X: Card of Fate WonderSwan Color FAQ v1.0 December 2004 By Givenbak e-mail: givenbak@yahoo.com This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written persmission. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ----------------------------------------------------------------------- Background - Prologue - Character Bios - The Goal How to Play - Button Functions - Starting the Game - Character Selection Game Flow - Map movement - Conversation events Card Battles - Battle Screen - Basic Terms Battle Flow - Draw Phase - Card Phase - Battle Phase - End Phase About the Cards - Using RAP Cards - Change Icon - Card Attributes - Critical Hits - Initial Attack - Card EP - Types of Card Effects Card Exchange Training Card Info Password Connected Play - Swapping Cards - Battles Appendix: The Cards ----------------------------------------------------------------------- [PROLOGUE] (translated from the manual) ---------- With two possible futures in hand, fate has not been decided yet... This is Tokyo - the keystone that keeps Earth from falling into ruin. Here lie the barrier fields and the people that protect them. The power of these fields was once called the "Dragon of Heaven". The power to destroy the barrier fields, and destroy the world, was called the "Dragon of Earth". Only the "Dragons of Heaven" (the Seven Seals) that defend the barrier fields can prevent that destruction. You can determine the future. There are two meanings to the name of Kamui. One is the person who becomes an agent on behalf of God and saves the world. The other is the person who hunts the agents of God, and destroys the world. Kamui can become either... CHARACTER BIOS (translated from the game manual) --------------- Let's introduce the characters of the "Dragons of Heaven" and the "Dragons of Earth" who have the power to change Earth's future. DRAGONS OF HEAVEN (the Seven Seals) Kamui Shirou -Kamui holds the key to Earth's future. He comes back to Tokyo after six years to obtain the divine sword. Subaru Sumeragi -Onmyoji (Yin/Yang) Mage and present head of the Sumeragi clan. He is armed with paper charms which he uses to fight. Yuzuriha Nekoi -Granddaughter of the Priestess of the Mitsumine Shinto shrine where dog spirits are the revered deity. She is always accompanied by Inuki. Seiichirou Aoki -He possesses a gentle, sincere character. He has the power to command the wind freely. Karen Kasumi -A Christian with always a prayer to offer, she can manipulate flame. Sorata Arisugawa -He was raised by the high priest at Mt. Kouya, and has the ability to use the talismans of the Mikkyou (esoteric Buddhism) sect. Arashi Kishu -Orphaned at age seven, she was secretly raised as a Miko (shrine maiden) at the Ise Grand Shrine. DRAGONS OF EARTH (the Seven Angels) Nataku -Life form that was created with genetic manipulation and nurtured in an artificial womb. It has no emotions. Satsuki Yatouji -At six years old, she was contacted by a PC which awakened her ability to interface with CPUs. Kusanagi Shiyu -He is especially calm and dignified. He doesn't like to fight. Yuto Kigai -One of the Dragons of Earth, he has a memorable and impish grin. He has the ability to manipulate water. Kakyo Kuzuki -The dream seer of the Dragons of the Earth, he was raised from early childhood isolated from the physical world. Seishirou Sakurasuka -From one of the Onmyoji (Yin/Yang) clans that opposes the Sumeragi clan, he fights by using the art of Shikigami (spirit summoning). Fuma Monou -Childhood friend of Kamui with a gentle personality, he cares deeply for his younger sister. However, his character changes radically when he awakes as Kamui of the "Dragons of the Earth THE GOAL -------- There are two objectives in playing X: Card of Fate. The first objective of the game is simple. Choose a character and move through the various Tokyo wards and battle enemies using your cards. Every time you win, you receive new cards to fight with. Once you complete all the areas, a final showdown occurs that finishes your character's personal story. The story unfolds differently according to each character. Once this battle is won, the character is marked as completed and a new character with a different deck can be chosen. The ultimate objective is to win with all of the characters. When completed, you will see the special animation showing the resolution of the conflict between the "Dragons of Earth" and "The Dragons of Heaven". While the game play sounds repetitious, the fun comes from creating different strategies using the strengths and weaknesses of each character's card deck. ----------------------------------------------------------------------- [BUTTON FUNCTIONS] ----------------- -General Use- START button: a) Skips past the introduction b) Starts game c) Opens save screen from the map screen A button: Confirms selection B button: Cancels selection X1-X4 buttons: Cursor movement and item selection Y3 button: Opens the option screen from the map screen Y4 button: Opens the exchange screen -Combat Screen- A button: Confirms selection B button: a) Cancels selection and b) Switches last 2 cards when the change icon is displayed X1, X3 buttons: Selects card to draw X3 button: Displays card information X2, X4 buttons: Selects card to set All saved data can be erased by holding the Y+X+A+B buttons down while turning the power on. ----------------------------------------------------------------------- [STARTING THE GAME] ------------------ When the game is powered on, it goes through the opening sequence. Pressing start will skip this. The main screen has the following choices: START ----- Begins a new game. LOAD ---- Resume a saved game. PTOP ---- Choose this when you want to battle or trade cards with a friend. You need to use two WonderSwan Color consoles connected with the communications cable. Please refer to the 'Connected Play' section for more instructions. OPTION SCREEN ------------- These are the menu choices in order from top to bottom: Card Index: All of the cards you have received can be examined. View a card's information by selecting its picture with the A button or Y3 button. Refer to 'Card INFO' for details. Training: Practice card battling with a random opponent. The 'Training' section show how this is done. Sound test: Listen to the music and special effects used in the game. Color bar: Displays a color bar. Use it to adjust the contrast of the WonderSwan Color. Password: All missing cards can be obtained by entering the password, which is given after the ending of the game. Refer to 'Password' to see how this is done. ----------------------------------------------------------------------- [CHARACTER SELECTION] -------------------- After you press START the character selection screen comes up. CHARACTER PORTRAITS ------------------- On the character selection screen, pick a favorite character using the X1-X4 buttons and confirm with the A button. When each character is highlighted, ATK (basic attack power) and DEF (basic defense power) are displayed. CLEARED ICON ------------ This icon appears on the selection screen when a character has finished the game. Even when the game is restarted from the beginning, deck strength and character completion information remains. STARTER DECK ------------ Each character begins first play with its own particular starter deck. When playing from saved games, the deck keeps all of the card changes previously made. ----------------------------------------------------------------------- [GAME FLOW] ---------- Complete each area by repeating the game flow sequence: 1. Map Movement 2. Conversation 3. Card Battle 4. Card Exchange MAP MOVEMENT ------------ There are 23 areas on the map divided into the two districts of "East TOKYO" and "West TOKYO". When you move from area to area you may come in contact with companions or enemies. Areas marked with a red wing contain a "Dragon of Earth", areas with a white wing contain a "Dragon of Heaven". Areas with no symbol contain either a Shikigami (looks like an FBI agent) or Daisuke (Hinoto's servant). Once you complete an area, you cannot re-enter it. Things that can be accessed from the map screen: Option Screen: (Y3 button) -The training option is restricted. Exchange Screen: (Y4 button) -Combine cards and create new ones. Save Screen: (START) -Save or load a game. CONVERSATION ------------ Conversation events are generated when entering each area. Depending on the area, the event results in a hint message or a battle situation. Hint Messages: When entering symbol areas you may receive advice. This is chiefly limited to character allies. They will give you information about the enemy, card exchange tips, etc. Battle Situations: When entering areas with the enemy group's symbol, during the conversation, a fight may breakout. Both parties will then begin the procedure for a card battle. If the same character that you are playing appears, then it is likely the situation will become a battle. CARD BATTLE ----------- Opponents fight card battles one-on-one. 3 cards are chosen from your hand and laid out into a sequence. When this card sequence is set and confirmed, the battle begins. BATTLE SCREEN DIAGRAM       (1)        (2)    A  B  C  (3)        (4)   (6)     RAP     (7)                               (8)     (5)                     1 Scene View: Displays the characters interacting in the battle. 2 Barrier Field HP: Shows the current area's barrier field strength. 3 HP Gauge: Player's HP. 4 RAP Field: Place where you set RAP cards. 5 Deck Holder: Deck you draw cards from. 6 SET Field: Field where 3 cards or less are set in order. 7 Card Explanation: Explains what effect the selected card has. 8 Card Field: This is your hand composed of 7 cards. BASIC CARD SYSTEM TERMS ----------------------- Deck: In battle, you draw three cards from here into your hand. Starter Deck: The deck of cards your character begins with. A character begins the game with 54 cards. Each starter deck is composed differently according to the character. Draw: When cards are taken from your deck into your hand. RAP Card: This special card has a continuous effect by consuming card EP every turn after setting it. Card EP: It is the attack order. The highest numerical value becomes the first to attack. When you select a card its EP is shown. Setting: Playing a card from your hand to the SET Field. This costs 1 EP. Turn: 1 turn consists of 4 stages: Draw phase, Card phase, Battle phase, and End phase Round: A battle phase is divided into a sequence of 3 rounds. In each round, both players have a card effect that is activated. Change Icon: Icon displayed in the second round. It indicates when the second and third round cards can be switched. ----------------------------------------------------------------------- [BATTLE FLOW] ------------ The flow of the battle consists of the following 4 stages: 1) DRAW PHASE - Drawing cards from your deck ------------- Draw from your deck until your hand has seven cards. The only exception is the very first hand which is drawn automatically. Cards are selected with the X1 and X3 buttons and confirmed with the A button. Please see 'Card attributes' for information about selecting by card color. 2) CARD PHASE - Setting cards ------------- Choose three cards from your hand to set. The order in which you place them can be a strategic advantage as it determines when each effect is activated. In addition to these cards, you may also set a RAP card in the special RAP field. See 'Using RAP Cards' for details. To set cards: a) Select cards with X2 and X4 buttons. b) If the message "Set as RAP card?" appears, press A for yes or B for no. If you choose B then the card is placed on the SET field if there is room. c) Regular cards are put on the SET field with the A button. d) You can undo set cards by pressing the B button. 3) BATTLE PHASE - Fighting the battle --------------- The cards set on the field are played sequentially from the left. Play alternates for each of the 3 rounds. The card with the largest EP value has its effect activated first. When the change icon is displayed, cards 2 and 3 can switch places. If you want to leave to leave them the way they are, use the A button and when you want to switch them, push the B button. 4) END PHASE - Resolving the battle ------------ If either player meets the victory or defeat conditions, the battle ends. Otherwise, the battle continues at phase one. The victory or defeat conditions of battle are as follows: a) When either player's HP becomes 0. b) Either deck has run out of cards and no cards can be set from hand. c) When barrier field HP gauge becomes 0. In this case, "Dragon of Heaven" becomes defeated, and " Dragon of Earth" become the winner. Defeat: If you are defeated the game is over and you must restart from your last saved place. Victory: The victor receives cards after winning a battle. These are indicated by the "NEW" icon on the exchange screen. The card types are different according to the other party who lost. In addition, the winner's maximum HP value is increased. ----------------------------------------------------------------------- [ABOUT THE CARDS] ---------------- The number of cards that can be used in battle is between 30-70 which is the minimum/maximum for your deck. The cards are divided into 24 types. When you select cards for a battle, keep an eye on the card explanation. It shows the card details which are the key to fighting efficiently. Card Explanation (see 7 on BATTLE SCREEN DIAGRAM)   CARD = (1)THE DESTINED FUTURE =   (4)[RAP] (2)SPECIAL (5)EVERY   1 Card Name 2 Card Type 3 Effect Duration: the number of turns the card effect is active. 4 RAP Indicator: appears on cards which can do RAP. USING RAP CARDS --------------- When a RAP card is set, it keeps demonstrating its effect by consuming card EP each turn in battle. Character cards that allow you to use other character's exclusive cards cannot be set in the same card phase. From the start of the battle phase the effect of a RAP card is activated. Therefore, in the following card phase you will be able to use an exclusive card. Moreover, exclusive cards can be used in a card phase in which you have removed a character card. CHANGE ICON ----------- The change icon indicates when you can switch the card of the second round and the third round. Use the B button to switch them. CARD ATTRIBUTES --------------- On each card there is a color outline that represents its attribute. Attributes directly affect attack and defense according to the following chart: STRONG WEAK ATTRIBUTE AGAINST AGAINST --------- ------- ------- Water Fire Wind Fire Wind Water Wind Water Fire Earth Water, Fire, Wind Heaven Heaven Earth Water, Fire, Wind Psyche is unaffected by all attributes When you choose draw cards from your deck you can select them by color attribute. In addition, each character also has an attribute that can affect circumstances. COLOR ATTRIBUTE CHARACTER ----- --------- --------- Blue Water Yuto Kigai Red Fire Karen Kasumi/Kusanagi Shiyuu/Arashi Kishu Yellow Wind Seiichirou Aoki/Sorata Arusugawa/Satsuki Yatoujhi White Heaven Kamui Shirou/Yuzuriha Nekoi/Subaru Sumeragi Black Earth Fuma Monou/Seishirou Sakurasuka/Nataku Purple Psyche Kakyo Kuzuki CRITICAL HIT TECHNIQUE ---------------------- A critical hit (extra effect) can be created when setting cards in combination. The result is big damage to the other party as shown: Name: Full Flush Conditions: All three cards have the same EP Effect: EP of all your cards during the turn is +1 Name: Flash Strike Conditions: All three cards have the same attribute Effect: The damage you do is increased by a factor of 1.2 Name: Royal Strike Conditions: Three cards of the same EP and attribute Effect: Combined effect of Full Strike and Flash Strike. INITIAL ATTACK -------------- The card attack order is determined by the EP value of the cards. The card with the highest EP goes first. If both cards have the same EP, then the cards are resolved by attribute (see card attributes). CARD EP ------- The numerical value of cards decreases by one every time it is used in RAP or SET fields. EP cannot become one or less. When card EP becomes one, even when in RAP, it is removed by the following turn. TYPES OF CARD EFFECTS --------------------- 1 Attack (item): Physical attack: + Damages HP. 2 Attack (special ability): Special ability attack: + x 1.5. Damages HP and barrier field HP. 3 Attack (psyche): Psychic attack: only. Damages HP. 4 Card maneuver: affects cards in hand and the deck. 5 Counter: changes the other party's attack power. 6 Character: allows use of others character's abilities. 7 Support(strengthen): strengthens stats. 8 Support(weaken): weakens stats. 9 Support(cooperation): increases the ability of other cards. 10 Barrier Field Recovery: replenishes barrier field HP. 11 Barrier Field Attack: damages barrier field HP directly. 12 Summon: pulls a specific card in the draw phase. 13 State Change: changes the location attribute. 14 Seal: prohibits the use of RAP or other specific cards. 15 Seal Release: removes a seal. 16 Perfect Shot: damages other party regardless of defense power. 17 Absolute Defense: reduces all damage. 18 Defense(item): reduces damage from a physical attack. 19 Defense(special ability): reduces damage from a special attack. 20 Defense(psyche): reduces damage from a psychic attack. 21 Cancellation(attribute): cancels the effect of a specific attribute. 22 Cancellation(special ability): negates damage by a special ability. 24 Special: other special abilities. ----------------------------------------------------------------------- [CARD EXCHANGE] -------------- You can change the composition of your draw deck by using unwanted cards to make new ones. This is done after a battle ends or, alternately, when you press the Y4 button at the map screen. An exchange is a combination of two cards from your deck to make 1 new one. The newly created card is influenced by the abilities of the two cards paid. However, you cannot exchange cards when you have only 30 cards in your deck. You are required to exchange cards when your deck has more than 70 cards. Performing an exchange: Select the cards you want to donate from your card list. You can move card by card using X2 and X4 buttons and move row by row using the X1 and X3 buttons. Confirm your card choices with the A button. When you see "Do Exchange?" push the A button to complete the process. A new card appears on the screen is added to your deck. ----------------------------------------------------------------------- [TRAINING] --------- You can practice battling with different characters. Training is divided into levels and can be practiced according to purpose. After selecting a character and opponent, the play follows the same sequence as a usual battle. Training Choices Lv.1 Defeating Opponents -basics of combat Lv.2 Barrier Field Destruction/Creation -using barrier fields in battle Lv.3 Continuing Effect -using RAP cards Lv.4 Resonating Effect -critical hit techniques Lv.5 Understanding Abilities -using special cards Lv.6 Increasing Strike Power -using support cards Lv.7 Ally Cooperation -using character cards Lv.8 Winning Formula -methods for fighting efficiently ----------------------------------------------------------------------- [CARD INFO] ------------ To see the details of all the cards in your index go to the option screen and choose the first item. Select a card with X1-X4 buttons and press the A button to see its information. Card Details   (1) No. 003 (2)    CARD= The Two Divine Swords      (4) (3)          card     picture (5) Attribute (7) CP 200             (6) EP (8) Rarity A           Conditions: (9) Fuma Monou only     Effect: (10) Damages opponent's barrier field     1 Card Number 2 Card Name 3 Effect Duration 4 Card Type 5 Attribute 6 Attack Order Value 7 Attack/Defense Power 8 Rarity Value 9 Requirements for Use 10 Description of Card Effect ----------------------------------------------------------------------- [PASSWORD] ---------- Access the password option by pressing the Y3 button while at the map screen. Once you enter the password, any missing card index entries will then be filled in. The password is given to you after ending the game using all the characters. Password Input Keys ---------- X1-X4 buttons: Character selection A button: Enters the character B button: Backspace Y2, Y4 buttons: Selects options under the characters START button: Input decision ----------------------------------------------------------------------- [CONNECTED PLAY] ---------------- You can exchange cards and battle with a friend by connecting 2 WonderSwans with a communications cable. Both people initialize the link by selecting "PtoP" on the main screen. Follow the on-screen instructions to connect properly. SWAPPING CARDS -------------- To swap cards with another person, select the "CHANGE" option. Choose a card with X2 and X4 buttons. Confirm your choice with the A button. At this point, each player can see the other's card on the display, and the card is sent. When the exchange is over, the save screen comes up so you can save the results. BATTLES ------- To start a card battle, choose the "VS" option. Both players start at the character selection screen. The victory conditions are the same as for one person play: a) When either player's HP becomes 0 b) When either hand cannot set a card c) When a "Dragon of Heaven" fights a "Dragon of Earth", if the barrier field becomes 0, the "Dragon of Heaven" loses. ----------------------------------------------------------------------- [APPENDIX: the Cards] -------------------- 000 The Destined Future Type: Special Duration: Every turn (RAP) CP: 200 Rarity: S Conditions: None Effect: Opponent's attack has no effect 001 The Other Future Type: Special Duration: 1 turn CP: 200 Rarity: S Conditions: None Effect: Both players recover all HP and barrier field HP 002 Puppy Inuki Type: Attack (special ability) Duration: Every turn (RAP) CP: 115 Rarity: A Conditions: Yuzuriha Nekoi only Effect: Inuki performs ramming attack 003 The Two Divine Swords Type: Barrier field attack Duration: Every turn (RAP) CP: 200 Rarity: A Conditions: Fuma Monou only Effect: Damages opponent's barrier field 004 "Gohou Douji" Type: Card maneuver Duration: Every turn (RAP) CP: 150 Rarity: A Conditions: Sorata, Arashi only Effect: Discards 1 card from hand to take 1/2 damage *note: A Gohou Douji is a conjured magical familiar, like a Shikigami, and used in Shugendou and Tantric Buddhism. 005 The Divine Sword Type: Attack (item) Duration: Every turn (RAP) CP: 128 Rarity: A Conditions: Kamui, Fuma only Effect: Attack strength UP + launches vicious attack 006 The Other Divine Sword Type: Special Duration: 1 turn CP: 150 Rarity: A Conditions: Kamui, Fuma only Effect: Attack power UP by damage received 007 Overwhelming Power Type: Card maneuver Duration: 1 turn CP: 160 Rarity: A Conditions: Kamui, Fuma only Effect: Discards both players' hands 008 Reviving the Dead Type: HP recovery Duration: 1 turn CP: 100 Rarity: A Conditions: Kakyo only Effect: Recovers 100% HP 009 "Goshintai" Type: Special Duration: 1 turn CP: 150 Rarity: A Conditions: Arashi Kishu only Effect: Sets both players' HP to 1 * note: In Shinto shrines, this is a revered object in which a spirit is believed to dwell. In this case, it is a bead which is one of the three classic imperial symbols. 010 Protector Urge Type: Special Duration: Every turn (RAP) CP: 150 Rarity: A Conditions: Seiichirou Aoki only Effect: 50% chance that opponent's attacks have no effect 011 Hinoto's Hidden Side Type: Special Duration: 1 turn CP: 150 Rarity: A Conditions: None Effect: Instant defeat for the player that uses it 012 Self Sacrifice Type: Card maneuver Duration: 1 turn CP: 150 Rarity: A Conditions: None Effect: Discards both players' hand 013 The Choice Type: Special Duration: Every turn (RAP) CP: 150 Rarity: A Conditions: None Effect: Random player's HP becomes 1 014 Word-of-Mouth Type: Support (co-operation) Duration: Every turn (RAP) CP: 150 Rarity: A Conditions: None Effect: 50% chance of becoming previous card's strength 015 Shadow Sacrifice Type: HP recovery Duration: Every turn (RAP) CP: 100 Rarity: A Conditions: None Effect: Recovers 100% HP 016 True Feelings Type: Card maneuver Duration: 1 turn CP: 100 Rarity: B Conditions: Subaru Sumeragi only Effect: Both players exchange 1 random card 017 Shadowy Features Type: HP recovery Duration: 1 turn CP: 100 Rarity: B Conditions: Nataku only Effect: 100% HP recovery 018 Seiichirou Aoki Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Can use Seiichirou's exclusive cards 019 Souhi/Hien Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: 50% chance of decreasing EP damage 020 Sorata Arisugawa Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Can use Sorata's exclusive cards 021 Subaru Sumeragi Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Can use Subaru's exclusive cards 022 Arashi Kishu Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Can use Arashi's exclusive cards 023 Daisuke Saiki Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Decreases EP damage 024 Clamp Academy Board Chairman Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Sets both player's attack power to 0 025 Kamui Shirou Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Can use Kamui's exclusive cards 026 Karen Kasumi Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Can use Karen's exclusive cards 027 Yuzuriha Nekoi Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Can use Yuzuriha's exclusive cards 028 Princess Hinoto Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Heaven only Effect: Player's attribute becomes location attribute 029 Interruption Type: Support (strengthen) Duration: Every turn (RAP) CP: 100 Rarity: B Conditions: Dragon of Earth only Effect: Interrupts attacks by attacking first 030 Kakyo Kuzuki Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Earth only Effect: Can use Kakyo's exclusive cards 031 Yuto Kigai Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Earth only Effect: Can use Yuto's exclusive cards 032 Seishirou Sakurazuka Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Earth only Effect: Can use Seishirou's exclusive cards 033 Kusanagi Shiyu Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Earth only Effect: Can use Kusanagi's exclusive cards 034 Nataku Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Earth only Effect: Can use Nataku's exclusive cards 035 Satsuki Yatouji Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Earth only Effect: Can use Satsuki's exclusive cards 036 Fuma Monou Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Earth only Effect: Can use Fuma's exclusive cards 037 Kanoe Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Dragon of Earth only Effect: Strengthens attack and defense power 038 Hotuko Sumeragi Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Subaru, Seishirou, Kakyo only Effect: 1/2 of damage taken is done back 039 Lady Sumeragi Type: Character Duration: Every turn (RAP) CP: 120 Rarity: B Conditions: Subaru Sumeragi only Effect: Increases Subaru's attack power 040 Demon's Wing Type: Card maneuver Duration: 1 turn CP: 100 Rarity: B Conditions: Kamui, Fuma only Effect: Takes one card from opponent's hand 041 Angel's Wing Type: Card maneuver Duration: 1 turn CP: 100 Rarity: B Conditions: Kamui, Fuma only Effect: Gives opponent one card from your hand 042 Touru Magami Type: Character Duration: 1 turn CP: 120 Rarity: B Conditions: Kamui, Fuma only Effect: Draws "Divine Sword" card next phase 043 Kotori Monou Type: Character Duration: 1 turn CP: 120 Rarity: B Conditions: Kamui, Fuma only Effect: Recovers 50% barrier field strength 044 Shadow Projection Type: Card maneuver Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: Fuma Monou only Effect: Opponent discards 1 card from hand 045 Clairvoyance Type: Attack (psyche) Duration: 1 turn CP: 160 Rarity: C Conditions: Dragons of Heaven only Effect: Opponent suffers psychic damage 046 "Kusabi" Type: Seal Duration: Every turn (RAP) CP: 72 Rarity: C Conditions: Dragon of Heaven only Effect: Seals opponent's RAP card * note: Although this literally translates as "wedge", the concept is easier to understand as a tie that binds two things together. 047 Barrier Field Perception Type: Summon Duration: 1 turn CP: 70 Rarity: C Conditions: Dragon of Heaven only Effect: Draws "Kamui Shirou" card next phase 048 Building Destruction Type: Barrier field attack Duration: Every turn (RAP) CP: 85 Rarity: C Conditions: Dragon of Earth only Effect: Damages barrier field HP 049 Nature's Voice Type: Support (strengthen) Duration: Every turn (RAP) CP: 90 Rarity: C Conditions: Kusanagi Shiyu only Effect: Defense strength X 2 050 Stargazer's Prophecy Type: Card maneuver Duration: 1 turn CP: 70 Rarity: C Conditions: Sorata Arusagawa only Effect: Draws 1 random exclusive card next phase 051 Ward Off Spirits Type: HP recovery Duration: 1 turn CP: 100 Rarity: B Conditions: Subaru, Seishirou only Effect: Recover 100% HP 052 Sephiroth Tree Type: Barrier field attack Duration: Every turn (RAP) CP: 150 Rarity: C Conditions: Satsuki Yatouji only Effect: Damages barrier field HP 053 Resonance Type: Support (weaken) Duration: Every turn (RAP) CP: 50 Rarity: C Conditions: Kamui, Fuma only Effect: Sets both players' defense power to 0 054 Scapegoat Type: Special Duration: Every turn (RAP) CP: 100 Rarity: C Conditions: None Effect: HP -10 and Barrier field HP +10 055 Transition Type: Card maneuver Duration: 1 turn CP: 70 Rarity: C Conditions: None Effect: Opponent discards 10 cards from deck 056 Gears Type: HP recovery Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Recovers 10% HP 057 The Devil Type: Card maneuver Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Opponent discards 1 card from deck 058 The Hermit Type: Support (weaken) Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Any damage received becomes 0 059 Wheel of Fortune Type: Seal Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Opponent cannot set cards of 1-4 EP 060 The Fool Type: Support (weaken) Duration: Every turn (RAP) CP: 0 Rarity: C Conditions: None Effect: Performs zero-damage attack 061 The King Type: Cancellation Duration: Every turn (RAP) CP: 100 Rarity: C Conditions: None Effect: Opponent cannot play "Heaven" cards 062 The Queen Type: Cancellation Duration: Every turn (RAP) CP: 100 Rarity: C Conditions: None Effect: Opponent cannot play "Earth" cards 063 The Lovers Type: Seal Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Opponent cannot play combinations 064 The Emperor Type: Cancellation Duration: Every turn (RAP) CP: 100 Rarity: C Conditions: None Effect: Opponent cannot play "Psyche" cards 065 Death Type: Card maneuver Duration: 1 turn CP: 75 Rarity: C Conditions: None Effect: Discards opponent's RAP card 066 The High Priestess Type: HP recovery Duration: Every turn (RAP) CP: 100 Rarity: C Conditions: None Effect: Recovers HP equal to 1/2 damage done to opponent 067 The Empress Type: Cancellation Duration: Every turn (RAP) CP: 100 Rarity: C Conditions: None Effect: Opponent cannot play "Fire" cards 068 Judgment Type: Attack (psyche) Duration: 1 turn CP: 120 Rarity: C Conditions: None Effect: Damages opponent's psyche 069 Justice Type: Seal Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Both players cannot change commands 070 The Holy Grail Type: Cancellation Duration: Every turn (RAP) CP: 100 Rarity: C Conditions: None Effect: Opponent cannot play "Water" cards 071 The World Type: Seal Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Opponent cannot set cards of 6-10 EP 072 Temperance Type: Support (strengthen) Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Take the same damage given to opponent 073 The Chariot Type: HP recovery Duration: 1 turn CP: 100 Rarity: C Conditions: None Effect: Recover HP equal to damage given to opponent 074 The Sword Type: Support (strengthen) Duration: Every turn (RAP) CP: 60 Rarity: C Conditions: None Effect: Increases attack and defense strength 075 The Sun Type: State change Duration: Every turn (RAP) CP: 20 Rarity: C Conditions: None Effect: Location attribute changes to "Fire" 076 Strength Type: Support (strengthen) Duration: Every turn (RAP) CP: 50 Rarity: C Conditions: None Effect: Strengthens attack and defense power 077 The Moon Type: Support (strengthen) Duration: Every turn (RAP) CP: 40 Rarity: C Conditions: None Effect: Doubles psychic attack damage 078 The Hanged Man Type: Support (weaken) Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Weakens opponent's attack power 079 The Tower Type: Barrier field recovery Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Recovers 30% barrier field HP 080 The Knight Type: Support (strengthen) Duration: Every turn (RAP) CP: 30 Rarity: C Conditions: None Effect: Decreases damage received 081 Money Type: State change Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Changes location attribute to "Psyche" 082 The Staff Type: Seal Duration: 3 turns CP: 70 Rarity: C Conditions: None Effect: Opponent cannot play "Card maneuver" cards 083 The Hierophant Type: Seal Duration: Every turn (RAP) CP: 70 Rarity: C Conditions: None Effect: Both players cannot draw cards 084 The Star Type: Seal Duration: 3 turns CP: 70 Rarity: C Conditions: None Effect: "Special" cards cannot be set 085 The Magician Type: Card maneuver Duration: 1 turn CP: 60 Rarity: C Conditions: None Effect: Discards "Character" cards in opponent's hand 086 Inuki Shield Type: Defense (special ability) Duration: Every turn (RAP) CP: 45 Rarity: D Conditions: Yuzuriha Nekoi only Effect: Inuki decreases EP damage 087 Dog Whistle Type: Summon Duration: 1 turn CP: 60 Rarity: D Conditions: Yuzuriha Nekoi only Effect: Draws "Inuki" card in the next phase 088 Inuki Type: Attack (item) Duration: 1 turn CP: 75 Rarity: D Conditions: Yuzuriha Nekoi only Effect: Inuki attacks opponent 089 Inuki Sword Type: Attack (item) Duration: 1 turn CP: 65 Rarity: D Conditions: Yuzuriha Nekoi only Effect: Attack with sword 090 Inuki Net Type: Defense (item) Duration: 1 turn CP: 30 Rarity: D Conditions: Yuzuriha Nekoi only Effect: Inuki absorbs and decreases damage 091 Days of Boredom Type: Barrier field attack Duration: 1 turn CP: 75 Rarity: D Conditions: Satsuki Yatouji Effect: Damages Barrier field HP 092 Mother Type: Defense (psyche) Duration: Every turn (RAP) CP: 18 Rarity: D Conditions: Kamui, Karen only Effect: Decreases "Psyche" damage 093 Obstacle Penetration Type: Attack (perfect shot) Duration: 1 turn CP: 87 Rarity: D Conditions: Yuzuriha Nekoi only Effect: Damages opponent disregarding defense strength 094 Feelings of Incompletion Type: Attack (psyche) Duration: Every turn (RAP) CP: 155 Rarity: D Conditions: Nataku only Effect: Psychic damage attack 095 Memory of Kazuki Type: Support (strengthen) Duration: Every turn (RAP) CP: 64 Rarity: D Conditions: Nataku only Effect: Nataku's exclusive cards are CP X 2 096 "Hagoromo" Type: Attack (item) Duration: 1 turn CP: 60 Rarity: D Conditions: Nataku only Effect: Flying cloth attack 097 Nutrient Fluid Type: HP recovery Duration: 1 turn CP: 100 Rarity: C Conditions: Nataku only Effect: Recovers 70% HP 098 Mental Illusion Type: Defense (psyche) CP: 28 Rarity: D Conditions: Dragon of Heaven only Effect: Psychic attacks have no effect 099 The Seven Seals Type: Seal Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Dragon of Heaven only Effect: Opponent loses ability to use RAP field 100 Barrier Field Seal Type: Seal Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Dragon of Heaven only Effect: Opponent cannot recover HP 101 CLAMP Academy Type: HP recovery Duration: Every turn (RAP) CP: 100 Rarity: D Conditions: Dragon of Heaven only Effect: Recovers HP amount equal to EP X 2 102 The Big Dipper Type: Barrier field recovery Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Dragon of Heaven only Effect: Recovers 10% Barrier field HP 103 Evil Spirit Type: Attack (psyche) Duration: Every turn (RAP) CP: 145 Rarity: D Conditions: Dragon of Earth only Effect: Damages opponent's psyche 104 Earthquake Type: Card maneuver Duration: 1 turn CP: 50 Rarity: D Conditions: Dragon of Earth only Effect: Shuffles opponent's deck 105 The Desired Revolution Type: Barrier field attack Duration: 1 turn CP: 75 Rarity: D Conditions: Dragon of Earth only Effect: Cuts barrier field HP in half 106 Disaster Type: Barrier field attack Duration: 1 turn CP: 65 Rarity: D Conditions: Dragon of Earth only Effect: Damages barrier field HP 107 Plasma Barrier Type: Cancellation (special ability) Duration: 3 turns CP: 100 Rarity: D Conditions: Sorata Arusagawa only Effect: Plasma barrier blocks physical damage 108 Star Mandela Type: Card maneuver Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Sorata Arusagawa only Effect: Opponent draws 1 card less in draw phase 109 Indra's lightning Type: Attack (special ability) CP: 55 Rarity: D Conditions: Sorata Arusagawa only Effect: Damages opponent with special attack 110 "Gofu" Type: Defense (special ability) Duration: Every turn (RAP) CP: 30 Rarity: D Conditions: Sorata Arusagawa only Effect: Decreases "special ability" damage *note: These are pieces of paper with special writing on them and are used to focus magical spells. 111 Mantra Type: Summon Duration: 1 turn CP: 60 Rarity: D Conditions: Sorata Arusagawa only Effect: Draws "Gohou" card in the next phase 112 Plasma Type: Attack (special ability) Duration: 1 turn CP: 73 Rarity: D Conditions: Sorata Arusagawa only Effect: Attacks opponent using "special ability" 113 "Kouya" Type: Defense (psyche) Duration: Every turn (RAP) CP: 65 Rarity: D Conditions: Sorata Arusagawa only Effect: Prayer decreases "psyche" damage *note: Mt. Kouya is the location of the Kongobuji Temple -the holy place of Shingon esoteric Buddhism. 114 Reversed Five-Pointed Star Symbol Type: Seal Duration: 1 turn CP: 60 Rarity: D Conditions: Seishirou Sakurazuka only Effect: Opponent with a barrier field cannot draw cards 115 Cherry Blossom Garden Type: Barrier field attack Duration: 1 turn CP: 85 Rarity: D Conditions: Seishirou Sakurazuka only Effect: Damages barrier field HP 116 Ceremonial Dress Type: Support (strengthen) Duration: Every turn (RAP) CP: 62 Rarity: D Conditions: Seishirou Sakurazuka only Effect: Strengthens attack power 117 Purification Type: Seal release Duration: 1 turn CP: 60 Rarity: D Conditions: Subaru, Seishirou only Effect: Removes a seal 118 Sealing the Demon's Gate Type: Seal Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Subaru, Seishirou only Effect: Opponent cannot summon 119 Demon Gate Type: Summon Duration: 1 turn CP: 60 Rarity: D Conditions: Subaru, Seishirou only Effect: Draws "Shikigami" card in the next phase 120 Earth Dragon Attack Type: Attack (psyche) Duration: 1 turn CP: 75 Rarity: D Conditions: Kusanagi Shiyu only Effect: Damages opponent with ground fissure 121 "Kuji" Type: Attack (special ability) Duration: 1 turn CP: 56 Rarity: D Conditions: Subaru, Seishirou only Effect: Damages opponent with "special ability" attack * note: The Kuji-in are mudras (special ritual gestures) that focus the mind to power-up special abilities. Each of the classic nine components has its own specific attributes and function: Rin = Strength Pyou = Direction of energy Tou = Harmony Sha = Healing Kai = Premonition Jin = Mind reading Retsu = Mastery of time and space Zai = Control of the elements of nature Zen = Enlightenment 122 "Rin" Type: Attack (special ability) Duration: 1 turn CP: 64 Rarity: D Conditions: Subaru, Seishirou only Effect: Attacks using "special ability *note: This is the first mudra of the Kuji-in. It is used to gain strength of mind and body 123 "Ken-In" Type: Attack (special ability) Duration: 1 turn CP: 62 Rarity: D Conditions: Subaru, Seishirou only Effect: Damages opponent with "special ability" attack *note: This is known as the mudra of supreme wisdom and serves to focus knowledge. 124 "Uho" Type: Seal Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Subaru, Seishirou only Effect: Opponent cannot use RAP field * note: This is a special type of Taoist walking magic. The feet are swept outwards and curved in to mimic the Yin/Yang symbol. It is used to keep evil beings away when traveling by foot. 125 Prayer Beads Type: Defense (special ability) Duration: 3 turns CP: 60 Rarity: D Conditions: Subaru, Seishirou only Effect: Prayer negates "special ability" attacks 126 Five-Pointed Star Barrier Field Type: Seal Duration: 1 turn CP: 60 Rarity: D Conditions: Subaru Sumeragi only Effect: Opponent cannot draw cards 127 "Yado Oni Hikuu" Type: Attack (item) Duration: 1 turn CP: 63 Rarity: D Conditions: Subaru, Seishirou only Effect: Attacks with bird Shikigami *note: Literally means "Demon Hostel". This is a reference to a unique ceremony that occurs at the Tenkawa Benzaiten Shrine on February 2 of every year. Bird demons are invited in by the head priest to visit a bowl of water. If it is deemed that there was a visit (i.e. bits of sand in the bowl) then the priest should continue another year as he is doing a good job. If no trace is found, then someone else should takeover. It's unique in that so much of Taoism is devoted to banishing demons not playing host to them. 128 Yin/Yang Type: Attack (special ability) Duration: 1 turn CP: 50 Rarity: D Conditions: Subaru, Seishirou only Effect: Damage opponent with "special ability" attack 129 The Locked Future Type: State change Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Kamui Shirou only Effect: Doubles location attribute effect 130 Analysis Type: Support (weaken) Duration: 1 turn CP: 50 Rarity: D Conditions: Satsuki, Dragon of Heaven only Effect: Opponent loses 50% of defense power 131 Block Type: Seal Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Satsuki Yatouji only Effect: Opponent cannot use RAP field 132 Cables Type: Attack (item) Duration: 1 turn CP: 63 Rarity: D Conditions: Satsuki Yatouji only Effect: Attacks with electrical cables 133 Beast Type: Support (strengthen) Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Satsuki Yatouji only Effect: Strengthens attack and defense power 134 Virus Type: Attack (item) Duration: Every turn (RAP) CP: 10 Rarity: D Conditions: Satsuki Yatouji only Effect: Does 10 points damage to opponent 135 Hacking Type: Special Duration: Every turn (RAP) CP: 60 Rarity: D Conditions: Satsuki Yatouji only Effect: Opponent cannot change commands 136 High Speed Operation Type: Support (strengthen) Duration: Every turn (RAP) CP: 50 Rarity: D Conditions: Satsuki Yatouji only Effect: Analyses weak points to lessen opponent's defense power 137 Electronic Brain Type: Support (strengthen) Duration: Every turn (RAP) CP: 50 Rarity: D Conditions: Satsuki Yatouji only
Effect: Increases CP X 1.5

138 Assassination Technique 
Type: Attack (item)
Duration: 1 turn
CP: 63
Rarity: D
Conditions: Seishirou Sakurasuka only
Effect: Attacks using assassination techniques

139 The Mark of Prey 
Type: Support (strengthen)
Duration: Every turn (RAP)
CP: 70
Rarity: D
Conditions: Seishirou Sakurasuka only
Effect: Attacks first

140 Inheritance 
Type: Support (strengthen)
Duration: Every turn (RAP)
CP: 60
Rarity: D
Conditions: Subaru Sumeragi only
Effect: CP is X 1.5

141 Sumeragi Clan 
Type: Seal release
Duration: Every turn (RAP)
CP: 60
Rarity: D
Conditions: Subaru Sumeragi only
Effect: Opens any seal

142 The "8 Gates of Dunjia" 
Type: Attack (perfect shot)
Duration: 1 turn
CP: 85
Rarity: D
Conditions: Subaru, Seishirou only
Effect: Damages opponent's barrier field
*note: The 8 gates are divisions used in traditional Feng Shui:
       1 Gate of Life
       2 Gate of Injury
       3 Shut Gate
       4 Gate of View
       5 Gate of Death
       6 Gate of Surprise
       7 Open Gate
       8 Gate of Rest

143 Prepared for Damage 
Type: Attack (psyche)
Duration: Every turn (RAP)
CP: 160
Rarity: D
Conditions: Kamui Shirou only
Effect: Both players take the same damage

144 Surge of Strength 
Type: Attack (special ability)
Duration: 1 turn
CP: 70
Rarity: D
Conditions: Kusanagi Shiyu only
Effect: Causes shockwave attack

145 "Miko" Attire 
Type: Support (strengthen)
Duration: Every turn (RAP)
CP: 70
Rarity: D
Conditions: Arashi Kishu
Effect: Increases attack and defense power
* note: Special ceremonial dress for Shinto shrine maidens

146 "Jingyu Taima" 
Type: Defense (special ability)
Duration: Every turn (RAP)
CP: 30
Rarity: D
Conditions: Arashi Kishu only
Effect: Decreases "special ability" damage
* note: These are paper offerings left at Shinto temples 

147 Water Fountain 
Type: Attack (special ability)
Duration: 1 turn
CP: 67 
Rarity: D
Conditions: Yuto Kigai only
Effect: Damages with "special ability" attack

148 Water Barrier 
Type: Defense (special ability)
Duration: Every turn (RAP)
CP: 35
Rarity: D
Conditions: Yuto Kigai only
Effect: Defends with wall of water

149 Water Flow 
Type: Attack (special ability)
Duration: 1 turn
CP: 65
Rarity: D
Conditions: Yuto Kigai only
Effect: Launches special ability attack

150 Whip 
Type: Attack (item)
Duration: 1 turn
CP: 65
Rarity: D
Conditions: Yuto Kigai only
Effect: Special ability attack with claw tip of whip

151 Ripple 
Type: Attack (special ability)
Duration: 1 turn
CP: 60
Rarity: D
Conditions: Yuto Kigai only
Effect: Damages opponent with special ability

152 Wall of Flame 
Type: Defense (special ability)
Duration: Every turn (RAP)
CP: 35
Rarity: D
Conditions: Karen Kazumi
Effect: Defends by making wall of flame 

153 Rosario 
Type: Defense (special ability)
Duration: Every turn (RAP)
CP: 55
Rarity: D
Conditions: Karen Kazumi only
Effect: Increases Karen's defense strength

154 Flame Spiral 
Attack (special ability)
Duration: Every turn (RAP)
CP: 65
Rarity: D
Conditions: Karen Kazumi only
Effect: Attack with flame

155 Ignition 
Type: Card maneuver
Duration: 1 turn
CP: 60
Rarity: D
Conditions: Karen Kazumi only
Effect: Opponent must discard hand

156 Portent 
Type: Support(strengthen)
Duration: 1 turn
CP: 60
Rarity: D
Conditions: None
Effect: Doubles attack power

157 "Mi-Kagura" 
Type: Attack (perfect shot)
Duration: 1 turn
CP: 85
Rarity: D
Conditions: Arashi Kishu
Effect: Damages opponent disregarding defense strength
* note: A traditional Shinto music and dancing performance done to
please a deity. Originates in a performance by the heavenly gods to 
persuade Amaterasu, the Sun Goddess, to leave the cave she was hiding 
in.

158 Red String 
Type: Support (strengthen)
Duration: Every turn (RAP)
CP: 60
Rarity: D
Conditions: Kamui, Arashi, Yuzuriha, Sorata, Fuma only
Effect: Recovers 10 HP for every character card in hand

159 Exorcise Demon 
Type: Support (weaken)
Duration: 3 turns
CP: 40
Rarity: D
Conditions: Subaru Sumeragi only
Effect: Decreases opponent's attack power

160 Persuasion 
Type: Support (weaken)
Duration: 1 turn
CP: 60
Rarity: D
Conditions: Karen Kazumi only
Effect: Decreases opponent's attack and defense power

161 Visiting the Future 
Type: State change
Duration: Every turn (RAP)
CP: 60
Rarity: D
Conditions: Kakyo Kuzuki only
Effect: Triples location attribute effect

162 Dream Gazing 
Type: Card Maneuver
Duration: 1 turn
CP: 60
Rarity: D
Conditions: Kakyo Kuzuki only
Effect: Discards opponent's hand

163 Dream Crossing 
Type: Seal
Duration: Every turn (RAP)
CP: 60
Rarity: D
Conditions: Kakyo Kuzuki only
Effect: Opponent cannot change the location attribute

164 Pocket Watch 
Type: Attack (psyche)
Duration: 1 turn
CP: 110
Rarity: D
Conditions: Sorata Arisugawa only
Effect: Does "psyche" damage

165 The Seven Angels 
Type: Seal
Duration: Every turn (RAP)
CP: 60
Rarity: D
Conditions: Dragon of Earth only
Effect: Opponent cannot use RAP field

166 "Amanomurakumo" 
Type: Attack (item)
Duration: Every turn (RAP)
CP: 60
Rarity: D
Conditions: Arashi Kishu only
Effect: Uses legendary sword to attack
*note: This is the legendary sword that Susanoo (brother of Japanese 
goddess Amaterasu) used to kill the 'serpent with eight heads'. After 
that event, it was named "Kusanagi no Tsurugi" and became one of the 
three imperial treasures symbolizing the throne -the other two are the 
bead and the mirror which appear fairly often in anime i.e. Sailormoon 
etc.  

167 Shikigami 
Type: Attack (item)
Duration: 1 turn
CP: 63
Rarity: D
Conditions: Subaru, Seishirou only
Effect: Attacks using summoned spirit
*note: These are conjured minions that often represent inner aspects  
of the conjurer. Given the relationship between Subaru and Seishirou, 
its no accident that the former materializes doves and the later hawks.

168 Pocket Pager 
Type: Summon
Duration: 1 turn
CP: 60
Rarity: D
Conditions: Dragon of Heaven only
Effect: Draws "Seiichirou Aoki" card in next phase

169 Wind Rotation Control 
Type: Attack (special ability)
Duration: Every turn (RAP)
CP: 55
Rarity: D
Conditions: Seiichirou Aoki only
Effect: Executes special wind attack

170 Joke 
Type: Defense (psyche)
Duration: 3 turns
CP: 10
Rarity: E
Conditions: None
Effect: Decreases "psyche" damage

171 Dream 
Type: State change
Duration: 1
CP: 50
Rarity: E
Conditions: None
Effect: Cancels opponent's change of location attribute

172 Slashing 
Type: Attack (item)
Duration: 1 turn
CP: 58
Rarity: E
Conditions: None
Effect: Attacks using sword

173 Firebomb 
Type: Attack (special ability)
Duration: 1 turn
CP: 40
Rarity: E
Conditions: None
Effect: Damages with fire attack

174 "Gohou" 
Type: Attack (item)
Duration: 1 turn
CP: 57
Rarity: E
Conditions: None
Effect: Gohou attacks opponent
*note: see card #004

175 Rebirth 
Type: Barrier field recovery
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Recover 30% barrier field

176 Faith 
Type: Defense (psyche)
Duration: 1 turn
CP: 45
Rarity: E
Conditions: None
Effect: Prayer decreases "psyche" damage

177 Longing 
Type: Support (weaken)
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Discards any character cards players have in hand

178 Jealousy 
Type: Attack (psyche)
Duration: 1 turn
CP: 141
Rarity: E
Conditions: None
Effect: "psyche" damage attack

179 Offered Umbrella 
Type: Defense (item)
Duration: 3 turns
CP: 15
Rarity: E
Conditions: None
Effect: Decreases physical damage

180 Protection 
Type: Support (weaken)
Duration: 3 turns
CP: 50
Rarity: E
Conditions: None
Effect: Both players' CP becomes 0

181 Understanding 
Type: Defense (psyche)
Duration: 3 turns
CP: 35
Rarity: E
Conditions: None
Effect: Decreases "psyche" damage

182 Barrier 
Type: Defense (absolute)
Duration: 3 turns
CP: 35
Rarity: E
Conditions: None
Effect: Decreases all damage

183 Restriction 
Type: Seal
Duration: 1
CP: 50
Rarity: E
Conditions: None
Effect: Seals opponent's RAP field

184 Reshuffle 
Type: State Change
Duration: 1
CP: 50
Rarity: E
Conditions: None
Effect: Changes location to random attribute

185 Fairness 
Type: Support (weaken)
Duration: 1
CP: 30
Rarity: E
Conditions: None
Effect: Both players' defense strength becomes 0

186 Magical Circle 
Type: Summon
Duration: 1
CP: 50
Rarity: E
Conditions: None
Effect: Draws 1 random attack card

187 Telephone 
Type: Summon
Duration: 1
CP: 50
Rarity: E
Conditions: None
Effect: Draws 1 random character card

188 Late Coming 
Type: Support (weaken)
Duration: 1
CP: 50
Rarity: E
Conditions: None
Effect: Gives ability to attack after playing card

189 Severe Wind 
Type: Attack (special ability)
Duration: 1
CP: 48
Rarity: E
Conditions: None
Effect: Uses wind attack on opponent

190 Mass of Ice 
Type: Attack (item)
Duration: 1
CP: 56
Rarity: E
Conditions: None
Effect: Calls forth a mass of ice to damage opponent

191 "Nukite" 
Type: Attack (item)
Duration: 1
CP: 55
Rarity: E
Conditions: None
Effect: Uses special hand strike on opponent
*note: This is an attack called "Spear Hand" and is seen when 
characters plunge their hands right through other characters. 

192 Suggestion 
Type: Support (strengthen)
Duration: 1
CP: 40
Rarity: E
Conditions: None
Effect: Grants ability to play any card

193 Spiritual Power 
Type: Attack (psyche)
Duration: 1
CP: 140
Rarity: E
Conditions: None
Effect: Attacks using spiritual powers

194 Darkness 
Type: Attack (special ability)
Duration: 1
CP: 50
Rarity: E
Conditions: None
Effect: Damages opponent with special ability attack

195 "Kamaitachi" 
Type: Attack (special ability)
Duration: 1
CP: 40
Rarity: E
Conditions: None
Effect: Performs special wind attack
*note: There are many Japanese legends about these creatures. They are 
said to be weasels that attack people suddenly with sickles. They 
attack so quickly and furiously that they look like a whirlwind. 

196 Hurricane 
Type: Attack (special ability)
Duration: 1
CP: 44
Rarity: E
Conditions: None
Effect: Executes special wind attack

197 Shockwave 
Type: Attack (special ability)
Duration: 1
CP: 42
Rarity: E
Conditions: None
Effect: Damages opponent with shockwave

198 Flash 
Type: Attack (special ability)
Duration: 1
CP: 53
Rarity: E
Conditions: None
Effect: Attacks with blinding light

199 Electric Shock 
Type: Attack (special ability)
Duration: 1
CP: 40
Rarity: E
Conditions: None
Effect: Opponent suffers electric shock

200 Lightning 
Type: Attack (special ability)
Duration: 1
CP: 45
Rarity: E
Conditions: None
Effect: Attacks using lightning

201 Loneliness 
Type: Attack (psyche)
Duration: 1
CP: 139
Rarity: E
Conditions: None
Effect: Damages opponent with "psyche" attack

202 Bloodthirsty 
Type: Attack (psyche)
Duration: 1
CP: 138
Rarity: E
Conditions: None
Effect: Opponent suffers damage from "psyche" attack

203 Inquiry 
Type: Attack (psyche)
Duration: 1
CP: 137
Rarity: E
Conditions: None
Effect: Attacks with 50% chance of dropping defense to 0

204 True Intentions 
Type: Attack (psyche)
Duration: 1
CP: 136
Rarity: E
Conditions: None
Effect: Damages opponent through "psyche" attack

205 Telepathy 
Type: Attack (psyche)
Duration: 1
CP: 135
Rarity: E
Conditions: None
Effect: Uses "psyche" attack to damage opponent

206 Snappy Comeback 
Type: Support (strengthen)
Duration: 3 turns
CP: 42
Rarity: E
Conditions: None
Effect: Opponent's defense card has no effect

207 Awakening 
Type: Support (strengthen)
Duration: 3 turns
CP: 44
Rarity: E
Conditions: None
Effect: Doubles attack power when HP drops below 30%

208 Good Luck 
Type: Support (strengthen)
Duration: 3 turns
CP: 46
Rarity: E
Conditions: None
Effect: Opponent's attack power becomes 0

209 Kamui's Sympathy 
Type: Support (strengthen)
Duration: 3 turns
CP: 50
Rarity: E
Conditions: None
Effect: Makes opponent's HP the same as player's

210 Mental Concentration 
Type: Support (strengthen)
Duration: 3 turns
CP: 40
Rarity: E
Conditions: None
Effect: Strengthens "psyche" attack and defense

211 Jump 
Type: Cancellation (item)
Duration: 1 turn
CP: 100
Rarity: E
Conditions: None
Effect: Physical attacks have no effect

212 Intuition 
Type: Support (strengthen)
Duration: 3 turns
CP: 45
Rarity: E
Conditions: None
Effect: Physical attacks hit without fail

213 Maintenance 
Type: HP recovery
Duration: 3 turns
CP: 30
Rarity: E
Conditions: None
Effect: Recovers 30% HP

214 Ice Cream 
Type: HP recovery
Duration: 1 turn
CP: 30
Rarity: E
Conditions: None
Effect: Recovers 20% HP

215 Care Giving 
Type: HP recovery
Duration: Every turn (RAP)
CP: 10
Rarity: E
Conditions: None
Effect: Recovers 10% HP

216 Sandwich 
Type: HP recovery
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Recovers 30% HP

217 Chou a la Creme 
Type: HP recovery
Duration: 1 turn
CP: 13
Rarity: E
Conditions: None
Effect: Recovers 15% HP

218 General Hospital 
Type: HP recovery
Duration: 1 turn
CP: 100
Rarity: E
Conditions: None
Effect: Recovers 100% HP

219 Recovery Room 
Type: HP recovery
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Recovers 50% HP

220 "Omanjuu" 
Type: HP recovery
Duration: 1 turn
CP: 30
Rarity: E
Conditions: None
Effect: Recovers 10% HP
*note: This is a steamed bun often stuffed with pork.

221 Concealed Identity 
Type: Cancellation (special ability)
Duration: 1 turn
CP: 100
Rarity: E
Conditions: None
Effect: Negates damage from "special ability" attacks

222 Dragon's Pulse 
Type: Barrier field recovery
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Recovers 100% Barrier field HP

223 Combination 
Type: Support (co-operation)
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Repeats previous card's effect

224 Reunion 
Type: Support (co-operation)
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: 50% chance of repeating last card's effect

225 Affection 
Type: Defense (psyche)
Duration: 1 turn
CP: 105
Rarity: E
Conditions: None
Effect: Decreases "psyche" damage

226 Sense of Values 
Type: Attack (psyche)
Duration: 1 turn
CP: 124
Rarity: E
Conditions: None
Effect: Damages opponent with "psyche" attack

227 Boundary 
Type: Defense (Absolute)
Duration: Every turn (RAP)
CP: 100
Rarity: E
Conditions: None
Effect: Decreases all damage

228 Illusion 
Type: Attack (psyche)
Duration: Every turn (RAP)
CP: 123
Rarity: E
Conditions: None
Effect: Opponent suffers damage from hallucinations

229 Spectator 
Type: Defense (item)
Duration: 1 turn
CP: 10
Rarity: E
Conditions: None
Effect: Decreases physical damage

230 Fate 
Type: Defense (psyche)
Duration: 1 turn
CP: 35
Rarity: E
Conditions: None
Effect: Converts psychic damage to barrier field damage

231 Eternity 
Type: Attack (psyche)
Duration: 1 turn
CP: 110
Rarity: E
Conditions: None
Effect: Damages opponent with psychic attack

232 Radiance 
Defense (item)
Duration: 1 turn
CP: 25
Rarity: E
Conditions: None
Effect: Decreases psychic damage

233 Crown 
Defense (item)
Duration: 1 turn
CP: 20
Rarity: E
Conditions: None
Effect: Decreases psychic damage

234 Mirror 
Type: Counter
Duration: 1 turn
CP: 95
Rarity: E
Conditions: None
Effect: Returns 30% of opponent's attack

235 Homecoming 
Type: Card maneuver
Duration: 1 turn
CP: 60
Rarity: E
Conditions: None
Effect: Takes 1 of opponent's used cards

236 Crumbling Foothold 
Type: Attack (item)
Duration: 1 turn
CP: 54
Rarity: E
Conditions: None
Effect: Damages opponent by undermining footing

237 Lies 
Type: Attack (psyche)
Duration: 1 turn
CP: 122
Rarity: E
Conditions: None
Effect: Opponent suffers psychic damage

238 Destiny 
Type: Special
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Does 1 point of damage

239 Wandering 
Type: Support (weaken)
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: HP becomes the same as opponent's

240 Quick-tempered 
Type: Support (strengthen)
Duration: 1 turn
CP: 43
Rarity: E
Conditions: None
Effect: Attack first

241 Companion Star 
Type: Seal
Duration: 3 turns
CP: 50
Rarity: E
Conditions: None
Effect: Opponent cannot set HP recovery cards

242 Love Song 
Type: Support (weaken)
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Cuts strength by 50% when attacking opposite sex

243 Pure Innocence 
Type: Attack (psyche)
Duration: 1 turn
CP: 121
Rarity: E
Conditions: None
Effect: Executes psychic damage attack

244 Only One Desire 
Type: Attack (psyche)
Duration: 1 turn
CP: 115
Rarity: E
Conditions: None
Effect: Psychic damage to opponent

245 Present 
Type: Counter
Duration: 1 turn
CP: 65
Rarity: E
Conditions: None
Effect: Puts previously used card into opponent's hand 

246 Strike 
Type: Attack (item)
Duration: 1 turn
CP: 53
Rarity: E
Conditions: None
Effect: Attack with a punch

247 Wide Open Sea 
Type: State change
Duration: Every turn (RAP)
CP: 50
Rarity: E
Conditions: None
Effect: Changes location attribute to "Water"

248 The Two Kamuis 
Type: Defense (item)
Duration: 1 turn
CP: 40
Rarity: E
Conditions: None
Effect: Decreases physical attack damage

249 Promise 
Type: Support (weaken)
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Reduces opponent's RAP card EP by 1

250 Ramming Attack 
Type: Attack (item)
Duration: 1 turn
CP: 56
Rarity: E
Conditions: None
Effect: Damages opponent with ramming attack

251 "Luo Pan" 
Type: Support (strengthen)
Duration: 1 turn
CP: 45
Rarity: E
Conditions: None
Effect: Feng Shui increases attack and defense power
* note: This is a traditional Feng Shui compass.

252 Betrayal 
Type: Attack (psyche)
Duration: 1 turn
CP: 100
Rarity: E
Conditions: None
Effect: Opponent suffers psychic damage

253 Phoenix 
Type: Attack (special ability)
Duration: 1 turn
CP: 65
Rarity: E
Conditions: None
Effect: Flame attack

254 Heaven and Earth
Type: Seal release
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Removes a seal

255 Legend 
Type: Card maneuver
Duration: 1 turn
CP: 50
Rarity: E
Conditions: None
Effect: Both players discard 10 cards from deck