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Moving & Attacking

In Kyoukai, any Gate with Stats in its top corner can be

Rested to take its Standard Action. 

To take an Action, Rest any of your Ready Gates

during your turn's Main Step. Then it can 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 Lion's attack 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.


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

the remaining options in its menu.


These are the zones within the attack range of the Lion. It could also attack the green spaces by taking its Attack Action without Moving (but it cannot use its Movement Action after doing so.)

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

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

  1. Move it, then Attack or Use a Skill.

  2. Attack or Use a 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 as shown below:


To further clarify, here are the steps for each Gate Action you take. Note that the Move and Attack/Skill actions all start separate Sequences!

  1. Rest the Gate you're using, declaring if you're using its move action or skipping straight to its Skill or Attack action.

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

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

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

  5. If you resolved your Gate's Movement Action, you can now declare if you're using a Skill or Attack Action of the Gate you're using, and pay that Cost (target a Zone for the Attack Action, or pay any written cost for the Skill you're using.).

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

  7. Resolve the Sequence backwards, including attacking or using the skill of the Gate you're using.

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.

Entrant 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 6 Defense with an Eagle and a Stone Throw,
both Eagle's Attack and Stone Throw must be on the same Sequence.


"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:


1. Regular Normal/Fast Gate Skills

These are used instead of your Attack 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!​


These can be used in the same way as a Normal Skill, 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 Standard Action, you won't be able to

                                      respond to anything with Rapid Instinct until after

                                              it's Ready again.

                                          So Gates with Fast Skills essentially have a third

                                     option they can be Rested for when they're Ready:

  1. Move it, then Attack or Use a Skill.

  2. Attack or Use a Skill.

  3. In Response: Attack or use a 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.
Shoreslight Opal is another example:


                                                 A common type of Passive Skill is one that adds 
                                           text to another effect given a certain condition.
                                      For example, Shoreslight Opal has no Open Effect, and
                                 so has can be Opened from hand, but nothing happens
                          when you do. However, if you can Shatter it for another
                    effect's cost, that effect gains "Cradle's Inheritance"!
              When this happens, add the quoted text to the bottom of the effect 
          of the effect whose cost shattered Shoreslight Opal.


3. Branch Skills

Branch Skills are Passive Skills that apply while a Gate is Branched, or underneat 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, they are discarded.


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 an effect. If that happens, it provides no benefit to the Gate above it.


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.

For example, the cost of the Transient Phoenix's Skill,
"Ravenous Rebirth", is: 
       "While this is in 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.


 There are also some Gates with Sealed Skills - these always have a cost            that allows you to Flip this face-up while they are Sealed.
            Normally these will have Open Costs that open them face-down as
                  "Sealed Gate" - a summon with 2 defense and no other stats.
                            In Kyoukai, face-down Gates are always "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!

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