HOW TO PLAY

Black Saber TCG is a physical trading card game that combines rich fantasy lore with engaging gameplay mechanics. In the game, players create a custom deck of 30 cards in their main deck and up to 9 cards in their compound deck. The goal of the game is to deck out your opponent before they deck out, or to score 6 direct attacks against your opponent. The gameplay revolves around three main phases: Preparation, Adjustment, and Combat.

Preparation Phase: In this phase, you draw a card at the start of your turn, gain your CT, and resolve any ‘start of turn’ effects. Additionally, any combat units you have will be recovered from their attacks.

 Adjustment Phase: In this phase, you can play combat and support cards while spending CT. Most card effects will be recovered from their attacks.

Combat Phase: In this phase, you select your combat units and target either your opponent's units or, when his field is open, you may attack them directly. Attacking a combat unit will always result in 1 damage draw for your opponent, unless specified differently. Direct attacks might result in 1 or 2 damages draws, depending on the damage. The power of an attack is determined by the attack power stated on the selected combat units. 0-60 attack power results in 1 draw, 60 and above results in 2 draws. Cards with a natural ATK above 60 are also marked with an icon over their ATK stat. At the end of your combat phase, all combat units that have launched an attack must be rotated sideways, indicating they are recovering from their attack.

TRAITS AND ATTACK BONUS

Each combat card has two traits that define its characteristics. These traits are represented by icons pointing either to the card's left or right side. If you have two combat cards with matching traits that point at each other, they gain a bonus of 10 attack power. This bonus applies to the combined attack power of both cards.

For example, if you have two combat cards with the same trait pointing at each other, and their individual attack power is 50 and 60 respectively, their new attack power will be 60 and 70.

Note: The attack bonus only applies if the traits are pointing at each other, not is they're pointing in the same direction or away from each other.

COMBAT

In combat, when a combat card initiates an attack on an opposing active card, both cards will use their ATK stat to determine the winner of the encounter. If the targeted card is in recovery mode, it must use its HP stat to defend instead. The outcome of each battle can come to one of the following conclusions:

If the ATK stat of the attacking card is equal to the ATK stat of the targeted card, both cards will be destroyed.

However, if the ATK stat of the attacking card is higher than the HP stat of the recovering target, the attacking card will emerge as the victor.

No damage will be dealt if the ATK stat is equal to the recovering target's HP stat. The outcome of these battles will have a significant impact on the course of the game.

The destruction of a combat card by battle will always result in 1 damage draw for the losing player. Unless stated otherwise, the destroyed cards will always be sent to the discard zone (DZ).

THE PLAYFIELD

The playfield consists of two separate fields mirrored for both players. Each player has 3 combat zones up front and 3 support zones in the back. To the right, you have your deck zone, and above that, your discard zone. (Your discarded or destroyed cards go there.) To the left of your main field, you have your field support zone, above that is your compound deck. Since each player has limited field zones and combat cards have directional traits, tactical placement matters.