Sérieusement, encore un topic créé au mauvais endroit ? Bon, vu qu'on ne parle absolument pas de stratégies mais de règles, je déplace ce topic dans la bonne section ...
Sinon je suis du même avis que Forda. Nous ne somme pas à Magic où l'on ajoute du mana à notre réserve pour éventuellement l'utiliser plus tard pour jouer une carte ou une capacité.
Dans le cas de FFTCG, on génère des CP uniquement pour pouvoir payer le coût d'une carte. La carte est donc jouer immédiatement grâce aux cartes défaussées pour générer des CP. Je dirais donc que les cartes défaussées vont dans la Break Zone après l'arrivé en jeu de la carte.
EDIT : D'après ce que j'ai pu constater dans les Comprehensives Rules, la carte que tu veux jouer est révélée puis on vérifie son coût (qui ne pourra pas changer) et ensuite on le paye ;)
Voilà le détail des Comprehensives Rules:
11.3. Playing a Character
11.3.1. If the turn player has priority during the main phase and the stack is empty, they can play a character on the Field. Playing a character is a special action that doesn't go on the stack. It can't be interrupted by Summons or abilities.
11.3.2. Declare the character being played. Reveal the character from your hand.
11.3.3. If the character requires a choice of effect, declare which effect is used.
11.3.4. If the cost of the character refers to card information, the cost is determined according to this information. If character has optional costs or alternative costs, the player chooses which cost to use. If the cost of the character includes a variable, the player chooses the variable.
11.3.5. If the cost of the character refers to information from other cards, first determine anything that would change that number. Then, apply any effect that would modify the cost.
11.3.6.
11.3.7. If a character distributes its effects to multiple cards or players, the player declares the extent of the effect for each player and card. If a number is distributed across multiple cards or players, each card card must receive a number not smaller than 1000 and only in increments of 1000.
11.3.8. Determine the cost of the character. After this, this cannot change, even if some other change is made due to an effect.
11.3.8.1.1. The color and number on the top left of the card is its cost and the number of CP needed to play it. Discarding a card from your hand produces 2CP of that color. Dulling a Backup produces 1CP of that color. However, Shine and Dark element cards can't be discarded to pay for the cost of a card. You can play a card by paying a number of CP equal to the written number. This must include 1CP of its element. However, Shine and Dark element cards can be played by paying a number of CP equal to the written number without including any CP of the same element. When paying CP, you usually can't generate more CP than needed to pay the cost. However, when paying only by discarding cards, you can generate 1 extra CP, depending on the cost.
11.3.9. The player pays the entire cost at once. They can't pay only a part of the cost.
11.3.10. The procedures up to this point are done and the character has been played on the Field. Auto-abilities triggered when a character enters the Field are activated at this point. The turn player gains priority.
11.3.11. If a character can't be played due to things like rules, abilities or effects, playing the character can't even be attempted.