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Home > Huntik TCG > Huntik TCG Comprehensive Rules > Game Concepts


HUNTIK

Trading Card Game Official Card Reference

Huntik Trading Card Game Comprehensive Rules

4. Game Concepts

400. Areas

400.1 Cards can be in any one of six game areas: deck, discard pile, legendary hero pile, hand, play, and removed from map. Each area exists even if there are no cards in that area. The deck area is ordered top-to-bottom. Players can’t alter the order of cards in the deck but can rearrange cards in all other areas. Cards in play can be rearranged only within the zones they occupy.
400.1a The mission card is not in any area.
400.2 All players share the play and removed from map areas. Each player has his or her own deck, discard pile, legendary hero pile and hand. If a card is put into a deck, discard pile, legendary hero pile, or hand, it’s put into its owner’s instance of that area.
400.3 If text refers to a “card in play,” it’s referring to a card or token (see section 402.2) in play.
400.4 If text refers to a “hero,” it’s referring to a major hero, minor hero, or legendary hero card or token in play. If text is referring to a hero card in one or more areas, at least one of which is a non-play area, it will refer to a “hero card” in those areas.
Example: You control Sunhawk, who reads, “Airlift – Free Action: If I’m alone in my zone, put target friendly hero into my zone.” His power must target a friendly hero card in play.
400.5 Deck area
400.5a The deck area is where players put their decks. Cards are usually drawn from the top of a deck. Cards in decks are face down and so are not public. Unless a card says otherwise, players can’t look through decks or rearrange their order. The number of cards in each deck is public. If text refers to a player’s deck, it’s referring to the pile of cards from which he or she draws.
400.5b Any time a player shuffles a deck, he or she must then offer it to an opponent to cut and/or shuffle. Any time a player searches a deck, that deck's owner shuffles it after that search. Decks are always shuffled and cut face down. If a modifier is revealing the top card of a deck, no cards are revealed while that deck is being searched or shuffled.
400.5c If multiple cards are simultaneously put on the top or bottom of a player’s deck, he or she may arrange them in any order. That player doesn’t reveal the order of those cards.
400.5d Some modifiers tell you to play with the top card of your deck revealed. If another modifier tells you to reveal or look at one or more of the top cards of your deck, the next card is not revealed. If you somehow play the top card, the next card is not revealed until after the top card has been played.
400.6 Hand area
400.6a The hand is where players hold the cards they draw. Cards in hand are not public, but each player may look at his or her hand at any time. The number of cards in each hand is public. There is no maximum or minimum hand size.
400.7 Discard pile area
400.7a The discard pile is where players put cards that have been KO’d, eliminated, discarded, or canceled, as well as action cards that have been played. Cards in discard piles are face up and public.
400.8 Legendary hero pile area
400.8a A legendary hero pile is face down, but its owner may look through or rearrange it at any time.
400.8b If a legendary hero card would enter an area other than the play area, it’s returned to its owner’s legendary hero pile instead.
400.9 Removed from map area
400.9a To remove a card from the map, reveal it and put it into the removed from map area. Putting a card into this area is also called "removing [it] from the map."
400.9b A card in the removed from map area is face up and public.
400.9c Features that start the game “to the side” start in this area. An obstacle that is KO’d or eliminated enters this area. Such cards can enter play through a modifier or the mission rules.
400.10 Play area (mission map)
400.10a The play area is also called the mission map, or simply “map,” which is divided into five rows, called zones, numbered 1 to 5. The zone closest to a player is his or her zone 1, the next closest is zone 2, and so on until zone 5. This means that a player’s zone 1 is the opponent’s zone 5. The middle zone is zone 3 for both players.
400.10b References to zones in a card’s text are always read from the perspective of that card’s controller. References to zones in a mission’s text are always read from the perspective of the lead player.
400.10c The play area is where heroes and features enter play (404.1b). There is no maximum on the number of heroes or features in a zone.
400.10d A hero is alone in a zone if there are no other unstunned heroes in that zone. There can be features in a zone with a single hero, and that hero is still alone.
400.10e A card in play is public, and either side of it may be looked at by any player.
400.10f Unless otherwise specified, an action or amulet can’t enter play. If a modifier tries to put an action or amulet into play, it stays where it is.
400.11 Changing areas
400.11a A card that changes areas is no longer the same card, even if it returns to the previous area. Any modifiers affecting it or that would have affected it in the previous area don't affect it in the new area unless they specify that they do (but see 400.11b). Any counters on it are removed as part of it changing areas. A card that changes controllers, zones, or becomes stunned (see section 407.1) while in play is still the same card, and has not changed areas.
400.11b If a power triggers off a card entering an area, and then a modifier from that power later tries to affect that card, it can do so, but only if that card has stayed in that area continuously until then. This is an exception to section 400.11a.
400.11c To discard a card is to reveal it from its owner's hand and then put it into its owner’s discard pile. Only cards in hand can be discarded. If a player discards multiple cards, each of those cards is discarded one at a time. All events that put a card into a discard pile from hand are discard events.
400.11d To draw a card is to put it from a deck into a player’s hand. Only cards in decks can be drawn. An event that puts a card into a hand from a deck is a draw event only if it specifies that that card is drawn.
•If a player draws multiple cards, those cards are drawn all at once. If a modifier is revealing the top card of that player’s deck, drawn cards after the first are not revealed.
•If a modifier tells a player to draw cards until he or she reaches a specified hand size, cards are drawn until that player has at least that many cards in hand, or until the game reaches a state where no cards are changing areas.
400.11e To KO a hero is to put it into its owner’s discard pile from play. Only cards in play can be KO’d. An obstacle that is KO’d is removed from the map. To eliminate a hero is to put a hero you control into its owner’s discard pile.

401. Control and ownership
401.1 A player controls each card he or she puts into play and any obstacles assigned to his or her control. Cards in non-play areas (see section 400) have no controller. No more than one player can control the same thing at the same time. For control of modifiers, see section 706.7.
401.1a Cards you control are friendly cards. Cards your opponent controls are enemy cards.
401.2 A card in any area is owned by the player in whose deck or legendary hero pile it started the game. A token is owned by the player who put it into play. If text refers to a card in play belonging to a player (for example, “one of your heroes”), that text is referring to the controller of that card, who may or may not be the owner. If text refers to cards belonging to players in one or more other areas, that text is referring to the owners of those cards.
401.2a Missions and features are not considered owned by either player during a game.
401.3 Some modifiers change the controller of a card in play. A card that changes controllers is still the same card. The new controller reorients the card, if applicable. Such a card functions normally whether or not it’s legal for its new controller. Modifiers to that card still apply within their durations, unless such a modifier is dependent on who controls the card.
401.3a When a hero changes controllers, any features with it are dropped.
401.3b As such a modifier ends, control of that card reverts to:
•the player specified in the latest-timestamped (see section 711.2) modifier gaining control of that card
•or, if no such modifier exists, the player under whose control that card entered play

402. Counters and tokens
402.1 A counter is a small object placed on a card by a modifier. Named counters will usually be referenced by a modifier and serve either as a marker or a way to keep track of some quantity. Named counters with the same name are indistinguishable from each other.
402.1a If a card refers to a counter, it’s referring to a counter on itself unless otherwise specified.
402.1b All counters are removed from a card as part of that card changing areas (see section 400.11). Counters remain on a card until they are removed.
402.1c Some unnamed counters on a card increase or decrease the ATK and/or DEF of that card. Such a counter generates a continuous modifier (see section 708) until it’s removed.
402.2 A token is an object that represents a hero put into play by a modifier. A token has tags, ATK, and DEF as specified by that modifier. That modifier specifies the zone in which it enters play. A token’s name and/or powers may also be specified by that modifier. If no name is specified, a token’s name is the tag(s) with which it is created. All of the above information is printed.
402.2a A token enters play under the control of the player who controlled the card that created it. Tokens entering, leaving, or in play are cards in all respects except that they can be distinguished by text that refers explicitly to “token” or “non-token” cards.
402.2b As a token leaves play, it ceases to exist.

403. Movement
403.1 You may move a ready hero or obstacle you control 0, 1, or 2 zones, either forward or back. The entire move must be in the same direction; you can’t move a card forward and back in the same move. Moving exhausts the card.
403.2 If a card is moved, forward and back are always read from the perspective of its controller, even if another player controls the modifier moving that card. Forward is in the direction of increasing zone numbers and back is in the direction of decreasing zone numbers.
403.2a A card in zone 5 can’t be moved forward, and a card in zone 1 can’t be moved back. If a modifier tries to move a card in such a way, ignore the movement portion of that modifier.
403.2b If a card moves 1 or more zones, it “moves into a zone” the movement ends in. If a hero moves from zone 1 to zone 3, it moved into zone 3 and did not move into zone 2.
403.3 When a player moves a card and ends its move in a zone that contains one or more enemy heroes or obstacles, that player may choose to start a combat (see section 600) in that zone.
403.3a Any triggered powers (see section 702) that trigger when a card moves into a zone are resolved before that card’s controller chooses whether to start a combat. If there are no any enemy heroes or obstacles in that zone after triggered powers are resolved, that player can’t start a combat.
403.4 Enemy heroes and obstacles block forward movement. You can’t move a card forward past or from a zone that contains an enemy hero or obstacle, but you can move that card into that zone. Moving back is never blocked.
Example: The hero Springer is ready in zone 3. Enemy heroes are in zones 2 and 4. Springer can’t move 2 zones forward because the enemy blocks movement past zone 4. However, Springer can move 2 zones back.
403.4a Cards with the power unblockable ignore section 403.4; such cards can’t be blocked moving forward.
403.5 A hero or feature can be put into a zone. It can be put into a zone from a different zone or a different area. A hero put from one zone into another is not moved so:
•It can’t be blocked.
•Its controller isn’t given the option to start a combat.

404. Playing cards
404.1 A player can play cards only on his or her turn.
404.1a Combat actions are an exception. They can be played only during a combat (see section 601), but they can be played by any player, regardless of whose turn it is.
404.1b Heroes enter play after they’re played. Actions enter their owner’s discard piles.
404.1c These rules apply regardless of which area a card is played from. Cards can be played only from a player's hand unless otherwise specified.

405. Ready and exhausted
405.1 Cards enter play ready and stay ready until exhausted. To exhaust a ready card, turn it sideways. To ready an exhausted card, turn it upright. Only ready cards can be exhausted, and only exhausted cards can be readied. A card readies only if it transitions from exhausted to ready, and exhausts only if it transitions from ready to exhausted. Whether a card is ready or exhausted is part of its orientation.
405.2 Cards in non-play areas are neither ready nor exhausted, and can’t be readied or exhausted.

406. Searching
406.1 To search an area is to look through all of the cards in that area. Unless otherwise specified, you need not decide anything about the card(s) you’re searching for before you start searching.
406.2 If a player searches a deck, the owner of that deck shuffles it after that player has finished searching.
406.3 A player searching a non-public area for a card of a specified description can fail to find a card. The player doesn’t have to say whether the failure to find was by choice or by absence. However, a player searching an area for “a card” can’t fail to find a card unless that area is empty.
Example: When Scolopen is played, you can choose to search your deck or your discard pile. If you choose to search only your deck, you can fail to find a Scolopen card. You shuffle your deck only if you choose to search it.
Scolopen, Minor Hero, Good Krono-Titan, 1 ATK, 1 DEF
Clone – When you play me from your hand, you may search either your deck or discard pile for another Scolopen card and put it into play in my zone.

407. Stun
407.1 Some modifiers stun a hero or obstacle in play. A stunned card is exhausted and turned face down. It remains in its current zone, but it can’t block, ready, move, or enter any other zone. A stunned card has no text or tags, but it keeps its name, controller, owner, and any counters that are on it. Either player may look at a face-down stunned card at any time.
407.2 A stunned card can’t be targeted except by powers that specifically target stunned cards.
407.3 A stunned card doesn’t participate in combat. Attacks can’t be aimed at it. If a card is stunned during a combat, it will not add its attacks to that combat.
407.4 A stunned card cannot be eliminated for a power.
407.5 As a hero becomes unstunned, it’s turned face up but stays exhausted.
 

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Huntik is an Italian animated TV series created by Iginio Straffi of Rainbow S.p.A., as a co-production with Big Bocca Productions (an Irish entertainment production and licensing company owned by Richard McWilliam, CEO and owner of The Upper Deck Company, LLC and Rainbow S.p.A.).

Huntik made its debut at the MIPCOM show in Cannes, and premiered January 3, 2009 in the U.S. on The CW4Kids. Created and directed by legendary Italian animator Iginio Straffi (who also created The Winx Club and Monster Allergies), Huntik was awarded as best cartoon for entertainment and business opportunities at MIPJunior, a leading international exhibition dedicated to children's tv programmes.

Huntik TV series was broadcast in Italy on Rai 2 and in foreign channels including the The CW4Kids (United States), Disney XD -previously Jetix- (UK & Ireland), MTV3 (Finland), Rede Record (Brazil), Jetix / Disney XD (Netherlands), Childern Channel (Israel), RTL II (Germany), ZAZ (Mexico), Network Ten (Australia), TV Tokyo (Japan), South Africa, Singapore, Greece, Austria, Portugal and the Philippines.

Huntik trading card game, produced by Upper Deck Entertainment, was released in 2009 in Starter decks and booster packs. A line of Huntik action figures has also been released by Upper Deck.

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