Stage 2
Blockers: the simple rule I kept misunderstanding
One Blocker per attack, must be active, and it does not stop the damage — it moves it.
5 min read
Stage 2 of 5
Attacking, Blockers and Counters, then the card text that changes a fight — the things I misread for a month.
From the official rules
An attack runs in the same order every time: the attack is declared, the defender may use one Blocker, the defender may then use Counters, and finally the powers are compared. If the attacker or the target leaves play part-way through, the battle simply ends.
Source: Comprehensive Rules 7-1
Lessons
Lessons with a guide link to it. The others carry a short note drawn from the official rules, with the section it comes from, until I write them up properly.
During your Main Phase you attack by resting your active Leader or one active Character and choosing a target. Effects marked [When Attacking] happen straight away, before the defender can block or counter.
Source: Comprehensive Rules 7-1-1
You can only attack your opponent's Leader or one of their rested Characters, so an active Character is safe for now. Your own Characters rest when they attack, which is exactly what leaves them open on your opponent's turn.
Source: Comprehensive Rules 7-1
An Event is played from your hand and goes to the trash once you've used it. [Main] Events are paid for during your own Main Phase, while [Counter] Events are played on your opponent's turn, when one of your cards is being attacked.
The attacker wins when its power is equal to or higher than the defender's, so a tie goes to the attacker. Each DON!! given to a card adds 1000 during your turn, and Counters add power to the defender for that one battle.
Your Leader can attack too. A hit on the opposing Leader deals one damage and moves their top Life card to hand, and if they have no Life left at that moment, you win the game.
Source: Comprehensive Rules 7-1-4-1-1
Guides
Stage 2
One Blocker per attack, must be active, and it does not stop the damage — it moves it.
5 min read
Stage 2
Counter is the number that decides whether your hand is a resource or a shield. Usually both.
7 min read
Rookie Glossary
Each term from the Instagram glossary, on a real card. Click a slide to see it full size.
From the Rookie Glossary

Active vs Rested
An upright card is active and available to act, while a card turned sideways is rested, which means it has been used and can now be attacked.

Attack / Swing
“Swing” is the shorthand players use for declaring an attack.

Target
You can normally attack the opposing Leader or one of their rested Characters.

Blocker
The shield: when another of your cards is attacked, a Blocker can rest to become the new target of that attack.

Counter
Temporary defensive power from a card in your hand. The defender has to finish higher than the attacker, so a 5000 Leader facing 7000 needs +3000 rather than +2000.
From the Rookie Glossary

On Play
Activates when the card is played, so check its conditions and any costs as you play it.

When Attacking
Activates when the card declares an attack, before blockers and counters come in.

Activate: Main
An effect you choose to use during your Main Phase, outside a battle, after paying any listed cost.

Once Per Turn
You can use the effect once per turn for each copy, so a second copy has its own use, and setting the same card active again doesn't reset it.

Trigger
When damage reveals a Life card with a Trigger, you can use that Trigger or add the card to your hand.
From the Rookie Glossary

Rush
This card can attack on the turn it is played, whereas a new Character without Rush has to wait a turn.

Unblockable
This card can't be blocked, so your opponent can't use a Blocker to take the hit, although they can still Counter it.

Double Attack
This card deals 2 damage, so if it hits a Leader, two Life cards come off instead of one.

Banish
When this card deals damage, the Life card is trashed instead of going to hand, and its Trigger doesn't activate.

DON!! ×1
The effect only works while at least one DON!! is given to the card, and ×2 needs two. Given DON!! stay until your next turn, so the effect can help on defence too.
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