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Zatch Bell! The Card Battle - Spell Book - Zatch Bell (1st edition)

Zatch Bell's Spell Book for Zatch Bell! The Card Battle.

Zatch Bell! The Card Battle (金色のガッシュベル!! THE CARD BATTLE Konjiki no Gash Bell!! The Card Battle) is the collectable card game (CCG) based on the Zatch Bell! series, released in the United States and Japan by Bandai. The most notable thing about this card game is that instead of using a deck, you keep your cards in a "Spell Book."

Rulebook

The following content is written exactly as followed in the official English rulebook of the Zatch Bell! The Card Battle trading card game, found in Starter Set #1.

Introduction

"Every thousand years, one hundred mamodo descend upon earth from the mamodo world to engage in the ultimate battle. Each mamodo needs a human partner to activate the powerful spells contained in their spell books. In Zatch Bell! The Card Battle, you are one of these humans. Construct your spell book and join in the battle for control of the mamodo world!

Rules & Manners

Since Zatch Bell! The Card Battle has a unique "Spell Book" Battle System instead of an ordinary deck, players must follow the special game rules to play:

  • MAMODO and/or PARTNER card are played by pulling them out of the Spell Book and placing them on the Gamemat.
  • SPELL and/or EVENT cards are played by showing them to your opponent. However, the cards must stay in the pockets of the Spell Book.
  • Players may see other pages of their own Spell Book at any time during the game.
  • Hold your Spell Book so that your opponent cannot see the cards inside.
  • DO NOT cheat when turning the pages of the Spell Book. As in all games, a win by cheating is really a loss. If asked, you must tell your opponent how many pages are left in your Spell Book.
  • When card effects contradict the rules of the game, the card effects take precedence.

Card Types

There are four card types used in Zatch Bell! The Card Battle. Some card types are played in the Gamemat, while others remain in the Spell Book. All are detailed below:

Mamodo Cards

M-016

M-016 Zatch Bell {Lost Memory}

MAMODO cards are used to wage Battles during the Battle Phase. A maximum of 3 MAMODO cards may be placed in the MAMODO card area on the Gamemat by pulling them out of the Spell Book. The MAMODO's Special Ability is valid while the cards are in play on the Gamemat. No duplicate cards featuring the same MAMODO name can be placed on your side of the Gamemat. MAMODO cards that have different card numbers but share a MAMODO name [such as M-024 Robnos (Double) and M-025 Robnos (Complete)] ARE considered to be duplicates.

NOTE: Some MAMODO card effects require one MAMODO card to be placed directly on top of another MAMODO card. For example, M-007 Gofure (Transformed) is put in play directly on top of an in-play M-006 Gofure card (the standard, or "regular" Gofure card). In such cases, any attached PARTNER cards are then attached to the new MAMODO card. Unless otherwise noted, both MAMODO cards are discarded when the top card is sent to the Discard Pile.

Partner Cards

EX-007

EX-007 Kiyo Takamine

PARTNER cards are played to gain additional game effects which work during your or your opponent's Battle Phase. PARTNER cards can only be played by attaching them to an in-play MAMODO card that is listed on the PARTNER card.

Only 1 PARTNER card may be attached to each MAMODO card. PARTNER cards are removed from the Spell Book to be put in play, and are sent to the Discard Pile when the MAMODO card they are attached to is sent to the Discard Pile. No duplicate cards featuring the same PARTNER name can be placed on your side of the Gamemat.

Spell Cards

S-029 - Zaker -Zatch Bell-

S-029 Zaker {Thunder}

SPELL cards are played during Battle to initiate an Attack or Defense and provide additional Power to MAMODO cards. SPELL cards are played by showing them to your opponent, and always remain in the pocket of the Spell Book. They can ONLY be played for the specific MAMODO card listed on the SPELL card, and can be used for any variation of the listed MAMODO's name (for instance, if a SPELL card lists "Gofure" as the MAMODO, the card can be used for "Gofure" or "Gofure (Transformed)". SPELL cards with an "A" icon may only be played for Attack, while those with a "D" icon may only be played for Defending. MP (Magical Point) costs must be paid to bring SPELL cards into play.

Event Cards

E-042

E-042 Light and Darkness

EVENT cards are played to gain a tactical advantage over an opponent. They are played by showing them to your opponent, and always remain in the pocket of the Spell Book.

EVENT cards with an "A" icon may only be played for Attack, while those with a "D" icon may only be played for Defending. MP (Magical Point) costs must be paid to bring EVENT cards into play. Only 1 EVENT card can be played by each player in a single turn. The card's effect remains valid until the END PHASE of that turn, unless otherwised described on the card.

Gamemat

Zatch Bell! The Card Battle - Rulebook 11-12

The Gamemat within the English rulebook on pages 11 and 12. The letters to the side label the location of areas located on the Gamemat in these pages.

Each player involved in a Game places their own Gamemat so that it connects to their opponent's Gamemat, forming a single play area.
MAMODO card area: MAMODO cards are placed face up here by pulling them out of the Spell Book for Battle.
Discard Pile: Discards are placed face up in this area.
MP area: Magical Points a player earns are stored in this area using the supplied MP chips.
PARTNER card area: PARTNER cards are placed face up here by pulling them out of the Spell Book to add additional game effects.

NOTE: For gameplay purpose, a card is considered to be "in play" if it is on the Gamemat. A card is considered to be "in pocket" if it is in a pocket of the Spell Book. During gameplay, cards in the two open pockets of the Spell Book can be played in any order (in other words, players are not required to play the card in the left pocket before the card in the right pocket).

Sequence of Gameplay

Each player's turn consists of proceeding through all three phases of gameplay. Players alternate turns until there is a winner. The phases are explained more fully in the Gameplay section.

[Start your turn]
START PHASE

  1. Turn a page (maximum 3 pages).
  2. Earn 2 MP (Magical Point) per page a player turns.
NOTE: Once a page is turned, it cannot be turned back. A player may also decline to turn a page.

BATTLE PHASE

  1. The Attacker may put a card in play on the Gamemat.
  2. Both players may apply card effects of in-play cards.
  3. Both players may plan an Event card.
  4. The Battle starts when the Attacker plays a Spell card.

END PHASE

  1. Turn a page to earn 2 MP (no more than 1 page can be turned).
NOTE: Once a page is turned, it cannot be turned back. A player MUST turn a page during the End Phase.

[End of turn]

Winning the Game

Once a player has no remaining pages of their Spell Book left to turn when they are required to do so loses the game and their opponent is declared the WINNER!

Preparation

  • Compile a 32-card Spell Book. 2 cards are placed in each pocket (see "Spell Book" Construction for details).
  • Place each player's Gamemat head-to-head to form a single play area.
  • Keep MP chips at hand to track Magical Point
  • Have a coin handy to determine who goes first (and official Zatch Bell! coin is provided in each Starter Set).
NOTE: 2 Starter Sets are required to play the game.

"Spell Book" Construction

The Spell Book used in Zatch Bell! The Card Battle looks like a mini photo album and has 16 pockets—enough to include 32 cards. Put 2 cards in each pocket (back-to-back, so the front of the card can be seen in the pocket) in the strategic order of your choice to create your own Spell Book.

When building a Spell Book, keep the following factors in mind:

  • A Spell Book must consist of exactly 32 cards before play begins.
  • The first page must be a MAMODO card and the last page must be a SPELL card
  • Cards identified as "Intermediate class" can only be included on page 12 or later.
  • Cards identified as "Superior class" can only be included on page 22 or later.
  • A total of 8 MAMODO cards may be included in a Spell Book.
  • Only 4 duplicate copies of a card (cards with the same card number) may be included in a Spell Book.
  • Once the Spell Book has been constructed, it cannot be altered in any way during a Game.

Gameplay

  1. Both players take the MAMODO from their Spell Books and place them in their own MAMODO card area (any card slot) in vertical, face up status.
  2. Both players turn 1 page and earn 2 MP by placing 2 MP counters in the MP area.
  3. Flip a coin to determine who will go first. The player who goes first begins the game as an Attacker.

Zatch Bell! The Card Battle has 3 Phases of gameplay:

1. START PHASE

Ⓐ The attacker turns pages to earn 2 MP per page. A maximum of 3 pages (6 MP) can be turned in this phase.
Ⓑ Apply in-play card's effects which are valid in the START PHASE.
NOTE: Once a page is turned, it cannot be turned back. A player may also decline to turn a page.

2. BATTLE PHASE

Here is a summary of what can be done in the BATTLE PHASE:

Attacker Defender
Place a card on Gamemat MAMODO card Possible* Impossible
PARTNER card
Play in-play card's effects MAMODO card
Possible**
PARTNER card
Play SPELL card in Spell Book "A" icon Possible*** Impossible
"D" icon Impossible Possible****
"A" & "D" icons
Possible
Play EVENT card in Spell Book "A" icon Possible Impossible
"D" icon Impossible Possible
"A" & "D" icons
Possible
Turn a page of Spell Book
Impossible

* The card's effects must be applied when this card is put in play.
** Some card's specify the BATTLE PHASE of a specific player.
*** The Battle begins when the Attacker plays a SPELL card.
**** The Defender cannot play a SPELL card until the Battle begins.

NOTE: During the BATTLE PHASE, both players CANNOT turn a page of their Spell Book, unless indicated by a card effect.
Ⓐ The Attacker may put cards in play from the 2 pockets of the Spell Book that are currently open and visible. One or both cards from these pockets may be played, except if both are EVENT cards (since only 1 EVENT card per turn is allowed).
i) MAMODO card
A maximum of 3 MAMODO cards may occupy the MAMODO area on your Gamemat at any one time. No duplicate MAMODO cards may be put in play on a player's own MAMODO area.
ii) PARTNER card
A PARTNER card may be attached to your in-play MAMODO card when the matching MAMDO name is listed on the PARTNER card. No duplicate PARTNER cards may be put in play on a player's own MAMODO area.
Only 1 PARTNER card can be attached to each in-play MAMODO card.
Ⓑ Apply in-play card's effects. Unless otherwise stated in the card, the effects remain valid until the turn's END PHASE. Each card's effect is preceded by the requirement that must be met for the effect to be valid, in brackets. The types of requirements are:
i) Declare to use
A player may use the card's effect without paying MP costs, by simply declaring that they are using the effect. This effect can be performed only once per turn.
ii) X MP
Remove X amount of MP from the MP area to use the card's effect. This effect can be performed only once per turn.
iii) Send this card to the Discard Pile
Send this card to the Discard Pile to use the card's effect. The effect is NOT valid if the card is sent to the Discard Pile by other card effects.
iv) In Play
The card's effect is always valid, as long as the card is in play. Some cards may indicate the specific timing of the effect.
Ⓒ Apply in-pocket card's effects
i) SPELL card
SPELL cards can ONLY be played for the specific MAMODO card listed on the SPELL card. The used SPELL card cannot be played again in the same turn. As many SPELL cards as desired can be played from 2 currently open pockets of the Spell Book. MP costs must be paid to play SPELL cards.
ii) EVENT card
Only 1 EVENT card per player can be played in a single turn. The used EVENT card cannot be played again in the same turn, even if you are allowed to use 2 EVENT cards in a turn due to card effects. MP costs must be paid to play EVENT cards.
NOTE: Some card effects require that a card that is not in the currently open pockets of the Spell Book be viewed or used. In such a case, the Spell Book is immediately turned back to the open pockets.
Ⓓ Battle begins when the Attacker plays a SPELL card, or by card effects during this Phase.
i) Attack
a. The Attacker chooses a SPELL card from the currently open pockets of their Spell Book and shows it to their opponent while declaring "Attack."
b. The Attacker pays MP costs for the SPELL card.
NOTE: The Defender may apply card effects or play an EVENT card to void the Attack now (this is known as a cut-in effect).
ii) Defense
a. The Defender chooses a SPELL card from the currently open pockets of their Spell Book and shows it to their opponent while declaring "Defense." If the Defender has no SPELL card in the open pockets of their Spell Book, they must concede defeat in the Battle and proceed directly to applying Damage.
b. The Defender pays MP costs for the SPELL card. Note: The Attacker may apply an EVENT card to void the Defense now (cut-in effect).
iii) Compare Power
a. Each player adds their MAMODO and SPELL cards' Power together to determine their Total Power. Both players then compare their Total Power with the Total Power of their opponent. Remember to apply any card effects from the previous steps that alter the Power of the cards. The highest Total Power at the end of the Battle will be the winner of that Battle.
NOTE: If the Defender cannot play (or does not play) SPELL cards to defend the Attack, his Total Power is considered to be zero.
iv) Apply Battle Outcome
Zatch Bell! The Card Game - Battle example from rulebook

Apply Battle Outcome.

(When the Attacker's Total Power is higher) − the Defender receives Damage (see v) Apply Damage for details).
(When both players' Total Power is equal, OR the Defender's Total Power is higher) - No Damage occurs.
v) Apply Damage
Check the Damage icon in the bottom right-hand corner of the SPELL card used for the Attack.
Remember to apply any card effects that alter the Damage. The Defender turns the number of pages of his Spell Book indicated by the Damage icon. Don't forget that no Damage occurs if the Attacker loses the Battle, except in the case of some special Defensive SPELL cards.
Also apply card effects that become valid "after Damage is resolved" or "when your Total Power is higher" at this point.
The losing MAMODO card, whether the Attacker's or the Defender's, remains in the MAMODO card area of the Gamemat in normal (vertical, face up) status, unless the Defender chooses to PROTECT or SACRIFICE.
"PROTECT" Spell Book Damage
A player can protect his Spell Book from Damage by using a MAMODO card. The MAMODO card is turned from vertical to horizontal (or "Injured") status. Once a card is in Injured status, it can never be reset to normal status except by card effects. An Injured MAMODO can also be used to protect a Spell Book from Damage, but once it is injured a second time it must be sent to the Discard Pile. If a PARTNER card is attached to a MAMODO card that is being discarded, it is also sent to the Discard Pile.
"SACRIFICE" for another MAMODO
A player can also prevent a particular MAMODO card from Injury by using another in-play MAMODO as a Sacrifice. The Sacrifice MAMODO is turned to Injured (horizontal) status instead of the intended MAMODO. If the MAMODO card is used as a Sacrifice when in Injured status, it can never be reset to normal status except by card effects. MAMODO cards can use the "Sacrifice" effect in the same turn until the card is sent to the Discard Pile. If a PARTNER card is attached to a MAMODO card that is being discarded, it is also sent to the Discard Pile.
Important NOTES on the BATTLE PHASE
  • Once a Battle begins, a player CANNOT place any cards on the Gamemat unless card effects allow it.
  • Once a Battle begins, NO additional SPELL cards can be played until the Battle ends. Effects that allow a MAMODO to Attack or Damage your opponent CANNOT be played while a Battle is in progress.
  • When a player has 2 SPELL cards in their open Spell Book pcokets, they may attack twice in a single BATTLE PHASE. However, a player MUST play the first SPELL card to initiate the first Battle, and then use another SPELL card for the second Battle AFTER the first Battle is resolved.
  • A player CANNOT turn any Spell Book pages during the BATTLE PHASE. However, a player CAN use cards in the new pockets that are revealed by receiving Spell Book Damage or card effects that force them to turn Spell Book pages during the BATTLE PHASE.

3. END PHASE

Ⓐ Apply in-play card's effects which affect the END PHASE.
Ⓑ Turn a page to earn 2 Mps.
NOTE: A player MUST turn a page in this phase. Once a page is turned, it cannot be turned back.

Supplemental Rules

1. LAST PAGE BONUS
When a player opens the last page of their Spell Book during either player's BATTLE PHASE, SPELL card in the last pocket can be played without paying MP costs. The card in the last page CANNOT be discarded or switched.

2. WHEN NO MAMODO CARD IS IN PLAY
Ⓐ If no MAMODO card is in play in a player's MAMODO card area, a player cannot perform any actions except the effect that allows a MAMODO card to be put into play during the BATTLE PHASE.
Ⓑ If no MAMODO card is in play in a player's MAMODO card area at the end of either player's END PHASE, the player puts a MAMODO card from the currently open pocket of the Spell Book in play. If there are no MAMODO cards in the open pockets, turn pages until a MAMODO card appears and put it in play. If there are no MAMODO card int the rest of the Spell Book, the player loses the game.
Ⓒ When a player takes the above.
Ⓑ action during their own END PHASE (as opposed to their opponent's END PHASE), they must turn a page (earning 2 MP) after they put the MAMODO card in play.

3. LAST IN, FIRST OUT
Zatch Bell! The Card Battle uses a "Last In, First Out" system to resolve effects that are triggered in response to other effects. Players take turns playing cards that activate effects. Once both players have passed, the effects resolve from last played to first played.

Card sets

American sets

Boosters

Starter sets

Spell Books

  • SPELL BOOK: Bari (Blue Spell Book with M-106 Bari {Unyielding Strength})
  • SPELL BOOK: Brago (Black Spell Book with M-033 Brago {Scornful Laughter})
  • SPELL BOOK: Kanchomé (Yellow Spell Book with M-034 Kanchomé {Circus Training})
  • Supremacy Collection: Limited Edition (includes SPELL BOOK: Ponygon [Orange Spell Book with M-060 Ponygon {Meru Meru Me}] and 4 booster packs, one from each booster series)
  • SPELL BOOK: Tia (Vermillion Spell Book with M-165 Tia {Poised Tia})
  • SPELL BOOK: Wonrei (Pink Spell Book with EX-052 Wonrei {Strength of the Iron Fist})
  • SPELL BOOK: Zatch Bell (Red Spell Book with M-032 Zatch Bell {Going Out})
  • SPELL BOOK: Zeno (Silver Spell Book with M-059 Zeno {Road to Destruction})
  • SPELL BOOK: Zofis (Purple Spell Book with M-061 Zofis {Mind Release})

Ultimate kits

  • Rare Crimson Foil Spell Book & Starter Set #1
  • Rare Crimson Foil Spell Book & Starter Set #2
  • Rare Silver Foil Spell Book & Starter Set #1
  • Rare Silver Foil Spell Book & Starter Set #2

Japanese sets

Boosters

Card sets

Starter sets

Limited Edition

Jumbo cards

Re-recording packs

Other

  • Magic Book File (魔本ファイル Mahon Fairu)
    • Magic Book File Vol. 1 — September 19, 2003
    • Magic Book File Vol. 2 — November 28, 2003
    • Victoream Magic Book — January 20, 2005
  • Privilege Cards (特典カード Tokuten Kādo)

Konjiki no Gash Bell!! The Card Battle for GBA

Main article: Konjiki no Gash Bell!! The Card Battle for GBA

Konjiki no Gash Bell! The Card Battle for GBA
Konjiki no Gash Bell!! The Card Battle for GBA (金色のガッシュベル!!サ・カードバトルfor GBA, Konjiki no Gasshu Beru!! Sa Kādobatoru for GBA, stylized as "金色のガッシュベル!! THE CARD BATTLE for GBA" in Japan) is a video game adaptation of the card game developed and published by Banpresto and was only released in Japan in July 28, 2005.

External links

  • Full rules of Zatch Bell! The Card Game including additional card types and statuses including the Majestic Twelve (MJ 12) cards, the Stone Tablet MAMODO cards, Dual MAMODO cards, Triple MAMODO cards, Vs MAMODO cards, S MAMODO cards, Hide MAMODO cards, Dual Phase MAMODO cards, King cards, Volcan cards, Kiremaro & God cards, the Flight status, and the Detached status.