Credits
Credits are the resource you spend to play monster cards. Manage them or fall behind.
Starting Credits
Both players begin the game with 50 credits.
Gaining Credits
- At the start of every turn each player gains +5 credits — except on their own first turn (turn 1 for the first player, turn 2 for the second).
- Certain cell bonuses allow you to gain credits equal to the cost of the top card of your deck.
- There is no cap on credits. You can accumulate as many as you like.
Spending Credits
Each monster card has a cost value. To play a monster in active mode, you pay its cost in credits. You cannot play a monster from hand if you cannot afford its cost — credits cannot go below zero through a hand play.
Block cards in Set 00 have no cost. They are not played from hand normally — they enter the board via the Block arrow ability.
Going Below Zero
Credits can only go negative in one specific situation: when a covered card is revealed at the start of your turn and you cannot afford its cost. In that case, the card is removed from the game (not sent to the graveyard) and you still pay its full cost, pushing your credits into negative territory.
This is a deliberate punishment for overextending covered plays. Negative credits do not prevent you from taking other actions, but you cannot play further cards from hand until your credits recover above the cost threshold.
Tip: Playing cards covered defers the cost by one turn. This is a powerful tempo tool — but if you cover a card you suspect you will not be able to afford next turn, you lose the card and pay the cost anyway. Plan your credit income before committing a covered play.