Goal: Your goal is to be the first person or team to eliminate all opponents by killing your opponents’ characters (health points at zero).
Game Play: After shuffling their cards, all players will draw the top five cards from their decks. The first player will choose to take an upgrading turn or an attacking turn. The first player may play all applicable cards before discarding the used and unused cards as well as any purchased cards into his or her own discard pile and drawing five new cards. Used cards go into your discard at the end of your turn. Play will then move to the next player who will also choose an upgrading or attacking turn and follow the same steps as the first player.
Attacking Turn: On an attacking turn, you may only play red attack cards. You may choose to attack one player or multiple players. Attack by laying your red attack cards in front of you and declaring which opponents are being attacked. After the attacked players subtract health points from their character, the attacker must discard all used and unused cards, and then draw five new cards. You may not play blue defense cards or black upgrading cards on an attacking turn. The attacking player may choose to lay all attacking cards at the same time or they may play them one at a time to gauge a defender’s defense. If they do so the effects will take place in the order that the cards were played.
Upgrading Turn: On an upgrading turn, you may only use black energy or money cards from your hand. Use the money cards to buy cards from the stacks in the middle of the table. You may buy as many cards as you want during your turn, but they cannot be used until they have been shuffled back into your deck. You may also play energy cards from your hand. Once you have added your energy, take all used, unused, and purchased cards, and place them in your discard pile. Then, draw five new cards from your deck. You may not play any blue or red cards on an upgrading turn.
Defense: You may play the blue defense cards only when your character has been attacked. Add up the number of attack points and subtract the number of defense points (You do not gain health from defense cards) Play your blue defense card as soon as you are attacked and place it in your discard pile after it is has been used. You will not replace the cards in your hand until after your next turn. You may choose not to use a defense card. You may not pay red or black cards when attacked. Powering Up: Powering Up can be a key component in your battle. Play the Bolt, Flash, and Strike cards to add energy to your character. Once you have gained 10 energy points you are allowed to Power Up. If you go over ten energy points, Power Up, and starting from 0 add the extra energy. To Power Up, pick one of the four power-up cards and move it up to the first level. All cards with the matching symbol will have ten points added to their attack or block total. For example, if one of the Power up you picked was strength, your punches are now worth 20 points of attack and your kicks are worth 15 points. You may power up three times for each card.
Structure Cards: Green structure cards are added to your character as soon as you buy them. Structure cards will stay in play until another player plays a firebomb card against your structure or the end of the game. You may buy any number of structure cards, but you may not buy more than one of each type of structure card. If your structure is firebombed, place the structure in your discard pile. You may add the structure as soon as it is redrawn. Because of this structure cards can never be stolen.
Designer | MasterNineGames |
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Development Status | Nearing Completion |
Expected Play Time | 90 minutes |
Number of Players | 2 to 6 |
Intended Audience | Medium |
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More Info | http://https://tabletopia.com/games/taking-of-taidian |