Table Top Play Mode

Table Top Rule Book

Before you begin

Read Prelude before reading this section as it will get you characters up and ready for the fight ahead.

Player one

Market Phase:

At the beginning of this phase, place any Value cards on the field. Any buying and selling comes into play here. Use Value Cards, Value at Startup or Rank Values to buy and sell items/weapons, etc. (See Value Cards and See Value at Startup)

To pay for a card to place, the top right hand side of the card will have numbers on balls and symbols. The amount needed of each type of symbol is the number on each of the balls. (So, if a ball has a 6 on it, then is followed by a Brik symbol, then the card costs 6 Brik to place. All of these must be paid for before the card can be placed on the field. Once paid, the card is placed on the field and the Suspend comes into play. See Suspend Phase.)

When a person runs out of Value they can no longer pay to bring things in.

Note: Value Cards, Starting Value, and Rank Values are all useable at this time. Also, if someone has something on the field, they can sell it for 1/2 the price of the item. This will remove the item from the game, however. (See Market, Value Cards, Starting Value and Rank Value.)

Suspend Phase:

Each player, after buying whatever they are going to buy for this Response, will then place their items, weapons, etc. on the field. Each of these cards will have a Suspend of some sort, even if that is 0. (See Suspend Ball.) Once the cards are set on the field, the player can then begin to use them if they are not suspended.

Note: No one can attack on the first round of play, unless they have an ability, card, etc. that removes this rule.

Declaration Phase:

Each player, after buying whatever they are going to buy for this Response, will then place their items, weapons, etc. on the field. Each of these cards will have a Suspend of some sort, even if that is 0. (See Suspend Ball.) Once the cards are set on the field, the player can then begin to use them if they are not suspended.

Note: No one can attack on the first round of play, unless they have an ability, card, etc. that removes this rule.

Attack Phase:

Once declaration phase has ended, all those declared attacks, do so. No other attack phase may be used after this one, save with an override or ability. Every attack, weapon, spell, trap, ect. will have a Reach noted by the blue ball at the bottom of the card (See Reach). Most cards will also have Mobility telling you how far they can move noted by the red ball at the bottom of the card (See Mobility). If at any point someone is out of reach of an attacking party, the party is removed from battle and placed back on defense. 

All creatures, characters, etc. will have their Suspend which shows how many Actions they have each Response. If a creatures uses all their Actions, they are fatigued until the next Response. (See Fatigue.) If a player attacks with a weapon and puts their own attack with the weapon, rather than just that of the weapon, they will use all their actions this round. This is considered a Full Attack and deals all the damage of the weapon, the character and the Rank at the same time. Normal attacks with weapons are only the weapon and the Rank cards attacks combined. (So if the character has a weapon with 8 attack and a Rank card of 4 attack, then their attack is 12 each time they attack. If they want to put all their power into the attack, then they will use their character card as well, which in this case is a 6. Thus their attack would be 18, but they will use up all Actions for this and the next Response. Their fatigue will wear off after the next Response, so if they are fighting 3 or more people, they will be able to defend against during the Response after the person that moves next.)

Defend Phase:

The Opponent may now choose the defenders of each attack (Minus targeted or Sneak Attacks). To do this, take the attackers physical attack, mental attack, etc. and subtract it from the defender’s physical defense, mental defense, etc. If the amount is higher than the attacker, then the defender takes no damage. (Note: See Reverb) If the attacker’s points are higher than the defenders then the defender will take that damage. (See Attack/Defense , Targeted and Sneak Attack.)

Each defense costs 1 Action, or more if using an ability, and once the character is out of actions they will fatigue. Fatigued, the character can not defend or use abilities, thus all damage goes against their life directly. (Certain abilities will make this a bit different, but the abilities will explain that.)

Damage Phase:

All damage dealt to life is reduced from the life total and those that have a life total reduced to 0 or below are removed to the cemetery.  (There are certain creatures, characters, etc. that this does not apply to, but their cards, or their abilities will explain as such. In these cases, once reduced to 0, if they can not gain live within 1 rd., they are considered forfeit and thus still lose the game.)

Note: Melaneys play a very different way. (See Melaney)

Counter Attack Phase:

If a player has not taken more than 1/2 life during an attack, they can counter attack. They must have Actions remaining. They must have an ability that allows them to counter attack (This can be in the form of a weapon, an ability, a spell, etc.).

Counter Attacks are 1/2 the attack of the weapon in most cases. There are abilities, weapons, etc. that overcome this rule.

Note: Shock can be used to overcome this rule. (See Shock Pts.) The defending creatures, character, etc. can now counter attack by ½ normal attack against the attacker. This is against the opponent’s armor or self. Shields cannot defend counter attacks without the abilities or training to do so.

Note: Ranged Attacks and Sneak Attacks cannot be Countered save with abilities that state as such.

Oblation Phase:

During this phase, which must not come until the very end of all other phases, the player will sacrifice an offering to their “God, Mald, Supre Mald, Etc.”. This does not have to be observed, but some religions will be able to use their sacrifices to offset things or make things happen within the game (See Religions).

Note: If a person decides to “Sacrifice” to their Gods, Malds, etc. They can say the name of the Divinity before Sacrifice, pay the cost of the creature, item, etc. and pull in the Soulmere from the card for use in their next turn. This can be used for a single attack or to pump into something else they are trying to do, but the boost will only last for a single round and then the Soulmere is lost. (Player must be one with this Divinity for this to work, so if they do not have a Divinity in their history, or a cards showing they are working with a Divinity, then this will not work.) (Some Divinities will actually grant other abilities if this is observed constantly throughout a match. Read the Divinities well.)

Player X [continue for all players.]

Draw 7 cards and Take the same phases as Player 1. (Repeat this for all players present.)

Player X Round 2 [continue for all players.]

Draw as many cards as your luck allows. (See Luck.)

Note: Use Imbue to gain more cards if needed. Be careful, though, Imbue can be quite costly. (See Imbue.)

Winning the Game:

Run Away:

Negotiations: