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== Game Overview ==
== Game Overview ==


Monsters given the name of Clad have brought devastation upon humanity. However, they also hold a valuable resource known as magic stones. The only ones able to face them are witches given the power of future sight, who compete for the most fame. Players take control of these witches trying to complete missions and gain the most magic stones from the Clad.
In a ruined world, where great monsters known as the Clad assail humanity, powerful Witches fight for renown.


Each player uses a personal deck of cards which they can upgrade each time they cycle through. Each turn, draw from your deck to a hand of three cards. Play cards to maneuver your witch around the board, attack, and use other effects. The three attacks the Clad will unleash each round are always visible beforehand. Players draft for turn order, playing between each of the boss turns, so planning around where the boss will move and attack when your turn comes around becomes key. Each point of damage dealt to the Clad gets you a magic stone. After nine rounds, whoever has the most victory points from magic stones and cards in their deck wins the game.
Strike down the Clad and gain fame in HacKClaD, the strategy sim game!


== 1.Contents ==
As Witches, use your future sight to stand against the Clad and compete for the spoils of war.


* Five witch spinning tops
Magic Shards and completed Mission cards award VP, and the player with the most VP at the end of the game wins.
* 5 spinning top stands
* 13 gauge markers
* Purple magic stone 50 pieces
* 22 Red Magic Stones
* Clad top, 1 piece
* Basic Skill Cards: 40 cards
* 40 Expansion Skill Cards
* 12 standard clad cards
* Exclad Cards (3 cards)
* 18 Mission Cards
* Sequence board (1 piece)
* Field board (1 sheet)
* 5 character boards


== 1.Game Preparation ==


==4.Game Preparation==
===Shared Areas Setup ===
❶ Lay the Sequence board and the Field board next to each other in the center of the table.


'''Setting up a common space
❷ Take a Gauge Marker cube and place it in the Voltage 1 space on the Sequence board.


❶ Place the [Sequence Board] and [Field Board] next to each other in the center of the table.
❸ Take the 6 Normal Clad cards with Voltage 1 written in the top left corner and shuffle them face down to make the Clad deck. Place it in the Clad deck space.  
<br>❷ Insert the [gauge marker] into the "VOLTAGE1" position on the [sequence board]'s VOLTAGE gauge.
<br>❸ Take the six cards from the [Regular Clad Cards] that have "VOLTAGE1" written in the upper left corner, stack them face down, shuffle them well, and place them in the [Clad Deck Area] as the "Clad Deck". [Ex Clad Cards] are used when playing in Expert Mode. When playing in Normal Mode, return them to the box. (See "10. Other Rules" for Expert Mode.)
<br>❹ Place the remaining [Clad Cards] near the [Sequence Board], stacking them according to their VOLTAGE values.
<br>❺ Place the [Magic Stones] together in a location easily accessible to each player. This location is called the "Magic Stone Stock.


'''Character board setup
The Expert Clad cards are only used when playing Expert Mode. Return them to the box when playing Normal Mode.


❻Each player chooses their favorite character and receives a [Character Board], [Skill Card], and [Witch Pawn] featuring that character's illustration. Unchosen characters are placed back in the box. If there are multiple copies of the "HacKClaD" game, multiple players may use the same character. In that case, please ensure that the pawns and cards are distinguishable during gameplay.
❹ Sort the remaining Clad cards by their Voltage value and place them next to the Sequence board.
<br>❼ Each player places their [Basic Skill Cards] in the deck area and their [Expansion Skill Cards] in the expansion deck area.
<br>❽ Each player receives three [Gauge Markers] and places them in the "0" positions of the three gauges on their [Character Board].


'''Setting up the spinning top
❺ Put all the Magic Shards in a pile within easy reach of all players.


❾ Determine players 1 through 4 (hereinafter referred to as P1, P2, P3, P4) by any method, such as rock-paper-scissors. Depending on the number of players, P3 and P4 may be left blank. P1 places their chosen character's [witch token] on the EntryPointA space on the [field board]. Similarly, P2 places their [witch token] on EntryPointB, P3 on EntryPointC, and P4 on EntryPointD.
This is referred to as the Magic Shard Reserve.
<br>
 
❿ Assemble the [Clad Piece] and place it in the center square of the [Field Board] in the orientation shown in the diagram. (See "2. How to Assemble the Clad Piece" for assembly instructions.)
=== '''Player Board Setup'''===
❻ Choose the character you want to play as and take the player board with that character on it, her Skill cards, and her Witch figure. Return any remaining characters to the box.
 
Multiple players may choose to play as the same character. If you do, make sure you differentiate your cards and figures in some way.
 
❼ Put your character’s Basic Skill cards in a pile on your deck space, and her Enhanced Skill cards in a pile on the Enhanced deck space.
 
❽Take 3 Gauge Marker cubes and place 1 on each Gauge space marked 0 on your Player board.
 
==='''Character Figure Setup''' ===
❾ Choose the order in which you will take your turns, from the first player to the fourth. (They will be referred to as Player 1, Player 2, Player 3, and Player 4 from now on.)
 
Depending on the number of players, rules that mention Players 3 and 4 may not be relevant for your game.
 
Player 1 puts their Witch on Entry Point A of the Field.
 
Continuing in order, all players put their Witches on their Entry Point space—Player 2 uses Entry Point B, Player 3 uses C, and Player 4 uses D.


❿ Assemble the Clad figure and place it on the central space of the Field.


'''Setting up the deck and turn cards
===Deck and Turn Card Setup ===
⓫ Randomly choose 10 of the 18 Mission cards and place them face up on the table so the objectives are visible to all players.


⓫ Randomly select 10 cards from the 18 [Mission Cards] and arrange them face up (the side with the completion conditions) in a place where everyone can see them. Then, players take one [Mission Card] at a time in the order P1 → P2 → P3 → P4 → P4 → P3 → P2 → P1.
Then, choose a total of 2 Mission cards each, in the following player order:
Each player places the two [Mission Cards] they have taken face up near their [Character Board].<br>
⓬ Each player secretly selects one [Expansion Skill Card] for their chosen character, and combines it with the 8 [Basic Skill Cards] to form a deck of 9 cards.
The cards in the deck are stacked face down, shuffled well, and placed in the deck area. The remaining [Expansion Skill Cards] are placed face down on top of each other in the expansion deck area.
<br>⓭P1 places the top card of their deck face down in the 1st standby slot (the rightmost slot). Similarly, P2 places the top card of their deck in the 2nd standby slot, P3 in the 3rd standby slot, and P4 in the 4th standby slot.


== 5. Game Overview and Objectives ==
Player 1 ➡ Player 2 ➡ Player 3 ➡ Player 4 ➡


The [Sequence Board] is a board that shows the flow of processing for one round.
Player 4 ➡ Player 3 ➡ Player 2 ➡ Player 1
The game progresses by executing the four phases in order, starting from the top left of the board and moving clockwise.


In the Draft Phase and Action Phase, each player takes turns processing. The game can be played more smoothly if an experienced player or a player sitting near the [Sequence Board] acts as the moderator.
Place the 2 Mission cards you chose face up in front of you, near your Player board.
HacKClaD is a strategy simulation game where players aim to defeat the monsters ""Clad"" that attack humanity in a desolate world and gain fame as powerful witches. Witches confront the Clad with their abilities to influence the future and compete for victory.
Victory Points (VP) are earned by collecting [Magic Stones] and fulfilling the conditions on [Mission Cards] during the game, and the player who collects the most VP wins the game.


The following outlines the basic rules for 2-4 players. While 3-4 players are recommended, you may want to play with just two to familiarize yourself with the game.
⓬ Choose 1 of your character’s Enhanced Skill cards, and keeping it hidden from the other players, add it to your other 8 Basic Skill cards and shuffle them together face down to make your deck. Place it on your deck space.
For variations beyond the basic rules, please refer to ""10. Other Rules.""


Place the rest of your Enhanced Skill cards face down in your Enhanced Skill deck space.


⓭ Player 1 draws the top card from their deck without looking at it, and keeping it face down, places it on the 1st Standby slot (the rightmost space).


Player 2 then does the same and takes the 2nd Standby slot, Player 3 takes the 3rd, and Player 4 takes the 4th slot.


== 6. Game Flow ==
==2. Game Flow==


The game progresses in units called "rounds." Each round consists of four phases.
The game is played over a series of rounds. Each round consists of 4 phases, as follows:


----'''<big>Ⅰ Prediction Phase</big>'''
----'''<big>Ⅰ Forecast Phase</big>'''
Predicting Clad's actions in this round
Looking into the future to see what the Clad will be doing this round.


----'''<big>Ⅱ Draw Phase</big>'''
----'''<big>Ⅱ Draw Phase</big>'''
The phase for replenishing your hand.
Replenishing your hand.


----'''<big>Ⅲ Draft Phase</big>'''
----'''<big>Ⅲ Draft Phase</big>'''
Phase to select turn order
Determining turn order.


----'''<big>Ⅳ Action Phase</big>'''
----'''<big>Ⅳ Action Phase</big>'''
The phase in which Clad and the players take turns executing their turns.
Resolving Clad and player  actions in turn order.


The [Sequence Board] is a board that shows the flow of processing for one round.
----
The game progresses by executing the four phases in order, starting from the top left of the board and moving clockwise.
The Sequence board depicts the full flow of a round.


Follow the clockwise spiral from the top left corner to play all the 4 phases in order.


;6-1. Prediction Phase
; 6.1 – Forecast Phase


Turn over one card at a time from the top of the Clad deck and place them in the Clad slots from left to right. If there are no cards in the Clad deck, perform "7-2. Clad Deck Reconstruction Procedure" and then proceed with the above steps.
Draw 1 card at a time from the Clad deck, placing them in the Clad slots starting from the left. If there are no cards in the Clad deck, carry out 7.2 – How to Reshuffle the Clad Deck on page 11.  


Then, draw cards to fill up the Clad slots as above.


;6-2. Draw Phase


All players draw cards from their decks until they have 3 cards in their hand.
;6.2 – Draw Phase
If a player runs out of cards in their deck, they follow the ""7-1. Deck Reconstruction Procedure"" and then draw the remaining cards.
Only the player who owns the cards can see their hand.


All players draw from their decks until they have 3 cards in their hands. When you run out of cards in your deck, carry out 7 – Reshuffling Your Deck on page 11.


;6-3. Draft Phase
Then, draw the rest of the cards you need. Keep your hand hidden from the other players.


The [Skill Cards] placed on the [Sequence Board] for each player are called ""Turn Cards"".
First, the player who owns the Turn Card placed in the 1st Waiting Slot (far right) performs steps 0-3 below.
0 If a [Witch Token] is placed on your Turn Card, perform ""6-4-5. Recovery Process"". Otherwise, skip this step.
1 Add your Turn Card from the Waiting Slot to your hand.
2 Choose a Turn Slot that does not have a Turn Card, and place one card of your choice face down in that slot.
3 Process the effect written on the chosen Turn Slot.
Next, the player who owns the Turn Card placed in the 2nd Waiting Slot performs steps 0-3. Similarly, the 3rd and 4th players take turns performing steps 0-3.


; 6.3 – Draft Phase


;6-4. Action Phase
Each players’ Skill card on the Sequence board is referred to as their Turn card.


In the action phase, players and Clad take turns executing their turns, starting with the player whose turn card is in the 1st turn slot (far left).
The player whose Turn card is in the 1st Standby slot (the rightmost slot) takes the following steps ⓪ to ③ in order: ⓪ If your Witch is on top of your Turn card, carry out 6.4.5 – Re-Entry. Otherwise, skip this step.
At the start of a player's turn, the current player moves their turn card to the waiting slot directly below. If a [Witch token] is placed on the turn card at this time, the player performs ""6-4-5. Restoration Process"" before starting their turn.
The actions that can be taken during a player's turn are described below."


① Add the Turn card from your Standby slot to your hand.


;[Rules regarding the field and pieces]
② Choose a Turn slot other than the one your Turn card was below and place 1 of the cards from your hand there, face down.


During each turn, actions such as moving pieces and attacking are performed on the [Field Board]. The rules regarding the field and pieces are as follows:
③ Gain the eff�ect written directly under the Turn slot you chose.


*When moving a piece, it can only move to adjacent spaces in any direction (up, down, left, or right).
Then, the next player with their Turn card in the 2nd Standby slot carries out steps ⓪ - ③ in order. Continue with the Standby order until all players have taken steps ⓪ - ③.
If a [Witch piece] is moved to a space where a [Magic Stone] is placed, the [Witch piece] is acquired.
;6.4 – Action Phase
If a [Clad piece] is moved, the [Magic Stone] is not acquired, and both the [Clad piece] and the [Magic Stone] remain on that space.
*Witch pieces cannot move to or pass through spaces where other Witch pieces or Clad pieces are placed.
*Witch pieces can change their orientation at any time.
*Clad pieces can only change their orientation through the effects of Clad cards or Skill cards.
*The field rotates in a cyclical manner (up, down, left, and right). As shown in the diagram below, when movement or attack occurs towards the outside of the board, it is directed towards the opposite square.


<br>
In the Action Phase, all players take their turns in alternating order with the Clad, starting with the player who took the 1st (leftmost) Turn slot.
;6-4-1. Clad's turn is executed
 
During a Clad's turn, the action icons on the [Clad Card] are executed in order from left to right. It's best for an experienced player or the player who took the previous turn to confirm and execute the actions.
At the start of your turn, slide your Turn card from its Turn slot to the Standby slot directly beneath it. If your Witch is on top of your Turn card at this point, carry out 6.4.5 – Re-Entry before starting your turn.
;[Field and Figure Rules]
 
During each turn, you’ll be moving figures on the Field, taking actions, and making attacks. The following rules apply to the Field and the figures on it:
 
* Figures can move left, right, up, or down to adjacent spaces. They cannot move diagonally or skip a space. Adjacency is only for orthogonal, not diagonal spaces. If you move your Witch onto a space containing Magic Shards, you take those Magic Shards. However, if the Clad moves onto a space containing Magic Shards, it does not collect them. Instead, both the Clad and the Shards occupy that space.
* Witches cannot move through or share spaces occupied by the Clad or other Witches.
* You may change the direction your Witch faces at any time.
* The Clad can only change direction as directed by Clad cards and Skill cards.
* The Field loops at the edges—top to bottom and left to right. As shown in the diagram below, movement or attacks that aim outside the Field are resolved on the spaces on the opposite side of the board.<br>
;6.4.1 – The Clad’s Turn
On the Clad’s turn, it will carry out the actions on the next Clad card in order, starting with the icon on the left.
 
The player who just took their own turn resolves the Clad’s actions.
 
Alternatively, a player who knows the game well can carry out the Clad’s turn.
 
Each icon is explained below:
----
[[File:Attack2.png|left|thumb]]
 
 
A normal attack that targets the red-marked spaces.
 
 
----
[[File:Screenshot - 2026-07-24 14.12.14.png|left|thumb]]
[[File:Screenshot - 2026-07-24 14.12.17.png|left|thumb]]
"Move the Clad figure the indicated number of spaces in the direction it is facing.
 
When moving the Clad, it first performs a Trample Attack in the space it is moving to.
 
Damage from Trample Attacks cannot be negated.""
 
 
 
 
 
 
----
 
 
Change the direction the Clad figure
 
is facing."


The actions of each icon are as follows:
"Take a Purple Magic Shard from the
Attack: Performs a normal attack on squares within the red area.


<br>
Shard Reserve to place on the space
〇 Square: Moves the [Clad piece] forward the number of spaces indicated. A movement attack occurs on the destination square before the piece moves. Movement attacks cannot be mitigated.


Turn Right/Turn Left/Reverse: Changes the direction of the [Clad piece].
marked with this icon. If there is a Witch


Drop: Place one [Magic Stone (Purple)] from the Magic Stone Stock on the square marked with this symbol.
in that space, that player immediately


Any player with a [Witch piece] on that square immediately acquires the Magic Stone.
gains that Magic Shard."




;[Handling Clad's attacks]
; [Handling Clad's attacks]




Line 164: Line 190:




;A. Using Skill Cards
; A. Using Skill Cards


There are two types of Skill Cards: Basic Skill Cards and Expansion Skill Cards. Both are used in the same way. Using Skill Cards follows these steps:
There are two types of Skill Cards: Basic Skill Cards and Expansion Skill Cards. Both are used in the same way. Using Skill Cards follows these steps:
Line 201: Line 227:
In the diagram below, the basic action ""Use one card to move one space"" can only be performed up to twice in a single round.
In the diagram below, the basic action ""Use one card to move one space"" can only be performed up to twice in a single round.


<br>
<br>  
;C. Executing CP Actions
;C. Executing CP Actions
<br>
<br>
CP actions are actions that can be performed using CP (Charged Power) obtained when performing ""7-1. Player Deck Reconfiguration Procedure"". The amount of CP consumed and its effect are listed on the [Character Board].
CP actions are actions that can be performed using CP (Charged Power) obtained when performing ""7-1. Player Deck Reconfiguration Procedure"". The amount of CP consumed and its effect are listed on the [Character Board].
* You can perform a CP action by reducing your CP gauge by the amount indicated in ""CP Consumption"".
*You can perform a CP action by reducing your CP gauge by the amount indicated in ""CP Consumption"".
* The ""Skill Type Icon"" indicates when that CP action can be performed.  
*The ""Skill Type Icon"" indicates when that CP action can be performed.
* can only be performed during your turn,
* can only be performed during your turn,
* ​​follows the execution timing of the corresponding action (described later).
*​​follows the execution timing of the corresponding action (described later).




Line 240: Line 266:
After the return process, proceed with the normal phase flow for processing and actions.
After the return process, proceed with the normal phase flow for processing and actions.


== 7. Reconfigure your deck ==
==7. Reconfigure your deck==


When you draw or reveal cards from a deck that is currently empty, a deck reconstruction occurs. If a deck reconstruction occurs in the middle of processing a series of effects of a [Skill Card], the remaining processing will be done after the deck reconstruction.
When you draw or reveal cards from a deck that is currently empty, a deck reconstruction occurs. If a deck reconstruction occurs in the middle of processing a series of effects of a [Skill Card], the remaining processing will be done after the deck reconstruction.
Line 257: Line 283:
Example: If the value after increasing the VOLTAGE gauge by 1 is ""2"", add the [Clad Card] with ""VOLTAGE2"" written in the upper left corner to the Clad Deck."
Example: If the value after increasing the VOLTAGE gauge by 1 is ""2"", add the [Clad Card] with ""VOLTAGE2"" written in the upper left corner to the Clad Deck."


== 8. Game End Conditions ==
==8. Game End Conditions ==


The game ends when you play from the start of the game until the last turn of the 9th round.
The game ends when you play from the start of the game until the last turn of the 9th round.
(If the VOLTAGE gauge on the [Sequence Board] is at 3 and there are no more cards left in the cladding deck, play continues until the end of that round, and the 9th round ends.)
(If the VOLTAGE gauge on the [Sequence Board] is at 3 and there are no more cards left in the cladding deck, play continues until the end of that round, and the 9th round ends.)


== 9. Scoring and determining the winner ==
==9. Scoring and determining the winner==


The following four processes are performed in order to calculate the total value of the VP earned:
The following four processes are performed in order to calculate the total value of the VP earned:
Line 276: Line 302:
4. The player who had the later turn order (P1~P4) at the start of the game.
4. The player who had the later turn order (P1~P4) at the start of the game.


== 10. In-game terminology ==
==10. In-game terminology==  


* Additional Cost:
*Additional Cost:
Skill cards with this marking require you to perform the specified action as a cost. If you cannot pay the additional cost, you cannot use the skill card.
Skill cards with this marking require you to perform the specified action as a cost. If you cannot pay the additional cost, you cannot use the skill card.
* Knockback:
*Knockback:
A Clad that is knocked back will lose its balance and stumble, moving in the direction of the attack (= away from the Witch token). The direction of the knockback does not necessarily coincide with the Clad's forward direction at that time, and this movement does not change the Clad's orientation. The knockback action is performed after all other actions have finished and the skill card has been placed in the discard pile.
A Clad that is knocked back will lose its balance and stumble, moving in the direction of the attack (= away from the Witch token). The direction of the knockback does not necessarily coincide with the Clad's forward direction at that time, and this movement does not change the Clad's orientation. The knockback action is performed after all other actions have finished and the skill card has been placed in the discard pile.
* Reveal:
*Reveal:
The face of the specified card is temporarily made visible to other players. After the effect has finished, the card is turned face down again.
The face of the specified card is temporarily made visible to other players. After the effect has finished, the card is turned face down again.
* Reduce:
*Reduce:
The damage received from the Clad is reduced by the specified number.
The damage received from the Clad is reduced by the specified number.
This will not result in a negative damage value.
This will not result in a negative damage value.

Revision as of 07:23, 24 July 2026

Game Overview

In a ruined world, where great monsters known as the Clad assail humanity, powerful Witches fight for renown.

Strike down the Clad and gain fame in HacKClaD, the strategy sim game!

As Witches, use your future sight to stand against the Clad and compete for the spoils of war.

Magic Shards and completed Mission cards award VP, and the player with the most VP at the end of the game wins.

1.Game Preparation

Shared Areas Setup

❶ Lay the Sequence board and the Field board next to each other in the center of the table.

❷ Take a Gauge Marker cube and place it in the Voltage 1 space on the Sequence board.

❸ Take the 6 Normal Clad cards with Voltage 1 written in the top left corner and shuffle them face down to make the Clad deck. Place it in the Clad deck space.

The Expert Clad cards are only used when playing Expert Mode. Return them to the box when playing Normal Mode.

❹ Sort the remaining Clad cards by their Voltage value and place them next to the Sequence board.

❺ Put all the Magic Shards in a pile within easy reach of all players.

This is referred to as the Magic Shard Reserve.

Player Board Setup

❻ Choose the character you want to play as and take the player board with that character on it, her Skill cards, and her Witch figure. Return any remaining characters to the box.

Multiple players may choose to play as the same character. If you do, make sure you differentiate your cards and figures in some way.

❼ Put your character’s Basic Skill cards in a pile on your deck space, and her Enhanced Skill cards in a pile on the Enhanced deck space.

❽Take 3 Gauge Marker cubes and place 1 on each Gauge space marked 0 on your Player board.

Character Figure Setup

❾ Choose the order in which you will take your turns, from the first player to the fourth. (They will be referred to as Player 1, Player 2, Player 3, and Player 4 from now on.)

Depending on the number of players, rules that mention Players 3 and 4 may not be relevant for your game.

Player 1 puts their Witch on Entry Point A of the Field.

Continuing in order, all players put their Witches on their Entry Point space—Player 2 uses Entry Point B, Player 3 uses C, and Player 4 uses D.

❿ Assemble the Clad figure and place it on the central space of the Field.

Deck and Turn Card Setup

⓫ Randomly choose 10 of the 18 Mission cards and place them face up on the table so the objectives are visible to all players.

Then, choose a total of 2 Mission cards each, in the following player order:

Player 1 ➡ Player 2 ➡ Player 3 ➡ Player 4 ➡

Player 4 ➡ Player 3 ➡ Player 2 ➡ Player 1

Place the 2 Mission cards you chose face up in front of you, near your Player board.

⓬ Choose 1 of your character’s Enhanced Skill cards, and keeping it hidden from the other players, add it to your other 8 Basic Skill cards and shuffle them together face down to make your deck. Place it on your deck space.

Place the rest of your Enhanced Skill cards face down in your Enhanced Skill deck space.

⓭ Player 1 draws the top card from their deck without looking at it, and keeping it face down, places it on the 1st Standby slot (the rightmost space).

Player 2 then does the same and takes the 2nd Standby slot, Player 3 takes the 3rd, and Player 4 takes the 4th slot.

2. Game Flow

The game is played over a series of rounds. Each round consists of 4 phases, as follows:


Ⅰ Forecast Phase

Looking into the future to see what the Clad will be doing this round.


Ⅱ Draw Phase

Replenishing your hand.


Ⅲ Draft Phase

Determining turn order.


Ⅳ Action Phase

Resolving Clad and player actions in turn order.


The Sequence board depicts the full flow of a round.

Follow the clockwise spiral from the top left corner to play all the 4 phases in order.

6.1 – Forecast Phase

Draw 1 card at a time from the Clad deck, placing them in the Clad slots starting from the left. If there are no cards in the Clad deck, carry out 7.2 – How to Reshuffle the Clad Deck on page 11.

Then, draw cards to fill up the Clad slots as above.


6.2 – Draw Phase

All players draw from their decks until they have 3 cards in their hands. When you run out of cards in your deck, carry out 7 – Reshuffling Your Deck on page 11.

Then, draw the rest of the cards you need. Keep your hand hidden from the other players.


6.3 – Draft Phase

Each players’ Skill card on the Sequence board is referred to as their Turn card.

The player whose Turn card is in the 1st Standby slot (the rightmost slot) takes the following steps ⓪ to ③ in order: ⓪ If your Witch is on top of your Turn card, carry out 6.4.5 – Re-Entry. Otherwise, skip this step.

① Add the Turn card from your Standby slot to your hand.

② Choose a Turn slot other than the one your Turn card was below and place 1 of the cards from your hand there, face down.

③ Gain the eff�ect written directly under the Turn slot you chose.

Then, the next player with their Turn card in the 2nd Standby slot carries out steps ⓪ - ③ in order. Continue with the Standby order until all players have taken steps ⓪ - ③.

6.4 – Action Phase

In the Action Phase, all players take their turns in alternating order with the Clad, starting with the player who took the 1st (leftmost) Turn slot.

At the start of your turn, slide your Turn card from its Turn slot to the Standby slot directly beneath it. If your Witch is on top of your Turn card at this point, carry out 6.4.5 – Re-Entry before starting your turn.

[Field and Figure Rules]

During each turn, you’ll be moving figures on the Field, taking actions, and making attacks. The following rules apply to the Field and the figures on it:

  • Figures can move left, right, up, or down to adjacent spaces. They cannot move diagonally or skip a space. Adjacency is only for orthogonal, not diagonal spaces. If you move your Witch onto a space containing Magic Shards, you take those Magic Shards. However, if the Clad moves onto a space containing Magic Shards, it does not collect them. Instead, both the Clad and the Shards occupy that space.
  • Witches cannot move through or share spaces occupied by the Clad or other Witches.
  • You may change the direction your Witch faces at any time.
  • The Clad can only change direction as directed by Clad cards and Skill cards.
  • The Field loops at the edges—top to bottom and left to right. As shown in the diagram below, movement or attacks that aim outside the Field are resolved on the spaces on the opposite side of the board.
6.4.1 – The Clad’s Turn

On the Clad’s turn, it will carry out the actions on the next Clad card in order, starting with the icon on the left.

The player who just took their own turn resolves the Clad’s actions.

Alternatively, a player who knows the game well can carry out the Clad’s turn.

Each icon is explained below:


Attack2.png


A normal attack that targets the red-marked spaces.



Screenshot - 2026-07-24 14.12.14.png
Screenshot - 2026-07-24 14.12.17.png

"Move the Clad figure the indicated number of spaces in the direction it is facing.

When moving the Clad, it first performs a Trample Attack in the space it is moving to.

Damage from Trample Attacks cannot be negated.""






Change the direction the Clad figure

is facing."

"Take a Purple Magic Shard from the

Shard Reserve to place on the space

marked with this icon. If there is a Witch

in that space, that player immediately

gains that Magic Shard."


[Handling Clad's attacks]


If a [Witch piece] is placed on a square where a normal attack or movement attack is performed, Klad attacks that player. The damage is equal to the ATK value shown by the VOLTAGE gauge on the [Sequence Board]. In the example below, the ATK value is ""3"".

A player being attacked by a Clad can take a corresponding action (described below) before the processing of the [Clad Card] begins. Also, if a Clad moves due to another player's action, a movement attack occurs, and the player being attacked can take a corresponding action (described below). When a player takes damage from a Clad attack, ""6-4-4. Injury Processing"" occurs.


6-4-2. Actions that the current player can perform


A. Using Skill Cards

There are two types of Skill Cards: Basic Skill Cards and Expansion Skill Cards. Both are used in the same way. Using Skill Cards follows these steps:

1. Declaring a Skill Card Reveal one Skill Card from your hand and place it on the table. 2. Checking Usage Conditions and Paying the Cost Confirm that you meet the usage conditions written on the card, and pay any costs or additional costs specified. If you do not meet the usage conditions or cannot pay the cost, the Skill Card cannot be used and returns to your hand. 3. Using a Skill Card Process the effect according to the effect text written on the Skill Card. The player who uses a Skill Card to deal damage to a Clad gains Magic Stones equal to the damage dealt, equal to VP, from their Magic Stone Stock. Also, processing the effect text may trigger ""7-1. Deck Reconstruction Procedure"".

  • Please note that the card itself is not in the discard pile while the process is running. Also, cards that have been discarded as a cost for any reason are treated as if they were in the discard pile when the card effect is being processed.

Place 4 cards in the discard pile Place the used [Skill Card] in the discard pile.


[Types and Rules of Skill Cards]

This is a [Skill Card] that deals damage to Clad and can only be used during your turn. The condition for using this card is the relative positions of your [Witch token] and [Clad token]. When your [Witch token] is placed on the ""RANGE"" pin of the [Skill Card], your [Clad token] must be placed within the red space. When you use a [Skill Card], you deal damage to Clad equal to its ATK value, and gain [Magic Stones] equal to that value in VP from your Magic Stone Stock. Even if other [Witch Tokens] are placed in the "RANGE", the damage will only be dealt to Clad.


B. Performing basic actions

Basic actions are versatile actions that can be performed by discarding any card from your hand as a cost. The types and effects of these actions are listed on the [Character Board]. The details of each effect are as follows:

[Maximum number of executions]


Basic actions have a limit on the number of times they can be performed in a single round. The number of times each action can be performed varies depending on the character. In the diagram below, the basic action ""Use one card to move one space"" can only be performed up to twice in a single round.


C. Executing CP Actions


CP actions are actions that can be performed using CP (Charged Power) obtained when performing ""7-1. Player Deck Reconfiguration Procedure"". The amount of CP consumed and its effect are listed on the [Character Board].

  • You can perform a CP action by reducing your CP gauge by the amount indicated in ""CP Consumption"".
  • The ""Skill Type Icon"" indicates when that CP action can be performed.
  • can only be performed during your turn,
  • ​​follows the execution timing of the corresponding action (described later).


6-4-3. Corresponding Actions

Response actions are actions that can be performed in response to a Clad attack, and cannot be used proactively by the player. When a Clad performs a normal attack or movement attack, players who have placed a [Witch token] on a square within the attack range can perform various actions indicated by the response icon before the [Clad attack processing] begins. These are called response actions. The execution of response actions and the [Clad attack processing] are carried out according to the following rules.

1. Among the players who have placed a [Witch token] within the attack range, the player with the earliest turn in this round can take a corresponding action in order. The player taking the corresponding action is called the active player. 2. The active player can take one action from the following: a [Skill card] with a corresponding icon, a basic action, or a CP action. If the corresponding action does not change the attack range of the Clad, the same player can take the corresponding action again. 3. If the active player does not take a corresponding action, they declare a pass, and the next player with the earliest turn becomes the active player and takes the corresponding action. 4. If the attack range of the Clad changes due to a corresponding action, the players within the attack range are checked again, and the player with the earliest turn among them becomes the active player. At this time, even players who had previously declared a pass can take a corresponding action again. 5. If a Clad movement attack occurs as a result of a corresponding action, the corresponding action and injury processing are performed first. 6. Once all players within the attack range declare a pass, execute the [Clad's Attack Processing]. The above processing is shown in the flowchart below. The corresponding action is to be executed in response to Clad's attack.


6-4-4. Injury Treatment

When a player takes 1 or more damage from a [Clad's Attack], that player must perform the following actions: 1. Regardless of the amount of damage taken, increase the injury count gauge by 1. 2. From your magic stone area, place [magic stones] equal to the amount of damage taken (VP) on the space where your [witch token] is located. If you do not have the required number of [magic stones], place as many as you can. 3. Remove your [witch token] from the [field board] and move it onto your turn card.

6-4-5. Recovery Process

During the draft or action phase, when a player manipulates a turn card, if a [Witch token] is placed on the turn card, the return process is performed. Choose one entry point space on the [Field Board] that does not have a [Witch token] or [Clad token] on it, and place the [Witch token] there. If there is no suitable space, you can choose any space. If there is a [Magic Stone] on the space you return to, you acquire it immediately. After the return process, proceed with the normal phase flow for processing and actions.

7. Reconfigure your deck

When you draw or reveal cards from a deck that is currently empty, a deck reconstruction occurs. If a deck reconstruction occurs in the middle of processing a series of effects of a [Skill Card], the remaining processing will be done after the deck reconstruction.

7-1. Player's Deck Rebuilding Procedure

1. Increase your CP gauge by 1. 2. You may choose one card each from your expansion deck and discard pile and swap them. Card swaps must be done secretly from other players. 3. Stack your discard pile face down, shuffle well, and place it in the deck area.

7-2. Clad's Deck Rebuilding Procedure

1. Increase the VOLTAGE gauge by 1. 2. Add 3 cards with the current (after gauge increase) VOLTAGE value to the processed [Clad Card], shuffle well, and create a new deck. Example: If the value after increasing the VOLTAGE gauge by 1 is ""2"", add the [Clad Card] with ""VOLTAGE2"" written in the upper left corner to the Clad Deck."

8. Game End Conditions

The game ends when you play from the start of the game until the last turn of the 9th round. (If the VOLTAGE gauge on the [Sequence Board] is at 3 and there are no more cards left in the cladding deck, play continues until the end of that round, and the 9th round ends.)

9. Scoring and determining the winner

The following four processes are performed in order to calculate the total value of the VP earned: 1. Add the VP of [Magic Stones] earned during the game. 2. Add the total VP of the 9 cards in your deck, including your turn card. 3. Add the VP of the [Mission Cards] you have completed. 4. Subtract points equal to the value of your injury count gauge from your VP. The player with the most VP wins this game. If there are multiple players with the same score, the winner is determined by the following conditions, in order from top to bottom: 1. The player with the smaller injury count gauge value. 2. The player who has completed more missions. 3. The player with the highest total VP from their 9 cards in their deck. 4. The player who had the later turn order (P1~P4) at the start of the game.

10. In-game terminology

  • Additional Cost:

Skill cards with this marking require you to perform the specified action as a cost. If you cannot pay the additional cost, you cannot use the skill card.

  • Knockback:

A Clad that is knocked back will lose its balance and stumble, moving in the direction of the attack (= away from the Witch token). The direction of the knockback does not necessarily coincide with the Clad's forward direction at that time, and this movement does not change the Clad's orientation. The knockback action is performed after all other actions have finished and the skill card has been placed in the discard pile.

  • Reveal:

The face of the specified card is temporarily made visible to other players. After the effect has finished, the card is turned face down again.

  • Reduce:

The damage received from the Clad is reduced by the specified number. This will not result in a negative damage value.