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

What is Z/X?

Z/X (pronounced as Zeks) is a 1 on 1 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

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 cards are not counted as part of the deck.
  • In addition to the deck, you also can construct a deck called "Dynamis". You can put up to 10 cards with "Z/X EX" card type into "Dynamis".

Game Preparation

  1. Put your Player card into your Player Square in face down position. Player card is used as a marker and you can play without it, but it's advised to play with it to keep the game convenient.
  2. Put a Z/X with "Start Card" from your deck into your Player Square in face down position. After that, shuffle your deck.
  3. Put the "Dynamis" into the field in face down position.
  4. Play a game of rock-paper-scissor. The winner goes first.
  5. As your initial hand, draw 4 cards from the top of your deck.
  6. 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.
  7. Take the top 4 cards of your deck, and put it face down into your "Life".
  8. Take the top 2 cards of your deck, and put it face up into your "Resource".
  9. Flip the Player card and "Start Card" face up. Now you are prepared to start the game.

Card Type and Parameters

Rule 01


  1. Card Name: Name of the card.
  2. Card Type: Type of the card. There are 4 different card types; Z/X, Event, Player, and Z/X EX (Z/X Extra).
  3. Cost: Cost needed in order to use the card.
  4. Color: Color of the card. There are 5 different colors; Icon Red Red, Icon Blue Blue, Icon White White, Icon Black Black, and Icon Green Green.
  5. Text: The ability of the card. There are 7 different abilities; Icon Boot Boot, Icon Auto Auto, Icon Always Always, Icon Event Event, Icon ZO Zero Optima, Icon Dingir ○○○○, and Icon Waker ○○○○.
    • Icon Boot - [Boot] : 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 Icon Cost ○○ in the card text, you may only use the ability if you are able to pay the "○○".
    • Icon Sleep - [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.
    • Icon Red ◎ - [Red]: To pay the Cost, Sleep a number of cards in your Resource equal to ◎. When doing so, you must Sleep at least one or more cards with the same color as the Color Icon.
    • Icon Auto - [Auto] : The ability will automatically take effect if the required conditions are fulfilled.
    • Icon Always - [Always] : The ability will always and continue to take effect as long as the required conditions are fulfilled.
    • Icon Event - [Event] : Indicates an Event.
    • Icon ZO - Zero Optima X : If there are X or more cards with IG Ignition Icon in your Resource, the contents of the text will becomes available.
    • Icon Dingir Icon Waker - ○○○○ Lv X : If there are X or more face up [○○○○] in your Dynamis deck, the contents of the text will becomes available.
    • About the icons inside the text.
      • <Player> "○○" : If the player use a Player card with "○○" in its card's name, the ability will becomes available.
      • Icon Valid - <Valid> : Represent the place where the ability can be played and the effect resolved.
      • Icon Effect - <Effect> : Represent the effect of the ability.
      • Icon Cost - <Cost> : Represent the necessary Cost to play [Boot] ability.
      • Icon Trigger - <Trigger> : Represent the condition to trigger [Auto] ability.
  6. 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.
  7. Icon: There are two different icons; Ignition and Evol Seed (a card may only have one of them).
    • Icon IG Ignition Icon: Cards with this icon can be played without paying its Cost if revealed during Ignition.
    • Icon ES Evol Seed Icon: When cards with this icon is put from deck into Trash, resolve the ability in the text.
  8. Tribe: Tribe of the card.
  9. Power: Power of the card. During the turn a card received damage equal or higher to its Power, it is destroyed and sent to Charge.

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 (landscape position) are Reboot (switch to portrait position).
  2. Draw Phase
    Draw 2 cards from your deck. However, the player who goes first can't draw during their first turn.
  3. Resource Phase
    You may choose a card from your hand, then put it into Resource as Reboot. You may choose to not put any card. Cards put in Resource are used to pay the Cost required to use a card. During each Resource Phase, only 1 card may be put into Resource this way.
  4. Ignition Phase
    You may perform Ignition (IG). Ignition is performed in the following order:
    • Choose a card from your Charge and put it into Trash.
    • Reveal the top card of your deck.
    • If the revealed card has an Ignition Icon, you may play that card without paying its Cost. This is called Overdrive (OD).
    • 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 "Play a Z/X Extra" once per turn.
    • Play a Z/X
    Pay the Cost, and make a Z/X card in your hand appear into the Square as Reboot. Please refer to the "Playing a Z/X" section for more details.
    • 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.
    • Battle
    Your Z/X can attack an opponent's Z/X or Player. Please refer to the "Battle Procedure" section for more details.
    • Play a Z/X Extra
    Fulfill the "Advent Condition" or "Awakening Condition", and make a Z/X Extra in your Dynamis deck appear into the Square as Reboot.
  6. End Phase
    Perform the following procedures during the End Phase.
    • Resolve any "at the end of turn" ability.
    • Any damage dealt to a Z/X during this turn is gone.
    • Any abilities that last "until end of turn" ends.
    • If the current turn player has 7 or more cards in his or her hand, he or she must choose a card from his or her hand and discard it until he or she have 6 cards in his or her hand.

Field

Rule 02


  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 cards. 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, that player lose the game.
  10. Army Area: The 3 Squares closest to your position. It is your opponent's Enemy Army Area.
  11. Center Area: The 3 Squares located in the middle between you and your opponent.
  12. Enemy Army Area: The 3 Square farthest from your position. It is your opponent's Army Area.


Rule 02 - Area

Paying the Cost

Rule 03


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 into Sleep. Also, you must Sleep at least one card with the same color as the card you want to play.

Playing a Z/X

Rule 04


When playing a Z/X card into a Square as Reboot, you must follow the following rules.

  1. You cannot put it into a Square with your opponent's Z/X on it.
  2. You cannot put it into your opponent's Player Square.
  3. You cannot put it into a Square with your Z/X in Sleep state on it.
  4. If you put it into 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

Rule 05


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 card can be played during the Main Phase of your turn or during the Battle of either player's turn.

Battle Procedure

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

  1. Battle Declaration Step (Attack Declaration)
    Declare an attack using your Z/X or Z/X Extra in Reboot state by turning that Z/X or Z/X Extra from Reboot to Sleep. The attacking Z/X may attack an opponent's Z/X, Z/X Extra, or Player card adjacent to it. However, you can't attack the Player card if your opponent has a Z/X or Z/X Extra in his or her Player Square.
  2. Rule 06 - Step
    Battle Event Step (Play Event or [Boot] Ability)
    The order are alternating between You → Opponent → You to choose whether to play Event card and/or [Boot] ability or to pass. The effect of Event or [Boot] ability were immediately resolved after used. If both you and your opponent choose to pass, proceed to step [3].
  3. Rule 06
    Battle Damage Step (Attack Resolution)
    If the attacking Z/X has left the Square, proceed to step [4]. If the attacking Z/X remain in Square, perform either one of the following according to the attack target.
    • Attacking a Z/X or Z/X Extra
    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 receive damage equal or more than its Power are destroyed and put into Charge.
    • Attacking a Player
    Deal 1 damage to your opponent's Life. Choose one of your opponent's Life, then your opponent reveal that card. If the revealed card has an Ignition Icon, your opponent may choose to play that card without paying its Cost. If the card played at that time has " [Always] Life Recovery " or " [Always] 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.
    • " [Always] Life Recovery " - Put the top card of the deck face down into Life (recover 1 Life).
    • " [Always] Void Bringer " - Choose a Z/X in Square, and put it into Trash.
    If the revealed card does not have an 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

When a player deck count reaches 0, that player immediately shuffle all cards in his or her 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 his or her 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.

Additional Points

Dynamis Rule

  • Z/X Extra cannot be put into regular deck, it is put into a different deck called "Dynamis".
  • "Dynamis" is comprised of up to 10 cards.
  • 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 always verify the contents of your own "Dynamis").

Playing a Z/X Extra

You can play a Z/X Extra by fulfilling either one of the 2 following conditions.

  • Fulfill the "Advent Condition".
  • Fulfill the "Awaken Condition".

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 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 Z/X in 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 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 in Square.
    • Playing a Z/X Extra and make it appear into Square is the same as "Playing a Z/X".


Rule Dynamis


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.

  1. Pay the Cost of Z/X Extra that you want to play like playing a regular Z/X.
  2. Perform the text written in the "Awaken Condition".
    • If you want to play a Green Cost 7 Z/X Extra with "Awaken Condition" that said "Return 2 Cost 5 or greater cards in your Resource to deck, shuffle the deck, and put 2 cards from the top of your deck into Resource as Sleep." in its text, after paying the 7 Green Cost, perform the instruction written on the "Awaken Condition". (You cannot play it if you have less than 2 Cost 5 or greater cards in your Resource.) After the "Awaken Condition" is achieved, the Z/X Extra is played and appear in Square.
    • Playing a Z/X Extra and make it appear into Square is the same as "Playing a Z/X".
    • If you cannot fulfill the "Awaken Condition", you cannot play a Z/X Extra with "Awaken Condition".


Rule Waker


If a Z/X Extra that appeared in 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.

About "○○○○ Lv X"

Rule EX


If the number of face up [○○○○] in your own "Dynamis" is equal or greater than X, the ability will becomes available.

  • Icon Dingir - Denotes Lv ability that related to [Dingir].
  • Icon Waker - Denotes Lv ability that related to [Waker].


About Token

The ability of a card may create a Token. Token are represented by the Icon Token "TOKEN" icon.

About Token Marker

If a Token is created by the ability of a card, please use a dedicated "Token Marker" to represent the created Token. The dedicated Token Marker are distributed in the following method. (The distribution method may change)

  • Included in the sealed products (1 Token Marker in 1 sealed pack)
  • Downloadable data

※ Token Marker obtained by method other than the above-mentioned distribution method are invalid.

  • 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 a dedicated Token marker for Token created by the ability of a card, you cannot create the Token. When using card with ability to create Token, please make sure to prepare the dedicated Token Marker.

※ Token Marker that are different form the created Token are invalid.

  • Example : You cannot use a different Token Marker from "Baal Slave" Token Marker to represent a "Baal Slave" Token Marker created in Square.

About the Token Card Type

  • Token are not treated as card.
  • Although it is not a card, it possess the specified card type.
  • Example : If the "TOKEN" is a "Z/X", it is treated as "Z/X".
  • If a Token type is Z/X or Z/X Extra, it possess parameter such as Cost, Power, color, card name, Tribe, ability, and so on.

Token Rule

If a Token that appeared in Square left the Square and would be put into another location, that Token immediately disappears from game. If a Token is moved from a Square into another Square, that Token will not disappear.

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

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

External Links

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