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Inazuma Eleven Trading Card Game (イナズマイレブンTRADING CARD GAME, Inazuma Irebun Trading Card Game, lit. Lightning Eleven Trading Card Game), also known as Inazuma Eleven TCG (イナズマイレブンTCG, Inazuma Irebun TCG, lit. Lightning Eleven TCG), is a tabletop card game produced by Takara Tomy, featuring cards of various characters and hissatsu techniques from the Inazuma Eleven series.

Information[]

Elements[]

There are four base card Elements (属性(ぞくせい), Zokusei; dub: Attributes) that denote which skills they're best at.

  • Hotblooded Hotblooded (熱血(ねっけつ), Nekketsu; dub: Power) cards are red and have strong hissatsu techniques.
  • Gale Gale (疾風(しっぷう), Shippū; dub: Speed) cards are green and have weak techniques, but are able to evade with their abilities.
  • Organized Organized (組織(そしき), Soshiki; dub: Teamwork) cards are purple and are often high level, using combination techniques.
  • Specialized Specialized (特殊(とくしゅ), Tokushu; dub: Tactic) cards are blue and use tricky moves to confuse opponents. The Specialized cards can only be found in expansion packs.

There are also No Element (無属性(むぞくせい), Muzokusei) cards, which are gray.

Later installments also added Lightning Lightning (イナズマ, Inazuma) cards, which are yellow and excel in every category and 2-Element Cards (()属性(ぞくせい)カード, Ni-Zokusei Kādo), allowing for a card to have a combination of two elements.

Card types[]

Field Character (フィールドキャラクター, Fīrudo Kyarakutā; dub: Starting Characters)
Illustrative card Description
The main cards of the deck, only 10 can be used in a deck. They're placed in the Field Character's pile and no characters can share a name.
Features
  • Element (属性(ぞくせい), Zokusei; dub: Attribute): One of four traits most characters and hissatsu techniques belong to.
  • Position (ポジション, Pojishon): The position the character plays, they can only be placed on the Field section of the same position.
  • Team (チーム, Chīmu): The team which the player is from. It denotes which characters can assist the other.
  • Ability (能力(のうりょく), Nōryoku): Various effects the card can use during the phase.
  • Break Points (ブレイクポイント, Bureiku Pointo; dub: Skill Points): Abbreviated as BP (BP; dub: SP), they represent the character's soccer skill. BP is compared against the opponent's to win exchanges, with the higher number winning.

Level Character (レベルキャラクター, Reberu Kyarakutā; dub: Reserve Characters)
Illustrative card Description
Level Characters are stronger versions of Field Characters, or additional players to be added to the match. When subbed on, they can either fill an empty space on the Field or be placed over a character of the same name to be in the Burning State.
Features
  • Level (レベル, Reberu): This determines what turn the character can be played on and the level of hissatsu techniques they can use. They cannot be used if the level is over the turn number.
  • Ability (能力(のうりょく), Nōryoku): Various effects the card can use during the phase.
  • Burning Break Points (バーニングブレイクポイント, Bāningu Bureiku Pointo; dub: Fired-up Skill Points): Abbreviated as BBP (BBP; dub: FSP), they are used instead of BP when a character is in the Burning State.
  • Assist Points (アシストポイント, Ashisuto Pointo): Abbreviated as AP (AP), they are used when a character assists another, adding AP to another character's SP.

Goalkeepers (ゴールキーパー, Gōrukīpā)
Illustrative card Description
Goalkeepers function the same as Field Characters, there can only be one in a deck and can only be placed in the Goal Zone.
Features
  • Element (属性(ぞくせい), Zokusei; dub: Attribute): One of four traits most characters and hissatsu techniques belong to.
  • Position (ポジション, Pojishon): The position the character plays, they can only be placed on the Field section of the same position.
  • Team (チーム, Chīmu): The team which the player is from. It denotes which characters can assist the other.
  • Ability (能力(のうりょく), Nōryoku): Various effects the card can use during the phase.
  • Break Points (ブレイクポイント, Bureiku Pointo; dub: Skill Points): Abbreviated as BP (BP; dub: SP), they represent the character's soccer skill. BP is compared against the opponent's to win exchanges, with the higher number winning.

Hissatsu techniques (必殺技, Hissatsu waza; dub: Super Techniques)
Illustrative card Description
Improve characters' BP and use effects to strengthen plays.
Features
  • Level (レベル, Reberu): This determines what turn the character can be played on and the level of hissatsu techniques they can use. They cannot be used if the level is over the turn number.
  • Hissatsu Technique Nature (必殺(ひっさつ)(わざ)(せい), Hissatsu Waza Sei; dub: Requirement): The player must have a character of each attribute on the card to the hissatsu technique.
  • Ability (能力(のうりょく), Nōryoku): Various effects the card can use during the phase.

All cards also indicate their card name, card type, flavor text, collector's number, and rarity.

Rarity[]

All cards, regardless of type or set, come with an assigned rarity. A card's rarity is identified by a soccer ball icon located next to the collector's number at the bottom of the card.

Within the expansion packs, cards can be one of five rarities, each rarity having its own distinct icon and card design. Lightning Rare was introduced starting with the IE-07 expansion, and primarily consists of cards with the Lightning element.

In localized versions, the uncommon rarity is absent, with those card's rarity being changed to common.

Rarity Illustrative card Card design
Common (コモン) Black border, standard print
Uncommon (アンコモン) Black border, foil print
Rare (レア) Silver border, foil print
Super Rare (スーパーレア) Gold border, standard print
Lightning Rare (イナズマレア) Gold border, foil print

Prebuilt decks and promo cards all share the same rarity icon regardless of card design, consisting of a regular soccer ball with an orange "Y" or "P" respectively. 12-pack cards also share the "Y" design with prebuilt decks.

Playmat[]

Field playmat.
Field playmat.

Field (フィールド, Fīrudo): The Field is the playmat where the cards are placed when playing the game. Each player has access to one half of the Field where they place their characters. Each side is split between two components.

  • Sides (サイド, Saido): Two vertical lines on the Field. Only one can be chosen when attacking, with the player's opponent having to chose their corresponding Side to defend. Only the Forward and Midfielder are used when attacking while Midfielder and Defender are used when defending.
  • Lines (ライン, Rain): Three horizantal lines on the Field. These are split between Forward, Midfielder, and Defender. Only players with the corresponding positions can be placed there.

Goal Zone (ゴールゾーン, Gōru Zōn): The Goal Zone is outside of the Field and only the Goalkeeper is placed there. The Goalkeeper is considered not to be on the Field.

Bench (ベンチ, Benchi): This is where characters are placed to be added onto the Field later. One player that is in play can be moved to the Bench during each strategy phase. At the end of each turn, reserve players are returned to the Bench and put in the Exhausted State (消耗(しょうもう)状態(じょうたい), Shōmō Jōtai) by turning the card sideways.

Other areas needed but not noted on the playmat are the:

  • Deck (山札(やまふだ), Yamafuda): Where card are drawn from.
  • Discard (捨札(すてふだ), Sutefuda): Where cards that are no longer in play are placed.
  • Field Character Pile (フィールドキャラクター(ふだ), Fīrudo Kyarakutā Fuda; dub: Starting Characters Pile): Where the 10 starting Field Characters are placed.
  • Out Pile: Where Field Characters are placed when removed from the Field at the end of each round.

Mechanics[]

Burning State (バーニング状態(じょうたい), Bāningu Jōtai; dub: Fired-up) is a mechanic that occurs when placing a Level Character over a Field Character. The character can then use their BBP instead of their BP, as well as use Abilities only available in Burning State. The cards are considered as one card, and only the information from the top card can be used.

Character Abilities are different traits characters have between each other which give effects during the phase they're used in. Some Abilities can only be used on the Bench or in the Burning State and will be noted with an icon of a bench or flame. Some Abilities have a cost to be used, like discarding a card from the player's hand before they can be used. Unless the card states otherwise, the player can use them more than once per turn. Some Abilities can only be used on a certain phase and will be indicated on the card.

Assist is when the player discards a Level Character from their hand to increase the BP of one of the characters active on the Field. The character discarded must share the same element or team as the player receiving the Assist. The additional BP is kept until the end of the phase. Goalkeepers cannot receive an Assist.

How to play[]

Each game has 3 rounds which have 2 turns each, with each player having a turn of attacking and defending. The starting player is determined via coin flip. At the end of the 6th round, the player with the most goals wins. Alternative winning conditions involve having the player's opponent run out of cards or winning a PK Shootout when there's a tie.

In order to play the game, the player must have a deck of at least 30 cards. 10 of these cards have to be Field Characters and they must have exactly 1 goalkeeper. The other cards can be made up of Level Characters and Hissatsu techniques cards. The player cannot have a deck with more than 3 cards of the same name, and they cannot include more than 1 Field Character with the same name.

Strategical Phase[]

The Strategical Phase (作戦(さくせん)フェイズ, Sakusen Feizu; dub: Strategy Phase) occurs at the start of each round, where players draw 5 cards and place their Goalkeeper in the Goal Zone and at least 2 Field Characters on the Field. They are not allowed to see how their opponent places their characters until both have finished. Once the set-up is done, they draw a card from the deck.

Once the Field is set, the attacking player can pick one Level Character that can be placed from the hand onto the Bench face-up. The defending player can then do the same. If the player has a reserve player on the Bench with the same name, they can put the character in the Burning State instead.

When attacking, the player can choose up to 2 Level Characters to move onto the Field, either on an empty position or to put a Field Character in the Burning State. The defending player can then do the same.

Breakthrough Phase[]

The Breakthrough Phase (突破(とっぱ)フェイズ, Toppa Feizu; dub: Attack Phase) has the attacking player choose a Field side to attack from. They can play a hissatsu technique, Assist, or use a character's Ability to increase their SP. The defending player can then do the same. The attack combines all the BP of the participating cards and compares it with the defending player's participating cards. The side with the higher number wins.

Playing a hissatsu takes the card from the player's hand and places it next to the Field. All the characters on the Field's attributes count towards hissatsu requirements. Only the characters participating in the attack or defense will have their BP added. When a technique is used, the card goes into Discard.

Playing an Assist requires the player to place a Level Character from their hand into Discard, adding its AP to the BP of one of the participating characters. Assists can only be used on characters from the same team or sharing the same attribute. Effects from techniques and Assists only last until the end of the Breakthrough Phase.

Shoot Phase[]

If the attacker succeeds in the attack, they move into the Shoot Phase (シュートフェイズ, Shūto Feizu; dub: Shooting Phase) and both players draw a card. The attacking player chooses one of the cards that participated in the attack to be the Kicker (キッカー, Kikkā), and the defending player's Goalkeeper is pitted against them.

The attacking player can use a hissatsu technique, Assist, or Ability. The defending player can then do the same, bar Assists. After applying these effects, each player draws a Burning Chance (バーニングチャンス, Bāningu Chansu; dub: Last Chance), where each player flips over the top card of their deck and adds 100x to the Level of that card to the shooting player and goalkeeper's BPs.

Adding together all the BPs, the Kicker and Goalkeeper's BP are compared. If the Kicker's BP is higher, they score, but if the Goalkeeper's BP is higher, they stop the shot. If the BP is tied, players must perform another Burning Chance until there is a winner.

At the end of the shooting phase, all cards used for techniques and Assists are placed in Discard. The Burning Chance card used to score a goal is placed face-down to the left of the Goalkeeper to denote a goal scored. Any other cards used in the Burning Chance are added to the bottom of their deck in any order.

End Phase[]

At the End Phase (終了(しゅうりょう)フェイズ, Shūryō Feizu), the Level Characters used on the Field are placed sideways on the bench, showing that they are exhausted. Exhausted cards cannot be played on the Field. Once the player gets to the End Phase of the next round, exhausted cards become playable again.

All Field cards used in the round are moved the the out pile. The defending player now becomes the attacking player for the next turn.

At the end phase of the 3rd round, the player with the most goals wins. If there is a tie, the winner is decided by PK Shootout ((ピー)(ケー)(せん), PK Sen; dub: Penalty Shootout).

PK Shootout[]

Each player flips the top card of their deck, and the player with the higher-Level card scores a goal. This is repeated 5 times and the player with the most goals wins. If the cards flipped are of equal Level, then no goals are awarded. If the goals are tied after 5 flips, the flips continue until there is a winner. If a player runs out of cards during the flips, they lose the game.

List of sets[]

Expansion packs[]

Code Pack Name No. of cards Release date
IE-01 (pack)
1-1 (cards)
FF (dub)
Football Frontier Arc 1st Part
(フットボールフロンティア編第1弾)
dub: Football Frontier
100 November 15th 2008
IE-02 (pack)
1-2 (cards)
Football Frontier Arc 2nd Part
(フットボールフロンティア編第2弾)
68 March 28th 2009
IE-03 (pack)
2-1 (cards)
Threat of the Invaders Arc 1st Part
(脅威の侵略者編第1弾)
58 June 20th 2009
IE-04 (pack)
2-2 (cards)
Threat of the Invaders Arc 2nd Part
(脅威の侵略者編第2弾)
65 August 29th 2009
IE-05 (pack)
2-3 (cards)
Threat of the Invaders Arc 3rd Part
(脅威の侵略者編第3弾)
68 October 31st 2009
IE-06 (pack)
2-4 (cards)
Threat of the Invaders Arc 4th Part
(脅威の侵略者編第4弾)
69 December 19th 2009
IE-07 (pack)
3-1 (cards)
Challenge to the World Arc 1st Part: Gather! Inazuma Japan!
(世界への挑戦編第1弾 集結!イナズマジャパン!)
68 March 27th 2010
IE-08 (pack)
3-2 (cards)
Challenge to the World Arc 2nd Part: Gather! FFI!!
(世界への挑戦編第2弾 集結!FFI!!)
64 May 21st 2010
IE-09 (pack)
3-3 (cards)
Challenge to the World Arc 3rd Part: Gather! Fire Dragon!
(世界への挑戦編第3弾 集結!ファイアードラゴン!)
64 July 16th 2010
IE-10 (pack)
3-4 (cards)
Challenge to the World Arc 4th Part: Gather! New Rivals!
(世界への挑戦編第4弾 集結!新たなるライバル!)
64 September 17th 2010
IE-11 (pack)
3-5 (cards)
Challenge to the World Arc 5th Part: Gather! Spacetime-Transcending Battle!
(世界への挑戦編第5弾 集結!時空を超えた戦い!)
72 December 9th 2010
IE-12 (pack)
3-6 (cards)
Challenge to the World Arc 6th Part: Gather! World Summit Showdown!
(世界への挑戦編第6弾 集結!世界頂上決戦!)
64 February 24th 2011

Prebuilt decks[]

Code Box Name Contents Release date
IES-01 (box)
Y1 (cards)
S1 (dub)
Kick-Off Starter Set
(キックオフスターターセット)
dub: Football Frontier Starter Set
Pre-constructed deck (41 cards)
Field file (1 volume)
Field paper (3 sheets)
Official start book (1 book)
Quick start guide (1 sheet)
November 15th 2008
IES-02 (box)
Y2 (cards)
All Stars Set Football Frontier Champions Raimon Eleven
(オールスターセットフットボールフロンティアチャンピオン雷門イレブン)
Pre-constructed deck (41 cards)
Field file (1 volume)
Field paper (3 sheets)
Official start book ver1.1 (1 book)
May 30th 2009
IES-03 (box)
Y3 (cards)
All Stars Set Rival Eleven
(オールスターセットライバルイレブン)
Pre-constructed deck (41 cards)
Field file (1 volume)
Field paper (3 sheets)
Official start book ver1.2 (1 book)
July 18th 2009
IES-04 (box)
Y4 (cards)
All Stars Set Shinsei Raimon Eleven
(オールスターセット新生雷門イレブン)
Pre-constructed deck (41 cards)
Field file (1 volume)
Field paper (3 sheets)
Official start book ver1.3 (1 book)
3 linked characters for Inazuma Eleven 2: Kyoui no Shinryakusha
September 19th 2009
IES-05 (box)
Y5 (cards)
All Stars Set Aliea Gakuen
(オールスターセットエイリア学園)
Pre-constructed deck (41 cards)
Field file (1 volume)
Field paper (3 sheets)
Official start book ver1.4 (1 book)
November 28th 2009
IES-06 (box)
Y6 (cards)
Reversible Set Raimon Eleven × Dark Emperors
(リバーシブルセット雷門イレブン×ダークエンペラーズ)
Pre-constructed deck (56 cards)
Field file (1 volume)
BP counter (1 set)
Official start book (1 book)
April 16th 2010
IES-07 (box)
Y7 (cards)
FFI All Stars Set Inazuma Japan
(FFIオールスターセットイナズマジャパン)
Pre-constructed deck (41 cards)
Field file (1 volume)
BP counter (1 set)
Official start book (1 book)
July 16th 2010
IES-08 (box)
Y8 (cards)
Random All Stars Set: Spark
(ランダムオールスターセット スパーク)
Pre-constructed deck (47 cards)
Field file (1 volume)
Rule book (1 book)
October 21st 2010
IES-09 (box)
Y9 (cards)
Random All Stars Set: Bomber
(ランダムオールスターセット ボンバー)
Pre-constructed deck (47 cards)
Field file (1 volume)
Rule book (1 book)
October 21st 2010

12-packs[]

Code Pack Name Release date
TE Ultimate Secret Technique The Earth Set
(究極奥義ジ・アースセット)
February 13th 2010
FFI-1 World Powerhouses Set: Asia Regional Qualifiers Arc
(世界強豪セット アジア地区予選編)
June 25th 2010
FFI-2 Inazuma Japan Combination Techniques Set
(イナズマジャパン合体技セット)
February 10th 2011

Selection packs[]

Code Pack Name No. of cards Release date
IER-01 (pack)
R1 (cards)
Selection Pack 1st Football Frontier Arc
(セレクションパック1stフットボールフロンティア編)
108 February 27th 2010
IER-02 (pack)
R2 (cards)
Selection Pack 2nd Threat of the Invaders Arc
(セレクションパック2nd脅威の侵略者編)
171 August 20th 2010

Promo cards[]

Code No. of cards
P 60
P2 61

Trivia[]

  • It is the only TCG in the Inazuma Eleven franchise to have received localized versions.

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