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Useful Notes / Lycee TCG

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In a nutshell, Lycee TCG is a competitive card game where players pit characters from Visual Novels against each others. Despite the unsavory reputation of their source materials, this TCG is almost entirely Safe For Work.

Structure of the Cards

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Mito Mashiro from Tayutama. This is a Creature card.

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"Lending" note , depicting Alyssa Klein Felmina from World Lovers Organization. This is an Event card.

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"Buchubuchu-san" note , depicting Orihara Kozue from Chaos;Head. This is an Item card.

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"Running", depicting Noumi Kudryavka and her dog Strelka from Kud Wafter, which is a Spin-Off of Little Busters!.

Character Cards

Lycee equivalent to Creatures. A Character card has...

  1. Card Name: Self-explanatory. note 
  2. Attribute: Think of them as the Colours of Magic: The Gathering. These are Snow, Moon, Flower, Lightning, and Sun, plus Attribute-less. Each Attribute have their unique strength and weakness. Some cards can have more than 1 Attribute.
  3. Use Cost: You have to pay this cost to put this character on a field.
  4. EX: How much this card cover when you discard it from your hands to pay the cost of something else. "Mana drought"? What Mana drought? Addendum 
  5. Field Limitation: Which fields this character can be summoned onto. note 
  6. AP: The Character's Attack Power. One of the Ability Scores.
  7. DP: The Character's Defense Power. If the character attacks or blocks opponent character whose AP equals or exceeds the character's DP, the character is downed in battle and sent to dustbox. One of the Ability Scores.
  8. SP: The Character's Support Power. A Character can add its SP value to another character during a battle, elaborated below. Flower-attributed characters are especially good at this. One of the Ability Scores.
  9. Standard Abilities: Abilities that are shared by characters across this game.
  10. Special Ability: Ability that's unique to a particular character. Special Abilities are always named, such as false Tohno Michiru's "Chiru-chiru Kick!"
  11. Card Number: Self-explanatory. Addendum 

Event Cards

Lycee's equivalent to Spells. An Event card has...

  1. Card Name: Self-explanatory.
  2. Attribute: See above.
  3. Cost: See above.
  4. EX: See above.
  5. Effect: What will happen if the player succesfully use this card.

Item Cards

Lycee equivalent to Equipments. An Item card has...

  1. Card Name: Self-explanatory.
  2. Attribute: See above. Unlike some TCG, Items in Lycee are rarely non-Attribute.
  3. Cost: See above.
  4. EX: See above.
  5. Effect: The effect gained by the Character that has this Item attached to it. Some Items can even give a Character new Special Ability.

Area Cards

Lycee's not-exactly equivalent to Enchantment. These are more like Geo Effects. An Area card has...

  1. Card Name: Self-explanatory.
  2. Attribute: See above.
  3. Cost: See above.
  4. EX: See above.
  5. Effect: The effect that lingers on the field where the Area is on.

Structure of the Fields and Zones:

Fields

  • Fields are where your character stands on.
  • There are 3 Attack Fields (AF) and 3 Defense Fields (DF), for a total of 6 fields.
  • A row of Attack Fields or Defense Fields belonging to a player is called an order. For example, a character can Support another character on the same order.
  • Both AF row and DF row are divided into columns: Left, Middle, and Right. For example, a character's Special Ability might target another character on the same column, or it might target a character that's on a Middle field.
  • Only 1 character can stand on any given field.
  • Barring effects, a character can't be moved from one field to another.

Dustbox

Cards that are discarded go here. In other TCG, it might be called "graveyard" or "discard pile". Each player can look into any dustbox, any time.

Deck

The deck of cards that you assembled. Cards in deck are stacked face down, and players can not look into the content of any deck, except if an effect says so.

Cost and Field Limitation

Cost

To summon a Character or play an Event (or Item, or Area, or Ability), you must pay the cost printed on it. A cost is paid using coverage generated by discarding cards from your hands.

  • The cost of a card must be paid at the same time that card is used.
  • The coverage generated by a discarded card is its EX value.
  • The coverage has the same Attribute(s) as the card that it's generated from.
  • The Attributed part of a cost must be paid using coverage that has the same Attribute as that part.
  • The Attribute-less part of a cost (indicated by yellow Star or Stars) can be paid using coverage from a card of any Attribute
  • If the coverage generated equals or exceed the cost, then the card or effect is played.
  • Exceed coverage of a cost is lost, you can't save the excess to pay another cost.

Some Abilities also has cost.

  • The cost of an Ability is the icon(s) next to its name.
  • Attribute icons means the cost is equal to the number of those icons plus another part(s) of the cost.
  • Rest icon means you have to Rest the source of this Ability. Which means that if you can't Rest it —possibly because it's already in Rest state— this Ability can't be played.
  • Text printed in blue after the Ability indicates another part of the cost that you have to pay. If you somehow can't pay it —such as having to discard 3 cards from your deck when you only have 2— this Ability can't be played.
  • A zero icon means that the Ability doesn't have a cost to play. It's "free". Addendum 

Field Limitation

Which fields a character may be summoned onto. The Field Limitation has the appearance of the sixth face of a six-sided dice, located below the cost of a card.

Turn Structure:

  1. Start Phase
    1. Wakeup Phase: Each characters on the fields belonging to the player of the current turn become Awake. Addendum 
    2. Warmup Phase: The player of the current turn draw 2 cards from his or her Deck. Addendum 
  2. Main Phase: There are several things that players can do during a Main Phase, but some of them can only be done by the player of the current turn.
    1. Summon Characters: (Player of the current turn only.) The player of the current turn summon a Character onto a field belonging to him or her. Addendum 
      1. Player summon a Character onto any field belonging to him or her, specified as he or she declare that he or she is summoning a Character.
      2. A field can only have 1 Character on it.
      3. A player can't have 2 or more Characters with same name in play under his or her control, even if each of those Characters have different card number, illustration, and/or Special Ability. Addendum 
      4. A Character can only be summoned onto a field that is allowed by its Field Limitation.
      5. The character enter play after you pay its cost. Addendum 
      6. A Character enters play Awake. Addendum 
      7. A Character can not [Declare Attack] or [Play Special Ability that requires Resting it] until your next turn.
      8. A Character can [Declare Defend] or [Declare Suppport] during the turn it enter play.
    2. Use Special Abilities: A player can use the Special Ability of a character in a field belonging to him or her.
      1. Unless it specifies otherwise, a Special Ability can be use any number of times, provided its cost is paid by its player. Addendum 
      2. If a Special Ability doesn't have a cost, its effect is always active. (Its player can not use it, as its effect is triggered and resolved automatically.) Addendum 
      3. Unless it specifies otherwise, a Special Ability can be used even though it's not the turn of its player. Addendum 
    3. Use Standard Ability: A player can use Standard Abilities of a character in a field belonging to him or her. (Step, Escape, etc.) Elaborated below.
    4. Use Events: A player can use Event Cards in his or her hands to bring various effects into play. Used Event Cards are discarded.
      1. Unless it specifies otherwise, an Event Card can be used even though it's not the turn of its player.
    5. Use Items: A player attach an Item in his or her hands to a Character in play.
      1. An Item must be placed as such that it's obvious to each players which Character it's attached to.
      2. An Item can only be attached to 1 Character in play. It can't be attached to 2 or more Characters simultaneously.
      3. A Character can only have 1 Item attached to it. Addendum 
      4. A player can attach his or her Item to a Character controlled by his or her opponent.
    6. Use Areas: A player place an Area in his or her hands on a field.
      1. An Area must be placed as such that it's obvious to each players which field it's on. (Place it below a Character.)
      2. An Area can only be attached to 1 field. It can't be attached to 2 or more fields simultaneously.
      3. A player can place his or her Area to a field belonging to his or her opponent.
    7. Attacking: (Player of the current turn only.) A player use a character on his Attack Field to... attack. Elaborated below.
  3. End Phase
    1. Triggered Effects: Effects that last "until the end of turn" expires here. Effects that are triggered "at the end of turn" are fired to stack here.
    2. Hands Trimming: Each players who exceed maximum hand size —7 is the default— discard card from hands until he or she doesn't exceet it. (Some cards can change the maximum hands size of a player to a number higher or lower than 7.)
    3. Restore Ability Score to Base Value: Each Characters' Ability Scores return to their Base Value, which is their number on the card. Some Change to Ability Score can defy this restoration.

    Wow, that's a lot of addendums!

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