Guardians of Graxia
Guardians of Graxia Rulebook
Table of Contents
Table of Contents
- Game Parts
- 1.0 Map
- 2.0 Tracker Board, Mana, and Victory Points
- 3.0 Markers
- 4.0 Miniatures
- 5.0 Cards
- 6.0 Sequence of Play
- 7.0 Battle
- 8.0 Battle Example
- 9.0 Scenario Set-Up
- 9.1 Two-Player Scenarios
-
- Two-Player Scenario #1: A Tale of Two Cites (Novice)
- Two Player Scenario #2: King of the Castle (Novice)
- Two Player #3: Banner Wars (Experienced)
- Two Player Scenario #4: March to Victory (Experienced)
- Two Player #5: Defense of Wintermere Pass (Advanced)
- Two-Player Scenario #6: Assassination (Advanced)
-
- 9.2 Solo Scenarios
- 9.3 Do Your Own Scenarios
- 10.0 Designer and Developer Notes
Game Parts
- 1 Rulebook
- 2 Counter sheets
- 1 Tracker Board
- 1 Reference Card
- 240 Cards
- 37 Map Tiles
- 6 Plastic miniature Guardians
- 28 Banner Markers
1.0 Map
Guardians of Graxia is played on a battlefield map where players place and maneuver their forces. To make the map for each game, assemble the map tiles into a hexagonal grid as indicated by the scenario (section 9).
2.0 Tracker Board, Mana, and Victory Points
The Tracker Board records information during the game. Place the Turn marker on the Turn Track, the Battle Value markers on the Battle Track, and the Mana markers on the Mana Track. Place the Tracker Board to the side between the players during play. Mana and Victory Points are measured in points which both sides accumulate and spend during play. Move each side's markers as points are gained and lost. Place a second Mana marker on the 50+ or 100+ tiles should a player's total increase above the 50- or 100-point mark.
3.0 Markers
Markers are placed on the map tiles at the start of the game, as indicated by the scenario. The Control markers, which indicate player control, are placed on the map tiles as each side's forces maneuver during play. The Shield, Battle, Ability, Attack, Move, Stealth, and Stun markers are placed on unit cards that have performed those actions. The Portal and Vital territories markers are placed on map tiles as indicated by game-play.
4.0 Miniatures
Miniature Guardians have been provided in the game to help visualize where your leader unit card is located.
5.0 Cards
There are two types of cards: Unit Cards and Spell Cards. In addition, both sides have one Tactics/Bluff Card which always remains in their hands. During play, players draw cards into their hands. There is a limit of 13 cards that you can have in your hand at any one time, including the Tactics/Bluff Card. Cards are played out of their hands into play, and the player must expend Mana points to do so. Cards also have Deck Designator letters which make it easier to sort out the cards that are used in some scenarios.
5.1 Unit and Guardian Cards
Both sides' Unit cards depict various creatures and races in the world of Graxia that are deployed and moved on the map tiles. The units have various abilities that the units may enact during their round and sometimes during the other player's round. There are two types: Command Abilities and Battle Abilities. Within these categories there are Activated Command Abilities, Passive Command Abilities, Activated Battle Abilities, Passive Battle Abilities, and Support Battle Abilities (section 5.4).
Unit card anatomy (as shown on the Unit Card Example): Unit Name; Unit Race-Unit Class; Race Symbol; Mana Cost; Ability Descriptions; Health Value; Attack; Physical Defense; Magical Defense; Deck Designators.
Unit Card Icon Symbols (Symbol Legend): Mana; Health; Physical Attack; Physical Defense; Magical Attack; Magical Defense; Physical & Magical Attack; Activated Command Ability (blue circle); Passive Command Ability (blue square); Activated Battle Ability (red circle); Passive Battle Ability (red square); Support Ability (red star).
All Guardian cards have the following four special abilities: They can summon units onto the field; they can summon one unit a round that subtracts 7 Mana from the cost of the unit being summoned; they can make Portals; and they avoid damage in the Command Phase. When a Guardian is eliminated it goes back into the hand of the player and may be summoned at its Mana cost onto a Home Row map tile in a future round. A Guardian may not be summoned in the same round it was eliminated.
5.2 Spell Cards
Spell Cards are played to gain advantages during the game. Those that affect Battle Phase are labeled as Battle Spells. Those that are played during the Command Phase are labeled Command Spells. There are some Spell cards called Relics, which may be played at any time during either player's round. They are labeled Command or Battle. Spells cards are indentified by their corresponding icon on the card. Only Spell cards may be sacrificed to affect Battle Values.
Spell card anatomy (as shown on the Spell Card Example): Spell Name; Spell Type; Spell Type Icon; Spell Description; Battle Value Modifier; Mana Cost; Deck Designators.
Battle-Activated: Abilities that may only be activated during battle. These are designated by a red circle on the card.
Battle-Passive: Abilities that are always active or activate automatically under specific circumstances in the Battle Phase. These are designated by a red square on the card.
Battle-Support: Abilities that increase supporting units support value in battles. These are the only Abilities that are applied to battles by units that are neither the attacker or defender. These designated with a red star on the card.
Self-inflicted Wounds Abilities: Some abilities require that the unit must pay in wounds to enact the ability. Such cost must be paid immediately and is not reduced by any damage modifiers. If paid in battle, resulting in eliminating the unit the battle would end immediately.
Disabling Ability Effects: A disabled ability is only temporarily canceled for the involved event.
Stunned Ability Effects: A unit that is "stunned" can do nothing on its next round. However, Spell cards may be played on the unit as normal.
Unit Classifications: Common Units: Infantry, Cavalry, Magic, Archers, and Siege Units. Unique Units: Guardians, Heroes, Large Creatures.
Guardian Abilities: Summoning: Guardians may pay the Mana cost of any unit in their hand and then place the unit on the map adjacent to the Guardian (see section 6, Phase 2, D: Summoning).
Guardian Summoning: Once per their round, Guardians may summon a unit at a reduced cost of 7. This unit must be placed on a tile behind the Guardian if possible.
Guardian: Immune to any enemy powers or damage in the Command Phase. Guardian's may never be targeted or affected by any spell occurring in the Command Phase.
Create Portals: For 8 Mana, Guardians can create two Portals. The Guardian may place these Portals on any neutral or friendly controlled tile. The Guardian may not create a Portal on their first round as it is assumed that they have already created a Portal in order to get their initial troops on the game board. Instead of placing two new Portals, a Guardian may reposition up to two portals on the board to any new tile as long as the new tile is neutral or friendly controlled. They may also remove up to 2 portals from the game board.
Ranged Abilities: Ranged Abilities are unit abilities that do damage at range. These abilities are written on cards as Range: # / #. The first number is the number of tiles away the enemy can be targeted by the unit with the Ranged Ability. The second number is the amount of damage the ranged ability does. There are two categories of Ranged Abilities: Missile and Siege. Ranged Abilities are Command-Activated.
5.3 Tactics/Bluff Card
Tactics/Bluff Cards are used during battle. When it is time for the player to sacrifice a Spell card, they place the Tactics/Bluff Card behind the Spell card they wish to sacrifice with the Tactics/Bluff Card oriented to indicate whose Battle Value will be modified (Attacker or Defender). However, if the player does not wish to sacrifice a Spell card, the Tactics/Bluff Card is positioned in front of a Spell card as a bluff.
5.4 Unit, Map Tile and Spell Card Powers
Types of Abilities
- Command-Activated: Abilities that may be activated once per player round instead of the normal unit actions such as Move, Attack, and Shield. These abilities are designated by a blue circle on the card.
- Command-Passive: Abilities that are always active or activate automatically under specific circumstances in the Command Phase. These are designated by a blue square.
Unit Abilities
- Acid Claws: Pay 3 Mana and inflict 2 wounds to the defending unit. These wounds are added to any wounds done at the end of the battle.
- Aura of Aggression: During the Command Phase, targeted friendly adjacent unit takes 2 wounds and may execute an attack action. The wounds can not be mitigated by shields or any other damage modifier.
- Aura of Health: During the Command Phase pay 1 Mana to heal 1 wound to all adjacent friendly units.
- Aura of Reflection: Reflect (reduce) half of any damage taken (rounded up) in the Command Phase to any enemy unit. The Devout still takes half damage. Ignores shields and damage modifiers.
- Ballista Bolt: A Siege attack that can target an enemy up to 2 tiles for 3 wounds. The attack does an additional 3 wounds against Large Creatures or units in cities, castles, and villages. This is the Bone Ballista's Ranged Attack.
- Bark Regrowth: If occupying, defending, or attacking into a forest, unit suffers 2 less wounds when damaged.
- Berserk: Once per battle, inflict 3 Wounds on the Impalers and increase their Battle Value by 10.
- Blessing of Celethrea: At the end of Sype's Command Phase, all friendly Celethreal units heal 1 wound.
- Blood Thirst: In a battle, if an enemy unit is wounded increase the unit's Battle Value by 3.
- Blunderbuss: During the Command Phase, a Missile attack that can target an enemy up to 4 tiles for 1 wound. Damage can not be reduced by modifiers and does not disable Shields. Blunderbuss shot stuns the target, except for Large Creatures, preventing it from doing anything on its next round, including supporting battles. This is Balak the Hunter's Ranged Attack.
Terrain
- Boulder Field Tiles: Units may not support, attack, enter, or exit from the sides except for dwarf and goblin units. When infantry units are defending in Boulder Fields they gain +4 Battle Value and enemy unit subtracts 4 Battle Value.
- Castle Tiles: Subtract 2 wounds from all damage inflicted in the Command Phase. Only Siege units can fire into castles.
- City Tiles: Subtract 1 wound from all damaged inflicted in the Command Phase.
- Column Tiles: Magic Class units lower their Battle Value by 3 when fighting in column tiles.
- Forest Tiles: Subtract 1 wound from all damage inflicted in the Command Phase damage. Cavalry units lower their Battle Value by 3 when fighting in forest tiles.
- Hill Tiles: Ranged attacks inflict +1 damage if firing unit is on a Hill. Attacks that inflict damage to the target unit and all adjacent tiles do not get the +1 damage modifier; for example, Talon and the Boom Throwers' ranged attacks would not get the bonus.
- Lake Tiles: Heal 1 wound at the end of round if unit is on a lake.
- Mountain Tiles: Only Goblins and Dwarves may enter Mountains. Ranged units inflict +1 damage when on mountains. Attacks that inflict damage to the target unit and all adjacent tiles do not get the +1 damage modifier.
- Plains Tiles: Cavalry gains +5 to their Battle Value.
- Rough Land Tiles: Infantry units lower their Battle Value by 3 when fighting in rough land tiles.
Spell Cards
- Allies: Summon a unit on any friendly controlled tile on the board. You must still pay the entire cost of the unit.
- Atonement: Heal target friendly unit up to full health by inflicting the wounds onto another friendly unit equal to 2x the amount healed. This damage is not mitigated by any damage modifiers.
- Banner of The Brave: May only be used as a Sacrifice Card.
- Bedazzle: Prevent enemy target unit from doing anything on its next round, including supporting battles. Place a Stun marker on the target unit. Units that are bedazzled may still be affected by Spell cards.
- Bewitch: Prevent your opponent from sacrificing a Spell Card in order to get its Battle Value Modifier.
- Bounty of Riches (Relic): Gain 15 Mana.
- Chain Lightning: Inflict 3 wounds to all enemy supporting units.
- Dark Summoning: Select a Spell card from your discard pile and place it in your hand (can not exceed Hand Limit). You may not take a Dark Summoning Spell, Bounty of Riches, or Pickpocket Card.
- Destined for Greatness: Regardless of Battle results, friendly unit wins the battle, forcing a retreat if the attacker or negating a retreat if the defender. Wounds are inflicted as normal. If friendly unit is eliminated, the Spell does not take effect.
- Dragon Barrier: Can be played in the Command or Battle Phase. Targeted friendly unit will not take damage from unique units. The barrier lasts for the entire the round the spell was cast. Dragon Barrier can only be played on normal units.
6.0 Sequence of Play
Guardians of Graxia is played in a series of Game Turns. Each Game Turn has a First Player Round followed by a Second Player Round. The player taking his round is the phasing player. When each player has taken their player round, the game turn is complete, so advance the Turn marker on the Turn Track.
Perform these Phases in each Player Round:
- Phase 1: Draw Cards Phase (exception first turn)
- Phase 2: Command Phase
- Phase 3: Mana Collection and Buy Additional Cards Phase
- Phase 4: Victory Determination Phase
Phase 1: Draw Cards Phase
Perform these Steps in each Draw Cards Phase.
- Step 1: Draw 4 Cards from the Unit and/or Spell Decks (exception first turn)
- Step 2: Pay 5 Mana to draw each additional card up to a maximum Hand Limit of 13.
Step 1: The phasing player draws 4 cards into his hand from his Unit and Action Card decks in any combination. These 4 cards have no Mana cost. There is a limit of 13 cards that a player may have in his hand, including the Bluff/Tactics card. In the first Turn, neither player may draw or buy cards in this Phase.
Step 2: The phasing player may purchase additional cards. He pays 5 Mana points for each Unit or Spell Card drawn from the deck into his hand. Note that a player can only purchase cards in Step 2 if he has 12 or fewer cards in his hand.
A player may never simply discard unwanted cards; the only way to get them out of his hand is to play them in some manner. When a deck is exhausted the discards are reshuffled into a new draw deck.
Players hold their hands hidden from view and are only obliged to show the number of cards they hold to prove that they have less than 13 cards when purchasing extra cards.
Phase 2: Command Phase
During the Command Phase the phasing player may do the following three functions in any order he wishes and may repeat them as well in any order so long as he follows the limitations indicated by the rules.
- A. Perform Unit Actions
- Move
- Attack
- Shield
- Activate Command Abilities
- B. Play Command Spell Cards
- C. Summon New Units
A. Perform Unit Actions: Activate units on the map one at a time to perform actions after which units should have the appropriate marker placed to indicate that action has been completed. A unit is limited in a round to the following combination of actions, unless benefited by Spell cards:
Move OR Attack OR Shield OR Move and Attack OR Attack and Move OR Move and Shield
Move: A unit may move one map tile. Certain units are allowed to move two map tiles or fly over map tiles. A unit may not move into a map tile occupied by another unit (unless an ability permits it), but it may switch places with an adjacent friendly unit if both are activated to do so. When a unit leaves a map tile, he places one of his banners on it. When a unit enters a map tile with an enemy banner, he removes that banner. It is not required to place a banner on a tile occupied by a player's unit since the presence of the unit indicates ownership. A unit may not Move if it has activated a Command Ability. Place a Move marker on a unit that has moved.
Attack: A unit card may initiate battle with an enemy unit that is adjacent. During an attack units may activate Battle Abilities and/or play Battle Spell cards. See section 7 to resolve battle. When the battle is completed, the phasing player returns to his Command Phase to perform more actions as he wishes. Place an Attack marker on the unit card. A unit may not Attack if it has activated a Command Ability.
Shield: Placing a Shield marker on a unit is considered a unit action. However, a unit may Move and still Shield. A unit can not form a shield if a Command Ability has been activated. If a unit forms a shield it can not Attack, unless it removes the shield. When shielded, subtract 2 wounds from all damage taken. Once battle is entered, a unit will always lose its shield, regardless of the cards played or battle results. Shields are always removed once a battle is initiated, even if the Battle is cancelled. Outside of battle, shields are removed when wounds exceed 2 in any one action. The shield subtracts 2 wounds, the remainder is applied against the shielded unit, and then the shield is removed. Shields are also always removed if the enemy moves for any reason or cause.
Activate a Command Ability: Enact a blue circle ability on any friendly unit card. Place an Ability marker on that card. Such a unit may not Move, Attack, or Shield. Units may not enact more than one additional "move" ability per round through a combination of unit abilities and Spell cards. For example a unit wouldn't be able to Frenzy twice or do a Long Strides and a Mystic Bridge in the same round. A "move" ability is defined as anything that moves a unit from one tile to another in any way. An exception to this would be detrimental Spells cast on enemy units that cause movement.
Units in Vital Territories (signified by that marker) may only be forced out through a retreat from battle result. Abilities such as Rumble Tumble and Shifting Winds may not be played on units in Vital Territories.
B. Play Command Spell Cards: The phasing player chooses Command Spell cards to play from his hand, pays its Mana cost, and executes the instructions on the card. Please note that Spell cards usually break the rules. Spell cards may allow unit cards to do operations not normally allowed. The actions allowed by cards are over and above actions allowed in the rules and not instead of them.
C. Summon New Units: The phasing player may place a unit card from their hand for its cost in Mana onto a map tile that is unoccupied, even if controlled by the other side, and is either adjacent to his Guardian unit card on the map or on his Home Row. Once per round, a Guardian may summon a unit directly behind him (or next to them if they are on his Home Row, but not in front of him) for a cost reduction of 7 Mana. Under no circumstances will there be two units on the same map tile. A newly placed unit card can not be activated; place an Ability marker on it as a reminder that it can perform no other action this round, unless acted upon by a Spell card.
Phase 3: Mana Collection and Buy Additional Cards Phase
The phasing player receives Mana for each map tile they control (the player's Home Row and map tiles occupied by the player's Control markers and Units), according to the value printed on the map tile and marks it on the Tracker Board. At this time, the player removes all markers on the map, as appropriate.
Except for the first Turn, the phasing player may at this point buy cards as in Step 2 of Phase 1: Draw Cards. On their first round, the second player draws two Spell cards at no cost.
Phase 4: Victory Determination Phase
The phasing player checks to see if they have won the game according to the scenario description. If they meet the criteria they instantly wins. The scenario may end after a set number of turns, awarding victory to one side or the other.
If the phasing player is the second player, the Game Turn marker is advanced one tile on the Tracker Board. Play proceeds to the other player who starts a new player round with the Draw Cards Phase.
7.0 Battle
The phasing player attacks one of his opponent's unit cards. Both units, simutaneously, get a chance to wound each other using the Battle Sequence below. The phasing player's unit card is the attacker and his opponent's unit card is the defender.
Battle Sequence:
Step 1: Determine Initial Battle Value: Each player determines their initial Battle Value by subtracting their unit's attack value from the defense value and type of the opponent's unit that matches the oncoming attack; magical attack vs magical defense or physical attack vs physical defense. Mark each Battle Value on the Tracker Board in the battle section. For example, a unit with a magical attack of 10 with defending values of 5 for magical and 3 for physcial, attacking an opponent with a physcial attack value of 7 and defending values of 8 for magical and 4 for physical would result in the attacker placing their Battle Value on the 2 (10-8) and their opponent's Battle Value placed on the 4 (7-3). In the case where a unit has an attack value that is a combined magical and physical type of attack you would use the lower defense value of the opponent's two defense values.
Step 2: Subtract the appropriate defense value of the defender's map tile from the Attacker's Battle Value: Move the Battle Value marker of the Attacker down by the value of the defensive bonus of the terrain.
Step 3: Add to the Attacker's Battle Value Support from adjacent friendly units: Add three for every friendly unit next to the defender by moving the Attacker's Battle Value marker up accordingly on the Tracker Board. Some units give a bonus support value as listed on the card.
Step 4: Add or subtract any Passive Battle Abilities: Adjust the appropriate Battle Value markers up or down based on the Passive Battle abilities listed on the attacking and defending unit cards.
Step 5: Play Battle Spell Cards or Activate Battle Abilities: Starting with the attacking player, each player either plays a Battle Spell card or activates one Battle Ability on his unit's card. Battles occur in the defender's tile. Both players use the defender's tile to determine their special abilities. Adjust the Battle Value markers accordingly for the attacking and defending units. This step is completed when both players elect to pass consecutively. A player may pass and then later play a card. It takes two passes in a row to end this step. If, during the course of this interchange, a supporting unit is eliminated then award the opposing player a victory point and subtract its support from the appropriate Battle Value. If either the attacking or defending unit is eliminated then the battle is over and play proceeds to Step 8.
Step 6: Sacrifice a Spell card (only) for its Battle Value Modifier: Each player secretly chooses a Spell Card from his hand. Reveal the cards simultaneously along with the Bluff/Tactics card behind it to indicate whether the modifier (located in the lower left hand corner, see 5.2) is added to their Battle Value or subtracted from their opponent's Battle Value. Discard the cards. Sacrificed cards cost no Mana. A player who does not wish to sacrifice a card presents his Bluff/Tactics Card in front of the Spell card instead and does not modify either Battle Value, adding nothing to the battle. Adjust the appropriate Battle Value marker on the Tracker Board accordingly.
Step 7: Determine Battle Wounds: The Attacker's Battle Value marker on the Tracker Board at this point indicates the wounds inflicted on the defender by the smaller number in red on that location. Basically the wounds are equal to the final Battle Value divided by 2 and rounded up. The defender does the same to inflict wounds on the attacker. Indicate with red Wound markers the losses inflicted this battle by placing the tokens on the card. Any spells or abilities played in Step 5 that modify wounds such as Acide Claws, Poison Blades, Shields, etc. are applied at this point. Heal wounds are then applied before any unit is eliminated. The winner of the battle is the side that inflicted the most wounds, unless a unit is eliminated in which case that side is the automatic loser. If both units are eliminated then the attacker is declared the loser.
Step 8: Determine Unit Card Elimination: If a unit card's Health is reduced to zero or less then it is removed from its map tile and placed in the owner's unit discard pile. His opponent receives one Victory Point if the scenario is using the victory point system.
Step 9: Execute Retreat: Examine the amount of wounds inflicted on each unit card during this battle. The defending unit card retreats if it has suffered more wounds than the attacking unit card. However, the defending unit card will not retreat if the attacking unit card is destroyed. A retreating unit card must move to the map tile directly away from the attacker. If there is a choice of equidistant map tiles the defender chooses. A unit card may not retreat onto another unit or off the board edge. If unable to retreat for these reasons the retreating unit card suffers 1 wound and remains in place. If the loss eliminates the unit then Step 8 is enacted. Retreating into a unoccupied, uncontrolled map tile allows that player to take control of it.
Step 10: Execute Advance: If the defending unit card is eliminated or retreats the attacking unit card may move his unit onto the vacated map tile.
Step 11: Remove Shield: If the defending unit still has a shield in place, remove it.
8.0 Battle Example
We start out in the middle of Turn 2, Round 1. Player 1 attacks with a unit of Blood Crusaders. The Blood Crusaders are supported by 2 supporting friendly units. The Blood Crusaders and one friendly unit are shielded. Player 2 defends with Flesh Impalers. The Flesh Impalers are also shielded. Note that BV=Battle Value in the examples.
Step 1: Determine initial Battle Values
The Blood Crusaders are the attacking unit. Because they attacked, The Blood Crusaders automatically lose their shield at the beginning of battle. The Blood Crusaders have a magic attack Value of 10, so comparing their Attack Value to the Flesh Impalers magic defense value of 4 gives The Blood Crusaders a starting Battle Value (BV) of 6. The attacking player marks his BV on the tracker board.
The Flesh Impalers have a starting Physical attack value of 10. The Blood Crusaders have a Physical defensive value of 8. This gives the Flesh Impalers a starting BV of 2. The defending player marks his BV on the tracker board.
Step 1a: Add in Terrain Defense
The Flesh Impalers, the defending unit, is defending in a columns tile. Columns have a magical defense bonus of 2. The attacking player reduces the Blood Crusader's BV by 2 by adjusting the Tracker Board. The Blood Crusader's BV is now 4.
(Figure: Magical Defense Bonus, shown on a Columns map tile.)
Step 1b: Determine Support
The Blood Crusaders have two friendly units adjacent to the Flesh Impalers tile. This gives an increase of 6, 3 per friendly unit, to the BV of the Blood Crusaders. The attacking player marks his BV increase on the Tracker Board. This puts the Blood Crusader's BV at 10.
(Figure: Step 1b Support, showing +3 Support for each adjacent friendly unit.)
(Figure: Example Step 1b Tracker Board Changes, showing the Attacking Player BV and Defending Player BV markers on the Battle track.)
Step 2: Play Spell Cards usable in Battle Phase or use Battle Abilities
A: The Blood Crusaders, because they are the attacking unit, go first. The Blood Crusaders have a Battle Ability called Zealotry. The cost to use the ability is 2 Mana, increases their BV by 2 and reduces the defending unit's BV by 2. The attacking player reduces their Mana by 2 and marks the new BVs on the tracker board. This puts the Blood Crusader's BV at 12 and the Flesh Impaler's BV at 0.
B: It is now the Flesh Impalers' turn. The Flesh Impalers have a Battle Ability called Berserk. The ability will cause 3 wounds to the Flesh Impalers and increases their BV by 10. The defending unit reduces their mana by 3, places a wound marker of 3 on their unit card, and increase their BV by 10. The defending player marks the new BV on the tracker board. This puts the Flesh Impalers BV at 10.
C: It is now back to the attacking player's turn. The attacking player will play the spell card called Mana Surge for a Mana cost of 3. This is a Spell card and can only be played by a unit with a magical attack value.. The spell card increases the Blood Crusader's BV by 5. The attacking player reduces their Mana by 3, discards the spell card from their hand and increases their BV by 5. The attacking player marks the new values on the tracker board. This puts the Blood Crusaders' BV to 17.
(Figure: Step 2 Playing Spell Cards, showing the Mana Cost on the Mana Surge card (Attacking Player) and the Chain Lightning card (Defending Player).)
D: The defending player now plays a Spell card called Chain Lightning for a cost of 4 mana. This card inflicts 3 wounds to all supporting enemy units and the damage is mitigated by shields. The 2 supporting units are Miners of the Deep (health at 8) and The Jade Council (health at 6 and the unit is shielded). The Chain Lightning attack inflicts 3 wounds to Miners of the Deep and inflicts 1 wound to The Jade Council as well as causing the Shield to be removed. This reduces the Miners of the Deep's health to 5 and reduces The Jade Council's health to 5. The defending player reduces their mana cost by 4, discards their spell card, removes the shield and adds wound markers to the unit cards.
E: Each player passes their next turn.
Step 3: Sacrifice a Spell Card for its Battle Value Modifier
Each player now has the opportunity to sacrifice a Spell card for its Battle Value Modifier. This will either increase their BV (ATTACK) or decrease their opponent's BV (DEFENSE). Instead of sacrificing a Spell card for its Battle Value Modifier, Players may use the Bluff Card so that they may use their Spell cards later. In this case, the defending player doesn't want to sacrifice a Spell card, so they place their Bluff Card in front of any other card, making it appear that they indeed may be sacrificing a Spell card. The attacking player decides to sacrifice the Spell card "Scout" for a Battle Value Modifier of 3. They decide to use the Battle Modifier in defense thereby decreasing their opponent's BV. The defending player places the "Scout" Spell card in front of the Bluff card. The Player makes sure that the Bluff card is positioned so that the word "Defense" is at the top. This indicates that the Player is using the Spell card's Battle Value Modifier in defense. Each player reveals their cards. Because the defending player bluffed, no adjustments to BV are made. The attacking player, however, reduces the Flesh Impalers' BV by 3 and adjusts the Tracker Board accordingly. The defending player's final BV is 7.
Step 4: Determine damage and unit eliminations
Wounds are now calculated for each unit. The Attacking player (Blood Crusaders) attacks with a BV of 17 and inflicts a total of 9 wounds to the defending unit, The Flesh Impalers. The defending unit, however, was shielded so the wounds are reduced by 2 for a final total of 7. The defending unit (Flesh Impalers) has a BV of 7 for a total of 4 wounds. Each player places wound tokens on their units accordingly. The winner of the battle is The Blood Crusaders since they caused 7 wounds to the Flesh Impalers while the Flesh Impalers inflicted only 4 on The Blood Crusaders.
Step 5: Gain Victory Points
If appropriate for the scenario, Player 1, who has won the battle, would receive a victory point. In this scenario, a victory point is only awarded if a unit is eliminated. No victory points are awarded.
Step 6: Determine Retreats and Advances
The attacking player won the battle, so the defending player must now retreat one tile away from the opposing unit. Since the defender has two open tiles behind them, the Defender may choose which tile the unit retreats. The Blood Crusaders can advance into the now unoccupied tile if they prefer. In this case, the player decides to advance into the tile and moves the unit card accordingly.
Step 7: Remove Shield
The defending player removes the shield token from their card.
The battle ends.
9.0 Scenario Set-Up
Players may choose from a selection of two-player or solo scenarios. They may also decide to make their own scenarios. Players build the map according to their chosen scenario. The scenario map is composed of map tiles which are double sided and labeled as side A or B with a number. Also labeled on each map are the tiles indicating player control, Home Row, and Vital Objectives for player. Each Player has a Home Row, which is usually the row of map tiles closest to that Player's side. Some scenarios have multiple home rows, all of which is indicated on the scenario map. Assemble and shuffle the Unit card and Spell card decks for both sides according to the scenario instructions, which may indicate Deck Designators to facilitate set-up. In such cases, select the cards by those designators according to the scenario instructions. The Deck Designators are displayed on the bottom, right of the cards. All scenarios are detailed in the sections below.
In 2 player scenarios, before the first game turn begins, both players draw their initial hand of 4 Spell cards and 4 Unit Cards, unless instructed differently by the scenario. These cards, plus their Tactics/Bluff card, make up their starting hand. A player has a hand limit of 13 cards, unless directed otherwise by the scenario. Unless instructed otherwise in the scenario, The first player starts with 10 Mana and the second player with 20 Mana.
(Scenario map diagrams are printed with each scenario in the rulebook and are not reproduced here; the tile labels named in the set-up text are transcribed.)
9.1 Two-Player Scenarios
Two-Player Scenario #1: A Tale of Two Cites (Novice)
Initial Set-Up: Each player draws 10 units from their assigned Unit Deck and chooses up to 30 Mana Points worth of units as starting forces. Reshuffle the remaining units back into the unit deck. Place your units face down on the board. When both players have placed their units, turn all unit cards face up.
Oshnuk always goes first.
Victory Conditions:
Hold both cities for 1 full Turn. OR
At the end of 5 turns the player with the most victory points wins. Players receive 1 victory point for every enemy unit eliminated and each time a village tile is captured or recaptured. Players receive 2 victory points when they eliminate their opponent's Guardian or each time they capture or recapture a city tile. If both players have the same number of victory points then the player with the most tiles wins the game, otherwise the game is a tie.
- Player 1 Unit Deck: Deck A
- Player 2 Unit Deck: Deck B
- Spell Deck (Shared): Deck A
Two Player Scenario #2: King of the Castle (Novice)
Initial Set-Up: Each side draws 10 units from the appropriate Unit Deck and chooses up to 30 Mana Points worth of units as starting forces. Reshuffle the remaining units back into the unit deck. Place your units face down on the board. When both players have placed their units, turn all unit cards face up.
Sype always goes first.
Victory Conditions:
Control the castle tile for 3 consecutive turns or eliminate your opponent's Guardian. OR
At the end of 8 turns the player with the most victory points wins. Players receive 1 victory point for every enemy unit eliminated, for every round the castle tile is controlled, and each time a village tile is captured or recaptured. Players receive 4 victory points each time they capture or recapture a city tile. If both players have the same number of victory points by the end of Turn 8, the player owning the most tiles wins the game, otherwise the game is a tie.
- Player 1 Unit Deck: Deck C
- Player 2 Unit Deck: Deck D
- Spell Deck (Shared): Deck B
Two Player #3: Banner Wars (Experienced)
Initial Set-Up: The youngest player and then the other player selects a Guardian. Each player draws 20 cards from the full Unit Deck. Select 30 Mana worth of units from these 20 cards as starting forces. Reshuffle the remaining units back into the unit deck. Place your units face down on the board. When both players have placed their units, turn all unit cards face up.
The player with the Guardian with the least amount of health chooses who will play the first round.
Players share the entire Unit Deck and Spell Deck. Players may only have 1 Large Creature and 2 Heroes on the board at any given time.
Victory Conditions:
Move your Banner (see map) and bring it to your opponent's starting Banner location to win the game. The Banner may be picked up by units (not Guardians) by entering the same tile as the Banner. A unit may pass, accept a pass, pick up or drop a Banner during their round. Units may do nothing else in the round if they pass, accept a pass, pick up or drop a Banner. The Banner is placed on the unit when it is picked up. A unit drops the Banner when it is eliminated. Banner bearers may pass the Banner to any adjacent friendly unit. Units that are carrying the Banner may not use any Unit Abilities except Battle Abilities and cannot be moved by Spells or other unit's Abilities, both Command and Battle. They can be targeted by Spells and Unit Abilities otherwise. If a unit drops a Banner, a movement Spell or Ability may then be used on them. A Banner bearer may move through a portal, but they automatically leave the Banner in the tile from which they are portaling. A Banner bearer may not Attack or Shield. Banner Bearers may only move one space.
At the end of 10 Turns, if neither player has brought their Banner to the enemy's starting Banner location, the player with the most tiles wins. If both players have the same number of tiles, the player with the most Mana wins, otherwise the game is a tie.
Two Player Scenario #4: March to Victory (Experienced)
Initial Set-Up: The youngest player and then the other player selects a Guardian.
Remove Volos Flamebringer and one randomly selected unit from the game. Divide the Unit Deck into half with each player receiving 56 units. Each player then selects 30 Mana points worth of units as starting forces from their half of the Unit Deck. Each player then selects an additional 30 Mana points worth of units and places these units randomly on the top of the Unit Deck. Players place their starting units face down on the board. When both players have placed their units, turn all unit cards face up.
The Player with the Guardian with the least amount of health chooses who will go first.
Players share the Spell Deck. Player may only have 1 Large Creature and 2 Heroes on the board at any given time.
Victory Conditions:
Control 8 of the following types of tiles: cities, castles, villages and/or boulder field before Turn 9. OR
At the end of Turn 9 the player with the most victory points wins: 1 VP for each village tile controlled, 2 VP for each castle tile controlled, 3 VP for each city tile controlled, 5 VP for control of the boulder field tile, 1 VP for the most tiles controlled, 1 VP for the most units on the board, and 1 VP for the most Mana on Tracker Board. If both players have the same number of victory points then the player with the most tiles wins the game, otherwise the game is a tie.
Two Player #5: Defense of Wintermere Pass (Advanced)
Initial Set-Up: The youngest player chooses either Flist (first player) or Shadd (second player) as their Guardian, the opponent receiving the other Guardian. The player with Shadd draws 10 units from the appropriate Unit Deck, chooses up to 30 Mana Points worth of units as starting forces, reshuffles the remaining units back into the unit deck, and then places his units face up on the game map. Shadd starts with 10 Mana.
The player with Flist places the following units on the indicated tile: "Flist" at City 4A, "Jade Council" at Castle 8A, "Emerald Spears" at Forest 32B, "Serin's Tiger Riders" at Forest 34A, and "Redbeard's Rangers" at Forest 35A. This player starts with 250 Mana and never gains any Mana in the collection phase. Flist controls all tiles on the first three rows on his side of the board. Flist takes the first round of the game turn.
Flist pre-places the following units: Flist at City 4A, Jade Council at Castle 8A, Emerald Spears at Forest 32B, Serin's Tiger Riders at Forest 34A, and Ulmar's Iron Dragons at Forest 35A. Fist starts with 200 Mana and never gains any Mana in the collection phase.
(Editor's note: the printed manual contains both of the two differing Flist set-up paragraphs above (250 Mana with Redbeard's Rangers at Forest 35A; 200 Mana with Ulmar's Iron Dragons at Forest 35A). Both are transcribed as printed; the source does not say which applies.)
Victory Conditions:
Shadd must capture Flist's castle tile by Turn 10 or else loses.
- Player 1 Unit Deck: Deck E
- Player 1 Spell Deck: Deck C
- Player 2 Unit Deck: Deck F
- Player 2 Spell Deck: Deck D
Two-Player Scenario #6: Assassination (Advanced)
Innitial Set-up: The youngest player then the other player selects any Guardian.
Both players now select 10 normal units (no unique units, heroes or large creatures) from the full set of unit cards. The player with the Guardian with the least amount of health selects 1 normal unit. The second player then selects 2 normal units. The players now alternate back and forth selecting 2 normal units until both have selected 10 normal units. When selecting units players may not choose a unit that has already been selected.
Once all units have been selected, each player now pulls from the deck a duplicate of each of the 10 units they have selected, thus creating 2 decks both consisting of the same units. Each player determines which of his 10 normal units is their "spy". Remove the "spy" unit from one of the two 10 unit card decks and place that card back into the box. The remaining 9 cards are also placed to the side in a deck now referred to as the Verification Deck. The remaining 10 unit card deck now becomes your intial starting units along with the Guardian. Each player places them anywhere on their Home Row tiles.
Prepare the Spell Deck by removing all the Spell cards with the deck designator F. These Spell cards are not used in this scenario. Both players share the remaining Spell deck. The Unit Deck is never used in this scenario. The 11 starting units are the only units used during the scenario.
Hand Limit for this scenario is 9, including the Bluff/Tactics card.
Victory Conditions:
Eliminate your opponent's "Spy" unit. Every time a player eliminates a unit, their opponent must hand them the second copy of that unit from the Verification Deck. If your opponent can not hand over a duplicate then the "spy" has been eliminated. If neither "spy" has been eliminated by Turn 10 then the player with the most tile wins. If both players have the same amount of tiles then the player with the most Mana wins, otherwise the game is a tie.
9.2 Solo Scenarios
Non-Player Reinforcements: The Unit Card Deck generates reinforcements of Non-Player units. In addition to special reinforcement called for in the scenarios place these standard reinforcements as follows. Place a Non-Player reinforcing unit from its Unit Deck whenever a Player unit card moves next to a non-controlled city, castle or village. If there is no Non-Player Unit Deck then draw from the Player Unit Deck.
The Player executes Game Turns for the Non-Player and Player sides. The Player side's turn is executed normally according to the rules for a regular game. The Non-Player side's turn is executed differently. The solo player refers to the scenario instructions to determine how to conduct its turn. Confer with the following guidelines as well as the specific scenario rules as you play a solo scenario:
- Non-Player Command Spell Card Deck: Cards in this deck are played at the beginning of the Non-Player's turn before any unit card activation. The number of cards played from this deck varies for each scenario. Any card that target friendly units will first target units with the lowest health or lowest attack and defense total. If there are multiple unit cards on the board with the same total then unit cards are targeted from right to left, furthest row to nearest row on the board from the Player's perspective. Any cards that target enemy cards will target units with the highest health or highest attack and defense total. If there are multiple unit cards on the board with the same total then unit cards are targeted from right to left, furthest row to nearest row on the board from the Player's perspective. Any cards targeting cards in the players hand will be at random.
- Move unit cards and Battle: One at a time from right to left, furthest row from the player to the nearest row to the player, all units move first and then battle with each Non-Player unit card.
- Mana: The Non-Player never gains or loses Mana.
- Non-Player Decks: The decks are organized according to the scenario instructions. When these decks are exhausted the discards are reshuffled and used again.
- Battle Spell Card Deck: When a Non-Player unit card is involved in combat, the solo player draws a card from the Non-Player Spell Card Deck, unless instructed otherwise.
- Non-Player Unit Abilities: The only unit abilities that will be active are the Battle Abilities, Passive Abilities and Healing Abilities. All Battle Abilities will only be able to be used once per battle. A unit that has more then one battle ability will use both once per battle. Healing abilities will always target the unit with the lowest amount of health or greatest amount of wounds from right to left.
- Non-Player Combats and Initiating Attacks: Non-Player units will attack adjacent enemy units, whenever possible. If there is more than one target for a unit to attack, it will attack the unit with the lowest health or greatest number of wounds. If there is more than one battle to resolve in a turn, execute battles starting from the top of the board, moving to the bottom, from left to right.
Solo Scenario 1
(Map: Continent 'A' and Continent 'B', each a set of map tiles; see the printed scenario page.)
- Non-Player Unit Deck: No cards in Unit Deck
- Non-Player Command Spell Deck: None
- Non-Player Battle Spell Card Deck: Draw one card every Battle.
- (2) Chain Lightning
- (1) Innervate
- (1) Vanish
- (2) Bewitch
- Non-Player Starting Units: Lava Slingers, 9a Village, 10a Village; Ulmar's Iron Dragons, 27a Swamp; Grimbark, 26b Swamp; Mammoth, 1a City, 2a City; Horsemen of K'lan, 13a Plains; Volos Flamebringer, 5a Castle; Sype, 6a Castle; Redbeards's Rangers, 8a Swamp; Talon, 36b Boulder Fields
- Non-Player Movement: Non-Player units will not move, except when retreating. Non-Player units will not advance after a battle.
- Non-Player Reinforcements: The Non-Player will not receive any reinforcements.
- Non-Player Attacks: Non-Player units will always either shoot at range or attack Player units that are adjacent to them.
Starting Player: Player
- Player Unit Deck: Deck 7
- Player Spell Deck: Deck 5
- Player Starting Units: 2 Heroes and 1 Guardian of the Player's choice.
- Player Starting Hand: Draw 3 Unit Cards and 12 Spell Cards
- Player Maximum Hand Size: 15
- Player Starting Mana: 30
Special Rules and Description: The Player will be starting on continent A and will be moving from continent A to continent B through portals. These portals are set up on both continents. At the start of every odd turn (except turn 1) turns 3, 5...etc., starting from with the players Home-Row, then moving up from continent A to bottom continent B, three rows of tiles will be removed from the game, in sequence.
Victory Conditions: Kill Sype, the enemy warlord, and take control of 3 of 4 objectives before the Continent B disappears.
Objectives:
- Take control of all Village tiles
- Take control of all Portals
- Take control of all Castles
- Take control of all Cities
Player Loses when his objectives can not be completed.
Non-Player Attacks: Non-Player units will always either shoot at range or attack Player units that are adjacent to them.
Solo Scenario 2
(Map: printed scenario page; tile layout not reproduced.)
Non-Player Unit Deck:
- (1) Mountain Breakers
- (2) Ulmar's Iron Dragons
- (2) Gold Knights of Mir
- (1) Ithel
Non-Player Command Spell Deck: None
Non-Player Battle Spell Card Deck: Draw 2 cards every Battle.
- (2) Banner of the Brave
- (1) Mists of Confusion
- (1) Bewitch
- (2) Mind Control
Non-Player Starting Units:
- Mountain Breakers, 26 Swamp, 27a Swamp
- Boom Throwers, 32b Forest
- Gardeners of the Den, 25b Forest
- Mammoth Riders, 36a Rough Lands
- Gyrospheres, 37a Rough Lands
- Bone Ballista, 34a Forest, 35a Forest
Non-Player Movement and Attack:
Talon and Ebon will move and attack the same turn they are placed. Units that spawn at the beginning of the Non-Player's second turn will not move or attack until their next turn.
At the beginning of each Non-Player turn starting from left to right move each Non-Player unit. Non-Player units will move toward the Player's Home-Row. Non-Player units will prioritize movement or attacking into any adjacent Player occupied castle, city or village tile. If a Non-Player unit is adjacent to more that one Player occupied tile listed above then it will move or attack with the priority from left to right, front to back map position. Units will move forward to the right on even turns and left on odd turns. Units scheduled to move into a tile that is retricted to it will attempt to move forward into the alternate tile.
Starting Player: Player
- Player Unit Deck: Deck A
- Player Spell Deck: Deck A
- Player Starting Units: Player may place up to 40 mana worth of units with only one Hero allowed in any Player controlled tile.
- Player Starting Hand: Draw 6 Unit cards and 9 Spell cards
- Player Hand Limit: 15
Special Rules:
The Non-Player will only have one card in its Command Deck. This card is an enchantment and will be played at the beginning of the Non-Player's turn. It will be played again if discarded.
Every time a castle, city, or village is captured, the Player will suffer a loss of 5 cards from his hand of his choice. All battle, ranged and ability damage done by Non-Player spells, units and abilities is increased by 2.
Player Starting Mana: 60
Victory Conditions: Eliminate Talon and Ebon.
Lose Conditions: Lose 6 or more Castles, Cities, or Villages total.
Non-Player Reinforcements: At the beginning of the Non-Player's second turn, draw from the unit deck and place a unit on each of the four tiles on the Non-Player's Home-Row. At the beginning of the Non-Player's third turn, place Talon on tile 19a Mountains and Ebon on tile 20a Mountains. If there is a unit on either of these tiles, discard it. All Player units adjacent to Talon and Ebon when they are placed will suffer 3 wounds.
Solo Scenario 3
(Map: printed scenario page; tile layout not reproduced.)
Non-Player Unit Deck: Draw from the Player Unit Deck.
Non-Player Command Spell Deck: Play 4 cards at the beginning of the turn.
- (2) Hellstorm
- (2) Pickpocket (Non-Player gains no Mana)
- (1) Bedazzle
Non-Player Battle Spell Card Deck: Draw 3 cards every Battle.
- (2) Banner of the brave
- (1) Mists of Confusion
- (1) Bewitch
- (2) Mind Control
Non-Player Starting Units:
- Gorthox, City 1a
- Talon, City 2a
- Mountain Breakers, 31a Lake, 21a Mountains
- Gyrospheres, 36a Rough Lands, 32a Hills
- Bone Ballista, 30a Hills
- Ulmar's Iron Dragons, 5a Castle
- Boom Throwers, 20a Mountains
- Redbeards's Rangers, 19a Mountains
- Ebon, 28a Swamp
Starting Player: Player
- Player Unit Deck: Deck H
- Player Spell Deck: Deck B
- Player Starting Units: Player may select one Hero and one Guardian to place on the Home Row of your choice.
- Player Starting Hand: Draw 4 Unit Cards and 11 Spell Cards
- Player Hand Limit: 15
Non-Player Reinforcements, Movement and Attacking: At the beginning of turns 2, 3 and 4, draw units for the Non-Player from the Player's Unit Deck and place 1 unit in every land type as follows, as the Player wishes.
- Lake
- Plains
- Forest
These Units are Non-Player units that will not move, but will attack when possible.
Special Home Row Rules: Before the game starts, Players chooses one of the four corners of the map as their Home Row. Each Home Row choice grants its own unique benefits.
Home-Row A:
- All cards may be played for half cost (rounded down)
- Initial hand of 10 Unit and/or Spell cards, Player's choice from the Unit Deck.
- Start with 100 Mana.
- Hand Limit is increased to 15.
Home-Row B:
- All the Player's units have 2 times their normal health.
- Start with 50 Mana.
- Hand Limit is reduced to 5.
Home-Row C:
- Initial draw of 8 Unit cards and 8 Spell cards
- Start with 150 Mana.
- Hand Limit is increased to 20.
Home-Row D:
- May use the following abilities once per round;
- Mend: In Command Phase heal any unit for 4 wounds.
- Summon Power: In Command Phase summon a unit, as normal, for free.
- Volley: In Command Phase select a friendly unit and double its Missile damage.
- Blood Vigor: In every battle, inflict 1 additional wound.
- Start with 75 Mana.
- Hand Limit is increased to 15.
Win Conditions: Control all tiles on Home-Row A, B, C and D before the end of turn 6.
Lose Conditions: Lose at the end of turn 6.
Solo Scenario 4
(Map: printed scenario page; tile layout not reproduced.)
Non-Player Unit Deck: When drawing cards for the Non-Player, draw them from the Player deck instead.
Non-Player Command Spell Deck: Play 3 cards at the beginning of the turn.
- (2) Hellstorm
- (2) Pickpocket
- (1) Bedazzle
Non-Player Battle Spell Card Deck: Draw 3 cards every Battle.
- (1) Chain Lightning
- (2 Innervate
- (1) Bewitch
- (2) Mana Surge
- (2) Rage
Starting Player: Player
Player Starting Units: Player may place one Hero, one Guardian and 2 normal units.
Player Starting Hand: Draw 4 Unit Cards and 10 Spell Cards
Player Maximum Hand Size: 15
Player Starting Mana: 50
Player Deck: Players will build their own decks in this scenario after the Non-Player's cards have been set up. Player's unit deck size is double (40 total unit cards and may included 4 Heroes and 2 Large Creatures). Player's Spell deck is still 40.
Non-Player Reinforcements, Movement, and Combat:
Before the game starts and every even Non-Player turn draw 6 Non-Player unit cards from the Player's Unit Deck and place one on each city and village, excluding Player controlled tiles.
At the beginning of the Non-Player's 3rd turn draw 2 Non-Player unit cards from the Player's Unit Deck and place one on each columns tile. Any Player units that are on these tiles will be destroyed and any of the Player's units that are adjacent to these column tiles will suffer 2 wounds These new units will not move but they will attack and advance after battle when possible.
Every turn, Non-Player units will move directly towards the center of the map if possible. When a Non-Player unit is moving next to a Player unit, the Player may choose which tile the Non-Player unit will move into, as long as the tile is adjacent to the Player unit. All Non-Player units may move through, into, and control impassable terrain (i.e. mountains), Non-Player units will follow normal moving rules, otherwise.
Units that can move twice will attack instead whenever they can. In the case where a Non-Player unit is moving adjacent to multiple Player units, the Player will choose which unit the Non-Player unit will attack. Non-Player units will always attack, if allowed.
Win Conditions:
In this scenario, the Player and Non-Player will be competing for Victory Points. The Player may spend victory points (see 9.2), or they may collect them for a win. The Non-Player may not spend Victory Points. The Player must collect a total of 60 Victory Points to win. Player gains VP from:
- Taking control of City tiles = 5 VP each.
- Taking control of Village tiles = 3 VP each.
- Taking control of Swamp tiles = 2 VP each.
- Taking control of Lake tiles = 2 VP each.
- Taking control of Castle tiles = 5 VP each.
- Each Non-Player unit eliminated = 2 VP each.
You may only receive victory points for any of the above conditions once per game.
Lose Conditions:
If Non-Player collects a total of 60 Victory Points the Player instantly loses. Non-Player gains VP from:
- Taking control of each hill tile = 10 VP
- Each Player unit eliminated = 10 VP
Solo Scenario 5
(Map: printed scenario page; tile layout not reproduced.)
Starting Player: Player
Non-Player Unit Deck: When drawing cards for the Non-Player, draw them from the Player deck instead.
Non-Player Command Spell Deck: Play 1 card at the beginning of the turn.
- (2) Hellstorm
Non-Player Battle Spell Card Deck: Draw 2 cards every Battle.
- (1) Chain Lightning
- (1) Innervate
- (1) Bewitch
- (1) Heal
- (1) Magic Shield
- (1) Orb of Orlock
Non-Player Starting Units: At the beginning of the game place unit cards for the Non-Player by drawing from the Player Unit Deck. Place 1 unit in every land type as follows:
- Plains
- Boulder Fields
- Hills
- Forests
- Columns
- Swamps
- Mountains
- Rough Lands
- Castles
- Lakes
When placing Non-Player units, the Player may choose where they will be placed, as long as there is one Non-Player unit in every terrain type as listed.
Non-Player Movement and Attacks: Non-Player units will not move except for when retreating or when a Non-Player unit is one tile away from a Player unit. When a Non-Player unit is moving next to a Player unit, the Player may choose which tile the Non-Player unit will move to as long as the tile is adjacent to the Player unit. In the case where a Non-Player unit is moving adjacent to multiple Player units, the Player may choose which unit the Non-Player unit will attack. All Non-Player units may move through, into, and control impassable terrain (i.e. mountains). Non-Player units will follow normal moving rules, otherwise.
Non-Player units will alway attack and advance if possible.
Non-Player Reinforcements: If the Non-Player takes control of every tile of any particular land type (ie. plains, cities, hills, etc.) immediately draw Non-Player units from the Player Unit Deck and place one on each land type as above in the Non-Player Starting Units section, excluding Player controlled tiles.
Player Starting Units: Player may place 1 Hero, 1 Guardian, 1 Large Creature, and 2 normal units.
Player Starting Hand: Draw 5 Unit Cards and 10 Spell Cards
Player Maximum Hand Size: 15
Player Starting Mana: 85
Special Rules: Players will build their own decks in this scenario. Player's unit deck size is double (40 unit cards all together with 6 Heroes and 4 Large Creatures). Player's Spell deck is still 40. When drawing Non-Player Unit cards, draw from the Player unit deck.
In this scenario, the Player and Non-Player will be competing for Victory Points. The Player may spend victory points (see 9.2), or they may collect them for a victory. The Non-Player may not spend victory points.
Victory Conditions: Player must collect a total of 50 victory points to win. Player gains victory points from:
- Taking control of all Plains tiles = 5 VP
- Taking control of all Hill tiles = 5 VP
- Taking control of all Boulder Field tiles = 5 VP
- Taking control of all Forest tiles = 5 VP
- Taking control of all Column tiles = 5VP
- Taking control of all Swamp tiles = 5 VP
- Taking control of all Mountains tiles = 5 VP
- Taking control of all Rough Land tiles = 5 VP
- Taking control of all Castle tiles = 5 VP
- Taking control of all Lake tiles = 5 VP
- Each Non-Player unit eliminated = 1 VP
You may receive victory points for any of the above "taking control" conditions only once per game.
Lose Conditions: If Non-Player collects a total of 35 Victory Points the Player instantly loses. Non-Player gains VP from:
- Taking control of all of one terrain type = 5 VP.
- Each eliminatied Player unit = 2 VP
Solo Scenario 6
(Map: printed scenario page; tile layout not reproduced.)
Non-Player Unit Deck: When drawing cards for the Non-Player, draw them from the Player deck instead.
Non-Player Command Spell Deck: Play 4 cards at the beginning of the turn.
- 1 Hellstorm
- 1 Tower of the Lost Legion
- 1 Pickpocket
- 1 Efficacy
- 1 Destined for Greatness
Non-Player Battle Spell Card Deck: Draw 2 cards every Battle
- 1 Chain Lightning
- 1 Innervate
- 1 Bewitch
- 1 Heal
- 1 Magic Shield
- 1 Orb of Orlock
Non-Player Starting Units: At the beginning of the game and at the beginning of the Non-Player's turn 3 draw units for the Non-Player from the Player's Unit Deck and place 1 unit in every forest space.
Non-Player Movement: On the Non-Player turn after Non-Player units have been placed, all Non-Player units will move (if possible) horizontally towards the center of the map and continue in a straight line. Non-Player units that were placed will move forward the same turn that they are placed and every turn thereafter, unless a Non-Player unit is one tile away from a Player unit and moving next to a Player unit. The Player in this case may choose which tile the Non-Player unit will move to, as long as the tile is adjacent to the Player's unit. All Non-Player units may move through, into, and control impassable terrain (i.e. mountains). Non-Player units will follow normal moving rules otherwise.
Non-Player Reinforcements: At the beginning of the Non-Player's 2nd, 3rd and 4th turn, draw 3 Non-Player unit cards from the Player's Unit Deck and place one on each columns space. These units will move and attack and follow-up when possible. At the beginning of the Non-Player's 3rd turn, draw 5 Non-Player unit cards from the Player's Unit Deck and place one on each hill space and boulder field space.
Non-Player Attacks: Units that can move twice, will, unless they can attack. When a Non-Player unit is one space away from a Player unit, the Non-Player unit will move and attack, if possible. In the case where a Non-Player unit is moving adjacent to 2 Player units, the Player chooses which unit the Non-Player unit will attack.
Starting Player: Player
Player Starting Mana: 40
Player Starting Hand: Draw 6 Unit Cards and 12 Spell Cards
Player Starting Units: Player may place one Guardian, two Heroes, one Large Creature, and 2 normal units.
Special Rules: Players will build their own decks in this scenario. Player's unit deck size is double (40 unit cards all together with 6 Heroes and 4 Large Creatures).Player's Spell deck is still 40. When drawing Non-Player Unit cards, draw from the Player unit deck.
When Non-Player units are summoned if there is a Player unit on the tile it will suffer 3 wounds and retreat. If the Player unit can't retreat, it will be eliminated. After the Player unit retreats, the Non-Player unit will summon on the tile.
In this scenario the Player and Non-Player will be competing for Victory Points. The Player may spend victory points (see 9.2), or he may collect them for a win. The Non-Player may not spend victory points.
Victory Conditions: Player must collect a total of 50 Victory Points to win. Player gains VP from:
- Taking control of all Hill tiles = 10 VP.
- Taking control of all Boulder Field tiles = 10 VP.
- Taking control of all Forest tiles = 15 VP.
- Taking control of all Column tiles = 5 VP.
- Each Non-Player unit eliminated = 2 VP each.
You may receive victory points for any of the above "taking control" conditions only once per game.
Lose Conditions: If Non-Player collects a total of 50 Victory Points, the Player instantly loses. Non-Player gains VP from:
- Taking control of a Castle tile = 20 VP
- Taking control of a City tile =30 VP
- Taking control of the Boulder field tile = 10 VP
- Taking control of a Hill tile = 10 VP
- Taking control of a Village tile = 20 VP
- Each Player unit eliminated = 5 VP
9.3 Do Your Own Scenarios
The Guardians of Graxia game systems lends itself very well to carefully designing or even setting up a quick match game. The Mana costs for each card have been crafted to balance out the whole system. Given that fact, players can mix and match starting hands, Unit and Spell decks, along with map configurations to generate their own scenarios. We suggest the follow basic set up as a guideline:
Youngest player and then the other player selects a Guardian card. Whoever has the Guardian with the least amount of health determines selects the first player. First player and then the second player draws 10 cards from the Unit Deck and selects 30 points worth of Mana as their starting units, placing them face down on their side of the map. Each player then flips their card face up. Unused unit cards are reshuffled back into Unit Deck. Players now draw their initial hand ; 4 Unit cards and 4 Spell cards, placing the Bluff/Tactics Card into their hand. First player decides who starts the first round of the first turn. A player has a hand limit of 13 cards. The first player starts with 10 Mana and the second player with 20 Mana.
Standard Victory conditions would be to play 5 complete Turns with the victory going to the player who has destoyed the most points in Mana of enemy units. Ties would go to the player with the most Mana points in owned map tiles. Additional tie breaker would be the player with the most owned map tiles.
10.0 Designer and Developer Notes
(The printed manual has no text under this heading. The page that follows in the source is an advertisement for other products and is not transcribed.)