Trainer cards will help you achieve this. After all, they act like little cheats for you to unveil when you need them most.
There are certain Trainer cards that should always be used in any deck. These include:. These all have varying effects, but they mostly focus on removing unnecessary cards from your hand, and replacing them with new ones that might prove more useful.
This is pivotal in setting up at the start of a game. If you have used four of every Trainer card listed above , you will have around ten slots left for energy, which is an ideal amount. Of course, this is just one example of how to build your deck. There are lots of possibilities, but you should always make sure that the cards in your deck complement each other. Limit three 3 unique entries per person. You may be disqualified if you submit more than three 3 entries.
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You always draw a card first, and you always attack last. Here's everything you can do:. You always begin your turn by drawing a card. If your deck is empty at the beginning of your turn, the game is over, and your opponent wins. Unlike most of the other things you can do during your turn, you may do this only once during your turn.
After all, that's "in play," too! If you can't do that, then you can't retreat. Why this might happen will be explained later on in the rules. All of these things go away. Many of these Powers can be used before you attack. This is the last thing you can do during your turn-you can't do anything else afterward. The required amount is written to the left of the attack name. Any kind of Energy- , , , , , , or -can count toward Colorless Energy requirements.
But only Energy of the appropriate kind counts toward Energy requirements of that kind. When you attack, read the attack you're using and do what it says. Usually the attack won't depend on the order you do this in, but if it does, then this is how you'll figure it out! First, you pay any costs discarding Energy cards, for example before seeing what the attack does. Then damage comes before any other effects. Also, Weakness is applied before other things that might change the amount of damage.
If you can't do this because your Bench is empty, you lose. The player whose turn it is chooses his or her Prize last as well. Sometimes there are things to do after your turn is over but before your opponent's turn begins. After you've done those things, your opponent's turn begins. Then the next player's turn begins.
After each player's turn, flip a coin. Then flip a coin. Turn the card right-side up again. Make sure whatever you use for a poison marker looks different from a damage counter.
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