HIGHLANDER TYPE TWO
RULEBOOK
2009 Version
Credits
Highlander: TCGTM and the SwordMasterTM System Created By: | Mike Sager |
Type Two Rulebook Written By: | Jim Black and Steven
Rice |
Web Page: http://www.highlandertcg.com |
|
Editor and HTML Adaptation | Steven Rice |
Thanks To
Tim, Brent, Greg and all
the players who related questions and concerns.
All Rights Reserved. Highlander Davis-Panzer Productions. Printed in the United States by LeMontaguard Inc.
Game Concept and Goal of the Game
Highlander: The Card Game is
designed to simulate a duel between two Immortals: yourself and
your opponent. During the course of play, both players will
play attacks and defenses as if they
were fighting with swords. Other cards will represent the tricks, tactics, schemes, and plots you
utilize to win. It may be helpful
to think of the game as a series of encounters with your opponent,
through the centuries, rather than a single brief duel. While
these rules will give you the basic
framework for the game, the cards you play will often let you do things the rules say you cannot.
Your deck of cards is your Endurance. After you have drawn all cards from your Endurance, you
Exhaust. Exhaustion means a
loss of Ability, but not necessarily the end of the game.
Both players are able to take
a certain amount of damage before losing the duel. This amount is
known as your Ability.
You start
the game with an unmodified ability of 15. If you take damage or are affected by ability
loss or gain, your ability will be adjusted during
the Ability Adjustment Phase. You may hold as
many cards in your hand as your current ability, unless your Hand Size has been modified.
Your
Ability
not only represents your 'score', but also your luck, skill, and knowledge. As you lose Ability,
you will find yourself with
fewer cards, and thus, fewer options, in your hand.
Your goal is to reduce your opponent to an Ability
of zero, or cut off your opponent's head via a
Head Shot. When a player begins their Attack Phase at zero Ability, their opponent
wins the
game.
A successful Head Shot will end the game quickly. A Head Shot is a modified upper
attack. If your
opponent cannot defend against the attack, their head is taken, and the game ends immediately.
Card
Anatomy
Let's
examine what makes up a Highlander card:
Card Type Icon: In the upper left-hand corner of the card, there will be an icon denoting
the card
type, unless it's a Pre-Game card.
Title: Across the top of the card is the title bar.
The title of the card will appear here, in large
letters. Your deck may contain only 6 cards of the same title.
Sub-Title: Unless the card is "Generic," you will find the name of a Weapon of Choice, Persona, or
Faction (e.g. Clan MacLeod)
that categorizes a Persona just beneath the title, in slightly smaller
letters. Though the name of a Weapon of Choice, Persona, or
Faction (e.g. Clan MacLeod) may
appear in the title box, it is not considered part of the title when determining card effects and
restrictions. A card is Weapon
Specific if it has a Weapon of Choice's name, and Persona
Specific if it has a Persona's. Weapon Specific Cards cannot
be included in your deck or used
during a game unless you are using the proper Weapon of Choice. Only a Persona whose name
or Faction name appears in
the title box may include that card in their Endurance.
Reserved or Signature Symbol:
If a card is Signature or Reserved, there will be a Sword in the title
bar, over to the right hand side. On a Signature card, the sword
will have an "S" attached to it.
Reserved cards cannot be included in your deck unless your Persona's name appears
in the Sub-
Title. Signature cards cannot be included in your deck or played during a game unless your
Persona's name appears
in the Sub-Title. The Restriction number (see Restriction Number) on
Signature cards cannot be altered.
Hand Icon: If the card has a small white icon in the shape of a hand, it depicts something that
requires a hand to be used.
A card with a Hand Icon cannot be played if you already have two
Hand Icons in play. You can never have more than two Hand Icons
among any of the cards you
have in play. If you have only one or fewer Hand Icons in play, you are considered to have a free
hand. Many Pre-Game cards,
such as Weapon of Choice, have a Hand Icon, and some have two.
If at any time you have more Hand Icons in play than you are
allowed, you may choose to use an
effect to Disarm any weapon you have or remove from play any of your cards with Hand Icons
until you have the maximum
number of Hand Icons allowed to you in play.
Restriction Number: If there is a number to the far
right hand side of the Title bar, that card is
restricted. Your Endurance may only contain as many of that card as the Restriction
Number.
Text: At the bottom of the card, you will find the Card Text also known as Game Text.
Here you
will find any special instructions about that card. You may also find a sub-category to a card here.
It will most likely be found
following the type of card on the first line of Text.
Attribute Gems: These are the colored ovals at the
bottom of most Highlander cards. Each colored
gem stands for a different Attribute:
Master –
(White)This is how many Master cards you are allowed
Agility – (Light Blue)This shows how agile
a Persona is.
Strength – (Orange)This measures how strong a Persona is.
Toughness – (Dark Blue)This is how much punishment a Persona can take.
Empathy –
(Purple)This is how a Persona relates to other people.
Reason – (Yellow)This
is a measure of a Persona's intelligence.
Constructing a Deck
Attribute Gems: When constructing your
deck, look at the Attribute Gem count on the back of
your Persona Card. The Master Gem remains as it is, but the
other Attributes are all multiplied by
3 to give the total number of gems of each Attribute allowed in your deck. Nearly
every card in
Highlander has 1 or more Attribute Gems printed on them. When constructing your deck, be sure
to count these Gems to make
sure you do not go over the limit for each Gem.
Attacks: Attacks have a red grid icon. One or more of the squares in the grid is filled with a red
square. Those red squares show where he attack is aimed. You are required to include at least
one each of the nine Basic
Attacks in your deck. They are: Upper Left Attack, Upper Center
Attack, Upper Right Attack, Middle Left Attack, Thrust, Middle
Right Attack, Lower Left Attack,
Lower Center Attack, and Lower Right Attack.
Special
Attacks: Special Attacks have a gold grid icon, and are often more difficult to defend than
normal attacks. Edge cards
cannot be played in conjunction with Special Attacks.
Blocks: Blocks are defenses
with a blue grid icon. If you have a block that covers all areas of an
attack played against you, you can play that block
to block the attack. You are required to include
at least one each of the six Basic Blocks in your deck. They are: Upper Left Block,
Upper Center
Block, Upper Right Block, Lower Left Block, Lower Center Block, and Lower Right Block.
Dodges: Dodges are defenses with a green grid icon. If your dodge covers the same areas as
an
attack, you may play that dodge to avoid the attack. You may play green gridded cards even if
Disarmed.
Special Cards: Events, Situations, Locations, Plots and Objects are all considered Special
Cards.
You may only play one Special Card per turn, and only during your Defense or Attack Phases.
Events: Events have a lightning bolt icon. They may be used to quickly change the course
of battle
in your favor. Events are removed from play during your next Sweep Phase.
Situations:
Situations have a silhouette of an Immortal as their icon. They may remain in play over
many turns, and may change
the conditions of the battle.
Plots: Plots have a gear icon. They remain
in play over many turns, and may be in multiple parts.
Locations:
Locations have a Greek style ruin icon. Like Situations, they may change the condition
of battle over many turns.
However, they do affect both players.
Objects: Objects are marked
with a sword icon, and include such things as extra weapons or
armor, with which you may be equipped. Object: Allies are subject
to any card/effects that affect
Allies or Objects.
Edge: Edge Cards are marked
with an outstretched hand icon. They may provide you the
advantage you may need to win in battle. Edge Cards are not
Special Cards.
Illusions: Illusions are cards which can only enter play through
a Hard Exertion. Whenever you
make a Hard Exertion, you may choose to play 1 Illusion card from that Exertion. This does not
count
as playing a Special Card. If you make more than one Hard Exertion during your turn, you
may play an Illusion card from those Exertions as
well. You may make a Hard Exertion during your
turn expressly for an Illusion card if you choose. You may not play an Illusion from
your Hand. If an
Illusion is drawn into your Hand, it will remain stuck there until you find a way to discard it.
Illusions are not Special Cards
and are not subject to Counters that do not specifically counter
Illusions.
Pre-Game
Cards: These cards typically do not have the standard Highlander logo on the back.
These cards are played before
the game begins. They do not count toward the total number of
cards in your Endurance. You may only use six Pre-Game cards.
In addition, you cannot use more
than one of any unique Pre-Game card. If using a Quickening, you may not use the Quickening for
the
persona you are playing.
Persona Cards: This Pre-Game card allows you
to play as your favorite Persona. Persona cards
have a picture of a Persona on the front, and biographical information about that
Persona on the
back. Below the biographical information, you will find a description of the special skills a Persona
brings to 'The Game.'
These skills are known as Persona Powers. You may only include Persona
Specific Cards for that Persona in your Endurance. You may only
include Master Cards (see Card
Groups) in your Endurance up to the number indicated on your Persona card.
Card Groups: Any cards that share a single word in their title are considered to be part
of a Card
Group. For example, the cards Master Swordsman, Weapon Master and Master's Advance all
have the word Master in their
title and thus are part of the Master Group and are Master Cards.
Weapons
of Choice: This Pre-Game card is the weapon your Persona prefers when engaging in
combat. If you are using a
Weapon of Choice, you may include the appropriate Weapon Specific
cards in your deck.
Beginning
the Game
After constructing your deck, you will need a couple of other items: something to keep score
and an opponent with their
own Highlander deck to pit against you.
Both players shuffle their Endurance and offer to
let their opponent cut.. Then, each player places
their Endurance to one side in front of them. Each player then names an Attribute
Gem and draws
five cards. Each player then checks their cards for the Attribute Gem they named. Whichever
player drew more of the named
Gem than the other goes first. In the case of a tie, each player
draws the top card of their Endurance and compares their previously
named Attribute Gem, this
continues until the tie is broken. All cards drawn in this manner are placed at the bottom of their
Endurance. Each player then
draws one card for each point of his starting Ability (also known as
Maximum Ability). The first player proceeds through the Sequence
of Play, and finishes their turn.
The second player then proceeds through the Sequence of Play, and finishes their turn. Player's
alternate
turns until one player is defeated. During your turn, you must play at least one non-Edge
card, or make an Exertion.
When defending attacks, play from your left to right, playing the cards facing you, so that the grids
match up with one another.
Your opponent cant read the text, but most defense cards don't have
extraneous text, so it doesn't matter. If he needs to read
the card, he can request to see it. The
important thing is that he can easily see that the grids on the cards match up.
When playing attacks, you lay them down in order, from your right to your left, facing your
opponent so that the cards
are upside down to you. If you are modifying the attacks with Edges
and such, play those between you and the attack being modified,
also upside down. The attacks
and modifiers are played in this manner so that they are clear to your opponent.
When
playing Events and/or Edges, please place those facing your opponent so that they can be
easily read. Permanent cards like Plots, Situations
and Objects can be played facing yourself
since they remain in play and usually effect you more than your opponent. Again, since
you are
the
one who played the Event/Edge you have little need to read it, and in the case of permanent
cards your opponent can always ask to read them if
they need to do so.
The Sequence of Play
A Golden Rule you must remember is that you ordinarily
never do anything during your opponents'
turn. Therefore, if your opponent has played a card that instructs you to perform
an action, you
must wait until the May Do/Must Do Phase to perform these actions. These effects are 'Must Do'
and 'May Do' effects
which you must take care of before proceeding with your turn.
1.) Sweep Phase: When you play
cards during your turn, they are left in play during your
opponent's turn as a reminder of what you played. At the beginning of your next
turn, you discard
any cards still in play that normally do not remain in play. Cards waiting to be swept during your
next Sweep Phase are considered
to be in play. Any card or effect that removes a card from play
does so immediately, instead of the card waiting for your next
Sweep Phase.
2.) May Do/Must Do Phase: Due to game mechanics, this phase is considered the beginning
of
your
turn. You may play/activate/resolve May Dos and Must Dos in any order during this phase.
2a.) May
Do Effects - These effects can be identified by the Text of their instructions, which will
have the word 'may' in the description of
the action you may take. You may accomplish these
effects in any order you choose. You may opt not to do any 'May Do' effects
at all unless
specified. You can activate or play May Do actions or effects any time during your turn.
2b.) Must Do Effects - These effects can be identified by the Text of their instructions, which
usually will have the word
'must' in the description of the action you must take. If you have multiple
'Must Do' effects to take care of, you may
handle them in any order you choose, as long as you
take care of all of the 'Must Do' effects if possible. If your opponent did
not attack during his last
turn you may discard one defense from your hand during this phase. If you have an Edge Card
that will counter or affect
a 'Must Do' or 'May Do' effect directly, then you may play it when
resolving these effects.
3.) Defense Phase: The next action you will take on your turn is to play your defenses, Defenses
may only be played during this
Phase. If there is no attack coming, you cannot play a defense, nor
make an Exertion for one, except you may play one unprovoked
Guard. You may play one
defense against each attack that your opponent played in their turn, and cannot knowingly play an
inappropriate defense. If the
colored area on your defense card covers the entire corresponding
colored area on your opponents' attack, the defense is successful
and you normally take no
damage from the attack. You may play a Special Card in this phase, or wait until your Attack
Phase.
4.) Attack Phase: During this phase you may normally only play one attack.. If you are prevented
from playing an attack or have
lost all of your attack opportunities, then you cannot play an attack,
or make an Exertion for one. When preparing to attack, take
note of the last defense you played
as it may modify your first attack. You may only attack to an areas that the block does not cover
.
A
successful dodge will defend an attack as well and perhaps affect your next attack, depending
on its Game Text, if any. If you haven't played
a Special Card yet, you may do so in this phase.
Remember that you may only play one Special Card per turn.
5.) Ability Adjustment Phase: Cards cannot be played once you start this phase. If a card lowers
your Ability, or you have pending
damage, make that adjustment now. If a card raises your Ability,
make that adjustment now. A successful attack normally does
2 damage. You may calculate
pending Ability loss and gain, along with pending Damage loss and gain in any order.
6.) Draw/Discard Phase: You must Discard Down or you may Draw Up during this Phase. At the
beginning of this Phase you
must resolve (in any order) all effects that occur during the
Draw/Discard before drawing or discarding cards. You cannot
play any cards during this Phase.
Then, if you have more cards in your hand than your Ability, you must discard down to your Ability
unless
your hand size is altered. These cards are immediately placed in your Discard Pile. If you
have fewer cards in your hand than your Ability,
you may draw one card at a time, stopping at any
point as long as you do not exceed your Ability unless your hand size is altered.
You may normally
draw cards only during this phase. If you forget to draw during this phase, you will normally have to
wait until your next Draw/Discard
Phase to draw. After you have completed drawing up and or
discarding cards your turn is over.
Other
Game Aspects
Guard: A Guard allows you to block a large grid area, and unlike a normal
block or dodge, does
not need to be swept during your Sweep Phase. You can leave it in play and block with it again
next turn! A Guard is still
a block. If you make your Guard a Power Block, it is only a Power Block
for that turn. While you have a Guard in play, you cannot attack
to the areas covered by the
Guard. You must remove your Guard from play in order to play a new defense, or attack to those
areas. Remember, as with other
blocks, if you just blocked with your Guard, you may only attack
to areas not covered by that Guard. As a Standing Defense, you
do not need to Defend an attack
to play a Guard, but may play only 1 unprovoked Guard per turn, only during your Defense Phase.
Standing Defenses: Standing defenses are a type of card that remain in play and affect the
game until they are removed.
These cards state that they are a Standing Defense. You may play
Standing Defenses during your Defense or Attack phase, even
if you have not been attacked.
Successful Attacks: An attack becomes successful
if your opponent did not play a defense or
use an effect that will block or avoid the attack. An attack usually becomes successful
at the end
of the defending players Defense Phase. That player may declare an attack successful before the
end of their Defense Phase,
instead of waiting for the end of the Defense Phase. Any effects of a
successful attack occur the moment the attack becomes successful.
Multiple Attacks: Normally, you have only one opportunity to attack per turn. However, you
may
gain additional attack opportunities through the use of other cards or your Persona Power. For
each opportunity you have,
you may play one attack from your hand, play a card that is played in
place of an attack, or make an Exertion for an attack. The sequence
of your attacks determines
the order in which your opponent must defend. You may not rearrange the order of attacks once
you have played them. If you
Exert for an attack however, you may insert that attack anywhere
along the sequence.
Multiple
Defenses: You may play a defense against each attack your opponent has played, in the
sequence they played them.
However, a defense you play may block or avoid more than one
attack in the sequence, if they cover the same areas as those attacks. As soon as
you play a new
defense, your previous defense will no longer help you defend further attacks in the sequence.
You may only play a defense
out of sequence in one instance: If you Exert for a defense, you may
use it to defend anywhere along the sequence of attacks. This
may change how your other
defenses block or avoid more than one attack, so be careful. If you have defended attacks from
your Hand but must Exert to
defend an Attack out of sequence and do not get a proper defense,
the effects of that successful attack occur and may affect the
defense sequence following it.
Exertions - An attempt to draw on inner reserves
of strength, through use of ones Endurance, is
known as an Exertion. To make an Exertion, reveal the top 5 cards from your Endurance.
An
Exertion
may only be used for one function. You may only Exert in your May Do/Must Do,
Defense and Attack Phases. Before you make an Exertion
you must always declare what you are
Exerting for, how many cards you will Exert (if there are any cards in play that modify the size
of
Exertions)
and the type of Exertion you are making. You may only attempt to become unprone or to
regain your weapon once per
turn. As such, you must choose between making a soft or hard
exertion when you make that attempt.
Tiered Exertions: These are Exertions made for an Attribute gem where each named gem found
in the Exertion activates
an effect.
Example: You may have a card that says “Make a soft exertion, avoid one damage
for every agility
gem you draw.” In this case you would draw 5 cards and for every agility icon on those 5 cards
you would avoid 1 damage. The
more gems you draw the better it works.
Threshold Exertions: These are
opposed Exertions, where you are trying to get more of a named
gem in your Exertion than your opponent, or you need to get
a certain amount of a named gem to
achieve an effect. Threshold Exertions are Attribute Checks.
Example 2: “Make a soft exertion for three
agility gems, disarm your opponent.” In this case out of
the 5 cards you draw you must find at least 3 agility gems in
order for the card to take effect. If you
find less than 3 your opponent is not disarmed and the card has no effect.
Attribute Checks:
An Attribute Check is a term defining any time you make an Exertion
for specific gems to create an effect, not to modify
an effect.
Attribute Challenge: An Attribute Challenge
will require an immediate response by your
opponent and both players will make a Soft Exertion during your turn.
Hard Exertions: You may only make one Hard Exertion per turn. Any cards that you reveal and
do
not use are placed into your Discard Pile after the Exertion has been fulfilled. After you make a
Hard Exertion, you may no longer
play cards from your hand during your current phase. This does
not end that phase, it only ends your ability to play cards
from your hand during that phase. For this
reason, it is important to remember to play everything you wish to play from your
hand before
Exerting. Below are the uses for a Hard Exertion -
1.) Power Blows:
To make a Power Blow, declare one of your attacks a Power Blow then make
an Exertion during your Attack Phase. When you make
an attack you play a Power Blow it does 4
damage instead of 2. You may only make one Power Blow per turn. If you make a Power
Blow,
your
opponent has the right to make the next attack they play during their next turn Hidden (see
Hidden Attacks). If an attack is already a Power
Blow, you cannot make it a Power Blow again. If
you have a card that must be played in conjunction with an attack that is considered
a Power
Blow,
play the card first then make the attack a Power Blow.
2.) Power Blocks:
To make a Power Block, declare which of your blocks you are making a Power
Block then make an Exertion during your Defense Phase.
You can only make a block you play
a Power Block against an attack that is a Power Blow. You may play a block against a Power Blow
and not make it a Power Block,
but you take 2 damage. If a block is already a Power Block, you
cannot make it a Power Block again. If you have a card that
must be played in conjunction with a
block that is considered a Power Block, play the card first then make the block a Power Block.
3.) Searching for an Attack: There may be times where you do not want to play an attack from
your hand, are restricted to
Exerting for one, or just do not have an attack in your hand. You may
make an Exertion in hope of finding an attack that you can legally
play. You may play one attack
from the Exertion. If there is a possibility of making an attack you play from your Exertion Hidden
(see Hidden Attacks), you may
first play the attack then discard the unused cards from the
Exertion. If you have a card that requires an attack to be played in conjunction with
it, play the
card first, then Exert for the attack to play with it. If no card is playable in the Exertion, any cards
played “in conjunction”
are discarded without effect.
4.) Searching for a defense: You may search
from within the cards revealed in an Exertion for a
defense. You may play one legal defense from the Exertion. If you have a card that
requires a
defense to be played in conjunction with it, play the card first, then Exert for the defense to play
with it. If no card is playable
in the Exertion, any cards played “in conjunction” are discarded
without effect.
5.)
Exerting for an Illusion: You may make a Hard Exertion during your turn to search for an
Illusion. You may play only
1 Illusion found in the Exertion.
6.) Other Exertion Uses: Some
cards or effects, like Exerting to "Regain your feet" (see Prone)
or Exerting to satisfy a card effect or persona power
may require you to make a Hard Exertion.
7.) Exerting for "Nothing":
There may be times where you do not want to play any cards from
your hand, you are unable to play cards from your hand, or a
strategic element calls for an
Exertion. This type of Exertion is known as an Exertion for "Nothing" or a "Useless
Exertion". If
you chose to make a "Useless Exertion" it must be made before the end of your Attack Phase.
Soft Exertions : These are Exertions that are usually made for an Attribute Check or Attribute
Challenge.
When Exerting, Draw the proper number of cards, add the proper Attribute Gems and
then return those cards to the bottom of your Endurance.
You may make as many Soft Exertions
during your turn as card effects call for. Making a Soft Exertion does not end the Phase you are
in
or
your ability to continue playing cards during that phase. After making a Soft Exertion you may
continue playing cards as normal.
Hidden Attacks: If you have the opportunity to play a Hidden Attack, you may play it face
down.
Your opponent will need to guess which area to defend. After they have played all of their
defenses, reveal the attack.
When the attack is revealed, the attacker must also disclose
all aspects of the attack (for instance - if it was undodgable, or a Head Shot)This
is one of the
few instances where a player may play an inappropriate defense. If the defense is inappropriate,
your opponent is allowed to
Exert for a better defense, but may not play a new defense from his
hand against that attack. If your opponent does not wish to
play a defense from their hand against
the Hidden Attack, you reveal the attack, and they may choose to Exert for a defense.
If a Hidden
Attack is a Power Blow, the attacker must declare that the attack is a Power Blow. If asked how
the attack is a Power Blow,
the attacker may respond with “Card Effect” if text on the card or some
other card effect makes it so. If an attack is unblockable
and/or undodgable by text on the card (and
there is no choice), the attacker does not have to disclose this information to the
defender. However,
if the card text forces the attacker to choose unblockable or undodgable, the attacker must disclose
which choice is in effect when
the attack is played.
Special Attacks: Special Attacks may not be
Power Blows (including Head Shots), may not be
Hidden, and may not be pulled from an Exertion when searching for an attack. Any Edge
Cards
modifying
your Special Attacks are Nullified.
Ranged Attacks: You must have
a free hand to play a Ranged Attack (see Hand Icons). Ranged
Attacks cannot be blocked under any circumstances and are also
Special Attacks. Back Aways
do not avoid Ranged Attacks. You may play Ranged Attacks even if Disarmed.
Dirty Tricks: Dirty Tricks cannot be blocked, do no damage (unless specified), and cannot
be
Power Blows. You may play Dirty Tricks even if Disarmed.
Exhaustion:
When the last card in your Endurance is drawn, discarded or otherwise taken from
your Endurance, you Exhaust. You lose 5 Ability during
your next Ability Adjustment Phase.
Reshuffle your Endurance and all the cards in your Discard Pile together and continue play. If
you
are
making a Soft Exertion and you only have 5 cards left in your endurance, when you draw the last
card you exhaust. You reshuffle,
and then put the 5 cards from your soft exertion underneath your
Endurance.
Head
Shots: A Head Shot: Event Card is played in conjunction with an upper attack. That attack
instantly becomes a Power Blow.
If your opponent cannot play a successful defense against the
attack, or avoid it, they lose the game and their head immediately.
Your attack must be able to
become a Power Blow to be a Head Shot. There are cards other than the Head Shot: Event that
may modify an attack to become
a Head Shot, or attacks that by Game Text are Head Shots. The
same rules pertaining to the Head Shot: Event also applies to
these cards.
Disarming & Breaking Weapons: During the course of the game, you may become Disarmed,
or your weapon may be broken. If your weapon is broken,
you are considered to be Disarmed.
However, if you are using two Weapons Of Choice, both weapons must be disarmed and/or
broken for a player to be considered
Disarmed. If either occurs, you may not play attacks or
blocks. At the beginning of your turn, in your 'May Do'
phase, you may make a Soft (3 of named
Attribute Gem) or Hard (2 of named Attribute Gem) Exertion to try to rearm yourself
for each
weapon lost. You do not have this chance if your weapon was broken. While Disarmed, you may
not play any Weapon Of Choice
cards or cards with Blade in the title. Any Weapon Of Choice or
Blade cards are discarded from play. You cannot attempt to Disarm
or break a player's weapon
that is already Disarmed. If you manage to recover a disarmed weapon and you have more than
one Weapon of Choice in play,
you may choose which one is recovered.
Edge Cards: These cards are
not Special Cards. You may play as many Edge Cards per turn as
you wish. Edge Cards played in conjunction with any card are
countered if that card is countered.
Edge Cards cannot be played in conjunction with Special Attacks. You may always play Edge
Cards unless card text specifically
says you cannot.
Events: Event Cards briefly affect battle,
and are normally swept during your next Sweep Phase.
Situations &
Objects: Both Situations and Objects remain in play after being played. You may
have multiple copies of the
same Situation or Object in play at once.
Locations: Locations remain
in play after being played. However, if another Location is played,
discard the previous Location. Only one Location
by any player may be in play at any time.
Location cards affect both players equally.
Plots:
Plots remain in play after being played, however once a plot is completed, check the text to
see if you are to discard
the cards after the effect has been triggered. You may only have 1 of each
unique plot card in play at
a time.
Weapons of
Choice: Normally, you may utilize only one Weapon of Choice. It cannot be
removed from the game. Any player not using a Weapon
of Choice is still considered to be using
a one handed weapon (one Hand Icon) and has a free hand. Your Weapon of Choice may
require
one
hand (one Hand Icon) or two hands (two Hand Icons) to wield. If you are Disarmed, your
Weapon of Choice is turned face down and is out of
play until you have regained your weapon or
have replaced your broken weapon. While Disarmed, you cannot play Weapon Specific
Cards
relating
to that Weapon. If you happen to be using two Weapons of Choice and are Disarmed,
your opponent decides which is Disarmed. Off Hand
Weapons Of Choice have a sideways Hand
Icon printed on the back of the card, indicating it is for Off Hand Use only. You cannot use two
Off Hand Weapons Of Choice.
Foil Weapon Of Choice Cards: Next to the Hand Icon on the
back of Foil Weapon Of Choice
cards, there is an Attribute Gem with a “+” and a number inside it. This number is
added to the
corresponding Attribute value printed on your Persona Card.
Prone:
During the game, you may become Prone. If you are Prone, you must discard a card from
your hand with the same Icon type as any card you
play from your hand. If you are Prone, during
each of your 'May Do' phases you may make an Exertion to attempt to
regain your feet. You may
make a Soft (3 of named Attribute Gem) or Hard (2 of named Attribute
Gem) Exertion to try to
become unprone.
Ignoring: For the purpose of game mechanics,
"ignoring" is considered to be nullifying in the
singular sense. Ignoring a target nullifies the effect/text
of the target for the duration of the ignore
effect only for the player doing the ignoring.
Example: Player A has Leo Adkins in play and a hilt
in play. Player B plays a 2ed Focus to ignore
the Leo Adkins and plays a Misfortune to remove the hilt from play. The text on Leo
Adkins cannot
activate because the text is nullified for Player B by the ignore effect of Focus during his turn.
Nullifying: When you Nullify a card or its effects, the card has no effect on any card, player,
rule
or effect in the game for the duration of the effect.
Damage vs. Loss
of Ability: If a card or effect forces you to lose Ability, it may not be countered
with a card that prevents damage.
Discard to Use Cards: The Game Text on these cards usually begins with "Discard this
card
from play". You may not use a Discard to Use Card the turn it is put into play. You may only
discard it after your opponent
has played their first card on their next turn.
Countering Cards: If a card
is countered, it is immediately discarded, and has no effect on play,
but is still considered to have been played.
Removing Cards from the Game: If a card allowing you to add cards to your Endurance is
removed, the added card or
cards must also be removed. If a card forces you to remove cards
from the game, first search your discard pile, then your Endurance,
then your hand, and finally
cards you have in play to find the card that must be removed.
Endurance
Size: You must begin the game with an Endurance of at least 50.
Allies:
An Ally is any non-Pre Game card that depicts a character from the television series or
movies, and has their name
only as the title of the card unless specified in the subtext. You may
only have 1 of each unique Ally in play at a time.
Duplicating A Cards Effects: If you are duplicating a card's effects, you do not need
to meet the
requirements for that card to achieve duplication. However, if the card being duplicated has other
requirements to achieve its
effect, those requirements must be met. If a card being duplicated has
any "play in conjunction" cards attached to it, the
effects of the "play in conjunction" cards are also
duplicated. Any other effects modifying the duplicated card
are nullified.
Stacking Effects: Identical versions of Objects, Situations,
and Locations with continuing effects
do not compound their effects, or stack, unless the cards specifically state that
they stack or are
cumulative. Different cards with similar effects do stack.
PreGame
Crystals: Crystals do not have to be in a specified order, and do not count against your
PreGame limit. You must still
abide by the 1 unique PreGame rule.
Hilts: These are unique cards
that may only be put into play to enhance a weapon of choice. You
may only have one hilt in play at a time. You cannot
play a hilt to replace a hilt already in play. If
for any reason you have 2 hilts in play, one must be discarded from play unless one
of them is an
off-hand hilt. If you become disarmed, any hilt you have in play for the
weapon disarmed, is removed
from play and placed in your discard
Continuous
Effect: These are effects which last over many turns and are sometimes cumulative
in nature.
Immediate Effect: These are effects which must be resolved the moment they are played or
activated. Nothing can interrupt
the Immediate Effect of a card other than countering the card.
Police : Remove Situation or Holy Ground are examples of Immediate
Effect.
Watcher PreGame: If you wish to include Watcher or Hunter
cards in your deck, you must include
the appropriate PreGame card. You may include either 1 Watcher or 1 Hunter PreGame,
you
cannot
use both, and may only have 1 of either in your PreGame. Cards or effects which allow
you to include cards not normally allowed in your
deck cannot be used for Watcher or Hunter
cards.
Discarding To Pay A Cost:
If you have to discard a card to play a card (like Master's Advance or
being Prone), you only have to discard a card to
play a card from your hand. If you exert for a card
to play, you do not have to discard to pay the cost.
FAQ
Ability – The only cards that can raise your maximum Ability are ones that specifically state that
they do.
If a player is at their maximum Ability and a card is played that gains Ability (but does not
raise the maximum), no Ability
is gained.
Arms and Tactics: "Break Glass"
- If your opponent has any cards in play that prevent you from
playing a certain type of card, you may use the
Arms and Tactics: "Break Glass" to ignore ALL
cards and effects that prevent you from playing any
types of cards.
Bait and Switch - Bait
and Switch has prerequisites that must be met in order to play the card.
Basic
Attacks and Power Blows – If you make an Exertion to make a Basic Attack a Power Blow
(not a Head Shot), you cannot
answer “card text” if asked the source of the Power Blow, you must
state the Exertion was to make the attack a Power
Blow.
Bumping – The only cards that “bump”
other cards from play are Locations, unless specified on
the card.
Card Misprints – The following cards were misprinted but can be made playable in the following
combinations:
Crystal Front (HS2 P) with
HS2-190 Back
Darius Front (HS2 P) with HS2-191 Back
Arms and Tactics (Holding Hands) with HS2-188 Back
Arms and Tactics (Hand Holding Knight) with HS2-189 Back
Search For Vengeance Pregame misprints
can be made usable by using their proper front and
backs. This applies to Kyala, Marcus Octavius, Gladius and Kanzashi
Cat And
Mouse (Plot) – All Cat And Mouse (Plot)
cards allow multiple copies to be in play.
Colin MacLeod
– In regards to his Persona Ability, Quickening and persona specific cards,
references to Allies should be read “Unique Ally”.
Corda And Reno (Personas) - You may only use the persona ability of
the currently active one.
You cannot use both of their persona abilities at the same time. You may decide which one to
start as after drawing their
hands. You only get two hand icons between the two immortals. So
they do not each get their own weapon. They are both considered
to be using the same weapon.
The reason disarming once doesn't disarm both is because they each have their own status for
weapon
effects. You only "win the game by headshot" if you take the last remaining of the
pair's head.
Corda
And Reno (Personas) and the Quality Blade (+1)
- If you use Quality Blade (+1 ability) your
active persona will be at +1 ability. This will enable you to
have an extra card in the inactive
persona's hand.
Example: If I start the turn as Corda
with 9 ability, and switch to Reno, Corda never hits an Ability
Adjustment or Discard Phase,
so he maintains the 9 cards in his hand, even though his ability goes
back to 8 since he no longer benefits from cards in play. Reno,
during his ability adjustment phase,
goes up 1 Ability because of Quality Blade, and then may draw
up to 9 during the Draw Phase.
Corda And Reno (Personas) and Card Effects – Cards like their Flying Machines only
work for
the one that is active. A Watcher: Treatment would only work for the one that is active during
the Ability Adjustment Phase.
Cards that stay in play would affect the current immortal, who would
be affected by all cards "in game".
Darius: Event - countering -
When Darius: Event is countered, the card that Darius is played in
conjunction with is countered.
Darius: Event - Putting Cards Directly Into Play - You cannot use a card which puts another card
directly into play to bring a card brought into your deck with
Darius: Event directly into play.
Darius: Pre-Game - You do not need to include the card whose Restriction number you are
increasing. Also, you
may only increase the Restriction number on cards that you can "normally"
include in your deck. Cards
from other Persona's, whether included in your deck through the use
of a Quickening, Persona Power, Darius: Event,
or some other means, are not "normally"
allowed in your deck.
Focus/Foiled/Reconnaissance/Always
The Last Place You Look - These cards do not
require a target
to be played.
Focus - Nullifying
Situations - Focus nullifies everything on a Situation but its Type and Title. A
Situation that is Focused can still be affected by cards that affect Situations.
Focus-ing
Cards that "Hold" other cards - There are some cards that can store or "hold"
other
cards within them. Typically, the cards being held are placed face-down underneath the card in
play that is holding
them. If that card is nullified through the use of Focus or other means, the
cards remain underneath that
card. If that card is removed from play, any cards being "held" are
placed in the owner's Discard Pile.
Gladius Pregame – If you make a Power Blow or Power Block, you MUST discard
a card from
the top of your Endurance to fulfill the effect of the weapon.
Group Classifications-
Bystander = These are cards that depict people who affect
the fight knowingly, but anonymously,
in a harmful manner without a proper name in the title. The group classification of
Bystander applies
to these cards as well as any other group classification they apply to. These cards are affected by
any card or effect that target
Bystanders. Examples are:
Mercenary Henchmen
Hired Thugs
Irish Freedom Fighters
Clan Priest
Angry Mob
Fabulous Freebirds
The Tong
Bystander
Centurion
Disgruntled Mortal
Toadies
Lab Director
Loyal Clansman
Cannibal
Mimes
Gypsy
= These are cards that depict people that are known to be gypsies and are not classified
as allies. The group classification
Gypsy applies to these cards as well as any other group
classification they apply to. These cards are affected by any card or effect that
target Gypsies.
Gypsy
Gypsy Camp
Mortal Ally = Any card that has a proper name
only in the title. The group classification of Ally
applies to these cards as well as any other group classification they apply to. These
cards are
affected by any card or effect that target Mortal Allies.
Armor
= These cards depict the different pieces of armor that an immortal may use. They are
divided into three categories reflective of the attack
grid, which are Upper/Middle/Lower. You may
only have one armor from each category in play at a time. The group classification
of Armor
applies to these cards as well as any other group classification they apply to. These cards are
affected by any card or effect
that targets Armor.
UPPER ARMOR CATEGORY
Cavalier Hat
Skull Helmet
Space Goggles
Crusade Helmet
MIDDLE ARMOR CATEGORY
Bone Armor
Crusade Gauntlets
LOWER ARMOR CATEGORY
Vehicles = These cards depict modes of transportation
that may be used by an immortal. You
may only have one Vehicle in play at a time. The group classification of Vehicle applies
to these
cards as well as any other group classification they apply to. These cards are affected by any card
or effect that target Vehicles.
Stunt Bike
War Horse
Flying Machine/ Hover Board
Flying Machine/ Wings
Twin Blade Helicopter
Immortal Ally = These cards depict people that are known immortals. The group classification
of
Immortal Ally applies to these cards as well as any other group classification they apply to. These
cards are affected by any card
or effect that target Immortal Allies.
Hugh Fitzcairn
Duncan Macleod
Connor Macleod
Darius
Richie Ryan
Amanda
Ramirez
Corda
Reno
Amergan
Kyala
Guards - Dropping to Attack - You may drop a Guard
at any time to Attack to an area that the
Guard covers, but if you used the Guard to
Block an Attack that turn you still may not Attack to
areas that you just blocked with your last defense.
Hand Size - Your maximum hand
size is normally determined by your ability score. However, if
there is a card or effect altering your hand size, this holds
priority over drawing up to your ability
during the Draw/Discard Phase or discarding down to your ability during your Draw/Discard
Phase.
Example1: Player A plays
a Satellite. Player B now has a hand size of 14 even with an ability
score of 15. Player B plays 3 cards during his turn.
During Player B's Draw/Discard Phase he may
only draw up to two cards and end his turn.
Holy
Ground - Playing Unprovoked - You may play Holy
Ground, any version, even if your
opponent did not attack you last turn.
Illusions And Darius: Event/Teacher Of Many – You can include Persona Specific Illusions in your
deck using Darius: Event or Teacher Of Many. You
must play the Darius or Teacher Of Many from
your hand prior to making an Exertion you wish to use an Illusion from.
Immortal Ally – You may not play or bring into play any Immortal Ally card
if the title is the same as
your opponents Persona Card.
In
Conjunction: If you elect to rip or counter Kirk Matunas or any other
card with a "play in
conjunction or discard to boost" ability in the text, then you do not rip or counter the card
until the
play in conjunction/discarding by your opponent is done as that is part of the card action.
In Conjunction and Cards In Play – You cannot play an “In Conjunction”
card on a card already
in play.
Katana Guard
- If you play a guard with the Katana guard, the other guards text is nullified
Kurgan Persona Power - If it says 0 damage, the persona power applies. If
it says NO damage, the
persona power does not.
Kurgan With Custom Broadsword - The card does not give you permission to make extra
exertions. It assumes
you are using the Two Handed Broadsword (since you have to be) and
allows you to use the second exertion you can make
per turn modify a power blow you make.
Master's Advantage and Persona's
that Increase Restriction Numbers - If a Persona
that is
allowed more than the Restricted number of a card and his deck is targeted by
Master's
Advantage: Ramirez, he may only play that card if there are LESS than the
total Restriction
number normally allowed to that card that he has in play or in his Discard Pile.
Example: Xavier has included
12 Poison Gas Plot cards in his deck. He has 4 Poison Gas in his
Discard Pile and 2 Poison
Gas in play. His opponent has Master's Advantage in play. He may not
play any additional Poison
Gas Plots until he reshuffles his Discard Pile into his Endurance or
removes, nullifies, or ignores Master's
Advantage.
Master's Advantage and Persona Specific or Master Cards - Master's Advantage: Ramirez
removes all Text on your opponent's Persona,
but does not remove their Title, or Persona name.
Therefore, your opponent may play Persona Specific cards normally allowed them, when
you
have
Masters Advantage in play. They may also play their persona specific Master cards since
the Master
card limit is used only in deck construction.
Nexus and
Drawing Cards - The drawing of cards in your Draw/Discard Phase is an immediate
effect. You cannot discard Nexus to reshuffle
while Drawing, and then continue drawing after
reshuffling.
Pearl Earring
- Pearl Earring can take control of a signature card.
Plots- You may only have one of each plot in play at a time,
unless text specifically allows you to
have multiples. When a two or three card plot is completed the effect is immediately
resolved. It is
considered an immediate effect and possibly a continuous effect depending on the text regardless
of the cards being removed
from play.
Reno Situation - Darius and Reno Situation
- Darius is an Event and counts as one of your Events
for Reno. However, you may
play an Event and a second Event in conjunction with Darius even
though this is now 3
Events, since Darius is played in conjunction with the second Event.
Richie
Ryan and Darius - If Richie Ryan uses Darius: Event to
use a card he is already using
due to his Persona Power, he may only play 1 of that card without
Darius each time through his
Deck. Once Richie Exhausts or uses another card or effect
to shuffle his Discard Pile into his
Endurance. If one of the cards is removed from play, Richie
may choose to assume that the card
removed was the card brought in by Darius.
Sabre and Exerting for Defenses
- This effect only kicks in if you play an unsuccessful Defense.
Selective
Memory - If you avoid discarding cards with this card, it does not prevent any effects
which occur if you do not discard
cards.
The Prize - When you use The
Prize, you draw up to the Hand Size you were at when you used
The Prize.
The Shield – If you are using the The Shield you
may still attack even if it is your only weapon.
Weapon Expert - This card must be played in conjunction with the Attack/Defense it was put into
your deck to use with,
much like Darius: Event or Teacher Of Many.
Yung
Dol Kim And The Master Of The Short Sword - YDK may play an attack as a block
from an
exertion. If you have Master of the Short Sword in play, you could play a basic block as
an attack from
an exertion.
Card Errata
All
Card Text (not gem assignments) in the Core Set supersede card text on their same
named
counterparts in the Beta Set.
Amergan - Event
Play in conjunction with a Weapon of Choice Non-Special Attack that cannot be a
Power Blow. That attack is now a Power Blow and does 3 damage. That attack
cannot be a Head Shot.
HtG #187- Arms and Tactics
You may remove this card from
the game to shuffle your discard pile into your endurance.
HtG #197- Arms and Tactics
You may remove this card from the game to play defenses against multiple attacks,
even if
there are cards preventing you from doing so.
Basic Attack - Thrust (non promo)
If your opponent played a Power Blow last turn, you
may make your first attack this turn Hidden.
You may make a Hard Exertion to make this attack a Power Blow. This attack does an
additional
point of damage
Basic
Attack – 1 – Upper Center Attack (promo)
If you do not play a Special Card this turn,
you may make a Hard Exertion to make this attack a
Head Shot.
Chainsaw – PreGame
Your opponent's maximum ability is decreased by one for each point of damage dealt
that was
not prevented or reduced by non-ranged attacks you play. You must make an unmodified hard
exertion to play a dodge from your hand.
Colin MacLeod – Vengeance –
R4 – Event
You may only play this card if your opponent removed one of your
allies from play during their
last turn. Play in conjunction with a non-special attack. That attack cannot be blocked
or dodged.
Dirty Trick –
2 – Upper Center Attack
Bloodied Nose: This attack cannot be blocked. This attack does no damage. This attack
cannot
be a Power Blow. If this attack is successful, your opponent must discard the top card of their
Endurance for
each card they have in their hand.
Fabulous
Freebirds – Situation Mortal: Ally
Your Dirty Tricks do one damage. You may only have one Fabulous
Freebirds in play.
General Katana - Extended Blade- S2- Object
You may only include this card in your deck if you are using the Two Handed Broadsword
Weapon
of Choice. You may play non-special attacks after playing a Back Away.
Guillotine-
Object
You may search your discard for one card with Head Shot in the
title, and put it into your hand.
If you do, during your next Sweep Phase remove both of these
cards from the game.
James Horton - R2 - Situation : Mortal Ally
Name an Attribute. Your opponent takes three damage. They may make a Soft Exertion
to
prevent one damage for each of that Attribute found.
Katana – Two-Handed Stance (SFV) – Situation – One Hand Icon
If you play at
least one attack during your turn, your opponent cannot play more attacks than
you did during their next turn. This
is a Standing Defense.
Kurgan -
Bloodlust - R2 - Event
Play in place of an attack. Make
a 15 card Hard-Exertion. You may play up to 15 Non-Special
Attacks from that Exertion and your
hand. These attacks are reduced to one damage.
Dodges will not avoid multiple attacks you
play this turn. Lose two Ability.
HSFV-267 Kyala Premium (History)
Kyala was found by Marcus with a spear through the heart. Marcus
took her under his wing and
trained her to be a perfect assassin. He, of course, left out
of her training what it means to be an
immortal. Until she can escape her capture, she will never know.
Labyrinth – Location
No
player can look at another player's Hand.
HSFV-113 Luck Vs. Skill – Event: Attribute Challenge
Play in place
of an attack. Both players must make a Soft Exertion for Strength. The loser
must immediately
discard one defense from their hand for each Strength in their opponents
check.
Martin Hyde - Conqueror's Hilt - Object
- S2
You may only include this card in your deck if you are using the English Longsword
Weapon
of Choice. Your opponent must discard a Master card to play a Master Card from their
hand.
Master Thief – Zachary Blaine – S2 - Event
Discard
any number of cards from your hand. Your opponent must discard an equal
number of cards from
their hand.
Pistol (MC) -
R2 - Ranged Attack – One Hand Icon
This attack may be played even if disarmed. This attack does
1 damage.
Season Two Basic
Block Cards
You may make a Hard Exertion to make this block a Power Block.
Single Handed Broadsword- Weapon Lock-
Edge- R4
Play in conjunction with a block. Retrieve
up to three basic attacks from your discard and
put them into your hand. You may not play
any attacks this turn.
The Master
Plan - Xavier - Edge - S4
Play
in conjunction with a plot. You may play an additional plot this turn. You may only play
one
The Master Plan per turn.
Xavier
St. Cloud - Mercenary Henchmen - R2 – Event
Your opponent takes three damage. Your opponent
may make a Soft Exertion to
prevent one damage for every Agility or Reason found in that
Exertion.
Tournament Rules
Tournaments follow the above rules, in addition
to the following.
Tournaments will
be timed, usually 30 minute rounds, but this can be randomized to
prevent players keeping an eye on
time. When the time limit expires, any games still being
played enter into End Game. End Game
helps to expedite the remaining matches to end in
a timely manner. When time is called, the
current player finished their turn as normal, and
then End Game begins. During End Game, play
resumes as normal, but no Healing is
allowed. In addition, each player loses 1 Ability during their
Ability Adjustment Phase.
The
following styles are currently sanctioned for Type One play : Sealed Deck, Standard
Constructed, and
Lean & Mean.
Sealed Deck –
This is done in so-called “Pack Rat” style, which is where each person buys
1 starter and
2 booster packs. When everyone is ready, they can open their starter and
have a few minutes
to look it over. Then, everyone opens 1 of their boosters and chooses 1
card. Once everyone
has chosen, they pass their remaining booster cards to their left. This
continues until the
pack is gone. Then the next is opened and this repeats but to the right
side. When all cards
have been chosen, each player then assembles their deck. You have
to use every card, regardless of
restriction, persona, weapon or signature status. You may
also have more than 6 of any card.
The only exception being multiple persona cards or
multiple Weapon Of Choice PreGame cards.
You may choose which of these you wish to
play. Any blank or card list cards count as “Master Swordsman”
cards. Each player starts
with only 10 Ability.
Standard Constructed – This follows the standard rules for deck construction.
All cards are
legal except for the following – The Curse (In Game)
Lean & Mean – This format is the
same as Standard Constructed, except you MUST
include 6 Lean & Mean cards in your deck
and it CANNOT be any larger than 44 cards.
A player may concede a match before the resolution of a Head Shot (before an Exertion for
a
Defense) provided that his opponent accepts the concession. Any agreements between
players regarding
the concession are strictly between players and have no effect on
tournament standings after
the concession is made. If a player is playing with any
Quickening PreGame
cards and loses a match to a successful Head Shot, he must forfeit
all Quickenings he has in play to
his opponent. Only in the case of a successful Head Shot
must a player forfeit his Quickenings.