How to play guide of Albedon Wars
Game phases[edit | edit source]
Setup[edit | edit source]
The player with initiative is determined randomly.
Both players draw 3 cards and gain 2 crystals. The second player gains one additional crystal.
Both players can now mulligan up to 3 cards. The cards will be shuffled in the deck and the same amount of cards will be drawn.
Players secretly marshal their units in the external zones.
Rounds[edit | edit source]
- each player gains 2 crystals and draws 1 card
- Starting from the player who has initiative, players can activate one unit and eventually play a card.
- A player MUST activate a unit if the can. In the very first activation players can't play their cards.
- Players keep playing activation phases until all units are exhausted.
- statuses apply and each status counter is decreased by one.
- Units that die because of a status will die in this phase.
- players collect bonuses from the zones they control
Victory[edit | edit source]
As soon as a player reaches 10 points the game finishes immediately.
The player who reached 10 points is the winner.
Game Zones[edit | edit source]
There are four zones in each game.
There are many types of zone.
Each zone provides some benefit to its controller in the Collect phase.
The standard game presents these 4 zones:
- Draw: the player who controls the zone draws an amount of cards equal to the tactics difference.
- Crystals: the player who controls the zone gains an amount of crystals equal to the tactics difference.
- Points: the player who controls the zone gains one point.
- Central-Points: the player who controls the zone gains an amount of points equal to the tactics difference.
Units[edit | edit source]
Every unit has an attack (1), an armor value (2), a tactic value (3), hit points (4) and three icons (5).
Icons are inherited from the lines of power of the unit.
The icon on the left and on the right become buttons during combat, which can be used to attack and/or activate a special ability.
The central icon is given by the choice of the racial permanent bonus.
Icons[edit | edit source]
Icons describe the "nature" of each power and card.
In order to play a card, a player needs to control a unit with that icon on the battleground.
When channeling the card, the card cost is discounted by 1 for each 2 icons among channeling units (for a maximum of -2).
Cards[edit | edit source]
In the upper border each card has its cost (1) and the rarity (2).
In the center there are the name (3) and eventually the icon (4).
Then, in the bottom box, there are the range (5) and the description of the effect (6).
Ranges[edit | edit source]
Cards and powers can have a range.
- Self: the target must be the channeler
- Melee: the target must be in the same zone of the channeler
- Ranged: the target must be in another zone than the channeler
Cards and powers can also affect a whole zone. In that case, the range is surrounded by colored arrows.
- Blue arrows: the power affects all the friendly units in the target zone
- Red arrows: the power affects all the enemy units in the target zone
- Blue and red arrows: the power affects all units in the target zone
Glossary[edit | edit source]
- The player with initiative has the first activation of the round. Initiative is given to the next player (clockwise) at the end of the round.
- When activated, a unit can: move to another zone; attack using its style; use its special power; rest.
- A player controls a zone when his units’ total tactic is higher then it’s opponents’ total.
- Points are earned by controlling zones and by killing enemy units. The number of points collected is the unit base tactic value.