Duel.Sys: Dawn of Duels


SWISS TOURNAMENT TRACKER (BO3)

ROUND TIMER
30:00

Enter Names (Comma separated. Leave blank for 8 generic players):


CARD POOL

MAIN DECK (0 / 30)

ENHANCE DECK (0 / 5)

DUEL.SYS: DAWN OF DUELS

Setup and Objective

The goal is simple: reduce your opponent's Life Points from 20 to 0. If you need to draw a card but your deck is empty, you lose immediately.

Both players start with 20 Life Points.

Your Main Deck holds exactly 30 cards, with a maximum of 3 copies of any specific card.

Your Enhance Deck holds up to 5 cards, consisting of Enhance Units, Enhance Spells, and Enhance Rites.

The Board features a Front Row with 3 Unit slots. You can never have more than 3 units in play at a time.

To start the game, shuffle your main deck. Both players draw a starting hand of 4 cards. Decide randomly who goes first.

Turn Sequence

Each turn follows four strict phases. The first player cannot declare attacks on their very first turn.

1. The Draw Phase

Count the cards in your hand. Draw cards from your main deck until you hold 5. If you start the turn with 5 or more cards in your hand, simply draw 1 card.

2. The Main Phase

You can play as many cards from your hand as you want, provided you have board space.

  • Summoning Units: Place a unit from your hand into an empty Front Row slot. Units enter ready to defend, but they cannot attack the turn they are played unless they have the Swift keyword. If a unit has an active keyword like Zap, Draw, or Return, its effect triggers once immediately when it is played.
  • Playing Enhance Cards: You can play cards directly from your Enhance Deck during this phase without drawing them into your hand. Every Enhance card requires a specific sacrifice, such as "Sacrifice 2 Units" or "Sacrifice 1 Rite, 1 Unit". Send the required active cards from your Front Row or Back Row directly to your Graveyard to pay this cost.

    After sacrificing for an Enhance Unit, place it into an empty Front Row slot. After sacrificing for an Enhance Spell, apply its keyword effect immediately and place it in the Graveyard. After sacrificing for an Enhance Rite, place it face-up in an empty Back Row slot.
  • Casting Spells: Reveal the spell from your hand, apply its single keyword effect immediately, and place the card in your Graveyard.
  • Playing Rites: Place a Rite face-up in an empty Back Row slot. During your Main Phase, you may activate a Rite's keyword effect once per turn.
  • Setting Cards: Place a Spell or Rite face-down in your Back Row to hide it from your opponent, keeping them guessing about counter-plays.

3. The Battle Phase

You may attack with any of your active units. Combat resolves one unit at a time.

  • Declaring Attacks: Choose your attacking unit and declare its target. Target an opponent's unit or attack the opponent directly.
  • The Guard Rule: If your opponent controls an active unit with the Guard keyword, you are forced to target the Guard unit. You cannot attack the opponent or their other units until the Guard unit is destroyed. If multiple Guard units exist, choose one.
  • Resolving Combat: When two units fight, they deal damage to each other at the same time. Compare the attacker's Power to the defender's Toughness, and vice versa. If a unit takes damage equal to or greater than its Toughness, it is destroyed and sent to the Graveyard. Killed Enhance cards return to the Enhance Deck instead. All unit damage wears off at the end of the turn.
  • Direct Attacks: If a unit attacks the opponent directly, the opponent loses Life Points equal to the attacker's Power.

4. The End Phase

Pass the turn to your opponent. Any temporary buffs or accumulated damage on surviving units reset to zero.

Keyword Glossary

Every ability is tied to a single keyword.

  • Pierce: When this unit attacks and destroys a defending unit, any excess Power is dealt directly to the opponent's Life Points.
  • Swift: This unit can attack on the exact same turn it is played.
  • Guard: The opponent must target this unit with their attacks before they can target you or your other units.
  • Evade: This unit ignores the Guard rule and can attack the opponent directly at any time.
  • Draw: Draw 1 card from your deck.
  • Zap: Deal 2 damage directly to any target (a unit or a player).
  • Boost: Give a target unit +2 Power and +2 Toughness until the end of the turn.
  • Stop: Target an opponent's unit. It cannot attack during their next Battle Phase.
  • Crush: Instantly destroy a target unit, regardless of its Toughness.
  • Return: Send a target unit from the board back to its owner's hand.
  • Heal: Gain 3 Life Points.
  • Nope: Cancel a Spell or Rite as it is being played and destroy it. You can cast this from your hand or flip it face-up from your Back Row during your opponent's turn.
  • Revive: Return a target unit from your Graveyard to your hand.
  • Eject: When your Enhance unit is destroyed, search your deck or Graveyard for its base unit and put it into play. A base unit is defined as any named unit on the Enhance Card that is listed as a Requirement.
  • Smash: Deal 3 damage to all enemy units and the opponent.