Use this sequence anytime a player uses his Action.
1) Pay the costs and then play your attack.
2) Any effects that happen when you play an attack happen now.
3) Flip any events that are flipped “when you attack.”
4) Resolve any events that you flipped.
5) Use the text of the attack. (Excluding “HIT –“ and other effects that happen outside of the attack being played).
6) Your rival now can play a block and pay its costs (High Blocks for High Attacks, Low Blocks for Low Attacks).
7) If your rival played a block, he resolves the text on his block.
8) If your rival did NOT play a block, he takes damage from your attack. If your rival DID play a block, he chips cards from your attack.
9) If your rival took damage from your attack and you are in a combo, you may gain control of one of his kamidogu.
10) If your rival did NOT play a block, you use your attacks “HIT – “ effect.
11) The attack and block are now finished. The attack will go to your energy pile and the block will go to the owner’s discard pile.
12) If you can link off of your attack, you may play an attack and continue your combo. If you do not, your action is over.
These are additional rules and definitions to help you play at a higher level. These rules are only intended for players that want to know the nuts and bolts of every single action and rule in the Epic Battles TCG, and most are not needed.
• The following areas are NOT in the arena:
o Any decks (regular or side deck)
o Any piles (discard, remove, and energy piles)
o Your hand
o Your character
o Your groove
• The following ARE in the arena:
o Any card when it is played (but not while it is in any piles or decks)
o An event that is set.
o Any kamidogu that are played
• The general rule is any cards you play are in the arena, any zones that you do not play are not in the arena.
• When you have an effect that allows you to do something and another effect that does NOT allow you to do that specific action, the effect that does NOT allow you to do something overrides the other effect.
• This is text appearing in an effect of a card that describes how the card is played or used outside of standard timing sequences. Some card rules affect deck construction like “Limit 1 copy per deck.”
EXAMPLE: The Sounds of Music (Round 1 MK #C69) says “While in your energy pile, your rival must pay 1 energy before he can block your 0 cost projectiles.” This effect is used while the attack is in your energy pile and not when the attack is played.
• Effects on attacks that occur outside of the attack being played do not require the attack to be played for their use.
EXAMPLE: You play Berserk Chop (Round 1 MK #C21) which says “HIT – Switch up to 3 weapons in your hand with the same number of cards in your energy pile.” You put The Sounds of Music into your energy pile because of Berserk Chop hitting. You still get the effects of The Sound of Music while it is in your energy pile, even though it was not played.
• If you only play 1 attack in an action, it is just a single attack and is not a combo. Any effects that work with combos do not happen when you only play a single attack.
• If you play 2 or more attacks in an action, it is a combo. Any effects that work with combos may begin to work as soon as the 2nd attack in a combo is played. Effects that work with combos do not retroactively “go back in time” and affect the first attack in the combo.
• The game defines “common knowledge” as the things that all players have a right to know. The following are all common
knowledge:
o The cards in all discard piles
o The cards in all removed piles.
o The cards in all energy piles.
o The number of cards in discard piles
o The number of cards in all removed piles.
o The number of cards in every deck
o The number of cards in each player’s hand
o The number of cards in all energy piles
• You “control” any face-up card on your side of the play area.
• You “own” any cards you bring to the game in your deck.
• When a card leaves the arena, it always goes to the owner’s respective deck/pile/hand.
• When an effect refers to “your” cards, it references cards that you control.
• Discard piles must stay in the order in which the cards where discarded.
• Whenever a card is discarded it goes to the owner’s discard pile.
• Whenever multiple cards would be discarded at the same time, the owner chooses the order they are discarded.
• Attacks are the only card type that naturally go into your energy pile.
• Other card types can go into your energy pile with card effects.
• Any card, regardless of its type, is worth 1 energy while in your energy pile.
• You can flip multiple events with the same attack or other occurrence. When this happens, all of the events you want to flip are flipped at the same time, and then you choose the order they are used.
EXAMPLE: You are Dudley (Round 1 SF #C2) which says “When you flip an event because you played a punch, draw a card. * Anytime you draw an event, you may reveal it and set it.” You play Sparring (Round 1 SF #C70) and flip the event Insanity (Round 1 MK #R86), Catfight (Round 1 MK #R84), and Busted (Round 1 SF #C8) with your attack.
You choose the order in which you use the 3 events you just flipped. But, any events you draw and set with Dudley’s ability cannot be flipped with the attack because all of the events must be flipped at the same time.
• An effect that is created by a card and continues to exist after the card that caused it has resolved.
• If an effect floats but has no listed duration, then that effect ends at the end of the turn.
• Some effects in the game require a player to block an attack multiple times. You must be able to meet the requirements to fully block the attack before an attempt can be made. You cannot try to “half block” an attack just to use the block’s effects.
EXAMPLE: Your rival plays a high attack and flips Dark Magic (Round 1
takes 2 blocks to block this attack. This attack’s damage cannot be lowered
he attack. You cannot play just 1 high block and “half block” the attack
• If a game state occurs such that the mandatory actions form a loop that neither player is willing and able to break, the game is a draw.
• If a game state occurs such that there exists a loop with optional actions, the player that created the loop must first demonstrate the loop 3 times without being interrupted by his rival(s). Then he or she may choose a number of times to repeat that loop. The loop resolves the states amount of times and play immediately continues.
• A King card is a special character card that is actually made of 4 smaller character cards put together. King cards are reserved for the best of the best, the top of the line of fighters. In order to play with a character that has a King card, you must have all 4 pieces. You cannot play with the King card if you have 3 or fewer pieces.
• For deck construction rules, all 4 parts of the King card count as your 1 character per deck. This means you can still have 59 cards in your deck while using all 4 pieces of a King.
Some tournament formats restrict or eliminate the use of King cards for tournament play.
• Replacement card effects are the only card effects that can go off in the middle of an effect’s sentence. These are often effects that use the term “instead.” Often these effects aren’t effects at all, but rather the RESULTS of effects that exist in the game state.
EXAMPLE: You are Sean (Round 1 SF #C6) who says “While your rival has 5 or more energy, cards that go into his energy pile are discarded instead.” Your rival currently has 5 energy and plays an attack that costs 0. Your rival’s attack never goes to the energy pile because Sean’s effect replaces it with going to the discard pile.
• When a card effect allows you to search you deck or discard pile, you may choose to search your deck and not find the card.
• When a card effect has you search your deck for a card, your deck is always shuffled afterwards.
EXAMPLE: Searching the Realms (Round 1 MK #U115) says “MORTAL KOMBAT ONLY. * Flip at the start of Draw. Search your deck for a card and put it into your hand. * Limit 1 per deck.” When you flip Searching the Realms, you may choose to look through your deck and not get a card. Your deck is shuffled afterwards regardless if you put a card into your hand or not.
• A triggered effect is a card effect that is used when a condition (trigger) is met. A triggered effect can be used only once when its trigger is met, although it can be used multiple times if the trigger is met on multiple occasions.
EXAMPLE: Noob Smoke (Round 1 MK #R83) says “Draw a card at the start of Battle.” This is a triggered effect that is triggered every time the Battle Step starts.