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The rules of the Luck & Logic TCG.

Winning ConditionsEdit

Deck Construction RulesEdit

Ll deckrule

Main Deck (Left)
Gate Deck (Right)

Main article: Deck construction

Your Main DeckEdit

  • Must have exactly 50 cards.
  • Contains cards with white backs: member, tactics, and paradox cards.
  • You may only have up to four cards with the same card name.
  • Must have exactly eight Paradox cards.

Your Gate DeckEdit

  • Must have exactly 10 cards.
  • Contains gate cards, cards with black backs.
  • You may only have up to two cards with the same Gate number.

Card TypesEdit

There are four types of cards.

MemberEdit

Members are characters who aid players in battle. They are used to protect the player's gates and to destroy the opponent's gates. There are three types of members:

SD01-001 (Sample)

Tiger's Roar! Chloe, an example of a member card.

TacticsEdit

You can play Tactics cards from your hand whenever one of your members battles. Their effects vary, but all of them can grant advantages in battle.

SD01-014 (Sample)

Tiger Hunting Grounds, an example of a tactics card.

ParadoxEdit

Paradoxes can also be played whenever one of your members battles. Paradoxes are potentially game-swinging cards, able to change the rules and outcome of a battle.

SD01-015 (Sample)

Invert Shout, an example of a paradox card.

GateEdit

Six gate cards are placed face-down on each of your circles. When a Gate is destroyed, turn it face-up and it's effect is activated. When your sixth gate is destroyed, you lose the game.

SD01-G003 (Sample)

Hollow of the Tukuku Great Tree, an example of a gate card.

How to Read the CardEdit

Readthecards

From left to right: a member card, a tactics card, a paradox card, and a gate card. Click to enlarge.

  1. Card Name: Appears on all types of cards. The card name of a member card is the combination of its title and name. May be referenced in abilities.
  2. Title: Appears on member cards. The title the member holds. May be referenced in abilities.
  3. Name: Appears on member cards. The name of the member. Distinct from the card name, this is the name of the character depicted on the card. May be referenced in abilities.
  4. Covenanter: Appears only on tranceunions. The name of the foreigner who forms part of that tranceunion. May be referenced in abilities. However, it is not necessary to use that specific foreigner to trance into that tranceunion.
  5. Level: Appears on member cards. To mobilize a member, you need that many cards in your level zone.
  6. Territory: Appears on member cards. The amount of gates this member occupies while on the field. Members with 1 territory are placed on top of one gate. Members with 2 territory are placed between two gates, occupying them both.
  7. Cost: Appears on member cards. The amount needed to be paid from your stock zone to mobilize this member. Usually 0.
  8. Power: Appears on member cards. Decides the outcome of battles between members. A member wins a battle if its power is higher than the opponent's member.
  9. Aura: Appears on member cards. The member's spiritual energy. Replaces power for the purposes of battle if there is an active paradox. If a paradox is active, a member wins a battle if its aura is higher than the opponent's member.
  10. Limit: Appears on member cards. The number of cards that you can play during a battle involving this member.
  11. Logic: Appears on member, tactics, and paradox cards. Indicates the effect that occurs when the card is played during a battle.
  12. Flavor Text: Appears on all types of cards. Has no gameplay effect, but provides insight into a character or the game's world.
  13. Text: Appears on all types of cards. Contains the abilities of the card.
  14. World: Appears on all types of cards. The world the card belongs to.
  15. Attribute: Appears on member cards. May be referenced in abilities.
  16. Color: Appears on member, tactics, and paradox cards. The color of the card.
  17. Paradox Rule: Appears on paradox cards. Changes the win condition of battles to aura.
  18. Gate Number: Appears on gate cards. Important during deck construction.

Zone Overview and Card PlacementEdit

Qm playmat

Click to enlarge.

  1. Deck: Cards are drawn from here.
  2. Hand: Cards can be played from here.
  3. Circle: Each player has six circles. Each circle is occupied by a face-down gate. When you play a member, place it on top of a gate. When a gate is destroyed, turn it face up.
  4. Field: The collective name for all six circles.
  5. Level zone: Determines the level of member cards you can play and the number of attacks you can do each turn. The player who goes first must put a face-down card here during their first turn, preventing them from declaring attacks that turn. If there are four or more cards here, when a card is placed in the level zone, return a card from the level zone to your hand.
  6. Stock zone: The player's stock. Cards here can be spent to pay for card draw and abilities: Cards here are face-down, cannot be looked at, and their order can't be changed.
  7. Battle zone: Zone where cards played during a battle are placed. If you use more than one card, arrange them in line so they can be easily recognized.
  8. Intercept zone: Zone where intercepting members are placed during a battle. When you use more than one card, arrange them in line so they can be easily recognized.
  9. Paradox zone: Zone where paradox cards stay active. At the end of a battle, if you have a face-up paradox in the battle zone, move it here. Paradoxes here remain active until the end of the turn or if cancelled by paradox logic.
  10. Drop zone: Zone where used-up cards go. Cards here are face-up and can be looked at.
  11. Remove zone. Zone where unused gate cards are placed. Cards can also be placed here when a player runs out of cards in their deck (see Refresh). Cards here cannot be checked by either player.

Game SetupEdit

  1. Both you and your opponent shuffle their respective gate deck.
  2. Put the top six cards of your gate deck on each of your circles face down, and put the rest of cards of your gate deck into your remove zone face down.
  3. Both you and your opponent shuffle their respective main deck.
  4. Use a random method to decide who goes first, such as rock-paper-scissors or a coin toss.
  5. Draw five cards from the top of your deck, which will be your starting hand. After drawing, you may choose any number of cards from your hand and put them on the bottom of your deck. If you do, draw cards equal to the number you returned to the deck. You can only perform this step once.
  6. The battle begins here. Judge your Logic!

Turn PhasesEdit

Both players perform each of these phases in this order during his/her respective turn, until a winner is declared.

Stand PhaseEdit

During the stand phase (スタンドフェイズ sutando feizu), turn all of your cards in the rest Rest (horizontal) position to the stand Stand (vertical) position.

Draw PhaseEdit

During the draw phase (ドローフェイズ dorō feizu), draw two cards from the top of your deck. Then, put the top card of your deck into your stock zone face down. If you have no cards left in your deck while drawing, refresh.

Level PhaseEdit

During the level phase (レベルフェイズ reberu feizu), you may put a card from your hand into your level zone face up. The player who goes first puts a card face down instead on their first turn. If there are four cards in your level zone, then when you place a card, you must remove another card and add it to your hand. (You may remove a face-down card when you do this.)

Main PhaseEdit

During the main phase (メインフェイズ mein feizu), you prepare for battle by playing members and activating abilities.

You may perform any of the following in any order during this phase.

  • Mobilize a member: You may play members from your hand if its level is equal to or less than the number of cards in your level zone. You must also pay its cost from your stock zone. Tranceunions additionally require a card with the same color or world in your level zone to be mobilized normally. After you do, place the member onto a number of circles equal to its territory. If any of the circles you wish to place the member on already has a member on it, you may move that member to the drop zone.
  • Move members: You may move members between circles freely, anytime during this phase. However, this does not change its stand or rest state.
  • Trance: You may combine logicalist and a foreigner members you have on the field to mobilize a tranceunion from your hand or deck. You may do this once per turn. See the Trance page for details.
  • Luck Drive (ラックドライブ Rakku Doraibu): You may pay ③ from your stock zone to draw a card. You may do this any number of times during your main phase.
  • Logic Drive: You may use the Logic Drive ability of one of your tranceunions that has cards under it (i.e. in its soul). You may only use a Logic Drive once per turn, even if you have access to multiple Logic Drive abilities.
  • Use [ACT] abilities: The ACT abilities of your members on the field can be used by paying their cost. This can be done any number of times, as long as you can pay the cost.

Battle PhaseEdit

During the battle phase (バトルフェイズ batoru feizu), you send your members to battle, attacking enemy members and destroying gates to win the game.

Attacking is not mandatory. You may proceed to the end phase without attacking if you wish.

The battle phase has five steps.

Declare Attackers StepEdit

During the declare attackers step (攻撃宣言ステップ Kōgeki sengen suteppu) step, you may initiate attacks.

To declare an attack, choose one of your members in the stand position and rest it. Then, choose one of your opponent's circles as the target. You can only choose a back row circle if the gate in the circle in front of it has been destroyed.

You may only declare a number of attacks equal to the number of face-up cards in your level zone. As a result, the player who goes first cannot declare an attack, since they do not have any face-up cards in the level zone.

If the circle is empty, the gate on that circle is destroyed. If that gate is the player's last gate to be destroyed, that player loses the game. Otherwise, It is flipped face up and its abilities are activated. If the gate on that circle is already destroyed, nothing happens. If there is a member on the attacked circle, proceed to the intercept step.

During this step, you may proceed to the end phase at any time. It is not necessary to attack with all (or any) of your members.

Intercept StepEdit

During the intercept step (インタセプトステップ intaseputo suteppu), the player whose member is being attacked may move any of their members on the field with the Power+5000 Power+5000 logic to the intercept zone. The intercepting members' logic is added to the attacked member's power, resulting in +5000 power for each interceptor.

Members can intercept regardless if they are standing or resting.

Logic Definition StepEdit

During the logic definition step (ロジック定義ステップ rojikku teigi suteppu), players may put cards into the battle zone to strengthen the member they're battling with. Whenever a player plays a card into the battle zone, the logic of the card is added to the battling member. A player may only play a number of cards during this step equal to the limit of the member they're battling with.

The player whose member is defending plays cards during this step first. Then, the player whose member is attacking may play cards. Each player takes turn putting cards into the battle zone until both players pass or both battling members' limit has been reached.

There are two ways to play cards during the logic definition step:

  • Put a card from your hand into the battle zone.
  • Level Boost (レベルブースト reberu būsuto): Rest a card in your level zone, draw a card, and then put a card from your hand into the battle zone.

Battle Outcome Determination StepEdit

During the battle outcome determination step (勝敗判定ステップ shōhai hantei suteppu), the outcome of the battle is determined.

If there are no face-up paradox cards in the battle zone or paradox zone, the attack succeeds if the attacking member has power equal to or greater than the defending member's power. If there are active paradox cards, then the attack succeeds if the attacking member has aura equal to or greater than the defending member's aura.

If the attacking member wins the battle, the attacked member (and all cards in its soul, if any) is sent to the stock zone. If the attacked member wins the battle, nothing else happens.

End of Battle StepEdit

During the end of battle step (バトル終了ステップ batoru shūryō suteppu), all cards in the battle zone and intercept zone, other than face-up paradoxes, are sent to the drop zone. Face-up paradoxes are sent to the paradox zone instead, where they remain active.

After the end of battle step, return to the attack declaration step.

End PhaseEdit

During the end phase (エンドフェイズ endo feizu), both players send all paradox cards in their paradox zone to the drop zone, and if the turn player has more than eight cards in their hand, they discard cards from their hand until they have eight cards in their hand. The next player's turn starts, beginning with their stand phase.

External LinksEdit

These links must be replaced when the manuals receive a new update.

Gameplay of the Luck & Logic TCG
Colors Yellow YellowRed RedGreen GreenBlue BlueColorless
Worlds Monolium MonoliumDisfia DisfiaTritomy TritomyTetra-Heaven Tetra-HeavenSeptpia SeptpiaLuck&Logic Club Luck&Logic Club
Card Types Member (LogicalistForeignerTranceunionSuper logicalist)
TacticsGateParadoxMy Logicalist
Phases Stand phaseDraw phaseLevel phaseMain phaseBattle phaseEnd phase
Zones Deck (Deck construction) ● HandField (Circle) ● Level zoneStock zoneBattle zoneIntercept zone
Paradox zoneDrop zoneMy Logicalist zonePurge zoneRemove zoneSecret tool deck
Game Actions AttackCostDestroyDrawDiscardLogicLuck DriveMobilizePurge
SetStand Stand / Rest RestRefreshStock boostStock open/closeTrance
Terms and Keywords Ability (Logic Drive) ● Blink MoveCovenantExplosionEX Soul
Training (Secret Tool Skill) ● Trance ChangeVanguard
Miscellaneous Card Usage Restriction

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