|Last update: Oct 28, 2013 - Version 4.7|
|Guardians Arena is played with cards from Guardians (FPG). Rules have been modified to introduce such concepts as Duels and enemy creature capture !
Each player place his Guardian and his Stronghold (center card) in front of them on the table, the 2 other Stronghold cards (left and right) are placed under center Stronghold.
Each player shuffle his deck and let the opponent cut it. It’s placed face down next to the Guardian.
Each player draw the first 8 cards from his deck to compose his starting hand.
Game turn (both players play at the same time):
Phase I : Draw and Organize Stock
Each player draw a number of card equal to his Guardian “Base Draw”, taking into account LDL, MDL and LUC modifiers.
Note: Skip this part on 1st turn.
Each player combines his cards in hand with the ones in his Creature Pen and Stock.
Each player turn over the top card of his deck, used as the Up-Card for this turn. The Up-number is used to know which player will have Initiative this turn, higher play first during the following steps.
If both Up-cards have the same Up-number, put them face down on the bottom of their deck and turn the next top card.
Each player can do one of the following actions, starting by the player with Initiative and then taking turns until both players pass.
- Place, face down, a Creature or Shield on one of your Stronghold (if no Creature or Shield is already there);
- Place, face down, an Item (C Magic Item) on one of your Creature on your Stronghold;
- Place, face down, a Creature with “Channeling” or “Ranged Attack” under one of your non-rubble Stronghold (if no Creature is already there);
- Place an Upgrade or Downgrade on left or right non-rubble Stronghold in play;
- Place a Standard-Bearer near your Guardian (only one per Guardian).
Players with 8 or more cards in hand must discard cards in excess.
Each player then divide his Hand in 2 lots on the table:
- The Stock (cards with double-border back): Spell, Bribery, H Item. To the left side of your Guardian.
- Creature Pen (cards with single-border back): Creature, Shield, Terrain, C Item. To the left side of Stock.
Phase II : Movement and Combat Entering the Arena
Each player can choose one (and only one) of his Creatures on his Stronghold and move it into the Duel Zone.
If 2 opposing creatures are in the Duel Zone, a battle takes place. Player with Initiative is considered the Attacker, his opponent the Defender. The sequence is as follows (see “Combat details » for more information) :
- Primary Combat Hand, Primary Attack Round, Primary Round End, Secondary Combat Hand, Secondary Attack Round, Secondary Attack End.
If a battle took place, the following actions are performed:
- Each player puts his creatures played as Secondary Attackers at the bottom of their deck, face down.
- Winning creature remains in play, his opponent goes to his discard pile.
- In case of a tie, the 2 creatures go back to their Creature Pen.
Raid on Strongholds
When Stronghold are fully deployed (see Stronghold Deployment for details), players attack an enemy non-rubble Stronghold. Skip this part if Strongholds are not fully deployed.
- Each player takes his cards from his Creature Pen in hand.
- Each player targets a non-rubble enemy Stronghold.
- Each player can move Creatures or Shields on his Stronghold as he wishes, as long as there’s only one Creature or Shield per Stronghold.
- Each player can play from his hand, face down, a Creature or Shield on his Stronghold targeted by his opponent, as long as there’s only one Creature or Shield per Stronghold.
- Cards on targeted Strongholds are turned over, face up. Skip this part if no cards were played on Strongholds. See “Raid Duels” for details on how the different cases are treated: Creature vs Creature, Shield vs Shield, Creature vs Shield, Creature unopposed, Shield unopposed.
Reminder: A player whose 3 Strongholds were turned to Rubble loses the game (see “Victory conditions” for details).
Exiting the Arena
- Creature in the Duel Zone is considered victorious, it is placed, face up, under its Guardian. This Creature is out of play, cannot be targeted or used in any way for any action.
Reminder: A player with 5 Victorious Creatures under his Guardian wins the game (see “Victory conditions” for details).
Phase III : Terrain Settlement Terrain
Owner of a victorious Creature this turn can do the following actions:
- Destroy a Terrain Card in play in Duel Zone;
- Play a Terrain card from hand in Duel Zone.
Each player must deploy a Stronghold card under his center Stronghold. It can either be left or right Stronghold. When all 3 Strongholds have been deployed for all players, skip this step.
Starting by the player with Initiative, each player can use a captured Creature under his Prison-Shield to attack enemy Guardian. This is only possible if enemy Stronghold have at least one “Rubble”.
- Attacker can use his Guardian Channeling on captured Creature (Cost: 1 Stone);
- Opponent can use a Shield in Hand to cancel the attack (Shield goes to discard pile).
Total Vitality of Attacker and Guardian are compared. If the Vitality of attacker is greater than that of the Guardian, Guardian is defeated. Otherwise (Vitality equal or inferior), attacker is beaten and goes to the discard pile of its owner.
Reminder: A player whose Guardian is defeated loses the game (See “Victory conditions” for details).
End of turn.
Combat sequence is as follows: 1 Primary Round Hand
Each player takes his cards from his Stock to build his Primary Round Hand.
2 Primary Attack Round.
Each player reveal his Creature if its card was face down.
“Command” abilities takes effect immediatly.
Each player can do one of the following actions, starting by player with Initiative, until both players pass :
- Pass ;
- Play a Stock card from hand (Bribery, Spell, H Item);
- Use Channeling from his Guardian (Cost: 1 Stone);
- Use Channeling or “Ranged Attack” of one of his Creature under his Stronghold (card is turned over if it was face down).
3 End of Primary Round
Total Vitality of each Creature is compared, taking into account all modifiers (Off-color bonus, Command card, Terrain, Items, Channeling, Immunity, etc).
Creature with the highest modified Vitality wins the primary round. Its card is placed on his opponent, indicating that this Creature temporary have the upper hand (Vitaly of both Creatures must stay visible, as this will be used during Secondary Round).
In case of a tie, both Creatures stay separated.
4 Secondary Round Hand
Each player takes his cards from his Creature Pen and add it to his previous hand to build his Secondary Round Hand.
5 Secondary Attack Round
Each player can do one of the following actions, starting by player whose Creature was beaten during primary Round (or, in case of a tie, player with Initiative), until both players pass:
- Play a Creature from hand. This Creature is considered a Secondary Attacker (“Area of effect” abilities takes effect at this moment);
- Play a Stock card from hand (Bribery, Spell, H Item);
- Play a Shield from Hand to cancel an attack (see “Shield” rule for details).
6 End of Secondary Round.
Total Vitality of each Creature is compared, taking into account all modifiers applied to Secondary Attackers (Off-color bonus, Command card, Terrain, Items, Channeling, Immunity, etc).
Reminder: All modifiers applied during primary round are ignored, except for “Command” abilities.
Creature with the highest Vitality wins the secondary round. Its card is placed on his opponent, indicating that this Creature won the duel.
In case of a tie, both Creatures stay separated, no winners declared. End of Combat.
- 5 Victorious Creatures : A player with 5 Victorious Creatures under his Guardian is declared Winner of the game.
- Enemy Stronghold destroyed: A player who has destroyed all 3 Strongholds of his opponent (each one turned to “Rubble”) is declared Winner of the game.
- Enemy Guardian defeated: A player who has defeated an enemy Guardian is declared Winner of the game.
Specific rules for Guardians Arena :
In combat, during primary round, a Creature with Flying is not affected by the Vitality of its opponent if it’s not flying either (consider Vitality to be 0). Exception: if opponent has a bonus or ability against flying creatures (example: Greater Air Elemental has “+6 Vitality against creatures with flying”).
This advantage is inoperative during Secondary Attack Round.
Creature with red Vitality
Red Vitality is used during primary or secondary round of attack. When a Creature with red Vitality is used in battle, following operation is performed:
Red Vitality – Black Vitality = Vitality bonus given to opponent.
Example: “Tiny Flying Fungus” has 5 Red Vit and 4 Black Vit. It will give a Vitality bonus of +1 to his opponent (5-4).
Please note that sometimes red vitality can give a penalty in Vitality to opponent, like “Rotten Guy” (6-7=-1).
A Shield can be used on a creature in play, during a combat. Shield will cancel Vitality of one of this creature’s opponent, involved in the current Duel. To keep track of this effect, opponent’s creature is turned face down, indicating that its Vitality is no longer taken into account for the rest of the battle.
This effect can also be used on Channeling or Ranged attack Creatures, or on a creature attacking a Guardian.
Only one Shield in play per player at a time. At the end of Combat, all remaining Shields in Duel Zone are put into their discard pile.
Prison-Shield and Captured Creature:
Shield can be used to capture an opponent Creature in play, during the “Raid on Stronghold” step. Shield then becomes a “Prison-Shield”, and is placed on the right side of the Duel Zone, with the Captured Creature below it.
Captured Creature can be used during the “Challenge” step, to attack an enemy Guardian.
Only one Prison-Shield per player at a time. Any new capture replaces the previous one, old cards going to their respective discard pile.
When a Captured creature leaves its Prison-Shield, this Prison-Shield goes immediately to its discard pile.
These special Shields are played on a Guardian during Phase I. Any text referring to “… under this Shield” is replaced by “… when this Shield is in play”.
Only one Standard-Bearer in play per player at a time.
Sacrifice of Standard-Bearer in play: During Phase I any player can sacrifice his own Standard-Bearer in play to destroy the opponent’s one.
Terrain can be play in Duel zone. Only one Terrain in play at a time for all players.
Sacrifice of Terrain in hand: When a Stronghold is attacked and no creature or shield defends it, the defender can sacrifice a Terrain card IN HAND to cancel the destruction of his Stronghold.
At the beginning of a Guardians Arena game, each player places his central Stronghold card, face up, and the 2 other Stronghold cards (left and right) UNDER the central one. Left and right Strongholds are considered OUT OF PLAY as long as they have not been deployed.
During Phase III (Terrain Settlement), players choose either left or right Stronghold under his central Stronghold and place it next to it. It is now deployed and considered in play.
Any Creature with the “Ranged Attack” ability can use it only when placed under a Stronghold. Ranged Attack value is added to attacker or defender in Duel Zone during a combat.
A card sacrificed is placed immediately in its owner’s discard pile.
- Creature vs Creature : Combat. A Primary Round takes place on the Stronghold of the opponent of the player with Initiative. Player with Initiative is the Attacker, his opponent the Defender (see “Combat detail”). There is no Secondary Round. The defending Creature benefits its Stronghold bonuses and can hit a Creature with flying even if it’s not flying.
If the attacking Creature wins the fight, the Stronghold of the defender is destroyed (with all associated cards). Stronghold card is turned over to “Rubble”.
- Shield vs Shield: Both Shields goes to their discard pile.
- Creature vs Shield: Creature is captured, Shield becomes Prison-Shield (see “Prison-Shield” for details).
- Creature unopposed: Owner of the targeted Stronghold may sacrifice a Terrain card in Hand to prevent it to be destroyed. In this case the attacking creature is placed, face down, at the bottom of its deck. If no Terrain card is played from hand by defender, his Stronghold is destroyed (with all associated cards). The card is turned over to “Rubble”.
- Shield unopposed: Shield owner can do one of the following actions:
- Capture an enemy Creature in Duel Zone, or
- Capture an enemy Creature face up on or under a Stronghold, or
- Destroy a Standard Bearer in play (in that last case, his own Shield is destroyed too).
For captured creatures, see “Prison-Shield” for details.
If none of these actions are performed, Shield is placed in its Creature Pen.
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