The rules of Mabinogi Duel Classic mobile TCG without draw
There is no card draw in Mabinogi Duel. You will play with all 12 cards on your hand and compete with real strategy.
You need resources to use cards. There are five resources - Gold, Mana, Light, Nature and Dark - and each card need different numbers and types of resources.
You can create a deck by using up to three different resources.
The Turn and Level
If fire is on your side, it is your turn. One fire means one action.
If turn is on your side, use a card or gain a resource. If the level up gauge is full, you can do level up.
If you level up, you can get additional 20% of your current HP and the number of fires is increasing.
Create deck by assembling various abilities.
Mabinogi Duel Rulebook
v1.0 25 May 2015
1. Basic rules
Two players duel each other.
Both players begin the duel with a deck of max. 12 cards.
If there are no specific rules stating Hero does not die. does not lose the game, the game is lost once the player's Hero's HP drops down to 0.
Forfeiting the game is an automatic loss for the forfeiting player.
If there is a conflict between a card's instruction and the rules, the card's instruction overrule the rule.
Resources are required to use cards. Resources consist of Gold, Mana, Light, Dark and Nature, and each card consumes a specific resource when used.
Resources can be gained as following:
At the beginning of each turn, you will receive 1 of each resource, except for the player who begins the first turn.
When leveling up mid-turn, the player gets resources depending on the types the player uses: in case of 3 diffrent kinds of resources he gets 2X of one random resource out of the three / when using 2 different resources, the player will get 2X of one randome resource and 1X of the other / when using only 1 resource, the player will get 3 of this resource.
Press the "Charge" button and receive one random resource you are using.
You can send a card in your hand to the grave and receive the resources this card is using.
Gain resources according to the instructions on the card.
There are two kind of cards: summoning and spell cards.
A summoning card is used to summon creatures. Once the creature dies, the card is moved to the grave.
Spell cards are used to cast spells. Using a spell card will activate the effect described on the card.
You can combine a deck out of several cards. You can compose a deck out of max. 12 cards, adn choose to use up to 3 different resources.
2. Phases of the game
Once it's your turn, your turn will unfold like this. A turn consists of these phases:
Starting phase Begin of a turn.
Resource phase Receive resources, one of each resource you are using in the deck. The player starting the very first turn of the duel will not receive resources in this round.
Clearing phase Paralysis, Summoning sickness is reduced byIf either Paralysis or Summoning sickness count is higher than 1, the count is reduced by 1.
Starting effect phase Starting from the left of the battlefield, all creatures' effects starting at the begin of a turn (or every turn) are activated (i.e. +1 HP at the beginning of a turn, +1 HP every turn)
Action phase The player is given an action counter according to the player's level (shown as flames). The player can either use a counter to play a card or use "Charge" to gain resources. (See "3. Player Action" for details)
Battle phase Creatures receive attack tickets, starting from the left of the battlefield and attack in sequence of the attack tickets (Details to be found in "5. Attack").
Closing effects phase Effects at the end of the turn are activated (i.e.: -1 HP at the end of a turn)
Effect retrieval phase Return a one-turn effect card to its former battlefield position or end the effect. If there is no space to return the card, retry the send back next turn (i.e.: Control an enemy creature to fight for you for one turn).
Finishing phase Move onto the enemy's turn.
3. Player action
Once the Action phase begins during the player's turn, the player receives Action Counters according to her/his level (i.e.: get 2 Action Counters when level 2).
The player can use one of the Action Counters and perform one of the following 6 actions:
Summon a creature on an empty cell on the own battlefield. Any mentioned starting effects on the summoned card are activated. The summoned creature receives a summoning sickness count of 1.
Use a spell card. The magic of the spell card may start a battle.
Gain one of the resources used randomly.
Discard one card on the hand to the grave, and receive one resource, the type determined by the resource kind of the card.
Return all cards in the grave to the hand (Details in "8. Grave").
Level up the Hero.
4. Hero Level
Whenever the player performs an action, attacks, or an allied creature dies, the Hero gains a certain amount of EXP.
Once the Hero gathers enough EXP, the Hero levels up.
A Hero starts at level 1, and can reach a top level of 3.
When leveling up, the Hero's current HP increases by 25%, resource requirements for casting/summoning change and the card's HP, Attack and effect values improve.
An attack is initiated in one of the three cases.
Battle phasecreature attacks the enemy
Use a spell card to attack the enemy
A creature's skill activates and attacks the enemy
In the Battle phase, Creatures receive attack tickets, starting from the left of the battlefield, and attack in sequence of the attack tickets
Creatures suffering from summoning sickness or paralysis do not receive an attack ticket.
If the attack power of a creature is 0, it does not attack, even with an attack ticket.
A creature with an attack ticket will attack the enemy creature in front of it unless the card instructions specify something else, and attacks the enemy Hero if there is no enemy creature in front of it. This is called melee attack.
Any attack which is not a melee attack is a ranged attack. Attacks initiated by the card's instructions are considered ranged attacks, even if the creature is attacking an enemy creature in front of it.
An attack is divided in these steps.
A creature or a spell selects a target. In case of spells, the player may have to select a target her/himself.
For creatures, its attack value determines the damage dealt. In case of spells, the value stated in the card's instructions determines the damage value.
The calculated damage value is subtracted by the target's Defense value, and the remaining damage value is subtracted from the target's HP.
When being attacked, the target's Defense value is determined randomly between 1~damage value and subtracted from the damage value.
If the target is a creature, and its HP drops to 0 or below according to the calculation above, the creature dies.
If the target has a skill which activates upon being attacked, it activates now.
If the attack is an area attack, the steps 5.7.1 to 5.7.6 are repeated for each target.
If there are effects which activate at the end of the turn, they activate now.
A Counter means preventing the enemy player from using a card.
A Counterspell is also a spell, which means that you can use a Counterspell on a Counterspell . (i.e.: Player A and Player B both have a Counterspell in their grave. Player A tries to play a spell card, which Player B counters with a Counterspell, which Player A counters again with a Counterspell, resulting in the initial spell card being cast, and both Counterspell cards returning to the players' hands).
You can also have several Counterspell cards in your deck - when Counterspells are countered by Counterspells, the spells are registered in order, but activated in inverse order once the Counterspells stop.
7. Buffs and Debuffs
Increasing a creature's HP/Attack power/Defense value is called Buff, weakening these values is called Debuff.
Card instructions like Enemy's HP -1 are defined as a Debuff, and not as an attack. A Debuff does not initiate an attack.
The HP value cannot go below 1 HP from neither a Buff nor a Debuff.
Restoration increases the creature's or Hero's HP, but not above the max HP value of the creature or Hero.
When max HP increases, the HP value increases accordingly.
Decrease max HP does not decrease the HP value, and if the max HP decreases below the current HP, the possible max HP value is maintained.
A card is moved to the grave in the situations described below.
When a creature summoned from a card dies
When a spell card is used and the card's spell has been activated
Discarding a card from the hand
The card's instructions stating to move the card to the grave
It's not the creature that goes to the grave, but the summoning card. A creature summoned via a card's instruction will not move to the grave when it dies.
Each time a card is sent to the grave, the grave upkeep cost increases by 1.
The player can use 1 Action Counter to return all cards from to grave back to her/his hand. This is called "Revive".
When using "Revive", all cards in the grave return to the player's hand, and the Hero suffers damage according to the number of cards in the grave (The Hero's HP will not drop to 0, but it will be counted as the Hero being attacked).
The grave upkeep costs are added to the cost of using the cards
There is no limit to the times you can use Revive.
Cards with effects which activate in the grave are called "Grave Activation Cards", and are marked with a grave icon in front of their card name.