Advanced battle mode relies more on strategy rather than dice rolls. There’s a lot of card manipulation and control abilities and strategies without getting too bogged down on too many mechanics.
When you begin battle, whoever initiated the battle first gets to go first. Once the battle begins, you and your opponent will use a community Battle Deck. Unlike Easy Battle Mode, you will also have your character’s smaller “Tactic Deck” next to you. Before the round starts, you and your opponent will draw 5 cards each from the Battle Deck. The maximum hand size will always be 5.
There are 4 different types of Battle Cards. Attack, Defense, Ability, and Special.
When you play an attack card, you can play it as either one of the numbers on the top right. Each number represents a different value on your Player Board’s attack section. You can also choose to discard your attack card and spend any 1 trait point to draw from the Tactic Card Deck. This give your hand a bit more strategy as the different number represents various abilities or attacks specific for your character on their Player Board.
When you play a defense card in response to an attack, you can play it as either one of the numbers on the top right. Each number represents a different value on your Player Board’s defense section. For example, if someone hits you for 5 ATK (Attack) Damage, and you block with a 3 DEF (Defense) value, then you still get hit for 2 and will subtract this from your life total. If you get hit for 5 ATK Damage and you block with a 5 DEF or 6 DEF value then nothing happens as you absorb the entirety of the attack.
You can also choose to pay any 1 trait bonus to be allowed to counter-attack. Normally, after a player declares their defense, they are done and it’s still the attacker’s turn. Only until the attacker has ended their turn, does the other player get a chance to initiate an attack. By counter-attacking, the defending player will block as normal, but then be allowed to play a follow-up attack card. Of course, the now defending player can also play a defense card and has the same chance to play a trait point to counter-attack an so forth.
Playing this type of card allows you to use an ability from your Player Board (most require a certain scenario to happen before being allowed to use the ability. For example, if you only have 5 Health points, etc.) Another option you have is to play this card to switch or tag another ally in as your main character.
You may use a special move that is indicated on your Player Board buy using this card as well as spending the designated amount of trait points. Another option is to use it as Desperation Move where you will empty out all your trait point squares (with the exception of Reputation and Kill Points) and use your character’s Desperation move indicated on your Player Board.
You can play this to try to escape and end the battle. If you play this successfully, you will have to discard any equipped items. If you fail, you will take a substantial amount of damage. The success of the escape comes down to a dice roll between you and your opponent where the greater roll wins. You can also play escape cards as a response to an attack. If you fail the escape, not only do you take the penalty from a failed escape, but also the damage from the attack your opponent made before your attempt. Yikes!
The community Tactic Card deck is a separate deck that has 20 cards. If you draw from the Tactic Card Deck, you will either get a Tactic Card (it will tell you a tactic card number), or you will get a dud card (which does nothing but take up space). Each character has their own tactic cards that can be played on any player’s turn including your own. This tactic card will be on your side of the table but when you are told to draw a specific tactic card, you will put that number into your hand so you can play when you’re ready.
You may also use certain tactic cards to target interfering players as well as your opponent. Every dud or tactic card discarded goes into a discard pile for the tactic card. If during the course of the battle you run out of cards to draw, simply shuffle the tactic cards and draw from the top again.
There are 5 phases in a round:
- Draw Phase
- Action Phase
- Reaction Phase
- Action Phase
- End Phase
At the beginning of your turn, you will draw up to 5 cards and discard any unused cards you choose to discard (unlike Easy Mode where you cannot save cards). Tactic Cards that you draw also go into your hand, making the way you save or play cards very strategic since you are only allowed a 5 card maximum (unless otherwise noted). Discard any played card in a discard pile. If any player runs out of cards to draw, reshuffle the discard pile and continue to draw up to your 5 cards.
You will play any Attack, Special, or Ability cards this turn. You may also equip any item you have in your Questing Hand but will end your turn if you do (it’s best to do this after all your actions are played). You may also use any character abilities that are specific with Battle Mode stated on your Character Card.
After you play your action, your opponent has a chance to react to it. For example if you play a an Attack, your opponent has a chance to play a block to assess damage.
Your turn is over and it is your opponent’s turn.
INTERFERING THE BATTLE: ADVANCED BATTLE MODE
Any player that is on the same or adjacent location as you and your opponent may help or hinder players during their battle. Helping includes powering up attacks, giving health replenishing items, etc. Hindering includes, paralyzing, direct damage, poison, etc. Interfering fighters can not join the fight directly using their player boards and the battle deck. During the battle, if there are interfering players, the fighters may also attack any one of them and even defend from their direct damage attacks. Even crazier, if interfering players are causing too much trouble, both fighters can temporarily join forces to attack them. An interfering player cannot kill a player in battle, though they can bring their life total down to 1. Never will an interfering player receive Kill Point from a battle. Interfering fighters can not withdraw from combat until after the battle between the original characters have concluded (unless they play an ability or action card that allows them to do so.) This makes helping or hindering other players an investment in trust as well. Also, you may play Tactic Cards on interfering characters as they are considered “opponents” as well.
In Advanced Battle Mode, Interfering players can also sacrifice themselves to help an opponent. This is called “Selfless Act”. Basically, when an opponent attacks, you may take the full hit for any player. This damage is subtracted from your health points. Keep in mind that by doing this, you can also get killed, though no Kill Points will be awarded for your character’s death.
- You bring your opponent’s health to zero or below (you win!)
- Your opponent brings your health to zero or below (you lose…..)
- You and your opponent mutually agrees to end the battle
- You or your opponent successfully plays an escape card
If you have more than one ally in your party and one of your character dies, you are given the choice to end the battle or continue. If you continue, you will go first and one of your remaining allies will become your main character.
YOU ARE VICTORIOUS 🙂
You will gain 1 Kill Point Quota as well as 1 Reputation Point for every character you killed in battle. Any items that the last character you fought had equipped will drop and can be collected in your hand at that time. If you do not collect it, it becomes discarded. (If there are multiple players defeated, their last dead characters will drop the items and the victors can choose and divvy up the spoils. If for some reason they can’t agree to who gets what, they can initiate a battle between them)!
IF YOU ARE DEFEATED 😦
You remove any defeated character in your party and will start as one of your allied characters (if you have none, you can choose from another non-played character) and will begin at the nearest Cemetery, Graveyard, or the original starting point of the game.
As long as you are on the same location as another and battle is initiated, you can join in as a combatant as well. This is different an interfering players as this means you are completely invested in the battle and will either take a side or be on your own. If you take a side, you start as an ally. You can only help your teammate or hinder your mutual opponent with action cards, items, tactic cards or abilities. If your teammate tags you in, you will be the one that will be fighting and will redraw up to as many cards as your teammate had before tagging you in (you do not get to redraw the tactic cards).
If you are playing by yourself against multiple opponents, turns will go one after another and counter-attacking only works between the attacker and defending player.
With a multiplayer battle, you may have as many combatants and interferers as the game can hold. So there are a lot of craziness that can happen if you truly have a lot of friends… and enemies.