HOW TO PLAY

Type and Details of a Card

Unit

Units use skills to attack your opponent’s Units or receive attacks from them.
Each Unit has unique skills and HP.

Details

カードの説明
①Name
The Name of the card.
②HP
The health of the Unit. If the damage taken equals or exceeds the HP, the Unit is KO’d.
③Attribute
The attribute of the Unit.
There are four types of attributes: [Red][Green][Blue] and [None], which affect Advantage.
④Skill
The Unit's skill.
⑤EX-Power
The Unit's EX-Power.
⑥Advantage
If the Unit uses a skill on a Unit with an attribute that matches 1 of its advantageous attributes, that skill does double damage.
⑦Retreat Cost
The amount of Energy required for a Unit to retreat from the Main Area to the Standby Area.
⑧Rarity
The rarity of the card.
* The rarity is printed on the card in the booster pack.

⑨Card Number
The classification number of the card.

Base Attributes

  • 属性青
  • 属性赤
  • 属性緑
  • 属性無

Special Attributes

特殊な属性

Units with [Red-Green-Blue] in their attributes have the attributes of [Red], [Green], and [Blue]. Units with [Red-Green-Blue] in their Advantage have the attributes of [Red], [Green], and [Blue] as their advantages.

Command

Command cards support you and your Units in the game. They are categorized into Event cards, Action cards, and Assist cards.

Details

カードの説明
①Name
The Name of the card.
⑧Rarity
The rarity of the card.
* The rarity is printed on the card in the booster pack.
⑨Card Number
The classification number of the card.
⑩Effect
The effect of the Command card.

Type of Commands

  • Event

    イベント

    You may play only 1 Event card during your turn. Once used, put it into its owner’s discard pile.

  • Action

    アクション

    You may play any number of Action cards during your turn. Once used, put them into their owner’s discard pile.

  • Assist

    アシスト

    You may attach any number of Assists to your Units during your turn.

    You may attach only 1 Assist to each Unit. If the Unit is KO'd, discard all attached Assists from it.

What You Need to Play

Deck

A deck has exactly 30 cards. The deck-building rules differ between Blitz Shield Mode and Constructed Mode.
For details, please refer to the Select a Game Mode section.

Damage Marker

ダメージマーカー

If a Unit is damaged, put damage markers on it equal to the amount of damage.
(You should prepare about 3,000 points worth.)

Stun Marker

気絶マーカー

If Unit is Stunned, put a stun marker on it.

Area Details

プレイシート・ダメージマーカー
①Area
The term “Area” refers to both the Main Area and the Standby Area.
②Main Area
This is where you place your Main Unit.
③Standby Area
This is where you place Standby Units. You may have up to three Units in the Standby Area.
④Deck Zone
This is where you place your deck.

⑤Discard Pile
Used cards are placed here face-up.
⑥KO Zone
Place Units that have been KO’d in this zone.

How to Play the Game

Winning the Game

The player who achieves one of the following wins the game.

  • ・ When KOs 3 of their opponent's Units.
  • ・ When KOs all Units in their opponent's Area.

Let’s Play the Game!

The game starts with the first player's turn, and players alternate between their turns and their opponent's turns until the winner is decided.

Select a Game Mode

Divine Cross offers two game modes: Blitz Shield Mode, where players each prepare five unopened packs to play, and Constructed Mode, where players collect their favorite cards and build a deck to compete.

  • Blitz Shield Mode

    How to Build a Deck

    • ・ A deck has cards opened from 5 packs.
    • ・ It is recommended that all 5 packs be of the same product.
    • ・ You may have any number of cards with the same card number in a deck.
  • Constructed Mode

    How to Build a Deck

    • ・ A deck has exactly 30 cards.
    • ・ A deck must contain only cards from the same title.
    • ・ You can have up to 2 cards with the same name in a deck.
    • ・ A deck must contain at least 1 Unit card.

Game Preparation

  1. 1.First, say “Nice to meet you. “
  2. 2.Each player shuffles their deck and places it faces-down in their deck zone.
  3. 3.Draw 5 cards from the top of your deck and put them into your hand.
  4. 4.Put a Unit card face-down into your Main Area.
    • * If you don’t have any Unit cards in your hand, show your cards to your opponent, shuffle them back into your deck, and then start over from step 2. In that case, your opponent may draw a card from their deck.
  5. 5.Players play Rock-Paper-Scissors. The winner goes first.
  6. 6.Begin the game by turning all face-down Units in the Main Area face-up.

Turn Sequence

  1. Draw Phase

    1. Draw a card.
      • * If you run out of cards in your deck and can’t draw a card, deal 100 damage to your Main Unit for each card you attempt to draw.
  2. Main Phase

    You may perform any of the following five actions any number of times and in any order:

    1. 1. Charge 1 of your Units. Play only once per turn.
    2. 2.Put a Unit from your hand into an empty Standby Area.
    3. 3.Play an Event card, Action card, or Assist card from your hand.
    4. 4.Use EX-Power.
    5. 5. Retreat the Unit in your Main Area. Play only once per turn.
      • * Whenever you draw a card using charging or card effects, if you run out of cards in your deck and can’t draw a card, deal 100 damage to your Main Unit for each card you attempt to draw.
  3. Battle Phase

    1. 1.You may use 1 of your Main Unit’s skills.
      • * The player who goes first cannot use a skill on their first turn.
      • * If the required Energy for the skill is not attached to the Unit, that skill can’t be used.
      • * Energy will remain attached even after the skill has been used.
      • * If you can’t play a skill or choose not to use it, you may simply end the Battle Phase.
      • * Calculate the damage dealt by skills in the following order:
        1. Ⅰ. Skill Damage
          Read the skill damage and skill ability of the skill used and calculate the damage it will inflict on the enemy Unit.
        2. Ⅱ. Your Effects that Modify Damage
          If the Unit using the skill has effects that modify damage, the player who used the skill calculates them in any order.
        3. Ⅲ. Your Opponent's Effects that Modify Damage
          If the Unit receiving the skill has effects that modify damage, the player who used the skill calculates them in any order.
        4. Ⅳ. Advantage
          If the attribute of the Unit of your opponent’s Main Area matches the advantageous attributes of the Unit using the skill, double the damage.
    2. 2.If a Unit has damage equal to or more than its HP, it is KO’d.
    3. 3.Put a KO'd Unit into its owner’s KO Zone.
      • * Discard all attached Energy and Assists from the KO’d Unit.
      • * If a Unit in your Main Area is KO’d, you must move 1 Unit in your Standby Area to your Main Area. If you can’t, you lose the game.
    4. 4.The first player to KO 3 of their opponent's Units wins the game. (The first player to put a third card into the KO Zone loses the game.)
  4. End Phase

    1. 1.Check the conditions of your Main Unit.
    2. 2.If your Main Unit is Stunned , remove the stun marker from it.
    3. 3.End your turn, and your opponent's Draw Phase begins.

Player’s Action

  • Charge

    チャージ

    You can perform this in main phase

    Charge means to attach a card from your hand face down to a Unit as Energy and draw a card from the deck. Units need Energy attached to them to use skills or retreat.

    • * There's no limit on the amount of Energy you can attach to a Unit.
    • * You can only charge once per your Main Phase.
  • Skill

    スキル

    You can perform this in battle phase

    Each Unit has unique skills.
    Main Units can use skills during the Battle Phase. If the required Energy for the skill is not attached to the Unit, that skill can’t be used.

    1. ①Skill Cost : The Energy needed to use this skill.
    2. ②Skill Damage : The damage dealt to your opponent’s Main Unit.
    3. ③Skill Ability : The ability of this skill.

    For Units with multiple skills, to use a skill, you must choose which skill you want to use. If the Energy required for the skill is not attached to the Unit, you can’t choose that skill.

    • * Energy will remain attached even after the skill has been used.
  • EX-Power

    EXパワー

    You can perform this in main phase

    Some Units have EX-Power.
    EX-Power has various abilities, such as those that can be used during the Main Phase and those that take effect at specific times.

  • Retreat

    退却

    You can perform this in main phase

    Retreat means to switch a Unit in the Main Area with a Unit in the Standby Area.

    For a Unit in the Main Area to retreat, you must discard Energy equal to its Retreat Cost from that Unit.
    Then, switch it with 1 of your Units in the Standby Area.

    • * If the retreated Unit is Stunned, remove the stun marker from it.
    • * You can only retreat once per your Main Phase.

Card Condition

  • Stunned

    気絶

    Main Units may be Stunned by the effects of some cards.

    If a Unit is Stunned, put a stun marker on it.

    If a Unit recovers from being Stunned, remove the stun marker from it. A Stunned Unit can’t use its skills or EX-Power.

    Stunned Units can recover from being Stunned by either of the following methods:

    • 1.Moving to the Standby Area.
    • 2.At the End Phase of its owner’s turn.
    • * The Stunned Unit can still retreat.
    • * The effects of unused EX-Power types will still apply and take effect.

Play Set

Detailed rules

  • The floor rules are established to ensure that all participants in the 'Divine Cross' tournament can enjoy the game in a respectful and sportsmanlike manner.

    【更新情報】
    2025年09月10日 Ver.1.17 更新

  • This document provides a detailed explanation of the rules of 'Divine Cross.' It is primarily intended for tournament organizers and advanced players.

    【更新情報】
    2025年09月10日 Ver. 1.0.13
    ・その他のルールにて、カードの文章の項目を追加いたしました。