Welcome to the Guardians CCG Page

This is a site dedicated to the Guardians collectible card game released by FPG in the mid '90s. This was a great game featuring beautiful artwork and a complex battle system. The game is now out of print and some cards are extremely difficult to find.

Here you will find alternate rules and game mods (including solo play), homebrew cards, and links to other Guardians sites.

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Saturday, October 31, 2009

Summary of Changes for Solo 2nd Edition

As promised, here is a list of the major changes incorporated for Solo Adventures 2nd Edition:

1. Shield Deck. With one drawn for each combat, this allows Standard Bearer abilities for opponent creatures, and cards that refer to opposing Shields no longer need errata. You still can't win the game on Shield kills, though - you still need to beat all 3 Guardians.

2. Stronghold Deck. Stronghold upgrades for the opponent, Stronghold downgrades for you, each time the Doom Counter changes. Brutal.

3. Ranged Attack Deck. This is a roll for each combat. The top card of the Ranged Attack Deck is turned over. If it can't be used to win the first matchup, it is saved for the next matchup and so on.

4. You can have up to 5 of any card (except your Shields and Champion).

5. Moving 0 or 1 spaces advances the Doom Counter.

6. 4 different difficulty levels (Gloomy, Sinister, Horrific, and Forbidding), and a total of 3 Encounter Tables. Each difficulty level is tied to a different map, with map 1 being the base map. Although maps 1 & 2 have the same number of cards and use the same Encounter Table, movement on map 2 is a little more restrictive, giving it a higher difficulty level than map 1.

7. On Terrain spaces your Shield is defending; on opposing Stronghold spaces your Shield is attacking. This allowed the inclusion of cards that refer to your Shield as attacking or defending.

8. Gold from combat has been changed to Treasure to eliminate redundancy and confusion with Gold Bribery.

9. Burn Stones equal to the number of creatures under Shield to return to one of your Stronghold spaces at the end of any turn.

10. The Stronghold Survival roll goes from 3D6 to 2D6, but instead of an automatic rubble, combat takes place. If you win, the Stronghold is saved. If you lose, it is rubbled. Lose all 3 Strongholds and the Doom Counter goes to 8.

11. 4 Different maps (or game boards if you prefer) in full color with complete layouts and movement options. Ignore the fact that all Guardians and Strongholds are all the same - I was too lazy to scan in other images.

12. Optional inclusion of Seven Seas cards, complete with incompatible and errata cards.

13. Optional inclusion of Champion's Odyssey cards, complete with incompatible and errata cards.

14. Optional inclusion of both Seven Seas and Champion's Odyssey cards.

That was a lot of work. I know most of you still have others to game against, but for those of you out there like me, with no opponents, I hope you enjoy this. As always, I welcome any feedback.

Here's what's coming up on the blog in the future:

Solo Adventures 2nd Edition sample game
Solo Adventures 2nd Edition strategy
More card revisions
Applications of Math in Guardians, Part 2

Cheers,
Jackalwere

Big news: Solo Adventures 2.0 is online

This is what I've been working hard at: Guardians Solo Adventures Second Edition (also known as v2.0) is online. The link to the right will take you there. New changes are in red text. I'll go over the changes in another post later tonight or tomorrow. Happy All Hallow's Eve!

Thursday, October 29, 2009

Reversal of Desert Terrain

After much consideration I have decided to remove all references to Desert Terrain on Champion's Odyssey cards. There are two reasons for this. First, after reviewing cards from the base sets like Desert Giant, who gets a Dry Heaps bonus, and reading the Guide to the Mid Realms, it is apparent that Dry Heaps was to be synonymous with desert. Also, I didn't like the fact that it penalized one group of creatures with a bonus (Rivers and Lakes) without a balancing penalty for other types (such as Dry Heaps creatures trying to swim in Rivers and Lakes while fighting!).

All Champion's Odyssey Terrain that referred to Desert will either have the Desert removed, or replaced with Dry Heaps. Creatures that had Desert bonuses will have those bonuses replaced with either Valley of the Gods or The High Steppes, which also serves to tie them to the Champion's Odyssey set more closely.

New versions of these affected cards will be posted soon.

Also, stay tuned for news either later today or tomorrow. There's a reason why this blog has been quiet (I promise I have been working hard on content!)...

Saturday, October 17, 2009

Bribery Mechanic solution for Solo 2.0

So I've been struggling with the Bribery mechanic for Solo Adventures 2.0...in the first edition it falls to the player to decide when the opponent's Bribery should be used. My goal was to take this out of the player's hand and automate it. I think I have a solution.

How it works is as follows: when an encounter happens and Bribery is in effect, and before combat starts, the top card of the Bribery deck is turned over. The player separates all his creatures that are bribeable by that Bribery type and assigns a number to each. Then simply roll dice and remove the creature that corresponds to the number you assigned. Here's an example:

My Shield consists of my Champion (Old Nick), Zombie, Rye Beaner, Baal-a-gog, Vesuvious Rex, and Cleric. I turn over Babes Bribery. Remembering that my Champion is not bribeable, Zombie is also not bribeable, and Cleric is only bribeable by Gold, I assign 1-2 to Rye Beaner, 3-4 to Baal-a-gog, and 5-6 to Vesuvious Rex, I roll a 5. Vesuvious Rex is bribed. Combat now ensues as normal with no further bribery from the opponent, while the player may still bribe creatures.

This allows for a Bribery mechanic that isn't too complicated and still affects the player's combat hand. Now if I can just figure out a similar mechanic for channeling and ranged attacks...

Monday, October 12, 2009

Guardians Stack Attack! Sample Game

Here's a sample game of Stack Attack! intending to show how the rules work, strategy tips will follow in another post...

I place 2 Power Stones in front of me. Then I shuffle all the creatures and deal cards face down into 4 piles to make the Creature Stacks, until there are 9 in each stack (total of 36 cards dealt). I shuffle the Standard Bearers and deal 1 to each stack: Stack 1 gets Brom Standard Bearer Goblin 16; Stack 2 gets Brom Angelic 13; Stack 3 gets Maitz Standard Bearer Dark 16, and Stack 4 gets Brom Standard Bearer Dem Bones 19. I'm left with Brom Standard Bearer Skull 16. Finally I add the Terrain, Magic Items & Spells, the special Creatures, and Bribery cards to the remaining creatures and shuffle. It's time to attack the stacks!

I turn over the top card of each creature stack: Stack 1 is Giant Penguin; Stack 2 is Grilbus; Stack 3 is Baal-a-Gog, and Stack 4 is Slakback Chak.

Turn 1 draw: Gold Bribery.
I set it off to the side.

Turn 2 draw: Big Groaning Cankerd.
Cankerd can beat Grilbus and Baal-a-Gog (thanks to standard bearer's +2 OCB). Attacking Slackback Chak would be a push. So Cankerd's 14 (8 + 3 Ability + 1 OCB + 2 standard bearer) beats Baal-a-Gog's 12. Both cards are discarded, and the next card turned over on Stack 3 is Icky Bugs.

Opposing cards: Giant Penguin, Grilbus, Icky Bugs, Slakback Chak
Turn 3 draw: Prince of the Lost.
Prince can beat all except Giant Penguin; with his OCB he could take out a big Elemental. I could try to bribe Icky Bugs to see if a big Elemental pops up. This could backfire if I need the Gold Bribery later, or if I draw a low vitality creature later that could have beat Icky Bugs and ends up being discarded. This is all irrelavant however since the Stack 3 standard bearer allows no bribery. So Prince is used to beat Slackback Chak. Stack 4 is now Snow Daughters.

Opposing cards: Giant Penguin, Grilbus, Icky Bugs, Snow Daughters
Turn 4 draw: Spirit Mountain.
The terrain in play is now Spirit Mountain; the card is placed above the opposing standard bearers.

Turn 5 draw: Devil Hedgehog.
The only creature Hedgehog can beat is Icky Bugs, so Hedgehog attacks and wins. Stack 3 is now Phil, Bar Fly.

Opposing cards: Giant Penguin, Grilbus, Phil Bar Fly, Snow Daughters
Turn 6 draw: Lake Serpent. Phil Bar Fly is crushed by Lake Sepent's AOE, revealing Brown Backs, who also get crushed. Fangis the Hunter is now on top of Stack 3. Lake Serpent still gets to attack, so I take down Giant Penguin, and Rock Giant is revealed. Good turn for me!

Opposing cards: Rock Giant, Grilbus, Fangis the Hunter, Snow Daughters
Turn 7 draw: Earth Elemental.
Unfortunately Earth Elemental can't beat Rock Giant, who is 20 Vitality (thanks to OCB, the Spirit Mountain in play, and the Stack 1 standard bearer), so Elemental attacks and beats Snow Daughters instead, and Wild Nymph is turned over on Stack 4.

Opposing cards: Rock Giant, Grilbus, Fangis the Hunter, Wild Nymph
Turn 8 draw: Giant Babe.
Giant Babe beats Fangis and Captain is now on Stack 3.

Opposing cards: Rock Giant, Grilbus, Captain, Wild Nymph
Turn 9 draw: Shadow of Ashes
Shadow beats Captain and Archangel Magnus is now on Stack 3.

Opposing cards: Rock Giant, Grilbus, Archangel Magnus, Wild Nymph
Turn 10 draw: Tiny Whining Cankerd
Cankerd can't beat any of the Creatures on the Stacks. However, if I use my Gold bribery card it's possible I will turn over a Creature it can beat. I decide to use the Gold Bribery on Wild Nymph (the only opposing Creature in play bribeable by Gold). Wild Nymph is discarded and Kikijub is now on Stack 4. Cankerd cannot beat Kikijub and is discarded.

Opposing cards: Rock Giant, Grilbus, Archangel Magnus, Kikijub
Turn 11 draw: Rivers and Lakes
Spirit Mountain is discarded and Rivers and Lakes becomes the Terrain in play. This is good for me because Rock Giant and Kikijub lose their Terrain bonus.

Opposing cards: Rock Giant, Grilbus, Archangel Magnus, Kikijub
Turn 12 draw: Great Black Ri'shar
None of the opposing creatures are affected by Ri'shar's AOE. Ri'shar barely beats Kikijub, and River Giant is now on Stack 4.

Opposing cards: Rock Giant, Grilbus, Archangel Magnus, River Giant
Turn 13 draw: Arnath, Lord of the Skies
Arnath destroys Magnus and Lorg Mole is now on Stack 3.

Opposing cards: Rock Giant, Grilbus, Lorg Mole, River Giant
Turn 14 draw: Summon Entropy Storm. This spell is set to the side until I am desperate enough to use it.

Opposing cards: Rock Giant, Grilbus, Lorg Mole, River Giant
Turn 15 draw: Water Nymph
Water Nymph beats Grilbus and Wailing Specter is now on top of Stack 2.

Opposing cards: Rock Giant, Wailing Specter, Lorg Mole, River Giant
Turn 16 draw: Sand Lord
Sand Lord is not affected by Wailing Specter's AOE and beats Lorg Mole. Sloarch is turned over for Stack 3.

Opposing cards: Rock Giant, Wailing Specter, Sloarch, River Giant
Turn 17 draw: Na'Boob
Na'Boob beats Wailing Specter. Axeman is now on Stack 2.

Opposing cards: Rock Giant, Axeman, Sloarch, River Giant
Turn 18 draw: Kurgan, Blademaster of the Exiled
Kurgan is not the only Knight in play, so he doesn't get his bonus and can't beat any opposing creatures. With nothing to lose I decide to play Summon Entropy Storm and have Kurgan attack Rock Giant. I roll a 3. Kurgan bites the dust.

Opposing cards: Rock Giant, Axeman, Sloarch, River Giant
Turn 19 draw: Death
Woohoo! Goodbye pesky Rock Giant! Death destroys Rock Giant; Land Drake is now on Stack 1.

Opposing cards: Land Drake, Axeman, Sloarch, River Giant
Turn 20 draw: Fire Walker
Fire Walker can't beat anyone and is discarded.

Opposing cards: Land Drake, Axeman, Sloarch, River Giant
Turn 21 draw: Succubus
Succubus can't beat anyone either and is discarded. Bummer.

Opposing cards: Land Drake, Axeman, Sloarch, River Giant
Turn 22 draw: Etherwave Magna Lock
Etherwave is set to the side.

Opposing cards: Land Drake, Axeman, Sloarch, River Giant
Turn 23 draw: Rock Rat
Finally, a ranged attack! Rock Rat is also set to the side.

Opposing cards: Land Drake, Axeman, Sloarch, River Giant
Turn 24 draw: Iron Crag Brew Mountain
Rivers and Lakes is discarded and Iron Crag Brew Mountain is now the Terrain in play.

Opposing cards: Land Drake, Axeman, Sloarch, River Giant
Turn 25 draw: Vampire Hunters
Vampire Hunters beat Axeman and Yard Rat is now on top of Stack 2.

Opposing cards: Land Drake, Yard Rat, Sloarch, River Giant
Turn 26 draw: Tanniker Smith
Tanniker beats Yard Rat and Corporal is now on Stack 2.

Opposing cards: Land Drake, Corporal, Sloarch, River Giant
Turn 27 draw: The Dry Heaps
Iron Crag Brew Mountain is discarded and The Dry Heaps becomes the Terrain in play (I sure could have used this BEFORE I drew Tanniker last turn!).

Opposing cards: Land Drake, Corporal, Sloarch, River Giant
Turn 28 draw: Beer Bribery
Beer Bribery is set to the side.

Opposing cards: Land Drake, Corporal, Sloarch, River Giant
Turn 29 draw: St. Ballantine's Evocation
I'm not sure there are any Knights left in my deck, so I discard the Evocation and keep the Etherwave Magna Lock, which is far more useful.

Opposing cards: Land Drake, Corporal, Sloarch, River Giant
Turn 30 draw: Polar Ice Ogre
Ogre beats Corporal and Dreaded Doom Dog is on Stack 2.

Opposing cards: Land Drake, Dreaded Doom Dog, Sloarch, River Giant
Turn 31 draw: S.S. House of Babes
The Dry Heaps is discarded and House of Babes is now the Terrain in play.

Opposing cards: Land Drake, Dreaded Doom Dog, Sloarch, River Giant
Turn 32 draw: Snogwart
Snogwart beats Dreaded Doom Dog and Valley Troll is now on Stack 2.

Opposing cards: Land Drake, Valley Troll, Sloarch, River Giant
Turn 33 draw: Hammer of Doom
I choose to discard Etherwave Magna Lock and keep Hammer of Doom, since House of Babes prevents me from using Babe Bribery, and I might need to get rid of House of Babes to beat a Creature with a Rivers and Lakes bonus.

Opposing cards: Land Drake, Valley Troll, Sloarch, River Giant
Turn 34 draw: Golden Fleecer
Golden Fleecer can't destroy any of the opposing creatures. Merchant, Supermodel, and White Unicorn could be in 1 of the Stacks, or they could be in my deck. I decide to Beer Bribe River Giant to see if one of the 3 is under it, but the card turned over is Greater Air Elemental. I use Golden Fleecer to push Valley Troll, then use my Rock Rat as a ranged attacker to beat Valley Troll. Cyclops is turned over on Stack 2.

Opposing cards: Land Drake, Cyclops, Sloarch, Greater Air Elemental.
Turn 35 draw: Angel of Righteousness
Angel can't beat any opposing Creature (thanks to the standard bearer on Cyclops) and is discarded.

Opposing cards: Land Drake, Cyclops, Sloarch, Greater Air Elemental.
Turn 36 draw: Power Lunch
Since I can use it any time, I put the Hammer of Doom to S.S. House of Babes so that I don't have to discard Power Lunch, and Power Lunch is set to the side. There is now no Terrain in play.

Opposing cards: Land Drake, Cyclops, Sloarch, Greater Air Elemental.
Turn 37 draw: Crystal Flash
Crystal Flash can't beat anyone, and I'm running out of cards, so Crystal Flash attacks Sloarch and I Power Lunch it, spending 1 Stone. With the OCB bonus from my standard bearer, Sloarch is defeated. Stack 3 is empty!

Opposing cards: Land Drake, Cyclops, Greater Air Elemental.
Turn 38 draw: Bantam Drake
Bantam Drake can't beat anyone and is discarded. My chances of winning grow slimmer.

Opposing cards: Land Drake, Cyclops, Greater Air Elemental.
Turn 39 draw: Babes Bribery
Finally! Babes Bribery is set off to the side.

Opposing cards: Land Drake, Cyclops, Greater Air Elemental.
Turn 40 draw: Druk
Druk can't beat anyone. I decide to use Babes Bribery to bribe Land Drake, who has been a real pain in the ass. Now Thackle is on top of Stack 1. Druk can't beat Thackle either, and is discarded.

Opposing cards: Thackle, Cyclops, Greater Air Elemental.
Turn 41 draw: Big Groaning Cankerd
Big Groaning Cankerd can't beat anyone and is discarded.

Opposing cards: Thackle, Cyclops, Greater Air Elemental.
Turn 42 draw: Water Spout
As if. Goodbye, Water Spout.

Opposing cards: Thackle, Cyclops, Greater Air Elemental.
Turn 43 draw: Buzzard
This is one of my special Creatures, a secondary attacker, and is set off to the side.

Opposing cards: Thackle, Cyclops, Greater Air Elemental.
Turn 44 draw: Warrior Spirit
Spirit pushes Cyclops. Buzzard is used as a secondary attacker, and Cyclops is beaten. Ice Ogre is turned over on Stack 2.

Opposing cards: Thackle, Ice Ogre, Greater Air Elemental.
Turn 45 draw: Moon Spirit
Moon Spirit cannot beat anyone and is discarded.

Opposing cards: Thackle, Ice Ogre, Greater Air Elemental.
Turn 46 draw: Bone Shambler
Bone Shambler cannot beat anyone and is discarded.

Opposing cards: Thackle, Ice Ogre, Greater Air Elemental.
Turn 47 draw: White Unicorn
White Unicorn cannot beat anyone and is discarded.

Opposing cards: Thackle, Ice Ogre, Greater Air Elemental.
Turn 48 draw: Jibber
Jibber can't beat anyone and is discarded.

Opposing cards: Thackle, Ice Ogre, Greater Air Elemental.
Turn 49 draw: Watcher
Watcher beats Greater Air Elemental and Black Lung is on Stack 4.

Opposing cards: Thackle, Ice Ogre, Black Lung.
Turn 50 draw: Super Model
Wham! Super Model destroys Black Lung, and Dragon Wing Lord is on Stack 4.

Opposing cards: Thackle, Ice Ogre, Dragon Wing Lord.
Turn 51 draw: Cherub
Cherub falls to Dragon Wing Lord's AOE.

Opposing cards: Thackle, Ice Ogre, Dragon Wing Lord.
Turn 52 draw: Merchant
Merchant also falls to Dragon Wing Lord's AOE.

Opposing cards: Thackle, Ice Ogre, Dragon Wing Lord.
Turn 53 draw: Desert Giant
Desert Giant beats Thackle and Beelzebub is now on Stack 1.

Opposing cards: Beelzebub, Ice Ogre, Dragon Wing Lord.
Turn 54 draw: Joomjaba
The last special Creature card is set to the side.

Opposing cards: Beelzebub, Ice Ogre, Dragon Wing Lord.
Turn 55 draw: Wind Spirit
Wind Spirit can't beat any of the opposing creatures, so it attacks Dragon Wing Lord. Joomjaba is used as a secondary attacker and Dragon Wing Lord is destroyed. Ice Spirit is now on Stack 4.

Opposing cards: Beelzebub, Ice Ogre, Ice Spirit.
Turn 56 draw: Festus
Festus beats Ice Spirit and Stack 4 is empty!

Opposing cards: Beelzebub, Ice Ogre.
Turn 57 draw: Magnate Justice
Magnate Justice beats Ice Ogre and stack 2 is empty!

Opposing cards: Beelzebub.
Turn 58 draw: Lancer
Lancer stomps Beelzebub and Greenback Chak is on Stack 1.

Opposing cards: Greenback Chak.
Turn 59 draw: Ice Elemental
Ice Elemental blasts Greenback Chak and Lizard Skin Lynn is now on Stack 1.

Opposing cards: Lizard Skin Lynn.
Turn 60 draw: Zombie
I spend my last Stone to channel to Zombie and beat Lynn. Sun Spirit is now on top of Stack 1, but I'm out of cards. Only Sun Spirit and Angel remained on Stack1, giving me a final score of 19.

Friday, October 9, 2009

Guardians Stack Attack! (A Solitaire Game Variant)

Guardians Stack Attack! is a game variant for one player. The object of the game is to clear all creatures from the stacks before you run out of cards. The rules are as follows:

You will need the following cards (100 total):

Angel
Angel of Righteousness
Archangel Magnus
Arnath
Axeman
Baal-a-Gog
Bantam Drake
Beelzebub
Big Groaning Cankerd
Black Lung
Bone Shambler
Brown Backs
Captain
Cherub
Corporal
Crystal Flash
Cyclops
Death
Desert Giant
Devil Hedgehog
Dragon Wing Lord
Dreaded Doom Dog
Druk
Earth Elemental
Fangis the Hunter
Festus
Fire Walker
Giant Babe
Giant Penguin
Golden Fleecer
Great Black Ri'shar
Greater Air Elemental
Greenback Chak
Grilbus
Ice Elemental
Ice Ogre
Ice Spirit
Icky Bugs
Jibber
Kikijub
Kurgan, Blademaster of the Exiled
Lake Serpent
Lancer
Land Drake
Lizard Skin Lynn
Lorg Mole
Magnate Justice
Merchant
Moon Spirit
Na 'Boob
Phil, Bar Fly
Polar Ice Ogre
Prince of the Lost
River Giant
Rock Giant
Sand Lord
Shadow of Ashes
Slackback Chak
Sloarch
Snogwart
Snow Daughters
Succubus
Sun Spirit
Super Model
Tanniker Smith
Thackle
Tiny Whining Cankerd
Valley Troll
Vampire Hunters
Wailing Specter
Warrior Spirit
Watcher
Water Nymph
Water Spout
White Unicorn
Wild Nymph
Wind Spirit
Yard Rat
Zombie
Spirit Mountain
The Dry Heaps
Rivers and Lakes
Iron Crag Brew Mountain
SS House of Babes
Babes Bribery
Beer Bribery
Gold Bribery
Etherwave Magna Lock
Hammer of Doom
Power Lunch
St. Ballantine's Evocation
Summon Entropy Storm
Rock Rat (ranged attack)
Joomjaba (secondary attacker)
Buzzard (secondary attacker)
Brom Standard Bearer Goblin 16
Brom Standard Bearer Angelic 13
Maitz Standard Bearer Dark 16
Brom Standard Bearer Dem Bones 19
Brom Standard Bearer Skull 16

Put all the creatures (except for Rot Rat, Joomjaba, and Buzzard) in one large creature deck (separate the Bribery, Terrain, Spell, Magic Item, and Standard Bearer cards and put them off to the side). Shuffle the creature deck.

Keeping all cards face down, deal the cards into 4 piles side by side until there are 9 cards in each pile. These are called Creature Stacks 1, 2, 3, and 4.

Take the Standard Bearers and shuffle them. Place one Standard Bearer, face up, above each Creature Stack; the Standard Bearer will only affect Creatures in that Creature Stack. Deal yourself the last Standard Bearer. Your Creatures will use this Standard Bearer for the rest of the game.

Now add the Spell, Magic Item, Bribery, Terrain, and 3 special Creature cards into the remaining creature deck and shuffle well. This is called your Play Deck. Play begins by turning over the top card of each Creature Stack and placing it face up on that stack. You will draw 1 card from your Play Deck each turn and place it face up in front of you. The object of the game is to defeat all the creatures in each Creature Stack.

Drawing from your Play Deck results in getting one of four card types: Bribery, Terrain, Spell/Magic Item, or Creature. Here are the rules:

1. Drawing a Creature. Use that Creature to try to defeat one or more Creatures on the Creature Stacks. Think of it as a primary matchup from the original rules. If your Creature has an AOE, it may be applied to all Creatures on the Creature Stacks, including the next card in the stack. Otherwise, if no Bribery is taking place, matchup your Creature against one of the Creatures on a Creature Stack. Take into account destruction effects, off-color bonuses, Standard Bearer effects, and Terrain bonuses. If you beat the opposing Creature, it and your Creature go into the Discard Pile, and you turn over the next card on that Creature Stack. If you can’t beat any opposing Creatures, your Creature goes into the Discard Pile.

Special Creature cards: Rock Rat, Joomjaba, Buzzard. When you draw one of these 3 Creatures, you must set them off to the side to use during a subsequent turn (you cannot use them as regular (primary) attackers). If you find that you have a Creature that cannot beat any opponents and you have one of these 3 special cards available, attack with your Creature, then modify the matchup by playing the special card as a secondary attacker or range attacker, after which the special card is discarded.

2. Drawing a Bribery card. Set the card off to the side. You may use the Bribery card at any time. When using the Bribery card, discard it and the opposing Creature you use it on. Turn over the next card on the Creature Stack. You do not have to discard a Bribery card if another is drawn.

3. Drawing a Terrain card. Place the Terrain card above the Creature Stacks. If there was already a Terrain card there, discard the old Terrain card and play the new one. Both the opposing Creatures and your Creatures receive Terrain bonuses if their card text matches the Terrain in play. A Terrain card stays in play until a new Terrain card or Hammer of Doom forces it to be discarded.

4. Drawing Spells and Magic Items. Spells and Magic Items, when drawn, must be set off to the side. Play them at any time, following the instructions on the card. You may only have 1 Spell or Magic Item set aside at a time; if you draw another Spell or Magic Item, you may choose which one to discard.

Place 2 Power Stones in front of you. You may channel to one of your Creatures that can receive it, equal to that Creature’s vitality, by removing one Power Stone. If you play the Spell Power Lunch, you must remove 1 Stone to do so; if you have already used both Power Stones, you can’t use Power Lunch.

Note: When an opposing creature is revealed that has an AOE, that AOE applies to your next creature played. If your creature falls to the AOE, your next creature also must face it. This continues until you play a creature that withstands the AOE.

That’s it! Either you wipe out all the Creature Stacks and win the game, or you use all your cards and don’t defeat all the opposing Creatures, in which case you lose.

I'll post a sample game, along with some general strategy. I've playtested twice and lost both times. It's tough!

Tuesday, October 6, 2009

Magic Feedback

I've currently suspended the Argammond's Visions for awhile, it just doesn't feel right to spend so much time talking about a set I just spent so much time on, when I could be working on other stuff I've promised. So right now I'm working on:

1) Solo Adventures 2 rules completion
2) Full color maps for Solo Adventures 2
3) A couple more solitaire variations

Right now I'm struggling with the Bribery & Channeling mechanics of Solo 2, it's just not very intuitive. I'd like to have a system that works smoothly, but I'm not there yet. The first map is done (there are two maps of higher difficulty to come), so the Bribery/Channeling problem is the only thing holding me up. More brainstorming needed, I guess.

I'll try to have the Solitaire games posted soon, I'm playtesting them now.