------------ --- Sage --- ------------ ************* *** Start *** ************* at the beginning of each turn, you may either have a 'Move' turn and gain 1 'Move' action or you may have a 'Robe' turn and use up to 1 robe ability per color Robe in that turn 0g Dagger - spend 1 turn: 1 damage, 1 range, melee type, is a weapon ******************* *** Lore Levels *** ******************* you keep a hand of 'Robe' cards while on the board; cards come in different colors, including clear; you spend these cards to use abilities by default, the cards come from a deck of cards that consists of: 10 red, 10 blue, 10 yellow, 7 black, and 7 white cards, plus a number of clear cards depending on your clear card level; you start with the given number of 'Start Cards' in hand; at the beginning of each turn, draw the given number of cards from the deck; any time you have more cards in hand than your 'Card Max', you must discard one card at a time until you are at or under the limit; 0g Lore Level 0 - draw 1 Card per turn; 5 Card Max; 0 Start Cards; pay 1 Move action: move a space 4g Lore Level 1 - draw 1 Card per turn; 6 Card Max; 2 Start Cards; pay 1 Move action: move up to 2 spaces 10g Lore Level 2 - draw 2 Card per turn; 7 Card Max; 5 Start Cards pay 1 Move action: move up to 2 spaces 15g Lore Level 3 - draw 2 Card per turn; 8 Card Max; 8 Start Cards; pay 1 Move action: move up to 3 spaces 20g Lore Level 4 - draw 3 Card per turn; 10 Card Max; 0 Start Cards pay 1 Move action: move up to 3 spaces ************************* *** Clear Card Levels *** ************************* add the given number of clear cards to your deck; 5g Clear Card Level 1 - 2 Clear Cards 8g Clear Card Level 1 - 4 Clear Cards 15g Clear Card Level 1 - 7 Clear Cards 20g Clear Card Level 1 - 10 Clear Cards ************* *** Robes *** ************* each level of each robe has a prerequisite of the previous level in the same robe; you may only bring a total of 20 levels of robes total onto the board; all robe abilities are of magical type **************** *** Red Robe *** all red robe abilities are of fire type 0g Level 1 - Sear - pay 1 red: 2 damage, 6 range 4g Level 2 - Fireball - pay 2 red: 3 damage 1 push back, 2 damage at 1, infinite range 6g Level 3 - Blaze - pay 2 red: 5 range, all spaces up to and including the target are occupied by blaze, the blaze lasts until the end of your 9th full turn after this, each time a character moves onto a space with blaze, it takes 2 fire damage 8g Level 4 - Trailblaze - pay 2 red: move up to 7 spaces, you may only use this ability if it is the only robe ability you use this turn 10g Level 5 - Inferno - pay 3 red: deal 6 damage to all characters 13g Level 6 - Explode Wall - pay 4 red: 5 range, destroy target wall, 2 damage at 1 radius ******************* *** Purple Robe *** 3g Level 1 - Speed - pay X blue: move up to X spaces, if you use only this robe ability during your turn, gain a Move action 5g Level 2 - Gold Express - pay 1 yellow: transfer any amount of gold in your possesion to any other character, any time 7g Level 3 - Scan - pay 2 yellow, 1 blue: infinite range LOS, you may look at the inventory and things bought with gold by target character, may only target characters 9g Level 4 - Redo Wardrobe - pay 1 blue: discard all of your cards and draw as many as you discarded 11g Level 5 - Teleport - pay 1 blue, 1 yellow: teleport to a random space 14g Level 6 - Clear Bonus - you may add up to 4 clear robe cards to your deck ****************** *** Black Robe *** 4g Level 1 - Poison Salve - pay 1 black: 4 damage, 0 range, may and may only target downed characters 6g Level 2 - Drain - pay 2 black: 3 damage, 8 range, heals you 1 HP for each damage dealt 8g Level 3 - Word of Harm - pay 1 black: choose a character, that character takes 2 damage 10g Level 4 - Blood Lust - draw 3 cards each time you down or destroy a character and 6 cards each time you kill a character 12g Level 5 - Die - pay 2 black: infinite range LOS, there is a 1/4 chance of target character being killed 15g Level 6 - Void Space - pay 2 black: 4 range, target space is now occupied by void ****************** *** Green Robe *** 4g Level 1 - Summon Fox - pay 1 blue or 1 yellow: summons a Fox with abilities: 6 HP; gains 1 action per turn; pay 1 action: move a space; pay 1 action: 2 damage, 1 range, melee type; may not damage or destroy barriers 7g Level 2 - Summon Chimp - pay 1 blue, 1 yellow: summons a Chimp with abilities: 8 HP; gains 1 action per turn; pay 1 action: move a space; pay 1 action: 3 damage, 2 range may carry gold; may not damage or destroy barriers 9g Level 3 - Summon Bear - pay 2 blue, 1 yellow: summons a Bear with abilities: 10 HP; gains 1 action per turn; pay 1 action: move a space; pay 1 action: 5 damage, 2 range 11g Level 4 - Summon Wolverine - pay 1 yellow: summons a Wolverine with abilities: 2 HP; gains 2 actions per turn; pay 1 action: move a space; pay 1 action: 10 damage, 1 range 13g Level 5 - Undergrowth - pay 1 yellow: place an undergrowth barrier with 5 HP onto target occupiable space, range 1; pay X blue: place up to 2X+1 undergrowth barriers onto any spaces adjacent (no diagonals) to any undergrowth barriers you previously created, any time, may be used even if this is not a robe turn 16g Level 6 - Ressurection - pay 2 yellow, 2 blue: 1 range, place any killed character back into play with no gold on target occupiable space, cards spent for this ability disappear until next level instead of being placed in the discard pile ***************** *** Blue Robe *** 5g Level 1 - Wind - pay 1 blue: 3 pushback, 7 range, air type 8g Level 2 - Aqua Pillar - pay 1 blue: 1 damage 5 pushback, infinite range, water type, no character may take more than 1 damage from pushback from this attack each time it is used 10g Level 3 - Freeze - pay 2 blue: 1 damage, infinite range, any character damaged by this skips their next 4 turns and may not be damaged until their turn after, water type 12g Level 4 - Tornado - pay 2 blue: 1 damage, infinite range LOS, move target character up to 2 spaces with push, air type 14g Level 5 - Tsunami - pay 3 blue: 5 damage 5 pushback, 5 range, water type 17g Level 6 - Hurricane - pay 5 blue: air type, until the end of your next 7 turns: all flying characters take 2 damage at the beginning of your turn, move each character on the board 1 space twice with push in any clockwise direction around you, doesn't impact characters on the same space as you, multiple of this ability may not be in effect at the same time ******************* *** Orange Robe *** 5g Level 1 - Burst - pay 2 red: 2 damage 1 pushback, 2 damage at 1 radius, 1 damage at 2 radius, 5 range, explosive type 8g Level 2 - Explode Barrier - pay 1 yellow: destroy target barrier, 2 damage at 1 radius, infinite range LOS, explosive type 10g Level 3 - Bomb - pay 1 yellow, 1 red: place a bomb at 0 range; pay 1 red: any time, detonate any bomb you placed dealing 8 damage, 5 damage 2 pushback at 1 radius, 3 damage 1 pushback at 2 radius, 1 damage at 3 radius, destroys the bomb 12g Level 4 - Glow - pay 2 yellow: reveal all hiding and invisible characters and things, nothing may be hidden or invisible until the end of three of your turns 14g Level 5 - Flash - pay 2 yellow: any time, all characters at or within infinite range LOS lose their next turns 17g Level 6 - Mini-Sun - pay 3 red: place a mini-sun on target occupiable space, infinite range LOS, for the next 8 of your turns after your next full turn the mini-sun will deal 3 damage to any characters that pass at or within 3 range (3 diagonals) from it, on your turn after that, it will go supernova and kill or destroy everything at 0 radius and 1 radius, deal 14 damage 5 pushback at 2 radius, 10 damage 3 pushback at 3 radius, 5 damage 1 pushback at 4 radius, 2 damage at 5 radius, and the mini-sun will be destroyed ****************** *** White Robe *** 5g Level 1 - Shield Self - pay 1 white: any time, prevent up to 3 damage to yourself from one attack 8g Level 2 - Heal - pay 1 white: target character heals 4 HP, 7 range LOS, may target downed characters 10g Level 3 - Protect - pay 1 white: any time, infinite range LOS, destroy one attack targetting target character, you may pay an additional white to target yourself 12g Level 4 - Crusader - pay 4 white: infinite range LOS, until the end of the board target other character gains abilities: double its primary resources gained each turn (actions and similar), all its attacks which deal direct damage deal 1 additional damage, but not damage at radius all white robe cards in your hand disappear; until the end of the board all white robe cards you draw disappear and may not be used 14g Level 5 - Saint - pay 4 white: until the end of the board all damage to you is reduced to zero and all damage from you or your abilities is reduced to zero 17g Level 6 - Peace on Earth - pay X+4 white: until the end of 6*X full turns of yours all damage to characters is reduced to zero ***************** *** Gray Robe *** 6g Level 1 - Cement Block - pay 1 white: place a 4 HP barrier on target occupiable space, range 1 8g Level 2 - Spinning Blade - pay 2 black: 5 damage, infinite range, ranged type 10g Level 3 - Stones - pay 1 white: place a 7 HP barrier on target occupiable space, range 1 12g Level 4 - Cell - pay 2 white: place 10 HP barriers on the occupiable sides (lines) of target space, infinite range 14g Level 5 - Mini-Fortress - pay 2 black, 1 white: summon a fortress with abilities: 20 HP; gains 2 actions per turn; pay 1 action: 3 damage, 2 range (2 diagonals); pay 2 actions: 8 damage, 1 range (1 diagonal); this is also a barrier 17g Level 6 - Steel Axe - pay 5 black: you now have a steel axe item, giving you ability: spend a Robe turn: 8 damage, 2 range(0 or 2 diagonals) ******************* *** Yellow Robe *** 6g Level 1 - Zap - pay 1 yellow: 2 damage, infinite range, electric type 9g Level 2 - Shock - pay 2 yellow: 2 damage, 2 range, stun, electric type 11g Level 3 - Lightning Bolt - pay 2 yellow: choose any space on the board to take 3 damage, electric type 13g Level 4 - Tezla Coil - pay 3 yellow: summon a tezla coil with abilities: 7 HP; this is a barrier; spend 1 turn: 2 damage, 3 range LOS, electric type, stun 16g Level 5 - Gold Magnet - pay 2 yellow: infinite range LOS, move all gold on target space occupied by gold up to 3 spaces 20g Level 6 - Energy Bolt - pay 1 yellow: 5 damage, infinite range, energy type ****************** *** Brown Robe *** 6g Level 1 - Punch - pay 1 red: 3 damage, 1 range, melee type 9g Level 2 - Zombify - pay 2 blue: 4 range LOS, target voluntary downed character is no longer downed and its HP is back up to its max HP, if target character is later downed they lose the number of HP they gained from this, target character may spend 1 turn during its turn to become downed 11g Level 3 - Nurturing Soil - pay 5 yellow: every turn after 2 full turns of yours have passed draw 1 additional robe card per turn until the end of the board, may only be used once per board 13g Level 4 - Earthquake - pay 4 red: all non-levitating characters and barriers take 3 damage, replace all destroyed semi-barriers randomly rerolling unoccupiable spaces 16g Level 5 - Wall - pay 2 yellow: 5 range, place a wall on target space, may not separate any occupiable spaces from the rest of the board 20g Level 6 - Chuck Rock - pay X+4 blue: until the end of your next 6*X turns, the board reverts to the chuck rock prelude game style: all downed characters are up along with all other characters; treat summoned characters as normal characters and all barriers as rocks; gold does not change form; character abilities in chuck rock are only these: spend 1 turn: move a space; spend 1 turn: pick up an adjacent rock (normally is a semi-barrier), each character may hold any number of rocks; spend 1 turn: throw any number X rocks at a target character within infinite range in exactly one orthogonal direction, target character may block the attack by sacrificing X+1 rocks, if target character doesn't block the attack, target character is downed and drops all gold as normal, then target character skips its next turn and spends the turn after that getting back up; at the end of 6*X full turns of yours, everything reverts back to its original form: all characters revert to their previous downed or not downed status, all picked up rocks are destroyed and all characters who exited are still gone, if this causes two characters to occupy the same space, one must move off during their turn, if a character and a barrier or wall occupy the same space, the barrier or wall is destroyed ****************** *** Clear Robe *** you may use any number of additional clear cards in place of non-clear color cards in the costs of clear robe abilities 0g Level 1 - Ghost - pay 2 clear, 2 white or 2 black (no combination): any time, if you exit or die before the end of your next 2 turns you may teleport back onto the map as a ghost, you may no longer carry gold and you gain hide 5 range LOS 13g Level 2 - Illusionary Copy - pay 1 clear, 1 blue: summon a copy of yourself with the same movement abilities as you but only 1 HP, any time you are next to the copy during your turn you may switch places with it without declaring it and pretend to be the copy 17g Level 3 - Poltergeist - pay 2 clear, 1 white or black: if you exit or die during the current round or the next 2 rounds, you may become a poltergeist with abilities: when you first become a poltergeist, choose a space at random to be your focal point, it doesn't need to be occupiable; spend 1 turn: move your focal point 1 space (1 diagonal); spend 1 turn: move any character, barrier, or gold at or within 1 range (1 diagonal) of your focal point 1 space with push twice; if you move gold onto an exit, it goes into your out-of-level inventory; 19g Level 4 - Invisibility - pay 1 clear, 1 yellow: you are now invisible 22g Level 5 - Haunt - pay 1 clear, 2 red: 2 range, target character is now haunted by you; pay any 3 cards: any character at or within 2 range of a character haunted by you is now haunted by you; use 1 turn: this turn will be a 'Haunting' turn and you may use any of the following abilities any number of times on any target characters haunted by you: pay any 1 card: target haunted character takes 3 damage; pay any 1 card: target haunted character is moved 1 space with push; pay any 2 cards: target haunted character loses its next turn; pay any 1 card: target haunted character has any one ability/item/etc they are attempting to use countered with costs remaining paid and the ability may not be used again this turn, this ability may be used any time as long as your previous turn was a haunting turn use 1 turn, pay any 2 cards: you gain control of target character haunted by you until the end of that character's next turn, but you may not use any one use (or other # use) items during its turn; after exiting you may continue haunting, but only using abilities of haunt, poltergeist, and/or ghost however if you are not a ghost at that point then you may only draw 1 card per turn 25g Level 6 - Rainbow - you may spend clear cards as any other color