Lore slinger pnp_r0_b (1)

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Lore slinger pnp_r0_b (1)

  1. 1. Lore Chase Games ONLINE PLAY TEST AGREEMENT UPDATED March 27th 2013 PLEASE READ CAREFULLY AND IN ITS ENTIRETY. Welcome and thank you for participating in the Lore Chase Games LLC (“LCG”) community play test. We are looking to you, as a part of the online community, to provide input on the upcoming Lore Slinger™ tactical miniatures game. By participating as an online play tester (whether or not you provide Feedback to LCG), you acknowledge and agree that in consideration for being an online play tester, you agree to be bound by the terms of this Online Play Test Agreement (the “OPTA”) as well as the LCG Privacy Policy, and Terms of Use. Unless stated otherwise, LCG may modify this OPTA at any time and the changes will become effective upon posting to loreslinger.com. 1. Eligibility. Everyone is eligible to participate in the community play test. We encourage subscription to the Lore Slinger newsletter (http://eepurl.com/ltGNj) to assure you are kept up-to-date with news and updates. 2. Play Test Materials. As part of your participation as an online play tester, you may receive, download or otherwise have access to proprietary LCG intellectual property (including physical and online game related products and materials) “Play Test Materials”). LCG grants you a limited, non-exclusive, non-transferable, non-assignable license for your personal use of such Play Test Material as provided by LCG to you solely for the purposes of play testing the Play Test Materials and providing Feedback to LCG regarding the same. Any use of the Play Test Materials not expressly permitted under this OPTA is strictly prohibited and LCG may, in its sole discretion, revoke this license at anytime and for any reason with no liability to you as a result. 3. Feedback. As part of your participation as an online play tester, you are encouraged to provide LCG with comments, feedback, thoughts, questions, ideas and suggestions regarding the Play Test Materials. You are solely responsible for any and all Feedback you provide and such Feedback will not violate the intellectual property rights of any third party. Additionally, your Feedback will not violate the LCG Terms of Use. 4. Ownership. LCG owns all right, title and interest in and to (a) the ideas, concepts, brands and products the Play Test Materials arise from, (b) the Play Test Materials, (c) all related and underlying intellectual property including all trademarks and copyrights, and (d) any and all derivatives of the foregoing as defined by the Copyright Act (17 U.S.C. §101) and applicable case law. For feedback discussion please visit our Board Game Geek work-in-progress thread: http://boardgamegeek.com/thread/898525/wip-pnp-lore-slinger-tactical-miniatures-game OR Please email feedback@loreslinger.com. Again, thank you for participating as a play tester and welcome to the LCG community! Introduction: Lore Slinger™ is a fast-paced 2-6-player skirmish game where each player takes control of a spell-slinging-character and battles opponents to the last-person-standing. Character facing and position is represented by a miniature, and skills and abilities are represented by cards. Unlike traditional card and miniature games, Lore Slinger™ combines the strategy of positioning, terrain, and facing found in miniature games with the complexity and speed of card games. To play the game with two players, simply print the pages following these rules, all boards, cards, tokens, and counters are provided on these pages. Players can substitute a miniature for tokens, but due to directional facing used in this game, be sure to find miniatures that clearly show a "pointing" direction. Each player will also need an 8-sided die, which can likewise be substituted with a 6-sided die. As it will become obvious after reading the rules, the dice used must be the same number of sides for each player. If only one die is available players may take turns using it, however it will slow the game slightly, and is therefore not recommended. If more players wish to join in the fun, simply print another set of pages! Setting up the game: The following steps assume that players agree on what Slingers and tomes they will be using. If a conflict arises, players will need to determine by a random means who wins the choice. If this happens often, printing another set (and playing multiples of Slingers and tomes) may be a good alternative. Each player brings their Die, Action Chips, Slinger, Avatar Card, Board, Battle Deck, Tome Deck, and any tokens they need to the game. Place the Common Board in the center of the table. See Deck Construction section for more details. 1) Each player arranges their Tome deck in any order they choose, then places the Tome Cover card on top. 2) Each player shuffles their battle deck, and places it face-down. 3) Each player places cards from the top of their Battle Deck until they reach/exceed their starting Karma value - face-up, thus forming their Starting Karma Pool. 4) Each player draws cards up to their Hand Limit, thus forming their Starting Hand. 5) Each player rolls their die. Player with the high-roll places their Board with one of it's sides adjacent to the Common Board. Proceeding Clockwise, each player places their board on the table (as long as one side touches the Common Board, and another touches another player's Board). 6) The last player to place down their Board then places their Slinger token in any blank space (no terrain) with any facing on their Board. Proceeding Counter-Clockwise each other player does the same.
  2. 2. The Circle of Life: In Lore Slinger™, Battle Cards are used to represent player’s life totals. Due to this, proper direction is required to explicitly describe what cards move where, when damage is taken and when cards are played. A player's "LIFE" is the combined total of cards in their Battle Deck and in Hand. Cards in a player's Discard Pile or Karma Pool are NOT a part of their life total. Anytime you "USE" a battle card from Hand, it is placed on the bottom of your Battle Deck, face down. When you "LOSE" life, you must discard cards from the top of your Battle Deck or hand (player's choice) equal to the amount lost, face up into your Discard Pile. When you "EXERT", you must discard the top card of your battle deck. When you "DISCARD", you must select and discard cards from your hand. The Karmic Cycle: In Lore Slinger™, to eliminate the need for an abundance of counters, and to add even more strategy to the game, the Battle Cards are also used to represent player’s available Karma. Each player begins the game with cards from the top of their deck equal to their Starting Karma Value in their Karma Pool. See Setting up the game for details. At the start of each player's turn, they reveal the top card of their Battle Deck and place it in their Karma Pool. See Step 2.1 for details. This also happens anytime they FOCUS. When an effect requires payment of Karma (typically a Tome Card), that player must USE cards from their Karma Pool equal to or greater than that effect's cost. To clarify, each card is worth Karma equal to it's Karma Value. If they overpaid the cost for that effect, then the remaining Karma is considered "floating" and is available to pay other costs until the end of that player's turn. See Tome Action for details. Cards in the Karma Pool can't be used to simply generate "floating Karma", therefore cards with 0 Karma cannot normally leave the Karma Pool. If at the end of each round they have more Karma in their Karma Pool than their Karma Limit, they must LOSE the additional Karma cards until they get down to their Karma Limit. See Step 3.3 for details. Avatar Card Equipment Tome Deck Hand Discard Pile Life Total Karma Pool USE LOSE or Discard LOSE or EXERT Karmic Cycle Equip Imprint Battle Deck
  3. 3. 2) Player Turns Phase: Per the Determine Initiative Step (1.3), the player who had the highest Destiny rolled goes first. Once they are finished, they lose all unspent "floating Karma", and the player to their left then begins their turn. Once all players have taken their respective turns, proceed to the Reconcile Phase. 1. Karma Step. Reveal the top card of your Battle Deck and place it into your Karma Pool. Cards in your Kama Pool can be USED to pay costs for Tome spells. See Tome Action section for details. If a card with Karma 0 enters your pool, you may immediately USE it. 2. REST/Action Turn. Choose to take a REST Turn OR an Action Turn. Players must choose one or the other, but cannot choose both. REST Turn: When you choose this - simply FOCUS (reveal the top card of your Battle Deck and place it into your Karma Pool), then end your turn. You CANNOT play spells or take any other actions this turn. Note that this is in addition to your Karma Step. ACTION Turn: Players can only take actions (Attack, Move, or Tome) during their own respective turns, with the sole exception being QUICK cards and effects. They can NOT be made until a previous action has resolved. Actions may be done in any order the player desires, described next. Move Action (limited by Step 1.2): During your turn, you may take Move Actions up to the combined number of Move Action Chips ALL players have. This action is taken to move your Slinger a number of spaces up to their Speed Value. If you have no Move Actions remaining, or none to start with, you CANNOT Move. If your Slinger is in a space ADJACENT to one or more opposing Slinger, you must EXERT to move your Slinger to a space that is not Adjacent to an opposing Slinger. This is called COMBAT MOVEMENT. After moving any number of spaces (including zero), your token may be rotated to face any of the six directions of the space which they occupy. Tome Action (limited by Karma Pool): Your Tome contains Cards on both sides which include special effects you may use by paying their costs. Effects have a "COST: EFFECT" format, with numbers representing cost in Karma. To pay this cost, simply USE (place on the bottom of your Battle Deck) cards from your Karma Pool with a combined Karma Value equal to or greater than the cost listed. Note that each Battle Card may have a different Karma value, and not all cards are "worth one". Any Karma beyond the cost should be remembered since it can be used to pay for other effects until the end of that player's turn. This imaginary Karma is called "floating" as it waits to be spent or be lost at the end of their turn. As long as you have enough Karma in your Pool, or "floating", you can play that same effect again or another effect as many times as you desire. Round Details: 1) Destiny Phase: Simultaneously carried out by all players in the following order. Once complete, proceed to the Player Turn Phase. 1. Destiny Step. All players simultaneously roll their destiny die. 2. Determine Actions Step. Each turn, players have random actions available for their Slingers to take equal to the number of players. Included in this print and play are "Action chips" that may be used to assist players in remembering what they rolled during the round. For each die rolled, ALL players gain Attack and Move actions to be used during their turns, as follows. When an EVEN number is rolled - gain a Move Action chip and return your Attack Action Chip. When an ODD number is rolled - gain an Attack Action chip and return your Move Action Chip. These chips aren't spent or saved in any fashion but serve as a reminder to players how many move/attack actions they can perform during their respective turn. 3. Determine Initiative Step. The player who rolled the highest Destiny will take their turn first during the next Player Turn Phase. If there is a tie, then all players involved in the tie roll dice until one player rolls higher than the other players. These rolls are used only to determine Initiative. Play Round Overview: Once the game has been set up, play begins. Players share a round until complete and repeat rounds until only one player remains. The following describes a single round: 1) Destiny Phase (Player Shared). 1. Destiny Step. 2. Determine Actions Step (Even=Move / Odd=Attack). 3. Determine Initiative Step. 2) Player Turns Phase (Individual Player). 1. Karma Step. 2. REST Turn - FOCUS, then end turn. OR Action Turn - Take Actions. 3) Reconcile Phase (Player Shared). 1. Reach Hand Limit. 2. Turn one Page (Player-optional). 3. Reach Karma Limit.
  4. 4. Winning the Game and RESTORATION: If at the end of a round, you are the sole player remaining, you WIN! If you have no life remaining, you are halfway to defeat! You are considered having been "knocked down" or "prone" after too much damage, but don't give up! Getting back up is called entering your “Restoration”. If you haven't had your TURN yet this ROUND, then skip it when it comes up. At the end of the ROUND, do the following: 1) Discard all cards in your Karma Pool. Also remove all TOME Status' from your Slinger. 2) Search your Discard pile for any Tome cards, and remove them from the game. Then shuffle your Discard pile, to create your new Battle Deck. 3) Turn over your Avatar Card, revealing the "Restored" side. 4) Place cards from the top of your Battle Deck until you reach/exceed your Restored Karma value - face-up, thus forming your Restored Karma Pool. 5) Draw cards up to your Hand Limit, thus forming your new Hand. Note that nothing happens to your Tome Deck during Restoration and you keep all Equipment. Also damage beyond what it took to bring you into Restoration does not carry over, so simply ignore it. Also since you don't enter restoration until the end of the ROUND, you cannot take any additional damage until after you restore. Later in the game, if you again have no more remaining cards in your Battle Deck or Hand, and have already entered Restoration, you are defeated! When this happens, you remove everything you brought into the game, with the sole exception of your board. 3) Reconcile Phase: Simultaneously carried out by all players in the following order. Once complete, the round ends. If two or more players are still remaining, begin a new round. 1. Reach Hand Limit. At the end of a round, players may reconcile their hands. If a player's hand exceeds their hand limit, they must discard down to that limit. Players may draw cards to have a hand up to their hand limits indicated by their avatar cards. 2. Turn one Page (Player-optional). Players may turn a single page in their Tome deck. A page is turned by flipping the top Tome Deck Card in the right page position face-down onto the left page position. Alternatively, a player may flip the top card in the left page position face-down onto the right page position. Just like reading a book, one page at a time, you can delve deeper into the book’s pages, or return to a previous pair of pages that may suit you better. See PAGETURNER in the glossary. 3. Reach Karma Limit. If any player has Karma in their Karma Pool that exceeds their Karma Limit, they must LOSE Karma cards until the total Karma in their Karma Pool is less than or equal to their Karma Limit. Attack Action (limited by Step 1.2): During your turn, you may make Attack Actions up to the combined number of Attack Action Chips ALL players have. If you have no Attack Actions remaining, or none to start with, you CANNOT Attack. Playing an Attack Action will use one of your allowed Attack Actions per turn. Consequently, if you have no Attack Actions remaining, or none to begin with, you may not play any Attack cards. To play a Battle Card as an attack, simply announce that you are making an attack, and reveal the card. Each battle card has an attack pattern displayed on it, thus indicating which spaces the attack will hit. Each of these spaces is considered "Targets" of the attack. To indicate relativity, the arrow icon in this diagram displays where your Slinger is located, and the direction they are facing. Consequently, as your Slinger moves, and turns, they will alter which spaces your battle cards can attack and block. This is at the heart of the strategy of this game. All Slingers contained within those shaded areas are all attacked simultaneously. Once played, successful attacks cause the targeted Slingers to LOSE life equal to the attack value shown on the Battle Card, assuming they play no defense against it. If the defending Slinger has any QUICK cards, they can play ONE of these in reaction to this single attack. Any cards or effects played in response to an attack resolve FIRST. If an attack would hit multiple Slingers, QUICK actions are taken in turn order. After the single attack is resolved, the battle card is USED (Placed on the bottom of their Battle Deck). Only after completely resolved can a player play another Attack Action. Many Battle Cards include a game EFFECT. Unless otherwise stated, this EFFECT occurs after the attack resolves.
  5. 5. Equipment: In Lore Slinger™, some Tome pages can be converted into powerful artifacts, permanently enhancing your Slinger! These pages are clearly marked with "EQUIPPED" in the lower right hand side, dividing the card in half. The top half, or pre-equipped half, is the only game text available to Tome's owner at first. To Equip an equipment, simply pay the Karma cost, remove the card from your tome, and place it beneath horizontally your Avatar card (covering the top half, and showing the lower half). After "equipped", the lower half of the card's game text is available, and the top half is ignored. This means that you can pay for effects listed on it (not unlike a Tome card), as well as static abilities that are always present (not unlike on your Avatar card). Just like any typical action or effect, they can only be played during your own turn, and not in the middle of another action. Imprinting: In Lore Slinger™, some Tome pages can be converted into recurring personal enchantments. These pages are clearly marked with "IMPRINTED" in the lower portion of the card, dividing the card in half. The top half, or pre-imprinted half, is the only game text available to Tome's owner at first. To Imprint an enchantment, simply pay the Karma cost, remove the card from your tome, and place it beneath Battle Deck. After "imprinted", the lower half of the card's game text is available (just like any other Battle Card), and the top half is ignored. Terrain: Terrain DOES NOT AFFECT attacks. Attacks affect targeted spaces on the board and do not originate from any "source". Therefore "walls do not block attacks." Solid. Units adjacent to Solid Terrain prevent one additional damage with any QUICK cards played. Units CANNOT move through this space, be forced into it, nor end their turn on it. Relic. Relic Terrain is Solid Terrain, with additional rule. If you REST when adjacent to Relic Terrain, you may remove any Tome page from the game. You may only do this once per game. Rejuvenating. If you REST when standing on Rejuvenating Terrain, you gain two life. Arduous. Units must spend 2 speed to enter Arduous Terrain. Note that if the Unit has 2 or fewer speed remaining, this will complete their move action. Road. When entering Road Terrain for the first time during each Move Action, it costs no speed. Deck Construction: Your Life is equal to the total number of cards in your Battle Deck. For your first few games, simply take one of each card up to your Slinger's life total. Take card #1 through #25 for Akio, for example. After playing a few games, you can customize your own Battle Deck by choosing up to three of any same-titled card that correspond to your Slinger or are Common. You may only include one LIMITED card in your Battle Deck (tag found under card title on the top left of each Battle Card). For your tome, you may pick any 5 unique cards that correspond to your tome (letter found in the top left of each tome card). Note that you can combine any Slinger and Tome deck.
  6. 6. ENDURE - Endure is a keyword ability that triggers when the card is placed into that player's discard pile from the top of their Battle Deck. This can be from losing life or EXERTing. The word ENDURE only labels when the EFFECT happens, and is followed by what that EFFECT actually is. EQUIP - This represents a piece of equipment generated by your tome. When you equip something, remove the tome card and place it horizontally beneath your avatar card. While Equipped, you gain the abilities shown on this portion of the card. The Equipped abilities can only be used if equipped first. EXERT - Place the top card of your battle deck into your discard pile. If you have no cards left in your Battle Deck, you are considered Exhausted, and unable to perform this action. EXHAUSTED - If there are no cards left in your battle deck, you are considered Exhausted. You may not exert for any reason. You are immune to any ability forcing you to exert, and are also unable to pay exert costs as well (including moving out of combat). EXPLODE X - Remove any one Tome Status from a board space, and remove it from the game. All Slingers on/adjacent take "X" damage. Slingers two spaces away take half of "X" damage, rounded up. FATE - Fate is a keyword ability that triggers when the card is placed into that player's Karma Pool. The word FATE only labels when the EFFECT happens, and is followed by what that EFFECT actually is. FEINT - After this attack resolves, you may move your Slinger up to one space. FLOATING KARMA - Any Karma beyond what is spent to pay for an effect is to be temporarily remembered since it can be used to pay for other effects until the end of that player's turn. FOCUS - Reveal the top card of your Battle Deck and place it into your Karma Pool face up. HAND - This refers to the cards held in your hand, not your physical appendage. These cards represent your Slinger’s present combat abilities and are primarily battle cards. HAND LIMIT - This number indicates you’re the number of cards in your hand at the start of the game and how many cards to draw up to, or discard down to at the end of each round during the Reconcile Phase. See Setting up the game and Step 3.1 for details. HEAL X - Place the top X cards in your discard pile on the bottom of your battle deck face down. IMPRINT - Remove from Tome and place on the bottom of your Battle Deck, face-up. KARMA POOL - Whenever you reveal Karma, these cards enter your Karma Pool. The Karma value shown on your cards represent the Karmic value of each card when USED to pay the cost to play effects. The Karma Limit on your Avatar represents the maximum Karma value total allowed in your Karma pool the end of each round during the Reconcile Phase. Cards with 0 Karma are "stuck" in your Karma Pool and cannot be used to help pay for any cost since they provide no Karma. See Setting up the game and Step 3.1 for details. KISMET - Kismet is a keyword ability that triggers when the card is USEd from your Karma Pool. This is typically when paying for Tome costs. The word KISMET only labels when the EFFECT happens, and is followed by what that EFFECT actually is. LIFE - The total number of cards in both your battle deck and hand. LOSE - When you lose a card, you must discard cards from your hand or the top of your deck equal to the amount required. Glossary: ACTION - Any Attack, Move, or Tome Action. These actions can only be made during your turn, with the sole exception of QUICK cards and effects that can be played in response to Attacks. Attack and Move Actions are limited by Step 1.2. Tome Actions are only limited by the Karma you have available. ADAPT - After this attack resolves, you may choose your Slinger or any hit Slinger to gain your TOME status. ADJACENT - When the space a unit occupies shares a common side with another space that is occupied by different unit, the two units are considered adjacent. See Combat Movement. ARDUOUS - Units must spend 2 speed to enter Arduous Terrain. Note that if the Unit has 2 or fewer speed remaining, this will complete their move action. ATTACK ACTION - USEing a Battle Card from hand to perform an attack. BATTLE DECK - Shuffled at the beginning of the game, this stack of cards represents your Slinger's available combat abilities, life total, and Karma. BLOCK X - QUICK. USE this card to prevent the next X damage. BOOKMARK - After this is attack is resolved, you may turn to any page in your Tome BURN - This is a generally negative status effect. Both units and spaces can be BURNed. Units who enter these spaces gain BURN status. If a unit is BURNed in this way, remove BURN status from that space. If a unit has the BURN status, when they roll destiny at the beginning of the round, if they roll a 5 or lower, they take one damage. On a 6 or higher, they instead remove the Burn status. Entering a Water space, will also remove the Burn status. A UNIT with BURN status cannot gain an additional BURN status. CHAIN - After this attack resolves, you may reveal the top card of your Battle Deck, if you reveal a card with the COMBO keyword ability, you may play it if able. Playing the COMBO card doesn't count as taking an attack action, but may still be responded to with QUICK cards and effects as if it did. CLASH - QUICK. In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you both EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack, otherwise you take all damage as normal. COMBAT MOVEMENT - If your Slinger is in a space ADJACENT to one or more opposing Slingers, you must EXERT to move your Slinger to a space that is not Adjacent to an opponent's Slinger. See Move Action for details. COMBO - If the last attack played against any target of this attack had the COMBO keyword, this attack requires no action to play. Playing this card doesn't count as taking an attack action, but may still be responded to with QUICK cards and effects as if it did. DEFLECT - QUICK. In response to an attack, USE this card to prevent all damage from an attack with a Karma value of 3 or higher OR LOSE this card to prevent 3 damage from a Karma value of 2 or less. DESTINY - Your dice roll at the beginning of the round. Determines player turn-order and actions available to all players. DISCARD - Place one card of your choice from hand into your discard pile. DODGE - QUICK. You may LOSE this card AND EXERT to move one space. If you move to a space no longer in an attack card's pattern, prevent all damage. COMBAT MOVEMENT rules when moving adjacent to an opponent's Slinger still apply. DRAW CARD - Place the top card of your battle deck into your hand.
  7. 7. MOVE ACTION - Moving up to your speed in spaces. You may rotate before or after moving as desired. PAGETURNER - After this attack is resolved, you may turn a page in your Tome forward or backward. To turn forward, just like reading a book, place the top right-hand Tome Card face down on the left-hand side. To turn backward, just like reading a book, place the left-hand Tome Card face down on the right-hand side. PARRY - QUICK. You may LOSE this card and roll a D8. Prevent damage from that attack equal to the value of the die. PHASE - Describes a single sequence of STEPS contained within each ROUND. PULL - Pull is a keyword ability that triggers when the card is drawn into that player's hand from anywhere. The word PULL only labels when the EFFECT happens, and is followed by what that EFFECT actually is. After the EFFECT resolves, the card with PULLL is USEd. PUSH - After this attack resolves, you may move any hit Slingers up to one space. QUICK - Can be played in response to an Action or Effect played by any opponent. Only one single Quick action per player may be taken in response to that Action or Effect and only the players involved in the attack may play cards or effects with the QUICK keyword. Quick actions are taken in turn order, starting with the next player (and not the player who's turn it is). REJUVENATING - If you REST when standing on Rejuvenating Terrain, you gain two life. RELIC - Relic Terrain is Solid Terrain, with one additional rule. If you REST when adjacent to Relic Terrain, you may remove any Tome page from the game. You may only do this once per game. REMOVED FROM THE GAME - When something is removed from the game it is no longer a part of the game, and is set aside. This card can’t be targeted by anything in the game, and is separate from any discard pile. REST TURN - FOCUS (reveal the top card of your Battle Deck and place it into your Karma Pool), then end your turn. See Step 2.2. Any instance of REST or RESTing is referring to taking a REST turn. RESTORATION - Once you are half-way to defeat you are knocked down, helpless, trying to find the courage to continue. See Winning the Game and RESTORATION for details. RIPOSTE - QUICK. In response to an attack, you may LOSE this card to prevent 3 damage and USE a card from hand to deal damage to the attacker equal to half that USED card’s attack value, rounded down. This damage may not be responded to as an attack, since it is not an attack action. ROAD - When entering Road Terrain for the first time during each Move Action, it costs no speed. ROUND - Describes a single sequence of PHASES including a Destiny Phase, Player Turns Phase, and a Reconcile Phase. See Play Round Overview and Round Details for more information. SCRY X - Peek at the top "X" cards of your Battle Deck, then return them in any order you choose. SOLID - Units adjacent to Solid Terrain prevent one additional damage with any QUICK cards played. Units CANNOT move through this space, be forced into it, nor end their turn on it. SPACE - Any whole hexagon on any board. Note that when two or three boards touch, they create whole spaces. Non-whole spaces represent the boundaries to which players are confined, and may not be entered or passed through. STEALTH - QUICK. In response to an attack, if you are adjacent to SOLID terrain, you may USE this card to prevent half of that attacks damage, rounded up. Units adjacent to Solid Terrain prevent one additional damage with any QUICK cards and effects played, including this one. STEP - Describes a single task for players to perform contained within each PHASE. SWIFT - This attack cannot be prevented by moving out of it's attack pattern (i.e. DODGE). TOME CARD - Represents the single page of your spell book. These powerful incantations provide players with effects and abilities beyond the norm. If a page is ever removed from your tome, it's opposite face is ALSO removed. For example, after summoning the opposite side of the summon page is considered REMOVED FROM THE GAME. TOME Status - Each Tome has an associated TOME Status, as indicated on the back of their TOME Cover. This portion of the Tome Cover is used as a reference only. TURN - A majority of game time will be spent during the Player Turns Phase of each round. All players share the Destiny Phases and Reconcile Phases of each round. But each player takes their individual player turn during the Player Turns Phase. When it’s a player’s turn, they are allowed to make Move Actions, Attack Actions, and Tome Actions. When they are done, the next player is then allowed to take their turn. See Player Turns Phase for more details. USE - When you USE a card, place it on the bottom of your Battle Deck, face down. See The Circle of Life for more details. "X" - X is an Algebraic variable, used to represent any positive integer or zero. If otherwise not specified, "X" is a chosen value by the player who controls the ability, or is paying the cost. Otherwise it is considered "0". Notes on cutting out the cards: The avatar and tome cards in Lore Slinger™ are double-sided. Because of this, it is recommended that you cut them out, leaving the dashed side intact, then fold them along the dashed lines shown, creating a "card with two faces". If you intend to play with sleeves, be sure to use clear sleeves so that each side can be seen. The battle cards will be typical, single-sided, and not have such requirements. If these pages are printed to scale and on letter paper (8.5"x11"), standard-sized (66mm x 91mm) sleeves will fit the cards best.
  8. 8. Play Round Overview: Once the game has been set up, play begins. Players share a round until complete and repeat rounds until only one player remains. The following describes a single round: 1) Destiny Phase (Player Shared). 1. Destiny Step. 2. Determine Actions Step (Even=Move / Odd=Attack). 3. Determine Initiative Step. 2) Player Turns Phase (Individual Player). 1. Karma Step. 2. REST Turn - FOCUS, then end turn. OR Action Turn - Take Actions. 3) Reconcile Phase (Player Shared). 1. Reach Hand Limit. 2. Turn one Page (Player-optional). 3. Reach Karma Limit. Play Round Overview: Once the game has been set up, play begins. Players share a round until complete and repeat rounds until only one player remains. The following describes a single round: 1) Destiny Phase (Player Shared). 1. Destiny Step. 2. Determine Actions Step (Even=Move / Odd=Attack). 3. Determine Initiative Step. 2) Player Turns Phase (Individual Player). 1. Karma Step. 2. REST Turn - FOCUS, then end turn. OR Action Turn - Take Actions. 3) Reconcile Phase (Player Shared). 1. Reach Hand Limit. 2. Turn one Page (Player-optional). 3. Reach Karma Limit. Play Round Overview: Once the game has been set up, play begins. Players share a round until complete and repeat rounds until only one player remains. The following describes a single round: 1) Destiny Phase (Player Shared). 1. Destiny Step. 2. Determine Actions Step (Even=Move / Odd=Attack). 3. Determine Initiative Step. 2) Player Turns Phase (Individual Player). 1. Karma Step. 2. REST Turn - FOCUS, then end turn. OR Action Turn - Take Actions. 3) Reconcile Phase (Player Shared). 1. Reach Hand Limit. 2. Turn one Page (Player-optional). 3. Reach Karma Limit. Setting up the game: Each player brings their Die, Action Chips, Slinger, Avatar Card, Board, Battle Deck, Tome Deck, and any tokens they need to the game. Place the Common Board in the center of the table. 1) Each player arranges their Tome deck in any order they choose, then places the Tome Cover card on top. 2) Each player shuffles their battle deck, and places it face-down. 3) Each player places cards from the top of their Battle Deck until they reach/exceed their starting Karma value - face-up, thus forming their Starting Karma Pool. 4) Each player draws cards up to their Hand Limit, thus forming their Starting Hand. 5) Each player rolls their die. Player with the high-roll places their Board with one of it's sides adjacent to the Common Board. Proceeding Clockwise, each player places their board on the table (as long as one side touches the Common Board, and another touches another player's Board). 6) The last player to place down their Board then places their Slinger token in any blank space (no terrain) with any facing on their Board. Proceeding Counter-Clockwise each other player does the same. Terrain: Terrain DOES NOT AFFECT attacks. Attacks affect spaces on the board and do not originate from a source. Therefore "walls do not block attacks." Solid. Units adjacent to Solid Terrain prevent one additional damage with any QUICK cards played. Units CANNOT move through this space, be forced into it, nor end their turn on it. Relic. Relic Terrain is Solid Terrain, with additional rule. If you REST when adjacent to Relic Terrain, you may remove any Tome page from the game. You may only do this once per game. Rejuvenating. If you REST when standing on Rejuvenating Terrain, you gain two life. Arduous. Units must spend 2 speed to enter Arduous Terrain. Note that if the Unit has 2 or fewer speed remaining, this will complete their move action. Road. When entering Road Terrain for the first time during each Move Action, it costs no speed. Restoration: If you have no life remaining (no cards in Hand or Battle Deck) you'll soon enter Restoration. If you haven't had your TURN yet this ROUND, then skip it. At the end of the ROUND, do the following: 1) Discard all cards in your Karma Pool. Also remove all TOME Status' from your Slinger. 2) Search your Discard pile for any Tome cards, and remove them from the game. Then shuffle your Discard pile, to create your new Battle Deck. 3) Turn over your Avatar Card, revealing the "Restored" side. 4) Place cards from the top of your Battle Deck until you reach/exceed your Restored Karma value - face-up, thus forming your Restored Karma Pool. 5) Draw cards up to your Hand Limit, thus forming your new Hand. Play continues as normal, but if you have no life remaining again, you are eliminated from the game! Likewise, if at the end of the ROUND, you are the sole player remaining, you WIN! HELPER CARDS: These cards have been included to be used during the game as a quick reference for players.
  9. 9. Common Board SOLID SOLID
  10. 10. Common 3 4Karma FEINT (After playing this attack, you may move your Slinger up to one space). 2Attack Common 1 ENDURE 5Karma ENDURE - Draw a Card. (When this card is LOST from your Battle Deck, you may Draw a Card.) 1Attack Common 2 4Karma SWIFT (Cannot be blocked, parried, or dodged). 2Attack Common 2 4Karma SWIFT (Cannot be blocked, parried, or dodged). 2Attack Common 2 4Karma SWIFT (Cannot be blocked, parried, or dodged). 2Attack Common 3 4Karma FEINT (After playing this attack, you may move your Slinger up to one space). 2Attack Common 3 4Karma FEINT (After playing this attack, you may move your Slinger up to one space). 2Attack Common 1 ENDURE 5Karma ENDURE - Draw a Card. (When this card is LOST from your Battle Deck, you may Draw a Card.) 1Attack Common 1 ENDURE 5Karma ENDURE - Draw a Card. (When this card is LOST from your Battle Deck, you may Draw a Card.) 1Attack
  11. 11. Common 6 3Karma LOSE any card in your Karma Pool, then FOCUS. 3Attack Common 5 4Karma PAGETURNER (After attack is resolved, you may turn a page in your Tome). 3Attack Common 5 4Karma PAGETURNER (After attack is resolved, you may turn a page in your Tome). 3Attack Common 5 4Karma PAGETURNER (After attack is resolved, you may turn a page in your Tome). 3Attack Common 6 3Karma LOSE any card in your Karma Pool, then FOCUS. 3Attack Common 6 3Karma LOSE any card in your Karma Pool, then FOCUS. 3Attack Common 4 4Karma Kismet KISMET - Force any target to EXERT. (When you USE this card from your Karma Pool, Force any target to EXERT.) 2Attack Common 4 4Karma Kismet KISMET - Force any target to EXERT. (When you USE this card from your Karma Pool, Force any target to EXERT.) 2Attack Common 4 4Karma Kismet KISMET - Force any target to EXERT. (When you USE this card from your Karma Pool, Force any target to EXERT.) 2Attack
  12. 12. Common 9 3Karma FATE FATE - Draw a Card. (When this enters your Karma Pool, Draw a Card). 4Attack Common 7 3Karma Gain +1 Speed until the end of the turn. 3Attack Common 7 3Karma Gain +1 Speed until the end of the turn. 3Attack Common 7 3Karma Gain +1 Speed until the end of the turn. 3Attack Common 8 3Karma PUSH (After attack is resolved, move any hit Slingers away from your Slinger). 3Attack Common 8 3Karma PUSH (After attack is resolved, move any hit Slingers away from your Slinger). 3Attack Common 8 3Karma PUSH (After attack is resolved, move any hit Slingers away from your Slinger). 3Attack Common 9 3Karma FATE FATE - Draw a Card. (When this enters your Karma Pool, Draw a Card). 4Attack Common 9 3Karma FATE FATE - Draw a Card. (When this enters your Karma Pool, Draw a Card). 4Attack
  13. 13. Common 12 4Karma Instead of USEing this card after attacking, you may return it to your hand. 2Attack Common 11 4Karma Slinger hit by this attack must lose life from hand. 1Attack Common 10 2Karma SCRY 2. (Look at the top 2 cards of your Battle Deck and return them in any order you choose). 4Attack Common 10 2Karma SCRY 2. (Look at the top 2 cards of your Battle Deck and return them in any order you choose). 4Attack Common 10 2Karma SCRY 2. (Look at the top 2 cards of your Battle Deck and return them in any order you choose). 4Attack Common 12 4Karma Instead of USEing this card after attacking, you may return it to your hand. 2Attack Common 11 4Karma Slinger hit by this attack must lose life from hand. 1Attack Common 13 ENDURE 3Karma ENDURE - FOCUS. (As this card enters your discard pile, you may FOCUS.) 2Attack Common 13 ENDURE 3Karma ENDURE - FOCUS. (As this card enters your discard pile, you may FOCUS.) 2Attack
  14. 14. Common 14 3Karma Instead of USEing this card after attacking, you may exchange it with a card in your Karma Pool. 3Attack Common 15 2Karma FOCUS (Place the top card of your Battle Deck into your Karma Pool). 3Attack Common 16 2Karma This attack gains SWIFT if targeted Slinger has more cards in hand than you. 4Attack Common 17 2Karma You may EXERT to make give this +1 Attack. 4Attack Common 18 2Karma If this attack would deal damage, you may instead have target LOSE that much Karma from their Pool. 5Attack Common 15 2Karma FOCUS (Place the top card of your Battle Deck into your Karma Pool). 3Attack Common 14 3Karma Instead of USEing this card after attacking, you may exchange it with a card in your Karma Pool. 3Attack Common 16 2Karma This attack gains SWIFT if targeted Slinger has more cards in hand than you. 4Attack Common 17 2Karma You may EXERT to make give this +1 Attack. 4Attack
  15. 15. Common 20 1Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block Common 20 1Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block Common 18 2Karma If this attack would deal damage, you may instead have target LOSE that much Karma from their Pool. 5Attack Common 19 1Karma Kismet KISMET - Draw a Card. (When you USE this card from your Karma Pool, Draw a Card.) 5Attack Common 19 1Karma Kismet KISMET - Draw a Card. (When you USE this card from your Karma Pool, Draw a Card.) 5Attack Common 21 0Karma This attack deals +1 damage for each card in hit Slinger's hand. 4Attack Common 21 0Karma This attack deals +1 damage for each card in hit Slinger's hand. 4Attack Common 22 0Karma You must EXERT to play this card. 7Attack Common 22 0Karma You must EXERT to play this card. 7Attack
  16. 16. WheneveryouFOCUS,youmayinsteadFOCUS twice. EXERT:Pageturner. (YoumayturnapageinyourTome). AkioIto-Starting Naïve 25 Life 5 Hand Limit 3 Speed 13 Karma Limit ThefirstEFFECTyouplayeachturncosts2Karma less. Pay2Actions:Moveupto5spaces.Thismove doesn'tcostyouaMOVEaction,nordoesittrigger CombatMovement. AkioIto-Restored Influenced 25 Life 5 Hand Limit 3 Speed 11 Karma Limit 6 Restored Karma 9 Starting Karma WheneveryouREST,Heal3life (Placethetop3cardsinyourdiscardpileonthebottomof yourbattledeckfacedown). ThefirsttimeyouwouldEXERTeachturn,you don't. Catherine-Starting Vigilant 30 Life 4 Hand Limit 3 Speed 9 Karma Limit AllyourKarma4andhigherattacksare+1. ThefirsttimeyouwouldEXERTeachturn,all otherSlingersmustinstead. Catherine-Restored Relentless 30 Life 4 Hand Limit 4 Speed 10 Karma Limit 6 Starting Karma 8 Restored Karma Wheneveryouareattacked,anddon'tplayaQUICKaction, youmayFOCUS.Youmayonlydothisonceduringeach player'sturn. (PlacethetopcardofyourBattleDeckintoyourKarmaPool.) Sam-Starting InnerCalm 30 Life 2 Hand Limit 2 Speed 10 Karma Limit WhenyouplayaCOMBOorCHAINcard,thatattackdeals additionaldamageequaltothenumberofcardsinyourhand. AttacksyouplaywithKarma4orhighergainFEINT. (Afterplayingthisattack,youmaymoveyourSlingeruptoone space.) Sam-Restored OuterStrength 30 Life 2 Hand Limit 3 Speed 11 Karma Limit 8 Starting Karma 9 Restored Karma
  17. 17. Akio's Board AKIO Akio's Token Attack Attack Chip Move Move Chip SOLID SOLID ROAD ROAD ROAD ROAD ROAD ROAD ROAD SOLID
  18. 18. Akio 1 6Karma Instead of dealing damage, you may cause target to LOSE a card in their Karma Pool. You gain Floating Karma equal to that cards Karma Value. 2Attack Akio 1 6Karma Instead of dealing damage, you may cause target to LOSE a card in their Karma Pool. You gain Floating Karma equal to that cards Karma Value. 2Attack Akio 1 6Karma Instead of dealing damage, you may cause target to LOSE a card in their Karma Pool. You gain Floating Karma equal to that cards Karma Value. 2Attack Akio 2 5Karma PAGETURNER (After attack is resolved, you may turn a page in your Tome). 3Attack Akio 2 5Karma PAGETURNER (After attack is resolved, you may turn a page in your Tome). 3Attack Akio 2 5Karma PAGETURNER (After attack is resolved, you may turn a page in your Tome). 3Attack Akio 3 4Karma ADAPT (After attack resolves, you may choose this Slinger or the hit Slinger to gain TOME STATUS). 4Attack Akio 3 4Karma ADAPT (After attack resolves, you may choose this Slinger or the hit Slinger to gain TOME STATUS). 4Attack Akio 3 4Karma ADAPT (After attack resolves, you may choose this Slinger or the hit Slinger to gain TOME STATUS). 4Attack
  19. 19. Akio 4 4Karma ADAPT (After attack resolves, you may choose this Slinger or the hit Slinger to gain TOME STATUS). 4Attack Akio 4 4Karma ADAPT (After attack resolves, you may choose this Slinger or the hit Slinger to gain TOME STATUS). 4Attack Akio 4 4Karma ADAPT (After attack resolves, you may choose this Slinger or the hit Slinger to gain TOME STATUS). 4Attack Akio 5 3Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 4Attack DDodge Akio 5 3Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 4Attack DDodge Akio 5 3Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 4Attack DDodge Akio 6 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 3Attack DDodge Akio 6 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 3Attack DDodge Akio 6 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 3Attack DDodge
  20. 20. Akio 7 6Karma PAGETURNER (After attack is resolved, you may turn a page in your Tome). 3Attack Akio 7 6Karma PAGETURNER (After attack is resolved, you may turn a page in your Tome). 3Attack Akio 8 5Karma EXPLODE 4. (Remove any TOME STATUS that matches your Tome from the game. All Slingers on/adjacent to those spaces take 4 damage, and Slingers two spaces away take 2 damage.) Akio 9 ENDURE 5Karma ENDURE - Draw a Card. (When this card is LOST from your Battle Deck, you may draw a card.) 3Attack Akio 9 ENDURE 5Karma ENDURE - Draw a Card. (When this card is LOST from your Battle Deck, you may draw a card.) 3Attack Akio 11 4Karma QUICK. PARRY (In response to an attack, you may LOSE this card and roll the D8. Prevent damage from that attack equal to the value of the die). 4Attack PParry Akio 10 4Karma ADAPT (After attack resolves, you may choose this Slinger or the hit Slinger to gain TOME STATUS). 4Attack Akio 10 4Karma ADAPT (After attack resolves, you may choose this Slinger or the hit Slinger to gain TOME STATUS). 4Attack Akio 8 5Karma EXPLODE 4. (Remove any TOME STATUS that matches your Tome from the game. All Slingers on/adjacent to those spaces take 4 damage, and Slingers two spaces away take 2 damage.)
  21. 21. Akio 13 3Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 5Attack DDodge Akio 11 4Karma QUICK. PARRY (In response to an attack, you may LOSE this card and roll the D8. Prevent damage from that attack equal to the value of the die). 4Attack PParry Akio 12 4Karma QUICK. PARRY (In response to an attack, you may LOSE this card and roll the D8. Prevent damage from that attack equal to the value of the die). 5Attack PParry Akio 12 4Karma QUICK. PARRY (In response to an attack, you may LOSE this card and roll the D8. Prevent damage from that attack equal to the value of the die). 5Attack PParry Akio 13 3Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 5Attack DDodge Akio 14 3Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 5Attack DDodge Akio 14 3Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 5Attack DDodge Akio 15 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 6Attack DDodge Akio 15 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 6Attack DDodge
  22. 22. Akio 16 7Karma If this attack deals 1 or more damage, you may put it into your Karma Pool instead of USEing it. 1Attack Akio 17 6Karma SWIFT (Cannot be prevented by moving). 2Attack Akio 18 6Karma Add 3 to your Floating Karma. 2Attack Akio 19 5Karma Attack is +2 if target has TOME STATUS. 3Attack Akio 22 ENDURE 5Karma ENDURE - Exchange this with a card in your Karma Pool. (When this card is LOST from your Battle Deck, you may exchange it with a card from your Karma Pool.) 3Attack Akio 23 4Karma Hit Slingers empty their floating Karma Pools. 4Attack Akio 24 4Karma Attack is +2 if you have a card in your Karma Pool with a higher value than all targets. 3Attack Akio 21 5Karma Kismet KISMET - Target gains TOME STATUS. (When you USE this card from your Karma Pool, Target gains TOME STATUS.) 3Attack Akio 20 5Karma Hit Slinger may LOSE Karma from their Karma Pool to reduce this card's damage. 6*Attack
  23. 23. Akio 30 2Karma QUICK. PARRY (In response to an attack, you may LOSE this card and roll the D8. Prevent damage from that attack equal to the value of the die). 6Attack PParry Akio 31 1Karma This attack also deals 4 damage to all adjacent spaces outside of it's pattern. 8Attack Akio 25 4Karma Reveal the top card of your Battle Deck, then USE it. This card's attack is equal to the revealed card's Karma Value. *Attack Akio 26 4Karma This attack is +2 if target has a TOME STATUS. 3Attack Akio 27 4Karma This attack is +2 if target has a more total Karma than you. 3Attack FATE: Bookmark (When put this card into your Karma Pool, you may turn to any page in your Tome). QUICK. PARRY (In response to an attack, you may LOSE this card and roll the D8. Prevent damage from that attack equal to the value of the die). When you PARRY with this card, also deal damage to the attacker equal to the die roll. 9Karma FATE Akio 32 LIMITED PParry Akio 28 3Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 6Attack DDodge Akio 29 2Karma This attack also deals 2 damage to all adjacent spaces outside of it's pattern. 4Attack KISMET - All TOME STATUS' matching your Tome EXPLODE 6. (When you USE this card from your Karma Pool, remove all TOME STATUS' that match your tome from the game. All Slingers on/adjacent to those spaces take 6 damage, and Slingers two spaces away take 3 damage.) QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 1Karma Kismet Akio 33 LIMITED DDodge
  24. 24. Catherine's Board CAT Catherine's Token Attack Attack Chip Move Move Chip SOLID SOLID SOLID SOLID SOLID SOLID Arduous ArduousArduous Arduous Arduous Arduous Arduous Arduous Arduous Rejuvenating Rejuvenating
  25. 25. Catherine 1 4Karma After you hit any target, you may move adjacent to it. 4Attack Catherine 3 2Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block Catherine 1 4Karma After you hit any target, you may move adjacent to it. 4Attack Catherine 1 4Karma After you hit any target, you may move adjacent to it. 4Attack Catherine 2 3Karma You may rotate hit targets to face any direction. 5Attack Catherine 2 3Karma You may rotate hit targets to face any direction. 5Attack Catherine 2 3Karma You may rotate hit targets to face any direction. 5Attack Catherine 3 2Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block Catherine 3 2Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block
  26. 26. Catherine 4 2Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 4Attack 4Block Catherine 5 1Karma After attack resolves, hit Slingers are Speed -1 until the end of the ROUND. 6Attack Catherine 4 2Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 4Attack 4Block Catherine 4 2Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 4Attack 4Block Catherine 5 1Karma After attack resolves, hit Slingers are Speed -1 until the end of the ROUND. 6Attack Catherine 5 1Karma After attack resolves, hit Slingers are Speed -1 until the end of the ROUND. 6Attack Catherine 6 0Karma QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack.) 7Attack CClash Catherine 6 0Karma QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack.) 7Attack CClash Catherine 6 0Karma QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack.) 7Attack CClash
  27. 27. Catherine 7 4Karma You may USE this card instead of EXERTing for Combat Movement. 4Attack 2Block Catherine 7 4Karma You may USE this card instead of EXERTing for Combat Movement. 4Attack 2Block Catherine 8 3Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block Catherine 9 3Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block Catherine 10 2Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 5Attack 4Block Catherine 8 3Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block Catherine 9 3Karma QUICK. BLOCK 3 (In response to an attack, you may USE this card. Prevent 3 damage from that attack). 5Attack 3Block Catherine 11 2Karma If not blocked, this attack deals +D8 damage. 2Attack Catherine 10 2Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 5Attack 4Block
  28. 28. Catherine 15 0Karma QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack.) 8Attack CClash Catherine 12 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 5Attack DDodge Catherine 14 1Karma After attack resolves, hit Slingers are unable to Move to prevent damage until the end of the ROUND. 7Attack Catherine 13 1Karma After attack resolves, hit Slingers are Speed -1 until the end of the ROUND. 6Attack Catherine 11 2Karma If not blocked, this attack deals +D8 damage. 2Attack Catherine 12 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 5Attack DDodge Catherine 13 1Karma After attack resolves, hit Slingers are Speed -1 until the end of the ROUND. 6Attack Catherine 14 1Karma After attack resolves, hit Slingers are unable to Move to prevent damage until the end of the ROUND. 7Attack Catherine 15 0Karma QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack.) 8Attack CClash
  29. 29. Catherine 23 2Karma After attack resolves, LOSE this card. Heal one life. 6Attack Catherine 17 4Karma QUICK. STEALTH (In response to an attack, if you are adjacent to SOLID terrain, you may USE this card to prevent half of that attacks damage, rounded up). 4Attack SStealth Catherine 16 5Karma After you hit any target, you may move adjacent to it. 3Attack Catherine 18 4Karma You gain a MOVE action. 3Attack Catherine 19 3Karma You gain an ATTACK action. 2Attack Catherine 21 3Karma This attack also removes all TOME STATUS effects in it's attack pattern. 6Attack 3Block Catherine 20 3Karma Until the end of this turn you may move into all non-SOLID terrain as if it was normal. 5Attack Catherine 22 3Karma You may remove a TOME STATUS from any Slinger. 5Attack Catherine 24 2Karma If this attack is blocked, you may EXERT to force blocking characters to also EXERT. 6Attack
  30. 30. Catherine 25 2Karma If this attack is parried, you may EXERT to force parrying characters to also EXERT. 6Attack Catherine 26 2Karma As an additional cost to DODGE this attack, Slingers must discard a DODGE card. 6Attack Catherine 27 ENDURE 2Karma ENDURE - Move one space. (When this card is LOST from your Battle Deck, you may move one space.) 6Attack Catherine 29 ENDURE 1Karma ENDURE - Heal any non-ENDURE card. (When this card is LOST from your Battle Deck, you may heal any non-ENDURE card from your discard pile.) 7Attack Catherine 30 1Karma QUICK. PARRY (In response to an attack, you may LOSE this card and roll the D8. Prevent damage from that attack equal to the value of the die). 8Attack PParry Catherine 31 0Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 9Attack DDodge FATE: Heal 2 life (When put this card into your Karma Pool, place the top 2 cards in your discard pile on the bottom of your battle deck face down). QUICK. BLOCK ALL (In response to an attack, you may USE this card from hand. Prevent ALL damage from that attack). 2Karma FATE Catherine 32 LIMITED ABlock Catherine 28 1Karma Kismet KISMET - Target loses TOME STATUS. (When you USE this card from your Karma Pool, Target loses TOME STATUS.) 7Attack FATE: Return any card from your discard pile into your hand. (When put this card into your Karma Pool, return any card from your discard pile into your hand). QUICK. PARRY (In response to an attack, you may LOSE this card and roll the D8. Prevent damage from that attack equal to the value of the die). When you PARRY with this card, attacker also loses that much Karma from their Pool. 3Karma FATE Catherine 33 LIMITED PParry
  31. 31. Tong Sam Jong's Board SAM Sam's Token Attack Attack Chip Move Move Chip Rejuvenating Arduous Arduous Arduous Arduous SOLID SOLID SOLID SOLID
  32. 32. Sam 1 5Karma COMBO. (If the last attack played against the target of this attack has the COMBO keyword, this attack requires no action to play. 2Attack Sam 2 4Karma COMBO. (If the last attack played against the target of this attack has the COMBO keyword, this attack requires no action to play. 3Attack Sam 3 3Karma QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack.) 4Attack CClash Sam 1 5Karma COMBO. (If the last attack played against the target of this attack has the COMBO keyword, this attack requires no action to play. 2Attack Sam 1 5Karma COMBO. (If the last attack played against the target of this attack has the COMBO keyword, this attack requires no action to play. 2Attack Sam 2 4Karma COMBO. (If the last attack played against the target of this attack has the COMBO keyword, this attack requires no action to play. 3Attack Sam 2 4Karma COMBO. (If the last attack played against the target of this attack has the COMBO keyword, this attack requires no action to play. 3Attack Sam 3 3Karma QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack.) 4Attack CClash Sam 3 3Karma QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack.) 4Attack CClash
  33. 33. Sam 5 2Karma QUICK. Riposte (In response to an attack, you may LOSE this card to prevent 3 damage and USE a card from hand to deal damage to the attacker equal to half the USED card’s attack, rounded down. 5Attack RRiposte Sam 6 1Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 6Attack DDodge Sam 4 3Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 5Attack 4Block Sam 4 3Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 5Attack 4Block Sam 4 3Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 5Attack 4Block Sam 6 1Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 6Attack DDodge Sam 6 1Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 6Attack DDodge Sam 5 2Karma QUICK. Riposte (In response to an attack, you may LOSE this card to prevent 3 damage and USE a card from hand to deal damage to the attacker equal to half the USED card’s attack, rounded down. 5Attack RRiposte Sam 5 2Karma QUICK. Riposte (In response to an attack, you may LOSE this card to prevent 3 damage and USE a card from hand to deal damage to the attacker equal to half the USED card’s attack, rounded down. 5Attack RRiposte
  34. 34. Sam 7 5Karma FEINT (After playing this attack, you may move your Slinger up to one space). 3Attack Sam 8 4Karma CHAIN. (After this attack is resolved, you may reveal the top card of your battle deck, if you reveal a COMBO card, you may play it if able. Playing the revealed card doesn't use an Attack Action.) 4Attack Sam 9 4Karma CHAIN. (After this attack is resolved, you may reveal the top card of your battle deck, if you reveal a COMBO card, you may play it if able. Playing the revealed card doesn't use an Attack Action.) 4Attack Sam 11 3Karma QUICK. BLOCK 5 (In response to an attack, you may USE this card. Prevent 5 damage from that attack). 4Attack 5Block Sam 10 3Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 5Attack 4Block Sam 7 5Karma FEINT (After playing this attack, you may move your Slinger up to one space). 3Attack Sam 8 4Karma CHAIN. (After this attack is resolved, you may reveal the top card of your battle deck, if you reveal a COMBO card, you may play it if able. Playing the revealed card doesn't use an Attack Action.) 4Attack Sam 9 4Karma CHAIN. (After this attack is resolved, you may reveal the top card of your battle deck, if you reveal a COMBO card, you may play it if able. Playing the revealed card doesn't use an Attack Action.) 4Attack Sam 10 3Karma QUICK. BLOCK 4 (In response to an attack, you may USE this card. Prevent 4 damage from that attack). 5Attack 4Block
  35. 35. Sam 12 3Karma QUICK. STEALTH (In response to an attack, if you are adjacent to SOLID terrain, you may USE this card to prevent half of that attacks damage, rounded up). 5Attack SStealth Sam 13 2Karma FEINT (After playing this attack, you may move your Slinger up to one space). 6Attack Sam 14 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 6Attack DDodge Sam 15 1Karma CHAIN. (After this attack is resolved, you may reveal the top card of your battle deck, if you reveal a COMBO card, you may play it if able. Playing the revealed card doesn't use an Attack Action.) 7Attack Sam 11 3Karma QUICK. BLOCK 5 (In response to an attack, you may USE this card. Prevent 5 damage from that attack). 4Attack 5Block Sam 14 2Karma QUICK. DODGE (In response to an attack, you may LOSE this card and EXERT to move one space. If you move to a space no longer in the attack card's pattern, prevent all damage). 6Attack DDodge Sam 15 1Karma CHAIN. (After this attack is resolved, you may reveal the top card of your battle deck, if you reveal a COMBO card, you may play it if able. Playing the revealed card doesn't use an Attack Action.) 7Attack Sam 12 3Karma QUICK. STEALTH (In response to an attack, if you are adjacent to SOLID terrain, you may USE this card to prevent half of that attacks damage, rounded up). 5Attack SStealth Sam 13 2Karma FEINT (After playing this attack, you may move your Slinger up to one space). 6Attack
  36. 36. Sam 18 5Karma If this attack deals damage, you may move hit targets one space. 3Attack Sam 17 5Karma If this attack deals damage, you may move hit targets one space. 3Attack 2Attack If this attack deals damage, your next attack this turn is +2. 6Karma Sam 16 Sam 19 4Karma At the end of the RECONCILE PHASE, you may LOSE this card to draw 2 cards. Cards drawn in this manner do not count against your hand limit. 4Attack Sam 20 4Karma At the end of the RECONCILE PHASE, you may LOSE this card to draw 2 cards. Cards drawn in this manner do not count against your hand limit. 4Attack Sam 22 4Karma Hit Slingers must LOSE one card from their Karma Pool. 4Attack Sam 23 3Karma QUICK. Riposte (In response to an attack, you may LOSE this card to prevent 3 damage and USE a card from hand to deal damage to the attacker equal to half the USED card’s attack, rounded down. 5Attack RRiposte Sam 24 3Karma QUICK. Riposte (In response to an attack, you may LOSE this card to prevent 3 damage and USE a card from hand to deal damage to the attacker equal to half the USED card’s attack, rounded down. 5Attack RRiposte Sam 21 4Karma QUICK. DEFLECT - (USE this card to prevent all damage from an attack with a Karma value of 3 or higher. LOSE this card to prevent 3 damage from a Karma value of 2 or less.) 4Attack DDeflect
  37. 37. 7Attack KISMET - Your next attack this turn gains CHAIN. (When you USE this card from your Karma Pool, after playing your next attack this turn, you may reveal the top card of your battle deck, if you reveal a COMBO card, you may play it if able.) 1Karma Kismet Sam 30 Sam 25 3Karma Kismet KISMET - Draw two cards. (When you USE this card from your Karma Pool, draw two cards.) 5Attack FATE - SCRY 4 (When this card enters your Karma Pool, you may look at the top 4 cards of your Battle Deck and return them in any order you choose). QUICK. RIPOSTE (In response to an attack, you may LOSE this card to prevent 3 damage and USE a card from hand to deal damage to the attacker equal the USED card’s attack). When you RIPOSTE with this attack, the USED card deals damage equal to the attack value. (instead of half) 3Karma FATE Sam 32 LIMITED RRiposte Sam 26 3Karma This attack is +2 if targeting more than one Slinger. 5Attack Sam 29 ENDURE 2Karma ENDURE - EQUIP. Your Hand is +1. At the beginning of your turn, LOSE this. (When this card is LOST from your Battle Deck, you may EQUIP it to increase your Hand +1 until the start of next turn.) 5Attack Sam 28 ENDURE 2Karma ENDURE - EQUIP. Your Speed is +1. At the beginning of your turn, LOSE this. (When this card is LOST from your Battle Deck, you may EQUIP it to increase your Speed +1 until the start of next turn.) 5Attack Sam 27 ENDURE 2Karma ENDURE - SCRY 3. (When this card is LOST from your Battle Deck, you may look at the top 3 cards of your Battle Deck and return them in any order you choose.) 6Attack Sam 31 0Karma CHAIN. (After this attack is resolved, you may reveal the top card of your battle deck, if you reveal a COMBO card, you may play it if able. Playing the revealed card doesn't use an Attack Action.) 8Attack KISMET - Attacks you play gain FEINT until the end of the turn. (When this card is USEd from your Karma Pool, after playing each attack, you may move your Slinger up to one space). QUICK. CLASH (In response to an attack, if adjacent to the attacker, LOSE this card. Attacker and you EXERT. If your EXERTED card has a higher Karma value than the attacker's, prevent all damage from that attack). Prior to CLASHing with this card, SCRY 4 first. (Look at the top 4 cards of your Battle Deck and return them in any order you choose). 3Karma Kismet Sam 33 LIMITED CClash
  38. 38. Heltix Tome of Chaos 2: Choose any Slinger to gain BURN status. 2: Deal 1 damage to any Slinger with BURN status. Fire Spray 3: All adjacent Slingers gain BURN status. 4: Choose any space with BURN status to EXPLODE 4. (Remove any BURN status on a space from the game. All Slingers on/adjacent take damage 4 damage. Slingers two spaces away take 2 damage.) Spark 5: Choose 4 spaces to gain BURN status. (Unit who enter these spaces or are already on them gain BURN status. If a unit is BURNed in this way, remove BURN status from that space) 6: Choose a Slinger. All adjacent spaces gain BURN status. Rain of Fire Tome Cover Tome Status: BURN When a Slinger without Burn status enters a space that has the Burn status, remove the Burn status from that space and place it on that Slinger. During the Destiny Step of each ROUND, if a player with Burn status rolls a destiny of 5 or lower, they LOSE one life. On a 6 or higher, they instead remove the Burn status. A Slinger or space cannot have more than one instance of Burn status. BURN status tokens. B B B B B B B B B B B B 3: Deal 2 damage to any BURNed Slinger. QUICK. 4: The next time you would EXERT, instead gain one life. Cauterize H H H H
  39. 39. 7: Choose 4 spaces in a straight line. Slingers and Summons within those spaces take 4 damage. Unoccupied hexes within those spaces gain BURN status. Fire Whip 2: If you have BURN status, you gain +2 speed. 5: Move adjacent to any Slinger with the BURN status. 8: Move to any space with the BURN status. (As normal, if you don't have BURN status, you gain it) Burn-PortH H 4: After your next attack this turn resolves, unoccupied spaces in the attack pattern gain BURN status. 6: Equip Hot Steel. ________EQUIPPED_______ Hot Steel Ifyourattacks deal2ormore damagetoa Slinger,they gainBURN status. H 6: IMPRINT(place on the bottom of your battle deck). ________IMPRINTED________ FATE: All Slingers with BURN lose 4 life (when entering your Karma Pool, each player with BURN status loses 4 life). PULL - All other Slingers gain BURN status (When this card enters your hand, give all other Slingers BURN status). Eternal FlameH 9: All adjacent Slingers take 6 damage and gain the BURN status. Slingers two spaces away take 4 damage and gain BURN status. Slingers three spaces away take 2 damage. Red NovaH 5: Your next attack this turn is +3 for each Slinger in it's pattern with BURN status. QUICK. 5: The next time a Slinger would EXERT this turn, it must EXERT twice instead and gain BURN status. Fire to InjuryH
  40. 40. 4: Each player discards a card at random from hand. (if they have no cards in hand, they do not have to LOSE a life.) 5: Each player shuffles their battle deck. 6: Each player shuffles their Karma pool into their Battle Deck, then places the same number of cards from the top of their Battle Deck into their Karma Pool. Thoughts to RuinMind Twist 4: Move any Slinger one space in any direction. (This is not considered a COMBAT MOVEMENT (won't cause exertion) and the destination must be a space the Slinger could legally enter. You may also choose their facing.) 5: Turn any page in any tome. H H 3: Add 2 damage to the next attack you play this turn. 6: Equip Burning Rage. ________EQUIPPED________ Burning Rage Atthestartofeachturn lose1life. 2:Add1damagetoall attacksyouplaythis turn. H 3: Equip Coil of Deceit. ________EQUIPPED________ Coil of Deceit Atthestartofyourturn LOSE2life. 6:EQUIPthistoanyother Slinger 9:DestroythisEquipment. H 5: EXERT twice and choose one of the lost cards. Your next attack this turn is +1 equal to the chosen card's attack value. QUICK. 8: The next time you would take damage from a single attack, all other Slingers LOSE life equal to it's attack value. Tribute to AngerH Chaos Winds 4: You and another Slinger each roll die. The following happens to each Slinger based upon what they rolled: 1 - LOSE 2 life. 2 - LOSE 1 Karma from your Pool. 3 - Discard a card. 4 - EXERT. 5 - Pageturner. 6 - Draw a card. 7 - FOCUS. 8 - Gain 2 life. H
  41. 41. Raas Tome of Order Tome Cover Tome Status: BLIND Only Slingers can have Blind status. All attacks played by a Slinger with Blind status are -1. During the Destiny Step of each ROUND, if a Slinger with Blind status rolls a destiny of 3 or higher, they remove the Blind status. A Slinger cannot have more than one instance of Blind status. BLIND status tokens. L L L L L L 4: Turn all adjacent Slingers' facing. Each adjacent Slinger also gains BLIND status. QUICK. 4: The next time your Slinger EXERTs for a Combat Movement this turn, each adjacent opponent EXERTs instead. Blinding AweR 2: Slingers hit by your next attack gain BLIND Status. 4: Each Slinger draws a card. 5: Destroy any Equipment carried by a Slinger with BLIND. Shining ExampleR 4: Remove BLIND status from target Slinger within 3 spaces. That Slinger is dealt 4 damage. illuminateR 8: Your next attack this turn is doubled when targeting any Slinger with BLIND status. Pure MightR
  42. 42. 3: Draw a card. 4: Equip Well-Endowed. _________EQUIPPED_______ Well-Endowed 4: You may make an additional Move Action this turn. Hasten Yourhand-limitis+1. 4:Drawacard. R R 3: Target Slinger gains Blind status. 4: Equip Distracting Visage. _________EQUIPPED_______ Distracting Visage Yourspeedis+1 Yourattacksare+1 againstSlingerswith BLINDstatus R 2: Remove a TOME STATUS from target Slinger, All Slingers HEAL 1. 6: Each Slinger returns all equipment cards to their tome decks. OrderR 7: Remove all TOME Statuses from all Slingers; each Slinger is dealt 3 damage for each status removed in this manner. Cleansing StrikeR 4: Your next attack this turn gains SWIFT. (This attack cannot be prevented by moving.) 5: To respond to your next attack this turn, Slingers must EXERT twice first. Awe-StrikeR
  43. 43. QUICK. 6: In response to an attack, prevent all damage from that attack. QUICK. 8, Remove Page From Game: Redirect all damage the next attack would deal to you to the attacker instead this turn. Master Block 6: IMPRINT(place on the bottom of your battle deck). ________IMPRINTED________ FATE: Heal 2 life (when entering your Karma Pool, place the top two cards in your discard pile on the bottom of your battle deck face down). PULL - Heal 1 life (When this card enters your hand, place the top card of your discard pile on the bottom of your Battle Deck face-down, then USE this card). RegenerationR R QUICK. X+2: Prevent the next X damage from this attack. 2: Your next attack is +1. Determination 4: Heal 1 life (Place the top card in your discard pile on the bottom of your battle deck face down). 5: Return any card from your discard pile, to the top of your deck. HEAL!R R QUICK. 2: The next time you would EXERT this turn, you don't instead. (This still satisfies costs or Combat Movement penalties, you just don't lose life). QUICK. 4: The next time you would EXERT this turn, each opponent EXERTs instead. (This still satisfies costs or Combat Movement penalties, you just don't lose life). Gut CheckR 4: Your next attack this turn causes all targeted spaces and hit Slingers to lose all of their TOME STATUS'. Heal one life for each TOME STATUS removed in this way. Sterile StingR
  44. 44. Tang Scroll of Change Tome Cover Tome Status: STUN Only Slingers can have Stun status. Slingers with Stun status cannot FOCUS. Even if they REST. During the Destiny Step of each ROUND, if a Slinger with Stun status rolls a destiny of 3 or higher, they remove the Stun status. A Slinger cannot have more than one instance of Stun status. STUN status tokens. S S S S S S 2: Your next attack this turn causes hit Slingers to gain STUN status. 2: Remove any TOME STATUS on your Slinger. Any other Slinger may discard a card to prevent this effect. (You still pay 3.) StutterT 5: Equip Resistant Skin. ________EQUIPPED________ Resistant Skin EquippedSlingercannot gainTOMESTATUS'and loses1speed. Wheneveryouareattacked byacardwithakarma valueof5orhigher, preventallofit'sdamage. T QUICK. 2: In response to another Slinger drawing cards, you may also draw a card. This effect cannot be played during the RECONCILE PHASE. QUICK. 5: In response to another Slinger playing an effect, you may also use it's effect as if you payed for it yourself. ReflectionT 4: Equip Stupor to any Slinger. ________EQUIPPED________ Stupor EquippedSlingerhas STUNstatus. (Sincethisisanequipment,this statuscannotberemovedunless equipmentisremoved.) 6:DestroyStupor.Gain STUNstatus. T
  45. 45. 3: Draw two cards. Any other Slinger may discard a card to prevent this effect. (You still pay 3, but draw no cards.) 5: Equip Beggar's Horn. ________EQUIPPED________ Beggar's Alms 2: Lose the Karma card used to pay this cost to FOCUS. You may only use this effect once per turn and may not pay with Floating Karma. (Place the top card of your Battle Deck into your Karma Pool, this does not end your turn.) 6: Return a Battle Card card from your discard pile to the top of your Battle Deck. (You choose which card.) Meditate 3: Each player may choose a card in their Karma Pool, and replace it with the top card of their Battle Deck. (Place the top card of your Battle Deck into your Karma Pool, then place the chosen card on top of your Battle Deck.) 4: Return an Equipment to it's owner's Tome. The owner may FOCUS. (The Equipment's owner choses which side of their Tome the Equipment returns to, but the Equipment side of the card is faceup. Then they may place the top card of their Battle Deck into their Karma Pool, this does not end their turn.) Karmic Balance EquippedSlinger's hand-limitis+1. Atthebeginningof theReconcile Phase,ifyouhave 3orfewerKarma, youmayFOCUS. (Placethetopcardof yourBattleDeckinto yourKarmaPool,this doesnotendyourturn.) 2: SCRY 2. (Look at the top 2 cards of your Battle Deck and return them in any order you choose). 5: USE your entire hand to draw an equal number of cards. 3: PAGETURNER. The next effect you play this turn costs 1 less. (You may turn a page in your Tome forward or backward. The next effect you play this turn costs 1 less Karma.) Unseen Tactic T T T T 3: When you hit any Slinger with your next attack this turn, they also FOCUS 3 times and gain STUN status. 5: Draw 4 cards, then discard 1 card. Overwhelming InsightT 5: During your next attack this turn, you may discard that attack and another from hand to combine their attack values and attack patterns into a single attack. QUICK. 4: In response to an attack played against you, prevent 2 damage and the attacking Slinger gains Stun. This ability may be played in addition to another QUICK card or effect. MeldingT
  46. 46. Return an Equipment you control to it's owner's Tome: Deal damage equal to it's Equip cost to any Unit. (The Equipment's owner choses which side of their Tome the Equipment returns to, but the Equipment side of the card is faceup.) 3: Your next attack is +1 for each Equipment you equipped to your Slinger. Add Material 3: STUN any one Slinger. 2: Until the end of the turn attacks played against a Slinger with STUN gain SWIFT. (This attack cannot be prevented by moving.) 3: Deal 2 damage to any one Slinger for each equipment they have equipped. Roots of Binding QUICK. 6, Lose 1 Life: In response to an attack against you, reveal the attacking player's hand. You may play a QUICK card from it as if it was from your own hand. (If USED, it goes to the bottom of it's owner's Battle Deck. If Lost, it goes to it's owner's Discard Pile). 5: Peek at the top card of each Battle Deck. You may exchange the top card of any two Battle Decks. (If USED, it goes to the bottom of it's owner's Battle Deck. If Lost, it goes to it's owner's Discard Pile). Dharnu's Guile 4: For each Equipment equipped to your Slinger, heal 1 life. (Place the top card in your discard pile on the bottom of your battle deck face down). 4: Reveal the top card of your Battle Deck. Your next attack gains +1 equal to the Karma Value revealed. Sihara's Kiss 3: Until the end of your turn, your speed is +2. Any other Slinger may discard a card to prevent this effect. (You pay 4, but gain no speed bonus.) 4: Equip Tireless Steps. ________EQUIPPED________ Tireless Steps EquippedSlinger's Speedis+1. CombatMovement awayfromthis Slingercostsan additionalExert. Ignoretheeffects ofArduousand DeadlyTerrain. 7: Choose a card from another Slinger's Hand and remove it from the game. Until end of turn, you may play it as if it was in your hand. (If played, it is USED and goes to the bottom of it's owner's Battle Deck. If not played, then it remains removed from the game.) 7: Equip One with All. ________EQUIPPED________ One with All Equipped Slinger's Hand-limitand Speedare+1. 2:Exchangea cardfromhand withacard fromyour DiscardPile. T T T T T T

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