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Card game

Union Arena

Every anime you like, one rules set. Two rows of characters, a life stack full of triggers.

Publisher
Bandai
Deck
50 cards from a single licence, up to 4 copies of a card
Board
A Front Line that fights and an Energy Line that pays
Win by
Emptying the opponent's life stack, then landing one more hit
On aquilo.gg
Collect-only, ingested through the apitcg feed

On aquilo.gg

Union Arena packs here pull from real published sets through the apitcg feed.

What Union Arena actually is

Union Arena is Bandai's crossover card game: one set of rules, and a long list of anime and game licences printed into it. Jujutsu Kaisen, Hunter x Hunter, Code Geass, Bleach, Demon Slayer and many more each get their own cards, and a deck is built from a single licence.

The board is the interesting part. Your characters sit in one of two rows: the Front Line, where they can attack and be attacked, or the Energy Line, where they generate the action points that pay for everything. Moving a character between those roles is the central decision of every turn.

  • Your life is a stack of cards. When you take damage, cards leave it, and many of them have trigger icons that fire on the way out.
  • Action Points (AP) are your resource, and your own characters produce them.
  • Raid lets you play a stronger version of a character on top of one already in play, which is the game's big swing turn.
  • Games are quick and aggressive, and the licences do not mix, so your favourite show is a deck rather than a splash.

Reading a card

  • Character: a body. Cost in AP, battle power, and an ability. Lives in the front line or the energy line.
  • Event and Field cards: one-shot and persistent effects.
  • Colour and licence: your deck is built inside one licence, and colours within it gate certain cards.
  • Trigger icons: printed on cards, and they matter when the card is revealed from your life stack rather than played from hand.
Trigger icons are free value

A card leaving your life stack can draw you a card, add energy, activate a character or set up a raid. Losing life hurts, and it hands you resources. That is the comeback mechanic.

How a turn works

  1. 1

    Start and ready

    Ready your rested cards and resolve start-of-turn effects.

  2. 2

    Draw

    Draw for the turn.

  3. 3

    Gain AP

    Your energy line and the turn structure give you action points to spend.

  4. 4

    Main phase

    Play characters into the front line or the energy line, play events, use abilities, and raid a character with a stronger version of themselves.

  5. 5

    Attack

    Send front line characters at the opponent's front line characters, or straight at the opponent to strip their life stack.

  6. 6

    End

    End-of-turn effects, then pass.

Do not stack everything in one row

All front line and you cannot pay for anything next turn. All energy line and you have nothing attacking or defending. Every good Union Arena turn is a decision about that split.

Building a deck

  • 50 cards, all from one licence, up to four copies of a card by name.
  • Balance cheap characters that can hold the energy line against the expensive ones that win fights.
  • Include raid targets and the cards that raid onto them, or your big turns never happen.
  • Watch the colour requirements inside your licence: they are the real constraint on a two colour build.
Starter decks are complete

Each licence gets starter decks that are legal and playable out of the box, and they are the cheapest way to find out whether you like the game.

Formats and sets

  • Standard constructed with a banned and restricted list Bandai maintains.
  • Sets are per licence, released in waves, with starter decks alongside boosters.
  • Shop level organised play is the main scene, growing into regional events.
  • Chase cards are the alternate art and special rarity prints of headline characters.
Rules accuracy

AP gain, life stack size and some timing details have been clarified across releases. The official rulebook is free and current, and it is the right authority before a tournament.

A crossover with no crossover

Union Arena is unusual: it is a crossover product where the stories never actually cross over. Each licence keeps its own cast, its own art and its own deck, and the shared thing is the rules set rather than a plot.

  • That is a deliberate design: it means a Jujutsu Kaisen fan and a Hunter x Hunter fan can play each other without either franchise being bent out of shape.
  • Card art is taken straight from the anime and manga, which makes a binder page read like a highlight reel.
  • Because the rules are shared, learning one licence teaches you all of them.
  • Newer licences keep arriving, so the "what is in this game" list is genuinely a moving target.

Collecting it here

Union Arena on this platform is collect-only: real cards from real sets, pulled through the apitcg feed.

  • Open packs from the card shop in Discord.
  • Cards land in your public binder on the website.
  • Duplicates feed trading and set completion.
  • Bolts only. Nothing here costs real money.

Where to go next

  • The official Union Arena site for the rulebook, licence list and current banned list.
  • The official card database for searching printings.
  • Ask in our Discord if you want to know which licence plays the way you like.

Sources and further reading

Where this came from, and where to check anything that has changed since.

Stuck on something?

Stuck on a step? There is always someone in the community chat who has already made the mistake you are about to.

Ask in chat