RulesThe cards are spearated into 2 major groups. Characters and Boost. Every character has 20 stat points that are used for 6 different stats.
Power: The character's physical strength
Speed: Character's agility and movement, the one with highest speed starts first and the more speed the more you can move.
Technique: This stat defines the ability to use long distance weapons like guns or long distance attacks.
Mental power: The character's inteligence and ability to resist mental attacks
Special: The character's magic power, this attacks count the character's element.
Charm: The character's cuteness/beautyness and ability to resist other's charm.
Now the rules in Board or Duel fight.
FightYour character can has max of 5/8 points in a stat, but with the boost cards, your character can have max of 8/8 points in a stat. There are 3 types of attack. Power attacks that attack anyone who is in a square diagonal, horizontal or vertical to you, they have no element unless you have a weapon. Technique attacks are long distance attacks, the distance is determined by your Tec stat, they have no element unless you have a weapon. Magic attacks are like Tec attacks but have elements according to your character, when using an element weapon you can choose between your character or the weapon's magic.
Now look at the image
Image.
For the attack range when using Tec and Magic attacks this is important. The player 1 has a M Power or Tec of 1-2, player 2 has 3-4, and player 3 has 5-8. When attacking, the player has to throw 2 D8 dices. The first one determines the chance of hitting and the second the damage. In order to hit someone you need to get a number on the first dice lower or equal to your stat.
Example: Player 1 who has 4 in power attacks Player 2. He throws 2 dices and gets 3 and 2. This means he hits and deals 2 damage. Now if he throws in the first dice a 5, he would have missed. They are cases in which the damage is a 2D8, in this cases one throws 3 dices. The first for attack and the other 2 for damage.
Now for movement is basicly the same as attacking. The green area shows the movement for characters with 1-2 in Speed, yellow for those with 3-4, and green for those with 5-8.
When you are doing a Duel fight without taking count of movement, the rules are the same except with distances.
Aligments:All cards have an element. Characters have element and place of origin. This are the elements:

Angelic for light attacks

Nitemare for darkness

G for gold magic

Zombiness for all that is paranormal

Leaf for earth magic and wood

Flame for fire magic

Cloud for wind magic and thunder

And Ice for aqua and ice magic.
Now characters have an aligment for a place and a side:
For aligment there is GOOD, EVIL, MONSTER, NEUTRAL AND GOD.
The places are:

Barton

Isle de gambino

Durem

Aekea.
The special icons are

For GOD characters

For NPC

For Monsters. (note monsters only have 15 skill points while others have 20)
The aligments are only affected by the terrain but elements have advantages on others. Here is the element advantage:
Elements. When someone attacks another one with an advantage element like if you use Fire against Earth, the attack deals a +1 bonus in damage.
Example: if Player 1 attacks with Angelic magic and deals 3 damage to someone who is Nitemare element, the total damage would be 4.
When fighing, the player can only do 3 actions. The first action is use the Boost cards (can use 0-all the cards) then choose between moving or not, and at last to attack or use a skill or a special item card.
Draw cards depending on the way of playing
During each phase, all player draw 5 cards using a randomizer. Then the player does hi first action and then the enemy does his first action, then they both do the second action and then the attacking. After both players attack, that's the end of one turn, all players discard their used cards into the deck again and draw 5 cards again. But the event cards, and item cards are still in play so you can draw them again.
Example: In the first turn, player 1 drew a weapon and equiped it on his character, in the next turn he drews the same weapon and equips it again to his character. No matter if the card is repeated it can be played each time to draw from the deck.
Playing RPGWhen playing on an RPG style, your character has the right for a special item Card that can be used anytime and it will be recovered after 3 turns, and equipment that total number of stars equal 6.
Card chancesThe list of card chances. To draw this card just do a random number between the 1 to the highest card.
Item cards:1= no1
2-3= no5
4-5-6= no9
7-8-9-10= no10
11-12-13-14=no11
15-16-17= no13
18-19-20-21= no15
22-23-24= no16
25-26= no17
27-28-29-30= no18
31-32-33-34= no19
35-36-37-38= no23
39-40-41-42= no24
43-44-45= no29
46-47= no30
48-49-50= no31
51-52-53= no32
54-55-56= no33
57-58-59-60= no34
61-62= no35
63-64= no36
65-66-67= no37
68-69= no38
70-71-72= no39
73-74-75= no40
76-77-78-79= no41
80-81-82= no42
83-84= no43
85= no44
86-87-88-89= no45
90-91-92= no46
Event cards:1-2-3= no2
4-5= no3
6-7= no4
8-9-10-11= no14
12-13-14= no15
15-16-17= no25
18-19= no 26
Trouble cards:1-2= no4
3-4= no21
5-6-7= no 22