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Milites Fabula
Instruction Manual
Ages 13 and up.
Table of Content
-Story Pg. 3
-Avatar Story Pg. 4-6
-Game Overview Pg. 7
-Game Setup Pg. 8
-Play Field Example Pg. 9
-General Rules Pg. 10
-Specific Rules Pg. 11
-Game Components Pg. 12
-Basic Card Layout Pg. 13
-Avatar Card Layout Pg. 14
-Avatar Cards Pg. 15
-Epic Cards Pg. 16
-Epic Cards Pg. 16
-Striker Cards Pg. 17-19
-Counter Cards Pg. 20-22
-Augment Cards Pg. 23-25
-Heirloom Cards Pg. 26-28
-Gameplay Pg. 29-31
Story
Thousands of years ago, there was an incredible war involving the entire world over the power of an ancient relic called
The Bloom. This relic was said to contain all of the knowledge that had been attained by all civilizations up to the present.
Hearing of this legend, the 3 worldly powers known as The Avatars set out on a global conquest to obtain this relic. After years
of fierce battles and overwhelming loss of life, The Avatars decided to call a truce and return to their homelands. The truce was
cut short when one of the avatars, Deus, discovered information on the exact location of The Bloom. All 3 Avatars rushed to this
location to discover that the relic had deceived them and forced the battle to determine who was the strongest amongst them.
The relic had decided that none of the Avatars, or their accompanying armies on the battlefield deserved the power left within it
and instead trapped every living creature within a 10 mile radius inside of itself. 3,173 years have passed since that fateful day
and The Bloom is once again on the move. This time however, instead of causing a global war, it released the trapped armies
as cards and set them across the world to force individuals to battle each other with wit and tactics to determine if a true heir to
The Bloom had yet been born.
Avatar’s Story
Deus:
Deus rose to power utilizing his talent in technology as well as his efficient practices with everything he did. Nothing was wasted, and he
always was able to salvage something, even if a project was a failure. Because of this, he quickly proved to be effective at leading his people, and
he soon boosted his nation to the top in terms of technological advancement. He had been an orphan, but luckily for him was taken in by a
successful scientist, who provided him with the environment required to grow into what he would become. It was during his time with the scientist as
a child that he was given his name. He had been playing outside and found a bird on the ground, which had been dead for hours. He took this bird
back to the scientists lab, and through robotic implants and his determination, he was able to raise the bird from the dead, hence the name Deus, or
God. When Deus discovered the Bloom’s location, he and his followers were the first on the scene, using their massive technological advantage to
warp to the location in their advanced ships. But this turned into his undoing as he was trapped within the Bloom.
Ymir:
Ymir is the father of all things cold and frigid. He is said to be the father of the frost giants, a race of bloodthirsty minions. Ymir’s motivation
comes from his desire to encompass the world in an eternal winter. When first hearing of The Bloom, Ymir thought this was his chance to finally
have all he wanted. After years of searching and fighting for the relic, Ymir’s troops went back home after the Avatars reached a peace treaty. That
was until word spread that Deus had found the exact location of the hidden relic and was on the move. Mustering up the last of his armies’ strength
they rushed to the relic’s location only to find that Deus had already beaten them there. Immediately Ymir ordered a full attack on Deus to try and
steal the relic for himself. As the fighting commenced Bishamon arrived and it was all out war. Before the fighting could stop a violent bright light
erupted from the Bloom and trapped everyone, including Ymir, inside it.
Avatar’s Story Cnt.
Bishamon:
For decades Feudal Japan prayed to their gods. The most commonly prayed to god was Bishamon. His control over happiness and war was
very influential. Over time the common practice was for a shogun wishing peace to pray to Bishamon in order to ensure happiness for his subjects
and towards that shogun’s possible enemies. Over time, much like the gods of old, the prayers to Bishamon began to weaken and eventually fade.
After many centuries of peace, Bishamon heard new prayers but ones in a different tongue not common to the shoguns of old. Under his command
are the legends of old feudal wars. Drawn to these prayers Bishamon inadvertently was caught in the middle of the conflict for an ancient weapon
called The Bloom. Now faced with a new challenge Bishamon has enlisted the help of feudal Japan’s greatest warriors and weapons. From the
legendary Muramasa to the greatest Swordsmen in history, Bishamon has awakened again and this time he wishes to use his dominance over
combat to collect the power of The Bloom for his own means.
Avatar’s Story Cnt.
Game Overview
Introduction
Milites Fabula is a Collectible Card Game where a player needs to collect cards to create a deck of 40 card plus 1 Avatar to use against
another player and his/her deck of cards and Avatar.
How many characters/units/pieces does the player control?
There are going to be a total of 60 cards. There are also 3 Avatars, which represent each of the leaders of the great nations involved in the
initial conflict. With these cards and Avatars, a player will battle against another player’s deck of cards and Avatar.
Game Setup
Game Setup
● Each Player selects an avatar for play.
● Players choose from available cards to construct a 40 card deck
● Decks are shuffled at start of each game and cut by opposite players
● Each player will show the top card of their deck to their opponent. Whoever shows the highest statistic
(Attack or Defense) gets to choose who goes first. Heirloom or Augment cards that are shown count as
0.
● Each Player draws 5 starting cards
● Player do not need a game board but card position when played must be remembered. Players can
adjust the location of their deck, discard pile, etc. as they please, as long as it is made apparent to their
opponent the location of each of the respective items.
Play Field Example
Deck
Heirloom
Avatar
Discard
Pile
Counter
Cards
Striker
Cards
General Rules
● Player decks are created with a total of 40 cards and 1 Avatar.
● Decks can have 2 of each card in their deck except for Heirlooms, which are limited to 1 copy of each and Epic
cards which are limited to 1 total.
● Each player will show the top card of their deck to their opponent. Whoever shows the highest statistic (Attack or
Defense) gets to choose who goes first. Heirloom or Augment cards that are shown count as 0. In the event of a
tie, each player places the previous card on the bottom of the deck, and repeats the process as many times as
needed until a winner is determined. The decks are then shuffled.
● There is no limit to the amount of cards playable each turn.
● Avatar’s are not playable cards, but are placed on the field as the player’s “alias” at the start of the game.
● Avatar abilities can only be activated once per turn.
● If a player’s deck is reduced to 3 cards or less, the draw phase must be skipped.
● Players are limited to a total of 5 Striker cards and 5 Counter cards on the field at any given time. If the limit is
reached, that player cannot play any additional cards in those slots until 1 or more are destroyed.
Specific Rules
● Striker cards cannot attack the turn they are played unless otherwise stated on an ability.
● Counter cards are played face down and remain face down until attacked, until an ability causes them to flip, or until
they are used to block a direct attack.
● Counter card abilities do not activate until they are face up on the field.
● The Play Field is limited to only 1 Heirloom card at any time.
● Heirloom card effects work for both players as long as it is on the field.
● Heirloom cards are destroyed if any other Heirloom is played.
● Striker cards can attack the deck, or a Counter card. If it attacks the deck, the defending player may choose to defend
by using his Counter cards.
● Defending players are limited to only defending an attack with 1 counter card at a time. This means if 3 Striker cards
attack, the defending player can use 3 different counter cards to block each attack.
Game Components
●
●
Basic Card Layout
Basic Card Layout:
Avatar Card Layout
Avatar Card Layout:
Avatars
Epic Cards
Striker Cards
Striker Cards Cnt.
Striker Cards Cnt.
Counter Cards
Counter Cards Cnt.
Counter Cards Cnt.
Augment Cards
Augment Cards Cnt.
Augment Cards Cnt.
Heirloom Cards
Heirloom Cards Cnt.
Heirloom Cards Cnt.
Gameplay
Turn Sequence -
Player Draws 3 cards:
● The Draw mechanic is only usable by the player while the deck holds more than 3 cards. Once the player’s deck reaches 3 or less the player
is unable to draw anymore.
● Player Selects one card and places the other 2 at the bottom of the deck
● Player plays Striker and Counter cards
Counter Cards: A counter is played face down this is because of the counter cards strong flip-up effect abilities that can happen only when placed
face down as well as to create a larger state of imperfect information.
Striker Cards: When a strike card enters the field it is unable to attack for the first turn that it enters play, unless otherwise stated on the card.
Abilities: Both Strikers and counters can have abilities, the player playing the card must state the ability being used for that ability to come into play
on the turn it is viable to use the ability.
Gameplay Cnt.
Player Plays Heirloom:
● One Heirloom can be on the field for each player at a time .These are powerful cards that can only be targeted by augments or creature
abilities.
Player Plays Augment:
● Augments spells are buffs, some are required to be played only on the player’s turn while others state that they are instant and may be
played at any time for either player. Augments vary from buffs that add to a Striker's stats to an augment cards that counter or destroy other
cards.
Player can initiate combat phase:
● A player can choose to initiate a combat phase but this is not required. A player can use a striker to target an opposing striker/counter card
or player’s deck directly if the opponent controls no counter or striker cards. Attack Cards abilities come into play during the combat phase
unless specifically said on the card otherwise.
Damage is calculated:
● When a player’s deck is hit directly, a player discards a number of cards equal to the damage received. The cards discarded are taken from
the top of their deck of cards. If a counter card is destroyed, the excess damage is dealt to the opposing player’s deck. If the statistic of
“Attack” and “Defense” are equal, the attack is nullified. If “Defense” is higher than the “Attack” stat, the attacker takes damage to his deck
equal to the difference.
Gameplay Cnt.
Player enters standby phase:
● This is the phase that happens right before a player decides to end their turn if the player has not played a Striker or a
Counter they may do so in this phase before the end of turn.
Player ends turn and new player's turn begins:
● The game continues till one player reaches 0 cards within their deck at this time the player with cards remaining is declared
the winner.

More Related Content

Milites Fabula

  • 2. Table of Content -Story Pg. 3 -Avatar Story Pg. 4-6 -Game Overview Pg. 7 -Game Setup Pg. 8 -Play Field Example Pg. 9 -General Rules Pg. 10 -Specific Rules Pg. 11 -Game Components Pg. 12 -Basic Card Layout Pg. 13 -Avatar Card Layout Pg. 14 -Avatar Cards Pg. 15 -Epic Cards Pg. 16 -Epic Cards Pg. 16 -Striker Cards Pg. 17-19 -Counter Cards Pg. 20-22 -Augment Cards Pg. 23-25 -Heirloom Cards Pg. 26-28 -Gameplay Pg. 29-31
  • 3. Story Thousands of years ago, there was an incredible war involving the entire world over the power of an ancient relic called The Bloom. This relic was said to contain all of the knowledge that had been attained by all civilizations up to the present. Hearing of this legend, the 3 worldly powers known as The Avatars set out on a global conquest to obtain this relic. After years of fierce battles and overwhelming loss of life, The Avatars decided to call a truce and return to their homelands. The truce was cut short when one of the avatars, Deus, discovered information on the exact location of The Bloom. All 3 Avatars rushed to this location to discover that the relic had deceived them and forced the battle to determine who was the strongest amongst them. The relic had decided that none of the Avatars, or their accompanying armies on the battlefield deserved the power left within it and instead trapped every living creature within a 10 mile radius inside of itself. 3,173 years have passed since that fateful day and The Bloom is once again on the move. This time however, instead of causing a global war, it released the trapped armies as cards and set them across the world to force individuals to battle each other with wit and tactics to determine if a true heir to The Bloom had yet been born.
  • 4. Avatar’s Story Deus: Deus rose to power utilizing his talent in technology as well as his efficient practices with everything he did. Nothing was wasted, and he always was able to salvage something, even if a project was a failure. Because of this, he quickly proved to be effective at leading his people, and he soon boosted his nation to the top in terms of technological advancement. He had been an orphan, but luckily for him was taken in by a successful scientist, who provided him with the environment required to grow into what he would become. It was during his time with the scientist as a child that he was given his name. He had been playing outside and found a bird on the ground, which had been dead for hours. He took this bird back to the scientists lab, and through robotic implants and his determination, he was able to raise the bird from the dead, hence the name Deus, or God. When Deus discovered the Bloom’s location, he and his followers were the first on the scene, using their massive technological advantage to warp to the location in their advanced ships. But this turned into his undoing as he was trapped within the Bloom.
  • 5. Ymir: Ymir is the father of all things cold and frigid. He is said to be the father of the frost giants, a race of bloodthirsty minions. Ymir’s motivation comes from his desire to encompass the world in an eternal winter. When first hearing of The Bloom, Ymir thought this was his chance to finally have all he wanted. After years of searching and fighting for the relic, Ymir’s troops went back home after the Avatars reached a peace treaty. That was until word spread that Deus had found the exact location of the hidden relic and was on the move. Mustering up the last of his armies’ strength they rushed to the relic’s location only to find that Deus had already beaten them there. Immediately Ymir ordered a full attack on Deus to try and steal the relic for himself. As the fighting commenced Bishamon arrived and it was all out war. Before the fighting could stop a violent bright light erupted from the Bloom and trapped everyone, including Ymir, inside it. Avatar’s Story Cnt.
  • 6. Bishamon: For decades Feudal Japan prayed to their gods. The most commonly prayed to god was Bishamon. His control over happiness and war was very influential. Over time the common practice was for a shogun wishing peace to pray to Bishamon in order to ensure happiness for his subjects and towards that shogun’s possible enemies. Over time, much like the gods of old, the prayers to Bishamon began to weaken and eventually fade. After many centuries of peace, Bishamon heard new prayers but ones in a different tongue not common to the shoguns of old. Under his command are the legends of old feudal wars. Drawn to these prayers Bishamon inadvertently was caught in the middle of the conflict for an ancient weapon called The Bloom. Now faced with a new challenge Bishamon has enlisted the help of feudal Japan’s greatest warriors and weapons. From the legendary Muramasa to the greatest Swordsmen in history, Bishamon has awakened again and this time he wishes to use his dominance over combat to collect the power of The Bloom for his own means. Avatar’s Story Cnt.
  • 7. Game Overview Introduction Milites Fabula is a Collectible Card Game where a player needs to collect cards to create a deck of 40 card plus 1 Avatar to use against another player and his/her deck of cards and Avatar. How many characters/units/pieces does the player control? There are going to be a total of 60 cards. There are also 3 Avatars, which represent each of the leaders of the great nations involved in the initial conflict. With these cards and Avatars, a player will battle against another player’s deck of cards and Avatar.
  • 8. Game Setup Game Setup ● Each Player selects an avatar for play. ● Players choose from available cards to construct a 40 card deck ● Decks are shuffled at start of each game and cut by opposite players ● Each player will show the top card of their deck to their opponent. Whoever shows the highest statistic (Attack or Defense) gets to choose who goes first. Heirloom or Augment cards that are shown count as 0. ● Each Player draws 5 starting cards ● Player do not need a game board but card position when played must be remembered. Players can adjust the location of their deck, discard pile, etc. as they please, as long as it is made apparent to their opponent the location of each of the respective items.
  • 10. General Rules ● Player decks are created with a total of 40 cards and 1 Avatar. ● Decks can have 2 of each card in their deck except for Heirlooms, which are limited to 1 copy of each and Epic cards which are limited to 1 total. ● Each player will show the top card of their deck to their opponent. Whoever shows the highest statistic (Attack or Defense) gets to choose who goes first. Heirloom or Augment cards that are shown count as 0. In the event of a tie, each player places the previous card on the bottom of the deck, and repeats the process as many times as needed until a winner is determined. The decks are then shuffled. ● There is no limit to the amount of cards playable each turn. ● Avatar’s are not playable cards, but are placed on the field as the player’s “alias” at the start of the game. ● Avatar abilities can only be activated once per turn. ● If a player’s deck is reduced to 3 cards or less, the draw phase must be skipped. ● Players are limited to a total of 5 Striker cards and 5 Counter cards on the field at any given time. If the limit is reached, that player cannot play any additional cards in those slots until 1 or more are destroyed.
  • 11. Specific Rules ● Striker cards cannot attack the turn they are played unless otherwise stated on an ability. ● Counter cards are played face down and remain face down until attacked, until an ability causes them to flip, or until they are used to block a direct attack. ● Counter card abilities do not activate until they are face up on the field. ● The Play Field is limited to only 1 Heirloom card at any time. ● Heirloom card effects work for both players as long as it is on the field. ● Heirloom cards are destroyed if any other Heirloom is played. ● Striker cards can attack the deck, or a Counter card. If it attacks the deck, the defending player may choose to defend by using his Counter cards. ● Defending players are limited to only defending an attack with 1 counter card at a time. This means if 3 Striker cards attack, the defending player can use 3 different counter cards to block each attack.
  • 13. Basic Card Layout Basic Card Layout:
  • 29. Gameplay Turn Sequence - Player Draws 3 cards: ● The Draw mechanic is only usable by the player while the deck holds more than 3 cards. Once the player’s deck reaches 3 or less the player is unable to draw anymore. ● Player Selects one card and places the other 2 at the bottom of the deck ● Player plays Striker and Counter cards Counter Cards: A counter is played face down this is because of the counter cards strong flip-up effect abilities that can happen only when placed face down as well as to create a larger state of imperfect information. Striker Cards: When a strike card enters the field it is unable to attack for the first turn that it enters play, unless otherwise stated on the card. Abilities: Both Strikers and counters can have abilities, the player playing the card must state the ability being used for that ability to come into play on the turn it is viable to use the ability.
  • 30. Gameplay Cnt. Player Plays Heirloom: ● One Heirloom can be on the field for each player at a time .These are powerful cards that can only be targeted by augments or creature abilities. Player Plays Augment: ● Augments spells are buffs, some are required to be played only on the player’s turn while others state that they are instant and may be played at any time for either player. Augments vary from buffs that add to a Striker's stats to an augment cards that counter or destroy other cards. Player can initiate combat phase: ● A player can choose to initiate a combat phase but this is not required. A player can use a striker to target an opposing striker/counter card or player’s deck directly if the opponent controls no counter or striker cards. Attack Cards abilities come into play during the combat phase unless specifically said on the card otherwise. Damage is calculated: ● When a player’s deck is hit directly, a player discards a number of cards equal to the damage received. The cards discarded are taken from the top of their deck of cards. If a counter card is destroyed, the excess damage is dealt to the opposing player’s deck. If the statistic of “Attack” and “Defense” are equal, the attack is nullified. If “Defense” is higher than the “Attack” stat, the attacker takes damage to his deck equal to the difference.
  • 31. Gameplay Cnt. Player enters standby phase: ● This is the phase that happens right before a player decides to end their turn if the player has not played a Striker or a Counter they may do so in this phase before the end of turn. Player ends turn and new player's turn begins: ● The game continues till one player reaches 0 cards within their deck at this time the player with cards remaining is declared the winner.