--------------------------- --- Fantasy Line Battle --- --------------------------- ************* *** Rules *** ************* ************* *** Misc. *** ---Numbers--- This is a competitive game for 2 players. Each player starts the game with 13 Money. Each player should maintain 5 Character cards in hand by default, drawing up as needed. Each player has a base of 3 Mana Production per Day which is produces at the beginning of each Day. Each player should maintain 4 cards in hand for each Spell Category it has access to from a live Character. If no access from a live Character for a Spell Category, but a dead Character the player controls gives acces, the player should maintain 2 cards in hand for that Spell Category instead. ---Game End--- As soon as one player has no live Characters, the other player wins. If there stops being any real progress towards one player winning, the player with the most survival production wins. If one side is completely wiped out after the first Day, don't end the game yet and continue at least for one additional Day. ---Turn Order--- When players are taking turns doing something, the next person to take a turn is always the player that didn't the previous turn, even if the previous turn was during a previous phase of the game. ************************** *** Damage and Attacks *** ---The Character Line--- Each player's Characters exist in a line, with one Character at the Front, one at the Rear and the others in a line between them. ---Damage to Front--- By default, all damage is dealt to the Front of the enemy's line. However, it is not actually applied to the specific Character that is currently at the Front until enough damage accumulates to kill the Front Character. Until it can kill the Front Character, it continues to accumulate. Once there is enough damage to Front to kill the Front Character, it must be expended to kill the Front Character. Damage to your Front is also retained from one Day to the next. ---Range--- A Character may only deal damage if it is within Range of the enemy Front. Range is described as a range or as a number followed by a '+'. For example, an ability with 'Range 1-1' may only hit the enemy Front if the attacking Character is at the Front of its controlling player's line. Or, an ability with 'Range 1-2' allows the attacking Character to be at the Front or just behind the Front-most friendly Character. Ranges that are described with a '+' mean the Character may be at that Range or further back. For example a Range of '2+' would allow a Character to attack from anywhere except the Front of its controlling player's line. This includes Targeted Damage, which may only be used if the attacking Character is in Range of the enemy Front, but then may hit any enemy Character. ---Targeted Damage--- Any ability that says 'may target damage' may optionally target the damage. The attacking Character must still be in range of the enemy Front, but as long as the attacker is, it may target any enemy Character. Each time Targeted Damage is gained, the player may either apply part (or all) of it to kill any number of enemy Character(s) that, combined, have little enough health or may retain it to apply it later. Targeted Damage may not be applied until it can kill an enemy Character. Partially damaging an enemy Character with Targeted Damage is not allowed. It is especially useful to retain Targeted Damage when the player has not accumulated enough Targeted Damage to kill the Character that the player wants to kill yet, but will have enough later. At the end of the phase, players must take turns applying any remaining Targeted Damage they have accumulated. In each such turn, that player must expend all remaining Targeted Damage at once. The remaining Targeted Damage may kill any number of enemy Characters as long as enough Targeted Damage has accumulated. Any remaining Targeted Damage that doesn't kill a specific character is converted to damage to the enemy Front. ---Dying Characters--- Any time a Character is killed, it doesn't actually die immediately. It first goes into a 'Dying' state and then actually dies at the end of the current Phase. ******************* *** Terminology *** Doubleable: A Spell that says 'doubleable' allows the casting player to double the impact of the Spell by paying twice the normal Mana cost. Fork: 'Forking' means that the caster may pay the same Mana cost again to have the Spell take impact again, potentially on a different target. Days: Rounds are sometimes referred to instead as days. Friend: Any Character controlled by the same player. Timeline: If a card refers to a 'timeline', that is just the current game. For example 'for rest of timeline' means until the end of the current game. Units: Characters are often referred to as 'units'. Stun: A stunned enemy Interrupts: Some Spells may 'interrupt', meaning they can be played in response to the other player's card play, potentially countering it or reverting or preventing part of its effect. *********************** *** Phases of Setup *** ---Phase 1: Select Characters--- The normal number of Character cards for each player to have in hand is 5. At the beginning of the game, both players should draw cards from the Character deck until they have that many cards in their hand. As soon as the number of Characters for a player goes below this number, the player should draw back up to that number of cards. Select Characters from your hand to play for the current Day and place them face down in front of you at the locations in your Line where you would like to play them. You must have enough Money to pay for all of them. Each time you play a Character card face down, you may draw back up to your card limit. Both players do all of this at the same time. If a player plays the Farseer Character, the player may reveal it at any time to force the opposing player to finish picking their Characters and revealing them before the player with the Farseer continues picking Characters. If a player plays the Merchant Character, the player may then maintain an extra 2 Character cards in hand and may immediately discard a Character card that has already been played without needing to pay for it. ---Phase 2: Reveal Characters--- Reveal the characters you played. ---Phase 3: Draw Spell Cards--- Draw up to your hand limits for the different Spell Categories based on which Characters you control. If a player controls at least one live Character that has access to a Spell Category, they should maintain 4 Spell cards of that Spell Category in hand. If the player controls a dead Character that gives access to a Spell Category, but no live Characters that give access to it, they should maintain 2 Spell cards from that Spell Category in hand instead. The spell categories are Elementalism, White, and Black. Later, each time a player plays a Spell card, they should draw back up to their hand-size limits. If a Character dies that gives you access to a Spell Category or otherwise gives you Spell cards, you must immediately discard down to your new hand-size limits. **************************** *** Phases of Each Round *** ---Repeat--- Repeat all these phases for each round and keep playing rounds until one side is wiped out or there is no progress towards one side being wiped out. ---Phase 1: Produce Mana--- Mana must be spent to play Spell Cards. By default, each player generates 3 mana at the beginning of each Day. Characters that the player controls may also produce mana at the beginning of each Day. Unspent Mana is retained between Rounds. ---Phase 2: Cast Spells--- Pick a start player at random to go first. Players take turns playing one Spell card at a time. If a player doesn't want to play a Spell card on the player's turn (or can't), the player must pass. After passing, the player may not play any more Spell cards and the other player finishes playing their Spell cards until done. Any characters that are killed during this phase don't actually die until the end of the phase and are considered to be 'Dying' until then. If a Spell generates Targeted Damage, it may be applied immediately or allowed to accumulate. At the end of the Phase, any player(s) with remaining Targetted Damage take turns applyinging it as normal if they want to. Remaining Targetted Damage may also be retained until the Targeted Damage Phase. If you are playing the Hurricane Spell, you must play it as your first Spell played this Round or you will not be allowed to play it. ---Phase 3: Move Abilities--- Players take turns using one movement ability of one of their character's at a time, similar to playing Spell cards. Again, as soon as a player passes, the player may not use any more movement abilities. ---Phase 4: Targeted Damage--- First all Characters that have ability 'may target damage' generate Targeted Damage as long as they are in range of the enemy Front. Then players take turns using Targeted Damage to kill one enemy Character at a time. Characters killed this way still apply their Targeted Damage, but not their normal damage. As soon as a player passes, the player may not apply any more Targeted Damage and any remaining Targeted Damage is immediately applied as damage to the enemy Front. See the 'Targeted Damage' section above for more info. ---Phase 5: Damage to Front--- First all Characters generate normal Damage. If a player chose not to generate Targeted Damage for a Character that had that capability, the player may now generate that amount of damage as normal Damage. Then players take turns killing the enemy Front Character if there is enough Damage accumulated to do that. Once a player no longer has enough Damage accumulated to kill the next enemy Front Character, the rest of the Front damage is retained for next Round. Damage to an individual Character is not retained through the next Round. ********************************* *** Putting the Game Together *** ********************************* You'll need to print the included PDF file and use that to create the cards. If you're not sure how to do that, I have instructions here. You may run into the issue that you want to keep Spell cards with residual effects out in play to keep track of their residual impacts, but still want those Spell cards to go back to their Spell decks so that players could draw them again. One option for dealing with this issue is to create extra copies of all the cards. Or you could also just make extra copies of the cards that have residual effects. You'll also need to keep track of accumulated Mana, Targeted Damage, and Damage to Front. For that purpose, some combination of coins and/or dice should work. TODO will need to include links to other files when post this on my website and also a link to my description of how to make the cards