MOBA Inspired & Card Driven 2 players game. 30-50 Minutes This rulebook is a work in progress and is constantly improved. You can download the latest version and see playthrough videos at: www.playskytear.com/playtest Feedback is welcome! Email us at skytear@pvpgeeks.com Last updated: January 6, 2019 9:54 PM
Setup Place the two game boards as depicted: these About the italic sections game boards create the battlefield. Italic sections of this rulebook are notes about the background of Skytear and the designers decisions: 2. Summon the Outsider you can ignore them if you want to focus only on the The flying islands are full of Skytear energy. When rules. they clash, a lot of that energy is released into the air creating the Outsider, a Skytear elemental that can be Skytear is the essence the Gods used to create the tamed by the heroes during world of Olan Taa. The inhabitants over time learned the battle. how to tamethis energy, channel it using runes to leverage its magic potential, and build their societies. Place the Outsider figure and pad on the side of the 1. Create the Battlefield battlefield. Olan Taa is made of thousands of floating islands. Each battle begins with two floating islands clashing, 3. Build the Temples and ends with the winning faction taking over the All the factions are fighting in the name of their Gods. other island. Thus changing the geography of the Temples are a key asset as they keep enemies out of world. your realm - you should defend them at all costs! Each player selects a faction out of the four Each player places five temple tokens on each of available and picks the connected game board. their two friendly temples. 2
4. Call the Minions Minions play a key role during the battle. Use your minions to destroy enemy temples and try to kill enemy minions with your heroes in order to gain valuable experience. 7. Determine the First Player By design, all the randomness of Skytear comes from the cards. We still wanted to include a die in Skytear... so we ended up using it to track the turn number. It gets rolled only once at the beginning of the game :) Place the Wave tokens on the centerline, one for each area. Each player places two minions on each area around the Wave token, exactly as shown in the setup picture. The four leftover minions should be placed beside the battlefield by the tokens. 5. Prepare the Condition Tokens Change the odds of the battle and surprise your opponent: blind an enemy hero just before he tries to hit you, or speed up an ally so that she can run into a bush and hide until she heals her wounds. Place the Condition tokens beside the battlefield. 6. Draw Three Win Conditions Heroes are fighting in the name of their Gods. The Gods have different agendas for each battle. Each player rolls the turn counter die. Whoever rolls the highest decides who is the first player. That player takes the turn number die on their side of the battlefield to remember that they are the first player for the duration of the game. 8. Pick Your Heroes Deciding which heroes are going to fight is a key step when preparing for the battle. React to your opponent s decisions and try to surprise them with unusual combinations. Each player choose 4 heroes in this order: First player picks a hero Second player picks two heroes First player picks two heroes Second players pick two heroes First player picks a hero For your first game, we recommend these heroes: Freyhel, Corjof, Gulbjarn, Shillavy, for the Liothan faction Akimo, Sakoshi, Hogosai, Yami, for the Kurumo faction Shuffle the Win Conditions deck and randomly draw three cards. Place them face-up next to the battleground. For your first game, we suggest you use Left Breach, Onslaught, and Tactician so that you can familiarize yourself with all the basic types. 3
9. Prepare the Heroes When you select a hero: Take the hero pad Pick the 10 Power Cards assigned to that hero Put the hero Health Point (HP) token on the life tracker on the board. Each hero has a different amount of HP as indicated in their hero pad. Place the hero in a free hex adjacent to the friendly altar 10. Shuffle the Power Deck Power Cards are a key part of Skytear (and half of the fun in the game!). Play them at the right moment to surprise your opponent and change the course of the battle. Each hero has 10 Power Cards assigned to them. Each player shuffles all 40 Power Cards of their four picked heroes to create their personal Power Deck. Place the Power Deck on the side of the battlefield and draw five cards. Then, each player may select up to six cards from their hand, discard them, and then draw that many replacement cards. Discarded cards will form a face-up pile next to your Power Deck. For your first game, we suggest simply discarding all cards that cost two or more mana. The mana cost is the Roman numeral in the top left corner. Deck-building Once you know the basic rules and have played a match or two, you can build your own set of 10 cards for each of your heroes. When doing this, you can also use some cards from other factions. In the Power Card section on page 12, this is explained in detail. For now, just keep in mind that this will allow you to customize each of your heroes in unexpected ways and to experiment with new combinations Heroes: Rock Paper Scissors Broadly speaking, there are four key roles for your heroes. Each role is particularly suited to fight another role, in a rock-paper-scissors kind of way: Tanks excel against Assassins because of their armor Mages excel against Tanks because their spells pierce through armor Assassins excel against Mages because they deal big damage Finally, there are the so-called Specialists. These are heroes that specialize in some kind of tasks, the most common of which is to defeat many minions at once. It s useful to have at least one of them in the team, but keep in mind they won t necessarily excel against any other hero. 4
Winning the Game Some Win Conditions are about killing enemy heroes while others are about controlling certain areas of the battlefield. This lets you decide and adapt your strategy both before and during the game. The goal of the game is to accomplish at least one of the three Win Conditions before your opponent. As soon as a player accomplishes one or more Win Condition, that player immediately wins the game. Two edge cases: If multiple players accomplish the same Win Condition simultaneously, it is discarded and players keep playing. Do not replace the completed Win Condition. If multiple players accomplish two different Win Conditions simultaneously, the game ends and is considered a draw. Turn Sequence A game of Skytear usually lasts 30-50 minutes, including set-up, and consists of 3 to 5 turns. The players continue to play until someone achieves a Win Condition and the game immediately ends. A turn has two phases: 1. Hero Phase Players take turns activating one hero each until all heroes have been activated. See page 6 2. Minion Phase Heroes push the lanes in the attempt of destroying enemy temples. A new wave of minions move into the battleground and players perform upkeep activities. See page 18 5
Hero Phase During the Hero Phase, players take turns activating one hero each until all heroes have been activated. MOVE Action When a hero takes a move action, that hero can move in any direction up to a number of hexes. Whenever a hero is activated, that hero gets 3 Action Points (AP) that can be used to take the following actions: Normal Move Move up to 3 hexes Boosted Move Move up to 5 hexes Normal Boosted MOVE 1 AP 2 AP ATTACK 1 AP 2 AP USE SKILL 1 AP 2 AP MEDITATE 1 AP 2 AP Heroes cannot move through hexes containing blocking elements: Friendly or enemy heroes Friendly or enemy temple Friendly or enemy altar Each action has a normal version that costs 1 AP and a boosted version that costs 2 AP. A hero cannot take the same action twice during the same activation, even two different versions of the same action. For instance: they cannot do a normal move and a boosted move during the same activation. Heroes must finish their movement in a free hex that does not contain blocking elements, the outsider, or minions. When the active player passes, the activation is over and the hero being activated is exhausted. We will explain what exhausted means in the Hero States box on page 11. Example: Movement Hero A can move within 3 hexes into any hex without a blocking element and can move through minions. 6
ATTACK Action Bushes are special hexes on the map where your heroes can hide. A hero inside a bush can be When a hero takes a normal attack action (1 AP) targeted by enemies only if there is at least one or a boosted attack action (2 AP), that hero must enemy hero adjacent to the target hero. choose a target within Line of Sight and Range. Line of Sight (LoS) Heroes have line of sight in all directions within 3 hexes, and the only element blocking line of sight is the perimeter of the Central Area. Range On the hero pad below the hero s name, you can see whether the hero is ranged or melee. Ranged heroes can attack up to three hexes away. Melee heroes can attack within one hex (only adjacent enemies) Example: Range Hero A is ranged A can attack B and C A can t attack D because is 4 hexes away. Hero B is melee. B can attack only A because is adjacent. Example: Line of Sight (LoS) A can t see B because the perimeter of the A can see B, C and D. central area is blocking the line of sight. Neither minions or other heroes block the A can t see C because it s in a bush. Line of Sight. A can see D. 7
Attacking a Hero Attacking a Minion The attacking hero has to determine the damage Defeating enemy minions is the easiest way to win dealt: control and damage enemy temples. Don t ignore minions during the battle or you will be overwhelmed 1. quickly. Look up the base attack damage of the attacking hero. 2. Flip a card for each plus card icon When the target of the attack action is an enemy next to the attack value. Flip these minion, you do not have to flip any Power Card. cards face up from your Power Card 3. deck. When a minion suffers one or more damage, it is Choose one of these Power Cards defeated: remove it from the battlefield. and add its bonus damage to the MEDITATE Action basic attack damage. 4. Subtract the defending hero s armor From time to time, heroes should meditate to increase value from the total attack damage. 5. their options and catch their breath. You never know The resulting number is the amount when you ll have another chance to take a break... of HP that the target hero loses. An attack action does at least one damage, even if the attack value result is zero or negative. Normal Meditate Boosted Meditate Discard a Power Card Draw a Power Card. to draw a Power Card. Discard all flipped cards after the attack action is resolved. A boosted attack action grants the hero: One extra Power Card to flip. One bonus damage to the attack value. Example: Attack Action Sakoshi has an attack value of 3. He flips 2 power cards face up because of the two plus icons next to his base attack value. The Power Cards have +1 and a +0 He picks the +1 modifier, that brings his attack value to 4. The defending hero armor value is 1. The final amount of damage dealt is 3. + 8 - =3
USE SKILL Action Skills are what make each faction and hero really unique. When a hero makes a normal or boosted Use Skill action, that hero follows the effects written on their faction specific rules below. Kurumo Marks Any hero of the Kurumo faction can take the Use Skill action to apply a mark token to enemy heroes, either temporary or permanent. MARK 1 AP - Normal 2 AP - Boosted Target hero within 3 hexes and Target hero within 3 hexes LoS gains a temporary mark and LoS gains a permanent token. If the target already mark token. has a mark token, flip it to the permanent status. Temporary mark token Marks by themselves are not doing anything to the target hero, but they give some kind of bonuses to your heroes. A temporary mark is removed when the hero bearing the mark is exhausted. A permanent mark is removed only when the hero bearing it is defeated. Permanent mark token Liothan Shapeshifters Any hero of the Liothan faction can take the Use Skill action to gain a shapeshifter token, either temporary or permanent. SHAPESHIFT 1 AP - Normal 2 AP - Boosted This hero gains a temporary This hero gains a permanent shapeshifter token. If this hero shapeshifter token. already has a shapeshifter token, flip it to the permament status. Temporary shapeshifter token Heroes with the Shapeshifted token can use the passive skills on their hero pads prefixed with [Shapeshifter]. A normal shapeshifter token is removed as soon as the hero trigger and resolves a shapeshifter skil. Permanent shapeshifter token A permanent shapeshifter token last for the entire game. 9
Taulot Pillars Any hero of the Taulot faction can take the Use Skill action to place a pillar token, either normal or blocking. PILLAR 1 AP - Normal 2 AP - Boosted This hero place a normal pillar This hero place a blocking token in target hex within 3 pillar token in target hex hexes and LoS. If target hex within 3 hexes and LoS. already contains a pillar token, flip it to the blocking status. Normal pillar token Normal pillar tokens are not blocking elements for either movement and LoS. Heroes can move through them and end their movement on top of them. Blocking pillar tokens are blocking elements for both movement and LoS. Heroes can t move through them or end their movement on top of them. Blocking pillar token If you already have four pillar tokens on the battlefield and you take this action, you must remove a pillar token before placing the new one. Nupten Illusions Any hero of the Nupten faction can take the Use Skill action to move an illusion token. ILLUSION 1 AP - Normal 2 AP - Boosted Move the hero s illusion Move this hero s illusion up to 3 hexes up to 5 hexes Akhuti illusion token Illusion tokens ignore blocking elements during movement. Illusions can end their movement in the same hex of a hero, minion or blocking element. Heroes can end their movement in the same hex of an illusion token. Heroes of Nupten, at the start of their activation, can place their illusions in the same hex where they are. Khenui illusion token Passive Skills In addition to basic and boosted skills, heroes have Passive Skills. These are special effects that applies to the hero and do not cost action points. For instance, Yami can move through blocking elements and Corjof has the Pierce keyword /meaning that he ignores the armor value when taking attack actions or dealing damage with Power Cards), 10
Hero States Heroes are, well, heroes! But from time to time, they can be exhausted or defeated. Whenever a hero becomes exhausted, all conditions token on it are removed. Heroes can be in three different states: Ready Exhausted Defeated You can track the current state by rotating the hero pad (see example below). Ready a Hero At the end of the Control Phase, all exhausted heroes become ready. When a hero outside the battlefield becomes ready, place them on a hex adjacent to a friendly altar. Exhaust a Hero When a hero resolves an action with 0 AP left during their activation, the activation is over and that hero becomes exhausted. Some hero skills and Power Cards might have the Exhaust symbol. This means you have to exhaust the hero, as an additional cost, when playing the effect. Even if the hero has AP left, it won t be able to take actions anymore and its activation is over. Defeat a Hero When a hero is reduced to 0 or negative HP, it is defeated: The player who defeated the hero draws two Power Cards. Remove that hero s miniature from the battlefield and place it on its hero pad. Turn that hero pad 90 clockwise to change its state. Example: Hero States Hero: Ready This hero can be activated during the current hero phase and will be EXHAUSTED after the activation. Hero: Exhausted This hero can t be activated during the current hero phase and will be READY at the end of the minion phase. Hero: Defeated This hero can t be activated during the current hero phase and will be EXHAUSTED at the end of the turn. 11
Power Cards Power cards are the extraordinary and unexpected Each hero, at the start of the turn, generates abilities of the heroes! Once channeled into runes, mana equal to the current turn number. Skytear energy is called mana. Mana comes in four colors, depending on the rune it is coming from. Mana is generated from the two different runes indicated on the hero pad and can only be used All Power Cards have a mana cost and require one on the turn that it s generated. It cannot be saved or two runes to be played. from turn to turn. Mana Title A hero can use a Power Card if it: Runes Restrictions Has enough mana left Has all the runes required by the card is on the battlefield Satisfies all restrictions, if any Bonus Effect Some cards also have restrictions. For example the card above is an ultimate Power Card that can only be used by a specific hero (Miyuki). When a hero uses a Power Card, it spends mana equal to the card s mana cost. Place the Power Ultimates are incredibly strong Power Cards that can Card on top of the hero pad as a reminder that flip the outcome of the match. Use them wisely as you some mana has been used for this turn. only have one per hero! Example: mana during the second turn 0 Mana Left 0 Mana Left 2 Mana Left Mana will be lost at the end of the hero phase. 12 2 Mana Left He played a card that costs 0 mana
Conditions Conditions are special effects that remain on hero until the next time that the hero is exhausted or defeated. Power Cards effects can also apply conditions to the heroes. Conditions affect what a hero can and cannot do. For example, if a hero gains the BLIND condition, all its attack actions damage are halved (ouch!). Whenever a hero gains a condition, place the Condition Token on that hero pad. If this happens during that hero s activation, the condition will be removed at the end of the current activation. Otherwise it will be removed at the end of that hero s next activation. See page 22 for a detailed description of all keywords and conditions. The Temple Bless is permanent and will remain on the battlefield. Unless specified, Temple bless effects are applied only in the area where they are placed. Each Area can have only one temple bless per player. You can replace an existing Temple Bless by playing a new one (the current bless is immediately discarded). Area of Effect (AoE) These cards are extremely useful against swarm of minions, as they allow you to efficiently target many of them at once. Some Power Cards target multiple hexes at the same time. On these cards, you can see a diagram of hexes being hit by the effect. AoE diagrams can be rotated in any direction. Temple Bless Some kind of Power Cards have the keyword Temple Bless. Heroes can play these Power Cards only when they are inside the Left or Right Area (for more on these areas, see page 18). If there is an highlighted hex, it indicates the position of the hero playing the effect. When a Hero plays a Temple Bless, that power card is not discarded at the end of the minion phase. It is, instead, placed on the side of the Area where is played at the end of the minion phase. Example: Area of Effect Hero A plays a Power Card with an AoE targeting four adjacent hexes in a straight line as depicted in the diagram on the card. All the enemies in the AoE (two minions and Hero B) are losing 4 HP. Note that they are hit even if they are out of sight from Hero A. Finally, the allied Hero C is NOT affected because the text specifies that only enemies are hit. 13
When Can You Play Power Cards? There are 3 types of power cards: ACTION, TEMPLE BLESS. Heroes can play these Power Cards only when they could take an action (Stack is empty and only during their activation). REACTION. Heroes can play these Power Cards at any time during the Hero Phase but only as a reaction to another hero action or Power Card (Stack is not empty). Drawing Power Cards Power cards are a measure of your heroes hard-earned experience on the battlefield. The more the better! Here is a summary of when you draw Power Cards: Beginning of the game Draw 5 End of the minion phase Draw 1 Meditate action Draw 1 Defeat the last enemy minion Draw 1 in the area Move the wave token adjacent Draw 1 to an enemy temple Defeat an enemy hero Draw 2 Destroy an enemy temple Draw 2 Action Temple Bless Reaction The player who controls the hero being activated, called the Active Player, always gets the option to play one or more Power Cards first. The active player may also play REACTION Power Cards when there are no Actions or Power Cards waiting to be resolved. When the Active Player passes, the opponent may play one or more Power Cards, which in turn gives the Active Player a chance to respond with Power Cards again (despite having previously passed). If your deck run out of Power Cards to draw, shuffle your discard pile and create a new deck of Power Cards. Hand limit Each player has a maximum hand limit of six Power Cards. At the end of the minion phase, if you have more than six cards in hand, you must discard until you have exactly six cards in hand. There is no limit to the number of Power Cards that can be played during a turn or a single activation. Players continue alternating Power Cards until both players pass in succession. Important: Playing a Power Card does not require any Action Points (AP), unless specified. Exhausted heroes can play Power Cards. The hero playing the Power Card is called The caster. 14
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Advanced rule: the Stack Skytear can give you a feeling of real time interaction where, for example, you manage to move away into a bush right before being hit by a fireball. Sometimes though, the interaction is more complex (and fun) than this simple example... To recreate a feeling of real time interaction, there is an advanced rule you can use that is called the Stack. You can ignore it and still have fun, but if you want more interaction and challenge with your opponent, go ahead and learn how it works. With the stack, you can play Power Cards only after a hero declares an action or another Power card is played. The active player may also play Power Cards when there are no Actions or Power Cards waiting to be resolved. If another card is played while one or more Power Cards or Action are on the stack, put the new card on the top of this imaginary stack. Once both players pass, the top card of the stack is resolved and its effects are applied. At this point, any player can again play a new Power Card and place it on the top of the stack. If no cards are played, the new card at the top of the stack is resolved and its effects are applied. Basically, cards are placed in a stack where the FIRST CARD PLAYED is the LAST CARD RESOLVED. Effects happen in the reverse order they were played. The last card played has its effect happen first, followed by the second last, and so on until the Power Card that started the stack is finally resolved. When doing so, the Power Card you just played becomes the first card of an imaginary stack of cards. Now, before resolving the effect of this first card, any number of Power Cards can be played by any player. 16
Example 1: Dodging a Fireball 1. Hero A plays Fireball: deals 2 damage to a target enemy hero within 3. The player declares that Hero B is the target of this card, and Fireball goes on the (empty) stack. 2. In response, Hero B plays Dodge: Move 1 Hero B. Dodge goes on the stack, on top of Fireball. Both players pass and the stack starts resolving in reverse order. 3. The last card played is Dodge and it is the first being resolved: Hero B moves 1 hex away from Hero A. Both players pass again and the stack continues resolving with the second to last card played: Fireball. 4. Fireball does not have a valid target anymore because Hero B is out of range: 4 hexes away from hero A. Fireball does not affect anyone but is still considered played and consumes mana of Hero A that played it. Example 2: Blinded (and cleansed) before an attack 1. Hero A is doing his activation and spends 1 AP to declare an attack action targeting Hero B. The attack action goes on the stack as the first effect. 2. In response to this attack, Hero B plays Blind targeting Hero A. Blind goes on the stack on top of the attack action. Both players pass and the stack starts resolving in reverse order. 3. The last played card is Blind: Apply blind to target enemy hero (meaning the attack action will deal half the damage). Blind is resolved and Hero A gets the blind condition token on the hero pad. 4. Hero A decides to play a new card: Cleanse. Cleanse goes on the top of the stack that currently has only the attack action left. Both players pass and the stack continues resolving with the last card being played, Cleanse: remove the blind condition from target Hero. 5. Both players pass again and the stack resolves the last element left: the Attack action from hero A. This attack deals full damage because the blind condition has been removed. 17
Minion Phase After the action of the Hero Phase, it s time to check who controls the three key areas of the battlefield. This will be your chance to damage enemy temples and take control of the Outsider, the Skytear elemental, by taming it. Hero A does not count being out of LoS from the Wave token. The minion phase has two parts: Determine who controls each of the three key areas of the battleground Apply any effects, such as damaging temples, spawn minions or controlling the Outsider Area The battlefield has two side Area and one Central Area that players fight to control. Players check for control of Areas in the following order: First player s LEFT Area First player s RIGHT Area Central Area Players determine who controls each Area through three steps: 1. Calculate the control base value 2. Optionally, influence the base value 2. Influence the base value There is a certain amount of mind reading and bluffing in this step. This is when heroes are influencing the push toward the enemy temples by using Power Cards saved from the Action Phase. If a player has at least one hero within three hexes and LoS from the wave token of the area in question, that player can choose to push and play one Power Card from their hand to add the card s bonus to their control value in that area. 1. Calculate the base control value Each player adds up the total number of friendly minions and friendly heroes within three hexes and LoS from the wave token in the area. Each hero and minion counts as +1. This is the base control value for the area. In this example, Heroes B do not count being four hexes away from the token. Cards played this way are placed face-down on the specific area. They will be revealed simultaneously for all three Areas. The first player that has to decide to push is: The player with the higher base control value in that area If both players have the same base control values, the second player gets the opportunity to play a card first. 18
Once players decide whether or not they want to play a card, the decision cannot be changed. Central area base control value There is no Wave token in the central area. All heroes inside the central area count for the the base control value calculation. A player can add a power card to increase their base contro value if they have a hero inside the central area. Determine the winner Once you are done influencing all Areas: 1. Simultaneously reveal all face down cards 2. For each area, add the bonus of the played Power Card to that player s base control value 3. The player who scores the higher control value in that area is the winner and applies the effects below. LEFT and RIGHT areas Your heroes and minions have broken the enemy lines and are damaging the temples, well done! Apply the damage The difference between control values is the amount of damage that the winning player gets to apply, following this order: Distribute the damage to enemy minions first. If and when there are no enemy minions left, apply the remaining damage to an enemy temple within three hexes from the wave token. If the enemy temple in this area is destroyed, apply the remaining damage to another enemy temple on the battlefield. If the difference between control values is zero, the control is a tie and nothing happens. RED Player applies two damage on the enemy minions and the remaining two damages on the enemy temple. Move the minions wave Move the Wave token a number of hexes equal to the difference between control values. RED player has 2 heroes and 3 minions. BLUE player has 1 hero and 2 minions. Revealing the influence card, RED goes up to 8 and BLUE up to 4. RED player wins with a difference of +4. The Wave token must be moved directly toward the closest non-destroyed enemy temple in this area. If all temples in this area are destroyed, the Wave token does not move. 19
The Wave token immediately stop moving as soon as it is adjacent to an enemy temple. The Wave token ignores blocking elements while moving but cannot end its movement in the same hex of a hero. Minions on the Wave token are moved directly with it. Other minions in the area, are placed as they were new minions, see next chapter. New wave of minions The new minions are place in the area, following this order: The winner, if their temple in this area is not destroyed, places two friendly minions. The loser, if their temple in this area is not destroyed, places two friendly minions. Damage the Temples Your temples are the stronghold defending your realm from the invaders. Once they are destroyed, your time is limited before swarms of minions will start invading. Temples start the game with five Health Points (HP), represented by a stack of that many temple tokens. When a temple takes one damage, remove one token from that temple s stack. When a temple takes damage, it shoots one hit back to the attacker. Each hit deals three pierce damage to the player that has damaged the temple. Damage is assigned to friendly minions and heroes within three hexes from the temple. The player who has damaged the temple decides how to assign the damage. Red player damage three times the temple. Red player assign all three hits to the heroes. Red player damage three times the temple. Red player one hit to the heroes and two hits to the minions. Minions are placed following this order: If there are enemy minions without a friendly minion in the same hex, place it in the same hex of an enemy minion. If all enemy minions are paired or there are no enemy minions, place it adjacent to a friendly minion. If there are no minions in this area, place it on the Wave token. When a temple has 0 or fewer temple tokens on it, it is destroyed. When a player destroy an enemy temple, that player draws two Power Cards. When a destroyed temple would take damage, redirect the damages to the other temple instead. 20
Central Area Effects Your heroes ventured inside the huge dome of Skytear energy that was generated from the clash of the two flying islands. Inside the dome, the ground is burned and the Outsider, the Skytear elemental, is growing in size and strength every moment. Will your heroes manage to tame the Outsider and direct him toward the enemies? The player who won control of the Central Area takes control of the Outsider. The Outsider activates like a normal hero that Cannot make move action Has its own USE SKILL actions Has a variable number of AP Repositioning the outsider Activating the outsider The difference between the control values plus one is the number of AP that the Outsider generates this turn. These Action Points can be spent on Attack, Meditate or Use Skill actions. The Outsider has its own hero pad where you can see his multiple skills and stats. Once the activation is over, leave the Outsider where it is. The next turn, the winner of the Central Area, if any, will activate it again. Important: Remember that you cannot play any Power Cards during the Control Phase (except for their bonus toward your control value). The winning player repositions the Outsider anywhere on the battlefield before activating it. 21
Hero actions Keywords Base effect 1 AP Move Move up to 3 hexes Use Skill Meditate Use faction base skill Discard 1 card Then draw 1 card Boosted effect 2 AP Move up to 5 hexes Use faction boosted skill Draw 1 card Attack See page 7 See page 7 Conditions Slow Fast Frenzy Blind Cripple Daze Stealth Channel Draw cards When the hero activates or gains the condition during their activation, they lose 1 AP. When the hero activates or gains the condition during their activation, they gain one additional AP. The hero can take the attack action twice during their activation (if they have enough Action Points). The hero attack actions deal half of the damage rounded down. The hero can t take boosted action The hero can t trigger passive abilities from its hero pad The hero can be target only by adjacent enemies The hero generates one extra mana this turn Beginning of the game Draw 5 End of the minion phase Draw 1 Meditate action Draw 1 Defeat the last enemy minion in the area Move the wave token adjacent to an enemy temple Draw 1 Draw 1 Defeat an enemy hero Draw 2 Destroy an enemy temple Draw 2 Suffer X damage Heal X Push X Pull X Move X Place X Piercing Cleanse AoE Duel Action Reaction Temple Bless Predict X Decrease target HP by X minus the target armor Increase target HP by X. Heroes cannot go over their starting HP. Move the target X hexes away, one by one. Each hex pushed must be farther away from the source of the push. Stop the push if the target can t get farther away. Move a target within X hexes into a hex adjacent to the pulling hero. The target must be placed into the hex closest to its original position. Move the target hero up to X hexes (like for normal movements, he cannot pass through blocking elements) Reposition hero on a target X within X hexes (ignoring all blocking elements in-between). The target hex must be in line of sight, so you cannot move from outside to inside the central area with a place (and viceversa) Ignore enemy armor with attack actions, Power Cards and hero skills. Remove one condition token from the target hero. Area of effect. The effect hits all hexes shown in the diagram. The heroes involved in the duel take an attack action against each other. The attack actions are resolved simultaneously. Heroes can play these Power cards only during their activation when they can take an action. Heroes can play these Power cards at any time during their activation or when the stack is not empty. Special type of Power cards which reamain in play in a specific Area. Their effects are applied to the Area where they are played. Look at the top X cards of your deck and place them on TOP or BOTTOM of the deck in any order. 22