Fantasy Wars

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Each player has their own deck, representing their army. Each player begins with an equal number of Points Tokens, representing their starting Points (P); these are spent to play cards. Once in play, cards remain in play unless destroyed.

Characters: Character (Thing) cards are played alone, or on units without a Character of the same type upon it. Character stats add to Unit stats. A free-standing Characters count as their own Unit Group, and other Characters or Units played on them add to that Unit Group.

Creatures: Creatures can be played singly on Characters, or used to create their own Unit Group.

Units: A unit represents a specific number of troops of a given type. Units can be played onto other, identical Units, making Unit Groups. Units in a Group have stats add with each other. Only one of any given type of Character may join a Unit group. If a Unit Group is dealt damage, discard one Unit card from the Group. If no Unit cards remain, discard one of the Unit's Character cards. If the only Character remaining has a Victory Point (VP) on it,

Items: Item (Thing) cards are played on Characters or Units.

Combat: Use Engage (Action) cards to activate a unit's combat ability. Special Action cards can also be used to cast spells or perform other actions. Compare a Unit Group's Attack to the target Unit Group's Defense; if it's higher, the target looses and discards one Unit from the Group.

Glossary *Thing: A card which remains in play, until Destroyed. *Action: A card which is played, dictating an action, and is then discarded. *Action, Lingering: An Action card that is not discarded until the condition on the card is met. *Character: A Thing card that represents a unique individual in combat. Characters always have a PV. *Unit: A Thing card that represents a number of soldiers. Units do not have a PV. *Unit Group: A group of cards that add their Attack and Defense scores together. They are made of identical Units OR Creatures, plus optional Characters. *Point Token: Tokens spent to play Cards. *(P): Abbreviation for Points or Point Tokens. *(VP): Abbreviation for Victory Points. *Victory Point: Numbers on certain cards; when captured (killed) by an opponent they are used to determine the game's victor. *General: The leader of an army; each player begins with one. When the General is killed, the game ends. *Attack: A number representing a card's offensive combat ability. *Defense: A number representing a card's defensive combat ability and armor. *Creatures: Monstrous beings that can be stacked into a Unit Group, or stand on their own. They can be ridden by Characters. *Items: Cards that can be played, sometimes on Units but usually on Characters, that increase their combat effectiveness in various ways. *Spells: Special Actions that are put into play using Mana instead of PT. *Mana: Energy used to cast spells. *Mana Die: A six-sided die (d6) used to track Mana; each spell-casting Character has their own Mana Die. *d6: A six-sided die. AKA 1d6. *Caster: A spell casting Character. *Terrain: A Thing that gives all of a player's Units an advantage or disadvantage in play. These can be played on your own, or another player. A played Terrain card replaces any already existing Terrain card they have in play.


Tag Index *Ranged: The Unit fires a ranged weapon; they may target Flying creatures. *Flying: The Unit can fly, and is immune to most attacks. Flying creatures can only be attacked by Ranged, Flying, and Magic attacks. *Magic: Magic attacks and spells. These are usually ranged. *Fear: Fear weakens enemy attackers. Units that cause Fear are immune to Fear and Terror. *Terror: Terror prevents a card from being attacked unless the attacker causes Fear or Terror, or is Fearless. *Fearless: The Unit is immune to Fear and Terror. *Dispel: A special kind of magic that all Casters may spend Mana to cast. *Mounted: Mounted units deal extra damage when Attacking or Charging. *Swarm: Swarming units deal extra damage to other units, unless they are Creatures or Swarms. *Fast: Always counts as Attacking, even when Defending. *Slow: Always counts as Defending, even when Attacking. *Ambush: May force an Attack to target them, instead of the original target. *Decoy: May force an Attack to target another target, instead of themselves. *Flaming: The unit is on fire and deals extra damage. *Flamable: The unit takes extra damage from fire. *Frost: The unit is cold, and slows opponents. *Poison: The attack deals damage every round. *Regenerate: The Unit returns to the player's hand if Destroyed. *Hatred: The Unit Hates a specific target type, and is immune to Fear and Terror against them. *Charge: The Unit deals extra damage when Attacking. *Vulnerable: the Unit suffers a penalty to Defense against certain targets. *Guardian: The Unit deals extra damage when Defending. *Frenzy: The Unit automatically Attacks every round, and is immune to Fear and Terror. *Skittish: The Unit suffers a penalty to Attack against certain targets. *Stupid: The Unit may not choose it's target; the Defending player does.