Is it like…?
Azuki TCG mechanics next to the ones you already know, each with a straight answer and the exact differences.
By game
Displace moves an entity from the Garden to its owner’s Alley, and its card effects do not activate.
Bloodlust gives a card +1 attack until the end of the turn the first time it targets a leader for an attack each turn.
A Sealed IKZ is a tapped IKZ resource that cannot be untapped until after your next Reset phase (your start-of-turn untap).
Fractured Domains introduces Azuki TCG’s first dual-element Leader, The Sisters (Lightning and Water).
With a Ninja in your Garden, Killing Mist disables the card effects of an opposing entity with 7 or less health in the Garden or Alley.
A Frozen entity cannot attack, cannot be damaged, and its abilities are disabled, for as long as the card that froze it says.
A Shocked card does not untap during its next untap phase.
A Rooted card cannot attack until the start of the rooting player’s next turn.
A Godmode card cannot leave the field by taking damage or by card effects: no destroy, no return to hand, no bottom-deck, and it can’t even be sacrificed to pay a cost.
Carapace N means the card takes N less damage from each damage source, combat or card effect.
Charge lets an entity attack the same turn it enters the Garden, whether it was played there or portaled in from the Alley.
An entity has cooldown the turn it enters the Garden: it can’t attack, and its tap abilities in the Garden wait too, unless the card says otherwise.
When an opposing attack is declared and Responses are done, you may tap one untapped Defender in your Garden to make it the attack’s new target.
While an entity with Taunt is tapped, your opponent can only attack entities with Taunt, so your leader and other entities are safe.
When an entity with Infiltrate attacks, your opponent can’t use Defender to redirect the attack.
Response cards and [Response] abilities are played by the defending player after an attack is declared, before Defender.
[On Play] effects happen when the card is played: from your hand, or from your deck when an effect such as Skyreach Gate plays it.
[When Destroyed] triggers when the entity is destroyed: by combat damage, by damage from a card effect, or by a destroy effect.
Sacrificing removes one of your own entities, usually as a cost; Gou the Iron Judge makes your opponent choose between sacrificing one of theirs and discarding 2.
A weapon is played onto your leader or an entity in your Garden and adds its attack.
IKZ is the Azuki TCG’s resource.
The player going second gets an IKZ token on their first turn.
The Alley is your back row, holding up to five entities.
Every deck has one Gate.
You can attack the opposing leader, or an entity in their Garden that is tapped.
Damage on entities lasts until the end of the turn, then it’s gone.
A player who has to draw from an empty deck loses.
You draw seven.
[Once/Turn] effects work once a turn, per card.
Some entities, like Lighthouse Keeper and Foamback Crab, can’t take damage from card effects.