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Naruto TCG guide

How to Play Naruto TCG

Learn the match objective, turn flow, resources and combat used to play Naruto TCG in the fanmade simulator.

Each player's Leader starts in play (it is never drawn) with its own Power, HP and Damage, backed by a 50-Character deck plus a fixed set of 5 Chakra and 1 Summon. Only the player going second gets a mulligan on their opening hand - the player going first must keep whatever they were dealt. A turn runs Draw (2 cards - 1 for the very first player's first turn only), Main (freely summon up to 1 Character from hand, and set down as many face-down Support cards as you like), Attack, and End.

Attacking a Character requires it to be tapped (rested); the opposing Leader can always be attacked directly. Character-vs-Character combat compares the attacker's Power against the defender's HP; a direct Leader attack applies the attacker's Damage stat straight to the Leader's Life. No attacks are allowed on either player's first turn, and a newly summoned Character can't attack the turn it enters (unless it has Rush).

EX Characters can't use your turn's free Summon - deploying one instead requires trashing specific Character(s) already on your field, spelled out on the card's own Summon Requirement text. A Leader or Character with an Activate: Main ability can pay its own Chakra cost to use that ability during your Main phase, any number of times a turn unless its text says Once Per Turn.

Scripted mode automates every phase, cost and legal target for you. New players can keep effect and end-turn confirmations enabled; experienced players can enable automatic turn ending and reduced banners to speed things up without changing the rules.

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Naruto

TCG Fanmade Simulator by Drakyr

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Implemented rules

Main Deck: 50 cards, up to 2 colors plus colorless, max 4 copies per name.

Each player draws 5 opening cards and may take one all-or-nothing mulligan.

The game does not auto-deploy starting Pals: all opening cards stay in hand.

Separate Soul Deck, up to 10 cards. Soul Phase adds 2 Soul, or 3 for player two on their first turn.

Stand, Draw, and Soul resolve automatically; the first player skips their first-turn draw.

Pals enter ready and can attack immediately.

After an attack there is a block step. Once blockers are confirmed, the Quick window opens.

During the Quick window, the defender acts first and may play any number of Quick cards before passing.

The attacker then gets one Quick phase. When the attacker passes, combat damage resolves immediately.

Pals can attack directly, tapped opponent Pals, or Structures. Any attack can be blocked by ready, unassigned Pals.

If multiple Pals block, the attacker chooses damage order for lethal assignment.

Pals assigned to a Structure work until their next Stand and cannot attack or block.

Direct damage mills cards from deck. A Lucky Pal stops the damage and HP does not change.

Structures use durability in power scale: attacks against Structures deal the attacker's power.

Damage on Pals is removed at end of turn. At 0 HP or 0 cards in deck, you lose.

Quick Commands

EnterConfirm targets and pass priority.
SpaceEnd turn.

Shortcuts are disabled while typing in chat or another form field.

Log

Game over

YOU WIN

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First player

Player 1 goes first!

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Discard

Exile

Ruling/Lab Mode

Situation Builder

Top cards

Effect order

Choose which effect resolves first.

Effect order

Choose the next AUTO to resolve.

Discard a card

Choose a card from hand to discard.

Damage order

Drag blockers left to right in the order you want to assign damage.

Revealed Card

Revealed Card

Elphidran – Gentle Radiance

Deck visibility

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Public decks appear in Decklists only if they are legal for online play. You can change this whenever you save.

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