RULES

Basic rules

  • Rank:The rank of a unit determines where they enter play, their requirements for entering and the cards they can use.
  • Rank 1 units are recruited in the "Front lane"
  • Rank 2 units are recruited in the "Mid lane" by controlling at least 1 Rank 1 unit.
  • Rank 3 units are recruited in the "commander cell" by controlling at least one Rank 2 or higher unit.
  • Moving: The "action" of advancing may only be performed once per turn unless specified otherwise. Movements may only be performed in a "cross" direction.
    **If a unit you control moves to attack range from an opposing unit, you can perform a normal attack on that unit as a reaction.
  • Attacking: The "action" of attacking is once per turn unless specified
  • Range: The amount of cells a unit can target with spells, attacks or abilities.

Set Up

  • All players start the game with two Rank 1 units in their front lane and their selected basic stage DMT in one of their respective commander cells.
    **Characters with abilities that triggered when entering in play will not trigger when starting armies are revealed.
  • If a player's DMT is killed, the game is lost for that player, unless specified otherwise.
  • OMEGA DMTs keep their previous abilities after raising to OMEGA.
  • Players may only control one copy of an specific "unique" unit at once.
  • Players may only have one copy of each "Epic" card in their deck.

Game

  • Rounds: Rounds are divided into 4 phases, The Rank Up phase, the Draw phase, Skirmish Phase, and the End phase.
  • Rank up phase: During this phase each DMT will upgrade to their next Rank Up form if possible, and if the player wants.
  • Draw phase: Players replenish their hand according to their DMT's hand size.
  • Skirmish Phase: This is the phase where everything happens, from recruiting, playing actions, equipping, and combat. Any interactions with your opponent happen during this phase.
  • End phase: During the End phase players will resolve effects if necessary, empty their action pools and discard any cards of their hand from their choosing.
  • Combat

    • Range (RNG): Spaces a unit can target another with an attack or ability.
    • Attack (ATK): Damage a unit inflicts on another unit's Hp when attacking.
    • Hit points (HP): Amount of wounds a unit can sustain.

      • when a unit is destroyed by an attack or magic attack the owner's DMT will suffer wounds equal to the destroyed units Rank, (double if no races are shared).
    • Magic Attacks: Magic attacks are attacks made with Int instead of the ATK stat. These can be performed via spells or abilities.
      • *Defending units from magic attacks will reduce the damage of the attack with their Int.
        Example: magic attack of 8 vs a 6 Int and 3 Hp unit will inflict 2 wounds on the target (M.attack - Int of target = Damage dealt.)

    Rounds

    • At the start of each round the first "turn" will be performed by a randomly selected player via dice roll, coin flip, etc (initiative.)
    • After the initiative has been decided the Draw phase will begin. Each player will refill their hand according to their DMT's hand size (Ex. Bell, Elvish Cantor hand size of 5 will draw until 5 cards are in hand).
    • After the Draw phase the round will move to the "Skirmish Phase". During the main step players will perform "turns" according to their strategy, actions will be alternate between players, (Ex. Player "A" moves Bell, Elvish Cantor one cell, then player "B" recruits "Sucro Landscaper" from their hand, the next turn would be made by player "A" and so on).
      • *React actions or abilities are effects that are specifically triggered and do not count as the player's "turn", (Ex. Player "A" moves Bell, Elvish Cantor player "B" reacts with "Mud Slide" preventing Bell from moving, after this the "turn" goes to Player "B" again since the action card performed was a reaction or triggered effect.)

    • After both players pass or skip their "turn" the "Skirmish Phase" would conclude going further to the "End Phase". During this phase players will trigger any abilities that activate during the end of the round, will chose to discard any remaining cards from their hands and will discard all non permanent action cards from the "action log".

    Recruiting

    **(Recruiting means putting units into play from your hand.)
    • To recruit a unit you need to meet the Rank requirement.
    • Rank 1 units can be recruited with no restrictions.
    • To recruit a Rank 2 unit you need at least one Rank 1 unit in play.
    • To recruit a Rank 3 unit (in the commander cell) you need at least one Rank 2 or above unit in play.
    • This rules exclude recruiting via abilities or card effects.

    Action Pool

    • Players have three spaces each on their action pool, any action/spell card played will be placed in one of these spaces. If a player doesn't have any room left for a card to be played, the card will not be able to be played, during the "End Phase" all cards will be discarded from the action pools unless specified otherwise.

    Traits

    • Titan: Unit can't be damaged from attacks of Rank 1 units.
    • Deflect: Units can't be targeted by Rng 2 or more attacks (does not work for abilities nor spells.)
    • Iron Skin: The first damage on this unit each round will be half (rounded down).
    • Blitz: Unit can move when recruited. This movement is extra to their normal move.
    • Wall: Opposing units may not enter the same lane as unit with "wall."
    • Blood Boil: Unit may attack twice per round. Not consecutive.
    • Necromancy: Spells and abilities gain extra effects if "necrotic" counters are used.
    • Memorize: At the end of the round if the unit casted a "spell" and it is still in the action pool you can attach it to the casting unit. When cast again remove the spell from the game immediately after resolved. Useable once per round.
    • Aura: Abilities with a fix range (Rng 2) auras can have different effects and each card will specify.
    • Deployment: Effects that activate specifically when recruiting a unit from the hand.

    Units

    • Cards played usually from your hand to assist your DMT in battle.
    • Ex. of unit and numerical values.
    • Effects and flavor text will be available via clicking on the card in-game.

    Card Colors

    • Cards will have different rarities to different their values. The frame colors will distinguish the rarity: Common (bronze), Uncommon (Silver), Rare (Gold), Mystic Rare (Purple). Ex. of frames color:

    Elements and Classes

    Cards come with different combinations of class and elements. These traits indicate what requirements your units need to perform actions, equip items, etc.