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# .Introduction. Philosophy of the Dimensions.

This is a board game based on the open rules of role-play ChaosD6.


There are four Stats, which define your body: Vitality, Insight, Ethereality and Will.
Ordinary objects have zero vitality and will. Plants usually have zero willpower. Astral and undead creatures
have zero vitality. Magical creatures and objects are ethereal, and those who can influence reality have
Insight.
We will describe our characters as a set of these four Stats.
Every living being can have all four Stats and have conscious or unconscious abilities based on their nature.
Use of all the features can be increased or suppressed. A mode of use of each of these conditions the
presence of the so-called "elements".
Vital energy directly manifeStation of the Vitality of each of us. How strong physically and how tough we
are, how sharpened our senses are. All natural resources depend on this force.
The usage of Insight divides into 3 types. Sense and time management of space and the reasons for the
imbalance in it the other subjects: The souls. If we imagine that reality is a time-space continuum and
those who can feel it, and manage it are concentration points that are still part of it.
Using Insight constitutes manipulation over everything that is in that time-continuum. This "everything"
could be present as energy and matter. The way of controlling that everything is managing everything in
each of its constituent elements: Earth, Fire, Air and Water. (This manipulation can be present as a
manipulation over matter (or energy) of objects in solid, liquid, gas and plasma physical form).
Using our Will is a control over ourselves. Those who have free Will can reach certain States of mind. There
are many States of mind, but their manifeStation can be describe by only two States. Each of them opposite
to the other by idea: Concentration (try to shut everything around us without our target point) and
Harmony (attempt to merge yourself with the surrounding world).
As said, the sum of the amount of Stats is always a constant number for each species. In Dimensions, this
constant is 40 for the playable races (our heroes).

1. BASICS
1.1. Stats and elements. Character card
The 4 Stats Vitality, Insight, Matter and the Will determines your uniqueness. This is your identity. They are
constant. As mentioned, the sum of the four Stats is 40 points.
You can change your card that represents your character, if your character passed away (and you do not have
a tower or do not want to continue with this character), take a new character and join the game again.
Your character card has Stats distribution and special info like which element has specialized skill or
another. <X> Adept means that your character begins the game as the master of its tower (and receive
bonuses from it) and can go up to the tower in question whether its Stats are high or not.

1.2. Game initial setting: cards on the field - creatures and effects in the field.
From the deck of the effects and creatures, depose two cards face down in each field. (Optional: players can
deploy cards face down on the position they choose.)
Then you choose where to depose your character (in this setting: also choose where your tower will be
deposed). The player inserts his card and tower on some tile and puts the cards from it in his graveyard.
Rule1 (action/round): Each character has three actions per round (attack, block, move or posture).
However, the monsters actions count written right down. Monsters with four actions per round forces you to
replace one action with empty Posture*.
Rule2 (discover tile rule): Once attacked the location (tile) turns face up and it becomes "open" (if there is a
creature there it is awaken, if there are only effects there, this tile is a trap set with 20 power for each
element used in the effects).
Rule3 (monster rule): Awaken creature defends its tile and never leaves it. They attack any character who is

in contact. In case there is an awaken creature, put all effects into those defenders hand. (All defenders
uses one deck. Read rule 5). Monsters regenerate if no enemy in contact with them. The next player controls
the monsters (the player after the one that is in contact with them).
Rule4 (traps rule): To disable a trap at least once all the effects there must fail: to do nothing because of the
high characters Stats. Enough is one of the elements of the effect not to work and the effect does not work.
(If a trap or a monster kills or "lock" your character, then the next player chooses a card from your deck and
then deposited in the deaths location.)
Rule5 (monsters deck rule): Each monster in contact with your character can take the top card from the
deck, and use it against you. After opposing the actions* of your character and the enemy the card used
from your deck goes to your graveyard. When you reshuffle your graveyard, the monster also reshuffles his
graveyard (actually reuse the card/s that was in his hand initially). Optional: Each creature depending on his
color may choose to draws from and only from one of the four monsters decks. Red monsters prefers
attack*, the green ones prefers block*, the white ones move*, and the blue ones posture*. Black and gold
creatures choose a deck at random. Once the next player selects a deck for the monster, the deck is in use by
it to the end.
Rule6 (tower rule): Each player starts from his tower. Into the tower only "adept" or creature with specific
power: 20 can enter (Crystal limit is 25). Each character starts the game from its tower (the tower cannot be
moved. Characters who can wear it can move the crystal. Another character cannot attack field in which
there are crystal or tower unless they have enough force of a given element.)

1.3. Your character playing deck. The order of the actions.


Each character has a deck of playing which must contain at least 10 cards. The character can make exactly
these actions. The actions four types: attack, block, move and posture. Your deck can also contain a set of
skills and effects. These actions order assembles so-called combo. The principle for assessing the actions of
the opposition is the principle of (stone -> scissors -> paper -> stone). In our case attack-> posture-> move->
block-> attack.
Each deck describes fighting style of player. In the stack can dominate arbitrary actions and each player
chooses a character who will follow these steps as follows:
Rule7 (draw rule): Each round hero draw cards until they complete their cards to five. Used cards goes into
the "graveyard of the deck" of the character. In addition, when there are no more cards in the deck, you
reshuffle your graveyard and put it as your deck again.
Rule8 (depose rule): A character may leave used cards face down, as neutral traps, on the tile he passed
through. (For refining his deck). Each character can carry an unlimited number of effects, skills or action
cards in his deck. However, he can store the unnecessary cards in his tower or depose them onto the tile-set
as traps. You may place a defeated creature as a tile guardian (with your color token possession), and to
control his actions. You can take or give him effects while you are in contact, like with every other creature
or character.
Rule9 (permanent rule): You put cards when played once into your graveyard. A card with permanent Status
are put in front of your deck, until destroyed.
Rule10 (round sequence rule): The character with highest Will starts the game first, and the characters make
their actions follow (clockwise then counterclockwise)*
In the presence of two opposing character the actions are made up as follows:
1) The first character plays one action
2) The second plays two actions.
3) The first character plays their other two actions.
4) Second character plays his last action.

The next round, the second character is first, and the first second. In a big melee, it is important to choose to
whom you will oppose your actions. (See the last sections example with the four players)
Evaluation of the effects, skills and damages:
Rule11 (evaluation rule): Each turn (from the round), you oppose your actions, effects and skills to evaluate
who benefits and who can cause damage. At the end of the round are calculated only the point buy*
cumulative points as damage. Read rule 17)
There are two rules for action replacements (needed for ease of doing effects and movement on the tile-set):
Rule12 (replacement rule): If the hero cannot or does not want to do action, you play an empty action (or no
card) named Empty Posture. You do not receive the benefits of posture (does not beats Move). However,
still you can make effects during the Empty posture. (Minor time interval. you can still do effects and skills
or to wait in their absence). You can replace any action with Quick Move: Play your cards face down. You
do not get the benefits from the quick Move (not beating block).
Rule13 (acquisition rule): Acquisition of effects and skills can happen with conquering a field, which had an
effect or obtain an effect from the deck of another character when you defeat him. You put the acquired
effect (or skill) into your graveyard.
Why all beings make a damage upon successful action? Where are the weapons, and why there is no
separate fire and water protection of the character?
For simplicity, all playing characters and monsters do one damage on successful action. If a monster,
because of its size or unique skills would make more damage, this feature is mentioned into the monsters
card (example: when this creature makes a successful Attack => +1 bonus damage). On the other hand,
if a creature does less damage than one, the system neglects that damage. (This creature is not worthy to be
a monster card").
For example, one untrained goblin would mean for the described characters the same as some fly to a man.
Other example: old trees have zero Will, high vitality, but for example Stats = 20 => use them as "terrain
map" with some effect, for example.
In Dimensions also for simplicity, we are not dealing with the type of weapon or heros armor. Details about
why the creatures make one damage (with their bow, sword or horns) and why for example the characters
have four damage life would only complicate the game mechanics. Nevertheless, the characters could find
skills cards that actually are unique items giving the owner described skill. In principle "you get what you
see, (If your character is drawn with an axe means that he can defend and attack i.e. with this axe.
Availability of your axe makes your character completed. Questions such as how much damage you will do
if you wear longer axe or bow, are no interest to the game mechanics.)
The creatures are described with their Stats, rather than mastery in each of the elements of simplicity. In
principle, it is possible that some creature (a Demon or Fire elemental) is vulnerable to water but
invulnerable to fire. However, systematically the demon would have high Ethereality, which helps him
protect from water elements. Such assumptions are also made in order to simplify the system.

2. Battle System
2.1. Characters life and damage.
The life of each creature (character) is equal to the sum of its Stats divided by ten and rounded up. All the
characters have Stats equal to 40 so all characters have four life (they have four damage tokens, for
tracking their life. Monsters usually have Stats. (For example, the Dragons life is eight damage tokens).
Rule14 (adjacent rule): Character can be attacked only if another character or creature around him
(horizontal, vertical and diagonal).

2.2. Actions and combinations (combos).


There are four types of actions (that you can use to make your combo):
Posture (Waiting / Skill / Effect / Aiming) Basis mental States (Specification of the posture), in which,
e.g. wait enemy attack, ready to counter-attack. Skills made with posture impacts over the enemy mentally
like: intimidation, inspire anger, provocation of the enemy, bluff etc. This action is the mental attitude with
which the hero makes the effects. Only during the character's posture, you can make effects unless the effect
does not say "instant" (Cast it anytime, even interrupting the enemys action. No need for special attitude
and attention). ((P)).
Attack - "Dimensions" is not concerned with the type of the attack or the weapon. Attack is an aggression
in all of its manifeStations, following its goal*. Attacks Skills specifies the type of the attack or the
uniqueness of the weapon. ((A)).
Block - "Dimensions" does not deal with the calculation of the protection of the hero, because of
equipment. Block represents any kind of defense that your character perform. Blocks Skills usually are
defensive skills prevent any enemy trying to attack you. ((B)).
Move - body movement and / or movement on the tile-set. Specify movement Skills to describe the
maneuver or interaction with the body of the enemy. ((M)).
as described earlier in principle rock-scissors-paper: mental State is faster than the movement. Movement is
"opportunity for maneuver" while the enemy defend. Defense is the best answer to the Aggression.
Moreover, Aggression is the best solution against mental condition.
Rule15 (target rule): With every action hero has to target a field and/or an enemy, excluding Block, which
makes one damage to each enemy who attacked you. (Using empty Posture, you also cannot perform
targeting. You lack of card).
Rule16 (follow rule): Using Attack action, you may follow (optional) the targeted hero if he moved, as if
you do Move targeting the enemys tile. (I.e. you may chase a running enemy, alternating Attack and Move.
However, you may stay on your tile if you target the enemy/tile with Attack/Move (For example if you are
channeling an effect* (point buy. Explained below).
Rule17 (combo rule): In addition, your character has a special combo. If you make your character combo
and have a contact with an enemy, you deal one damage to him. Damage is applicable only while you are in
contact with the opponents. Announce combos on their fully execution.
Why combos?
Combo represents a series of memorized movements you are trying to do in / at one (or more) enemy
(without thinking). This combination is the idea with which you go into battle. However, it does not mean
that your character actually does just that. The main purpose of your character is not to be killed, so he
changes (without the player to be told) an action of his combo that can lead to fatal. This "changing" cost
the hero / or give the enemy + "..." Bonus, converted to damage.
Monsters that character meets usually know one combo. Once met them a hero will know how to deal with
them precisely next time.
Remember: to put the necessary modifications to the bonus and any tactical advantages - terrain type,
cover, special features etc.
The Combo is calculated thus: the first action, the second action, the third action, {fourth action}. You can
find your combo on your character card. Watch out as a struggling with skillful enemy, it can hit you two,
three or four times per round.
The characters have a combo priori, but can find other combo cards in the process of game (in the
expansion of the Dimensions will be included combo cards along with events cards, terrain cards
and item cards).

2.3. Skills used in battle (print 3 times each)


Rule18 (skills rule): You can play Skills as instants (like trick, bluff, intimidation, tripping ...) at the time
when you play a specified action and eventually change the outcome of the round. The character can use
multiple skills over one action. You should carefully select the number of the skills in the deck, if you do not
want to hold five skills and no action to play.
Attack skills:
Powerful attack skill
On successful attack:
+1 Damage.
You cannot do different
actions, except Attack,
until the end of the
round.
Block skills:
Disarm block skill
The enemies cannot use
attack or block this
round.

Feint move skill


Negate enemys action
and replace it with
Empty Posture.

Overrun attack skill


Swap places with the
enemy onto the
battlefield (Walk over the
enemy and go behind
him).
Negate enemys Move.
Sunder block skill
On successful block:
The enemies cannot use
attack or block until you
are in contact with the
enemy. (The enemy finds
another weapon)
Posture skills:
Intimidation posture
skill
On successful posture:
The enemy cannot use
Attack until the end of
the round

Grapple attack skill


On successful attack:
The enemy cannot use
Move and Posture until
he makes you damage
(he cannot be released
from the contact
otherwise)
Move skills:
Trip move skill
On successful Move:
The enemy cannot use
Move until the end of the
round.

Battle trance posture


skill
You may use another
action this turn.
Choose Both or one of
the actions for the
calculations.

Push attack skill


On successful attack:
The enemy is moved one
tile away.

Bluff move skill


On successful move:
+1 Damage
If some skill negates the
successful Move:
-1 Damage (1 damage to
you)
Taunt posture skill
The enemy cannot use
Block until the end of
the round.

3. Effects system
3.1. Elements by Stat
Stat
Element

Vitality
Vitality

Souls

Insight
Time Space

Air

Matter
Water Earth

Fire

Will
Concentration Harmony

Rule19 (element emit rule): Each effect comprises one or more elements. Character casts these effects and
by casting each element flow with power equal to his Stat Stat. The enemy resists with his Stats. (Except the
point buy effects, which cannot be resisted). If the Stat power of one of the elements of the effects used by
you is less than or equal to the enemys Stats power, the effect is not successful. The enemy saves from the
effect.
Rule20 (effect cast rule): To cast the effect are needed one or more elements. The effect are casted with as
much Postures as number of elements needed for casting the effect. Once casted (or announced), if you
spend contiguous* Postures to fulfil the effects requirements the effect succeeds, otherwise it fails. Then
the effect goes to your decks discard pile (your graveyard), unless it is channeled effect (point buy) or effect

with permanent Status. Channeling effect may continue as long as the character is on the same tile (you use
the environment to channel the effect). Once you cast a permanent effect, put it in front of the characters
deck as permanent. The instant* effects are exceptions (read below). Postures must be contiguous to emit
contiguous elements (you cannot cast an effect requiring two elements by using one posture, followed by one
block, followed by another posture).
Rule21 (instant effects rule): - Instant effects are castable with any other action, not only with "posture"
(and castable as a counter action to an enemys action). Point buy (channel-able) effects power is equal to
the value of the token you draw from the elements token pile. This token value is between 1 and 6 and can
be used as +/- N permanent bonus or damage, where N is the tokens value. Stat buy effects summarize the
points spent to emit some elements to reach some Sum in couple of rounds.
Rule22 (effect damage rule): If the effect does Damage, The difference in Stats (yours and enemies) are
equal to the damage.
The Effects Damage is rounded up at mathematical principle, calculated each turn, except the point buy
damage, which is calculated at the end of the round. If at the end of the round an effect makes the
difference 3 fire and water 2 difference, it still makes 2+3 points rounded up to 10 points difference = 1
damage. If instantaneous effect makes 2 points and 2 points the next action, the effect at the end of round
makes four points later rounded down to zero damage.
Rule23 (double cast rule): If a character has two effects of the same type, he can cast them both at once,
doubling one of the elements used to make it (the one that is selected at the announcement of the effect).
In some doubled effects hero can achieve special rule described with the symbol. (every effects, in this
case is at least two).
Rule24 (multicast rule): Just like doubled effects you can cast different effects simultaneously, as long as
they require the same elements (you are actually emitting an elements, announce as much effects as if you
think you can cast). If two effects contains a common element then the character can cast them in three
steps. Emit the first uncommon element and announce the first effect, then emit the shared element and
announce the second effect (the first effect casting succeeds), then emit the second uncommon element (the
second effect casting succeeds too). The character can superimpose multiple effects with shared elements
simultaneously or chain them.
Rule25 (destroy permanent rule): An opponent can destroy any permanent effect by emitting one of the
elements used to make the effect, and his Stat is higher than yours is. By emitting an element against player,
you cannot use it for casting an effect. Any destroyed permanent effect returns to your discard pile
(graveyard). The permanent tokens are destroyed with damage. The bonus/penalty tokens can only be
reversed/healed with other effects.
The count of the Effects is 50; each of them repeated 2 to 3 times. If the hero holds in his hand two effects of
the same type, it can double one of the Stats required for the effect (For example if you have 15 Matter and
Insight 15, and want to do balefire (fire, earth, time), it will do more have a material 30 and 15 Insight. If
the goal is 10 matter and 10 Insight => [30 (matter) - 10 (fire) - 10 (land)] + [15 (Insight) - 10 (time)] =
[10] + [5] => effect is successful and will do 15 damage.

4. Effects list (print 3 times each)


Super sense: Vitality
Point Buy (channeling)
Look at neighboring
location without activate
the trap and to show the
contents of the others.
: Evade the next one
damage.

Super force: Vitality


Damage
You or a creature moves
forcefully to neighboring
tile.
Super throw, super leap, or
super push.

Harm: Vitality
Damage, Instant, Point
buy (channeling)

Health: Vitality, Water


Instant.
Point buy (channeling)
Restore vitality/Damage

Channel: Draw vitality token


every action until you have
contact with the target and at
the end of the round calculate
the damage.

Channel: Draw vitality and


water token every action until
you have contact with the
target and at the end of the
round calculate the life
gain/damage.

Sound wave: Vitality,


Air
Damage
(+ space): damage
from a distance.

Deal damage with sound at


some place

Blessing / Curse : Time


Permanent
Turn target effect a
permanent effect.
(Put the target
effect under the
Blessing/Curse.
: Remove one of your
Blessings to negate
instantly an enemy
effect.

Summoning: Souls

Aura: Souls

Spirit link: Souls

Permanent. Stat buy


(channeling)
Summon your creature
(as an ally) until the Stat
spent is rounded to the
creatures Stats.
: Summon a random
creature from the
library ...

Permanent
Each effect you cast is a
mass effect, affecting all
the neighboring targets
by the casters choice.
: Each Permanent
you cast may
affects known
targets onto the
tile-set.

Permanent
Connect two elements of
two friendly subjects
(draw the chosen element

Banish: Space, Souls


Permanent
Relocate a subject
against his will
anywhere onto a known
(opened) tile.
: Relocate a subject
against his will
anywhere onto an
unknown (close) tile.

Sleep:Souls,Concentration
The affected subjects
around you can play an
action.
The effect lasts until you
are in contact with the
enemies or until the
enemies are attacked.

Delay time : Time, time


Permanent.
All affected adjacent
enemies can make only
one action per round,
until someone destroys
the effect.

Aging: Time, Souls


Damage. Point buy
(channeling)
Draw time and souls
token and put them as
enemys Stat penalty
permanents.
+ Put a bonus
card from the
library to a
unknown or
empty tile

Potion brew : Water


Permanent element
token
Create distributive
potion for use. The target
puts an element token in
front of his deck as
permanent bonus until
someone destroy it (by
damage or effect).

Oblivion: Time, Souls


Target cannot play an
action until someone
attacks him. If it is
players character, the
oblivion caster chooses
a card from his deck
and depose it onto its
lethal tile. The target is
re-spawned.

token and put it over the


card). Then the sum of

the
element is yours element
: Connect all elements.

Emotion:Vitality,Harmony
The enemy cannot cast
effects until he goes back to
his tower.
: Instant: You may cast
this spell at once like two
sequencing instant actions.

Spacebending:Space,Souls
Damage
The target loses his next
action cumulatively (the
target lose an action for
each Space-bending you
cast).

Artifice : Earth
Permanent element
token
Put an element token in
front of your deck as
permanent bonus until
someone destroy it (by
damage or effect).

Teleportation : Space
You or a subject may
teleport (willingly) to
known location.
: Instant.
You or a subject may
teleport (willingly) to
unknown location.

Invisibility: Fire, Space


The hero is untouchable
until he make an action
different than Move
: The hero is
untouchable until he
makes damage

Mutate:Water, Harmony
Permanent element token
Point buy (channeling)
The target gains the sum
of the tokens for some Stat
and loses the same amount
of other Stat.
Channel: Draw harmony and
water token every action until
you have contact with the target

Extend : Concentration
Instant
Point buy (channeling)
Extend the duration of
target effect with N
actions where N is the
number of times you
casted Extend.

Elementals : Harmony,
Concentration
Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 30.

Lightning: Fire, Air


Damage
The target loses
his next N actions,
where N is the
number of the
Lightings you have
casted.
Meditation: Harmony
Restore element/health
Point buy (channeling)
Draw a harmony
element token and
put it upside down
as penalty, then
draw other element
and put it face up
as permanent
bonus.

Fireball: Fire
Damage

Shield: Concentration
Instant
Invulnerability of the
element until the end of
the round. (can be played as
a counter action to enemys
effect)

Disable: Concentration
Instantaneous
Target cannot make
effects with an element
for a round. (Can be played
as a counter action to enemys
effect).

Elementals : Harmony,
Concentration
Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 30.

: Permanent. Take an
element token and put it
over this permanent card
Throw: Air
Damage. Instant. Point
buy (channeling).
Channel: Draw a air token
every action until you have
contact with the target and at
the end of the round calculate
the damage.

Elementals : Harmony,
Concentration
Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 30.

Fiery beam balefire :


Fire, Earth, Time
Damage.
Upon successful casting,
earn an extra round just for
you. (In which only you
can do new actions).

5; 5; 20; 0; (3 hits) 5; 20; 5; 0; (3 hits) 20; 5; 5; 0; (3 hits)


1 action
1 action
1 action
Golems : Souls, Harmony
Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 24.

Golems : Souls, Harmony


Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 24.

Golems : Souls, Harmony


Permanent. Stat buy
(channeling)
Summon a creature permanently, following you until
the sum of your Stats spent
can be rounded to 24.

10; 5; 9; 0; (2 hits) 10; 9; 5; 0; (2 hits) 9; 5; 10; 0; (2 hits)


2 actions
2 actions
2 actions
Necromancy : Harmony

Creation : Earth

Ice blast : Water, Fire

Awake : Harmony
Point buy (channeling).
Move terrain card, wall
token or tower card.
Channel: Draw a harmony token
every action until you have
contact with the target, and
move the target around.

: Permanent until you are


in contact. Link: Add the
targets Stats to yours.
Blizzard : Air, Water

Permanent. Stat buy


(channeling)
Start animating your
creature (as an ally) until
the Stat spent is rounded to
the creatures Stats.
The creature vanishes and
is still in your tower after
you are out of contact with
the animated creatures tile
Combustion: Harmony
Permanent penalty token.
Channeling without Point
buy. Instant.
Channel: Draw an element
token every action until you
have contact with the target and
put in front of the enemys deck
upside down as Stat penalty.

Metaphysics: space,earth
Damage
Damage by changing the mass
of the body of the subject.

+ unite two unknown tiles


at one tile. If you beat the
creatures Stats you may
unite the known tiles
Phantom :
air, water, earth, fire
Permanent
Stat buy (channeling)
Create one mirror of
yourself. (while you sit in
your tower)
+ Option to enter the
mirror character anytime.

Permanent wall token.


Point buy (channeling)
Put an adjacent wall token
with power 20 x Number
of the Creation casted.
To destroy the token the
enemy must emit an Earth
with power more that the
wall / double wall.
+ put a token bonus on tile.
Fossilization :earth, souls
Permanent bonus token.
The target misses his
action until the end of the
round.
+ You may put an earth or
souls permanent bonus
token on your tile.

Permanent token on tile.


Point buy (channeling).
Channel: Draw fire or water
token every action until you
have contact with the target and
at the end of the round calculate
the damage. Put a token
permanent onto the tile each
action.

The Void: Concentration


Point buy (channeling).
You take no damage this
action.
Channel: Draw a concentration
token every action and put it
over the effect for the duration
of the action.

: Instant
Confusion : space, souls
Inner Fire: Vitality, fire
Target loses its actions to
Permanent
the end of the battle.
When you make one non+ Switch two unknown
effect damage, you deal
tiles with each other. If you two damage instead, if
beat the creatures Stats at a your vitality Stat is bigger.
known tiles you may
switch and the known tiles
Meteor shower : earth,
fire, concentration
Damage from distance.
Damages all known
creatures at once.

5. Characters and creatures

Traps mastery : space

Damage adjacent enemies


Point buy (channeling)
After casting, no one
including you (with the
Blizzard) cannot deal
damage at adjacent tiles
until the end of the round.

Vision: Time
Look up at any unknown
tile from the tile-set.
: Take one effect from the
library and put it into your
discard pile
Light / Darkness : fire
Point buy (channeling).
Until the end of the round,
no one can deal damage at
the adjacent tiles.
Channel: Draw fire token every
action and put it over the effect
for the duration of the action.

: Instant

Possess: souls, harmony


+Vitality (on undefeated)
Put an effect beneath you
Merge yourself with the
as a trap as normal trap
defeated target. You may
(casted with power 20 x number choose a higher Stat for a
of times casting this effect).
dominant one.
It will not trigger from
: You choose which
your character but from the element of whom (yours or
enemys approaching
target one) to become
character.
dominant.

Sanctum Gargoyle
Combo: Posture, Move,
Block

+Souls adept

9; 17; 7; 7
(4 hits)

3 actions

Moonglove changeling
Combo: Posture, Attack,
Block

+Concentration
adept

7; 2; 10; 21
(4 hits)

3 actions

Behemoths herald
Combo: Attack, Block,
Move

18; 7; 8; 7
(4 hits)

4 actions

Rhox Bodyguard
Combo: Move, Attack
,Posture

+Draw a bonus
card per round

10;10;10;10
(4 hits)

3 actions

Oran Rief survivalist


Combo: Move, Block,
Posture

+Vitality adept

Pride Guardian
Combo: Attack, Posture,
Move

+Time adept

Exuberant Firestroker
Combo: Move, Block,
Attack

+Fire adept

Manor Skeleton
Combo: Attack, Block,
Posture

+Harmony adept

16;10; 3;11 11;16;10; 3 6; 16; 16; 2 15; 5; 5; 15


(4 hits)

(4 hits)

3 actions

(4 hits)

3 actions

(4 hits)

3 actions

3 actions

Cynder Pyromancer
Combo: Move, Posture,
Attack

+Water adept

Akki Coalfinger
Combo: Block, Move,
Attack

+Earth adept

GodTracker of Jund
Combo: Block, Attack,
Posture

+Air adept

Razorfin Abolisher
Combo: Block, Move,
Posture

+Space adept

13; 7; 15; 5 5; 10; 20; 5 6; 2; 16; 16 5; 5; 20; 0;


(4 hits)

(4 hits)

3 actions

(4 hits)

3 actions

- Towers and crystals (print once)

(4 hits)

3 actions

3 actions

Tower of Vitality

Crystal of Matter

Only an adept or
creature with Vitality
20 or more may enter.

Permanent
Only a creature with
Matter 25 or more may
step onto the crystals
tile

+4 vitality for the


owner

Crystal of Vitality
Permanent
Only a creature with
Vitality 25 or more
may step onto the
crystals tile

Crystal of Insight
Permanent
Only a creature with
Insight 25 or more may
step onto the crystals
tile

Tower of Souls

Tower of Space

Tower of Vitality

Tower of Time

Only an adept or
creature with Insight
20 or more may enter.

Only an adept or
creature with Insight
20 or more may enter.

Only an adept or
creature with Vitality
20 or more may enter.

Only an adept or
creature with Insight
20 or more may enter.

+4 Insight for the +4 Insight for the +4 vitality for the +4 Insight for the
owner
owner
owner
owner
Tower of Air

Tower of Water

Tower of Earth

Tower of Fire

Only an adept or
creature with Matter
20 or more may enter.

Only an adept or
creature with Matter
20 or more may enter.

Only an adept or
creature with Matter
20 or more may enter.

Only an adept or
creature with Matter 20
or more may enter.

+4 Matter for
the owner

+4 Matter for
the owner

+4 Matter for the +4 Matter for


owner
the owner
Tower of
Concentration

Tower of Harmony

Only an adept or
creature with Will 20
or more may enter.

Only an adept or
creature with Will 20
or more may enter.

+4 Will for the


owner

+4 Will for the


owner

Crystal of Will
Permanent
Only a creature with
Will 25 or more may
step onto the crystals
tile

Crystal of Matter
Permanent
Only a creature with
Matter 25 or more may
step onto the crystals
tile

Crystal of Vitality
Permanent
Only a creature with
Vitality 25 or more
may step onto the
crystals tile

Crystal of Insight
Permanent
Only a creature with
Insight 25 or more may
step onto the crystals
tile

6. Action cards (print multiple times)


7. Creatures

Attack
+Deal 1 Damage
versus Posture
- Take 1 Damage
versus Block

Block
+Deal 1 Damage
versus all Attacks
- Take 1 Damage
versus Move

Move
+Deal 1 Damage
versus Block
- Take 1 Damage
versus Block

Posture
+Deal 1 Damage
versus Move
- Take 1 Damage
versus Block

Cloudhearth Drake

Harbor Serpent

13;8; 18;15

+ When Rhox Brute


performs successful
Move he deals two
damage instead of one.

+ creation effect
(earth)*

18;12;14;14

(4 hits)

(6 hits)

3 actions

(6 hits)

3 actions

Tangle Spider

15;20;10;20
3 actions

Bant Battlemage

+Love effect (water,


harmony): the target cann
deal damage to you until
visit his tower

12;20;16;1
(5 hits)

1 action

Ruinous Minotaur
+Earthquake effect (earth):
Damages all adjacent
enemies.

Ridge Runnet
+ When Rhox Brute
performs successful Attack
he deals two damage
instead of one.

17;10;15;13 20;10;10;10
(6 hits)
4 actions
(5 hits)

4 actions

Hellkite hatchling

Cliffy Serpent

20;20;20;20 12;8;18;15
(8 hits)

(5 hits)

4 actions

3 actio

Angel of Mercy

Pathrazer of
Ulamog

+Awe effect (air, harmony):


the target cannot deal
damage to you until he visit
his tower

+ When Rhox Brute


performs successful
Posture he deals two
damage instead of one.

17;20;16;16 15;8;12;15
(7 hits)

1 action

(5 hits)

3 actions

Dragon
20;20;20;20
(8 hits)

4 actions

Canyon Minotau

+Earthquake effect (earth)


Damages all adjacent
enemies.

17;10;15;13
(6 hits)

4 action

Mastodon
+ effect (souls): spirit link*

15;15;10;10
(5 hits)

2 actions

Selftower Sphynx Sigiled Behemoth


+Domination (souls,
harmony): You control the
target until you are in
contact.

15;15;15;15
(6 hits)

3 actions

20;10;12;12
(5 hits)

3 actions

Rakewalk
Guargantuan

+Anger effect (fire,


harmony): the target
cannot deal damage oth
than you until he visits h
tower

15;2012;1
(6 hits)

3 action

Nacatl Hunt-Pride
+ Mists effect (water): no
affected adjacent creature
can attack this round while
you are in contact with it.

Rhox Brute
+ When Rhox Brute
performs successful
Attack he deals two
damage instead of one.

10;10;15; 5 20;10;10;10
(4 hits)

2 actions

(6 hits)

3 actions

Everbark Shaman
+ When Rhox Brute
performs successful
Block he deals two
damage instead of
one.

20;15;10;7
(5 hits)

2 actions

Loxodon Mysti

+ effect (souls): spirit lin

15;15;10;1
(5 hits)

2 actio

Bonebreaker Giant

Steambeam aquitect

+ When Rhox Brute


performs successful
Posture he deals two
damage instead of one.

+ When Rhox Brute


performs successful
Move he deals two
damage instead of one.

Greater Basilisk
+ Petrify effect (vitality,
harmony): Turn the target
into stone until you are in
contact

Summit Apes

+Anger effect (fire,


harmony): the target
cannot deal damage othe
than you until he visits hi
tower

15;8;12;15 18;12;14;14 15;8;12;18 15;2012;10


(5 hits) 2 actions
(5 hits)

4 actions

(6 hits)

2 actions

(6 hits)

3 actions

Nacatl Hunt-Pride
+ Mists effect (water): no
affected adjacent creature
can attack this round while
you are in contact with it.

Rhox Brute
+ When Rhox Brute
performs successful
Attack he deals two
damage instead of one.

10;10;15; 5 20;10;10;10
(4 hits)

2 actions

(6 hits)

3 actions

Everbark Shaman
+ When Rhox Brute
performs successful
Block he deals two
damage instead of
one.

20;15;10;7
(5 hits)

2 actions

Loxodon Mysti

+ effect (souls): spirit lin

15;15;10;1
(5 hits)

2 actio

Guardian of coverdell

Cavern Thoctar

+ When Rhox Brute


performs successful
Block he deals two
damage instead of one.

20;10;12;12

20;15;10;7
(5 hits)

(5 hits)

3 actions

2 actions

Etherium Abomination
+ fear effect (air,
harmony): The target
character cannot do any
damage until reach his
tower.

15;1010;20
(6 hits)

Ember weaver
+ creation effect
(earth)*

15;20;10;20
(6 hits)

2 actions

Siege-Mind Ogre

15;1812;18
(6 hits)

3 actions

2 actions

Infectious Horror
+ fear effect (air,
harmony): The target
character cannot do any
damage until reach his
tower.

15;1010;20
(6 hits)

2 actions

8. Sample battle in "Dimensions"


Below are three schemes in which two hero "Akki (BMA)" & "GodTracker of Jund (BAP)" are located in
the adjacent quadrants and fight.
Into the third scheme in the third character (which is not seen well on purpose) for two actions "quick
Move" (the two cards that are putted face down indicate that character use them to move, move along the
map) managed to get from its tower (water tower) to Akki.
The third action of the hero that attacks from behind is again quick Move and cannot make injuries, as
the third action of Akki is "attack". Although Akki attacks another opponent, the unknown hero failed to take
advantage of it. (The unknown hero supposes that "GodTracker of Jund" will attack Akki and if Akki tried to
use the block, the unknown hero will gain the advantage of block Akki. However, those were just some
predictions.
The actions are as follows:
In contact, the first player (the youngest one) is making its action: attack. Then the attacked player (second
player) makes its action and if the third player is in contact and he applies his action. If there is no fourth
player 3rd player takes his second action. Then the second player takes his second action. First player takes
his second action. Then the first player makes his third and action. The second makes its third action and
third takes his third action.
The following table describes the order of execution of actions. (If a creature is in contact with the hero, it is
included in the order of actions at the time of the contact. If he has four actions per round, and there is a
fourth action for all, the characters choose which action they will use an empty Posture)

1 round) 1st Action


1 round) 2nd Action
1 round) 3rd Action
1 round) 4th Action

God-seeker

Akki

1
10
11

2
9
12

The
Unknown
3
8
13

Foreign hero who


discovers a Dragon
4
7
14
Empty posture with no

Dragon with 4
actions
5
6
15
16

effects, skills ( = skip)


Characters draw cards until whey holds 5 cards. The Dragon "plays" with the deck of her attacker.
2nd round) 1st action
21
20
19
18
17
2nd round) 2nd action
22
23
24
25
Actions target is indicated by the direction of the played cards (in this case, for clarity the cards are put
perpendicular to each other)
1) God-seeker plays Attack on Akki (to maintain contact with him even if Akki tries to escape)
2) Akki plays Block and win a bonus, inflicting one damage to the God seeker (or any who attacked
him).
3) The Unknown plays "attack skill card" face down as quick Move. That is not primary action (but
replacement with quick Move) and the enemy would have bonus if plays Posture against him, but there is no
opponent in front of the water tower.
The foreign hero and the Dragon do their combat somewhere
8) The Unknown replaces his "Attack card" with quick Move (again face down), and ended up in contact
with Akki.
9) Akki decided to use Move to escape from the second striker (Moves over the tile set). Moreover, Akki
contrary to expectations runs to the tower of Water instead of running away from the second striker with the
idea to enter (He has 15 matter and wants to take the artifact to hold 20 matter and to take over the tower).
In the case, he targets the next tile heading to the tower, not the God-seeker (before the Move they were
against each other and currently they oppose diagonally).
10) God-seeker plays Empty Posture (and cannot have bonus against Akki). In this case, God-seeker
hopes that Akki does not hold in hand "attack". (On the right, we can see the hand of the God-seeker - a
brunch of cards, which only he can see).
11) God-seeker played Attack again over Akki. In addition he plays "attack skill" superimposed on his
attacks (as follow-up of two actions of Akki, with the attack over Akki, the God-seeker would be moved to the
right of Akki, to prevent Akkis escape).
12) However, Akki plays Attack against the God-seeker (the only card held is his hand. He stops running
towards the artefact and with the idea to kill the God-seeker or wounded him badly enough to make him flee
to his tower to regenerate. Moreover, he will probably succeed, because the God-seeker has already taken 2
damage, and the sum of the elements of the characters is 40 (4 damage). If the God-seeker dies, Akki will
grab a card from his deck before he resurrects in his tower.
13) The Unknown plays Move to cross the road of Akki. Not shown in the third scheme, but the unknown
will come between Akki, the tower and the artifact. His idea is to inflict damage on Akki while he moves
towards the artifact.
...
At the second round the three players "Akki-God Seeker-Unknown" actions The Unknown will play first
(19th move under the table) and will probably bet on Posture to gain bonus against the movement of Akki.
God-seeker can escape to heal or risk the God-Seeker to synchronizing his actions with the Unknown and to
stop Akki. However, it depends on what cards all of them will draw from their deck. Nevertheless, the
diplomacy is also important...
The foreign hero comes with Move in contact with the dragon in the fourth turn, which includes the Dragon
in order of actions just after the character who discovers him (in this case, the 4th player discovers the dragon
so the dragon is 5th).
Dragon fifth turn pulls a card from the deck of the foreign hero, and opposes empty Posture card to emit an
Element to destroy the permanent effect on the character. With his 20 points of each Stat (and 8 damage life)
the Dragon breaks important permanent effects on the character. Dragon does the same (empty Posture) at
the 6th turn to break up the important permanent effects of the character.
In the 7th turn the character has prepared a plan with Posture double cast 2 "Health" effect emitting Water
element 2 times, and in the 14th turn ends with emitting Vitality element: Draws 2 Vitality tokens and 2
Water tokens worth 6 + 3 + 4 +5 = 17 points => 2 Damage. (Normally the character will run away to break
up the channeling of the Health effect but the Dragon is a guardian. The hero knows that it is hard to beat
the Dragon in conventional battle, but he has a chance with effects not dependent from the Stats (point buy).
The Hero is stocked with effects "point buy" because he is aware that he cannot beat the dragon Stats).

However, the Dragon draws for the third time card from the deck of the hero and already holds 3 cards, 2 of
them are Attack. In the 15th and 16th turn, he opposes Attack of the 2 Postures of the hero inflicting him 2
damage. In the 17th turn, the Dragon plays Posture to cut the escape character, holding an instant, point buy
effect to finish the character.
In the 18th turn Hero decided to continue channeling of "Health" with posture emitting Water element and
Reuse Vitality elements from his previous action to make "Health" effect again. He draws tokens and: 5 + 5
+ 5 + 6 = 21 points => 2 Damage. The Hero in on turn again in the 25th turn before the Dragon, but with 2
Damage taken he does not want to risk (The Dragon will get 3 contiguous actions) so he runs away with
Move. The dragon still casts his instant point buy effect, but he draws a token with 4 => 0 Damage (fails to
do other damage to the fleeing hero).
The Dragon is out of the order of actions remained with 4 damage, but unlike the character the monsters are
healed to the full health if there are no contact with them.
The Foreign hero does not need to go to his tower as his deck has a "Health" effect and can cure himself.
The Dragon beats him because he used the Attack cards from his deck. The Hero may depose his Attack
cards around, return to the Dragon full with permanents, with his 2 "Health" effect in his hand and try
again ) ...
As a rule, the next character that is not in contact with him (the God-Seeker played the Dragon. He may
choose the Red optional deck as the Dragons deck.

5. APPLICATION - Maps describing decks, creatures, effects, characters and places


5.1. Testing "GodTracker of Jund"
Combo: Block Attack Posture. Three actions per round.
Adept air: Start the game from and Enters freely into the tower of Air and crystal of matter

5.2. The Deck of "Akki Coalfinger"


Combo: Block Move, Attack. 3 action per round.
Earth Adept: Starts from and enters freely into the Earth tower and into the crystal of matter.

5.3. The Deck of "Cynder Pyromancer"


Combo: Move, Posture, Attack. 3 action per round.
Water Adept: Starts from and enters into the Water tower freely and into the crystal of matter.

5.4. Testing "Razorfin Abolisher"


Combo: Move, Posture, Attack. 3 action per round.
Adept space: Starts from and enters into the Space tower freely and into the crystal of Insight.

5.5. Other character in "Dimensions"


Behemoth's herald can perform 4 actions per round (still draw five cards but can play 4 actions like some
creatures. (Other characters can do only 3 actions per round))
Rhox Bodygard can hold in his hand six cards instead of five (but still can perform only 3 actions per round)

5.6. Creatures in "Dimensions"


Some creatures have effects that only they can use that also require action equal to the number of specified
elements necessary for the effect.

5.7. Special places in "Dimensions"


The towers are visible for all unlike the crystals witch have to be found first (and even can be put in the deck
of the character).
Last hero standing into a tower becomes her master and earn bonuses that it gives. (The character points
with the tower becomes 44 instead of 40 points, still rounded down to 4 damage life.)

5.8. Effects described in "Dimensions"


The 50 above described effect are sketched in a pile of three equal cards.

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