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Relicblade: Adventure Battle Game

Relicblade: Adventure Battle Game Rulebook

Table of Contents

Table of Contents

  • Setup
  • Initiative Phase
  • Activation Phase
    • Movement
    • Basic Actions
    • Combat Actions
  • Recovery Phase
  • Activation & Combat Example
  • Sample Scenario: Wanted: Dead or Alive
    • Setup
    • Special Rules
    • Victory Conditions
    • Rewards
  • Beyond the Quick Start

Setup

On a 2'x2' play area place the Knight and two Pigs within 4" of opposite corners.

Initiative Phase

Both players roll a six-sided dice. The player with the higher roll activates a model first.

Activation Phase

Players take turns activating models until all models have activated.

When a character is activated, they gain a specific number of Action Dice (AD) to perform actions. Actions are performed by rolling the required number of AD to meet or exceed the action's difficulty.

With the exception of Movement, actions can only be performed once per activation. Actions with a multiplier (x2) can be performed that many times.

Movement

Characters move their speed in inches for each AD spent.

Charge: When a movement ends within .5" of an enemy it counts as a charge. Characters may immediately make an attack with one bonus AD.

Basic Actions

All characters have access to basic actions not shown on their cards.

  • Focus: Characters may apply one extra AD from their pool to an action before any dice are rolled. This greatly increases the likelihood of success.
  • Dodge: Characters spend 1 AD to gain a dodge token. Dodge tokens may be spent after damage has been rolled to gain a bonus Defense Challenge Dice. Dodge tokens last until the character's next activation.
  • Improvised Attack: An extra attack option.

Combat Actions

Characters can make melee attacks against enemies within .5":

  1. Choose which action to perform, and check that target is in range.
  2. Roll required dice. If the difficulty is met or exceeded the attack hits. Actions with multiple dice require that number of dice, and the difficulty is the sum of the dice shown.
  3. Roll a Challenge Damage Die and add attack bonus. This is the Damage Total.
  4. Defender rolls a Challenge Defense Die and adds armor bonus. This is the Defense Total.
  5. Subtract the Defense Total from the Damage Total. The defender suffers any remaining damage.
  6. Mark damage on health boxes. When the final hit box is marked the character is disabled.

Disabled characters do not activate. If a disabled character takes damage they are destroyed and removed from the game. If they are healed they may activate as normal. Disabled characters cannot be attacked if a non-disabled ally is within 0.5" of them!

Recovery Phase

Roll a six-sided die for each disabled character. On a Six the character heals one hit box. Once the recovery phase is resolved a new Initiative Phase begins.

Activation & Combat Example

  1. The Knight begins his activation with four AD.
  2. The Knight spends one AD to move closer to the unsuspecting pig.
  3. The Knight spends one AD to move closer still. The movement ends engaging the pig, resulting in a charge. The Knight may now use the charge AD to make an attack action.
  4. The Knight chooses to use his charge die and another AD to perform Vicious Strike. Vicious Strike is difficulty 7 and requires the use of two AD.
  5. The Knight decides to use his focus action to roll three AD, nearly guaranteeing success. The Knight rolls all three dice and hits with a 7. That was a close one.
  6. The Knight rolls a damage challenge die and adds the damage bonus. He rolls a 4 and adds 5 for a damage total of 9.
  7. The Shield Pig rolls a defense challenge die and adds his armor bonus of 2. He rolls a 2 and adds 2 for a defense total of 4.
  8. The Shield Pig subtracts his defense total from the damage total and suffers the remaining five damage. When the final health box is marked, he is disabled, and ignores any excess damage.
  9. The Knight has spent all of his action dice. The disabled pig remains in play until he is damaged again. During the recovery phase it is possible he will stand back up, ready to fight. And with the Tough ability, the Shield Pig is even more likely to recover!

Sample Scenario: Wanted: Dead or Alive

Pig raiders are a fact of life on the frontiers. But in recent months, an especially brutal pig has escalated mischievous raids into violent attacks. These organized and hateful attacks have become a crisis and the local authorities gathered their resources to post a bounty on the destroyer's head. Gharrik Filthblood, the Destroyer Pig. Wanted dead or alive.

In mockery of the cowardly townsfolk, the pig now leaves bloodstained copies of his bounty poster in the smoldering wreckage left in his wake. Such destruction was not left unanswered. Brave warriors aligned with the Temple of Justice moved to intercede on behalf of the helpless townsfolk. As the champions approached the pig encampment, one question would soon be answered. Would the strength of Justice be enough to meet the savagery of pure destruction?

Setup

Now it is your opportunity to play a full game of Relicblade. Two 66-point parties are provided for you to print and play with. Give the Destroyer Pig the Magic Weapon upgrade, so his Onslaught ability becomes difficulty 3. Set up a 2'x2' play area and arrange some terrain features to represent the pig encampment. Next, roll for initiative. The player with initiative deploys their characters within 4" of one corner. The other player then deploys their characters within 4" of the opposing corner.

Place three treasure markers in a diagonal alignment perpendicular to player deployment. One treasure is in the center of the play area and the others are 8" directly toward the unoccupied corners.

Special Rules

Scenarios often include special rules. In this scenario there are treasures to secure and a bounty that can be claimed.

  • Treasures: Treasure markers may be picked up. Characters within 0.5" of a treasure marker may pick up the treasure by spending 1 AD. Remove the treasure marker from the play area and place it on the character card. If a character holding a treasure is disabled, place the treasure marker within 1" of the disabled character. Treasures held by your characters are worth victory points at the end of the game.
  • Bounty: The Destroyer Pig and Bounty Hunter characters are integral to the bounty objective. These two characters are worth victory points to their opponent if disabled or removed from play at the end of the game.

Victory Conditions

The game lasts until the end of the fifth recovery phase. The player with the most victory points is the winner. Players gain 1 victory point for each treasure held by one of their characters. The Justice player gains 1 victory point if the Destroyer Pig is disabled or removed from play at the end of the game. The Battle Pig player gains 1 victory point if the Bounty Hunter is disabled or removed from play at the end of the game.

If all enemy characters are disabled after the end of the game, the player with standing characters wins regardless of victory points!

Rewards

Both players gain 25 influence points. Players gain 1 gold for each victory point they claimed.

In Relicblade campaigns, players spend their rewards to gain new followers, build their base, and purchase upgrades.

Beyond the Quick Start

These quickstart rules leave out a lot of the finer details such as engagement, attack types, climbing, and various special rules.

The full core and campaign rules are found in Relicblade: The Seeker's Handbook, which can be purchased at Relicblade.com/shop.