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How to Play D-Spirits

D-Spirits is a freshTCG that is easy to recommend if you’re looking to add something new to game night. After picking up a starter deck or cracking enough packs to get your collection started, you’re ready to play one you can put together two decks: your D-Squad deck and your support deck (there is an optional third deck, the side deck, that we won’t worry about quite yet).

Build Your Squad

The first deck is your D-Squad deck, composed of a minimum of 15 cards and a maximum of 20. This deck is filled with your chosen D-Spirits, all of which must be unique. No two spirits can share the same name, though variants of the same D-Spirit with different names are allowed. The singleton nature of the deck adds a sense of variance to play, making every game a satisfyingly unique experience.

Support Your Squad

Your second deck is made up of a minimum of 10 support cards, with a maximum of 20. As the name implies, this deck is filled with cards designed to support your D-Squad, including signal and sign cards that act as “spells,” Realm cards that altar the playing field in various ways, and special move cards that have conditions that have to be met before they can be played– though they are exceptionally powerful when you can play them!

 

Squad Spirit

With your decks assembled, you’re ready to play! Each player agrees upon a starting Spirit Point, or SP, total before the game begins- this is your life total and one of the key resources in the game. Official matches play with 5000 SP, but you can adjust the totals for what feels best for you. The first player to drop to 0 SP loses.

Once your starting SP total has been determined, you play a game of rock, paper, scissors to pick who goes first, then both players draw a hand of seven cards. You can draw from either deck until you hit your seven, so balance it out based on what kind of D-Spirits and Support cards you built your game plan around!

 

Stepping Up

Once you’ve chosen SP and drawn your first fist of seven, the game proceeds in steps. The first step is the draw step- on your first turn you only draw your starting seven, but on every turn that follows you can choose to draw 1 card from either Squad deck or the Support deck. 

 

Startup

The next step is the Start Step, during which you can (in no particular order) Summon a D-Spirit, Soul Exchange (which we will talk about later), or use a Support card. Support cards are typically self-explanatory, but let’s stop and talk about the two kinds of Summons:

Regular Summon- The standard way to play, you can simply play one D-Spirit from your hand. You’re only allowed one regular summon per turn.

Super D-Summon- Super D-Summons can be performed more than once per turn, and are triggered by various card effects. 

Keep in mind that only D-Spirits that are summoned in the Start Step can attack during the next step. If you summon anything after, they won’t get a chance to attack until the next turn cycle.

 

Fight!

After the start step is the Battle Step, which is where you can attack with your D-Spirits! You can attack your opponents D-Spirits or, if they don’t have any in the Battle Scene, you can attack your opponent’s SP directly. Combat proceeds as follows:

If the attacking D-Spirit has both higher Power and Endurance than the opposition, it is destroyed. When a D-Spirit is destroyed in battle, its controller loses SP equal to the SP cost in the top-right of the D-Spirit. If they have equal power, and the opponent doesn’t have greater endurance, then both are destroyed. If the opposing D-Spirit has greater Endurance than your attacker’s Power, it can choose to Endure.

When enduring, the defending D-Spirit negates the attack and survives, but it is turned sideways to show it has endured. It cannot attack, be soul exchanged, or change its battle position during its controller’s next turn.

 

Close

After the Battle Step, we proceed to the closing step. Here, you can Super D-Summon, activate any ending abilities, and play Signs or Signal cards. After this is the End Step, which officially signals the end of your turn and the beginning of your opponent’s.

 

Game Breaking Options 

Finally, D-Spirits has a number of unique Game Breaker rules that players can use. These rules break the normal flow of play and can potentially turn the tide of any game. Currently, three Game Breakers are allowed in the game:

 

Extra Draw: After drawing their first card in a turn, a player may choose to pay 500 SP to draw another from either deck.

 

Squad Recharge: During the draw step, if a player is out of cards in their D-Spirit deck they can choose to pay half of their SP to shuffle cards from the D-World (the discard pile) back into the D-Squad deck.

 

Soul Exchange: Once per turn, before the battle step, a player may choose to trade one D-Spirit from their field for one in their hand. This can only be done with Spirits that have been on the field for at least 1 turn, or that have been Super D-Summoned.

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