Difference between revisions of "The 10th Age"

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* Red: the Warrior Deck. The symbol for Warriors is '''crossed swords'''.
* Red: the Warrior Deck. The symbol for Warriors is '''crossed swords'''.
* Yellow: the Rogue Deck. The symbol for Rogues is a '''dagger''. '
* Yellow: the Rogue Deck. The symbol for Rogues is a '''dagger'''.
* Blue: the Mage Deck. The symbol for Mages is a '''magic staff'''.
* Blue: the Mage Deck. The symbol for Mages is a '''magic staff'''.
* Green: the Healer Deck. The symbol for healers is an '''ankh on a chain'''.
* Green: the Healer Deck. The symbol for healers is an '''ankh on a chain'''.

Revision as of 20:27, 9 May 2018

The 10th Age
Designer David J. Bouchard
Date 2018
Players 2+
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
Cards.gif Print this deck

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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

Summary

The 10th Age is a competitive game for two or more players. Players take turns performing Actions, including drawing cards from multiple decks, playing cards from their hands, or activating card abilities. Players do not engage each other directly, but instead compete to complete one or more objectives that are listed on certain played cards, or predetermined at the start of the game. The first to complete the necessary objectives wins the game.

Basic Rules

The Decks

There are multiple decks of cards in The 10th Age, each with its own kinds of cards.


The Character Decks

  • Red: the Warrior Deck. The symbol for Warriors is crossed swords.
  • Yellow: the Rogue Deck. The symbol for Rogues is a dagger.
  • Blue: the Mage Deck. The symbol for Mages is a magic staff.
  • Green: the Healer Deck. The symbol for healers is an ankh on a chain.
  • Purple: the Support Deck. the symbol for supporters is a harp.

All character decks contain the same kinds of cards.

  • Character Cards: These cards describe playable characters, including their stats, abilities, and cost.
  • Ability Cards: These cards describe abilities that can be played, either permanently or temporarily.
  • Action Cards: These cards describe special actions that can be used once when played.

The Item Decks

  • Gray: the Shop Deck. The symbol for items is a pouch.
    • Item cards can be bought or sold, and represent common items used while adventuring.
    • Item cards can sometimes be gained because of Adventure cards.
  • Gold: the Loot Deck. The symbol for items is a coin.
    • Loot cards represent rare treasures or improved equipment that can be used while adventuring.
    • Loot cards are sometimes gained because of Adventurer cards.

The Adventurer Decks

There are multiple Adventure Decks, each representing a different adventure, dungeon, quest, goal, etc.

  • Brown: the Adventure Deck. The symbol for an adventure card is a door.
    • Hazard cards represent dangers that players /encounter and must be overcome to progress:
      • Dangers: these cards represent adventure-wide dangers (ie. Winter's Chill or Earthquakes).
      • Traps: these are specific dangers that can harm individuals or groups (ie. Pit Trap or Spikes).
      • Monsters these are creatures of various dangerousness that are encountered (ie. Giant Spider or Orgg Warrior).
      • Hazard cards list their preferred target. If no such target is available, the player being targeted may choose.
    • NPC cards are neutral characters that can be interacted with in a variety of ways.
    • Objective cards fall into three categories:
      • Victory Conditions: describe actions that must be completed to win the game (ie. Kill the Dragon, Pull the Correct Lever, or Retrieve the Eye of Eternity).
      • Quests: a list of conditions which, when met, grant a reward (ie. Bring me a Shrubbery).
      • Objectives: items or actions which are used to fulfill Victory Conditions (ie, A Mysterious Lever Levers, A Shrubbery, 'The Dragon or The Eye of Eternity).
    • Event cards represent occurrences which effect one or more players in various ways.
    • Choice cards present players with a choice, with different outcomes depending on what choice is made.

Start of Play

Setup


Each player selects 5 Adventurers and places them into play in a row in front of them; this is their party. A party can have no more than 5 characters in it, but can have Auxiliaries - non-character units that fall under an individual character's control. The character on the left of this lineup is the party leader.

Each player then selects 5 Item cards at random; they may play any that are possible to play, and keep the rest in their hand.

Each player then draws a hand of 5 Character cards of any color (Red, Yellow, Blue, Green, or Purple); this is their hand. A player's hand size is limited to a maximum of 10 unless they have cards in play to change this rule (ie. an Item card such as a Backpack).

Each player is given 500 Gold.

Selecting an Adventure


The players must agree on an Adventure deck to play. Mixing decks is not advisable.

Default Victory Condition: If the entire Adventure deck has been drawn and played, the game ends and the player with the highest total value of cards in play is the winner.

Deck Specific Victory Condition: If a player meets an in-play Victory Condition, the game ends with them as the winner. This victory overrides the Default Victory Condition.

Rules for Play

Card Breakdown

Card List

Test Cards

12/4

25
Adam the Mighty
Adventurer - Fighter - Barbarian
Power: 4

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Axe, Leather Armor
Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.


14/4

50
Betty the Savage
Hero - Fighter - Barbarian
Power: 5

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Longsword, Chainmail

Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.
16/4

100
Charles the Brutal
Elite - Fighter - Barbarian
Power: 5

Skill: 4
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Greatsword, Chainmail

Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.
18/4

175
Dave, Scourge of Worlds
Legendary - Fighter - Barbarian
Power: 6

Skill: 4
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Battleaxe, Chainmail

Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.
20/4

250
Eve, Godslayer
Epic - Fighter - Barbarian
Power: 3

Skill: 3
Mind: 1
Armor: 3
Essence: 3
Ward: 3


Equipment: Giant's Sword, Chainmail

Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.
4

50
Frenzy
Attack Enhancement
Info: Play on a character that has the Rage ability.
Ability: Increase Rage damage by +1d6.



6/10

25
Frank the Shadow
Adventurer - Rogue - Thief
Power: 2

Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Dagger, Tool Kit, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
8/10

50
Genna Quick
Hero - Rogue - Thief
Power: 2

Skill: 5
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Short Sword, Tool Kit, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
10/10

100
Hank the Hand
Elite - Rogue - Thief
Power: 2

Skill: 6
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Short Sword, Tool Kit, Buckler, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
12/10

175
Ivy the Night Stalker
Legendary - Rogue - Thief
Power: 2

Skill: 6
Armor: 2
Mind: 4
Essence: 1
Ward: 3


Equipment: Rapier, Tool Kit, Buckler, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
12/12

250
Joe; Just Joe
Epic - Rogue - Thief
Power: 2

Skill: 6
Armor: 2
Mind: 4
Essence: 1
Ward: 4


Equipment: Rapier, Tool Kit, Buckler, Heavy Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
5

50
Sneak Attack
Attack Enhancement
Info: Play on any Rogue character.
Ability: if your attack dice roll (before modifiers) is 9 or more AND the attack succeeds, deal +1d6 damage.



4/12

25
Kylie the Powerful
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 4
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
4/14

50
Larry the Lethal
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 5
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
4/16

100
Marcie von Wrankle
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 6
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
4/18

175
Norman of Whisperwood
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 7
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
4/20

250
Olivia the Glorious
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
25
Incendiary Boost
Spell Enhancement
Info: Play on any Mage character
Ability: Whenever this character casts a spell, the spell's damage type gains fire in addition to its listed damage type or types.



8/8

25
Peter the Blessed
Adventurer - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3


Equipment: Cudgel, Chainmail, Wooden Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
9/9

50
Quin Solaris
Hero - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 5
Ward: 3


Equipment: Mace, Chainmail, Silver Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
10/10

100
Robert the Banner
Elite - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 5
Ward: 4


Equipment: War Mace, Chainmail, Silver Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
11/11

175
Sally the Fourth
Legendary - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 6
Ward: 4


Equipment: War Mace, Chainmail, Silver Icon, Holy Relic

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
12/12

250
Timothy the Disciple
Epic - Healer - Cleric
Power: 2

Skill: 2
Armor: 4
Mind: 1
Essence: 6
Ward: 4


Equipment: War Mace, Plate & Mail, Silver Icon, Holy Relic

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
9

100
Purification
Lux Spell
Info: Play on one ally card that is affected by one or more Debuffs, then discard this card.
Ability: Discard any Debuff effects on the target.



8/8

25
Ursula the Dramatic
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2


Equipment: Instrument, Short Sword, Gambeson

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
8/10

50
Victor the Flamboyant
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 5
Essence: 3
Ward: 2


Equipment: Instrument, Short Sword, Gambeson, Performer's Cloak

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
9/11

100
Wanda Silvertongue
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 5
Essence: 4
Ward: 2


Equipment: Instrument, Short Sword, Tools, Gambeson, Performer's Cloak

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
9/13

175
Xavier Charming
Adventurer - Support - Bard
Power: 2

Skill: 4
Armor: 1
Mind: 5
Essence: 4
Ward: 2


Equipment: Instrument, Rapier, Tools, Gambeson, Performer's Cloak

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
10/14

250
Zelda Noylol
Adventurer - Support - Bard
Power: 2

Skill: 4
Armor: 1
Mind: 6
Essence: 4
Ward: 2


Equipment: Instrument, Rapier, Tools, Leather Armor, Performer's Cloak

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
10


150
Ballad of the Gobbslayer
Song Spell
Power: +2

Skill: +2


Info: Play on any Bard; if the Bard takes any other action, discard this card.

Gobbslayer: While this Ability is in play, all allies gain these bonuses when attacking Gobbs, Hobbs, or Orggs.



10

50
Short Sword
Weapon - 1-Hand
Physical, Melee

Power: +2
Skill: +2
Armor: +1


Info: A short blade, ideal for fighting in close quarters.
Combat: Grants bonuses to combat stats. 3 Slash: As an action, make one cutting melee attack against one target.

3 Strike: As an action, make one piercing melee attack against one target.
5

25
Carved Flute
Instrument - 2-Hands
Magical

Skill: +1
Mind: +1


Info: A rustic musical implement that a Bard can use to manifest magical effects.

Ability: Song Spell effects that Buff allies' Skill and Mind gain these bonuses.
15

50
Shield
Shield - 1-Hand
Physical

Power: +1
Skill: +1
Armor: +2
Ward: +2


Info: Wooden planks reinforced with metal,
Combat: Grants bonuses to combat stats. This item has no effect against Mind abilities.

7 Cover: As an action, increase your Armor and Ward by a further +2 until the beginning of your next turn. You cannot use attack Actions while using Cover.
25

150
Chainmail
Armor - Body
Physical

Armor: +2
Ward: +1


Info: Tiny steel rings that are interlinked into an armored shirt.
Combat: Grants bonuses to combat stats. This item has no effect against Mind abilities.

Specialty: Gain a further +1 Armor against piercing and cutting attacks.
5

150
Ivory Wand
Weapon - 1-Hand
Ranged, Magical

Power: +3
Skill: +3


Info: A slender rod intricately carved from animal ivory.
Combat: Grants bonuses to combat stats.

Magic Boost: Add the above listed Power bonus to Lux Spells.



10/0

1,000
Venomblade
Weapon - 1-Hand
Melee/Thrown, Physical, Magical, Poison

Power: +1
Skill: +1


Info: This crooked dagger seems carved from black metal and sports a sickly-green emerald in the hilt.
Combat: Grants bonuses to combat stats.

Envenomed: Adds 1d6 poison damage on successful attack.
15

2,500
Firebrand
TYPE - SLOT
Melee, Physical, Magical, Fire

Power: +2
Skill: +2


Info: This wavy-bladed short sword burns with a brilliant flame when drawn.
Combat: Grants bonuses to combat stats. Burning: Adds 1d6 fire damage on successful attack.

Fire Burst: Adds +1d6 additional fire damage on a successful critical hit.
10

1,000
Cloak of Protection
Accessory - Back
Magical

Armor: +1
Ward: +1


Info: This fine cloak shimmers with a faint magical aura.

Combat: Grants bonuses to combat stats.
50

6,500
Mithril Plate & Mail
Armor - Body
Physical

Armor: +6
Ward: +6


Info: This chainmail armor, reinforced with metal plates, is made of gleaming, ultra-strong mythril.

Combat: Grants bonuses to combat stats.
10

5,000
Amulet of Health
TYPE - SLOT
Magical

Info: This silver pendant holds a glowing, heart-shaped ruby.
Bonus Health: This item grants its owner temporary HP. This HP is lost before the owner's HP when they take damage.

Depletion: When this item's temporary HP is reduced to 0, it is destroyed.




1,000
Ancient Barrow
Location - Crypt
Info: This grassy mound is fronted by a doorway, protected by a large boulder that has been dislodged slightly by time.
Explore: Draw an Adventurer card.


6/0

25
Gobb Hunter
Hazard - Gobb - Hunter
Power: 3

Skill: 4
Armor: 3
Essence: 1
Ward: 2


Info: A scraggly gobb, he looks like he hasn't seen a bath in years. Actions: At the start of each player's turn, this Monster makes one ranged attack against the player's unit with the lowest HP.

Equipment: Short Bow (Power +2), Dagger (Power +1), Hide Armor (+2 Armor)
100
Pit Trap
Hazard - Physical - Trap
Power: 6

Skill: 2


Info: A crudely disguised hole, about ten feet deep. Permanent: This hazard remains in play at the location it was drawn for. Every player unit that acts at this location must encounter this Hazard.

Disarm: A Character with Tools can make a contested Skill check to destroy this card.


125
Wandering Merchant
NPC - Human - Rogue
Power: 1

Skill: 4
Armor: 2
Essence: 3
Ward: 2


Info: A young fellow selling an assortment of items.
Permanent: This card remains in play at the location it was drawn for. Every player unit that acts at this location may choose to encounter this Hazard.

Shop: Draw an Item card.
Exploration
ACTION
Select one option when played.

Explore: Draw a Location card and play it immediately.

Search: Select a Location card already in play; draw an Adventurer card and play it on that Location.






Etterra (talk) 20:12, 1 May 2018 (UTC)