CARD TYPES

UNIT CARDS

There are 4 kinds of unit cards. Characters, Angels, Demons and Supporters. Units are the cards you will use to control the board by occupying zones and declaring attacks. You will also use your units to play other cards from your hand. Each unit in play can play a card once per turn. Your units in play can manually move once each during each of your turns and manually attack once each during each of your turns. If a unit plays a card either manually or by using a card effect, that unit cannot play another card for the rest of the turn unless a card effect allows that unit to play a card while “ignoring the conditions” of that unit.

To play a card using a unit, declare which unit is playing a card, then play the desired card using that unit. When a unit plays a Supporter or Fortification, that Supporter or Fortification will be put into play in a zone that is in reach of the unit playing it. Only 1 unit can occupy a zone at any given time including while a unit is being manually moved. If a unit occupied a zone, card effects cannot reach through that zone.

Up to 3 cards can be equipped to each unit in play at any given time and all cards equipped to a unit must have a different original name. A unit can play a Weapon or Accessory to equip itself. Your unit may instead play a Weapon or Accessory to equip 1 of your other units in reach of the unit playing the card.

When a unit plays an Action or Item, or when a unit would use the effect of a card that is equipped to it, use the reach of that unit when applying the effects of the card it is playing or that is equipped to it. A unit will also use its own reach when using its own effects.

All units have a base reach and base movement of 1. All units can move and reach in any direction and in any order of zones as long as the directions are up, down, left and right. A unit cannot move or reach diagonally unless a card effect states otherwise.

CHARACTER

Your Character starts the game already in play in the very middle Start Zone on your side of the board. At any time your Character would have a number of damage counters on it that is equal to or greater than its maximum Health, that Character will receive Lethal Damage and you will lose the game. If both Characters have the required damage counters to deal Lethal Damage at the same time, the turn player wins the game.

ANGEL

Your Angel starts the game already in play in either the left or right Start Zone on your side of the board (your choice). At any time your Angel would have a number of damage counters on it that is equal to or greater than its maximum Health, that Angel is removed from the game.

DEMON

Your Demon starts the game already in play in either the left or right Start Zone on your side of the board (your choice). At any time your Demon would have a number of damage counters on it that is equal to or greater than its maximum Health, that Demon is removed from the game.

SUPPORTER

Your Supporters start the game in your Deck. You must pay the Cost of a Supporter when manually playing it from your hand using a unit in play. You may only have up to 3 Supporters in play at the same time. If a Supporter was put into play manually by paying its cost, it cannot manually move, manually attack or play cards until the start of the next turn.

At any time your Supporter would have a number of damage counters on it that is equal to or greater than its maximum Health, that Supporter will receive Lethal Damage and be sent to your Discard Pile.

EQUIPMENT CARDS

There are 2 kinds of equipment. Weapons and Accessories. There are also 3 subcategories to these kinds. Basic, Cursed and Blessed. Basic equipment may be equipped to your Character, Angels, Demons and Supporters. Cursed equipment may only be equipped to Demons unless a card effect states otherwise. Blessed equipment may only be equipped to Angels unless a card effect states otherwise.

All stats of equipment are added to the total stats of the unit it is equipped to except the Cost stat.

Equipment cannot have damage counters or status counters placed on them. If your equipment breaks because of a card effect or game mechanic, send it to the discard pile.

WEAPON

Your Weapons start the game in your Deck. You must pay the Cost of a Weapon when manually playing it from your hand using a unit in play. A unit will gain 1 reach while it is equipped with a Weapon (this does not stack).

ACCESSORY

Your Accessories start the game in your Deck. You must pay the Cost of an Accessory when manually playing it from your hand using a unit in play. A unit will gain 1 movement while equipped with an Accessory (this does not stack).

Any card which is not an equipment card that is equipped to a unit in play is treated as a Basic Accessory instead of its original card type while equipped to that unit.

AID CARDS

There are 2 types of aid cards. Actions and Items.

ACTION

Your Actions start the game in your Deck. When playing an Action using a unit in play, apply the effects of that Action. When the effects of that Action have resolved, send it to your Discard Pile.

ITEM

Your Items start the game in your Deck. When playing an Item using a unit in play, apply the effects of that Item. When the effects of that Item have resolved, send it to your Discard Pile, then draw 1 card from the top of your Deck. Each player may only manually play 1 Item per turn.

FORTIFICATIONS

Your Fortifications start the game in your Deck. You must pay the Cost of a Fortification when manually playing it from your hand using a unit in play. If you already have a Fortification in play, all other Fortifications you put into play must be placed into the same zone as that other Fortification(s). You may only have up to 3 Fortifications in play at the same time.

All of your units in reach of your Fortifications will have that stats listed on that Fortification added to the total stats of those units except for the Cost stat. Fortifications have a base reach equal to the number of Fortifications occupying the same zone.

Fortifications cannot manually move or manually attack. Fortifications cannot play cards. If a Fortification would receive damage or be inflicted by a status, break that Fortification. If a Fortification breaks, send it to your Discard Pile.