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1. BASICS
1.1. Stats and elements. Character card
The 4 Stats Vitality, Insight, Matter and the Will determines your uniqueness. This is your identity. They are
constant. As mentioned, the sum of the four Stats is 40 points.
You can change your card that represents your character, if your character passed away (and you do not have
a tower or do not want to continue with this character), take a new character and join the game again.
Your character card has Stats distribution and special info like which element has specialized skill or
another. <X> Adept means that your character begins the game as the master of its tower (and receive
bonuses from it) and can go up to the tower in question whether its Stats are high or not.
1.2. Game initial setting: cards on the field - creatures and effects in the field.
From the deck of the effects and creatures, depose two cards face down in each field. (Optional: players can
deploy cards face down on the position they choose.)
Then you choose where to depose your character (in this setting: also choose where your tower will be
deposed). The player inserts his card and tower on some tile and puts the cards from it in his graveyard.
Rule1 (action/round): Each character has three actions per round (attack, block, move or posture).
However, the monsters actions count written right down. Monsters with four actions per round forces you to
replace one action with empty Posture*.
Rule2 (discover tile rule): Once attacked the location (tile) turns face up and it becomes "open" (if there is a
creature there it is awaken, if there are only effects there, this tile is a trap set with 20 power for each
element used in the effects).
Rule3 (monster rule): Awaken creature defends its tile and never leaves it. They attack any character who is
in contact. In case there is an awaken creature, put all effects into those defenders hand. (All defenders
uses one deck. Read rule 5). Monsters regenerate if no enemy in contact with them. The next player controls
the monsters (the player after the one that is in contact with them).
Rule4 (traps rule): To disable a trap at least once all the effects there must fail: to do nothing because of the
high characters Stats (Damage traps just do damage). Enough is one of the elements of the effect not to
work and the effect does not work. (If a trap or a monster kills or "lock" your character, then the next player
chooses a card from your deck and then deposited in the deaths location.). All traps are resolved in one
round.
Rule5 (monsters deck rule): Each monster in contact with your character can take the top card from the
deck, and use it against you. After opposing the actions* of your character and the enemy the card used
from your deck goes to your graveyard. When you reshuffle your graveyard, the monster also reshuffles his
graveyard (actually reuse the card/s that was in his hand initially). Optional: Each creature depending on his
color may choose to draws from and only from one of the four monsters decks. Red monsters prefers
attack*, the green ones prefers block*, the white ones move*, and the blue ones posture*. Black and gold
creatures choose a deck at random. Once the next player selects a deck for the monster, the deck is in use by
it to the end.
Rule6 (tower rule): Each player starts from his tower. Into the tower only "adept" or creature with specific
power: 20 can enter (Crystal limit is 25). Each character starts the game from its tower (the tower cannot be
moved. Characters who can wear it can move the crystal. Another character cannot attack field in which
there are crystal or tower unless they have enough force of a given element.)
2. Battle System
2.1. Characters life and damage.
The life of each creature (character) is equal to the sum of its Stats divided by ten and rounded up. All the
characters have Stats equal to 40 so all characters have four life (they have four life tokens, for tracking
their life. Monsters usually have Stats. (For example, the Dragons life is eight life tokens).
Rule14 (adjacent rule): Character can be attacked only if another character or creature around him
(horizontal, vertical and diagonal).
3. Effects system
3.1. Elements by Stat
Stat
Element
Vitality
Vitality
Insight
Souls Time Space
Air
Matter
Water Earth
Fire
Will
Concentration Harmony
Rule19 (element emit rule): Each effect comprises one or more elements. Character casts these effects and
by casting each element flow with power equal to his Stat. The enemy resists with his Stats. (Except the
point buy effects, which cannot be resisted). If the Stat power of one of the elements of the effects used by
you is less than or equal to the enemys Stats power, the effect is not successful. The enemy saves from the
effect.
Rule20 (effect cast rule): To cast the effect are needed one or more elements. The effect are casted with as
much Postures as number of elements needed for casting the effect. Once casted (or announced), if you
spend contiguous* Postures to fulfil the effects requirements the effect succeeds, otherwise it fails. Then
the effect goes to your decks discard pile (your graveyard), unless it is channeled effect (point buy) or effect
with permanent Status. Channeling effect may continue as long as the character is on the same tile (you use
the environment to channel the effect). Once you cast a permanent effect, put it in front of the characters
deck as permanent. The instant* effects are exceptions (read below). Postures must be contiguous to emit
contiguous elements (you cannot cast an effect requiring two elements by using one posture, followed by one
block, followed by another posture).
Rule21 (effect types rule): - Instant effects are castable with any other action, not only with "posture" (and
castable as a counter action to an enemys action). Point buy (channel-able) effects power is equal to the
value of the token you draw from the elements token pile. This token value is between 1 and 6 and can be
used as +/- N permanent bonus or damage, where N is the tokens value. Stat buy effects summarize the
points spent to emit some elements to reach some Sum in couple of rounds.
Rule22 (effect damage rule): If the effect does Damage, The difference in Stats (yours and enemies) are
equal to the damage.
The Effects Damage is rounded up at mathematical principle, calculated each turn, except the point buy
damage, which is calculated at the end of the round. If at the end of the round an effect makes the
difference 3 fire and water 2 difference, it still makes 2+3 points rounded up to 10 points difference = 1
damage. If instantaneous effect makes 2 points and 2 points the next action, the effect at the end of round
makes four points later rounded down to zero damage.
Rule23 (double cast rule): If a character has two effects of the same type, he can cast them both at once,
doubling one of the elements used to make it (the one that is selected at the announcement of the effect).
In some doubled effects hero can achieve special rule described with the symbol. (every effects, in this
case is at least two).
Rule24 (multicast rule): Just like doubled effects you can cast different effects simultaneously, as long as
they require the same elements (you are actually emitting an elements, announce as much effects as if you
think you can cast). If two effects contains a common element then the character can cast them in three
steps. Emit the first uncommon element and announce the first effect, then emit the shared element and
announce the second effect (the first effect casting succeeds), then emit the second uncommon element (the
second effect casting succeeds too). The character can superimpose multiple effects with shared elements
simultaneously or chain them.
Rule25 (destroy permanent rule): An opponent can destroy any permanent effect by emitting one of the
elements used to make the effect, and his Stat is higher than yours is. By emitting an element against player,
you cannot use it for casting an effect. Any destroyed permanent effect returns to your discard pile
(graveyard). The permanent tokens are destroyed with damage. The bonus/penalty tokens can only be
reversed/healed with other effects.
The count of the Effects is 50; each of them repeated 2 to 3 times. If the hero holds in his hand two effects of
the same type, it can double one of the Stats required for the effect (For example if you have 15 Matter and
Insight 15, and want to do balefire (fire, earth, time), it will do more have a material 30 and 15 Insight. If
the goal is 10 matter and 10 Insight => [30 (matter) - 10 (fire) - 10 (land)] + [15 (Insight) - 10 (time)] =
[10] + [5] => effect is successful and will do 15 damage.
Harm: Vitality
Damage, Instant, Point
Drain:Vitality,Harmony
Point buy (channeling)
Look at neighboring
location without activate
the trap and to show the
contents of the others.
: Evade the next one
damage.
Restore vitality/Damage
Channel: Draw vitality or
water token every action until
you have contact with the
target and at the end of the
round calculate the damage.
You gain the same amount of
calculated points in life tokens.
+option: You may inverse the
life gain to point buy damage
Summoning: Souls
Aura: Souls
Permanent
Each effect you cast is a
mass effect, affecting all
the neighboring targets
by the casters choice.
: Each Permanent
you cast may
affects known
targets onto the
tile-set.
Permanent
Connect two elements of
two friendly subjects
(draw the chosen element
token and put it over the card).
Then the sum of the
element is yours element
: Connect all elements.
Teleportation : Space
You or a subject may
teleport (willingly) to
known location.
: Instant.
You or a subject may
teleport (willingly) to
unknown location.
Sleep:
Souls, Concentration
The affected subjects
around you can play an
action.
The effect lasts until you
are in contact with the
enemies or until the
enemies are attacked.
Space-bending:
Space, Souls
Damage
The target loses his next
action cumulatively (the
target lose an action for
each Space-bending
you cast).
Artifice : Earth
Permanent element
token
Put an element token in
front of your deck as
permanent bonus until
someone destroy it (by
damage or effect).
Emotions bombard:
Vitality, Harmony
The enemy cannot cast
effects until he goes
back to his tower.
: Instant: You may cast
this spell at once like
two sequencing instant
actions.
Invisibility: Fire, Space
The hero is untouchable
until he make an action
different than Move
: The hero is
untouchable until he
makes damage
damage or effect).
Mutate:Water, Harmony
Permanent element token
Point buy (channeling)
The target gains the sum
of the tokens for some Stat
and loses the same amount
of other Stat.
Channel: Draw harmony and
water token every action until
you have contact with the target
Extend : Concentration
Instant
Point buy (channeling)
Extend the duration of
target effect with N
actions where N is the
number of times you
casted Extend.
Elementals : Harmony,
Concentration
Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 30.
Fireball: Fire
Damage
Shield: Concentration
Instant
Invulnerability of the
element until the end of
the round. (can be played as
a counter action to enemys
effect)
Disable: Concentration
Instant
Target cannot make
effects with an element
for a round. (Can be played
as a counter action to enemys
effect).
Elementals : Harmony,
Concentration
Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 30.
: Permanent. Take an
element token and put it
over this permanent card
Throw: Air
Damage. Instant. Point
buy (channeling).
Channel: Draw an air token
every action until you have
contact with the target and at
the end of the round calculate
the damage.
Elementals : Harmony,
Concentration
Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 30.
Creation : Earth
Awake : Harmony
Point buy (channeling).
Move terrain card, wall
token or tower card.
Channel: Draw a harmony token
every action until you have
contact with the target, and
move the target around.
Metaphysics: space,earth
Damage
Damage by changing the mass
of the body of the subject.
: Instant
Confusion : space, souls
Inner Fire: Vitality, fire
Target loses its actions to
Permanent
the end of the battle.
When you make one non+ Switch two unknown
effect damage, you deal
tiles with each other. If you two damage instead, if
beat the creatures Stats at a your vitality Stat is bigger.
known tiles you may
switch and the known tiles
Meteor shower : earth,
fire, concentration
Damage from distance.
Damages all known
creatures at once.
Vision: Time
Look up at any unknown
tile from the tile-set.
: Take one effect from the
library and put it into your
discard pile
Light / Darkness : fire
Point buy (channeling).
Until the end of the round,
no one can deal damage at
the adjacent tiles.
Channel: Draw fire token every
action and put it over the effect
for the duration of the action.
: Instant
Sanctum Gargoyle
Combo: Posture, Move,
Block
+Souls adept
9; 17; 7; 7
(4 hits)
3 actions
Moonglove changeling
Combo: Posture, Attack,
Block
+Concentration
adept
7; 2; 10; 21
(4 hits)
3 actions
Behemoths herald
Combo: Attack, Block,
Move
18; 7; 8; 7
(4 hits)
4 actions
Rhox Bodyguard
Combo: Move, Attack,
Posture
+Draw a bonus
card per round
10;10;10;10
(4 hits)
3 actions
+Vitality adept
Pride Guardian
Combo: Attack, Posture,
Move
+Time adept
Exuberant Firestroker
Combo: Move, Block,
Attack
+Fire adept
Manor Skeleton
Combo: Attack, Block,
Posture
+Harmony adept
(4 hits)
3 actions
(4 hits)
3 actions
(4 hits)
3 actions
3 actions
Cynder Pyromancer
Combo: Move, Posture,
Attack
+Water adept
Akki Coalfinger
Combo: Block, Move,
Attack
+Earth adept
GodTracker of Jund
Combo: Block, Attack,
Posture
+Air adept
Razorfin Abolisher
Combo: Block, Move,
Posture
+Space adept
(4 hits)
3 actions
(4 hits)
3 actions
(4 hits)
3 actions
3 actions
Tower of Vitality
Crystal of Matter
Only an adept or
creature with Vitality
20 or more may enter.
Permanent
Only a creature with
Matter 25 or more may
step onto the crystals
tile
Crystal of Vitality
Permanent
Only a creature with
Vitality 25 or more
may step onto the
crystals tile
Crystal of Insight
Permanent
Only a creature with
Insight 25 or more may
step onto the crystals
tile
Tower of Souls
Tower of Space
Tower of Vitality
Tower of Time
Only an adept or
creature with Insight
20 or more may enter.
Only an adept or
creature with Insight
20 or more may enter.
Only an adept or
creature with Vitality
20 or more may enter.
Only an adept or
creature with Insight
20 or more may enter.
+4 Insight for the +4 Insight for the +4 vitality for the +4 Insight for the
owner
owner
owner
owner
Tower of Air
Tower of Water
Tower of Earth
Tower of Fire
Only an adept or
creature with Matter
20 or more may enter.
Only an adept or
creature with Matter
20 or more may enter.
Only an adept or
creature with Matter
20 or more may enter.
Only an adept or
creature with Matter 20
or more may enter.
+4 Matter for
the owner
+4 Matter for
the owner
Tower of Harmony
Only an adept or
creature with Will 20
or more may enter.
Only an adept or
creature with Will 20
or more may enter.
Crystal of Will
Permanent
Only a creature with
Will 25 or more may
step onto the crystals
tile
Crystal of Matter
Permanent
Only a creature with
Matter 25 or more may
step onto the crystals
tile
Crystal of Vitality
Permanent
Only a creature with
Vitality 25 or more
may step onto the
crystals tile
Crystal of Insight
Permanent
Only a creature with
Insight 25 or more may
step onto the crystals
tile
Attack
+Deal 1 Damage
versus Posture
- Take 1 Damage
versus Block
Block
+Deal 1 Damage
versus all Attacks
- Take 1 Damage
versus Move
Move
+Deal 1 Damage
versus Block
- Take 1 Damage
versus Block
Posture
+Deal 1 Damage
versus Move
- Take 1 Damage
versus Block
Cloudhearth Drake
Harbor Serpent
13;8; 18;15
+ creation effect
(earth)*
18;12;14;14
(4 hits)
(6 hits)
3 actions
(6 hits)
3 actions
Tangle Spider
15;20;10;20
3 actions
Bant Battlemage
12;20;16;1
(5 hits)
1 action
Ruinous Minotaur
Ridge Runnet
17;10;15;13 20;10;10;10
(6 hits)
4 actions
(5 hits)
4 actions
Hellkite hatchling
Cliffy Serpent
20;20;20;20 12;8;18;15
(8 hits)
(5 hits)
4 actions
3 actio
Angel of Mercy
Pathrazer of
Ulamog
17;20;16;16 15;8;12;15
(7 hits)
1 action
(5 hits)
3 actions
Dragon
20;20;20;20
(8 hits)
4 actions
Canyon Minotau
17;10;15;13
(6 hits)
4 action
Mastodon
+ effect (souls): spirit link*
15;15;10;10
(5 hits)
2 actions
15;15;15;15
(6 hits)
3 actions
20;10;12;12
(5 hits)
3 actions
Rakewalk
Guargantuan
15;2012;1
(6 hits)
3 action
Nacatl Hunt-Pride
+ Mists effect (water): no
affected adjacent creature
can attack this round while
you are in contact with it.
Rhox Brute
+ When Rhox Brute
performs successful
Attack he deals two
damage instead of one.
10;10;15; 5 20;10;10;10
(4 hits)
2 actions
(6 hits)
3 actions
Everbark Shaman
+ When Rhox Brute
performs successful
Block he deals two
damage instead of
one.
20;15;10;7
(5 hits)
2 actions
Loxodon Mysti
15;15;10;1
(5 hits)
2 actio
Bonebreaker Giant
Steambeam aquitect
Greater Basilisk
+ Petrify effect (vitality,
harmony): Turn the target
into stone until you are in
contact
Summit Apes
4 actions
(6 hits)
2 actions
(6 hits)
3 actions
Nacatl Hunt-Pride
+ Mists effect (water): no
affected adjacent creature
can attack this round while
you are in contact with it.
Rhox Brute
+ When Rhox Brute
performs successful
Attack he deals two
damage instead of one.
10;10;15; 5 20;10;10;10
(4 hits)
2 actions
(6 hits)
3 actions
Everbark Shaman
+ When Rhox Brute
performs successful
Block he deals two
damage instead of
one.
20;15;10;7
(5 hits)
2 actions
Loxodon Mysti
15;15;10;1
(5 hits)
2 actio
Guardian of coverdell
Cavern Thoctar
20;10;12;12
20;15;10;7
(5 hits)
(5 hits)
3 actions
2 actions
Etherium Abomination
+ fear effect (air,
harmony): The target
character cannot do any
damage until reach his
tower.
15;1010;20
(6 hits)
Ember weaver
+ creation effect
(earth)*
15;20;10;20
(6 hits)
2 actions
Siege-Mind Ogre
15;1812;18
(6 hits)
3 actions
2 actions
Infectious Horror
+ fear effect (air,
harmony): The target
character cannot do any
damage until reach his
tower.
15;1010;20
(6 hits)
2 actions
God-seeker
Akki
1
10
11
2
9
12
The
Unknown
3
8
13
Dragon with 4
actions
5
6
15
16
dependent from the Stats (point buy). The Hero is stocked with effects "point buy" because he is aware that
he cannot beat the dragon Stats).
However, the Dragon draws for the third time card from the deck of the hero and already holds 3 cards, 2 of
them are Attack. In the 15th and 16th turn, he opposes Attack of the 2 Postures of the hero inflicting him 2
damage. In the 17th turn, the Dragon plays Posture to cut the escape character, holding an instant, point buy
effect to finish the character.
In the 18th turn Hero decided to continue channeling of " Drain" with posture emitting Water element and
Reuse Vitality elements from his previous action to make " Drain" effect again. He draws tokens and: 5 + 5
+ 5 + 6 = 21 points => 2 Damage. The Hero in on turn again in the 25th turn before the Dragon, but with 2
Damage taken he does not want to risk (The Dragon will get 3 contiguous actions) so he runs away with
Move. The dragon still casts his instant point buy effect, but he draws a token with 4 => 0 Damage (fails to
do other damage to the fleeing hero).
The Dragon is out of the order of actions remained with 4 damage, but unlike the character the monsters are
healed to the full health if there are no contact with them.
The Foreign hero does not need to go to his tower as his deck has a "Health" effect and can cure himself.
The Dragon beats him because he used the Attack cards from his deck. The Hero may depose his Attack
cards around, return to the Dragon full with permanents, with his 2 "Health" effect in his hand and try
again ) ...
As a rule, the next character that is not in contact with him (the God-Seeker played the Dragon. He may
choose the Red optional deck as the Dragons deck.