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The Game Board looks like this:






















Deck contains: (Troops and Weapons require a living Hero to be played.)
- Troops
- Weapons
- Skull Gems (used to attack)

Gem Deck contains: (Gems can be attached to any ally Troops, even if the colors don't fit.)
- Colored Gems

Front-Line is where Troops first go in a column. When a Front-Line Troop is defeated, if a Back-Line Troop was behind them then it's moved to the Front-Line.
- Front-Line and Back-Line Troops in the same column can be swapped freely unless they've cast a spell that turn, but Front-Line Troops can't swap place with eachother.
- Legendary and Mythic Troops are Front-Line only and can't have Back-Line Troops behind them.

Back-Line is where backup Troops go in a column if it already has a Fronht-Line Troop.
- Back-Line Troops can't attack but can cast spells and activate their traits.
- If a Front-Line or Back-Line Troop casts a spell in a column, Troops in that column can no longer be swapped.
- Mythic Troops are counted as Front & Back-Line Troops, making column damaging spells twice as effective against them.

Troops can be played in any empty Column spaces freely. There's no designated order.
- If a Column is empty, Troops can attack the opposing Hero freely.

Heroes are in play from the beginning of the match. Troops can't be played freely from your hand if your Hero is defeated. (Skull Gems can still be played without the Hero.)
- Your Hero is treated as an "ally/enemy", but not as a "Troop", make sure you know the difference before determining the effectiveness of a Trait or Spell.
- Row and Back-Line effects can't target the Hero. But Column and Front-Line effects will work on a Hero if the space is empty and the effect doesn't specify "Troop(s)".
- Heroes normally start with 35 total health, but Dark & Light heroes start with 40 at the cost of a minor Drawback.
- If your Hero is defeated but you still have Troops in play, the game continues until either player has 0 allies remaining.
- Even though the Hero is required to play Troops freely, it isn't counted as "summoning" Troops if it costs an Action Point, it's simply treated as "playing" a Troop from the hand.

Weapons can only be equipped to your Hero.
- If a weapon is already equipped to a Hero, you can recycle it by equipping another weapon. (Recycling a weapon resets it's Breaking Points (BP).)
- Every weapon gets Breaking Points when attached to a Hero. When a weapon reaches 0 BP, it is destroyed.
- A Hero usually can't attack without an empty Column. Heroes also can't attack without a Weapon, and any Attack gained will be lost when a Weapon is removed.

Playing any card from your hand costs an Action Points, unless a Troop is summoned or a Skull Gem is attached.
- Your hand can normally hold a maximum of 4 Cards at a time. At the end of the turn, if you're holding 5+ cards in your hand, you must recycle them until only 4 remain.

The Deck is a staple for any card game! The size limit to your deck is between 30-40*. (Gem Deck is a straight 25**.) (*,**Not finalized)
- Both players have a starting hand of 4 cards drawn, and draw 1 more when starting their turns. (Pool 2 Gems from your Gem Deck before starting, then pool 1 more when it's your turn.)
- Draw 1 card at the start of your turn. (Pool 1 Gem at the start as well.)
- When recycling cards, you can either place the cards at the bottom of the deck, or shuffle them into it. Either way is an option every time a card is recycled.

Action Points are what allow you to play cards from your hand. You get a set number of 2 Action Points each turn. (Effects can increase / decrease this number to a max of 3 / 1, respectively.)
- The player that goes first starts with 1 AP instead of 2, this is the only difference between who goes first or second in a match.
- Attaching Gems does NOT cost anything. (You can't attach a Skull Gem normally.)
- You draw an extra card for an AP.
- You can pool an extra Gem for an AP.
- You can play a Troop for an AP.
- You can attack with a Skull Gem for an AP.
- You can attach a weapon for an AP.
- Casting Spells or Activating Traits does NOT cost any AP.
- To simplify, if it's played from your hand or draws/pools extra, it costs AP.

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---Termonology--- (Leave a comment attached to this section if you don't understand a specific Term.)

Colored Gems = Aka; Mana, aka; Lands, aka; Energy, etc.

Skull Gems = These allow a Troop or your Hero (w/ a weapon equipped) to attack. Nomally can't be attached without the assistance of a Trait or Spell.

Gem Deck = The otherside to your "deck", Colored Gem cards can only be acquired from here. (Only one size = 20 Gem cards. Exactl this amount must be in the deck to begin a match.)

Pooling = The equivalent of "drawing", but from your Gem Deck and into your Mana Pond rather than your hand. (Pool 1 Gem at the start of your turn, immediately before or after drawing.)

Mana Pond = An alternative from the "hand", but all cards are available to see with a threshhold of 4 Gems before becoming full. (Additional pooling past the threshold will cause overflow.)

Overflow = Pooling more than than the mximum number of Gems than your Mana Pond's maximum, at this point you can exchange additionally pooled Gems for Gems already in the pond, recycle any extra Gems.

Recycling = Basically means "to put back in the deck". Colored Gems, Skull Gems, and Exchanged Weapons will normally be recycled by default.

Random = Roll a dice, the number rolled correlates with the numbered position on the board.

Healthy = Not inflicted with any negative status effects.
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---Mechanics---

Turn Phases:
- Start of Turn (Gain 2 Action Points (AP), unless this is the very first turn of the match, then gain only 1 AP.)
- Draw/Pool Phase (Draw 1 Card, Pool 1 Gem, any order.)
- Passive Phase (PASSIVE Traits without a defined trigger activate.)
- Status Phase (Status effects activate, then a dice is rolled to cleanse them.)
-- Poison activates.
-- Burn activates.
-- Death's Mark rolls for activation.
-- Mana Burn activates.
-- Enchant activates. (Pick which Troop picks-up a card first before picking up a Gem.)
-- Roll to cleanse temporary negative status effects. (Everything but Poison, any order, you must say which one you're rolling to cleanse first.)
- Action Phase (Actions have no set order, ACTIVE Traits and Spells can also be activated at anytime during this phase.)
- End of Turn (The opponent now start their turn.)

Drawing, Pooling, Picking-Up:
- Drawing is drawing. You can only draw from your primary deck to add cards to your hand.
- Pooling is similar to drawing, but can only be done with your Gem Deck. Take a card from the top of your Gem Deck and add it to your Mana Pond, which is where Gems can be taken from and attached to your allies.
- Picking-Up is unlike drawing or pooling because it's temporary. When you pick-up a card you normally perform some sort of action with it, otherwise it's recycled. (Picked-up cards are shown to the opponent.)

Status Effects: (For every consecutive turn a negative Status Effect is active on a Troop, you can call one more number for a chance to cleanse. This means the max time-frame is 6 turns for any negative effect.)
Negative: [Note: 'PERM' means permanent unless cleansed via effect.]
=Poison (PERM) Flip a coin each turn; if tails, take 1 True damage.
=Burn: Take 3 damage each turn. Cleansed by Freeze.
=Death's Mark: Pick one number and roll a dice, if correct; destroy.
=Disease: Twice as many Gems needed to activate a trait or spell.
=Entangle: Can't attack or gain Attack. Cleansed by Burn.
=Freeze: Can't attach more than 1 Gem per turn. Cleansed by Burn.
=Hunter's Mark: Attacks deal twice as much damage to the marked.
=Mana Burn: Recycle 1 attached Gem. Cleansed by spell damage.
=Silence: Can't cast spell or have Colored Gems attached.
=Stun: Traits can't be activated. Cleansed by attack damage.
=Web: Any numbers in a spell effect become 1, except bullet point numbers. Cleansed by casting spell.
Positive:
=Barrier: Negate the next instance of damage then remove this effect.
=Enchant: Pick-up a Gem Deck card, if it's a used color, attach it to the enchanted. When Spell can be cast, remove Enchant.
=Enrage: Deal twice the damage next attack, negating enemy Traits. Attacked Troop gains Enrage.
=Immunize: Negate the next inflicted negative status effect. (If multiple are inflicted at once, choose one to negate.)
=Storms: Lasts 5 turns. Both player's draw/pool an extra card/Gem: If it is the correlating card/color, keep it; if it's a different card/color from the storm, recycle it. (Storm-drawn cards must be revealed to the opponent.)

Traits Versus Spells (Versus Bonuses):
- While Spells can be cast as many times as able during a turn, Traits can only be activated once per turn (unless it's an ADVANCED Trait), on your turn only (unless a trigger notes otherwise).
- Neither Traits or Spells cost Action Points and require Gems to activate, but while Spells recycle attached a number of Gems to cast, Traits only need a set number or higher.
- When casting a Spell, Gems spent to cast it are removed before the Spell takes effect. So spells that calculate Gems attached to Troops won't count the ones spent to cast it.
- Some Traits have triggers, like when a specific action is performed; otherwise PASSIVE Traits activate at the start of your turn, while ACTIVE Traits can be performed anytime during your turn.
- TEMPORARY Traits only last until the end of your turn. ADVANCED Traits can be performed an endless number of times per turn unlike regular Traits, but normally require a trigger or have a drawback.
=[TEMPORARY]: Effects only last until the end of the turn, at which point they are reversed.
=[ADVANCED]: Effect can be used an unlimited number of times per turn.
- Traits still take effect on death. Should a Troop's ability activate when a certain condition is fulfilled, death of that Troop comes last in any given sequence.
- Prevention beats Progression. If a Trait stops a Troop from gaining Attack, that Troop will be unable to gain Attack while that Trait is active. If a Trait should cancel out another Trait that cancels IT, both are negated.
- The turn holders Traits will activate before the opponent's.
- Bonuses are unique in that their detail is simplistic and will only effect the Hero or Troop with the Bonus if they define no target. Only Heroes and Mythic Troops can have Bonuses.
- Bonuses also can't be effected by negative status effects like Silence or Stun.
--- Spells cost the number of attached Gems listed to cast, Traits require the number listed or higher to activate, Bonuses need the exact number listed to work. [E.g: 1-5 means 1 to 5, where as: 1,5 means 1 OR 5.]

Other:
=Reveal: Show a card to both players, after both sides have confirmed acknowledgement, return the card to it's original position.
=(rUp): Rounded up. (The effect, not the result. E.g. Reduce an enemies Life by half (rUp), they have 15 Life, there Life is now 7.)
=(rDwn): Rounded down. (The effect, not the result. E.g. Reduce an enemies Life by half (rDwn), they have 15 Life, there Life is now 8.)
=Gold/Soul/Map Counters: Tokens that serve no purpose unless specifically referenced in an effect.
=(carry-over): Damage that continues to the next target in a Column or Row.
=True: Damage that only effects Life.
=Sacrifice/Steal: Transfer a stat from one target to another.
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