Weiss Schwarz rules overview

What it is, how to win, reading cards, the playmat, and turn structure. (Unofficial summary based on official rules — not a battle simulator.)

What is Weiss Schwarz

Weiß Schwarz is Bushiroad’s anime and video-game IP collaboration TCG — play characters on your stage and recreate climactic moments.

In one line

A two-player game with 50-card decks. Characters on stage attack and battle; the goal is to raise your opponent’s level.

Deck construction (standard)

  • Exactly 50 cards
  • Max 4 copies of the same card name
  • Max 8 climax cards
  • Neo-Standard (JP standard): one title only, plus the official restriction list

On this site

The Weiss Schwarz section here is a title/set/card catalog and collection scaffold. It does not host online matches or run official events.

How to win

You win by putting your opponent to Level 4. An empty deck is not an instant loss — you refresh from the waiting room.

Win and loss

  • A player loses when a fourth card is placed in their level area (Level 4)
  • Both players start at Level 0
  • When a seventh card would enter clock, you level up: move one clock card to level and the rest to the waiting room

Refresh and deck-out

  • When the deck runs out, shuffle the waiting room into a new deck (refresh) — not an instant loss
  • Refreshing usually deals 1 damage to clock (refresh penalty)
  • If you cannot refresh because both deck and waiting room are empty, you lose

Damage and cancel

Soul on an attack forces a damage check: reveal cards from the top of the opponent’s deck. If a climax is revealed, that damage is canceled; the revealed cards (including that climax) go to the waiting room.

How to read cards

There are three card types: Character, Event, and Climax. Start with numbers, color, and trigger icons.

Card types

  • Character — attack and battle on stage
  • Event — one-shot effects (a Counter icon can answer a frontal attack)
  • Climax — up to one in the climax phase; turn boosts and triggers

Key stats and icons

  • Level — your level must be equal or higher to play the card
  • Cost — move that many cards from stock to waiting room
  • Power — strength in character battles
  • Soul — damage dealt by an attack
  • Color — yellow / green / red / blue (affects play restrictions)
  • Trigger icon — resolves on trigger checks (the card usually goes to stock)

Color requirement (summary)

Except for level 0 cards, you generally need a matching color in level or clock to play that color. Details and exceptions follow the official comprehensive rules.

Playmat / zones

Official playmat zones. Do not reorder or look at face-down piles unless an effect allows it.

Stage and climax

  • Five stage slots: 3 center (front) + 2 back
  • Front-row characters battle the opponent directly in front (unless an effect says otherwise)
  • Back-row characters generally cannot battle directly
  • Climax area — at most one climax, face-up

Resources and damage

  • Deck — start face-down (50); order fixed unless an effect says otherwise
  • Stock — face-down; pay costs from the top
  • Clock — face-up damage; level up on the seventh card
  • Level — face-up; number of cards = current level
  • Waiting room — discarded/used cards, face-up
  • Memory — only when an effect says so (usually face-up)
  • Hand — private

Turn structure

Phases: Stand → Draw → Clock → Main → Climax → Attack → End. Encore is a step inside the Attack phase.

Phase order

  • Stand — stand all of your characters on stage
  • Draw — draw 1 card
  • Clock — (optional) put 1 card from hand into clock, then draw 2
  • Main — play characters/events, ACT abilities, move on stage, etc.
  • Climax — play at most one climax
  • Attack — from attack declaration through encore
  • End — climax to waiting room; discard down if hand exceeds 7

Inside the Attack phase

  • Attack declaration — front-row standing character: front / side / direct
  • Trigger check — reveal top of deck; resolve trigger, then usually put that card into stock
  • On a frontal attack — defender may use Counter events, etc.
  • Damage check — reveal from opponent’s deck equal to soul (climax cancels)
  • On a frontal attack — battle by power; loser becomes reversed
  • After attacks finish — Encore: put reversed characters to waiting room, or pay encore to keep them