how to play the shin megami tensei tcg
Many of the basic rules of the Shin Megami Tensei TCG are similar to those of other card games such as Magic: the Gathering. The game is made for one-on-one play, though I imagine it wouldn't be too difficult to adapt the rules for play with three or more.
Familiar Cards
These cards allow the player to summon demons, gods, and other mythological
entities to fight for him/her. Each Familiar possesses certain Special
Abilities. Magnetite is required in order to summon Familiars; Familiars also
release a certain amount of Magnetite that can be used to summon other Familiars
or to use Magic and Special Abilities.
There are two kinds of Familiar Cards, normal Familiars and Fusion Familiars
A player may have a max of six Familiars in play at any given time.
Both Familiar and Partner Cards are considered Units.
Partner Cards
Partners are various characters from the Shin Megami Tensei series who
will come to the player's aid. Similar to Familiars, they can participate in
battle, use Special Abilities, and release Magnetite. Also like Familiars,
Partners cannot use magic unless it is specified as one of their Special
Abilities.
Unlike Familiars, no summoning cost is required.
You may summon one Partner per turn. A player may have a max of one male and one
female Partner in play at any given time. Beginning with wave 4, male Partners
are marked with a blue symbol underneath their name, and female Partners are
marked with a red one.
Both Familiar and Partner Cards are considered Units.
Item Cards
Coming soon!
Magic Cards
Coming soon!
Before Play
In order to play, each player requires a deck of
cards. Deck construction is simple: you must have exactly 60 cards - no more, no less - with no more
than 4 of the same card permitted per deck. Otherwise, anything goes. You'll
also need a 6-sided die (it's required by various Special Abilities).
Beginning the Game
At the beginning of the game, each player starts
with 200 life points. This is the upper
limit of life you can have; nothing can raise your life above 200, so it's all
downhill from there. You win when you reduce your opponent to 0 (or fewer) life
points.
Your starting hand is seven cards (seven also being the maximum hand size;
during each player's turn, if he or she has more than seven they will discard
down to seven).
Anatomy of a Turn
Coming soon!