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Beginning Play

Market Phase:

The player with the highest Initiative will go first. (See Initiative.)

At the beginning of this phase, each player places 2 weapons, 2 shields, 2 items, 2 creatures, 2 armors. (Substitute Spells, Abilities, etc. for any of these of choice. These cards are placed on the field and must be picked up during the fight to be used. There will not be another Market Phase. This will give every player 10 cards, placed face down on the field to be turned when they bring them into play. Turning a card costs 1 Action. Then they will have to equip the card before using it, which will also cost an action. Unless it is a magic, mental, energy, etc. in which case it will only cost the actions of the card.)

Note: Suspend Phase is Negated in this type of match and thus all weapons are open at the beginning of the match. However, Suspend does come into play when using the weapons. So if a weapon has a suspend of 4, then once it is used, the user must wait the four actions to recover the weapon.) (See Suspend Phase.)

Note 2: In this style of play, all players will agree at the start of the match how many levels of Rank they will use. This can be anything between 0 and 24, depending on the rank status and styles of ranks. The Rank Cards (See Rank Cards) will be placed during the Market Phase and only the final card will be counted for its Startup Values. 

Note 3: When something is defeated and leaves the game, it can not be brought back by any means.

Declaration Phase:

When done with the Market Phase Phase, the player can then go to the Declaration Phase were they declare what each item, weapon, etc. are going to do this Response. If there is no move then they simply announce that their Response is complete and the next player may begin their Market Phase.

All attacks must be declared at this time, save for Immediates. The declaring party states what they are attacking with. After this phase, potions can not be used, so make certain to use them appropriately. (There are exceptions to this rule, but they will either be on the card, or in an ability of the user.)

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 (See Attack).

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.)

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 natural defense only. (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. Also, beware the Crypt Keepers in these cases for each of these players will have to avoid them if they are on the field.)

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. (See 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. Counter Attacks can’t be used from projectile weapons. (This doesn’t mean that the weapon can’t be used to counter, only that it can not be projected into a counter. The Counter Attack must be held in hand, or be an ability, spell, etc.)

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.

Oblate Phase:

At the end of each turn a player may “sacrifice” to their Gods, or simply remove a card to the cemetery to make open for another card to come in. This is done every round and is not something that can be negated, or countered, without an ability to do so. 

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.)

Player 2

Repeat the steps for player one until one of the two players dies. 

Note: If there are more than 2 players, then each player will repeat until all on field save one is defeated. Only then can there be a victor.

 

Winning the Game:

Run Away:

Negotiations: