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Advanced Format — Rulebook

Introduction

The Advanced format is the tactical mid-layer of Mintayn’s rulesets. Where Snap focuses on lightning-fast battles and Master expands into resource-heavy strategy, Advanced balances speed with depth. It introduces Life Points (LP) and ATK/DEF combat, allowing multiple monsters on the field simultaneously. This format is inspired by early-era dueling games and is designed for 10–20 minute matches.

  • Match duration: ~10–20 minutes
  • Playstyle: fast-paced but tactical, resource-light but with LP tension
  • Audience: casual and competitive players who want more board presence than Snap but less complexity than Master

Core Principles

Win Condition

Reduce your opponent’s LP (Life Points) to 0.

  • Starting LP: 6000 per player (tournament default).
  • No deck-out victory: if you cannot select a card, the game continues.

Deck Size & Construction

  • 40 cards total (Monsters, Spells, and Counters all in one deck).
  • Must include at least 5 Monsters (to fill your field).
  • Copy limits: up to 2 copies of each card.
  • Exceptions: Prime Evolutions and Prime Singulars are limited to 1 copy.

Format-Neutral Cards

As in all Mintayn formats, cards are full-art and format-neutral. ATK/DEF values, abilities, and effects are determined by the Advanced ruleset and displayed via companion data.

Card Selection

Advanced uses the selection system:

  • At game start, players select their opening hand.
  • At the beginning of each of your turns, you choose 1 card from your deck to add to your hand.
  • No random drawing occurs.

Card Types

Monster Cards

  • Each monster has:
    • ATK (Attack value)
    • DEF (Defense value)
    • Class (Coreon, Fluxion, Synaphera, Obscura, Aetherion)
  • Monsters can be placed in Attack Position (AP) or Defense Position (DP).
  • Positions define which stat is used in battle.

Spell Cards

  • Played during your own turn.
  • Require class-matching: you must control a face-up monster of the same class.
  • Provide buffs, removal, draw effects, position control, and tactical tools.

Counter Cards

  • Played only during the opponent’s turn or during combat windows.
  • Also class-bound (require a matching monster).
  • Provide negation, prevention, and disruption.

Evolution & Prime Cards

  • Evolutions: once per turn, you may evolve a face-up monster into its next stage.
  • Prime Evolutions: powerful third stages, limited to 1 copy.
  • Prime Singulars: unique legendary monsters with strict conditions.

Field & Zones

  • Monster Zone: up to 7 monsters may be controlled simultaneously.
  • Spell/Counter Area: Spells and Counters are played from hand; Ongoing Spells remain face-up.
  • Graveyard: all destroyed monsters and used cards.
  • Hand: cards selected into hand, subject to hand size limit.

Game Setup

  1. Deck build: 40 cards with max 2 copies each (except Primes).
  2. Starting LP: 6000 each.
  3. Starting hands:
    • Player 1: selects 5 cards.
    • Player 2: selects 6 cards.
  4. First-turn restrictions:
    • Player 1 cannot attack on their first turn.
    • Player 1 does not select a card on their very first turn.

Turn Structure

  1. Selection Step: choose 1 card from deck → hand.
  2. Main Phase:
    • Play Spells (class-bound).
    • Summon monsters (1 Normal Summon per turn; Special Summons if effects allow).
  3. Position Step: change monster positions (AP↔DP, once per monster per turn; switched monsters cannot attack this turn).
  4. Evolution Step (optional): once per turn globally, evolve one monster. Evolved monsters cannot attack this turn.
  5. Attack Phase:
    • Each monster in AP may attack once.
    • Targets: opponent’s monsters; if none remain, attack directly.
    • Opponent may respond with Counters.
  6. End Phase: resolve “until end of turn” effects; discard to hand size limit.

Combat System

Attack Positions

  • AP: monster uses its ATK value; deals damage to opponent’s LP if attacking directly.
  • DP: monster uses its DEF value; cannot attack, and if destroyed usually prevents LP damage.

Combat Resolution

  • AP vs AP:
    • Higher ATK destroys lower; difference dealt as LP damage.
    • Equal ATK = both destroyed, no damage.
  • AP vs DP:
    • ATK > DEF: defender destroyed, no LP damage (unless Pierce).
    • ATK = DEF: no destruction.
    • ATK < DEF: no destruction, no damage.
  • Direct attacks: allowed if opponent controls no monsters; LP damage = attacker’s ATK.

No Keywords in Base Release

In this core ruleset, Advanced monsters use only ATK/DEF and Evolutions. Special abilities (Blocker, Disruptor, etc.) are reserved for later expansions.


Special Mechanics

Evolution Rules

  • Only face-up monsters can evolve.
  • Exact next stage card must be in hand.
  • Place on top of predecessor; defeated stacks go to Graveyard as a unit.
  • After evolving, that monster cannot attack this turn.

Prime Evolutions

  • Third-stage evolutions, limited to 1 copy.
  • Higher stats and strong effects.
  • May not attack on the turn they enter.

Prime Singulars

  • Unique boss monsters, 1 copy.
  • Conditions: you must control at least 2 other monsters and meet the card’s printed condition (e.g., ≤2000 LP).
  • Played by replacing an active monster or filling an empty slot.

Chains & Counterplay

  • Only Counters create chains.
  • LIFO resolution.
  • Maximum: 3 links per player, 6 total.

Victory & End of Game

  • A player wins immediately if their opponent’s LP reaches 0.
  • No deck-out victories are possible.

Tournament Guidelines

  • Match length target: 10–20 minutes.
  • Decision shot-clock: 45 seconds.
  • Hand size limit: 9 cards at end of turn.
  • Chain cap: 3 per player (6 total).
  • Open log: players must declare all selections and plays aloud.

Advanced Format — Timing Sequence (Summary)

In Advanced, turns are longer and involve Life Points, ATK/DEF combat, and up to seven monsters on the field. The sequence of play follows these steps:

  1. Turn Start
    Nothing resolves automatically. The active player prepares for their turn.
  2. Selection Step
    The active player looks through their deck and chooses exactly one card to add to their hand. This replaces drawing. Effects that prevent drawing also prevent this selection. The opponent cannot interfere unless a card explicitly restricts selection.
  3. Main Phase
    The active player may play any number of Spells, as long as class-binding is respected (a face-up monster of the same class must be controlled). Spells resolve one by one. The opponent may respond with Counters, which create chains resolved last-in, first-out (LIFO).
    During this phase, the active player may also perform one Normal Summon (placing a monster without cost) and any number of Special Summons, provided card effects allow it.
  4. Position Step
    Monsters may switch between Attack Position (AP) and Defense Position (DP). Each monster can only switch once per turn, and monsters that switched this turn cannot attack. The opponent cannot respond to a simple position change unless an effect triggers it.
  5. Evolution Step (optional)
    Once per turn globally, the active player may evolve one face-up monster to its exact next stage if the card is in hand. The new stage is stacked on top of the old one. After evolving, that monster cannot attack this turn. If destroyed, the entire stack goes to the Graveyard. Counters may only interfere if a specific card allows it.
  6. Attack Phase
    Each monster in Attack Position may declare one attack.
    • Attack Declaration: The attacking player announces which monster is attacking and its target. If the opponent controls no monsters, a direct attack may be declared.
    • Counter Window: Before damage resolves, both players may play Counters. Chains follow LIFO resolution.
    • Damage Resolution: Compare ATK vs ATK or ATK vs DEF, applying normal Advanced rules (see Rulebook §7). LP damage is applied if appropriate.
  7. End Phase
    Resolve any “until end of turn” effects. The active player discards down to the hand limit (normally 9 cards). The turn ends and play passes to the opponent.

Balance Levers & Variants

  • Starting LP: 5000 (faster), 6000 (default), 8000 (longer).
  • Monster zones: 5 (smaller boards) or 7 (default).
  • Hand limit: 7–10 depending on playstyle.
  • Selection rate: 1 per turn (default), 2 for higher tempo.
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