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Moving & Attacking - Turn Actions

In Kyoukai, any Gate with Stats in its top corner can be Rested to take its Turn Action. 

To take a Turn Action, Rest one of your Ready Gates during your turn's Main Step. It can then Move 

up to a number of Zones equal to its Movement, then also either Attack or use its Skill! 

Wandering Lion's Skill is Primal Instinct, an upgraded attack where if it connects and discards another Summon or Spirit, it moves and attacks again! More information on skills, and the various types of them, is in the Using Skills section below.

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Kyoukai movement is very similar to the Strategy RPG's that inspired it!
Imagine choosing a Unit, Moving it within its Range, then choosing from its remaining menu options  

 ("Attack" and "Skill").

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These are the zones within the attack range of the Lion. It could also attack the green spaces by Attacking without Moving (but its Turn Action will end there.)

These are the zones within the Lion's movement range.

Another way to look at the Turn Action in Kyoukai is that whenever you have a Ready Gate, you can Rest it to do the following:

  1. Move it, Attack with it or Use its Skill.

  2. If you Move it, after resolving its Movement, either Attack with it or Use its Skill.

For finer detail on how exactly Move Actions and Attack Actions function within the rules of Kyoukai, they are notated below in Skill format. You can resolve them as if they're written like this:

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To further clarify, here are the steps for each Gate Action you take. Note that Moves, Attacks, and Skills all start individual Sequences (your opponent can respond to them)!

  1. Rest the Gate you're using, declaring if you're going to Move, Attack, or use its Skill.

  2. Pay the Cost of whatever you declare (if Attacking, Target a bordering zone. If using a Skill, do any written cost, if there is one).

  3. A Sequence starts. Your opponent can respond, then you can respond, and so on, until both players choose not to respond.

  4. Resolve the Sequence backwards, including your declared action (Move/Attack/Skill).

  5. If you resolved your Gate's Skill or Attack Action, this is the end of this Turn Action.

  6. If you resolved your Gate's "Move Action", you can now declare if that Gate will Attack or use its Skill (Again, pay the cost for whichever you declare, if there is one). If you choose to do neither, this is the end of this Turn Action.

  7. A Sequence starts. Your opponent can respond, then you can respond, and so on, until both players choose not to respond.

  8. Resolve the Sequence backwards, including your declared action (Attack/Skill).

Calculating Damage after Attacking or Using Skills

In Kyoukai, when a Gate is dealt damage in any way, whether by Attack, Skill, or other Effect,
its Defense reduces that damage before remaining damage is dealt to the Gate itself.

All Summons and Spirits have 1 Life, so if a Gate with 3 Defense is dealt 3 Damage, nothing happens.
If a Summon or Spirit with 3 Defense is Dealt 4 damage, it's discarded immediately.

Entrants have 20 Life. Once they have been dealt 20 Damage, its player loses the game!

After a Gate's Defense is reduced by damage, that reduction only lasts until the Sequence where that damage was dealt ends. In other words, to overcome 3 Defense with an Eagle and a Stone Throw,
both Eagle's Attack and Stone Throw must be on the same Sequence.

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"Types" of Skills

Some Gates, usually Summons, Spirits and Entrants, have Skills - additional effects on their bottom half.

A Skill is essentially any effect of a Gate that applies outside of Opening that Gate from your hand.

There are 4 unique "Types" of Skills, listed below:

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1. Regular Normal/Fast Gate Skills

These can be used during your Turn Action, as described above.
Most Skills will be one of these, and only Summons, Spirits, and Entrants can have them.

If one of these is a Fast Skill, it will have a Red Name and Cost Box, and can be used in response to other gates (if its Gate is Ready when the opportunity arises)!​

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Fast Skills can be used in the same way as a Normal Skill as well, like Wandering Lion's Primal Instinct.

They can, however, ALSO be used in response to other effects, with the same timing as a Fast gate opened from the hand.

To do so, you must Rest it - in other words, if you use Hunting Eagle's Turn Action, you won't be able to respond to anything with Rapid Instinct until after it's Ready again.

So if you want to use a Gate's Fast Skill in response to another effect, you must skip its Turn Action, or Ready it with another effect, so that it's Ready when you'd want to use it as a Fast Skill.

2. Passive Gate Skills

Passive Gate Skills are effects that do not start or add to Sequences, that are simply always applying.
For example, "Stubborn Instinct" allows Impeding Golem to be Opened from your Hand as if it was a Fast Gate.

Many Passive Skills will modify Gates in an abnormal way.
Basic Slime is another example:

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                                Slime has a common type of Passive Skill that adds                              text to another effect given a certain condition.
                      For example, if Basic Slime were to be discarded by                        damage from an Attack, or a Gate like Punch, the quoted text              is added to the Effect of that Attack or Punch.
     As such, the player that Attacked the Slime would then continue resolving its effect, and choose one of their Summons or Spirits to Ready, if they have one. That means both players are able to trigger Potion Potential! Make sure you get its value yourself - nothing is stopping you from Attacking your own Gates!

3. Branch Skills

Branch Skills are Passive Skills that apply while a Gate is Branched, or underneath and attached to another Gate on the field. Branched Gates follow the Gate above them from Zone to Zone, but if the Gate they're attached to

leaves the field for any location, its Branches are discarded.

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Branch skills are essentially an additional Skill for the Gate

they're branched from. Most Gates with Branch Skills will have an open effect or cost that branches them from a Gate - but there are other was for a Gate to become Branched from another.

Note that a Gate with no Branch Skill could become Branched by another effect. If that happens, it provides no benefit to the Gate above it.
 

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4. Special Location Cost Skills

Some Skills specify a location or condition for their Gate that goes beyond or conflicts with a regular Gate's activation conditions.
In these cases, the skill cost is the only condition you have to meet to use that skill. You can use these whenever you
could take a Turn Action or Open a Gate. 
If it's a Fast Skill,
you can use it when you'd open a Fast Gate too.

For example, the cost of the Transient Phoenix's Skill, "Ravenous Rebirth", starts with: 
       "Take this from your Discard:"

As such, you cannot use this skill while it is on the field, as it will never be able to meet that condition.
However, while it is in the Discard, you'll be able to use "Ravenous Rebirth" by placing it in an empty Zone bordering your Entrant.

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 There are also some Gates with Sealed Skills - these always have a cost that allows you to Flip it face-up while  it's Sealed, or face-down.
Normally, these will have Open Costs that open them face-down as a "Sealed Gate" - a summon with 2 defense and no other stats.
In Kyoukai, face-down Gates are always treated as "Sealed Gate" Summons, and any effect that sets a Gate face-down will always specify this.
A Sealed Gate has no Skill, but you can use the Skill of the Gate's face side, as it specifies in its cost that you can!
As a Sealed Gate is a Summon, it still obeys all other Turn Action rules - in other words, it must be Ready for you to Rest it if you want to flip it and use its Skill. They can also Move and Attack, although they start with no Movement or Attack stat with which to do so.
                    
               

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