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Dark Legacy: The Rising

Dark Legacy: The Rising Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Gameplay Overview
  • The Card Types
    • Weapons
    • Armor
    • Spells
      • Creatures
      • Relics
      • Enhancements
      • Magic
      • Instants
  • The Playmat
  • Basic Game Concepts
  • Playing the Game
    • Setting Up the Game
    • The Phases of a Turn
    • The Start Phase
    • Action Phase
      • When Attacking
      • Making a Distance Weapon Attack
      • Making Flying Attacks
      • Resolving an Attack
      • Types of Armor
      • When Casting
      • Activate Abilities
      • Discarding Cards for Die Roll Modifiers
  • Keyword Powers
  • The Golden Rules
  • Alternate Game Modes
    • Team Battle
    • Hardcore Mode
  • Starter Set Checklist
    • Chaos vs. Tech
    • Darkness vs. Divine
    • Earth vs. Wind
  • Deck Building Rules
  • Factions
  • Game Terms
  • Card Explanations
  • Skill Level Bonuses
    • How to Level and Level Bonuses
    • Skill Level Bonuses Table
  • Attack Roll Result Table

Game Contents

  • 120 Cards
  • 2 Playmats
  • 4 d20
  • Assorted Tokens
  • This Rulebook

The complete Rulebook, extra Playmats and Hero Character Sheets can be found at: http://www.upperdeck.com/OP/GameRules.aspx

Gameplay Overview

The objective of Dark Legacy: The Rising is to best your opponent in a battle of wits and a duel to destruction. Each player will begin as a Level 1 Hero and has access to only the most basic equipment and spells. During the game you will equip weapons to attack your opponents and armor to defend yourself. You'll use Casting Points to summon creatures like the Stone Golem or the Evil Spirit to do your bidding and you will cast spells and activate relics. Finally you will destroy your opponent, or they will destroy you. Each battle results in gaining experience points that will raise your level to unlock even more powerful equipment and spells.

The Card Types

The card types are Weapon, Enhancement, Creature, Instant, Armor, Relic, and Magic.

Card anatomy, as labelled in the rulebook: Name, Faction, Type (type icon), Casting Cost, Skill Level, Keyword A, Card Text, Keyword B, and the card's stats (Attack Points, Armor, or Attack Points / Aura Armor / Life).

Weapons

Weapons are your main means of attacking and defending. Weapons may also have the Distance ability which requires Ammo, but allows Heroes to defend against Creatures with Flying.

If you attack or defend without an equipped Weapon your Attack Points are 1.

Weapon Cards can only be played in the Primary or Secondary Weapon Slots. These cards are permanents. These cards are not cast and thus cannot be countered. You do not need to declare a Casting Phase in order to play these cards. They can be played at any time during your turn.

Armor

Armor is how you protect yourself from damage. Armor comes in different types including various levels of Armor (Light, Medium, and Heavy), Helmets, and Shields. All Damage you are dealt must first be applied to your armor if you have any equipped.

Example card text (Shield of Decay): If the opposing Hero is of the Divine faction then Shield of Decay will do two damage when your Hero is defending.

Note: If your armor is destroyed it is removed from the game.

You can only play a total of 2 Armor Cards the entire game.

Armor Cards can only be played in the Primary or Secondary Armor/Relic Slots. These cards are permanents. These cards are not cast and thus cannot be countered. You do not need to declare a Casting Phase in order to play these cards. They can be played at any time during your turn.

Spells

All cards that are cast are considered Spell Cards. This includes Creatures, Relics, Enhancements, Magic and Instants.

Creatures

Creatures are your army. During your Action Phase you will summon them to attack opponents or to defend against impending damage.

Example card text (Pestilence Dragon, Flying): At the beginning of your turn Pestilence Dragon does four damage to your Hero.

Some Creatures have special abilities like Flying or granting Armor or Life to Heroes or other Creatures.

Creatures can only be played in any open Battle Field Slot or slot that already contains the same Creature. These cards are permanents when they resolve. Creature Cards cannot be activated on the turn they are summoned.

Relics

Relics are powerful artifacts imbued with magic. They can give you special abilities or store Casting Points for later use.

Relic Cards can be played in the Secondary Armor/Relic Slot, any open Battle Field Slot, or a slot already containing the same Relic. These cards are permanents when they resolve. Relic Cards can be activated on the turn they are played.

Enhancements

Enhancements are attached to Weapons, Creatures, or even Heroes. They can increase or decrease attack or defense, and grant or negate special abilities.

Example card text (Ticking Time Bomb): Add three Tokens to Ticking Time Bomb. At the beginning of their turn, remove a Token. When there are none left, Ticking Time Bomb is destroyed and does 25 damage to Enhanced Creature or Hero.

Enhancement Cards played on your Hero go into the Hero Equip Slot. Any other Enhancement Cards (Creature or Weapon) attach to their target cards. If the target card is destroyed then the attached Enhancement(s) are destroyed as well.

These cards are Permanents when they resolve. To be cast they must have a legal target. Enhancement Cards can be activated on the same turn they are played.

Magic

Magic Cards cause immediate effects like damage or gaining life.

Example card text (Dragon Breath): Dragon Breath deals X amount of damage to target Creature, where X is the extra Casting Points you pay. You may pay up to ten extra Casting Points.

Magic Cards can be cast if a Battle Field Slot is open. These cards can only be cast during your Action Phase. When played, they go to the Boneyard after they are resolved or countered.

Instants

Example card text (Deletion): Counter target spell.

Instant Cards are like Magic Cards, but they can be played at any time during any player's turn. These cards can only be cast if the Instant Slot is open on your side of the Battle Field. When played, they go to the Boneyard after they are resolved or countered.

The Playmat

The Dark Legacy: The Rising Playmat has the following slots:

  • Battle Field
  • Primary Weapon Slot
  • Secondary Weapon Slot
  • Spell Slots
  • Hero Equip Slot
  • Instant/Spell Slot
  • Primary Armor Slot
  • Secondary Armor/Relic Slot
  • Charging Slot

Hero Equip Slot: This is where you play Enhancement Cards that affect your Hero and give you new abilities.

Weapon Slots: Each Hero can only play a Weapon Card that is equal to or less than their current Skill Level. Only one copy of a Weapon Card can be in play per Slot. When a Weapon Card is placed into one of the Slots that card cannot be removed unless by a card effect. There are two Slots in which your Weapons can be placed.

  • Primary Weapon Slot – Whenever you play a Weapon Card it is placed onto this Slot FIRST. All attacks made by your Hero come from the Weapon Card in this Slot, unless specified by you.
  • Secondary Weapon Slot – When you play another Weapon Card it would go into this Slot, but only if there is already a Weapon Card occupying the Primary Weapon Slot.

Armor Slots: Each Hero can only play an Armor Card that is equal to or less than their current Skill Level. Only one copy of an Armor Card can be in play per slot. When an Armor Card is placed into one of the slots that card cannot be removed unless destroyed or removed by a card effect. There are two Slots in which your Armor can be placed.

  • Primary Armor Slot – Whenever you play an Armor Card it is placed onto this Slot FIRST. All damage you take goes to the Primary Armor first if there is one in play.
  • Secondary Armor/Relic Slot – When you play an Armor card and the Primary Armor Slot is occupied, the new Armor would be placed into this slot. The Secondary Armor Slot can also be filled by a Relic Card.

Battle Field: This is located on the right side of the Playing Mat. This is where you will find four slots in which you are allowed to play your Spell Cards. There are two types of slots on the Battle Field.

  • Spell Slot – Each Hero has four Spell Slots that allow Heroes to cast their Spell Cards. If that Spell Card is a Permanent (Creature or Relic) then that card can be placed in an empty Slot or a Slot that contains the same card. Non-Permanent Spell Cards (Magic and Instants) must have an empty Spell Slot to be cast but are not placed in the Battle Field. Once a Non-Permanent Spell Card is resolved or countered it is placed into the Boneyard.
  • Instant/Spell Slot – This Slot works exactly like a regular Spell Slot, but this is the only Slot that allows you to cast an Instant Card. If a Permanent occupies this Slot, you CANNOT cast any Instant Cards. Once an Instant Card has been resolved or countered it is placed in the Boneyard.

Charging Slot: This Slot is used to cast a Spell Card that has a higher Skill Level than your Hero's Skill Level. Place the card you want to cast face down in the Charging Slot. This is called "Charging." The card must Charge for a number of turns equal to the difference between the card's Skill Level and your current Skill Level. Once this requirement is met, then you may cast the card normally. (For more info, see When Casting on page 18). When a card is "Charging" in the Charging Slot it counts as part of your hand, but you are NOT allowed to discard it from the Charging Slot as if it were in your hand. It only counts as in your hand when counting and meeting Hand Size requirements.

Basic Game Concepts

Deck: Your deck must include at least 50 cards. You can only have up to three copies of any card in your deck.

Hand: You start the game with a hand of five cards and draw one card each turn. There is no limit to the number of cards you can have in your hand at one time. Cards in the Charging Slot count as a part of your hand.

Boneyard: This is where cards are placed when their effects are resolved, get countered, or are destroyed. Only you may look at your Boneyard at any time during the game. Note: It must be kept in order.

Activate/Deactivate: A card in play is either Activated (at an angle) or Deactivated (upright). Only Deactivated Creatures can attack or defend. Non-Creature cards enter play as Deactivated.

The Hero: You are the Hero. The Hero is represented by the Hero Equip Slot, Charging Slot, Weapon Slots and Armor Slots.

Tokens: Tokens are used to represent various effects including Ammo, Damage, Poison, and Creatures.

Playing the Game

Setting Up the Game

  • Each player needs a deck that contains at least 50 cards. You are not allowed to have more than three copies of any card in your deck.
  • Each player starts the game with 50 Life Points. This will increase at higher Skill Levels.
  • Put the game tokens nearby.
  • Each player searches their deck for a Weapon, Armor or Relic Card of their Skill Level or lower and a Casting Cost of 0 and places it face down on their playmat before drawing cards. Once all players have selected a card, turn them face up and place them in their appropriate Slots. Weapons are placed in the Primary Weapon Slot. Armors go into the Primary Armor Slot. Relics go into the Secondary Armor/Relic Slot.
  • Randomly determine which player goes first.
  • Each player should set their deck down next to their playmat.
  • Each player shuffles their deck and draws five cards.

Note: You may need a pen and paper to keep track of life points and other such things.

The Phases of a Turn

Each turn, you'll go through the following three phases in order. Then, the next player takes a turn. No damage can be dealt during the first turns of each player nor can players declare an attack. Note: In a game with more than two players, the next player is the player to your left.

  1. Start Phase
  2. Action Phase
  3. End of Turn Phase

The Start Phase

During this phase, do the following:

  1. All Casting Points you had from your previous turn fade to zero unless they are stored in a Relic.
  2. Any beginning of turn card effects resolve. The order is determined by the active player.
  3. Deactivate all permanents you control. Remove all Damage Tokens from your Creatures.
  4. Add a Charge to the card in the Charging Slot.
  5. Draw a card.

Action Phase

During your Action Phase you must decide which action to take, either attacking or casting. You may only select one Action per turn.

When Attacking

  1. Declare that you are attacking.
  2. Declare your Attackers.
    • You may only make one attack during a turn so you must declare which Creatures and/or Weapons you are attacking with. Heroes may only attack with one Weapon unless a card effect says otherwise.
    • If no Weapon is declared for the attacking Hero, then the attack will use the Weapon in your Primary Weapon Slot. If you attack without a Weapon in any Weapon Slot, you will have an Attack Point of 1.
    • Activated Weapons cannot be used to attack or defend.
    • When an attack is declared with a Creature, it becomes activated. Activated Creatures cannot defend during an opponent's turn.
    • All attacks you make are directed towards your opponent's Hero. You may not select any other targets during your attack.
  3. Both players may play Instants and abilities. This alternates between players beginning with the Attacker until both players yield.
  4. Your opponent then declares his Defenders for combat.
    • These can be any Creatures they have in play or their Hero. If the Hero is declared as a Defender and no Weapon is declared, then the defense is made with the Weapon in that Hero's Primary Weapon Slot.
    • Heroes can use each equipped Weapon once per attack to defend against different attacking Creatures and Heroes.
    • Activated Creatures cannot be declared as a Defender.
    • Creatures can only defend against one Creature or Hero per attack.
    • A Defender does not need to be declared for an attack. The defending player may choose to simply take the damage.
  5. Both players may play Instants and abilities. This alternates between players beginning with the Attacker until both players yield.
  6. Attacks are resolved (see Resolving an Attack).

Making a Distance Weapon Attack

Distance Weapon attacks work the same way as Melee attacks with the following exceptions.

  • Each attack or defense removes one Ammo.
  • Distance Weapons without Ammo, regardless of any Enhancements on the Weapon, have an Attack Point of 0.
  • The defending Hero or Creature cannot deal damage to the Attacker.

Making Flying Attacks

Flying attacks work the same way as Melee attacks with the following exception.

  • Flying attacks cannot be defended against except by Defenders with Flying or by Defenders using Distance Weapons.

Resolving an Attack

  • After Attackers and Defenders have been declared, then roll a d20 for each Attacker, including any modifiers. Apply the result of each roll as dictated on the Attack Roll Result Table (Back Cover).
  • Damage to ALL Attackers and Defenders is dealt simultaneously regardless of the source of that damage.
  • Damage is dealt first to Armor and then to Aura Armor. If a Hero or Creature is damaged without any armor, then the damage is dealt directly to their Life Points.
  • Damage dealt to Heroes is cumulative.
  • Damage dealt to Creatures will regenerate at the beginning of their controller's next turn.

Types of Armor

There are two different types of Armor in Dark Legacy, Armor and Aura Armor.

  • Your Hero can be equipped with Armor. This is done by placing Armor Cards in either the Primary Armor or Secondary Armor/Relic Slots. In addition, there are some Enhancements that act as Armor. These will be played in the Hero Equip Slot. Damage to Armor is cumulative. Once the Armor is destroyed it is placed in the Boneyard.
  • Creatures may have Aura Armor. Aura Armor is an Armor Bonus gained from card effects. Aura Armor acts like Armor but damage will regenerate at the beginning of the controller's next turn. Aura Armor is eliminated when the card giving the Armor Bonus is removed from play.

(Example: Frank declares an attack. He selects his Hammer Weapon and activates his Giant Bats Creature. Harlan responds by declaring his The Faithful will defend against Frank since The Faithful cannot defend against a Creature with Flying. Harlan does have a Handgun Distance Weapon and decides to use it against the Giant Bats. Harlan removes an Ammo Token from his Handgun. Frank rolls a d20 for his Hammer attack and rolls a 6. Clean Miss. No damage is done by either Frank's Hammer or The Faithful. Franks second roll is a 13. Hit. The Giant Bats hit Harlan for 2 Damage Points and Harlan deals 5 Damage Points. This destroys the Giant Bats.)

When Casting

  1. Declare that you are casting.
  2. Roll a d20 to determine your Casting Points applying any modifiers.
  3. You may use these Casting Points to cast Spell Cards and gain their effects.
    • Make sure your Hero has the appropriate Skill Level to cast the Spell Card. If you want to cast a spell with a Skill Level higher than your current Skill Level, you need to place it face down in the Charging Slot. It must charge for a number of turns equal to the difference between that face down card's Skill Level and your Skill Level.
    • Pay the correct Casting Cost and any additional costs for that Spell Card.
  4. Cast the Spell Card.
    • Creatures can be placed in any open Battle Field Slot or Slot already containing the same card.
    • Relics can be placed in any open Battle Field Slot, in the Secondary Armor/Relic Slot, or any Slot already containing the same card.
    • Enhancements can only be cast if there is a legal target.
    • Magic Spells can only be cast if there is an open Spell Slot within the Battle Field. These Spells are not placed into a slot on the Battle Field.
    • Instant Spells can only be cast if the Instant Spell Slot is open. These Spells are not placed into a slot on the Battle Field.
  5. Apply the effect of the Spell Card.
    • If that card is not a Permanent, place it to your Boneyard.
    • Effects resolve in reverse play order.

Remember: Instant Spell cards can be played at any time during any player's turn as long as casting requirements for that card have been met, and you have an open Instant Spell Slot in your Battle Field.

Activate Abilities

Some cards have abilities that require them to activate. Activate abilities are played like Instants. These cards will deactivate normally at the beginning of the controlling player's next turn.

Discarding Cards for Die Roll Modifiers

During their turn, a player may remove cards from their hand to modify a die roll. This can be done either before a Casting Roll or before an Attack Roll. Each card removed this way will add one to the die roll. These Cards are are removed from the game.

End Phase

Once you have completed your Action Phase, you are allowed to pass your turn.

Ending the Game

The game ends when:

  • A player's Hero is reduced to 0 Life Points.
  • When a player is unable to draw cards during the Start Phase.
  • When a player has 20 Poison Tokens on their Hero.

Keyword Powers

These are passive effects that Permanents can have or gain through card effects or abilities.

  • Annihilate: When your attacking Creature destroys a defending Creature, deal damage to your opponent's Hero equal to the difference in the Attack Points of that attacking Creature and the Defense Points of that defending Creature.
  • Distance: When attacking with a Distance Weapon, a Hero cannot be damaged by the defending Creature or Hero. Distance also allows a Hero to defend against Flying attacks.
  • Epic: Players may only equip one Epic item per game.
  • Flying: This Creature or Hero cannot be defended except by other Creatures or Heroes with Flying or Heroes with Distance Weapons.
  • Instinct: This attacking or defending Creature or Hero deals and resolves damage before any Creature or Hero without Instinct.
  • Poison: When this Creature or Weapon deals damage, the target gains a Poison Token. A Creature can only have as many Poison Tokens as their Skill Level and a Hero can have up to 20 Poison Tokens before they are destroyed.
  • Regenerate: Reduce all damage on target Creature to zero.
  • Sacrifice: Move one of your own cards from play into your Boneyard.

The Golden Rules

Whenever a card contradicts a rule in this rulebook, the card is correct. And if one effect says you can do something and another effect says you can't do something, can't beats can.

Alternate Game Modes

Team Battle

You can also play in a Team Battle (2 vs 2, 3 vs 3, etc.) In this mode, all of the usual rules apply with a few exceptions:

  • A team wins when all opponent Heroes are destroyed.
  • Creatures of destroyed Heroes remain in play, controlled by the owner, until the last Hero on a team is destroyed.
  • Teammates should sit next to each other.
  • Teammates are allowed to use each others Casting Points and Battle Field Slots.
  • After Attackers are declared, the defending team may declare Defenders from any player on the defending team.

Hardcore Mode

For a truly challenging experience, players may choose to implement any (or all) of the following rules:

  • Your Hero can defend against any number of attackers with the same Weapon.
  • Once a Hero is defeated, the game isn't over until all creatures controlled by that Hero are also defeated. Players still draw cards, but cannot cast spells once their Hero is defeated.
  • Players cannot discard cards for die roll modifiers.

Starter Set Checklist

Chaos vs. Tech

Chaos Faction

Chaos:

  • 1 Shield of Chaos
  • 3 Goblin
  • 3 Ninja
  • 3 Assassin
  • 3 Goblin Bomber
  • 3 Cave Demon
  • 2 Fire Breather
  • 3 Flare
  • 3 Blitz
  • 3 Dragon Breath

General:

  • 2 Shield
  • 1 Mask of Terror
  • 3 Fighter
  • 2 Fire
  • 2 Poison
  • 3 Counter Spell
  • 2 Regeneration
  • 2 Reload
  • 2 Laser Eyes
  • 3 Power Boost
  • 2 Petrified
  • 3 Music Box
  • 2 Axe
  • 2 Bomb
  • 2 Spiked Gloves

Tech Faction

Tech:

  • 1 Surge Shield
  • 3 Grunt
  • 3 Seeker Bot
  • 3 Hacker
  • 2 Virus
  • 2 Enhanced Soldier
  • 3 Nano Bots
  • 3 Tech Soldier
  • 2 Laser Soldier
  • 2 Destroyer Bot
  • 2 Tech Warrior
  • 2 Junk Bots
  • 2 Killer Bot
  • 2 Metal Colossus
  • 3 Smokescreen

General:

  • 2 Shield
  • 1 Magic Nullifier Gauntlets
  • 2 Sonic Scream
  • 2 Binding Chains
  • 2 Regeneration
  • 3 Counter Spell
  • 2 Reload
  • 2 Antidote
  • 3 Music Box
  • 2 Battle Dagger
  • 2 Shuriken
  • 2 Spear

Darkness vs. Divine

Darkness Faction

Darkness:

  • 1 Shield of Decay
  • 3 Tri-Worms
  • 3 Zombie
  • 3 Skeleton
  • 3 Evil Spirit
  • 2 Killer Owl
  • 3 Vulture
  • 3 Stechnoid
  • 2 Giant Bats
  • 2 Ghoul
  • 2 Inferno Hounds
  • 2 Werewolf
  • 2 Harpies
  • 2 Darkness
  • 2 Sacrifice
  • 2 Grave Digger

General:

  • 2 Shield
  • 1 Mask of Terror
  • 2 Thermal Vision
  • 2 Binding Chains
  • 2 Regeneration
  • 3 Counter Spell
  • 2 Reload
  • 3 Music Box
  • 2 Axe
  • 2 Bomb
  • 2 Spear

Divine Faction

Divine:

  • 1 Divine Shield
  • 3 Warrior
  • 3 Guard
  • 3 Noble Warrior
  • 3 Ward
  • 3 Light Spark
  • 3 The Faithful
  • 2 Scholar
  • 2 Elite Guard
  • 2 Angel
  • 2 Divine Warrior
  • 2 Divine Water

General:

  • 2 Shield
  • 1 Helmet of Knowledge
  • 2 Levitation
  • 2 Bionic Legs
  • 2 Sonic Scream
  • 2 Regeneration
  • 3 Counter Spell
  • 2 Reload
  • 2 Antidote
  • 2 Petrified
  • 2 Fighting Spirit
  • 3 Music Box
  • 2 Bo Staff
  • 2 Shuriken
  • 2 Short Sword

Earth vs. Wind

Earth Faction

Earth:

  • 1 Shield of Earth
  • 3 Tree Dweller
  • 3 Wise Beast
  • 3 Brute
  • 3 Ogre
  • 3 Troll
  • 2 Forest Beast
  • 3 Gladiator
  • 3 Viper
  • 3 Unicorn
  • 2 Polar Bear
  • 2 Kor-Ro
  • 2 Earthquake

General:

  • 2 Shield
  • 1 Magic Nullifier Gauntlets
  • 2 Poison
  • 2 Cyber Wings
  • 2 Regeneration
  • 3 Counter Spell
  • 2 Reload
  • 2 Book of Torment
  • 3 Music Box
  • 2 Hammer
  • 2 Shuriken
  • 2 Spiked Gloves
  • 2 Rope Knife

Wind Faction

Wind:

  • 1 Shield of Wind
  • 3 Dove
  • 3 Falcon
  • 3 Spirit
  • 3 Pegasus
  • 2 Hawk
  • 2 Bald Eagle
  • 2 Griffin
  • 2 Breeze Knight
  • 3 Wind Spike
  • 2 Centrifugal Force
  • 2 Blizzard
  • 2 Himmel Stein

General:

  • 2 Shield
  • 1 Helmet of Knowledge
  • 3 Fighter
  • 2 Sonic Scream
  • 3 Counter Spell
  • 2 Regeneration
  • 2 Reload
  • 2 Antidote
  • 2 Diplomacy
  • 2 Laser Eyes
  • 3 Music Box
  • 2 Battle Dagger
  • 2 Handgun
  • 2 Short Sword

Deck Building Rules

  • Your deck must have at least 50 cards.
  • You can put Creatures, Relics, Enhancements, Magic, Instants, Armor and Weapons in your deck.
  • You can only have up to three copies of the any one card in your deck.

Note: At Skill Levels one through four you can play cards from any faction. However, once you reach Skill Level five (and above) you can only play General Cards and cards from of your chosen faction(s).

Factions

Chaos: The Chaos faction is the most brutal and violent collection of people that Titan has ever seen. They exist solely to gain more power and have those who oppose them kneel at their feet. Kaiser is the leader of the Chaos faction. He is a powerful battle mage who has proven that there is no one who can stand up to his might. Kaiser rules by intimidation.

Darkness: The Darkness faction is comprised of the living dead. They only exist to wreak havoc on the living and gain more power, so that the planet of Titan will one day be dead, just like them. Ratakarna is the leader of the Darkness faction. He is a powerful lich and he rules by fear.

Earth: The Earth faction is comprised of Creatures that are connected to the planet. The Earth faction is weakening because of the toll that the war has taken on Titan. This faction's main concern is to restore balance to the planet. Oz is the leader of the Earth faction and their strongest mage. He believes that the key is balance and he just needs to find it. Oz leads by determination.

Divine: The Divine faction is the last organized religion left on the planet of Titan. They are all that is left from Titan's highly spiritual past. The Divine faction's goal is to bring the planet back to its former glory, and once again have peace throughout the land. Hope is the leader of the Divine faction. She is the daughter of the Lord Rysis. Hope rules by faith.

Tech: The Tech faction is the reason why Titan is so technologically advanced. They pride themselves in creativity and innovation. This has been both a blessing and a curse for the planet of Titan. Tyoshi is the leader of the Tech faction. He uses advanced technology to better the quality of life and to provide protection for those in need. Tyoshi leads by innovation.

Wind: The Wind faction consists of Creatures that have a connection with the air and sky. The Wind faction was once the guardian of Titan, but when travesty stuck they become isolationists. Amphion is the leader of the Wind faction. He wants to restore the role of guardian of Titan back to his people. Amphion leads by inspiration.

Game Terms

  • Ability: Any text in the card text box and any Keyword such as Flying or Poison.
  • Activate/Deactivate: A card in play is either Activated (on an angle) or Deactivated (upright). Only Deactivated Creatures and Weapons can attack or defend. Cards enter play as Deactivated.
  • Armor: There are two types. Armor and Aura Armor. Damage is applied to a Hero's or Creature's Armor before being applied to their Life Points.
  • Attack Points: The damage a Hero, Weapon or Creature deals during an attack.
  • Attack Roll: The result of the modified d20 roll during each attack. This number is compared to the Attack Roll Result Table to see if the attack is successful.
  • Casting Points: Points used in casting Spell Cards (Creatures, Relics, Enhancements, Magic and Instants). These points are lost at the beginning of your turn unless they are stored in a Relic.
  • Defense Points: The total amount of damage, including Armor, Aura Armor, and Life, a Creature or Hero can take before being destroyed.
  • Destroy: Move a target card from play into its owner's Boneyard.
  • Life Points: The total damage a Hero or Creature can take to their Life before being destroyed.
  • Owner: During the game you "own" all of the cards that started in your deck. (This only matters if a card references "owner").
  • Skill Level: Your current level based on your highest faction level. As your level increases it will unlock additional cards you can play as well as bonuses based on the Skill Level Bonus Table.

Card Explanations

  • Ancient Golem: This is a Relic and cannot be targeted by "target Creature" Spells, effects, or Enhancements.
  • Cerberus: When Cerberus is declared as an attacker or defender, the controlling player has the choice to declare either one target dealing nine damage or three targets dealing three damage to each. Attacks are resolved individually. Standard attack resolution rules still apply.
  • D.I.P. Watch: When activated, the game resets to the beginning minus all cards that have been removed from the game.
  • Dual Handed: A Hero may attack or defend with both of their Weapons at the same time on a single target. If a Weapon is not declared during an attack or defense then the Weapon in your Primary Weapon Slot is used. During an attack, only one Attack Roll is made for both Weapons.
  • Four Arm Mutation: A Hero may equip two Weapons in each Weapon Slot. They may attack or defend with all of their Weapons at the same time on a single target. If a Weapon is not declared during an attack or defense then the Weapon(s) in your Primary Weapon Slot is used. During an attack, only one Attack Roll is made for all Weapons.
  • Fusion: When Fusion is played, the attack of both target Creatures is added together. The same is done for the defense. The new Creature also gains the factions and abilities of both original Creatures. Target Creatures may be from your side, your opponent's side, or a combination of both.
  • Ticking Time Bomb: When played, Ticking Time Bomb is attached to a target Creature or Hero, and three tokens are added to it. At the start of the Enhanced Creature or Hero's turn, remove a token. When the last token is removed 25 damage is caused to the Enhanced Creature or Hero and Ticking Time Bomb is placed in its owner's Boneyard.
  • Guardian Angel: This Creature gives +1 Attack Points / +1 Aura Armor to all Creatures with "Angel" in their name regardless of the owner.

Skill Level Bonuses

How to Level and Level Bonuses

Leveling your Hero – After the battle is over, both players will earn Skill Points (SP) that will allow them to advance their Hero's Skill Level. This will allow your Hero to use more powerful Weapons and Spell Cards, as well as unlocking some special abilities. Here is how Skill Points are awarded:

If both players are equal level:

  • Win: 20SP
  • Loss: 10SP

If you are a lower level than your opponent:

  • Win: 20SP + ((Opponent Level - Your Level) x 10SP)
  • Loss: 10SP

If you are a higher level than your opponent:

  • 1-5 level difference
    • Win: 20SP
    • Loss: 10SP
  • 6-10 level difference
    • Win: 10SP
    • Loss: 5SP
  • 11-15 level difference
    • Win: 5SP
    • Loss: 0SP
  • 16+ level difference
    • Win: 0SP
    • Loss: -10SP

Skill Level Bonuses Table

Skill LevelSkill PointsSkill Level Bonuses
10You are allowed to play any card from any faction that you are the correct skill level to play.
220Once per game you may look at the top card of your deck and choose to either put it back or place it on the bottom of your deck.
340At the beginning of the game, after all players have drawn their hand and prior to the first player starting their turn, you may discard up to 2 cards and draw that many.
460Once per game you may re-roll your Casting Points Roll. – or – Once per game you may re-roll your Hero Attack Roll.
580Choose a faction! You are only allowed to play general cards and cards that are part of your chosen faction and cards from other factions that Spells or Relics allow you to play. Add an extra 10 Life Points to your Hero.
6100+2 to your Creature Attack Rolls. – or – +1 to your Creature Attack Points.
7

Attack Roll Result Table

(Printed on the back cover of the rulebook.)

RollResult
3 or lessCritical Miss. Your attacking Creature or Hero inflicts no damage, and suffers full damage from any defending Creature or Hero. For Distance Weapons, Activate it and you cannot Deactivate it on your next two turns. Rolling a natural 1* is always a Critical Miss.
4–6Clean Miss. Your attacking Creature or Hero inflicts no damage, and suffers no damage from any defending Creature or Hero.
7 – 17Hit. Your attacking Creature or Hero inflicts full damage on any defending Creature or Hero, and suffers full damage from any defending Creature or Hero.
18+Direct Hit. Your attacking Creature or Hero inflicts full damage on any defending Creature or Hero, and suffers no damage from any defending Creature or Hero.
Natural 20*Critical Hit. Your attacking Creature or Hero inflicts full damage +5 on any defending Creature or Hero, and suffers no damage from any defending Creature or Hero.

*A natural roll is any roll made with a die before modifiers.

  • End Phase
  • Ending the Game
  • Skill Points: The total points you have earned from completed games. Skill Points are cumulative and allow you to advance your Skill Level.
  • Summoned: Creatures that are currently in play and were played from your hand.
  • Virtual Camouflage: Damage dealt to the Enhanced Hero during an attack by Weapons or Creatures is reduced by 10. Magic, Instants, and Card Abilities are not reduced.
  • Helmet of Knowledge: Reveals all cards in play, in hands, and in the Charging Slot for all players.
  • Ward: When activated Ward gives 1 Armor to a target Creature. This armor is permanent and can accumulate.
  • Iron Golem: This is a Relic and cannot be targeted by "target Creature" Spells, effects, or Enhancements.
  • Mystery Box: This Relic cannot be activated unless there are four Creatures (two on each side) able to be targeted.
  • Queen of Darkness: If Queen of Darkness is destroyed or otherwise leaves play, all Token Creatures on her are removed from the game.
  • Rock Form / Invulnerability: These Hero Enhancements act just like Armor except they cannot be targeted by Armor Spells, effects, or Enhancements. All equipped armor must be destroyed before these Enhancements can take damage.
  • Royal Guard: This Creature gives +0 Attack Points / +2 Aura Armor to all Creatures with "Guard" in their name that you control.
  • Shape Shifter: When Shape Shifter copies a card in play it copies the Attack Points / Aura Armor / Life and abilities of the card. The card name and faction do not change. Shape Shifter also does not copy any Enhancements on the target Creature.
  • 140
    Your Magic Cards cost one less to cast to a minimum of 1. – or – Your Enhancements cost one less to cast to a minimum of 1.
    8180Add an extra 10 Life Points to your Hero.
    9220Your Creatures cost one less to cast to a minimum of 1. – or – Your Creatures are able to be activated on the turn they are summoned.
    10260You may choose a second faction for your Hero to cast Spell Cards from. The Skill Level of the second faction will start at 1. Add an extra 10 Life Points to your Hero.
    11320+1 to your Hero Attack Rolls. – or – +1 to your Casting Points Rolls.
    12380Start the game first with +5 Casting Points to your first Casting Points Roll. – or – At the end of your turn look at the top two cards of your deck.
    13440Add an extra 10 Life Points to your Hero.
    14500Your Spell Cards associated with your highest level faction cost you one less to cast to a minimum of 1. – or – Your Spell Cards associated with your lowest level faction cost you two less to cast to a minimum of 1.
    15560Draw an extra card during your Start Phase. – or – Once per game you have the ability to discard your hand and draw five new cards from your deck.
    16640Add +4 to your Hero Attack Points. – or – Add an extra 20 Life Points to your Hero.
    17720+2 to all your Attack Rolls. – or – +2 to your Casting Points Rolls.
    18800Once per game you may destroy one of the cards you have in play. – or – Once per game you can take one card from your Boneyard and put it back into your hand.
    19900Your Relics cost one less to cast to a minimum of 1. – or – Your Instants cost one less to cast to a minimum of 1.
    201000At the beginning of your turn, your Hero generates 2 Casting Points. – or – At the beginning of your turn deal 2 damage to target Hero.