St-BCG rule

Detailed Rules of the Spimathe Card Game Table of Contents
Chapter 1 Game Overview
1. welcome to the world of spimatte!
Objectives of the Game
3. Types of cards and how to read them
4. How to see the area

Chapter 2: Rules Overview
1. Deck Composition
Game Preparation
3. Turn Flow
4. End of Game

Chapter 3 Effects and Timing
1. Principles of effects 2. Classification of effects 3. Timing

Chapter 4 Opposition

Chapter 5 Synthesis and Creation
1. Overview of Synthesis 2. Synthetic Monsters and Synthetic Magic
3. Constraints on synthesis targets and materials 4. Overview of creation

Chapter 6. In-Game Terms

Red: Added from StBCG Green mark: Important Revision 211120

Chapter 1 Game Overview

1. Welcome to the world of spimatte.
There is a dragon in the yard of my home house. I was surprised when I came back from junior high school. It was about 5 meters long, 3 meters tall, and weighed about 200 kilograms. It has emerald blue scales and two large horns. It has sharp claws and sharp teeth. My yard is one of the larger ones in the neighborhood, so I was able to enter the house through the back door without being noticed by the dragon. I sneak a peek through the window of the house and saw that it was breathing fire from its mouth. It is unmistakably a dragon.

One day, you come across a card with a mysterious power, the “Spiria Material. The story begins with the card, which is said to have sealed the magical memories of the witch Rena Megiddo Filiel! *Official HP http://spimate.com

2. Objectives of the Game
Players use decks (magic cards) created by each other to deploy monsters and magic on their respective 6-square fields. Victory is won by using the effects of the cards to overcome the opponent’s intentions and successfully attack an opponent with no cards in hand directly. (If there are no cards to draw from the deck, the player continues without drawing.)

3. Types of cards and how to see them
Cards used in spimatte contain a variety of information. They indicate how the game works, as well as the monsters, magic, and worldview depicted on them, which can be read. There are two types of cards: monsters and magic.
Monsters

Attacks can be used to attack the player or the
Damage to the cards in the field, the
The characters that appear in Spimathe.
The card represents
Monsters are played and
The field is put into play.
Those with the ability to
By being in the place
The ability to do so is demonstrated.

(1) Card Name.
Indicates the name of the card.
(2) Cost
The number of cards in your hand that you pay to play the card.
(iii) Attributes
Indicates the card’s magic or combat system.
(iv) Race
Indicates the card’s nature as a living creature.
(5) Effect
A card’s special power and how it affects the game.
The number of the items in the table is the number of the items in the table.
(6) AP: Indicates the card’s attack power.
When you attack a card on the field, you will be damaged by the amount of AP.
(7) LP: Durability of the card.
Cards that take more than LP will be <destroyed>.

Magic


including the magic circle.
Special phenomena
These cards represent magic.
Magic cards are also played
The effect of the effect is
The “A” in the “A” column is the same as the “A” column in the “B” column.
After that, you can’t attack.
Protect the player of the thing
It remains on the field as a wall.

Magic cards have no race and AP.

(1) Card Name.
Indicates the name of the card.
(2) Cost:.
Indicates the number of cards in your hand that you pay to play the card.
(iii) Attributes
Indicates the card’s magical system.
(iv) Effect
It is a special power that a card has and how it affects the game.
(5) LP.
Cards on the field that take more than LP of damage are <destroyed>.

4. How to see the area
In a game of spimate, there are several areas where cards are placed.

(1) Deck placement: This is where you place your deck. Decks are placed face down.
(2) Hand: When you draw a card from the deck, you hold it in your hand so that your opponent cannot see it. You can play the cards in your hand.
(3) Graveyard: This is the place where cards that have been destroyed, buried, or discarded from your hand are placed. They are placed face up together.
(4) Field: This is the place where the cards you played are placed. It consists of 6 squares (2 vertical*3 horizontal), one for each player. Each square is basically occupied by one card face up. The 3 squares on the opponent’s side are called “vanguard” and the 3 squares on the player’s side are called “rear guard.
EX: This is where EX cards are placed, which consist of cards with cost “ex”. Depending on the progress of the game, cards may be placed face up or face down.
Chapter 2 Outline of Rules
1. Deck Composition
The first step in preparing for a game is to prepare a deck. The Spimatte starter set can be purchased and played immediately as a deck. Alternatively, you can build and use your own deck by combining several products. Some decks may also use another special deck called EX. EX can contain cards with a cost of ex and is used to put cards on the field in a special way that cannot be played in the normal way. (The rules also allow EX to contain regular cards that do not cost ex.)
The rules for deck and EX composition are as follows.
The number of cards in the deck must be between 5 and 25. The number of EX cards is no more than 7.
Cards with cost “ex” can only be placed in EX.
Cards with the same name can be placed in both Deck and EX up to 2 cards. (*Examples of deck construction can be found on the official website of Spimatte.

2. Game Preparation
Before starting a game, the following steps are taken to prepare for the game.
The first player to attack is determined. The player with the most number of decks will be the first player to attack.
If there are players with the same number of decks, the player who wins the game by rock-paper-scissors-scissors will be the first player to attack.
Each player chooses one card from his or her deck and adds it to his or her hand without showing it to the opponent.
Each player shuffles the rest of the deck and draws 2 cards. Each player has a total of three cards in his or her hand.
3. Turn Flow
The game proceeds with the first player to attack taking his or her turn. The player whose turn it is is called the turn player. A turn consists of the following four phases.

Draw Phase
The turn player draws a card.

Standby Phase
The turn player gains 1 summoning right.
The turn player may perform the following actions any number of times and in any order.
● Play a monster or magic in his/her hand (1 Summon Right is required for monsters).
●Turn on an arbitrary effect of his/her own card in his/her place with no timing specified.
Perform “Creation” (→ “Chapter 5 Synthesis and Creation”).

Battle Phase
The turn player may attack once with a monster in his or her field. (Cannot be done on the preceding first turn)

End Phase
Each player’s summoning rights are reduced to 0. Then, if the turn player has 5 or more cards in hand, he/she chooses 4 of them and discards the rest.
(1) Draw Phase
The turn player draws a card. Drawing a card means adding the top card of his/her deck to his/her hand.

(2) Standby Phase
The Standby Phase is a phase in which players can take many actions to advance the game. At the beginning of the Standby Phase, the turn player gains 1 summoning right. During the Standby Phase, the turn player can take the following actions

● Play a monster or magic in his or her hand.
The procedure for playing monsters and magic from your hand is as follows.

1: Reveal a card to be played.
2: Designate one place to play the card from your hand. You cannot specify a place where another monster or magic is already placed.
3:If the card to be played is a monster, you must spend 1 summoner’s right. If you cannot spend it, the play is aborted. (If the card is played under the effect of a card, the summoner’s right is not consumed.)
4:Discard other cards in your hand equal to the number of the card’s cost. If the card cannot be discarded, play is aborted.
When the card has been played, it is placed in the specified place. If the card has an effect when played, the effect is performed.
● Activate any optional effect of your card in your place that has no specified timing.
Declares the activation of an optional effect of a card in his or her field, and executes the effect. (Unless (Condition) or (Exception) is allowed, all optional effects can be activated once per turn.
● “Creation”.
→See “Chapter 5 Synthesis and Creation”.

The turn player proceeds to the Battle Phase if there are no further actions he/she wishes to take in the Standby Phase.

(3) Battle Phase
The Battle Phase is the phase in which the turn player’s monsters attack. Attacks in the Battle Phase are important to win the game. (This cannot be done on the first turn).

The Battle Phase consists of three steps.

1: Attack Step
The turn player can designate one attacking monster from his or her field (this is called “declaring attack”). The attacker must be a monster. At this time, he/she cannot designate a monster that has already attacked in this Battle Phase. As an exception, a monster whose “number of attacks” is determined by the effect can attack that many times in the same turn. If you do not specify the attacking monster, the Battle Phase ends. If you specified the attacking monster, go to the Attack Step.
2: Attack Step
The turn player designates the target of the attack as a card in the opponent’s field or an opponent player.

There are rules for designating attack targets.
The player who is in the vanguard can designate the target at any time.
The rear guard can be designated only when there are no cards in the same field in the front guard.
A player can be designated only when there is no card in his or her field.
Cards with no LP are treated as if they are not on the field. (Not in St-BCG, but will appear in StH.)

After designating the target of the attack, the attacked player can play a card with the timing “Defense” or “Complete Defense” effect and activate its effect. If the attacked player did not activate the card’s effect, the turn player can play a card with timing “Pursuit” effect and activate its effect. After that, the game proceeds to the Damage Step.
*If the attacking monster or target monster leaves the field before the Damage Step, the attack is canceled and it returns to the Attack Step again. In that case, the attacking monster whose attack has been canceled cannot be designated as the attacking monster again.

3: Damage Step
The process changes depending on whether the attack target is a monster or a player.
In the case of a monster
The attacking monster deals damage equal to its AP to the target monster. It is easy to understand by placing a marker or something to manage the damage.
In the case of a player
If the AP of the attacking monster is greater than 0, the player at the target discards a card in his hand. If not, that player loses the game. If the AP is 0, nothing happens. After the damage is dealt, the game returns to the Attack Start Step.

End Phase
Each player’s summoning right becomes 0. Then, if the turn player has 5 or more cards in hand, he/she chooses 4 of them and discards the rest.
(1)Draw Phase
The turn player draws a card. Drawing a card means adding the top card of his/her deck to his/her hand.

(2) Standby Phase
The Standby Phase is a phase in which players can take many actions to advance the game. At the beginning of the Standby Phase, the turn player gains 1 summoning right. During the Standby Phase, the turn player can take the following actions

● Play a monster or magic in his or her hand.
The procedure for playing monsters and magic from your hand is as follows.

1: Reveal a card to be played.
2: Designate one place to play the card from your hand. You cannot specify a place where another monster or magic is already placed.
3:If the card to be played is a monster, you must spend 1 summoner’s right. If you cannot spend it, the play is aborted. (If the card is played under the effect of a card, the summoner’s right is not consumed.)
4:Discard other cards in your hand equal to the number of the card’s cost. If the card cannot be discarded, play is aborted.
When the card has been played, it is placed in the specified place. If the card has an effect when played, the effect is performed.
● Activate any optional effect of your card in your place that has no specified timing.
Declares the activation of an optional effect of a card in his or her field, and executes the effect. (Unless (Condition) or (Exception) is allowed, all optional effects can be activated once per turn.
● “Creation”.
→See “Chapter 5 Synthesis and Creation”.

The turn player proceeds to the Battle Phase if there are no further actions he/she wishes to take in the Standby Phase.

(3) Battle Phase
The Battle Phase is the phase in which the turn player’s monsters attack. Attacks in the Battle Phase are important to win the game. (This cannot be done on the first turn).

The Battle Phase consists of three steps.

1: Attack Step
The turn player can designate one attacking monster from his or her field (this is called “declaring attack”). The attacker must be a monster. At this time, he/she cannot designate a monster that has already attacked in this Battle Phase. As an exception, a monster whose “number of attacks” is determined by the effect can attack that many times in the same turn. If you do not specify the attacking monster, the Battle Phase ends. If you specified the attacking monster, go to the Attack Step.
2: Attack Step
The turn player designates the target of the attack as a card in the opponent’s field or an opponent player.

There are rules for designating attack targets.
The player who is in the vanguard can designate the target at any time.
The rear guard can be designated only when there are no cards in the same field in the front guard.
A player can be designated only when there is no card in his or her field.
Cards with no LP are treated as if they are not on the field. (Not in St-BCG, but will appear in StH.)

After designating the target of the attack, the attacked player can play a card with the timing “Defense” or “Complete Defense” effect and activate its effect. If the attacked player did not activate the card’s effect, the turn player can play a card with timing “Pursuit” effect and activate its effect. After that, the game proceeds to the Damage Step.
*If the attacking monster or target monster leaves the field before the Damage Step, the attack is canceled and it returns to the Attack Step again. In that case, the attacking monster whose attack has been canceled cannot be designated as the attacking monster again.

3: Damage Step
The process changes depending on whether the attack target is a monster or a player.
In the case of a monster
The attacking monster deals damage equal to its AP to the target monster. It is easy to understand by placing a marker or something to manage the damage.
In the case of a player
If the AP of the attacking monster is greater than 0, the player at the target discards a card in his hand. If not, that player loses the game. If the AP is 0, nothing happens. After the damage is dealt, the game returns to the Attack Start Step.

(4)End Phase
The turn player loses all summoning rights.
If he/she has 5 or more cards in his/her hand, he/she chooses 4 of them and discards the rest.
If the turn player’s deck is 0 cards, the turn player loses the game. However, he or she can avoid the defeat by sending a card from his or her hand or field to EX.
After the End Phase, the turn ends and the next player
The player’s turn.

4. End of Game
If the player targeted by the monster’s attack cannot discard his or her hand in the Damage Step, that player loses the game. When there is only one player who has not lost the game, that player wins the game and the game ends.

Chapter 3 Effects and Timing
An effect is a statement that describes the characteristics of the card that has it and how its power affects the game. The declaration that an effect’s text is to be executed is called the effect’s activation, and its execution is called the effect’s resolution.
An effect may have a specified timing when it can be triggered. Timing is a sentence that refers to a point in time in the game at which the effect can be activated.

1. Principle of Effects
Spimatte is a game in which card effects are activated by each other, and there are principles that govern the activation and resolution of these effects.

Only one effect can be activated per timing. If multiple effects are triggered at the same timing, only one of them is chosen to be triggered and the others are ignored.
● Effects are activated by the owner of the card that has it and is the main subject of the effect. However, some effects require a specific player to activate. In such a case, the player specified as the subject of the effect resolves the effect.
If something is chosen by the effect, it is usually chosen when the effect is executed. However, if you choose something as the activation cost of an effect, you must choose it when the effect is activated, and you cannot change it by your own will until the effect resolves.

 

2. Classification of effects There are various types of effects that cards have. They are indicated in the text by [ ].

Optional Effects: Optional effects are described as “optional” and consist of “timing,” “condition,” and “effect. When the “Timing” comes during the game, the owner of the card can activate the effect if the “Condition” is met. Some Optional Effects do not have Timing. It can be activated once in each Standby Phase of your turn.
Forced Effects: Forced effects are labeled as [Forced] and consist of “Timing”, “Condition”, and “Effect”. When the [Timing] comes during the game, the owner of the card activates the effect if the [Condition] is met. Unlike Optional Effects, you cannot choose not to activate them.
Play-time effect: A play-time effect is described as “in play” and can be triggered when the card is placed on the field. You may choose not to activate it. Some of the Playing Effects have (Timing). In that case, you can play the card with the effect when (Timing) is satisfied.
If two or more cards are played at the same time, only one Playing Effect can be activated.
Permanent Effects: Permanent effects are labeled as [Permanent] and are effective as long as a card with that effect is in the field. It is never activated, is effective from the moment it enters the field, and ends the moment it leaves the field.

Rule Effect: A Rule Effect is described as [Rule] and is an effect that directly changes the rules of the game. They include effects that limit the number of cards that can be built in a deck with it or change the number of times it can attack. Unlike other effects, it is not nullified in principle. Nor can they be triggered.

The point in the game when an effect can be activated is called “timing. It is indicated in parentheses in the text.
Defense: It is one of the timing. Cards with the timing “Defense” can be played and their effects can be activated when a monster that enters the field that turn attacks you or a card in your field.
Complete Defense: It is one of the timing. Cards with the timing “Complete Defense” can be played and their effects can be activated when a monster attacks you or a card in your place. Unlike Defense, the monster does not have to be on the field that turn.
Pursuit: It is one of the timing. A card with Timing “Pursuit” can be played and its effect activated when your monster attacked and its effect was not activated by your opponent in the attack step. It does not appear in *StA.
Opposition: It is one of the timing. Cards with timing “Opposition” can be played interrupting when your opponent activates the effect of the card. For details, see “Chapter 4 Opposition”.

4. Conditions, Special Exceptions The conditions for activating and applying effects, and special exceptions to effects. They are indicated in parentheses in the text.
Chapter 4. Opposition
In SPIMATE, you can interrupt the activation of an effect of an opponent’s card to play a card or activate an effect first. This is called counteracting.
Some effects that a card has, such as the timing of its activation, specify the activation of another effect. These effects are opposed to the effect whose timing is their activation timing and are resolved before that effect.

The effect B is timed with the activation of effect A.”
→ “Counteracting by effect A”

and triggered in the order of

“Counter effect A.”
→ “Effect B”

The order of resolution is as follows.

You cannot counter your own effects, and you can only counter one effect at a time.

You can only counter an effect once per effect, and you can further counter an effect that your opponent triggered by countering. (Note: The timing of “Defense (when the opponent’s monster attacks on the turn it enters the field)” is not “when the effect is activated,” so effects with “Opposition” timing cannot be activated.)

Chapter 5 Synthesis and Creation

Card effects may process monsters and magic, such as synthesizing or creating them.

Overview of synthesis:

1.During the game, you may be asked to “synthesize” cards according to their effects. To “synthesize” means to return a card that is the target of synthesis (a card in the field, unless otherwise stated) and a card that is the material of synthesis (a card in the field or hand, unless otherwise stated) to EX, and to produce from EX a synthesized monster or magic as determined by the target or material of synthesis. There are also Synthetic Monsters that do not require a Synthesis Target, which is “no target.” (If the target is selected by (activation cost), it cannot be “no target”.
2. Synthetic Monsters and (Synthesis Magic)
*Synthesis magic is not in StBCG, will appear in StE.
When a synthetic monster leaves the field, it returns to EX instead of the area it originally moved to. Then, if it is due to destruction, the card selected as the synthesis target when it leaves the field is returned from EX to its original owner’s field, and the card selected as the synthesis material is placed from EX to the graveyard. In this case, the play effect of the card that is the target of synthesis cannot be activated.
3. Restrictions on Synthesis Target and Material
Cards whose cost is ex cannot be selected as synthesis target or synthesis material.

 

Outline of Creation
*Creation is not in StBCG; it will appear in StE.
During the game, “creation” may be permitted, e.g., by card effects.

To “create” means to send a card that is the target of creation to EX and expend 1 Summoning Right to bring out a monster from your EX, hand, deck, or graveyard with a cost exactly 1 greater than the target of creation.

Creation is an action that the turn player can perform in the Standby Phase, the same as “playing a card” or “activating an optional effect”.

The procedure of creation is as follows.

1: Declare to create. To declare, creation must be allowed by some effect.
2: Designate a card in your field that is selected as a creation target by some effect, and place it omote on the EX.
3:Spend 1 summoning right 1. If it cannot be consumed, creation is aborted.
4:Select 1 monster from your EX, hand, deck, or graveyard with a cost exactly 1 greater than the card you placed in the EX as the creation target, and place it in a monster- or magic-free place on your field. If the deck is looked at, it is shuffled.
After creation is complete, if the created monster has a play-time effect, perform that effect.
Chapter 6: In-Game Terminology
This section describes terms and actions used in the game.

Damage.
This is the process of inflicting damage to a card or player on the field. There are two main types of damage: combat damage caused by attacks and effect damage that does not involve combat.
Destruction
This is the process of moving a card in the field to its owner’s graveyard. There are two types of destruction: Damage Destruction, in which a monster is placed in the graveyard because it has taken more than its LP in damage, and Effect Destruction, in which a monster is directly destroyed by an effect.
Burial.
This is the process of moving a card to its owner’s graveyard. The behavior is the same as destruction, but it is distinguished from destruction in the game.
Retrocession” *Does not appear in StA.
A card is added to the owner’s hand, deck, or EX. It is distinguished from destruction in the game.
Retrieval.
This is the process of gaining control of a card in the field and placing it back in your vacant field. When you perform this process, you must discard the number of cards in your hand equal to the cost of the card you want to take control of. If you cannot discard the number of cards, or if your field is not empty, the takeover fails. In this case, you have not taken the card. Cards with cost ex cannot be taken.
If the owner controls a different card, when it is moved to another area, it is moved to the owner’s area.
The following text is specific to St-BCG.

The card’s name is also treated as “.”
This is a new expression from St-BCG. The card name is also treated as the name of the card in ” “. When you combine cards, add cards from the deck to your hand, etc., treat the card as the card name as well. It does not violate the 2-card deck construction limit, etc. If a card is in the deck and its card name is ” “, even if it leaves the deck and is moved to EX, its card name is treated as ” ” as a material/object for synthesis.

Direct Attack.”
This refers to attacking an opponent player as the target of the attack.

*” and “[ ]”
*, and [ ] are annotations. They are not treated as text. For example, in past works such as “Work Cat from the Field,” there are annotations that deviate from the rules, but the * and [ ] are not treated as text.

. forfeits the normal draw.”
Abandon one draw in the draw phase. Instead, it will be played from the graveyard to the field “if you so choose” or some other advantage. This works even if you have no cards in your deck and cannot draw a card.
See the introductory Q&A for each card for other rulings. ★All the cards are available.
For each card, we have included the minimum and QA. Please refer to them when playing.

Card Pool Introduction http://spimate.com/cardlist

 

 

 

About Construction
The best part of the Spimatte card game is that you can build and play with a deck of 5 or more cards, but it is also a difficult point. It may be difficult to build a deck out of the blue, so please refer to the following.
Example construction http://urx3.nu/Wd48