Easy Battle Mode

Easy Battle Mode is for the casual gamer who wants quick, randomized, luck-based battles. These types of battles usually end pretty quickly and are almost completely dice driven. A the name implies, it’s a very easy battle system to learn. In Fairytale Games, you will be able to choose from this style of fighting to the more advanced.


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. Before the round starts, you and your opponent will draw 5 cards each. The maximum hand size will always be 5.


There are 4 different types of Battle Cards. Attack, Defense, Ability, and Special.  Note that in Easy Battle Mode, you will ignore certain statistics on these Battle Cards.


When you play an attack card you will roll 1 die (six sided) and match the value to a number on your Player Board. This will tell you what move or ability your character performed. Attack Cards can also be played as a block, but are only worth 1 DEF Point. Ignore the other statistics on the Attack Card.


When you play a defense card in response to an attack, you will roll a die and match the value with the corresponding number on your Player Board. This will tell you how much of the attack you deflected or absorbed. 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. Ignore the other statistics on the Defense Card.


In easy mode, the ability card will allow you to change between allies instantly by using the card and a trait point. Ignore the other statistics on the Ability Card.


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. Ignore the other statistics on the Special Card.


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!


Not used in Easy Battle Mode


There are 5 phases in a round:

  1. Draw Phase
  2. Action Phase
  3. Reaction Phase
  4. Action Phase
  5. End Phase


At the beginning of your turn, you will draw 5 cards and discard any unused cards. So on your new turn, you will have a new hand, not carrying over your last. This makes battles very random but quick. Think of this as the equivalent of fighting out in rage.  There is some strategy in how you play the cards in your hand, especially since you know that what you use will carry over into your opponent’s attack phase. So if you use up all your cards, you’ll have nothing to defend with. On the other hand, there is a chance that you’ll fight against kamekazi players who will unload all their cards on you because they know they’ll get a new hand their next turn. Any used card gets discarded in a discard pile. If any player runs out of cards to draw, simply reshuffle the discard pile and continue drawing 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).


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.


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 Points 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.


  • 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 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)!


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 than 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, 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.

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.


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