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RULES

                                            

SETUP

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

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.

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The Cards


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.

  • Head
  • Body
  • Off Hand
  • Main Hand
  • Legs
  • Back
  • HEADBODYBACK
    M.HANDAVATARO.HAND
    LEGS

    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.

    Game Play


    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.

    LORE

    In the far off future, the most exhillarating entertainment spectacle is Einherjar! It is a battle of champions from across the ages! Robotic "Valkyrie" travel through time to locate warriors who have fallen on the battlefield. The Valkyrie upload the fallen warrior's consciousness in to techno-organic Avatars to compete in Arena type combat. Warriors from every era of Earth's past, present and future get to compete in the ultimate battle of skill and wits. Each warrior starts at one end of the battlefield and must make their way to their opponent, gathering weapons and equipment along the way. Whomever is left standing after the battle is the winner!

    CARD LIST
                                                                                                                      
    AVATARS

                      
                        
    1. Modern U.S. Soldier: ATK=4 DEF=4 ABILITIES= -2 ATK on all Melee Weapons, +2 DEF on all ranged attacks.
    2.                   
    3. WWII U.S. Soldier: ATK=5 DEF=3 ABILITIES= -2 ATK on all Melee Weapons.
    4.                   
    5. Cowboy: ATK=3 DEF=2 ABILITIES= +1 ATK on all PISTOL, RIFLE; +1 DEF on all ranged attacks.
    6.                   
    7. Civil War Soldier: ATK=3 DEF=3 ABILITIES= +1 ATK on all Melee Weapons
    8.                   
    9. British Red Coat: ATK=3 DEF=3 ABILITIES= +1 ATK on all Melee Weapons, Plus 1 (R)
    10.                   
    11. Japanese Samurai: ATK=4 DEF=3 ABILITIES= +2 ATK on all Melee Weapons, -2 ATK on all PISTOLS, RIFLES
    12.                   
    13. Medieval Knight: ATK=4 DEF=4 ABILITIES= +1 ATK on all Melee Weapons, -2 ATK on all PISTOLS, RIFLES
    14.                   
    15. Apache Warrior: ATK=5 DEF=2 ABILITIES= +2 ATK on all BOWS
    16.                   
    17. German Nazi Soldier: ATK=4 DEF=3 ABILITIES= -2 ATK on all Melee Weapons.
    18.                   
    19. Cyborg Biker: ATK=4 DEF=3 ABILITIES= +1 ATK on all Melee Weapons
    20.                   
    21. Modern SWAT Team Member: ATK=4 DEF=3 ABILITIES= +1 DEF vs Melee
    22.                   
    23. British SAS: ATK=5 DEF=4 ABILITIES= +1 ATK on all Melee Weapons, Plus 1 (R)
    24.                   
    25. Spanish Conquistador: ATK=3 DEF=3 ABILITIES= -1 ATK on all PISTOLS, RIFLES
    26.                   
    27. Aztec Warrior: ATK=4 DEF=2 ABILITIES= -2 ATK on all PISTOLS, RIFLES, +1 ATK all Melee
    28.                   
    29. Future Shock Trooper: ATK=5 DEF=4 -3 ATK all Melee
    30.                   
    31. Pirate: ATK=3 DEF=2 ABILITIES= If (R) is successful, may steal 1 piece of equiped EQUIPMENT from opponent. Can only be done once per turn, and must be RNG=0.
    32.                   
    33. Archer: ATK=3 DEF=2 ABILITIES= +2 ATK with BOWS, +1 DMG to BOWS
    34.                   
    35. Viking: ATK=5 DEF=3 ABILITIES= Take 2 DMG, add +2 to ATTACK and DMG using MELEE                   
    TERRAIN

    1. Quicksand: RANGE DEF -2, (R)=> 5 to move.
    2.                   
    3. Rocky Outcropping: Range DEF +2.
    4.                   
    5. Thick Brush: Range DEF +1.
    6.                   
    7. Armored Bunker: Range DEF +4, draw the top card from your DRAW pile, if it is an EQUIPMENT card, you may EQUIP immediately. If it is not EQUIPED, then place under Armored Bunker as dropped equipment.
    8.                   
    9. Shallow Pond: RANGE DEF +1.
    10.                   
    11. Trenches: RANGE DEF +3.
    12.                   
    13. Abandoned Building: RANGE DEF +2, draw the top card from your DRAW pile, if it is an EQUIPMENT card, you may EQUIP immediately. If it is not EQUIPED, then place under Abandoned Building as dropped equipment.
    14.                   
    15. Tower: Range ATK +3
    16.                   
    17. Mine Field: (R) =< 5 receive 4 damage.
    18.                   
    19. Tiger Trap: (R) =< 5 receive 2 damage.
    20.                   
    21. Ammo Dump: Restore all weapons to full charge position.
    22.                   
    23. Medic Station: Restore 5 Health.
    24.                   
    25. Open Field. -1 DEF vs Ranged
    26.                   
    27. Forest: Range DEF +2.
    28.                   
    29. Wall: No ranged attacks can be permitted in this area, no range attacks can go thru this area.
    30.                   
    31. Tunnel: No range attacks can be permitted in this area.
    32.                   
    33. Concertina Wire: (R) =< 4 receives 2 damage.
    34.                   
    35. Naseous Swamp: -1 DEF Range, receive 3 FUME Damage.
    36.                   
    37. Hill Top: +2 Range Attack
    38.                   
    39. Junkyard: Retrieve 1 equipment card from the discard pile OR draw until an equipment card appears. May equip the card or drop on location.
    40.                   
    41. Field of Asgard: All attacks +1, DEF +1
    42.                   
    43. The Rainbow Bridge: Move to a discovered (face up) Terrain card
    44.                   
    45. Refreshing Oasis: +2 Health
    46.                   
    47. Peaceful Glade: No attacks can be made in or out of this TERRAIN Card.
    48.                   
    EQUIPMENT

                        
    1. M4: RIFLE RNG=4 DMG=6, Main Hand
    2.                   
    3. M1911 Desert Eagle: PISTOL RNG=2 DMG=4, Main Hand
    4.                   
    5. Tactical Shotgun: RIFLE RNG=3 DMG=8, Main Hand
    6.                   
    7. M249 SAW: RIFLE RNG=4 DMG=7, Main Hand
    8.                   
    9. .357 Magnum: PISTOL RNG=2 DMG=6, Main Hand
    10.                   
    11. Compound Bow: BOW RNG=2 DMG=3 Main Hand
    12.                   
    13. Cross Bow: BOW RNG=3 DMG=4, Main Hand
    14.                   
    15. Flamethrower: RIFLE RNG=2 DMG=5, +1 for 3 additional turns burn damage, Main Hand.
    16.                   
    17. Hunting Rifle: RIFLE RNG=4 DMG=4, Main Hand
    18.                   
    19. Bowie Knife: MELEE RNG=0 DMG=3, Main Hand
    20.                   
    21. AK-47: RIFLE RNG=3 DMG=7, Main Hand
    22.                   
    23. Katana: MELEE RNG=0 DMG=5, Main Hand
    24.                   
    25. Claymore Sword: MELEE RNG=0 DMG=6, Main Hand
    26.                   
    27. Grenade Launcher: RIFLE R=2 DMG=10 Main Hand
    28.                   
    29. Longsword: MELEE RNG=0 DMG=4, Main Hand
    30.                   
    31. Battle Axe: MELEE RNG=0 DMG=4/ RNG=2 DMG=3, Main Hand
    32.                   
    33. ACH: ARMOR DEF +2, Head
    34.                   
    35. Flak Jacket: ARMOR DEF +6, Chest
    36.                   
    37. Combat Boots: ARMOR DEF +2, Legs
    38.                   
    39. Plate Mail Chest: ARMOR DEF +4, Chest
    40.                   
    41. Plate Mail Helmet: ARMOR DEF +2, Head
    42.                   
    43. Kevlar Vest: ARMOR DEF +3, Chest
    44.                   
    45. Shield: ARMOR DEF +2, Off Hand
    46.                   
    47. Bayonette Long Rifle: RIGLE RNG=3 DMG=4; RNG=0 DMG=2, Main Hand
    48.                   
    49. Camoflauge Cloak: DEF +2 vs RNG attacks, Back
    50.                   
    51. Armored Pants: ARMOR DEF +3, Legs
    52.                   
    53. Armored Gloves: ARMOR DEF +2, Off Hand
    54.                   
    55. Leather Gloves: ARMOR DEF +1, Off Hand
    56.                   
    57. Night Vision Goggles: Negates Night Fall Event, Head
    58.                   
    59. Backpack: May carry one additional equipment card and may unequip 1 Equipment card to the Backpack, Back
    60.                   
    61. Landmine: Card is placed under an open Terrain Card, deals 4 Damage when activated and is discarded.
    62.                   
    63. CS Gas: Place three CS Gas counters on 1 Terrain card. Remove one counter each turn. Causes 3 FUME damage in that terrain area. Discard when zero tokens remain.
    64.                   
    65. NBC Mask: Avatar is immune to FUME damage, Head
    66.                   
    67. Warhammer: MELEE RNG=0 DMG=4, (R) Discard 1 EQUIPMENT card on opponents AVATAR, Main Hand
    68.                                    
    69. Rabbit's Foot: +2 (R), Off Hand
    70.                   
    71. Extra Ammo: Discard to return one PISTOL/RIFLE/BOW to full, Off Hand
    72.                   
    ACTION

                        
    1. Aimed Shot: +3 ATK, -1 DEF
    2.                   
    3. Roundhouse Kick: 3 DMG if in RNG=0
    4.                   
    5. Dodge: Disregard the last Action Card played
    6.                   
    7. Duck for Cover: Increase DEF +4 until end of turn.
    8.                   
    9. Equipment Failure: Discard 1 EQUIPMENT card from any player's AVATAR
    10.                   
    11. Strategic Withdrawal: AVATAR returns to the previous TERRAIN card, and disregards any effects that was triggered entering the new TERRAIN Card
    12.                   
    13. Block: Avoid 1 melee attack
    14.                   
    15. Avoid: Avoid 1 range attack
    16.                   
    17. *Prayer to the Valkyrie: AVATAR is healed for up to 6 health (Avatar cannot exceed 20 health total)
    18.                   
    19. Trip: Target AVATAR cannot leave current TERRAIN card until their following turn.
    20.                   
    21. Reload: Resets Current RIFLE/PISTOL or BOW to starting position.
    22.                   
    23. First Aid: Avatar is healed for up to 4 health, not to exceed 20 total.
    24.                   
    25. Counter Attack: Player is able to attack during the opponents turn.
    26.                   
    27. Fog: All range attacks are ATK -2 until the start of players next turn.
    28.                   
    29. Bullseye: Automatic successful Range hit (must still be in Range of target)
    30.                   
    31. Devastating Shot: +4 Dmg to Ranged Attack
    32.                   
    33. Vital Strike: +4 DMG to Melee Attack
    34.                   
    35. Disarm: Discard 1 equipment from opponents Avatar after a successful hit, no DMG is dealt.
    36.                
    37. Lucky Swing: Automatic successful Melee hit
    38.                   
    39. Valkyrie Intervention: Discard 1 EVENT card in play
    40.             
    41. Sucker Punch: 2 DMG if in RNG=0
    42.                   
    43. Odin's Blessing: Automatic Successful (R)
    44.                   
    45. Call down the Thunder: 4 DMG dealt to opponent.
    46.                   
    47. Berserker Rage: ATK +2 DEF +2 until end of turn. Avatar takes 1 DMG.
    48.                  
    49. Solace: Move all EVENT cards in play to the RECYCLE Stack
    50.                   
    51. Double Tap: Avatar initiates a second attack, must use the same weapon from the first attack.
    52.                   
    53. Truce: Cancels one attack
    54.                   
    55. Leave it to the Fates: Place entire hand in the RECYCLE Stack, draw 5 new cards
    56.                   
    57. Lucky Draw: Draw 2 cards
    58.                   
    59. Perfect Timing: Search the draw pile and place 1 card in your hand, shuffle the DRAW Stack.
    60.                   
    61. Recall: Search the RECYCLE stack and place one card in your hand, Shuffle the RECYCLE pile in to your DRAW Stack.
    62.                   
    63. Luck: Add 3 to (R)
    64.                   
    65. Bad Luck: Subtract 3 to Opponent's (R)
    66.                   
    67. *Dazed: Opponent loses a turn.
    68.                   
    69. Running out of Options: Target player discards the top 3 cards from their DRAW stack.
    70.                   
    EVENT

                        
    1. Night Fall: All ATKs -4
    2.                   
    3. Rain: All Range ATKs -1
    4.                   
    5. Landslide: Play on TERRAIN Card, ignore that TERRAIN card text.
    6.                   
    7. Snow Storm: All Range ATKs -3
    8.                   
    9. Earthquake: Each player collects their TERRAIN cards except for the ones that are being occupied. The TERRAIN cards are shuffled face down and randomly placed on the field, face down. All attached cards are sent to discard. Discard this card at the end of your turn.
    10.                   
    11. Bountiful Feast: Each player draws one additional card during their draw phase.
    12.                   
    13. Level the Playing Field: Remove all EVENT cards in play, no other EVENT cards can be played.
    14.                   
    15. Keep it Fair: No other EVENT cards can be played, all EVENT cards currently in play are discarded.
    16.                   
    17. Fryggia's Insight: Player draws the top three cards during their draw phase, keeps 1 card, and returns the rest to the recycle pile.
    18.                   
    19. Loki's Trick: Lowest numbers are successful, for attack and for (R).
    20.                   
    21. Time is Fleeting: No cards go to the RECYCLE pile, all used cards go to DISCARD. If a player runs out of DRAW cards, they lose.
    22.                   
    23. Never Ending Battle: All Discarded cards go to RECYCLE stack instead of DISCARD. Any cards already in the DISCARD pile get moved to the RECYLE stack.
    24.                   
    25. Poison the Land: Place on 1 TERRAIN card, it now reads: Receive 2 FUME damage, in addition to it's orginal text.
    26.                   
    27. Refreshing Wind: Removes all FUME tokens from play, negates any FUME damage dealt.
    28.                   
    29. Bloodlust: All ATK +2
    30.                   
    31. Hard to Hit: All DEF +2
    32.                   
    33. Pure Skill: ACTION Cards cannot be played, except for ACTION Cards that affect EVENT cards.
    34.                   
    35. Sink Hole: 1 TERRAIN card is removed from play. Any attached cards are discarded. Players cannot enter that location.
                      
                
    Season Two
                
    AVATARS

                      
                        
    1. Navy SEAL: ATK=4 DEF=4 ABILITIES= SWIM ability.

    2. Sniper: ATK=4 DEF=3 Increase RNG of any RIFLE by +2

    3. Genghis Kahn (The Great Unifier) ATK=6 DEF=3 Gains +1 DEF when attacked. Once per game, may reveal one adjacent Terrain card without triggering effects.

    TERRAIN

    1. Lake: Player must return to previous TERRAIN card unless they possess the SWIM ability.
    EQUIPMENT

    1. Beserker Axe: RNG=0 DMG=5 Requires 2 actions to EQUIP, if your health is below 10, gain +2 DMG, Main Hand
    ACTION

    1. Smoke Grenade: All RNG ATK -3 until next turn. Discard during your RESOLVE phase.
    EVENT

    1. Temporal Flux: Place 3 FLUX counters on Temporal Flux, remove 1 during this player's RESOLVE phase, while FLUX tokens are in play, each player gets 3 actions per turn. Discard once all tokens are removed.