Rules

The complete rules of Dataclysm, version 1.1.0. New to the game? How to Play covers the basics in a minute.

Select a rule number to copy a link to that rule.

1 Basic Rules

1.0 General

1.0.1

These rules apply to any Dataclysm game.

1.0.2

A game involves only two players.

1.0.3

To play, each player must have a deck of cards from Dataclysm.

1.0.4

A deck must have a minimum of 30 cards and a maximum of 50.

1.0.5

A deck can have up to 3 cards with the same name.

1.01 Main Rules

1.01.1

Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation.

1.01.2

Any instruction impossible to perform is ignored.

1.01.3

A player is any of the two people playing the game.

1.01.4

A player's opponent is the other player.

1.02 Start of the Game

1.02.1

At the beginning of a game, each player's deck is shuffled in a random order.

1.02.2

After shuffling the deck, the players determine who goes first by tossing a coin. Players may use other methods to determine who will play first, as long as the chosen solution has a random outcome (some common solutions could be a game of rock-paper-scissors or rolling a die). The player who wins the coin toss (or the other chosen solution), decides who goes first between them and the opponent.

1.02.3

Each player starts with 30 Hit Points (HP).

1.02.4

Each player draws 5 cards.

1.03 End of the Game

1.03.1

A game ends immediately whenever one of the two players wins, or if the game is a draw.

1.03.2

A player wins the game if their opponent loses the game or if an effect explicitly states so.

1.03.3

There are several conditions that may cause a player to lose the game.

1.03.3a

If a player's Hit Points become 0 or less, they lose the game.

1.03.3b

If a player cannot draw a card when required to, they lose the game.

1.03.3c

A player loses the game if a card effect explicitly states so.

1.03.4

If a player would win and lose the game simultaneously, they lose the game.

1.03.5

A player may concede the game at any time. If they do so, they lose the game.

1.03.6

If both players lose simultaneously, the game is a draw.

1.04 Numbers and Symbols

1.04.1

The only numbers used in Dataclysm are integer numbers.

1.04.2

Any effect that would generate a fractional number has to specify whether to round it up or down; if it doesn't, the number is rounded down.

1.04.3

If a rule makes a player choose a number, that player may choose between any positive number and zero.

1.04.4

The two slashes (//) indicate the beginning of an effect. (More info in the Effects section later)

1.04.5

A name between curly brackets ({}) indicates a card with that name.

Example {DRAGON} refers to a card with the name DRAGON, whereas "Dragon" refers to a card with the Dragon subtype.

1.05 Cards

1.05.1

A card is a Dataclysm card that is currently in play.

1.05.2

A card is in play if it's inside a Zone.

1.05.3

A card's owner is the player that started the game with that card inside their deck. If a card was copied or created by the effect of another card, that card's owner is the player who brought it into the game.

1.05.3a

If a player were to retrieve a card from the Void as a consequence of an effect, they immediately become the owner of that card, even if they were not the original owner of said card.

1.05.4

Cards may have one of four types: Troop, Cheat, Method or Settings.

1.05.4a

While on the field Zone, Troop cards are referred to as "Troops".

1.05.4b

While on the field Zone, Settings cards are referred to as "the current Settings".

1.06 Damage

1.06.1

Troop cards and players can be dealt damage.

1.06.2

When a Troop card or a player takes any amount of damage, they subtract that damage received from their current Health Points.

1.06.3

If a card would deal 0 damage, it deals no damage at all (effects that require a card to take or deal damage won't activate).

1.06.4

If a card would deal negative damage, it deals 0 damage instead.

1.07 Drawing a Card

1.07.1

A player draws a card by putting the first card of their deck into their hand.

1.07.2

Each player draws a card at the beginning of their turn.

1.07.3

An effect that moves cards from a player's deck to their hand without using the word "draw", doesn't count as that player drawing for the purpose of resolving effects.

1.07.4

Players may only draw one card at a time. If an effect has a player draw multiple cards, that player performs that many individual card draws.

1.08 Curse

1.08.1

Each player has a Curse value, which starts at 0 at the beginning of the game.

1.08.2

At the beginning of a player's turn, before the Draw Step, that player takes damage equal to their Curse.

1.08.3

After taking this damage, that player's Curse is reduced by 5.

1.08.5

A player's Curse cannot go below 0.

2 Reading a Card

2.0 General

2.0.1

A card is defined by these parts: Name, Type, Text Box and Illustration.

2.0.1a

If a card lacks any of these attributes, then it's not a card.

2.0.2

Depending on the type, a card may also have Stats (ATK and HP) and a symbol depending on its type.

2.0.2a

If a card has ATK and HP values, then it is a Troop.

2.0.2b

Every card has a symbol defining its type, located below the illustration.

2.01 Name

2.01.1

A card's name is located above the Illustration.

2.01.2

Two cards have the same name if their names coincide in the same language and version of the game.

2.01.3

Cards with the same name are considered to be the same card.

2.01.4

Whenever text written on a card refers to a card by its name, it uses the curly brackets ({}).

2.01.4a

If a text refers to a specific card name without using the curly brackets, then it may refer to other attributes a card may have.

2.02 Illustration

2.02.1

The illustration of a card is in the upper half of the card. It has no effect on the game.

2.03 Types

2.03.1

For Method, Cheat and Settings cards, the card's type can be found between the illustration and the text box. Troop type cards only show their eventual subtypes.

2.03.2

A card's type can be Troop, Cheat, Settings and Method.

2.03.2a

A card can only have one type.

2.04 Subtypes

2.04.1

A card can have one or more subtypes.

2.04.1a

Subtypes are determined by a symbol below the illustration.

2.04.1b

A card can't gain a subtype that doesn't correspond to its main Type.

Example A Settings card cannot gain the Sandbag subtype.

2.04.1c

Multiple instances of the same subtype on a card are redundant.

2.04.2

The troop subtypes are Sandbag, Ranger, Armorer, Dragon, Undead, Magician, Barrier, Glitch, Bug, Malware and All.

2.04.2a

A troop with the All subtype is treated as if it had every subtype (It still counts as a single subtype for the purpose of resolving effects).

2.05 [GPU]s

2.05.1

A card may have the [GPU] keyword listed before its effect.

2.05.1a

Multiple instances of the [GPU] keyword are redundant.

2.05.2

A GPU card is subject to the Great Power Unit's limitations (See rule 6.04).

2.06 Text Box

2.06.1

The text box is below the card's type (or subtype for troops). It usually defines the card's effect.

2.06.1a

A card with an empty text box has no effect.

2.07 Stats

2.07.1

Troop cards have a pair of numbers below the illustration. These numbers are called respectively Attack (ATK) and Health Points (HP).

2.07.1a

Only Troop cards can have stats assigned to them. If a non-Troop card was to gain ATK or HP, that effect is ignored.

2.07.2

A card's ATK defines its offensive power in battle.

2.07.2a

A card's attack cannot become a negative number. If a card's attack goes below 0, it becomes 0 instead.

2.07.3

A card's HP define how much damage it can withstand before it is destroyed.

2.07.3a

A card cannot gain more HP than the number printed on it when it enters the field. If a card's HP goes above that value, it becomes that value instead.

2.08 Placeholders

2.08.1

A placeholder is a card with the Troop type that can assume different attributes depending on the situations.

2.08.2

Whenever a placeholder is created by a card effect, the effect that created it may define the values of any number of characteristics for the placeholder.

2.08.3

A placeholder's default name is "PLACEHOLDER", its default stats are 0 ATK and 0 HP, and it has no subtypes or effect.

2.08.3a

If an effect creates a placeholder without specifying any of these attributes, it is created with the default ones.

2.08.4

A placeholder is subject to everything that affects troops or that affects its subtypes.

2.08.5

If a placeholder would be put in a zone different from the field (See Section 4), it is removed from the game instead.

3 Card Types

3.0 General

3.0.1

The card's Type is one of a card's defining parts. For more information, consult rule 2.03.

3.01 Troops

3.01.1

During their turn, a player may play up to two Base troops and up to one Update troop (see Rule 3.01.8).

3.01.2

A troop can only be played in one of the slots on a player's field.

3.01.2a

If a player has no empty slots on their field, then they cannot play troops.

3.01.3

Some troop cards require a cost or a specific condition to be played. If a player cannot fulfil the required conditions, then that card cannot be played.

3.01.4

A troop card is defined by its stats, ATK and HP (See rule 2.07).

3.01.5

Troops can attack or be attacked during the attack step of a turn (See rule 5.03).

3.01.6

If damage is dealt to a troop, it permanently reduces its HP by subtracting the total of damage dealt from the troop's HP. If a troop's HP becomes 0 or lower, that troop is sent to the discard pile.

3.01.7

When a troop is played, it has the Startup Lag condition.

3.01.7a

A troop with the Startup Lag condition cannot be sent to the discard pile to play an Update card (See rule 6.03).

3.01.7b

The Startup Lag condition is removed at the end of the current turn.

3.01.8

A troop is classified as an Update troop if the keyword Update() is listed before its effects.

3.01.9

A troop is classified as a Ritual troop if the keyword Ritual() is listed before its effects.

3.01.10

If a troop is neither an Update troop nor a Ritual troop, it is classified as a Base troop.

3.02 Cheats

3.02.1

A player may play up to one Cheat card from their hand during their turn.

3.02.2

A Cheat card always requires a target card to resolve, listed within the Target() ability. If there's no eligible target, then that Cheat cannot be played.

3.02.2a

The Target() ability specifies one or more characteristics a card must have to be an eligible target for that Cheat. Only cards fulfilling every characteristic listed within Target() are eligible targets.

3.02.2b

If a Cheat's target must be inside a hidden zone (such as a deck), that Cheat may be played as long as that zone contains at least one card, regardless of whether an eligible target is actually present within it.

3.02.2c

If, upon resolution, no card inside the hidden zone fulfills the target's characteristics, the Cheat's effect fails to resolve, but the card is still sent to the discard pile as normal.

3.02.3

When a Cheat resolves, the actions stated in its effect are followed, then it's sent to the discard pile.

3.03 Methods

3.03.1

A player may play up to one Method card from their hand during their turn.

3.03.2

When a Method resolves, the actions stated in its effect are followed, then it's sent to the discard pile.

3.04 Settings

3.04.1

A player may play as many Settings cards from their hand as they can during their turn.

3.04.2

Settings cards can only be played in the Settings slot on the field. If there's currently another Settings card in play, that card is sent to the discard pile.

3.04.3

The current Settings' effect is universal and it's applied to both players as long as that card remains in play.

4 Zones

4.0 General

4.0.1

A Zone is a place where cards can be during the game.

4.0.1a

There are 5 zones: deck, hand, field, discard pile and void.

4.0.2

Each player has their own deck, hand and discard pile, while the field and void zones are shared.

4.0.3

The order of cards inside of the deck and discard pile zones cannot be changed, except for when an effect or rule allows it.

4.0.4

A card is not in play if it's not in any of the game's zones.

4.0.5

If an effect requires a player to do something to a zone, that action is performed on all cards in that zone.

4.01 Deck

4.01.1

Each player's deck must be kept in a face down pile. A player can't change the order of the cards or look at them unless it is specified by an effect.

4.01.2

A player can count the cards remaining in a player's deck at any time.

4.02 Hand

4.02.1

A player's hand is the zone where a player holds the cards that have been drawn.

4.02.2

A player has a maximum hand size of seven cards. At the end of their turn, a player must discard excess cards down to the maximum hand size.

4.02.3

A player can't reveal the hand of another player (unless specified by an effect), but can count the cards in it at any time.

4.03 Field

4.03.1

The field is the zone where troops and settings cards are played. The field starts out empty.

4.03.2

The field is divided into 3 parts: 8 slots for each player, and a single slot in the middle for Settings cards.

4.03.2a

Each half of 8 slots is called a player's field.

4.03.2b

The first row of slots of a player's field is called frontrow.

4.03.2c

The second row of slots of a player's field is called backrow.

4.03.3

A slot on the field can only hold one card.

4.04 Discard Pile

4.04.1

A player's discard pile is a face-up pile of cards where discarded or destroyed cards are sent.

4.04.2

When a card is discarded or destroyed, its owner puts it face-up on their discard pile.

4.04.3

Each player can examine both discard piles whenever they want, but they can't change the order of the cards in it.

4.05 Void

4.05.1

The void is a shared zone that keeps cards. Whenever a card is sent to the void, it usually leaves the game permanently with no way of getting back.

4.05.2

To void a card is to send it into the Void zone, a voided card is a card that's been sent to the Void.

4.05.3

Cards are voided face up, and each player can examine voided cards at any time.

5 Turn Structure

5.0 General

5.0.1

A turn consists of 3 steps: draw step, main step and attack step.

5.0.2

The player who plays first in the game, skips the attack step during their first turn.

5.0.3

The player who plays second in the game, skips the draw step during their first turn.

5.0.4

Effects that trigger "At the beginning of the turn" activate at the beginning of the draw step.

5.01 Draw Step

5.01.1

During the Draw step, the player draws a card.

5.01.2

Any effects that would take place at the beginning of the draw step will trigger before the player draws the card.

5.01.3

After the player has drawn a card, the draw step ends and the Main step begins.

5.02 Main Step

5.02.1

During the main step, the player may play their cards.

5.02.1a

A player may play up to two base troop cards, up to one Update troop card, as many settings cards as they want, up to one cheat card and up to one method card.

5.02.2

Whenever the player deems it appropriate (or if they can't play any more cards), they can end their Main step and begin the Attack step.

5.03 Attack Step

5.03.1

During the Attack step, the player's troops all attempt to attack the enemy troops or the other player, if possible.

5.03.2

Starting from left to right every troop on the player's field will attempt to attack the slots in front of them, or that player's opponent.

5.03.2a

During this step, all troops in the frontrow attack first, followed by all those in the backrow.

5.03.3

When a troop attacks, it attempts to attack the troop in the slot in front of it in the enemy frontrow.

5.03.4

If that slot is empty, or the troop inside it cannot be hit by the attacker, that card will attempt to attack the slot in front of it in the enemy backrow.

5.03.5

If that slot is also empty, or the troop inside it cannot be hit by the attacker, that card will attack the opponent directly.

5.03.6

If a troop successfully hits an enemy troop, it deals damage to that troop's HP equal to the attacking troop's ATK.

5.03.7

If a troop successfully hits the opponent directly, they will take damage equal to that troop's ATK.

5.03.8

If a troop enters the field during the Attack step, it will not attack during this turn.

5.03.9

If an attacking troop would take damage and be destroyed by an enemy effect, it still deals damage equal to its ATK and then it leaves the field.

5.03.10

After every troop has attacked, the player's turn ends.

5.03.11

Effects that trigger "At the end of the turn" activate at the end of the Attack step.

5.03.12

When a player's turn ends, their opponent's turn begins.

6 Effects

6.0 General

6.0.1

A card's effect is described in its textbox.

6.0.2

Effects are divided in two categories: Trigger and Passive effects.

6.0.2a

Trigger effects only take action when a specific condition is fulfilled. When that happens, the actions written in the card's textbox are followed, then the game goes back to normal.

6.0.2b

Passive effects add a new rule to the game to which all players must abide.

6.0.2c

Effects of Cheat and Method cards are always trigger effects that activate immediately when the card is played.

6.0.3

Recurrent effects are synthesised in single keywords: these effects are called Abilities.

6.0.4

Effects may use specific keywords to describe in-game actions: these words are called Effect Keywords.

6.01 Effect Keywords

6.01.1

Play a card

6.01.1a

To play a card means putting it on the field (Troops, Settings) or to activate its effects (Cheat, Methods).

6.01.2

Discard

6.01.2a

To discard a card means putting it from the hand or deck zone into the respective Discard Pile.

6.01.3

Destroy

6.01.3a

To destroy a troop card means putting it from the field zone into the respective Discard Pile.

6.01.3b

A troop is destroyed if it reaches 0 HP or less, if an effect specifies so.

6.01.4

Void

6.01.4a

To void a card means putting it from the current zone into the Void.

6.01.5

Shuffle

6.01.5a

To shuffle a pile of cards, randomise the cards within the pile so that no player knows their order.

6.01.6

Negate

6.01.6a

To negate an effect is to ignore the actions stated in that card's text box. A negated trigger effect cannot activate, a negated passive effect's rules are invalid.

6.01.7

You

6.01.7a

Whenever an effect says "you" or other second person pronouns, it refers to that card's owner.

6.02 Abilities

6.02.1

Static()

6.02.1a

A card with the Static() ability cannot be sent to the discard pile to play an Update card.

6.02.1b

Multiple instances of Static() on the same card are redundant.

6.02.2

Delete()

6.02.2a

Whenever a card with the Delete() ability would be put into a discard pile, it is voided instead.

6.02.2b

Multiple instances of Delete() on the same card are redundant.

6.02.3

Float()

6.02.3a

A card with the Float() ability can only be attacked by other cards with the Float() ability.

6.02.3b

Multiple instances of Float() on the same card are redundant.

6.02.4

Frontliner()

6.02.4a

A card with the Frontliner() ability can only be played in the field's frontrow.

6.02.4b

Multiple instances of Frontliner() on the same card are redundant.

6.02.5

Firewall()

6.02.5a

A card with the Firewall() ability cannot be chosen as a target by Cheat cards and it ignores the effects of Method cards.

6.02.5b

If the only eligible target for a Cheat card would be a card with Firewall(), that Cheat cannot be played.

6.02.5c

Multiple instances of Firewall() on the same card are redundant.

6.02.6

Optimized()

6.02.6a

A card with the Optimized() ability cannot receive statuses.

6.02.6b

Multiple instances of Optimized() on the same card are redundant.

6.02.7

Endlag()

6.02.7a

A card with the Endlag() ability gains the Loading status for 2 turns after attacking.

6.02.7b

Multiple instances of Endlag() on the same card each trigger separately.

6.02.8

OnHit(): //Effect

6.02.8a

A card with the OnHit() ability activates the Triggered effect after the keyword whenever it attacks an enemy troop.

6.02.8b

The target of the effect is the defending enemy troop.

6.02.8c

Multiple instances of OnHit() on the same card each trigger separately.

6.02.8d

OnHit() effects trigger after the damage calculations.

6.02.8e

OnHit() effects resolve even if the attack reduces to 0 or less the target card's HP.

6.02.8f

If the effect's target left the field before the OnHit() effect could resolve, that effect is ignored. Other parts of the OnHit() effect that require no target still trigger.

6.02.9

OnGuard(): //Effect

6.02.9a

A card with the OnGuard() ability activates the Trigger effect after the keyword whenever it's attacked by an enemy troop.

6.02.9b

The target of the effect is the attacking enemy troop.

6.02.9c

Multiple instances of OnGuard() on the same card each trigger separately.

6.02.9d

OnGuard() effects trigger after the damage calculations and after OnHit() effects.

6.02.9e

OnGuard() effects resolve even if the attack reduces to 0 or less the card that had that effect on.

6.02.9f

If the effect's target left the field before the OnGuard() effect could resolve, that effect is ignored. Other parts of the OnGuard() effect that require no target still trigger.

6.02.10

Collapse(): //Effect

6.02.10a

A card with the Collapse() ability activates the Trigger effect after the keyword whenever it's destroyed while on the field.

6.02.10b

Collapse() effects don't trigger when the card is sent to the discard pile to play an Update card or through the Convert() ability.

6.02.10c

Multiple instances of Collapse() on the same card each trigger separately.

6.02.11

Start(): //Effect

6.02.11a

A card with the Start() ability activates the Trigger effect after the keyword whenever it's played on the field.

6.02.11b

Multiple instances of Start() on the same card each trigger separately.

6.02.12

Recycle(): //Effect

6.02.12a

A card with the Recycle() ability activates the Trigger effect after the keyword only while it's in a player's discard pile and a specific condition (that must be written inside the effect's text) is fulfilled.

6.02.12b

Multiple instances of Recycle() on the same card each trigger separately.

6.02.13

Corrupt

6.02.13a

This ability needs a target troop to resolve. The target troop gets the Corrupted status (see rule 7.01.2).

6.02.13b

Multiple instances of Corrupt on the same card each trigger separately.

6.02.14

Ritual(): //Condition

6.02.14a

A card with the Ritual() ability requires a specific condition to be played, which is specified after the keyword. To play that card, a player must have fulfilled the actions stated in the Ritual condition, then they can play that card in any slot on their field as a base troop.

6.02.14b

Ritual() cards cannot be played if their Ritual condition is not met.

6.02.15

Disrupt(X)

6.02.15a

A card with the Disrupt() ability deals X damage to its owner when it enters the field.

6.02.15b

This damage cannot be prevented in any way.

6.02.15c

Multiple instances of Disrupt() on the same card each trigger separately.

6.02.16

Convert(Cardname, X)

6.02.16a

The Convert() ability consists of 2 Trigger effects. The first one gives the card a Converting status for X turns whenever it's played on the field. The second one activates when the Converting status is removed from the card, and plays a copy of Cardname from their owner's hand into that slot, and then destroys the card with Convert(). This action doesn't count as updating the card.

6.02.16b

If the card's owner doesn't have a copy of Cardname in their hand, they have to search for a copy of it inside their deck, play that card as if they had it in their hand, and then shuffle their deck.

6.02.16c

If the card's owner doesn't have a copy of Cardname inside their hand or deck, the Convert() effect fails to resolve.

6.02.16d

The troop is not destroyed when a Convert() effect fails to resolve.

6.02.17

Range()

6.02.17a

A card with the Range() ability can hit troops with Float() even if they do not have the Float() ability.

6.02.17b

Multiple instances of Range() on the same card are redundant.

6.02.18

Curse(X)

6.02.18a

Curse(X) is a Trigger ability. Whenever it is activated, your opponent gains X Curse, where X is an integer number.

6.02.18b

Multiple instances of Curse() on the same card each trigger separately.

6.02.19

Override()

6.02.19a

Whenever a card with the Override() ability deals damage to a Troop card and sends it to the discard pile, excess damage above lethal is dealt to a Troop card in the same column.

6.02.19b

If there's no other Troop card in the same column, excess damage above lethal is dealt to that card's owner instead.

6.02.19c

Multiple instances of Override() on the same card are redundant.

6.02.20

Echo(X)

6.02.20a

Whenever a card with the Echo(X) ability is destroyed, it creates a Barrier placeholder in its slot with X HP and Readonly().

6.02.20b

If there are multiple instances of Echo(X) on the same card, it only triggers the one with the higher value for X.

6.02.20c

Multiple instances of Echo(X) with the same values for X are redundant.

6.02.21

Readonly()

6.02.21a

A card with the Readonly() ability cannot gain ATK or recover HP.

6.02.21b

Multiple instances of Readonly() on the same card are redundant.

6.02.22

Cover()

6.02.22a

A card with the Cover() ability can only be played in the field's backrow.

6.02.22b

Multiple instances of Cover() on the same card are redundant.

6.02.23

Cycle(X)

6.02.23a

A card with the Cycle() ability has 2 Trigger effects. The first one activates whenever the card is played on the field, and it gives the card the Cycling status for X turns. The second one activates whenever the Cycling status is removed from the card, and destroys the card immediately.

6.02.23b

Multiple instances of Cycle() on the same card both give the Cycling status for X turns on play.

6.02.24

Untested()

6.02.24a

A troop with the Untested() ability can be sent to the discard pile to play an Update troop even if it normally couldn't.

6.02.24b

Multiple instances of Untested() on the same card are redundant.

6.02.25

Beta(X, Y)

6.02.25a

Whenever a troop with the Beta() ability is played, its stats become X ATK and Y HP.

6.02.25b

This action counts as reducing the troop's stats. If that troop were to have its attack or HP restored, they would become the ones printed on the card.

6.02.25c

If a card were to have multiple instances of Beta(), it triggers only for the lowest value of X and Y.

6.02.25d

Multiple instances of Beta() on the same card with the same values of X and Y are redundant.

6.02.26

Addon(Characteristic): //Effect

6.02.26a

The Addon() ability can only be found on Cheat cards. Cards with this ability are called Addon cards.

6.02.26b

An Addon card doesn't use the Target() keyword. Instead, when it's played, its owner chooses a Troop on the field that fulfills the characteristic specified between the parentheses as its target. This characteristic is only checked at the moment the Addon card is played; if the target Troop later stops fulfilling it, the Addon card remains attached. If there's no eligible target when the Addon card is played, it cannot be played.

6.02.26c

Once played, the Addon card attaches itself to its target Troop instead of being sent to the discard pile, overriding rule 3.02.3 for cards with this ability. While attached, it grants its target the effect listed after the keyword.

6.02.26d

The troop the Addon is attached to is called "host troop".

6.02.26e

If the Troop an Addon card is attached to leaves the field for any reason, that Addon card is immediately destroyed and sent to its owner's discard pile.

6.02.26f

An Addon card attached to a Troop is not a separate legal target for other cards' effects.

6.03 Update

6.03.1

Update(Subtype)

6.03.1a

A card with the Update() keyword requires a specific condition to be played. To play an Update card, a player must send to the discard pile a troop on their field whose subtype matches the one between the parentheses. After doing so, the Update card can be played in the same slot.

6.03.1b

Update cards cannot be played by sending to the discard pile troops with the Startup Lag condition.

6.03.1c

Other Update cards cannot be used to play an Update card.

6.03.1d

A player can only play up to one Update card per turn.

6.03.1e

A troop with the Update keyword is called an Update troop.

6.03.1f

The Update keyword is an intrinsic and defining feature of the card. Therefore, it cannot be removed or negated in any way.

6.03.2

Update(Subtype, quick)

6.03.2a

A card with the Update(quick) keyword works in the same way as a card with the Update() keyword, but it ignores the restrictions of the Startup Lag condition.

6.04 Great Power Units

6.04.1

Cards with the [GPU] keyword before their effect are called Great Power Units.

6.04.2

A player can only have up to one [GPU] card in their deck.

6.04.3

The [GPU] keyword is an intrinsic and defining feature of the card. Therefore, it cannot be removed or negated in any way.

6.05 Creating a Card

6.05.1

An effect may instruct a player to create a card.

6.05.2

An effect that instructs a player to create a specific card, must declare its name between curly brackets ({}) and a zone.

6.05.3

If a Dataclysm card with that same name exists, a copy of it is created in the declared zone.

6.05.3a

If a card would be created in an already occupied slot on the field, the effect cannot resolve and it is ignored.

6.05.4

If a Dataclysm card with that same name doesn't exist, a placeholder with that name is created in the declared zone.

6.05.5

If the effect creates a placeholder, it may define the values of any number of characteristics for the placeholder.

6.06 Resolving Effects

6.06.1

In Dataclysm, effects trigger using a Queue system. When an effect is triggered, it must wait for all previously triggered effects to resolve before it can resolve itself.

6.06.2

The Selection Order is a standard practice used in Dataclysm to determine the order in which two or more cards on the field are selected, whenever the resolution of an effect requires it. It works as follows:

  1. Active player's frontrow, left to right;
  2. Active player's backrow, left to right;
  3. Opponent's frontrow, left to right;
  4. Opponent's backrow, left to right.
6.06.3

Whenever an action causes two or more effects to trigger simultaneously, they are placed in the Queue according to the Selection Order.

6.06.3a

A triggered effect in a player's hand resolves before effects on the field.

6.06.4

Whenever an effect would choose two or more cards on the field as targets, each card is chosen individually as a target, following the Selection Order.

6.06.5

Whenever an effect needs to choose a troop on the field as a target based on certain criteria, and there are two or more eligible troops, the first one found is chosen following the Selection Order.

7 Statuses

7.0 General

7.0.1

A Status is a passive effect that a card on the field may temporarily receive.

7.0.1a

If a card not on the field would receive a Status, it gets immediately removed from that card.

7.0.1b

When a card leaves the field, it loses all the Statuses it had on it.

7.0.2

Statuses can be divided in two categories: Temporary and Permanent.

7.0.2a

Temporary Statuses have a turn counter that indicates how many turns that status will last. When the counter reaches 0, the status is removed from that card.

7.0.2b

Permanent Statuses last until the end of the match, until they are removed or until the card leaves the field.

7.0.2c

The counter of temporary Statuses is reduced by 1 at the end of the card's owner's turn.

7.0.2d

Whenever a card would receive a temporary Status for X turns, if that card already has that status, its counter is incremented by X.

7.0.2e

Whenever a card would receive a permanent Status it already has, the previous status is removed and replaced by the new one.

7.0.2f

An effect that gives a Status must specify whether it's temporary or permanent.

7.0.2g

Statuses' counters on Settings cards on the field are reduced by 1 at the end of each player's turn.

7.01 Status list

7.01.1

Loading

7.01.1a

A troop with the Loading status cannot attack during the Attack Step of its owner's turn.

7.01.2

Corrupted

7.01.2a

A troop with the Corrupted status takes 1 point of damage at the end of its owner's turn.

7.01.3

Muted

7.01.3a

A card with the Muted status has its effect and abilities negated.

7.01.4

Subtype

7.01.4a

The Subtype status refers to a list of statuses whose name is one of the troop subtypes available in Dataclysm.

7.01.4b

A troop with the Subtype status is treated as if it had that troop subtype for the purpose of resolving effects.

Example A {SANDBAG} with the Dragon status is a Sandbag-Dragon.

7.01.5

Ability

7.01.5a

The Ability status refers to a list of statuses whose name is one of the abilities available in Dataclysm.

7.01.5b

A troop with the ability status is treated as if it had that ability for the purpose of resolving effects.

Example A Sandbag with the Range status is treated as if it had Range().

7.01.6

Cycling

7.01.6a

The Cycling status is given by the Cycle() ability (See rule 6.02.23).

7.01.7

Converting

7.01.7a

The Converting status is given by the Convert() ability (See rule 6.02.16).