The 10th Age
The 10th Age | |
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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.) | |
Print this deck | |
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.
- Hazard cards represent dangers that players /encounter and must be overcome to progress:
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).
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
Each Round of Play consists of each player taking their Turn, one at a time, starting with a randomly selected first player, and continuing clockwise from them.
On a player's turn, they may perform three actions. They may all be different actions, or all the same action, or any combination thereof.
Actions
- Draw 1 Card: Draw a card from any deck.
- Activate 1 Card's Ability: Activate 1 card that is already in play. Mark or rotate the card to indicate that it has been Activated, and follow the rules on the card.
- Play 1 Card: Play 1 card from your hand into play; if the card is an Ability card, designate which of your Characters the card applies to.
- Permanent: The card is immediately played on the table face up.
- Ability, Item, & Loot Cards: These cards must be placed adjacent to an applicable character.
- Hazard Cards: These cards are immediately placed between the player's cards and the common play area when drawn, and are resolved immediately. If the resolution fails to Destroy the Hazard, move it to the common play area between all players.
- Location & NPC Cards: These cards are played in the common area immediately; follow the rules on the card.
- Action Cards: These cards activate when played; follow the rules on the card.
- One-Shot: One-Shot cards activate immediately when played; follow the rules on the card, and then discard it immediately.
- Save: Some One-Shot cards have a Save value. If they are activated
- Permanent: The card is immediately played on the table face up.
Card Stacking
- Stacking: If you play a card that is identical to a card you already have in play, the cards Stack. Stacked cards add their HP, but only increase all other stats by +1 for each additional card in the stack, after the first; their EP remain unchanged. For example, if there are three Wolves in a stack, the stack has the sum HP of all three Wolves (minus any HP lost to combat), but all of its other stats gain a +2 bonus.
- Stacking Monsters: If you play a Monster card and fail to destroy it, and their are is an identical Monster (or stack of Monsters) in the common area, the undefeated Monster is added to the stack. Its HP (minus any HP lost in combat when played) are added to the stack.
- Stack Kills: If a stack suffers enough total damage to it's HP to equal to the max HP of one card in the stack, discard one such card and reduce all of that stack's bonuses accordingly by 1.
- Stack Saturation: If adding a Unit to a stack reduces its HP as a stack to kill one or more Units in it, discard Units according to the Stack Kills rule.
- Stack Damage: Stacks deal +1 damage per card in the stack.
- Stack DPT: Stacks that deal or suffer DPT (Damage per Turn) only deal or suffer +1 DPT for each card in the stack after the first. The duration of the DPT remains unaffected.
- Buffs on Stacks: Buff effects on stacks are cumulative; each card in the stack gains the buff.
- Debuffs vs. Stacks: Debuff effects on stacks are cumulative;each card in the stack gains the debuff.
- Stack Debuffers: Stacks with Debuff effects can only select one target for their debuff, gaining a bonus to their check for every card in the stack after the first.
Card Breakdown
Character Deck Cards
Character Cards
Ability Cards
Ability Cards
Item & Loot Deck Cards
Weapon Cards
Armor Cards
Accessory Cards
Consumable Item Cards
Adventurer Deck Cards
Hazard cards
Dangers
Traps
Monsters
NPC
Objective
Victory Conditions
Quests
Objectives
Event
Choice
Card List
Fighter Deck
Barbarian Characters
✪25
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.
✪##
Ability: EFFECT.
Warrior Characters
✪25
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.
✪##
Ability: EFFECT.
Soldier Characters
✪25
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.
✪##
Ability: EFFECT.
Rogue Deck
Thief Characters
✪25
Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Dagger, Tool Kit, Leather Armor
✪##
Ability: EFFECT.
Assassin Characters
✪25
Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Dagger, Tool Kit, Leather Armor
✪##
Ability: EFFECT.
Spy Characters
✪25
Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Dagger, Tool Kit, Leather Armor
✪##
Ability: EFFECT.
Mage Deck
Invoker Characters
✪250
Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪##
Ability: EFFECT.
Elementalist Characters
✪250
Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪##
Ability: EFFECT.
Necromancer Characters
✪250
Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪##
Ability: EFFECT.
Healer Deck
Cleric Characters
✪25
Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3
Equipment: Cudgel, Chainmail, Wooden Icon
✪##
Ability: EFFECT.
Paladin Characters
✪25
Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3
Equipment: Cudgel, Chainmail, Wooden Icon
✪##
Ability: EFFECT.
Druid Characters
✪25
Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3
Equipment: Cudgel, Chainmail, Wooden Icon
✪##
Ability: EFFECT.
Supporter Deck
Bard Characters
✪25
Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson
✪##
Ability: EFFECT.
Runesmith Characters
✪25
Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson
✪##
Ability: EFFECT.
Commander Characters
✪25
Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson
✪##
Ability: EFFECT.
Test Cards
✪25
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.
✪50
Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2
Equipment: Longsword, Chainmail
✪100
Skill: 4
Armor: 3
Mind: 1
Essence: 2
Ward: 2
Equipment: Greatsword, Chainmail
✪175
Skill: 4
Armor: 3
Mind: 1
Essence: 2
Ward: 2
Equipment: Battleaxe, Chainmail
✪250
Skill: 3
Mind: 1
Armor: 3
Essence: 3
Ward: 3
Equipment: Giant's Sword, Chainmail
✪50
Ability: Increase Rage damage by +1d6.
✪25
Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Dagger, Tool Kit, Leather Armor
✪50
Skill: 5
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Short Sword, Tool Kit, Leather Armor
✪100
Skill: 6
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Short Sword, Tool Kit, Buckler, Leather Armor
✪175
Skill: 6
Armor: 2
Mind: 4
Essence: 1
Ward: 3
Equipment: Rapier, Tool Kit, Buckler, Leather Armor
✪250
Skill: 6
Armor: 2
Mind: 4
Essence: 1
Ward: 4
Equipment: Rapier, Tool Kit, Buckler, Heavy Leather Armor
✪50
Ability: if your attack dice roll (before modifiers) is 9 or more AND the attack succeeds, deal +1d6 damage.
✪25
Skill: 3
Armor: 2
Mind: 3
Essence: 4
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪50
Skill: 3
Armor: 2
Mind: 3
Essence: 5
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪100
Skill: 3
Armor: 2
Mind: 3
Essence: 6
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪175
Skill: 3
Armor: 2
Mind: 3
Essence: 7
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪250
Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
Ability: Whenever this character casts a spell, the spell's damage type gains fire in addition to its listed damage type or types.
✪25
Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3
Equipment: Cudgel, Chainmail, Wooden Icon
✪50
Skill: 2
Armor: 3
Mind: 1
Essence: 5
Ward: 3
Equipment: Mace, Chainmail, Silver Icon
✪100
Skill: 2
Armor: 3
Mind: 1
Essence: 5
Ward: 4
Equipment: War Mace, Chainmail, Silver Icon
✪175
Skill: 2
Armor: 3
Mind: 1
Essence: 6
Ward: 4
Equipment: War Mace, Chainmail, Silver Icon, Holy Relic
✪250
Skill: 2
Armor: 4
Mind: 1
Essence: 6
Ward: 4
Equipment: War Mace, Plate & Mail, Silver Icon, Holy Relic
✪100
Ability: Discard any Debuff effects on the target.
✪25
Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson
✪50
Skill: 3
Armor: 1
Mind: 5
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson, Performer's Cloak
✪100
Skill: 3
Armor: 1
Mind: 5
Essence: 4
Ward: 2
Equipment: Instrument, Short Sword, Tools, Gambeson, Performer's Cloak
✪175
Skill: 4
Armor: 1
Mind: 5
Essence: 4
Ward: 2
Equipment: Instrument, Rapier, Tools, Gambeson, Performer's Cloak
✪250
Skill: 4
Armor: 1
Mind: 6
Essence: 4
Ward: 2
Equipment: Instrument, Rapier, Tools, Leather Armor, Performer's Cloak
✪150
Skill: +2
Info: Play on any Bard; if the Bard takes any other action, discard this card.
✪50
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.
✪25
Skill: +1
Mind: +1
Info: A rustic musical implement that a Bard can use to manifest magical effects.
✪50
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.
✪150
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.
✪150
Power: +3
Skill: +3
Info: A slender rod intricately carved from animal ivory.
Combat: Grants bonuses to combat stats.
✪1,000
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.
✪2,500
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.
✪1,000
Armor: +1
Ward: +1
Info: This fine cloak shimmers with a faint magical aura.
✪6,500
Armor: +6
Ward: +6
Info: This chainmail armor, reinforced with metal plates, is made of gleaming, ultra-strong mythril.
✪5,000
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.
Explore: Draw an Adventurer card.
✪25
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.
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.
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.
Explore: Draw a Location card and play it immediately.