
Core Rules
How to Win
Defeat your opponent by destroying all of their Souls.
A Reaper with 0 Souls immediately loses the game.
Souls
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Souls represent both health and power.
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Souls = Max HP.
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When your Souls reach 0, you lose.
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Monsters or other Reapers can reduce souls.
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Souls are spent to activate abilities and upgrades.
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Souls and HP are interchangeable terms.
If a card references Souls, it means HP.
DI Roll
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A DI roll determines which abilities and effects may trigger.
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A single DI roll may trigger multiple abilities and effects.
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Each triggered ability or effect resolves once per activation.
Monster Deck Construction
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A player’s monster deck contains 35 cards.
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No monster may appear more than three times.
Start of Game:
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Draw 4 cards face up and put them in your open-faced monster pile.
Abilities
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Each ability triggers on one specific DI face.
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When you roll a DI face that matches an ability you control, you may activate it.
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Example:
If you have Critical (DI-2) and roll a 2, you may activate Critical.
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On a DI roll of 5 or 6, the attack misses completely and no abilities, riders, or reactions resolve.
Ability Rules
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Abilities can stack.
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If an ability triggers on the same DI face, it may activate multiple times, as long as the Soul cost is paid each time.
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Each activation costs Souls.
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Damage does not create additional triggers beyond a new DI roll.
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You may activate any number of abilities triggered by the DI roll, paying each Soul cost separately.
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Example:
On a DI roll of 1, you may activate Follow-Up (1), Critical (1), and Heal (1) — paying each cost.
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A persistent ability must fully resolve or deplete before it can be activated again.
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All persistent ability effects end unless stated otherwise when a battle ends.
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Some abilities are labeled Reaction.
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A Reaction may be activated on any player’s turn, including an opponent’s.
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Reactions may be activated immediately when their trigger condition is met, even outside your turn.
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You may only react once (di roll) per battle. Example opponent fights an open-faced, you may roll once and apply the ability or effect if triggered. You may not roll again until a new battle starts.
Guaranteed Ability:
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An ability that does not require a DI roll.
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Its effects resolve automatically when activated.
Harvesting Abilities
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If you kill a monster that has a specific ability, you harvest that ability. Search your ability deck for the ability.
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Defeating a monster restores Souls up to your Max HP; excess Souls are discarded. A monsters souls determines the amount restored.
Ability Deck
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Contains all abilities and upgrades.
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You may only retrieve an ability card from the deck by defeating a monster that has that ability.
On Your Turn
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You may perform any or all of the following actions, in any order: You can’t act twice. Example - You can’t fight a Reaper, then draw and go back to fighting the same Reaper. Another Reaper is ok.
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Draw one card
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Fight an open-face monster
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Fight another Reaper
Attacking & Damage Order
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If you draw a monster and fight it in the same round, the attacker applies damage first.
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If you fight an open-face monster or another Reaper, the defender applies damage first.
Fighting Other Reapers
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You may initiate combat with another Reaper at any point on your turn.
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The attacker may end a Reaper-vs-Reaper fight only after a round has fully ended.
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Ending a Reaper fight does not heal either Reaper.
Open-Face Monsters
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If you draw a monster and choose not to fight it, you may place it open-face next to the deck.
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Open-face monsters are available targets.
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You may fight open-face monsters in any order.
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You may fight any number of open-face monsters.
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A Reaper may end a monster fight at any time; the monster fully heals.
Battle Sequence
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Roll DI
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Monster battles: the player rolls both DI.
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Reaper battles: each player rolls one DI.
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Trigger Abilities
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If allowed, activate any triggered abilities or effects.
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Pay all required Soul costs.
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Resolve abilities or effects and apply Damage
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Follow the correct damage order for the fight type.
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Repeat.
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Continue until the battle ends or a retreat occurs.
Decks
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Monster deck requiring a minimum of 35 cards.
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Ability deck containing abilities harvested.
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Only 3 cards max of any monster.
Forks
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Fork upgrades can only be purchased outside of combat, after a battle ends.
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Specific monsters let you upgrade fork(s).
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You do not have to choose to upgrade a fork right away and can put the card aside until you decide.
Key Clarifications
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A round is one fully resolved attack sequence involving all parties.
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Monster healing only occurs when a monster fight is ended voluntarily.
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No fight may be abandoned mid-round.
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All attacks and effects must fully resolve before a fight can end.
Design Truth
Soul Reaper is a game of timing, economy, and choice — not constant aggression.
SOUL REAPER — GLOBAL ABILITY RULES (FINAL)
These rules apply to all abilities unless a card explicitly states otherwise.
1. Ability Activation
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An ability may be activated only if:
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Its listed DI face is rolled
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The player controls the ability card
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The player can pay the Soul cost
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Activating an ability is always optional.
2. Ability Resolution
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Each activation of an ability resolves once.
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A single DI roll may trigger multiple abilities.
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The activating player chooses the order of resolution.
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Damage does not create new triggers beyond a new DI roll.
3. Ability Stacking
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Different abilities triggered by the same DI roll may all be activated.
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The same ability may be activated multiple times on the same DI roll only if:
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Each activation is paid for separately
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The ability does not create a persistent state
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If an ability creates a persistent state, it cannot be stacked or refreshed unless explicitly stated.
4. Persistent Abilities
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Persistent abilities create an ongoing effect (shield, aura, buff, mark, prevention).
Persistent Rule
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A persistent ability must fully expire, deplete, or be removed before it may be activated again.
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Persistent effects cannot be refreshed, replaced, or duplicated unless the card explicitly allows it.
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If a player attempts to activate a persistent ability that is already active, the activation fails, and the Soul cost is not refunded.
Example: Soul Shield
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Once created, Soul Shield must be fully depleted before it may be activated again.
5. Reactions
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Abilities labeled Reaction may be activated:
On any player’s turn
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Immediately when their trigger condition is met
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Reactions resolve immediately unless the card states otherwise.
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Reaction Chain Rule
Reactions cannot trigger Reactions unless explicitly stated.
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This prevents infinite counters and prevention loops.
6. Death Triggers
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Abilities that trigger when a creature is destroyed follow this rule:
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Death-based abilities may trigger at most once per round.
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They may be used multiple times per fight
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They may not trigger multiple times from the same round or chain of deaths
7. Healing & Soul Gain
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Healing restores current Souls only, up to Max HP.
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Healing cannot increase Max HP unless the ability explicitly says so.
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If Souls are gained beyond Max HP, the excess is lost.
Monster Reward
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When you defeat a monster, you gain Souls equal to the monster’s remaining Souls, up to your Max HP.
8. Counters & Retaliation
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Counter abilities resolve after the triggering attack resolves, unless stated otherwise.
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Counters cannot trigger counters.
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Counter damage does not create new triggers beyond a new DI roll.
9. Timing Priority
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When multiple players may activate abilities:
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The active player has priority
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Other players may respond in turn
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Once all players pass, play continues
10. End-of-Fight Cleanup
When a fight ends:
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All temporary and persistent effects end unless explicitly stated
Shields, marks, images, and bonuses are removed
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Permanent stat changes remain
11. Global Safety Rule
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A single game event cannot trigger the same ability more than once unless explicitly stated.
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This rule overrides all ambiguity.