Rules

The Fire Emblem Trading Card Game is the official tie-in TCG to the Fire Emblem series of turn-based strategy games. The game features characters, weapons, skills, and locations from Fire Emblem: Genealogy of the Holy War, Fire Emblem: Thracia 776, Fire Emblem: Ankoku Ryū to Hikari no Tsurugi (Dark Dragon and the Sword of Light), and Fire Emblem: Mystery of the Emblem. It was released in 2001 by NTT Publishing Co., Ltd., discontinued in 2006, and never released outside of Japan.

These rules were mostly translated through Google Translate, as there is no official English translation. As such, this is all very much a work in progress, as the game and rules will change as they are better understood.

Introduction

Gameplay

The Fire Emblem TCG, much like its namesake, has a set of rules that, while they may seem complex, are not very difficult to understand once you get used to them. When in doubt, something tends to act like its video game counterpart.

The Playing Field

The Fire Emblem TCG is played on a 4x3 grid of squares. Included in each starter pack is a mat to play on. While playing with the mat is not required, it is helpful.

The row closest to each player is their Home Row. Players can only sortie units into their Home Row, save for a few exceptions. If the Home Row is completely filled by enemy units or if an enemy unit with the Seize ability enters the Home Row, the game is over and you have lost.

Cards are played directly from the player's hand. There can be no more than 7 cards in a player's hand at the end of their turn — if there are more, then the player has to discard until there are 7 cards.

Cards are drawn from the player's deck, located on their right. If at any point the player cannot draw from their deck, the game is over and they have lost.

There is a discard pile located below the deck.1

The chips are separated into two piles: the Unused chips and the Used chips. Unused chips, as the name implies, have not been used yet and are available. When they are used, they either go to the Used pile or are attached to a unit. At the beginning of each turn, the used chips are moved to the Unused Chip pile.

Victory Conditions

The game will alternate turns between players until one of the following conditions is met:

  1. Seize
    1. If a unit with the Seize ability enters the enemy's home row, the unit's owner wins.
    2. If two or more squares in the enemy's home row are filled with your units, you win.2
    3. If one of your units enters the enemy's home row and remains there until the end of the opponent's turn, you win.
  2. Rout
    1. If, during the beginning of a player's Invasion Phase, the player has no units sortied, the player loses.
  3. Other
    1. If a player cannot draw from his or her deck, that player loses.
    2. If a player resigns, that player loses.
    3. If a card is played that adds or changes victory conditions, those conditions can be fulfilled to win.

Cards

There are six different types of cards in the Fire Emblem TCG.

Unit Cards

Unit cards represent characters from the Fire Emblem universe. There are two types of Unit cards: characters and generic units. Characters have names, while generic units don't.

Unit cards are placed down during the Unit step of the National Power phase. The National Power cost required to sortie a unit is variable, with the upper limit determined by the Energy stat of the unit. A Unit can be played with as little as a single Energy chip, although the unit will not be able to do much more than move around. The chips are placed directly on top of the unit, and represent the unit's Energy. The National Power cost is converted directly to the unit's Energy, and cannot exceed the unit's maximum Energy.

If the unit's Energy drops to 0, the unit is removed from the field and moved to the discard pile. When a unit loses Energy, the chips are moved into the Used Chip pile, and are treated as used until the next turn. Players must choose between having a unit with more Energy and conserving their National Power.

Two character cards sharing the same name cannot be placed down on the field at the same time. The exception is if the characters are of different genders, signified by the color of the name: men are in blue, women in pink. There can be multiple generic units with the same name on the field at the same time.

Units have certain classes which determine their skills, movement options, and possible equipment. Generic units share their name with their class. Units can be divided not only by their movement type, but by their class features:

Reading Unit Cards

Unit Card

  1. Class
    The unit's class. This affects the unit's equippable weapons and movement type.
  2. Name
    The unit's name. The name will be written in blue for men and in pink for women.
  3. Level
    The unit's level. Units at different levels have different stats, most notably different initial equipment and more Energy.
  4. Movement Type
    The movement type affects which spaces a unit can move to and which terrain they can move on. Movement type is either Infantry, Cavalry, or Flying.
  5. Action Type
    The Action type shows what type of attack can be made with the unit's initial equipment. There are five action types: Direct, Indirect, Magic, Recovery, and Ballista.
  6. Weapon Rank
    The unit's Weapon Rank determines what weapons the unit can equip. Weapons of a higher rank than the unit's Weapon Rank cannot be equipped, and weapons of an equivalent or lower rank can be equipped.
    The ranks go from ★ (S) > A > B > C.
  7. Energy
    This is the maximum Energy of the unit. This is also the maximum chip cost to sortie the unit. Instead of moving the chips to the Unused Chip Pile, the chips are placed on the unit and represent the unit's current Energy. Players can use fewer chips than this value when they sortie the unit, but there must be at lease 1 chip spent.
    When a unit performs any action that expends Energy (such as taking damage or using abilities), the chips move to the Used Chip pile and are treated as any other Used chip.
  8. Attack and Counterattack
    The attack power of the unit's initial equipment. When the unit initiates an attack the Attack value is used. Likewise, the Counterattack value is used when counterattacking. When a unit initiates an attack, they must spend Attack Energy chips. Defending units do not expend Energy when counterattacking.
  9. Movement and Attack Grid
    This grid shows the unit's movement range, as well as the attack range of their initial equipment. The arrows show spaces that the unit can move to, provided there are no obstructions. Red squares show where the unit can attack using its initial equipment. Green squares show the range of staves and function identically to red squares.
  10. Triangle Advantage
    This displays the Weapon Triangle Advantage given to the initial equipment. When attacking a unit equipped with the shown weapon type, the shown bonus is applied.
  11. Abilities
    Units have certain abilities that activate under certain circumstances. Abilities are generally either always active or activate at an Energy cost.
  12. Initial Equipment
    Each unit has a weapon, tome, or staff that they are initially equipped with. The Attack and Counterattack values listed on the unit card are valid only for this weapon. If extra weapons or tomes are equipped and used in combat, their Attack values are used instead of the values on the unit card. The initial equipment carries over any special qualities of its corresponding Weapon or Magic card unless otherwise stated.
  13. Family
    Some units have parents, children, or siblings. Family members can have certain support bonuses.
  14. Skills
    Units can also have skills that activate by using a Surprise Card. Most skills are utilized in combat. Skills require an expenditure of National Power instead of Energy, although some skills require both.
  15. Flag and Homeland
    The Flag and Homeland show where the unit originally comes from in its Fire Emblem game. Generic units have neither a Flag nor any Homeland.
  16. Type Icons
    These show the Weapon Type and Movement Type of the unit. The Weapon Type shows the type of the unit's initial equipment. The icons are shown for quick reference, since not all players can read upside-down.

Weapon Cards

Weapon cards represent the various weapons in the Fire Emblem series. Weapons can be one of 5 types: Swords, Axes, Lances, Bows, and Ballistae.

Weapons are equipped to a unit during the Item step of the National Power phase. The National Power cost required to equip a weapon is variable, with the upper limit determined by the Max stat of the card. At least one chip must be spent when equipping a weapon. The National Power cost is added to the unit's Energy, with the limit being the unit's maximum Energy.

A single unit can be equipped with, at most, one weapon and one item in addition to their initial equipment. During each Item step, either one Item or one Weapon can be equipped to a unit from the player's hand. A single unit can only change the equipped weapon during the Unit step. A weapon or item can also only be removed during the Unit step. When a unit is removed from the field, any equipped weapons or items are removed as well.

Reading Weapon Cards

Weapon Card

  1. Name
    The weapon's name. Units can be equipped with a weapon that has the same name as their initial equipment.
  2. Attack
    The weapon's attack power. This is also the Energy cost required to attack or counterattack using this weapon.
  3. Max
    The maximum number of chips that can be spent to equip this weapon. Likewise, it is the maximum Energy boost that can be achieved by equipping this weapon.
  4. Attack Grid
    The attack grid shows the range of the weapon. The center box in blue is the unit. The squares in red are tiles that can be targeted by this weapon.
  5. Weapon Triangle Advantage
    This displays the Weapon Triangle Advantage given to this weapon. When attacking a unit equipped with the shown weapon type, the shown bonus is applied.
  6. Weapon Rank
    The weapon's rank. This weapon can only be equipped on a unit if that unit's Weapon Rank for this weapon's type is greater than or equal to this weapon's rank.
    The ranks go from ★ (S) > A > B > C.
  7. Effects
    Certain weapons have effects — for example, Armorslayers are effective against Armored units. These effects are defined on the card.

Magic Cards

Magic cards represent the various magical tomes and staves from the Fire Emblem universe.

Magic cards are equipped to a unit during the Item step of the National Power phase. The National Power cost is listed on the card under Cost. Unlike Weapon cards, Magic cards do not expend Energy when attacking. However, Magic cards are removed after being used in combat. Since Magic cards do not use up Energy when attacking, they also do not raise the unit's Energy when equipped. Instead, the National Power cost is moved directly to the Used Chip pile.

Reading Magic Cards

Magic Card

  1. Name
    The Magic card's name. Units can be equipped with a Magic card that has the same name as their initial equipment.
  2. Attack
    The Attack power of the tome. When attacking or counterattacking, magical tomes do not expend Energy. If the Magic card is a recovery staff, the Attack stat is instead the amount of Energy restored.
  3. Cost
    The National Power cost required to equip the Magic card. The National Power chips are moved directly from the Unused Chip pile to the Used Chip pile. If there are fewer Unused chips than Cost, the Magic card cannot be equipped to the unit and cannot be played.
  4. Attack Grid
    The attack grid shows the range of the Magic card. The center box in blue is the unit. The squares in red are spaces that can be attacked by this tome. If the Magic card is a staff, the squares in green are tiles that can be targeted by the staff.
  5. Weapon Triangle Advantage
    This displays the Weapon Triangle Advantage given to the magic tome. When attacking a unit equipped with the shown weapon type, the shown bonus is applied.
  6. Weapon Rank
    The Magic card's rank. This tome or staff can only be equipped on a unit if that unit's Weapon Rank for this card's type is greater than or equal to this card's rank.
    The ranks go from ★ > A > B > C.
  7. Effects
    Certain Magic cards have certain effects — for example, the Sleep Staff will send units into Standby Mode. These effects are defined on the card.

Surprise Cards

Surprise cards reproduce the random elements and events of Fire Emblem.

Unlike other cards, each Surprise card is used at a different time and have different effects. The timing is listed on the card before the properties or effect in blue print. The National Power cost is described on the card under Cost.

Reading Surprise Cards

Surprise Card

  1. Name
    The Surprise card's name.
  2. Cost
    The National Power cost of the Surprise card. If the player does not have this many chips or more in their Unused Chip pile, the Surprise card cannot be played.
  3. Use Timing3
    The Use Timing shows when the the Surprise card can be played. Cards with the Use Timing of "Any Time" can be played at any point. If used during combat, the card can be played during both Preparation steps.
  4. Effect
    The effect of the Surprise card is listed on the card. This space is also used to detail any conditions required to play the Surprise card.

Land Cards

Land cards represent where the units are fighting. The various terrains are representative of the locales shown in the Fire Emblem universe.

Land cards are placed down during the Land step of the National Power phase. Only one Land card can be placed per turn. The National Power cost is listed on the card under Cost. If a Land card has further conditions for placement, they must be followed in order to play the card.

Land cards can be placed on any row between your Home Row and your farthest advanced unit. They can be placed on any space containing a friendly unit, but not on any space with an enemy unit. Land cards can only be removed be replacing them with new Land cards, by destroying them with a Bandit unit, or by playing cards 1-174 or 1-175. Land cards cannot replace any Land card placed by the opponent.

Reading Land Cards

Land Card

  1. Name
    The name of the Land card.
  2. Cost
    The National Power cost of the Land card. If the player does not have this many chips or more in their Unused Chip pile, the Land card cannot be played.
  3. Effect
    The effect of the Land card. This also details any conditions to play the land card, as well as any restrictions on which unit can walk on the terrain.4

Item Cards

Item cards represent the various items and artifacts that can be found in the Fire Emblem universe. Item Cards were introduced in Series 5.

Item cards are equipped to a unit during the Item step of the National Power phase. The National Power cost is listed on the Item card under Cost. Most items are effective for as long as they are equipped to the unit.

A unit can equip at most one weapon and one item in addition to their initial equipment. During each Item step, only one weapon or item can be equipped to a unit from the player's hand. A weapon or item can be removed during the Unit step. When a unit is removed from the field any equipped items or weapons are also removed.

Reading Item Cards

  1. Name
    The item's name.
  2. Cost
    The National Power cost of the item. If the player does not have this many chips or more in their Unused Chip pile, the Item card cannot be played.
  3. Effect
    The Item card's effect. This describes what the Item card does.

Playing a Game

A game of the Fire Emblem TCG alternates turns until one of the victory conditions is met.

Making a Deck

In order to play, you will need a deck of cards. A legal deck is made up of anywhere between 30 and 60 cards, although a starter deck will contain 30. In general, about half the deck should be Unit cards, a quarter should be Weapons, Magic, or Item cards, and the last quarter should be Surprise or Land cards.

There are some restrictions on what cards can be placed in a deck. The most basic rule is that there can only be three cards with the same name in a deck. There are several cards that share names, like units at different levels: for the purposes of this rule, these cards are considered identical. Units with the same written name but with different genders are counted as separate cards — male units have their names in blue, while female units have their names in pink. If there is a crown in the unit's name (such as in cards 3-001 to 3-045), it counts as a separate name.

In general, you want to have a decent balance of weapon and unit types. Don't only use units with swords, or leave mages out of your deck entirely. A balanced deck will be able to respond accordingly to any situation.5

Starting a Game

Before gameplay begins, the decks need to be shuffled. Either you or your opponent can cut and shuffle the deck, so long as you both agree on it.

After shuffling the deck, players must determine who will go first. This can be done by mutual decision, a coin flip, a game of rock-paper-scissors, etc.

Now, the players must draw their hands. Each player must draw seven (7) cards from the top of their deck. A player can choose to mulligan: to discard their hand and draw again, this time drawing one fewer card. Any player who chooses to do this can repeat the process until there are no cards in their hand. If a player starts with no cards, then until they draw a unit card they cannot lose due to having no units sortied; however, as soon as they draw a unit card it must be played. We trust that players will be honest about the contents of their hand.

Lastly, each player must start with 20 chips in the Unused Chip pile. While they don't necessarily have to be chips, there has to be 20 of them.

Parts of a Turn

Each turn consists of the following phases and steps:

  1. The National Power Phase

    The National Power phase will always occur, even if no other actions are made or are possible.
    The National Power phase occurs for both players before the Invasion phase takes place.

    1. Chip Restoration Step
      All chips in the Used Chip pile are moved to the Unused Chip pile.
    2. Draw Step
      Draw one (1) card from the deck and add it to your hand.
    3. Unit Step
      A single unit can be placed in any open spaces in the Home Row. Only one unit can be sortied per turn. You cannot place a unit if another unit is on the field with the same name, even if that unit does not belong to you. The only exception to this rule is that multiple generic units can be placed down at the same time.
    4. Support Step
      Up to three (3) chips can be placed on units on the field. One unit can get all three, three units can get one, or one unit can get two and the other one.
    5. Land Step
      One (1) Land card can be placed from your hand onto any blank space between your home row and your furthest advanced unit. You cannot place a Land card on top of an enemy unit. You cannot place a Land card over a Land card that the opponent placed.
    6. Item Step
      Items, weapons, tomes, and staves can be given to your units from your hand. Cards can also be removed from your units. If a Weapon card is removed from a unit, any Energy added to the unit remains on that unit.
  2. The Invasion Phase

    1. Action Mode Step
      Return all units from Standby Mode to Action Mode. Any units sent to Sleep the previous turn do not return to Action Mode.
    2. Movement Step
      You can move the unit in the manner described on its card. Note that movement can be restricted by Land cards: for example, Cavalry cannot move over Mountains or Peaks. A unit cannot move onto a space occupied by another unit.
    3. Action Step
      The unit can perform an action, whether it is combat or any other action described on the Unit card.
    4. Standby Mode Step
      Once the unit has finished its action, it is then set to Standby Mode. Certain units (such as those with Canto) can move after performing an action — these units are sent to Standby Mode after moving.

    Note that the Movement Step, the Action Step, and the Standby Mode Step are performed for each unit in order. You cannot move Unit A, attack with Unit B, and then attack with Unit A.

  3. End Phase


    The End Phase does not occur in any particular order. These steps can happen in any order, except that the last two must be the Discard step and the End of the Turn.

    1. Surprise Step
      Any Surprise cards that activate during the End Phase are activated in this step.
    2. Generation Step
      Supports between Parents and Children occur in this step.
      A sortied unit can be substituted for its child during this step, provided the child unit is in your hand. The chip cost for the substitute unit can be supported by the parent's Energy, with the remainder taken from the Unused Chip pile.
    3. Training and Promotion Step
      Series 3 cards with the abilities Training and Promotion may utilize these abilities during this step. Note that for Promotion, the ability is written on a card in the player's hand, not on a card that is sortied.
    4. Symbol Step
      The Symbol effects of Holy Weapons (cards 3-60 to 3-72) are carried out in this step.
    5. Discard Step
      If there are more than seven (7) cards in your hand, discard until there are only seven (7) cards.
    6. End of the Turn
      At this point, the turn has ended. The player declares the end of their turn. If you are playing with a turn marker, the turn marker is passed to the opponent, and the opponent's turn begins.

Gameplay Elements

Chips

Chips are the currency by which the Fire Emblem TCG operates. Most of time, chips will take the form of the player's National Power: expenditure of National Power allows the player to perform most available actions. The other form that chips take is that of a unit's Energy. Energy acts much like National Power, but on the scale of each individual unit.

At any given point, a chip can be in one of three states:

Chips can be used in one of five ways:

  1. Placing a Unit
    When placing a unit, the Energy of the unit must be spent from the Unused Chip pile and converted to the unit's Energy chips. While the player does not have to place down the full Energy value on the Unit card, at least one (1) Energy must be placed.
  2. Equipping a Weapon
    When equipping a Weapon to a Unit, chips must be moved from the Unused Chip pile to the unit as added Energy. At least one (1) chip must be spent, with the maximum given by the Max stat of the weapon. The total amount of Energy on the unit cannot exceed that unit's Energy stat.
  3. Equipping Magic or an Item
    When equipping a Magic or Item card to a Unit, chips must be moved from the Unused Chip pile to the Used Chip pile. The full chip cost must be spent, and is listed on the Magic or Item card as Cost.
  4. Playing a Land or Surprise Card
    When placing down a Land card or playing a Surprise card, the full chip cost listed on the card under Cost must be moved from the Unused Chip pile to the Used Chip pile.
  5. Support
    During the Support step of the National Power phase, up to three (3) chips may be moved from the Unused Chip pile to any combination of units as Energy chips. However, it is not possible for these chips to exceed the unit's maximum Energy.

Movement

Units can move to any open space shown on their card, relative to their current position. Units may not move to a space if the land on that space does not allow it, if the space is already occupied, or if the space is out of bounds.

There are three possible movement types:

A unit that has the ability to move diagonally may do so even if the two adjacent spaces are blocked. For example, if the spaces directly north and east are occupied, but the northeast space is not, then the unit can move there.

Weapon Range

Each weapon type has its own Weapon Range — the set of spaces that the weapon can attack from the unit's current position. Units cannot attack or counterattack units that are outside of their own range.

Weapon Ranges are shown on the Unit, Weapon, or Magic card: any unit within those spaces highlighted in red (or green for staves) can be attacked or counterattacked.

Actions

Actions are taken by units in order to achieve something or other. Movement does not count as an action: the Movement step and the Action step are separate for each unit. There are several different types of Actions: combat, staff usage, and using abilities.

Each Action takes place in the following order:

  1. Declaration of Action
    Declare which unit will perform an action, and which action the unit will perform.
    Note that actions can only occur immediately following the Movement step: even if the unit has not moved, the Movement step is assumed to have occurred, and thus a unit that does not have the Canto ability will not be allowed to move after performing an action.
  2. Declaration of Subject
    Declare what or who the action will be performed on.
  3. Effect
    Pay the chip cost. Move extra chips from the Unused Chip pile or from the unit's Energy as required by the Action. At this point, the action's effects are carried out.

Battle

Battle is one of the main actions units will take, so having a good understanding of how it works in the Fire Emblem TCG is crucial.

Combat is divided into two phases: the Attack and the Counterattack. The Attack is performed by the initiating unit, while the Counterattack is performed by the unit being attacked.

For purposes of clarity, from here on out the initiating unit will be referred to as the Attacking unit, and the unit being attacked will be referred to as the Defending unit. These names will not change when discussing the Counterattack, in which the Defending Unit damages the Attacking Unit.

Flow of Battle

Battle takes place during the Effects substep of the Action step of the Invasion phase.

In order to avoid adding more "sub-" prefixes to each word, the following outline will assume combat is its own phase, which it is not.

  1. Attack Step
    1. Declaration of Attack
      Declare that the Attacking unit will be attacking the Defending unit. This comprises the Declaration of Action and Declaration of Subject substeps of the Action step.
    2. Attacker Equipment Selection
      Select the equipment with which the Attacking unit will attack. The Attacking unit can attack with its initial equipment or any other equipped weapons or tomes.
    3. Defender Equipment Selection
      The Defending unit's player selects the equipment with which the Defending unit will counterattack.
    4. Attack Preparation
      Any Surprise cards that activate when attacking can be played by either player. If a weapon has a special ability, the Attacking unit may activate that ability.
    5. Attack
      Remove the Energy required to attack from the Attacking unit. Remove the Total Damage from the Defending unit.
      If either the Attacking unit or the Defending unit has no Energy left after the Attack, then the unit(s) with no Energy are removed from play, along with any equipped Weapons, Magic, or Items.

    If both the Attacking and Defending units have Energy left after the Attack, then the Counterattack Step is entered.

  2. Counterattack Step
    1. Declaration of Counterattack
      Declare that the Defending unit will counterattack. The Defending unit is not required to counterattack. If the player chooses not to counter, then combat ends and gameplay proceeds to the Standby Mode step of the Invasion Phase.
    2. Defender Equipment Selection
      The Defending unit uses the same equipment chosen during the Defender Equipment Selection substep of the Attack step. If the Defending unit's initial equipment has been selected, then no Energy is spent when countering. If any equipment other than the unit's initial equipment is used, then Energy is spent as though the unit were attacking.
    3. Attacker Equipment Selection
      If the Attacking unit attacked using a weapon that must be removed after combat (e.g. a Magic card), then that weapon is now removed. If the Attacking unit's weapon is removed, then the Weapon Triangle bonus is redetermined based on the unit's new equipment. Otherwise, the Attacking unit's equipment does not change from the Attack step.
    4. Counterattack Preparation
      Any Surprise cards that activate when attacking can be played by either player. If a weapon has a special ability, the Attacking unit may activate that ability.
    5. Counterattack
      Remove the Energy cost from the Defending unit. If the Defending unit countered using their initial equipment, then the Energy cost is 0. Remove the Total Damage from the Defending unit.
      If either the Attacking unit or the Defending unit has no Energy left after the Counterattack, then the unit(s) with no Energy are removed from play, along with any equipped Weapons, Magic, or Items.

Damage Calculation

When attacking or counterattacking, the damage dealt can be affected by what weapons or tomes are equipped, the Weapon Triangle, the terrain, and Surprise Cards.

There are four elements to consider when determining how much damage is dealt in battle:

The formula for dealing damage is:

Total Damage = (Attack Power + Triangle Advantage) × Number of Attacks + Additional Effects

Any effects that double or halve damage are considered before any effects that add or subtract damage.

Examples

To help clarify some of the above, some examples follow.

  1. A Myrmidon (Card 1-103) attacks a Fighter (Card 1-104).

    Myrmidon Fighter

    The Myrmidon has 3 Energy and is initially equipped with an Iron Blade (A: 2 | C: 1).
    The Fighter has 3 Energy and is initially equipped with an Iron Axe (A: 2 | C: 1).

    Attack Power
    2
    +
    Triangle Advantage
    1
    ×
    Number of Attacks
    1
    +
    Additional Effects
    0
    =
    Total Damage
    3

    The Myrmidon expends 2 Energy to attack, and the Fighter loses 3 Energy.

    Results:
    The Myrmidon has 3 − 2 = 1 Energy, and remains on the field.
    The Fighter has 3 − 3 = 0 Energy, and is removed from the field.

  2. Varying the Number of Attacks

    If the Myrmidon attacks twice:

    Attack Power
    2
    +
    Triangle Advantage
    1
    ×
    Number of Attacks
    2
    +
    Additional Effects
    0
    =
    Total Damage
    6

    The Weapon Triangle is counted for each hit, so the total damage dealt is 3 × 2 = 6. Even though the first hit would have been enough to kill, both hits are processed, and the Myrmidon would expend 4 Energy.

  3. Adding an Additional Effect

    If Surprise cards were played in Example 2 such that a total of +3 damage was added as Additional Effects:

    Attack Power
    2
    +
    Triangle Advantage
    1
    ×
    Number of Attacks
    2
    +
    Additional Effects
    3
    =
    Total Damage
    9

    The Myrmidon attacks twice with an Additional Effect of 3, so the total damage dealt is (2 × 3) + 3 = 9. Note that the Additional Effects are counted after the multiple attacks are considered. The Myrmidon would expend 4 Energy plus any extra Energy required by the Surprise cards.

  4. Lowering the Number of Attacks

    Here, the Myrmidon attacks with a +3 Additional Effect, but his number of attacks is lowered to 0.

    Attack Power
    2
    +
    Triangle Advantage
    1
    ×
    Number of Attacks
    0
    +
    Additional Effects
    3
    =
    Total Damage
    0

    Because the Number of Attacks is 0, the damage before Additional Effects are considered is 3 × 0 = 0. Since the damage before Additional Effects is 0, the Additional Effects are completely nullified! So the Total Damage is 0, even though there are Additional Effects.

The Weapon Triangle

The Weapon Triangle has been a mainstay of the Fire Emblem series since its introduction in Fire Emblem: Genealogy of the Holy War. In the Fire Emblem TCG, the Weapon Triangle effects the damage dealt in combat.

There are three rock-paper-scissors type relationships that comprise the Weapon Triangle:

The Weapon Triangle
Weapon Triangle

This relationship is represented by the three main melee weapon types: Swords, Lances, and Axes.

The Trinity of Magic
Trinity of Magic

This relationship is represented by the three types of Anima magic: Fire, Wind, and Thunder. Light, Dark, and Staves are independent of this triangle.

Bows against Flying Units
Bows vs. Fliers

This relationship isn't really a triangle, but it is part of the Weapon Triangle for purposes of damage calculation.

Priority and Tiebreaking

If multiple Surprise cards are played, the card that is played last has priority.

Ex.

  1. Player 1 plays Supply.
  2. Player 2 plays Nullify.
  3. Player 1 plays Nullify.

Result: Player 1's Nullify cancels Player 2's Nullify, and Supply resolves.

Additional Surprise cards can be played between resolution steps, provided that the cards were added to the hand during resolution.

Ex.

  1. Player 1 plays Supply.
  2. Player 2 plays Nullify.
  3. Player 1 plays Card Draw.
  4. Player 2 plays Card Exchange.

Result:

  1. Player 2's Card Exchange resolves first.
    • If Player 2 draws a card he wants to use, he can play it before Player 1 draws from Card Draw, and Player 2's card will resolve before Card Draw resolves.
      • For example, if Player 2 draws Nullify and plays it, it will counter Player 1's Card Draw, and Player 1 will be unable to draw cards. Player 2's first Nullify will resolve, countering Player 1's Supply.
  2. Player 1's Card Draw resolves next.
    • If Player 1 draws a card he wants to use, he can play it before Nullify resolves, and the card that Player 1 draws will resolve before Nullify resolves.
      • For example, if Player 1 draws Nullify and plays it, it will counter Player 2's Nullify, and Supply will resolve.
  3. If neither player plays anything, then Player 2's Card Exchange resolves first, followed by Player 1's Card Draw. After both players draw, then Player 2's Nullify resolves, countering Player 1's Supply.

After all cards have resolved and the bottom of the stack has been reached, further Surprise cards may be played. Additionally, if Player 2 cannot counter Player 1's Surprise card (or vice versa), Player 1 may continue to play Surprise cards. For Surprise cards that require the player to add or remove chips or cards, the change is only made when the card resolves.

Ex.

  1. Player 1 plays Card Exchange.
  2. Player 2 plays Nullify.

Result: Player 1 spends the National Power cost required to play Card Exchange, but does not change his hand.

Terms and Abilities

Terms

Phase
Each Phase is part of a turn, occurring in a predetermined order.
Step
A Step is a part of a Phase, occurring in a predetermined order. Some steps can be skipped if the player chooses not to do them, but they cannot be performed in the wrong order.
Substep
A Substep is a part of a Step, occurring in a predetermined order. Some substeps can be skipped if the player chooses not to do them, but they cannot be performed in the wrong order.
Movement
Movement is the transfer of a Unit card from one space to another space, either adjacent or directly diagonal depending on the unit's movement type. Movement can occur either due to the effect of certain Surprise cards or during the Movement Step of the Invasion Phase.
Standby Mode
A unit in Standby Mode cannot be used again in the same turn. The card is placed sideways as a visual aid.
Action Mode
A unit in Action Mode can act, and is placed vertically as a visual aid. Unless otherwise specified, units return to Action Mode during the Standby Mode Step of the National Power Phase.
Sleep
A status effect. Units affected by Sleep will be in Standby Mode until the end of the owner's next Invasion phase.
Silence
A status effect. Units affected by Silence will be unable to use Magic or Staves until the end of the owner's next Invasion Phase.
Poison
A status effect. Units affected by Poison will lose 1 Energy at the beginning of the National Power phase. The lost Energy will be moved to the owner's Used Chip Pile. Unless cured, Poison will last until the unit loses all Energy.
Resign
When a player resigns, they end the game and admit defeat. The player must announce resignation.
3-Card Limit
There is a limit on which cards can go into one deck: only 3 cards with the same name can go into a single deck. The only exceptions to this are gender and Advanced Units. Units of different genders (signified by their names being different colors) are considered separate, even if they have the same written name. Likewise, Advanced Units are considered separate from non-Advanced Units, and can be stocked separately from normal units.
Full Retreat
When a unit with the Seize ability is defeated, all allied units must retreat one (1) space backwards. If a unit for some reason is unable to retreat, it is removed from the field. If one allied unit is directly in front of another allied unit, they both move at the same time and therefore are not removed.
Advanced Units
An Advanced Unit is a unit with a crown next to its name. Advanced Units all share names with a regular unit card, save for the crown. By fulfilling certain criteria (defined on the Advanced Unit card), Advanced Units can directly replace its regular unit on the field.
For the purposes of filling out a deck, Advanced Units are considered separate from their regular units, and so you can have three Advanced Units and three regular units all with the same name (for example, you can have three "♔Seliph" cards and three "Seliph" cards in the same deck).
Holy Weapons
Cards with a "Symbol" effect are Holy Weapons. All Holy Weapons are of ★ rank, and have even further limitations on which units are allowed to wield them. Holy Weapons all have an ability that, when attacking, invalidates all Surprise cards played during the attack.
Generation Change
A sortied unit can be substituted out for its child, provided the child unit is in the player's hand. The National Power cost for the child unit can be supported by the parent's current Energy, with any more desired Energy added from the Unused Chip Pile. Parent-child relationships are shown on the Unit Cards. This substitution takes place during the Generation Step of the End Phase.

Abilities

Certain units and classes have Abilities: effects that activate under certain circumstances, without the need for a Surprise card.6

Seize
If a unit with Seize enters the enemy's Home Row during its owner's Invasion Phase, the game is over and the unit's owner wins. This victory condition does not count if the unit enters using Canto. At any given point, there can only be one unit with Seize on a given side of the field. If a unit with Seize is defeated, that unit's side must perform a Full Retreat.
Canto
A unit with Canto can expend 1 Energy to move after the Action Step.
Armored
An Armored unit must expend 1 Energy when moving.
Land Destruction
A unit with Land Destruction can, instead of performing other actions, spend 1 Energy and remove the Land card that they are standing on. The use of Land Destruction is declared during the Action Step, and no other actions may be taken by that unit on that turn.
Dance
A unit with Dance can, instead of performing other actions, select one (1) adjacent unit and change it from Standby Mode to Action mode. Using Dance expends 1 Energy, and must be declared during the Action Step. No other actions may be taken by the Dancer on that turn.
Steal
When a unit with Steal deals damage, the opponent must move that same number of chips from the Unused Chip pile to the Used Chip pile.
Manaketes
Manakete units can be sortied like any other unit. Dragon units, however, can only be sortied on top of a Manakete, replacing it. The Manakete unit is considered transformed when this replacement occurs.
Both the Manakete and the Dragon unit must be of the same level and element — a level 10 Dragon cannot sortie on top of a level 1 Manakete, and a level 1 Ice Dragon cannot sortie on top of a level 1 Fire Manakete. When the Dragon has less than 3 Energy, the Dragon is removed from the field, and the Manakete is returned. When the Dragon's Energy reaches 0, both the Dragon and the Manakete are removed from the field.

Translator's Notes

This translation isn't what I would call exact — I basically ran the manual through Google Translate and deciphered the output sentence by sentence. I'm confident that these rules are correct by and large, based both on the tutorial and on the existing card translations.

As far as names are concerned, I've used the NoA official localizations where appropriate — that means the names that were stated in Fire Emblem: Awakening. For any names not covered by NoA, I've gone with the Project Naga translation.

Footnotes

Acknowledgements

I must give credit to Aquantis, whose work in translating the cards thus far has made this venture possible. He's also graciously scanned what cards he has access to and hosted PDFs of the game manual, both of which I utiilized to make my translations and localizations.

I will also give credit to bookofholsety, who has been the force behind the Project Naga translation of Fire Emblem: Seisen no Keifu.