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Cataclysm Arcade

Cataclysm Arcade Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Basic Gameplay
    • Game Set-up
    • Turn Structure
    • Combat
    • Winning the Game
  • Card Types
    • Boss
    • Fighter
    • Tactics
    • Responses
    • Weapon
    • Card Anatomy
  • Gameplay Options
    • Constructed Deck Rules
    • Card Limits
    • Single Pack Rules
  • Glossary

Introduction

Objectives: The first player to kill all opposing Bosses wins.

Basic Gameplay

Overview: The game starts at "Level 1" and the game level increases by 1 at the conclusion of each turn. Every turn each player receives a resource called "Coins" equal in number to the game's current level. A random player is selected to be "Player One" and this designation rotates to the next player clockwise each level. At the beginning of each level, each player draws a card. Then each player takes turns making moves until all players pass. Once all players have passed, the next level begins.

Win/Lose Conditions: The last player with a Boss wins!

Golden Rule: If the rules text of a card contradicts the game rules the text of the card takes precedence.

Game Set-up

Cataclysm Arcade can be played 1v1 or multiplayer. To start the game, each player selects a single boss and puts it into play.

If playing a constructed match each player must have a 40 card deck. If playing from a single booster, the remaining non-boss, non-token cards from your pack constitute your deck. In either case, each player then shuffles their deck and draws four cards.

Mulligan Rule: Once, at the beginning of the game, you may set aside any number of cards in your initial hand, draw that many, then shuffle the set aside cards into your deck.

Turn Structure

  • All players untap all of their tapped cards (unless otherwise noted).
  • Each player draws a card. If the player has no cards remaining in their deck, shuffle the discard pile and this becomes their new deck.
  • Each player adds coins to their coin pool equal to the current level. Any unspent coins are lost at the end of each level.
  • The current "Player One" gains the initiative.
  • The player with the initiative chooses from one of the following moves:
    • Play a Fighter, a Tactic, or a Weapon.
    • Activate an Ability.
    • Attack with a Fighter or Boss.
    • Wield a Weapon.
    • Pass.
  • The Line: If a player chooses a move other than pass all other players get an opportunity to respond to this choice. The chosen move forms the first element in the line. Starting with the next player in clockwise order, players receive priority to take a response action. Response actions consist of Response cards and abilities that say Response. If a player chooses to respond, the action they take is added to the top of the line and the next player clockwise then receives priority. This process continues until no one chooses to play a response. At that time the top ability on the line resolves and priority to play a response is given to the next player clockwise from the player who added the just resolved ability to the line. This process repeats for each ability on the line until all have resolved. Note that you cannot respond to your own moves or responses. You can only respond to an opponent's moves or responses.
  • If the resolution of a response or a move results in the creation of a triggered ability, that ability is placed on the top of the line and the player with initiative gets priority.
  • After completion of the chosen move, the next player in clockwise order who has not already passed then has the initiative and may choose a move. This process continues until all players have chosen to pass, then a new level begins and the next player in clockwise order becomes the new "Player One".

Combat

  • After choosing "Attack" as your move you select an untapped fighter or boss that you control and pay coins equal to that character's attack cost. Note that you cannot select the attack move if you are unable to pay for an attack cost. After paying the cost you tap the selected character.
  • Choose a target fighter or boss controlled by an opponent. The attacking character deals damage equal to its attack value to that character when the attack resolves. Attacking uses the line and can be responded to as normal. Note: There is no reciprocal damage when attacking so the defending character does not deal damage to the attacker.
  • Damage reduces the health of a character equal to the amount dealt. If this reduces a fighter's health to 0 or less it is destroyed and placed in the discard pile. If a boss is reduced to 0 or less health that player has been defeated and is out of the game. Note that health does NOT increase or heal between levels.

Winning the Game

  • In a 1:1 game you will win once the opposing boss is defeated.
  • In a multiplayer game you will win by being the last player to have an undefeated boss. Once a player's boss has been defeated that player is out of the game and all cards owned by that player are removed from the game.

Card Types

Boss

Bosses represent each player's leader in the game. If a player's boss is defeated, that player loses the game.

  • Starts in play. At the beginning of the game each player selects one boss for their deck and puts it into play.
  • If playing a constructed match the faction of the boss chosen will determine allowable cards in your deck.
  • A boss starts the game with health equal to its printed value.

Fighter

Fighters represent the frontline forces that your boss uses to attack other bosses in the game.

  • A fighter can be played when you have the initiative and the game level equals or exceeds the fighter's level requirement.
  • Fighters have no cost to play.
  • Playing a fighter uses the line and may be responded to.
  • Important: You may only have one Fighter of the same name in play at a time. If a second fighter of the same name enters play you must select only one of those fighters to keep. The other is immediately destroyed.

Tactics

Tactics represent strategies that your boss takes to help defeat his enemies.

  • A Tactics can be played when you have the initiative and have enough coins to pay the tactic's cost. You may not select this move if you cannot pay for a tactic card.
  • Tactics use the line and may be responded to.

Responses

(Response Definition)

  • Responses are the only card that can be played when other players have the initiative. You may not play a response when you have the initiative and the line is empty. You may not play a response ability in response to another ability you added to the line.
  • Responses may be played when you have priority following a player selecting any move other than pass. You may not play a response if a player selects "pass" as their move.
  • You must pay the associated cost for the response in order to play it.
  • Responses use the line and may in turn be responded to by other players.

Weapon

(Weapon Definition)

  • A weapon can be played when you have the initiative and the game level equals or exceeds the weapon's level requirement.
  • Weapons have no cost to play.
  • Playing a weapon uses the line and can be responded to. When the action resolves the weapon enters play wielded by a fighter on your team. Indicate this by placing the weapon under the chosen fighter. If no fighters are in play the weapon enters unwielded.
  • Important: You may only have one Weapon of the same name in play at a time. If a second weapon with the same name enters play immediately choose one to keep. The other is destroyed.
  • You may choose to wield a weapon when you have the initiative and have enough coins to pay the wield cost. This move causes an unwielded weapon to be wielded by a fighter, or a currently wielded weapon to be wielded by another fighter. This move uses the line and can be responded to.
  • If a weapon has an attack ability modifier it is added to the attack ability of the character wielding it.
  • Weapons may also have other abilities. These are only applied to the character wielding it unless otherwise noted on the weapon card.

Card Anatomy

  • Name: The name of the card.
  • Image: The artwork representing the card.
  • Card Type Indicator: Boss, Fighter, Tactic, Response, and Weapon.
  • Rarity: Common, Uncommon, Rare, or Mythic.
  • Attributes/Stats:
    • Level Cost: (Top left; Fighters and weapons) The Level number that indicates the game level at which they may be played.
    • Coin Cost: (Top left; Tactic and Response Cards)
    • Health: (Top Right; Fighters and Bosses) How much damage a Boss or Fighter can take before it dies. When a Fighter dies it is put in your discard pile. When your Boss dies, you lose the game.
    • Attack Cost: (Middle Left; Fighters and Bosses) The cost paid by a boss or fighter to attack.
    • Attack Ability: (Middle Right; Fighters and Bosses) The amount of damage dealt when a Fighter or boss attacks, not including any enhancements or effects for the level.
  • Rules Text: This area contains card abilities and reminder text.

Gameplay Options

Constructed Deck Rules

  • A deck consists of:
    • 1 Boss, and
    • At least 40 other cards.

Card Limits

  • Constructed decks can only consist of cards having the Faction of your Boss and one other Faction of your choice.
  • A deck can include no more than 3 copies of any specific card.

Single Pack Rules

Cataclysm arcade can be played from a single booster pack. To do so, remove any punch out cards, instruction or art cards, or coins and set them aside. Then put the boss card into play. Shuffle the remaining cards. These will form your deck for the game.

Glossary

  • Agility: A fighter with agility can attack or use abilities that require tapping twice a total of twice per level.
  • Armor N: Prevent the first N damage each level that would be dealt to this character.
  • Block: Change the target of an attack to this character.
  • Character: A boss or a fighter.
  • Destroy: An effect that destroys a card moves it directly to the discard pile. A card placed into the discard pile from play is considered destroyed.
  • Determination: If this character would be destroyed and does not have one or more +1 Attack counters, instead set it to 1 Health and place a +1 Attack counter on it.
  • Enforcer: A character with Enforcer must always be attacked before another Boss or Fighter on your team if able.
  • Enhancement: A Fortification, +1 Attack counter, or wielded Weapon.
  • Fortify: Fortify is an ability that can only be used from your hand. Fortify means: Place this card under a Synth Boss or Fighter on your team. That Synth gains Health equal to this Fighter's Starting Health. Fortify also increases the Starting health of the fortified character by this amount. If a fortification is removed, that health is lost.
  • Gain Health: A boss or Fighter gains the indicated amount of Health.
  • Heal N: A Boss or Fighter heals up to N Health. Healing can't cause a character to exceed their Starting Health. Note: This differs from the gain health ability.
  • Once a player has chosen "pass" as a move, they can only take response actions for the rest of the level.
  • You may activate Abilities and Attacks of Fighters the turn they come into play, provided you have priority and you can pay the coin cost.
  • An Attack, or an ability with a tap symbol, causes the Boss or Fighter to tap and they can not attack or use tap abilities again this level unless otherwise noted.
  • When a Fighter leaves play, that card goes to the discard pile unless otherwise specified. The same is true for any card that is used or destroyed.
  • Initiative: A player with the initiative is the current active player and may select a move to play.
  • Line: The Line refers to an ordering of played cards and/or abilities waiting to resolve. The line is always initiated by a move selected by the player with the initiative. It can then be added to by other players adding response cards or abilities.
  • Linked: A card that is temporarily removed from the game that connects to a card in play.
  • Move: A move refers to one of the choices that you make when you have the initiative.
  • Priority: A player with priority may add a response to the line. Priority starts with the player clockwise from the player with the initiative.
  • Phantasmal: This ability means: If this fighter isn't Phantasmal, put a +1 Attack counter on it and it becomes Phantasmal.
  • Response: A response is either a card with the response type or an ability with the response text.
  • Starting Health: A character's starting health is equal to the value printed on the card.
  • Stealthy: This character can't be attacked the level it comes into play or the level it gains this ability.
  • Stop: An attack or ability that is stopped does not resolve. It is removed from the line.
  • Stun: If a character is stunned it may not attack or use any abilities. Tap that character.
  • Target: Some cards and abilities specify that one or more targets must be chosen when they are used. This means that the player using the card or ability must specify which particular game objects are to be affected when the card or ability is played. Once specified these targets may not be changed except through another card or ability.
  • Techniques: Techniques represents a collective term for a set of activated abilities found on characters. The techniques are: Block, Fortify, Transform, Phantasmal.
  • Tokens: Some cards or abilities result in the creation of a token. A token is a non-card marker used to represent the created object in the game. The characteristics of the token are defined by the ability that created it. If a token leaves the in-play area it ceases to exist.
  • Traits: Traits represents a common term for a set of keyworded abilities found on characters. The traits are: Armor, Determination, Agility, Enforcer, Stealthy.
  • Transform: Destroy this Fighter. Reveal cards from the top of your deck until you reveal another Fighter of the level of that fighter or lower with a different name that is not already in play. Put that fighter into play and then shuffle the revealed cards into your deck.
  • Trigger: Some cards have an ability that specifies that an action will occur "when" or "If" a certain condition occurs in the game. These are referred to as "triggered" abilities and once the condition is met they are added at the top of the line. If multiple triggers occur for the game event then they are added to the line starting with the player with initiative and preceding clockwise. If a player has multiple triggers to add to the line then they choose the order in which they are placed on the line.
  • Wielded: A weapon is considered wielded when it is attached to a Fighter.