Anima Tactics Rulebook en
Anima Tactics Rulebook en
Anima Tactics Rulebook en
García
ADDITIONAL DESIGN: Kai Nesbit CEO Cipher Studios
EDITOR: José M. Rey
Winning
The standard scenario is that the player with the most levels
on the table at the end of 10 turns is the winner.
Character Card
All of a character’s Attributes are printed on its associated card.
This indicates the character’s abilities, special skills, and powers.
Each Character Card includes the following information:
1 10
11
9
2
7
4
6
8 12
13
Game factions
The Anima Tactics game is divided in
three different factions depending on
the alignment of each character: Light,
Darkness and Unaligned. None of them
represent good or evil, but rather the
personal philosophy of each, the elementary
force that dwells in their soul. Because
of this, characters aligned with Light
oppose those aligned to Darkness, while
the Unaligned are neutral. As we will see in the Organizing your
Party section, as a general rule you can not combine characters
of Light and Darkness, since their aims are radically different.
Besides these alignments, each character can belong to an
affiliation. The eight affiliations that exist are:
Advantage cards
Advantages are special objects and abilities that have an
influence on the character. Each costs points to add to a
character or to play.
Counter card
This card contains the counters you’ll need to keep track of
things like a character’s State and Life Points during play. You will
need to cut them apart before playing for the first time.
Ability Cards
This card contains all the basic abilities which are common to
all characters. Each costs Action points equal to the number of
spheres next to the ability. This card also contains a list with the
meaning of each of the game state icons.
What do you need to play?
Each Anima Tactics starter set contains the following:
- Two Character miniatures.
- Two character cards.
- An advantage card.
- A counter and state card.
- Several Action counters.
- A ten-sided die.
- This manual.
Finally, each player rolls a die, with the high roller deciding
who will act first. Now you are ready to begin!
4 inch / 10 cm
24 inch / 60 cm
4 inch / 10 cm
Diagram I
HOW TO PLAY
Now let’s see the how the game works.
1- Recovery
-Straighten all of your cards.
-Recover your character’s actions.
2- Maintenance
-Pay upkeep for your special abilities.
-Remove the corresponding State counters.
3- Action
-Move your characters.
-Use your Advantage cards.
Zone of Control
The Zone of Control of a character is everything within 8
inches of it and is within that character’s Line of Sight.
Measuring
A player cannot measure the distance between his character
and an objective before declaring his character’s actions. For
example, if you wish to charge an enemy or shoot a projectile
weapon with a character, you must declare so before measuring
the distance between the Character and his target. If it turns out
your character isn’t within range for the chosen action, the attack
is lost, or the charge isn’t far enough to reach the enemy.
All measuring must be done from the front of the base of
the character.
Actions
The Anima Tactics system is based on actions. Each turn,
each character has a specified number of actions it may attempt. A
character may attempt as many actions as it has Action counters on
its card. As the character uses actions, the counters are removed.
Not all Abilities have the same Action point cost. Defending,
for example, only costs one action point, while Attack or Charge
cost two and three points, respectively. Remove a number of
counters from the card equal to the cost of the Ability used.
Of course, if your character doesn’t have enough Action points
available, you can’t use the Ability.
A character can perform actions and abilities in any order that you
wish. A character can also repeat actions as you like. For example,
a character with four or more points can Attack twice (Attack costs
two points). The only exceptions are Movement actions and the
Seek ability, which can each only be done once per turn.
You don’t have to use all of a character’s action points
before you declare that the character is finished for that Turn.
Sometimes, it is much wiser to reserve a few Action counters to
have more available in the next Turn or for reactive actions.
Movement
A player may choose to have a character
move at one of three different movement
rates. However, unlike other actions,
a character can only move once per
Turn, regardless of the number
of Action points available. So,
a character that declares Run
cannot Walk or do Free Movement
in the same turn.
A character can not move if
it is in Hand-to-hand combat;
first it must Escape from
combat.
Free Movement: Any character can move 2 inches without
using any Action points. Free Movement can be used reactively,
so the character can intercept a Charge against a friend unit
(although not to avoid a charge against itself).
Attack (2 Actions)
Attack allows a character to strike an enemy character in
combat. When a character attacks, the player rolls a die and
adds the result to the character’s Attack value to see if he hits
the enemy or not. If he has the Distance Attack ability, he can
choose to target an enemy that’s within his range of fire.
Charge (3 Actions , Once per Turn)
When a character Charges, it attacks an enemy by running
at it, using its momentum to gain an advantage. The character
moves at its listed Running Speed and the player then rolls a
die for the attack, adding +2 to the roll. Like running, when
a character Charges it must move in a straight line, called the
Line of Charge. A character can’t Charge against an enemy it’s
already engaged in combat with. Although it is an Attack action,
Charging also counts as a Movement action, so a character
can only Charge once per turn, and may conduct no other
Movement action.
Dodge (1 Action, Reactive)
Dodge is a Reactive Action used to attempt to avoid damage
from hand-to-hand or ranged attacks. When an enemy declares
the intention to attack a character, the targeted character can
spend an Action point to roll a die and add the result to its
Defense. This Action must be declared before the attacking
player rolls the die.
Counterattack (3 Actions, Reactive)
A Counterattack is a form of hand-to-hand defense by which
the attacked character takes advantage of a successful Dodge
to attack back at his enemy. Like a Dodge Action, the player
rolls a die and adds the result to his Defense. If no damage is
dealt by the attacker (without counting the Armor value), the
Counterattack Action allows the defender to make an automatic
Attack Action against the enemy, but applying -2 to his roll.
Walk (1 Action, Once per Turn)
Allows the character to move as many inches as the first
number of its Speed Attribute. The character can change
direction at will during movement. Like all Movement Actions, it
can only be used once per Turn.
Run (2 Actions, Once per Turn)
Allows the character to move as many inches as the second
number of its Speed Attribute. Unlike Walking, the character
must Run in a straight line. Like all Movement Actions, it can only
be used once per Turn.
Escape (1 Action)
Escape allows a character to disengage from hand-to-hand
combat. To do so, the player must roll a die, and if the result
is 6 or more, the Escape attempt is successful. The character
can then spend action points normally on a Movement Action
to get further away.
Seek (1 Action, Once per Turn)
Seek is an action that allows a character to discover an enemy
character hidden within its Zone of Control if there is Line of
Sight to the hidden character. To do so, the player rolls a die,
with a result of 8 or more meaning that all hidden units in the
Zone of Control are made visible.
A character can only attempt to Seek once per turn, whether
or not it is successful.
Special Abilities
Unlike Basic Abilities which are available to all characters, most
characters have unique Special Abilities. Each character has its own
Special Abilities and their cost(s) listed on its Character card. Some
of these Special Abilities modify the rules for normal defenses,
attacks or counterattacks. Follow the normal rules for these
actions, applying the modifiers from Special Abilities as needed.
There are three types of Special Ability: Magic, Ki, and
Deception.
COMBAT
The fundamental element of Anima Tactics
is combat, when different characters exchange
blows, spells, and special techniques in order
to defeat their adversaries. Let’s look at how
combat flows.
Hand-to-hand Combat
Hand-to-hand combat takes place when the
bases of two enemy characters are touching.
In this case, we say that both characters are
engaged in combat. If a character’s base is
in contact with more than one enemy, it can
choose which to attack or, if it has enough
Actions, do multiples attacks against various
enemy characters. Characters engaged in hand-
to-hand combat cannot make ranged attacks.
If a character engaged in hand-to-hand combat
wishes to break away, it must first make a
successful Escape Action.
Attacking and hitting an enemy character: Whether
through the Action Attack, a Charge, or a Special Ability, a
character can try to hit an enemy unit in combat. To do so, the
player rolls a die and adds the result to the character’s Attack
Attribute. The attack is successful if the sum is equal to or
greater than the defender’s Defense value. If the result is lower,
the attack has failed with no other consequences. If the attack
is successful, the amount by which the sum exceeds the Defense
value is called the Level of Success.
Whatever the difference in values, a result of 10 on an attack roll
is automatically a success, even if the Defense value is still higher.
Defending and Counterattacks: In response to an
Attack, a defender can use an Action to try to evade or block
the blow. A Dodge Action is reactive and allows the defender to
roll a die and add the result to the character’s Defense Attribute.
A Counterattack works the same way, except that if the Defense
Action is successful and the attack deals no damage, the defender
can automatically make an Attack Action against the enemy at no
additional cost, but with a -2 to the roll. In either case, Defense
must be declared before the attacker rolls the die.
Calculating Damage: If an attacking character successfully
hits (by meeting or exceeding the enemy Defense value) an enemy
character, the Level of Success is added to the attacker’s Damage
Attribute. The defender’s Armor value is then subtracted from
the Level of Success, and the result is the Life Points the defender
loses. So, a character with a Damage Attribute of 3 that achieves
four Levels of Success in an Attack removes 7 Life points, minus
the defender’s Armor value.
Situation Modifier
Long Range -1
Cover -2
Character engaged in combat -1
Superior position +1
Defensive maneuvers
Besides the conventional attacks and defenses we have seen,
there are two maneuvers that allow characters to protect
friendly units from enemy attacks.
3,5 inch
9 cm
1,5 inch
4 cm
Diagram II
In Diagram II, A declares he will Charge against B. C tries to
protect B and Intercepts A’s Movement by moving into the line of the
Charge. D, however, is unable to intercept the charge, since it is to far
away from the line of the Charge.
cm h
c
in
2
5
Diagram III
Damage and Death
As a character receives Damage, it progressively loses
Life Points. To keep track of how much Damage a character
has received, place counters on its character card. When a
character’s Life Points reach 0, the character has died or is out
of combat, and must be removed from play.
Resistances
Special Abilities with the Effect keyword require a Resistance
roll versus the target to determine whether they have any effect.
The Effect may be automatic, as are certain spells, or it may
cause Damage, as do some poison attacks. All Effects have a
difficulty level, which implies how hard it is for the characters
to resist the Effect. When a Resistance roll is needed, all the
affected characters must roll a die and add its Resistance value
to the result. If the sum is greater than the difficulty level of the
Special ability, the target is not affected.
STATE
Some characters can put themselves or others into different
States, which may cause advantages or disadvantages. To indicate
that a character is in a State, put a number of State counters on
its card equal to the level of the State. For example, a character
affected by a level 2 Haste spell will have two Haste counters on it.
State effects don’t last forever: remove one counter of each
type of State during Maintenance phase. When no counters for
a specific State are left on a character’s card, the character is no
longer under the effect of that State.
Clear Terrain
Smooth surfaces that represent pavement, plains, or other
expanses where there are no natural terrain features. It imposes
no modifier on Movement or on Line of Sight.
Abrupt Terrain
This can be trees, rocky areas, and scrub brush; any terrain that
restricts Movement and Line of Sight without impeding it completely.
All units that cross Abrupt Terrain reduce their Movement by half
while within that feature and receive the modifier of Cover if they
try to shoot through the Abrupt Terrain.
Impassable Terrain
They may be huge constructions, canyons, rock formations…
any obstacle that’s impossible to cross. No character may move
through Impassable Terrain. As for Line of Sight, we distinguish
between two types of Impassible terrain.
Elevations
Mountains and cliffs are common scenery features that affect
both Movement and Line of Sight. When a character moves
up a level in elevation, its Movement is reduce by half, as in
Abrupt Terrain. There is no Movement penalty for moving
down in elevation. Changes in elevation block Line of Sight
if a character tries to fire through the feature. Check from a
character’s-eye perspective to see if a scenery feature blocks the
Line of Site upward or downward. A character which is in an
elevated position doesn’t suffer the Cover modifier for firing
through Abrupt Terrain at a lower elevation.
ADVANTAGE CARDS
Advantage Cards are an element that greatly increases the
versatility and diversity of Anima Tactics games. They are
modifiers that affect characters or conditions of play in exchange for
a number of Levels points paid while building your force. You can
never have more Advantage cards than the number of characters
you start the game with. There are two kinds of Advantage cards.
Plot
Plot cards allow you to modify certain aspects of the game,
such as moving scenery features or rerolling dice. Unless the
card reads otherwise, they can be played at any time. You keep
your Plot cards in your hand, hidden from your opponent until
you decide to use them.
OPTIONAL SCENARIOS
The goal in a standard game of Anima Tactics is to see
which player has the most levels worth of characters left on the
table at the end of the tenth turn, but there are other possible
scenarios. Here are a few options you might want to try out if
both players agree.
Scenario 3: Armageddon
In this Scenario, the aim is to kill all enemy units, no matter
now long it takes. There is no 10 turn limit.
OPTIONAL RULES:
BOARD GAME
Anima Tactics offers you the additional possibility to play
on a board divided in to squares for those that don’t want to use
a ruler in play. The game mechanic is exactly the same, but there
are special rules about character movement and the role of the
squares in the game. Several maps for use in your games are
available for downloading on our website if you like.
Additional clarifications
Besides the previous notes, a few other clarifications are
necessary for play on a board with squares.
Terrain Types
To distinguish between the different types of terrain, each
square bears a small mark on one of the corners that indicates
which class it is.
Elevation 1 Elevation 2
REFERENCE ICONS
Attack Life Points
Damage Resistance
Armor Speed
Life Point
Paralyzed
Counter
Poison Berserker
Seal Healing
Protection Blind
Haste Doom
Slow Shield
ANIMA TACTICS RULEBOOK
New Optional Rules. Expanded Rules to play on boards with squares.
Extensive background of World of Gaia and Anima Universe.
Character sheets with full information and background.
New scenarios and battle ideas. Boards for play in the most
famous Anima Universe locations. And much more...
COMING SOON!
WWW.ANIMARPG.COM