Post by Zipp on Nov 29, 2005 21:36:02 GMT
CCG= collectible card game
That's right, this project, nearly 6 months after first being suggested, is finally underway over at Tower of the Sun. I'll post the current rules here, but it's a long post. Please note the values given in the examples are not yet set. Also, formatting gets lost when I post, but if you want a formatted PDF version, just PM me. This is coming in two parts, cause it's two big for one post:
The Game
In Lone Wolf: Ages of Magnamund, you play as gods who are fighting for influence over the fantastical world of Magnamund. By sending your minions on important quests, you will attempt to gain more power than your opponents.
What’s Needed
To play, each player must have a deck of LW:AoM cards. Decks must be no larger than 60 cards each and must include enough quest cards to equal 32 quest points. You’ll also need a combat results table and a d10 (otherwise known as a ten sided die), included with starter decks. A “0” on the D10 indicates a “10.” Counters will be helpful for keeping track of gold crowns, endurance points, and quests. First time players will want a copy of these rules. You’ll want to play the game on a flat surface with a good amount of space in front of each player.
The Playing Area
There are 6 main areas:
Deck
This is where you will draw your cards from.
Discard Pile
To the left of the deck is where you will put cards that are removed from play
Army
This is the area to the right of your deck, and is where you will place all of your character cards.
Backpack
This is an area below your army, where you will place item cards. Only eight cards can ever be in your backpack at a time.
Quest Zone
Above your army is where you will play Quest Cards. When a quest card is played, characters from your army will be put alongside it. Characters from the opponent’s army will be placed facing these characters. Characters in the Quest Zone are no longer part of the army. This is explained later on, in the game rules.
Belt Pouch
This is where you’ll keep your gold crowns, which you’ll use to hire characters and sustain them on quests. The belt pouch holds a maximum of 50 crowns.
The Cards
There are six types of cards in LW:AoM. They are detailed below.
Characters
Character cards are the most commonly used cards in LW:AoM. Character cards represent creatures and people on Magnamund whom you have control over. They will make up your army. They will go on quests and try to stop your opponent from completing their quests. They are how you will accomplish your goals. Character cards are played to your army.
Character cards have several stats listed on the cards, as described below:
In the top of the card is the character’s name. In most cases, this will be a species or class name rather than an individual name. To the right of this is the card’s point value. Below this stat, there will be two numbers, like this: 5/4. The first number is the gold cost, how much gold will be paid when the card is played, and every turn that it remains on a quest. The second is the income, how much gold it gives you each turn it spends in your army. Below this will be a heraldry. This is purely for flavor, as is the large picture. Below the picture is the class, which will say what class it is (Kai Lord, Barbarian, Giak, legendary knight, etc). Next to this will be the alignment. This affects how you play cards, and also which characters can go on quests. To the right of these stats will be the CS and EP scores. These are used in battle.
Below these stats will be a discolored box which will have text in it. This ability text will tell you what abilities (like spells or skills), if any, this character has and how to use them. Below this will be story text, which is purely for fun and has no bearing on gameplay.
Finally, on the bottom right of the card is a red number. This is the ante number, and is only used if you are playing an ante game, using the additional rules included at the end.
Items
Item cards, which include weapons, are used on your character cards to grant them special abilities or boosts. Item cards are played to your backpack and from there to character cards.
Item cards have many of the same stats as character cards, but may be missing one or more based on the item in question. Items have only a single gold cost, which is explained in the rules for playing items. If an item has a CS/EP score, it will have a + or - next to it, showing that this is what it adds or subtracts from a character card it is played on. You will be told what an item does in its ability text. Some items have a point value, as well, and cannot be played on characters with a lower point value.
Quests
Quests make up the objectives that your characters will try to complete in order to gain you power. At the end of the game, it is the player who accumulates more quest points who will win.
Quest cards are set up like the other cards, but have less stats. Some of the stats are also different. Instead of a point value, quest cards have a quest value which is explained in the rules. Instead of a CS/EP score, these cards have a stat called quest worth which will be a range of numbers, for example 10-15. This will affect who can go on the quest, and is explained later. Finally, instead of ability text, the quest card will have quest requirements listed, which tell you how many turns it takes to complete the quest. It will also tell you if there are any cards which will lower the number of turns, or make you win the quest automatically.
Locations
Location cards are played to your army, and can be attacked by other cards, but may not attack back. They are the only cards that can be attacked outside of a quest. While in play, they affect a wide range of cards, generally within a specific class. They cannot be sent into quests, nor can they attack a card. More information on how locations work is given later in the rules.
Locations have stats similar to the character cards, but they do not have a point value. You will be told what a location card does in its ability text. Also, location cards have a requirement to be brought into play. This requirement is listed here.
Abilities
Abilities are cards which you will either play on your opponent and their cards to hinder them, or on your own cards to grant them better powers. They represent skills, spells, and other abilities.
Some require that you have certain cards in play before you can use them, like the card lightning hand, which requires that you have a Brother of the Crystal Star in play.
Some you play on your own cards, granting them new abilities, like the card Magnakai Healing, or on your opponent’s cards, like limbdeath.
Some you play on your opponent’s hand or backpack, allowing you to force them to discard or to let you see their backpack.
You will be told exactly how an ability card works, along with its requirements, in the card’s ability text. The text will also tell you whether you can use it on your turn, your opponent’s turn, or either.
Encounters
Encounter cards are not set up like the other cards. They are used to force character cards into a battle against each other. They represent the efforts of you, as a god, to set up such an encounter. They are played at a specific point during the turn, but may be played during your opponent’s turn.
Encounter cards only have two stats. In the text box, it will say for how many rounds they last, and how many creatures can participate in those rounds.
Legendary Cards
Some cards are labeled Legendary. Only one of each legendary card can ever be played in an entire game. If you draw a legendary card into your hand that has already been played, remove it from play immediately and draw again.
Setting Up
Choose a player to go first (we recommend rolling a d10, with high roller getting to choose). Each player chooses one good or evil aligned character from their deck and plays it face up in their army, with the player who goes first picking their character first. The opposing player may now put down as many character cards of the opposite or neutral alignment who's combined point values are equal to or less then the point value of the character his opponent put down. These cards are chosen from their deck, and are played face down in the owner’s army.
Your opening character determines your alignment. Your alignment does not restrict what kind of cards you can play. Evil players can play good cards, and good players can play evil cards. However, from now on, whenever you play character cards, if they are of the opposite alignment of your opponent, they must go into your army face down. If they are of the same alignment as your opponent, they must go into your army face up. Neutral creatures can be played either face up or face down. If you play a character card face down, you may not use its abilities until that card has been revealed.
Once both players have chosen their cards, they shuffle their decks and draw seven cards into their hand. Each player now rolls the D10. Add ten to this number. This is the number of crowns you start with in your belt pouch. Now the turns proceed as described below.
Note: your starting character may not be a legendary character, unless you are playing by the additional rules included at the end.
Turns
Each turn proceeds in a series of phases. There are five main phases, with sub phases within them as follows:
Play Phase
May play abilities at any point
Play characters
Move items
Play locations
Quest Phase
Play quests
Assign quests
Hinder quests
Battle Phase
Quest Battles
Location Battles
Encounter Battles
Check Phase
Card check
Quest check
End Phase
Put items in backpack
Discard
Draw
Play Phase
May Play Abilities at any Point
At any point between the start of the play phase and the start of the upkeep phase, you may play ability cards. If the ability card is one that can be played during an opponent’s turn, you have from the start of their play phase to the start of their upkeep phase to play it.
If an ability requires you to have a certain card in play to use it, and that card is currently face down, you must flip that card face up when you use the ability. If you have more than one card which meets the requirement, only one may be flipped face up. This is one of the few times a face down card can be revealed when not hindering a quest.
For example, it is Terry’s turn. He plays the ability pestilence, which requires that he have a Cener Druid in play. In truth, Terry has three Cener Druids in play, but they are all face down. He flips one of them over and plays the card.
Another example, Greg has a Kai Lord played face down. He wants to give him the ability of huntmastery, so he flips over the Kai Lord and places the ability on him.
Play Characters
You may now play any characters from your hand to your army, keeping in mind that if they are of the opposite alignment than your opponent, they are played face down.
Character cards have two numbers related to gold. The first number, the gold cost, is how much gold you must pay to play the card. It is also used when this character goes on a quest. The second number is the income and is how much gold you will recieve each turn that this character spends in your army. Cards that are played face down don’t cost anything to play, but they also don’t give you any income.
You can lay down as many face down character cards as you can in a turn. However, for cards that will be played face up, you can only lay down one class per turn.
For instance, if you have in your hand a kai lord (good aligned), two knights (good aligned), a giak (evil aligned), and a gourgaz (evil aligned) in your hand, and your opponent is good aligned (meaning you have to put evil aligned characters in your army face down), then you can put down both the evil cards but not all three good cards. You’ll have to either play the Kai Lord, or one or both of the knights (since they are of the same class, the knight).
Legendary Characters are played differently, however. When you lay down a legendary character then, just like when the game opens, your opponent can search their deck for and play a number of opposite alignment or neutral characters whose combined point value is less then or equal to the point value of your Legend. Legendary Characters are always played face up, regardless of alignment. You can play Legendary Characters of the opposite alignment then yourself. In this case, the characters the opponent plays in response are not played face down.
For example, Terry (good aligned) is playing against Greg (evil aligned). Terry plays Darklord Zagarna, a Legendary Evil character. Zagarna has a point value of 15, so Greg looks through his deck for neutral or good characters to play. Because Terry is good aligned, Greg places his choices face up, though he chooses to have some of the neutral cards come into play face down, to keep them hidden until a later time.
Unless they are played face down, or the card text says otherwise, character abilities come into effect from the moment they enter play.
Move Items
At this point you may move any items in your backpack to any characters in play that they can be legally played upon. When moved onto a character, the card is flipped face up. Their effects come into play immediately.
You may also move items between characters in the army. You may not move items between characters in the army and the quest zone.
You may also move items from a character back into the backpack. In this case, they remain face up in the backpack. Remember their can only be eight items at a time in the backpack. You may not move items from characters in the quest zone into the backpack.
You may place items on cards that are face down. In this case, the item card is placed face up, but the card it is on remains face down.
Some items are one time use. After they are used, they go into the discard pile, unless they are legendary items, in which case they are removed completely from play.
Some items have a point value. In this case, the item may not be equipped by a character with a point value below the item’s. This will be mentioned on the card. All legendary items have a point value.
Play Locations
You may now play one location card from your hand to the army, as long as the requirements are met. These requirements, unless stated otherwise on the card, must be met by face up cards. Even though you may only play one a turn, more than one location may be in play at a time.
Locations cannot be sent into quests, nor can they attack a card, but they can be attacked themselves (see “Location Battles” in the Battle Phase). They also cannot equip items.
If you play a location that your opponent currently has in play, put their card in their discard, and play yours.
That's right, this project, nearly 6 months after first being suggested, is finally underway over at Tower of the Sun. I'll post the current rules here, but it's a long post. Please note the values given in the examples are not yet set. Also, formatting gets lost when I post, but if you want a formatted PDF version, just PM me. This is coming in two parts, cause it's two big for one post:
The Game
In Lone Wolf: Ages of Magnamund, you play as gods who are fighting for influence over the fantastical world of Magnamund. By sending your minions on important quests, you will attempt to gain more power than your opponents.
What’s Needed
To play, each player must have a deck of LW:AoM cards. Decks must be no larger than 60 cards each and must include enough quest cards to equal 32 quest points. You’ll also need a combat results table and a d10 (otherwise known as a ten sided die), included with starter decks. A “0” on the D10 indicates a “10.” Counters will be helpful for keeping track of gold crowns, endurance points, and quests. First time players will want a copy of these rules. You’ll want to play the game on a flat surface with a good amount of space in front of each player.
The Playing Area
There are 6 main areas:
Deck
This is where you will draw your cards from.
Discard Pile
To the left of the deck is where you will put cards that are removed from play
Army
This is the area to the right of your deck, and is where you will place all of your character cards.
Backpack
This is an area below your army, where you will place item cards. Only eight cards can ever be in your backpack at a time.
Quest Zone
Above your army is where you will play Quest Cards. When a quest card is played, characters from your army will be put alongside it. Characters from the opponent’s army will be placed facing these characters. Characters in the Quest Zone are no longer part of the army. This is explained later on, in the game rules.
Belt Pouch
This is where you’ll keep your gold crowns, which you’ll use to hire characters and sustain them on quests. The belt pouch holds a maximum of 50 crowns.
The Cards
There are six types of cards in LW:AoM. They are detailed below.
Characters
Character cards are the most commonly used cards in LW:AoM. Character cards represent creatures and people on Magnamund whom you have control over. They will make up your army. They will go on quests and try to stop your opponent from completing their quests. They are how you will accomplish your goals. Character cards are played to your army.
Character cards have several stats listed on the cards, as described below:
In the top of the card is the character’s name. In most cases, this will be a species or class name rather than an individual name. To the right of this is the card’s point value. Below this stat, there will be two numbers, like this: 5/4. The first number is the gold cost, how much gold will be paid when the card is played, and every turn that it remains on a quest. The second is the income, how much gold it gives you each turn it spends in your army. Below this will be a heraldry. This is purely for flavor, as is the large picture. Below the picture is the class, which will say what class it is (Kai Lord, Barbarian, Giak, legendary knight, etc). Next to this will be the alignment. This affects how you play cards, and also which characters can go on quests. To the right of these stats will be the CS and EP scores. These are used in battle.
Below these stats will be a discolored box which will have text in it. This ability text will tell you what abilities (like spells or skills), if any, this character has and how to use them. Below this will be story text, which is purely for fun and has no bearing on gameplay.
Finally, on the bottom right of the card is a red number. This is the ante number, and is only used if you are playing an ante game, using the additional rules included at the end.
Items
Item cards, which include weapons, are used on your character cards to grant them special abilities or boosts. Item cards are played to your backpack and from there to character cards.
Item cards have many of the same stats as character cards, but may be missing one or more based on the item in question. Items have only a single gold cost, which is explained in the rules for playing items. If an item has a CS/EP score, it will have a + or - next to it, showing that this is what it adds or subtracts from a character card it is played on. You will be told what an item does in its ability text. Some items have a point value, as well, and cannot be played on characters with a lower point value.
Quests
Quests make up the objectives that your characters will try to complete in order to gain you power. At the end of the game, it is the player who accumulates more quest points who will win.
Quest cards are set up like the other cards, but have less stats. Some of the stats are also different. Instead of a point value, quest cards have a quest value which is explained in the rules. Instead of a CS/EP score, these cards have a stat called quest worth which will be a range of numbers, for example 10-15. This will affect who can go on the quest, and is explained later. Finally, instead of ability text, the quest card will have quest requirements listed, which tell you how many turns it takes to complete the quest. It will also tell you if there are any cards which will lower the number of turns, or make you win the quest automatically.
Locations
Location cards are played to your army, and can be attacked by other cards, but may not attack back. They are the only cards that can be attacked outside of a quest. While in play, they affect a wide range of cards, generally within a specific class. They cannot be sent into quests, nor can they attack a card. More information on how locations work is given later in the rules.
Locations have stats similar to the character cards, but they do not have a point value. You will be told what a location card does in its ability text. Also, location cards have a requirement to be brought into play. This requirement is listed here.
Abilities
Abilities are cards which you will either play on your opponent and their cards to hinder them, or on your own cards to grant them better powers. They represent skills, spells, and other abilities.
Some require that you have certain cards in play before you can use them, like the card lightning hand, which requires that you have a Brother of the Crystal Star in play.
Some you play on your own cards, granting them new abilities, like the card Magnakai Healing, or on your opponent’s cards, like limbdeath.
Some you play on your opponent’s hand or backpack, allowing you to force them to discard or to let you see their backpack.
You will be told exactly how an ability card works, along with its requirements, in the card’s ability text. The text will also tell you whether you can use it on your turn, your opponent’s turn, or either.
Encounters
Encounter cards are not set up like the other cards. They are used to force character cards into a battle against each other. They represent the efforts of you, as a god, to set up such an encounter. They are played at a specific point during the turn, but may be played during your opponent’s turn.
Encounter cards only have two stats. In the text box, it will say for how many rounds they last, and how many creatures can participate in those rounds.
Legendary Cards
Some cards are labeled Legendary. Only one of each legendary card can ever be played in an entire game. If you draw a legendary card into your hand that has already been played, remove it from play immediately and draw again.
Setting Up
Choose a player to go first (we recommend rolling a d10, with high roller getting to choose). Each player chooses one good or evil aligned character from their deck and plays it face up in their army, with the player who goes first picking their character first. The opposing player may now put down as many character cards of the opposite or neutral alignment who's combined point values are equal to or less then the point value of the character his opponent put down. These cards are chosen from their deck, and are played face down in the owner’s army.
Your opening character determines your alignment. Your alignment does not restrict what kind of cards you can play. Evil players can play good cards, and good players can play evil cards. However, from now on, whenever you play character cards, if they are of the opposite alignment of your opponent, they must go into your army face down. If they are of the same alignment as your opponent, they must go into your army face up. Neutral creatures can be played either face up or face down. If you play a character card face down, you may not use its abilities until that card has been revealed.
Once both players have chosen their cards, they shuffle their decks and draw seven cards into their hand. Each player now rolls the D10. Add ten to this number. This is the number of crowns you start with in your belt pouch. Now the turns proceed as described below.
Note: your starting character may not be a legendary character, unless you are playing by the additional rules included at the end.
Turns
Each turn proceeds in a series of phases. There are five main phases, with sub phases within them as follows:
Play Phase
May play abilities at any point
Play characters
Move items
Play locations
Quest Phase
Play quests
Assign quests
Hinder quests
Battle Phase
Quest Battles
Location Battles
Encounter Battles
Check Phase
Card check
Quest check
End Phase
Put items in backpack
Discard
Draw
Play Phase
May Play Abilities at any Point
At any point between the start of the play phase and the start of the upkeep phase, you may play ability cards. If the ability card is one that can be played during an opponent’s turn, you have from the start of their play phase to the start of their upkeep phase to play it.
If an ability requires you to have a certain card in play to use it, and that card is currently face down, you must flip that card face up when you use the ability. If you have more than one card which meets the requirement, only one may be flipped face up. This is one of the few times a face down card can be revealed when not hindering a quest.
For example, it is Terry’s turn. He plays the ability pestilence, which requires that he have a Cener Druid in play. In truth, Terry has three Cener Druids in play, but they are all face down. He flips one of them over and plays the card.
Another example, Greg has a Kai Lord played face down. He wants to give him the ability of huntmastery, so he flips over the Kai Lord and places the ability on him.
Play Characters
You may now play any characters from your hand to your army, keeping in mind that if they are of the opposite alignment than your opponent, they are played face down.
Character cards have two numbers related to gold. The first number, the gold cost, is how much gold you must pay to play the card. It is also used when this character goes on a quest. The second number is the income and is how much gold you will recieve each turn that this character spends in your army. Cards that are played face down don’t cost anything to play, but they also don’t give you any income.
You can lay down as many face down character cards as you can in a turn. However, for cards that will be played face up, you can only lay down one class per turn.
For instance, if you have in your hand a kai lord (good aligned), two knights (good aligned), a giak (evil aligned), and a gourgaz (evil aligned) in your hand, and your opponent is good aligned (meaning you have to put evil aligned characters in your army face down), then you can put down both the evil cards but not all three good cards. You’ll have to either play the Kai Lord, or one or both of the knights (since they are of the same class, the knight).
Legendary Characters are played differently, however. When you lay down a legendary character then, just like when the game opens, your opponent can search their deck for and play a number of opposite alignment or neutral characters whose combined point value is less then or equal to the point value of your Legend. Legendary Characters are always played face up, regardless of alignment. You can play Legendary Characters of the opposite alignment then yourself. In this case, the characters the opponent plays in response are not played face down.
For example, Terry (good aligned) is playing against Greg (evil aligned). Terry plays Darklord Zagarna, a Legendary Evil character. Zagarna has a point value of 15, so Greg looks through his deck for neutral or good characters to play. Because Terry is good aligned, Greg places his choices face up, though he chooses to have some of the neutral cards come into play face down, to keep them hidden until a later time.
Unless they are played face down, or the card text says otherwise, character abilities come into effect from the moment they enter play.
Move Items
At this point you may move any items in your backpack to any characters in play that they can be legally played upon. When moved onto a character, the card is flipped face up. Their effects come into play immediately.
You may also move items between characters in the army. You may not move items between characters in the army and the quest zone.
You may also move items from a character back into the backpack. In this case, they remain face up in the backpack. Remember their can only be eight items at a time in the backpack. You may not move items from characters in the quest zone into the backpack.
You may place items on cards that are face down. In this case, the item card is placed face up, but the card it is on remains face down.
Some items are one time use. After they are used, they go into the discard pile, unless they are legendary items, in which case they are removed completely from play.
Some items have a point value. In this case, the item may not be equipped by a character with a point value below the item’s. This will be mentioned on the card. All legendary items have a point value.
Play Locations
You may now play one location card from your hand to the army, as long as the requirements are met. These requirements, unless stated otherwise on the card, must be met by face up cards. Even though you may only play one a turn, more than one location may be in play at a time.
Locations cannot be sent into quests, nor can they attack a card, but they can be attacked themselves (see “Location Battles” in the Battle Phase). They also cannot equip items.
If you play a location that your opponent currently has in play, put their card in their discard, and play yours.