In the mystical realm of Obsidia, a legendary card game called Obsidian Cup Tactics reigns supreme. Players take on the role of skilled summoners, wielding the power to call upon enigmatic and powerful creatures known as espers. The ultimate prize that awaits the victor is the coveted Obsidian Cup, an ancient artifact said to possess the ability to grant any wish. In Obsidian Cup Tactics, players engage in strategic battles, where their decks of cards represent a diverse array of espers with unique abilities and strengths. Each summoner seeks to assemble a formidable team of espers, harnessing their collective powers to overcome opponents and claim victory in the annual Obsidian Cup tournament.
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Rule Guide:
Objective:
The objective of Obsidian Cup Tactics is to be the first player to destroy all five of your opponent's gate cards using your esper cards.
Setup:
Objective:
The objective of Obsidian Cup Tactics is to be the first player to destroy all five of your opponent's gate cards using your esper cards.
Setup:
- Each player starts with a deck of esper cards and gate cards. The deck should contain a mix of esper cards with varying strengths, abilities, and effects.
- Shuffle the deck thoroughly and draw (7) cards as your starting hand.
- Set up your gate cards in the (Gate Zone), forming a line of five cards face-up. These represent your defenses.
- The game is played in turns, starting with the first player and alternating thereafter.
- At the beginning of your turn, draw (2) cards from your deck to replenish your hand. If your deck has fewer than two cards, draw the
remaining cards. - During your turn, you may play one card from your hand into the (Sacrifice zone) by placing it face-down. The card played here will be used to pay the cost of summoning an esper card.
- Once a card is placed in the (Sacrifice zone), it is "rested" by turning it sideways to indicate that it is in use. It cannot be used again until your next turn.
- You may now summon an esper card from your hand onto the battlefield by paying its summon cost using the cards in the sacrifice zone. Place the summoned esper card face-up in the (Battlefield Zone).
- Some esper cards have effects that activate when they are summoned onto the battlefield. These effects can be used for a onetime advantage. Follow the instructions on the card and resolve its effect if applicable.
- Esper cards have three key attributes: summon cost, attack number (AT), and health number (HP). The summon cost represents the sacrifice required to summon the esper card, while the attack (AT) and health (HP) numbers determine its combat abilities.
- To attack with an esper card, "rest" it by turning it sideways. Choose one of your opponent's gate cards as the target.
- The defending player now has a choice: let the attack go through or defend with an esper card from their hand. If they choose to defend, they must choose an esper card to defend with and engage in battle.
- Compare the attack (AT) number of the attacking esper card with the health (HP) number of the defending esper card. If the attack number is equal to or higher than the health number, the attacking esper wins the battle. The losing esper card is placed in the (Grave zone).
- If the defending player chose not to defend, the attacking esper automatically destroys the gate card it targeted, which is then turned face-down.
- Special skills called (Ultimates) may be present on some esper cards.
To use an (Ultimate) skill, you must discard a card from the (Sacrifice zone). Ultimates can only be used once. - Event cards may also be included in the deck. These cards have various effects and require the sacrifice of a card from the sacrifice zone for a one-time use.
Winning:
The game continues with players taking turns until one player destroys all five of their opponent's gate cards. The player who achieves this is declared the winner.