Force of Will
Force of Will Rulebook
Table of Contents
Table of Contents
How to Win
Each player starts the game with a deck, magic stone deck, ruler card, and 4000 life. When your opponent's life decreases to 0, or your opponent has to draw a card during their draw phase, but can't because their deck is empty, you win the game.
Cards
Ruler / Order
A player's avatar. It calls magic stones to produce "will" (a magical resource) and can perform a special action called Revolution Order to "order" a resonator and charge onto the battlefield.
Resonator
A player's soldiers. They enter the field, attack your opponent, and defend you from your opponent's attacks.
Magic Stone
Mysterious stones that can be rested to produce "will" for invoking other cards.
Addition
Cards that enter the field and provide a constant effect.
Chant
Cards used for one time effects. They are placed in the graveyard after resolving.
Characteristic of Cards
- Card Name — Name to identify this card.
- Cost — Amount of will needed to play this card.
- Type and Race/Trait — A card's class and sub-description.
- Text — The abilities this card has.
- ATK (attacking power) — The amount of damage this card deals in a battle.
- DEF (defending power) — The necessary amount of damage it takes to destroy this card.
Reading Card Costs
To play a card, you need to pay both its attribute cost, which requires will of a specific attribute, and its free cost, which can be paid with will of any kind.
- Attribute cost — For each icon, you pay that specific attribute of will by resting your corresponding magic stone.
- Free cost — You pay with any combination of will equal to the number.
The five attributes are Light, Fire, Water, Wind, and Darkness.
Game Area
- Hand — Your supply of cards that are ready to be played. Keep your hand hidden from your opponent.
- Deck — Your deck made of cards other than magic stones, J/rulers and order cards. You draw cards from your deck to form your starting hand. All cards in your deck are face down and their order is random.
- Magic Stone Deck — Your deck with magic stone cards, waiting to be called by your J/ruler. Called magic stone cards are placed in the field. All cards in your magic stone deck are face down and their order is random.
- Ruler Area — You put your ruler card here. You can play your ruler's abilities or rest it to call magic stones. You can also do a Revolution Order once per turn while you are playing a resonator to order that resonator to become your J/ruler. This will flip your ruler to its order side and move it to your order area.
- Field — The area where you put your J/rulers, resonators, additions, and magic stones.
- Graveyard — The area where you put cards that have been used up or destroyed. Cards put in a graveyard are face up. Any player may look at cards in either player's graveyard.
- Order Area — The area where you put your ruler card with order side up after a Revolution Order. If the J/ruler ordered by this card leaves the field in any way, put your ruler card back into your ruler area with ruler side up.
Recovered / Rested
Cards in the field, or ruler area, specify their orientation: recovered (not used) or rested (used). Unless otherwise stated, cards enter the field recovered.
Setting Up the Game
- Each player prepares their deck, magic stone deck and ruler card.
- Each player puts their ruler into their ruler area.
- Before the game, each player shuffles their deck and magic stone deck, and puts each of them into the deck zone and magic stone deck zone respectively.
- Choose a player randomly, that player must take the first turn. (Rock, paper, scissors or a dice roll.)
- Each player draws five cards from their deck to form their starting hand. Starting with the player to go first, each player may choose any number of cards in their hand, and put them on the bottom of their respective decks in any order, each player then draws that same number of cards from their deck.
- Start the game with the first player's turn.
Turn Sequence
1. Draw Phase
Draw a card from your deck and put it into your hand. (If you are the first player, you skip drawing a card on your first turn.)
2. Recovery Phase
Recover all of your rested cards. (Each player skips their recovery phase on their first turn.)
3. Main Phase
You may do several things in any order, any number of times. See below for more details.
4. End Phase
All damage on J/resonators ceases to exist. If you have more cards in your hand than your maximum hand size (seven), discard down to the maximum hand size. Then your opponent becomes the turn player and a new turn starts.
What You Can Do During Your Main Phase
- Call a magic stone by resting your J/ruler; put the top card of your magic stone deck into the field, face up. You may now rest that magic stone to produce will (magic power). You may call a magic stone only once during your turn.
- Play resonators from your hand to the field by paying their costs.
- Play additions from your hand to the field by paying their costs.
- Play a chant from your hand by paying its cost. Resolve the card by doing as the text instructs, then put the resolved chant card into your graveyard.
- Declare battle.
- Do Revolution Order.
What You Can Do at Any Time
You can do the following actions at any time, even during your opponent's turn or during a battle:
- Play a card with Quickcast from your hand by paying its cost.
- Play the activate ability of one of your cards by paying its activation cost. An ability with a colon (:) is an activate ability. It is shown as "[cost]: [effect]". If a rest symbol is shown in its cost, it means resting the card with the ability is part of the cost. If the card is a J/resonator, you may not play its activate abilities with a rest symbol on the turn it was put into the field, unless that card has Swiftness.
Chase
In this game, you may declare an action in response to another action before it's been resolved. This is called "chasing". The last action chased to another one is resolved first, then the second to last action is resolved, and so on.
Example:
- Your opponent played Cthulhu's Intimidation targeting your Flame Soldier of Ma'at. If it resolves, your Flame Soldier of Ma'at will be destroyed by Cthulhu's Intimidation's damage effect.
- You declare you're chasing to the Cthulhu's Intimidation, and play Keep the Faith! on your Flame Soldier of Ma'at.
- Since Keep the Faith! was the last card on the chase, it resolves first. Flame Soldier of Ma'at gains [+400/+400], then Cthulhu's Intimidation resolves but is unable to destroy Flame Soldier of Ma'at.
Battle
During your turn, you may declare battle. You may declare battle any number of times.
- Choose one of your recovered J/resonators and declare it as the attacker. You cannot choose a J/resonator that was put into the field this turn unless it has Swiftness.
- Choose the object of your attack:
- Your opponent.
- Or your opponent's rested J/resonator.
- Rest the attacking J/resonator.
- Your opponent may rest a recovered J/resonator they control to block the attacker.
- If your opponent chooses to block, the blocking J/resonator and the attacking J/resonator battle each other.
- If your J/resonator attacks a rested J/resonator and is not blocked, the attacker and rested J/resonator battle each other.
- If your J/resonator attacks your opponent and is not blocked, it attacks your opponent directly.
- J/resonators deal damage:
- If J/resonators battle each other, each of them deals damage equal to their ATK (attacking power) to the other simultaneously. If a resonator is dealt damage equal to or more than its DEF (defending power), it is destroyed and goes to the graveyard. If a non-ordered J/ruler is dealt damage equal to or more than its DEF, it is destroyed and put into the ruler area, with its ruler side up. It then loses its Judgment abilities for the rest of the game, you can still use its other abilities and rest it to call magic stones. If an ordered J/ruler is dealt damage equal to or more than its DEF, it is destroyed and goes to the graveyard. The order card ordering it is put into the ruler area, with its ruler side up. It will keep its Revolution Order ability for the rest of the game.
- If a J/resonator attacks a player, it deals damage equal to its ATK to the player. That player then loses that much life. If a player has zero life or less, they lose the game.
Judgment and Revolution Order
Judgment
If your ruler has a Judgment ability, you can do judgment to put your ruler into the field as a J/ruler. A J/ruler may battle just like your resonators. To do judgment, your ruler must be recovered and you must fulfill the conditions listed in its Judgment ability. When resolving the judgment, flip your ruler to its J/ruler side and put it into the field.
Revolution Order
If your ruler has a Revolution Order ability, you can perform it once per turn as you are playing a resonator. When resolving that resonator, flip your ruler to its order side and put it into your order area, then put your resonator as a J/ruler into the field.
- Although it can attack or block, remember that your J/ruler is not a resonator. Therefore, it's not affected by any effects that apply only to resonators.
- J/rulers may call magic stones like a ruler would, except on the turn you did its judgment. You may call a magic stone with a J/ruler that was ordered the same turn, though.
- If your non-ordered J/ruler is destroyed, you put it back into your ruler area, with its ruler side up.
- If your ordered J/ruler is destroyed, you put it into the graveyard. Also, if it leaves the field in any way, it then stops being a J/ruler, and the order card ordering it is moved back to your ruler area, with its ruler side up.