 20/20 “If you play a “Nakano Azusa” this turn, you may search your deck for a “Nekomimi” card, reveal it, and then put it in your hand” (uniform, nekomimi)
2 01-063 Nakano Azusa yellow 2/2 20/20 “”Nekomimi” support cards in your hand have a cost of -1” (uniform, nekomimi)
2 01-004 Hirasawa Yui red 2/2 20/20 “If you attach a “Gii-ta” to this character, then draw a card” (uniform)
1 01-097 Tainaka Ritsu green 2/2 20/20 “When this character comes into play, give one of the opponent’s characters -10/-10 until the end of the turn” (none)
1 01-091 Kotobuki Tsumugi green 2/2 10/20 “When this character comes into play, give two of your characters +10/+10 until the end of the turn” (princess)
1 01-075 Nakano Azusa yellow 2/2 20/20 “When this character comes into play, take one of the cards in your point pile, put it into your hand, and then take one card from your hand and put it face down in your point pile” (none)
1 01-046 Akiyama Mio blue 3/2 vanilla 30/30 (none)
1 01-066 Kotobuki Tsumigi yellow 3/2 vanilla 30/30 (cosplay, bunny, princess)
1 01-098 Nakano Azusa green 3/2 vanilla 30/30 (none)
1 01-074 Tainaka Ritsu yellow 3/2 vanilla 30/30 (none)
1 01-093 Hirasawa Yui green 3/2 vanilla 30/30 (none)
1 01-001 Hirasawa Yui red 4/1 vanilla 40/40 (music, uniform)
1 01-025 Akiyama Mio blue 4/1 vanilla 40/40 (music, uniform)
1 01-051 Tainaka Ritsu yellow 4/1 vanilla 40/40 (music, uniform)
1 01-076 Kotobuki Tsumigi green 4/1 vanilla 40/40 (music, uniform, princess)
1 01-028 Nakano Azusa blue 4/1 vanilla 40/40 (music, uniform)
Event cards:
1 01-137 “Resort kibun (resort feeling)” blue 5/1 BREAK! main/jibun: draw 3 cards
1 01-148 “Genkotsu (fist)” yellow 5/1 BREAK! Main/jibun: tap one of the opponent’s characters
1 01-132 “Sawachan no sennou (Sawachan’s brainwashing)” 3/1 blue Requirement: Yamanaka Sawako. Main/Jibun: Return one of the opponent’s characters to their hand. Afterwards, they can put one character from their hand into play tapped.
1 01-166 “Kaze (cold)” green 0/1 approach/opponent: give one of your opponent’s characters -0/-10 until the end of the turn.
1 01-114 “Sakura kou keion bu (Sakura High K-ON club)” red 5/1 requirement : (one of each of the 5 k-on girls) main/jibun: hit the opponent for a point
2 01-068 “buin boushuuchuu (In search of club members)” green 1/2 main/jibun: search your deck for any “Music/uniform” character, reveal it, and put it in your hand. Then, shuffle your deck.
1 01-102 “gakki (musical instrument)” red 1/1 main/jibun: Search your deck for a support card, reveal it, and put it in your hand. Then, shuffle your deck.
1 01-167 Yatsuatari (outburst of anger) 1/1 green main/jibun: trash one support card in play.
2 01-121 “Rotenburo (open air bath) 0/1 blue main/jibun: both players draw 2 cards.
2 01-116 “Gekkouchuu (Dismissal time) 0/1 red approach/opponent: Give one your blocking characters +10/+10 until the end of the turn”
2 01-175 “Gii-ta” 0/2 red support: This can only be attached to a “Hirasawa Yui”. The attached character gets +10/+0.
2 01-176 “Nekomimi” 1/1 yellow support: If the character this is attached to is a “Nekomimi” character, then that character gets +10/+10, otherwise that character is now “Nekomimi” type.
So for the most part, many cards are very basic. The event cards will most likely take some getting used to, but it’s not too bad. For a starting deck, it’s very very easy, so I would 100% suggest to start at this starter if you want to learn the game! Enjoy! Read More......
Characters
1 01-006 Hirasawa Yui red 0/1 vanilla 10/10 (uniform)
1 01-031 Akiyama Mio blue 0/1 vanilla 10/10 (uniform)
1 01-055 Tainaka Ritsu yellow 0/1 vanilla 10/10 (uniform)
1 01-078 Kotobuki Tsumugi green 0/1 vanilla 10/10 (uniform, princess)
1 01-068 Yamanaka Sawako yellow 0/1 “When this character comes into play, if you have a character with “uniform” in play, draw one card” (teacher, glasses)
1 01-008 Manabe Nodoka red 0/1 “tap (main/jibun): give one of your “music+uniform” characters +10/+0 until the end of the turn” (uniform/glasses)
1 01-070 Hirasawa Ui yellow 0/1 “tap (main/jibun): “give one of your “Hirasawa Yui”s +10/+0 until the end of the turn” (apron)
1 01-005 Hirasawa Yui red 1/2 vanilla 10/20 (uniform)
1 01-030 Akiyama Mio blue 1/2 vanilla 10/20 (uniform)
1 01-054 Tainaka Ritsu yellow 1/2 vanilla 20/10 (uniform)
1 01-079 Kotobuki Tsumugi green 1/2 vanilla 10/20 (uniform, princess)
1 01-007 Nakano Azusa red 1/2 vanilla 20/10 (uniform)
1 01-027 Akiyama Mio blue 2/2 vanilla 20/20 (music, uniform)
1 01-077 Kotobuki Tsumigi green 2/2 vanilla 20/20 (music, uniform, princess)
1 01-029 Nakano Azusa blue 2/2 vanilla 20/20 (music, uniform)
1 01-092 Yamanaka Sawako green 2/2 vanilla 20/20 (teacher, glasses)
1 01-033 Manabe Nodoka blue 2/2 vanilla 20/20 (uniform, glasses)
1 01-052 Tainaka Ritsu yellow 2/2 vanilla 20/20 (music, uniform)
1 01-002 Hirasawa Yui red 2/2 vanilla 20/20 (music, uniform)
1 01-009 Hirasawa Ui red 2/2 vanilla 20/20 (uniform)
2 01-060 Akiyama Mio yellow 2/2 20/10 “When this character comes into play, you may take a “Nekomimi” card in your trash pile and attach it to this character” (uniform, nekomimi)
2 01-061 Tainaka Ritsu yellow 2/2 20/10 “tap (main/jibun): give one of your “Nekomimi” characters Active until the end of the turn” (uniform, nekomimi)
2 01-059 Hirasawa Yui yellow 2/2 20/20 “If you play a “Nakano Azusa” this turn, you may search your deck for a “Nekomimi” card, reveal it, and then put it in your hand” (uniform, nekomimi)
2 01-063 Nakano Azusa yellow 2/2 20/20 “”Nekomimi” support cards in your hand have a cost of -1” (uniform, nekomimi)
2 01-004 Hirasawa Yui red 2/2 20/20 “If you attach a “Gii-ta” to this character, then draw a card” (uniform)
1 01-097 Tainaka Ritsu green 2/2 20/20 “When this character comes into play, give one of the opponent’s characters -10/-10 until the end of the turn” (none)
1 01-091 Kotobuki Tsumugi green 2/2 10/20 “When this character comes into play, give two of your characters +10/+10 until the end of the turn” (princess)
1 01-075 Nakano Azusa yellow 2/2 20/20 “When this character comes into play, take one of the cards in your point pile, put it into your hand, and then take one card from your hand and put it face down in your point pile” (none)
1 01-046 Akiyama Mio blue 3/2 vanilla 30/30 (none)
1 01-066 Kotobuki Tsumigi yellow 3/2 vanilla 30/30 (cosplay, bunny, princess)
1 01-098 Nakano Azusa green 3/2 vanilla 30/30 (none)
1 01-074 Tainaka Ritsu yellow 3/2 vanilla 30/30 (none)
1 01-093 Hirasawa Yui green 3/2 vanilla 30/30 (none)
1 01-001 Hirasawa Yui red 4/1 vanilla 40/40 (music, uniform)
1 01-025 Akiyama Mio blue 4/1 vanilla 40/40 (music, uniform)
1 01-051 Tainaka Ritsu yellow 4/1 vanilla 40/40 (music, uniform)
1 01-076 Kotobuki Tsumigi green 4/1 vanilla 40/40 (music, uniform, princess)
1 01-028 Nakano Azusa blue 4/1 vanilla 40/40 (music, uniform)
Event cards:
1 01-137 “Resort kibun (resort feeling)” blue 5/1 BREAK! main/jibun: draw 3 cards
1 01-148 “Genkotsu (fist)” yellow 5/1 BREAK! Main/jibun: tap one of the opponent’s characters
1 01-132 “Sawachan no sennou (Sawachan’s brainwashing)” 3/1 blue Requirement: Yamanaka Sawako. Main/Jibun: Return one of the opponent’s characters to their hand. Afterwards, they can put one character from their hand into play tapped.
1 01-166 “Kaze (cold)” green 0/1 approach/opponent: give one of your opponent’s characters -0/-10 until the end of the turn.
1 01-114 “Sakura kou keion bu (Sakura High K-ON club)” red 5/1 requirement : (one of each of the 5 k-on girls) main/jibun: hit the opponent for a point
2 01-068 “buin boushuuchuu (In search of club members)” green 1/2 main/jibun: search your deck for any “Music/uniform” character, reveal it, and put it in your hand. Then, shuffle your deck.
1 01-102 “gakki (musical instrument)” red 1/1 main/jibun: Search your deck for a support card, reveal it, and put it in your hand. Then, shuffle your deck.
1 01-167 Yatsuatari (outburst of anger) 1/1 green main/jibun: trash one support card in play.
2 01-121 “Rotenburo (open air bath) 0/1 blue main/jibun: both players draw 2 cards.
2 01-116 “Gekkouchuu (Dismissal time) 0/1 red approach/opponent: Give one your blocking characters +10/+10 until the end of the turn”
2 01-175 “Gii-ta” 0/2 red support: This can only be attached to a “Hirasawa Yui”. The attached character gets +10/+0.
2 01-176 “Nekomimi” 1/1 yellow support: If the character this is attached to is a “Nekomimi” character, then that character gets +10/+10, otherwise that character is now “Nekomimi” type.
So for the most part, many cards are very basic. The event cards will most likely take some getting used to, but it’s not too bad. For a starting deck, it’s very very easy, so I would 100% suggest to start at this starter if you want to learn the game! Enjoy! Read More......
Labels:
deck,
deck building,
K-ON,
starter deck,
translation
Tuesday, July 5, 2011
FAQ Part 4 - K-ON!!, Ookami-san, Ika Musume
This part of the FAQ covers K-ON!!, Ookami-san to shichinin no nakamatachi, and Shinryaku! Ika Musume!. Again, straight from the source:
K-ON!!
Q: When you play 03-034 "Akiyama Mio" (Blue 1/2 character 10/20. When this character comes into play, look at the top 4 cards of your library. Take any "Kashi Sakuseichuu" cards and put them into your hand, and put the remaining cards on the bottom of your deck), how many Kashi Sakuseichuu cards can you take at once?
A: You can take up to 4. If 2 of the 4 are Kashi, then you can take both. If all 4 happen to be Kashi, then you can take all 4 and put them into your hand.
Q: If you have a 03-058 "Nakano Azusa" (Yellow 2/2 character 20/10. If this character has the highest cost of characters in your field, then this card gets +30/+30), and you have other 2 cost characters out, does the effect still work?
A: Yes, it does.
Q: If you play 03-120 "Obentou zukuri" (Making a boxed lunch) (Green 0/1 event. Main/Jibun: Put the top 2 cards from your deck into your trash pile. If the combined source of the two cards is 3 or less, the next character you play gets -2 cost. If the combined source of the two cards is 4, then the next character you play gets -4 cost.), can you use that to pay for a combi card? (For example, playing a 4/1 Yui/Mio combi for free without discarding a card)
A: Yes, you can.
Q: If my opponent attacks with a tennen 2 character, can I play "Jiki karuiongakubu bucho?" (The next K-ON club president?) (Yellow 0/2 event. Approach/both: One of your characters gets cost +2 until the end of the turn. Draw a card at the end of the turn) on one of my 2 cost characters and then block?
A: Yes, you can. You can play event cards both before and after blockers are chosen.
Q: Does the effect of 03-037 "Akiyama Mio" (blue 2/2 character 0/0. 1 (Main/Both): This character gets +10/+10 for each "megane" character you have on your field" effect last for the whole game?
A: No, it lasts until the end of the turn.
Q: If you play "matamata gakuensai!" (Let's do the gakuensai again!) (Red 4/1 event. Approach/Jibun: After this turn is over, take another turn starting at the approach phase), then do I get to draw a card and untap my characters?
A: No, you do not. You start at the approach phase and the 2nd turn is over when you finish the approach phase.
Q: If I play "Minna Kyousou dayo" (Yellow 1/1 event. Main/Jibun: Your opponent cannot block your characters this turn. when you you\hit the opponent for a point, instead draw a card.), do any "when your opponent gets hit for a point" effects go into play?
A: No, because you're drawing a card instead of hitting the opponent for a point, so none of those effects go through.
Q: If i have a 03-013"Hirasawa Yui & Nakano Azusa" combi card, and nothing else in my trash pile, what is the power of 03-013 "Hirasawa Yui & Nakano Azusa" (Red 4/1 character 0/0. This character gets +10/+0 for each "Hirasawa Yui" in your trash pile, and +0/+10 for each "Nakano Azusa" in your trash pile).
A: The combi counts as both a Hirasawa Yui and a Nakano Azusa, so it gets both of the bonus's, making it a 10/10.
---
Ookami san to shichinin no nakamatachi
Q: If I attack with a 01-045 "Majolica le Fay" (Green 3/1 character 30/0. When this character is approaching, it cannot be trashed."), and my opponent plays "Shouko Shashin" (Picture of evidence) (Blue 0/1 event. Approach/opponent: Pick one of the opponent's characters. That character cannot use their card ability until the end of the turn), will that cancel out Majolica's ability?
A: No, because you can only use it on active card texts, not passive card texts.
---
Shinryaku! Ika Musume
Q: If i play "Kami Drummer Geso!" (Godlike drummer-geso!) (Red 2/2 event. Main/Jibun: One of your "Ika Musume" characters gets +10/+10 and "Ongaku" until the end of the turn) on one of my Ika Musume characters, and then I play 02-124 "Backstage Pass" (This card can only be played on a character with "ongaku". Main/both: Move the character this is attached to and this card to either the main area, or the support area. You can only do this once per turn), will the Backstage Pass go away at the end of the turn once the Ika Musume card loses "Ongaku"?
A: No, it won't. It will remain on the Ika Musume.
Q: Can I use events/abilities that target an "Ika Musume" character on a "Mini Ika" or "Nise-Ika Musume" character?
A: No, you cannot. You can only use them on characters that say "Ika Musume".
Q: If i approach with 01-038 "Aizawa Takeru" (Red 3/2 character 30/20. When this character approaches, this card, and one of your "Ika Musume" cards each get +20/+20 until the end of the turn) that has a "Ika Musume no kaburimono (Ika Musume headpiece)" (Blue 1/2 support. The character that this is attached to counts as an "Ika Musume") attached to it, can I give Takeru +40/+40?
A: Yes, you can. Once for him, and once for the Ika Musume powerup (since the Ika Musume Kaburimono makes him count as an Ika Musume, too)
Read More......
K-ON!!
Q: When you play 03-034 "Akiyama Mio" (Blue 1/2 character 10/20. When this character comes into play, look at the top 4 cards of your library. Take any "Kashi Sakuseichuu" cards and put them into your hand, and put the remaining cards on the bottom of your deck), how many Kashi Sakuseichuu cards can you take at once?
A: You can take up to 4. If 2 of the 4 are Kashi, then you can take both. If all 4 happen to be Kashi, then you can take all 4 and put them into your hand.
Q: If you have a 03-058 "Nakano Azusa" (Yellow 2/2 character 20/10. If this character has the highest cost of characters in your field, then this card gets +30/+30), and you have other 2 cost characters out, does the effect still work?
A: Yes, it does.
Q: If you play 03-120 "Obentou zukuri" (Making a boxed lunch) (Green 0/1 event. Main/Jibun: Put the top 2 cards from your deck into your trash pile. If the combined source of the two cards is 3 or less, the next character you play gets -2 cost. If the combined source of the two cards is 4, then the next character you play gets -4 cost.), can you use that to pay for a combi card? (For example, playing a 4/1 Yui/Mio combi for free without discarding a card)
A: Yes, you can.
Q: If my opponent attacks with a tennen 2 character, can I play "Jiki karuiongakubu bucho?" (The next K-ON club president?) (Yellow 0/2 event. Approach/both: One of your characters gets cost +2 until the end of the turn. Draw a card at the end of the turn) on one of my 2 cost characters and then block?
A: Yes, you can. You can play event cards both before and after blockers are chosen.
Q: Does the effect of 03-037 "Akiyama Mio" (blue 2/2 character 0/0. 1 (Main/Both): This character gets +10/+10 for each "megane" character you have on your field" effect last for the whole game?
A: No, it lasts until the end of the turn.
Q: If you play "matamata gakuensai!" (Let's do the gakuensai again!) (Red 4/1 event. Approach/Jibun: After this turn is over, take another turn starting at the approach phase), then do I get to draw a card and untap my characters?
A: No, you do not. You start at the approach phase and the 2nd turn is over when you finish the approach phase.
Q: If I play "Minna Kyousou dayo" (Yellow 1/1 event. Main/Jibun: Your opponent cannot block your characters this turn. when you you\hit the opponent for a point, instead draw a card.), do any "when your opponent gets hit for a point" effects go into play?
A: No, because you're drawing a card instead of hitting the opponent for a point, so none of those effects go through.
Q: If i have a 03-013"Hirasawa Yui & Nakano Azusa" combi card, and nothing else in my trash pile, what is the power of 03-013 "Hirasawa Yui & Nakano Azusa" (Red 4/1 character 0/0. This character gets +10/+0 for each "Hirasawa Yui" in your trash pile, and +0/+10 for each "Nakano Azusa" in your trash pile).
A: The combi counts as both a Hirasawa Yui and a Nakano Azusa, so it gets both of the bonus's, making it a 10/10.
---
Ookami san to shichinin no nakamatachi
Q: If I attack with a 01-045 "Majolica le Fay" (Green 3/1 character 30/0. When this character is approaching, it cannot be trashed."), and my opponent plays "Shouko Shashin" (Picture of evidence) (Blue 0/1 event. Approach/opponent: Pick one of the opponent's characters. That character cannot use their card ability until the end of the turn), will that cancel out Majolica's ability?
A: No, because you can only use it on active card texts, not passive card texts.
---
Shinryaku! Ika Musume
Q: If i play "Kami Drummer Geso!" (Godlike drummer-geso!) (Red 2/2 event. Main/Jibun: One of your "Ika Musume" characters gets +10/+10 and "Ongaku" until the end of the turn) on one of my Ika Musume characters, and then I play 02-124 "Backstage Pass" (This card can only be played on a character with "ongaku". Main/both: Move the character this is attached to and this card to either the main area, or the support area. You can only do this once per turn), will the Backstage Pass go away at the end of the turn once the Ika Musume card loses "Ongaku"?
A: No, it won't. It will remain on the Ika Musume.
Q: Can I use events/abilities that target an "Ika Musume" character on a "Mini Ika" or "Nise-Ika Musume" character?
A: No, you cannot. You can only use them on characters that say "Ika Musume".
Q: If i approach with 01-038 "Aizawa Takeru" (Red 3/2 character 30/20. When this character approaches, this card, and one of your "Ika Musume" cards each get +20/+20 until the end of the turn) that has a "Ika Musume no kaburimono (Ika Musume headpiece)" (Blue 1/2 support. The character that this is attached to counts as an "Ika Musume") attached to it, can I give Takeru +40/+40?
A: Yes, you can. Once for him, and once for the Ika Musume powerup (since the Ika Musume Kaburimono makes him count as an Ika Musume, too)
Read More......
FAQ: Part 3 - Bakemonogatari/Katanagatari
This part of the FAQ covers Bakemonogatari and Katanagatari. Again, straight from the source:
Bakemonogatari:
Q: If I play 01-008 "Hachikuji Mayoi" (Blue 2/2 character 20/20. When this character comes into play, the opponent discards a card. At the end of the turn, the opponent draws a card) when they have 0 cards in their hand, do they still draw a card at the end of the turn?
A: No, they don't. Because they couldn't discard a card, the effect never happens.
Q: Does 01-011 "Sengoku Nadeko" (Blue 4/1 character 0/40. Whenever a character becomes tapped, this character gets +10/+0 until the end of the turn) get +10/+0 anytime a character becomes tapped when attacking or blocking?
A: Yes, anytime for any reason a character becomes tapped, this character gets +10/+0 for each one.
Q: Does the ability of 01-017 "Hanekawa Tsubasa" (Blue 4/1 character 30/40. Whenever you play a character, give one of your characters +10/+0 or +0/+10 until the end of the turn) work when you play this card, too?
A: Yes, when you play this card, you can then give one of your characters the +10/+0 or +0/+10 bonus until the end of the turn.
Q: Does 01-093 "Bakemonogatari" (Blue 0/2 event. Main/Jibun: All "Bakemonogatari" characters get +10/+10 until the end of the turn. At the end of the turn, draw a card.) give your opponent's Bakemonogatari characters +10/+10 until the end of the turn as well?
A: Yes, it does. All Bakemonogatari characters in play on both sides get +10/+10.
Q: If you play 01-094 "Watashi no Himitsu" (My secret) (Blue 0/1 event. Main/both: The opponent use any events for the rest of the turn), can the opponent use events with "Break" if you hit them for a point that turn?
A: No, they cannot. No events, whether its from the hand, or from break, can be used the turn the opponent plays "Watashi no Himitsu"
Q: If you play 01-120 "Taijinkyoufushou" (anthropophobia) (Red 1/1 Event. Approach/jibun: Return one character of yours that is being blocked by an opponent's character to your hand. Then, put a character that has the same name as that character into play tapped), can you put out the same character that you returned to your hand?
A: Yes you can. You can also put out a "conbi" character if you want to.
Q: If you attack with 01-031 "Hachikuji Mayoi" (Yellow 4/1 character 40/30. 0: (Approach/Jibun): Take this character and the opponent's character that blocked this card, and move both to the support area.) and the opponent blocks it, can you use Mayoi's ability and then return Mayoi to your hand using "Taijinkyoufushou"?
A: No, you cannot. After the Mayoi effect is finished, the characters are no longer approaching or being blocked by a character, so you can't play the event.
Q: If you hit the opponent with a point with P-002 "Senjyougahara Hitaki & Araragi Koyomi" (red 4/1 character 40/40. Combi. If this character hits the opponent for a point, you can choose one of their cards in their point pile and turn it face down.) and the card is a "break" card, can you turn the card face down before the opponent can use the break ability?
A: Yes, you can. Once you hit the opponent for a point, the ability from the combi activates first before the opponent can use break.
---
Katanagatari:
(The first 4 questions are about Kyouken, so I'll just translate the card first before the questions come up)
01-080 Maniwa Kyouken - Green 3/1 character 30/10. If this card is flipped over as the result of getting hit by a point from the opponent, then you can choose to put this card directly into play.
Pretty much, if you get hit for a point, and Kyouken comes up, it goes directly into play for free. So not only do you not take a point (because the card is now in play), but you get a free 30/10 character.
Q: When I get hit for a point and "Maniwa Kyouken" comes up, do I have to pay the cost in order to get Kyouken into play?
A: No, it comes into play for free.
Q: If you have 5 characters in your main area and you get hit for a point and "Maniwa Kyouken" comes up, can you trash one of your main area characters and put Kyouken into play?
A: Yes, you can.
Q: If you are at 6 points and you get hit for a 7th point, but the 7th point card is "Maniwa Kyouken", can you put it into play?
A: No, the game immediately ends whenever a player is hit for a 7th point.
Q: If my opponent attacks me with 01-011 "Hirasawa Yui" (Red 4/1 character 40/30. Tennen 2. Whenever this character hits the opponent for a point, the top card of the library gets put in the point pile face down.) or P-002 "Senjyougahara Hitaki & Araragi Koyomi" and "Maniwa Kyouken" is the card that gets put as a point, can I still put Kyouken into play?
A: Yes, you can. Face up or face down is irrelevant for this card, unlike break.
Q: If i play 01-120 "Seitou Bouei" (Sword of absolute defense) "Green 0/2 event. Approach/both: One of your characters becomes a 0/50 until the end of the turn" on 01-015 "Yasuri Shichika" (Red 4/1 character 40/40), and it becomes a 0/50, and then my opponent plays "Makkou Shoubu" (Head to head battle) (Red 2/2 event: Approach/both: Choose one attacking and one blocking character. Return the AP/DP of both cards to their original AP/DP), does my Shichika become a 40/40 again?
A: Yes, it does.
Q: With the effect of 01-065 "Maniwa Koumori" (Yellow 3/2 character 30/30. 0: (Main/Jibun) Change the name of this card to the name of another character), can I change the name to a character that's not on the playfield at the moment?
A: Yes, you can.
Ok that's all for this FAQ! Next time will be K-on!!, Ookami san, and Ika Musume!
Read More......
Bakemonogatari:
Q: If I play 01-008 "Hachikuji Mayoi" (Blue 2/2 character 20/20. When this character comes into play, the opponent discards a card. At the end of the turn, the opponent draws a card) when they have 0 cards in their hand, do they still draw a card at the end of the turn?
A: No, they don't. Because they couldn't discard a card, the effect never happens.
Q: Does 01-011 "Sengoku Nadeko" (Blue 4/1 character 0/40. Whenever a character becomes tapped, this character gets +10/+0 until the end of the turn) get +10/+0 anytime a character becomes tapped when attacking or blocking?
A: Yes, anytime for any reason a character becomes tapped, this character gets +10/+0 for each one.
Q: Does the ability of 01-017 "Hanekawa Tsubasa" (Blue 4/1 character 30/40. Whenever you play a character, give one of your characters +10/+0 or +0/+10 until the end of the turn) work when you play this card, too?
A: Yes, when you play this card, you can then give one of your characters the +10/+0 or +0/+10 bonus until the end of the turn.
Q: Does 01-093 "Bakemonogatari" (Blue 0/2 event. Main/Jibun: All "Bakemonogatari" characters get +10/+10 until the end of the turn. At the end of the turn, draw a card.) give your opponent's Bakemonogatari characters +10/+10 until the end of the turn as well?
A: Yes, it does. All Bakemonogatari characters in play on both sides get +10/+10.
Q: If you play 01-094 "Watashi no Himitsu" (My secret) (Blue 0/1 event. Main/both: The opponent use any events for the rest of the turn), can the opponent use events with "Break" if you hit them for a point that turn?
A: No, they cannot. No events, whether its from the hand, or from break, can be used the turn the opponent plays "Watashi no Himitsu"
Q: If you play 01-120 "Taijinkyoufushou" (anthropophobia) (Red 1/1 Event. Approach/jibun: Return one character of yours that is being blocked by an opponent's character to your hand. Then, put a character that has the same name as that character into play tapped), can you put out the same character that you returned to your hand?
A: Yes you can. You can also put out a "conbi" character if you want to.
Q: If you attack with 01-031 "Hachikuji Mayoi" (Yellow 4/1 character 40/30. 0: (Approach/Jibun): Take this character and the opponent's character that blocked this card, and move both to the support area.) and the opponent blocks it, can you use Mayoi's ability and then return Mayoi to your hand using "Taijinkyoufushou"?
A: No, you cannot. After the Mayoi effect is finished, the characters are no longer approaching or being blocked by a character, so you can't play the event.
Q: If you hit the opponent with a point with P-002 "Senjyougahara Hitaki & Araragi Koyomi" (red 4/1 character 40/40. Combi. If this character hits the opponent for a point, you can choose one of their cards in their point pile and turn it face down.) and the card is a "break" card, can you turn the card face down before the opponent can use the break ability?
A: Yes, you can. Once you hit the opponent for a point, the ability from the combi activates first before the opponent can use break.
---
Katanagatari:
(The first 4 questions are about Kyouken, so I'll just translate the card first before the questions come up)
01-080 Maniwa Kyouken - Green 3/1 character 30/10. If this card is flipped over as the result of getting hit by a point from the opponent, then you can choose to put this card directly into play.
Pretty much, if you get hit for a point, and Kyouken comes up, it goes directly into play for free. So not only do you not take a point (because the card is now in play), but you get a free 30/10 character.
Q: When I get hit for a point and "Maniwa Kyouken" comes up, do I have to pay the cost in order to get Kyouken into play?
A: No, it comes into play for free.
Q: If you have 5 characters in your main area and you get hit for a point and "Maniwa Kyouken" comes up, can you trash one of your main area characters and put Kyouken into play?
A: Yes, you can.
Q: If you are at 6 points and you get hit for a 7th point, but the 7th point card is "Maniwa Kyouken", can you put it into play?
A: No, the game immediately ends whenever a player is hit for a 7th point.
Q: If my opponent attacks me with 01-011 "Hirasawa Yui" (Red 4/1 character 40/30. Tennen 2. Whenever this character hits the opponent for a point, the top card of the library gets put in the point pile face down.) or P-002 "Senjyougahara Hitaki & Araragi Koyomi" and "Maniwa Kyouken" is the card that gets put as a point, can I still put Kyouken into play?
A: Yes, you can. Face up or face down is irrelevant for this card, unlike break.
Q: If i play 01-120 "Seitou Bouei" (Sword of absolute defense) "Green 0/2 event. Approach/both: One of your characters becomes a 0/50 until the end of the turn" on 01-015 "Yasuri Shichika" (Red 4/1 character 40/40), and it becomes a 0/50, and then my opponent plays "Makkou Shoubu" (Head to head battle) (Red 2/2 event: Approach/both: Choose one attacking and one blocking character. Return the AP/DP of both cards to their original AP/DP), does my Shichika become a 40/40 again?
A: Yes, it does.
Q: With the effect of 01-065 "Maniwa Koumori" (Yellow 3/2 character 30/30. 0: (Main/Jibun) Change the name of this card to the name of another character), can I change the name to a character that's not on the playfield at the moment?
A: Yes, you can.
Ok that's all for this FAQ! Next time will be K-on!!, Ookami san, and Ika Musume!
Read More......
Tuesday, June 28, 2011
FAQ part 2
This part of the FAQ covers K-ON! (part 2) and Hidamari sketch. Again, straight from the source:
K-ON! PART 2
Q: Can I use 02-055 "Nakano Azusa"'s (yellow 2/2 character 20/20: 0:Look at the top card of your deck. If it was an event, then this card gets +30/+30 until the end of the turn. If it was a non-event card, then this card untaps. Use this ability only once a turn." ability while she's tapped?
A: Yes, you can.
Q: If you use 02-118 "Yokodori" (yellow 0/2 event, main/jibun: take a support card that's attached to one of your characters and move it to another character.) can you set a "Giita" on a non "Hirasawa Yui" character?
A: No, you cannot.
Q: Can you use 02-006 "Hirasawa Ui" (red 1/2 character 10/20, if there's no "Hirasawa Yui" cards in play on your field, then this card counts as a "Hirasawa Yui") to pay for a Yui/Azusa combi card?
A: No, you cannot. The effect on the card only takes place once the card is on the field.
Q: If i play 02-104 "Ishou Erabu (Picking out costumes)" (blue 1/1 event, main/jibun - Return a character from the field into your hand. Then put a character with the same name into play.) on a Hirasawa Yui character, can I put out a Hirasawa Yui/Nakano Azusa combi card?
A: Yes, since the combi counts as both a Hirasawa Yui and a Nakano Azusa, you can put it into play as a Hirasawa Yui.
Q: If I use 01-013 Hirasawa Yui (Red 3/2 character 30/30 - If you play a "Fuwafuwa Time" card this turn, this character takes 2 points if she hits the opponent instead of just one.), play out Fuwafuwa time, attack, and then use Mou Ikkai! (Once more!) (red 4/1 event, approach jibun. You must control 3 or more gakuensai characters to use this card. One of your characters untaps and can attack again this turn), do you deal 2 points or 1 point if the Yui hits the opponent.
A: You deal 2 points, because it's still the same turn that you used "Fuwafuwa time" on.
Q: If I attack with 02-045 "Tainaka Ritsu" (Yellow 4/1 character 40/30 - If an opponent's character gets trashed from this card during approach, you may tap one of the opponent's character's), and this card and the blocking character both get trashed, does the effect still go through?
A: Yes, it does.
Q: Can I play Nakayoshi Shimai (Close and Friendly Sisters) and pick only 02-049 "Hirasawa Yui and Hirasawa Ui" for both the Yui and the Ui?
A: Yes, you can. The conbi will get +40/+40.
Q: If I have a 02-015 "Hirasawa Yui" in play (Red 3/2 character 30/30. Whenever you play an event, this character gets +10/+10 until the end of the turn), and I play an event, but my opponent plays Kyohi Hannou (nullify an event card), does the Hirasawa Yui still get the bonus?
A: No, she doesn't.
Q: If I play Ishou Erabu (picking out a costume), can I take a character, and put a character in either the support or the main area?
A: Yes you can. For example, you can take a support Ui, return it to your hand, and then play out an Ui that has an AP/DP in the main area.
---
HIDAMARI SKETCH
Q: If I play 01-004 "Yuno" (Red 2/2 character 20/20. When this character comes into play, reveal the top card of your deck. If that card is a "megane" character, then put it in your hand.) and it's NOT a "megane" character, then what happens to the card?
A: You put it back on the top of your deck.
Q: With 01-033 "Sae" (Yellow 3/2 character 30/20. Whenever a "jersey" character you control hits the opponent for a point, you can return one of your jersey characters to your hand.), does this refer to a jersey character in your trash pile?
A: No, it refers to one of your "jersey" characters in play on the field.
Q: With 01-095 "Kuishinbou (glutton)" (Yellow 0/1 event. Main/Jibun: Choose one support card and trash it. One "Miyako" you control gets +30/+30 until the end of the turn.), can you trash one of the opponent's support cards?
A: Yes, you can.
Q: Can you set a 01-119 "Batten" (Red 0/2 support. The character that this is attached to gets -10/-10 and tennen 2) on one of the opponent's characters?
A: No, you may not. You can only set support cards on your own characters.
Q: If I attack with 01-082 "Nori" (Blue 4/1 character 40/30. When this character attacks, the opponent taps one of their characters), can my opponent tap a character in their support area?
A: Yes, they can.
Q: If I attack with 01-071 "Yuno" (Blue 3/2 character 20/30. If you have 5 or more mizugi characters, then when this card attacks, all non-mizugi characters get -10/-10 until the end of the turn) affect characters that come into play that turn after Yuno attacks?
A: No, it doesn't.
Q: If I play 01-085 "Kikai ONCHI" (Red 0/2 event. Main/Both: Both players shuffle their decks. At the end of the turn, draw a card), do both players draw a card?
A: No, just the player who played the card.
Q: If I have a 01-058 "Yoshinoya-sensei" (green 2/2 character 20/10. If a "cosplay" character aside from this character is played this turn, draw a card at the end of the turn."), do I draw a card if my opponent plays a "cosplay" character?
A: Yes, you do.
Q: Can I play 01-112 "Shiawase ippai (Full of happiness)" (blue 0/1 event, main/opponent, At the end of the turn, each player draws cards until they have 3 cards in their hand) if my opponent has more than 3 cards in their hand?
A: Yes, you can.
Q: Can I play cards like 01-125 Nori (Red 2/2 character 40/30. When this character comes into play, the opponent takes a character from their trash pile and puts it in their hand) or 01-126 Nazuna (Red 2/2 character 30/40. When this character comes into play, take one of the opponent's points in the point pile, and trash it) if they can't do their abilities when it comes into play?
A: Yes, you can still play them even if the opponent has no character cards in their trash pile, or if they have no points in their point pile.
Q: If I have a 30/30 Miyako, and I use 01-097 "Chainsaw" (yellow 2/2 event. main/jibun: One of your "Miyako" characters get +20/+20 until the end of the turn and active) to make it a 50/50, and then I use 01-128 "Ume-sensei"'s power (red 2/1 character 0/0. Main/jibun: Choose one of your hidamari sketch characters with an AP/DP. This character has the same AP/DP as that character until the end of the turn.), what will Ume-sensei's AP/DP become?
A: It will be whatever the current AP/DP is at the time of copying, so it will become a 50/50.
Q: If my opponent is attacking, I block and they play Camouflage (green 2/2 event. Approach/both: Target character's AP/DP becomes 30/30 until the end of the turn), and then they play "Akazu no 203 goushitsu (Don't open room 203) (red 0/1 event. Approach/jibun: You can only play this card if you have 4 or more characters. One of your characters gets +0/+20 until the end of the turn", what will the DP of their character be?
A: It will become a 30/30 with Camouflage, then it will get +0/+20 and become a 30/50.
Q: If you have more than 3 characters out with a 01-009 "Nori" in play (Red 3/2 character 20/10. If you have 3 or more characters in play, this character gets +20/+20) and you play Camouflage, does this character become a 30/30?
A: No, the character's AP/DP becomes 30/30, and then the +20/+20 passive ability goes into effect, making it a 50/50.
---
OK that's all for now! Next up is Bakemono/Katanagatari!
Read More......
K-ON! PART 2
Q: Can I use 02-055 "Nakano Azusa"'s (yellow 2/2 character 20/20: 0:Look at the top card of your deck. If it was an event, then this card gets +30/+30 until the end of the turn. If it was a non-event card, then this card untaps. Use this ability only once a turn." ability while she's tapped?
A: Yes, you can.
Q: If you use 02-118 "Yokodori" (yellow 0/2 event, main/jibun: take a support card that's attached to one of your characters and move it to another character.) can you set a "Giita" on a non "Hirasawa Yui" character?
A: No, you cannot.
Q: Can you use 02-006 "Hirasawa Ui" (red 1/2 character 10/20, if there's no "Hirasawa Yui" cards in play on your field, then this card counts as a "Hirasawa Yui") to pay for a Yui/Azusa combi card?
A: No, you cannot. The effect on the card only takes place once the card is on the field.
Q: If i play 02-104 "Ishou Erabu (Picking out costumes)" (blue 1/1 event, main/jibun - Return a character from the field into your hand. Then put a character with the same name into play.) on a Hirasawa Yui character, can I put out a Hirasawa Yui/Nakano Azusa combi card?
A: Yes, since the combi counts as both a Hirasawa Yui and a Nakano Azusa, you can put it into play as a Hirasawa Yui.
Q: If I use 01-013 Hirasawa Yui (Red 3/2 character 30/30 - If you play a "Fuwafuwa Time" card this turn, this character takes 2 points if she hits the opponent instead of just one.), play out Fuwafuwa time, attack, and then use Mou Ikkai! (Once more!) (red 4/1 event, approach jibun. You must control 3 or more gakuensai characters to use this card. One of your characters untaps and can attack again this turn), do you deal 2 points or 1 point if the Yui hits the opponent.
A: You deal 2 points, because it's still the same turn that you used "Fuwafuwa time" on.
Q: If I attack with 02-045 "Tainaka Ritsu" (Yellow 4/1 character 40/30 - If an opponent's character gets trashed from this card during approach, you may tap one of the opponent's character's), and this card and the blocking character both get trashed, does the effect still go through?
A: Yes, it does.
Q: Can I play Nakayoshi Shimai (Close and Friendly Sisters) and pick only 02-049 "Hirasawa Yui and Hirasawa Ui" for both the Yui and the Ui?
A: Yes, you can. The conbi will get +40/+40.
Q: If I have a 02-015 "Hirasawa Yui" in play (Red 3/2 character 30/30. Whenever you play an event, this character gets +10/+10 until the end of the turn), and I play an event, but my opponent plays Kyohi Hannou (nullify an event card), does the Hirasawa Yui still get the bonus?
A: No, she doesn't.
Q: If I play Ishou Erabu (picking out a costume), can I take a character, and put a character in either the support or the main area?
A: Yes you can. For example, you can take a support Ui, return it to your hand, and then play out an Ui that has an AP/DP in the main area.
---
HIDAMARI SKETCH
Q: If I play 01-004 "Yuno" (Red 2/2 character 20/20. When this character comes into play, reveal the top card of your deck. If that card is a "megane" character, then put it in your hand.) and it's NOT a "megane" character, then what happens to the card?
A: You put it back on the top of your deck.
Q: With 01-033 "Sae" (Yellow 3/2 character 30/20. Whenever a "jersey" character you control hits the opponent for a point, you can return one of your jersey characters to your hand.), does this refer to a jersey character in your trash pile?
A: No, it refers to one of your "jersey" characters in play on the field.
Q: With 01-095 "Kuishinbou (glutton)" (Yellow 0/1 event. Main/Jibun: Choose one support card and trash it. One "Miyako" you control gets +30/+30 until the end of the turn.), can you trash one of the opponent's support cards?
A: Yes, you can.
Q: Can you set a 01-119 "Batten" (Red 0/2 support. The character that this is attached to gets -10/-10 and tennen 2) on one of the opponent's characters?
A: No, you may not. You can only set support cards on your own characters.
Q: If I attack with 01-082 "Nori" (Blue 4/1 character 40/30. When this character attacks, the opponent taps one of their characters), can my opponent tap a character in their support area?
A: Yes, they can.
Q: If I attack with 01-071 "Yuno" (Blue 3/2 character 20/30. If you have 5 or more mizugi characters, then when this card attacks, all non-mizugi characters get -10/-10 until the end of the turn) affect characters that come into play that turn after Yuno attacks?
A: No, it doesn't.
Q: If I play 01-085 "Kikai ONCHI" (Red 0/2 event. Main/Both: Both players shuffle their decks. At the end of the turn, draw a card), do both players draw a card?
A: No, just the player who played the card.
Q: If I have a 01-058 "Yoshinoya-sensei" (green 2/2 character 20/10. If a "cosplay" character aside from this character is played this turn, draw a card at the end of the turn."), do I draw a card if my opponent plays a "cosplay" character?
A: Yes, you do.
Q: Can I play 01-112 "Shiawase ippai (Full of happiness)" (blue 0/1 event, main/opponent, At the end of the turn, each player draws cards until they have 3 cards in their hand) if my opponent has more than 3 cards in their hand?
A: Yes, you can.
Q: Can I play cards like 01-125 Nori (Red 2/2 character 40/30. When this character comes into play, the opponent takes a character from their trash pile and puts it in their hand) or 01-126 Nazuna (Red 2/2 character 30/40. When this character comes into play, take one of the opponent's points in the point pile, and trash it) if they can't do their abilities when it comes into play?
A: Yes, you can still play them even if the opponent has no character cards in their trash pile, or if they have no points in their point pile.
Q: If I have a 30/30 Miyako, and I use 01-097 "Chainsaw" (yellow 2/2 event. main/jibun: One of your "Miyako" characters get +20/+20 until the end of the turn and active) to make it a 50/50, and then I use 01-128 "Ume-sensei"'s power (red 2/1 character 0/0. Main/jibun: Choose one of your hidamari sketch characters with an AP/DP. This character has the same AP/DP as that character until the end of the turn.), what will Ume-sensei's AP/DP become?
A: It will be whatever the current AP/DP is at the time of copying, so it will become a 50/50.
Q: If my opponent is attacking, I block and they play Camouflage (green 2/2 event. Approach/both: Target character's AP/DP becomes 30/30 until the end of the turn), and then they play "Akazu no 203 goushitsu (Don't open room 203) (red 0/1 event. Approach/jibun: You can only play this card if you have 4 or more characters. One of your characters gets +0/+20 until the end of the turn", what will the DP of their character be?
A: It will become a 30/30 with Camouflage, then it will get +0/+20 and become a 30/50.
Q: If you have more than 3 characters out with a 01-009 "Nori" in play (Red 3/2 character 20/10. If you have 3 or more characters in play, this character gets +20/+20) and you play Camouflage, does this character become a 30/30?
A: No, the character's AP/DP becomes 30/30, and then the +20/+20 passive ability goes into effect, making it a 50/50.
---
OK that's all for now! Next up is Bakemono/Katanagatari!
Read More......
First Banned Cards of PM!
There has been a recent ruling for PM tournaments come August 1st. The most important being the banning of 4 K-on! part 1 cards! Check out the notice here here:
New Regulations
Translation of the banned cards, and explanations why after the jump!
Translation of the banned cards:
1st:
Dadakko (spoiled child):
Red event 2/1: Main Jibun - Pick one of your characters. That character cannot be blocked by creatures that have cost less than the amount of cards you have in your hand
-Aside from tennen, this is the closest card to making one of your characters unblockable. There are also many "When this character hits the opponent for a point, then ~" characters, so having dadakko used with those characters, especially in decks that are very draw heavy, was apparently seen as just too powerful.
The next 3 cards are banned to prevent infinite loop deck death decks from overtaking tournaments:
present koukan (Present Exchange)
Blue 0/1 event, main/Jibun - Shuffle your hand into your deck and draw that many cards.
"hatsumoude" (First Shrine visit of the new year)
Blue 0/1 event, main/Jibun - Both players take as many cards from their hand and put them on the bottom of their decks. They then draw that many cards.
"hitori bocchi" (All Alone)
Blue 3/1 event, main/Jibun - Pick one character. trash every character except that one, and draw 1 card for each character trashed this way.
The way that the infinite combo works is to have this setup:
02-081 Akiyama Mio (green 2/2 character 10/20. Main/both - [1] - Take a card from your hand and add it to the point pile face up. All characters you control untap.)
You use Mio and put this Sae in your point pile:
blue 2/2 character 10/10. When this card is in your point pile, it gives +1 source if you flip this over.
Because of that Sae, you can play the above mentioned "hitori bocchi"(all alone) by just flipping over this one card, since she gives 3 blue source instead of just 2 when she's on the point pile.
You then play the following characters:
Togame - red 0/1 character 20/30 - When this comes into play, the opponent draws a card.
- This is how you deck the opponent out.
Sengoku Nadeko - green 0/1 support character - When this comes into play, take an event card from your trash pile and put it in your hand.
- You use Nadeko and get "hitori bocchi" (all alone) back in your hand.
Yasuri Nanami - green 0/1 support character - tap two of your untapped characters in the main area. Take one face down card in your point pile, and flip it face up.
- This is how you can keep paying for the 3 cost hitori bocchi over and over again.
Araragi Koyomi - green 1/2 character 10/20 - When this comes into play, take 5 characters from your trash pile and put them on the bottom of your library in any order
-This is how you keep getting the same characters back into play after they all get trashed with hitori bocchi
Hirasawa Ui - blue 0/1 support character - When this comes into play, take a "Hirasawa Yui" card from your trash pile and put it in your hand
-You use this to get a "Hirasawa Yui" from your trash pile to pay for the Araragi Koyomi.
And lastly, any green Hirasawa Yui, to pay for the cost of Araragi Koyomi.
Here's how it goes:
- Use Mio's ability to set Sae on the point pile
(order here isn't important)
- Play Nadeko, getting back an All Alone (hitori bocchi) card from your trash pile
- Play Togame, the opponent draws a card
- Play Ui, getting a green Yui back from your trash pile
- With Araragi, put the following 5 cards on the bottom of your deck - Araragi, Nadeko, Togame, Ui, Nanami. You want the bottom card to be whatever the previous "last card" of the deck was. For example, if Togame was on the bottom of your deck before you did araragi, then put togame on the bottom and the rest in any order.
- Play Nanami. Use her ability and tap Araragi and Togame, flipping over the Sae if she's face down.
Once you've done all that, you can start the loop
- Play "Hitori Bocchi" (All Alone) targetting Mio. Nadeko, Togame, Ui, Araragi, and Nanami. Those 5 characters get trashed and you draw 5 cards. The 5 cards you draw (or rather once you get the loop set) should be the same cards you just sacrificed.
- Start from the "order doesn't matter here" spot, and play those same cards back out. The result is that the opponent will draw a card from the togame. You repeat this loop until the opponent has no cards in their deck.
After watching one of these decks in action, I'm very glad they banned those cards. This deck ruins the way to play the game, in my opinion, and it's just not fun to watch or play against. It's one player taking a very long time with their turn, while the other player has to just sit there and watch the opponent do stuff.
The downside to the deck is that obviously you need all those cards to be able to pull off the infinite, but banning the cards that shuffle your hand back, or allow you draw a large amount of cards, as well as banning the "hitori bocchi"(All Alone) shows that the creators are looking mainly to stop this specific style of deck.
Hope you enjoyed the read!
Read More......
New Regulations
Translation of the banned cards, and explanations why after the jump!
Translation of the banned cards:
1st:
Dadakko (spoiled child):
Red event 2/1: Main Jibun - Pick one of your characters. That character cannot be blocked by creatures that have cost less than the amount of cards you have in your hand
-Aside from tennen, this is the closest card to making one of your characters unblockable. There are also many "When this character hits the opponent for a point, then ~" characters, so having dadakko used with those characters, especially in decks that are very draw heavy, was apparently seen as just too powerful.
The next 3 cards are banned to prevent infinite loop deck death decks from overtaking tournaments:
present koukan (Present Exchange)
Blue 0/1 event, main/Jibun - Shuffle your hand into your deck and draw that many cards.
"hatsumoude" (First Shrine visit of the new year)
Blue 0/1 event, main/Jibun - Both players take as many cards from their hand and put them on the bottom of their decks. They then draw that many cards.
"hitori bocchi" (All Alone)
Blue 3/1 event, main/Jibun - Pick one character. trash every character except that one, and draw 1 card for each character trashed this way.
The way that the infinite combo works is to have this setup:
02-081 Akiyama Mio (green 2/2 character 10/20. Main/both - [1] - Take a card from your hand and add it to the point pile face up. All characters you control untap.)
You use Mio and put this Sae in your point pile:
blue 2/2 character 10/10. When this card is in your point pile, it gives +1 source if you flip this over.
Because of that Sae, you can play the above mentioned "hitori bocchi"(all alone) by just flipping over this one card, since she gives 3 blue source instead of just 2 when she's on the point pile.
You then play the following characters:
Togame - red 0/1 character 20/30 - When this comes into play, the opponent draws a card.
- This is how you deck the opponent out.
Sengoku Nadeko - green 0/1 support character - When this comes into play, take an event card from your trash pile and put it in your hand.
- You use Nadeko and get "hitori bocchi" (all alone) back in your hand.
Yasuri Nanami - green 0/1 support character - tap two of your untapped characters in the main area. Take one face down card in your point pile, and flip it face up.
- This is how you can keep paying for the 3 cost hitori bocchi over and over again.
Araragi Koyomi - green 1/2 character 10/20 - When this comes into play, take 5 characters from your trash pile and put them on the bottom of your library in any order
-This is how you keep getting the same characters back into play after they all get trashed with hitori bocchi
Hirasawa Ui - blue 0/1 support character - When this comes into play, take a "Hirasawa Yui" card from your trash pile and put it in your hand
-You use this to get a "Hirasawa Yui" from your trash pile to pay for the Araragi Koyomi.
And lastly, any green Hirasawa Yui, to pay for the cost of Araragi Koyomi.
Here's how it goes:
- Use Mio's ability to set Sae on the point pile
(order here isn't important)
- Play Nadeko, getting back an All Alone (hitori bocchi) card from your trash pile
- Play Togame, the opponent draws a card
- Play Ui, getting a green Yui back from your trash pile
- With Araragi, put the following 5 cards on the bottom of your deck - Araragi, Nadeko, Togame, Ui, Nanami. You want the bottom card to be whatever the previous "last card" of the deck was. For example, if Togame was on the bottom of your deck before you did araragi, then put togame on the bottom and the rest in any order.
- Play Nanami. Use her ability and tap Araragi and Togame, flipping over the Sae if she's face down.
Once you've done all that, you can start the loop
- Play "Hitori Bocchi" (All Alone) targetting Mio. Nadeko, Togame, Ui, Araragi, and Nanami. Those 5 characters get trashed and you draw 5 cards. The 5 cards you draw (or rather once you get the loop set) should be the same cards you just sacrificed.
- Start from the "order doesn't matter here" spot, and play those same cards back out. The result is that the opponent will draw a card from the togame. You repeat this loop until the opponent has no cards in their deck.
After watching one of these decks in action, I'm very glad they banned those cards. This deck ruins the way to play the game, in my opinion, and it's just not fun to watch or play against. It's one player taking a very long time with their turn, while the other player has to just sit there and watch the opponent do stuff.
The downside to the deck is that obviously you need all those cards to be able to pull off the infinite, but banning the cards that shuffle your hand back, or allow you draw a large amount of cards, as well as banning the "hitori bocchi"(All Alone) shows that the creators are looking mainly to stop this specific style of deck.
Hope you enjoyed the read!
Read More......
Thursday, June 23, 2011
FAQ! Part 1!
Ok the next section is the FAQ section (part 1). These are taken straight from the official website:
Support- Precious Memories Question and Answer
Today's post covers the General Rules and K-ON! part 1 rules.
GENERAL RULES:
Q: Can I only play one character a turn?
A: No, you can play as many characters as you want a turn as long as you can pay the cost for them.
Q: Can I use cards from the point pile and cards from my hand together to play out a card?
A: Yes, you can.
Q: Can I check my opponent's face down point pile cards if I want to?
A: Yes, you can.
Q: Can I move a character from the main area to the support area?
A: No, you cannot. However, there are some card abilities that let you do this.
Q: Can I move a character from the support area to the main area?
A: No, you cannot. However, there are some card abilities that let you do this.
Q: Can I play the same event card more than once a turn?
A: Yes, you can.
Q: If a character's DP becomes 0, does it die automatically?
A: No, it doesn't. It must take damage in order to die.
Q: If i hit the opponent with a character that has 0 AP, does it still take a point?
A: Yes, it does.
Q: Do I have to pay the card abilities cost with a card of the same color/series?
A: No, you can use any card to pay for it.
K-ON! Part 1:
Q: If I play 01-001 "Hirasawa Yui" in the support area, can I play it in the main area, too?
A: No you can't. You can only have one of the "same series/same card" in play, in both the main and support areas combined.
Q: If I play 01-083 "Manabe Nodoka" (green 0/1 character - When this character comes into play, look at the top 10 cards of your deck. Take one character that has "gakuensai," show it to your opponent, and put it in your hand. Shuffle your deck afterwards) in the support area, can I play a new 01-083 "Manabe Nodoka" in the support area?
A: No you can't. If there is already that card in play, you cannot play a new one.
Q: 01-049 "Nakano Azusa" says "this card cannot get trashed during approach". Does this mean when the card is blocking, too?
A: No, that only refers to when that card is approaching.
Q: If 01-176 "Nekomimi" is attached to a character without the card type "nekomimi", does it still get +10/+10?
A: No, only the characters that have the card type "nekomimi" get +10/+10.
Q: 01-056 "Tainaka Ritsu" says "This card can be played outside of your main phase as well". What kind of timing does that refer to?
A: It means that you can play the card during the opponent's main phase, and during either player's approach at any time you could play an event card.
Q: 01-059 Hirasawa Yui says "If you play a Nakano Azusa this turn, you may search your deck for a "Nekomimi" and put it in your hand." If you play more than one Nakano Azusa in a turn, can you search your deck multiple times?
A: No, because it says "If you ~" (~する場合), not, "Whenever you ~" (~するごとに).
Q: 01-060 Akiyama Mio says "When this card comes into play, take a "Nekomimi" from your graveyard and attach it to this card". Can you pay for this card using a "Nekomimi", and then take that same nekomimi and attach it to this card?
A: Yes, you can.
Q: If you only have one "Hirasawa Yui" and no "Hirasawa Ui" in play, can you play "Nakayoshi Shimai (Main/Jibun, One of your "Hirasawa Yui" cards, and one of your "Hirasawa Ui" cards gets +20/+20 until the end of the turn")?
A: No, you cannot, because you don't have a Hirasawa Ui to target.
Q: If you play 01-016 "Akiyama Mio" (Active, at the end of the turn, return this character to your hand), and it gets trashed, does it get returned to your hand from the trash pile at the end of the turn?
A: No, it doesn't.
Q: If my opponent's 01-016 "Hirasawa Yui" (If you play a "Fuwafuwa time" card this turn, and she goes unblocked, take 2 points instead of just 1) hits me for 2 points, and the cards that get flipped over are both "Break" cards, can I use the "Break" ability on both of them?
A: Yes, you can. You can also choose just one of them and use the break on just that one if you like, too.
Q: If you use 01-065 Kotobuki Tsumugi (10/20 main/jibun - tap - take one of your face up cards in your point pile, put it in your hand, and then put a card from your hand into your point pile face up), and you put a card that has "break" on the point pile, can you activate the "break" ability?
A: No, you cannot. Break only activates when the card is flipped over from the opponent hitting you during their approach, or any "hitting for a point" card effects.
Q: If you are at 6 points, and get hit by the opponent, but the 7th card is 01-171 "Houkago Tea Time" (green 5/1 event, BREAK! main/jibun: take a card from your point pile and add it to your hand, then discard a card from your hand), can you use the BREAK! ability to stay alive?
A: No, you cannot. The moment you are at 7 points, the game immediately ends.
Q: The timing of 01-112 "Kushami"(red 5/1 event, BREAK! main/jibun: return an opponent's character to their hand") says "main/jibun" for timing. If you get hit with a point, and this card comes out, can you use the break ability at that moment, even if it's not your main phase?
A: Yes, the break effect means you can use it at that moment.
Q: If one of your characters has a "Nekomimi" attached to it, and that character gets returned to your hand, what happens to the Nekomimi?
A: The nekomimi gets put into the trash pile, while the character gets returned to your hand.
Q: Can you use a card this turn that says "approach/jibun" if you don't attack this turn?
A: No, you can only use events that says "approach" timing during approach. If you don't attack with any characters, you can't use the event card.
Q: Can you use 01-123 "Kashi Sakuseichuu" (blue 0/1 event main/jibun: tap one of your "Akiyama Mio" cards and draw 2 cards) on a Mio that's already tapped?
A: No, you cannot. You must tap an untapped Mio in order to get the ability from the card.
Q: What sort of timing does the card 01-107 "Dadakko" (red 2/1 event: main/jibun: pick one of your characters. That character cannot be blocked by creatures that have cost less than the amount of cards you have in your hand) have?
A: At the time Dadakko was played, you count the amount of cards, for example, 4 cards. This means characters with cost 4 or less cannot block this character for the rest of the turn, even if, at the time of attacking, you have less cards in your hand than that.
Q: Can I discard two 2-source characters to pay for a 3 cost character?
A: Yes, you can. However, the extra 1 source goes away and cannot be used to play out another card.
Q: Can i play 01-083 "Manabe Nodoka" (green 0/1 character - When this character comes into play, look at the top 10 cards of your deck. Take one character that has "gakuensai," show it to your opponent, and put it in your hand. Shuffle your deck afterwards) if I have less than 10 cards in my deck?
A: No, you cannot. You need at least 10 cards to be able to play out this character.
Q: If my opponent has no 2 cost characters, can I play 01-094 "Hirasawa Yui" (Green 2/2 character 10/20: When this character comes into play, tap one of your opponent's 2 cost or less characters)?
A: Yes, you can. However, because there's no targets, the "come into play" effect doesn't occur.
Q: If you use 01-132 - Sawa-chan no sennou (3/1 blue event: requirement - Yamanaka Sawako: main/jibun - pick one of the opponent's characters. Return that character to the opponent's hand, and then they pick a character in their hand and put it into play), and they put in a character that has a "when this character comes into play" effect, does that effect happen?
A: No, it doesn't. "When this character comes into play" effects only happen when you play the character from your hand like normal.
Q: Can I play 01-149 "kyuujitsu no sugoshigata" (yellow 2/2 event, main/jibun: both players choose and trash one point from their point pile") if the opponent has no cards in their point pile?
A: No, you cannot. You can only use this if both you and your opponent can trash a card.
Q: If i play 01-109 "kanzen nensho" (red 0/1 event. main/jibun: all attacking and blocking characters this turn get returned to their owner's hand at the end of the turn), can I return creatures from my trash pile that attacked that turn to my hand?
A: No, this only refers to creatures that are in play at the end of the turn that attacked or blocked that turn.
Q: If I play 01-145 "chuusenken" (yellow 0/1 event main/jibun: both players reveal the top card of their decks. The player with the higher cost on their card draws 3 cards. If both cards are the same cost, then each player draws 1 card. Afterwards, return the revealed cards back to the top of the library), do I have to return the revealed card even if I drew that card?
A: No, only the cards that were revealed and NOT drawn go back to the original position on top of the library.
Q: If my opponent plays an event on their turn, and I use 01-128 "kyohi hannou" (blue 3/1 event interrupt/both: Counter target event), which one takes priority?
A: The counter target event takes priority.
The next few questions are in regard to the card 01-122 "hyouhen" (blue 0/1 event, approach/both switch target character's AP and DP until the end of the turn). For a short period in time, this card dominated tournaments because people took it to mean, if you switched target character's current AP and DP until the end of the turn, then that became the new AP/DP of that character, as in, what would be written on the card. This allowed characters that got a passive +20/+20 ability to get an additional +20/+20 on both attack and defense.
For example:
I attack with 02-016 "Hirasawa Yui". (red 2/2 character 20/10 - If you have 5 or more characters in play, then this card gets +20/+20) I have 5 or more characters in play, so it's currently a 40/30. My opponent blocks with a 40/40. I then use hyohen changing the 40/30 to a 30/40. Now that the character's new AP/DP is 30/40 (as opposed to 20/10), it gets the "5 or more character's +20/+20", thus making it a 50/60.
It was later ruled that that was not how the card works, and they're clarifying it here.
Q: If I have 5 or more characters, and I attack with 02-016 Yui, and use Hyouhen, what is the Yui's AP/DP?
A: It becomes a 30/40.
Q: If I use 01-002 "Hirasawa Yui" (red 2/2 character 20/20: no abilities), and I use 01-118 "Christmas" on it (Red 1/1 event: approach/both - If you have 4 or more prizes, you may use this card. Give one of your characters +20/+0 until the end of the turn), and then I use Hyouhen, what is my character's AP and DP?
A: It goes from a 40/20 to a 20/40.
Q: If i use Christmas on a 02-016 Yui, and then I use Hyouhen, what's the AP/DP of the Yui?
A: It goes from 40/30 to 60/30, and then that gets reversed and it becomes a 30/60.
Q: If i attach a 01-175 "Giita" (red 0/2 support - This can only attach to a "Hirasawa Yui". The character this is attached to gets +10/+0) on a 01-002 "Hirasawa Yui", and then use hyouhen, what's the new AP/DP.
A: The 20/20 changes to a 20/20 (or rather, remains the same), and then the effect of the guitar is taken into consideration, making it a 30/20. Read More......
Support- Precious Memories Question and Answer
Today's post covers the General Rules and K-ON! part 1 rules.
GENERAL RULES:
Q: Can I only play one character a turn?
A: No, you can play as many characters as you want a turn as long as you can pay the cost for them.
Q: Can I use cards from the point pile and cards from my hand together to play out a card?
A: Yes, you can.
Q: Can I check my opponent's face down point pile cards if I want to?
A: Yes, you can.
Q: Can I move a character from the main area to the support area?
A: No, you cannot. However, there are some card abilities that let you do this.
Q: Can I move a character from the support area to the main area?
A: No, you cannot. However, there are some card abilities that let you do this.
Q: Can I play the same event card more than once a turn?
A: Yes, you can.
Q: If a character's DP becomes 0, does it die automatically?
A: No, it doesn't. It must take damage in order to die.
Q: If i hit the opponent with a character that has 0 AP, does it still take a point?
A: Yes, it does.
Q: Do I have to pay the card abilities cost with a card of the same color/series?
A: No, you can use any card to pay for it.
K-ON! Part 1:
Q: If I play 01-001 "Hirasawa Yui" in the support area, can I play it in the main area, too?
A: No you can't. You can only have one of the "same series/same card" in play, in both the main and support areas combined.
Q: If I play 01-083 "Manabe Nodoka" (green 0/1 character - When this character comes into play, look at the top 10 cards of your deck. Take one character that has "gakuensai," show it to your opponent, and put it in your hand. Shuffle your deck afterwards) in the support area, can I play a new 01-083 "Manabe Nodoka" in the support area?
A: No you can't. If there is already that card in play, you cannot play a new one.
Q: 01-049 "Nakano Azusa" says "this card cannot get trashed during approach". Does this mean when the card is blocking, too?
A: No, that only refers to when that card is approaching.
Q: If 01-176 "Nekomimi" is attached to a character without the card type "nekomimi", does it still get +10/+10?
A: No, only the characters that have the card type "nekomimi" get +10/+10.
Q: 01-056 "Tainaka Ritsu" says "This card can be played outside of your main phase as well". What kind of timing does that refer to?
A: It means that you can play the card during the opponent's main phase, and during either player's approach at any time you could play an event card.
Q: 01-059 Hirasawa Yui says "If you play a Nakano Azusa this turn, you may search your deck for a "Nekomimi" and put it in your hand." If you play more than one Nakano Azusa in a turn, can you search your deck multiple times?
A: No, because it says "If you ~" (~する場合), not, "Whenever you ~" (~するごとに).
Q: 01-060 Akiyama Mio says "When this card comes into play, take a "Nekomimi" from your graveyard and attach it to this card". Can you pay for this card using a "Nekomimi", and then take that same nekomimi and attach it to this card?
A: Yes, you can.
Q: If you only have one "Hirasawa Yui" and no "Hirasawa Ui" in play, can you play "Nakayoshi Shimai (Main/Jibun, One of your "Hirasawa Yui" cards, and one of your "Hirasawa Ui" cards gets +20/+20 until the end of the turn")?
A: No, you cannot, because you don't have a Hirasawa Ui to target.
Q: If you play 01-016 "Akiyama Mio" (Active, at the end of the turn, return this character to your hand), and it gets trashed, does it get returned to your hand from the trash pile at the end of the turn?
A: No, it doesn't.
Q: If my opponent's 01-016 "Hirasawa Yui" (If you play a "Fuwafuwa time" card this turn, and she goes unblocked, take 2 points instead of just 1) hits me for 2 points, and the cards that get flipped over are both "Break" cards, can I use the "Break" ability on both of them?
A: Yes, you can. You can also choose just one of them and use the break on just that one if you like, too.
Q: If you use 01-065 Kotobuki Tsumugi (10/20 main/jibun - tap - take one of your face up cards in your point pile, put it in your hand, and then put a card from your hand into your point pile face up), and you put a card that has "break" on the point pile, can you activate the "break" ability?
A: No, you cannot. Break only activates when the card is flipped over from the opponent hitting you during their approach, or any "hitting for a point" card effects.
Q: If you are at 6 points, and get hit by the opponent, but the 7th card is 01-171 "Houkago Tea Time" (green 5/1 event, BREAK! main/jibun: take a card from your point pile and add it to your hand, then discard a card from your hand), can you use the BREAK! ability to stay alive?
A: No, you cannot. The moment you are at 7 points, the game immediately ends.
Q: The timing of 01-112 "Kushami"(red 5/1 event, BREAK! main/jibun: return an opponent's character to their hand") says "main/jibun" for timing. If you get hit with a point, and this card comes out, can you use the break ability at that moment, even if it's not your main phase?
A: Yes, the break effect means you can use it at that moment.
Q: If one of your characters has a "Nekomimi" attached to it, and that character gets returned to your hand, what happens to the Nekomimi?
A: The nekomimi gets put into the trash pile, while the character gets returned to your hand.
Q: Can you use a card this turn that says "approach/jibun" if you don't attack this turn?
A: No, you can only use events that says "approach" timing during approach. If you don't attack with any characters, you can't use the event card.
Q: Can you use 01-123 "Kashi Sakuseichuu" (blue 0/1 event main/jibun: tap one of your "Akiyama Mio" cards and draw 2 cards) on a Mio that's already tapped?
A: No, you cannot. You must tap an untapped Mio in order to get the ability from the card.
Q: What sort of timing does the card 01-107 "Dadakko" (red 2/1 event: main/jibun: pick one of your characters. That character cannot be blocked by creatures that have cost less than the amount of cards you have in your hand) have?
A: At the time Dadakko was played, you count the amount of cards, for example, 4 cards. This means characters with cost 4 or less cannot block this character for the rest of the turn, even if, at the time of attacking, you have less cards in your hand than that.
Q: Can I discard two 2-source characters to pay for a 3 cost character?
A: Yes, you can. However, the extra 1 source goes away and cannot be used to play out another card.
Q: Can i play 01-083 "Manabe Nodoka" (green 0/1 character - When this character comes into play, look at the top 10 cards of your deck. Take one character that has "gakuensai," show it to your opponent, and put it in your hand. Shuffle your deck afterwards) if I have less than 10 cards in my deck?
A: No, you cannot. You need at least 10 cards to be able to play out this character.
Q: If my opponent has no 2 cost characters, can I play 01-094 "Hirasawa Yui" (Green 2/2 character 10/20: When this character comes into play, tap one of your opponent's 2 cost or less characters)?
A: Yes, you can. However, because there's no targets, the "come into play" effect doesn't occur.
Q: If you use 01-132 - Sawa-chan no sennou (3/1 blue event: requirement - Yamanaka Sawako: main/jibun - pick one of the opponent's characters. Return that character to the opponent's hand, and then they pick a character in their hand and put it into play), and they put in a character that has a "when this character comes into play" effect, does that effect happen?
A: No, it doesn't. "When this character comes into play" effects only happen when you play the character from your hand like normal.
Q: Can I play 01-149 "kyuujitsu no sugoshigata" (yellow 2/2 event, main/jibun: both players choose and trash one point from their point pile") if the opponent has no cards in their point pile?
A: No, you cannot. You can only use this if both you and your opponent can trash a card.
Q: If i play 01-109 "kanzen nensho" (red 0/1 event. main/jibun: all attacking and blocking characters this turn get returned to their owner's hand at the end of the turn), can I return creatures from my trash pile that attacked that turn to my hand?
A: No, this only refers to creatures that are in play at the end of the turn that attacked or blocked that turn.
Q: If I play 01-145 "chuusenken" (yellow 0/1 event main/jibun: both players reveal the top card of their decks. The player with the higher cost on their card draws 3 cards. If both cards are the same cost, then each player draws 1 card. Afterwards, return the revealed cards back to the top of the library), do I have to return the revealed card even if I drew that card?
A: No, only the cards that were revealed and NOT drawn go back to the original position on top of the library.
Q: If my opponent plays an event on their turn, and I use 01-128 "kyohi hannou" (blue 3/1 event interrupt/both: Counter target event), which one takes priority?
A: The counter target event takes priority.
The next few questions are in regard to the card 01-122 "hyouhen" (blue 0/1 event, approach/both switch target character's AP and DP until the end of the turn). For a short period in time, this card dominated tournaments because people took it to mean, if you switched target character's current AP and DP until the end of the turn, then that became the new AP/DP of that character, as in, what would be written on the card. This allowed characters that got a passive +20/+20 ability to get an additional +20/+20 on both attack and defense.
For example:
I attack with 02-016 "Hirasawa Yui". (red 2/2 character 20/10 - If you have 5 or more characters in play, then this card gets +20/+20) I have 5 or more characters in play, so it's currently a 40/30. My opponent blocks with a 40/40. I then use hyohen changing the 40/30 to a 30/40. Now that the character's new AP/DP is 30/40 (as opposed to 20/10), it gets the "5 or more character's +20/+20", thus making it a 50/60.
It was later ruled that that was not how the card works, and they're clarifying it here.
Q: If I have 5 or more characters, and I attack with 02-016 Yui, and use Hyouhen, what is the Yui's AP/DP?
A: It becomes a 30/40.
Q: If I use 01-002 "Hirasawa Yui" (red 2/2 character 20/20: no abilities), and I use 01-118 "Christmas" on it (Red 1/1 event: approach/both - If you have 4 or more prizes, you may use this card. Give one of your characters +20/+0 until the end of the turn), and then I use Hyouhen, what is my character's AP and DP?
A: It goes from a 40/20 to a 20/40.
Q: If i use Christmas on a 02-016 Yui, and then I use Hyouhen, what's the AP/DP of the Yui?
A: It goes from 40/30 to 60/30, and then that gets reversed and it becomes a 30/60.
Q: If i attach a 01-175 "Giita" (red 0/2 support - This can only attach to a "Hirasawa Yui". The character this is attached to gets +10/+0) on a 01-002 "Hirasawa Yui", and then use hyouhen, what's the new AP/DP.
A: The 20/20 changes to a 20/20 (or rather, remains the same), and then the effect of the guitar is taken into consideration, making it a 30/20. Read More......
Wednesday, June 22, 2011
Let's get started! Making a deck!/deck-building tips!
The next small article here will be about building a deck!
Each deck consists of exactly 60 cards, no more, no less. As stated before, no more than 4 of any card in a deck. This refers to card number, not card name. There are at least 40 different "Hirasawa Yui" cards, but you can only have 4 of each particular one. Therefore, making a deck revolving around a single character is more than do-able.
According to the rulebook, they say that a deck should consist of roughly:
40-44 characters
12-16 events
0-4 support cards
While that's what the rulebook suggests, and while it's not necessarilly terrible, the most important thing to consider is how you want your deck to work. Some decks thrive on having a lot of creatures. Others thrive on having a lot of events. However, you can only find out what the right amount of character/event/support cards in your deck is by playing that deck and testing it out against other players! Balance is the most important thing!
"Where should I start?"
-Starter decks! They're called "Starter" decks for a reason! They're usually somewhat basic, but have a decent amount of useful cards. Obviously, they're not going to win any tournaments, but by picking up a couple of starters, you can play against a friend and have fun with that! Then you can slowly start to build up and add other cards once you understand the game better, and even make a new deck on your own! There's starter decks for the following sets:
K-ON! (part 1)
Hidamari Sketch
K-ON! (part 2)
Bakemonogatari
K-ON! (part 3)
Ookami san
Ika Musume
So there's quite a variety in what decks you can get, and all the starters contain cards that you can't get outside of the starter deck! If you want my recommendation on a deck, I recommend getting a deck from whatever series you happen to like the best. Also, I would suggest getting a different deck from your friend, just because it's more interesting than just playing the exact same starter deck as your friend.
If you want to make things a little more interesting, you can also buy a few booster packs to go with it. That way, you can have a basic deck, and then once you understand a bit better, you can check out the other cards and expand your decks!
What should I look for when making a deck?
There are a few things you should look for.
For the casual player -
- Pick a character/series you like, and make a deck using those cards. If your favorite K-ON! character is Mio, then making a Mio heavy deck with many mio events might be suited to you. If you really like Katanagatari, then making a deck with many katanagatari characters/cards. It's more fun to play when you're using cards of a character/series that you really like.
-- The reason why it's good to have a theme like that is because if cards are from the same series, then they can be used to play out the other cards very easily. If you're mixing and matching too much, you'll find yourself in a situation where you have a hard time playing out many cards.
-Find a theme - Some popular themes among decks are decks that have the same character type (maid, or megane, for example), or decks that have many characters with "active" Some decks are mostly blue/red/yellow/green, so even finding the color you want to use is fine, too.
- Find a specific card (or a few specific cards) you like, and think of a way to make that card, or those cards the center of your deck. Even if it's not the center of your deck, making a deck that incorporates that will be a lot of fun for you, because you're playing the style of deck that you want to!
For the more competitive player, it's more of a challenge and generally involves using a lot of the tournament heavy cards. I'm personally a tournament heavy player, but I can give good help about any type of deck, and how well it will do in theory.
In addition, if anyone has any requests for translations, or any cards that they want me to give my opinion on, then please post in the comments, and I'll be more than happy to make a new focusing on that! I don't think too many people are reading this now, so even if the request is rather big (like translating a whole set), if you request it, then it'll have a better chance of getting done!
Until then, take care!
Read More......
Each deck consists of exactly 60 cards, no more, no less. As stated before, no more than 4 of any card in a deck. This refers to card number, not card name. There are at least 40 different "Hirasawa Yui" cards, but you can only have 4 of each particular one. Therefore, making a deck revolving around a single character is more than do-able.
According to the rulebook, they say that a deck should consist of roughly:
40-44 characters
12-16 events
0-4 support cards
While that's what the rulebook suggests, and while it's not necessarilly terrible, the most important thing to consider is how you want your deck to work. Some decks thrive on having a lot of creatures. Others thrive on having a lot of events. However, you can only find out what the right amount of character/event/support cards in your deck is by playing that deck and testing it out against other players! Balance is the most important thing!
"Where should I start?"
-Starter decks! They're called "Starter" decks for a reason! They're usually somewhat basic, but have a decent amount of useful cards. Obviously, they're not going to win any tournaments, but by picking up a couple of starters, you can play against a friend and have fun with that! Then you can slowly start to build up and add other cards once you understand the game better, and even make a new deck on your own! There's starter decks for the following sets:
K-ON! (part 1)
Hidamari Sketch
K-ON! (part 2)
Bakemonogatari
K-ON! (part 3)
Ookami san
Ika Musume
So there's quite a variety in what decks you can get, and all the starters contain cards that you can't get outside of the starter deck! If you want my recommendation on a deck, I recommend getting a deck from whatever series you happen to like the best. Also, I would suggest getting a different deck from your friend, just because it's more interesting than just playing the exact same starter deck as your friend.
If you want to make things a little more interesting, you can also buy a few booster packs to go with it. That way, you can have a basic deck, and then once you understand a bit better, you can check out the other cards and expand your decks!
What should I look for when making a deck?
There are a few things you should look for.
For the casual player -
- Pick a character/series you like, and make a deck using those cards. If your favorite K-ON! character is Mio, then making a Mio heavy deck with many mio events might be suited to you. If you really like Katanagatari, then making a deck with many katanagatari characters/cards. It's more fun to play when you're using cards of a character/series that you really like.
-- The reason why it's good to have a theme like that is because if cards are from the same series, then they can be used to play out the other cards very easily. If you're mixing and matching too much, you'll find yourself in a situation where you have a hard time playing out many cards.
-Find a theme - Some popular themes among decks are decks that have the same character type (maid, or megane, for example), or decks that have many characters with "active" Some decks are mostly blue/red/yellow/green, so even finding the color you want to use is fine, too.
- Find a specific card (or a few specific cards) you like, and think of a way to make that card, or those cards the center of your deck. Even if it's not the center of your deck, making a deck that incorporates that will be a lot of fun for you, because you're playing the style of deck that you want to!
For the more competitive player, it's more of a challenge and generally involves using a lot of the tournament heavy cards. I'm personally a tournament heavy player, but I can give good help about any type of deck, and how well it will do in theory.
In addition, if anyone has any requests for translations, or any cards that they want me to give my opinion on, then please post in the comments, and I'll be more than happy to make a new focusing on that! I don't think too many people are reading this now, so even if the request is rather big (like translating a whole set), if you request it, then it'll have a better chance of getting done!
Until then, take care!
Read More......
The Rules of the Precious Memories card game
The rules:
Ok, this is the post explaining the rules of the card game. To the new players, this is a must-read if you want to learn how to play this card game. Obviously, any new card game seems very intimidating just looking at the cards not knowing what they mean, especially in a foreign language. But I'll do my best to attempt to explain this in the most easy-to-understand manner. For those of you who can read Japanese and would like to take a look at the rules on the official website, then take a look at this page!
Official website rule guide
Since this is a somewhat long post, this is the index. Just hit ctrl+f and type in the index letters to easily jump to that part of the rule guide!
PMR-01 - The basics. PMR-02 - Win Conditions PMR-03 - Before you begin! PMR-04 Turn Phases PMR-05 Cost/Source (How to play out cards) PMR-06 Card text/abilities
PMR-01 - THE BASICS
Each deck consists of 60 cards. There are 3 types of cards. Character cards, event cards, and support cards.
Here's an example of these types of cards:
There are two types of character cards. There's one type which has "AP and DP", and there's support characters (which lacks AP/DP)
Here's what a character that has an AP/DP looks like:
I'll explain each part of the card.
-The upper left hand corner says "Character", so if you couldn't tell, that means it's a character card.
-"Cost" - Under "Character", there's a little circle with a number in it with "cost" written above it. This is how much the character costs to be put into play. The example here says "4". This means that this character costs "4" to be put into play.
"Ok, so how do I pay for cost?"
- "Source" Easy, you pay for cards to be put into play by using other cards. Under "Cost", there's another small circle with a number labeled "source". As of the time writing this, every card has either 1 or 2 source written in that bubble. In the example here, the source is 1. This means that you can trash this card to get 1 source to pay for another card's cost.
I'll go into more details about source after I explain the card types.
-AP/DP (approach power/defense power)- For characters with AP/DP, you can see on the right side of the card, there are two bubbles, one for AP, and one for DP. These are used for when you are attacking or blocking. If you played Magic the Gathering, they are the same as power/toughness, with the only exception being a character can have 0 toughness or less and still stay alive. I'll go into more details as I explain how battles work, for those of you who never played magic the gathering.
-Name - Under the AP/DP is where the character's name is written. "平沢 唯" (Hirasawa Yui) is written here. Many cards affect specific characters, so the character's name is actually very important. One thing to note is that you can have multiple characters with the same name in play, but not the same exact card.
-Card Text - Under the name is where the card text is. This card lacks card text, as it is just a generic 40/40. Card text offers many different varieties of cards, which makes the game very interesting.
-Card Type - Under the card text are 4 slots. This refers to the character type. For example, this card has two card types:
"制服" (seifuku - uniform) and "音楽" (ongaku - music). There are many cards that affect card type, and not just card name.
There are actually quite a few decks based around certain character's card type, such as a megane (glasses) deck, or a maid deck, for example.
-Flavor text - The flavor text is under the card type boxes. It has no effect on gameplay, and some cards don't have any flavor text. It is often a quote said by that character in the particular anime series that they're from, and are only there just for fun.
- Set/series/sakuhin - In the lower left hand corner of the card, the set that the card is in, or rather, the anime that the particular character comes from has it's logo drawn there. It may not seem important now, but using cards from the same series is very beneficial when making a deck, and always something to consider, as you can use cards from the same set as source to pay out for cards.
- Color - There are 4 colors in this game, Red/Blue/Green/Yellow. Every card is one of these 4 colors. As of this the time writing this, there are no dual color, or color lacking cards. Color also matters when making a deck, too.
- Rarity - The stars at the bottom right hand corner refer to the rarity of a card.
1 star - common
2 stars - uncommon
3 stars - rare
4 stars - Super Rare
5 stars - Ultra Rare/Signed
If there is no stars and it's labeled P-##, then it's a promotional card. There were also some lawson promotional cards (available during a campaign at "Lawson" convenience stores )which are labelled L-##. There are also cards labelled (for example) 01-006a. This is also a promotional card, but it's a promotional card of an already existing card.
-Card Number - Next to rarity is the card number. This is important as there are many cards of the same character, so having the card number handy helps when looking for a specific card, or when referring to a specific card. (We're often forced to give nicknames to certain characters otherwise you have to explain which card of the certain character you're referring to everytime)
Ok, onto support characters!
As you can see, the only difference with this card and regular character card's is that it lacks an AP/DP. This card has 0 cost 1 source. This means that you don't have to pay anything to play this card out. This particular card says "When this character comes into play, if you have a character with "seifuku" in play, then draw a card" It's mainly good for one free card.
The next type of card is event cards!
The first thing you'll notice is that this card is horizontal, and not vertical. Event cards are non-character cards that you play that has an effect when you play it, and is then discarded. The cost and source work the same as they do for characters, but they are found on the upper right hand corner of the card, not the upper left hand corner. The flavor text is all the way on the left. The card text tells you not only what the card does, but also when you can use the card. The timing on when to use a card can make its usability heavily increase or decrease.
This particular event card is called "Un-tan" and it's a 0/1 red event that can be played during your main phase, and gives one of your "Hirasawa Yui" cards +10/+10 until the end of the turn, and then you draw a card. It can make one of your Yui cards strong enough to attack and not get trashed, and you get another card in the process! Not a bad deal! If the timing was on the opponent's turn, for example, it would be like a completely different card, even if the rest of the card text is the same. Hence why timing is just as important for events as the actual abilities of the card itself!
The last type of card is support cards. They are cards that you attach to characters.
Support cards are also vertical, like characters. Most everythign else is the same as the other cards. Cost/source works the same. You just attach the card to a character of your choice, and that character gets the effect of the support card.
Some support cards can only be attached to certain characters (for example, the giita shown here can only be attached to a Hirasawa Yui, and it gives her +10/+0 as long as the giita is attached to the character).
* Each character can only have the same support card attached to them once!
-This means that you cannot have giita attached to the same Yui, but you can put another giita on a different Yui if you want to.
* You can also attach a different support card to a character that already has a support card on it, as long as it's not the same one.
-Hypothetically, you could have 3-4 support cards on a single character, but that's not quite recommended, as you lose a lot of cards at once if a single guy gets trashed.
Ok, those are the 3 types of cards! Hope that was easy enough to understand!
Next, I'll get to what people have been waiting for, and generally the first question I ask when learning a new game:
"How do you win?"
PMR-02 WIN CONDITIONS:
This is very easy, as there's only 2 win conditions:
1) The opponent has no cards in their library. This doesn't mean until the end of the turn, this doesn't mean until they can't draw a card. This means that the instant you have 0 cards in your library, you lose.
2) You get your opponent to 7 "points". You get a point by attacking with a character, and having it go unblocked.
Regardless of AP/DP, if a character of yours goes unblocked, the opponent takes a point (done by flipping over the top card of their library into a seperate "point pile", next to your deck face up.) 7 of these, and it's game over.
This is the layout, your deck goes on the top, with the trash pile under it, and the point pile on the right.
PMR-03 Before you begin - Each deck consists of 60 cards. You can have no more than 4 copies of the same card in a deck.
Each player starts by shuffling their decks, and then drawing 7 cards. Then the players do paper-scissors-rock. The winner gets to choose if he wants to go first (where you draw only one card at the beginning of your turn), or draw 2 cards first, but go second. You then look at your hand. If you don't like it, you can put it on the bottom of your deck (in any order) and draw 7 cards. If you don't like the 2nd hand, there's nothing you can do about it. You have 2 chances to get a good hand, and after that, you're stuck. After both players are done, the player who takes their first turn begins.
PMR-04 Turn phases.
There's 4 phases to a turn.
1st - Beginning Phase. This is where you untap (or, as this game refers to, puts your character in an "state of action") your characters, and where you draw 2 cards. These are done at the same time, and nothing else can be done during this phase.
2nd - Main Phase. This is where you play characters, events (that say they can be played during your main phase), character activation abilities and support cards. Your opponent can also play cards during this point, or activate character abilities or whatnot during your main phase. Characters (unless stated otherwise) can only be played during your main phase. When playing a character, you have 2 places you can put the character. The main area, and the support area. Let's take a look at the setup once more:
As you can see, there are 5 slots in the "main area". This means that at max, you can have 5 characters in the main area.
The main area is where you put characters that are going to attack or block. Therefore, you cannot put a character that has no AP/DP into the main area.
The support area is where all the other characters go. All the characters that lack an AP/DP go here. You can also play characters that have an AP/DP in the support area as well. Do note, however, that you cannot move characters from the support area to the main area (unless you use specific cards that do this)
A couple of important rules for playing characters:
*You can only have one copy of a character out at once. You can have multiple characters with the same NAME, but you can only have one of the same character out in play, as in, same exact card number. This is true for support area characters as well. This means that usually, you only play a particular support area character once per game.
*If you have 5 characters in the main area, and you want to play another one, then you can throw away one of the 5 characters and put the new character in it's place. You cannot, however, sacrifice a character at will, nor can you sacrifice the same character you're putting out.
After the main phase is finished, it's onto the "approach" phase.
3rd - Approach Phase. In many games it's called "attacking", but in this game, the characters don't attack, they "approach". When you approach with one of your characters, you tap it, by turning it to the side. This is called "state of taking a break" in Japanese, so I'll refer to it as "tapping" because it's much easier to say, and already widely used thanks to Magic the Gathering. Likewise, untapping means to turn the card back to face up. This gets a little bit tricky, but it's not as hard as it seems.
The character on the left is "untapped" (活動状態 - katsudou jyoutai), and the character on the right is "tapped" (休息状態 kyuusoku jyoutai)
There's 2 rules to the approach phase.
-Characters that were played out this turn cannot attack this turn.
-Characters can only attack once per turn.
The steps:
-Attack with a character.
--Either player can play event cards or use card text.
---The opponent chooses whether to block it. They can only block with characters that are untapped. After they block with a character, they tap that character.
----Either player can play event cards or use card text.
-----The characters then deal their damage to each other, or to the opponent.
------Either player can play event cards or use card text
This repeats for each character that attacks. While it may seem complicated, all you have to know is that you can play events/card text anytime after attackers are declared, after you decide on a blocker, and after damage is dealt, which actually gives you quite a bit of freedom.
Note that when you tap a character, it cannot block the next turn, as only untapped characters can block, so keep that in mind.
In this game, you can only block an attacking character with one character. You cannot block one character using two or more characters. The AP on your character's card is how much damage a character deals. If the damage a char recieves is as much, or more than the DP on your character's card, then your character will go to the trash pile. It works the same as in MtG, except characters with 0DP won't immediately get trashed unless they participate in battle (if a 0 DP character participates in battle with a 0 AP character, then the 0 DP character will get trashed, I was incorrect in my former assessment).
So let's take a look at the diagram:
On the left, there's a red Yui, which has 20 AP and 30 DP. The blocking character is a 20AP and 20DP yellow Azusa. Yui will deal 20 damage to Azusa, while Azusa will deal 20 damage to Yui. Yui has 30 DP, and so she takes 20 damage, she does not get trashed. Azusa, on the other hand, has only 20 DP, so the 20 damage Yui deals to Azusa is enough to take her out, so the Azusa will get trashed.
On the right, there's a blue 30/30 Mio approaching, and a yellow 30/30 Ritsu blocking. Both characters deal 30 damage, which is enough to take out the other, so they both get trashed.
After that, you repeat this once at a time until you finish attacking. Afterwards, you end your turn.
4th - End of turn phase - There's 3 steps:
1st - Any "~happens at the end of the turn" card effects go into play. For example, there are quite a few cards that say "draw a card at the end of the turn"
2nd - If you have 8 or more cards, you discard your hand down to 7 cards, throwing any above 7 into your trash pile. Of course, you get to choose what cards to throw away.
3rd - Any "~ effect until end of turn" effect then goes away, and it becomes your opponent's turn after that.
---
PMR-05 Cost/Source -
Next, I'll explain how to pay for cost:
As mentioned before, each character has a cost and a source. There are only 4 things you need to look at when playing a card. Cost/Source/Color/Series.
There are three main rules:
*You can only play a card out if you pay for it using at least one card that is either the same color, or is from the same "series"
*You can use multiple cards to pay for one card, and for events/characters that are 3 cost or above, it's almost always necessary.
*When you play out a card and pay for it with cards from you hand, you must trash the cards you use to pay for it.
For example, let's use the Yui from earlier. It's 4 cost. That means that you need to get other cards that give at least 4 source. At least one of those cards must be either red, or from "K-ON!/K-ON!!"
So on the left, you see a Yuno (red) and Miyako (yellow) card. They're both 2 cost, 2 source. Both together give 4 source, which is enough to pay for the Yui. As long as a color of one of the cards matches, or the set from another card matches, then you can play out the card. Since the Yuno is red, same as the Yui, you can use those two cards to pay for the Yui to come into play, even though neither of them are "K-ON!/K-ON!!" cards. You would put those two cards into the graveyard, and then put the Yui from your hand into play.
On the right, however, there's a Hiro (green) and a Sae (blue) card. They're also both 2 cost 2 source. So while there is enough source there, neither of the cards share a color with the Yui, and neither card are from K-ON!/K-ON!!, so they can't be used to play out that Yui.
The other way to pay for cards is to flip over cards in your point pile. You can flip over the cards in your point pile instead of discarding cards from your hand to help pay for cost. Take a look at this
On the left, you see 3 cards in the point pile. Any of those cards can be used to pay for the necessary "same set/same color" cost, as the Mio and Azusa are both K-on, and the Nori is red, so even if the other card(s) you use to pay for the Yui aren't of the same color/series, you can use any one of those 3 and be ok. On the right, however, all of those cards are from Hidamari Sketch, a different series, as well as different colors. So on their own, those three can't be used to play out the Yui, even though they're 4 source together.
Note: *You can use a combination of cards from the point pile and cards from your hand to pay for a character.
It's not as complicated as I may have made it sound, you just need to remember two things
*To play out a card, you need to have at LEAST that amount of source
*That source needs to be from another card that's either the same series, same color, or both.
PMR-06 Card text-
This is the part about card texts!
Card abilities: There's two types of card abilities, active and passive.
Active - There's also two types of active abilities: one that involves paying a cost (even if the cost is 0) to do the card ability, and the other which involves tapping your character.
If you look at the diagram, you can see that on the left, is an ability where you pay 0 to activate it. Before the 0 cost, however, is the timing of when you can use that ability. In this particular card, it says "Main/Jibun", meaning your own main phase is when you can use it. This card's ability says "0: Main/Jibun - Discard an "Akiyama Mio" from your hand. This card gets +10/+10 and "active" until the end of the turn."
On the right, you see the arrow pointing down. This refers to tapping your character, and then the ability comes into effect. This particular card says "Tap: Main/Jibun - One of your "Hirasawa Yui" get's +10/+0 until the end of the turn"
Passive - Passive abilities are abilities that happen automatically. Many passive abilities involve "When this character comes into play, then ~". Others involve "if you have 3 or more ~, then (so and so effect)" or something along those lines.
There are 4 rules to "using active card texts"
-If you don't pay the cost, you can't use the text.
-As long as you pay the cost, you can use as many different abilities as you like
-You can only use each character's card text once per turn
-You can only use the active card text during the time specified on the card (Your own main phase, your opponent's main phase etc)
ICONS:
These are what the icons that are on character cards refer to:
0: Without paying any sort of cost, you can use this character's ability.
2: If there's a color on that box that the number is in, then you must pay with that color. If it's black, you can pay with any color/series.
(arrow): This means you tap the character and the ability occurs. Because the character is tapped, obviously it cannot attack or block.
TIMING:
On all event cards and active character abilities, there is a timing that specifies when you can play the card.
メイン (main) - It can be played during the main phase.
アプローチ (approach) - It can be played during any step of the approach phase (after a character attacks, after you choose a blocker, after damage is dealt)
割り込み (warikomi / interrupt) - The timing is when an opponent plays a card, or when they activate an active character ability.
自分 (jibun / your own) - This refers to whose turn you can use the event/ability on. If it says 自分/アプローチ (jibun approach) for example, it means you can only use this during your own approach phase, and not your opponent's approach phase. This makes a huge difference for some cards.
相手 (aite / your opponent's) This means that on the opponent's main/approach phase or whatever, you can use this card.
両方 (ryouhou / both) This means that during either player's turn, you can use this card. Always very convenient to have!
OTHER CARD TIMING:
On many cards, there's something that says ~する場合. This means that "If ~ happens, then ~" This can only happen once a turn, even if you meet the condition multiple times. For example take a look at this card:
This Mugi says, "When this card comes into play (登場する場合), two of your characters get +10/+10 until the end of turn" It's easy to understand that this happens only once, as the character only comes into play once. However, there are certain cards that might not be so easy to understand, such as:
This 20/20 Yui on the left says "If you play a character that has "ongaku"(このカードはこのカード以外のの自分の「音楽」を持つキャラが登場し場合), then this card gets +20/+20 until end of turn." So even if you play two characters that have ongaku, the effect only happens once because it says "する場合"
On some other cards, there's something that says "~するごとに". This means that "Whenever ~ happens, then ~". This can happen multiple times a turn as long as the condition is fulfilled for each of them. For example, take a look at the 30/30 Yui on the right. This card says "Whenever you play a character (自分のキャラが登場するごとに), then this card gets +10/+10 until the end of turn. This means that if you play 3 characters that turn, that this card will get +10/+10 for each of them until the end of turn, making potential for this character to become very big! There's a huge difference between these two abilities, so keep that in mind when looking at cards!
OTHER CARD ABILITIES:
Similar to other card games, there are certain special abilities that some of the characters have. They each do different things, and are useful in their own way. There aren't very many other card abilities, so this shouldn't be very intimidating.
- アクティブ (Active) - This means that the character can attack the turn it was put into play (with the very first turn of the game being an exception).
"Santa Mio - 1/1 red 30/20 - Active. At the end of the turn, put this card back into your hand" - Useful for a quick, cheap attack
- 天然 (#) (Tennen) - This means that characters with a cost of the tennen number or lower cannot block it. For example, a character with tennen 2 cannot be blocked by chacters with cost of 2 or less (so 2/1/0 cost characters).
As you can see, this Yui has tennen 2. In this, the yuno is 2 cost, therefore it cannot block the tennen Yui. In the below picture however, there's a 4 cost Yuno that can block the tennen 2 Yui if it feels like it.
- ブレイク (Break) - Cards that have break mean that when the card is flipped over as a point pile card, then you can play that card at that time without paying it's casting cost by flipping it over instead. Break cards often have high costs that aren't very practical to pay out normally, but when played out for free if you get lucky, are very rewarding.
"Kushami - 5/1 red event. Main/Jibun - BREAK! Return one of the opponent's characters to their hand." - Very rewarding if the break effect goes through.
- コンビ (combi) - Combi is short for combination, and they count as both of the characters in the one card.
This is a Ritsu/Yui combi, and acts as both a Ritsu and a Yui. So for any card that may affect either of them, you can choose this card (For example, the Un-tan card that was shown earlier which pumps up a Yui +10/+10 can pump up this card). However, the drawback to combis are the fact that you need to pay for the combi's cost using at least one card that's one of the character's on the card. For example, if you want to play out that Ritsu/Yui combi, you need to use either a ritsu OR a Yui for source.
If you look at this diagram again, on the bottom left, you have a Yui and an Azusa, so you can use that to pay for the Ritsu/Yui combi. On the right, however, is a Mio and a Mugi. Since you don't have a Yui or an Azusa there, you can't use those two cards to pay for the combi. This may seem like a huge drawback but many combi cards are very strong, and well worth the drawback because of their abilities.
- 逆境 (#) (gyakkyou - literally meaning "under adverse circumstances", but for the purpose of making things easy, let's call it "survival") - Gyakkyou/survival + the number means that whenever you have that many points in your point pile, that the effect on the card goes into effect. This effect first game into play in the "Katanagatari".
For example, the Shichika (red card) on the left has gyakkyou/survival 5, +20/+20. That means that if you have 5 or 6 points, that he will get +20/+20. This means that for a 3 cost character, he becomes a 50/40 if you have 5 or 6 points, which might just be enough to help you make a comeback!
On the right, there is a blue Togame. She's a generic 4/1 30/40, but because she has gyakkyou/survival 5, if you play her when you're at 5 or 6 points, then her "When this character comes into play, draw 2 cards" ability comes into effect! This can give you the extra boost you may need when you're in a tight situation, especially in a close game where the opponent is also at 5-6 points!
-+10/+10 coin - There are certain cards that say "when this character comes into play, put a +10/+10 coin on this character". Simply put, for each coin on a character, add +10/+10 to that character's AP/DP.
"4/1 40/30 Red Hirasawa Yui - "When this card comes into play, if you have 3 or more characters in play, put a +10/+10 coin on this card"
連携 (renkei) from here on to be called "Team Up" is a new ability unique to the Samurai Girls set due out in late June 2011. Characters with this ability are allowed to team up with seperate characters as long as those characters are not a "combi" character. The ability will list specific instructions on who they can team up with, usually a name or character type is listed. As long as you have one character with team up and another character with the name or character type designated by the ability then you may use it. When you attack with the new Team Up the AP of both characters are added together but the DP of only one of the two characters is used (which you, the person approaching, chooses). If it loses the battle during the approach phase, only the character who's DP was used is sent to the graveyard. During approach, these two characters are otherwise treated as one attacker and therefore only can land one point on an opponent who lets it through. So in a basic sense: Two characters attack at once (both get tapped), their AP is combined, and the DP is that of whichever the person approaching chooses. If a point goes through, it only counts for one point. Only one character needs the Team Up ability, but the 2nd character has to meet the requirements on the card with the Team Up ability.
So those are the basic rules of the game! Obviously certain cards are more complicated and may require further explanation, but for the most part, those are the rules of the game! If certain parts need more explanation, or if something seems to be too confusing, please let me know, and I'll do what I can to fix this! Read More......
Ok, this is the post explaining the rules of the card game. To the new players, this is a must-read if you want to learn how to play this card game. Obviously, any new card game seems very intimidating just looking at the cards not knowing what they mean, especially in a foreign language. But I'll do my best to attempt to explain this in the most easy-to-understand manner. For those of you who can read Japanese and would like to take a look at the rules on the official website, then take a look at this page!
Official website rule guide
Since this is a somewhat long post, this is the index. Just hit ctrl+f and type in the index letters to easily jump to that part of the rule guide!
PMR-01 - The basics. PMR-02 - Win Conditions PMR-03 - Before you begin! PMR-04 Turn Phases PMR-05 Cost/Source (How to play out cards) PMR-06 Card text/abilities
PMR-01 - THE BASICS
Each deck consists of 60 cards. There are 3 types of cards. Character cards, event cards, and support cards.
Here's an example of these types of cards:
There are two types of character cards. There's one type which has "AP and DP", and there's support characters (which lacks AP/DP)
Here's what a character that has an AP/DP looks like:
I'll explain each part of the card.
-The upper left hand corner says "Character", so if you couldn't tell, that means it's a character card.
-"Cost" - Under "Character", there's a little circle with a number in it with "cost" written above it. This is how much the character costs to be put into play. The example here says "4". This means that this character costs "4" to be put into play.
"Ok, so how do I pay for cost?"
- "Source" Easy, you pay for cards to be put into play by using other cards. Under "Cost", there's another small circle with a number labeled "source". As of the time writing this, every card has either 1 or 2 source written in that bubble. In the example here, the source is 1. This means that you can trash this card to get 1 source to pay for another card's cost.
I'll go into more details about source after I explain the card types.
-AP/DP (approach power/defense power)- For characters with AP/DP, you can see on the right side of the card, there are two bubbles, one for AP, and one for DP. These are used for when you are attacking or blocking. If you played Magic the Gathering, they are the same as power/toughness, with the only exception being a character can have 0 toughness or less and still stay alive. I'll go into more details as I explain how battles work, for those of you who never played magic the gathering.
-Name - Under the AP/DP is where the character's name is written. "平沢 唯" (Hirasawa Yui) is written here. Many cards affect specific characters, so the character's name is actually very important. One thing to note is that you can have multiple characters with the same name in play, but not the same exact card.
-Card Text - Under the name is where the card text is. This card lacks card text, as it is just a generic 40/40. Card text offers many different varieties of cards, which makes the game very interesting.
-Card Type - Under the card text are 4 slots. This refers to the character type. For example, this card has two card types:
"制服" (seifuku - uniform) and "音楽" (ongaku - music). There are many cards that affect card type, and not just card name.
There are actually quite a few decks based around certain character's card type, such as a megane (glasses) deck, or a maid deck, for example.
-Flavor text - The flavor text is under the card type boxes. It has no effect on gameplay, and some cards don't have any flavor text. It is often a quote said by that character in the particular anime series that they're from, and are only there just for fun.
- Set/series/sakuhin - In the lower left hand corner of the card, the set that the card is in, or rather, the anime that the particular character comes from has it's logo drawn there. It may not seem important now, but using cards from the same series is very beneficial when making a deck, and always something to consider, as you can use cards from the same set as source to pay out for cards.
- Color - There are 4 colors in this game, Red/Blue/Green/Yellow. Every card is one of these 4 colors. As of this the time writing this, there are no dual color, or color lacking cards. Color also matters when making a deck, too.
- Rarity - The stars at the bottom right hand corner refer to the rarity of a card.
1 star - common
2 stars - uncommon
3 stars - rare
4 stars - Super Rare
5 stars - Ultra Rare/Signed
If there is no stars and it's labeled P-##, then it's a promotional card. There were also some lawson promotional cards (available during a campaign at "Lawson" convenience stores )which are labelled L-##. There are also cards labelled (for example) 01-006a. This is also a promotional card, but it's a promotional card of an already existing card.
-Card Number - Next to rarity is the card number. This is important as there are many cards of the same character, so having the card number handy helps when looking for a specific card, or when referring to a specific card. (We're often forced to give nicknames to certain characters otherwise you have to explain which card of the certain character you're referring to everytime)
Ok, onto support characters!
As you can see, the only difference with this card and regular character card's is that it lacks an AP/DP. This card has 0 cost 1 source. This means that you don't have to pay anything to play this card out. This particular card says "When this character comes into play, if you have a character with "seifuku" in play, then draw a card" It's mainly good for one free card.
The next type of card is event cards!
The first thing you'll notice is that this card is horizontal, and not vertical. Event cards are non-character cards that you play that has an effect when you play it, and is then discarded. The cost and source work the same as they do for characters, but they are found on the upper right hand corner of the card, not the upper left hand corner. The flavor text is all the way on the left. The card text tells you not only what the card does, but also when you can use the card. The timing on when to use a card can make its usability heavily increase or decrease.
This particular event card is called "Un-tan" and it's a 0/1 red event that can be played during your main phase, and gives one of your "Hirasawa Yui" cards +10/+10 until the end of the turn, and then you draw a card. It can make one of your Yui cards strong enough to attack and not get trashed, and you get another card in the process! Not a bad deal! If the timing was on the opponent's turn, for example, it would be like a completely different card, even if the rest of the card text is the same. Hence why timing is just as important for events as the actual abilities of the card itself!
The last type of card is support cards. They are cards that you attach to characters.
Support cards are also vertical, like characters. Most everythign else is the same as the other cards. Cost/source works the same. You just attach the card to a character of your choice, and that character gets the effect of the support card.
Some support cards can only be attached to certain characters (for example, the giita shown here can only be attached to a Hirasawa Yui, and it gives her +10/+0 as long as the giita is attached to the character).
* Each character can only have the same support card attached to them once!
-This means that you cannot have giita attached to the same Yui, but you can put another giita on a different Yui if you want to.
* You can also attach a different support card to a character that already has a support card on it, as long as it's not the same one.
-Hypothetically, you could have 3-4 support cards on a single character, but that's not quite recommended, as you lose a lot of cards at once if a single guy gets trashed.
Ok, those are the 3 types of cards! Hope that was easy enough to understand!
Next, I'll get to what people have been waiting for, and generally the first question I ask when learning a new game:
"How do you win?"
PMR-02 WIN CONDITIONS:
This is very easy, as there's only 2 win conditions:
1) The opponent has no cards in their library. This doesn't mean until the end of the turn, this doesn't mean until they can't draw a card. This means that the instant you have 0 cards in your library, you lose.
2) You get your opponent to 7 "points". You get a point by attacking with a character, and having it go unblocked.
Regardless of AP/DP, if a character of yours goes unblocked, the opponent takes a point (done by flipping over the top card of their library into a seperate "point pile", next to your deck face up.) 7 of these, and it's game over.
This is the layout, your deck goes on the top, with the trash pile under it, and the point pile on the right.
PMR-03 Before you begin - Each deck consists of 60 cards. You can have no more than 4 copies of the same card in a deck.
Each player starts by shuffling their decks, and then drawing 7 cards. Then the players do paper-scissors-rock. The winner gets to choose if he wants to go first (where you draw only one card at the beginning of your turn), or draw 2 cards first, but go second. You then look at your hand. If you don't like it, you can put it on the bottom of your deck (in any order) and draw 7 cards. If you don't like the 2nd hand, there's nothing you can do about it. You have 2 chances to get a good hand, and after that, you're stuck. After both players are done, the player who takes their first turn begins.
PMR-04 Turn phases.
There's 4 phases to a turn.
1st - Beginning Phase. This is where you untap (or, as this game refers to, puts your character in an "state of action") your characters, and where you draw 2 cards. These are done at the same time, and nothing else can be done during this phase.
2nd - Main Phase. This is where you play characters, events (that say they can be played during your main phase), character activation abilities and support cards. Your opponent can also play cards during this point, or activate character abilities or whatnot during your main phase. Characters (unless stated otherwise) can only be played during your main phase. When playing a character, you have 2 places you can put the character. The main area, and the support area. Let's take a look at the setup once more:
As you can see, there are 5 slots in the "main area". This means that at max, you can have 5 characters in the main area.
The main area is where you put characters that are going to attack or block. Therefore, you cannot put a character that has no AP/DP into the main area.
The support area is where all the other characters go. All the characters that lack an AP/DP go here. You can also play characters that have an AP/DP in the support area as well. Do note, however, that you cannot move characters from the support area to the main area (unless you use specific cards that do this)
A couple of important rules for playing characters:
*You can only have one copy of a character out at once. You can have multiple characters with the same NAME, but you can only have one of the same character out in play, as in, same exact card number. This is true for support area characters as well. This means that usually, you only play a particular support area character once per game.
*If you have 5 characters in the main area, and you want to play another one, then you can throw away one of the 5 characters and put the new character in it's place. You cannot, however, sacrifice a character at will, nor can you sacrifice the same character you're putting out.
After the main phase is finished, it's onto the "approach" phase.
3rd - Approach Phase. In many games it's called "attacking", but in this game, the characters don't attack, they "approach". When you approach with one of your characters, you tap it, by turning it to the side. This is called "state of taking a break" in Japanese, so I'll refer to it as "tapping" because it's much easier to say, and already widely used thanks to Magic the Gathering. Likewise, untapping means to turn the card back to face up. This gets a little bit tricky, but it's not as hard as it seems.
The character on the left is "untapped" (活動状態 - katsudou jyoutai), and the character on the right is "tapped" (休息状態 kyuusoku jyoutai)
There's 2 rules to the approach phase.
-Characters that were played out this turn cannot attack this turn.
-Characters can only attack once per turn.
The steps:
-Attack with a character.
--Either player can play event cards or use card text.
---The opponent chooses whether to block it. They can only block with characters that are untapped. After they block with a character, they tap that character.
----Either player can play event cards or use card text.
-----The characters then deal their damage to each other, or to the opponent.
------Either player can play event cards or use card text
This repeats for each character that attacks. While it may seem complicated, all you have to know is that you can play events/card text anytime after attackers are declared, after you decide on a blocker, and after damage is dealt, which actually gives you quite a bit of freedom.
Note that when you tap a character, it cannot block the next turn, as only untapped characters can block, so keep that in mind.
In this game, you can only block an attacking character with one character. You cannot block one character using two or more characters. The AP on your character's card is how much damage a character deals. If the damage a char recieves is as much, or more than the DP on your character's card, then your character will go to the trash pile. It works the same as in MtG, except characters with 0DP won't immediately get trashed unless they participate in battle (if a 0 DP character participates in battle with a 0 AP character, then the 0 DP character will get trashed, I was incorrect in my former assessment).
So let's take a look at the diagram:
On the left, there's a red Yui, which has 20 AP and 30 DP. The blocking character is a 20AP and 20DP yellow Azusa. Yui will deal 20 damage to Azusa, while Azusa will deal 20 damage to Yui. Yui has 30 DP, and so she takes 20 damage, she does not get trashed. Azusa, on the other hand, has only 20 DP, so the 20 damage Yui deals to Azusa is enough to take her out, so the Azusa will get trashed.
On the right, there's a blue 30/30 Mio approaching, and a yellow 30/30 Ritsu blocking. Both characters deal 30 damage, which is enough to take out the other, so they both get trashed.
After that, you repeat this once at a time until you finish attacking. Afterwards, you end your turn.
4th - End of turn phase - There's 3 steps:
1st - Any "~happens at the end of the turn" card effects go into play. For example, there are quite a few cards that say "draw a card at the end of the turn"
2nd - If you have 8 or more cards, you discard your hand down to 7 cards, throwing any above 7 into your trash pile. Of course, you get to choose what cards to throw away.
3rd - Any "~ effect until end of turn" effect then goes away, and it becomes your opponent's turn after that.
---
PMR-05 Cost/Source -
Next, I'll explain how to pay for cost:
As mentioned before, each character has a cost and a source. There are only 4 things you need to look at when playing a card. Cost/Source/Color/Series.
There are three main rules:
*You can only play a card out if you pay for it using at least one card that is either the same color, or is from the same "series"
*You can use multiple cards to pay for one card, and for events/characters that are 3 cost or above, it's almost always necessary.
*When you play out a card and pay for it with cards from you hand, you must trash the cards you use to pay for it.
For example, let's use the Yui from earlier. It's 4 cost. That means that you need to get other cards that give at least 4 source. At least one of those cards must be either red, or from "K-ON!/K-ON!!"
So on the left, you see a Yuno (red) and Miyako (yellow) card. They're both 2 cost, 2 source. Both together give 4 source, which is enough to pay for the Yui. As long as a color of one of the cards matches, or the set from another card matches, then you can play out the card. Since the Yuno is red, same as the Yui, you can use those two cards to pay for the Yui to come into play, even though neither of them are "K-ON!/K-ON!!" cards. You would put those two cards into the graveyard, and then put the Yui from your hand into play.
On the right, however, there's a Hiro (green) and a Sae (blue) card. They're also both 2 cost 2 source. So while there is enough source there, neither of the cards share a color with the Yui, and neither card are from K-ON!/K-ON!!, so they can't be used to play out that Yui.
The other way to pay for cards is to flip over cards in your point pile. You can flip over the cards in your point pile instead of discarding cards from your hand to help pay for cost. Take a look at this
On the left, you see 3 cards in the point pile. Any of those cards can be used to pay for the necessary "same set/same color" cost, as the Mio and Azusa are both K-on, and the Nori is red, so even if the other card(s) you use to pay for the Yui aren't of the same color/series, you can use any one of those 3 and be ok. On the right, however, all of those cards are from Hidamari Sketch, a different series, as well as different colors. So on their own, those three can't be used to play out the Yui, even though they're 4 source together.
Note: *You can use a combination of cards from the point pile and cards from your hand to pay for a character.
It's not as complicated as I may have made it sound, you just need to remember two things
*To play out a card, you need to have at LEAST that amount of source
*That source needs to be from another card that's either the same series, same color, or both.
PMR-06 Card text-
This is the part about card texts!
Card abilities: There's two types of card abilities, active and passive.
Active - There's also two types of active abilities: one that involves paying a cost (even if the cost is 0) to do the card ability, and the other which involves tapping your character.
If you look at the diagram, you can see that on the left, is an ability where you pay 0 to activate it. Before the 0 cost, however, is the timing of when you can use that ability. In this particular card, it says "Main/Jibun", meaning your own main phase is when you can use it. This card's ability says "0: Main/Jibun - Discard an "Akiyama Mio" from your hand. This card gets +10/+10 and "active" until the end of the turn."
On the right, you see the arrow pointing down. This refers to tapping your character, and then the ability comes into effect. This particular card says "Tap: Main/Jibun - One of your "Hirasawa Yui" get's +10/+0 until the end of the turn"
Passive - Passive abilities are abilities that happen automatically. Many passive abilities involve "When this character comes into play, then ~". Others involve "if you have 3 or more ~, then (so and so effect)" or something along those lines.
There are 4 rules to "using active card texts"
-If you don't pay the cost, you can't use the text.
-As long as you pay the cost, you can use as many different abilities as you like
-You can only use each character's card text once per turn
-You can only use the active card text during the time specified on the card (Your own main phase, your opponent's main phase etc)
ICONS:
These are what the icons that are on character cards refer to:
0: Without paying any sort of cost, you can use this character's ability.
2: If there's a color on that box that the number is in, then you must pay with that color. If it's black, you can pay with any color/series.
(arrow): This means you tap the character and the ability occurs. Because the character is tapped, obviously it cannot attack or block.
TIMING:
On all event cards and active character abilities, there is a timing that specifies when you can play the card.
メイン (main) - It can be played during the main phase.
アプローチ (approach) - It can be played during any step of the approach phase (after a character attacks, after you choose a blocker, after damage is dealt)
割り込み (warikomi / interrupt) - The timing is when an opponent plays a card, or when they activate an active character ability.
自分 (jibun / your own) - This refers to whose turn you can use the event/ability on. If it says 自分/アプローチ (jibun approach) for example, it means you can only use this during your own approach phase, and not your opponent's approach phase. This makes a huge difference for some cards.
相手 (aite / your opponent's) This means that on the opponent's main/approach phase or whatever, you can use this card.
両方 (ryouhou / both) This means that during either player's turn, you can use this card. Always very convenient to have!
OTHER CARD TIMING:
On many cards, there's something that says ~する場合. This means that "If ~ happens, then ~" This can only happen once a turn, even if you meet the condition multiple times. For example take a look at this card:
This Mugi says, "When this card comes into play (登場する場合), two of your characters get +10/+10 until the end of turn" It's easy to understand that this happens only once, as the character only comes into play once. However, there are certain cards that might not be so easy to understand, such as:
This 20/20 Yui on the left says "If you play a character that has "ongaku"(このカードはこのカード以外のの自分の「音楽」を持つキャラが登場し場合), then this card gets +20/+20 until end of turn." So even if you play two characters that have ongaku, the effect only happens once because it says "する場合"
On some other cards, there's something that says "~するごとに". This means that "Whenever ~ happens, then ~". This can happen multiple times a turn as long as the condition is fulfilled for each of them. For example, take a look at the 30/30 Yui on the right. This card says "Whenever you play a character (自分のキャラが登場するごとに), then this card gets +10/+10 until the end of turn. This means that if you play 3 characters that turn, that this card will get +10/+10 for each of them until the end of turn, making potential for this character to become very big! There's a huge difference between these two abilities, so keep that in mind when looking at cards!
OTHER CARD ABILITIES:
Similar to other card games, there are certain special abilities that some of the characters have. They each do different things, and are useful in their own way. There aren't very many other card abilities, so this shouldn't be very intimidating.
- アクティブ (Active) - This means that the character can attack the turn it was put into play (with the very first turn of the game being an exception).
"Santa Mio - 1/1 red 30/20 - Active. At the end of the turn, put this card back into your hand" - Useful for a quick, cheap attack
- 天然 (#) (Tennen) - This means that characters with a cost of the tennen number or lower cannot block it. For example, a character with tennen 2 cannot be blocked by chacters with cost of 2 or less (so 2/1/0 cost characters).
As you can see, this Yui has tennen 2. In this, the yuno is 2 cost, therefore it cannot block the tennen Yui. In the below picture however, there's a 4 cost Yuno that can block the tennen 2 Yui if it feels like it.
- ブレイク (Break) - Cards that have break mean that when the card is flipped over as a point pile card, then you can play that card at that time without paying it's casting cost by flipping it over instead. Break cards often have high costs that aren't very practical to pay out normally, but when played out for free if you get lucky, are very rewarding.
"Kushami - 5/1 red event. Main/Jibun - BREAK! Return one of the opponent's characters to their hand." - Very rewarding if the break effect goes through.
- コンビ (combi) - Combi is short for combination, and they count as both of the characters in the one card.
This is a Ritsu/Yui combi, and acts as both a Ritsu and a Yui. So for any card that may affect either of them, you can choose this card (For example, the Un-tan card that was shown earlier which pumps up a Yui +10/+10 can pump up this card). However, the drawback to combis are the fact that you need to pay for the combi's cost using at least one card that's one of the character's on the card. For example, if you want to play out that Ritsu/Yui combi, you need to use either a ritsu OR a Yui for source.
If you look at this diagram again, on the bottom left, you have a Yui and an Azusa, so you can use that to pay for the Ritsu/Yui combi. On the right, however, is a Mio and a Mugi. Since you don't have a Yui or an Azusa there, you can't use those two cards to pay for the combi. This may seem like a huge drawback but many combi cards are very strong, and well worth the drawback because of their abilities.
- 逆境 (#) (gyakkyou - literally meaning "under adverse circumstances", but for the purpose of making things easy, let's call it "survival") - Gyakkyou/survival + the number means that whenever you have that many points in your point pile, that the effect on the card goes into effect. This effect first game into play in the "Katanagatari".
For example, the Shichika (red card) on the left has gyakkyou/survival 5, +20/+20. That means that if you have 5 or 6 points, that he will get +20/+20. This means that for a 3 cost character, he becomes a 50/40 if you have 5 or 6 points, which might just be enough to help you make a comeback!
On the right, there is a blue Togame. She's a generic 4/1 30/40, but because she has gyakkyou/survival 5, if you play her when you're at 5 or 6 points, then her "When this character comes into play, draw 2 cards" ability comes into effect! This can give you the extra boost you may need when you're in a tight situation, especially in a close game where the opponent is also at 5-6 points!
-+10/+10 coin - There are certain cards that say "when this character comes into play, put a +10/+10 coin on this character". Simply put, for each coin on a character, add +10/+10 to that character's AP/DP.
"4/1 40/30 Red Hirasawa Yui - "When this card comes into play, if you have 3 or more characters in play, put a +10/+10 coin on this card"
連携 (renkei) from here on to be called "Team Up" is a new ability unique to the Samurai Girls set due out in late June 2011. Characters with this ability are allowed to team up with seperate characters as long as those characters are not a "combi" character. The ability will list specific instructions on who they can team up with, usually a name or character type is listed. As long as you have one character with team up and another character with the name or character type designated by the ability then you may use it. When you attack with the new Team Up the AP of both characters are added together but the DP of only one of the two characters is used (which you, the person approaching, chooses). If it loses the battle during the approach phase, only the character who's DP was used is sent to the graveyard. During approach, these two characters are otherwise treated as one attacker and therefore only can land one point on an opponent who lets it through. So in a basic sense: Two characters attack at once (both get tapped), their AP is combined, and the DP is that of whichever the person approaching chooses. If a point goes through, it only counts for one point. Only one character needs the Team Up ability, but the 2nd character has to meet the requirements on the card with the Team Up ability.
So those are the basic rules of the game! Obviously certain cards are more complicated and may require further explanation, but for the most part, those are the rules of the game! If certain parts need more explanation, or if something seems to be too confusing, please let me know, and I'll do what I can to fix this! Read More......
Subscribe to:
Posts (Atom)