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Each character has Hit points, Special abilities and Endurance. The Endurance tracker (On the right) dictates how many Actions per Turn, per round that character has. Use actions to Draw cards, Move or play Technique cards to set up your Attack.
The Endurance track is dependent on your Mantic type, Pyromancers burn bright but fade in the second half. Where as Geomancers maintain a stable action economy to the very end.
Each Turn is broken up into separate phases, each with their own rules. Simple to learn on their own, however, they can combine to allow for surprising opportunities for violence
Combat cards, when used to Attack, are played face down. The Defender has to then decide to defend. Take the Attack value and subtract the Defense Value. If greater, do damage equal to the difference. You win the round if your Opponent is reduced to Zero Hit points or you knock them out of the ring.
All characters have their own set of custom cards, built into their deck. They represent unique cultural or personality quirks that aid them in combat. These go beyond raw combat numbers, some allow you to draw more cards, others to damage and some allow you to see the opponent's entire Hand. Use them wisely, they're limited.
Each Deck contains 36 cards. Of those, 15 are basic combat cards. All Hydromancers have the same basic deck as each other. All Pyro have Pyro decks. Same with the other Mantic Elements. These are the back bone of a fighter's ability, from which the rest of their Deck is built.
Attack from range or up close. But the Defense Value remains unchanged, regardless of distance. They range in value from an Attack (5) down to a Defend (4.)
Pyromancers, being the most aggressive, have the most forward facing basic deck, but all lack for defense. Glass canons in human form.
Most decks contain non-combat cards that are used during your turn, but outside of combat. These have a variety of abilities that allow you to set up for a big hit, or recover after a sustained attack.
Some cards allow you to play them on your Opponent's Turn. Either due to the fighter's cunning instinct or just well rehearsed battle plan. Use them to throw off your Opponent and force them to make tough decisions.
These have conditional activations, but don't cost actions to compensate for their more limited utility.
Every fighter has a slowly replenishing supply of Energy cards. They can be used to boost combat cards, gain extra movement or activate special abilities. These are played in their own, pre combat phase and give each fighter an extra push.
They are the fighting spirit of the student, the raw magic of creation, distilled down into a single card with many uses.
Some characters excel at the long game, building game winning attacks after meticulous set ups. While they can be seen coming, trying to avoid them will also be disruptive and an advantage all its own. Set them up and knock them down.
Fire, Earth, Water, Air & Aegis. Each with unique strengths and weaknesses. Expect Pyro decks to be aggressive, Geo decks to be disruptive, Aero decks to tricky, Hydro decks to be stable and Aegis decks to be close range.
Each of the fighters is gifted with, and heavily trained in one of the combat Elements. Each brings their own spin to the art. Many Pyromancers express violence in a similar way, but don't expect a genius to fight with the same disregard as a barbarian.
Do you want a quick pick up games done in under 10 mins? We got you covered. You want a more tactical game play experience played across multiple rounds? Got that, too. You want an all day climax of an entire tournament? Have I ever let you down?
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