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Core Rules

How to Win

Defeat your opponent by destroying all of their Souls.
A Reaper with 0 Souls immediately loses the game.

Souls

  • Souls represent both health and power.

  • Souls = Max HP.

  • When your Souls reach 0, you lose.

  • Monsters or other Reapers can reduce souls.

  • Souls are spent to activate abilities and upgrades.

  • Souls and HP are interchangeable terms.

If a card references Souls, it means HP.

 

DI Roll

  • A DI roll determines which abilities and effects may trigger.

  • A single DI roll may trigger multiple abilities and effects.

  • Each triggered ability or effect resolves once per activation.

 

Monster Deck Construction

  • A player’s monster deck contains 35 cards.

  • No monster may appear more than three times.

 

Start of Game:

  • Draw 4 cards face up and put them in your open-faced monster pile.

 

Abilities

  • Each ability triggers on one specific DI face.

  • When you roll a DI face that matches an ability you control, you may activate it.

  • Example:

If you have Critical (DI-2) and roll a 2, you may activate Critical.

  • On a DI roll of 5 or 6, the attack misses completely and no abilities, riders, or reactions resolve.

 

Ability Rules

  • Abilities can stack.

  • If an ability triggers on the same DI face, it may activate multiple times, as long as the Soul cost is paid each time.

  • Each activation costs Souls.

  • Damage does not create additional triggers beyond a new DI roll.

  • You may activate any number of abilities triggered by the DI roll, paying each Soul cost separately.

  • Example:

On a DI roll of 1, you may activate Follow-Up (1), Critical (1), and Heal (1) — paying each cost.

  • A persistent ability must fully resolve or deplete before it can be activated again.

  • All persistent ability effects end unless stated otherwise when a battle ends.

  • Some abilities are labeled Reaction.

  • A Reaction may be activated on any player’s turn, including an opponent’s.

  • Reactions may be activated immediately when their trigger condition is met, even outside your turn.

  • 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:

  • An ability that does not require a DI roll.

  • Its effects resolve automatically when activated.

 

Harvesting Abilities

  • If you kill a monster that has a specific ability, you harvest that ability. Search your ability deck for the ability.

  • Defeating a monster restores Souls up to your Max HP; excess Souls are discarded. A monsters souls determines the amount restored.

 

Ability Deck

  • Contains all abilities and upgrades.

  • You may only retrieve an ability card from the deck by defeating a monster that has that ability.

 

On Your Turn

  • 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.

  • Draw one card

  • Fight an open-face monster

  • Fight another Reaper

 

Attacking & Damage Order

  • If you draw a monster and fight it in the same round, the attacker applies damage first.

  • If you fight an open-face monster or another Reaper, the defender applies damage first.

 

Fighting Other Reapers

  • You may initiate combat with another Reaper at any point on your turn.

  • The attacker may end a Reaper-vs-Reaper fight only after a round has fully ended.

  • Ending a Reaper fight does not heal either Reaper.

 

Open-Face Monsters

  • If you draw a monster and choose not to fight it, you may place it open-face next to the deck.

  • Open-face monsters are available targets.

  • You may fight open-face monsters in any order.

  • You may fight any number of open-face monsters.

  • A Reaper may end a monster fight at any time; the monster fully heals.

 

Battle Sequence

  • Roll DI

  • Monster battles: the player rolls both DI.

  • Reaper battles: each player rolls one DI.

  • Trigger Abilities

  • If allowed, activate any triggered abilities or effects.

  • Pay all required Soul costs.

  • Resolve abilities or effects and apply Damage

  • Follow the correct damage order for the fight type.

  • Repeat.

  • Continue until the battle ends or a retreat occurs.

 

Decks

  • Monster deck requiring a minimum of 35 cards.

  • Ability deck containing abilities harvested.

  • Only 3 cards max of any monster.

 

Forks

  • Fork upgrades can only be purchased outside of combat, after a battle ends.

  • Specific monsters let you upgrade fork(s).

  • You do not have to choose to upgrade a fork right away and can put the card aside until you decide.

 

Key Clarifications

  • A round is one fully resolved attack sequence involving all parties.

  • Monster healing only occurs when a monster fight is ended voluntarily.

  • No fight may be abandoned mid-round.

  • 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

  • An ability may be activated only if:

  • Its listed DI face is rolled

  • The player controls the ability card

  • The player can pay the Soul cost

  • Activating an ability is always optional.

 

2. Ability Resolution

  • Each activation of an ability resolves once.

  • A single DI roll may trigger multiple abilities.

  • The activating player chooses the order of resolution.

  • Damage does not create new triggers beyond a new DI roll.

 

3. Ability Stacking

  • Different abilities triggered by the same DI roll may all be activated.

  • The same ability may be activated multiple times on the same DI roll only if:

  • Each activation is paid for separately

  • The ability does not create a persistent state

  • If an ability creates a persistent state, it cannot be stacked or refreshed unless explicitly stated.

 

4. Persistent Abilities

  • Persistent abilities create an ongoing effect (shield, aura, buff, mark, prevention).

Persistent Rule

  • A persistent ability must fully expire, deplete, or be removed before it may be activated again.

  • Persistent effects cannot be refreshed, replaced, or duplicated unless the card explicitly allows it.

  • 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

  • Once created, Soul Shield must be fully depleted before it may be activated again.

 

5. Reactions

  • Abilities labeled Reaction may be activated:

On any player’s turn

  • Immediately when their trigger condition is met

  • Reactions resolve immediately unless the card states otherwise.

  • Reaction Chain Rule

Reactions cannot trigger Reactions unless explicitly stated.

  • This prevents infinite counters and prevention loops.

 

6. Death Triggers

  • Abilities that trigger when a creature is destroyed follow this rule:

  • Death-based abilities may trigger at most once per round.

  • They may be used multiple times per fight

  • They may not trigger multiple times from the same round or chain of deaths

 

7. Healing & Soul Gain

  • Healing restores current Souls only, up to Max HP.

  • Healing cannot increase Max HP unless the ability explicitly says so.

  • If Souls are gained beyond Max HP, the excess is lost.

Monster Reward

  • When you defeat a monster, you gain Souls equal to the monster’s remaining Souls, up to your Max HP.

 

8. Counters & Retaliation

  • Counter abilities resolve after the triggering attack resolves, unless stated otherwise.

  • Counters cannot trigger counters.

  • Counter damage does not create new triggers beyond a new DI roll.

 

9. Timing Priority

  • When multiple players may activate abilities:

  • The active player has priority

  • Other players may respond in turn

  • Once all players pass, play continues

 

10. End-of-Fight Cleanup

When a fight ends:

  • All temporary and persistent effects end unless explicitly stated

Shields, marks, images, and bonuses are removed

  • Permanent stat changes remain

 

11. Global Safety Rule

  • A single game event cannot trigger the same ability more than once unless explicitly stated.

  • This rule overrides all ambiguity.

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