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Grimslingers Rulebook

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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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    Questions? Email them to: [email protected]

    mailto:[email protected]

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