Play your 2 battlers face down on the field
Draw 4 cards from your console deck
flip a coin to see who goes first
Then flip all battlers face up
Card draw, battler count, and deck size may vary on gamemode
At the Start: Draw cards until you have 4 cards in hand
charge any Attacks (Base/Hyper)
Once Per Turn: Place a card from hand into your charge pool(Face Down)
Once Per Turn: Play One Console card from your hand(Unless you are the first turn)
*The first 2 turns will have some restricted actions denoted with ~
Only Once: Attaching a Recode
Attaching a Tool
~Only Once: Using any move
*A battler can never use a move that will kill itself.
There are 2 main types of moves. Base that use 1 charge and are used instanly and Hypers which need 2 charges and are used instanly after the second charge. A battler only has 1 attacking turn by default
When playing a Hyper Recode this will count as your reocde per turn. When played you attach it with no charge(unless a card states else wise). You may use charges as many times as you like to charge the hyper. Once the card has 2 charges. Then you may use the move at any time. After the move is used the card gets discarded.
When playing a Base Recode this will count as your reocde per turn. When played you attach and as long as the base is attached the old base move can no longer be used. When this base recode is attached only the base Recode and your hyper can be used. If the base move is used you then use a charge on this card. After 2 usages the card gets discarded.
When attaching a tool to a battler you may only attach 1 tool per battler. To attach a tool you must have a battler with no tool attached. Once a tool is attached it can not be removed.
If a battler is stunned then when using a move. Flip a coin. If Heads the move will be successful as usual. If Tails Nothing happens but if the move was a Hyper Recode, it will get discarded as if it where used successfully. If it is a base Recode it will take a usage no matter if it fails or not. Stun only lasts for 1 turn.
once there is only 1 battler remaining on the field you gain +2 charge storage as well as a 2nd charge per turn. Remaining battlers gain a extra move turn.
Score all objective points based on gamemode
IF you can not charge a empty pool in their turn, this will result in a auto loss.