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Gamehelpdicesummoners

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Aim

Deplete your enemy's health to eliminate them and win the battle.

Turn Sequence

Each turn is split into 2 stages: gain and combat.

Stage 1: Gain

In the gain stage gather the dice earned by your creatures. Each creature in a player's army has a gain section. This determine the dice earned. The dice are then rolled. The wildcard symbol can be used in place of any other dice symbol.

Stage 2: Combat

In the combat stage, players can use the actions available on their cards in any order. The player cannot use the same card action twice during the same turn. For the first turn, players may only cast and defend.

Matched Symbols

When using an action the player must match all symbols for the action. Any defense tokens associated with a discarded creature are removed. Once a player acquires a card, it can be used immediately if the player has the available symbols.

Attack

Attack does damage to your opponent. If your opponent has no active defence tokens, the attak decreases your opponent's health. If your opponent has active defense tokens, the tokens equivalent to the damage are discarded. It is up to the defending player to choose which tokens ae taken. If any attack removes all defense tokens, any damage left over decreases your opponent's health.

Heal

Heal inccreases the player's health. The player cannot heal over the maximum health of 30.

Steal

Steal does damage to your opponent like Attack and can increase your health. You gain health equal to the health lose by your opponent. If you only do damage to your opponent's active defence tokens, the player does not increase their health.

Defend

Defend adds defence tokens to the chosen ability. These active defence tokens are used to defend against an opponent's attack. The player cannot activate a creature's defence if there are already active defence tokens on it.

Spell Sets / Rituals

Each player may only have a maximum of 6 spell sets and rituals. If the player learns a spell set or ritual over the maximum of 6, they can sacrifice one of their existing spell sets or rituals.

Creatures

Each player may only have a maximum of 6 creatures. If the player summons a creature over the maximum of 6, they can sacrfice one of their existing creatures.

Auras

Each player may only have a maximum of 1 aura. The casting of a new aura replaces the player's existing aura.

Curses

Each player may only have a maximum of 1 curse. The casting of a new curse replaces the opponent's existing aura. Whn casting a curse, it is placed on your opponent's army. Curses last 3 turns and are then discarded.

End Turn

The player may end their turn at any moment during the combat stage. The player may only keep a maximum of 2 blue dice and 2 red dice for their next turn. These are rerolled on the player's next gain stage along with any other dice they gain. Play continues to the next player.

End Game

The game ends when one player's health goes to 0 or below. That player is eliminated. The remaining player wins and is declared the greatest summoner in the land.