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
1. Normal Rules
Two players duel against each other by selecting the deck and hero of their choice.
The player whose Hero's HP falls to 0 without any special conditions, loses.
The player who gives up on the game loses.
Cards and Heroes can possess abilities that can be activated during a duel.
If a card or a hero's special ability clashes with normal rules, their special ability takes precedence.
Each card has a set color and cost. Using the right resource allows for the use of that card.
Multiple cards can be combined with up to three different colors to create a deck.
Players obtain up to three different colors of resources based on the cards in their deck.
Resources can be obtained in a duel by the following methods.
Starting from the second duel, players obtain one of each type of resources with their turn.
A random resource can be obtained by charging during a turn.
Selecting and sending a card from the hand to the grave gives a resource in that particular card's color.
Obtained through a card or hero's special ability.
Additional resources can be obtained based on the type of resources owned when leveling up.
With only one type of resource, player obtains 3 resources.
With two types of resources, player randomly obtains 2 resources for one color, and 1 for the other color
With three types of resources, player randomly obtains 2 resources for one of the three.
You can only have up to 20 Resources of the same color at once during a duel.
Cards are categorized into Creature and Spell cards.
Creature cards can be summoned into one of the empty spaces by consuming the appropriate cost.
Spell cards have their abilities activated by consuming the appropriate cost.
2. Duel Turn
Once a duel begins, one of the players will be chosen to start the game.
Once the player ends their turn, the other player's turn begins.
When a player's turn begins, they obtain Action Counters equal to their Hero's level.
Players can use one of the Action Counters to do one of the following actions.
Charge for resources.
If the hand is not empty, use or discard one of the cards.
If there is a card in the grave, Revive the cards.
If the Hero level is 2 or below, and their EXP is full, level up the Hero.
3. Hero's Level
Heroes can gather a certain amount of EXP based on their level.
Level 1 Heroes can gather up to 6 EXP.
Level 2 Heroes can gather up to 14 EXP.
Level 3 Heroes can gather up to 22 EXP.
EXP can be obtained by Heroes by using the following methods in a duel.
If the opponent starts the duel, it gives 1 EXP.
Using an Action Counter gives 2 EXP.
Attacking the opponent's Hero gives 1 EXP.
Destroying an opponent's creature gives 1 EXP.
If the Hero level is 2 or below and their EXP is full, the Action Counter can be used to level up the Hero.
When a Hero levels up, the following effects are applied to the Hero's Camp.
Hero's EXP becomes 0.
Hero's Max HP increases by 25%.
Additional resources are given based on the type of resources owned by the player.
Card levels become equal to the Hero's level when used.
4. Battle on the Battlefield
An attack will begin in the following three cases
If a player uses up all Action Counters, the player's attackable creature attacks the opponent.
If a player uses a Spell Card to attack their opponent.
If a creature's Ability activates, causing it to attack the opponent.
When a player uses up all Action Counters, creatures cannot attack in the following cases
The creature is summoned that turn.
The creature is paralyzed.
The creature's Attack is 0 or less than 0.
Attackable creatures start attacking from the left and if there are no special conditions, they attack the creature in front. If there is no creature in front, they attack the hero. This is called a Melee Attack.
All other attacks besides Melee Attack are referred to as Long-distance Attacks.
When a creature attacks, the damage dealt to the target's HP is equal to the Attack value minus the target creature's Defense value.
If Defense continues in this way, a random amount of damage between 1 and the Attack value will be chosen to lower the Defense value.
Attack can drop below 0; Defense cannot.
Hero and Creature HP can be recovered or increased with Abilities.
When the Max HP increases, the Current HP will increase as well.
HP can be decreased with Abilities. In this case, however, the amount of HP left cannot fall below 1.
When the Max HP decreases, the Current HP does not. If the Max HP falls below the Current HP, both values become equal to the Max HP.
If a Creature on the battlefield returns to the hand due to an Ability, that player receives back the same amount of resources used to summon the creature.
Cards are sent to the Grave if…
Creatures that you summoned into the battlefield dies.
A Spell card is directly activated.
A card is discarded from your hand to the Grave.
A card is sent to the Grave due to a special ability.
Creatures created by special abilities are not sent to the Grave upon death.
All cards have their Grave Cost increased by 1 when entering the Grave.
The cost of using a card is increased by the Grave Cost.
Aside from cards entering the Grave, special abilities can also increase or decrease the Grave Cost.
Grave Cost cannot fall below 0.
Players can Revive by using 1 Action Counter.
You cannot Revive if there is no card in the Grave.
Reviving returns all the cards in the Grave to your hand.
Your hero receives as much damage as the number of Revived cards, but HP cannot fall below 0 by this damage.
Grave Activation Cards refers to cards that activates their special abilities while in the Grave, and such cards have the Grave symbol in front of their name.
When their special ability is activated inside the Grave, Grave Activation Cards incur 1 less Grave Cost.
Certain cards, depending on their special ability, can cancel spells you have used before their special ability is activated.
They can even cancel spells with the special ability to cancel spells, in a consecutive manner.
If a series of spells are canceled, the latest special abilities are canceled before the previous ones.
Depending on their special ability cards can cancel creatures being summoned into the battlefield.
When the summon is canceled, the creature returns to their owner's hand.
The owner of a Creature that was summon cancelled is reimbursed for its summoning cost.
Mutation changes creatures into different types.
Transformation and Beast Transformation are types of Mutation.
When a Mutated creature is targeted by a special ability that cancels Mutation, the creature returns to its pre-mutation form.
Neither Mutation nor returning to pre-mutation form is considered summoning.
A Paralyzed creature cannot attack even if the player consumes all Action Counters.
Creatures cannot attack on the turn they are summoned, and this is not considered Paralysis.
The creature's special ability, if it's not for attacking purposes, can be activated during Paralysis.
When a creature is Paralyzed, the number of affected turns is displayed on the creature.
If a Paralyzed creature is Paralyzed again, the effects do not stack. Instead, its Paralysis duration is renewed to the latest number of affected turns.
9. Special Display
Certain special abilities display additional information above the creature while it's in the battlefield in yellow. This is called the Special Display.
Every time a creature Mutates or returns to its pre-mutated form, its Special Displays are renewed, depending on its special ability.
10. Energy and Soulstones
Generally Energy is used for activating additional special abilities, and it cannot fall below 0.
Creatures with initial Energy as special ability display their amount of Energy in orange above them while in the battlefield.
Generally Soulstones are used for activating Resurrection-related special abilities, and it cannot fall below 0.
Creatures with initial Soulstones as special ability display their number of Soulstones in green above them while in the battlefield.
Every time a creature Mutates or returns to its pre-mutated form, its Energy or Soulstones cannot be renewed.
11. Seal Ability
When a creature's special ability is sealed while in the battlefield, its special ability text changes to Sealed, and its special display to Seal Ability.
Even if a creature's special ability is sealed, its Energy or Soulstones are retained.
If Paralysis is sealed, its targets are released from Paralysis.
12. Special Edition Card
All cards can have multiple special versions.
Special Edition Cards, except that they feature different illustrations and release dates, are the same as their original version.
Card release dates are only displayed in years and months, but Special Edition Cards with the same illustration and different release dates are treated differently.
13. Mutant Card
Certain cards have Mutant versions.
When you use Mutant cards, you receive penalties, based on the number of Mutant cards in your deck.
Your hero loses as much HP as the number of Mutant cards in your deck at the beginning of a duel.
The Max HP bonus for a new Level (25%) decreases by 2% per Mutant card in your deck.
There are 5 different types of Mutant cards as follows.
Color Mutant Card
Mutant Plus Card
Mutant Minus Card
Color Mutant Plus Card
Color Mutant Minus Card
Color Mutant cards display the symbols of the necessary elements in front of their name.
Unlike normal cards, Color Mutant cards require the resources of their required elements to be used. Mutant Plus Cards display + at the end of their name.
Mutant Plus Cards display + at the end of their name.
Unlike normal cards, Mutant Plus Cards are activated at 1 level higher than your hero's Level.
If your hero is Level 3, then your Mutant Plus cards are activated at Level 4.
Mutant Minus Cards display - at the end of their name.
Unlike normal cards, Mutant Minus Cards are activated at 1 level lower than your hero's Level.
If your hero is Level 1, then you cannot use Mutant Minus Cards.