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Translated Rulebook

Posted on 26th November, 2020 at 12:52pm CST
English translation of official website's rules page.

If you want to get right into playing, print off our English Translated Demo Deck Print Sheet!

Credit to team member "Orenji Reiji" for translating and writing this up!

1. Card Types (1)
There are a total of 5 card types in Gate Ruler.
2 of them are not put into the Deck (Ruler, Energy), and 3 of them form the Deck (Unit, Event, Field).


2. Card Types (2) – cards that are not put into the Deck.

Ruler
A representation of a player, of yourself.
A game cannot be played without a Ruler, and it can be attacked,
(Different Rulers have different play rules and deck building rules. Please see each Ruler’s page for details.)

Energy
Used for paying the cost of cards you play.
(Some Rulers don’t use Energy. See [Game Preparation] for each Ruler.)


3. Card Types (3) – cards that form the Deck.

Unit
Your companions that help you fight with other Rulers. They can be monsters, humans, vehicles, robots and much more.
Units can attack the Ruler, and defend you from enemy’s attacks.

Event
Can have different effects, such as powering up your units and preventing enemy’s attacks. Send Event to the cemetery after using its effect.

Field
Cards that can be placed to the Field Zone and always in effect. There’s no limit to how many cards can be placed to the Field Zone.


4. Win conditions

You win when either of these 2 conditions are met.
1) Enemy Ruler’s Life is equal to the number of cards in their Damage Zone.
2) There are no cards left in your opponent’s deck.


5. Game Preparation

Follow the steps below.
1) Shuffle your cards and put them face-down.
2) Follow your Ruler’s [Game Preparation].
3) Randomly decide who goes first.


6. Turn flow

Players take turns for their actions. The turns are as follows:
1) Start Phase.
I. Activate (put vertically) all of your rest (horizontal) Units and your Ruler.
II. Follow your Ruler’s [Start of your turn].
2) Main Phase. During this phase you play your Units, Events, as well as effects with “Normal” timing. See “Main Phase details” for more specific information.
3) Attack Phase. During this phase you use your Units and your Ruler to attack your opponent. During the first turn of the game you can only attack once. See “Attack Phase details” for more specific information.
4) End Phase. Remove all damage from all units on the field, including your opponent’s ones. “Until the end of turn” effects are over at this moment.
All above turns are alternately repeated between both players until the winner is decided.


7. Main Phase details

You can perform any of the following actions in any order you want any number of times.
1) Play Units and Events.
You can summon Units and play Events during this phase. Units can be summoned to Attack Zones and Defense Zones.

2) Set Cards (put cards face-down).
Keep your Events hidden in Set Zones. Cards with “Use Timing: Immediate” can be played from face-down at any time during your turn or during your opponent’s turn.

3) Use “Normal” effects.
Effects with “Normal” timing can only be used during your Main Phase.

4) Move your Units.
You can move Units on your field to another zone. You can also swap positions of your Units.


8. Attack Phase details

During this phase you can attack enemy Units and your opponent’s Ruler.
To attack, put your Ruler or your Unit on the Attacking Zone to Rest (turn sideways), and specify the line you are attacking.
* Ruler is considered to be in a center line. If there are any units in a line you are attacking, you attack those units.

Attacking a Unit
When you attack a Unit, it receives combat damage equal to the attacker’s ATK (attack). If a Unit receives more damage than its HP, it’s destroyed.
If it’s not destroyed, the damage is accumulated until the end of the turn.
Even Units with high HP can be destroyed with multiple attacks.
The attacking Unit doesn’t receive any combat damage.


Attacking a Ruler

When you attack a Ruler, it receives damage equal to the attacker’s STK (strike).
To apply damage, that Ruler flips one card from the top of their deck and puts it into the Damage Zone.
If that card has a [CNT] (Counter) icon, instead activate its [CNT] effect and put it into the cemetery afterwards.
Perform this sequence for each point of damage received.


Details on how to use Events

Events are single-use cards that are put into the cemetery after resolving their effects. Each Event has a timing written on it which indicates when it can be used.
“Normal” can only be played during the Main Phase of your turn.
“Immediate” can be played during your Main Phase just like “Normal”, but also, if it is Set, it can be played at any moment of the game, including the Attack Phase and your opponent’s turn.


Details on [Immediate] timing (Gate System)

For example, this “Do-or-Die Defense Battle” can increase HP by 3. Imagine your unit being attacked, and after the battle it would be destroyed. To prevent such situations, use this card at the moment of the battle, and boost your card’s HP.

Also, “Immediate” can not only be used during the battle, but in response to the opponent’s Events and Effects too. For example, if your Unit’s HP is 1, and it’s going to be destroyed because of “Absolute Explosion! Space Mimic”.
You can use “Do-or-die Defense Battle” which will be resolved first, increasing your Unit’s HP by 3. As a result, your Unit will not be destroyed.

Order of activation:
1) Effect chooses a target to deal 1 damage to.
2) “Immediate” card is used to increase HP by 3.
Order of resolution:
1) “Immediate” card resolves to increase HP by 3.
2) “Immediate” effect is applied.
3) Event’s effect is resolved to deal 1 damage to its target.
4) Event’s effect is applied.

The process of accumulating “Immediate” effects against each other is called “Gate System”. Imagine it as if the Gates (Cards) are piled up.


Another example of a Gate System situation.

You use a “Do-or-die Defense Battle” to protect your Unit with 1 HP from being destroyed during the attack. In response to your card, your opponent uses “Absolute Explosion! Space Mimic”.
In this scenario, the damage from “Absolute Explosion! Space Mimic” will be applied first, and your Unit will be destroyed.
As your “Do-or-die Defense Battle” cannot be resolved anymore, it’s simply put into the cemetery.

Order of activation:
1) Effect chooses a card to give 3 HP to.
2) “Immediate” card is used to deal 1 damage.
Order of resolution:
1) “Immediate” card resolves to deal 1 damage.
2) “Immediate” effect is applied. Unit has 0 HP so it’s destroyed.
3) Event can no longer be resolved.

As you can see, using Events at different times will result in different outcomes.


Details on Set cards

By setting a card, you can use it on your opponent’s turn. Placing the card face-down into Set Zone is called to set, and a face-down card is called a Set Card.
Only Events can be Set into Set Zone. Units and Fields cannot be set.
You cannot play your card’s “Immediate” effect if it’s not set.
You can check your face-down Set Card at any time.
When the game is over, check each other’s Set Cards to make sure you haven’t accidentally set a Field Card.


World Master Alpha

Attack Zones: 2
Defense Zones: 1
Set Zones: 3

[Game Preparation]
> None.
(0 cards in hand, 0 energy)

[Start of your turn]
> Perform 2 Drives.
(Take a number of cards equal to the Drive and keep them to yourself. Those cards can be played or set. Cards you didn’t play will be put into the cemetery at the end of your Main Phase.)

[Rule]
> Ignore all actions and effects that make you draw cards or put cards into your hand.
> You play cards without paying their level cost.
(You still pay for effects’ costs)

Deck Construction Rules

- Deck Level limit: 40.
Total levels of cards in your deck must be 40 or less.
- CNT limit: 16.
Total number of cards with CNT in your deck must be 16 or less.
- You can have up to 12 cards of each faction.
- You may use cards with collector number starting with “2020” or “MD”.
- Deck must be exactly 50 cards.
- You can have up to 4 cards with the same name.
- You can’t have any Legend cards.


World Master Beta

Attack Zones: 2
Defense Zones: 1
Set Zones: 3

[Game Preparation]
> Put 3 Energy cards in Active state.
> Draw 2 cards from your deck.

[Start of your turn]
> Draw 2 cards from your deck.
(If it’s the first turn of the game, draw only 1 card.)

[Rule]
> Summon Cap 2.
(Twice per turn, you can Normal Summon a Unit by paying cost equal to its level.)
(Special Summons are not included in this restriction.)

Deck Construction Rules

- Deck Level limit: None.
Total levels of cards in your deck can be anything .
- CNT limit: 16.
Total number of cards with CNT in your deck must be 16 or less.
- You can have up to 12 cards of each faction.
- You may use cards with collector number starting with “2020” or “MD”.
- Deck must be exactly 50 cards.
- You can have up to 4 cards with the same name.
- You can’t have any Legend cards.


A-1 Apprentice

Attack Zones: 2
Defense Zones: 1
Set Zones: 3

[Game Preparation]
> None.
(0 cards in hand, 0 energy)

[Start of your turn]
> Perform 2 Drives.
(Take a number of cards equal to the Drive and keep them to yourself. Those cards can be played or set. Cards you didn’t play will be put into the cemetery at the end of your Main Phase.)

[Rule]
> Ignore all actions and effects that make you draw cards or put cards into your hand.
> You play cards without paying their level cost.
(You still pay for effects’ costs)

Deck Construction Rules

- Deck Level limit: 50.
Total levels of cards in your deck must be 50 or less.
- CNT limit: 16.
Total number of cards with CNT in your deck must be 16 or less.
- You can choose 2 different factions and include any number of cards from those factions in your deck.
> You can check the faction with the icon on the bottom left and the frame of the card.
> 0 cards from a chosen faction is allowed.
- Deck must be exactly 50 cards.
- You can include up to 4 cards with the same card name.
- You can include up to 1 Legend Card with the same card name.
- You can include up to 2 different Legend Cards in your deck.


H-8 Highlander

Attack Zones: 2
Defense Zones: 1
Set Zones: 3

[Game Preparation]
> None.
(0 cards in hand, 0 energy)

[Start of your turn]
> Perform 2 Drives.
(Take a number of cards equal to the Drive and keep them to yourself. Those cards can be played or set. Cards you didn’t play will be put into the cemetery at the end of your Main Phase.)

[Rule]
> Ignore all actions and effects that make you draw cards or put cards into your hand.
> You play cards without paying their level cost.
(You still pay for effects’ costs)

Deck Construction Rules

- Deck Level limit: 50.
Total levels of cards in your deck must be 50 or less.
- CNT limit: 16.
Total number of cards with CNT in your deck must be 16 or less.
- You can choose 3 different factions and include any number of cards from those factions in your deck.
> You can check the faction with the icon on the bottom left and the frame of the card.
> 0 cards from a chosen faction is allowed.
- Deck must be exactly 50 cards.
- You can include up to 1 card with the same card name.
- You can include up to 2 different Legend Cards in your deck.


K-11 Knight

Attack Zones: 2
Defense Zones: 1
Set Zones: 3

[Game Preparation]
> Put 3 Energy cards in Active state.
> Draw 2 cards from your deck.

[Start of your turn]
> Draw 2 cards from your deck.
(If it’s the first turn of the game, draw only 1 card.)

[Rule]
> Summon Cap 2.
(Twice per turn, you can Normal Summon a Unit by paying cost equal to its level.)
(Special Summons are not included in this restriction.)

Deck Construction Rules

- Deck Level limit: None.
Total levels of cards in your deck can be anything .
- CNT limit: 16.
Total number of cards with CNT in your deck must be 16 or less.
- You can choose 2 different factions and include any number of cards from those factions in your deck.
> You can check the faction with the icon on the bottom left and the frame of the card.
> 0 cards from a chosen faction is allowed.
- Deck must be exactly 50 cards.
- You can include up to 4 cards with the same card name.
- You can include up to 1 Legend Card with the same card name.
- You can include up to 2 different Legend Cards in your deck.
Edited by HunterSerge on 11th December, 2020 at 1:05am CST