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Card Game Rules

You place units on a 5x4 grid. Each turn you draw cards, perform actions, and move and engage in combat with units. Combat involves declaring attacking and defending units and comparing their attack and defense values. Damaged units are flipped or removed. The game ends when a player's life points reach 0.

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Joe Squeely
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0% found this document useful (0 votes)
94 views

Card Game Rules

You place units on a 5x4 grid. Each turn you draw cards, perform actions, and move and engage in combat with units. Combat involves declaring attacking and defending units and comparing their attack and defense values. Damaged units are flipped or removed. The game ends when a player's life points reach 0.

Uploaded by

Joe Squeely
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Card Game: How to play

You place on a grid, 5 squares wide and 4 squares tall.

You make a deck of 40 Cards, with no more than 3 copies of any individual card.

At the start of the game draw 5 cards from your deck. Determine randomly how has the first turn.

Start of Turn: Turn Resources Movement Points Cards


Number Avaliable (MP) avaliable Drawn
At the start of turn each turn perform any action that 1 1 1 1
a card in play informs you to do, each player may 2 2 1 1
react to this (Reactions covered Bellow). After any 3 3 1 1
‘Start of Turn’ Actions have been performed, if any, 4 4 2 1
the player whose turn it is draws card(s) (consult the 5 5 2 1
table to the Right for how many). That player then 6 6 3 1
moves over to their Action Phase. 7+ 6 3 2

Action Phase

On the action Phase on may play Strategies and Units as Actions, using the
Resources Available to them that turn (as indicated in the table above). To
play a Unit on places it on an unoccupied square in the horizontal row
closest to them, this is known as The Deployment Zone. To play a strategy
read the card to find out its description. Please Note, these cards cannot
be played in Reaction to an Action (more on this later). The player whose
action phase it is may move any number of units an amount of times equal to their
Movement Points (MP). For example, the Bugle Boy has a M=1, and it is turn 3: this
means the player has 1MP available, which means he can move Bugle Boy once. On
turn 6 he may move Bugle boy up to three times or may move him once and save the
remaining MP2 for other units on the battlefield. If a unit has M=2 then with a single
MP they can be moved twice. A Unit that has just been deployed cannot move into a
square touching your foes deployment zone.

Combat

During the Action Phase there can be many combats. A unit is in combat if it is touching another unit
(see picture right: each red square is touching the blue square). The player whose
turn it is will, at any point in their turn, declare that a combat is starting. To
declare a combat is starting choose an enemy unit that is touching one, or more,
of your units; you declare which of your touching units are going to fight their
unit, and then they declare which of their units are going to fight your unit; if
your foe is touching multiple of your units, they decide which of your units they
are attacking. For example, on the table to the right we imagine that you have
declared that your Unit, C, is attacking their Unit, A. You then declare that your
unit, D, is going to help attack unit A, and then they declare that their unit, B, is
going to help out. Now that all the units in the combat have been declared—if
there are still more options, take it in turns declaring additional units until both
player have not added more—your declare which of their units you are attempting to kill, and then
they declare which of your units they are attempting to kill (Note, if unit B was to the Left of unit A,
they could not both declare they were attacking Unit D, all units in the combat must be touching the
unit you wish to kill that combat). We then compare these units combined attack (A), both you and
your foes, against the unit you are trying to kill, defence (D) value; if the A is equal or greater than D
the unit(s) are killed; if the A is Equal or greater than Half of D the unit(s) are wounded.

Do this for each combat until all combats have been fought. You MUST fight all combats in your
action phase. Additionally, each unit may only contribute its A to one combat, and if it finds itself in
another combat it can be attacked but cannot attack back.

Killed and Wounded

A unit that has been killed is placed in a pile called the graveyard off the battlefield. Only cards that
interact with the graveyard can affect them and they cannot affect the game from the graveyard.

A wounded unit should be turned upside down to indicate that it is wounded. It functions exactly
like before except it has half its total D from now on. (Note: it being upside down is purely so that
each player can easily recognise that it is wounded, and does not affect moment and Combat
Patterns in any way. More on Combat Patterns Bellow).

Movement and Combat Patterns

Each unit has in the top Right hand Circle a picture, indicating its combat pattern. When a unit is
moved it refers to its combat pattern to determine what squares it can move to. A unit moving may
use up to it total M value in movement, with each square moved to being a separate action, but all
the movement must be used sequentially or discounted (for example, a card with M3 cannot move 2
squares, then fight in a combat, then move another square after: it may move 2 and stop, discarding
the final square of movement, or move all three and not be around for the combat). Additionally, in
combat a unit refers to their combat pattern to see if it can double its A for that combat. The 6
patterns are detailed bellow. A unit may not move out of the first two Rows the turn it is played.

Pawn: A Pawn can move one space Vertically forward. For the Purposes of Combat it
treats the Above Vertical, Above-Left Diagonal, and Above-Right Diagonal as part of its
pattern. If it kills a unit in combat in the Above-Diagonal possitions it may advance into
that square.

Rogue: A Rouge can move one space Diagonally in any of the 4 diagonal directions
and treats these as part of its combat pattern. If it kills a unit it may advance into the
killed units space.
Scout: A Scout can move one space Horizontally or Vertically in any of 2 Horizontal
or two vertical directions and treats these as part of its combat pattern. If it kills a unit it
may advance into the killed units space.

Stalwart: A Stalwart can move one space Above-Vertically and Above-Diagonally,


in both directions, and Horizontally in both directions and treats these as part of its
combat pattern.

Lancer: A Lancer can move any number of spaces Above-Vertically as part of its
move and treats these as part of its combat pattern. Additionally, when it is Attacking
(i.e. it is the controlling players Actions Phase) it treats the 2 square on the Horizontal
axis as part of its combat pattern. If it kills a unit in its combat pattern it may advance
into that space (Note, it may only advance Horozontaly if it is attacking (i.e. it is the controlling places
Action Phase).

Leaper: A leaper can move to the square that is two Vertically and one
Horizontally away, or, two horizontally and one vertically away (for those of you familiar
with chess: it moves just like the Knight (or horse) from chess); it does not pass through
any square to arrive at its destination (it LEAPS!). In combat it does not treat any of these
square as part of its combat pattern, but rather uses the Horizontal-Left and Horizontal-Right
squares, as well as the Down-Vertical Square.

Reaction

A Reacton is an action that can only be used once an action has been performed. Some reactions
require a specific type of action to be performed to use it and will indicate this on the card itself.
Types of actions are:

Playing a Unit Playing a Strategy Playing a Reaction Declaing Combat

Comparing A and D Values to see if a Unit is Killed A Unit being Killed

A Unit Declaring Movment After a Unit Has Moved

Reacting to an action always follows this procedure. The player performing the inciting action
declares if they also have a reaction they want to perform; then it is their foes opportunity to react,
and they can react to any of the Actions (remember, a reaction is a type of Action). If the foe does
react, they must state all the reactions they would like to take, and then give the opportunity for you
to React to their actions. Once one of the two players declares they have no reactions to take then
resolve all of the actions, starting with the last action taken and finishing with the first. It is possible
that one of the actions will no longer make sence, i.e. the target of a reaction has already been
killed, in which case the action simply doesn’t happen, and any card used to create this action is put
in the graveyard.

End of Turn

At the end of turn all abilities and effects that happen here resolve as separate actions, and may be
reacted to by either player. Then the turn passes to the next player and they Start their turn.

Winning the Game

Each player Starts the game with 200 life. A unit may damage a player by the unit being in one of its
foes deployment Zones. Rather than that unit using its A in Combat it may instead direct its ‘A’ at its
foes Life. This counts as it having been in combat for the purposes of determining if it can fight again.
The unit never doubles its ‘A’ from combat patterns when dealing damage to Life, as the player does
not occupy a Square. Dealing damage follows the same sequence as a combat: Declare Combat
(attacking player), Work out ‘A’, deal damage (reactions may also be used in exactly the same
manner as if combat was being worked out). Note, anything that targets a Unit cannot target a
player; also, a player has Life, not ‘D’, and anything affecting ‘D’ will not work on the play.
Furthermore, when dealing ‘A’ to Life, subtract the number of ‘A’ from your life total—no need to
deal Half as this rule only applies to attacking a Units ‘D’ not a players Life.

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