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Navi
Each navi card has 4 numerical statistics: Offense, Defense, Soul, and HP
Offense determines the level of offensive cards you can play.
Defense determines the level of defensive cards you can play.
Soul determines the level of Navi cards you can play.
HP is your starting Health.
All Navi cards also have a Starter effect if that card is your starter. You may only use one Starter effect once per round (a set of your opponent's turn and your own).
All Navi cards also have a Chip effect if used to to attack. You may only play Navi cards if its Soul statistic is lower than or equal to your starter's Soul.
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Chip
All Chip cards have either an Offense Cost or Defense Cost. You may play any Chip card as long as your current navi's specific statistic is greater than or equal to the Chip's corresponding cost. For example, if your navi had 20 Offense, it would only be able to play Chip cards with an Offense Cost of 20 or less. Defense Chip cards cannot defend Virus cards you control.
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Virus
All Virus cards have an Offense Cost, Damage/Effect and HP statistic. During the Resolution phase, a player who played a Virus card before the previous turn may treat the Virus card like a face-up Offense Chip card. Virus attacks may not target other Virus cards. All elemental viruses have an Elemental Affinity of 10.
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Mod
Mod cards may use any statistic and have varying effects.
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Terminology
Elemental Affinity:
Some Navi cards and Virus cards have an Elemental Affinity in the format of "[Elemental Affinity]: [Affinity Number]" (i.e. Fire: 10 or Elec: 20). Chip cards and Navi Cards with the same Element as your Starter's Elemental Affinity deal an additional damage equal to the Starter's Affinity Number. Elemental damage that is strong against a target's Elemental Affinity deals additional damage equal to the target's Affinity Number. In cases where a Chip card deals damage to more than one target, the bonus affinity damage is only applied to a single target. Additional damage from weaknesses is examined for each target separately.
Example: Zapman has "Elec: 20" and uses a Thunder Chip card which deals 10 Elec damage. Thunder would now deal (10 + 20) damage to any target it hits. If it hits Waterman who has "Aqua: 30", it would deal (10 + 20 + 30) damage.
Upgrading
Upgrading involves playing a duplicate of your starter on your starter. This increases its Offense, Defense, Soul, and (current and Max) HP by 10.
Crossing
Crossing involves playing an alternate Navi card on your starter. This increases its Offense, Defense, Soul, and (current and Max) HP by 10 and replaces your starter's Elemental Affinity with the new Navi card's Elemental Affinity (if any). You may not play more then one alternate Navi on your starter. In addition, you may choose to use the starter effect from either navi card though you may still only use one starter effect per round. You may discard alternate Navi cards from your starter at any time but this will decrease its Offense, Defense, Soul, and (current and Max) HP by 10.
Program Advance
Having 3 Offense Chip cards with the same name in your hand allows you to play them all at once as a single chip attack with an Offense cost equal to one instance of that card and damage equal to four times its normal attack.
Example: Having 3 Shotgun Chip cards in your hand allows you to play all 3 at once by paying a cost of 20 OFF, while dealing (4 x 20) damage to one target and (4 x 10) damage to another. This is treated as a single Chip card attack. You must discard all cards used in the Program Advance after playing it, regardless of what it says on the individual Chip cards.
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Rules and How to Play:
Each player creates a 40 card deck and must contain at least 1 Navi card. You may not have more than 3 duplicates of the same card. Before the game starts, shuffle your decks and reveal cards from the top of your decks until you each come across a navi card. This is your starter. Both players then shuffle their decks and draw 5 cards. You win if you deplete your opponent's starter to 0 HP or below or if your opponent is unable to draw a card during their Draw phase.
Phases
Draw:
You draw two cards.
Program:
You may play Virus or Mod cards. Virus cards do not take effect the turn they are played. The cost of the combined Offense/Defense/Soul values of all cards played during the Program phase may not exceed the value determined by the player's starter navi. You may also choose to either Upgrade or Cross once during this phase.
Custom:
You may play one Offense Chip card or Navi card face-down from your hand if you could potentially pay its cost. Your opponent may respond by playing one Defense Chip card from their hand if they could potentially pay its cost for every card you play or for each pre-existing Virus and/or Chip card already in play. This cycle repeats itself until neither player wishes to play any more cards. If either player plays any card during this phase, they must remove all previously existing Chip cards from their side of the field.
Battle (Skip this phase if it is the first turn of a game) :
1. Reveal - Both Players reveal their face-down cards.
2. Resolution - You may activate your cards one at a time, allowing your opponent the ability to play his own cards in response to each of yours. Only one card may be used to respond to each card. After a Chip card is played, it goes to the Recycle Bin (graveyard). Virus attacks are treated like recurring Chip cards that may be used once per turn. The cost of the combined Offense/Defense/Soul values of all cards played during the Resolution phase may not exceed the value determined by the player's starter navi.
3. End - Unresolved cards remain on the field.
Program:
You may play Virus or Mod cards. Virus cards do not take effect the turn they are played. The cost of the combined Offense/Defense/Soul values of all cards played during the Program phase may not exceed the value determined by the player's starter navi. You may also choose to either Upgrade or Cross once during this phase.
End:
Your turn ends. Discard excess cards from your hand if your current hand size exceeds 7.