ScrumBrawl
ScrumBrawl Rulebook
Table of Contents
Table of Contents
1 How to Play
To begin, each player takes three matching miniature card stands. These will be used to identify which creatures belong to which player when they are in the Arena. Shuffle the large cards and place the deck facedown to the side of the Arena. Likewise, shuffle the orb cards into a small pile and place the stack facedown. The miniature creature cards, orb tokens and portal tokens are set to the side to be used when needed.
1.1 Orb and Portal Placement
Before any cards are dealt, portals and orbs are placed into the Arena (2d20 placement). For a two player game, you can play with a single portal and single orb. For a game of three or more players, it is recommended you play with two portals and orbs. To place a portal in the Arena, roll the red d20 and the blue d20.
Note: d20 is the shorthand for a twenty-sided die. Additionally, when two are rolled together, it is notated as 2d20.
The red and blue dice correspond to the red and blue numbers bordering the Arena. The roll of these dice determines the coordinates in the Arena where the portal token is to be placed. To place an orb, draw an orb card from the stack and turn it face up on the table beside the Arena. Locate the corresponding orb token and, as with the portal, roll the two d20s and place the orb into the Arena at those coordinates. If an orb or portal is to be placed at a location already occupied by either a portal or an orb, perform a new placement roll.
1.2 The Deal
Determine which player will start (highest roll of die, etc). The starting player draws 4 cards. If the player does not draw a creature card, he or she may immediately reveal his or her hand and discard the cards to draw four new cards. If he or she drew an instant event card, it is discarded and replaced with another card. He or she may continue to discard all cards and draw four new cards until he or she draws at least one creature card. Each player may do this only during his or her first turn of the game. At the conclusion of the player's turn, play continues to the left and the second player draws four cards.
1.3 Order of Turn
- Draw Card(s)
- Place Creatures and/or Enchantments
- Movement, Combat, Orb Maneuvering, Unique Creature Abilities
- Place Creatures and/or Enchantments
- Discard
1.4 Card Types
There are four types of cards in the deck: 1) Events, 2) Creatures, 3) Enchantments, and 4) Alter Reality.
1.4.1 Event Cards
There are two types of event cards. Instant Events are played face up as soon as they are drawn (exception: if drawn on a player's first turn of the game, Instant Events are discarded and a new card is drawn). Instant Event cards cannot be held in your hand. The backs of the Instant Event cards are outlined in orange so that they will stand out and serve as a reminder to play them immediately. Carry out the Instant Event by following the instructions on the card, and then discard the card. Some Instant Event cards have multiple options where the roll of a d8 (eight-sided die) will determine which of the four events occur.
The other event cards are known as Played Events that can be held and played at a time of the player's choosing. These include cards such as Fumble or Dispel and can be used to great effect at critical junctures of the game. Dispel cards are very versatile. They can destroy any enchantment in play or cancel an event before the event goes into effect (after the event is determined but before any dice rolls begin). Dispel cards can also cancel other Dispels. Fumbles, however, cannot be Dispelled. For a list and description of all events, consult the Event Summaries beginning on page 30.
Replacing Orbs and Portals: Some events have the effect of destroying an orb or a portal. Whenever an orb is destroyed by an event effect or a creature's ability, remove that orb token from the Arena and replace the orb's corresponding miniature card on the bottom of the orb deck. Draw a new orb card and roll for the Arena position of its corresponding orb token. When a portal is destroyed, roll for the new Arena position of the portal token. If a portal enters the Arena on a square occupied by a creature, that creature is destroyed. If an orb enters the Arena on a square occupied by a creature, that creature becomes a carrier.
1.4.2 Creature Cards
Creatures are at the core of ScrumBrawl. Every creature is unique, each possessing attributes and abilities that are detailed on its card. The creature's attributes are listed to the left of the creature's portrait. The first three define the creature's orb handling skills. The fourth defines the distance the creature can move in a single turn. The last three attributes define the creature's combat ratings. Higher numbers indicate superior attributes. The creature attributes are:
- T: Throw — How accurately the creature can throw
- C: Catch — How well the creature can catch
- R: Range — The number of spaces in the Arena the orb can be thrown by the creature
- M: Movement — The number of spaces in the Arena the creature can move in one turn
- # of Attacks — The number of attacks a creature has in one turn
- A: Attack — The power of the creature's attack
- D: Defense — The strength of the creature's defense
Many creatures have additional abilities that are described in the text box beneath the creature's portrait. These can include abilities such as flying, ranged attacks, various combat modifiers or other special abilities. For a listing and more in depth description of all creatures' abilities, consult the Bestiary beginning on page 14.
1.4.3 Enchantment Cards
There are two types of enchantment cards. Creature Enchantments are attached to creatures to boost the attributes or expand the creature's abilities. Only one enchantment can be attached to a creature at a time. The attributes and/or abilities granted by the enchantment are detailed on the card.
Team Enchantments give a boost to all creatures a player controls. A player can control any number of team enchantments and the effects are cumulative with other enchantments. In a team game, team enchantments enhance your teammate's creatures as well as your own.
1.4.4 Alter Reality Cards
Alter Reality cards come in three denominations: 2, 3 and 5. Alter Reality cards affect the roll of almost any die. More on how these work in the next section (1.5.3).
1.5 Playing Cards
1.5.1 Summoning Creatures
Each player can control a maximum of three creatures in the Arena. A player may only put creatures into play during his or her turn, but not during the combat phase. To put a creature into the Arena, a player places the large creature card face up on the table in front of him/herself, locates the corresponding miniature card, and places it into his or her correct miniature creature card stand. The creature's position in the Arena is derived by rolling the red and blue d20s (2d20) as when placing the portals and orbs. The miniature creature card in its stand is placed at that location in the Arena and becomes a creature token within the Arena. When rolling in multiple creatures at a time, the player must declare which creature is being placed before each roll.
Note: To quicken gameplay, other players at the table can retrieve the corresponding miniature creature cards for the active player when a creature is summoned.
If the square the creature is summoned into is occupied by another creature, the pre-existing creature is destroyed and discarded along with any enchantments attached to it. If the square the creature is summoned into is occupied by a portal, the newly summoned creature is destroyed and discarded. If the square is occupied by an orb, that creature immediately becomes the carrier of that orb.
A player can play as many creatures in a turn as he or she has available miniature card stands. If a player loses a creature during combat, he or she can place a new creature following combat before the end of his or her turn. Creatures cannot move, maneuver the orb or initiate combat the turn they enter the Arena.
1.5.2 Playing Enchantments
A player may only put an enchantment into play during his or her own turn, but not during the combat phase. Creature enchantments must be associated with a specific creature and once attached, they cannot be moved onto another creature. Only one enchantment can be attached to a creature at a time. To attach an enchantment to a creature, play the card face up and tuck it slightly under the top of the active creature card so as not to obscure the name of the enchantment. Enchantments can be played on any player's creature. Team enchantments can be put into play as soon as they are drawn, whether or not the player controls a creature. These are played face up in front of the player, typically to one side of the player's active creatures.
1.5.3 Playing Alter Reality Cards
Alter Reality cards can be played at any time immediately following a die roll to change the value rolled by up to the value of the card. For example, if a portal was being placed into the Arena at Red 6, Blue 9, you could play an Alter Reality 5 card to change either the red or blue roll by up to five, adjusting a single roll either up or down. Alter Reality cards can affect almost any die roll in the game including placement of orbs, portals and creatures, combat rolls, creature ability rolls, etc. Players may not, however, use Alter Reality cards on a roll determining an outcome on a multiple-option Instant Event card.
Orb, portal and creature placement rolls cannot be modified so that those objects would be placed outside of the Arena (i.e. less than 1 or greater than 20). Loose orb placement rolls (see page 8) or creature ability rolls (such as the Hydra or Mummy) cannot be altered to be greater than 8 or less than 1.
You can use part or all of an Alter Reality value. For example, an Alter Reality 3 card can alter a roll by -3, -2, -1, +1, +2 or +3.
1.5.4 Discarding and Hand Limit
At the end of a player's turn, he or she may discard as many cards from his or her hand as he or she wishes. A player cannot have more than three cards in his or her hand after discarding. At the beginning of a player's turn, he or she draws cards until he or she holds four cards.
1.6 Creature Actions
On its controller's next turn after a creature enters play, it is able to 1) move, 2) maneuver an orb, 3) declare an attack during the combat phase or 4) use a special ability if it has one.
1.6.1 Movement
A creature's movement attribute (M) defines the number of squares in the Arena a creature can move. Movement can be straight and/or diagonal. A creature cannot move through a square occupied by another creature unless the moving creature has flying. A creature cannot end its turn sharing a square with another creature nor can it move off of the sides of the Arena.
Suicide Rule: A player may choose to move a creature that is not carrying an orb into a portal. Doing so destroys the creature, the creature token is removed from the Arena, and the creature card is discarded. This can be an effective means of a player ridding his or her team of an undesirable creature.
1.6.2 Orb Maneuvering
Each orb is unique and has different effects that can greatly alter the attributes and abilities of the carrier (see Orb Specifications on page 33). When a creature moves into a square occupied by an orb token, the creature must pick up the orb. Tuck the orb token into the miniature card stand alongside the miniature card. Offset it a small amount so that the orb token can be seen from all angles. That creature becomes a carrier. A creature may only carry one orb at a time.
A creature carrying an orb can typically do three things: a) throw to another creature, b) handoff to another creature, c) score a goal. A carrier cannot throw the orb to the opposing team (exception: Killer Orb), drop the orb, or throw to an unoccupied square (intentional grounding).
a) Throwing and Catching
To attempt a throw to a teammate, a creature must be within its throwing range (R) of the receiving creature. A throwing creature may move its entire movement (M) before attempting the throw. The receiving creature may only move before or after the catch. If the receiver must move to get in range, it cannot move or throw after receiving the orb. If the creature has not yet moved when it receives the orb, it can move and throw as though it had started its turn with the orb in its possession.
To determine if the throw is successful, a player adds the throwing creature's Throw rating (T) and the receiving creature's Catch rating (C). Tribal bonus: if both throwing and receiving creatures are of the same color, add 4 to the combined throw/catch ratings. The player rolls a single d20. If the roll is less than or equal to the combined throw/catch ratings, the throw is successful and the receiving creature becomes the carrier. The throwing creature's turn is complete and can do nothing else this turn. If the creature successfully catches the orb, it may begin its movement and may even throw or hand the orb off to another creature. If a creature fails to make a catch, its turn is concluded. The dropped orb is placed using the following method which is called a loose orb placement roll:
Loose Orb Placement (d8 Placement). In the event that an orb is fumbled or a creature drops a catch, a new location of the orb is determined using this rule. From the square in the Arena where the orb is lost (due to incompletion or fumble), roll a d8 (eight-sided die) to determine the square where the orb lands. From the point of view of the rolling player, a roll of 1 is to the upper left whereas an 8 would be to the lower right. If the loose orb would move to a square occupied by a creature, that creature gains possession of the orb. If the loose orb moves to a square occupied by a portal, the player who last controlled the orb during the same turn scores a goal. If the loose orb placement would place the orb outside the Arena, reroll the loose orb placement from the same location.
b) Handoffs
Creatures can hand the orb off to a teammate occupying an adjacent square without requiring a throw/catch roll. Simply move the orb token from one creature token to the other. Handing off the orb ends the original carrier's turn. If you move a creature adjacent to an orb carrier even after the orb carrier has exhausted his movement points, a handoff may still be performed. The creature that is receiving the orb continues as normal. A player may receive a handoff from his or her teammate's creature during his or her own turn.
c) Scoring
Goals can be scored with the orb in three ways. First, a goal is scored if a creature carries an orb into a square occupied by a portal. The orb cannot be handed off to a portal.
Second, a goal is scored when a creature successfully throws the orb into a portal. If the creature is within its throwing Range (R) of a portal, it can attempt to throw the orb into the portal for a goal. To determine if a creature is successful, the creature's controller rolls a d20. If the roll is less than or equal to the throwing creature's Throw rating (T) plus 2, the attempt is successful and the player scores.
Finally, it is possible, though uncommon, for a goal to be scored on a loose orb placement roll (on an incomplete pass or fumble adjacent to a portal). In such a case, the player who last had control of the orb gets the point.
d) Blue Scoring Chip
When a goal is scored, the scoring player receives a blue scoring chip. Those orb and portal tokens are removed from the Arena. The portal token is rolled to a new location, a new orb card is drawn and a new orb token is rolled into play. The scoring creature's turn ends but any other creatures that have not yet taken their turns may now do so.
In this scoring example, the Lich moves to pick up the orb. With a pass Range of 5 (shaded area) it completes a pass to the Wyvern. The Wyvern has more than enough movement points to carry the orb into the portal and score a goal.
1.6.3 Engaging in Combat
All creatures have a single 'hit point' meaning that if they take damage in combat or other means, they are destroyed. When a creature is destroyed, the creature token is removed from the Arena and the player's creature card is discarded. Creature enchantments have the additional benefit of being a 'hit point' for the enchanted creature. If an enchanted creature is damaged, instead of the creature being destroyed, the enchantment is removed from the creature and discarded.
In most circumstances, a creature can move adjacent to an enemy creature and declare an attack. This declaration exhausts any of the attacking creature's remaining movement. To resolve combat, take the attacking creature's attack rating (A), plus any bonuses from enchantments or abilities, and roll a d20 (twenty-sided die). The defending player takes the defending creature's defense rating (D), adds any bonuses from enchantments or abilities, and also rolls a d20. If the attacker's combined roll value is greater than the defender's combined roll value, the defender is dealt a point of damage. If the damaged creature has an enchantment attached to it, the damage removes the enchantment, otherwise, the creature is discarded and the token is removed from the Arena. The attacking creature remains on the square where it originated its attack.
If the attacker's combined roll is less than or equal to the defender's combined roll, the defender survives without taking damage. If an attacking creature has more than one attack (indicated by the number next to the sword in the creature's attributes), it may attack again. It can either attack the same creature if the defender survived or another creature if it is in range.
Once the attacking creature has exhausted its attacks, any surviving defending creature may choose to counterattack. Follow the same combat procedure, only reversed (roll initial defender's attack rating versus initial attacker's defense rating).
a) Red Scoring Chip (Skins Rule)
If a creature is destroyed in combat, the player who controls the victorious creature takes the discarded creature token and places it in front of him/herself. This is known as a 'skin'. When a player/team collects three skins, they can be traded in for a red scoring chip. In the rare event that a player would play a creature whose token card is in a player's skin pile, that token is removed from the skins pile and becomes the controlling player's creature token. If a creature is destroyed by the random placement of another creature, portal, or event, no skin is rewarded.
b) Automatic Hit and Miss Rule
If the die on an attack roll reads '20' (what is known as a "natural 20"), the creature automatically hits. Likewise, if the die on an attack roll reads '1' ("natural 1"), the creature automatically misses. The only way for a defending creature to successfully defend against a natural 20 is to roll their own natural 20 on its defense roll. Altering a combat roll to 20 or higher does not mean a creature automatically hits (as it would if the die roll came up as a natural 20), nor does altering a combat roll to 1 or less mean a creature automatically misses.
c) Combat Restrictions
There are a few restrictions with standard combat. A non-flying creature cannot declare an attack on a flying creature unless the non-flying creature has a ranged attack. A creature carrying an orb cannot attack unless a special ability printed on its card or an enchantment attached to it specifically states that it is Adept (see Keywords on page 12).
Some creatures have the ability to carry out a ranged attack, which means they can declare an attack on creatures that are more than one square away. The creature's ability will state what range (how many squares away) the creature can attack from. If the defending creature survives, it cannot counterattack unless it has a ranged attack and the attacker is within the defender's attack range.
Ranged attacks can be declared even if the attacker is adjacent to the defender. In this situation, a defender may counterattack, even if it does not have a ranged attack. Unless otherwise clarified by the attacking player, creatures with ranged attack abilities will default to a ranged attack, even if adjacent to the target of their attack.
1.6.4 Using Special Abilities
Several creatures have special abilities detailed in the text below their portraits. For instance the Aura Mage has a Magic Ability that can only be used on her own turn and in lieu of movement or combat. Other creatures have different keywords which are defined below:
Creature Keywords
- Adept: Creature may attack while carrying an orb.
- Aggressive: If this creature is attacked, roll a d8. On a 1-4, this creature gets to attack first.
- Flying: Creature cannot be attacked by a non-flying creature unless the non-flying creature has a ranged attack.
- Magic Ability: Creature may use detailed Magic Ability in lieu of movement, combat, or orb maneuvering on its own turn.
- Noncarrier: Creature cannot maneuver the orb. If creature ever shares a square with an orb, roll d8 for Loose Orb Placement from that square.
- Range Attack X: Creature can attack from X squares away from defending creature.
- Resistant: Creature enchantments cannot be attached to this creature.
- Strong: Creature is unaffected by Heavy Orb restrictions.
- Venom: If this creature damages an enchanted creature, destroy that creature.
- Weak: Creature cannot enter a square occupied by Heavy Orb. If this creature shares a square with Heavy Orb, creature is destroyed.
Rulebook Icon: Some creatures have a book icon in the text below their portrait. While all the text required to explain the creature's ability is on the card, the icon indicates that there is additional clarification information about the creature's ability in the Bestiary.
1.7 Victory Conditions
ScrumBrawl is won by the player or team that is the first to earn three scoring chips, at least one of which must be a blue scoring chip.
When a player/team earns a third chip, the game immediately ends and the gloating may ensue.
1.8 Optional Rules
Playing Teams
Team games allow two players to match their skills against two other players. Gameplay remains virtually unchanged however a player may throw the orb to his or her teammate's creatures, though movement and actions of a teammate's creatures can only be performed on that player's turn. Team games are played with two orbs and two portals in the Arena. The first team to score three chips, one of which must be blue, is declared the winner.
Last Man Standing
Instead of placing portals randomly, each player places a portal on his or her edge the board (on either the 10 or 11 square). Each player begins with three chips. Each time a goal is scored in a player's portal, he or she loses a chip. When a player loses his or her final chip, that player removes his or her creature tokens and portal from the Arena. The last remaining player wins the game.
Simple Rules
Younger players have enjoyed ScrumBrawl by removing some of the more complicated aspects of the game. For example, remove some of the creatures from the deck that have complicated rules listings (e.g. Transmuter, Chaos Mage, and the Magic Stump). Which creatures you leave in may differ for your audience. Remove Alter Reality cards or Event cards as well to simplify the game even further.
1.9 Game Contents
- 100 playing cards
- 50 creature mini-cards
- 12 colored card token stands (4 sets of 3)
- 8 orb tokens
- 8 orb mini-cards
- 3 portal tokens
- 20x20 game board (The Arena)
- Dice: a red d20, a blue d20, and a black d8
- 20 scoring chips (10 blue, 10 red)
- Rule Book/Field Guide
2 ScrumBrawl Field Guide
2.1 Bestiary
Each creature entry gives the token colour, the attributes (T: Throw, C: Catch, R: Range, M: Movement, Attacks: the number of attacks shown by the sword icon, A: Attack, D: Defense), then the card's ability text, then its flavour text in italics.
Acherontic Knight
- Token: Red · T: 5 · C: 4 · R: 4 · M: 3 · Attacks: 1 · A: 5 · D: 5
- Ability: +4 A vs blue creatures.
- The Knight is an ethereal being woven into existence by the sinewy strands of wicked thoughts.
Amazon
- Token: Blue · T: 7 · C: 3 · R: 5 · M: 3 · Attacks: 1 · A: 5 · D: 4
- Ability: Range Attack: 3.
- Beautiful and expert in the ways of war, the fearless Amazon roams the Arena wielding a javelin and an insatiable thirst for the blood of foul beasts.
Ambrosian Knight
- Token: Blue · T: 5 · C: 4 · R: 5 · M: 4 · Attacks: 1 · A: 5 · D: 4
- Ability: +4 A vs red creatures.
- The happy and pure thoughts of mankind formed the ethereal Ambrosian Knight.
Aura Mage
- Token: Blue · T: 6 · C: 6 · R: 4 · M: 3 · Attacks: 1 · A: 4 · D: 4
- Magic Ability: Select any creature enchantment in play. Perform a standard combat roll on an opponent's creature. If successful, move enchantment to any other non-enchanted creature. No combat roll is necessary when targeting friendly creatures (your own or your teammate's).
- The raw essences of magic obey her whispered commands as the Aura Mage manipulates the enchantments of friend and foe.
Basilisk
- Token: Orange · T: 2 · C: 3 · R: 4 · M: 3 · Attacks: 1 · A: 4 · D: 5
- If an opponent's creature moves through a square or starts its turn adjacent to Basilisk, roll d8. On a 1-4, that creature's turn immediately ends. Do this once per creature per turn.
- The great Basilisk is among the most feared creatures in the rugged deserts of Nordoon from whom but a glance can paralyze.
Boulder Golem
- Token: Purple · T: 3 · C: 3 · R: 9 · M: 2 · Attacks: 2 · A: 9 · D: 9
- Strong (Not affected by Heavy Orb).
- Lumbering but powerful, the Golem has only one thing on its mind: Moss.
Bull Toad
- Token: Orange · T: 2 · C: 4 · R: 4 · M: 4 · Attacks: 1 · A: 4 · D: 5
- Ability: +4 A vs green creatures.
- Blending into the boulder-strewn terrain, Bull Toads are deceptively fast and crave the flesh of unsuspecting mercenaries.
Centaur
- Token: Green · T: 5 · C: 5 · R: 6 · M: 5 · Attacks: 2 · A: 4 · D: 5
- Ability: Range Attack: 4.
- Fierce and agile, the Centaur is a deadly marksman.
Centipede
- Token: Green · T: 1 · C: 2 · R: 4 · M: 4 · Attacks: 1 · A: 5 · D: 6
- Venom (A successful attack destroys creature, even if it is enchanted).
- Racing silently through the thick undergrowth of the forests of Brelland, the Centipede mercilessly snares its prey.
Chaos Mage
- Token: Blue · T: 3 · C: 3 · R: 4 · M: 3 · Attacks: 1 · A: 4 · D: 6
- Magic Ability: Select any creature in play. Perform a standard combat roll against an opponent's creature. If successful, relocate that creature at random (2d20). No combat roll is necessary when targeting friendly creatures (your own or your teammate's).
- Creatures relocated in this way do not lose their unused movement. If a carrier is targeted, roll new locations for both the creature and the orb.
- Mysterious even among the peoples of Cellessia are the ways of the mages who have studied the paths of chaos.
Chicken
- Token: Green · T: 1 · C: 1 · R: 2 · M: 6 · Attacks: 1 · A: 1 · D: 3
- Weak (Cannot enter a square occupied by Heavy Orb. If this creature shares a square with Heavy Orb, creature is destroyed.)
- At the beginning of Chicken's turn, roll d8. 1-4, Chicken decides to peck the ground and its turn ends.
- Raised in the finest hatcheries of Brelland, the chicken is well known for its fresh eggs, tender filets, and inborn desire to cross roads.
Chimera
- Token: Purple · T: 3 · C: 3 · R: 5 · M: 4 · Attacks: 3 · A: 6 · D: 6
- Adept (Can attack while carrying the orb).
- The nightmarish Chimera bears three heads in the likeness of an eagle, a wolf, and a dragon.
Cyclops
- Token: Orange · T: 4 · C: 4 · R: 7 · M: 3 · Attacks: 1 · A: 7 · D: 5
- Strong (Not affected by Heavy Orb).
- One eye and half a brain do not make this giant of the cliffs any less fearsome.
Demoness
- Token: Red · T: 4 · C: 4 · R: 7 · M: 4 · Attacks: variable · A: 5 · D: 6
- Adept (Can attack while carrying the orb).
- When Demoness attacks, roll d8. 1-3: 2 attacks; 4-5: 3 attacks; 6-7: 4 attacks; 8: 5 attacks.
- Dark and seductive, the Demoness simultaneously wields many twisted weapons of agony and destruction.
Dragon
- Token: Purple · T: 5 · C: 5 · R: 8 · M: 5 · Attacks: 2 · A: 6 · D: 8
- Flying. Strong. Range Attack: 2. Adept (Can attack while carrying the orb).
- Fierce and terrible to behold, the Dragon swoops from the skies above Tuliathu blowing a blazing inferno onto the hapless denizens below.
Druid
- Token: Green · T: 8 · C: 5 · R: 4 · M: 4 · Attacks: 1 · A: 3 · D: 6
- If a friendly creature (your own or your teammate's) is destroyed, roll d8. On a 1-4, that creature remains alive and is placed adjacent to the Druid (d8/Loose Orb Placement to place).
- The vibrations of life flow through the veins of the Druid. He draws death from the dying as water from a brook.
Eagle
- Token: Green · T: 2 · C: 4 · R: 4 · M: 6 · Attacks: 2 · A: 4 · D: 4
- Flying.
- Graceful and majestic, the Eagle races above the forests on missions of loyalty.
Fire Giant
- Token: Purple · T: 7 · C: 4 · R: 10 · M: 4 · Attacks: 1 · A: 8 · D: 8
- Strong (Not affected by Heavy Orb).
- Towering into the sky, the Fire Giant's flaming sword sends lesser foes to flight.
Frost Giant
- Token: Purple · T: 4 · C: 7 · R: 10 · M: 4 · Attacks: 1 · A: 8 · D: 8
- Strong (Not affected by Heavy Orb).
- Ice flows through the veins of the Frost Giant as he swings his frozen warhammer forged from the ice caves among the mountains of Tuliathu.
Gargoyle
- Token: Orange · T: 4 · C: 6 · R: 4 · M: 5 · Attacks: 2 · A: 4 · D: 5
- Flying. If Gargoyle is attacked or counterattacked, Gargoyle may turn to stone. Gargoyle gains +8 D, loses flying, and may not move, attack or manipulate orb on its next turn. Gargoyle cannot fumble when it is stone.
- Patiently waiting in the shadows, the Gargoyle suddenly springs into action catching all but the most vigilant unawares.
Ghost
- Token: Red · T: 2 · C: 2 · R: 3 · M: 4 · Attacks: 1 · A: 5 · D: 9
- Flying. Aggressive (If attacked, roll d8. On 1-4, Ghost attacks first).
- With a wail that sends the most valiant of men to their knees, the ghosts of Vitium exact their revenge on the living.
Gryphon
- Token: Blue · T: 3 · C: 5 · R: 4 · M: 6 · Attacks: 2 · A: 5 · D: 5
- Flying.
- The marshal of the skies, the Gryphon seeks justice for those over whom he watches.
Harpy
- Token: Orange · T: 6 · C: 6 · R: 5 · M: 5 · Attacks: 1 · A: 4 · D: 4
- Flying.
- The essence of vulture and a sick experiment on a young maiden in a mage's underground lab brought to rise the harpies of Nordoon.
Hellspawn
- Token: Red · T: 5 · C: 5 · R: 8 · M: 4 · Attacks: 2 · A: 7 · D: 7
- A great beast of the underworld of Vitium, the foul Hellspawn longs to wreak havoc among men.
Human
- Token: Blue · T: 7 · C: 7 · R: 5 · M: 3 · Attacks: 1 · A: 4 · D: 4
- Human can attack a creature from anywhere provided there is an unhindered line of sight and the path follows a row, column, or diagonal of the Arena. An unhindered line of sight means that there are no other creatures, orbs or portals between human and target of attack.
- The ingenious human finds ways to overcome his inferior size and speed.
Hydra
- Token: Purple · T: 3 · C: 3 · R: 5 · M: 4 · Attacks: variable · A: 5 · D: 8
- Adept (Can attack while carrying the orb).
- When Hydra attacks, roll d8. 1-4: 3 attacks; 5-6: 4 attacks; 7: 5 attacks; 8: 6 attacks.
- The Hydra has more heads than a roll of nickels.
Leprechaun
- Token: Blue · T: 2 · C: 2 · R: 2 · M: 4 · Attacks: 1 · A: 3 · D: 8
- Weak (Cannot enter a square occupied by Heavy Orb. If this creature shares a square with Heavy Orb, creature is destroyed.)
- When defending, add d8 to your regular defense roll.
- Tiny and mischievous, the Leprechaun is a quick, elusive and aggravating foe.
Lich
- Token: Red · T: 7 · C: 5 · R: 5 · M: 3 · Attacks: 1 · A: 8 · D: 4
- Range Attack: 3. +2 A vs. blue and green creatures.
- The Lich is a master of channeling evil into a powerful stream.
Lightning Imp
- Token: Orange · T: 2 · C: 2 · R: 2 · M: 6 · Attacks: 1 · A: 7 · D: 5
- Range Attack: 3. Resistant (Cannot be enchanted). If Lightning Imp deals any damage to an enchanted creature, destroy that creature. If Lightning Imp is destroyed, conduct Lightning Storm event. See Lightning Storm effects on page 31.
- A whirlwind of blue-white electricity, only the brave—or the foolish—dare approach.
The Magic Stump
- Token: Green · T: – · C: – · R: – · M: – · Attacks: 1 · A: 8 · D: 5
- Resistant (Cannot be enchanted). Noncarrier (Cannot maneuver the orb. If creature ever shares a square with an orb, roll d8 for Loose Orb Placement from that square). Ranged Root Attack: 4 (vs. non-flying creatures only).
- Magic Ability: choose an enchantment in play and roll d8: 1-4 destroys enchantment.
- If Stump is destroyed, roll d8. On 1-4, conduct Chaos Event and end the active player's turn. See Chaos effects on page 30.
- The patriarch of the trees of Brelland remains a force despite being chopped down for firewood by an ignorant lumberjack.
Minotaur
- Token: Purple · T: 5 · C: 5 · R: 6 · M: 4 · Attacks: 1 · A: 6 · D: 6
- Charge: If Minotaur can move its last three squares in a straight line directly toward opponent's creature, it gains +4 A. If that creature survives, it cannot counterattack and is thrown two squares along the same line as the charging Minotaur. See examples of Charge attack on page 36.
- Stay out of the path of this bad boy. When he's not charging around the Arena, you can find him sharpening his horns.
Mordrock
- Token: Purple · T: 4 · C: 4 · R: 8 · M: 3 · Attacks: 1 · A: 7 · D: 5
- Strong (Not affected by Heavy Orb). If Mordrock destroys an opponent's creature, it may take another turn. Mordrock only takes another turn if it is its controller's turn.
- The Mordrock's skull collection is almost as massive as his biceps.
Mummy
- Token: Red · T: 3 · C: 3 · R: 5 · M: 3 · Attacks: 2 · A: 5 · D: 4
- Aggressive (If attacked, roll d8. On 1-4, Mummy attacks first).
- Animated by an unspeakable curse, the Mummy prowls the darkness.
Necromancer
- Token: Red · T: 5 · C: 3 · R: 5 · M: 3 · Attacks: 1 · A: 4 · D: 4
- If any creature is destroyed and you do not control your maximum number of creatures, roll d8. On a 1-4, take control of that creature and relocate it to a random location (2d20).
- The Necromancer is adept at harnessing the power of death.
Nightmare
- Token: Red · T: 2 · C: 2 · R: 5 · M: 5 · Attacks: 1 · A: 7 · D: 5
- +6 A versus Unicorn, +2 A versus other blue creatures.
- The mane and tail of this horse of the underworld burns with unholy flame.
The Nork
- Token: Orange · T: 2 · C: 2 · R: 3 · M: 4 · Attacks: 1 · A: 5 · D: 1
- If Nork is destroyed, it explodes dealing 1 damage to all adjacent creatures and destroying any adjacent orbs or portals.
- An outcast from the goblin slums, the Nork's gastric disturbances can often become catastrophic.
Phoenix
- Token: Orange · T: 3 · C: 3 · R: 3 · M: 6 · Attacks: 2 · A: 5 · D: 5
- Flying. If Phoenix is destroyed, controller rolls d8. On 1-4, Phoenix returns to play at a random location (2d20) and takes another turn. Phoenix only takes another turn if it is its controller's turn, though it may returned to play on other players' turns.
- Born amidst the smoldering ashbeds of Nordoon, the Phoenix fills the sky with smoke, flame and terror.
Pixie
- Token: Green · T: 2 · C: 1 · R: 2 · M: 5 · Attacks: 1 · A: 3 · D: 6
- Flying. Weak (Cannot enter a square occupied by Heavy Orb. If this creature shares a square with Heavy Orb, creature is destroyed.) +6 D vs. Orange and Purple creatures.
- The Pixie is an exquisite creature, but a royal nuisance to the giants of the monster world.
Revenant
- Token: Red · T: – · C: – · R: – · M: 5 · Attacks: 2 · A: 8 · D: 8
- Resistant (Cannot be enchanted). Noncarrier (Cannot maneuver the orb. If creature ever shares a square with an orb, roll d8 for Loose Orb Placement from that square). Revenant can only be played when a creature you control is killed in combat. Immediately place Revenant into Arena (2d20). If Revenant is destroyed before killing a creature, randomly relocate it. If Revenant kills any creature, controller receives a red chip instead of creature skin and Revenant is removed from the Arena.
- The Revenant seeks nothing more than vengeance upon the living.
Satyr
- Token: Green · T: 7 · C: 3 · R: 5 · M: 4 · Attacks: 1 · A: 5 · D: 4
- Range Attack: 3.
- Rugged and hardy, the Satyr thunders through the mystical forests of Brelland.
Scorpion
- Token: Green · T: 2 · C: 2 · R: 4 · M: 3 · Attacks: 2 · A: 6 · D: 5
- Venom (A successful attack destroys creature, even if it is enchanted).
- Look at his tail. Do you have any idea how much that stings?
Skeleton
- Token: Red · T: 2 · C: 2 · R: 3 · M: 3 · Attacks: 1 · A: 4 · D: 4
- He's no coward even if he is gutless.
Sphinx
- Token: Blue · T: 4 · C: 4 · R: 7 · M: 5 · Attacks: 2 · A: 7 · D: 7
- Flying.
- The Sphinx is a royal and beloved leader among the people of Cellessia.
Spider
- Token: Green · T: 2 · C: 4 · R: 4 · M: 3 · Attacks: 1 · A: 6 · D: 5
- Venom (A successful attack destroys creature, even if it is enchanted).
- The spider's furry underbelly and dripping fangs are the last things many soldiers ever see.
Transmuter
- Token: Blue · T: 4 · C: 4 · R: 4 · M: 3 · Attacks: 1 · A: 4 · D: 4
- Magic Ability: Select any creature in play. Against opponent's creature, roll d8. On 1-4, exchange that creature card with a creature card in your hand. No roll is necessary when targeting friendly creatures (your own or your teammate's).
- Transmuted creatures may take their turn provided the creature they are replacing has not yet taken its turn. Perform transmutation only once per turn.
- The Transmuter has found a mysterious facet of magic between Alchemy and the Chaotic Arts.
Troll
- Token: Orange · T: 4 · C: 4 · R: 7 · M: 3 · Attacks: 1 · A: 5 · D: 7
- If Troll would be killed in combat, roll d8. On 1-4, Troll takes no damage this attack.
- The Troll's regenerative powers make him one of the toughest creatures in all of Nordoon.
Tuatara
- Token: Orange · T: 4 · C: 5 · R: 5 · M: 3 · Attacks: 1 · A: 5 · D: 5
- Range Attack: 2. Venom (A successful attack destroys creature, even if it is enchanted). Adept (Can attack while carrying the orb).
- An underage mage quickly learned that it was a mistake to target venomous lizards with anthropomorphic charms.
Unicorn
- Token: Blue · T: 2 · C: 2 · R: 4 · M: 5 · Attacks: 1 · A: 7 · D: 5
- +2 A and +2 D versus red creatures.
- The Unicorn is the embodiment of all things pure and will stop at nothing to rid the world of evil.
Wyvern
- Token: Purple · T: 3 · C: 3 · R: 5 · M: 6 · Attacks: 1 · A: 5 · D: 5
- Flying. Venom (A successful attack destroys creature, even if it is enchanted).
- The Wyvern is swift and vicious, a flurry of scales and claws when upset.
Yeti
- Token: Purple · T: 7 · C: 7 · R: 7 · M: 4 · Attacks: 1 · A: 5 · D: 7
- Think of him as a cute albino poodle, but a lot bigger, a lot stronger, a lot shaggier, and a lot smellier.
2.2 Enchantment Descriptions
Each enchantment is either a Creature Enchantment (attached to one creature) or a Team Enchantment (applies to all of a player's creatures).
- Angel Wings (Creature Enchantment): Creature gains Flying and +2 M.
- Aura of Blessing (Creature Enchantment): Creature gains +2 A and +2 D.
- Aura of Cursing (Creature Enchantment): When a creature enchanted by Aura of Cursing is damaged or destroyed, creature causing damage is also dealt one point of damage.
- Aura of Deflection (Creature Enchantment): Creature cannot be the target of normal combat range attacks.
- Bloodlust (Team Enchantment): All friendly creatures (your own and your teammate's) gain +2 A.
- Favor of the Gods (Team Enchantment): All friendly creatures (your own and your teammate's) gain +2 D.
- Frenzied Attack (Creature Enchantment): On attack or counterattack: roll d8. 1-4: 1 additional attack, 5-6: 2 additional attacks, 7: 3 additional attacks, 8: 4 additional attacks. If 7 or 8 is rolled, remove Frenzied Attack from creature at the completion of its final attack this turn.
- Morphous Armor (Creature Enchantment): Creature gains +4 D.
- Orb Harness (Creature Enchantment): Creature gains Adept ability (Can attack while carrying the orb).
- Precision (Team Enchantment): All friendly creatures (your own and your teammate's) gain +2 T.
- Raging Valor (Creature Enchantment): Creature gains +3 A.
2.3 Event Summaries
- Chaos (Instant Event): Empty the Arena and roll new locations for each portal and orb. Then, starting with the active player's creatures and continuing clockwise, roll all creatures into the Arena. Continue turn as normal unless the Magic Stump initiated the Chaos Event.
- Dispel (Played Event): Not an instant event. You may play this at any time. Remove any creature or team enchantment from the game, cancel the effects of an Instant Event before it occurs, or cancel the effect of another Dispel card. Instant events cannot be stopped once started. They can be dispelled after the number is rolled but not after the actions have started.
- Earthquake (Instant Event): For each non-flying creature, roll a d8. On a 1-4, destroy that creature.
- Fissure (Instant Event): Roll 2d20 to determine random location in the Arena. All non-flying creatures, orbs, and portals on and adjacent to both the red row and blue row are destroyed.
- Fumble (Played Event): Not an instant event. You may play this during any player's turn. If played during opponent's turn, it must be before a carrier moves, after a carrier completes its move, as a creature gains possession of an orb, or before an attempted throw. Orb carrier fumbles the orb. Roll d8 for placement. Fumble cannot be Dispelled.
- Gypsy Bazaar (Instant Event): All players immediately discard their hands. Three new cards are dealt to each player. Play any additional Instant Events received in this way starting with the active player continuing clockwise and resolve before continuing the turn.
- Hailstorm (Instant Event): For each enchantment in play, roll a d8. On a 1-6, destroy that enchantment.
- Lightning Storm (Instant Event): Roll d8 to determine number of strikes. For each strike, roll 2d20 for location within Arena. Lightning strike destroys everything in that square and all adjacent squares. Note: No skins are awarded for destroyed creatures, even if the event was caused by the Lightning Imp.
2.4 Orb Specifications
Each orb card is unique and has the following effect on its carrier.
- Chaos Orb: Relocate carrier (2d20) at beginning of its turn, pick up, catch, or handoff.
- Crystal Orb: Orb shatters on fumble, failed catch or drop by a destroyed creature. Relocate new crystal orb (2d20).
- Heavy Orb: Carrier has -1 M, -3 R and can't fly. Strong creatures are unaffected. Weak creatures cannot move Heavy Orb.
- Killer Orb: Orb becomes a weapon. Carrier has Range Attack equal to its throw range. Roll T vs. D for combat. Carrier is destroyed at end of its controller's turn. If the defender lives, roll for loose orb placement (d8) from the defender's position. If creature is destroyed, orb remains at that square.
- Leather Orb: All throws, catches, range and movement are unaffected.
- Shield Orb: Carrier receives +4 D.
- Slippery Orb: On attempted pickup, throw, catch or handoff, roll d8. 1-4: fumble/end creature's turn. 5-8: proceed as normal.
- Unstable Orb: At end of carrier's controller's turn, roll d8. 1: Orb destroys carrier and any adjacent creatures, orbs and portals. 2-4: Orb destroys carrier. Relocate Unstable Orb (2d20).
2.5 Combat Playbook
The examples below show combat as printed in the Field Guide. Each example lists the attack and counterattack rolls as "roll + rating = total" against "roll + rating = total".
2.5.1 Standard attack between non-flying creatures
Standard Attack: Centipede vs Cyclops. Attack: 14 + 5A = 19; 6 + 5D = 11, hit. Result: Centipede kills Cyclops on attack.
The Centipede moves adjacent to the Cyclops and declares an attack. Immediately, the controller of the Centipede rolls a d20 and adds the value (14 in this case) of that roll to its attack rating (A) which is 5 for a total of 19. The defending Cyclops also rolls a d20 and adds that value (6 in this example) to its defense rating (D) which is 5 for a total of 11. In this situation, the Cyclops is destroyed because the Centipede's attack of 19 exceeded that of the Cyclops's defense of 11.
2.5.2 Standard counterattack
Standard Counterattack: A. Knight vs Bull Toad. Attack: 7 + 5A = 12; 16 + 5D = 21, miss. Counter: 5 + 4D = 9; 15 + 4A = 19, hit. Result: Bull Toad kills Ambrosian Knight on counterattack.
The Ambrosian Knight moves adjacent to the Bull Toad and declares an attack. The Ambrosian Knight rolls a d20 and adds the value (7 in this case) of that roll to its attack rating (A) which is 5 for a total of 12. The defending Bull Toad also rolls a d20 and adds that value (16 in this example) to its defense rating (D) which is 5 for a total of 21. The Ambrosian Knight's attack fails and the Bull Toad is free to counterattack. The Bull Toad rolls the d20 (getting a 15) and adds that value to his A rating (4) for a total attack value of 19. Likewise the Ambrosian Knight rolls (getting 5) and adds to his D rating (4) for a total defense value of 9. In this example, the Ambrosian Knight is destroyed by the Bull Toad's successful counterattack.
If both creatures survive (both attack and counterattack fail), the attacking creature's movement is exhausted and combat between those two creatures ends. If a flying creature performs an adjacent attack upon a non-flying creature and fails to destroy it, the non-flying creature may counterattack. If a creature is attacked by more than one creature it may counterattack each attacker with its full number of attacks.
2.5.3 Ranged attack
Ranged Attack vs a Non-Ranged Creature: Dragon vs Skeleton. Attack 1: 12 + 6A = 18; 14 + 4D = 18, miss. Attack 2: 1*; 2 + 4D = 6, miss. Counter: Skeleton cannot counter, out of range. Result: Both creatures survive.
The Dragon moves to a location within the range of attacking the Skeleton and declares an attack. The Dragon has 2 Attacks (the sword icon) so immediately rolls the first attack. The Dragon's controller rolls a 12 and modifies the value to 18 by adding its A rating. The defending Skeleton rolls a 14, and adds 4 for its Defense, getting an 18. In case of a tie such as this, an attack fails. The second attack begins immediately and the Dragon's controller rolls a 1. Regardless of the A value, a 1 on an attack roll is an automatic miss. The Skeleton survived the Dragon's ranged attack but since it has no ranged attack, it cannot counterattack the Dragon. Both creatures survive and the Dragon's turn is complete. If the Dragon attacked a Centaur, the Centaur could counterattack with its Range Attack ability.
2.5.4 Attack on an enchanted creature
Attack on an Enchanted Creature: Fire Giant vs Enchanted N'mare. Attack: 19 + 8A = 27; 16 + 5D = 21, hit. Counter: 5 + 8D = 13; 15 + 7A = 22, hit. Result: Fire Giant destroys Nightmare's enchantment on attack. Nightmare kills Fire Giant on counterattack.
Printed-source note: the card-name "N'mare" is as printed in the Field Guide; the narrative below gives the Fire Giant's modified attack roll as 24, while the printed roll line reads 27. Both are shown as printed.
The Fire Giant moves adjacent to the Nightmare (which is enchanted) and declares an attack. Its modified attack roll of 24 is greater than the Nightmare's modified defense roll and therefore scores a hit. The controller of the Nightmare immediately removes the enchantment card from his creature and places it into the discard pile. Since the Fire Giant's attack is exhausted and the Nightmare is still alive, the Nightmare is free to counterattack.
2.5.5 Minotaur charge attack
If the Minotaur can use its last three squares of movement in a direct line toward an opponent, it can utilize its powerful Charge attack. (The Field Guide diagrams number the last three squares 3, 2, 1 along the charge line.)
Minotaur Charge Attack: Hit. Minotaur vs Yeti. Attack: 10 + 6A + 4* = 20; 14 + 5D = 19, miss. Result: Minotaur is able to use its Charge Attack by traveling the last three squares in a straight line toward the opponent's Yeti. If Yeti was enchanted, it would lose the enchantment and be thrown backward (see below).
Minotaur Charge Attack: Miss. Minotaur vs Yeti. Attack: 2 + 6A + 4* = 12; 14 + 5D = 19, miss. Result: The Yeti, though surviving the attack, is thrown backward two squares along the trajectory of the Minotaur's Charge. This creature may not counterattack, even if it has a Range Attack. If the Yeti would have been thrown beyond the edge of the Arena as a result of this movement, the Yeti would have been destroyed.
The surviving creature of a Minotaur Charge is thrown backward.