Each player chooses a character and takes his character sheet out of the box.
In addition to the character's story, there is also a list of items that you have to take out of the box for the character on the back. After taking all of the character's necessary items, turn the character sheet over so you see the game side (See image)
Example: All items of the necromancer
Structure of the playing field
The playing field is the entire table you want to play on. In addition, place any number of obstacles from the box on the table. Agree with all players on how many obstacles to place and distribute them evenly.
To ensure a balanced game, use 50 tarrain objects on a 50cmx10cm playing field and distribute them symmetrically.
All players shuffle their deck and place it on the space provided on their character sheet. Then all players place their character figure on the edge of the board closest to them and place their character token on the 20 of their character sheet.
Determines who can start
The player who won the last round gets to start. If there is no last round, the player who last experienced something great begins.
All players take turns in turn. Each train is divided into different phases.
1. Start of turn
Reduce the duration of all your effects that resolve in rounds by 1 or end them. If no round-resolved effects are active, skip this phase.
2. Draw a card
Draw a card.
If your deck contains no cards, you take 1 damage for each consecutive round in which you have no cards in your deck.
Example: The knight has already had no cards in his deck for 3 turns, so he takes 3 damage.
In the action phase, you have a move action and a standard action. You can only do this once per turn. The order of the actions is up to you.
You can move your character. To do this, place a card face down as a distance meter in front of your figure and move your figure to the other end of the card.
You can also turn before and after the movement, but then you can only place the card sideways. Those who do not walk in a straight line move correspondingly more slowly.
You can play an attack card (the cards with the red sword). Perform the card effect.
If you can't or don't want to play an attack card, you also have the option of playing one Punch to execute, add a character in melee range 1 damage to.
You can forego either your Move action or your standard action to play a Buff card. (The cards with the green chibi)
4. End of turn
Tell the other players that your turn is over. If effects last until the end of your turn or happen at the end of your turn, they do so in this phase.
Now it is the next player's turn.
Each character has 20 life points. These are shown on the character sheet. To display your life, place your character tokens on your current life number. If a character's life drops to 0, he loses and is out of the game. Everyone else keeps playing until there is a winner.
The X pile
Many abilities cause a set damage value, such as the Mage's Ice Lance. Other abilities deal X damage. This is where the X pile comes into play (the cards with the white back). Whenever a card shows a value as X, draw a card from the X deck and replace the value with the numbers drawn.
There are special cards in the X deck. These are not just a number, but a 1+X. These cards symbolize critical hits, draw another card from the X deck and add the value. Multiple 1+X cards can be drawn in a single attack.
If there are no more cards in the X deck, shuffle all X cards and form a new X deck.
Example: Up "Sneaky Strike" from the villain stands "cause 2x+2 Schaden... ".
Therefore, you draw 2 cards from the X deck (4 and 1+X). Because you a critical hit card, you can draw another card from the X deck (2).
Accordingly, he would "Sneaky Strike" Deal 9 damage (4 + 1+2 + 2)
When damage is reduced to 0 or below by a formula, the minimum damage is always 1. However, if the target has abilities to avoid damage, the damage can also become 0. In this case, the character takes no damage. However, other card effects still apply.