Rules and Combat
Turns
when combat begins, all parties decide initiative by rolling D10+Agility+Level. this is done at the beginning of every round to determine the order characters can act.
effects that last 1 round apply for the round you receive it until that round ends and it is your turn to act.
Actions
as a summoner, your options each round will consist of moving, attacking, defending, using a skill, summoning, casting spells, equipping items and artifacts, or communicating. most creatures will have similar options.
each turn you have 2 actions, a move action and a standard action. during a move action you can move up to your designated movement speed. while you move or instead of moving you can communicate with others and equip an item or artifact.
standard actions can be any of the following:
move up to your movement speed
attack a creature in your range
cast a single spell
go into defense
full round actions are also an option on your turn. these actions take up your entire turn, they are:
cast an unlimited amount of spells
move 2x your movement speed
Health
to determine the health of a creature take its toughness X5. if the creature was to gain a bonus to toughness like a +0/+1 counter, the number of defense dice rolled would increase but the actual health would not go up. creatures can gain health more than their starting total but it must say so in the description of the ability or effect. if the text says gain life.. then it may go over, if it says refill life.. it must stop at the max. when a summoned creatures health is reduced to 0 it drops to the floor then slowly vanishes. if a summoner or natural creature is reduced to 0 health he is unconscious until he receives a heal of any kind. if a summoner is reduced to -1 health or lower he takes -1 health every turn he is bleeding out unless he rolls a 10 on a 1d10. if he reaches -10 health he dies.
Attacking and Defending
the power and toughness of a creature all all the stats used for attacking and defending. when attacking a creature, it must be in your range. you roll 1d6/power you posses. the target rolls 1d6/toughness he possesses. you match the highest with the opposing highest and continue matching until no more can be matched. (ties go to the defender) if the defender beats out all the attack dice, no damage is done. if the attack beats out the defense dice he takes the number of dice that went through and rolls them again to determine damage done to the target.
Defense Mode
as a standard action a creature can enter defense mode, in this mode a creature is limited to 1/2 its normal movement but instantly attacks creatures when they enter its range. a defender can keep targets from passing through its square and adjacent spaces to the left and right. as long as you stay in defense mode you can continue making attacks as enemies enter your range, for example, a dwarf is defending a 15 ft wide hallway, 3 goblins are approaching. the dwarf stands in the middle of the hallway taking up the 5ft space and is defending the spaces to the side. 2 of the goblins move into to his melee range at the same time, the dwarf gets an attack on each of them, then they get attacks on him. the 1 other goblins then moves into melee range also and the dwarf gets a free attack on him too. now its the dwarfs turn, he can make a single attack just like normal, and if more goblins were to enter his range he would get free attacks on them too.
Summoning Sickness
when a creature is first summoned, it can not do anything that round except use non tap abilities and make defense rolls if it gets attacked
Special Abilities
Trample - when you deal damage to a creature in defense and you didnt move your full movement that round you can continue your movement past the target
Haste - not effected by summoning sickness
Vigilance - reduce all enemy tapping effects by 1 turn
Fly - same as card
Hexproof - same as card
Defender - same as card
First strike - ties on your attack rolls go to you
Double strike - can use a full round action to make 2 attacks
Death touch - when you deal damage to a creature it takes an extra 3 damage that turn and every turn until it is healed
Life link - you heal 1 health for every attack die that goes through
Heroic - same as card
Reach - same as card
Soul bind - same as card
Intimidate - same as card
Scavenge - same as card
Regenerate - same as card
monstrosity - same as card
Kicker - same as card
Reinforce - same as card
Land walking - can pass defenders if opponent controls land of certain color
Unblockable - can pass defenders
Bestow - same as card
when combat begins, all parties decide initiative by rolling D10+Agility+Level. this is done at the beginning of every round to determine the order characters can act.
effects that last 1 round apply for the round you receive it until that round ends and it is your turn to act.
Actions
as a summoner, your options each round will consist of moving, attacking, defending, using a skill, summoning, casting spells, equipping items and artifacts, or communicating. most creatures will have similar options.
each turn you have 2 actions, a move action and a standard action. during a move action you can move up to your designated movement speed. while you move or instead of moving you can communicate with others and equip an item or artifact.
standard actions can be any of the following:
move up to your movement speed
attack a creature in your range
cast a single spell
go into defense
full round actions are also an option on your turn. these actions take up your entire turn, they are:
cast an unlimited amount of spells
move 2x your movement speed
Health
to determine the health of a creature take its toughness X5. if the creature was to gain a bonus to toughness like a +0/+1 counter, the number of defense dice rolled would increase but the actual health would not go up. creatures can gain health more than their starting total but it must say so in the description of the ability or effect. if the text says gain life.. then it may go over, if it says refill life.. it must stop at the max. when a summoned creatures health is reduced to 0 it drops to the floor then slowly vanishes. if a summoner or natural creature is reduced to 0 health he is unconscious until he receives a heal of any kind. if a summoner is reduced to -1 health or lower he takes -1 health every turn he is bleeding out unless he rolls a 10 on a 1d10. if he reaches -10 health he dies.
Attacking and Defending
the power and toughness of a creature all all the stats used for attacking and defending. when attacking a creature, it must be in your range. you roll 1d6/power you posses. the target rolls 1d6/toughness he possesses. you match the highest with the opposing highest and continue matching until no more can be matched. (ties go to the defender) if the defender beats out all the attack dice, no damage is done. if the attack beats out the defense dice he takes the number of dice that went through and rolls them again to determine damage done to the target.
Defense Mode
as a standard action a creature can enter defense mode, in this mode a creature is limited to 1/2 its normal movement but instantly attacks creatures when they enter its range. a defender can keep targets from passing through its square and adjacent spaces to the left and right. as long as you stay in defense mode you can continue making attacks as enemies enter your range, for example, a dwarf is defending a 15 ft wide hallway, 3 goblins are approaching. the dwarf stands in the middle of the hallway taking up the 5ft space and is defending the spaces to the side. 2 of the goblins move into to his melee range at the same time, the dwarf gets an attack on each of them, then they get attacks on him. the 1 other goblins then moves into melee range also and the dwarf gets a free attack on him too. now its the dwarfs turn, he can make a single attack just like normal, and if more goblins were to enter his range he would get free attacks on them too.
Summoning Sickness
when a creature is first summoned, it can not do anything that round except use non tap abilities and make defense rolls if it gets attacked
Special Abilities
Trample - when you deal damage to a creature in defense and you didnt move your full movement that round you can continue your movement past the target
Haste - not effected by summoning sickness
Vigilance - reduce all enemy tapping effects by 1 turn
Fly - same as card
Hexproof - same as card
Defender - same as card
First strike - ties on your attack rolls go to you
Double strike - can use a full round action to make 2 attacks
Death touch - when you deal damage to a creature it takes an extra 3 damage that turn and every turn until it is healed
Life link - you heal 1 health for every attack die that goes through
Heroic - same as card
Reach - same as card
Soul bind - same as card
Intimidate - same as card
Scavenge - same as card
Regenerate - same as card
monstrosity - same as card
Kicker - same as card
Reinforce - same as card
Land walking - can pass defenders if opponent controls land of certain color
Unblockable - can pass defenders
Bestow - same as card