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Game Concepts To make these rules easier to understand, defined game terms used throughout these rules are highlighted the first time they appear in each paragraph. Cards
Creature cards have a Clan symbol and a Power number. There are 6 Clans, with 10 Creatures in each Clan: two with Power 4 and 1, and three with Power 3 and 2. Each Clan has an opposing Clan (see diagram). Wizard cards represent the player. They are not Creatures and are always in play. A Wizard may only Recruit and may never perform any other Actions. A Wizard's Minions may have any Power (see The Pattern below). Each Wizard has an associated Clan, and all Creatures of that Clan that the Wizard Controls have +1 Power. Note that the Wizard is not a member of this Clan. Spell cards allow a player to perform special Actions. Each Spell requires certain Components to cast. The Pattern
Each player is trying to build a complete Pattern to win the game (see Pattern Diagram). A Pattern is composed of face up Creatures and one Wizard at the head. Within the Pattern, every Creature has at least one Leader, which is the card above it in the structure. The Wizard has no Leader. A card may also have up to two Minions, which are the cards directly below it. During normal play, players will add and remove Creatures from their Pattern. Creatures can only be added to empty Positions. There are three rules that a legally placed Creature must follow:
When removing Creatures, a Creature will often be left in an illegal position. In addition, player error can result in illegal placements. An Action is considered final when another Action is started. If a player mistake resulting in an illegal placement is caught during the turn in which it occurred, take back the entire Action. However, the player does not get to perform an alternative Action losing the Action is the penalty for the mistake. If the illegal placement is not caught during the turn it happens, resolve it like any other illegal placement using the procedure below. Remember, an Action is not final until the next Action begins. An illegally placed Creature must be dealt with prior to anything else happening in the game.
To resolve an illegal Pattern, first move Leaderless Creatures up to an adjacent location, one at a time in any order, until every Creature has a Leader. Then, if there are Creatures still in illegal positions (because of the Clan Rule or the Leader Rule), remove Creatures, one at a time in any order, until there are no more illegal placements. Removed Creatures are placed in the discard pile. If this creates a new Leaderless Creature, start over. For example, if Atrophy is cast on the Troll in the Pattern Diagram, causing it to lose one Power, the Pattern would become illegal, since a Minion (the Ogre) would not have less Power than its Leader (the Troll). The player could remove either Creature. If the Troll were removed, it would create two Leaderless Creatures. The Ghost can be moved up to either Tier 1 spot, but it does not have enough Power to support the Ogre. Instead, the Ogre is moved up. This creates another Leaderless Creature, the Orc, which is also moved up, leaving the Pattern in a legal state. The Dungeon
Each player has a Dungeon of Creatures, placed face down in a stack next to your Pattern. It can be protected by a Guard, a Creature that is kept face up on the stack. You may only have one Guard at a time. Also, a new Guard can only be placed if the Guard location is empty. A player can always review the contents of his or her own Dungeon. Creatures in the Dungeon can be Brainwashed, Rescued, used as Spell Components and used for Research. Position
A Position is a space within a Pattern, and does not include the Guard location. A Position may or may not be occupied by a Creature. Remember, when adding Creatures to your Pattern, they may only be added to empty Positions. Control of Creatures
You Control a Creature if it is in your Pattern or it is your Guard. This is important for the ability of Wizards and also for certain Spells.
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