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| START OF GAME
| | Background |
|
| |
|
| 1 Randomise which player goes first. That player
| | == Objective == |
| chooses a deployment area, and places the First
| | Be the first player to gain 5 Victory Points. Victory Points are gained by accomplishing challenges or by defeating your enemy Champions. |
| Player Token next to their Gate.
| |
| 2 Players decide if they wish to freely choose their
| |
| 3 favourite Champions to play with, or draft
| |
| Champions using the casual draft or competitive
| |
| draft rules (see page 7). Players take the base
| |
| rings of their color of choice and add them to their
| |
| Champions to form a team. They then place their
| |
| team on their player Gate, and their Champion
| |
| cards and 3 cores of magic, one of each color on
| |
| their player board.
| |
| 3 Each player takes the 3 Action decks for their
| |
| Champions and shuffles them together to form
| |
| their draw deck.
| |
| 4 Shuffle the Challenge cards. Draw a Challenge
| |
| card and place it in the leftmost 1VP slot on the
| |
| Challenge Track, then draw another and place
| |
| it in the Cannot Be Scored slot (the one with no
| |
| trophy symbol).
| |
| 5 Place the victory and damage tokens at the side
| |
| of the board at the reach of players.
| |
| 6 Place all the traps face down beside the board.
| |
| The first player places traps face down on 2 trap
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| hexes of their choice, without looking at them.
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| 7 The second player places traps face down on 2
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| trap hexes of their choice, without looking at
| |
| them. There should now be 4 traps and 2 empty
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| trap hexes on the board.
| |
| 8 The first player draws a hand of 5 cards from
| |
| their draw deck. They may discard any number
| |
| of those cards and draw a new card for each card
| |
| they discarded. Then all discarded cards are
| |
| shuffled back in the draw deck.
| |
| 9 Then the second player draws a hand of 5 cards
| |
| from their draw deck and discards the same way
| |
| as the first player. Discarded cards are shuffled
| |
| back in the draw deck.
| |
| 10 The first player places their Champions onto
| |
| unoccupied hexes in their deployment area.
| |
| 11 The second player places their Champions onto
| |
| unoccupied hexes in their deployment area.
| |
|
| |
|
| WINNING THE GAME
| | == How to Play == |
| The first Player to reach 5 VP immediately wins
| |
| the game.
| |
|
| |
|
| HOW TO DRAFT
| | ====Beginning/Setup==== |
| Casual Draft
| | Each player starts by choosing three champions for their team. Each champion comes with a set of 6 cards (2 blue, 2 yellow, 2 red), representing ''manipulation'', ''creation'', and ''destruction''. These are shuffled together and form a player's deck. |
| The Casual draft uses the following process:
| |
| 1. Form a common pool of unique Champions,
| |
| with a minimum of 6. | |
| 2. The second player drafts 1 Champion. | |
| 3. The first player drafts 1 Champion.
| |
| 4. The second player drafts a second Champion.
| |
| 5. The first player drafts a second Champion.
| |
| 6. The second player drafts a third and final
| |
| Champion.
| |
| 7. The first player drafts a third and final Champion.
| |
| 8. Each player should now have a team of 3
| |
| Champions. Return any remaining Champions
| |
| to the game box.
| |
|
| |
|
| Competitive Draft
| | Next, each player chooses 2 locations to place traps. There are 6 possible places for traps. |
| The competitive draft uses the following process:
| |
| 1. Each player brings 5 different Champions that
| |
| they choose before the game or tournament.
| |
| 2. The first player chooses 1 of the second | |
| player’s Champions. This Champion cannot be
| |
| drafted this game.
| |
| 3. The second player chooses 1 of the first
| |
| player’s Champions. This Champion cannot be
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| drafted this game.
| |
| 4. Starting with the first player, players alternate
| |
| turns and choose 1 of their Champions each
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| time to add to their team, until they have a
| |
| team of 3 Champions.
| |
| 5. Each player now has a team of 3 drafted
| |
| Champions, and 2 Champions that will not be
| |
| used in this game.
| |
|
| |
|
| BASIC CONCEPTS
| | Each player draws 5 cards, discards any they wish, then draws replacement cards for each. |
| The First Rule
| |
| If the effect of a card directly conflicts with one or
| |
| more rules in this document, the text on the card
| |
| takes precedence.
| |
| Enemies and Allies
| |
| Miniatures represent great warriors from Fabulosa’s
| |
| turbulent history, and are referred to as Champions.
| |
| Champions under your opponent’s control are
| |
| referred to as Enemies. Your own Champions are
| |
| called Allies. Note that when a Champion’s card
| |
| effect refers to Allies or an Ally, it does not include
| |
| the Champion to whom the card belongs.
| |
| Objective of the Game
| |
| Victory Points (VPs) represent the favour of the
| |
| crowd, that will decide the victor in the Brawl. The
| |
| first player to score 5 VPs wins immediately. This is
| |
| done by taking Enemy Champions out of action, and
| |
| by completing challenges on the Challenge Track.
| |
| The Three Cores of Magic
| |
| All magic, and indeed all energy in Fabulosa, is
| |
| intrinsically tied to one of the three Cores of Magic:
| |
| Destruction ( ), Creation ( ), or Manipulation
| |
| ( ). Whenever a player uses any type of Action,
| |
| they exhaust (flip over) their connection to one of
| |
| these Cores, and must wait until the end of their turn
| |
| until they are ready to be used again.
| |
| Towards and Away
| |
| When an effect instructs a Champion to move
| |
| towards a game element, the moving Champion
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| must end its move with fewer hexes between it and
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| the game element it is moving towards than it did
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| before starting the move, if possible. If this is not
| |
| possible, the Champion will not move.
| |
| When an effect instructs a Champion to move away
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| from a game element, the moving Champion must end
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| its move with more hexes between it and the game
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| element it is moving away from than they were before
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| starting the move. If this is not possible, the Champion
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| will not move.
| |
| Strength and Damage
| |
| Some cards and effects will deal damage ( ), whilst
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| others will state the strength ( ) of the attack.
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| is always reduced by the defence ( ) of the target,
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| whilst is applied directly to the target, ignoring any
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| defence.
| |
| Resolving a card
| |
| When resolving a card, if a card cannot be fully
| |
| resolved, forfeit the part that cannot be resolved.
| |
| 8
| |
| Targeting
| |
| Unless a card says otherwise, Champions can only
| |
| target Enemy Champions. Area of Effect (AoE) attacks that include an Enemy Champion in the AoE
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| fulfil this condition, even if an Ally is also in the AoE.
| |
| Open and Hidden Information
| |
| Each player’s hand is hidden information, and should
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| not be shared with another player unless a game
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| effect instructs a player to do so. When a card effect
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| asks a player to show something, all players may
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| see the revealed information.
| |
| Each player’s discard pile is open information.
| |
| Players can ask to see their opponent’s discard pile
| |
| at any time. Both sides of any Champion cards are
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| also open information, and a player can ask to see
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| either side of a Champion card at any time. When a
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| card effect asks a player to look at something, only
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| that player may see the revealed information.
| |
| Drawing Cards
| |
| If a player is instructed to draw cards from an empty
| |
| deck, they shuffle their discard pile to form a new
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| draw deck.
| |
| GAME ROUND
| |
| PLAYER TURN
| |
| Each round consists of three steps: First player’s turn,
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| Second player’s turn, and Advance Challenge Track.
| |
| ON A TURN, PLAYERS CARRY OUT THE FOLLOWING
| |
| PHASES IN ORDER:
| |
| Scoreboard Phase. The active player checks to see
| |
| if they meet the conditions of any active Challenge
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| cards. If they do, they gain the appropriate number
| |
| of VPs, and discard that Challenge. Skip this Phase
| |
| on the first round.
| |
| Activation Phase. Players exhaust Cores to play Action
| |
| cards from their hand and activate their Champions. | |
| Upkeep Phase. The active player readies each of their
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| Cores, discards their hand and draws a new hand of
| |
| 5 cards.
| |
| 1) Scoreboard Phase
| |
| During their Scoreboard Phase, the active player
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| checks if they currently meet the scoring conditions
| |
| of any active Challenges. Challenges are the key
| |
| to victory. Completing a Challenge earns a player
| |
| a number of VP tokens equal to the VPs based on
| |
| the Challenge card’s position on the Challenge
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| Track. Discard any scored Challenges. Because
| |
| Challenges are scored at the beginning of a player’s
| |
| turn, their opponent will always have a turn to try
| |
| and stop them from scoring. Of course, Challenges
| |
| cannot be scored during the first round.
| |
| 2) Activation Phase
| |
| The attacker suffers Fear 2.
| |
| Many sailors chose to throw themselves overboard
| |
| at the sight of The Grave Robber’s sails.
| |
| Intimidation
| |
|
| |
|
| During a turn, players may activate Champions by
| | Each player places their three Champions on a hex in their deployment area. |
| playing Action cards that belong to that Champion,
| |
| or by using standard Actions. Players may play cards
| |
| in any combination, and as many as they like, as long
| |
| as they have the matching Core ready in order to play
| |
| it. Most Action cards allow Champions to move and
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| resolve an attack or a skill explained in that card’s
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| text box. Champions may be activated more than
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| once per turn as long as the appropriate Core can
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| be exhausted to pay for it. An Action card must be
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| completely resolved before the same player may
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| play another.
| |
|
| |
|
| Movement
| | ====Rounds and Turns==== |
| Champions may move up to the
| | Each round consists of the first player's turn, then the second player's turn. Afterwards, the challenge track advances and another round begins. |
| number of hexes indicated by the
| |
| value on the Action card. Note
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| that they do not have to move the full distance,
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| or indeed move at all. Hexes containing Statues
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| or Enemies are blocked, and Champions cannot
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| normally move through or end their movement in
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| them. Champions may move through, but not end
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| on, hexes containing Allies. Champions can move
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| into hexes containing trap tokens, but this will
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| usually result in the trap being triggered and that
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| Champion suffering the trap’s effects (see Traps,
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| page 12). If a Champion has a movement bonus, it
| |
| is applied to each Action card and Standard Action
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| used to activate them, but only if the Action card
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| has a printed value.
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| 9
| |
| When an effect requires a player to Place a Champion, it is removed from its current hex, and placed in
| |
| the new location. This is not considered movement. | |
| Attacks
| |
| PRE-ATTACK AND POST-ATTACK
| |
| Pre-attack ( ) and post-attack ( ) abilities
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| are effects that take place when an attack
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| card with either symbol is played. Both abilities
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| are mandatory. If a card instructs a player to
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| resolve a or ability, then it must be
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| fully resolved before moving on to the next
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| step of the attack.
| |
| The key difference between the two is that a
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| player may play a card with a ability, and | |
| then choose not to attack, whereas a
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| ability is only ever resolved after an attack
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| is made. Note that these abilities can be part
| |
| of a reaction card.
| |
| Note that many keywords have numerical
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| values, so can be legally resolved by choosing
| |
| 0, effectively cancelling the effect.
| |
| Every Action card with the attack icon
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| in the upper left corner of the card is an
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| attack card. To resolve an attack, follow
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| these steps:
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| 1. Use as much of the card’s movement as you
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| choose.
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| 2. Resolve any abilities.
| |
| 3. Choose if you will use the attack. If you choose
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| not to make the attack, the activation ends
| |
| immediately. Otherwise, continue to step 4.
| |
| 4. Declare target(s).
| |
| 5. Opponent chooses whether to play Reactions.
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| 6. The target’s defence value is subtracted from
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| the current strength value of the attack.
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| 7. Resolve attack damage.
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| 8. Resolve abilities from Reactions.
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| 9. Resolve abilities from the attack card.
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| Declare target(s)
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| Check the range and targeting icons to determine
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| which targeting rules apply for the attack. Some
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| attacks have a minimum range, and any Enemy
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| closer than that range is not an eligible target.
| |
| ACTION CARD ANATOMY
| |
|
| |
|
| The dark grey hex in the targeting box marks the
| | '''<u>Player Turn</u>''' |
| relative position of the attacking Champion to the
| |
| targeted hex(es), marked on the card in yellow.
| |
| Melee Attack
| |
| A melee attack targets a single adjacent
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| Enemy.
| |
| Indirect Shot
| |
| An indirect shot targets a single Enemy.
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| The targeting value shows the maximum range of the Action. When one
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| figure is specified the targeting value shows the
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| maximum range of the Action. When two figures are
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| indicated, the first specifies the minimum and the
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| second the maximum range of the Action. To define
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| range, count the smallest possible number of hexes
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| to the target, including the target’s hex but not the
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| activating Champion’s hex. Indirect shots can target
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| Champions through Statues and other Champions.
| |
| Direct Shot
| |
| A direct shot works like an indirect
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| shot with some extra restrictions.
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| Direct shots may only target Enemies
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| on hexes in the same row of hexes as the attacking
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| Champion. Additionally, direct shots cannot target
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| Champions if there are any Statues, or other Champions (Enemy or Ally) in that hex row between the
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| activating Champion and target.
| |
| Area of Effect (AoE)
| |
| An AoE attack affects all Champions in the
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| yellow marked hexes shown in the targeting
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| icon of the Action card (including Allies).
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| The player playing the Action chooses the exact
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| orientation of the AoE.
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| Reactions are played
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| After targets are declared, the controller of an Enemy
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| target Champion may play one Reaction card on any
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| of their Champions targeted. The Core of the Reaction
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| card must be exhausted as normal. Only one Reaction
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| may be played per attack (see Reactions, page 11).
| |
| The target’s defence value is subtracted from
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| the current strength value
| |
| All Champions have a defence value. Even if a
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| Champion’s printed defence value is 0, it can still be
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| modified by card effects.
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| During this step, the current defence value of the
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| defender is subtracted from the current strength
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| value of the attack. Remember to include any
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| modifiers to strength and defence values in this
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| step. Defence values are always applied to every
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| attack made against the Champion, unless reduced
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| or bypassed by a card effect. The end sum of this is
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| the attack damage.
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| Resolve attack damage
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| The attack damage is dealt to all targets of the attack.
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| Place on the Champion card damage tokens equal
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| to the damage the Champion is dealt. Keywords that
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| affect damage such as Poison, Double, and Lifesteal
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| are resolved in this step (see page 15).
| |
| Skills
| |
| Most Champions have one or more skill
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| cards, denoted by the skill icon in the upper
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| left corner of the card. Some skills affect
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| specific targets, and have targeting icons like
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| attacks. When a player activates a Champion using a
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| skill card, they resolve these steps in order:
| |
| 1. Use as much of the card’s movement as you
| |
| choose.
| |
| 2. Choose if you will use the skill. If you choose
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| not to, the activation ends immediately.
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| 3. Declare target(s), if necessary.
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| 4. Resolve the text box of the skill card.
| |
| NOTE THAT:
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| Defence values do not help against effects
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| that deal .
| |
|
| |
|
| For example, with her
| | <ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| Fireball, Gwaien targets
| | <li>'''Scoreboard Phase:''' If the player has fulfilled any of the conditions for the challenges, the player earns the appropriate number of VPs.</li> |
| 1 Enemy Champion in a
| | <li>'''Activation Phase:''' The active player play cards. Each card's color represents one of your 3 magic cores (red, yellow, and blue). When you use a card, the corresponding magic core is exhausted. No other cards of that color can be played that round. If you have magic cores but no cards of that color, you can execute standard actions. These actions are weaker, but don't need cards.</li> |
| range of min 2 and max
| | <li>'''Upkeep Phase:''' Cores are restored, the hand is discarded, and a new hand of 5 cards is drawn.</li> |
| 3 hexes from her.
| | </ol> |
| For example, with his
| |
| Challenge Attack, Tzu Xiao
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| targets 1 Enemy Champion
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| that is up to 2 hexes away
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| from him in the same
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| row of hexes.
| |
| 11
| |
| Standard Actions
| |
| In addition to using their hand of Action cards,
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| players may also activate Champions using the
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| Standard Actions shown on the player dashboard.
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| These Actions are intentionally weaker than Action
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| cards, but they offer some options when a player
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| does not draw the Cores and/or cards of Champions
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| they need.
| |
| Each Standard Action may only be used once per
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| Activation Phase. | |
| 1. Spend the Manipulation ( ) Core to Move 1 and
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| Plan 1 (see Plan, page 16).
| |
| 2. Spend the Creation ( ) Core to Move 1 and
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| Heal 1 (see Heal, page 15).
| |
| 3. Spend the Destruction ( ) Core to Move 1 and
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| Deal 1 damage to an adjacent Enemy. This
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| damage ignores defence.
| |
| 4. Spend 1 Core, Manipulation or Creation
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| or Destruction , to Move 2.
| |
| Reactions
| |
| During an opponent’s turn, players can
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| react to their opponent’s attacks by playing
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| Reaction cards. Reactions may only be
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| played during the opponent’s turn and | |
| only when at least one of that player’s Champions is
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| targeted by an opponent’s attack action.
| |
| NOTE THAT:
| |
| Reaction cards are played by players, not
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| Champions. Reactions can target any of a
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| player’s Champions,not just the Champion
| |
| whose card is being played.
| |
| Reactions can never be used to react to a skill action.
| |
| A player cannot play more than one Reaction card
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| per attack action, even if more than one Champion
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| is targeted by the attack. When playing a Reaction
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| during an AoE attack, a player must choose which
| |
| of their Champions will be targeted by the Reaction. | |
| When Reaction cards cause effects like Push, Pull,
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| or , the target of the Reaction card is the Champion
| |
| causing that effect. The target of the effect itself is
| |
| noted on the Reaction card. Some Reactions may
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| cause an Enemy to be taken out of action. When this
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| happens, the Champion who played the Reaction card
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| will Level Up if possible, and the player will gain 1 VP.
| |
| 1
| |
| 2
| |
| 3
| |
| 4
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| 2
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| Deal to each target until
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| they are Bloodied.
| |
| By the time Tzu Xiao's opponents saw
| |
| him, it was already too late.
| |
|
| |
|
| For example, the player
| | ==Cards== |
| controlling Tzu Xiao
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| decides to move him 2
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| hexes. They then choose
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| to activate his skill. They
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| declare 3 targets in melee
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| range, at an orientation
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| of their choice. They
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| resolve the skill box
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| and apply the effect on
| |
| the declared targets.
| |
| CHAMPION CARD ANATOMY
| |
|
| |
|
| 3) Upkeep Phase
| | [[File:SuperFantasyBrawl_cardAnatomy.jpg]] |
| During their Upkeep Phase, players ready their
| |
| Cores so that they are available during their
| |
| opponent’s turn. This means that a player will always
| |
| have all their Cores available to play Reactions
| |
| against their opponent’s Actions. It is important to
| |
| note that any exhausted Cores will not be available
| |
| on the player’s next turn, so they won’t be able to
| |
| play cards of that colour.
| |
| They then discard any cards that remain in their
| |
| hand, and draw a new hand of 5 cards.
| |
|
| |
|
| ADVANCE CHALLENGE TRACK
| | <ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| At the end of each game round (after all players have
| | <li>'''Champion Icon:''' Identifies the Champion the card will control |
| taken a turn), all Challenge cards move one space to
| | <li>'''Action Type:''' Attack, Skill, or Reaction |
| the right, and a new Challenge card is drawn. This is
| | <li>'''Card Name:''' Title of the card |
| placed in the Cannot Be Scored space. Challenges
| | <li> '''Core of Magic:''' Magic core that will be used when played (also depicted in the card's color). If the core is already exhausted, the card will be unplayable.</li> |
| moving right from the rightmost space are discarded
| | <li> '''Action Movement:''' Indicates how many hexes the Champion can move before executing the action.</li> |
| (move them to the Challenge discard pile). If at any
| | <li> '''Action Range:''' Range of the card's effect: melee (must be adjacent), indirect (a thrown object within the indicated number of hexes, ignores obstacles like statues or other Champions), direct (a straight shot within the indicated number of hex spaces), or area of effect (AoE).</li> |
| point your Challenge card deck empties, shuffle the
| | <li>'''Card Number:''' Identifies card</li> |
| discard pile to form a new Challenge deck.
| | <li>'''Illustrator:''' Artist of the card</li> |
| OUT OF ACTION
| | <li>'''Action Strength:''' Number of HP damage to the opponent</li> |
| A Champion is taken out of action as soon as they
| | <li>'''Action Effect:''' Most cards have text indicating other effects that can or will happen when the card is played. Some can happen before damage is dealt (pre-attack: a left-facing arrow) or after (post-attack: a right-facing arrow) </li> |
| suffer an amount of damage equal to or greater than
| | <li>'''Flavor Text:''' Describes character, action, or backstory</li> |
| their hitpoint value (as printed on their Champion
| | <li>'''Defense Modifier:''' Reaction cards show a shield with a number, indicating how much damage is reduced. These cards must be played on the other player's turn. If they are played, they will exhaust their magic core, making that color unable to be used during the reacting player's turn.</li> |
| card). If during their activation a Champion takes | | </ol> |
| an Enemy out of action, the attacking Champion’s
| |
| player gains 1 VP, and the attacking Champion
| |
| Levels Up. The out of action Champion is teleported
| |
| by the wizards out of harm’s way and is healed. All
| |
| damage is removed from the Champion, and if they
| |
| had Levelled Up, flip their Champion card back over
| |
| to the basic side. The out of action Champion is then
| |
| placed on their team’s Gate until they are activated
| |
| again.
| |
| Whilst Champions are on the Gate, they cannot be
| |
| affected by card effects, can never be targeted by
| |
| Actions or attacks, and cannot target Champions on
| |
| the hex grid. | |
| To activate an out of action Champion, the player
| |
| must use an Action with to move that Champion
| |
| back into the arena. The first hex of movement must
| |
| be spent moving the Champion onto one of their
| |
| team’s deployment area hexes.
| |
| Out of action Champions may not be activated using
| |
| Action cards without . Once in the arena, they
| |
| may use any remaining movement to move further,
| |
| and complete the Action.
| |
| If during their activation a Champion takes themselves
| |
| or an Ally out of action, their opponent gains 1 VP.
| |
| If a card takes a Champion from each team out of
| |
| action simultaneously, both players gain 1VP and
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| Level Up the appropriate Champions. If this would
| |
| end the game in a draw (due to both players now
| |
| being tied with 5 or more VPs), the player who didn’t
| |
| play the card wins.
| |
| LEVELLING UP
| |
| When an Enemy is taken out of action, the Champion
| |
| currently being activated will Level Up after the
| |
| Action is fully resolved. Flip that Champion card, and | |
| move any damage tokens to the Levelled Up side.
| |
| The Champion uses the stats and effects of the
| |
| Levelled Up side until they are taken out of action.
| |
| If the Champion was already Levelled Up before the
| |
| knock out, then nothing happens. Please note that
| |
| Level Up effects are always active.
| |
| TRAPS
| |
| Some hexes contain trap tokens. Traps
| |
| are always placed face down. A trap will
| |
| trigger as soon as a Champion enters the
| |
| hex in which it is placed. It doesn’t matter
| |
| if the Champion deliberately moved
| |
| there or was pushed, pulled, or otherwise displaced
| |
| onto that hex. The player controlling the Champion
| |
| that activated the trap flips the trap token and applies
| |
| the effect to the Champion. The Champion may then
| |
| complete any remaining movement they have
| |
| available, unless prevented from doing so by the trap
| |
| effect.
| |
| There should always be 4 trap tokens on the map.
| |
| As soon as a trap is triggered and its effects applied,
| |
| the player whose Champion triggered the trap takes
| |
| a new trap token from the supply. Without looking at
| |
| it, the player places it face down on a different empty
| |
| trap hex, then shuffles the old trap back into the trap
| |
| supply. If all trap hexes are blocked by Champions
| |
| and/or traps, the trap token may be placed anywhere
| |
| adjacent to a trap hex that is not blocked by a
| |
| Champion or Statue. In addition to the trap hexes on
| |
| the board, any hex that currently contains a trap is
| |
| considered a trap hex.
| |
| If the trap was triggered because of a card effect
| |
| (for example when a Champion uses an attack
| |
| that pushes the defender into a trap), the damage | |
| is considered to be caused by the source of that
| |
| effect. This may result in Levelling Up Champions as
| |
| normal.
| |
| Trap Effects
| |
| The Champion suffers the amount of damage
| |
| indicated on the trap token. Remember, this
| |
| damage ignores the defence value.
| |
| The Champion
| |
| suffers Root.
| |
| The Champion
| |
| suffers Stun.
| |
|
| |
|
| DISPLACEMENT AND ROOT
| | ===Attack Card Resolution=== |
| Fear, Force, Pull, and Push are all considered
| |
| displacement effects. Effects that negate displacement effects will negate any damage
| |
| those effects would cause.
| |
| It is important to note that while Root means
| |
| a Champion cannot be moved, it does not
| |
| negate movement. As the target cannot
| |
| move, any Push or Pull distance will cause
| |
| as normal. Fear and Force cannot move a
| |
| Champion suffering root, but do not cause
| |
| , as neither keyword usually causes damage
| |
| for failing to complete the movement.
| |
|
| |
|
| HEXES & HEX ROWS
| | <ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| The arena board is made up of a series of hexes.
| | <li>Use as much of the card’s movement (green boot) as you choose</li> |
| A continuous line of hexes is called a hex row.
| | <li>Resolve any pre-attack abilities</li> |
| This is a hex row.
| | <li>Choose target(s)</li> |
| This is not a hex row.
| | <li>Opponent chooses whether to play Reactions</li> |
| Example:
| | <li>The target's defense value is subtracted from the current strength value of the attack</li> |
| Gold’arr makes a Dash 2. He can move along any of
| | <li>Resolve attack damage</li> |
| the hex rows shown, but cannot move out of the hex | | <li>Resolve post-attack abilities from Reactions</li> |
| row due as the Dash keyword states he must remain
| | <li>Resolve post-attack abilities from the Attack card</li> |
| in the same hex row (see Dash, page 15).
| | </ol> |
| 14
| |
|
| |
|
| 4-PLAYER VARIANT:
| | Check the range and targeting icons to determine which rules apply for the attack. Some attacks have a minimum range, and any enemy closer than that is not an eligible target. |
| SUPER TEAM TORNADO
| |
| Requires at least 8 Champions to play
| |
| RULES OVERVIEW
| |
| Super Team Tornado is a variant that allows 4
| |
| players to take part in one game. In this variant,
| |
| players form two teams, with each player controlling
| |
| 2 Champions. Super Team Tornado plays just like
| |
| the base game, with the following rule changes; all
| |
| other rules remain the same.
| |
| 1) Team Gameplay
| |
| During their turn, a player can activate their Champions and exhaust Cores as normal. Any Actions they
| |
| play affect their Champions or Allies, which include
| |
| Champions controlled by their teammate. During
| |
| an opponent’s turn, a player can play Reactions
| |
| as normal. As Reactions can be played on any of
| |
| that player’s Champions, in a Super Team Tornado | |
| game, a player’s Reactions may be played on their
| |
| teammate’s Champions, too.
| |
| 2) Hand Size
| |
| Each player has a starting hand of 4 cards, and
| |
| draws a hand of 4 cards during the Upkeep Phase.
| |
| 3) Winning the Game
| |
| The first team to reach a combined total of 7 VPs
| |
| wins. A team wins or loses together.
| |
| 4) Challenge Track
| |
| In games of Super Team Tornado, the Challenge
| |
| Track is adjusted by the Challenge Track overlay.
| |
| When the Challenge Track advances, each Challenge
| |
| card moves two spaces to the right instead of one,
| |
| and two new Challenge cards are drawn. When
| |
| checking scoring conditions during the Scoreboard
| |
| Phase, players count their teammate’s Champions as
| |
| their own.
| |
|
| |
|
| GAME SET UP
| | ==Traps== |
| 1 Randomise which team will play first.
| |
| 2 That team chooses one of their players to be
| |
| the first player and places the First Player
| |
| token in their play area. Their teammate will be
| |
| the third player.
| |
| 3 The other team then chooses one of their players
| |
| to be the second player. Their teammate will be
| |
| the fourth player.
| |
| 4 Players draft Champions using the agreed upon
| |
| process (see below). Place the base rings of
| |
| the colour of your choice to the Champions of
| |
| your team. After Champions are chosen, place
| |
| each Champion on their player Gate, and their
| |
| Champion cards on their respective player
| |
| boards.
| |
| 5 Each player takes 2 Action decks for their Champions and shuffles them together to form their
| |
| draw deck.
| |
| 6 Place the overlay onto the leftmost slot of the
| |
| Challenge Track, so it lines up with the background. The overlay will cover the Challenge
| |
| deck and offer a second empty slot. Shuffle the
| |
| Challenges deck. Draw a Challenge card and
| |
| place it in the leftmost 1 VP slot on the Challenge
| |
| Track. Then draw another Challenge card and
| |
| place it in the rightmost Cannot be Scored slot.
| |
| Finally, draw a third Challenge card and place it
| |
| in the leftmost Cannot be Scored slot.
| |
| a Place Challenge card 1
| |
| b Place Challenge Card 2
| |
| c Place Challenge card 3
| |
| a
| |
| c b
| |
| 4 - player overlay
| |
| 7 In player order, each player places one random
| |
| face down trap onto a free trap hex of their choice.
| |
| 8 In player order, each player draws a hand of 4
| |
| cards. They may discard any number of those
| |
| cards and draw a new card for each card they
| |
| discarded. Then return the discarded cards back
| |
| to the Action deck and shuffle it.
| |
| 9 In player order, each player places their Champions on unoccupied hexes in their team’s
| |
| deployment area.
| |
| HOW TO DRAFT
| |
| Like the base game, players will collectively decide
| |
| whether they wish to freely choose their favourite
| |
| Champions to play with, or draft Champions using the
| |
| casual draft or competitive draft rules (see below).
| |
| 15
| |
| Casual Draft
| |
| 1. Form a common pool of unique Champions
| |
| (or form a common pool of Champions which
| |
| includes duplicates. If you choose to do this,
| |
| duplicate Champions may not be drafted by the
| |
| same team).
| |
| 2. The second player drafts 1 Champion.
| |
| 3. The first player drafts 1 Champion.
| |
| 4. The fourth player drafts 1 Champion.
| |
| 5. The third player drafts 1 Champion.
| |
| 6. The second player drafts a second Champion.
| |
| 7. The first player drafts a second Champion.
| |
| 8. The fourth player drafts a second Champion.
| |
| 9. The third player drafts a second Champion.
| |
| 10.Each player should now have 2 Champions for
| |
| this game. Return any remaining Champions to
| |
| the game box.
| |
| Competitive Draft
| |
| 1. Each player chooses 3 unique Champions
| |
| before the game or tournament. None of these
| |
| Champions may be the same as any of their
| |
| teammate’s Champions.
| |
| 2. The first player chooses 1 of the second player’s
| |
| Champions. That Champion is not used in this
| |
| game.
| |
| 3. The second player chooses 1 of the first player’s
| |
| Champions. That Champion is not used in this
| |
| game.
| |
| 4. The third player chooses 1 of the fourth player’s
| |
| Champions. That Champion is not used in this
| |
| game.
| |
| 5. The fourth player chooses 1 of the third player’s
| |
| Champions. That Champion is not used in this
| |
| game.
| |
| 6. Each player should now have 2 Champions that
| |
| will be used in this game and 1 Champion that
| |
| will not be used.
| |
| GAME ROUND
| |
| 1 First player’s turn.
| |
| 2 Second player’s turn.
| |
| 3 Third player’s turn.
| |
| 4 Fourth player’s turn.
| |
| 5 Advance Challenge Track.
| |
| KEYWORDS
| |
| BLOODIED: A Champion is considered Bloodied when
| |
| they have half of their hitpoints or fewer remaining
| |
| (rounding down). For example, a 7 hitpoint Champion
| |
| would be Bloodied when reduced to 1, 2, or 3 hitpoints.
| |
| CONTROL: A player is considered to control an area
| |
| when they have more Champions in that area than
| |
| their opponent.
| |
| DASH X: A Dash is a straight-line movement where
| |
| the dashing Champion must stay in the same hex
| |
| row of the hex grid.
| |
| DOUBLE: After completing the resolve attack damage
| |
| step of this attack, resolve this step a second time.
| |
| DRAW X: Draw X cards. A player may choose to draw
| |
| any number of cards fewer than X, including 0, but must
| |
| declare how many they will draw before they draw any.
| |
| FEAR X: If an Action or Reaction applies Fear, the
| |
| Champion who suffered the Fear effect must Dash X
| |
| in a direction of their choice, as long as it is away from
| |
| the source of the Fear. If multiple choices are available,
| |
| the Champion must choose the one that takes them
| |
| the furthest away from the source of the Fear, moving
| |
| the maximum Dash value they possibly can.
| |
| FORCE X: The player who played the card with the
| |
| Force effect may move the target up to X hexes in
| |
| any direction.
| |
| HEAL X: Whenever a Champion is healed, remove up
| |
| to X damage from that Champion. Unless the effect
| |
| says otherwise, the Champion being healed is the
| |
| activating Champion.
| |
| JUMP X: Jump is a type of movement that allows
| |
| the Champion to move up to X hexes, and move
| |
| through hexes containing Enemy Champions,
| |
| Statues, and traps without activating them. If the
| |
| Champion ends the movement on a trap token, the
| |
| trap is activated.
| |
| LIFESTEAL: During the resolve attack damage step
| |
| of this attack, the attacking Champion is healed for
| |
| an amount equal to the attack damage.
| |
| POISON X: During the resolve attack damage step of
| |
| this attack, if damage was dealt, deal X to the target.
| |
| PLACE: When a Champion or game element would
| |
| be placed, it is removed from its original location,
| |
| and put in a new location, as described by the effect
| |
| causing the Place.
| |
| 16
| |
|
| |
|
| PLAN X: The controlling player may put up to X cards
| | Some hexes have trap tokens. A trap triggers when a Champion enters the hex in which it is placed, whether it moved there by choice or was moved by another Champion. The trap token is flipped and an effect is applied (loss of hit points, loss of remaining movement, or discard a card of that Champion). The Champion may then complete the remaining movement (if available). When a trap is triggered, the player whose Champion triggered the trap places a new trap on a different empty trap hex. |
| from their hand onto the top of their deck.
| | |
| PULL X: Target Champions are pulled X hexes in a
| | == How to Score Victory Points== |
| straight line directly towards the Champion causing
| | |
| the Pull. They must stay in the same row of hexes. | | If both players reach 5 VPs simultaneously (resulting in a draw), the non-active player wins. |
| The activating Champion must Pull the target the | | |
| full distance. The target will stop before entering a
| | ==== Challenge Track==== |
| hex with a Champion (Ally or Enemy), a Statue, or the
| | |
| edge of the arena, and will activate traps if they are
| | At the end of each round (after all players have taken a turn), a new Challenge card is drawn and all Challenge cards move one space to the right. Challenges that move off the rightmost space are discarded. The value of the Challenge (in VPs) depends on where on the track the Challenge is when it is completed (during the Scoreboard Phase). |
| pulled over or onto them. If a Champion cannot be
| | |
| pulled the full distance for any reason, they suffer
| | ====Defeating an Enemy ==== |
| equal to the remaining distance. If the target is not in
| | |
| the same hex row as the attacking Champion when | | On each Champion's character card is a number representing their hit points. When a Champion takes an amount of damage equal or greater than their hit points, they are taken "out of action". That means the Champion is moved outside the arena, near the deployment area. The Champion's hit points are restored and it can be moved on the player's next turn. Champions outside the arena cannot be targeted or damaged by card effects. But they also cannot be used until the player uses an action to move the character back into the arena. |
| the Pull is resolved, the Pull is ignored. | | |
| PUSH X: Target Champions are pushed X hexes in a
| | The player with the Champion who defeated the enemy gets 1 VP. The Champion also "levels up". This means the character card is flipped over and the character gains a new ability. A Champion can only "level up" once. Hit points are not restored when a Champion "levels up". |
| straight line directly away from the Champion causing
| | |
| the Push. They must stay in the same row of hexes. | | ==Keywords== |
| The activating Champion must Push the target the
| | |
| full distance. The target will stop before entering a
| | ====Movement==== |
| hex with a Champion (Ally or Enemy), a Statue, or the | | |
| edge of the arena, and will activate traps if they are
| | '''<u>Moving an Ally</u>''' |
| pushed over or onto them. If a Champion cannot be
| | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| pushed the full distance for any reason, they suffer
| | <li>'''Dash X:''' The dashing Champion may move in a straight line (in the same hex row) up to the number indicated. This takes place after any regular movement.</li> |
| equal to the remaining distance. If the target is
| | <li>'''Jump X:''' A Champion may move up to X hexes. Enemy Champions, statues, and traps are ignored and not activated (unless the Champion ends their movement on one).</li> |
| not in the same hex row as the attacking Champion
| | <li>'''Place:''' Remove a Champion from its current location and place it in the new location as described by the effect.</li> |
| when the Push is resolved, the Push is ignored.
| | <li>'''Swoop X:''' Champion moves in a straight line within the same hex row up to X hexes. Enemy Champions, statues, and Traps are ignored and not activated (unless the Champion ends their movement on one).</li> |
| ROOT: A rooted Champion instantly loses any
| | </ul> |
| remaining movement points of the current Action, and | | |
| may not move, Dash, Swoop, or Jump again during
| | '''<u>Moving an Enemy</u>''' |
| this turn. The Champion may attack and use skills
| | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| normally. A Champion suffering Root cannot be | | <li>'''Fear X:''' A Champion with ''fear'' must Dash X in a chosen direction away from the source of the fear. </li> |
| moved for the duration of the turn, but can be placed.
| | <li>'''Force X:''' Player may move the target up to X hexes in any direction.</li> |
| STUN: When a Champion suffers Stun, its controller
| | <li>'''Pull X:''' Target is pulled towards the active Champion in a straight line, within the same row of hexes, for X hexes. A Champion cannot be pulled through a statue or another Champion. If the target is pulled onto a trap hex, the trap is triggered. If a Champion cannot be pulled the full distance, they suffer damage equal to the remaining distance. </li> |
| must discard a card belonging to that Champion | | <li>'''Push X:''' Target is pushed away from the active Champion in a straight line, within the same row of hexes, for X hexes. A Champion cannot be pushed through a statue or another Champion. If the target is pushed onto a trap hex, the trap is triggered. If a Champion cannot be pushed the full distance, they suffer damage equal to the remaining distance. </li> |
| from their hand, or else reveal a hand showing no | | <li>'''Root:''' Champion instantly loses any remaining movement and cannot make any further movement action (e.g., dashing, swooping, jumping, etc.). The Champion may attack and use skills normally. This Champion can still be "placed".</li> |
| cards belonging to that Champion. | | </ul> |
| SWOOP X: A Swoop is a straight-line movement of
| | |
| X hexes where the swooping Champion must stay
| | ====Attack==== |
| in the same hex row. A swooping Champion may | | |
| move through Enemies, Statues, and traps without
| | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| activating them. Traps do still activate if the Champion
| | <li>'''Bloodied:''' A Champion is ''bloodied'' if he/she has taken 3 or more damage. (Note: the Instruction Booklet says when a Champion has half or fewer HP remaining, but this is not BGA's policy.)</li> |
| ends the Swoop on a trap token.
| | <li>'''Double:''' Resolve the attack damage step a second time.</li> |
| | <li>'''Lifesteal:''' Attacking Champion is healed equal to attack damage.</li> |
| | <li>'''Poison X:''' If damage was dealt to a target during an attack, deal X additional damage to the target.</li> |
| | <li>'''Stun:''' Player must discard a card of that Champion from their hand or reveal a hand showing no cards of that Champion.</li> |
| | </ul> |
| | |
| | ====Other==== |
| | |
| | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> |
| | <li>'''Control:''' A player ''controls'' an area when they have more Champions in that area than their opponent. |
| | <li>'''Plan X:''' Player may put up to X cards from their hand on top of their deck. |
| | </ul> |