Battle Cards
Battle Cards Rulebook
Table of Contents
Table of Contents
Scratch and Slay Combat Rules
BattleCards are designed with a unique scratch off combat system. Here's how to fight battles with a friend. First, choose your Fighter Cards. Decide whether you will play for any stakes (eg. Cards from each others' collections). Toss a coin to see who strikes first. Whoever starts scratches any one of his opponent's Body Area spots (ie ANY EXCEPT 'LIFE' or 'PURSE'). If there is a BLANK space beneath, the blow has missed. If there is a WOUND symbol (teardrop of red blood), the blow has struck! Take another turn each time you wound him! When you miss, it is your opponent's turn to strike. Continue to take turns to scratch each other's spots. A fighter with TWO Wounds showing is seriously injured! Scratch ONE of his LIFE boxes! A blank space means he is still alive, a SKULL & CROSSBONES means he's dead! If he survives, a LIFE box is scratched for EVERY further Wound he suffers. When a fighter dies, his dead body (his card) plus any prize at stake is given to the winner. How much is in his Purse? Scratch off and find out! Dead bodies are VALUALBLE! See other cards to discover how to use Purses to 'buy' the rare 'Wonderous Treasures' cards; the Advanced Combat System; how to bring Magic Spells into battle; Multiple card battles and other Secrets of BattleCards!
Advanced Combat System Rules
For those who have bought these cards, cards number 101-108 have all of the rules listed below. I am including them here for the sake of completion of all of the rules. The rules are the same on every card.
- 101-Attack: HEAD Defend: HEAD & LEGS
- 102-Attack: BODY Defend: HEAD & ARMS
- 103-Attack: ARMS Defend: BODY & ARMS
- 104-Attack: LEGS Defend: HEAD & BODY
- 105-Attack: HEAD Defend: BODY & ARMS
- 106-Attack: BODY Defend: BODY & LEGS
- 107-Attack: ARMS Defend: HEAD & LEGS
- 108-Attack: LEGS Defend: ARMS & LEGS
Plan your strategy in battles using the Advanced Combat (AC) cards. You don't need all 8 different AC cards to play. In Advanced Combat, you must win the right to scratch a spot on your opponent's Fighter by beating him in a short card game first. Here's how it works: Choose your Fighters/stakes as normal. Agree how many AC cards you will use (6-8 cards each is reasonable). You may choose more than one of the same card. You may agree to have different numbers. Each AC card specifies a TARGET for your attack (Head, Body, Arms or Legs), and TWO areas you are defending. To begin each round of combat, you both secretly select one of your AC cards. Both cards are shown together and the attack is resolved.
For Example: He attacks your HEAD and you are defending HEAD and ARMS. His blows are has no effect. You attack his BODY and he is not defending it (eg. He is defending HEAD & LEG). You have scored a HIT and won the right to scratch one of the appropriate areas on his fighter card (BODY in the example above).
Wounds are dealt with as per normal (see rules above). Place the AC card you have just used to one side. This means you have one less AC card to choose from in the next round. When you have used up all of your AC cards (ie 6 rounds if you are using 6 cards each) pick up all of the used ones and start again with a full hand. Continue until one fighter dies (as per Basic Rules listed above). Note: It is possible that both Fighters die in the same round. In this case, you both give each other your dead Fighters (for Purses) but no one wins any stakes.
Other Miscellany
Cards 77-79 have some unique rules to try out sometime. Here are the rules on each card:
#77-Card Games
Beneath the text on cards you will find one of three symbols: a Fist, a Sword and a Shield. Using these symbols Constantians have developed a series of games. The principles of all games are similar. When two cards face each other, Shield beats Sword, Sword beats Fist and Fist beats Shield. Here are two games:
Winner Takes All
Two players each choose 3 cards and set them face up in a line. The lines must match up into three individual 'card vs. card' contests. These cards are resolved (Sword beats Fist, etc.). The battle is only won if one side wins ALL 3 contests; otherwise try again with different cards. Winner takes the loser's three cards.
Endurance
Any number can play this game. Everyone starts with the same number of cards (eg 10) but can secretly select how many of each symbol to hold. Player 'A' starts by laying a card in front of him and announcing its symbol. Player 'B' must play a symbol which beats this. C must beat B's symbol, etc. Anyone unable or unwilling to play must forfeit one of his cards. This is taken from his hand or from his discards and is placed in the center. Play continues, with the next player always having to beat the previously unbeaten symbol. Once played, discards are not picked up. Anyone with no cards in his hand drops out. The game ends when someone has played a symbol which no one left can beat. The winner's prize is all of the forfeited cards. Everyone can pick up their discards and start a new game.
#78 – Campaigns & Adventures
Campaign Battles
You can also fight large-scale battles involving any number of Fighter cards. Decide how many Fighter cards each? Will spells be used? How many? Next sort out your Fighters' 'Battle Order.' Arrange your Fighter Cards in a stack. Then the battle can begin! Take the top Fighter from each stack and fight a single round of combat. When this is resolved, place them on the bottom of your stacks. Resolve Fighter #2's round of combat. Continue by rotating through the Battle Order, one round at a time. Anyone who dies in battle is given to the opponent in the normal way. Spell cards in campaign battles can be used to help anyone in your Battle Order (Mutiny Spell can only be used in campaign battles). The battle continues until one side has been killed or surrenders. Set your own terms for surrender!
Adventures
Within the stories found on BATTLECARDS, there are tales of personal exploits and feuds. Re-create the epic battles and adventures of Vangoria! Set up a battle between Zheena Nightshade's Gargantuans and Aragorn's Trueblade's Zittonians! Or even: Who will be Vangor's successor, the next Emperor of Vangoria?
Alignment
Each Fighter Card is loyal to either Justice, Evil, Chaos or is Neutral. In Campaigns and Adventures, bear this in mind. Similar alignments should never fight each other (Exception: Neutral may fight anyone).
#79-Yard Games
These games have been developed by the street urchins of Constantia. Each can be played by any number of players.
1. Racing Cards
All contestants line up at a distance of about 3-4 yards from a wall. In turn, each fires one card at the wall. Whoever's card ends up nearest the wall claims the cards fired by everyone else as his prize.
2. Shoot 'Em Down
Everyone lines up facing a wall at a distance of about 3-4 yards. One card is placed in a leaning position against the wall. Everyone fires a card, in turn, until someone knocks the 'Leaner' over. It doesn't count if the Leaner moves but does not fall over – it must fall over flat for a win. The winner takes all cards which have been fired at the Leaner.
3. Smother Your Neighbor
This time you don't need a wall. Someone starts by firing a card to a distance of about 3-4 yards. In turn, everyone fires a card until someone's card lands on top of one of those already lying in play. Even the slightest overlap counts. The winner claims all the cards in play.
Firing Cards
The technique of firing cards is to grip one of the top corners of the card tightly between the last joints of your index and middle fingers (towards the tips). Grip it diagonally as if you were trying to cut across the corner. Rest the card lightly on top of your thumb. Now pretend you have an unwanted drop of water on the end of your index finger. Curl your wrist back and snap it forward quickly, releasing the card.
Using Magic Spells in BattleCards Combat
Magic Spell cards (#'s 40-49) can be used in battle. Agree how many spells each side can use and choose them secretly from your collection. You may decide that certain spells are forbidden. During battle, each time an attack reveals a Wound Symbol (drop of red blood) on a defender's card, the Attacker can immediately choose to cast one of his spells INSTEAD OF TAKING AN EXTRA TURN. Refer to each individual Spell Cards for the effects of each Spell. Before the Spell takes effect, you must check to ensure it works by scratching off one of the six boxes (chosen by the Spell Caster) on the face of the Spell Card. A blank means it works. A Miscast Symbol (X) means it doesn't work and the spell card is useless in ALL FUTURE BATTLES. Individual Spell Cards can be used ONCE ONLY per battle. After use they are removed from the fight (whether or not they work.) Try to memorize where each Spell's Miscast Symbol is located. In this way experienced Wizards are more powerful than novices!
#40-Fireball
The Fireball Spell allows a spell-caster to conjure up a large ball of fire and send it hurtling towards his enemy. If, during battle, this Spell is cast successfully (see above), it allows the Attacker to scratch TWO Body Area spots (not Life or Purse) immediately!
#41-Sword Control
When this spell is cast on an opponent, he temporarily loses control of his sword, with unpredictable results. For his next TWO combat rounds, his arm is enchanted. When it is his turn to attack, play the Fist/Sword/Shield game (see Above or card 77). If he wins, he attacks as normal. But if you win, he attacks himself! After two rounds, he returns to normal.
#42-Mental Combat
This Spell turns the physical battle into a mental one. Select a Fighter card from your opponent's collection. Test his knowledge. Ask him: What number is the card? What alignment? What status? Who is the artist? Note the number of correct answers. He now does the same to you with a cad from your collection. Whoever got the most right can scratch off a number of boxes equal to the difference between your scores. Then return to the battle where you left it, as the Spell wears off.
#43-Peaceful Calm
This spell projects an aura of peace over the two fighters. If it works successfully (see above), the battle stops and the two Fighters refuse to fight. Instead, the contest must be diecided by peaceful means. If either of you have Card Nos. 77 or 79 (Card & Yard Games) then you must choose one of these to decide who is the victor. If neither of you know any Yard/Card Games, toss a coin.
#44-Shield Dissolve
This spell dissolves your opponent's shield for up to 3 combat rounds! On your next attack, test to make sure the spell works (see above). If so, you can scratch TWO of your opponent's spots instead of one. The spell will last for up to three rounds of combat, but each time you must test the spell to make sure the effects haven't worn off.
#45-Mutiny
This spell is only of use in Campaign battles (see card No. 78). When cast it has the effect of making the opponent's top Fighter Card turn and fight TWO rounds of combat (ie. Two attacks each) against the card underneath in his own stack. The Spell Caster acts for the mutinous Fighter (ie. He chooses which body area to hit). After two rounds of combat the Spell wears off and the combat sequence returns to where it left off. This Spell has no effect in a one-on-one situation.
#46-Anti-Magic
Unlike other Spells, the Anti-Magic Spell is chosen for use LATER in the battle. Once chosen (after your attack has revealed a Wound symbol (blood drop)), this card is placed ready for use. Next time your opponent casts a Spell at you, the Anti-Magic Spell can be used to CANCEL its effects (once only). Tell your opponent that you intend to use it AFTER he has checked (scratched off a box) to make sure his Spell works. It is a powerful deterrent to other Spell Casters!
#47-Force Field
Casting this spell creates magical force field around your Fighter which will protect him from harm but still allow him to attack. It will last for up to three combat rounds. During these 3 rounds, your opponent cannot attack you. But EACH ROUND you must first test the spell (see above) to ensure it is still working. If the test reveals a Miscast Symbol (X), the spell has worn off and the battle returns to normal.
#48-Summon Creature
Casting this Spell allows you to choose one card from your collection and introduce it into the battle to attack your opponent. From now on, treat the battle as a Campaign Battle (Card No. 78). If you do not know what this means, then you may not cast the Spell. The creature MUST be "Status: Strong – Alignment: Neutral or Chaos" only.
#49-Magic Shield
Unlike other Spells, this Spell, once selected, may be saved for use later in the battle. At any time in the future, after your opponent has declared which box he wishes to scratch on an attack, the unused Shield Spell may be cast. Check it works as per normal. If it works, it "blocks" the attack. The selected box is ignored, and the battle continues. A Shield Spell cannot defend "Life" boxes.
This is all of the base rules of the game. The rest of the game's secrets are yours to unravel. In addition, you can role play in the world of Vangoria. Use it as a campaign setting for a game or make up a new game based on the rules here in BattleCards. The possibilities are endless. Have fun, and enjoy BattleCards!