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HOW TO SET UP THE GAME
1. DISTRIBUTE CARDS: Each player needs the following cards: Fire, Earth, Water, Ice, Wind,
Lightning, 1 Health Tracker, 1 Energy Tracker, 1 Anima, 1 Grimslinger. Each player also needs
2-3 target cards, depending on how many other players there are.
The skull insignia on the back of your target cards,
and the arrows on the front, should be the same
color.
*You do not need to use target cards if there are only
2 players.
2. SELECT AN ARCHETYPE: Each Grimslinger card has a
suggested Archetype on the back, below the Grimslingers
name. Find the matching Archetype card. You are also free
to choose a different Archetype than the one listed.
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3. CHOOSE SIGNATURE SPELLS
(OPTIONAL): Have each player roll the dice
(re-roll if tied) The player with the highest
number will choose their signature spell first.Then players will take turns selecting
signatures spells in a clockwise fashion until
each player has 3.
QUICK PLAY OPTION: Randomly distribute
3 signature spells to each player.
NOTE: Signatures can only be used once
per game.
4. PUT SPELLS IN HAND: Put your element and signature spell cards in your hand, hidden
from others.
5. PLACE CARDS: Place your Target cards, Health and Energy Trackers, Archetype,
Grimslinger and Anima cards in front of you as shown. Set your Health and Energy levels
according to your Archetype. Note the position of the deactivated and discarded card piles.
6. SET UP THE NUMBER DECK: There are 10 cards
that look like playing cards. Shuffle these and place
them face down where all players can reach them.
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7. SET UP THE ITEM DECK (OPTIONAL): There are
40 item cards. Shuffle these together and place them
face down where all players can reach them.
EXPLANATION OF CARD TYPES AND HOW THEY WORK
SPELLS
1. Title Banner:Name of
the Spell.
2. Weakness Banner: This
banner describes which
elements the current card isweak or strong to.
3. Effect Banner: Details
the special effects that can
happen when playing this
card. If a spells effect is
ever mentioned, it is
referring to what is written
on this banner.
4. Resolution Number: When cards are revealed, this number is referenced to determine in
what order they are resolved.
5. Target: Specifies who this card targets, it is either Self, Team, All Players, All Foes or a
Single Foe. If a card targets Team it also targets Self.
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6. Energy Indicator: Only signature spells have these. It shows how many energy points (EP)
this card costs to you.
ITEMS
1. Title Banner:Name of the item.
2. Description Banner: Flavor text related to the item
that does not have any bearing on gameplay.
3. Item Effect: Details the special effects that can
happen when playing this card. Can also describe
special conditions for how the card is to be used.
4. Resolution Number: When cards are revealed,
this number is referenced to determine the order inwhich they are resolved during the Aftermath phase.
Some items do not have a resolution number.
5. Target: Specifies who this card targets. Some item
cards do not have targets.
6. Type: Specifies the type of item this is. Some items have multiple types. Possible types are:
Standard: These are played during the Draw phase instead of playing a spell card.
Combine: Can be combined with a spell card. You cannot play multiple combine cards
together.
Standoff: Can only be used during the Standoff phase.
Instant: Must be resolved as soon as it is drawn.
Passive: Has an effect that is always active or available as long as you have the card. It is not
to be discarded unless the cards effect says to do so.
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HEALTH ANDENERGY TRACKERS
The front and back of each
Tracker has flavor text
related to different
personality types. Choose
the side that you prefer and
place it face up.
As you take damage orexpend energy, slide your
Character and Anima cards
up (or down) accordingly
so that the arrow is pointing
to the correct number.
ANIMAS
There are special abilities listedon the front and back of the
Anima card: Reload, Purge and
Surge. These are used during
the Standoff Phase.
In order to use Reload and Purge
you must state that you are doing
so, then follow the instructions
written on the card.
To use Surge, flip the card over
and state that you are using that
ability, then follow the
instructions written on the card.
Flip the card back over at the end of the Aftermath phase.
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PLAYING THE GAME
Pre-game Knowledge and Glossary
WIN CONDITIONS: The duel will end when all but one player / team has 0 HP. Thus the last
player / team alive wins the duel.
HP is short for Health Points, EP for Energy Points, DMG for Damage, RN for Resolution
Number and DNC for Draw a number card.
ROLL refers to rolling a 6 sided die.
The duel is broken down into 3 phases (which constitute one turn) that occur over again until
the game is over.
When your HP reaches 0 you are not eliminated from the game but you cannot typically use
any of your abilities or cards (there are some special circumstances). If another player or card
gives you HP you will be allowed to use your cards and abilities again.
To play in teams simply do so and dont attack your team, friendly fire is on! Thus you can use
cards that target a Single Foe and All Players on your teammates.
Cards that target Team also target yourself.
An active card is one that is in your hand.
An in-play card is any card that was played that turn that has not yet been resolved.
Unless a card states that it does damage or DMG, its effects are not considered to be
damage. Ex: Reduce targets HP to 1 is not damage.
If players must DNC for a cards effect, they are required to reshuffle after each draw. This rule
does not apply to Face-offs.
Phase One - The Standoff
1. You may do the following and must tell the other players which actions you are taking:
Sacrifice health points (HP) for energy points (EP). The conversion rate is 1 HP for 1 EP. You
cannot sacrifice health if you are at full energy. You cannot sacrifice to 0 HP.
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Use your Surge, Purge and / or Reload abilities. Each ability can only be used once per
Standoff Phase.
Trade active (or in-hand) cards with teammates. You may also trade passive items. You may
only trade cards once with a single person (thus no back and forth).
Draw an item card. If you draw an item card you are not allowed to perform any other action
during the Standoff phase besides playing an item card or using your Archetype ability. If you
have already performed one of the other actions you are not allowed to search for items.
> This can only be done once per Standoff phase.
> At the end of the Standoff phase you are only allowed to have two item cards in hand
and one passive item beside your character card. Discard extras.
>If the item deck is ever depleted, shuffle the item discard pile and place it face down.
This will be the new item deck.
Play an item card with a Standoff or Passive type. You may only play one item card.
Use your Archetype ability if it can be used during the Standoff.
2. When you are finished, say Ready. When all players are ready, move on to phase
two, The Draw.
Phase Two - The Draw
1. Select a spell and a target card (even if your spell does
not target a single foe). Play them face down.
If you want to pass instead of playing a card you must still play
a spell and target card.
OR instead of playing a spell you can play a standard
type item. If you have an item card with a combine type
you may play that with a spell.
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If the combine card stipulates a specific spell then it can only be played with that specific spell.
You can only use one combine item per Draw phase.
2. When all players have placed their cards shout Draw! and reveal them. Then move
on to the Aftermath phase.
Once all cards have been placed and before they are revealed, you may state that you are
passing.
If passing, gain 2 energy. If you passed because of a cards effect you will still gain 2 energy.
Phase Three - The Aftermath
1. Deduct any energy costs of the spell you just played, including those that may be
described in the cards effect.
If you played a card that you do not have enough EP for, it will deduct the EP you have left and
then be discarded.
2. Resolve cards starting with a Resolution Number of 1 and continue through to 10.
If you are defeated (0 HP) before your card is resolved, it will not be resolved.
If more than one player has a card with the same resolution number they must ROLL to
determine whos will resolve first, second, third, etc. Re-roll if tied.
If two players played a spell with a RN of 9 and they targeted each other, the cards are
considered contested. Contested cards must still ROLL to see if they resolve before
uncontested cards with a resolution number of 9. You only need to DNC once for each pair of
contested cards.
Follow steps A, B, C to resolve contested cards:
A) Check the weakness banner on your element spell. If your element is beaten by the
opposing card, your card must be immediately discarded. The card that was not beaten
is considered a successful attack.
B) If neither card is beaten by the other you will have a Face-off. See Resolving
Face-offs.
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C) For successful attacks, apply all applicable damages (Surging, Apexing, Exhausting,
etc.) and effects that have not otherwise been negated by a spells effect or previously
applied.
If you played a card with a RN of 9 and your target did as well, but did not target you, you must
still check your weakness banner to see if their card beats yours. If it does, then your card mustbe immediately discarded. If it is not beaten, apply the effects written on the card.
If you must discard cards, shuffle the cards that could be discarded face down. Once shuffled,
draw the required amount of cards and put them in your discard pile, face down.
If you must deactivate cards, shuffle the cards that could be deactivated face down, excluding
any currently deactivated cards and the card you just played. Once shuffled, draw the required
amount of cards and put them in your deactivated pile. Place them face down and sideways.
Note that Deactivated cards will return to your hand after one turn.
2. Put deactivated cards from the previous turn back in your hand.
3. If you surged, flip the Anima card back over.
4. Discard the card you played unless otherwise stated on the card. Then move on to the
next Standoff phase.
Regardless of who played it, all discarded item cards go into the same discard pile, right
beside the deck of items.
If you are playing a free-for-all with 4 or more players and you played a spell that targeted a
single foe, you must deactivate the target card you used.
Resolving Face-offs
A Face-off is when two elemental beams of energy collide, resulting in a contest of strength,
luck and willpower to overthrow the other.
Face-offs occur when two players target each other with spell cards that have a resolution
number of 9 (element spells), and neither is weak to the other.
Face-offs consist of each player taking turns drawing cards from the number deck. The goal of
each player is to have a total value of cards in hand equaling 11 or as close to it as possible
without going over.
TERMINOLOGY:
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PUSH - When players draw a number card. This means pushing with greater force against the
opposing spell.
HOLD - When a player decides to refrain from drawing another card on their turn. Thus you are
going to refrain from pushing with more force against the opposing spell.
EXHAUST - When a player draws a number card that puts their total value of number cards in
hand over 11. The total damage from an opposing spell will be doubled if a player is exhausted.
Thus you tried to push with more force than you were capable of sustaining, causing your spell
to fail and leaving yourself vulnerable.
APEX - When a players number cards in hand total 11, in which case the spell will get +1 dmg
to its attack (if it is successful). This is the greatest amount of force you are able to apply to your
spell without giving in to the strain of the act.
The resolve a Face-off, follow these two steps:
1. Draw one card for each player from the number deck face up. The player with the highest
card goes first. These cards count towards your hand total. Draw another card for each player if
you tied.
2. Players facing-off then take turns Pushing or Holding. Pushing means drawing a
card face up. If you hold, you refrain from drawing a number card until it is your turn to draw
again.
Take note! There 10 cards in the number deck, two sets of numbers 1-5. Be sure to try and
calculate the odds of drawing the cards you need as you progress through the Face-off.
If both players hold, one after the other, the face-off ends and the player with the highest total
value in hand wins. The winners spell will apply any applicable damage and effects.
If a player exhausts they lose and the face-off ends. The winners spell will apply any
applicable damages and effects. Additionally, any DMG to be applied to the exhausted player
will be doubled.
Example: Jill apexes and Jack exhausts. Jill had played Lightning, which does 3 DMG and has
an effect. Because Jill apexed, her Lightning will now do 4 DMG. However, Jack exhausted, so
instead of taking 4 DMG Jack will take 8 DMG and the effects of Lightning. Also, Jacks spell will
do nothing because he lost the face-off.
If both players have the same total value it is a tie and neither attack is successful (i.e. neither
spell will do DMG or apply its effects).
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