The brunt of your army, these cards are unable to attack on the turn they're played.
Use these cards to evolve your followers. Only specific followers can evolve, but they become more powerful by doing so.
Cards that take effect when played and are put into the cemetery immediately afterward.
Powerful objects with a variety of abilities. Some take effect immediately when played, while some take effect after paying a cost and/or putting them into your cemetery.
Your comrade in arms and your avatar in the game world. When your leader's defense drops to 0, you lose the game. On the other hand, leaders can gain defense beyond their starting value.
Cards that are not part of your deck, but instead summoned via abilities. Tokens are removed from the game if put into any area except the field or EX area. (They aren't placed in the banished area.)
First, select a leader. Build your deck based on that leader's class or universe. If basing your deck around their class, you may only use cards from that leader's class and/or the Neutral class. If basing it on your leader's universe, you may only use cards from their universe. Both your main deck and evolve deck can have up to 3 copies of the same card, unless otherwise specified.
Your main deck should contain 40–50 cards, consisting of followers, spells, and/or amulets.
Your evolve deck should contain 10 cards or less, consisting solely of evolved followers.
THE IDOLM@STER™ CINDERELLA GIRLS & ©Bandai Namco Entertainment Inc.
These are aids to assist in playing the game. Set them aside in a place visible to all players.
When you pay an evolve cost, you may use 1 Evolution Point card in lieu of 1 play point. Only 1 of these cards can be used per turn.
Use this to keep track of your leader's defense.
Set these on top of your cards to indicate persistent abilities and effects, such as changes to attack or defense. This includes decreases to defense through damage.
① Leader
Place your leader here.
② Deck
Place your main deck here facedown.
③ Evolve Deck
Place your evolve deck here facedown.
④ Cemetery
Place destroyed followers/amulets, played spells, and discarded cards here.
⑤ Field
Place amulets and followers here when playing them. Your field holds up to a maximum of 5 cards.
⑥ EX Area
This area acts as a second hand. It holds up to a maximum of 5 cards. Cards in your EX Area can be played like cards in hand (just pay their cost to play them).
⑦ Banished
Place your banished cards here.
⑧ Max Play Points
Mark your maximum number of play points here. You can't have more than 10.
⑨ Remaining Play Points
Keep track of your remaining play points for any given turn here. You can't have more than 10.
You win if any of the following conditions are met:
・The enemy leader's defense is reduced to 0.
・Your opponent must draw a card but they have no cards in their deck.
(If both players would win or lose simultaneously, the game ends in a draw.)
① Put your leader card facedown into the leader area. When all players have placed their leader cards, flip them over.
② Both max and remaining play points start at 0. Your leader's defense starts at 20.
③ To choose who plays first, play rock-paper-scissors or roll a dice. The player going second gets 3 Evolution Point cards.
④ Shuffle your deck. Draw 4 cards. This is your starting hand.
⑤ Look at your cards and decide if you want to mulligan (redraw your hand). To mulligan, put your starting hand on the bottom of your deck in any order and draw 4 cards. You may only mulligan once. The player going first decides whether to mulligan first, followed by the player going second.
All players shout a hearty "Shadowverse showdown!"
And then the game begins!
Turns are split into 3 phases: start phase, main phase, and end phase.
① Add 1 to your max number of play points, then set your remaining play points to the same value.
② Refresh (vertically turn) your engaged (horizontal) cards.
③ Draw a card from your main deck. (The player going first does not draw on their first turn.)
If you have any "at the start of your main phase" abilities, resolve them. Then, perform the following actions any number of times, in any order:
・Play a card
・Use an activated ability
・Attack with a follower
・Evolve a follower
(You may evolve only once per turn.)
① Resolve any "at the start of your end phase" abilities.
② Engage (horizontally turn) any number of followers on your field with Ward.
③ At this point, your opponent may play cards with Quick.
④ If you have 8 or more cards in your hand, discard down to 7.
Finally, let your opponent know your turn is over and pass it to them.
To opponent's turn
Play a card by spending remaining play points equal to the card's cost.
When played, followers and amulets are put directly onto the field. Spells, however, take effect immediately and are then put into your cemetery.
Activated abilities, denoted by , can be activated by paying their applicable costs (everything before the colon). If a follower's activated ability cost requires you to engage (horizontally turn) it, you may do so the turn it comes into play.
Select a reserved (vertical) follower to attack with.
(Followers can't attack on the turn they come onto the field.)
① Select your attack target: either the enemy leader or an engaged (horizontal) enemy follower.
② Declare your attack and engage your attacking follower.
③ Take care of any Strike abilities, if applicable.
④ At this point, your opponent may play cards with Quick.
If you chose to attack a follower, exchange damage. This means the attacking follower deals damage equal to its attack value to the enemy follower's defense, and vice versa.
※Notes on Tracking Damage
・Follower Damage
Damage is persistent. Place status counters on a follower to indicate damage to its defense. Destroy the follower if its defense reaches 0 or lower.
・Leader Damage
Track damage to your leader's defense with the defense counter.
Evolve your followers on the field by paying their evolve cost. After paying, find the evolved version of that follower from your evolve deck and place it on top of that follower.
・After evolving, followers have the stats and abilities of their evolved versions.
・Status counters (damage, buffs, etc.) remain on followers when evolving.
・If a follower is played and then evolved in the same turn, it can attack engaged enemy followers.
(If it was played during the previous turn, it can attack enemy leaders, as normal.)
What to do if evolved followers are moved from the field to other areas:
Place the follower's evolved card on top of your evolve deck facing up. (Faceup followers in the evolve deck are considered removed from the game.)
Example:
Your evolved follower takes lethal damage, dropping its defense to 0. Put the evolved card faceup on your evolve deck. Put its unevolved version in your cemetery.
Necrocharge abilities take effect if you have at least X cards in your cemetery. (When you play a spell with Necrocharge, that spell is not included.)