Kessenju

Kessenju (決戦獣), formerly known as Kessenju! (決戦獣!), until 2007, and also known in the US as Kessenju!: Ultimate Battle Beasts, is a media franchise by ACS consisting of a manga, several anime series, a trading card game, and several video games.

The Kessenju trading card game was developed and published by ACS, and was launched in December, 2001 in Japan and August, 2004 in North America. In North America, the Kessenju trading card game was distributed by Topps up until 2007, when it was discontinued due to dismal sales numbers. As of this writing, the North American version of the game is out of print, and the game is now only available in Asia, and only printed in Japanese.

Gameplay
In Kessenju, players draw cards from their respective decks and take turns playing cards onto the field, with the main goal of the game being to use creature attacks and spells in order to attack each other until one of them wins. A game of Kessenju is typically played between two players. Each player must use a deck containing at least a minimum of 40 cards, which the player can increase up to a maximum of 60. In officially-sanctioned tournaments, players are also advised against utilizing "banned" cards, cards which are disallowed in tournaments due to being deemed as "unfair" in professional play. Before each match, both players would decide who gets to play first using a coin toss.

Players starts the game with 2000 "Vita Points" (VP), as well as an empty "Mana Pool", which is the main resource of the game. Each player must sacrifice at least one card in their hand, into their mana pool per turn, which constitutes to one mana point. Unlike in Magic: The Gathering (and like in Duel Masters), any card can be used as a sacrifice, be it a Creature card, Spell card, Counter card, Equip card or Arena card. Putting cards into play requires tapping (done by rotating the card 90 degrees, indicating that it has been used that turn) a certain amount of mana, including at least one mana from the same color, or Realm, as with the card that the player uses. More powerful cards cost more mana, so as the game progresses, more sacrifices will be in play, more mana will be available, and the quantity and relative power of the Creatures, Spells, Counters and Equips played tends to increase.

Players begin the game by shuffling their decks and then drawing five cards. On each player's turn, following a set phase order, they draw a card, tap their sacrifices as necessary to gain mana as to cast spells and/or equips, set up Counters, engage their creatures in a single attack round against their opponent who may use their own creatures to block the attack, and then complete other actions with any remaining mana. Tapped resources remain tapped until the start of the player's next turn, which may leave them without sacrfices to draw for mana to cast spells in reaction to their opponent, or without creatures to block attacks, so the player must also plan ahead for their opponent's turn.

Each player has six Main slots, where they can place the creatures they have summoned, as well as six Sub slots underneath, where Constant Spells and Equip cards are put into play, as well as where the player can set up their Counter cards. When a player's creature or equip is destroyed (usually when the attacking creature has a higher attack power than the defending creature, or vice versa), or after a player uses a Spell card or a Counter card, they are sent into the "graveyard". Certain Spell cards allow players steal cards to from the graveyard, and transfer them onto their own hand for their own use. There is also an Arena slot, where Arena cards are placed once it is played.

The game ends when:


 * One of the players' VP is reduced to zero. If both players reach zero VP at the same time, the game ends in a draw.
 * One of the players has to draw from an empty deck.
 * One of the players forefeits, automatically landing a win for the opposing player.
 * Certain cards with special conditions which trigger automatic win or loss conditions, are put into play, provided that the cards' requirements are filled.

Card Types
The game features five types of cards: Creature, Spell, Counter, Equip or Arena, each with their own specifications and uses.

Creature Cards
Creature cards are summoned by each player to attack the opposing player's creatuess or VP, or defend against the opponent's attacks. Each creature represents a certain subset (Wyvern, White Mage, Dark Mage, Elf, etc.), and typically has a set amount of Attack and Defense points (usually a value between 100 and 800, creatures with 850-950 points were later introduced in later expansion sets), which are used to determine the results of battles. Certain Creature cards also have special abilities and effects that can prove to be useful in certain specific situations.

Players can place their Creature cards in the Offense position, when they plan to use their creature for attacking, or in the Defense position (by rotating the card 90 degrees, as with tapping mana) when they plan to have the creature defend against enemy attacks. Players can also place Creature cards face up, for instant usage, or face down, when they seek to catch their opponents off-guard and take them by surprise.

Spell Cards
Spell cards are magical spells with a variety of effects, which can range from replenishing lost VP, to directly attacking the players, to reviving destroyed monsters, to clearing the opponent's Main Sub slots, among other effects. They can be played from the hand during a player's turn or placed faced down for activation on a later turn.

Spell cards come in four varieties:


 * Basic Spell cards have a single, one-time effect before they go to the graveyard.
 * Constant Spell cards have effects that remain in play after activation to provide a lasting magical effect until they are destroyed. (usually by a Spell or Counter)
 * Dual Spell cards can be used as both a Basic Spell card or played as if it were a Counter card.

Counter Cards
Counter cards are placed on the Sub zone face-down in advance and activated in response to certain criteria, such as an opponent's attack. Their effects range from negating an opponent's attack, reflecting the player's sustained damage onto them or granting them debuffs that severely weaken their creatures. Counter cards are some of the most reliable cards in the entire game, due to their low Mana cost and powerful effects.

Counter cards come in three varieties:


 * Basic Counter cards have a single, one-time effect before they go to the graveyard.
 * Constant Counter cards have effects that remain in play after activation to provide a lasting magical effect until they are destroyed. (usually by a Spell or Counter)
 * Negate Counter cards are Counter cards that are built specifically to negate certain types of Spell cards.

Equip Cards
Equip cards are cards that have to be "equipped" to a face-up monster on the field (hence the name) in order to take effect, after which they then give several advantages to the monster, such as increased Attack and/or Defense points, or immunity from certain types or attacks or spells.

Equip cards are usually specific to a certain type of creature, and cannot be used to a creature of another type. For example, the "Enchanted Pearl", which is made for White Mage-type creatures, cannot be used by Wyvern-type creatures.

Arena Cards
Arena cards are able to change the entire state of play for its controller's or for both players' side of the field, giving several advantages towards cards of a certain Realm. Only one Arena card can be activated at a time, but players can use certain Spell cards to "override" the effect of Arena cards. There are five basic Arena cards, each representing one of the five Realms of Kessenju:


 * Sunlit Ruins (☀️)
 * Dreary Wasteland (💀)
 * Parched Desert (🔥)
 * Vast Oasis (💧)
 * Beautiful Forest (🌳)

Mixed Arena cards were introduced in later expansion sets, and give out advantages to cards from two Realms at once.

The Five Realms
Each card in Kessenju belongs to one of five "Realms": the Realm of Light (☀️), the Realm of the Dark (💀), the Realm of Water (💧), the Realm of Fire (🔥) and the Realm of the Earth (🌳). Each Realm. The concepts behind each of the colors of the Five Realms are as follows:


 * The Realm of Light (☀️) represents light, the beacon of peace and order.
 * The Realm of the Dark (💀) represents darkness, a symbol of death and despair.
 * The Realm of Water (💧) represents water, and its inherent trickery and playfulness.
 * The Realm of Fire (🔥) represents fire, as well as its sheer power and supremacy.
 * The Realm of the Earth (🌳) represents nature, the source of life and evolution.

Besides illustrating their philosopy, the five Realms of Kessenju also represents their individual strenghts and weaknesses, as well as their opposition against one another.


 * Light (☀️) defeats the Dark (💀)
 * Dark (💀) contaminates the Water (💧)
 * Water (💧) douses the Fire (🔥)
 * Fire (🔥) burns the Earth (🌳)
 * Earth (🌳) absorbs the Light (☀️)

Most cards in Kessenju represent a single Realm, shown along the card's border. The cost to play them requires some mana from said Realm and potentially any amount of mana from any other Realm. Hybrid cards were introduced in later expansion sets and their borders are usually a mix of the colors of the two Realms they represent. Their casting cost requires mana from at least two different Realms.

The Five Realms of Kessenju can influence deck construction choices, with hybrid and multi-color decks being common in professional play so as to cover each others' weaknesses. There are no limits to how many colors can be in a deck, but the more colors in a deck, the more difficult it may be to provide mana of the right color.

Product Information
Kessenju trading cards are available in starter decks, structure decks, booster packs, collectible tins, and occasionally as promotional cards.

As in all other trading card games, booster packs are the primary avenue of card distribution. Typically, at least five or nine random cards are found in each booster pack, depending on the expansion set and each set usually contains a larger number of cards, typically around 100-150 different cards per set.

Some cards in the TCG have been released by other means, such as being bundled with video games and issues of Comic BomBom. These cards are often exclusive and have a special type of rarity or are never-before-seen to the public.

Expansion Sets
In its three years of existence in North American market, Kessenju has has had 11 expansion sets released. A 12th expansion set, "Infinite Darkness", was planned for a 2008 release, before Topps had dropped the Kessenju distribution license in November of 2007.

However, this is not the case in Japan, where Kessenju continued to thrive, and is still going strong up to this day, with expansion sets released every three months, on a near-regular basis. From its launch in December 5, 2001 up until at least 2019, there have been over 100 expansion sets released for the Japanese Kessenju TCG.

US Expansion Sets
Note that this list only denotes expansion sets that were released for the US version of the game, which were distributed by Topps, and ran porduction from 2004 to 2007.


 * Ultimate Battle Beasts (August 19, 2004)
 * Dragons' Uprising (November 14, 2004)
 * Great Mage Strife (February 25, 2005)
 * Warriors and Berserkers (April 20, 2005)
 * Primordials (July 6, 2005)
 * Undead Night (October 18, 2005)
 * Amalgamation (January 19, 2006)
 * Warriors of the Sky (May 2, 2006)
 * Turbulent Sea (September 23, 2006)
 * Undying Flame (January 11, 2007)
 * Guide of Light (June 2, 2007)

Manga
The Kessenju manga series was written by Hideki Terasaki, and published by Kodansha, in their Comic BomBom magazine. The original manga series ran from 2000 to 2006, and was compiled into 16 tankoubon volumes. It was then followed by Kessenju REVOLUTION, which ran from 2006 to 2010, which was later followed by Kessenju VICTORY, which ran from 2011 to 2013, after which, the manga took a hiatus until returning in 2015 with Kessenju CLASH, which ran from 2015 up until 2018. There have also also spinoff manga unrelated to the main series. As of this writing, the current ongoing series is Kessenju ACES, which began in April 24, 2019.

The Kessenju manga ran in Comic BomBom up until the magazine's discontinuation in December 2007, after which it moved to Kadokawa Shoten's KeroKero Ace, where it stayed for 6 years until that too was discontinued in 2013. As of this writing, the Kessenju manga is currently published in Shogakukan's CoroCoro Comic magazine. As of this writing, none of manga series have been licensed for the U.S., though fan-made scanlations do exist.

Anime
Main article: Kessenju!: Ultimate Battle Beasts

The first television series, titled simply as Kessenju! originally premiered in Japan on July 20, 2003 and ran until November 26, 2006, spanning three seasons throughout its run. It was then followed by a sequel series, Kessenju REVOLUTION, a sequel series taking place in an alternate timeline which premiered on 2007. REVOLUTION spanned three seasons up until it was concluded in 2010, after which it was succeeded by Kessenju VICTORY, a direct followup to REVOLUTION, spanning three seasons from 2011 to 2014. VICTORY was then followed up by Kessenju CLASH, which ran from 2016 until 2019, spanning three seasons. An animated adaption of Kessenju ACES has been slated for the Summer 2020 anime season. In 2015, a four-episode OVA adaption of Kessenju DD was released.

All three seasons of the first series were licensed for English adaptation, broadcast, and release by Nelvana. Nelvana's dub of the series, entitled Kessenju!: Ultimate Battle Beasts in order to maych the card game's localized name, features several visual edits and name changes, in order to better suit an American audience. The series was broadcast on the sibling cable channel YTV in Canada and in ABC Family in the United States in 2004. Nelvana later dropped the license in late 2007 due to dwindling viewership numbers, with the company opting not to license the sequel series Kessenju REVOLUTION.

Video Games
Main article: Kessenju video games

Over the years, ACS has published several games based around the Kessenju franchise, mostly ranging from digitized conversions of the card game, to role-playing games featuring characters from the various Kessenju manga and anime series.

Light Novel
Kessenju DD: Duel Diary is a spinoff light novel series written by Hideaki Terasaki for ACS' DokiDoki Bunko light novel imprint, published from 2007 to 2011. It is a sequel to the original manga series, starring the main cast, now having grown up as teenagers, as they rediscover their passion for the game. As it is intended for a much older target demographic than the manga, which was intended for the kodomo demographic, Kessenju DD features several darker elements than its original source material.