cunlema board game rules assistant 中文

Shadowverse: Evolve

At a glance

Players
2 player
Chinese title
影之诗进化对决
Gstone rating
7.21
Also known as
Shadowverse Evolve, シャドウバース エボルヴ, シャドウバースエボルヴ
Chinese rules
Available on cunlema
Card data
full card list

Rules overview

English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.

Game Overview

Shadowverse: Evolve is a physical trading card game (TCG) published by Bushiroad, based on the video game Shadowverse developed by Cygames. Two players each build a deck centered around a Leader, and in turn-based matches deploy Followers, cast Spells, and play Amulets to reduce the opposing Leader's defense to 0 and claim victory.

  • Players: 2
  • Duration: Approximately 15–40 minutes (varies by deck and pace of play)
  • Objective: Reduce the opponent's Leader's defense below 0, or force the opponent to draw from an empty deck when required to draw

Core Mechanisms: Play Point (PP) management, Follower combat, evolution system, keyword ability synergy


1. Card Types & Information

1.1 Five Card Types

Type Description
Leader (领主) 1 per deck, represents the player; default defense 20
Follower (随从) Can be placed on the field to participate in attack and defense; has attack and defense
Amulet (护符) Can be placed on the field, usually provides ongoing effects or special mechanics
Spell (法术) Its effect resolves immediately upon use, then it is placed into the graveyard
Crest (纹章) Special Token type that exists only in the EX area

Special type markers: EVOLVE cards and ADVANCE cards have special field movement rules.

1.2 Card Attributes

Each Follower/Amulet card has: card name, Class, kind, Type, cost (PP), card text, attack, defense. Spell cards have no attack or defense. Leader defense defaults to 20 (unless otherwise stated).

1.3 Seven Classes

Class Icon Class Icon
Forest (精灵) 🌿 Dragon (龙族) 🐉
Sword (皇家) ⚔️ Nightmare (梦魇) 🌙
Witch (巫师) 🔮 Haven (主教) ✝️
Neutral (中立) ◇ — —

2. Key Terms & Resources

2.1 PP (Play Points)

  • PP is the cost resource used to play cards and perform actions such as evolution
  • At the start of each round, PP is refilled to the PP maximum
  • PP maximum increases by +1 each round (maximum of 10)
  • PP minimum is 0, and cannot exceed the current PP maximum

2.2 EP (Evolution Points)

  • Used to pay the alternative cost of 1 PP in evolution abilities
  • The second player starts with 3 EP; the first player starts with 0 EP
  • Minimum is 0

2.3 SEP (Super Evolution Points)

  • An additional resource required to pay when performing a Super Evolution
  • All players start with 1 SEP
  • Starting from round 7 for the first player / round 6 for the second player, you may pay 1 SEP to perform a Super Evolution (after evolving, both attack and defense gain +1)

2.4 Area Descriptions

Area Description Public/Private Limit
Leader Area (Leader Area) Where the leader card is placed Public —
Field (Field) Where followers and amulets are placed Public 5 cards
Deck (Deck) Where the main deck is placed Private —
Evolve Deck (Evolve Deck) Where EVOLVE/Advance cards are placed Private (viewable by owner) 10 cards
Hand (Hand) Unused cards Private 7 cards
EX Area (EX Area) Unused cards placed publicly Public 5 cards
Graveyard (Graveyard) Cards that have been used Public —
Banish (Banish) Cards that have been banished Public —
Evolve Area (Evolve Area) EVOLVE cards placed when evolving Public —
Resolve Area (Resolve Area) Temporary area for resolving cards/abilities Public —

2.5 Card States

  • Stand: Placed vertically; can attack or use abilities that require paying a Stand cost
  • Act: Placed horizontally; has already been used

3. Setup

3.1 Deck Construction

  • Leader card: 1
  • Main deck: 40–50 cards (cannot include Leader, EVOLVE, ADVANCE, or Token cards)
  • Evolution deck: 0–10 cards (may only contain EVOLVE or ADVANCE cards)
  • A maximum of 3 copies of the same card may be included in the main deck and the evolution deck respectively (maximum 6 in total)
  • All cards must be built around the same class or the same Title

3.2 Pre-Game Steps

  1. Both players reveal their leader card, main deck, and evolution deck
  2. Place the leader card in the leader area
  3. Declare whether the deck is built by class or by title
  4. Shuffle the main deck and place it in the deck area
  5. Place the evolution deck in the evolution deck area
  6. Randomly determine first player/second player (the selected player chooses to go first or second)
  7. Each player draws 4 cards from the top of their deck as their starting hand
  8. Mulligan: Starting with the first player, each player may return any number of cards from their hand to the bottom of their deck and draw an equal number of cards (once per player)
  9. Set both players' PP and PP maximum to 0
  10. First player EP = 0, second player EP = 3; both players' SEP = 1
  11. Set leader's defense to 20
  12. Resolve effects triggered "at the start of the game"
  13. The first player becomes the turn player, and the game begins

4. Gameplay

The game proceeds in alternating rounds. Each round consists of the following three phases performed by the active player:

4.1 Start Phase

Perform the following in order:

  1. PP maximum +1 (maximum of 10)
  2. Refill PP to the current PP maximum
  3. Ready all: Set all cards you control to the ready state
  4. Draw 1 card (the first player does not draw on round 1)
  5. Check Timing: Perform rule processing and pending automatic abilities

4.2 Main Phase

The active player performs one of the following four choices in turn, then checks timing, and returns to the four-choice loop:

  1. Play a card: Play 1 card from your hand or EX area, paying PP equal to its cost
  2. Activate an activated ability: Activate 1 activated ability you control
  3. Perform an attack: Attack with 1 of your followers (see Section 5 for details)
  4. End the main phase: Proceed to the end phase

4.3 End Phase

  1. Trigger "at the end of the round" effects
  2. Check Timing
  3. The active player may choose to rest their followers with [Ward]
  4. Check Timing
  5. Opponent's quick timing: The non-active player may play cards with [Quick] or use activated abilities with [Quick] (may repeat)
  6. Hand limit processing: If your hand exceeds 7 cards, discard down to the limit
  7. Remove all "until end of round" and "this round" effects
  8. The round ends, and the active player is swapped

5. Attack & Combat

5.1 Attack Steps

  1. Select attacking follower: Choose 1 of your followers in the standing state
    - Must be a follower that has been under your control since the start of this turn, or a follower that evolved this turn
  2. Select attack target:
    - 1 of the opponent's followers in the rested state; or
    - The opponent's leader (only if the attacking follower has been under your control since the start of this turn)
  3. Rest the attacking follower
  4. Trigger the "attacked" event; if the target is a follower, both enter the engaged state
  5. Check timing
  6. Opponent's quick timing: The opponent may play cards or abilities with [Quick] (may repeat)
  7. Damage resolution: The attacking follower deals damage equal to its attack to the target; if the target is a follower, the target simultaneously deals damage equal to its attack to the attacking follower
  8. Check timing, attack ends

5.2 Damage & Destruction

  • Damage reduces the follower's/leader's defense (may go below zero)
  • A follower with defense ≤ 0 is destroyed by rule processing at check timing
  • A player whose leader's defense ≤ 0 loses at check timing
  • A player required to draw from an empty deck loses at check timing

5.3 Damage Classification

Type Description
Attack damage Damage the attacking follower deals to the target in step 8.4.9
Engage damage Damage dealt mutually by both parties in the engaged state
Ability damage All damage other than attack/engage damage
General "damage" Includes all of the above types

6. Evolution System

6.1 Normal Evolution

  • Choose 1 of your non-EVOLVE followers on the board
  • Reveal 1 EVOLVE card with the same name from the evolution deck, place it in the evolution area, and associate it with that follower
  • After evolving, the follower's information (except cost) becomes the information of the card in the evolution area
  • Attack and defense modifiers from before evolution carry over after evolution
  • All abilities from before evolution are lost, and the abilities after evolution are gained
  • An evolution ability can be used once per round (unless it has an "any number of times per round" effect)
  • 1 EP may be used in place of 1 PP to pay the evolution cost

6.2 Super Evolution

  • In addition to normal evolution, pay an extra 1 SEP
  • Condition: from round 7 onward for the first player / from round 6 onward for the second player
  • Effect: after evolving, attack and health each +1
  • Triggers a "when super evolving" event

7. Win/Loss Conditions

Condition Result
Opponent's leader health ≤ 0 Opponent loses, you win
Opponent's deck is empty when they need to draw Opponent loses, you win
A card effect directly specifies victory/defeat Resolve according to the effect
Both players meet a defeat condition simultaneously Tie
Concede Immediately lose upon declaration (not affected by any card effects)

8. Keyword Ability Quick Reference

Keyword Effect Overview
Quick Can be played at specific timings during the opponent's turn (after attack / end phase)
Fanfare Automatic ability triggered when entering the field from a non-field area
Last Words Automatic ability triggered when moving from the field to the graveyard
Evolve Automatic ability triggered when this card evolves
Super Evolve Automatic ability triggered when this card super evolves
Strike Automatic ability triggered when this follower attacks
Ward The opponent must prioritize attacking a follower with Ward that is in the rested state; can be played rested on your own turn
Storm Can attack the leader on the turn it enters play
Rush Can attack followers on the turn it enters play (cannot attack the leader directly)
Targeted Strike Can attack the opponent's followers in the standing state (as if they were rested)
Intimidate The opponent cannot choose this follower as an attack target (can still be chosen by abilities/effects)
Drain When this follower deals damage through an attack, your leader's defense is restored by an equal amount
Bane An opposing follower that battles this follower is destroyed upon checking (regardless of whether damage was dealt)
Aura Cannot be chosen by the opponent's spells or abilities (can still be chosen as an attack target)
Fusion Discard cards from your hand that meet the specified conditions to strengthen this card and place it into the EX area

9. Class-Specific Mechanics

Class Special Mechanic Description
Forestcraft Combo Triggers an extra effect when ≥ N cards are played this turn
Runecraft Spell Chain Triggers an extra effect when there are ≥ N spells in the graveyard; Stack; Earth Rite
Dragoncraft Awaken Enters the awakened state when PP maximum ≥ 7, gaining extra effects
Shadowcraft Necro Charge Triggers an extra effect when there are ≥ N cards in the graveyard; Vengeance
Swordcraft — Synergizes with Token followers and Commander/Soldier interactions
Havencraft — Recovery, Ward, and amulet countdown mechanics
Neutral — No exclusive mechanics; serves as a universal supplement across all classes

(1 later sections are omitted here; see the Chinese page for the rest.)

Rules Q&A

Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.

**Gem Witch** is a **card** in *Shadowverse: Evolve*. In the game's **Core Mechanisms**, it belongs to the follower card type and typically has the following characteristics: - **Class**: Witch - **Type**: Follower - **Cost**: Depends on the specific card version - **Effect**: Usually related to **resource** generation or **spell** synergy For information on the **action** strategy or how to **resolve** this card in a specific game, please refer to the relevant section in the **Rulebook Text**.

You must be referring to Gem Witch — a 2-cost follower (2/2) of the Bishop class, with the traits Ward·Radiance, card number BP09-093/094.

  • The base card has Evolve and Fanfare 1.
  • After evolving, it becomes 3/3; once per turn, when an amulet is played on your field, your leader gains +1 life.
  • ** [Evolve] : You may play 1 amulet card** from your hand with an original cost of 2 or less onto the field.

Rules, cards and Q&A (Chinese)

The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.

Open the Chinese page →

Where to find full rules

Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.