Invictus: A Team Deck Building Game
Invictus: A Team Deck Building Game Rulebook
Table of Contents
Table of Contents
Components
- Prisma Energy Artifacts (used as currency): 24 Radiant Core, 12 Mystic Pearl, 12 Nova Shard
- Clinker (counterfeit Artifact, no benefit): 6 Clinker
- Fire Energy Artifacts (used for standard attacks, requires Stamina): 6 Gladius, 8 Xiphos, 10 Sol Fire
- Wild Energy Artifacts (worth 2 Energy of your choice toward character abilities; can also be used as standard attacks): 3 Elementium, 4 Beam Rifle
- Life Energy Artifacts (used for healing): 3 Elixir, 6 Nectar, 6 Ambrosia
- Aqua Energy Artifacts (used to block, counters): 3 Relic of Styx, 6 Hoplon, 6 Aegis
- Boost deck: 72 cards (see Boosts)
The printed Character Anatomy and Artifact Anatomy pages (pp. 4-5) are labelled reference diagrams with no rules text and are not reproduced.
Artifact Card Reference
- Radiant Core (Prisma Energy, Starter): worth 1 Prisma towards the purchase or destruction of cards or tokens.
- Mystic Pearl (Prisma Energy): worth 2 Prisma towards the purchase or destruction of cards or tokens.
- Nova Shard (Prisma Energy): worth 3 Prisma towards the purchase or destruction of cards or tokens.
- Clinker (Counterfeit Artifact, Starter): offers no benefit to a player. It must be destroyed in order to be removed from your hand.
- Gladius (Fire Energy, Starter): standard attack. Deal 10 damage to an enemy in range. This standard attack is on target if the color of a flipped Boost card matches one of your active Accuracy tokens. Stamina cost 2.
- Xiphos (Fire Energy): standard attack. Deal 20 damage to an enemy in range. This standard attack is on target if the color of a flipped Boost card matches one of your active Accuracy tokens. Stamina cost 4.
- Sol Fire (Fire Energy): standard attack. Deal 30 damage to an enemy in range. This standard attack is on target if the color of a flipped Boost card matches one of your active Accuracy tokens. Stamina cost 6.
- Elementium (Wild Energy): standard attack. Deal 10 damage to an enemy in range. This standard attack is on target if the color of a flipped Boost card matches one of your active Accuracy tokens.
- Beam Rifle (Wild Energy): standard attack. Deal 30 damage to an enemy in range. This standard attack is on target if the color of a flipped Boost card matches one of your active Accuracy tokens. Stamina cost 6.
- Elixir (Life Energy, Stamina Enhancement): increase the Stamina of an ally by 4. A player's Stamina can never exceed 24 at any time.
Overview
Backstory
The Greek Gods have a crisis. Their power depends on mortal men's faith, but as men look heavenward less and less, the gods grow weaker. If totally forgotten, they will cease to exist. No more sunrises, no more seasons, no more rains, no more harvests. Earth is ultimately doomed.
In the year 2319, Zeus calls together The Council, a group consisting of 12 powerful gods, to discuss this dire situation. Aphrodite, Ares, Artemis, Athena, Apollo, Demeter, Hades, Hera, Hermes, Hephaestus, Poseidon, and Zeus. However, their interpersonal conflicts make finding agreement nigh impossible on Mt. Olympus.
Finally, a decision is made. A competition of epic proportion, the first of its kind, will be held to identify which team of gods will lead them to a brighter future. They will call their champions Invictus, meaning invincible, a title reserved only for Kings of the Gods. With advancements in technology, the playing field is even. All will unite under this new order no matter who wins. With Invictus chosen and the gods united, they can begin to restore mankind's faith and ensure earth's future.
Object of the Game
The title of Invictus is yours when all opposing players have been defeated. Players are defeated when their health (HP) is permanently reduced to 0.
What Is Deck Building?
A deck building game is a game in which all players have a personal deck and all decks are identical at the start of the game. As play continues, players will draw from their personal draw pile into their hand. When a card is played, it will be placed in their personal discard pile. Eventually, when your personal draw pile is depleted, your discard pile will then be shuffled to replenish the draw pile. In this way, owned cards are continually cycled through a player's hand.
Other cards are available for purchase in a community area or marketplace. During a player's turn, a player may choose to spend Prisma currency to purchase new cards and add them to their personal deck (or destroy cards and remove them from their personal deck). In this way, players customize or "build" their personal deck to ensure they have the cards necessary to attack, defend, heal, and fulfill their own strategy in pursuit of becoming Invictus.
Game Setup
Before starting the game, the following items should be completed:
- Marketplace Setup (see below)
- Team and Character Assignments (see below)
- Character Setup (see below)
Marketplace Setup
The marketplace contains all items that can be purchased during the game including Artifacts, Boosts, Reinforcements, and skill tokens. Aside from being purchased, Boost cards have a 2nd purpose in that they are periodically flipped to determine the likelihood of certain actions occurring. How you arrange the marketplace is up to you, but below is a recommended setup (each number has a corresponding description further below):
- Place the Apocalypse card in the middle of the table.
- Shuffle the Boost cards and place the deck facedown on top and perpendicular to the Apocalypse. Designate a location for a Boost discard pile. Boosts are single-use benefits with varying effects. See Boosts for a detailed description of these cards.
- Shuffle the Reinforcement cards and place the deck facedown in the middle of the table. Designate a location for a Reinforcement discard pile. Reinforcements are somewhat permanent benefits with varying effects. See Reinforcements for a detailed description of these cards.
- Place all Artifacts, excluding Starter Cards (Radiant Core, Gladius, and Clinker), in their own respective piles (12 total) faceup. Each Artifact has a special use as described on the card. Additionally, an Artifact has an Energy type and can be used as Energy to power A character abilities. The amount of Energy that can be derived from an Artifact is shown in the top-left corner of the card. Once the marketplace is organized and assembled, please take a moment to read and familiarize yourself with each Artifact's description.
- Set the tokens (see Card Descriptions) in a pile where all players can easily access them.
Apocalypse card (placed at the bottom of the Boost deck): During gameplay, if the Apocalypse is revealed after the last Boost, then the following occurs: If any player has more than 40 HP, then every player receives 40 unpreventable damage. Otherwise, all players are reduced to 10 HP. AND players cannot be revived for the remainder of the game.
Team Assignment
Divide players into 2 teams. For 2-player games, there is no need for special seating arrangements. For 4-player and 6-player games, the standard arrangement is to have teams sit opposite each other. After selecting teams, each team can then choose where in the turn order its players will sit and position themselves accordingly. Turn order will continue in a clockwise manner.
Alternative methods of team assignment, if desired after trying the standard method: Every-other (teams alternate around the table) or Random.
Character Assignment
Deal 2 character boards to each player. Without discussing with other players, each player reviews the 2 character boards received and selects one to play with. After choosing your character, each player places both character boards facedown. Once each player has chosen a character, all players reveal their choice at the same time. Once revealed, it is good practice to have each player read aloud the descriptions of their 2 A character abilities to allow all players a fair opportunity to create a competitive strategy.
Character Setup
With your character, team, and position assigned, perform the following steps to set up your character and get ready for gameplay:
- Character Board: Character boards should now be faceup in front of you.
- Character Back: Place the other character board (the one you didn't choose) facedown directly to the right of the character board so that the Character Skills and Stamina Meter are visible to you.
- Stamina Meter: Use one white ring to mark your starting L Stamina at 14. During gameplay, S standard attacks and A character abilities that require Stamina will reduce your Stamina for the turn. Your Stamina is replenished at the end of your turn. At the beginning of the game, all players start with 14 L Stamina. You can increase your Stamina in increments of 2 through purchasing Stamina skill upgrades.
- Health Meter: Use two white rings to mark your current health points (HP) as shown in the top-right corner of your character board (see Card Descriptions). This is your starting and maximum HP. If one's HP is 160, then a ring will be placed on the 100 and another on the 60. During gameplay, reduce your health when damage is received and increase your health as H healing occurs. A character will not be able to H heal more than their listed HP.
- Character Skills: Each skill has 4 placeholders to track character skill upgrades. Place a token on the red placeholder for the Accuracy skill (see Character Skills). Place white tokens on the white placeholders for both L Stamina and Range skills. For each skill, the middle two placeholders can be purchased for the price shown on the placeholder. Tokens for the 4th placeholder can only be obtained when certain Reinforcements are owned.
- Starter Deck: Each player is given 4 Radiant Cores, 1 Gladius, and 1 Clinker. This is your starting deck. Shuffle these cards and place them facedown directly to the left of the character board to create a draw pile. Then, draw 5 cards into your hand with 1 remaining facedown in your draw pile.
Gameplay
Who Goes First?
The player whose character has the lowest health points (HP) will begin the game. If a tie, flip any unused token to decide who goes first. Turn order will continue clockwise to the next active player.
During Your Turn
A player can perform a variety of actions during their turn, in any order. For each Artifact in a player's hand, the player can choose to use it as an Artifact (Prisma currency, standard attack, healing, or blocking) or as Energy towards the performance of their character abilities. A summary of the actions that can be performed on one's turn follows; they are discussed in further detail below. When done, follow the steps to complete your turn (see Completing Your Turn).
- Purchase / Destroy Artifacts
- Attack the Enemy (standard attack or character ability)
- Heal Yourself or Allies
- Perform Character Abilities
- Charge Station: Charge and/or Discharge Cards
Purchase / Destroy Artifacts
See Financial Transactions for more details.
Purchase Cards and Tokens. All Prisma Energy Artifacts (Radiant Core, Mystic Pearl, and Nova Shard) can be used as Prisma currency to purchase additional cards and skill tokens. When making a purchase, place the spent Prisma Artifacts from your hand faceup into your discard pile. Follow the instructions below for each type of purchased item:
- Artifacts: Purchased Artifacts are placed immediately in your discard pile. Eventually, these will be shuffled and returned to your draw pile and drawn into your hand.
- Boosts: When purchased, these cards are added to your hand but do not count against your 5-card hand limit. They are single-use abilities, not Artifacts. When played, place them in the Boost discard pile rather than in your own discard pile (see Boosts).
- Reinforcements: When purchased, these cards are placed faceup in the designated place below your character skill section. These abilities are recurring abilities until they are destroyed or replaced (see Reinforcements).
- Character Skill Tokens: Place the purchased token on the placeholder you purchased with the white or color side facing up (black side down). If you purchased an Accuracy token, you may choose which color you wish to own but cannot own 2 of the same color (see Character Skills).
Destroy Cards. Artifact cards in your hand can be destroyed and removed permanently from your personal deck. The destruction price is listed in the bottom-right corner. To destroy an Artifact, first pay the destruction price by placing the required Prisma currency in your discard pile. Then remove the destroyed card from the current game.
Note: Destroyed Artifact cards must come from a player's hand.
Attack the Enemy
There are two different ways to attack an enemy. Enemies can be attacked using either a standard attack or a character ability (see Perform Character Abilities). Each has its own set of rules:
Standard Attacks. All Fire Energy Artifacts (Gladius, Xiphos, and Sol Fire) and all Wild Energy Artifacts (Elementium and Beam Rifle) can be used as a standard attack. The effectiveness of standard attacks greatly depends on a character's skills: Accuracy, L Stamina, and Range. These are described in detail under Card Descriptions.
- Accuracy: Determines whether the standard attack is on target and deals damage.
- Stamina: Determines whether your character has the physical strength to perform certain actions, including standard attacks.
- Range: Determines the distance (or number of players) to the left or right a standard attack can reach.
To perform a standard attack:
- Make sure that your L Stamina and Range allow you to attack the desired enemy. If so, place the Artifact from your hand into your discard pile and announce your attack. Any attack-related Boost cards should be declared and discarded at the same time.
- Reduce your L Stamina by the Stamina required as shown on the Artifact.
- Flip over a Boost card located in the marketplace and place it in the Boost discard pile. If the color/symbol of the Boost card matches that of an owned Accuracy token, then the attack is on target and will deal the damage listed on the Artifact unless blocked by the enemy (see Counters). If the color/symbol of the Boost card does not match that of an owned Accuracy token, it misses.
Heal Yourself or Allies
Some Life Energy Artifacts (Nectar and Ambrosia) and some character abilities have healing (H) properties. To use a Life Artifact card, place the Artifact from your hand into your personal discard pile. Follow the instructions of the card to increase your HP or an ally's HP. Remember, HP can never exceed that player's maximum HP.
Perform Character Abilities
Each character has 2 character abilities on the character boards that are unique to them. These abilities require L Stamina and Energy to perform them. The amount and type of Energy and the cost of Stamina required are listed next to the character ability name.
To perform a character ability:
- Place the required number and type of Energy into your discard pile. Energy for character abilities can come from your hand, your Charge Station, or a combination of both.
- Reduce your L Stamina by the ability's Stamina cost.
- Follow the instructions (effects) of the character ability.
Below are some important points relating to character abilities:
- The number of character abilities and standard attacks that can be performed in a turn is determined by a player's L Stamina. Upgrade your Stamina if you'd like to perform more of these actions.
- Character abilities are not affected by a player's Accuracy skill.
- If Range is required by a character ability, it will say so in the ability description (effect).
Charge Station: Charge and/or Discharge Cards
Each player has a Charge Station located below their character board. The Charge Station allows players to set aside cards (temporarily or indefinitely) in their current hand to be used on a future turn. Once charged, these cards can be used only as Energy towards a character ability.
During your turn you may:
- Use existing charged cards to power a character ability. Character abilities can be powered with charged energy, energy in a player's hand, or a combination of both. Place all used cards in your discard pile.
- Charge 1 Artifact from your hand per turn. Place it faceup in the Charge Station. Note: a player can only charge Energy types that can be used for their character abilities. For example, Athena cannot charge Aqua Energy.
- Discharge 1 Artifact from your Charge Station per turn. Discharged cards are placed faceup in your discard pile.
Completing Your Turn
- Announce to all players that your turn is complete.
- Draw cards from your draw pile so that you again have 5 Artifacts in your hand.
- a. If you ever need to draw a card but your draw pile is depleted, shuffle the discard pile and place it facedown to create a new draw pile and resume drawing until your hand contains 5 Artifacts. Remember, if you have any Boost cards (see Boosts) in your hand, the total cards in hand will be 5 Artifacts plus the number of Boosts. Heavy Clinkers are considered Artifacts even though they have no value to a player's hand.
- Replenish your L Stamina to the number indicated by your L Stamina skill (14 for the first token and +2 for each additional token).
During Another Player's Turn
Counters
During another player's turn, you may choose to block (counter) certain actions they perform. Counters can be found in certain character abilities, Reinforcements, Aqua Artifacts (Relic of Styx, Hoplon, and Aegis), and Boosts. A counter can only be used when a triggering event has occurred. Read each ability or card's instructions for how to play each counter.
The following are important rules to remember:
- When performing a counter character ability, remember that any used Energy to power that ability (if required) must come from your hand. Charged cards can only be used on your turn and are thus unavailable during another's turn.
- Used Boost cards are placed in the Boost discard pile while any Aqua Artifacts are placed in your personal discard pile.
- You do not replenish your hand or L Stamina until the end of your next turn. Thus, your hand and L Stamina will remain reduced until the end of your next turn when these are replenished.
Anytime Boosts
These Boost cards can be played at any time during gameplay. When played, place them back in the Boost discard pile located in the marketplace and follow the instructions on the card. Anytime Boosts are not considered counters. Anytime Boosts must be played before another player declares a specific action. These will not affect already declared actions.
Attacking and Countering
Unless otherwise instructed on a card, the actions should progress as follows:
- The attacking player announces the attack (standard attack or character ability) to be performed along with any enhancements to the attack (Boosts or Reinforcements). Used Artifacts and Boosts are discarded and L Stamina is reduced by the action's Stamina cost.
- When necessary, Boost cards are flipped to determine whether the attack is on target and/or for how much.
- If the attack is on target, the defending player announces whether they will try to block (counter) the attack. Any used Artifacts and Boosts are discarded from the defender's hand.
- If the defending player is unable to block (counter) all damage, the attack is successful and the defending player reduces their HP by the unblocked amount. Any effects of the attack would also take place, even if the damage was fully blocked.
Remember: counters are played in response to an event or another player's actions. In some instances, players may use a counter to react to another played counter. Below is an example of how an attack could progress with several counters:
- Athena attacks Apollo with a Spectral Force (character ability for 40 damage) and the Godlike Boost which increases the attack by 20 to a total 60 damage.
- Apollo chooses to counter the attack with the Boost Aegis Perfected which causes any character ability to fail, reducing the attack to 0 damage.
- Athena then uses her own counter Boost, Server Down, which fully negates the previous Boost, returning the attack to its original 60 damage.
- Apollo then uses a Hoplon Artifact to block 20 of the damage.
- In the end, Athena's Spectral Force ability deals 40 damage and Apollo reduces his HP by that amount.
The Apocalypse
A catastrophic event is inevitable with the use of so much Energy in this conflict of the gods. The Apocalypse card appears underneath the Boost deck (see Boosts). When a player purchases or flips over the last Boost card and exposes the Apocalypse card, the Apocalypse is triggered and occurs immediately. However, if the purchased Boost card is an Immediately type card, it takes effect prior to the Apocalypse.
The following happens during an Apocalypse:
- If any player has more than 40 HP, all players receive 40 unpreventable damage. Any players whose health is reduced to 0 are defeated. If no player has more than 40 HP, all active characters should reduce their HP to 10.
- Revivals are no longer allowed. Revivals (see Revival and Defeat) will not be allowed for the remainder of the game.
- The Boost deck is then reshuffled and placed back on top of the Apocalypse card.
- Gameplay is resumed.
Revival and Defeat
A team wins when all enemies have been defeated. When a player's HP is reduced to 0, teammates may have the option to revive them and keep them in the game. If teammates either cannot or choose not to revive them, that player is defeated. The actions below should be followed when players are either revived or defeated.
Revival
When a player's HP is reduced to 0, ally players can choose to revive them by giving of their own health (HP). The choice to revive a character must be made immediately following that character's defeat and before any other actions are taken. Only one player may revive another, so allies should decide amongst themselves which of them, if any, will revive their defeated teammate. If players choose not to revive the defeated player, that player cannot be revived at a later point in the game.
A player may revive multiple allies but cannot revive the same ally player twice. Individual players can be revived multiple times as long as each revival is performed by different allies.
The following occurs when a defeated player is revived:
- Teammates decide which one player will revive the defeated player. This is the "giving" player.
- The giving player reduces their HP by 10 as a penalty for reviving the player.
- The giving player decides how much of their remaining HP to give to the revived player. The giving player reduces their HP by that amount and the revived player increases their HP by that amount.
- The revived player discards all of their Boost cards and Reinforcements.
- The revived player shuffles together all Energy Artifacts in their hand, Charge Station, draw pile, and discard pile and places them facedown as a new draw pile. Five (5) cards are drawn to be used until the end of their next turn.
- The revived player sets their L Stamina to half of their full Stamina. For example, if a player's full Stamina is 18, their Stamina is set to 9. The player may replenish their Stamina to full Stamina at the end of their next turn.
If the revived player was defeated during their own turn, the turn is over and play resumes with the next player to the left.
Defeat
When a player's HP is reduced to 0 and ally players either cannot or choose not to revive them, they are defeated. The following occurs when a player is defeated:
- The defeated player turns their character board facedown, signifying their full defeat.
- Any owned Artifact cards in the defeated player's discard pile and Charge Station are placed facedown into their deck.
- All purchased tokens, Boosts (including Boosts given to you by an enemy player), and Reinforcements are returned to their respective discard piles.
- The range between remaining players is reduced (see Range).
Financial Transactions
Using Prisma as Currency
Prisma is the currency used by the gods and is used to purchase or destroy certain items during gameplay. When Prisma are used in this way, a financial transaction occurs.
At the beginning of the game, each player has just 4 Radiant Cores (worth 1 each) in their personal starting deck (see Character Setup). The purchase price of available items varies between 1 and 7 Prisma. Thus, if a player wants to buy some of the more expensive items, they will first need to purchase more Prisma. For most players, purchasing more Prisma is their first priority.
What Do I Do With My Purchased Items?
Each purchased item should be put in its proper place. Below is a quick reminder of where each goes:
- Artifacts: Placed in your personal discard pile.
- Boost: Placed in your hand. If purple, play immediately.
- Reinforcements: Placed in one of the two reserved spots below your character skills.
- Skill Tokens: Placed on the purchased token placeholder (see Character Skills). Tokens are immediately effective.
Helpful Tip: The Artifact cards in your personal deck will cycle through your hand multiple times. Destroying a card is often more valuable than purchasing another card.
What Are the Steps to Completing a Financial Transaction?
Whether a player combines multiple purchases into a single transaction or purchases each individual item in separate transactions, all transactions follow the same 3 steps. Remember, to use Prisma Energy Artifacts as currency, they must be played from your hand. Charged Prisma Energy can only be used towards character abilities (see Perform Character Abilities).
Once paid for and announced, the transaction is final and cannot be modified or reversed. Only certain counters may affect the items when they are drawn. All other actions must wait until the transaction is complete. Players lose some flexibility when they combine purchases, but gain confidence that they can perform all of their planned actions.
- Make Payment From Your Hand to Your Discard Pile. Example: place 2 Nova Shards from your hand (worth 6 total Prisma) into your discard pile.
- Announce Your Purchases and Destructions. Example: 4 of these Prisma are to purchase an Elementium Artifact and the other 2 Prisma are to destroy a Gladius.
- Complete Your Purchases and Destructions. Example: take the Gladius from your hand and remove it from the game. Then draw an Elementium and place it in your discard pile (as it is an Artifact).
Can I use Charged Prisma Energy to purchase or destroy cards? No. Once charged, an Artifact can only be used towards a character ability performed during a player's own turn.
What if I don't have exact change? No change is given. Any excess Prisma spent during a financial transaction is considered lost and therefore unavailable for use during the remainder of the turn.
What do I do with destroyed Artifacts? Destroyed Artifacts are removed from the game. Remember, cards to be destroyed must first be in your hand. You cannot destroy cards found in your Charge Station or discard pile. Note: one exception is the Heavy Clinker (a counterfeit Artifact found in the Boost deck), which is not removed from the game but discarded to the Boost discard pile.
Can I split a Prisma Energy card between character abilities and financial transactions? No. Financial transactions and character abilities are always performed separately. Energy Artifacts cannot be split between the two.
Card Descriptions
Character Boards
Health. Starting and maximum health are shown in the top-right corner of the character board. Additionally, the health meter has the maximum health placeholders highlighted as a reminder. Health rings are placed on these at the start of the game. As damage or H healing is received, the rings are moved accordingly. A character's health can never exceed their maximum Health Points.
Character Abilities. This section of the character board lists the unique abilities for each character and the costs to perform each of them. When powered during gameplay, follow the instructions for each ability. Symbols to the right are quick references to the character ability's type, value, or limitations. Some character abilities rely on probability and most can be enhanced through certain Boosts and/or Reinforcements.
Character Skills: Stamina, Range, and Accuracy
At the beginning of the game, all players have the same L Stamina, Range, and Accuracy (1st tier). During a player's turn, a player may choose to upgrade their skills in each of these areas. The 2nd and 3rd tier skill upgrades can be purchased for the purchase price shown on the skill upgrade space. The 4th tier skill upgrades can only be obtained by ownership of certain Reinforcements cards: Sniper Division, Hired Assassin, and Mercenaries. Upgrades can be acquired in any order. The max tokens for each skill is 4.
For L Stamina and Range, the tokens are used with the white side faceup when active. For Accuracy, the colored tokens are used with the colored side faceup when active. When inactive (see Tokens: Active vs Inactive), tokens can be flipped upside down to show their side.
Stamina. L Stamina is the physical strength available to a character from the end of a player's turn to the end of their next turn. Performing standard attacks and some character abilities reduces one's L Stamina. At the end of their turn, a player replenishes their Stamina Meter to the amount indicated by their Stamina skill tokens (14 L Stamina for the first token and +2 L Stamina for each additional owned token).
Example: Hephaestus has upgraded his L Stamina to 18. His Stamina can be used towards any combination of character abilities and standard attacks as long as he has the cards available to perform them. He does not have to use all of his L Stamina. Some possible combinations may include:
- A Volcanic Smash (L 6) + A Volcanic Smash (L 6) + A Volcanic Smash (L 6) = L 18
- A Volcanic Smash (L 6) + A Sentry Drone (L 6) + S Xiphos (L 4) = L 16
- S Beam Rifle (L 6) + S Sol Fire (L 6) + S Xiphos (L 4) + S Gladius (L 2) = L 18
Note: If a player's 1st tier L Stamina token is inactivated during gameplay, they only reduce their Stamina by L 2 and not by L 14.
Range. Standard attacks and certain character abilities require that the enemy be "in range" to succeed. Range refers to the distance (number of players) a player can attack to their left or right. The printed rulebook illustrates this with a 6-player diagram in which players A, B, and C are on the Purple Team.
Example: Player A begins the game with 1 Range token, for a range of 1. This allows their range to reach both players B and F (1 position to the left and right, respectively). If Player A would like their range to reach Player E, they must purchase another range token. Three (3) active tokens brings Player D into range.
When a player is defeated, proximity between players is reduced. If player F was defeated, Player A with a range of 1 could then reach Player E (see the image on p. 16 for further clarification).
Accuracy. Accuracy is the probability of a standard attack (Fire Energy and Wild Energy attacks) hitting your opponent. After declaring a standard attack and any attached Boosts or modifying Reinforcements, the attacking player flips the top card of the Boost deck. The attack is on target if the Boost's card color/symbol matches one of the active Accuracy tokens on their character's card. If no match, the attack misses.
At the beginning of play, all players start with an Omega token. Players may purchase other tokens (Sigma, Phi, and Delta) to increase the accuracy of standard attacks. When purchased, the player can choose which colored token to place on the purchased Accuracy placeholder.
Example: Player A plays a Xiphos (standard attack). The character has 2 Accuracy tokens for Omega and Delta. To determine if the attack is on target, a Boost card is flipped. If Omega or Delta is flipped, the attack is on target. If Sigma or Phi is flipped, the attack misses and is unsuccessful.
Tokens: Active vs Inactive. During gameplay, you may be instructed to remove a character skill token from an opponent's character board. If the action is permanent, return the token to the token pile. If the action is temporary, inactivate the token by flipping it over to reveal the black side. When the limitation has ended, activate the token by flipping it over again. Note: White tokens are also used to track attacks on Reinforcements. Black tokens are used when inactivating character abilities or Reinforcements.
Boosts
Boost cards have 2 purposes. They are used either as a probability card or as a single-use ability.
Boost Purpose #1: Probability. Certain character abilities and standard attacks have a degree of chance built into them and require a Boost card be flipped to determine the outcome. Boost cards are equally divided between 4 types / colors: Omega, Sigma, Phi, and Delta. When directed to do so, flip over the top Boost card. If the card type/color matches the type/color from the played card, the action will be performed. If a Wild Boost is flipped, the player who flipped the Boost card may decide the color to be represented.
- Example: Player A plays a Xiphos (standard attack). The character has 2 Accuracy tokens for Omega and Delta. To determine if the attack is on target, a Boost card is flipped. If either Omega or Delta, the attack is on target. If Sigma or Phi, the attack misses and is unsuccessful.
- Example: Athena's character ability, Olympian Slash, deals 10 damage. Additionally, the player is instructed to flip a Boost card. If Delta, Athena declares an Energy type and forces the attacked player to discard all Artifact cards from their hand of that type. If she flips any other color, she only deals 10 damage and the extra effect of Olympian Slash fails.
Boost Purpose #2: As a Single-Use Ability. For the purchase price of 2 Prisma, a player can obtain a Boost card. Boosts can turn the scales of the game in your favor when played right and vary significantly in effect. Once purchased, Boosts are kept in a player's hand with no limit on the number of Boosts that can be held in hand at a time. If you have any Boost cards in hand, the total number of cards in your hand will be 5 Artifacts plus the number of Boosts. When played, players follow the instructions on the card and then the Boost is placed in the Boost discard pile.
Team Symbol. Purchased Boosts with this symbol can only be used in team games. If drawn during free-for-all, you may draw a new Boost card.
Wild Boosts. There are 4 Wild Boosts found in the Boost deck. If drawn for probability, the player chooses a color of their choice.
There are 4 types of Boost abilities:
- Immediately: These cards must be played immediately when drawn.
- Future Turn: A player must wait until their next turn or a later turn to play these cards.
- Anytime: A player may play these cards at any time during gameplay. They can be played immediately or saved for later. They can be played during the player's turn or during another's turn.
- Counter: A counter can be used only after another player has performed a triggering action. The triggering event will be defined in the specific Boost card's instructions.
- Wild Boost (Supercharged): Out of the 72 cards in the Boost deck, there are a total of 4 Wild Boosts.
Reinforcements
Reinforcements are powerful enhancements to a character and vary widely in their effects on the game. Effects range from increasing the damage of a player's attacks to limiting another player's abilities to defend themselves. Follow the instructions listed on the Reinforcement card.
Buying Reinforcements. The cost of a single Reinforcement is 5 Prisma. A player can own a maximum of 2 Reinforcements at a time. When purchased, place the Reinforcement faceup for all players to see and place it beneath your character's Character Skills board. Reinforcements take effect immediately.
Replacing a Reinforcements Card. After purchasing 2 Reinforcement cards, sometimes players would like to exchange a Reinforcement for a new one. For 7 Prisma, you may draw the top card from the Reinforcement deck and compare it with your existing Reinforcements. Of your 3 Reinforcements, choose 2 to keep. The unwanted Reinforcement is discarded to the proper discard pile.
Note: Reinforcements cannot be healed.
Defeating an Enemy's Reinforcement. Rather than attacking an opponent's character, a player who is in range may choose to use an attack against the opponent's Reinforcement. It takes two (2) successful attacks to remove an enemy Reinforcement. After the first successful attack, a white token is placed on top of the Reinforcement card. This indicates to all that the Reinforcement has received damage. After a 2nd successful attack, the Reinforcement has been defeated and is sent to the Reinforcement discard pile.
A successful attack is any attack that is on target and deals damage. An attack dealing 10 damage is treated the same as an attack dealing 30 damage; both are considered a single successful attack. A defending player may choose to block the attack against their Reinforcements but must block all damage dealt to deem the attack unsuccessful.