Z/X -Zillions of enemy X- Wiki
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Basic rules for "Z/X -Zillions of enemy X-" trading card game.

What is Z/X?

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Z/X (pronounced as Zeks) is a one-on-one trading card game created by Broccoli and Nippon Ichi Software where the players fight against each other on 3×3 squares battlefield using different combination of offensive and defensive strategy based on 5 different worlds.

Winning Condition

In Z/X, the first player who make their opponent loses all 4 of their life wins.

Deck Construction Rules

See also: Deck → Deck Construction Rules

You need a deck in order to play Z/X.

The following rules must be followed when constructing a deck.

  • A deck must contains exactly 50 cards. No more or less.
  • You must have exactly 20 cards with "Ignition Icon" in a deck. No more or less.
  • You may only put up to 4 cards with the same name in a deck.
  • You may only put up to 4 cards with "Life Recovery" in a deck.
  • You may only put up to 4 cards with "Void Bringer" in a deck.
  • Player card and "PL EX" (Player Extra) are not counted as part of the deck.
  • In addition to the main deck, you also can construct an additional deck called "Dynamis". You can put up to a total of 16 cards with "Z/X EX" (Z/X Extra), "Shift", "EV EX" (Event Extra), and/or "Z/X OB" (Z/X Overboost) card type into the "Dynamis".

Game Preparation

  1. Put your Player card together with the lower part of the "Z/X Overboost" card or a "Player Extra" card stacked on the back side of your Player card onto your Player Square in face-up position.
  2. Put up to one Z/X with "Start Card" from your deck onto your Player Square in face-down position.
  3. Put the "Dynamis" into the field in face-down position.
  4. Put up to one card with "Gate Card" from your deck into your "Dynamis" in face-up position.
  5. Put up to one card with "Start Resource" from your deck into your "Resource" in face-up position.
  6. Shuffle your deck.
  7. Play a game of rock-paper-scissor. The winner goes first.
  8. Draw 4 cards from the top of your deck as your initial hand.
  9. Each player is able to redraw their initial hand once. In case of redraw, return all cards from your hand to the deck, shuffle it, and draw 4 new cards.
  10. Put 4 cards from the top of your deck face-down into your "Life".
  11. Put cards from the top of your deck face-up into your "Resource" until there are 2 cards in your "Resource".
  12. Flip the "Start Card" face-up. Now you are prepared to start the game.

Card Type and Parameters

  1. Card Name: Name of the card.
  2. Card Type: Type of the card. There are 8 different card types; Z/X, Event, Player, Z/X EX (Z/X Extra), EV EX (Event Extra), PL EX (Player Extra), Shift, and Z/X OB (Z/X Overboost).
    • "Z/X Extra" and "Z/X Overboost" are also treated as "Z/X" during the game.
    • "Event Extra" are also treated as "Event" during the game.
    • "Player Extra" are also treated as "Player" during the game.
  3. Cost: Cost needed in order to use the card.
  4. Color: Color of the card. There are 5 different colors; Red Red, Blue Blue, White White, Black Black, and Green Green.
    If there is a Multicolor indicator in the color, as a card with Multicolor is put into Resource, it is put in Sleep State if all colors that are the same as it are not in the Resource.
  5. Text: The ability of the card. There are 5 primary abilities; 【起】 Boot, 【自】 Auto, 【常】 Always, 【S】 Special, and 【☆】 Event. There are also other abilities that available in special conditions; 【ZO】 Zero Optima, 【𒀭】 【✴】 【✳】 [OB] Level, and Z/Xtend Drive!.
【起】 - [Boot]
Startup Ability
Player may optionally choose to use the ability. In order to use [Boot] ability, you need to pay the necessary amount of Cost. Cost are shown as <○○> or 【コスト】 ○○ in the card text, you may only play the ability if you are able to pay the "○○".
[Sleep] : "Sleep" the Z/X with this ability in order to use the ability. The ability cannot be used if that Z/X is already in "Sleep" State.
Red 〇 : To pay the Cost, "Sleep" a number of cards in your "Resource" equal to 〇. When doing so, you must "Sleep" at least one or more cards with the same color as the Color Icon.
【自】 - [Auto]
Automatic Ability
The ability will automatically take effect if the required conditions are fulfilled. The conditions are displayed as 【誘発】 ○○ ( <Trigger> ○○ ), and when "○○" happens, the ability will be trigerred and its effect is activated.
【常】 - [Always]
Continuous Ability
The ability will always take effect as long as the required conditions are fulfilled.
【S】 - [Special]
Special Ability
The conditions are checked at every point during the game, and the ability can be performed once it is fulfilled.
【☆】 - [Event]
Event Ability
The ability that activates when Event card is played.
【ZO】
Zero Optima X
If there are X or more cards with Ignition Icon in your "Resource", the contents of the text will becomes available.
【𒀭】 【✴】 【✳】 [OB]
○○ Level X
If there are X or more face-up ○○ in your "Dynamis" deck, the contents of the text will becomes available.
【𒀭】 denotes Level related to [Dingir], 【✴】 denotes Level related to [Waker] or [Dragon], 【✳】 denotes Level related to other [Tribe], and [OB] denotes Level related to card type.

Z/Xtend Drive!
"Z/Xtend Drive!" is an ability that can only be played once during the game.
Player that played a "Z/Xtend Drive!" ability cannot play "Z/Xtend Drive!" ability again during that game.
Icons Inside Text 【P】 - <Player> : If you have the designated Player card or card with designated Player Name on Square, the ability will becomes available.
【有効】 - <Valid> : Represent the place where the ability can be played and the effect resolved.
【効果】 - <Effect> : Represent the effect of the ability.
【コスト】 - <Cost> : Represent the necessary Cost to play [Boot] ability.
【誘発】 - <Trigger> : Represent the condition to trigger [Auto] ability.
Manual Square.png
Square Designation Diagram
Simplified diagram of Squares. It is used to designate a specific Square. The top side of the diagram is your opponent's side, while the bottom side of the diagram is your own side.
  1. Subtext: Additional rules set on individual cards.
  2. Icon: There are two different icons; Ignition and Evol Seed.
Icon IG.png
Ignition Icon
Cards with this icon can be played without paying its Cost if revealed during "Ignition".
Icon ES.png
Evol Seed Icon
When cards with this icon is put from deck into Trash, resolve the ability in the text.
  1. Tribe: Tribe of the card.
  2. Power: Power of the card. During the turn a card received damage equal to or higher than its Power, it is destroyed and sent to Charge.
  3. Player Name: The name used by card's ability when referring to the name of Player card.

Card State

The state of a card is represented by the public "face-up" state and non-public "face-down" state, and also the vertical (not in-action) "Reboot" State and horizontal (in-action) "Sleep" State.

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Game Flow

Resolve step 1 to 6 in sequential order. Afterwards, proceed to the opponent's turn.

1. Reboot Phase

All your cards in "Sleep" State (horizontal position) are "Reboot" (switch to vertical position).

2. Draw Phase

Draw 2 cards from your deck. However, the player who goes first cannot draw during their first turn.

3. Resource Phase

You may choose a card from your hand, then put it into "Resource" in "Reboot" State. You may choose to not put any card. During each Resource Phase, only 1 card may be put into Resource this way. Cards put in "Resource" are used to pay the Cost required to use a card.

4. Ignition Phase

You may perform "Ignition" (IG). "Ignition" is performed in the following order.

  1. Choose a card from your "Charge" and put it into Trash.
  2. Reveal the top card of your deck.
  3. If the revealed card has an Ignition Icon, you may play that card without paying its Cost. This is called "Overdrive" (OD).
  4. If the revealed card does not have an Ignition Icon or if it is not played, put the revealed card into Trash.

You can perform "Ignition" as many times as you want as long as you have enough cards in "Charge".

5. Main Phase

The following action can be done in any order, and as many times as you want. Please refer to "Paying the Cost" section for more details about Cost. You can only perform either "Play a Z/X Extra" and "Play an Event Extra" once per turn.

  1. Play a Z/X
    Pay the Cost, and make a "Z/X" card in your hand appear on "Square" in "Reboot" State. Please refer to the "Playing a Z/X" section for more details.
  2. Play an Event or [Boot] Ability
    Pay the Cost, and use an "Event" from your hand or " [Boot] ability" possessed by Z/X. After using an "Event" card and immediately resolved its effect, put it into "Trash". Please refer to the "Playing an Event" section for more details.
  3. Battle
    Your "Z/X" can attack an opponent's Z/X or the opposing Player. Please refer to the "Battle Procedure" section for more details.
  4. Play a Z/X Extra or Event Extra
    Up to once per turn, you can either play a face-down "Z/X Extra" or a face-down "Event Extra" in your Dynamis.
  5. Play a Shift
    Up to once per turn, Shift that fulfill its "Shift Condition" can be put on the top of a card that was designated in its "Shift Vessel".

6. End Phase

Perform the following procedures during the End Phase.

  1. Resolve any ability that triggers "at the end of turn".
  2. Any damage dealt to a Z/X during this turn is gone.
  3. Any abilities that last "until end of turn" ends.
  4. If the current turn player has 7 or more cards in their hand, they must choose and put a number of cards from their hand into Trash until they have 6 cards in their hand.

Field

Manual Field.png
  1. Square: There are two type of Squares, "Player Square" and "Normal Square".
  2. Player Square: Square where a "Player Card" is placed.
  3. Normal Square: Every other Square that are not a "Player Square".
  4. Resource: Place to put the "Resource".
  5. Deck Zone: Place to put your "deck".
  6. Dynamis Zone: Place to put your "Dynamis".
  7. Trash: Place to put used or discarded cards.
  8. Charge: Temporary place to put destroyed "Z/X". It can hold up to 4 cards. If 5 or more cards are put into "Charge", choose and put a number of cards in "Charge" into "Trash" until there are only 4 cards left on it.
  9. Life: Place for the "Life". If a player's "Life" reaches 0, they lose the game.

Paying the Cost

The act of using a card is known as "play".

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In order to play a card, you need to pay the Cost written on that card. Cost is paid by turning a number of cards in your Resource, equal to the Cost of card that you want to play, from "Reboot" State into "Sleep" State. Also, you must "Sleep" at least one card with the same color as the card you want to play.

  • If the card that you want to play has 2 or more colors, you must "Sleep" one card of the same color as each of its colors.
  • As you pay a Cost, if a card in "Resource" has 2 or more colors, you may "Sleep" that card as any one of its colors.

Playing a Z/X

When playing a "Z/X" or "Z/X Extra" card and put them onto a "Square" in "Reboot" State, you must follow the following rules.

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  1. You cannot put it onto a "Square" with your opponent's Z/X on it.
  2. You cannot put it onto your opponent's "Player Square".
  3. You cannot put it onto a "Square" with your Z/X in "Sleep" State on it.
  4. If you put it onto a "Square" with your Z/X in "Reboot" State on it, put the Z/X that previously occupied the "Square" into "Trash".

Playing an Event

You can play an Event card from your Hand after paying the Cost. A played Event card have its effect immediately resolved. After the effect of an Event card have been resolved, put it into "Trash". Event cards can be played during the Main Phase of your turn or during the Battle of either player's turn.

Battle Procedure

Main article: Battle

Proceed the battle by performing the 4 steps below in sequential order.

1. Battle Declaration Step (Attack Declaration)

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Declare an attack using your Z/X in "Reboot" State by turning that Z/X from "Reboot" State to "Sleep" State. The attacking Z/X may attack an opponent's Z/X or opposing "Player" adjacent to it. However, you cannot attack the "Player" if your opponent has a Z/X on their "Player Square".

2. Battle Event Step (Play Event or [Boot] Ability)

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The order are alternating between You → Opponent → You to choose whether to play Event, [Boot] ability, or to pass. The effect of the card and/or ability are immediately resolved after used. If both you and your opponent choose to pass, proceed to step [3].

3. Battle Damage Step (Attack Resolution)

If the attacking Z/X has left the Square, proceed to step [4]. If the attacking Z/X remain on Square, perform either one of the following according to the attack target.

A. Attacking a Z/X

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Deal damage equal to your attacking Z/X "Power" to your opponent's Z/X. The damage is only dealt from the attacking Z/X, and the opposing Z/X doesn't deal any damage. Z/X that has received damage equal to or greater than its "Power" are destroyed and put into "Charge".

B. Attacking a Player

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Deal 1 damage to your opponent's "Life". Choose one of your opponent's "Life", then your opponent reveal that card. Perform one of the following actions depending on whether the revealed card has Ignition Icon or not.

  1. If the revealed card has Ignition Icon, your opponent may choose to play that card without paying its Cost. If the card played at that time has "Life Recovery" or "Void Bringer", compare the "Life" between the attacked and the attacking player, if the "Life" of the attacked player is lesser than or equal to the attacking player, that player perform the following action.
    • "Life Recovery"
      Put the top card of the deck face-down into "Life" (recover 1 Life).
    • "Void Bringer"
      Choose a Z/X on "Square", and put it into "Trash".
  2. If the revealed card does not have Ignition Icon or if it is not played, put the revealed card into "Charge".

4. Battle End Step

End the battle.

When You Deck Out

See also: Deck → Reload Effect

When a player deck count reaches 0, that player immediately shuffle all cards in their "Trash" and use it as a new deck. Afterwards, the opponent of that player choose a card from that player's "Life" and put it into that player's "Charge". That player loses if their Life is reduced to 0 during the process.

If a card with Ignition Icon is put into "Charge" at this time, that card cannot be played. Moreover, effects or abilities like Life Recovery or Void Bringer are not activated either.

Dynamis

You can construct an additional deck called "Dynamis" separately from your main deck.

1. Dynamis Rule

  • You can put a total of up to 16 cards with "Z/X EX" (Z/X Extra), "Shift", "EV EX" (Event Extra), or "Z/X OB" (Z/X Overboost) card type in "Dynamis".
  • You can only put up to 4 cards with the same name in "Dynamis".
  • "Dynamis" is put into the field in face-down position (you can verify the contents of your own "Dynamis" at any time).

2. Playing a Z/X Extra

You can play a Z/X Extra by fulfilling either one of the following conditions.

2-1. Playing a Z/X Extra with "Advent Condition"

You can play a Z/X Extra with "Advent Condition" by fulfilling the following conditions.

  • The amount of cards in your Resource is equal to or greater than the Cost of Z/X Extra that you want to play.
  • You fulfill the "Advent Condition" written in the card.
    "Advent Condition" is fulfilled by destroying your own Reboot State Z/X on Square that corresponds to the condition written in the text. When you do so, the total Cost of the destroyed Z/X must be equal to or greater than the Cost of Z/X Extra that you want to play.
  • If you want to play a Cost 6 Z/X Extra with "2 White Z/X" in the "Advent Condition", you must destroy 2 White Z/X with the total of their Cost equal to or greater than 6.
  • After the "Advent Condition" is achieved, the Z/X Extra is played and appear on Square the same as "Playing a Z/X".
Steps Until Z/X Extra with "Advent Condition" Appears on Square
  1. Reveal the Z/X Extra with "Advent Condition" that you want to play in "Dynamis".
  2. Choose the Square where it would appear.
  3. Perform the "Advent Condition".
  4. Play the Z/X Extra with "Advent Condition" and make it appear on Square chosen in step (2).

Playing a Z/X Extra with "Awaken Condition"

You can play a Z/X Extra with "Awaken Condition" by fulfilling the following conditions in sequential order.

  • Pay the written Cost of Z/X Extra that you want to play from Resource like playing a regular Z/X.
  • Perform the text written in the "Awaken Condition". If it is written as "Awaken Condition - [Color]", the detail of actions that need to be performed will differ based on the color.
"Awaken Condition - Red : X 〇〇" means
"Awaken Condition : Remove X 〇〇 cards in your Trash."
"Awaken Condition - Blue : X 〇〇" means
"Awaken Condition : Reveal X 〇〇 cards in your hand, return them to deck, shuffle, and draw X cards."
"Awaken Condition - White : X 〇〇" means
"Awaken Condition : Return X 〇〇 cards in your Trash to deck, and shuffle."
"Awaken Condition - Black : X 〇〇" means
"Awaken Condition : Put X 〇〇 cards in your Charge into Trash, and put the top card of your deck into Charge."
"Awaken Condition - Green : X 〇〇" means
"Awaken Condition : Return X 〇〇 cards in your Resource to deck, shuffle, and put X cards from the top of your deck into Resource in Sleep State."
  • If you are playing a Cost 5 Blue Z/X Extra with "Awaken Condition - Blue : 1 card with [Dragon] in its Tribe", perform the detailed actions of the "Awaken Condition" after you paid the 5 Blue from Resource.
  • If you cannot fulfill the "Awaken Condition", you cannot play a Z/X Extra with "Awaken Condition".
  • After the "Awaken Condition" is achieved, the Z/X Extra is played and appear on Square the same as "Playing a Z/X".
Steps Until Z/X Extra with "Awaken Condition" Appears on Square
  1. Reveal the Z/X Extra with "Awaken Condition" that you want to play in "Dynamis".
  2. Choose the Square where it would appear.
  3. Pay the Cost of that Z/X Extra from Resource.
  4. Perform the "Awaken Condition".
  5. Play the Z/X Extra with "Awaken Condition" and make it appear on Square chosen in step (2).

Playing a Z/X Extra with "Idealize Condition"

You can play a Z/X Extra with "Idealize Condition" by fulfilling the following conditions.

  • Reveal the Z/X Extra with "Idealize Condition" that you want to play in "Dynamis".
  • Choose the Square where it would appear.
  • Perform the "Idealize Condition" written in the card.
    "Idealize Condition" can only be fulfilled by expending "Counter" with the corresponding icon as written in the "Idealize Condition".
  • If you are playing a Z/X Extra with "Expend 5 Dream Key" in the "Idealize Condition", you must expend 5 Dream Key that you have acquired during the game.
  • After the "Idealize Condition" is achieved, the Z/X Extra is played and appear on Square the same as "Playing a Z/X".
Steps Until Z/X Extra with "Idealize Condition" Appears on Square
  1. Reveal the Z/X Extra with "Idealize Condition" that you want to play in "Dynamis".
  2. Choose the Square where it would appear.
  3. Perform the "Idealize Condition".
  4. Play the Z/X Extra with "Idealize Condition" and make it appear on Square chosen in step (2).

Additional Information

If a Z/X Extra that appeared on Square left the "Square" and would be put into another location, that Z/X Extra card is immediately put into "Dynamis" in face-up position.

  • Example : If a Z/X Extra is destroyed and would be put into Charge, put it face-up into "Dynamis".
  • Example : If a Z/X Extra would be returned to hand, put it face-up into "Dynamis".
  • Example : If a Z/X Extra would be put into Resource, put it face-up into "Dynamis".
  • Example : If a Z/X Extra would be removed from game, put it face-up into "Dynamis".

Face-down Z/X Extra in your "Dynamis" can be played during the Main Phase of your own turn.

  • Face-up Z/X Extra in "Dynamis" cannot be played.
  • You can only play Z/X Extra card once per turn.
  • Z/X Extra is also treated as Z/X.

3. About Ignition Overboost and Shift

Main articles: Ignition Overboost, Z/X Overboost, and Shift

Introduced in "Code:Engage" storyline, "Ignition Overboost" is a mechanic that allow a Player and Z/X to fuse as one into "Z/X Overboost" card, while "Shift" is a card that allow a Z/X or Z/X Overboost to lend the form of Player of figures from both past and future.

Please refer to the linked pages above for more details about the mechanic and the card types.

4. About Idealize and Event Extra

Main articles: Idealize and Event Extra

Introduced in "Code:Dreamworld" storyline, "Idealize" is a mechanic that utilized Counter as well as "Idea Drive" special moves from Partner Z/X that appeared as "Event Extra" cards.

Please refer to the linked pages above for more details about the mechanic and the card types.

5. About Alter Break

Main article: Alter Break

Introduced in "Code:Eldersign" storyline, "Alter Break" is a mechanic to overcome "Alter", the manifestation of figure from the bad end of a Z/X.

Please refer to the linked page above for more details about the mechanic.

6. About Crisis Arc

See also: Player Extra and Start Resource

Introduced in "Code:MagicaPrincess" storyline, "Crisis Arc" is a system to aid in building multicolored deck, by adding the multicolored "Arc Z/X" in to the deck to expand the deckbuilding options.

Using Player Extra

  1. If a Player Extra fulfilled the "Crisis" condition written in its subtext, reveal that Player Extra.
  2. Put the revealed Player Extra stacked on the top of your Player card.
  3. The Player card and Player Extra are fused together as a single card, the parameters possessed by each of them are shared.

Other Rules

About Marker

The ability of a card may create a Marker. Among Marker created by card's ability, "Token" and "Counter" make use of dedicated Marker.

Dedicated Marker can be obtained by the following methods. (The methods are subject to change)

  • Included in sealed products, or by various distribution
  • Obtained as downloadable data

Token Marker and Counter Market obtained by any methods other than the above cannot be used.

  • Example : Custom-made Token Marker.
  • Example : A face-down card treated as Token Marker.
  • Example : Token Marker from another card game.

If you don't have any dedicated Marker for Token or Counter created by a card's ability, the Token or Counter cannot be created. When using card with ability to create Marker, please make sure to prepare the dedicated Marker beforehand.

Marker that are different from the created Marker cannot be used.

  • Example : You cannot use a different Token Marker from "Baal Slave" Token Marker to represent a "Baal Slave" Token created on Square.
  • Example : You cannot use a different Counter Marker from "Dream Key" Counter Marker to represent a "Dream Key" Counter created on Square.

About Token

Main article: Token

Although Token is not a card, it is put as a card when appears on Square and possess the specified card type.

  • Example : If a Marker is both a "Z/X" and a "TOKEN", that Token is treated as "Z/X".

If the type of a Token is Z/X or Z/X Extra, it possess parameters such as Cost, Power, color, card name, Tribe, ability, and so on.

If a Token that appeared on "Square" left the Square and would be put into another zone, that Token immediately disappear from game. If a Token is moved from a Square onto another Square, that Token will not disappear.

The following are examples of how a Token that appeared on Square would disappear.

  • Example : If a Token is destroyed and put into Charge, it disappear.
  • Example : If a Token is returned to hand, it disappear.
  • Example : If a Token is put into Resource, it disappear.
  • Example : If a Token is removed from game, it disappear.

About Counter

Main article: Counter

If a Counter is created by a card's ability, the type and amount of the created Counter are represented by dedicated Counter Marker. Counter possessed the Icon parameter.

Each player tracks the amount of Counter in their possession. This is treated as the Counter created by that player. Each player has 0 Counter at the start of the game.

External Links

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