Monday, 28 June 2010

Alchemy - Draft Rules

Both players start with an "Element Deck" of exactly sixty cards and a five card "Magnum Opus Deck". Within the Element Deck you may have up to three of any single type of element card with the rest being made up of "Process Cards", up to two copies of each. You will also need a six sided die and a die of at least ten sided, alternatively a pencil and paper will do just as well.

Both player's decks are shuffled and placed on their sides of the field then an opponent selects one of your Magnum Opus cards face down at random and it is set on your side of the field. Only the controller of the Magnum Opus card is allowed to look at it while it remains face down on their side of the field.

At the start of the game both players draw six cards from their respective decks, then the turn's controller gains two action points. You use action points to declare an attack, pay for some process cards or use a game action. You may choose not to use any action points on your turn, in that case the points are stored for you to use whenever you choose but only up to six points. This is what you would use your six sided die for.

During your turn you may play any processes you are able to pay for or use action points to use a game process. Game processes that cost one action point include refreshing your hand, drawing a card and accessing your store. The area at the bottom of your field is called "The Store", this is where you are able to place any cards you want to hold on to until a further turn. It costs you one action point to enter your store but once you're there you may store or return to your hand and number of cards, but you only have room to hold a maximum of three cards. Cards that are placed in the store are always face down unless it's a card an opponent has already seen. The area above the store is called "The Field", this is where you place elements when you're activating them as well as where processes are played to show that they are infact being played. Once an element card that has been played from the hand to the field has used up it's effect it goes to the recharge pile, if a process is played from the hand and uses it's effect the card is placed in the exhausted pile. Once your deck contains less than six cards and your turn starts, the cards in your recharge pile are shuffled and are placed in your deck pile.

When you have a basic element in your hand you can spend an action point and declare an attack on another player. Winning an attack will get you one point which is important because the first player to reach ten points is the winner. To declare an attack, reduce your action points by one, state whom you are sending the attack towards and place an element onto the field. The target of your attack may then choose to play an element of their own to defend against the attack or allow the attack to hit them.

Each element has a different magnitude (MG) as indicated by the number of pips on the top right of the card, this has an impact on how combat will play out as will the type of element as shown on the top left of the card. The winner of any battle is the player who held the last card in the chain that caused damage. You cannot block an element with an element of the same type, remember, you can't fight fire with fire. If the attack is blocked by a ascendant element (element that card is weak against) then the blocking MG is doubled, but if it is blocked by an decendant element (element that card is strong against) then the MG is halved.

For example, P1 attacks with FireMG3
If P2 blocks with AirMG3 it will only count as AirMG1.5
If P2 blocks with WaterMG2 it will count as WaterMG4
If P2 blocks with EarthMG3 it will still count as EarthMG3 as it is concidered neutral.
P2 does not have the option to block with a Fire element.

After any changes are made due to elemental alignments, If the MG of both elements is equal then the attack is "Countered" and the battle ends. If the MG of the defending element is higher than the attacking element then it is "parried" and the defending player not only takes no damage but has the chance to declare an attack of their own at no cost, this new attack can be blocked and parried as normal. If the defending element has a lover MG than the attacking element then it is blocked and the defending player takes damage equal to the difference in MG.

You may choose to create a complex element by playing two elements at the same turn. A complex element has the MG of the elements used to create it and is treated as a new element with new strengths and weaknesses. You may play a complex element at any time you would normally play an element, when you create an element this way you may put a placeholder card into play stating the new card's element and MG if you wish. When basic elements are used to create a complex element they are put into the exhausted pile instead to the recycle pile.

It is important to remember that over extending your resources on your own turn will leave you unable to mount a defence against your opponent's attacks.

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