Added pilots to the official rules
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@@ -7,26 +7,43 @@ The goal of the game is to attack your opponent directly five times. Each time a
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The game takes place on a 5*7 grid (wider than it is long). Players start the game with a deck of 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
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Tower cards generally cannot move, but provide “bandwidth”, which can be used to play Mecha cards (Radio Tower is a Basic Tower, therefore it has no limit on the number of copies you can have in your deck). Towers may be placed anywhere in your entry zone, or in a free space next to an existing tower you already control.
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Mechas are cards which act as playing pieces. A mecha card has three numbers down the side: their cost, their power and their durability. Players can play as many mechas as they want, as long as their mecha's total costs does not exceed their current bandwidth. If enough towers are destroyed that the bandwidth drops below the current cost, then nothing special happens; the player simply can't play any more mechas until enough bandwidth is available again. Mechas may only move one orthogonal space at a time. If a mecha can move more than one space, such as with the “speed” ability, then they must move along each space one at a time, and they cannot pass through other mechas or towers.
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Command cards are cards with miscellaneous abilities, and they can be played at any time, before being placed in the discard pile. Some commands may have unique requirements, such as being placed on the battlefield. If this is the case, they can occupy the same space as a unit, and they do not count as a unit.
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Trigger commands are a unique type of command. If a trigger command is placed into a player's damage zone, it's ability takes effect immediately. Otherwise they can be played from a player's hand like a normal command.
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When combat between mechas is initiated, the attacker's power is subtracted from the defender's durability. When a mecha's durability reaches zero, it is destroyed and discarded.
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A unit cannot move or attack in the same turn it was played, unless it has haste.
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Phases of a Turn
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===
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---
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* Start Phase (Do nothing unless told otherwise)
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* Draw Phase (Draw a card)
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* Main Phase (Play cards, move, attack, etc)
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* End Phase (Do nothing unless told otherwise)
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Types of Cards
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===
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Towers
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---
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Tower cards generally cannot move, but provide “bandwidth”, which can be used to play Mecha cards (Radio Tower is a Basic Tower, therefore it has no limit on the number of copies you can have in your deck). Towers may be placed anywhere in your entry zone, or in a free space next to an existing tower you already control.
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Mechas
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---
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Mechas are cards which act as playing pieces. A mecha card has three numbers down the side: their cost, their power and their durability. Players can play as many mechas as they want, as long as their mecha's total costs does not exceed their current bandwidth. If enough towers are destroyed that the bandwidth drops below the current cost, then nothing special happens; the player simply can't play any more mechas until enough bandwidth is available again. Mechas may only move one orthogonal space at a time. If a mecha can move more than one space, such as with the “speed” ability, then they must move along each space one at a time, and they cannot pass through other mechas or towers.
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Commands
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---
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Command cards are cards with miscellaneous abilities, and they can be played at any time, before being placed in the discard pile. Some commands may have unique requirements, such as being placed on the battlefield. If this is the case, they can occupy the same space as a unit, and they do not count as a unit.
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Trigger commands are a unique type of command. If a trigger command is placed into a player's damage zone, it's ability takes effect immediately. Otherwise they can be played from a player's hand like a normal command.
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Pilots
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---
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Pilots are cards representing characters in the game's storyline. Pilots attach to mechas, reducing that mecha's bandwidth cost to zero, as well as granting various different abilities and power boosts. Pilots must be attached to a mecha in your entry zone. Once this is done, a pilot's power and durability modifiers are immediately applied to that mecha for as long as the pilot is attached. Each mecha can have a maximum of one attached pilot card, and a pilot card can attach to only one mecha at a time. Also, you may control only one pilot of a name at the same time.
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Types of Counters
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===
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@@ -92,7 +109,7 @@ Provide Xu
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Not strictly a keyword, but Towers usually provide a number of units ('u' for short) towards your total bandwidth.
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Other Rules
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Other Rules and Corner Case Rulings
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===
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Mulligans
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@@ -104,3 +121,8 @@ Maximum Hand Size
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---
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At the end of your turn, if you have more cards in hand than your maximum hand size, then you must discard cards, one at a time, until you are left with no more than your maximum hand size. The normal maximum hand size is 5.
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Pilot Idiocy
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---
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Some pilot abilities and durability modifiers may instantly destroy a mecha as soon as it's attached. In this event, the pilot's and mecha's abilities take effect for a moment before the mecha is destroyed. Therefore, in the case of Jason "The Looks" Brannan being attached to a mecha with 1 durability, both players reveal their hands and allow their opponent to take notes as needed, then the mecha is destroyed, and finally both players hide their hands again.
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