Post by dmshepard on Jun 27, 2014 15:55:38 GMT -5
Setup:
A deck consists of 1 character, 1 hideout, and a 30 card deck of obstacles, actions, and reactions. A player can have no more than 3 copies of a single card in their deck. Alternatively, players may choose to draft their decks, or play 20-card singleton decks. The game is recommended for 2-4 players.
Each player shuffles their decks, places their character and hideout face-up in front of them, then draws 5 cards. Roll to see who holds initiative first.
Cards:
There are 4 types of cards
Characters/Hideouts
Actions
Reactions
Obstacles
Characters and Hideouts each have special effects that you can use, and help determine your starting life, cards drawn per turn, and hand size. Base starting life is 15, base cards drawn per turn is 1, and base hand size maximum hand size is 4.
Paying Costs:
To play cards, you must pay their cost. To pay a cost, put the required number of cards from your hand into your payment zone, face-down.
Some cards have an IMBUE effect. When you use these cards to pay for an action, place them face-up in the payment zone and add the IMBUE effect to the action. When the action resolves, send any face-up cards in your payment zone to the graveyard. If the IMBUE card is destroyed before the action resolves, it no longer grants its effect to that action.
All face-down cards in the payment zone return to their owner's hand at the end of the cleanup step.
Steps and Phases:
Collection – effects that take place at the start of the turn happen during this step.
Draw Step – each player draws their determined number of cards for the turn.
Positioning – Beginning with the player that has initiative, players take turns playing obstacles. Once all players pass, this step ends.
Shootout – Beginning with the player that has initiative, players take turns playing Actions. Once all players pass, this step ends.
Cleanup – split into 3 phases:
Beginning: effects that trigger at the beginning of cleanup occur
Regroup: Face-down cards in payment zones return to their owners' hands.
End: Players discard down to their maximum hand size.
Reactions:
Reactions may ONLY be played in response to an obstacle, action, or another reaction. When a player plays a card, their opponent has a chance to respond with a reaction; if they do, this begins a Series. Cards in a series resolve from last played to first played.
Damage and Obstacles:
Most actions deal some amount of damage to a player. This damage can be reduced by defending yourself with obstacles. Obstacles have a defense value. When an action resolves and would deal damage to a player, it first deals damage to any obstacles that player has, starting with the lowest defense value. If there is a tie for lowest defense value, the controller of the action chooses the order to assign damage. Once an obstacle takes an amount of damage equal to its defense value, it is destroyed. If damage remains after all obstacles are destroyed, the player takes the remaining damage.
Damage remains on obstacles unless removed. For example, if you have an obstacle with defense 3 in play, and it absorbs 2 points of damage from an action, those points of damage remain on the obstacle until that obstacle is dealt another point of damage and destroyed, or until you remove that damage with a card effect.
Decking Out:
During the draw step, if you would draw a card and your deck is empty, combine your hand and graveyard with your deck, shuffle, and draw 5 cards.
If you would draw a card at any other point time in the game and your deck is empty, you simply fail to draw a card.
Keywords:
Find: When an effect has you find a card, you search your deck for a card that fits the requirements, reveal it, and add it to your hand.
Copy: When an effect copies a card, you play a copy of the targeted card and may choose new targets. You do not have to pay the copied card's payment cost.
Backfire: When you play an action with Backfire, it deals its Backfire damage to you. Usually, these actions are more powerful than others of their cost, but their power comes at a cost. Sometimes the backfire damage will be things like discarding a card, destroying a payment card, etc.
Imbue: Some cards can add effects to actions if used to pay for them. See the Cost Payment rules for rules on Imbuing cards.
A deck consists of 1 character, 1 hideout, and a 30 card deck of obstacles, actions, and reactions. A player can have no more than 3 copies of a single card in their deck. Alternatively, players may choose to draft their decks, or play 20-card singleton decks. The game is recommended for 2-4 players.
Each player shuffles their decks, places their character and hideout face-up in front of them, then draws 5 cards. Roll to see who holds initiative first.
Cards:
There are 4 types of cards
Characters/Hideouts
Actions
Reactions
Obstacles
Characters and Hideouts each have special effects that you can use, and help determine your starting life, cards drawn per turn, and hand size. Base starting life is 15, base cards drawn per turn is 1, and base hand size maximum hand size is 4.
Paying Costs:
To play cards, you must pay their cost. To pay a cost, put the required number of cards from your hand into your payment zone, face-down.
Some cards have an IMBUE effect. When you use these cards to pay for an action, place them face-up in the payment zone and add the IMBUE effect to the action. When the action resolves, send any face-up cards in your payment zone to the graveyard. If the IMBUE card is destroyed before the action resolves, it no longer grants its effect to that action.
All face-down cards in the payment zone return to their owner's hand at the end of the cleanup step.
Steps and Phases:
Collection – effects that take place at the start of the turn happen during this step.
Draw Step – each player draws their determined number of cards for the turn.
Positioning – Beginning with the player that has initiative, players take turns playing obstacles. Once all players pass, this step ends.
Shootout – Beginning with the player that has initiative, players take turns playing Actions. Once all players pass, this step ends.
Cleanup – split into 3 phases:
Beginning: effects that trigger at the beginning of cleanup occur
Regroup: Face-down cards in payment zones return to their owners' hands.
End: Players discard down to their maximum hand size.
Reactions:
Reactions may ONLY be played in response to an obstacle, action, or another reaction. When a player plays a card, their opponent has a chance to respond with a reaction; if they do, this begins a Series. Cards in a series resolve from last played to first played.
Damage and Obstacles:
Most actions deal some amount of damage to a player. This damage can be reduced by defending yourself with obstacles. Obstacles have a defense value. When an action resolves and would deal damage to a player, it first deals damage to any obstacles that player has, starting with the lowest defense value. If there is a tie for lowest defense value, the controller of the action chooses the order to assign damage. Once an obstacle takes an amount of damage equal to its defense value, it is destroyed. If damage remains after all obstacles are destroyed, the player takes the remaining damage.
Damage remains on obstacles unless removed. For example, if you have an obstacle with defense 3 in play, and it absorbs 2 points of damage from an action, those points of damage remain on the obstacle until that obstacle is dealt another point of damage and destroyed, or until you remove that damage with a card effect.
Decking Out:
During the draw step, if you would draw a card and your deck is empty, combine your hand and graveyard with your deck, shuffle, and draw 5 cards.
If you would draw a card at any other point time in the game and your deck is empty, you simply fail to draw a card.
Keywords:
Find: When an effect has you find a card, you search your deck for a card that fits the requirements, reveal it, and add it to your hand.
Copy: When an effect copies a card, you play a copy of the targeted card and may choose new targets. You do not have to pay the copied card's payment cost.
Backfire: When you play an action with Backfire, it deals its Backfire damage to you. Usually, these actions are more powerful than others of their cost, but their power comes at a cost. Sometimes the backfire damage will be things like discarding a card, destroying a payment card, etc.
Imbue: Some cards can add effects to actions if used to pay for them. See the Cost Payment rules for rules on Imbuing cards.