How-To-Play 2.0
Rules and additional Information
Setting Up The Game-Lay out the map
-Next, each player chooses their pieces. (5,10,15, etc...) The amount is up to the players discretion, size is normally proportional to map size.
*Each player must have an equal size team.
*Note: each character game piece has an accompanying character card that represents the pieces stats on the board.
-Each player chooses a color for their game pieces bases.
-Now each player rolls a dice to see who places the first character piece. Then players take turns placing their character pieces one at a time.
*The first piece must be placed within 2 spaces from the maps border.
*Each following piece must be placed adjacent to another of your pieces.
*Minimum distance between enemy set-ups is up to the players, and may influence length of game time.
-Lastly, each player rolls to determine whose turn it is first.
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Taking Turns
*The player whose turn it is is the "Attacker", everyone else are "Defender(s)"
-Player Starts their turn with all their alive cards laid before them stat-side up.
-Each turn you may move any number of your pieces. From none to all.
-When you decide to move a piece it becomes active and you may use an activated-skill to attack an enemy. Attacking will exhaust the card. Therefore, you cannot attack and then move.
*Only one piece may be active at a time.
*When a piece becomes exhausted, put a red gem on its card.
-Exhausted: When a card becomes exhausted it has a red gem placed on it, a card with a red gem on it may not take anymore actions this turn.
-When a piece dies flip its card over and remove the piece from the board.
-Dead: When a card is flipped over into illustration up position, it is dead an can take no more actions from the rest of the game.
*A piece dies when its health is reduced to 0.
-Your turn ends when all your cards are either exhausted or dead. Or if you declare your turn done before the previous condition is met.
-When it becomes your turn again, remove all red gems from your cards.
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Game Variants
Elimination: In this variant, the goal is to eliminate all Enemy pieces and be the last player standing. Do this and you win.
*When all your pieces are dead, you are eliminated.
Kill Count: In this variant players set a kill goal for all players (5,10,20,etc...). When one of you pieces kills an enemy piece you get +1 to your kill count.
*When your kill count reaches the kill goal, you win.
Assassination: In this variant each player declares one of their pieces as their "King" before the games starts. When your "King" dies you're eliminated from the game.
*The last player with their "King" alive wins.
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Declaring an Attack.
-Once per turn each piece may use an activated-skill to attack. After the attack resolves, the card becomes exhausted.
-Only one piece may be active at a time. You can only declare an attack with the active piece.
-You cannot attack an enemy who is out of line of sight. (LOS)
*Spaces like Mountain break line of sight.
Initiative (Who hits first)
-When attacking it gives both the Attacker and Defender a chance to hit each other for damage.
-When you declare an attack, the Attacker has initiative by default.
-If the attacking piece doesn't kill the defending piece then the defending piece gets to attack the initiating piece back.
Hit and Evasion
- Any time a piece attacks, both players roll a d20.
- The attacking piece's player adds their rolled number to the characters HIT number.
- The defending piece's player adds their rolled number to the characters EVA number.
- If the sum for the HIT is higher, the attack connects dealing damage.
- If the sum for the EVA is higher, the defending piece dodges avoiding all damage.
Crit Chance
- Before you calculate damage on a successful HIT, the attacking piece rolls a d20 again.
- This time add the rolled number to the cards CRIT.
- If the sum is 21 or higher, the attack hits for double the damage.
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2 Types of Damage
- The weapon type is indicated by the icon next to the skill.
- Addition numbers "+3" in skill text are added to the Base stat STR or MAG. STR for Physical skills. MAG for Magical skills.
Physical: Damage dealt by melee and ranged weapon skills (swords, bows, daggers, axes, etc...)
Ex: (axe picture) "Helm Splitter +3"
Magical: Damage dealt by magical weapon skills (staffs, orbs, tomes, wands, etc...)
Ex: (book picture) "Lightning Strike +2"
*Sometimes a skill will be labeled with the type of damage it deals if it's not standard.
Example: "Flaming Strike +2" with a sword weapon may deal magic damage even though a sword is normally a Physical Weapon. The skill will read (MagDmg) somewhere in the text.
2 Types of Resistance
- The Resistance type is indicated by the icon next to the skill
- Addition numbers for these skills go to either DEF or RES.
Defense: Resists damage to Physical attacks (Picture of a shield)
Ex: (shield picture) "Tower Guard +2"
Resilience: Resists damage to Magical attacks (Picture of a cloak)
Ex: (cloak picture) "Arcane Ward +3"
Weapon Skill Range
- The weapon type is indicated by the icon next to the skill.
Melee Weapons: 1 space (adjacent) range. (Swords, Daggers, Axes, etc...)
Range Weapons: 2 space range. (Bows)
Magic Weapons: 1 or 2 space range. (Staffs, Wands, Tomes, etc...)
*Sometimes a skill will be labeled with its range. If the range of the weapon is not standard.
Example: "Axe Throw" with an Axe weapon may say (ranged) somewhere in the text if it attacks at a range of 2 spaces. aka Range Weapons range.
OR
Example: "Voodoo Stab" with a Dagger weapon may say (Mrange) somewhere in the text if it attacks at a range of 1 or 2 spaces. aka Magic Weapons range.
Calculating Damage
- When Physical damage is being dealt:
The attacking pieces total STR minus the defending pieces DEF = Damage dealt to the defending piece.
- When Magical damage is being dealt:
The attacking pieces total MAG minus defending piece RES = Damage dealt to the defending piece.
Example: 12Str - 8Def = 4 damage dealt.
Keeping track
Using a piece of paper to write down damage.
ex:
Karl Drogo: 18hp>13hp>10hp>5hp>Dead
Kal-El: 14hp>10hp>12hp
OR
You can also use 20 sided dice placed on top of the card to indicate how much health it has left.
OR
Your own creative way.
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