Rules of the Game - The Basics
Each player has cards belonging to 3 different races, either belonging to the Fiend faction or the Light faction. Each race will have 6 cards, with a composition of 4 different unique characters. The characters can be repeated for as many times as long as there are 6 cards. For example, it’s possible to have 6 Succubus in the Demon race category. However, if the cards have a multiplier to their skill (attack), for eg. 1.5X or 2X, only 2 of the same cards are allowed in the race deck.
Players are to categorise the 3 sets of race cards and can deploy any of these sets during each game. That makes for 18 cards per player. There are 3 games in total to determine the winner.
The sequence of the cards in each race deck should be determined by the player at the start of the game.
Note: Players can choose to opt for the shuffle option instead.
Each character card is made up of 1 attack stat (top right of card) and 3 HP stats (bottom of card). The character attacking must deplete one of the 3 HP stats to zero during the turn to kill the opponent. If not, all lost HP stats during the turn are restored next round.
The attack stat of a character will always correspond to one of the HP stats of the opponent, as long as they are on opposite factions (ie. Fiends and Light).
The six different stats are Strength, Dexterity, Concentration, Intelligence, Wisdom
and Charisma.
What happens in one turn
This is the initial game setup.
There are 2 main boards, a bridge, 3 sets of cards on each side and marbles representing each set of cards. Of course there is 1 PS4 controller on each side too to control the platforms movement.
In one turn, you get 4 actions. The 1st action is to place one marble unit onto the Platform or the Path. The 2nd action is to move the Platform using the PS4 controller. The 3rd action is to either move the marble unit on the Bridge or on the Path, or to engage in battle. The 4th action is an additional action of either the 1st, 2nd or 3rd action. Let me explain the details below.
A character is represented by one flat marble piece of any colour. During the game, the colour designated to each Race is fixed. It is up to the player to decide what colour is what Race for that game. At any point in time, you can only field 6 marbles from your side, with a maximum of only 4 on your side of the board. This means you can only have a maximum of 4 units defending while a maximum of 6 units while invading to reach the checkpoint.
The red boxes show the number of units permissible onto each board.
Moving the platforms using game controller - players can press one of the buttons once each turn. The platforms will move in different directions in different patterns according to each button. Do familiarise yourself with how the platforms move.
The platforms will move in different directions and depending on the controls, different number of platforms will move in tandem. Note: Remember to press the "Options" button on the PS4 controller to stop the platforms from moving.
1st Action - Placing Marble onto the Platform/Path
Players can move the character once, either off the platform onto the Path and onto the Bridge or to move the character on the Path or Bridge. When deploying a new character, it always starts by placing one flat marble piece at a platform right at the bottom next to the Checkpoint.
The red box shows the placing of marble onto the Platform.
2nd Action - Moving the Platform using Controller
The video shows the marble moving on the platform when controlled by the controller.
3rd Action - Moving the Marble Unit/Character or Engaging in Battle
The red box shows the transfer of the marble from one platform to the other when the platforms are connected to each other.
The marble unit can also move onto the Path (the middle aisle separate from the 2 sides of platforms). There are 3 steps on the Path, before the marble moves onto the Bridge.
The marbles after moving from the platforms, have to move onto the Bridge as shown by the red and blue marbles on the first step of the Bridge. There are 2 sides to the Bridge, and units can only move forward on one side each till it reaches the end of the Bridge and moving onto the opponent's Path.
Note: Marbles cannot move onto the opponent's platforms, only able to move on the opponent's Path.
The red boxes show that marble units will encounter each other on the Bridge. That is when cards corresponding to the marble colour will be drawn from the top of the pile of cards representing the colour of the marble.
Cards drawn will face off against each other.
What Happens in Battle
Use the Skill (attack function) once. Skill will trigger the use of Racial Effect once (see details below). A second option for attack is the use of Spells once. Spells will trigger the use of Abilities once (see details below). Player can also opt to use Abilities first, then the Spells later. Player also has one extra option of either moving the platform, moving the character or to attack using Skills or Spells/Abilities.
The cards for all races are consumables, meaning that once they are defeated they will disappear from the pile. If the card wins the opponent's card, it is put into the bottom of the pile of cards representing that marble colour.
Win Condition - Exhaust all Cards or to Reach the Checkpoint
Game ends when one marble unit crosses the Bridge and lands at the Checkpoint of the opposite Path. Another win condition is if the opponents cards are completely consumed for all 3 sets.
The 2 red boxes are the Checkpoints.
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Additional Important Information about Racial Effects and Abilities
Racial Effects
Dragon - blocks one attack next round if roll a multiple of 6. If facing an Angel, both successful racial effects will cancel each other. Racial effect is automatically triggered this round (instead of next round) when an Angel tries to use it's racial effect on the Dragon.
Demon - summons another Demon onto a platform if roll a multiple of 5
Orc - deals one additional damage stat on roll of odd number
Angel - scores a critical hit (one hit KO) if roll a multiple of 6. If facing a Dragon, both successful racial effects will cancel each other.
Elemental - summons another Elemental onto a platform if roll a multiple of 5
Animalia - deals one additional damage stat on roll of even number
Abilities
Last Stand - Able to teleport back to one square right in front of the Checkpoint
Brothers in Arms - Able to lend ally one position in front his attack stat - Note: the multiplier to the attack stat is not transferred, only the original value of the attack stat. The nature of the stat also doesn't get transferred. For eg. if the cards has 4 Wis, the Wis doesn't get transferred and only the numerical value of 4 gets transferred to the attack stat of the ally in front.
Charge - able to move forward one square on the Bridge
Leap - able to jump over one opponent/ally on the Bridge
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