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Dominate Grail War: Fate/Stay night on Board Game

Dominate Grail War: Fate/Stay night on Board Game Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Game Overview
  • Contents
    • Central Board (1)
    • Master Boards (7)
    • Situation Cards (13)
    • Event Cards (20)
    • Attack Cards (12 each, 9 sets: 108 cards total), Noble Phantasm / Skill Cards (3 each, 9 sets: 27 cards total), and Special Cards (4)
    • Servant Tarot (9)
    • Mana Tokens (7)
    • Command Seal Tokens (21)
    • Gem Tokens (10)
    • Start Player Marker (1)
    • Master Pieces (7)
    • Terrain Advantage Tokens (4)
    • War Results Tokens (7)
    • Rulebook (1)
  • Game Setup
    • Field Setup
    • Player Setup
  • Game Progress Quick Reference
    • 1: Preparation Phase
    • 2: Pre-Outpost Phase
    • 3: Action Phase
    • 4: Battle Phase
  • Detailed Rules for Each Phase
    • 1: Preparation Phase
    • 2: Pre-Outpost Phase
    • 3: Action Phase
    • 4: Battle Phase
    • The Climax Round
    • Elimination
  • Casual Rules
    • Casual Game Setup
    • Casual Game Progress
  • Master and Servant Information
    • Shirou Emiya (Intermediate)
    • Rin Tohsaka (Intermediate)
    • Sakura Matou (Advanced)
    • Ilyasviel von Einzbern (Beginner)
    • Shinji Matou (Advanced)
    • Souichirou Kuzuki (Advanced)
    • Kirei Kotomine (Beginner)
    • Saber
    • Archer
    • Lancer
    • Caster
    • Rider
  • Glossary of Cards and Abilities

Introduction

If you are not familiar with board games: read the sections "Contents" and "Game Setup" that follow, then play once with the Casual Rules (starting on page 12). After that, play with the normal rules to enjoy the game more fully.

If you are familiar with board games: read the whole rulebook and play with the normal rules (starting on page 6). If there are participants who are not familiar with board games, the experienced players should lead the game.

Game Overview

Dominate Grail War -Fate/stay night on Board Game- is a board game for 3 to 7 players. Players become Masters, act together with their own Servants, and aim to be the winner of the Holy Grail War.

Contents

Central Board (1)

Placed in the centre of the table.

  1. Situation Card Area: where the Situation cards for the current round are placed.
  2. Event Card Area: where the Event cards for the current round are placed. At the start of the round, place 1 card from the Event deck face up in the place marked "Open", and 1 more face down in the place marked "Close".
  3. War Results Track: where each player's War Results are tracked.
  4. Magus Workshop: the place where each player places their Master piece.
  5. Miyama Town: a battlefield. Miyama Town and Shinto are where Masters fight each other.
  6. Shinto: a battlefield (see Miyama Town).
  7. Reconnaissance: the place where a Master enters Reconnaissance.
  8. Power Track: the place where Master pieces are placed on the spaces matching the total Power of the cards used in battle at Miyama Town and Shinto.
  9. Round Display: shows the current round by placing used Situation cards on it.

Master Boards (7)

Each Master board represents the Master a player controls.

  1. Name: the Master's name.
  2. Special Ability: the Master's special ability.
  3. Mana Track: tracks the Mana the Master holds. The maximum is 12 and the minimum is 0.
  4. Servant Deck Area: where the Servant deck used to issue battle orders to the Servant is placed.
  5. Trash Area: where used cards are placed. Cards are stacked in the orientation in which they were used.
  6. Command Seal Area: where the Master's Command Seals are tracked.

Situation Cards (13)

These cards represent the situation at the start of a round. Each one is revealed at the start of its round.

  1. Supply: if the card says "Supply", each player supplies the Mana written on the card at the start of the round.
  2. Additional Rules: the special rules that apply during that round.

Event Cards (20)

These cards represent events that change the situation during a battle. They are placed at each battlefield.

  1. War Results: the War Results number the player who wins the battle at the battlefield where the Event card is placed will gain.
  2. Additional Rules: the special rules that apply to battles at that battlefield.

Attack Cards (12 each, 9 sets: 108 cards total), Noble Phantasm / Skill Cards (3 each, 9 sets: 27 cards total), and Special Cards (4)

Attack cards and Noble Phantasm / Skill cards are used to issue battle orders to Servants. Each Servant has its own Servant deck, made of 12 Attack cards and 3 Noble Phantasm / Skill cards, 15 cards in total. Special cards are used only by specific Masters.

  1. Base Power: the Base Power referred to for each card during the battle preparation step. When battle preparation is done, the player whose cards have the greatest total Base Power wins the battle.
  2. Attribute: referred to by the effects of Situation cards and Event cards. Some cards have two or more Attributes.
  3. Mana Cost: when a card is used in a battle, the Mana written on it must be paid.
  4. Special Effect: the effect that takes place when the card is used. An effect written as "On Use:" takes place when the card is used. An effect written as "On Clash:" takes place during the Battle Phase.
  5. Card Name: the name of the card.

Servant deck contents (Servant Tarot): each Servant's true name and the composition of its Servant deck are printed on the Servant Tarot, together with the Attributes and Power of its Attack cards and the names of its Noble Phantasm / Skill cards.

Servant Tarot (9)

Each Servant summoned by a player is represented by a Servant Tarot card. The Tarot card has a face side and a back side.

Mana Tokens (7)

Placed on the Master board to track the Mana a player has saved.

Command Seal Tokens (21)

Placed on the Master board to track the Command Seals a player holds.

Gem Tokens (10)

Used to track the effect of the "Gem Magic" ability of Rin Tohsaka.

Start Player Marker (1)

Shows which player is the start player.

Master Pieces (7)

Pieces representing each player's Master.

Terrain Advantage Tokens (4)

Power bonus tokens that a player gets when placing a Master piece at Miyama Town or Shinto during the Pre-Outpost Phase.

War Results Tokens (7)

Placed on the War Results track.

Rulebook (1)

This booklet.

Game Setup

Field Setup

  1. Shuffle the 20 Event cards and place them in the Event card area of the central board.
  2. Of the Situation cards, set aside the cards marked 【Climax】 (3 cards). From the remaining 10 cards, remove 2 at random without looking at their contents, shuffle the other 8, and place them in the Situation card area of the central board. (The printed illustration for this step carries the caption "Remove the 3 Climax cards".)
  3. Place the Terrain Advantage tokens on their corresponding spaces.
  4. Referring to the Servant composition printed on each Servant Tarot, make one Servant deck per Servant by gathering its Attack cards and Noble Phantasm / Skill cards.

All decks prepared in this step are kept face down so that the card contents cannot be seen.

Player Setup

  1. Every player receives one Master board, chosen or random. If playing with 6 or fewer players, Sakura Matou cannot be chosen at the start: she enters the game by replacing Shinji Matou, so she is not available as an initial choice. Thereafter, that player plays the chosen Master. See the Master and Servant Information section.
  2. Receive Mana tokens and place them on the Mana track at the space marked "Initial value".
  3. Receive Command Seal tokens and place them on the Command Seal area of the Master board.
  4. Every player receives at random a Servant Tarot and its corresponding Servant deck. After checking your own Servant Tarot, place it face down so the other players cannot see it. Then remove the Noble Phantasm / Skill cards from the Servant deck and place them face down beside the Servant Tarot. In this way, no player except you knows which Servant you are commanding.
  5. Shuffle the remaining Attack cards of the Servant deck and place the deck in the Servant deck area of the Master board.
  6. Place your War Results token on the 0 space of the War Results track on the central board.
  7. Decide the first start player by rock-paper-scissors or similar. The start player receives the Start Player marker and places it near their Master board.

This completes game setup and the game begins.

(The printed illustration for this step shows Mana tokens placed on the Mana track at the "Initial value" space.)

Game Progress Quick Reference

The game proceeds by repeating rounds. Each round consists of the following four phases, carried out in order:

  1. Preparation Phase
  2. Pre-Outpost Phase
  3. Action Phase
  4. Battle Phase

1: Preparation Phase

Each player adds cards one at a time from the top of their Servant deck to their hand until they have 3 cards. On the central board, reveal the top Situation card, then place the top Event card face up at Miyama Town and another face down at Shinto.

2: Pre-Outpost Phase

Starting with the start player, and proceeding clockwise, players place their Master pieces on the central board. Continue until all players have placed their pieces.

3: Action Phase

Reveal all face-down Event cards on the central board. Then, starting with the start player and proceeding clockwise, each player performs their action: movement and battle preparation (Attack cards and Noble Phantasm / Skill cards). The phase ends when every player has acted once.

4: Battle Phase

Compare the total Power at Miyama Town and at Shinto. At each battlefield, the player with the highest total Power gains the War Results shown on the Event card there. If that player won against other Masters, they additionally gain the War Results shown on the central board.

After the Battle Phase, prepare as follows and begin the Preparation Phase of the next round:

  1. All players place their used cards in the trash area, in the orientation in which they were used. Used Noble Phantasm / Skill cards are returned face up beside the Servant Tarot.
  2. Return the Terrain Advantage tokens to their original battlefields.
  3. Place the Situation cards on the Round Display; gather the Event cards outside the board.
  4. Move the Start Player marker one player clockwise.

Detailed Rules for Each Phase

1: Preparation Phase

❶ Refilling the hand Each player draws cards from the Servant deck area until they have 3 cards in hand.

❷ Revealing the Situation card Turn face up the top card of the deck in the Situation card area on the central board. At this point, carry out the Supply and Additional Rules effects printed on the card.

❸ Placing Event cards Place the top card of the Event deck face up in the Miyama Town Event card area, and place another card face down in the Shinto Event card area.

When a deck runs out:

  • If the Servant deck area has no cards when refilling hands, turn all the cards in the trash area face down, shuffle them, and place them in the Servant deck area.
  • Likewise, if the Event card deck runs out, turn all used Event cards face down, shuffle them, and place them in the Event card area.

2: Pre-Outpost Phase

Starting with the start player marker holder, and proceeding clockwise, players place their Master pieces. After each player places a piece, the next player clockwise places theirs. The phase ends when all players have placed their pieces.

❶ Placing a Master piece A player may place their Master piece on any of the three locations on the central board: Magus Workshop, Miyama Town, or Shinto. The location determines whether the player gains Mana or Terrain Advantage.

  • Magus Workshop: the player gains Mana. The first player to place a piece here gains 2 Mana; each player placing after them gains 1 Mana. Up to 4 players can place here.
  • Miyama Town / Shinto: battlefields where a player fights other players. A player placing here first in the Pre-Outpost Phase gains Terrain Advantage at that battlefield: the first player to place gets a +3 Terrain Advantage token, and the next player gets a +1 Terrain Advantage token. Even if the tokens run out, a piece can still be placed.
  • Reconnaissance: no pieces may be placed here during the Pre-Outpost Phase. A player who enters Reconnaissance during the Action Phase gains 2 War Results. Up to 1 player may be placed here.

Playing with 4 or fewer players

Take a Master piece that no player has chosen. On an odd-numbered turn, place it on the "11" space of the Power track at Shinto. On an even-numbered turn, place it on the "11" space of the Power track at Miyama Town.

This piece is not controlled by any player, but it takes part in battles at the battlefield where it is placed. From here on, this character is called an NPC.

3: Action Phase

At the start of the Action Phase, turn all face-down Event cards on the central board face up. Then the player with the start player marker acts first, and each player acts in clockwise order. An action consists of ❶ Movement and ❷ Battle Preparation. After a player finishes their action, the next player clockwise acts. The phase ends when every player has acted once.

❶ Movement

By paying the Mana shown on the board, a player may move their Master piece in the direction of the arrows. Movement is one-way: you may only move in the order Magus Workshop → Miyama Town → Shinto → Reconnaissance. A player may also stay where they are.

By paying a combined amount of Mana, such as 3 or 5, a player may move from Magus Workshop directly to Shinto or Reconnaissance.

If, at the start of this step, there are two or more Master pieces on the battlefield where the player is (Miyama Town or Shinto), that battlefield is said to be in an engaged state, and the piece cannot be moved by this method.

Note: a player who is not in an engaged state may pass through a battlefield occupied by other players.

❷ Battle Preparation

Unless affected by a special effect, a player uses 2 cards. Perform the following steps in order: ① card selection, ② paying Mana, ③ activating special effects, and ④ calculating total Power.

Note: if a card has a special effect marked "Constant:", that effect applies even while the card is still in hand.

① Card selection

  • A player may choose Attack cards or Noble Phantasm / Skill cards from their hand. The total Mana cost of the chosen cards must not exceed the Mana the player holds.
  • A Noble Phantasm / Skill card can be chosen only if the player holds 8 or more Mana.
  • Each Attack card is used either face up or face down:
    • Face up: the card's Base Power, Attribute, Mana cost, and special effects are used.
    • Face down: the card is treated as an Attack card with Base Power 0, no Attribute, Mana cost 0, and no special effect.

② Paying the Mana cost

Add up the Mana costs of all the chosen cards and pay them at once.

③ Activating special effects

  • If a card's special effect includes 【True Name Release】, turn the Servant Tarot face up at this point.
  • If a card has a special effect written as "On Use:", activate it at this point.
  • If a card has a special effect written as "On Clash:", that effect is activated during the Battle Phase, which follows the Action Phase.
  • If several effects activate at the same timing, the player who used the cards chooses the order.
  • If a card's special effect contains "Lingering:", then in the round in which the card is used, the effect written after "Lingering:" is not activated. The effects written after "Lingering:" are activated from the next round onward. A card that is lingering cannot be used again.

④ Calculating total Power

After using cards at Miyama Town or Shinto, calculate the player's total Power. On the Power track on the central board, place the Master piece on the space matching the total Power.

Total Power is calculated as follows:

  • Base Power of Card A
    • Base Power of Card B
    • Terrain Advantage tokens
    • effects of Event cards, Command Seals, and Situation cards
  • = Total Power

If 3 or more cards are used, add together the Base Power of all the cards used.

Supplementary notes on using Noble Phantasm / Skill cards

  • The Mana for all cards is paid simultaneously. With 12 Mana, a player may use a Noble Phantasm / Skill card costing 8 and one costing 4 at the same time.
  • A Noble Phantasm / Skill card that has been used is not placed in the trash area. It is returned face up beside the Servant Tarot, and it may be used again once the player again has enough Mana.
  • A card marked cannot be used if it is face up.

❸ Using Command Seals

A player may use Command Seals only during their own Action Phase. A Command Seal may be used at any of the following timings: before moving, between moving and battle preparation, or after battle preparation. More than one Command Seal may be used at once.

After declaring a Command Seal use, choose one of the three options below and carry out its effect. Remove from the Master board as many Command Seal tokens as were used.

OptionEffect
1Gain 4 Mana.
2Add +2 to the total Power. If the player then wins the battle, they gain 2 additional War Results.
3Ignoring the engaged state, move to any location other than Magus Workshop at a cost of 0 Mana.

4: Battle Phase

If a card has an "On Clash:" special effect, it is activated in this phase. Special effects are activated starting with the player holding the Start Player marker and proceeding clockwise.

  • The player with the highest total Power at Miyama Town and the player with the highest total Power at Shinto each win the battle at their battlefield.
  • If only one player is at a battlefield, that player gains only the War Results shown on the Event cards.
  • If two or more players are at a battlefield, the winner gains the War Results shown on the Event cards, plus an additional 2 War Results at Miyama Town or an additional 3 War Results at Shinto.
  • If two or more players are tied for the highest total Power, all of them gain War Results. However, the War Results each of them gains equal the total War Results of the Event cards plus the winner's additional War Results, divided by the number of tied players and rounded up.

Note: when a card or effect adds an Event card to a battlefield, the winner gains the total War Results of all Event cards at that battlefield.

After the Battle Phase, prepare as follows and begin the next round:

  1. All players place their used cards in the trash area. Used Noble Phantasm / Skill cards are returned face up beside the Servant Tarot.
  2. Return the Terrain Advantage tokens to their original battlefields.
  3. Place the Situation cards on the Round Display; gather the Event cards outside the board.
  4. Move the Start Player marker one player clockwise.

The Climax Round

After the 8th round ends, the Climax Round begins.

  1. The four phases (Preparation, Pre-Outpost, Action, and Battle) are carried out in order, as in the normal rounds.
  2. After the 8th round or a Climax Round ends, and before the next round begins, elimination takes place. An eliminated player cannot take part in the rest of the game.
  3. The Situation card used in a Climax Round is the card marked 【Climax】 that corresponds to the number of players remaining.
  4. Climax Rounds continue until one player remains. The last player remaining is the winner of the game.

Elimination

Players are eliminated in ascending order of War Results. If players are tied on War Results, all tied players are eliminated.

After the 8th round, and before the next round begins:

  • With 5 or more players, eliminate players in order of fewest War Results until 4 or fewer players remain.
  • With 4 or fewer players, eliminate the one player with the fewest War Results.

After a round in which a 【Climax】 Situation card was used, and before the next round begins:

  • After a round using a card marked "Climax: 4 or more remaining" or "Climax: 3 remaining", eliminate players in order of fewest War Results until 2 or fewer players remain.
  • After a round using a card marked "Climax: 2 remaining", eliminate the one of the two players with fewer War Results.

Casual Rules

These casual rules are for players who are not familiar with board games. Under the casual rules, the maximum number of players is 4.

Casual Game Setup

Field setup

  1. Shuffle the four Situation cards shown in the illustration and place them in the Situation card area of the central board. The remaining Situation cards are not used under the casual rules. (The rulebook illustration shows these four cards as one sun-marked card and three crescent-moon-marked cards. Their individual names are not printed in the text and are not legible at print resolution in this transcription.)
  2. Place the Terrain Advantage tokens on their corresponding spaces.
  3. Referring to each Servant Tarot, make one Servant deck per Servant by gathering its Attack cards and Noble Phantasm / Skill cards.

All decks prepared in this step are kept face down so that the card contents cannot be seen.

Player setup

Follow the Player Setup in the normal rules (see the section "Game Setup"). Under the casual rules, after this setup is complete and before the first round begins, every player gains 2 Mana.

Casual Game Progress

1: Preparation Phase

Each player adds cards from the top of their Servant deck until they have 3 cards in hand. On the central board, reveal the top Situation card. Under the casual rules, no Event cards are used.

2: Pre-Outpost Phase

Starting with the start player and proceeding clockwise, players place their Master pieces on the central board.

3: Action Phase

Starting with the start player and proceeding clockwise, players perform movement and battle preparation (the use of cards). During this phase, a player may use Command Seals at any convenient time while moving or preparing for battle.

4: Battle Phase

Compare total Power at Miyama Town and at Shinto. At each battlefield, the player with the highest total Power gains the War Results shown on the central board. If that player won the battle against other Masters, they additionally gain the War Results shown on the central board.

  • If a player is alone at a battlefield, that player gains 2 War Results.
  • If a player wins a battle, they gain 4 War Results at Miyama Town or 5 War Results at Shinto.

After the Battle Phase, prepare as follows and begin the next round:

  1. All players place their used cards in the trash area, in the orientation in which they were used. Used Noble Phantasm / Skill cards are returned face up beside the Servant Tarot.
  2. Return the Terrain Advantage tokens to their original battlefields.
  3. Place the Situation cards on the Round Display; gather the Event cards outside the board.
  4. Move the Start Player marker one player clockwise.

After 4 rounds, the player who has gained the most War Results is the winner of the game.

Master and Servant Information

Each Master board lists a difficulty level for new players (Beginner, Intermediate, or Advanced), the Master's special abilities, and the Servant that Master commands. The summaries below restate the mechanics printed in the rulebook.

Shirou Emiya (Intermediate)

A novice magus apprentice who aims to become an ally of justice. He is a student at Homurahara Academy in Fuyuki.

  • His starting Mana is lower than other Masters, but his special card "Kanshou and Bakuya" (a Special card, available to him as an extra card from the start of the game) is powerful.
  • He is guaranteed to survive the first Climax Round.
  • The strategy is to build up Mana in the early game and win War Results in the middle and late game, using "Kanshou and Bakuya" and his Servant's abilities.
  • Special abilities: Inexperience, Projection, Unlimited Blade Works.

Rin Tohsaka (Intermediate)

The heir of the Tohsaka family, one of the three founding families of the Holy Grail War. She also manages Fuyuki and is a classmate of Shirou.

  • Her Command Seals start with one fewer than the normal number, but her Gem Magic ability makes up for it. By using gem tokens, she can add the extra card "Gandr" to her power, gain more Mana, or rearrange her hand.
  • Special abilities: Absolute Obedience Command, Gem Magic.

Sakura Matou (Advanced)

A junior student at Homurahara Academy, the younger sister of Shinji Matou. She is a member of the Matou family, but she is not known to have any magic knowledge.

  • Each time she is pushed into Miyama Town, her Engraved Fate ability forces her to spend Mana while accumulating War Results. If the conditions are met at the start of the Climax Round, her Mana becomes unlimited.
  • With 6 or fewer players, she is used together with Shinji Matou as a pair: she enters the game by replacing Shinji Matou. With 7 players, she may be used alone. Using her alone, the early game does not activate Engraved Fate, so she must build Mana alone for the later game.
  • Special abilities: Engraved Fate, Hidden Secret, Symbol of Everyday Life.

Ilyasviel von Einzbern (Beginner)

A girl of the Einzbern family, one of the three founding families of the Holy Grail War. She came to Fuyuki to take part in the war.

  • Her starting Mana is higher than that of other Masters, and she gains 1 more Mana every round.
  • She excels at a power-based style, actively using her Servant's trump card, the Noble Phantasm.
  • Special abilities: Special Ability, Masterpiece, Holy Grail.

Shinji Matou (Advanced)

The eldest son of the Matou family, one of the three founding families of the Holy Grail War. He is Sakura's older brother.

  • He gains Mana each time he enters Miyama Town, and his main play style is to fight in Miyama Town while accumulating Mana and War Results.
  • With 6 or fewer players, he is used together with Sakura: the pair is used in a way that switches from Shinji to Sakura at a point the player chooses. With 7 players, he is used alone.
  • When used alone, a special victory condition applies: if he is in last place at the start of the Climax Round, he wins the game.
  • Special abilities: Mana Absorption Order, False Vassal's Book, Clown.

Souichirou Kuzuki (Advanced)

A teacher at Homurahara Academy, where Shirou and Rin study. He has no aptitude for magic, but his physical combat skill is high enough to fight Servants on equal terms.

  • In the Magus Workshop his Mana does not accumulate, but he can gain War Results instead.
  • He can add the powerful special card "Snake", and has other unusual abilities such as a 0-cost move from the Magus Workshop to Miyama Town.
  • Special abilities: Tranquility, Assassination Fist "Snake", Honesty.

Kirei Kotomine (Beginner)

The priest of the church in Fuyuki, who acts as the supervisor of the Holy Grail War.

  • His play changes dramatically depending on whether his Servant's true name has been revealed.
  • While the Servant's true name is hidden, he may move to Reconnaissance from any location, gaining War Results steadily without fighting.
  • Once the true name is revealed, he receives a bonus when joining a battle, and active participation in battle is recommended.
  • Special abilities: Supervisor, Executor.

Saber

A swordsman Heroic Spirit who wields a radiant sword.

  • Attack and defence are used simply and clearly. Her Noble Phantasm "Excalibur" is among the two most powerful Noble Phantasms of all.
  • Her main strategy is to use "Wind Barrier" and "Magic Resistance" to negate the opponent's cards, limiting the opponent's Power while gaining the advantage in the battle.
  • Special abilities: Noble Phantasm / Skill, Excalibur, Wind Barrier, Magic Resistance.

Archer

A Heroic Spirit of the archer class who is also skilled with swords.

  • He makes good use of the Power gained from Terrain Advantage. Using "Unlimited Blade Works" he can make his entire Servant deck part of his hand, enabling a wide range of plays.
  • Special abilities: Noble Phantasm / Skill, Unlimited Blade Works, Broken Spiral Sword, Mind's Eye (True).

Lancer

A Heroic Spirit of the lancer class with high agility.

  • His main play is to choose the right moment to use his Noble Phantasm.
  • Against a single opponent he can reliably win with "Gae Bolg", and against several opponents "Gae Bolg (Piercing Flight)" gains more War Results. When the battle goes against him, "Continue Battle" lets him withdraw from the line.
  • Special abilities: Noble Phantasm / Skill, Gae Bolg, Gae Bolg (Piercing Flight), Continue Battle.

Caster

A Heroic Spirit of the caster class, a magus of great power.

  • The difficulty is high, but success depends on how quickly "Territory Creation" is activated, so that the Magus Workshop can be used.
  • Her Noble Phantasm "All Precepts Talisman" is the only one that can affect another Master's Command Seals, though it can be used only at certain times.
  • Special abilities: Noble Phantasm / Skill, All Precepts Talisman, Divine Words Magic: Ash Bride, Territory Creation.

Rider

A Heroic Spirit of the rider class with powerful Noble Phantasms.

  • Her Noble Phantasm "Reins of the Rider" can move her and fight in the same action, and can also take away the opponent's Terrain Advantage. Her "Riding" ability lets her increase Power through the number of cards used.
  • Depending on conditions, she can defeat several players at once.
  • Special abilities: Noble Phantasm / Skill, Reins of the Rider, Petrifying Gaze, Riding.

Berserker

A Heroic Spirit of the berserker class with an immortal, tough body.

  • He achieves high Power without using his Noble Phantasm.
  • By using his Noble Phantasm "The Twelve Labours", he can gain War Results even when he loses a battle, and reduce the War Results gained by his opponent.
  • Special abilities: Noble Phantasm / Skill, The Twelve Labours (the same Noble Phantasm is used across all three of his slots).

Assassin

A Heroic Spirit of the assassin class who fights head-on with superhuman sword work.

  • Most of his cards have the Agility Attribute, and he is especially effective when Agility is the advantageous Attribute.
  • His three swordsmanship skills, the First Sword, Second Sword, and Third Sword, each have distinctive effects that hinder the opponent's abilities or allow additional cards to be used.
  • Using all three together activates "Swallow Return", which increases the power of the attack.
  • Special abilities: Noble Phantasm / Skill, First Sword, Second Sword, Third Sword.

Gilgamesh

A golden Heroic Spirit whose identity is unknown.

  • He boosts the Power gained from Terrain Advantage and has an ability that boosts the War Results he gains.
  • His Noble Phantasm "Enuma Elish" has strong Power, and, like his other Noble Phantasms, it is recommended to use it actively.
  • Special abilities: Noble Phantasm / Skill, Enuma Elish, Gate of Babylon, Independent Action.

True Assassin

A true assassin Heroic Spirit.

  • This Servant has advanced-level performance. Most of its Attack cards are weak, and it has little chance in direct battle.
  • However, by meeting various conditions to succeed at "Delusional Heartbeat", it can turn the tide of the game.
  • The key is whether the player can seize the greatest opportunity.
  • Special abilities: Noble Phantasm / Skill, Delusional Heartbeat, Presence Concealment, Self-Modification.

Glossary of Cards and Abilities

Game Start The time before the Preparation Phase of the first round begins.

Special Cards The Kanshou and Bakuya card, the Gandr card, and the Snake card are Special cards. The "Kanshou and Bakuya" card is used by a player whose Master is Shirou Emiya, and the "Gandr" card is used by a player whose Master is Rin Tohsaka. These cards are kept at hand from the start of the game and can be used at any time. "Kanshou and Bakuya" returns to hand after the turn ends in which it is used. "Snake" is shuffled into the Servant deck of Souichirou Kuzuki, two cards in total. After "Snake" is used, it is placed in the trash area.

Extra Use When a Special card is used as an extra card, the number of cards used from hand may be 3 or more.

Prohibited Use If a specific card is prohibited from use, the player cannot use that card during the Action Phase. The same applies when a Special card is added for use by an ability.

Attribute + X When an effect of this kind applies, the Base Power of all cards with that Attribute increases by X.

Adding an Event When an effect of this kind applies, an Event card is added to that battlefield. It is placed face up or face down as the effect states. In the Battle Phase, when a winner (or the sole player) gains War Results, the winner gains the total War Results of all Event cards.

Base Power Base Power is the Power value printed on a card. For example, if a card with Base Power 2 and the "Strength" Attribute is affected by an effect that sets its Base Power to 5 and by an effect that gives the "Strength" Attribute +3, its Base Power becomes 8.

Changing the Master to Sakura Matou Remove the Shinji Matou Master board and replace it with the Sakura Matou Master board. Also replace the Master piece and War Results token with the appropriate ones. The Mana value, War Results value, Servant deck, trash, hand, number of Command Seals, and all other states remain as they are.

Defeat A player who receives this effect cannot win in that round. The winner of each battlefield is the player with the highest Power among the players not affected by this effect.

Use Attack Cards Face Down When an Attack card is used face down, it is treated as an Attack card with "Mana cost 0, Base Power 0, no Attribute". A player may use just one of their two Attack cards face down.

  • Berserker
  • Assassin
  • Gilgamesh
  • True Assassin