VASTRIX v3.0
Official Rules — Core + Modules
Game Overview
Win Condition: At the end of any Full Turn (FT), if your Secured PR Points ≥ your current Goal, you win immediately.
(With the default Goal, this means 21 or more Points.)
1) Zones, Visibility, & Definitions
1.1 Zones
- DP (Draw Pile): face-down.
- Hand: private, unlimited.
- PR (Point Row): public; cards scored for Points.
- ER (Enduring Row): public; Anchors / Attachments / persistent effects.
- Swap Bar: shared side zone containing a finite set of cards (0–3 cards) with mixed visibility (see Section 6).
- GY (Graveyard): public discard pile. Order matters only if an effect references top/bottom/position.
- Exile: public removal zone. Cards here cannot be accessed unless an effect explicitly allows.
1.2 OTT
OTT (On The Table) = PR + ER for both players.
1.3 Default Destinations
If an effect does not specify otherwise:
- Spent effect cards → GY
- Removed PR / ER cards → GY
- Countered plays → GY
1.4 States (not zones)
- On the Stack: awaiting resolution.
- Locked: referenced by an unresolved effect; cannot be targeted until that effect finishes resolving.
- Tapped: rotated 90°.
- Tapped PR card: contributes 0 Points and has no active text unless stated otherwise.
- Tapped ER card: provides 0 Anchor value and no active text/protection unless stated otherwise. A tapped Queen in ER does not provide Guard.
- Revealed-Until-Start: a card taken or moved into hand with confirmation/reveal remains face-up to both players until its owner's next Start Phase, then becomes a normal hidden hand card.
A card with Revealed-Until-Start status:
- Is visible to both players
- Is in hand and counts as "in hand" for all effects, but it is not hidden
- Effects that target "a card in hand" may target Revealed-Until-Start cards unless they explicitly require a hidden card
- Becomes a normal hidden hand card at the owner's next Start Phase
1.5 Core Definitions
- Secured PR Points: The total Point value of all cards currently in your PR, counting tapped PR cards as 0 Points, including any PR cards you control via Jack effects. ER cards do not contribute unless explicitly stated.
- Scrap: Send a card to GY unless an effect specifies Exile or another destination.
- Jacked: A card originally owned by the opponent that you currently control via a Jack attachment. It is treated as yours for scoring and targeting unless stated otherwise.
- Goal-Mod Play: Any play that changes a player's Goal value.
- Vulnerable: A card is Vulnerable if it is a legal target and:
- Does not have Aegis
- Is not protected by Guard from single-target effects
- Is not immune by rank text
"Vulnerable" and "unprotected" are synonymous. "Vulnerable" is the canonical term throughout these rules.
2) Setup
- Shuffle the deck. The shuffled deck is the DP.
- Deal: Player A gets 5 cards, Player B gets 6 cards. Player A goes first.
- Build the Swap Bar from the top of the DP (see Section 6.2).
- Set each player's Goal = 21.
3) Turn Structure
A Full Turn (FT) consists of:
3.1 Start Phase (in order)
- Expire all "until your next Start Phase" effects (including most Aegis).
- Resolve Start triggers from your ER (only those that explicitly say Start).
- Turn all Revealed-Until-Start cards in your hand face-down (they become normal hidden hand cards).
- Optional Swap Bar Use (R-FREE): You may perform Face-Down Swap once this FT (Section 6.3A). This must occur before any Mini-Turns.
3.2 Action Phase
At the start of your Action Phase, you have 1 Mini-Turn.
Mini-Turn Rules
- Each Mini-Turn allows exactly one Action.
- Effects may grant +1 or +2 additional Mini-Turns during this FT.
You may execute no more than 3 Mini-Turns total in a single FT, regardless of effects. You can never have more than 3 available Mini-Turns in a FT at any time. Any Mini-Turns gained beyond 3 are ignored.
Unused Mini-Turns are lost at the end of the FT.
Actions (each costs 1 Mini-Turn)
- Draw — Draw 1 card from DP. If your hand is empty, draw 2 instead.
- Face-Up Swap Bar Draw — Take one face-up Swap Bar card into your hand. Restriction: You may not do this if you used Face-Down Swap this FT.
- Play for Points — Place 1 card from hand into your PR for its Point value. Does not use the stack.
- Play for Effect — Play 1 card from hand for its effect. Uses the stack.
- Scuttle — Attempt to remove an opponent PR card using a legal scuttle. Uses the stack.
- Draw → Immediate Effect — Only as your first Mini-Turn this FT. Draw 1 card and immediately play that drawn card for effect.
This action counts as an "effect play" for the purposes of per-FT limits (e.g., 1 Rank-10 effect per FT). During this Mini-Turn, the drawn card cannot be used to: Play for Points, Scuttle, satisfy Ultra requirements, pay additional costs, or be used as a Free play — unless the effect explicitly allows it. This restriction applies only to the drawn card; the player may still respond with other legal Free plays.
- Pass (Exhausted only; Section 9) — Do nothing. Counts as an Action.
3.3 End Phase
- If your Secured PR Points ≥ your current Goal, you win immediately.
- If DP is empty, apply Exhausted Endgame rules (Section 9).
4) Stack, Priority, Counters
4.1 What Uses the Stack
- Play for Effect
- Scuttle attempts
- Free plays (counters / reactions)
Play for Points does not use the stack unless a card explicitly says it does.
4.2 Priority Loop
- Active player declares a stackable play.
- Opponent may respond with a legal Free play.
- Players alternate until both pass consecutively.
- Resolve the top of the stack (LIFO).
- Repeat until the stack is empty.
4.3 Counter Defaults
- If an effect is countered: its cards go to GY unless specified otherwise.
- If a counter is countered: it is negated and goes to GY; the original play continues.
An "effect play" or "play for effect" includes: Action 4 (Play for Effect), Action 6 (Draw → Immediate Effect), and Free plays that resolve effects (counters, reactions). Per-FT limits apply to all effect plays regardless of source.
Per-FT limits are tracked per player and reset at that player's Start Phase, regardless of whose FT the effect play occurs on.
5) Protection System
5.1 Guard (Queen Engine)
If you control at least one Queen in ER, your other OTT cards are Guarded.
- Guarded cards cannot be targeted by single-target opponent effects.
Guard does not stop multi-target effects or clears. Therefore, Queens in ER are cleared by 4's ER clear mode. Exception: Q♠ protects itself against many multi-target effects unless explicitly bypassed.
Guard does not stop:
- multi-target effects or clears
- effects that explicitly bypass protection
5.2 Aegis
Aegis is temporary hard immunity:
- A card with Aegis cannot be targeted, scuttled, jacked, or otherwise affected.
- Aegis expires at the owner's next Start Phase unless stated otherwise.
5.3 Royal Shield (counter-protection)
If you control more untapped Queens in ER than your opponent:
- Your plays cannot be countered by base Ace counters.
- ⭐A can still counter unless you control 2+ untapped Queens in ER, in which case your plays are also shielded from ⭐A unless an effect explicitly bypasses.
Only untapped Queens in ER count toward Guard and Royal Shield. Tapped Queens (PR or ER) do not provide these protections.
Royal Shield status is checked at the moment a play is declared, not during resolution.
5.4 Hard Bypass (core)
These bypass most protection as specified:
- 4♠
- ⭐2
- K♠
- Any effect that explicitly says it bypasses Aegis / Guard / Royal Shield
5.5 Nine Exception
Nines can never receive Aegis by any means.
6) Swap Bar — Official Mechanics
6.1 What It Is
The Swap Bar is a shared side zone containing a finite set of cards (0–3 cards). Cards may be face-down or face-up, and multiple face-up cards may exist simultaneously. No card is added to the Swap Bar unless an effect explicitly allows it or via Face-Down Swap (Section 6.3A).
6.2 Setup
From the top of DP, place into the Swap Bar:
- 2 cards face-down
- 1 card face-up
Total cards = 3.
6.3 One Swap Bar Use per FT
During each FT, you may use the Swap Bar at most once, choosing exactly one option:
- (A) Face-Down Swap (R-FREE, Start Phase)
- (B) Face-Up Draw (Action)
You may not perform both in the same FT.
(A) Face-Down Swap (R-FREE)
Timing: Start Phase, before any Mini-Turns. Requirement: At least one face-down Swap Bar card exists.
Procedure:
- Take one face-down Swap Bar card into your hand.
- Choose one card from your hand and place it into the Swap Bar face-up.
Notes: Existing face-up cards remain face-up. No replenishment occurs (no DP card is added). This action may cause the Swap Bar to have more than one face-up card.
(B) Face-Up Draw (Action)
Timing: Action Phase, costs 1 Mini-Turn. Requirement: At least one face-up Swap Bar card exists.
Procedure: Take one face-up Swap Bar card into your hand.
Notes: No replenishment occurs. Drawing a face-up card does not exchange or replace it.
6.4 Depletion
The Swap Bar is depleted when no cards remain. A depleted Swap Bar cannot be used unless refilled by an effect.
Swap Bar effects that explicitly move a Swap Bar card do not count as your "Swap Bar use" unless they say "use the Swap Bar." Spec abilities may override 6.3 explicitly.
7) Scuttle
7.1 Legal Scuttle
You may scuttle an opponent PR card if:
- Your rank is higher, OR
- Ranks are equal and your suit is higher
Suit order: ♣ < ♦ < ♥ < ♠
7.2 Result
If successful:
- Target PR card → GY
- Your scuttle card → GY
- Response window occurs (if not already handled on the stack)
7.3 Cannot Be Scuttled If
- It has Aegis
- It is immune by rank text
- An effect prohibits scuttling
8) 🌈 Comboing
Comboing represents a forced, immediate multi-card sequence created by certain effects. Combos reward precise sequencing while remaining fully interactable and bounded by core limits.
8.1 What Is a Combo
A Combo is a single declared play that chains additional cards generated or enabled by an effect into one composite resolution.
- A Combo is treated as: 1 Action and 1 stack item
- All cards in the Combo resolve as part of the same play.
8.2 When Comboing Is Allowed
Comboing is not a default action. It is only allowed when an effect explicitly: generates an additional card that must be played immediately, OR states that another card may be combined into the same play.
If no effect enables it, Comboing is illegal.
8.3 Eligible Cards
During a Combo, you may only use: cards currently in your hand and cards generated or revealed by the enabling effect.
You may not use: cards already in PR or ER, cards already OTT, or cards drawn or revealed earlier in the FT unless explicitly allowed.
8.4 Combo Sequence Order
When forming a Combo, cards must be added in strict ascending tier order:
- 🛠️ Base
- ⭐ Super
- 🌟 Super-Duper
- ✨ Super-Dee-Duper
- 👑 Royal Marriage (if applicable)
You may stop the Combo at any legal tier. Skipping tiers or reordering is illegal.
- BASE: Single card played for effect
- SUPER (⭐): Two cards of same rank played together
- SUPER-DUPER (🌟): BattleRealm Spec combinations (3 cards)
- SUPER-DEE-DUPER (✨): BattleRealm Spec combinations (JQK same color)
- ROYAL MARRIAGE (👑): K+Q same suit
8.5 Resolution & Countering
The entire Combo is placed on the stack as one item. The Combo may be: countered, interrupted, stolen, or bypassed — exactly as a normal multi-card play.
Kings and Aces apply normally: K♠ may counter the Combo as a multi-play. ⭐A may counter unless prevented by protection. Royal Shield applies unless bypassed.
8.6 Partial Failure Rule (Critical)
If any card in a declared Combo becomes illegal before or during resolution: the entire Combo fails, all cards involved are sent to their default destinations, and no partial effects resolve. This prevents partial-resolution exploits.
8.7 Mini-Turn & Limit Rules
- A Combo costs exactly 1 Mini-Turn and does not grant additional Mini-Turns unless an effect explicitly says so.
- A Combo counts toward per-FT limits (Ultras, Rank-10 limits, etc.) and cannot exceed the 3 Mini-Turn hard cap.
8.8 Ultras & Combos
Ultras are not themselves Combos, but an Ultra may initiate a Combo only if an effect explicitly allows it. Comboing does not bypass: Ultra limits, Ultra counter rules, or Ultra protection exceptions.
8.9 Judge Logic (Combo Priority)
If a Combo conflicts with another rule:
- Specific card text
- Comboing rules (this section)
- Effect tier rules
- Core rules
If ambiguity remains, the Combo is illegal.
9) Effect Tiers & Ultras
9.1 Base (🛠)
One card played for effect.
9.2 Super (⭐)
Two cards of the same rank played together as one play:
- One stack item
- Resolves the ⭐ effect
- Both cards go to the effect's destination (default GY)
9.3 Ultras (🌠) — Official
An Ultra is a single declared play consisting of one of:
- 3 Black cards (♣/♠)
- 3 Red cards (♦/♥)
- 2 Black + 2 Red cards
- Costs 1 Mini-Turn, one stack item
- Limit: 1 Ultra per player per FT
- Royal Shield does not protect an Ultra play
- If countered by ⭐A, all Ultra cards are discarded to GY unless specified otherwise
Ultra Effects
Choose which card is used for each step: Play 1 for Points into PR (no effect). Play 1 for its Base Effect (🛠). Discard the remaining card to Exile.
Resolve as ⭐A, then draw 1 card from the bottom of GY. If the Ultra is countered, the draw still occurs after the counter resolves.
Gain +2 Mini-Turns this FT (still max 3 total). Then choose one: Draw 2 from DP, OR Rummage 1 card from Exile.
When an effect steals or takes control of a multi-card play (e.g., 10♠ Stack Theft), the caster gains control of the effect and resolves it. All cards involved go to their normal destinations after resolution (typically GY), not to the caster's hand or zones.
10) Endgame — Exhausted State (DP empty)
If DP is empty at the start of any Start Phase:
- You cannot take any Action that draws from the DP (including Action 1 and Action 6)
- You cannot take Action 2 (Face-Up Swap Bar Draw) while Exhausted (Swap Bar access is limited to effects only while Exhausted)
- Face-Down Swap remains allowed while Exhausted (Section 6.3A)
- Effects that interact with the Swap Bar without drawing from the DP (e.g., ⦗6⦘ Swap Bar Peek) remain legal while Exhausted
- Pass is available as an Action
- Set Exhaust Counter = 3 (if not already set)
After each FT ends, reduce Exhaust Counter by 1. When it reaches 0, the game ends:
- Player with most Anchors in ER wins.
- If tied: higher Secured PR Points wins.
- If tied: draw.
If DP is refilled by an effect, Exhausted ends and the counter is removed.
12) Sudden Death
12.1 Trigger (as a single play)
Either:
- Play RJ + BJ together, OR
- Play 4 cards of the same rank together
12.2 Resolution
On resolution:
- Scrap 1 Vulnerable opponent OTT card (to GY unless specified)
- Set Sudden Counter = 2 (two Full Turns remain after the current FT completes)
When Sudden Counter hits 0: if no one has won normally, the activator wins.
12.3 Countering
Only ⭐A can counter a Sudden Death activation unless an effect explicitly allows otherwise.
18) Canonical Rule Precedence ("Judge Logic")
When there's ambiguity, resolve in this order:
- Specific card text (rank rule)
- Core rules
- Default zone destinations
- Active player chooses only if still undefined
Tournament Modules (BattleRealm, Traps, Deffy Mode) override Core rules only when enabled, but cannot override absolute caps unless the module explicitly says it can.
If a loop could repeat indefinitely: the active player must choose a line that ends the loop, otherwise, the loop action is illegal.
13) Rank System — Complete Definitions
Each rank includes (as applicable): Points (PR), PR Immunity, Base Effect (🛠), Super Effect (⭐), Suit variants, Anchor/Attachment modes, Timing, Limits.
Timing Keywords
- Instant Instant — playable any time (including opponent's turn) without spending a Mini-Turn; uses the stack.
- Quick Quick — playable only on your turn without spending a Mini-Turn; uses the stack if it's an effect/counter.
- Interrupt Interrupt — playable any time; after it resolves (even if countered), you skip your next FT.
A Instant — Counter
Counter a pending effect play or counter on the stack.
A 🛠 Purge
Choose one:
- Scrap (send to GY) one card that currently has Aegis, OR
- If no Aegis exists: bounce 1 Vulnerable enemy Anchor (ER) to its owner's hand.
A Anchor Counter
Place Ace into ER as an Anchor. Later, during any response window, you may sacrifice it to counter 1 opponent play. If successful: you may take 1 negated card into your hand as Revealed-Until-Start; the rest go to their normal destination.
An Anchor Ace remains in ER until sacrificed or removed. It may be sacrificed during any response window on any FT while it remains in ER. There is no time limit.
A♠ Instant — Exile Counter
Your counter cannot be countered by base Aces. The countered card(s) go to Exile instead of GY. (Only ⭐A can counter A♠.)
⭐A Instant — Super Counter
Can counter A♠ and Sudden Death activations. Can counter plays protected by Royal Shield unless the defender controls 2+ untapped Queens in ER (Section 5.3), or an effect explicitly bypasses that protection. If ⭐A counters an Ultra, apply the Ultra counter rule in Section 9.3.
Limit: none.
2 Quick — Score + Discard
Score 2 Points (play to PR) and opponent discards 1 card (opponent chooses).
1 successful 2 (Quick) per Full Turn (FT).
2 (Wild Rule) — 3–7 Only (Same Suit)
A ⦗2⦘ may act as a wild to pair with ranks 3–7 only if it is the same suit as that 3–7.
- 2 + same-suit 3–7 may be played together as a single play to trigger that rank's ⭐ Super effect (the ⦗2⦘ is treated as the second card).
- If the ⦗2⦘ is not the same suit as the 3–7, this pairing is illegal.
This Wild Rule does not create a ⭐2. ⭐2 is only created by two 2s played together, following standard Super rules.
⭐2 — Commandeer Hard Bypass
Take control of any single opponent OTT card (PR or ER), ignoring Guard, Royal Shield, and other protection unless the card has Aegis.
Taking control counts as affecting the card; ⭐2 cannot target a card with Aegis.
The taken card enters play tapped. A tapped card cannot be used for effects, scuttling, or anchoring. The tapped state expires at the controller's next Start Phase.
You may immediately choose one:
- Score the taken card into your PR (it enters untapped), or
- Resolve it as its effect once it untaps (respecting all limits).
3 🛠 Choose one
- Opponent presents 3 cards from hand (opponent chooses which 3). You take 1 into hand (Revealed-Until-Start), return 2.
- Opponent discards 2 (opponent chooses).
- Bounce 1 Vulnerable OTT card to top of DP.
3 Instant — Bounce
Bounce 1 Vulnerable OTT card to top or bottom of DP (caster chooses). If this moves a PR/ER card, it is Locked during resolution.
3♠ 🛠 Enhancement
When choosing hand options, you may instead have opponent present 2 (opponent chooses). You may play 1 immediately (Points or effect), return the other.
⭐3 (Super Raid)
Choose one:
- Take 2 of 3 shown (return 1), OR
- Opponent discards down to 2 cards in hand.
4 🛠 Choose one
- Clear all opponent PR cards to GY, OR
- Clear all opponent Anchors in ER to GY.
4's ER clear mode removes all opponent Anchors from ER simultaneously. This is a multi-target effect. Guard does not protect against multi-target effects. Therefore, Queens in ER are cleared by this mode.
Exception: If Q♠ is in the cleared ER, apply Q♠ exception. Q♠ survives 4 ER clear unless the 4 is played as 4♠ (total clear).
4 Quick "Natural"
Look at top 4 of DP, reorder them, optionally draw 1.
4♠ 🛠 Total Clear Hard Bypass
Clear all OTT cards (both players, PR + ER) to GY. This effect bypasses most protection as specified in Section 5.4.
⭐4 (Row Exchange)
Swap your PR with opponent PR OR your ER with opponent ER. Swapped cards gain Aegis until each owner's next Start Phase.
5 🛠 Recycle Line
Mill up to 2 from DP to GY, then rummage 1 from GY to hand (Revealed-Until-Start), then draw the bottom of GY.
5 (Suit Rummage: Exile Access)
When a 5 effect allows Exile rummage:
- 5♣: may access first 2 cards of Exile
- 5♦: may access the middle portion (not first/last 2)
- 5♥: may access last 2 cards of Exile
- 5♠: may access any card in Exile
⭐5 (Super Recycle)
Mill up to 3 from DP to GY. Choose 1 of the milled cards and play it immediately (Points or effect, respecting limits).
6 🛠 Dig
Draw 3 privately. Choose one:
- Keep 2, return 1 to DP (top/bottom), OR
- Keep all 3, discard 1 to GY.
6 Quick — Swap Bar Peek
Look at both face-down Swap Bar cards; choose one:
- Take 1 to hand (Revealed-Until-Start), OR
- Play 1 immediately for effect only.
(This does not count as your Swap Bar use unless it explicitly says "use the Swap Bar.")
6♠ 🛠 Deep Draw
Discard 1–2, then draw 6 privately, keep 3–4, return the rest to DP.
⭐6
Draw 7 privately; keep 4; return remaining to DP and/or GY (caster chooses distribution).
7 🛠
Reveal top 2 of DP. Add 1 to hand (Revealed-Until-Start). Play the other immediately for effect.
7 (PR Trigger)
When scored for Points, you may reveal top 2 DP, take 1 (Revealed-Until-Start), return 1 to top.
7♠ 🛠
Reveal top 3 DP; add 1 to hand; play 1 for effect; return remaining in any order to top.
⭐7
Reveal top 2 DP and play both immediately in any order. Response windows occur between them unless an effect says "as one play."
8 Quick
Grant Aegis to all your OTT cards until your next Start Phase.
"Gains Aegis" and "grant Aegis" are synonymous. Both result in the card having Aegis status until the specified expiration (typically owner's next Start Phase).
8 Instant — Scuttle Counter
Counter a scuttle attempt.
8 (Scuttle Bonus)
After you successfully scuttle normally, draw 1 from top or bottom of GY.
8♠ Instant — Free Scuttle
Scuttle a Vulnerable PR card ignoring rank restriction (still respects immunity/Aegis).
⭐8
Scuttle any PR card, including normally immune ones (still blocked by Aegis unless bypassed explicitly).
9 Instant — Tap
Tap 1 opponent PR card. It contributes 0 Points until that player next scores a Points card.
A tapped PR card untaps immediately when its controller scores a Points card. The untap occurs before the new Points card's PR trigger (if any) resolves.
9 Instant — Goal Shift
Choose one:
- Increase opponent Goal by +3, OR
- Increase opponent Goal by +5 and that opponent discards 1 (opponent chooses).
9♠ Instant
When using the +5 mode, you may also reduce your own Goal by −2.
9 Anchor
Place in ER: reveal opponent's hand; that opponent discards 1 (opponent chooses).
Only 1 active Nine effect in ER per player.
1 Rank-10 effect play per FT. Royal Shield does not protect against Rank-10 plays.
10♣
If scored for Points and you had no other PR Points, you may immediately score 1 additional PR card. Gains Aegis until your next Start Phase.
10♦
Mimic a ⭐ effect:
- If played alone: mimic ⭐ of ranks 3–7.
- If paired with any 2: mimic ⭐ of ranks 3–9, A, J (excludes ⭐2, Rank-10, and Jokers).
The paired ⦗2⦘ is consumed as part of the play. Any Mini-Turns granted by a mimicked effect are subject to the 3-Mini-Turn hard cap.
Using a 2 to enable 10♦ does not count as playing ⭐2 and does not trigger ⭐2 limits.
10♥
Gain +2 Mini-Turns this FT (still capped at 3 total). Draw 1.
10♠ Interrupt — Stack Theft
Steal an effect being played on the stack and resolve it under your control. If successful: the original caster skips their next FT. Regardless, you skip your next FT.
When 10♠ steals a multi-card play (e.g., ⭐ effect), you gain control of the effect and resolve it. All cards involved go to their normal destinations after resolution (typically GY), not to your hand or zones.
10♠ 🛠 Exile Recovery
Recover 1 card from Exile to hand (Revealed-Until-Start). Counts as your 1-per-FT 10 effect play.
J Instant — Disrupt
Force opponent's action line constraint for the rest of this FT: opponent cannot repeat the same Action type they just attempted if they have any other legal Action. If successful: draw 1.
J Anchor — Jack PR
Attach to an unprotected opponent PR card: You gain control of that PR card. It gains +1 Point while attached. If the attached card leaves PR, the Jack goes to GY.
J♠ Anchor — Jack ER
May attach to an unprotected ER Anchor. That Anchor cannot be jacked back; owner must remove it via clear/counter/etc.
⭐J
Gain +2 Mini-Turns this FT (still capped at 3 total).
Queen (PR)
When a Queen is played to the Point Row (PR), it is worth 2 Points.
Queen (ER)
Queens placed in the Enduring Row (ER) remain Anchors and are worth 0 Points.
Q♠ (Special Protection)
While OTT, Q♠ is immune to non-total multi-target clears unless the effect explicitly bypasses or is 4♠ Total Clear / ⭐2 / K♠.
All Guard, Royal Shield, and Queen-based protection rules are otherwise unchanged.
K Instant — Counter Anchor/Goal
Counter a single-card Anchor play or Goal-mod play.
K♠ Instant — Counter Multi-Play Hard Bypass
Counter a multi-card play (combos / multi-card stack items) as specified by rank text and Section 5.4.
K Anchor
Place King in ER as an Anchor worth 7 (9 if K♠).
Royal Marriage
Play King + Queen of same suit together into ER as a single play. This play cannot be countered by a regular King counter. ⭐A may counter unless a protection explicitly prevents it.
When played for effect, choose one:
- Hand Swap: swap hands with opponent.
- Self Reset: discard your hand, draw a new hand with +3 cards.
- Opponent Attack: opponent discards hand and redraws with −2 cards.
- Shuffle Reset: shuffle DP + GY into DP, then draw 2. Only ⭐A may counter this mode.
When played for effect, choose one:
- Board Lock (3 Full Turns): no effect plays and no scuttles (players may still Play for Points and respond with legal counters).
- Exile Recycle (Points bonus): if scored for Points successfully, you may move up to 2 cards from Exile to DP (top/bottom).
Optional 11) Deffy Mode — Optional Dealing Variant (v2.7)
🎯 "Perfect for players who believe the real game begins before Turn 1." 🃏✨
Deffy Mode replaces the standard opening deal with a pre-game card selection phase using a shared or semi-shared pool. This mode emphasizes foresight, denial, bluffing, and meta-reads before the first Full Turn begins.
Unless stated otherwise, all core VASTRIX rules apply after Deffy Mode concludes.
11.1 Activation
- Deffy Mode is optional.
- If enabled, skip Section 2 steps 2–3 (initial deal and Swap Bar build).
- Player A remains the starting player unless the sub-mode explicitly changes it.
- Follow the selected sub-mode's dealing procedure instead.
- After Deffy Mode concludes, resume setup: 1) Remaining cards form the DP. 2) Build Swap Bar normally (Section 6.2). 3) Proceed to Player A's first Start Phase.
11.2 Selection — General Rules
A) Central Pool Creation
A number of cards (defined by sub-mode) are placed in the Selection Pool at the center. Cards are either face-up or face-down as specified.
B) Turn Order
Players alternate selecting one card at a time. Player A selects first, unless a sub-mode specifies otherwise.
C) Face-Down Selection Restriction (Default)
- The first player may not select a face-down card with their first pick.
- Each player may select up to 2 face-down cards total during the entire selection process (unless overridden).
D) Hand Size Target
Players continue alternating selections until: Either player reaches 6 cards, OR the Selection Pool is exhausted. If one player reaches 6 cards early, the other continues selecting until they also reach 6 (if possible).
E) Post-Selection Draw
After selections end: Each player draws from DP until they have exactly 6 cards. If DP is empty, no draw occurs.
11.3 Remaining Cards Resolution
After selection completes, players vote on unselected cards: Shuffle into DP, OR Place into GY. If players do not agree, default: Shuffle all remaining cards into DP.
11.4 Sub-Modes
21 cards total: 16 face-up, 5 face-down. Default face-down limit applies (max 2 per player).
12 cards total. All face-up. No face-down restrictions apply.
Each player receives a private pool of 8 cards (7 face-up, 1 face-down). Players select 4 from their own pool, then from the opponent's pool. The opponent chooses the final card for the player from either pool.
14 cards total: 6 face-up, 8 face-down. Face-down selection limit is removed. Each player must select at least 1 face-up card.
All 54 cards, all face-up, placed in the center. Players draft starting hands using standard Deffy selection rules. Remaining cards resolve per vote.
11.5 Optional Settings
Players vote on fate of remaining cards: before pool placement, after pool placement, and after selection completes. If any vote fails, default resolution applies.
Players have a predetermined time limit for each pick. If time expires, the opponent selects a card at random for them from legal options.
Players draft the opponent's hand instead of their own.
A non-playing observer selects cards for both players. The observer must follow all Deffy Mode rules and restrictions.
When a face-down card is revealed during selection: find another card of the same rank and add it face-up. If a Joker is revealed, the mirror card is the other Joker. Available only in: Classic Deffy, ICU, Mystery Mix.
11.6 Judge Logic — Deffy Mode
- Deffy Mode sub-mode text
- Deffy Mode general rules
- Core VASTRIX rules
- Default resolution (shuffle remaining cards into DP)
If a selection loop or delay occurs, the active selector must choose a legal card immediately or forfeit that pick.
11.7 Tournament Legality
- Deffy Mode is optional.
- Tournament organizers must declare: whether Deffy Mode is enabled, which sub-mode and options are active.
- If unspecified, standard dealing is used.
Optional 17) Battle Realm Mode (Optional Tournament Module)
BattleRealm Mode is an optional competitive overlay that grants each player a persistent Combat Specialization ("Spec") for the duration of a match or tournament. Specs modify how a player interacts with the core rules without replacing or rewriting rank text.
BattleRealm is designed for high-skill play, simulations, and tournaments. It is not enabled by default.
17.1 Global Rules
A) Spec Selection
Each player secretly selects one Spec before the game begins. Specs are revealed simultaneously before the first Start Phase. Once chosen, a Spec cannot be changed during the match.
B) Persistence
A Spec remains active for the entire match. Spec effects apply regardless of whether a card is played normally or via suit-based variants, unless stated otherwise.
C) Frequency Limits (Hard Rules)
- Each Signature Ability: 1× per game
- Each Ultimate Ability: 1× per game
- Spec-granted Bonus Combines must obey Combo Tier Order, Mini-Turn caps, and do not bypass Ultra or Rank-10 limits.
D) Absolute Restrictions
Specs may not: Increase Mini-Turn cap beyond 3 per FT. Allow more than 1 Ultra per FT. Allow more than 1 Rank-10 effect play per FT. Override Exhausted Endgame rules. Permanently suppress counters or protection systems.
If a Spec effect conflicts with core rules, the Spec effect is ignored.
Courageous Assault (B-FREE, 1× per game) — Scuttle one Vulnerable OTT card, ignoring Guard and rank-based immunities. Does not bypass Aegis. Uncounterable.
After a successful steal: opponent reveals all but one card until end of FT. If stolen card was not ♠, opponent discards 1. You may declare a rank — if the hidden card matches, you steal it.
When played as Anchor: resolves as any valid ⚓⦗9⦘ mode that reveals then steals. Increases your Goal by +5 (cannot place your Goal below opponent's). No discard required.
Any card jacked under your control gains +2 Points and cannot be jacked back by any means.
When scored for Points: Black Joker valued at 11 Points. You draw 1 card.
Iron Advance (1× per game) — When you play 10♣ for effect: it is protected from 🚀⦗J⦘ counters. This protection does not extend to Aces.
3♣ of any rank may combine into a 🌟 Super-Duper effect.
Rejuvenation (B-FREE, 1× per game) — Refill the Swap Bar to full 3-card capacity from DP. May discard up to 1 existing Swap Bar card. Replacement cards may be face-up or face-down. After a Face-Down Swap, you may immediately perform one Face-Up Draw this FT.
When played, draw 1 additional card from the bottom of the GY.
If you are below your card limit: after drawing, you may draw additional cards until you have 6 cards total.
Exchange either your PR or ER with opponent's corresponding row. All temporary effects and protections are removed during the exchange.
Harmonized Mimic (1× per game) — You may play 10♦ as if it were ⭐⦗6⦘.
⦗J⦘ + ⦗Q⦘ + ⦗K⦘ of the same color may merge into a ✨ Super-Dee-Duper effect. This does not count as a Royal Marriage.
Extra Lucky (R-FREE) — Twice per game, once per FT: after drawing a card, you may discard it and redraw. You may do this up to 3 total times across the game.
The per-FT limit on playing 🚀⦗2⦘ for Points is removed. The extra draw from 🚀⦗2⦘ triggers only once per FT.
You may rummage any card from the Graveyard without restriction.
All natural ⦗7⦘ cards are treated as ♠ while resolving effects only. Any ⦗7⦘ may flip the bottom card(s) of the Draw Pile. If a flipped card is ♠, draw 1 card.
When swapping hands: you must either discard 2 cards, or gain +1 Mini-Turn this FT (still capped at 3).
Chromatic Ten (1× per game) — You may play 10♥ as 10♣, 10♦, or 10♠.
A King + Queen of the same suit grants a bonus while they remain together OTT and unattached:
- ♣️ +9 Points
- ♦️ +10 Points
- ♥️ +12 Points
- ♠️ +13 Points
Only one Bonus Marriage may exist per game.
Mastermind (R-FREE, 1× per game) — Privately view the top 5 cards of the Draw Pile. Rearrange them in any order. Draw 2 cards from top and/or bottom. Return remaining to top. Opponent may then view one random card among those five.
When played, you may scuttle one Vulnerable OTT card that has no Guard, no Aegis, and is of a higher rank.
When played, increase all opponents' Goals by +7.
The first Queen you play gains +2 Points while OTT. Each additional Queen gains +1 Point while OTT.
The first 🚀⦗J⦘ counter used against you each game is replaced with: a forced discard of a card with the same rank.
2♠ of any rank may combine into a 🌟 Super-Duper effect.
17.6 Simulation Flags (Recommended)
battleRealmEnabled: boolean, selectedSpec: enum, signatureUsed: boolean, ultimateUsed: boolean. These flags are required for accurate tournament simulations.
Optional 19) 🪤 Trap Module — Optional / Ranked-Legal Toggle (v2.6)
The Trap Module introduces face-down reactive cards that reward foresight, prediction, and counter-timing without disrupting VASTRIX's tempo, stack clarity, or Mini-Turn economy. This module is optional, but Ranked-Legal when enabled.
While Trap Module is enabled, Rank-3 and suit-J gain the additional Trap interactions defined in this section.
19.1 Activation & Scope
Trap Module may be enabled by mutual agreement or by tournament ruleset. When enabled, all Trap rules apply. If disabled, all Trap-related text is ignored.
19.2 What Is a Trap
A Trap is a card played face-down into the PR or ER that remains hidden until its trigger condition is met.
- Traps are not Anchors
- Traps do not use the stack when placed
- Trap effects do use the stack when triggered unless stated otherwise
A face-down Trap in PR contributes 0 points until revealed (triggered or voluntarily flipped if allowed).
19.3 Timing Rules
Playing a Trap: Traps are Quick. May be played only during your own FT. Trap placement is not a stack action and cannot be responded to unless a card explicitly counters "Trap placement." Trap triggers use the stack unless stated otherwise.
Trigger Timing: Traps may trigger between Mini-Turns. A Trap trigger window occurs after the stack fully resolves and before the next Mini-Turn action is declared. Traps may not trigger: during resolution of another effect, during Combos, or during Ultras — unless the Trap explicitly allows it.
19.4 Placement
Traps are placed face-down in either your PR or your ER.
19.5 Trap Limits
- Max 2 Traps OTT per player
- Max 1 Trap may trigger per player per Full Turn (FT)
If multiple Traps would trigger simultaneously: the Trap owner chooses one; all others do not trigger.
19.6 Responsibility & Missed Triggers
Each player is responsible for tracking their own Traps. If a player fails to recognize a legal trigger: the trigger is missed. No rewind or retroactive trigger is allowed.
19.7 Trap Removal & Clearing
- ⦗4⦘ clears Traps only if it clears the row they are in
- ⦗J⦘ removes Traps according to its printed text
- Removed Traps go to their default destination (usually GY)
19.8 ⛔ "No Thank You" — ⦗3⦘ vs Traps
When a ⦗3⦘ counters the play or trigger of a Trap:
Disable Procedure: The Trap remains OTT. Place a Disable Token on the Trap (public and visible). The Trap is Disabled for 1 Full Turn.
While Disabled: ❌ Cannot trigger. ❌ Cannot score Points. ❌ Cannot be targeted, removed, or otherwise interacted with.
Reactivation: The Trap automatically reactivates at the end of the opponent's next FT. Remove the Disable Token.
⦗3⦘ Trap counters do not consume a Mini-Turn. Hard limit: only one ⦗3⦘ Trap counter may be used per FT (global).
19.9 Specific Trap Cards (v2.6 Balanced)
Opponent plays a Super or greater Effect
Clear all opponent PR cards to GY (ER is unaffected).
Opponent declares a Combo
The Combo fails. All cards used → GY. The original initiating card resolves only as its Base effect. Note: This overrides 8.6 Partial Failure for the initiating card only.
Opponent plays an Anchor or Scuttles
PR: Counter that Anchor or Scuttle. ER: Draw 2 cards.
Opponent plays a Point card
Scrap one opponent ER Anchor (opponent chooses).
Opponent plays a Super or greater Effect
Counter that Effect. Rummage 1 card from the bottom 5 cards of the Draw Pile.
Opponent plays a card from the Draw Pile or Swap Bar
You draw that card instead. If a Swap Bar exchange occurred, steal all involved cards. Opponent continues normally.
Opponent plays an Anchor
Jack the Anchor play by forcing a different legal action. Draw 1 card from: top/bottom of DP, or the Swap Bar.
Opponent plays a Point card
Jack the Point-card play by forcing a different legal action. Draw 1 from: top/bottom of DP, or Swap Bar. If no legal alternative exists, the Trap fizzles.
19.10 Countering Trap Effects
- ⦗3♥️⦘ / ⦗3♦️⦘ / ⦗3♣️⦘ may counter Trap triggers as normal
- ⦗3♠️⦘ may counter the play of a Trap and immediately gain its Trap effect to use on an opponent (Limit: once per game)
19.11 Jack-Based Trap Removal
- ⦗J♠️⦘: Scrap all opponent Traps OTT
- ⦗J♥️⦘: Scrap all opponent Traps OTT. Place ⦗J♥️⦘ into ER face-up. While it remains face-up and unattached: No player may place Traps.
- ⦗J♦️⦘: Scrap all opponent Traps in ER
- ⦗J♣️⦘: Scrap all opponent Traps in PR
19.12 Judge Logic — Traps
If a Trap conflicts with another rule, resolve in this order:
- Specific Trap card text
- Trap Module rules (this section)
- Core rules
- Active player chooses only if still undefined
If ambiguity remains, the Trap does not trigger.
20) 📋 Appendices
20.1 Glossary
- OTT: On The Table
- FT: Full Turn
- GY: Graveyard
- DP: Draw Pile
- PR: Point Row
- ER: Enduring Row
- Multi-Card Play: A single declared play that involves more than one card resolving as one stack item (e.g., ⭐ effects, Combos, Ultras).
20.2 Tournament Formats
- Standard competitive rules
- Time limits
- Deck construction guidelines
20.3 Rule Clarifications
- Common edge cases
- Interaction priorities
- Judge guidelines
Optional 21) 🎮 Multiplayer Variants (3–4 Players) — Optional Module (v3.0)
When enabled, this module modifies setup, turn order, and certain card interactions for games with more than two players. Unless explicitly stated otherwise in this section, all Core Rules apply unchanged.
21.1 Multiplayer Definitions
- Ally: your teammate (4-Player Teams only).
- Enemy: any player not on your team.
- Opponent: in multiplayer, "opponent" means an Enemy, unless a rule explicitly allows affecting an Ally.
- Team Win: if either teammate wins at End Phase, the team wins immediately.
21.2 Stack & Priority (Multiplayer)
When a stackable play is declared:
- The next player in turn order gains the first opportunity to respond.
- Response priority proceeds in turn order until all players pass consecutively.
- The top of the stack resolves (LIFO).
- Repeat until the stack is empty.
All players, including Allies, may respond with legal Free plays.
21.3 Swap Bar (Multiplayer Clause)
The Swap Bar is shared by all players. Each player may use it at most once per FT, following Section 6. Swap Bar use is tracked per player, not per team.
21.4 Three-Player Game — Free-For-All
Setup: All players compete individually. Deal: Starting player gets 5 cards; other two get 6 each. Turn order proceeds clockwise. Default Goal remains 21.
Win Condition: At the end of your Full Turn, if your Secured PR Points ≥ your current Goal, you win immediately.
21.5 Four-Player Game — Teams (2v2)
Seating & Turn Order: Partners sit opposite each other. Turn order alternates by team: A1 → B1 → A2 → B2.
Setup: Each player is dealt 5 cards. The team that lost the previous game goes first and chooses which teammate is Player A1.
Team Win Condition: If either teammate wins at their End Phase, the team wins immediately.
21.6 Team Interaction Rules (4-Player Only)
21.6A ⦗7⦘ Partner Card Grant
If a 🛠️⦗7⦘ effect would add a card to your hand, you may instead place that card into your Ally's hand. The card becomes Revealed-Until-Start for the receiving player unless already face-up. This does not bypass any per-FT limits.
21.6B ⦗9⦘ Goal Isolation
Any Goal increase caused by your ⚓⦗9⦘ affects only the chosen enemy player. It does not affect that enemy's Ally. If an effect references "opponent" generally, select one enemy as the affected player.
21.6C ⦗10♥⦘ Partner Mini-Turn Grant
When resolving ⦗10♥⦘ for effect, choose one:
- Gain +2 Mini-Turns this FT (still capped at 3 total), OR
- Grant +1 Mini-Turn to your Ally at the start of their next Action Phase.
Restrictions: The granted Mini-Turn cannot raise your Ally above the 3 Mini-Turn hard cap. Only one such grant may be active per team at a time.
21.6D ⚓⦗J⦘ Partner Jacking
A Jack played as an attachment may target your own eligible card in order to transfer it to your Ally.
- ⚓J (PR): may attach to a card in your PR, ignoring your own Guard and Queen protection, and transfer control to your Ally.
- J♠ (ER): may attach to an Anchor in your ER, ignoring your own Guard and Queen protection, and transfer control to your Ally.
The transferred card is treated as controlled by your Ally for all purposes while attached. Enemy responses and counters resolve normally.
21.6E Team Queen Shielding (Balance Spec)
When BattleRealm Spec ⚖️ Balance is enabled: any Balance Spec effect that checks the number of Queens OTT checks the combined total of both teammates' Queens OTT. All other Guard and Royal Shield checks remain per-player, unless explicitly stated otherwise.
21.6F Partner Royal Marriage (Immediate)
A Royal Marriage may be initiated using a matching King or Queen controlled by your Ally.
Procedure:
- The initiating player declares Royal Marriage as a single play.
- The initiating player plays their King or Queen into ER.
- The Ally must immediately play the matching card of the same suit from their hand into ER as part of the same declared play.
- The Marriage resolves as one stack item.
If the Ally cannot immediately provide the matching card, the Royal Marriage declaration is illegal. Counter rules apply normally to the single declared play.
Version: v3.0 · Last Updated: January 2026 · Official Rules Document