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This game is designed for 2-4 players. Each player creates a 60 card deck plus 1 AVATAR card. The deck must contain 18 TERRAIN cards, one AVATAR card, and the other 42 cards can be ACTION, EQUIPMENT, EVENT or ALLY cards. There can be no more than 3 of any specific card, unless that card is marked with a * before their name. This marks it as unique, and only one may be placed in the deck (Each player could technically use the same unique card, but only one of that card can be in each players deck). Players will also need to use a token to represent their Avatar's location on the map, several tokens to track effects, and scrap paper or a 20-sided dice to track their health.
Taking turns, each player lays down a TERRAIN card, face down, creating a 6 x 6 grid map ( If more than 2 players are playing, the play area does not change, it will still be a 6 x 6 grid. For 3 players, they would lay down 12 cards each, or 9 cards each for 4 players. Any unused Terrain cards are simply set aside). These cards can be placed down in any order, just as long as they create the 6 x 6 grid. Once the map is created, each player places their token behind the first TERRAIN card on their left hand side. The rest of the cards get placed face down in front of the player and is known as the DRAW stack. Leave room for 2 other stacks of cards. The first is the RECYCLE stack and the other is the DISCARD stack. The RECYCLE stack is where cards go if they are drawn for RANDOMIZER effect. This stack can be shuffled and placed back on the DRAW stack if the DRAW stack is depleted. The DISCARD stack is where any card goes that says DISCARD after use or if the card is otherwise destroyed. If a card is used to generate a RANDOMIZER number, it goes to the RECYCLE stack, even if the card says DISCARD, because it was not used. Each player then draws five cards and places them in their hand.
RANDOMIZER (R). Any time an attack is made, or when a card specifies (R), that means a RANDOMIZER check. To get the RANDOMIZER number, draw the top card from the DRAW stack, and look for the number in the lower right hand corner. That is the RANDOMIZER number. That card then goes to the RECYCLE pile. The same card may have different (R) numbers, but are still considered the same card for the rule of three for DECK creating purposes, as long as the card has the EXACT same name.
| 6 x 6 Grid |
| Avatar |
Draw |
Recycle |
Discard |
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Each player then places their AVATAR token behind the first TERRAIN card to the left of the player. Every AVATAR starts with 20 life, and can be tracked with a 20 sided die, tokens or paper. Youngest player goes first.
| 1 | 2 | 3 | 4 | 5 | 6 |
| 7 | 8 | 9 | 10 | 11 | 12 |
| 13 | 14 | 15 | 16 | 17 | 18 |
| 19 | 20 | 21 | 22 | 23 | 24 |
| 25 | 26 | 27 | 28 | 29 | 30 |
| 31 | 32 | 33 | 34 | 35 | 36 |
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The AVATAR Card: The AVATAR card represents the players Character. Each AVATAR Card has 3 important areas on the card; ATK, DEF, and ABILITES.
ATK is the Avatar's ATTACK ability, or their skill in combat.
DEF is the Avatar's DEFENSE ability, or their ability to resist damage, through toughness or avoidance.
ABILITIES is the Avatar's unique abilities. This is what really makes each Avatar unique. Player abilities and card text supercede any game rules.
TERRAIN cards: Terrain cards are played face down, and are revealed once a player crosses it. When the TERRAIN card is revealed, and each time a player lands on it, any action that is listed on the card is triggered. Some TERRAIN cards can benefit the player, while other ones may hinder or even damage the opponent, so placing the TERRAIN cards strategically could mean the difference between victory and defeat.
ACTION Cards: ACTION cards can be played anytime. When it is played, the effect is immediate, and the card goes to the RECYCLE stack unless otherwise noted on the card. There is a number in the corner of ACTION, EQUIPMENT, EVENT and ALLY cards. This number is the RANDOMIZER number, and is used in lieu of rolling dice to achieve a random number. The RANDOMIZER number can be added to ATK and DEF numbers during combat, or may determine the outcome of another card effect. Action cards take place in the order they are played. For example, if a player plays Lucky Swing (automatic melee hit) then the opponent plays Block (avoid one melee attack), the attack is failed. If the attacker plays another Lucky Swing, and the opponent does not counter, then the attack is successful.
EQUIPMENT Cards: Equipment is any device that can be attached to an AVATAR or can be seeded to a TERRAIN card. This includes ARMOR, WEAPONS and DEVICES. Each AVATAR has 6 locations to add EQUIPMENT.
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Head
Body
Off Hand
Main Hand
Legs
Back
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| HEAD | BODY | BACK |
| M.HAND | AVATAR | O.HAND |
| LEGS | |
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Only one EQUIPMENT card can occupy each slot. The EQUIPMENT card will list what location it is deemed for. Equipment designated for the Hand slots are designated Main Hand and Off Hand. Users can have one of each equiped. EQUIPMENT can only be attached during the players turn. If EQUIPMENT is destroyed, it will go to the discard stack. If the player equips a new piece of equipment, the old equipment is placed on the current TERRAIN location. Any player can retrieve the equipment if they end on that location. When a piece of equipment is used, rotate it 90 degrees. It cannot be used again until that players next resolve phase, unless otherwise stated on the card.
Weapon cards will have two additional stats on them: RNG and DMG. RNG is the RANGE, or how far away the opponent can be to be hit with the weapon. A RNG of 0 means the target must be on the same terrain card as the attacker, this is also considered MELEE range. A range of 1 must be adjacent, 2 or more must be count all cards intersected when determining range. To calculate range, count the cards between the attacker and defender, including the card the target is in. The count cannot go diagonal, so only count the cards by moving left, right, up or down. For Example: Target is standing in terrain card location 14, and the attacker is standing in location 9 (refer to map to the left). The distance between the two is 2. This is because to get from 9 to 14, you would count 1 down and 1 to the left. Let's say the target is in slot 19, and the attacker is still in 9. The distance would be be 4: 1 down, 1 left, 1 down and 1 left. DMG is how much DAMAGE each weapon does after a successful hit.
PISTOLS/RIFLES/BOWS: Any weapon designated a PISTOL, RIFLE or BOW has 4 shots before it is out of ammo. Everytime a PISTOL, RIFLE or BOW is used, the card rotates 90 degrees clock wise. When the weapon card is back in the upright position, it is depleted and turned over face down. If the weapon is reloaded, it returns face up with full charges. If a weapon is unequiped, it remains in the position it was last used, so if another player picks it up, it is in the same state as it was dropped off (even if it is out of ammo).
MELEE: Melee weapons are considered hand to hand weapons, so the opponent must be in the same TERRAIN card to use. Once a MELEE weapon is used, rotate it 90 degrees until that players next resolve phase.
Armor cards will have +DEF stat, which is how much defense it adds. When an AVATAR takes damage, the ARMOR cards receive damage first. If the damage amount exceeds the +DEF rating, that ARMOR is placed in the discard pile, and any residual damage is incurred to the AVATAR. (Example: Avatar gets hit for 4 damage, and has +DF 2 from a helmet. The helmet would be discarded, and the AVATAR would receive the remaining 2 damage). This damage can be spread out through multiple ARMOR cards. If the target had a helmet and kevlar on, the damage would be absorbed by the armor, and the AVATAR would receive no damage. The defender determines how to distribute the damage.
EVENT Cards: An EVENT card is a card that remains in play unless another card removes it. EVENT Cards can only be played during the ACTION phase and affects all players. Multiple EVENT cards can be in play at one time, and their affects can be cumulative.
ALLY Cards: ALLY cards represent people, animals and other characters that can assist the AVATAR. Each ALLY has an ATK and DEF number, similar to an AVATAR, but their rating number is preceded by a +, because it is adding to the AVATARS base numbers. ALLYs may have additional abilities, that can also aid the AVATAR. Each ALLY has it's own HEALTH, represented by HP. During COMBAT, ALLYs absorb damage first, then any armor the AVATAR is using, then finally the AVATAR itself takes damage.
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Each turn is broken down in to phases.
Resolve
Draw
Activity
Combat
Discard
Resolve: The RESOLVE phase is where used equipment is reset, and effect tokens can be removed.
Draw: Pull the top card off the Draw stack and place it in your hand. If the DRAW stack is empty, the player will shuffle their RECYCLE stack and place it face down in the DRAW stack location.
Activity: Activity can consist of the following actions: Move your token to an adjacent card, Equip one piece of Equipment, Seed one piece of Equipment, play an ALLY or play one Event card (Remember, ACTION cards can be played anytime, even during the opponents turn).
Seeding Equipment: A player may take one Equipment card and place it face down under an unoccupied Terrain tile. This is considered Equiping, so a player could not Equip a card to their AVATAR and seed an Equipment card in the same turn. The SEEDED card is revealed when the TERRAIN card is occupied.
Combat: Combat can only be initiated if your opponent is in range of the attack. If the conditions are met for an attack, the attacking player draws a card from the top of the DRAW stack, and adds the RANDOMIZER number to their current ATK number, and add any other numbers that may alter the ATK number (Action, Equipment, Ability, Ally or Event numbers). Your target will draw their own card from their DRAW stack and add their RANDOMIZER to their DEF, and add/subtract any modifiers to their total. If the ATK is >= to the DEF, then the attack is successful. The DMG (DAMAGE) amount is removed from the players total health. If an attacker has no equiped weapon, or is out of ammo, they will deal 1 damage. When a players health is reduced to 0 or less, the character is defeated.
Discard: The last phase is the discard phase. The player must reduce their hand to 5 cards (unless other factors increase their total hand size). Any cards removed this way go back to the RECYCLE stack.
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