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Created by: Andra J Pickens / Shadow Nexus Games / Shadow Nexus LLC

Rule Book 1.2


Revision: Pierce and Unavoidable Traits added
Image clean up
Bai Added

Rule Book 1.3


Chip Damage Rules updated
Gauge Rules Updated
Combo Rules Updated
Strike Step / Striking terminology Changed to Attack Step / Attacking
Table of contents (Under construction)

A. General Rules
1. Game Objective
2. Deck Construction

B. Card Types and Properties


1. Main Character Cards
2. Power up cards
3. Battle cards
4. Action cards
5. Paradox Cards
6. Card terminology

C. Game Zones
1. Deck zone
2. Trash Zone
3. Exile Zone
4. Interval Grid

D. Phases
1. Gameplay Basics
2. Initiative Phase
3. Draw Phase
4. Preparation Phase
a. Turn actions
5. Battle Phase
6. End Phase

E. Combat Sequencing
1. Attack Step
2. Intimidate Step
3. Override Step
4. Strike Step
5. Evade Step
6. Guard Step
7. Hit Resolution Step

F. Card Effects
1. Play Effects
2. Strike Effects
3. Guard Effects
4. Hit Effects
5. Ongoing effects
6. Reaction Effects
7. Evade Effects

General Rules
Game Objectives

You can win a game of Chronotis in one of the following ways.

• Reduce your opponent’s life total to 0


• Winning through a characters alternate win conditions
◦ Some characters in Chronotis have different methods of winning the game other than
reducing their opponent’s life total to 0.

Deck Construction

The following rules apply to a standard game of Chronotis.

• Each deck has 45 total cards.


• Your character specific cards must match that of your Main Character.
• Your deck cannot contain more than a 1 Paradox card.
• You may have a maximum of 3 of each card in your deck.

The following rules apply to a Tag Team game of Chronotis. (Added in future releases)

• Each deck has a total of 60 cards.


• You may use character cards from both of your tag characters.
• Your deck cannot contain more than 1 Paradox Card
• You may only use 1 Pact card
• You may have a maximum of 3 of each card in your deck.

Icons

Drive Icon

Gauge Icon

• Drive: Whenever you need to pay for , you may create drive in the following ways (You may
combine the way to create drive as you see fit)
◦ Discard any number of cards from your hand to produce that amount of drive.
◦ Spend 1 gauge to produce 1 drive.
• Gauge: Whenever you need to pay for , you can only do so by having cards in your gauge.
Whenever you take strike damage from an opponent, you will gain one gauge.
◦ Unlike drive, you cannot spend drive to produce gauge.
◦ Whenever a card is placed into your gauge, it is placed face down.

Card Types
Character Cards
Character cards are the basis for deck construction. Each character has their
own unique abilities and mechanics (See: Strategy Section).

• Health
◦ This is your characters maximum health total and what you
begin the game with. Once your health total goes to 0, you will
lose the game.
• Reserve
◦ Your reserve size is the maximum amount of cards you are
allowed to have in your hand.

Power up
Power up cards are more powerful variations of your existing character card.
Power up cards do not usually change your Health maximum or Reserve
size. But they do offer either upgraded or more powerful abilities than your
main characters base card.

Battle Cards
Battle cards are the cards that will comprise the majority of your deck. There
are 2 primary types of battle cards.
• Basic Battle cards
◦ Basic battle cards are universal cards that can go into any
characters deck.
▪ Basic Battle cards have a grey card frame.
◦ Special battle cards are battle cards that you can only use in that
characters specific deck.
▪ Special battle cards have a red card frame.
Battle cards usually have the following statistical information
• Strength
◦ How powerful the battle card is. The higher the strength,
the more damage it will deal when it hits your opponent.
• Time Span
◦ How slow or fast a move is. The higher the number, the
slower the move is.

Action Cards
Action cards are cards that provide additional actions a player can use
during their turn. Since they act as turn actions, once they are played,
usually the turn will end.

• Action cards do not count as battle cards.

Paradox cards are incredibly powerful and usually have game altering
abilities.
Game Zones

Each Player has an instance of the following zones.

Public Zones: A public zone is a zone that is available to all players at all times to look at.

1. Interval Grid.
1. This is where battle cards will be placed.
2. Trash Zone
1. Whenever cards are discarded from play, they will be placed into the trash.
3. Main Character Zone
1. This is where your main character will go.
4. Exile Zone
1. This is where each and all exiled cards will go.

Hidden Zones: A Hidden Zone is a zone that is not available to any players.

1. Gauge Zone
1. All gauge will be placed here face down.
2. Your deck is kept near your main character.
2. Deck Zone
1. This is where the players deck will go.
2. Whenever a player would “Draw cards”, they will draw them from the deck.

Private Zones: A Private Zone is a zone where only you have visual access.

1. Hand
1. A zone for cards that have not been played yet.
2. Players may only have cards in their hands equal to what their total reserve value is.
2. Extra Zone
1. A space where hidden cards are played face down.
2. You have the ability to see these cards but your opponent does not.

Game Terminology

• Strike damage: Damage dealt by hitting your opponent during a strike.


• Burn Damage: Damage dealt by an effect or ability.
• Chip Damage: Damage dealt by guarding with a battle card.
• Stun X Card(s) in a players hand: Randomly select 1 card in that players hand. That card cannot
be used until the end of the turn.
• Crush: To send a card from play to the trash
◦ Ex: Crush your opponent’s battle card.
▪ Your opponent’s battle card in play would be sent to the trash.
• Mill X Cards: A player takes X cards from the top of their deck and places them into the trash.
◦ Ex: Your opponent mills 3 cards.
▪ Your opponent would take the top 3 cards of their deck and place them into the trash.
• Lethal Damage: Damage that would reduce a players life total to 0 or lower.

Gameplay Basics

1. Both Players search their decks for their main character cards and place them into the Main
Character Zone.
2. Both players shuffle their decks until it is randomized.
3. Use a random method of deciding who is going to go first. (Flipping a coin, rock-paper scissors)
1. The winner of this method gets to choose who is the initiative player.
1. Initiative player means the player who is the acting player for the turn.
4. Both players set their life totals.
1. Life totals are equal to what your characters health value is.
5. Each player draws cards from their decks equal to their reserve value. During this time, this act
is referred to as “Drawing your opening hand” or “Opening hand”
6. The first player (player going first) selects any number of cards they don’t want in their opening
hand and sets them aside. Then. they draw the same amount of cards they set aside and shuffles
the set aside cards back into their deck. Once the first player has finished, the second player
may perform this same action. This is called “Mulligan”
1. Mulligan can only be performed once.
7. After this, the game begins with the first player.

Traits

1. Critical: Your opponent cannot gain gauge if they were hit during this strike by this card.
2. Override: (See Override and Counter section)
3. Counter: (See Override and Counter Section)
4. Throw: Cannot be guarded by throw.
1. Also cannot be used to guard any strike other than battle cards with the throw trait.
5. Unblockable: Cannot be guarded.
1. Your opponent can still use Override and Evade.
6. Safe: Your opponent cannot use override vs this strike.
7. Protect: Can guard any time span. You also take no chip damage during this strike.
1. Cannot be used against Throw.
8. Evade X Time Span: If your opponent attacks with a card that has X Time span and doesn’t
have throw, discard this card to crush their attacking battle card.
9. Combo: While attacking with a battle card , you may place this card under that battle card. If
attacking, that card gains +1 STR.
1. You can only combo once per strike.
10. Pierce: Your opponent cannot use protect.
11. Unavoidable: your opponent cannot use evade.
Interval Grid

During the game, players have access to a total of 7 intervals. Intervals represent “seconds” that each of
your battle cards will take up when they are played. Here are the rules to the interval grid.

• 7 Is the maximum amount of intervals.


• Whenever a battle card is played, it takes up intervals equal to the amount of Time Span (TS)
that card has.
◦ Example: If a card has 3 TS, then it will be placed onto the third interval space. This means
there are 4 intervals remaining in the turn to be used.
• It is not required for a player to use all of the intervals in their turn.
• Intervals affect both players during the turn, not simply the attacking player.

Sample Game Board


Turn Phases

Initiative Phase: When a new turn begins, initiative passes to the player that did not have it in the
previous turn.

Draw Phase: The initiative player must draw up to their reserve size while the reactive player (second
player) draws up to half of their reserve.

• If you enter the draw phase with more cards in your hand than your reserve size, you must
discard down to your reserve size.
• After both players have drawn their cards, each player, starting with the initiative player, may
discard a card from their hand to draw 1 card.
• If the reactive player has more cards in their hand than their reserve value, they do not discard
from their hand until they are the initiative player. This means they are permitted to have as
many cards in their hand as they want until their next draw phase.
• If you run out of cards and are unable to draw, your character enters “fatigue” state. During
Fatigue, whenever you would draw a card and are unable, you must take 5 damage. This
damage is unavoidable.

Preparation Phase: During the preparation phase, the initiative player is allowed to choose a turn
action they wish to use. You can see these below. After all effects or a turn action has been resolved,
the turn will proceed directly to the end phase.

Turn actions: These are actions that a player can perform during the Preparation phase of their turn.

• Power Charge: You may pay or spend 2 Health to gain .

• Battle: You enter the battle phase for the turn.

• Recovery: You may spend to gain 2 Health.

• Power Up: Spend to power up your character.

Battle Phase: If you selected “Battle” as your turn action, you will proceed to this phase. (Look at
combat sequencing for more information)

End phase: During this phase, all cards that are in play from the battle phase are placed into the trash
and play will proceed back to the initiative phase.

• Any effects that take place during the end phase will take place before all cards are discarded
from play.

Combat Sequencing
The battle phase is comprised of the following steps

• Attack step: During this step, the initiative player chooses a card from their hand and places it
onto the interval grid attacking against the reactive player
• Intimidate Step: Your intimidate trait would trigger during this step.
• Override Step: The reactive player may use a card with the Override trait to counter the
opponent’s strike.
• [Combo] Step: If you have a card with combo you may play with your attacking battle card.
◦ Combo effects would resolve here.
• [Strike] step: Any effect with the [Strike] keyword will resolve.
• Evade Step: The reactive player may use a card with the Evade trait.
◦ Evade: Effects would activate after the evade has been performed.
• Guard Step: The reactive player may guard the opponent’s strike.
◦ Guard: abilities would trigger after the guard has been performed.
• Damage Step: Damage is dealt during this step.
◦ Chip damage will be dealt during this step when the opponent guards.
• Counter step: If a guard was successful, the reactive player may use a card with the Counter
trait.
• [Hit] Resolution Step: [Hit] effects resolve after the damage step.

These steps repeat until the all of the grid spaces are used up.

Guarding against a strike

Whenever you declare a strike against your opponent, they may choose to guard your strike in several
ways.

• Using a battle card that has a matching time span.


◦ Players may guard with battle cards that have the same exact time span as the attacking
battle card.
▪ 2 TS can guard 2 TS attacks but cannot guard 3 TS attacks due to their time spans not
matching up.
• Using a card that has the Protect trait. (See: traits)

While guarding with a card, make sure to turn the card sideways to show that you are guarding against
your opponent’s strike.

Gaining Gauge

Whenever a player takes strike damage from the opponent, that player gains 1 gauge,

Chip Damage

Chip damage is damage dealt to a player while they are guarding.


• Only the guarding player takes chip damage.
• When a player guards with any battle card that does not have the Protect trait, they will
automatically take 1 chip damage.
◦ If player 1 attacks with a battle card that has 4 STR and the guarding players battle card has
3 STR, the guarding player would take 1 Chip damage as it is the difference between both
cards’ strength.
▪ So they would end up taking 2 total chip damage. 1 from the difference in strength on
the battle cards and 1 from the automatic chip damage that they would take from
guarding.
◦ If player 1 attacks with a battle card that has 3 STR and the guarding player battle card has 5
STR, then the guarding player takes 0 chip damage because the guarding battle card had a
higher STR than the attacking card.
◦ Chip damage does not trigger [hit] effects.
◦ Players cannot lose the game from chip damage.
◦ If a player is at 1 HP and they would take chip damage, they would remain at 1 HP instead
of losing the game.

Override, Evade, and Counter

An Override is a trait that allows a player to take control of the current combat! Whenever your
opponent attacks against you, you may pay to discard both you and your opponents battle cards from
play. The card you then used as an override becomes the attacking battle card. It is important to note,
that overrides happen before the intervals would be used. Below you can find a some notes about
Override.

• Whenever an override is used, the player who used it does *not* become the initiative player
for the turn. They have simply become the attacking player meaning that player has control of
the combat.
• When using an override, it must be either equal to or less than the attacking battle cards time
span.
◦ You cannot override 3 TS strike with a 4 TS override as an example.
• There is no set limit to the number of overrides that can be played in a given turn.
• Since an override discards the opponent’s battle card, it also resets the intervals.
◦ This means that if your opponent performed a strike using a 3 TS and you use an override of
1 TS. The remaining number of intervals for the turn would be 6 since the previously
attacking battle card is no longer in play and attacking.
• Performing an override does not require you to guard before performing it.
• Performing an override does however prevent any [Play] or [Strike] effects from taking place.
• Override however does not prevent the activation of traits abilities such as Intimidate.
• You can only perform an Override with a card that has the override trait.

An Evade is a way of avoiding attacks without guarding them. Unlike Override and Counter, Evades
do not automatically make you become the attacking player. Some notes about evade:

• Evades are much more difficult to use than an Override as they are more specific.
◦ Evade 3 TS: This card would only be able to evade 3 TS moves. So anything that was 2 TS
would fail as an evade.
◦ Evade 2-3 TS: this card would be able to evade anything that was 2 or 3 Time span.
• Evade does not require you to guard prior to it being used.
• Whenever an evade is performed, it is will crush the opposing battle card. However, your
opponent can still strike again.

A Counter is a way to strike back at your opponent after you’ve successfully guarded against their
attack. While it is similar to an override as it allows you to take control of combat during your
opponents turn, Counters follow slightly different rules than override.

• You must guard before performing a counter. If you did not successfully guard against your
opponent’s attack, you cannot performed the counter.
• Like Override, you do not become the initiative player for the turn. You simply become the
attacking player.
• Whenever a counter is performed, it becomes the next attacking battle card.
◦ It does not discard the previous battle cards from play like an override.
◦ f your opponent attacks with a battle card that is 3 TS and you guard. If your counter has 2
TS, then it would be attacking on.
• Whenever a counter is performed, that card automatically has -1 TS
◦ So if the card with counter naturally has 3 TS, when it is used as a counter, it now has 2 TS.

Causing Knockdown

Whenever you cause knockdown the following takes place.

• Immediately end the turn.


◦ No other attacks can be made
◦ No other effects resolve during this time.
• You become the initiative player.
◦ This is even if you were already the initiative player the previous turn.

Knockdowns are a very good way of maintaining momentum and pushing your advantage over your
opponent! Look for opportunities where you can score a knockdown!
Character Information and Strategy
This section is meant to give you a basic understanding of each of the playable characters of Chronotis:
Card Fighting System. We are planning to release additional characters in the future!

Amara Xian

Age: 23
Home World: Ayilin
Element: Ice
Height: 5’5’’
Occupation: Healer / Tournament Competitor
Title: “The Ice Queen”
Friends/Family: Xu Xian – Father / Bai Xian – Mother / Li Mei Feng – Cousin / Xiaoqing Feng –
Aunt / Megris Perador – Mentor
Enemies: Sybelle Alicio / Farhai
Quotes: “For years, people have learned to live in fear of your name. In your last few moments, you
will learn to fear mine!”

Bio

Amara is a very headstrong and independent girl who want to live a life similar to other people.
However, out of fear that Farhai might find out about her existence, Xu Xian has kept Amara and her
magical power hidden from him. Frustrated with being forced to not be who she is, Amara has decided
that she wants to enter the six world championships and test her strength against others who might be
just like her. Although reluctant, Xu allows Amara to enter the tournament as she is an adult capable of
making her own decisions.

Growing up, Amara’s rival was the now reigning 6 world champion Sybelle Alicio, whom Amara has
never defeated in a fight. The two would fight in the smaller tournaments together but because Amara
was never able to use her magical abilities, she was soundly defeated each time she has fought against
Sybelle.
Mechanic

Amara’s play style is centered around placing frozen markers ( ) on your opponent. These markers
allow Amara special benefits such as making her battle cards stronger or forcing the opponent to
discard cards from their hand.

Strategy
e
• The essence of Amara’s playstyle is hand control. Look for ways to manipulate your opponent’s
hand during the match!
• Amara is a character that requires a bit of build up. Using cards such as Frozen Arbiter or
Xian’s Hail Storm in the early game is a great way to start forcing your game plan on your
opponent.
• Forcing your opponent into having to discard their cards from their hand will make it easier for
your attacks to land against them.
• The more frozen markers you have on your opponent, the more damage your special battle
cards will deal! This also includes chip damage as well when your opponent guards!
Fothea Redbrandt

Age: 24
Home World: Tormenrag / Krek
Element: Fire
Height: 6’2’’
Occupation: Inventor / Tournament competitor
Friends / Family: Perilious Redbrandt – Father / Emeria Onisis – Mother / Miranda Redbrandt – Sister /
Varron Quinn – Brother in law / Farhai – Adopted Brother
Enemies – Sybelle Alicio
Quote: “Rival is just another word for friend”

Bio
Fothea Redbrandt is a laid back, calm, cool, and collected guy who looks for fun in pretty much any
and everything he does. In the 6 worlds, he is known as the “undefeated champion” as in his
competitive career, he has never lost a fight to anyone and is revered across every world as possibly the
biggest threat to Sybelle’s championship Reign.

In the past, Fothea fought against the current 6 world champion Sybelle Alicio to a draw. Although, it is
publicly unknown as to the reason why the match was a draw, Fothea felt as if he could defeat her any
time and that he simply “Got bored of fighting someone like her”.

Currently, he is the reigning champion of Tormenrag but has never entered the 6 world championships
before now due to lack of interest. This year however, Fothea feels as if something is compelling him to
enter the 6 world championships.

Very rarely will Fothea feel the need to take an opponent seriously but when he does, the fight is
usually over within seconds.

Mechanic

Fothea’s mechanic is [Overload]. While Fothea is powered up, the overload abilities on each of his
cards become active and they become more powerful and much better overall!

Strategy

• Learn how to strategically take hits so that you can gain gauge to power up your character and
have access to [overload]
• Strike as much as possible. Fothea is not the type of character that gains many benefits from
playing a slower game plan. The more pressure you are placing on your opponent the better!
• Look for different ways to score knockdowns! Maintaining initiative is one of the keys to
winning with Fothea!
Ardemiss Meridian

Age: 25
Home World: ??? / Kitanage (for now)
Element: Light
Height: 5’3’’
Occupation: Ninja Student
Friends / Family: Honibo Hachi – Fellow Student / Bladewind Hayai – Best friend / Chikara Enishi –
Adopted Father.
Enemies: Bladewind Hayai
Quote: “My cooking can not possibly be that bad! eats food “Uh…eh...”

Bio
Ardemiss is a very kind and helpful person who tries to see the best in everyone. She was found by
Chikara Enishi, the Grandmaster and reluctant leader of Kitanage since she was a very young child and
has been with him ever sense as his student.

As Enishi’s first official student, she has a special insight into the way he thinks that no one else has.
Throughout her training with him she became friends with both Honibo Hachi and Bladewind Hayai.

After Hayai left their training ground mysteriously, Enishi tasked Ardemiss with keeping tabs on her
and to hopefully bring her back before…

Mechanic

Unlike most characters, Ardemiss doesn’t have a completely unique mechanic to her character card.
However, one of her main strengths is being able to reuse battle cards that are in her trash. So after her
cards have been used, she is capable reusing them over and over!

Strategy

• Ardemiss is a tricky character that uses stuns to make it easier to hit the opponent.
• Look for opportunities to change the tide of the battle with your opponent by interrupting them
using overrides.
• Use cards such as Casting Reflection and Bolt Blaster to punish your opponent for guarding
your attacks!
• Homing Scattershot is your best attacking battle card. It can deal a very large amount of damage
to your opponent if you have a lot of special battle cards in your hand.
Bladewind Hayai

Age: 25
Home World: Kitanage (Izanagi Clan)
Element: None
Height: 5’5’’
Occupation: Assassin
Friends / Family: Ardemiss Meridian – Best friend / Honibo Hachi – Fellow Student / Chikara Enishi -
Master
Enemies – Izanami Clan / Ardemiss Meridian
Quote: “30 seconds...”

Bio
Bladewind Hayai is an assassin of the Izanagi clan sworn to kill any and all Izanami on sight. One day,
she was sent on a mission to assassinate Chikara Enishi but was unable to complete her task as Enishi
was far too much for her to handle. He offered to teach her the proper way to kill him but she initially
refused his offer because she didn’t understand why someone one would take the time to teach her how
to kill them.

After she failed in her mission to kill Enishi, her clan leaders banished her until she had completed her
task. She then returned to Enishi to see if his offer to teach her was genuine and since it was, she had
become his student to train with Honibo and Ardemiss. After some time had passed, Hayai
mysteriously disappeared with no cause or reason and Enishi sends Ardemiss after her because…

Mechanic

The entire focus of Hayai is to place as many venom markers ( ) on your opponent as possible. Once
your opponent has 10 of them, they will lose the game automatically!

Strategy

• Similar to Amara, you want to get as many venom markers on your opponent as possible. The
difference is that you want to get these on to your opponent quickly as the more they have, the
more you are able to enhance the capabilities of your battle cards.
• Using cards such as Venom Tipped Kunai and Toxic Claw Slash to interrupt your opponent’s
offensive can be very strong.
• Venom Cloud is one of the best cards to lead with! It has unblockable so your opponent cannot
guard and it also cannot be evaded. So outside of an override, your opponent will have to suffer
the ill effects of this card!
Farhai

Age: Over 5000 years old


Home World: Shanglin
Element: Shadow
Height: 5’11’’
Occupation: Guardian of Ayilin
Friends / Family: Perilious Redbrandt – Adopted Father / Fothea Redbrandt – Adopted Brother /
Chikara Enishi – Best friend
Enemies – Amara Xian / Bai Xian
Quote: “Your indulgence is unforgivable!”
Bio

Farhai is the guardian of the world of Ayilin. Since Ayilin is a very under developed world compared to
the rest of the 6 worlds, Farhai was asked by the other world leaders to protect the people of Ayilin.
Every 30-40 years, in order for Farhai to continue his task as guardian, he goes into a deep slumber
until he is needed again.

Upon Bai’s arrival on Ayilin, Farhai warned her to leave due to her having very powerful magic but
instead, she decided to forsake her powers and live a normal life. Several times, Farhai had attempted
to defeat Bai but even without her powers, she was too much for him to handle. Farhai eventually
succeeded in sealing away Bai but was unaware of Amara having ever been born. After his success, he
returned to his slumber until…

Mechanic

Farhai’s power comes from the fear of his opponents! The more cards that Farhai manages to remove
from the game, the more difficult the game can become for your opponent!

Strategy

• Try your best to exile cards from your opponents trash.


• Don’t try to play a fast game! Sometimes it is best to play a slower defensive game and then
hitting your opponent for a massive boom!
• False Religion is a very good card that allows you to begin setting up your strategy.
• One of the most important keys of Farhai is understanding your opponents deck. With certain
cards, you can seal your opponents cards and prevent your opponent from using them!
Li Mei Feng

Age: 20
Home World: Shanglin
Element: None
Height: 5’3’’
Occupation: Master in training at the Jushin Order
Friends / Family: Amara Xian – Cousin / Xiaoqing Feng – Mother / Shuyen Yu - Grandmaster
Enemies – None
Quote: “Defeating you with one finger is not worthy of praise. It instead is a reason for you to get up
and improve”.

Bio

Li Mei is on track to become the youngest master that the 6 worlds has ever known. She is a prodigy in
the martial arts and as skills far beyond her years.

Having grown up with Amara, Li Mei was also raised by Xu Xian but at a very young age, due to her
sudden outbursts and somewhat uncontrollable power, she was brought to the Jushin Monastery to train
under grandmaster Shuyen Yu who then taught Li Mei about herself and her abilities. After several
years, Li Mei learned to control her power and learned how to shape it into whichever form she saw fit.
She chooses the form of the dragon is it is the style that Shuyen taught her.

Mechanic

Li Mei is a very defensive character that can deal damage or gain gauge by guarding! This can make
her an incredibly difficult opponent to fight against!

Strategy

• Feng Dragon Strike and Feng Dragon Stomp are the keys to Li Mei’s offense. Use them when
you are trying to pressure your opponent!
◦ Feng Dragon Stomp is an override as well so you can use this as a defensive option against
your oppponent while also setting up to preform Feng Dragon Strike!
• To gain maximum effectiveness with Li Mei’s abilities, try to guard against your opponent’s
attacks as much as possible by matching the time spans!
• Your guarding capabilities become much better once you are powered up. Use Li Mei’s various
ways of gaining gauge to power up as quickly as possible!
Honibo Hachi

Age: 17 years old


Home World: Kitanage (Izanami Clan)
Element: Wind
Height: ???
Occupation: Former Assassin
Friends / Family: Chikara Enishi – Master / Bladewind Hayai – Fellow Student / Ardemiss Meridian –
Fellow Student
Enemies – Human Being
Quote: “Grandmaster words...”
Bio

Honibo Hachi was created by the Grandmaster of the Izanami to be a secret weapon against the
Izanagi. As the first of his kind, Honibo was designated the leader of his kind and the laid waste to
many Izanagi.

One day while he was out hunting for more patches of Izanagi warriors, Honibo came across Chikara
Enishi training with Ardemiss in the forest. Mistaking Ardemiss for an Izanagi warrior, Honibo
attacked Ardemiss and attempted to kill her. The fight between the two was stopped by Enishi and
Enishi simply asked Honibo why he was determined to kill. Having never thought about it before
Honibo left pondering the answer to his question. While the rest of his hive had grown a distaste for
human beings, Honibo began questioning his own convictions.

Sometime later, Honibo decided to leave his hive and wanted to seek out Enishi once more but this
time, he wished to learn from him. After a few years of training, Enishi suggested that Honibo enter the
6 world championships to learn about the different types of human beings. Although he was initially
reluctant, he ultimately decides to enter the championship with the goal of winning it and being the first
non human champion of the 6 worlds.

Mechanic

Honibo uses his wind abilities to send cards from your opponents deck directly to the trash. By doing
so, he makes it more difficult for the opponent to draw the cards they need to fight him!

Strategy

• During each turn, you want to send at least a few cards from your opponents deck to the trash.
• Be very careful about taking damage! Honibo is not a character who can take a lot of hits. Just a
few well placed hits will end the game in a flash!
• Beeteor can set up your turns. It can also be used as bait to force your opponent into a set of
plays they may not want to do!
Sybelle Alicio

Age: 23
Home World: Iloqu
Element: None
Height: 5’6’’
Occupation: 6 Time Reigning 6 Worlds Champion
Friends / Family: ???
Enemies – Amara Xian
Quote: “You should go back into the woods and play with the trees! That’s what trash does isn’t it?”

Bio
Sybelle has been the 6 worlds champion for longer than anyone can remember. Since she was 17, she
has won every single year and it’s to the point where the people of the 6 worlds are beginning to think
that she cannot be defeated. Her only known draw is to Fothea Redbrandt and it frustrates her that she
was unable to defeat him.

When Sybelle was 14, her mother was once very ill and sought the assistance of the Famous Ayilin
healer Xu Xian. At this time, Amara and Sybelle had met. Since that time in many different martial arts
events, Sybelle had defeated Amara soundly and was considered to be the best of the two. After Amara
decided to focus her efforts more on improving her fighting skillsand learning the healing arts from her
father, Sybelle went on to capture the eyes and hearts of the people by winning back to back to back
world championships. She’s looking to make this year her 7th title win…

Mechanic

Unlike most characters, Sybelles mechanic is actually powering herself up and powering down
repeatedly to force the opponent into very tight and bad situations.

Strategy

• Sybelle can be played a number of different ways. She can be played very aggressively, forcing
the opponents to deal with her high powered attacks; or she can be played defensively with her
numerous defensive options.
• Keep your opponent guessing! Your defensive options are among some of the most powerful in
the game. Underworld slaughter can completely crush an opponent if they are not careful!
• Retribution Gauntlet is probably Sybelle’s most feared card. If your opponent uses intimidate,
you can completely shut it down if you have a gauge available! Between this and underworld
slaughter, your opponent’s won’t know how to attack you!
Bai Xian

Age: 10,243
Home World: Serraria
Element: Light & Darkness
Height: 5’4’’
Occupation: Future Ruler of Serraria
Friends / Family: Amara Xian – Daughter / Xiaoqing Feng – Sister / Xu Xian – Husband / Chikara
Enishi – Best friend
Enemies: Farhai
Quote: “Of all of the people in my life, Farhai perplexes me the most. I don’t know what happened but
there was a time where we could have been considered friends.”

Bio

Bai and her sister Xiaoqing decided they would travel to different worlds to see the way that other
people lived. After visiting a few, they decided that it would be best to return home. Upon returning
home, they came across Ayilin, a world surrounded by 5 other worlds. Intrigued, they decided to visit.
Upon their arrival, they met Farhai, the guardian of ayilin. He allowed them to remain for a short time
as they were just visiting as long as they did not use their magical capabilities. They agreed and roamed
around Ayilin and its other worlds. One day, as Bai was looking over off of a hill, she saw that people
in a near by lake were panicking because someone was drowning. She jumped into the water to rescue
them and it turned out to be her eventual husband Xu Xian.

After deciding to remain on Ayilin, Bai renounced her abilities and wanted to live a life with her new
husband. Farhai refused to accept this and in an effort to get rid of her, kidnapped Xu Xian. To save
her family from the threat of farhai, Bai secretly left Amara (who had just been born 2 days prior) in the
care of a trusted friend and allowed Farhai to seal her away.

Mechanic

Bai uses very special mechanics unique to her. She uses the sub trait Convergence which allows her to
gain additional effects whenever those cards are exiled from her hand. She also has the ability to switch
between 2 different modes making Bai one of the more difficult characters.

Mage mode: Allows Bai to heal and make it difficult for the opponent to kill her
Sword mode: Allows Bai to take the offensive and make your attacks faster thus making them harder to
guard against.

Strategy

• Bai is a character that will require a lot of practice to get down. Knowing when to be in sword
mode or mage mode can definitely affect the way you play out your turns. Learning how to
manipulate this is the key to being successful with her Konketsuji’s Deception allows you to
switch modes seemingly at will through its convergence ability.
• Through the use of many different effects, Bai is capable of attacking with cards that are
removed from the game! This can save you having to spend cards in your hand and use them to
help protect you.

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