OBJECTIVE: Defeat all of the defense cards in the multiverse before they eliminate your defenses or exhaust the deck.
Power Deck
Decks:
1 Power Deck with at least 50 cards.
(The challenge increases as the deck size decreases)
1 Battleground Deck with at least 10 cards.
Champion (Optional): You may play this game mode with a Champion card.
Game Mode Details:
Play Time: 10 - 45 minutes
Players: 1
Battleground Deck
Deck Preparation:
Shuffle the two decks (Power Deck & Battleground Deck) separately and place them in the center.
Player Setup:
Draw 6 Power cards.
Place a battleground face-up for yourself.
Place three defense cards face-down.
(Optional) Place your Champion card behind your defense cards.
Power Deck
Battleground Deck
Difficulty:
Choose the desired difficulty level for the game. Arrange the battlegrounds and defense cards accordingly to the selected difficulty level.
Start the Game: You start your turn first.
Player Turn Phases
Game phases are the same as the Champion game mode.
Player Phase 1 - Start of Turn:
Draw a card from the Power deck.
Player Phase 2 - Action Turn:
In any order,
Activate a Slow Activation type card (Trigger or Delayed Effects). (Also see Activation Types for more details)
(Optional) If played with a Champion, you may alternatively choose to flip your Champion Card face-up or face-down.
AND
Attack an opponent's defense card with a Super card in your hand. If you choose not to attack, draw a card. (See **Phase 2 - Combat below)
(Optional) If played with a Champion, you may alternatively choose to attack with your face-up Champion Card. If you choose not to attack, draw a card.
**Player Phase 2 - Combat:
If you choose to attack during this phase, use a Super card from your hand to attack (Optional - or if played with a Champion, use your face-up Champion Card to attack).
Choose a defense card to attack and flip it face-up.
When attacking a defense card, the only abilities that activate are Offensive abilities. The attacking Super with a Trigger, Delayed, or Instant ability do not activate.
Defense skill effects activate first, followed by any Offensive ability effects.
You can intervene in combat by adding instant cards (Instant Ability skills or Instant Enhance cards) from your hand.
Successful Attack
When the attacking Super’s power exceeds the defense card’s power. All card's in the combat are put into discard pile.
Attacking Super's Power > Defending Card's Power
Successful Defense
When the defense card’s power is equaled to or higher than the attacking card. Only attacking cards are put into discard pile.
Attacking Super's Power <= Defending Card's Power
Player Phase 3 - End of Turn:
Play out any Delayed skill effects that was played during Phase 2.
Max cards in hand at the end of your turn is 6. Discard any excess.
Multiverse Turn Phases
Multiverse Phase 1:
Draw 1 card and immediately discard it.
Multiverse Phase 2:
Draw a card and immediately activate any Super card with a Slow Activation ability.
Flip any face-down cards face-up in the row closest to the player. All face-up cards attack simultaneously (excluding Enhance cards).
Roll a d6 to determine the attacking card's target, 1-2: leftmost defense card, 3-4: center defense card, 5-6: rightmost defense card.
If your defense card is face-down, flip it face-up and activate your defense skill (if any).
Total the attacking cards' power and activate any offensive abilities from left to right.
If no supers are available for attack, discard the leftmost Enhance card. Then, draw a face-down card onto the battleground to replace the discarded Enhance card.
Multiverse Phase 3:
Resolve any delayed effects.
End of turn.
Multiverse Special Rules:
The Multiverse does not possess a hand from which cards can be discarded or placed into.
Ability skills of Multiverse's defense cards do not activate when flipped face-up on Phase 2.
Multiverse Draw/Discard:
When the Multiverse draws a card, it is immediately discarded.
When the Multiverse needs to discard a card, discard the topmost card from the deck.
Effects On The Multiverse:
When an effect requires the Multiverse to choose a defense card, always begin with the leftmost card of the row nearest to the player.
Attacking The Multiverse:
You are limited to attacking one defense card at a time, and you may only target the defense cards in the row nearest to you.
The Multiverse's defense skills activate in the same manner as any other defense card. When a defense card flips face-up, triggers and delays activate, while passive defense skills remain consistently active when face-up.