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=== WINNING THE GAME ===
Background
The first Player to reach 5 VP immediately wins
the game.


=== BASIC CONCEPTS ===
== Objective ==
==== The First Rule ====
Be the first player to gain 5 Victory Points. Victory Points are gained by accomplishing challenges or by defeating your enemy Champions.
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 (red), Creation (yellow), or Manipulation
(blue). 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 ====
== How to Play ==
When an effect instructs a Champion to move
towards a game element, the moving Champion
must end its move with fewer hexes between it and
the game element it is moving towards than it did
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
from a game element, the moving Champion must end
its move with more hexes between it and the game
element it is moving away from than they were before
starting the move. If this is not possible, the Champion
will not move.
==== Strength and Damage ====
Some cards and effects will deal damage, whilst others will state the strength of the attack. Strength is always reduced by the defence of the target,
whilst damage is applied directly to the target, ignoring any defence.


==== Resolving a card ====  
====Beginning/Setup====
When resolving a card, if a card cannot be fully
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.
resolved, forfeit the part that cannot be resolved.


==== Targeting ====
Next, each player chooses 2 locations to place traps. There are 6 possible places for traps.  
Unless a card says otherwise, Champions can only
target Enemy Champions. Area of Effect (AoE) attacks that include an Enemy Champion in the AoE
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
not be shared with another player unless a game
effect instructs a player to do so. When a card effect
asks a player to show something, all players may
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
also open information, and a player can ask to see
either side of a Champion card at any time. When a
card effect asks a player to look at something, only
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
draw deck.
=== GAME ROUND ===
Each round consists of three steps: First player’s turn,
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
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
Cores, discards their hand and draws a new hand of
5 cards.


'''Upkeep Phase'''
Each player draws 5 cards, discards any they wish, then draws replacement cards for each.


Players ready each of their Cores, discard their hand and draw a new hand of 5 cards.
Each player places their three Champions on a hex in their deployment area.  


=== PRE-ATTACK AND POST-ATTACK ===
====Rounds and Turns====
Pre-attack and post-attack abilities
Each round consists of the first player's turn, then the second player's turn. Afterwards, the challenge track advances and another round begins.  
are effects that take place when an attack
card with either symbol is played. Both abilities
are mandatory. If a card instructs a player to
resolve a or ability, then it must be
fully resolved before moving on to the next
step of the attack.
The key difference between the two is that a
player may play a card with a ability, and
then choose not to attack, whereas a
ability is only ever resolved after an attack
is made. Note that these abilities can be part
of a reaction card.
Note that many keywords have numerical
values, so can be legally resolved by choosing
0, effectively cancelling the effect.
Every Action card with the attack icon
in the upper left corner of the card is an
attack card. To resolve an attack, follow
these steps:
# Use as much of the card’s movement as you choose.
# Resolve any abilities.
# Choose if you will use the attack. If you choose not to make the attack, the activation ends immediately. Otherwise, continue to step 4.
# Declare target(s).
# Opponent chooses whether to play Reactions.
# The target’s defence value is subtracted from the current strength value of the attack.
# Resolve attack damage.
# Resolve abilities from Reactions.
# Resolve abilities from the attack card.
# Declare target(s)
Check the range and targeting icons to determine
which targeting rules apply for the attack. Some
attacks have a minimum range, and any Enemy
closer than that range is not an eligible target.


=== ACTION CARD ANATOMY ===
'''<u>Player Turn</u>'''


The dark grey hex in the targeting box marks the
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
relative position of the attacking Champion to the
  <li>'''Scoreboard Phase:''' If the player has fulfilled any of the conditions for the challenges, the player earns the appropriate number of VPs.</li>
targeted hex(es), marked on the card in yellow.
  <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>
Melee Attack
  <li>'''Upkeep Phase:''' Cores are restored, the hand is discarded, and a new hand of 5 cards is drawn.</li>
A melee attack targets a single adjacent
</ol>
Enemy.
==== Indirect Shot ====
An indirect shot targets a single Enemy.
The targeting value shows the maximum range of the Action. When one
figure is specified the targeting value shows the
maximum range of the Action. When two figures are
indicated, the first specifies the minimum and the
second the maximum range of the Action. To define
range, count the smallest possible number of hexes
to the target, including the target’s hex but not the
activating Champion’s hex. Indirect shots can target
Champions through Statues and other Champions.
==== Direct Shot ====
A direct shot works like an indirect
shot with some extra restrictions.
Direct shots may only target Enemies
on hexes in the same row of hexes as the attacking
Champion. Additionally, direct shots cannot target
Champions if there are any Statues, or other Champions (Enemy or Ally) in that hex row between the
activating Champion and target.
==== Area of Effect (AoE) ====
An AoE attack affects all Champions in the
yellow marked hexes shown in the targeting
icon of the Action card (including Allies).
The player playing the Action chooses the exact
orientation of the AoE.
==== Reactions are played ====
After targets are declared, the controller of an Enemy
target Champion may play one Reaction card on any
of their Champions targeted. The Core of the Reaction
card must be exhausted as normal. Only one Reaction
may be played per attack (see Reactions, page 11).
The target’s defence value is subtracted from
the current strength value
All Champions have a defence value. Even if a
Champion’s printed defence value is 0, it can still be
modified by card effects.
During this step, the current defence value of the
defender is subtracted from the current strength
value of the attack. Remember to include any
modifiers to strength and defence values in this
step. Defence values are always applied to every
attack made against the Champion, unless reduced
or bypassed by a card effect. The end sum of this is
the attack damage.
==== Resolve attack damage ====
The attack damage is dealt to all targets of the attack.
Place on the Champion card damage tokens equal
to the damage the Champion is dealt. Keywords that
affect damage such as Poison, Double, and Lifesteal
are resolved in this step (see page 15).
=== Standard Actions ===
In addition to using their hand of Action cards,
players may also activate Champions using the
Standard Actions shown on the player dashboard.
These Actions are intentionally weaker than Action
cards, but they offer some options when a player
does not draw the Cores and/or cards of Champions
they need.
Each Standard Action may only be used once per
Activation Phase.
# Spend the Manipulation (blue) Core to Move 1 and Plan 1 (see Plan, page 16).
# Spend the Creation (yellow) Core to Move 1 and Heal 1 (see Heal, page 15).
# Spend the Destruction (red) Core to Move 1 and Deal 1 damage to an adjacent Enemy. This damage ignores defence.
# Spend 1 Core, Manipulation or Creation or Destruction, to Move 2.
==== Reactions ====
During an opponent’s turn, players can
react to their opponent’s attacks by playing
Reaction cards. Reactions may only be
played during the opponent’s turn and
only when at least one of that player’s Champions is
targeted by an opponent’s attack action.
=== ADVANCE CHALLENGE TRACK ===
At the end of each game round (after all players have
taken a turn), all Challenge cards move one space to
the right, and a new Challenge card is drawn. This is
placed in the Cannot Be Scored space. Challenges
moving right from the rightmost space are discarded
(move them to the Challenge discard pile). If at any
point your Challenge card deck empties, shuffle the
discard pile to form a new Challenge deck.
=== OUT OF ACTION ===
A Champion is taken out of action as soon as they
suffer an amount of damage equal to or greater than
their hitpoint value (as printed on their Champion
card). If during their activation a Champion takes
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
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.
=== LEVELING 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 ===
==Cards==
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 ===
[[File:SuperFantasyBrawl_cardAnatomy.jpg]]
The arena board is made up of a series of hexes. A continuous line of hexes is called a hex row.
<pre>Example:
Gold’arr makes a Dash 2. He can move along any of the hex rows shown, but cannot move out of the hex row due as the Dash keyword states he must remain in the same hex row.</pre>


== Keywords ==
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
'''Bloodied:''' A champion is considered Bloodied if it has taken at-least 3 damage.
  <li>'''Champion Icon:''' Identifies the Champion the card will control
  <li>'''Action Type:''' Attack, Skill, or Reaction
  <li>'''Card Name:''' Title of the card
  <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>
  <li> '''Action Movement:''' Indicates how many hexes the Champion can move before executing the action.</li>
  <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>
  <li>'''Card Number:''' Identifies card</li>
  <li>'''Illustrator:''' Artist of the card</li>
  <li>'''Action Strength:''' Number of HP damage to the opponent</li>
  <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>
  <li>'''Flavor Text:''' Describes character, action, or backstory</li>
  <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>
</ol>


<s>A Champion is considered Bloodied when they have half of their hitpoints or fewer remaining (rounding up). For example, a 7 hitpoint Champion would be bloodied when reduced to 4 hitpoints.</s>
===Attack Card Resolution===


'''Control:''' A player is considered to control an area when they have more Champions in that area than their opponent.
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>Use as much of the card’s movement (green boot) as you choose</li>
  <li>Resolve any pre-attack abilities</li>
  <li>Choose target(s)</li>
  <li>Opponent chooses whether to play Reactions</li>
  <li>The target's defense value is subtracted from the current strength value of the attack</li>
  <li>Resolve attack damage</li>
  <li>Resolve post-attack abilities from Reactions</li>
  <li>Resolve post-attack abilities from the Attack card</li>
</ol>


'''Dash X:''' A dash is a straight-line movement where the dashing Champion must stay in the same hex row of the hex grid.
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.


'''Double:''' After completing the resolve attack damage step of this attack, resolve this step a second time.
==Traps==


'''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. When a Champion is affected by fear, the Champion must move the maximum dashvalue they possibly can.
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.  


'''Force X:''' The player who played the card with the force effect may move the target up to X hexes in any direction.
== How to Score Victory Points==


'''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.
If both players reach 5 VPs simultaneously (resulting in a draw), the non-active player wins.  


'''Lifesteal:''' During the resolve attack damage step of this attack, the attacking Champion is healed for an amount equal to the attack damage.
==== Challenge Track====


'''Poison X:''' During the resolve attack damage step of this attack, if damage was dealt, deal X to the target.
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).  


'''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.
====Defeating an Enemy ====


'''Plan X:''' The controlling player may put up to X cards from their hand onto the top of their deck.
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.


'''Pull X:''' Target Champions are pulled directly towards the Champion causing the pull in a straight line. They must stay in the same row of hexes. The activating Champion must pull the target the full distance. The target will stop before entering a hex with a Champion (Ally or Enemy), a statue, or the edge of the arena, and will activate traps if they are pulled over or onto them. If a Champion cannot be pulled the full distance for any reason, they suffer damage equal to the remaining distance. If the target is not in the same hex row as the attacking Champion when the pull is resolved, the pull is ignored.
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".


'''Push:''' Target Champions are pushed directly away from the Champion causing the push in a straight line. They must stay in the same row of hexes. The activating Champion must push the target the full distance. The target will stop before entering a hex with a Champion (Ally or Enemy), a statue, or the edge of the arena, and will activate traps if they are pushed over or onto them. If a Champion cannot be pushed the full distance for any reason, they suffer damage equal to the remaining distance. If the target is not in the same hex row as the attacking Champion when the push is resolved, the push is ignored.
==Keywords==


'''Root:''' A rooted Champion instantly loses any remaining movement points of the current action, and may not move, dash, swoop, or jump again during this turn. The Champion may attack and use skills normally. A Champion suffering root cannot be moved for the duration of the turn, but can be placed.
====Movement====


'''Stun:''' When a Champion suffers stun, its controller must choose and discard a card of that Champion from their hand, or reveal a hand showing no cards of that Champion.
'''<u>Moving an Ally</u>'''
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <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>
  <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>
  <li>'''Place:''' Remove a Champion from its current location and place it in the new location as described by the effect.</li>
  <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>
</ul>


'''Swoop X:''' A swoop is a straight-line movement where the swooping Champion must stay in the same hex row. A swooping Champion may move through Enemies, statues, and traps without activating them. Traps do still activate if the Champion ends the swoop on a trap token.
'''<u>Moving an Enemy</u>'''
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>'''Fear X:''' A Champion with ''fear'' must Dash X in a chosen direction away from the source of the fear. </li>
  <li>'''Force X:''' Player may move the target up to X hexes in any direction.</li>
  <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>
  <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>
  <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>
</ul>
 
====Attack====
 
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <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>
  <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>

Latest revision as of 15:23, 19 November 2025

Background

Objective

Be the first player to gain 5 Victory Points. Victory Points are gained by accomplishing challenges or by defeating your enemy Champions.

How to Play

Beginning/Setup

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.

Next, each player chooses 2 locations to place traps. There are 6 possible places for traps.

Each player draws 5 cards, discards any they wish, then draws replacement cards for each.

Each player places their three Champions on a hex in their deployment area.

Rounds and Turns

Each round consists of the first player's turn, then the second player's turn. Afterwards, the challenge track advances and another round begins.

Player Turn

  1. Scoreboard Phase: If the player has fulfilled any of the conditions for the challenges, the player earns the appropriate number of VPs.
  2. 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.
  3. Upkeep Phase: Cores are restored, the hand is discarded, and a new hand of 5 cards is drawn.

Cards

SuperFantasyBrawl cardAnatomy.jpg

  1. Champion Icon: Identifies the Champion the card will control
  2. Action Type: Attack, Skill, or Reaction
  3. Card Name: Title of the card
  4. 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.
  5. Action Movement: Indicates how many hexes the Champion can move before executing the action.
  6. 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).
  7. Card Number: Identifies card
  8. Illustrator: Artist of the card
  9. Action Strength: Number of HP damage to the opponent
  10. 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)
  11. Flavor Text: Describes character, action, or backstory
  12. 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.

Attack Card Resolution

  1. Use as much of the card’s movement (green boot) as you choose
  2. Resolve any pre-attack abilities
  3. Choose target(s)
  4. Opponent chooses whether to play Reactions
  5. The target's defense value is subtracted from the current strength value of the attack
  6. Resolve attack damage
  7. Resolve post-attack abilities from Reactions
  8. Resolve post-attack abilities from the Attack card

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.

Traps

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.

How to Score Victory Points

If both players reach 5 VPs simultaneously (resulting in a draw), the non-active player wins.

Challenge Track

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).

Defeating an Enemy

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 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".

Keywords

Movement

Moving an Ally

  • 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.
  • 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).
  • Place: Remove a Champion from its current location and place it in the new location as described by the effect.
  • 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).

Moving an Enemy

  • Fear X: A Champion with fear must Dash X in a chosen direction away from the source of the fear.
  • Force X: Player may move the target up to X hexes in any direction.
  • 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.
  • 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.
  • 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".

Attack

  • 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.)
  • Double: Resolve the attack damage step a second time.
  • Lifesteal: Attacking Champion is healed equal to attack damage.
  • Poison X: If damage was dealt to a target during an attack, deal X additional damage to the target.
  • Stun: Player must discard a card of that Champion from their hand or reveal a hand showing no cards of that Champion.

Other

  • Control: A player controls an area when they have more Champions in that area than their opponent.
  • Plan X: Player may put up to X cards from their hand on top of their deck.