Platform Mode

Platform Play Mode

In Platform mode, the objective is to knock the opponent off of the Platform. Defeating them in any other way will not win the game, but simply has them come back to the field where they first started. (If there is something in that spot, it will move or be sent to the Cemetery.)

Getting Started

The Setup

In this mode of play, there is no Market Phase. Each player brings in 4 Creatures, 2 weapons and 2 items and places them face down on the field. Ranks will be identical to one another, as in Rank of 2, 4, etc. So each player will simply place the 1 rank card on outside of the field for their character. 

These cards will cost 1 action to flip over and 1 action to equip. If it is a creature, then 1 action to flip over and then the creature is ready on the field. 

Each player may flip as many cards as their actions allow.

Player One

Intro Phase:

During this phase, player one places his/her cards on the field and then places his/her main character. Wherever they are placed is where they start the game and may cause issues if not chosen poorly.

Once placed, player one can now use one action to flip a card. They can choose not to flip a card and instead move toward the enemy.  Main Characters can move in any direction. Flying creatures can move in any direction. Ground creatures can only move forward, backward, left and right. They can not move diagonally.

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. 

If at any point, a creature, character, etc. takes 75+ pts. of damage directly, that is unshielded or defended, then they will be pushed back one square depending on which way the attack is coming from. If they are at the edge and pointed in the right direction, then they will be thrown off the platform and be removed from the game. If the main character is removed from the game, then that side loses the game.

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 characater 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. (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.)

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.

Player X

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

Player Three

Player 1 Round 2

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

Player X Round 2

Draw as many cards as your luck allows. Repeat this for all players present.

Winning the Game:

Knock Off

The only way to truly win this game is by Knocking off the opponent from the Platform. If someone forfeits, runs away, etc. this will all be considered a win for the remaining party.  Beyond this, this form of game play has no other way’s to win. 

There is a way to Stalemate or end in a Draw. (See Draw)

Note: Negotiations will not work in this mode. Running away will not work in this mode as the only way to run away is to run off of the platform. 

Note: Suicide in game play will result in -10 Training. (Most of the Higher Beings look down on Suicides. There are exceptions, though.)