name: Dark
card_text: Each player draws 1 card, then each player discards 1 card.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_HANDES + CATEGORY_DRAW)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsPlayerCanDraw(tp, 1) and Duel.IsPlayerCanDraw(1 - tp, 1)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_HANDES, nil, 0, PLAYER_ALL, 1)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, PLAYER_ALL, 1)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local h1 = Duel.Draw(tp, 1, REASON_EFFECT)
  	local h2 = Duel.Draw(1 - tp, 1, REASON_EFFECT)
  	if h1 > 0 or h2 > 0 then
  		Duel.BreakEffect()
  	end
  	if h1 > 0 then
  		Duel.ShuffleHand(tp)
  		Duel.DiscardHand(tp, aux.TRUE, 1, 1, REASON_EFFECT + REASON_DISCARD)
  	end
  	if h2 > 0 then
  		Duel.ShuffleHand(1 - tp)
  		Duel.DiscardHand(1 - tp, aux.TRUE, 1, 1, REASON_EFFECT + REASON_DISCARD)
  	end
  end
  
  
source_text: Dark
  Each player draws 1 card, then each player discards 1 card.
target_text: -- Dark
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_HANDES + CATEGORY_DRAW)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsPlayerCanDraw(tp, 1) and Duel.IsPlayerCanDraw(1 - tp, 1)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_HANDES, nil, 0, PLAYER_ALL, 1)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, PLAYER_ALL, 1)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local h1 = Duel.Draw(tp, 1, REASON_EFFECT)
  	local h2 = Duel.Draw(1 - tp, 1, REASON_EFFECT)
  	if h1 > 0 or h2 > 0 then
  		Duel.BreakEffect()
  	end
  	if h1 > 0 then
  		Duel.ShuffleHand(tp)
  		Duel.DiscardHand(tp, aux.TRUE, 1, 1, REASON_EFFECT + REASON_DISCARD)
  	end
  	if h2 > 0 then
  		Duel.ShuffleHand(1 - tp)
  		Duel.DiscardHand(1 - tp, aux.TRUE, 1, 1, REASON_EFFECT + REASON_DISCARD)
  	end
  end
  
  