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Arte de Batalla

Arte de Batalla Rulebook

Table of Contents

Table of Contents

  • Components
  • Hero Card
  • Army Unit Card
  • Hero Selection
  • Initial Setup
  • Starting the Game and Movement
  • Elevations: Ascent
  • Elevations: Descent and Passages
  • Chest Cards and Element Cards
  • Battle and Cards
  • Battle and Cards: Evasion
  • Attack and Elevations
  • Obstructions
    • Confusing obstructions: using the Precision Sight
    • Attack obstructions
  • Time

Components

  • Board: 2 units.
  • Elevation tiles: 3x3 (2 units), 2x3 (2 units), 1x3 (4 units), 1x2 (4 units), 1x1 (8 units).
  • Army unit tokens: Warriors, Archers, Spearmen and Crossbowmen, 5 of each for each of the two players (one colour set per player). Horses, 6 units.
  • Army unit cards: Warriors, Archers, Spearmen and Crossbowmen, 2 of each.
  • Hero cards: 8 units.
  • Hero tokens: 1 each of Paladin, Barbarian, Wizard (Brujo), Ice Lady (Dama de hielo), Priest (Sacerdote), Alchemist (Alquimista), Assassin (Asesina) and Black Monk (Monje negro).
  • Chest cards: Potion, Shield, Target (Diana), Ring (Anillo), Gem and Boots, 12 of each.
  • Element cards: Water, Fire, Earth, Wind, Light, Plant, Mercury and Dark Matter (Materia oscura), 12 of each.
  • Special tokens: Ice Wall (12 units), Fire (6 units), Black Hole (1 unit), Portal (2 units), Temple (1 unit).
  • Other components: Life tokens (100 units), Die (1 unit), Precision Sight (mira de precisión, 1 unit), Chest boxes (2 units, used to cover each player's cards), a storage bag ("bolsa guarda todo"), and an hourglass for the optional time limit (see Time).

Note on the components list: one components page prints "Anillo 12 u." (Ring) among the Chest cards, while the other components page prints "Amuleto 12 u." (Amulet) in the same place. The rules text and the card art use the Ring, so this transcription uses "Ring".

Hero Card

  • Attributes: Hit points, basic attack, attack range and base movement.
  • Identifier: the icon that matches the Hero's token.
  • Life bar: magnetised, so that life points can be attached to it or removed from it. The Hero's hit points are placed on the bar to show how much life the character has.
  • Main ability: can be used once per turn and has no cost. It cannot be magnified with Chest cards.
  • Elemental abilities: can be used as many times as the Hero's Element cards allow. They evade elevations. They cannot be magnified with Chest cards.
  • Cost of an elemental ability: the red dots define how many Element cards are required to use it. Element cards are used to pay this cost.
  • Ability type: a sword symbol marks an ability usable on the attack turn; a shield symbol marks an ability usable on the defence turn.
  • Special tokens: used to represent abilities on the board. When a Hero is defeated, its special tokens are removed from the board.

Army Unit Card

  • Attributes: hit points, basic attack, attack range and base movement.
  • Life counter: the number shows the unit's current life. It can be changed with the mouse wheel, or by double-clicking the token.
  • Indicator: the Roman numeral links each unit on the board to its own life counter on the card.

Hero Selection

The Heroes are selected in turns until each Strategist has two of them. Each Hero comes with its own deck of Element cards, and some come with special tokens (portals, ice walls, fires, etc.).

The Hero cards are laid out on the table and the die is rolled. Whoever rolls the higher number may decide who chooses first. The Heroes are selected in turns until each Strategist has two. Once chosen, each player takes the kit of their Heroes.

The steps below are the on-screen controls of the Tabletopia digital version, as printed in the manual.

  1. Press the number 0 on the keyboard to view the Heroes. To see a card's attributes and abilities, place the cursor over it and press F to flip it, then press the space bar to see the details.
  2. Roll the die (place the cursor over it and press R). Whoever rolls the higher number decides who chooses first.
  3. Hold Shift and click-drag the cursor to select the Hero's kit.
  4. Move the selected Hero close to your play area. Repeat until you have 2 Heroes.
  5. Press the number 1 on the keyboard to move to your play area. Drag your Heroes' cards to the wooden template. Place the Element cards to the right of the board. To rotate them, select the deck and press E or Q.

Initial Setup

  1. Place each Hero's starting life points on the black bar of its card.
  2. Choose 8 army units from among Warriors, Archers, Spearmen, Crossbowmen and Horses, and place them behind the grass line on the board.
  3. Place the life points of the army units, taking into account the identifier (Roman numeral).
  4. Place the elevation tiles in front of the grass line. To rotate them, use the E and Q keys. Up to 3 levels may be built. Bridges may not be formed, and no elevation may be left with an unsupported end.

To get a game experience closer to real life, we recommend setting up from each player's default camera (the number 1 on the keyboard), so as not to see the opponent's initial setup before the game begins.

Starting the Game and Movement

Roll the die: the higher number may decide who begins the game. At the start of each turn, the Strategist draws 2 cards from the Chest deck and 2 Element cards from their Element pile, of their choice. Then they roll the die to determine movement and begin executing their play. The turn ends once the Strategist has no more attack options or simply wants to stop.

  • The die number dictates how far each of the characters (all of them) moves.
  • Each unit has a base movement, shown by a boot in its attributes. This number is added to the movement obtained from the die.
  • Each unit may use its movement in different instances (for example, move, attack and then withdraw). If the player decides to use another unit, the previous unit loses any movement it has left over. It may still attack if it has not yet done so, or use an elemental ability if it is a Hero.
  • The player may choose to move fewer squares or not to move at all.
  • Movement has no angle restrictions.
  • If an enemy unit blocks the way, the unit cannot advance through it.

The figure shows the units in each group, with their base movement: melee units have movement +2, and ranged units have movement +1.

  • Melee units: base movement +2.
  • Ranged units: base movement +1.

Elevations: Ascent

The elevations mainly work as obstructions for the enemy, and they can benefit ranged attack units by increasing their range.

Ascent: units may climb only by stairs (except Hero abilities that allow skipping steps). Each step represents two squares of movement: one of advance and one of height.

Example: ascent to an elevation of 3 levels with the Wizard, having rolled a 6 on the die. The movement dice and the base movement are shown in the figure.

Horse Law (Ley del caballo): when mounted, the unit may use its last movement to climb one step.

Example A (Dice + Horse Law): ascent to an elevation of 2 levels with the Wizard mounted, having rolled a 1 on the die.

Example B (Dice + Horse Law + Boots): ascent to an elevation of 3 levels with the Wizard mounted, having rolled a 1 on the die. By using 1 Boots card, the unit can add a "second last movement".

Horses: horses provide +3 movement per attack turn, cancelling the base movement of the unit that rides them. If a mounted unit dies, the horse stays on its square and can be mounted by another unit, allied or enemy. Mounting a horse costs two movements, but once mounted the unit automatically receives the extra movement, even if it used its last movement to mount. Horses have 1 life point, but cannot be attacked while they have a rider.

Elevations: Descent and Passages

Descent: units may descend only by stairs, without spending extra movement for the elevation (except Hero abilities that allow skipping steps). Units may fall from elevations because of certain Hero abilities, but they cannot choose to throw themselves down. If a unit is thrown, it loses 1 life point if the fall is from two levels, and 2 life points if the fall is from three levels. If a unit falls while mounted, the horse dies, sparing the rider 1 point of damage.

Example: descent from an elevation of 3 levels with the Wizard, having rolled a 2 on the die. The figure marks the valid path (movement from the die and base movement) and an invalid path.

Passages: only in some cases may units pass between the joined corners of elevations. The figure lettered A to H shows which passages are allowed:

  • A - B: not allowed.
  • B - C: not allowed.
  • C - D: not allowed.
  • D - E: allowed.
  • E - F: allowed.
  • G - H: allowed.

Chest Cards and Element Cards

Before the game begins, each Strategist is dealt 10 Chest cards, leaving a common deck beside the board together with the Element cards. In addition, each player chooses 5 cards from their two Element decks and places all of their cards behind their Chest so the opponent cannot see them. The Strategists take part in the battle through the use of their cards, creating a real-time combat defined by turns: if one player attacks, the other may play cards to defend. The attacker may respond to this defence as the case requires, and the battle may continue until all the cards allowed in the turn have been used.

Chest cards cannot be used to magnify the abilities of Heroes.

The figure shows six Chest cards and two Element cards, with their effects:

  • Shield (Escudo): can be used to defend against an attack. Blocks 1 point of damage.
  • Boots (Botas): provides extra movement. Allows a unit to move 1 square.
  • Ring (Anillo): increases the attack points of any unit by 1.
  • Fire (Fuego): the elemental card of the Wizard.
  • Potion (Poción): can be used to recover life points, but only if the unit survives the enemy attack.
  • Target (Diana): extends the attack range. It can only be used by ranged attack units.
  • Gem (Gema): can increase the power of any Chest card.
  • Earth (Tierra): the elemental card of the Paladin.

Battle and Cards

Each unit has hit points, attack and attack range. These attributes define the result of the battle and may be modified by Chest cards. Only during their own turn may a Strategist attack any unit that is within the unit's attack range, before or after moving each of their pieces. The attack can be made in all directions, with no angle restrictions, with 1 attack per unit, unless a Hero's ability states otherwise.

Example A: the pink warrior advances to attack the opponent and then uses its remaining movement to withdraw. Example B: units may attack without angle restrictions. The figure marks points A and B on the board, and damage is shown with the damage marker.

Using cards: the Strategists create a real-time combat defined by turns: if one player attacks, the other may play cards to defend. The attacker may respond to this defence as the case requires, and the battle may be delayed until all the cards allowed in the turn have been used.

In each turn, the Strategist may use 4 Chest cards per class of army unit, and 4 Chest cards plus 4 Element cards per Hero. Cards are placed on the card of the unit that uses their effect (which is the only one that benefits from it), to keep a count and avoid exceeding the limit.

Once the turn ends, all Chest cards used are discarded face up beside the common deck, and the Element cards return to their corresponding deck.

Example: the pink warrior uses a Ring to inflict 5 points of damage, and the yellow warrior uses two Shields to defend 2 points of damage and survive the attack.

Battle and Cards: Evasion

Evading a melee attack: if the attack of a melee unit is evaded by a special movement of a Hero, and no movement from the die is left over, the target can be reached only by using Boots or any ability that adds movement. If the main target manages to escape but the attacker ends up beside another enemy unit, the attacker may redirect its blow to that unit. If no target can be reached, the attack is lost.

Example: 1. The Paladin uses an Earth card to use "Destreza" (Dexterity) and evades the attack of the warrior. 2. The warrior plays Boots to chase the Paladin and finally execute its attack.

Evading a ranged attack: if the attack of a ranged attack unit is evaded by a special movement, the target can be reached only by using Target cards or any ability that adds attack range points. If the target cannot be reached, the attack is lost.

Example: 1. The Paladin uses an Earth card to use "Destreza" and evades the crossbow attack. 2. The crossbowman uses a Target card to chase the Paladin and finally execute its attack.

Attack and Elevations

The attack range is affected by elevations: each step represents one square of height. For example, a warrior cannot attack a unit that is below or above its level of height. On the other hand, ranged attack units standing on elevations are not limited in range when they attack from above, downwards.

Example: an archer of the pink team attacking from below at an enemy unit on an elevation of three levels. Range is counted step by step, and the attack reaches the enemy at range 7.

If an attack is made from an elevation at a unit on another elevation of equal or lower level, the attack range is not affected.

Example: an archer of the pink team attacking from an elevation of three levels at another unit on an elevation of equal level.

Third Level Law (Ley del tercer nivel): ranged attack units standing on an elevation of three levels gain 1 extra point of attack range over units that are below this level.

Horse Law for attacks (Ley del caballo): units with an attack range of 1 have the possibility of reaching a target located one level of height higher only when they are mounted on a horse.

Example A: a warrior of the pink team cannot attack. Example B: a warrior of the pink team takes advantage of the height of the horse.

Obstructions

Confusing obstructions: using the Precision Sight

Some ranged attack situations may be confusing when deciding whether the attack's path is obstructed by an elevation. In these cases the Precision Sight (mira de precisión) must be used: draw a line from the centre of the attacking unit's square to the centre of the target's square. If the Precision Sight touches an elevation, the attack distance is affected by it, and the attacker must add to the distance the equivalent in height.

Example: at first sight the Wizard may seem able to attack the Paladin. But when a line is drawn with the Precision Sight, the attack distance is shown to be affected by elevation number 2.

Attack obstructions

In some cases, the attack distance of melee units may be limited, being obstructed by enemy units.

  • Example A: the yellow warrior obstructs the attack distance of the pink lancer.
  • Example B: the pink lancer's range is not obstructed by its ally.
  • Example C: the range of ranged attack units is not obstructed.

Time

For experienced Strategists, or those who simply want a quick and adrenaline-filled game, there is a time limit. An hourglass counts the minutes that the player has to decide their moves, and the hourglass is controlled by the opponent.

Each Strategist has a total of two turns of the hourglass per turn (about 2 minutes) to make their moves. Once the time is up, their turn is over.

Each time an attack is made, time stops: the hourglass is placed horizontally. Once that instance is over, the time starts running again until the next attack is made or the turn ends.

One side of the hourglass has a white sticker. When it is laid down to stop the time, this mark is the reference for restarting the flow of time in the correct direction.