TRADING CARD GAME RULES

How to Play

Everything you need to duel across the timelines. Grab a deck, find an opponent, and channel the Force.

Objective & Win Conditions

The goal of the J Force TCG is to reduce your opponent's Hero HP to zero, or force them to run out of cards in their deck. First player to meet either condition wins the match.

  • Match win: opponent's Hero HP hits 0.
  • Deck out: opponent has no cards left to draw.
  • Best-of-three format: first to two match wins takes the game.

Deck Building & Setup

Deck Requirements

  • Each deck contains exactly 40 cards.
  • Maximum of 3 copies of any single card (1 copy for Legendary cards).
  • Every deck must include one Hero card, placed face-up in your Hero Zone.

Starting the Match

  1. Shuffle your deck and place it in your Draw Zone.
  2. Each player draws 5 cards to form their opening hand.
  3. Set your Hero card in the Hero Zone at full HP.
  4. Highest card number goes first. Coin flip on ties.

Turn Structure

Each turn moves through four phases in order:

1. Draw Phase

Draw one card from the top of your deck.

2. Charge Phase

Gain 1 Charge (up to a max of 10). Charges are spent to play cards and activate abilities.

3. Action Phase

Play any number of Strike, Support or Legendary cards from your hand by paying their Charge cost. Attack with your Hero or any played Strike cards.

4. End Phase

Resolve end-of-turn effects, then pass to your opponent. Hand size cap is 7 cards.

Card Types

Hero Cards

Your champion for the match. Each Hero has an HP total and a signature ability. Timeline J, Titan Jr., Storma, Flashbyte and Glitch each play very differently.

Strike Cards

Offensive cards with an attack value. Play them into your Battle Zone and use them to damage the opposing Hero or trade with the opponent's Strikes.

Support Cards

Buffs, heals, tech cards and disruption. Support cards resolve immediately unless they say otherwise.

Legendary Cards

Once-per-match game changers. Legendary cards cost 6+ Charge and can swing the entire match — but you can only include one copy of each Legendary in your deck.

Evolution Cards

Layer on top of a matching Hero or Strike to upgrade its stats and unlock a new ability. Higher Evolution levels (II, III, V) require the previous level to already be in play.

Combat & Damage

  1. Declare an attacker (Hero or Strike card) during your Action Phase.
  2. Your opponent may block with any Strike card in their Battle Zone.
  3. Compare attack values — the lower one is destroyed and sent to the Discard.
  4. If no blocker is declared, damage equal to the attack value hits the opposing Hero.
  5. A Hero can only attack once per turn. Strike cards can attack once per turn each.

Quick Reference

  • Deck size: 40 cards
  • Opening hand: 5 cards
  • Max Charge: 10
  • Max hand size: 7
  • Legendary copies: 1 per deck
  • Match format: Best of 3

Glossary

Search any J Force TCG term. Tap a letter chip or an index entry to jump to its definition.

21 of 21 terms

Action Phase
The third phase of your turn, when you play cards from your hand and declare attacks. Most of the game happens here.
Attack
Declaring a Hero or Strike as an attacker during your Action Phase. If unblocked, damage equal to the attacker's attack value hits the opposing Hero.
Battle Zone
The area of the playmat where Strike cards live. Combat and blocking both use cards in the Battle Zone.
Best of Three
The default match format. The first player to win two individual matches takes the game.
Block
Using a Strike in your Battle Zone to intercept an incoming attack. Compare attack values — the lower card is destroyed; ties destroy both.
Chargealso: Mana, Energy
The resource used to play cards and activate abilities. You gain 1 Charge each Charge Phase, up to a maximum of 10.
Charge Phase
The second phase of your turn, when you gain 1 Charge (capped at 10).
Deck Out
Losing the match because you were required to draw a card from an empty deck.
Discardalso: Graveyard
The pile where destroyed Strikes, spent Supports, and other used cards go. Generally inaccessible unless a card ability says otherwise.
Draw Phase
The first phase of your turn — draw one card from the top of your deck.
End Phase
The final phase of your turn. Resolve any end-of-turn effects, then pass. Hand size is capped at 7.
Evolution Card
A card layered on top of a matching Hero or Strike already in play. Upgrades stats and unlocks a new ability. Higher levels (II, III, V) require the previous level in play.
Hand
The cards you're holding. Opening hand is 5; maximum hand size at the End Phase is 7.
Hero Card
Your champion for the match. Each Hero has HP and a signature ability. Placed face-up in the Hero Zone at match start.
Hero Zone
The dedicated slot on the playmat where your Hero card sits at full HP.
HPalso: Hit Points, Health
Hero Hit Points. When your Hero's HP reaches zero, you lose the match.
Legendary Card
A once-per-match game changer costing 6+ Charge. Limited to one copy per deck and one use per match.
Match
A single game between two players. Games are played best-of-three matches.
Starter Pack
A pre-built 40-card deck plus a Hero, designed for new players to jump straight into their first match.
Strike Card
An offensive card with an attack value. Played into your Battle Zone to attack the opposing Hero or trade with enemy Strikes.
Support Card
Buffs, heals, tech and disruption. Support cards resolve immediately and go to the Discard unless they say 'attach' or 'equip'.

Frequently Asked Questions

How do you win a match in J Force TCG?

You win by reducing your opponent's Hero HP to zero, or by forcing them to run out of cards in their deck. Matches are played best-of-three, so the first player to win two matches takes the game.

How many cards are in a J Force TCG deck?

Each deck contains exactly 40 cards. You can have up to 3 copies of any single card, but only 1 copy of each Legendary card. Every deck must also include one Hero card.

What are the turn phases in J Force TCG?

Each turn follows four phases in order: 1) Draw Phase — draw one card; 2) Charge Phase — gain 1 Charge (max 10); 3) Action Phase — play cards and attack; 4) End Phase — resolve end-of-turn effects and pass. Hand size is capped at 7 cards.

What card types are in J Force TCG?

The five card types are: Hero Cards (your champion with HP and a signature ability), Strike Cards (offensive cards with attack values), Support Cards (buffs, heals and disruption), Legendary Cards (once-per-match game changers costing 6+ Charge), and Evolution Cards (upgrade a Hero or Strike to unlock new stats and abilities).

How does combat work in J Force TCG?

During your Action Phase, declare an attacker (Hero or Strike). Your opponent may block with a Strike from their Battle Zone. Compare attack values — the lower card is destroyed and sent to the Discard. If no blocker is declared, damage equal to the attack value hits the opposing Hero. A Hero can attack once per turn; each Strike can attack once per turn.

What happens when two cards tie in attack value during combat?

If two cards have the same attack value in combat, both are destroyed and sent to the Discard pile.

Can I attack on my first turn?

Yes. You can attack with your Hero from the very first turn. However, you will only have your opening hand of 5 cards and no Strikes in play yet unless you play them during your Action Phase.

What happens if my deck runs out of cards?

If you are required to draw a card and your deck is empty, you lose the match immediately. This is called a deck out.

Can I play multiple copies of the same Legendary card in a single match?

No. You can only include one copy of each Legendary card in your deck, and you can only use each Legendary card once per match.

Do Support cards stay on the field after resolving?

Most Support cards resolve immediately and are sent to the Discard. Only Support cards that specifically say 'attach' or 'equip' remain in play.

What is Charge?

Charge is the resource used to play cards and activate abilities. You gain 1 Charge each Charge Phase, up to a maximum of 10.

What is the Battle Zone?

The Battle Zone is the area on the playmat where Strike cards are placed. Combat and blocking both happen using cards in the Battle Zone.

What is the Discard pile?

The Discard pile is where destroyed Strike cards, used Support cards, and other spent cards are placed. Cards in the Discard are generally not accessible unless a card ability says otherwise.

How do Evolution cards work?

Evolution cards are layered on top of a matching Hero or Strike card that is already in play. They upgrade the card's stats and unlock a new ability. Higher Evolution levels require the previous level to already be in play.

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