Difference between revisions of "Awesome Rules Concept"

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<div style="float:right">{{toc}}</div>
  
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[[Category:ARC]]
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See also  [[Assemblage de Règles Chouettes|French translation of this page]].
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= Getting Started =
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== Basics ==
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ARC-mage or simply '[//arcmage.org/ arcmage]' is a card game with free (downloadable) cards.
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* Each card in the game belongs to a specific faction.  The factions are: Gaian, Dark Legion, Red Banner, House of Nobles, The Empire.
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* Each card has a card type: city, creature, enchantment, magic, or event.
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* Each player builds a deck of exactly 45 cards.
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== Required Materials ==
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To play arcmage you need a few things.
  
[[Category:ARC]]
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* '''A deck of cards''' (see [[#Deck Building]]). You can download the cards individually or get the pre-constructed decks, then print, cut and sleeve them.
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* Something to '''track each city's defensive strength''', such as: pen & paper; or some 20-sided dice
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* A set of '''faction counters''', each distinguishable from the others.  One counter for each faction in your deck.  For example, a green counter for Gaian, a black for Dark Legion, a red for Red Banner, and white for the Empire.
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== Deck Building ==
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Building your deck well is vital to success in the game. Players build their decks according to their personal playing style. Your choice of cards dictates your options during the course of the game, and directly affects how well you might fare against your opponents. As the game proceeds you will draw a given number of cards from the deck almost every round. The deck is shuffled at the start of the game, so you seldom know what cards you might draw. Usually, you would want to have a deck prepared ''before'' you sit down to play a game.
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* Every ''deck'' must contain exactly 45 cards.
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* The deck may contain cards from any combination of one or more factions, and any mixture of card types.
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* At least 3 of the 45 cards must be city cards.
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* A deck may only have up to 3 copies of a card.  Cards are considered copies if they have the exact same card name.
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* Every card in arcmage may be added to a deck (subject to these deck composition rules).
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* The backs of all cards in a deck should look ''identical''. (This can be achieved by sleeving them.)
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To get you started, we have some '''pre-constructed ready to play decks''' available:
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* [https://aminduna.arcmage.org/#/decks/b9c3f75d-8aaa-437a-b0dd-3d973edb3083 Gaian Love for Life] (single faction: gaia; theme: defensive, nature, harmony)
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* [https://aminduna.arcmage.org/#/decks/ed84714a-0570-4384-a303-f2ded1400bdd Uneasy Alliance] (multi faction: Red Banner & Dark Legion; theme: aggressive, direct damage, boost creatures)
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* [https://aminduna.arcmage.org/#/decks/0aa069a0-5e59-40dc-a443-692a89e151a0 Toll of Time] (single faction: House of Nobles; theme: control, mill opponents deck)
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* [https://aminduna.arcmage.org/#/decks/6776ddb8-3ce0-470b-8d2c-afb26bd29359 Brothers in Arms] (single faction: The Empire; theme: card search, creature synergy)
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* [https://aminduna.arcmage.org/#/decks/ade9be8e-a414-4da9-a97a-e843a40aa2af The Uprising] (single faction: Red Banner; theme: creating a horde of orcs, creature synergy)
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* [https://aminduna.arcmage.org/#/decks/25268444-33ad-42f8-8452-2089659bc91d Shadow League] (single faction: Dark Legion; theme: discarding, fear, undead and shadow creatures)
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* [https://aminduna.arcmage.org/#/decks/ and many more]
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== Winning ==
  
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A player '''wins''' when all other players have been defeated
  
=Intro.=
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A player is '''defeated''' when ''any'' of the following occurs:
== Disclaimer & info ==
 
*'''These rules are, in their current state, only intended for ''developers'' that work on the same ruleset as ngoeminne, which is dubbed "the Alternative Rules Concept", or ARC in short.
 
*Lingual edits are allowed by anyone as long as they keep the semantics and logic of the game, the intention of a rule and so on, fully intact and don't change how the game works.
 
*Rule-edits are allowed only after being cleared with ngoeminne first.
 
*The ARC intends to live up to the [[General Design Document]] & the [[Local design document (ORC)|Local Design Document for the ORC]].
 
*''All'' content in here can and will likely change as we continue development, concept- & playtesting and revising. Nothing in here represents the finalized game nor should it be seen as set in stone.
 
*Questions? Please post them in [http://WTactics.org/forum our forum] after ''mailing us for an account'' in there or mail them.
 
  
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* All of the player's cities have been destroyed, ''or''
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* The player has used up all the cards in her/his deck ''and'' is forced to draw another card
  
== Getting Started ==
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In cases where all remaining players are defeated at the same time, the game ends in a '''tie'''.
  
WTactis is a card game, with freely accessible cards (downloadable).
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== Resources ==
* Each card in the game belongs to a certain faction; Gaian, Dark Legion, Red Banner, House of Nobels and the Empire.
 
* Each card has a card type; city, creature, enchantment, magic and event.
 
  
To get started each player builds a ''main deck'' of at least 60 cards. The deck may contain cards of multiple factions, and all kind of types, except for the cities.
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Resources are necessary to play cards from your hand.
  
Secondly each player builds a ''cities deck'' of exactly 5 city cards.
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The common way to produce resources is to make resource cards ; but some cards, (i.e [[https://aminduna.arcmage.org/#/cards/9a8d0186-c805-4f3d-a62d-75140ad2fb04|Tunnel Network]]) can produce resources for the current turn without resource cards.
  
=== Winning the game ===
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During the ''Draw and Resources'' phase, you can put a card from your hand '''face down''' on the table and turn it into a resource card.
The aim of the game is to defeat all your opponents. You can defeat an opponent on several ways.
 
# You are able to reduce your opponent's Life Points (LP) to zero
 
# You have captured or destroyed all of your opponent's cities, and his/her cities deck is empty
 
# You have reached the target Victory Points (VP)
 
# Your opponent has used up all the cards in his/her deck and is forced to draw another card
 
  
In case you and your opponent's life points simulations reach zero, the player with the most victory points wins.
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# The card becomes a resource card for a faction of the player's choice.  The faction of the card does ''not'' have to match.
In case of a draw in victory points, the player holding the most cities in play wins.
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# Multiple resource cards for the same faction are grouped together, and placed near the faction's resource counter.
  
You will need something that can help to keep track of both the life points and victory points (i.e. pen & paper, two 20 sided dices)
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(The convention for counters used for resource cards is: Green for Gaian, Black for Dark Legion, Red for Red Banner, Blue for House of Nobles and White for The Empire.)
  
=== Gold, the source of all your power ===
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When you ''mark'' a resource card you ''produce'' a resource for the given faction for the current turn. All ''produced'', but unspent resources, expire at the end of each turn.
During the game you'll be able to gather gold reserves which you'll have to manage into different piles on the table.
 
One pile for each faction you've put in your deck.  
 
  
The gold reserves give you the power to play cards from your hand, and bring them into play.
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# All ''unmarked'' resource cards indicate how many resources are available for resource production in the current turn.
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# All ''marked'' resource cards indicate how many resources have been produced in the current turn.
  
=== Card Layout ===
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== Card Layout ==
 
Let's look at a typical card layout.  
 
Let's look at a typical card layout.  
  
<span style="float:left; margin-right:50px">[[File:Cardlayout.jpg|middle|200px|Card Layout]]</span>
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<span style="float:left; margin-right:50px">[[File:cardlayout.png|middle|200px|Card Layout]]</span>
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# '''Faction Logo:''' The Faction logo shows which faction the card belongs to - in this case the Red Banner faction.<br/>'''Resource Cost:''' The card's resource cost will be shown here as a number. The cost is the amount of resource cards you will have to spend - in this case 4 resource cards
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# '''Loyalty Marks:''' The loyalty marks indicate how many resource cards of the resource cost must be paid using the faction's own resources - in this case 2 red resources for the Red Banner faction - , the remainder of the resource cost can be paid using any kind of resources.
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# '''Card Art:''' The illustration has ''no impact'' on game play. The card art is merely for aesthetics, lending to the game's theme and setting.  It also helps players quickly identify and remember cards.
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# '''Card Name:''' Every card has a unique name.
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# '''Card Types:''' This line contains the ''types(s)'' of the card. Each card type is governed by specific rules, and are usually related to rules found on other cards.
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# '''Coloured Border:''' The border around a card reveals what faction it belongs to. In this example, the Imp Union Leader card has a red surrounding border, revealing--together with the faction logo--that this is a Red Banner card.
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# '''Card Text:''' Additional abilities and rules of the card are written in this area.
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# '''Flavour Text:''' The flavour text, always written in italics, has ''no impact'' on the rules of the game.  Like the card art, it is there for interest's sake, adding to the artistic appeal of the game.
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# '''Combat Statistics:''' The value on the left in the red circle is the creature's attack (ATK) value. The value on the right in the green shield is its defense (DEF) value. These values are used when a card engages in combat.
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# '''Footer:''' The footer contains information about the game, and the card's "collector's number" and version.<br clear=left>
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== Playing a card==
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A card is played in this way:
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# The player ensures that all prerequisites (if any) written on the card are met.  (If they are not satisfied, the card may not be played.)
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# Identifying the card's faction, the player pays the card's faction power cost by ''marking'' the corresponding amount of unmarked resource cards of that faction.
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# The card is put into play if it is resolved.
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Note that the marked resource cards are considered consumed for this turn, and may not be used to provide power for other plays.  Even if the card should end up not being resolved (played)--which might occur due to interplay of rules--the spent power is not recovered or refunded during the same turn.
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Prerequisites written on a card are often unique to the card.  They vary highly from card to card.
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Example prerequisite: "This card can only be played if you control fewer creatures than your opponent(s)."
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== Battleground Setup ==
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The battleground (the kitchen table :-) ) is divided into several areas. Below is a depiction of the proper table setup for one of the players in a game. Each player should have the same ''table layout'' in front of them.
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[[File:Battlefield.png|600px]]
  
# '''Cost & Faction Logo:''' The Faction logo - in this case a leaf for the Gaian faction -  shows which faction the card belongs to. If the card has a gold cost, it will be shown there as a number. The cost is the amount of gold you will have to spend from the corresponding resource pile. In this case, you'll have to use the gold you've put the Gaian gold resource pile.
 
# '''Loyalty:''' A card may have a number of loyalty marks. In case you ran out of gold for a certain faction, you are allowed to use one gold resource reserved for a different faction, for each loyalty mark on the card.
 
# '''Card Art:''' The illustration has ''no impact'' on the rules of the game or anything else. The card art is of purely aesthetical value and also helps the player to quickly identify and remember cards in addition to give the game a nice theme and setting.
 
# '''Card name / types:''' Every card has a unique name. Each part of the name also doubles as a subtype.
 
# '''Additional Card subtypes:''' This line contains the ''types(s)'' of the card. Each card type is governed by specific rules found in this document, while subtypes are usually associated with rules found on other cards.
 
# '''Coloured border:''' The border around a card reveals what faction it belongs to. Our Elvish Sorceress has a green surrounding border, revealing - together with the faction logo in 1 - that this is indeed a Gaian card.
 
# '''Card Text:''' Additional abilities of the card are written in this area.
 
# '''Combat Statistics:''' The first red value is the units attack (ATK). Second green shield value is it's defence (DEF). These values are used when being part of a combat.
 
# '''''Discipline:''' <This is obsolete and will be removed.>''
 
# '''Footer:''' Contains info about the cards collectors number and version, rarity and the game.<br clear=left>
 
  
=== Paying a card===
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=== Kingdom (1)===  
# The player looks at the card's faction's gold cost.
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When you build a city you place it in your Kingdom area. When creatures visit the city they become residents of that city and are placed on the same imaginary row as the city.
# The player then marks the corresponding amount of unmarked resource cards in the corresponding faction's gold stash to produce that much gold.
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Cities are peaceful places, so residents of a city can not launch attacks, but they defend their city bravely when attacked.
# The gold has now been spent, regardless if the card actually gets resolved or not.
 
# The card is put into play if it resolved.
 
  
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=== Your Army (2)===
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Creatures that will help launch an ''attack'' or ''defend'' against enemy attacks must be in your ''Army'' area, face up.
  
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=== The Faction's Power Reserves (3) ===
  
=== Setting up the battleground (the kitchen table :-) ===
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Each faction in your deck has its own vault of resource cards.
  
The playing table is divided into imaginary ''areas''.
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=== Deck (4) ===
  
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This area is where the deck resides and from where you ''draw'' new cards every time it becomes your turn.
  
{{notice|will vary|In a normal game of WT the number of cards on the table will vary greatly during the course of the game. Typically there would be fewer cards in the start of the game and more of them as the game progresses. The amount of cards that each player has on the table during any given time will also vary.}}
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=== Graveyard (5) ===
  
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The area where ''all'' the ''discarded'', ''used up'', ''wasted'' or ''killed'' cards go.  These might be, for instance, dead creatures, or used event cards. All cards in the graveyard are to remain face up, and any player may search through any player's graveyard at any time. Cards in a graveyard must remain stacked in the order that they enter the graveyard: first discarded (or used, etc.) card on the bottom, most recently discarded on the top.
  
[[Image:Alternative_Rules_Concept_Table_Layout.png|1000px]]
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=== Unbuilt Cities (6) ===
  
==== Your Army (1)====
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The area is where your remaining unbuilt cities lay dormant. Skip your turn to place one of these in your kingdom.
Creatures that will help launch an ''attack'' or ''defend'' against enemy attacks must be in the your ''Army'' face up.
 
  
==== Kingdom (2)====
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=== Hand (7) ===
When you build a city you place it in the kingdom area. When creatures visit the city they become residents of that city and are placed on the same imaginary row as the city.
 
Cities are peaceful places, so residents of a city can not launch attacks, yet they defend their city bravely when attacked.
 
  
==== Cities deck (3)====
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Not really an area, these cards you hold in your hand.
The cities pile will keep your unbuild city cards face up.
 
  
==== The Faction's Gold Reserves (4) ====
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=Playing the game=
Each faction in your deck has it's own gold stash. Gold resources for a faction are kept in a single imaginary row.
 
  
*During a player's turn he/she ''may'' put exact one of the cards ''in hand'' face down in one of the faction's gold stash.
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Before playing the game, each player selects the three cities from his/her deck and puts them in a separate stack on the table in the ''Kingdom'' area, face down.
*Cards that are placed in the resource area in that fashion become ''resource cards''.
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All players may shuffle any decks afterwards.
*Resource cards produce one gold each for a given faction when they are marked.
 
*If you have produced more gold than you have used during a turn the surplus is lost at the end of the turn. The resource cards stay marked, until your next turn.
 
  
==== Main deck (5) ====
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Each player then draws 7 cards from his/her deck, to hold in hand (not showing to the other players).
This area is where the deck resides and from where the player ''draws'' new cards every time it becomes his/her turn.
 
  
==== Graveyard (6) ====
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The game is played using individual ''player turns'', that are divided into different ''phases''.
The area where ''all'' the ''discarded, used up or somehow wasted or killed'' cards go, like for instance dead creatures and used event cards. All cards in the grave are face up. Any player may search through any players grave at any time. The order of the cards in the grave should however be kept intact, meaning that the most recent discarded card would be on the top and first on the grave, the next most recent card second, and so on.
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Agree on a method to choose which player will go first.  
  
The below table overview is an example of how a game should be properly setup. It shows only the table side of one of the players. Each additional player should have the same ''table layout''.
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The player going first looks at his stack of city cards, picks one and puts it on the table in the ''Kingdom'' area, face up.
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Then the following player does the same and this is repeated until every player has one city out. Then the first player's first turn it up.
  
=Card States=
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The player who is currently taking his turn is named the ''active player''. All other players are termed ''passive'' players, even if they happen to do something (such as play Event cards) during the active player's turn. The term "the player" usually refers to the active player. In cases when the active player is not the player referred to, the terms "passive player" or "any player" are used.
==In Play==
 
When a card is legally moved from hand, main deck, cities deck or grave onto the game table it is ''entering play'', and if nothing hinders it the card is then ''in play''.
 
  
All cards that have been paid for, if any, are considered to be ''in play''. Typically that would be all permanents that are on the table, like your creatures and enchantments. Events, effects of abilities and Magic are technically speaking also ''in play'' for a very short moment: They enter play, are ''in play'', resolve and then become discarded into the grave - leaving play.
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== Turn Structure ==
  
===Marked & Unmarked===
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A player turn is made up of the following phases:
  
*Cards in play are always in either a ''marked'' or an ''unmarked'' state. All other card types lack the ability to (un)mark.
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# Unmark
*Cards always come into play in their ''unmarked'' state unless it's clearly specified otherwise.
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# Draw & Resource
*The ''marked'' state is normally used to show that the card has been exhausted/used somehow.
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# Tactics
**Examples of when a card becomes marked: When a creature attacks, moves or uses an activated ability that requires it to mark.
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# Play
*A card can only be marked ''once'' per ''turn'' unless an effect or rule unmarks it after it was marked.
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# Attack
**There is no limit on how many times a card can become marked or unmarked if it happens as a result of an effect.
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# Play
*During every new turn the player gets all of his/her marked cards unmarked during the players own unmark/unassign-phase.
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# Discard
  
===Mark me===
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The Play and Attack phases are ''optional phases''. You may choose to take no action during an optional phase.
[[File:Mark.100x59.png|thumbnail|The ''Mark Me'' symbol]]
 
Different actions, abilities and rules require a card to mark when the player wants to use it in a particular way. Marking is not a ''cost'', as gold is. It should rather be seen as a kind of prerequisite, an action that needs to ''happen'' in order for an effect to happen. Whenever the mark me symbol is shown (a horizontal rectangle with a symbol within,  {{m}} ) it means that you have to ''mark the card itself'' if that is a part of the pre-requisite for whatever you're trying to accomplish.
 
  
{{warning|Disclaimer|
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The phases must occur in the given order. You can't, for example, enter a Play phase once you have finished the Discard phase of your turn.
How a player (un)marks cards is not decided by the rules or us behind WTactics due to legal reasons. It's up to the players to agree on it. In many CCG:s cards are rotated 90 degrees so that they lay down horizontally Rotating a card in this way is supposedly a patented idea in the U.S.A. To not violate patent(s) that protects that amazing invention we ''do not'' with this text want to give the idea that we encourage anyone to use that system to mark/unmark cards, and we also don't take any legal responsibility for players doing so.
 
}}
 
  
==Not in Play==
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=== Unmark ===
*A card that is not in the ''in play'' state is considered to be ''not in play''.
 
*All the cards in a players hand, main deck, cities deck and grave are examples of cards that are ''not in play'' until their owner pays for them and meets other criteria so that they can be put in play.
 
*There is a distinction between being "in play" and "was played".
 
**Card types that can stay on the table (permanents) are put "in play".
 
**Card that don't stay on the table after they "were played", like for example Event cards that are discarded directly after their effect tries to happen happen, are never considered to be "in play".
 
  
==Removed from Game==
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* During the unmark phase a player ''must'' unmark all his/her cards that are marked. (see [[#Card States]])
A card that is ''removed from game'' is not considered to have the ''in play'' state or the ''not in play'' state: A card that has been removed from the game ceases to exist for all intents and purposes for the remaining duration of the game. ''Removed from game'' cards are not placed in the grave. They are be placed in a pile more distant from the game since there will be no interaction with them while playing.
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* The resources cards are thereby replenished, and ready for re-use.
  
There is a huge difference between ''cards not in play'' and ''cards removed from the game'': Cards not in play are still a part of the game and might come into play at some point. Cards in hand or in the deck or even in the grave are an example of cards not in play. Cards that have been removed from the game may ''never'' in any way become part of it again during that game.
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=== Draw & Resource ===
  
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During the draw phase, the player must take 1 of 3 possible courses of action:
  
= Card Types =
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# draw 2 cards, and play no resource cards, ''or''
WTactics provides the players with different card types that have their own associated rules:
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# draw 1 card and optionally play 1 resource card, ''or''
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# draw 0 cards, and play 2 resource cards (if the player can't play the 2 resource cards, this option is not available)
  
== Creatures ==
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If the player has no cards in hand, (s)he '''must''' draw at least one card.
Creatures are the backbone of every army, they are the courageous forces that will bring a player glorious victory (or a miserable defeat that is best forgotten). All creatures also belong to one or more creature types. Creature types are words separated by spaces in the creatures ''name'' and ''subtype'' line. An example of a a couple of creature types a creature could have is: ''Leader Beast Caster''. Leader would be one, Beast another type, and Caster a third creature type. They don't necessarily relate to each other in any way even if it may look like it in some cases. Creature types have no function by themselves. They are however relevant in many situations when other cards interact with the creature cards.
 
  
During the ''Entrance'' phase a player may put new creatures into playing their gold cost (from the creatures corresponding faction's gold stash) and then placing them into the ''army'' or a city you control. Creatures that are part of the ''army'' can attack the opponent, as well as defend against oppositional forces. Creatures that are part of a ''city'' are only able to defend against attacks on the city and are never part of an attack.
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The player draw all cards at once, then plays the resource cards.
  
=== Fighting skills ===
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=== Tactics ===
  
Unlike other cards, creatures have specific and distinct values that show their ''fighting skills'' in combat:
+
*During the tactics phase the player can gain strategical advantages provided by her/his cities (see [[#Cities]])
  
* Attack (ATK): The skills a creature has in  combat. This is the number of damage the creature will inflict on it's enemies if they should stand in the creatures way.
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=== Play ===
* Defense (DEF): How much damage a creature can take before it becomes wounded and dies.
 
  
When the creature suffers as much damage as it defense can take during a single turn, the creature is put in the graveyard,
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* The Play phases allow the player to use creature abilities or play any card (s)he wants to.
along with all cards attached to it. When the turn is over, and the creature survived all inflicted damage disappears.
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* Creatures may be moved (see [[#Movement]]).
 +
* Players may take as many actions as they wish during Play phases, providing that they have the resources and cards to do so, and requirements for actions are met.
 +
* A player may choose not to do anything during a Play phase (i.e. skip that Play phase).
  
When other cards ''manipulate'' these combat values they are often paired and written in the form of ATK/DEF.
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=== Attack ===
*Example: +5/-2 would mean that a creature would gain 5 more to it's ATK and lose 2 of it's DEF.
 
  
=== Abilities ===
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* During this phase the active player's Army may attack one city.
Creatures may have additional abilities giving them an advantage (disadvantage) - these abilities are stated on the card - and may or may not require them to be ''marked''.
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* Only one attack is allowed. (See [[#Combat]] for how to resolve the battle.)
Other kind of cost may also be required to trigger the creatures abilities.
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* A player may elect not to attack during a given Attack phase.
  
=== Movement ===
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=== Discard ===
Each turn you are allowed to move one ''unmarked'' creature in play form a city to another city or from a city to the army, or from the army to a city.
 
The movement is only allowed during the ''play'' phases of your turn.
 
  
To move a creature do the following:
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* If the player has ''more than'' 7 cards in his/her hand, the player ''must'' discard cards from her/his hand until there are 7 cards remaining in hand.
**mark it
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* A player ''may not'' discard cards from his/her hand if he/she has fewer than 8 cards in hand.
**announce the move
 
**place it in the destination
 
  
== Player ==
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= Card Types =
You as a player are part of the game and have as such an avatar card 'in play'. The player card is part of the game setup, and is located in the 'army' at the beginning of a game.
 
Just as creatures, the player has fighting skills and can move around just as creatures, when you move, it counts as the one move limit per turn.
 
  
* The attack strength of a player is 0
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There are 5 different card types: [[#Cities]], [[#Creatures]], [[#Events]], [[#Magic]], and [[#Enchantments]].
* The defense strength of a player are your life points (LP)
 
  
One difference with creature cards is that damage reducing your life points remain after the turn's end.
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=== Ownership ===
During 'combat' you can attack/defend alongside your creatures, however be aware that if your life points reach 0, you lose the game.
 
When you decide to defend alongside your creatures, any left over unblocked attacking creature inflicts damage on your life points.
 
When you decide not to defend alongside your creatures, any left over unblocked attacking creature provides victory points for your opponent (equal to the leftover damage).
 
  
Also note that your ''army'' can not attack nor defend when you are not there (in the 'army') to lead them, regardless if you decide to take part in the combat or not.
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The owner of a card is the player who had the card in their deck at the beginning of the game, even if during the game the card is controlled by an other player. (e.g. when the card has been stolen or exchanged by an other player)
  
 
== Cities ==
 
== Cities ==
Cities are the heart of your kingdom, and give you tactical advantages over your opponent. A city belongs to a faction, and is specialized in one of three disciplines,
 
the 'Body', the 'Mind' or the 'Soul', as stated on the city's card. During the game setup, shuffle your 'cities deck' and place the deck face up.
 
Your cities deck must contain at least one city of each domain, and has a maximum of 5, so select them wisely when building your deck.
 
  
=== Building a city ===
+
Cities are the heart of your kingdom, and may give you tactical advantages over your opponent.
During your ''entrance'' phase you are may either build the city card on top of your ''cities deck'' paying the faction's gold cost,
+
 
or put the top card to the bottom of your ''cities deck''.
+
A city ''belongs to a faction'', and is to be placed in your ''Kingdom'' area, face up, visible to all players.
 +
 
 +
=== Founding a city ===
 +
All players begin the game with one city in play. However, a player may skip an entire turn and instead pick one of his/her unused cities and put it into play, face up.
  
 
=== Residents ===
 
=== Residents ===
When a creature or player is in the city they count as residents. Residents having special abilities can only target permanents in the same city.
+
When a creature is in the city it is considered a ''resident''.
  
 
=== Defending a city ===
 
=== Defending a city ===
The city has a defense strength. When an opponent's army attack your city, your residents may help defending the city.
+
The city has a defense strength. When an opponent's army attacks your city, your residents may help defend the city. Additionally your Army can help defend the city.  
Additionally your army can help out defending the city, during the course of the attack the army's creatures are residents of the city.  
 
  
Any left over unblocked attacking creature deals damage to the city. Damage dealt to a city is permanent and doesn't dissolve after the turn. (You can keep track by placing a -1 counter on the city).
+
Any left over unblocked attacking creature deals damage to the city. Damage dealt to a city is permanent and the lost defense strength is not restored after the turn. (You can keep track of the city's defense strength by placing 20-sided die beside it.)
When the cities strength is 0 it is destroyed an you must put it in your graveyard.  
+
When the city's strength is reduced to or beyond 0, it is destroyed, and its owner must put it in her/his Graveyard.  
  
When all of your cities are destroyed, and you have no cities left in you 'cities stack' you lose the game.
+
Unmarked residents of a destroyed city must be moved to another city or to the army (see [[#Movement]]).  Marked residents of a destroyed city return to their owner's hand. All other cards (e.g. enchantments) are put into their owner's Graveyard.
  
=== Victory Points & Advantages ===
+
When all of a player's cities ''in play'' are destroyed, that player is ''defeated''.
  
During your tactics phase, your cities can give you advantages for the rest of your turn.
+
=== Effects ===
To claim an advantage for a discipline, say the words 'I claim advantage for ''Body'' , ''Mind'' or ''Soul' and mark any number of ''unmarked'' residents of your cities.
 
Your opponents can mark any unmarked resident of his/her cities in response. The player that marks the most residents for a certain discipline gains the
 
advantage of that discipline during that turn. (each resident counts for the discipline of its city).
 
  
If a player loses this bid, he/she may repeat the claim and mark more residents.  
+
Cities can provide effects (which can give the player a tactical advantage) when they reach a certain level of devoted ''residents''.
The advantages gained are written on the cities card.
+
During the player's Tactics phase, he/she can mark any number of ''residents'' to indicate their devotion to the city.
 +
The city's current devotion is the sum of all loyalty marks given by all devoted residents. When it reaches the level indicated on the city card, the effect is active.
 +
Cities may have multiple devotion levels, triggering stronger effects.
  
A player winning the bid, may forsake the gained advantages, and take a victory point instead.
+
The active player chooses the order of the cities and are then resolved one by one.
When a player wins all disciplines he/she both keep the advantages and take three victory points.
+
For a given city he/she declares all the creatures that will show their devotion to the city (all at once).
 +
Any player may react to that (e.g. killing one of the declared creatures).
 +
Finally the declared creatures are marked, and the devotion is calculated.
 +
For each city level reached, the effect is triggered (mandatory). They are resolved in order, lowest levels first.
  
==Events==
+
* An effect can be one time action (e.g. drawing a card, return a card from the graveyard), or have a permanent effect.
*Events are cards representing one time effects that try to resolve instantly. In CCG terminology these are more widely known as ''interrupts'' or ''Instants''.
+
* The city's devotion must be renewed every turn (since during the unmark phase all creatures, including the devoted residents are unmarked).
*You may play an Event card at'' any time'', even on your opponents turn as ''a response'' to what he/she has done.
+
* If it is not renewed any permanent effect fades out.
*After an event has been used and the resolution of it decided it is always discarded, and that happens ''the same turn'' it was played.
+
* Once a city is destroyed, the city's effects fades out directly.
*When you play an event, you follow the instruction provided by its rules text, then you put it in your graveyard.
 
*Keep in mind that whenever you play an Event, your opponent may do the same in response, and back and forth until nobody want to play more Events.
 
  
==Magic==
+
== Creatures ==
*''Magic'' can only be played during the player's ''own'' turn, during the play phases.
+
Creatures are the backbone of every army, they are the courageous forces that will bring a player glorious victory (or a miserable defeat that is best forgotten).
*Once a magic card has been played it is discarded into grave.
 
  
==Enchantments==
+
All creatures also belong to one or more creature types. Creature types are words separated by spaces in the card's ''type'' lines. An example of a couple of creature types a creature could have is: ''Leader Beast Caster''. Leader would be one, Beast another type, and Caster a third creature type. They don't necessarily relate to each other in any way even if it may look like it in some cases. Creature types are relevant in many situations when other cards interact with the creature cards.
*''Enchantments'' can only be played during the player's ''own'' play phases.
 
*Enchantments are always targeting ''something'' or ''someone'', like for example the player, a city, a creature, a resource card, an other enchantment...
 
**are always ''attached'' to it's target,
 
**are permanently in play on the table until some effect removes them.
 
  
=Variable Gold Costs=
+
During the ''play'' phase a player may put new creatures into play by paying their power cost and then placing them into a city the player controls. Creatures may not be put into the Army directly, but they might be moved from a city to the Army at a later stage in the game. Creatures that are part of the Army can attack the opponent, as well as defend against enemy forces. Creatures that are part of a city are only able to defend against attacks on the city; they may never participate in an attack.
====Cost of X====
 
[[File:Xcost.png|thumbnail|This card costs X gold.|101px]]
 
*Apart from integers, a card can have a cost of '''X''', as well as X with a modifier. If that is the case, X is always defined in the card text.
 
**Example: A card costs X + 2. It's text says that X is equal to the ATK value of the target creature. The target creature's ATK is equal to 3, thus we'd have to pay 3 + 2 = 5 gold to play our card.
 
  
====Cost of T====
+
=== Fighting skills ===
[[File:Tcost.png|thumbnail|This card costs T gold.|101px]]
 
*T is also around as a cost, as well as T with a modifier. T is always equal the ''target cards'' gold cost.
 
**Example: A card costs T - 3. The target cards gold cost is 5, which means hat we have to pay 5 - 3 = 2 gold to put our card in play.
 
*T reminds us of X, with the difference that it always takes into account one and the same type of variable no matter when or how it is played.
 
  
=Prerequisites=
+
Unlike other cards, creatures have specific and distinct values that show their ''fighting ability'' in combat:
In order to play a card one has to be able to pay it's cost and, if any, meet all the conditions it requires to be true for it to come into play or it's effect to be activated. The more powerful the card is, the higher is the cost, and/or the trickier the prerequisites become.
 
  
Prerequisites are printed in written text on the card, as a part of the card text field. These kinds of prerequisites are often custom, straight forward and vary highly depending on the card.  
+
* Attack (ATK): The amount of damage the creature will inflict on its enemies in a single attack.
 +
* Defense (DEF): How much damage a creature can take before it becomes wounded and dies.
  
'''Examples'''
+
When a creature suffers damage equal to or greater than its Defense during a single turn, the creature is put in the Graveyard (of the creature's owner), along with all cards attached to it. Inflicted damage does not carry over to the next turn: If a creature was not put into the graveyard, it regains its full Defense strength at the end of the turn.
*This card can only be played if you control less creatures than your opponent(s).
 
*This Equipment can only be attached to a Northener.
 
  
If a card can not get all of it's prerequisites met, it can't be played.
+
When other cards ''manipulate'' these combat values, they are often paired and written in the form ''ATK/DEF''.
 +
*Example: +5/-2 would mean that a creature's attack would increase by 5, and its defense would decrease by 2.
  
 +
=== Abilities ===
  
 +
Creatures may have additional abilities giving them advantages (or disadvantages). Sometimes abilities only take effect when certain prerequisites are met or costs paid, such as ''marking'' the card. A card's abilities and any requirements thereof are written on the card. 
 +
There is an extensive [[Abilities List|list of abillities]] and they are further described in the [[#Types of Abilities|Types of Abilities]] section, below.
  
=Round Structure=
+
=== Movement ===
  
WTactics is played using individual ''player'' turns, that are divided into different game ''phases''.
+
* During the Play phase, ''unmarked'' creatures may be moved
 +
** from the Army to a city, ''or''
 +
** from a city to the Army, ''or''
 +
** from a city to another city
 +
* A given city may be involved in a move only once per turn (either as the origin or the destination of a move). However, this limitation does not apply when moving creatures out of a destroyed city (see [[#Defending a city]]).
 +
* A player may only move his/her own creatures, and only among his/her own Army and cities, unless a card's abilities or effects allow otherwise.
  
The player who is currently taking his turn is named the active player. All other players are considered to be ''passive'' players even if they would do something (i.e. play Event cards) during the active players turn. When we refer to "the player" we most often refer to the "active player". In cases where we don't refer to the active player, we use the "passive" or "any" player terminology.
+
To move a creature the player must:
 +
# mark it,
 +
# announce the move, and
 +
# place it in the destination area.
  
==Turn Structure==
+
== Events ==
A turn is made up of the following phases, where each name is followed by the postfix "phase":
 
  
#Unmark/Unassign
+
* Event cards represent one-time effects.  When an event card is played, its resolution is determined and its effects occur immediately. In CCG terminology these are commonly known as ''interrupts'' or ''instants''.
#Upkeep
+
* Any player may play an event card at ''any time'', even during an opponent's turn.
#Tactical
+
* When an event card is played (cast), its effects are not taken into account immediately; the opponent is given the chance to react and play an Event card in response.
#Draw
+
* After an event card has been used, it is discarded ''the same turn'' it was played.  The owner places it in his/her Graveyard.
#Play
 
#Move or Attack
 
#Play
 
#Move or Attack
 
#Entrance
 
#Discard
 
  
The phases that are ''mandatory'' are the Unmark/unassign, Upkeep, Tactical, Draw and Discard-phases. The Play, Move or Attack and Entrance phases are all ''optional phases'' and can all be omitted by you if you choose to do so.
+
=== Order of Resolution ===
  
The phases must occur in the given order. Example: You can't use a Play or Move/Attack-phase once you have used your Entrance or Discard-phase.
+
* When an event card is played, it is placed on an imaginary stack. Its effects are not yet taken into account.
 +
* All players (including the originating player) have the opportunity to play an Event card in response: it is placed on top of the imaginary stack. Its effects are not yet taken into account.
 +
* This action-reaction process is repeated until all players stop playing additional Event cards.
 +
* The top card on the imaginary stack is now resolved, and its effects occur.
 +
* New event cards can be played, and put on the stack, and the new top card is resolved, etc...
  
 +
In short, the last played card's effect is applied first. At any time, new event cards can be played.
  
=== Turn Phases ===
+
== Magic ==
==== Unmark/Unassign ====
 
*During the unmark and unassign phase a player ''must'' unmark all his/her cards that are marked. This replenishes them for future use.
 
*In contrast, assigned cards do not automatically become unassigned: During the unmark/unassign-phase a player ''may'' unassign target ally creatures that is assigned.
 
 
==== Upkeep ====
 
*Sometimes cards require that an ''upkeep cost'' is paid. This phase is only relevant when that kind of cards are around.
 
*All such cards  have ''explicit'' text that tell the players if that is the case. Such text is written in the form ''Upkeep cost ~ What happens is the upkeep isn't paid.''
 
**Example: ''Upkeep 3 ~ Discard card.'' means that the cards upkeep is 3 gold and that if it isn't paid then the card must be discarded.
 
*The player always ''chooses'' if he/she wants to pay the upkeep or not.
 
**If the upkeep is paid the card continues to be in play as usual and it's ~ effect isn't triggered.
 
**Should the player choose not to pay the cards upkeep the text after the ~ is triggered.
 
  
====Tactics====
+
* ''Magic'' cards may only be played during the player's ''own'' turn, and only during a Play phase.
In the tactics phase the player compares his/her domains with the opponent domains in order to see if he/she has won any of the three possible tactical victories.  
+
* Once a magic card has been played, it is discarded into Graveyard.
  
Each unmarked card in a domain adds one additional domain point of that given type. Example: 2 unmarked cards in the Body domain means that you have 2 body domain points.
+
== Enchantments ==
  
 +
* ''Enchantment'' cards may only be played during the player's ''own'' Play phases.
 +
* Enchantments may have a ''target''.
 +
* Some examples of targets: the player, a city, a creature, a resource card, another enchantment.
 +
* An enchantment is ''attached'' to its target.
 +
* Global enchantments (without a target) are placed in the Army area.
 +
* Enchantments remain in play until some effect removes them, potentially across many phases and turns.
 +
* When an enchantment is removed, the enchantment card is placed into the owner's Graveyard.
  
=====Advantage (ADV)=====
+
=Card States=
When you have ''2 or more'' domain points in a given domain compared to what your opponent has in the same domain, you ''may'' win that domains tactical advantage. If you want to do so you must ''claim it'' for it to take effect. Claiming the advantage is done by announcing the name of the advantage, the total sum in that particular discipline, and also stating that you claim the tactical victory. Example: "I have 7 Soul compared to your 5 and claim victory of the Soul". Unclaimed victories can not be claimed after the player has continued into any other phase beyond the tactical.
+
==In Play==
 +
When a card is legally moved from hand, main deck, cities deck or grave onto the game table it is ''entering play'', and if nothing hinders it the card is then ''in play''.
  
Check your active region card to see what happens when you win a specific advantage.
+
All cards that have been paid for, if any, are considered to be ''in play''. Typically that would be all permanents that are on the table, like your creatures and enchantments.
  
=====Domination (DO)=====
+
=== Marked & Unmarked ===
If you have won at least 2 of the tactical advantages you ''may'' claim Domination ''instead'' of both of them: Their tactical advantage effects will then ''not'' trigger. Instead, you get to choose one of the following:
 
  
#You get 1 victory point, or
+
* Cards ''in play'' are always in either a ''marked'' or an ''unmarked'' state.
#Check your active region card to see what happens when you perform a Domination.
+
* Cards ''not in play'' cannot be marked or unmarked.
 +
* Cards come into play in the ''unmarked'' state, unless the rules of some card used in the game clearly specify otherwise.
 +
* The ''marked'' state is normally used to show that a card has been exhausted or used somehow.
 +
** Examples of when a card becomes marked: When a creature attacks, moves, or uses an activated ability that requires it to mark.
 +
* To mark a card, orient it horizontally (landscape, as opposed to portrait).
 +
* A marked card cannot be marked again.  Only an unmarked card can be marked.
 +
* Some effects or rules can unmark a marked card.
 +
* There is no limit on how many times a card can become marked or unmarked if these state changes happen legally as a result of effects.
 +
* Each player gets all of his/her marked cards unmarked during her/his own unmark phase of his/her turn.
  
 +
===Mark me===
  
=====Total Domination (TDO)=====
+
[[File:Mark.100x59.png|thumbnail|The ''Mark Me'' symbol]]
If you have won all 3 of the tactical advantages of Body, Mind and Soul you may claim Total Domination ''instead'' of any other advantage: Their tactical advantage effects will then ''not'' triggerInstead, you get to choose one of the following:
+
Some actions, abilities and rules require a card to be marked when the player wants to use it in a particular way. Marking is not a ''cost''. It should rather be seen as a kind of prerequisite, an action that needs to ''happen'' in order for an effect to happen. Whenever the mark me symbol is shown (a horizontal rectangle with a symbol within, {{m}} ) it means that you have to ''mark the card itself'' if that is a prerequisite for whatever you're trying to accomplish.
  
#You get 3 victory points, or
+
==Not in Play==
#Check your active region card to see what happens when you perform a Total Domination.
+
* A card that is not in the ''in play'' state is considered to be ''not in play''.
 +
* All the cards in a players hand, main deck, cities deck and grave are examples of cards that are ''not in play'' until their owner pays their play cost and meets any other requirements so that they can be put in play.
 +
* There is a distinction between being "in play" and "was played".
 +
** Card types that can stay on the table (permanents) are put "in play".
 +
** Cards that don't stay on the table after they "were played" are not considered to be "in play" after they are played.  For example, an Event card that is discarded immediately after the player tries to trigger its effect is not considered "in play".
  
==== Draw ====
+
==Sacrificed==
*The player ''must'' draw up to 2 cards each turn if there are cards available in the Deck. The player decides him/herself if 1 or 2 cards are drawn and may look at the first drawn card before deciding if another one should be drawn.
 
*This applies ''even if'' the player already has the maximum number of allowed cards to his/her playing disposal in hand.
 
*If a player can't draw a card during the draw phase due to his/her Army Deck being depleted he/she loses the game.
 
  
==== Play ====
+
A card that has been ''sacrificed'' is in a state distinct from the ''in play'' and ''not in play'' states. A card ''sacrificed'' ceases to exist for all intents and purposes for the remainder of the game. ''Sacrificed'' cards are ''not'' placed in the Graveyard. They are to be placed in a pile more distant from the game, since there will be no interaction with them while playing.
*The play phases ''allows'' the player to use creature abilities & play any non-creature cards ''if'' he/she wants to.
 
*The inactive player always gets a play (response) phase after each one of the active players actions, i.e. to play Event-cards or use abilities.
 
*The number of things a player can do during his/her play phase is limited only by that player's resources and cards.  
 
  
==== Move / Attack ====
+
There is a huge difference between ''cards not in play'' and ''sacrificed cards '': Cards not in play are still a part of the game and might come into play at some point. Cards in hand or in the deck or even in the grave are examples of cards not in play. In contrast, cards that have been sacrificed may ''never'' in any way become part of the current game.
*This phase is not mandatory - the player chooses if he/she will use it.
 
*The move/attack phase allows the player to ''either'' move ''or'' attack with any number of the creatures.
 
*It does not allow the player to do both and let one creature move and let another attack.
 
*Whatever is done in the first move / attack phase ''can not'' be done in the second move / attack phase.
 
***Each turn there's only one attack phase per player and/or one move phase per player.
 
**Example: If you decide to ''move'' creatures in the first move/attack phase, then no creatures can move in the second.
 
*Please see the relevant sections for movement and attacking for more details on how to execute those actions properly.
 
  
 +
= Combat =
  
==== Entrance ====
+
* Only ''unmarked'' creatures may attack or defend.
During the Entrance phase you may put new Creatures into play in the Kingdom or Front.  
+
* The active player is the only one that may perform ''attacks'', and only during his/her Attack phase.
 +
** When attacking, the player must use one or more creatures in his/her ''army'' and declare the target of the attack: one of the opponent's cities.
 +
* Only the attacked player may employ his/her creatures in defense of an attack.  Other players may not lend their forces to defend.
 +
* Combat is resolved on a ''per attacker'' basis: Each attacker (together with all its blockers) is part of ''one'' single and specific battle.
 +
* The order in which battles are resolved may affect the outcome of other battles or states in the game.
 +
* Before combat begins, the attacking player decides and announces the order in which the attacking creatures will assault the opposition.
 +
* The defending player must decide if or how (s)he will defend, and which creatures (s)he will assign to defend against which attacking creatures.
 +
* The attacking player must declare his/her full attack plan before the defending player declares her/his defense strategy.  The attacking player may not change his/her attack plan (by switching targets, or adding or removing creatures from the assault) once the defender has begun declaring her/his defense plan.
  
==== Discard ====
+
== Combat Sequence ==
*If the player has ''more than'' 7 cards (>7) in his/her hand the player''must'' select and discard any excess cards down to 7.
 
*A player ''may not''discard cards from hand in the discard phase if he/she has 7 or less cards in hand.
 
  
= Abilities =
+
'''I. Announcing attackers & target'''
  
Many creatures have special skills and some are able to perform different kind of actions. There are numerous ways how the creatures can interact with one and another without engaging in actual physical combat. These skills are called ''abilities'', regardless of what they do, and if they have any drawbacks or not.
+
* The attacking player may choose to attack during his/her Attack phase using any number of unmarked creatures in his/her Army (or may choose not to attack).
 +
* The attacking player chooses which creatures will fight in the current turn by announcing them as ''attackers''.  All attackers must be openly identified to all players before the attack occurs.
 +
* The attacking player declares the city which will be attacked.  Players may not attack their own cities.
 +
* Event cards can be played by all players (e.g. to boost a creature's attack strength, or to kill a creature before it can attack).
 +
* If declared attackers are still able to do so (still alive, and still unmarked after event cards have been resolved), the attacking player ''marks'' them.
  
Abilities are not limited to just creatures – Equipment or Magic could have them as well, granting a creature additional abilities they wouldn't have without them.
+
'''II. Assigning defenders'''
  
There are three main types of abilities : activated, passive and triggered.  
+
* The owner of the city being attacked is the ''defending player''.
 +
* The ''unmarked'' creatures in the defending Army are always available to defend.
 +
* The ''unmarked'' creatures in the attacked city are also available to defend.
 +
* The defending player chooses which of these available unmarked creatures to use as ''defenders''.
 +
* The defending player may elect not to defend against the attack at all.
 +
* A given defender can only defend against ''one'' single attacker.
 +
* Several defenders may be assigned to the same attacker.
 +
* Event cards can be played by all players.
 +
 
 +
'''III. Resolving combat'''
 +
 
 +
* An individual ''battle'' is comprised of one attacker and its assigned defender(s).
 +
** Damage to the attacker and its assigned defender(s) is resolved simultaneously, hence the attacker and one or more of its assigned defenders could die in a single battle.
 +
** The attacker receives damage equal to the sum of the ATK values of the ''defenders''. If the damage is greater than or equal to the attacker's DEF value it dies.
 +
** The attacking player chooses how to distribute the damage dealt by the attacker's ATK strength among the defenders.
 +
** If a defender receives damage greater than or equal to its DEF value, it dies.
 +
 
 +
 
 +
* If an attacker has no defenders assigned to it, then the attacked city loses Defense strength equal to the total amount of damage dealt by the attacker.
 +
* When the defending player assigns a defender against an attacker, the amount of unblocked damage is not carried over to the city (even when the defender dies).
 +
 
 +
'''IV. Clearing the battleground'''
 +
 
 +
* When combat is over, each dead creature is placed in its owner's graveyard.
 +
* Any card attached to a dead creature is placed in the graveyard of the owner of the attached card. (A graveyard only contains cards of one player.)
 +
 
 +
= Conflicting rules =
 +
 
 +
As in many games, some rules and mechanics may seem to contradict themselves at times. This is actually a feature and what makes CCGs deep, complex and modular.
 +
 
 +
Rule conflicts are to be resolved thus:
 +
 
 +
* If a ''card's rules'' contradict the ''core rules'' (in this document), '''the card's rules''' override the core rules.
 +
* If an effect ''forbids'' something, while another effect ''allows'' it, that something is '''forbidden'''.  "No, not, can't" etc. ''always'' outweigh "can".
 +
** Example: A creature has the effect "can not fly" in its card text. Playing a Magic card on the creature with the text "target creature can fly" does ''not'' make the creature able to fly. The "can not" overrides the "can".
 +
 
 +
= Types of Abilities =
 +
 
 +
There is an extensive [[Abilities List|list of abillities]].
 +
 
 +
Abilities are not limited to just creatures. Some Magic cards can grant creatures additional abilities they wouldn't otherwise have.
 +
 
 +
There are three main types of abilities: ''passive'', ''activated'' and ''triggered''.  
  
 
== Passive ==
 
== Passive ==
  
A passive ability is one that is always in effect. As soon as the object with the ability enters play, the ability effect starts, and stops when the object leaves play.
+
A passive ability is one that takes effect and abides without needing any associated cost to be paid, any action to be taken, or any particular requirements to be met. As soon as the card with the ability enters play, the ability is active. It ceases to affect the game when the card leaves play.
  
Example: "All Elvish creatures gets +3 defense" is a passive ability.
+
Example: "All Elvish creatures get +3 Defense" is a passive ability.
  
 
== Activated ==
 
== Activated ==
  
*In contrast to passive abilities, activated abilities requires the activation by the player.
+
* A card's ability only takes effect after the player controlling the card pays the ability's cost. Inability or refusal to pay the ability's cost prevents the ability from taking effect.
*To use a card's ability the player must pay the cost required. The effect of the ability will not activate before that is done.
+
* Only the controller of a card may activate it's abilities. Usually, the controller is the player that put the card in play by paying for it.
*Only the controller of a card may activate it's abilities. Usually that means the player that put the card in play by paying for it.
+
 
 +
There are three types of costs that must be paid to activate abilities: ''power'' cost, ''marking'' and ''custom'' cost.
  
===Payment for activation===
+
Activated abilities are always written in the format
  
WTactics uses the above simple system to tell you what the card demands from you in order to have it's effect activated. What's always common for all types of costs and prerequisites is that we always reveal the cost first, followed by a colon separator, and lastly the effect is written. It looks like this:
 
 
  Cost : Effect
 
  Cost : Effect
  
Whatever is on the left side of the colon (:) is the cost or prerequisites. The text on the right side of the colon is the card's effect that will activate once you have met the cost/prerequisites demands.
+
Whatever is on the left side of the colon (:) are the cost(s) or prerequisites. The text on the right side of the colon is the card's effects that will occur once the costs are paid and the prerequisites are met.
  
There are three main groups of costs and prerequisites that are used to activate abilities: Gold cost, mark (self or other) and custom.
+
== Triggered ==
  
[[File:Costs and pre types.jpg|right|thumbnail|659px]]
+
* A triggered ability is activated if and only if its trigger takes place.
 +
* Players ''cannot'' choose whether a triggered ability will take effect or not once it is put into play.  It ''must'' take effect once the trigger occurs.
 +
* It is possible for rules or situations to prevent a triggered ability's effect from applying.
  
#The first example (gray) shows us a ''custom prerequisite''. Custom prerequisites are often text instructions on what you need to do in order to activate the ability. If you can't or won't do ''exactly'' as the text says, then the ability is not activated. Keep in mind that custom prerequisites can be formulated in any way. They are also more rarely used in the game compared to the other types of costs & prerequisites.
+
Example:
#The next example (purple) is straight forward: To activate the ability you would need to pay exactly 4 Gold. Not more, not less. If you can't afford 4 gold, then you can't activate the ability.
 
#The third example (blue) introduces ''marking'' as something that must be done first in order to activate the ability. Whenever you see the empty horizontal rectangle it means that in order to activate the ability you must be able to ''mark'' the card. If the card is already marked, it can't be marked again, thus, the requirement needed to use that ability (you marking the card now when you want to use the ability) is not met, and as a result you won't be able to activate the ability.
 
#Next example (green) also uses marking as a requirement to activate the ability. The difference from the previous case is that there is a number written inside of the rectangle. This means that you have to mark that many ''other'' creatures in play under your control in order to activate the ability.
 
#Lastly, we have a complicated example (yellow): It shows us that a card can mix any two or more types of costs and prerequisites with each other. Although there is no limitation to how they can be mixed, mixes are seldom as complicated as in this example.
 
  
== Triggered ==
+
* Consider the triggered ability "Discard a non-Dark-Legion creature every time a skeleton comes into play."
 +
* Suppose an opponent plays that curse (triggered ability) on you.
 +
* If any player (including you) puts a Skeleton type creature into play, then you ''must'' discard a non-Dark-Legion creature.
 +
* If you have only Dark Legion creatures, however, then it is not possible for you to comply with the card rule, in which case you don't have to discard anything.
 +
 
 +
=Variable Resource Costs=
 +
[[File:Xcost.png|thumbnail|This card costs X resource cards.|101px]]
 +
Some cards have a cost of '''X''' instead of a literal number.  Other cards have a cost of X with a modifier (usually a simple algebraic expression).  In these cases, the meaning of X is always defined in the card text.
 +
 
 +
Example:
 +
 
 +
* A card costs X + 2.
 +
* Its text says that X is equal to the ATK value of the target creature.
 +
* The target creature's ATK is 3.
 +
* Thus, the cost to play the card would be 3 + 2 = 5 resource cards.
  
*A triggered ability is activated if and only if it's trigger takes place.
+
= Team Play Formats =
*Triggered abilities are ''not'' optional and must always be applied if possible.
 
**If a triggered ability's effect can't be applied then nothing happens.
 
*Example: Discard a non-Black Legion creature every time a skeleton comes into play.
 
**If my opponent played that curse on you, and your opponent puts a skeleton into play, then you ''must'' discard a non-Black creature. If you have only black creatures however, then it is not possible for you to discard a creature, in which case you don't have to do anything.
 
  
= Conflicting rules =
+
Arcmage can be played as a 1 vs 1 game, or with multiple players acting alone. (A three player setup is for example 1 vs. 1 vs 1.)
  
As in many games some rules and mechanics may seem to contradict themselves and even do so at times. This is actually a feature and what makes the deep, complex and modular nature of a CCG possible to begin with. ''Always'' use the following two rules to resolve such situations:
+
However, it also supports symmetric teams, e.g. 2 vs. 2. and asymmetric teams, e.g. 2 vs. 1. (Which is more fun then the 1 vs. 1 vs. 1 variant and doesn't suffer the 'kingmaker dilemma', where a single player can decide who wins, but not their selves.)
 +
There are two team play formats to choose from.
  
'''Cards vs rules'''
+
== One, Two, Three Headed Giant Format==
*If a card contradicts the core rules found in this document, the card wins over the core rules.
 
  
'''Effects vs effects'''
+
This format allows you to team up 2 vs 1, 2 vs 2, 3 vs 2, 3 vs 3.
*If an effects ''forbids'' something to happen while another allows it, the forbidding effect always wins.
 
**Example: A creature has the effect "Can not fly." printed on it as card text. Playing a spell on the creature with the text "Target creature can fly." will not make the creature able to fly. The "not/no/can't" etc ''always'' outweigh what "can" happen.
 
  
= Combat =
+
'''The basic rules apply with the following additions:'''
  
 +
===Team Player Order===
  
==General==
+
Teams gets alternating turns, so first team A, then team B, then team A, etc. Each team decides the player order within the team. The team with the most players start.
*Only ''unmarked'' creatures may attack or defend,
 
*The active player is the only one that can perform one or more ''attacks'' during his/her Attack/Move-phase.
 
**When doing so the player must use one or more creatures in his/her the Front.
 
*In the same manner, the inactive player is the only one that may defend'' against attacks during the opponents turn.
 
**When doing so he/she may use
 
***one or more of his/her creatures in the Kingdom ''or''
 
***any combination of the  top creature from each of the three different Domains
 
**A creature is, depending on this, ''either'' an attacker ''or'' defender while in combat. It is never designated as ''both'' while in one and the same combat.
 
*If there are several combats battled out during the same turn they ''do not'' resolve simultaneously.
 
**Combat is resolved on a "per attacker basis": Each attacker (together with all it's blockers) is part of ''one'' single and specific combat.
 
**The order of how a combat(s) are resolved ''could'' often matter and affect the outcome of other combats or states in the game. Choose wisely.
 
**The resolution order of several combats is decided by the attacking player, ''before'' the defending player announces a) if and how he/she will defend and b) which defenders he/she will assign to which attackers.
 
  
==Combat sequence==
+
For example a 2 vs 1 team game:
'''I.'''
+
* Team A has the following player order: player 1 (A1), player 2 (A2).
* The attacking (active) player may choose to attack during a Move/Attack phase using any number of creatures in his/her Front.
+
* Team B has the following player order: player 1 (B1).
**Creatures assigned to attack are called ''attackers''.
+
* As a result the players turn order would be A1, B1, A2, B1, A1, B1, A2, B1, etc.
**Please note the distinction between an attacking ''player'' and ''attackers'': The former is a player that launched an attack, the latter are all Creatures that are currently attacking.
 
* The player chooses and announces ''all attackers'' that will fight that turn by ''marking'' them & announcing them as ''attackers''.
 
**The target of these attacks is always the opposing players currently active Region.
 
* In cases where there are more than one attacking creature the attacking player must announce and choose the order of the attacks, which is first, then second, and so on.
 
* Once the attackers are announced, the passive player gets a ''Response phase'', that gives him/her the opportunity to play ''one'' Event card or ''one'' Ability (but not both at the same time).
 
**The attacking player then gets the same opportunity, and this process is repeated until ''both players make a pass'' on the opportunity to play something in the Response phase. When the players pass on the Response phase the attack continues as follows:
 
  
'''II.'''
+
For example a 2 vs 2 team game:
*All creatures assigned to defend are called ''defenders'' for the duration of the battle.
+
* Team A has the following player order: player 1 (A1), player 2 (A2).
* The defending player ''may choose'' to:
+
* Team B has the following player order: player 1 (B1), player 2 (B2).
**Defend against the attack(s) with the top creature from one or more of the 3 Domains in his/her Kingdom. ''(Civilian Defense)''
+
* As a result the players turn order would be A1, B1, A2, B2, A1, B1, A2, B2, etc.
**Defend one or more of the attack(s) with one or more creatures from his/her Front. (Military Defense)
 
**Allow the attacks to go on undefended.
 
**If the player decides not to defend the attack his/her Region loses HP that's equal to the total amount of damage dealt by the attackers.
 
  
'''III.'''
+
For example a 3 vs 2 team game:
*If the player decides to go for a Military defense with creatures in hio/her the front he/she:
+
* Team A has the following player order: player 1 (A1), player 2 (A2), player 3 (A3).
**May assign any number of creatures as defenders to any number of attackers.
+
* Team B has the following player order: player 1 (B1), player 2 (B2).
**Must clearly show which defender(s) is assigned to which specific attacker.
+
* As a result the players turn order would be A1, B1, A2, B2, A3, B1, A1, B2, etc.
***A specific defender can only defend against ''one'' single attacker.
 
***Several defenders can be assigned to the same attacker.
 
  
 +
===Additional Team Player Rules===
  
*If the player decides to go for a Civilian defense with creatures in his/her Kingdom he/she:
+
* While defending in combat, creatures from all team players' armies may defend against attacking creatures.
**May assign up to 1 creature - the top one - from each of his/her Domains to the attacker(s).
 
**Must clearly show which defender(s) is assigned to which specific attacker.
 
***A specific defender can only defend against ''one'' single attacker.
 
***Several defenders can be assigned to the same attacker.
 
**Defenders from the Domains ''do not strike back'' on the attackers, meaning they can only be used to soak up damage that the attackers deal, and never kill an attacker themselves by using their ATK.
 
  
*A player may choose to defend against some creatures, and let others be undefended against so that they deal damage to the players Region.
+
===Win Conditions===
*A player ''can not'' compose a defense made up of both creatures in the front and in the domains. Defenders must always come from ''either'' the Front, ''or'' the Domain(s).
 
  
 +
* When a player loses all of their cities in play, they are out of the game and it triggers the start of their endgame (the last round, up until this player's would be next turn).
 +
* If the rest of the team manages to destroy all opponents' cities in the last round they win, else they lose.
  
'''IV.'''
+
We've chosen these win conditions to not exclude the 'out of the game' player for too long, while still allowing an all-in/sacrifice/take-one-for-the-team option.
* Each individual combat takes place. In each combat the players take turns with ''Response phases''.
 
* When both players pass instead of responding to the other player's actions the combat is resolved:
 
**Take into account all effects and then compare the values of the Attackers ATK value with the Defenders DEF value.
 
***If it is higher or equal the Defender will die. If it is lower the Defender will survive.
 
***Regardless of the outcome the Defender successfully protects the defending players Region from that attacker.
 
***Regardless of the outcome the Defender always gets to strike back at the Attacker if he is defending from the Front: Compare the Defender's ATK value with the Attackers DEF value - if it is equal to or higher then the Attacker will die.
 
* When combat is over place all dead Creatures into the discard piles, along with all Events that were used during the combat and also any Enchantments that were attached to the Creatures.
 
  
= Deck Building =
+
== Aminduna Format ==
  
== Basics ==
+
This format allows you to team (2 vs 1, 3 vs 1) up against an all evil overlord who claimed to be the next Amin Duna.  
Every deck should contain at least 60 cards + the region pile.
 
  
== Details ==
+
'''The basic rules apply with the following additions:'''
Every player composes his/her pile of cards (army deck) of whichever cards he/she wants, within the limits of the loyalty restrictions mentioned below. Usually you would want to have prepared a deck and be done with the building of it ''before'' you sit down to play a game.
 
  
Each card has it's own unique identification number and a version that precedes it at the bottom right. These are the card number and card version numbers, and they're very important if you always want to stay up to date or compete with other players. The card number for a card wont ever change. Any other info on the card may however become a target for revision, and, those revision will be reflected by the cards current version number. Huge changes in card versions are always announced at the site and well in advance before people are allowed to compete with them. For casual players this isn't really that important - play the way you all agree on.
+
===Additional Amin Duna Player Rules===
  
It's allowed to have 4 copies of a card in the deck. A card is only considered to be an instance of itself  if it has the same card number and/or card name. Two cards are only ''equivalent'' if they share both card & version number.  
+
* The evil overlord always goes first.
 +
* In the first round, the evil overlord puts two cities into play (the team players, only one each).
 +
* The overlord optionally draws one additional card at the end of their turn.
 +
* All creatures of the overlord's army have 'Militia' and thus the overlord's army can attack two cities at once during the combat phase.
  
The deck building process is vital for the outcome of the game. In it the decisions about your play style and possibilities  are decided, directly affecting how well you could fare against your opponent. As the game proceeds you will draw a given number of cards from the deck almost every round. The deck is often shuffled and the player seldom knows what card(s) he/she will draw from it.
+
===Additional Team Player Rules===
  
The back of all cards in a deck must look ''identical''. Having somehow different backs is considered cheating and prohibited.
+
* While defending in combat, creatures from all team players' armies may defend against attacking creatures.
 +
* Building a city causes all team players to skip their (next) turn.
  
==Regions==
+
===Win Conditions===
''Regions'' are a card type of their own, placed in a certain order in the players region pile, face down, before the game begins. Regions affect what the player can do and which benefits or disadvantages the player gets. Regions have a HP value, showing in what general condition the region is in. When a regions HP reaches 0 or lower the region is discarded into the grave.
+
* If the evil overlord is defeated, all team players win (even those who have been destroyed before the end of the game).
  
If a player loses his/her last region then he/she loses the game.
+
===Additional Team Players===
  
===Tactics===
+
This format can also be used to play 3, 4, ... vs 1.
Some regions offer huge benefits of you manage to pull of tactical advantage, domination or total domination. These benefits vary and are written on the region card.
 
  
===Loyalty===
+
* The evil overlord adds two cities in their city pile for each additional team player.
How many different factions a player can put into play during simultaneously is determined by the active Region that the player controls. Each Region is loyal to some faction(s) and it specifies which faction it supports. Every Region supports at least one faction.
+
* The evil overlord starts with one additional city for each additional team player (thus the number of their starting cities can be more then three).
 +
* The evil overlord draws one additional card at the end of their turn for each additional team player.
 +
* The evil overlord hand limit is increased by one for each additional team player.
 +
* The evil overlord may attack one additional city for each additional team player during their combat phase.
  
A player can not ''play'' any cards that belong to a faction which is not supported by the active region. A player may however still use any cards ''already in play'' even if they are no longer being supported by the new region.
+
= Disclaimer & Other Information =
 +
* At the time of this writing, '''these rules are only intended for ''developers'' that work on the same ruleset as ngoeminne, which is dubbed "the Awesome Rules Concept", or ARC for short.
 +
* Edits are allowed by anyone as long as they fully maintain the semantics and logic of the game, the intention of the edited rules, etc. Such edits should not change how the game is played.
 +
* Rule-changing edits are allowed only after being cleared with ngoeminne first.
 +
* The ARC intends to live up to the [[General Design Document]] & the [[Local design document (ORC)|Local Design Document for the ORC]].  
 +
* ''All'' content in here can and will likely change as development, concept testing, play testing and revising continues. At the time of this writing, nothing in this document represents the finalized game. These rules should not (at this time) be seen as set in stone.
 +
* Questions? Please post them in [http://WTactics.org/forum our forum] after ''mailing us for an account'' in there; or mail your questions.

Latest revision as of 23:09, 5 March 2024

See also French translation of this page.

Getting Started

Basics

ARC-mage or simply 'arcmage' is a card game with free (downloadable) cards.

  • Each card in the game belongs to a specific faction. The factions are: Gaian, Dark Legion, Red Banner, House of Nobles, The Empire.
  • Each card has a card type: city, creature, enchantment, magic, or event.
  • Each player builds a deck of exactly 45 cards.

Required Materials

To play arcmage you need a few things.

  • A deck of cards (see #Deck Building). You can download the cards individually or get the pre-constructed decks, then print, cut and sleeve them.
  • Something to track each city's defensive strength, such as: pen & paper; or some 20-sided dice
  • A set of faction counters, each distinguishable from the others. One counter for each faction in your deck. For example, a green counter for Gaian, a black for Dark Legion, a red for Red Banner, and white for the Empire.

Deck Building

Building your deck well is vital to success in the game. Players build their decks according to their personal playing style. Your choice of cards dictates your options during the course of the game, and directly affects how well you might fare against your opponents. As the game proceeds you will draw a given number of cards from the deck almost every round. The deck is shuffled at the start of the game, so you seldom know what cards you might draw. Usually, you would want to have a deck prepared before you sit down to play a game.

  • Every deck must contain exactly 45 cards.
  • The deck may contain cards from any combination of one or more factions, and any mixture of card types.
  • At least 3 of the 45 cards must be city cards.
  • A deck may only have up to 3 copies of a card. Cards are considered copies if they have the exact same card name.
  • Every card in arcmage may be added to a deck (subject to these deck composition rules).
  • The backs of all cards in a deck should look identical. (This can be achieved by sleeving them.)

To get you started, we have some pre-constructed ready to play decks available:

  • Gaian Love for Life (single faction: gaia; theme: defensive, nature, harmony)
  • Uneasy Alliance (multi faction: Red Banner & Dark Legion; theme: aggressive, direct damage, boost creatures)
  • Toll of Time (single faction: House of Nobles; theme: control, mill opponents deck)
  • Brothers in Arms (single faction: The Empire; theme: card search, creature synergy)
  • The Uprising (single faction: Red Banner; theme: creating a horde of orcs, creature synergy)
  • Shadow League (single faction: Dark Legion; theme: discarding, fear, undead and shadow creatures)
  • and many more

Winning

A player wins when all other players have been defeated

A player is defeated when any of the following occurs:

  • All of the player's cities have been destroyed, or
  • The player has used up all the cards in her/his deck and is forced to draw another card

In cases where all remaining players are defeated at the same time, the game ends in a tie.

Resources

Resources are necessary to play cards from your hand.

The common way to produce resources is to make resource cards ; but some cards, (i.e [Network]) can produce resources for the current turn without resource cards.

During the Draw and Resources phase, you can put a card from your hand face down on the table and turn it into a resource card.

  1. The card becomes a resource card for a faction of the player's choice. The faction of the card does not have to match.
  2. Multiple resource cards for the same faction are grouped together, and placed near the faction's resource counter.

(The convention for counters used for resource cards is: Green for Gaian, Black for Dark Legion, Red for Red Banner, Blue for House of Nobles and White for The Empire.)

When you mark a resource card you produce a resource for the given faction for the current turn. All produced, but unspent resources, expire at the end of each turn.

  1. All unmarked resource cards indicate how many resources are available for resource production in the current turn.
  2. All marked resource cards indicate how many resources have been produced in the current turn.

Card Layout

Let's look at a typical card layout.

Card Layout

  1. Faction Logo: The Faction logo shows which faction the card belongs to - in this case the Red Banner faction.
    Resource Cost: The card's resource cost will be shown here as a number. The cost is the amount of resource cards you will have to spend - in this case 4 resource cards
  2. Loyalty Marks: The loyalty marks indicate how many resource cards of the resource cost must be paid using the faction's own resources - in this case 2 red resources for the Red Banner faction - , the remainder of the resource cost can be paid using any kind of resources.
  3. Card Art: The illustration has no impact on game play. The card art is merely for aesthetics, lending to the game's theme and setting. It also helps players quickly identify and remember cards.
  4. Card Name: Every card has a unique name.
  5. Card Types: This line contains the types(s) of the card. Each card type is governed by specific rules, and are usually related to rules found on other cards.
  6. Coloured Border: The border around a card reveals what faction it belongs to. In this example, the Imp Union Leader card has a red surrounding border, revealing--together with the faction logo--that this is a Red Banner card.
  7. Card Text: Additional abilities and rules of the card are written in this area.
  8. Flavour Text: The flavour text, always written in italics, has no impact on the rules of the game. Like the card art, it is there for interest's sake, adding to the artistic appeal of the game.
  9. Combat Statistics: The value on the left in the red circle is the creature's attack (ATK) value. The value on the right in the green shield is its defense (DEF) value. These values are used when a card engages in combat.
  10. Footer: The footer contains information about the game, and the card's "collector's number" and version.

Playing a card

A card is played in this way:

  1. The player ensures that all prerequisites (if any) written on the card are met. (If they are not satisfied, the card may not be played.)
  2. Identifying the card's faction, the player pays the card's faction power cost by marking the corresponding amount of unmarked resource cards of that faction.
  3. The card is put into play if it is resolved.

Note that the marked resource cards are considered consumed for this turn, and may not be used to provide power for other plays. Even if the card should end up not being resolved (played)--which might occur due to interplay of rules--the spent power is not recovered or refunded during the same turn.

Prerequisites written on a card are often unique to the card. They vary highly from card to card.

Example prerequisite: "This card can only be played if you control fewer creatures than your opponent(s)."

Battleground Setup

The battleground (the kitchen table :-) ) is divided into several areas. Below is a depiction of the proper table setup for one of the players in a game. Each player should have the same table layout in front of them.


Battlefield.png


Kingdom (1)

When you build a city you place it in your Kingdom area. When creatures visit the city they become residents of that city and are placed on the same imaginary row as the city. Cities are peaceful places, so residents of a city can not launch attacks, but they defend their city bravely when attacked.

Your Army (2)

Creatures that will help launch an attack or defend against enemy attacks must be in your Army area, face up.

The Faction's Power Reserves (3)

Each faction in your deck has its own vault of resource cards.

Deck (4)

This area is where the deck resides and from where you draw new cards every time it becomes your turn.

Graveyard (5)

The area where all the discarded, used up, wasted or killed cards go. These might be, for instance, dead creatures, or used event cards. All cards in the graveyard are to remain face up, and any player may search through any player's graveyard at any time. Cards in a graveyard must remain stacked in the order that they enter the graveyard: first discarded (or used, etc.) card on the bottom, most recently discarded on the top.

Unbuilt Cities (6)

The area is where your remaining unbuilt cities lay dormant. Skip your turn to place one of these in your kingdom.

Hand (7)

Not really an area, these cards you hold in your hand.

Playing the game

Before playing the game, each player selects the three cities from his/her deck and puts them in a separate stack on the table in the Kingdom area, face down. All players may shuffle any decks afterwards.

Each player then draws 7 cards from his/her deck, to hold in hand (not showing to the other players).

The game is played using individual player turns, that are divided into different phases. Agree on a method to choose which player will go first.

The player going first looks at his stack of city cards, picks one and puts it on the table in the Kingdom area, face up. Then the following player does the same and this is repeated until every player has one city out. Then the first player's first turn it up.

The player who is currently taking his turn is named the active player. All other players are termed passive players, even if they happen to do something (such as play Event cards) during the active player's turn. The term "the player" usually refers to the active player. In cases when the active player is not the player referred to, the terms "passive player" or "any player" are used.

Turn Structure

A player turn is made up of the following phases:

  1. Unmark
  2. Draw & Resource
  3. Tactics
  4. Play
  5. Attack
  6. Play
  7. Discard

The Play and Attack phases are optional phases. You may choose to take no action during an optional phase.

The phases must occur in the given order. You can't, for example, enter a Play phase once you have finished the Discard phase of your turn.

Unmark

  • During the unmark phase a player must unmark all his/her cards that are marked. (see #Card States)
  • The resources cards are thereby replenished, and ready for re-use.

Draw & Resource

During the draw phase, the player must take 1 of 3 possible courses of action:

  1. draw 2 cards, and play no resource cards, or
  2. draw 1 card and optionally play 1 resource card, or
  3. draw 0 cards, and play 2 resource cards (if the player can't play the 2 resource cards, this option is not available)

If the player has no cards in hand, (s)he must draw at least one card.

The player draw all cards at once, then plays the resource cards.

Tactics

  • During the tactics phase the player can gain strategical advantages provided by her/his cities (see #Cities)

Play

  • The Play phases allow the player to use creature abilities or play any card (s)he wants to.
  • Creatures may be moved (see #Movement).
  • Players may take as many actions as they wish during Play phases, providing that they have the resources and cards to do so, and requirements for actions are met.
  • A player may choose not to do anything during a Play phase (i.e. skip that Play phase).

Attack

  • During this phase the active player's Army may attack one city.
  • Only one attack is allowed. (See #Combat for how to resolve the battle.)
  • A player may elect not to attack during a given Attack phase.

Discard

  • If the player has more than 7 cards in his/her hand, the player must discard cards from her/his hand until there are 7 cards remaining in hand.
  • A player may not discard cards from his/her hand if he/she has fewer than 8 cards in hand.

Card Types

There are 5 different card types: #Cities, #Creatures, #Events, #Magic, and #Enchantments.

Ownership

The owner of a card is the player who had the card in their deck at the beginning of the game, even if during the game the card is controlled by an other player. (e.g. when the card has been stolen or exchanged by an other player)

Cities

Cities are the heart of your kingdom, and may give you tactical advantages over your opponent.

A city belongs to a faction, and is to be placed in your Kingdom area, face up, visible to all players.

Founding a city

All players begin the game with one city in play. However, a player may skip an entire turn and instead pick one of his/her unused cities and put it into play, face up.

Residents

When a creature is in the city it is considered a resident.

Defending a city

The city has a defense strength. When an opponent's army attacks your city, your residents may help defend the city. Additionally your Army can help defend the city.

Any left over unblocked attacking creature deals damage to the city. Damage dealt to a city is permanent and the lost defense strength is not restored after the turn. (You can keep track of the city's defense strength by placing 20-sided die beside it.) When the city's strength is reduced to or beyond 0, it is destroyed, and its owner must put it in her/his Graveyard.

Unmarked residents of a destroyed city must be moved to another city or to the army (see #Movement). Marked residents of a destroyed city return to their owner's hand. All other cards (e.g. enchantments) are put into their owner's Graveyard.

When all of a player's cities in play are destroyed, that player is defeated.

Effects

Cities can provide effects (which can give the player a tactical advantage) when they reach a certain level of devoted residents. During the player's Tactics phase, he/she can mark any number of residents to indicate their devotion to the city. The city's current devotion is the sum of all loyalty marks given by all devoted residents. When it reaches the level indicated on the city card, the effect is active. Cities may have multiple devotion levels, triggering stronger effects.

The active player chooses the order of the cities and are then resolved one by one. For a given city he/she declares all the creatures that will show their devotion to the city (all at once). Any player may react to that (e.g. killing one of the declared creatures). Finally the declared creatures are marked, and the devotion is calculated. For each city level reached, the effect is triggered (mandatory). They are resolved in order, lowest levels first.

  • An effect can be one time action (e.g. drawing a card, return a card from the graveyard), or have a permanent effect.
  • The city's devotion must be renewed every turn (since during the unmark phase all creatures, including the devoted residents are unmarked).
  • If it is not renewed any permanent effect fades out.
  • Once a city is destroyed, the city's effects fades out directly.

Creatures

Creatures are the backbone of every army, they are the courageous forces that will bring a player glorious victory (or a miserable defeat that is best forgotten).

All creatures also belong to one or more creature types. Creature types are words separated by spaces in the card's type lines. An example of a couple of creature types a creature could have is: Leader Beast Caster. Leader would be one, Beast another type, and Caster a third creature type. They don't necessarily relate to each other in any way even if it may look like it in some cases. Creature types are relevant in many situations when other cards interact with the creature cards.

During the play phase a player may put new creatures into play by paying their power cost and then placing them into a city the player controls. Creatures may not be put into the Army directly, but they might be moved from a city to the Army at a later stage in the game. Creatures that are part of the Army can attack the opponent, as well as defend against enemy forces. Creatures that are part of a city are only able to defend against attacks on the city; they may never participate in an attack.

Fighting skills

Unlike other cards, creatures have specific and distinct values that show their fighting ability in combat:

  • Attack (ATK): The amount of damage the creature will inflict on its enemies in a single attack.
  • Defense (DEF): How much damage a creature can take before it becomes wounded and dies.

When a creature suffers damage equal to or greater than its Defense during a single turn, the creature is put in the Graveyard (of the creature's owner), along with all cards attached to it. Inflicted damage does not carry over to the next turn: If a creature was not put into the graveyard, it regains its full Defense strength at the end of the turn.

When other cards manipulate these combat values, they are often paired and written in the form ATK/DEF.

  • Example: +5/-2 would mean that a creature's attack would increase by 5, and its defense would decrease by 2.

Abilities

Creatures may have additional abilities giving them advantages (or disadvantages). Sometimes abilities only take effect when certain prerequisites are met or costs paid, such as marking the card. A card's abilities and any requirements thereof are written on the card. There is an extensive list of abillities and they are further described in the Types of Abilities section, below.

Movement

  • During the Play phase, unmarked creatures may be moved
    • from the Army to a city, or
    • from a city to the Army, or
    • from a city to another city
  • A given city may be involved in a move only once per turn (either as the origin or the destination of a move). However, this limitation does not apply when moving creatures out of a destroyed city (see #Defending a city).
  • A player may only move his/her own creatures, and only among his/her own Army and cities, unless a card's abilities or effects allow otherwise.

To move a creature the player must:

  1. mark it,
  2. announce the move, and
  3. place it in the destination area.

Events

  • Event cards represent one-time effects. When an event card is played, its resolution is determined and its effects occur immediately. In CCG terminology these are commonly known as interrupts or instants.
  • Any player may play an event card at any time, even during an opponent's turn.
  • When an event card is played (cast), its effects are not taken into account immediately; the opponent is given the chance to react and play an Event card in response.
  • After an event card has been used, it is discarded the same turn it was played. The owner places it in his/her Graveyard.

Order of Resolution

  • When an event card is played, it is placed on an imaginary stack. Its effects are not yet taken into account.
  • All players (including the originating player) have the opportunity to play an Event card in response: it is placed on top of the imaginary stack. Its effects are not yet taken into account.
  • This action-reaction process is repeated until all players stop playing additional Event cards.
  • The top card on the imaginary stack is now resolved, and its effects occur.
  • New event cards can be played, and put on the stack, and the new top card is resolved, etc...

In short, the last played card's effect is applied first. At any time, new event cards can be played.

Magic

  • Magic cards may only be played during the player's own turn, and only during a Play phase.
  • Once a magic card has been played, it is discarded into Graveyard.

Enchantments

  • Enchantment cards may only be played during the player's own Play phases.
  • Enchantments may have a target.
  • Some examples of targets: the player, a city, a creature, a resource card, another enchantment.
  • An enchantment is attached to its target.
  • Global enchantments (without a target) are placed in the Army area.
  • Enchantments remain in play until some effect removes them, potentially across many phases and turns.
  • When an enchantment is removed, the enchantment card is placed into the owner's Graveyard.

Card States

In Play

When a card is legally moved from hand, main deck, cities deck or grave onto the game table it is entering play, and if nothing hinders it the card is then in play.

All cards that have been paid for, if any, are considered to be in play. Typically that would be all permanents that are on the table, like your creatures and enchantments.

Marked & Unmarked

  • Cards in play are always in either a marked or an unmarked state.
  • Cards not in play cannot be marked or unmarked.
  • Cards come into play in the unmarked state, unless the rules of some card used in the game clearly specify otherwise.
  • The marked state is normally used to show that a card has been exhausted or used somehow.
    • Examples of when a card becomes marked: When a creature attacks, moves, or uses an activated ability that requires it to mark.
  • To mark a card, orient it horizontally (landscape, as opposed to portrait).
  • A marked card cannot be marked again. Only an unmarked card can be marked.
  • Some effects or rules can unmark a marked card.
  • There is no limit on how many times a card can become marked or unmarked if these state changes happen legally as a result of effects.
  • Each player gets all of his/her marked cards unmarked during her/his own unmark phase of his/her turn.

Mark me

The Mark Me symbol

Some actions, abilities and rules require a card to be marked when the player wants to use it in a particular way. Marking is not a cost. It should rather be seen as a kind of prerequisite, an action that needs to happen in order for an effect to happen. Whenever the mark me symbol is shown (a horizontal rectangle with a symbol within, MarkSmall.png ) it means that you have to mark the card itself if that is a prerequisite for whatever you're trying to accomplish.

Not in Play

  • A card that is not in the in play state is considered to be not in play.
  • All the cards in a players hand, main deck, cities deck and grave are examples of cards that are not in play until their owner pays their play cost and meets any other requirements so that they can be put in play.
  • There is a distinction between being "in play" and "was played".
    • Card types that can stay on the table (permanents) are put "in play".
    • Cards that don't stay on the table after they "were played" are not considered to be "in play" after they are played. For example, an Event card that is discarded immediately after the player tries to trigger its effect is not considered "in play".

Sacrificed

A card that has been sacrificed is in a state distinct from the in play and not in play states. A card sacrificed ceases to exist for all intents and purposes for the remainder of the game. Sacrificed cards are not placed in the Graveyard. They are to be placed in a pile more distant from the game, since there will be no interaction with them while playing.

There is a huge difference between cards not in play and sacrificed cards : Cards not in play are still a part of the game and might come into play at some point. Cards in hand or in the deck or even in the grave are examples of cards not in play. In contrast, cards that have been sacrificed may never in any way become part of the current game.

Combat

  • Only unmarked creatures may attack or defend.
  • The active player is the only one that may perform attacks, and only during his/her Attack phase.
    • When attacking, the player must use one or more creatures in his/her army and declare the target of the attack: one of the opponent's cities.
  • Only the attacked player may employ his/her creatures in defense of an attack. Other players may not lend their forces to defend.
  • Combat is resolved on a per attacker basis: Each attacker (together with all its blockers) is part of one single and specific battle.
  • The order in which battles are resolved may affect the outcome of other battles or states in the game.
  • Before combat begins, the attacking player decides and announces the order in which the attacking creatures will assault the opposition.
  • The defending player must decide if or how (s)he will defend, and which creatures (s)he will assign to defend against which attacking creatures.
  • The attacking player must declare his/her full attack plan before the defending player declares her/his defense strategy. The attacking player may not change his/her attack plan (by switching targets, or adding or removing creatures from the assault) once the defender has begun declaring her/his defense plan.

Combat Sequence

I. Announcing attackers & target

  • The attacking player may choose to attack during his/her Attack phase using any number of unmarked creatures in his/her Army (or may choose not to attack).
  • The attacking player chooses which creatures will fight in the current turn by announcing them as attackers. All attackers must be openly identified to all players before the attack occurs.
  • The attacking player declares the city which will be attacked. Players may not attack their own cities.
  • Event cards can be played by all players (e.g. to boost a creature's attack strength, or to kill a creature before it can attack).
  • If declared attackers are still able to do so (still alive, and still unmarked after event cards have been resolved), the attacking player marks them.

II. Assigning defenders

  • The owner of the city being attacked is the defending player.
  • The unmarked creatures in the defending Army are always available to defend.
  • The unmarked creatures in the attacked city are also available to defend.
  • The defending player chooses which of these available unmarked creatures to use as defenders.
  • The defending player may elect not to defend against the attack at all.
  • A given defender can only defend against one single attacker.
  • Several defenders may be assigned to the same attacker.
  • Event cards can be played by all players.

III. Resolving combat

  • An individual battle is comprised of one attacker and its assigned defender(s).
    • Damage to the attacker and its assigned defender(s) is resolved simultaneously, hence the attacker and one or more of its assigned defenders could die in a single battle.
    • The attacker receives damage equal to the sum of the ATK values of the defenders. If the damage is greater than or equal to the attacker's DEF value it dies.
    • The attacking player chooses how to distribute the damage dealt by the attacker's ATK strength among the defenders.
    • If a defender receives damage greater than or equal to its DEF value, it dies.


  • If an attacker has no defenders assigned to it, then the attacked city loses Defense strength equal to the total amount of damage dealt by the attacker.
  • When the defending player assigns a defender against an attacker, the amount of unblocked damage is not carried over to the city (even when the defender dies).

IV. Clearing the battleground

  • When combat is over, each dead creature is placed in its owner's graveyard.
  • Any card attached to a dead creature is placed in the graveyard of the owner of the attached card. (A graveyard only contains cards of one player.)

Conflicting rules

As in many games, some rules and mechanics may seem to contradict themselves at times. This is actually a feature and what makes CCGs deep, complex and modular.

Rule conflicts are to be resolved thus:

  • If a card's rules contradict the core rules (in this document), the card's rules override the core rules.
  • If an effect forbids something, while another effect allows it, that something is forbidden. "No, not, can't" etc. always outweigh "can".
    • Example: A creature has the effect "can not fly" in its card text. Playing a Magic card on the creature with the text "target creature can fly" does not make the creature able to fly. The "can not" overrides the "can".

Types of Abilities

There is an extensive list of abillities.

Abilities are not limited to just creatures. Some Magic cards can grant creatures additional abilities they wouldn't otherwise have.

There are three main types of abilities: passive, activated and triggered.

Passive

A passive ability is one that takes effect and abides without needing any associated cost to be paid, any action to be taken, or any particular requirements to be met. As soon as the card with the ability enters play, the ability is active. It ceases to affect the game when the card leaves play.

Example: "All Elvish creatures get +3 Defense" is a passive ability.

Activated

  • A card's ability only takes effect after the player controlling the card pays the ability's cost. Inability or refusal to pay the ability's cost prevents the ability from taking effect.
  • Only the controller of a card may activate it's abilities. Usually, the controller is the player that put the card in play by paying for it.

There are three types of costs that must be paid to activate abilities: power cost, marking and custom cost.

Activated abilities are always written in the format

Cost : Effect

Whatever is on the left side of the colon (:) are the cost(s) or prerequisites. The text on the right side of the colon is the card's effects that will occur once the costs are paid and the prerequisites are met.

Triggered

  • A triggered ability is activated if and only if its trigger takes place.
  • Players cannot choose whether a triggered ability will take effect or not once it is put into play. It must take effect once the trigger occurs.
  • It is possible for rules or situations to prevent a triggered ability's effect from applying.

Example:

  • Consider the triggered ability "Discard a non-Dark-Legion creature every time a skeleton comes into play."
  • Suppose an opponent plays that curse (triggered ability) on you.
  • If any player (including you) puts a Skeleton type creature into play, then you must discard a non-Dark-Legion creature.
  • If you have only Dark Legion creatures, however, then it is not possible for you to comply with the card rule, in which case you don't have to discard anything.

Variable Resource Costs

This card costs X resource cards.

Some cards have a cost of X instead of a literal number. Other cards have a cost of X with a modifier (usually a simple algebraic expression). In these cases, the meaning of X is always defined in the card text.

Example:

  • A card costs X + 2.
  • Its text says that X is equal to the ATK value of the target creature.
  • The target creature's ATK is 3.
  • Thus, the cost to play the card would be 3 + 2 = 5 resource cards.

Team Play Formats

Arcmage can be played as a 1 vs 1 game, or with multiple players acting alone. (A three player setup is for example 1 vs. 1 vs 1.)

However, it also supports symmetric teams, e.g. 2 vs. 2. and asymmetric teams, e.g. 2 vs. 1. (Which is more fun then the 1 vs. 1 vs. 1 variant and doesn't suffer the 'kingmaker dilemma', where a single player can decide who wins, but not their selves.) There are two team play formats to choose from.

One, Two, Three Headed Giant Format

This format allows you to team up 2 vs 1, 2 vs 2, 3 vs 2, 3 vs 3.

The basic rules apply with the following additions:

Team Player Order

Teams gets alternating turns, so first team A, then team B, then team A, etc. Each team decides the player order within the team. The team with the most players start.

For example a 2 vs 1 team game:

  • Team A has the following player order: player 1 (A1), player 2 (A2).
  • Team B has the following player order: player 1 (B1).
  • As a result the players turn order would be A1, B1, A2, B1, A1, B1, A2, B1, etc.

For example a 2 vs 2 team game:

  • Team A has the following player order: player 1 (A1), player 2 (A2).
  • Team B has the following player order: player 1 (B1), player 2 (B2).
  • As a result the players turn order would be A1, B1, A2, B2, A1, B1, A2, B2, etc.

For example a 3 vs 2 team game:

  • Team A has the following player order: player 1 (A1), player 2 (A2), player 3 (A3).
  • Team B has the following player order: player 1 (B1), player 2 (B2).
  • As a result the players turn order would be A1, B1, A2, B2, A3, B1, A1, B2, etc.

Additional Team Player Rules

  • While defending in combat, creatures from all team players' armies may defend against attacking creatures.

Win Conditions

  • When a player loses all of their cities in play, they are out of the game and it triggers the start of their endgame (the last round, up until this player's would be next turn).
  • If the rest of the team manages to destroy all opponents' cities in the last round they win, else they lose.

We've chosen these win conditions to not exclude the 'out of the game' player for too long, while still allowing an all-in/sacrifice/take-one-for-the-team option.

Aminduna Format

This format allows you to team (2 vs 1, 3 vs 1) up against an all evil overlord who claimed to be the next Amin Duna.

The basic rules apply with the following additions:

Additional Amin Duna Player Rules

  • The evil overlord always goes first.
  • In the first round, the evil overlord puts two cities into play (the team players, only one each).
  • The overlord optionally draws one additional card at the end of their turn.
  • All creatures of the overlord's army have 'Militia' and thus the overlord's army can attack two cities at once during the combat phase.

Additional Team Player Rules

  • While defending in combat, creatures from all team players' armies may defend against attacking creatures.
  • Building a city causes all team players to skip their (next) turn.

Win Conditions

  • If the evil overlord is defeated, all team players win (even those who have been destroyed before the end of the game).

Additional Team Players

This format can also be used to play 3, 4, ... vs 1.

  • The evil overlord adds two cities in their city pile for each additional team player.
  • The evil overlord starts with one additional city for each additional team player (thus the number of their starting cities can be more then three).
  • The evil overlord draws one additional card at the end of their turn for each additional team player.
  • The evil overlord hand limit is increased by one for each additional team player.
  • The evil overlord may attack one additional city for each additional team player during their combat phase.

Disclaimer & Other Information

  • At the time of this writing, these rules are only intended for developers that work on the same ruleset as ngoeminne, which is dubbed "the Awesome Rules Concept", or ARC for short.
  • Edits are allowed by anyone as long as they fully maintain the semantics and logic of the game, the intention of the edited rules, etc. Such edits should not change how the game is played.
  • Rule-changing edits are allowed only after being cleared with ngoeminne first.
  • The ARC intends to live up to the General Design Document & the Local Design Document for the ORC.
  • All content in here can and will likely change as development, concept testing, play testing and revising continues. At the time of this writing, nothing in this document represents the finalized game. These rules should not (at this time) be seen as set in stone.
  • Questions? Please post them in our forum after mailing us for an account in there; or mail your questions.