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Posted:
Jun 10, 2008 1:32 PM
This is the preview of the official rules book for Fight Klub! Read and enjoy.
Fight Klub™ TCG Rules Draft v 0.9.1
Fight Klub is a game that pits your Hero or Villain against an opposing Hero or Villain in a battle for supremacy. Each character starts the game with a certain amount of Life, and can inflict and/or take damage during the course of the game. Your goal, whether playing as a Hero or Villain, is to deal enough damage to an opponent to win before you take too much damage and are defeated.
Victory Condition
The player that scores damage equal to or greater than the Life displayed on the opponent’s character wins the game.
Your Deck
1. Each player plays 1 Hero or 1 Villain. Games can be played with any combination of characters - Hero vs. Villain, Hero vs. Hero, or Villain vs. Villain.
2. A deck consists of 40 cards – 1 character (Hero or Villain), 12 Fight cards, and 27 cards in your Draw deck. The Draw deck cannot contain characters or Fight cards. There is a 3-card deck limit for any individual common or uncommon card. You are limited to only one copy of any rare card in your deck. Your Fight stack must start with 12 Fight cards, and no other card type may be placed in your Fight stack. There is a 3-card limit for any Fight card with a [Gold Icon] icon, which means that you may have no more than 3 [Gold Icon] cards total in your Fight stack.
3. All cards in a deck must be of the same “affiliation” – Hero or Villain. Therefore, all cards in a deck must have the same card back.
4. Certain cards are designated as “Signature cards.” These cards have an icon with the likeness of a Hero or Villain, and can only be used in decks using the corresponding character.
5. Each game also needs The Drop card, which is not counted against your deck total, and can be provided by either player.
Getting Started
1. Reveal your character and lay it on the table in front of you.
2. Determine randomly who starts turn 1 with The Drop (The Drop card is included in “One”). The player who has The Drop decides the order of actions for each phase of the entire turn. At the end of the turn, control of The Drop changes to the opponent. This continues each turn until the game ends.
3. Both players offer their deck and Fight stack to their opponent for shuffling.
4. Each player draws to the “Hand” value displayed on his or her Hero or Villain.
5. Each character has an Energy allocation that is awarded at the start of the game, and at the start of each turn (players
essentially get “double energy” at the start of the 1st turn). Both players should have available to them a quantity of
colored Energy tokens (Blue, Green, and Yellow).
Card Types
Heroes and Villains – Your character is placed on the table at the start of the game. It will have an Energy allocation that is awarded at the start of the game and the start of each turn. There will also be gametext on your Hero or Villain. In addition, your character may have “Imprint Energy” along the right side of the card. This is Energy that can be “spotted” to meet certain costs for playing cards and taking actions during the game. It cannot however, be “Burned” to pay the cost of playing a card or to pay any penalties dealt by the opponent.
Your Hero or Villain starts with a Life total, a Hold total, and a Hand total. Life is the amount of damage that it takes to defeat that Hero or Villain. The Hold total is the number of cards that you can hold onto when you Even up before
drawing to your Hand total. The Hand total is the number of cards that you draw to at the end of each turn. (You must discard down to your Hold number {if you choose to hold any cards} BEFORE drawing up to your Hand total.)
Fight cards - This card type is played during the game in the Fight phase of a turn. Fight cards have their own deck (Fight stack). When a fight is decided, the winning Fight card is scored in that player’s “Damage stack”. If a Fight card scores a “Double Damage” bonus (there are cards that do this!), the Fight card is turned at a 90-degree angle in the
Damage stack to indicate that the damage is doubled. A Fight card that is not scored is placed face down on the bottom of its owner’s Fight stack.
Skirmish types – There are 4 types of skirmish tabs in Fight Klub™: Mental, Physical, Spiritual and Fate. These
types have additional impact when referenced by another card (which will often give a player a bonus in that skirmish!).
Power cards – Power cards have 3 skirmish tabs across the top of the card. These 3 tabs will “match-up” with the 3
skirmish tabs on an opponent’s Fight card, and the winner of each skirmish is determined by the player who has the
highest skirmish total in each fight. There are other cards and actions in the game that can raise your skirmish total, so build your decks wisely! The player who wins the most skirmishes in a fight wins and scores his or her Fight card.
Clash cards – Some Fight cards have special gametext that does not use skirmish tabs. This is called “Clash gametext”. Whenever a Clash card is opposing a Power card, the Clash gametext is always used to determine the winner of the fight. If both player’s Fight cards are using Clash gametext, the player with The Drop determines which Clash gametext is used (he or she may even choose the opponent’s Clash gametext!).
Rotatable Fight cards – Some Fight cards have skirmish tabs or Clash on both ends of the cards! These cards have the ability to rotate as an Enhance action during a fight (based on the cost printed in each card’s gametext).
Center-skirmish bonus – Most Heroes and Villains will have one or more [Fist] icons at the top-center of their card. If the color of the [Fist] icon matches the color on the center skirmish tab, the character gets a bonus in that skirmish. Each [Fist] represents a +1 bonus for that Hero or Villain – but ONLY if the color of the icon matches the color of the skirmish tab.
Support cards – There are 4 types of cards that can go in the Draw deck: Conditions, Effects, Gear and Instants.
All four types are similar in that they are drawn from the Draw deck and are played from hand. Most of the time you have to “Burn” energy to play these cards.
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Condition – This card type is played to the table as a Setup action. Conditions often have game text that can be used and reused multiple times over multiple turns (as phase actions like Setup, Enhance, Score, or Cooldown). This card will
remain in play until destroyed or until the game ends.
Effect – This card type is played during the Enhance step of a fight, most frequently to boost your individual skirmish
totals. Playing an Effect counts as your Enhance action for the fight. Effects are placed on top of their owner’s current Fight card so that its three tabs align with the 3 skirmish tabs on the Fight card. Those numbers are then added to (or
subtracted from, depending on the Effect you have chosen!) that Fight card’s individual skirmish totals.
NOTE: Effects may NOT be played on a Fight card utilizing Clash gametext. Other Enhance actions may be taken if
applicable, but you may not play an Effect as your Enhance action while resolving Clash gametext, even if your Fight card is a Power card.
Gear – This card type is played to the table as a Setup action. During a fight, Gear may be “activated” as an Enhance
action by paying its activation cost (if any) and meeting any additional requirements (such as spotting costs). The game text will tell you when this card is to be destroyed or if it can be returned to the Support area to be used again.
Instant – This card type is played from hand during a specific phase of a turn (Setup, Enhance, Score, and Cooldown). The card will have a keyword which indicates the phase in which it may be played. When its cost is paid and it is played, it has its effect and then is discarded.
Turn Order
1. Setup Phase
The Setup phase is easy as 1-2-3. Both players will take the following actions during the Setup phase.
• Do this once – First Setup action (Add starting Energy tokens)
• Do this twice – Play one Condition OR one Gear OR one Instant • Setup OR Play one Setup action.
• Do this three times – Take the top three cards from the Fight stack and place them in front of the character.
*After three Fight cards are on the table for each player, both players must also reveal their Fight cards with “Fight card icons” at the top.
Each player will add Energy tokens to their Energy pool equal to the Start amount on their Hero or Villain (this is called the “First Setup action”). The player with The Drop will then decide who plays their Setup actions first. That player plays both of his or her Setup actions consecutively. The remaining player will then play his or her Setup actions. Finally, the Player with The Drop will take the top three cards from his or her Fight stack (without looking at or revealing them) and place them face down in front of his or her character. Then the opponent does the same, placing his or her Fight cards face down directly opposite and in the same order as the first player’s Fight cards. When both players have set out three Fight cards, they simultaneously reveal their Fight cards. Each Fight card in a match-up must orient with its “Fight card icon” at the top. These match-ups become the current turn’s fights.
Paying for cards
Each Condition, Effect, Gear, and Instant typically has a cost (or activation cost) associated with it. Unless otherwise noted, that cost is met by “Burning” the corresponding number and color of Energy tokens from your Energy pool. If there are enough Energy tokens available of the correct color, the appropriate number of Energy tokens are removed from your Energy pool and the card is played. If a card has a generic cost (Grey circle with a black number in the center), any type of Energy token may be used to satisfy that part of the card’s cost. Each token may only be counted once. To play a card that costs 1 Blue Energy and 1 generic Energy, a player would need to remove 1 Blue Energy token, and one additional token of any Energy color.
2. Fight Phase
Each of your three Fight card match-ups constitutes a fight. The Fight phase follows these steps:
• 1st Fight:
Enhance - Play one Effect OR one Instant • Enhance OR play one Enhance action.
Fight - Skirmish resolutions and/or Fight card gametext resolutions. Determine the winner of the current fight.
Score - Play one Instant • Score OR play one Score action. Then score any winning fight cards.
• 2nd Fight:
Same as first fight.
• 3rd Fight:
Same as first fight.
The player with The Drop decides which of the three fights to resolve first. Once decided, this fight is the “current fight”. The remaining fights are “unresolved fights”. Each player is allowed one Enhance action (order of play is decided by the player with The Drop) for the current Fight. A player must complete all Enhance actions before the opponent can take his or her Enhance actions. Each of the skirmishes for the current fight is then resolved (order of resolution is determined by the player with The Drop). If any skirmish has a Result tab, then any bonus or action associated with that Result tab is resolved upon winning that individual skirmish. The player who wins the most skirmishes during a fight is the winner of the fight.
After each fight is resolved, there is a Score step. Each player (order determined by The Drop) may play one Score
action. The winner of the fight then places his or her Fight card (scores the fight) in the Damage stack (off to the side) so that the Blood spots on the bottom of all scored Fight cards are visible by both players. The loser’s Fight card is placed face down on the bottom of that player’s Fight stack. Any Effects played on that fight, or other cards (such as Gear) that say they are to be discarded or destroyed after that fight are discarded as well. (Note: most Gear are returned to their
owner’s Support area.) For the remaining fights, the process is identical to the first fight. For each Fight card that is scored, damage is accrued against your opponent’s Hero’s/Villain’s Life. When the Fight card is moved to the Damage stack, any Energy tokens awarded (Signature Fight cards currently give a 1 token bonus for scoring the Fight card) are added to that player’s Energy pool.
Raise-the-stakes – Occasionally a fight will end in a tie (both players scored a skirmish, and had one tie, or one of the skirmishes
was nullified, or all 3 skirmishes were ties). In this situation, Fight cards are placed face down next to their
corresponding player’s Damage stack. All other cards that were played during that fight are discarded or returned to the Support area as normal. The next player to win a fight will also score his or her raise-the-stakes Fight card(s). The losing player places his or her raise-the-stakes Fight card(s) face down on the bottom of his or her Fight stack. When raise-the-stakes Fight cards are scored, they DO NOT gain any related bonuses that would normally be awarded. If a turn ends with unscored raise-the-stakes cards, those cards will remain as raise-the-stakes cards for the next turn’s Fight phase.
3. Cooldown Phase
The Cooldown phase contains end-of-turn mechanics as follows:
• Play one Instant • Cooldown OR play one Cooldown action.
• Discard down to Hold number, then Draw up to Hand number.
• Exchange The Drop
In this phase, the player with The Drop determines who will take their Cooldown action first. That player can then
either play actions with “Cooldown:…” on cards in play, or play an Instant • Cooldown from hand. When (both player’s)Cooldown actions are completed, the player with The Drop determines who will Even-up first. That player discards down to the Hold total on his or her character then draws up to that character’s Hand total. The remaining player does the same. Finally, The Drop changes hands. This signals the end of the turn.
Glossary
⦾ – This icon is used when referencing a game function that the opponent must (in most cases) take. Not only would you see it used in front of a game term as an effect of some other ability, but also occasionally as a cost. ⦾ Discards 1 means that “the opponent” must discard 1 card.
NOTES:
The default rule is that gametext refers to YOUR cards or YOUR Energy tokens unless otherwise indicated. Destroy 2 Conditions means Destroy 2 of YOUR Conditions. ⦾ Destroys 2 Conditions means that THE OPPONENT destroys 2 of his or her Conditions. Cards that require a selection means the owner of the item in question decides, unless
otherwise indicated. ⦾ Destroys 1 Condition means THE OPPONENT gets to decide which Condition gets destroyed if the opponent has more than 1 Condition in play. ⦾ Destroys 1 Condition, your choice means YOU get to choose.
Activate – This term describes the action that is taken when a Gear is used during a fight. A player will activate his or her Gear (as an Enhance action) and align that Gear’s skirmish tabs with the tabs of the current Fight card.
Add – This term means to add Energy tokens to the Energy pool. Typically, you will see it used in this way – Add .
Burn – This term means to remove Energy tokens from the Energy pool. Typically, you will see it used in this way –
Burn .
Card back – When playing a Hero, only cards with the Hero card back may be used. When playing a Villain, only cards with the Villain card back may be used.
Card limit – No more than 3 copies of any common or uncommon card may be included in a deck. No more than 1 copy of any rare card may be used in a deck. Also, no more than 3 copies total of any [Gold Icon] Fight card can be used in a Fight stack.
Cost – When playing cards with costs, an Energy token or tokens (of a specific type) must be used. More specifically it must be removed from the Energy pool to satisfy that cost. If the cost contains a number within a grey circle, any type of Energy token can be used to satisfy that cost, but each token may only be counted once (not once for the specific energy cost AND once for the generic cost). It is possible that a card has an “additional cost to play” in its gametext. This cost must also be paid before the card can have its effect.
Damage Marker – This term is used when referencing the blood drops found at the bottom left of Fight cards. When used in game text, this term is different than the term Damage done, or scored Damage. An example of this term would be when a card requires you to spot all Damage Markers on fight cards this round.
Deck size – The deck size is 40 cards (including the hero/villain).
Destroy – This means to remove cards from play (yours or opponent’s). You may see it used as Destroy 1 Condition.
Discard – This means to remove a card from hand and place it in owner’s discard pile. You may see it used as Discard 1.
Imprint Energy – This type of energy can be found on Heroes and Villains. It can be spotted to pay spotting costs for other cards, but it cannot be Burned like an Energy token.
Result tab terms –
ADD X – Add x Energy token(s) to the Energy pool. ⦾ ADDS X indicates that the opponent would add X Energy
tokens to his or her Energy pool.
BURN X – Often seen on Fight card result tabs as ⦾ BURNS X. This means that the opponent must (without benefit or use) remove X Energy tokens from his or her Energy pool. Unless specified, it can be of any type.
DESTROY X – You must remove a card from play and place it in the discard pile. ⦾ DESTROYS X means opponent must remove a card from play and place it in the discard pile.
DISCARD X – Discard X cards from hand. ⦾ DISCARDS X indicates that the opponent must discard X cards from hand. Unless otherwise noted, the choice (for which cards get discarded) lies with the player who must make the
discard.
DRAW X –Draw X cards from the Draw deck. ⦾ DRAWS X indicates that the opponent draws X cards from the Draw deck.
Retrieve – To recover a card from your discard pile and place it according to the instructions on the card.
©, TM, and ® Decipher Inc. legal notices at decipher.com/legal.
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